=_=_ File:Wiki.png This favicon shows a from NetHack. There are many white @'s in NetHack; exactly which one this is shall forever remain a mystery. =_=_ File:Search logo.png =_=_ Main Page =_=_ NetHackWiki:Contributors to Rodney donating to the Wiki You agree that you hold the copyright to any content you have contributed to Rodney and that you agree to license this content under the terms of the GNU Free Documentation License. =_=_ NetHackWiki:Logo contest To enter the logo contest, you must be a registered user. Simply upload an image. It must have a width of 135 pixels or less and a height of 155 pixels or less and be in PNG format. After this is done go to the voting page and between the last submission and the < code > < nowiki > < /gallery > < /nowiki > < /code > tag put on a new line: < code > Image:filename < /code > where < code > filename'' < /code > is the filename you uploaded it under. =_=_ NetHackWiki:Logo contest/vote To vote, click on the image you want, edit the page, and add < code > < nowiki > #~~~~ < /nowiki > < /code > at the bottom. Some or all of the information on this page was taken from https://alt.org/nethack/rodney-learn.php with the permission of the contributor. A list of people who gave such permission is at Contributors to Rodney donating to the Wiki. =_=_ Eyes of the Overworld I am a player on the alt.org public NetHack server, as of 2005-10-05. I was introduced to alt.org, and brought back into NetHack, by Kjoery. =_=_ NetHackWiki:Copyrights Most pages on are licensed under the Creative Commons Attribution-Share Alike License 3.0 (Unported). was originally licensed under the GNU Free Documentation License (version 1.2 or later), but, while still at Wikia, was relicensed to CC-By-SA 3.0 on June 19, 2009 in accordance with the provisions of section 11 of the GFDL version 1.3. For copyright of an image, see the page for that image. Screenshots of NetHack are likely to be labelled as NGPL, while other images might count as fair use. Own work is presumed to be released under the Creative Commons Attribution-Share Alike License 3.0 (Unported) (like other contributions). There are many spoilers available which carry no copyright notice, but the copyright of these still lies with their authors. It might be said that the voluntary public distribution of these documents is an implied license which grants the freedoms necessary for us to include these works in this wiki. We do so in good faith by using the template, which looks like this: The spoilers created by Kevin Hugo and Dylan O'Donnell are licensed under a BSD-ish license, which Dylan believes is compatible with this website. The template Template:DOD should be used on any page which is based on one of the xxxx-343.txt spoilers. A few contributors to Rodney agreed to rerelease their contributions to this wiki under the GNU Free Documentation License. A full list is at NetHackWiki:Contributors to Rodney donating to the Wiki. Note that unlike the other licenses above, the NetHack General Public License is not compatible with the Creative Commons Attribution-Share Alike license. So you cannot add your own contributions to this wiki under the NetHack license, unless you also multilicense under CC-By-SA. =_=_ Category:Websites =_=_ Amazing Ascensions =_=_ NetHackWiki:Community Portal Welcome! Use this page to discuss general topics with NetHackWiki members. If you want to discuss a topic that is specifically about NetHack, please consider discussing it at the forum. Purely technical issues (bugs, feature requests, etc.) may be reported at Technical issues. If you just came here from Wikia, you may have noticed that your watchlist is empty. Apparently, the MediaWikiAuth extension doesn't import it automatically. However, you can fix the problem easily: PS. It looks like user preferences don't get imported either, even though the documentation says they should be. Alas, I know of no such easy shortcut to fixing that. --Ilmari Karonen 01:18, 10 November 2010 (UTC) Since we're no longer at Wikia, the current logo (which spells "wiki@") seems a bit inappropriate. We should pick a new one. To kick things off, here's my quick suggestion based on the old idea (monsters spelling out the name of the site). There's also an SVG version, < s > although the SVG renderer here makes an awful mess of it < /s > . --Ilmari Karonen 02:12, 10 November 2010 (UTC) Each of several major NetHack sites has its own user namespace (this wiki, the old wiki, NAO, freenode, NAO forums, other gameservers). In a long term perspective, some form of unified login would be great. Users would benefit from less signup hassle (and less chance of impersonation). For the wiki, it's a great marketing ploy. Especially as we're competing against ourselves at Wikia. Silly as it seems, each signup act drives away visitors. Colliding usernames will make unified login difficult. We could let Wikiuser play as w:Wikiuser, and Naoplayer edit as n:Naoplayer until people can merge their accounts themselves. Freenode requires some thought. As a first step, I propose adding a warning "You are about to create a username that already exists on NAO/the wiki/freenode/... Please consider choosing a different name unless you are the same person." MediaWiki can be set up to report edits on IRC. It would be kind of nice to have Rodney announce whenever someone edits the wiki, although some checks would probably have to be set up to avoid flooding the channel if someone makes lots of edits in a short time. (Just having it not report edits marked as minor might be a good start.) --Ilmari Karonen 21:53, 11 November 2010 (UTC) How would we link to the function definitions in the source files? Geshi only knows the function name, so the links would have to be something like http://nethackwiki.com/wiki/Src/feel_cockatrice, which would redirect to the correct place in the Source namespace. I already have a list of the functions at User:Paxed/Source Functions, but what would be best format for the function redirects? Source/function_name, or Src/nh343/function_name or what? --paxed 17:35, 18 November 2010 (UTC) indistinguishable? I'm using the old MonoBook skin, so that might have something to do with it. -Ion frigate 03:25, 25 November 2010 (UTC) A lot of geishi links seem to point nowhere. I've put the list of 404 found by Googlebot at < nowiki > NetHackWiki:Community_Portal/geishi404 < /nowiki > . --Tjr People overwhelmingly search for "nethack" or "nethack wiki", and don't find us. Google has us keyworded and well-ranked for "nethackwiki". There seems to be no connection between "nethackwiki" and either "nethack wiki" or "nethack". (I'm sorry, I was not aware of this disconnect ahead of time.) This is a real problem because Google was the main referrer on the old wiki. Monthly searches on Google: 60,500 for "nethack", 165,000 for "net+hack", 2,900 for "nethack+wiki", surprisingly same for "wikihack", negligible for "nethackwiki". & __c=1000000000 & ideaRequestType=KEYWORD_IDEAS#search.none Source Our keywords are, as reported by Google Webmaster Tools: nethackwiki 100%, edit 63%, nethack 36%, monster 35%, navigate 33%, search 31%. IMHO things can still be fixed at this time, and should be. Global on-site replacement is easy with Special:ReplaceText. I can edit the various other wikis myself. Most visitors won't even notice. But I would hate to annoy those helpful individuals who switched external links with another requested change. (Not very many have done so using NetHackWiki as anchor text.) I don't know how bad the mis-match between link anchor text + domain "nethackwiki" versus page title + contents "nethack wiki" is. Do we really need a "Help Desk" forum and the Talk forum? I'm thinking maybe we could get rid of the help desk one... Would require moving the articles in the other one into the Talk forum. --paxed 15:30, 24 November 2010 (UTC) The wiki seems to contain a lot of bad advice. Most of its bad reputation is due to that. Advice should make clear its assumptions on player skill, conducts, and available in-game resources. The footer on all of our pages carries a link to NetHackWiki:Privacy policy, but there's currently no page there. Should we Tell them who you are, what the wiki has that is relevant to site's audience, where they can find that relevant content, and why it's relevant to their visitors. Use your own judgement. I usually write: More resources: & bwm=i & bwmo=d & bwmf=s Yahoo site explorer (please don't bug somebody repeatedly!), and link-building howtos 1, 2. One known bug is that the script doesn't work on pages in the namespace, such as here on the Community Portal. The problem is that this namespace contains both discussion and content pages, and it's not trivial to tell them apart. One possible solution would be to simply hardcode a list of pages that should be treated as talk pages. A better one might be to query the MediaWiki API to tell if the page contains < nowiki > __NEWSECTIONLINK__ < /nowiki > . --Ilmari Karonen 22:01, 7 December 2010 (UTC) OK, I think I've made it work right on pages too. The tricky case is when editing an existing section on such a page, since then an API query is needed to load the complete text of the page. --Ilmari Karonen 00:15, 8 December 2010 (UTC) I've thought about it again, and I think Bhaak is right. It's too confusing to have two identically branded sites. And I'm not sure if renaming it to anything else except Wikihack wouldn't get reverted. My original motivation why I introduced NetHackWiki was to gently prepare readers for the move, without really thinking through what would happen if Google kept ranking the old site first. With the move notices gone, this point is moot now. The current "Welcome" logo should be redone. It's got ugly edges, and it could match the wiki logo better... --paxed 16:28, 13 December 2010 (UTC) Reading s:w:awa:Talk:Moved_wikis#wikis_which_need_to_maybe_reconsider_login_procedures, it seems a reasonable fraction of all visitors have problems with the captchas. As a quick fix, I propose rewording it as "Which symbol represents a wand in-game". --Tjr 04:04, 21 December 2010 (UTC) Most places where I've seen messages being listed, they are usually in a table or "definition list" type of format, both of which are, IMO, interchangeable without losing any information or ease of use. I prefer the "definition list" way of doing it, since it appears to be a little more flexible, the messages stand out more and there is space for a bigger description of the message. There are many links that point to help pages and community central pages on Wikia such as the links in NetHackWiki:Policy and NetHackWiki:Administrators. Is this intentional or just temporary? --99.239.146.253 08:36, 25 December 2010 (UTC) Ilmari Karonen suggested a did you know section, as Wikipedia has it. I think that's a good idea. What would it take to implement it? -Tjr It seems the correct title of this wiki is NetHackWiki without a space. It is used in that form throughout the wiki, but on the left menu, the link to the main page lists the title as NetHack Wiki with a space. --99.239.146.253 20:38, 27 December 2010 (UTC) I think the "Ask an expert" -page is kinda useless; maybe we should get the intro from that page and merge it with the Forum? --paxed 09:11, 2 January 2011 (UTC) The same encyclopedia entries are used on several pages. I think it would make sense to put the individual encyclopedia entries in one place, eg. under the encyclopedia template (for example, Template:encyclopedia/ant, and then you could just use < nowiki > < /nowiki > to get it. (Similar to how Template:Monsym works) --paxed 13:07, 8 January 2011 (UTC) Currently all the special level maps (eg. in Ranger quest, Sokoban) are nothing but < nowiki > < pre > < /nowiki > -blocks. I suggest we use the User:Paxed/ReplaceCharsBlock-extension to give them some color, making it easier to see the map features. --paxed 21:14, 8 January 2011 (UTC) Now that the wiki is running well, we need to focus on how fast newbies find us. Google consistently puts us on the first page for the most important query (nethack wiki). Overwhelmingly, we're positions 6-10 with a click through rate of 7%. The market average CTR in these positions ranges from 13% to 7%. That means there is a lot of room for improvement, and we need to do some testing and tuning. What do you suggest to put in MediaWiki:Description and MediaWiki:Pagetitle-view-mainpage? --Tjr 00:18, 13 January 2011 (UTC) I'd like to add the browser tabs I always keep open. Right now I have: Wand, Weapon, Potion, Ring, Minetown#Maps, Magic_marker#Ink_and_charges, Shopkeeper#Shopkeeper_names, armor (with probabilities added), Tool (with prob. added), Passtune solver, Gem#By_color, and a table of good polyforms stating carrying capacity. –Tjr 13:29, 18 May 2011 (UTC) All over the wiki (most apparent in the homepage screen shot), the font is much smoother than the one found in my terminal. I was wondering if someone can please tell me the name of this font? < small > —The preceding unsigned comment was added by Matt493 (talk • contribs) 00:35, 9 April 2012‎. < /small > The welcome box on the main menu that displays a welcome message and a rumor seems to be broken (or this feature has not been implemented, if that is the case I would like to propose that this be done then). The rumor from what I have seen is always the same "Acid blobs should be attacked bare-handed." Maybe we can fix it so it can use some of the hooks from the Project:Did you know? page, and some generic rumors that aren't too big on spoilers from the oracle. Not only would it bring a fresh change to recurring visitors, but it will hopefully spark the curiosity in the wiki/game from new visitors as well. I know this has been said for a while, but the role articles could use some substantial work. They're not bad as they are, but they could be a lot more useful. In particular, the Strategy section should be split into a couple sections, like Early Game, Midgame, and Late Game. Each section should consider things like weapon choice, general gameplay, and so on. Should quest information be discussed on the role page, the quest page, or the quest nemesis page? I think we have some of each right now. The others should just link to there. I'm going to start revamping role articles to include better information on how the roles work in SLASH'EM, which is often significantly different than Vanilla. I've tried it out on Rogue#SLASH'EM, any feedback would be appreciated. --Prometheus77 (talk) 15:23, 23 April 2013 (UTC) I used to be a member of the old wiki as Kahran042. So I tried to log in, but it wouldn't let me. I tried getting a new password on Wikia, but that didn't help. Can someone pleas help me? --24.61.180.68 05:35, 29 December 2012 (UTC) In that case, is there a reason you can't just create a new account? Scorchgeek (talk) 01:35, 30 December 2012 (UTC) Version 5.0 of UnNetHack changes color of multiple monsters (r1455). My suggested method of handling this in monsym templates is to it like it is done with Cthulhu (different symbols in UnNetHack and SLASH'EM) Is there anybody with a better method of handling this change? Second question - when this mass edit should be done? UnNetHack 5.0 will be used during Junethack and released after tournament Bulwersator (talk) 15:32, 29 May 2013 (UTC) Also, since this website is not part of wikia, do we have a .CSS page? -WaveDivisionMultiplexer (talk) 05:22, 12 January 2014 (UTC) There used to be a front page that had a sort of "top" TOC with links to Roles/Items/In-Depth/Monsters, etc. What happened to that? Uh-oh! The Style Guide says not to create a missing page and just stick {-{stub}-} in it. I'm real busy this week ... maybe someone else has time to put the command line arguments supported by the NetHack binary into Wiki-ese? Netzhack (talk) 08:23, 24 April 2015 (UTC) I've noticed that a lot of people have been able to upload tiles, but they're only available in the source code as the little "color by letter" 16x16 squares. How would I go about getting the tiles for the defunct quest monsters for the SLASH'EM racial quests onto the wiki? --Kahran042 (talk) 13:09, 18 June 2015 (UTC) I'm curious if (and how) there are successful recent implementations of the AutoHotKey macro method described at the Wiki "Macro" page. In 3.6.0, running under Windows 10, I created the runmeonce and trigger ahk scripts, etc, but there is no NHLauncher.exe executable with which to start nethack in the nh distribution, and within the nethack UI (I tried both the "traditional" and windows graphical versions) CTRL+M does not launch the macro creator interface window. I'd like to propose to amend Template:Refsrc to point to GitHub for vanilla NetHack source code links, and possibly some variants as well. This will get around the issue of line number anchors not working, and would work for NetHack 3.6.2 until the source is uploaded to the wiki. Template:Reffunc may not work with this, unless we write a list mapping function names to source lines and do a similar thing from there. - Andrio Celos (talk) 11:55, 24 May 2019 (UTC) I'd appreciate more eyes on this and the talk page. In my view the recent additions are an incredible pile of verbose nonsense. Pinkbeast (talk) 21:45, 10 August 2019 (UTC) I tend to add an explicit "Identification" section to item pages with advice for identification. However the "Identification" section I added for ring of conflict was removed, and all the relevant info was moved to "Strategy", so clearly not all of you feel the same way about this. I think identification of items is separate from the strategy for using a particular item. A player benefits from identifying every item, even items with no strategic use, if for no other reason than to feel better about throwing them away. It also makes sense for identification to be described before strategy because a player will have to identify items before using them reliably. Actually, quick correction, I didn't add an "Identification" section to ring of conflict, I merely moved identification advice from the pre-existing "Strategy" section. --Aximili (talk) 17:05, 21 March 2020 (UTC) Hi. For things like fixing [& redirect=no this redirect] so that it does follow wiki style while not creating double redirects, and for multiple other uses, it would be very nice to have readily available (preferably via a left-hand-side menu link, under Tools) the standard wiki "what links here" special page (and the rest of the special pages, for that matter). Is there some setting I need to change for this, or is this something needing correcting by admins? Thanks! -Actual-nh (talk) 18:05, 6 June 2021 (UTC) =_=_ NetHackWiki:FAQ =_=_ NetHackWiki:Current events This page lists current events in the NetHack community. For current projects on NetHackWiki, see Current projects. For various discussions about NetHackWiki and NetHack, see Community Portal and the forum. A few other servers also run dgamelaunch and are mostly used by those who find NAO too far away. You can watch games if anyone is playing: The nethack.alt.org weekly scorefest is a competition where players strive to acquire as high a score as possible with new characters within the given time limit. It has been inactive since the beginning of November 2006. =_=_ NetHackWiki:Next version pool 3.4.3 After NetHack 3.4.3 had been released in December 2003 it took 12 years for the next version to come out. The DevTeam traditionally provides no schedule other than "when it's ready", so people began to pass the time by speculating wildly. In September 2014 some work-in-progress code was leaked, firing up a fresh round of discussions. The long awaited birth of NetHack 3.6.0 finally happened on December 7, 2015 (of course allowing new speculation to commence). This page documents people's guesses over the years: =_=_ Template:Monster Put this template at the top of every monster page. The following example from the killer bee article shows how to call this template, the result being shown on your right: The < tt > name < /tt > and < tt > tile < /tt > parameters do not need to be used if < tt > name < /tt > matches the article's title. The first line of the attributes parameter should be < tt > A < monster > < /tt > for most monsters, but < tt > < Monster > < /tt > for unique monsters with names. The < tt > attributes < /tt > and < tt > refline < /tt > parameters are defined as optional in the template so that this template could be backward-compatible with pages that were not updated yet to use these new parameters. All pages using this template should be updated to use the new parameters, as shown in the above example. =_=_ Template:Infobox Monster =_=_ Soldier ant =_=_ Staircases =_=_ Special level A special level has some unusual features that differ from the normal dungeon-, mine-, or maze-style levels. Usually some parts of these levels are not randomly generated. The special levels are made with a special programming language, which are then compiled into .lev -files by lev_comp. NetHack loads the .lev-file when needed and creates the special level based on the instructions in it. =_=_ Cheating Cheating is the act of doing things in a game that is intended to garner an (often unfair) advantage through means not intended by its developers and/or considered to be against the "spirit" of the game. As what falls under the curtain of "cheating" is a subjective matter, especially where it related to NetHack, it may help to start with some "obvious" examples of what does not constitute cheating: The legitimacy of these actions, on the other hand, is somewhat more unclear and subject to discussion, and even some controversy. While most people would not refer to these as "cheating", some of these would be considered poor form at worst depending on who you ask. While farming is considered by some to be against the spirit of NetHack, there are few rules or protections and nothing in the game explicitly disallowing farming in general, so other people consider farming a legitimate strategy. Even at its most extreme, however, farming does not fully guarantee victory, and excessive farming can potentially prove counterproductive with the tedium outweighing the benefits. In addition, the DevTeam has taken steps to curtail more genuinely game-breaking methods of farming. NetHack is a difficult game by design, and knowing how to bypass every single problem presented is considered to be against the spirit of the game. However, even for the most spoiled players, applying that knowledge is still a significant matter of skill - reading about something is far different from experiencing it first-hand. Explore mode is intended to allow newer players to experience the game without having to constantly fear character death; other people also consider spoilers to be a kind of "missing manual", and many players choose to spoil themselves voluntarily. The community does not consider spoilers to be an "ethical" problem by and large - but as with other communities, common courtesy and good public forum etiquette dictate that warning others ahead of time to prevent inadvertent spoiling is ideal when discussing aspects of the game. Many players take minor notes, such as which levels have altars or shops, where their stashes are, and the like; some other players believe too many out-of-game notes constitutes a mild form of cheating, as it renders amnesia ineffective. On top of many methods for extensive note-taking existing within the game already (such as engraving and the ability to call and name objects), the advent of NetHack 3.6.0 grants players the ability to annotate the current level. This, along with the potential length of an average NetHack game and the sheer volume of information needed to navigate effectively, seems to have mostly quelled the debate on this matter. As many servers create and post dumpfiles upon a game's end, players can use metagaming to gain an advantage, most often by looking up the inventory of killed characters through their dumplogs and matching them to a bones file encountered in-game. While this allows the player to easily gain knowledge they would not have by skipping item sorting and identification, most of the skill involved is not completely removed from the equation - that player still has to contend with the previous character's killer, as well as hostile monsters potentially grabbing their leftover items and using them against the player. In addition, much of the appropriated inventory will be cursed, requiring that player to uncurse those items to get the desired use out of them. Bones stuffing consists of playing a game to gather useful items (up to and including a full ascension kit) and then deliberately killing that character to leave a bones pile for another player to exploit. In more extreme cases, the identities of randomized items are engraved on the floor to aid future players. Bones stuffing is not considered exploitation and, technically speaking, is within the rules of the game; however, most regard it as violating the spirit of the game (e.g., a pacifist character who ascends using a "bones-stuffed" ascension kit would not generally be considered a legitimate ascension). An exception would be something like a speed ascension that explicitly sets out to use prepared bones beforehand. Bones stuffing on a multi-user system (e.g. a server) is less likely to succeed, as it is possible that another player will get the benefit of your bones pile. In addition, some servers such as NAO make use of bones "pools" to reduce the effectiveness of stuffing, as well as deter people from using bones to intentionally create difficult situations for other players. None of the methods of cheating described below are intended to be possible on a multi-user system. The file permissions will prevent you from fiddling with the game files, and you will not be allowed to play in wizard mode. Abusing the random number generator, however, may be possible if it has not been specifically patched. Save scumming is the practice of copying a NetHack save file from the NetHack playground, so that if the character dies or suffers a calamity, the game can be restored by copying the file back into the playground. This directly bypasses a major design decision of the game & mdash;to disallow saving-and-restoring. However, it can also be used as an aid to learn how to play initially, although explore mode may be a much better option. In addition, backing up saves may be required to safeguard against sudden crashes on some systems. Some players believe that the object identification game is the heart of NetHack, which makes it all the more remarkable that an unscrupulous player can completely short-circuit this aspect of the game through a technique derived from save scumming. Simply save your game, make a backup copy of your save file, and restart. Then quit the game, and you can have all of your possessions identified. Restore your backup, and you've completely eliminated one of the deepest elements of NetHack. < !--(This method of cheating can be used even on a multiuser system by saving the game, then reloading the save in explore mode, choosing to keep the original save, then quitting and continuing the original game outside explore mode. The DevTeam consider this to be a bug, and intend to patch it in the next version.) What came of this, if anything?-- > You must not save and restore between copying out and copying in. If you do, the process ID in the level file will not match the ID of the current process. The game will detect the manipulation (the level file might even belong to a different game) and declare a trickery. NetHack has a limited ability to detect cheating done by fiddling with the game files. If it finds something suspicious, a death by trickery is likely. Should a wizard mode character die, and remain dead (as the player is given a possibility to resurrect him/her), the player can choose to leave a bones file of him for others to find, including characters not in wizard mode. Thus, the player can, in wizard mode, wish for practically every item in the game, drop the items to the ground, and commit suicide. He/she will then proceed to create a normal character and find the bones file left by the character in wizard mode. However, there are some items that will not be the same. The invocation artifacts and the current class's quest artifact will be replaced with normal items of the same type, and the Amulet of Yendor will be replaced with a cheap plastic imitation of the Amulet of Yendor. Deliberately provoking a hangup save can be used to "awake" on a sleeping gas trap, to escape holes you dig, to avoid dropping scrolls of scare monster or inserting a wand of cancellation into a bag of holding when you realize you accidentally selected your entire inventory, or to obtain a price quote for objects a shopkeeper would not normally sell. =_=_ Wumpus Wumpuses generated at level creation have an 80% chance to start off asleep; any wumpuses generated after level creation after you have picked up the Amulet of Yendor will always generate awake. The wumpus is very slow, but has a strong bite attack and can cling to ceilings, allowing it to generate over and move past moats without drowning or being relocated. Even so, its sluggish movement makes it an easy target for any player with good kiting or ranged attacks at their disposal, and it has no resistances whatsoever to boot. While not particularly desirable as a pet due to its extremely low speed, the wumpus's clinging ability allows you to ride a pet wumpus over water. This monster is derived from the early text adventure game Hunt the Wumpus; the Ranger quest locate level that it appears in is an homage to the game. =_=_ Archeologist Archeologists are one of the harder roles, but can become powerful in the late game. They are often called Arcs for short and start the game with speed and stealth. According to the guidebook: The Archeologist role, especially its starting equipment, is influenced by 1954's Secret of the Incas where Harry Steele (Charlton Heston) is a dashing explorer of ancient ruins with leather jacket and fedora. Raiders of the Lost Ark < nowiki/ > 's Indiana Jones (Harrison Ford) was inspired by Secret of the Incas and added—in 1981—the army bag (sack) and bullwhip that this role carries to the iconic archeologist image. The early game must be played cautiously, like the Tourist and Healer. Archeologist is considered one of the most difficult roles, if not outright the most difficult. Its starting resources don't contribute as much to survival as many other roles, so the Archeologist is more reliant on items they find. Your starting touchstone can make the first few floors of the mines very profitable. Your starting pick-axe can also be used to dig out gold, gems, and vaults in the early levels, and dig down through floors. Thus, you can accumulate a lot of wealth in just the first few floors of the dungeon and mines. Your sack can then help multiply it via credit cloning. This makes buying protection from Minetown doable, even if you gain a few levels on the way. If you do make it to Minetown at level 1, you should be able to buy protection several times. The advantages of the Mines mean that it should be pursued before Sokoban. Continuing to Mines' End is very risky; although the luckstone and random tools can be useful to you, monster generation is difficult enough that you're not likely to survive as you are. Make sure to complete it eventually, though. Sokoban can be a good choice afterward, because you can use your starting pickaxe to break boulders if need be, and your sack can store the food and items that are plentiful there. It's also good for exercising your low starting strength. Luck is very important early in the game, so save at least one cheap gem to throw to a co-aligned unicorn. Because throwing an identified precious gem gives a +5 boost to Luck, consider doing it even before you find a luckstone. Since you start with intrinsic speed, invisibility is a highly desirable quality for avoiding monsters. A fast, invisible, opponent is hard to chase down. Stealth is also helpful for clearing out treasure zoos and throne rooms, as it leaves enemies sleeping. The best early weapon is the pick-axe. In general, you want to seek out a dwarvish mattock (look for dwarves mining around in the Gnomish Mines), because they use pick-axe skill and do more damage than any other non-artifact weapon. Thus, it's best to use the pickaxe and enhance it when available, preparing for using a dwarvish mattock. However, if you start out with physical stats that assign penalties (i.e. 9 or lower Strength or Dexterity) you may need to use the whip at first for its +2 bonus. The whip is decent at first because of the +2 bonus, but after a few levels it becomes less effective, and it doesn't train pick-axe skill. Don't forget that you can apply it towards a monster even while not wielding it, which will disarm the monster if your dexterity is 6 or higher. This can be a lifesaver when fighting some monsters, given your poor starting AC. It can also be a good way to deprive a dwarf of its mattock. Archeologists suffer from a lack of good ranged weapon options. Boomerangs do 1d9 damage and can be advanced to expert, but they are quite rare and their flight pattern is unusual. Slings can be advanced to skilled, but they are weak and rocks are very heavy. However, with your starting touchstone you will identify numerous pieces of worthless glass which do the same damage as a rock but at 1/10 the weight. Darts and daggers are your other two plentiful options in the early game, both of which can be advanced to basic. Daggers are good because they will never break, but a large stack of darts with +2 or better enchantment is also worthwhile. Starting in 3.6.1, the aklys is a ranged weapon and Archeologists can achieve skilled with clubs, the category of the aklys. Many of the gnomes in the mines are likely to be generated with aklys, identified initially as thonged clubs. The aklys will return to hand 99% of the time like Mjollnir when thrown, so it makes a particularly effective early ranged weapon. It does 1d6/1d3 damage which beats darts and daggers, since Archeologists can't multishot. Watch out for rusting as they are made of iron. Archeologists should have poison resistance by the time they attempt the Quest, which is full of poisonous snakes. The starting tinning kit is very helpful, allowing you to safely eat poisonous corpses for the chance of the intrinsic. The locate level of the contains three altars, one of each alignment; this guarantees a co-aligned altar may be a good place to wait and sacrifice monsters if you haven't found an artifact weapon yet. Archeologists planning to use The Orb of Detection as a source of magic resistance should have a reliable backup source, such as Magicbane, gray dragon scale mail or a cloak of magic resistance, in case the Wizard of Yendor steals it or else the player decides to stash it to prevent theft. Because you start with low physical stats and melee penalties, acquiring an artifact weapon is a central concern. It's not a bad idea to camp on an altar you find and sacrifice for a gift. Archeologists have good artifact weapon possibilities, such as Grayswandir, Mjollnir, Vorpal Blade, and Magicbane. Lawful players can also dip for Excalibur if they find a long sword (though it will not be unrestricted unless you have had another long sword gifted to you). Dwarvish mattocks and silver sabers are good non-artifact weapons, and one or the other should be trained to Expert. If you are planning to get Grayswandir or at least two-weapon with a silver saber, you should begin training saber skill as soon as you find one. The watch captain in Minetown often carries one, so consider getting a pet to kill him for it. If you disarm him with your whip, it will anger him but not the other guards. Remember that if you only plan to use a saber while dual-wielding, you don't need to advance the saber skill past Basic, as Skilled two-weapon combat is unreachable for Archeologists. For Archeologists, the best strategy is to find a good artifact weapon, enchant it up, and stick with it through the rest of the game. Two-weaponing is reliable because your experience level and Luck at this point completely cancel out the the −7 to-hit penalty. The best artifact weapon for you is Grayswandir, which does double damage and silver damage. It is one of the few artifact weapons you can advance to Expert. The neutral artifact weapons for Archeologists are quite good as well, but Grayswandir is so excellent that you might want to consider wishing for it even if you're neutral. In the mid-game and beyond, you may want to advance divination spells to Skilled for casting magic mapping, which is your special spell and can be greatly useful in Gehennom. and are also nice to have, and identify is always useful. Don't advance them to Expert unless you really need your failure rates to be lower. The Archeologist quest artifact is the Orb of Detection, a crystal ball. When carried, it confers magic resistance, telepathy and half damage when attacked by spells. When #invoked, it toggles invisibility on/off. In UnNetHack, dNetHack, NetHack Fourk, SlashTHEM, and xNetHack, the Orb of Detection is replaced as the quest artifact by Itlachiayaque, an artifact shield of reflection. Itlachiayaque confers fire resistance when carried and can be invoked to produce a poison cloud (similar to a scroll of stinking cloud. In xNetHack, it also confers warning, and the player can additionally choose to use it as a crystal ball when invoking it. In the other variants, it confers telepathy and half spell damage when carried. In SLASH'EM, Archeologists may be doppelgangers, elves, or hobbits in addition to the vanilla combinations. All Archeologists can use the research technique at level 1. The starting equipment has also changed: Archeologists begin with a spellbook, one of , , , , or , 2 random scrolls, a 25% chance of a blindfold, a 25% chance of a towel if they did not get a blindfold, 25% chance of a leash, a 25% chance of a tin opener or a 25% chance of either an oil lamp or a torch if they did not get the tin opener, and a 12.5% chance of a magic marker. The fedora gives +1 charisma and acts as a luckstone for Archeologists when worn. UnNetHack allows Archeologists to safely enchant a fedora past +5 up to +7, and they gain a +2 bonus to Luck when wearing one. =_=_ Extinctionism Extinction is the condition whereby a particular kind of monster can no longer be (normally) generated after 120 of its kind have been generated. Extinctionism is the challenge to cause every possible monster in a game of NetHack to become extinct. Once a species has become extinct, there are very few ways to create new monsters of that species. There are some exceptions, however, such as the monster spell summon nasties. A creature is extinct when 120 of its kind are generated. The creatures do not have to be killed to be extinct. Once extinct, a creature will never be randomly generated again. As exceptions to the normal rule, erinyes become extinct after three are generated, and Nazgul after nine are generated. Extinction of these species is more thorough; even methods that ignore or only partially respect it will not generate them. Pudding and gremlin division does not increment the born counter but respects extinction. You cannot make puddings extinct by dividing them, but once they have been made extinct by other means, puddings will no longer divide. The easiest way to play an extinctionist is to play as a wizard. Wizards have the ability to cast create monster with no hunger penalty, and with the Eye of the Aethiopica they can cast virtually indefinitely. There is no reason another class couldn't do extinctionism; it would simply be more challenging. An alternative to the Eye is confused throne looting. Once extinct, the typical throne room population is replaced by ordinary random monster creation. You can generate as many monsters as you like, for free, at any rate you like, without even breaking conducts. However, killing the monsters is slower due to confusion, so several strong pets might be a good plan. The drawback is pet kills will not generate death drops. Most extinctionists play through the early- to mid-game as normal, then start working on eliminating monster species after becoming strong enough to do so safely. "Strong enough" in this case typically means obtaining the Eye, sporting a decent set of armor and a good weapon, and gathering up all the various resistances, including magic resistance, and reflection. It would be very bad to lose your character to a random gnome with a wand of death after hours of painstaking and tedious summoning. A common method to rack up kills is to build a boulder fort around an altar. Then stand behind the altar and cast create monster over and over, while killing the resulting monsters and sacrificing them to your god. Controlling your summoning can be done by carefully regulating your own experience level (either by foregoing experience gain by letting pets and/or conflict take care of kills, or by casting drain life on yourself when required), and picking which dungeon level to summon the monsters on. By keeping your experience level low and staying on a low-numbered dungeon level, you force the game to only summon monsters of a particular difficulty or lower. In this way you can wipe out all the lower-level monsters, casting and killing until create monster fails. You can then move down one or two dungeon levels, gain one or two experience levels, OR move down one dungeon level and gain one experience level -- any of those effects will increase the difficulty of available monsters by one (since monsters are generated of difficulty not exceeding to the average of your dungeon level and experience level). This controlled summoning method could also be used from the beginning of the game, before acquiring the quest artifact and key resistances, although as noted above this method is somewhat more fraught with danger. Erinyes become extinct after 3 have been created and Nazgul become extinct after 9 have been created, as would be expected based on their respective sources (although not all authors held the Erinyes to number three). =_=_ Boulder fort Boulder forts are useful for extinctionism or farming, because they can force monsters to be created on (and able to attack you from) a certain spot, such as an altar. The keystroke sequence necessary for mass monster slaying becomes rather simple and less error-prone in a fort. Boulder forts are vulnerable to hostile monsters zapping wands of striking at you from outside and smashing the boulders. Ghosts, giants, and xorns can also move onto squares containing boulders. However, monsters cannot occupy the same square as one another, so for better security, some players opt for a boulder-jelly fort: a fort where the boulders sit on top of blue jellies (or other sessile monsters), which never move. This is still not foolproof, but it is pretty solid. For maximum (but still not foolproof) security, you may want to make a boulder-jelly fort where each jelly is sitting on a scroll of scare monster. =_=_ Score Score is calculated all throughout the game, and if you have the showscore setting in your rcfile, you can see it on the bottom line at all times. Score also decides if the game considers your character a beginner, receiving less information (a "strange feeling" message) when use-testing things. If you ascended with your starting alignment, your score so far is multiplied by 2 if you have not permanently converted yourself, or 1.5 if you have (and changed back using a helm of opposite alignment) . Then, if you escaped the dungeon or ascended, you receive points for items in inventory: The lowest possible score one can achieve when ascending is 24400, < ref > http://groups.google.com/group/rec.games.roguelike.nethack/browse_frm/thread/d2ed054d48f4961c < /ref > although this depends on the Sanctum's depth (see below for details). Ascending with the minimum possible score is one of the more difficult unofficial conducts. A few people have succeeded at this. Certain things are worth more than others when completing the game. When the player ascends, his base score is doubled. Because gold is part of this base score, each gold piece is essentially worth two points. Gold has a weight of one unit per 100 pieces. This means that 100 gold, or 200 points weighs one unit, which is the same weight as the least valuable gem. Each amulet weighs twenty units and, except for the cheap plastic imitation of the Amulet of Yendor, is worth 150 zorkmids. This makes each amulet worth far less than its weight in gold. It is possible to achieve extremely high score (MAXINT on 64-bit platform) by exploiting bug SC343-8 - "Re-animating a statue containing gold produces too much gold.", as it allows duplicating for an effectively infinite amount of gold. < ref > http://www.reddit.com/r/nethack/comments/1d6fwe/im_asking_feedback_for_the_upcoming_junethack/c9no05r < /ref > Berry ascended with 9223372036854775807 points during Junethack tournament. Artifacts weigh more than one unit, so depending on their value, they may or may not be worth more than an equivalent weight in gold. The following chart lists the value of each artifact, its weight, and its value/weight. If the value/weight column is not at least 200, the artifact is worth less than its weight in gold, and, for score purposes, you would be better off carrying gold than that artifact into the End Game. The Bell of Opening 12500 10 < ref group=note name=invoc > The Invocation items cannot be held in a bag of holding, so if you have one, they're relatively heavier than items in the bag. They are still more worthwhile than gold for carrying into the endgame. < /ref > 1250 Do I think too much when playing NetHack? Or only when reading the comic? Or not at all? I wonder at the answer. To get an account, try asking Slash, who I believe is a wiki admin. You can find out all admins' names at Special:Listusers. Btw, your NetHack strategy guide is great, thank you for posting it. The annotated source code here is really cool too. You may want to link to the nethack reference card at http://www.webfroot.co.nz/nethack/ and you also may want to link or copy-paste in the BEGINNER'S GUIDE TO NETHACK SOURCES at http://members.shaw.ca/rob.ellwood/sources.txt P.S. why did you restore the main copy of the translation page to strategywiki? The main copy is maintained at RogueBasin. It is bad when wikipages fork as it is hard to keep two competing copies in sync. :-) Cheers, wikipedia:user:unforgettableid 03:56, 14 May 2006 (UTC) < small > Note: I changed interwiki from w: to wikipedia: to fix it. --Kernigh 03:38, 15 May 2006 (UTC) < /small > Can you update the Strategy wiki NetHack table of contents page to reflect the current amount of articles we have here? It says that NetHackWiki has about 100 articles, which is a bit outdated piece of information, since we actually currently have articles. --ZeroOne 16:42, 14 May 2006 (UTC) Hi, could you mark the user Jaytbot as a bot so that it doesn't clutter up the Recent Changes page when I import all the source code files? Thanks! --Jayt 23:48, 14 June 2006 (UTC) I displaced Shijun's Cold article for one which matched the Fire article in format. I moved his stub to discussion, and notified him. For fairness a responsible third person should just check it all over. In particular his article had useful information about passive attacks which I had no knowledge of. Centaur looks iffy in a few places. The misspelt Mountian centaur is the main one- which I think I fixed; a redirect complicates things. The centaur page has (I think) mixed Mountain and Plain centaur colours. I'm not sure Plains centaur, Mountain centaur, Forest centaur and centaur are all required.--PeterGFin 14:15, 16 March 2007 (UTC) Hi there, I'm from the gaming team and i'm here to help you make any necessary tweaks to your wiki for the upcoming new Wikia skin. I didn't want to just barge in without saying hi and checking to see if you had any issues or concerns. The main things that need fixing are the sidebar menu, which will be moving and "tighter" (though yours is concise as it is) and a few tags which don't seem to transfer over smoothly (like the colours for all the monsters). Feel free to contact me regarding any changes you'd like. — Game widow 11:41, September 30, 2010 (UTC) Some of your links to Wikia are on these pages according to & bwm=i & bwmo=d & bwmf=s Yahoo site explorer, and those linked from there: =_=_ Template:Community =_=_ Help:Contents =_=_ NetHackWiki:Sandbox =_=_ Help:Editing =_=_ Ascension Ascension is how you win the game. It is the result of #offering the Amulet of Yendor to your god while standing on their high altar in the Astral Plane. Ascending is difficult. There are players who claim to have played for decades without ascending, although their number has been reduced in recent years as the Internet has provided easy access to spoilers. =_=_ Special levels =_=_ Special room A special room is different from the normal rooms of the randomly-generated Dungeons of Doom. For example, it might contain a shop or a collection of monsters. They typically appear in random rooms-and-corridors levels in the Dungeons of Doom, never in mazes or cavern levels, although many special levels also contain special rooms. NetHack attempts to generate most special rooms in the order they appear in the below table. Rooms lower on the table can only be generated if all rooms higher on the table failed to generate. For example, a temple is created with probability 1/5 from level 9 onwards in an ordinary rooms-and-corridors level in the main dungeon, provided the level does not already have a shop, a throne room, a leprechaun hall or a zoo. =_=_ Template:Wikipedia Please do not apply this template indiscriminately. It should only be used if a NetHackWiki reader would reasonably want to read about the background or source material behind a particular item, monster, or other aspect of the game, and for articles such as ASCII or Wiki that do not warrant a general-purpose article on this wiki. =_=_ Template:Wikipedia2 =_=_ NetHackWiki:Templates The intention of this page is to document each template at this wiki. This page only describes what each template does; for tips on styling an article, try Style guide. The template marks a page with a message about what needs to be done. It also adds the page to :Category:Todo. The template adds a notice that the page should be merged with another, or several others. It also adds the page to :Category:Pages to be merged. The template appeals for someone to click the "edit" link and add more information to an article. It also lists the article in :Category:Stubs. The function templates of :Category:Function templates allow you to show monsters or objects in any of the 16 colors that NetHack uses. Witness, for example: To display monster symbols you should use Template:Monsym instead, unless the monster symbol you want to display is dependant on the NetHack version and shouldn't change even if it changes in future NetHack versions. We have templates for information boxes to be put on each item and monster page; see NetHackWiki:Style guide#Item pages and Template:Monster respectively. The :Category:Link templates contains boxes that float to the right and show links to other websites, mostly wiki projects. This is most frequently used to link to Wikipedia: Template:Refsrc references individual lines in the source code. In a similar way, Template:Reffunc references a named entity (most often a function, hence the name) in the source code. Template:Sourcecode and Template:Function work almost the same way, but they don't wrap the link in < nowiki > < ref > < /nowiki > tags so they can be used to simply link to the source. Template:Semsrc helps one generate links into SLASH'EM's CVS repository, especially to the HEAD. Note that this is no longer necessary for SLASH'EM 0.0.7E7F2 because we can now use local links, for example using Template:Sourcecode and Template:Refsrc which both support a version parameter. Some images can use , but this should always be avoided except when needed, for example for the Wikipedia logo. In most cases, fair use such as simply quoting from the game ("The newt bites! You die...") or giving game statistics (like when using ) does not require a template. may be used to ensure consistent style when indicating a main article from within a section. The Links section above uses this template thus: =_=_ Template:Stub =_=_ Category:Stubs =_=_ NetHackWiki:Categories To add a page to a category, put a link like < tt > < nowiki > Category:Articles < /nowiki > < /tt > at the bottom of the page. (You could put it anywhere, but the bottom is best.) To only make normal link, such as :Category:Articles, use < tt > < nowiki > :Category:Articles < /nowiki > < /tt > with an extra colon before "Category". To move a page to a different category, edit the page and replace the < tt > < nowiki > Category:... < /nowiki > < /tt > tag with the one that you want to use. If you try to edit a category page, you will only be able to edit the category description that appears above the list of articles. To actually change the list of articles, you need to edit the individual articles and adjust their category links. For example, normally everything in :Category:Potions would be under "P", because all of the articles start with "potion of": potion of enlightenment, potion of see invisible, and the others. However, using sortkeys, we can put the potion of enlightenment under "E" and that of see invisible under "S". The following code belongs at the bottom of its respective article: Current categories include the following. There might already be new categories that are not in this list. You can also look at the current category tree using Special:CategoryTree (if your browser supports it). =_=_ Category:Candidates for deletion Below is a list of pages marked for deletion. A sysop of NetHackWiki can delete a page because it is a speedy deletion candidate (see list on w:Deletion) or copyright violation (seven days after marked). =_=_ Magic =_=_ NetHackWiki:Policy =_=_ Artifact weapon An artifact weapon is a rare unique weapon, often with special properties. It may be acquired by sacrifice, by finding in a bones file, by finding in the dungeon, by wishing for one, or at the end of a quest. Excalibur may be acquired by dipping an ordinary long sword, provided you are lawful and level 5 and it hasn't already been generated. Excalibur, Vorpal Blade and Stormbringer may be acquired by praying with very good Luck; this is known as crowning. Any artifact weapon given to you by your god will be noncursed and erodeproof, and you will be unrestricted in the appropriate weapon skill if necessary. Certain roles are guaranteed to receive a particular weapon as their first gift < ref > artilist.h#line43 and following < /ref > : Valkyries receive Mjollnir, Barbarians receive Cleaver, Wizards receive Magicbane, and Samurai receive Snickersnee. Sunsword and Demonbane might be created in the possession of a humanoid angelic creature; Archons are sure to be generated with one. Sting and Orcrist may be created by #name'ing an ordinary elven dagger or elven broadsword. You may wish for an artifact weapon, but you are not always guaranteed to succeed. See Wish#Artifact wishing for more details. Mean damage is calculated before any strength, skill, and blessed bonuses. Silver damage is indicated in italics. Assumes weapon enchanted to +7. Assumes monster is susceptible to special bonuses and includes them (i.e. double damage, +damage bonuses, and extra damage from a level draining attack) with the damage to resistant monsters in parentheses, if applicable. Alignment < ref name="art_align" > The hero's quest artifact and any guaranteed sacrifice gifts are adjusted to the hero's starting alignment. For example, for a wizard who starts chaotic, Magicbane and The Eye of the Aethiopica are generated chaotic. See Source:Artifact.c#line54. < /ref > x2 damage & level drain to non-drain-resistant monsters (the draining itself causes an addition 1d8 damage to both current and max hp, and restores half that to your current hp, but this damage is NOT doubled.) Hungerless regeneration. Drain resistance. It is useful to obtain an artifact weapon that provides a bonus against most or all enemies, such as Excalibur, early in the game. However, wishing for one may not succeed if artifacts have been generated already (perhaps without your knowledge), and uses a valuable wish which normally could be used to considerably improve your defenses. Some artifact weapons, such as Giantslayer, only give a bonus against a small subset of monsters. These are nigh-useless; in practice by the time you see large numbers of giants, you'll have a better option. Receiving one as a sacrifice gift does unrestrict the relevant skill, which can be useful if you have a better artifact of the same type. Many variants try to improve artifacts of this type. Mjollnir, Fire Brand, and Frost Brand can destroy items that monsters are carrying. All things being equal, you would rather have those items for yourself, but all three of these weapons are also powerful. Some artifact weapons provide a useful resistance or other ability. For example, Stormbringer's level drain resistance means that you might wield it to clear the Valley of the Dead - it does no bonus damage to undead, but it essentially eliminates any threat they pose. Sunsword only deals bonus damage to undead, but can be useful as a light source. Some artifact weapons give a significant bonus against most or all targets. This is obviously useful; it is generally possible in the former case to obtain a backup weapon to be swapped to against resistant targets. Especially noteworthy is Grayswandir, with double damage against everything and additional damage to targets harmed by silver. Fire Brand, Frost Brand, Mjollnir, Stormbringer, Vorpal Blade, and two quest artifacts (the Sceptre of Might and Staff of Aesculapius) give a bonus against most targets. Cleaver, Excalibur, Magicbane, Snickersnee, Greyswandir, and one quest artifact (the Tsurugi of Muramasa) give a bonus against all targets. =_=_ Category:Articles This is presently the root category of NetHackWiki. In addition to containing subcategories, it holds all articles that would otherwise not be categorised. Any newly created article should be put into a more specific category. An "article" for the purpose of this category is every page in the main namespace except redirects. An overview of our category systems at NetHackWiki:Categories. =_=_ NetHackWiki:WikiNode WikiNodes connect multiple wikis together. You have reached the WikiNode of NetHackWiki, a wiki about the roguelike computer game called NetHack. This page describes how this wiki relates to other wikis and links to the WikiNodes of our neighbors. =_=_ Role When starting NetHack, the game asks for the role you want to play with the option of letting the game randomly pick one. You can also set the role in your nethackrc file or specify it on the command line with the -p option. Each role begins with different starting equipment and different levels of mastery in weapons. Intrinsics that are gained when leveling up (such as a Ranger's intrinsic stealth) and conducts (such as the Monk's vegetarian conducts) also vary with each role. Experienced players often attempt to ascend all thirteen roles. Some roles are considered more difficult to ascend than others. See role difficulty for more details. The following approximates the median starting attributes, initial intrinsics, and intrinsics gained at specific experience levels, for various roles played as humans. XL 3: poison resistance < br / > XL 5: stealth < br / > XL 7: warning < br / > XL 9: searching < br / > XL 11: fire resistance < br / > XL 13: cold resistance < br / > XL 15: shock resistance < br / > XL 17: teleport control XL 8: teleport at will if wizard has teleportitis < br / > XL 15: warning < br / > XL 17: teleport control Some other games, such as Dungeons & Dragons use the word "class", and MapleStory and Final Fantasy, for example, use "job", while NetHack always calls them roles. =_=_ Artifact An artifact is a rare and unique object with special properties not found on mundane items. No more than one of any given artifact will ever be generated in a given game; even if the original is destroyed, another cannot be made. Every artifact is an object of a "base" type with a specific name. For example, Excalibur is a long sword named "Excalibur", and the Orb of Fate is a crystal ball named "The Orb of Fate". This is why attempting to create an artifact by giving it the appropriate name, or changing an existing artifact's name, always fails, and was the source of the naming artifacts bug. Artifacts have their own opinions on who is fit to handle them, and may react violently to adventurers who don't meet their standards. Intelligent artifacts are especially picky, and will refuse to cooperate at all with those they deem unworthy. Shopkeepers like to rip off adventurers who buy or sell artifacts. They charge four times normal price for them, but only pay a fourth of the normal selling price for them. Thus, one should use a pet to steal any artifacts generated in shops, and never sell them unless desperate for cash. Randomly-generated weapons have a 5% chance of being made an artifact, provided an artifact of the base type exists and is eligible for generation. Quest artifacts can't be generated this way. An artifact weapon is a possible reward for sacrifice. Some roles have a particular artifact specified, which will always be the first one granted this way if it hasn't already been generated. Otherwise, you can receive any artifact eligible for random generation which doesn't contradict your alignment. Crowning may also grant an alignment-dependent artifact weapon. The choice of potential artifact gifts is an important factor in choosing your character's alignment if you're not pursuing the atheist conduct. Each role has a quest artifact associated with it. The one corresponding to your role will always be generated in the possession of your quest nemesis, and never anywhere else. Wishing is an option if you want a specific artifact that you aren't likely to get by other means, such as another role's quest artifact. There's a possibility of not getting your wish, however. Bones levels may contain artifacts. Any artifact which was already generated, or your own quest artifact, will be replaced by its base item type, but others will be intact. Alignment < ref name="art_align" > The hero's quest artifact and any guaranteed sacrifice gifts are adjusted to the hero's starting alignment. For example, for a wizard who starts chaotic, Magicbane and The Eye of the Aethiopica are generated chaotic. See Source:artifact.c#line54. < /ref > Although similar to artifacts in some respects, these items are implemented as unique item types, rather than base items with names. Wishing for one doesn't violate artifact-wishless conduct (and also doesn't work, except in wizard mode). They will always be replaced by different items in bones piles. The only things they have in common with true artifacts is that they're unique, and they add to your score if you ascend with them. =_=_ Weapon A weapon is an item used to attack opponents. Most weapons are wielded with and used to hit enemies; to attack with a wielded weapon, simply try to move into a monster's space, or use to attack in any direction. Launchers are wielded to shoot missiles, and some weapons are simply thrown. The player can ready a second weapon for use; press to exchange between your primary and secondary weapons. Some roles can wield both weapons at once using the #twoweapon command. is the command to wield nothing and fight empty-handed. This is the default and ethical preference of Monks. It is also a preferred way to attack weapon-hazardous monsters such as acid blobs or rust monsters before you have a resistant weapon (e.g. a silver weapon or unicorn horn). A weapon can be made erodeproof by wielding it as a primary weapon and reading a scroll of enchant weapon while confused. Erosion can be repaired by using a scroll to make the weapon erodeproof, or in some cases by dipping the weapon in a potion of oil. There is little reason to erodeproof wooden weapons, because weapons can only be made to burn in very unusual circumstances. Weapon Skill Cost Weight Prob & nbsp;(‰) < span class="explain" title="Damage to small/large monster" > Damage & nbsp;(S/L) < /span > Material Appearance Tile Glyph orcish dagger dagger 4 zm 10 12 < sup > † < /sup > d3 d3 iron crude dagger Image:Orcish dagger.png silver dagger dagger 40 zm 12 3 d4 d3 silver Image:Silver dagger.png elven dagger dagger 4 zm 10 10 < sup > † < /sup > d5 d3 wood runed dagger Image:Elven dagger.png worm tooth knife 2 zm 20 N/A d2 d2 undefined Image:Worm tooth.png battle-axe axe 40 zm 120 10 d8+d4 d6+2d4 iron double-headed axe Image:Battle-axe.png dwarvish mattock pick-axe 50 zm 120 13 < sup > † < /sup > d12 d8+2d6 iron broad pick Image:Dwarvish mattock.png orcish short sword short sword 10 zm 30 3 < sup > † < /sup > d5 d8 iron crude short sword Image:Orcish short sword.png short sword (wakizashi) short sword 10 zm 30 8 d6 d8 iron Image:Short sword.png dwarvish short sword short sword 10 zm 30 2 < sup > † < /sup > d7 d8 iron broad short sword Image:Dwarvish short sword.png elven short sword short sword 10 zm 30 2 < sup > † < /sup > d8 d8 wood runed short sword Image:Elven short sword.png runesword broadsword 300 zm 40 N/A 2d4 d6+1 iron runed broadsword Image:Runesword.png elven broadsword broadsword 10 zm 70 4 < sup > † < /sup > d6+d4 d6+1 wood runed broadsword Image:Elven broadsword.png long sword long sword 15 zm 40 50 < sup > † < /sup > d8 d12 iron Image:Long sword.png katana long sword 80 zm 40 4 d10 d12 iron samurai sword Image:Katana.png two-handed sword two-handed sword 50 zm 150 22 d12 3d6 iron Image:Two-handed sword.png tsurugi two-handed sword 500 zm 60 N/A d16 d8+2d6 metal long samurai sword Image:Tsurugi.png scimitar scimitar 15 zm 40 15 < sup > † < /sup > d8 d8 iron curved sword Image:Scimitar.png silver saber saber 75 zm 40 6 d8 d8 silver Image:Silver saber.png aklys club 4 zm 15 8 d6 d3 iron thonged club Image:Aklys.png morning star morning star 10 zm 120 12 2d4 d6+1 iron Image:Morning star.png grappling hook flail 50 zm 30 tool d2 d6 iron iron hook Image:Grappling hook.png war hammer hammer 5 zm 50 15 d4+1 d4 iron Image:War hammer.png quarterstaff quarterstaff 5 zm 40 11 < sup > † < /sup > d6 d6 wood staff Image:Quarterstaff.png partisan polearms 10 zm 80 5 d6 d6+1 iron vulgar polearm Image:Partisan.png fauchard polearms 5 zm 60 6 d6 d8 iron pole sickle Image:Fauchard.png glaive (naginata) polearms 6 zm 75 8 d6 d10 iron single-edged polearm Image:Glaive.png bec-de-corbin polearms 8 zm 100 4 d8 d6 iron beaked polearm Image:Bec de corbin.png spetum polearms 5 zm 50 5 d6+1 2d6 iron forked polearm Image:Spetum.png lucern hammer polearms 7 zm 150 5 2d4 d6 iron pronged polearm Image:Lucern hammer.png guisarme polearms 5 zm 80 6 2d4 d8 iron pruning hook Image:Guisarme.png ranseur polearms 6 zm 50 5 2d4 2d4 iron hilted polearm Image:Ranseur.png voulge polearms 5 zm 125 4 2d4 2d4 iron pole cleaver Image:Voulge.png bill-guisarme polearms 7 zm 120 4 2d4 d10 iron hooked polearm Image:Bill-guisarme.png bardiche polearms 7 zm 120 4 2d4 3d4 iron long poleaxe Image:Bardiche.png halberd polearms 10 zm 150 8 d10 2d6 iron angled poleaxe Image:Halberd.png orcish spear spear 3 zm 30 13 < sup > † < /sup > d5 d8 iron crude spear Image:Orcish spear.png spear spear 3 zm 30 50 < sup > † < /sup > d6 d8 iron Image:Spear.png silver spear spear 40 zm 36 2 d6 d8 silver Image:Silver spear.png elven spear spear 3 zm 30 10 < sup > † < /sup > d7 d8 wood runed spear Image:Elven spear.png dwarvish spear spear 3 zm 35 12 < sup > † < /sup > d8 d8 iron stout spear Image:Dwarvish spear.png javelin spear 3 zm 20 10 d6 d6 iron throwing spear Image:Javelin.png orcish bow bow 60 zm 30 12 < sup > † < /sup > d2 d2 wood crude bow Image:Orcish bow.png orcish arrow bow 2 zm 1 20 < sup > † < /sup > d5 d6 iron crude arrow Image:Orcish arrow.png arrow bow 2 zm 1 55 < sup > † < /sup > d6 d6 iron Image:Arrow.png elven bow bow 60 zm 30 12 < sup > † < /sup > d2 d2 wood runed bow Image:Elven bow.png elven arrow bow 2 zm 1 20 < sup > † < /sup > d7 d6 wood runed arrow Image:Elven arrow.png yumi bow 60 zm 30 0 d2 d2 wood long bow Image:Yumi.png ya bow 4 zm 1 15 d7 d7 metal bamboo arrow Image:Bamboo arrow.png silver arrow bow 5 zm 1 12 d6 d6 silver Image:Silver arrow.png crossbow crossbow 40 zm 50 45 < sup > † < /sup > d2 d2 wood Image:Crossbow.png crossbow bolt crossbow 2 zm 1 55 < sup > † < /sup > d4+1 d6+1 iron Image:Crossbow bolt.png dart dart 2 zm 1 60 < sup > † < /sup > d3 d2 iron Image:Dart.png shuriken shuriken 5 zm 1 35 d8 d6 iron throwing star Image:Shuriken.png rubber hose whip 3 zm 20 N/A d4 d3 plastic Image:Rubber hose.png unicorn horn unicorn horn 100 zm 20 tool d12 d12 bone Image:Unicorn horn.png The majority of monsters in the game are classified as small on the table. However, many of the harder monsters in the game are classified as large. In the early game, large monsters tend to be incredibly dangerous. In the later game, many of the most difficult monsters are "medium" size, which take damage as per small in the table. Medium monsters include the four Riders, the majority of monsters on the Astral Plane, the Wizard of Yendor, and the high priest of Moloch. However, the demon princes in Gehennom may pose a serious threat to the player, and are all classed as large, with the exception of the dangerous but rarely-seen Dispater. =_=_ Scroll Scrolls constitute 16% of all randomly-generated items in the main dungeon, 18% in containers, 22% on the Rogue level, and 1% in Gehennom. Scrolls appear 1/8 cursed, 3/4 uncursed, and 1/8 blessed. The Ink column gives the greatest number of magic marker charges required to write a scroll. The actual number of charges used will be a random amount from Ink/2 to Ink-1; if your marker has fewer than Ink/2 charges, you will be unable to attempt to write the scroll. Wizards have a base 1/3 chance of writing an unknown scroll, and all other classes have a base 1/15 chance; your chance generally improves with higher Luck, to a maximum of about 98% for Wizards and 32% for other classes. You can only write scrolls on blank paper, which can be made by getting any scroll wet (except mail) or cancelling any scroll (except mail). Failure to write the scroll will cause the blank scroll to be used up. You can select non-blank scrolls to write on, but this will abuse your wisdom and you will be told, "That scroll is not blank!" You need hands to write a scroll. All scrolls take one turn to read and are destroyed if successfully read, except for the scroll of blank paper which has no effect. To read a scroll, you must either be unblind or know the appearance of the scroll. When a scroll is read, it will be used up and disappear (except blank paper). The effects depend on the blessing of the scroll. Non-cursed means either blessed or uncursed. If you are confused while reading the scroll, "you mispronounce the magic words" and may obtain a different effect (this applies to confused monsters reading scrolls, too). Some scrolls have a different message for "beginners"; a character is considered a beginner until accumulating 2000 score points (1000 for wizards). See the individual scroll articles for details on each scroll. Scrolls of , , , and are pretty easy to identify by price. The more expensive scrolls, with base costs of 100 zm or more, are much more difficult to distinguish. Monsters can be generated with scrolls of teleportation, earth, and create monster. If you observe them reading said scrolls, that identifies to scroll to you. Scrolls of earth can be identified by the guaranteed ones in the first level of Sokoban. Scrolls of teleportation are the only ones generated inside closets. Scrolls of scare monster are placed under the Sokoban prize and the chest with the wand of wishing at the Castle. Many veteran players will not read an unidentified scroll unless they have a pretty good guess what it could be. Nonetheless, if you are desperate and you have a large variety of price-identified, pet-tested scrolls in your inventory, you may try to identify them by reading them. You should not try to read-identify scrolls if the game considers your character a beginner. If your character is a beginner, then several scrolls have a possibility of giving the message "You have a strange feeling for a moment, then it passes." If your character is not a beginner, then it will be possible to distinguish all scrolls by the messages and effects obtained by reading them. Beware of the scroll of amnesia. There is no defense against the possibility of losing up to 25% of your discoveries. The table below summarizes precautions for reading unidentified scrolls. Some precautions may contradict: you need other means of identification to assist in these cases. In addition to take precautions against harmful scrolls, you might also want to maximize the benefits of helpful scrolls. Some of these may contradict the above precautions: you need other means of identification to assist in these cases. Scrolls, along with potions and comestibles, are one of the main types of consumable items in the game. The fact that they can only be used once tends to encourage hoarding; if you notice yourself frequently dying with large numbers of unused scrolls, consider using them next time! =_=_ Dungeon =_=_ Object =_=_ NetHackWiki:About This is the NetHackWiki, an unofficial resource and community site for NetHack, the roguelike computer game. It contains game information, spoilers, and other information related to both NetHack, and related games such as SLASH'EM. NetHackWiki has many volunteer authors... including you, should you choose to help! This web site is a wiki; you can edit any page to improve it. NetHackWiki, like most NetHack sites on the Internet, has no official affiliation with NetHack or NetHacks DevTeam (although several members of the Dev Team do have accounts here). NetHack'' is a one-player fantasy game for your computer. It is a multiplatform game, and runs on BeOS, DOS, Mac OS, Windows, Unix, and some others. You can visit its official site at http://www.nethack.org to download the game and its source code. Or instead of downloading the game, you can play on a public server such as nethack.alt.org. Like many roguelike games, NetHack emphasises gameplay over graphics; the entire game is drawn in ASCII. (There are, however, a few versions using graphical tiles.) You, the player, who most of the time appears as an , must descend the staircases into the dungeon to search for and retrieve the Amulet of Yendor for your god. (In most games, a monster will kill you!) NetHack is free''' software: the NetHack General Public License provides that, "Specifically, we want to make sure that you have the right to give away copies of NetHack, that you receive source code or else can get it if you want it, that you can change NetHack or use pieces of it in new free programs, and that you know you can do these things." Likewise, this wiki is free documentation: the text of the GNU Free Documentation License provides that each NetHackWiki page gives everyone "the effective freedom to copy and redistribute it, with or without modifying it, either commercially or noncommercially." =_=_ NetHack General Public License =_=_ Template:NGPL This content was modified from the original NetHack source code distribution (by splitting up NetHack content between wiki pages, and possibly further editing). See the < span class=plainlinks > [ page history] < /span > for a list of who changed it, and on what dates. Fair use - In Template:Wikipedia and Template:Wikipedia2, this logo indicates that a link reaches Wikipedia. Kernigh shrunk the logo from its original size to sixty pixels wide. Fair use - In Template:Wikibooks and Template:Wikibooks2, this logo indicates that a link reaches Wikibooks. Kernigh shrunk the logo from its original size to sixty pixels wide. Fair use - In Template:Novelas and Template:Novelas2, this logo indicates that a link reaches Novelas. Kernigh shrunk the logo from its original size to sixty pixels wide. Fair use - In Template:Gameinfo and Template:Gameinfo2, this logo indicates that a link reaches Gameinfo. Kernigh shrunk the logo from its original size to sixty pixels wide. =_=_ Template:Wikibooks =_=_ Template:Wikibooks2 =_=_ Template:Novelas =_=_ Template:Novelas2 =_=_ Monster A monster is any creature that you may encounter while exploring the Mazes of Menace. They may be randomly generated, produced by magic, or placed by the game to fulfill some role. You may attack any monster you come across, but beware & mdash;they may retaliate. Monsters may be tame, peaceful, or hostile. They may be in possession of items, either by being generated with them or by picking them up, which you may claim upon their death. Other items, such as their corpses, will only be generated when they die. The many species of monsters are grouped into monster classes, corresponding to their ASCII symbols. =_=_ Religion As NetHack is a fantasy adventure game, religion ties in closely with its mythological themes. The very mission of the game is to recover The Amulet of Yendor for your god. This article is a portal to detailed articles about the religious aspects of the game which affect gameplay. In NetHack, there are four religious rituals: prayer, sacrificing, turn undead, and donating money to a priest. Dropping items on an altar while not blind also counts for the purposes of the atheist conduct. Prayer (#pray) may cause beneficial outcomes, from restoring your HP to uncursing your item or making water holy. However, prayer never improves your relationships with your god. For example, if your god is angry with you, you cannot mollify him or her by prayers. There are several conditions that must be met for prayer to be safe. Sacrificing (#offer) a corpse on a coaligned altar (e.g. lawful altar if you are lawful) can improve your relationships with your god, including your luck. It can also grant you an artifact weapon. Sacrificing on a coaligned altar is always safe, provided that you are not sacrificing a coaligned unicorn (white for lawful, gray for neutral, black for chaotic), a former pet of yours, or a member of your own (starting) race. (The last is safe for chaotic players, but the other two are not.) Sacrificing on an altar that is not coaligned may convert it (if your alignment is positive and you are not in Gehennom) or may instead lower your luck; if your alignment is not positive it may instead convert you. (Converting before the Quest makes it impossible to win the game.) Finally, sacrificing the Amulet of Yendor on the coaligned altar on the Astral Plane wins the game. Turn undead (#turn) allows Knights and Priests to frighten or even destroy (if they are lawful or neutral) or pacify (if they are chaotic) nearby undead creatures by calling upon the power of their deity. It should not be confused with the spell of turn undead, which causes only minor damage to undead creatures. Like prayer, turning works only under specific conditions. To donate money (#chat), you must stand in the square adjacent to a peaceful priest in a temple. His alignment is not important. Donating 400 times your experience level (or more, but less than 600 times your experience level) grants or improves intrinsic protection. Other sums of money may grant temporary clairvoyance, improve your alignment record, or exercise your wisdom. Donating $0 or less to a coaligned priest is a Bad Idea. For more information, see the chatting section in the Aligned priest article. Alignment determines to which of three gods you serve. There are three alignments: lawful, neutral, and chaotic. Monsters, artifacts, altars and even the dungeon itself can have an alignment as well. Some entities loyal to Moloch are unaligned. You choose (or let the game pick) your starting alignment, however, not all roles can serve all gods. You can change it temporarily by wearing a helm of opposite alignment, or permanently only once by sacrificing on a non-coaligned altar when your alignment record is negative. The helm removes any intrinsic protection, and permanent change of your alignment additionally sets your alignment record to zero. If you permanently change your alignment before starting your quest, your quest leader will never send you to the quest, therefore you cannot win. Your alignment record is a number which affects your chance of praying successfully (the higher the better he responds to your prayers; if negative, he only smites you) and your ability to enter the quest (you cannot if it is under 20). Its maximum is initially 10 and increases by 1 every 200 turns. It has no lower bound. Initially your alignment record is 0 or 10, depending on your role. There are many actions which affect it positively or negatively. Since killing hostile monsters usually improves your alignment record, it is normally near the maximum. If you "feel guilty", "are feeling like an empty coward" etc., this means you violated your role conduct and got an alignment penalty. You can approximately determine your alignment with enlightenment or a stethoscope. If your alignment is negative, you can improve it by sacrifices (see Altar#Ordinary sacrifice). Anger is a number which measures how angry your god is with you. Positive anger causes several bad effects. Most notably, your prayers become useless and only cause your god to smite you, and Luck times out twice as fast. Anger is from 0 to infinity, initially 0. It is normally 0. You can anger your god by "wrong" praying or sacrificing (most notably praying too often), or displacing your pet into a damaging trap, killing it. There are only two ways to mollify your god: sacrificing sufficiently powerful monsters at a coaligned altar (see Altar#Ordinary sacrifice), or finding a non-coaligned altar and sacrificing either a unicorn of the same alignment or your former pet. The cross-aligned unicorn sacrifice also causes the altar's god to smite you. You can approximately determine anger by enlightenment. The prayer timeout refers to how much time you need to wait before your god will accept another prayer. You can safely pray if it is at most 0, 100, or 200, depending on which problems you have (see prayer). Initially set to 300, it decreases each game turn by one until it becomes zero, and increases when you pray, typically by several hundred turns. The exact prayer timeout increase is random each time; if 1) you had been crowned and/or 2) have killed the Wizard of Yendor or done the Invocation ritual, significantly larger values will be more likely. Getting an artifact by sacrificing or being granted a wish also increases the prayer timeout as if you had prayed. You can decrease it or get a clue about it by sacrificing on a co-aligned altar (see Altar#Ordinary sacrifice): a "hopeful feeling" means it is still positive, "reconciliation" means you just made it zero. Luck is always between -13 and +13. Initially it is zero. To safely pray, your Luck must be zero or positive; otherwise prayers only cause your god to smite you. Luck has too many other effects to enumerate. Unless you have a luck item in your main inventory, your positive or negative luck times out at a rate of one point per 600 moves (300 if you are wearing the Amulet of Yendor, or if your God is angry). With luckstone, your positive/any/negative/ Luck never times out if the luckstone is blessed/uncursed/cursed. Sacrificing at a coaligned altar may increase your luck, depending on the corpse's difficulty, in which case you "see a four-leaf clover". Altars are high-bandwidth connections directly to your god. They are either aligned or unaligned. Aligned altars are either lawful, or neutral, or chaotic. A temple is a room with an altar and a priest. Not to be confused with the player role, priests are generated peaceful and will stay at the temple (unless angry), most of the time at or near the altar. Altars in temples can have any alignment or be unaligned. The tending priest has same alignment (or lack of it) as the altar. In a temple, you can donate money to its priest, provided he or she is peaceful, and the altar had not been converted/destroyed/desecrated. His alignment is not important in most cases. Each non-maze, non-special level in the Dungeons of Doom above the Castle has a chance of including off-temple altars or at most one temple. Their alignment is independently distributed with equal chances of being lawful, neutral, and chaotic. There are no altars in special rooms other than temples (shops, beehives, zoos etc.), or at special levels (Oracle, big room, rogue). Contrary to popular belief, a rooms-and-corridor type filler level can feature altars or a temple between Medusa's lair and the Castle. There is one temple in Minetown with equal chances of the three main religions, and no other temples, priests, or altars in Gnomish Mines. At the Astral Plane, there are three temples which are randomly assigned to lawful, neutral and chaotic alignments (one of each), and many off-temple aligned priests, some of which are hostile. Each role has its own pantheon of gods - one for each alignment. Priests are assigned the pantheon of another role at random. Players may choose to forego all of the above religious activities, with the exception of sacrificing the Amulet of Yendor on the co-aligned altar on the Astral Plane. This is a voluntary conduct. =_=_ Attribute There are six basic attributes, as in Dungeons & Dragons. Most of a player's attributes can be increased by exercising them. Strength corresponds to the ability to have more weight in your inventory. Also, the stronger you are, the more damage you do in melee combat, and the farther you can throw objects. Dexterity has a multitude of effects, of which the most significant is probably that it affects your chance of hitting monsters, whether in melee combat or with a missile or spell. Having a high constitution increases your healing rate and the number of HP you gain when levelling up and allows you to carry more weight in your inventory. Intelligence is useful for reading spellbooks, for spellcasting (unless you are a Healer, Knight, Monk, Priest or Valkyrie, in which case it is wisdom that affects your chances of successfully casting a spell) and for encounters with foocubi. Mind flayers have a brain-eating attack that can drain your intelligence; if you are hit by a successful brain-eating attack when your base intelligence is already 3, you die of brainlessness. Intelligence cannot be exercised but can be increased by drinking a blessed potion of enlightenment or a potion of gain ability. It can also be increased by wearing a helm of brilliance. If you eat a mind flayer corpse, there is a 50% chance your intelligence will be increased by one point (you will get the message "For some reason, that tasted bland." if your intelligence is already at maximum.) UnNetHack adds the ability to exercise intelligence by fighting a weeping angel's mental reflection (requires that the player does not have reflection) < ref > https://sourceforge.net/p/unnethack/git/ci/master/tree/src/mhitu.c#l2206 < /ref > . A Healer, Knight, Monk, Priest or Valkyrie requires wisdom to cast spells. Wisdom is not particularly important to other classes, though it affects how fast your power regenerates (hence is fairly important for wizards) and how much power you gain when levelling up. Charisma is mostly useful for obtaining better prices at shops. It also helps with foocubus encounters, both by increasing the chance of a positive result and by giving more control over whether they remove your armor. Charisma is a difficult stat to increase, as it cannot be exercised. It can be extrinsically increased by wearing a charged ring of adornment or intrinsically boosted by successfully eating one in a valid polymorphed form. You can also gain charisma by triggering a magic trap, so some players deliberately trigger magic traps until they explode. However, this can be dangerous & mdash;many monsters will be summoned, and the towers of flame will reduce your maximum HP unless you have fire resistance. Making sure your potion of gain ability is blessed before quaffing it is probably the easiest and safest way to increase this stat to maximum. Third, each attribute has a 5% probability of having a random number from & minus;2 to +4 added to it . These respect racial maximums. You can increase strength, dexterity, constitution and wisdom through exercise, and adjust all six stats through other means such as potions of gain ability. Some magic items, like the helm of brilliance, gauntlets of power and gauntlets of dexterity, allow you to exceed these maximums. In fact, such items are common in ascension kits. Dwarf 18/** 20 20 16 16 16 NetHack brass implements different maximum attributes per role. Find your maximum attributes by looking for your role in the next table, then applying the racial modifiers.For example, humans have +2 to strength. All heroes have a minimum of 3 for each attribute. The entries with the exclamation marks are the spellcasting stats for each role. Healer 12 19 19 19 19! 18 Monk 10 20 20 18 20! 18 Priest 18 15 18 17 20! 18 Ranger 17 21 13 19! 16 19 Rogue 18 20 17 17! 17 16 Tourist 17 15 18 19! 19 19 Wizard 10 19 16 20! 20 18 To find your maximum attributes in NetHack brass, after finding your role in the above table, you must apply the racial modifiers of the below table. These racial modifiers apply only to the maximum attributes of each player, not the initial attributes. An elven Ranger of NetHack brass, for example, can reach 19+1 = 20 in charisma by increasing charisma one more time after a human Ranger would have maxed at 19. Dwarf +2 +2 +2 −2 −2 −2 The wizard mode of NetHack brass supplies the #rrllududab extended command, a code that gives your maximum attributes to you, a reference to the Konami code. SLASH'EM, mainly due to the changed behaviour of the gauntlets of power, handles strength between 18/** and 25 differently than vanilla NetHack. In FIQHack, strength over 18 is no longer considered a special attribute, and "exceptional strength" of 18/XX does not exist - their numeric equivalents are used instead, as follows: =_=_ Erebus =_=_ NetHackWiki:Image use policy =_=_ File:NetHackWiki-cursed-logo.png This is my first proposal for a logo for NetHackWiki, the "NetHackWiki cursed logo". My idea was to use square brackets like those used for < nowiki > free links < /nowiki > in MediaWiki. However, because < tt > ] < /tt > is always a mimic, I could not use it. I made this by starting NetHack in wizard mode, finding a large room, wishing for some cursed weapons and armor, summoning a dog as a second pet, then making the font large (Bitstream Vera Sans Mono, 24 point) and taking a screenshot. =_=_ Category:Rodney =_=_ Category:Fair use Though fair use is a broad concept (applying to quotes, for example), this template is only necessary to mark entire images which we do not have permission to use except through fair use. This wiki (in proposition) requires that all images have copyright information. =_=_ Category:NGPL Generally, quotes from NetHack are too short to require marking with this template. However, a page that annotates a file of NetHack source code should use this template. NetHack screenshot images should also use this template. In practice, we have several images that are obviously NetHack screenshots but do not yet have this template on the image description page. =_=_ NetHack NetHack is a roguelike computer game, and the most famous and popular of its kind. The latest version is 3.6.6, released on March 8th, 2020. NetHack can be downloaded at the official NetHack download page. It is also available in other languages. Many variants and patches are also available. NetHack enjoys popularity in niches. Mathematicians, programmers, physicists, engineers, linguists and writers all feel a strong pull, though anyone with an eye for detail, a sense of completeness, a respect for complexity, and a head for numbers will be at home. On the surface, the game is a hack'n'slash Dungeons and Dragons clone, but its subtle sense of humor and intellectual rigor elevate it from the faintly nerdy to the sharply geeky. Just as a mathematician seeks elegant expressions over fuzzy generalities, NetHack eschews graphics in favor of perfectly crafted, well-defined ASCII characters. While other games are dated by their interfaces, NetHack is preserved in ascetic purity. The programmer is drawn to NetHack as an extension of the operating system. Its culture is deeply intertwined with that of the Unix systems, and indeed is a staple fixture on any good Unix system - a known quantity, ageless, familiar, and soothing; whatever hairy command-line tasks are required, nethack(6) is always there. NetHack is unforgiving: if you die, you stay dead. There is no save-and-reload crutch here. Put simply, NetHack is a harsh mistress, whose respect you must earn. In time, you learn to respect it back. NetHack is deep: in your first game, you will die quickly, and come back worrying about how to survive. You will learn, eventually, and move onto higher concerns. You will stop worrying about your score, and start considering questions of optimality, efficiency, and elegance. You will consult tables and guides in search of an edge because everyone knows the best way to have fun in a game is to take 20 until you beat an impossible DC, rather than try to actually succeed at something hard yet possible. You may dive into the very source code, looking to explain that one-in-a-thousand shot you just pulled off. You will probably learn some C, and possibly get into heated debates about the merits of pseudorandom number generators, expected returns, inconsistencies between competing mythologies, and the ethics of exploiting bugs. NetHack is history: Descending from Rogue, NetHack has years of development behind it. It is one of the few computer games widely played by people who are younger than it. From this history arises a kind of authority. As well as the standard ASCII interface, many official and unofficial graphical user interfaces are available. Using a graphical interface allows the game to be played with tiles instead of ASCII graphics. The best known are probably the officially supported ports for Windows, Mac and Linux: The title is properly spelled "NetHack", with two capital letters. "nethack" is also correct when used to refer to the name of the game binary. "Nethack" is a common misspelling, even having been used by members of the DevTeam in comments in the source code. NetHack'''s first version, 1.3d, was released in July 1987, descending directly from Jay Fenlason and Andries Brouwer's Hack. Subsequent early versions of NetHack, namely 1.4f, 2.2a and 2.3e were released through 1987 and 1988. In 1989, the first release of NetHack's current incarnation, 3.0.0, was posted to Usenet. It featured a massive expansion over the previous versions. NetHack 3.1.0 was released in 1993, bringing several big changes, such as the introduction of Gehennom in place of Hell, and the introduction of the invocation ritual. Several forks of NetHack were produced through the lifespan of both 3.1 and 3.2. The current version is 3.6.6, but 3.4.3 continues to be popular considering that it was the only version available for a long time. =_=_ NetHack 3.6.0 source code Source code is the code of a program that is not yet compiled into an OS-usable binary. NetHack is programmed in C, a portable language that compiles on many systems. The NetHack programmers, the DevTeam, are a dedicated but conservative bunch, releasing new versions very infrequently. The latest NetHack sources are available at (http://www.nethack.org/v360/download-src.html). Earlier versions are available at (http://www.nethack.org/common/index.html). NetHackWiki provides an annotated version of the NetHack 3.6.0 source code. The original source code is distributed under the NetHack General Public License; our annotations use the GNU Free Documentation License. Read Project:Copyrights for detailed copyright information. Here at NetHackWiki, anyone, including you, can annotate the source code. You can get an overview of the sources by reading the Beginner's Guide To NetHack Sources or just dive in! As of now, automatic function name links redirect to 3.4.3 source functions. A fix in in progress for automatic function citations with Source:Ref to link to 3.6.0 functions. Dizzylizzy (talk) 22:24, 3 January 2016 (UTC) =_=_ Source:NetHack 3.4.3/include/obj.h Below is the full text to include/obj.h from NetHack 3.4.3. To link to a particular line, write [[obj.h#line123| < nowiki > obj.h#line123 < /nowiki > ]], for example. This particular file contains C-language declarations for objects. In particular, it declares < tt > struct obj < /tt > , the data structure representing an object in the dungeon. This data structure contains many fields about the object, such as the type of the object, the BUC status, the number of charges, the erosion, the quantity of this object in a stack, the pointer to the monster presently carrying it, the flag indicating whether the player has identified the object, and many other fields. Remember, it is a C union, so all three of these pointers share the same memory; you can use only one pointer at a time. For example, an object cannot simultaneously be on the floor and be carried by a monster. Each object contains a pointer like < tt > thing- > nobj < /tt > which allows the object to be part of a linked list. (What does NetHack use this list for?) The hero should be memorising the inventory letter, not the object! But internal to the game, NetHack stores the letter in the object, not the adventurer. This works because this is a single-player game. Timers are for rotting eggs and corpses, for example. Do not change this by hand, rather use the code in timeout.c, see < tt > start_timer() < /tt > Bitfields use less than one byte in a struct. Most of these are obvious, like cursed or blessed. Four of these indicate what the adventurer knows about this object. In a game with more than one adventurer, these fields could not be stored in the object. Programming multiplayer NetHack would require many changes. Because < tt > thing < /tt > might erode two different ways, a macro call to < tt > greatest_erosion < /tt > returns the greater of the two erosions. There is a scale from 0 (no erosion) to 1 (eroded) to 2 (very eroded) to 3 (thoroughly eroded). The "corpsenm", "leashmon", "spestudied", and "fromsink" all refer to the same field of the object. This works because an object can only be one of a corpse, leash, spellbook, or potion. (It might be possible to abolish this field and just widen < tt > thing- > spe < /tt > from schar to int, unless someone can find an object that needs to use both fields.) These macros act as functions to test various properties of weapons. Some of these work by querying the class of the object, others look in the < tt > objects < /tt > global array for more information about objects of that type. Each type of object has information about it in the global < tt > objects < /tt > array. This information includes the armor category: shield, helm, boots, gloves, cloak, shirt. The game prevents you from wearing two helms simultaneously, which is why it needs to know about these classes. The < tt > is_helmet(thing) < /tt > macro tests if < tt > thing < /tt > qualifies as a helm. If it does, and you are already wearing a helment, then you cannot wear < tt > thing < /tt > . These are some macros related to eggs (which might hatch!) and food. It is apparent from this code which corpse will level you up or heal you when you eat it. No other corpse but that of a wraith levels you up; no other corpse but that of a nurse heals you. There is are macros to check if an object is in your inventory or that of a monster. It is slightly easier to say < tt > carried(thing) < /tt > than < tt > thing- > where == OBJ_INVENT < /tt > . There are also several macros for containers. These macros facilitate code that needs to know about dragon scales, dragon scale mail and their matching dragons. It assumes that the range of dragon colors starts with gray and ends with yellow. The < tt > obj < /tt > parameter is a pointer to an object, but these macros only examine the object type. If a monster does polymorph while wearing dragon scales or dragon scale mail, the code uses < tt > Dragon_scales_to_pm < /tt > or < tt > Dragon_mail_to_pm < /tt > to polymorph you into the matching dragon: mon.c#line2351, muse.c#line1684. Then the game disables the message that the dragon would break out of its armor: worn.c#line605. (The code in polyself.c uses a separate function called < tt > armor_to_dragon < /tt > .) Do not use the < tt > Dragon_to_scales < /tt > macro! The DevTeam left this broken and incorrect definition of a macro, but never called this macro from the NetHack source code. If < tt > pm < /tt > is a monster type (an index into the < tt > mons < /tt > array), then the correct version of the macro would expand to < tt > (GRAY_DRAGON_SCALES + (pm - PM_GRAY_DRAGON)) < /tt > . NetHack uses the correct formula at mon.c#line194 to pick the correct scales for the death drop of a dragon. These macros tests if an object is elven, orcish, dwarvish or gnomish. (How is this important, and where are the definitions of the is_foo_armor macros?) These macros are boolean expressions that check if the object is of one type or another; the macro for is_elven_weapon literally checks the object against the macro's list of six known elven weapons. If you added a new elven weapon to objects.c, then you would also have to add it to this macro. One may consider refactoring this, so that < tt > struct objclass < /tt > in objclass.h contains new bitfields oc_elven, oc_orcish, oc_dwarvish, oc_gnomish. Then one would have macros like so, Then we could adjust the macros in object.c to clear the oc_orcish on most objects, but to set the flag on orcish objects. The advantage is that it slightly easier for a variant to add a new type of orcish object to the game. The disadvantage is that the vast majority of object types are neither elven nor orcish nor dwarvish nor gnomish, so we would be allocating four extra zero bits (negligible with yesterday's computers) for each object type. =_=_ Category:Source code =_=_ Inventory The fixinv option, which by default is on, causes you to remember the inventory letter of an object that you drop. In addition to those items listed with the command, the hero is assumed to be carrying a wallet or purse (examinable with the command) and a backpack ("A < foo > crawls out of your backpack!") or knapsack ("Your knapsack cannot accommodate any more items."). The wallet and backpack/knapsack are among the more remarkable objects in NetHack, even though so little is said about them that they go unnoticed by many players. They are utterly impervious to fire, shock, rotting, cursing, or any other kind of degradation. Whatever weight they may have is a matter for speculation only, as they can never be dropped. More worrisome, these items cannot be greased to prevent water damage to their contents, as can any other sack. However, the backpack can be taken by a shopkeeper; mysteriously, the character still has a backpack afterwards. The carrying capacity of all containers in NetHack is a subject to inspire much wonder, but the knapsack is perhaps most striking of all containers in this regard: it is capable of holding 52 distinct stacks of items, without regard to how many items are in each stack. If a player were able to contrive to have 52 distinct versions of, say, scrolls, that would be the complete carrying capacity of the knapsack. But, strength allowing, a player could carry one stack containing 52 copies of a single scroll (of known beatitude), and still have room in the knapsack for 51 other stacks of items. A most remarkable container! It is a popular myth that NetHack characters do not wear pants. However, #sitting on a cockatrice corpse does not turn you to stone, so clearly the hero is wearing some form of pants, trousers or boxer shorts. Veteran roleplayers of TSR's Dungeons and Dragons are familiar with indestructible underwear that is impossible to remove. This tidbit does make them feel right at home in the dungeons of NetHack... until their first encounter with a Foocubus, of course. Nethack characters can easily light lamps and candles, so it is implied they have some way to make fire. Torches shouldn't last a whole game, unless you carry a large stack or make new ones out of the fat and clothes of slain monsters. Tourists may have a gas lighter. Archeologists are probably heavy smokers (like all fedora-wearing Americans in the 30's) and have a lit cigarette in addition to a petrol lighter or matches. Medieval roles like Knight or Samurai may have matches or some other chemical way to make fire. Cavemen may have some extra flintstones and some dried sponge or mushroom, like the famous caveman Ötzi. Barbarians, who have already invented metal, may have the same kit with an additional fire steel, which makes usage of flintstones much faster. Spellcasters may know some extra fire spell. All in all it's a wonder how characters can light the Candelabrum of Invocation in one move. In Slash'EM Extended, the player's knapsack can have more than 52 items. Extra inventory items get a # symbol, which can make it difficult to select a specific item to be used because every item after the 52nd one is a #, but it makes dropping a bunch of items on an altar or using a blessed scroll of identify much more useful. =_=_ WikiNode =_=_ NethackWiki =_=_ MediaWiki:Monobook.css =_=_ MediaWiki:Monobook.js document.write(' < style type="text/css" > /* < ![CDATA[*/ #siteSub, h1.firstHeading { display: none !important; } /*]] > */ < /style > '); =_=_ MediaWiki:Help =_=_ MediaWiki:Helppage =_=_ MediaWiki:Sidebar =_=_ Roguelike The original Rogue game featured a thief who entered the dungeon to steal the Amulet of Yendor. A free clone called Hack retained the Amulet, but introduced some features including a pet dog and multiple roles (classes). The six roles in Hack are Tourist, Speleologist, Fighter, Knight, Cave-man, and Wizard. Though Diablo borrowed much from the roguelike genre, it is not usually considered a roguelike itself. There is a roguelike based on it, however. =_=_ Sokoban Sokoban (warehouse keeper in Japanese) is a branch of the dungeon modeled on and named after a game where a character is navigated through a series of levels. The object is to move objects to cover goal squares. In the traditional game, the character must move only in the cardinal directions (north, south, east, and west) and push the objects from behind to move them. A player fails by getting objects stuck or boxing themselves in, as objects cannot be pulled, created, or destroyed. In the case of NetHack, the objects are boulders and the goal squares are pits or holes, which block the way forward. There are four levels in each game and two versions of each, for a total of 8 different levels. The levels are ascending in dungeon depth (i.e., the 2nd level is above the 1st etc); however, monster difficulty increases as if descending to lower dungeon levels. Diagonal moves of the boulders are not allowed, although the player may move diagonally if there is space to do so, and may attack, fire or cast spells diagonally. NetHack Sokoban is further complicated by the presence of monsters in the puzzles, so some concessions have been made. It is possible to create or destroy boulders, and there is a limited possibility of moving over boulders, but Luck penalties are assessed for each offense. At the end of the Sokoban dungeon branch is a treasure zoo guarding a bag of holding or amulet of reflection (equally likely chance in both final maps) on a burnt Elbereth and a cursed scroll of scare monster. Both items follow the normal rules of generation for each, i.e. the amulet of reflection will have the same odds of being generated blessed, uncursed or cursed as any randomly generated amulet, while the bag of holding is always uncursed. The entrance to Sokoban (an upstairs staircase) is located between levels 6 and 10 inclusive in the Dungeons of Doom, just below the Oracle. Adventurers who die in Sokoban will not leave bones. All walls in Sokoban are undiggable and unphasable; the floor is undiggable only on the first level. All levels are no-teleport, and it is impossible for the player to level-teleport between Sokoban levels. It is possible to solve every Sokoban level just by moving boulders around in the normal fashion. However, there are some actions that are legal in NetHack but cheat the Sokoban mini-game in some way. Whenever you perform such an action, your Luck is penalized, unless you have already filled in all of the original holes to complete the level. Assuming the level is still unsolved, the following actions incur penalties of -1 when done in Sokoban: The articles about the individual levels contain a full solution to all the levels; this section contains more general strategy tips. Unaffiliated but related to nhss, Nethack's Sokoban levels for various Sokoban implementations (XSok, Sokoban++, YSokoban, Universal Sokoban format and Games 4 Brains Sokoban format) which you can use to practice the levels in other Sokoban games. A web app by disperse also allows you flip the levels for practice with the level flipping introduced in NetHack 3.7.0. In SLASH'EM, there are 15 new level variants, but otherwise Sokoban is the same as vanilla NetHack, with a 50% chance of either a bag of holding or an amulet of reflection at the end. Given that ordinary sacks and oilskin sacks can be upgraded to a bag of holding in SLASH'EM, the amulet is typically the more desirable prize. The doppelganger can liquid leap through the bars on the Sokoban levels, although one cannot traverse them by other means (e.g., as a snake), and this will still induce a Luck penalty. Several public server versions of SLASH'EM include a patch adding the acid hound, which corrodes the floor to create pits when killed; these can be very troublesome if they appear in Sokoban, as they may make solving the level without using a scroll of earth impossible. Any UnNetHack Sokoban has only three levels & mdash;the vanilla maps for levels one and two may all be used to create level one. From UnNetHack 4.1.1 onwards, cheating in Sokoban does not incur a Luck penalty. Instead, solving Sokoban without cheating is tracked as a new conduct. However to compensate, the scrolls of earth typically found on the first level are not guaranteed. Since UnNetHack 6, solving Sokoban without cheating increases your Luck by 1 point. The final level always has a bag of holding, a cloak of , and an amulet of . When one of these objects is picked up, the other two are destroyed. Any of these items in direct line of sight is identified, taking the gamble out of the decision. Sadly though, they are not permanently identified. NetHack Fourk introduces a number of additional Sokoban levels. Player feedback so far suggests that these are on average easier than the vanilla ones. Additionally, the luck penalty does not apply if you are carrying a non-cursed luckstone and can also be dodged via hallucination, at the cost of having a hallucinatory boulder drop on your head (which in some cases can even be useful). NetHack brass does not change or add any Sokoban levels, but instead has a choice between the amulet of reflection, a cloak of magic resistance, and a bag of holding as the prize item. All monsters will avoid stepping on or touching the items, preventing abuse via using pets to retrieve unchosen prizes. Non-artifact items that provide magic resistance or reflection can wear out from resisting or reflecting one time too many; this means that it might be a good idea to carry around a duplicate in case your primary source disintegrates. The bag remains a good choice if you already have "permanent" and/or redundant options for both properties. =_=_ Item If the weight of the items you are carrying becomes too much then you become encumbered. Items can be blessed, uncursed or cursed, which affects their properties. Some have charges, and can be charged, most can be destroyed, some are generated randomly, and some are unique. Items can be randomly found on the floor and in containers. An item is occasionally generated as a death drop when you kill a monster and it leaves a corpse. The probabilities below govern the generation of such random items, which varies depending on where they are generated: In addition, some levels specify extra randomly-generated items: for example, each level of the Gnomish Mines contains at least one tool, and each Sokoban level contains a ring and a wand. Monsters can also be generated with items in their inventory. =_=_ Nethack =_=_ Medusa Medusa is a dangerous unique monster that appears in NetHack. She is always found in the Dungeons of Doom between the level containing the magic portal to the Quest and the level containing the Castle. Medusa will always appear on her own level; the first and second variants will place her on the downstair along with a statue of Perseus, while the third raven-populated version has 3 eligible areas for Medusa and the downstairs to be generated. The snake-infested fourth version will place her on the leftmost and largest island, with four eligible squares for Medusa and the downstairs to be generated on. Medusa will never directly appear in a bones file. However, her statue can; this is bug C342-54. As this will not prevent generation of an ordinary Medusa in the game loading the bones until the statue is unstoned, this can be used to have two or more Medusas in a single game. Any corpses of unique monsters can also be left in bones files, allowing you to use undead turning to get multiple Medusas as well. The most difficult part of reaching Medusa is crossing the sea monster-infested waters. Levitation or water walking boots are the most common ways to cross the water. Using a wand of cold, a frost horn or the cone of cold spell to freeze a path across the water is another option, as is filling the water with boulders and/or some means of jumping. If crossing the water is not an option, you may also opt to dig a hole to the next level and then come back up by using the staircase. The stairs to the next level are always in the same room as Medusa, so be sure you are ready for her before going up! Beware & mdash;as in Greek mythology, her gaze can turn people to stone, as will attempting to eat her corpse - which, among other things, makes facing her as a purple worm or mind flayer a very bad idea. The quickest way to deal with Medusa is to have reflection or apply a mirror towards her, which will reflect her gaze back upon her and turn her to stone. Alternately, blinding yourself or polymorphing into a stoning-resistant creature protects you from her gaze; rendering yourself invisible will make reflection ineffective against Medusa's gaze. You can also use the speed system to kill her in one turn, e.g. with a spell or wand of death - this do not rely on the sleep spell to neutralize her gaze. Hallucination can protect against all gaze attacks 75% of the time, but this should not be relied upon. Cancelling Medusa renders her gaze ineffective and generates YAFM: "Medusa doesn't look all that ugly." You can then take her on like any other monster. Pacifists will want to avoid reflecting Medusa's gaze to kill her, which breaks the conduct; they can instead blind her and leave her to their pets, or additionally blind themselves, prepare a source of reflection, and give Medusa some powerful attack wands so she can kill herself with the rebounds. < !--Elbereth will protect you from any accompanying monsters. Leave that as an exercise to the reader.-- > While she is not covetous, Medusa can and will escape to the stairs and travel up/down them if made to flee; should you lose track of her (e.g., seeing her disappear from the level while blind and using telepathy, but not finding her corpse or seeing a death message), beware of her around her lair and on the levels immediately above and below. Players lacking reflection might like to find and investigate the statue of Perseus on the level before or after killing Medusa, depending on the layout of the level. Medusa first appears in NetHack 2.2a, where she was generated within a room in an ordinary level, making it likely that many an adventurer met an untimely end not knowing they would soon see Medusa. NetHack 3.0.0 adds a number of statues to her room, though this is an ambiguous clue; in any case, the use of telepathy or a potion of monster detection is advisable. In classical folklore, Medusa was one of the three monstrous Gorgons, generally described as winged human women with living venomous snakes in place of hair. Medusa was the only mortal among the trio - a later version of her origin written in Ovid's Metamorphoses asserted that she was originally a mortal human maiden, transformed into her current state by Athena as a punishment. While the Bulfinch variant of the tale asserts that this was a result of Medusa's own hubris regarding her beauty (as quoted by the encyclopedia entry), other versions have this occur after Poseidon and Medusa lay together in one of Athena's temples and desecrated it - the original Latin Metamorphoses and other interpretations indicate Medusa did so against her will. The tale of Perseus has him sent to fetch her head by King Polydectes of Seriphus, who wanted to marry Perseus's mother Danaë and gave Perseus the task as a means of procuring a gift (in truth hoping to get rid of Perseus). The gods were well aware of this, and gave Perseus divine assistance in the form of a mirrored shield (from Athena), gold winged sandals (from Hermes), a sword forged by Hephaestus, and Hades's helm of darkness (both given by Zeus). These items were entrusted to the Hesperides, who also gave him a knapsack to safely contain Medusa's head. Perseus used the reflection from the mirrored shield to view Medusa safely and beheaded her; as she was pregnant by Poseidon at the time, Pegasus the winged horse and the golden sword-wielding giant Chrysaor sprang from her body. Perseus then bagged the head and used the helm to escape the other two Gorgons; upon returning to Seriphus and discovering that his mother was taking refuge from Polydectes's violent advances, Perseus saved her by showing the king Medusa's head, turning him and his attendant nobles to stone. In popular culture, her "weakness" to reflection is often made more direct, with games such as NetHack making her vulnerable to her own reflected gaze. The fourth variant of Medusa's Island serves as a sort of "palace" for her, with an abundance of snakes and black nagas as well as a yellow dragon - after her decapitation in some tales, her spilled blood was said to have given birth to several creatures, including the Sahara's poisonous vipers and the venomous, twin-headed dragon-like serpent known as Amphisbaena (represented by the yellow dragon. Black nagas, yellow dragons, and their offspring are also acidic and thus resistant to stoning. The crystal ball may also be an allusion to the Graeae, daughters of the sea-deities Phorcys and Ceto and sisters to the Gorgons (who were sometimes called "Graeae") - Perseus stole their sole shared eye in order to ransom it for information on the location of either Medusa herself or the three objects needed to slay her, depending on the telling. =_=_ Trap Traps are mechanisms on a space which may activate when you or a monster steps on them. There are many types of traps and a wide assortment of effects that they can cause, most of them negative. To detect hidden traps, search for them, cast the spell, zap a wand of secret door detection, or read a scroll of gold detection while confused. In both filler levels and most special levels, a "random" trap is selected uniformly from the whole set of eligible traps, subject to level difficulty checks and some exclusions; see below. Oddly, special levels that contain maze filler (the Castle, Asmodeus, Baalzebub, Orcus, and all real and fake Wizard's Tower levels, but not the Big Room or the Catacombs) use a completely separate formula that ignores level difficulty for selecting traps in the mazes. It nonetheless ends up working much the same way overall, but actually makes fire traps less common than they would otherwise be in Gehennom on those levels. Starting in NetHack 3.6.1, certain types of traps up to dungeon level 4 may have a pre-aged corpse generated on top, along with random cursed weapons, tools, food or gems. The chance is 1 & minus; , so every eligible trap will have a corpse on the first floor. There will always be at least one possession, and there is a 20% chance of placing an additional possession after each one. Squeaky boards and rust traps never have a corpse because they are non-lethal, and pits or holes also never generate a corpse; any corpses found in pits are usually from generated monsters that fell in, especially if their associated items are present (e.g. finding an orcish helm with a goblin corpse). Anti-magic fields drain between 2 and your experience level + 1 points of your spell power. If this would cause your spell power to go below zero, your maximum spell power will be permanently reduced by that amount, and your spell power becomes zero. Anti-magic fields have no effect on your maximum spell power if it is zero. If you have magic resistance, you take damage instead of losing power. The damage is at least d4, with an additional d4 each if you: Monsters that have a special attack such as spellcasting or a breath weapon will also be affected by this trap. The timeout for their special attack increases by 2d2 turns unless they are magic resistant, in which case they lose HP. This will also reveal the trap. Other monsters do not trigger this trap and do not reveal it when they pass over it. These traps can be a useful source of arrows. While standing on or adjacent to the square with the trap, successfully untrapping an arrow trap will yield a large supply of arrows (50 & nbsp; & minus; rnl(50)). < ref > < /ref > Each time you or a monster triggers this trap there is a chance that it will disappear. Any arrow that hits you or a monster is guaranteed to be lost. The average number of arrows you obtain by disarming is dependent on luck, but is higher than the average number you obtain by stepping on the trap until it disappears. A dart trap is similar to an arrow trap, but it fires darts. Darts will generally do 1d3 damage. Darts have a 1 in 5 chance of being poisoned, so be careful. Disarming a dart trap will recover a large stack of darts, but this should probably not be attempted by characters lacking poison resistance. Like arrow traps, dart traps have a chance of disappearing each time they are triggered; darts that hit always disappear; and you will obtain more darts by disarming than by triggering it (on average 50 & nbsp; & minus; rnl(50) darts). < ref > < /ref > A fire trap creates a column of flame underneath you. If you lack fire resistance, you take 2d4 damage, and your maximum HP is reduced by between zero and the damage you took. If you are fire-resistant, you lose 0 or 1 HP, and your maximum HP is unaffected. The trap will attempt to burn an article of clothing with an equal chance of each of 5 types (helm, torso, shield, gloves, or boots) being selected. If the selected armor is not torso, but is either fireproof, thoroughly burnt, or not worn, a different type of armor will be selected. If blessed, the chance of the selected armor burning is subject to luck consideration. If the final armor selection is not body armor (regardless of whether the armor survived the luck roll), there is a chance that scrolls, potions, and spellbooks in the main inventory will not be subject to burning. Otherwise all scrolls, potions, and spellbooks will have a chance of burning. For this reason, keep them in a container, especially in Gehennom. Generation: Fire traps are only randomly generated in Gehennom, maze levels (including to the left and right of the Castle), the Plane of Fire, and some quests, notably the Valkyrie quest. In Gehennom, fire trap generation is increased. 20% of all randomly generated traps in Gehennom are guaranteed to be fire traps. If a fire trap is created on top of ice (which is common in the Valkyrie quest), stepping on it will melt the ice and replace it with a pool of water, potentially resulting in drowning. Fire affects certain golems in a slightly different way < ref > on you, on monsters < /ref > when it comes to maximum HP loss. These golems take the 2d4 damage, but their maximum HP is affected as follows: Holes simply drop you down a number of levels. 2 & ndash;3 levels is a typical fall distance, but there is no upper limit on how many levels it is possible to fall through, although you won't fall beyond the Castle. Monsters never fall more than one floor. The same hole is not guaranteed to lead to the same location, or even the same level, even if an object, monster or pet went through it immediately before you. Generation: Holes are much less likely to be randomly generated than other eligible types. Only 1 in 7 attempts to randomly place a hole will succeed. Holes cannot be randomly generated on levels with non-diggable floors, such as the vibrating square level or the Castle. If the floor is non-diggable, the hole trap is replaced with a falling rock trap. Holes cannot be generated beneath a boulder. Unlike other traps, holes are always generated visible. Falling rock traps drop a rock on the victim's head, dealing 2d6 damage. If you are wearing some kind of hard hat, the damage is reduced to 2. The rock stays on the ground, so it is possible to use them as a rock source, although the trap will be exhausted eventually ( chance each time it is triggered). Land mines are hidden explosives, especially common in Fort Ludios. They explode when triggered, which will do 1-16 damage, wound your legs and leave behind a pit. You may untrap a land mine from an adjacent square, and then pick it up and install it elsewhere, similar to a bear trap. Monsters have only a 1 in 3 chance of setting off a land mine when they step on one. Flying creatures are even less likely to set one off (and won't ever fall in the resulting pit), although there is still a slim chance that air currents will activate the mine. Land mines can also be set off by rolling boulders. Any items on the same square as an active land mine will be blasted around the room (or destroyed, if fragile) when it goes off. This teleports you to a random location on a random level. If you have teleport control, then you can specify the level you will go to, unless you are stunned, fainted, paralyzed, or (with a probability) confused. Otherwise, you or monsters activating the trap will be teleported down at most three levels or up at most to the top of the main dungeon, but never down out of the main dungeon, or into the Sanctum before the invocation ritual. In the Endgame, you, monsters with the Amulet, and elementals on their plane cannot level teleport at all. All eligible target levels are equally likely. < ref > < /ref > After the player has triggered the trap once, it vanishes, whether the teleportation was successful or not. You may remain on the same level and receive the message "You shudder for a moment." Magic resistance will prevent you, but not monsters, from being teleported ("You feel a wrenching sensation.") Under certain conditions, you can use a normal teleport trap, even if you have magic resistance (see for details). However, you cannot do the same with a level teleporter. While this is not damaging at all, the game internally represents it as a trap. Magic portals are used to transport you between dungeon branches, and between the elemental planes. The game internally creates a temporary magic portal when the player branchports, but it vanishes instantly after the branchport, so it is hidden from the player and can't actually be used as a portal that you can step into and out of. Unlike other teleporter traps, a portal will still work if you have magic resistance. Its destination is fixed and is not subject to teleport control. Monsters will fail to trigger this trap with chance, in which case the trap will do nothing and not be revealed to you. If a monster triggers the trap, it will generate a pillar of flame, acting like a fire trap. Pits in the ground open up when you walk over them, causing 1 & ndash;6 damage. This also abuses strength and dexterity. They require 3 & ndash;7 turns to "climb to the edge" and escape. You may #jump out of a pit or apply a bullwhip to escape. While in the pit, any light source you are carrying will not travel beyond the walls of the pit. Falling into a pit as a pit fiend or a pit viper will generate YAFM. A polymorph trap turns you into another monster for a limited time. Monsters can make use of them, too. However, monsters (including pets) that are polymorphed stay in that form permanently. After a successful polymorph of the player, it vanishes. A rolling boulder trap has two parts. The actual trap is a switch which, when activated by stepping on it, sets a nearby boulder rolling toward you. The existence of these traps can sometimes be inferred by an incongruously placed boulder in a room. The path between the boulder and the trap must be clear, < ref name="boulder placement" > Boulder placement for boulder trap < /ref > though the boulder will pass through some dungeon features like fountains. When it hits another boulder, "you hear a loud crash as a boulder sets another in motion", it stops, and the other boulder begins moving. If a boulder trap is activated but you can't see it, you get the message "you hear rumbling in the distance". To remove: Destroy the boulder, move it beside the trap, or move it out of line with the trap, then activate the trap; a boulder trap only activates if there exists a boulder on one of the two designated launch squares, and activating the trap when there is no suitable boulder will destroy it. < ref name="monster boulder activation" > Player activating a boulder trap < /ref > < ref name="player boulder activation" > Monster activating a boulder trap < /ref > A rust trap sprays you with water, rusting any rustable items you wear where it hits. Gremlins like to use these traps to multiply. Iron golems will be instantly destroyed by these traps. If you are polymorphed into an iron golem, you will take damage equal to your monster form's maximum HP, killing your monster form and reverting you to your natural form. The half physical damage extrinsic applies. A sleeping gas trap puts you to sleep for up to 25 turns, unless you have sleep resistance or are polymorphed into a naturally breathless monster. An amulet of magical breathing does not protect you. Monsters are also subject to the trap's effect. These are just pits which do 1 & ndash;10 damage. Each time you fall in, there is a chance that the spikes will be poisoned, which can be fatal for a character without poison resistance. Metallivores can eat the spikes out of a spiked pit, turning it into a normal pit. The spikes are never poisoned when a monster falls in. < ref > (dotrap can call ); (but mintrap cannot.) < /ref > The treasury in Fort Ludios contains many spiked pits along with its land mines. Pets that fall into a pit can be helped out by standing adjacent to the pit and untrapping in the direction of the pit. When you do this with a spiked pit, if you fail to remove your pet, they will suffer the effects of falling onto spikes each time you fail, making them angry (reducing their tameness) and counting as abuse for resurrection from the wand of undead turning. If they die at your hands, you suffer the consequences of killing them in a trap yourself ( & minus;15 alignment and an angry god). A squeaky board wakes nearby sleeping monsters. If a monster steps on a squeaky board on your level, you "hear a distant < note > squeak", or "A board beneath < monster > squeaks < note > loudly" if in sight. (The pitch of the squeak is meaningless, but each trap has only one note associated with it.) For you, "nearby" means within a distance of < span class="nowrap" > & radic; < span style="border-top:1px solid; padding:0 0.1em;" > 20 & times; XL < /span > < /span > . (For example, level 5 gives a 10-square radius, level 10 gives 14, and level 15 gives 17.) For monsters, "nearby" means that the distance is less than < span class="nowrap" > & radic; < span style="border-top:1px solid; padding:0 0.1em;" > 40 < /span > < /span > (a 6-square radius). < ref > (for players) and (for monsters) < /ref > The note may be any note of the chromatic scale, < ref > < /ref > and no two boards on the same level will squeak with the same note unless there are at least 13 squeaky boards on the level. < ref > < /ref > To remove: #untrap, but you must select a potion of oil (which will be consumed) or a charged can of grease (one charge will be consumed). Statue traps look like normal statues of a monster, until you try to walk on the same square as one. When you walk on the trap, it will transform the topmost statue on the trap into the monster it depicts. A statue trap can also be activated by searching, zapping , or applying a pick-axe. Technically, doesn't activate the trap, it just reanimates the statue if the monster was fleshy, otherwise it turns it in to a meatball. A stethoscope will give a revealing message to healers only, but will not activate the trap. Monsters will never set off these traps. < ref > (Statue trap on you) and (On monsters) < /ref > Because of these traps it is a good idea to far look any statue you see. If the statue is of a monster you would rather not fight, don't step on it. If you have automatic searching, don't even go near it. However, you can throw another statue, preferably one of a weaker monster, onto the trap and then activate it. The new statue will come to life, leaving the old one inanimate. Zapping the trap with a wand of teleportation will teleport the statue without activating it. A wand of polymorph will not set it off either. This teleports you to a random location on the map, unless it is a vault teleporter located in a closet behind an ad aerarium engraving, in which case you are teleported to the vault. Ad aerarium engravings may also appear in front of closets with level teleporters, which will not put you inside a vault, so it is not wise to blindly walk into a closet without identifying the trap first. Magic resistance will prevent you from being teleported. ("You feel a wrenching sensation.") If you want to use the teleporter (for instance, to enter a vault), you may use to take the teleporter despite magic resistance. A vault teleporter will give you a warning ("This is a vault teleport, usable once only. Jump in? [yn]") before triggering. If one of the squares in the vault is occupied by a monster or a trap (including the portal to Fort Ludios) or is otherwise unsafe, the vault teleport may fail, in which case the trap will act as an ordinary teleport trap, albeit single-use. To remove: Dig a pit on the same square and fill it with a boulder. If the trap is located behind an ad aerarium engraving, it will disappear after successfully teleporting the player; monsters cannot use it up. A trap door is identical to the simpler hole except that it starts out hidden. When triggered, you fall to a deeper dungeon level. Just like a hole, 2 or 3 levels is common, there is no upper limit, and you cannot fall beyond the Castle. Monsters never fall more than one floor. Generation: May be randomly generated at any dungeon level. Trap doors cannot be randomly generated on levels with non-diggable floors such as the vibrating square level or the Castle, although the Castle contains several statically placed trap doors. If the floor is non-diggable, the trap door is replaced with a falling rock trap. Trap doors cannot be generated beneath a boulder. They are sometimes found in closets, with "Vlad was here" engraved in front of the door. Despite not really being a trap, the vibrating square is internally represented as a trap, and is thus detectable by methods that detect traps, such as a crystal ball. This also prevents teleporting directly onto the vibrating square, so you'll need to pick a square next to it when using controlled teleports to reach it faster. A spider web is a rare type of non-magical trap. It is the only trap to use the " symbol, rather than the ^ symbol. When triggered, you will be unable to escape it for 0 & ndash;12 turns, depending on your strength. If your strength was high enough to escape in 0 turns, then "You tear through a web!" and the web is destroyed. Acidic monsters dissolve webs they step into, and fire elementals burn them away. Titanotheres, balucitheria, purple worms, jabberwocks, iron golems, balrogs, krakens, and mastodons tear through webs on the same turn they walk into them, destroying the web. Generation: Wherever a web trap randomly generates, a giant spider is also generated. Conversely, when a giant spider generates at level-generation time, a web trap will usually be created under it. If you fail to #untrap a monster that is in a web, you will become stuck in a second web that is created at your current position. You can fill up the entire dungeon with webs in this way, if you so choose. < ref > (Web on you) and (On monsters) < /ref > Containers can be searched with the #untrap command. A high luck can be helpful in avoiding the effects of container traps. Bad luck increases the likelihood of more dangerous traps. Be careful of trapped containers in shops; you will be charged for any items that are destroyed if you set off a trap that damages the merchandise. Container traps include: Trapped doors (and rarely, cursed tins) will explode when opened ("KABOOM!! The door/tin was booby-trapped!"), causing damage, abusing strength and possibly constitution, and stunning you. The damage and duration of the stun depend on a number of factors, including but not limited to your level and how deep you have been in the dungeon. Avoiding traps in the dungeon takes patience and care. Therefore, the more time-consuming of these methods are only worthwhile when you are especially vulnerable. You can minimize your chances of stepping on a trap by paying close attention to monsters, pets, noises, and terrain. Be wary of the telltale signs of traps such as conspicuous boulders, suspicious corpses, and piles of rocks, darts, or arrows. Traps that you've already discovered will also not be visible under items like these, so it's a good idea to use the trap id command if you need to step onto that square that looks suspicious, even though you may have already been in that area and discovered all traps. By walking only where you have seen pets or monsters safely walk, you can avoid most traps. Remember where you have safely stepped before. Elbereth can cause monsters to flee, possibly uncovering traps as they do. A leashed pet will whine if it is near a trap. Magic resistance and fire resistance can help nullify some of the more dangerous effects of traps. The search command is a great way to uncover traps without setting them off. #Untrap can be used on doors and containers. You can improve your chances of finding traps if you: Because of technical limitations in the level format, only one trap can exist on any given square. If you aren't able to #untrap a physical trap, or if the trap is non-physical, you can usually remove most traps by entering the square and digging a pit. This will overwrite the existing trap in the level data, replacing it with a pit trap. You can then leave the pit and avoid it, or fill it by pushing a boulder in. The downside to this strategy is that you must expose yourself to the trap by entering its space. UnNetHack adds ice traps, which generate in Sheol and are a cold counterpart to fire traps. The amount of damage is the same, but the damage type is cold instead of fire. These traps also have a small chance of appearing in a trap room. Also in UnNetHack, 10% of rolling boulder traps will also generate an archaeologist corpse, a bullwhip, and a chance of a fedora. In SLASH'EM, it is possible to disarm a fire trap with a non-cursed potion of water, similar to using a potion of oil on a squeaky board. This will also generate 1 & ndash;4 potions of oil based on Luck. Since oil can then be diluted back to water, the large number of fire traps in Gehennom offer an effective way of multiplying one's water potions. In xNetHack, you are asked for confirmation when stepping onto a square with a trap you have already found (and are not clearly immune to). This eliminates the problem of accidentally walking onto traps that you can't see, without needing to use the trap id command at every step. Door traps can now have a variety of effects, such as waking monsters or wetting items in your inventory. Some changes are made to other traps as well; for instance, webs can be removed by using with a bladed weapon. See xNetHack § & nbsp;Trap changes for a full list of these. =_=_ Hole If you step on a hole, < ref > Most common execution sequence: , , , , < /ref > there is a chance you escape its effects. This chance is normally 20%, but 0% if fumbling or in Sokoban, and 100% if outside Sokoban and levitating, flying, being held, polymorphed into a huge monster etc. In case you are affected, you will fall down at least one dungeon level: 75% chance of 1, 19% of 2, 5% of 3, 3*4^(-n) of n levels down. However, you always stay in your current branch (except when falling from the Castle into the Valley of the Dead). All eligible tiles of your destination level are equally likely. Your destination level and tile are re-selected independently each time you fall through the trap. Adjacent or leashed pets and follower species will come along, and each object only on your own tile has a 33% chance of following (3% for boulders). < ref > Objects at all: or ; chance: < /ref > They will be placed on your landing spot or adjacent to it. The falling object will always remain in the same dungeon branch as the hole. Note that this random calculation is redone every time the hole is fallen through - even if the same hole is used on the very next action (even if it is the same turn due to having intrinsic or extrinsic speed), the dungeon level calculated may be different. If you are flying over or standing on an hole or a trapdoor, and use the (descend) command, you will always go down exactly one dungeon level. < !-- Is that really true? It's also the case when you fall down a hole you've just dug.-- > Holes in Sokoban, only possible on levels 2, 3 or 4, are special. These holes have air currents that will pull you into them even if you are flying, jumping or levitating over them. The only way to circumvent a hole in Sokoban without filling it with a boulder is to throw an heavy iron ball (chained to you) over the hole. This carries a Luck penalty. You can dig downward with a pick-axe or dwarvish mattock to make a hole, but this process is very slow and not useful for escaping monsters. The first time you dig downward you create a pit - as you are digging it, you do not fall in, which matters for those with cockatrice corpses in their posession. Beware, however, that items on the adjacent squares may fall in the pit. Sometimes a monster will intentionally jump into an existing hole to escape. If a monster has a wand of digging, it might zap it downward as well to create a hole, especially if it is damaged. This can be annoying; whenever you find that dwarf (for example), it makes another hole, and when you finally kill it, the wand can be empty. Monsters with digging tools will not create pits or dig downwards if in a pit to escape. Creatures of size "huge" or larger will not fit into holes or pits and can walk across them. Flying creatures can also traverse holes. =_=_ Wand of digging Monsters may be generated carrying a wand of digging as a defensive item. When fleeing, they may zap this wand downward to escape. Monsters that try to dig downward through an undiggable floor will simply fail to dig. They do not learn, though. Minotaurs have a chance of being generated with a wand of digging (except on the Plane of Earth, where they are guaranteed to have the wand). If you see a monster escape by zapping a wand of digging down, that will identify the wand for you. Engraving with a wand of digging automatically identifies the wand. You can zap the wand to dig open a corridor of several squares (unless you're in a maze level, in which case the beam will continue as normal but will end after digging one wall square). Closed doors are broken through; as-of-yet-undetected secret doors are cleared. Note, however, that a wand of digging will not destroy boulders. Zapping the wand downward makes a hole in diggable floors, through which you may fall, or a pit in undiggable floors. If the latter happens on a Gehennom level with an ordinary maze, it's time to look for the vibrating square. If you are being engulfed by an ochre jelly, lurker above, trapper, purple worm, or Juiblex, zapping a wand of digging sets the monster's HP to 1 and expels you. Any text engraved with a wand of digging is as durable as text engraved with a weapon or hard gem. Wands of digging can engrave Elbereth in one turn. Breaking a wand of digging with non-zero charges (by applying it) creates pits or holes in your square and in the eight squares around you, if those squares are diggable and don't contain stairs, boulders or traps. Unlike a drum of earthquake, this will not let you destroy existing traps from another square, although altars and thrones can still be destroyed. For the purposes of engraving Elbereth, the wand of digging is as effective as an athame and slightly less effective than a wand of fire or wand of lightning. Zapping a wand of digging to escape the engulfing of Juiblex will only halve his current HP, rather than reducing it to one Wands of digging are ineffective on the ice walls and crystal ice walls generated in Sheol, although other forms of digging are still effective against ice walls. Wands of digging have a couple of additional uses in SLASH'EM. Firstly, zapping a boulder will simply vaporize it. Doing this in Sokoban will carry a -1 luck penalty. Secondly, they are very deadly against certain monsters which are made of stone. These include xorns, earth elementals, statue gargoyles and stone golems; zapping such monsters will cut their current HP in half, although it will never directly kill them. =_=_ Amulet of Yendor The ultimate goal of a game of NetHack is to find the Amulet of Yendor, bring it to the Astral Plane, and offer it to your god in order to ascend to the status of demigod. The Amulet is always held by the high priest of Moloch in Moloch's Sanctum. An "Amulet of Yendor" generated anywhere else is actually a fake. While carrying the amulet, casting spells takes more energy than usual. The penalty is between 1 and 2n Power points, where n is the normal energy cost of the spell cast. This means spell costs will be doubled on average, and may use up to three times as much energy in the worst case. If you try to go up a dungeon level in Gehennom while carrying the Amulet of Yendor, the mysterious force may work against you. If you offer the Amulet of Yendor on the correct high altar on the Astral Plane, you ascend and win the game. Offering the Amulet on another god's high altar will also end the game; your current god is angered, but the altar's god allows you to escape in celestial disgrace. This is effectively an ascension, but is less prestigious because it removes the need to find the correct altar. You may offer the Amulet of Yendor to Moloch on the unaligned high altar in the Sanctum. This leads to instadeath: It is possible to find cheap plastic imitations of the Amulet of Yendor at several places in the Mazes of Menace. These generally appear to the player as "the Amulet of Yendor", but messing up and offering one of them to your god carries a penalty to luck, and possibly alignment and your god's anger (if you attempt to offer a known fake). But the real danger lies in becoming confused by the abundance of fakes and carrying one off instead of the real Amulet if, for instance, the Wizard steals it from you. There are several ways to avoid this fate. Many players will immediately name the real Amulet "REAL" or something similar immediately upon claiming it from the high priest. Another technique is to attempt to put the Amulet into a container; the real Amulet will resist, but a fake will go in. Also, quaffing a cursed potion of gain level on dungeon level 1 will make you "have an uneasy feeling" if you don't have the real Amulet, but take you to the Plane of Earth if you do. In UnNetHack, the Amulet has a chance of randomly teleporting within the level when dropped for any reason. This is in many ways balanced by the removal of the mysterious force. The probability depends on the Amulet's beatitude: if cursed, the Amulet teleports half of the time; if uncursed, of the time; and if blessed, of the time. This also applies if it is dropped by a monster, e.g. Cthulhu who originally has the Amulet. Sacrificing the Amulet of Yendor breaks atheist conduct in UnNetHack, unlike in vanilla NetHack. The player is warned if the conduct would be broken this way. In order to complete the game, one must invoke the Amulet on the corresponding altar instead. The Amulet of Yendor is based on the Rogue item of the same name, which is also used to end the game. =_=_ Amulet An amulet is an item that a character can put on around his or her neck. It usually confers magical powers on the wearer, but amulets such as the amulet of strangulation can also be hazardous. Amulets are represented by a double quotation mark: . This is also the command to display which amulet you are currently wearing. Wearing any amulet will increase the rate at which you get hungry, by an extra 1 nutrition per 20 turns. Carrying the Amulet of Yendor consumes an additional 1 nutrition per 20 turns, regardless of whether you are wearing it. All amulets have a weight of 20, are made of iron, and have a base price of 150 zorkmids, with three exceptions: The Eye of the Aethiopica has a base price of 4000 zorkmids, the Amulet of Yendor is made of mithril and has a base price of 30000 zorkmids, and the cheap plastic imitation of the Amulet of Yendor is made of plastic and is worth 0 zorkmids. Most amulets can be eaten by polymorphing into a metallivore, and some provide a 20% chance of obtaining their effect permanently. Eating an amulet of strangulation has a 95% chance of causing you to immediately choke, which is fatal without unbreathing. The ones generated 90.5% cursed are 9% uncursed and 0.5% blessed. All others are generated 5% cursed, 90% uncursed, 5% blessed. Its fake counterpart is found only on the Rogue level, in the inventories of certain high-level monsters, and in the bones files of people who had a real or fake amulet themselves, where the real amulet is replaced with a fake one. All amulets cost 150zm and weigh 20, so they cannot be distinguished using price identification. The appearance of the first 9 types of amulet in the table are randomized from the following descriptions: Non-cursed amulets are safe to try on; the effect may become obvious after a while, such as for the amulet of ESP, and you can always remove it if it is strangulation or restful sleep. The only risk is a small chance of changing genders, which is not a debilitating issue for the most part. Once strangulation and restful sleep are ruled out, even cursed amulets can be worn safely and beneficially as long as you don't have another amulet you'd rather be wearing instead. Amulets of change and strangulation always formally identify themselves when worn. Every other amulet (other than the real and fake Amulets of Yendor) adds a line to the enlightenment screen, although some lines can have other sources: Amulets of ESP can be identified using the artifact naming trick, because they cannot be named "The Eye of the Aethiopica". In NetHack 3.6.0, no amulet can be named "The Eye of the Aethiopica", so this method is ineffective at identifying amulets of ESP. Note that it is exploiting a bug that may be fixed in variants & mdash;including NAO version of NetHack. Additionally it may be considered cheating. The real Amulet of Yendor, unlike the fakes, cannot be placed in a container ("The Amulet of Yendor cannot be confined in such trappings.") Amulets cannot be destroyed by electric shocks, so unless stolen by a nymph or monkey they are reliable at conferring their effect. Slash'EM Extended adds even more amulets and also allows them to be identified by dropping them down a toilet. This produces a message similar to dropping a ring down a sink, so the spoiled player can know what type of amulet it was. There is a list of all possible messages. =_=_ Pit A pit is a trap consisting of a hole in the ground that is not deep enough to lead to the next level; it opens up and becomes visible when you walk over it. Falling into it causes 1d6 damage, and will also abuse strength and dexterity; falling into a pit as a pit fiend or a pit viper will generate YAFM. Spiked pits can be found as well and use a similar glyph. While in the pit, any light source you are carrying will not travel beyond the walls of the pit, and it takes 3-7 turns to "climb to the edge" and escape. There is a to-hit bonus when attacking trapped monsters, and a penalty for trapped attackers. Flying or levitation can be used to cross pits without falling in, with the exception of those generated on the first floor in Sokoban; air currents will force the character into the pit, preventing them from flying or floating across to the stairs. A character that dies as a result of this is listed as "killed by dangerous winds". Pits can be removed by pushing a boulder into them. Any item the boulder covers will remain undisturbed by monsters until you dig it up again or it rots away. Pits may be randomly generated at any dungeon level, anywhere that traps are normally generated, with the exception that they cannot be generated beneath a boulder. Pits that you create are effectively the same as randomly generated pits, except that they are recorded as being created by you, and as such will anger peaceful monsters who fall into them. Monsters, including your pets, can be rescued from a pit trap using the #untrap extended command. If successful, the monster may become peaceful if it was previously hostile. Lawful characters may get a +1 alignment bonus for helping a monster out of a pit. If the monster "backs away skeptically", try repeating the #untrap command several times. If the monster cannot go anywhere for lack of space, as in the Sokoban pits, it will likely immediately fall back into the pit. However, killing it this way does not break pacifist conduct, and having a pet die this way does not anger your god as killing your pet by displacing it into the pit would. If you drop something into a pit, and then plug the pit with a boulder, the objects become buried and are totally inaccessible to monsters. While a somewhat easier stashing method, this is not entirely practical: Organic materials (including large boxes and chests) will rot away within 250 turns, and you would need a new boulder for each access. Pits can be deadly to a player character in the early game, especially for little dogs and kittens. A player wielding a cockatrice corpse without levitation should be careful not to step on any square that might be a pit; a simple way to do so is to unwield it before moving anywhere. Player-dug pits can be useful for hunting unicorns, controlling aligned priest and shopkeeper movement even when they are angry‚ and making Fort Ludios soldiers easier to kill right at the choke point. In addition, many other forms of trap can be removed by digging a pit on their square. However, they can also anger peaceful monsters who fall into them - notably including the Minetown watchmen. Monsters that die from your pits will only earn you experience if you create a pit right under them (by applying a wand of digging or charged drum of earthquake) or displace them in; doing so also breaks pacifist conduct. You cannot create pits with a pickaxe or by zapping a wand of digging down at an altar; applying a wand of digging or a charged drum of earthquake while standing on one will destroy it, however. Items that are dropped or fall into pits represent a real problem for SLASH'EM vampires: due to their innate flying ability, the cannot simply pick them up. One solution is to wear a ring of levitation and to apply a bullwhip down. =_=_ Peaceful Attacking one causes a & minus;1 alignment penalty, and the attacked monster also becomes hostile("The dwarf gets angry!"); other peaceful monsters who witness the attack may also become hostile or scared. Demons and minor demons who become hostile will "scream", alerting nearby monsters to your presence. To prevent this occurring by accident, moving into a peaceful monster normally will offer a "Really attack the < foo > ?" prompt rather than defaulting to a melee attack. Attacking monsters with spells or missiles does not result in a yes/no prompt, and the missile will strike whatever is in its path; the artifact sword Stormbringer will also cause you to attack peaceful monsters without offering a yes/no prompt. ("Your bloodthirsty blade attacks!") Attacking monsters with polearms also does not ask for confirmation, although this appears to be bug C343-305 ("Attacking with an applied polearm ignores the 'confirm' option"). Pets do not immediately become hostile if accidentally or purposely attacked by the player; see the section on abuse in the tameness article for more information. Pets can and will attack peaceful monsters with no penalty to the player, other than the chance of the pet being killed. The penalty for attacking peaceful monsters is manageable for late-game characters, but dangerous for characters with low levels and/or low alignment. Before casting spells or firing missiles, it is sometimes advisable to check the status of a monster with the or the key. This is only recommended for some monsters; for example, orcs will often be peaceful towards orcish player characters, and so should be checked, while others, such as rothes, are always generated hostile. If wielding Stormbringer, it is dangerous to blunder into a monster such as an aligned priest or shopkeeper, so it is advisable to wield a different weapon while moving in an area with peaceful monsters. In SLASH'EM, the koala's calming attack pacifies any successfully hit monster. To make use of this ability, tame a koala with eucalyptus leaves, or polymorph into one. =_=_ Quest leader =_=_ Player NetHack is a single-player game. You are the player or adventurer. The bones levels can provide a limited interaction with other (former) players. Your character or hero is represented by the symbol. There are also other characters represented by an @, such as your quest leader and the oracle. If the showrace option is turned on, your symbol will instead be that of your race. The player has hit points, power (to cast spells), six basic attributes, an alignment, and experience. The player also has a purse (to hold gold) and a pack (to hold the other items in the inventory). The player usually starts a game with a pet which is intended to help them, especially in the early stages of the game. The player character can be any one of the following roles: archeologist, barbarian, cave[wo]man, healer, knight, monk, priest[ess], ranger, rogue, samurai, tourist, valkyrie, or wizard. They each have varying difficulties, strengths, weaknesses, quests and starting items. The player can also choose from the five races: human, elf, dwarf, gnome, or orc, and the three alignments: lawful, neutral or chaotic. The available races and alignments are dependent on the role one picks. One should bear in mind that the choice of role (and to a lesser extent, race and alignment) has a dramatic effect on the style of play. Although in the late game, the characters can be played almost the same way (with a few exceptions), during the early game it is crucial that one utilizes the varying abilities of each of the roles and/or races. For example, running up and bashing a monster as a wizard would likely result in YASD, and reading unidentified spellbooks as a valkyrie or samurai could lead to paralysis and death by a newt. There are 38 unique combinations of race/role/alignment, and 28 unique combinations of race/role. Human is the most versatile role with 23 possible combinations of race/role alignment, while other races are much more limited: only three for Elf and Dwarf, four for Orc, and five for Gnome. Note that non-humans have fixed alignments: lawful for Dwarves, neutral for Gnome, and chaotic for Elves and Orcs. While there is no role that is open to all races, Ranger and Wizard are the most accessible, as every race but Dwarf can play them. Four classes (Knight, Monk, Samurai, and Tourist) are limited to humans only. There are slightly more neutral combinations (15) than chaotic (13) or lawful (10). Some players set one one factor, such as race, in their Options file as a constant and then let the game randomly select a role. For example, playing as a random Dwarf allows you to focus on a small subset of roles (archaeologist, caveman, and valkyrie), with a common alignment and some environmental factors (such as expected reception in the mines) constant. The same can be done for Elf, Gnome, or Orc. You can truthfully claim your name is one of these to a vault guard (lying carries a -1 alignment penalty if lawful). On the other hand, if you have already killed Croesus, you must lie to avoid angering a vault guard. Shopkeepers in bones files remember the name of the character that angered them. If you have the same name, they'll be angry at you, too. In most contexts, the terms adventurer, character, hero, player and you may be used interchangeably. There are subtle differences however; when a distinction is required, character and hero refer to the in-game alter-ego, while player and you refer to the real-world person playing the game. Thus a new player is a real world person who has not played NetHack much yet, while all active players start new characters at regular intervals. The term adventurer is more neutral in this regard, and should be avoided where a distinction is to be made. =_=_ Dungeon feature Dungeon features are objects which remain fixed on a single square and provide some more or less useful function. Each square has one and exactly one feature. Some features are akin to terrain while some are like large objects that more or less take up the entire square. =_=_ YAFM =_=_ Yet Another Funny Message Yet Another Funny Message (YAFM), also sometimes known as Yet Another Silly Message (YASM), is any funny message you might receive during the game. Intentional funny messages usually come up in obscure circumstances and are good instances of The DevTeam Thinks Of Everything. Many of them are hallucinatory messages. Some examples: The term YAFP (Yet Another Funny Prompt) is also occasionally used, which is when a prompt for inventory letters or something similar forms a word or other odd combination. =_=_ Talk:Yet Another Funny Message =_=_ Yet another funny message =_=_ Rec.games.roguelike.nethack rec.games.roguelike.nethack is a Usenet newsgroup. It is the spiritual successor of rec.games.hack, and the focus of much of the modern NetHack community. Release announcements are usually posted to RGRN by the DevTeam upon new releases, and several of the DevTeam are known to post, usually in response to allegations of bugs and compilation difficulties. =_=_ Message NetHack uses a wide variety of messages to display additional information about the current state of the game. Most information contained in the messages is not displayed anywhere else, so reading and understanding these messages can be vital to understanding your current situation. In the standard ASCII interface, messages are displayed one line at a time at the top of the screen. If more than one line of messages needs to be displayed, then it will display a < tt > --More-- < /tt > prompt and wait for you to press , which will display the next line of messages. Pressing will redisplay previous messages in a format depending on the msg_window option. In the NetHackWiki, there are pages created for some messages, which allows you to go directly to the appropriate page using the exact message you got from NetHack. Other more common messages that are all prefixed by the same words, such as You feel or You hear are put into large disambiguation pages rather than having individual pages for each message. When looking up a message in the NetHackWiki, using the exact message in NetHack, including punctuation will increase your chance of going directly to the page for that message. Some messages in NetHack have variables that are dynamically replaced with the appropriate content when the game displays them. These variables are usually displayed in the NetHackWiki as < tt > < variable > < /tt > or < tt > (variable) < /tt > . Some common examples include < tt > < monster > < /tt > , < tt > < item > < /tt > , < tt > < pet > < /tt > or < tt > < count > < /tt > . So far, there is no exact definition of the meaning of variables like these, so you may have to look at the source code for the exact meaning of the variables if the explanation of the message isn't clear on what the variable means. Messages are often a good example of The DevTeam Thinks Of Everything, which is one of the reasons why there are so many messages. =_=_ Talk:Rec.games.roguelike.nethack =_=_ R.games.roguelike.nethack =_=_ R.g.roguelike.nethack =_=_ R.g.r.nethack =_=_ R.g.r.n =_=_ Rgrn =_=_ RGRN =_=_ Talk:Main Page/Archive1 This page contains old sections from Talk:Main Page. If you want to carry on talking about these topics, post a new section on the current Talk page. This page is intended to be a static archive. I recently redesigned the main page. There are now inputboxes to create and search NetHackWiki articles. Everything is formatted into a table, but because I used so much HTML and CSS, the main page might now be difficult for less-advanced users to edit. Wikicities:Help:Inputbox has information about the "create" and "search" inputboxes, in case you are trying to work on those. MetaWikipedia:Help:Table documents the table syntax. I use http://www.w3.org/TR/CSS21 to find CSS for the "style" attributes of HTML tags. Hi, I'm Vercalos over at the DnD Wiki, and I was wondering if someone here could write up an article on Nethack, and its connections with Dungeons and Dragons--75.3.252.2 07:07, 20 June 2006 (UTC) Should we begin having a featured article every $TIME_INTERVAL (probably month)? A lot of the other Wikias (even some with far less popularity than this one) have featured articles. As for where to put it, I'd right-justify the monster block and put the featured article to the left of it (my stab at it). I recommend Dig for victory and Mjollnir as possible features. --Eidolos 03:07, 20 August 2006 (UTC) From User:Kernigh/Main_Page, I've created User:Jayt/Sandbox/Main_Page, which is one possible idea. The CSS is a bit sloppy - too much space is wasted on borders and margins - and I haven't spent any time on the colours. I think this design could work quite well; how does it look on a 1024x768 screen? And are the abbreviated role names a bit jargony? --Jayt 13:20, 20 August 2006 (UTC) Kernigh writes: Here is how Jayt's design appeared upon my Macintosh. My usual Firefox windows seem to be 932x586 pixels. (Yesterday I was using Konqueror upon OpenBSD.) I wanted the featured article to be higher up, so I took a second screenshot after running a JavaScript based on the one that I programmed for http://oberin.wikia.com. I have not tried it, but possibly the black "Hello, welcome to NetHackWiki!" thing might be made smaller by reducing margins or padding somehow. --Kernigh 02:06, 21 August 2006 (UTC) To go with the shiny new Main Page, I think I will add this javascript to the main monobook.js file. It does the same as Kernigh's script above - buys us some extra space by suppressing the heading on the Main Page. Please let me know if there are any problems. --Jayt 23:04, 31 August 2006 (UTC) This wiki is included in our new Wikia Blogs feature. To get involved, just add snippets of this wiki's best articles to MediaWiki:Blog snippet each day and that content will appear on the Wikia Gaming Blog. Please see Wiki to blog for an introduction and Wikia Blogs for a list of wikis involved in this. Angela < sup > talk < /sup > 15:47, 8 May 2007 (UTC) Recently started playing this, and there really isn't nearly enough guides and stuff about the game. Even this site is severely lacking, and I think this should be fixed. We are switching over all the default skins (for anon users) to our new skin "Monaco" this week. Most of the big wikis have already switched (i.e WoWWiki, Wookieepedia Dofus and FFXIclopedia. It is now the main actively developed Wikia platform. As a successor to Quartz, it comes with even more customizability - you can find out more on w:c:inside:Monaco Skin Customization, where you can also find out info about the new features and widgets available. I have taken the liberty of already creating your MediaWiki:Monaco-sidebar, but you can customize it much further with more links. An admin can set the default site skin via the skin section on Special:Preferences, or by editing MediaWiki:AdminSkin. If users wish to see another skin than the default, they can untick "See custom wiki skins (recommended)" on the same page. We really want wikis to move on to Monaco partly because it's more awesome than Quartz and Monobook and partly as it is where the bulk of our resources are currently aimed :) Please report any problems or questions with Monaco & t=162 & sid=a6f4ab5c4aed5914fdaaad1b7f6d3790 here I'm running Opera 9.50 Beta 2 on 64-bit Ubuntu and every time I try to open the NetHackWiki main page or some other pages here (they all don't do it) it crashes without any messages. Not a big surprise since it reads Beta on its name, but it would be nice to know if anyone else has the same problem? --212.149.219.250 17:52, 24 April 2008 (UTC) I just logged in and changed to Wikipedia's MonoBook style, and now the main page is gone! I get this instead: =_=_ NetHackWiki:General disclaimer =_=_ Encumbrance There are six levels of encumbrance in NetHack: unencumbered, burdened, stressed, strained, overtaxed and overloaded. The exact inventory weight which determines which of these levels you experience is based on strength and constitution. Your current carrying capacity is given by the formula (25 & times; (Str + Con)) + 50. Next, if you are polymorphed, this capacity is rescaled (except for nymphs): normally by your current monster form's corpse weight / 1450, but not down if it is strong, or by size / 2 if weight is 0. Note that strong monsters automatically get strength 18/**. If you are currently levitating, on the Plane of Air, riding a strong steed, or polymorphed into a nymph, your carrying capacity is set to 1000. The capacity is then capped at a maximum of 1000. The maximum useful Str+Con is thus 38 (unless polymorphed into a non-strong monster lighter than a human, such as a lich). Finally, your carrying capacity is reduced by 100 for each wounded leg unless you are flying, levitating, or on the Plane of Air. For the purposes of this calculation, a strength of 18/01 & ndash;18/31 maps to 19, 18/32 & ndash;18/81 maps to 20, and 18/82 & ndash;** maps to 21. Gauntlets of power still count as strength 25, but because of the cap, this extra strength may not be of use. (It will always be of use for elves, whose strength + constitution is otherwise capped at 18 + 16 = 34.) You can only reach Overloaded status by picking up loadstones or losing strength, typically by polymorphing into a weak monster. The listed warning message is used whenever an item is too heavy for you to lift; you can see it even at unburdened, e.g. if you try to pick up a dragon corpse while carrying your usual kit. Any encumbrance past unencumbered will slow your character down. It is therefore generally a Bad Idea to wander around carrying too much, and almost always a bad idea to enter combat overencumbered. If you are near your encumbrance limit and about to enter combat with a monster that can lower your strength (e.g. with poison), consider dropping a few extra items temporarily to avoid becoming overencumbered during the fight. Being encumbered is generally considered a bad idea, because speed is crucial to survival in NetHack. Having a speed of less than 12 is usually more dangerous than it seems, since the monsters can sometimes get in two hits in one player turn, increasing the chance of surprise deaths. Furthermore, climbing stairs becomes more difficult when burdened (and impossible when stressed or worse) as well as causing players to "fall down the stairs" when they attempt to descend (a fatal move when wielding a cockatrice corpse). You should not try to train strength by being stressed. There are far safer ways, such as pushing boulders around. Being stressed also blocks your HP and Power regeneration. =_=_ Statue Statues are represented on screen by a bold white monster glyph, or a grayscale monster tile. A statue always depicts some specific monster, e. g. "a statue of a kobold", which would display on-screen as . Statues should not be confused with figurines. The weight of the statue varies, depending on which monster it is a statue of: it is 1.5 times the corpse weight, plus the weight of any contents. Statues will fit into containers only if the portrayed monster is tiny, small or medium size; the weight of the statue does not factor into fitting inside a container. Statues may be found randomly in normal dungeon levels; some special levels always have statues. Random statue generation follows the same rules as monster generation - they must be of appropriate difficulty given your experience level and the dungeon level, and must not be genocided or extinct. Statues on special levels can be of a higher difficulty level than would randomly appear, but if the level calls for a statue of a genocided or extinct species, it will instead be replaced with a random statue. Insubstantial monsters such as air elementals cannot leave statues; while it is possible to polypile or wish for a statue of such a monster, this is mostly pointless as it will be empty and will not turn into a monster upon casting . A statue trap may still turn it into a monster, however. Medusa's Island contains a number of statues, often with contents. The statue of Perseus has specific contents; see that article for more detail. On normal dungeon levels deeper than level 3, a statue may randomly contain one spellbook. This does not apply to statue traps. Spellbooks in statues may be a reference to Larn, a game which also had spellbooks that could be found after breaking statues. Spellcasters may find it useful to break every statue located deeper than level 3; this especially applies to Wizards as their starting spell of allows them to easily break them. The contents of the statue can be retrieved by either smashing it apart, or by using a spell to convert it to a living being; the contents will become the monster's inventory, which you can obtain by killing them. Statues can be broken by the usual methods, including , wand of striking, pick-axe, and so on. Monsters which are not made of meat (such as lichens) or do not leave a corpse (such as yellow lights) will instead turn into meatballs, destroying their contents; casting stone to flesh on a statue of any golem will animate it as a flesh golem. Statues can be polymorphed into other kinds of statues or into boulders, but any contents will be destroyed unconditionally. You can use a wand of probing to scan for useful items beforehand. Statue traps are indistinguishable from regular statues unless you have the searching intrinsic or apply a stethoscope to one, and will turn into the appropriate type of monster when you try to move into their square or disturb them in any other way. Certain statues are historic, causing Archeologists to suffer a & minus;1 penalty to alignment record when breaking or animating them. These include the statues of the gnome king in Grotto Town, the centaur statues around the Oracle, the statue of Perseus, and any petrified unique monsters. Archeologists can tell whether a statue is historic on sight; for other roles, the property is hidden (and irrelevant). In NetHack 3.4.3 and earlier versions, statues were represented by the glyph or an amorphous clay blob. Golem statues affected by followed the same rules as other non-fleshy monsters, usually leaving behind a single meatball rather than always becoming a flesh golem. =_=_ Insect Insect-like creatures that are generally not considered to be insects include the monster class, containing arachnids and other arthropods that aren't classified as insects in real life. The monster class arguably also constitutes insects, because the class description is "xan or other mystical/fantastic insect", but these are not treated as insects in, for example, the summon insects monster spell. Hostile priests can cast summon insects, particularly in Moloch's Sanctum and the Astral Plane. If all insects have been genocided, they will instead summon snakes. It is not a good idea to genocide any species of insect, as they provide a valuable barrier between you and the tougher monsters in the Sanctum and Astral Plane. Some players make an exception to genocide soldier ants, as they pose a particular hazard in the early game. =_=_ Genocide strategy =_=_ BUC BUC is an acronym meaning blessed/uncursed/cursed. It is usually used in phrases such as "BUC identified", meaning an item whose "BUC status" is known. Another term is beatitude (which technically means only "the state of being blessed", but in the context of NetHack generally means an object's relative blessedness, i.e. its BUC status). Non-cursed is generally used to mean "either blessed or uncursed". This shorthand is useful because many items behave similarly whether blessed or uncursed, but very differently if cursed. Generally speaking, blessing an item is never a Bad Idea. All blessed items are one step further from being cursed. Also, many items confer additional bonuses when blessed: A cursed item, on the other hand, is usually bad. Cursed items are more difficult to bless, and almost all of them will at least impede the item's performance, if not incurring an ill-intended effect. An altar can be used to detect the beatitude of an item by means of the coloured flashes when the item is dropped on it, an amber flash indicates that the item is blessed, whereas a black flash means the item is cursed, if there is no flash the item is uncursed. Identifying an item this way is impossible when blind, and when hallucinating it is impossible to tell blessed and cursed items apart since the flash will appear different; however, the lack of a flash can still tell you that the item is uncursed. For some items, such as gold pieces or scrolls of mail, the beatitude has no meaning and is always omitted. For some other items, such as weapons or rings with charges, it is not shown if the object is uncursed, if you have fully identified the item. Priests never see the uncursed-status, and can automatically tell the beatitude of any item they see, even if it has yet to be identified. If you want the game to override this behavior and show "uncursed" on every item you have identified as such, set the implicit_uncursed option to FALSE. In-game, the phrase "Items of unknown B/C/U status" appears in the drop menu, but the "BUC" ordering is more common in discussions. =_=_ Staircase A staircase or stairway is represented by either a or character, depending on whether the stairs go up or down. A staircase will take you to another dungeon level above or below you. There are also other means of connecting levels: ladders and portals. While ladders mean no difference in use, portals are a magical connection and may be unusable. Usually there are two staircases per level: one upstairs and one downstairs. Each staircase is accessible in both directions, except the one leading from the Valley of the Dead to the Castle level: there's no downstairs on the castle level, so do not accidentally block all the trapdoors! On branching levels, there are additional staircases. These are the entrance level to the Gnomish Mines and to Sokoban with one additional staircase. In Gehennom, there are the levels containing the Wizard's Tower which have one or two additional ladders. The vibrating square is actually a hidden down staircase that can only be revealed by performing the invocation ritual. The bottom levels of the Gnomish Mines, Gehennom and the Quest as well as the top level of Sokoban only contain one staircase, obviously. One other staircase is very important, and that's the upstairs from level 1. If you don't possess the Amulet of Yendor and climb up these stairs, you escape from the dungeon and lose the game. If you carry the Amulet, you reach the Elemental Planes and start the Endgame. In both cases, you can't return, and you are warned with the message "Beware, there will be no return!" You go down on a downstairs using the or go up on an upstairs using the command to arrive at another dungeon level. You cannot go down while levitating. If you descend a downstairs while burdened, punished, or fumbling, you always fall down the stairs unless you are also flying. If you fall down, you get a small amount of damage, you are removed from your steed, and will petrify you if you are wielding a trice corpse (as either primary or secondary weapon), but does not otherwise harm your inventory. Items dropped on the down staircase have a chance of falling down the staircase, as well as potentially "disturbing" items already lying there (and causing them to fall down as well). When you find the downstairs, have a peek immediately. This way, if you fall down a trap door, you can find your way up faster. This can be very helpful in the early game, especially in the cavernous and possibly dark Mines, when you don't want to travel down too fast. Staircases are commonly engraved upon, with either a note to the player reminding them of something of importance on the level, or with Elbereth, which the player can stand upon to safely fight an enemy that teleports to the upstairs during combat. In Rogue (the predecessor to NetHack) stairs were represented as (percent sign). Hack started using (left angle bracket) and (right angle bracket), like NetHack normally does. In Rogue, there was always one stairway: down if you had not found the Amulet of Yendor, or up if you had found it. Hack and NetHack introduced an innovation where old levels were saved to disk, allowing you to freely travel up and down. Thus, the Rogue level of NetHack in homage to Rogue contains two percent signs. In the webcomic Dudley's dungeon, a theory has been proposed by Dogley, that staircases are wormholes going through the magical void between the levels and can be accessed by visiting level 4.5. For more information on this, see Dogley Dimension. =_=_ Escaping the dungeon Escaping the dungeon is a means of ending a NetHack game without quitting, dying, or ascending. The player character survives, but fails or is unable to continue their quest for the Amulet of Yendor. There are three ways to escape the dungeon in normal gameplay. The easiest and most obvious is simply to climb the staircase on level 1 without the Amulet of Yendor. Alternatively, you can teleport to any level from & minus;1 to & minus;9 while flying or levitating, or to any negative level while wearing an amulet of life saving. Finally, you can reach the Astral Plane and sacrifice the Amulet of Yendor to the wrong god, which results in "escaping the dungeon in celestial disgrace". In explore mode, you can offer the Amulet of Yendor to Moloch and refuse to die to both of his attempts to kill you. If you do, you will then be ejected from the dungeon in "a cloud of black smoke". In wizard mode, you can wish for a magic portal, which will lead to nowhere and cause you to escape the dungeon when activated. =_=_ Closet One in seven closets (14%) are generated without doors leading to them. The only way to get to these is for a corridor to be generated adjacent to them, or to teleport or dig in. Such closets always have a scroll of teleportation inside, and a potion of object detection will reveal its presence. Every closet has either a door or a scroll of teleportation. Occasionally a closet is connected with a corridor, so if you find a scroll in a corridor next to a room before monsters could have dropped it, it is teleportation. When an inaccessible closet is generated, there is an additional 33% chance of a random item being generated there. In Nethack 3.6.0, such inaccessible closets have a 20% chance of having iron bars generated where the door would be. If this occurs, there is a 66% chance that a human or elf corpse will be generated in the closet. As this is the only time iron bars are randomly generated, this will give away the location of the closet with a guaranteed scroll of teleportation inside. There is sometimes writing in the dust outside. The engraving ad aerarium (from the Latin "to the treasure") indicates that the closet contains a vault teleporter, and the engraving Vlad was here indicates that there is a trap door inside. On deeper levels, a closet marked with ad aerarium may have a level teleporter instead. This is a pun on a supposed secondary meaning < ref > This does not appear to be an actual secondary meaning. It may be an error on the part of the DevTeam, which could be due to confusion between the prefixes < i > aes- < /i > relating to money, from which 'aerarium' derives, and < i > aer- < /i > , which relates to air/sky/flight. < /ref > of "aerarium" as sky. =_=_ Secret door =_=_ Door Doors are represented by when closed, and or when open: when the door is in a vertical wall and in a horizontal wall. Doors are distinct from drawbridges and trap doors. Doors can be generated locked or unlocked. Unlocked doors are opened using the open command (). Locked doors can be passed in a variety of ways: Doors may be booby-trapped. Opening them causes 1d(5+level) damage if your dungeon level is less than 5, and 1d(7+) otherwise, in addition to stunning you. Open doors can be closed using the close command (). Zapping a wand of locking at it will close (and lock) it. Doors can be locked by applying a skeleton key or a lock pick to a closed door, casting the spell, or by using a wand of locking. Shopkeepers can unlock and open doors with a key, and the Riders can unlock doors on the Astral Plane. Monsters can unlock locked doors if they have hands and a key (but not other tools) and are not tiny. For this reason, you might want to dispose of keys if you lock up the Minetown watch. The Riders and the Wizard of Yendor can unlock doors even without a tool. Titans, giant zombies, and all giants can bust down locked doors. Amoeboids and fog clouds can flow beneath locked doors, and phasing monsters pass right through them. A destroyed door, or any square leading to a corridor, can be turned into a fully functional door by zapping a wand of locking or casting the spell at it. A destroyed door is not shown on the map, but can be detected with the near look command (). This effectively means that any destroyed bit of wall can be replaced with a door (although they cannot be created elsewhere). This is one way to make a room impenetrable even to umber hulks, although it's not likely to have much use. Searching is done with the key, and is aided by wearing a ring of searching or lenses, or by wielding Excalibur. Luck affects the chance of a searching successfully, so players who mistreat their luck can find themselves stuck on a dungeon level with no obvious exit. Applying a stethoscope to a wall will always reveal whether it is a secret door. The brute force method involves kicking at walls, applying a pick-axe, or zapping at a likely position where a secret door might be. This is very time-consuming and often dangerous. The magical method involves using a wand of secret door detection or the spell of ; these will immediately reveal any secret doors within a 13-square radius. A blessed scroll of magic mapping reveals secret doors on the entire level. Doors do not allow either monsters or you to pass through diagonally. This can be a great advantage when fighting multiple foes. A door like the entrance to the treasure zoo at the top of Sokoban can become a killing ground for monsters who will stream through one by one, allowing you to avoid some of their ranged attacks - beware directional rays from wands and breath weapons, though! Opening and closing doors exercises your strength every time the door resists. However, doors are less likely to resist if your strength or luck is high. This technique is only useful for luckless Healers with strength as weak as 7 or 8. With decent physical attributes and luck, the odds of the door resisting become very low. For example, if the character's physical attributes average say 16 with a luck of 4, the chance of the door resisting becomes (0.54%). This means that the player has to open and close the door 100 to 200 times to exercise the strength attribute once. In xNetHack, secret doors are less likely to appear on earlier dungeon levels; they will not appear at all before level 4. xNetHack introduces iron doors, which cannot be destroyed by most brute-force methods (such as kicking and force bolts). These occasionally replace ordinary doors as the player reaches deeper dungeon levels. The stunning door trap is replaced by a variety of traps with effects such as wetting your inventory, burning your hands or gloves, or creating noise with screechy hinges. The full list is found at xNetHack § Trap changes. =_=_ Category:Dungeon features You find dungeon features in the dungeon. These can be doors, doorways, fountains, staircases, traps, water, ..., and if you ever find it, the drawbridge. Dungeon levels (like that of The Oracle) and dungeon branches (like the Gnomish Mines) have subcategories here, :Category:Special levels and :Category:Dungeon branches. =_=_ Lock pick =_=_ Poison resistance Poison resistance is considered one of the most essential intrinsics in the game. This resistance protects against the harmful effects of poison, including instadeath. For example, a dart trap might shoot out a deadly poisoned dart. Poison resistance does not protect you from food poisoning. It only partly protects you from the bad effects of potion of sickness. Many corpses that offer poison resistance are themselves poisonous or otherwise dangerous (notable exceptions are the corpses of shriekers, which can usually be found early). There are, however, many safe ways of acquiring poison resistance. For example, rings and amulets both include one that protects you against poison. Green dragon scale mail also protects against poison. Barbarians, healers and orcs have a natural poison resistance. Monks get a natural poison resistance when they reach experience level 3 and tourists at level 20. Poison resistance is also granted when you are crowned. Monster Conduct Difficulty Chance Monster Conduct Difficulty Chance Notes Chromatic Dragon meaty 23 17% poisonous, Caveman quest nemesis Wizard of Yendor meaty 34 25% cannibalism for humans nurse meaty 13 73% cannibalism for humans, bugged in pre-3.6.2 versions < ref > Closed Issue #159: Nurse meat has the flag for conferring poison resistance, but doesn't. < /ref > Scorpius meaty 17 100% poisonous, Ranger quest nemesis Master Kaen meaty 31 100% cannibalism for humans, Monk quest nemesis Unless you are polymorphed into a stoning-resistant form, eating any of these corpses will instantly result in YASD. If, however, you are in a stoning-resistant form before getting poison resistance, these corpses can provide it permanently. Note that tinning them does not make them safe to eat. Monster Conduct Difficulty Chance Note Medusa meaty 25 100% petrifies when eaten =_=_ Poison Poison is one of the most annoying hazards of the early game for any player who has not yet gained immunity to it. There are many ways in which a NetHack character will come into contact with poison. Some monsters wield poisoned weapons or fire poisoned arrows, while others such as killer bees have a poisonous sting or bite. < ref > < /ref > Poison is also used in many of the traps in the dungeons. Finally, certain kinds of corpses are poisonous, and cause 1 to 15 HP and 1 to 4 Strength loss when eaten, but never instadeath, though the HP loss may be enough to kill a player with low health. Monster melee attack1 in 8 successful attacks that pass your magic cancellation1 in 30 poison attacks1 in 6 poison attacks will damage either strength, dexterity or constitution depending on the monster. The best way to protect yourself from poison is to obtain poison resistance as soon as possible. Intrinsic poison resistance is granted by eating any of a large variety of corpses (listed in Dylan's Dragon Resistances spoiler). Most, but not all, of these corpses are poisonous themselves, so it is not advisable to eat them without some way of avoiding or curing the strength loss. It can be avoided by wearing an external source of poison resistance (e.g. an amulet versus poison) or a ring of sustain ability, and it can be cured by applying a unicorn horn. Tinning the corpse is another option; the tinned meat will no longer be poisonous but will still convey the intrinsic. Several roles start with poison resistance or gain it at an early level. Barbarians and Healers have starting poison immunity, as do orcs. Monks gain it at level 3. Repeated exposure to poison at the beginning of the game is likely to reduce your strength and carrying capacity, thus limiting the weight of your inventory. You want to find a noncursed unicorn horn and apply it repeatedly to regain strength. When you see the message "This makes you feel great!", all your stats have been fully restored. Potions and spells of restore ability can restore lost attributes, but a unicorn horn is the best solution. You can also pray: being overtaxed with at least four points of strength drain is considered major trouble, and having any reduced attributes at all is considered minor trouble. You can hurl poisonous missiles yourself. Poisoned weapons do an additional d6 damage and have a 10% chance of instadeath against non-poison resistant foes. Missiles become poisoned if dipped into a potion of sickness—arrows of any kind, as well as crossbow bolts, darts, and shuriken may be poisoned this way. Food poisoning can be avoided by eating only fresh corpses. The other type of poisoning can be avoided by learning which corpses are inherently poisonous. In UnNetHack, the chance of an instadeath from poison is replaced with a "very toxic" poison that damages max HP and does strength damage, reducing the chance or frustrating YASD (though it is still nearly always fatal to low level characters). Other detriments of being poisoned remain the same. FIQHack also eliminates poison instadeath and replaces it with permanent attribute damage, which cannot be fixed via potion or unicorn horn. Additionally, poison resistance only halves poison damage, ensuring that it is never completely safe to eat a poisonous corpse; chances of attribute reduction are also lowered to one third of the time, and the attribute loss itself is reduced by a third. =_=_ Instadeath Instadeath stands for instant death. An instadeath causes death in zero time and allows no intervention. These effects do not count as HP damage and thus cannot be survived through self-polymorph. The following will instantly kill the player in most situations, but are not instadeath since they deal HP damage equal to twice the player's maximum HP instead of simply killing them. A player polymorphed into a monster will survive and return to their base form. Dying on turn one generates the message "Do not pass go. Do not collect 200 zorkmids." This is a reference to the board game Monopoly. In many situations, it is very helpful for a player to have a way to instantly kill other monsters. Here are some methods of instantly killing monsters, listed roughly in order from most common to most obscure. Not all methods work on all monsters; for example, undead monsters resist death rays. FIQHack does not have poison instadeath. Instead, you suffer permanent attribute loss, which cannot be cured by a unicorn horn or potion. =_=_ Gnome With the Wand of Death Intelligent monsters can make use of attack wands; this includes both very weak monsters and very powerful wands. In the extreme case, the Random Number God will dispatch a gnome that came across a wand of death & ndash; a proverbial unfair way to die. In the webcomic Dudley's dungeon, this gnome is formally named the Gnome With The Wand Of Death, or GWTWOD. Such well-armed creatures sometimes appear very early in the game when the player has no means of defense, especially in the Gnomish Mines. To lessen the risk, pick up any unknown wands you find on the floor. Do not make the mistake of allowing some kobold to later grab that wand and zap you with . When it's convenient for you, engrave-ID the wands you have collected to determine which ones are safe to leave lying around. Intelligent hostile monsters that lack damaging attacks, such as foocubi, nymphs, and nurses, may still attack you with wands. Nymphs are particularly dangerous, because they may steal a wand from you and then zap it at you, especially on non-teleport levels. The idea of a gnome with a wand of death has been about for some considerable time; the first use of the meme in rgrn appears to have been by Torsten Edelmann in 1996, and it is described as proverbial by 2002. =_=_ Talk:Gnome With the Wand of Death Question: Is the sentence "However, if you were killed by a killer bee or soldier ant, then you do not need to worry about monsters with wands." really necessary? If you were killed, of course you don't need to worry about wands. In fact, you don't need to worry about anything other than starting a new character. Or maybe there is some hidden meaning there that escapes me. --MadDawg2552 18:04, 19 November 2007 (UTC) I just uploaded an image of an actual GWTWOD from SLASH'EM, in the TTY format; would anybody object to my changing of the image in the article to that? -Ion frigate 02:55, January 25, 2010 (UTC) =_=_ GWTWOD =_=_ Gnome with the wand of death =_=_ Strength Like all attributes, strength ranges between 3 and 25. However, as in early editions of Dungeons & Dragons, strength has the unique property that values between 18 and 19 are given in percentage terms rather than jumping straight from 18 to 19, as with other attributes. For example, a strength of 18/35 means roughly that one is 35% of the way between 18 strength and 19 strength. Depending on race, characters can attain a maximum strength of 18, 18/50 or 18/** (which stands for 18/100) in their natural form, and need gauntlets of power or a ring of gain strength to increase strength to 19 or more. However, for gameplay purposes, there are not very many differences between a strength of 18/** and a strength of 25. Specifically, increasing your strength from 18/** to 25 will increase your carrying capacity (but only if your constitution is less than 17), make objects thrown or kicked by you travel further, and allow you to throw Mjollnir if you have it. Strength corresponds to the ability to have more weight in your inventory. Also, the stronger you are, the more damage you do in melee combat, and the farther you can throw objects. The to-hit adjustment applies to all melee attacks. The damage adjustment affects melee and thrown weapons unless attacking with mirrors that break, eggs, cream pies, blinding venom, < ref name="venom_pie_no_dbon"/ > or acid venom. It does not affect items fired from a launcher. Some of the game formulas require strength to be an integer between 3 and 25 (without percentages). When that is needed, NetHack will map strengths between 18/01 and 21 as follows: For example, the maximum range of a thrown dagger is Str/2 squares. Thus, if your strength is 18/31, you can throw a dagger 9 squares (19/2 rounded down), but if your strength is 18/32, you can throw it 10 squares (20/2 rounded down). Potions of gain ability and lumps of royal jelly will only increase your strength by 1 (e.g., from 18/01 to 18/02). Spinach and giant corpses sometimes increase your strength by more than one. If the corpse or tin will increase strength and your strength is less than 18, there's a 1 in 4 chance of increasing your strength by 1d6 points. If the corpse or tin increases strength and your strength is between 18 and 18/84, your strength will be increased by 1d10. If your strength is at least 18/85, it can only be increased by 1. There are many ways to exercise your strength. One popular way is to push boulders around. (One possibility: whenever you need to heal, spend your time pushing a boulder back and forth at one of the higher dungeon levels.) =_=_ Dexterity Dexterity has a multitude of effects, of which the most significant is probably that it affects your chance of hitting monsters, whether in melee combat or with a missile or spell. There is no direct way to increase your intrinsic dexterity apart from drinking a blessed potion of gain ability (or the corresponding fountain effect) which increases all stats by one. However, there are ways to exercise it, for example repeatedly picking locks. It is also exercised by fighting monsters, disarming traps, and reading a non-cursed Scroll of enchant weapon while not wielding a weapon. =_=_ Constitution Having a high constitution increases your healing rate and the number of HP you gain when leveling up and allows you to carry more weight in your inventory. Constitution is most easily exercised by keeping from being hungry and is increased when you sleep with a foocubus and "feel good enough to do it again." Above level 9, higher constitution can also help you regenerate more HP every 3 turns. Specifically, having 13 or more constitution regenerates a random amount of HP from 1 to your current constitution which is then capped by level & minus; 9, so to gain more than 1 HP on these turns you must be at least level 11. =_=_ Intelligence =_=_ Wisdom Healers, Knights, Monks, Priests, and Valkyries use Wisdom to cast spells. Wisdom is not particularly important to other classes, though it affects how fast your power regenerates (hence is fairly important for Wizards) and how much power you gain when leveling up. Wisdom is one of the easiest stats to maximize. Many activities exercise it, including engraving Elbereth (with correct capitalization) and successful searching. It can also be increased by sleeping with a foocubus and getting the "You will always remember the foocubus" message. =_=_ Charisma =_=_ Talk:Item Some information re "default" BUC status would be nice (ditto for monster starting inventory). From the code, looks like 10% blessed, 80% uncursed, 10% cursed in most cases? (I say "default" because some items and item types have specific proportions, and this would be assuming it's not from a bones pile.) -Actual-nh (talk) 02:07, 4 March 2021 (UTC) =_=_ Dungeon Feature =_=_ Zap To zap a wand, press . Some wands, like the wand of light or the wand of wishing, act immediately. Some, like the wand of striking, ask for a direction to fire. =_=_ Category:Acronyms Entries on this list are either acronyms (or initialisms) that refer to a more complex subject (such as "BUC" for blessed/uncursed/cursed) or the full designation of phrases primarily expressed as acronyms (such as "Yet Another Stupid Death", usually YASD). The wiki also contains various acronym redirects (such as "NHINRL" and "TDTTOE"), but nearly all of those redirects do not appear in this list, as generally redirects do not have categories. A categorized redirect is probably a bad idea, because it creates no link from the destination article to the category, however the wiki may have a few leftover categorized redirects. =_=_ Category:Monsters Articles that list all the members of a single monster class should be put under :Category:Monster classes instead (like Angelic being). =_=_ Drawbridge The drawbridge is a dungeon feature that occurs in NetHack. The Castle's entrance is a drawbridge, and two more are guaranteed on the Valkyrie quest. They are widely considered extremely dangerous; however, their threat can easily be managed by a knowledgeable player. Indeed, with a little caution the drawbridge can be a valuable tool. If a drawbridge is hit by a force bolt (from the spell or a wand of striking) then it is destroyed. Any non-phasing monster in either the "open" square or the "closed" square (the portcullis or the moat) is very likely to die. A player's chance of being killed is not affected by hit points or armor class. However, flying or levitating increases chance of survival. As of NetHack 3.6.0, iron chains are scattered from the drawbridge's destruction, and they can still hit you outside of those two squares. However, only those squares are considered potentially lethal. Once destroyed, a drawbridge can never be recreated. Casting a spell of or zapping a wand of locking at the portcullis square creates an ordinary door. The castle drawbridge can be opened by playing the passtune on a musical instrument. The passtune can be given to you by your god while praying on an altar or deduced by playing a game of musical mastermind in front of the drawbridge (gears = right note, right position; tumblers = right note, wrong position). Obviously, the sound option (acoustics in NetHack 3.6.0) must be enabled. In NetHack 3.4.3 and variants, manipulating the drawbridge in this way did not advance the turn-counter (bug C343-318). This has been fixed in NetHack 3.6.0. The drawbridge can also be opened by a wand of opening, spell of knock, or the blessed Bell of Opening, and can also be closed by a wand of locking or spell of wizard lock. When a drawbridge closes, monsters (or the player) standing on it or the square it closes onto (the portcullis) will be crushed and killed and their possessions destroyed. Phasing monsters always survive (unless there are phasing monsters on both squares, leaving one with nowhere to go). Flying or levitating victims have a chance of surviving, significantly lessened if on the portcullis—just keep trying. When a drawbridge opens, the same applies to monsters caught under it. Killing a peaceful monster with a drawbridge has a 50% chance of decrementing your Luck because it does not anger the victim first. Once you have the passtune, the drawbridge can be opened and closed instantly (and at will) by playing the instrument again. Anything standing on the moat or portcullis squares will be killed, and you will even gain experience for the kill. If a flying monster survives you can just try again, taking zero game time. This is a fairly safe way of clearing out the hordes of monsters in the castle courtyard. Do note however that this will destroy any possessions carried by the monsters you crush. (Also, this advice applies only to vanilla NetHack 3.4.3; the fact that it takes no time is a bug (C343-318) that is fixed in most NetHack variants.) If you stand in a line with the drawbridge and the castle fountain then soldiers inside may try to zap you with wands of striking, destroying the drawbridge. For this reason you should stand a knight's move away from the drawbridge when using it to crush the inhabitants. Exercise caution when crossing the drawbridge. You never know when a monster with a wand of striking may be lurking. Some players prefer to destroy the bridge when they're done crushing things. Alternatively, jumping (other than the Knight's innate L-jump) can take you through the danger zone in a single move, leaving no time for monsters to destroy the drawbridge under you. Player deaths from the drawbridge are relatively rare, but are particularly feared nonetheless. Likely this is because it is the only non-delayed instadeath for which the immediate cause is outside the player's direct control (a monster zapping a wand of striking), and for which no common resistance provides any protection. The drawbridges in the Valkyrie quest cannot be opened or closed with a passtune, though they also may be generated raised as of NetHack 3.6.2. The usual methods still work: a wand of locking or wizard lock spell will close them, while a wand of opening, knock spell, or the Bell of Opening will open them. They are subject to being destroyed by force bolts, with the same risk of instadeath as the Castle drawbridge. The door beyond the moat of Fort Ludios is not a drawbridge, but an ordinary door with a moat in front of it. UnNetHack includes drawbridges in additional levels, such as some Fort Ludios variants, Baalzebub's Lair, and inside Moloch's Sanctum. As with the valkyrie quest, the Castle passtune does not work on these drawbridges. If a huge monster is blocking the drawbridge, it cannot be closed. Additionally, there is a 1/5 chance of the mechanism being "stuck" and not closing per attempt. Both changes are intended to make it harder to use the drawbridge to kill a large number of monsters in quick succession. =_=_ Stash A stash is a repository of items that a player leaves behind in the dungeon. Players can carry only a limited weight, and without a container only a maximum of 52 items plus gold and a loadstone. Monsters are quite capable of picking up and using any items they come across. To prevent this, stash items in a container. An ice box is the only container that gelatinous cubes will not engulf, destroying the container (but not its contents) immediately. Any item can be stored safely inside an ice box & mdash;corpses will not rot, potions will not freeze, etc. Ice boxes are extremely rare, comprising 0.5% of all tools, and may need to be polypiled or wished for. The most direct way of preventing monsters from picking up your stash container is to simply make sure it is too heavy to carry. Dragons have the greatest carrying capacity of any monster and can carry 3103 weight units. Therefore, placing 311 or more rocks into a stash container will ensure that no monster in the game can pick it up. Placing your stash in a room with locked doors will prevent most monsters from ever finding it. Some monsters can get through doors though, or dig through walls; and monsters can always spawn inside the room when you're elsewhere on the level. Putting your stash in an isolated closet will minimize the chances of this happening. Prior to NetHack 3.6.0, it was also possible to protect any square with an Elbereth engraving by placing an item on top. The other way to restrict monster movement is with boulders. You can surround your stash square with boulders (a scroll of earth is handy for this purpose) and then either push the boulders aside to gain access or get inside with a controlled teleport. However, the same effect can be achieved much more easily by pushing a single boulder on top of your stash. This does not damage any items, and the number of items on that may be hidden this way is unlimited. Boulders will protect the stash from most monsters, including gelatinous cubes, but giants and titans can pick up boulders and move them. Boulders can also be shattered by ranged attacks like or a wand of striking. A heavy chest with a boulder on top of it can only lose items if a giant picks up the boulder, then a gelatinous cube engulfs the chest, and then that the items are lost somehow after the cube is killed. If the stash is also next to the stairs on a level you visit only to use the stash, such as Sokoban level 1, this is practically impossible. You can store items in a pit and push a boulder on top of them. This makes the items totally inaccessible, except for you and monsters which are trying to flee by digging a hole in the floor. You will need a new boulder each time you want to cover your items after digging them up for retrieval. Organic items underground will rot, and will need to be placed in a container. All containers apart from ice boxes are themselves organic and will rot when underground. In the early game, before you can perform basic stash security, the Minetown light shop might be a reasonable location. Even if a monster does dig down the walls, they are repaired quickly. Plus, you will be returning past this location on your way back up from Mines' End. Alternatively, when first exploring the dungeon, consider leaving items next to stairs before descending. Monsters do not act while you are off the level, so the items will still be there when you return. The Castle or the Valley of the Dead are popular stash levels, as they both generate immense amounts of loot and have abundant chests. The Valley also has a temple, but it is unaligned. Another popular stash is the first level of Sokoban, as it can be branchported to directly with the Eye of the Aethiopica, spawns relatively weak monsters, and is close to both the Dungeons of Doom and the Gnomish Mines where there are many shops and altars. Additionally, once you have completed Sokoban, you have no reason to spend any turns there out of sight of your stash; this makes it extremely unlikely that the monsters that can interfere with your stash have any opportunity to do so. =_=_ Bot A bot is a computer program which plays NetHack without human intervention. Several bots now exist, and some of these can survive for a significant amount of time. A true bot with an internal model of the game, capable of making reasoned decisions about game events, and ultimately capable of ascending remained elusive until 2015-01-25, when smartbot3, based on BotHack first ascended on acehack.de (see dumplog, ttyrec and other data). The concept of a bot is often brought up in RGRN. Most conversations conclude that a bot is in theory possible, but tremendously difficult. There exists a simple Perl script which is used by pudding farmers to automate the process of offering, praying, and clearing messages. It is also possible to copy and paste a list of commands into a NetHack window which will repeat the same process over and over again. This was first used by eit_brad to achieve a high score which overflowed NetHack's signed 32-bit score variable in the 2003 :/dev/null/nethack tournament. =_=_ NHINRL =_=_ NetHack is not real life NetHack is not real life (often abbreviated to NHINRL) is a common response to some YANIs which suggest NetHack behave in a way supposedly more consistent with the real world. Failure to realize this is also a problem encountered by new players; see Why do I keep dying? for some examples. =_=_ Yet Another New Idea YANI is short for Yet Another New Idea, and is commonly used in the RGRN and IRC communities to suggest new ideas to be incorporated into the game. Very, very few, if any, YANIs ever get included in the official game, unless a working patch had been provided with the YANI, in which case the chance of official incorporation is raised to slim. In variants, however, incorporation of YANIs is more common; several variants even make it a goal to implement popular YANIs. The NetHack Ideas Archive is a repository of YANIs posted on IRC, organized by variant, author and tags. NetHackWiki also partly acts as a repository for editors' YANIs; See :Category:YANI for a list of these pages. While a number of YANIs were incorporated into vanilla after first being implemented in a variant, there have been a few recent ones that were incorporated directly: The abbreviation YASI, which stands for Yet Another Silly Idea, is sometimes used when the idea in question is impractical, ridiculous, or pointless. There is some amount of overlap between YASIs and Evil Patch Ideas, though most YASIs are not intended to be evil. Small matter of programming (SMOP) might be a way of saying that a feature would be trivial to write, but can more often be an ironic way of saying that a YANI might be a good mechanic in theory, but would be a headache to code. Examples of such YANIs include: =_=_ Moloch Moloch is the Luciferesque god mentioned in the introduction text as having stolen the Amulet of Yendor. He is, in this sense, the antagonist in the NetHack story. Altars to Moloch can be found in the Valley of the Dead, in Orcish Town, in Orcus's lair, in the Sanctum, and in the Monk and Priest Quests; but they are marked as unaligned, and Moloch has nothing encouraging to say to you. Unaligned altars in Quests and Minetown can be converted; those in Gehennom cannot, and Bad Things will happen if you try. Moloch makes his home in Gehennom, so any prayers there go to him instead of to your own god. Praying in Gehennom is a Bad Idea™, since your god doesn't like people who like Moloch, and Moloch just plain doesn't like anyone. Lightning and wide-angle disintegration beams ahoy. Moloch (also spelled Molech) may have been an ancient Near Eastern deity. He is known exclusively from references in the Jewish and Christian Bible, but the name is probably related to a Hebrew word for "king" and so may be a title for another god. Some translators think he may have been the same as Milcom / Malkam, mentioned in the Bible as the national god of the Ammonites (living near present-day Jordan), whose name probably comes from the same root. Within the Bible, Moloch's name usually occurs in phrases referring to 'giving one's seed to Moloch' or making one's children 'pass through the fire to Moloch', which has traditionally been interpreted to mean that Moloch was a god who was served with human sacrifices. These acts are said to have taken place at a site called Tophet, in the Valley of Hinnom, the Greek name for which was Gehennom. Moloch's connection to human sacrifice, and even the reading of the word "moloch" as a proper name, has been questioned; nevertheless, in historical and contemporary media the name has come to be closely associated with human sacrifice, and is sometimes used as a metaphor for anyone or anything demanding extreme sacrifices. The image of Moloch as a demon-god comes from a tradition within Christianity of reinterpreting the foreign gods of the Bible as demons posing as deities to mislead their worshippers. Christian authors like John Milton (in Paradise Lost) typically envisioned Moloch as a high-ranking fallen angel, on the basis of the meaning of his name ("king"), and assumptions about the extreme nature of his worship. This is probably why Moloch was chosen as the arch-fiend of NetHack. Moloch is also one of the highest-ranking devils in Dungeons & Dragons, although there he is a (deposed) subordinate to Asmodeus. =_=_ Marduk Marduk, the creator, is mentioned in the introduction text. He created at least the Mazes of Menace, and probably the entire universe. Aside from that, however, he plays no part in the game. Players will not find altars dedicated to Marduk, or have the option of praying to him. Marduk is a Babylonian god. As the encyclopedia entry describes, he was the head of the Babylonian pantheon and played a central role in their creation account. =_=_ Junk Junk is any item that a player does not consider useful. Most items serve at least some purpose, or are a small benefit in the early game, but later become obsolete. By the time your character is ready to ascend, nearly all items that do not belong to your ascension kit are junk. Aside from corpses, items in NetHack are generally persistent, i.e., they don't spontaneously vanish. Over the course of a long game, this results in a lot of junk piling up around the dungeons. Although by definition junk has no particular use to your character, there are tasks to which an item you don't care about is best suited: =_=_ Misc-343.txt Level 1-3 4-5 6-7 8-9 10-11 12-13 20-21 30-31 n*2-(n*2)+1 Prob 0 1/12 2/13 3/14 4/15 5/16 9/20 14/25 (n-1)/(n+10) =_=_ Category:Spoiler files Spoiler files are files, usually written in plain text, which document the behaviour of NetHack and provide detailed tables of item properties and probabilities. This category contains the preserved texts of some spoiler foils. NetHackWiki can include such texts only when we have the appropriate copyright permission. =_=_ Space =_=_ Unique items =_=_ Role difficulty Role difficulty is the general difficulty of being able to successfully ascend with the various roles. Opinions vary as to which roles are the easiest and hardest to ascend. Usually when people talk about role difficulty they are mainly referring to the beginning of the game. This is because the early game is by far the hardest part of the game, to the point where you could argue that starting difficulty is the only factor that matters. For example, barbarians do better in the early game. They start with poison resistance, which allows them to eat poisonous monster corpses and protects against instadeath from poisoned arrows and spikes, common causes of death for early-game players. However, tourists have a number of late-game advantages over barbarians. Their quest artifact is vastly more useful than the barbarian's, and they eventually get a good enough weapon and armor to match a barbarian's. Most agree that (dwarven) valkyries are the strongest roles, due to the strong physical combat options presented by the role from the very beginning (arguably minimizing the amount of strategy necessary). Lawful valkyries have the advantage of some easy access to early artifacts (Excalibur), an easy quest with an excellent quest artifact (the Orb of Fate) plus intrinsic cold resistance. Barbarians start strongly due to their initial poison resistance, strength and two-handed weapon, but have a bad race choice (human/orc), a hostile Gnomish Mines, and a poor quest artifact. Some people recommend beginners try barbarians rather than valkyries since their very early game can be somewhat easier to navigate. Samurai start the game with powerful physical combat capabilities (both melee and missile), but have fewer advantages as the game enters the middle phase. In particular, their quest is riskier than either the Valkyrie's or Barbarian's. The luck of the draw (finding a longsword to dip for Excalibur or an altar for sacrifices) has a big impact on how easy it is to manage this phase of the game. Wizards are usually fairly easy due to their good starting equipment (for this reason, wizards are often start scummed) and strong late game (thanks to their excellent quest artifact, the Eye of the Aethiopica, which enables them to cast powerful spells without worrying about conserving energy). They also have potential to cast spells with no hunger penalty, and easy access to Magicbane. However, those that try to play them as physical combat characters will find them difficult. The priest's innate ability to detect the BUC status of an item is a tremendous early advantage, especially in armor selection. This, combined with their starting holy water, makes them essentially "walking altars". But they are also restricted in all edged weapons and cannot achieve multishot with any ranged weapon thus significantly reducing their options. They may or may not begin with immediately useful spells and are generally considered a moderately difficult role. Somewhat ironically, they are the role best suited for an atheist conduct. The knight's codes of conduct can be cumbersome, though the penalty for breaking them (1 point of alignment) is minor, unless you are roleplaying or playing a pacifist. It can also take some time to learn how to use their steed effectively. Due to access to Excalibur in the early game and the fact that they get very strong ( > 100 damage) magic missiles, they are perhaps the strongest late-game characters. Rangers and rogues can either be difficult or easy, depending on how capable one is of making use of their powerful ranged attacks, especially in the early game. Rogues have the potential to become powerful melee fighters in the later stages, whereas rangers will tend to rely more heavily on the ranged game throughout. Cavemen can be considered a more difficult version of samurai and/or barbarian. They have few good weapon options until receiving the Sceptre of Might from their quest and also lack the ability to #twoweapon. Monks are a unique role whose early game is relatively easy compared to its tricky midgame, mostly due to Master Kaen (prior to 3.6.0) and various armor and weapon penalties. They are perhaps the role best equipped to attempt a weaponless conduct. Healers start with poison resistance, lots of zorkmids and a deep knowledge and skill in healing both themselves and any pets. But they also begin with poor armor, a weak weapon and typically single-digit strength, making them difficult early. They are perhaps the role best-equipped to attempt the Protection racket, which can give a good defensive boost early in the game. Archeologists start with speed and stealth. Starting with a pick-axe (for digging out vaults or gems embedded in rock) and the ability to formally identify precious gems with their starting touchstone, they are also well-suited for buying protection early. However, their bad starting physical stats and AC make the early game very difficult. The tourist's greatest early-game advantage is their starting stack of +2 darts, which are good ranged weapons for the early game and can be poisoned; their expensive camera is also useful for evading non-Elbereth respecting monsters. Tourists enjoy a lot of advantages in the endgame, which make them arguably one of the stronger roles - they can use nearly any weapon effectively, start with a Hawaiian shirt, which can be enchanted for extra AC later in the game, and their quest artifact, the Platinum Yendorian Express Card, is one of the best artifacts in the game. NetHack players widely disagree about which roles are easiest or hardest. In order to provide an attempt at objective statistics, the following table lists win rates on nethack.alt.org, as of December 11, 2011, for games which would form a streak of 3 or more if won (and thus, it can be assumed that the player was likely trying to win). The selection criteria of this data evaluation is debatable, though, partly because it only examines the games of players skilled enough to win two games in a row; and specifically one entry (the Archeologist) seems extremely misplaced in this ranking. This has similar conclusions to the gridbug.de unbiased analysis, and it most likely indicates some differences in how different roles are generally selected and played. For example, Cavemen are the least popular role to play and are likely chosen more often by experienced players trying to complete all roles or play in tournaments, and Wizards have enough good and varied starting equipment that startscummers might try to play them instead of quitting, but still die quickly because the player still doesn't really care about the outcome of the game. Valkyries, Barbarians, and Samurai specialize in melee combat and rely on strong armor and powerful weapons. This style of play tends to be easier for less experienced players. Knights also fit into this category, but can be much more effective using a very different style based on their ability to #ride their starting pony. Cavemen are essentially weaker versions of Barbarians. An Archeologist who finds a dwarvish mattock and some decent armor can do pretty well as a melee fighter. Roles that specialize in spellcasting include Wizards, Priests, Monks, and Healers. Using spells effectively adds a new dimension to game strategy, requiring the player to keep track of available Power, avoid metallic armor, and understand the advantages and limitations of the specific spells available, which raises the difficulty level for new players. However, the tremendous power of many spells (as well as other advantages of these roles, such as the Priest's ability to BUC-identify) can be very useful. Rogues, Rangers, and Tourists are best suited to focusing on ranged weapons, at least in the early game. Success often depends on patience and cunning, as well as an understanding of the power of Elbereth. =_=_ Wiki NetHackWiki is a wiki; it is a web site that allows all readers, including you, to edit almost any page. The process is simple: click "edit" at the top of a page, make some changes in the box that appears, and then save them. If this seems strange (or if wiki seems familiar, but NetHackWiki seems strange), you might want to experiment by editing the NetHackWiki:Sandbox. If you want to learn about this wiki, read About. The remainder of this page concerns the origin of wikis, from the perspective of this wiki. Though many other wikis have had pages about NetHack, we are not aware of any attempts to start a NetHack wiki before 2004. Magnus Nilsson started a different NetHack wiki, (formerly at riters.com), at 3 September 2004, in response to an rgrn suggestion by xanthian. Though not much content appeared there, its "recent changes" page did feature a random (true!) NetHack fortune. Within a few months, spammers overran the wiki. User:Sgeo started this wiki (then called WikiHack) at 11 October 2005, on Wikia. Editors immediately began the task of SeedPosting the wiki to encourage the development of many detailed articles. When Wikia changed their terms and their wiki skin, the admins of the WikiHack decided to make a change, and 8 November 2010 the wiki was moved to the server where nethack.alt.org resides. It continues to live in Amazon AWS next to the NAO instances. =_=_ User:The thing =_=_ Talk:Misc-343.txt =_=_ Killer bee The killer bee, , is a monster that appears in NetHack. They are capable of flight and can outrun an unburdened character with fast speed. While not especially strong individually, they are quite fast and their sting is poisoned, which can drain strength and even instantly kill you if you are not resistant. Their corpses are poisonous and may also drain strength on top of damaging you, but have a 30% chance of granting poison resistance. As indicated by the encyclopedia entry, killer bees are most likely to be generated in large groups. Kicking a tree may also summon one or more killer bees. Special rooms known as beehives may appear in the dungeon, as hinted at by the encyclopedia entry, and contains a horde of killer bees, a queen bee, and lumps of royal jelly. Despite their offensive threat, killer bees have low HP, and will often die in a couple of hits; however, they have a low natural AC, making them hard to hit in the first place. Discretion is the better part of valor; if you are low-level, burdened, and/or lack poison resistance, you will want to get away as quickly as possible, using a suitable wand or escape item. Elbereth can also offer some breathing room if you find it difficult to avoid them. =_=_ Killer bees =_=_ Iron ball =_=_ Scrl-343.txt SCROLL COST WGT PROB MRKR APPEARANCE ZELGO MER JUYED AWK YACC NR 9 XIXAXA XOXAXA XUXAXA YUM YUM KERNOD WEL ELAM EBOW DUAM XNAHT VELOX NEB FOOBIE BLETCH TEMOV GARVEN DEH =_=_ Scroll of identify The scroll of identify is a somewhat common scroll that identifies items in the player's inventory, with a chance based on its BUC status. Scrolls of identify are always safe to read, but noncursed scrolls are far more beneficial. When read, the scroll reveals the full identity of at least one unknown item in the player's inventory. If the scroll is blessed or uncursed, it will identify 1, 2, 3, 4, or all items in the inventory, with the probability of each number given in the table below. < ref > scrl-343.txt < /ref > If this is less than the number of unidentified items in the inventory, the player chooses which items to identify first. If the player's Luck is positive, a blessed scroll has a chance of identifying 2 items, and will never identify just one. It is advantageous to make and bless scrolls of identify, which significantly increases their chance of identifying more items. Price identification can point players to the most important items to identify and thus give them the tactical flexibility needed to get the most use out of a blessed stack. It is also a good idea to gather many unidentified items into the open inventory before reading the scrolls, due to the 20% chance of identifying the entire contents of the inventory. Whether or not this is better than learning the third-level spell depends on the ability to train and reliably cast divination spells. If your character is a Priest, Wizard, or another class that can at least reach Skilled in divination, the spell may entirely supplant the need for identify scrolls. The identify spell in combination with the Eye of the Aethiopica lets you identify any object soon after you discover it, even if you only want to know the BUC status. In xNetHack, to counterbalance the removal of the spell, scrolls of identify are made more reliable. Blessed scrolls always identify 7 items, and uncursed scrolls always identify 4. Like vanilla, cursed scrolls only identify 1 item. =_=_ Identification Identification is considered by some to be the heart of NetHack. Most items in the game start unidentified and are described only by their appearance. There are many methods of identifying them. In some cases, you will be prompted to say what you want to call an item that you have just used. This can occur, for example, if you are hit by a potion thrown by a monster in circumstances that will not auto-identify it. Potions used by monsters giving unusual effects will also do this, such as a cursed potion of gain level. Dropping rings down sinks sometimes yields such a prompt too. If the item is already called by a name, you are not asked for a new name; if it was used up, you can #name the item from the discoveries list. In some cases, the effect of an action will unambiguously identify it to a fully spoiled player, however NetHack declines to auto-identify it. This happens in most cases when engraving with wands, and when an item's price uniquely identifies it. In these cases, and any ambiguous cases that reduce the possibilities, you will have to use #name to call the item an appropriate name. Sometimes, a certain action will use up an item in one case, and retain it in another. In these cases, you should call the item by the name of the item that would disappear, then rename it afterwards if it is still available. A common situation for this is throwing gems to unicorns; the unicorn will "gratefully" accept valuable gems, "graciously" accept glass which is not #named, and be "not interested in your junk" and drop #named glass. #naming the gem to distinguish one or the other first means you will know when you next find one. If you have a single gem of a type, you can #name it "good red", throw it, and if the unicorn refuses the gem, rename it to "red glass". Various cases of #dipping items into potions fall into this category too. Items that you start with are automatically identified for you. This is particularly useful for wizards, who will have 2 spellbooks, 3 scrolls, 2 rings and 1 wand identified from the beginning. In addition, depending on your role you may have some knowledge in weapons and armors. Also, if you start with an oil lamp, the potion of oil will be identified for you. When reading a scroll of identify, you will be allowed to ID one or more of your possessions depending on the scroll's beatitude. The odds are: Casting this divination spell has the same effect as reading a uncursed scroll of identify (if cast at Unskilled or Basic) or a blessed scroll (if cast at Skilled or Expert). A blessed touchstone will formally identify all valuable gems, worthless glass, and other gray stones rubbed on it. A gnome or archaeologist may also use an uncursed touchstone for formal identification. This is as good as the identify scroll or spell, except that it doesn't reveal the BUC status of the gem or stone. These methods require some knowledge (acquired from spoilers or experience), often lack universality, and don't always result in formal identification of an item as they sometimes give ambiguous information. Although the price a shopkeeper charges is based on your charisma and slightly randomized, it is still helpful to some extent, but the main approach is to price ID using the selling price. This is very effective in categorizing rings, potions and wands for further identification using other means & mdash;even more so when direct identification is not possible, e.g. early games and illiterate games. The simplest and most common application of price identification is identifying of the scroll of identify (the cheapest of the scrolls). The weight of an unknown object is not nearly as useful as its price, but it can provide additional clues. This goes especially for cursed equipment you don't want to wear. In some cases such as levitation boots, it is unique within a price group. Another example is a gray stone in a box, which might be a loadstone. One practical way of weight testing is to pick up just enough rocks and gold not to be burdened, pick up the object, and count the rocks and gold you need to drop to un-burden you. The spreadsheet File:Nh_inventory_weight.ods can count up your inventory weight. Always remember to take the utmost care when use-identifying things. Check its beatitude using a pet or altar. Check potions using a unicorn horn (although some players just quaff and heal themselves, since dipping a unicorn horn into a potion of polymorph causes the horn to be lost). Don't read unidentified scrolls when confused or when wearing a precious piece of armor. They will quaff beneficial potions (healing, extra healing, full healing, speed, invisibility, gain level, polymorph) and throw harmful potions (acid, blindness, confusion, sleeping, paralysis). Generally potions will auto-identify when quaffed or thrown by monsters, but the potion of confusion is an exception. This is because thrown booze has the same effect; however, monsters do not throw booze. They will read scrolls of create monster, earth, fire, and teleportation. If a scroll read by a monster has no visible effect, it was most likely create monster, and the new monsters were out of your visual range. They will zap you with attack wands, and will zap themselves with wands of polymorph, speed monster, make invisible or teleportation. This can help distinguish wands of cancellation, make invisible, and teleportation, which cannot be told apart by engraving. To do the identification, engrave something in the dust and then try to engrave something else with the wand on the same square. Nine wands can be unambiguously identified. The rest will give ambiguous results. Unlike the scroll or spell, the number of charges will not be revealed, except that you know you've just spent one. A wand with zero charges will have no effect, possibly misleadingly, so do not use this method with wands in bones piles. Unambiguously identifies most rings, but destroys the ring in the process. This technique is useful when you have multiple rings of the same type or when you are desperately looking for a ring of slow digestion, which won't be lost in the sink. A very easy way to identify all your items is to save the game, copy the save file, paste it, reenter the game, quit, and have your possessions identified. Note the items you have, then rename the copy with the same name as the initial, and you'll have your game as if nothing happened. Same things for attributes. =_=_ Death (character) When you reach zero hit points, you die. Death is also possible when you have nonzero hit points, by several methods of instadeath or delayed instadeath. You lose all the progress you made in that game, and you may have your possessions identified, see your attributes at the time of death (as well as a single post-mortem attribute), see a list of vanquished creatures, see a list of monsters genocided, and see which official conducts you have adhered to. A particularly spectacular character death, especially of a character that is was well on the way to ascension, is often called a splat. Watching splats (live or on Splat TV) is a part of the fun of social NetHack. Death in NetHack is permanent, unlike in many other games; you only have one life, and you cannot go to an older save file. Doing so artificially—savescumming—is considered cheating. However, there are a couple of in-game methods of cheating death. If you run out of hit points while polymorphed and not wearing an amulet of unchanging, you will return to your normal form, but if you die in any other way while polymorphed, it will be permanent. An amulet of life saving will bring you back from almost all deaths at the cost of one point of constitution. The exceptions are brainlessness from a mind flayer's attack and self-genocide. =_=_ Comestible The word edible means that you can eat it. It does not imply that you should eat it. Some food is bad to eat. For example, some corpses are poisonous. Unless you are poison resistant, it is probably a bad idea to eat them. Separately, corpses that are too old can cause food poisoning, a lethal affliction similar to illness. This is indicated by "FoodPois" on the status line, and is not prevented by having poison resistance. Normally, if you don't eat, you will eventually die from hunger. There are several ways to postpone or prevent such a death, so it is possible to ascend without eating (see foodless for more information). Another important reason to eat is that some comestibles give you useful intrinsics or improve your abilities. For instance, tins of spinach and royal jelly both increase your strength. For more information about beneficial and harmful effects of corpses, see Corpse#Corpse benefits and dangers. Some monsters also eat comestibles. There are also monsters who eat things besides comestibles, e.g., metallivores eat metal items. If you polymorph into such a monster, you will also be able to eat such items. Comestibles comprise 20% of all randomly-generated items in the main dungeon, 15% in containers, 22% on the Rogue level, and 16% in Gehennom. All comestibles except for tins are normally generated uncursed. Non-corpse comestibles have a chance to be generated in stacks of two: the chance is (50%) for kelp frond and (16.7%) for other food. When you eat any comestible other than a tainted corpse or a rotten tin, you receive its nutrition value. The nutrition is provided uniformly during eating, e. g. if an item takes 5 turns to eat, then after 2 turns of eating eat you receive 40% of its nutrition value. See nutrition for more information. Most comestibles have a chance of being rotten. Cursed non-corpse comestibles are almost always rotten, most others have 1/7 chance of being rotten. If a comestible is rotten, eating it may cause ill effects, and will only grant half its usual nutrition value. See the #Rotten food section below for more information. You will not know that a comestible is rotten until you eat it. Tin are either from a monster (called tin of foo meat, or just tin of foo, if it is vegetable), or are tins of spinach. Before you eat a tin, you are notified what monster (or spinach) it is made of. ("It smells like (monsters). Eat it?", or "It constans spinach. Eat it?" or "It contains some decaying (green) substance. Eat it?", if it is a cursed tin of spinach.) If you chose not to eat it, you "discard the open tin" and it is gone. Tins of a monster (meat), when eaten, mostly cause the same effects as the monster corpse. For example, eating a tin of a domestic dog, unless you are an orc or a caveman, will give you the aggravate monster intrinsic, as if you ate the corpse of a domestic dog. There are, however, important differences: There are also empty tins. One way to get an empty tin is to wish for a tin of a genocided monster. They provide no nutrition. Eggs become stale after 400 turns. A stale egg makes you nauseated for 10d4 (more) turns ("Ugh. Rotten egg."), thus being a good source of confusion. Wand of undead turning rejuvinates eggs. While 2/3 of newly generated eggs are just eggs, 1/3 are eggs of a random non-aquatic, egg laying monster (which therefore may eventually hatch if fresh). If the monster happens to be cockatrice or chickatrice, you get delayed petrification unless resistant. Unless you identified the egg, you will not know it is a footrice egg until you eat it. There are no other effects from eating eggs (e.g., eggs never confer intrinsics). Upon beginning to eat rotten food, you get the "Blecch! Rotten < food > !" message, and one of the following occurs: If a comestible is rotten, you only receive half its nutrition value (e.g. 400 instead of 800 for a rotten food ration). Rotten wraith corpses will "rot away completely" without giving you an experience level. While you packed enough food for "several days" of journey, by the time you actually get inside, you don't have much food with you. Some roles start the game with a small pile of 2 food rations, but some roles didn't think ahead, and start with no food at all. In any case, one of the early goals of the game is to secure an adequate food supply. To stay alive, many players at the start of their dungeon exploration will eat the corpses of their slain enemies. It is common to find adventurers eating the remains of anything that their pet does not reach first. Care must be taken, of course, as some corpses are poisonous or may cause other problems (e.g., hallucination). Those concerned with keeping the vegan or vegetarian conduct will also be more discerning in eating the corpses of their vanquished foes. Early on, easy to find sources for food include the corpses of gnomes and dwarves in the Gnomish Mines, and the guaranteed food in Sokoban. If you are a gnome or dwarf, then feasting in the Mines may be problematic, unless you are a cave(wo)man. Also, gnome corpses only give 100 nutrition - not very much. The stores in Minetown may also have food. Sokoban, with its food and wands, is a sensible early target, even if one doesn't finish the whole area. Lower in the main dungeon, one can sometimes find beehives and antholes. Beehives contain royal jelly, and antholes will contain one food item per square, which should yield a reasonable stack of food rations. Fort Ludios, if it exists, is filled with many well-provisioned soldiers, and the Castle will also provide a large supply of C- and K-rations. Be aware that using the drawbridge to clear the Castle will destroy the food supply. At lower depths, very nutritious monsters such as giants are not uncommon, so food is rarely an issue. The tinning kit can be used to tin very large corpses such as dragon corpses if the player would be too satiated to eat them normally. Since different foods pack differing amounts of nutrition into a given size, it makes the most sense to eat non-efficient foods first. This way, you minimize the amount of your carrying capacity used for food. Using the NUTR/WGT column in the table above, we see that lembas wafers are the most weight-efficient forms of nutrition in NetHack (excepting prayer, of course!), with royal jelly, pancakes and candy bars closely following the Elven treats. Therefore, the adventurer is generally advised to eat other foodstuffs first. Cream pies and meatballs are particularly inefficient for travel, but they have other uses that may out-weigh their low NUTR/WGT factor. Tins weigh 10 and vary in nutrition, but only puréed monsters and spinach equal or exceed the NUTR/WGT of rations. So any unidentified tin should probably be eaten before any other food. (Plus you'd hope to get the benefits of spinach or floating eye corpses sooner than later.) When forced to eat in combat situations (especially when confronting Famine in the astral plane), eating the food that offers the most time-efficient nutrition (has the best NUTR/TIME factor) first could prove a better option. K-Rations are the usual choice here, as they contain a fair bit of nutrition, but are consumed in only 1 turn. It is possible to ascend without eating food. There are several techniques available for this, and most require the use of a ring of slow digestion, because in real games these techniques do not tend to yield much nutrition per time. These include: Vegetarian. Cures sickness or lycanthropy (unless your starting race is lycanthrope, in which case it damages you and reduces your strength and constitution). Restores HP if you're lawful, and does non-fatal damage if you're chaotic Vegetarian. Can grant a wish, make you very fast, increase your nutrition, put you to sleep, poison you, stun you, or cause hallucination. =_=_ Burdened =_=_ Talk:Strength =_=_ Talk:Pit Can someone tell that if you make a boulder go towards a pit while there's a monster inside, the monster is killed. =_=_ Free NetHack is free - free as in freedom and as in beer. You are free to study the source code of NetHack, to modify your copy of the game, to share copies of NetHack or your modified version, and to play the game. These actions would normally have infringed the copyright of the game, but the DevTeam has granted these rights as permission under the NetHack General Public License. NetHackWiki is free in a similar manner. Anyone is free to read this wiki, to copy pages from this wiki and edit them, and to share copies. So what are these restrictions, and why does the DevTeam use them? The first paragraph of the NetHack General Public License explains why. The restrictions have to do with preserving copyright notices, maintaining access to source code, and requiring all copies and modified versions to use the same license. One of the most important terms in the NetHack General Public License is the "copyleft": a requirement that modifications to a free work become free under the same terms. The NetHack GPL describes this requirement using the following legal language. The NetHack GPL does not use the word "copyleft", but the Free Software Foundation has spread this word. Creative Commons uses the term "ShareAlike". The most important consequence of copyleft may be that commercial game vendors cannot borrow NetHack source code for a game unless they make their game into a free game. During the 1980s, official releases of the game Hack went out through Usenet. The first releases of NetHack went out the same way. There were so many obstacles to obtaining copies of NetHack. For NetHack to become a successful and popular game, there would have be a way for the people who had NetHack to give it to the people who missed it. The NetHack GPL was the document that provided the permission. Because of this permission, some FTP sites also started providing archives of NetHack, so that more people would become able to obtain it. Today, the DevTeam uses SourceForge to host their web site and to distribute the game. SourceForge provides NetHack over many mirrors. (They are careful to maintain each mirror, because for each one they break, they lose 2 luck, assuming that these mirrors obey NetHack rules. Fortunately, the numerous mirrors scare hostile monsters away from SourceForge.) It is very easy for anyone with an internet connection to download NetHack from SourceForge. However, the right for persons outside of SourceForge to share NetHack does remain important. This is the era of free operating systems, like Debian and FreeBSD. Free operating systems need great free games, including NetHack. The NetHack GPL permits these free operating systems to include or provide copies of NetHack, as source code or compiled for each system and processor architecture. During a past era, system administrators would install NetHack onto a server for several users to play. Though an administrator may apply secret modifications to the game to interest the players, in practice NetHack is already a sufficient game, and most administrators have plenty of other things to do after installing NetHack. Today, many players are on personal computers with no users able to program modifications to NetHack. Enter variants and patches. These things are somewhat numerous, and provide a way for the public to experience modifications to NetHack. The NetHack GPL facilitates the creation of variants of NetHack, patches of NetHack, variants of variants, patches of patches, and so on. SLASH'EM is the combination of many variants and patches. The DevTeam has actually merged selected features from SLASH'EM into vanilla NetHack. A license such as the NetHack GPL is not the only way to establish a culture of variants and patches. The Angband community also has them, even though their Moria license is not a copyleft and does not contain any explicit permission for modification. However, an author of a particular variant or patch to Angband may attempt prohibit any further modifications. An author of a particular variant or patch to NetHack may not do so, because users would point to the NetHack GPL. The NetHack GPL contains no restrictions in the area of studying and playing the game. (It does protect your right to obtain source code for the copy of NetHack that you receive, so that you may study the game or fix the game to make it playable.) You may install NetHack on an unlimited number of computers, with an unlimited number of users. Try counting the users on nethack.alt.org, then imagining how much the administrators of that public server would have to pay in per-user royalties. There are many spoilers for NetHack. Spoilers are documents that detail how the game works. This wiki is full of them, but the tradition of spoilers predates NetHackWiki by many years. Spoilers have become comprehensive because users are able to study the source code to determine exactly how the game behaves. Thus, we may refer to numerical values like luck or alignment record that the game does not directly reveal; we may list the probabilities of various events that happen when you take actions such as quaffing from a fountain; we may know the effects of reading a particular scroll, taking into account the beatitude of the scroll and whether the player is blind or confused, without resorting to a lengthy process of trial and error. Some people do not like to play NetHack, because of the existence of these spoilers. As players play games like ADOM, they will eventually produce spoilers using their collective experience, but such spoilers will never be as plentiful or comprehensive as those for a free game like NetHack. NetHack is a free game; the rights granted in the NetHack GPL have caused several important effects among the NetHack community. The fact that NetHack is easy to obtain, and that there are many variants and patches, and that spoilers are possible, relies on the permissions in the NetHack GPL. =_=_ Stairway =_=_ Amulet of change When put on, the amulet of change changes the gender of the wearer and self destructs. The effect is the same regardless of beatitude. There is a 13% chance that a randomly-generated amulet will be an amulet of change. This amulet is generated cursed 90.5% of the time, uncursed 9% of the time, and blessed .5% of the time. This amulet can be used to intentionally create and ascend male Valkyries, an otherwise improbable role/gender combination (polymorph can also change a Valkyrie to a man). Changing gender has a very limited impact on gameplay, so this should not be considered a dangerous amulet to try on. =_=_ Amulet of life saving The amulet of life saving is a valuable amulet in NetHack. If you are wearing one and you die, the amulet literally saves your life and restores you to full hit points. Having your life saved breaks the survivor semi-conduct, with more details explained below. It cannot be eaten for intrinsics (nice try, though). There is a 7.5% chance that a randomly-generated amulet will be an amulet of life saving, making these amulets fairly rare. However, there is a guaranteed amulet of life saving on the middle level of Vlad's Tower. If you die while wearing the amulet, it will save your life. The amulet disintegrates and becomes identified, and the following things (mostly good) happen to you: The beatitude of the amulet does not change its effect in vanilla NetHack. If you die by self-genocide or brainlessness, you will die again immediately, making the amulet moot. If you teleport to a negative dungeon level, it will save your life but not your game - instead of dying, you will simply escape the dungeon. Living monsters can wear amulets of life saving as well; they will come back to life after they die, using up the amulet but also identifying it for you, provided you saw the revival happen. The amulet cannot protect monsters from genocide, although the amulet will still activate and be destroyed if a monster is wearing it when genocided. Non-living creatures (undead, golems, vortices and manes) cannot use the amulet. Monsters do not suffer brainlessness, and so can be saved from death by monsters with intelligence drain attacks. Some players consider life saving an essential part of the ascension kit, but others call it the "amulet versus YASD" and point out that another amulet is much more useful with various armor combinations. It also increases the level of risk you can afford, which lowers resource consumption (particularly in the Endgame). It can be extremely aggravating having your amulet of life saving stolen by a nymph; once she puts it on, killing her will save her life, disintegrating the amulet. In addition to monsters wearing the amulet, you may spot a known amulet on the ground near one. Once a monster wears an amulet, it will not give it up voluntarily. Before that however, the amulet is simply a normal item, and can be retrieved. If this happens, there are three ways you can retrieve the amulet: NetHack keeps track of how many times your life has been saved by amulets of life saving. If this number is zero, and you end your game without dying (i.e. by ascending, escaping or quitting), your end-of-game attributes list will include the line “You & nbsp;survived.” This is referred to as the survivor semi-conduct. Surviving is usually an indicator that the player was lucky or skillful enough not to die during a particular game. In particular, survivor can add prestige to a foodless ascension, because it removes one of the game's alternative sources of nutrition. Exploiting the polyself bug to raise maximum HP is incompatible with surviving. In UnNetHack and SporkHack, a cursed amulet of life saving is not guaranteed to save your life; it will do so with a chance in UnNetHack and with a chance in SporkHack. Additionally, if you are not life-saved in SporkHack, your death will be logged as "killed by a cursed amulet of life saving" instead of your actual killer. =_=_ Kops Make Great Theft Prevention Experts Kops Make Great Theft Prevention Experts is a NetHack-themed mnemonic for prefixes from SI units of measurement (commonly called the metric system). The mnemonic Kops Make Great Theft Prevention Experts is to memorise the order of of prefixes for every third power of ten from 3 to 18: Incidentally, the mnemonic is flawed. During actual gameplay, Keystone Kops do not appear until after you rob a shop. Thus they do not actually prevent the theft, they only react to it. The shopkeeper, by blocking the door, is actually the best theft prevention expert. =_=_ Keystone Kop The Keystone Kop monster class comprises human law enforcers that are summoned whenever you steal from a shop, such as by teleporting out of the shop or digging downwards. Outside of those situations, the only time the Keystone Kops are otherwise seen is during the Tourist quest, where several of them occupy the police station on the last floor. Keystone Kops attack you by throwing cream pies and using the clubs and rubber hoses they bring with them. While they are each not very difficult to eliminate on their own, their numbers are quite intimidating. Fortunately, Kops generated in response to theft will vanish as soon as you pay or pacify the shopkeeper, together with anything they pick up. Watch your missile weapons. There are four kinds of Kops: s, s, s and s. Keystone Kops will not become extinct after 120 of each kind have been created, though they are genocidable. Unlike other humans, the Keystone Kop is a valid polyform, and they also respect Elbereth (but only when occupied by the player); although their symbol is , they are considered human for all other purposes, including sacrificing. One minor strategy with shopkeepers is to steal a gold piece from the shop and leave for a distant corner of the dungeon; this will summon a slew of Kops and their equipment, followed by the shopkeeper. After slaughtering the Kops, pay or pacify the shopkeeper. Note that Kops that evaporate in this way don't leave death drops. Warning! If you angered him by something else than stealing, it will take at least 1000 gold to pacify him; make sure you have that much cash. Another option, if you are strong enough to deal with a mass of Kops but do not want to face an angry shopkeeper, is to push a boulder onto the doorway of the shop before you steal. NetHack's Kops got their name from the Keystone Cops, an incompetent bunch of policemen featured in a series of films from 1912 to 1917. In UnNetHack, when a Kop is killed, there is a 1/5 chance that another is summoned near the stairs and a 1/5 chance that one appears on a random part of the level. In addition, the Kops can no longer be genocided. In Slash'EM Extended, shoplifting will generate higher-level Kops with a higher chance, and the player character's level is no longer taken into account. In addition to swarms of Kops, the shopkeeper will also summon soldiers and hostile watchmen from thin air. On rare occasions, an arch-lich is summoned as well, making shoplifting much more dangerous for low-level characters. Additionally, like in UnNetHack, killing a Kop will sometimes make it reappear on the current dungeon level, or sometimes it will cause the spawn of any random K-class monster instead. Kops do not disappear after pacifying the shopkeeper. Also, killing a shopkeeper or vault guard will surround the player character with a bunch of random K, regardless of who actually killed the NPC. =_=_ Kop =_=_ Talk:Kops Make Great Theft Prevention Experts =_=_ Talk:Statue During inventory, statues are often described as 'empty.' What might a non-empty statue contain? And how might one access the contents? < small > (unsigned comment by 16:18, 16 March 2006 N8chz) < /small > Their weight should be 3/2*corpse weight + inventory weight. This also occurrs when all involved statues are empty and depict the same monster type. -Tjr 13:09, 9 July 2009 (UTC) I wrote up a quick Python script to randomly generate millions of levels' worth of Oracle statues and add up the numbers of spellbooks. =_=_ Potion Potions do not leave behind the empty bottles when consumed; the bottle presumably evaporates or is otherwise disposed of when the potion is drunk. Potions constitute 16% of all randomly-generated items in the main dungeon, 18% in containers, 22% on the Rogue level, and 1% in Gehennom. Potion BUC distribution is as follows: cursed, uncursed, and blessed. There are many ways to identify potions, without resorting to the obvious methods. Clear potions are always potions of water, and potions of oil are automatically identified for players starting with an oil lamp. Monsters drink useful potions occasionally; if they are in line of sight when quaffing, you will observe any changes to their condition, which can formally or informally identify the potion. Monsters will never quaff harmful potions, but are likely to throw them at you. The following table summarizes the effects of #dipping items into potions (excluding alchemy). In most cases, dipping will consume your potion, but on occasion it will change the potion instead; both are listed where applicable in the "Resulting potion" column. Most items will be polymorphed, but have a chance of resisting. If the item polymorphs into itself, you get the message "Nothing seems to happen." Unicorn horns are incredibly useful for identifying potions. If dipping a unicorn horn into a potion produced no effect, then the potion is probably safe to drink, although some harmful potions (notably ) are not neutralized by a unicorn horn. Potions of booze will not be neutralized, but the negative effects can be dealt with as long as the potion is not cursed. Creating fruit juice using a unicorn horn or amethyst can also be useful when trying to identify the potion of see invisible; both produce the same message when quaffed. However, carelessly dipping a unicorn horn into every unidentified potion might present difficulties if it is transformed by a potion of polymorph. While unicorn horns are not too hard to come across, this is still best avoided if you only have one at the moment; this also breaks polypileless conduct, and players adhering to it will want to refrain from dip-testing with anything but a wand of polymorph until they have potions of polymorph identified. Conversely, players with spare unicorn horns may want to do this for the chance of producing a useful (and possibly magical) tool, such as a magic marker. Dip-testing with ammunition, such as a single dart or arrow, can safely detect potions of polymorph, and has the added benefit of identifying potions of sickness, since they will poison the item; if dipping projectiles that you intend to use, you should dip test for polymorph and acid first. Most price categories have at least one good potion and one bad potion, so price identification needs to be combined with other methods to be useful. Price categories with just one harmful potion can be quaff-tested with very little preparation: for example if you have a carrot to cure blindness, you can quaff-test any 150 zm potion. Try to apply every new potion you find. If the potion lights, it will auto-identify as a potion of oil. Do not do this with an unpaid potion is owned by a shop, or you will be charged a Yendorian Fuel Tax. It is possible to avoid the charge by dropping everything else that can be applied besides the suspected potion, then hit . If the potion is oil, you will be asked what to apply; if it isn't, you will be told that you have nothing that can be applied. This may be a bug. You should wait for your health to completely heal before quaffing. That way, should you quaff a potion of , your maximum health will increase. In addition, should you quaff a potion of , it will be much less likely to kill you outright. Before drinking a potentially harmful potion, there are some things you can do to prevent or at least minimize the risks. Additionally, after drinking a harmful potion, there are ways to cure the bad effects. These are summarized in the table below. Perhaps, a Healer with a ring of free action who is also wielding Grayswandir while wearing the Eyes of the Overworld and an amulet of unchanging would be in a good position to quaff-identify potions without fear. However, most players manage to find a unicorn horn before any of those other items. Fire and cold attacks can cause potions in your main inventory or on the ground to boil or freeze and be destroyed. This does not happen to potions in a container, so it is generally advisable to stash potions in one when possible. Potions boiled by fire attacks are vaporized, which can subject you to the effects of the vapors; potions frozen by cold attacks will not release any vapors. Diluted potions are listed as such in your inventory, and they will not stack with non-diluted potions, but function largely the same as their undiluted counterparts. This can be a minor hassle if your intention is to bless a group of potions with holy water, or if you have no container and inventory slots are at a premium. There are also some exceptions, mostly minor: If a diluted potion is diluted a second time, it will lose any blessed or cursed status, and become an uncursed potion of water. This is often used for making holy water, and provides a reason for most characters to hold on to otherwise useless or harmful potions. Alchemy is a somewhat complicated process which has a few wrinkles of its own; players are advised to study that article for more information before alchemizing, unless they enjoy picking imaginary shards of glass out of their faces. Potions may be wielded or thrown in combat by you or other monsters. A monster has an 80% chance of taking 1 HP of damage when hit, while you may receive 1 to 2 HP of damage. If you don't see the potion hit the monster, you will get the message "Crash!" A monster hit by a potion is subjected to its effects, but generally to a lesser extent than from quaffing it; however, a thrown potion has a chance of missing the target, in which case it will shatter without affecting them. Smoky and milky potions are special. Regardless of their other properties, quaffing a smoky potion has a chance of releasing a djinni, and quaffing a milky potion may release a hostile ghost. =_=_ Wand Wands are limited-use magical devices that may be zapped or engraved with. Any character can zap a wand, but all wands have a specific number of charges. When all charges have been used, the wand will either do nothing or function one last time and then turn to dust (1/121 chance) – this is known as wresting a last charge out of the wand. A wand can also be recharged. A wand's effect is not known before it is identified: they only appear by description, such as "an ivory wand" (see ). Wands make up for 4% of all randomly-generated items in the main dungeon, 6% in containers, 5% on the Rogue level, and 8% in Gehennom. The Prob column above is the relative probability of each subtype. They appear (~3%) cursed, (~94%) uncursed, and (~3%) blessed. Wands are also generated in the inventories of monsters, for their use, with a probability depending on the type, level, and difficulty of the monster: Only marble wands turn to meat sticks when hit by the spell of stone to flesh, and only glass or crystal ones shatter from a force bolt. Wielded silver wands will do silver damage. The appearance of a wand also affects its susceptibility to erosion, which is largely cosmetic and has no implications on its functioning. (Erode-proof wands are very rare but can be wished for.) Iron, steel, hexagonal, short, runed, long, curved, spiked, and jeweled wands can rust or corrode; copper ones corrode; and wooden wands (oak, balsa, ebony, maple, pine, and forked) might also erode with fire and/or rot, but this has not yet been verified. The type of wand denotes the behavior when it is zapped. Non-directional wands do not ask for a direction. Beam wands ask for a direction, but do not show a visibly animated effect when zapped. Ray wands produce a ray that is animated on the screen; if you are unblind when you zap the wand, you will also identify that type of wand. Rays may bounce off walls or be reflected. The range of a beam wand is 6 to 13 squares. For each monster hit, range decreases 3. For each square in which objects are affected, range decreases 1. Beams don't bounce and can't be reflected. The range of a ray wand is 7 to 13 squares. For each monster hit, range decreases 2. If fire passes over water or a fountain, or cold passes over water or lava, the ray may stop entirely or have its range decreased 1 or 3. If fire passes over scrolls or spellbooks, some may burn, but range isn't decreased. Each time it bounces off a wall, range decreases by 1. Reflection off a monster or you reverses the direction of travel, but range doesn't decrease. When engulfed by a monster, non-digging ray wands and wands of striking will always hit. Otherwise, the chance of hitting depends on the target's AC. A wand of striking never hits targets with an AC of & minus;9 or lower, always hits targets with an AC of 11 or higher, and for intermediate AC values has a (9 + AC) in 20 chance of hitting. The table below shows the chance of a monster or player being hit by a ray from a wand (not accounting for possible rebounds). Because the chance of spells hitting is affected by the player's Dexterity and skill level in the appropriate spell school, one may choose to attack a monster using a spell instead of the corresponding wand: for example, against Master Kaen wearing a +0 robe, a monk with 23 Dexterity who has reached Basic in Enchantment spells will hit with the sleep spell 86.25% of the time, whereas a wand of sleep only hits 47.5% of the time. Fire, cold, and shock resistant monsters will take no damage from fire, cold, and lightning wands respectively. Monsters with player-style magic resistance will take no damage from striking and magic missile. All monsters have a chance, based on their level and monster magic resistance, of resisting and taking half damage. Zapping a wand with zero charges left usually yields "Nothing happens". But with a 1 in 121 chance, it instead wrests one last zap and then turns the wand to dust. A cancelled wand is shown as "-1" charges and will always turn to dust ineffectively if you use it. Cursed wands have a 1% chance of exploding if zapped but they otherwise function as normal. Since NetHack 3.6.0, cursed wands may also explode when used to engrave. Engraving with a wand is a good way to work out its identity. Also, engraving with a wand of fire or lightning is the only way to make truly permanent writing. E.g. an Elbereth that cannot degrade. How many characters you engrave determines how many turns it takes, but it always costs one charge. Wands may be recharged by scrolls of charging or by the Platinum Yendorian Express Card. Previously-recharged wands have a chance of exploding (up to a maximum of 100% for a 7:x wand or a 1:x wand of wishing). You can destroy a wand by pplying it. You will be prompted for confirmation, and you must have hands and enough strength. Balsa wands require 5 strength to break; other wands require 10. Wands with no charges and some wands listed below have no effect ("But nothing else happens..."). Breaking a wand with no charges may (with the usual 1/121 probability) wrest some final charges from it, in which case it will act like a wand with between one and three charges. Most wands will produce an explosion when broken. The explosion causes damage to yourself and any monsters that were in the adjacent squares when you broke the wand. This damage can be reduced or eliminated if you (or the monster) has an appropriate resistance. Damage is also reduced to half for Healers and Knights and to for Monks, Priests and Wizards. Further effects can occur as if you had zapped yourself with the wand. The explosion can also affect objects in your inventory, on your square, and on adjacent squares, and affect locations as if they were zapped. Finally, some types of wands have explosions that make you identify the wand. There is an explosion causing from 1 to (4 & nbsp; & times; & nbsp;charges) damage. < br / > Monsters and objects in the affected squares are cancelled. There is an explosion of cold with (8 & nbsp; & times; & nbsp;charges) damage. < br / > Potions may freeze. < br / > You identify the wand. There is an explosion causing from 1 to (4 & nbsp; & times; & nbsp;charges) damage. < br / > A total of 9 monsters (or groups of monsters, for monsters like hill orcs that normally spawn in groups) are spawned adjacent to you. (Note that this is independent from the number of charges left in the wand.) There is an explosion of death with (16 & nbsp; & times; & nbsp;charges) damage. < br / > Non-living monsters and demons resist this damage. < br / > This will not cause instadeath. < br / > You identify the wand. There is an explosion causing from 1 to (4 & nbsp; & times; & nbsp;charges) damage. < br / > Your square, and adjacent squares, are filled with pits (with 3/charges probability) and holes (otherwise). Any liquid will immediately flow into and fill the pits and holes. There is an explosion of fire with (8 & nbsp; & times; & nbsp;charges) damage. < br / > Armor, scrolls and spellbooks may burn. < br / > Potions may boil. < br / > Burns away slime. < br / > You identify the wand. There is an explosion causing from 1 to (4 & nbsp; & times; & nbsp;charges) damage. < br / > You are blinded for (charges+1)d25 turns; surrounding monsters may also be blinded, and gremlins take damage. < br / > The room is lit. There is an explosion of lightning with (16 & nbsp; & times; & nbsp;charges) damage. < br / > Rings and other wands may explode. < br / > You identify the wand. There is an explosion of magic missiles with (4 & nbsp; & times; & nbsp;charges) damage. < br / > You identify the wand. There is an explosion causing from 1 to (4 & nbsp; & times; & nbsp;charges) damage. < br / > You and surrounding monsters are made invisible; for you, this has a 10% chance of being permanent and a 90% chance of lasting for (charges) to (250 & nbsp; & times; & nbsp;charges) (more) turns. There is an explosion causing from 1 to (4 & nbsp; & times; & nbsp;charges) damage. < br / > Monsters and objects in the affected squares are polymorphed. There is an explosion causing from 1 to (4 & nbsp; & times; & nbsp;charges) damage. < br / > You and surrounding monsters may be put to sleep from (*1 + charges*) to 12 turns. There is an explosion causing from 1 to (4 & nbsp; & times; & nbsp;charges) damage. < br / > You and surrounding monsters are slowed. There is an explosion causing from 1 to (4 & nbsp; & times; & nbsp;charges) damage. < br / > You and surrounding monsters are sped up. There is an explosion causing from 1 to (4 & nbsp; & times; & nbsp;charges) damage. < br / > Monsters and objects in the affected squares are teleported. There is an explosion causing from 1 to (4 & nbsp; & times; & nbsp;charges) damage. < br / > Monsters and objects in the affected squares are turned. The easiest and safest way to identify with a wand is to engrave with it. To do so, first write something in the dust with your fingers ("Elbereth" is a good safe default choice that exercises Wisdom to boot; illiterate characters can use "x"), then engrave something else with the wand. You may get a message or effect giving a clue as to what the wand is. Engraving with a wand uses up one charge (possibly wresting the last), but if the wand is nondirectional, it performs its usual effect. Create monster, enlightenment, light, and wishing perform their usual effect and self-identify when engraved with. Wands of secret door detection self-identify if they find anything; otherwise, no effect or message. This technique can be dangerous with wands of create monster and lightning, summoning a monster or making you blind, thus overwriting your existing engraving with "Elbereth" can be helpful. Lightning will burn it into the floor making a lasting Elbereth square to wait out your blindness. Alternatively, you can abort at the prompt what text to engrave, and you won't get blinded. Also, be careful concerning the identical message for wands of make invisible, teleportation, and cancellation; you don't want to end up teleporting yourself or cancelling a pet by accident. The safest way to find out the exact identity is using the wand on a non-blank scroll or non-clear potion you neither need nor care if a monster picks it up (for example, scroll of light). If nothing happens, it's make invisible; if the item disappears, it's teleport; if the item blanks/clears (or turns into fruit juice if you're using potion of sickness), it's cancellation. Many wands will self-identify on zapping. A single zap under the right circumstances can identify nearly all of these: stand in a room where you know there is an undetected trap or door (messages such as Vlad was here or ad aerarium indicate such a door), and another door that is closed but unlocked. Drop an object that can be recognizably cancelled (such as a junk scroll) on a diagonal to the door (to prevent dangerous beams from hitting you), and lure a visible undead monster onto the same diagonal line. Zap toward the object, monster, and door. If both object and monster vanish, the wand is teleportation; if the monster vanishes and the object doesn't, it is make invisible; if the scroll is blank, it was cancellation; if the door opens, it was opening; if the door is now locked, it was locking; if the monster flees, it was turn undead; if the hidden door appears, it was secret door detection. If nothing happens, it was a wand of digging or of nothing, or it was empty of charges. If it was any other kind of wand, it will self-identify. Almost any class of items can be price-identified, but there are two groups of wands for which this is exceptionally useful. Wands of wishing and wands of death are covered in the price identification article; both have base cost 500. In addition, the four wands with base cost 175 are all very useful in the early or middle game. Wands of cold, fire, and lightning provide a powerful ranged attack. Wands of fire and lightning offer an instant method of engraving Elbereth. Freezing water with a wand of cold is one way to cross it or to deal with sea monsters and their dreaded instakill. And wands of sleep are great all the time. Non-directional wands come with lots of charges, which are preserved on polymorph. Polypile them if you lack powerful offense, teleportation, or cancellation wands. Wands are quirky when polymorphed; unlike many other objects, where the greatest risk is sundering and golem generation, their quality will quickly degrade. The most useful wands are wishing (to wish for a wand of death), death (to clear a five-lane highway to the Castle's wand of wishing), polymorph, digging, secret door detection, cold, and teleportation. Most others, by the time the player has a means to polymorph objects, have long since become useless. The two most useful & mdash;wishing and polymorph & mdash;will never appear in polymorphs, so don't try. By the time the player seriously considers polypiling, they'll have all the wands of teleportation they're likely to need. The same goes for digging & mdash;and additionally, a pick-axe can work in a pinch for a slower means of clearing a pre-amulet fast-track to the Plane of Earth. For many players, secret door detection has one use and one use only & mdash;getting through Gehennom and Moloch's Sanctum fire traps that much faster. And there, they may instead opt to carry the Bell of Opening just a few steps further to serve this purpose. Wands of cold are useful for freezing moats and lava, but even there a player is likely to greatly prefer a ring of levitation. In SLASH'EM, cursed wands explode 20% of the time (not just 1%) when zapped, but never explode when engraved with. Curse-test your wand of wishing! Also, exploding wands in SLASH'EM are much more dangerous to anyone caught in the explosion: many wands have their standard effects (cancellation, death etc.) on whoever is inside the explosion's radius. Most attack wands also cause a high amount of elemental damage upon exploding, capable of instakilling a low-level character. SLASH'EM wands, other than the wand of wishing, generally have 4 more charges than a vanilla NetHack wand would have: < ref > Source:SLASH'EM_0.0.7E7F2/mkobj.c#line679, compare with vanilla's mkobj.c < /ref > A wand of create horde will have its usual effect when zapped. This can be dangerous to weaker characters, so having an escape item ready may be a good idea. Wands of create horde are quite rare, however. This message is shared by the wand of speed monster. Zap it at yourself to see which one it is: speed monster permanently gives you the "fast" intrinsic, haste monster makes you "very fast" for a period of time. This message is shared by the wands of healing and extra healing. Zap it at yourself or a monster for a less ambiguous message. Only appears if there was an existing engraving. There is no other wand that gives this message; the text of the actual engraving doesn't get cloned though. Only appears if there was an existing engraving and you're not standing on a headstone. This message is shared by the wands of cancellation, make invisible and teleportation; the wand of draining may give the same message if it was used on a very short engraving. Zapping it at an item or monster may help to figure out which one it is; zapping yourself can be very dangerous. This wand does not autoidentify upon engraving with it, and there is no clue as to what it does. However, zapping a wand of wonder will identify it. Beware, zapping this wand may have some negative effects like surrounding you with monsters or chaining you to a heavy iron ball! When some wands are broken, in addition to the vanilla effect, sometimes a trap is created. The chance of creating a trap is (charges – 3)/(charges – 2), or zero if the wand does not have at least 3 charges. FIQhack and NetHack Fourk rebalance wands to scale on a new skill, the wands skill. The aim is to make several wands more useful for a longer duration of the game. For more details, see Wands Balance Patch. =_=_ File:NetHackWiki logo.png I am also the host of the NetHackMonsters.tk website. I have ascended a valkyrie, samurai, barbarian, rogue and a wizard, in this order. You can also view my record file, which may or may not be more or less outdated. =_=_ Category:Scrolls =_=_ Category:Amulets =_=_ Talk:Role The game and the guidebook refer to the class as the role. I suggest we change it accordingly in the articles of this wiki, too. --ZeroOne 23:53, 24 March 2006 (UTC) This should be a huge page. It's one of the most important features of NetHack. It should have a discussion on the differences in roles, each roles special spell, and role difficulty should be merged to this article. And please don't say, "Do it yourself, moron!" because I'm exceedingly lazy and then I'll do it, and it will be shoddy work since I barely know anything at all. Grognor 18:06, 8 June 2007 (UTC) The table of permissible role/race/alignment combinations seems to be flat wrong. Starting with the first line, the table asserts human,elf,dwarf,gnome,doppelganger, while the code says MH_HUMAN|MH_ELF|MH_DWARF|MH_GNOME|MH_HOBBIT|MH_VAMPIRE. I'm not changing things because I can't wiztest. --Tjr 07:23, 19 August 2011 (UTC) =_=_ Sink You can drink from a sink by using the quaff command while standing over it. Upon doing so you get a message hinting at the resulting consequences. The specific message you receive depends on your status and the condition of dungeon monsters. All rings can be identified by dropping them into sinks. The sink will show an effect depending on the type of ring. Rings of searching and slow digestion will never be lost; all other rings will be lost down the drain with 95% probability. Therefore, it is a good idea to test only if you have another ring of the same type as the one being tested, or if you are desperate. After receiving the message, you will be given the opportunity to name the kind of ring you dropped if you have not already named it. A ring of hunger will also not give you the opportunity if it fails to destroy an item. Most messages require you to not be blind, and the ring of hunger requires that there be a (preferably worthless) object already on the sink. If these are not the case, you will just get "You hear the ring bouncing down the drain pipe". An item must be on the sink. The message is given for each item that vanishes. Some items may resist, giving no message. The sink is teleported to a new location on the same level that is out of sight. "Momentarily" vanishes if the teleportation failed. The ring is always lost unless teleportation fails. Quaffing from sinks is generally a dangerous gamble without much reward. At best you get a ring, which you could already get by kicking it (which is much safer). At worst, you get a potion of sickness or polymorph into something that will break your armor. The chance of something bad is significantly higher than the chance of something good (look at the chart of possibilities). On the other hand, kicking sinks is fairly safe provided you're past about experience level 5. Foocubi pose no significant threat and may be beneficial, and black puddings are slow enough that they won't kill you if you move carefully. It's unwise to kick sinks at low experience levels (1 & ndash;3), since foocubi can cause instadeath through level drain. Remember that if you plan on eating jewelry, only metal and wood rings are edible. Since you can't get the intrinsics from non-edible rings, you'll only need one to wear if you want that extrinsic; dropping one more down the sink isn't costing you very much. Ring identification is always safe, if costly, and you only need a single sink to do it. Therefore if you decide to quaff or kick sinks, it's in your best interest to leave at least one undamaged sink for your rings. Putting on levitation boots while standing on the same square as a sink formerly caused the game to crash; this has been fixed as of NetHack 3.6.3. When quaffing from a sink, the random potion has a chance of being a potion of vampire blood. In addition, potions can now be of any BUC, depending on Luck with the following probabilities: Lucky players might find it more worthwhile to drink from sinks, because the BUC of the random potion is random, and skewed toward blessed with high Luck. Additionally for vampires, the chance of getting a potion of vampire blood can be a large boon. However, it is still a significant gamble. In FIQHack, you can retrieve any rings dropped down a sink by destroying the sink and digging a pit on that square. =_=_ Food =_=_ Category:Items This category contains links to all articles about items (objects). It is one crucial part of the category system of NetHackWiki. =_=_ Category:Dungeon branches =_=_ Category:Tools =_=_ Category:Gods =_=_ Category:Strategy Many NetHackWiki articles discuss strategies, and not all are listed here; each article about an item, monster, or dungeon branch could have a strategy for how to deal with it, in addition to a description. The pages in this category tend to be primarily about strategy. =_=_ Category:Wands =_=_ Ring A ring, represented by , is a type of magic item that appears in NetHack. Rings produce a variety of effects when worn, and each ring always has a randomized appearance. Rings comprise 3% of all randomly-generated items in the main dungeon, 5% in containers, 5% on the Rogue level, and 8% in Gehennom. All types of rings are equally likely to be generated. Of the rings marked as 90% cursed below, the remaining 10% are uncursed. The BUC status of chargeable rings is determined by the following table: All other rings are generated 10% cursed, 90% uncursed, and 0% blessed. Rings of invisibility carried by Nazgul are always cursed. The initial enchantment of a chargeable ring has an exponentially-weighted probability, but tends to be in the range of & minus;3 to +3. Rings are worn by using to put them on, and removed using ; one ring can be worn on each hand. While there is no difference between the left or the right in terms of the ring's effects, a cursed wielded weapon may prevent access to the right finger, and incubi will always place a ring of adornment on a woman's left hand. Furthermore, with the exception of the meat ring and chargeable rings at +0 charge, worn rings cause an additional nutrition point to be deducted once every 20 turns. This is cumulative & mdash;a player wearing two rings will lose 2 additional hunger points every 20 turns. This sense of "ring hunger" is distinct from the additional hunger-causing effects of rings of regeneration, conflict, and hunger, all of which cause a nutrition point to be lost every other turn. The ring of slow digestion prevents ordinary nutrition consumption, but still causes ring hunger. Chargeable rings modify one of your attributes by n, where n is the value of the ring's charge, which can be positive or negative. The enchantment of a chargeable ring (i.e., adornment, gain constitution, gain strength, increase accuracy, increase damage, or protection - may be altered by charging, for example with a scroll of charging or the PYEC. In contrast to most chargeable items, a ring retains its enchantment much like weapons and armor. Blessed charging adds 1 to 3 points of enchantment; cursed charging removes 1 to 2 points; and uncursed charging always adds 1. When a ring with a positive enchantment is charged, it has an chance of exploding (where x is the enchantment prior to charging); rings with enchantments of & le; & nbsp; & minus;5 or & ge; & nbsp;+7 will always explode when charged. Therefore, the highest possible enchantment is +9 by charging (and +10 by random generation). Rings have various applications beyond simply wearing them. For example, topaz, sapphire, ruby, steel, diamond, and emerald rings can be used to make slow but semi-permanent engravings. Since this is dependent on the appearance rather than the function of the ring, it can be done even if the ring isn't identified. Eating rings is a way to permanently obtain the effects granted by wearing some rings - however, this is only possible for rings of metal or wood. See that article for more information. When a ring is dropped on top of a sink, you will get a message that can help you identify the ring. Since the ring is usually lost in the process, this is best done with rings that you have multiples of. If you are on the brink of starvation and have several unidentified rings, you may consider giving up all of them to a sink - the ring of slow digestion is not lost when dropped down the drain. In FIQHack monsters can wear rings. Also, you can retrieve rings from sinks by destroying the sink and digging a pit beneath it. =_=_ Category:Rings =_=_ Orc (monster class) Orcs typically wear orcish armor (unless picking an item up after generated), which is of lesser quality than elven, dwarvish, or regular armor. Orcs ordinarily wield orcish daggers or orcish bows and orcish arrows, the latter of which are often poisoned. While orcs are not terribly difficult in and of themselves, having poison resistance removes any difficulty. Orcs appear in groups, so leading them into a hallway can make the battle much easier and let you avoid being surrounded. Orcs hitting a mounted player have a 50% chance of hitting the steed instead of the usual 25% chance that others have. According to a comment in the source code, this is because orcs "like to steal and eat horses and the like". Even in groups, their attack power is usually not too high. However, orcs are often generated armed with poisoned arrows, which they love using. This can make orcs very hazardous for beginning characters who do not yet have poison resistance. They can also be somewhat dangerous if there is a big horde of them blocking your routes of escape, or if you become trapped between the orcs and another more dangerous monster. =_=_ Dudley's dungeon The first run of Dudley's dungeon was launched on February 2, 2004, created by Dion Nicolaas and hosted at his personal website - it would finish on the last day of 2008, and the code used to create the comics would be made available to whoever mailed the author. This webcomic is set in NetHack. Our hero, Dudley, wants to obtain the Amulet of Yendor. The webcomic is in ASCII, like NetHack in tty mode, so you can read it even if your web browser does not load graphics. However, do not forget to set proper options when reading it from a text browser (such as w3m or lynx), since otherwise popup explanations will interfere with the text of the comic. Anyone may design and submit, to either of the two new sites, their own version of a Dudley comic for it to be commented and voted upon when published. =_=_ Sewer rat =_=_ Riders Three of the Four Horsemen of the Apocalypse & mdash;Death, Famine, and Pestilence (all ) & mdash;appear in NetHack, and are collectively known as the Riders, even though they are not riding anything. However, the name "Riders" has existed since before riding was implemented. All three Riders will always generate on the Astral Plane. Pestilence in particular is always generated with a small stack of potions of sickness. The Riders are some of the most physically damaging enemies in the game, in addition to the special effects each Rider's touch attacks possess, so beware facing them in melee with poor AC. Fortunately, Riders receive only a 10d8 roll for maximum HP, rather than the normal (monlvl)d8. However, note that their HP maximum is preserved upon reviving. All three Riders can fly, are humanoid, can regenerate themselves, can see invisible creatures, have teleport control, and have a low natural armor class of -5. None of the Riders respect Elbereth, and they also ignore the sanctuary effect given to you by a coaligned priest in their temple. The Riders cannot be stoned and have all elemental resistances and full monster MR. The Riders are not disintegration-resistant, per se, in the way that black dragons are; however, attempting to disintegrate one of them will cause it to re-integrate instantly. Riders come back to life after being killed: after 12 turns, a Rider corpse has a chance of revival on each turn. Eating a Rider's corpse kills you instantly; if you survive with an amulet of life saving, the corpse revives immediately anyway (and your wisdom is abused for good measure). Their corpses cannot be polymorphed, and they will instantly revive if you try to pick them up, tin them, push a boulder on their square, etc. If a digesting monster such as a purple worm tries to eat a Rider, the engulfer dies and the Rider is unharmed. Teleportation has a special effect on Riders: if they are zapped with a wand of teleportation, they are teleported to a square adjacent to you with probability . This is a very Bad Idea. Attempting to teleport their corpses is also a bad idea, as they will be immediately revived. Each Rider can make two special touch attacks per turn. These are some of the deadliest attacks in NetHack. If they would hit you with both attacks in the same turn, the game converts the second attack into a stunning touch; this has led to misconceptions that the Riders' main attacks specifically cause stunning. The stun effect also prevents you from fighting back effectively, so you'll probably have to use a unicorn horn to clear the status effect and hope you don't get hit with it again on the Rider's next attack. Death has a "deadly touch" melee attack, similar but unrelated to the touch of death monster spell; it reduces your maximum HP and can cause instadeath. If you are undead, and Death attacks you, you see the message "Was that the touch of death?" and the attack does ordinary physical damage only. Otherwise, one of the following effects occurs: The maximum HP reduction scales with the proportion of your max HP to your experience level. If your max HP is at least 25 times your level or you are polymorphed, all the damage is applied to your max HP. Below that threshold, the reduction scales down; with less than five times your level in max HP, you lose between zero and half the damage in max HP. Your max HP will never be reduced below your level. Zapping a wand of death or casting the spell at Death heals it. However, it is still damaged by the "death field" produced when breaking a wand of death. Since NetHack 3.6.0, as a tribute to Terry Pratchett, Death speaks in and without quotation marks, as he does in the Discworld series of novels. Additionally, you will get YAFM if you chat to him while carrying a Terry Pratchett novel. Famine has a hunger-inducing melee attack. You will lose 40 & ndash;80 nutrition points per hit unless you are already fainting from hunger. Pestilence has a disease-spreading melee attack, and is healed by the potion of sickness, which he spawns with a small supply of. Conversely, potions of can damage Pestilence, but the effects will always be completely resisted unless it is severely level-drained first. Spells of will do 3d4 or 3d8 damage, which is halved due to the guaranteed resistance. In the game, if you #chat to one of the other Horsemen they ask, "Who do you think you are, War?" Though the wording makes the meaning ambiguous, a comment in the source code clarifies who they are referring to: The Riders resist most elemental attacks and have regeneration, but have low base HP - you can best kill them with ordinary physical attacks. Famine and Pestilence are both vulnerable to death rays, and all three Riders are vulnerable to magic missiles. In addition, Famine and Pestilence can have their maximum HP lowered if hit with Stormbringer, as that HP value will be preserved upon their inevitable revival - for this same reason, you absolutely want to avoid zapping Death with a death ray, which heals him and increases his maximum HP. Of the three riders, Pestilence is widely considered to be the most dangerous. Therefore, players often use telepathy to identify which altar is guarded by Pestilence, and then explore the other altars first in hopes of avoiding an encounter with him. Thrown healing potions can damage Pestilence and reduce his maximum hit points, while Pestilence is healed by any potions of sickness he quaffs; the first time you kill him, be sure to dispose of his starting supply quickly afterward. Acid blobs are a good candidate for filling up the Astral Plane to dismiss the Riders, as they can be created en masse with scrolls of create monster while confused. As a fallback method if you lack enough scrolls, reading the cursed Book of the Dead will create lots of graveyard monsters and only partially respect extinction, but some of those monsters can be quite dangerous. As of NetHack 3.6.3, the Riders cannot swap positions with a monster located in a square that is ineligible for corpse creation. Although the normal way to get the Riders off your back is simply to ascend, there are a few trickier methods. The remaining horseman (described as the first in Revelation) does not seem to actually correspond to any kind of plague. The idea of Pestilence as a horseman is probably derived from passages following the description of Death, but is not actually a part of the Biblical prophecies. So opens The Four Horsemen of the Apocalypse by Vicente Blasco Ibanez, as translated from Spanish to English by Charlotte Brewster Jordan. The book is in the public domain; you can & id=WpjHV20u8LoC & dq=The+Four+Horsemen+of+the+Apocalypse+by+Vicente+Blasco+Ibanez & psp=wp & pg=PP7 & printsec=2 & lpg=PP7 read it at Google Books. Since the mention of the four horsemen in the Bible, they have appeared in many other places: in the book quoted above, in the books' various motion film versions, and also in roguelike games including ToME and NetHack. GreyKnight has written a rudimentary patch which occasionally replaces the Riders with some or all of the Seven Deadly Sins; the patch is hosted directly on Bilious. =_=_ Class =_=_ Talk:Class =_=_ Category:ASCII =_=_ American Standard Code for Information Interchange The American Standard Code for Information Interchange, normally abbreviated ASCII, is a character set which a computer uses to store characters. ASCII specifies a method for computers to store printable characters such as letters A to Z, a to z, digits 0 to 9, punctuation, and spaces. ASCII also includes control characters such as newline. Most computers either use ASCII, or a superset of ASCII that adds more characters, such as accented letters, Cyrillic letters, CJK characters, or hieroglyphics. NetHack uses ASCII for everything. The source code is in ASCII. If you play in tty mode (without DECgraphics, IBMgraphics, or color), everything on the screen is ASCII. Also, ASCII corresponds nicely with the keys found on most QWERTY keyboards in the United States. In fact, in modern NetHack 3.x.x, the dungeon contains every printable ASCII character except "6", "7", "8", and "9"; "," (the comma) appears only on the Rogue level. Some older versions of NetHack did use "8" for Medusa and "9" for giants, but NetHack 3.0.0 made monster symbols refer to classes of monsters rather than necessarily single monsters, and now Medusa is @ and giants are H. The characters in the table to the right link to their informational page. The goal is to create an article in NetHackWiki for every character. In the article, mention which monster or object that character represents, and what that key does from the keyboard. Try to link to other articles; for example, d should link to both dog and drop. NetHack also uses some non-printable ASCII characters for commands. Those are commands that use key. Pressing and another character sends a non-printable character. key has similar function. =_=_ ASCII Permission is granted to copy, distribute and/or modify this document under the terms of the GNU Free Documentation License, Version 1.2 or any later version published by the Free Software Foundation; with no Invariant Sections, no Front-Cover Texts, and no Back-Cover Texts. A copy of the license is included in the section entitled "Text of the GNU Free Documentation License." =_=_ Yendor The term Yendor was introduced to Rogue and then appeared in Hack and NetHack. The word is "Rodney" spelled backwards, which probably is the original derivation, but it also feels linguistically appropriate to a fantasy game. This is doubtlessly due to Tolkien's created languages of Sindarin and Quenya, in which the suffix "-(n)dor" corresponds to English "-land," as in Gondor ("stone land"), Mordor ("black land"), and many others. In the sincerest form of flattery, place-names ending in "-(n)dor" can be found throughout fantasy and science fiction, such as "the forest moon of Endor" in the film Star Wars Episode VI: Return of the Jedi. The word Yendor might also be a nod to the text-based adventure game series Zork, where the land in which the games took place was called Quendor. Notably, the currency of both Yendor and Quendor is the same, the Zorkmid. =_=_ Amulet of lifesaving =_=_ Angle bracket =_=_ Ring of adornment Succubi will steal or ask for rings of adornment ("That < ring > looks pretty. May I have it?" or "The succubus decides she'd like your < ring > , and takes it."). Incubi will ask you to put on a ring of adornment if you're carrying one ("That < ring > looks pretty. Would you wear it for me?" or "The incubus decides you'd look prettier wearing your < ring > , and puts it on your finger."). This happens regardless of the enchantment (positive, negative, or zero) on the ring. Additionally, the ring will be identified. In the original Rogue, a ring of adornment was usually cursed as it did nothing but take up ring space and cause ring hunger. Similarly, for earlier versions of NetHack, rings of adornment had no effect. =_=_ Ring of slow digestion When worn, the ring nullifies the ordinary consumption of one nutrition per turn. Nutrition consumption from all other sources, including the ring hunger from the ring itself, is unaffected; in practice, this means that a non-spellcasting player can go without being hungry twenty times longer than normal. Wearing two rings does not cause the effect to stack. With two rings of slow digestion, and good technique, the player can go indefinitely long without losing any nutrition, because the ring hunger for each hand is calculated on different turns. Normally, this is counterproductive due to the higher nutrition consumption from multiple rings, since the effect does not stack; however, ring hunger for your left hand is calculated turn 4 (mod 20), while right hand hunger is calculated on turn 12 (mod 20). The idea is to wear both rings, but removing one of the rings for the turn that its hunger is calculated. No known ascensions have made use of this trick alone to ascend with the foodless conduct intact. The ring of slow digestion is somewhat difficult to informally identify. Dropping it into a sink does not consume the ring, and produces a message about the ring being "regurgitated", and you can them name it in a prompt. The ring can also be formally identified by testing for it while inside a digesting monster, as indicated above, though this is naturally much riskier. You can identify a ring of slow digestion by its nutrition-cancelling property, though the process is complicated slightly if you are extensively testing rings. As soon as your nutrition level crosses a visible threshold (i.e. the display no longer shows you as Satiated or you become hungry, put on the (ideally noncursed) ring being tested and eat something that provides low nutrition, such as a fortune cookie (with a nutrition of 40). If you go a long time (e.g. as many as 800 turns for a fortune cookie) without recrossing that boundary, the ring is probably slow digestion. =_=_ Stethoscope The stethoscope is a tool that appears in NetHack, and is used to determine the status of a monster and listen to dungeon acoustics. The stethoscope can be applied in any direction, including up, down, or at yourself; applying it to a monster will show you their name, alignment, experience level, hit points, armor class, and miscellaneous attributes of the target. Such attributes are generally impairments, but can be any of the following: In wizard mode, applying a stethoscope to a pet displays its tameness, hunger, and apport. Werecreatures will not display the 'shapeshifter' attribute; mimics that are disguised as other objects will be revealed and uncloaked. When applied to yourself, you are given an accurate appraisal of your alignment record, your experience level, HP, and AC, and any of the following properties: The stethoscope's use is free once per action, meaning that it doesn't count as your action for that turn; applying one twice in a row will increment the turn counter, and this does not stack with multiple stethoscopes. A cursed stethoscope has a 50% chance of just sounding your own heartbeat. Stethoscopes will also not function while you are deaf. Although a stethoscope is not essential for survival, it becomes an excellent source of tactical data when used early and often, and is thus one of the most frequently used tools. It may be a good idea to #adjust the stethoscope's inventory letter to something memorable, like the letter s. Unlike Magicbane and the wand of probing, a stethoscope does not show items in the monster's inventory; however, the stethoscope has an unlimited amount of uses, and the monster's AC may provide a vague hint as to what armor they are wearing depending on how different it is from their base AC. An important use of the stethoscope is monitoring your pet's health. Consistently using the stethoscope allows you to gauge their experience level, which is invaluable when attempting the protection racket. The stethoscope will also indicate when its hit points are critically low, and you can then heal it or else escort it away from danger. The stethoscope is also fine for revealing hidden passageways and doors; manually searching via is preferable if you wish to exercise Wisdom, but using the stethoscope is often much faster. It can also be used to safely decloak mimics, especially in shops. Blind heroes (or those without see invisible) can use it to remove symbols; searching or running into one normally uses up an action. In Slash'EM Extended, the stethoscope may randomly break upon use. If it's blessed, it will also display extra information including apport, hunger level and tameness of pets, as is done with NetHack in wizard mode. The bug that allows players to use it without losing a turn after restoring the game has been fixed. The stethoscope is a real life medical instrument used by doctors to examine a patient's heartbeat, hence its primary usage and appearance in the Healer's starting inventory. Its other uses, especially in SporkHack and UnNetHack, are inspired by the pop cultural trope of stethoscopes being used as a safe-cracking aid. In NetHack 3.4.3 and earlier versions, applying a stethoscope to a disguised mimic would reveal its identity, but would not uncloak it. Also, unaligned monsters would be reported as chaotic. This was because unaligned monsters have an alignment of & minus;128, which is a magic number for unaligned. For other purposes, like your alignment record the code checks specifically for this number, but for the stethoscope it is just a negative number, so it reports it as chaotic. The only unaligned monster (with unaligned alignment in monst.c) is the Wizard of Yendor. Other monsters like Angels, minions, and priests of Moloch have an unaligned alignment in their EPRI or EMIN structure, which overwrites their alignment in monst.c. =_=_ Boulder A boulder is a huge stone, represented by by default (customisable through the < tt > boulder < /tt > option). Although technically considered items, they behave differently from other items in many ways. If you move onto a square containing a boulder, you will try to push it to the next square in line. If this fails, you will be unable to enter the square, unless your inventory is almost empty (except for gold). Pushing boulders exercises the player's strength, and can be used as a "gym" to make a weak character stronger. Non-phasing monsters cannot enter a square containing a boulder, except for giants. Giants may stand over and pick up boulders and throw them. A boulder thrown at you ends up on your square, and you may move off it as normal, but cannot re-enter the square without pushing the boulder out of the way. If polymorphed into a giant, you can do the same. Boulders in your inventory while you are a giant have no weight, and you can pick one up even if carrying 52 or more other objects, like a loadstone (it will then be assigned the # inventory slot). Boulders block line of sight. Monsters cannot attack through boulders, but you can use missile weapons, wands, and spells to attack through them. Wands of striking or spells of force bolt will shatter boulders, but other wands and spells (specifically the wand of digging) will pass over them with no effect on the boulder. Monsters will usually not zap a wand of striking at boulders intentionally, but they may do so as a side effect of targeting you. Boulders can be used to block corridors, doorways and pits. Boulders are especially useful for crossing water: push them into water and they will create new dry land for you to walk (9/10 chance). If the boulder sinks without a trace, just try again with another boulder. Boulders are sometimes found as traps, where there is a hidden switch that triggers a rolling boulder, that may crush the player. They can also be summoned by using a scroll of earth. To get past a boulder, the player may break it into rocks with a pickaxe, wand of striking or force bolt. This will transform it into 6 + d60 rocks. It is also possible to take off all armor, drop enough (most) items from the inventory, and squeeze past it. In precise terms, if your inventory is completely empty or you are 850 or more units below your carrying capacity, you can squeeze yourself onto the same square as the boulder. Many players choose to change the symbol for boulders to make them more noticeable, particularly during Sokoban. (zero) is a popular choice. Boulders are often used to protect stashes or polytraps by pushing one on top of the stash or even many boulders around it as a fort. Boulders have a 3% chance of falling down stairs if another thrown object lands on their square (even gold). Rocks and gems do not work. You can also push them onto a teleport trap or level teleporter, but you can't control the destination. Similarly, you can knock a boulder down a hole, see the "Boulders on top of pits and holes" section below. If you push a boulder, then it will move to the opposite square. In the diagrams below, the # represents where the boulder will move. Boulders on each floor of Sokoban cannot be moved diagonally while solving that level; as of 3.6.1, they can be moved normally once the level is solved. If there is no space or if it is occupied by a monster (whether hostile, peaceful, or your pet) then you cannot move the boulder in that direction. Failing to push a boulder will not consume a turn. If your inventory is mostly empty, you can squeeze onto the square containing the boulder. (The fastest way to drop your inventory is to press D and then choose option "A" to drop all items.) Such squeezing is useful if there is a door, hidden space, or boulder on the other side. If a monster blocks the other side and will not move away, you have the option of squeezing onto the boulder and fighting it bare-handed and naked, or you can throw ammunition or Mjollnir or zap wands past the boulder. Be careful when doing so if you cannot see your pets, as they may be the monster blocking you or directly behind it. The player below might want to toss darts, rocks, or other objects at whatever is blocking the way to some holes in Sokoban. You can move diagonally around boulders (but not in Sokoban) regardless of how much you are carrying. So the following boulder does not block your path provided that you know how to use [yubn] or numpad to move diagonally: However, wandering around naked with no wielded weapon, or allowing hostile monster to take from your inventory, might put you in too much danger. You might want to push the other boulder and retrieve your inventory quickly. (The fastest way to retrieve the inventory is to press @ to toggle autopickup on and then move onto the square where you dropped it. Then you might want to press @ again to toggle autopickup off.) Boulders, like anything else, cannot pass diagonally through open doors. If you need to do that, destroy the door by closing it with c and then kicking it down with Control-D. If a boulder becomes stuck in a corner, then you can not move it at all, even if you squeeze onto its square (unless you are able to dig around it). In Sokoban, a 2x2 square of four boulders (or a 2x2 square of both boulders and walls) is almost likewise stuck, but you might be able to squeeze yourself to free the boulders. (Squeezing causes a luck penalty in Sokoban.) Outside of Sokoban you could have freed a boulder by moving it diagonally, but not if you have two boulders stuck against the same wall. Be very careful in Sokoban to not stick boulders in the above manners unless you are able to solve the level with the remaining boulders. In the endgame, except for the Plane of Earth, only polymorphing statues, randomly spawned giants, and wishing are sources of boulders. Boulders can be used to fill holes and pits, but the exact messages given and effects depend on a couple factors: whether the boulder or the pit/hole occupied the space first; assuming the boulder came second, where did it come from; assuming the pit/hole came second, how was it made; and where you are standing in relation to the pit/hole. Pushing a boulder into a pit removes the boulder and the pit, and buries any items in the pit (including other boulders if they happen to be in there, strangely enough, though getting boulders into a pit without filling it is a challenge, see the section below). Pushing a boulder into a hole removes the boulder and the hole and destroys any items in the pit, including other boulders sitting on top of the hole (again, see the section below). If a boulder is pushed into a hole the hole will be plugged, producing the message "The boulder falls into and plugs a hole." If a boulder is dropped by a levitating giant, thrown by a giant, wished for by a levitating player who is not a giant and therefore cannot hold the boulder ("Oops! The boulder drops to the floor!"), dropped from the sky via a scroll of earth while the player stands next to the pit or levitates over it, or rolled by a rolling boulder trap into a hole, the hole will be plugged and the message "The boulder plugs a hole." produced. If any of these methods (pushing, dropping as a levitating giant, throwing as a giant, dropping as a levitating non giant via wishing, reading a scroll of earth while to the side or levitating, or activating a rolling boulder trap) is used to fill a pit, the message will be either "The boulder fills a pit." or "The boulder triggers and fills a pit." depending on whether or not the pit was known. The situation is slightly more complex if you are in the pit when a boulder is dropped into it. (This can happen if while in the pit and not levitating you use a cursed or uncursed scroll of earth, drop a boulder as a giant, throw a boulder up or down as a giant, wish for a boulder as a non giant, or have a monster trigger a rolling boulder trap that sends a boulder down on top of you. Presumably it can also happen if a giant can be convinced to throw a boulder at you while you're in the pit.) If a boulder is dropped/rolled into a pit while you're in it, the "The boulder drops into the pit with you.". If you are a giant, the pit is filled and you are instantly freed from the pit (so a cursed scroll of earth would be a fast way for a giant to escape a pit trap). If you are not a giant, the pit is not filled until you escape from it. Escaping will take longer than normal because there is a chance each action that your leg gets stuck. ("Your leg gets stuck in a crevice." immediately followed by "You free your leg.") If you zap down (not up!) or apply a wand of teleportation before escaping, the boulder will be teleported away; this will allow you to escape the pit like normal, the pit will not be filled, and the boulder will not be removed. One way to dig under a boulder is to move into it as a giant or squeeze into its space as a non giant. This requires that the boulder cannot be pushed in the direction you're moving from. Once on it, you may zap a wand of digging downwards. This will produce either a pit or a hole, depending on whether the level you are on has diggable floors. The pit or hole will be filled immediately with the message "KADOOM! The boulder falls in!" and nothing will be able to fall through the hole before it is closed. Attempting to dig down with a pick-axe while on a boulder will fail, "There isn't enough room to dig in here." It is possible to create a pit under a boulder by applying a charged drum of earthquake. If you are within sight of the boulder this will produce the message "KADOOM! The boulder falls into a chasm!". If you are standing on the boulder when you apply the drum of earthquake you will instead see "KADOOM! The boulder falls into a chasm below you!". Either way, the boulder will immediately fill the pit. Interestingly, unlike digging a pit under a boulder with a wand of digging, this will immediately bury every item on the square with the boulder. (If there are multiple boulders on the square where the pit is created, all but one will be buried, and the extra one will be removed (it "filled the pit").) There is one more message than can be produced by filling a pit with a boulder. First, obtain a pit with a boulder sitting on/in it (no distinction is made between being "on" or "in" for items, including boulders) on a diggable floor (see the next section), then stand on the boulder and zap digging down. There is a 50% chance of getting the message "The boulder settles into the pit.", otherwise you will get the standard "KADOOM! The boulder falls in!". Normally, any action that would put a boulder on top of a pit or hole would fill the pit or plug the hole. The easy way around this is to be in wizard mode and wish for a hole or pit while already standing on a boulder. However, it is possible, albeit probably a waste of time, to do this in a non wizard game as well. First, obtain a pit or hole of your choosing. Drop a (preferably blessed) statue on top of it, either by levitating or stepping on top of it (with a hole you can get lucky and not fall in). Now polymorph the statue until it becomes a boulder. If your boulder is over a pit, you can step onto it and achieve the "The boulder settles into the pit." message mentioned above. If your boulder is over a hole you can throw items at it, like gold, and the boulder will eventually fall down the hole, without plugging it, and land on a lower level. Greetings! Since it seems the founder and only admin is no longer editing, I've made you and Kernigh sysops to help maintain the wiki. Cheers and happy editing, Mindspillage (spill yours?) 20:55, 8 April 2006 (UTC) Meanwhile, I noticed that you updated your :Image:NetHackWiki logo.png. On the Community Portal I have proposed using it as the logo (because my :Image:NetHackWiki-cursed-logo.png does not use mimics). --Kernigh 04:17, 15 May 2006 (UTC) Since you were nominated in, NetHackWiki:Community Portal#Style guide on sidebar; More admins and bureaucrats?, you now have bureaucrat status (the use of Special:Makesysop). --Kernigh 02:22, 8 September 2006 (UTC) Hi. NetHackWiki looks like it is in good shape. You have something that looks like an image to me on the mainpage, and by default all of your visitors will view the site in Monaco now, so those aren't issues. You're doing a great job with welcomes and keeping things organized as well. I've added you to the list. -- < font color="Blue" > Wendy < /font > ( < font color="Blue" size="1" > talk < /font > ) 16:09, 20 February 2009 (UTC) Could you check MediaWiki_talk:Newarticletext and MediaWiki_talk:Edittools? I believe those should be changed to reflect the WikiHack needs more closely... --paxed 20:31, 7 March 2009 (UTC) Hiya, can you do me a favor and delete :Category:Stubs with suggestions? This was part of an attempt to get an easy overview over certain stub pages (those where the stub template had a parameter), but thanks to Mediawiki's quirks, it didn't work. In any case, the category really isn't useful on its own. -- Schnee 23:00, April 29, 2010 (UTC) Hi there, I'm from the gaming team and i'm here to help you make any necessary tweaks to your wiki for the upcoming new Wikia skin. I didn't want to just barge in without saying hi and checking to see if you had any issues or concerns. The main things that need fixing are the sidebar menu, which will be moving and "tighter" (though yours is concise as it is) and a few tags which don't seem to transfer over smoothly (like the colours for all the monsters). Feel free to contact me regarding any changes you'd like. — Game widow 11:35, September 30, 2010 (UTC) =_=_ Cream pie Cream pies are comestibles and can be eaten or thrown. Keystone Kops will throw them at you, making you temporarily blind, for up to 25 (more) turns. If you are hit by a cream pie, you can #wipe your face or apply a towel to regain sight faster. It is possible to apply a cream pie to yourself; this in effect makes you blind. You can also wield a cream pie if you want to avoid killing monsters. Throwing a cream pie, or hitting with a wielded one, does not break any conducts. Eating the pie breaks the vegan conduct but preserves the vegetarian conduct. Zapping a cream pie with a wand of striking, or hitting it with a force bolt spell, gives the message "What a mess!" and destroys the cream pie. In NetHack 3.4.3 and earlier versions, applying or otherwise destroying a wielded cream pie can crash the game (Bug C343-218). You are safe if you immediately wield something else or even nothing , or if you save and restore the game. Cream pies can sometimes be a useful, if limited, source of blindness (for telepathy) if the RNG has refused to provide you with a blindfold or a towel. The fact that each pie can only be used once is somewhat compensated for by the copious numbers in which Kops drop them when killed. They can also be useful for immediate blindness if you are wearing a pair of lenses or the Eyes of the Overworld and don't want to waste time switching them out for a blindfold or towel. Pacifist players will often wield a cream pie (or a whole stack of them) to avoid doing any damage if they accidentally hit a monster. Attacking a monster capable of delivering a gaze attack with a cream pie can make that monster considerably less formidable. The cream will wear off with time, so repeated application may be necessary. =_=_ Keystone Kops =_=_ NetHackWiki:Administrators A bureaucrat of NetHackWiki is a user who can also promote other users into administrators or bureaucrats, and run global search and replace. =_=_ Libera Libera is an Internet Relay Chat server network, where many members of the NetHack community communicate. NetHack is discussed on several IRC networks, but Libera has an especially large community. To connect, you need an IRC client. The server is irc.libera.chat, port 6697 (with TLS) or 6667 (plaintext). Libera has a website; you might want to read about registering your IRC nick. Users without an IRC client may be interested in using Libera's web client, powered by KiwiIRC. This channel is about NetHack. It is far more busy than either #slashem and #nethackwiki, with a lot of discussion about how to play the game. NetHack, fount of infinite patches, wiki pages, and YASDs, actually interests many players well and often. There are usually lulls in conversation - don't assume the channel is dead just because nobody is saying anything. The nethack.alt.org community uses this channel, but so do other players. Sometimes when a player requests help, it is necessary to ask if the game is visible on NAO. A bot with the nick "Rodney" reports NAO deaths (and ascensions) to the channel. Rodney plays a constructive role by inspiring discussion and also by providing spoilers through its learndb (learn database). It also helps you catch up on recent chatter. If nethack.alt.org seems to be down, try looking in #nethack. If this wiki seems to be down, try looking there or in #nethackwiki. The /topic message in the channel might give the problem and estimate when the service will be up again. If there is an outage and Rodney is gone or silent, you will still find players in this channel, playing local games or trying other public servers. This NetHack wiki is also on-topic in the channel. It is appropriate to ask for help with the wiki in this channel and to discuss the wiki. NetHackWiki began in October 2005 with some help from users in this channel. Since around August 2006, the /topic usually mentions this wiki. This is the channel for discussion of the development and source code of NetHack and variants. Anything relating to NetHack's internals is on-topic here. A channel that acts as a bridge to the #nethack channel on the Roguelikes Discord server. Messages sent in this channel are relayed through the RLDiscord bot and repeated in Discord, and vice versa. This channel is generally for vanilla NetHack discussion, see ##nethack-variants for the corresponding variant channel. If you wish to join this channel on the Discord side, visit https://discord.gg/gZRGZp6. This server prides itself on hosting a number of variants, including vanilla 3.4.3-nao, 3.7.0-hdf, and 1.3d, TNNT, dNetHack, EvilHack, SpliceHack, xNetHack, GruntHack, UnNetHack, SporkHack, notdNetHack, NetHack 4, FIQHack, NetHack Fourk, DynaHack, Slash'EM, Slash'EM Extended, and SlashTHEM. Quite active relative to the number of channel members, and a lot of NetHack game design discussion happens here as well due to several Devteam members and variant authors that hang out here. Channel OPS K2 and Tangles can always be found here, and there are several other community members who are available to assist with player issues or to field questions. The channel bot "Beholder" reports deaths and other game events in realtime. The bot also has several other functions that channel members can utilize (a full listing of commands can be found at https://www.hardfought.org/nethack/#bot-commands). The #nethack-hardfought discord channel acts as a bridge to the #hardfought IRC channel on the Roguelikes Discord server. Messages sent in this channel are relayed through the RLDiscord bot (nickname is "rld") and repeated in Discord, and vice versa. Even though discussion about NetHack and the other variants played on Hardfought are the primary focus, pretty much any topic is considered 'on-topic'. This is the channel for the what was formerly known as the nethack.xd.cm NetHack server, which hosts the same version of NetHack as nethack.alt.org, as well as a number of NetHack variants. This channel and server also briefly went by the name/URL nethack.dank.ninja. There are several bots in #unnethack. Unrodney is the bot by the UnNetHack developer and it reports UnNetHack code commits and blog updates. Demogorgon is the bot for the public server, reporting starting, saving or ending game events and several in-game events like e.g. stealing items from shops, sokoban prize picking or killing of unique monsters. The channel has two Rodney-like bots. The bot Pallas reports deaths in the main playground slashem.crash-override.net. The bot SLethe reports deaths in the SLethe playground on slashem.crash-override.net. Pallas also reports on certain status changes to bugs in the SourceForge project for SLASH'EM. Unfortunately, the channel mostly contains idlers and does not supply ready chat. At times, the occasional mention of SLASH'EM in the #nethack channel is more frequent that the discussion of anything in the #slashem channel. A channel that acts as a bridge to the #nethack-variants channel on the Roguelikes Discord server. Similar to ##nethack-discord, the RLDiscord bot will repeat all messages to the other chat service. Some IRC networks other than Libera have #nethack channels. Channels on different IRC networks are not currently linked, but contributions are welcome if there are places that should be noted here. For many years, the official NetHack-related IRC channels were originally on the Freenode IRC network, until Freenode underwent a hostile takeover in May 2021, causing the former Freenode staff to leave and start Libera. #NetHack and related channels were quickly set up on Libera, and it quickly became apparent that Freenode was no longer a good place for free projects' IRC channels. See the Wikipedia article about Freenode for more information. =_=_ Irc.freenode.net =_=_ Talk:Libera I've been idling in nethack.de since November 2010, and I've seen a lot of chat, but next to nothing about NetHack. Should this channel really be listed here? --Tjr 13:11, 31 January 2011 (UTC) Another source of information: https://gist.github.com/shadowcat-mst/998cea12794768bdb3da2daeff31baad (credit goes to https://kline.sh/ for the link). What's the story on "forcibly taking over the #NetHack channel"? Blocking discussion of moving, or what? -Actual-nh (talk) 20:19, 26 May 2021 (UTC) =_=_ God In every NetHack game, the role of your adventurer determines the pantheon of gods that the game uses. Each role's pantheon contains one lawful, one neutral, and one chaotic god; your task is to retrieve the Amulet of Yendor for the god of your alignment. To ascend (win the game), you must sacrifice the amulet at your god's high altar. You can sometimes #pray to your god in times of need. The unaligned god is always Moloch, who holds dominion over prayers and altars in Gehennom. Marduk is described in the introductory text as the Creator, from whom Moloch stole the Amulet of Yendor. Elbereth is the name of an elf-goddess that can be #engraved to frighten most monsters, but not humans or elves. The pantheon for a priest(ess) is randomly selected from another single role; if a priest's lawful god is Blind Io, the neutral god is always going to be The Lady. =_=_ GoD =_=_ Talk:God I redirected GoD to here (instead of to gauntlets of dexterity). I thought that it would be more confusing to have God and GoD point to different places, possibly because I am sometimes an Oberin player. --Kernigh 06:36, 11 April 2006 (UTC) I just reverted an edit that added links to all god names. I don't think an article can be written of any of them. The archeologist gods are currently redirects to archeologist, which is in my opinion a reasonable idea. --ZeroOne 23:09, 8 November 2006 (UTC) Nobody is going to seriously type in "GoD" and expect to end up at the "gauntlets of dexterity" page. However, I left in that disambiguation, since it doesn't really hurt anything. Seriously, that's kind of odd, though. --- 69.11.189.85 07:14, 16 January 2007 (UTC) How does everybody know what the, for example, Neutral/Chaotic gods are for Knights? You can't be a N/C Knight. How do you even find the lore about ANY gods? (Sorry if these are stupid questions, I'm a bit of a noob, only been playing for 1-2 weeks.) Pyro9224 (talk) 23:39, 5 September 2017 (UTC) =_=_ User:ZeroOne/Monobook.css =_=_ File talk:NetHackWiki-cursed-logo.png =_=_ Scroll of light Creating a yellow or black light when confused was added in NetHack 3.6.0. Older versions of NetHack and variants will not have this behavior, and will always darken the room. While useful for lighting up a single room, a more efficient option is using a wand of light, spellbook of light, or a lamp, brass lantern or other light source. Therefore, this scroll is a good candidate for blanking. In UnNetHack, reading a scroll of light while confused has a different effect than reading a cursed scroll. If blessed or uncursed, it will summon 5-10 yellow lights scattered throughout the level. If the scroll is cursed, it will instead summon up to 15 black lights. =_=_ Confused =_=_ Confusion In short, being confused is generally a bad thing, but the effects of reading some scrolls while confused can be useful, and looting thrones while confused can generate monsters. Monsters can be confused as well, but the effects on monsters are not identical to those that players experience. To distinguish the two, confused monsters are said to be afflicted by "monster confusion". Using a stethoscope or a wand of probing will reveal if the monster is confused. Monsters have a 1/50 chance of losing the monster confusion status on their turn. If monsters have access to a non-cursed unicorn horn or a lizard corpse they will use it to clear the monster confusion status. Zapping healing spells at monsters (pets) does not un-confuse them, but bashing them with healing potions does (and counts as abuse). In SLASH'EM, confusion can be used with shopkeeper services to make unholy water. When confused, use the uncursing service on a potion of water. "You accidentally ask for the item to be cursed!" The potion of water will be cursed. In UnNetHack monks get a bonus of a single point of AC while confused, as a reference to the idea of drunken boxing. This bonus applies to confusion from any source however, not just the confusion from a potion of booze. In Hack, bats could cause confusion. NetHack has now differentiated this so that stun and confusion are not the same. Bats and trapped doors can stun you; this causes you to move in random directions, like confusion would. However, only confusion will let you obtain different effects from reading scrolls. =_=_ Category:GFDL =_=_ Stunned =_=_ Stun The most noticeable effect of stunning on you is that whenever you try to choose a direction & mdash;to move, fire, zap, apply some tools, et cetera & mdash;a random direction will be selected instead. If you press a movement key you will always attempt to move, even if the direction attempted is blocked, say by a wall. You will not be prompted for confirmation before attacking a peaceful or tame monster on an adjacent square, so as long as you are stunned there is a risk of accidentally angering peaceful monsters or abusing pets. Magic cancellation does not prevent stunning attacks. Free action will limit the duration of stunning from a monster spell to 1 turn. Each move, a monster has a 1/10 chance that it will stop being stunned. Monsters are also able to use a unicorn horn to cure their own stunning. Bats and Stalkers are permanently stunned, however. =_=_ Search The search command, which is used by pressing the key, causes you to search the 8 squares surrounding you for secret doors, secret passages, hidden monsters, and hidden traps. It may require several attempts to locate many of these: New characters still have a 22% chance of missing a door after 10 times searching the same spot. Applying a stethoscope instead can speed up things significantly. Wielding Excalibur improves your chance of finding secret doors and secret corridors based on its enchantment. Wearing any sort of lenses also improves your chance of finding these. The automatic searching property will cause you to automatically search (just like using the command, except that it does not find monsters) every turn. Some roles can gain this as an intrinsic, and it is granted by wielding Excalibur or wearing a ring of searching. The bonus is normally 0, but wearing a pair of lenses increases it by 2, and Excalibur adds its enchantment to the bonus when wielded. (This is a penalty if Excalibur is negatively enchanted.) The bonus cannot exceed 5. Searching in FIQHack functions in a considerably different way than in vanilla NetHack. In FIQHack, searching may detect secret doors, secret passages, and hidden traps up to 5 tiles away. With non-negative luck, searching will always reveal any hidden doors or passages that are adjacent to you, but the effectiveness decreases as the distance from the player increases. If this check passes, doors and corridors will always be revealed, meaning at base Luck and no negatively enchanted rings of searching, you will always find secret doors and corridors. Traps must, in addition to this, pass another check: , where < var > x < /var > is 1 normally or 2 + ring enchantment with the extrinsic searching. Automatic searching no longer always happens. The autosearch rate is with the intrinsic, or of the time with the extrinsic. With a ring of searching enchanted to +2 or greater, you will usually detect traps before stepping on them, reducing your need to search manually. At +3 ring enchantment with base Luck, you find traps of the time when next to it (and about half the time you'll spot a trap two tiles away). At +4 and base Luck, you will always find traps next to you; further enchantment only helps you detect hidden and secret things from a greater distance. Finding hidden monsters works exactly the same as in vanilla. Automatic searching will not help you find hidden monsters, nor will they be revealed further away than next to you. An object with the searching object property does < em > not < /em > gain additional effectiveness from enchantment, but merely grants the automatic searching extrinsic. They do, however, still gain the benefit of having extrinsic automatic searching rather than intrinsic, meaning it procs more often and finds trap more realibly (searches half of the time instead of , and find traps of the time rather than ). =_=_ Light There is light in the dungeon. Each square is either lit or unlit. Within the range of your vision, you can see any monster or object on a lit square. This works even if the monster or object is on the other side of a room, and even if you must look past some dark squares. Corridors are usually dark. Rooms can be lit or unlit; the frequency of dark rooms tends to increase at deeper dungeon levels. Occasionally, entire dungeon levels will be dark, particularly in branches such as Gehennom or the Gnomish Mines. =_=_ Blind =_=_ Blindness Blindness is a property that appears in NetHack. Blindness occurs when your sight is impaired, rendering you unable to see most things on a level and omits any and all messages related to actions that you would otherwise see. If you possess intrinsic or extrinsic telepathy while blind, all non-mindless monsters on the level are displayed - interactions with these monsters are handled normally, both for normal movement and moving via . Monster detection granted via a blessed potion or casting of the spell at Skilled lets you see all monsters on the level even while blind, and they are also handled normally for purposes of movement. The Eyes of the Overworld will not prevent blinding, but the astral vision conferred by wearing them will still allow you to see while blind - as such, this breaks zen conduct. Warning also functions as normal, as it does not rely on you being able to see the monsters in question. Messages describing actions such as monster-versus-monster-combat that you cannot see are omitted, and gaze attacks will have no effect on you while blind. While blind, most unidentified objects will show up only as their object class (e.g. "a potion", "a ring", "a long sword" etc.), including artifacts - only amulets and food are treated as "seen" while blind. Poisoning and erosion status of weapons are still shown; erodeproofing and charges are only shown if formally identified (even if you erodeproofed it yourself while blind). Any dilution in potions is only displayed if you know that potion's appearance. While blind, you cannot class-name unidentified objects, and any individual names will not be displayed (but will affect stacking and artifact naming). You can "hear" the appearance of a scroll if a monster reads the label, though it will not auto-identify since you will not be able to see the result of most scrolls. The same is true for potions - you can still hear them being quaffed, but cannot see the result. Polymorphing any object and alchemizing or fully diluting potions will render it unseen. Blindness works somewhat differently for you than it does for other monsters in the game - a blind monster will move and attack erratically, and suffers a to-hit penalty. Blinded monsters do not respect Elbereth if they would have normally, and cannot use any gaze attacks they possess. Being "creamed" means you have a substance over your eyes physically restricting your vision. The game also records the number of turns you are creamed. It is a subset of being "blinded", and stacks with blindness - items causing or curing creaming increment the number of turns you creamed and blinded by the same amount, so it is always less than or equal to the number of turns you are blinded. With the exception of prayer, which cures both, all other actions and cures affect blindness only if it cures either of the ailments. In addition to allowing any inflicted blindness to time out, there are many ways to cure blindness. You can cure being "blinded" by doing any of the following: Moving normally while blind means you may bump into or even attack unseen monsters - you could inadvertently kill your pet or anger a shopkeeper, making it incredibly dangerous to do so without telepathy or monster detection. Being blinded in Minetown or other similar areas may get you on the wrong side of the watch as well. Stormbringer in particular is made even more risky to wield than it already is. Moving with followed by a direction allows you to ignore items on the ground and avoid attacking monsters, though you will still angers any peacefuls you bump into if you could not see them. A stethoscope can be applied for free once per turn to determine if something is in your path and it is unsafe to move there. Allowing unseen hostile monsters to attack you first is risky, even if you attack the specific square you were hit from - some may be fast enough to move away after attacking, resulting in a wasted turn attacking the where they previously were. Nearby peacefuls and pets add to the danger, since you cannot see if they stepped into any square previously occupied by a hostile (or worse, killed the hostile themselves in the pet's case). In rare cases, #chatting is useful to test for non-silent monsters since it does not use a turn if you get no answer. Telepathy and warning are the best properties to have in case you are blinded, since warning complements telepathy by revealing the positions of most mindless monsters - while even these properties combined will not reveal all possible monsters, the few mindless monsters not revealed by warning are generally not a threat at most points where you have access to both. (Further corner cases stem from hiders, mimics, Stormbringer, , and deactivating safe_pet.) Your quest leader will identify your own quest artifact and the real Amulet of Yendor for you. Additionally, the crowning gift you would receive if neutral or chaotic is made "seen" if you are already holding it. The special attacks of the Tsurugi of Muramasa and Vorpal Blade will always reveal their appearance upon activating.. =_=_ Xorn The xorn is a monster that appears in NetHack; it is notable for its ability to phase through walls and eat metal. Xorns are also unbreathing and resistant to fire, cold, and stoning. Xorns are rarely randomly generated and typically will not be encountered until the Castle. Xorns can be generated on the Plane of Earth by digging with a pick-axe. When morphing into a xorn any worn armor or cloaks will be destroyed, so remove these items before making the transformation. Xorns have a moderately powerful attack that can be dangerous to weaker characters, especially because it is very difficult to prevent them from ganging up on you. However, they respect Elbereth and have speed 9 so are usually easy to outrun if necessary. Xorns are considered kebabable (able to be skewered), and you receive a +2 to-hit bonus when using a weapon that uses the spear or javelin skills. Xorns are also susceptible to digging attacks, and again you receive a +2 to-hit bonus when using pick-axes or dwarvish mattocks. These bonuses are very rarely useful, as by the time you are fighting xorns you do not normally have trouble hitting things, and +2 is not a large bonus anyway. Monster xorns cannot cross the water in the castle level (although polymorphed heroes can). It is often enough to lure them across the drawbridge and raise it behind you. Xorns cannot be destroyed by the drawbridge under normal circumstances (they'll just phase through it), but if there are two phasing monsters on the drawbridge, one on the portcullis square and one on the moat square, one of them will be killed if the drawbridge is raised. The original xorn comes from the game Dungeons & Dragons. In that game the xorn eats stone in addition to metals, which might explain the message present in the code for eating flint stones. =_=_ Larva A larva, , is a worm that appears in SLASH'EM. This is among the easiest monsters to defeat. Its corpse is poisonous but has a small chance of granting sleep resistance. A larva can grow up (down?) into a maggot, . Unlike a larva, a maggot is neither poisonous to eat nor do they provide sleep resistance. They are also significantly smaller, weighing only 10 and also providing only 10 nutrition. A larva can grow up into a dung worm, , the final stage of the SLASH'EM worm growth chain. They are identical to the younger maggot apart from doing 1d4 damage instead of 1d3 and having a higher base level. =_=_ Category:Comestibles =_=_ Category:Roles =_=_ Flame mage A flame mage is a role specific to the game SLASH'EM. This role is a weaker spellcaster than wizard, but a better fighter. Your starting spells, items, and pet are associated with fire, and you have special bonuses relating to fire magic. You even start with fire resistance. Unfortunately, you do not get hungerless casting, and are not able to reach the same skill levels in spellcasting as the wizard. The first sacrifice gift for flame mages is Firewall, a lawful athame that has +4 to-hit and does +4 damage to non-fire resistant monsters. it can be lawful, neutral or chaotic. they can be humans elves gnomes orc doppelganger drow hobbit According to the guidebook: Flame mages are strong spell casters as well as respectable fighters. They can reach expert level in matter spells and skilled in saber, long sword and two-weapon fighting (letting them effectively fight with most of the best artifacts in the game). Bear in mind that hobbits cannot twoweapon, no matter how skilled they become with the individual weapons. Note that the Flame Mage also has access to the much improved Crysknife in SLASH'EM, a suitable choice lacking any artifact weapons. Early in the game, fireball is a difficult spell; you might start with a 75% failure rate. Flame sphere is easy to cast, but difficult to use effectively. Flame sphere actually summons a tame . Like a pet, this sphere will wander around and sometimes attack an enemy, but like a sphere, it will explode on attack. Frustratingly, a flame sphere might wait several turns before attacking. You might also have a leftover sphere, which will follow you around and might attack a peaceful monster, even a shopkeeper. Unlike with a pet, the gods will blame you if your spell being harms a peaceful monster. In addition, peaceful creatures attacked by one of your flame spheres will become hostile to you. However, you will get full experience for monsters killed by your flame spheres. Therefore the wand of fire is the best source of fire in the beginning of the game. Use it against a monster that must die quickly. A bolt from a wand can bounce from a wall and hit you, but remember, as a flame mage, you are immune to fire. (Your armor, scrolls, spellbooks, and potions might still be ruined, though). The wand of fire is also excellent for engraving "Elbereth." It may be preferable to use the wand for only this purpose unless you are being attacked by something that does not respect Elbereth, like a lycanthrope. Keep that hell hound pup around, and get it stronger! Let the puppy kill anything weak or otherwise undeserving of your attention. About five levels or so of kills will see him turn into a fully-grown hell hound, capable of clearing out nearly anything in the dungeons you may come across in the early game, including the Minetown priest. Once the flame mage has gotten past the early game and has managed to acquire some decent armor, strong artifacts, and reached at least skilled in matters spells, it's on to SLASH'EM's dangerous midgame. Due to natural fire resistance, a flame mage will have an easier time surviving the wands and grenades of Grund's Stronghold and the fire vampires in the Chaotic Quest, but the midgame should be played carefully. Keep Firewall handy to engrave Elbereth to get out of scrapes, and consider making straight for the black market after obtaining the luckstone from Mine's End. Getting reflection and magic resistance are priorities, as is dragon scale mail, and if you have found a ring of polymorph control and a way to polymorph, you should be able to get all three of these from One-Eyed Sam. If you don't have a way to kill Sam (or don't want to), a foray into the Wyrm Caves can be very profitable, especially if you already have reflection. Since the quest artifact, the Candle of the Eternal Flame, does not provide magic resistance, there is little to be gained from embarking early on the quest. The Water Mage is not an overly difficult foe, but since he doesn't respect Elbereth and can cast finger of death, prepare accordingly. Since fireball is the flame mage's special spell, once you reach skilled in matter spells, you should make liberal use of it. Note however that the flame mage doesn't have a good way of recharging energy. Therefore if you get a wish early enough in the game that you can reliably get an artifact out of it, you may consider wishing for an alignment-appropriate quest artifact that gives you more energy: the Mitre of Holiness if you are lawful, the Eye of the Aethiopica if you are neutral, and the Great Dagger of Glaurgnaa if you are chaotic. Flame sphere continues to be useful in the midgame because at skilled it produces two spheres per casting instead of one. You should also get some strong weapons and invest skill slots in getting them to skilled, as well as two weapon combat if your race allows for it. A lawful flame mage should be able to get Excalibur from a long sword in a weapon shop, the Rat King, or a barrow wight or watch captain along the way (getting crowned is a last resort if all else fails). A neutral flame mage may consider getting crowned for Vorpal Blade, and a chaotic may do the same for Stormbringer. Other good candidates, if you find them or manage to get them as sacrifice gifts or as wishes, include Sword of Justice, Grayswandir, Bat from Hell, Doomblade, Fire Brand, Frost Brand, and Serpent's Tongue. In a pinch, Firewall is pretty effective at melee as well. Good non-artifact weapons include the crysknife, silver saber, or silver long sword. The Flame Mage quest item is the the Candle of Eternal Flame. Guarding it is the Water Mage, who is located at the bottom of three levels of mostly water and lava squares populated by water elementals and rust monsters. Completing the Quest, indeed, just talking to the High Flame Mage, is impossible without some method of crossing lava and water, be it a form of levitation, flying, or a wand of ice. The Quest is a relatively easy one, but should not be attempted before gaining magic resistance as the Water Mage will use . The late game for the flame mage is more similar to a knight than a wizard, unless you manage to wish for the Eye of the Aethiopica or find it in a bones file. You will be spending most of your time meleeing foes to conserve energy, and will use your magic on truly tough opponents. It's also worth keeping an assault rifle obtained from a Yendorian army member and investing in a stack of enchanted bullets. These can be obtained in abundance in Fort Ludios, by stealing from One-Eyed Sam, or in the Castle. These will help greatly with the Demon Princes and tough foes on the Astral Plane. Once you have your kit ready, collect the invocation items and head to the Wizard's Tower to start the final run. =_=_ Rock The rock is a common item in Nethack that is often used as a projectile weapon. You can throw it by hand, or by wielding a sling and then throwing or firing the rock; rocks can also be multishot. They have no resale value in shops. Rocks, flint stones and luckstones are also generalized and referred to as "stones" by the game, especially in messages indicating a pet has dropped one. In the early versions of hack121 and PDP-11, rocks were instead called "bullets", as a reference to sling bullets, which are much more aerodynamically rounded. In Hack 1.0, the literal rock was added, alongside the "sling bullet." In NetHack 3.0.0, the sling bullet was removed, and its description changed to the somewhat more sensible "flint stone", to imply a much more general case. It was furthermore removed from the weapon class in inventory, and instead moved to the "stones" category. As weapons, rocks are the most accessible means of dealing with enemies from a distance in the early game. Even without a sling, they can provide a useful alternative against sessile or slow-moving foes with dangerous melee or passive attacks, such as molds, floating eyes and jellies. This is especially useful for spellcasting characters (e.g. wizards) aiming to preserve their magic power for other purposes, or else any character lacking a viable choice or looking to preserve better weapons (such as daggers or darts). The player can carry as many as they deem necessary without encumbering themselves; once no longer needed or more reliable projectiles and/or ranged items are found, the rocks can safely be disposed of as junk. The most reliable form of obtaining rocks is to use digging tools, a wand of striking or a force bolt spell on a statue or boulder, shattering them into several rocks; rocks can be produced by various other measures as well. Using a cockatrice corpse on Tiny-size enemies to stone them will produce some rocks instead of a statue. Destroying a clay golem will cause its body to collapse into several rocks as well. A scroll of earth will produce 2-6 rocks per applicable space instead of boulders if read while confused. A falling rock trap will cause a rock to fall and hit you on the head for 2d6 damage, which can prove fatal to you and your pet in the early game; wearing an iron helm will reduce it to a flat 2 damage. The trap will continue to dispense rocks until empty, signified by nothing falling out. Zapping a wand of digging or casting the spell of dig upwards can also cause a rock to fall on your head. Tunneling monsters will leave rocks behind when they dig around the level, and metallivores will produce rocks sometimes after eating metallic objects. With a stone to flesh spell, rocks can be turned into meatballs; this is the only other way to do so besides casting the spell at a Tiny-sized statue. Meatballs can be used to train the apport of a carnivorous or omnivorous pet; polymorphing meatballs via the wand or spell can easily create enough food to last the entire game — the odds of getting one or more food items with at least 100 nutrition from a non-shuddering polymorph is 48.3%. As starvation is mostly a threat only in the early game and usually only until Sokoban, this is generally only useful if a wand of polymorph be found early, food is particularly rare, or a player is maintaining specific conducts (where vegan extinctionist is a particularly gruesome combination). It can also be used to lower encumbrance from carrying food if the polymorph produces a sizable stack of lembas wafers. The simple stone is one of the oldest projectile weapons in all history. Their size varied greatly, from no larger than a mere pebble to fist-sized stones weighing a pound or more. In the hands of a skilled slinger, these stones could be hurled upwards of 400 meters (1300 feet), at speeds of 250 miles per hour < ref > http://www.slinging.org/ < /ref > , and can deliver as much as 3.6 kilonewtons of force < ref > Ancient Discoveries: Lost Science of the Bible < /ref > . Sling bullets would frequently be salvaged from river depths, where the rushing water would slowly shape the stone round. Some would be purpose-made from clay, often imparting far more consistency and quality. =_=_ Hell hound pup =_=_ Hell hound =_=_ Mold Molds are part of the class of monster represented by the overall symbol , in addition to lichens, violet fungi, and shriekers. They come in several colors, and each possesses a specific passive attack. All molds are sessile and vegan. Green molds are marked in the source as conveying stoning resistance, but no code actually reads this flag when their corpse is eaten, so they end up conveying nothing. The red mold's passive attack causes fire damage. Eating a red mold corpse is harmless and has a 3% chance of granting you poison resistance or fire resistance. The passive attack of the yellow mold stuns you for (level + 1)d4 turns. Its corpse is poisonous and hallucinogenic if eaten. If you lack the resistance required to neutralize the passive attack, it is best to let your pet attack the mold, attack it with a ranged weapon, or leave it alone. Molds will never move or actively attack you. If you let your pet take it out make sure they are strong enough to do so. SLASH'EM features two new types of mold: the black mold and the disgusting mold. Their passive attack causes poison damage by way of spores; a nonbreathing character will be unaffected. In both NetHack and SLASH'EM, the mold sometimes leaves a corpse. In SLASH'EM, the corpse might revive itself ("The yellow mold rises from the dead!"). Of little importance, when level drained, the draining persist between revivals, like with trolls. Also in SLASH'EM, molds may grow on rotting corpses. In an old bug, molds growing on corpses would take the name of the corpse if it was named. In practice this can be encountered if one is trying to play older patches. Slash'EM Extended adds playable mould and ungenomold races, and while the player is in mould or ungenomold form, they have many disadvantages associated with being a fungus. The main disadvantage is the lack of limbs. However, these races also have uncurable polymorphitis, and being in ungenomold form is impossible since they genocide themselves right at the start of the game, forcing them to be polymorphed into a monster for the entire game (although they can change their form, they may never revert back to ungenomold). On the other hand, a mould character fully experiences the lack of limbs that prevents picking up items, putting on armor, opening and kicking doors, etc. =_=_ Talk:Hell hound NetHack also has hell hounds and hell hound pups. We should keep NetHack as our main focus. I added larva to :Category:Slash'EM because it's a Slash'EM-only specific monster. --ZeroOne 11:22, 15 April 2006 (UTC) As to why hell hounds don't eat meat.. my guess is that it is because they are of the demon lot, which don't need to eat, even though they're basically just dogs. I'm not sure enough to edit the page though. -- Intx13 19:56, 23 August 2006 (UTC) =_=_ Talk:BUC What are the effects on an item if it is blessed or cursed. Scrolls and potions have ti in their article, but I can't find mention on blessed and cursed effects on armor and weapons. --Antidox Contrary to popular belief, blessed comestibles can be rotten, as well as being able to rot. See eat.c#eatcorpse (the relevant code is at eat.c#line1307, where it is determined if a corpse is rotten. Note the lack of reference to otmp- > blessed.) An empirical test in wizmode (wish up 99 blessed wraith corpses, eat them until getting a "Blecch! Rotten food!" message) also confirms this. (Blessed non-corpse comestibles can also be rotten, although the code is at eat.c#line2050. Marcmagus 17:01, 10 October 2008 (UTC) Unless somebody gives a better suggestion, or the remover gives a good argument not to, I will restore the section in a few days. This goes for the edits to & curid=1409 & diff=74372 & oldid=74356 & rcid=22820 BUC, & curid=4944 & diff=74373 & oldid=74360 & rcid=22821 alchemy, & curid=4091 & diff=74374 & oldid=73891 & rcid=22822 cancellation, and & curid=2527 & diff=74376 & oldid=74358 & rcid=22824 foodless. --Tjr 16:52, 23 October 2011 (UTC) I keep having items uncursed or blessed become cursed rather quickly. There are these demons in... well below the castle level. They keep summoning more and more and more monsters. I can deal with that. All be it rather slowly, Ive only killed one of the fetchers and three left. Got to wade through hordes of never ending monsters to get them. It is the Nalfeshnee, there were four now three. I cant reach them. So many nasties. I put on a towel, but the map is full! I have mc3 and mr. I could put a blessed bag in a regular bag?? would the bag get cursed and curse the contents? Im not being weighed down, also am wearing speed boots. first time down there i was paralyzed. Then the nasties just stacked. NO there not hard to kill, it is the amount of them. every other turn or so they will summon more. Getting bashed on by 8 different bad guys that will be replaced is a handfull. Any suggestions to clear it out? Or at least the Nalfeshees'? As far as the bags i meant putting a bag of holding in a regular bag. if the normal bag was cursed would all the contents be too? THANKS for all the help. It has helped. Hopefully i dont die, to many close call s > . > They threw a potion of parlyze(sp). The problems just compounded from there. Found out dispater was with them, or got there somehow. unbeknowst to my knowledge he followed me up some levels brought more badies, ended up smacking him once every time he tel'd in and out in the levels that look like a maze. Glad I can save my BoH from mass cursing. I decided to put one of MANY different kinds of glass in my inventory. 1 each. I shall be heading back to moloch or whatever under the castle. I musyt be unlucky with all this crap > . > Rather a newb more likly. this is my.... oh idk made it 30 times forther than any two of all the times i died. i should find some forum or something i suppose =_=_ Category:Slash'EM =_=_ Hit points Hit points, also known as HP or hp, are your life. If your hit points reach zero, you usually die. The only ways of avoiding death in this case are to wear an amulet of life saving, be in wizard mode, or be in discover mode. If you are polymorphed at the time, you will return to your natural form, unless you are wearing an amulet of unchanging, in which case you will die. Also, some deaths, known as instadeaths, kill you regardless of your hit points at the time. Many of these, including stoning and brainlessness, will still kill you if you are polymorphed. More hit points are automatically gained whenever the player gains a new experience level. How much, depends on the race, role and constitution. Fighter classes, such as a barbarian (but not a ranger), generally start the game with more hit points and receive more hit points at each new level than other classes, such as a tourist. Hit points can also be gained with some potions. Quaffing a potion of healing or potion of extra healing if already at maximum hit points gives you one or two (or five, in case of a blessed potion of extra healing) more hit points. A potion of full healing raises your maximum hit points by four - eight if blessed. Other ways to raise maximum hit points include "nurse dancing" (letting a nurse hit you while wielding no weapon and wearing no armor), a favor ("You are surrounded by a golden glow.") from praying to your god at an altar, and beneficial effects from a incubus or succubus encounter. If your maximum hit points are no more than 5*(2+XL) where XL is your experience level (i.e. HP ≤ 15 at level 1, 20 at level 2 and so on), then when you pray with very low hit points, your god will increase your maximum HP by a random amount as well as healing you. This is a handy trick to use in the early game, especially for weak characters. If you are level 10 or above, you will regenerate every third turn. If your Constitution is 12 or lower, you get one hit point. Otherwise, you get d(Con) hitpoints up to a maximum of your level minus 9. The number of hit points and maximum hit points gained when gaining a level at is calculated differently depending on whether you have reached your role's cutoff experience level. Note that the point gains below apply even when "gaining a level" at experience level 30. In this case, the point gains are the only effect. For a new character, the starting maximum hitpoints is a constant: simply the sum of the base starting hitpoints for the role and the race. The constitution bonus does not apply here. The player monsters generated when the hero arrives on the Astral Plane or the final level of the Wizard quest have more hit points than their level would normally indicate: The hero's guardian angel on the Astral Plane uses the same hit point formula as the player monsters on that level: Monsters (including pets) gain levels by raising their hit points. Thus advancing levels and increasing hit points are one and the same goal for them. =_=_ HP =_=_ Hitpoints =_=_ Four Horsemen of the Apocalypse =_=_ Hit point =_=_ Elbereth Elbereth (also called the E-word or sometimes just E) is, in the writings of J.R.R. Tolkien, the name of a divine being worshipped by elves. In Nethack, engraving her name on a square prevents most monsters from attacking you while you are on that square. Use of Elbereth is a key survival strategy for new players or characters, and the difference between death and survival in many games. A monster that respects Elbereth will not attack you in melee combat (hand to hand) or cast a directed spell at you while you are standing on a square where the word "Elbereth" is written. The word must be by itself on the square, with no extra characters before or after it. Elbereth has no effect on squares you are not occupying, making scrolls of scare monster more attractive for purposes such as protecting a stash. Additionally, monsters that respect Elbereth will be scared if they are next to you and while you are standing on Elbereth. This causes them to flee. Most monsters in the game respect Elbereth; see below for exceptions. Elbereth will not protect you from any missile or spell attack, nor anything else that allows a monster to inflict damage from a distance, such as a dragon's breath attack. It will not make monsters peaceful, or protect anything on another square (such as your pet); hostile monsters will still want to kill you, and will do anything they will ordinarily do to harm you, except attack you hand-to-hand. It will also not work in Gehennom or the endgame. ("The power of the Valar extends only so far.") Elbereth stops working when it degrades into a different word, so if you are writing in the dust (), you might want to continually check on it with the key. Attacking a monster by any means or performing certain other hostile actions will immediately erase any Elbereth engraving under you and reduce your alignment record by 5. ("You feel like a hypocrite.") Elbereth engraved onto a headstone will not work. This is done specifically to prevent players from naming themselves "Elbereth" and making a permanently engraved Elbereth square when you die. Partial exceptions exist where Elbereth will still protect you from non-melee; no monster already fleeing from you due to Elbereth can use its ranged attacks while adjacent, and are much less likely to do so even when not adjacent. Any dragon will choose melee over its breath weapon if it is adjacent to you, and if it cannot engage you because of Elbereth, it will not attack you at all. Elbereth is case-insensitive, but engraving "Elbereth" as written, with capital "E", will exercise wisdom, so it is most beneficial to do it this way. You can use Elbereth while engrave-testing wands for this added bonus. No monster represented by or will respect the word, nor will minotaurs, or the Riders. Keystone Kops and their officers, while human for many game purposes, will respect Elbereth. < ref > , , < /ref > Shapechangers will respect it while they are in a form that otherwise would, and will not respect it while in a form that otherwise would not (such as a werecreature in human form). Certain monsters – shopkeepers, guards, high priests and the Wizard of Yendor – will never respect it, even if they are polymorphed into a form that otherwise would. Any tame or peaceful monster will not respect Elbereth. This is obviously not a problem in terms of avoiding attacks, as these monsters generally won't attack you. This does mean, however, that if you plan on using conflict to dispose of a group of monsters while waiting on an Elbereth square, you may have to endure attacks from any pets you have with you. A blinded monster that can ordinarily see will not respect Elbereth while it is blind. This makes it unadvisable to use a camera, for instance, while you are hiding behind the power of Elbereth; blind monsters can not read the word anymore and will attack you. This is distinct from unseeing monsters, such as gelatinous cubes, which do not have sight in the first place and will respect Elbereth. You are not guaranteed to engrave perfectly if you are impaired (such as being blind) or writing in the dust. If you are writing in the dust (with fingers, a wand, a soft gem, etc.) or are scrawling in blood, your chances of messing up each letter add up to a (0.96 & nbsp;+ 0.04 & nbsp; & times; ) < sup > 8 < /sup > or about 72.7% on each attempt, as each of the eight letters in Elbereth must be engraved or "mis"-engraved correctly for the word to have power. It is entirely possible to require three, four, or even more attempts to get a correct "Elbereth" written in the dust, so you must not wait until you are one turn from death to get this done! If you can see, you can inspect your work with the "look" command, ([:]), which does not take a turn to do unless blind. You will also know it is working if you see the message, "The < monster > turns to flee." Engraving techniques may be classified as fast (fingers, wand, athame) or slow (other weapons, hard gems) (see Engraving#Speed for details). With a fast method, you can engrave up to 9 characters (enough for one Elbereth) immediately; this takes one move, and has immediate effect & mdash;affected monsters will not get another attack (if the engrave succeeds). This is almost always the preferred way to use Elbereth. Alternatively, you can engrave between 10 and 19 characters per game turn with a fast method, or 1 character per game turn with a slow method. This takes the whole turn to finish, and is not effective until the turn is over, so monsters typically get an attack during that time (unless you are on a free turn due to being fast or very fast). And, while doing this, any existing engraving is obscured, so any Elbereths that you have already written are ineffective during this turn. If you engrave multiple characters with a slow method, or more than 19 characters with a fast method, it takes more than 1 turn. Throughout these turns the engraving offers no protection and you are 'helpless': unlike reading a spellbook or eating a food ration, you won't be interrupted if something attacks you. No monster will respect Elbereth until your entire engraving is finished. For a permanent Elbereth, use a wand of fire or wand of lightning to burn it. The wand of lightning can blind you, but that is an acceptable risk during an emergency. (Note that the blindness takes effect after the engraving is completed & mdash;you will not increase your risk of misengraving through blindness.) Otherwise, unless you can easily cure blindness or protect your eyes, avoid any engraving with the wand of lightning. Permanent Elbereths are useful in combat situations, but because they always require a wand charge it is best to save them for difficult situations rather than using them routinely. Permanent Elbereths will not erode from being stood on or walked over, but can be eliminated through techniques such as engraving over them or engraving with a wand of polymorph. You can engrave a fast semi-permanent Elbereth using a non-cursed athame, a wand of digging or a charged magic marker (consuming four charges). Athames are the best way to engrave Elbereth in routine combat as they engrave semi-permanently and are not reliant on charges. Unfortunately, athames are difficult to find. They are never randomly generated, so you need to pick one up from a master lich's or arch-lich's inventory, get gifted Magicbane from your god or wish for one. Wizards' first sacrifice gift is Magicbane so they have the easiest time getting hold of an athame. You can make a temporary "engraving" (actually just drawing in the dust on the floor, or writing in blood if you are polymorphed into a vampire) with your fingers by responding "-" when asked what to engrave with, or you can use a soft gemstone, or any wand other than fire, lightning, or digging (certain wands may have undesirable effects on the engraving itself, such as polymorphing it). This is fast, but subject to the chance of mis-engraving per letter, and any movement, such as fighting or throwing missiles, will damage the engraving. Even standing still on the engraving will eventually degrade it, as no one stands perfectly still. However, one can levitate after engraving to keep the engraving from being eroded (if it is not already). Semi-permanent Elbereths will erode over time as they are walked over or stood upon, but not nearly as quickly as will temporary (finger) engravings. See Engraving#Durability. Hard gemstones, any ring with a hard gemstone set in it, and bladed weapons can be used to engrave semi-permanent Elbereths, but these techniques are slow and will make weapons dull (other than athames which are fast to engrave and do not dull from it), and is thus generally not recommended. Another drawback of slow engraving is that, if you only have slow ways to do a semi-permanent Elbereth, you have no safe way to repair it once it is eroded. You can't add a fast dust Elbereth over the top; and slow engraving obscures any Elbereth already on the ground, so you can't add more free semi-permanent Elbereths in safety. So you are then forced to use up a charge for a permanent Elbereth, or a wand of digging to update your semi-permanent Elbereth. Hence slow Elbereths are very unsuitable for combat situations. A funny wrinkle in the engraving rules means that an ordinary +0 weapon will not be able to engrave the entire word "Elbereth" at one go & mdash;you will only get as far as "Elberet" before the weapon reaches -3 and is too dull for engraving. It will work, however, if you engrave first "Elb" (for minus one to the weapon), then add "ereth" to the current engraving (for an additional minus two). If you levitate over an Elbereth, the word will take longer than normal to degrade as long as you are levitating over the square, providing an advantage while fighting off large numbers of monsters. Note, however, that during an emergency, it is usually preferable to burn a permanent Elbereth using a wand, assuming that you have enough wand charges to spare. A key insight for new players is that Elbereth can be pre-engraved on retreat squares long before the character gets into trouble. Players may pause to engrave a durable form of Elbereth at various choke points in hallways (or just off them), near stairs, etc. Cautious players may leave a trail of Elbereth-engraved squares leading back to stairs, so that they are never far from safety. Elbereth should not be viewed as only a last resort when the character is down to 1 HP! Another good use of Elbereth, especially when surrounded, is to engrave it on the floor and wait for your HP to recover. Once you've recovered sufficiently, scuff the engraving and resume attacking. When monsters realize that you are no longer protected, engrave it again. This tactic can be very useful for level grinding. If you engrave the word as "ElBereth", there's a 1 in 32 chance that when it degrades, it will degrade to "Elbereth", which will still protect you. This won't exercise wisdom, but has a small chance of saving your life in some desperate situations. Capitalizing other letters is not helpful, as only the capital letter B has a chance of degrading to its lowercase counterpart. Before NetHack 3.6.0, the game may be compiled without Elbereth (option name ELBERETH). The #version command will tell whether NetHack was compiled with or without the ELBERETH feature. Since 3.6.0 Elbereth is always included. Also, Elbereth was effectual even when you weren't on it so long as there was at least one object on said Elbereth square & mdash;similar to the current behavior of a scroll of scare monster. Because of this, a common technique used in many applications & mdash;commonly to herd monsters & mdash;would be to create a large number of Elbereth squares with a gold piece on them. In addition, if Elbereth was present anywhere in the engraving (e.g. "EngberethElberethElbcrelh"), it would still constitute a valid Elbereth square, making engraving Elbereth multiple times and then fighting monsters a valid strategy. In 3.6.0, Elbereth would not necessarily erode while attacking, but each time a monster flees from Elbereth, there is a chance that 1 character will be eroded on the square with the Elbereth engraving. This applies even for engravings that would otherwise be permanent, such as those burned by a wand of fire or an engraving you are levitating over. The chance of a character being eroded in this way is 100% for an engraving in dust, for a semipermanent engraving, and for permanent. This is in addition to the normal chance of erosion for any engraving. In UnNetHack, "Elbereth" can be written in the dust with your fingers with . If you are wielding an athame, that will be used instead. Beware: this shortcut will not automatically switch back to your fingers if you wield a cursed athame. UnNetHack tracks the number of times Elbereth is engraved in your conducts; specifically, how many engravings of Elbereth were successfully completed by you. NetHack 4, like UnNetHack, allows Elbereth to be written in the dust with your fingers with , but doesn't make use of a wielded athame. NetHack 4 also tracks the number of times Elbereth is engraved, but unlike UnNetHack, only counts the number of times the complete "Elbereth" is attempted, so partial engravings like "Elb", "ere" and "th" aren't caught, nor are completions of parts of "Elbereth" on the floor already. Elbereth can be disabled entirely in a game of NetHack 4 by setting the ' < tt > elbereth < /tt > ' birth option to ' < tt > false < /tt > ' before starting a new character. Avoid engraving Elbereth with wands in NetHack brass. While vanilla uses 1 wand charge per engraving, NetHack brass can consume extra charges. An engraving with a wand of fire, for example, costs the usual 1 charge engraving with a wand, an extra 1 charge because the wand is a wand of fire, plus 1 charge for each letter engraved. To burn Elbereth successfully, you would need 10 charges in your wand of fire; you probably do not have them. In SporkHack, Elbereth doesn't always work. On weaker monsters, it works most of the time, but especially against higher-level monsters it's no longer perfect protection. That said, it works often enough that it's almost certainly worth using everywhere that it's worth using in vanilla or SLASH'EM. In AceHack, the word "Elbereth" has no special meaning, but a heptagram is an incredibly similar concept, a shape that can be engraved on the ground that repels monsters. It is identical to an Elbereth in vanilla NetHack, except that it does not exercise wisdom when engraved. Because it is a shape rather than a word, it cannot be engraved directly using the normal methods; instead, after pressing and choosing an item or fingers to engrave with, a heptagram is drawn by pressing . Also, a heptagram can be quickly dust-engraved by pressing ; this is the usual way to draw heptagrams in AceHack. In Slash'EM Extended, Elbereth doesn't always work (similar to SporkHack). Even if it works, the monster may just be "startled for a moment" instead of turning to flee, however there is a small chance that , , or other non-Elbereth-respecting monsters will be affected. Unique monsters (including demon lords and princes), quest nemeses, and other very powerful monsters are still immune, though. Unlike SLASH'EM, a lit lightsaber cannot burn engravings in Slash'EM Extended. It can, however, create hard engravings similar to an athame or wand of digging. dNetHack has phased out Elbereth in favor of wards, which your character learns from spellbooks. Elbereth still works against orcs and Nazgul, however. =_=_ Blessed =_=_ Uncursed =_=_ Cursed =_=_ Options There are two types of options, boolean and compound options. Boolean options toggle a setting on or off, while compound options take more diverse values. Name a boolean option in the configuration file to turn it on, and prefix it with 'no' or '!' to turn it off. Options can be combined into one line for brevity: The above two lines set < tt > boulder < /tt > to < tt > 0 < /tt > , enable < tt > color < /tt > and < tt > autodig < /tt > , disable < tt > cmdassist < /tt > and < tt > rest_on_space < /tt > , and set your cat's name to Mirri. Persistent options: Some options are marked persistent, and are saved and reloaded along with the game. Changing a persistent option in the configuration file applies only to new games. If a configuration file does not exist, create a new one that's appropriate for your system with a text file editor. (For Mac OS X Terminal, use ~/.nethackrc instead of NetHack Defaults) The in-game configuration menu is brought up by pressing . It is similar to an item selection menu, where you use alphabetic letters to select which options to change. Boolean options are toggled on or off, while you are prompted to enter new values for compound options. You can also set options from the command line by setting the < tt > NETHACKOPTIONS < /tt > environment variable. If the value starts with '\' or '/' or '@', it is considered to be a config file name. For example: Your starting alignment. Compound option, with possible values of < tt > lawful < /tt > , < tt > neutral < /tt > , < tt > chaotic < /tt > , or < tt > random < /tt > . The first letter may be given alone. Prefix with ! to exclude that alignment from being picked randomly. Cannot be set in-game. Example that excludes chaotic: Automatically describe the terrain under cursor when asked to get a location on the map. The whatis_coord option controls whether the description includes map coordinates. It can be toggled by typing < tt > # < /tt > while targeting. Automatically dig, if you're wielding a digging tool and moving into a place that can be dug. Boolean option, defaults to FALSE. Can be set in-game. Persistent. Automatically pick up things onto which you move. See also pickup_types, pickup_burden, pickup_thrown, and Autopickup_exceptions. Boolean option, defaults to TRUE. Can be set in-game. Autopickup exceptions allow you to specify particular expression matches for more nuanced autopickup usage. See the main article for usage information. Automatically quiver some suitable weapon if your quiver empties when firing. Boolean option, defaults to FALSE. Can be set in-game. Persistent. Change the key bindings of special keys, menu accelerators, or extended commands. You can specify multiple bindings for a single command. The format is a comma-separated list, with colon-separated keybinding and command. A binding overrides an existing key usage. Example: Can also be defined using ASCII value, and without the < tt > OPTIONS < /tt > prefix simply as For example, < tt > BOULDER=64 < /tt > would be equal to < tt > OPTIONS=boulder:@ < /tt > . This option has been superseded by the < tt > SYMBOLS= < /tt > format described in the symset option, though this method still functions. Set the name of your starting cat. Compound option, and it cannot be set within game. See also dogname and horsename. Example: Save game state after each level change, for possible recovery after program crash. Boolean option, defaults to TRUE. Can be set in-game. Check free disk space before writing files to disk. You may have to turn this off if you have more than 2 GB free space on the partition used for your save and level files. A boolean option, defaults to on. Only applies when MFLOPPY was defined during compilation. Choose at random one of the comma-separated parameters as an active section name. Lines in other sections are ignored. This allows for a fine-tuned options set for particular roles. Example: Allows looking at things on the screen by navigating the mouse over them and clicking the right mouse button. Boolean option, defaults to FALSE. NetHack provides some additional command assistance when it detects some anticipated mistakes. Boolean option, defaults to TRUE. Can be set in-game. The listing of killed monsters can be sorted, so there are two additional choices for < tt > v < /tt > : Set the name of your starting dog. Compound option, and it cannot be set within game. See also catname and horsename. Example: An object's inventory letter sticks to it when it's dropped, so when you pick it up again, it will have the same inventory letter, unless there is already another item in your inventory using that letter. Boolean option, defaults to TRUE. Can be set in-game. Persistent. Commands asking for an inventory item will show a menu instead of a text query with possible menu letters. Boolean option, default is FALSE. Set the name of the user-definable fruit. Compound option, takes a string, with a default value of < tt > slime mold < /tt > . Can be set in-game. Sets the gender of your character. A compound option, with possible values of < tt > male < /tt > , < tt > female < /tt > , or < tt > random < /tt > . Default value is to pick an appropriate gender randomly. Cannot be set in-game. When filtering objects based on blessed/cursed state (BUCX), this options specifices whether to include gold as X (unknown state) when on, and U (uncursed) when off. Default is off. If more information is available for an object looked at with the what is command, ask if you want to see it. Boolean option, defaults to TRUE. Can be set in-game. Persistent. When using a windowport that supports mouse and clicking on yourself or next to you, show a menu of possible actions for the location. Same as herecmdmenu and therecmdmenu commands. Visually distinguish pets from similar animals (This includes both your starting pet and any monsters you happen to tame along the way). Boolean option, defaults to FALSE. Can be set in-game. This is an "experimental feature" in NetHack 3.6.0 (in particular, it is missing from all official binaries, but most public servers enable it). In NetHack 3.6.1, it has been changed significantly and uses some different syntax. Show a hit point bar graph behind your name and title. Only available for TTY and Windows GUI, and only when statushilites is on. Set the name of your starting horse. Compound option, and it cannot be set within game. See also catname and dogname. Use the old < tt > a < /tt > , < tt > b < /tt > and < tt > c < /tt > keyboard shortcuts in the looting menu. Boolean option, defaults to FALSE. Can be set in-game. Persistent. Enable mail delivery during the game. Boolean option, defaults to TRUE. Only meaningful if NetHack was compiled with MAIL. Can be set in-game. Enable coloring menu lines. Boolean value, defaults to FALSE. See main article for how to set menucolors with particular expression matches. Controls the interface used when you need to choose various objects (in response to the Drop command, for instance). Persistent. Compound option, with following possible values: Menu character accelerator to deselect all items in a menu. Implemented by the Amiga, Gem, X11 and tty ports. Compound option, with default of < tt > '-' < /tt > . Cannot be set in-game. Menu character accelerator to deselect all items on this page of a menu. Implemented by the Amiga, Gem and tty ports. Compound option, with default of < tt > '\' < /tt > . Cannot be set in-game. Menu character accelerator to jump to the first page of a menu. Implemented by the Amiga, Gem and tty ports. Compound option, with default of < tt > '^' < /tt > . Cannot be set in-game. Controls how the headings in a menu are highlighted. Compound option, with possible values of < tt > none < /tt > , < tt > bold < /tt > , < tt > dim < /tt > , < tt > underline < /tt > , < tt > blink < /tt > , or < tt > inverse < /tt > . Not all ports can actually display all types. Menu character accelerator to toggle the selections in a menu. Implemented by the Amiga, Gem, X11 and tty ports. Compound option, with default of < tt > '@' < /tt > . Cannot be set in-game. Menu character accelerator to toggle the selection on this page of a menu. Implemented by the Amiga, Gem and tty ports. Compound option, with default of < tt > '~' < /tt > . Cannot be set in-game. Menu character accelerator to jump to the last page of a menu. Implemented by the Amiga, Gem and tty ports. Compound option, with default of < tt > '|' < /tt > . Cannot be set in-game. Menu character accelerator to goto the next page of a menu. Implemented by the Amiga, Gem and tty ports. Compound option, with default of < tt > ' > ' < /tt > . Cannot be set in-game. Show object symbols in menu headings in menus where the object symbols act as menu accelerators. Boolean option, defaults to FALSE. Do not clear the screen before drawing menus, and align menus to the right edge of the screen. Only for the TTY windowport. Boolean option, defaults to TRUE. Menu character accelerator to goto the previous page of a menu. Implemented by the Amiga, Gem and tty ports. Compound option, with default of < tt > ' < ' < /tt > . Cannot be set in-game. Menu character accelerator to search for a menu item. Implemented by the Amiga, Gem and X11 ports. Compound option, with default of < tt > ':' < /tt > . Cannot be set in-game. Menu character accelerator to select all items in a menu. Implemented by the Amiga, Gem, X11 and tty ports. Compound option, with default of < tt > '.' < /tt > . Cannot be set in-game. Menu character accelerator to select all items on this page of a menu. Implemented by the Amiga, Gem and tty ports. Compound option, with default of < tt > ',' < /tt > . Cannot be set in-game. Number of message-window messages to save. Compound option, takes a positive number, with default of 20. Maximum and minimum values depend on the window port; For the TTY, X11 and Gem ports the minimum is 20 and maximum 60. Cannot be set in-game. How to show the latest messages recalled with < tt > ^P < /tt > . Compound option, with the following possible values: The name of your character. Compound option, defaults to your user name. If set to < tt > player < /tt > , then NetHack will ask for the user name, even on systems where it normally wouldn't. If suffixed with dash and character role letter (one of < tt > -A -B -C -H -K -M -P -Ra -Ro -S -T -V -W < /tt > ), then also defines the character role, or if suffixed with < tt > -@ < /tt > , then selects a random role. Read the NetHack < tt > news < /tt > file at start of game, if present. Boolean option, defaults to TRUE. Send padding NULLs to terminal. A boolean, defaults to FALSE. Only used if you compiled NetHack with TERMCAP and without TIMED_DELAY. Persistent. With < tt > number_pad < /tt > set to < tt > 1 < /tt > , < tt > 2 < /tt > , < tt > 3 < /tt > , or < tt > 4 < /tt > , counts need to be prefixed with ( to search 50 times). Also, some extended commands are available in a short form ( performs #loot, performs #untrap, etc). Sets the order of item classes shown in inventory. Compound option, takes a string of up to 14 characters, with default values of < tt > ")[%?+!=/(*`0_ < /tt > . Omitted types are filled in at the end from the previous order. Can be set in-game. Persistent. A space-separated list of specific situations where alternate prompting is desired. The default is < tt > paranoid_confirmation:pray < /tt > . Sets your preferred pet type. A compound option, with possible value of < tt > cat < /tt > , < tt > dog < /tt > , or use < tt > none < /tt > to start a game without a pet. Cannot be set in-game. Prompt for confirmation before picking up items that will push the character's encumbrance past a given level -- < tt > Unencumbered < /tt > , < tt > Burdened < /tt > , < tt > streSsed < /tt > , < tt > straiNed < /tt > , < tt > Overtaxed < /tt > , or < tt > overLoaded < /tt > . This will not prompt the player when picking up a loadstone. Defaults to < tt > S < /tt > . Persistent. If this option is on and autopickup is also on, try to pick up things that you threw, even if they aren't in pickup_types or match an autopickup exception. Boolean option, defaults to TRUE. Persistent. Values are < tt > normal < /tt > , < tt > explore < /tt > , or < tt > debug < /tt > . Allows selection of explore mode (also known as discovery mode) or debug mode (also known as wizard mode) instead of normal play. Debug mode might only be allowed for someone logged in under a particular user name (on multi-user system) or it might be disabled entirely. Requesting it when not allowed or not possible results in explore mode instead. NAO has both Explore and Debug modes disabled entirely. Default is normal play. If you wield something when you are already wielding something else, the old weapon is pushed into the alternate weapon slot. Boolean option, defaults to FALSE. Can be set in-game. Persistent. Set your character's race. A compound option, with possible values of < tt > human < /tt > , < tt > elf < /tt > , < tt > dwarf < /tt > , < tt > gnome < /tt > , < tt > orc < /tt > , or < tt > random < /tt > , with default of random. If you prefix a < tt > ! < /tt > to the value, you can exclude that race from being picked randomly. Cannot be set in-game. Persistent. Set your character's role. Can also be < tt > random < /tt > . A compound option. See name option for an alternate method of specifying your role. Normally only the first letter of the value is examined, with < tt > r < /tt > being the exception with < tt > Rogue < /tt > , < tt > Ranger < /tt > , and < tt > random < /tt > values. If you prefix an option with < tt > ! < /tt > , you can exclude that role from being picked randomly. Cannot be set in-game. Persistent. This option may be used to select one of the named symbol sets found within the symbols file to alter the symbols displayed on the screen on the rogue level. Set the screen updating interval for multi-turn actions, eg. running or traveling. Can be set in-game. Compound option with the following possible values: Prevents you from (knowingly) attacking your pet by moving into it. TRUE is the best setting as attacking a pet, should you wish to, is easily accomplished using the fight command. Boolean option, defaults to TRUE. Can be set in-game. This option turns on debugging output, and is only available in wizard mode. Boolean option, defaults to FALSE. < !--FIXME: wizmode section?-- > Control what part of hiscore list to show at the end of game. Compound option. Can be set in-game. Persistent. Accept the following options, separated by spaces: Displays the exact number of experience points next to your experience level on the status line. Useful for seeing how close you are to the next level, but it may increase the length of the status line a lot, pushing important notifications (like Hungry, Ill, FoodPois, etc.) off the end. Uses the symbol for your race instead of . That's for dwarves, for orcs and for gnomes. Elves are still . This could be useful for reminding you not to genocide your racial glyph but is not widely used. Boolean option, defaults to FALSE. Can be set in-game. Shows your approximate accumulated score on the bottom line. Boolean option, defaults to FALSE. Can be set in-game. Persistent. Only available if NetHack was compiled with SCORE_ON_BOTL. Controls the sorting behavior of the pickup lists for inventory and #loot commands and some others. Persistent. The possible values are: Groups similar kinds of objects in your inventory. TRUE is highly recommended. Boolean option, defaults to TRUE. Can be set in-game. Persistent. Display sparkly effect for resisted magical attacks (e.g. a fire attack on a fire-resistant monster). It can be helpful to turn this off on the Plane of Fire, otherwise a dozen or more sparkles will occur per turn. See also timed_delay. Uses standout mode (reverse video) for displaying " < tt > --More-- < /tt > ". Boolean option, defaults to FALSE. Can be set in-game. Persistent. Allows you to choose whether your status bar has 2 or 3 lines. Can also be set during the game. Your user interface must support at least 25 rows, when using the value of 3. This is especially useful in Curses interface. Prevent alert notification messages about feature changes in a NetHack version and the previous versions. Compound option, accepts a string describing a NetHack version. Can be set in-game. Currently only one use, which is to prevent the quiver and quit-command changes: Displays elapsed game time, in turns, on the status line. Very useful for estimating prayer timeouts, spell lifespan, and more. Boolean option, defaults to FALSE. Can be set in-game. Persistent. On TTY interfaces (unix and VMS), use a timer instead of sending extra screen output when attempting to pause for a display effect. On MSDOS without the termcap lib, chooses whether or not to pause for visual effect. See also sparkle. Prints the top ten high scores in a window rather than stdout. This isn't very useful unless you are using a GUI version. Boolean option, defaults to FALSE. Can be set in-game. Persistent. Chooses whether or not to display certain non-essential messages, such as doors being destroyed. Boolean option, defaults to TRUE. Can be set in-game. Persistent. Boolean option. Turning it on will output extra information in the datastream in the form of escape code "ESC [ ... z", meant for graphical frontends. See also EbonHack. When using the < tt > / < /tt > (what is) or < tt > ; < /tt > (far look) commands to look around on the map with autodescribe on, display coordinates after the description. Also works in other situations where you are asked to pick a location. The whatis_coord option is also used with the sub-commands < tt > m < /tt > , < tt > M < /tt > , < tt > o < /tt > , and < tt > O < /tt > when using < tt > / < /tt > , where the 'none' setting is overridden with 'map'. The area-filter tries to be slightly predictive; if you're standing on a doorway, it will consider the area on the side of the door you were last moving toward. When using the < tt > m < /tt > , < tt > o < /tt > , < tt > d < /tt > , < tt > x < /tt > or < tt > a < /tt > keys to select a location on the map, uses a menu to pick a target. Otherwise, typing a lowercase letter will cycle through targets from nearest to furthest, and an uppercase letter from furthest to nearest. It can be toggled by typing < tt > ! < /tt > while targeting. Boolean, default off. When selecting a location on the map, and using shifted movement keys or meta-digit keys to fast-move, instead of moving 8 units at a time, move by skipping the same glyphs. It can be toggled by typing < tt > * < /tt > while targeting. Boolean, default off. Select which windowing system to use, such as < tt > tty < /tt > or < tt > X11 < /tt > (default depends on version). Cannot be set in-game. Example: Wizard mode-only option. Specifies the path to a text file that contains a list of item names, one per line, up to a maximum of 128 lines. Each line is processed by the function that handles wishing. For example Where to align or place the message window. Compound option, with possible values of < tt > top < /tt > , < tt > bottom < /tt > , < tt > left < /tt > , or < tt > right < /tt > . Cannot be set in-game. Where to align or place the status window. Compound option, with possible values of < tt > top < /tt > , < tt > bottom < /tt > , < tt > left < /tt > , or < tt > right < /tt > . Cannot be set in-game. NetHack should display color if it can for different monsters, objects, and dungeon features. This option matters only for the TTY windowport. Boolean option, defaults to TRUE on most systems including Windows and Mac. Can be set in-game. In case the default color scheme is hard to distinguish on your monitor, you might want to edit the color preferences in your terminal emulator. NetHack should try and display on the entire screen rather than in a window. Boolean option, defaults to false. Cannot be set in-game. NetHack should display the map in the manner specified. Used in Windows port to choose between tiles or different sizes of ASCII. Consult defaults.nh for possible options. NetHack should scroll the display this many map cells when the hero reaches the scroll_margin. A compound option, accepts a positive number. Cannot be set in-game. NetHack should scroll the display when the hero or cursor is this number of cells away from the edge of the window. A compound option, accepts a positive number. Cannot be set in-game. NetHack should display a menu of existing saved games for the player to choose from at game startup, if it can. Not all ports support this option. Specify the preferred width of each tile in a tile capable port. Compound option, accepts a positive number. Cannot be set in-game. Specify the preferred height of each tile in a tile capable port. Compound option, accepts a positive number. Cannot be set in-game. NetHack should display this number of messages at a time in the message window. Compound option, accepts a positive number. Cannot be set in-game. Implemented only for the Atari GEM, Win32 GUI and WinCE builds. or one of Windows UI colors ( < tt > activeborder < /tt > , < tt > activecaption < /tt > , NetHack port should wrap long lines of text if they don't fit in the visible portion of the window. Boolean, defaults to false. Can be set in-game. Select an alternate keystroke handler dll to load. The name of the handler is specified without the .dll extension and without any path information. Win32 only. Cannot be set in-game. NetHack comes with < tt > nhdefkey.dll < /tt > , < tt > nhraykey.dll < /tt > , and < tt > nh340key.dll < /tt > . If you are using a non-US keyboard layout and cannot type the dollar sign or the hash mark, try nhraykey. Enables extended command shortcuts, such as to dip. < ref name="unixesc" > followed by on unix systems also works < /ref > Boolean option, default is off, except on Amiga. Can be set in-game. Is saved into the savefile. Use BIOS calls to update the screen display quickly and to read the keyboard (allowing the use of arrow keys to move) on machines with an IBM PC compatible BIOS ROM. Boolean option, default off. OS/2, PC, and ST NetHack only. Cannot be set in-game. Use DEC line-drawing characters. Won't work for all terminals. Boolean option, defaults to TRUE. Can be set in-game. Turning this on sets IBMgraphics to FALSE. Use IBM extended characters. Won't work for all terminals. Boolean option, defaults to FALSE. Only implemented for the TTY windowport. Can be set in-game. Force raw (non-cbreak) mode for faster output and more bulletproof input (MS-DOS sometimes treats `^P' as a printer toggle without it) Default off, OS/2, PC, and ST NetHack only. Set the video mode used. PC NetHack only. Values are < tt > autodetect < /tt > , < tt > default < /tt > , or < tt > vga < /tt > . Setting < tt > vga < /tt > (or < tt > autodetect < /tt > with vga hardware present) will cause the game to display tiles. Set the color palette for PC systems using NO_TERMS (default < tt > 4-2-6-1-5-3-15-12-10-14-9-13-11 < /tt > , PC NetHack only). The order of colors is red, green, brown, blue, magenta, cyan, bright.white, bright.red, bright.green, yellow, bright.blue, bright.magenta, and bright.cyan. Note: If the < tt > #version < /tt > -command shows < tt > screen control via foo < /tt > , where foo is one of < tt > mactty < /tt > , < tt > BIOS < /tt > , < tt > DJGPP fast < /tt > , < tt > VGA graphics < /tt > or < tt > WIN32 console I/O < /tt > , then your version of NetHack supports setting videocolors. Set the intensity level of the three gray scales available (default dark normal light, PC NetHack only). If the game display is difficult to read, try adjusting these scales; if this does not correct the problem, try !color. In AceHack, Nethack 4, FIQhack, and Fourk, two existing monsters have been moved from the removed monster class to the monster class, to make them easier to see: =_=_ Pet A pet is a tame monster & mdash;a monster who accompanies and assists you through the dungeon. By default, each character starts with a pet, though you may acquire many more. The tameness of a pet is affected by how well you care for it. Every character enters the dungeon with a pet unless they have specifically set pettype:none in their configuration file. If your role has a definite pet type in the table below, your pet will always be of that type. Otherwise it will be the pet type you have configured, or a kitten or a little dog with equal probability. Note that only Knights can start with a pony. The pet will begin the game already named if you have set the catname, dogname, or horsename options in the configuration file; in addition, certain roles have built-in default pet names if you did not specify a name. Names of pets (and other critters) can be changed using the call command. Domestic animals (all growth stages of dog, cat, and horse) can be tamed by throwing certain types of food at them. If a fresh monster egg hatches while being carried in open inventory, the baby monster may be generated tame. Dragon eggs and eggs laid by the player always hatch tame, as will 50% of any other eggs if the player character is male. The easiest way to get friendly eggs of a given species is to become a female monster of that species and lay the eggs. Polymorphing into any demon other than a balrog or a foocubus and hitting a monster without using a weapon will occasionally summon pet demons. Quaffing a smoky potion or rubbing a magic lamp can summon a djinni, which may randomly be tame. The odds of it being tame are never very high, though they are highest when the potion or lamp is uncursed. Most players prefer to bless the item instead, since a wish is usually more valuable than a tame djinni. The easiest way to acquire the most esoteric and powerful pets (such as Archons) is using figurines, preferably blessed. Figurines will bypass taming restrictions, but most types of restricted pets cannot have figurines of them created in the first place. Reading the blessed Book of the Dead, if you are not standing on the vibrating square, will tame coaligned undead. Other nearby undead will become peaceful and flee. A magic trap will tame adjacent monsters with 4.8% probability whenever it gives you the "You feel charismatic!" effect. This effect does not check monster MR, so it can tame otherwise resistant monsters. However, magic traps also have a variety of harmful effects, so be prepared to deal with them. Certain monsters cannot be made tame no matter what you do. In most cases, they will be made peaceful instead. They are: These restrictions are only checked at the time the monster would be made tame. They never result in an existing monster (e.g. a demilich that grows up into a master lich, a werecreature reverting to human form) becoming untame. Notably, the Riders are not inherently untameable. Famine and Pestilence can be tamed if you level drain them to the point that their 100 MR is effectively lower, although it may take many tries. Death is immune to level drain, and so cannot be tamed in vanilla NetHack. It is in very bad form to attack your pet. You should also be very careful when confused, stunned, or when wielding Stormbringer or Cleaver. If you are blinded or hallucinating, try using the #chat command to figure out which of the strange beings around you is your pet. Pets are vulnerable, especially when young. In the first few dungeon levels it is incumbent on you to lead, not follow your pet into unexplored rooms, where pits and other traps are far more dangerous to your pet than to you; the humble falling rock trap is probably one of the most well-known culprits, hence its nicknames of "kitty killer" and "puppy pounder". If your pet does get trapped, try #untrapping it. Be warned that unsuccessfully attempting to remove a bear trap will injure your pet, and if done repeatedly may kill it. Attempting to rescue a pet from a pit when there is no adjacent non-pit square (other than the one you are standing on) may have the same effect. Some pets are vulnerable to polymorph traps and level teleporters. Moreover, holes and trap doors can inconveniently separate you from your pet. Thus, it is useful to detect and disarm traps as quickly as possible. They say discretion is the better part of valor. Pets don't always possess such discretion, and often find themselves overpowered by opponents they take on. Although a pet will not attack a monster whose passive attack could kill it in one round, this calculation takes no account of the monster's weapon or likely counter-attacks. Be especially careful about bringing dogs or cats into the Gnomish Mines, or horses into shops, especially in the deeper levels. Horses seem especially vulnerable to mimics, and have also been known to attack shopkeepers, as they reach a higher level than dogs or cats. Below 20% of maximum Pet's level – 3 < ref > Pets still will not attack peaceful monsters if below 25% health. This contradicts a comment in the source code implying the peaceful-monster check applies to all monsters. < /ref > There is no special penalty for abandoning or losing track of pets, eating your pets' corpses (normal penalty from corpses of the pets' species still apply, such as cannibalism for cat and dog corpses), or (surprisingly) for genociding your pet's species or class. Your pets follow you along stairways and portals if they are adjacent to you when you climb, descend, or enter (except when they're busy eating or can't move). Removal of items which may be cursed from corridors can't hurt, unless one of the items is a loadstone. In that case (or if a corridor is blocked by a trap), try digging a path around the item or trap in question. For the three cardinal domestic species, appropriate foods for routine feeding are as for taming. Eggs (including rotten eggs) are appropriate for feeding carnivorous (and omnivorous) pets like dogs and cats, but they should be dropped with the d command, not thrown. (Eggs that pets will not eat are probably cockatrice and should be #named and saved.) Additionally, starving pets will eat some foods which they will not otherwise (e.g., starving horses will eat "people food" such as food rations). Pets will never eat food that would cause them harm: pets without poison resistance won't eat poisonous corpses; pets without acid resistance won't eat acidic corpses; pets without petrification resistance won't eat footrice corpses (or eggs) or Medusa's corpse; and no pet will eat green slime or Rider corpses. Pets gain two to eight times more nutrition than players from food (smaller ones gain more), but take the same time to eat it. A starving pet will "devour" the food, taking only half the normal time required to eat it, but also gaining only the nominal nutrition. Generally, your pets (especially the carnivorous ones) will feed themselves. Sometimes they will feed you, as they will kill monsters of types that they will not eat but that you might, or you stand a chance of beating them to the corpse. For some pet types, notably domesticated animals and intelligent monsters, it is advisable to #chat with your pet frequently. Their vocalizations change noticeably when they are hungry. When a pet is starving (500 turns after they became hungry) they become confused and their maximum hit points is divided by 3. See "Messages", below. Pets can be trained to more reliably drop items near you by giving them treats after they drop something; this willingness to 'fetch' is known as apport. Pets left on another level from you lose tameness but still burn nutrition. If a pet on a different level would have starved before becoming untame, it will become hostile. Otherwise, it will either become peaceful or hostile. If you cannot find enough food for your herbivorous pet, leave it on another level and let it become untame rather than letting it starve, then re-tame it later when food is available. Carnivorous and omnivorous pets will eat wraith corpses and gain one level for each, capped at 15 over base level. (There is no cap for gains from engulfing live wraiths.) They will also eat chameleon and doppelganger corpses, which will polymorph them. Omnivorous pets use the highest of the carnivorous and herbivorous rankings of a food item; e.g. apples, carrots, and tripe are all treats to them. Knights who are low on vegetarian food but have some vegetarian treats may resort to unorthodox methods to keep a pet pony fed. A variation on the Knight's method will work for non-knight characters with a pet, vegetarian, domestic animal: Knights can accomplish this by leaving the near-starving pet on another level; non-knights can simply #ride and un- #ride the mount a few times. See Riding. The best way to equip a pet is to gather the items you want to give to the pet, put them in a dead end, and stand on them till your pet comes near, swap places with the pet and keep it standing over the pile till it picks up something and starts using it. If it drops something it had been using, you will need to swap places again to pick up their old stuff. For replacing equipment, the best way to do that is in a 2 long corridor with a locked door: +@A. This will take a long time as pets don't like to pick up things if you are nearby. If you just have a pile of stuff and they don't have anything that is being replaced, locking them in a closet will be faster, as pets with large values of apport are more likely to pick up things if you are far away. This only works if the pet isn't carrying a key of its own. Many humanoid monsters will pick up and wear armor. Only medium-sized monsters can wear body armor or shirts, and only medium or smaller monsters will fit into cloaks. All monsters know the enchantment of armor, and will replace one piece of armor with something that gives more AC than what they are currently wearing. For example, your pet Archon will replace their +0 shield of reflection with a +3 small shield in some valkyrie's bone pile. Generally for pets, you want to give them magic resistance, magic cancellation, and reflection. All items that work for the player also work for monsters, provided they fit into it or actually wear amulets. Silver-haters will not use silver items. Large pets get MC1 only from the cornuthaum. Feel free to load up on metal armor, it does not hinder monster spellcasting. Magicbane grants magic resistance, but monsters can swap artifact weapons, see below. Pets will not hang on to quest artifacts. Most magical armor is not as useful for monsters as it is for players. Speed boots make monsters fast, but not very fast. An alchemy smock confers only poison resistance. Dragon scale mail and scales will grant their extrinsics to monsters. Other armor properties than those discussed do not affect monsters. After deciding what extrinsics your can give your pet with equipment, the rest of their armor should be to improve AC. Monsters with a weapon attack will be able to pick up and wield weapons. They will ignore the enchantment and BUC status of the weapon, and instead select which one to wield based on type. (Pets do not pick up cursed objects.) They prefer (in this order): any usable artifact weapon, cockatrice or chickatrice corpse, tsurugi, runesword, dwarvish mattock, two-handed sword, battle-axe, katana, unicorn horn, crysknife, trident, long sword, elven broadsword, broadsword, scimitar, silver saber, morning star, elven short sword, dwarvish short sword, short sword, orcish short sword, mace, axe, dwarvish spear, silver spear, elven spear, spear, orcish spear, flail, bullwhip, quarterstaff, javelin, aklys, club, pick-axe, rubber hose, war hammer, silver dagger, elven dagger, dagger, orcish dagger, athame, scalpel, knife, worm tooth. Weapons in italics are two handed, and will be chosen only if the monster is strong and is not wearing a shield. A cockatrice corpse will not be chosen if it would immediately stone the monster. Stilettos and grappling hooks will never be chosen. If a monster has a wielded artifact weapon and picks up any other, it can switch to the new artifact and drop the old, provided the artifact is not cross-aligned and the conditions for two-handed weapons are met (if applicable). "Can" here means the first admissible artifact in the game's internal list of carried objects is chosen. If you want your pet to keep a specific artifact, give it to it while it is carrying as few objects as possible. Pets do not use ranged weapons, though there is a patch for this purpose. As of 3.6.1, they will, however, use their breath weapon if they have any. Monsters with hands can put on amulets of . They have no preference, just whatever they wore first. If you want them to remove it, you have to get a nymph or foocubus to steal it, polyself into such a stealer, or have the monster die. Your stealing attack only reduces a pet's tameness if you do not successfully acquire an object. The monster's amulet of life saving will not be used up if it was nonliving (undead, golem, manes, vortex). Polymorphed monsters that were wearing an amulet will still wear said amulet. Those who want a level 49 purple worm might consider polymorphing one from an intelligent monster, as opposed to taming one. This may be time-consuming, but it will prevent any disintegration or death ray accidents. Intelligent monsters will quaff potions of gain level. The max level they can get to is 49 (50 for named demons, but they cannot be tamed). The following is a list of monsters that make good good pets. It is divided into two parts: the first consists of pets which a player might specifically work to obtain, for example through a wish or a polytrap. The second consists of pets that are useful (e.g. if you get them through a polytrap or magic trap), but not usually worth any extra effort to obtain. Generally speaking, if a corpse is safe for your pet to eat, it is also safe for you. The exceptions to this rule are that it is not a good idea for you to eat your own species, dogs, cats, bats (which will stun you) or violet fungi (which will make you hallucinate). Pets will also eat corpses from monsters such as and that could give you the often undesirable teleportitis. Revived pets, or pets saved by an amulet of life saving, aren't guaranteed to revive tame < ref > < /ref > . If you killed the pet yourself or abused it at least three times, it will never revive tame, and has only a one in (times abused) chance of being peaceful, or none at all if you abused it at least ten times. If you didn't kill your pet and abused it at most twice, its tameness becomes a random number between zero and its prior tameness, with equal probability. If the new tameness is zero, the pet is no longer tame, but it still has a 50% chance to be peaceful. Do not sacrifice former pets if they died tame. A feral former pet doesn't count as a pet for this purpose. AceHack implements ranged combat for pets; however, they currently die much faster than in vanilla, as monsters are more aggressive toward them. (This is planned to be fixed before release.) =_=_ Scoring =_=_ Talk:Insect =_=_ Reflection If a cold, fire, sleep, lightning, , or disintegration ray hits a monster with reflection, it will have no effect and rebounds back in the direction it originated from. Reflection also protects against floating eyes' passive paralysis attack and Medusa's stoning gaze. If Medusa can see the monster that reflects her gaze, she turns to stone instead. Reflection does not protect against beams. The item must have the property of reflection, rather than merely being reflective; crystal plate mail and mirrors cannot grant reflection. The only way to obtain intrinsic reflection is to polymorph into a silver dragon. The top level of Sokoban has a 50% chance of containing an uncursed amulet of reflection. In most versions of Medusa's Island, the statue of Perseus has a 75% chance of containing a cursed +0 shield of reflection; in the version that generates a titan, the chance is 25%. Reflection is a high priority in the early game, and the preferred means of obtaining it are usually an amulet of reflection or silver dragon scale mail (SDSM). Players who get a wish from a magic lamp in the Gnomish Mines often use it for SDSM; dragon scale mail does not interfere with spellcasting, making it ideal for roles such as Wizards. A shield of reflection hinders spellcasting and prevents two-weapon combat and use of two-handed weapons, and is thus a preferred wish for roles who do not seek to use either skill, e.g. a Caveman. Reflection is especially important because of high-damage wand and breath attacks. A black dragon's disintegration breath can kill you instantly, unless you have reflection or disintegration resistance. It is very hard to gain disintegration resistance without killing a black dragon first, so reflection is the best option. Later in the game, reflection's protective use begins to be superseded as you obtain all elemental resistances and magic resistance. However, it is still an important property because it prevents inventory damage from attack wands and breath weapons. Without reflection, keeping wands and rings in open inventory is much more dangerous. Staying out of monsters' line of fire is not as viable an alternative, because monsters can move and zap at the same time. However, in melee range, breath attacks are impossible and wand usage is much decreased, so movement tactics and an Elbereth cage can double for reflection in special circumstances. =_=_ Ascii =_=_ Underscore Pressing at a menu inverts the selection on the current page only. Supported by tty and curses interfaces, see menu controls. Beware the key! Not only does it move northwest, it also answers "yes" to questions like "Eat the cockatrice corpse?" Woe betide careless players who hold down the y key and meet a powerful peaceful monster to their northwest. This is especially troublesome in Minetown. Some game binaries are compiled with paranoid_hit, an option which requires you to type "yes" to answer such questions in the affirmative. =_=_ Template:ASCII =_=_ Zruty A book called The Mythology of All Races lists the zruty with this quote: "The Slovaks have their Zruty, or Ozruti, who are wild and gigantic beings, living in the wildernesses of the Tatra Mountains." The similar phrasing suggests that this book is the origin of the monster and of the in-game Encyclopaedia entry. The Tatra Mountains lie on the border between Poland and Slovakia, so the origins of the zruty could indeed be in Polish or Slovakian mythology. The word zrut (or, more correctly, žrút, pronounced /ʒrut/) means someone or something that eats fast and much. The plural form is žrúti or žrúty. The word ozruta would be probably best translated as 'giant' (although a Slovak-English dictionary suggests also 'ogre' or 'whopper'). Today it is used to describe anything too big (often something that is bigger than needed, but also large mountains can be called ozruty). =_=_ Spellbook A spellbook is a book containing runes describing some spell. To attempt to memorise the spell, you must read the spellbook. (This obviously breaks the illiterate conduct.) In tty mode, both brown books and closed doors share the symbol. E.g. in bones files, the far look command can identify the '+' on doorways. In general, you should never read a cursed spellbook since it will never teach you a spell and always causes a harmful effect. Uncurse the spellbook before reading it. There is an exception to every rule, however: one negative effect is teleportation, which is occasionally useful – although that is accompanied by helplessness, which is not. If you have a blank spellbook and a magic marker, then you can try to write the spellbook of any spell that you know. Dipping a spellbook into water (or a fountain) will blank it. Spellbooks made blank this way will retain their BUC status. If there are any spellbooks in your initial inventory, you start the game knowing the pertinent spell, as if you had read the book successfully one time. The book is nonetheless brand-new, that is, it is counted as never having been read. If you polymorph a spellbook, it will count as read one more time. In 3.4.3, due to a bug, a polymorphed spellbook would never fade if the spell was not already in your spellcasting menu , allowing you to read it (once) to learn the spell (which you could then rewrite with a magic marker for future reference). This was fixed in NetHack 3.6.0. In fact, learning a new spell from a book will now fail even if it is counted as read only 3 times. Reading a spellbook in a shop and in the presence of a shopkeeper before you pay for it incurs a usage fee ("This is no free library, cad!") As of Nethack 3.6.0, dull spellbooks are special. Attempting to read one may cause you to fall asleep for a number of turns, based on your wisdom and the spellbook level. "This book is so dull that you can't keep your (eyes) open." This ignores sleep resistance in 3.6.0, but respects it as of 3.6.1. < !--Specifically, rnd(25) - Wis. If this is greater than 0, you fall asleep for that many turns, plus rnd(spellbook-level*2).-- > Do not attempt to read a spellbook unless you know it isn't cursed (easily determined with a pet or at an altar). Unless you are a wizard, do not attempt to read a non-blessed spellbook unless you know which level it is (easily determined at the appropriate shop). Roles that start with spellbooks will probably want to sell them at the first shop that takes them. This frees up substantial encumbrance (each spellbook weighs as much as five daggers), and gives a little extra money to purchase items of more immediate use. By the time you need your books back on turn 20,000, you should easily be able to afford them. Likewise, if you find and read a spellbook in an early shop, you should probably sell it right back. Note that buying and reselling a spellbook is usually cheaper than reading it unbought and paying the usage fee. If you can't find a suitable shop, you should still stash your books somewhere early on to protect them from destruction by fire; few early monsters pick up spellbooks, and only gelatinous cubes can destroy them. The following is a list of all spellbooks, listed alphabetically by the school of magic they represent and by difficulty inside the schools. The "Probability conditional on price" column is for use with price identification. If you know the price of the book, this column tells you how likely it is to be a given spell. (For instance, a spellbook with a base price of 700 zm is 75% likely to be cancellation, and 25% likely to be finger of death.) The "Actions to read" column tells you how many player actions are needed to read the spellbook. This is equal to the number of game turns for a hero whose speed is 12; a faster hero will take fewer turns to read the book. Lenses reduce this number of actions by approximately one third. The "Skill changes" column denotes spells that behave differently if the player has a higher skill level in that spell's school. "B" indicates that the spell behaves differently at a skill level of basic or greater, "S" indicates that the spell behaves differently at skilled or greater, and "E" indicates that the spell behaves differently at expert. Note that most ray spells have a higher hit chance when cast at a higher level. All spellbook types have randomized appearance except the spellbook of blank paper and the Book of the Dead. Spelbooks normally have a 1/34 (3%) chance of being generated blessed and equal chance of being cursed; the remaining 16/17 (94%) are uncursed. Randomly generated statues on dungeon level 4 or deeper (such as on the Oracle's level) have a chance of containing a spellbook. In other words; a hypothetical level 0 character needs 16 INT to read a hypothetical level 0 spellbook safely. For every spell level, increase the required INT by two. For every two experience levels (odd ones count as the level below), decrease it by one. If wearing lenses, decrease it by two. A Wizard will be warned when reading an uncursed spellbook if this chance is below 100%: "This spellbook is difficult to comprehend. Continue?". This is changed to "very difficult" if the chance is below 60%. A cursed spellbook will never prompt a warning. Failing to read a spellbook (or reading a cursed spellbook) paralyses the player for a number of turns equal to the number of player actions needed to read the book, minus two. Thus, the minimum duration of the paralysis is one turn (detect monsters, light, sleep, knock) and the maximum duration is 80 turns (finger of death). A ring of free action will not protect the player from this effect. A random bad effect is chosen in addition to the paralysis. The list below is numbered to match the minimum spellbook level needed to reach that effect: < ref > Spells (learning, practising, and casting) in NetHack 3.4 by Kevin Hugo and Dylan O'Donnell < /ref > You have a 1/3 chance of destroying the spellbook every time you fail to read it (in addition to the chance of explosion, which always destroys it). This produces the message spellbook crumbles to dust!. You will then be prompted to name the spellbook if it was not identified or already type named. In practice, the biggest dangers when reading non-blessed spellbooks are losing the book and getting teleported to a random location on the level while paralysed. Teleport control allows you to choose where you will teleport, rendering this effect mostly harmless. A unicorn horn will cure blindness, confusion and strength loss; wearing gloves will prevent strength loss and damage from poison in the first place, while blindness and confusion will wear off eventually. Bagging your gold when reading spellbooks will prevent it from being lost, and magic resistance will protect you from the damage inflicted by a book exploding. Reading such spellbooks while carrying unpaid goods in shops is especially perilous, as the shopkeeper will become angry and call the Keystone Kops while you are paralyzed. You can read spellbooks of up to level 5 in relative safety if you have teleport control, lock yourself in a closet with Elbereth engraved on the floor and drop your gold. To safely read level 6 and higher spellbooks, you also need gloves and/or a unicorn horn and, for level 7 books, magic resistance or at least 26 HP. If you don't have teleport control, you can instead read them on a non-teleport level, such as inside the closets on the top level of Sokoban. The guaranteed teleport effect of cursed level 1 spellbooks may be useful as an escape item to teleport if other resources are scarce but books plentiful. A speed runner might even write cursed books to conserve power and scrolls of charging. Spellbooks have charges now. When reading a non-cursed charged spellbook, one charge is consumed, and "The words on the page seem to glow faintly." This allows you to read the spelbook normally should you fail the reading roll, and triples the reading speed otherwise. =_=_ Spellbook of identify Casting this spell is equivalent to an uncursed scroll of identify at Basic and Unskilled skill level, identifying 1 item 80% of the time and identifying 1d4 items 20% of the time; at Skilled and Expert level, it acts as a blessed scroll and identifies 1d4 items 80% of the time, and will identify your entire inventory 20% of the time. With positive Luck, a Skilled or higher casting will always identify at least 2 items. This spell is considered the most useful divination spell in the game, and can easily supplant scrolls of identify; this makes it a serious boon for early-game Wizards and any other high intelligence/wisdom character with good power reserves. In SLASH'EM, identify is a level 5 spell. In SLASH'EM Extended, it can also sometimes cause backlash when cast, with the worst possible result being amnesia. In FIQHack, identify is a level 2 spell, but is more limited in scope, only identifying object types. As the player's divination skill increases, they will be able to discern more qualities of an item aside from its function. In xNetHack, the spell is removed entirely due to balance issues conflicting with the new spellcasting system introduced. Scrolls of identify are made much more effective to compensate. =_=_ Spellbook of light The spell is one of the easiest to learn and cast; being able to use it reliably usually means that scrolls of light can be saved for blanking or polypiling later on. It is especially useful to train up skill in divination spells, and can light your way through the Gnomish Mines if you have enough energy. Increasing the amount of lit squares can help you use a polearm, or ; it can also aid in jumping in dark parts of the dungeon, though it is slightly less powerful since casting light takes up a turn. =_=_ Spellbook of protection In NetHack, the spellbook of protection allows the player to learn the protection spell. The spell is unrelated to protection granted by priests or praying. Casting this spell decreases your AC temporarily; the exact reduction depends on your experience level, the amount of protection already gained from this spell, and your AC before casting the spell. The protection wears off at a rate of 1 point every 10 turns, or 1 point every 20 turns if the spell was cast with expert proficiency. The exact formula for determining the granted protection < ref > < /ref > is whichever of the following two is more: where "prior spell AC" is the AC already gained from castings of the protection spell; "other AC" is 10 minus your AC but for the spell, including all armor bonuses and divine protection; and log < sub > 2 < /sub > (XL) is just the logarithm with base 2, according to the following table: Thus you will get 1-5 AC on the first casting depending solely on level, and on subsequent castings you will get progressively less depending on your AC and protection level. The spell is an easy means of training skill in clerical spells. If you see a difficult or out-of-depth monster nearby and are willing to fight it, casting protection before engaging it is often a good idea. The spell is also useful if you are taking many hits from several monsters and/or already battling a difficult or out-of-depth monster. Monks who start with this spell may find it useful to make up for their lack of armor in the early game, and should cast it before any prolonged fight. The protection spell functions differently in dNetHack. Multiple castings of protection do not stack. When you cast the spell, it grants an AC bonus based on your experience level. =_=_ Category:Spellbooks =_=_ Protection Starting in NetHack 3.6.0, extrinsic protection from equipment is also associated with higher magic cancellation. The cloak of protection is the only item that naturally grants MC3, and rings of protection and extrinsic protection from artifacts increase your effective magic cancellation by one point. So a robe or mithril coat (both MC2) worn with a ring of protection, the Mitre of Holiness, or the Tsurugi of Muramasa will give you MC3, the same as a worn cloak of protection. The MC bonus is non-cumulative. Two rings of protection or two protection artifacts equipped with a leather armor or any other MC1 item will only give you a magic cancellation of 2, not 3. All of these types of protection stack; you can buy protection from a temple (more than once), wear two rings of protection, and cast the spell, if you need a large temporary AC boost. SLASH'EM adds natural protection to the Monk class and to the doppelganger and lycanthrope races. These bonuses stack for doppelganger Monks. Monks have their AC lowered by level/2 + 2, with a maximum of 11 bonus AC at level 18 if they are not wearing a shield, body armor (robes are allowed), and are not wielding a weapon. Doppelgangers and lycanthropes have their AC lowered by level/4 + 1 if they are not wearing any body armor (robes are not allowed), even if they are in a form that would not be able to wear body armor anyway (and thus would likely have lowered natural AC already to compensate). =_=_ Spellbook of force bolt Casting the spell allows you to shoot a force bolt in any direction, the same as a wand of striking. If the bolt hits a monster, it does 2d12 damage; monsters may resist for half damage. Monsters with player-style magic resistance take no damage. The force bolt will break any boulder, statue, door or drawbridge that it hits. It will also break fragile items such as potions. Note that if a monster is killed by a force bolt beam, the monster's inventory will be subjected to the beam. As noted above, force bolt deals 2d12 damage. It has a fixed chance of hitting, not affected by the player's dexterity or spell skills; if the roll of a d20 is lower than (10 + monster's AC), the spell hits. This makes it unsuitable for use in the late game, when many monsters have low AC. In the early game, however, this is a quite respectable amount of damage compared to the other weapons usually available, and most early-game monsters have high AC. Magic missile may be more useful for lower AC targets such as killer bees early on, and increases in power with the player's level, making it more desirable later on. Force bolt can be used to break down locked doors or hidden doors that you know about, but can't find by searching; this is especially helpful if you have poor luck. As with other methods of forcibly opening doors, care should be taken to avoid smashing doors in Minetown and doors to shops in this manner. Force bolt can also destroy boulders, which is useful if you need to traverse a blocked corridor; it can also be used to break statues before you obtain a pick-axe. In combination with the stone-to-flesh spell, it can be used to create a ready supply of meatballs from broken statues and boulders, which are useful for raising pets' apport. Do not attack nymphs with force bolt unless you are desperate. Nymphs like to carry mirrors; if you manage to kill a nymph with this spell, the mirror will break, causing a -2 Luck penalty. However, if a nymph has stolen your wand of lightning or other dangerous objects and you have no other recourse, it's probably better to take the luck penalty and use the spell. It is a Bad Idea to use this spell in shops, as it can and will break fragile merchandise (e.g., crystal plate mail), possibly leaving you with a debt you are unable to pay. Force bolt can pass the first monster it hits, also hitting monsters behind it. Be careful if there are shopkeepers, watchmen or pets around! =_=_ Category:Spells Though these articles are about spells, many of them also mention scrolls, rings, or other items. This is because the spell often is not the only way to identify an object or create light. =_=_ Sting Naming any single elven dagger "Sting" will turn it into the artifact if it has not been generated yet - doing so breaks illiterate conduct. Sting has +d5 to hit and deals double damage to orcs. While wielding Sting, you can detect the location of any orc on the level, with a blue glow signifying their presence - additionally, if you are wielding it while trapped in a web, you will escape it in at most one move if you could not do so otherwise. Sting will only blast you if you are currently an orc, and will not do so otherwise regardless of alignment or alignment record. Sting is available as soon as you find an elven dagger, which is generally very early in the game (e.g., from a hobbit) - elven Rangers start with an elven dagger that they can turn into Sting as early as their first turn, if they wish. Wizards and some other roles may also consider creating Sting to train the dagger skill with, while chaotic Monks and Priests that plan to unrestrict the skill should avoid this to keep it eligible as a sacrifice gift. In some few cases where you are attempting a protection racket, Sting may be worth creating to sell to a shop. Sting is not of much use as a weapon to most players, given that a competent player can easily learn how to handle groups of orcs. Naming Sting is most often pertinent for forcing an early Stormbringer via sacrifice, as characters without a first sacrifice gift will always receive a coaligned artifact - naming Sting and Orcrist removes them from the pool, leaving Stormbringer and Grimtooth as possible gifts. Elven priests and rangers are generally used for this purpose, since elven players never receive Grimtooth as a sacrifice gift. Players seeking artifacts outside of the above cases should not worry about creating Sting - it reduces the chance of you receiving any sacrifice gift after the first regardless of alignment, and naturally decreases the chances of reliably wishing for an artifact. You may also inadvertently preclude all sacrifice gifts if Stormbringer already exists in a game - though this is only an issue in some corner cases where you are a chaotic elf trying to force Stormbringer as above. If acquiring Sting in the mid to late-game, this artifact is the easiest available for overenchanting. Stacks of elven daggers can all be enchanted together, making it simple to enchant a stack of 20+ elven daggers together to +7, then enchant them individually until you can reach +9 on one of them without vaporizing it - you can then anme a lightweight artifact weapon that still does reasonable damage. Creating Sting in the late-game can easily be done after you've already wished for all your artifacts. The average damage calculations in the following table do not include bonuses from weapon skills, strength, or from using a blessed weapon against undead or demons. It was also famously wielded by hobbit Samwise 'Sam' Gamgee in his fight against the spider-like Shelob - shortly before, Frodo used it to cut through Shelob's web, which was preventing their passage. The blade got its name after the giant spiders of Mirkwood Forest referred to it as Bilbo's "sting". Elven blades in the novels radiated a blue glow whenever orcs were near, which inspired Sting and Orcrist's functions in Nethack. In FIQHack, your god will never gift you a nameable artifact (i.e. Sting or Orcrist). < ref > https://github.com/FredrIQ/fiqhack/blob/33e95f977761f66186a1f9aea1ca5e5d262912a2/libnethack/src/artifact.c#L160 < /ref > In NetHack 4, Sting was the subject of a severe bug where any attempt to name an item with an artifact was sent down the Sting/Orcrist codepath - if the player gave the name of an artifact to its appropriate base item, it would create the artifact. In the Dudley's dungeon strip of 18 June 2004, Sting will glow blue when Dudley inserts batteries, but batteries have not been invented yet. =_=_ AC =_=_ Armor class In Dungeons and Dragons, your armor class, or AC, represents your defense against attacks from monsters. NetHack borrows this concept; as in older editions of D & D, a lower AC is better than a higher one. A character with no armor or protection has AC 10. It is best to reduce your AC below 0. An ascension kit usually includes an AC below -20, -30, and sometimes -40. A good AC is not enough to protect from some attacks; you also need to obtain resistances. In particular, reflection is a good idea. Because you always know your AC, you can identify the enchantment of armor by wearing it. For example, +1 armor lowers your AC by one more than normal. When a monster attacks you, 1d20 is rolled. Rolling lower than a target number results in a hit. In simple situations at low levels, this target number is equal to: < ref name=hit1 > Source:NetHack_3.6.0/src/mhitu.c#line496 < /ref > < ref name=hit2 > Source:NetHack_3.6.0/src/mhitu.c#line607 < /ref > < ref > Source:NetHack_3.6.0/include/hack.h#line407 < /ref > So, say your AC is 6, and you are fighting a level 1 goblin. The target number for the goblin to successfully attack you is 10 + 6 + 1 = 17. This is bad news; the goblin is going to hit you 80% of the time. Any AC of negative value (-1 or lower) also decreases the damage you take. < ref > Source:NetHack_3.6.0/src/mhitu.c#hitmu < /ref > Let's take a look at example 3 and see how a lower AC would reduce damage. The monster does 5 points of damage when it hits. First, it determines if your AC is less than 0; in this case it is. The damage is then reduced by a random number between 1 and the absolute value of your AC, which in this case would be 1 to 20. For any value lower than 1, it is set to 1 (the monster will always do at least 1 point of damage when it hits). (This is applied before half physical damage, if you have that as well.) The lowest possible AC is -128, it would be fixed at that value even when your combined monster AC, intrinsic protection and armor could have made it lower. In 3.4.3, positive AC behaved differently from negative AC: it will wrap around from 127 to -128. (This is possible by eating lots of negatively enchanted rings of protection.) In 3.6.0, this bug was fixed, so if the AC should be higher than 127, it becomes 127. < ref > Source:NetHack_3.6.0/src/do_wear.c#line1992 < /ref > The data for the following table comes from 500,000 simulated minotaur attacks (claw 3d10, claw 3d10, butt 2d8). Minotaurs appear often in the later game, hit hard, and ignore Elbereth, making them the biggest physical damage threat in the late game and a natural choice of benchmark. The percentage entries indicate how likely you are to take less than a certain amount of damage. For example, if your armor class is -15, 50% of the time a minotaur's three attacks will do less than 16 damage total. And if your armor class is -25, you will take no damage 25% of the time. In the notes for the MIT NetHack course, Raxvulpine recommends AC -20 as the baseline for an ascension kit. This is a reasonable guideline; with smart play, 11 damage per enemy turn is manageable. Two things should be noted. First, the effect of an additional point of AC gets lower the lower it already is. Second, due to the nature of the attack and damage calculations, no amount of armor class can protect you with 100% certainty. Even if your armor class is -30, one time in a hundred a minotaur will hit you for at least 31 damage in one round. There is no limit to how much intrinsic protection you can have, but donating to priests will rarely grant more than nine points. Further protection can be granted by rings of protection or prayer, or temporarily by the protection spell. Many polymorphed forms have base armor class better than 10. Assuming nine points protection, seven piece armor with each piece the best possible for its type, and each piece enchanted to +5 (elven pieces to +7), one's armor class would be: Doppelgangers and Monks have complicated special bonuses. Doppelgangers get the bonus for not wearing any armor, and Monks get the bonus for no shield, no wielded weapon, and no body armor (cloaks and robes are allowed). =_=_ Category:Artifacts =_=_ Guidebook The NetHack Guidebook, formally A Guide to the Mazes of Menace: Guidebook for NetHack, documents the basic gameplay and options of the NetHack game. This is the most important documentation included in NetHack itself. Though NetHack also includes help files to describe the map symbols, keyboard controls and options, the Guidebook introduces those things in more detail. For most players, the Guidebook, or rather a certain portion of it, is a very important read. The Guidebook introduces the various item types, like armor and scrolls. The Guidebook is also the place to learn about Elbereth. Note that "Mazes of Menace" refers to the entire dungeon, and is no synonym for "Dungeons of Doom" or "Gehennom". "Dungeons of Doom" refers to the dungeon branch where you start the game; "Gehennom" is the dungeon branch that contains the Amulet of Yendor. If you have NetHack on your computer, then the installation should include a copy of the Guidebook; you can also visit the official website and view an online copy. When building and installing NetHack from source code, the makefiles typically do not install the Guidebook. Thus, you may find a NetHack installation with no Guidebook. You might also be unaware if your Unix clone distro stashed the Guidebook in < tt > /usr/local/share/doc/nethack/Guidebook.txt < /tt > or some such place. Eric S. Raymond was the original author of the Guidebook. NetHack 2.2a seems to be the first version to include the Guidebook; the DevTeam extensively edited and updated the Guidebook for later versions. For previous versions, players had to rely on the in-game help, which existed since the very first versions of Hack in the form of a 'long' help and a 'short' help; the long help introduces NetHack as a "Dungeons and Dragons like game", describes the map symbols and introduces the keyboard controls, while the short help only reviews the controls. Unlike the Guidebook, the in-game help does not describe the game's roles and races, nor does it detail the basic purpose of each type of item. The Guidebook does acknowledge a predecessor document, A Guide to the Dungeons of Doom, the guide for Rogue. Rogue's guide is the 30th paper of the UNIX User's Supplementary Documents on some BSD systems. The Guidebook consists of twelve chapters. The 3.6.0 Guidebook also contains a preface, dedicating this version of the game to author Terry Pratchett. The first chapter, "Introduction", sets the mood of the game. Many players only remember the in-game introduction, which proclaims your destiny "heralded from birth" to obtain the Amulet of Yendor for your god. The Guidebook provides a different and lengthier introduction. Dreams of dungeon exploration enter your sleep, and bring your desire to become an adventurer. "Eventually you can resist the yearning to seek out the fantastic place in your dreams no longer." Then you hear rumours of the lost Amulet of Yendor, that will bring wealth to the one who finds it. "Upon hearing the legends, you immediately realize that there is some profound and undiscovered reason that you are to descend into the caverns and seek out that amulet of which they spoke." You journey for days until you reach the Mazes of Menace, and sleep at the entrance. "In the morning, you gather your gear, eat what may be your last meal outside, and enter the dungeon..." The Vulture's interface adapts the Guidebook's introduction into an illustrated in-game sequence, with its own background music. This sequence automatically plays after you select a new character in Vulture's. The Guidebook uses its second chapter, "What is going on here?", to enumerate the roles and races of NetHack. These are the first of the long lists within the Guidebook. The descriptions only set the mood and provide a few hints, but remain so useful to a new NetHack player. Before the Guidebook, the in-game help did not mention roles. The third chapter explains the screen. First, it contrasts NetHack (and other roguelike games) with text adventure games. "Unlike text adventure games that accept commands in pseudo-English sentences and explain the results in words, NetHack commands are all one or two keystrokes and the results are displayed graphically on the screen." It soon becomes apparent that the Guidebook uses the word "graphically" to refer to either ASCII graphics or tiles. Section 3.1 describes the status line. Unlike the in-game help that only provides a one-paragraph summary of the status line, the Guidebook introduces each element of the status line. Section 3.1 introduces strength, dexterity, constitution, intelligence, wisdom and charisma as the "six basic attributes" of your character. (Thus we often say "attribute", not "ability" or "stat".) It is possible to read this section and not understand the importance of raising these six attributes to high values. The Guidebook does not mention exercise or any other way to increase these attributes, except to say that "magic can also cause attributes to exceed the normal limits". Players of other games may want to read the Guidebook to learn that "power" is a synonym for "spell points" or "mana", and may want to give their attention to the description of AC: "The lower this number is, the more effective the armor; it is quite possible to have negative armor class." Section 3.2 mentions the message line; section 3.3 enumerates the various ASCII characters that you may find on the map, and gives a sentence description of each. The fourth chapter enumerates the commands of the game. This can overwhelm the new player. The chapter provides most commands in alphabetical order, and does not group related commands, except to place help commands and movement commands at the start of the list. A new player might want to skim or skip the alphabetical part of the list, and go forward to later chapters of Guidebook, which suggest commands for specific situations. For example, section 5.1 which discusses doors, also explains how to use the door commands (c, o, ^D and sometimes a). Note that organizing commands into groups can mislead; if you think that q is the potion command, then you might never try to quaff from a fountain. There is something important in the description of the "E" command: "Engraving the word 'Elbereth' will cause most monsters to not attack you hand-to-hand (but if you attack, you will rub it out); this is often useful to give yourself a breather. (This feature may be compiled out of the game, so your version might not have it.)" Unfortunately, the Guidebook's description for some commands remains less verbose than it should be. For example, the description for #turn says only, "Turn undead." It should explain that #turn would scare undead monsters, so that players do not try to use the command to become an undead creature. The fifth chapter, "Rooms and Corridors", introduces a few of the basic dungeon features. Section 3.3 already gave the characters for each feature, but did not provide detail. This chapter is not a spoiler. It does not mention other features such as fountains and thrones. The Guidebook only provides in section 3.3 that { is fountain and \ is throne. It never explains that one may quaff from fountains or sit on thrones. However the chapter does include a few hints. It makes explicit that one may not travel diagonally through an open door (though many players would soon observe so), discloses the existence of both the Gnomish Mines and Sokoban, and provies a hint about stairs. "However, pets (see below) and some other monsters will follow along if they're close enough when you travel up or down stairs, and occasionally one of these creatures will displace you during the climb. When that occurs, the pet or other monster will arrive on the staircase and you will end up nearby." So if you do not arrive at a staircase, then the staircase must be nearby. Importantly, the fifth chapter explains shops. An encounter with shop in Hack or NetHack was much less intuitive before the Guidebook added section 5.5 about how to use shops. A clever player might combine two of the hints in "Shop idiosyncracies" to create a shoplifting strategy. The sixth chapter opens with another hint, that one may want to #chat with the Oracle of Delphi. It also discusses how to melee monsters, and provides sections about pets, steeds, and ghosts from bones levels. The seventh chapter is one of the most useful in the Guidebook, especially for those players who never played other "Dungeons and Dragons like games". Section 7.2 on weapons refers players to the game of AD & D ("Advanced Dungeons and Dragons"): "Those of you in the audience who are AD & D players, be aware that each weapon which existed in AD & D does roughly the same damage to monsters in NetHack. Some of the more obscure weapons (such as the aklys, lucern hammer, and bec-de-corbin) are defined in an appendix to Unearthed Arcana, an AD & D supplement." The relevant AD & D specifications have now entered The d20 System Reference Document (d20 SRD), which is freely available in many places, for example as The Hypertext d20 SRD. The d20 system is based on edition 3.5 of Dungeons and Dragons. Only editions 1 and 2 bore the adjective Advanced, and it is presumably one of these editions the Guidebook refers to. Substantial changes have been made to (Advanced) Dungeons and Dragons since then, so any comparison of weapon tables in NetHack and the d20 system is meaningless. Section 7.3 on armor also refers to AD & D, but the Guidebook lists AC values of most types of body armor, so that players need not consult the AD & D definitions. (Indeed, the modern d20 system now does AC differently from NetHack, so the AC values in d20 do not match the AC values in NetHack. NetHack AC counts down from 10; d20 AC counts up from 10. Ignoring other bonuses, the d20 formula for AC is 10 plus the armor bonus. So a scale mail provides AC 6 in NetHack but AC 14 in d20.) The authority on weapons and armor in NetHack is not the AD & D spec, but the NetHack source code or a spoiler such as this wiki. Even for a player who never ascended and who does not intend to follow any conducts, this chapter contains a few subtle hints. "Calling upon your god for help with starvation does not violate any food challenges either." So, gods can help with starvation. You might recall from the chapter 4 that the #pray command does "Pray to the gods for help." You might correctly conclude that prayer may help with starvation. This section also documents which food qualifies as vegan or vegetarian; this might also help unspoiled players who need food for their vegetarian pet (sections 6.2 and 7.4). It also notes that liquids that provide nutrition do not count against foodless conduct, citing "a physiological need for water" as a justification. The ninth chapter of the Guidebook is a comprehensive description of all of the game options, and how to set them. Section 9.4 enumerates the customization options in alphabetical order, and does not attempt to group the options into categories (such as options for character generation). This wiki provides more information about some options, but perhaps the Guidebook is the better source of information for many of them. Most of the below links redirect to a section on our option page, but some (like Autopickup) have their own page. Sections 9.7 through 9.15 detail further configuration capabilities in Nethack, many of which are new to version 3.6.0. Detailed explanations are provided for regular expressions, autopickup exceptions, message types, menucolors, user sounds, statushilites, modifying the symbols NetHack uses in its display, configuring NetHack for play by the blind, and notes for system administrators. The tenth chapter of the Guidebook suggests what would lead you to a higher score. "Your score is chiefly based upon how much experience you gained, how much loot you accumulated, how deep you explored, and how the game ended." This chapter argues that you might want to intentionally quit instead of dying, because death causes a 10% penalty to your score. The quitting to preserve one's score seems not to be a common practice. In nearly all cases, players will try to survive (by Elbereth, by the mercy of Random Number God, or by some other strategy) instead of quitting. The eleventh chapter of the Guidebook documents explore mode. Also mentioned is debug mode, known as wizard mode, but it is stressed that this is for debugging rather than to give the player god-like powers within the game. The twelfth and final chapter of the Guidebook contains one paragraph of credits for the Guidebook itself, followed by the game history text (which is the same as the text from the in-game help). The game history is a long list of contributors to NetHack, including the original Hack developers and the persons who did various ports. SLASH'EM players may access the Guidebook during the game, by pressing [?] and selecting "The SLASH'EM Guidebook." This displays the Guidebook in the pager of your user interface. You may find that this is too inconvenient, especially if you are using the tty interface and cannot scroll upward. You may prefer to use an external page to load the Guidebook.txt file in the playground directory. SLASH'EM modifies the Guidebook to introduce the new role and race selections and explain the new configurable options and multiple tilesets. =_=_ Armor Class =_=_ Comestibles =_=_ Corpse Most monsters do not always leave a corpse when they die. Monsters that normally would leave a corpse will not if killed by stoning, disintegration, or digestion. Corpseless monsters such as ghosts or yellow lights will never leave a corpse. Lizards and any monster that is larger than size Medium are guaranteed to leave a corpse when killed by normal means unless they were produced by cloning, and player monsters and the Riders will always leave a corpse; in particular, this means that trolls, whose corpses can be very annoying, will normally always leave a corpse. Golems are guaranteed to leave their special death drops (if applicable) when killed. Monsters will never leave a corpse on the Rogue level. Undead on a graveyard level have 1/9 of the normal chance of leaving a corpse if killed by you, or 1/3 of the normal chance if killed by anything else, further reducing the above odds. As of NetHack 3.6.0, monsters represented by (gray ooze, brown and black pudding, green slime) leave globs instead of corpses. Globs can be eaten like corpses, but not sacrificed or revived. (This was changed due to pudding farming.) Corpses are generally most useful and safe when fresh, slowly rotting as the turns pass. In most cases, with increasing age corpses become unsuitable for sacrifice or for feeding your pet, and also become harmful or even deadly for you to eat, until finally they rot away to nothing. Corpses do not age while stored in an ice box, and age at only half the normal rate while lying on ice. A tinning kit is also handy for preserving corpses for later consumption, by converting them into tins. Your god regards a corpse as "fresh" up to a maximum age of 50 and will accept its sacrifice on an altar. If the corpse is too old, "Nothing happens." Even lizard and lichen corpses are subject to this limit, but acid blob corpses are an exception, suitable for sacrifice at any age. Pets regard a corpse as "old" once its age reaches 50 turns. Most pets will refuse to eat old corpses, except for lizard and lichen corpses; however, ghouls eat old corpses exclusively. Acidic monsters always leave acidic corpses. If you eat one while not acid resistant, you "have a very bad case of stomach acid" and lose 1 & ndash;15 hit points. Most, though not all, corpse-eating effects are chances of gaining intrinsics. The chance of gaining an intrinsic from a intrinsic-providing corpse is based on the monster's base level and the amount of intrinsics it can provide. If a monster can provide multiple intrinsics, there is an equal chance of each being conferred, even if you already possess the intrinsic. Once one intrinsic is picked from the list, there is a level/15 chance that it will be conferred. Telepathy, teleportitis, and teleport control are exceptions; telepathy is guaranteed, teleportitis is level/10, and teleport control is level/12. Killer bee and scorpion corpses are also exceptions; their chance of conferring poison resistance is (level+5)/20. This section lists corpses which both provide benefit beyond nutrition value, and are harmful beyong being acidic, or cause an effect which may be both beneficial and harmful. In SLASH'EM, corpses sometimes get overgrown with molds. This behavior has also been ported to xNetHack. Knowing this, players may get extra resistances or lichen corpses. See Fungus § SLASH'EM for more details. =_=_ Resistance Resistances protect you against several harmful effects that you may encounter in the dungeon. A resistance can be either intrinsic, meaning a natural resistance, or extrinsic, meaning a resistance gained by wearing or wielding a certain item. Many intrinsic resistances can only be gained by polymorphing into a certain creature, which is not very convenient. One of the most common ways to gain intrinsic resistances is through the eating of corpses. Of special note are dragon corpses, as they are guaranteed to give resistances based on their color as specified below, with the exception of yellow, gray and silver. Other monsters also provide intrinsic resistances if their corpses are eaten, details of which can be found in the individual monster descriptions. Extrinsic resistance is obtained, by definition, through items. Dragon scale mail and the lower dragon scales provide reliable methods for many resistances. Artifacts also often provide resistances, some of which are hard to obtain otherwise. Magic resistance None Gray Cloak of magic resistance < br / > Many Quest artifacts (baby) gray dragon Poison resistance Green Green Ring of poison resistance, amulet versus poison, Alchemy smock Undead, demons, many "poisonous" monsters Drain resistance None Deep < br / > (SLASH'EM only) Excalibur < br / > The Staff of Aesculapius < br / > Stormbringer Any undead or demon Stoning resistance None chromatic (UnNetHack only) & nbsp; Acidic or stone-based creatures (e.g. gargoyles, stone golems) =_=_ Category:Resistances In SLASH'EM, three new monsters are added that use the glyph (but none, as yet that use the capitalized ): =_=_ Wizard mode In NetHack, wizard mode is a debug mode in which the player may try out anything they might want to test. Games played in wizard mode do not contribute in the record file but do appear in the logfile. Public servers in general restrict wizard mode access to their administrators, among other reasons to prevent users from creating custom bones levels to the benefit or detriment of other users. To get to the wizard mode, you must start the game with the command < tt > nethack -D -u wizard < /tt > . The < tt > -D < /tt > stands for debug and < tt > -u name < /tt > names you wizard, which must be done to enter the wizard mode. In Windows, for the sake of convenience, you can create a shortcut to wizard mode, so you don't have to access the DOS prompt to enter the above command every time. Right click on the NetHack icon and choose "create shortcut". Right click on the shortcut and choose "properties". In the "Target" text box, type the following, including quotes: On UNIX-based systems, the ability to enter wizard mode is typically restricted to specific user accounts. This means that there isn't a standard way to invoke it which works on all systems. Things which may work include: As a Unix system, macOS has proper user accounts, and so you need to create a user named wizard (short name form, not full name). When logged in as that user, you can enter wizard mode by pasting into Terminal.app, which lives in the utilities folder. If you didn't install NetHack into the global applications folder, you will have to adjust the "/Applications/NetHack.app/" part accordingly. You can view the list of wizard mode commands at any time from the menu, provided that you are in wizard mode. In any case the extended command #? shows you a list of all available extended commands. Wishing has much fewer limits in wizard-mode: you can wish for all traps (except for holes/trap doors on levels with undiggable floor), certain dungeon features (fountains, thrones, sinks, pools, lava, graves, trees and iron bars), artifacts, unique items, exact number of charges or plusses on items that have those, exact number of stackable items and altars with exact alignment (for example, "chaotic altar"). Suppose that you want to try an experiment by fighting a flesh golem with a wand of lightning. Enter wizard mode, then use to ask for a "wand of lightning" or an "uncursed wand of lightning (0:99)". Use to verify the identity of the wand. Then use and request a "flesh golem". You can also use to teleport away from the flesh golem (even on a non-teleport level), since will cause it to spawn next to you. Want to instead send a tame flesh golem against Vlad? Use and type "?" to get a menu of significant dungeon levels. Choose "tower1", the top of Vlad's Tower. Use to map the level, to wish for a light source, and to teleport to Vlad's throne room. Finally, use and request a "tame flesh golem" to spawn your pet. Even wizard mode wishes will increase your prayer timeout. The wizard mode #pray command lets you "force the gods to be pleased", so this might not be a problem. If you want to make your god happy, you can wish for an altar of your alignment ("lawful altar", "neutral altar" or "chaotic altar"), then wish for "50 Umber hulk (or whatever other monster you please) corpses" and #offer away! If you read a blessed scroll of genocide and choose "*", every monster on the level will be immediately removed, but no species are genocided. This is useful if you need privacy for complex experiments, or if you are severely overwhelmed by an immense horde. This method removes peaceful and tame monsters, so don't use it if you want to keep alive your pet, the Quest leader, priests, etc. However, the removal of any peaceful or tame monsters has no effect on luck or alignment that you would get from killing peaceful or tame monsters normally. Use < code > SPLEVTYPE < /code > to guarantee that you get, for example, the Catacombs version of Mine's End. You can die in wizard mode just as in any other game. However, if you do die, you have the option to Die? (yn) and deny death like explore mode. If you do choose to die, and are on an eligible level (including levels that are normally too shallow), you will get the option to Save bones? (yn) as well. If you die by, say, genociding yourself, you will get the prompt as well. The only times this will not work is if you levelport to a negative dungeon level or offer the Amulet of Yendor to Moloch; you can deny death, but you will find yourself on the surface and escape the dungeon. Wizard-mode games will prompt whether to < tt > Unlink bones? < /tt > when entering a bones level. Answering 'y' will delete the bones file, 'n' will keep it. Special levels with less than 100% probability of appearing in the dungeon, such as the Big Room, will always appear if there is space available. In SLASH'EM, in general, you can get into wizard mode by passing < tt > -uwizard -Z < /tt > instead. Wizard mode in SLASH'EM can be even more broken, thanks to the larger number of objects and artifacts. Some of those can grant powerful extrinsics that would be far harder to obtain in vanilla (but of course, this is wizard mode, it doesn't really matter). For example, if you have a ring of invisibility, a shimmering dragon scale mail, Nighthorn (or an amulet of reflection, though that means you can't have the next one on at the same time), an amulet of magical breathing, and a cloak of magic resistance (the armor and cloak can be both +127 for needlessly overpowered defense), you can become, for all intents and purposes, excruciatingly hard to get at to all but the deadliest monsters, even in SLASH'EM. For extra protection, it is very easy in wizard mode to be crowned ((coaligned altars + unicorn corpses) + (diamonds + coaligned unicorns)). =_=_ Weight In NetHack, weight is a measure of an object's heaviness. Carrying too much weight will increase your encumbrance, rendering you burdened, stressed or possibly worse depending on the size of your load - fighting while significantly encumbered is not advised, as excessive weight lowers you speed. The following table below lists the weights of a few common items and a couple of monsters from lightest to heaviest, with all weights given in arbitrary units of measurement, or aum. Monsters have no specific weight while alive (they are instead classified by size), but their corpses do. =_=_ Template talk:Monster The terms resistances and resistances conveyed should be changed to instrinsics and intrinsics conveyed. See leprechaun for a good example. They only convey teleportitis and it seems stupid to have to write teleportitis as a resistance (to what?).Addps4cat 16:44, 6 September 2007 (UTC) The attributes of this template should be documented here. Where do you get the difficulty number and what's its scale? --ZeroOne 21:25, 29 April 2006 (UTC) I also notice that when referring to a monster page, in addition to Difficulty and Attacks, I always want to know what Resistances it has. Any thoughts on adding/moving Resistances above the 'show details' link? Perhaps it could be moved back down once 'show details' is clicked? (I don't know that much about wiki coding I notice that this template lowercases the first letter of the monster's name. This is fine for ordinary monsters, but produces incorrect results for monsters with unique names (e.g. “Ashikaga Takauji” becomes “ashikaga Takauji”). One workaround would be to explicitly specify the name parameter for uniques; is there a better way? -- Killian 05:52, 12 May 2008 (UTC) If a monster never leaves a corpse, corpse nutrition is irrelevant; however in monst.c, there are some monsters that never leave a corpse whose nutrition is nonzero (e.g. skeleton Source:monst.c#2182, whose corpse nutrition is 5). Quite often, people will encounter some Gehennom-only monster created e.g. by a polymorph trap and helpfully update the monsters wiki page with something like "created only in Gehennom and the Gnomish Mines", e. g. Bone_devil. Please add a clear statement on monsters' eating habits to the template, even if it doesn't eat anything. This matters for the decision when you stop dragging your pet over that polytrap. Why not? Well, because someone would have to modify the template and possibly many existing monster pages. I'm not going to touch the actual template myself. Eating habits are somewhat complicated, especially if you want to go through the Diet route. There's herbivorous, omnivorous, carnivorous, and inediate, and then potentially metal on top of all that. Umber hulks technically eat rock (Chewing through rock while polymorphed into an umber hulk both gives nutrition and breaks foodless), and mind flayers eat brains. There are plenty of other special cases, and tons in SLASH'EM. Marking monsters as inediate would require either a new "|inediate=1" flag to attributes, or to somehow determine the lack of "|carnivorous=1" etc and add it automatically. The latter wouldn't require going through every inediate monster and adding the new flag, but I know nothing about the programming logic used in the templates so I don't know how difficult it is to fill in text given the absence of flags. And, of course, adding a new Diet section to the monster template itself would require modifying every monster on the wiki. At the very least though, I consider the phrases "Eats fruits and vegetables" and "eats corpses" to be unclear, and if nothing else I think they should be replaced with "is herbivorous" and "is carnivorous" or similar. -- Qazmlpok 13:25, June 2, 2010 (UTC) Suggested by DemonSlayerThe3rd, the edibililty of a corpse should be documented in the monster template. I'm thinking of a line like: Aggravate monster, teleportitits, speed toggling, nurse healing, wraith level gain, and troll revival are borderline cases. They should probably be covered by "intrinsics conveyed". Tjr 13:44, September 17, 2010 (UTC) The "Other attributes" header is redundant; attributes already lists "A < monster > :". It also takes up half of the horizontal space. So I removed it. Jafet @. & amp; 10:29, 15 November 2010 (UTC) What do people think of adding a field for the sounds the monster makes when #chatted to (eg MS_SILENT, MS_ORC, etc)? Perhaps it could link to a page that catalogs all the sounds monsters make under different circumstances, similar to Talking to vampires. -Ion frigate 04:30, 27 November 2010 (UTC) Just as in the case of the Minion of Huhetotl, the infoboxes of many weapon-using monsters incorrectly state "physical damage". These vanilla monsters are affected: The "covetous" flag currently says that the monster wants "your quest artifact" among others. The only monster using this flag is the Wizard of Yendor, who in current versions can steal any quest artifact, so I'd suggest making the template say the monster wants "all quest artifacts". I don't know offhand if the Wizard will pick up other QAs from the floor or fight other monsters for them, but by far the most common case is him stealing them from you, so I think it's a safe change. Describing monsters as "eats corpses" or "eats fruits" is vague and misleading (carnivores won't eat lichen corpses, herbivores also eat carrots, and so forth). I think "is < carnivorous|herbivorous|omnivorous > " would be much more clear. "Does not eat" can probably be left alone, or changed to "is inediate" for consistency. =_=_ Newt A newt is one of the lower-level NetHack monsters, usually appearing on the first few floors. It can be quite the nuisance for low level characters. Eating a newt corpse occasionally raises your current Power, with the message "You feel a mild buzz". If your current Power is less than or equal to 2/3 of your maximum, you will always receive the increase; otherwise the chance of receiving it is 1 in 3. If you do get an increase, your current Power will be increased by between 1 to 3 points. If this increase would raise you above your total maximum Power, there is a 1/3 chance the maximum is increased by 1, and current Power is set to maximum. Newts are featured prominently in Dudley's dungeon, often as creatures which kill Dudley. Strips featuring newts killing Dudley are rated poorly and are called "newt jokes". A reference to this phenomenon can be seen on the high score list of NAO: Adeon holds fourth rank, but has been killed by a newt. A newt is a species of salamander. The increase of power when eaten is probably a reference to the Shakespeare quote of the encyclopedia entry & mdash;"eye of newt" is named as a spell component in the incantation by the witches in Macbeth. This is thought to be a cryptic name for the mustard seed rather than a reference to the literal eye of a literal newt. =_=_ Wand of death Orcus is always generated with a wand of death; other monsters with a difficulty rating of 8 or more have a 1/35 chance of receiving it as an offensive item if eligible for one. Zapping it in any direction fires a ray of death, similar to the , that instantly kills almost any monster it hits in its path, including the player character. As with all ray-type wands, it can rebound, and there is a chance that it will miss. Death, all major demons, all nonliving monsters, and monsters with player-type magic resistance or reflection are completely unaffected; Death in particular will actually be healed and become stronger. Conversely, Pestilence and Famine are still susceptible. Zapping a wand of death directly at yourself results in an instadeath, even if you have magic resistance or reflection & mdash;unless you are polymorphed into any of the unaffected monsters mentioned above. Applying the wand will break it, resulting in a standard magical explosion that deals a flat 16 damage for each remaining charge; although referred to as a "death field" in the associated message, magic resistance is not necessary to survive this explosion. See breaking wands for details. The fabled Gnome With the Wand of Death is one of the major sources of YASD; while an actual GWTWOD is very much an outlier scenario, it represents the much more likely possibility that any intelligent monster may find a wand that could end your game (to speak nothing of a wand of death specifically). It may be ideal to snag whatever wands you see as soon as possible, if only to keep them out of other monsters' hands; if an early wand discovery happens to be a wand of death, it should be saved only for immediate emergencies where the only alternative to not using a precious charge is dying. Be especially careful of rebounds and monsters with reflection if you lack reflection or magic resistance yourself, particularly if you bring one to Sokoban. Identifying a wand of death is not too difficult: engraving with the wand of death provides the same message as the wand of sleep, but the latter is much more common. The wand of death also has a base cost of 500 zm, only shared with the wand of wishing. Identifying one in the possession of a monster is much more difficult for obvious reasons & mdash;if you learn that a monster has a wand of death without having been instantly killed by it, beware of bouncing rays and consider using an escape item unless you have reflection or magic resistance. Having reflection in particular tends to trivialize most of the wand's danger; if the reflected ray kills the user, you can then pick it up to preserve the remaining charges. Pacifists with magic resistance or reflection may sometimes want to give a wand of death to a particularly dangerous monster in order to have them kill themselves with the rebounded/reflected ray & mdash;this is one of the pacifistic strategies for dealing with Medusa, though she must be blinded first as killing her via reflection breaks the conduct. The wand of death is often employed in the late game to kill the Wizard of Yendor, both during the initial meeting and every reappearance after; this is done to minimize the risk of him stealing quest artifacts, especially ones that provide magic resistance. Make sure that isn't a summoned Elvenking before taking your shot! In SporkHack, death rays will still cause damage and reduce your maximum hit points if you have magic resistance or reflection. If you have both, the damage and maximum HP loss are dramatically reduced. In EvilHack, wands of death function similarly to SporkHack, and additionally can only be recharged once. Orcus also no longer spawns with a wand of death, instead using the unique artifact Wand of Orcus (which his guaranteed wand in NetHack represents). =_=_ Tree Trees are represented by , or by , depending on your operating system and options. They can be found in the Ranger quest and in some versions of Minetown, the Big Room, and Medusa's Island. In 3.6.0 there are also some trees in Priest, Monk and Barbarian quest home levels. If the fruit gets caught in the branches, kick again to loosen them. Once you've gotten the fruit and the bees, kicking a tree will not do anything besides abusing your stats and injuring you. Applying an axe in the direction of a tree will destroy it and has a 20% chance of generating a random fruit, even if you already got some fruit from the tree by kicking it. Doing so in the line of sight of a watchman will anger him ("Halt, vandal! You're under arrest!"). Rays will bounce off of trees without damaging them. Trees in undiggable areas, such as the Ranger quest home level, are petrified and cannot be chopped down. Cutting down a tree in UnNetHack will leave behind 1 to 3 quarterstaves and/or clubs. In addition, zapping a tree with a wand of death will turn it into a dead tree. =_=_ Trees =_=_ Bell of Opening The Bell starts out with three charges, and may have a maximum of 5 charges. If you use them up, you will have to charge it up before doing the invocation. =_=_ Amulet of magical breathing The amulet allows you to travel underwater safely, although your items will still become wet. You cannot choke over your food, and you are immune to the effects of poison clouds from a green dragon's breath, scroll of stinking cloud, or the lava on the Plane of Fire. Wearing this amulet protects from drowning attacks. Relatedly, you won't get the bonus 1000 experience points for killing sea monsters with this attack while wearing it. Amulets comprise 1% of all randomly-generated items in the main dungeon, 1% in containers, and 4% in Gehennom. There is a 6.5% chance that a randomly-generated amulet will be an amulet of magical breathing. This amulet can be easily identified by falling into water; if you don't attempt to crawl out, the amulet must be magical breathing. As always, items in your inventory are susceptible to water damage when you enter water, so be sure to drop vulnerable items first. If you don't want to bother with skinny-dipping, allow yourself to be engulfed by a fog cloud instead. The amulet of magical breathing negates the fog cloud's physical damage and produces the alternate message "You are laden with moisture and find it mildly uncomfortable". This amulet can save you from drowning yourself and from being drowned. It is thus a good thing to be wearing while fighting sea monsters toe-to-toe. If flying monsters die over a body of water, or if you lose projectile weapons by hitting a creature flying over the water, you may retrieve the items while wearing this amulet. Of course, the items could simply be teleported out of the water with a wand of teleportation, but there's no telling where they'll end up. They could also be snatched up with a bullwhip while levitating, if not too heavy. Levitation and water walking boots don't work on the Plane of Water, making this amulet the most reliable way to cross between bubbles. Self-polymorph is dangerous, as it may time out unexpectedly, or end prematurely due to something like a psi bolt from the Wizard of Yendor. =_=_ Scroll origins Unidentified scrolls can have any one of many labels. In Hack 1.0, these labels are initially paired with the scroll types in a way that seems to be meaningful. It is often claimed that Hack 1.0 uses a fixed label for each scroll type, but in fact it does shuffle the labels. Some variants add extra scroll names, to accommodate additional scrolls. NetHack 3.6.0 adds no new scrolls, but does add some new names that originally appeared in one or more variants: =_=_ XIXAXA XOXAXA XUXAXA =_=_ READ ME =_=_ PRIRUTSENIE =_=_ ELBIB YLOH =_=_ DUAM XNAHT =_=_ KIRJE =_=_ Famine =_=_ Four Horsemen of The Apocalypse =_=_ Pestilence =_=_ Unique monster =_=_ NetHackWiki talk:Community Portal Imagine this: the game we know as NetHack 3.4.3 did not exist (nor any of its predecessors, like Rogue or Hack). Rather, it was published today as NetHack 1.0. NetHack is closed source. Rec.games.nethack is established and NetHack immediately gains the user base it currently has in real life, too. Now, I was wondering, how long do you think it would take for anyone to ascend for the first time? Remember, no one would even know about the invocation rituals or anything, you'd just know about the standard message about Moloch and Marduk. Of course, there would be no spoiler files available, and if the game was closed source, they couldn't be generated. The main source of information would pretty much be the Oracle & mdash; and experience; your own and of those who post to rec.games.nethack. The Guidebook would of course be there too. Personally I'd guess it'd take a year or so before the first ascension by anybody. Opinions? Views? Guesses? Or is this just such a ridiculous thought that it should be sucked away by a mind flayer and never spoken about anymore? :) --ZeroOne 22:26, 1 October 2006 (UTC) Anyone know if there was ever a patch to add SlashEMs firearms and explosives to vanilla nethack? Those are really the only reason I ever play SlashEM anymore. =_=_ User:Stormy =_=_ User talk:Stormy What is the point in that 'new section' button? I could have easily typed < nowiki > == New Section == < /nowiki > myself, thankyouverymuch. =_=_ RogueBasin RogueBasin is a wiki about roguelike games in general, now located at roguebasin.com ... you can now participate by creating an account. In addition, RogueBasin has many pages about individual roguelike games and some pages about roguelike programming. Some roguelike developers create pages about their own games, while a few players post reviews of the games. While RogueBasin was at roguebasin.t-o-m-e.net, Spam forced it to restrict editing to registered users and to block the creation of new user accounts, except through an alternate process publicised in some Usenet groups but not the wiki itself. In practice, this made registering an account and contributing to RogueBasin somewhat worthless, because few others would be able to create an account and edit those contributions. Thus The Quest for the new RogueBasin. Users of rec.games.roguelike.development discussed new hosting for RogueBasin. DarkGod, the maintainer of ToME, gave a copy of the MediaWiki 1.3.9 database to Björn Bergström of roguelikedevelopment.org. The wiki has now finally replaced the default MediaWiki flower with a new logo from an old logo contest. Also, you can now register an account on the wiki. The site is currently using MediaWiki version 1.15, a rather recent version. RogueBasin currently uses a slightly older version of MediaWiki, a popular wiki engine that we share with them, while we have the latest stable version. We at NetHackWiki can do a few things that RogueBasin editors currently cannot; for example, we can upload screenshots to our articles. =_=_ Source:NetHack 3.4.3/include/objclass.h The objclass.h file contains C-language declarations for objects. It is a header file and part of the source code for NetHack 3.4.3. =_=_ Source:Pm.h This file also defines < tt > NUMMONS < /tt > , which is the number of different monster types. =_=_ Source:Onames.h Scrolls have < tt > SCR_ < /tt > -prefix, and spellbooks < tt > SPE_ < /tt > And some special definitions, such as < tt > LAST_GEM < /tt > , < tt > MAXSPELL < /tt > , < tt > NUM_OBJECTS < /tt > and < tt > NROARTIFACTS < /tt > . =_=_ Unidentified Scroll =_=_ Category:Unique monsters This is a list of all unique monsters in nethack, which appear only once, with the exceptions of the Wizard of Yendor, who reappears occasionally, and the three riders, which resurrect. =_=_ Blindfold A blindfold is also useful if you are about to encounter a monster that can do you harm with its gaze (floating eye, pyrolisk, Medusa) or that can blind you (yellow light). =_=_ Talk:Famine =_=_ Gehennom Gehennom is the underworld of NetHack, whose entrance is located in the Valley of the Dead. It is situated beneath the Castle, consisting of 20 & ndash;24 total levels, and is the area that Moloch has hidden the Amulet of Yendor within, as indicated by the introduction text. Gehennom is technically considered its own dungeon branch, with the Valley as its first floor, but begins where the main dungeon terminates. Gehennom is full of mazes. Among these are the lairs of several demon lords and princes (including Orcus Town), an upstairs branching off to Vlad's Tower, the Wizard's Tower, and a couple of Fake Wizard's Towers (one of which contains the portal to the main tower). The second level of Gehennom from the bottom contains the vibrating square. When the player performs the invocation ritual on the vibrating square, it creates a down staircase that grants access to Moloch's Sanctum - the lowest level of Gehennom and the dungeon as a whole. While performing the ritual is the only way to gain access to the Sanctum, it can be entered like any other level afterward (e.g., via level teleport). Additionally, there will be a set of stairs leading up to Vlad's Tower somewhere between levels 9 and 13 of Gehennom (DL 34 to 42). This up stairway can be on any of the special levels which may occur between levels 9 and 13, but the Tower itself is not counted as part of Gehennom - this is signified when you enter and are informed that "the heat and smoke are gone". All levels of Gehennom that are not special levels (in the above list) are ordinary maze levels. See Mazes of Menace for a schematic illustration of the possibilities. Gehennom is coded to exclude lawful monsters; note that this does not include special rooms such as graveyards and zoos, nor special levels within the branch that contain monsters of a specific monster class. The following monsters are excluded from normal monster creation in Gehennom, and are defined by the tag < code > G_NOHELL < /code > in monst.c: Conversely, these monsters are only subject to normal random generation in Gehennom, and are defined by < code > G_HELL < /code > in monst.c: Moloch is the only god with any power in Gehennom - any religious activity requiring interaction with your deity is considered to be directed to Moloch. As such, prayer in Gehennom will only result in negative outcomes - a consequence of this is that if your two-handed weapon is cursed while in Gehennom, you can't count on prayer to uncurse it. Your god still takes note of your actions in Gehennom so, e.g., killing a pet can still decrease alignment record and increase divine anger. Sacrificing at the altar in the Valley of the Dead, Orcus-town, or Moloch's sanctum will anger your god and reduce your alignment record, wisdom, and Luck - oddly, same-race sacrifice on altars in Gehennom works much as normal for chaotic characters, though the altar will remain unaligned and they will still lose Luck. This also means that Elbereth has no effect, and attempting to use the turn undead command will fail (although the spell still works). Obtaining fire resistance before entering Gehennom is recommended - while not the difference between life and instant death as with its predecessor of Hell, it is still vital to prevent Gehennom's fire traps from reducing your maximum HP when triggered. Fire resistance will not protect your inventory, so be sure to fireproof your equipment and bag any potions and scrolls that you might want to keep. Magic resistance is also near-essential, as there are many powerful spellcasters within - in particular, master and arch-liches are covetous and can warp to you an cast a spell before you can react. Many of the demons and other monsters found in Gehennom are resistant to fire but not to ice - Frost Brand is a popular weapon for this area, as is Demonbane to a lesser extent. Silver sabers are also effective against demons, shades and vampires, with the artifact saber Grayswandir being the most effective for Gehennom by far. Holy water works as normal, but fire traps make them and the scroll of remove curse risky to carry in open inventory. Furthermore, if your weapon and shield (or two-handed weapon) become cursed, you will not be able to retrieve bagged potions and scrolls reliably or pray to uncurse them. In addition to taking the above risk, you can use the #tip extended command to empty a container and get at your curse-removing items. Maze levels are tedious and time-consuming to explore manually, and this has given Gehennom a reputation as a boring phase of the game. See Gehennom mapping for suggested mapping strategies. Gehennom was introduced in NetHack 3.1.0 - in previous versions, the underworld was called Hell, and required fire resistance to enter and traverse the area without immediately being burnt to death. Gehennom is a name for the Valley of Hinnom (or Gehinnom) that surrounded western parts of Jerusalem's Old City; the name is derived from the Aramaic "Gehenna". Gehennom plays a significant role in the semi-historical Hebrew Bible and its later translations - several chambers for burial and cremation were located in the valley, and some of the kings of Judah were said to engage in Moloch worship there (hence Moloch's association with Gehennom in NetHack). The book of Jeremiah has the practice forcibly ended with the destruction of the valley's shrine, and Jeremiah prophesies that Jerusalem would meet a similar fate. Combined with the aforementioned practices, this made the area and its name synonymous with an image of destruction, where wicked souls were sent to be purified (i.e., the Valley of the Dead). While distinct from other abodes of the dead within biblical and rabbinic literature, the King James translation refers to it as "hell", influencing its portrayal in art, literature and other media. Many variants are based on NetHack 3.4.3, which did not yet have the #tip command. For those variants and earlier versions of NetHack, it is common to leave a cache of holy water potions or scrolls of remove curse in certain locations to access in the event cursed items leave you without a free hand. UnNetHack implements several changes to reduce the tedium of the mazes in Gehennom, mostly from the Heck² patch and portions of the Lethe patch. Certain special levels have been modified or given alternate versions, including the Valley of the Dead, Moloch's Sanctum, and the lairs of the various demon lords. Two new branches can be accessed through stairs throughout Gehennom, (and possibly also through portals in the Valley of the Dead): the Dragon Caves, and Sheol. Additionally, several new monster appear in Gehennom and in Sheol. The most infamous fact about Gehennom in SLASH'EM may be how Demogorgon's lair is always above and before Asmodeus's lair, with Demogorgon being the most dangerous opponent by far while Asmodeus is typically the easiest. The Fake Wizard's Towers can still spawn as regular rooms, but will never have a portal - the real Wizard's Tower can be entered from the bottom floor. =_=_ Fire trap =_=_ Demon Demons are a group of monsters mostly found in Gehennom. They are divided into two categories: minor demons and major demons. All minor demons are represented by , and all major demons by . (The glyph is also shared by some monsters which are not considered demons, such as the riders.) There are also several unique and named major demons. The ordinary major demons are represented by . Internally, NetHack calls this symbol S_DEMON. NetHack recognizes this class with the macro function is_demon defined in mondata.h on line 93, which simply checks whether or not the monster has the M2_DEMON attribute. Monsters in this class: Djinn, mail daemons, sandestins, and the riders are also represented by , but they are not considered demons, as they lack the M2_DEMON attribute. The named demons are divided into two ranks: the lower demon lords, and the higher demon princes. There are also two quest nemeses who happen to be demons. Of these, Juiblex, Orcus, Baalzebub and Asmodeus have lairs within Gehennom, and are guaranteed to appear in every game. The others may be summoned, and will not necessarily appear in a given game. The quest nemesis demons cannot be summoned by other demons. They can cast summon nasties, but since they are outside of Gehennom, the probability that they will summon other demons is low. Although minor demons are rarely a significant threat, major demons are quite strong opponents and can summon other major demons and unique demons. (Foocubi and balrogs cannot summon, but other demons can summon them.) The unique demons are very strong and can be dangerous in some circumstances. For instance Asmodeus is lethal if you lack cold resistance, and Orcus carries a wand of death. All major demons resist fire, poison, level drain, and death rays, although they are still considered living creatures. Major demons cannot be tamed unless you are polymorphed into a demon yourself. All demons except tengu can be burned by silver for an extra d20 damage. Non-unique major demons generated at the time of level creation have an 80% chance of starting out asleep, unless you possess the Amulet of Yendor in which case they will always be awake. This does not apply to those generated after level creation. Sacrificing your own race can summon a major demon or a demon lord (but not a demon prince), as can angering a chaotic god when on an altar (by praying with negative alignment, converting a chaotic altar, or a few other actions). This section of the page is based on a spoiler by M. Stage which can now be accessed on the web archive or on alt.org's mirror of www.nethack.de. Every major demon and unique demon has a chance of summoning (sometimes called "gating in") another major demon or unique demon every time it acts when adjacent to you. < ref > mhitu.c#line589 /* Special demon handling code */ < /ref > The only exceptions among monsters recognized internally as demons are foocubi and balrogs. (They themselves are capable of being summoned by other demons, however.) The difference between demons, demon lords, and demon princes lies in which other demons they can summon, and how often. Quest nemesis demons can summon, but cannot be summoned. The flag "generated only in Gehennom" is ignored. Demons will never summon demons while attacking other monsters, therefore tame demons will not normally summon other demons (which would be hostile, anyway). < ref > Mhitu.c#line482, Wizard.c#line432, Minion.c#msummon,Minion.c#ndemon,Makemon.c#mkclass < /ref > The following table shows the chance of a given & gating in another & of specific type according to M. Stage's demon-summoning spoiler. Summoned demons will always be the same alignment as the summoner & mdash;that is, summoners are only capable of summoning co-aligned demons. The Wizard of Yendor's summon nasties (remote or in person) is an exception: he can create any demon. Non-unique demons will summon demons of their own type 79% of the time. According to the spoiler, if you are trying to summon Demogorgon (perhaps as an unofficial conduct) the quickest way to do it is with a hasted Orcus. If you are wearing speed boots the chance of getting Demogorgon per turn is & nbsp;× & nbsp;= per turn. Your chance of having summoned Demogorgon after n turns is then: =_=_ Stormbringer Stormbringer, often nicknamed Stormy, is an artifact weapon that appears in NetHack. It is chaotic and intelligent, and its base item is a runesword. Stormbringer can appear as a sacrifice gift for chaotic characters, and is also the chaotic crowning gift. It is not randomly generated, since runeswords are not generated outside of wishes or bones. Stormbringer grants +1d5 to-hit and deals an extra +d2 in bonus damage to monsters without drain resistance - the life-draining further reduces the target's current and maximum HP by 1d8. Stormbringer confers drain resistance when wielded and is itself immune to drain life and other similar attacks - but it is also bloodthirsty, attacking peaceful monsters and pets without confirmation if you attempt to move onto their square. Levels drained from trolls with Stormbringer are permanently lost. Levels drained from the Wizard of Yendor will be restored when he next revives. The Riders preserves their HP values at time of death and retain it for their revival, including any HP loss incurred from Stormbringer. Stormbringer is among the most desirable chaotic artifacts in the game - twoweaponing Stormbringer with a silver weapon is particularly effective, since many drain-resistant monsters (including monsters with draining attacks) are also silver haters. Chaotic Rangers will most appreciate an effective melee option, especially if they have not mapped out Gehennom to use their arrows reliably, while chaotic Priests can pair it with their quest artifact, the Mitre of Holiness, to blunt damage from drain-resistant demons and undead. However, those seeking to use Stormbringer as their main weapon should avoid using pets if possible, as even a careful player may accidentally attack a pet with it - if you elect to keep a pet on hand, you may consider unwielding Stormbringer or switching to a secondary weapon when not in combat, especially when dealing with aligned priests or shopkeepers. Additionally, if any pets you plan to keep are not drain resistant, they should ideally have high enough health to withstand accidental hits and a way to increase their tameness to prevent them turning on you. Players attempting to enchant Stormbringer to +7 will have to engrave with it to reduce its enchantment, rather than the standard drain life spell. As most hostile spellcasters are either drain resistant or else possess high monster magic resistance, Stormbringer can bypass the latter group's defenses to reduce their level where the drain life spell cannot (though it will often kill non-resistant monsters before the effects become noticable). Famine and Pestilence may also be ideal targets for the weapon in some situations, due to their revival mechanics preserving their current max HP rather than the base. Elven priests and elven rangers can arrange for their first sacrifice gift to be Stormbringer - since it will always be co-aligned and will not hate your race, only Sting and Orcrist compete with Stormbringer, and both of them can be #named. In rare cases, if Stormbringer has already been generated on a bones level, this will preclude sacrifice gifts altogether. A helm of opposite alignment can remedy the situation. Theoretically, almost anyone could get a guaranteed Stormbringer because it is enough to be polymorphed in elven form and become chaotic from the helm of opposite alignment - the exception is if you started as chaotic and your role gets a guaranteed first sacrifice gift. However, this will most often rank as a stupid ascension trick, not as good general strategy advice. The average damage calculations in the following table do not include bonuses from weapon skills, strength, or from using a blessed weapon against undead or demons. Stormbringer is a weapon featured in a number of fantasy stories from author Michael Moorcock featuring Elric of Melniboné. Stormbringer is a cursed daemon sword with a will of its own and a hunger for souls, which it instills into Elric and frequently torments him with by using the bloodlust it creates to make him kill his friends and loved ones - Elric hates the sword, but is too dependent on its power. It physically appears as a black sword with runes engraved deep in the blade, reflected by its appearance as a runesword in NetHack. In SLASH'EM, there is a runesword in the Lawful Quest, which has a 5% probability of being Stormbringer if it hasn't already been generated. Where most artifacts in SLASH'EM do their maximum damage bonus instead of a random number, Stormbringer's case is somewhat more complex - it has a regular damage bonus and a level-drain damage bonus, and rather than doing maximum damage on both, it does +2 for the regular damage bonus and continues to do 1d8 for the level-drain bonus, making it do on average only 0.5 damage points more than vanilla. This makes it considerably weaker than other artifacts such as Excalibur and Snickersnee compared to vanilla, and dramatically weaker than the more powerful chaotic SLASH'EM artifacts such as the Bat from Hell, Doomblade, and Serpent's Tongue. However, it does enjoy a full +5 to hit as well as the hit point gain bonus, making it a significant boon in SLASH'EM's challenging early game. Additionally, its drain resistance makes it a useful alternate weapon in the late game when facing off against deep dragons and monsters using the wand of draining. While SLASH'EM allows twoweaponing with two artifacts, extrinsics granted by wielding the artifacts are only available for the artifact wielded in the primary hand - thus Stormbringer should be your primary weapon if you plan to utilize its drain resistance. Note that even wielding it in the off hand does not prevent its bloodthirsty attack, and the game will taunt you if you try. ("The black blade will not be thwarted!") =_=_ Water demon Like most major demons, water demons may summon other demons when they attack. At least of the summons will be other water demons. All chaotic demons are also eligible, but those whose difficulty is greater than the current dungeon level are exponentially unlikely. In practice, that mixes a few foocubi into the summons. There is a chance, however, that they may summon Juiblex or Yeenoghu. In the early stages of the game, a common way to summon a water demon is by quaffing or dipping from a fountain. These demons may either be hostile or friendly; a friendly demon grants a wish. A demon will be hostile with probability (80 + LD)%, where LD is your current level difficulty; thus, if you have the Amulet of Yendor, a demon will always be hostile. Although water demons are relatively weak for demons, they are likely to wipe out most early-game characters. Players who cannot kill them quickly will probably find themselves fighting two or more. In the early game, don't quaff from fountains and try to keep use of fountains (dipping) to a minimum. Later on, when you're capable of easily taking on water demons and water mocassins and are carrying several escape items, you can dip items repeatedly in all the fountains from DLvl 1 to 19 for the wish, including in the mines. (This is somewhat safer than quaffing). The chances are very roughly that you'll get a wish from some water demon. =_=_ Mjollnir Mjollnir (colloquially Mojo) is a neutral artifact weapon. Its base item is a war hammer. It is a reference to Mjölnir, Thor's hammer from Norse mythology. Mjollnir is eligible for random generation; a war hammer has a chance of being Mjollnir, or if Ogresmasher has already been generated. Any neutral character may receive Mjollnir as a random sacrifice gift. It's also the guaranteed first sacrifice gift for Valkyries; like all guaranteed gifts, its alignment will be adjusted to match your starting alignment. Against monsters without shock resistance, Mjollnir has +d5 to hit and deals d24 extra damage. It may destroy wands and rings in the target's inventory, regardless of whether they have shock resistance. If you have 25 strength (usually achieved by wearing gauntlets of power) and are wielding the non-cursed Mjollnir, you can throw it. If you are a Valkyrie, Mjollnir will return to you 99% of the time. If it returns, and you are not confused, stunned, blind, hallucinating, or fumbling, you will catch it 99% of the time. If you fail to catch a returning Mjollnir, it has an equal chance of falling to your feet or striking you, dealing damage as well as possibly destroying wands and rings. Very few monsters in the game resist lightning damage, and Mjollnir does a lot of it, making it an excellent weapon. For much of the game only three dangerous monsters are resistant to lightning: blue dragons, which are rare, electric eels, whose attacks are easily countered, and energy vortices. Mjollnir does very little damage when fighting energy vortices and also does not provide shock resistance against their attacks, so they are the primary danger when using this weapon. As one reaches the Castle, arch-liches may also become a problem. In the endgame weapon-wielding angelic beings, hostile aligned and high priests and all the Riders will also be a major problem for Mjollnir. One of the draining artifacts (The Staff of Aesculapius and Stormbringer) is a good complement weapon since only two monsters, arch-liches and Death, are both shock and drain resistant. Mjolnir has a small chance of destroying wands and rings in a monster's inventory. In practice, this is rare because even intelligent enemies don't pick up or carry rings and Mjolnir will usually kill the monster before its wands are destroyed. Beware throwing Mjollnir at a disenchanter: Mjollnir still has a ten percent chance of being disenchanted. If a thrown Mjollnir is disenchanted, you will not receive a warning as you do for hitting a disenchanter in melee combat ("Your Mjollnir seems less effective"). The average damage calculations in the following table do not include bonuses from weapon skills, strength, or from using a blessed weapon against undead or demons. Mjollnir in its present form first appeared in NetHack 3.0.3. It replaced a lucern hammer named Thunderfist, which also dealt lightning damage and appeared as early as NetHack 3.0.0. The original programmer of Thunderfist perhaps did not realize that a lucern hammer is a polearm. Mjollnir's weak base damage is somewhat ameliorated in SLASH'EM, where it is instead a heavy hammer with base damage of 1d6 against both small and large foes, as well as doing a flat +24 damage instead of a die roll up to that amount. Otherwise it remains unchanged, although the different behaviour of gauntlets of power means that obtaining the strength to throw Mjollnir is more difficult than in NetHack. We assume the player has expert skill in hammer, which gives a +2 damage bonus. A blessed weapon deals 1d4 extra damage against demons and undead. The worst case scenario is against a shock resistant, non-undead, non-demon monster. The best case scenario is against a non-shock resistant, undead/demon monster. =_=_ Magicbane Magicbane is an artifact athame. It is considered a dagger for skill purposes, and has a 40% chance of having a magical effect on the victim as well as inflicting damage. < ref name="Mb_hit" > < /ref > Throwing Magicbane can have the same effect on a monster it hits. Care should be taken not to throw at an enemy that can pick it up and wield it, conferring magic resistance to the monster. Any bonus effect adds an additional 1d4 damage. Though the chance of some type of magical bonus effect is always 40%, Magicbane's level of enchantment affects the probability of each type of effect differently. When a spellcasting monster is cancelled, some magical energy is also absorbed, and your current and maximum energy are increased by 1 (“You absorb magical energy!”). Cancellation is the only one of Magicbane's effects that can absorb magical energy. This effect happens every time the cancellation attack hits, not just the first time when the monster is actually cancelled, so this could be farmed. Magicbane enchanted to +2 has the best chance of inflicting valuable magical effects. The chance of stunning drops progressively from +0, scaring and cancellation drop progressively after +2, and cancellation is eliminated after +5; probing takes their place. However, the average damage it inflicts increases with each level of enchantment, which is typically desirable for dealing maximum damage as a primary weapon. < ref > http://www.steelypips.org/nethack/343/art2-343.html < /ref > Increasing Magicbane's enchantment from +6 to +7 is typically not worth the effort. As with other weapons, you need to lower it to +5 to safely attempt to enchant to +7, but lowering Magicbane's enchantment can be very difficult: because it's an athame, engraving with it will not dull it, and because it's an artifact, it will resist most attempts at disenchantment from a cursed scroll of enchant weapon. can work, but typically takes many attempts. Hitting a disenchanter with Magicbane can also work, though the disenchanter may be able to disenchant your armor if you stand around hitting it for too long (the attack is subject to magic cancellation, so this is rarely a major issue by the time you're worried about enchanting Magicbane to +7). If you have copious amounts amounts of on hand, it is also possible to lower Magicbane's enchantment by cursing it with unholy water and engraving a single letter with it. Remember to re-bless it afterward. As with all artifacts associated to a specific role. Magicbane will always match the initial alignment of the wizard, regardless of its generation method (wish, bones levels). Arch-liches have a minuscule chance (1/1170, or approximately 0.085%) of being generated with Magicbane. Even hunting them until extinction yields only a 9.75% chance of Magicbane appearing, and if you can safely hunt arch-liches, you probably don't need Magicbane anyway. The base damage is 1d4 to small monsters and 1d3 to large monsters. If the monster fails a magic resistance check, an additional 1d4 damage is added to the base damage and the further special attacks are more likely. This magic resistance check is, however, an unusual one, because it doesn't consider level bonuses. There is an 8 / 20 (40%) chance of an additional +1d4 damage and possibly more. Given there is additional damage: The monster can resist the scare and cancellation effects using a Magic resistance (monster) check (if you are attacked, you resist if you have Magic resistance instead), but the extra damage of these effects is dealt even in that case. The monster cannot resist the stun, probe, or confuse effects. < ref name="Mb_hit" / > The damage is the same in SLASH'EM, except failing a magic resistance check adds +4, not +1d4. (In the table above, this is replacing '+ 1d4' with '+ 4' in the base damage column when 'Monster Resisted' is 'No', which adds 1.5 to the mean damage in these cases.) < ref > Source:SLASH'EM 0.0.7E7F2/artifact.c. < /ref > SLASH'EM gives the option of wielding artifacts as one's secondary weapon, but note that Magicbane will not convey its curse or magic resistance unless it is wielded as a primary weapon. Additionally, even a +0 Magicbane hits all monsters, even if they normally require an enchanted weapon to hit. Technically, it is the only such weapon in SLASH'EM, although Lightsabers (considered tools by the game) can also hit all monsters at +0. In FIQHack, the base item for Magicbane is a quarterstaff, < ref > https://github.com/FredrIQ/fiqhack/blob/865c9091803e844b66255e122877ae6c70950e51/libnethack/include/artilist.h#L126 < /ref > improving Magicbane's base damage but making it a two-handed weapon. All staves, including Magicbane, enhance spellcasting in the same way robes do. < ref > https://github.com/FredrIQ/fiqhack/blob/865c9091803e844b66255e122877ae6c70950e51/libnethack/src/spell.c#L2272 < /ref > Besides these traits, Magicbane retains its usual effects - magic resistance, special attacks, and curse protection. =_=_ Hp =_=_ Source diving Source diving is the action of examining the source code of NetHack. A person who practices source diving is called a source diver. The source code is freely available for anyone, unlike in most commercial programs. Source diving is usually done when someone wants to know how something really works in the game. Source divers may also program their own patches to the game. Some people may just want to look for easter eggs or interesting comments in the source. You won't find this exact message anywhere in the source code, because the line that produces it reads: < code > You("are unable to swing your %s over.", body_part(LEG)) < /code > . The macro < code > You() < /code > prints a message beginning with the word "You"; there are similar macros for messages starting with "Your", "You hear", and "You feel". The "%s" in the message is replaced with the result of the next argument, < code > body_part(LEG) < /code > , which resolves to a string describing the leg-analogue of your current polyself, if any. In this case, one way to search for the message would be "unable to swing your %s over". In general, if any word or words in a message can vary, replace them with %s in a search; if a number varies, replace it with %ld. (Alternatively, trim to "unable to swing your", if your search mechanism may not cooperate with %s or %ld as part of a search.) =_=_ Source diver =_=_ Potion of fruit juice It adds 10 nutrition if cursed, 20 if uncursed, and 30 if blessed. The amount of nutrition is halved if the potion is diluted. The potion of see invisible will have the same messages. These potions are therefore difficult to tell apart by random quaffing. Some ways to identify it as a potion of fruit juice include: =_=_ Category:Potions =_=_ Potion of see invisible Blessed potions give you the see invisible intrinsic permanently; uncursed and cursed give you the intrinsic for 750-849 turns. If it is not cursed, this potion will also remove blindness. This potion has exactly the same messages as the potion of fruit juice (a reference to the game Rogue). This makes them quite difficult to tell apart by random quaffing. Some ways to identify it as see invisible include: After you have permanently obtained intrinsic see invisible, these potions are a prime candidate for dilution. Foodless players may want to cancel these potions to gain nutrition from the resulting fruit juice. =_=_ Potion of oil The potion of oil has a surprisingly wide number of applications, but is primarily intended to be fuel for oil lamps. This is done by dipping the lamp into the potion of oil. Make sure that neither object is lit, or the potion will be wasted; if the lamp is lit and the potion is not, the potion will explode instead. Dipping a unicorn horn into a potion of oil gives the horn an "oily sheen", which identifies and uses up the potion but has no further effects. Dipping anything into a lit potion of oil uses up the potion and will burn the dipped item(s) if possible. Quaffing an unlit potion of oil only abuses your wisdom while identifying the potion; quaffing a lit potion additionally deals 3d4 fire damage (1d4 if fire resistant). However, if you are polymorphed into a monster that likes fire (e.g., fiery monsters such as fire vortices and salamanders), you instead exercise wisdom and take no damage. Oil can also be used to fix damaged iron weapons; dipping a rusty or corroded weapon into a non-cursed potion of oil removes one degree of damage. Identifying a potion of oil is fairly easy, as it is the only potion that you can apply, and randomly testing potions using this method is generally safe. Doing this with a potion owned by a shop will result in you being charged a Yendorian Fuel Tax on top of paying for the potion. Magic lamps behave just like oil lamps when dipped in potions of oil, so you cannot identify them this way. The scroll of fire, spellbook of fireball and other fireproofed item can potentially be identified by dipping into a lit potion of oil, but this method is ultimately a waste of a potion (as well as likely wasting whatever you tested with it) and is not recommended. A lit potion of oil can be used to cure sliming if thrown upward. Quaffing a lit potion of oil does not cure sliming. Potions of oil are useful for repairing weapons, since eroded weapons can only otherwise be repaired by a scroll of enchant weapon read while confused or a favor from your god. In SLASH'EM, it is possible to disarm a fire trap with a non-cursed potion of water, similar to using a potion of oil on a squeaky board; this will also generate 1 & ndash;4 potions of oil based on your Luck. Since oil can then be diluted back to water, the large number of fire traps in Gehennom offer an effective way of multiplying one's water potions. Prior to NetHack 3.6.0, it was possible to indirectly identify the potion without actually applying it (and therefore avoiding payment in shops) by dropping everything else that could be applied, then hitting . If the potion was a potion of oil, the player was asked what they wanted to apply; otherwise, they would be told they have nothing that can be applied. As of 3.6.0, the applying prompt always appears as long as the player has at least one potion in their inventory, regardless of whether it can be applied or not. =_=_ Conduct Conducts are various limitations players may set to themselves to make the game more challenging < ref > See the Guidebook's section on conduct. < /ref > . The game keeps track of your conducts and shows them at the end of the game. You may also see them any time by using the extended command #conduct. Conducts only apply to actions in game; a Priest "should" believe in a god but does not automatically lose atheist conduct, and classes that begin the game with learned spells can play illiterate. Certain conducts (vegan, vegetarian, and artifact wishless) must be fulfilled if you have followed other conducts (for example, being foodless implies that you have been vegetarian). The game does not show these conducts as long as you are still following the stricter version. Foodless means not eating anything at all. This includes sucking brains when polymorphed into a mind flayer, or digesting monsters when polymorphed into a monster with a digest attack. This is mostly self-explanatory. Throwing weapons, firing missiles and using wands is allowed. Hitting with other objects than weapons does not break this conduct. Thus you may very well use a cockatrice corpse as a weapon should you acquire one. Pick-axes, unicorn horns, and grappling hooks, however, do count as weapons, even though they are shown in the tool-category. Applying a bullwhip only breaks conduct if the target is not wielding a weapon. When trying to maintain a weaponless conduct, one should be very careful when wielding a pick-axe for digging. Being illiterate means that you do not read or write anything. This includes scrolls, spellbooks and even fortune cookie messages and t-shirts. Scrolls of mail (e.g. from users viewing your game on public servers) also break the conduct (although this is a bug), so it is advisable to turn off the mail option when attempting to be illiterate (except on NAO, where this bug is fixed). Using a magic marker is also banned. Reading random engravings you may encounter does not break this conduct. Engraving anything but an x, such as Elbereth, also breaks this conduct. This conduct is easy to break inadvertently by wandering into an unknown polytrap. Nevertheless, it is relatively easy: 73.5% of all winning accounts on NAO achieve it. Genocideless conduct is pretty obvious; refrain from causing genocide. Reverse genocide does not break this conduct. (You may not kill a mail daemon, either.) Two wishing-related conducts are tracked: wishing for anything and wishing for artifacts. If you wish for, say, a silver dragon scale mail, you still have the artifact-wishless conduct. However, if you wish for any artifact, you lose both conducts, regardless of whether you actually receive the artifact. The zen conduct is being blind throughout the entire game. It is one of the most difficult conducts, and only a handful of people are known to have ascended zen games. In order for this conduct to be tracked in your game, you must edit your configuration file to enable the blind option. The difficulty in zen comes in that it is like a mixture of other conducts with additional twists to make it even harder. Reading is impossible (though there are ways to make scrolls readable, and the Book of the Dead can be read when blind). You cannot use altars to find the beatitude of objects because you cannot see any flash. You also do not see what your objects look like by their material or color, so all potions are only shown as "a potion", wands as "a wand" and so on. Nudism means not wearing any armor throughout the game. Accessories like rings, amulets, lenses and blindfolds are permitted. Beginning the game with armor will automatically break the conduct, so in order to prevent this, turn on the nudist option in your configuration file. Unofficial conducts are conducts that are not tracked by the vanilla version of the game. They are enforced by the players themselves only. The blind option and nudist option were added in NetHack 3.6.0. Prior to 3.6.0, the zen and nudist conducts were unofficial but supported by certain variants. When playing versions prior to 3.6.0, it is theoretically possible to explore the entire dungeon, and not come across seven candles. Izchak's lighting shop is guaranteed, but it is not guaranteed to have enough of them. If you have explored all branches of the dungeon and still not enough have been generated, you will have to obtain the remainder through one of the following means: This problem is solved by several variants. AceHack and NetHack 4 allow for gnomes to death-drop candles even if killed using a pet (and thus, spare candles are obtainable without breaking pacifist conduct); likewise, wax golems drop candles no matter how they die, in the variants in which they exist. GruntHack guarantees at least seven candles in the lighting shop. UnNetHack includes wax golems and sometimes generates gnomes with candles in their inventory. NetHack 3.6.0 guarantees at least 8 candles at Vlad's Tower. Gnomes have a small chance of being generated with a candle, as well. The DevTeam is the group of people who develop vanilla NetHack. They have their own mailing lists, and you can reach them by emailing devteam@nethack.org. The core devteam is responsible for NetHack proper, and there are several other people maintaining the different window ports. =_=_ Telepathy Telepathy is a passive ability that allows players and monsters to detect non-mindless creatures, regardless of whether or not they can be seen visually. Telepathy comes in two types: the less powerful intrinsic telepathy and the more powerful extrinsic telepathy. Intrinsic telepathy only works when you are blind, and detects all non-mindless creatures on the level. Extrinsic telepathy does the same thing as intrinsic telepathy, but additionally works to a lesser degree while unblind, to a maximum range of 8 squares. Because intrinsic telepathy is typically acquired before extrinsic telepathy, some players mistakenly think extrinsic telepathy does not show the whole level while blind. Intrinsic telepathy can be lost through the gremlin's intrinsic-stealing attack at night, or else by committing murder as a lawful or neutral character. Intrinsic telepathy can be a useful substitute for other methods of monster detection, although it cannot be used to spot mindless monsters; over-reliance on intrinsic telepathy to detect danger while blind may result in something such as a golem sneaking up on an unsuspecting player. Using a blindfold or towel to blind and unblind yourself at will, as well as using an item such as a unicorn horn to cure any other sight impairments (e.g., exploding yellow lights) can mitigate the worst of this. Possessing telepathy allows mind flayers to detect your location and hit you with a long-distance psionic attack for d15 damage. You can counteract this by temporarily removing or stashing your source of telepathy if it is extrinsic, but the damage is usually negligible outside of some early scenarios, possibly involving minesflayers; in any case, be prepared to deal with the mind flayer in question (see their article for more information). =_=_ Watchman The watchman and watch captain are monsters that appear in NetHack, and are most commonly seen as the peace-keeping Minetown watch. If you #chat with a peaceful watchman, they will complain about their jobs. Watchmen and watch captains are not randomly generated, instead appearing in set locations. Several watchmen and at least one watch captain will be generated in any version of Minetown, with the exception of Orcish Town (where only their corpses will be found); the Bustling Town variant will have two watch captains. Two watchmen will also be generated in the anterooms of the Archaeologist quest home level; two watchmen also sit outside the gates of the Tourist quest home level, and a third watchman can be found in the goal level. A watchman can grow up into a watch captain. The watch is always generated peaceful. As they are considered mercenaries, they follow the special rules for monster starting inventory detailed in that article. The following actions will be interrupted if a watchman sees you, and will result in a warning (with some exceptions), followed by them turning hostile if you continue: While antagonizing the watch is neither necessary nor recommended, there are cases where a player may want to prevent accidentally angering them, or else find a way to snag any desirable items they hold without risking their alignment. Avoiding conflict with the watch can also be difficult while fighting other monsters - a misaimed dagger, stray wand shot, or being stunned by a gnomish wizard can easily land you in serious hot water. If you anger a watchman, you can use a scroll of taming or spell of charm monster, which will pacify watchmen reliably due to their low monster magic resistance; this is especially useful if multiple watchmen are after you. As a low-level character, you are probably best off running and coming back later once you can fight them or have a means of pacifying them. Bribing watchmen is possible but not recommended, due to the amount of gold required for it to be reliable in any way; throwing gold at an already peaceful watchman will anger them. Watchmen and watch captains are slightly slower than an unburdened player at normal speed, and share similar movement patterns between each other. Watch captains have a higher base level, hit roughly three times as hard, and generally have much better AC, armor and weapons than a standard watchman. The rank-and-file watchmen are relatively easy to kill unless you are low-level, and their inventory is likely to have good filler items such as gloves to complete a set of armor. The watch captains are much harder to kill, and have a 50% chance each of carrying a silver saber or a long sword. As previously mentioned, if playing a low-level character that has angered the watch, the best thing to do is to run away from Minetown and come back later. If you are fighting off a group of watchmen, the stairs can be used to your advantage - they will pursue you if adjacent, which can be used to isolate them from the others and deal with them one by one. It is also wise to avoid doing anything that will anger all the watchmen and have them surround you. Pets will often go after the watchmen upon gaining enough levels, and can be used to dispatch them without risking any penalties; however, the watch captain is likely to take out even a high-leveled domestic pet unless they are healed regularly or else polymorphed into a better form (e.g., any major demon or dragon). A leash and/or magic whistle is recommended if you wish to stop your lower-leveled pet from constantly attacking watchmen and risking their life. Alternately, said pets can also be used to kill off the watchmen and procure their armor and weapons without any risk to yourself or your alignment/Luck. Directly killing watchmen to sacrifice them is not recommended, even if you are a chaotic non-human - angering and killing them results in a huge alignment hit, independent of any addiitonal penalties for murder. Early in the game, when you typically reach Minetown, your alignment record cap is low; even without murder penalties, your alignment will take enough of a hit that recovery can be long and tedious at absolute best. It is best to let your pet handle the job in these cases; if you are chaotic and lack a pet, but are still intent on sacrificing watchmen, it is wise to sacrifice at the altar until you are sure your alignment is positive, and confirm it through means such as a stethoscope. In the Convict role patch and variants that feature the role, watchmen will immediately turn hostile and attack a player Convict on sight. In SLASH'EM, the Mall has four watchmen and three watch captains in the area. The home level of the Yeoman quest branch also has three watch captains and four watchmen, as well as a watchman corpse named Talbot Edwards. In addition to the SLASH'EM examples, the locate level of the Transvestite quest has a few watchmen. Also, two optional levels - the Deep Town special level in the Dungeons of Doom and the Hell Mall in Gehennom - will generate have several watchmen if they appear in a game. This possibly includes the stronger watch lieutenants and watch leaders, which are much more difficult to defeat than a watch captain. =_=_ Cheap plastic imitation of the Amulet of Yendor The cheap plastic imitation of the Amulet of Yendor (CPIoAoY) is an amulet that exists in NetHack. It appears as the "Amulet of Yendor" when unidentified. It has a 50% chance of being generated on the Rogue level (this one will be pre-identified as a fake) and a 50% chance of being in the inventory of a double-troubled Wizard of Yendor when you don't have the amulet (with a 0% chance when you do). Player monsters on the Astral Plane all carry one, which is presumably why they're stuck there. Wishing for the Amulet of Yendor gives you a plastic imitation instead (unless you are in wizard mode). If the real Amulet is left in a bones file, it gets converted to a cursed fake amulet. It has no effect when worn, and exists solely to be confused with the real Amulet of Yendor. Offering one of these on a high altar carries a penalty of -1 luck. However, if the amulet was identified as a fake, the penalty is instead -3 luck, -1 alignment and your god getting angry by 3. Every plastic imitation besides the one on the Rogue level must be individually identified to distinguish it from the real Amulet of Yendor; the cheap plastic imitation can also be distinguished from the real Amulet of Yendor by trying to put it into a container, as the real Amulet will resist. =_=_ Amulet of ESP An amulet of ESP grants extrinsic telepathy when worn, which will show all monsters with minds within a 10x10 grid, and all such monsters on the level when blind. ESP is an abbreviation for Extra-Sensory Perception; that is, perception not gained through the five traditionally-attested senses: hearing, feeling, sight, taste and smell. This amulet can be identified easily with the far look command. If you notice a monster that you wouldn't ordinarily be able to see (e.g. on the other side of a wall), far look will tell you whether you are seeing it because of telepathy. If so, and you have no other source of extrinsic telepathy, it must be coming from the amulet. With a chance of an amulet of ESP being generated at 17.5%, this is the most commonly generated amulet, and one of the best: telepathy while non-blind provides excellent early warning of approaching monsters. =_=_ Amulet of reflection A randomly-generated amulet has a 7.5% chance of being an amulet of reflection. There is also a 50% chance that an amulet of reflection is in the treasure zoo at the top of Sokoban. This amulet auto-identifies when something reflects from it. Monsters will also don amulets of reflection. Therefore an amulet worn by a monster that isn't an amulet of life saving is an amulet of reflection. Reflection is a very important property and the amulet of reflection is a very good source of it. It should be worn at all times until another source is found (e.g. silver dragon scale mail). =_=_ Luck In addition to the "soft" luck inherent to any game that utilizes randomness, NetHack gives you an explicit Luck statistic that affects many aspects of the game. Luck is the sum of two components: regular Luck and bonus Luck. Regular Luck ranges from & minus;10 to +10, changes with events in the game, and may slowly return to a baseline level (see below). Bonus Luck, on the other hand, may be & minus;3, 0, or +3, and it is determined by what kind of luckstone (and certain artifacts) you are carrying. Thus the highest possible total Luck is 13, and the lowest possible is & minus;13. A positive value indicates a measure of "good luck" and a negative value indicates "bad luck". However, only a rough idea of your total Luck is given in the enlightenment list; the meaning of the messages is as follows: Luck timeout refers to your regular Luck slowly returning to zero over time, which it will do under normal circumstances. If your Luck is timing out, it is done at a rate of one point per 600 turns (300 if you are carrying the Amulet of Yendor, or if your god is angry). This is counted from the beginning of the game; for example, if you lose one point of Luck on turn 590, you will regain it on turn 600, not on turn 1190. The baseline level to which it may return is +1 if you most recently started or restored the game during a full moon, & minus;1 if started or restored on Friday the 13th, and 0 if neither or both. A new moon does not affect your Luck at all. These changes in the baseline level do not affect the maximum and minimum values. Whether your regular Luck will return to its baseline level is controlled by luckstones and certain quest artifacts. The effect of these "Luck items" depends on the number in your main inventory that are blessed, uncursed, and cursed (see table below). Note that as a special case (which is possibly a bug), the game will consider you to own no Luck items if both the following conditions are true: When this case applies, the effect is identical to owning no Luck items: no bonus Luck, and Luck times out regardless of whether the total is positive or negative. Bonus Luck works in a similar way to the above table, although both blessed and uncursed Luck items (referred to as "non-cursed") have the same effect. The same caveats regarding having the same number of cursed as noncursed Luck items and no luckstones apply here as to Luck timeout. Regular Luck is adjusted by each of the events described below, and by the timeout described above. It cannot be reduced below & minus;10 or increased above +10. Starting or restoring a game during any time when it is neither full moon nor Friday the 13th, or when it is both full moon and Friday the 13th (which cancel each other out). Natural Luck refers to your Luck without taking the bonus (or penalty) Luck from carrying a luckstone into account. Most effects of Luck include this bonus, but a handful do not and directly check your Luck stat: You can't do any better than one blessed Luck item, so you might as well keep any others in a bag (where they have no effect) as spares in case your main one is cursed. Even an uncursed Luck item will be just as good except when your total Luck is negative (which is a rare situation, although not unheard of); and even when it is negative, the luckstone will harm you only on turns on which your Luck would time out (so you can just bag it for those turns). Cursed luckstones should never be kept in main inventory unless doing so is unavoidable. UnNetHack adds an additional artifact, Luck Blade, that affects Luck timeout. In UnNetHack, Luck items greatly slow down Luck timeout rather than stopping it completely. The modified Luck timeout depends on how far your Luck is from your base Luck: the higher or lower your Luck, the less the timeout is slowed. The timeout is calculated every turn, meaning gaining or losing a point of Luck could result in that point timing out immediately. This also means that Luck timeout is no longer necessarily at multiples of 600 turns if your natural Luck has ever been above or below your base Luck. The modified Luck timeout is calculated by the following formula. Let l < sub > natural < /sub > be your current natural Luck, l < sub > base < /sub > be your base Luck, and a be 2 if you have the Amulet or your god is angry with you, or 1 otherwise. Additionally, Archaeologists gain a +1 bonus to base Luck from wearing a fedora. Putting on or taking off the fedora also changes your natural Luck accordingly. In dNetHack, luckstones only slow down (600 instead of 300 turns) the loss of good Luck, even when blessed. They still give the usual permanent extra Luck, however. =_=_ Shopkeeper Shopkeepers are generated with (30 & nbsp; & times; 1d100 & nbsp;+ 1000) zorkmids, a skeleton key, and some or all of the following: If you have a cloak of magic resistance (by playing a Wizard, for instance) or an amulet of reflection, and you can become invisible inside the shop, the shopkeeper will not leave their position in front of the door while they can't see you. Now you're able to attack the shopkeeper easily with your choice of ranged attacks. Be aware that you might run out of projectiles or charges doing this, and if you are using spells, make sure to have sufficient food, particularly if you are low-level or using . If you lack invisibility, you can also dig pits all around the shopkeeper. Shopkeepers won't move into pits, so you are then free to attack them at range. This requires a container to smuggle a pick-axe inside the shop, or bouncing a spell off a wall from outside the shop, since the shopkeeper will try to keep out of direct zapping range. (As an aside, shops sometimes do sell pick-axes and dwarvish mattocks. They are handled just like every other item, except that you cannot carry one into the shop outside a bag, you get a message when un-bagging it, and the shopkeeper will catch any ones you throw in.) Also, using a scroll of stinking cloud can be very effective, if you can have the cloud cover most or all of the store, and close the door to prevent retaliation. However, cursed scrolls may not do enough damage to kill the shopkeeper. Again, the shopkeeper will stand still as long as they can't see you. The shopkeeper may be able to cure blindness with a potion of healing. An easy way to kill shopkeepers is to zap them with a wand of polymorph. Often they will polymorph into a weak creature that is unable to zap wands against you. However, they can also polymorph into something that is much, much tougher than a shopkeeper, so keep that in mind. Due to their intrinsic MR, they will resist roughly 50% of the time. Also, a shopkeeper will never respect Elbereth, even while polymorphed into something that normally would. Should you kill a polymorphed shopkeeper, no insult to your deity will occur; thus it is the preferred method for lawful characters. Shopkeepers are quite vulnerable to death rays, although the rays can still occasionally miss. If you find a wand in a shop with a base price of 500 zorkmids, it is either a wand of death or a wand of wishing. A wand of wishing can be used to wish for a wand of death, so either provides a means to kill the shopkeeper. (Of course, you should always wish for scrolls of charging first if needed, or a magic marker if you have identified the scroll, regardless of whether you need a wand of death.) For unprepared characters, it is often best to appease an angry shopkeeper than try to fight. The following messages can give a clue as to the problem: Messages will appear if you die or #quit while you are inside a shop, or while you are on the same level as an angry shopkeeper. A shopkeeper "wakes up" if they were paralyzed or sleeping. They "come" if they were more than two squares away from you. If you have telepathy, you can tell what type of items a shop sells by the name of its keeper. The names of hardware store shopkeepers are anagrams of the names of the developers. If a shopkeeper name derives from a developer who only worked on certain platforms, that name will only appear on those platforms. Some names available only on exotic platforms are excluded from the tools shopkeeper list below. The light shop in Minetown is always run by Izchak. Lucrezia and Dirk are catch-all names that don't imply any specific shop type. liquor emporium Njezjin, Tsjernigof, Ossipewsk, Gorlowka, Gomel, Konosja, Weliki Oestjoeg, Syktywkar, Sablja, Narodnaja, Kyzyl, Walbrzych, Swidnica, Klodzko, Raciborz, Gliwice, Brzeg, Krnov, Hradec Kralove, Leuk, Brig, Brienz, Thun, Sarnen, Burglen, Elm, Flims, Vals, Schuls, Zum Loch second-hand bookstore, rare books Skibbereen, Kanturk, Rath Luirc, Ennistymon, Lahinch, Kinnegad, Lugnaquillia, Enniscorthy, Gweebarra, Kittamagh, Nenagh, Sneem, Ballingeary, Kilgarvan, Cahersiveen,Glenbeigh, Kilmihil, Kiltamagh, Droichead Atha, Inniscrone, Clonegal, Lisnaskea, Culdaff, Dunfanaghy, Inishbofin, Kesh used armor dealership Demirci, Kalecik, Boyabai, Yildizeli, Gaziantep, Siirt, Akhalataki, Tirebolu, Aksaray, Ermenak, Iskenderun, Kadirli, Siverek, Pervari, Malasgirt, Bayburt, Ayancik, Zonguldak, Balya, Tefenni, Artvin, Kars, Makharadze, Malazgirt, Midyat, Birecik, Kirikkale, Alaca, Polatli, Nallihan quality apparel and accessories Yr Wyddgrug, Trallwng, Mallwyd, Pontarfynach, Rhaeader, Llandrindod, Llanfair-ym-muallt, Y-Fenni, Maesteg, Rhydaman, Beddgelert, Curig, Llanrwst, Llanerchymedd, Caergybi, Nairn, Turriff, Inverurie, Braemar, Lochnagar, Kerloch, Beinn a Ghlo, Drumnadrochit, Morven, Uist, Storr, Sgurr na Ciche, Cannich, Gairloch, Kyleakin, Dunvegan jewelers Feyfer, Flugi, Gheel, Havic, Haynin, Hoboken, Imbyze, Juyn, Kinsky, Massis, Matray, Moy, Olycan, Sadelin, Svaving, Tapper, Terwen, Wirix, Ypey, Rastegaisa, Varjag Njarga, Kautekeino, Abisko, Enontekis, Rovaniemi, Avasaksa, Haparanda, Lulea, Gellivare, Oeloe, Kajaani, Fauske delicatessen Djasinga, Tjibarusa, Tjiwidej, Pengalengan, Bandjar, Parbalingga, Bojolali, Sarangan, Ngebel, Djombang, Ardjawinangun, Berbek, Papar, Baliga, Tjisolok, Siboga, Banjoewangi, Trenggalek, Karangkobar, Njalindoeng, Pasawahan, Pameunpeuk, Patjitan, Kediri, Pemboeang, Tringanoe, Makin, Tipor, Semai, Berhala, Tegal, Samoe antique weapons outlet Voulgezac, Rouffiac, Lerignac, Touverac, Guizengeard, Melac, Neuvicq, Vanzac, Picq, Urignac, Corignac, Fleac, Lonzac, Vergt, Queyssac, Liorac, Echourgnac, Cazelon, Eypau, Carignan, Monbazillac, Jonzac, Pons, Jumilhac, Fenouilledes, Laguiolet, Saujon, Eymoutiers, Eygurande, Eauze, Labouheyre hardware store Ymla, Eed-morra, Cubask, Nieb, Bnowr Falr, Sperc, Noskcirdneh, Yawolloh, Hyeghu, Niskal, Trahnil, Htargcm, Enrobwem, Kachzi Rellim, Regien, Donmyar, Yelpur, Nosnehpets, Stewe, Renrut, Senna Hut, Zlaw, Nosalnef, Rewuorb, Rellenk, Yad, Cire Htims, Y-crad, Nenilukah, Corsh, Aned, Dark Eery, Niknar, Lapu, Lechaim, Rebrol-nek, AlliWar Wickson, Oguhmk, Telloc Cyaj, Lexa, Niod, Nhoj-lee, Evad'kh, Ettaw-noj, Tsew-mot, Ydna-s, Yao-hang, Tonbar, Kivenhoug, Llardom general store Hebiwerie, Possogroenoe, Asidonhopo, Manlobbi, Adjama, Pakka Pakka, Kabalebo, Wonotobo, Akalapi, Sipaliwini, Annootok, Upernavik, Angmagssalik, Aklavik, Inuvik, Tuktoyaktuk, Chicoutimi, Ouiatchouane, Chibougamau, Matagami, Kipawa, Kinojevis, Abitibi, Maganasipi, Akureyri, Kopasker, Budereyri, Akranes, Bordeyri, Holmavik health food store Ga'er, Zhangmu, Rikaze, Jiangji, Changdu, Linzhi, Shigatse, Gyantse, Ganden, Tsurphu, Lhasa, Tsedong, Drepung, Azura, Blaze, Breanna, Breezy, Dharma, Feather, Jasmine, Luna, Melody, Moonjava, Petal, Rhiannon, Starla, Tranquilla, Windsong, Zennia, Zoe, Zora In SLASH'EM, shopkeepers also provide very useful services, although they come at a hefty cost. These are identify, uncurse, appraise, weapon-works, armor-works, and charge. Additionally, they have been made far more formidable adversaries. Their base level has been raised to 24, their AC lowered to & minus;6, and they are always generated with a shotgun, shells, a wand of teleportation, and a knife. This makes it quite difficult to make pets attack them; in particular, no domestic animal can be easily raised to a high enough level. SLASH'EM adds light and pet stores with the following potential shopkeeper names: Zarnesti, Slanic, Nehoiasu, Ludus, Sighisoara, Nisipitu, Razboieni, Bicaz, Dorohoi, Vaslui, Fetesti, Tirgu Neamt, Babadag, Zimnicea, Zlatna, Jiu, Eforie, Mamaia, Silistra, Tulovo, Panagyuritshte, Smolyan, Kirklareli, Pernik, Lom, Haskovo, Dobrinishte, Varvara, Oryahovo, Troyan, Lovech, Sliven. =_=_ Intrinsic =_=_ Category:Intrinsics =_=_ Scroll of teleportation The scroll has a relative probability of 7% for generation. Monsters are likely to be generated with one, and at least one scroll found in an inaccessible closet is guaranteed to be a scroll of teleportation. The scroll is most commonly identified by observing a monster use one when scared. If the teleportation fails, the scroll won't be auto-identified, but it produces the usual teleportation-failure messages " < monster > shudders for a moment" (teleported to the same level) and " < monster > seems very disoriented for a moment" (teleport blocked by the Amulet). You can then type-name and formally identify it if you have the scroll in your inventory. You can also do the same with scrolls picked up in closets. Reading a scroll of teleportation while confused, with teleport control, allows a player to level teleport and pick the level; however, there is still a chance dependent on Luck that the teleport may be random. Having at least +11 Luck will result in success about 98% of the time. The Amulet of Yendor has an effect on using scrolls of teleportation; when carrying it, there is a chance that nothing happens, producing the message "You feel disoriented for a moment." This always happens if you attempt a levelport while carrying the Amulet. Trying to teleport on a no-teleport level such as Sokoban will instead produce the message "A mysterious force prevents you from teleporting!" to indicate that all teleport attempts will fail. In SLASH'EM, a blessed scroll of teleportation allows the player to choose where to teleport, even if they do not have teleport control, by granting them the intrinsic for one whole turn. This allows use of blessed and cursed scrolls in sequence for controlled levelport if the player has high speed. In FIQHack, blessed scrolls of teleportation will allow you to perform controlled teleportation, instead of asking if you want to teleport. =_=_ Source:NetHack 3.4.3/src/objects.c Do not directly access the < tt > obj_descr[] < /tt > , use < tt > OBJ_NAME() < /tt > and < tt > OBJ_DESCR() < /tt > macros. Object name and description. The description field can be < tt > (char *)0 < /tt > , in which case there is no description, and only the object name is used. =_=_ Zorkmid A zorkmid is a single unit of currency. A gold piece, , is the coinage used and has the value of 1 zorkmid. Gold is used to buy items from shops, and is also used for other similar transactions, such as buying intrinsic protection and other benefits from the Minetown priest or consultations from the Oracle; dropping gold on any of the tiles of a shop will establish credit in that shop only. Gold pieces are a special type of object: they have weight and take up an inventory slot when dropping items, but have no BUC status. The inventory slot they occupy is represented by their symbol is $; the abbreviations zm and zk are sometimes appended to a number as a currency symbol. A gold piece weighs 0.01 "weight units". Since these units have no name, it is common to consider 100 gold pieces the base unit of weight. All weight figures given in spoilers and on this wiki are in units of 100 gold pieces. Gold is an incredibly common sight in the Dungeons of Doom, and can be found on the floor, in containers and the inventory of other monsters; see the section below for more information regarding monster interactions with gold. Vaults containing gold are generated on some floors; Fort Ludios has a massive well-guarded repository of gold and can only be accessed through a vault portal. In addition, and leprechaun halls treasure zoos are generated with gold on most of their tiles, along with sleeping monsters on top of them. Both the Healer and Tourist start with a significant amount of gold. Gold golems will leave behind a pile of gold upon death. Monsters that love gold have a 1/5 chance of being generated with some in their inventory, and hostile gold lovers will often pick up any gold they come across; this includes anything mimicking the appearance of gold, such as a mimic or a player who has eaten a mimic corpse. The amount of gold given is determined by die roll: the number of dice rolled is the current dungeon level, with the usual adjustments for players carrying the Amulet or in the endgame. If the monster already has some items in its inventory, a d5 is used; otherwise, the roll uses d10. A monster on dungeon level 10 with no items might get 10d10 zorkmids, whereas a monster on floor 20 with some items might get 20d5 zorkmids. There are some exceptions to the above formula. Leprechauns always receive gold, and always roll a number of d30 equal to the dungeon level; aligned priests always get gold and receive 20–29 zorkmids. Another less exceptional case is an ordinary soldier - they will only be generated with gold 1/13 of the time. Acquiring a decent amount of gold is usually an early-game objective for most players to purchase items from shops; as such, it becomes less absolutely necessary for this purpose once the player has assembled a solid enough kit to progress further into the game, and can reliably obtain more items by killing monsters, polypiling, sacrifice, etc. Depending on the player, they may then opt to buy protection at a later point; gold is sometimes put to more unorthodox uses, which are detailed alongside the more common and general uses below. Gold can be used to pacify angry shopkeepers, e.g. in the event of accidental theft; see their article for more information. In Minetown, pacifying an angry shopkeeper will also pacify Minetown's watchmen if they are angry at you; this is commonly done by stealing a cheap item or a single piece of gold. Credit cloning is a means of taking the shopkeeper's gold using your own gold; specifically, this is done by dropping your gold or a container with your gold in it to establish credit, then using your pet or a gold-loving monster to steal it back from the shop. You can then retrieve the gold and keep your store credit. See that article for more detailed information. One consistently applicable use for gold in shops is detecting hidden mimics: throwing projectiles and other items in shops will automatically sell them, and no player enjoys having to buy back their valuable stack of daggers or darts. Searching can uncover mimics easily, but will also result in the larger ones sticking to you; throwing a single gold piece in the direction of a suspected mimic will reveal it safely, and the gold will simply give you store credit. In addition to shopkeepers, some monsters, specifically unique demons and Yendorian Army soldiers, may accept bribes of gold to leave the player alone, turning them peaceful. Some gold-loving monsters such as leprechauns and orcs can potentially be distracted by thrown or strategically placed gold, potentially allowing you to distance yourself or escape from them in a pinch, or else positioning them to maximize damage from certain attacks, e.g. a rebounded magic missile. They can also be used to distract some hiding monsters, such as snakes and cave spiders. Pacifists can use gold to gain experience points and exercise wisdom by consulting the Oracle, and will want to obtain as much protection as they possibly can, as early as they can. They can also use it as a means of detecting monsters in dark corridors - it will produce the usual hit/miss messages without doing any actual damage. The name "zorkmid" is a reference to the Infocom text adventure series, Zork; the zorkmid is the currency used by the monarchy of Quendor, and often carries a likeness of the most recent (and last) ruler of Quendor, Lord Dimwit Flathead. =_=_ Altar An altar, represented by an underscore (), is a place where you may worship gods. Temples contain an altar and an aligned priest. Altars are co-aligned if they are of the same alignment as you and cross-aligned if they are of a different alignment. To determine if an altar is co-aligned, either use far look or stand on it and use close look. Altars of Moloch are unaligned. Unaligned altars appear only in Gehennom, one variant of Minetown and some quests (except as mimics). Altars are scattered randomly throughout the dungeons. Minetown has a randomly aligned altar and unaligned altars can be found in the Valley of the Dead (in the temple of Moloch), Orcus-town and Moloch's Sanctum unless they were destroyed in a bones file. The variant of Minetown that has been overrun by orcs has an unaligned altar. Altars can be used to detect the BUC status of items. This is done by dropping the item onto the altar. A black flash marks a cursed item and an amber flash a blessed one. You cannot detect the BUC status if you are blind. You cannot detect whether an item is blessed or cursed if you are hallucinating, as you will not be able to distinguish between amber flashes and black flashes; you can, however, identify uncursed items, as there will not be a flash at all. If you #sit on, engrave, or kick an altar, it will lower your luck. This can be used to deliberately lower your luck to prevent crowning. If the altar is of your alignment, it will reduce Wisdom by one point instead, indicated by the message "You feel foolish!". This does not break atheist conduct. If you (or a monster) zap a wand of digging downwards, you get the message "The digging ray is ineffective" and nothing further happens. However, if you break a wand of digging or apply a drum of earthquake while standing on an altar, it will be destroyed (unless it is a high altar). Randomly generated altars appear in ordinary room and corridor levels in the Dungeons of Doom. There is an independent 1 in 60 chance of each non-special room containing an altar, which gives a 93% chance of at least one. The altar has an equal probability of each of the three alignments. Altars will not be generated adjacent to doors (diagonal is okay), but otherwise can occupy any spot in the room not already occupied by something else. The chance of an empty room containing an altar does not change with dungeon level. Sacrificing fresh corpses is a useful way to reduce your prayer timeout, increase your luck, gain powerful artifact weapons, and improve your alignment (particularly if your god is unhappy with you). In SLASH'EM, you can also have wielded and worn items blessed and gain powerful minions through sacrifice. Sacrificing at the altar of another god has a chance of converting that altar to your alignment, potentially angering that god. Note that it also has a chance of converting you to that altar's alignment, angering your god and making it difficult or impossible to complete the quest if you haven't already done so. In older versions, this was most effectively done with black puddings or brown puddings, which was known as "pudding farming"; brown puddings were less suitable for farming due to a lower sacrifice value, the inability to be summoned by kicking a sink, and their tendency to not leave a corpse (meaning more work and fewer death drops), but this was offset by their lack of a damaging attack, allowing them to be farmed more safely by physically weak or low level characters. As of Nethack 3.6.0, however, puddings no longer leave corpses at all, rendering this strategy totally ineffective. The three altars on the Astral Plane and the altar in Moloch's Sanctum are considered to be high altars. They act largely as normal altars, but cannot be converted under any circumstances; doing so will cause the god in question to attempt to zap you and, failing this, will summon three minions to protect the altar. In addition, it is not possible to sacrifice monsters unless you are holding them (to prevent sacrificing the Riders). To correctly ascend, one must #offer the real Amulet of Yendor (held in main inventory, not dropped on the altar) at the altar of your alignment. Determining the alignment of the altar requires standing on its location and using the (look) command. The (farlook) command does not give information about a high altar's alignment (it merely calls it "aligned," which does not mean "coaligned with you," as a number of new players learn the hard way). Other methods to detect the correct altar are to zap a probing at the high priest, or to note if you are given sanctuary (that is, all monsters other than the Riders, aligned priest, and angelic beings, will not be allowed to enter and cannot attack you with melee attacks). If the version of NetHack you are playing on has not fixed the Astral call bug, that is also a possibility. If you drop a blessed or cursed item on an altar while hallucinating you will see a < color > flash, where < color > is randomly selected from: "ultraviolet", "infrared", "bluish-orange", "reddish-green", "dark white", "light black", "sky blue-pink", "salty", "sweet", "sour", "bitter", "striped", "spiral", "swirly", "plaid", "checkered", "argyle", "paisley", "blotchy", "guernsey-spotted", "polka-dotted", "square", "round", "triangular", "cabernet", "sangria", "fuchsia", "wisteria", "lemon-lime", "strawberry-banana", "peppermint", "romantic", "incandescent". < ref name=doaltar / > Players of NetHack brass and SLASH'EM need to be wary when converting altars, because of the increased chance that the altar's original god will dispatch a minion against you. At experience level 7 or above with high alignment, the chance of a minion appearing after converting the altar is the same as vanilla. As in vanilla, the god will yell, "Thou shalt pay for thy indiscretion!" Players with a high luck will have fewer minions dispatched against them. Even worse, there's an additional chance of one or more minions appearing post-conversion. In SLASH'EM, if you are at experience level 4 or above, there is a chance that "You feel (god) is very angry at you!" and the god dispatches two minions. Afterwards, you still have the original chance of another minion, as above. Again, luck is a factor. In NetHack brass, you will always receive "You feel (god) is very angry at you!" For all experience levels, at least one minion will appear. Two rolls are made: the first from 0 to 9, the second from 0 to 19. For each roll, if your level is less than the generated random number, a post-conversion minion is summoned. Luck is not a factor. Thus in brass it is very dangerous to convert altars. You might convert an altar at experience level one and have to flee to another level from one minion, or three minions if the game rolled 0 twice, thus giving you no use of the converted altar. If converting an altar at experience level 7 or above, you might still get the pre-conversion minion, forcing you to fight as many as four summoned minions. < ref > src/pray.c in brass 040923 < /ref > =_=_ Source:NetHack 3.4.3/src/objnam.c Below is the full text to src/objnam.c from NetHack 3.4.3. To link to a particular line, write [[objnam.c#line123| < nowiki > [[ < /nowiki > objnam.c#line123 < nowiki > ]] < /nowiki > ]], for example. The job of this particular source code file is to give the name of an object as a string. A read will reveal much about how NetHack discloses the identity of objects and how it uses the fields from the struct defined in obj.h. This file also handles putting articles (a, an, the) in front of names, making names plural, and interpreting wishes. NetHack employs two unusual ways to manipulate strings in C. It will put some object names (like "corpse") PREFIX characters into a buffer so that it can add prefixes (like "an uncursed greased partly eaten guardian naga hatchling") with the strprepend function. Meanwhile, it statically allocates NUMOBUF buffers of SCHAR_LIM characters each and makes those buffers available to the nextobuf function. This struct is used for the #Japanese_items array; it associates an object (as identified in onames.h with its Japanese name. For some reason, 3.4.3 has the GemStone macro definition between this struct Jitem definition and the Japanese_items array. The gems as defined at objects.c#line887 do not contain the word "stone" in their names. The < tt > GemStone < /tt > macro takes an object type arguement and returns true for the flint stone and all valuable gems except dilithium crystals, diamonds, black opals, and emeralds, thus indicating that NetHack should add the word stone to make phrases like garnet stone. NetHack also adds the word to the unidentified gray stone. The array Japanese_items (of #struct Jitem) that maps certain objects to their Japanese names. Samurai see these names instead of the usual names ("short sword", "broadsword", ... "booze"). The declaration for the Japanese_item_name function is not with the other functions but instead below the declaration of the Japanese_items array. This function strprepend does prepend a prefix (such as "3 cursed") to a string (such as "potions of blindness"), then returns a pointer to the new string. It must be only used if there are PREFIX bytes available in memory before the start of the string. So you cannot use this to prepend to any string, but only to strings allocated with that extra space. Any attempt to prepend more than one prefix might cause this function to crash. Then it does check to make sure that the prefix is not larger than PREFIX. This catches when a programmer needs to increase PREFIX. Exactly i characters are copied from the prefix to where the pointer s is; this correctly prepends the prefix to the string. Note that strncpy terminates s with the trailing 0 if and only if pref has less than i characters; this is often the source of bugs (and is why *BSD has strlcpy). The call for strprepend is a rare case of strncpy is used correctly but does not terminate the string. The comment "/* do not copy trailing 0 */" is a reminder that this use of strncpy is correct. At the end, strprepend returns the new pointer to the string including its prefix. The original string pointer passed to strprepend is no longer correct if you want to use the prefix. The nextobuf function is another unusual tactic in managing memory for strings. Instead of dynamically allocating and freeing buffers, the nextobuf ("next open buffer") function instead returns the next buffer in a group of statically allocated buffers. The bufs array contains the buffers (allocated adjacent to themselves in a two dimensional array). Notice how the buffers are "static", which means that they are stored between calls to nextobuf. (Otherwise each call to nextobuf would create its own buffers on the stack, and deallocate them when nextobuf returned, thus making the buffers useless.) The int bufidx is also static, and used so that nextobuf remembers which buffer is next. Initially, when the operating system loads NetHack, this value is 0, referring to the very first buffer in the bufs array. Each call to the function increments bufidx. The effect of "% NUMOBUF" is to begin recycling buffers after we have used them all. Because bufidx started at 0, the very first call to nextobuf after NetHack starts will return the buffer at index 1. The next calls use buffers 2, 3, ..., NUMOBUF - 1. The buffer at index 0 is the last buffer used before we begin recycling. This nextobuf function works well because objects in NetHack can only have names that are so long (for they should fit in the inventory screen on an 80x24 terminal), and the code is relatively linear and does not loop through the creation of many buffers. The goal of the < code > obj_typename < /code > function is to return type names such as "amethyst stone (violet)", "wand called cancellation (balsa)", "ring of warning (topaz)". The name does not include information not known to the player; an unidentified scroll or spellbook could be "scroll (THARR)" or "spellbook (wrinkled)". The information is only about a particular type of object, and never includes details about a particular object such as counts, BUC statuses, enchantments, or charges. Thus the type is singular, never plural. For example, a call to < code > otyp(SILVER_DAGGER) < /code > returns only "silver dagger". A call to < code > otyp(ELVEN_DAGGER) < /code > apparently returns either "elven dagger" or "runed dagger", but not "elven dagger (runed dagger)", because descriptions are only appended for certain classes of objects. The parameter < code > otyp < /code > must be an array index into the global "objects" array. (One can find such indices in the generated file onames.h.) The result is returned in a temporary "nextobuf" buffer, so if you are not using it quickly, then you should copy it to another buffer. This is < code > & objects[otyp] < /code > , a pointer into the data structure that describes this type of object. It contains the info from objects.c and some other information, like whether or not the player has identified this type of object. This is a buffer containing the actual name of the object, as defined in objects.c. Note that this does not include wording such as "spellbook of" or "wand of". Examples of actual names are "orcish arrow", "levitation boots", "adornment" (for the ring), "protection" (for the ring, and also for the spellbook), "extra healing" (for the potion or the spellbook), "undead turning" (for the wand). However, amulets do include the word amulet in the actual name, for example: "amulet of ESP", "amulet versus poison" and "Amulet of Yendor". This buffer contains the object description, such as "crude arrow", "snow boots", or for magic items, adjectives such as "wooden", "jade", "shiny" for rings, "milky", "bubbly", "clear" for potions. For scrolls, this is a label like "DAIYEN FOOELS" or "GARVEN DEH" (or "stamped" or "unlabeled"). This < code > obj_typename < /code > function will sometimes use these descriptions, but it will not prefix any adjectives. So it might return "crude arrow" or "scroll labeled GARVEN DEH", but it returns "ring", not "shiny ring". This is a name set with the #name command when you use it to name types of objects. For example, if you have a "scroll called identify named cursed", then this is "identify". This acts as a flag to determine whether the player has identified this type of item, that is, whether the player knows the actual name instead of the description. Does the player yet know that crude arrows are orcish arrows, that certain conical hats are dunce caps, that in the current game scrolls labeled READ ME are stinking cloud? If you are a Samurai and a Japanese item name exists for the item (as determined by the < code > Japanese_item_name < /code > function at #line2740), then the code replaces the actual name with the Japanese version. After the declarations, the code switches on the class of item. Each case copies something appropriate into the buffer at < code > buf < /code > . Some of these cases break to some final code at #line151, while others immediately return the contents of the buffer. The cases are: The file objects.c defines only one type of coin, so case COIN_CLASS only runs for gold coins. The code copies the word "coin" into the buffer; it does not include the "gold" adjective. It then breaks to #line151. The cases for potions, scrolls, wands, spellbooks, and ring exactly identical to the case for coins, except that the word copied into the buffer is "potion", "scroll", "wand", "spellbook", "ring". The code breaks to #line151 so that it can later append type information to make strings like "potion of enlightenment", "wand called stop bugs". In < code > case AMULET_CLASS < /code > , if this type of amulet is known (flag < code > nn < /code > is true), then the code copies the actual string such as "amulet of strangulation" or "amulet versus poison" into the buffer. Remember, unlike with the previous cases (ranging from coins to rings), the actual names of amulets include the word "amulet" where appropriate. If the amulet has a #name < code > un < /code > , then code appends "called %s" where %s is the name, for example "amulet called unknown" or "amulet of strangulation called harmful". If the amulet has a description < code > dn < /code > , it is appended in parenthesees, as in "amulet called unknown (triangular)" or "amulet of ESP (concave)". For both #names and descriptions, the code does nothing if the pointer is null. (At present, all of the amulets in objects.c do have descriptions, so the second check is strictly unnecessary.) The same four lines appending #names and descriptions appear many more times in this < code > obj_typename < /code > function, and used to append #names and descriptions to all types of objects. (Some of those objects do lack descriptions.) The default case handles all other types of objects, such as armor, tools, and gems. Gems and amulets must be handled specially, because unidentified amulets must be called "amulet", and most gems must be called "stone" or "gem" as appropriate. However, while amulets have their own separate case above, gems are handled with if statements in the default case. The default case opens with an if block for items identified by the player. For these items, the actual name is known to the player, so the code copies < code > actualn < /code > into < code > buf < /code > . Line 135 calls the < code > GemStone < /code > macro of #line24 to test if line 136 should append the word "stone". The four lines from 137 to 140 append the #name and description, as lines 127 to 130 did for amulets. The default case has an interesting else block. For an unidentified object, if it has a description (such as "crude arrow") then the code uses the description, otherwise it uses the actual name. Thus obvious objects (ranging from the "dart" to "dwarvish mithril-coat", from the "tinning kit" to the "pancake" without a description use their actual name without requiring the player to identify them somehow. Examples of descriptions include "lamp" (which might be a oil lamp or magic lamp), "conical hat" (which might be a cornuthaum or dunce cap), "riding boots" (which is a random type of boots), and many others. The code appends the word "stone" or "gem" to all unidentified gems (belonging to GEM_CLASS). The effect here is that obvious minerals obtain the word "stone", yielding a "gray stone", while all other objects obtain the word "gem" (for example, "violet gem"), thus making it ambiguous whether the unidentified thing is a valuable stone or a worthless piece of glass. Interestingly, lines 146 and 147 append the #name < tt > un < /tt > , but nothing tries to append the description < tt > dn < /tt > . Thus, identifying an object (that is not a coin, potion, scroll, wand, spellbook, ring, or amulet) causes the actual name to completely mask the description for the purposes of the < code > obj_typename < /code > function. The cases that break from the switch statement (instead of returning) cause the code starting at line 151 to run. This code runs for coins, potions, scrolls, wands, spellbooks, and rings only. By now, < tt > buf < /tt > includes a lone word like "potion", regardless of what the player knows about this potion. The if block on lines 152 to 157 intervene if the player has identified this type of item. For a unique item, the name is completely replaced with the actual name. (In all these classes, the Book of the Dead is the only unique item.) Otherwise, code appends the actual name in an "of" clause. This produces strings like "potion of restore ability", "spellbook of identify", in effect "type of actual name". Interestingly, for coins this produces the string "coin of gold piece". The < tt > simple_typename < /tt > function calls < tt > obj_typename < /tt > and removes any "called" clause (from the #name) command and removes any appended description, so "wand called cancellation (balsa)" becomes "wand". Actually, it temporarily sets < tt > objects[otyp].oc_uname < /tt > , pretending that the user never used #name to call that type of object. There must be a simpler way of coding < tt > obj_typename < /tt > and < tt > simple_typename < /tt > than this! No one has any incentive to code it, but one could cause that "called" clauses and appended descriptions are appended when wanted, not stripped when unwanted. In NetHack, an artifact is simply an object bearing a certain #name, for example that elven dagger named Sting or that luckstone named Heart of Ahriman. This gives rise to quirks such as the naming artifacts bug. Now there are situations in which the game refers to Ogresmasher as "Ogremasher", not "war hammer named Ogresmasher", because Ogresmasher does something extra that other war hammers do not do. The < tt > obj_is_pname < /tt > tests if NetHack can refer to an object by just its #name. This function should return TRUE for Ogresmasher, but FALSE for typical objects such as the red potion named cursed, long sword named Newtbane, or mace named Ogresmasher. It also returns FALSE if the player has not yet identified the object. This is why you find or receive a "war hammer named Ogresmasher"; it only becomes the "the blessed +0 rustproof Ogremasher" after you identify it. Unless you unfamiliar with artifacts in general, the fact that the war hammer named Ogresmasher already has a #name, unless you found it on a bones level, reveals plainly that the object is an artifact, as does being blasted (if you happen to discover it while polymorphed into an ogre), so in practice the < tt > obj_is_pname < /tt > function only has a cosmetic effect in inventory screens and messages. Now consider what happens if while exploring the dungeon, Random Number God favors you that you encounter the Eye of the Aethiopica sits on a floor a few squares away from you. (The Eye is a quest artifact, so this could only happen on a bones level.) In order for < tt > obj_is_pname < /tt > to return TRUE, you must know the object's description in addition to its identity. Normally, you can know the description simply by moving onto the square with the amulet; thus it might be an "oval amulet" or a "triangular amulet" (or an "amulet of ESP" if you know that type). However, if you were blind, then < tt > obj- > dknown < /tt > will never be set and < tt > obj_is_pname < /tt > will return FALSE; thus NetHack does not mention that it is the Eye. (Being blasted, then noticing the energy regeneration might give a hint!) Having seen the amulet, but having not identified it, < tt > obj_is_pname < /tt > returns FALSE. You want to identify it (directly or indirectly, assuming you ignore the naming artifacts bug), thus causing < tt > obj_is_pname < /tt > to return TRUE; imagine being tricked by someone who left an "amulet of strangulation named Eye of the Aethiopica" in a bones pile! =_=_ Talk:NetHack General Public License =_=_ Gold piece =_=_ Unicorn There are three types of unicorns: white, gray, and black, which correspond to lawful, neutral, and chaotic alignments respectively; directly killing a unicorn of your own alignment always carries a & minus;5 Luck penalty. Eating a unicorn corpse is safe regardless of alignment, and has a 27% chance of giving poison resistance. Unicorns tend to appear somewhat early in the dungeon, starting around DL 7 or so. Normally generated unicorns matching your alignment will be peaceful; all others will be hostile. Unicorns in bones files or created by polymorph traps may be exceptions to this rule. White unicorns are generated slightly more frequently than the other types; this is to compensate for Gehennom preventing the random generation of lawful monsters. A unicorn is guaranteed to leave a corpse behind unless killed in a way that destroys it (e.g., disintegration or digestion); it will also leave a unicorn horn with its corpse, unless it has been revived or is a polymorphed monster from a polymorph trap, in which case it has only a 50% chance of leaving one. Unicorns are extremely fast and can easily outpace even players with very fast speed. If they can see the player, they attempt to avoid being "lined up" by the player (orthogonally or diagonally) even while hostile. If a unicorn has no available neighboring square where it would not be lined up, it has a 50% chance of teleporting away each time it tries to move. Attempting to move into melee range of a non-peaceful unicorn will usually cause it to attack you before leaping or teleporting away to an applicable square. Unicorns do surprising amounts of damage, getting in multiple kicks and butts per turn. However, because they will not intentionally move into melee range, it is usually not difficult to avoid combat with them. This does not apply to pet unicorns, who will attack monsters normally as any other pet would. In the beginning of the game, when you typically are weak and most need the horn, the most sound strategy for fighting unicorn is to let a pet take it out; this naturally also avoids any Luck penalties for killing a co-aligned unicorn, though the pet may still be killed if the unicorn lands enough counterattacks. In addition to pets, more combat-capable characters can lead them into hallways and attack with projectiles from a safe distance; rays which bounce from walls are also viable, and a boomerang can be handy in this situation as well. Savvy players can trap it using a pit or a beartrap, though it will only work once per trap; characters at Skilled or better in polearms or lance can pound the unicorn while it is a knight's move away with no fear of counterattacks. Players with very fast speed will have occasional chances to attack with ranged weapons or else close in to attempt direct combat, and a well-armored and prepared very fast player can defeat them fairly easily. A good way of closing in on a unicorn is to use invisibility: unicorns cannot see invisible, making for a much easier time lining them up to throw weapons or gems at them. However, invisibility can backfire for a weak character - a hostile unicorn that can't see you will not know to stay a knight's move away, resulting in a potential skewering if it closes in. Due to a bug, unicorns are not fooled by displacement while moving to avoid you - once within melee range, however, hostile unicorns will attack as normal and possibly target your displaced image instead of you. < ref > Issue #564: Unicorns ignore player's displacement when avoiding the player < /ref > Applying a unicorn horn has a chance of curing blindness, hallucination, confusion, and stunning status effects, making a unicorn horn an essential item for all adventurers - see its article for more details. Unicorns can use their own horn to cure themselves of these effects, producing the message "The tip of the & lt;color & gt; unicorn's horn glows!" A player polymorphed into a unicorn can use the #monster extended command to do the same, acting as a uncursed unicorn horn would. Sacrificing a unicorn at an altar is a special case: sacrificing cross-aligned unicorns on your god's altar can reap alignment and Luck benefits, you should sacrifice on your own altar a unicorn of a different alignment. If the corpse, the altar, and you are three different alignments, it is just a regular sacrifice. However, sacrificing coaligned unicorns - or sacrificing any unicorn on an altar of its own alignment - will cause bad things to happen. See the article on sacrifices for more details. Throwing any gem to any hostile unicorn will make it peaceful. A tamed unicorn will catch and immediately drop gems thrown at it, without any effect on Luck or identification. Unicorns also pick up any gems and stones they come across, worthless or not. If the gem is worthless glass, a rock, or a gray stone, it will not affect your Luck, and the unicorn will either "graciously" accept it or be "not interested in your junk". If it is valuable, a co-aligned unicorn "gratefully" keeps the gem and improves your Luck, depending on the identification status of the gem: +5 points if the gem is formally identified, +2 points if type-named, and +1 point if completely unknown. Coaligned unicorns are great for improving Luck and sorting out worthless glass. The game does not check what the gem is named, or what its type is called, as long as one of them is defined - ideally, you should type-name all gems before throwing them at coaligned unicorns. It is easiest to increase Luck this way in a no-teleport level, e.g. Sokoban, in order to prevent them teleporting away after each catch. If you are sure you will not need the unicorn again after, you may want to encourage a pet to kill it so you can recover your gems without any Luck penalty. A cross-aligned unicorn will "hesitatingly" accept a valuable gem, and your Luck may increase or decrease by one point if the gem is not formally identified, and by up to three points if it is. It is not generally a good idea to throw gems at cross-aligned unicorns unless you're pretty sure they're glass. The unicorn is a creature that features prominently in European-styled fairy tales, though it is much older and appears in many other folklores, being depicted as far back as the Indus Valley Civilization in ancient seals, and has been mentioned by the ancient Greeks in accounts of natural history by various writers such as Strabo, Pliny the Younger, and Aelian. In the Middle Ages, depictions of a unicorn trapped by a maiden were an elaborate allegory for the Incarnation of Christ (with the maiden representing the virgin Mary); this likely gave rise to the recurring motif of unicorns appearing to and/or being tameable only by a fair, virgin maiden. Naturally, unicorns are one of many folkloric creatures included in Dungeons & Dragons. The unicorn is commonly depicted as a beast with a single large, pointed, spiraling horn projecting from its forehead; it is quadrupedal and almost always equine or caprine in appearance, with white or light-colored hair. Unicorns are generally nearly impossible to catch, and are fittingly sought after for their various magical properties, such as those inherent to its horn; modern fiction often extends those properties to its other features, such as its hair or blood. "Unicorn" is used as a colloquial term that refers to someone or something that is rare and hard to find. The Chinese qilin (Chinese: 麒麟), is sometimes called "the Chinese unicorn", and is described as a hybrid animal with the body of a deer, the head of a lion, green scales and a long forwardly-curved horn. The Japanese ki-rin is based on the qilin, but more closely resembles the Western unicorn. =_=_ MediaWiki:Common.css image-rendering:pixelated; /* Chrome */ =_=_ SLASH'EM SLASH'EM (Super Lotsa Added Stuff Hack - Extended Magic) is a variant of NetHack based on version 3.4.3. The object of the game is the same: to fetch the Amulet of Yendor from the bottom of the Gehennom and offer it to your god. SLASH'EM contains five new roles and five new races for the player to choose from, as well as several new special levels, monsters, itemss, and artifactss. The main dungeon is made longer in SLASH'EM than in NetHack, with Gehennom being shorter as a result. SLASH'EM is considered much more difficult than vanilla NetHack, primarily due to the perception of the new content as unbalancing the game. Many of the more popular additions to SLASH'EM have been incorporated into actively developed variants, such as the Vampire starting race and the Black Market level in UnNetHack. There is also a successor named Slash'EM Extended, which also has a variant/second 'successor' named SlashTHEM. SLASH'EM is hosted online at Hardfought, which adds an enhanced xlogfile and dumplogs. It is also hosted at em.slashem.me, which is not available as of April 2021. SLASH'EM is available for Windows, MS-DOS, Linux, OS/2, (obsolete) Mac classic and Mac OS X (tty only); the latest stable version of SLASH'EM is 0.0.7E7F3 and the latest development version is 0.0.8E0F1. As of September 16th, 2018, there are active forks of SLASH'EM being maintained; changes consist mainly of bug fixes and quality-of-life improvements. K2's version (with fixes contributed by amateurhour) can be found here; Elronnd's is here. =_=_ Slash'EM =_=_ Valkyrie The Valkyrie is one of the roles in NetHack. They are based on the valkyries of Norse legend who would carry the spirits of fallen warriors to the afterlife. Unlike other roles, all Valkyries are required to be female when starting the game, though they can become male through polymorph or with an amulet of change. Valkyries are often considered to be the easiest role for a new player. The guidebook describes them like this: Valkyries can be neutral or lawful humans or lawful dwarves. Their first sacrifice gift is Mjollnir. Lawful dwarf is usually the best alignment and race for a Valkyrie: they have better physical stats such as HP, the Gnomish Mines will have more peaceful monsters in comparison to a lawful human Valkyrie, and since the class has the third-highest spellcasting penalty, the mental disadvantages of dwarves rarely come into play. Mjollnir, when thrown by a Valkyrie, will return to their hand most of the time. Other roles with 25 strength may throw Mjollnir, but it won't return. Valkyries start with a fairly good +1 long sword; for lawfuls, they can upgrade to Excalibur by #dipping it in a fountain as soon as they reach experience level 5. However, it is advisable to wait until at least level 7, as the intrinsic speed can be used to outrun any water demons that may appear. Ranged weapons are not strictly necessary, but they can come in handy for wearing down particularly strong monsters, eliminating ones with annoying passive attacks, or shooting past boulders in Sokoban. The best option is usually a stack of daggers, as Valkyries can train the skill to Expert and the dungeon is a plentiful source. Mjollnir is an incredibly powerful artifact for a guaranteed first sacrifice gift, and remains useful as a long-term option well into the late game; neutral Valkyries will almost certainly want to go for it, while lawful Valkyries will have other options such as Excalibur and Grayswandir to weigh the choice against. Valkyries are the only class who can use the gauntlets of power to throw Mjollnir that can also have it return; the hammer has a 99% chance of returning, as well as a 99% chance of the player catching it unless they are impaired in some way (e.g., confused, stunned, etc.), in which case it will hit them instead. The starting +3 shield is an extremely good option and incredibly light for its AC. Valkyries can wear all armor without any penalty beyond weight, as the class already comes with a substantial spellcasting handicap; players should put on any armor they find that isn't cursed and upgrade to better and lighter armor as they find it. An AC of roughly & minus;5 by the end of the Gnomish Mines is a reasonable goal to shoot for. Valkyries are strong early game characters that can hold their own in one-on-one combat, but will still need to exercise caution against YASD and mind their HP, even after finding some decent armor and weapons. Poison resistance should be obtained as soon as possible, and retreating and Elbereth usage can save a Valkyrie's life many times over, especially against groups of monsters such as soldier ants and Mordor orcs. The Gnomish Mines are a plentiful source of armor and weapons, and is a relatively safe first destination for lawful human and dwarven Valkyries - many of the typical dwarven inhabitants will be peaceful, and dwarven players will encounter peaceful gnomes as well, in both cases making it more likely that the Mines' random items may be left untouched. Lawful Valkyries can let their pet fight the inhabitants to get at their armor and weapons, though they should take care not to let the pet die in the process. Conversely, neutral Valkyries will find some of the dwarves and gnomes less peaceful and more willing to pick up and use items against them; the risk also provides an opportunity to gain valuable experience and skill training, while allowing them to gather weapons and armor more easily. As the Orb of Fate, the Valkyrie quest artifact, is a luck item, Mines' End is not strictly necessary, but can be a viable choice for players who have picked up poison resistance and want an earlier guaranteed source of Luck. However, the guaranteed luckstone must be weighed against the dangers of polymorph traps and other severe pitfalls en route; apart from gems, the usefulness of loot from the possible Mines' End levels will vary. By this point, players should ideally have the scroll of enchant weapon and/or scroll of enchant armor identified, and bless a few in order to enhance the weapons and armor that will make up their future ascension kit, especially their primary artifact weapon. In addition to Excalibur and/or Mjollnir, a particularly patient Valkyrie player may want to shoot for Grayswandir or Frost Brand. Twoweaponing is a viable option to consider at around XL 10; since Valkyries can only train #twoweapon to Skilled, players looking to long-term twoweaponing should give some thought to leaving long swords at Skilled, as well as training up the skill of the desired secondary weapon if applicable. Common choices include long swords, katanas, and silver sabers; additionally, remember that you cannot wear a shield of any kind while twoweaponing. Fire resistance is an invaluable intrinsic when preparing for the Valkyrie quest, due to the abundance of fire traps and fiery enemies; the monster generation is heavily biased towards fire ants, whose corpses can also be used as a source of the intrinsic. Fire giants can also provide the intrinsic as well as valuable strength boosts, and are plentiful on the home level as well. Since the giants can receive wands of death as offensive items, it may me worthwhile to have either magic resistance or reflection before entering. An AC of about & minus;10 is considered safe, and dragon scale mail should be pursued if no wish has been obtained. A source of levitation or fireproof water walking boots will keep you from falling in the water if the ice you are standing on is melted by a wand of fire or fire trap, and may be necessary if the staircase on the last level is surrounded by lava. In a worst-case scenario, you can teleport your way past the lava, then used a cursed scroll of teleport or a freshly-secured Orb of Fate to teleport your way back out. Lord Surtur is not particularly difficult by quest nemesis standards, to the point an accidental spill into the lava or a mishap involving the drawbridges may prove a bigger threat. Even so, he still hits quite hard and has the standard suite of quest nemesis tactics; clear out the fire giants first before engaging him. Lord Surtur himself respects Elbereth, is affected by the scroll of scare monster, and has a weakness to cold-based attacks such as a wand of cold. Once Surtur is defeated and the quest artifact is retrieved, players can continue on to Medusa's Island and beyond. Valkyries who make it to the Castle can typically clear it out and get the wand of wishing without too much difficulty. For those that manage to make it without a source of reflection, Perseus's statue on Medusa's level may contain a shield of reflection. Upon reaching the Valley of the Dead, investing some of your gold in obtaining clairvoyance from the aligned priest there before entering Gehennom can make it much easier to map the area. If you lack magic resistance, be wary of spellcasters such as liches or golden nagas. For the endgame, while The Orb of Fate can work to detect portals on the Elemental Planes in a pinch, confused scrolls of gold detection are vastly preferable, as they are guaranteed to work and won't immobilize you. Excalibur remains a great weapon through the remainder of the game, especially when twoweaponed with a silver saber in the offhand; keep in mind that you cannot bribe Asmodeus and Baalzebub if you are carrying Excalibur in open inventory. While Grayswandir and/or Frost Brand are also especially good for Gehennom, any artifact long sword that isn't a hassle to use should suffice. Mjollnir can make a good backup weapon, particularly if you have gauntlets of power, as it excels in frying some particularly nasty monsters such as mind flayers; however, many of the most dangerous endgame monsters (e.g. hostile priests) are shock resistant. If you want to throw Mjollnir occasionally, you should keep most of your wands in your bag of holding to further minimize the chance of blowing them up. With half physical damage from the Orb of Fate, an armor class of & minus;25 or so should be more than enough. Your magic marker charges are probably better spent on enchanting weapons or writing scrolls of magic mapping. Speed or jumping boots are very nice, but are generally not worth a wish unless you have the rest of your armor and ascension kit covered; you have the Castle armory, Orcus-town, and the rest of Gehennom to find at least one of them. If you lack GDSM and/or a magic resistance-providing artifact, you should wish for a cloak of magic resistance, since Gehennom without MR is an extremely bad idea. Although Valkyries are far from natural spellcasters and have little energy growth, they get a bonus to emergency spells, and wisdom is easy to raise to its racial maximum through natural exercise and consorting with incubi. It's not impossible that a late-game Valkyrie who forgoes gauntlets of power and a metal helm could make occasional use of healing or remove curse spells. Not all characters can manage this, however. Dwarves in particular might not even have enough energy to recast remove curse if the first cast fails. In Fourk, Valkyries begin the game with intrinsic flying and a wand of cold, wielding a spear or war hammer instead of a longsword. Valkyries who start with a war hammer also start with speed boots, a popular ascension-kit item. In addition, Mjollnir will never harm the player nor their inventory items, and will never land at an enemy's feet. It can land at your own feet, so don't throw it while flying over lava. Valkyries in SporkHack are substantially similar to Valkyries in vanilla NetHack, but there are a few wrinkles players should be aware of. =_=_ Rogue Rogues can be humans or orcs, and are always chaotic. Orcs have a slightly easier early game because of their starting food, poison resistance, infravision, and ability to commit cannibalism or same-race sacrifice with impunity. On the other hand, humans have better health and starting weapons, as well as several advantages that become important later in the game: they have slightly better hit point and energy growth than orcs, and their higher intelligence, wisdom, and charisma caps make spellcasting and consorting with foocubi more reliable. Orcish monsters are more likely to be generated peaceful for orcish heroes, while elven monsters (which can be a nuisance because they appear fairly early, in groups, and ignore Elbereth) are likely to be generated peaceful for chaotic humans, but will always be hostile to orcs. Human monsters are not available as early for same-race sacrifices, and some of their corpses are harder to procure reliably compared to the groups of hostile orcs that may be generated. Rogues can gain an additional 1d(XL) "backstab" damage when striking a fleeing monster in melee and not two-weaponing. Elbereth, scrolls of scare monster, leather drums and tooled horns are particularly useful for rogues. Rogues are eligible for up to two bonuses when disarming floor traps. One bonus applies with chance (Xlvl/60), while the other applies if the Rogue is carrying the Master Key of Thievery. Rogues have additional proficiency with lock picks and credit cards. A Rogue with high dexterity is actually faster with picks than with a skeleton key. The two top priorities in the early game are finding food and developing your primary attacks, which are weighted differently for humans and orcs. Orcish rogues' starting food items buy them some time to train before they need to start looking for food; once they do need to scavenge for food, they have more options thanks to their poison resistance & mdash;which allows them to eat the corpses of poisonous monsters like kobolds safely & mdash;and their ability to eat their own kind without an alignment penalty. Human rogues, however, will need to look for nonpoisonous corpses and (better yet) permafood on the first few levels of the dungeons. Since rogues start with a relatively low strength, it is a good idea to make an early run for Sokoban and push boulders to exercise that attribute. Raising strength not only increases your carrying capacity, but also the damage potential from your thrown daggers due to the bonus it provides; the random food items generated in that branch are also very welcome to a hungry rogue, and both of the two possible prizes can be of great use to them. A bag of holding helps shore up the low carrying capacity of a low-strength Rogue, while an amulet of reflection can protect your inventory and save you from many potentially game-ending wand attack that you may encounter. A rogue's best attack in the early game is a volley of thrown daggers. Rogues should rely on throwing daggers as much as circumstances and their stock of daggers permit, to raise the dagger skill to Expert before anything else. Having Expert level in the skill, combined with the role's bonus to multishot, allows you to throw up to four daggers at once, and gives each dagger a +2 damage bonus. However, be aware that if one of your daggers kills your target, any remaining daggers you threw may fly past the corpse and anger peaceful monsters behind it. Use the numeric prefix to fire only one dagger at a time when necessary, especially in Minetown. You may choose to wield one of your daggers in melee as well, instead of your starting short sword, because every bit of dagger training helps. There is little reason to train your short sword skill anyway, since you won't be using it once you get an artifact melee weapon; however, an elven short sword is perfectly serviceable for later twoweaponing. One dagger can be separated from your starting stack for wielding by using the #adjust command with a number prefix to change the letter under which it is stored in your inventory; as of the NetHack 3.6.0 series, it is possible to quiver all but one of a wielded stack of weapons, changing the letter of the second set automatically. You can then #name the two sets differently to prevent them stacking. To increase your supply of ammunition, collect any daggers you find, but curse-test them before wielding any. Elven daggers are especially desirable & mdash;being made of wood, they cannot rust or corrode, so they are good for fighting rust monsters and acidic monsters that would damage iron weapons. Missiles other than daggers & mdash;such as darts, arrows, crossbow bolts, and shuriken & mdash;can be poisoned by #dipping them into your starting potion of sickness. One strategy is to #untrap dart traps, which are fairly common in the upper levels of the Dungeons of Doom, and then poison the resulting large stack of darts using the potion. Poisoned weapons do an additional d6 damage to non-resistant monsters, and also have a 10% chance of killing the monster outright, making it ideal for tougher monsters; be aware, however, that intelligent monsters can pick up poisoned weapons and toss them back at you! Magic cancellation does not protect against poisoning from thrown weapons, so obtain poison resistance as soon as possible if you do not have it yet, and use poisoned missiles cautiously until then; orcs start with poison resistance, making this a much less risky option for them. Rogues can also reach Expert in crossbows, so another possibility is to collect bolts in the Mines and poison them. Unlike darts, bolts require a launcher, but their damage potential is greater (1d4+1/1d6+1 vs 1d3/1d2). Both kinds of missiles have a chance of breaking, which can be reduced by enchanting them; if you plan to use crossbows, do not advance their skill beyond Basic until you have mastered daggers. Rogues are one of the few roles who can reach Expert in twoweapon combat. They also reach Expert in the knife skill, so they are the role that gets the most effect out of using a crysknife as a secondary weapon. However, twoweaponing was relatively unpopular with those playing 3.4.3 rogues because (1) rogues cannot reach Expert skill in the better artifact weapons (besides Magicbane, which is cross-aligned) and (2) rogues cannot backstab if they are wielding two weapons at once, sacrificing the bonus damage that was one of the most popular features of the role. Because of this, many players did not train the twoweapon skill at all, reserving the skill points for other skills, and using the free hand to augment their AC with a shield. As of NetHack 3.6.0, backstab damage has been significantly weakened: it now only occurs in single weapon melee and no longer applies to thrown projectiles. So, while useful as an early game tactic, backstab's intermittent damage bonus now pales in comparison to consistent, high-level twoweaponing in the later game. Twoweaponing can be considered an alternative way to produce major artifact damage with weaker weapons. Ignoring all strength, enchantment and skill bonuses, a single Grayswandir will average 9 and 19.5 damage against non-haters and silver-haters respectively. A crysknife/silver dagger twoweapon will yield approximately 7.75 and 18.25. But with full strength, skill and enchantment available to a rogue, a single-handed Grayswandir will average 30 and 40.5 while the the crysknife/silver dagger twoweapon averages 35.75 and 46.25; the chaotic Grimtooth averages the same damage as a single crysknife for a Rogue without requiring training in a new skill. A Rogue's starting leather armor is not very good past the early game, and can be traded out for almost any noncursed body armor. Given their restrictions on attack and healing spells, rogues are not likely to rely heavily on magic in the heat of battle for most of the game, so they should not be as concerned about spellcasting failure. They typically start with low strength, however, and encumberment is a serious inconvenience in the early game, so avoid wearing anything you cannot lift without becoming Burdened. Mithril coats are most ideal for the early game, as they are not only high AC (and MC2) but weigh no more than your starting leather armor. Once you are confident in your fighting skills, fight dwarves and hobbits to relieve them of their mail. Rogues who seek to backstab over twoweaponing in 3.4.3, previous versions and variants based on them lose the least from wearing a shield, since all of their best weapons are one-handed; the shield of reflection is their best option, eliminating the need for an amulet of reflection or SDSM and freeing up the neck and torso slots for other items, but they are unfortunately rare. This is much less true as of 3.6.0 and later versions, where twoweaponing is more preferable. Rogues are at a disadvantage when it comes to attempting the protection racket, because while their starting sack is handy for shoplifting and credit cloning, the Mines will inevitably be dangerous because dwarves and gnomes alike are hostile to chaotics. Since armor is less disadvantageous for Rogues than for other roles, racking up early protection points is less urgent for them. Rogues do not start with knowledge of any spells or skill in any spell school, and their starting intelligence (their spellcasting attribute) and spellcasting power are both low, so spellcasting is not likely to be reliable in the early game. However, once you have a reliable source of food, and a safe place to read, it may be worthwhile to pick up spellbooks and read them so you can recognize useful spellbooks later. Spells in the divination, escape, and matter classes can be trained, while most spells outside of your strong schools can be forgotten and cast to confuse yourself later. The Rogue quest is infamous as one of the trickiest in NetHack, but the problem is not so much with the nemesis (the Master Assassin is not especially dangerous to a Rogue who has reached the quest branch) as with getting past the various obstacles to reaching him. A successful Rogue will consider the quest's challenges in advance and prepare a means of overcoming each one before embarking on the quest. If you don't have magic resistance, try to kill the liches fast, and be ready to engrave Elbereth if one does show up. If you have a ring of protection from shape changers, keep it on until you have hunted down all eight chameleons. The Rogue quest artifact is the Master Key of Thievery, a very nice artifact which confers the half physical damage, warning, and teleport control extrinsics. It can also be invoked to untrap boxes and doors with 100% success, though this is somewhat useless unless you know the door or chest is trapped, something most players don't bother to check. Warning is superseded by telepathy, and there are other sources of teleport control, but half physical damage is useful enough that the Master Key a wish target for other roles. It does not grant magic resistance, however, so you should be on the lookout for other sources of this extrinsic (such as a cloak of magic resistance, Magicbane, or certain other quest artifacts). Once you have a large supply of daggers, you can start using scrolls of enchant weapon to raise their enchantment, which increases not only their damage potential but their accuracy. If you find a ring of increase damage with a positive enchantment, wear it when throwing daggers, as the damage bonus applies to each dagger that hits, so the effect is multiplied. Scrolls of charging can be used to raise the ring's enchantment. In the midgame, rogues can look for a powerful artifact weapon so they can back up their ranged daggerstorm with a strong melee attack that uses their backstab bonus to full effect. Sacrificing for an artifact weapon is not terribly useful for rogues, since they do not have a guaranteed sacrifice gift in vanilla and they will have to accept one of the chaotic sacrifice gifts & mdash;which, with the exception of Stormbringer, are either very weak or of very narrow utility & mdash;before they have any hope of getting one of the more useful (and unaligned) Brands. Two better options are Magicbane and Grayswandir. Magicbane's scare attack frequently causes monsters to flee, and more importantly, it is an athame, so you can reliably engrave Elbereth. Grayswandir is another worthwhile weapon to consider; rogues can reach Skilled in saber, and Grayswandir's double damage applies to backstab damage. Both weapons are cross-aligned for chaotic rogues, so you will never receive them as sacrifice gifts; you will either have to use an early wish, or find one in a bones pile (be sure to curse-test before wielding). Watch out for the (admittedly small) blasting damage. Rogues can reach Skilled in divination spells and escape spells, as well as the somewhat less useful matter spells, and human rogues can reach a respectable 87% success rate without a robe. You most likely started the game with a mediocre intelligence, so consider collecting any potions you find and performing alchemy to brew up some potions of gain ability. In the absence of useful spells, rogues are better off ignoring spellcasting entirely, though. Divination spells are worth raising to Skilled once you have at least two skill slots free, since several spells in this class (detect monsters, detect treasure, and identify) have improved effects at this level. Identify can save you a lot of curse-testing, and magic mapping is a boon in Gehennom. Advancing escape spells to Skilled is less important, but can be useful if you want to rely on the jumping spell to reach tiles not accessible with jumping boots, or be able to terminate the levitation spell at will. There is little reason to advance matter spells far, however, because rogues are unlikely to have the spellcasting abilities or power to cast polymorph. If you chose to use a shield instead of twoweaponing, and you haven't found a shield of reflection before reaching Medusa's Island, checking Perseus's statue for one can be especially rewarding for a rogue, provided you are careful not to get stoned by Medusa. Entering the late game, rogues should continue to refine their primary attacks, enchanting their melee artifact weapon to +5 or +6 and enchanting their missiles as well. Silver daggers are often desirable missile weapons, but are exceedingly rare, and not worth a wish. If you choose to try twoweaponing despite forfeiting the backstab bonus, good secondary weapon choices for Rogues are crysknives, silver sabers, katanas, and elven broadswords. Crysknives pair well with Magicbane, since you can train both weapon classes to Expert for the lowest to-hit and damage penalty. If you have Grayswandir, Stormbringer, or one of the Brands, you may prefer using secondary weapons from the same classes so you do not have to train a second weapon skill. Since rogues can use shields of reflection comfortably, they do not need silver dragon scale mail, which decides the GDSM versus SDSM debate in favor of gray dragon scale mail for this role. GDSM supplies the magic resistance that your quest artifact lacks, and frees the neck and cloak slots for other items. Alternately, you may choose SDSM if you have another source of magic resistance and you prefer not to wear a shield. The Rogue quest sees you fighting the Master Assassin for The Master Key of Thievery. Inspired by the profession you have chosen, there are lots of stealing monsters, traps, shapeshifters and challenges even to access the quest nemesis! In versions of NetHack prior to 3.6.0 and some variants (including SLASH'EM) based on these versions, rogues could also get backstab damage with thrown weapons for each hit. This was considered unbalancing and removed in 3.6.0. =_=_ Japanese =_=_ Archaeologist =_=_ Healer The Healer is one of the roles in NetHack. Healers can be humans or gnomes, and are always neutral. While the concept of a healer is ubiquitous, parts of the healer’s storyline, such as the quest, are based on Greek legends. The guidebook says of them: Healers have proficiency with stethoscopes. A Healer can more reliably apply a stethoscope to themselves while engulfed by a whirly monster. A Healer can apply a stethoscope to a statue to determine whether it contains items or is on a statue trap. Healers don't get a multishot bonus for being Skilled at any weapon other than knives; they still get the normal multishot bonus for being Expert. Gnomish Healers don't get a multishot bonus with crossbows. Because healers start with a large quantity of zorkmids, they can buy protection from the Minetown temple priest, with the amount potentially increased by credit cloning beforehand. A skilled (or lucky) gnomish Healer can reach Minetown’s temple without landing a single blow. Healers are also best suited for the pacifist conduct. Although healers have excellent HP growth, their initially poor fighting skills make the very early game quite difficult for most players. However, due to their starting equipment, a Healer should not be completely afraid of combat; the stethoscope is a good way to read an enemy's HP and gauge whether to fight, flee, or simply fall back a bit. The starting money can also be used to buy solid weapons and armor if you are lucky enough to happen upon an early shop that sells them. A good strategy (if not going for the protection racket or atheist conduct) is to fight until somewhat damaged after turn 300, then pray. You will then be healed with a boost to your max HP from your god. Another very early game strategy is to immediately quaff your potions of extra healing, which will boost your maximum by 2 (5 for blessed potions). Healers are restricted in most weapon skills. Your starting scalpel is equivalent to a rustproof, half-weight orcish dagger and is not a particularly good weapon. As your melee weapon, you could upgrade to a short sword, aklys, dagger, or elven dagger - all of which have better average damage versus small monsters. For ranged weapons, a Healer has four options: knives, darts, daggers, and the aklys. Knives are easily trained with your starting scalpel and can be advanced to Expert, making them the only ranged weapon that Healers can multishot 3 of. However, the base damage for a knife is low, and knives are unlikely to be generated in large quantities; monsters such as soldiers, barrow wights, Mordor orcs, and orc captains can all carry knives, but it could take awhile to put together a reasonable stack. Darts and daggers are far more plentiful: darts can be poisoned, and the skill can be advanced to Expert, but they have the same low base damage as knives and are breakable. Daggers are reusable and deal slightly more damage, but are heavier, cannot be poisoned, and are capped at Skilled level. The aklys tends to be the best option of the set - it is plentiful early in the Gnomish Mines due to the strength restrictions of the resident gnomes. It can be tethered and thrown as a re-usable weapon, and should train up quickly to Skilled since it can double as a melee weapon. An unusual technique for training your Healer's skills is to find a gas spore with sufficient HP, maneuver it into a corridor, and hit it with your unskilled weapon. Apply your starting stethoscope to see when its hit points are close to zero, then cast your spell at the gas spore before you resume attacking. Be very careful when training a skill this way - a gas spore's explosion frequently wipes out a low-level Healer. At experience level 3, Healers can reliably cast stone to flesh, which can convert boulders into huge chunks of meat. This alleviates the threat of starvation, allowing players to act slower and more cautiously. Eating a huge chunk of meat while not Satiated will generally result in being "oversatiated" - as this specific state is still displayed on the status line as "Satiated", it may be best to avoid eating anything until your nutrition returns to normal, lest you risk a death by choking (unless you are wearing an amulet of life saving or magical breathing). The spell can also be used to remove troublesome boulders from passageways. A pet is probably the Healer's best aid in developing their spellcasting skills: due to the role's low fighting skills, it may quickly surpass the player in terms of damage output. Regularly monitoring and healing a pet both trains the skill and ensures its survival against particularly troublesome foes. Stone to flesh can convert rocks into meatballs, which can be used to tame carnivorous domestic pets and serve as treats to train their apport. Applying the starting stethoscope to a monster will reveal its armor class, which in turn will give some idea of whether it has any enchanted armor. For example, if a dwarf in the Gnomish Mines has AC 4 or less, it probably has either a dwarvish mithril-coat or at least one enchanted piece of armor. While early metallic armor can interfere with your casting success in a pinch, remember that you can always retreat to a relatively safer area to remove the armor and heal yourself or your pet(s). In addition, all but one of the emergency spells are in the healing school, and Healers are the only role to get a +3 bonus towards successful casting of emergency spells. Gauntlets of power may be especially worthwhile, since they provide such a huge boost to damage and survivability for an early Healer. The Healer quest has a large number of dragons - thus makes it a dangerous place to visit without reflection, particularly if there are any black dragons with disintegration breath. The abundance of water also makes crossing difficult if you have not obtained a reliable means to do so. For this reason, it may be best to get the Castle wand prior to attempting the Quest. That said, if you are capable of dispatching dragons, one of them may leave behind dragon scales which can be enchanted into dragon scale mail. The Healer's quest nemesis, the Cyclops, can be incredibly tough; it is unwise to melee him while he is wielding the Staff of Aesculapius, and the wand of lightning that generates on his starting square is dangerous as well. Fortunately, the Cyclops respects Elbereth and the scroll of scare monster and has low monster magic resistance, making him especially vulnerable to wands of death or wands of sleep (which Healers always start with) if they can hit through his AC. Healers should consider switching to a unicorn horn, which can be trained to Expert skill, and/or a quarterstaff to train for the Staff of Aesculapius. The Staff itself does double damage to monsters without drain resistance, and has additional life draining powers similar to Stormbringer (though without being bloodthirsty). Healers may also generally find it useful to conserve skill slots, e.g. by not advancing their unicorn horn skill to Expert and leaving the slot free for the Staff later. Long-term spellcasting for Healers is somewhat idiosyncratic. Although they have great natural spellcasting ability, they are restricted in all spell schools except healing, resulting in difficulty casting level 3 or higher spells. Level 2 spells such as can still be of significant use. Some players prefer using a silver weapon within Gehennom - for those sticking with their quest artifact, a silver weapon in the hands of a suitable pet can compensate for the lower damage output, as most of Gehennom's residents are drain resistant, and the Staff's hungerless regeneration and other properties are valuable for survival. Other good non-silver weapons include Magicbane or a highly-enchanted crysknife. Because of their low base spellcasting penalty, Healers can wear metal boots and cast reliably, or wear a metal helm and cast with a failure rate of ~3%). When casting emergency spells, Healers can even wear gauntlets of power and still have 0% failure rates. In xNetHack, quarterstaves give Healers a bonus to spellcasting success rates like a robe, and a cursed staff doesn't prevent them from casting spells, making it safer to wield their quest artifact. In addition to similar staff bonuses as with xNetHack, healers in FIQHack have a health regeneration bonus of 0.33 HP per turn. =_=_ Hash mark Note that "#" cannot be the first character of the name of any NetHackWiki article. This is why articles about extended commands such as #chat omit the "#" from the article name. =_=_ Silver dragon scale mail Silver dragon scale mail, or SDSM, gives you reflection in addition to its considerable AC. Because of this, some players try to wish for it as soon as possible. In fact, many players consider it a good first wish. =_=_ SDSM =_=_ Dogley Dimension In Dudley's dungeon, The Dogley Dimension is the space between adjacent dungeon levels. It was first presented in the 12 May 2006 strip of the webcomic. Its discoverer, the dog called Dogley, describes the Dogley Dimension as "the infinite void between dungeon levels" which "does not occupy the same spatial dimensions as the dungeon". As with many other spoilers, the Dogley Dimension was discovered using wizard mode. The existence of the Dogley Dimension explains why holes in the dungeon floor transport one to a random place on the next level. Any objects here will fall to a random position on the next level as they move back into the normal dimension. It also explains the generation of monsters; the # symbols that float around sometimes collide and form random monsters, which then fall to a random location. Dogley explains that the Wizard of Yendor uses wormholes through the Dogley Dimension to connect staircases. Use this section of the article to add and edit speculations and theories about the Dogley Dimension, beyond what was presented in Dudley's dungeon. Of course, if this section contradicts something later revealed in the webcomic, someone might have to come here and fix it. The actual explanation for this is a special type of collision called the orc multiplication effect. This produces large groups of orcs of the same type. The orcs appear on one square and fall together, being distributed across adjacent squares as they land in the dungeon. The normal, single-monster method of generation can still produce single orcs, which is why you occasionally find orcs alone. The orc multiplication effect is most likely a consequence of the effect's preferences for monsters of the round shape that orcs have. A related effect is the shrieker effect. The creation of a shrieker leaves residue that sometimes interacts with other # symbols to create a purple worm, which has a round shape similar to orcs. The purple worm appears sometime after the shrieker on the same level. The shrieks of a shrieker resonate with the purple worm because both monsters were created from similar material. A shrieker does not always leave residue, which is why some shriekers will shriek and shriek but the purple worm will never appear. Normally, wormholes connect the down staircase of one level with the up staircase of the level immediately below. However, in theory, it is possible to redirect these wormholes between arbitrary staircases using an artifact known as the "Dial Home Device", for example to jump from Minetown to the Oracle level. In fact, the wormholes of up staircases are occasionally redirected to other than the staircase immediately above. This may happen if you possess the Amulet of Yendor and are in the Gehennom. That is why sometimes, when you try to ascend, you will just find that you have descended a level or two. The reason why you never hear about this is because it is much easier to teleport while confused. Also, you cannot create a new wormhole without closing the existing ones, and no one has found a way to close the existing wormholes. Upon closer inspection, maybe you do not believe in the Dogley Dimension. Maybe you believe that Dogley simply found a wand of draw ASCII webcomic. Maybe we should stop imagining things and pretend that the dungeon is literally made from letters and punctuation. However, wherever the theory of the Dogley Dimension falls short, there is always some special exception or additional rule to save it. =_=_ Dogley In the webcomic Dudley's dungeon, Dogley is sometimes the name of Dudley's pet dog. The name Fido is more common, while the name Slasher appeared once. The name "Dogley" seems to be a mix of "Dudley" and "dog" (possibly influenced by Dilbert's dog, Dogbert). Dogley named the Dogley Dimension after itself. The difference between Fido and Dogley is that Fido is stupid, like a normal dog, while Dogley is intelligent and has his own personality. Like any typical pet dog, Dogley is more capable of killing monsters than Dudley. (It is a common strategy in NetHack to let your starting pet kill the more difficult monsters. We like our pets, and would never eat or sacrifice their corpses! You miss a lot if you choose to start NetHack without a pet.) Thus pet dogs have delayed Dudley's death many times. Dogley is constantly turning into dragons, due to polymorph. The dragon-Dogley has saved Dudley many times. =_=_ Dragon The dragon, represented by the overall glyph , is a class of very powerful mid-game monster in NetHack. Dragons are coveted for the dragon scales they sometimes drop, which can be made into dragon scale mail. All dragons are carnivorous monsters that are thick-skinned, capable of flight, and are eligible steeds. They are generally slower than an unburdened, unhasted hero. Dragons generated randomly and at level creation will always be hostile, and are eligible polyforms for polymorph traps and other sources of polymorph. Dragons are intelligent and can pick up gold and gems, but lack defined hands (the default tiles depict them as quadrupedal), and thus cannot use any items they come across or happen to be carrying, e.g. after transformation via polymorph trap. All adult dragons are either lawful or chaotic, with an AC of -1 and an MR of 20. They are strong, gigantic, oviparous, can see invisible, and have the < code > M2_NASTY < /code > flag; an associated bit of code in trap.c allows them to instantly tear through webs where their baby forms cannot. All adult dragons possess a breath weapon of an element corresponding to their color. In addition to gold and gems, dragons will pick up magical items such as wands and scrolls, but the aforementioned lack of hands and their inability to speak prevents them from using any of their spoils. All baby dragons are of neutral alignment, with an AC of 2 and an MR of 10. They are strong and huge, but lack the adult dragon's ability to use breath weapons, tear through webs, and see invisible. Baby dragons can grow up into their adult forms, which causes their scales to grow in (hence the AC difference of 3 between their forms). Dragons will always leave a corpse if killed in a way that leaves it intact, and adults have a 1 in 3 chance of also dropping a set of their uncursed +0 scales (1 in 20 if the dragon was revived); baby dragons do not drop scales, nor do their corpses grant intrinsics. Adult dragon corpses that grant intrinsics are guaranteed to do so. Baby dragons, like all baby monsters, are only randomly generated on levels that are eligible for baby monsters, e.g., aligned branches like the neutral-biased Oracle and Sokoban levels; as such, they are usually excluded from monster generation on level creation that calls for a unless it specifically generates a baby dragon. Baby dragons can also be hatched from dragon eggs. Adult dragons are first eligible to be generated through normal random monster creation around the midway depths of the dungeon. They are also considered throne room monsters, and can be generated in throne rooms on level creation or when a throne is looted as early as dungeon level 15. Adult dragons are all eligible for creation via the summon nasties monster spell when cast by a spellcaster of the same alignment. Where most monsters roll (ML)d8 for their HP - with ML being the monster's level - an adult dragon instead rolls (ML)d4 and adds 4 times its monster level to that result, e.g., a level 15 dragon will always have at least 75 HP. Dragons generated in the End Game use a flat 8*(ML), and so will always have the maximum amount of HP possible for their level (e.g., the level 15 dragon from before would always have 120 HP if generated there). Two dragons serve as quest nemeses in the game: the , the Caveman quest nemesis, and , the Knight quest nemesis. Neither of them leave behind any scales upon death. Ixoth is a powerful red dragon and thus possesses the standard fire breath alongside many other abilities - eating him conveys fire resistance. The Chromatic Dragon is a special kind of dragon - she possesses the breath weapon of every single dragon in the game, and eating her corpse conveys a random resistance from the ones availble via adult dragon meat. Her corpse is poisonous to eat, however. Each adult dragon has a specific element-and-resistance set of characteristic associated with it, including a breath attack. Eating a given dragon's corpse can give you the associated intrinsics if possible, while the scales (and any mail made from them) will grant the extrinsic characteristic. The shimmering dragon, whose scales grant displacement, appears in the code along with its baby form, but is commented out by default - monster displacement has not yet been implemented in vanilla NetHack. However, variants make used of them, such as SLASH'EM. Baby dragons generally possess the resistances of their adult forms. However, baby silver dragons do not possess reflection, which is provided by the adult's scales. They grant no intrinsics when eaten, they do not drop scales, and they do not have breath attacks. Dragons will use their breath weapons only at range (i.e., more than one square from the character) - players that get within melee distance can avoid the breath attacks, but will have to contend with their powerful bite and subsequent claw attacks. Characters without magic cancellation, magic resistance, or reflection to avoid or negate the breath's rays may prefer this option, and good AC is almost a must in any case. Dragons are considered kebabable, granting a +2 to-hit bonus when attacking them with weapons that use the spear skill. In addition, Dragonbane deals double damage to all dragons, and the reflection it grants when wielded is perfect for dealing with their breath attacks - thus it is especially useful when farming for scales. Those looking to make dragon scale mail may opt to use a cursed scroll of genocide to generate dragons of their desired color, which is best done in conjunction with an engraved Elbereth or scroll of scare monster; it is wisest to attempt this in a smaller room to reduce the chances of breath attacks occurring. Dragons are excellent pets in the early game if you obtain one. The easiest way to get a dragon pet is through a dragon egg; the egg may be obtained by polymorphing into any of the dragons and then sitting if your character is female. If you repeatedly displace your pet onto a polymorph trap you will occasionally end up with a gray dragon, since they are magic-resistant and will not polymorph further. The most recommendable colors for adult dragons are silver and gray, as both are immune to death rays; silver dragons are also immune to disintegration breath, while gray ones are immune to polymorph traps. Yellow is a good option too, due to stoning resistance. Pet dragons can be used as steeds with the advantages of flight, fighting strength, and preference for meaty corpses, which makes them easy to feed. However, their lack of speed ensures they will spend most of their time either catching up with you or eating said corpses; even after making them fast (e.g., by zapping a wand of speed monster at them), their movement speed still pales in comparison to many other available steeds, though the flight and breath weapon may still make them a worthwhile choice. Players making use of dragon pets or steeds may want to carry a magic whistle. While baby dragons lack scales and intrinsic resistances, one can still use tame baby dragons to obtain scales and/or resistances. Pet baby dragons will eventually grow up into their adult forms, which can then be killed (possibly via conflict or by rendering them non-tame through abuse) for their scales and intrinsics. Dragon corpses are very high-nutrition and filling, and eating after being satiated abuses your wisdom if you are lawful. Using a tinning kit is preferred if you plan to chew through several servings of dragon in a short time. Most dragons are also among the relatively few monsters in NetHack that are guaranteed to confer an intrinsic, so they are also worth tinning as backup sources of those intrinsics in case they are lost (e.g., to a gremlin attack at night). The dragon is a large, serpentine, legendary creature that appears in the folklore of many cultures worldwide. Beliefs about dragons and dragon-like beings vary considerably through regions, but dragons in European cultures since the High Middle Ages have often been depicted as winged, horned, four-legged, and capable of breathing fire. Dragons and similar creatures in various Asiatic cultures - such as the Chinese lung (traditional 龍, simplified 龙, Japanese simplified 竜, Pinyin lóng) associated with good fortune and thought to have power over rain - are usually depicted as wingless, four-legged, serpentine creatures with above-average intelligence; they are also typically more benevolent compared to the European dragon, and many East Asian deities and demigods have such creatures as their personal mounts or companions. Other common traits of dragons often include: snakelike features, reptilian scaly skin, four legs with three or four toes on each, spinal nodes running down the back, a tail, and a serrated jaw with rows of teeth. The earliest attested reports of draconic creatures occur in the mythologies of the ancient Near East, particularly in ancient Mesopotamian art and literature; stories about storm-gods slaying giant serpents occur throughout nearly all Indo-European and Near Eastern mythologies, such as that of Marduk and Tiamat. Other famous prototypical draconic creatures include the Leviathan in the Hebrew Bible; the Grand'Goule in the Poitou region of France; and Python, Wyvern, and the Lernaean Hydra in Greek mythology. Variants such as SLASH'EM and UnNetHack along with some patches have made use of these and other names for draconian creatures, as explored in detail below. The Western dragon's image is based on a conflation of earlier dragons and giant serpents from different traditions, mixed with inaccurate scribal drawings of snakes; according to several modern scholars, huge extinct or migrating crocodiles bear that lived in forested or swampy areas were likely a template for modern dragon imagery. These dragons are generally depicted as cave-dwellers and treasure-hoarders with ravenous appetites, and are a frequent fixture of Western fantasy literature where they are portrayed as monsters to be tamed or overcome by saints or culture heroes, such as J. R. R. Tolkien's The Hobbit and the popular legend of Saint George and the Dragon. Hack 1.0 has the standard dragon, which does not have an explicit color. This early dragon breathes fire and its corpse confers fire resistance, making it equivalent to the modern red dragon. A dead dragon is the only way to get intrinsic fire resistance in Hack, so it was quite likely that the player wouldn't have acquired it yet by the time they would see one. This, combined with the ability to use their breath attack in melee on top of their normal melee attacks, made them significantly more dangerous; furthermore, reflection would not be introduced until much later. Such would remain true for thee earlier versions of NetHack. NetHack 2.3e introduces all of the modern dragon types and their associated breath weapons, except for silver. The corpse is still referred to as a "dead dragon" regardless of type, and eating it always confers fire resistance. Black dragon breath causes instadeath, and there is no reflection, disintegration resistance, or amulet of life saving, making genocide tempting - but fire resistance is necessary to traverse Hell, and there is no method of genociding only black dragons. NetHack 3.0.0 introduces baby dragons, distinguishes the dragons and their corpses by type, and also introduces dragon scale mail; in this series, dragon scale mail is obtained by polymorphing a dragon corpse. Reflection is introduced in this version, and black dragon breath is toned down a bit. The changes to how dragons are distinguished also makes it possible to genocide only black dragons. NetHack 3.1.0 introduces dragon scales as a death drop and the current method of obtaining dragon scale mail. This version also adds the Quests, and with them the Chromatic Dragon and Ixoth. Hell is replaced by Gehennom in this version, and fire resistance is no longer necessary to enter (though it is still heavily recommended). Variants of NetHack often subject dragons to extensive changes, as well as adding new monsters to the class. The deferred shimmering dragon is one such frequent addition. Dragons have been substantially modified in UnNetHack. All dragons have been given new names and have their breaths, resistances, and colors randomized - with the exception of chromatic dragons, which possess the resistances and breath weapons of all dragons. As a result, it is impossible to predict breath type based on name or color. This randomization happens at the start of the game, but all dragons of the same name or color within a game are of the same type - dragons are auto-identified upon witnessing their breath attack, and identifying one dragon also identifies all dragons of that type. In addition, a new type of breath attack has been added - lava breath that does heavy fire damage and melts walls instead of bouncing. Glowing dragon scales and scale mail function as an infinite light source, in addition to providing the resistance that glowing dragons possess in that individual game. Chromatic dragon scales and scale mail provide all dragons' resistances, including reflection. SLASH'EM adds two new colored dragons: the formerly deferred shimmering dragon and the deep dragon , whose scales give displacement and drain resistance, respectively. The hydra and wyvern are two other new additions to the monster class, and SLASH'EM dragons in general undergo a few additional changes that distinguish them from the dragons of NetHack. The biodiversity patch renames the vanilla dragons (minus the gray dragon) in a manner similar to UnNetHack, but does not randomize their traits. FIQHack dragons are significantly faster (speed 20 instead of 9), and their claw attacks are 1d8 instead of 1d4. In addition, they have special AI that allows them to use their breath weapon in melee range, and they will try to move more intelligently in general: they will keep you in their line of fire when possible, or move out of that line when they can't use their breath, and will flee to preserve survival. FIQHack also includes the deferred shimmering dragons from vanilla, which have innate displacement and stunning breath, and whose scales confer displacement when worn. Dragon breaths operate as skilled ray-type wands: there is a chance per breath attack that it will bypass reflection. Disintegration breath never does this. SpliceHack adds not only the shimmering dragon, but a number of other dragons, including more-potent elder dragons. SpliceHack dragons also have better capabilities in some other regards. EvilHack dragons have been significantly enhanced – they spawn with much more hit points (especially in the End Game), can engulf and digest creatures smaller than them, and their scales each have some form of a secondary passive attack (which is passed on to the scales and any mail made out of them). =_=_ Text adventure A text adventure (or "interactive fiction") is the type of game commonly found on computer servers before someone had the idea to draw a map in ASCII characters, thus creating the roguelike games including NetHack. For an example of what a text adventure game would be like, see the strip of 8 March 2005 in Dudley's dungeon. Or you can read the demonstration in the next section. There is another wiki devoted entirely to text adventures/interactive fiction. As NetHack has changed since the days of Rogue, text adventures have changed since the olden days. The text editor GNU Emacs contains a text adventure called dunnet, written by Ron Schnell. This section features a sample session of dunnet to see what a text adventure is like. Spoiler warning: The following demonstration contains plot spoilers for the text adventure "dunnet". If you do not want "dunnet" spoiled, do not read below this point. Okay, since you feel okay with having the beginning of "dunnet" spoiled, let us go to a Unix machine with "emacs" installed and run the usual command to start "dunnet": Okay. It is a text adventure, so instead of having an ASCII map, you must read through the description of an area. The name of this place is "Dead end", while "There is a shovel here." is the usual way to indicate the presence of some item, and substitutes for the < tt > ( < /tt > symbol in NetHack. Commands in text adventures are similar to English; they usually consist of "verb" or "verb noun", though some can be more complex than that. Let us try something: Oops. Maybe you were surprised that the game even understands the command "shake tree", but it is easy to die in old-school text adventures. (In more modern text adventures, instant deaths are less common.) Now the game has quit, and we have returned to the Unix shell prompt (here shown as $). The inventory in a text adventure is analogous to the inventory in NetHack; you can pick up, carry, drop, and use items. Let us start the game again and interact with the shovel: That did not work. (In a more modern text adventure, "pick up shovel" would almost certainly work.) Though the help command has some hints, the Dunnet help does not explain much about the inventory. However, part of playing a text adventure is guessing some commands. Also, the inventory commands in Dunnet are similar to those in other text adventures. Note that "There is a shovel here." is gone, because we took the shovel. However, if we look in the inventory: At the spot where we took the CPU card, we had the option to go northeast or southeast. We go northeast (most text adventures accept the shortcut ne, equivalent to in NetHack): The need to find a key is a common theme in text adventure games. (Contrast NetHack, where you can just kick most of the doors down, but then the locked doors are only random.) Luckily the game does not seem to understand our combat commands. This might have saved us, because fighting strong monsters is often an easy way to die. We have the computer working, but we are not sure yet how to login. Computer use is peculiar to Dunnet and less common in other text adventures. (Back when Dunnet appeared, most Emacs users had significant Unix knowledge.) The results of using this computer might be surprising, and the game becomes more difficult after that... =_=_ Intrinsics =_=_ Tinning kit A tinning kit is a non-magical tool in NetHack which can be used to tin the corpse of a dead monster. An uncursed tinning kit is included in the starting equipment of the Archaeologist. All tinning kits are generated uncursed with containing 30 to 99 charges, with the exception of bones levels and the potentially cursed items generated on some early traps. Applying a tinning kit to an intact non-insubstantial corpse, either in your inventory or on the floor, will use up a charge, remove the corpse and create a "tin of < monster > meat" in your inventory; if there is no space in the inventory, the tin will appear on the floor. The corpse must be on your square and within your reach; you can only tin a corpse that is on the floor while riding if you have advanced to at least Basic skill. Any attempt to tin the Riders (Death, Famine or Pestilence) will cause them to immediately revive. As of NetHack 3.3.0, wraith corpses are too insubstantial to tin. Corpses rot away quickly and may be unsafe or too large for one person to eat; tinning circumvents these problems by preserving the meat for later consumption. However, you cannot sacrifice tinned corpses, and partially eaten corpses cannot be tinned. Tins of corpses will provide the same intrinsic as the corpse itself, but with a set amount of nutrition as opposed to what the corpse would have provided; the tins will be either homemade or rotten, making them quite useful to avoid becoming satiated too quickly when chewing through a pile of large corpses. Tinning kits are also as a common form of "backup" for intrinsics that you may want later; see the "Tinning for emergencies" section below. Many unsafe corpses also do not cause their usual damage as tins. Zombies and mummies leave behind aged or tainted corpses, but they become edible when tinned, as the taint in the zombie and mummy corpses is removed by the tinning process; poisonous corpses such as killer bees are rendered safe to eat by removing the poison. Acidic corpses like acid blobs also do not cause damage if eaten from a tin; the code that handles curing stoning is called by cprefx (the code for eating tins) < ref > < /ref > and eatcorpse (the code for eating corpses) < ref > < /ref > in eat.c, stomach acid is handled solely by eatcorpse, rendering tins of acidic monster flesh safe. < !--Credit to Killian on the talk page.-- > However, corpses that turn you to stone, turn you to slime, stun you, or cause you to hallucinate will still have the same effect when tinned. The rules for cannibalism also apply to tins, as does the rule for eating domestic cat or dog meat; this has a notable effect on a couple of strategies involving tins, discussed further below. While tinning kits can be recharged indefinitely, charging may not be entirely necessary outside of heavy use or low initial charges. It is not uncommon for players to tin named monsters and keep them as trophies - a tin of Medusa or Wizard of Yendor meat is a fun item to potentially ascend with. Tins made from a tinning kit always have the same BUC status as the tinning kit, and are either homemade or rotten; its status as homemade or rotten is determined when the tin is eaten. Blessed tins are always homemade; uncursed tins are mostly homemade and occasionally rotten; and cursed tins always are. Homemade tins of foo only have 50 nutrition, while rotten tins render you nauseous, which lowers nutrition by 50 unless cured (although any intrinsics are still given). You may wish to stockpile a set of tins with valuable intrinsics in case you lose them to something like a gremlin attacking at night. The following specific monsters are worth tinning in or for emergencies or other later consumption: As an Archaeologist, starting food is sometimes scarce; it may be worth using the starting tinning kit on small monsters - such as rats, rock moles, newts and other early-game , non-yellow molds, ants and other insects - to raise their nutrition yield and gain early intrinsics. This can also preserve your starting supply of permafood until more is secured, with the only risk being the tins producing rotten food (which is alleviated by blessing the kit). For non-Knight classes that can advance skills in riding, the ability to tin corpses while mounted can prove incredibly convenient, especially if the corpse is too heavy to carry and/or your steed is difficult to keep tame (e.g. a ki-rin). Valkyries and Cavemen will appreciate having a tinning kit when stuffing themselves with giant meat from their respective quest branches, while Priests and Archaeologists can use them to tin and safely eat the corpses of undead giants and ettin. Barbarians can also use tinning kits during their quest to safely dispose of the many trolls they face and provide a handy source of food along the way. While tinning is naturally a real-world practice, the tinning kit does not necessarily have a direct real-world analogue, as the real-life canning of meats and other foods is a fairly laborious process. Based on canning guidelines from the United States Department of Agriculture, one can infer that a NetHack tinning kit includes the following: =_=_ Vault Vaults, also sometimes called the Magic Memory Vaults, are 2 by 2 sealed rooms that are randomly generated in the Dungeons of Doom. On each square of a vault is 50+d(100*level) gold pieces, where level is the dungeon level . Especially at deeper levels, this adds up to a lot of gold. The Big Room and the Rogue level never contain any vaults. Otherwise, they have a 50% chance of being generated on any level that has at least 6 rooms. However, there is not always room for a vault, so in practice this number is even lower. There is a 67% chance it can be accessed through a closet that contains a teleporter, recognized by the engraving "ad aerarium" (Latin for to the vault) in the dust in front of it. If you do not find the closet, you may want to read a scroll of magic mapping or a scroll of gold detection, or quaff a potion of object detection and dig or teleport in using some other method. You may also just dig around randomly watching for areas where a vault would fit. Remember that the vault is actually 4 by 4 squares because the walls also take some space. Sometimes, monsters will be generated inside vaults or teleport into vaults. You can detect them by using Telepathy. It is also possible to fall into a vault from a higher dungeon level, perhaps by stepping on a trap door. When you are randomly placed on the new level, you may end up inside the vault. If there is a dwarf wandering around on a vault level, he may find the vault and loot it in the course of his own explorations, leaving behind a tunnel connecting the vault to the rest of the level. Beware! If the guard arrives while you are in the empty vault, he will neither know nor care that the dwarf, and not you, did the looting. So don't linger: find that dwarf and take his gold. Digging monsters such as rock moles or umber hulks may also open a path to vaults. The simplest way to loot a vault is to dig a path in, collect the gold, and leave promptly. When in the vault, you only have a short time to get the money and be gone. If you stay in the vault for too long, a guard will appear, and you will need to deal with him. If you are unable to speak, (due to wearing an amulet of strangulation, being polymorphed into a silent monster, mimicking an object, paralysis, etc) the guard will leave, saying that he'll be back when you're ready to speak with him. Note that he doesn't return the instant you become ready, but at some near time in the future; It is entirely possible to wake up when he's still away, thus avoiding him. Otherwise, the guard will inquire your name, saying, "Hello stranger, who are you?". Giving your name as "Croesus" (or "Kroisos", or "Creosote") to the guard gets rid of him if you haven't killed Croesus already (if you have, the guard will become angry instead ), but lying carries a small alignment penalty for lawfuls (of course, if your name is actually Croesus, Kroisos, or Creosote, you are not lying and there is no penalty). Note that this potentially leaves you trapped in the vault, if you cannot dig or teleport out. If you give any other name, the guard will demand that you drop all of your money (including money you already had, and any money in containers) and follow him out of the vault. If you fail to drop the gold quickly enough the guard attacks, but once you have dropped the gold, you can take your time following him. If there is no path to the vault, when the guard leads you out of the vault, a temporary exit corridor is created that will disappear when you reach an open square. If you take another path out (perhaps you dug into the left side of the vault, and the guard built a temporary path on the right, and you left via your path instead of his), the guard will stay in the vault. In any case the guard will magically repair any damage to the vault walls as soon as you leave, and the guard will also prevent you from digging in the vault walls while he is present. To get the guard to leave, you need to leave with him. If necessary, this can be done by digging your way back to the guard's temporary path to rejoin him, so that you can leave together. A vault between level 11 and Medusa's Island may contain a magic portal that takes you to Fort Ludios. Each vault in that range has a 1/3 chance of containing the portal if it has not yet been generated in another vault (except the level with the portal to the Quest, which will never have the Ludios portal). In any given game, Fort Ludios may be inaccessible if the portal was not created. Attempting to teleport into a vault and being bounced out with a "Sorry..." message means you attempted to teleport onto the magic portal trap. In NetHack 3.4.3 and prior versions, it is possible to steal from a still-closed vault using a pet. First, you must have both the pet and yourself in the vault. This can be done by blocking the pet on the doorway to the vault teleporter closet (it can't leave the doorway diagonally); the pet will eventually take the teleporter (even if it is aware of the trap). A pet using the teleport trap will not use it up, and then you can take the teleporter. Alternately, get into the vault by any means and then call the pet with a magic whistle. Once you are in the vault with your pet, pick up all the money and then drop it in one stack (along with your own). Wait for the guard, give it your real name (unless you are Croesus or an equivalent, in which case give a false name to prevent being trapped in the vault), and then follow it out a couple of steps. Follow it as slowly as you must, making sure your pet follows and brings the money with it; if you exit the guard's temporary path while the pet is still inside, it will become trapped in the reformed rock. In NetHack 3.6.0, pets will only pick up a single gold piece at a time, making this strategy useless. In UnNetHack, Fort Ludios is more likely to be accessible - the portal is always in the first vault below level 10 (that isn't the Quest level). It is still possible for there to be no entrance to Ludios, but that requires the complete absence of vaults below level 10. =_=_ Digging Digging is usually done with a pick-axe, a dwarvish mattock, a wand of digging, or the spell. You can also dig if you polymorph into a creature that does not need a pick to use the tunnel attribute (, or ). Casting the spell of dig has the same effect as zapping a wand of digging. If you dig downwards with a pick-axe or mattock, you will usually create a pit. To create a pit, you need to apply the tool once. ("You start digging downward. You dig a pit in the floor"). If you dig downwards in a pit, you will create a hole and fall through. Zapping a wand of digging downwards instantly creates a hole under normal circumstances. Digging downward when standing on a sink will turn it into a (non-magical) fountain, and when standing on a fountain will most likely create several pools of water. The ground or the walls in some levels are undiggable. These include the walls of Sokoban, the ground at the bottom of several dungeon branches, walls of the Castle and the Wizard's Tower, and the like. If the floor is undiggable, digging downwards can create a pit but not a hole. The walls of Gehennom are diggable, but the wand and the spell only dig one wall per casting. (The game internally refers to walls that can't be dug as "non-diggable", not "undiggable".) Iron bars can also be undiggable, preventing them from being dissolved by various acidic means. Digging with a wand of digging or the dig spell always takes exactly one action. The following discussion only applies to digging with pick-axes and dwarvish mattocks. points of digging effort. This is doubled if you are a starting race dwarf. The strength & dexterity bonuses are the same as for weapons to-hit adjustment. < ref > < /ref > The pick-axe skill does not play a role. Player speed proportionally speeds up digging, since you get more actions per turn. There is no speed difference between a pick-axe and a mattock; however, mattocks are heavier, two-handed, and can be generated enchanted. Shop doors and walls will cause the warning message "This door/wall seems too hard to dig." to interrupt you, but will not take any longer to destroy if you persist. Digging through the walls or door is costly, but the floor is free. Shopkeepers have a rough idea how long this takes and will move to prevent theft. Special cases: Fumbling causes bad effects instead (33% chance). Digging down on an altar is impossible, but would incur the god's wrath and anger any tending priest. On the Plane of Earth, earth elementals can form, and your passage may collapse. You can escape by digging downwards and making a hole. You will generally need a one-action method to dig, such as a wand or spell. Remember that this will deepen your dungeon level, and you might find yourself in a worse position. Monsters which follow you on stairs will also follow you when you do this. Monsters will also use this escape technique when they possess a wand of digging, which can be aggravating. If you do not have a way to cross water, you can access Medusa's island by digging down then taking the upstair from the level below. You should be prepared to kill Medusa. Also, make sure you're not standing next to water, since your hole will fill with water, and you may drown. You must cross solid rock to access the portal on the Plane of Earth. Digging is usually the most convenient method. Fortunately, several digging methods are provided for you on the plane itself, although it pays to go prepared. It is frequently convenient to dig through the walls of mazes, to make shortcuts between the stairs and minimize the chances that the Wizard of Yendor will show up when you're racing to the upstairs. Similar shortcuts can also make it more feasible to carry sacrifices to altars from adjacent levels. You can identify undiggable levels by attempting to make a hole by digging. If you can't make more than a pit, it is an undiggable level. This is particularly useful for identifying the deepest level of Gehennom, where the vibrating square is located; this level otherwise looks like another level of Gehennom. If you don't want to move deeper when the level is diggable, you can levitate and zap a wand of digging or cast the spell downward. Some areas, such as vaults and the luckstone in the Gnomish King's Wine Cellar, can be most easily accessed by digging. =_=_ Do you want your possessions identified? This message has reached memetic status in the NetHack community, due to usually being the first message you see when the game is irretrievably over, and an amulet of life saving didn't revive you. It is frequently used to suggest a character's death, often when due to a stupid mistake. =_=_ What Fools These Mortals What Fools These Mortals is a text adventure parody of NetHack that runs on Python. As one of the gods, you respond to the prayers of your "chosen one" as they try to retrieve the Amulet of Yendor for you. The name of the game is a reference to Shakespeare's A Midsummer's Night Dream, Act 3, Scene 2, where Puck exclaims "Lord, what fools these mortals be!" It is available here, but the version available there is not compatible with Python 2.5 or later. Either run it on Python 2.4, or download a patched version here instead. The easiest way to win is to let your hero use discovery mode: < code > ./WhatFools.py -D < /code > =_=_ Yet Another Stupid Death Yet Another Stupid Death (commonly abbreviated to YASD) is used when a player has done something, usually avoidable, that leads to his or her demise. Common YASDs in NetHack include: Some players distinguish YASD from YAAD (Yet Another Annoying Death), using YAAD or DYWYPI for random, unavoidable events such as falling onto poison spikes (provided the pit wasn't already known, of course) or an encounter with a Gnome With the Wand of Death, and reserving YASD for pilot error. The dividing line depends on the player; to an expert, almost all deaths are avoidable YASDs. =_=_ Scroll of genocide The scroll of genocide is one of the most powerful scrolls in the game. It allows you to permanently wipe out (or, if cursed, send in) almost any species or class of monster in the game. For detailed rules and strategy about what can be genocided and when, see Genocide. You are surrounded by 4 to 6 monsters of one species, if they are not already genocided or extinct. If you choose 'none', a monster species will be selected at random. The monsters will carry nothing. The scroll is rare and costs the same as a scroll of punishment, hence it is not a good idea to read an unidentified 300zm scroll. It is potentially fatal to do so while confused. If you must read it without knowing the BUC status, choose a low-level monster to genocide - that way, if it turns out to be cursed, you will only be surrounded by, say, newts. Another safe choice to genocide is the kraken. Although these are high level monsters, they cannot usually attack while on land and thus can easily be killed for a nice bundle of experience, in addition to being a worthwhile genocide should the scroll be uncursed (however, some caution is advised around them, as you can be attacked by them, at least, while digging.) =_=_ Genocide Genocide is the act of wiping out all members of a certain race by magical means. Do not confuse it with extinctionism, where you must kill all the creatures by yourself. Genocide can take place in the form of a scroll of genocide or you may get to genocide one monster when #sitting on a throne. Genocides gained from a throne are always safe, scrolls may not be if they are cursed or if you are confused. Genocide does not break the pacifist conduct. There is no penalty for genociding a species including current pets or peaceful monsters, but there is a small alignment penalty for a lawful that genocides a single human species; a chaotic gains a small boost to alignment for doing the same. When a species is genocided, all living monsters of that species will be killed, and no new ones will generate. Genocide will also prevent monsters (and the hero) from polymorphing into the chosen monsters. Monsters killed in this way will drop their inventory, even if they are on a different floor. Don't blessed genocide ; additionally, don't blessed genocide if you are a dwarf, if you are a gnome, or if you are an orc. And keep in mind that blessed genociding always wipes out the entire class even if you specify a particular monster. If you genocide your base race or role, you will die. Variants of your base race are safe to genocide; for example, as a gnome, you could genocide gnome lords or gnome kings, but choosing "gnome" to genocide is fatal. An amulet of life saving will not save you from death by genocide. This is usually only an issue with dwarves; see below. Genociding while polymorphed will result in a YAFM: "You feel dead inside." You will die if you revert back to your normal form, and the only way to survive is by wearing an amulet of unchanging, or either ascend or escape the dungeon before you unpolymorph. Reading a cursed scroll of genocide will create 4 & ndash;6 of the specified monster. This is what makes reading a non BUC-identified scroll of genocide dangerous. However, it can work to your advantage if the resulting monsters are useful and can be killed easily. Vegetarians can reverse genocide gelatinous cubes for the intrinsics once they can defeat them and take the acidic corpse damage. Monks going for speed runs or the pacifist and atheist conducts will find that useful, because they do not want to lose alignment for eating meaty corpses. Alignment loss is relevant, because of the early game alignment cap for speed runners, and because raising alignment is so hard for pacifist atheists. Reverse genocided monsters do not spawn with any items, so you can't farm athames from liches that way. They do leave death drops such as unicorn horns and dragon scales. The scroll of genocide is a useful escape item as it can instantly kill a monster which poses an immediate threat and cannot be dealt with in any other way. For example, a sea monster holding you, a single monster about to take your last hit point, or a nymph who is robbing you blind. (The nymph will drop whatever she is carrying, so you'll get your stolen items back.) Keep in mind however that some monsters cannot be genocided. rust monster Rusts weapons and armor, but trivial with rustproof weapons and outer armor (such as any cloak, dragon scale mail, or non-metal armor as is often worn by spellcasters). dragons (18) Breath attacks can be dangerous, but trivial if you have reflection. They also can give dragon scale mail, useful intrinsics when eaten, and often useful potions. Probably better not to genocide them. green slime Can turn you into slime, but easily dealt with via magic cancellation and (in emergencies) a wand of fire or similar item. Eating their globs also causes sliming and provides no intrinsics whatsoever. floating eye Accidentally attacking one usually paralyzes you for a very long time unless you have reflection or free action, frequently leading to YASD even to high-level characters. However, they are also by far the most reliable source of intrinsic telepathy (the only other being (master) mind flayers), so this should generally be avoided unless you already have it, are chaotic, and plan to also genocide gremlins, in which case it may be a very good choice for an early genocide. This role ... ... can genocide this ... ... to generate more ... ... and eat them for ... ... at the disadvantage of It can be argued that many species are a source of useful items and properties, and hence genociding actually makes NetHack harder. Liches sometimes provide athames, mind flayer corpses can boost intelligence, sea monsters are trivial for a well equipped player to deal with, etc. It is also impossible to polymorph into a genocided creature, which may limit your options in certain situations (such as using the mind flayer's mind blast to alert monsters to your presence). This viewpoint usually advocates genociding only mimics, as this will slightly increase the number of items present in shops, especially in Orcus Town. Another possible exception is sea monsters, which although trivial can be annoying or cause YASD by inattention. These are not randomly generated, so genociding them does not affect random generation. Since they typically live—and therefore die—in water, they are not normally a significant source of corpses or items (although electric eels are a potential source of shock resistance if you can recover the corpse). Electric eels and giant eels might make a good use of any single-species genocides that happen to be granted, saving mimics for a class genocide. Another problem with genociding is that it can increase the chances of getting more difficult, ungenocidable monsters. This is especially true for the summon nasties monster spell - summon nasties is normally restricted to a set of monsters, however if a genocided monster would be created a random monster is generated instead, based upon normal monster generation odds. If the player is carrying the Amulet of Yendor and is outside of Gehennom there is a decent chance that an Archon or Ki-rin will be generated, which are significantly more of a threat than the normal list of nasties and are capable of summoning nasties themselves. Finally, some NetHack players abstain from genociding because they value a cursed genocide far more. In the mid-game, you can obtain bonuses from reverse-genocided monsters such as dragon scale mail, Luck increases, experience levels, attribute boosts, unicorn horns, intrinsics, and maximum hit point increases. In the late game, regular genocide is not that useful, because players are powerful or skilled enough to handle genocide candidates anyway. Wizard mode offers an additional option for genocide: entering < tt > * < /tt > for your genocide choice on a blessed scroll wipes out all enemies on the level, even those you can't see. This includes normally ungenocideable monsters, tame monsters, peaceful monsters, and everything else that isn't you. It doesn't truly genocide anything though, and anything that happened to be wiped out can still show up later. In contrast to normal genocide monsters killed in this way do NOT drop their inventory. Reverse genociding gypsies is a source of up to 120 wishes: use one of the summoned gypsies to wish for a magic marker, write another cursed scroll of genocide, then repeat! You do need a source of gems or gold to do this, however such items are easily found in SLASH'EM, especially from greater golems. In UnNetHack, a blessed scroll of genocide works like an uncursed one in NetHack, i.e. it allows a single monster to be genocided, rather than a monster class, and an uncursed scroll instead kills all of a single monster on the current level. In Slash'EM Extended, a blessed scroll of genocide will run a check for every affected monster to see if it actually gets genocided. Monsters with a high MR as well as high-level ones are much less likely to be genocided, so it may be easier to remove liches and other high-level, high-MR monsters with uncursed scrolls instead. This behavior is actually part of the Lethe patch, too. Additionally, Slash'EM Extended has the scroll of mass murder from NhTNG that kills all monsters of the specified type on the current level. =_=_ Traps =_=_ Sinks =_=_ Altars =_=_ File:Vanilla tiles.png These are the tiles from vanilla NetHack 3.4.3. This particular file is a .png conversion of the .xpm format file, < tt > dat/x11tiles < /tt > , generated during the NetHack build. =_=_ Cockatrice The cockatrice, , is one of the more complex creatures in Nethack, and is generally considered to be a real nuisance, as it is often the source of many YASDs. It can turn you to stone instantaneously if you touch it (or even its corpse) with your bare hands (or any other part of your body). However, if you are wearing gloves, you can pick its corpse up and wield it as a weapon, turning enemies to stone instantaneously; the cockatrice corpse has been nicknamed the rubber chicken by the players who like to use it in this way. This is still extremely dangerous, as falling in any manner will cause you to touch it. Monsters with gloves can also wield cockatrice corpses against you. The baby version of a cockatrice is a chickatrice, , and is similarly dangerous; while they may appear earlier than cockatrices, chickatrices are much weaker, rarer, and less likely to leave a corpse. Chickatrices and cockatrices are often collectively referred to as footrices, particularly in reference to the stoning abilities they and their corpses possess. In addition to normal monster generation, floors below DL 17 may rarely generate a nest full of cockatrices as a special room. If you hear the cockatrice's hissing, there is a chance that you may begin turning to stone. If you immediately act to counter this process, you can save your life, but any intrinsic speed will be lost. The hissing attack always succeeds during a new moon unless you are carrying a lizard corpse. Magic cancellation will not protect you against the hiss, although cancelling the cockatrice will prevent it from hissing ("You hear a cough from the cockatrice!"). Good AC can prevent a cockatrice from touching you. Note that cancellation's only effect on cockatrices is to block their hissing attack; it does not protect you against petrification due to contact with the cockatrice, living or dead. To prepare for the loss of intrinsic speed, you may tin the corpse of a quantum mechanic and eat the tin after stopping the stoning process, or zap yourself with a wand of speed monster. The following list gives the ways a cockatrice or chickatrice can kill you, and what there is to be done about it. (Except where otherwise stated, "cockatrice" will refer to both cockatrices and chickatrices.) This list may not be exhaustive. All methods are instantly fatal and assume you are not stoning-resistant, unless noted. Wearing an amulet of life saving will save you if you are petrified. If you have no weapon or gloves, or are polymorphed into a form which has an unusual attack, cockatrices should not be directly attacked; attack them with ranged weapons or spells. If you suck a cockatrice's brain, you turn to stone. If your life is saved, you still suffer the delayed death stoning effects. Minotaurs are the only headbutters capable of wearing helmets (and even then, only cloth and leather hats). Salamanders are the only huggers capable of wearing both gloves and a cloak. A cockatrice corpse is an extremely powerful weapon, but can easily backfire and thus should be used with some caution. To avoid falling in an unknown pit, you should unwield it or be levitating when moving around in places that might have traps. Even if you are levitating and not fumbling (highly recommended), you should stay away from sinks, nymphs and foocubi to be perfectly safe. (But 20 Charisma makes foocubi safe.) Some creatures are immune to stoning, and golems turn into powerful stone golems that can easily annihilate a character in the early game. So have a different weapon ready to use, and never stone a golem in the early game. Due to a minor bug, players polymorphed into a jabberwock will not stone monsters with a wielded cockatrice corpse. < ref > The exact condition for stoning a monster with a wielded trice corpse seems to be: (in natural form or (hit with weapon attack or hit with claw attack in slot 1 or hit with claw attack in slot 2 as a foocubus or hit with any attack in slot 1 as any L)). This also excludes some monster that cannot wield a weapon (adult dragon, raven, crocodile, and the invalid polyforms Ixoth, Demogorgon, and the Chromatic Dragon). < /ref > Before Hack 1.0.3, a successful hissing attack was an instadeath; the only safe way to fight a cockatrice was with ranged weapons. The effect of the new moon first appeared in Hack 1.0.2. Wishing for footrice corpses can sometimes be a good idea when fighting tough monsters or a multitude of them. A good Astral Plane wish would be a blessed partly eaten chickatrice corpse & mdash;chickatrice corpses are lighter than cockatrices, and partly eaten ones are lighter still. All Quest nemeses and the endgame riders are stoning resistant. It's always a good idea to save up a couple of extra charges on your wand of wishing just in case. You never know when Demogorgon shows up or five Archons are generated on the Plane of Fire. In Slash'EM Extended, touching a cockatrice with a non-covered body part isn't instantly fatal; rather, the same slow process of stoning is started that usually happens if you hear the cockatrice's hissing. The turns-to-live timer has also been increased, giving the player up to 7 turns to take action to stop the petrification. Also, in this variant eating a chickatrice will stun the player for 60 turns, eating a cockatrice may increase the player's intelligence, eating a rubber chicken may increase a player's current and maximum Pw, and eating a turbo chicken may grant a level-up. The cockatrice is alleged to be incubated by a serpent or toad from a rooster's egg. Yolkless eggs were traditionally believed to have been laid by roosters. The cockatrice is closely related to the basilisk (a monster not present in vanilla NetHack) referred to in the encyclopedia entry. The relation between basilisks and cockatrices is unclear; sometimes they are used as synonyms, but other times a basilisk is a different monster. =_=_ Stoning Stoning or petrification is the process of a character turning to stone. This usually happens due to an encounter with a cockatrice, but the gaze of Medusa also turns you to stone. In vanilla, stoning resistance can only be gained by polymorphing into an intrinsically stoning resistant monster, not by any other means (such as equipment or eating corpses). You are only resistant for the duration you are such a monster. Intrinsic stoning resistance is not implemented. < ref > , , , , , , , , , , , , < /ref > A variety of monsters are stoning-resistant, typically for fairly straightforward reasons: < ref > See and on; look for MR_STONE in the seventh field (not the eighth, that's resistances it grants). < /ref > Touching a cockatrice or chickatrice is instantly fatal for a character without stoning resistance, as is meeting the gaze of Medusa. Attacking a cockatrice or chickatrice barehanded or barefooted, picking up the corpse barehanded, and kicking it barefooted are ways of touching among many, many others. Throwing a cockatrice egg up () and being hit by it is an instadeath, but being hit by one thrown by a monster starts the stiffening process, as does eating the egg, or hearing the cockatrice's hissing attack. The process technically takes 5 turns, but after 2, your limbs turn to stone and you can't do anything else but proceed to die. You will also lose any intrinsic speed when you start "slowing down", which may give you even fewer actions to save yourself; if you are burdened or worse, you might not be able to save yourself at all! If you hear the hissing of a cockatrice and start turning to stone & ndash; stiffening & ndash; you still have several ways, albeit not several turns, to save yourself. The corpse of a lizard or an acidic monster stops the process as soon as you start eating, so you shouldn't worry about not chewing fast enough or being interrupted. The monster corpses that can stop stiffening are as follows: < ref > , < /ref > Tins of the above monsters will also work. However, they need to be blessed in order to have a chance of saving your life; blessed tins take one turn to open and a second turn to eat, while non-blessed tins take more than one turn to open (unless you are wielding a tin opener & ndash; but you do not have enough time to wield one if you weren't already). However, if you do not have an appropriate corpse with you, you may also quaff a potion of acid. The spell will save you if you cast it on yourself, but it will also turn mineral items in your main inventory to meat, including rocks, rings, and wands. Sliming only saves you from petrification if it is from eating a glob of green slime, which is acidic; however, it is then necessary to cure the sliming. An amulet of unchanging will not protect you from stoning, but an amulet of life saving will save your life. Reflection or blindness protects you from turning to stone by the gaze of Medusa. Wearing gloves is strongly recommended while handling cockatrices. Polymorphing into a stoning-resistant monster will also stop the petrification process, as will polymorphing into any type of golem (as they turn into stone golems rather than dying). In SLASH'EM, there are two additional monsters that cause stoning: the thick-hided basilisk, and the asphynx, which can hide under objects and stone an unsuspecting player. Both are significantly higher-level than the cockatrice; on average, fights against them will be longer, increasing the chance that one of their attacks may start turning you to stone. They also use different glyphs, meaning that a blessed scroll of genocide is no longer an easy solution. SLASH'EM also introduces the amulet versus stone, which will save your life against stoning in the same manner as an amulet of life saving, costing a point of constitution and incrementing the "killed" counter. The amulet, however, is not destroyed in the process unless it is cursed; otherwise, its beatitude changes from uncursed to cursed, or from blessed to uncursed. Thus, with a sufficient supply of holy water, one amulet can prevent many stoning YASDs. In FIQHack, external resistance to stoning is provided by yellow dragon scales (or yellow dragon scale mail), in addition to the usual acid resistance. =_=_ Stoning resistance =_=_ Quit The #quit extended command abandons the current game. NetHack will ask you to confirm with [y/n]. Use this when you want to give up on your current game and start a new one with a new character. In old versions of NetHack, as in Hack, the command would quit. However, this command was rarely used, so newer versions changed to quiver and introduced the extended command "#quit". This is why, on your first use of the quiver command, the game will remind you to use "#quit" to quit. < !--Specify the versions if possible-- > =_=_ Priest Priest (priestess if female) is one of the roles in NetHack, capable of playing any alignment as a human, or restricted to chaotic as an elf. A priest's religion is chosen randomly from the pantheons of the other roles. A human priest is therefore capable of representing any of the other roles' gods in the game. Priests start with Basic skill in Mace and Clerical spells. The spellcasting skill is always Clerical, no matter what spellbooks a character starts with, because the initial spellcasting skills are hardcoded in the function skill_init in weapon.c and are independent of the starting inventory. Their special spell is . Priests automatically know the beatitude of all items. This doesn't require sight or touch -- any item you're aware of, for any reason, will show its beatitude. If no BUC is shown, that means the item is uncursed. (You can force the game to include the "uncursed" descriptor by setting < code > !implicit_uncursed < /code > in your options.) Priests don't receive the multishot bonus for their race or being Skilled at their weapon; thus, they can never fire more than one missile per move. One disadvantage of the Priest is their weapon skill set. Priests can't gain skill in any edged weapons, and can't multishot any ranged weapons. Combined with no skill in the attack spells, this makes it hard for priests to find a good way to kill monsters. Instead, a Priest's best ranged option early game is the aklys, which they can pick up in the mines and can advance to up to Expert. Skill and enchantment investments on the aklys can be useful for the entire game. The starting +1 mace is slightly better than a +0 long sword at Basic skill against small monsters. It is much less effective against large monsters, but these typically appear later. Like any character, a Priest will want to sacrifice for an artifact weapon as soon as possible. Metallic armor and shields are worth wearing to get your AC down; your starting spells don't generally need to be cast quickly, so when you do need to cast them you can find a quiet spot and disrobe. You will want to switch to non-metallic armor with a good AC as it becomes available. The most useful combat spells that a priest can start with are protection and healing. Utility spells, especially identify, can also give a priest a significant advantage once they are able to cast them. Consider stashing at least one of your starting potions of holy water as early as possible, to keep from losing it to cold/fire/lightning attacks. As long as you have one potion, you can make more at will. If you manage to get an early wish, dragon scale mail is generally more useful than a weapon, because AC and non-metallic body armor are useful things for a priest to have. The quest has mostly weaker zombies and only a few strong monsters, and the large number of graveyards contain many boxes full of items. There is more treasure on this quest than any other. Drain resistance or at least magic cancellation of 3 is useful to prevent level drain from wraiths and vampires. If you aren't level 14 yet but you have a means of creating monsters, you can gain levels by creating wraiths on the home level and luring them back through the portal. The unaligned altar can be converted and used for sacrificing, but monster generation is low and most generated monsters are undead and cannot be sacrificed. In version 3.6.0 and later, you can get corpses by kicking the trees on the home level to summon killer bees. Some priests that get to the Castle will be strong enough to face the monsters in direct combat, or use the passtune to crush more difficult monsters with the drawbridge. Except for attack spells, Priests are decent spell-casters. They can advance to expert in clerical, divination and healing, but are restricted in other classes. Note that their spellcasting prowess is based on Wisdom, not Intelligence (but the odds of learning a new spell still depend on Intelligence). Even with attack spells restricted, the simpler ones (i.e., level 3 and below) may still be of use. Skill slots are not in short supply; a Priest has few weapon skills, and may gain many levels from wraith corpses in the quest. Advancing divinations to Skilled enhances the effects of spells like , , and identify, but advancing the school to Expert only improves spell failure rates. A high level priest may be able to make use of a spellbook of polymorph, despite having no skill in matter spells, by using the Mitre of Holiness and a robe. You can learn simple attack spells (like force bolt or ) and cast them with 0% failure rate. Magic missile is especially useful at high levels, as its damage scales up with your level - which can easily be increased due to the wraiths in the quest. Nalzok, the Priest quest nemesis, is quite tough, but he respects Elbereth and the scroll of scare monster. The quest is rather boring, but extremely profitable. All the levels contain several graveyards with wraiths and chests full of goodies. The locate level may also contain several sleeping foocubi, which you should not disturb until you are able to utilize them without the risk of negative effects. Given all the graveyards and sleeping monsters, some source of stealth is advisable before attempting this quest. The quest artifact is The Mitre of Holiness, which has a great base item in the helm of brilliance; the Mitre additionally allows you to #invoke it to regain your power, gives fire resistance and halves damage from the undead and most demons. However, unlike many quest artifacts, it doesn't confer magic resistance, so you have to get that from a different source. In SLASH'EM, Priests get Disrupter as their first sacrifice gift, which is very useful in their quest as it grants +5 to hit and +30 to damage against the undead. It is not terribly useful as a main weapon, but makes a good secondary weapon to use against liches and vampire mages. Make sure to enchant it to be able to hit undead with enchantment resistance! Lawful Priests can try to use Skullcrusher, which can be gotten by sacrifice. If you are good at unmounted polearm tactics, then Reaper can be another option. The previously-good wish, the Sceptre of Might, is a much weaker weapon in SLASH'EM; it now does a flat +3 to hit and +5 to damage against cross-aligned, instead of double damage. Neutral Priests do not get any new options and should go for Mjollnir (now a heavy hammer) or the Staff of Aesculapius. Chaotic Priests can use the Bat from Hell, which can by gotten by sacrifice. They can also use Plague or Hellfire for ranged combat; both may be obtained through sacrifice. Arrows shot from Plague are automatically poisoned, and bolts shot from Hellfire explode and deal fire damage. Priests get a +20 bonus to effective XL when writing scrolls. Thus at XL30 they can always write unknown scrolls. =_=_ Mind flayer The mind flayer, , and master mind flayer, , are especially perilous monsters in NetHack. They are depicted with a humanoid body, an octopus-like head, and four tentacles around a lamprey-like mouth. Mind flayers possess flight and telepathy, as well as both see invisible and infravision. Mind flayers are capable of using the same weapons, armor and wands as the player, and are always generated hostile. They share a colored glyph with the dwarf king, . Mind flayers can use their tentacles to eat your brain, decreasing your intelligence; this may result in developing amnesia and, in the worst cases, perishing as your last thoughts fade away from fatal intelligence drain. You can sense the presence of mind flayers remotely via "a faint wave of psychic energy"; if you have telepathy, they can sense yours. Occasionally, they will concentrate and release a blast of psychic energy & mdash;if they are hostile or under the effects of conflict, and can either see you or sense you via telepathy, it will "lock on" to your mind or telepathy for d15 damage (which is halved with half spell damage). If they are peaceful and not under the effects of conflict, it will "feel quite soothing" and no harm will be done. Mind flayers are notorious for generating upon entering some floors of the Gnomish Mines, where they are normally far too high difficulty to appear. This is because the Mines levels specify that one random monster should be generated at normal level creation; this is almost always a dwarf, hobbit, or bugbear. On occasion, however, the function that chooses which monster should be generated totally ignores the difficulty of the monster it produces; flayers that generate like this are sometimes called minesflayers. Mind flayers and master mind flayers are considered a consistent, high-level threat throughout the entirety of the game. Brainlessness is an instadeath that ignores not only your current HP, but lifesaving as well & mdash;you will be brought back, only to immediately die again since your brain is still gone. If you die from intelligence drain while polymorphed, you will permanently die instead of reverting to your normal form. Polymorphing into a headless monster will protect you from the special attacks, mitigating the worst of their threat and leaving the matter of reducing the damage from each 'flay', along with the psychic blasts. Being polymorphed into a normally mindless form won't protect you; a comment in the relevant code says this is because players aren't mindless. If you are outside of Gehennom and start sensing waves of psychic energy, that is your cue to farlook and check whether any you see is a dwarf & mdash;a common YASD is to mistake the mind flayer for an easy kill, then march in and have your brain promptly eaten, especially if you are burdened and/or have low intelligence. Keep in mind that you will not see the psychic wave message every turn. When fighting mind flayers, avoid melee if at all possible and remain at a distance. Their high monster magic resistance will often stop all but the most powerful spells (e.g. finger of death), and cancellation will not affect their brainsucking attacks even if it successfully hits; this leaves projectiles such as daggers or arrows as your best bet to deal damage. Alternately, if your ranged attack options are limited and melee is your only out, consider stoning them or taking other measures to prevent or minimize stat loss (discussed further below); beware the master mind flayer's base AC of 0! Mind flayers respect Elbereth if encountered outside of Gehennom, and can be deterred by standing on a scroll of scare monster; however, this does not prevent them locking on to your mind or telepathy. You can also scare them using methods such as an expensive camera or tooled horn & mdash; while not as secure as Elbereth and possibly subject to their high monster MR, these methods can also scare away other monsters that would not respect Elbereth. Beware that a fleeing mind flayer may still attack you, although it is much less likely to; additionally, a blinded one will not respect Elbereth. Wearing any greased helm prevents the mind flayer's tentacles from reaching your brain, but the grease has a chance to wear off with each attack; a non-greased helm has a chance of preventing each of the mind flayer's tentacle attacks. Mind flayers get multiple attacks per turn, so you should not rely solely on a greased helm, especially if you are unable to kill them quickly. The amnesia and instadeath from brain-eating are enough to make both forms of mind flayer a popular target for blessed genocide, but do not do this if you are a dwarf! Using a blessed scroll of genocide will remove all from the current game & mdash;dwarves included & mdash;and serves as a particularly aggravating YASD for forgetful dwarven players; those unable to use blessed genocide for this reason should instead use two different uncursed scrolls of genocide. If doing this, or else genociding from a throne, the master mind flayer should ideally be targeted first; regular mind flayers cannot be generated via summon nasties unless they randomly replace an extinct/genocided nasty. Do not use scrolls of genocide with unidentified beatitude. That one scroll you just found and read without checking may be cursed, and the summoned horde of mind flayers will often result in a quick death; even if you can scare them away, their psychic blasts may still overwhelm you. Also, be sure to mind your spelling, especially if you are a Monk & mdash;misspelling it as "master mindfalyer" will only parse the word "Master", one of the Monk's rank titles, and wipe out all monks. While highly desirable as pets, taming a mind flayer is extremely hard and dangerous due to their monster magic resistance; you may be much better off using a polymorph trap on your current pet. Tame mind flayers make quick work of shopkeepers, and their telepathic outreach only locks onto hostile monsters, otherwise printing a harmless message (which can be hidden with MSGTYPE). However, remember that only peaceful mind flayers will produces soothing waves & mdash;if you see different messages related to psychic waves and are taking damage from them, a hostile mind flayer may be on the level. Be especially careful if your tame mind flayer becomes confused & mdash;they will turn those psychic waves on you! The same danger is present if you have a means to instigate conflict; however, with their high monster magic resistance, once a mind flayer reaches level 15 it will become immune (and no longer a threat to you or your brain matter) during conflict. Jellies are a serious threat to mind flayers, whose multiple tentacle attacks can and likely will trigger several passive attacks that can run up enough damage to easily kill them. Shapeshifters and green slimes are similarly dangerous: the former may go down quickly, but will polymorph the mind flayer when its corpse is eaten, while the latter is extremely likely to turn it into another slime. Ochre jellies are a common sight in the late game, especially as a summonable nasty & mdash;consider giving your mind flayer any yellow dragon scales (or dragon scale mail) that you happen upon to provide them with valuable acid resistance. Mind flayers also have a tendency to attract covetous monsters with their psychic blasts. If you are approaching, for example, the Wizard of Yendor's Tower, and you do not wish to leave them on another floor temporarily, be prepared to deal with your prematurely awakened foes and the host of problems that may follow. The master mind flayer is a very sought-after form for polyself: on top of flight, multiple attacks per turn, a base AC of 0 and no changes to armor or encumbrance, its brain-eating attack is deadly to nearly anything. Non-mindless monsters take an additional d10 points of damage per brainsucking attack to simulate brain loss; additionally, you will gain d30 nutrition per suck message without risk of choking, and if your intelligence score is below the maximum (i.e. your own brain was sucked), it will be increased by d4. The intelligence increase is subject to the normal polymorphed attributes rules, and will be reset when you revert to your normal form; your max HP may also drop significantly in this form, especially if polymorphing at a high level. Naturally, players in mind flayer form face the same dangers as pet mind flayers, including potential death from triggering too many passive attacks. Furthermore, brainsucking a green slime causes delayed sliming, and eating a cockatrice's brain causes both immediate stoning < em > and < /em > delayed stoning if the immediate stoning was life-saved. Sucking the brains of your race or other mind flayers will count as cannibalism as well; for Monks and vegan or vegetarians players, eating brains will also break those conducts. While you cannot choke directly from eating brains, you will quickly become fully satiated; you will not receive a warning when oversatiated, and thus run a significant risk of choking from eating anything afterward; this will cause game-ending instadeath as you will not revert to your original form. In NetHack 3.4.3 and previous versions, the game would not recognize the alternate spelling "mindflayer" when selecting a monster for genocide. A Monk that attempted to genocide "master mindflayer" would instead genocide "master", thus wiping out all Monks and ending the game. This is because "master" is one of the rank titles for Monks, and NetHack ignores the extra word "mindflayer". < ref > rgrn thread < /ref > Both NetHack 3.6.0 and SLASH'EM recognize the "mindflayer" spelling, so it is okay to genocide "master mindflayer" in those games, but a typo like "master mindfalyer" can still wipe out all Monks and end the game. Mind flayers are slightly different in SLASH'EM. First, the master mind flayer has three brain-eating attacks, while the normal mind flayer has five & mdash;an unusual reverse of the situation in vanilla NetHack. More importantly, though, the ring of free action provides luck-based protection against their brain-eating attacks, starting at a 50% of blocking each individual flay and increasing to a 90% chance at maxed-out luck. This, in combination with a greased helm, renders them much less of a threat. Also, SLASH'EM introduces more sources of amnesia (such as potions of amnesia and migo queen attacks), making a preventative genocide of mind flayers much less of a surefire protection against amnesia. Lastly, if you polymorph into an intelligent monster in SLASH'EM, generally you need not worry about petrifying monsters. This is true of mind flayers & mdash;instead of eating the cockatrice's brain and being stoned, you will instead simply not use your tentacle attack against it at all. Your weapon attack will still go forward, though, and it is still possible to get stoned by other methods (e.g. attacking it bare-handed). Mind flayers first appear in Dungeons & Dragons as Illithids; D & D & apos;s creator, Gary Gygax, was reportedly inspired to create the monster after seeing cover art for a book by Brian Lumley. =_=_ Cursed spellbook =_=_ Talk:Cursed spellbook =_=_ Create monster =_=_ Source:NetHack 3.4.3/src/spell.c This sets up a bunch of macros. Most of these are simply programming shortcuts for this file. When you successfully read a spellbook, your knowledge is set to KEEN. Here, KEEN is 20000. This means that your spell knowledge will last for 20000 turns. These macros will appear in the code that controls how the wearing of metal armor impacts the ability to succeed in casting a spell. The variable < code > explodes < /code > is a constant C string. Farther down in the code are printf-style constructs like < code > "The book %s!", explodes < /code > to message the player that the book is exploding. However, as this comment reveals, the spellbooks do not actually explode, they only "radiate explosive energy". The cursed_book function randomly decides what bad things will happen when you try to read a spellbook that's either too hard or cursed. The function receives an object pointer < code > bp < /code > to a spellbook. It decides what harm the spellbook will cause, implements the harm, and decides whether the spellbook destroyed itself in the process. The function that called < code > cursed_book < /code > must do the actual process of destroying the spellbook, if necessary. This is one of several ways to aggravate the monsters around you. This has some effects, for example monsters which were sleeping or paralyzed will now attack you. No yellow light around? Then note that sometimes, a peek into a cursed spellbook will harm you so much as to blind you for 250 to 349 turns! Because of the < code > Blinded + < /code > part, if you are already blind, then you will remain blind for 250 to 349 more turns. (Ignore that there seems to be no way to read a spellbook if you are already blind.) This is annoying. The code is in another function somewhere, but when it runs, your purse empties completely. Remember this: reading a cursed spellbook of level 3 or greater could cost you all of your gold. It is a magical explosion! The book "explodes", but remember that < tt > explodes < /tt > is actually defined at the top of this source file, so the book "radiates explosive energy". The good news is that magic resistance is effective. The same thing that guards you against magic missiles and magic traps is also good for magic spellbooks. If you lack that resistance, then you can lose up to 25 hp. =_=_ Contact-poisoned spellbook =_=_ Talk:Contact-poisoned spellbook =_=_ Wrenching sensation =_=_ Curse =_=_ Polymorph Polymorph refers to the magic that changes one creature into a different species, or changes an object to another object of the same type. Shapeshifters and werecreatures have similar but slightly different abilities. This article deals mainly with monster- or self-polymorph. The practice of polymorphing objects is also known as polypiling and is explained in a different article. Polymorph is one of the more complex aspects of NetHack. It can be a great danger if not done under the control of the player, but a prepared player can use it to gain many benefits. If you are transformed unexpectedly, you may turn into a weaker monster or die instantly; your valuable armor may also be destroyed. A weak enemy may unexpectedly turn into a dangerous one. On the other hand, you can deliberately turn into a much stronger monster, or a monster with useful abilities. Weak pets can be changed into powerful ones. You can also polymorph surplus items into more useful equipment. A wand or spell of polymorph can be aimed at oneself , or at monsters or piles of items on the floor. Aiming downwards polymorphs the objects on your square; aiming upwards has no effect. Dipping an object into a potion of polymorph will polymorph it. The inventory of a polymorphed monster is not polymorphed, but worn armor can be destroyed or temporarily absorbed. Magic resistance blocks the effect of all "involuntary" polymorphs; this means that it will not protect from a ring of polymorph, which is considered to be worn voluntarily. A monster's MR will protect it against polymorph traps. If you polymorph into a form that is not the same as your starting race, you break the polyselfless conduct. ("Changing" into your original race is not a polymorph, strictly speaking, and this article calls it "Polymorphing into your own race".) Polymorphing any object breaks the polypileless conduct. If you polymorph without polymorph control and it is not a special case, there is a chance that it will fail, and you will instead suffer 1d30 damage and abuse constitution: "You shudder for a moment." This is called system shock. Monsters and pets can also be affected by the wand, potion, or spell of polymorph, with a fixed chance of after factoring in resistance. If the monster is affected, it will die instantly and not leave a corpse. When a creature is wearing any torso armor (body armor, shirt, or cloak), and becomes something Large or bigger, a non-humanoid Medium or bigger, or a winged gargoyle or marilith (wings and extra arms don't fit), the armor will burst apart. (If you polymorph into a large whirly monster, the armor is not destroyed.) When this happens to a monster, you hear a "ripping" or "cracking" sound, which warns you that a polymorph trap or shapeshifter may be present on the level. If you are wearing dragon scales or dragon scale mail and are polymorphed without polymorph control, you will turn into a dragon of the appropriate color and merge with your scales; shirts and cloaks are still destroyed. See Dragon scale mail § Polymorph. When a creature becomes too small for its armor, the armor falls to the floor, also creating a distinctive noise ("a clank" or "a thud"). Monsters of size Small will shrink out of torso armor; Tiny monsters also shrink out of boots, gloves, shields and helms (they can wear no armor). Handless monsters will drop gloves and shields. Horned monsters will drop helmets. Non-humanoid monsters, or monsters without suitable body parts, also cannot wear certain types of armor. Monsters can always wear rings and amulets, although some may be physically unable to remove equipped items or put on additional ones in their new form. Smaller or more light-weight monsters cannot carry as much as larger ones. Non-humanoid monsters have especially limited capacity. When you are unexpectedly polymorphed into one, you may have to drop nearly all of your items before you can do anything useful. Shapeshifters and werecreatures have innate polymorph ability and will change to a different form from time to time. You can prevent them from doing this by wearing a ring of protection from shape changers. Other than that, a polymorphed monster or object stays in its new form permanently. If a monster is fleeing, it may use a potion or wand of polymorph, or an adjacent polymorph trap in a desperate move. A monster may also inadvertently step onto the trap. If it becomes a much more powerful monster, such as an arch-lich, this can lead to YAAD. If you have lycanthropy, you will sometimes polymorph into a creature (a jackal, for example). There is also a monster in the game called a werejackal, which changes occasionally from its human form into a jackal. The similarity ends when you or the monster lose all HP in jackal form. You will become your normal race again, while the werejackal will die without transforming back into a human. Since polymorphing a monster has unpredictable results, this tactic is only feasible for very powerful monsters, as they have a good chance of becoming a weaker one. Monsters with high experience level and monster MR may resist polymorphing, so this is not a reliable method to escape impending death. For example, the Riders cannot be polymorphed at level 30. An arch-lich at level 25 will resist 85% of the time if you are level 30 and attempt to polymorph it with a spell; it can never be polymorphed with a wand. Lawful and neutral characters may wish to polymorph humans such as shopkeepers and aligned priests before killing them, to avoid the penalties for murder. Your starting pet will only go so far: cats and dogs reach a normal maximum of level 9 and 72 HP, for example. But you can get more out of it by polymorphing it. Since you cannot control the outcome of a pet's polymorph, the best way to do this is to use a polymorph trap repeatedly until you get a satisfactory result. The trap is never used up by pets and other monsters. If you have magic resistance, you can step onto the trap and then displace your pet onto it. You can also step next to the trap and use a magic whistle until your pet happens to land on the trap. You can also leash your pet and stand next to the trap; it does not want to step onto the trap, but it eventually will. You can also read a scroll of earth, push the boulders around the trap, and then displace your pet onto the trap. If you have many charges in a wand of polymorph, or are able to cast the spell, those are viable alternatives (but beware of system shock, as it will count as you having killed the pet!) Less workable methods are finding chameleon or doppelganger corpses for it to eat, or breaking a potion of polymorph on its body. Displacing your pet onto a trap decreases its tameness by one point. Be wary about displacing pets that have already become somewhat powerful monsters. Pets, like other monsters, can suffer a system shock if you are using the spell, wand, or potion. If the pet experiences a system shock, you will suffer the usual penalties for killing your pet. Once your pet turns into a gray dragon or its baby form, it acquires intrinsic magic resistance and will be immune to all forms of polymorph, except from eating corpses. If it acquires a high level and monster MR, such as if it turns into an arch-lich, it may also become immune. If you do not have a magic whistle or magic resistance to displace your pet, then sessile pets will not polymorph any further. Finally, if you get a shapeshifter and do not have a ring of protection from shape changers, then it will only shapeshift on the trap. Otherwise, you can keep trying. See Pet § Preferred pets for pets that many players find useful. Having polymorph control allows you to specify what to polymorph yourself into, unless you are unconscious or stunned. This is subject to the game restrictions. For strategy, see Polymorph control § Strategy. If you are afflicted by lycanthropy, a ring of protection from shape changers will not prevent you from turning to creature form. < ref > Source:NetHack_3.6.0/src/polyself.c#polyself, PROT_FROM_SHAPE_CHANGERS cannot be found in the code < /ref > Polymorphing yourself is never permanent, unless you polymorph into your own race (see ). Otherwise, you will stay in monster form for 499+1d500 turns. If your new monster form has a higher experience level than you, the timeout is scaled down in proportion to the levels.. To be precise, the polymorph duration will be multiplied by E.g., if a XL 2 player polymorphs into a master mind flayer (XL 13), the duration will be at most 153 turns: If the timeout ends but you are wearing an amulet of unchanging, between 1 and (1 & nbsp;+ 100 & nbsp; & times; < var > mlevel < /var > ) turns are added to the timeout. < var > mlevel < /var > refers to the monster form's experience level. Eating a mimic or stepping on a polytrap while magic resistant or unchanging have no effect on the timeout. If you are killed in your new form because your HP became zero, you will change back: "You return to < race > form!" You will return to your original form with the HP and Pw you had before you polymorphed. However, if you are wearing an amulet of unchanging or are killed in any other way, such as stoning, sickness, hunger, choking, or a touch of death, you will immediately die. Being beheaded by Vorpal Blade or bisected by the Tsurugi of Muramasa are considered deaths by HP loss and return you to original form. You can return to your normal form due to HP loss even when wearing an amulet of life saving, and it is not used up. However, it will protect you from system shock. If you are polymorphed into a problematic form, you can zap a wand at yourself or throw an object upwards so that it hits you, causing you to lose HP and change back. If you have no hands, a prayer to your god may change you back as well. If a monster is attacking you and reducing your HP, these measures may be unnecessary. If you genocide your original race or your role while polymorphed, "You feel dead inside." If you subsequently return to that form, you will die, even if wearing an amulet of life saving: "Unfortunately, you are still genocided..." If you quit before you return to your base form, the game-end message will be "quit while already on Charon's boat". Your new HP is determined by the monster form's base level. This level is displayed instead of your experience level in the status bar, eg. < tt > HD: 13 < /tt > for a master mind flayer. Your "real" level can be determined from spell failure rates (e.g. for the quest). Any change in current or maximum HP is temporary. Your Pw persists between forms. Things are different with intrinsics. As a monster you will enjoy all intrinsics which you had before you polymorphed, all intrinsics of your new species, and all extrinsics acquired by magic items which you are wearing or wielding. You may acquire new intrinsics, and they will stay with you after returning to your old form. Therefore, if you became a dragon, it is a good idea to eat killer bees: the poison resistance which you obtain will stay with you, while the decline in your strength will not. Amulets of change, if worn when polymorphed, change both your sex as your polymorphed form (if there are both male and female monsters of this kind) and your base form sex. Players polymorphed into a jabberwock, adult dragon, raven, or crocodile will not stone monsters with a wielded cockatrice corpse. < ref > The exact condition for stoning a monster with a wielded cockatrice corpse seems to be: (in natural form or (hit with weapon attack or hit with claw attack in slot 1 or hit with claw attack in slot 2 as a foocubus or hit with any attack in slot 1 as any L)). This also excludes the invalid polyforms Ixoth, Demogorgon, and Chromatic Dragon. < /ref > Polymorphing into your own race is a special case. It does not break polyselfless conduct. Instead of being temporarily changed to a monster, you see the message "You feel like a new < race > !" and your character is randomly and permanently changed: This process has curing effects, but for healthy adventurers, the DevTeam seems to have intentionally designed this function so that there is an equal chance that each adjustment is beneficial or harmful. As xanthian explains to rgrn, the expected value of the level change is zero. Because this function does not call < tt > rnl < /tt > , your luck has no effect here. You also cannot use a unicorn horn or other such cure to regain any lost levels or attributes. A comment explains how the source code adjusts your peak level to prevent this. The redist_attr function sets both your current and peak attributes, too. The becoming of a new "man" many times is thus no way to raise your experience level or your attributes. Prior to NetHack 3.6.0, it was still possible to bias the changes deliberately. At a very low experience level, polymorph has an equal chance of raising your level, or decreasing it and killing you. By cheating death with an amulet of life saving, one could accumulate the effects of gaining levels, which multiplied hit points and power. This was known as the polyself bug. Polymorphing to your own race while being a monster just returns you to your basic form and then makes you "a new < race > " as in the previous section. Polymorphing to a monster while already being monster is equivalent to returning to your human form and immediately polymorphing to the target monster. If you polymorph to a monster while already the same species, you see the message "You feel like a new < species > !" Polymorph in SLASH'EM functions in a considerably different way than in vanilla NetHack. In SLASH'EM, all polymorph operations are temporary; this includes the polymorphing of monsters into other monsters and the polymorphing of objects. Polymorphed items revert back to their original form after 500–999 turns, and polymorphed non-player monsters revert back to their original form after 1000–1999 turns. For monsters, the change can only be made permanent by stoning and unstoning the polymorphed monster. Items can be "fixed" in their current form by dipping them in a potion of restore ability. When a monster that has been polymorphed into another monster (by wand, spell, trap, etc.) is destroyed, it reverts to its original form with reduced HP. Thus, it is no longer possible to slay dangerous enemies such as shopkeepers with polymorph (though you may be able to disable, immobilize, or slow them enough to rob them without killing them). Monsters such as chameleons and lycanthropes are much harder to kill under this system, because they have the option of reverting to a different form during combat. Furthermore, it is no longer a simple matter to permanently upgrade your pet with polymorph. Polymorph can be caused by the attack of a genetic engineer, and by using the #youpoly extended command for races and roles that have that ability. If you polymorph into an intelligent monster with an attack that requires direct contact (biting, tentacles, etc), you will not use this attack against petrifying monsters, as opposed to being instantly stoned. Attacking bare-handed will still stone you, however. If melee damage rehumanizes you, your monster difficulty can be subtracted from your current and maximum hit points. This always occurs if the polymorph was controlled, and chance otherwise. Polymorphed objects in SLASH'EM will also, eventually, revert, making polypiling of rings, wands, and equipment much less effective (and potentially dangerous & mdash;if for example you start wearing an amulet of life saving that used to be an amulet of strangulation). However, a polymorphed object in SLASH'EM can be fixed to its new form by being dipped in a potion of restore ability. Objects that vanish after a single use, such as potions and scrolls, will operate normally, and the fact that they would have reverted does not change the effect they do have. Objects which have been polymorphed and will eventually revert are not marked as such in a normal game, but in wizard mode will appear with the description "hazy", e.g. "a hazy key". xNetHack includes a < tt > polyinit < /tt > option, which allows you to play the game permanently polymorphed into any monster except for unique monsters and player monsters. Besides those, this option allows forms that are normally inaccessible, such as an Archon or shade, though the game may be unstable in this state. This is a non-scoring game mode. =_=_ Spellbook of polymorph The spellbook of polymorph allows you to cast the polymorph spell, casting a beam that changes any monster, item, or player it hits into something else of its type. Polymorph is one of the most complicated and useful abilities in the game, and having its spellbook and being able to cast it is extremely useful if applied right. There are several aspects to polymorphing that having this spellbook allows you to do. You can also polymorph junk items in the hope of generating something useful, a process called polypiling. Combined with The Eye of the Aethiopica, you can do this repeatedly to generate valuable items out of common drops. Note, however, that polymorphed items will have the same BUC status, number of uses (if it is a wand or tool), enchantments and class. In addition, spellbooks will come out with one less use (but due to a bug, this does not matter unless you already know the spell), and there is a chance that polypiling will create a golem or simply destroy the item. =_=_ Samurai Samurai are Japanese warriors who adhere to the discipline of bushido (honor) and fight their enemies using ancient martial arts. Therefore they start out lawful and human, but can be of either gender. Their first sacrifice gift is Snickersnee. The Samurai is one of the strongest roles in the early game, and thus an excellent choice for a new player. The guidebook describes them like this: Instead of a random pet, a samurai always starts with a little dog called Hachi. This is in reference to Hachikō, a famous Japanese dog who faithfully waited for the return of his dead owner for nine years until his own death. Hachi means eight, in reference of his birth order in the litter, and ko implies affection. Since the samurai are Japanese, some of the game items use Japanese names in place of their regular English names when playing as a Samurai. The following is a list of those items with their Japanese names: There are also some regular items that are uniquely Japanese. Once identified, these are described using their Japanese name, regardless of which role you are playing. These items are the following: Additionally some pieces of dialog are also changed. On losing a level or dying, you receive the message "Sayonara", instead of the usual "Goodbye"; when starting or loading a game, it greets you with "Konichi wa"; and friendly shopkeepers and priests greet you with "Irasshaimase". The bushido code requires that samurai behave honorably. Dishonorable acts will incur an alignment penalty and display a guilt message. Examples include: A Samurai with a non-Lawful alignment (probably from wearing a helm of opposite alignment) will still receive the message, but will not suffer the alignment penalty. As far as weapons go, the samurai should not bother with any sword other than a long sword. The katana they start with is the finest one-handed non-artifact weapon in the game. Since the samurai can reach expert level in two-weapon combat they are better off swinging two long swords/katana than one of any larger non-artifact weapon. However, in the early game it is important to build up skill in individual weapons, which cannot be done while using two weapons. Of course, the samurai becomes even more powerful with an artifact weapon. Early options include Snickersnee, a buffed-up katana that you can get by sacrificing to your God, or Excalibur, an artifact weapon that has a chance of being created if you dip a long sword into a fountain. Do this after you have attained experience level 5, but preferably 7. Note that you must use an actual long sword to accomplish this, do not dip your starting katana into a fountain to try to accomplish this. Once you have a decent artifact weapon and expert skill in long sword, slide your original katana over to the secondary hand in two-weapon combat, and it will continue to add its damage to your attacks. The yumi is a good long distance ranged weapon, especially since it can shoot 2 ya in a single turn. It will aid you in situations where melee combat may prove fatal & mdash;fighting floating eyes and cockatrices for example. The samurai strategy is very simple. If it moves, stab it, and if it's sessile, stab it anyway. Samurai are also good ranged warriors, receiving a bonus to hit and damage when shooting ya from a yumi. Samurai aren't good at spell casting. However, the katana and splint mail they start with make the first few levels a breeze. The Samurai quest item is the Tsurugi of Muramasa, a powerful two-handed tsurugi with the ability to bisect enemies (i. e. kill them outright) 5% of the time, much like the Vorpal Blade. Therefore it is not a good idea to engage your quest nemesis in honourable melee combat, since he might bisect you; making things worse, he ignores Elbereth. It's better to zap him with a wand of death. If you don't have one, other techniques include zapping him with a wand of sleep or hurling a potion of paralysis at him before attacking so that he can't fight back, protecting yourself with a scroll of earth on the upstair and killing him with ranged attacks, polymorphing into a black dragon and disintegrating him, and so forth. If you have a strong melee attack, you could just wear an amulet of life saving and hope for the best, possibly retreating if you have to burn the amulet; actually, having an amulet of life saving is probably a good idea anyway no matter what strategy you choose, just in case you get unlucky. The quest is notable for producing a lot of loot, especially attack wands, which your opponents will use against you. Reflection, or at least resistance to sleep, fire, and cold, are highly desirable. With maxed strength and enchantment, shuriken and ya deal roughly comparable damage (since ya do not benefit from your strength bonus). Ya are slightly more effective when poisoned and/or benefiting from bonus damage, thanks to the Samurai's +1 multishot bonus when using them. Shuriken, on the other hand, do not require a wielded launcher (potentially saving valuable turns), and are generally more plentiful thanks to the Quest. The Tsurugi of Muramasa isn't as useful as it might seem, as it compares unfavorably to twoweaponing Excalibur and your starting katana, and doesn't provide any essential extrinsics. Samurai should twoweapon Excalibur with an offhand katana or silver saber through the endgame, though if you managed to obtain Frost Brand, Fire Brand, or Grayswandir through sacrifice, these will be more damaging. Forgoing two weapon fighting for a shield of reflection is also completely fine. If you want to twoweapon in the late game and also wear an amulet of life saving, you will probably have to wish for a cloak of magic resistance and wear it with silver dragon scale mail. Wishing for a quest artifact like the Magic Mirror of Merlin for magic resistance is risky, because the Wizard of Yendor can steal it, leaving you vulnerable to his touch of death. Samurai can be played more or less the same way in SLASH'EM as in Vanilla. Just be a little more wary of enemies' stronger attack power, using your ya and scribbling the E word whenever enemies are near. He can be of any alignment. As a first sacrifice gift he gets Kiku-ichimonji, a better katana than Snickersnee, that is not a samurai affiliated sword any more. If lawful, Excalibur is a good and easy to get primary weapon for the drain resistance. The quest is basically the same. The most notable difference is that the second level is filled with sea monsters, a lot of them capable of stealing. Be prepared with telepathy and plenty of ranged attacks. The assault rifle is a very good ranged weapon. Especially with the higher weight cap, you can carry around thousands of bullets with out been burdened. A good ranged weapon is more important here, because of all the nasty attacks some monsters can posses. Samurai now get an artifact yumi as a crowning gift, Yoichi no yumi. It grants +1d20 to hit, 2x damage to fired ya, and can be #invoked to create ya. In addition, the guaranteed first sacrifice gift for a samurai is now Kiku-ichimonji. It's a lawful samurai-favoring katana that grants +1d4 to hit and 1d12 to damage. Snickersnee is relegated to a nameable artifact, which can be named at xplvl 18 by tourists and 30 by samurai. It's now an intelligent knife, and has +1d3 to hit and +1d6 to damage, and a chance of beheading targets. Lastly, the The Kusanagi no Tsurugi can be named at level 18, but only used as a weapon at 30. It's an intelligent long sword with +1d20 to hit and +1d12 to damage. In addition, it may behead targets and will instantly kill elementals. It grants energy regeneration while wielded, and searching and luck while carried. =_=_ Ring of levitation Identifying a ring of levitation could not be any easier; just put the (ideally noncursed) ring on and see if you begin levitating! Levitating over a sink removes any sources of levitation and causes you to crash to the ground; this can be useful in removing a cursed ring of levitation, or a ring of levitation under cursed gloves. A ring of levitation is favored in the ascension kit for providing levitation without taking up an armor slot like levitation boots. While it is not impossible to complete the game without a levitation source, a source of levitation makes crossing areas such as Medusa's Island and the Plane of Air much simpler. Having a source of levitation at the Castle allows players to enter via the back door, thus bypassing the drawbridge, if they are wary of giant eels and sharks. Using a ring of levitation to hover over Elbereth is no longer a viable strategy since the engraving will still disappear underneath the player if they take any offensive action. =_=_ Huge chunk of meat A huge chunk of meat is a massive comestible in NetHack. When eaten, it provides 2000 nutrition, the highest of any comestible in the game. Eating a huge chunk of meat will likely make you oversatiated unless you were fainting beforehand; beware eating anything if you are oversatiated, as you are very likely to choke over your food and die unless you are wearing an amulet of life saving or are breathless. The huge gain in nutrition will keep you satiated for at least a few hundred turns, which abuses dexterity; be prepared to exercise enough to potentially offset the stat abuse, or else have a way to fix lowered stats. Healers in particular always start with a spellbook of stone to flesh, which allows them to easily make and live off huge chunks of meat as long as they are able to find boulders; at the least, it will last them long enough to find some permanent sources of food, and provides a "buffer" for nutrition drain from spellcasting. =_=_ User:Kernigh/nethackrc This page describes my nethackrc configuration files. They have become more complex since at 19 May 2005 when I first configured menucolors. At 22 September 2006, I finished my configuration for NetHack brass. I always play as an elf and take names from Dudley's dungeon. I call my cat Morris and my dog Fido. At 19 May 2006 I started calling my fruit "slime mold. You die..". My Pallas config of 25 May 2006 is a copy of my nethack.alt.org configuration with as few changes as possible. So I use showdmg and showweight, but showborn is not recognised. In my 52nd and 53rd games, I started using the invweight option, so I might want to add that to my nethackrc. I use the same menucolors in all three configs, with the exception of some rules not yet backported from Pallas. (The NAO and Pallas configs have some leading + signs in their regular expressions. This matches + in GNU's regular expression parser, but causes an error in OpenBSD's parser, because + is normally a special character. For NetHack brass I escaped + to \+ as shown below.) I designed these configs myself to match how I use the #name command. My convention is to #name "cursed" if it fails the pet test or "safe" if it passes. I also #name gems, but that has no effect on my menucolors. I also have not made menucolors except for menus that list objects. These are the basic expressions to produce . The order is important, as later lines override earlier ones for items that match twice. The rule for "safe" is first to correctly handle mistakes like "cursed crude dagger named safe". Next, I assume that objects with identified charges or enchantments are uncursed, but the wording "cursed" or "blessed" can override it. Finally, anything with a negative enchantment is orange even if I remove its curse. These lines are only at Pallas (thus the unescaped +); they help me spot objects that I am using by matching phrases such as "(weapon in hand)". If I just write one regular expression and specify underline, then it will match but cancel the colors from the previous section. So I need six rules to maintain the color. My NAO config still has 18 rules here "# underline weapons in use"; they only match "(weapon in hand)", "(alternate weapon; not wielded)" and "(in quiver)". My brass config using a copy of the older rules from NAO. The brass interface patch bundles in statuscolors, while NAO and Pallas still use hpmon. Therefore, my NetHack brass config is the only one with STATUSCOLOR lines. These lines are a simple copy of the suggestion in the patch documentation. =_=_ Master mind flayer =_=_ Dog Little dogs, dogs, and large dogs (all ) are carnivorous domestic animals and can be tamed with tripe, food rations, fortune cookies, or edible corpses if they are fresh. (While in reality dogs are omnivores, in NetHack they are treated as carnivores.) Eating the corpse of any domestic dog has similar consequences to cannibalism: it will give you the aggravate monster intrinsic, but it will not decrease your luck. Cavemen and orcs are exempt from this penalty. Regardless of your alignment, sacrificing a dog corpse is harmless (though sacrificing a pet corpse is not). The little dog is one of the most famous NetHack monsters & mdash;it has served as the starting pet for the player ever since Hack 1.0, although in recent times you also have the option of starting with a kitten for a starting pet (knights will get a pony instead). They are capable of growing up into dogs. The little dog and its more experienced brethren are sometimes better fighters than newly started characters and can be used to fight for you in the early stages of the game. Nevertheless, they may be more vulnerable than newly started characters against passive attacks, such as acidic monsters or floating eyes. They also are extremely vulnerable to falling rock traps and rolling boulder traps and many be killed by one within the first hundred turns of a game. The dog is a grown-up little dog and is therefore usually encountered as a player's pet. They are capable of growing up into large dogs. As with their brethren, they are excellent fighters to have as companions to early game characters, but remain vulnerable to passive attacks. They may have trouble with watch captains in Minetown, although regular watchmen shouldn't pose too much trouble. The large dog is a grown-up dog and is therefore usually encountered as a player's pet (especially with early game characters, as they are easy to obtain by training their little dog). Dogs are the iconic NetHack pet. The little dog even made Gamespy's top 10 list of video game sidekicks. Many roles begin the game with one. Taming wild dogs is usually easy, because all sizes of dog are considered domestic animals. Throwing a meaty treat, a safe fresh meat-based corpse, or processed human food at a hostile or peaceful dog will tame it. Throwing any other comestible at a dog will at least render it peaceful, with the exception of cream pies and eggs (which will break on impact). The classes which always have a dog as a starting pet each have a unique name for their starting little dog. If dogname is not set, the little dog will automatically be given one of these names, according to the player's class. =_=_ Horse =_=_ Hallucination In NetHack, hallucination is a status-impairing property that will cause you to perceive objects and monsters in a distorted fashion. Hallucination shows up on the status line as a status effect saying "Hallu". Any objects will be seen as continually changing items of any class, so a pick-axe may be seen as a sack or dagger, but not as a monster. This perception changes every time the screen is updated, so even selecting the object and pressing ; to see what it is appearing as will change it to something else. Hallucinating will abuse wisdom. The set of names chosen for monsters while hallucinating includes a selection of rather funny creatures, which will never be generated in the game. These include Barney the Dinosaur, King Kong, the Luggage, and the Mother-in-Law, as well as The Ravenous Bugblatter Beast of Traal among others. The same applies for any mention of gold or zorkmids. Similarly, hallucination replaces standard messages with funny ones, such as "Welcome to experience level 4. You hear the studio audience applaud!" and "You are getting the munchies." Despite these funny names and messages, hallucination shouldn't be taken lightly. Being unable to distinguish a peaceful monster from a foe, or a weak hostile monster from a serious threat, can quickly prove fatal. One of the most dangerous things about hallucination is that it conceals the actual appearance of a monster and its peaceful or tame status. An easy mistake is to start hallucinating in a melee situation and lose track of which monster is your pet (easy to do when every monster appears to change every turn) and accidentally kill it. If you have quaffed a potion of hallucination and have no way of curing yourself, it is wise to leave your pet behind and stay away from large concentrations of peaceful monsters. Do not try to explore Minetown, and stay out of the Gnomish Mines if the dwarves or gnomes are peaceful. < !-- You cannot name monsters to keep track which xorn to focus on or which unicorn you threw a gem you want to recover. Too corner-casey to include.-- > It is easy to avoid most causes of hallucination with the exception of an exploding black light. If you are aware of the light's approach (e.g. through see invisible, monster detection or noticing your pet fighting something invisible), you can blindfold yourself so that the explosion has no effect. Failing that, hallucination from a black light only lasts for approximately 100 turns, so you can shut yourself in a room and wait it out. Once you have a noncursed unicorn horn, hallucination is trivial to cure. In addition to the cures listed above, wielding Grayswandir makes you hallucination-resistant, but is not a cure: For each turn that you're wielding Grayswandir, the effects of hallucination are negated. Un-wielding the sword will cause you to begin (or resume) suffering the effects, and wielding it again will toggle the effects back off. If you're wielding Grayswandir when hallucination wears off, you receive the message "Your vision seems to flatten for a moment but is normal now." It is a Bad Idea to eat an unidentified tin while hallucinating. Your perception of the smell will be affected, and you might eat meat of your race without realizing it. Spinach is still identified normally (except to distort the color of cursed spinach), and cockatrice meat always "smells like chicken" when hallucinating as of 3.6.0, but all other contents cannot be identified. You may also wish to refrain from quaffing unidentified potions unless you have a safe way of curing hallucination. Items on the square the player is currently standing on are not subject to hallucinogenic effects. If you kill a hallucinogen-distorted monster and step onto the square containing its corpse, the corpse will be accurately identified. This holds for other objects as well; items in the user's inventory are also not subject to the effects. Also, the hero's sense of taste is not distorted, so the hero is able to accurately identify what is in a tin by eating it—but as noted above, you may hallucinate the wrong smell before eating it. Hallucination has a few strange benefits, and among them is the odd effect of protecting against the touch of death attack: Instead of dying, you "have an out of body experience." It does not protect against Death's special deadly touch attack. As of 3.6.0, hallucination has a chance of protecting you from any gaze attack, including floating eyes' paralyzing passive attack. In SLASH'EM, hallucination also distorts items you are standing on and your inventory, which makes it a crippling disability; however, it is still only a minor problem in the eyes of your deity. It is therefore essential to avoid quaffing a potion of hallucination without a cure, and to remember the inventory letter of your unicorn horn or other remedy. Hallucination can also be moderately useful as a way to bless item without breaking atheist conduct: asking a shopkeeper to uncurse an item while hallucinating has a chance of blessing it instead. =_=_ Unihorn =_=_ Unicorn horn Unicorn horns are not randomly generated and can only be obtained by killing a unicorn, which leaves an uncursed +0 unicorn horn behind if killed in a way that leaves a corpse. Horns obtained from normal unicorns are considered magical items. Revived or polymorphed unicorns only have a 50% chance of leaving one upon death; the rest of the time, its horn will crumble to dust. Applying an uncursed unicorn horn will fix (d(2d2) - 1) ailments, whilst a blessed one can heal (d(2d4) - 1) ailments. A cursed unicorn horn will instead cause one or more of the applicable ailments listed above. If you are wearing a ring of sustain ability, a unicorn horn will not affect your attributes. When used by an intelligent monster with hands, noncursed unicorn horns are guaranteed to work on the first try; monsters will not use cursed unicorn horns. Dipping a noncursed unicorn horn into certain potions can "cure" them as well: dipping one into a potion of sickness changes it to a potion of fruit juice, and dipping one into a potion of blindness, confusion, or hallucination will turn it into a potion of water. Unicorns can use their own horn, as can a player polymorphed into a unicorn via the #monster; these produce the same effect as applying an uncursed unicorn horn. The unicorn horn is an important tool for almost any ascension kit - not only for its restorative abilities, but for its potential as a solid backup weapon and an aid in potion identification. Unicorns that generate as hostile can be somewhat difficult foes to deal with early on, due to their movement patterns, speed and teleportation ability. Most such unicorns will be cross-aligned, although circumstances involving bones or polymorphing can result in a hostile co-aligned unicorn; in either case, a thrown gem (ideally ones you suspect to be worthless glass) can pacify them. Decently strong pets can be used to run down a unicorn without incurring Luck penalties, though the pet will be in danger from counterattacks. Once a player has solid AC, they can attempt to approach a hostile unicorn in melee or make use of tools such as invisibility, displacement, traps, and even rebounds from spells and wands to dispatch them. As you kill more unicorns, it will be worth carrying a couple of backup horns with you and stashing others in the event you need to retrieve a spare later. Intelligent monsters with hands can use unicorn horns, including pets. Such monsters will keep the first unicorn horn that they pick up in their inventory and use them immediately when confused or stunned; hallucination that affects monsters is treated as confusion instead. Monsters may optionally even wield it as a weapon. Be sure to give applicable pets any spare unicorn horns you find - a black light sneaking up on you and confusing your pet is a potential worst-case scenario, leaving you immediately adjacent to danger with little warning unless they can use the horn to immediately cure it. Remember that tame monsters do not respect Elbereth, but can be scared by other means. The approximate cumulative odds of curing a single ailment are listed below; each status property counts as one ailment, and each lowered attribute is counted as a separate ailment. < ref > http://www.steelypips.org/nethack/343/tool-343.html#unicorn_horn < /ref > The unicorn horn is respectable as a weapon & mdash;it is a good lightweight, non-artifact option, especially for roles not restricted in the skill, and may occasionally even be a primary choice for certain characters such as Healers. Unenchanted unicorn horns are especially handy as a backup against monsters such as rust monsters or disenchanters that you do not want to risk your main weapon against. The average damage calculations in the following table do not include bonuses from weapon skills, strength, or from using a blessed weapon against undead or demons. Once you possess a noncursed unicorn horn, you can use one to identify potions as described above; if you have enough spare horns, you can also use them to dip-test for other potions. The potion of polymorph in particular requires certain considerations: players without a spare horn will want to use junk items to dip-test first and identify it beforehand. Dipping ammunition such as darts and arrows this way has the added benefit of potentially identifying potions of sickness (which will poison the item). Players with spare unicorn horns can freely use them to dip-test for polymorph, and may receive another useful magical tool out of the deal. Those adhering to polypileless conduct will want to dip only identified wands and spellbooks of polymorph into potions to test for the potion - polymorphing an item this way breaks the conduct, and the wand and spellbook of polymorph specifically produce the message "Nothing happens" if dipped into a potion of polymorph. A unicorn horn found in a bones pile is very likely to be cursed, and ideally should not be used until you can #dip it in holy water, find an altar or otherwise test its beatitude. With some luck, you may be able to liberate any spare ones the former character had from a container(s) within the pile; you can also use a noncursed scroll of remove curse or cast the spell in order to restore the horn. Otherwise, you can group it with the other bones items you wish to uncurse or blank and zap a wand of cancellation at the pile. Cursed unicorn horns may be useful as a source of status afflictions - negative effects from a cursed unicorn horn can be cured without too much trouble by a non-cursed one, and spare non-cursed unicorn horns are not hard to obtain once you and/or your pet are capable of reliably killing unicorns. In particular, cursed unicorn horns are a source of confusion that preserves the illiterate conduct for purposes such as throne farming - especially if you are playing a role with no starting spells. In addition to the standard methods of cursing items, you can also curse a unicorn horn without breaking any conducts by dipping it in a fountain - this has a chance to curse the dipped item. The unicorn's horn, also known as an "alicorn", is a legendary object in antiquity-era folktalkes - many healing powers and curative qualities were attributed to it that made it one of the most expensive and reputable remedies during Renaissance times, which is the primary reason that unicorns were such sought-after creatures. Belief in the power of the alicorn persisted until the 16th century, when it was discovered that the horn in truth was that of the narwhal, and was actually an extended tooth formed in the mouth of males and some females of the species. Unicorn horns were given as diplomatic gifts, and horn chips and dust could be purchased at apothecaries as universal antidotes until the 18th century. Sections of horns were displayed in cabinets of curiosities, and they were used to create sceptres and other royal objects across European history. The unicorn horn has been mentioned in various fantasy works, role-playing games, and video games, which make use of its legendary symbolism. Also, in the Advent calendar patch and variants that incorporate it, a unicorn horn is one of the possible Christmas presents that may be found in room 24, and may appear very rarely in any of the other rooms. In SLASH'EM, the probability of a unicorn horn curing ailments is changed. Blessed horns try to fix all problems, each with the given probability, and uncursed horns try to fix a single problem, with the same probability. < ref > http://www.statslab.cam.ac.uk/~eva/slashem/tools.html < /ref > SLASH'EM also adds an artifact unicorn horn, Nighthorn. It is lawful and confers reflection when wielded, and is obtained by killing Nightmare at the end of the Lawful Quest. Applying a unicorn horn carries a 1% chance of losing at least one point of enchantment if it has a positive enchantment; if this occurs when its enchantment is +0 or lower, the horn will instead crumble to dust. If a horn is degraded in this way without crumbling, it has a further chance of unblessing if it was blessed, or cursing itself if it was uncursed; already-cursed horns cannot crumble to dust this way. Additionally, lost attribute points are not always restored, as there is a chance that the attribute point will become lost permanently, with the message "Damn! It didn't work!"; this is designed to make the potion of restore ability more useful. Players are advised to bless and enchant their "main" unicorn horn to +6 or +7 if possible, reducing the amount of uses required to cure afflictions and thus lowering the chance of disenchantment. Spare unicorn horns are also a bit higher-priority in case a highly-enchanted one loses several points at once, and there are many types of unicorn added to Slash'EM Extended that can serve as a source. In addition, it is best not to apply an uncursed unicorn horn if you are wielding it, as cursing from degradation will cause it to weld to your hands. Also of note is that lithivores can eat bone objects, making it dangerous to leave spare unicorn horns around them, especially in light of the above - alternatively, extra unused unicorn horns can make a nice snack for hungry Rocker or a lithivoric pet. In UnNetHack, a unicorn horn does not restore lost attribute points. < ref > http://sourceforge.net/apps/trac/unnethack/wiki/Items < /ref > As a result, the potion of restore ability and spellbook of restore ability are much more useful. In dNetHack, unicorn horns are one-handed weapons. As in UnNetHack, they do not restore lost attribute points. A blessed tin of jubjub bird meat gives 600 nutrition and acts as a single-use unicorn horn. The ancient of corruption also has a headbutt attack that replicates the effects of applying a cursed horn. In FIQHack, unicorn horns do not affect attributes in any way. In addition, uncursed unicorn horns are far less reliable, only having a 20% of curing an ailment per use; blessed unicorns horns will always cure all applicable ailments, but have a 10% chance of becoming uncursed afterward. In xNetHack, unicorn horns do not restore lost attribute points; they also deal less damage when used as weapons (1d8/1d10), but are now one-handed as in dNetHack. A unicorn horn wielded in your main hand is passively auto-applied every turn if you are not wearing gloves, curing status problems without using an action. =_=_ Croesus Croesus, , is a notable monster in NetHack. He is the rich owner of Fort Ludios and all the vaults seen in the dungeon, and has many guards and Yendorian Army soldiers on his payroll. If you encounter a guard while inside one of the vaults, you can enter Croesus in the prompt when the guard asks for your name, and you will be left alone until the next one checks in. The name can also be spelled Kroisos or Creosote; the latter is the name of a similarly wealthy Discworld character that plays on the name Croesus. For lawful player characters, doing this incurs a -1 alignment penalty for lying unless it is also their actual name. Attempting this after killing the real Croesus will instead anger the guard. ("Back from the dead, are you? I'll remedy that!") Croesus resides in a throne room on the right half of Fort Ludios, occupying the throne himself; he will always start with a two-handed sword. Characters that are ready for the Castle should be able to deal with him, with some caution; while Croesus has only one weapon attack, it hits for 4d10 damage, which can wipe out under-leveled or poorly armored characters in a few swings. Dispatching him at a distance is a good idea for mid-level characters, especially since he has no resistances; a wand of sleep will render him much easier to dispose of, although he does have some magic resistance and a decently low natural AC of 0. Because Croesus cannot swim, you can freely shoot wands and projectiles at him from from across Fort Ludios' moat and chip him down, since he can only retaliate if he spawns with his own attack wand or else picks one up (usually from another monster killed by the ranged assault); he poses no more danger in this regard than the multiple soldiers you likely fought in order to reach that area. A ring of conflict can easily turn Croesus and the other throne room denizens against each other, and eventually one of them will kill him; at worst, he will be weakened enough that you can mop him and the other survivors up at your leisure. If you use a boulder (e.g. from a scroll of earth or any giants on the level) or source of cold (e.g. wand of cold or a frost horn), you can cross the moat and take the fight to Croesus, though you must also contend with the throne room monsters; remember that he can see invisible, and like all humans he does not respect Elbereth. Alternately, you can wait for him to step onto the newly created ice, then use a fire-based attack (e.g. wand of fire) to melt it and drown him. Even a low-level character can defeat Croesus this way; however, he is faster than an unencumbered player character at base speed, and has a chance to get two actions in a row (1 in every 4 turns on average) and cross the moat before you have an opportunity to melt the ice. In xNetHack and EvilHack, which use the object materials system, Croesus will always have gold armor and a gold two-handed sword. =_=_ Juiblex Juiblex (often mistakenly referred to as Jubilex) is a demon lord. Juiblex's lair is a swamp. Juiblex has infravision and can engulf players and render them ill, as well as spitting acid venom. If he is not generated elsewhere in a game, e.g. via bones, Juiblex is guaranteed to appear at the center of his swamp. There is a 1/260 chance that a water demon may summon him or Yeenoghu, making it possible for him to appear quite early in the game and obliterate a weak character if they try fountain dipping or quaffing. He can also be summoned by same race sacrifice, and will be generated as peaceful if you are chaotic. Like other demon lords, Juiblex is covetous and will teleport to meet you. Because of his infravision, he can see you across his swamp, and will typically confront you a few turns after entering the level, as soon as he can get a turn. Dealing with him in a straight fight is tedious, despite his incredibly low speed; on top of his low AC of -7 and the usual troubles with covetous characters, his illness-inducing engulfing attack can and will kill you shortly unless you can cure it with a eucalyptus leaf or a unicorn horn. You will then have to escape his grasp before becoming ill again, which may give him time to teleport away or else re-engulf you. Otherwise, the most common strategy uses a preferably blessed unicorn horn, a wand of digging, and a decent weapon of any kind: when he engulfs you, zapping the wand will tear through him and drop his HP to 1, like any non-whirly engulfing monster. Cure the illness as soon as possible, especially once you have successfully disposed of him; if you are having trouble hitting due to his naturally low AC of -7, you can allow him to re-engulf you for a guaranteed hit. If you do so, do not forget to cure your illness again. As one of the demon lords who can be summoned, Juiblex can be made peaceful if a chaotic player sacrifices his own race on an aligned altar. If this occurs, it may be worth attacking him as soon as you are prepared for the relatively large XP reward, with comparatively minimal risk and only the three required items above. If you allow Juiblex to engulf you, and then damage him a bit, he'll teleport to the up staircase with you inside of him. This allows easy traversal of his no-teleport swamp lair, especially when coming up from the Sanctum with the Amulet of Yendor. With regular curing of the illness and attention to your HP, it may be possible to continue the Juiblex Express up to dungeon level one. Juiblex presents a difficult problem for extinctionists. He cannot be stoned, so repeated stoning and unstoning will not work unlike most other unique monsters. He will never leave a corpse, so undead turning also fails. Life-saved re-kills do not count toward the kill counter, and even those take some effort. Extinctionists looking to add Juiblex to their list will have to drop an amulet of life saving into his belly while engulfed. Then, zap or cast slow monster or speed monster at him to make him put it on. He will not pick up an amulet by normal means, but can be generated with one. In UnNetHack, zapping a wand of digging to escape Juiblex's engulfing will only reduce his HP to half its current value, instead of bringing it down to one. In Slash'EM Extended, zapping a wand/spell of digging while engulfed by Juiblex will only reduce his HP by 20% of its current value. =_=_ Demogorgon Demogorgon is covetous like all demon lords and princes, and possesses infravision and flight. He can cast spells, use a life-draining sting, and make two disease-inducing claw attacks; if the first claw attack hits, the second one will instead stun you upon a successful hit. He is one of three demon princes not to have his own lair (the other two being Geryon and Dispater), and therefore only appears via demon summoning. He can be summoned directly by Orcus, Juiblex, or Yeenoghu, and hence indirectly by any demon that can summon one of these demon lords; he may also be rarely generated by any spellcasting monster that casts "summon nasties" in Gehennom, which includes the Wizard of Yendor. The safest approach to Demogorgon is not to meet him in the first place; since Orcus, Juiblex and Yeenoghu are the most likely to summon Demogorgon, it is best to kill them as expeditiously as possible. If you get bogged down fighting lesser threats, you are giving Demogorgon an opportunity to arrive every turn. Conversely, if you want to fight Demogorgon for bragging rights, your best option is to take precautions against Orcus' wand of death and let him spend all the time he wants ineffectively zapping you with it; he will resort to his spells afterward and eventually summon Demogorgon. If Yeenoghu is the one to summon Demogorgon, you may have a hard time avoiding confusion and stunning; this leaves you open to further status afflictions - including Demo's dreaded disease attack - if you try to attack or cure the afflictions. The only "surefire" way to survive Demogorgon is to be as prepared as you can. Just as you carry an escape item for emergencies, work out your "Demogorgon Kit" and carry it in your inventory when you enter Gehennom. It is preferable to be very fast and unencumbered, as Demogorgon can only be outsped by fast or very fast characters who are unburdened. The ability to cure diseases is critical, as is having a solid offense and a means of escape; a scroll of scare monster in a container is very helpful, especially since Demogorgon is liable to curse your items. Be aware that not even a blessed unicorn horn is perfectly reliable for curing sickness — the safest items are holy water, blessed potions of healing, extra healing, or full healing, or the spell at 0% failure rate. If Demogorgon does appear and you did not plan on fighting him, it is usually best to leave the level immediately: teleport to the staircase, quaff a cursed potion of gain level, zap a wand of digging downwards, etc. As always, discretion is the better part of valor. Beware that Demogorgon will follow you to another level if standing next to you; you can gain the necessary distance by teleporting him, paralyzing him, being fast enough, damaging him so that he teleports, etc. If this happens while you have the Amulet of Yendor, throwing it away is something of a last resort; Demogorgon will give you a turn or two by teleporting to it to pick it up, but you are committing to fighting him at some later point if you successfully escape. You can then use the breathing space to reassess, re-equip, and move back in on your own terms. Most strategies for tackling Demogorgon involve getting to the upstairs before he can, as he will teleport to that tile to heal any damage; the usual strategies for stopping covetous monsters from escaping apply here. If you manage to encounter him outside of Gehennom, you can burn Elbereth to scare him off and prevent him from attacking; note that as of 3.6.1, you won't be able to attack him in return. You can also make use of a scroll of scare monster, which will let you attack him and will also work in Gehennom. You can additionally keep him at a distance using a non-cursed scroll of earth and a non-force bolt ranged attack; most spells are rendered impractical against him due to his extremely high monster magic resistance. If you choose to engage him in melee, make sure you possess magic resistance, and that your weapon is blessed and well-enchanted in order to handle Demogorgon's base & minus;8 AC and item-cursing spells; the more time you spend trying to finish him off, the more likely he is to curse something vital or else render you ill. Demogorgon's first disease attack leaves you with between 20 and (19 + constitution) turns to live, which is a fairly comfortable margin for healing yourself; however, each subsequent disease attack he lands will reduce your remaining turns to live by roughly two-thirds, though you will instead be stunned if both disease attacks hit. There is no way to know the exact value of your turns-to-live counter if you are diseased, so you should act as if the worst case were true in every circumstance. Demogorgon is not immune to stoning or disintegration, so you can kill him via those methods; if you have any wishes left, a partly eaten chickatrice corpse may be worthwhile. A more reliable approach is to polymorph into a female cockatrice and lay some eggs ahead of time to use as petrification grenades. If you are a Knight with expert skill in lance and you are riding, you may be able to joust Demogorgon to death before he gets a chance to teleport to the stairs; if you're lucky, you'll even be able to hit him before he sickens you. If he does get away, you can use a unicorn horn and try again. The Demogorgon FAQ written by Kate Nepveu covers a lot of relevant strategies for understanding and dealing with Demogorgon; note that it is based on NetHack 3.4.0, and at least some of the information will be dated. Demogorgon comes from Dungeons and Dragons, which in turn derived him from a supposed pagan god invented by Christian authors. In both sources, he is a powerful demon. According to D & D, Demogorgon is 5.5 meters (18 feet) tall and has a vaguely humanoid/reptilian body, with two mandrill heads, two long reptilian necks and two tentacles for arms. In SLASH'EM, Demogorgon has his own lair somewhere between the second and sixth levels of Gehennom, guaranteeing his appearance like Juiblex, Yeenoghu and Orcus. Like their lairs, Demogorgon's lair is a non-teleport level; Demogorgon still can teleport to the staircase, and to you, as covetous monsters usually do. Keep in mind that the behavior of unicorn horns is changed in SLASH'EM, making them far less reliable. However, enchantment now matters a lot. You should come prepared with a highly enchanted horn to deal with the sickening attack. In UnNetHack, Demogorgon does not respect Elbereth. He sometimes appears in his own lair in Gehennom, but this is not guaranteed; the lair takes the form of a small self-contained maze surrounded by a moat of ice. In Slash'EM Extended, as in UnNetHack, Demogorgon does not respect Elbereth, and he is also immune to stoning, so the usual strategy of throwing a cockatrice egg won't work either. He will sometimes be waiting in his lair in Gehennom, but it's not guaranteed; Lamashtu or another demon's lair may be generated instead. All chaotic major demons can randomly summon him on other dungeon levels, though. As in many other variants, Demogorgon does not respect Elbereth, and has a guaranteed lair. This is found at the very bottom of Gehennom, typically only one or two levels before the vibrating square level. =_=_ Orcus Orcus does physical damage and some spell damage, both of which you should be ready for. He also carries a wand of death, although for any character with magic resistance, the main problem this poses is how to relieve him of it without him wasting too many charges. It is desirable to get Orcus's wand of death with as many charges as possible, and to kill him before he can summon Demogorgon (perhaps along with Yeenoghu). Like any covetous monster, he warps to the upstairs to heal when damaged, which can allow him many turns to summon and to use up wand charges; ideally, you would not allow him to react to your attack at all. He is not immune to stoning, so hitting him with a cockatrice corpse will instantly kill him. Another option is to use potions of paralysis (along with free action), and kill him before the paralysis effect ends. A mounted Knight can also easily joust Orcus with the lance repeatedly until dead; the stunning component of the joust prevents him from getting away. If fighting him directly is your only option, you need to get onto an upstairs yourself so he can't escape. This is most easily done by using the downstairs in Orcus's room when Orcus is adjacent to you, especially since the upstairs in Orcus-town is far away. You might arrange to be in this situation by coming up these stairs, either by digging down when it becomes clear you are at Orcus-town, or because you are mapping Gehennom from the bottom. =_=_ Yeenoghu Yeenoghu is one of the two named demons that can be summoned with same-race sacrifice. If the player is lawful or neutral when performing this type of sacrifice, Yeenoghu will be hostile when summoned; if the player is chaotic, they will be peaceful. There is also a chance that a water demon may gate in Yeenoghu or Juiblex. Yeenoghu can deal out tremendous physical damage if you lack free action and MC3; his melee attacks can also gate in other major demons, and he can zap you with magic missiles as well, meaning he is immune to them and death rays on top of his high monster magic resistance. However, Yeenoghu is not generally a problem if you are prepared for him. Like other demon princes, Yeenoghu is covetous and will teleport next to you to deliver melee attacks and fire magic missiles. When at low health, he will teleport to the upstair tile to regenerate, and will escape up them if approached too closely; the usual strategies for covetous monsters apply, including obstructing the upstair or else luring him to a floor with a blocked upstair. As he is able to summon Demogorgon directly, dispatching him quickly is advised. Yeenoghu respects Elbereth; however, Elbereth does not work in Gehennom, where Yeenoghu is most likely to be encountered. Even if you encounter him outside Gehennom (e.g. via water demon or a non-Gehennom bones), you may be better off escaping and avoiding the floor entirely if somehow possible unless your character is sufficiently prepared. If you can take the fight to him, then remember that you cannot attack him while on an Elbereth, either; on top of this, Yeenoghu's confusing gaze will complicate your attempts to engrave, and his tendency to teleport after you at the first opportunity usually means you will have to lure him to a pre-engraved Elbereth elsewhere. Yeenoghu is the subject of one of the longest-running bugs in NetHack history. In NetHack 3.1.0, the Riders were introduced. The code that handles their special attacks comes right after that which handles Yeenoghu's confusion attack. Early versions had this code inserted carelessly; consequently, after Yeenoghu used his confusion attack, execution would proceed into the section that handles Death's touch: Pat Rankin of the DevTeam was made aware of this property in a rec.games.roguelike.nethack discussion, and called it "a ludicrous bug"; < ref > & q= & rnum=2#128792c7be721eb9 Pat Rankin, "Re: YASQ: Yeenoghu". rec.games.roguelike.nethack, April 9, 2001. < /ref > the then-current version was NetHack 3.3.1, and the illicit death touch bug was finally fixed in time for NetHack 3.4.0. These source excerpts might make clear the origin of the bug. Here is src/mhitu.c lines 999-1012 from NetHack 3.0.0, which was before the Riders existed: The Rider code was carelessly placed between the AD_CONF section, which handles Yeenoghu's confusion attack, and the default section, where it was supposed to finish. Thus execution improperly proceeded into Death's touch attack. The bug was written up as bug C331-96 < ref > NetHack 3.3.1 bugs < /ref > and was fixed in NetHack 3.4.0. Here is src/mhitu.c lines 1474-1486 from NetHack 3.4.3: The "dmg = 0;" and "break;" lines duplicate the ones in the default section, and Yeenoghu is restored to his pre-3.1.0 behavior. In Slash'EM Extended, in honor of the "ludicrous bug", Yeenoghu gets the extra ability to zap the player with finger of death. Unlike the touch of death, however, reflection can save the player here. Yeenoghu is drawn from Dungeons & Dragons. He is the demon lord of gnolls, which resemble anthropomorphic hyenas. In that depiction, he wields a triple-headed flail. =_=_ Quest In NetHack, the Quest is a great journey upon which all seekers of the Amulet must embark. It is the only way to obtain the Bell of Opening, which is in turn necessary in order to get the Amulet, so it is impossible to win NetHack without completing the Quest. The Quest involves recovering a magic artifact stolen from your people by a powerful nemesis. Once this task is complete, you are ready to return to your mission to get the Amulet. Somewhere between the dungeon levels 11 and 16, 6 or 7 levels below the Oracle, you will receive a message from your quest leader, pleading for your help. On this level is a magic portal that, when found, leads to a new branch of the dungeon. You will find the quest leader in the first level of this branch, and must speak to them before proceeding to subsequent levels. You must be of your original alignment, have at least 20 alignment record, and have at least experience level 14 to receive permission; see the section on quest leaders below for some more detail. The entrance to the quest proper will be a down stair on the same level as your quest leader. On the bottom level you will encounter your quest nemesis, with the artifact and a silver bell. You cannot go down or level teleport from the Quest home level, even with prior permission, if you are not of your original alignment. Unlike the initial permission requirement, this can be overcome with a helm of opposite alignment. The exact composition and inhabitants of the Quest depend on your role, but all Quests share some common features. The Quest always takes place in a separate branch of the dungeon with five (sometimes more) levels: Every time you enter the quest portal level, you'll get a purely cosmetic message about your leader needing your help. If you want to switch it off, #chat with your quest leader while you are carrying the Bell of Opening and the quest artifact. While monsters are still randomly-generated, monster generation in the Quest is biased toward monsters that fit its theme (i.e. "quest monsters"). See the following section for a list of quest-specific monsters. Internally, every role has two quest monsters and two quest monster classes; typically, these enemy classes are the classes of the enemy monster, but that is not mandatory (for example, the Rogue quest breaks this pattern). Monster generation in the Quest uses the following distribution: This "biased" part of monster generation is not subject to extinction where it specifies an individual species, as opposed to a monster class. If an individual monster has been genocided (or does not exist at all, such as in the Archaeologist quest), monsters of the associated class will be generated instead. If the class is also genocided or extinct, the quest monsters will be replaced with ordinary random monsters. < ref > Makemon.c#line1090, Makemon.c#line1428, Questpgr.c#qt_montype, You.h#line103, Role.c#line2016, example: wizards Role.c#line561 < /ref > It is possible to make use of this mechanism by genociding a quest monster to increase the number of other monsters of the associated class; see the article on genocide for more details. The quest leader is the non-player character who verifies that you are ready to undertake the quest and assigns you the mission. If you are not XL 14, but otherwise fulfill the requirements for the quest, you are simply teleported back to the main branch, and can re-enter the quest portal later on. However, if you attack the quest leader, have converted your alignment, or fail the alignment test more than seven times, you will be expelled from the quest and the magic portal will be removed. At this point, if you can branchport back in, you can still pacify them and obtain permission to do the quest; otherwise, the game is unwinnable. All quest leaders are generated meditating, and those of some roles sit on a throne. To make them move away before you can get permission, you need to become at least fast, move next to them on a free turn, and either #chat to them or say no at the prompt for whether to melee them. Once you are teleported out and then re-enter the level, they will move around the area like any other NPC. < !-- Alternatively, you may make a monster throw paralysis (not sleeping) at them, and then decline to melee them when paranoid_hit asks you.-- > The quest nemesis is the non-player character you must defeat to reclaim your quest artifact and the Bell of Opening. It's possible to ascend without killing your quest nemesis, but this is exceedingly rare. Every quest nemesis resists stoning; nemeses represented by do not respect Elbereth, but those belonging to other classes do. The following table is an attempt to quantify quest difficulty by role based on statistics from nethack.alt.org, as of June 21, 2013. The count of players who died in the quest does not include players who completed the quest first. In addition to the quests above, SLASH'EM also has quests for the new roles of SLASH'EM and for the different alignments. For a general overview, see SLASH'EM quests and alignment quest. For individual quests, see: In addition to quests for the new roles in dNetHack, there are also alternative quests for some role/race combinations, as well as alignment quests accessible to all players. The Drow racial quests are interesting in that they give the player the option of changing sides after meeting their nemesis, and killing their original quest leader to get a different quest artifact. Either the original or the traitor's quest artifact can then be traded for another artifact, so male and female drow each have a total of four options for their quest artifact. The Drow Noble quests are an exception; nobles cannot change sides. The dNetHack alignment quests are similar to those in SLASH'EM: three branches connected to the main dungeon by portals, which all players can enter regardless of alignment, with unique enemies carrying alignment keys and useful artifacts. However, the dNetHack alignment quests are much longer than those in SLASH'EM, consisting of multiple levels instead of a single one. Instead of just one artifact key per alignment, each dNetHack quest has three associated alignment keys, for a total of nine. Three alignment keys are needed in order to access Gehennom. These can be any of the nine, so players can explore one quest in its entirety or try out portions of more than one quest. There is a special Junethack trophy for those who manage to find all nine keys. The Silver Key, an artifact found at the end of the Neutrality Quest, can be used instead of the Bell of Opening to perform the invocation. Therefore, it is possible for characters to ascend even if they are expelled from their role quests, if they are able to survive the Neutrality Quest. Binders are an exception: they will never be permanently expelled from their role quest, but will find the Hand Mirror of Cthylla (which cannot be used for the invocation) in place of the Silver Key. Anachrononauts are also special: due to the lack of their quest artifact, they will be unable perform a full-scoring ascension if they fail their role quest, but they can still perform a half-score ascension by using the Silver Key to complete the invocation ritual. In FIQHack killing your quest leader will open the portal to the quest < ref > https://github.com/FredrIQ/fiqhack/blob/33e95f977761f66186a1f9aea1ca5e5d262912a2/libnethack/src/quest.c#L109 < /ref > . =_=_ Asmodeus Asmodeus, , is a demon prince who appears in NetHack. He is the most powerful of the demon princes guaranteed to appear in Gehennom. One of the random epitaphs found on randomly generated graves may read "Postman, please note forwarding address: Gehennom, Asmodeus's Fortress, fifth lemure on the left". He and the other demon rulers are also the subject of a false rumor. Under normal circumstances, Asmodeus will generally be encountered in his lair, waiting just one tile west of the room's downstair. The lair is eligible for bones, which may result in him being elsewhere on the level. Asmodeus will never generate with a random offensive item, instead always appearing with a wand of cold and a wand of fire. Asmodeus will appear before you first if you attract his attention; if you are not wielding Excalibur upon entering, he will demand that you pay him for safe passage, with the amount being a portion of your visible gold. If you are wielding Excalibur at the time of level creation, refuse the bribe when he asks, or else he fails to see where you are, he becomes hostile. Giving Asmodeus the desired gold will cause him to disappear from the level, allowing you to continue on safely; this is the preferred strategy for speedruns in particular. If you plan to pay him off, be sure to unwield Excalibur beforehand. Unless you are not particularly attached to your wallet's contents at this point, it is best to hide most of it, e.g. in a bag or other container. For those who elect to fight him instead, Asmodeus has 198 HP, high monster MR and a good natural AC of -7 - but he is of little trouble to a player with good AC of their own and cold resistance. He is covetous and will teleport to the upstairs when he takes a few hits. Asmodeus has a unique magical cold attack. When used in melee, this attack does 30d6 damage (31d6 if Asmodeus has increased his level to 50), for a maximum of 186 points of damage. This damage is reduced by half spell damage, and completely nullified by cold resistance. Magic resistance and reflection provide no protection against this melee attack. The cold melee attack cannot freeze potions in your inventory. In a normal game, most players will have acquired cold resistance by the time they meet Asmodeus; however, if you do not (for example, because of conducts), then Asmodeus becomes a fearsome opponent. Asmodeus can also use a ranged version of his cold attack ("Asmodeus zaps you with a cone of cold"). The ranged version only does 6d6 damage. The ranged version's damage is also reduced by half spell damage, and is nullified by cold resistance and by reflection. Unlike the melee version, the ranged version can destroy potions in your inventory; reflection prevents this destruction. The easiest way to defeat Asmodeus is to lure him down one level and then stand on the upstairs, or else use an item that can wake him while still on the upstair yourself. A less effective method is to drive him upstairs until you reach a level that allows you to teleport to the upstairs ahead of him. Note also that level teleportation can be used to lure him to a level that permits teleportation. Alternatively, you can use a cockatrice corpse or egg to turn him into a statue the first time he shows his face, then break the statue for his wands and any scrolls. Asmodeus comes from Dungeons and Dragons, which in turn borrowed from Christian demonology. In both sources, he is a very powerful demon. It is possible that the name (if not the demon himself) was derived from the Zoroastrian daēva Aēšma, the demon of wrath. The D & D Asmodeus is a handsome, red-eyed, dark-skinned and dark-haired humanoid bearing two small horns and clad in very expensive clothing. He is more than 4 meters (13 feet) tall. He also carries a powerful weapon named the Ruby Rod, which the wands he generates with may allude to. In NetHack 3.4.3, monsters' covetous behavior towards the Amulet of Yendor could be exploited in Moloch's Sanctum. By luring a covetous monster like Asmodeus there, he would teleport to the high priest, engage and hopefully kill them, and take the Amulet before warping back to attack you - thus allowing you to obtain the Amulet without leaving the vicinity of the staircase. In principle, you could also wound Asmodeus just enough to chase him up the stairs, and repeat on each level. This let you avoid the mysterious force, but was generally not worth the effort as Asmodeus can be struck by the force, too. Asmodeus is probably the second or third most powerful monster in dNetHack, and is certainly the most powerful creature that the character may be forced to confront. This being the case, it is best when exploring Nessus to check all the perimeter rooms for the true downstairs before checking the center room. He will always demand a bribe of at least 9000 gold, and up to 9999, no matter how much the player has visible. =_=_ Gloves They come in four forms: simple leather gloves (yugake), gauntlets of power (often abbreviated GoP), gauntlets of dexterity (GoD), and gauntlets of fumbling (GoF): Wearing a cursed pair of gloves prevents you from putting on or removing any rings. However, if you are wearing an uncursed pair of gloves, you can still put on or remove rings without removing your gloves, and wearing gloves does not increase the number of in-game turns required to switch rings. Gauntlets of power are the best choice for most characters. Even though they inhibit spellcasting, roles like Wizard, Priest, or Monk are often able to cast spells anyway, and benefit significantly from the damage boost and increased carrying capacity. Valkyries can throw Mjollnir when wearing gauntlets of power. However, they are somewhat rare, and often not worth considering for a wish over other ascension kit items. Gauntlets of dexterity are somewhat less useful, since to-hit is rarely an issue, especially after obtaining a luckstone. The exceptions are attacks that do not involve luck, such as throwing a potion or casting at a monster. Min-maxed human or dwarf characters with 18/** strength would receive almost no benefits from gauntlets of power, and would favor gauntlets of dexterity when putting together an ascension kit, though this rarely occurs in practice. Leather gloves have no special properties but do not inhibit spellcasting and are perfectly suitable for an ascension kit. They are readily available from watchmen or members of the Yendorian Army. SLASH'EM adds one new pair of gloves, the gauntlets of swimming, and black gloves as a new possible randomized appearance for all types of magical gloves. SLASH'EM also adds the Gauntlets of Defense, a neutral pair of artifact gauntlets of dexterity that are the guaranteed first sacrifice gift for a Monk. SLASH'EM additionally changes the behavior of gauntlets of power; instead of automatically increasing your strength to 25, your strength is set to 18/** if it was lower, and then increased by the enchantment of the gloves, much like gauntlets of dexterity. Valkyries alone are able to safely enchant the gauntlets of power to +7, while other roles are limited to +5; thus only Valkyries can reliably obtain 25 strength through the gauntlets of power. SLASH'EM does not change the effect of gauntlets of dexterity directly, but since dexterity bonuses will also decrease AC, a highly enchanted pair of gauntlets of dexterity will greatly decrease your AC once your race's maximum dexterity is reached. =_=_ Shock resistance Shock resistance is one of the vital resistances to acquire. It will protect you against the shocking attacks of spheres, energy vortices, grid bugs, electric eels, and blue and Chromatic dragons. Mjollnir and lightning bolts will not hurt you, nor will electricity traps on chests. Spheres, vortices, grid bugs, dragons, eels, Mjollnir, lightning bolts, and shock traps may still detonate wands and rings. Shock resistance may be acquired by eating gelatinous cubes, blue dragons, storm giants, puddings, electric eels, or the Chromatic Dragon. If it's of the right material to eat, you may also get it by eating the ring of shock resistance. Monks get shock resistance at XL 15. Monster Conduct Difficulty Chance Notes Chromatic Dragon meaty 23 17% poisonous, Caveman quest nemesis =_=_ Disintegration resistance Disintegration resistance is useful for preventing instadeaths caused by disintegration. It can be acquired as an intrinsic by eating a black dragon corpse (100% chance) or the Chromatic Dragon's corpse (~17% chance). It can also be obtained by wearing black dragon scales or black dragon scale mail. Disintegration resistance protects against two things: the breath attack of a black dragon, and the wide-angle disintegration beam of an angry god. It will also protect your shield, cloak, body armor and shirt from disintegration breath, but not from a wide-angle beam. In general, if you avoid angering the gods, reflection is a good enough protection against disintegration breath attacks. However, it is still a good idea to seek the intrinsic if possible, in case a black dragon attacks you while you are nurse-dancing or attempting to polymorph. =_=_ Acid resistance Acid resistance is a property that appears in NetHack and protects against acid damage. It does not protect your equipment against acidic erosion & ndash; this is done by corrodeproofing it. Acid resistance can be obtained by wearing yellow dragon scales, yellow dragon scale mail, or an alchemy smock. It can also be obtained by polymorphing into any acidic monster, as they are the only monsters to have the intrinsic. Sources of acid damage are as uncommon as acid resistance itself - even in scenarios where it can do significant damage, you can often easily avoid it by other methods (e.g., ranged attacks for acidic passives, and reflection for acid breath). Yellow dragon scales may still be worthwhile for pets and polyforms with multiple hit dice, particularly mind flayers. In SLASH'EM, the alchemy smock has been replaced by the lab coat, which also provides this extrinsic as well as MC3. Some new monsters deal massive amounts of acid damage, most notoriously the giant shoggoth, making this property more desirable for an ascension kit. Though still not a must-have, a player who has magic resistance, reflection, drain resistance, and magic cancellation through other means may opt for a lab coat or yellow dragon scale mail just to be on the safe side. In EvilHack, due to the presence of monsters such as acid spheres and buffs to existing acidic monsters along with the addition of the highly-damaging acid blast monster spell, acid resistance is far more vital in comparison to vanilla. Yellow dragon scales and scale mail are thus far more valuable. Dragonbane is also changed to a pair of dragonhide gauntlets that provide acid resistance in addition to the standard reflection and warning of dragons, making it a highly sought-after artifact for most players. =_=_ Cold resistance Cold resistance is a fairly important resistance to have. It will protect against most cold attacks and reduce slipping on ice. However, most cold attacks will still freeze potions, destroying them. Cold resistance is fairly easy to obtain through eating corpses. White dragons provide cold resistance, as do most "cold" monsters, like blue jellies and winter wolves. The Valkyrie starts out with intrinsic cold resistance, being from the frigid Northlands, and Monks get cold resistance at XL 13; any character may gain resistance by crowning. Extrinsic sources of cold resistance include white dragon scales, white dragon scale mail, and the ring of cold resistance, as well as Frost Brand when wielded. Monsters that are resistant to cold but not to fire are considered vulnerable to fire and take double damage from fireballs and 7 more points of damage from rays of fire. This never applies to your character, even while polymorphed. Monster Conduct Difficulty Chance Notes Chromatic Dragon meaty 23 17% poisonous, Caveman quest nemesis =_=_ Fire resistance Fire resistance protects against most fire damage and the majority of hot objects, but it will not prevent potions from boiling or scrolls and spellbooks from burning, nor will it prevent non-fireproof armor from becoming burnt. It is a must-have before hitting Gehennom, as fire traps are prevalent there and capable of reducing your maximum hit points. The most popular way to become fire resistant is to eat corpses. Especially foodless players will be interested in other ways, or at least in avoiding traps. Monsters that are resistant to fire but not to cold are considered vulnerable to cold and take double damage from frosty explosions and about 57% more damage from rays of cold. This never applies to your character, even while polymorphed. Monster Conduct Difficulty Chance Notes Chromatic Dragon meaty 23 17% poisonous, Caveman quest nemesis fire ant meaty 6 20% abundant on the Valkyrie quest Wizard of Yendor meaty 34 25% cannibalism for humans fire giant meaty 11 30% abundant on the Valkyrie quest Lord Surtur meaty 19 50% Valkyrie quest nemesis Ixoth meaty 22 100% Knight quest nemesis =_=_ Armor Armor is a common type of item that is worn to improve your armor class, making it one of the primary elements standing between your hero and death. Some types of armor may also provide "magic cancellation" on top of their AC bonus, as shown in the table below. There are 7 slots for armor: helm, cloak, body armor, shirt, shield, gloves/gauntlets, and boots. Some armor items reduce your ability to cast spells successfully, particularly shields and metal suits. If you put on cursed armor, or if it is cursed while you are wearing it, you will be unable to take it off; the item will be identified as cursed when you try to remove it. Cursed gloves will also prevent you from putting on or removing rings. A cursed suit of body armor prevents you from unequipping shirts, and a cursed cloak prevents you from unequipping suits and shirts. The inconvenience of cursed armor is amplified by the fact that armor generated cursed often also has negative enchantment. This is why it is a good idea to check the BUC of a piece of armor before wearing it. The effects of blessed armor are minor. Blessed armor is more resistant to curses, because it must be made unblessed before it can become cursed. Blessed armor also has a chance of resisting some sources of erosion. Blessed gloves and boots will do 1d4 extra damage to undead and major demons when fighting bare-handed or kicking (this is mostly relevant for monks). Further, armor generated blessed has a higher chance of an enchantment. Blessings and curses do not affect the magical abilities of most pieces of armor. A notable exception is a cursed oilskin cloak, which will only protect you from grabbing attacks 2/3 of the time. Similarly, any grease present on cursed armor will only prevent grabbing or mind-flaying attacks 2/3 of the time. The following table shows with what probability a piece of armor (not one of the above mentioned) with a given BUC status has a certain enchantment level. Levels 6 through 10 are unlocked as one's experience level rises, but anything exceeding 4 is rare. Some types of monsters can wear armor and profit from a subset of its magical capabilities. < ref > < /ref > Pets are of main interest here. Monsters know armor enchantment and will switch to maximize total armor value, taking into account the base AC an item confers, the enchantment, and erosion, but not the BUC status. Non-fast monsters will prefer speed boots to any other boots.. However, tame monsters do not pick up any cursed objects. Prob < ref > Probability of the object appearing when generating a random armor item. Mostly relevant for polypiling, since the majority of armor is generated as part of monster starting inventory, which does not respect these odds. Some items, notably dragon armor, Hawaiian shirt 3 5 0 Infinite 1 cloth Shop 8 -- T-shirt 2 5 0 Infinite 1 cloth Shop 2 -- mummy wrapping 2 3 0 Infinite cloth Vis 1 -- -- orcish cloak 40 10 0 Infinite cloth 1 8 coarse mantelet dwarvish cloak 50 10 0 Infinite cloth 1 8 hooded cloak oilskin cloak 50 10 1 10 cloth Water 2 8 slippery cloak alchemy smock 50 10 1 10 cloth Poi+Acd 1 9 Yes apron cloak of invisibility 60 10 1 10 cloth Invis 1 10 Yes *opera cloak cloak of magic resistance 60 10 1 10 cloth Magic 1 2 Yes *ornamental cope elven cloak 60 10 1 10 cloth Stealth 1 8 Yes faded pall robe 50 15 2 8 cloth Spell < sup > 1 < /sup > 2 3 Yes -- fedora 1 3 0 Infinite cloth -- -- dunce cap 1 4 0 Infinite cloth Stupid 3 Yes conical hat cornuthaum 80 4 0 Infinite cloth Clair 1 3 Yes conical hat helm of brilliance 50 50 1 50 iron Int+Wis 6 Yes *etched helmet helm of opposite alignment 50 50 1 50 iron Align 6 Yes *crested helmet helm of telepathy 50 50 1 50 iron ESP 2 Yes *visored helmet gauntlets of dexterity 50 10 1 10 leather Dex 8 Yes *padded gloves gauntlets of fumbling 50 10 1 10 leather Fumble 8 Yes *riding gloves gauntlets of power 50 30 1 30 iron Str 8 Yes *fencing gloves small shield 3 30 1 30 wood Spell < sup > 2 < /sup > 6 -- Uruk-hai shield 7 50 1 50 iron 2 white-handed elven boots 8 15 1 15 leather Stealth 12 Yes *mud boots kicking boots 8 50 1 50 iron Kick 12 Yes *buckled boots fumble boots 30 20 1 20 leather Fumble 12 Yes *riding boots jumping boots 50 20 1 20 leather Jump 12 Yes *hiking boots speed boots 50 20 1 20 leather Speed 12 Yes *combat boots Jump Gives jumping at will. The special restrictions for Knights do not apply while this item is worn. Resist < sup > % < /sup > Dragon scales provide resistance according to the color of the dragon: Shop If not covered by body armor or cloak, shopkeepers buy and sell at the same rate as inexperienced (level < 15) tourists (buy at 1/3 of and sell at 4/3 of the normal price). Speed Gives you the speed extrinsic, the same as a potion of speed or spell of haste self. Spell < sup > 1 < /sup > Player spellcasting is more likely to succeed, and reduces the penalty for metallic armor. Spell < sup > 2 < /sup > Does not limit spellcasting as much as other shields. Stupid Your intelligence and wisdom are fixed at 6; auto-curses; shopkeepers buy and sell at the inexperienced Tourist rate. Water Protects metal body armor from rusting/corroding (1/3 chance of protection if cursed) and prevents grabbing attacks. Enchantment increases (or decreases) the effective armor class (AC) bonus from wearing armor. Most armor will not be destroyed when enchanted beginning from +3. If a blessed scroll of enchant armor is used, then the new enchantment may reach +5. If only +4 is reached, the armor can be degraded to +3 with drain life magic or a disenchanter attack, and then an attempt made to enchant it again. Elven armor may be safely enchanted from +5, reaching up to +7. A wizard may also safely enchant a cornuthaum from +5. Attempting to enchant from higher enchantments has a high chance of destroying the item. Eroded only affects the base AC and armor will still keep the full AC bonus from enchantment. Thus if enchantment scrolls are scarce, it is often better to use them to add enchantment than to erodeproof items, especially for items with low base AC. A careful selection of armor is part of the typical ascension kit. NetHack players may choose a combination of armor that conveys magic resistance, high magic cancellation, reflection, various intrinsics and bonuses, and, of course, high AC. Since armor is neccessary for survival, and it takes lot of efforts to obtain a good armor, losing it can be very painful. There are several ways you can lose your armor. If you change shape through any means into any form that is Large or bigger (Medium or bigger for non-humanoid forms), a winged gargoyle or marilith (wings and extra arms don't fit), your torso armor (body armor, a shirt and/or a cloak) will burst apart, destroying the items. As an exception, if you polymorph into a dragon while wearing dragon scale mail (or dragon scales) of the same color, it will not burst apart. Instead, it will merge into your scales. When you return to your original form, you will get it back. If enchanced above +3, it may evaporate when you return to your original form. Your shirt and cloak will tear as usual. See Dragon scale mail § & nbsp;Polymorph for more information. While potions and wands of polymorph can be dealt with through the usual methods of testing (e.g. engraving and dipping, avoiding quaffing randomly, etc.), polymorph traps are an obstacle to any player since they may step on one unexpectedly. In addition to the usual means of checking and avoiding traps, polymorph traps can be dealt with in the following manner: Being bitten by a werecreature will give the player lycanthropy, which causes involuntary shapeshifting into that creature's form; if bitten by a werewolf, the transformation into a wolf will destroy body armor. This cannot be prevented with magic resistance. The lycanthropy page goes into more detail for dealing with its adverse effects. Generally, players should pay attention while fighting a werewolf to see if it bites them, and take the appropriate measures available (e.g. prayer, wolfsbane, holy water, etc.) Reading unidentified scrolls is generally a bad idea, since you may read a scroll of destroy armor and possibly lose a vital piece of protection as a result. Price identification can partly mitigate this by at least helping a player recognize the scroll's price range and avoiding it. If a player is determined to test a random scroll for some reason, they can simply remove any armor except for common "throwaway" items such as an orcish helm before reading it. Shirt and body armor can be protected by a "throwaway" cloak, since the scroll does not destroy other torso armor if the player is wearing a cloak. The scroll of enchant armor has the potential to vaporize a piece of armor being worn if it is enchanted above +3; elven armor may safely be enchanted at +5 or lower, and this also applies to cornuthaums if the player is a wizard. Monsters in lower levels of the dungeon may cast the destroy armor spell on the player, with the same effect as the scroll. This includes liches and golden nagas, who may be the first such examples a player encounters. There are several ways to prevent this: Black dragons can fire blasts of disintegration, as can the Chromatic Dragon, and a sufficiently angered god will attempt to smite a player with a wide-angle disintegration beam if the initial lightning bolt they use fails. Disintegration blasts from dragons will destroy worn shields, worn body armor including cloaks, and the player themselves (along with shirts and cloaks) in order of priority. Reflection and disintegration resistance can protect your shield, cloak, body armor and shirt from the former; worn pieces of armor that provides either extrinsically will be protected from both and, in the case of body armor or cloaks, protects shirts worn under them. Disintegration resistance can be acquired as an intrinsic by eating the corpse of a black dragon, and may also be granted with a ~17% by eating the corpse of the Chromatic Dragon for cavemen (though note that her corpse is poisonous). Black dragon scales or scale mail can provide extrinsic disintegration resistance. The names, colors, and breath types of dragons other than chromatic dragons are randomized. Scales from "glowing dragons" act as a light source, in addition to whatever resistance they confer. Racial armor tracking is implemented. The number of pieces of equipment worn that are associated with your starting race is tracked as a conduct. Also, every worn piece of racial armor gives an extra point of AC. Armor generally weighs more in FIQHack than in vanilla. However, wearing a piece of armor decreases its weight by half. =_=_ Grayswandir One of the most coveted weapons in the game, Grayswandir is a lawful silver saber that can do both double damage (to all targets, without exception) and silver damage, and prevents hallucination. Because, like Fire and Frost Brand, it is non-intelligent, it may be wished for and used even by non-lawfuls who can survive its possible blasting damage (25% chance of 4d4) when it is transferred to or appears in their inventory or is wielded. Grayswandir's double damage applies only to its base d8 damage and its damage due to enchantment, not to its silver damage or any other bonuses. The average damage calculations in the following table do not include bonuses from weapon skills, strength, or from using a blessed weapon against undead or demons. Grayswandir can be randomly generated wherever a silver saber can be generated, but this is exceptionally rare. Only of all randomly generated silver sabers will be Grayswandir, and there aren't many randomly generated silver sabers. A more reliable way to get it, if lawful, is to offer sacrifices to your god. Others can wish for it or occasionally find it in bones files. Grayswandir has an advantage over Fire Brand, Frost Brand, and Mjollnir in that it will not destroy items in the inventory of the monster or player being hit. It is also a single-handed weapon, allowing you to wear a shield, or #twoweapon with a plain silver saber for even more silver damage. Because of this, many players consider Grayswandir the best weapon in the game. It cuts through the undead and demons in Gehennom, but it should be noted that most of the monsters on the Elemental Planes are not silver haters. It should be noted that Grayswandir is indisputably the best weapon in the late game, when fully enchanted and at expert. However, artifact weapon selection matters less in the late game than in the early game, as in the late game, hit points, magic defenses, evasion strategies, and armor class are more valuable than weapon damage. For this reason, other weapons which are more readily available and do more damage when at basic skill and unenchanted (such as Mjollnir) should also be considered as early game powerhouses. In the early game, there are few silver haters, and the & times;2 bonus is unremarkable without scrolls of enchant weapon. If those are in short supply, other options should be considered if given the choice. Wielding Grayswandir protects you from hallucination. However, it does not actually prevent you from being afflicted with the status, but merely suppresses its effect. If you were attacked by hallucination while wielding Grayswandir, unwielding it will cause you to start hallucinating as normal. If hallucination wears off while you are wielding Grayswandir, you will receive the message "Your vision seems to flatten for a moment but is normal now." Grayswandir is a reference to the Chronicles of Amber book series. Corwin, the protagonist, has a silver sword called Grayswandir. From Wikipedia: =_=_ Frost Brand =_=_ Fire and Frost Brand Fire Brand and Frost Brand are two very similar artifacts. They are both unaligned long swords that give double damage and +1d5 to-hit against monsters not resistant to fire and cold respectively. When the bonus is applied, Frost Brand gives the message "The ice-cold blade freezes the < monster > !" and Fire Brand gives "The fiery blade burns the < monster > !" Frost Brand is vastly more popular than Fire Brand, because many monsters in Gehennom are fire-resistant. However, most of the Astral Plane's monsters are cold-resistant and not fire-resistant. Both can destroy potions carried by their target; Fire Brand can also destroy scrolls and spellbooks. Some players dislike using them for this reason, but they are likely to kill their targets before the monster can use its item or the item is destroyed. Frost and Fire Brand do slightly more damage than Grayswandir against large monsters who are neither resistant nor silver-hating. For that reason, they make excellent weapons once you have the resources to enchant them, and Frost Brand is probably your best weapon choice for Gehennom if you have it (unless you also have Grayswandir). The average damage calculations in the following table do not include bonuses from weapon skills, strength, or from using a blessed weapon against undead or demons. The same calculations apply to Frost Brand with respect to cold-resistant monsters. In xNetHack, Fire Brand and Frost Brand are short swords instead of long swords, reducing their damage. However, they each do not resist being held second to the other when twoweaponing, allowing you to wield both at the same time. Additionally, Fire Brand instantly kills flammable golems and green slimes. =_=_ Sunsword Sunsword can be received as a sacrifice gift by lawful characters. Angels and Aleaxes have a 5% chance of their normal starting erodeproof long sword being Sunsword; Archons generated normally have a 50% chance of generating with either Sunword or Demonbane, with a rustproof long sword replacing either artifact if it was already generated. Sunsword has +1d5 to hit and does double damage against undead, and prevents blinding from lights. It also acts as a light source when wielded, with a radius centered around the wielder based on its beautitude - 3 if blessed, 2 if uncursed, and 1 if cursed; it will unlight when unwielded. The light repels gremlins and deals +1d8 damage to them when lit. Sunsword's use as a light source is generally considered more important than its damage bonus, though it hits a far wider range of monsters compared to most Bane-style artifacts. Sunsword is still a viable option by virtue of its base item, and proves reasonable at worst in the absence of a better artifact. It can also be a good means of training the skill for classes that have it, or else can unrestrict it via sacrifice gift. Players attempting the genocideless conduct may find it useful against liches. The double damage versus undead may be of particular interest to Priests, who face many undead on their quest, as well as anyone passing through the Valley of the Dead and into Gehennom. In 3.4.3 and previous versions, as well as some variants based on them, the light range does not depend on BUC, and always has a radius of 2. The additional effects on gremlins were added in 3.6.2. In dNetHack, Sunsword additionally deals double damage to demons, petrifies trolls and gremlins, and may also blind struck enemies. It now uses (and trains) the higher skill of short swords and long swords, which makes it effective even for roles that cannot use long swords effectively. In FIQHack, Sunsword blocks blindness, much like The Eyes of the Overworld. Its double damage is replaced by a +1d20 damage bonus. In SLASH'EM, Sunsword is a much better option for lawfuls: It is easier to obtain due to lawfuls receiving minions as sacrifice gifts, who are likely to be generated carrying it, and their chances to be gifted are not affected by previous gifts as with artifacts. On top of this, the minion can be easily and safely disarmed with a bullwhip. Furthermore, undead are far more dangerous in SLASH'EM with the additon of spellcasting vampire and ghoul mages, fast and hard-hitting gugs, regenerating troll mummies, and other new undead monsters that make Sunsword's comparatively limited range of double damage much more useful than in vanilla NetHack. SLASH'EM also adds the Holy Spear of Light, which functions similarly, but also has the ability to permanently illuminate an area around the player, damaging undead in the process. =_=_ Silver Bell =_=_ Fire Brand Hello, and thank you for your contributions! Please take a while to read the Help:Tutorial. It has got a part about creating an account and another part about editing, covering text markup aspects such as italic and bold typefaces and creating links. Also get to know the category system so you can add your articles to categories so that other people can easily find them. You can test all features freely in NetHackWiki:Sandbox. If you have any questions or comments, please do not hesitate to leave a message on my talk page. --ZeroOne 11:10, 24 May 2006 (UTC) Hello, and thank you for your contributions! Please take a while to read the Help:Tutorial. It has got a part about creating an account and another part about editing, covering text markup aspects such as italic and bold typefaces and creating links. Also get to know the category system so you can add your articles to categories so that other people can easily find them. You can test all features freely in NetHackWiki:Sandbox. If you have any questions or comments, please do not hesitate to leave a message on my talk page. --ZeroOne 11:10, 24 May 2006 (UTC) =_=_ Help =_=_ Magic resistance Magic resistance is an extrinsic property which protects against many annoying magical attacks and effects. It is part of most ascension kits, and is generally considered a high priority to obtain as soon as possible. Magic resistance is granted by wielding Magicbane, wearing a cloak of magic resistance, gray dragon scales, or gray dragon scale mail, polymorphing into a (baby) gray dragon, or carrying, wearing or wielding certain Quest artifacts. In addition to monster-type magic resistance, some monsters have player-style magic resistance: those with a magic missile attack or a random breath weapon, plus baby gray dragons. In vanilla, this means Angels, Yeenoghu, gray dragons, the Oracle, and the Chromatic Dragon. Anyone coding new monsters should be aware of this somewhat counter-intuitive means of granting intrinsic magic resistance to monsters. Monsters gain player-style resistance from a worn cloak of magic resistance, gray dragon scales or scale mail, or from wielding a co-aligned artifact: neutral Magicbane, lawful Sceptre of Might. Carrying quest artifacts also works (especially important in the case of your quest nemesis and the Wizard of Yendor), but tame monsters will not keep them unless worn or wielded. This provides most of the same protections to monsters as it does to the player, e.g. death rays, magic missiles and involuntary polymorphs. It does not make them resist taming or conflict, as monster-style magic resistance would, nor against level teleporter traps, as player magic resistance does. Magic resistance and reflection are the number one properties to get, closely followed by magic cancellation. Generally, you should wish to get them or make gray dragon scale mail if you cannot get them otherwise, ideally before the Castle. Relying only on a quest artifact for magic resistance is dangerous in the endgame, because the Wizard of Yendor can steal it from you and become magic resistant himself. He will then absorb any death rays or magic missiles unharmed, while you are left quite vulnerable to his touch of death. As of Nethack 3.6.1, the Wizard can steal any quest artifact, not just your own. Player-style magic resistance is good in a pet, as death rays and polymorph traps lose their threat. If you want to make your pet magic resistant, gray dragon scale mail (or the cloak) are usually best. If you go the artifact weapon route, make sure your pet is carrying as few objects as possible and disarm it with a bullwhip beforehand to keep it from wielding any different artifact it may encounter. Unfortunately, the most useful pet, an Archon, cannot be made magic resistant & mdash;pets will not wield quest artifacts (ruling out the Sceptre of Might) or cross-aligned artifacts (preventing Magicbane from working). Thus, only intelligent neutral pets can be made magic-resistant with an artifact weapon. New monsters with player-style magic resistance are diamond and crystal golems and adult shimmering dragons. In addition, there are many more useful pets capable of wearing body armor, including astral devas and vampire mages. Also, magic resistance is granted by carrying the Great Dagger of Glaurgnaa, the Stake of Van Helsing, or the Crown of Saint Edward. The Crown will always be lawful, and the Stake is lawful if wished for or if obtained by a lawful Undead Slayer, so they can both be used to give a pet Solar magic resistance. Slash'EM Extended adds a stone of magic resistance that autocurses after a period of time. While it is cursed, it will cause the player to take double damage. =_=_ Sleep resistance Sleep resistance is a property that appears in NetHack. It prevents you from being put to sleep by wands of sleep, potions of sleeping, sleeping gas traps, orange dragons' breath attacks, wearing an amulet of restful sleep, or reading a dull spellbook. Monster Conduct Difficulty Chance Notes Chromatic Dragon meaty 23 17% poisonous, Caveman quest nemesis Woodland-elf meaty 6 27% cannibalism for elves Green-elf meaty 7 33% cannibalism for elves Grey-elf meaty 8 40% cannibalism for elves Elvenking meaty 11 60% cannibalism for elves Obtaining sleep resistance is generally not difficult, as elves are quite common in the Dungeons of Doom and can be safely eaten by anyone except player elves (who already gain the intrinsic by level-up). =_=_ Dragon scale mail Dragon scale mail (commonly abbreviated DSM) is the strongest single piece of body armor available. Its base AC reduction is 9, it weighs only 40, provides a useful extrinsic, is inherently erodeproof, and doesn't hinder spellcasting. It does not however provide any magic cancellation, and should hence be complemented by a high MC cloak. Dragon scales are body armor that might be dropped by a dragon. They have a base AC reduction of only 3, but are otherwise identical to the dragon scale mail of the same color. They can be converted into dragon scale mail. The most coveted varieties are silver dragon scale mail (SDSM) for reflection and gray dragon scale mail (GDSM) for magic resistance. Uncontrolled polymorphing while wearing dragon scales or dragon scale mail turns you into a dragon of the same color. This, and purposeful polymorph into a dragon of the same color, will revert your scale mail back to its scale form, but leave its enchantment unchanged. If the dragon scales are enchanted above +3, it is possible that they will evaporate while attempting to return them to dragon scale mail. While polymorphed, the scales will show up as "(embedded in your skin)" and will not function as armor: the base AC and enchantment of the scales will not lower your polymorphed AC, and they cannot be targeted by a scroll of enchant armor. Your shirt and cloak will tear as normal. If you polymorph again while in dragon form, there is a chance that you will turn into a different large monster, destroying your armor in the process. There are two main ways to acquire dragon scale mail: either wish for it directly, or obtain dragon scales and then upgrade them to scale mail. When wishing, make sure of your spelling and wording, or you may end up with a scroll of mail. There are two other ways to obtain DSM. The first is to find it in a bones pile, which is obviously unreliable. The other option is to kill one of the player monsters on the Astral Plane, who have a chance of wearing dragon scale mail. This method is almost completely useless, since any adventurer reaching the Astral Plane will probably have DSM already. Dragon scale mail is simple to acquire: kill dragons of the color you want until one drops scales, and make mail out of them as described above. Energy sources such as magic traps and The Mitre of Holiness can make Turn Undead a viable strategy for forcing one dragon to drop scales. Dig a 3x3 square in the rock behind a closet, or use a boulder to block the entrance. Stand on a scroll of scare monster (Elbereth will fade immediately if you attack, but a permanent engraving is an acceptable alternative if you can rely on pets to kill the dragons for you). The scroll will prevent the dragons from attacking you in melee, but they also won't use their breath weapons while in melee range. Beware of digging monsters breaking your setup. If you manage to get to the castle without dragon scale mail, the room with the wand of wishing in a chest includes a guaranteed scroll of scare monster on the floor. It is cursed, so attempting to pick it up will destroy it. There are two positions in the room where a dragon can breathe at you, which you can block off with boulders generated by a scroll of earth from Sokoban. The walls are undiggable, negating the threat of disruption. The Sokoban scroll of scare monster can also be used, although you'll have to move it out of the closet by digging a hole below it and letting it fall through. Hopefully it lands somewhere a boulder fort can be arranged (in place of walls); if not, you can move the scroll into a more suitable position by kicking it (it will be stopped by either a wall or a monster) or, if it gets stuck, digging a hole once more (except on the lowest level). Gray and silver are widely considered the two best types of dragon scale mail, but players disagree as to which is more useful in particular circumstances. Gray provides magic resistance which protects against monster spells and polytraps; silver provides reflection which protects against wands and breath attacks. Since both are extremely useful, it's best to find a source of magic resistance or reflection and then get the dragon scale mail that grants the other intrinsic. In general, one will always want GDSM or SDSM. However, there are some corner cases where one might use another color: Getting dragon scale mail is a bit different in SLASH'EM. Baby dragons take much longer to grow up, and it is not feasible anymore to polymorph pets into dragons for their death drop (due to polymorph working like it does for player characters). However, there are many dragons in the Wyrm Caves, and there are the guaranteed gray dragon scales in the Lawful Quest and the gray dragon scale mail worn by One-eyed Sam. The last two may be somewhat difficult to liberate from their previous owners, and the law quest one is generated cursed -9. SLASH'EM's used armor dealers can sometimes enchant armor for you. Using this service on dragon scales will turn them into dragon scale mail, providing a way for illiterate characters to obtain dragon scale mail without violating conduct. However, the player is far from guaranteed to find a shopkeeper who offers the appropriate service: only 25% of armor dealers will offer it. While still less useful than GDSM and SDSM, these two new dragon scale mails are still worth using for some players. Drain resistance is a lot more important in SLASH'EM, given the abundance of wands of draining and the breath of deep dragons in its later game; a player who has magic resistance and reflection from other sources may well consider deep dragon scale mail as an option. Meanwhile, shimmering dragon scale mail provides a way for players to get displacement and MC 3 at the same time without sacrificing their cloak slot. Finally, due to the presence of shoggoths and giant shoggoths with their high speed and massive acid damage, yellow dragon scale mail is also a viable option. In SporkHack, all colors of DSM save gray and silver have some kind of secondary effect. Spork also adds an additional color, gold, which acts as a permanent light source. In addition, dragon scale shields can now be made. They are made by reading a scroll of enchant armor while confused, and will harden worn dragon scales into a shield. They grant the same extrinsics that the same color of mail does. Also, dNetHack silver dragon scale mail/shields is much more valuable. Amulets and shields of reflection no longer reflect dragon breath, but SDSM/SDSS do. Before wishing for dragon armor, note the new rules for wishing in UnNetHack. In particular, wands of wishing only have 0-2 charges (plus 1 wrest), and only wishes from wands can grant wishes for magical items. Dragon scale mails, magic markers, scrolls of genocide and scrolls of enchant armor all count as magical items. However, dragon scales are considered non-magical items and can thus be obtained from any wish source. To wish for dragon armor by its power, the corresponding armor must be formally identified first, e.g. by using a scroll of identify on dropped dragon scales (the matching scale mail will be identified with it). The name of the power (from the table above) can then be used in the wish, e.g. "reflecting dragon scale mail". In xNetHack, dragon scales are cloaks instead of body armor. Dragon scale mail is removed; instead, a set of dragon scales can be fused into a suit of body armor by reading a scroll of enchant armor while wearing the scales over the armor. Scrolls of enchant armor will always target worn dragon scales instead of other worn items. Any body armor infused with dragon scales confers 3 extra AC and the scales' extrinsic. If the armor is already dragon-scaled, fusing another set of scales will replace the previous color. =_=_ Gem Gems are simple, (usually) lightweight items that are found in the dungeon. They come in three varieties: valuable gems, pieces of worthless glass which look similar, and gray stones. Another type of item that uses the same glyph is the rock, which is dealt with differently. Valuable (identified) gems may be sold for relatively large amounts of money at most general stores, which makes them valuable as a compact form of money. However, shopkeepers will always buy unidentified gems as if they are worthless glass, and will always sell unidentified gems as if they are valuable, possibly subject to a further 33% surcharge for being unidentified. Valuable gems may also be thrown to a co-aligned unicorn to get a large Luck increase. Throwing any valuable or worthless gem to a unicorn will pacify them, and will variably raise or lower luck in certain cases. See the unicorn page for details. Valuable gems also give score, but as score does not normally matter, this is typically of low importance. Glass and rocks are relatively worthless, though they can be used for throwing if you should wish to conserve your other attacks. Additionally, they can occasionally be polymorphed into more valuable gems if included in a polypile, though it's not worth wasting a wand charge on them. Rocks can also be changed in to meatballs, useful for taming and for sale in shops. Despite the name, a worthless piece of & lt;color & gt; glass will not shatter like other glass items if thrown against a wall or dropped while levitating. You can fire them from slings as a lighter version of rocks; like rocks, they can be multishot. If they are used as ammo however, both worthless pieces of glass and precious gems may disappear (like arrows). Some gems' appearances can change. In these cases all the options are listed. The actual appearance is randomly chosen from the options at the beginning of each new game, and is consistent throughout that game (if one fluorite is white, all fluorites in that game will be white). The hardness of a gem can be tested by #engraving with it; if the gem is hard, the game will prompt "What do you want to engrave?"; if it is soft, "What do you want to write in the dust?" To be formally identified means that a gem can be sold at a shop using its base price instead of just a few zorkmids; even if you've found all the other members of the white gem family, including the worthless glass bauble, the shopkeeper will not take "a white gem called diamond" at face value. Much like other forms of identification, gems can be formally identified by: Some valuable gems are supposed to only be generated at specific dungeon levels or below. In any case, all valuable gems will be approximately equally likely while the probability of worthless gems will stay unchanged. However, this is subject to bug C343-303: the gem probabilities are adjusted when a new level is generated, so e.g. level teleporting from level 1 to level 20 and back (assuming you had not been there before) will keep the gem probabilities from level 20. For this purpose, levels in branches other than Gehennom and the main dungeon always allow all gems. Additionally, there are places where certain types of gems are guaranteed to be generated. Twelve gems – three diamonds (white), three emeralds (green), three rubies (red), and three amethysts (violet) – are guaranteed in the corner turrets of Fort Ludios, for example. Also, each bottom of the Gnomish Mines has several guaranteed gems, including at least an uncursed luckstone and an amethyst. Amethysts have the special property of converting booze into fruit juice, which may be used to informally identify them (and also booze and fruit juice). An uncursed touchstone can easily separate glass from valuable gems. Even without one, there are ways of distinguishing valuable gems from glass. Some players type-name all gems to take advantage of the fact the hardness/color/price/is-glass quadruple is unique for each type of gem. The inventory list automatically creates stacks of different unidentified gems that are described as the same color; there is only one pile of worthless glass of any given color. Next is hardness – all hard gems are valuable – and hardness can easily be tested by trying to engrave with gems on the dungeon floor. If you engrave in the dust, the gem is soft; if you scratch the floor itself, the gem is hard. Of the remaining groups of soft gems, you can throw one of each stack at a cross-aligned unicorn while utilizing naming tricks to keep track of which gems were found, which gems were to be thrown at the unicorn, and which gems were rejected by the unicorn. Cross-aligned unicorns only accept valuable gems "hesitatingly" and there is no Luck penalty for killing them, if without a Pet, though there may be an unknown Luck adjustment when they catch said valuable gems. Do not bother to BUC identify your gems (not counting gray stones) at an altar. They are always generated uncursed and their BUC status has no effect. Marking them uncursed at an altar just causes the gems to fail to stack when you pick up more gems of the same type that haven't been formally BUC identified, wasting inventory slots. This can be particularly annoying if you are distinguishing valuable gems without formally identifying them, e.g. by throwing them at unicorns or using an uncursed touchstone, as it will prevent gems you pick up from stacking with named stacks. When selling gems which have not been formally identified to a shop, you will be offered a price from one of the "Unidentified sell price" columns. The values here will sometimes allow you to identify the gem. The column used is fixed for each shop (but may differ between shops), which may allow more gems to be identified if the column can first be determined. Due to the existence of migohives, identifying four gems is slightly easier in SLASH'EM, because only these gems are generated in migohives: diamonds, rubies, agate stones, and fluorite stones. Hence, if you find a white gem in a migohive and can engrave with it, it's a diamond, and otherwise it's a fluorite stone. Blue, green, or purple gems found in migohives are also fluorite stones. If you find a red gem in a migohive, it's a ruby, and if you find an orange gem, it's an agate stone. =_=_ Grid bug Grid bugs are one of the weakest monsters in NetHack. They usually deal no damage at all, unless they manage to zap you as well ("You get zapped!"), and even then the damage is very small. This electric attack cannot break your rings and wands unless the grid bug is a higher level than zero. Grid bugs are unique in that they cannot move or attack diagonally. When polymorphed to a grid bug, attempting to move diagonally will provide the message "You can't get there from here..." Grid bugs are easily handled by all but the most unfortunate beginning characters, and are nothing to worry about once you pass experience level 2. At that point, they are best left as fodder for a pet you want to train, as they will always gain at least one maximum HP per kill. =_=_ Rust monster Rust monsters are unable to cause direct damage, but their touch attack rusts your armor and their passive attack rusts your weapon; in this way, they are similar to brown puddings. The best way to deal with them is to rustproof your equipment, effectively rendering their attacks completely harmless. If this is not an option, you can fight them from a distance while avoiding melee combat by using Elbereth or similar means. Alternatively, unequipping iron armor may help if no other dangerous monsters are around; consider their high speed when doing this to avoid them moving next to you before you are ready to fight them. Rust monsters are metallivores; however, unlike most metallivores, they will only eat rustprone metal. They will try to eat rustproof items, but "spit them out in disgust", removing the rustproofing. They will eat a worn ball and chain (from punishment) and rust other monsters' iron items when attacking them. Because of this, they make semi-useful pets if you don't want any more iron items. As player polymorphed into a rust monster, trying to eat a rustproof item will give the message "Ulch - That < item > was rustproofed!", then will stun you, followed by spitting the item onto the floor. Before NetHack 3.1.0, rust (and other forms of object erosion) did not exist. Rust monsters and other things that caused rust instead reduced the enchantment; in the case of rust monsters this could go as low as -2. Thus rust monsters in older versions behaved more as modern disenchanters, save that their attack was still subject to an object's susceptibility to rust. =_=_ Long sword A long sword is one of the more popular weapons, for its damage and versatility. A plain (unenchanted, unblessed, non-artifact) long sword does d8/d12 damage against small/large monsters. Being made of iron, it can rust and corrode. A lawful character who is level 5 or higher can get Excalibur by repeatedly #dipping one into a fountain. To increase the likelihood that player monsters generated on the Astral Plane will get an artifact weapon, all player monsters except the weaponless monks have a chance of receiving a long sword as their primary weapon. The probability ranges from 87.5% for knights to 6.25% for barbarians, cavepeople, and healers. Long swords generated on player monsters on the Astral Plane have a 50% chance of being one of the artifact swords listed above, unless there are no artifact long swords left to be created. Player monsters generated elsewhere (for example, on quests) with their inventory (therefore excluding player monsters revived from corpses or statues or reverse-genocided) have the same chances of starting with a long sword, but a lower probability of the sword being an artifact. A significant fraction (7/24 = 29.2%) of artifact weapons are long swords, the highest of any item type. Therefore, for roles that are unrestricted in long swords and find one early in the game (or start with one, as is the case with Knights and Valkyries), it is a good idea to keep it and practice with it to prepare for an artifact weapon. Lawful and neutral characters can become unrestricted in long sword by being crowned, even if they don't receive Excalibur or Vorpal Blade as a crowning gift, and any character can become unrestricted in long sword when receiving an artifact long sword as a sacrifice gift. =_=_ Nurse dancing Nurse dancing is a minor tactic in NetHack. If you are naked and wielding nothing, a nurse will heal you instead of hurting you. Your max hit points may also increase. This is faster on a no-teleport level such as the Castle or Sokoban as the nurse is prevented from teleporting away. The usual method of nurse dancing is to use a cursed scroll of genocide to create multiple nurses around you in one of the aforementioned non-teleport levels. If you are wielding an item (weapon or not) or wearing any armor, the nurse will hit you for damage. Healers will not take damage; instead, the nurse will simply ask for your cooperation. If you are unarmed and unarmored (quivered weapons, and worn rings, amulets, and eyewear are okay), a nurse's attack will heal d7 HP, exercise strength with 1-in-3 probability, exercise constitution with separate 1-in-3 probability, and cure sickness of any type. There is also a chance that the nurse will raise your max HP by one. On a given heal, there is only a 1-in-7 chance that the nurse will even try to raise your max HP. In that case, you will get an increase of 1 to max HP if (2*XL)d10 + 5*XL (XL being your experience level) is greater than your current max HP. This means you'll always get a max HP raise when your max HP is less than 7 times your experience level; above that, the chance of success gradually decreases. The theoretical maximum is 25 times your experience level; however, at higher experience levels the chance of success starts to drop sharply past the 16*XL point. At XL 30, with 500 HP you will pass the check 1/6th of the time; with 550 HP (the maximum HP cap is 750) the chance is 1-in-1400, making nurses unusable at or near this point. If you are polymorphed, you will always gain a point of max HP to your polyself when the nurse tries to give you one; these bonus HP will be lost if/when you polymorph again or return to your base form. After each heal, there is a chance of something happening to the nurse. With 1-in-33 probability, the nurse will attempt to teleport away; she will also flee for 3d6 turns. Furthermore, if she tried to raise your max HP (successfully or not), there is a 1-in-13 chance that that nurse will vanish from the game world permanently. The best place to nurse dance is in a no-teleport level where dangerous monsters are rarely generated. Sokoban is usually used for this purpose. Both variants of level 3 have an upstairs room which is relatively small and has one door that can be closed and locked, with a scroll of scare monster in front. Note that monsters can be generated in the locked room as well, so also engrave Elbereth on the up stairs. Nurses ignore Elbereth, and most monsters generated in Sokoban respect it, but be wary of the various types of elves. Placing a scare monster scroll on the upstairs will not work because the nurses will flee from it. left|frame|Ready to go nurse dancing. Both the door and staircase are protected with burned Elbereth and some dropped rocks to keep E active. Character is naked and has just read a cursed scroll of genocide. Because this is Sokoban, the nurses can't teleport away and are trapped in the room, where they will repeatedly hit the character until they vanish. Monsters with wands can zap them at you from outside the viewing range of Elbereth. If you have an amulet of reflection, consider wearing it instead of an amulet of life saving. Failing that, if your quest artifact provides magic resistance, acquire it before nurse dancing to protect yourself from wands of death. Elemental wands could still ruin your day, though. The best way to generate nurses to dance with is by reading a cursed scroll of genocide. This will send in 4 to 6, giving an average of 65 maximum hit points per scroll. Nurses are only randomly generated one at a time, and usually in areas fraught with danger. Be absolutely certain that the scroll is cursed, as a genocide cannot be undone. Reverse genocide does not violate the genocideless conduct. Once you are satisfied with your max HP, if you are non-human, or a Caveman, and have a tinning kit, consider killing the remaining nurses yourself instead of letting them poof. A blessed tin of nurse meat will restore you to full HP and takes two actions to eat. Finally, don't forget to re-equip yourself after everything is done! =_=_ Lich A lich (not to be confused with a lichen) is a class of monster in NetHack represented by the overall symbol . Liches are all powerful spell-casters, and their more powerful forms have the ability to destroy armor, cast touch of death and most other spells, and teleport away when attacked; they are thus a frequent target of blessed genocide. All liches crumble to dust when killed and therefore do not leave corpses. The two most powerful kinds can be generated with athames, useful engraving weapons that are not normally generated. Lich means "corpse" in several Germanic languages, and survives in English in the word "lichgate" (or "lych-gate", etc.), a covered entranceway to a churchyard. Nothing to do with "leech". Liches are powerful spellcasters, often magicians or kings, who seek to defy death by magical means. They are depicted as being clearly cadaverous, bodies desiccated or completely skeletal, with glowing lights in place of their eyes. The lich, , is the least powerful monster of this class. It is slower than its brethren and usually not a significant threat. At the experience levels it is normally encountered, its complement of spells include healing itself, hasting itself, stunning you, turning invisible, draining your strength, destroying your armor, cursing your items and aggravating monsters (awakening monsters on the level and drawing them to you). It is possible for a lich to be generated with a high enough level (16) to cast summon nasties; however, this will not happen in the Castle unless you reach it at a much higher experience level than normal. In addition to the spells the normal lich can cast, the demilich, , can often cast summon nasties; if you encounter one at the Castle, it is certain that it can cast this spell. It is possible for a demilich to be generated at a high enough level (21) to cast touch of death; however, this is almost impossible before reaching Gehennom. Master liches and arch-liches (usually referred to as "the purple L") can teleport to the player, then to the upstairs to heal and back again, like a demon lord/prince. This form of teleportation is unaffected by no-teleport levels. While master liches at their base level cannot cast touch of death, if your experience level and/or dungeon level is high enough, they will be generated with the ability to cast that spell. Master liches are generated with a 7% chance of either an athame (86% chance) or a wand of nothing, but no random offensive items. The arch-lich, , is the most powerful form of lich. In fact, it has the highest difficulty of all randomly generated monsters. Next to the Wizard of Yendor, it is one of the most powerful spell-casting monsters in the game. In addition to the spells its weaker brethren can cast, it is guaranteed to be able to cast touch of death, bringing instadeath to the unprepared. Arch-liches have a 33% chance of getting either an athame (66%) or a non-negatively enchanted quarterstaff. There is a very small (1/260) chance the athame is Magicbane. If you teleport, a pet arch-lich will teleport itself to your new location. They will pick up and wear armor, but not wield weapons. You do not need to feed it. Since the more powerful liches are covetous (teleporting back and forth from the up stairs), the general strategy for dealing with covetous monsters applies here. If you have teleport control, you can teleport to the up stairs before it does. Engraving a permanent Elbereth on the up stairs will prevent them from retreating. (A non permanent engraving will always erode.) Liches can be prevented from teleporting by wielding a potion of paralysis, and hitting them with it while wearing a ring of free action. This should provide enough time to be able to dispose of them while they are paralyzed. The best way to deal with a lich is to wield Magicbane to prevent the lich from cursing your inventory and make you resistant to the touch of death. Another way is to use Elbereth or a scroll of scare monster to prevent the lich from touching you. These strategies will still leave you potentially open to attacks from the nasties that the liches summon. However, summoning is not always bad. A strong character wielding Magicbane might allow liches to continuously summon nasties to kill for gear, exp, or a full-on extinction run. Because the three lower lich types don't resist shock damage, Mjollnir is an excellent weapon to deal with them. If Mjollnir is not available, the Fire Brand will work on them as well. Arch-liches resist most elements, so there is no quick way to take them down, except by hitting them with a cockatrice or chickatrice corpse (don't forget to wear gloves), which will turn them to stone immediately. All liches can also be disintegrated by black dragon breath or digested by a purple worm. All types of lich count as undead and are chaotic, so if you are also chaotic, they can be tamed by reading the blessed Book of the Dead. Master and arch-liches, however, are covetous monsters that wish to possess the Book of the Dead, and therefore can only be made peaceful, not tame. A tamed arch-lich can be made using the spell or by taming its lower brethren and then allowing them to grow up, but it's of little use as a tamed arch-lich can only cast self-beneficial spells, and therefore is rendered as a mediocre attacker that cannot even harm things immune to cold. Despite their covetous nature, they do not want the Amulet of Yendor. Therefore, they cannot be used to transport it across a non-teleport level. Liches can make acceptable pets, but have their disadvantages. They are essentially useless against cold resistant monsters and are dangerous to abandon. The stronger versions will also always stay next to the player, which is useful if you don't have a magic whistle but also can be a nuisance by them getting in the way, and makes it difficult to stop them from killing shopkeepers. Master liches and arch-liches cannot be tamed due to their covetous nature. It is, however, possible to tame a lich or demilich and have it grow up. You can also get one polymorphing another pet. =_=_ Excalibur Excalibur is an intelligent artifact weapon that appears in NetHack. It is lawful-aligned, and its base item is a long sword. Excalibur cannot be randomly generated or granted as a sacrifice gift, though it can still be left behind in bones. Excalibur's code indicates that it would be the first sacrifice gift for Knights were it able to be gifted. Excalibur is created by dipping an un-named non-artifact long sword into a fountain as a lawful character who is at least experience level 5. Each time you dip, there is a chance that, instead of normal fountain effects, the sword will be transformed into Excalibur - this will bless and rustproof the sword, along with removing any rust or corrosion, and its previous enchantment is retained. (This does not unrestrict the long sword skill.) When Excalibur is created, the fountain will always disappear afterward. Dipping for Excalibur when not lawful has a chance of removing erodeproofing and cursing the long sword instead, as well as abusing wisdom ("A freezing mist rises from the water and envelopes < !--sic-- > the sword"). The fountain will always disappear after this occurs. If a lawful character is crowned while wielding a non-artifact long sword in their primary hand, and Excalibur has not yet been generated, the sword will be transformed into the blessed rustproof Excalibur as the crowning gift. This auto-identifies the sword and unrestricts the long sword skill if applicable; if the sword has no positive enchantment at the time of crowning, its enchantment is set to +1. Excalibur adds +d5 to-hit and +d10 damage against all monsters, and confers drain resistance, automatic searching, and an enchantment-based bonus to manual searching for secret doors and secret corridors (up to a maximum of +5). However, while wielded, demon princes will be generated hostile, and every monster can track your location whether it has eyes or not - though due to how monster pathfinding works in NetHack, the impact of this is negligible. If Excalibur is wielded when a demon prince is generated, the demon prince will be generated as hostile rather than peaceful. If you are wielding Excalibur when said prince warps to you and wants to demand a bribe, they will also turn hostile. Generating Excalibur is easy for Knights and lawful Valkyries, who both start with an enchanted long sword. It is also a stellar weapon for Samurai, who can create it once they find a long sword and will already have the skill available - other lawfuls seeking to utilize Excalibur while avoiding crowning will first have to receive another long sword as a sacrifice gift (which will unrestrict the corresponding skill for them). While non-lawful characters can make use of Excalibur, they cannot dip for it and will have to find it in a bones level, and will have to contend with artifact blasts each time they wield it. While acquiring it as soon as possible is generally a good idea, the chance of getting it is only at each dip - be prepared to deal with water demons, water nymphs and other hazards that may arise from fountain dipping. More cautious characters may elect to wait until at least XL 7 before making the attempt, since Knights, Valkyries and Cavemen gain speed at level 7. Generating Excalibur successfully will always make the fountain that was used dry up and disappear. In Minetown, there is no warning for this and the watch will immediately be angered, making dipping out in the open a Bad Idea. For those willing to take the risk, consider using a pet to kill all the guards, or else lock them up in rooms where they cannot attack you. Excalibur is an excellent weapon that is more than sufficient for an ascension kit. The only more damaging weapon versus all monsters would be a highly enchanted Grayswandir, but Grayswandir is generally not worth acquiring if you already have Excalibur. The average damage calculations in the following table do not include bonuses from weapon skills, strength, or from using a blessed weapon against undead or demons. Before NetHack 2.2a, the method of obtaining Excalibur was different from the present time. One first had to name a long sword Excalibur and then dip it in a fountain. Excalibur in these versions had no special properties, but the dipping would make the sword +5 (if it was not already higher), rustproof it, and remove any curses. In SLASH'EM, Excalibur has been made significantly better, as it always does 10 extra damage, instead of 1d10. This is because artifacts with a damage bonus in SLASH'EM always add that amount, < ref > Compare SLASH'EM 0.0.7E7F2/artifact.c#line799 to artifact.c#line843 < /ref > as opposed to a random number between one and that amount. Also, the drain resistance it gives is much more useful. In SporkHack, it is not possible to obtain Excalibur by dipping unless you are a Knight. Other lawful long sword wielders who want it must get it as a crowning gift, through a wish or by finding Knight bones. This devalues Excalibur slightly and makes Snickersnee, which can be randomly generated, more useful. In dNetHack, Excalibur adds +1d20 to-hit and deals an extra 3d7 damage to demons and undead if blessed. In addition, Excalibur inherits the material and weapon properties of the sword it is made from. Players may therefore want to put off dipping for Excalibur until they obtain a more desirable base sword. =_=_ Snickersnee Snickersnee is strictly worse than Excalibur, since it has marginally lower damage, lower to-hit bonuses, and no other properties. It is still an excellent weapon that can be used before Excalibur is available, since obtaining Excalibur requires the player to have an ordinary long sword. Snickersnee is a reference to The Mikado, a popular 19th century comic opera set in Japan. Its name is actually an old English word for "large knife". The average damage calculations in the following table do not include bonuses from weapon skills, strength, or from using a blessed weapon against undead or demons. In SLASH'EM, Snickersnee does its maximum damage bonus on each hit, thus 1d10+8 vs. small and 1d12+8 vs. large, making it significantly more powerful than in vanilla. Additionally, since artifacts can be #twoweaponed, a Samurai who finds a long sword can get easy access to both Excalibur and Snickersnee, which makes for a formidable combination even into the late game. In SlashTHEM, like SLASH'EM, Snickersnee's damage bonus is +8 instead of +1d8. However, it is no longer associated with Samurai; Kiku-ichimonji replaces it as the first sacrifice gift for Samurai. In dNetHack, Snickersnee is an intelligent artifact knife with +1d3 to-hit, +1d10 to damage, and a chance of beheading similar to Vorpal Blade. It cannot be gifted, but is nameable by mid-game Tourists; as with SlashTHEM, Kiku-ichimonji also replaces Snickersnee as the Samurai's first gift. Both Tourists and Samurai can wield it in the off-hand. In SporkHack, Snickersnee gains +1d5 to hit (in addition to the +1 for being a katana), but is otherwise unchanged. This is more significant than it might initially seem because of the to-hit calculation changes in SporkHack. =_=_ Cleaver Cleaver is an artifact weapon that appears in NetHack. Its base item is a battle-axe, and it is neutral-aligned. It is the guaranteed first sacrifice gift for Barbarians. Cleaver has a +d3 to-hit bonus and does an extra +d6 damage per hit. Uniquely, it can hit multiple monsters in an arc with one swing: each attack will first strike the monster 45 degrees to one side of your target, then the targeted monster, and then the monster 45 degrees to the other side. The direction of attack alternates with each swing. The arc does not discriminate between hostile monsters and pets or peaceful monsters. If held or engulfed, you can only hit the monster holding or engulfing you. Like other axes, applying Cleaver in a given direction will attempt to chop, and can be used to fell trees and destroy doors. Cleaver's arc attack makes it one of the potentially most damaging weapons in the game by a pure damage-per-second calculation. However, while most effective in "one vs. many" scenarios, these are also the most dangerous situations for a player to find themselves in. That said, if you do find yourself surrounded, e.g. by a cursed scroll of create monster or the summon nasties spell, killing multiple enemies at once with Cleaver can help open gaps to flee through. Because your pets are just as subject to Cleaver's attack as hostile monsters, it may be prohibitively difficult to keep them around; a magic whistle can help orient them "properly" before you attack, as can blocking them off using doors or cursed items if you are aware of the potential for combat beforehand. Slower pets such as dragons and balrogs are easier to work with, as you can move a few steps away before attacking. For the same reason, this weapon is also extremely dangerous to wield in peaceful-populated areas such as the Quest, Minetown, shops, and temples - it is particularly advisable to use a different weapon while altar-scumming with a co-aligned priest in the room. In general, combat with Cleaver proves far easier if you can lure your foes away from peaceful targets. As a two-handed non-intelligent artifact weapon, Cleaver risks being welded to your hands if it becomes cursed. The usual strategies for two-handed weapons apply: make sure to keep some keep curse removal items on hand, including carrying holy water in a spare sack to #tip out if necessary. The average damage calculations in the following table do not include bonuses from weapon skills, strength, or from using a blessed weapon against undead or demons. Like all artifacts with damage bonuses (as opposed to double damage), Cleaver receives a boost in SLASH'EM; it always gives +3 to hit and +6 damage. However, the above strategies regarding two-handed weapons still apply, especially given the proliferation of item-cursing spellcasters in SLASH'EM & mdash;ghoul mages, nabassus, vampire mages, devas, and the like. Note, however, that non-human Barbarians have a second guaranteed sacrifice gift in SLASH'EM: Deathsword. This weapon is only particularly effective against humans; for that reason, it mostly gets in the way of getting a better weapon, meaning some barbarians may find themselves using Cleaver for longer than they might want. Given that of neutral sacrifice gifts are non-weapons (Deluder, Gauntlets of Defense, Mirrorbright, and Whisperfeet) and another are of limited use (Disrupter vs. non-undead, Giantkiller vs. non-giants, and Sword of Balance vs. neutrals), a neutral player who receives Cleaver early should consider himself lucky; only Magicbane and Mjollnir are more powerful as general-use neutral weapons, particularly in the early and midgame where curses are not a significant threat. Since SLASH'EM is based on NetHack 3.4.3, Cleaver does not attack monsters in an arc there; rather, it only hits the monster that the player aimed at, meaning the player doesn't have to be extra careful when peaceful monsters are around (such as on the quest start level). Cleaver itself is unchanged in UnNetHack, but it is a lot easier to get. The Executioner is guaranteed to be generated with Cleaver if it has not yet appeared in-game. FIQHack is the origin of Cleaver's vanilla behaviour, and also hits multiple foes; however, in FIQHack Cleaver will not hit pets or peacefuls unless they are directly targeted. =_=_ Gauntlets of power The gauntlets of power, often abbreviated to GoP, are gloves that appear in NetHack. Their weight of 30 makes them the heaviest set of gloves. Wearing gauntlets of power sets your strength to 25 regardless of enchantment and will auto-identify them; therefore, it also affects the accuracy and damage of melee attacks and thrown weapons, and also increases carrying capacity. Mjollnir can only be thrown while wearing gauntlets of power. They interfere with spellcasting, being made of iron; however, this allows them to be distinguished from other gloves without wear-testing using an unidentified touchstone, as it will make a "scritch, scritch" noise. They also give a -2 penalty to hit with bows. As of NetHack 3.6.1, gauntlets of power add 3-6 damage to a monster's weapon attacks. They have no effect on monsters that cannot wield weapons. Even though gauntlets of power are made of metal, wizards may still want to wear them to shore up their strength. A wizard wearing neither a robe nor any other metal armor will have a 4% general spell failure rate with 18 intelligence, or 3% with 19 or higher intelligence, which may be acceptably low. Characters who are less naturally adept at casting spells, however, may experience a much greater increase in spell failure rates unless wearing a robe. These gloves are optimal for melee characters and can be quite helpful if found, but are probably not worth a wish; a strength level of 18/01 or above makes the bonuses of gauntlets of power marginal, and is also easy to obtain for most characters. Be aware that due to how exercise works, you cannot train strength while wearing them; actual strength increases will still occur as normal. Unless it severely impacts combat performance, it may benefit some characters to remove them during tasks that actively or passively exercise the attribute, e.g., solving Sokoban. This is largely moot if you do not plan on replacing the gauntlets as your primary gloves, however. In SLASH'EM, gauntlets of power do not automatically raise your strength to 25. Instead, they set your strength to 18/**; your strength is then further modified by the gauntlets' enchantment: a +1 pair will give you 19 strength, while a -1 pair will give you 18/99. Valkyries can safely enchant gauntlets of power up to +7, which allows them to gain the 25 strength required to throw Mjollnir. =_=_ Gauntlets of dexterity Gauntlets of dexterity, often abbreviated to GoD, are common ascension kit gloves. Each point of positive enchantment on the gloves increases the wearer's dexterity. Similarly, each point of negative enchantment decreases the wearer's dexterity. Putting on gauntlets of dexterity auto-identifies the gloves unless they're +0. Price identification can help you differentiate between these and leather gloves; wearing the gloves can help you differentiate between these and gauntlets of power and gauntlets of fumbling. The main effect of Dexterity is on your chance of hitting, but by the time you can find and enchant a pair of GoD, you usually have enough experience, weapon skill, and Luck to hit most of the time anyway. They may be most useful to spellcasters using attack spells such as and , which often miss monsters with good AC. They are also potentially useful for Monks to partially offset the -20 to hit penalty should they choose to wear body armor. Since chances of hitting with a thrown cockatrice egg or a potion of paralysis cannot be improved by anything but high Dexterity score, you may find GoD useful should you wish to stone or paralyze a monster from distance, although even with 23 Dexterity there is a 12% chance of missing. Hitting with a wielded egg or potion in melee is still more reliable, if you can afford it. SLASH'EM adds The Gauntlets of Defense, a pair of artifact gauntlets of dexterity that provide half physical damage and can be invoked for toggleable invisibility. SLASH'EM additionally modifies dexterity to improve your AC when at high values. This AC bonus makes gauntlets of dexterity much more attractive in SLASH'EM. =_=_ Nurse dance =_=_ Gnomish Mines The Gnomish Mines is a branch of the main dungeon, usually used by adventurers to gain experience and useful tools. The Mines consist of eight or nine levels in total, including the special levels of Minetown and Mines' End. The Gnomish Mines will always generate somewhere on dungeon levels 2-4, and are eligible to leave bones with the exception of scenarios where the top level is on DL 3 (which is too shallow to qualify); all levels can still load bones. With the exception of Minetown and Mines' End, all the levels are simple caverns containing 7 s, 2 dwarves, a , 2 random gnomes and one random humanoid. < ref > This can occasionally be a mind flayer, even if it's out of depth. < /ref > They will have 6 random traps, one tool, 3 random gems or piles of gems, and 3 random objects. Typically, any random will be lawful and any random will be neutral. These filler levels have a 50% chance each of being dark. Player gnomes and dwarves entering the Mines will usually be left alone by the native gnomes and dwarves. Likewise, lawful humans will often be ignored by the dwarves, although the gnomes will still be hostile to neutral humans. The Mines are rich in tools, loot, and other resources, but also very dangerous to the unprepared. It is easy to get in over your head in this environment of traps and large open spaces. (Try hitting a trap door, another trap door, and then a polymorph trap in quick succession. Now you're a newt surrounded by an angry mob, unable to move and armor on the floor). The mines can set you well on the way to success, but you have to learn how to move cautiously, and be willing to back off and try again later rather than press on to a glorious death. The following tips are geared towards the newer player, who is apt to have the most trouble in the mines, and will apply more to human, orcish, and elven characters than to dwarves and gnomes. Conceptually, it can be helpful to divide the Mines into four stages. When you mount an expedition into the mines, understand your objective and act accordingly. As you explore the mines, remember that a mines level is often substantially harder than a level of the main dungeon. A typical gambit is to go to the first level of the mines and grab a dwarvish mithril-coat from somebody there, then go down to the Oracle and level up along the way, then go back to the mines and continue to the end. Weak characters might prefer to do Sokoban before going deeper in the mines. In SLASH'EM, gnome and dwarf characters entering the Mines will find that the normally peaceful gnomes and dwarves have been transformed into hostile undead, with only a few survivors. When a map is generated when the player's race is gnomish and dwarvish, the respective NPCs are replaced with different monsters. Gnome players will find that gnome NPCs will become gnome zombies, gnomish wizards will become orc shamans, gnome lords will become gnome mummies, and gnome kings become ogres. Dwarven players have a similar formula, but the zombies and mummies will be of the dwarven variety, and dwarf kings will be replaced with war orcs. In FIQHack the lighting is always consistent in the mines. Upper levels are always lit, and lower levels are always dark. =_=_ Helm Helms are one of the seven slots for armor. Their primary use is protecting your head and cranium, especially against mind flayers. The most popular helms to carry are helm of telepathy, helm of brilliance, and elven leather helm. Cornuthaums are occasionally used by wizards, and a helm of opposite alignment is often used on the ascension run. The helm of telepathy grants extrinsic telepathy, similar to an amulet of ESP. The helm of brilliance will increase your intelligence and wisdom by its enchantment, so +5 HoB and 18 Int and 17 Wis will produce 23 Int and 22 Wis. Elven leather helms can take a higher enchantment than other items and weigh less than most other helms: 3 wt versus 50. Helms made of metal provide protection against falling objects, greatly reducing the damage taken from falling rock traps, iron balls, non-blessed scrolls of earth, and objects you throw upward. The helm of brilliance is the only item providing this benefit without increasing spell failure rates. Polymorphed players or monsters with horns, such as ki-rin or unicorns, cannot equip or wear metal helms. When you polymorph into a horned monster while wearing a soft helm, you receive the message "Your horn(s) pierce(s) through your < hat > ." This does not damage or destroy your helm, though a comment in the source suggests that it someday might. There is no special message for putting on a soft helm over horns. =_=_ Cloak A popular cloak to carry is the cloak of magic resistance. This provides magic resistance and magic cancellation of 1. If you already possess both magic resistance and reflection, a cloak of displacement or a stealthy elven cloak may be used. Typically, an adventurer will also have access to an oilskin cloak, for working around water, and a mummy wrapping if invisible. Any cloak will block rust traps and rust monsters from harming the armor underneath. Furthermore, destroy armor effects, whether from the scroll or the spell, will destroy a cloak before it destroys the suit. A cloak also gives players wishing to avoid consorting with foocubi an extra chance to say no. For all of these reasons, any non-cursed cloak of not less than +0 enchantment is better than none. mummy wrapping 2 3 0 cloth Overrides invisibility 1 cloak of displacement 50 10 1 cloth Displacement 1 randomized alchemy smock 50 10 1 cloth Poison and acid resistance 1 apron elven cloak 60 10 1 cloth Stealth 1 faded pall robe 50 15 2 cloth Spellcasting bonus 2 cloak of protection 50 10 3 cloth Protection 3 randomized Four cloaks have an appearance that is randomized each game from the following options: tattered cape, ornamental cope, opera cloak, and piece of cloth. The cloak of magic resistance is the only one of these that does not auto-identify on being worn, though the cloak of invisibility will not auto-identify if you are already invisible when you put it on. =_=_ Potion of gain level Quaffing a non-cursed potion of gain level will increase your experience level by one. An uncursed potion will set your experience points to the minimum for your new experience level, while a blessed potion will set your experience points to a random value from the minimum to the maximum for your new experience level. For example, if your experience level is 2, quaffing an uncursed potion will increase your level to 3 and set your experience points to 40 (the minimum for level 3), while quaffing a blessed potion will set your experience points to a random number from 40 to 79 (80 points is the minimum for level 4). When you gain a level, you get increased maximum hit points and energy, the amount depending on your level, race, role, and constitution. If you are already at the maximum level (30), a non-cursed potion of gain level will still increase your HP and energy. A cursed potion does not increase your experience level, but does affect your dungeon level as one of the game's many puns; quaffing one causes you to rise through the ceiling to the floor above. However, this does not work in any of the following locations: the End Game, Sokoban, the top floors of the Wizard's Tower and Vlad's Tower, the top floor of the Quest, and Fort Ludios. They also do not work on dungeon level 1, unless you are carrying the Amulet of Yendor. Quaffing the cursed potion in these places will only give you an "uneasy feeling." Blessing potions of gain level before drinking them makes more sense earlier in the game than later. At higher levels, usually around the time you are quest-ready (e.g. XL 14-17), the number of experience points needed to level up through normal adventuring runs into the hundreds of thousands, such that there is little point in blessing a potion before quaffing; potions, foocubi, and wraith corpses are the preferred methods of gaining levels at that juncture. Cursed potions of gain level are most useful for quickly leaving Moloch's Sanctum and other non-teleport levels while on the ascent to the Elemental Planes, and can be used as an escape item in a pinch. For alchemy, potions of gain level have the same uses as potions of gain energy, but gaining an extra level of experience is generally a better idea unless you have potions to spare. There are also an couple of alchemy recipes for producing them. In SLASH'EM, items dipped into a potion of gain level are upgraded, much like using the gnomish tinker technique. This does not violate polypileless conduct. This can be used to identify potions of gain level: if you dip an upgradable object into a potion and receive the message "Hmm! You don't recall dipping that into the potion," then you will be prompted to name the potion. The potion of polymorph will also change the item, but does not produce this message and auto-identifies. The potion is also more worth quaffing (and thus blessing) in SLASH'EM, as the lower XP requirements for gaining levels make it feasible to advance a level by killing enough monsters for a longer period in comparison to vanilla. =_=_ Potion of gain energy NetHack 3.4.3 used a different formula for this potion. Variants based on that may use the old formula if not explicitly altered. SLASH'EM changes the potion effects. Your current energy is increased (decreased if cursed) by 9 + 1d25, plus an additional 5 points if the potion is blessed. Your maximum energy is increased (decreased if cursed) by 1d2, plus an additional 2 points if the potion is blessed. If this would put your current energy above your maximum energy, your maximum energy is increased by half the difference between your current energy and your maximum energy, and your current energy is set to this new maximum. The potion can therefore restore more power than the vanilla equivalent, but for the best permanent increase to maximum power it should be drunk while your power is already at max. =_=_ Potion of acid If #dipped in water, acid will boil and cause you 1-10 points of damage (except in containers). Walking into water with potions of acid in your inventory can make them explode, even inside a sack or bag of holding < ref > or a 1 in 3 chance on a cursed oilskin sack < /ref > , but they will never dilute or deal damage. The only ways to obtain diluted acid presumably are wishing, or random alchemy results. If a monster throws a potion and hits another monster with it, or you throw an unidentified potion at a monster, and the monster "shrieks in pain" or "writhes in pain", the potion is a potion of acid. Holy water can give the same message, but monsters do not use it. You will be prompted to type-name the potion unless it already was named. Since NetHack 3.6.0, dipping a lichen corpse into a potion of acid causes it to 'turn red around the edges', or orange if the potion is somehow diluted. This does not consume the potion. Acid is best used either as a thrown weapon or as an emergency stoning cure. Drinking acid does not break the vegan or vegetarian conducts, unlike eating a lizard corpse. In UnNetHack, potions of acid dissolve iron bars when they hit them. To do this, wield a potion of acid and use the fight (F) command. If done with more than one potion of acid wielded, only one of them is destroyed. =_=_ Potion of blindness Blindness is generally undesirable, but protects against gaze attacks and lets you use intrinsic telepathy. A blindfold or towel is preferable, due to togglability and permanence. For advice on how to cope with blindness, see zen. In NetHack 3.4.3, (alternate) wielding this potion nullifies the blindness attack of Archons and yellow lights. This was fixed in NetHack 3.6.0. =_=_ Orcrist Orcrist is one of two artifacts in the game that can be created using the #name extended command, along with Sting. To do so, use #name select a normal elven broadsword, and name it Orcrist. To make sure you did it correctly, you may now try to name the sword something else & mdash;all artifacts resist naming. Orcrist can also be given as a gift by sacrificing. This can be useful for elven Priests or Rangers who want to get Stormbringer; if they name both Orcrist and Sting before sacrificing, they are guaranteed Stormbringer as their first sacrifice gift (provided it hasn't already been generated). Orcish players will never receive Orcrist as a gift. For a Tourist, a named Orcrist provides a way for you to viably train to basic in a medium-damage weapon early in the game thanks to its to-hit bonus, since orcs are usually plentiful and not particularly hard to hit. In Hack 1.0 and Hack 1.0.1, any weapon can be named Orcrist and do extra damage against orcs; there can even be more than one Orcrist. Hack 1.0.2 restricted this advantage to two-handed swords. Other weapons could still be named Orcrist, but would do no extra damage. SLASH'EM changes Orcrist's alignment from chaotic to lawful. < ref > http://www.angelfire.com/trek/mazewest/spoilers/arti_007e6.txt < /ref > Additionally, like all artifact weapons in SLASH'EM, it grants the full +5 to hit rather than 1d5 against orcs (which are more varied and can be much more powerful than in vanilla). It also gives a 15% chance of canceling any orc it hits. In dNetHack, Orcrist also has +1d5 to-hit and double damage against demons, and it warns of them. However, it's unlikely to be your main weapon when you'll be encountering demons. In FIQHack, your god will never grant you a nameable artifact (Sting or Orcrist) < ref > https://github.com/FredrIQ/fiqhack/blob/33e95f977761f66186a1f9aea1ca5e5d262912a2/libnethack/src/artifact.c#L160 < /ref > . =_=_ Demonbane Demonbane is a lawful artifact long sword that appears in NetHack. It has +1d5 to hit and deals double damage against all major demons & mdash;this means all except the Riders, djinn, the mail daemon, and sandestins. It also blocks demon gating while wielded. However, unlike a silver saber or other silver weapons, Demonbane does not deal additional damage against minor demons. Demonbane is slightly less useless than most of the other monster-specific weapons, since demons are actually reasonably common in the late game and could use an extra dose of damage. However, there are plenty of other weapons that do extra damage to demons, such as Grayswandir, Frost Brand, or even a regular silver saber, on which your scrolls of enchant weapon are certainly better spent. Therefore, Demonbane is rarely used. If you have no other particularly good artifacts, it may make a good weapon for an intelligent pet. especially since Archons are often generated with it. In dNetHack, Demonbane is a lawful silver saber that blocks demons' passive summoning abilities, even when wielded in the offhand. Its double damage and warning are preserved. In FIQHack, Demonbane is a silver saber. Its damage bonus is changed from double damage to +1d20. It still prevents demon gating. In SporkHack, Demonbane has been significantly overhauled. It is now a silver mace, and like all revised SporkHack artifacts, it gets +1d5 bonus to hit; it does double damage to demons, provides warning versus demons and prevents demons from summoning in your presence. It is the first sacrifice gift for priests. =_=_ Dragonslayer =_=_ Giantslayer Giantslayer is a neutral long sword that does +1d5 to hit and double damage against monsters with the < code > M2_GIANT < /code > flag: giants, stone giants, hill giants, fire giants, giant mummies, frost giants, storm giants, giant zombies, Cyclops, and Lord Surtur, but not ettins or titans. Like most of the Banes, this weapon has too narrow a damage range to be particularly useful. Likely its main use is that it might unrestrict the long swords skill for a neutral character, without requiring them to be crowned; this could be useful for a character who finds Frost Brand on the floor, for example. Also, unlike some other Banes, it is at least derived from a good base item, so is actually useful against giants. However, giants are rarely dangerous enough to need a particularly effective weapon to take them out. In SLASH'EM, this weapon is removed in favor of Giantkiller, a neutral axe with the same double damage range. As an axe is a far weaker base weapon than a long sword, Giantkiller is even less useful than Giantslayer. In UnNetHack, Giantslayer is instead a neutral sling, with bonuses versus the same group of < code > M2_GIANT < /code > monsters; it provides warning of, and +1d5 to hit and double damage against them. It also sets the wielder's strength to 18/**, even if wielded in the off hand (this may be a bug, as it does not always set the wielder's strength to 18/** immediately in either hand). =_=_ Grimtooth Grimtooth is an artifact orcish dagger. It is chaotic with a +d2 to-hit bonus and a +d6 damage bonus, and provides warning against elves, glowing red when any elves are present on the level. Elven players cannot wield Grimtooth, and attempting to do so will damage them in addition to the usual chance for blasting; they will also never receive Grimtooth as a gift. In addition to normal generation, player monster rogues on the Astral Plane have a have a 25% chance of starting with an orcish dagger & mdash;like all player monsters on the Plane, there is a 50% chance it will be made into an artifact weapon of the same base item. Grimtooth is the only artifact orcish dagger, resulting in a 12.5% chance that a rogue will be carrying it on the Planes. Grimtooth's weak base item means that even with its damage bonuses to all monsters, it is effectively on par with a normal long sword, and most chaotic non-elven players will only consider Grimtooth as an obstacle to receiving Stormbringer through sacrifice. However, it averages the same damage as a crysknife, without the crysknife's danger of reverting to a worm tooth or the requirement of a scroll of enchant weapon to create. Despite its relatively low damage in comparison to other artifacts, orcish rangers and rogues are likely to make good use of it before they are able to acquire Stormbringer or Fire/Frost Brand. The average damage calculations in the following table do not include bonuses from weapon skills, strength, or from using a blessed weapon against undead or demons. In dNetHack, Grimtooth instead has +d5 to-hit, doubled damage, and warning against elves, humans and minions. It can be created by naming an orcish dagger, and can be twoweaponed as a secondary weapon. In UnNetHack, Grimtooth is quite a bit more useful. It is permanently poisoned, so against monsters which are not poison resistant it deals an additional 1d6 damage and has a 10% chance of killing them instantly. Grimtooth is the first gift Rogues receive from sacrifice. In SLASH'EM, Grimtooth gives a flat +6 damage bonus as opposed to 1d6. Still, there are many better artifacts out there, particularly for chaotic players. It might be a decent choice for twoweaponing, which is allowed for artifacts in SLASH'EM. In xNetHack, Grimtooth is permanently poisoned; however, the removal of poison instadeath makes it less powerful than in UnNetHack. Its base price is raised from 300 to 1000. =_=_ Ogresmasher Ogresmasher is an unaligned war hammer that grants a +1d5 to-hit bonus and does double damage against ogres; it also sets the wielder's constitution to 25. Like most of the Banes, Ogresmasher is considered weak due to its target class of monster being both uncommon and relatively not very dangerous. Ogresmasher is further hampered by its weak base item damage of 1d4 against its target class & mdash;to the point that a regular +0 long sword does more damage on average than the +0 artifact & mdash;and as such, it is considered the most worthless by far. As of NetHack 3.6.1, the wielding effect gives it a rather niche use: a character with 25 constitution will gain 1 more HP per level over a character with 18 constitution, and at level 11 or above, they will regenerate slightly more HP depending on the character's experience level (up to 21 HP per three turns at level 30). An elven character might consider sacrificing for Ogresmasher and wielding it before leveling up to gain additional 3 HP per level. In dNetHack, Ogresmasher grants warning against ogres and instakills them upon hitting; it also sets constitution to 25 when wielded, and can also be two-weaponed. Characters in dNetHack who aren't capable of two-weaponing and have no need of the second weapon slot can get increased max HP by keeping Ogresmasher in the off-hand. The 25 constitution will grant a character 14 consitution about 5/3 as much health, since it applies retroactively to all health gained from leveling up. In SporkHack, it sets the wielder's constitution to 25 when wielded. It also deals an extra +d4 damage to all monsters and has a 50% chance of instantly killing ogres. In UnNethack, Ogresmasher grants warning against ogres, deals an extra +d4 damage to all monsters and has a 50% chance of instantly killing ogres. It sets the wielder's constitution to 25 when wielded. =_=_ Sceptre of Might =_=_ The Staff of Aesculapius The Staff of Aesculapius is the Healer quest artifact. It is the prize for completing the Healer quest, and is neutral for wishing purposes. Its base item type is a quarterstaff. The Staff of Aesculapius deals double damage to all monsters without drain resistance, drains levels from them, and also gives hungerless regeneration and drain resistance. The life-draining itself applies a further +1d8 damage to the target's current and maximum HP, and restores half that to the wielder's current HP. This bonus damage is not doubled, and does not apply against monsters with drain resistance. If #invoked, it heals half the HP you would need to return to full health, and cures sickness, blindness, and sliming. It does not cure blindness caused by a cream pie. < ref > artifact.c#line1219 (code for < code > HEALING < /code > effect) < /ref > Like all staves, The Staff of Aesculapius is two-handed. It is an unpopular weapon in Gehennom because of the associated danger; additionally, many enemies in Gehennom are drain-resistant. However, as an intelligent artifact the Staff resists 80% of all curses; when coupled with either of the half spell damage neutral artifacts, The Eye of the Aethiopica or The Orb of Fate, curse resistance for the Staff approaches that of Magicbane. In addition to being naturally safer than most two-handed weapons, the extended #tip command makes wielding it even less potentially dangerous. The average damage calculations in the following table do not include bonuses from weapon skills, strength, or from using a blessed weapon against undead or demons. The Staff of Aesculapius does not protect against life drain in SLASH'EM any longer. Erroneously, SLASH'EM retains the same encyclopedia entry, which mentions that "it protects its user from all life draining attacks". =_=_ Category:Weapons =_=_ Potion of water A potion of water is, as one would expect, water. Potions of water can be created by diluting any potion (except acid) twice in a fountain or body of water such as a pool. Water produced this way will always be uncursed. Changing the BUC of an uncursed potion of water can create a potion of holy water or unholy water. Usually this requires dropping the water on an altar and praying. If you dip an object into an uncursed potion of water, it will become wet. (Metal objects rust, potions of acid explode, scrolls become blank...) This is typically useless, because you can just dip into a different source of water such as a fountain or pool. Dipping an object into either holy or unholy water does not make the object wet. In brief, holy water will uncurse or bless an object, while unholy water will unbless or curse an object; then the potion is used up and disappears (or you have one less potion in your stack). You can dip an entire stack of objects each time. The Guidebook states that every clear potion is a potion of water. Thus water is the one type of potion that you can identify by appearance. (No one expects water to be red or smoky.) Uncursed potions of water have a base price of 0; they are commonly sold for about 5 zorkmids. Potions of holy water and unholy water have a base price of 100. Identifying any clear potion will provide discoveries knowledge that all clear potions are potions of water. Once discovered, a blessed clear potion is listed as a potion of holy water, while a cursed clear potion is listed as a potion of unholy water. Using an altar to determine beatitude of future potions of water will identify all potions of water as holy, uncursed or unholy appropriately. =_=_ Wand of nothing True to its name, the wand does absolutely nothing when zapped, engraved with, or broken by applying. Despite this, it still has charges like any other wand. A wand of nothing can either be non-directional, giving no feedback whatsoever when zapped, or prompt for a direction, then do nothing with it; each variant is equally likely. The variant is randomly determined per-game, not per-item, so if you find a non-directional wand of nothing, all other wands of nothing in that game will also be non-directional. Whether the wand is directional or not determines how many starting charges it has (4-8 if directional, 11-15 if non-directional). Note that the message "Nothing happens." isn't associated with the wand of nothing, but with any wand that's out of charges. A wand of nothing won't produce this message unless it happens to be out of charges. The wand of nothing's properties tend to interfere with identifying other wands; however, the only other wand with a base price of 100 zorkmids is the wand of light, which is very easy to identify and safe to zap or engrave with. Only 25% of all price 100 wands are wands of nothing. It can also be formally identified by elimination once all wands are known that produce no message when engraving. The wand of nothing's only real use is as polyfodder. Converting it to any other magical wand will keep its amount of charges intact, which is especially useful if it's the non-directional variant with more charges. In xNetHack, wielding a wand of nothing gives a bonus when spellcasting, increasing the player's effective intelligence score by 5 when calculating the energy cost. This effect is the same as wearing a robe or wielding a quarterstaff, and these effects do not stack. =_=_ Category:Armor =_=_ Ring of hunger Wearing a ring of hunger conveys the hunger extrinsic, which causes you to burn nutrition very quickly; every even-numbered turn your nutrition is decremented. It is usually generated cursed. Dropping a ring of hunger into a sink produces the message, "Suddenly, < item > vanishes from the sink!" but only if there's another item on the sink. Otherwise, "You hear the ring bouncing down the drain pipe." This will not give you a chance to name the ring. The ring of hunger is not an entirely useless ring, but would only be worn in rare circumstances. If, for example, one wanted to eat multiple giant corpses without an amulet of magical breathing, you might wear this ring to make more room for the meal. Another use is getting weak of hunger more quickly while wearing a ring of sustain ability to remove it and gain strength this way (no longer possible in NetHack 3.6.1). However the ring of regeneration and the ring of conflict also come with additional hunger while actually doing something useful, making this ring primarily used as polyfodder. =_=_ Wizard The Wizard is one of the roles in NetHack. Wizards can be either neutral or chaotic, and can be humans, elves, gnomes or orcs. Their first sacrifice gift is Magicbane. They are relatively poor fighters, but are arguably the best spellcasters in the game. The guidebook says of them: Wizards start always with Basic skill in quarterstaff, attack spells, and enchantment spells. This is independent of the category of the random spellbook, because the spellcasting skills are hardcoded in the function skill_init in weapon.c. Wizards with an intelligence of 15 or 16 have reduced-hunger casting, and Wizards with an intelligence of 17 or above have hungerless casting. Wizards have no bonus or penalty for emergency spells, but their special spell is , which is probably the most useful special spell among the spellcasting roles. Wizards can write scrolls and spellbooks they don't know yet with much higher success rates than other roles. With maximized Luck, writing one is nearly a certainty. Wizards get a warning when they have a chance of failing to read an uncursed spellbook: "This spellbook is [very] difficult to comprehend. Continue?" Wizards cannot fire multiple projectiles at once unless they are Expert at the relevant weapon skill, and do not gain a multishot bonus for their racial launcher. Wizards with teleportitis can teleport at will at experience level 8 or higher, rather than 12 as with other roles. Wizards also spend less time as a beginner than other roles. It takes 6 skill slots to reach Expert in daggers, and 20 slots to max out all the spellcasting skills. This means that a level 30 Wizard who chooses to enhance all spellcasting skills to maximum should have 3 slots free to spend on other skills, such as unrestricted artifact weapon skills. As part of skill slot management, a Wizard should defer enhancing any spell skill until there comes a point when doing so would provide an in-game benefit. The benefits from enhancing a spell skill are that it lowers spell failure rates, and (depending on the spell) sometimes augments the effects of a spell. When advancing spell skills, it is a good idea to check which spells you have in each school, and make sure that at least one of your spells would benefit from being enhanced, before using up the skill slot. It is important to note that a great many spells enjoy augmented effects when advancing from Basic to Skilled (notably, ), but only two spells enjoy augmented effects when going from Skilled to Expert (namely, ), and of these two, Wizards can only become Expert in jumping. Therefore, for spells other than escape spells, a Wizard gains no benefit from advancing to Expert unless there is a currently known high level spell (e.g. ) whose failure rate would be lowered by such advancement. In particular, there is almost never any need to advance divination spells to Expert, since all divination spells have the same effects at Skilled as at Expert, and none of the divination spells are of very high spell level. The same goes for enchantment spells and healing spells (except for the useless ). The skill slots saved thereby are valuable to have available for weapons, especially early in the game. Some people advocate deliberately keeping your experience level low in the early game, but this is controversial. Increases in monster difficulty due to a higher experience levels are roughly balanced out with the benefits that come with the higher experience level, such as higher maximum power. The easiest way to prevent yourself from over-leveling is to allow your pet to kill as many monsters as is feasible, although one would be wise to still gain a few levels for the additional survivability and spell power capacity. These constraints are loosened when you learn magic missile, get Magicbane, or obtain some other offensive upgrade. Unless you are playing an atheist, if you manage to find an early coaligned altar, consider sacrificing at it until you get Magicbane, which will make your early game a lot easier. The Mines are dangerous. Unless you are a gnome, all the normal inhabitants will want to kill you. It can be quite hard for inexperienced players to go straight to Minetown and survive long enough to return to the main dungeon. Exploring the deeper Mines past Minetown should perhaps be postponed, though you do eventually want to get there, as the Catacombs can be very profitable for a Wizard. Completing Sokoban before doing anything else is likewise dangerous, because monsters difficulty increases with each completed puzzle, and your own experience level will probably not keep up with it. Consider going down to the Oracle level and breaking the centaur statues there in search of spare spellbooks, gaining a few levels in the process, then coming back up to do the Gnomish Mines. Hunger may become an issue, especially if you do not start the game with Intelligence of 17 or above for hungerless casting. You may need to pray for food when weak, and the first floor of Sokoban with its guaranteed food might be a good place to go to stock up. Early-game Wizards are very weak and should avoid engaging in melee combat with monsters. Finding a source of thrown weapons to damage or kill monsters before they can reach you is critical. Most Wizards pursue daggers as their sole weapon skill, because it is easy for them to get Magicbane (which uses dagger skill), and because throwing daggers at Expert skill later in the game does considerably more damage than using a quarterstaff. To that end, training daggers as soon as you come across some is a good idea. Easy ways to train daggers include throwing them at slow enemies, letting a fog cloud engulf you, or naming Sting and training it on goblins for the +d5 to-hit bonus. Descending briefly into the Gnomish Mines, where daggers are plentiful, is a good way to acquire some. Still, in the very early game, daggers may be hard to come by, so consider casting force bolt at a boulder or statue, picking up the resulting stones (as many as can be carried while staying unburdened), and quivering them. Throwing rocks at a monster is better than nothing, especially if you're out of power. Of course, you should replace them with darts, daggers, or other missiles as they become available. Some players advocate dumping the starting quarterstaff early on, either as soon as you find a non-cursed dagger or you reach Basic skill in daggers. There is little reason to keep the staff after this point unless you plan to wish for the Staff of Aesculapius, in which case you should continue training quarterstaff skill. Players disagree on whether Wizards should wear high-AC metal armor and focus on melee skills, or ignore all metal armor in favor of being able to use spells in combat. Wearing metal is fine if it doesn't encumber you and you're confident in your ability to survive without relying on magic. Not wearing it is fine if you're prepared to flee from monsters when you run low on energy. If you do choose to wear metal, you should plan to swap it out later for nonmetal armor as that gradually becomes available. Save your energy for when you really need it. You won't be able to cast force bolt more than a few times until you gain a few levels. Read any non-cursed spellbook as soon as you find it. You will always get a warning if there's a chance of failing to read it, and if you do, it's likely to be too high level to be of much use right now. The Wizard quest is fairly easy, the Dark One is a pushover, and the reward & mdash;the Eye of the Aethiopica & mdash;is so fantastically useful that a Wizard should probably go on the quest as soon as possible. One of the many things the Eye does is vastly enhance strategic mobility through the Mazes of Menace & mdash;in particular, you can get out of trouble in an instant. Many Wizards set up a base camp in Sokoban and leave most of their worldly possessions there, going back whenever they need to read a spellbook or pick up more food. Adjacent monsters may follow you through the Eye's magical portal, but this also has its uses, such as luring wraiths out of a graveyard level. If you have found the quest portal, but are not yet level 14, be aware that the first level of the quest, the Lonely Tower, is often well-provided with wraiths. You may be able to gain a few levels and reach XL 14 before you meet your quest leader. For Wizards with the Eye and the magic missile and create monster spells, altar farming is incredibly easy, since an arbitrary number of corpses for sacrifice can be created on demand. This is good for increasing your Luck or obtaining more sacrifice gifts and favors. If you decide to get crowned, you will receive a spellbook of finger of death. You can and should train daggers to Expert skill. Although Wizards don't get the multishot bonus at Skilled as of NetHack 3.6.0, throwing two daggers in a single turn is still powerful, so it is recommended to acquire a good number of daggers that stack together. Elven daggers are especially useful. Since so many monsters are resistant to one or more forms of magical attack, you will need to build a diverse toolkit. A fire-resistant opponent may be especially vulnerable to cold attacks; an opponent with reflection can probably be brought down by splash effects from a . Reading the wiki entries for new opponents to learn their immunities and weaknesses is a good idea. Ultimately, nothing has "stab resistance" & mdash;even shades will succumb to an enchanted or silver weapon & mdash;so a Wizard should always have a good physical combat option to fall back on. Still, spells are generally the most powerful means of attack by this point in the game. Some players prefer to raise their experience level as high as possible in order to have the largest maximum HP and energy, and to maximize damage from casting magic missile. A level 30 Wizard gets 16d6 damage with each magic missile. Luring wraiths out of the Valley of the Dead and other graveyards will probably be required to reach this level. Remember to buy all the divine protection you want before trying to level up. Magicbane remains an excellent weapon. With its magic resistance and ability to catch curses, you can fight powerful spellcasters like arch-liches head-on. Opinions vary as to whether you should enchant it to +7 or keep it at +2; see Magicbane#Enchanting for details. Other weapons such as Frost Brand, Stormbringer, or the Staff of Aesculapius are good options that do significantly more damage than Magicbane. You should definitely have the spell in your repertoire by now. Save charges on your wands of death for when you really need them; e.g. when facing the Riders on the Astral Plane. The helm of brilliance while not necessary, can be useful for reducing spell failure rates of difficult spells, or giving less capable wizards the benefit of hungerless casting. Getting a source of confusion for the Planes should be easy, since you probably have at least one useless forgotten spell like or . Casting spells when you have the Amulet of Yendor can drain your power very fast. You can drop it on the ground when you need to cast a lot of spells without moving. Also, consider stocking up on a few scrolls of charging and reading them when confused to restore all your energy immediately. SLASH'EM adds the rank titles Warlock/Witch (XL 14–17), bumps Enchanter/Enchantress to XL 18–21, Sorcerer/Sorceress to XL 22–25, and removes the rank title of Necromancer (presumably, to avoid confusion with the new Necromancer role). Wizards in SLASH'EM are a bit more difficult then in vanilla. In vanilla, once you get Magicbane you are likely to be on the road to ascension. Here, you had better stay sharp even after you get Magicbane. Keep your pet around you for longer. A good advice would be to stay careful and keep your pet until your AC is below & minus;10 and your level is above 10. An additional difficulty is that you don't have enough slots for all the extrinsics you would want. Dragon scale mail interferes with spellcasting now and generally isn't worth having in your ascension kit. In addition, you have to deal with the create pool spell and more serious level drain attacks. The wallet of Perseus (unaligned) can help overcome the initial low carrying capacity of the Wizard, without wearing gauntlets of power. In SporkHack, Wizards start with a spellbook of protection and a cloak of protection instead of a cloak of magic resistance. In xNetHack, energy regeneration is increased by 0.33 per turn if the player is a Wizard. They start with four spellbooks (, and two random ones), but no potions, scrolls, rings, or wand. In FIQHack, Wizards no longer get scrolls, potions, or rings as starting inventory. The only starting wand is the wand of striking. However, Wizards also start with 4 spells (force bolt, magic missile, and 2 random). =_=_ Water Water is that clear liquid that you probably know from real life. In NetHack, water can rust objects or drown you, among other things. In a fountain or as a potion of holy water or unholy water, water has more magical effects. In a sink, water can have bizarre effects; for example, it might mutate (polymorph) you when you drink it. The watery monsters don't actually tend to cause water damage. =_=_ Wet Several things can happen if an object becomes wet. The most common effects are to rust metal and make blank scrolls and blank spellbooks. The normal way to make an object wet is to dip it into water, usually a pool or moat, or to submerge yourself while carrying the object. Rust traps can also wet worn or wielded rustable items, and wielded scrolls. Note some special sources of water will not wet an object, but will have a different effect. #Dipping into a pool, moat, or uncursed potion of water will always wet an object, but never the contents of containers. Dipping into a fountain will always wet an object and can give special effects, including converting a long sword into Excalibur. Dipping into holy water or unholy water will never wet an object. The effect is determined by the functions and . They have slightly different effects. When an object becomes wet, the following happens: If you dipped into an uncursed potion of water, and one of the above effects occurs, the water is consumed; otherwise you keep it ("Object gets wet."). You keep your potion if the dipped object was greased. It's a waste to use uncursed water this way; it is better to dip uncursed potions of water into holy water to make more holy water. If you want to manufacture uncursed potions of water or blank paper, do not dip into potions of water; dip into a pool, a moat, or (less preferrably) a fountain, or cancel the items. Dipping a container will not dilute any potions inside it. The safest technique for dipping is to wear water walking boots or be flying (levitation will not work), walk over open water that is devoid of sea monsters, and dip away. This is not always an option, so second to this is to drop any inventory item you don't want to get wet, ensure that you're unencumbered, and walk into open water. You will escape the water unharmed and have any scrolls in your inventory blanked and potions diluted. Be careful! This also happens to items in a bag, unless it is oilskin or has been temporarily protected with grease. With high Luck, you might need to try several times. Swimming is safe because you can only drown if you are encumbered from your armor or loadstone, or if monsters block all adjacent land squares. Another slow, but somewhat safer method is to remove any rustprone worn items, wield the item you want wetted, and repeatedly #sit on a rust trap. This does not work for potions or spellbooks. Fountains are the most readily available means of dipping objects; however, they can be quite dangerous for unprepared characters and will dry up rather soon. Dipping in a fountain may curse the dipped item, or it may summon water demons, water moccasins, and water nymphs. Unless you have decent AC (around 0 is a good baseline), poison resistance and/or magic cancellation, a decent weapon, and a way to remove curses, it is better to find another means. =_=_ Potion of holy water In addition to random generation, Priest(esse)s start the game with 4 potions of holy water, and Wizards have a chance to start the game with holy water as one of their random potions. < !--Shops sell holy water in 14.4% of all non-tourist dungeons.-- > Quaffing a potion of holy water cures lycanthropy and, for non-chaotics, cures all illnesses; chaotics will take damage instead of having illnesses cured. Holy water can be thrown at or wielded against demons, undead, and lycanthropes to cause 2d6 damage. Using the #dip command to dip an object (or stack of objects) into holy water can uncurse or bless them, using up one potion of holy water; objects dipped into holy water do not become wet. A cursed object will be uncursed, while an uncursed object will be blessed; dipping a blessed object into holy water will simply produce an "Interesting..." message, and the potion is not consumed. Holy water is one of the many methods of curse removal and one of the few means of blessing objects, so it is considered essential for almost any player to have. When blessing and/or uncursing objects, always be sure to #adjust them into a single stack first. If necessary, use #name to remove names from any named objects so that you can stack them for dipping. In shops, holy water can be easily identified since uncursed potions of water have a base price of 0, and holy/unholy water has a base price of 100; a pet can easily reveal the beatitude of a 100zm clear potion. Dip-testing can be used to informally identify the BUC of water, and is best done after pet testing for any unholy water. Use a blessed, non-iron item to do so - holy water will only produce a message without consuming the potion, while uncursed water will wet the item without consuming it (which also rusts iron objects). In theory, potions can be dipped to test if they are blessed before quaffing them, but this risks diluting the potion(s) and using up the water in the process; this is also not practical for testing if other unidentified items are blessed, as such a blessed item is usually discovered this way by accident. There are multiple other ways to obtain or produce holy water, each of which require other potions of water on hand, and all are discussed in the sections below. Potions of water can be created by some of the following methods: Reading a blessed scroll of remove curse while confused has a chance of either blessing or cursing each uncursed item or stack of items in your main inventory. Each has an independently calculated chance of either being blessed (25%), cursed (25%), or left alone (50%); additionally, all uncursed items will lose formal BUC identification. For example, if you are carrying 10 non-stacked uncursed potions of water, reading a blessed scroll of remove curse while confused gives you a 94.3% chance of holy water. This method is often used to create both holy and unholy water, and requires the player to drop and/or stash their uncursed inventory, including any armor, weapons, jewelry or leashes. Once done, you can use the #adjust command to stack each of the potions and re-identify their beatitude by using an altar, pet testing them and/or dip-testing using a blessed non-iron object as mentioned above. For atheists, this is one of the most reliable ways to obtain holy water and bless other items; using an altar in anyway will break the conduct. Which items 'deserve' blessing the most depends heavily on the player and their approach; there are still certain items that serve a ubiquitous purpose, sometimes to the point of frequently appearing in ascension kits. It is often very important to establish what items you will bless ahead of time in order to conserve the amount of holy water used. The following items are among the most common targets for blessing: PolypilePolymorph blessed potions (e. g. from throne farming) (to accomplish this without breaking any other conducts, identify blessed potions by comparing the sizes of your potion stacks and making use of the fact that uncursed potions are 6 times as likely as blessed ones.) This is an exhaustive list of ways to make holy water. 53% of all games randomly generate holy water in the mines or the main dungeons down to Medusa's Island. Randomly generated horns of plenty are always generated uncursed, too. =_=_ Potion of unholy water A potion of unholy water (unidentified, a "cursed clear potion" if BUC is known) is the cursed version of the potion of water. Quaffing a potion of unholy water will polymorph you into your wereform if you have lycanthropy. Additionally, chaotic characters (or ones polymorphed into a demon or undead) heal 2d6 HP and exercise constitution, lawful characters take 2d6 damage instead, and neutral characters just abuse their constitution. Potions of unholy water cannot be diluted (and therefore made uncursed) by dipping them in a fountain or moat. Other methods of uncursing items (cancellation, scroll of remove curse, etc.) will still work. One way is to grab it from a bones pile: it is likely that water dropped from a previous player will be cursed, and thus unholy. Bones containing dead priest(esse)s are especially good sources, as their starting potions of holy water might have become unholy. With that first potion, it is easy to make more unholy water by dipping a stack of a few uncursed potions of water into unholy water. The safest way is to read a blessed scroll of remove curse while confused, which has a 25% chance of either blessing or cursing the uncursed items in your inventory, and hope that this curses some potions of water. To avoid accidentally cursing useful items, either drop all uncursed items you do not wish to make cursed or read a second blessed scroll of remove curse after dropping all unholy water. To increase your chances of getting unholy water, have many potions of water and individual-name each one with a different name so that they don't stack. This method has the added benefit of potentially created holy water, which is also useful. Another method is to dip a BUC-identified potion into a fountain repeatedly. There is a chance that the (resulting) potion of water will get cursed. You don't get a message, so check it after each dip. Be prepared for the monsters this can summon. Praying at an altar not of your alignment outside Gehennom with potions of water on the altar will make unholy water, but this will anger your god with the usual consequences (at a minimum, losing any "purchased" divine protections). You can offset the anger point in a number of ways, such as by sacrificing a former pet on the cross-aligned altar (this neither converts the altar nor consumes the corpse nor angers a tending priest, but has its own disadvantages), but you will still have suffered the loss of any divine protection in addition to the harmful effects of being smitten. In general, unholy water is only useful for making cursed objects. An exception might be for intentionally healing a demon, undead, or lycanthrope, such as a pet, or a chaotic player. Although the vast majority of objects in the game are better when they are not cursed, there are some exceptions to this rule, and it is these exceptions that are of interest here. In SLASH'EM, there is an additional way of obtaining unholy water, with shopkeeper services. While confused, use the uncursing service on a potion of water. "You accidentally ask for the item to be cursed!" and the shopkeeper will curse your potion of water. =_=_ Unholy water =_=_ Holy water =_=_ Talk:Yeenoghu I first met Yeenoghu while sacrificing something as a chaotic player. I was much less experienced with NetHack back then, having then read few spoilers; that was before the first game in which I reached the Rogue level. Yeenoghu stepped into the path of my ranged weapons, thus I died in that game to missiles. I had been careful to have Yeenoghu follow me down staircases, not knowing that keeping Yeenoghu around was useless. The only reason to have Yeenoghu made peaceful is to avoid a fight in Gehennom. --Kernigh 04:11, 26 May 2006 (UTC) I first met Yeenoghu at dungeon level 11 or something. He had 3 other demon minions with him (barbed devils). How the hell did this happen? --Azzkikr 09:15, 28 February 2007 (UTC) So I was dipping some potions into a fountain so that I could get some holy water. I'm in the Gnomish Mines, and a Water Demon shows up. "Crap," says I. Then out of nowhere I get blasted by the Invisible Yeenoghu. How the heck did a Water Demon summon Yeenoghu? Yeenoghu is not generally tamable (though perhaps a magic trap would do the trick?). Sacrificing him is not possible since he never leaves a corpse. Sacrificing to summon him isn't really significant; it saves you a fight later on, but he's not a particularly difficult demon lord. The fact that he hangs around you like some giant demented demonic puppy can be irksome. Moreover, summoning Juiblex (which is also possible when chaotic and sacrificing your race) can be detrimental if you wish to use him to quickly travel across his swamp. So, basically, I'd rate summoning him with a giant "meh." I was practising with my lance against a water demon in the gnomish mines when it summoned Yeenoghu. YAAD. > _ > I can't edit the attributes box on the right side of Meanie Yeenie's entry because it's done using tags instead of plaintext, but it states he "always starts as hostile." This is not technically true for a chaotic self-race sacrifice. Is there a way to modify the wiki tag code to say something like "starts as hostile in Gehennom" for accuracy's sake? Perhaps a special-case (for Juiblex too) tag like "hellhostile=1" that could also modify the "appears only in Gehennom" attribute as well? The new tag itself could accomplish both tasks at once for both Lords, though handling foocubi appearing in the Mines and the Dungeons would be a little trickier. Way beyond my ken, but it's certainly worth considering for clarity's sake. I summoned Yeenoghu on my first reasonably powerful character, a level 14 barbarian. I summoned him by sacrificing a Keystone Kop in Minetown after murdering the cross-aligned priest and all the shopkeepers. Later, I realized I couldn't do my quest even as chaotic - I had murdered too many innocents, whaaaat?! So I went back to Minetown, started sacrificing more Keystone Kops. Then I got a bit cocky and figured I'd try to sacrifice Yeenoghu since he was teleporting in my way and it was getting annoying. I burned an Elbereth into the ground next to the altar and started beating his face... foolishly didn't read the spoiler close enough to realize he teleports up a level to heal! So after getting tired of that nonsense, I made a dash for the stairs to engrave another Elbereth and try to kill him there. Long story short - he came back down and beat my face in before I made it to the stairs. Now he periodically returns in my bones files to slaughter my poor low level adventurers the second they step foot in Minetown! I'm trying to tame Yeenoghu in SLASH'EM by abusing the genetic engineer polymorph. I've used this several times so I know the trick works... but I can't polymorph Yeenoghu. When I try I just get the standard sparkle, as if I tried it against a gray dragon. Same when I try magic missile, although I don't remember ever having this problem when playing as a wizard in Vanilla. The article doesn't state that he has magic resistance and I can't find any indication that he's magic resistance in the source, but I also can't find anything to set magic resistance for a gray dragon so magic resistance must just be set somewhere other than monst.c. Is Yeenoghu magic resistant? And for future reference, where is that determined in the source code? -- Qazmlpok 02:56, April 24, 2010 (UTC) =_=_ Alignment In addition to your character's alignment (whether you are lawful, neutral, or chaotic), your character also has an alignment record, a number referred to as < tt > u.ualign.record < /tt > in the source code. Some spoilers refer to this number as your "alignment", creating ambiguity. Altars to the evil god Moloch are considered unaligned & mdash;that is, not lawful, neutral or chaotic. Additionally, some artifact weapons are non-aligned; this only means that they express no preference for the alignment of their wielders, not that they are in some way allied to Moloch. The interactions between objects of different alignments are many and varied. Two things are co-aligned when their alignments are the same, or cross-aligned when they are different. You choose your alignment during character creation. If you choose any race except human, your alignment is assigned implicitly: dwarves are lawful, gnomes are neutral, and elves and orcs are chaotic. Humans may explicitly choose their alignment, although most roles have restrictions on permissible alignments. For example, Barbarians cannot be lawful, Cavemen cannot be chaotic, and Knights must be lawful. There are two ways to change your character's alignment. Wearing a helm of opposite alignment changes your alignment temporarily, and sacrificing at a cross-aligned altar under certain circumstances can convert your alignment permanently. If you permanently change your alignment before doing your quest, however, the game will be unwinnable. A monster's alignment is entirely different from the player character's alignment or alignment record, and is used primarily to determine whether it is peaceful or not toward you. Monsters can be lawful, neutral, or chaotic; the Wizard of Yendor and priests of Moloch are unaligned. Alignment is determined by the integer < tt > maligntyp < /tt > of < tt > struct permonst < /tt > declared in permonst.h; a positive integer is lawful, 0 is neutral, and a negative integer is chaotic. Thus, while monsters of the same type actually have the same alignment, some lawful monsters are more strongly lawful than others, for instance, while some chaotic monsters are more strongly so than other chaotic monsters. A neutral monster in this context is simply any monster that is neither lawful nor chaotic. White unicorns are lawful, gray ones are neutral, and black ones are chaotic. Unicorns are especially important, as your god expects you to respect co-aligned unicorns, and sacrificing cross-aligned ones is highly valued. Co-aligned altars can be used to pray and offer sacrifices to your god. Cross-aligned altars can be converted, but this is not always wise if there is an attendant priest. Most artifacts have an alignment. If the artifact is not intelligent, then you have only a chance of being blasted if you have a different alignment from the artifact or have a negative alignment record, or are in the form of something the artifact specially attacks; damage is 4d4 (2d4 if you have magic resistance). If you have enough HP to survive the blast, you will be able to use the artifact. Intelligent artifacts can emit much stronger blasts; they might also "evade your grasp", meaning that you are unable to use them. Branches of the dungeon can be aligned in the sense that monster generation in that branch is biased toward monsters of that alignment due to adjusted monster frequency. The three alignments of NetHack probably originate from the first edition of Dungeons & Dragons. D & D gods have a specific alignment, and their worshipers are also of that alignment. Later D & D editions include a second axis of alignment: good, neutral, or evil. This results in nine combinations, such as "chaotic good" or "true neutral". Before D & D introduced the good & ndash;evil axis, some players had equated "lawful" with "good" and "chaotic" with "evil"; games like ADOM follow this idea. Perhaps this is why D & D added the second axis. Many computer games, like NetHack, did not include this complication. Unlike D & D, which has numerous plots, NetHack always follows the same story of taking that Amulet of Yendor from Moloch. Thus, in NetHack, alignments can be compared by how they relate to that story. For a lawful character, think law and order. Perhaps the surface world has evil Knights and Samurai supporting tyrannical empires, but it is hard to believe that our Knight or Samurai seeking the Amulet is anything but good. They avoid murder and shoplifting, the Knight keeps a code of conduct, and the Samurai maintains honor. Perhaps other lawful roles need not act so good. A neutral character does not much care about alignment. Most of the special effects of alignment are for lawful or chaotic characters. The neutral character just wants to obtain the best artifacts and win immortality. He or she might be planning from the start to take a helm of opposite alignment to the Astral Plane and just offer the Amulet to the closest high altar. A chaotic character aims for convenience and cares not for order. In contrast to the lawful characters' like of social settings and orderly group activity, chaotic characters prefer individual action and are perhaps most suited to a one-player game like NetHack. Chaotic characters can keep pets as well as lawful and neutral characters can, before they take out Stormbringer. Every elf is chaotic. NetHack & #39;s elves may be the size of humans, but they are not of Tolkien. Of elves, the rec.games.roguelike.nethack FAQ says that "there's hundreds of years of tradition of the land of Faerie being one where human concepts of law simply do not apply." Demons would seem to be a special case. They are evil almost by definition, and yet both lawful and chaotic (but not neutral) variants exist. If you polymorph into a demon, no matter what its alignment, you will be damaged by holy water and healed by unholy water, and be unable to pray to any but a chaotic god. It appears that for demons, "lawful" is equivalent to the D & D alignment "lawful evil", and "chaotic" to "chaotic evil", instead of the good & ndash;evil axis that describes players and other monsters. D & D divides its fiends into lawful evil "devils" and chaotic evil "demons", but NetHack makes no such distinction. In SLASH'EM, lawful characters get much more powerful minions than others, and they can get minions by praying with low HP as well as sacrifice. However, lawful characters will anger their god if they drink a potion of vampire blood. =_=_ Baalzebub Baalzebub, , is a demon prince who appears in NetHack. He is guaranteed to appear in Gehennom, and is generally encountered after Asmodeus. Under normal circumstances, Baalzebub will be encountered in his lair, situated in a passage at the very back next to the stairs. The lair is eligible to leave bones. As with Asmodeus before him, Baalzebub will appear before you once you attract his attention; if you were not wielding Excalibur upon entering the lair, he will start out peaceful and demand a portion of your visible gold as payment for safe passage. If you were wielding Excalibur at the time of level creation, refuse the bribe when he asks, or else he fails to see where you are, Baalzebub will become hostile. Giving Baalzebub the desired gold will cause him to disappear from the level, allowing you to continue forward; this is the ideal strategy if you are in a hurry or else want to conserve resources. As always, unwield Excalibur or Demonbane before walking down to his lair if you plan to pay him off. Baalzebub is quite easy to defeat, especially compared to Asmodeus; while he is almost as magic-resistant, Baalzebub's primary methods of attack are his poisonous sting and stunning gaze attack, which can be easily countered. Blindfolding yourself protects from his somewhat annoying gaze, and most players will have poison resistance by the time they encounter him, or else have other ways to render strength loss a non-issue. Fighting him on the up staircase with your best weapons is usually enough. Like the other demon rulers, Baalzebub is adapted from Dungeons & Dragons, which uses the spelling Baalzebul and is in turn inspired by Christian demonology. Beelzebub was originally the name of a Philistine god formerly worshipped in Ekron, whose name was associated with the Canaanite god Baal; he was later adopted by some Abrahamic religions as a major demon. Baalzebub is known in Christian demonology as one of the seven princes of Hell; in some predominantly-Christian theological sources, Beelzebub is another name for Satan. The Dictionnaire Infernal describes Beelzebub as a being capable of flying, known as the "Lord of the Flyers", or the "Lord of the Flies". This is considered to be the result of mistranslating of the Hebrew Ba'alzevuv (Greek Beelzebub), and as the encyclopedia entry hints, the name may have been mis-transliterated in turn. In Dungeons & Dragons, Baalzebul appears as a giant slug-like creature which trails feces and garbage wherever he goes. Flies crawl over his body at all times, and his arms are tiny and malformed. He also has a dark-skinned humanoid form with compound insect eyes, which is said to be his initial form prior to being transformed as a punishment by Asmodeus. Other media generally depicts Beelzebub as a demonic fly; in NetHack, this is reflected by both his default tile as well as the fly-like shape of his lair. The encyclopedia entry comes from the novel Lord of the Flies, named for Baalzebub. =_=_ Dispater Dispater, , is one of the many demon princes that can appear in NetHack. Like all demon princes and lords, he is covetous and capable of flying, and will attempt to steal the Amulet of Yendor if you possess it. Dispater is one of three demon princes without his own lair in Gehennom, with the other two being Geryon and Demogorgon. He has the fourth-highest monster difficulty and experience point yield in the game behind Baalzebub. Under normal circumstances, Dispater will only appear if summoned via the summon nasties monster spell being cast in Gehennom, or being gated in by another demon prince (e.g., Asmodeus, Baalzebub or Geryon). It is also possible for him to appear in a bones file. Like other lawful demon princes, Dispater can be bribed for safe passage with a portion of your visible gold. If you were wielding Excalibur at the time of his appearance, refuse when he asks, or else he fails to see where you are, Dispater will become hostile. Dispater is a rather dangerous spellcaster in spite of his relatively poor AC (surpassed by water demons and horned devils). He has a lot of hit points, great monster magic resistance, and can move almost as quickly as a fast player. In addition to the standard demon prince traits of fire and poison resistance, he has a decently strong weapon attack and powerful mage spells - up to and including curse items, summon nasties, and the touch of death. However, he will always use his wand of striking first, which should be no danger to any player at that point. That said, even if you possess magic resistance it is still best to kill Dispater as quickly as possible if he appears - while not a Demogorgon-level threat that requires a specialized kit, his magic is far more annoying to contend with once his wand is spent. Beware using shock damage against him, as he will cast spells much sooner if his wand is destroyed prematurely. Players going for speed ascensions should bribe Asmodeus and Baalzebub or else deal with them quickly before he can be gated, although it is still possible for the Wizard of Yendor to summon him if he gets a chance. Some extinctionist players may want to have a hasted Asmodeus or Baalzebub gate him in if they plan to eradicate all unique monsters. The NetHack incarnation of Dispater is based on his portrayal in Dungeons & Dragons source books, where he is a unique archdevil - this is in turn based on Dīs Pater, a Roman god of the underworld later subsumed by Pluto or the Greek Hades. Originally a chthonic god of riches, fertile agricultural land, and underground mineral wealth, he was later commonly equated with the Roman underworld deities Pluto and Orcus. In Dungeons & Dragons, Dispater's appearance is that of a handsome human about 2 meters (ca. 7 feet) tall, with two small horns, a tail and a cloven left hoof - Dispater's portrayal and default tile in NetHack draws from this, although it retains only the former trait. He is also known to carry a powerful rod that symbolizes his authority, and also acts as a staff of striking - which is why he always generates with a wand of striking. The "City of Dis" mentioned in the encyclopedia entry is based on Dispater's appearance in the Inferno, where the infernal city under his rule made up the entire sixth circle of Hell; some variants of NetHack add a lair inspired by the City. In SLASH'EM, all demon princes have lairs. Dispater's lair is located between levels 10 and 15 of Gehennom, and Dispater himself waits near the center of the long winding hallway contained within the maze. In dNetHack, Dispater occupies a throne in the center of the citadel of Dis, and is a far tougher opponent with a much higher AC that favors the curse items and turn to stone monster spells while being immune to stoning himself. He also possess a corrosive touch attack and an armor-rusting passive, and his artifact weapon, the Rod of Dis, adds +1d8 damage to his attacks and can stun the player. Dispater should not be confronted without several lizard corpses in open inventory, as characters that begin to stiffen have only a few turns to eat one before becoming a statue - free action can buy players an additional 3 turns to act. In the Lethe patch, Dispater has his own lair, and sits on a throne at the eastern end of the level, past a river of Lethe water. =_=_ Foocubus The term foocubus refers to an incubus or a succubus, especially one of the opposite sex of the character. Foocubi are demons that appear in NetHack, and have a special seduction attack < ref > < /ref > which can be used by high-intelligence and high-charisma players for its beneficial effects, although it is not without its risks. In the vanilla game, all foocubi are heterosexual; an incubus will never try to seduce a male character, and a succubus will never seduce a female. If you chat to a foocubus of the same sex as you, it will "cajole" you, which has no effects. Trying to use a saddle on a foocubus results in YAFM ("Shame on you!"), as well as abusing your wisdom. In addition to the usual methods of monster generation, foocubi can be summoned by kicking a sink or sacrificing a creature of your own race as a chaotic character. As a major demon, other major demons can gate them in, but they cannot summon other demons; they share this trait with another major demon, the balrog, though they may read a scroll of create monster should one be available. They also cannot be summoned by a cursed scroll of genocide. The foocubus may begin the encounter of its own volition if it is hostile, or the player may begin the encounter with the #chat command. The foocubus will attempt to remove all armor; with a probability of , they will ask, and will just remove the item. This process repeats for each item of armor you are wearing; the foocubus can only remove your suit if you have not kept your cloak on, and can only remove your shirt if you have not kept your cloak or suit on. A foocubus will never attempt to remove an amulet or blindfold, and will only affect rings if you have a ring of adornment; see below for details. If you are riding a mount, the foocubus might steal the saddle off the mount, dismounting you. If, at this point, you are still wearing body armor or a cloak, the foocubus will leave you alone and try to teleport away ("You're such a < sweet lady|nice guy > ; I wish..."); otherwise, they will initiate an encounter. ("Time stands still while you and < the foocubus > lie in each other's arms...") This does not increment the turn counter. At the end of the encounter, you will experience either a positive or a negative effect; the likelihood of a positive outcome depends on the sum of your intelligence and charisma stats. The probability of a positive effect is (IN+CH+1)/35. For this purpose, the sum of IN and CH is capped at 32, giving a minimum 5.7% chance of a negative effect, no matter how high your attributes are. After the encounter, whether positive or negative, the foocubus may try to take some gold from you as a payment and teleport away. The attempt will fail with a probability equal to your charisma out of 20 (or always, if you are polymorphed into a leprechaun). The amount taken usually consists of a 500zm flat fee, plus a random percentage of your current gold outside of any container. However, if you have more than 32757zm, the foocubus's percentage will not take into account any gold beyond that amount. If you have no gold in your main inventory, the foocubus will instead simply teleport away unpaid, with no change beyond an alternate message. ("It's on the house!") Furthermore, a peaceful foocubus will charge only 1/5 of the usual price—rounded down, but always at least 1zm; a tame foocubus will never charge you. Raises your level by 1 and exercises wisdom. This increases your hit points and power, even if you are already level 30. These last two positive effects are the main reasons to deliberately consort with foocubi (see strategy below), as they provide a very efficient way to gain XL, HP and power. Foocubi do very little melee damage, and are easy to kill even at low levels. As discussed further below, most of their negative seduction effects are also easy to cure. Their true danger lies in what seems like a humorous side effect of seduction: the player is left at least partly disrobed in the presence of any other monsters that happened to be in the room. Players who rely on armor items for reflection or MR can find themselves suddenly annihilated by attacks they would usually shrug off. As such, it is sensible to make absolutely sure that the immediate area is clear and that most monsters cannot close in on you post-encounter. Foocubi will follow you up/down stairs or when branchporting or levelporting. It's possible to collect multiple foocubi on a level where it's safer to be naked. The probability of a beneficial effect from the encounter is (INT+CHA+1)/35. It is therefore a good idea to maximize charisma before consorting with foocubi. Intelligence also helps, but intelligence is the most difficult score to raise. For this reason, wizards are excellent for using foocubi and can often do so well from the beginning of the game. Maximizing charisma, however, is another matter. A ring of adornment can raise (or lower) charisma, but foocubi take an interest in them. An incubus may put it on your finger; a succubus may ask you for it, or just take it. The probability of asking, rather than just doing, is in both cases CHA/20 (where CHA is your charisma before donning or doffing the ring). A female character has a small advantage here, as she can keep a positively enchanted ring on and it will boost her chance of a positive effect. A male can only do this reliably if his charisma is thus boosted to at least 20, as the succubus will otherwise eventually steal the ring. On the other hand, male characters need not ever worry about negatively enchanted or cursed rings of adornment, nor having a ring of levitation replaced by a ring of adornment and possibly dropping him into water or lava. A tame succubus will eventually drop any stolen ring. Magic traps have an effect that causes you to gain a point of charisma and tame any monsters in the vicinity if they are tameable, resulting in some unusual pets (with the message "You feel charismatic!"). However, repeatedly stepping on a magic trap is most likely to have negative results, such as surrounding you with monsters after blinding and deafening you, or creating a tower of flame, as from a fire trap. Having fire resistance, a means of mitigating blindness (e.g. telepathy), and the ability to handle the summoned monsters is recommended; see the article on magic traps for more detailed information on how to handle such effects. Meanwhile, magic fountains have a 7 in 10 chance of increasing a random attribute by 1, or increasing all your attributes by 1 with a natural Luck of at least 4. However, there is no way to tell if a fountain is magical before quaffing, and the negative effects that quaffing from non-magical fountains can produce are much worse to deal with compared to magic traps, such as cursing your inventory; placing your items in a bag beforehand is a good idea, as is being prepared to deal with water moccasins or even a water demon. See the article on magic fountains for more detailed information. Beginning with NetHack 3.6.0, a foocubus will not put on or remove a ring of adornment if you are wearing gloves. He or she will attempt to remove your gloves, with the usual probability CHA/20 of asking first, before putting on or removing a ring. This does not affect succubi stealing rings of adornment that are not worn, because gloves do not impede this act. Most negative effects of seduction can easily be dealt with. Loss of wisdom or constitution can be cured by applying a unicorn horn. Hit points will heal over time (but don't consort with foocubi when you're nearly dead). If you lose a level, go and kill a wimpy monster or eat a tripe ration to get it back before playing with the foocubus again. Thus, it is possible for a low-intelligence or charisma character to still benefit from dealing with a foocubus, though the process is likely to be tedious. There is no cure for loss of maximum magical energy, and The NetHack Incubus and Succubus Spoiler suggests that if you care about this, you should wait until your intelligence and charisma are high enough that on average you will gain more magical energy than you lose. To minimize post-assignation vulnerability, you should never voluntarily allow a foocubus to remove anything other than your cloak and body armor; an exception is if you are trying to get a cursed item removed. It is also wise to only consort with foocubi in an area you have emptied of other enemies. You can keep the foocubus out of the way while you do this by luring it up or down a level, or by using Elbereth whenever it approaches. For further details and special cases, see the "Possible YASDs" section below. Finally, remember to get dressed again afterward! To prevent a foocubus from taking your gold, simply keep it in a container. In an emergency you can also drop it on the ground. A gentlemanly and/or ladylike player may wish to retain a small amount of gold in their inventory, so that the foocubus will receive at least a token payment for its services. If you have Excalibur, Stormbringer or the Staff of Aesculapius, you can wield it for protection against the drain level effect. As pets, foocubi are next to worthless in combat, but can still be #chatted to. Because they are demons, a foocubus cannot be tamed unless you are polymorphed into a demon; however, a foocubus is a valid polymorph form, and thus it is possible to polymorph an existing pet into a foocubus of the opposite gender (or swap gender yourself with an amulet of change or by polymorphing into a foocubus of the opposite gender yourself). Lying with a tame foocubus is no different from with a hostile or peaceful one; all problems including armor removal and self-cancellation remain. The key is that a tame foocubus is much easier to control, as you can lead it to a safe location before engaging it. Additionally, if you possess a magic whistle or move to a non-teleport level, it will not be necessary to chase down the foocubus after each encounter. A tame foocubus will also not be attacked by your pets and can be easily led away from any hostile monsters it would foolishly attack. Once the foocubus becomes cancelled, it should be abandoned or polymorphed; note that polymorphing a cancelled foocubus will create a cancelled monster, so you cannot polymorph it back into a useful foocubus. Foocubi can remove any armor, including cursed armor; succubi can also remove cursed rings of adornment from male characters. Incubi can remove any cursed ring from female characters wearing two rings and carrying an additional ring of adornment. This provides an alternative to nymphs for ridding oneself of such items. Before NetHack 3.6.1, the outcome calculation used uncapped attributes, making it possible to guarantee a positive result with a combined IN and CH of at least 34. =_=_ Succubus =_=_ Incubus =_=_ Wish The castle always has a wand of wishing in a chest in one of the four corner rooms. Unless you are trying for wishless conduct, you should be able to do some wishing before you enter Gehennom. Destroying artifacts will not increase the chance of successfully wishing for another, since the number generated is never decremented. Failed artifact wishes don't further decrease the chance of success, however. When wishing for a stackable item, you may wish for more than one. If the amount you wish for is less than the roll of a d6, you get the desired amount; otherwise you get only one. Ranged weapons aside from the ones listed, including javelins, daggers, spears, knives, gray stones, and gems, follow the same rules as any ordinary stackable item. Most players wish for 2 or 3 items. Wishing for 3 gives more items when averaged over many wishes, but wishing for 2 is more likely to increase the effectiveness of the current wish. When wishing for an item that can be enchanted, you may specify the enchantment. If the enchantment you wish for is less than or equal to the roll of a d5, you get the desired enchantment; otherwise you get +0. If your Luck is negative, any enchantment higher than +2 will automatically become negative. This check takes place after the game decides whether it will grant you your specified enchantment, and it only applies for armor, weapons, and weapon tools. If you want to wish for a +6 wand of striking (a bad idea most likely) while your Luck is negative & mdash;assuming you get the wand at all & mdash;you will get a wand of striking with between 4 and 6 charges, just as if your Luck were positive. As with quantities, most players wish for +2 or +3 equipment. +3 gives the best average enchantment, but +2's slightly lower average is less chancy. (If you're intending to immediately enchant the item further, however, +2 is strictly better because a blessed scroll is more efficient on a +2 item than on a +3; after using a single blessed scroll on the newly created item, the average enchantment is 3.6 for the +2 case versus only 3.5 for +3.) < ref > Strictly speaking, this is a somewhat self-defeating argument: we say that +2 is better despite a lower average enchantment, and then we "prove" it with another average enchantment figure. A more accurate metric would be the average number of scrolls it takes to raise the item to +5 (for most armor) or +7 (for elven armor and weapons). Wishing for +2 as opposed to +3 does save ~0.030 and ~0.019 scrolls in the +5 and +7 cases, respectively, but this data may be a bit too in-depth for the article. < /ref > +4 and +5 have lower averages than +3 and are more risky as well, so those are usually not used. +1 is certain to work, but its average enchantment is much lower than that of +2 or +3, so it's usually not a good choice unless you are illiterate and unable to enchant items yourself. The other possible enchantments are obviously not ever very useful, unless you actually want nonpositive enchantment for some bizarre reason. When wishing for wands or chargeable tools, an enchantment written as "+x" will be interpreted as a wish for x charges. Conversely, a wish for a "dagger (y:x)" is a wish for a +x dagger (the first number has no effect). This occurs because charge and enchantment are the same variable in the structure for objects in NetHack, hence there are no simultaneously enchantable and chargeable objects. You can specify whether the item should be blessed, uncursed, or cursed. If your Luck is zero or greater, your preference will be respected. If your Luck is negative, explicitly wishing for a "blessed" or "uncursed" item will yield a cursed one instead. (Wishing for a "cursed" item still works.) If you do not specify a beatitude, the item will have a random beatitude as if the item had been randomly generated (regardless of Luck). Specifying a negative enchantment as part of the wish (even "-0") will implicitly specify "cursed" unless you specify a beatitude explicitly. You should almost always wish for blessed items, unless you have negative Luck, or specifically want a cursed potion or scroll. Magic markers should be uncursed, so that cursed paper will produce cursed scrolls. If you desire both cursed and blessed copies of an item (such as scrolls of genocide or potions of gain level), consider wishing for cursed ones, since it is easier to bless items than it is to curse them. You can ask for an item to be "rustproof", "erodeproof", "corrodeproof", "fixed", "fireproof", or "rotproof". If your Luck is non-negative, and the item is subject to erosion (or is a crysknife), your preference will be respected. NetHack does not discriminate between the different types of erosion-proofing, so you may wish for "corrodeproof speed boots" or a "fireproof crysknife", and the game will substitute the appropriate type of protection. Thus, some players recommend making it a habit to add "fixed" to every wish, to reduce the chance of forgetting to erosion-proof something. If you wish for a tin containing a monster that has been genocided, you get an empty tin. Wishing for a tin containing a unique monster, a monster that cannot leave a corpse, or a monster giving zero nutrition (such as a wraith) will instead produce a random tin. You can also wish for tins of spinach. You may not wish for the corpse of a unique monster, or a monster that cannot leave a corpse; doing so will produce a random corpse. Wishing for the corpse of a quest guardian will instead produce a corpse of the corresponding player monster. A partly eaten corpse is lighter than a non-eaten one, so many players prefer those when wishing. If you wish for an egg from a non-oviparous monster, you will get a random kind of egg. Wishing for a "Scorpius egg" will give you a scorpion egg. You can wish for an egg from a genocided species, but the egg will never hatch. Although you can wish for a specific number of charges (e.g. "wand of death (0:7)"), in a normal game you will always receive the lesser of the number of charges you wish for or the number of charges you would otherwise receive, making this an undesirable option. The capability was designed for wizard mode, where you always receive the number of charges you wish for. You can also wish for charges by specifying an enchantment (so a wish for a "+7 wand of death" is equivalent to the above). Wishing for a "+10 magic marker" is a bad idea, because it will have at most 10 charges. Sometimes, a player gets a wish prompt (for example from a throne or a smoky potion), but wants to keep the wishless conduct. In this case, the player can wish for "nothing", "none", or "nil" to avoid breaking the conduct. The best use of a wish depends heavily on your situation in the game. Here we give some general advice for early and late game situations. This advice is only a guideline and does not apply to all situations. In some cases, if you already have everything you need, the best thing to do with a wand of wishing or magic lamp is to save it for later. Experienced players are able to weigh the value of an unused available wish and compare it to the benefit that would be provided by the most valuable item in the game in that situation. For inexperienced players, there is no substitute for experience & mdash;play and learn! The rest of this discussion assumes that you have a way to recharge your wand, if the wish is from a wand of wishing. The most common source of early wishes is a magic lamp (if you disregard slightly suicidal early level fountain quaffers). As a rule, the best item to wish for early in the game is either gray or silver dragon scale mail, unless you are playing a Monk: Which one you should wish for is somewhat situational; if you already have one extrinsic, you should wish for the DSM which provides the other. For example, a Wizard starts with a cloak of magic resistance, and would prefer SDSM. A character who gets the amulet of reflection from Sokoban, on the other hand, would be better served by GDSM. If you have neither magic resistance nor reflection, the choice is somewhat more difficult; see GDSM versus SDSM for a more detailed discussion of the merits of each. For a Monk, the choice is drastically different, due to the large penalty for wearing body armor, which is especially problematic early in the game. Another class's quest artifact is a good choice for a lawful or neutral Monk (see below). However, due to the absence of chaotic quest artifacts that provide magic resistance, a chaotic Monk needing magic resistance should wish for a "blessed greased fireproof +2 cloak of magic resistance" (or +3). Alternatively, when magic resistance is not the highest priority, common and useful single wishes include speed boots or gauntlets of power. The Master Key of Thievery is another option for a chaotic Monk due to the extremely useful half physical damage property, but be wary of its artifact blast. A somewhat rarer source of wishes early in the game is a wand of wishing. With a wand of wishing, you will usually want to wish for some or all of the following items, depending on what you already have: dragon scale mail (gray or silver), amulet of life saving, some artifact weapon (unless you're planning to sacrifice for one), a bag of holding (if Sokoban doesn't provide one), and speed boots. All of the above should be blessed, and weapon and speed boots should be also fireproof. Some players wish for 2 blessed scrolls of charging, or a blessed magic marker, in order to access all the wishes immediately. You may also consider wishing for a quest artifact (see ), but its artifact blast might kill you. If you encounter a wand of wishing in a shop, it is easy to price identify because its base cost is 500, shared only with the wand of death. If you have a pet with you, stealing the wand is easy enough. Those who were already planning to use a powerful pet (e.g. pacifists) might wish for a blessed figurine of an Archon; this carries a 10% chance of backfiring, and a 10% chance of being wasted. Do not wish for a pet unless you are prepared to take care of it. Failing this, it is best to simply find 500zm worth of junk to sell to the shopkeeper and then buy the wand. If you're really not sure of your character's ability to survive long enough to do that, it's also possible to simply wish for 5000 zorkmids, use some of them to pay the shopkeeper for the wand, and leave with a healthy monetary profit (and more to the point, a wand of wishing with only one charge spent). This is probably the lowest-risk strategy, but the potential rewards are lower too as gold is typically a waste of a wish. A more ostensibly "profitable" method is to wish for a wand of death and use it to kill the shopkeeper, though that entails the penalty for murder. If you need lots of items to complete your ascension kit, consider wishing for a wand of polymorph. This wand is a very powerful item for players who are not averse to polypiling. In most cases, it is far more efficient to polypile for ascension kit items and then wish for the few remaining missing pieces, rather than wishing directly for all the items from the start. An uncursed magic marker can be used to write cursed scrolls of genocide, which when read will summon a monster of your choice. This technique is often more efficient than wishing directly for monster-derived items, since a single uncursed magic marker (which takes one wish) can usually write at least four scrolls of genocide with recharging. For example, if your character is reasonably strong, you can obtain dragon scale mail by reverse genociding dragons instead of wishing directly for dragon scale mail. As another example, if you need a cockatrice corpse, it may be more efficient to reverse genocide cockatrices than to wish for a corpse directly. For maximum effect, use a burned Elbereth to protect yourself from the monsters while you kill them. Generally speaking you should not wish for cross-aligned quest artifacts. They will “evade your grasp” and fall to the floor, and you will be unable to pick them up. Early-game characters should also avoid wishing even for coaligned quest artifacts, unless they have enough current HP to survive the inevitable artifact blast. It is technically possible to carry multiple artifacts of different alignments through careful use of alignment conversion or a helm of opposite alignment, but this tactic is rarely employed. A helm of opposite alignment also cannot cause chaotic or lawful characters to become neutral, so the only way for such characters to use wished-for neutral artifacts is to permanently convert themselves at an altar. For lawful characters, the main contenders are the Sceptre of Might, the Orb of Detection and the Magic Mirror of Merlin, which all offer magic resistance. The Sceptre offers ring-less conflict and deals double damage against cross-aligned (non-lawful) monsters. The Mirror and the Orb both offer extrinsic telepathy; the Orb also offers half spell damage and functions as a crystal ball, but is much heavier than the Sceptre or Mirror. If you already have magic resistance, the Mitre of Holiness is worth considering for a spellcaster due to the energy boost it provides when invoked. The Eye of the Aethiopica is an especially valuable item for neutral Monks; due to armor to-hit penalty and weaponless martial arts, they will most likely spend a wish on magic resistance. Comparing the cloak and the MR-granting quest artifacts, energy regeneration stands out as extremely useful, since Monks are decent spellcasters and their starting spell (whatever it is) becomes vastly more powerful with energy regeneration. Branchport and telepathy are also big bonuses that are difficult or impossible for vegetarian Monks to get in any other way. The Eyes of the Overworld might be considered a lower priority than some of the others listed, but the astral vision they provide is useful for making the exploration of Gehennom less tedious without having to stockpile scrolls of magic mapping. However, if you can cast the divination spells of , , and at a Skilled level, then these combined also provide the key benefits of the Eyes, even revealing information about the entire map at once & mdash;though this of course requires obtaining the appropriate spellbooks and being able to cast them somewhat reliably. For chaotic characters, the Master Key of Thievery is usually considered better than the Longbow of Diana. No chaotic artifact grants magic resistance, making them somewhat less desirable than artifacts of other alignments. However, the Key still grants the very useful half physical damage and teleport control properties, in addition to warning and its invoke effect. If you want, you can just join #nethack on Libera and ask them to suggest what to wish for. It helps if you know what items and perhaps spells, discoveries you already have. If what you enter at the "For what do you wish?" prompt cannot be parsed as a NetHack item, you will be notified ("Nothing fitting that description exists in the game.") and asked again. "Cannot be parsed" is a quite loose definition, though; for example, "figuring" will successfully be (mis-)parsed as "ring". However, you have at most five tries; after failing five times you will be given a random object ("That's enough tries!"). Pressing at the prompt will result in a random object being given to you. This breaks the wishless conduct. Pressing any of the arrow keys will have the same result as their representation contains an escape character. NAO's patched NetHack version only clears the input if you press escape; if the input line is already empty, pressing escape will have the same effect as in vanilla NetHack, however. In SLASH'EM, there are not only several new ways to obtain wishes, there are many new targets for wishes and many other chances and ways to get ascension kit items that would be good wish targets in vanilla. The following are some key points to bear in mind. SLASH'EM has two additional wish sources: pills and gypsies, of which the latter is the more important. A common mid- to late-game technique for a character who has a significant number of identified gemstones is to reverse genocide gypsies, which guarantees several wishes if the player has enough gems. Because this can be done repeatedly, it makes wishes less of a rarity than vanilla. By the time a SLASH'EM player reaches the castle, they rarely need the wand. In general, SLASH'EM has an abundance of items compared to vanilla, given all the extra dungeon branches, not to mention the black market. If you happen to find an early wand of wishing or a mid-game magic lamp, you may want to hold off on using the last wish or two until you have cleared out some of these areas. Additionally, some items which would be wish targets in vanilla can be created by the process of upgrading common items in SLASH'EM, including: Additionally, wishing for any of the six artifacts of the alignment quests is forbidden (the Hand of Vecna, the Eye of the Beholder, Nighthorn, and the three alignment keys). Finally, polypiling is tougher in SLASH'EM because you need to dip an item in a potion of restore ability to make the change permanent; while this may not matter for items that can be used immediately such as potions, scrolls, and spellbooks, it has implications when polypiling for equipment like rings or amulets. In UnNetHack, wands of wishing are generated recharged once and therefore cannot be recharged. Thus, you may not want to use your first wish on scrolls of charging like in NetHack. Magic lamps can now be wished for, since wishes from them can only grant non-magical items. Projectiles can be wished for in quantities up to 100. (Daggers are not considered projectiles.) Since UnNetHack 5.1, wishing no longer increments prayer timeout. Since UnNetHack 6, the chance of receiving an artifact is not depending on the number of artifacts that have already been generated. Chromatic dragon scales and scale mail and Thiefbane cannot be wished for; unidentified dragon scale mail is replaced by a random one. Since UnNetHack 5.1, wishing for chromatic dragon eggs is no longer possible. Wishing for statues or figurines of chromatic dragons no longer work since UnNetHack 5.2.0. See Chromatic dragon (UnNetHack) for details. Wishing for "reflecting/magic dragon scales (not mail)" is allowed only if you have identified it; alternatively, wishing for "guivre scales" or "leviathan scales" is fine, but you will need to observe these dragons in combat to know which property is held by which race. If you find a wand of wishing before meeting a dragon, and would like dragon scale mail, wish for glowing dragon scale mail, as at the very least you end up with a permanent light source and could end up with (one in five chance of) reflection or magic resistance. See Dragon § UnNetHack for changes to dragons in particular. GruntHack allows monsters to wish for items. This can be performed either by a smoky potion or a wand of wishing (monsters never use magic lamps). Monsters wish for a scroll of charging if performed with a non-recharged wands of wishing. Otherwise, they wish for one of the following items, chosen randomly: Monsters will not wish for items granting properties they already have (for example, a strong monster will never wish for gauntlets of power and an Angel will never wish for a cloak of magic resistance). Additionally, they will never wish for things they cannot use (for example an Archon will never wish for a cloak of magic resistance, and monsters who lack gloves and aren't stone resistant will never wish for a chickatrice corpse). If chickatrices are genocided, monsters will wish for a cockatrice corpse. If cockatrices are also genocided, they will try to wish for the corpse anyway and receive a random corpse. In xNetHack, wands of wishing always explode when recharged and will turn to dust when they reach 0 charges. xNetHack also allows you to wish for magic lamps, but unlike UnNetHack, wishes from djinn are not restricted to non-magical items. Since you cannot get more than one wish from a magic lamp, the main use of this is for a permanent light source. The probability of successfully wishing for an artifact is changed to , where n is the number of artifacts you have received by wishing. Artifacts generated in any other way are not taken into account. This means the first artifact wish is guaranteed, and subsequent ones have probabilities of , , , etc. Although xNetHack implements object materials, the material of a wished-for item cannot be specified outside of wizard mode. An item received by wishing always has its base material. In dNethack, wands of wishing have been removed and replaced with rings of wishing and candles of invocation. A candle of invocation can be used once to summon either a djinn, pet, or demon and then is consumed; summoning a djinn grants one wish. Rings of wishing can be used several times and must be worn and invoked to make a wish. A ring of wishing replaces the wand of wishing in the chest in the Castle. Wishing for artifacts have been significantly reworked as well. Rather than counting the number of artifacts that already exist, the player starts with one artifact wish available and gains the ability to wish for another artifact based on two events: Each event allows the player to wish for one more artifact. Gifts or named artifacts have no direct effects on your artifact wish abilities. While there are many additional artifacts in dNethack, many of them are unwishable, including quest artifacts. However, there are several good candidates for wishing that should be considered: =_=_ Potion of enlightenment A cursed potion will only abuse wisdom & mdash;not even providing enlightenment. You receive the message "You have an uneasy feeling..." and are prompted to name the potion. Despite its good natural uses, the potion of enlightenment is usually saved for alchemy as it can be used in a recipe to create potions of gain level. As with all alchemy, there is a chance of an alchemic blast, where the mixture will explode. The blast will take 1 to 10 HP from you, and it will generate vapors from the potion being dipped. The blast will also abuse your strength. =_=_ Lump of royal jelly Eating a blessed or uncursed lump of royal jelly will increase your strength (if not already maximized) by +1. If cursed, it will decrease your strength by one. Your hit points are increased by 0-20 (or decreased if the jelly is cursed). If this would raise your HP above your max HP, there is a 6.25% chance (1 in 16) to increase your max HP by one. Royal jelly is a popular comestible to store for the ascension run, as it has a very good nutrition-to-weight ratio and can be eaten in one turn, both of which can be crucial concerns in the late game. =_=_ Throne A throne, , is a special dungeon feature that occurs in throne rooms and in special areas such as the Castle, Fort Ludios, and Vlad's Tower. Half the quests have one throne somewhere along the path. Those that have none are the Caveman quest, the Monk quest, the Priest quest, the Rogue quest, the Samurai quest, and the Valkyrie quest. You have a nearly (7.5%) chance of obtaining at least one wish if you #sit on a throne until it gets destroyed. < ref > chance destroyed without wish in one #sit: p1 = (+×)× = (nothing+(no wish, no teleport)); chance not destroyed and no wish in one #sit: p2 = (+×)*+× = ((nothing+(no wish, no teleport))+teleport); total chance no wish until destroyed: p3 = p1+p2×p3, p3 = ; so chance of at least one wish: p = 1 & minus;p3 = < /ref > < ref > point 5. in the "General Wishing Guidelines" section of http://nh.gmuf.com/wish.html < /ref > The usual way to interact with a throne is to sit on it. As with all dungeon features, you cannot sit on a throne if you are mounted, levitating, or engulfed, or if there are objects in the square. If (natural Luck + d5 & minus; 1) is zero or positive, you get to make a wish. Natural Luck is your Luck without any bonuses from carrying a luckstone. Otherwise, your Luck is increased by one. You can identify items from your inventory, as with a blessed scroll of identify. However, you do not lose illiterate conduct, and positive Luck does not increase one item to two. It will identify 1, 2, 3, 4, or all items; each of these has an equal 20% probability. If you are within 5 hit points of maximum, your max HP is increased by 4. Your hit points are then restored to maximum whether increased or not. Also cures all blindness, all sickness, and wounded legs. If your Luck is strictly positive, you are blinded for 250 & ndash;349 (more) turns; otherwise, your inventory is randomly cursed (as for a "malignant aura"). The phrase "vanishes in a puff of logic" is taken from the Douglas Adams comedy series, The Hitchhiker's Guide to the Galaxy. To be precise, it comes from an aside where Oolon Colluphid uses the Babel Fish argument to convince God that He doesn't exist, and God "promptly vanishes in a puff of logic." If you have negative Luck, or treasure has previously been kicked from the throne, there is a chance of destroying the throne, which will exercise dexterity and leave behind d200 gold pieces. If you have positive Luck, and treasure has not already been kicked from the throne, there is a chance of dislodging some loot: 201 to 500 gold pieces, and a number of gems equal to your Luck + 1, up to a maximum of 6. Note that these are not necessarily valuable gems. If you didn't get any of the above, you get a hurt foot; your dexterity and strength are abused, there is a chance of your right leg being hurt for 6 to 10 turns, and you lose d5 HP (d3 HP if your constitution is greater than 15). A throne can be farmed: Attempting to loot a throne while confused and carrying gold generates a throne room monster and deposits a random amount (up to all) of your gold in its inventory ("The exchequer accepts your contribution"). However, if there is a chest on the level, the gold is put in that without creating a monster ("Thank you for your contribution to reduce the debt"). Large boxes do not count. The throne is not destroyed in the process, and looting takes no in-game time to perform. Throne room monsters are chosen randomly from a hobgoblin, a bugbear, or a monster from any of the monster classes D (dragon), H (giant), T (troll), C (centaur), o (orc), G (gnome), or k (kobold) with the percentage probability listed in the table below. Extinct or genocided monsters will be replaced with ordinary random monster generation, except in the case of bugbears and hobgoblins where extinction is not respected. In 3.6.0, #looting a throne while confused has a 10% chance of marking the throne as looted. This will prevent the throne from generating any new throne monsters, preventing endless farming. This is the same looted flag that determines if the throne has been kicked or not to generate gems. Additionally, confused looting now consumes a turn. The numbers in this table are the percentage probabilities that the specified monster class or monster type will be selected when generating a throne room monster on a given dungeon level (depth). Deeper levels are skewed toward harder monsters. Confused looting (with gold and without a chest) is fairly safe and cheap. It can be a great source of dragons and things that they provide (scales, corpses (resistances), loot, pets). If you have positive Luck, kicking the throne to obtain the gems and gold is always safe (except from a bones pile), as the throne can always be looted exactly once in this way. Because the number of gems created this way is not random, it can be used to determine your Luck if it is under 5. Additionally, because a non-cursed luckstone will increase your Luck by 3, it is possible to identify a gray stone as luckstone if your base Luck is 0; if you are able to knock loose 4 gems, then you are carrying a luckstone. Since 3.6.0, if you are unsure or cannot remember whether you have already gotten valuables from this throne try picking it up. An unlooted throne gives message: Sitting on a throne can only grant a wish if your Luck is at least 7. If your Luck is not high enough, your Luck will be increased by 5 rather than by 1. In SLASH'EM Extended and SlashTHEM, sitting on a throne can unrestrict one of your skills (you get to choose which one), similar to being gifted an artifact weapon, but this effect can also uniquely unrestrict non-weapon skills like spellcasting schools. However, another new random effect can strip you of an intrinsic, similar to a gremlin's attack. =_=_ Category:Artifact weapons =_=_ Backslash =_=_ Category:Dudley's dungeon =_=_ Floating eye The floating eye's passive gaze attack causes paralysis with a chance every time that you attack it in melee (unless that attack kills it). If the floating eye has been cancelled, is blind, or if you cannot see the floating eye, it cannot use its gaze attack. If you have reflection or free action, the paralysis will not affect you. The DevTeam does not consider the lack of any warnings about hitting a floating eye to be a bug, < ref > Bug #C343-120 not a bug < /ref > and the encyclopedia entry does warn even unspoiled players of the danger. If you are paralyzed by the floating eye's gaze, you are likely to be killed by even the weakest monsters such as newts or grid bugs. Because of this, floating eyes are the cause of many YASDs. Blinding yourself, e.g. with a blindfold or cream pie will render the floating eye easy to kill, and is preferable if you do not want to take the low chance of a Luck penalty by blinding the eye instead and then killing it. Another option is to make it invisible, usually by zapping it with a wand of make invisible. Cancelling the floating eye also renders it completely harmless. In dNetHack, the duration of the paralysis effect is shortened to 2d6 turns, making them less dangerous to melee. However, it is still safest to attack them from range, as 12 turns is still enough time for (other) monsters to appear and kill a character. In FIQHack, floating eyes have an area of effect slowing attack. Hitting one in melee will not paralyze you, but will cause you to accumulate an even longer duration of being slow which will typically last past leaving its slowing area of effect (or killing the floating eye). In NetHack 4, it is impossible to attack a floating eye in melee without being protected from its gaze in some way. Monsters can still attack floating eyes normally and suffer paralysis. This was implemented to prevent aggravating deaths from early-game movement mistakes, as an accidental button press would often mean instant death. Floating eyes are given a new glyph & mdash; in UnNetHack, in xNetHack & mdash;in order to improve visibility. In other regards, they are unchanged. Eating a floating eye in Slash'EM Extended is not guaranteed to give telepathy. The paralysis effect from attacking them also has a much shorter time in this variant, making it much less dangerous to melee them. =_=_ Foocubi =_=_ Towel You can also wet a towel through various methods. The wetness level is an integer between 0 and 7. The appearance of the towel gives an indication of the wetness level of the towel; the exact wetness is only shown in wizard mode. When wielded as a weapon, a wet towel will deal between 1 and (wetness) damage, capped at 6 damage. There is additionally a (wetness) in (wetness+1) chance of drying out, losing 1 point of wetness. Applying the towel, wiping out an engraving in the dust with the towel, or throwing the towel removes 1 point of wetness. The many uses for towels in NetHack are inspired by the towels carried by the titular hitchhikers of the Hitchhiker's Guide to the Galaxy series. In UnNetHack, all characters start with a towel on Towel Day (25th of May). Tourists will not be given a second towel. When I found a pair of speed boots in my 31st and 38th games at NAO, the game became easier. This way did I score 73940 and 273642 points, my best scores so far. In my 38th game did I reach Medusa's level for the first time, but I died there. So when I found speed boots again in my 65th game at NAO, I guessed that I could go far, and I did. At 25 May 2006 I died to the sickness of Juiblex, thus ending my 65th game on nethack.alt.org. P F P }} }}} }}}}}}}} P } } }}} }}} This is where I lost my amulet of life saving to Juiblex. I had not recognised Juiblex's lair on entering it, but once Juiblex swallowed me I quickly grabbed a Juiblex spoiler from somewhere. I used a wand of digging to kill Juiblex, then I went up the stairs to heal myself. A few turns later, I returned to explore this dungeon level. However I had forgotten to cure my sickness. I found plenty of scroll of enchant weapon, but not much scroll of enchant armor. I directed much of the latter to enchant the GoD. I tried to keep basic tools (even the pick-axe) out of my BoH, but for weight reasons I had to put other loot in the BoH quickly. I died while Burdened. I used to have more pets. I zapped a spell of charm monster on Medusa's level, then accidentally displaced two pets into water. This angered my god, and after a lot of effort I finally lured two suitably heavy monsters onto altars, zapped them with a wand of sleep, killed them, and sacrificed them to mollify my god. Meanwhile my pets died or went feral. Name Level Category Fail No Points Name Hp [max] Killed by overexertion. 4140 [4140] Killed by Pestilence (with the Amulet). - [259] level 35. Poisoned by Juiblex. 167 [167] =_=_ Angband OpenSource Initiative The Angband OpenSource Initiative was an effort to relicense the roguelike game Angband under a free software license, the GNU General Public License. It finished successfully in 2009. < ref > http://groups.google.com/group/rec.games.roguelike.angband/msg/2db2fc9961d41c50 It finished successfully in 2009 < /ref > NetHack has been free software for a long time (under its NetHack General Public License), but before the OpenSource Initiative Angband had restrictions against commercial distribution. The remainder of this article was written when the Angband OpenSource Initiative was still ongoing. Consider freedom: the ability to give copies of Angband and NetHack to other persons and to make changes to Angband and NetHack, for example to make patches or variants. NetHack is free, open source software. The NetHack General Public License is on Open Source Initiative's list of approved licenses. There is also a NetHack package in Debian. The license also does not explicitly mention modification, though there is a long tradition of modifying the source, back at least to when Moria was ported to Unix, forming UMoria. However that "not for profit" clause impedes anyone who tries to sell copies of Angband. This is contrary to the Debian and OSI guidelines, which both state: The consequence of this is that the Debian package for Angband is clearly marked as non-free. Considering that some persons do distribute Angband noncommercially and do make modifiations, Angband is almost free, and in many contexts one can call it "free", but it cannot be OSI-approved, nor can it be Debian-free, as long as it has that noncommercial license. For many users, Angband's noncommercial license is not a problem; they can continue to obtain and modify copies of Angband. However, one important limitation is that vendors who sell collections of free software cannot include Angband. In OpenBSD, any value other than "Yes" means No, and gives the reason why no, that program cannot be on the CDROM that OpenBSD sells. The various FTP (and other Internet) sites which carry OpenBSD can and do include Angband source code and compiled packages. However, the CD can never include Angband. Perhaps OpenBSD would not want to include the game on a CD for sale, even if it had permission to do so, but the Angband license is the same for everyone. Both Angband and NetHack are readily available on the Internet. Even if they were not, the license allows anyone with a copy to put the games on a server and begin distributing them over the Internet. In practice, anyone who sells Angband or NetHack must compete against this gratis redistribution. In practice, this means that anyone can easily avoid paying for NetHack if they want. NetHack's license is even a copyleft license, so any modified versions, such as SLASH'EM, must likewise be free. Clause 2(b) of that NetHack General Public License states that modified versions are allowed: So, SLASH'EM and other modified versions of NetHack must be under licenses with "terms identical" to NetHack's terms, meaning that again, anyone with a copy of SLASH'EM can begin distributing it gratis. Or, they could try selling NetHack to raise funds for developing modifications to NetHack & ndash; and to gain a profit. In the current market, this might be difficult, especially as NetHack is a roguelike game and not office-productivity or enterprise software. There is no clause stating that other parts of a work including Angband must be under the same terms as Angband. Like the licenses popular with BSD software, Angband's license is not a copyleft. For example, in a new Angband variant, you add code with your own copyright that has more requirements. For example, you could require a changelog, or you could require further modifications to be distributed as patches, or even prohibit further modifications completely. You could add source files licensed only under the Mozilla Public License or the Common Development and Distribution License, if you so wanted. You could distribute your Angband-variant binaries and never provide any source code, except for those files under the MPL or CDDL. However, you would not be able to sell and profit from those Angband-variant binaries in a way that contradicted the terms of the Angband license. This is possibly where the "not for profit" restriction benefits Angband. Without copyleft, an Angband-variant binary could in theory not be entirely under Angband's license. However, you cannot sell and profit from that binary until all parts of the binary, including code under Angband's licenses, had licenses that allow you to do so. Perhaps this caused the authors of modified versions of Moria, including UMoria, vanilla Angband itself, and the Angband variants, to maintain the spirit of Moria's and Angband's licensing, because it was not possible to sell said versions commercially. However, copyleft as NetHack already uses it is also an effective strategy, and unlike noncommercial licensing, copyleft does not discriminate against those who want to profit from selling copies. The Angband OpenSource Initiative, if successful, would permit commercial uses of Angband while prohibiting commercial uses that add new license restrictions contracting the GNU General Public License, version 2. Remember that Moria started in 1983, and the GNU GPL v2 appeared only in 1991. The Angband OpenSource Initiative would allow for Angband much of what the NetHack General Public License allows for NetHack. =_=_ Angband Angband is a roguelike computer game in a style somewhat different from NetHack. Angband and its variants are popular enough to rival NetHack; some classifications divide roguelike games between "hacklikes" and "bands". Angband is named for the fortress Angband, a location in J.R.R. Tolkien's Middle-earth. Angband and most of its variants have a Middle-earth theme; the usual goal is to go to the bottom of the dungeon and fight Morgoth. Among the variants of Angband was a game called ToME which initially stood for "Tales of Middle-earth". Newer versions of ToME aren't based on AngBand, and have different names with the same acronym. In the source code (at do_name.c#line888), NetHack credits Morgoth to Angband. The dragon is credited to Angband's ancestor game Moria, while Ents are credited to Tolkien's Lord of the Rings; both also appear in Angband, and Middle-earth is also the original source for Morgoth. Angband and NetHack also share various other elements from Middle-earth - e.g., lembas wafers, mithril objects, and monsters such as the hobbit and the balrog. In Rogue, the goal was to obtain an Amulet of Yendor. Moria deviated from Rogue by featuring a town above the dungeon and by not featuring the Amulet; the goal was to kill a balrog. Angband lengthened the game and featured the goals of killing Sauron and then Morgoth. Hack, though retaining the Amulet, added features like persistent levels, pets, and shops. NetHack changed the game even more with additions like dungeon branches. Development of Angband and NetHack continues today - both games have spawned many modified versions and patches, and their respective communities consider them to have developed concrete enough identities of their own to be called vanilla versions, in contrast to variants like ToME and SLASH'EM. Angband has been free and open source software since January 2009 thanks to the Angband OpenSource Initiative < ref > http://groups.google.com/group/rec.games.roguelike.angband/msg/2db2fc9961d41c50 < /ref > , putting it in a similar situation to NetHack under the NetHack General Public License. The previous license was inherited from Moria and prohibited selling copies of the game, making it impossible for operating systems like Debian to include Angband when selling physical media. There are many Angband variants; the Moria license did not contain explicit permission to modify the game, but many variants predate the relicensing. Angband is a much longer game than NetHack; Angband's dungeon is of effectively unlimited size. It may take weeks to play an Angband character from the beginning to the triumph over Morgoth (or to a late but permanent death). Moria added a town just outside the dungeon entrance. While NetHack players cannot leave the dungeon until they find the Amulet of Yendor, Moria and Angband players can repeatedly visit the town, using the services and shops. Central to the Angband is the Scroll of Word of Recall, an item that warps you between town and the deepest visited dungeon level. Some Angband variants even let you leave town to find other dungeons and towns. The NetHack Guidebook makes clear that the entrance to the dungeon is nowhere near town; thus one can guess that this is why leaving the dungeon without the Amulet ends your game: Angband shops are somewhat less fun than the ones in NetHack; they consist simply of menus for buying and selling items, with no possibility of theft. More recent versions offer a "no_selling" option where the average amount of gold in the dungeon increases but items cannot be sold to shops, which eliminates a great deal of repetitive play. Items in shops are identified, so shopkeepers will not bother selling cursed items or useless stuff (like the potion of blindness). You can also identify things by selling them; this is great for unknown scrolls, potions, and magical devices from the dungeon; this helps, because the number of different potions, scrolls etc. is several times greater than in NetHack. (In recent versions, use-testing items cannot kill you so it is more conventional to play with "no_selling" and identify items by using them.) There is no "price identification" because shopkeepers never identify items until after they buy them. Instead, shopkeepers pay a base price for unidentified items. Shops are reliable sources of food and basic items; beginners can supply themselves well if they have money, however the dungeon is the only source of better and more enchanted items. Food supply is limitless and thus largely a non-factor unless one is playing an ironman game. In Angband, there are two ways to label dungeon levels: by number (1, 2, 3, 4) as in NetHack, or by depth (50 feet, 100 feet, 150', 200') where the depth is fifty times the level number. Dungeon levels are much larger in Angband than in NetHack. Each NetHack level fits on a screen, unless your screen is smaller than the common 80-by-24 hardware terminals. Most Angband levels are much larger and must be split into panels. Larger levels make room for larger rooms and longer corridors. Each level takes longer to explore; in fact some Angband players will take the first staircase instead of fully exploring a level. Angband does not have persistent levels. If you return to the same depth, Angband generates a new level with new monsters and items. A consequence of this is scumming; the process of repeatedly going up and down a staircase until Angband generates a good level (made known to the player by level feelings). Because you cannot revisit a level, Angband players do not leave stashes of items like NetHack players would. Instead, the Angband town provides a home where players can stash extra items to free their inventory slots. As you fight monsters in Angband, the game will gradually memorise their capabilities. Fight enough of a particular monster, and the game's monster memory will describe how many times you killed each type, how fast the monster moves, what attacks it has, and what level it normally appears on. Angband also has the odd feature that you retain your monster memory after death, when using the same save file to start a new character. NetHack only gives a vague description of the monster, usually a quote from literature. When playing NetHack, you must remember those monsters yourself, or consult some bestiary of spoilers. When using a ranged attack, Angband lets you target any nearby monster; NetHack restricts you to firing in eight directions. However, Angband does not have symmetric field of view, especially around corners, so players exploit this to target monsters who cannot see to target the player. (For examples of this, see the "line of sight" explanation in Lord Dimwit's Advanced Strategy Guide for ToME, section 3.3 "Fighting Monsters that Summon Stuff".) NetHack has plenty of ways to make objects surprise the unspoiled player: blessed, cursed, and uncursed objects, erodeproof objects, greased objects, and objects with enchantment bonuses and charges. Angband objects have some of these characteristics, however not in the same way. NetHack applies a B/U/C system to all items, and NetHack curses can have many undesirable effects, such as less healthy potions. However, an Angband curse is only a "tag on" property of the item that prevents you from taking it off, but does not normally degrade the item. (Like NetHack, Angband does generate cursed weapons and armor with negative enchantments.) In some ways, Angband objects can be even more complex than NetHack objects, especially in Angband variants. For example, ToME has: Sometimes, the Scroll of Identify does not reveal all these advanced properties, and one must use a Scroll of *Identify* instead. Probabilities control the generation of items in both games. These probabilities remain uniform in NetHack across dungeon levels, though they differ between branches; this is why the Gnomish Mines has more tools. But in Angband, each item has an associated dungeon depth. In general, Angband items become progressively more powerful as the hero descends deeper into the dungeon. Down there, weapons and armor have better enchantments, and there are more and better artifacts. In ToME, even wands will feature higher base levels. A winning player often wields and wears several artifacts simultaneously! Both NetHack and Angband players can wield weapons, wear armor (in several armor slots), and put on rings and amulets. In Angband, wearing something frees an inventory slot, which is useful because Angband only has 23 slots (a to w). Even when counting equipment slots, Angband still has fewer slots than NetHack, which gives you 52 slots (a to z and A to Z). In addition, NetHack has containers like bags and chests to hold many screenfuls of items; Angband does not. However, Angband has fewer kinds of item, and items that are not immediately required can be stored in one's home on returning to town. Part of the game's long-term strategy is recognising which items should be retained in the home's limited capacity, and building up a stock of powerful consumables for the final battle with Morgoth. =_=_ The Tsurugi of Muramasa The Tsurugi of Muramasa is the Samurai quest artifact. It is the prize for completing the samurai quest, and is lawful for wishing purposes. Its base item is a tsurugi, a type of two-handed sword. The Tsurugi has +2 to-hit and deals +d8 bonus damage; it additionally has a 5% chance to either instantly kill an up to medium-size monster (or any monster engulfing you) by bisection, or else deal double damage to a large monster. When carried, it acts as a luckstone. When wielded, it provides extrinsic protection, augmenting your magic cancellation as with a ring of protection, but not cumulative with one. Unlike other quest artifacts, it cannot be invoked. The Tsurugi's main disadvantage is being two-handed; if it becomes cursed in a fight, you will need to #tip an uncursing item out of your bag to regain use of your hands. However, as an intelligent artifact it resists the curse items monster spell 80% of the time, making it much safer than most other two-handed weapons. Beyond that, the Tsurugi's extra Luck and protection renders it barely noteworthy among lawful artifacts for non-Samurai, if not artifacts in general. Unfortunately for Samurai themselves, that it uses the two-handed sword skill may prove a deterrent for those looking to twoweapon or use a shield. While they can attain Expert level in the skill, most samurai may already be comfortable with the easier-obtained Excalibur or Snickersnee as their main weapon and their starting katana or other long sword as their off-hand weapon. The chance of bisection makes it dangerous for Samurai to face their quest nemesis Ashikaga Takauji in melee. Those facing him may employ ranged attacks, controlled polymorph, a boulder fort, or a wand of death to liberate the artifact from him. The base damage range of the Tsurugi of Muramasa is 2 & ndash;24 against small monsters, and 4 & ndash;28 against large monsters before doubling damage. The average damage calculations in the following table do not include bonuses from weapon skills, strength, or from using a blessed weapon against undead or demons. Also, they do not include the 5% chance of either instantly killing the target (if it is a small monster) or doing double the damage (if it is a large monster). Furthermore, the twoweapon skill bonuses are not included for the damage calculations when using Excalibur with a katana. One thing most Samurai will have to consider is two-weaponing versus the Tsurugi. Twoweaponing Excalibur with the starting katana does roughly the same amount of damage as the Tsurugi - while they will miss out on the 5% bisection bonus and protection from wielding it, there is no risk of curses rendering both of their hands unusable. Muramasa Sengo (千子 村正) was a famous Japanese swordsmith who founded the Muramasa school and lived during the Muromachi period (14th to 16th centuries) in Kuwana of Ise Province. They were originally reputed as fine blades favored by the shōgun Tokugawa Ieyasu and his vassals, but gradually became a symbol of the anti-Tokugawa movement. The idea of Muramasa's swords being bloodthirsty and compelling the wielders to murder or suicide is a product of 18th century Japanese lore and popular culture, such as kabuki dramas - this is also likely the source for the idea that Muramasa passed his own violence and bloodlust on to the blades he forged. In SLASH'EM, the Tsurugi of Muramasa doesn't provide protection or magic cancellation. Keep in mind that SLASH'EM doesn't have the #tip command, so wielding a cursed two handed weapon is much more serious. As is true of any artifact weapon that simply does extra damage in slashem, it has been considerably improved. The Tsurugi does +8 extra damage instead of +1d8. Moreover, the bisection effect activates 10% of the time, as opposed to 5%. However, the ability in SLASH'EM to dual-wield artifact weapons diminishes the Tsurugi's appeal considerably. Combining Excalibur and Snickersnee is an excellent option for Samurai, since both weapons are easily available to them, use the same weapon skill, and both have a flat damage bonus against all monsters. On average this will do much more damage than the Tsurugi, although it lacks the instakill chance against small monsters. A Samurai who can get his hands on one of the better lawful swords, such as Fire Brand, Frost Brand, Grayswandir, or the SLASH'EM-specific Sword of Justice can be even more powerful. The following table summarizes the best-case scenario average damage for the Tsurugi of Muramasa versus two-weaponing the most powerful one-handed lawful swords. The following table does not include applicable strength or ring-based damage bonuses. =_=_ Vorpal Blade Vorpal Blade is an artifact weapon that appears in NetHack. It is neutral, and its base item is a long sword. One of the randomly generated epitaphs on a grave may read "Here lies The Lady's maid, died of a Vorpal Blade". In addition to randomly generating in the dungeon with a very low chance, the Vorpal Blade appears as a possible sacrifice gift for neutral players, and is the default neutral crowning gift for most roles. Neutral Wizards and Monks can receive it only by carrying their class's crowning gift spellbook (for respectively) when they are crowned. Vorpal Blade has a +1d5 bonus to hit and +1 bonus damage against small and large monsters. The sword has a 5% chance of instantaneously killing monsters it hits by beheading, ignoring any damage penalties; if the monster is headless, they will instead take no damage. The exception to this is the jabberwock, which it will always behead. The following table summarizes the damage done by Vorpal Blade. For example, if you expect to hit a monster ten times, you can assume a 40% chance of beheading it. You have also done an average of 55 points of physical damage to it. The odds of beheading a monster are above 50% if you can expect to hit it 14 times, which entails inflicting about 77 points of damage anyway. Vorpal Blade is a very dangerous weapon to find in the hands of a monster for the same reason it is sought by players & mdash;in particular, if Vorpal Blade has not already been created in your game, the player monsters in the Astral Plane have a chance of being randomly generated with Vorpal Blade in their possession. Melee combat with any monster wielding Vorpal Blade is dangerous, especially since you may not be aware until it is too late. Definitely avoid close combat in the Astral Planes until you can be certain that your target does not have Vorpal Blade, and attack such targets from a distance when possible; using a bullwhip to disarm them may be a last measure in especially dire situations. An amulet of life saving is highly recommended, as even without player carelessness an irreversible YASD can still occur. While the chances are incredibly low, a player monster with the weapon and two weapon attacks may be "lucky" enough to behead you twice in a row. If you kill a monster wielding Vorpal Blade but do not plan on using it at that time (or at all), leaving it in a well-protected container (i.e. at least with a scroll of scare monster over it) or stashing it within a bag in your inventory is highly recommended & mdash;at minimum, it will be kept out of enemies' hands. Vorpal Blade originally appears in the poem "Jabberwocky" by Lewis Carroll, an excerpt of which is included in the encyclopedia entry. The unnamed adventurer's "vorpal blade" is used to cut through the titular jabberwock and behead it, mirrored by its ability in NetHack (and its variants) to potentially behead monsters and instantly beheading jabberwocks. In SLASH'EM, Vorpal Blade beheads foes 10% of the time instead of 5%, making it considerably more powerful. A similar weapon, Thiefbane, has a 10% chance of beheading any . In Slash'EM Extended, the Spacewars fighter quest has a 20% chance to spawn a tame ally, Sizzle, next to the player upon entering - he will always start out wielding Vorpal Blade if it was not generated elsewhere. Slash'EM Extended also includes the Verbal Blade, a similarly-named weapon that serves as the Zyborg quest artifact and has a similar chance to behead foes. In xNetHack, Vorpal Blade's damage bonus is +1d8 rather than +1. The average damage for an unenchanted Vorpal Blade is 9 versus small monsters and 11 versus large ones. =_=_ Bane In some cases, NetHack and its community also uses the phrase "bane" for items that do not necessarily belong in the above group. The Banes are generally considered to be unnecessary for most purposes or else excessively niche, though this is not always the case; for example, Sunsword is useful as a light source and gremlin/undead deterrent, and Dragonbane may see more use than others, due to providing reflection when wielded and aiding in obtaining dragon scales to convert into dragon scale mail. In dNetHack, all vanilla banes are buffed, and also give you warning of targeted monster types with the exception of Sunsword. In FIQHack, all the vanilla Banes other than Sting and Orcrist no longer deal double damage to monsters they target, but instead deal +1d20 damage, making them more useful at +0 than they would be in vanilla NetHack. Both the replacement and vanilla Banes now have a 15% chance of cancelling the monsters they target; the +1d5 to-hit of most Banes is also increased to a flat +5. In UnNetHack, all vanilla Banes except Sunsword also give you warning of targeted monster types; UnNetHack also adds Thiefbane, which is still generated on One-Eyed Sam and does not deal double damage. =_=_ Nurse The nurse, , is a human monster that appears in NetHack. They are always hostile and cannot be used as a polymorph form. Nurses have a single relatively weak attack, but are unique in that they can actively heal the player under certain circumstances: if a nurse attacks you while you are unarmored and empty-handed (as in not wielding anything), the attack will instead heal them for that same amount. Chatting to a nurse will tell you what needs to be removed before they can heal you. If you are a Healer, a non-cancelled nurse will not damage you even if you are wearing armor or wielding a weapon, and you may occasionally receive a special message. Eating a nurse's corpse or tinned meat has a or ~73% chance of conveying poison resistance, and will always restore you to full HP while curing blindness. If you encounter a nurse, and there are no other dangerous monsters nearby, the easiest way to strip yourself is to press and select all of your armor, plus your wielded weapon, for removal. Then you can let the nurse start healing. Letting many nurses heal you at once this way is known as nurse dancing, most often done by reverse-genociding nurses on a non-teleport level - see that article for more details. When you are unarmored and not wielding anything, the nurse's attack will restore 2d6 HP per hit and cure food poisoning and illness; < ref name=case_ad_heal/ > being healed this way has a chance to exercise strength. A cancelled nurse will attack and damage you as normal. After healing you, a nurse has a chance of teleporting away - if you are on a non-teleport level, the nurse will become scared for a while instead, and if your maximum HP was raised the nurse also has a chance of vanishing entirely. < ref name=case_ad_heal/ > The chance of a nurse raising your max HP is for each hit, provided that your maximum is less than 5 & nbsp; & times; xlvl & nbsp;+ [2 & nbsp; & times; & nbsp;xlvl]d10 - nurses are thus most effective when you have fewer than 7 HP/level, and become completely ineffective at 25 HP/level. No such restrictions apply to polyself, but any max HP increases acquired while polymorphed will only last until you revert to your original form. Characters with a tinning kit should ideally tin nurse corpses when possible; the tin and/or the kit itself should be blessed, as it will take two turns at most to open and eat. Tins of nurse meat are often carried alongside blessed potions of during the late game and the eventual ascension run, as they are comparable major sources of healing. Nurse meat will always restore you to full HP, while potions of full healing are limited to restoring 400 HP at most; the latter is still sufficient for a majority of cases, and quaffing non-cursed potions while under 400 maximum HP can increase that maximum by up to 8 per potion. Tins of nurse meat in open inventory cannot be destroyed by cold or fire, but opening and eating a blessed tin may take two turns, while a potion can be downed in one go - do not wait until you are one turn from death to consume tinned nurse. Eating nurse meat is also cannibalism for humans, with the exception of human Cave(wo)men - those playing humans in other roles may still want to keep a few tins on hand for dire emergencies, as they may consider it better to live as a cannibal and eventually restore lost Luck than die of hit point loss. The nurse has appeared in NetHack since the very first versions of Hack. The blindness-curing property of nurse meat was introduced in NetHack 3.6.1. A bug prevented nurse meat from conferring poison resistance; this bug was fixed prior to the release of NetHack 3.6.2. < ref > Issue #159: Nurse meat has the flag for conferring poison resistance, but doesn't. < /ref > In SLASH'EM, Grund's Stronghold has a prison in the northern half of the fortress with a 40% of containing a peaceful nurse. In dNetHack, nurses generate wearing healer uniforms and can wield weapons. Nurses no longer have a special selective healing attack - which is replaced with a single 1d6 weapon attack - and they can separately heal adjacent targets for 2d6 plus an additional d6 for every third level above 9 they possess. The amount healed is based inversely on the target's defense rating: the higher defense rating you have, the less HP the nurse will restore. As such, nurse dancing is no longer possible. Nurses are also tameable via , and will only apply their healing to allied monsters: tame nurses will heal players and pets, while hostile nurses will heal other hostile monsters. You can pay a non-hostile nurse to have your health fortified through a number of services, with the price depending on the service and the effect that it replicates. Any gold used to pay for these services is removed from the game - peaceful nurses add a 10% surcharge, which instead goes into the nurse's inventory. With the exception of the first service, they will only be available if you have an applicable condition that they can cure. A nurse named Nyx inhabits the front hall of the Windowless Tower. Several hostile nurses appear in the Madman's quest branch, wielding sickness-poisoned scalpels. =_=_ Tengu A tengu is a minor demon that appears in NetHack. Its corpse is valued by many players, as it has a chance of granting teleport control (but can also grant teleportitis). Encountering tengus can be quite annoying as they extensively teleport themselves during combat after hitting. Unlike other minor demons, they are not susceptible to silver damage. The wizard quest home, locate, and end levels often are pre-populated with several tengu. The Knight quest levels also generate many random i, including tengu, and they can be easily farmed with the abundance of magic traps surrounding the Isle of Glass. Tengu are easier to kill in a no-teleport zone, such as Sokoban. In addition to reverse genociding them, Knights may also consider genociding quasits; as this makes up most of the monsters generated on the quest levels, this increases the chances of minor demons spawning, including tengu, which allows them to be farmed on the home level. Contrary to popular belief, the chance of gaining teleport control from a tengu corpse is not higher if you already have teleportitis. Polymorphing into a tengu grants you teleport control, but this is a last resort because you can carry only 20.7% as much as your natural form. This table shows how many tengu you must kill to have the listed chance at feeling controlled (includes the probability of leaving a corpse): Tengu are demons or spirits in Japanese folklore. They are portrayed either as humanoid birds or having long noses. They are usually represented by characteristic fierce red masks with very long noses. =_=_ Teleportitis Teleportitis is a property that causes the player to teleport occasionally. In the NetHack source code, the property is simply called "teleport" or "teleportation"; the name "teleportitis" is used to distinguish the property from the act of teleporting. Teleportation caused by teleportitis works like other sources of teleportation, being blocked by no-teleport levels and sometimes by the Amulet of Yendor, controlled by teleport control, and landing you somewhere "safe". Teleportitis is significantly more useful with teleport control. "Controlled" or "uncontrolled" teleportitis refers to whether a character has teleport control along with their teleportitis. If you have teleportitis and you have reached experience level 12 (or level 8 for a Wizard), then you can use to teleport at will. Like the spell, this costs 30 points of energy. It also consumes 100 nutrition (unaffected by hungerless casting), except in some rare cases where your pet prevents you from teleporting (see below). These costs are incurred even if you are on a no-teleport level or cancel the prompt to choose a location with teleport control. This can be useful; for example, with controlled teleportitis, you can repeatedly teleport to rapidly decrease your nutrition, so as to eat a set of giant corpses before they rot away. If your leashed pet is standing too far away from you, cannot be moved next to you, and the leash is cursed, you will be prevented from teleporting at will with no nutrition cost. The same will happen if you are riding a mount that is carrying the Amulet of Yendor. Both cases will still cost Pw however. Teleportitis can be troublesome without teleport control, but it is not as easily removed as other harmful properties. One cure is to have it stolen by a gremlin at night. However, it will likely steal a lot of other useful intrinsics, and once you have teleport control, teleportitis becomes a boon anyway. Trying to get teleport control is usually better than trying to get rid of teleportitis. Strategies for doing this include reverse-genociding tengu (on a non-teleport level) or polypiling rings. Although SLASH'EM is based on NetHack 3.4.3, teleportating at will requires 30 Pw. Carrying the Amulet of Yendor blocks teleportation from all sources. =_=_ Teleport control Teleport control works, regardless of whether it is an intralevel teleport or levelport, and regardless what caused you to teleport (teleportitis, wand, scroll, trap, quantum mechanic attack, or throne effect). Teleport control also allows you to attempt to teleport to escape drowning if you have teleportitis or are a teleporting monster. If you try to levelport to too deep a level & mdash;if you say "99", for instance & mdash;you will be sent to the lowest possible level from your current position, which generally means the bottom of your current dungeon branch. A controlled levelport from anywhere in the Dungeons of Doom cannot take you deeper than the Valley of the Dead; a controlled levelport from anywhere in Gehennom can take you only as deep as the vibrating square level until you perform the invocation ritual. If you try to levelport to too shallow a level, you will be sent to the parent dungeon branch. For example, the same level 1 is reachable from the Dungeons of Doom, Gehennom, the Gnomish Mines, and Vlad's Tower. In the Quest, levels are counted relative to the quest branch. In other words, you should use the number displayed on the bottom line (like "Home 1") instead of the depth displayed on restoring ("You return to level 16 in the Quest"). You cannot levelport out of the Quest, and you cannot levelport in Fort Ludios at all, except to negative-number "levels" (0 is suicide, & minus;1 to & minus;8 are in the sky, and & minus;9 and beyond are heaven). < ref > teleport.c#line662 < /ref > =_=_ Scroll of enchant armor The scroll of enchant armor is a scroll that alters the enchantment on armor worn by the reader. The scroll chooses at random which piece of armor will be affected. If any armor is worn on the torso, only the outermost worn layer of cloak, body armor, or shirt is eligible. < ref > < /ref > In NetHack 3.6.0, due to a bug, cursed armor will not be made uncursed by this scroll. The bug was fixed in 3.6.1. If the enchantment of the armor is already above +3, the armor may be destroyed when a non-cursed scroll is read: There is a chance of vaporizing negatively-enchanted armor with a cursed scroll, with exactly the same probability as using a noncursed scroll to vaporize a positively enchanted piece of armor. In the highly unlikely event that a piece of armor at an enchantment +9 or higher does not evaporate, there is then another check, with the same probability as the previous one. If this check is failed, the scroll fails to take entirely: Reading a noncursed scroll while confused will repair erosion on one piece of armor, and make the armor erodeproof. As this does not increase the enchantment of the armor, it also does not risk vaporization. Because the piece to be enchanted is selected at random among all the armor worn, most players normally remove all but the desired armor before reading the scroll. As with scrolls of enchant weapon, you may want to save them until you have enough of them to enchant a weapon up to its desired maximum enchantment, in anticipation of any set of armor with a better base AC down the road. You don't want to bother hoarding any more scrolls than that, because you can't dump them all on a single item. A spare scroll of enchant armor may save you a wish for dragon scale mail when putting together an ascension kit. This may make it difficult to get the color of scale mail you want, but if you take sufficient precautions, you can reverse-genocide the desired color of dragon. =_=_ ToME =_=_ Wand of secret door detection When zapped, the wand has the same effect as a spell of detect unseen: it detects all undiscovered secret doors, mimics, and traps in a radius of 8 squares in line-of-sight upon zapping/engraving. < ref > Zap.c#zapnodir, Detect.c#findit, Hack.h#line21, Vision.c#do_clear_area, Detect.c#findone < /ref > It will also show the location of submerged creatures in pools. On the Plane of Air only, the wand also penetrates clouds. Nearby monsters that you can't see due to invisibility will be revealed as . Marks on spaces without monsters are removed, and monsters that are hiding will be revealed. Engraving with the wand will only auto-identify it if any of these things are present; otherwise, it gives no message. Identification of this wand is very easy, as it is non-directional and the wands of light, enlightenment, create monster, and wishing - all of which are also non-directional - have very obvious effects and usually auto-identify when zapped. The wand of secret door detection is most often used for finding the hidden entrance to the temple in Moloch's Sanctum. It can also be used to find the portals on the Elemental Planes. =_=_ Rogue (game) Rogue is the predecessor to NetHack and all other roguelike games; it is the reference in the name. Although much simpler than the other roguelikes, it is regarded as a classic, and is just as difficult to beat. The basic plot is almost exactly like NetHack, right down to the name "Amulet of Yendor", and the interface is similarly ASCII-based, but several of the innovations of NetHack are not present in Rogue. For instance, while NetHack has six attributes, Rogue has only one: strength. (Dexterity is present, but not as an attribute.) Rogue has fewer monsters (only twenty-six), but several are similar to those of NetHack. For example, the Rogue aquator is basically a rust monster, and an ice monster paralyzes as a floating eye does, and causes just as many YASDs - if not more, since an aggravated ice monster will actively attack you. (In very early versions of Rogue, the aquator was actually called a "rust monster", and the ice monster was a "floating eye", but the names and characters were changed around in Rogue 5.3, supposedly because of problems with Dungeons and Dragons copyrights.) Additionally, monsters do not drop corpses or leave behind food rations, making hunger an even more pressing problem than in NetHack. Compared to other roguelike games that trace their lineage from Rogue, NetHack is much more similar to Rogue. The similarities include: Rogue was first released in 1980 (five years before the release of Hack) by developers Michel Toy, Glenn Wichman and Ken Arnold. The game became very popular in college campuses (at the time, the only places where computers were available). The game was sold, but it did not sell well for various reasons. Rogue was not originally released as open source software, which led to "clones" of the original Rogue. One clone was Hack, written by Jay Fenlason, which became popular after being distributed over Usenet with substantial modifications by Andries Brouwer. Brouwer's version had only minor differences to Rogue (such as the presence of pets), but was both open source and free. The last version of Hack to be released, not counting ports and variants, was Brouwer's Hack 1.0.3. NetHack was begun as a continuation of the development of Hack. Monsters in Rogue are represented by capital letters. Each race of monsters is assigned a single letter from the beginning of their name, and therefore there are 26 different monsters. Aquator 0 M 20 5d8 2 0d0/0d0 Rusts armor Bat 0 F 1 1d8 3 1d2 Flies randomly Centaur 15 17 4d8 4 1d2/1d5/1d5 Dragon 100 M 5000 10d8 -1 1d8/1d8/3d10 Ranged 6d6 flame attack Venus Flytrap 0 M 80 8d8 3 special* Traps player Griffin 20 MFR 2000 13d8 2 4d3/3d5 Hobgoblin 0 M 3 1d8 5 1d8 Ice monster 0 5 1d8 9 0d0 Freezes player Jabberwock 70 3000 15d8 6 2d12/2d4 Kestrel 0 MF 1 1d8 7 1d4 Leprechaun 0 10 3d8 8 1d1 Steals gold Medusa 40 M 200 8d8 2 3d4/3d4/2d5 Confuses Hero Nymph 100 37 3d8 9 0d0 Steals magic item Orc 15 G 5 1d8 6 1d8 Greedy - runs toward gold Phantom 0 I 120 8d8 3 4d4 Invisible Rattlesnake 0 M 9 2d8 3 1d6 Reduces Strength Snake 0 M 2 1d8 5 1d3 Troll 50 RM 120 6d8 4 1d8/1d8/2d6 Vampire 20 RM 350 8d8 1 1d10 Drains Max HP Wraith 0 55 5d8 4 1d6 Drains exp Xeroc 30 100 7d8 7 4d4 Imitates an object Yeti 30 50 4d8 6 1d6/1d6 Zombie 0 M 6 2d8 8 1d8 Scare monster 3 When read, you hear maniacal laughter in the distance. To properly use the scroll, drop it; monsters will not walk on it. Create Monster 4 Summons a monster on an adjacent tile. If it fails, you hear a faint cry of anguish in the distance. Healing 13 Heals 1df per character level. Increase max HP by 1 if you are at full health. Extra healing 5 Heals 1d8 per character level. Increase max HP by 1, or by 2 if you are at full health. Restore strength 13 Hey, this tastes great. It make you feel warm all over. Restores strength to maximum. Drain life 9 Drains half of the hero's hp, then removes the same amount of health evenly from visible monsters. =_=_ B/u/c =_=_ Shirt A shirt is a piece of armor worn underneath body armor. There are two types of shirt in NetHack: the T-shirt and the Hawaiian shirt. Both are functionally identical. A T-shirt is the first of the two shirts. T-shirts can be read. If you go shopping when wearing a T-shirt and the shopkeeper sees it (i.e., there is no body armor or cloak over it), he will charge an extra 1/3 markup and buy things for 1/3 of the base price. Reading a T-shirt will display a message. The message is dependent on the item's object ID, so it will remain consistent for any one T-shirt. If the shirt is eroded, some of the text might be altered, just as an engraving would be. Reading a T-shirt breaks the illiterate conduct. If you go shopping when wearing a Hawaiian shirt and the shopkeeper sees it (i.e., there is no body armor or cloak over it), he will charge an extra 1/3 markup and buy things for 1/3 of the base price. Shirts are not valuable in the early game before obtaining protection from polymorph traps, since they will be destroyed if you polymorph into a large form. It may be better to enchant other armor items instead, like a helm, boots, or gloves. Later in the game when most of your gear is fully enchanted and you have magic resistance to protect from polymorph traps, shirts can provide a useful AC bonus if enchanted. Those not averse to polypiling should also note that a shirt is non-magical and is therefore fairly easy to obtain by polymorphing a large pile of armor objects (try The Castle or Fort Ludios). See the table below for a breakdown of probabilities of success from polypiling. The armor storeroom in the Castle level, which has fourteen randomly selected armors, makes for a significant 13.13% chance of having either a Hawaiian or normal T-shirt. The random general store items in Orcus Town may also produce a shirt. In dNetHack, the ruffled shirt grants a +1 bonus to charisma and can be enchanted to raise AC like any other shirt. Victorian underwear grants a charisma bonus of +2 and MC 3 (maximum magic cancellation), at the cost of a -2 penalty to AC and reduction of the AC bonus from dexterity. In SLASH'EM, if the Guild of Disgruntled Adventurers is generated (50%), then it has a guaranteed two Hawaiian shirts, from the two guaranteed tourists. In versions v45 and later of Slash'EM Extended, a cursed ruffled shirt or Victorian underwear grants a 25% chance of life saving on death. Hawaiian Shirts seem not to be removable, once you are wearing it. So a change to a more useful ruffled shirt might be not possible. In SlashTHEM, the ruffled shirt behaves as an ordinary shirt, with no unusual bonuses or penalties. The Victorian underwear grants MC3 & mdash;making it the "shirt" with the highest MC in the game & mdash;at the cost of an AC penalty. SlashTHEM also adds the expensive suit from the obsolete variant NetHack-- for Undertakers. =_=_ Body armor Body armor is armor worn on the body. The two most valued varieties are the mithril-coat in the early game and dragon scale mail as part of an ascension kit. Neither of these can be corroded or otherwise damaged, and they provide an excellent AC reduction for their weight. The only problem with the mithril-coat is that it impedes spellcasting. The single most valued item of body armor is dragon scale mail. For 40 weight, it reduces your AC by 9, provides a useful extrinsic property (depending on the color of dragon it came from), and does not corrode or impede spellcasting. The two most coveted varieties of dragon scale mail are gray, which provides magic resistance, and silver, which gives reflection. While body armor is often heavy, it can provide a significant boost to your AC. The most desirable body armor in the early game is a mithril-coat, which is relatively light and gives a good AC bonus. =_=_ The Oracle The Oracle is a monster who resides on a special level called "The Oracle Level" (or Delphi). She can provide a consultation for a fee, which is supposed to be one of the main ways the player learns about the game. In practice, players read spoilers, such as this one. The Oracle Level is located between level 5 and 9 inclusive in the Dungeons of Doom. It is eligible to leave bones, and monster creation is biased towards neutral monsters. Immediately below the Oracle Level is the level with the entrance to Sokoban. There are five rooms to the sides of the above area, containing the stairs (in separate rooms), five random monsters, three random traps, and six random items; they are linked to each other and to the above room by corridors. Each room has one trap, except the rooms with two objects or with the stairs up. The Oracle is at the center of the three by three room (called Delphi), amid the fountains. Delphi has a random empty doorway in one wall. There are two random monsters generated in the area surrounding Delphi. The marked statues are: The statues are considered historic, and thus yield an alignment penalty if they are broken by an Archeologist. The statues also have a chance of containing a random spellbook. The Oracle is a human Image:Oracle.png, and always starts peaceful. Attacking her in melee causes a spray of magic missiles to hit you; she has no active attacks of her own. If you survive these magic missiles and #chat with her, you will get the message "The oracle is in no mood for consultations." Killing her with ranged attacks will net no penalty except that of murder, but it's generally a bad idea. The passive magic missile attack is not implemented for inter-monster combat in vanilla NetHack, so any pet at level 11 or higher will attack and may kill the Oracle. Due to having a magic missile attack, she is magic resistant and therefore immune to the player's magic missiles. A wand of death does nothing to her either. The Oracle offers two services. Minor consultations are true rumors, like you get from a blessed fortune cookie. A major consultation is an extended description of some aspect of the game, for example: Consultations cost money, but the first major and the first minor consultation you buy each increases your score and gives experience points. Buying a consultation of a type you've already bought gives neither experience nor score. If you take a major consultation, but do not have enough money to pay for it, the Oracle will take all your money and give a special oracularity which refers to Oracle machines. You won't get any experience for this and will "use up" your one chance at getting experience at the major level. Even the minor consultation will only give you 2 points afterwards. This can be trouble if you were relying on this for a pacifist character. The Oracle is primarily based on the Pythia, the priestess who presided over the Oracle of Apollo at Delphi; the NetHack Oracle will welcome you to "Delphi" when she spots you arriving at her abode. Some behavior is also in reference to the Internet Oracle from rec.humor.oracle, which first appeared in 1989, as did the Oracle in NetHack 3.0.0. If you lack telepathy, the Oracle level can often be recognized by its slightly different assortment of monsters, e.g. naga hatchlings and baby dragons. This is because it counts as neutral for monster generation purposes, just like Sokoban. In SLASH'EM, the Oracle is able to use her passive attack on other monsters. If a woodchuck attacks the Oracle, the message associated with the attack is "ZOT!" In UnNetHack, woodchucks will attack the Oracle on sight as part of Nephi's grudge patch, and the Oracle is able to use her passive attack on other monsters. UnNetHack also makes a few minor adjustments to the Oracle level. The level is generated with 1 guaranteed woodchuck, and monster generation is slightly tweaked. 93% of monsters are generated by the normal mechanism; the remaining 7% of monsters generated are according to the following probabilities: xNetHack adds two variations of the room in the center of the Oracle level. In both of them, the Oracle sits amid a ring of pools instead of a smaller room. One variant has some trees and only three fountains. =_=_ Mummy wrapping The main use of a mummy wrapping is to allow yourself to enter shops when you have the invisibility intrinsic (otherwise the shopkeeper will not let you in). Once inside the shop, you may remove the mummy wrapping, but you will need to wear it again to leave. Another use for the mummy wrapping is to lure wraiths off certain levels where they are less likely to leave corpses; such levels include any level with a graveyard, the Castle, Medusa's Island, the four demon lairs, and the levels with the Wizard's Tower. Be aware that MC 1 is not good protection against level drain; it is a good idea to switch back to your main cloak when you are ready to fight the wraith. They are the weakest of all cloaks, but also the lightest. With MC of just 1 and AC 0, they match dwarven cloaks and nearly match leather cloaks and even some magic cloaks if you don't need the magic effect. At least they can protect underlying armor from corrosion. Sometimes they can be highly enchanted. So in the early game, it might worth testing them. You might end up having difficulty choosing between a +5 mummy wrapping or one of the magic cloaks at +0 or +1. As mentioned in the encyclopedia entry, the power to negate invisibility is a reference to the book and film The Invisible Man, in which the (invisible) man wraps bandages around him to overcome his invisibility. =_=_ Gold =_=_ Magic portal A magic portal is a type of trap that takes you to a different section of the dungeon. Portals can be found: Single-use portals are also technically generated when the Eye of the Aethiopica is used to branchport between dungeon branches, although you never get to see them. A magic portal is always activated when you move onto its square. The Fort Ludios, Wizard's Tower and Quest portals transport you onto a corresponding return portal. While standing on the portal, it will be activated if you #sit, provided there are no objects on the ground. In wizard mode, magic portals can be wished for. Stepping on them causes you to escape the dungeon, ending the game immediately, with no option to continue the game. The caret is also used as a prefix to denote a control character; for example, use ^P (control-p) to review previous messages. This is a standard UNIX usage that's also used by the MS-DOS and Microsoft Windows text-mode interfaces. =_=_ Spelling NetHack demands accurate spelling skills of its users most of the time, but occasionally it can be forgiving. For example, typing "grey dragon scale mail" (like one would do in the UK) and "gray dragon scale mail" (the US spelling) when prompted for a wish will yield the same item. There are several other items which will admit varied spellings: Interestingly, the game will attempt to pluralize correctly many words which do not normally appear in-game. In vanilla NetHack, such words will only be seen as fruit names. The game even accounts for such odd choices of name as "lotus" or even "child." =_=_ NetHackWiki talk:Next version pool 3.4.3 I have a feeling that the new version is coming soonish - maybe just because of the increased posting activity of Pat Rankin on rec.games.roguelike.nethack Kdgarris 12:48, July 6, 2010 (UTC) =_=_ Zm =_=_ Dot The dot (or period or full stop), " < tt > . < /tt > ", character is used in NetHack for several purposes: =_=_ Rest The rest command does nothing for one turn. By default, it is mapped to the key. There is an option to rest when space is pressed, but this is not considered desirable. In some situations, searching may be a preferable alternative—it can exercise wisdom if you find a hidden trap or door, but unlike resting the amount of time it takes is proportional to your load. Searching is ideal if you are restoring health in a safe area between battles and can become unburdened; if you are transporting heavy items, such as moving a corpse to an altar, and are waiting for a pet to move, resting is the better option. =_=_ Yellow dragon The yellow dragon, , is a monster that appears in NetHack. It has a younger form in the baby yellow dragon, . The yellow dragon has acid resistance both intrinsically and from its scales, and as an acidic monster it is also immune to stoning; its breath weapon fires rays of acid. Its corpse is also acidic, but does not convey any resistances. Players will not see baby yellow dragons through normal random monster creation outside of the Oracle and Sokoban levels, and they can also be hatched from dragon eggs; adult yellow dragons start appearing around the midway depths of the dungeon. Yellow dragons can be generated in throne rooms as early as dungeon level 15, and may appear when a throne at this depth or lower is looted. Yellow dragons can be generated if a lawful spellcaster casts the summon nasties monster spell. In addition, the fourth variant of Medusa's Island has a yellow dragon generated asleep behind Medusa's dwelling; she nests on 1-3 baby yellow dragon eggs, and there may be up to two live babies sleeping next to her. Yellow dragons have a of dropping a set of +0 uncursed yellow dragon scales along with their corpse ( if the dragon was revived). The yellow dragon's acid blasts can ruin metal armor and weapons unless they are corrodeproofed, making it dangerous to be caught down line-of-sight from one (though not to the same extent as other dragons like the black dragon). Its breath weapon can be deflected with reflection, thankfully - for players lacking reflection, however, it has the fewest means of direct resistance available. Even the black dragon's disintegration has a resistance that can be gained intrinsically, albeit only by eating its meat or that of the poisonous Chromatic Dragon. Conversely, acid resistance cannot be gained intrinsically except by taking the form of an acidic monster, and is only granted extrinsically via yellow dragon scales, yellow dragon scale mail, or an alchemy smock. While not desired to nearly the same extent as those of a gray or silver dragon, yellow dragons are sometimes worth seeking out for their scales to give a humanoid pet resistance against dangerous acid passives - especially if that pet has multiple attacks, e.g., a tamed (master) mind flayer. Yellow dragons themselves are solid choices for stoning-resistant pets, being among the strongest acidic monsters in the game. NetHack 2.3e introduces the yellow dragon along with all of the other modern dragon types and their breath weapons, except for silver. NetHack 3.0.0 introduces baby yellow dragons alongside the other baby dragons. This version also distinguishes all color dragons, their younger stages and their corpses, and introduces dragon scale mail. NetHack 3.1.0 introduces yellow dragon scales along with the other colors, as well as the current method of obtaining dragon scale mail. The version of Medusa's island with the guaranteed yellow dragon and her offspring was introduced in NetHack 3.6.0; this particular yellow dragon may be based off the Amphisbaena, who is said to have been created along with various other serpents from the blood dripping out of Medusa's severed head. As with all other dragons in SLASH'EM, baby yellow dragons have a base level of 4 instead of 12, and can be encountered via random generation in ordinary levels with a frequency of 2; they are also eligible for creation on many levels that generate random on level creation. Adult yellow dragons have a base level of 18 instead of 15. Baby yellow dragons hit as a +1 weapon, and adult yellow dragons hit as a +3 weapon. Adult yellow dragons will not turn traitor while tame. =_=_ Lizard Killing a lizard always leaves a corpse. Eating lizard meat, whether from a corpse or a tin, will cure stoning from a cockatrice, and a live lizard is completely invulnerable to this method of attack. It is usually better to eat the corpse since opening a tin may take many turns, and lizard corpses do not rot and never become old to cause sickness. Because of this, it is wise to keep at least one lizard corpse in your inventory. Note that only actual lizard corpses will stop stoning; while other monsters represented by a such as newts and geckos are technically "lizards", their corpses do not share this property. Lizard corpses also do not prevent stoning from contact, e.g. accidentally touching a cockatrice corpse by feeling around on the floor without gloves while blind. Lizards first appear as live animals in NetHack 3.0.6, but the corpses occur as random objects in prior versions, all the way back to Hack 1.0. Stoning by hissing is an instadeath before Hack 1.0.3, and lizard corpses reduce confusion rather than affecting stoning. Hack 1.0.3 introduced gradual stoning and made it possible for lizard corpses to halt the stoning. =_=_ Green mold =_=_ Chest =_=_ Warning Warning can be obtained extrinsically by wearing a ring of warning or carrying an artifact that grants warning, i.e. the Orb of Fate or the Master Key of Thievery. It can only be gained intrinsically by eating a ring of warning or reaching a certain experience level as certain roles: While you possess warning, hostile monsters that are within a ten-tile radius and are at least level 4 will have their location marked with a number from 1 to 5 (, , , , ) - in graphical user interfaces using the default tileset, such as the Windows client nethackw, the numbers are replaced with colored question marks that correspond to the above numbers (Image:Warning_1.png Image:Warning_2.png Image:Warning_3.png Image:Warning_4.png Image:Warning_5.png). < ref > , but see also and . < /ref > The number used to represent a monster is of that monster's level - the result is rounded down to the nearest whole, and will go no higher than 5, while 0 is not displayed. The glyphs displayed are described as an "unknown creature causing you & lt;feeling & gt;", where & lt;feeling & gt; is one of concern, anxiety, disquiet, alarm, or dread for warning levels one to five respectively. Warning levels will be chosen at random if you are hallucinating. Warning is a useful property to pair with other means of detecting hostile monsters, such as extrinsic telepathy - though it does not reveal their identity, it functions regardless of whether the monster is mindless or not, allowing it to cover "gaps" in telepathy. The following table lists which mindless monsters each warning may represent, assuming that the player already has extrinsic telepathy. As a result of this, the warning can vary - e.g., an ochre jelly can merit a warning number 1 or 2, depending on the dungeon level and your experience level at the time of its generation. Monsters may also shift warning levels after generation through growing up, e.g. via conflict or quaffing a potion of gain level. While not implemented, there is code to handle warning of monsters with a level below four - these would be represented by a (white zero) and described as causing you "worry". Warning has been present in NetHack since the first public release of Hack included the ring of warning; the current warning system was first implemented in NetHack 3.3.1. In prior versions, warning displayed messages when a hostile monster was nearby, and a ring of warning would flash a single color corresponding to the warning numbers in modern versions - pink corresponds to "1", red to "2", ruby to "3", purple to "4", and black to "5". Messages that were higher in the list took precedence over lower ones. When blinded, no warning messages were displayed; while hallucinating, they are referred to as "mood rings", and the colors were replaced with hallucinatory ones. The Palantir of Westernesse, the Elf quest artifact, conferred warning when carried from NetHack 3.1.0 to NetHack 3.3.0; the role and its artifact were made defunct in 3.3.1. The Iron Ball of Liberation is the Convict quest artifact in most implementations of the patch, and grants warning when carried. In SLASH'EM, The Candle of Eternal Flame and The Storm Whistle are additional artifacts that grant warning. The defunct artifacts The One Ring and The Pick of Flandal Steelskin also granted warning when carried. In SlashTHEM, some roles can obtain warning through leveling up - the Zookeeper role starts with warning, the Officer role gains the property at XL 10, and the Ninja and Geek roles gain it at XL 15. Several other artifacts also confer warning as well: In dNetHack, the Android and the Madman role gain warning at experience level 15, and the Binder spirit Huginn and Muninn passively grants warning. The Palantir of Westernesse is reintroduced in the Elvish Racial Quest as an artifact source of warning. Other artifacts also grant warning: Grayswandir, The Black Crystal and The Rogue Gear-spirits while carried, The Hat of the Archmagi while worn, and Helping Hand while wielded. Great Cthulhu is a monster that can be sensed within standard warning distance as "an unknown monster causing you dread", regardless of whether or not you possess the property. In EvilHack, the Healer role no longer gains warning at XL 15, instead obtaining sickness resistance. The Infidel role gains warning at XL 15, and all centaurs gain the property at XL 10. Warning is also an object property that some armor and weapons may generate with. =_=_ Mimic Mimics are a class of monsters whose main defense is to imitate an item or dungeon feature. Mimics can be small, large, or giant, and all three kinds are often located in shops and Sokoban. They are slow but powerful hitters, making them a common cause of death early in the game; small mimics rank #6 on the list of top deaths on NAO. Large and giant mimics have a sticking attack, which prevents the player from escaping the confrontation. Walking into a concealed large or giant mimic, or finding it by searching when adjacent, will automatically stick you. The sticking attack can be protected against with magic cancellation. Eating a mimic's corpse makes you imitate a pile of gold for a short time; if hallucinating, you will mimic an orange instead. This lasts for 20 turns in the case of a small mimic, 40 for a large one, and 50 for a giant mimic; in all three cases, the nutritional value is 10 times the time spent, so it's a net gain. Turning into gold is a weak form of polymorph: you won't polymorph if you have unchanging, and you'll fall off your steed if you are riding. However, armor and such is not affected and your stats are unchanged. This breaks polyselfless conduct as of 3.6.0 (although it did not in 3.4.3). There is a (Dungeon level)% chance that a square in a shop that would normally have an item will instead get a mimic imitating a shop item. Of course, mimics can be randomly generated like most monsters can. Mimics can be items (in rooms), boulders, unaligned altars (in temples), and even closed doors (in doorways) or staircases (in rooms) in the dungeon. For example, the Rogue quest home level has four staircase locations, but three of these (chosen at random) are actually mimics. Mimics sometimes display as "mimic or strange object" (,image:strange object.png). In shops, the chance of this happening is 10 & nbsp; & times; (10 & minus; dungeon level)% on dungeon levels 1 & ndash;9, and is otherwise. You should not attempt to walk onto such objects, as they are always mimics. It is dangerous but not unusual to confuse these with the armor symbol, which is outside the Rogue level, or with a chest (image:chest.png) in the tiles interface. If you have warning, anything that is an item when you can see it and a warning when you can't may be a mimic. If you are warned of a monster, and then see an item where the warning was, it is probably a mimic (or a snake or insect hiding under the object). Do not walk onto the mimic to discover it, however, as doing so will cause you to stick to it. Throw a rock or piece of gold at it, instead. Priests and others with a healing spell can cast it at an object; this will produce a message such as "The wand seems a more vivid white than before," if directed at a mimic. If you find yourself fighting a mimic, then hit and run is generally the best strategy as long as the mimic is not stuck to you. If it is, try Elbereth. While mimics can be dangerous, they are exceedingly slow and are worth a fairly large amount of experience. Characters with relatively high starting HP and AC, like valkyries, samurai and barbarians can attack more safely, but even the weaker classes can defeat mimics without taking a single hit if you are careful. Assuming you are unburdened, you should get at least 4 moves for the mimic's every 1 move. Just stay a short distance from it until it comes towards you, then attack three times, retreat one step, and repeat. Be careful of bumping into another mimic! Also, it is recommended that you wake up the mimic from a range (throw a gold piece or rock at it) to ensure that you don't get hit by it. Remember that mimics are worth enough experience points to make you advance a level; therefore, to take best profit of them it is usually best to wait till you are level 3 or more before dispatching them. If you find one outside a shop, shoot it repeatedly. This works best for rogues and rangers, though wizards can do this well, too. However, beware of using ranged attacks if you are in a shop & mdash;any missiles will automatically become the store's property, if the store buys that type of item. Spells of force bolt can destroy fragile items like potions & mdash;which you will have to pay for & mdash;and of course will hit the shopkeeper if he/she is standing behind the mimic. Mimics are a surprising candidate for early genocide or extinction. Since mimics are sometimes generated in place of shop items, preventing the game from generating more will make future shops better-stocked. This is a relatively small effect except in Orcus-town, where it will greatly increase the number of real items in the abandoned shops. Being polymorphed into a mimic (for instance, by a polymorph trap), is a rather bad situation. Mimics are not fast, do not have a lot of strength, and the large and giant versions even make you tear out of your armor and/or cloak. Furthermore, mimics do not have limbs, and are therefore unable to wield a weapon. The only thing which may help is attempt to hide via the #monster command. This will make you mimic an object, and is not particularly useful, since monsters are able to easily find you. Returning to your original form is the best option. =_=_ Ring strategy There are 29 rings in NetHack, and only 2 ring fingers on each player. The rings have varying utility, hence a strategy of which ring to wear must be devised. Rings do cause extra hunger (some excessively) but after the mid game food should not be an issue, meaning there is no reason not to make use of the many ring intrinsics. The rings can be divided by how useful they are. Note, however, that even "useless" rings can have some use (e.g., taming a pet with a meat ring, or wearing a ring of hunger to make it easier to eat multiple giants on a level). This division is somewhat arbitrary, and many might disagree with the particulars; some prefer to wear slow digestion at all times, while others consider free action a nicety rather than a necessity. The useless and mostly useless rings are usually discarded on sight, or stored for polyfodder. The third category of rings are very useful in the early game (a ring of poison resistance can be a life saver if you lack the intrinsic), but are superseded either by gaining the intrinsic or becoming as strong/tough/accurate as it is possible to be. Protection from shape changers is partially supersedable (for werecreatures, not protecting from chameleons etc), and only by wielding Werebane, but a cloak with level 3 magic cancellation (only a cloak of protection as of 3.6.0) all but nullifies the lycanthropy attacks of were-creatures. Remember that you can polymorph into a metallivore and attempt to gain intrinsics by eating rings (a decent 1/3 chance per ring). You can accumulate many minor but useful intrinsics using spare rings this way (which can be in turn obtained via, for example, a bout of pudding farming), thus leaving your hands free for rarer or inedible rings. The useful rings are good candidates to keep in your inventory at all times. A ring of protection looks less attractive later on when your AC is already below -30, as does a ring of warning, since several classes gain warning either as an intrinsic or as a property of their quest artifact, or failing that an equally useful method of sensing monsters at a distance. Regeneration is very handy in a prolonged fight, or when encumbered. Slow digestion is potentially a life saver for early spellcasters or those who are conduct-restricted in what they can eat (which mostly means vegan or vegetarian monks), but it is by no means compulsory later on (and indeed can be a hindrance if you come across a corpse that you really want to eat but are satiated; this is also the reason why rings of hunger are not in the completely useless category). Teleport and teleport control are technically supersedable, but tengu are rare, so it is not always possible. A common strategy is to carry only the ring of teleport control, having purposely gained teleportitis. This is not a waste of a ring slot, since the extra effects of rings are most useful in large or difficult fights, and these occur disproportionately on non-teleport levels where you don't have to worry about teleportitis. Polymorph and polymorph control are very advanced rings which, although useful, are best used in controlled circumstances such as a locked co-aligned temple with nearby stash. Hence they are not particularly useful to carry around all the time, and certainly not to wear all the time. Polymorph control, worn by itself, can spare you the headaches associated with polymorph traps (such as armor destruction) if you do not already have magic resistance. The essential rings are not absolutely necessary to ascend, but they make it a lot easier. Free action protects you from paralysis when fighting high level spellcasters (and so should be worn throughout the end game). Levitation allows you to easily cross several water levels, as well as the planes of Air and Fire. (Levitation on the Plane of Water is no longer effective as of version 3.6.) Finally, conflict causes you 50% extra hunger, but will save your life many times over in a heavy fight, as well as give you an easier, faster path through crowds of monsters. I'm happy with the way the wiki is going - lots of good people are adding good stuff. My vision is for NetHackWiki to be a Total Spoiler - a one-stop repository of all of humanity's knowledge of NetHack - as well as a venue for an emerging field of scholarly NetHack analysis :-) My secret desire is that it one day becomes bigger than Wikipedia. The weather has been too nice for ASCII this week, but the subsequent thunderstorms finally drove me back inside and I'm planning to ascend a rather bedraggled Monk. gamename = "NetHack" # NetHack or Hack or SLASH'EM license = "NGPL" # NGPL or CWI Updated to handle SLASH'EM and files containing < nowiki > {{ < /nowiki > --Jayt 19:03, 2 October 2006 (UTC) =_=_ Ring of cold resistance Dropping a ring of cold resistance into a sink produces the message, "The cold water faucet flashes brightly for a moment." =_=_ Random number generator NetHack uses a random number generator (RNG) to determine the outcome of in-game events. Probabilities are expressed in d notation, a homage to Dungeons and Dragons. The RNG is sometimes referred to as the Random Number God. The RNG plays a pivotal role in determining the fate of all characters, and is sometimes considered the deadliest enemy in the game, despite the fact that expert players such as marvin have demonstrated that nearly every game is ascendable. Although NetHack relies on the C rand() function, random number generation is not as straightforward as picking a number between 0 and n. Rnd.c holds all of the game's RNG functions, which can return results that depend on your Luck or experience level. Source divers might profit from examining these functions. It was found by Adeon that a sufficiently determined player can find the seed of RNG after starting the game and then use it to his or her advantage - for example to gain unlimited number of wishes from a fountain. For demonstration see his ttyrecs on NAO from 2009-02-28 (starting with http://alt.org/nethack/trd/?file=http://alt.org/nethack/userdata/A/Adeon/ttyrec/2009-02-28.10:31:15.ttyrec.bz2#). See also Sartak's blog entry Predicting and controlling NetHack's randomness and ais523's description of a game relying on extreme RNG manipulation. Instead of taking the current time in seconds as seed, NAO has after this exploit been changed to read the seed from the operating system's own pseudorandom number generator '/dev/urandom'. This way the seed has become unpredictable. The player nht produced a 363 turns, 16 seconds set seed UnNetHack ascension by exploiting a known bug. Nht gave detailed report on this ascension in a reddit post. A tool assisted speedrun exploiting the RNG has been done NetHack 3.6.1 by pellsson on NAO in 7 minutes and 15 seconds and 2087 turns. =_=_ RNG =_=_ Gender The Valkyrie is the only class that can only start as female, although any character's gender can be changed with an amulet of change. Since the claw attack appears much more often than the kick attack, female characters are in more danger of suffering extra damage. However, most item-stealing monsters (especially nymphs) are usually female, so a male character suffers from stat loss more often. In SpliceHack, the player's interactions with succubi and incubi are not determined by their gender, but instead by their sexuality. Additionally, players may elect to play as nonbinary. A nonbinary player character is unique in the following ways: =_=_ Amulet of strangulation Wearing an amulet of strangulation quickly strangles you to death, unless you are headless or both breathless and mindless, in six turns. Removing it nullifies the effect; however, most of these amulets are generated cursed. There is a 13.5% chance that a randomly-generated amulet will be an amulet of strangulation. This amulet is generated cursed 90.5% of the time, uncursed 9% of the time, and blessed 0.5% of the time. There is a guaranteed amulet of strangulation on the middle level of Vlad's Tower. This amulet is dangerous, and one of (if not the) main reasons you should not put on amulets without knowing their BUC status. If cursed, you can pray (assuming it is safe) to have it destroyed. If you find a noncursed amulet of strangulation, though, it can be easily identified and taken off. Being strangled renders you unable to cast spells, so don't rely on the spell to save you. In NetHack 3.4.3 and derived variants, the amulet is always deadly when worn. Being breathless saves you from choking whiles eating the amulet, but not from wearing it. =_=_ Potion of paralysis Quaffing it will paralyze you; 13-22 turns if blessed, 25-34 turns if uncursed, and 37-46 turns if cursed. Breathing the vapors from a potion of paralysis that shatters near you will paralyze you for 1-5 turns. Like most forms of paralysis, having free action makes this potion harmless. Potions of paralysis may be thrown at monsters or wielded and smashed on their head. Both methods paralyze the monster for 1-25 turns (the potion's beatitude doesn't affect this). If the monster is already paralyzed, the potion doesn't increase the duration; it just has no effect. Other than that, monsters cannot resist this paralysis in any way. This potion can be a great way to take down a powerful monster such as a quest nemesis, a demon lord, or the Wizard of Yendor. =_=_ Bell Unlike horns, harps, and flutes, there are no randomly-generated magical bells. The only magical bell in the game is the Bell of Opening, which has the distinct appearance of "silver bell". Ringing a blessed or uncursed bell makes noise (waking nearby monsters) and calls pets. A cursed bell, however, has a chance of summoning a nymph (she won't be carrying any items), assuming none of the nymphs are genocided or extinct. If a nymph is summoned, the bell has a 7% chance of breaking (the Bell of Opening never breaks). If the bell doesn't break, then with equal probability: =_=_ Ascension kit The ascension kit is the nickname given to a set of items that are virtually required for a successful ascension. Most often, they are chosen for their attributes: reflection, magic resistance and cancellation, and similar. Most kits include: a unicorn horn, escape items, a luck item, a source of levitation, some ranged attacks, a source of conflict, portal detection (for the Elemental Planes). This page contains some common suggestions for ascension kit components. You will not need everything on this page (many of the items listed are mutually exclusive), but unless attempting an unofficial conduct, you should make sure that you collect items to cover all the major attributes listed above. If you have magic resistance and reflection, any cloak is good enough. Greasing the cloak will protect from grabbing and drowning attacks until the grease wears off. Dragon scale mail, usually silver or grey: This provides either reflection or magic resistance, 9 base points of AC, and does not hinder spellcasting. Yellow dragon scale mail is another lesser possibility as it provides acid resistance, which cannot be gained intrinsically. High-level Monks with high Luck can hit accurately enough to overcome the & minus;20 to-hit penalty for wearing body armor. Speed boots and jumping spell, or jumping boots and haste self / potion of speed: Dodge monsters instead of fighting them. You zap teleportation in your free move to create an alley, then jump through it, ending your turn. Jumping is an easier spell to cast than haste self, but casting it repeatedly with the Amulet will drain your power rapidly, and failed casts can waste precious movement opportunities. With jumping boots, you haste yourself with the Amulet at your feet when not in immediate danger, to build up hundreds of turns of the effect, then pick it up and go on your way. Jumping with the boots is not subject to random failure. For characters who lack access to either spell, extrinsic speed is generally more useful than the ability to jump, which requires clear paths through monster hordes, and conveys no combat advantage. Water walking boots are guaranteed in Vlad's Tower, and can be swapped with other boots to easily dilute potions and scrolls. Reflection and magic resistance are considered essential properties for the end game. Other desirable properties are life saving, displacement, two weaponing (when available), and high magic cancellation. The following table summarizes the tradeoffs: Classes that cannot do two-weapon combat: caveman, healer, priest, ranger < br / > Rogues who want backstab damage < br / > SDSMrobelife saving MR artifact such as the Eye of AethiopicaBest spellcasting < br / > Gives life saving < br / > MC3 with ring of protection Must wish for artifact < br / > Wizard of Yendor can steal the quest artifact of other roles < br / > No displacement Classes that need help casting spells but can be powerful casters: knights especially (due to doubled magic missile damage; note they cannot obtain the Eye unless they convert themselves to neutral after the quest and wish for it) < br / > Those willing to wish for artifacts nonerobereflection MR artifact such as the Eye of Aethiopica (if neutral) or The Orb of Detection (if lawful)No body armor < br / > Best spellcasting < br / > MC3 with ring of protection Must wish for artifact < br / > Wizard of Yendor can steal the quest artifact of other roles < br / > No life saving (though can use shield of reflection instead) Monks who are not wearing body armor because of the to-hit penalty < br / > Other quest artifacts confer MR but don't enhance spellcasting as much One of SporkHack's main design goals was to do away with the notion of a clear-cut ascension kit, instead forcing the player to make hard and interesting choices. =_=_ Sack Sacks are passable for simply carrying and storing more items than usual, and can be greased to offer some protection against water damage, but are generally replaced with an oilskin sack or a bag of holding; the former keeps items dry without the need for grease, while the latter offers weight reduction (lowering or preventing encumbrance) and magically protects contents from breakage. Even once you have one or both of those, sacks still have some uses; they can store emergency items, such as holy water or a scroll of scare monster, separately from the rest of your items so that you can #tip them out when needed. The most important of these uses is storing a wand of cancellation, which causes an item-destroying explosion if placed into a bag of holding; the wand may also be used to uncurse a bag of holding if necessary. While an oilskin sack can also work for this purpose, they are redundant since wands are not adversely affected by water, and sacks are generally more common. In addition, a sack can also be used to contain a bag of holding and protect it against being cursed to begin with. Nested sacks with a bag of holding at the core also offer the possibility of reducing the weight of loot for extra points when you ascend; the risk of an explosion is still possible, albeit with a reduced chance. See Bag of holding § Nesting bags of holding for more on this tactic. =_=_ Scroll of blank paper They may be obtained normally or by blanking other scrolls with a wand of cancellation or by dipping in water, intentionally or otherwise. Killing a paper golem will also often yield one or more scrolls of blank paper. The main use of scrolls of blank paper is to write new scrolls with a magic marker. The beatitude of the resulting scroll is affected by the beatitude of both the scroll of blank paper and the magic marker, meaning if a cursed magic marker was to write on a blessed scroll of blank paper, then the outcome would be an uncursed scroll. =_=_ File:Unicorns.png =_=_ Lichen A lichen is a fungus-based monster that appears in Nethack, and is one of the easiest monsters to kill in the game. Their only attack is a sticky attack that holds the player in place briefly, but otherwise does no damage. Lichen are extremely slow and easily beaten even by beginning characters; however, their sticky attack does prevent you from attacking any other target except the lichen, which wastes that turn ("You cannot escape from the lichen!") and forces you to focus on killing it first. Unlike most corpses, lichen corpses never rot (though they do become old for the purposes of sacrifice), and can be carried indefinitely as normal comestibles which are always safe to eat. They provide 200 nutrition, but weigh the same as a food ration, so they should ideally be eaten first to free up carrying capacity. Lichen corpses are also valid food choices for vegans and vegetarians, and can be used to tame horses. Dipping a lichen corpse into a potion of acid causes it to 'turn red around the edges', or orange if the potion is somehow diluted. This does not consume the potion. The arch-lichen patch by Nodey for NetHack 3.4.3 allows the variant known as the arch-lichen (based off the arch-lich) to be patched into a game. Slash'EM Extended has the arch-lichen patch implemented by default with some changes, and also introduces many stronger variants of the lichen, including an actual master lichen. In increasing order of strength, the variants encountered are: aggressive lichen, water lichen, poison lichen, venom lichen, ore lichen, patched lichen, master lichen, grandmaster lichen, sensei lichen and arch-lichen. Lichens are organisms that originate from the filaments of multiple species of fungi, and are known for being among the oldest living organisms. They can occur in many environmental conditions, including several extreme ones, and can grow on almost any surface. Real-life litmus tests use dyes extracted from lichens as a pH indicator, which is why lichen corpses in NetHack turn red when dipped into potions of acid. =_=_ Dagger The dagger is a versatile weapon that can be used either in melee or as a thrown projectile. As a ranged weapon, daggers are notable in that they are cheap, plentiful, and more durable than arrows, crossbow bolts, and darts. Daggers seem to be popular weapons in the Dungeons of Doom, for they are available in several kinds, made of various materials (including silver) and dealing various amounts of damage. The ordinary dagger (appearance: "dagger") is the most common type (3.0% of randomly generated weapons), but there are others. Daggers of this kind are made of iron and susceptible to corrosion from acidic monsters and rusting from rust monsters and water. This dagger can be found on orcs (and in your starting inventory, if you're an orc). Its appearance as "crude dagger" is accurate (only d3 damage against small monsters instead of d4). This dagger can be found on elves (and in your starting inventory, if you're an elf). It is superior to an ordinary dagger (d5 damage vs d4 against Small). It is also made of wood, and therefore immune to corrosion and rusting. It can, however, become burnt or rotted, but this rarely happens in practice, since most sources of fire or rot damage don't affect weapons. Passive fire attacks would be the most likely source. The silver dagger is a very rare item. It is normally equivalent to an ordinary dagger, but does an extra d20 damage against silver-hating creatures (e.g. werewolves and demons). As a result, a stack of highly enchanted silver daggers is among the deadliest weapons in Gehennom. Another benefit of the silver dagger compared to other daggers is that it is immune to all forms of erosion. The following average damage calculation shows the average amount of damage dealt per turn by throwing as many silver daggers as possible. We assume the player has expert skill in dagger, which gives a +2 damage bonus, and a multishot rate of 1d3 daggers. A blessed weapon deals 1d4 extra damage against demons and undead. The worst case scenario is against a non-silver-hating, non-undead, non-demon large monster. The best case scenario is against a silver-hating undead/demon small monster. Daggers of all kinds make up 5.5% of randomly generated weapons in the dungeon. As noted above, racial daggers are commonly found on their respective racial monsters (elven daggers on elves, orcish daggers on orcs, including goblins and hobgoblins). Daggers can be very useful in the early game, despite their weight and low base damage. A ranged volley denies monsters even the chance to swing at you, or at least softens them up before they can engage you. All classes except Monks and Priests can attain proficiency in dagger skill and may wish to do so, under the right circumstances. WARNING: Great Daggers DO NOT STACK. This is by design. If you upgrade to a stack of Great Daggers, it will be stacked ONLY until they are thrown or dropped individually. After that, they will never stack again. =_=_ Daggers =_=_ Talk:Warning Funny thing--I put on a ring that I deduced was Warning, and all it shows me are Question Marks (?) instead of numbers. I'm playing the windows version with the graphical tiles. Interestingly, when I enter the Rogue level, I DO get the numbers. Anyone know what's up? Might be interesting to add a note on how warning was handled in earlier versions of Nethack. I don't remember the exact syntax, or when the change occurred (which is why I'm not doing the edit myself), but I do remember it was annoying when having the intrinsic and constantly getting messages like "You feel apprehensive as you sense a < color > flash", with black being the color for the toughest monsters. --Funcrunch 02:33, 14 January 2012 (UTC) Sting, Orcrist, and Grimtooth now glow. Sting_effects in artifact.c, line 1843. Sting and Orcrist glow light blue, Grimtooth glows red. They will "quiver" instead if you are blind. This also affects inventory descriptions, and will add "(glowing < color > )" or just "(glowing") if you are blind. That's in objnam.c, line 964. Additionally, polymorphing can warn you of other monsters: Vampires are warned of humans and elves (this includes elf zombies/mummies, but not human zombies. Probably a bug). Purple worms are warned of shriekers. -- Qazmlpok (talk) 22:59, 31 December 2015 (UTC) =_=_ Tourist The Tourist is one of the roles in NetHack. A Tourist has low starting HP and poor equipment, so playing one is quite the challenge in the early levels, but they have the potential to become very powerful near the end of the game. Tourists always start as neutral humans. The Tourist is inspired by Terry Pratchett's Discworld books; Twoflower, the tourist from these books, stars as the quest leader for the Tourist role. Tourists start with Basic skill in darts. Despite not starting with a melee weapon, they start Unskilled in Bare hands, because only roles which can reach Master start with Basic skill in Bare hands, and Tourists can only reach Skilled. Compensating somewhat for their poor starting equipment, a Tourist can advance to Basic skill in every type of weapon except clubs. Therefore, a Tourist can make use of almost any weapon without restriction. Shopkeepers recognize Tourists below experience level 15 as suckers and charge them an extra markup when buying and only offer the base price of sold items. (The same problem will be experienced by other roles when wearing a visible shirt or a dunce cap.) Tourists don't receive the multishot bonus for being Skilled at any weapon other than darts. They do receive the bonus for becoming Expert at daggers. Tourists tend to start with comically low HP and strength, and no real armor to speak of. Thus, the early game must be played with extreme caution. Unlike most other roles, Tourists need to rely heavily on items that they find. It is critical to find armor as soon as possible. Tourists should use their starting pet to curse-test every weapon and piece of armor that they find. Non-cursed armor should be worn immediately, unless it encumbers you. In the early game, the most common source of magical armor items is an armor shop, and Tourists typically start out with enough gold to buy most of the good items in the shop. Heading directly for Sokoban or Minetown is a valid strategy, but the monsters may get too difficult too quickly. A very cautious strategy is to wait somewhere around dungeon level 3 or so and kill easy monsters until you gain a few levels, then descend deeper. The initial stock of 21 & ndash;40 +2 darts should be viewed as a bridge to a better weapon. Each dart will, on average, last for 4 throws (given that each dart has a chance of breakage per throw), which means that Tourists will get about 84 & ndash;160 dart throws before the supply is exhausted. Once a better weapon is found, any remaining darts should be kept for use in attacking monsters from long range, preferably after blessing. Take off your shirt immediately. It grants no AC or magic cancellation, and could be destroyed by a polymorph trap or destroy armor monster spell. It should be enchanted when you have magic resistance to protect it from being destroyed. The most useful starting item for a Tourist is the expensive camera. The camera, when applied, will blind any monster standing in the way of the flash, and has a 75% chance of scaring monsters if used within two tiles. Fleeing monsters often won't stop to attack you, and you gain an accuracy bonus against them. This is useful for fighting or escaping difficult monsters. If you lack a towel or blindfold, you can also flash yourself for temporary blindness to use telepathy or avoid a gaze attack. A survival tool for the early Tourist is to write Elbereth in the dust. This may scare monsters away, allowing your pet to kill them while you retreat. Keep in mind that monsters blinded by your expensive camera will not respond to Elbereth! The credit card is useful for opening locked doors and chests without having to kick, bash, or pry them open. A key is still better if you can find one, because it can also re-lock them. Although the sucker markup seems like it would make shopping difficult, the Tourist's high natural charisma more than makes up for it. A Tourist will often get better prices than roles such as Barbarians or Rangers, even after the markup. Just don't forget about the buying and selling modifiers when performing price identification. Tourists tend to start with a high charisma and above-average intelligence, which makes consorting with foocubi less risky than for other early-game characters. This can help them gain the last couple of levels to begin their Quest, which they'll want to complete as soon as possible for the PYEC and shop loot. Note that the Quest goal level contains four incubi but only two succubi, so players who want to raise their level and energy as high as possible for spellcasting purposes will probably want their Tourist to be female; an amulet of change could be useful in this case. Once you are able to bring your AC down below zero, and you obtain a better weapon than the starting darts, you have a reasonable chance at going after the luckstone in Mines' End and the prize at the end of Sokoban. After that, continue down the dungeon until you find the portal to the quest. The quest artifact for the Tourist is the Platinum Yendorian Express Card. This artifact is so useful that in most cases a Tourist should try to complete the quest as soon as possible. The most important intrinsic to have for the quest is reflection, because the quest's locate and goal levels contain several large rooms filled with soldiers armed with attack wands. The Master of Thieves, the quest nemesis, is not particularly difficult compared to other quest nemeses, and any character capable of dispatching the soldiers should have no special trouble with him. The quest also contains a sizable amount of loot: between the many shops, barracks and graveyard treasure, and items generated along with the spiders, you will likely find an ascension kit item or two. Consider postponing sitting on the two thrones until you loot the entire branch. Further, the lower levels have several guaranteed captains, which have a good chance of carrying at least one silver saber. It's likely that you've found an altar at this stage, and can sacrifice for a good artifact weapon like Vorpal Blade, Magicbane, Mjolnir, or Fire/Frost Brand. Otherwise, you can enchant other good weapons like a long sword or silver saber that you may have found. Tourists should seek out the same types of armor that a warrior-type character such as a Valkyrie or Barbarian would use. In most cases, it is not worth avoiding metal armor to improve spell casting rates, because Tourists suffer enormous spell casting penalties from even one peripheral piece of metal armor, and it is not practical to avoid metal armor entirely. Typical armor for a mid-game Tourist would be a mithril-coat, iron shoes, a dwarvish iron helm or orcish helm, and an elven cloak or dwarvish cloak, with perhaps one or two pieces of magical armor. In the advanced stages of the game, a Tourist should have several artifact weapons available from which to choose. Because Tourists have no weapon restrictions to speak of, any decent artifact weapon is a good choice. However, if you have a choice, the following weapons are especially desirable and are worth pursuing if your character has the opportunity (e.g., via a wish): Tourists can become skilled in two-weapon combat, but this only becomes useful late in the game, when good weapons are available. Using two weapons is preferred unless your character needs a shield for reflection. For ranged weapons, highly enchanted darts or daggers work well, since both are readily available and Tourists can get to Expert skill in both daggers and darts. Of the two, darts are preferable since Tourists suffer a multishot penalty for all other weapons. With regards to armor selection, a Tourist is no different from any other role and should follow the same guidelines as any other character in terms of assembling the various pieces of armor that form a typical ascension kit. One advantage you have over other roles is that you don't have to look for a shirt to complete your set. The main function of the Platinum Yendorian Express Card is that it can be #invoked to charge wands and tools like a scroll of charging. Properly exploited, this function gives the Tourist the equivalent of a blessed scroll of charging every few hundred turns, a feat which is not possible with any other role. This makes the Tourist role one of the easiest to ascend once the quest has been completed. Wands have an increased chance of exploding each time they are charged, so a post-quest Tourist will usually want to keep several of each type of wand on hand to maximize the number of recharging opportunities. For rare wands, such as wands of death, a small number of such wands will last an entire game if properly managed. For common wands, such as wands of digging, it is a good idea to maintain a rotating stock of such wands, discarding the ones which have been charged many times and replacing them with newer ones. The Platinum Yendorian Express Card can also be used to charge tools. This is especially useful because most tools, unlike wands, can be recharged infinitely many times. For example, a horn of plenty combined with the Platinum Yendorian Express Card means that a Tourist can get by with carrying very little food. A bag of tricks can be used to create monsters indefinitely. Other useful chargeable tools include brass lanterns, crystal balls, tinning kits, magic harps, magic flutes, fire horns, frost horns, the Bell of Opening, and even the expensive camera that comes in the initial inventory. Certain rings can be charged with the Platinum Yendorian Express Card as well. You may want to wear a +6 or +7 ring of increase damage full time, especially for two weapon combat. Since rings can explode when charged, a good strategy is keep two of the same type of ring, and charge the one with the lowest charge, so as to not risk destroying a highly charged ring. Because the game will not display the number of charges and recharges on an unidentified item, finding a spellbook of identify may be convenient for a Tourist. SporkHack offers a wider selection of races for various roles. An orc Tourist is an interesting choice that starts with potions of sickness; dipping the starting darts into one offers an instant kill attack from the second move. In UnNetHack, items in shops are automatically identified when playing as a Tourist, regardless of whether the player has seen them before or not. Similarly, selling unidentified items will automatically identify them. Enchantments and BUC status are not identified. In FIQHack, tourists ID shop items in the same manner as UnNetHack. Additionally, a Tourist may be a gnome. Tourists start with all of their optional equipment. The magic marker that a tourist starts with is always 0:0. =_=_ Hawaiian shirt =_=_ Food ration A food ration is the most basic comestible in NetHack. Samurai know them as gunyoki. They provide 800 nutrition when eaten, which is more than enough for most states of hunger. They are also suitable for vegans. Food rations may be thrown at cats or dogs to tame them. Cursed food rations are always rotten when eaten. Uncursed food rations older than 30 turns and blessed food rations older than 50 turns have a chance of being rotten when eaten. A lembas wafer provides the same nutrition as a food ration, but is much lighter; as of 3.6.1, it may even provide more nutrition or sometimes less, depending on if you are playing an elven or orcish character. =_=_ Non-teleport level A non-teleport level is any level that prevents all forms of self-teleportation within the same level, whether from the scroll of teleportation, teleportitis, or any other such method. There are generally no restrictions on level teleporting or branchporting with the Eye of the Aethiopica. However, you cannot levelport from Sokoban, or in the quest without your quest leader's permission. And you cannot leave the End Game in any other way than the portals. Even in 3.4.3, monsters have to learn teleport restrictions through personal experience. Monsters frequently waste one scroll of teleportation trying to escape you. Nymphs, nurses and foocubi will still try to teleport away from you, but will always fail. Once an individual monster has attempted teleportation by such methods, or stepped on a teleport trap, on a non-teleport level, it does not do so again. Such a wised-up monster will also try not to wander onto any teleport trap (except to escape), and has a 75% chance of escaping traps it walks onto. On non-teleport levels, you can still teleport monsters and items; the only restrictions on teleporting are that creatures (including the player) cannot teleport themselves, and the quantum mechanic's teleport attack does not work. Therefore, a wand of teleportation is an incredibly effective defense in high-density levels such as Moloch's Sanctum and the Astral Plane. Covetous monsters will still be able to warp to the up-staircase. Covetous monsters include master and arch-liches, Quest nemeses, and named demons. Many levels where master liches tend to appear, such as demon lairs, are non-teleport. If you have telepathy, you can easily see where such monsters are warping. However, even if you have teleport control, you will not be able to follow them by teleporting. You will have to walk to the up staircase and endure injury while the monster warps and heals. Once you can reach the up staircase, stand on it to block it. This tactic does not work on the Astral Plane & mdash;covetous monsters will simply teleport to retreat a few spaces. =_=_ Non-teleport levels =_=_ Cloak of magic resistance The cloak of magic resistance (commonly abbreviated CoMR) is an item that appears in NetHack. It is made of cloth, and has a randomized appearance; the default one associated with it is an ornamental cope. Aligned priests - including high priests and the Arch Priest, the Priest quest leader - have a chance to be generated with a cloak of magic resistance. Master Kaen, the Monk quest nemesis, has a chance of being generated with a cloak of magic resistance, and will otherwise have a robe. Most non-monk player monsters on the Astral Plane have a 87.5% chance of receiving a random magical cloak, and a further 12.5% chance of that cloak being a cloak of magic resistance - effectively ~10.94% to receive one. For priests, there is a 75% chance that the cloak will be made into a robe instead, reducing this effective chance to ~2.73%; Wizards similarly have a chance of forcing a cloak of magic resistance, resulting in an effective chance of 43.75%. The cloak of magic resistance is considered a near-ubiquitous part of many ascension kits, and is frequently paired with silver dragon scale mail (or another source of reflection) for combined protection from most attacks (e.g., preventing melee-range spells such as curse items while reflecting wands and breath attacks). SDSM/CoMR is also one of the more conducive combinations for certain late-game playstyles since it leaves slots free for other purposes: a worn amulet of life saving, a hand free for twoweaponing and/or two-handed weapons, or a lightweight small shield for casters going without a robe or protection. It also serves as a backup source of magic resistance if a quest artifact with the property is stolen. Monks may consider seeking out a cloak of magic resistance if they are going wishless, avoiding artifacts, or are committed to not using body armor. The cloak of magic resistance is the only randomized cloak that does not auto-identify on wearing or when taking effect, making it relatively trivial to informally identify. Invisible characters testing for one will want to revert to normal - a cloak of invisibility will not auto-identify if you are already invisible. Bones left behind by a dead Wizard very frequently have a cloak of magic resistance somewhere within the item pile. Some of the riskier methods removing, stashing or disabling all other sources of magic resistance, then stepping onto an anti-magic field or teleportation trap; unless you currently have poor AC, giving a hostile monster a wand of striking can also work. If you have magic resistance, the effect of the trap or wand will be nullified. Using a potion or wand of enlightenment is far safer, but may not be as available due to item rarity. The chance of a hostile aligned priest spawning with this cloak poses a potentially aggravating threat to players trying to avoid their spells, reducing the amount of effective ranged options; pets and thrown potions are still useful. Similarly, if Master Kaen generates with this cloak, he will prove a major inconvenience to most Monks as it nullifies the wand of death. However, it does not offer full protection against elemental attacks that Kaen lacks resistances to, and he is still vulnerable to disintegration from a polyselfed or pet black dragon. For many players, the High Priest(ess) of Moloch generating with one is a worst-case scenario - most will save a wand of death charge for them, and being forced to fight them is very risky, especially in melee. Undead vampires are often generated with opera cloaks, providing a reliable source if it is randomized to be the cloak of magic resistance; however, this will also give more spellcasting-reliant characters significant trouble, especially in the case of already-powerful vampire mages. In UnNetHack, Sokoban offers a cloak as one of the three types of prizes, which has a 50% chance of being a cloak of magic resistance. The Executioner will always be generated with one. The Mantle of Heaven and The Vestment of Hell are artifact cloaks that always appear as ornamental copes, making it possible for them to be cloaks of magic resistance. In EvilHack, giant Wizards no longer start with one as of v0.5 (being too large for cloaks), and are given an amulet of magic resistance instead. As of version 0.7, and like xNetHack, The Dark One will always generate wearing a cloak of magic resistance. =_=_ Fountain The fountain is a dungeon feature in NetHack, represented primarily by a (left curly bracket). They are found randomly scattered throughout the dungeon, usually in rooms that do not have any other dungeon feature (i.e. chests, sinks) in them. You can use a fountain by dipping items into it, quaffing its water, and by digging down on it. Fountains on non-special levels have a (14%) chance of being magic, an attribute that cannot be determined before use. Fountains created by digging on a sink are non-magical. The representation of a fountain as a pilcrow, " & para;", is probably not intentional. The top-half integral, "⌠" (some fonts may not have this character), looks vaguely like a fountain and is probably what the DevTeam had in mind. The problem is that PC character sets vary from one country to another: The symbol "⌠" occurs at code point 0xF4 in the PC code page 437, which is used in the United States. Most of Europe, however, uses either code page 850 (Western Europe), 852 (Eastern Europe using the Latin alphabet) or 866 (Russia). Code page 850 has " & para;" at position 0xF4, code page 852 has "˘" and codepage 866 has "Ї". There is no good fix for 3.6.0, yet, but for Nethack 3.4.3, you can use Unicode to get the proper fountain symbol: For Windows users, the following script may provide a workaround. Call it, say, < code > RUN-NH.BAT < /code > , drop it in the same directory as the NetHack.exe binary, and link the desktop icon to it: A magic fountain becomes non-magic after you quaff from it once. If your natural Luck is non-negative, this quaff yields one of two effects: Your wisdom is exercised, and all your attributes are restored to their maximum (same effect as a blessed potion of restore ability). One attribute is increased by 1 (uncursed potion of gain ability effect); if your natural Luck is 4 or higher, this last effect will increase all your attributes by 1 (blessed potion effect). You lose d10 HP and d4+2 strength, and your constitution is abused. < br / > (if you are not poison resistant) A water demon is summoned. It has an (80+DL)/100 chance of being hostile (100% if you have the Amulet of Yendor); if not hostile, the demon grants one wish and then vanish. Each item in your inventory has chance of being cursed outright, you lose some nutrition, and your constitution is abused. Magicbane does not protect against this cursing, nor do intelligent artifacts resist. A number of pools may be created in your vicinity just as if you had dug into the fountain. Items lying near you may end up at the bottom of a pool. If you #dip a single ordinary long sword in a fountain, are at least experience level 5, and Excalibur doesn't already exist in your game, then there is a chance of something special happening to your long sword. If you are lawful, the long sword is converted into the blessed, uneroded, erodeproof Excalibur, and you exercise your wisdom. If you are neutral or chaotic, your long sword is cursed, loses its rustproofing, and may lose an enchantment, and you abuse your wisdom. The fountain then disappears. If you were dipping in Minetown, this will anger the Minetown Watch whether you've been warned or not. In any other case, the dipping is handled normally. First, the object gets wet and does the appropriate things (scrolls and spellbooks blank, potions dilute, iron objects rust, lit objects go out, grease washes off). Then special effects can happen (only 50% chance if wetting object already caused an effect): A water demon is summoned. It has an (80+DL)/100 chance of being hostile (100% if you have the Amulet of Yendor); if not hostile, the demon grants one wish and then vanishes. A number of pools may be created in your vicinity. (Never two orthogonally adjacent, never on your square, the more likely the closer to you.) Items in your inventory are not at risk of getting wet. You lose some gold and your wisdom is abused. The amount you lose depends on the amount (GP) you have, as follows: After each of the effects in the above table, the fountain has a chance of drying up (except in Minetown, where you'll always get one warning). If wetting the object causes an effect, there is a 50% that no special effect happens. Therefore dipping a non-water potion in a fountain has only a chance of drying up the fountain because wetting the potion has the effect of diluting the potion, whereas dipping a rock in a fountain has a chance of drying up the fountain because wetting the rock has no effect on the rock. If you dip until it dries up or gives the desired result, you have 31.6% chance of an uncurse or 9.4% chance each of a curse / demon / nymph per fountain. Digging down in a fountain square will probably create pools in your vicinity. Eligible spaces are those within 7 spaces of you, arranged in a checkerboard fashion (which may either have potential pool spaces orthogonally or diagonally adjacent to the fountain). To become a pool, a space must be in a room, in line of sight, not have a boulder on it, and not be adjacent to an exit to the room (even an undetected secret door). It is more likely that spaces nearer you will become pools, but the fountain itself never will. < ref > gush() in fountain.c < /ref > The pools created can drown a pet or damage non-waterproof objects. This does not break pacifist conduct or anger your god. However, the usual penalties apply. Kicking a fountain has a chance of exercising dexterity, and a chance of wetting your boots. This can be used to identify kicking boots. Otherwise, like a sink, it produces the message, "Ouch! That hurts!" You lose up to 5 hit points, abuse dexterity and strength, and possibly end up with a wounded leg. Gremlins may multiply in a fountain. You can use the #monster command to do so if you are polymorphed into one. This has the usual chance of drying up the fountain. The probability that a fountain on dungeon level < math > l < /math > will not yield a wish on a single quaff or dip is The probability that a fountain on dungeon level < math > l < /math > will dry up before yielding any wishes is then The probability that a fountain on dungeon level < math > l < /math > will yield at least one wish is then < math > 1-\frac{l+2980}{3040-2l} < /math > . The first time each fountain in Minetown would otherwise dry up through quaffing or dipping, you will instead get a warning: The fountain will dry up the next time you quaff from or dip an object in this fountain (half the time if wetting the object caused an effect). This angers the Minetown watch, regardless of whether any of them can see you. Minetown fountains always dry up without warning when digging to create pools, or when the special effect from dipping a long sword into the fountain occurs. This also angers the watch. Fountain quaffing is the specific practice of immediately quaffing from every fountain you find, in the hope of releasing a water demon and getting an early wish. In a lesser form, most inexperienced players will unintentionally engage in this behavior; this is unfortunate as most fountain quaffers die after a few hundred turns, but those with experience don't mind because they can just start again. This is a form of metagaming considered fairly low. It is the reason why water moccasins rank so highly on the list of top deaths on nethack.alt.org, and perhaps the explanation why quaffing from fountains in general is a leading cause of death there (along with deaths to Team Ant). Wizards who start with a scroll of taming, a tooled horn or drum, or a spellbook of charm monster are slightly safer in this practice. Some players prefer to go hunting for magic fountains for their blessed gain ability effect. This is typically an early-midgame strategy performed after the player is confident they have 4+ Luck and can deal with any of the negative fountain effects they might encounter from a normal fountain. It is a good idea to protect your inventory from curses with a sack. The approach is simple: repeatedly quaff from each randomly-placed fountain until something other than "The cool draught refreshes you." happens. If the fountain is magic, the something else will be the magic effect; if not, the random fountain effect will indicate a non-magic fountain. Don't bother quaffing in Minetown, Mines' End, the Oracle level, the Big Room, the Castle, or Juiblex's swamp & mdash;those are never magic. If you should happen to get a wish in the process, so much the better. The expected number of items cursed per gain ability effect is , where i is the number of items you have in your inventory while quaffing. If you drop items (perhaps because you have no sack) it's worth noting that quaffing can put pools on nearby map squares, but not on the square of the fountain itself. < ref > http://www.chiark.greenend.org.uk/~damerell/games/magicfountain.txt < /ref > You can drop items you really don't want cursed, such as your luckstone, unicorn horn, or bag of holding, right on the fountain or in a nearby doorway while you quaff, to keep them from ending up at the bottom of a pool. An obvious strategy for lawful characters, especially valkyries and knights who start the game with a longsword. As soon as they reach level 5, they start dipping their longsword into every (non-Minetown) fountain they can find until they receive Excalibur. At level 5, these combat-strong characters may even stand a decent chance against the more dangerous fountain effects, and the hoped-for eventual conversion of the thoroughly rusted, possibly now cursed longsword fixes these issues. A potion of holy water (blessed potion of water) is useful for uncursing and blessing items as well as curing lycanthropy and illness. Potions could be converted into potions of water by dipping into a fountain twice, and then blessed on an altar as described in the holy water article. Unfortunately, the fountain has a chance of drying up before you have converted all of your potions. The same applies to blanking scrolls and spellbooks. The solution is to stand on a fountain and dig down. The fountain will be destroyed with a large chance of making several pools of water. Potions can then be dipped in them without using up your water supply. Unburden yourself, carry only items you want blanked, rusted or converted to potions of water, and jump into the pool. You will crawl out (and get a scary message). < !-- You can only drown if all adjacent tiles are occupied with monsters, boulders or wall. That's too corner-case to include it here. -- > Alternatively, water walking boots or flying let you #dip while standing on the water without getting yourself wet. Beware that potions of acid might explode, although not always. If you jump into pools, they will never deal damage, identify, or convert to water, but they might survive. Some items are more useful cursed. If you don't find any bones piles, the next safest conduct-proof way to make unholy water is to dip a potion of water into fountains until it becomes cursed. Prepare for the hazards! This works best if the game shows the potion's BUC status because you won't get a message, but you can also keep testing if the potion still stacks with known-uncursed water. Once you have it, unholy water can be replicated just like holy water. If you want to kill e.g. 120 skeletons, you might want to curse (and polymorph) many unicorn horns. You can curse a very large number of items at once by quaffing. Carry only those items plus the means to defend yourself against snakes, water demons, nymphs. Quaff from fountains until you get the message "This water's no good!" If you run out of fountains, use spellcasting monsters. You will likely need to uncurse your armor when you are finished. In very small rooms, a swamp may generate with just one water pool, easily mistaken for a fountain. Be careful not to accidentally fall into pools. SLASH'EM changes the chance of getting a wish from the water demon to (8  & minus; DL) / 20. Thus, on earlier levels the chance is a bit higher (on DL 1 the probability of getting a wish from a single fountain is 3.42%), but it never happens below DL 7. In xNetHack, now represents aberrations; umber hulks remain in this class, and mind flayers, quantum mechanics, and genetic engineers now use this glyph. EvilHack also includes the shambling horror, which uses the same glyph as in UnNetHack, as well as several other new monsters in the class: =_=_ NetHackWiki:Disambiguation It turns out some words are overloaded in the NetHack vocabulary, and so disambiguation might be useful. Include a disambiguation notice at the bottom of a disambiguation page by typing the template < nowiki > < /nowiki > . =_=_ Cloud (disambiguation) =_=_ Left curly bracket =_=_ Template:Darkgray =_=_ Template:Orange =_=_ Template:Magenta =_=_ Template:Lightgray =_=_ Category:Function templates These templates are designed to help color NetHack symbols consistently. They use the standard CGA colour palette that NetHack uses, plus a black background for ease of viewing. =_=_ Water nymph =_=_ Nymph Nymphs are a class of monsters in NetHack represented by . The class contains the three nymph species: water nymph, wood nymph, and mountain nymph. Nymphs are the first quest enemy class for Rogues, with a 14% chance of being generated in the quest branch. The Rogue quest home level also has nine guaranteed water nymphs, and each of the filler levels has two water nymphs. Nymphs have a 50% chance of being generated with a mirror and an independent 50% chance of carrying a potion of object detection. Nymphs are generated asleep 80% of the time; however, if you have the Amulet of Yendor or summon one via a fountain, they are guaranteed to be generated awake. Nymphs all share the same base attributes. They are not strong attackers and have poor AC, but are nevertheless very dangerous monsters that teleport frequently while moving. While they cannot directly inflict damage, nymphs are capable of charming you into removing your armor and stealing it or other items before attempting to teleport away. They are also capable of using said items, putting on armor and amulets as well as zapping wands and quaffing potions. Eating a nymph's corpse has a chance of giving you teleportitis. Nymphs generally should not be approached unless you can reliably dispatch them before they steal any items; in most cases, it is preferable to leave them asleep if possible and avoid them. It may be advisable to leave the items you least want stolen in a chest or other container elsewhere before nearing or pursuing a nymph. When dealing with an awake nymph, remember that she is as fast as your unburdened character at base speed. In a situation where a nymph nearby is awakened, Elbereth can ward her off and give you some valuable space. Applying a mirror at a nymph will cause her to steal the mirror and teleport away, which can preserve your more valuable or dangerous items. Nymphs also have a chance of being tamed using a wooden harp, but in practice this requires impractically high dexterity and experience level. It is also ideal to keep your pet nearby and use them to hold the nymph at bay and hopefully kill her for you, though they can still steal items if your pet is holding any. Early Wizards in particular will want to go this route unless they have access to magic missile or an attack wand that can reliably kill or immobilize her. Ranged attacks are the most ideal for killing nymphs before they can close in on you; the exception to this is the spell or wand of striking, which can kill the nymph but will break fragile items it was carrying, such as its mirror. Breaking mirrors results in a & minus;2 Luck penalty, which can be dangerous because it reduces accuracy and prevents prayer from being successful until the negative Luck times out. A wand of sleep can stop a nymph long enough for you to kill her, hopefully before the combat awakens her; a wand of cancellation will make the nymph "plain", which renders her harmless, but she will still teleport away after unsuccessfully attempting to steal from you. However, wands in general are risky due to the chance that they can be stolen and potentially used against you; worse, a wand of all but ensures that she will escape you several times. Polearms or lances can be effective, but you will likely need at least fast speed to consistently keep them one square away while you attack. Nymphs and their theft attacks can be used to get rid of cursed items, usually by stashing or dropping every other item besides the ones you want removed. You can then let the nymph steal them, and optionally retrieve the items if you want to uncurse them later. Punished players can also use this to untether themselves from their heavy iron ball. To steal, attack the monster; if you are wielding a weapon, you will attack with that weapon and also make a steal attempt, but you will not attack bare-handed if not wielding a weapon. If the theft attack hits, you will steal from them & mdash;this does not anger peaceful monsters. ("You smile at < monster > seductively.") If the attack misses, the monster will treat it like any other missed attack, and peaceful monsters will likely become angry. ("You pretend to be friendly.") Be sure to check the AC of pets or peaceful monsters before stealing from them. In xNetHack, nymphs hate the touch of iron and take an additional d6 damage when struck with an iron item. Players polymorphed into nymphs take d3 damage when handling iron items. Also, nymphs introduce themselves before charming you; they have classical Greek-style names. =_=_ Potion of object detection You "detect objects": every item sitting on the ground on your level is drawn on your screen. This tells you the type of every item but it does NOT tell you exactly what each item is. In other words: the potion tells you "There's a scroll here!" but it does NOT tell you "The scroll is VELOX NEB!" or "The scroll is enchant armor!" The glyphs are colored, so you can distinguish between some items by color, even without being explicitly told their appearance. < br/ > You learn the appearance of every item on the ground on your level, except those in the inventories of monsters. While an uncursed potion will only tell you "There's a scroll here!" a blessed potion will tell you "The scroll is VELOX NEB!" or "The scroll is enchant armor!". In other words, you get exactly as much information as you would get if you had stood on the same square as the object without being blind. < br/ > E.g., if you see a "?" on your screen after quaffing a blessed potion, and farlooking the object produces "? a scroll (scroll)" then you know that that is a scroll that is being carried by a monster. If farlooking the object produces the message "? a scroll (scroll labeled VELOX NEB)" then you know that that scroll is lying on the ground. Treasures detected in the walls are always real - if the symbol suddenly disappears as you move adjacent to a marked spot, it means that the items are buried in the floor, and you can dig a pit by applying a pick-axe down to retrieve them. Items sitting on or embedded in the same tile may obscure further buried treasure. Note that because tiles ports show unique tiles for unique object descriptions, you can determine the appearance of an object in tiles mode using an uncursed potion; once you've detected it, compare the tile to a list to see what appearance it has. Potions of object detection can be used to remotely detection the exact location of vaults, which will display as a 2x2 square of gold symbols unless the vault was looted, e.g. by a digging dwarf or a rock mole. They are also sometimes saved for the Castle as an easy way to detect where the chest containing the wand of wishing is. Potions of object detection can also be very useful when combined with magic mapping in Gehennom - a player can quickly pass through Gehennom after locating all the staircases and prioritize which loot they want without having to walk through the mazes. Be on the lookout for detected wands, as they may signify a wand of digging carried by a minotaur. =_=_ Talk:Fountain On my system the fountain glyph is neither a pilcrow nor a curly brace. Instead it looks like an upside down umbrella handle. I use the windows port of nethact with the following option set in my config file. The glyph is obviously an extended ASCII character specific to the MS Windows system. I've attached a screenie for reference. Image:Talk-fountain.png. I recall reading somewhere that only randomly generated fountains can be magic fountains; anything specifically created like the castle fountain or minetown fountains will always be non-magical. Wizard mode testing seems to confirm this; over 100 minetown fountains through savescumming and not a single magic fountain. I do not have a sourceref for this though, as I have no idea how maps are generated. If this is the case, then the section on magic-fountain hunting in Minetown can be removed entirely as well. -- Qazmlpok 00:23, 28 September 2011 (UTC) The text doesn't make clear whether magic fountains become ordinary after increasing even one stat, or whether only after the high-luck effect of raising all stats. --Mitlcl (talk) 00:43, 9 January 2018 (UTC) =_=_ File:Ch-01-01.png =_=_ Headstone When the player character dies and leaves a corpse, a grave is created with an inscription bearing the character's name and manner of death. The name of a previous character may also be used for random corpses. All other graves have an inscription as well, usually containing sardonic gallows humor. Graves may also be randomly generated, in which case they may contain some randomly generated treasure, so grave-robbing may be worthwhile. If you attempt to pick up from a grave with no items on it, you will get a YAFM: "You don't need a gravestone. Yet." Headstones left in bones files do not contain treasure buried in the grave; instead, the dead player's possessions are piled on top of the grave. Headstones can be destroyed by either digging down on them or kicking them over from an adjacent square. Digging always creates a pit on the square (even if the source was something instantaneous like a wand of digging) and will unearth any items buried under it at the bottom of the pit. Archeologist +3 if chaotic, & minus;3 otherwise ( & #177;1 if kicked over) "You feel like a despicable grave-robber!" You cannot engrave on a grave with your finger. Engraving with a hard object generates a ghoul (once per grave & nbsp; & ndash; "You disturb the undead!") and abuses wisdom. Elbereth is ignored on headstones; this is to prevent cheeky players from naming themselves Elbereth to leave behind a permanently warded square when they die. Player graves are inscribed with the cause of death. Randomly generated grave inscriptions include various epitaphs, randomly selected from a list in < code > dat/epitaph.txt < /code > , which is much too long to present in its entirety here. On one of the variations of the top level of the Ruins of Moria, there will be a grave with the message (Balin, Son of Fundin, Lord of Moria). =_=_ Tombstone =_=_ Talk:Chest How do I differentiate between multiple chests? Can I engrave the unopened chest itself, so the id mark is retained when I carry it between levels? -- PraetorFenix 06:44, 8 June 2006 (UTC) =_=_ Lockpick =_=_ Elf =_=_ Category:Races =_=_ Runed broadsword Since ordinary runeswords are not generated, an unnamed runed broadsword is almost certainly an elven broadsword. It is also easy to tell them apart because they use different colors and tiles. =_=_ Runesword A runesword is a special weapon that is not normally generated. It exists to serve as the base item for Stormbringer, though it is also possible to wish for an ordinary one or find it in a bones file if Stormbringer has already been generated in your game. Since the runesword is the base item for Stormbringer, it can be assumed that it has the same appearance: a sword with runes engraved deep in its black blade. There is one guaranteed runesword in SLASH'EM, generated in the Lawful Quest branch. There is a 5% chance that it will be Stormbringer. =_=_ Bag of holding A bag of holding is a magical tool that appears in NetHack. Placing items into a noncursed bag of holding reduces their weight, making it one of the most coveted objects for general use. The prize at the end of Sokoban always has a 50% chance of being a bag of holding, and will otherwise be an amulet of reflection. The weight of a bag of holding, including the 15 aum for the bag itself, depends on the weight of its contents ( < math > cwgt < /math > ) and its BUC: Some items should not be put in a bag of holding, or they will make the bag explode - destroying all of its contents along with the bag and damaging the player. These items are as follows: The first two are straightforward to avoid; the wand can be trickier. To be safe, do not put any unidentified wands inside the bag that make engravings disappear (this includes cancellation, teleportation, and make invisible). Since a cursed bag of holding can instantly cripple you with its weight and cause you to lose important items, it is important to keep the bag blessed. This also allows you to carry more items. Due to the risks of losing your most valuable items if your bag is cursed or else explodes, many players also carry a plain sack to store other items. The sack can be used to hold items that are rare or hazardous to a bag of holding - many players name this bag something like "Cancel" or "Don't ever put this in BoH!" and keep wands of cancellation and other precious items such as artifacts or a wand of wishing inside as a safety measure. If you find a bones pile with a bag of holding, it will probably be cursed and too heavy to lift. If you can still pick it up, then it can be uncursed with a potion of holy water or the scroll or spell of remove curse. Otherwise, the best solution in general is to zap it with a wand of cancellation - the beam will only affect the bag and simply sets its beatitude to uncursed. Be sure to move any wands and tools out of the way beforehand, along with any other desired items that you suspect may be enchanted or charged. In general, two nested bags of holding at most are useful - the payload is limited by your ability to lift the innermost bag, not by the outermost weight, and you risk an explosion every time you add contents. In NetHack 3.4.3 and some variants based on it, Sokoban Level 4a always has a bag of holding as the prize. In SLASH'EM, ordinary sacks and oilskin sacks can be upgraded into a bag of holding; while Sokoban still has a 50% chance of either a bag of holding or an amulet of reflection at the end, the wider availability of the bag makes the amulet the more desirable prize. The Wallet of Perseus is an unaligned artifact bag of holding; the 'naming artifacts' trick is functional in this variant, and naming a bag "The Wallet of Perseus" can distinguish the bag of holding from other bags. In UnNetHack, an exploding bag of holding scatters its contents nearby, rather than destroying them outright - this will still destroy the inserted object, and fragile objects such as potions and mirrors are broken as if they were thrown. In SporkHack, exploding bags of holding react the same as in UnNetHack, scattering its contents in a way that destroys fragile items. In xNetHack, if a bag of holding explodes, of the contents are destroyed along with the bag and inserted item, and the rest are scattered; this destroys fragile items as usual. In EvilHack, an exploding bag of holding functions similarly to UnNetHack - the inserted item and the bag are destroyed, and the contents are scattered, breaking fragile items. Sokoban offers 3 different type of prize item, and its prize tool has a 50% chance of being a bag of holding. The Bag of the Hesperides is an artifact dragonhide bag of holding similar to the Wallet of Perseus, and can only be obtained at the end of the Ice Queen's Realm. In AceHack, the bag of holding and its contents are no longer destroyed by inserting a bag of tricks or wand of cancellation inside - all charges are instead drained from the latter item. You can still destroy bags of holding by nesting them, but you will get a confirmation prompt first. In GruntHack, causing a bag of holding to explode no longer destroys the contents of the bag, but scatters them and the player throughout the dungeon via level teleport. Sokoban also offers a choice between 3 prizes, with one being a guaranteed bag of holding. In NetHack brass, Sokoban lets you choose from an amulet of reflection, bag of holding, or cloak of magic resistance as a prize. In NetHack Fourk, Sokoban now has set rewards for each of the possible maps that can appear as its final floor. Open at the Top, which is essentially a clone of Sokoban level 4a, always has a bag of holding as its prize. =_=_ Template:Item Some item types have no template page of their own; put this template at the top of every such page. Call it like this: Name is an optional parameter that defaults to the page's name. Appearance and color are optional parameters that default to the name of the item and to brown. See this talk page for further usage notes. =_=_ Roguebasin =_=_ Wizard of Yendor The Wizard of Yendor, (also informally known as Rodney), is one of the main antagonists in NetHack. As he is the guardian of the Book of the Dead, you must steal the Book from him, usually through a fight to the death, before you can descend into Moloch's Sanctum and snatch the Amulet of Yendor from the high priest of Moloch. However, killing him alone will not be enough to deter him; not only can he hassle you remotely with mysterious curses and spells, the Wizard will eventually reappear stronger than ever, and he can and will follow you up to the Elemental Planes. He will not appear in the Astral Plane; however, if he appears on the Plane of Water, he can follow you through the portal to the Astral Plane. In addition to the full complement of arcane monster spells, up to and including the touch of death, the Wizard has a unique spell, Double Trouble, which creates another incarnation of him with all his powers. The clone can show up with a different appearance from his normal self; one of water demon, vampire, red dragon, troll, umber hulk, xorn, xan, cockatrice, floating eye, guardian naga or trapper. He will not use this spell if there are already two of him in the world. He is incapable of harming monsters, e.g. pets or the high priest of Moloch. The latter case is frequent in NetHack 3.4.3 because he may appear within twelve turns after you perform the Invocation, and will immediately warp into the Sanctum to obtain the Amulet from the high priest. As of NetHack 3.6.0, covetous monsters won't attack the priest. After the Wizard dies for the first time, or after you perform the Invocation (if you have stolen the Book from him without killing him), he will cause you trouble for the rest of the game. Fifty to 299 turns after the wizard is first killed, 2 & ndash;12 turns after you perform the Invocation and every 50 & ndash;249 turns afterwards (not counting turns where you are invulnerable while praying), one of the following effects will happen: If there is currently no living Wizard, he returns to life near you, one monster level higher than his previous incarnation. If the Wizard is alive on a different dungeon level, and doesn't have the real Amulet, he is brought to you. In addition, the Wizard always reappears immediately when you enter the Plane of Earth. On the Astral Plane, the Wizard cannot appear, and every other effect has equal probability. In UnNetHack, there is one additional possible effect of this harassment & mdash;if you aren't on the Astral Plane, there is a chance of a large earthquake, similar to the effect of playing a drum of earthquake. To take him down the first time, simply zap a wand of death at him while he's sleeping and hope it doesn't miss. Fighting him fairly in his tower can be inconvenient, as the Wizard can fly and thus might drop the Book of the Dead underwater when killed, and it will need to be recovered. During the ascension run, make sure you have magic resistance on as often as possible, as the Wizard may reappear at any inconvenient moment and quickly lead to a YASD. Many players choose to zap a wand of death at the Wizard instantly every time he reappears. However, if you are low on wand charges, you may want to take him out by conventional means or, for example, stoning him. Watch out for the Elvenkings the Wizard likes to summon & mdash;they are represented by the same symbol as the Wizard, and it's annoying to realize that you've squandered a ray of death on the wrong monster. Being covetous, the Wizard is capable of stealing quest artifacts from your main inventory. If you were relying on that carried artifact for magic resistance, look out: he can not only remove your MR, but steal it for himself! Not only is he is now immune to death rays and the like, but he might be inclined to return the favor. Prudent players will arrange for other items to duplicate the vital powers of their quest artifacts before beginning the ascension run, and may even wish to carry their own quest artifact in a container to avoid the Wizard stealing it and making use of it himself. Pity the unprepared Caveman who has the Sceptre of Might stolen with no other source of MR and no other good melee weapon in inventory. In NetHack 3.6.0, he will only steal the player's own quest artifact & mdash;those of other roles are immune (e.g., a neutral non-wizard can get theft-proof MR by wishing for The Eye of the Aethiopica). As of NetHack 3.6.1, any quest artifact is vulnerable, so this is no longer a viable strategy. The Wizard will also steal any and all of the invocation items, such as the Bell of Opening and his own Book of the Dead. The Wizard will not reappear to harass you if he obtains the real Amulet, but he will still be hostile and will need to be killed to reobtain it. If you are being overwhelmed by the Wizard, you can throw the Amulet away and change levels as he goes to pick it up. You will need to retrieve the Amulet at some point, but this gives you an opportunity to recover pets and equipment. However, the other forms of harassment will continue to affect you. It is possible to dig into the Wizard's tower without waking him up: standing in a corner of the room, zap a wand of digging diagonally at the tower. This will remove a bit of the tower, but will not wake up the Wizard. This will happen, just outside your visual field with no message; don't move to check it out. Without having moved, If you then shoot a death ray in through this newly created gap, you will kill him without giving him the chance to cast spells at you. You have to do all this from the same position. If you dig in any other way, or if you get near the breached tower, you will wake him up. If you kill him over the moat, you can get the Book of the Dead by zapping a wand of cold or the spell over the water; the Book of the Dead is immune to blanking, and will end up on top of the ice. Alternately, you can wear an amulet of magical breathing to go into the water and pick it up. If you choose to do this, remember to leave your water-damageable items (potions, spellbooks, scrolls, non-rustproof weapons) on the dry land or in a noncursed oilskin sack. If you have a drum of earthquake, you can reliably wake him up from outside the Wizard's Tower. You can then kill him and obtain the Book without having to enter the Tower at all. A tame (master) mind flayer can also lock onto him with its telepathy, waking him up and bringing him to you. If you polymorph into a mind flayer, you have a 10% chance of locking into his mind each time you #monster, provided he is within an eight-tile radius. Drinking a cursed potion of invisibility will also wake him up, along with all other sleeping and meditating monsters on the level, but only if you are inside the Tower. Once you have killed the Wizard or performed the Invocation ritual, the harassment will begin and will last for the remainder of the game. Thus it is usually a good idea to prepare for the ascension run before killing him to reduce the number of turns & mdash;and thus the amount of harassment & mdash;needed to finish the game. Finding the vibrating square and creating paths through the Gehennom mazes are always beneficial. Stealing the Book of the Dead without killing him will allow you to continue preparations without risk of harassment; this is especially useful for pacifists trying to raise the dead to obtain a level 49 purple worm. Level draining the Wizard will permanently reduce the level of this incarnation, although it will still increase when another one appears. If you are able to reduce his level to 0 he will lose all spellcasting abilities, and his melee damage becomes unremarkable. Reducing his level without killing him is best done with a negatively enchanted Stormbringer (enchantment can be easily reduced to & minus;3 through engraving). Reducing his level will also make him more susceptible to polymorph; polymorphing him will prevent his covetous teleportation and remove most of his abilities. Your pets can also begin to attack him on their own initiative once he approaches their level. Sliming is also an option. Teleporting the Wizard will always move him to the upstairs, or the down ladder if you are within his tower. As he is covetous, this is rarely a concern as he can simply warp himself back to your position; if you managed to polymorph or slime the Wizard first, you will not be able to teleport him away from the staircase. The Wizard normally cannot be made tame or peaceful, but there are a handful of methods to pacify him if you are able to polymorph him. (Usually, you have to slime him first.) The Wizard will always be made hostile when he next revives, so these methods cannot be used to permanently pacify him. Through NetHack 2.3e, he appeared in a 1x2 room in the center of the maze, which also contained a hell hound (that did not have a breath weapon) and the Amulet of Yendor. The room had no doors and was surrounded by a moat. His symbol was 1, rather than @. These versions of NetHack did not have color. From NetHack 3.0.0 through 3.0.10, the Wizard lived in a larger tower, now also accompanied by a vampire lord. NetHack acquired color display in version 3.0.4. Fake Wizard rooms had a randomly chosen demon prince, or demon lord if no demon prince was available, or a random demon if demon lords were also gone; at the time, all eight modern named demons existed, but occurred only in fake Wizard rooms or when summoned. Starting with NetHack 3.1.0, the Amulet is now given to the high priest of Moloch, and the Wizard instead carries the Book of the Dead. The 3.0.x-style Wizard room still exists as the room in which the Wizard lives, as well as a similar room on the first level of the Wizard's Tower, and as the two "fake Wizard" levels. =_=_ Template talk:Item The probability should be expressed in some other form than just a number like "42", like with the potion of object detection. What the heck does this tell anyone? 42 percent? Nope. The sum of probabilities of potions, for example, is 1000, so the probability for a potion to be object detection is 42/1000 & nbsp;= & nbsp;0.042 & nbsp; & rarr; & nbsp;4,2%, that is, four out of hundred potions are potions of object detection. With wands the probabilities are something completely different again ("15" represents the probability of 6.8%). Thus, if the "probability" for a given item is x, there is actually no way of knowing whether the item is common or uncommon then, effectively rendering the probability number completely useless. --ZeroOne 23:27, 8 June 2006 (UTC) =_=_ Grep It can sometimes be difficult to find something successfully with grep. For example, a grep on < code > 'You feel a wrenching sensation' < /code > fails because NetHack uses the < code > You_feel < /code > function for those messages. Sometimes, the use of printf-style formatting also impedes your search. For example, suppose that you get the message "You feel that eating the little dog was a bad idea.". You grep for it but get no results: src/eat.c:486: You_feel("that eating the %s was a bad idea.", mons[pm].mname); =_=_ Trap door =_=_ Vanilla =_=_ Plus sign =_=_ Wand of light There is a 9.5% chance that a randomly-generated wand will be a wand of light, making it the most commonly generated wand. When zapped or engraved with, the wand lights an area with radius of 5, or the whole room if on the Rogue level. Like other wands, applying a wand of light will break it, resulting in an explosion dealing 1 to (4n) damage, with the hero being blinded for (n+1)d25 turns, with n being the number of remaining charges. The same area is lit as when the wand is zapped; surrounding monsters may also be blinded, and gremlins take damage. In the early game, a wand of light may be useful to help mapping unlit floors of the Gnomish Mines. Certain quest levels also have large unlit sections, where it may be useful to mark where the player has been (though there is an option to make this redundant). It can also aid in jumping to get away from dangerous situations if you have no lamp. Some players use a wand of light to mark the location of the Vibrating square and light paths between staircases in Gehennom; this will be a great help if you happen to get amnesia, but is probably not worth the effort in most cases. Once you obtain and can reliably cast the spell, the wand of light becomes practically useless unless you are constantly low on energy, and is superseded by the spell for all of the above usages. The wand is good polyfodder at this point, as it is usually generated with a lot of charges. In Sporkhack, wands of light blind nearby creatures when engraving or zapping with them. Be wary of using them close to aligned priests or the Minetown watch. =_=_ Chameleon The chameleon, , is the most common and well-known of the shapeshifters in NetHack. They have a 1/6 chance per turn of changing forms: chameleons will change into an animal 2/3 of the time, and a random monster the rest of the time. Chameleons are quite capable of imitating summonable "nasties", most infamously arch-liches; many of the other possible forms can also spell death for the unprepared. They should therefore be treated with caution, and dealt with quickly whenever possible. Wearing a ring of protection from shape changers or canceling them will revert them to their much easier base form, which can only do 8 damage at most by biting. Because polymorphed monsters return to their natural form upon death, pet chameleons are much more useful; while they can still die in their chameleon form, dying or self-destructing while polymorphed will allow them to shapeshift again eventually, and there is more value in their more powerful forms as a result. The chameleon is a real-life animal noted for its camouflaging abilities that it uses to hide itself from prey and predators alike. In some fantasy works, such as the Xanth series from which the encyclopedia entry originates, this is extended to full-on shapeshifting. =_=_ Fire In addition to harming the player and monsters, fire in NetHack can damage items. Fire damage comes from the following sources: Fire burns organic material and boils liquids. Fire attacks are likely to damage worn armor made of cloth, leather, or wood (such as shirts, cloaks, and shields), and destroy scrolls, spellbooks, and potions. The scroll of fire is an exception: it will never be destroyed by fire attacks. Fire rays and explosions may boil away pools of water in the dungeon, leaving behind pits. This only applies to water in "pools"; "moats" and "water" tiles are unaffected. For more information on the distinction between these types of terrain, see Moat#Pool vs. moat vs. water. Fire damage cures sliming by burning away the affected tissue. This will still cost hit points if you are not fire resistant, but will still cure you even if you are resistant. Since fire attacks in NetHack are said to melt a glass golem, we can deduce that the temperature of fire is at least 1600 degrees C, or 2900 degrees F. =_=_ Chamelion =_=_ Firc =_=_ Rothe A rothe is one of the deadlier early-game monsters. They have many attacks and often appear in packs, somewhat similar to soldier ants. =_=_ Barbarian Barbarians are strong melee fighters who start the game with poison resistance. Because barbarians can fight their way through situations that would kill other players, and because they need not worry about poison, they are one of the easier roles for a new player. When a barbarian starts the game with a dog, the dog is always named Idefix, assuming naming options are unchanged. The barbarian's attack messages replace most instances of "hit" with "smite" (e.g. "You smite the foo!"), but this is flavor text with no gameplay effect. Barbarians can be either neutral or chaotic, and can be either humans or orcs. Their first sacrifice gift is Cleaver. According to the guidebook: Most Barbarians should seek out Cleaver, an artifact battle-axe and their first sacrifice gift, as soon as possible. Cleaver's ability to slice through multiple foes as of 3.6.1 will provide a well-needed early boon for dealing with early groups, such as giant ants and hill orc hordes. Until Cleaver is obtained, you should use the starting two-handed sword or battle-axe. The starting ring mail should be replaced with any other metal armor, preferably an an elven or dwarvish mithril-coat. The barbarian's combat capabilities make the Gnomish Mines a viable choice to visit early, as they are likely to come across dwarven armor to pet test. While barbarians overall should have no trouble dishing out damage, players should be wary not to lean too much on their health and armor to carry them through every fight. The intrinsic poison resistance that barbarians start with widens the list of edible corpses that can be eaten in lieu of permafood. Orcish barbarians find the poison resistance redundant, but will appreciate the additional lack of penalties for cannibalism, and infravision for the Gnomish Mines. For chaotics, orcish barbarians will also have an easier time converting early altars than their human counterparts due to the earlier presence of same-race monsters. Human barbarians can still make use of werecreature corpses or human corpses dropped by zombies or mummies. The barbarian quest is not especially difficult, though there are some significant wrinkles. While the monster generation is biased towards ogres, it may also contain a very large number of trolls, which can be the biggest hazard for an underleveled or under-prepared barbarian. If enough trolls are present, they can form an almost perpetual swarm around the player as they rise from the dead faster than they can be permanently disposed of. A tinning kit can be extremely helpful in this situation, as can a wielded footrice corpse; a corpse-eating pet is another option. As a last resort, you can lure one or two trolls at a time from Thoth Amon's lair to the previous level and dispatch them there. This gets the trolls off your back and eventually leaves you free to kill all the ogres and Thoth Amon. There is also the notable lack of incentive presented by the quest artifact: The Heart of Ahriman, infamously regarded as one of the most useless quest artifacts. Its base item is a luckstone, but another luckstone is guaranteed at Mines' End; it provides stealth for a class that obtains the intrinsic at XL 15 (one level after the quest even becomes an option). Barbarians can #invoke it for levitation, but this particularly quirky method is only slightly preferable to the potion of levitation, and much less desirable than that provided by other means, such as a ring of levitation - however, it does let you levitate a non-flying steed while riding it. Trolls and ogres are eligible for high level offensive items, such as the wand of lightning or the wand of death. Careful players will want to postpone the quest until after obtaining magic resistance or reflection. Since the Bell of Opening is required for the Invocation, a player may be inclined to leave the quest until later on and retrieve the Bell once they are otherwise ready to perform it; on the other hand, the Bell is also a viable alternative if they are lacking a silver weapon, such as a silver spear or silver saber, for the shades in Orcus-town. Cleaver becomes a risky weapon to carry into the lowest floors and beyond, since if it becomes cursed, it will leave you with no hands free to get it uncursed. Prayer is a workable strategy in the upper dungeon, but this is no longer available in Gehennom, and the pace of the endgame is too hectic to rely on being able to pray. Genociding liches and keeping Cleaver blessed will greatly reduce the danger of it becoming cursed. A solution is to sacrifice for more gifts until you receive a good artifact weapon such as Frost Brand, Stormbringer, or Vorpal Blade and twoweapon it with a silver spear or silver saber. Barbarians have the highest spellcasting penalty in the game. Without a robe, it is impossible for them to cast any spell other than their special spell, haste self, at lower than 66% fail (67% without helm of brilliance). Even haste self will cap at 30% fail (34% without helm of brilliance). Spellcasting is essentially out of the question until the Barbarian can manage to find a robe, but once they locate one they might be able to make use of some low level non-combat spells. As of 3.6.2, barbarians can advance to Basic in escape spells, making the spell of haste self more viable to learn. Neutral barbarians who are not averse to wishing for quest artifacts may find The Orb of Fate a worthwhile use of a wish. The Orb provides valuable enhancements to a combat-reliant character, confering half physical damage and half spell damage, as well as doing a number of other useful things. It is, in short, everything that the Heart of Ahriman isn't (including very heavy & mdash;a significant downside factor). Chaotic barbarians, on the other hand, would likely prefer The Master Key of Thievery due to its half physical damage and other effects, though it unfortunately does not offer the half spell damage that the Orb does. Barbarians can expect to be overcharged in SLASH'EM's shops, by a factor of 3. This, combined with barbarians' low charisma, makes many items (in particular the now 1000zm base-cost magic lamp) nigh-unaffordable, forcing barbarians to resort to other means, such as their second sacrifice gift (see below). In addition to Cleaver, barbarians get Deathsword as their second sacrifice gift; it is a chaotic two-handed sword with +5 to hit and +14 to damage against humans. This can be useful for murdering shopkeepers and aligned priests, it can also be useful against werecreatures and for cleaning out barracks. Other significant targets are Thoth Amon, the Wizard of Yendor, and the high priest of Moloch as well as his attendant aligned priests. Since it is such a specialty weapon, you won't likely want to waste any skill points on two-handed sword. Unfortunately, the fact is that barbarians' first two guaranteed sacrifice gifts both become outclassed by SLASH'EM's mid-game, and approach obsolescence by its endgame. A barbarian can either expect to have more of a challenge fighting monsters, to do a lot of sacrificing, to spend a wish or two, or to be crowned to get Stormbringer or Vorpal Blade, which are both respectable weapons in SLASH'EM & mdash;Vorpal Blade has had its chance of beheading doubled to 10%. It goes without saying that many spoiled chaotic barbarians will try for the infamous Bat from Hell, but the old favorites from vanilla remain good choices. Spears are much more common in SLASH'EM, making them a more viable distance weapon if you don't mind the weight, which barbarians should be able to carry. A droven barbarian is an easy race-role combination for SLASH'EM players. At the start of the game, a droven barbarian should immediately unwield the weapon () and fight bare-handed. This gains access to the drow's very useful melee sleep attack, an immense help for the difficult melee environment at the start of SLASH'EM. The ability to repeatedly put your opponent to sleep should compensate for bare hands doing less damage than good weapons! To train your axe skill, wield your axe or battle-axe against monsters with sleep resistance. Eventually, you will be fighting primarily with Cleaver, alternating to bare-handed only when you need it. Drow cannot two-weapon, but fighting bare-handed should more than offset that. In UnNetHack, the Heart of Ahriman gives its owner displacement instead of stealth. Considering that Barbarians acquire intrinsic stealth at level 15, this makes the Heart a more desirable acquisition. The Heart of Ahriman now grants MR, reflection, half-spell damage, drain resistance, fire resistance and poison resistance while carried, and #invokes for blessed remove curse. This makes uncursing your weapon a tad easier, so barbarians can possibly wield Cleaver late in the game. =_=_ Ranger The ranger is one of the player roles in NetHack. Rangers can be either neutral or chaotic, and can be humans, elves, gnomes, or orcs. Rangers can get expert in dagger, sling, dart, boomerang, spear, bow and crossbow, and also in divination spells. Rangers cannot use two-weapon combat. Rangers have a role bonus for multishot which applies to stackable ranged weapons except daggers. Skill and racial bonuses apply as normal. If you're not a gnome, the Mines will be fairly dangerous. However the resident gnomes and dwarves will have plenty of ranged weapons and armor that you might want. It will be hard to attack enemies from a distance on dark levels, especially for players without infravision. It is important to remember that enchanted arrows and arrows which have been blessed break less often than other arrows. High luck substantially reduces breakage of blessed projectiles, so a luckstone is essential for long term arrow use. (With maximum luck and blessed arrows enchanted to +2 or higher, arrows break only very rarely.) This makes Mine's End a hazardous but very important destination. This also makes obtaining holy water a high priority. Accumulate a stack of daggers to save your arrows from breaking. You can discard these after you have a large stack of blessed, +6 or +7 arrows. Use your +2 arrows first; not only do they do more damage, but they are less likely to break (uncursed +2 arrows breakage rate is 25%, while +0 is 67%). Note that while arrows are made of metal (which can corrode), elven arrows are made of wood, so regardless of strategy, it's a good idea to keep a few elven arrows to dispatch acidic monsters and rust monsters. Elven rangers have the advantage of having such arrows from the start of the game. Consider poisoning your arrows by dipping them in a potion of sickness. This will cause d6 damage and will instantly kill 10% of the time if your target is not poison resistant. Some will become unpoisoned, however, giving you two stacks of arrows, some poisoned and some not. Use the unpoisoned arrows when attacking targets which are not vulnerable to poison. When you intend to enchant your arrows further (or most of your arrows have become unpoisoned), poison the unpoisoned arrows and put them back into the quiver. Note that getting potions of sickness is not difficult; 1/4 of random alchemy results become sickness, so dipping a couple of random potions together should get you a potion of sickness. Keep in mind that Rangers can throw or fire up to 4 ranged weapons at once (except for daggers) giving them on an average 2.5 times the damage as the same weapon in melee. Unskilled or Basic skill can randomly hurl up to 1 extra weapon, 2 extra for Skilled and 3 for Expert. See multishot for details. A good strategy is to maintain a distance from opponents: most monsters are much poorer at ranged combat than a starting Ranger. Humans, Gnomes and Orcs start with a cloak of displacement which helps with this strategy. Levitating while firing your arrows or daggers will make you fire only one missile. Also, you are paralyzed when you hurtle in the opposite direction from your shot; this lasts at least as long as you would take walking, so this is a dangerous way to run away. The Quest is a bit tough, and the reward is not too great. The Longbow of Diana provides reflection, but you will want an alternate source of reflection before going on the Quest anyway, to defend against the large number of centaurs armed with wands, and it lacks the racial multishot bonus that non-human rangers enjoy. However, it does provide telepathy when carried in open inventory and gives the Wizard something else to steal (a quest artifact) other than the Amulet of Yendor. You can get several hundred arrows from the first level of the Ranger quest off of dead centaurs and untrapping the two arrow traps before the quest boss' lair. Also, the Ranger quest artifact, The Longbow of Diana, can be invoked to summon arrows of its corresponding blessed/cursed status. If you prefer to use a crossbow as your primary ranged weapon (likely for the multishot bonus as a gnome), you can also get a few hundred crossbow bolts from the plains and mountain centaurs in the quest. If you have skill slots to spare, consider switching to darts as your primary ranged weapon. They are as lightweight and plentiful as arrows, don't require a wielded launcher, and despite their low base damage benefit from high Strength, unlike arrows or bolts: at a Strength of 18 darts do as much damage as elven arrows, and with 25 Strength from gauntlets of power, each dart will deal an additional 4 damage over that. The only downsides are a lack of silver damage and, for non-humans, having to disregard the racial multishot bonus. Wishing for Magicbane (even if you're not neutral) may be a good idea because daggers are one of the few weapons Rangers can get expert in. Non-cursed athames (including Magicbane) may also be used to engrave Elbereth on the ground without dulling the blade. In addition to decent damage, it also dispenses useful magical effects on opponents (cancel, probe, stun, and scare). Getting an artifact from your god will unrestrict the associated weapon skill. If you cannot wish or sacrifice for artifacts then spears, tridents and crysknives are all within the Rangers' skillset. You can deal significantly more damage by firing arrows in point-blank range, though. Should you require extra AC, a small shield gives +1 AC and doesn't impede your Divination spells too much once you've trained. A shield of reflection can also be useful for its extrinsic, opening up your amulet slot for life-saving (or ESP, but ESP is granted by your quest artifact). Rangers cannot two-weapon, and probably should not be using two-handed weapons at this stage of the game. Because so many things need to be enchanted (e.g., melee weapon(s), arrows, silver arrows, silver dagger/spear etc), scrolls of enchant weapon are at a premium. Consider putting magic markers and wands of polymorph high on your list of priorities. (Enchanting bows is usually a waste; it only helps your to-hit calculations, not damage, and most players hit every round anyway by the time they get around to enchanting things.) Raising your experience level past 15 may be useful for spellcasting, but otherwise it's probably not worth the trouble. HP can be raised through alchemy and nurse-dancing. Having a silver backup weapon such as a silver dagger or silver spear is a good idea. While Rangers can't use silver sabers without penalty (unless they are gifted Werebane by their god, unrestricting it), silver daggers and spears can be thrown at incoming silver vulnerable creatures to soften them up. Silver arrows are precious and should be used only on especially nasty creatures; however, blessed silver arrows enchanted to +2 will last you a long time if you have high luck. Remember that range is your best friend. Nasties on the upstair? Get just close enough, your maximum range, and fire away. They will not flee upstairs as you are too far away, they will not summon monsters at that range and they will not attack you. Most of the spells Rangers will cast are not useful in battle, so a shield of reflection or elven shield might be useful additions to your ascension kit. Rangers can become useful spellcasters, particularly with divination spells. Some of the best spells in the game are magic mapping, identify and . Among the non-divination spells, is useful on the Astral Plane as well as to keep a distance from foes. Healing may be useful if you have a pet. Unfortunately, Rangers often have poor Pw growth, so you may spend some time waiting before being able to cast again. Rangers may find themselves short on skill slots. A starting ranger will likely want to advance skill with their starting bow. Shortly after that, the ranger might want to advance skill in dagger and their melee weapon (e.g., spear). Later, a ranger will likely want to advance skills in spellcasting and either shuriken or dart. Consider if you'll continue to use a weapon class before advancing to expert in order to save skill slots. The quest sees you fighting for The Longbow of Diana, the artifact bow that creates arrows when invoked and grants ESP when carried. It also provides reflection when wielded. The Ranger quest is arguably one of the harder ones since centaurs are very fast and use projectiles. In addition to that, all of the quest levels are full of traps. The easiest way to fight centaurs is using ranged attacks. Poisoned arrows work extremely well, even unenchanted ones. Keep your distance away from enemies, only switching to your melee weapon when fighting wimpy monsters (such as scorpions or bats). Once in Scorpius' cavern, checking the maximum range you can fire, get that distance from the upstair and wound and wake him up. A good spray of +2 arrows will finish him off after he teleports to the stairs. If he attacks you, be sure to remember to cure the sickness! =_=_ Knight The Knight is one of the player roles in NetHack. They start as melee fighters with an affinity for riding, and have the potential to become powerful spellcasters later in the game. Knights are always lawful humans. Knights start with Basic skill in longsword, lance, and riding, and their special spell is . Knights begin with knowledge of all weapons and non-magical armor. Knights have a special inherent ability to jump, which is restricted to destinations two squares horizontally and one square vertically away, or vice versa, like the knight piece in chess. A knight wearing jumping boots or casting the spell is not bound by these restrictions. Since they start with a +1 long sword and can attain Expert skill with them, Excalibur is a natural goal for most early-game Knights, and is typically sought out once they hit experience level 5; more cautious Knights may choose to wait until they train up their STR and CON and/or gain intrinsic speed at XL 7. The Knight's starting lance is a useful means of ranged attack, but is also very heavy - Knights do not start with high STR and/or CON as consistently as other roles like Valkyrie and Samurai, and can easily become encumbered early on. Stashing the lance may be a good idea, especially if you find a wand or other reliable and lighter ranged option. Attacking from range with the lance works like most polearms, in that the player character must be able to see the target square; see the article on pounding for details. In addition, attacking in melee with the lance can joust opponents, stunning them and pushing them one square away (which is the perfect range for another round of pounding). At starting skill levels, though, you will rarely succeed in jousting - and it risks your hard-to-replace lance breaking - so it is usually preferable to switch to your sword for melee. The Knight starts with a fuller set of armor than most - most notably including leather gloves - but it's not very high quality, adding up to only 7 AC total. Plumbing the Gnomish Mines for a mithril-coat and dwarvish iron helm is risky; without infravision, a dark level blunts your advantages of being able to jump away from threats and pound with your lance from a distance. Upgrade when you can, using a pet to curse-test items in case they're positively enchanted, and find some sort of cloak to protect your body armor from rust monsters and rust traps. An early-game Knight will have difficulty casting spells. You don't start the game with any, your low intelligence makes reading non-blessed spellbooks dangerous, and your starting helmet and body armor aren't conducive to spellcasting. Knights looking to start casting early will have to play more carefully than usual. Outside of an early wish for SDSM, the next best option - crystal plate mail - is both rare and incredibly heavy. Studded leather armor is the most practical spellcasting-friendly armor, though it has the same base AC as ring mail. The Knight's special jump can be a handy escape tool early in the game - it can provide an extra opportunity to engrave Elbereth or find some stairs, but it does cost nutrition for each jump. Between this and the starting supply consisting of low-nutrition items (whose uses are explained below), the first priority should be stocking up on permafood in general. Your starting pony is likely your best asset for getting around quickly, and can finish off fleeing monsters for you in order to avoid early alignment record penalties. It is also a powerful pet in its own right and worth training until it grows up into a horse; remember that riding sets your movement speed to that of your mount, and riding a horse is equivalent to having very fast speed while unencumbered. The starting pony can also be used to liberate items from early shops with no penalty. For Knights planning to make extensive use of their steed, be sure to bless your saddle as soon as possible with spare potions of holy water, and read its article (as well as the riding article) for more detailed strategies regarding caring for your saddle. Failed mounting attempts will deal 10 & ndash;14 HP of damage. This is enough to finish off a sufficiently weak and/or beginning character that attempts riding too early. (Sometimes instantly!) Ponies are vegetarian, and thus gain more nutrition from vegetables and fruit such as your starting food unless starving. The tradeoff is that finding more food for your steed will be somewhat more difficult; #chatting to it regularly (using ) is ideal to monitor its status. If your pony ever comes close to starvation, it will also accept "people food" such as food rations. Be sure to heal a starving horse as soon as possible after feeding it: pets' maximum HP are reduced while starving, leaving them at low remaining HP once fed. If short on food in general, one unorthodox method of dealing with this is to leave the level just before the horse is confused from hunger, let it go feral, and then return after the point where it would normally have starved - taming the now-feral horse resets its hunger level to satiated. One good early strategy is to feed your pony 9 apples as soon as it drops an item. This will increase its tameness to the point where you will be able to mount it without slipping, and also increases its apport. If the sum of your mount's tameness and your XL is greater than or equal to 20, you will not slip when you mount unless there is another problem (e.g., rusted body armor). Another strategy is to avoid mounting your pony until it has gained a significant amount of HP, usually enough to grow up into a horse; by that point, you will likely have gained a few levels yourself. Steeds are less likely to kill monsters while being ridden, and only counterattack if a monster attack targeting you falls upon them instead. When in combat with your steed, it is best to dismount and let your horse handle weaker monsters such as lichens and molds (which they will gladly snack on after). Upon descending past Mine Town or below DL 7, be especially careful of polymorph traps. If you have magic resistance, it will protect both you and your steed from transformation. In addition, be wary of wearing an unknown ring of conflict, as putting one on will cause your steed to buck you off immediately! A decently-enchanted Excalibur is more than enough to carry most Knights throughout the entire game. Some mid-level knights may decide to joust long-term after training the skill sufficiently & mdash;they should find a luckstone to maintain positive Luck if they haven't already. Due to the lance's weight, improving your carrying capacity in some way ahead of time is also recommended. Knights with Expert skill in lances will want to use their main weapon on weaker monsters to further lower the chances of it breaking; invisibility is a good way to keep foes off-balance and wandering aimlessly, ideally into pounding range. Soldiers are sometimes generated with lances, making barracks such as those in Fort Ludios and the Castle good places to look for a replacement or spare lance. The quest nemesis Ixoth is a rather tough opponent & mdash;although he can be dealt with by using Elbereth or paralysis, his spellcasting ability is annoying to deal with unless you have magic resistance, and may warrant postponing the quest until after you clear the Castle. Repeatedly jousting Ixoth on a warhorse with expert skill is also a viable strategy for dealing with him. Black dragons are likely the worst threat any committed rider can encounter; even if you are immune to disintegration, your mount won't be unless it has reflection somehow, and the saddle will end up disintegrated if hit by the dragon's breath. Your best tactic is to use your speed to close in while avoiding the dragon's line of fire, then defeat them up close (e.g., with jousting or Excalibur). Knights with Expert skill in lances using a very fast mount can potentially deal severe damage to minotaurs, dragons and high-level demons through jousting and pouding without losing a single hit point. If you wish to bribe Asmodeus and/or Baalzebub in Gehennom, be sure to unwield Excalibur before entering their lairs - if Excalibur is wielded when a demon prince is generated or warps to demand a bribe from you, they will become hostile. By the time a player approaches Gehennom, maintaining a steed (like any other pet) is likely to be more trouble than it's worth. For those still committed to riding, ki-rin are perhaps the only steeds that can consistently last throughout Gehennom, and Knights can mount them without decreasing their tameness. However, players will have to decide if they are worth the risks & mdash;a wish for a blessed figurine gives an 80% chance of obtaining a tamed ki-rin at best, and despite their good natural AC they are not immune to death and disintegration rays, which player reflection will not save them from. In addition, their lack of poison resistance will likely spell their doom on the Plane of Fire unless the player can successfully avoid the poison cloud plumes. A late-game Knight can amass a formidable array of spells and large energy pool. However, unlike a Priest or Wizard, your quest artifact doesn't grant any form of energy recovery, and your natural energy regeneration is as slow as anyone else's, so conserve spells for when they'll be most effective. With the Magic Mirror, a high-level Knight casting magic missile can deal over 100 damage, or more if they can arrange for their spell to rebound off a wall. This makes magic missile a potential alternative to the traditional wand of death for dispatching the Wizard of Yendor and high priest of Moloch. However, if the Wizard steals the Mirror, he gains magic resistance and complete immunity to magic missile and death rays, so keeping the Mirror in your bag is a safer option. As with all roles, don't count on a quest artifact as your only source of magic resistance. In UnNetHack, a Knight can also be a lawful dwarf. Knights carrying any body armor heavier than studded leather armor receive a weight reduction for it equal to half the difference; this allows them to carry more while wearing heavy armor before becoming burdened. In FIQHack, Knights can now be dwarves as well as humans. Knights are always warned before violating their honor code, and Dragonbane is the guaranteed first sacrifice gift for them. =_=_ Monk The Monk is one of the player roles in NetHack. Monks are always human, and can be lawful, neutral, or chaotic. They are martial artists conforming to the "Shaolin Monk" stereotype. From the guidebook: The Monk is a good choice for a player who wants to practice both magic and hand-to-hand combat, but isn't interested in using weapons. It is a good class with which to achieve conducts. Monks know all nonmagical armors from the start. Their special spell is . When crowned, they get a spellbook of restore ability instead of the standard crowning sword. In essence, Monks automatically acquire all of the intrinsics granted by crowning (and then some) by the time they reach level 17. Monks start with Basic skill in Martial arts and Healing spells. The initial spellcasting skills are hardcoded in the function skill_init in weapon.c, so even Monks starting with other spellbooks than healing start unskilled in Clerical or Enchantment, but still basic skilled in Healing. Monks feel guilty about eating non-vegetarian food, and suffer a small alignment penalty (-1 alignment) for doing so. As compensation for this, they gain intrinsics rapidly as they level up. The penalty can be considered a fair price for getting otherwise tricky to find intrinsics, such as telepathy or disintegration resistance. Because of these intrinsics, many players who want to play a vegetarian, vegan, or foodless character choose Monk. However, in general Monks should not feel required to maintain the vegetarian conduct. Unless they eat enough meat to make their alignment negative they shouldn't have any problems. This also provides an additional easy way for Monks to keep their alignment low enough to avoid crowning. For monks, being weak from hunger exercises wisdom, but still abuses strength as with other roles. Being satiated abuses a monk's wisdom in addition to the normal abuse of dexterity experienced by all roles. The exercise/abuse is registered on turns whose number is a multiple of 10. Monks are penalized for wearing body armor (all armors and mails; this doesn't include robes, cloaks and shirts) with a -20 to-hit penalty. Other types of armor (boots, gloves, and helms) carry no penalty. For a low-level Monk it is virtually impossible to hit while wearing body armor. However, some players start using body armor once they have reached a high experience level with enough dexterity, strength and luck to overcome the to-hit penalty. The armor penalty doesn't apply if you are polymorphed, so a Monk that gets his hands on a ring of polymorph control can turn into, say, a vampire lord and have no problem hitting while wearing armor. Monks get an additional hit bonus when not wearing a body armor, not using a shield, and not wielding a weapon. This bonus is experience level / 3 + 2. Wearing a shield or body armor makes a Monk incapable of dealing a "staggering blow", reducing his or her effectiveness in martial arts. Monks are pretty capable fighters in the early game. Martial arts do good enough damage, and the Monk's starting inventory is just fine. Many of the weapons and armor lying around in the early game are of little use. It is probably best to focus on learning spells and gaining protection. It is very likely that an amulet of reflection will be your source of reflection for the entire game, so heading to Sokoban early is a good idea. Monks can often get through the early game (or the entire game) with no weapons at all. If you really feel you need a ranged weapon, crossbows are plentiful in the Mines but wielding one is a hazard to any weaponless attempt. Shuriken are good if you can find some, but are subject to breakage. A small stack of spears, although heavy, is normally easily obtainable. A Monk is probably the best role for attempting a weaponless conduct, since they can train up to Grand Master in martial arts. Indeed, at early stages of the games, hands are the best "weapon" for a Monk. There is no actual penalty for using weapons, but Monks can attain proficiency in very few weapon skills. The 20 points to-hit penalty for wearing body armor is huge. This makes body armor entirely infeasible, except for pacifists. You should find a good helm and shoes, however, even if they are metallic. Keep your robe safe: it massively boosts your spellcasting and will be hard to replace early on. All of the three possible starting spells are useful if used in conjuction with martial arts. Healing lets you fight longer, sleep prevents your enemies from fighting back, and protection can make up for armor deficiencies (if you cast it before going into your fights). Monk is the only role other than Wizard that can achieve at least a Basic proficiency in every magical school. This broad array of possible spells is useful for any Monk, but especially for one attempting a weaponless conduct. The starting robe gives Monks a massive bonus to spellcasting as well, twice what any other role gets from wearing one. Even taking into account base spellcasting penalties, a Monk with a robe will still enjoy a better total bonus than even a Wizard. Maximize your Luck as soon as possible once you get a luckstone. Once you have maximized your luck and have a good experience level, start trying on body armor to see if you can hit consistently. If you can, a lot of the problems surrounding armor will be resolved. Monks have one of the toughest quests in NetHack. Master Kaen is legendarily difficult, and because he is a spellcaster you will want magic resistance before you meet him. Be sure to read up on his weaknesses. The phasing monsters on the Quest can swarm around you no matter where you hide. Combining all that with your difficult armor choices makes it likely that you will need to wait until after completing the Castle to embark on the Quest. (In 3.6.0, Kaen is vulnerable to the effects of a scroll of scare monster, making the fight with him much easier, so finishing the Castle shouldn't be necessary.) If you decide to wish for artifacts, try to obtain magic resistance first (slotless if possible), and then half damage if you can get some. There are no lawful half physical damage artifacts, an important consideration given a Monk's AC challenges. Neutrals can get the weighty Orb of Fate for this, but for a spellcaster, the energy regeneration and branchporting of the Eye of the Aethiopica might be better. Neutrals can also sacrifice for Magicbane to get magic resistance and unrestrict dagger skill as a bonus. Chaotic Monks can get half physical damage via the Master Key of Thievery. Typically, the only weapon worth using is a good, well-enchanted artifact weapon. Otherwise, bare-handed attacks will be more effective due to being restricted in almost every weapon skill. To unlock a skill, you need to obtain a weapon of the same skill by sacrificing or by crowning. You should always wear a shield if you are wielding a weapon, as there is no additional penalty for using both a weapon and a shield. Since shields harm spellcasting, wear either a small shield, which is not that bad, or a shield of reflection, whose benefit of reflection is worth the spellcasting penalty. It is very important to lower your AC by all means. Another problem is obtaining magic resistance and magic cancellation. If you cannot hit anything while wearing body armor, and cannot get an artifact offering magic resistance, you might need to forego your robe in favor of a cloak of magic resistance. If you have no magic resistance, polymorph traps will be a serious problem, as stepping on one can destroy your cloak and/or shirt. Wear a ring of polymorph control or amulet of unchanging (unless you have a better amulet) stop yourself from polymorphing and breaking your armor. If you have neither, wear disposable junk armor below level 9. Automatic searching can also help you find and avoid polymorph traps, especially if you also have high luck. The only body armors which are worth the downsides are gray dragon scale mail and silver dragon scale mail. Picking one over the other depends on which extrinsics you already have from other sources. For Monks wearing body armor, it is a good idea to get rid of the penalty by self-polymorphing before the most demanding tasks, like killing Master Kaen; see the relevant section on polymorph control for a list of creatures who can wear all armor. Alternatively, you may simply remove your own body armor before the fight, provided your AC is good enough without it. Maxing out your healing and clerical spellcasting skills is probably not worth it if you can keep wearing your robe. Neutral Monks who cast lots of spells will likely want to wish for the Eye of the Aethiopica for energy regeneration. In addition to rounding out your ascension kit, you might also want a silver object for fighting undead and demons in Gehennom. Weaponless Monks can remove their gloves and wear a silver ring for attacking shades, or wield a silver non-weapon such as the Bell of Opening. The crowning gift of a spellbook of restore ability is often considered worthless, as its primary function will have long been superseded by the unicorn horn, and a blessed potion of restore ability can also serve the same purpose while additionally restoring lost levels. Both this and the Monk's obtainable intrinsics from gaining experience levels suggest that a Monk player should probably avoid being crowned, so as to preserve a shorter prayer timeout. A highly-enchanted double-damage weapon like one of the Brands, even at Unskilled, will do significantly more damage than martial arts at Grand Master level. See The Monk FAQ for an in-depth comparison of average damage. Monks not attempting the weaponless conduct may want to switch to using an artifact weapon once they get something powerful enough (and once they are high enough level to hit monsters even with the Unskilled to-hit penalty). Alternatively, using their existing weapon skills, a fully enchanted silver spear can also be effective, especially in Gehennom against the numerous silver-hating foes there. Shuriken are a good ranged option for late game Monks. If you want a large number of them, you will probably have to polypile for them. At this point you should be able to overcome the body armor penalty entirely with high stats and luck, or possibly through self-polymorph. You should be wearing body armor unless you have some good reason not to, are trying for the Nudist conduct, or are roleplaying. It is likely that extremely high level spells like finger of death will remain out of your reach, but don't underestimate the power of the middling spells. Magic missile in particular is probably your most powerful ranged attack. In SLASH'EM, Monks also have the largest number of techniques of any role. Most of these are martial arts-themed offensive moves that make the Monk a more balanced role. =_=_ Caveman The caveman (cavewoman if female) is one of the player roles in NetHack. Cavemen can be either lawful or neutral, and can be humans, dwarves or gnomes. Their special spell is dig and their default starting pet is a little dog called Slasher. Cavemen suffer no consequences from cannibalism. The guidebook has little to say about cavemen: While worse than other melee fighters such as Valkyrie or Barbarian, Caveman is still a relatively strong role because it often has high starting strength and constitution. The Sceptre of Might is also one of the best quest artifacts in the game. Cavemen do not suffer any penalty for cannibalism, and do not gain aggravate monster from eating domestic cat or dog corpses. Cavemen start with a ready source of ranged weapons in their sling and accompanying sets of flint stones and rocks, but they are quite heavy and will make the player want to drop them very quickly. Like all ranged weapons, they're handy for wearing down powerful opponents or killing enemies with deadly passive attacks like floating eyes. Upon finding a replacement ranged weapon or two, you can freely drop all the starting rocks. The starting club should be just enough to tide the player over until they can find a better weapon. Cavemen can reach Expert in clubs, including the aklys, which as of 3.6.1 is a tetherable weapon that will return 99% of the time when thrown while it is wielded. Once you locate a non-cursed aklys or two, it can easily pull double duty as both a ranged and melee weapon. Spears, especially the dwarvish spear, are also a solid weapon choice, since Cavemen are the only class besides the Ranger that can reach Expert in spear; they can also stack and be used as projectiles, and the dwarvish spear has the best base damage after the silver spear. The starting leather armor should be dumped for anything better, hopefully a mithril-coat, as soon as possible. Your very poor starting AC can improve substantially if you use your pet to curse-test all the armor you find, and continually swap out worse pieces for better ones. Leather rots, so stay away from puddings while you are wearing your starting suit. Due to Cavemen possessing the second-largest spellcasting penalty of all classes (topped only by the Barbarian), high AC should be the main priority. Non-human Cavemen could consider the protection racket; however, this is an unreliable strategy. After gaining a few levels, non-human cavemen may want to head to the Gnomish Mines as soon as reasonably possible; they will not only have an easier time dealing with the inhabitants, but can more easily procure a better set of weapons and armor using their pet if they so choose. In addition to Minetown, an early visit to Sokoban is also worth considering for a source of permafood. Cavemen are notably restricted in all swords. If you have access to a co-aligned altar, you may want to sacrifice for an artifact weapon--most of which are swords. Receiving a weapon from your god automatically un-restricts the corresponding skill. If lawful, you can #dip for Excalibur, but it will still be restricted unless your god has given you a long sword. A well-enchanted spear is still a viable primary mid-game weapon; you can price-check for enchantment at a shop. You can find dwarvish spears in the Mines, and soldiers are often generated with normal spears. Since they can neither #twoweapon nor cast many spells, cavemen need not worry as much about utilizing shields; in the event you chance upon a wish, Sokoban has not provided an amulet of reflection, and you have not found one elsewhere, a shield of reflection is particularly useful to wish for. This leaves the amulet slot open, and the reflection will prove vital for the Caveman quest. Due to the nature of the quest, there is a guaranteed co-aligned temple on the first level of the quest branch. Normally, the temple will be effectively unavailable to you until you reach experience level 14, as your quest leader Shaman Karnov will keep rejecting you and sending you back to the main dungeon if you make a move for the altar. However, if you are fast enough to move adjacent to Shaman Karnov on his turn and then #chat to him, he will begin wandering around after returning you to the main dungeon. You can then come back to the home area and wait for him to move out of the way so you can get to the priest. The monster generation for quest levels favors bugbears and other humanoids, most of which are no trouble at this point outside of mind flayers; hill giants can provide valuable strength boosts from their corpses, and so it may be worth bringing a tinning kit along to avoid constant satiation. Bringing down the quest nemesis, the Chromatic Dragon, almost requires magic resistance and reflection, though there are alternative strategies; see that article for more detailed information. Once you have retrieved the Sceptre of Might, corrode-proof it as soon as possible. Heading into the endgame, you must not rely on the Sceptre of Might as your only melee weapon or your only source of magic resistance, as the Sceptre can be stolen by the Wizard of Yendor. In case this happens, you need to be sure you have a backup weapon (one you would be willing to fight the Wizard with!) and a second source of magic resistance. The shield of reflection is still a very useful item to have for your ascension kit, especially when combined with gray dragon scale mail; this provides redundant magic resistance in case the Sceptre is stolen, as well as the free amulet slot (e.g. for magical breathing or life saving). Once you have reached XL 15 and received the warning intrinsic, leveling further is not strictly necessary; while improved hit rates and hit points are nice to have, alchemy and a blessed luckstone combined with high luck from sacrifices can easily provide a good substitute. In addition to alchemizing potions of full healing, nurse corpses can be freely eaten by human Cavemen to recover full HP; blessed tins of nurse meat provide a very effective healing resource for the late game alongside potions of full healing. As discussed earlier, most cavemen are unlikely to take up spell-casting; even though a player can sufficiently boost their intelligence and opt for a robe, Cavemen can only advance their skill in attack and matter spells, and will very likely prefer wands and other magical items. Unlike the Barbarian's ability to cast haste self, the Caveman's special spell, dig, is of much more questionable utility, and wands of digging (which the player is likely to have several by that point) serve the same purpose for much less opportunity cost. Cavemen in SLASH'EM have a handful of benefits beyond their NetHack equivalents; most obvious is their natural 2-square vision range, making corridors and places like the Gnomish Mines substantially safer to explore. In addition, they are guaranteed Skullcrusher as their first sacrifice gift, which is a weapon that holds its own well into the late game. Lawful Cavemen will gain a point of alignment for commiting cannibalism, with the message "You honour the dead". Also, their starting stack of flint stones can be upgraded into luckstones or healthstones. Unfortunately, The Sceptre of Might is considerably worse in SLASH'EM, and is not recommended as a main weapon unless no other alternatives exist. The caveman's Primal roar technique can be a life-saver in early levels; using it temporarily boosts all your nearby pets up a tier in growth (a kitten becomes a housecat, a dog becomes a large dog, etc.). Enterprising Cavemen may find this technique useful in the late game as well, if they happen to find themselves with liches or gnolls as pets. =_=_ Tripe ration Tripe rations have the second-highest random generation probability of all comestibles after food rations; 14% of random comestibles will be tripe rations. When eaten, tripe rations provide 200 nutrition, but also have a 50% chance of giving you nausea unless you are a Caveman, an orc or a non-humanoid carnivorous monster (e.g. a canine through lycanthropy); in those forms, you can eat it as a normal food. A tripe ration is considered a treat for carnivorous pets (like dogs and cats), and increases the pet's apport when fed to them. Throwing tripe to a hostile or peaceful cat or dog will tame it, as will other forms of meat save for corpses; carrying a tripe ration in your main inventory will make a carnivorous pet stick around closer to you. In previous versions of the game, throwing a tripe ration (or any other meat) to a hostile horse will make the horse peaceful, even though the horse will not eat it (and the tripe can be safely retrieved); this no longer applies, and the horse will remain hostile. < !--I feel like this is a general 3.6.xism, but if someone could name the specific version this change was made in, that'd be great.-- > Tripe rations are primarily useful in the early game for pacifying or taming hostile domestic animals that can otherwise do serious damage, allowing you to preserve more dependable sources of nutrition. Tame cats and dogs will attempt to devour a tripe ration on sight, however; try to grab any tripe you see lying around quickly before your pet can get to it. =_=_ Scroll of earth Reading an uncursed scroll will create 9 boulders: 8 around the player and one on top of their head. A blessed scroll will create 8 boulders around the player without dropping one on them, and a cursed scroll will create a single boulder over the character's head. If there is a wall where a boulder would normally fall, that boulder will not be created. If read while confused, the scroll will create rocks instead of boulders, using the same pattern based on the beatitude of the scroll. The scroll has no effect on the Rogue level and the Elemental Planes (except the Plane of Earth), and reading one on a Sokoban level before solving its puzzle will decrease Luck by 1. The scroll of earth can be used to create a "boulder fort". This is a relatively safe way to deal with a dangerous monster or horde of monsters; monsters will not be able to attack a player they cannot see, and the boulders prevent most monsters from approaching them while the player uses telepathy to detect them and attack with missile weapons and spells. Be careful of s and wands of striking, as they will destroy boulders. It's also possible to create a fort and then carefully move a single boulder so as to allow only one monster to reach you at a time. This is best done on a staircase and/or a permanent Elbereth square, so as to allow some means of escape if things go poorly. Scrolls of earth can be used as a convenient source of boulders to fill trapdoors, holes, and moats; if you lack a source of levitation, this can be another way to cross the water at Medusa's Island or the moat and trap doors at the Castle. It's best not to fill all the Castle's trap doors, as you would need to dig one out again to reach Gehennom. The scrolls found in Sokoban are intended as backups in case boulders are destroyed or additional pits need to be filled; reading the scroll on an unsolved level will incur a Luck penalty. Be careful not to let nymphs or other intelligent monsters steal the Sokoban scrolls and use them & mdash;breaking boulders of any kind on an unsolved level also incurs a Luck penalty. However, monsters that don't have a hard helmet will only read them 10% of the time, so it is rare for this to become a problem if you kill them fast enough. =_=_ Scroll of amnesia The scroll of amnesia is the only indisputably harmful scroll. (Even the scroll of punishment gives you a heavy ball to use as a weapon.) Reading a scroll of amnesia makes you forget things and abuses your wisdom. Unless the scroll is blessed, you forget between one and all of your known spells. Being confused rolls this number twice and takes worse result. However, luck can decrease the number. The chance for decrease goes from about at minimum luck ( & minus;13) through at zero luck to about at maximum luck (+13). If the amount is decreased, instead of forgetting n spells, you forget between 1 and n spells. Each spell lost that way abuses your wisdom in addition to the one time guaranteed by reading the scroll. If the scroll is cursed or you are not confused, you forget all of the current level; otherwise you only forget about of the current level. (Sokoban maps are not forgotten.) Scrolls of amnesia are useless, making them a perfect candidate for blanking. Because the effects of reading it are so problematic, it is best to ensure that an unidentified scroll is not amnesia before reading it. If price identification reveals a scroll's base price as 200zm, you should avoid reading it unless scrolls of amnesia are already identified. Forgetting only one spell is a bug in NetHack 3.4.3. The intended behavior is to forget between 1 and all of your spells starting at the bottom of your spellcasting menu. If you are confused, the number of forgotten spells is supposed to be +1 on top of that (limited to all of them of course). Prior to NetHack 3.6.0, this scroll could be used to manage which spellbooks you get gifted. Before reading the scroll, use to sort the spellcasting menu so that forgotten spells or spells you want a book for appear last. Altar farming will then be more likely select these spellbooks over ones still present. Another use could be to avoid blanking spellbooks & mdash;you can read them arbitrarily often provided you do not already have the spell in your spellcasting menu. NetHack 3.6.1 only removes memory of the spell but does not take it away from the list. =_=_ Scroll of charging The scroll of charging, when read, prompts the player to choose an item to which a number of uses (or "charges") will be recharged. Blessed scrolls have a higher probability than uncursed scrolls to restore more charges on the item (and thus a higher chance to restore the maximum number of charges). Cursed scrolls will instead set the number of charges on the item to zero and increment the charge counter by 1. Blessed scrolls will always restore maximum charges to a previously uncharged wand of wishing, and will always restore any given directional wand to at least 4 charges or any nondirectional wand other than wishing to 11 charges. < ref name="restored_charges"/ > Specifically, a target charge count is determined; this is a random number between the maximum charge count and 4 charges fewer than that < ref name="restored_charges"/ > (4 to 8 for directional wands; 11 to 15 for nondirection wands other than wishing < ref name="maximum_charges"/ > ). Uncursed scrolls do the same, but adjust the target charge count to a random number from 1 to the original charge count. The wand then is adjusted to that target charge count if it had fewer charges previously. Otherwise, one charge is added. Wands can only be recharged a certain number of times before the wand explodes, dealing damage to you. All rings that have a numeric bonus on them, such as the ring of adornment, can have their enchantment modified by the scroll of charging. A blessed scroll will increase the enchantment between 1–3 points, an uncursed scroll will increase it by one, and a cursed scroll will decrease it by 1–2 points. Rings have a chance of being destroyed if the enchantment is too high or too low: These messages are specific to the scroll of charging; for messages related to the act of charging, see the charging article. The ring-charging property of the scroll can be somewhat useful, but typically the player will be interested in rings more suited to an ascension kit. The scroll is often better kept for charging valuable wands and magic markers. Reading the scroll while confused is useful for wishless or artifact-wishless spellcasters, especially when their power is being drained by the Amulet of Yendor. Spellcasters who are able to obtain the Mitre of Holiness or the Eye of the Aethiopica might not need the confused charging effect quite as often. In UnNetHack, a blessed scroll of charging will (in addition to charging the item) also reveal the number of charges and the charge counter. =_=_ Scroll of confuse monster An uncursed scroll will grant one use of this ability, while a blessed scroll will grant 2–9 uses. Additional readings of uncursed or blessed scrolls will grant additional uses, until 40 or more uses are stored, at which point either beatitude will only grant one additional use. Your attacks are subject to your target's monster magic resistance, so your attacks will not always confuse targets with magic resistance; a failed attempt will still consume a use. Hitting a monster that is already confused does not attempt to confuse it again and will not consume a use. Enlightenment will reveal the message "You are going to confuse monsters." Effects of confusion on monsters include a chance of failure when casting spells, moving erratically, and possibly attacking adjacent targets to it. Reading this scroll (of any beatitude and whether confused or not) while polymorphed into any non- monster form will instead confuse you for 1–100 (additional) turns. If in a polymorphed form without hands, you will not be able to apply the confuse monster effect to targets. If a message references "tingling" it means that you are currently blind. If you are hallucinating "red" or "purple" will be changed to various other adjectives. Since you can only successfully gain the ability in a non-monster humanoid form, and can only discharge a use by having hands, "hands" or "head" never change. Confusing a monster can be a helpful ability in some cases - confused monsters can't cast spells properly and will get unexpected results when using scrolls. They can also attack other monsters and move erratically, so they will not be continually attacking you when confused. However, confused monsters are still unpredictable and will use ranged abilities on you. Since the attack is subject to monster magic resistance, as you progress in the dungeon the confusion attack will become less effective against many monsters. A cursed scroll of confusion, or if you are polymorphed any scroll of confusion, can be used to confuse yourself to gain beneficial effects from confused scroll reading if a potion of booze, potion of confusion, or forgotten spell is unavailable. The blessed scroll's confusion-removal effect is only situationally helpful, since a unicorn horn can perform the same task without consuming a scroll; however, using a blessed scroll is certain to remove confusion, whereas even a blessed unicorn horn has some chance of failing. In general, the scroll is useful at earlier levels, but later in the game it is a good candidate for blanking. =_=_ Tool Tools, represented by , are the miscellaneous items in the game which don't fall into any other category and include such stuff as containers, light sources, and musical instruments. Most tools can be used by applying them (). Tools are 8% of all randomly-generated items in the main dungeon and 12% in Gehennom. Tools created by normal random generation are always uncursed; the exception to this is the "fake bones" left on some early-dungeon traps, which may include tools among the cursed items placed on that square. Eyes of the Overworld 2500 zm 3 833 Enlightenment 0 Monk quest artifact No bag of holding 100 zm 15 5.67 Makes items lighter 20 Contains 0-1 items Yes ice box 42 zm 900 0.047 Keeps corpses fresh 5 Contains 0-20 corpses No Bell of Opening 5000 zm 10 500 Invocation get from quest nemesis Yes tallow candle 10 zm 2 5 Invocation 20 stack of 1 (4/7 prob.) or 2-7 (1/14 prob. each) No wax candle 20 zm 2 10 Invocation 5 stack of 1 (4/7 prob.) or 2-7 (1/14 prob. each) No The Platinum Yendorian Express Card 7000 zm 1 7000 Charging Tourist quest artifact No The Master Key of Thievery 3500 zm 3 1166 0 Rogue quest artifact No The Orb of Detection 2500 zm 150 16.7 Invisibility 0 Archeologist quest artifact No The Orb of Fate 2500 zm 150 16.7 Level teleport 0 Valkyrie quest artifact No magic marker 50 zm 2 25 Writes scrolls and spellbooks 15 30-99 charges Yes mirror 10 zm 13 .77 Nymph and foocubus control, Luck management, scare monsters 45 No The Magic Mirror of Merlin 1500 zm 13 115.385 0 Knight quest artifact No If you see an unknown bag, first try to loot it, unless you are low on HP (say, HP < 25). If it is a bag of tricks, it "develops a huge set of teeth and bites you!", causes 1-10 points of damage, and becomes identified. Otherwise, you loot it like any container. If it is not a bag of tricks, it is either a sack (7/12 chance), a bag of holding (4/12 chance), or an oilskin bag (1/12 chance). (The chances are for randomly generated bag.) To identify the bag of holding, pick up just enough stuff to be burdened, but if you drop a small object, you are not burdened anymore. Then put a lot of stuff into your bag. If you are not burdened anymore, it is a bag of holding. If you found a bag in a 1*1 room at the last level of Sokoban, it is a bag of holding. Each lamp is either a magic lamp or an oil lamp. A newly generated lamp has 1/4 chance of being magic. Magic lamp costs 50, and oil lamp costs 10, so you can use price identification. If an unknown lamp is blessed, and in case it is magic, you want to use it for a wish immediately, just try to rub it (don't forget to snuff it before) until you see a djinnie. If you rubbed it 20 times, and each time you got the message "Nothing happens", you have less than 1/3 < sup > 20 < /sup > (about 1 in 3.5 billion) chance it is a magic lamp. However, if you found it in bone piles, it is probably cursed. Cursed magic whistle has a 50% chance of producing a high-pitched humming noise, in which case it may wake up nearby monsters, so use with caution. Newly generated whistles are always uncursed. There are two kinds of these, a wax candle and a tallow candle. The only differences between wax and tallow candles are their lifespans, value, and that eating tallow candles breaks vegetarian conduct, so you probably don't need to identify a candle. If you still want to, use price identification. Tallow candle costs 10, and wax candle costs 20. =_=_ Potion of booze A potion of booze provides nutrition, and may confuse you. Samurai will see this as a potion of sake. < ref > ; < /ref > When quaffed, a non-blessed potion of booze will make you confused for 3d8 turns. ("Ooph! This tastes like liquid fire!") It will also provide some nutrition and abuse your wisdom. (10 nutrition if cursed, 20 if uncursed, 30 if blessed, regardless of dilution.) If the potion is cursed, it will make you pass out for up to 15 turns. If the potion is not diluted, it will also heal 1hp. A blessed potion of booze will not cause confusion. Dipping an amethyst into a potion of booze will turn the potion into a potion of fruit juice. This is a reference to amethysts' name coming from Greek ἀμέθυστος ("not drunk"). See the article on amethysts for more details. Potions of booze are sometimes used in conjunction with the scroll of gold detection on the elemental planes to detect magical portals, or in conjunction with the scroll of enchant armor to prepare for the fire traps in Gehennom, especially by Monks and Wizards, but note that this is only useful with uncursed potions, since the desired effect is confusion. Quaffing a potion of booze does not violate foodless conduct. Foodless players often hoard potions of booze, or alchemize them along the path In dNethack, booze is actually useful as a source of nutrition. Drinking it gives 130 points of nutrition if uncursed, 140 if blessed, and 120 if cursed. However, drinking a cursed potion will cause you to vomit for 15+5d4 turns afterwards, possibly losing some of that nutrition. Booze will also heal you for HP equal to your level when quaffed, no matter the BUC of the potion. Drinking booze now implements a "drunkenness" counter, which tracks the number of potions you've quaffed (BUC doesn't matter for the sake of the counter, and it cannot go above 3 times your experience level). If you are stunned, or of the time if you are confused, and you've drunken more than three potions of booze total, you have a =_=_ Potion of extra healing The potion of extra healing can be generated as a defensive item. Therefore it will be seen in the starting inventories of many monsters, who know very well how to use it. A blessed one heals 8d8 HP when quaffed, an uncursed one 6d8 HP, and a cursed one 4d8 HP. If this would bring your HP above its maximum, your maximum will increase by 2 for an uncursed potion, or 5 for a blessed potion. The potion will also cure hallucination and blindness, exercise constitution and strength, and, if noncursed, cure sickness. Inhaling vapors (of potion of any beatitude) will heal you 2 HP, up to your maxHP, and exercise constitution. If you're polymorphed, health of your base form is adjusted as well. You can alchemize potions of extra healing with gain level or gain energy to get a full healing. Conversely, one can make potions of extra healing by dipping a potion of healing in a potion of gain energy, gain level, or speed. Some players, especially pacifists or protection runners, might quaff this potion right away for the maximum HP boost. For players who don't immediately need the HP boost, it is better for them to wait until they can alchemize it to full healing. Even those who don't have the time or ability to alchemize the potion should try to bless it first, since it gives over twice as much maximum HP that way. With the new alchemy stacking rules introduced in 3.6.0, turning this potion into full healing may not always be desirable. Dipping a (sufficiently large) stack of extra healing potions will alchemize only 5.5 of them on average; there's further 10% chance of them exploding, losing any potential HP boost, and 90% chance of obtaining full healing, which gives you 3 more max HP per potion. That means, on average, you only get extra 12.1 max HP per dip, compared to just drinking extra healing directly. As each dip uses up either a gain energy or a gain level potion, these 12.1 HP need to be weighted against 10.5 average max energy boost from blessed gain energy or various useful effects from gain level (which gives less than 12 max HP on average, but increases max energy as well, and also has other uses). For spellcasting roles, or those characters who already have decent HP but are lacking in energy, the trade-off may be undesirable now. The potion of extra healing is decent as an emergency item, but again, the potion of full healing is preferable for this task. Not only does it heal many more HP, but even used when low on HP it is quite likely to still give extra max HP, unlike the potion of extra healing. If using extra healing potions when hurt, whenever possible be sure that you will heal past full, so the maximum HP boost is not wasted. In practice, this means that for a blessed potion of extra healing, you are likely to heal at least 27 HP (19 HP for uncursed), and virtually guaranteed to heal at least 15 HP (9 HP for uncursed). =_=_ Potion of full healing If an extra 400 HP would be more HP than your maximum, a blessed potion will also increase your maximum HP by 8, and an uncursed potion will increase it by 4; a cursed potion will not increase your maximum HP. The potion will also cure hallucination and blindness, and exercise constitution and strength, and if not cursed, will cure sickness. Inhaling vapors (of potion of any beatitude) will heal you 3 HP, up to your maximum HP, and exercise constitution. If you're polymorphed, health of your base form is adjusted as well. If a monster has one of these potions they will try to drink it if they are low on HP, possibly identifying it for you. If this potion's appearance is smoky or milky, you may get a djinn or a ghost when you quaff it. This is great if you need a wish, but not so great if you have 3 HP left and were expecting to be fully healed. For this reason, it's not a good idea to rely on potions of full healing as a poor man's amulet of life saving in these rare cases. In alchemy, this potion can be combined with a potion of gain energy or gain level to produce a potion of gain ability. It can be produced by combining a potion of extra healing with a potion of gain energy or gain level. =_=_ Potion of healing Intelligent monsters know how to use these, and may get one as a defensive item. Shopkeepers have a separate chance to get one when they are generated. When quaffed, a blessed potion of healing will heal you for 8d4 HP, uncursed for 6d4, and cursed for 4d4. When quaffing a blessed or uncursed potion, if you would gain more HP than your maximum, your maximum HP will increase by 1. Quaffing this potion exercises constitution. If blessed, it will also cure sickness. Both blessed and uncursed potions will cure blindness. Inhaling vapors (of potion of any beatitude) will heal you 1 HP, up to your maximum, and exercise constitution. If you're polymorphed, the health of your base form is adjusted as well. < ref > Source:NetHack_3.4.3/src/potion.c#line1221 < /ref > In alchemy a potion of healing can be combined with gain level, gain energy or potion of speed to get extra healing. Later in the game, the potion of healing does not provide enough HP to be useful. They should be alchemically converted into potions of extra healing (and then to potions of full healing) whenever possible. =_=_ Bones The game will store no more than one bones file per dungeon level. When a player enters a level for the first time and a bones file exists for that level, it will only be loaded as a bones level of the time; otherwise, it will generate the usual level and the bones file will remain untouched. Bones levels can be a double-edged sword: the bones pile they contain will have all the dead adventurer's possessions, but if they were killed by a monster it will still be present. If a second adventurer is killed in a bones level, the level may then again be saved as bones, creating a double bones; in some cases, a triple or even a quadruple bones is possible. As of NetHack 3.6.1, some traps in the earlier dungeon levels may be generated with a pre-aged corpse and a few cursed items on top of them; these are designed to simulate the "bones" of the trap's unfortunate victims. This does not occur with entirely non-lethal traps such as squeaky boards. This means that the chance of leaving bones at DL 1 & ndash;3 is 0%, DL 4 & ndash;7 is 50%, DL 8 & ndash;11 is 67%, DL 12 & ndash;15 is 75%, DL 16 & ndash;19 is 80%, etc. Bones files in eligible special levels, such as Minetown, may be loaded as bones at a different level than they were saved at, sometimes breaking other ad-hoc rules like 'no polymorph traps above dungeon level 8'. Killing or luring the ghost or monster away gives you access to the bones pile, which contains the entire inventory of the player when they died. Every item in the bones pile has an 80% chance of being cursed outright, and a 20% chance of retaining its original BUC. It is thus usually a bad idea to quaff, read, wield, or wear anything from a bones pile until it has been properly BUC identified. Turning off autopickup temporarily before you step onto the bones pile is a good idea, so you can look through the items at your leisure and don't accidentally encumber yourself by picking up many items at once. If there is a bag in the bones pile, it may be a bag of holding (unless the adventurer appears to be an early Rogue or Archeologist, in which case it's probably just a sack). Since the bag may be cursed, it might not be wise to loot it on the spot and risk destroying its contents. Try to lift it; if you find it very difficult or impossible, it is likely a cursed bag of holding. If you can get it into your inventory, you can treat it with a scroll of remove curse or dip it in a potion of holy water. If not, you can zap a wand of cancellation at it on the floor to uncurse it. As a last resort, you can tip it. Beware! The original killer is still lurking about the level, probably not too far from the site of the bones. If you discover a bones pile with very advanced items, be very careful about running into whatever managed to kill your predecessor! A headstone generates under the bones pile; this means that you can't engrave Elbereth on that square to keep monsters from attacking you while you sort through it. If you need to fight, step into another square. Alternatively, stand on top of a scroll of scare monster. (There might even be one in the bones pile already.) On the other hand, you want to get at any wands of fire or lightning the player may have been carrying before monsters can use them against you. Luckily, the ghost on top is generated asleep and will prevent other monsters from moving onto the pile until you wake it up. Objects that the deceased player has #named will be reset to whatever description that object has in the current player's game. In other words, if the deceased had a yellow potion named "this burns when thrown" (meaning it was acid), but acid in the current player's game is a purple potion, the potion will show up as purple, without a name. The exception to this rule is fruit, which retains its name in bones piles. Thus, naming your fruit "Look out for the master mind flayer!" is a clever dying action to inform the next player about your demise. Engraving is a more restrictive method of issuing such warnings, as you can only engrave a maximum of eight characters per turn, which limits your final vocabulary to phrases like "purple & nbsp;h", "GWTWOD", or "Archon". Assuming that the game is being played on a public server that provides dumplogs, the less scrupulous may look up the dumplog to see what items were carried. As these logs include an ASCII image of the game map at time of death, determining which of the logs belongs to the body you found is simple. This is probably cheating, though, and some players frown upon it. Rogues and Valkyries are hard to identify, since they both start with items common to other classes, or commonly generated. A +3 small shield almost certainly used to belong to a Valkyrie, but to determine the enchantment, you need to either identify or try on the shield. Note that the alignment of any quest artifact is not affected by the alignment of the deceased: if the Mitre of Holiness is found in bones, you will be unable to grasp it unless you are lawful, even if it was retrieved from Nalzok by a chaotic priest. Using bones items in a normal game is perfectly fine. Bones can often make a difficult game much easier by providing items that the current player has not "earned" yet. If you are going for some record, especially a speed run, the ascension is likely more impressive if not using bones items at all. From a game design point of view, bones are potentially unbalancing, and a few players object to using bones items for this reason. Finding one's own bones is an even more difficult position. Luckily on a public server there are enough players that this is unlikely to happen too frequently. If the deceased player's dumplog is available, it can be used to identify items in the bones pile. This could be considered cheating. Many players do it, but endless debates rage on RGRN about the value of such wins. Please disclose dumplog usage. On the Windows port, the data for a bones file is stored in the playground directory. As the filename contains clues to where the player died, it is trivial to identify potential bones levels. The file is created when a player dies on a bones-capable level and is deleted when a bones level is reached and incorporated in to an active game. If the player later dies on a bones-capable level, the file may be re-created with the appropriate filename. Thus, if the player observes the files within the playground, they can notice when a suitable level is coming up, and notice if the file is deleted, and thus know that they are on a bones level. The file naming format that is used is "bon < nowiki > < branch > < role > . < level > < /nowiki > ", for example "bonM0.T" is the bones file for Minetown. In wizard mode, you will be prompted when you reach a bones level with the message "Get bones? [yn] (n)", allowing you to selectively retrieve the bones file for that level. You'll also get the prompt "Unlink bones? [yn] (n)". Selecting y removes that bones file from the possible set of bones files for normal games. When you die on a bones-suitable level, you will be presented with the opportunity to "Save bones? [yn] (n)", again allowing you to selectively save bones files. If there was already a bones file for that level (i.e. you said no to getting bones when entering a level) you will also be prompted with "Bones file already exists. Replace? [yn] (n)", allowing you to selectively overwrite the bones file for that level. In addition to the above monsters, dreadblossom swarms and shades leave a monster of the same type instead of a ghost if a bones file is created from them killing the player. Dread Seraphs leave skeletons, and gnoll ghouls will leave regular ghouls. Binders will always leave broken shadows (a weaker version of a shade) instead of ghosts in a bones file. Bones in FIQHack are more dangerous than in vanilla: the ghost will have the same intrinsics as the deceased character, and there is also a 33% chance that the ghost will be replaced with a player monster that has the same inventory, spells, and intrinsics as the dead character. =_=_ Colon =_=_ Quaff Quaffing, done by hitting , means drinking. Most often you quaff a potion, but you may also quaff from a fountain or from a sink. Quaffing a potion of invisibility obviously makes you invisible and so on, but with fountains and sinks the results may vary greatly. For example, quaffing from a fountain may release a water demon that may grant you a wish, but it might also just summon an endless stream of snakes. If you quaff from a sink, you may find a random ring, but then again you risk creating a water elemental instead. When the game asks you what you want to drink, you can enter a dash to specify nothing, resulting in the YAFM "You mime drinking something". =_=_ Quaffing =_=_ Left square bracket =_=_ Oil lamp Applying one will provide light to darkened areas for 1000 to 1499 turns. They can be refilled with a scroll of charging, as well as a potion of oil using the #dip command. If you dip a lit oil lamp into a potion of oil, you are likely to cause a fireball. Oil lamps can be distinguished from magic lamps by price identification; an oil lamp's base price is 10zm, while a magic lamp's is 50. Magic lamps also burn indefinitely, so any lamp that eventually flickers and goes out is an oil lamp. You can also rub the lamp a few times to see if a puff of smoke or a djinni emerges, though doing this with a non-blessed magic lamp is likely to release the djinni without granting a wish. Once a lamp is indirectly identified as an oil lamp, it can be type-named to differentiate oil lamps from unidentified magic lamps. Oil lamps can be conserved by turning them off upon reaching a lit room or area in order to conserve oil. Cursed oil lamps are simply more tedious since they may take multiple attempts to light, but are not as urgent to bless or uncurse as other items. =_=_ Grave =_=_ Potion of confusion The potion of confusion will make you confused for several turns (8-16 turns if blessed, 16-24 turns if uncursed, and 24-30 turns if cursed). Dipping a unicorn horn into it turns the potion into uncursed water, and dipping it into gain energy or gain level turns the potion into either booze or enlightenment. =_=_ Potion of gain ability Dipping a potion of gain energy or potion of gain level into a potion of full healing will produce a diluted potion of gain ability. Quaffing an uncursed potion increases a random attribute by one point; quaffing a blessed potion will increase all attributes by one point. Quaffing a cursed potion, or else quaffing a noncursed one while wearing a ring of sustain ability, has no effect, and the potion will not be identified. In UnNetHack, uncursed will attempt to raise an ability one point a few times and might fail. Blessed will always raise one stat, if possible. Being a cruel challenge compared to Vanilla NetHack, in Slash'EM Extended a blessed potion of gain ability will rarely increase all your attributes. But it has a chance to increase more than one stat, or increase one stat twice. (Slash'EM Extended potion.c 4011, 4028) In xNetHack, a blessed potion of gain ability prompts the player to choose an attribute to increase, and the chosen attribute increases it by 1–2 points. An uncursed potion will not randomly choose an attribute that's already innately at its maximum. =_=_ Talk:Stoning Is the monsters list the same, as in Acid? If yes, its nice to have both pages updated and linked to each other. --AtH 03:09, 1 December 2011 (UTC) Does casting stone to flesh to self turn stone items in a container into meat? --ZeroOne 23:20, 11 June 2006 (UTC) The article says that the resistance can only be gained by polymorph, but doesnt YDSM protect you?Thefifthsetpin 02:53, September 28, 2009 (UTC) Eating a lizard or any acidic monster stops the process. They are the ones represented by letters :, b, j, D, F, N and P. This statement is false, but I can't prove it yet. My guess is that only monsters that confer acid resistance (MR_ACID) will undo the stoning process but I haven't convinced myself of that yet with source code. - Addps4cat I was a jabberwocky, and was attacked by a cockatrice. I started slowing down. I had no lizard corpses or any other remedies. Thinking maybe if I ran out of HP as a jabberwocky, I might revert to a non-stoned-human, I zapped myself with an unidentified wand. It turned out to be a /oPoly. It turned me in to a "new woman", and lo, un-stoned. Bug? dpk 6:36, 7 February 2008 (UTC) Do tins of acidic monsters or lizards stop stoning? I know the lizard meat would be at best still one turn slower and the same weight as the corpse. However, acid blob corpses are three times heavier and eventually rot. --AileTheAlien 18:14, 12 November 2011 (UTC) =_=_ User:Jayt/Completeness =_=_ Potion of sickness If you are a neither a Healer nor have the sustain ability extrinsic from the ring, you are subject to the following effects: If you are not a Healer but you have the sustain ability intrinsic, you are subject to the effects above, but your attributes are not reduced. If you are hallucinating, you are shocked to your senses. This is the only good effect of this potion, and the only effect it causes for a Healer. Despite its name, this potion does not cause the terminal condition known as sickness (which is instead caused by food poisoning or demonic attacks). The potion can be thrown at monsters to reduce their hitpoints. There is no effect if the monster possesses a sickness attack or has poison resistance, and throwing the potion at Pestilence will heal him with the same effect as throwing a potion of healing at another monster. If a potion of sickness hits a monster that is not immune, the monster's current HP and maximum HP are both cut in half, with separate chances of resisting. If the monster's maximum HP is brought below the current HP, the current HP is reduced to the new maximum HP. For this reason, it can be useful on some powerful enemies, including some Quest nemeses. You can #dip darts, arrows, shurikens and crossbow bolts into potion of sickness to coat the projectile weapon in poison. Poisoned weapons do d6 extra damage and have a 10% chance of instant kill for non-resistant monsters. However, the poison has a 10% chance of wearing off on each successful attack. In vanilla NetHack this does not work on daggers, in SLASH'EM all bladed weapons can be poisoned, however heavier weapons will lose their poison faster (1 in [10 - (weight/10)] chance). Potions of sickness are created 22.5% of the time from random alchemy, so if you have spare potions, this is a decent way to make potions of sickness. Apart from its dipping and throwing uses, this potion has few benefits. It is effective as a hallucination cure if you can mitigate the HP and attribute loss (with poison resistance, a potion of restore ability, or a ring of sustain ability), but unicorn horns, potions of extra healing, and full healing also cure hallucination with no harmful effects. Another marginal use is to identify the potion of fruit juice by dipping a unicorn horn or canceling it. Fruit juice is the only potion type besides water that can be created this way. The potion was not blessed, but you have poison resistance, so you only lost one point from one of your statistics. Potions of sickness can be identified by #dipping a unicorn horn into them, which turns them into fruit juice. Canceling also converts them to fruit juice (but note that the potion of see invisible also turns into fruit juice when canceled). =_=_ Change of state Any substance can come in several forms: solid, liquid and gas. In NetHack, a potion in the inventory might freeze, breaking it, or it might vaporize. These effects take place when, for example, wand of cold or wand of fire hits one. Inhaling the vapors has additional effects depending on the potion. =_=_ Clumsy =_=_ Source:NetHack 3.4.3/src/potion.c Below is the full text to src/potion.c from NetHack 3.4.3. To link to a particular line, write [[potion.c#line123| < nowiki > potion.c#line123 < /nowiki > ]], for example. =_=_ Minetown Minetown is one of eight different maps, located on the 3rd or 4th level of the Gnomish Mines. This gives Minetown a 1/6 chance of being on levels 5 or 8 in the mines, and a 1/3 chance of being on levels 6 or 7 in the mines. As in the rest of the Mines, monster creation on this level is biased towards lawful monsters. In most games, Minetown is also the largest collection of shops, but there is a 1/7 chance of the shopless Orcish Town; failing that, there is a chance that any given shop other than Izchak's may not appear, which produces a 0.5% chance of having only Izchak's shop. There are seven different Minetown variants, each with their own maps and guaranteed monsters. Note that Minetown is eligible to leave bones, so the monsters (and the map) may be in a different state than is shown below. Also bear in mind that, as elsewhere in the Gnomish Mines, if you are playing a dwarf or gnome, two-thirds of the dwarves or gnomes that are listed in these descriptions will be made random monsters instead. Izchak's light shop (marked "lgt" here) and the general store ("gen") are guaranteed to exist, but Alley Town has only a 30% chance of being generated with the tool shop marked "tl" and a In Nethack 3.6.0 and later, the map is partially randomized. For each pair of , , , one character is replaced with walls with equal probability (for and , this only happens 75% of the time), while there is a 50% chance that is replaced with a wall. In previous versions, , , , and are always floor, while and are always walls. The closet in the bottom right corner contains a chest with normal contents, and the room above it has a secret closet containing a random ring. The room containing the downstairs always contains a random tool. and 30% chance of a second ('too'), and a 60% chance of a general store ('gn'). There is also a sink ('#') Each of the rooms marked in yellow has a 75% chance of existing. If a room is not created, neither will the monsters that normally spawn there. The "+" characters on the wall represent valid locations for the room's door. Only one on each wall is randomly made a door. There is a random trap in the room with the downstair, and another in one of the other rooms not containing the upstair. Orcish Town, or Orctown, is a replacement of Frontier Town that has been ransacked and looted by orcs. All of the normal inhabitants have been killed, there are no functioning shops or temple, the entrances are barricaded with iron bars, and the whole area is swarming with orcs. It originated in SporkHack, then was added to 3.6.0 and UnNetHack. The marked walls between shops have a chance of being knocked down, and 11-19 boulders or rock piles will be randomly placed throughout the level. The altar is unaligned and may be converted by sacrificing (but not same-race sacrifice). Thus, you will always have an available coaligned altar in this level after you convert it. Since Izchak's shop does not exist in this variant, several of the shopkeepers' corpses will be generated with candles. At least 7 are guaranteed. In addition, an oil lamp and several spent wands of striking and magic missile will be generated with them. All of the orcs in Orcish Town are generated with randomly generated names: an individual name which is different for each orc and a clan name which is the same for all of the orcs in the town. In games that contain Orcish Town, several more named orcs (including orc zombies) can appear on other levels in the Mines and the main branch, and an orc-captain with just the clan name appears on one of the very bottom levels of the Mines. The orcs both in the town and on the other levels carry extra loot they would not normally have, from a pool of resources. This loot consists of candles, keys, random comestibles, one random pair of gloves, and either one long sword or silver saber, equally likely. Some orcs may be carrying additional loot consisting of gold, gems, and possibly a shiny ring. The named captain will always have a shiny ring. This table lists the various shops, dungeon features, and extra monsters and items than can appear in each variant of Minetown. Each variant besides Orcish Town also has a stock of monsters and a guaranteed light shop. The light stores all have 6 item stacks, except the ones in the Town Square and Grotto Town variants, which have 9. The "Expected Item Stacks" column lists the number of item stacks you can expect to find by shop type. (E.g., you should expect to find either 6 or 9 light store item stacks, depending on which variant you get.) There is a (dungeon level - 1)% chance of any given square containing a mimic instead of an item stack, the chance therefore depends on how deep Minetown is, but on average will be 5.5%. < ref > Weighted mean probability: (1/6)(5 - 1) + (1/3)(6 - 1) + (1/3)(7 - 1) + (1/6)(8 - 1) = 5.5% < /ref > . The "Expected Item Stacks" column does not account for this, because it does not impact inter-variant comparisons. You can therefore expect to find, on average, 6.857 stacks of lighting store items, 6.429 of general store items, 4.414 food, 6.286 tool, .857 book, and 0.171 stacks of quality apparel and accessory shop items in the shops of the average Minetown variant. Accounting for mimics, these figures become 6.480 lighting, 6.075 general, 4.171 food, 5.940 tool, .810 book, and 0.162 quality apparel and accessories. < ref > Expected without mimics, times .945, the proportion of squares without mimics on average. < /ref > You can expect to find 0.18 magic lamps in the average 6 stack Izchak's lighting store, and 0.27 in the 9 stack Izchak's lighting store. This gives 0.206 expected < ref > Weighted mean: 0.18 * 5/7 + .27 * (2/7) < /ref > magic lamps in the average Izchak's lighting store, and 0.194 accounting for mimics. In addition, you can expect to find 0.000729 wands of wishing on average in the Minetown quality apparel and accessories shop; as well as 0.00122 wands of wishing and 0.00729 magic lamps on average in the Minetown general store; and 0.0891 magic lamps on average in the Minetown tool stores; all accounting for mimics. < ref > 3% of items in a light store are magic lamps; 8% of items in general store are tools, 0.015 tools are magic lamps; 90% of items in "wand" shop are wands, 4% of items in general store are wands, 0.5% of wands are wishing; see http://www.steelypips.org/nethack/343/tool-343.html and http://www.steelypips.org/nethack/343/wan1-343.html as well as the wiki's shop page. < /ref > In total, there will be on average, 0.25375 magic lamps and 0.001706 wands of wishing in Minetown shops, again, accounting for mimics. The watchmen patrol randomly to protect the merchandise and features of Minetown. A player should not, while in sight of a watchman: You will receive one warning before angering the watch for kicking down or unlocking doors. Digging through walls or doors with a pickaxe will receive a warning, but using a spell or wand to dig them will cause the watch to become hostile immediately (as it cannot be interrupted). You will usually receive a warning before a fountain dries up, either from a watchman or from the fountain's flow "reducing to a trickle." However, if you dip for Excalibur and successfully receive it, the fountain will disappear without warning. No matter how you dried up the fountain, the watch will be angered whether or not they are in sight. Because Minetown always has an altar and shops, it is an excellent location for a first stash. The altar provides BUC identification while the shops provide price identification, especially if your Minetown has a general store. There is also a significant 1/3 chance that the temple is co-aligned, which makes it a sanctuary (and a useful altar). Many players unload some excess loot in the Minetown temple before going on to Mines' End, and then consolidate upon their return. The disadvantage is that you might not be putting your stash in a container. Minetown often has a deli and a tool shop. (Remember not to let your pet eat all the tripe rations.) Minetown can be a good place to increase your food supply if you are low. Players who are missing a skeleton key or other cheap tool can buy one. Be aware though that the Gnomish Mines has several tools for free sitting on its other levels. The popularity of Minetown means that players spend a long time there, and hence have a greater than average opportunity of dying there. Thus Minetown is often a bones level. Izchak's light shop will have .194 magic lamps on average. In case there are no other shops and you want price identification: clone credit, throw items in, and buy them back to get a price quote. As mentioned above, if you dry up one of the fountains by dipping, the Watchmen will become hostile, regardless of whether the Watchmen can see you. A wizard should sacrifice for Magicbane as early as possible. If the minetown temple happens to be cross-aligned, the tending priest needs to be killed safely beforehand (and after buying protection). (Note a Helm of opposite alignment might allow you to sacrifice without killing the priest, but you will never get Magicbane this way.) =_=_ Talk:Vault This guy on Reddit was unable to enter his true name ("3flower") at the vault guard's prompt because vault.c#line268 doesn't allow the first character to be anything other than a letter. Is this a bug? --Tungtn 01:43, 2 March 2012 (UTC) As the guard disappears after escorting you out, if the corridor extends all the way from the vault to a normal hallway/room, stay in in the exit corridor. Call your pet and have him/her fetch the gold. Make then exit pet first from the exit corridor. Kdz (talk) 23:01, 22 January 2015 (UTC) =_=_ Talk:Excalibur I can't remeber where I read it, but someone said get Excalibur, and stand near the altar fo your choice and wait for the sacrafices to come to you. The article doesn't make clear whether "monsters can find you effect" is only if the weapon is wielded or not (or is that the "(special)" entry under "when wielded?" I'm a newbie and don't know what the answer is, so someone else will have to update the entry. 68.83.72.162 17:51, 26 July 2008 (UTC) Not sure if it is an Excalibur thing, a knight thing, a crowning thing or entirely a Slash'EM thing. I dipped for Excalibur as soon as I reached level 5, while a +1 sword. I am now a level 12 knight (and unfortunately became The Hand of Elbereth around level 10, while obtaining holy water). Having yet to find any scrolls of enchant weapon, it confuses how my Excalibur became +3? Does crowning in Slash'EM enchant Excalibur if it is already in your possession? Something happened somewhere; it seems as if this should be included in a description somewhere (of course, perhaps it is exists and I failed to find it). =_=_ Chickatrice =_=_ System shock System shock is the generic term for the effects which cause destruction when using polymorph magic (including polymorphitis). Different effects happen to objects, monsters, and the player. In all three cases, the associated message is some variation on "shuddering." In real world terms this is perhaps better described as a massive trauma. Objects have a chance of shuddering depending on type and beatitude. A wand or cursed object has a (guaranteed for stacks of more than 4) of shuddering. An uncursed non-wand object has a chance of shuddering. For a blessed object the chance is . The chance is doubled if the object stack is larger than 4 objects. When an object shudders, randomly up to all but one, or one if there was only one object, is destroyed. For each object in the original stack, there is a 1 in (45 + Luck) chance of a golem being created. The golem type depends on the material of original objects, e. g. glass objects make glass golem, cloth objects make rope golem, etc. Bone objects create a skeleton instead, and if such golems or skeletons are genocided, a random monster is created instead. Only one golem (or other monster) can be created per square affected by polymorph. If a golem (or other monster) is created, then after all appropriate objects on the square have been polymorphed, and some were destroyed by system shock, more objects on this square are destroyed. If the monster weight is W, at most W objects can be destroyed. The game looks at each object, or stack of objects, in order from the top of the pile, and deletes it if it is of the same material as the object which shuddered to create the golem. (However, with 1/(W+1) chance, the object or stack will only be deleted if it is not of the same material.) The unique items, rider corpses, and scrolls of mail never cause system shock, and are protected from destruction if another object caused it. Monsters have a chance of dying without leaving a corpse when hit by a wand of polymorph, polymorph spell, or potion of polymorph. The test is done after the tests for magic resistance. Chameleons, doppelgangers, and sandestins are immune, unless the hero has protection from shape changers. The player is not subject to instant destruction like the other classes of polymorphable things. Instead, when you polymorph randomly, you have a chance of experiencing a system shock. If this happens, you lose 1d30 hit points and abuse your constitution. This effect will not occur if you have polymorph control, have lycanthropy, are a vampire or vampire bat, or wear dragon scale mail or dragon scales. =_=_ Talk:Samurai In a previous version of this article I said " a bardiche, halberd, or even a spetum are good secondary weapons." (for two-weapon combat). I took this on good faith from a spoiler site. However, are'nt polearms 2 handed weapons? How are you supposed to double wield a polearm and a sword, or was the spoiler incorrect? In the article it says "Otherwise, saber or scimitar advanced to skilled level both beat the long sword." Samurai can only attain basic in those weapon skills. I'm re-writing that paragraph slightly (the statement pointed out above becomes untrue when you calculate Basic level penalties in). In mkobj.c#564 it looks like the armor that samurai start with is made erodeproof? I find that I typically start with rustproof splint mail, and occasionally it is also blessed. (not sure what the % chance is for blessed...also my weapons are sometimes created blessed too) MysterX 09:27, 22 January 2008 (UTC) On the Spellbook of clairvoyance page, it notes that Samurai get a "bonus reduction in failure rate". I'm not sure if this is true, but if it is, then I think it ought to be mentioned here (and if it isn't it needs to be removed from the other page)... Rezecib 10:15, January 17, 2010 (UTC) I was attacked by a monster called "The joshu" in Nethack 3.4.3. Joshu redirected me here. What is this monster? --82.130.23.80 14:52, 8 December 2012 (UTC) Playing vanilla 3.6.2 (with the modern tileset) as a human samurai, the game told me I could not enhance the attack spellcasting skill any further from basic. The skill table generator has yet to be updated for 3.6.2. Attack spells were nerfed for Samurai, yes, but in return they can raise their skill in the school of their special spell like other classes now. --Umbire the Phantom (talk) 16:15, 30 October 2019 (UTC) =_=_ Talk:Grayswandir I've just encountered Grayswandir in a shop- it was $24,000zm rather than the $8,000zm mentioned. I was a Neutral Gnomish Healer CH13, and I dropped in via a hole. I then proceeded to get blasted after my dog stole it.--PeterGFin 15:31, 27 August 2007 (UTC) Strength bonus is irrelevant to damage calculations because it's the same regardless of what weapon you use. Scorchgeek 03:47, 15 February 2012 (UTC) =_=_ Scroll of stinking cloud A scroll of stinking cloud, which costs 300 zorkmids, allows you to center a cloud of poison gas around a point of your choice on the dungeon map. This point must be visible and within a range of 5.6 tiles, but the actual cloud need not. Blessed scrolls give a larger cloud and do more damage; cursed scrolls give a smaller cloud and do less damage. The stinking cloud causes damage and angers monsters, save those that are nonliving or unbreathing. Poison resistant monsters do not take damage, but are still angered. Monsters with eyes are blinded. The lifespan of the cloud is dependent upon the BUC status of the scroll; after 4 & ndash;6 turns, a cloud created by a cursed scroll will disappear, while a cloud created by a non-cursed scroll will undergo a first dissipation, after which it will cause less damage. Then, after two more turns, a cloud created by an uncursed scroll will disappear, while a cloud created by a blessed scroll will undergo a second dissipation, after which it will cause even less damage. Then the cloud will disappear. Thus, the total lifespan of the cloud is 4 & ndash;6 turns for a cursed scroll, 6 & ndash;8 turns for an uncursed scroll and 8 & ndash;10 turns for a blessed scroll. The amount of damage done by the cloud and the size of the cloud are also dependent upon the BUC status of the scroll, as summarized by the following table: Scroll BUCDamage before dissipation (for 4 & ndash;6 turns)Damage after 1st dissipation (for 2 turns)Damage after 2nd dissipation (for 2 turns)Cloud size The area covered by a stinking cloud is represented by Image:Cloud.png, which is the symbol also used for the dungeon feature cloud. It can be readily seen that these are quite different however: Clouds remain visible on-screen when the hero is blind; stinking clouds are only displayed when actually seen by the hero. A stinking cloud can also be used to kill a shopkeeper from a safe distance, provided you are magic-resistant & mdash;the cloud should kill the shopkeeper before they drain their wands and come after you physically. The shopkeeper seems to stand still inside the cloud as long as he cannot see you. The shopkeeper's healing potions will unblind them. Players can use the cloud in packed rooms like treasure zoos and throne rooms to wipe out many monsters from a distance, most of them being unable to move away from the cloud. This works well in Fort Ludios's throne room. In UnNetHack, reading this scroll while confused will instead create a large number of gas spores. A confused reading of the blessed scroll will create 1, 2, or 3 fern spores - these spores can grow into any of the 4 varieties of dungeon ferns depending on the type of terrain. In dNetHack, demons known as yochlols can transform into a vortex monster also called a stinking cloud; being engulfed by the vortex has the same effects as being caught in a stinking cloud created by this scroll. In xNetHack, stinking clouds no longer use a predefined rhombus shape; instead, they expand from their origin point to fit the terrain. Be cautious about using them in closed spaces. =_=_ Meatball A meatball is a type of comestible. Meatballs have very little nutritional value, but carnivorous creatures consider them treats similar to tripe rations. Throwing one at a cat or dog will tame it, and they can be fed to carnivorous pets to increase their tameness and apport. Meatballs are created by zapping a spell of stone to flesh at rocks, valuable gems, gray stones, and statues of Tiny-sized or non-fleshy monsters. (Pieces of glass are not affected and do not turn into meatballs.) Since the spellbook of stone to flesh is a rare find and isn't particularly easy to cast, it's not easy to create meatballs unless you are a healer; wizards and priests are also eligible to get stone to flesh as one of their starting spells. However, once you do have the spell, it is easy to get hundreds of meatballs out of a single casting. All you need to do is gather lots of rocks (easily obtained via smashing boulders and statues) in one place, and then cast the spell at them. As they provide little nutrition, the most direct use of meatballs is to feed them to your carnivorous pets to increase their tameness (important if you plan on using a polymorph trap to turn it into a non-eating pet), or to increase apport to train them for stealing from shops. They are also useful in a pinch for taming a hostile cat or dog. Meatballs make excellent comestible polyfodder since they can usually be obtained in large quantities, are lightweight, and can polymorph into any randomly generated comestible, including lembas wafers, tins of spinach and tengu meat, cockatrice eggs, and other uncommon comestibles. Note, however, that getting eggs or tins of a specific monster type will likely require a lot of polypiling and great numbers of meatballs. In a pinch where a player is strapped for money, meatballs can also be polypiled into comestibles to sell at a general store or delicatessen. Polypiling a large quantity of meatballs will likely to cause a flesh golem to form; this can be done deliberately and combined with a magical means of taming to obtain a useful pet for the lower levels, as golems have low monster MR. You can then upgrade it into a more powerful stone golem by hitting it with a cockatrice corpse. =_=_ Random Number God =_=_ Source:NetHack 3.4.3/src/allmain.c Below is the full text to src/allmain.c from NetHack 3.4.3. To link to a particular line, write [[allmain.c#line123| < nowiki > allmain.c#line123 < /nowiki > ]], for example. This important segment is responsible for all random monster generation. The flag u.uevent.demigod is set after killing the Wizard of Yendor for the first time or on performing the invocation ritual; therefore after these events a monster is generated randomly on the level with a 1/25 chance each turn; otherwise there is a 1/50 chance if you are below the Castle and 1/70 chance if you are not. This segment calculates your movement rate for the turn. It is first set to the normal movement rate of your current form (which of course changes if you are polymorphed). If you are fast, you have a 2/3 chance of earning an extra NORMAL_SPEED / 2 movement points; if you are very fast you are guaranteed at least NORMAL_SPEED / 2 points with a 1/3 chance of another NORMAL_SPEED / 2. (Note that NORMAL_SPEED does not vary if you are polymorphed, so the speed intrinsic is more effective if you are in a very slow form and less effective if you are in a very fast form.) Finally, your speed is adjusted for encumbrance and added to your current movement point total. Regenerate power if you are not stressed or worse on every (38 - current level) * 4 moves if you are not a wizard or * 3 if you are, or have the energy regeneration extrinsic from the Eye of the Aethiopica; you gain from 1 to 1/15th the sum of your current intelligence and wisdom totals. This implements teleportitis, if you are not protected while praying; if they have the intrinsic, teleport the player on a 1/85th chance each turn. If you have killed the Wizard of Yendor or performed the invocation ritual, intervene is called every 50-249 turns; this is responsible for the Wizard's interventions and resurrections. If a key has been pressed either when no action is in process or in the middle of an interruptible action, check if that key is ABORT (^A by default); if so, interrupt any current action if possible and if not add the key to the key queue with pushch. Actions will also be interrupted if the player senses a monster (checked with monster_nearby). Repeated command code, also used for interruptible actions. If nothing interrupts the action (checked with lookaround) perform the stored move or command with rhack. Rhack essentially reads the keyboard input and kicks off player actions. =_=_ Yellow mold =_=_ Ring of protection For example, a +1 ring of protection improves AC by 1. Conversely, it increases your AC by its enchantment if it's negative. The enchantment can be altered by charging. =_=_ Prayer Prayer, invoked with the #pray extended command, is an action used to communicate with the player's god. The purpose of praying is to ask your god for help, and you must not do so too often. The player has a prayer timeout, a counter which is raised when praying, and decrements one turn at a time. Only when this counter reaches zero may the player pray safely again (exceptions exist, see below). Thus prayer is usually reserved for one of a few things: saving the player from almost certain doom, performing some action the player cannot yet do (removing cursed items, getting out of walls, etc.), or creating holy water. For those players who like a challenge, avoiding any interaction with gods, altars and other religious concepts in the game will satisfy the atheist conduct. Inexperienced players often treat prayer as an escape item reserved for emergencies. However, it is not 100% reliable due to the long maximum prayer timeout, and conventional escape items can drastically reduce the need for emergency prayers. During the course of a successful prayer, you are protected from all harm (except from psychic blasts by mind flayers, from a poison cloud or from boulder traps). During this protection, the timer for the Wizard's periodic harassment of the player does not advance. Because prayer is usually used in dire situations, it is important to know when prayer will not save you. In fact, praying at the wrong time can hurt you, as your god may become angry enough to strike you with lightning or enact some other punishment. The following conditions make it unsafe to pray: Not all afflictions are equally severe. Gods make a distinction between two groups of problems: minor problems and major problems. Most players do not bother to pray for relief from minor problems, but it is often the solution to a major problem. Note that if your maximum HP is less than or equal to 5 * (level + 2) and you are praying as a result of low HP, you will also receive 1d5 extra points to your maximum, and then be healed to that new maximum. The other useful purpose of prayer (besides praying for help) is to make holy or unholy water. Praying while standing on an altar on which potions of water were dropped will (assuming the prayer is successful) bless or curse these. Which one you get is dependent on your own alignment and that of the altar you are praying on. If you are standing on a coaligned altar, the water will become blessed (holy), and you will also receive the benefit of the prayer. If you are standing on another god's altar, the water will become cursed (unholy). Note that making a water prayer on another god's altar will anger your god, so this should be done with extreme caution. After a prayer is completed, you will receive a message giving you a hint as to your current alignment, in the form of "You feel that < god > is < feeling > ". The following table shows how your god decides what you are worthy of receiving during a prayer. This assumes that it is safe to pray. If you are not on an altar, the result is always capped at 3. If your god decides to grant you a favor, as explained above, the following table is used. The lookup number is generated by 1d(Luck/2 + 3) (With Luck/2 rounded down). You either regain one lost experience level as though from a blessed potion of full healing (up to 1/2 the levels lost), or otherwise gain 5 maximum hitpoints; in both cases your hitpoints are restored to maximum. Any drained strength is restored, and your nutrition is reset to 900 if it's lower than 900. (“You are surrounded by a golden glow.”) Uncurses all possessions (as blessed scroll of remove curse).(“You are surrounded by a light blue aura.”) (“Your < item > softly glows amber.”) If blind (“You feel the power of < deity > .”) You gain one intrinsic, selected in order from (Telepathy, Speed, Stealth). If you already possess all of them, you gain intrinsic protection as from an aligned priest, except without the natural AC limits. (“Thou hast pleased me with thy progress, and thus I grant thee the gift of < intrinsic > ! Use it wisely in my name!”) You get a spellbook. (“A spellbook appears at your < feet > !”)The game will generate a random spellbook according to the usual object generation probabilities. It will then re-roll another random spellbook up to xlvl times if it picks a spell you already know, a spell school you are restricted in, or (if not carrying a magic marker or you haven't identified one) a blank spellbook. "Know" means present in the spellcasting command menu. The book is always blessed. Crowning may be considered undesirable, if you already have most necessary resistances, since it increases prayer timeout. Putting away your luckstone will decrease your Luck to at most 10, reducing (but not eliminating) the possibility of crowning. If you can reduce your Luck to 9 or lower, you are safe from crowning. This can be achieved by breaking a mirror (-2), or by jumping in Sokoban (-1). Be careful not to affect your Luck further by sacrificing too much or spending many turns without your luckstone. If you don't have any reason to keep your alignment record high, you can prefer to lower it instead of Luck for the time of prayer. This allows you to receive all other profits from favors except for crowning, especially getting spellbooks (every time you'd be crowned instead). Sadly, there are only a few reliable ways to lower your alignment record anytime (without altering any other statistics). You can offer 0 zorkmids to a coaligned priest, pray at a cross-aligned altar (with no water on the altar), attack a creature while standing on an engraved Elbereth, or heal your pet as a chaotic non-healer. Monks who know the spell of stone to flesh can eat lots of meatballs. Knights can lower alignment by eating while satiated; meatballs are best for this as well. In 3.6.1 you can also attack an enemy on a permanent or semi-permanent Elbereth (a weak attack on a sessile monster is recommended to make this method reusable). Don't forget to check your alignment for not being piously aligned with a stethoscope, wand of enlightenment or a wand of probing. Alignment record is increased very easily, so check it before every prayer. Unsuccessful prayers can happen for a variety of reasons, documented above. The following table indicates the result of praying during one of these situations. Note you lose all intrinsic protection if any god smites you (unless attempting to convert high altars on the Astral Plane or in Moloch's Sanctum) or your god gets angry. You are simply unable to pray: "The very idea of praying to a < non-chaotic > god is repugnant to you." Polymorphed into an undead creature and attempting to pray to a lawful god (or a neutral god, 10% of the time) If lawful, receive "Vile creature, thou durst call upon me?". If neutral, receive "Walk no more, perversion of nature!". Both then receive "You feel like you are falling apart." You return to natural form (even if wearing an amulet of unchanging), take 1d20 damage, and abuse your constitution. =_=_ Pray =_=_ Orcs =_=_ Talk:Priest This is an encyclopaedia. I dont think we should use abbreviations like wis and int in the explanation text. NetHackWiki needs to adopt a formal manual of style.. I really can't agree with the article's suggestion to use the Longbow. It's a terrible artifact weapon (since it doesn't deal extra damage), and it's a lousy quest artifact compared to the Key. Therefore I've decided to remove this advice until someone wants to back it up. -- Killian 08:25, 17 April 2009 (UTC) Under the quest section, the article states that one should lure the wraiths out of the graveyards. but my understanding is that one would have to lure them off of a graveyard level to increase their chances of leaving a corpse. Seeing as how the whole quest is made up of graveyard levels, it seems like luring wraiths out of the quest could be quite time consuming (similar to the VotD). Should I just delete the comment about luring them out? Derekt75 01:13, 21 February 2012 (UTC) I've just started playing Priest, and I've noticed that despite the fact I have the same beginning stats each time (human neutral female priestess), the God that comes up in the beginning description is different. I've had Ishtar, Crom, and plenty of other ones that I can't call to mind right now. Is it some quality of the Priest that he or she can be a servant of any of the other gods? Wiki entry says that you start with one, but I have two. I'm not sure if this is NAO specific or something, so I'm not going to edit the article, but it seemed like it should be on this page if someone more knowledgeable wants to add it. -KevinCarbonara I am relatively new to the wiki, so I'm not sure how to format this but the doppelganger link under the list of races for the SLASH'EM description of the role links to doppelganger rather that doppelganger (starting race) To me, the guidebook's mention of prayer with priests is even worse than the "physiological need" for liquids mention under the "foodless" conduct (a need that characters do not, in fact, suffer from). It certainly tricked me when I first read it. (I'm sorry if I'm being a bit stubborn, but it is preferable if an informational site is clear, not allusive.) -Actual-nh (talk) 17:39, 6 March 2021 (UTC) The "physiological need for water" is the basis for liquids not breaking the foodless conduct, and the Guidebook states it in a way that to me - who is also on the autism spectrum, thank you - can readily recognize as such. That it's not clear to you may not be your fault, but neither is it the Guidebook's in this particular case. --Umbire the Phantom (talk) 23:02, 6 March 2021 (UTC) =_=_ Wakizashi =_=_ Short sword Short swords seem to be popular weapons in the Dungeons of Doom, for all non-human starting races except gnomes have their own racial versions: there are elven, orcish, and dwarvish short swords. All weigh 30 units and have a base price of 10 zorkmids. The ordinary short sword (wakizashi for Samurai) makes up about 0.8% of randomly generated weapons (on the floor, as death drops, or in shops). It does 1d6 damage to small monsters, and 1d8 to large monsters. Short swords of this kind are made of iron and susceptible to corrosion from acidic monsters and rusting from rust monsters and water. The dwarvish short sword, which appears as a broad short sword when unidentified, can do a little more damage against small monsters than the ordinary short sword, though not as much as the elven short sword. Dwarves are sometimes generated with one. In addition, dwarvish short swords make up about 0.2% of randomly generated weapons. Roles that normally start with a short sword would receive a dwarvish short sword when playing as a dwarf. However, dwarves cannot be Barbarians, Rogues, or Samurai, the three roles that can start with short swords, so this substitution never occurs in vanilla NetHack. The elven short sword, which appears as a runed short sword, does the most damage of all short swords to both small and large targets (1d8/1d8, as much as a scimitar or a silver saber not dealing silver damage). Elven short swords are also made of wood, and therefore naturally immune to corrosion and rusting. Elves are often generated with one. In addition, elven short swords make up about 0.2% of randomly generated weapons. Roles that normally start with a short sword would receive an elven short sword when playing as an elf. However, elves cannot be Barbarians, Rogues, or Samurai, the three roles that can start with short swords, so this substitution never occurs in vanilla NetHack. The orcish short sword, which appears as a crude short sword when unidentified, does the least damage versus small monsters of any of the short swords, one point less than even the ordinary short sword. It can be generated on Uruk-hai and orc-captains. In addition, orcish short swords make up about 0.3% of randomly generated weapons. Short swords of all kinds make up 1.5% of randomly generated weapons in the dungeon. As noted above, racial short swords are commonly found on their respective racial monsters. Rogues and Samurai start with a +0 short sword (wakizashi for the latter). A +0 short sword is also part of one of two starting packages for Barbarians. =_=_ Ninja-to =_=_ Broadsword A broadsword is a kind of melee weapon. For samurai, it is a ninja-to. The elven broadsword and runesword also use the broadsword skill. Generally speaking, there are two reasons to train the broadsword skill: (1) if you are chaotic and plan to get crowned so you can use Stormbringer, or (2) if you can twoweapon and want to use an elven broadsword as your secondary weapon. The first case applies mainly to Barbarians and Rogues, who are both unrestricted in the broadsword skill, though there are other good artifact weapon options for both roles. These are not the only roles that can receive Stormbringer and wield it, but they are the only ones who start with the broadsword skill (as opposed to having it unrestricted by crowning) and so can train it before they are crowned. Other roles that start with the skill (e.g. Knights) can also receive Stormbringer, but only if they are willing to change their alignment to chaotic. Elven broadswords are a popular choice of secondary weapon, as they are easy to find (often generated on most elves) and do respectable damage versus "small" monsters, which includes many late-game targets. However, skill level considerations make them better choices for some roles than for others. Knights, Rogues, Samurai, and Valkyries can all use broadswords with Skilled to-hit and damage adjustments. Barbarians and Tourists can use them with Basic adjustments. The broadsword skill is the limiting factor for Rogues, Samurai, and Tourists, so these roles might prefer secondary weapons that let them reach higher skill levels. For Barbarians, Knights, and Valkyries, broadsword skill is not an obstacle, though there are other options that do better damage versus silver-haters or "large" monsters. See the Twoweapon page for more good choices for each role. Historically "broadsword" refers to the basket-hilted sword, which has a basket-shaped guard that protects the hand of the wielder. The term "broad" contrasts it with the similar but slender-bladed rapier. =_=_ Makedefs In < code > util/makedefs.c < /code > is the source for a program called makedefs. When you build a copy of NetHack, it uses makedefs to generate date.h, onames.h, pm.h, vis_tab.h, and vis_tab.c. This explains why those files are missing from an unbuilt copy of the source code. I am not able to do this. As a bureaucrat, I am able to give sysop and bureaucrat flags at NetHackWiki, but not bot flags. (Wikia does not have the "MakeBot" extension.) Also, "all contributions to NetHackWiki are considered to be released under the GNU Free Documentation License", but the NetHack source code itself cannot be under the GNU FDL. (The NetHack General Public License is great, but it does not let someone add an Invariant Section to the NetHack source code, so for that and other reasons it is technically incompatible.) My excuse so far was that the source code pages only quoted the NetHack source code for use amid GNU-FDL'd annotations, and that the annotations were cleary distinguishable from the source code. This is analogous to including NetHack screenshots in pages. However, creating several pages in the style of potion.c that contain only source code is like creating pages that contain only screenshots in that no part of such pages are GNU-FDL'd. I currently think that the creation of such pages - by Jaytbot or anyone else - should proceed because it makes it easier to have line numbers and will help editors add more annotations more quickly. --Kernigh 06:50, 18 June 2006 (UTC) You are now an administrator at NetHackWiki. Use your tools well. If you need help, there is a Wikia:Help:Administrators' how-to guide. --Kernigh 02:35, 22 June 2006 (UTC) I don't see the links in the User interface underlined; perhaps you have it set to do so in your preferences? (The option is under Misc.) Lotte 15:55, 5 August 2006 (UTC) The script should put < tt > & lt;nowiki & gt; ... & lt;/nowiki & gt; < /tt > tags on lines with double curly braces, so they won't show up as template links. This happened on NetHack_3.2.0/attrib.c Probably there's other stuff too that should be handled... --Paxed 15:35, 2 October 2006 (UTC) =_=_ File:Tiles32.png =_=_ Black unicorn =_=_ White unicorn =_=_ Grey unicorn =_=_ Gunyoki =_=_ Osaku =_=_ Sake =_=_ File:Fountain.png =_=_ Water moccasin Individually, water moccasins are similar enough to snakes that they can be dispatched in a similar manner. However, on top of necessitating poison resistance as usual, their decent speed and appearance in swarms will require efficient crowd control tactics, which may be further complicated if previous uses of the fountain caused pools of water to form. This makes it a potent source of deaths for unsuspecting low-level characters; fortunately, players who do not use fountains will never have to deal with them, while those who wait until after the early game will likely be prepared. Due to their affiliation with fountain quaffing, they are the fourth most frequent cause of death on nethack.alt.org (next to soldier ants, jackals, and wands); it is common in the #nethack channel on Libera to exclaim "Go team fountain!" on hearing of a water moccasin death. =_=_ Talk:The Oracle Can someone verify this: "The experience gain is higher when first buying a major consulation and then a minor than vica-versa." I cannot find the source where i learned this from. --BlackShift 09:29, 28 August 2006 (UTC) In particular, the Delphic Sibyl was not actually connected with the Delphic Oracle itself; the NetHack Oracle is actually a reference to the Pythia; I also added notes on the different oracles referenced by the sound effects, and some more about rec.humor.oracle. I'm also tentatively suggesting changing the title of that section to "History", as the Pythia is an actual historical figure. I've changed it to "Mythology & History" temporarily until I see if anyone agrees with me :-o GreyKnight 12:52, 28 August 2006 (UTC) Can the oracle level have a shop? A temple? Another type of special room? I have never seen any of it. However, as I read the source code, it should be possible. -Tjr 14:21, 9 July 2009 (UTC) The P=NP oracularity should be explained. I've been told you get it when you try to stiff the Oracle. ––Tjr (talk) 00:48, 16 July 2012 (UTC) The article states that there's a special oracularity if you request a major consultation without enough money, but I checked both rumors.c and oracles.txt and couldn't find it. What exactly is it? --Kahran042 (talk) 18:49, 3 January 2017 (UTC) =_=_ Source talk:NetHack 3.4.3/include/obj.h An object is normally allocated to have extra space after the end of the struct. Using < tt > ONAME(thing) < /tt > retrieves some text from this extra space. I think that ONAME probably contains the name left with the #name command (such as "cursed" or "REAL", if you ever have a "yellow potion named cursed" or an "Amulet of Yendor named REAL"), however I would have to examine do_name.c more carefully to learn the details. I find this approach difficult to understand. =_=_ Leather armor Leather armor is a type of body armor that confers two points of AC. Unlike metal armors, it does not hinder spellcasting. Leather armor is resistant to rust but susceptible to rot. It does not need to be identified (except for enchantment). Armor comprises 10% of all randomly-generated items in the main dungeon, 0% in containers, 12% on the Rogue level, and 20% in Gehennom. There is an 82 in 964, or ~8.5%, chance that a randomly spawned armor object will be leather armor. < ref > http://www.steelypips.org/nethack/343/armr-343.html < /ref > In addition, leather armor is created abundantly by leather golems, which leave behind 2-8 leather armors when destroyed. Each one may be blessed, cursed, or neither and have a positive, negative, or zero enchantment. Leather armor became MC1 in NetHack 3.6.0. In variants (such as SLASH'EM) based on older versions, it may have an MC of 0. In SLASH'EM, leather and studded leather armor interfere with spellcasting just as metal armor does. Generally speaking, robes are the preferred body armor of SLASH'EM spellcasters. Historical leather armor was made of cuir bouilli, thick leather that had been boiled in water (or possibly oil, wax, or ammonia) to harden it. It was generally cut into scales or plates, which were then fastened together to make body armor. =_=_ Rust =_=_ Source =_=_ Valley of the Dead The Valley of the Dead is the first level of Gehennom, located immediately below the Castle. There is no downstairs on the castle level; you must either drop in via one of the trap doors in the Castle, or teleport in with controlled level teleport. Level teleporting down from above, trying to skip the Valley, will land you in it instead, though level teleport from the Valley itself will work. Somewhere near the lower right is an up staircase; walking up these stairs will place you in a random location in the maze to the right of the Castle. The mysterious force no longer affects you as you go up from the Valley. The level layout is always the same. It contains several graveyards and a temple of Moloch, with attending priest. The entrance to the rest of Gehennom is behind a secret door, accessible through the temple. As the Valley of the Dead is part of Gehennom, prayer will anger your deity. In NetHack 3.6.0 and later, for each of the pairs , , and , one character is randomly replaced with solid walls, and the other is replaced with floor tiles: this results in a 50% chance of having to pass through each graveyard. (In previous versions of NetHack, and in many variants, the map is fixed: are always walls and are always floors, making all graveyards on the level optional.) If you arrive by falling or jumping through a Castle trapdoor, you will land within a few squares of the upstair. The unaligned temple on the left is attended by a peaceful priest of Moloch. In addition to the inhabitants of the three marked graveyards, the level also contains six ghosts, three vampire bats, four random mummies, four random zombies, three random vampires, and a random lich. In addition to the boxes in the graveyards, there are four random pieces of armor, four random weapons, three random potions, three random scrolls, two random wands, two random rings, two random spellbooks, three random tools, a ruby, and two other random gems. In addition to the corpses in the graveyards, there are two other corpses of each character class save Monks and Priests. As you go from the temple to the downstair, in the top left corridor are two spiked pits and a sleeping gas trap, the trap in the center-left is a squeaky board, the other two are dart traps, and there are a further two magic traps, two anti-magic traps and one more squeaky board randomly located. The entire level has undiggable walls and floor. Attempting to cast a spell of magic mapping ("Your head spins as something blocks the spell.") or reading a scroll of magic mapping ("Your mind is filled with crazy lines. Your head spins in bewilderment.") will result in confusion. UnNetHack has an alternate version of the Valley of the Dead originally taken from the Lethe patch. Much like the original, it has a lit temple, the same traps and monsters, a lot of player corpses, and similar loot lying around. Unlike the original, though, the upstairs are in a different position, a river cuts through the valley, and portals to Vlad’s tower, The Dragon caves, and Sheol are at the marked positions. =_=_ Movement tactics Certain ranged attacks of monsters only work when in line with you along one of the cardinals. These include thrown projectiles, breath attacks, venom, and zapped wands. Other attacks, such as a pyrolisk's gaze, Medusa's stare, and spells, can work from any position within a certain range. In the following example, you are safe from the yellow dragon, but not from the pyrolisk: If you stay where you are, they will swarm around you on 6 of the possible 8 sides and very likely finish you off. If you move into the corridor, only one can be adjacent to you at once, allowing you to pick them off one at a time. Corridors are thus an excellent place to fight. Conversely, a broken doorway can be passed diagonally. Consider breaking doors (by kicking or with a wand of striking) if you want to slip past a monster blocking the other side. Pets, including leashed ones, also pass through doorways easier if the door has been broken. This limit applies to all tight gaps, not just those in the Gnomish Mines. Note that monsters of size Large or above also cannot pass through such small gaps. This can be useful for escape and/or attack. good idea to answer no. Setting the paranoid_hit option (available if your game was compiled with the 'paranoid' patch) to true will help, as this will require you to explicitly type "yes" to hit peacefuls. Hit and run is a common tactic in NetHack 3.4.3 and earlier that allows weaker players to fight stronger foes, as long as they are faster. The concept is to time your moving and hitting so that you always attack on the turn that your opponent doesn't get a move. If skillfully executed, even powerful foes such as mumakil or dragons can be killed by a weak player. This is also an excellent way to train weapons and get experience in the early game, particularly against black puddings and mimics. In NetHack 3.6.0, the tactic is much harder to pull off because monster movement now has a large random factor. In NetHack 3.6.1, it is entirely eliminated; monsters are equally likely to move on any given turn regardless of what happened on previous turns. Especially when you are blind in cockatrice territory, or if you are playing a pacifist, you might prefer a command that neither picks up nor feels objects on the floor, and mostly avoids attacking monsters. "Mostly" means the interaction with warning is buggy: if the warning symbol does not cover a non-displayed remembered monster position, moving with attacks anyway; it also attacks a monster engulfing you. Jumping boots let you jump as if casting the spell unskilled. All types of jumping require that you can see the target square, happen in one turn, and consume d25 nutrition. This means jumping is faster than walking with speed boots. Movement on the Plane of Air is controlled only if you are levitating or flying. Otherwise, only 1 in 4 of your attempts to move is successful. =_=_ Source:NetHack 3.4.3/src/alloc.c Below is the full text to src/alloc.c from NetHack 3.4.3. To link to a particular line, write [[alloc.c#line123| < nowiki > alloc.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.3/src/apply.c Below is the full text to src/apply.c from NetHack 3.4.3. To link to a particular line, write [[apply.c#line123| < nowiki > apply.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.3/src/artifact.c Below is the full text to src/artifact.c from NetHack 3.4.3. To link to a particular line, write [[artifact.c#line123| < nowiki > artifact.c#line123 < /nowiki > ]], for example. A boolean test to see if an artifact with the same name and type already exists in-game. This is used to prevent the player from making multiple Stings, dipping for multiple Excaliburs, or getting another Stormbringer or Vorpal Blade when crowned. This is one of the two functions behind the artifact naming bug. The other is < code > do_oname < /code > . This function is used to determine whether the artifact's to-hit and damage bonuses apply to the given target monster (which might be you). It is also called by < code > #touch_artifact < /code > , to see if the artifact hates your race. In this case, the artifact's < code > spfx < /code > is ANDed with < code > SPFX_DBONUS < /code > before calling, so that other factors (like resistances) are not erroneously considered. Finally, the actual bonus is computed. If the artifact's < code > attk < /code > contains a non-zero damage value, then a random amount between 1 and that value is applied. Otherwise (i.e. the damage value is 0), < code > tmp < /code > is applied. Since < code > tmp < /code > should be the result of the weapon's base damage roll, this has the effect of dealing double damage. This is how artifacts such as Grayswandir, Frost Brand, and the Banes get their double-damage property. The doinvoke function in artifact.c handles the #invoke extended command (cmd.c#line1485) and the M-i keypress (cmd.c#line1402). This function puts up a menu to ask which object to invoke. The invoke_types constant declared on line 1170 specifies that all classes of objects will appear in the menu. Thus in the game, you can attempt to #invoke any object. If you do not know that invoke is meant for certain artifacts, then you can waste much effort in the game in unsuccessful attempts to invoke something. (The recharge_type declaration on line 1169 is used later in the arti_invoke function to implement the Platinum Yendorian Express Card, which recharges objects when you #invoke it.) The doinvoke function itself declares *obj to be the object, and calls getobj to ask the user which object to invoke. Line 1179 checks if the user escaped from the menu without actually selecting an object. Line 1180 enforces that a player must touch the artifact to #invoke it. If the object is actually an artifact, line 1180 causes the player to touch it. If the artifact "evades your grasp" (#line550) then the function returns. The doinvoke function calls the arti_invoke function, passing the object to invoke. At this point, we do not know if obj is an artifact, but if it is an artifact than the player has already touched it and (whether or not it blasted the player) it has not evaded the player's grasp. Because this is the top of a new function, we can declare a new variable: struct artifact *oart to describe what this artifact does. In particular, oart- > inv_prop is the invocation property that tells us what to do. You can find invocation properties by looking in artilist.h. If the object is not an artifact, or if it is an artifact that does nott have an invocation property, then "nothing happens". The only exception is the crystal ball. For a crystall ball, we call use_crystal_ball at detect.c#line789, exactly as if the player had applied the thing instead of invoking it. As it is, there are two types of invocation property. The crucial difference is whether or not the property is a special power. In the header files, most properties appear in prop.h#line8. They include such things as fire resistance, levitation, water walking, and life saving. Artifacts can provide properties when you carry them, when you wield them, or as the invocation property, in which case you can #invoke to enable or disable the property. Special powers appear in artifact.h#line54. You can only use them by #invoking the correct artifact. The giant if statement starting at line 1198 handles special powers. If the property is not a special power, then we skip to #line1353. TAMING is the special power of the Palantir of Westernesse. As it happens, the Palantir no longer exists in the game. Thus though this is an example of how to implement a special power, this code will never actually run. TAMING behaves exactly like an uncursed scroll of taming. The hack here is that we declare a < code > pseudo < /code > object to act as the scroll, then pass control to seffects in read.c#line646. HEALING is the special power of the the Staff of Aesculapius. Line 1220 (or 1223 if you are polymorphed) gives the formula for computing the amount of to heal. The code also cures sickness and slime, but it trying to unblind you it is careful to not #wipe any cream pie. The goto on line 1227 jumps to #line1373. The nothing_special label handles when the invocation seems to do nothing; in this case nothing happens if you are already healthy. ENERGY_BOOST is the special power of the Mitre of Holiness. It restores power instead of healing you. The formula is on line 1239. UNTRAP is the special power of the Master Key of Thievery. Control passes to the untrap function trap.c#line3395. This is the same function used by the #untrap command, the difference being that #untrap calls untrap(FALSE). Thus the Master Key of Thievery can sometimes force the untrapping to succeed in cases where the #untrap command might fail. CHARGE_OBJ is the special power of the Platinum Yendorian Express Card. Now we put up a menu asking for any object to charge. Nothing happens (and the PYEC does not become tired) if the player escapes without choosing an object. Otherwise, the selected object (otmp) is charged by calling recharge(), exactly like when reading a scroll of charging. The type of charging done depends not only on the BUC status of the artifact being invoked < !-- (note that obj here is the artifact, otmp the object being charged) -- > , but also on the role of the player, which must match the designated role of the artifact (Tourist for the PYEC) for blessed charging to be possible. Interestingly, the code also explicitly allows blessed charging using artifacts that have no designated role, even though no such artifacts currently exist in the game. CREATE_PORTAL is the special power of the Eye of the Aethiopica. The code all appears here because there is no other way to branchport in NetHack. ENLIGHTENING is the special power of the Eyes of the Overworld. Control passes to the enlightenment function of cmd.c#line829. The 0 simply means that the game is not over yet. CREATE_AMMO is the special power of the Longbow of Diana. It calls mksobj() to create a stack of random arrows. The arrows are given the same BUC status as the artifact that created them, and their enchantment is adjusted to ensure that no blessed negatively enchanted or cursed positively enchanted arrows are produced. The size of the stack is also randomly increased by up to 10 (if blessed) or 5 (if uncursed) arrows. If possible, the arrows are silently put in your inventory, but they will "suddenly fall out" if your inventory is full. =_=_ Talk:Headstone I have a screenie of a tombstone on dungeon level 2. According to other spoilers this should not be possible because no bones files are created for dungeon levels 1 to 3. -- PraetorFenix 04:37, 8 June 2006 (UTC) Wraith leave corpeses with lower probability on graveyard levels, especially if the hero killed them. Are levels with single, randomly generated graves or bones levels "graveyard levels" in the wraith-corpse sense? Tjr 17:48, 4 May 2009 (UTC) =_=_ Source:NetHack 3.4.3/src/attrib.c Below is the full text to src/attrib.c from NetHack 3.4.3. To link to a particular line, write [[attrib.c#line123| < nowiki > attrib.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.3/src/ball.c Below is the full text to src/ball.c from NetHack 3.4.3. To link to a particular line, write [[ball.c#line123| < nowiki > ball.c#line123 < /nowiki > ]], for example. This function is called when the player falls into a pit, spiked pit, ( line 1210) or trap door ( line 933). Even the documentation is confusing. Let's try translating some of this Zen: if you use step on the ball/chain or search for it the glyph will appear on screen, covering up the glyph of whatever other item or feature is there. (Your character felt it, so you know it's there.) BUT, if you then move, then your character knows the ball and chain moved too, so the glyphs disappear. The glyphs that were there before your character felt the ball and chain are restored. The ball and chain are being moved, so we need to put down the old glyphs. Also, we need to free the ball and chain from their old object lists. This function is NOT called to remove the ball and chain: is responsible for that. placebc and unplacebc are NOT used for normal movement, (below) is responsible for that. These functions are used for a series of special cases that involve instantaneous movement of the ball and chain: Called only by . If the iron ball drags you downstairs, you have a chance to drop items, based on the weight of each item compared to your total carrying capacity. =_=_ Source:NetHack 3.4.3/src/bones.c Below is the full text to src/bones.c from NetHack 3.4.3. To link to a particular line, write [[bones.c#line123| < nowiki > bones.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.3/src/botl.c Below is the full text to src/botl.c from NetHack 3.4.3. To link to a particular line, write [[botl.c#line123| < nowiki > botl.c#line123 < /nowiki > ]], for example. Rank 3 4 5 Rank 6 7 8 =_=_ Source:NetHack 3.4.3/src/cmd.c Below is the full text to src/cmd.c from NetHack 3.4.3. To link to a particular line, write [[cmd.c#line123| < nowiki > cmd.c#line123 < /nowiki > ]], for example. This array defines handlers for all of Nethack's various commands. The func_tab structure is defined in func_tab.h. It has 4 fields, the key to press, a Boolean indicating whether or not you can perform the action while buried, a pointer to the function used to handle the command, and a string that presumably would describe the command, if any of the commands bothered to set that field. The readchar function waits for an event from the keyboard and returns the next character typed by a user. NetHack has many reasons to need to wait for your command: you might on the map, at a menu, at a "-- More --" prompt, or elsewhere. The readchar functions acts as a gate through which all of these places obtain your instruction. Most of the calls to readchar are elsewhere in cmd.c, though two are in invent.c. The C language getchar function waits for a character on the standard input and use it. Though the tty window port could use getchar to access keyboard events, the other window ports must use different mechanisms, like X11 events or Qt signals. Thus, the DevTeam now uses a Getchar macro (starting with an uppercase G). This macro calls a window-port-specific function to grab the key. Thus the Getchar macro takes the place of the getchar function that NetHack used when it was a tty-only game. Given this, it seems strange that the NR_OF_EOFS code is here. On a SYSV system, NR_OF_EOFS became 20 at cmd.c#line14. This crude hack attempts to distinguish a permanent end-of-file (EOF) from a temporary interruption by re-reading the character 20 times. (The more correct way to do this would be to check the global errno variable for the EINTR error from the Unix read system call.) The strange situation is that this hack calls < tt > clearerr(stdin) < /tt > even if standard input is not the source of our key events. It would be reasonable to move this code to the tty-specific implementation of the Getchar function. =_=_ Source:NetHack 3.4.3/src/dbridge.c Below is the full text to src/dbridge.c from NetHack 3.4.3. To link to a particular line, write [[dbridge.c#line123| < nowiki > dbridge.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.3/src/decl.c Below is the full text to src/decl.c from NetHack 3.4.3. To link to a particular line, write [[decl.c#line123| < nowiki > decl.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.3/src/detect.c Below is the full text to src/detect.c from NetHack 3.4.3. To link to a particular line, write [[detect.c#line123| < nowiki > detect.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.3/src/dig.c Below is the full text to src/dig.c from NetHack 3.4.3. To link to a particular line, write [[dig.c#line123| < nowiki > dig.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.3/src/display.c Below is the full text to src/display.c from NetHack 3.4.3. To link to a particular line, write [[display.c#line123| < nowiki > display.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.3/src/dlb.c Below is the full text to src/dlb.c from NetHack 3.4.3. To link to a particular line, write [[dlb.c#line123| < nowiki > dlb.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.3/src/do.c Below is the full text to src/do.c from NetHack 3.4.3. To link to a particular line, write [[do.c#line123| < nowiki > do.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.3/src/dog.c Below is the full text to src/dog.c from NetHack 3.4.3. To link to a particular line, write [[dog.c#line123| < nowiki > dog.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.3/src/dogmove.c Below is the full text to src/dogmove.c from NetHack 3.4.3. To link to a particular line, write [[dogmove.c#line123| < nowiki > dogmove.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.3/src/dokick.c Below is the full text to src/dokick.c from NetHack 3.4.3. To link to a particular line, write [[dokick.c#line123| < nowiki > dokick.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.3/src/do name.c Below is the full text to src/do_name.c from NetHack 3.4.3. To link to a particular line, write [[do_name.c#line123| < nowiki > do_name.c#line123 < /nowiki > ]], for example. The above test is the source of the artifact name bug. < code > restrict_name < /code > will return TRUE if the basetype+name match an artifact. ( < code > exist_artifact < /code > is used to prevent the player from generating Sting multiple times.) The Wayback Machine has a copy of a web page that was used to obtain this list; the page is referenced in versions 3.3.0 through 3.4.0, but is no longer available. At least one of the names (faithfully copied from the Geocities list) is misspelled: the actual species name used in the cartoon "Soup or Sonic" is "Nemesis Ridiculii", not "Riduclii". =_=_ Source:NetHack 3.4.3/src/dothrow.c Below is the full text to src/dothrow.c from NetHack 3.4.3. To link to a particular line, write [[dothrow.c#line123| < nowiki > dothrow.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.3/src/do wear.c Below is the full text to src/do_wear.c from NetHack 3.4.3. To link to a particular line, write [[do_wear.c#line123| < nowiki > do_wear.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.3/src/drawing.c Below is the full text to src/drawing.c from NetHack 3.4.3. To link to a particular line, write [[drawing.c#line123| < nowiki > drawing.c#line123 < /nowiki > ]], for example. This file defines several graphics sets; a basic one that Nethack calls ASCII; IBM, DEC, MAC, and two special sets for the rogue level, one if you are using the IBM set and one if you aren't. It also defines functions for swapping these graphics sets in. The symbols for monsters and items are defined via macros in objclass.h and monsym.h but placed into arrays in this file. Back to filling in arrays. The null in the middle of this array between DEF_GIANT "H" and DEF_JABBERWOCK "J" is the letter "I", which corresponds to the gap between S_GIANT 34 and S_JABBERWOCK 36. This is an artifact of the fact that stalkers used to be represented by "I" until they were moved under "E". This function modifies the showsyms array. graph_chars is a pointer to an array of symbols that are meant to replace symbols in showsyms. This function is used by switch_graphics to swap in the DEC, IBM, MAC, and ASCII graphic sets defined above. For any entry in graph_chars which is 0, use the default symbol. Swap in one of the predefined graphic sets ASCII, IBM, DEC, or MAC. Note that this function, unlike assign_rogue_graphics below does NOT record the current graphics set. So if you are using a custom graphics set defined by GRAPHICS in the options then this function will overwrite it (this function is called if you toggle the DECgraphics or IBMgraphics options in game). The devteam didn't bother making extensive arrays for all the dungeon features like they did for the other graphics sets. There is only this array for items. Rogue graphics are different if you visit with IBM graphics chosen. See function below this section. Either swap in rogue graphics, taking care to save the current graphic set, or swap the saved set back in, depending on Boolean is_rlevel (is rogue level). =_=_ Source:NetHack 3.4.3/src/dungeon.c Below is the full text to src/dungeon.c from NetHack 3.4.3. To link to a particular line, write [[dungeon.c#line123| < nowiki > dungeon.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.3/src/eat.c Below is the full text to src/eat.c from NetHack 3.4.3. To link to a particular line, write [[eat.c#line123| < nowiki > eat.c#line123 < /nowiki > ]], for example. Rust monsters can only eat metallic items if the item is also rustable. Other metallivorous monsters (rock moles, xorn) can eat any metallic item. =_=_ Source:NetHack 3.4.3/src/end.c Below is the full text to src/end.c from NetHack 3.4.3. To link to a particular line, write [[end.c#line123| < nowiki > end.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.3/src/engrave.c Below is the full text to src/engrave.c from NetHack 3.4.3. To link to a particular line, write [[engrave.c#line123| < nowiki > engrave.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.3/src/exper.c Below is the full text to src/exper.c from NetHack 3.4.3. To link to a particular line, write [[exper.c#line123| < nowiki > exper.c#line123 < /nowiki > ]], for example. newuexp returns the number of experience points required for to level up beyond lev. As you can see there are three divisions: less than 10, 10 to 19, and more than 19. The "1L < < X" notation (the " < < " of which indicates a bitshift) means the Xth power of 2. So 1L < < 3 means two to the third power, or 8. So to level up from 2 to 10 requires (ten * powers of two) experience points. To get to level two, you need 20 experience. To get to level three, 40 (which is cumulative with the twenty to get to level two, so only twenty more). Continuing, you need 80, 160, 320, 640, 1280, 2560, 5120 experience points to level up. The benefit of this system is that, to level up, you need to gain the experience equal to how much experience you had already gained from the beginning of the game to the start of your current level (unless of course you've lost experience). The experience required to get to level 11 is 10000 * (1 < < (10 - 10)), which is 10000. The powers of two are reused again: 20000; 40000; 80000; 160,000; 320,000; 640,000; 1,280,000; 2,560,000; 5,120,000. If line was deleted the experience to level would not change too much: 10240, 20480, 40960, and so on. The DevTeam probably just wanted rounder numbers. enermod, used in the losexp and pluslvl functions, modifies your energy gains and losses based on which role you are. Wizards and Priests get a large energy bonus (2x); Healers and Knights get a smaller bonus (1.5x); Barbarians and Valkyries get a penalty (.75x). The other seven roles suffer no modification (1x). Start off with the square of the monster's level. Add one because mtmp- > m_lev can be zero, and such is the case with, among others, jackals and kobolds. AT_WEAP is monsters using swords and the like against you. AT_MAGC is obviously monsters using magical attacks. All other weapon types (such as engulfing or spitting venom) receive a smaller bonus, except those defined as less than or equal to AT_BUTT. These attack types that give no extra experience are AT_NONE which indicates a passive attack (as from an acid blob), AT_CLAW, AT_BITE, AT_KICK, and AT_BUTT. This catches every other monster attack (except ordinary physical damage) and gives the monster-level's worth of experience. Examples of the many things caught by this include seduction, inducing lycanthropy, and healing wounds as from a nurse. Correction/Bug: This should catch every other monster attack, but tmp is used instead of tmp2. tmp would only be equal to AD_PHYS (1) if the monster is level 0, and hasn't had any tmp modifiers to this point. If effect, this gives the monster's level worth of experience for every single attack that hasn't already been covered in the if statements so far... even NO_ATTKs. So a potential of 7 * monster's level worth of experience! If the attack can roll a 24 or more on the damage dice then give an additional monster-level's bonus. Mumakil, for example, get this bonus for their first attack (4*12=48), but not for their second (2*6=12). This helps balance strong but slow monsters with monsters who have a lot of weaker attacks. Receive a thousand-point bonus if you're killing sea monsters who can drown you, as long as you don't have magical breathing. Being drained to level zero kills you. drainer is zero if the wizmode command #levelchange was used, or your deity drained your level due to your insolence. The done function will activate a worn amulet of life saving, if you happen to be so lucky. In any case, you are set to zero experience points (and, obviously, experience level one) if you survive being drained to level zero. newhp looks at your role, race, experience level, and constitution to determine what amount of HP you'd gain if you leveled up. Since we're losing an experience level, we subtract, not add, the result of newhp. We also guarantee that we won't die due to HP loss; worrying about being drained to level 0 is enough. Roles have different cutoffs for when certain stats are gained. For example, as a Samurai, you gain 1d8 HP per level until level 10, at which point you begin gaining 1 HP per level. This calculation is using not HP but energy, which is clearly dependent on wisdom. Wizards and Priests lose 2x energy, Healers and Knights lose 1.5x energy, Barbarians and Valkyries lose .75 energy. But that's only because they gained them at the same rate. This is called every time experience is gained to make sure we're awarding a single level and only when it makes sense. pluslvl will handle the setting of your experience points when you would have gained multiple levels. Don't display "You feel more experienced." if you quaffed a potion of gain level; just the "Welcome to experience level X." is enough. newhp looks at your role, race, experience level, and constitution to determine what amount of HP you gain from leveling up. Polymorph makes things easy: you always gain exactly 1d8 HP when you level up. Note that the old value of num is overwritten, and that we're using mhmax and mh, not uhpmax and uhp. The former is for your polymorphed form, the latter is for your original form. Roles have different cutoffs for when certain stats are gained. For example, as a Samurai, you gain 1d8 HP per level until level 10, at which point you begin gaining 1 HP per level. This calculation is using not HP but energy, which is clearly dependent on wisdom. This blocks us from levelling up multiple times with one kill. Similar to being life drained, we're set to one point away from the next level. Quaffing a potion of gain level sets you at the very beginning of the level. The quaff code handles the case of blessed gain level setting your experience to about half way to the next level. The reason for this should become clear if you realize that maxexp is 110000000 when the player is at level 30, since level 30 has no actual max experience. This probably only matters for farmers. =_=_ Source:NetHack 3.4.3/src/explode.c Below is the full text to src/explode.c from NetHack 3.4.3. To link to a particular line, write [[explode.c#line123| < nowiki > explode.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.3/src/extralev.c Below is the full text to src/extralev.c from NetHack 3.4.3. To link to a particular line, write [[extralev.c#line123| < nowiki > extralev.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.3/src/files.c Below is the full text to src/files.c from NetHack 3.4.3. To link to a particular line, write [[files.c#line123| < nowiki > files.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.3/src/fountain.c Below is the full text to src/fountain.c from NetHack 3.4.3. To link to a particular line, write [[fountain.c#line123| < nowiki > fountain.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.3/src/hack.c Below is the full text to src/hack.c from NetHack 3.4.3. To link to a particular line, write [[hack.c#line123| < nowiki > hack.c#line123 < /nowiki > ]], for example. Called when the player attempts to move into a space occupied by a boulder. The player may push the boulder, fail to move the boulder, or squeeze into the same space as the boulder. Pushing the boulder may be successful if the destination is on the map, you are not trying to push into rock or iron bars, not trying to push diagonally through a door or Rogue level doorway, and not trying to push into a space already containing a boulder. If you may be successful, we store the trap and the monster at the destination, for the following sections of code. Try to revive a nasty corpse, such as a Rider on the other side. If so, the corpse comes back to life and you can't push the boulder. If there is a monster with a body that is not trapped in a pit or spiked pit at the destination square, you can't push the boulder. If you push into a landmine, it will trigger the landmine with 90% probability. If the boulder is not broken or destroyed by the resulting explosion, it will fill the resulting pit. Pushing a boulder into a pit or spiked pit will cause damage to a trapped monster. If the monster dies, the boulder will fill the pit, removing the trap. This code moves the boulder, then updates the map and has you feel the square the boulder was originally on (if you were blind). If you can throw rocks are are not riding a steed unskilled, you can pick up the boulder or move into its space. If you do that in Sokoban, there is a luck penalty. If you are not on a steed and either are very small, carrying nothing or your inventory is 850 or more units below your carrying capacity, you can occupy the same space as the boulder. Again, this incurs a luck penalty in Sokoban. =_=_ Source:NetHack 3.4.3/src/hacklib.c Below is the full text to src/hacklib.c from NetHack 3.4.3. To link to a particular line, write [[hacklib.c#line123| < nowiki > hacklib.c#line123 < /nowiki > ]], for example. The C functions in hacklib.c are old but still work. (Today's standard C libraries provide better replacements for some of them.) They provide miscellaneous features such as handling character strings and finding the phase of the moon. The < tt > setrandom < /tt > code to seed the random number generator is also here. The < tt > digit < /tt > function tests if the character is a digit, any of 0 to 9 in ASCII. If we rewrote NetHack today, we would instead use the & sektion=3 < tt > isdigit < /tt > function provided by ANSI C. The < tt > letter < /tt > function tests if the character is a letter. One would use & sektion=3 < tt > isalpha < /tt > , but this < tt > letter < /tt > function has the caveat that @ (which is the character before A) in ASCII counts as a letter, in addition to the uppercase and lowercase letters. Thus most monsters are letters, but punctuation including lizards : and sea creatures ; are not letters. The < tt > highc < /tt > function converts any character to uppercase. It converts 'a' to 'z' into uppercase, but copies any other character. Today we would use & sektion=3 < tt > toupper < /tt > in ANSI C. The < tt > lowc < /tt > function converts any character to lowercase, the opposite but not the inverse of < tt > highc < /tt > . Today we would use & sektion=3 < tt > tolower < /tt > in ANSI C. The < tt > lcase < /tt > function converts a string buffer to lowercase in place, by overwriting not copying the string. To follow ANSI C, we could rewrite this using & sektion=3 < tt > tolower < /tt > . The old version works if the character set is ASCII, and might be more efficient if the C compiler does not optimise well. The rewritten version is easier to understand, but there is no reason for us to replace the old < tt > lcase < /tt > function that already does best. The < tt > upstart < /tt > function uppercases the first letter of a string buffer in place (by overwriting and not copying). We need this when placing nouns for monsters like "it" and "the newt" at the beginning of a sentence. The < tt > if < /tt > statement upon line 101 ensures that < tt > upstart((char *)0) < /tt > does not dereference a null pointer. Though it is best to be safe, this check was probably unnecessary because in general we should only pass '\0'-terminated strings to functions like these. The < tt > mungspaces < /tt > function condenses each group of consecutive spaces or tabs (of a string buffer) into a single space in place (by overwriting and not copying). It also trims the spaces and tabs from the beginning and end of the buffer. The < tt > mungspaces < /tt > function is slightly less safe than the < tt > upstart < /tt > function because < tt > mungspaces((char *)0) < /tt > will dereference the null pointer. However < tt > mungspaces("") < /tt > will work because the < tt > p2 > bp < /tt > prevents us from trying to write a '\0' before the start of the buffer. As the comment on line 130 shows, one could just do < tt > s += strlen(s) < /tt > . Someone must have thought that it was a waste of performance to count the number of times we do < tt > s++ < /tt > as & sektion=3 < tt > strlen < /tt > would do. Some C compilers will optimise when they see < tt > strlen < /tt > , but the developers wrote NetHack for older compilers. The < tt > strkitten < /tt > function is a baby version of & sektion=3 < tt > strcat < /tt > that has less experience points and a weaker attack; see kitten, cat. Actually, < tt > strkitten < /tt > concatenates a single character to the end of a string. Like the < tt > strcat < /tt > , the < tt > strkitten < /tt > modifies the string being appended to. This function uses the < tt > eos < /tt > function defined above. The < tt > s_suffix < /tt > function converts a string (typically naming a monster) to the possessive form, for example gnome to gnome's. Unlike many of the above functions, this one creates a new string instead of modifying the original string in place. Unlike & sektion=3 < tt > strcpy < /tt > , this < tt > s_suffix < /tt > function does not take a buffer for the new string as a parameter. Instead, < tt > s_suffix < /tt > places the posessive string in its own static buffer. This has two consequences: Programmers that use languages with garbage collection (as in Java or Perl) would write < tt > s_suffix < /tt > to dynamically allocate the buffer containing the possessive noun, and not need to later free it. The < tt > xcrypt < /tt > function decodes the Oracle messages and rumors stored in NetHack's playground. When building NetHack, makedefs hid that information so that players looking in the playground would not become spoiled. Though the cipher is symmetric (so that encoding and decoding use the same function), makedefs has its own copy of the < tt > xcrypt < /tt > function. As do some other symmetric ciphers, the < tt > xcrypt < /tt > generates a stream of data, then exclusive-ors the generated stream with the ciphertext to decode it (or with the plaintext to encode it). Because < tt > xcrypt < /tt > does not use a secret key to seed a secure random number generator, < tt > xcrypt < /tt > provides only trivial security, though < tt > xcrypt < /tt > does better than ROT13. The < tt > onlyspace < /tt > function tests if the string contains only spaces and tabs. The < tt > mungspaces < /tt > function would transform such a string to the empty string "". The < tt > tabexpand < /tt > function replaces tabs with spaces, as if the tab advanced to the next column and the colums were 8 characters wide. It does this expansion in place. (Actually, it does the expansion in its internal buffer, then copies the result overwriting the input buffer.) The input buffer < tt > sbuf < /tt > needs to be at least BUFSZ large to keep room for the expansion. The internal buffer < tt > char buf[BUFSZ] < /tt > prevents < tt > tabexpand < /tt > from handling longer expansions. The < tt > tabexpand < /tt > function overflows if the expansion is larger than BUFSZ-1 characters. A string containing only 32 tabs would overflow the buffer when BUFSZ is 256. The comment upon line 204 warns that the function will not check against overflow, even though the programmer knew that < tt > buf < /tt > holds only BUFSZ bytes. The < tt > visctrl < /tt > character formats an ASCII character as a visible string. Control characters are formatted like ^B by using a caret ^ and a bit flip. (This is exactly how many Unix commands (like & sektion=1 < tt > cat -v < /tt > ) and Unix editors would display them.) All other characters are copied. The BSD C library provides a function & sektion=3 < tt > vis < /tt > that does something similar. Upon BSD (but not most other platforms!), we could rewrite the < tt > visctrl < /tt > function this way: The < tt > ordin < /tt > function returns the string constant "st" or "nd" or "rd" suffix for a number. The string from < tt > ordin < /tt > does not include the number, but it should be easy to use < tt > pline < /tt > or & sektion=3 < tt > snprintf < /tt > to print the number: The < tt > sitoa < /tt > function converts an integer to ASCII, including the sign. It uses & sektion=3 < tt > sprintf < /tt > with either "%d" or "+%d", including the + for any nonnegative number. (This should use < tt > snprintf < /tt > and check for overflow, but older systems do not have < tt > snprintf < /tt > and the INT_MIN of -2147483648 or INT_MAX of +2147483647 fit in 12 bytes.) The name of < tt > sitoa < /tt > is short for signed integer to ascii. It is named for "itoa", the inverse of & sektion=3 < tt > atoi < /tt > . (There is no "itoa" function in NetHack or the C library.) The < tt > sgn < /tt > function extracts the sign from an integer, returning either -1 or 0 or 1. Though this is a common function (and there is a Wikipedia entry for sign function), it is not in the C library. The < tt > rounddiv < /tt > function computes x divided by y, rounding the quotient toward the nearest integer, rounding multiples of 1/2 away from zero. For example, Today, one could use the ANSI C & sektion=3 < tt > ldiv < /tt > function integer division, however it rounds toward zero and is of no use to us. A peculiar feature of < tt > rounddiv < /tt > in NetHack is that it takes numerator x as a long but takes denominator y as an int and returns an int. It would be wrong to pass an int as x without widening it to a long. There is a (long) cast in the call to < tt > rounddiv < /tt > from eat.c. (Today, everyone has ANSI C or ISO C prototypes, and the compiler will see long in the prototype and do a cast. On some systems, int and long have the same width.) The < tt > distmin < /tt > function computes the number of moves in the shortest path between two points in the dungeon, using the formula: The < tt > mindist < /tt > function gives a minimum distance in a sufficiently open dungeon, or with a cursor that ignores obstacles. In a dungeon that actually has walls, monsters, traps and other obstacles, an adventurer may need more moves. The < tt > dist2 < /tt > returns the distance squared between two points in the dungeon using Pythagoras' famous theorem. The returned distance is in square squares! We take the unit to be "squares", because each dungeon square has sides of length 1. Take the distance between two dungeon squares in squares, and multiply it by itself, squaring it, yielding square squares. This leads to the important corollary, To find the actual distance between two squares, we would need to take the square root. This would either involve floating-point arithmetic or the digging of a tree. The < tt > dist2 < /tt > square squares are square enough for ordered comparisons. Both < tt > distmin < /tt > and < tt > dist2 < /tt > have several uses throughout the source code of NetHack. Sometimes, two horizontal moves have as much length as two diagonal moves, but sometimes the diagonal moves have more length. In fact, the 2 in < tt > dist2 < /tt > does not refer to the squaring, but to the 2 points in the arguments. The hack.h file has a < tt > distu < /tt > macro that supplies your position as one of the points. The < tt > online2 < /tt > function answers the question, can I shoot you? If I am a kobold, but you the adventurer are not on the same horizontal, vertical or diagonal as me, then I will not throw my darts. The < tt > onlineu < /tt > macro in hack.h supplies your position as one of the arguments. The < tt > pmatch < /tt > is a simple pattern matcher that treats the characters * and ? like the Unix shell. That is, a * in the pattern matches any zero or more characters in the string, while a ? in the pattern matches any one character in the string. NetHack rarely uses this function, but there are a few calls to < tt > pmatch < /tt > in pager.c, pickup.c and sounds.c. The comments in the source explain how it works. The function returns either TRUE or FALSE, those constants having been defined in global.h. The goto statement of line 350, along with the ++ operators of 341, "optimize tail recursion" into iteration, though some compilers can also do this. A while loop or for loop might have made an easier read. We could rewrite this function with the & sektion=3 < tt > fnmatch < /tt > function in the C libraries of Unix systems: =_=_ Source:NetHack 3.4.3/src/invent.c Below is the full text to src/invent.c from NetHack 3.4.3. To link to a particular line, write [[invent.c#line123| < nowiki > invent.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.3/src/light.c Below is the full text to src/light.c from NetHack 3.4.3. To link to a particular line, write [[light.c#line123| < nowiki > light.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.3/src/lock.c Below is the full text to src/lock.c from NetHack 3.4.3. To link to a particular line, write [[lock.c#line123| < nowiki > lock.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.3/src/mail.c Below is the full text to src/mail.c from NetHack 3.4.3. To link to a particular line, write [[mail.c#line123| < nowiki > mail.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.3/src/makemon.c Below is the full text to src/makemon.c from NetHack 3.4.3. To link to a particular line, write [[makemon.c#line123| < nowiki > makemon.c#line123 < /nowiki > ]], for example. makemon creates a new monster at the coordinates. The type of monster created depends on what permonst struct you give it. The special flags are defined in hack.h. =_=_ Source:NetHack 3.4.3/src/mapglyph.c Below is the full text to src/mapglyph.c from NetHack 3.4.3. To link to a particular line, write [[mapglyph.c#line123| < nowiki > mapglyph.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.3/src/mcastu.c Below is the full text to src/mcastu.c from NetHack 3.4.3. To link to a particular line, write [[mcastu.c#line123| < nowiki > mcastu.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.3/src/mhitm.c Below is the full text to src/mhitm.c from NetHack 3.4.3. To link to a particular line, write [[mhitm.c#line123| < nowiki > mhitm.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.3/src/mhitu.c Below is the full text to src/mhitu.c from NetHack 3.4.3. To link to a particular line, write [[mhitu.c#line123| < nowiki > mhitu.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.3/src/minion.c Below is the full text to src/minion.c from NetHack 3.4.3. To link to a particular line, write [[minion.c#line123| < nowiki > minion.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.3/src/mklev.c Below is the full text to src/mklev.c from NetHack 3.4.3. To link to a particular line, write [[mklev.c#line123| < nowiki > mklev.c#line123 < /nowiki > ]], for example. Line 821 starts the script that generates items on the dungeon floor. The probability of making an item is 1 in 3, with a 1 in 5 chance of making each additional item. The blessedftn flag marks magic fountains, those that act like a potion of gain ability. This function is called only for random fountains in ordinary rooms in the main dungeons. So fountains on levels with a fixed layout are never magical, and the quest doesn't have any at all. =_=_ Source:NetHack 3.4.3/src/mkmap.c Below is the full text to src/mkmap.c from NetHack 3.4.3. To link to a particular line, write [[mkmap.c#line123| < nowiki > mkmap.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.3/src/mkmaze.c Below is the full text to src/mkmaze.c from NetHack 3.4.3. To link to a particular line, write [[mkmaze.c#line123| < nowiki > mkmaze.c#line123 < /nowiki > ]], for example. Helper function for walkfrom(). Checks to see if the square < b > two < /b > spaces from the given location in the given direction is within map bounds and is currently solid stone. Returns TRUE if so, otherwise FALSE. Note that this function does < b > not < /b > check the contents of the square one space in the given direction. Chooses a random starting point for maze generation. Always picks a point with odd (never even) coordinates with x in [3 .. x_maze_max-1], y in [3 .. y_maze_max-1]. Function to create a special level with the given name, or else (special level not found or name not specified) a level filled entirely with maze (a la Gehennom). Called from makelevel() in mklev.c Function that recursively/iteratively carves out maze tunnels until no more tunnels can be carved. General approach is to random-walk a single corridor from the starting point until reaching a dead-end, then back up until reaching a square where a new branch could be carved out and start a new corridor there, repeating until no new tunnels can be carved. =_=_ Source:NetHack 3.4.3/src/mkobj.c Below is the full text to src/mkobj.c from NetHack 3.4.3. To link to a particular line, write [[mkobj.c#line123| < nowiki > mkobj.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.3/src/mkroom.c Below is the full text to src/mkroom.c from NetHack 3.4.3. To link to a particular line, write [[mkroom.c#line123| < nowiki > mkroom.c#line123 < /nowiki > ]], for example. This file deals with the creation of special rooms, like shops, temples, zoos, leprechaun halls, etc.. =_=_ Source:NetHack 3.4.3/src/mon.c Below is the full text to src/mon.c from NetHack 3.4.3. To link to a particular line, write [[mon.c#line123| < nowiki > mon.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.3/src/mondata.c Below is the full text to src/mondata.c from NetHack 3.4.3. To link to a particular line, write [[mondata.c#line123| < nowiki > mondata.c#line123 < /nowiki > ]], for example. Used for correct pluralization of helm related messages in do_wear.c, worn.c, and polyself.c. There is also a macro, has_horns, defined in mondata.h line 48 ("#define has_horns(ptr) (num_horns(ptr) > 0)"). =_=_ Source:NetHack 3.4.3/src/monmove.c Below is the full text to src/monmove.c from NetHack 3.4.3. To link to a particular line, write [[monmove.c#line123| < nowiki > monmove.c#line123 < /nowiki > ]], for example. This is from Dungeons & Dragons, where ettins have two heads (and so presumably can see anyone sneaking up on them). Monsters have only approximately 25% chance of retracing their last step. This code is responsible for the bug that "fleeing" monsters get stuck to you in corridors. =_=_ Source:NetHack 3.4.3/src/monst.c Below is the full text to src/monst.c from NetHack 3.4.3. To link to a particular line, write [[monst.c#line123| < nowiki > monst.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.3/src/mplayer.c Below is the full text to src/mplayer.c from NetHack 3.4.3. To link to a particular line, write [[mplayer.c#line123| < nowiki > mplayer.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.3/src/mthrowu.c Below is the full text to src/mthrowu.c from NetHack 3.4.3. To link to a particular line, write [[mthrowu.c#line123| < nowiki > mthrowu.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.3/src/muse.c Below is the full text to src/muse.c from NetHack 3.4.3. To link to a particular line, write [[muse.c#line123| < nowiki > muse.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.3/src/music.c Below is the full text to src/music.c from NetHack 3.4.3. To link to a particular line, write [[music.c#line123| < nowiki > music.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.3/src/o init.c Below is the full text to src/o_init.c from NetHack 3.4.3. To link to a particular line, write [[o_init.c#line123| < nowiki > o_init.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.3/src/options.c Below is the full text to src/options.c from NetHack 3.4.3. To link to a particular line, write [[options.c#line123| < nowiki > options.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.3/src/pager.c Below is the full text to src/pager.c from NetHack 3.4.3. To link to a particular line, write [[pager.c#line123| < nowiki > pager.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.3/src/pickup.c Below is the full text to src/pickup.c from NetHack 3.4.3. To link to a particular line, write [[pickup.c#line123| < nowiki > pickup.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.3/src/pline.c Below is the full text to src/pline.c from NetHack 3.4.3. To link to a particular line, write [[pline.c#line123| < nowiki > pline.c#line123 < /nowiki > ]], for example. pline is the catch-all function that outputs text to the message area. Depending on the GUI used and how many messages there already are in the message area, NetHack may wait for player to press a key at a < tt > --more-- < /tt > prompt before showing the message. =_=_ Source:NetHack 3.4.3/src/polyself.c Below is the full text to src/polyself.c from NetHack 3.4.3. To link to a particular line, write [[polyself.c#line123| < nowiki > polyself.c#line123 < /nowiki > ]], for example. NetHack calls this function when you try to polymorph into your own race. This implements the "You feel like a new man!" (or elf) process, that permanently changes you into a physically different person. There is nothing in this part of the source code to cure blindness (is this correct?) or to remove intrinsics that you gained from outside (for example by eating the corpse of a floating eye). This process has curing effects, but for healthy adventurers, the DevTeam seems to have intentionally designed this function such that there is an equal chance that each adjustment is beneficial or harmful. As xanthian explains to rgrn, the expected value of the level change is zero. Because this function does not call < tt > rnl < /tt > , the luck integer has no effect here. You also cannot use a unicorn horn or other such cure to regain any lost levels or attributes. The comment at line 144 explains how the source code adjusts your peak level to prevent this. The redist_attr function sets both your current and peak attributes, too. The becoming of a new man (or new gnome) many times is no way to raise your experience level or your attributes. =_=_ Source:NetHack 3.4.3/src/pray.c Below is the full text to src/pray.c from NetHack 3.4.3. To link to a particular line, write [[pray.c#line123| < nowiki > pray.c#line123 < /nowiki > ]], for example. The value of a monster is given by < code > monstr[otmp- > corpsenm] + 1 < /code > , which if the monster difficulty level from monst.c; it is also the number that determines which monsters the RNG generates. If it's partially eaten, that's multiplied by (roughly) the percentage remaining. If it's more than fifty moves old, adjusted for ice, it's worthless, unless it's an acid blob. These never expire (although they may, of course, rot). If the altar is Moloch's, you lose two luck. If you're chaotic and the altar is chaotic (i.e., not Moloch's), you gain two. If it's not Moloch's altar and you're not chaotic, your luck is unaffected (so far), but you've destroyed the altar and angered the priest. Thus any attempt by a non-chaotic character to sacrifice a character of their own race will anger the priest, if any, except at Moloch's altar. A random demon lord between Juiblex and Yeenoghu inclusive is chosen up to 20 times, in an attempt to find one that has not been created already. Unless the altar is unaligned, the alignment of the demon lord must match the alignment of the altar. Currently, Yeenoghu follows Juiblex in monst.c. Thus only these two demon lords are eligible to appear. They are both chaotic. If you aren't chaotic, you lose 5 alignment, your god's anger increases by three, your wisdom decreases by one point, your luck decreases by 5, and unless you're in Gehennom, your god potentially punishes you as for praying too much. If you are chaotic, instead your alignment increases by 5. The corpse disappears, and nothing more happens for the case of sacrificing a creature of your own race. The value of the sacrifice (calculated immediately preceding this section) is ignored, so sacrificing a rotten corpse of your own race (e.g. from a zombie of your race) has the same effect as sacrificing a fresh one. If you try to sacrifice a pet, you lose three alignment and gain the aggravate monster intrinsic. The pet's corpse has a value of -1. This does not apply if the pet is of your own race, in which case the code doesn't reach this point (bug?). Yes, that entire conditional is to see if it's a former pet's corpse. In order, it does the following: (Note that if any step returns false, the if fails immediately and the remaining steps are not executed, which prevents lots of nasty invalid pointer dereferencing) Sacrificing a unicorn on an altar aligned with it will set its sacrifice value to -5 and reduce your wisdom by 1. But sacrificing a non-aligned unicorn on a coaligned altar gives you +5 alignment, and gives it +3 value. Sacrificing a unicorn of your alignment on an altar not of your alignment sets the value to one and your alignment to -1 (actually worse than sacrificing on a coaligned altar). Finally, sacrificing a unicorn not aligned with either you or the altar increases its value by 3 and has no other effects. This code is supposed to give a hint if you try to sacrifice the Amulet of Yendor on an ordinary altar in the dungeon; however, it seems it can never run, because floorfood() (called on line 1135 above) won't let the player even select the amulet for sacrifice. (All you get if you try is "You don't have anything to sacrifice," or, if also carrying a corpse and selecting the amulet instead, "That is a silly thing to sacrifice.") The message above can be triggered in wizard mode by wishing for an altar on the elemental planes (other than Astral) and trying to sacrifice the amulet there, but no altars are normally generated on those levels. Your alignment record was negative, and you converted your alignment to that of the altar. (Note: this cannot happen on an altar to Moloch.) Whether wearing the Helm or not, you lose 3 luck, half your alignment record and any intrinsic protection; and your prayer timeout is increased. Attempting to convert yourself a second time will anger your god. This code also handles attempted sacrifice to Moloch, which is always rejected. The sacrifice has reduced your god's anger, but it is not yet zero. If your luck is negative, increase it by one point. The sacrifice has reduced your prayer timeout, but it is not yet zero. Your luck is increased by one if negative, but you may not yet pray. If you are in generally good standing, have non-negative Luck, and are at least level 3, you may get an artifact as a gift. The odds of this decrease with both the number of artifacts already existing and the number of gifts previously granted. The artifact you receive is guaranteed to be non-cursed, erodeproof, and have a non-negative enchantment; you will be unrestricted in the needed weapon skill if necessary; and your wisdom is exercised. Your prayer timeout is reset to rnz(300 + 50 * number of artifacts already existing). =_=_ Source:NetHack 3.4.3/src/priest.c Below is the full text to src/priest.c from NetHack 3.4.3. To link to a particular line, write [[priest.c#line123| < nowiki > priest.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.3/src/quest.c Below is the full text to src/quest.c from NetHack 3.4.3. To link to a particular line, write [[quest.c#line123| < nowiki > quest.c#line123 < /nowiki > ]], for example. This function determines if you are allowed to walk down the stairs or level teleport from the quest home level, but does not govern branchporting. Qstat(got_quest) means if your quest leader has irrevocably given you permission to proceed, and is_pure(FALSE) is an alignment check. Qstat(got_thanks) is only relevant if you wish for your own quest artifact in wizard mode and then throw it to your quest leader without going through the usual dialog with him. It is set in finish_quest(). (The dialog would set Qstat(cheater), but that doesn't seem to be referenced anywhere else.) =_=_ Source:NetHack 3.4.3/src/questpgr.c Below is the full text to src/questpgr.c from NetHack 3.4.3. To link to a particular line, write [[questpgr.c#line123| < nowiki > questpgr.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.3/src/read.c Below is the full text to src/read.c from NetHack 3.4.3. To link to a particular line, write [[read.c#line123| < nowiki > read.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.3/src/rect.c Below is the full text to src/rect.c from NetHack 3.4.3. To link to a particular line, write [[rect.c#line123| < nowiki > rect.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.3/src/region.c Below is the full text to src/region.c from NetHack 3.4.3. To link to a particular line, write [[region.c#line123| < nowiki > region.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.3/src/restore.c Below is the full text to src/restore.c from NetHack 3.4.3. To link to a particular line, write [[restore.c#line123| < nowiki > restore.c#line123 < /nowiki > ]], for example. The restobjchn function returns a linked list of type struct obj. Each dungeon level has an object chain containing all objects on the floor, and each container has an object chain of its contents. xl is the first block to be read from disk for each object. If it's -1, it indicates the end of the object chain. Otherwise, it contains the length of the oextra field in struct obj. Since sizeof(xl) depends on int width on a given processor, savefiles will not necessarily be portable between systems. Reads xl + sizeof(struct obj) bytes directly into the struct. mread() appears to be a wrapper around a variety of implementations of the read() system call. =_=_ Source:NetHack 3.4.3/src/rip.c Below is the full text to src/rip.c from NetHack 3.4.3. To link to a particular line, write [[rip.c#line123| < nowiki > rip.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.3/src/rnd.c Below is the full text to src/rnd.c from NetHack 3.4.3. To link to a particular line, write [[rnd.c#line123| < nowiki > rnd.c#line123 < /nowiki > ]], for example. This is used in the game in situations requiring a 50/50 chance of an event occurring: rn2(2) outputs 0 or 1 with equal probability. rnl(x) is the same as rn2, with a chance of a proportion of your Luck being subtracted from the result. This means very lucky characters tend to see lower values and very unlucky characters tend to see higher values. In-game, this is used to make saving throws against your Luck. For example, blessed armor has a saving throw against being eroded by a trap: if rnl(4) is zero, the armor escapes unscathed: First, i is a random integer from 0 to 3. A very lucky character (with +13 Luck) has a rn2(37) chance (36 in 37 ~= 97%) of this being reduced by Luck/3, which in this case rounds to 4. i cannot be reduced below 0, so it is set to 0. So the other 1 time in 37 there will be a 25% chance of i being 0. In total, that's a 145/148 chance (~=98%) that the armor will not be eroded. In the worst case scenario (a very unlucky character with -13 Luck) there is a 251/252 (~=99.6%) of the armor being eroded. d is NetHack's implementation of D notation from D & D. d(n,x) is equivalent to ndx (e.g. d(3,6) is like 3d6). This simulates the roll of n x-sided dice. =_=_ Source:NetHack 3.4.3/src/role.c Below is the full text to src/role.c from NetHack 3.4.3. To link to a particular line, write [[role.c#line123| < nowiki > role.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.3/src/rumors.c Below is the full text to src/rumors.c from NetHack 3.4.3. To link to a particular line, write [[rumors.c#line123| < nowiki > rumors.c#line123 < /nowiki > ]], for example. This comment is true only for a level 10 character, hence the " < code > ~ < /code > ". =_=_ Source:NetHack 3.4.3/src/save.c Below is the full text to src/save.c from NetHack 3.4.3. To link to a particular line, write [[save.c#line123| < nowiki > save.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.3/src/shk.c Below is the full text to src/shk.c from NetHack 3.4.3. To link to a particular line, write [[shk.c#line123| < nowiki > shk.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.3/src/shknam.c Below is the full text to src/shknam.c from NetHack 3.4.3. To link to a particular line, write [[shknam.c#line123| < nowiki > shknam.c#line123 < /nowiki > ]], for example. Most shopkeeper names are names of cities, towns and villages of various sizes, some of them quite obscure and remote. The exceptions are the tool shop and ring shop names. The Ukrainian names, as well as Gomel, are in their Russian forms; the places themselves are now named in the local languages. Gomel was placed in the Ukraine section through NetHack 3.4.1. It's close to the border, and the error is understandable, given that Hack 1.0 predates the breakup of the Soviet Union by several years. This list is otherwise unchanged since Hack 1.0. Two small offshore islands are named Inishbofin, one in Galway and the other in Donegal; the link goes to the disambiguation page. The town of Kesh is actually in Northern Ireland. There is also a river called Kesh, but it is unclear at this time whether any part of it is in the Republic of Ireland. Morven is the name of two mountains, one in Aberdeenshire and the other in Caithness. The link goes to the disambiguation page. The names in the OVERLAY section will not appear in any actual version of NetHack, as the 16-bit MS-DOS build is no longer supported (see MS-DOS). These names were introduced in NetHack 3.1.2, but have been in disuse since NetHack 3.2.0. An unmodified game has only one lighting store, and its keeper is Izchak. SLASH'EM can generate a lighting store in the "mall" level of its main dungeon; its keeper will have a name from the above list. Most of the locations in Suriname seem to be in the Sipaliwini District, which is the southern part of Suriname. “Possogroenoe” is apparently a misspelling of “Poesoegroenoe”, where the “oe” vowels are the long [u] sound in Dutch. “Wonotobo” is the name of a famous waterfall in Suriname. =_=_ Source:NetHack 3.4.3/src/sit.c Below is the full text to src/sit.c from NetHack 3.4.3. To link to a particular line, write [[sit.c#line123| < nowiki > sit.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.3/src/sounds.c Below is the full text to src/sounds.c from NetHack 3.4.3. To link to a particular line, write [[sounds.c#line123| < nowiki > sounds.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.3/src/sp lev.c Below is the full text to src/sp_lev.c from NetHack 3.4.3. To link to a particular line, write [[sp_lev.c#line123| < nowiki > sp_lev.c#line123 < /nowiki > ]], for example. Read the starting point of the maze and the direction the maze initially extends from this point (as defined in the level description). Convert the starting point to map global coordinates. Store in walklist for later use below. =_=_ Source:NetHack 3.4.3/src/steal.c Below is the full text to src/steal.c from NetHack 3.4.3. To link to a particular line, write [[steal.c#line123| < nowiki > steal.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.3/src/steed.c Below is the full text to src/steed.c from NetHack 3.4.3. To link to a particular line, write [[steed.c#line123| < nowiki > steed.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.3/src/teleport.c Below is the full text to src/teleport.c from NetHack 3.4.3. To link to a particular line, write [[teleport.c#line123| < nowiki > teleport.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.3/src/timeout.c Below is the full text to src/timeout.c from NetHack 3.4.3. To link to a particular line, write [[timeout.c#line123| < nowiki > timeout.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.3/src/topten.c Below is the full text to src/topten.c from NetHack 3.4.3. To link to a particular line, write [[topten.c#line123| < nowiki > topten.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.3/src/track.c Below is the full text to src/track.c from NetHack 3.4.3. To link to a particular line, write [[track.c#line123| < nowiki > track.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.3/src/trap.c Below is the full text to src/trap.c from NetHack 3.4.3. To link to a particular line, write [[trap.c#line123| < nowiki > trap.c#line123 < /nowiki > ]], for example. The nesting of curly braces is wonky here. The brace on line 1270 matches the one on line 1252, placing the default label inside the if. This usage, surprisingly, is perfectly legal C; see Duff's device. It is unintentional here, and only by pure luck does it not introduce a bug. The brace on line 1270 can be moved to just before the break statement on line 1267, without changing the meaning of the code, and the default label will then nest within the switch. =_=_ Source:NetHack 3.4.3/src/uhitm.c Below is the full text to src/uhitm.c from NetHack 3.4.3. To link to a particular line, write [[uhitm.c#line123| < nowiki > uhitm.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.3/src/u init.c Below is the full text to src/u_init.c from NetHack 3.4.3. To link to a particular line, write [[u_init.c#line123| < nowiki > u_init.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.3/src/vault.c Below is the full text to src/vault.c from NetHack 3.4.3. To link to a particular line, write [[vault.c#line123| < nowiki > vault.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.3/src/version.c Below is the full text to src/version.c from NetHack 3.4.3. To link to a particular line, write [[version.c#line123| < nowiki > version.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.3/src/vision.c Below is the full text to src/vision.c from NetHack 3.4.3. To link to a particular line, write [[vision.c#line123| < nowiki > vision.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.3/src/weapon.c Below is the full text to src/weapon.c from NetHack 3.4.3. To link to a particular line, write [[weapon.c#line123| < nowiki > weapon.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.3/src/were.c Below is the full text to src/were.c from NetHack 3.4.3. To link to a particular line, write [[were.c#line123| < nowiki > were.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.3/src/wield.c Below is the full text to src/wield.c from NetHack 3.4.3. To link to a particular line, write [[wield.c#line123| < nowiki > wield.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.3/src/windows.c Below is the full text to src/windows.c from NetHack 3.4.3. To link to a particular line, write [[windows.c#line123| < nowiki > windows.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.3/src/wizard.c Below is the full text to src/wizard.c from NetHack 3.4.3. To link to a particular line, write [[wizard.c#line123| < nowiki > wizard.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.3/src/worm.c Below is the full text to src/worm.c from NetHack 3.4.3. To link to a particular line, write [[worm.c#line123| < nowiki > worm.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.3/src/worn.c Below is the full text to src/worn.c from NetHack 3.4.3. To link to a particular line, write [[worn.c#line123| < nowiki > worn.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.3/src/write.c Below is the full text to src/write.c from NetHack 3.4.3. To link to a particular line, write [[write.c#line123| < nowiki > write.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.3/src/zap.c Below is the full text to src/zap.c from NetHack 3.4.3. To link to a particular line, write [[zap.c#line123| < nowiki > zap.c#line123 < /nowiki > ]], for example. Crocodile corpses (not baby crocodiles) are polymorphed into fireproof +0 pair of low boots that will also be blessed if the corpse was blessed. This is the first function to execute when the player wants to zap a wand. It is called by rhack, because it is the handler defined for the "z" command by the cmdlist array in cmd.c. =_=_ Source:NetHack 3.4.3/include/align.h Below is the full text to include/align.h from NetHack 3.4.3. To link to a particular line, write [[align.h#line123| < nowiki > align.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.3/include/amiconf.h Below is the full text to include/amiconf.h from NetHack 3.4.3. To link to a particular line, write [[amiconf.h#line123| < nowiki > amiconf.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.3/include/artifact.h Below is the full text to include/artifact.h from NetHack 3.4.3. To link to a particular line, write [[artifact.h#line123| < nowiki > artifact.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.3/include/artilist.h Below is the full text to include/artilist.h from NetHack 3.4.3. To link to a particular line, write [[artilist.h#line123| < nowiki > artilist.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.3/include/attrib.h Below is the full text to include/attrib.h from NetHack 3.4.3. To link to a particular line, write [[attrib.h#line123| < nowiki > attrib.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.3/include/beconf.h Below is the full text to include/beconf.h from NetHack 3.4.3. To link to a particular line, write [[beconf.h#line123| < nowiki > beconf.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.3/include/bitmfile.h Below is the full text to include/bitmfile.h from NetHack 3.4.3. To link to a particular line, write [[bitmfile.h#line123| < nowiki > bitmfile.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.3/include/color.h Below is the full text to include/color.h from NetHack 3.4.3. To link to a particular line, write [[color.h#line123| < nowiki > color.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.3/include/config1.h Below is the full text to include/config1.h from NetHack 3.4.3. To link to a particular line, write [[config1.h#line123| < nowiki > config1.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.3/include/config.h Below is the full text to include/config.h from NetHack 3.4.3. To link to a particular line, write [[config.h#line123| < nowiki > config.h#line123 < /nowiki > ]], for example. The above comment about MS-DOS, like the line-of-sight vision system itself, has been present since NetHack 3.1.0. It would seem to be true of the old overlaid build, which is no longer supported. The DJGPP build could probably handle the tables. On the other hand, whatever speed increase would come from using VISION_TABLES is probably not noticeable on modern machines. =_=_ Source:NetHack 3.4.3/include/coord.h Below is the full text to include/coord.h from NetHack 3.4.3. To link to a particular line, write [[coord.h#line123| < nowiki > coord.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.3/include/decl.h Below is the full text to include/decl.h from NetHack 3.4.3. To link to a particular line, write [[decl.h#line123| < nowiki > decl.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.3/include/def os2.h Below is the full text to include/def_os2.h from NetHack 3.4.3. To link to a particular line, write [[def_os2.h#line123| < nowiki > def_os2.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.3/include/dgn file.h Below is the full text to include/dgn_file.h from NetHack 3.4.3. To link to a particular line, write [[dgn_file.h#line123| < nowiki > dgn_file.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.3/include/display.h Below is the full text to include/display.h from NetHack 3.4.3. To link to a particular line, write [[display.h#line123| < nowiki > display.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.3/include/dlb.h Below is the full text to include/dlb.h from NetHack 3.4.3. To link to a particular line, write [[dlb.h#line123| < nowiki > dlb.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.3/include/dungeon.h Below is the full text to include/dungeon.h from NetHack 3.4.3. To link to a particular line, write [[dungeon.h#line123| < nowiki > dungeon.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.3/include/edog.h Below is the full text to include/edog.h from the source code of NetHack 3.4.3. To link to a particular line, write [[edog.h#line123| < nowiki > edog.h#line123 < /nowiki > ]], for example. All objects in the game (not only food) belong to one of these eight types. Pets will use the < tt > dogfood < /tt > function in dog.c to decide the type of each object. Statements in dog.c and dogmove.c will handle the different types of objects. From the perspective of the mind of a pet, the eight types have these meanings: =_=_ Source:NetHack 3.4.3/include/emin.h Below is the full text to include/emin.h from NetHack 3.4.3. To link to a particular line, write [[emin.h#line123| < nowiki > emin.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.3/include/engrave.h Below is the full text to include/engrave.h from NetHack 3.4.3. To link to a particular line, write [[engrave.h#line123| < nowiki > engrave.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.3/include/epri.h Below is the full text to include/epri.h from NetHack 3.4.3. To link to a particular line, write [[epri.h#line123| < nowiki > epri.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.3/include/eshk.h Below is the full text to include/eshk.h from NetHack 3.4.3. To link to a particular line, write < nowiki > < /nowiki > , for example. =_=_ Source:NetHack 3.4.3/include/extern.h Below is the full text to include/extern.h from NetHack 3.4.3. To link to a particular line, write [[extern.h#line123| < nowiki > extern.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.3/include/flag.h Below is the full text to include/flag.h from NetHack 3.4.3. To link to a particular line, write [[flag.h#line123| < nowiki > flag.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.3/include/func tab.h Below is the full text to include/func_tab.h from NetHack 3.4.3. To link to a particular line, write [[func_tab.h#line123| < nowiki > func_tab.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.3/include/gem rsc.h Below is the full text to include/gem_rsc.h from NetHack 3.4.3. To link to a particular line, write [[gem_rsc.h#line123| < nowiki > gem_rsc.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.3/include/global.h Below is the full text to include/global.h from NetHack 3.4.3. To link to a particular line, write [[global.h#line123| < nowiki > global.h#line123 < /nowiki > ]], for example. Note that you *can* change COLNO and ROWNO in order to produce a NetHack that generates larger levels than normal. However, it is bones- and save- incompatible in a way that is NOT detected properly and will crash your game; and the panning mechanism which lets you play ordinary 80x21 games on a smaller screen does not work, so you will need an actually larger screen. =_=_ Source:NetHack 3.4.3/include/hack.h Below is the full text to include/hack.h from NetHack 3.4.3. To link to a particular line, write [[hack.h#line123| < nowiki > hack.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.3/include/lev.h Below is the full text to include/lev.h from NetHack 3.4.3. To link to a particular line, write [[lev.h#line123| < nowiki > lev.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.3/include/load img.h Below is the full text to include/load_img.h from NetHack 3.4.3. To link to a particular line, write [[load_img.h#line123| < nowiki > load_img.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.3/include/mac-carbon.h Below is the full text to include/mac-carbon.h from NetHack 3.4.3. To link to a particular line, write [[mac-carbon.h#line123| < nowiki > mac-carbon.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.3/include/macconf.h Below is the full text to include/macconf.h from NetHack 3.4.3. To link to a particular line, write [[macconf.h#line123| < nowiki > macconf.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.3/include/macpopup.h Below is the full text to include/macpopup.h from NetHack 3.4.3. To link to a particular line, write [[macpopup.h#line123| < nowiki > macpopup.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.3/include/mac-qt.h Below is the full text to include/mac-qt.h from NetHack 3.4.3. To link to a particular line, write [[mac-qt.h#line123| < nowiki > mac-qt.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.3/include/mac-term.h Below is the full text to include/mac-term.h from NetHack 3.4.3. To link to a particular line, write [[mac-term.h#line123| < nowiki > mac-term.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.3/include/mactty.h Below is the full text to include/mactty.h from NetHack 3.4.3. To link to a particular line, write [[mactty.h#line123| < nowiki > mactty.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.3/include/macwin.h Below is the full text to include/macwin.h from NetHack 3.4.3. To link to a particular line, write [[macwin.h#line123| < nowiki > macwin.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.3/include/mail.h Below is the full text to include/mail.h from NetHack 3.4.3. To link to a particular line, write [[mail.h#line123| < nowiki > mail.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.3/include/mfndpos.h Below is the full text to include/mfndpos.h from NetHack 3.4.3. To link to a particular line, write [[mfndpos.h#line123| < nowiki > mfndpos.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.3/include/micro.h Below is the full text to include/micro.h from NetHack 3.4.3. To link to a particular line, write [[micro.h#line123| < nowiki > micro.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.3/include/mkroom.h Below is the full text to include/mkroom.h from NetHack 3.4.3. To link to a particular line, write [[mkroom.h#line123| < nowiki > mkroom.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.3/include/monattk.h Below is the full text to include/monattk.h from NetHack 3.4.3. To link to a particular line, write [[monattk.h#line123| < nowiki > monattk.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.3/include/mondata.h Below is the full text to include/mondata.h from NetHack 3.4.3. To link to a particular line, write [[mondata.h#line123| < nowiki > mondata.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.3/include/monflag.h Below is the full text to include/monflag.h from NetHack 3.4.3. To link to a particular line, write [[monflag.h#line123| < nowiki > monflag.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.3/include/monst.h Below is the full text to include/monst.h from NetHack 3.4.3. To link to a particular line, write [[monst.h#line123| < nowiki > monst.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.3/include/monsym.h Below is the full text to include/monsym.h from NetHack 3.4.3. To link to a particular line, write [[monsym.h#line123| < nowiki > monsym.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.3/include/mttypriv.h Below is the full text to include/mttypriv.h from NetHack 3.4.3. To link to a particular line, write [[mttypriv.h#line123| < nowiki > mttypriv.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.3/include/nhlan.h Below is the full text to include/nhlan.h from NetHack 3.4.3. To link to a particular line, write [[nhlan.h#line123| < nowiki > nhlan.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.3/include/ntconf.h Below is the full text to include/ntconf.h from NetHack 3.4.3. To link to a particular line, write [[ntconf.h#line123| < nowiki > ntconf.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.3/include/os2conf.h Below is the full text to include/os2conf.h from NetHack 3.4.3. To link to a particular line, write [[os2conf.h#line123| < nowiki > os2conf.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.3/include/patchlevel.h Below is the full text to include/patchlevel.h from the source code of NetHack 3.4.3. To link to a particular line, write [[patchlevel.h#line123| < nowiki > patchlevel.h#line123 < /nowiki > ]], for example. This header file specifies the version number for this copy of NetHack. It also specifies the oldest version from which this NetHack will accept save files and bones files. The makedefs program will use both patchlevel.h and config.h to generate another header, date.h, that contains the version string and more version information. NetHack 3.2.0/patchlevel.h introduces this header file in its modern form. Before that, patchlevel.h only contains a PATCHLEVEL definition and some comments. This header file does not have a guard against multiple inclusion. All other header files must not include patchlevel.h; only those few source files that need it should include it. Together, the major version number, minor version number and patch level identify the 3.4.3 release. If the DevTeam would release 3.4.4, then it would increment PATCHLEVEL to 4; but if it would release 4.0.0, then it would increment VERSION_MAJOR to 4 and reset both VERSION_MINOR and PATCHLEVEL to 0. The edit level is part of the version number stored in save files, and you may increment it without changing the displayed "3.4.3" number. To actually invalidate the older bones and saves, you need to disable the < tt > VERSION_COMPATIBILITY < /tt > feature below. Most releases from the DevTeam have EDITLEVEL set to 0. However, NetHack 3.3.0/patchlevel.h has EDITLEVEL set to 19. There may have been beta versions of 3.3.0 with lower edit levels; adding a "#define BETA" would cause makedefs to produce a version string like "3.3.0-19". SLASH'EM releases include the edit level in the version number, after the letter "E". For example, SLASH'EM 0.0.7E6 (edit level 6) cannot load bones or saves from SLASH'EM 0.0.7E5 (edit level 5). The < tt > VERSION_COMPATIBILITY < /tt > feature specifies an older version of NetHack with compatible bones and saves. This field specifies an upper bound. The makedefs program will compute an upper bound < tt > VERSION_NUMBER < /tt > and store it in date.h. NetHack 3.4.3 will accept bones and saves files from any version in the range from 0x03040000L to 0x03040300UL. When < tt > VERSION_COMPATIBILITY < /tt > is undefined (for example with an "#if 0 ... #endif" block as in NetHack 3.4.0/patchlevel.h), NetHack accepts bones and saves from only one version. SLASH'EM releases also do not define < tt > VERSION_COMPATIBILITY < /tt > . A SLASH'EM release that preserves bones compatibility and save compatibility will increment its fix level, the number after the "F". SLASH'EM does not store the fix level in its bones or saves. For example, SLASH'EM 0.0.7E7F3 (patch level 7, fix level 3) may exchange bones and saves with SLASH'EM 0.0.7E7F2 (patch level 7, fix level 2). When the DevTeam increments PATCHLEVEL, it leaves a comment in patchlevel.h about the changes in the new release. The DevTeam has provided more information about these changes in the < tt > doc/fixes??.? < /tt > files in the source code archive. =_=_ Source:NetHack 3.4.3/include/pcconf.h Below is the full text to include/pcconf.h from NetHack 3.4.3. To link to a particular line, write [[pcconf.h#line123| < nowiki > pcconf.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.3/include/permonst.h Below is the full text to include/permonst.h from NetHack 3.4.3. To link to a particular line, write [[permonst.h#line123| < nowiki > permonst.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.3/include/prop.h Below is the full text to include/prop.h from the source code of NetHack 3.4.3. To link to a particular line, write [[prop.h#line123| < nowiki > prop.h#line123 < /nowiki > ]], for example. This header file defines one unique integer constant for each property in the game. This file also defines < tt > struct prop < /tt > ; the game uses this structure to track the source of each property of the hero, whether that source is intrinsic or extrinsic. For each property that the hero may have, the header file here defines a unique integer constant. These constants serve as array indexes to the < tt > u.uprops < /tt > array defined at . These constants count up from one to LAST_PROP. (NetHack does not have a property zero, but arrays in the C language do start at zero. Thus < tt > u.uprops[0] < /tt > exists but NetHack does not use it.) Some types of objects convey an extrinsic property, declared in objects.c using these integer constants. For example, the ring of free action conveys FREE_ACTION. The equivalence of the *_RES properties and MR_* flags is important, because some corpses convey these resistances to the hero, and because some armor (such as dragon scales) can convey these resistances to monsters. Except NetHack lacks anything to convey between STONE_RES and MR_STONE. The invocation property of an artifact may be one of the properties above; in that case, invoking that artifact will toggle that property on or off. Some artifacts have a special invocation that does not correspond to any properties of this hero; these extra invocation properties, defined at , do count up from LAST_PROP+1. The field < tt > u.uprops < /tt > is an array of < tt > struct prop < /tt > . This structure contains three < tt > long < /tt > fields: < tt > extrinsic < /tt > , < tt > blocked < /tt > , < tt > intrinsic < /tt > . For example, the < tt > u.uprops[POISON_RES].extrinsic < /tt > field refers to sources of extrinsic poison resistance, such as the amulet versus poison, the ring of poison resistance, or the green dragon scale mail. The < tt > u.uprops[POISON_RES].intrinsic < /tt > field refers to sources of intrinsic poison resistance, such as by being a Barbarian or by eating something that conveys poison resistance. Each W_* flag represents a slot for worn objects; the < tt > extrinsic < /tt > field uses these flags to indicate possible sources. For example, < tt > u.uprops[POLYMORPH] & W_RINGL < /tt > would indicate that the ring on the hero's left finger provides polymorphitis. However, NetHack uses the W_* flags in other places too: You might set the W_QUIVER or W_SWAPWEP field in an < tt > owornmask < /tt > field, but not in a < tt > extrinsics < /tt > field, because quivered ammunition and alternate weapons should never provide extrinsics. The < tt > blocked < /tt > field also uses the W_* flags. In NetHack 3.4.3, only two properties may ever become blocked: NetHack 3.4.3 contains code to allow objects to block stealth, but there are no objects in the game that do this. (In SLASH'EM, if you are a hobbit, then you block stealth by wearing any footwear except elven boots.) The < tt > w_blocks < /tt > macro (at ) controls which object blocks which property. The blocking of any other property is unimplemented. For example, suppose that you wanted to add a "cloak of flammability" that blocks fire resistance. You would have to add the new cloak to the < tt > w_blocks < /tt > . At this point, the cloak would set < tt > u.uprops[FIRE_RES].blocked & W_ARMC < /tt > , but it would have no effect. You would also have to add < tt > BFire_resistance < /tt > macro to youprop.h, and change < tt > Fire_resistance < /tt > so that it checks < tt > !BFire_resistance < /tt > . You would also have to make other fixes; what happens at when a player wearing a cloak of flammability eats something that conveys fire resistance? The arrays of < tt > struct innate < /tt > at control which properties that you will gain FROMEXPER or FROMRACE. Other permanent intrinsics are FROMOUTSIDE. Temporary intrinsics use TIMEOUT. Intrinsics from polymorphing into a monster are not stored here. Instead, you must check the monster flags of the < tt > youmonst.data < /tt > monster type. To set a temporary intrinsic, use the < tt > incr_itimeout < /tt > function in potion.c. For example, < tt > incr_itimeout( & u.uprops[FAST].intrinsic, 100) < /tt > would grant intrinsic speed for 100 more turns. These older names of the W_* flags exist because of how the source code has evolved. NetHack 3.4.3 still uses W_AMUL in some places and WORN_AMUL in other places. In NetHack 3.2.0, the definitions of the W_* flags appear underneath the declaration of the < tt > owornmask < /tt > field at . The definitions of the WORN_* flags appear within the declaration of < tt > struct prop < /tt > at , though they already have the same values. NetHack 3.3.0 moves these definitions to NetHack 3.3.0/prop.h and adds the "backwards compatibility" comment. =_=_ Source:NetHack 3.4.3/include/qt clust.h Below is the full text to include/qt_clust.h from NetHack 3.4.3. To link to a particular line, write [[qt_clust.h#line123| < nowiki > qt_clust.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.3/include/qtext.h Below is the full text to include/qtext.h from NetHack 3.4.3. To link to a particular line, write [[qtext.h#line123| < nowiki > qtext.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.3/include/qt kde0.h Below is the full text to include/qt_kde0.h from NetHack 3.4.3. To link to a particular line, write [[qt_kde0.h#line123| < nowiki > qt_kde0.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.3/include/qttableview.h Below is the full text to include/qttableview.h from NetHack 3.4.3. To link to a particular line, write [[qttableview.h#line123| < nowiki > qttableview.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.3/include/qt win.h Below is the full text to include/qt_win.h from NetHack 3.4.3. To link to a particular line, write [[qt_win.h#line123| < nowiki > qt_win.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.3/include/qt xpms.h Below is the full text to include/qt_xpms.h from NetHack 3.4.3. To link to a particular line, write [[qt_xpms.h#line123| < nowiki > qt_xpms.h#line123 < /nowiki > ]], for example. These are images in the XPM format. XPM is an image format often used with the X Window System. XPMs can be edited with some image programs such as GIMP and also incorporated into C and C++ programs as source code. The order of the images in this file is alphabetical rather than functional. The images were perhaps created in GIMP or something similar, and then strung together as if with "cat *.xpm > qt_xpms.h" to create this file. See List of qt_xpms.h images for the images grouped by categories. The images linked from this page were created by extracting the XPMs and using GIMP to convert them to PNGs, except as noted. This image is invalid as coded. Line 937 promises width and height of 5 pixels, but lines 942 through 945 have only four pixel rows. Qt seems to tolerate this, but GIMP refuses to load this image. =_=_ Source:NetHack 3.4.3/include/quest.h Below is the full text to include/quest.h from NetHack 3.4.3. To link to a particular line, write [[quest.h#line123| < nowiki > quest.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.3/include/rect.h Below is the full text to include/rect.h from NetHack 3.4.3. To link to a particular line, write [[rect.h#line123| < nowiki > rect.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.3/include/region.h Below is the full text to include/region.h from NetHack 3.4.3. To link to a particular line, write [[region.h#line123| < nowiki > region.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.3/include/rm.h Below is the full text to include/rm.h from NetHack 3.4.3. To link to a particular line, write [[rm.h#line123| < nowiki > rm.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.3/include/skills.h Below is the full text to include/skills.h from NetHack 3.4.3. To link to a particular line, write [[skills.h#line123| < nowiki > skills.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.3/include/spell.h Below is the full text to include/spell.h from NetHack 3.4.3. To link to a particular line, write [[spell.h#line123| < nowiki > spell.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.3/include/sp lev.h Below is the full text to include/sp_lev.h from NetHack 3.4.3. To link to a particular line, write [[sp_lev.h#line123| < nowiki > sp_lev.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.3/include/system.h Below is the full text to include/system.h from NetHack 3.4.3. To link to a particular line, write [[system.h#line123| < nowiki > system.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.3/include/tcap.h Below is the full text to include/tcap.h from NetHack 3.4.3. To link to a particular line, write [[tcap.h#line123| < nowiki > tcap.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.3/include/tile2x11.h Below is the full text to include/tile2x11.h from NetHack 3.4.3. To link to a particular line, write [[tile2x11.h#line123| < nowiki > tile2x11.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.3/include/timeout.h Below is the full text to include/timeout.h from NetHack 3.4.3. To link to a particular line, write [[timeout.h#line123| < nowiki > timeout.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.3/include/tosconf.h Below is the full text to include/tosconf.h from NetHack 3.4.3. To link to a particular line, write [[tosconf.h#line123| < nowiki > tosconf.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.3/include/tradstdc.h Below is the full text to include/tradstdc.h from NetHack 3.4.3. To link to a particular line, write [[tradstdc.h#line123| < nowiki > tradstdc.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.3/include/trampoli.h Below is the full text to include/trampoli.h from NetHack 3.4.3. To link to a particular line, write [[trampoli.h#line123| < nowiki > trampoli.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.3/include/trap.h Below is the full text to include/trap.h from NetHack 3.4.3. To link to a particular line, write [[trap.h#line123| < nowiki > trap.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.3/include/unixconf.h Below is the full text to include/unixconf.h from NetHack 3.4.3. To link to a particular line, write [[unixconf.h#line123| < nowiki > unixconf.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.3/include/vault.h Below is the full text to include/vault.h from NetHack 3.4.3. To link to a particular line, write [[vault.h#line123| < nowiki > vault.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.3/include/vision.h Below is the full text to include/vision.h from NetHack 3.4.3. To link to a particular line, write [[vision.h#line123| < nowiki > vision.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.3/include/vmsconf.h Below is the full text to include/vmsconf.h from NetHack 3.4.3. To link to a particular line, write [[vmsconf.h#line123| < nowiki > vmsconf.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.3/include/wceconf.h Below is the full text to include/wceconf.h from NetHack 3.4.3. To link to a particular line, write [[wceconf.h#line123| < nowiki > wceconf.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.3/include/winami.h Below is the full text to include/winami.h from NetHack 3.4.3. To link to a particular line, write [[winami.h#line123| < nowiki > winami.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.3/include/wingem.h Below is the full text to include/wingem.h from NetHack 3.4.3. To link to a particular line, write [[wingem.h#line123| < nowiki > wingem.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.3/include/winGnome.h Below is the full text to include/winGnome.h from NetHack 3.4.3. To link to a particular line, write [[winGnome.h#line123| < nowiki > winGnome.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.3/include/winprocs.h Below is the full text to include/winprocs.h from NetHack 3.4.3. To link to a particular line, write [[winprocs.h#line123| < nowiki > winprocs.h#line123 < /nowiki > ]], for example. Windowprocs contains function pointers to the implementation supplied by the various window ports. It is declared in Source:Windows.c#line46 and assigned in Source:Windows.c#choose_windows. For the tty port, effectively the values in Source:tty/wintty.c#line44 are used. E. g. player_selection then maps to tty_player_selection, and so on. See also Cmd.c#line1358 for the cmdlist structure with function pointers that are called upon keypresses. =_=_ Source:NetHack 3.4.3/include/wintty.h Below is the full text to include/wintty.h from NetHack 3.4.3. To link to a particular line, write [[wintty.h#line123| < nowiki > wintty.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.3/include/wintype.h Below is the full text to include/wintype.h from NetHack 3.4.3. To link to a particular line, write [[wintype.h#line123| < nowiki > wintype.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.3/include/winX.h Below is the full text to include/winX.h from NetHack 3.4.3. To link to a particular line, write [[winX.h#line123| < nowiki > winX.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.3/include/xwindow.h Below is the full text to include/xwindow.h from NetHack 3.4.3. To link to a particular line, write [[xwindow.h#line123| < nowiki > xwindow.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.3/include/xwindowp.h Below is the full text to include/xwindowp.h from NetHack 3.4.3. To link to a particular line, write [[xwindowp.h#line123| < nowiki > xwindowp.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.3/include/you.h Below is the full text to include/you.h from NetHack 3.4.3. To link to a particular line, write [[you.h#line123| < nowiki > you.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.3/include/youprop.h Below is the full text to include/youprop.h from NetHack 3.4.3. To link to a particular line, write [[youprop.h#line123| < nowiki > youprop.h#line123 < /nowiki > ]], for example. =_=_ NetHackWiki:Ask an expert/Archive4 This page contains old sections from NetHackWiki:Ask an expert. If you want to carry on talking about these topics, post a new section on the current Ask an expert page. This page is intended to be a static archive. So I was on IRC tonight, and we were having some fun chatting. One guy says he's in the mines and has one hp. Then: I was killed trying to mount my pony in a game of Net Nethack. I slipped and died. --216.228.41.12 02:24, 8 August 2008 (UTC) I am familiar with the kick test for seeing if a gray stone is a loadstone. However, how can one determine if a gray stone in a container is a loadstone? After all, the container weight makes it impossible to kick the container, regardless of the stone inside. RJaguar3 14:24, 15 July 2008 (UTC) Does pounding train the lance skill, and does it matter whether you're mounted or unmounted? What about attacking with the lance while on foot? Getting my lance skill up could be difficult if the only option is to attack while mounted and risk breaking it every time. 404notfound 18:57, 18 July 2008 (UTC) I was playing wizard mode games on the astral plane, and saw a player monster named "Andy the invisible Necromancer". I killed him, and in his corpse were two wands of death - 0:3 and 0:7! What were the odds of that!? Fredil Yupigo 01:25, 26 July 2008 (UTC) So, I'm playing a wizard and I am getting close to the castle and will get my wand of wishing. I have almost all resistances (save for disintegrate, but I'm working on it.) and I was thinking of making one of my wishes the PYEC. The Wish page says it's ok for a Neutral character to wish for it, yet the PYEC is an intelligent artifact and it says it will blast me if I use it if I'm not the proper role. So, my question is - should I wish for the card or not? Even if it blasts me, will I still be able to recharge my items with it? Hello everyone, I have a question re Mind Flayers. I have yet to meet one but my friend as well as various nethack spoilers tell me that they can make you forget items you have previously identified. My question then is this: I have identified a gem, and #name'd it as such. If a Mind Flayer removes my memory of that identified gem will the #name remain? If so would #name'ing all my items be a viable defense? Something rather strange happened in a recent game. Very early on (first 500 turns or so) I failed in trying to convert an altar and ended up converting myself. I knew this made the game unwinnable, but decided to play on for fun. (Because it was just after finding a WoW and giving myself a nice ascension-quality armor kit, no less!) I was a neutral human archaeologist, and sacrificed a werewolf, without thinking, pissing off my god severely. I forgot that this also made the altar chaotic, so I sacrificed again to appease my god and ended up getting converted. I'm never able to make it past the elemental planes. What always happens is archons and titans keep summoning more of each other until the entire level is filled with them. Wearing a ring of conflict doesn't seem to be enough to thin their numbers, unfortunately. What am I supposed to do? How do you deal with the hordes of archons? I'm wondering - perhaps I'm genociding too many classes of monsters and thus, their summon spells summon more of each other? Maybe I should pursue a more minimalist genociding strategy? So my internet connection is spotty at best. I was playing on NAO the other day, and I lagged out/disconnected while I was waiting for the terminal to tell me what happened after I attacked a monster (I think it was a gnome king). I futzed with my wireless for a bit, and then tried to log in again. NAO had me wait a bit while it resolved some stale processes, which happens when you DC, and it said something about a stale monster (don't remember exactly). So just my luck, I got disconnected again while this was going on. I logged in yet again, afraid that something horrible had gone wrong, and indeed, I got: Panicking, I checked the page for my account (https://alt.org/nethack/plr.php?player=Handrocles) and indeed, after several days it still shows my game as it was when I crashed. I daren't try to start a new game or anything, beyond the message above. Now, and here's the clincher: RNG knows I die often enough, but on this particular game I found a wand of wishing (0:3) on turn 12, an amulet of life saving, and later in Izchak's shop I got two magic lamps! Needless to say, this character is pimped out (AC -1 at level 1, as a wizard!). The RNG giveth, and the RNG taketh away, but I'd really hate to lose this game to anything other than my own stupidity. I have a first generation Macbook that has the great habit of crashing. Whenever I'm playing the game and it crashes, I lose that particular game. It seems that all of my good games stretch just long enough to have the computer destroy them. I usually uninstall and reinstall NetHack to get it to work again whenever this happens, but this last game I got down to Medusa's Lair (dungeon level 21), much farther than I've ever gotten. I don't want to reinstall the game just to get that far and have it crash again, so I was wondering if there was a way to recover this character and continue playing? I am in a similar bind. My computer started to crash as I was fighting a Zruty. I was doing great, I had potions of full heal, SDSM, ring of polymorph control, wands of polymorph, I was on my way to create monsters to sacrifice at an altar when my system froze, I pressed a few buttons, a few of the actions resolved themselves really quickly and then my system crashed. Usually when my system crashes I just put my character's name in and it says "There are some files under the name "xxxx", restore?" and it starts me off at the current level stairs, losing a load of progress at times or at times it is merely a minor inconvenience. But this time it did not load, it created a new character. I feel really bummed; when Nethack kills me, I accept it. But Mage Hand (my character) isn't even on the top 10 list, (she was the farthest I've ever gotten) it's as though she never existed. where /Users/tjr/Desktop/ must be replaced with the full path to your copy of Nethack and cavemanfred with your character's name. If the second command prints anything, say "502cavemanfred.0", "502cavemanfred.1" and so on, then type I've never seen a message like the one above before. It's quite early in the game, I'm on Dlvl 5, a bones level from hearse with (at least) two ghosts of this Zippo. One already destroyed, the other one is currently visible to me via ESP, but not directly. Noone who could be speaking is around. The context was: I play Nethack on Windows. Several years back, I was able to find a compiled *Windows executable version of qtnethack (3.3.1 I believe). Would anyone know where I can get a WinXP executable qtnethack 3.4.3 version? Gehennom is boring and i really want to fight Cthulu. How do i apply that lethe patch? i got it from the lethe patch atricle here i just don't know what to do with it. . thank you very much It is the SLASH'EM version of the patch. SLETHE 1.5. It is meant to be used on slash'em but i just don't know how to apply a patch. like at all. I love the game but i sadly have never learned the mechanics Hi. I'm playing SLASH'EM-gtk on Ubuntu, and I ascended for the first time recently. My habit whenever I ascend in vanilla Nethack is to save the dumpfile that gets generated with my final map, stats, kill-record, etc. Nethack-gnome generates these in a directory under /var/games/nethack. Slash'em doesn't seem to have generated a parallel directory, and I can't find a dumpfile (that's what they're called, right?). I haven't played the game since to avoid over-writing it, but I fear the details may be lost forever. So where would I look for such a file; and if none is being generated, how can I change Slash'em's settings so that it will make them? I've never gotten past my quest in vanilla until now, so I'm not entirely sure what to expect. Still, nothing that I've read has been able to help me. Long story short, I lost Vlad. Or, well, the candleabrum. I was attacking him a bit carelessly in his usual location and he died (or maybe disappeared, I didn't pay much attention). I looted the chest behind him and sat on the throne. Afterwards, I looked up a spoiler and realized that he is supposed to drop the candleabrum. I searched everywhere in the tower and found nothing. I checked the stairs and next floors to make sure he didn't move down to heal like the demon lords and I still didn't find him. I even checked several different levels of hell around where he was. After lots of practice I have gotten my class level as high as 9. That involved killing every single monster on every level, and luckily finding a few potions of gain level. Yet no matter how much or how little I grind for XP, I get nuked going down a set of stairs. On the new level I either find myself adjacent to half a dozen killer bees or soldier ants, or else one ettin or giant or something huge, and either way I get two pages of attack messages and "You are dead..." before I even get a chance to press a key. How do you turn off the pop up menu in the Windows version of Nethack, which appears when there is more than one item, but less than several on a square you move your character onto? It is so annoying to have to hit the enter key all the time in a room which has a lot of items... Do pets have a weight limit on what they will take from a shop? Ie my small dog will only pick up boots etc and not a crystal plate mail? The platemail is uncursed, as my pet has run over it multiple times. Is it worth trying to run through a polytrap while wearing DSM, then putting on Unchanging? Is it advantageous being, say, a Black Dragon, or are there more bads than goods when you do that? So I'm a nethack noob. I've cleared all the way down to the valley of death and realized I hadn't done my barbarian quest. So I head back up to look for it and can't for the life of my find it... Any pointers? Dlvl:11 is big room for me, so it's between Dlvl:12 and Dlvl:18? I've tried to step on each tile to find the magic portal but just can't find a thing. After making sure they were uncursed, I engraved with them to see what they might be. Turns out they were both wands of sleep. Does this mean that when two items have the same randomized appeareance, they are always of the same type? I am hoping so! The article Randomized appearance does not explain this yet however. The article on luckstones isn't very clear about that. I'm playing SLASH'EM and got myself a couple uncursed luckstones, although I already have a blessed Deluder in my inventory. Is there any point in blessing and carrying one of those luckstones in my knapsack (other than having a spare in case the Deluder is cursed), or are they better off in my container? I've been trying to get a wallet of perseus from altar camping, but it's only been giving me artifact weapons for which I have barely any use. I think I'm going to try to get it from a wish, but I've been wondering if repeatedly attempting to pick locks until all those useless artifacts are destroyed will make the artifact counter reduce thus increasing my chances of having a succesful wish? What is that supposed to mean? I can't figure out why it would say that, and a search here or on google reveals nothing. I've never had this happen before. Is there something wrong with the sink? Thank you for your help, but no, I use no patches, just "vanilla" NetHack. And I wore it. :) Hello, I've just recently started playing Nethack and I've come across something very troubling. My monitor dwarfs the ASCII used for NetHack.exe. I've found that using the 8 - ASCII 12x16 / Fit to Screen feature in the NetHackW.exe remedies this problem, however, every time I reopen it (I die a lot, as you can imagine), I have to do the same two-step (not too keen on deselecting the default random function for every aspect of character creation either). Now I'll be grateful for any option that resolves the eye-sight strain (I do prefer the regular ASCII for NetHack.exe :/)or quickens the start-up (defaulting the workable 12x16, fit to screen option) of a NetHackW.exe game. So I was following the pages here on compiling and patching Nethack, and what I really wanted was a NAO-away-from-NAO, for when I didn't have internet or was behind a firewall or whatever. When I tried patching the source with the nao.diff file, however, it gave me about 100 errors about lines not updating properly, and then I recompiled and ran the binary and it didn't have the menucolors or statuscolors or anything. Am I missing a step or something? Discoverying(reading about) the protection racket and attempting the stratergy has taught me how to survive earlier stages of the game and made the game far more interesting then old approach of hacking monsters to death. The issue I am having with the protection racket approach is in the mines, I have yet to get to minetown without having my pet teleporting away. Seeing that protection racket depends a great deal on your pet killing the monsters, I was wondering if there is a means of either finding the traps or preventing your pet from moving onto the trap so that I can reach minetown at level one. Any suggestions would be most helpful. Hi - just rediscovered Nethack after a gap of 18 years. I have a problem with any list greater than a page. Bringing up the inventory gives me (1 of 3) pages that I can cycle through with the < enter > key, but I can only access the first page of other lists. Examples include casting spells < Z > and advancing skills < alt > < e > , both of which are 2 pages long in my current game. They both say (1 of 2) but pressing < enter > (or indeed, anything else I can think of) just returns me to the game! Not an insurmountable problem, but infuriating. I realise this is a really stupid position to be in, but I have somehow managed in a short space of time, from a good position, to a) pick up a loadstone and b) turn into a wererat. So, I have no equipment, except for the loadstone...but I can't move because it's too heavy. I could try praying, but I don't think that went well last time. There is no useful equipment or food on the square I am on...and I'm getting hungry. I am currently playing knight. I #dipped for excalibur, Lugh gave me demonbane after about 3 sacrifices, and I found grayswandir. What are the odds of that? Yeah, but it is supposed to appear in every Wizard Mode game. ^O tells me Ludios on 19, but there's nothing there.24.91.157.67 01:35, December 4, 2009 (UTC) Somebody posted a compilation question and provided enough logs to slow Firefox to a crawl. Please ask your question again in a human-digestible format. Please tell me where is the code for the initial questions. The part that asks for your name, role,race,gender and alignment. More precisely the code that determines the initial(default) values in the gui game.Current default being a blank for the name and random for every thing else.--IngerAlHaosului 18:24, December 6, 2009 (UTC) So here's a good one. I'm a level 11 vampire necromancer (playing Slash'em, obviously), and I've just found one of my own bones files at Mine's End. Thing is, I remember this bones file--I was doing really good, had just cleared out the level, when out of nowhere a Giant Shoggoth devours me. In all sense, I should flee from the nameless horrors of these depths without turning back. But I don't have a luckstone yet. Any ideas? I'm not close to being able to handle a shoggoth. But what are the odds of one actually being generated at this level--is it even possible (Dungeon level 10; and I wasn't more than a level 10 character when I met it last time, and it wasn't previously a bones file.) Is this certain to be just a chameleon or a polymorph trap that will wear off after a while? EDIT: Further investigation reveals that the corpse probably has Serpent's Tongue. I did a bit of sacrificing, and didn't get that as my first gift. (I got a lousy minion, instead.) I'm never able to make it past the elemental planes. What always happens is archons and titans keep summoning more of each other until the entire level is filled with them. Wearing a ring of conflict doesn't seem to be enough to thin their numbers, unfortunately. What am I supposed to do? How do you deal with the hordes of archons? I'm wondering - perhaps I'm genociding too many classes of monsters and thus, their summon spells summon more of each other? Maybe I should pursue a more minimalist genociding strategy? I accidently attacked the Wizard Quest NPC and got expelled. The game was going great until then and I have pretty much all the items needed to ascend.. Is it still worth trying to pursure the great ascension without the eye? =_=_ Nethack.alt.org nethack.alt.org, commonly abbreviated to NAO, is one of the oldest NetHack public servers, and by far the most popular. A wealth of information about the server, as well as detailed statistics, end-of-game dumps, tty recordings and the high score table is available on NAO's web site. NAO is well integrated with #nethack on Libera through the Rodney bot, which announces all deaths on the server, to the morbid delight of all. To play, all you need is a ssh or telnet client. On Windows, the built-in telnet.exe is adequate, though most prefer to use PuTTY. It may be worth mentioning that ssh, being more secure, may be the better choice, otherwise someone might find out your password by sniffing the net. Providing the clients are installed, in Mac OS X, other UNIX-like systems, and Windows, typing the following commands in a command prompt will get you connected: Anyone accustomed to the Qt tiles port will sorely miss a separate message window. Instead, game messages are displayed one line at a time in the terminal's top line. Most meaningful actions generate several lines that each have to be scrolled by with space or escape. This is, of course, standard behaviour in the tty form of Nethack. The best solution is to use the curses interface. Alternatively, you can configure the MSGTYPE option to suppress junk messages. You can't use both at the same time. You might want to turn off rest-on-space and either use to scroll through the messages, or skip all messages at once with , then use to read a screenful at a time. (In that case, you'll have to set a preference to have list messages on a full screen instead of line by line; it's also good to have a healthy large number, say 50, of past messages saved.) Since certain monsters can be hard to see in the default black-on-white OS X terminal, it is best to go white-on-black before accessing NAO. It can be done with the following command: Also, NetHack has been compiled with autopickup exceptions, and several bugs have been fixed, including the Astral call bug, a bug that allowed predicting the random numbers, and a crash when dropping gold in certain situations. There are also several new hallucinatory monster names, random engravings, random gravestone epitaphs and T-shirt messages. Several of NAO's interface improvements and bugfixes were borrowed from other variants - this is also documented in the above diff file. As of August, NetHack 3.4.3 and NetHack 3.6.0 are no longer hosted on NAO. However, this version of NetHack 3.4.3 is also used in other public servers, such as Hardfought. Members of the Nethack Wiki can include the template < nowiki > < /nowiki > on their user's pages to link to their corresponding NAO's account and include links to their games, logs etc. Capitalization matters. =_=_ NAO =_=_ Patch In the context of NetHack, a patch is a modification to the vanilla game or one of its variants not created by that game's DevTeam. Hundreds of patches can be found at the Bilious Patch Database. The practice of releasing individual patches, common in the 1990s and 2000s, has declined in popularity, particularly since NetHack's development source became publicly available. Instead, developers tend to fork NetHack on GitHub and make pull requests there. A pull request versus vanilla is functionally equivalent to a patch, though. Patch design is not only a popular activity for the NetHack community, but has also influenced the development of the game itself. The NetHack source includes some code that originated in patches for older versions. For example, many features of modern spellcasting first appeared in the Wizard Patch, which was written for NetHack 3.2.0 to 3.2.3 but proved so popular that it became a part of version 3.3.0. The release of NetHack 3.6.0 in December 2015 saw the addition of a number of patches, including the Dull Book and Moving Clouds patches, to the code. Many variants of NetHack also use content from existing patches, in addition to creating new content. For example, SLASH'EM included Lethe water and torches, UnNetHack includes grudges and the Convict role, and Slash'EM Extended includes the Arch-lichen. patch is also a program that can apply specially formed patch (also known as "diff" after the program that creates them) files. The usual invocation of patch is along the lines of patch for the Windows platform may be downloaded from http://gnuwin32.sourceforge.net/ (though it seems to have problems under Vista and Win 7, fix: http://jameswynn.com/2010/03/gnu-patch-in-windows-7-or-vista/). After downloading, the patch.exe file needs to be placed in the system PATH, so that it can be found when it is invoked from the command line. One possible place would be in the same directory as the compiler used to compile NetHack (e.g. \mingw\bin) for the MinGW compiler). =_=_ Ask an expert =_=_ Rng =_=_ Nao =_=_ Marvin Christian marvin Bressler, aka mrivan on nethack.alt.org, is an excellent player (currently his ascension percentage on nethack.alt.org is 81.4%), and he also maintains the Atari windowport. =_=_ Potion of sleeping Quaffing a blessed potion puts you to sleep for for 13-23 turns, an uncursed one for 25-35 turns, and a cursed one for 37-47 turns. Monsters will throw these at you. If the potion hits you, then the vapors will make you fall asleep ("You feel rather tired.") for 1 to 5 turns, and abuse your dexterity. If the potion hits a monster, then the monster temporarily sleeps ("(The monster) falls asleep.") for 1 to 12 turns, unless the vapors miss the monster or the monster has sleep resistance. =_=_ Template:Scroll =_=_ Orcus-town Orcus-town, also known as the ghost town (and The Orcus Level in the source), is a special level somewhere between the 10th and 15th levels of Gehennom (and therefore between DL 35 and DL 44). It may contain the stairs to Vlad's Tower. Orcus is on the downstair, accompanied by two vampires, two vampire lords, two shades, and a human zombie; in addition to the usual undead in the marked graveyard, there are three vampires, two vampire lords, three human zombies, three ettin zombies, three giant zombies, four shades, five skeletons and five random other monsters randomly placed in the town. The abandoned shops contain standard general store items, and usually a large contingent of mimics; ten random other objects are created in the town. Two magic traps, three fire traps, a spiked pit, an anti-magic trap and a sleeping gas trap are placed randomly. The main attraction on this level is Orcus' wand of death. If you approach him by battling through his entourage, he is likely to have used up all its charges by the time you reach him. One alternative is digging or level teleporting to the level below and climbing the stairs armed with a means of stoning him in one turn. Orcus-town is also a darker, scarier version of Minetown, in that there are two shops with many items and lots of mimics. If you have spare scrolls of genocide, it might be a good idea to genocide mimics before you arrive on this level so that the shops are filled with more items (although by this stage of the game, your inventory and stashes should be well stocked). =_=_ Orcus Town =_=_ Talk:Orcus-town I have always known this level by the name Ghost Town. A quick Google search (''nethack "ghost town"'' versus nethack "orcus town"; 1110 hits vs 168 hits) suggests that this form is infact more popular. I think this article should be moved. --ZeroOne 00:01, 25 June 2006 (UTC) =_=_ DSM =_=_ Wand of wishing There is a .5% chance that a randomly-generated wand will be a wand of wishing, making it one of the least-generated wands. However, one wand of wishing is always located in a chest inside the Castle. Normally, wands make up 4% of all randomly-generated items in the main dungeon, 6% in containers, 5% on the Rogue level, and 8% in Gehennom. When zapped or engraved with, if the player's Luck is non-negative, the wand will auto-identify and allow the player to make a guaranteed wish, making it the closest to a source of such in NetHack. Note that wishing will increase your prayer timeout. You cannot wish for a wand of wishing; this will give you a pre-charged wand of wishing with -1 charges (i.e. cancelled) with a 90% chance. The remaining 10% will result in a precharged wand with zero charges. The wand is unusual because it can only be recharged once; it always explodes if you try to recharge it a second time. Your first wish from this wand should be a source of charging, if you do not already have one. This typically involves wishing for 2 or 3 blessed scrolls of charging. If you have already identified charging scrolls, you should wish for a magic marker and write your own. Wizards with high Luck have a good chance of writing unknown scrolls, and should generally wish for a magic marker. The other source of charging is the Platinum Yendorian Express Card, but wishing for this to recharge your wand is a bad idea unless you are illiterate, because Tourists will not receive it at all, and other roles cannot perform blessed charging with it, so 1 & ndash;2 of your wand's potential charges might be lost. Since Tourists can acquire the Platinum Yendorian Express Card on their quest, they may choose not to wish for a source of charging, and delay using their final wishes until they can complete their quest. In NetHack 3.4.3, it is advised to engrave with it instead of zapping; a cursed wand will not explode if used to engrave. As of 3.6.0, the 1% chance of exploding applies to engraving as well. Never use a wand of wishing while your Luck is negative, because there is a chance that your wish will be lost. ("Unfortunately, nothing happens.") If you fear the RNG, you may want to identify the wand first to find out how many charges it has left, rather than engraving until you get no message; although rare, there is no worse feeling than accidentally wresting the last charge out of a wand you meant to recharge. In UnNetHack, wands of wishing are generated in a (1:x) state, as if they had already been recharged once. This effectively means that wands of wishing cannot be recharged, so scrolls of charging should not be wished for unless they're needed for some other purpose. In addition, in UnNetHack, if a wand doesn't successfully wrest immediately, the wand turns to dust, but wresting chance was increased from to for blessed, for uncursed and for cursed wands. The reduced charges of wands of wishing effectively mean UnNetHack games have 1 & ndash;4 guaranteed wishes (1 & ndash;3 charges plus a potential wrest), whereas vanilla NetHack games have 5 & ndash;7 guaranteed wishes (1 & ndash;3 charges, plus 3 recharged, plus a guaranteed wrest). In the latter case, one of those wishes is usually spent on scrolls of charging, so the effective number of guaranteed wishes in vanilla is 4 & ndash;6. In NetHack Fourk, similar to UnNetHack, wands of wishing come precharged, but still spawn with the usual 1 & ndash;3 charges, and not wresting immediately will not make the wand turn to dust. Wresting was made easier in Fourk. To compensate for this, Fourk adds a guranteed scroll of wishing to Orcus, Vlad's Tower's top floor, and Wizard's Tower's top floor. In xNetHack, wands of wishing cannot be recharged, though their state is displayed as (0:x) rather than (1:x). When they reach 0 charges, they immediately turn to dust, so wresting them is impossible. They are no longer generated randomly; instead, statically-placed wands of wishing are found in the Castle, the top floor of Vlad's Tower, the Fake Wizard's Tower that lacks the magic portal, the top floor of the real Wizard's Tower, and the northeastern room of Moloch's Sanctum. All of these are generated with 1 charge, except the Castle's, which has 2. =_=_ Talk:NetHack 3.6.0 source code Does anyone know where the ncurses initialization code is? And for that matter, where the code to draw the player is? ~Lewis I've been thinking about making a page that lists all the functions and macros in the source, with links to the point where it is defined. Any thoughts on that before I start doing it? GreyKnight 02:19, 23 August 2006 (UTC) In what file are the starting inventory and pet for a given role defined? --Dr. 8-Bit 01:31, April 30, 2010 (UTC) =_=_ NetHackWiki:Current projects This wiki is growing in size. It contains mostly spoiler information about vanilla NetHack, but it also has some other NetHack-related articles. To track what we are doing, we have created this list of current projects. Every monster has an infobox, but some articles may have incorrect or missing < tt > attributes < /tt > or < tt > reference < /tt > parameters. (See Template:Monster for more information.) =_=_ Gray unicorn =_=_ Unicorns =_=_ Ghost town =_=_ Community Projects =_=_ NetHackWiki:Style guide NetHackWiki has no formal style guide as of yet, but there are a few conventions in use. The following is a list of them. Changes should be discussed on the talk page. Although NetHackWiki is a guide in addition to being an encyclopedia, articles in the main namespace should nonetheless be written in a largely encyclopedic tone. That means clearly separating facts from comments, by putting strategy tips in their own section, and comments on the talk page. Spelling and grammar should follow Americanized language rules. The first time the article name appears in the main text, it should be bolded. This includes the titles of any redirects redirecting to the article. Example: "Gauntlets of power, sometimes abbreviated to GoP, ..." For in-game messages, redirect the message (e.g. The golden haze around you disappears) to the article about the thing that caused it. If the message can have multiple causes, create a disambiguation page (e.g. Your skin feels warm for a moment). Do not create empty new articles or new articles that contain nothing but the message just in hopes of seeing someone add more content to them. Add the content yourself! A ""-only page is somewhat like applying a magic marker to write a blank scroll. If you don't know about the subject, learn about it or ask politely at the Community Portal for someone to create the article. In general, if the game or the source code capitalizes something, it should be capitalized on this wiki. "Archon", "Book of the Dead", and "Moloch's Sanctum" are examples of this. Note that Archon is not a proper noun, but it should still be capitalized because NetHack always capitalizes it. Always use "Luck" when referring to the in-game attribute; use "luck" to refer to good RNG or other "out-of-game" luck. Conversely, do not capitalize things that the game does not capitalize and treats like common nouns (most monsters and objects fall into this category). Examples include "potion of hallucination", "tiger", and "rust trap". The highest header level that should be used is < nowiki > ==This== < /nowiki > . Do not use < nowiki > =These= < /nowiki > , they are reserved for the article main title only. In each article, there should be a brief introduction before going into specifics. This introduction should not have a header, like < nowiki > ==Introduction== < /nowiki > , because it is obvious and because when you omit it, the introduction appears before the table of contents as it is supposed to. Some sections are common to many articles. Try to use one of these for the section header rather than a variant like "Messages given", "Behavior in previous versions", or "External Links". Known standard sections are: The History section should be for explaining what the thing did in previous versions of NetHack. Actual history should go in Mythology (if the thing is based on real life, Origin may be a better heading). To make colored ASCII screenshots, wrap the function templates in < tt > < nowiki > < div class="ttymap" > < /div > < /nowiki > < /tt > , or use User:Paxed/ReplaceCharsBlock with ruleset to allow easier editing. While editing an article, it's possible to have a "popup" window where you can select the colored symbols with mouse; Just click the "Color symbols" link at the bottom of the page. Put the appropriate template out of Template:scroll, Template:potion, Template:ring, Template:wand, Template:spellbook, Template:weapon, Template:armor, Template:comestible, Template:amulet, Template:artifact, Template:artifact weapon and Template:tool at the top of the item page, or Template:item for any other type of item. Each item page should also list the effects of the item, and any messages that item can generate. Tips and strategy relating to that item should go next, and if there is an entry from the NetHack encyclopedia, that can go at the bottom. Use potion of object detection, scroll of amnesia and scroll of genocide as guides. There are a plethora of NetHack variants, and they often change something in vanilla which should get documented on the vanilla page. This is fine, but in order to keep things organized, follow these guidelines: Regarding SLASH'EM's name, prefer "SLASH'EM" to "Slash'EM". There is no consensus on which one is "official", but we need a convention, and SLASH'EM is clearly an acronym. For capitalization of other variant names, consult the variant's main page. should go at the bottom of every disambiguation page, e.g. Fire. A disambiguation page is a list of links to articles all associated with the same title. can be used on a page to plea for someone to expand it. From time to time, some editors will look over :Category:Stubs for articles to expand. It can take no parameters, or it can take an optional parameter explaining what needs to be expanded: is for a page whose title has multiple meanings, like Izchak. In many cases, a disambiguation page may be more appropriate, but where one meaning dominates the others, it deserves the page title. Also see the , and templates. is for changes that have been made in an unreleased future version of NetHack. Since the development version is subject to change, it would be premature to try and document new features in the regular page text, so use this instead. Anything to do with NetHack belongs in the main article space. Anything to do with NetHackWiki belongs in the NetHackWiki namespace. You can create a vanity page in the main namespace if you want to, but unless you are famous or otherwise notable it would be a better idea to create a NetHackWiki account and put personal information on your own User page. When writing on articles'/users' talk-pages or on certain community pages, sign your posts with four tildes, < nowiki > ~~~~ < /nowiki > . That will automatically expand to your signature with timestamp, as in "ZeroOne 17:57, 15 August 2006 (UTC)". The templates and can be used at the end of an unsigned comment to attach the username or IP to the comment. None of these templates automatically populate (fill in) the name or IP of the poster and the time of the post. That information is best copied from the history page and pasted into the following templates. Note: All of the unsigned templates must be substituted. The template does almost the same thing as when used with two parameters, but the ordering of the parameters is reversed. The resulting display is the same. This template may be useful when copying and pasting from the edit history, where the timestamp appears before the username. Many NetHackers are not native English speakers -- that's great; everybody comes into the game with their own characteristics and intrinsics. This wiki is therefore written in eclectic, somewhat international English. But if you are writing on a public wiki, you're an advanced user of English, so you should know these things about English syntax: =_=_ Golem Golems are a class of monsters in NetHack. As they are inanimate objects given life, their corpses are sometimes useful or valuable objects, especially in the case of paper and gold golems. Because they are artificial constructs, golems cannot be genocided. Golems are randomly generated, and an appropriate golem can also arise when trying to polymorph large piles of objects at once. For example, a pile containing many scrolls may become a paper golem, and a pile of rocks may become a clay golem. (Polypiling many bone objects, such as unicorn horns, can produce a skeleton, which is not a golem.) Stone golems can be created by stoning any of the other golems (e.g. with a cockatrice corpse). Stone golems themselves are stoning resistant, since it would be rather odd if stoning could kill them. Casting at a stone golem or a statue of any golem will turn it into a flesh golem. Flesh golems are weaker in combat than stone golems, and their corpses can give almost any resistance in the game. Golems are creatures from ancient Jewish folklore. They are not derived from Gollum in The Lord of the Rings. The legendary golem was made of clay, but the word has also been used to describe similar creatures made from other materials. =_=_ File:Newt.png =_=_ Magic lamp Each time you rub a magic lamp, there is a 1/3 chance that "You see a puff of smoke" and another 1/3 chance that "Nothing happens"; in either case, just try again. The remaining 1/3 of the time, a djinni appears, and the lamp is identified and turned into an oil lamp of the same BUC with 1000-1500 < ref > < /ref > charges, and one of the following five outcomes occurs. The relative probability of these outcomes depends on whether the lamp was blessed, uncursed, or cursed: < ref > < /ref > An early magic lamp stands a high chance of being wasted if you rub it without knowing its BUC status. Always bless it before rubbing. Be wary of rubbing unpaid magic lamps as well; the shopkeeper will charge you a use fee if you manage to extract the genie. Thankfully, magic lamps are easily distinguished from normal ones via price identification. Some players prefer having an inexhaustible light source to an extra wish, depending on their circumstances; the lamp can always be rubbed for a wish later with no trouble, making it a useful tool to take into Gehennom and other dark places. If you reach the Astral Plane with a magic lamp, it might be worth blessing it for the chance to wish up a good item to help you through. =_=_ Wand of striking Wands comprise 4% of all randomly-generated items in the main dungeon, 6% in containers, 5% on the Rogue level, and 8% in Gehennom. There is a 7.5% chance that a randomly-generated wand will be a wand of striking. Zapping this wand has the same effect as the spell, dealing 2d12 damage to any monsters in its path as well as destroying boulders, doors, statues, drawbridges, and fragile items such as potions. Therefore, it is to be used with caution. Wands of striking have a fixed chance of hitting; if the roll of a d20 is lower than (10 + monster's AC), the strike hits. Engraving with a wand of striking gives the unique message "The wand unsuccessfully fights your attempt to write!", as a pun on a writers' strike. This does not auto-identify the wand. If an intelligent monster gets its hands on a wand of striking, keep in mind that force bolts cannot be reflected; however, magic resistance makes it harmless. ("Boing!") For attacking monsters, a wand of striking is usually superior to a wand of magic missile, dealing much more damage (2d12 rather than 2d6). Its beam does not reflect, meaning it cannot be used to strike twice with one zap, and it may destroy objects, but the increased damage usually outweighs the downsides. Starting at experience level 6, the spell begins to out-damage wands of striking; the wand's fixed to-hit rolls also make them unsuitable for use in the late game, where many monsters have zero AC or less. If you can't cast force bolt, you should keep at least one charge of a wand of striking as you descend to the Castle level. The safest and most convenient way to enter is to just blast the drawbridge to bits, though tou may wish to use the drawbridge to crush enemy monsters before destroying it to pass the square. It is incredibly risky, though, to attempt to cross the drawbridge while it's still intact. This table does not include the chance of a wand shuddering, so the number of wands required to reach this level of confidence will almost surely be higher; the effective number of polymorphs is as per the table, however. A wand of striking first appeared in Rogue version four, < ref > http://rogue.rogueforge.net/vade-mecum/#staves < /ref > where it never missed and would deal 1d8+3 damage, with a one in twenty chance of instead dealing 3d8+9 (overall, an average of 8.95 damage). In Hack, at least as far as version 1.0.2, it always appeared as a zinc wand. < ref > http://homepages.cwi.nl/~aeb/games/hack/uni87a/part1. < !--The dot is part of the URL, but it's not automatically recognized as such in a bare URL link, hence the need for brackets. The URL is duplicated to keep it from showing up as just [3] in the ref list.-- > < /ref > It was mentioned in a rumor which stated, "Eventually all wands of striking do strike." < ref > http://homepages.cwi.nl/~aeb/games/hack/uni87a/part2. < /ref > Indeed, the sure-strike ability had been removed, and it followed an AC roll. Even as early as this version the damage was changed to 2d12 < ref > http://homepages.cwi.nl/~aeb/games/hack/uni87a/part9. < /ref > —which it remains to this day. =_=_ Real life =_=_ Wand of slow monster Monsters have a chance to resist the wand's effect, given by . If the monster does not resist, it becomes slow ( of normal movement speed), or normal speed if it was previously fast. If you were engulfed by a whirly monster (vortex or air elemental), you are expelled. If you zap yourself with a wand of slow monster, you will lose intrinsic speed if you previously had it. Otherwise, nothing happens. Monsters in NetHack 3.6.0 will not use this wand offensively against you. The wand can be identified by engraving: it will make the bugs on the ground slow down. Note that the wand of death and the wand of sleep both make the bugs stop completely, thus you can distinguish them from this wand. Since whirly monsters are immune to a wand of digging, the wand of slow monster is one of the few ways you can escape being engulfed by them, and additionally slows them down like any other monster. A player with speed boots can build up some distance to attack a slowed vortex from range, though even slowed air elementals are too fast to outrun. Whirlies have only a 30% chance to resist each zap except for the fog cloud, which never resists. Otherwise, it is best used on faster low-MR threats such as soldier ants, leocrottas or winged gargoyles at range. It is unlikely to affect monsters with higher MR, such as Archons or arch-liches. =_=_ Beartrap The beartrap item is usually obtained by untrapping a live bear trap. These can be applied on the ground to create a trap to clamp onto monsters unlucky enough to not avoid the trap, rendering them immobile until they escape. Monsters that are too small, amorphous, whirly, unsolid or flying won't be trapped, and metallivores can eat the trap. Be careful, as you can still get caught in your own bear trap if you step on it or fail to disarm it. The ordinary way to escape a bear trap is to try to move out of it. For some reason, trying to move diagonally is most effective, allowing you to escape in 4–7 moves; this will move you diagonally out of the trap even if a wall is in the way. Attempting to move orthogonally requires about five times as many moves to escape. A beartrap can be applied in a narrow corridor to slow down pursuers. They can be used when stealing from shops to prevent the shopkeeper from blocking the door. A stuck monster is also an easy target for ranged attacks. It takes some time to set a beartrap & mdash;if a hostile monster comes near, you will stop setting the trap (in much the same way an approaching monster can interrupt a meal). It may help to retreat around a corner or down a long passage to give yourself time to apply the trap. Because of the time delay in setting the trap, it does not make a very useful tool for emergency getaways. The time needed to set the trap is doubled if you are blind. Trying to set a beartrap while fumbling, or setting a cursed beartrap has a chance of getting you stuck in the beartrap. The chance is modified by Luck; if your Luck is maxed, the chances are very slim. Setting a beartrap while riding a steed with Unskilled in Riding has the same chance of failure, and an even worse chance if also fumbling or using a cursed beartrap; however, failing on a steed simply results in the beartrap item falling to the floor harmlessly. =_=_ Expensive camera When applied in the direction of a monster that has eyes, the flash will blind and often scare that monster. Affected monsters will be blinded permanently if adjacent, or for up to 13 turns if they are farther away, depending on the distance. They will also flee with 75% chance, provided they are no more than 2 squares away from you. The flash will also cause 1d4 damage to gremlins (this will never kill them). Sleeping monsters will be awakened instead, with no further effects; shopkeepers will never flee. A cursed camera has a 50% chance of blinding you for 1d25 turns instead when applied; this is usually only a concern for cameras found in bones piles. If wielded and used to attack, the expensive camera is completely incapable of doing damage, but will break and be lost; it shares this property with the cream pie. As of NetHack 3.6.0, breaking a camera has a 33% chance of releasing a "picture-painting demon", which will be a homunculus 2/3 of the time and an imp the remaining 1/3. The creature so generated will be peaceful unless the camera was cursed. This is a reference to how cameras work in the Discworld series of novels. Cameras can be a viable method for blinding yourself via applying it at , either in order to use your intrinsic telepathy, or else to avoid the longer blinding from a yellow light when it explodes (d25 turns v. 10d20). Cameras are also the only way to permanently blind a monster, which is useful if you need it alive, but are unable to Pacify the monster and don't want it to chase you (often the case with foocubi). An expensive camera is the only item that can make the Riders flee from you. As with any other case, remember that blinded hostile monsters will not respect Elbereth, and may still attack you in melee while fleeing. In a pinch, you can use a camera to wake up a sleeping monster, including your pet; this does not work on paralyzed monsters. Conversely, avoid using the camera around the monsters you don't want to wake up prematurely, e.g. in barracks. =_=_ The DevTeam Thinks Of Everything The DevTeam Thinks Of Everything, abbreviated as TDTTOE, is a term used to describe when the NetHack DevTeam anticipated the player getting into an unusual situation, and programmed in special behavior for that case. This means that if you think of doing something "clever" in the game, the DevTeam most likely thought of it too, and the game will produce a realistic but unexpected response. Or you might know that tip is designed for spilling items out of containers, but decide to try tipping your fedora: This is followed by a (usually) fatal bolt of lightning striking you from the heavens. However, with shock resistance, the attack can be survived. This is then repeated with a wide-angle disintegration beam, but with disintegration resistance, this can also be survived. If this occurs, then: This is a trope on TVTropes. Originally, the trope was named "The DevTeam Thinks Of Everything" based on NetHack, but then got changed to "Developers' Foresight" because its editors were misusing it as "The DevTeam Thinks Of Something Cool". =_=_ Ghost A ghost, , is a type of monster in NetHack. In vanilla, the ghost and shade are the only members of the "ghost" monster class. Ghosts are most likely to appear in bones levels, copies of levels where previous players died. Most causes of death will leave a player ghost behind; see the article on bones files for more information and exceptions. These ghosts are generated asleep on top of their original inventories, and has the same experience level as the late player; their pet(s) may be nearby, and are very likely to have turned feral. Any objects that were carried in the deceased player's main inventory have an 80% chance of becoming cursed, even if they were originally blessed. Other objects on the level and the contents of containers in the player's inventory maintain their BUC status. Ghosts will also appear in graveyards, including the Valley of the Dead's three large graveyards and the graveyard in Orcus Town. A ghost is also generated on the Rogue level, in Asmodeus' Lair, and in Baalzebub's Lair. Ghosts of past players found in bones files are named after the dead adventurer they represent. The ghost generated on the Rogue level is named Michael Toy, Kenneth Arnold, or Glenn Wichman. Ghosts created on other special levels have a 1/7 chance of being given your character's name. Otherwise, they are given a random name from the following list: < ref > < /ref > Ghosts are very slow and do very little damage, and in most scenarios involving a bones pile they can usually be led away with little trouble. However, they possess a very low AC, and will likely evade most attacks if met at a low experience level. If you are unable to dispatch them via regular attack, kicking them may work instead. Even though the ghost may not be too difficult to dispatch, be wary that you do not forget about their original killer - you may very well become a ghost yourself if you are careless and the monster is still present. By default, ghosts and shades are represented by a blank space, making them difficult to see and almost impossible to locate by telepathy. Some players use the SYMBOLS option to give ghosts and shades a different appearance, such as or . This makes them easier to see and allows you to shortly identify bones levels via telepathy. When a player leaves a bones file, they leave a corpse and a ghost under regular circumstances; if you use undead turning on the corpse, the ghost inhabits the player's corpse on the item pile, removing the ghost. If successful, the message " < Name > 's ghost is suddenly drawn into its former body!" is displayed. The ghost must be on or adjacent to the square the corpse is on, and must be awake to be turned. The corpse can be of a polymorphed form if the target died while in another form, e.g. from wearing an amulet of unchanging. If the ghost is tame, then the resulting monster is tame, and is otherwise generated peaceful or hostile as normal based on your alignment and race. The monster will also be confused upon resurrection. In xNetHack, the ghost's base level is reduced to 4, their speed is increased to 5, their AC is increased to 5, and their magic resistance is increased to 80. Similar to shades, ghosts can only be hit by magic, blessed weapons, artifact weapons, or objects made of silver or bone. Unlike shades, ghosts do not take silver damage. Instead of their 1-damage touch attack, hostile ghosts turn invisible every so often and try to frighten the player by reappearing next to them. When this happens, the player is paralyzed for three turns. This is not prevented by free action, but it will not work if the player is able to sense the invisible ghost. of ghosts will generate invisible. =_=_ Sphere Spheres, , are a class of monster in NetHack. This class is made up of monsters that act like "living mines", with the ability to self-destruct and cause damage. Dextrous players can sometimes dodge the explosions partially or completely, while players with the correct resistance might not be harmed by the blast. Flaming, freezing, and shocking spheres will actively seek you out and explode when next to you. If you manage to kill them before they can do this, they will not explode and items in your inventory are not damaged. The explosion does not affect other nearby creatures. Gas spores () are different in that they will never attack you and explode only if killed. However, gas spores explosions cover 3-by-3 square, thus even if a character survives the blast, other monsters might be killed. Sphere also refers to the grouping of body parts for the forms of bulbous entities. It affects the messages referring to the appropriate body parts as follows: From these descriptions, spheres are almost perfectly round (references to geometric properties of spheres) but have long tentacles as "limbs", small cilia as hair and rather than internal organs, they refer to retina and nerves alone. Strange creatures indeed. NetHack 3.4.3 was subject to bug C343-138 which allowed some spheres to pick up objects, but prevented others from doing so. In SLASH'EM, tame flame and freezing spheres can be summoned by spells of and respectively. A monster attacked by one of your spheres is treated as if you had attacked it directly: peaceful monsters are angered, XP is awarded to you for a kill, etc. They are, of course, useless if the opposing monsters resist fire or cold. Too much use can also cause swift extinction of the species. =_=_ Lycanthropes =_=_ Mimics =_=_ Spell A spell in NetHack is a magical power granted through the study of spellbooks. Other types of magic and magical objects exist in the game (such as scrolls, rings, and wands), but the word spell is reserved almost exclusively for the innate kind that consumes your magical energy. Spellcasting without hungerless casting or reduced-hunger casting (both of which are granted only to high-intelligence wizards) incurs a hunger penalty. =_=_ Magic marker A magic marker is a magical tool in NetHack that can be used to write magic scrolls and spellbooks. It is a highly sought-after item for this reason alone, especially for Wizards; with Luck, you have a good chance of writing scrolls and spellbooks that you have not identified yet. Applying a magic marker will prompt you what to write on, which lets you choose a single scroll or spellbook of blank paper in your inventory. Then, you must specify what scroll or spellbook you are writing. You may enter the full name of a scroll ("scroll of light"), or just a short form ("light"). You may also write the label of a scroll ("ZELGO MER"), but only if scrolls with that label exist in your game. This means that if you want to write a scroll of remove curse, and you have informally identified ZELGO MER as remove curse, you should write, in all capitals, "ZELGO MER". If you have only informally identified "remove curse", your attempt will be subject to the normal failure chance from trying to write an unidentified scroll. Similarly, you may write any spellbook by entering the full name ("spellbook of detect food"), the short form ("detect food"), or the appearance ("indigo spellbook"). Unlike with scrolls, you may not copy a spellbook by appearance unless you have formally identified the spellbook. Novels can be written too, but you cannot choose which novel you write. It is impossible to write the Book of the Dead. When you write a scroll or spellbook, the BUC of the resulting item is the sum of the BUCs of the marker and the blank scroll or spellbook, as seen below. In short, blessed markers produce blessed scrolls, unless the material is cursed, and the reverse is true for cursed markers. Uncursed markers produce scrolls with the same status as the material and thus are the most versatile. A magic marker can be recharged with a scroll of charging (or PYEC), but only once. A blessed charge will add 15–30 charges, then round up to 50 or 75 if able. An uncursed charge will add 10–20 charges, then round up to 50 if able. Charges are capped at 127, but attempting to exceed this will not cause the marker to explode. Each scroll or spellbook has an associated "base ink cost". For scrolls, this is an arbitrary number specified in write.c; for spellbooks it is (spell level & times; 10). (Novels are treated as level 1 spellbooks.) If the scroll or spellbook type is currently unknown to you, your chance of success depends on your Luck and whether you are a wizard. Regardless of whether or not you succeed or fail, you will still use an appropriate amount of ink for that scroll or spellbook. You may attempt to write a scroll while blind, but this is subject to fail depending on your luck, with the message "You fail to write the scroll correctly and it disappears." You have the same chance of successfully writing the scroll as a non-blind Wizard does to write an unknown scroll, so maximizing your Luck will give you a high chance of success. The game tests this after checking whether you failed to write an unknown scroll, so it is doubly hard to write an unknown scroll while blind. Engraving Elbereth with a magic marker is generally viewed as a waste of charges, since the same effect can be achieved using an athame or a wand of digging. However, if these or other similar methods are unavailable, it is more than worth it to use the marker, since you will prefer being alive with four less charges to dying with an unused marker. Because of the total gain of 50 charges, it is best to recharge your magic marker when it is totally empty. Blessed charging in this case gives no advantage over uncursed. An exception would be if you want to write a very high-level spellbook; in that case, blessed charging to get to 75 could be desirable. Provided your Luck is maximized, it may be worthwhile to attempt to write unknown scrolls or spellbooks even if you are a non-Wizard, depending on the number of charges on your magic marker. For example, if you have a magic marker with a high number of charges, you are very likely to be able to write a scroll of charging and save a wish on the Castle wand. It is also useful and easy to write a low-level unknown spellbook, such as the spellbook of sleep or spellbook of jumping; the spellbook of magic missile is also a less easy possibility. Assuming maximized Luck, the following table gives approximate probabilities of successfully writing at least one of the specified scrolls or spellbooks, attempting repeatedly until the item is written or the marker goes dry, as a non-Wizard, given an initial number of magic marker charges: The ink 8 scrolls include gold detection and magic mapping, and can almost certainly be written unless your marker is nearly dry. If you have a source of charging and your marker has not been recharged, you have 50 more charges to attempt to write; therefore (for example) a Knight gunning for a spellbook of magic missile starting with a (0:40) magic marker, and willing to spend the entire marker if necessary, has about an 88% chance of obtaining it in total with maxed Luck. (Specifically, it is about a 60% chance to get it without recharging, plus 70% times 40% that they get it after recharging. This is not quite the same probability as a marker with 90 charges, since typically a few leftover charges are "wasted" after the last attempt before recharging.) SLASH'EM incorporates a balance patch to ink costs. Scrolls of enchant armor, enchant weapon, stinking cloud, remove curse, and charging require 24 ink (12–23 charges) to write, while scrolls of scare monster cost less, requiring 14 ink. =_=_ Living Mines =_=_ NetHackWiki talk:Style guide Should "Cost" be renamed to "Base cost" or "Base price"? The internal field name (cost) can obviously stay, but should the output remain an unqualified "Cost"? --Eidolos 23:39, 13 August 2006 (UTC) I think the header says it all, really. < nowiki > Aleaxes < /nowiki > is the quickest to type, and is nicer to read in the source. On the other hand, < nowiki > Aleaxes < /nowiki > is nicer to read on the page. On the gripping hand, we could just create redirects every time we come across a situation like this. My personal preference is the second one ( < nowiki > Aleaxes < /nowiki > ), but what does everybody else think? GreyKnight 03:04, 19 August 2006 (UTC) I think they are: (a) SLASH'EM is not just another roguelike or hacklike - it's a close fork, meaning code occasionally comes back to vanilla NetHack (the wizard patch being the major example) and this symbiotic relationship is acknowledged in the NetHack souce, (b) SLASH'EM is considered on-topic in RGRN, so why not here?, (c) people are going to add SLASH'EM articles anyway (it's already happened), so they may as well do it in a way that minimises the interference with vanilla articles. --Jayt 10:58, 1 September 2006 (UTC) To address the above discussion, yes, it's clear by now that the wiki is THE definitive source for NetHack-related information, more so than any one person writing up spoilers, and variants are not so separate from NetHack that their documentation needs to go live somewhere else. For the most part, this is fine since variant specific stuff can go on its own pages (e.g. Air dash), or if necessary "Foo (Variant X)" and "Foo (Variant Y)" pages, or have a bunch of pages as subpages of the variant like dNetHack does. The main issue is how to handle variant discussion of some thing on a vanilla page about that thing. With that in mind, here's my proposal for dealing with variant information on vanilla pages (much of which is already followed, but we're talking about putting it in the style guide): Related issue: it would be nice to standardize the way variants name and organize any subpages they might have. This has nothing to do with the above section - I don't propose changing what we already have for variant info on main-space pages, just the names of subpages for a specific variant. There are several forms bouncing around currently: Personally, I favor Variant/Feature, but I think the "Feature (Variant)" is the most commonly used right now. However, "Feature (Variant)" feels ickier and more bloated to me. I have started adding an "Internals" section to provide such information, where I believe it may be useful. This helps source-divers reconcile the code to the spoilers without unduly distracting non-source-divers. This would be in addition to annotating the source itself. Why does this say and must be substituted? IMHO this makes the talk pages rather less readable; also there is no technical requirement (as in, without < tt > subst: < /tt > they would not work) forcing them to be substituted (in fact, most uses of them I've observed don't use < tt > subst: < /tt > for them, but still work fine; see also Special:WhatLinksHere/Template:Unsigned). wikipedia:Wikipedia:Substitution mentions that templates in signatures (which seem similar to in a way, as it basically acts as a replacement signature) can cause server strain when updated; I don't know whether this applies to a wiki like (which doesn't have nearly as many pages and users as Wikipedia), but I wonder why Template:Unsigned would need to be changed at all. --Bcode (talk) 03:53, 13 November 2012 (UTC) are there any guidelines as to what may or may not be in a user's sig? i would say (and who am i?) that the purpose of a sig should be to discretely identify a user in a way that is useful to the reader. if a user were to, say, use colour in such a way that it obscured the text (picking as a random example black on dark purple) would there be any sanction? or if they included a < s > dumb joke < /s > clever reference instead of their username would someone with authority object? i include some of the guidelines from Wikipedia, which some some editors think is pretty good. When customizing your signature, please keep the following in mind: A distracting, confusing, or otherwise unsuitable signature may adversely affect other users. For example, some editors find that long formatting disrupts discourse on talk pages, or makes working in the edit window more difficult. Complicated signatures contain a lot of code ("markup") that is revealed in the edit window, and can take up unnecessary amounts of narrative space, which can make both reading and editing harder. The WMF's "Flow" project (which will replace the current Wikipedia talk page system) probably won't support custom signature formatting (details). Continuing the discussion on American versus British (international) English, I'm curious if there's a rule on the use of the Oxford comma on this wiki. I ask because I'm noticing a lot of people omit the comma (by the international convention) and I've already corrected it a few times as part of larger grammar correction edits. I ask because, while I'm not going to go out of my way to correct the omitted comma anyway, I think it could be annoying to other users if grammar edits continuously remove or replace a comma in an article. It seems reasonable to me to assume that the American convention would be ideal, since NetHack is a game largely produced in America, but its international appeal brings this reasoning into question. I should point out that the Wikipedia style guide suggests that the Oxford comma be used or omitted on a case-by-case basis to avoid ambiguity. Any thoughts? Crawldragon (talk|nao|wiki) 16:33, 19 October 2014 (UTC) We have an English word "beatitude" that describes the blessed-ness of an object. Many places in the wiki use beatitude, many use "BUC status." There should perhaps be a consistent use? I would prefer the word, for several reasons: There are articles which sometimes fail to keep gender neutral language (often using "he"). We should specify either using "he or she" in all cases or use the singular "they." Wikipedia does not have a preference (but does require using either "he or she" or "they" and not "he") - https://en.wikipedia.org/wiki/Wikipedia:Gender-neutral_language In the namespace section I would suggest adding some lines on Nethack-tangential content. It's recommended this be kept out of the main namespace for various reasons, one being that everything there can be picked up by Special:Random. As a starting point for content important to the User but without an obvious home in the wiki, it's suggested to create pages using the name format User:Foo/Your_Page_Here. Wikid (talk) 08:32, 6 August 2019 (UTC) In an exhaustive search of the 3.6.6 source code, the only instances I found of capital-L "Luck" were the internal variable name used to reference the attribute (which should be ignored like all other variable names—we don't capitalize "hallucination") and a handful of code comments (which could just as easily be referring to the variable name, and there are far more comments with lowercase 'l'). What would people think about codifying the Wikipedia style guidelines at https://en.wikipedia.org/wiki/Wikipedia:Manual_of_Style/Lead_section#Format_of_the_first_sentence and https://en.wikipedia.org/wiki/Wikipedia:Manual_of_Style/Lead_section#First_sentence in this style guide? They're mostly followed pretty widely on this wiki, but there are some scattered first sentences here which don't (e.g. spellbook of finger of death, wet). --Phol ende wodan (talk) 00:51, 27 June 2020 (UTC) In many cases, the information already exists. Reiterating it on the same page is unnecessary, only increasing the length of the article, and repeating the info on multiple related pages means more work keeping them updated as the game changes. In some cases, the information added is just plain incorrect; for instance, if I use a wand of death and it fails to kill a monster, I could run to the wiki and state that a given monster is immune to death rays. Wow, important strategy tip! But if that's not already on the wiki, I am probably wrong! The real cause may be that the monster was wearing a cloak of MR, or that I mislabeled the wand. There is some dissent about whether to group together similar monsters on the same page. Compare Naga, which has all of its monsters on the same page, with Dragon, which has separate pages for each monster. I'm in favor of grouping together similar monsters, because often, monsters aren't differentiated enough to merit their own strategy pages. For example, blue dragon could probably be included in a general page about dragons with a note that its breath weapon can destroy wands and rings. --Luxidream (talk) 06:50, 3 June 2021 (UTC) =_=_ Category talk:Dungeon features =_=_ Flesh golem A flesh golem has two attacks, both deal 2d8 physical damage. They are resistant to fire, cold, shock, sleep and poison, and the corpse can grant any of those when eaten. Flesh golems technically have a brain, but they do not use it and have nothing to fear from monsters who eat brains. If you are polymorphed into a flesh golem, being hit with a bolt of lightning or any other electrical attack will heal you (the encyclopedia entry suggests that this is an allusion to the story of Frankenstein). As with other golems, turning it to stone will change it into a (live) stone golem. Flesh golems can be created by casting stone to flesh on a stone golem, which is moderately useful since flesh golems are slightly weaker, and leave an intrinsic-bearing corpse. =_=_ Iron chain An iron chain is used to connect you to a heavy iron ball when you are punished. Depending on how you unpunish yourself, the chain may become a separate item. Iron chains are also left behind when an iron golem is killed or a drawbridge is destroyed. Iron chains are generally considered the most useless items in NetHack, since they perform no function as individual objects, have no value to sell to shopkeepers, and aren't heavy enough to be a decent weapon. Whereas items such as the ring of aggravate monster and the cheap plastic imitation of the Amulet of Yendor can at least be polymorphed into useful items, an iron chain will always polymorph into another iron chain. =_=_ Spheres =_=_ Category:Disambiguation =_=_ ANSI C In computer programming, ANSI C (or ISO C, or C89) is a specification for the C language and an update to the original K & R version of C. Programs written in the ANSI C language have access to a few extra features inspired by C++; the main difference between old C and ANSI C seems to be in declarations of function parameters. These days, ANSI C is routine and C programmers almost always use it. However, NetHack was a very old program dating from before ANSI C's first spec in 1989. Today's version can take advantage of certain ANSI C features, and code for this is in tradstdc.h. Is NetHack written in ANSI C? Yes and no, depending on what tradstdc.h decides to do. In C, the < code > void < /code > type indicates a function that does not return a value. The original C did not have a < code > void < /code > type; programmers often declared functions to return < code > int < /code > and discarded the value. (This is why compiling doesn't fail if you forget to return a value from a non-void function.) It became common to < code > #define void int < /code > to cosmetically declare a void function. (The preprocessor would change every < code > void < /code > to < code > int < /code > and the C compiler would have no concept of void.) Later, many C compiler vendors started including the < code > void < /code > keyword. C++ had a < code > void < /code > keyword. So ANSI decided to include the < code > void < /code > type in ANSI C. Another common convention was to define a function without an explicit return type when no return was intended. The compiler would supply a return type of int. Older code is not consistent in this usage, and compilers did nothing to enforce it, but NetHack through 2.3e mostly adheres to it. (Implicit int is not permitted in C99, but most compilers accept it with a warning.) If you find a void-free compiler to build NetHack with, then the procedure is to uncomment the < code > #define NOVOID < /code > line at config.h#line239 so that tradstdc.h#line23 defines void. In ANSI C, the data type pointer-to-void, written < code > void * < /code > , can be used to hold the value of any other type of pointer, without requiring a "cast", or explicit type conversion. NetHack defines < code > genericptr_t < /code > for this purpose. NetHack also does without the keyword < code > NULL < /code > , which is defined in ANSI C as a pointer value that cannot be dereferenced and compares equal to a value of zero in integer or boolean types. The pre-ANSI equivalent is a constant zero value cast to a pointer type: < code > (char *)0 < /code > , < code > (genericptr_t)0 < /code > etc. NetHack uses lists of symbolic constants to identify members of many sets: object and monster classes are probably the most frequent examples. Current practice in ANSI C is often to use enumerations instead. In either case, each element of the list is distinguished by a unique numeric value, but enumerations have a distinct advantage for developers: the debugger shows the program symbol for the value, i. e. a human-readable word, when stepping through the program. Symbolic constants on the other hand are preprocessor macros, and are not available except as numbers in the compiled code. The name of the parameter, < code > optr < /code > in the example above, is optional; and NetHack usually omits it. The < code > NDECL < /code > , < code > FDECL < /code > and < code > VDECL < /code > macros create either prototypes or old-style declarations. < code > NDECL < /code > is used if there are no parameters, < code > FDECL < /code > for a fixed parameter list of at least one parameter, and < code > VDECL < /code > for a variable parameter list. Separate macros are used to support an overlaid build on MS-DOS (which is not officially supported, and barely practical today). With the functions defined in the old style, integer types smaller than int are promoted to int or unsigned int, preserving their signedness. If a prototype is present, on most compilers the parameters must match the promoted types. A few older compilers will match a prototype to an unpromoted parameter type. global.h defines seven types to be used in prototypes where the function has a type with a default promotion. The types are < code > CHAR_P < /code > , < code > SCHAR_P < /code > , < code > UCHAR_P < /code > , < code > XCHAR_P < /code > , < code > SHORT_P < /code > , < code > BOOLEAN_P < /code > and < code > ALIGNTYP_P < /code > , and they correspond to < code > char < /code > , < code > schar < /code > , < code > uchar < /code > , < code > xchar < /code > , < code > short < /code > , < code > boolean < /code > and < code > aligntyp < /code > . The X11 interface defines a < code > DIMENSION_P < /code > type, corresponding to < code > Dimension < /code > . (Not all of those types are ANSI C keywords: some are defined in library or other headers.) The first C compilers used barely-portable hacks to support variadic functions such as . The symbol < code > USE_OLDARGS < /code > enables these in NetHack. Here is an abridgement of pline from NetHack 2.3e: Later pre-ANSI compilers provided a header, varargs.h, to support variadic functions. < code > USE_VARARGS < /code > enables this system in NetHack, and it looks like this: The macro < code > va_arg < /code > extracts an argument from the list. NetHack calls it via the macro VA_INIT, defined in tradstdc.h, if varargs.h is in use (but not if stdarg.h is in use). The fixed arguments could also have been named explicitly in the function header. This usage could not be made compatible with prototypes, and so ANSI C uses a different system. < code > USE_STDARG < /code > enables it in NetHack: In case you consider creating a project of your own, be it a Rogue-like game or some other application, consider using a more modern language than C. Nowadays there are lots of platform-independent, high-level alternatives like Java, Python or Perl just to mention a few. Such an application would be far easier to debug and maintain than its counterpart written in C. If you feel an urge to squeeze a bit more power out of the machine for your advanced ANSI-graphics and its pixelshading algorithms, at least consider using C++. If you, despite every sane thought, decide that C is the language you want to use, use the latest version of C, C99. The latest version contains If you choose to develop your code in C or C++, and are using something like gcc to compile, use the options < code > -Wall -ansi -pedantic < /code > . You can also use < code > -std=c99 < /code > for the 1999 version of ANSI C. Vanilla NetHack continues to use C because of inertia (a 150,000+ line program is non-trivial to translate) and because of its stated goal: to get the game working on as many different types of hardware and under as many different operating systems as is practical. =_=_ Disease =_=_ Talk:Disease =_=_ Talk:Spellbook I've run into a situation where a Blessed Spellbook proved unreadable. (Vanilla Nethack) I had fresh knowledge of as many spells as I had points of Int. Upon Reading a blessed spellbook, the read was unsuccessful and produced the expected "penalties". It's probably easiest on a low-Int character. Learn or refresh the knowledge of as many spells as you have points of Int. "Forgotten" spells that you've learned over 20,000 turns ago, don't count in this number. Then try to read a blessed spellbook to learn a new spell. In my experience, this will fail. I've tried it on characters of Int 9 and 11. (Yeh, it's silly, but I read spellbooks even as a barbarian.) I'm guessing that Wiz-Mode may have invalidated the test, but I've just though of a viable test... In Wizard Mode, generate a bunch of blessed spell books. Travel to a level where you do not yet have a bones file. Die and elect to generate a bones file. Next Generate a normal mode character, Possibly a Barbarian for low Int. and travel to the level of the bones file. Repeat until the bones file is opened. Read the Wiz-Mode generated Blessed Spellbooks... Profit! I just looked into the Source to find how the probabilities are calculated and found that the spellbook of blank paper is not included in the calculations; if it were, the probabilities for most spellbooks would be much simpler, e.g. 2% instead of 2.02%. So should the table be Maybe this one could be merged into poison as this is really short? How do you recognize a contact-poisoned spellbook anyway? Can it be identified as poisoned? --ZeroOne 04:07, 18 May 2006 (UTC) Does the #3 result imply "all your gold" as in everything in the main inventory AND in any containers ya have? I'm not sure myself; please disambiguate. --149.169.69.248 02:34, 7 November 2006 (UTC) In newbie-type epic games, that possibility doesn't matter. In speed runs, however, scrolls are the limiting resource. Besides, before you get the Castle wand, you need to identify which scroll is teleportation - a task that would waste further scrolls. Teleporting with a book is a neat trick in this situation. It isn't limited to Maud's sub-3k speed runs - in fact, I've written cursed books, too. --Tjr 10:24, 4 July 2011 (UTC) The spellbook section (http://nethackwiki.com/wiki/Spellbook#Failure_effects_of_spellbook_reading), seems to cover everything on this page in a more elegant manner. Is there some reason we need to have this page at all? Scorchgeek 15:45, 1 August 2011 (UTC) Which spells have an improved to-hit chance when cast at higher skill levels? Do spells cast at unskilled have a to-hit penalty? What is the bonus (or penalty) at each skill level? --Mackeyth (talk) 03:05, 18 May 2020 (UTC) as their only content, like disease. Prefer quality over quantity. It makes no one a better or worse person if they create more or less articles anyway. Besides, it's a big let down for those who come to search information about that particular topic. "Hey, it's a blue link! So the article exists! But.. well, it doesn't really exist :(". --ZeroOne 15:40, 29 June 2006 (UTC) Could you use "16x16 tiles" as the category name for all the uploaded tiles? In "NetHack Tiles x16", "NetHack" is redundant, Tiles is capitalised, and x16 may as well be 16x16. --Jayt 09:38, 31 July 2006 (UTC) =_=_ Strategy The list of strategies on this page can include "red links" to missing wiki pages. Feel free to remove any red links if you can replace them with links to suitable pages. =_=_ Talk:Hallucination Eating a mimic corpse in Slash'em while hallucinating made me mimic an orange (Urban Legend reference). Is the item you mimic random or is it allways orange?I'll try to spade this. MVH, Loof Update, I was afraid of being peeled and transformed back, so it appear to allways be orange. MVH, Same as Before. Are the uses for hallucination accurate? I just tried it in wizard mode. A scroll of food detection detected two pieces of food near me, distorted by hallucination, and no other objects. A scroll of gold detection detected gold in the wall, again distorted, and no other objects. A potion of object detection always detects all objects, regardless of hallucination. There does appear to be code to allow a detection to detect everything if you're hallucinating, but it seems to only be called by the crystal ball, and you can't use a crystal ball while hallucinating. Could someone verify the claims? -- Qazmlpok 21:55, June 2, 2010 (UTC) =_=_ Acid Acid is a corrosive threat to you, your pet, your metal weapons and armor and your enemies. It can come from monsters, comestibles, potions of acid ("This burns!"), and perhaps other sources. Resistance to acid is only conferred by being polymorphed into an acidic monster or wearing an alchemy smock, yellow dragon scale mail, or yellow dragon scales. All acidic monsters, with the exception of Juiblex, leave corpses that are acidic. Eating an acidic corpse does 1d15 damage unless you are acid resistant. =_=_ Category:Link templates This wiki has link templates for producing boxes that float to the right and show links to other wiki projects. In most cases, we have been simply using links like Gameinfo:NetHack, rather than calling internal templates like this. But we have Template:Wikipedia on a few pages. An & oldid=1576 older version of the Main Page used some of these templates. The template parameter is optional. Just using < nowiki > < /nowiki > in a NetHackWiki article, for example, will link it to the Wikipedia article of the same name (or search Wikipedia in case the article does not exist). This template provides a box which floats to the right, as shown here. It can substitute for the specific project link when the specific template is unavailable. In this example, we use the template to reach a category at Gameinfo. =_=_ The devteam thinks of everything =_=_ TDTTOE =_=_ Notable ascensions =_=_ Petless =_=_ Celibacy =_=_ Wishless A wishless character is a character who ascends without using any wishes. The main challenge in such a game is to assemble a complete ascension kit, or enough parts thereof, without the benefit of wishing for any items that one may lack. In a typical game, a character will always have access to at least five wishes from the wand of wishing located in the castle. In a wishless game, the character voluntarily avoids using wishes and thus needs to obtain the corresponding items some other way. What follows is a description of some techniques that one can use in the absence of a wish. Note that it is rare for a wishless character to accomplish all of the goals outlined below. Part of the challenge of playing a wishless character is to ascend successfully despite missing one or two components that a typical, non-wishless character would possess. Most items in an ascension kit can be obtained one way or another via polypiling. In the absence of wishes, polypiling is even more useful than usual, and it is a good technique to employ for those who are not simultaneously attempting the never polymorph an object conduct. The problem with polypiling is that it requires either a wand of polymorph, or a spellbook of polymorph and a spellcasting character. Neither item is easy to obtain without wishes. The spellbook is slightly easier to obtain, since spellbooks can sometimes be granted to you as a gift while praying to your god. Wizards with good Luck have a high chance of successfully writing a spellbook of polymorph, provided they have a sufficiently-charged magic marker. One of the most common targets for a wish is gray dragon scale mail or some other item granting magic resistance. With no wishes, magic resistance must be obtained some other way. One way of course is to kill a gray dragon and hope that it leaves behind gray dragon scales. A character can increase their chances of success by reverse genociding gray dragons, or using a method of turn undead to revive and kill a gray dragon repeatedly until it leaves scales. Another good method to spawn dragons is confused throne looting. Another easy way to get magic resistance is to play a character that starts with magic resistance or whose quest artifact provides magic resistance. Wizards start with a cloak of magic resistance and can easily get Magicbane from an altar. Archaeologists, Cavemen, Knights, Monks, Tourists, and Wizards have quest artifacts which provide magic resistance. In most cases, it is not recommended for characters to rely on their quest artifact as their sole source of magic resistance, because quest artifacts can be stolen by the Wizard of Yendor. However, wishless characters in general have fewer options than non-wishless characters, and oftentimes must resort to such suboptimal play. A cloak of magic resistance is arguably the most desirable source of magic resistance, but it is difficult to obtain for characters other than Wizards, even with polypiling, because it is the rarest of the randomly occurring cloaks. Aside from bones piles of Wizard characters, the best sources of cloaks of magic resistance are aligned priests, who are guaranteed to be present in Minetown and the Valley of the Dead. You can use a wand of probing to detect whether or not a priest has a cloak of magic resistance; doing so will not anger the priest. Priests without a cloak of magic resistance will have some other good cloak instead, and may be worth killing anyway for their cloak. A bag of holding can be found half of the time in Sokoban. If one does not find a bag of holding in Sokoban, it can be difficult to get one. One option is to polypile magical tools such as unicorn horns and hope that one of them turns into a bag of holding. Many wishless ascensions never result in the character finding a bag of holding. In this situation, a character must incur the extra inventory management challenge associated with ascending using a sack. An amulet of reflection is available half of the time in Sokoban. Alternatively, Perseus's statue sometimes contains a shield of reflection. Other common sources of shields of reflection are Angels and Aleaxes. Silver dragon scale mail is another possible option. Like gray dragon scale mail, it can be obtained by reverse genociding silver dragons or using turn undead on a silver dragon. A character without reflection faces three major hazards: disintegration blasts from black dragons, wand of death zaps (if you also lack magic resistance) and lightning attacks which can explode wands and rings in the character's main inventory. If reflection cannot be obtained, it is recommended to minimize the number of wands and rings in your main inventory, and keep ample supplies of spare wands and rings available in your bag. Players getting a single genocide from a throne might consider genociding black dragons, but if you have a scroll, it is better used to reverse genocide silver dragons. Having some form of levitation is desirable in the End Game. Perseus's statue sometimes contains levitation boots. If no other means of levitation is available, a blessed potion of levitation lasts for at least 250 turns, and potions of levitation are common enough that one can usually assemble a large stack of them by the end of the game. One blessed potion is more than enough to carry you through the Endgame if you don't procrastinate, and the water walking boots in Vlad's Tower take care of everything before that. Most characters kill the Wizard of Yendor using death rays from wands of death, and recharge the wands enough times to ascend. A wishless character cannot wish for magic markers, and thus may have a hard time getting enough scrolls of charging to recharge wands. For this reason, it is common for wishless characters to polymorph into a cockatrice and lay a large number of cockatrice eggs for use as stoning weapons against the Wizard of Yendor. Cockatrice eggs are also useful against Orcus, to kill him before he uses up any charges from the wand of death that he always carries. If you are low on wand of death charges, use cockatrice eggs to kill the Wizard of Yendor, and save the wands of death for use against the Riders. It is nearly impossible to accidentally lose the wishless conduct in NetHack 3.4.3. If the game bestows an unwanted wish (for example, from quaffing a smoky potion), you can answer nothing, nil, or none in order to avoid using a wish. =_=_ Polyitemless =_=_ Polyselfless =_=_ Atheist The atheist conduct requires the player to abstain from religious activity in most ways. 4.0% of all winning accounts on NAO have an atheist ascension. In absense of curse testing at an altar, keep in mind the difference between formally known BUC and informally known BUC, and the implications for stacking and (un)cursing. An "uncursed scroll of enchant armor" and a "scroll of enchant armor named uncursed" WILL NOT STACK FOR BLESSING, unless you formally BUC the second one. Formal and informal BUC together give you 10 states to worry about. Don't indiscriminately fully identify items, to make sure your inventory stacks appropriately. Items which are formally IDed are formally BUCed, but an item can be formally BUCed without being formally IDed, e.g. by dipping it in (un)holy water. < !-- works even if blind, but not if it was already blessed/cursed-- > If the BUC of a formally BUCed item changes, you will know immediately (e.g. a lich curses it). If the item is merely informally BUCed, you will not get any warning. This makes spellcasting monsters and Rodney's harrassment particularly nasty for atheists. It is a good idea to formally BUC your unicorn horn, bag of holding, and luckstone. At least retest your unicorn horn after a fight with a cursing monster. =_=_ Foodless The foodless conduct restricts eating in any form. This includes noncomestible items, such as rings and amulets, walls, doors, and boulders, if you happen to be polymorphed into a creature that can eat such things. A player starts at 900 nutrition. This means, without any aid or penalties, a player begins fainting at approximately turn 900 and starves soon after. Wearing a ring of slow digestion reduces nutrition consumption to 5% of the natural rate. So if you put on a ring of slow digestion on turn one, you will last approximately 18000 turns before fainting, which, if you're fast enough, gives you plenty of time to ascend. However, only Wizards have a chance at starting with slow digestion, making this option less viable. Other than the passage of turns, non-hungerless spellcasting, jumping, carrying the Amulet of Yendor, wearing rings and amulets, attacking, attempting to displace pets, and being Stressed or worse all consume additional nutrition. Polymorph control works even when fainted. A constitution 18 character has only a 0.15% chance of starving before polymorphing if he puts on both rings after getting hungry. At con 3 it is 2.36% chance. Successfully praying and having your hunger cured restores your nutrition to 900 points. If you pray after 900 turns when you're hungry again, the prayer will succeed if your prayer timeout was less than 1100. Your prayer will fail with a ~7% chance. If instead you spend some turns in the Fainting state, until 1200 turns have passed since your last prayer, and only then pray, you will succeed if your prayer timeout was less than 1400. Now your chance of failure is only around 2%. < ref > Graph of Prayer Timeout Confidence < /ref > Thus if your foodless strategy relies on repeatedly praying for food (until you find a ring of slow digestion), you should consider finding a safe place to faint to increase your odds of successfully praying. Other than the obvious problem of avoiding starvation, foodless is difficult because eating corpses is the most common way to gain important intrinsics like poison resistance and telepathy. One technique to address this is to play as a Monk, who attain most of the important intrinsics from gaining experience levels. Fire resistance is much less urgent if you detect and avoid fire traps, e.g. with the spell or the PYEC and a crystal ball. Spellcasters (especially Wizards with hungerless casting) can simply use skilled monster detection to substitute for telepathy. Not praying to restore hunger, or being crowned for intrinsics. Also includes all of the other atheist challenges (such as no divine protection and no altar BUC identification). Only restoring nutrition by quaffing potions, usually by using the Platinum Yendorian Express Card as a Tourist on a horn of plenty. =_=_ Vegan =_=_ Vegetarian =_=_ Illiterate The illiterate conduct means going without reading, writing or engraving during the game. The main effect of this is the lack of reading scrolls, no engraving Elbereth to protect yourself, and spellcasters being unable to learn from spellbooks. In SLASH'EM, random engravings and headstones are not automatically read when the player walks over the square, as in Vanilla. It is necessary to use to read these engravings - and doing so will violate illiterate conduct. Additionally, the game will ask players who eat a fortune cookie if they want to read the fortune, meaning illiterate players can safely eat them by declining to do so. A scroll of scare monster can be used in place of Elbereth by standing on top of the scroll. In fact, this is the only type of scroll that is ordinarily useful in an illiterate game. If you don't want to destroy the first one you find, you can price-ID scrolls inside a container, and test which 100zm scroll un-blesses when you pick it up. Similar (but not identical) effects can be obtained by applying a mirror, an expensive camera, a leather drum, a tooled horn, or their depleted magical counterparts. Drums and horns are particularly useful. But keep in mind scaring tools work best in an open area, where a monster can actually flee without retracing its last step. (In a corridor, there is a 75% chance that it will get stuck between you and the spot it came from -- and continue attacking you. < ref > Nitrohack fixes this bug. < /ref > ) Scrolls of create monster, teleportation, and earth can be given to monsters to be read. For example, if you want a random monster, give an intelligent monster a scroll of create monster. The monster must usually be near death before it will read teleportation or create monster because that counts as a defensive action. If you need boulders in Sokoban or for a fort, give a monster a scroll of earth. Reading earth qualifies as a "ranged" attack that is only used if you are adjacent. So you might have to give the scroll and a metal helmet to an "intelligent" monster and patiently let it hit on you. Scaring or injuring the monster does not make it read earth faster. It can take quite some time, so have the means to heal yourself. You will not be able to use scrolls of identify or spellbooks of identify (unless you are lucky enough to start with the spell as a Wizard). Formal identification is only possible (sometimes) by sitting on a throne. The use of indirect identification is crucial in an illiterate game. Enlightenment is very helpful for identifying rings and amulets. Without scrolls, there is no way to enchant or erodeproof weapons or armor items. It is also not possible to create DSM from dragon scales or a crysknife from a worm tooth. Enchanted erodeproof items can nevertheless be obtained by wishing for them, or sometimes (if you're lucky) from a bones level. Erodeproof artifact weapons can be obtained by sacrificing or crowning. Weapon erosion (only) can be fixed using a potion of oil or (sometimes) through prayer, but this will not make the weapon erodeproof. Grease can also help provide a temporary block against erosion. One way to lower armor class without armor enchantment is to obtain intrinsic protection. Half physical damage can also help make up for a poor armor class. Similarly, lack of weapon enchantment can be offset by increase damage, high strength, or a weapon with high base damage (such as Mjollnir). The only way to recharge wands (e.g. the wand of wishing from the Castle) without reading a scroll is to obtain the Platinum Yendorian Express Card. A limited number of genocides can sometimes be obtained by sitting on a throne. Reverse genocide is not possible, but some alternatives exist: wish for a figurine, or (if you only care about an item obtained by killing a certain type of monster, e.g. cockatrice corpse) wish for the item directly. To detect traps such as the endgame portals without reading a scroll of gold detection, apply a crystal ball. Inside some vortex other than a dust vortex could be a safe place. Especially in the mines, two leashed pets can alert you to the traps. Shopkeeper services and the black market make illiterate conduct somewhat less of a challenge in SLASH'EM. Shopkeepers can identify, enchant, rustproof, charge, or uncurse items for you. One-Eyed Sam is guaranteed to have identify and uncursing, and it is possible for any player to build up huge amounts of credit in his shop through credit cloning with a hostile baby dragon and a wand of undead turning. Additionally, brave players can try to kill Sam to get a well-enchanted set of ascension kit armor, including GDSM. He does not resist poison, so a boulder fort combined with thrown poisoned missiles (remember, in SLASH'EM daggers can be poisoned) at good skill will eventually bring him down. =_=_ Pacifist The pacifist conduct involves not actively killing any monster directly. Players must instead attack without killing, use a pet to do the dirty work, or simply run away. A pacifist player nearly always uses a passive way of killing monsters, such as a pet, or a ring of conflict for larger groups. Wands of teleportation are used much more often to move a difficult monster somewhere else instead of killing it. Many players use a wish for a "blessed figurine of an Archon", giving them a strong enough pet to attack the Wizard of Yendor, as well as being a great help throughout the rest of the game. The beginning of a NetHack game is widely considered to be the hardest phase of the game. On top of that, the pacifist conduct is one of the more difficult conducts in NetHack. Hence, pacifist characters are especially sensitive to starting conditions, and any advantages available at the start of the game are of greater importance than usual. One critical source of initial advantage is your starting choice of race and role. The majority of pacifist ascensions on NAO have been accomplished with Wizards, followed by gnomish Healers. This is because Wizards are good for multi-conduct games, and both enjoy several key benefits at the start of the game. For gnomish Healers these include potion of healing, spells of , infravision, and the large proportion of peaceful monsters in the Gnomish Mines. The typical course of a pacifist game is as follows. For much of this section, it is assumed that you are a gnomish Healer, although other scenarios are discussed from time to time. For gnomish Healers, especially aspiring pacifists, the protection racket is the best starting strategy. To avoid an early death, you should raise your maximum hit points as soon as possible. The easiest way, if you are a Healer, is to quaff the potions of in your starting inventory. Before doing this, however, you may want to pray to your god first, since praying can increase your maximum hit points. Praying at experience level 1 will not increase your maximum hit points if you already have more than 15 max HP, which is why it is important to pray before quaffing healing potions. If you do decide to pray first, wait until 100 turns have elapsed, and then throw items upwards repeatedly until you are at 5 HP or below. (Don't kick walls if there are sleeping nymphs or zoo monsters on the level.) Praying under these conditions will maximize the chances of gaining hit points. It is tempting as a Healer to save the healing potions for emergency use, but this is a mistake. Increasing your hit points is much more useful, and your spell is usually adequate in emergencies. Nutrition may be a problem for players who are not accustomed to relying on their pets. Since you are dependent on your pet for survival, you will need to spend time luring or herding your pet in the direction that you want to go, and this extra time contributes to hunger. See Nutrition § & nbsp;Strategy for some hints on how to stay healthy. In particular, if you are having problems with nutrition, try to save your prayers for emergency situations when you are weak or fainting from hunger. Healers start with the spell and should use this spell as a food source as soon as enough experience levels are gained to cast it (see below). As indicated above, most gnomish Healers should make the protection racket their first priority. Most of the monsters in the Gnomish Mines will be peaceful, and with infravision even the darkened mines levels are survivable. A gnomish Healer with 25 & ndash;30 HP and a medium-sized dog or cat should have no trouble getting to Minetown. Healers start with a large amount of gold, often enough that the protection racket can be accomplished without additional gold. However, additional gold is helpful, because even an XL1 character might need up to 3200 gold pieces to buy 9 points of protection. Also, 600 gold pieces will be needed to level up at the Oracle. The best way to get more gold is by credit cloning or having your pet steal back expensive items after you sell them. After the protection racket, the next goal for a pacifist gnomish Healer is to get to the Oracle with sufficient gold. By buying a major consultation and a minor consultation (in that order), a level 1 character can reach experience level 3. This will allow you to cast to turn boulders into huge chunks of meat, which represent a plentiful source of food. A level 1 character can even reach experience level 4 by reading a novel before getting the major consultation. If your starting power level is less than 5, you may wish to gain a level or two at the Oracle even before performing the protection racket, to enable you to cast healing spells. Each additional level means a longer period of time before you can purchase the last few points of protection; balance this against the benefits of level gain in your situation. Eventually, even at XL1, you will reach a point in the dungeon where the random monsters are too strong for domestic pets to handle. Standard strategies such as Elbereth can help to protect you, but after a while you will still need to upgrade your pet(s) in order to get any further. A little bit of luck is required here, as not every game will provide the resources you need. (Pacifists don't get death drops.) If you get a wish early in the game, you should wish for a blessed figurine of an Archon (after making sure you can recharge your wand, if the wish is from a wand of wishing). This will make the rest of the game much easier. One possible metastrategy is to play a large number of characters until one of them gets an early wish & mdash;most likely from quaffing at all available fountains. Barring an early wish, a polymorph trap is a good way to improve your pets. If you hunt for one, the lower mines levels are probably the best (and safest). Each eligible level has a 54% chance of at least one. You need either magic resistance, an amulet of unchanging, a leash, or a magic whistle in order to polymorph your pets effectively. If you can't find a polymorph trap, try to find a spellbook of charm monster or scroll of taming, which will let you produce new pets. If you encounter chameleons, you can have your pets eat the corpses in order to (potentially) turn into something better. Reverse genociding chameleons, though possible, is risky and not generally recommended unless nothing else is available. As a last resort, you can smash a potion of polymorph or zap a wand of polymorph on your pet(s), but this has a chance of killing the pet and breaking pacifist conduct. A wand of polymorph is often best saved for polypiling rather than used on your pets. A carefully played pacifist character with a pet Archon or the ability to cast charm monster should find that, aside from the few specific problems which are listed below, the Castle and Gehennom levels are no harder than they would otherwise be with a regular, non-pacifist character. Whistling your pet into the castle (at the towers) will net you a lot more scrolls and potions than a more direct approach, without any risk to your character. A leash or magic whistle are very helpful, and if you make it through the Castle without one, consider wishing or polypiling for a magic whistle. Pacifist players who have made it to the Wizard's tower usually employ one of the following two strategies to deal with the Wizard of Yendor and the various monsters in the endgame: either have a well-equipped pet Archon on a leash, or a posse of pet purple worms on hand. The Wizard of Yendor starts out as a level 30 monster, and increases by one level each time he reappears. A pet Archon will reach level 28 without help, but after that you will need to give it potions of gain level to raise its level. The Archon will not attack the Wizard unless the Wizard is no more than one level higher than the Archon, so plan accordingly. If your Archon is not already high level (mid 30s), you may want to save up several wishes so that you can wish for potions of gain level if needed. Another possibility is to use a level-draining artifact (such as the Staff of Aesculapius) to lower the Wizard's level, but take care not to kill the Wizard in the process (check with a stethoscope). A pet purple worm can instakill most monsters by eating them, but they will usually never reach high enough level to attack the Wizard of Yendor without conflict. If you rely on purple worms, a ring of conflict is essential. (Conflict also works with pet Archons, but it is risky until they reach level 25, because the Archons might start attacking you.) Another possibility with a purple worm is to have them chow down on the many wraiths in the Valley of the Dead, as a purple worm will gain a level from each wraith, and this level gain will bypass their normal maximum. However, pet worms usually don't last very long & mdash;they are extremely vulnerable to shapeshifters, green slime, huge monsters, and players annoyed of waiting for them to eat. A high-level pet Archon with reflection and good weapons and armor (e.g. +7 Frost Brand, AC & minus;25) will quickly kill pretty much every monster you encounter, even in the endgame, except for footrices and monsters with digestion attacks. Using a leash or two is highly recommended, especially in the Elemental Planes, since otherwise you will be in bad shape if you enter one of the portals without your pets. Weak monsters such as geckos can die if you accidentally hit them. This causes you to lose pacifist conduct and represents a major threat to any would-be pacifist. Players should prepare themselves for a lot of frustration. At the start of the game, there is nothing you can do except play very carefully, using movement commands which do not attack, such as , , capital vi movement keys, and . Once you get a cream pie, you can wield it. A character wielding a cream pie does no damage upon hitting a monster, regardless of any damage bonuses you may have. However, if you hit anything, the cream pie will splat. Feel free to wield a whole stack; only one will splat. If you have a pet that can kill Keystone Kops, you can find a suitable shop and steal a gold piece several times to build up a stockpile of cream pies. Dig a pit in front of his door to keep the shopkeeper inside. If he approaches you after you rob the shop, you can pay the shopkeeper to appease him. If you don't have a cream pie, wielding a very weak weapon (a Puddingbane) will make sure the damage is limited to 1 even if you have a damage bonus from rings or strength. Do not use a non-weapon object unless your strength is 15 or lower, otherwise the damage will be increased by your strength bonus. However, even a single point of accidental damage can still kill weak monsters. On rare occasions, it is helpful for a pacifist to use weapons to attack monsters. If you have a stethoscope, you can selectively reduce monsters to very few hit points or even one hit point using a weak weapon or non-weapon such as a Puddingbane. This helps your pet kill floating eyes if you have a blindfold. Later, once you get a level-draining artifact, you can use it to drain high level monsters to the point where your pet will attack it. Potions of gain level are usually best saved for a pet Archon. Chatting with the Oracle is useful in the early game, but only works once per game. This leaves eating wraith corpses and consorting with foocubi as the primary level-up methods for a pacifist. Wraiths can be reverse genocided or lured from a graveyard level such as the Valley of the Dead (use level teleport for maximum speed, or charm monster). Tripe rations are a handy way to regain levels lost to level drain. If you run across any wraith corpses in the dungeon, you should eat them, as it will make it easier to enter the Quest later on. However, unless there is some need to gain levels (for example, to cast ), you should not bother actively gaining experience until necessary for the Quest, in order to keep the difficulty of random monsters low. Most of the time, gaining levels is not a big challenge compared with all of the other difficulties of pacifism, and in general if you are opportunistic with wraith corpses and foocubi summoning via sinks you should have no trouble. However, if your game is lacking in sinks and wraiths, you may have to take matters into your own hands. Perhaps the easiest solution is to polypile or wish for a magic marker and reverse genocide wraiths. Other methods include letting water demons hit you to summon foocubi, farming for potions to alchemize by repeatedly #looting a throne (note changes between versions in this), or wraith farming with the Book of the Dead. In order to fully take advantage of what your god can do for you (fix problems) you'll need to have an alignment record greater than zero. If your role starts the game with zero alignment record, it should be raised before you run into your first major trouble. Also, it must be 20 for you to be allowed on the quest. With Healers or lawful characters, your alignment can be easily raised by healing your pets; you get one alignment point each time you heal them. Chaotic characters gain one point of alignment each time they sleep with a foocubus, which is also a good way to gain experience. With neutral characters, it is a bit more difficult. The easiest technique to get the first couple of points of alignment is to pray after the 300th turn with a minor trouble, since your initial prayer timeout is set to 300. This will only work for the first two points of alignment. After that, you can get more alignment by giving gold to aligned priests. Giving a priest of your alignment (hope for a co-aligned Minetown altar) 600 times your level in gold will raise your alignment two points, but only if you don't have more than 2 times that amount of gold in your inventory at the time. So stash away all the gold you're not giving to the priest in a bag, then give to charity! Neutral atheist non-Healer pacifists have an especially hard time raising their alignment. The only method available to them is to anger a cross-aligned priest. Ben Hiles has ascended an & q= & rnum=1#59400e18fbd6250a atheist pacifist Gnomish Wizard this way. In 3.4.3 and earlier, a helm of opposite alignment could be used to open up other deities' methods of gaining alignment, such as casting healing spells on pets; unfortunately, as of 3.6.0, putting on or removing the helm resets your alignment to zero, making the practice pointless. If a monster engulfs you, applying a tooled horn will cause the monster to expel you. Pacifists should thus make it a priority to find a tooled horn. Other escape methods such as teleportation, ring of slow digestion, wand of slow monster, wand of opening, cloak of displacement, wand of digging, and the spells can also be used in various situations. An engulfer without a digestion attack will eventually spit you out if you survive. Air elementals are dangerous opponents, since they are fast and often re-engulf you immediately after you escape. On a no-teleport level, zapping the air elemental with a wand of teleportation will move it out of your way. On levels that permit teleportation, you must zap yourself and not the air elemental in order to teleport outside of the monster. Pets cannot be engulfed except by monsters with digestion attacks; however, a pet which is engulfed by a digestion attack suffers instadeath. Fortunately, the only monsters with digestion attacks are trappers, lurkers above, and purple worms. All three of them move slowly if at all, so they are easy to avoid if you have telepathy or (to a lesser extent) warning. Another option, if you don't intend to have any pet purple worms, is to genocide them. Most pets will not attack cockatrices. If you are unable to obtain a stoning-resistant pet such as a yellow dragon or a gargoyle, cockatrices will be very annoying obstacles. Taming, teleportation, genocide, conflict, and luring a wounded cockatrice into a pit are about the only ways to get rid of them without a pet that is willing to attack them. The easiest solution is to simply genocide them. In a normal game, genociding cockatrices is usually not a good idea, as their corpses are immensely useful against certain difficult enemies. This is not true in a pacifist game, as your pets will not wield cockatrice corpses if they have an artifact or no gloves, and the conduct keeps you from using it yourself. Additionally, any cockatrice corpses left on the ground could potentially be wielded against you by a soldier wearing gloves. The only potential uses for cockatrices in a pacifist game are with conflict, and deliberately stoning a weak pet golem to get a stronger stone golem. A ring of conflict will cause your pets to attack other monsters (and you) regardless of any differences in monster level. If you don't have conflict, you will have to spend some effort to raise your pets' levels, since without conflict a pet will not attack monsters more than one level higher than it. Another option is to turn the monster into a green slime and either have a pet kill it or simply run away. It is possible to slime the Wizard of Yendor and polymorph into a nymph to steal the Book of the Dead. This has the added advantage of the Wizard not reappearing until after performing the invocation ritual. A pet Archon will reach level 28 without any special effort. After that, the only way to raise its level is to give it potions of gain level. Of the monsters normally encountered in the game, only Asmodeus, Baalzebub, Orcus, the Wizard of Yendor, and the Riders are above level 29. It is usually best to bribe Asmodeus and Baalzebub, since otherwise they are fairly hard to kill. Asmodeus, in particular, is level 49, which is very difficult to handle without conflict. Orcus is level 30 and thus requires a level 29 Archon to kill & mdash;give your Archon one potion of gain level. The Riders have a base level of 30, but their actual level will be between 33 and 37, depending on your level and the depth of the Sanctum. The Wizard of Yendor starts at level 30, but each death of the Wizard or his clones increases the level of his next appearance by one. For this reason, it is a good idea to ensure that your Archon is several experience levels higher than the Wizard before beginning the ascension run, or have a level draining artifact on hand to use against him (check his level and hit points periodically with a stethoscope to make sure you don't kill him). As usual, if the level draining artifact is your quest artifact, be prepared as it will eventually be stolen by the Wizard if left out long enough. The most convenient source of potions of gain level is probably #looting the throne in Vlad's Tower repeatedly & mdash;about 2 & ndash;4% of all monsters generated will carry such a potion. Another option is to tame liches and grow them into arch-liches; a fully leveled arch-lich is level 37, sufficient to attack the Wizard for several incarnations. Arch-liches have the additional advantage of being covetous; once wounded both the Wizard and the tame lich will teleport to the upstairs (if it exists) and will continue to fight. Monsters will not escape upstairs or cast healing spells if you are not nearby, so the two will continue to fight until one of them dies & mdash;typically the Wizard, as an arch-lich has more damaging attacks. An arch-lich specifically wants the Book of the Dead and will therefore pick it up after the Wizard dies, but it may be difficult to get the Book back; the lich will still drop carried items due to being tame, but tends to immediately pick the Book up again. Without a large supply of potions of gain level, it is always possible that the Wizard will reach a point where a pet Archon will refuse to attack him without conflict. The easiest way to get a level 49 pet is to tame a purple worm and farm for wraiths with the cursed Book of the Dead. Purple worms will gain a level whenever they swallow a wraith, ignoring corpse dropping odds. Beware the by-product arch-liches, and that the Wizard will haunt you unless you steal the book without killing him. Once at level 49, the pet worm will always be able to quickly kill the Wizard and will have enough HP to survive most combat. You still need to keep it away from disintegration blasts, polymorph traps, shapeshifters, and the Riders. Certain traps are dangerous for pacifists. A polymorph trap can turn a strong pet into a weak pet. Level teleporters and trap doors can separate you from your pet. If you have a trap detection method, it might be a good idea to search each level for dangerous traps and disable them, or keep your pets away. In most cases, it is enough to put a cursed object or a boulder on the trap, or to dig a pit. In the main dungeon, most traps can be avoided by walking in corridors instead of rooms. Digging your own corridors is a relatively safe method of travel, but tedious and usually not necessary. In Gehennom, try to stay in front of your pet at all times by using the layout of the maze to block your pet from walking in front of you. This will ensure that you encounter dangerous traps before your pet steps into them; once you find a dangerous trap, you should disable it immediately. Be aware, however, that when dangerous monsters are in the vicinity, you will want to keep your pet in front of you instead, so switch between the two modes of exploration as appropriate. Extrinsic telepathy is extremely valuable here, as is magic mapping. In 3.6, if you drown a monster by creating a pool under it, either by digging a fountain or by doing the invocation, it breaks the conduct, so it is desirable to check for nearby monsters. Many special abilities, such as mind flayers' brain-sucking attack and touch of death, won't work on your pet. Major exceptions include a cockatrice's stoning attack or a black dragon's breath attack, which can kill your pet instantly. Pets will not attack a footrice unless they are stoning resistant or you are causing conflict. The way to deal with cockatrices is to have a stoning resistant pet, teleport them, tame them, cancel them, or use genocide. Stoned pets may be recovered by the spell. Medusa is another special case. If you reflect Medusa's gaze, you will lose pacifist conduct, so don't do that. Standard techniques for dispatching Medusa include using a pet with reflection, cancelling or blinding Medusa, or blindfolding yourself and dropping a wand of death in her path for her to use. Pacifists get less loot, and what they do get is much less useful. Random items are generated only during initial level generation or as death drops which break the conduct. Monsters are created only with a very narrow selection of items. Polypiling, wishing, writing books and scrolls, divine gifts, and alchemy offer a way out, but all of these (except alchemy) break other conducts. On the flip side, you can identify items by that monsters were created with them, particularly when this varies by monster. On NAO, there have been 14 Healer, 12 Wizard, 3 Monk, 2 Tourist, and 1 each of Archaeologist, Barbarian, Caveman, Rogue, Priest, Knight, and Valkyrie ascensions. < ref > !lg * won conduct=pacifist gmax=role, query to the Rodney bot on 2-2-2012 < /ref > . Pacifism is the most difficult conduct; only 0.8% of all winning NAO accounts have a pacifist ascension. < ref > !lg -count * won turns > 0 g=name and !lg -count * won turns > 0 g=name conduct=pacifist < /ref > Weapon-tools always display "You begin bashing" when attacking unskilled with the tool; this helps the player realize their mistake if they accidentally attack with a pickaxe and it doesn't kill the monster. =_=_ Weaponless =_=_ Slash =_=_ Character =_=_ Scrolls =_=_ Randomized appearance A major part of NetHack is identifying items. To make this more difficult, the appearances of scrolls, potions, rings, amulets, wands, spellbooks, and some armor are randomly shuffled at game start. This page lists the possible appearances. ZELGO MER JUYED AWK YACC NR 9 XIXAXA XOXAXA XUXAXA YUM YUM KERNOD WEL ELAM EBOW DUAM XNAHT ANDOVA BEGARIN KIRJE VE FORBRYDERNE HACKEM MUCHE VELOX NEB FOOBIE BLETCH TEMOV GARVEN DEH READ ME ETAOIN SHRDLU LOREM IPSUM FNORD KO BATE ABRA KA DABRA ASHPD SODALG MAPIRO MAHAMA DIROMAT The Book of the Dead, novels and blank spellbooks all have a fixed description. Regular spellbooks will appear as one of the following: Of these, the dull spellbook may cause the player to fall asleep when reading it. This currently ignores sleep resistance, which is bug C360-15 in NetHack 3.6.0. In Nethack 3.6.2 and later, the vellum and parchment spellbooks are made of leather rather than paper as all the others are; this is because vellum and parchment are both made from animal skin. The source code also contains appearances for the deferred spellbooks of and , which are canvas and hardcover respectively. These will presumably be randomized if the spellbooks are enabled. The appearance of rings determines what monsters can eat them, and also influences golem creation when polypiling. The former is especially important because you can sometimes gain intrinsics from eating rings while you are polymorphed. Pearl, iron, twisted, steel, wire, engagement, and shiny can be eaten by any metallivore (rock mole, xorn, or rust monster). Bronze, brass, copper, silver, and gold can be eaten by any metallivore not restricted to rustable metals (rock mole and xorn). Additionally, gelatinous cubes can eat wooden rings. Except for the Amulet of Yendor and its imitation, they can all be eaten by metallivores. You have a chance of gaining intrinsics from eating amulets while polymorphed. Glass and crystal wands are fragile so they can break. This is significant if you kick the chest that stores the wand of wishing in the castle. The appearance of wands also determines what monsters can eat them, and also influences golem creation when polypiling. Eating a wand while polymorphed however has no effect besides nutrition. Balsa wands require only 5 strength to break, while other wands require 10. The material of armor is determined by its type, not by its appearance. This is significant for gloves and boots: gauntlets of power and kicking boots are iron, the rest are leather. Some appearances have additional effects. Four cloaks have random appearances: the cloak of displacement, cloak of invisibility, cloak of magic resistance and cloak of protection. They are chosen from the following: Cloaks of displacement and protection automatically identify themselves when worn, and cloaks of invisibility will too unless you are already invisible. Even a -3 cloak of protection, which grants no change in AC, is identified upon wearing. Otherwise, if you find yourself wearing any of those randomized appearance cloaks as-is, it is the cloak of magic resistance. Of these, snow boots and riding boots are special. The former prevents the fumbling effect of ice and the latter increases the chance of successfully saddling a steed. However, this bonus is not cumulative with the riding gloves. The cloak that happens to have the randomized appearance "opera cloak" will appear much more often than its base type's frequency suggests, because many vampires will be generated with one. At least in the case of cloaks of invisibility and magic resistance, it also means many vampires will be invisible or magic resistant. =_=_ Unidentified scroll =_=_ Magic trap The magic trap is a trap with many possible magical effects. Having magic resistance will not protect you from these traps. Though magic traps can be randomly generated on any level in the dungeon, certain special levels have some guaranteed ones. The Knight quest has 45 guaranteed magic traps; the lair of Asmodeus has three; the Valley of the Dead, the Wizard of Yendor's Tower, and the lairs of Juiblex, Orcus, and Baalzebub have two each; one variant of Medusa's lair, the Sanctum, the Archeologist quest, and the Wizard quest have one each. Monsters are much less likely to trigger magic traps than players. There is a 1 in 21 chance that they will experience the fire trap effect, and otherwise experience no effect at all. Repeatedly #sitting or stepping on magic traps is an easy way to raise charisma; a patient player can usually reach the maximum for his race. This may be useful for dealing with foocubi. This effect can also be used to acquire pets, especially because the trap tends to create many monsters. On average, a single magic trap grants 1.4 points of charisma. The remove curse effect of the trap is not as reliable since it requires you to equip cursed gear with no guarantee that you will actually get the curses removed. Still, a player desperate to get rid of cursed gear might try to use a magic trap for this purpose. If you wish to sit on a trap repeatedly, you should prepare by engraving Elbereth, having fire resistance, and having nothing burnable in your inventory. You should also be ready to deal with the many monsters created by the trap: making yourself immune to blindness with the Eyes of the Overworld or Sunsword, having telepathy or warning and being blind beforehand, having a unicorn horn to cure blindness, or just being confident that you are equipped enough to deal with all the unseen monsters. A unicorn horn is also nice for curing deafness. The choice of which magic trap to sit on is also important; monsters generated from deeper traps will have a higher average difficulty. In general, it is a good idea to start with the shallowest dungeon levels and work your way down until you have reached the charisma score you want. If your Quest branch generates non-threatening monsters, though, you might want to use the magic traps there first. In UnNetHack some traps can be created by breaking a wand with a similar name. Breaking a wand of magic missile can create a magic trap if the terrain can accommodate such a trap. Magic traps are slightly changed in SLASH'EM. The "Your pack shakes violently!" message now has an associated effect; every object in your inventory has a 1 in 10 chance of being assigned a new random letter. If the newly assigned letter is already taken by another object in the inventory the two items are swapped. Players that use fixinv will instead take 2 damage for each item that would have been moved; if this damage is fatal the death message will be "killed by violence". Additionally, monsters also have a 1 in 30 chance of destroying the magic trap in the same manner as the player; the trap is removed, they take 1d10 damage, their maximum power is increased by 2, and their power is set to this new maximum. =_=_ User talk:Ray Chason Hi Ray, welcome to NetHackWiki. You have made some great contributions. Keep up the good work :) --Jayt 22:47, 4 July 2006 (UTC) Thank you for your history of NetHack. It's great fun to see when certain things were introduced or removed, or why things are the way they are (particularly artifacts and #name). Eidolos 20:16, 6 August 2006 (UTC) Since you are pretty much the official NetHack history expert of this wiki, can you write something on the history of the Wizard of Yendor? I'd love to read something about it. --ZeroOne 00:56, 25 July 2006 (UTC) Based on the decision in, NetHackWiki:Community Portal#Style guide on sidebar; More admins and bureaucrats?, you are now a "sysop" = "administrator". This gives you access to a few extra wiki features to help maintain the wiki. It is one way of thanking you for your contributions to NetHackWiki. If you need help with something, you could check w:Help:Administrators' how-to guide or you could ask me, ZeroOne, or Jayt. --Kernigh 02:21, 8 September 2006 (UTC) Hi Ray - do you have any specific plans for working on the next set of history articles? If not, I've been developing versions of them for 3.2.1, 3.2.2, and 3.2.3 and would like to know if there are any particular schema for them that you have been following that would have been missed in these articles. -- SGrunt 15:21, 25 September 2006 (UTC) Hi Ray! I'm guessing you don't read mail to your acc't with your usenet provider. I tried to write you about NH L10N. I've compiled and had a look at your Spanish NH. I have a German version nearing publication. I'd be interested in some exchange on L10N strategy and tactics. Drop me a line? --tc 08:36, 22 August 2007 (UTC) You can actually prevent a page from being created in the first place (instead of making the page and protecting it to prevent it from being spammed, etc.). If you're interested in this method of protection, you can check out Wikia:Wikia:Protected titles and create a local "title blacklist" on this wiki. & nbsp;GHe (Talk) 19:34, 6 January 2008 (UTC) Take a look here: What_to_genocide. The article makes absolutely no sense and is a complete waste of genocide scrolls. Delete? :) Fredil Yupigo 01:29, 10 February 2008 (UTC) Please look in to this as all monster pages, the Main page and a high portion of pages now look terrible! -- Kalon 04:47, 28 February 2008 (UTC) Am I to understand that the nethack-343 template should be on every page that includes info on that version of nethack? Or are there other criteria? Thanks for adding Knights. I just made the changes quickly after noticing that I had broken Athiest by turning undead during the priest quest and I'm now past Vald. Aargh! :) Ledgerama 23:59, 15 June 2008 (UTC) Greetings, Ray! I noticed that you are pretty much the only active sysop, so I have made you a bureaucrat, too. I know you'll use your new powers wisely. :) & mdash;ZeroOne ( < small > talk < /small > & nbsp;/ & nbsp; < small > @ < /small > ) 01:02, 28 January 2009 (UTC) Would it be okay if I left it up but removed all links aside from a link on my personal page as to not confuse new users? To be honest, this is less of a YANI than an affirmation and solidification of behavior that myself and many others have engaged in for years unofficially and I've just run the gambit of making cool tables for it and such :P Hi there, I'm from the gaming team and i'm here to help you make any necessary tweaks to your wiki for the upcoming new Wikia skin. I didn't want to just barge in without saying hi and checking to see if you had any issues or concerns. The main things that need fixing are the sidebar menu, which will be moving and "tighter" (though yours is concise as it is) and a few tags which don't seem to transfer over smoothly (like the colours for all the monsters). Feel free to contact me regarding any changes you'd like. — Game widow 11:35, September 30, 2010 (UTC) The answer to your question: the extension should now be active. You can check Special:Version to see the installed extensions. --paxed (talk) 06:17, 9 March 2014 (UTC) Just wanted to express my appreciation for your work on the Qt version. I haven't tried to build it yet -- I think I'll wait for the official release -- but am really glad it's coming back. Thanks again! :-) --TNT (talk) 06:59, 23 October 2017 (UTC) User:Eidobot is a bot written in Perl that adds new articles. He's released under the MIT license, so go nuts. The line breakdown is: One of my unfinished projects here at NetHackWiki is to label each function name (and long comments and important structures) to help source divers and source annotaters. Some of the things I've learned are: =_=_ Beginner Being a beginner is a condition of a single NetHack character. Characters that have never achieved 2000 score points (1000 if a wizard) are classified as beginners. It causes otherwise unique messages given by scrolls, spells, and potions to default to "You have a strange feeling for a moment, then it passes" ("normal feeling" if hallucinating), which hampers their identification. =_=_ Potion of hallucination Quaffing blessed potions causes you to hallucinate for fewer turns (300-499), uncursed for a medium number (600-799), and cursed for a long time (900-1099). Potions of hallucination have a base cost of 100 and can be turned into water by #dipping a unicorn horn in them. These potions have very little use (though they are excellent for causing funny messages), and are a generally considered prime candidate for diluting. Still, they are not entirely useless. Another potential use is to informally BUC items with an altar. #quaff a potion of hallucination before BUC testing your item. If you see a flash of light (any color), you know the item is either blessed or cursed. (You should #name it as such.) This method will not allow you to distinguish further between blessed and cursed, see curse testing for ways to do that. If an unBUCed item stacks with this informally BUCed item, you then know that they have the same BUC status. If the item you drop on the altar is uncursed you will not see a flash and it will be formally BUCed. Note: this still breaks atheist conduct, even if you don't end up with a formally BUCed item. =_=_ Quest nemesis =_=_ Quest artifact The quest artifact is a special artifact that you retrieve from your role's quest nemesis along with the Bell of Opening, and is considered one of the prizes for completing the quest. While your quest artifact is not strictly necessary to ascend, it is worth picking up anyway since it is at least of some use to your character, often providing valuable extrinsic qualities. magic resistance; astral vision; protects against the stunning and blinding effects of the Archon's gaze attack; overrides all blindness; prevents blindness from ravens, black naga, and cobras (like normal lenses.) =_=_ The Eye of the Aethiopica The Eye of the Aethiopica is the Wizard quest artifact. It is the prize for completing the wizard quest. It is neutral for wishing purposes. Its base item is an amulet of ESP. While carried, the Eye provides half spell damage and fast power regeneration. While worn, in addition to normal extrinsic telepathy, it further confers magic resistance. With fast power regeneration, you restore at least one power per turn. You can #invoke the Eye to branchport, which immediately teleports you to another dungeon branch that you have visited. Attempting to branchport to the branch you are currently in (or from the End Game or while carrying the Amulet of Yendor) gives the message "You feel very disoriented for a moment" and has no effect. Adjacent monsters that normally follow you up stairs will follow you through the gate into the new branch. The fast power regeneration and magic resistance combined with the base item makes the Eye of the Aethiopica a highly sought-after choice of a wish for neutral non-Wizard spellcasters. If you plan to wish for it, take note of the second "the" in its name. Branchporting using the Eye is a common method to transport wraiths from the Valley of the Dead, so they are more likely to leave corpses, and it makes Sokoban a more accessible and ideal stash location. Since this is at quite a shallow depth, you can usually return quickly by digging down with a pick-axe, or else branchporting back to the last dungeon level on which you interrupted your journey. You can also transport foocubi to Sokoban or another level where a lack of armor is less instantly hazardous. In NetHack 3.4.3, the Eye of the Aethiopica also conferred magic resistance when carried in the inventory, and branchporting to Sokoban or Vlad's Tower would always bring you to the branch's bottom floor. Aethiopica (Αἰθιοπικά) simply means "Ethiopian" in Ancient Greek. The name is most likely a reference to the influential ancient Greek novel Aethiopica, which takes place in ancient Ethiopia at various points; Charicleia, one of the main characters, has a dream about an eye being cut out. =_=_ The Eyes of the Overworld The Eyes of the Overworld is the Monk quest artifact. It is the reward for completing the Monk quest, and is neutral for wishing purposes. Its base item type is a pair of lenses. While wearing the Eyes, in addition to the usual effects of lenses, you are granted astral vision: the squares around you are illuminated as would be lit by a lamp. The Eyes also provide magic resistance when worn; prior to version 3.6.0, the Eyes provided magic resistance when simply carried. Invoking the Eyes provides enlightenment. Astral vision penetrates walls, doors, solid rock, and any other obstruction. Objects seen through astral vision using the farlook command are described as though you had personally handled the item (a behavior similar to a blessed potion of object detection; for example, viewing a scroll on the floor will tell you its label, not merely "a scroll," and gems discovered embedded in rock will appear with whatever type-name you might have given them. Blindness from any source will not obstruct your vision if you are wearing the Eyes; internally, the game tracks the duration and cause of your blindness, but all effects of those status ailments are overridden by astral vision, similar to Grayswandir's behavior with hallucination. Astral vision does not grant its usual "vision" properties while on the Rogue level; monsters, tiles, and items are not revealed through darkness or obstructions, but the Eyes will still prevent and override blindness. Because Nethack assumes line-of-sight is symmetrical & mdash;that is, if you have a clear line of sight to a monster, it can see you too & mdash;monsters are capable of using gaze attacks through walls and other obstructions if they are within a three-tile radius while you are wearing the Eyes. This can be lethally tragic when dealing with Medusa, or if a pesky umber hulk on the other side of an unphaseable or undiggable wall repeatedly confuses you. In such cases, it may be necessary to temporarily remove the Eyes, as astral vision becomes a liability instead of a boon. If you are attempting the Zen conduct, do not wear this item under any circumstances, as it will instantly break the conduct. As it no longer provides a benefit when carried and the invocation effect of enlightenment is easily achieved through other means, it's best to ignore this artifact altogether to avoid the risk of accidentally wearing it. The Eyes of the Overworld is a 1966 novel by Jack Vance, part of his Dying Earth series, which was highly influential on Dungeons & Dragons (but not NetHack itself so much). The anti-hero Cugel, a resourceful but amoral rogue, is tasked by a wizard to obtain the titular artifact (essentially, rose-tinted contact lenses) from a squalid village whose "aristocracy" wears the Eyes, which allow them to see everything around them as though it were opulent luxury. =_=_ Talk:The Eyes of the Overworld A few months back, I wrote the Everything2 article on The Eyes of the Overworld. To write the article that appears on NetHackWiki, I basically just trimmed out the unprofessional bits of the E2 article (as well as things most NetHackers know, such as that Gehennom is incredibly maze-y). If anyone has a problem with this either way, I'll be happy to rewrite this article or include more from the E2 article. I'm pretty sure that the E2 copyright policy is that the noder (i.e. author) retains full copyright ownership, so it shouldn't be a problem. Eidolos 03:06, 6 July 2006 (UTC) The Eye's Astral vision's illumination function doesn't seem to work in the Rogue level. I haven't checked if monster/object location is similarly disabled. Does anyone know if this is a bug? I added a note to the Rogue level page regarding this and also made a discussion comment in the Astral vision page. -- 孟謙 =_=_ Talk:Eyes of the Overworld This article should probably be deleted; [The Eyes of the Overworld] supercedes it. (Sorry, I didn't notice Eyes of the Overworld before I created The Eyes of the Overworld) Eidolos 03:41, 6 July 2006 (UTC) =_=_ Category:Quest artifacts =_=_ The Orb of Detection The Orb of Detection is the Archeologist quest artifact. It is the prize for completing the Archeologist quest, and is lawful for wishing purposes. Its base item type is a crystal ball. While carried, the Orb of Detection confers magic resistance, telepathy and half spell damage; invoking the Orb toggles invisibility on or off. The Orb of Detection can also be applied like any crystal ball for the same effects. Archaeologists' high intelligence let them make good use of the Orb of Detection for portal detection. The invoke effect is not useful, since sources of invisibility are common. If you are carrying it for its magic resistance, it is recommended to find a source of worn magic resistance before challenging the Wizard of Yendor, since he can steal it. As a lawful artifact wish, the Orb of Detection has a more useful base type than the Magic Mirror of Merlin and provides half spell damage. However, it is much heavier. Many variants implement L's Itlachiayaque Patch, which has the Orb of Detection replaced by Itlachiayaque, a lawful-aligned shield of reflection with some similar properties. xNetHack implements this patch, but additionally allows Itlachiayaque to be invoked and used like a crystal ball; EvilHack instead replaces the Orb with Xiuhcoatl, a lawful atlatl. =_=_ The Heart of Ahriman The Heart of Ahriman is the Barbarian quest artifact. It is the prize for completing the Barbarian quest, and is neutral for wishing purposes. Its base item type is a luckstone. When carried, The Heart of Ahriman confers stealth. When invoked, it toggles levitation on or off. While levitating, you can use the key to end the effect and return to the ground, as with a blessed potion of levitation; dropping the artifact will also end the effect. When thrown as a projectile weapon, The Heart of Ahriman gives +d5 to-hit; when slung, it also does double damage to the monster it hits. The Heart of Ahriman is considered one of the weaker quest artifacts, as most Barbarians will gain intrinsic stealth from reaching XL 15, and there is a luckstone guaranteed in Mines' End. Its increased damage as a projectile is almost completely useless—not only is the sling skill considered useless and restricted for Barbarians anyway, but even the most outside scenarios where a player will want to fire the Heart of Ahriman carries the risk of shooting it into water or any other location that makes it difficult to retrieve. However, as a source of levitation, the Heart is preferable to a supply of potions, though less desirable than the ring of levitation or boots of levitation; if invoked while riding, the artifact will also levitate both you and your steed, and unlike a spell or blessed potion you will not have to re-mount them. You can also simply end the levitation at any time via or dropping the artifact to cut down on #invoke reliance. As always, keep your eyes open for a bullwhip if you want to retrieve loot—applying a bullwhip is reliant on dexterity, an attribute Barbarians tend to be high in. In the universe of Conan the Barbarian, the Heart of Ahriman is a powerful artifact, the one thing that can allow a man to stand against the powerful wizard Xaltotun. It was also featured in the movie "Conan the Destroyer". In NetHack 3.4.3 and earlier versions, the Heart of Ahriman is vulnerable to the spell, which will turn it into a normal meatball. This was fixed in NetHack 3.6.0, where the artifact will resist the spell. Attempting to name an ordinary luckstone as The Heart of Ahriman always makes your hand slip and gives it another name. Before version 3.6, you could exploit the naming artifacts bug and try to name any unidentified gray stone as The Heart of Ahriman; if it succeeds, then you know that it was not a luckstone. Together with kicking (to detect loadstones) and rubbing (to detect touchstones), this bug provides a surefire way to distinguish any unidentified gray stone. The artifact naming trick does not work in Nethack 3.6.0 and later versions, NAO's version of 3.4.3, or in many of the variants based on it. In UnNetHack, the Heart of Ahriman grants displacement rather than stealth when carried, as well as the same faster power regeneration that the Eye of the Aethiopica grants. In dNetHack, the Heart of Ahriman is now a ruby that grants magic resistance, reflection, half spell damage, drain resistance, fire resistance, and poison resistance while carried, and #invokes for curse removal, with the exact effects depending on BUC. If cursed, it uncurses itself; otherwise, it acts as a scroll of remove curse of the same beautitude. This makes it significantly more useful. With all the new spell-casting monsters in dNetHack, you're likely to want as many different sources of MR as you can. =_=_ The Sceptre of Might The Sceptre of Might is the Caveman quest artifact. It is the prize for completing the Caveman quest, and is lawful for wishing purposes. Its base item type is a mace. When wielded, the Sceptre confers magic resistance, and you get +d5 to hit and deal double damage against monsters with alignment different than the Sceptre. Invoking the Sceptre toggles conflict on or off. Conflict caused by the Sceptre does not cause the usual hunger. If the Sceptre leaves your main inventory, it will stop causing conflict without needing to be invoked. Thanks to its alignment-based double damage, the Sceptre is one of the best weapons in the game versus cross-aligned monsters. Since most monsters in the game are either neutral or chaotic, for lawful characters the Sceptre is a great weapon, comparable even with a similarly enchanted Grayswandir against most non-silver hating monsters. As your quest artifact is always co-aligned, however, the Sceptre is a much weaker artifact for neutral Cavepeople. The magic resistance, damage bonuses, and toggleable conflict also make the Sceptre of Might a good wish for lawful non-Cavemen, especially in the early game. The average damage calculations in the following table do not include bonuses from weapon skills, strength, or from using a blessed weapon against undead or demons. The Sceptre of Might does significantly less damage in SLASH'EM. Its to-hit bonus has been reduced to a set +3, and it does an additional 5 points of damage versus cross-aligned creatures instead of double damage. < ref > http://www.angelfire.com/trek/mazewest/spoilers/arti_007e6.txt < /ref > In xNetHack, the Sceptre of Might is now the Priest quest artifact; Cavemen have a new quest artifact called Big Stick, and the old Priest quest artifact, the Mitre of Holiness, is removed. The Sceptre confers drain resistance when wielded instead of magic resistance, and invoking it provides an energy boost instead of toggling conflict. =_=_ The Magic Mirror of Merlin The Magic Mirror of Merlin is the Knight quest artifact. It is the prize for completing the Knight quest, and is lawful for wishing purposes. Its base item type is a mirror. When carried, the Magic Mirror of Merlin confers magic resistance and telepathy. In addition, Knights do double damage to their enemies with some wands and most spells. When applied or wielded, the Mirror speaks to you and gives a random rumor - the rumor is true if the Mirror is blessed, false if cursed and either if uncursed. It shares this property with The Master Key of Thievery. A Knight carrying the Magic Mirror of Merlin in open inventory deals double damage to monsters when zapping the following wands or spells: The Magic Mirror of Merlin is a worthwhile choice for lawful non-Knights making an artifact wish due to the magic resistance and telepathy it provides. The Sceptre of Might is a comparable lawful artifact in terms of desirability, but only confers magic resistance when wielded; the Magic Mirror only needs to be carried, making it preferable in that regard. Some players recommend making knights spellcasters in anticipation of obtaining the Magic Mirror and using its double damage effect; magic missile does enormous damage (with an average of 112) when cast by a level thirty Knight with the Magic Mirror. < ref > http://groups.google.com/group/rec.games.roguelike.nethack/browse_frm/thread/c67ffc6f2d005d32/7d8d9704d183a623 < /ref > However, a Knight's starting stats make this somewhat impractical to attempt until much later on. =_=_ The Mitre of Holiness The Mitre of Holiness is the Priest quest artifact. It is the prize for completing the Priest quest, and is lawful for wishing purposes. Its base item type is a helm of brilliance. When carried, the Mitre of Holiness confers fire resistance; when worn, in addition to the normal effects of a helm of brilliance, it also provides extrinsic protection, augmenting your magic cancellation as a ring of protection, but not cumulative with one. If the wearer is a Priest, they also take half physical damage from all undead monsters and major demons; this property does not stack with other half physical damage sources. In xNetHack, the Mitre of Holiness is removed; the Priest quest artifact is now a modified version of the Sceptre of Might. =_=_ The Longbow of Diana The Longbow of Diana is the Ranger quest artifact. It is the prize for completing the Ranger quest, and is chaotic for wishing purposes. Its base item type is a bow. When carried, the Longbow of Diana confers telepathy. When wielded, it confers reflection and +d5 to hit when firing arrows. Invoking the Bow creates arrows with the same beatitude (but not the same enchantment charge) as the Bow. A blessed Bow creates more arrows, up to 21 at once, and a cursed Bow fewer, at most 11 at once. The invocations have timeout like most artifacts, so you cannot create new arrows every turn. The enchantment range of the arrows is inclusive and depends on rne(3) and the current beatitude of the Longbow. A blessed Longbow will only produce arrows with enchantment from 0 to 10; a cursed Longbow will only produce arrows with enchantment from -10 to 0; and an uncursed Longbow will produce arrows in the range of -10 to 10. The probability distribution of the enchantments is not uniform. The Longbow also has a small chance of producing poisoned arrows. Arrows generated from the blessed or cursed Longbow of Diana are more likely to be +0 than randomly generated blessed or cursed arrows. This is because mksobj, which arti_invoke calls to generate the arrows, can produce arrows of any BUC, regardless of the BUC of the longbow; arti_invoke changes the BUC status of the arrows after mksobj returns, bringing negative enchantments on blessed arrows and positive enchantments on cursed arrows to 0. Since the base type of the Longbow is an ordinary bow, it will not provide racial multishot bonuses, making it a poorer weapon than the starting bow for non-human Rangers. Since blessed arrows are very unlikely to break with high Luck, and it must be wielded for reflection, most Rangers will not find much use for it. However, it grants extrinsic telepathy when carried. As of UnNetHack version 5.1.0, the Longbow of Diana gives +1 multishot and +1 damage bonus when firing any type of arrow. < ref > https://github.com/UnNetHack/UnNetHack/blob/master/ChangeLog < /ref > The Longbow of Diana first appeared, along with the Ranger class, in NetHack 3.3.0 under the name of The Longbow of Artemis. It was renamed in NetHack 3.4.0. =_=_ The Master Key of Thievery The Master Key of Thievery is the Rogue quest artifact. It is the prize for completing the Rogue quest, and is chaotic for wishing purposes. Its base item type is a skeleton key. When carried, the Key confers warning, teleport control and half physical damage. Using the Master Key of Thievery for unlocking always succeeds. A Rogue carrying the Key has improved chances to disarm a trap. Invoking it removes all traps in a door or container. The Master Key will also speak to you and give a random rumor: the rumor will be true if the Key is blessed, false if cursed, and either if uncursed. Starting in 3.6.1, the Key has additional effects, all of which only take place if it's blessed (non-cursed for Rogues). Firstly, locking or unlocking a trapped door or container with the Key automatically detects and offers to remove the trap; this is guaranteed to succeed. In the inventory of a monster, the Key will also untrap any door the monster is trying to open. Secondly, untrapping doors and chests manually always succeeds as well. Finally, wielding the Key without gloves will give you clues about adjacent traps of any kind (it will feel "warm" or "hot"). Half physical damage is a rare property and is very useful, which makes the Master Key a good wish for a chaotic character, particularly considering its low weight. It should be wished for early, because artifact wishing depends on the number of artifacts in existence already & mdash;in fact, a chaotic character may want to hold back on sacrificing before their first wish, because an artifact wish is only guaranteed if there are 2 or fewer artifacts generated. Also be sure to be able to withstand the blasting damage; you need at least 41 HP (21 with magic resistance). Once the Key is in your inventory, you should avoid dropping it, since picking it up again will blast you another time. Keep a normal skeleton key or lockpick for mundane unlocking purposes, since applying the Master Key will also blast you. As with all quest artifacts, cross-aligned characters can only pick up the Master Key via appropriate use of a helm of opposite alignment (or permanent conversion at an altar). This is usually not worth the trouble, since non-chaotic adventurers are better off with an artifact that grants magic resistance, and neutrals can obtain half physical damage from the Orb of Fate. =_=_ The Platinum Yendorian Express Card The Platinum Yendorian Express Card, or PYEC, is the tourist quest artifact. It is the prize for completing the tourist quest. It is neutral for wishing purposes. Its base item type is a credit card. The Platinum Yendorian Express Card is the only vanilla quest artifact whose name is not of the form “The X of [the] Y.” When carried, the Card confers magic resistance, telepathy and half spell damage. Invoking the Card can charge objects like a scroll of charging, including having different effects based on the Card's beatitude for Tourists; for non-Tourists, the blessed Card only charges like an uncursed scroll. Unlike the scroll, the Card has no special effect if it is invoked while you are confused. Although the number of turns you must wait to invoke the Card again for charging is random, every 200 turns or so is usually a safe but suboptimal number. The penalty for trying to invoke the artifact too soon ("You feel the Platinum Yendorian Express Card is ignoring you") is only a delay of 3d10 (more) turns. See Invoke § Optimum invocation schedule for the optimum strategy; for most purposes, it's enough to invoke it every 80 turns. Since the Tourist is the only class that can use the card for blessed charging, non-Tourist PYEC charging is a bad idea for a wand of wishing, as well as a magic marker with more than 20 charges or one that you want to try to boost to 75 charges) & mdash;for either of those, use a blessed scroll of charging. It can still be extremely helpful for charging other things a player might otherwise normally not waste a scroll of charging on - throwaway wands, magical tools, and certain stat-boosting rings. The artifact gets its name from the Commodore 64 version of the game Wizardry, whose manual states that players start with limited gold because "few adventurers have a Platinum Yendorian Express Card". The name is based off the American Express suite of credit cards - certain types of credit cards are also known as charge cards, hence the artifact's ability when invoked. =_=_ The Orb of Fate The Orb of Fate is the Valkyrie quest artifact. It is the prize for completing the Valkyrie quest, and is neutral for wishing purposes. Its base item type is a crystal ball. It is often called the Orb of Weight by some players, due to its base item's heavy weight of 150 aum. When carried, the Orb confers warning, half spell damage, half physical damage and acts as a luckstone. When applied, it acts as a normal crystal ball. When #invoked, it allows the player to level teleport. The Orb of Fate is extremely useful, serving as a crystal ball and luckstone while halving most forms of damage. Despite its weight, the Orb needs to be held in main inventory for you to benefit from its effects. The #invoke effect of level teleportation is useful with teleport control for speedy travel, and can save you some cursed scrolls of teleportation. Neutral characters may consider the Orb of Fate for an artifact wish after obtaining both magic resistance and reflection, since the Orb provides no protection against instadeath. =_=_ Candelabrum of Invocation The Candelabrum of Invocation is a unique item required to perform the invocation ritual, which in turn is required to ascend in NetHack. Before being formally identified, it simply appears as "a candelabrum," but this is not important because it is the only candelabrum that exists in NetHack. To light the Candelabrum, you must first attach seven candles to it. Do this by applying the candles while carrying the Candelabrum. You can light or snuff the attached candles by applying the Candelabrum itself. It would burn as long as the shortest-lived candle you attach to it, but will lose half of the (remaining) time span each time you light it anywhere other than on the vibrating square. The Candelabrum provides a light radius slightly larger than an ordinary lamp, so it is recommended that you minimize the time the Candelabrum is needlessly lit. In versions prior to 3.6.1, attaching candles to the Candelabrum removes their weight from your inventory and makes them impossible to lose, so there is a small advantage to applying candles right away. On the other hand, you might light the candelabrum by accident. Given how rare the candles are, and that you lose half its remaining life span when you re-light it, it would be better to bag them separately until the last minute. If you are using a magic candle, you may want to drop the Candelabrum immediately after the ritual. Otherwise, you risk attaching your only magic candle on the candelabrum, where it will be consumed like an ordinary candle. Bell, Book and Candle is a Catholic excommunication ritual, although in the NetHack source code the candelabrum is sometimes referred to as a menorah, the seven branched candelabrum of Jewish ritual. =_=_ Moloch's Sanctum Moloch's Sanctum is a special dungeon level. It is always the lowest dungeon level, the 20th–24th level of Gehennom, and so Dungeon Level 45–53. To enter it you must perform the invocation. This is the level that contains the real Amulet of Yendor. Magic mapping does not work here, although the only variable in the map is the location of the secret door to the temple. The room marked as Temple is the temple housing the high priest of Moloch carrying the Amulet of Yendor. The entrance to the temple is a secret door randomly placed on one of the four walls (shown in blue above). The traps surrounding the temple are fire traps. The high priest attending the temple of Moloch has, in addition to his usual priestly accoutrements, the Amulet of Yendor. The courtyard surrounding his temple contains nine priests of Moloch, a horned devil, a barbed devil, an erinys, a marilith, and a nalfeshnee; in addition to the standard undead in the marked graveyard, the level also contains two random L and three random V. The temple is surrounded by fire traps, and a secret door is placed randomly on one wall; there are also two more fire traps, a spiked pit, a magic trap, an anti-magic trap, and a sleeping gas trap randomly elsewhere on the level. Four pieces of armor, two tools, a gem, four potions and five scrolls are randomly located about the level, as well as the usual chests in the graveyard. All walls are undiggable. Also, the (marked in purple above) dividing line between the two halves of the level cannot be phased through by polyself into a xorn or earth elemental. Because of the fire traps surrounding the temple it is desirable not to have to pace along each wall searching for the door. If you have any charges remaining in the Bell of Opening, applying it on each wall will identify the door, as will a wand of secret door detection. In a pinch you could also use a stethoscope, as a single use does not take a turn. Once inside the temple, the goal is to kill the high priest(ess) as fast as possible and get out. Once the priest(ess) is killed, attacking monsters is no longer a priority (except for the Wizard of Yendor, should he appear). For this reason it is handy to have thinned out the crowd in the graveyard before entering the temple. The priest(ess) will always drop the Amulet of Yendor. The first thing you want to do upon picking it up is #name it "Real" or similar, to distinguish it from the fake amulets that may appear with the return of the Wizard. The Sanctum is a non-teleport level, but that doesn't prevent you from levelporting (either in or out). As soon as you finish the Invocation you can levelport into the Sanctum. You do not even need to have entered it previously; you'll land somewhere randomly in the level, perhaps even in the temple. Once you grab the Amulet of Yendor you will not be able to levelport. However, if you quaff a cursed potion of gain level you can leave the level as quickly as you came into it. If you must traverse any part of the Sanctum, you should consider jumping. Using a light source of some kind is helpful because most of the level is unlit. Even faster is luring Asmodeus or Yeenoghu into the Sanctum. Any of the demon princes, as well as the Wizard of Yendor, will teleport to the high priest, fight him for the Amulet, and bring it back to you if successful. However, Juiblex and Rodney are not capable of hurting the priest at all, Baalzebub has an annoying stunning gaze attack, and Dispater, Orcus, and Demogorgon are all high-level spellcasters, which makes luring them far too dangerous. Geryon is not hugely dangerous and is theoretically capable of taking the Amulet, but appears very rarely and is quite slow, making him an impractical choice. This leaves Asmodeus and Yeenoghu as the best choices for monsters to retrieve the Amulet. By any means, do not try to convert Moloch's High Altar. Moloch will zap you with lightning and a wide-angle disintegration beam if you do, which means instadeath for nonresistant characters and possibly item loss for resistant ones. It's still possible to summon Juiblex or other named demons by doing a same-race sacrifice on the High Altar though. The exterior of the Sanctum is lava, the middle choke-point is a pair of drawbridges over lava, and there are two wands of striking randomly placed in the temple half of the level, so players should be careful about crossing the drawbridges. =_=_ Sacrifice Sacrifice is an action done at an altar that can reduce your prayer timeout, increase your luck, and allow you to gain powerful artifact weapons, among other positive and negative effects. To sacrifice, you stand on an altar, use the #offer command, and select a fresh corpse from your inventory or one that is lying on the altar. Unsurprisingly, this breaks the atheist conduct. The greater the monster's difficulty, the more your god will appreciate it. This applies to sacrifices made on your own god's altar that are not of your own race, not a pet, not a unicorn, and not made in the endgame. If the creature is not an acid blob and is more than 50 turns old or more than 50 turns out of an icebox, it is rejected: "Nothing happens." (Acid blobs never expire for sacrifices, although they will eventually rot away.) Otherwise, the sacrifice is accepted and consumed. Creatures have a particular sacrifice value usually equal to their difficulty plus 1. In some special cases, the value may be negative if the offering displeases your god; see below. Partly eaten corpses normally have their value decreased by roughly the percentage that's been eaten. For lawful or neutral characters, undead have an extra point of value, but this is only relevant to wraiths, since other undead corpses are automatically aged too much to sacrifice them. None of the possible effects will guarantee that you can safely pray; this is because they only affect base Luck, so a cursed luckstone may still cause your actual Luck to be negative. If your prayer timeout is 0, you have positive alignment, and your god is not angry, you generally have a chance of getting an artifact. Your experience level must be at least 3, and your base Luck must be nonnegative. < ref name="may_get_gift"/ > If those conditions are met, the chances of your getting an artifact are 1 / (10 + 2 & times; Number of existing artifacts & times; Number of gifts granted by your god). If you receive an artifact, you get the message "An object appears at your feet!", and your god will tell you to "use my gift wisely!" Your wisdom is exercised, your prayer timeout is set to rnz(300 + 50 & times; Number of existing artifacts), and your skill in using the artifact's type of weapon becomes unrestricted, allowing you to advance to Basic skill level if you could not before. The artifact will also be made erodeproof and set to at least +0; it will not be cursed. Your first gift will be a co-aligned artifact that does not hate your current form, if any such artifacts are available. Some roles have a guaranteed first sacrifice gift, which is noted below; its alignment will be adjusted to your starting alignment at the beginning of the game if necessary. However, the requirement that the first gift be co-aligned (with your current alignment) takes precedence over the role-specific selection; so, for example, a Samurai that has converted to Chaotic will receive a chaotic artifact as the first sacrifice gift. Excalibur, quest artifacts, < ref name="spfx_nogen"/ > and cross-aligned artifacts cannot be gifted. < ref name="alignment"/ > The goal of the game is to offer the Amulet of Yendor on the co-aligned high altar on the Astral Plane. When you do, you ascend to demigod-hood ('Mortal, thou hast done well!'). This does not take into account whether, or by what means, you have converted your alignment, so a helm of opposite alignment can be used to quickly ascend at a cross-aligned altar. However, you get a score multiplier of 2× if you never converted and are still of your starting alignment, or 1.5× if you converted and used a helm to change back. If you offer the Amulet on a cross-aligned high altar, that altar's god gains dominion over yours and allows you to escape in celestial disgrace. If you offer the Amulet on the high altar to Moloch in the Sanctum, Moloch 'mercilessly snuffs out your life', or if you have life saving, disintegrates you into a pile of dust, ignoring disintegration resistance. (If you somehow survive that, you again escape.) Offering a cheap plastic imitation of the Amulet of Yendor on a high altar gives a penalty of -1 luck and no other effect. However, if the amulet was identified as a fake, the penalty is instead -3 luck, -1 alignment and your god getting angry by 3. Offering a real or fake Amulet on a non-high altar does not end the game. If the altar is an unaligned altar in Gehennom, your god gets angry and Moloch smites you. Otherwise, if hallucinating, 'You feel homesick'; or if the altar is co-aligned, 'You feel an urge to return to the surface'; otherwise, 'You feel ashamed'. If the creature you sacrifice is of your own race, you get good effects if you're chaotic and bad effects otherwise. The age of the corpse does not matter, so zombies and mummies will work. The check for same race is done before the check for a former pet and ignores the check for age, so same-race corpses are always fit for sacrifice until they rot away completely. This is just about the only time an undead creature is a valid sacrifice. Keep in mind that werecreatures are considered human, so sacrificing them if your character is human will have the consequences described above. Sacrificing creatures that died while tame will generally cause you to lose three points of alignment and gain the aggravate monster intrinsic "So this is how you repay loyalty?". The pet will have a sacrificial value of & minus;1, so this will only result in the god of the altar being angered; the corpse will not be consumed. Former pets that have gone feral no longer count as pets, and may be killed and sacrificed as usual. You can convert cross-aligned altars (but not high altars and not unaligned altars in Gehennom) by sacrificing at them. If you fail, you will lose 1 Luck and abuse wisdom. If you succeed then you gain 1 Luck and the altar becomes coaligned. The chances to convert an altar go up with character level. Converting an altar with a priest present will cause the priest to attack you. The likelihood of converting an altar depends on your experience level; the probability is < math > \textstyle\frac{level + 2}{level + 8} < /math > . When attempting to convert an altar, you will get the message "You sense a conflict between < your god > and < the god of the altar > ." A successful conversion will produce the message "You feel the power of < your god > increase." A failed one will result in "Unluckily, you feel the power of < your god > decrease." A sacrifice with negative value, such as a former pet, will not cause an attempted conversion. Instead, it will anger the altar's god, which will actually decrease your own god's anger by one. < ref name="negative_value"/ > < ref name="gods_upset"/ > You will still suffer the usual effects of angering a god, including the loss of any divine protection and being smitten by the angry god. The pet corpse is not consumed, so you can cure as much anger as you like. Attempting to convert an altar while your alignment is negative (or using a unicorn of your alignment; see below for details) may convert your alignment to that of the altar, take away 3 of your Luck and increase your prayer timeout by 300 ("You have a sudden sense of a new direction"). Changing your alignment by any means resets your alignment record to zero. If you try to convert yourself a second time, or you sacrifice on an unaligned altar (e.g., in Gehennom), your sacrifice is rejected, you hear the voice "Suffer, infidel!", get & minus;5 to Luck, & minus;5 to alignment score, & minus;2 to wisdom, +3 to anger, and, unless in Gehennom, you are punished by your current deity. If you sacrifice on cross-aligned high altar, you don't convert it or yourself. Instead, you are attacked by the altar's deity. As with coaligned altars, if you get a message saying "Nothing happens", then the corpse was too old and, indeed, nothing happened. Sacrificing unicorns is complicated because the altar's alignment, your alignment, and the unicorn's alignment all factor into the outcome. A unicorn's alignment is represented by its color. The white is lawful, grey neutral, and black chaotic. The points to remember are: Each time you sacrifice a unicorn of a different alignment on your own altar, you get a +5 boost to your alignment and the message "You feel appropriately {lawful | neutral | chaotic}", or "You feel you are thoroughly on the right path" if alignment is at maximum. In SLASH'EM, in addition to the usual benefits of sacrifice, you may have wielded and worn items blessed by your god, or minions granted as pets. The blessing effect extends to any wielded or alternate-wielded item, not just weapons. Additionally, due to the many new artifacts in SLASH'EM, there is much more variation in the types of artifacts you may receive. All of the above SLASH'EM rules also apply to Slash'EM Extended, but offering any corpse on an altar also carries a 1% risk of the altar disappearing permanently. FIQHack changes how artifact gifts chances work. Only gifted artifacts affect the rate of future artifact gifts. Artifacts obtained via wishing are not included in the calculation. Until NetHack 3.6.0, if the first sacrifice gift did not find any eligible artifacts, then no artifact gift would be given at all. This would most commonly happen with elven Priests or Rangers who named Sting and Orcrist in the hope of guaranteeing Stormbringer as their first gift, only to fail because Stormbringer had been generated in bones already. This would make it impossible to get any sacrifice gifts for the entire game unless they were to change their alignment. Changing your alignment would give an alignment bonus if you were lawful or a penalty if you were chaotic, instead of resetting your alignment record to zero. =_=_ The =_=_ Unique item Unique items are defined by having the field < code > oc_unique < /code > set to 1 in objects.c. It is not possible to wish for any of the unique items. All artifacts are also unique within a game, but are not the same as unique items; they are specially named variants of their base item with additional benefits, and appear as named versions of those items when unidentified. The discoveries page lists identified artifacts under "Artifacts", whereas it lists unique items under "Unique Items". Most games will have no more than one runesword or tsurugi, by virtue of those items never generating randomly except when Stormbringer or the Tsurugi of Muramasa, respectively, are generated. Neither counts as a unique item; it is possible to wish for them or find them in a bones file (if the artifact already existed). EvilHack adds a couple of other "one-per-game" items that serve as the base item for artifacts, and are never randomly generated (except when their associated artifact is generated): =_=_ Discoveries The Discoveries page, accessed by pressing the backslash key (), shows all the items you have identified so far, including those class-#named. It can be useful for checking facts about items that are sometimes not immediately apparent, or are hidden by the game through description and identification. Some items are automatically identified by the game without any message once certain conditions are met. Items that you know of automatically, but have yet to encounter, are listed on the Discoveries page by a leading * before the description. =_=_ Category:User interface The 2006 nethack.alt.org tournament, run by Eidolos, was held during the month of June 2006. It was open to anybody playing on nethack.alt.org. 18748 games were played, 188 of which were ascensions. =_=_ Template:Potion =_=_ Template:Ring =_=_ Template:Wand =_=_ Template:Spellbook Abundance is optional; it should be the probability from the SPELL template divided by 982 (for vanilla NetHack only). Equiv and Role are also optional. Cost defaults to 100 times the level. =_=_ Template:Tool Name, appearance and color are optional parameters that default to the page name, name of the item and to cyan. See the talk page for further usage notes. =_=_ Chaotic =_=_ Lawful =_=_ Neutral =_=_ Unaligned =_=_ Co-aligned =_=_ Cross-aligned =_=_ Curse-testing In many cases, you want to test whether or not items are cursed. Here are a bunch of ways to do that, though this list is likely incomplete. Items dropped on an altar will glow black if cursed. You must not be blind to use this technique. (Blessed items will flash amber.) This is a common method later in the game; even in Gehennom you can use the altar in Orcus-town. Sometimes you want to figure out cursed status before you can get to an altar; other methods can help with that. If you are hallucinating when you do this, this method will only identify those items that are uncursed, as you will be unable to tell the difference between a black and an amber flash while hallucinating. Altar testing breaks atheist conduct unless blind. A pet will "move only reluctantly" over any stack or pile of objects that contains one or more cursed objects, as long as the pet was not whistled onto it (using a magic whistle or eucalyptus leaf) and the stack contains no food. Pets will greedily seek out and eat up food of their preferred types without regard to cursed items underneath or above the food. You can expedite testing by dropping objects in choke-points like doorways or corridors to force your pet to walk onto the object's tile while following you. Reading a scroll of identify (or casting the spell, or getting the gift from a throne) will reveal the cursed status of any items identified. If you can cast identify at low failure rates and want to know the status of something now, this can actually be very useful. You can dip items in a fountain and may find out whether or not they are cursed. There is a 4/30 chance that the item will become uncursed if cursed ("The water glows for a moment") or, if already non-cursed, nothing will happen ("A feeling of loss comes over you"). However, there is also a 1/30 chance that the item will be cursed outright with no message. Before choosing to employ this strategy, you should go read about the other potential effects of dipping in fountains and be sure that you don't mind the other effects. Drop the weapon in front of a monster that will pick it up and wield it. If the weapon "welds itself to the monster's hands" or something similar, it's cursed. Cursed projectile weapons like darts, daggers, or shuriken may sometimes veer wildly off in another direction if you or a monster tries to throw them. They will not weld to your hands if you do this. You can #name a cursed projectile and other cursed projectiles of the same enchantment will stack with it, allowing you to detect further cursed items. =_=_ Orcustown =_=_ Spellbook of cone of cold At Unskilled or Basic skill level, the spell zaps a ray with the same effect as a wand of cold. NetHack will prompt you for a direction in which to cast the spell; you can also zap it at yourself, although this is not recommended. At Skilled or Expert level, you may choose a location at which to cast explosions of cold, with the following restrictions: The last two conditions do not need to be met if you are engulfed. In this case, the explosions will be centered around yourself, and nothing will be affected outside the engulfing entity. The damage to non-cold-resistant monsters is just XL/2 + 1 plus spell damage bonus, halved if they resist, doubled if they are resistant to fire, and doubled again is they're grabbing you and you're within blast radius. Monsters are dealt additional damage equal to the number of potion stacks in their inventory, even if they're cold resistant and potions didn't freeze. The best possible casting scenario for this spell is if you are a level 30 character, 18 intelligence, and are casting at a fire-resistant monster. In this case, you can cast up to 9 cold explosions, each of which could hit the monster's square for (6 & times;16 & nbsp;+ 3 & times;16) damage, for a total of 1296 damage. This makes this spell potentially the most devastating attack in NetHack, although under normal circumstances is likely to be better. The cone of cold is most useful for crowd control in Gehennom, where many of the monsters are fire-resistant and thus more vulnerable to the spell. It is also very useful for dealing with vampires transformed into other forms. As of 3.6.0, any vampire bat, wolf or fog cloud in Gehennom is likely to come back to life as a vampire or vampire lord; using a cone of cold might kill the transformed form with an early blast and the risen vampire with one of the subsequent blasts. Coupled with , this can be done from another room or corridor, keeping the player safe from the vampiric life-draining attack. Enhancing to expert skill gives no benefits over skilled for this spell besides a decreased spell failure rate. A level 30 Valkyrie with a robe can cast this spell at 2% fail thanks to Valkyries' specialty spell bonus. The fail rate is 33% if the Valkyrie also wears gauntlets of power. =_=_ Unused symbols The ASCII characters 6, 7, 8, and 9 are not used to represent anything in NetHack by default. However, you can use the keys – to specify a numeric prefix for a command or in a menu. Pressing the key lists all currently used tools - weapon-tools being wielded, blindfolds, towels or lenses being worn and light sources that are lit. Pressing followed by a direction will cause you to attack that direction regardless of what is there, useful for attacking invisible or mimicked foes, pets or peaceful denizens of the dungeon, without a prompt for safety. =_=_ Right curly bracket =_=_ Right square bracket =_=_ Pipe =_=_ Numbers used in the warning system =_=_ Next version The next version of NetHack is NetHack 3.7.0. There is no information about when it will be released, other than "When it's ready"; the DevTeam has a policy of not announcing release schedules. < ref > http://nethack.org/common/info.html#B2 < /ref > Anyone is free to hazard a guess, though. After the release of NetHack 3.4.3 in 2003, the NetHack DevTeam went on a long hiatus. 3.4.3 was long considered by some to be the final version of NetHack until December 7, 2015, twelve years after this version's release, when NetHack 3.6.0 was released. There are also various actively developed variants by different developers that build on NetHack and could be considered a "next version" of NetHack in the same way as NetHack 1.3d was to Hack 1.0.3. In September 2014, a leaked source code distribution described as "NetHack 3.5.0 Beta" was circulated on the Internet, e.g. in the Usenet newsgroup rec.games.roguelike.nethack. In response, the DevTeam posted an official announcement on nethack.org confirming the leak, but refuting any claims that it would represent an official release (beta or otherwise), and also retiring the version numbers 3.4.4 and 3.5, which had been incorrectly associated with the leaked code: This claim is partially correct. This is our code. However it was not released by us or with our authorization. This code is not ready for release: it is unfinished, unpolished, and almost certainly very buggy. It has not been play-tested for balance or functionality. It is best considered a partial and unfinished rough draft. We will not be supporting this code, nor will we be releasing binaries or bugfixes for it. It will not be available through our website. Due to this incident and to prevent confusion, we will not now nor in the future release anything with a version number of 3.4.4, 3.5, or 3.5.0. < /blockquote > There is a variant of NetHack 3.4.3 known as NetHack 4, which is not an official version 4 of NetHack from the DevTeam. More confusingly, Ais523, the maintainer of NetHack4, is now on the DevTeam but works on NetHack4 and vanilla separately. Unlike most other variants, NetHack4 has a drastically different codebase from vanilla, and the DevTeam internally refers to it as NetHack4, with no space. It is not actually version 4 of NetHack, and no such version currently exists. =_=_ Talk:Unused symbols Kernigh writes: In the Dudley's dungeon of 26 September 2005, the symbol 9 represented "newts, salamanders and axolotls". In my personal nethackrc at http://alt.org/nethack/rcfiles/Kernigh.nethackrc I use 8 for boulders. I have observed games where 7 represented the water monsters, in place of the ; semicolon. I think that NetHack does use 0 for iron balls. I will have to check that. --Kernigh 03:44, 7 July 2006 (UTC) Since you had to mention Dudley's Dungeon, here is their interpreatation of what a "," is: 3 June 2008 -Anonymous Coward =_=_ Talk:The Eye of the Aethiopica Yes, this is a great item. In my 65th NAO game, it came to the point where I would zap the spell of identify to learn the BUC status of each new object. --Kernigh 03:54, 7 July 2006 (UTC) Can you drop the Amulet of Yendor on Astral Plane and branchport away? In case Death is about to take the last 6 of your 23 hitpoints. Just wondering. =_=_ NetHackWiki:Protected page guidelines =_=_ MediaWiki talk:Sidebar I thought "Current projects" and "Current events" looked awkward next to each other, so I've created an extra sidebar box. It also draws more attention to the style guide, which is a very important page for new editors to read. --Jayt 13:44, 3 September 2006 (UTC) =_=_ Talk:Next version Also known as Net Hackem Forever? Hardly, I don't think I've heard that one anywhere else. --Paxed 00:13, 7 October 2007 (UTC) =_=_ Spiked pit =_=_ Anti-magic trap =_=_ Sleeping gas trap =_=_ Graveyard A graveyard (also called a crypt or morgue) is a special room that contains undead, demons, corpses, chests, boxes and graves. This is one of the few times major demons will be randomly generated outside Gehennom. The chance any given monster is a demon is (dungeon level - 11)/(10* dungeon level). In a regular rooms-and-corridors level of dungeon level 12 or below, a graveyard has a 1/6 chance of being generated assuming there are no shops, throne rooms, leprechaun halls, zoos, temples or beehives. Wraith corpses are highly desirable. Some players lure wraiths away from graveyard levels before killing them. Note that the Castle is considered a graveyard level, making luring wraiths up from the Valley of the Dead more difficult. =_=_ Quantum mechanic The quantum mechanic, , is a monster in Nethack, and the only member of the quantum mechanic monster class. It has an attack that causes its target to teleport when it hits; the teleport is subject to magic cancellation, permits you to use teleport control, and will fail on non-teleport levels. Quantum mechanics are humanoid but are not considered human, so they will respect Elbereth, and human player characters will not be penalized for cannibalism by eating a quantum mechanic corpse. They are poisonous to eat, however, and doing so will toggle intrinsic speed - granting it if you do not have it, and removing it if you already possess it. There is a 5% chance that a quantum mechanic carries a large box. Upon opening the box, with a 50% chance a peaceful housecat named "Schroedinger's Cat" is generated; if generation or 50% chance fails, the box will contain a cat corpse named "Schroedinger's Cat". The state of the cat is not determined until the box is opened; in fact, the large box is effectively empty until opened. The housecat has no special properties, and is simply based on a well-known thought experiment in quantum physics. See the article for more specific information. Quantum mechanics do not hit particularly hard themselves, but the teleportation will cause you no end of annoyance outside areas like Sokoban. It can also place you in a much more disadvantageous position than you were previously, e.g. by teleporting you away from the stairs in large open areas, separating you from your pets, or else placing you next to a particularly nasty monster. If teleported out of a shop, the shopkeeper will be angered if you have any unpaid items on hand; be sure to establish credit beforehand if possible. As a pet, the quantum mechanic has some relative use since it can teleport away many other monsters, but can also teleport shopkeepers out of their shops if their level is high enough, which angers them. Eating a quantum mechanic corpse is a useful way to gain the speed intrinsic, but should be avoided while you have it; you can tin them to reapply the intrinsic speed if it is lost, e.g. from the attacks of a cockatrice, green slime, or shade. While the same can be done with a wand of speed monster, this allows you to save more of its charges for pets, especially after Orcus-town; use a stethoscope to keep track of your own speed. The monster's name is a pun on "Quantum Mechanics", a branch of physics. The messages that accompany the monster's teleporting attack and the toggling of intrinsic speed are jokes based on the Heisenberg uncertainty principle, which states that measuring the position of a particle makes its velocity more uncertain, and vice versa. Toggling the speed intrinsic could also be a reference to the transitions that occur between discrete energy levels in quantum mechanics. Schrödinger's cat is a famous thought experiment in quantum mechanics involving imagining locking a cat in a box with a mechanism that has a 50% chance of killing the cat, depending upon the final state of a quantum system. The orthodox Copenhagen interpretation of quantum mechanics asserts that the cat in the box is in a superposition of possible outcomes; in half of them the cat is dead, and in the other half it is alive. Only when the box is opened and "observed" is the quantum wavefunction collapsed and the fate of the cat determined; Schrödinger asserted that this was absurd, and thus so was the Copenhagen interpretation. Modern physicists are still divided on its validity. =_=_ Next version pool =_=_ Talk:Next version pool =_=_ NetHack 3.5.0 =_=_ Invoke The #invoke extended command allows you to activate certain objects. The only objects that can be activated this way are crystal balls and most quest artifacts. Artifacts tire after you invoke them, and you cannot do so again for < code > rnz(100) < /code > turns (averages 100; can be up to 2000, but 95% of the time it is less than 400). If you invoke again too soon, "You feel that the < artifact > is ignoring you" and 3d10 turns are added to the wait time. For artifacts that give temporary extrinsics, the wait time is counted from the moment they're switched off (via an #invoke or otherwise). Invoking strategy is basically a trade-off between the risk of getting nothing and waiting too long. The turns to wait after a successful #invoke versus probability of success are graphed below (assuming your experience is < =17): < div class="thumb tcenter" > thumb|waiting time after successful #invoke versus probability of success of invocation < /div > If you need the artifact reliably, such as emergency healing from the Staff of Aesculapius, you should treat it like prayer - #invoke only in dire need. If you want a simple strategy for the most successful #invocations per turn, e. g. charging lots of wands with the PYEC, you should wait 78 turns between invocations. This yields an expected wait Minimizing the expected wait between success is the same as maximizing the expected rate of success per turn due to the Renewal Theorem. =_=_ Wands =_=_ Rings =_=_ Parody Song Its web site describes "NetHack" - a Parody Song by Rob Balder dot com as a parody of the Butthole Surfers' "Pepper". The lyrics describe repeated YASDs as players search for the Amulet of Yendor. You can download the MP3 of 3 minutes, 17 seconds. Robert T. Balder is distributing the song under a "Creative Commons Attribution-NonCommercial-ShareAlike 2.5 License". Because this is a noncommercial license, it is not a free and open source license, so be careful to follow the license terms when distributing this file. In 2007, Balder released an updated version of this song called "Yet Another Stupid Decade - NetHack Turns 20" to commemorate 20 years since NetHack 1.3d was released to Usenet. The commemorative version of the song is released under a similar Creative Commons license and can be streamed free of charge at the Funny Music Project. It was played on two separate occasions on the syndicated Doctor Demento Show. =_=_ Usenet It consists of discussion groups called "newsgroups". Servers propagate messages in a peer-to-peer fashion. Clients connect to servers to read and post to newsgroups. Access to Usenet is normally tolled. If you pay a fee, you may purchase real NNTP access to a Usenet server, and connect your own client software (and trade large files at binary groups). Many Usenet participants are stuck using free methods like http://groups.google.com to read and post. The tree listed here is restricted to those groups, past or present, that have some substantial connection to NetHack. The full Usenet hierarchy is of course much vaster than this. =_=_ Eye of the Aethiopica =_=_ NetHack Code The NetHack Code is a system that defines a cryptic string you can create to efficiently tell others what kind of a NetHack player you are. Such things were in fashion around 2000. You can find multiple versions of the NetHack Code at http://www.nicolaas.net/erebus/nhcode/. The NetHack Code is, in essence, the Geek Code equivalent for NetHack players. =_=_ Category:Usenet =_=_ Category:Games =_=_ Material NetHack allows each item to be of one material. Some materials, such as metal, are very common, while others, such as wax, are rare. Different materials are subject to different hazards: they may, for example, rust, corrode, burn or rot. The materials available in NetHack are defined in objclass.h. Some of the material-related properties such as corrodeability are implemented in the same file, others such as flammability are implemented in mkobj.c. There are exceptions to the above categorizations; certain objects such as the spellbook of fireball and the scroll of fire are never flammable. Furthermore candles are not considered flammable for the purposes of the game; they can be burned, but it makes no sense to fireproof them. < ref > https://github.com/NetHack/NetHack/blob/NetHack-3.6/src/mkobj.c#L1704 < /ref > =_=_ File:Slashem fire mage.png The female chaotic droven flame mage called Kernigh and the tame hell hound pup called Fido star in this close up screenshot of SLASH'EM. The terminal font is Bitstream Vera Sans Mono, 24 point, the same style as :Image:NetHackWiki-cursed-logo.png. =_=_ Slashem.crash-override.net =_=_ SLASH'EM@Pallas =_=_ File:Slashem boulders.png This is a screenshot of Kernigh playing SLASH'EM at slashem.crash-override.net. Of the six boulders 8 in the screenshot, four started in the long corridor below the room where the hero @ currently is. By squeezing past boulders, I was able to push one to the lower-right room and three to the room where I now stand. At turn 600, I received a boost to both strength and constitution. The hero is a male chaotic droven flame mage named Kernigh. Standing nearby is a tame hell hound pup named Fido. If it was not a Flame Mage, this could have been a vanilla NetHack screenshot. =_=_ Property A property is any of several on-or-off traits of the hero or a monster. Properties include the resistances, the effects of rings, the temporary effects of certain potions, negative effects (as confusion, stoning), and others. A property may be intrinsic or extrinsic. Intrinsic and extrinsic properties are binary; you either have it or you don't. Thus numerical traits (as alignment record, dexterity, luck, prayer timeout, etc.) are not properties in this sense. Enlightenment will reveal many properties of the hero, along with some other traits. In NetHack, an intrinsic is any property that your character has internally, while an extrinsic is any property that your character derives from using, carrying or wearing an item. You gain an extrinsic when you wield, wear or put on an item that provides it. The item is typically a ring, amulet, armor or artifact. For example, the amulet of ESP or the helm of telepathy can grant extrinsic telepathy; the extrinsic goes away when you take off the item. Some nice quest artifacts provide an extrinsic when carried; in that case, the extrinsic goes away when you drop or lose the artifact, or place it in a container. The gremlin has an attack that may steal one of eleven intrinsics. Also, you can lose an innate property if something drains you below the required level. Eating a disenchanter corpse may also remove one of the same intrinsics that gremlin attacks affect. The following tables provide a brief description of each property that the hero might have, and some notable sources of that property. (The property may have other sources.) The individual articles for each property might provide more details. The left column also gives the associated constant from prop.h, if any. The right column may refer to a monster flag (like < tt > M1_FLY < /tt > ); then you may search monst.c to find a monster with that flag for polymorph. It is possible to receive any of these properties as intrinsics that never time out. Some are also available as extrinsics, or as temporary intrinsics. This list includes each property that may be intrinsic, even if the only way is to eat the correct ring. (Eating a ring has a chance of failing to convey the property!) Prevents instadeath from black dragon breath (or use reflection to block the breath); also the only way to prevent instadeath from wide-angle disintegration beams. You float in the air, and cannot reach the floor! However, you can pass over moats, trap doors and pits (except the pits in Sokoban, due to air currents). Indicates that you either have intrinsic divine protection, or wear an item of protection, for the purpose of the enlightenment message. Increases the rate that you lose nutrition. This is bad, unless you are trying to make room for your next meal. Provides immunity to the sliming process; this protects against the slime attack of the green slime. < ref > , < /ref > Protects against loss of experience levels, for example from the drain life attack of monsters. Prevents instadeath from drain below level 1. Prevents damage from certain traps, from magic missile and certain other magic attacks, and rays/fingers of death, among other useful benefits. You can walk through walls. This is useful for taking shortcuts without digging them, and fleeing from certain places. However, this property has no effect in Sokoban. Prevents paralysis in most cases. Makes the potion of sleeping harmless, but does not prevent other forms of sleep. Reduces stunning from monster spells to one turn. Enables you to fly above the ground. Flight is better than levitation, because you may reach the ground and fly down stairs. Decreases the rate that you lose nutrition, allowing you to survive longer before starvation. Also prevents purple worms from digesting you. Movement commands may cause you to step in a random direction, and you may hit pets by mistake. Direction of Zapping, spellcasting and firing also has a high chance of being randomized. Prevents teleport control. Disables your eyes, blocking your sight (unless you wear the Eyes of the Overworld). Intrinsic blindness will heal eventually, or you may use a cure such as a carrot. The only cure for extrinsic blindness is to remove whatever is blocking your eyes. Cream pie will eventually fall off and can also by removed by the #wipe command. Gives a random appearance to any monster or object on the map, so that you do not know who or what you see. In SLASH'EM, hallucination also distorts the view of objects on the same square as you, including your inventory. These temporary intrinsics do not only time out and go away, they also cause do something (typically to cause instadeath) when they time out. When you have one of these properties, you only have some number of turns to remove the property and avoid its time-out effect. Green slime will overtake your body and kill you, unless you can somehow remove the slime or gain sliming resistance before that happens. The adjective & Database=* & Query=intrinsic intrinsic refers to something that is internal, inherit, within the body. We also use the term as a noun. The antonym of intrinsic is extrinsic. The usage of "intrinsic" to mean "extrinsic" occurs in other pages on this wiki, and even within the source code of NetHack. For example, the comment at the top of wield.c refers to wielded weapons conveying intrinsics, though they would actually convey extrinsics. The < tt > set_artifact_intrinsic < /tt > function in artifact.c is another example of this usage. The < tt > mintrinsics < /tt > field of < tt > struct monst < /tt > stores information about both intrinsic and extrinsic resistances of the monsters. < ref > , , , < /ref > The < tt > struct prop < /tt > that tracks properties has only separated "intrinsic" and "extrinsic" since NetHack 3.3.0. < ref > , < /ref > One can justify the use of "intrinsic" to mean "extrinsic". For example, an amulet versus poison may be extrinsic to your body, but when you wear it, the effect spreads inside your body and becomes intrinsic. When you eat that kobold shaman corpse, or land on poison in a spiked pit, then the poison enters your body but has no effect. There must be some intrinsic defense in your body that stops the poison, though the ring remains outside on your finger. This explanation would not work so well for an amulet of reflection. If you quaff a potion that provides a property, it is an intrinsic or extrinsic property? One argument states that the contents of the potion enters your body, so the property must be intrinsic. (A look at < tt > struct prop < /tt > supports that argument.) The other argument states any property from an item, including a potion, is an extrinsic. The potion of blindness seems to grant intrinsic blindness (not extrinsic blindness, which you could #wipe away), but the potion of speed seems to grant extrinsic speed, equivalent with speed boots. If you acquire a property through polymorph, it is an intrinsic or extrinsic property? One argument notes that the property is intrinsic to your current form; the other argument provides that your current form is extrinsic to your true form. The source code defines most of the properties at . Each property has a representative integer constant. Particularly in objects.c and artilist.h, the integer constants assign the properties granted by using certain items. The integer constants also serve as array indexes into the < tt > u.uprops < /tt > , an array of < tt > struct prop < /tt > that records the source of each of the hero's intrinsics and extrinsics. =_=_ No-teleport level =_=_ Teleportation Teleportation provides a quick escape to a different (often random) location. Some escape items can teleport you away from monsters. Some monsters can also teleport themselves to flee from you. There are three teleport-related properties: teleportitis, which teleports you horizontally at random; teleport control, which lets you choose where teleports land; and teleport at will, which lets you trigger teleportitis to happen whenever you want at a power cost. There is also some code that could prevent the player from teleporting in and out of force fields, but those do not exist in vanilla NetHack. =_=_ Teleport =_=_ Talk:Property I've seen these terms used interchangably, and I'm still not entirely clear on the difference. I thought attributes were just the six status line stats (St Dx Co In Wi Ch), but the enlightenment list mixes up a lot of things, and calls them attributes! The term "property" is not widely used in the source (intrinsic seems preferred). Tell me if this is right: intrinsics and properties are the same thing, and attributes comprise all the properties plus various things recorded in the "u" object/struct, which don't have to be boolean (cmd.c#line830). If this is correct, I would move this page to Intrinsic, or maybe Intrinsic property, as this term is more widely understood in RGRN and elsewhere. Actually I prefer the latter, as the term "extrinsic property" needs explaining too. --Jayt 12:53, 10 July 2006 (UTC) =_=_ Ring of conflict Wearing the ring will generate conflict, causing all monsters within line of sight and a radius of eight squares to attack the nearest monster, including you; monsters may resist this effect dependent on level and monster magic resistance. Every even-numbered turn you wear the ring, your nutrition is decremented by 1. Informal identification is fairly straightforward in theory: If you put on a ring and your tame pet suddenly begins attacking you, or peaceful monsters begin fighting you or each other, it is a ring of conflict. Dropping a ring of conflict into a sink will produce the message "You hear loud noises coming from the drain." The main difficulty in identifying the ring, besides making sure it is non-cursed, is doing so safely: Testing a suspected ring of conflict in the presence of a dangerous monster, even if they are peaceful or tame is completely inadvisable. A common YASD is to BUC test a ring as noncursed in a temple and immediately wear it, then quickly dying from the attacks of the aligned priest standing next to you. Finding the ring extremely early in the game can also be similarly dangerous for low-level characters with their starting pets, especially if cursed. The main use of a ring of conflict is thinning out sizable groups of enemies, and you can remove it once you are confident in handling the remaining survivors. Try to maintain distance from the other monsters if possible, especially in smaller rooms, and be ready to take the ring off if necessary to avoid an untimely death. Remember that monsters will only use their breath weapons against you; reflection is advised, primarily to protect yourself from both these and attack wands, and can also aid in taking out other monsters within the group. Make sure you have access to surplus food, and keep pets well away from the area if you are concerned about them dying & mdash;or else possibly killing you themselves. While the ring of conflict can be eaten for a chance of obtaining conflict as an intrinsic, this has the same nutrition cost as extrinsic conflict, minus the ring hunger; in addition, conflict is one of the few intrinsics that cannot be stolen by gremlins or removed by any other means. Combined with the increased frequency of monster attacks, including peacefuls and pets, and some especially dangerous monsters being immune, this is generally a bad idea. =_=_ Fox =_=_ Escape item An escape item refers to any object that can instantly get you out of trouble. These are the ones you will search your inventory for when cornered by a tough monster, being pulled underwater, or something similar. As a general note, scrolls and potions can get destroyed, and some intelligent artifacts will blast you, so you might want to carry one of the less vulnerable cures to each trouble in your main inventory at all times. Being prepared is key to winning NetHack. =_=_ Heart of Ahriman =_=_ Platinum Yendorian Express Card =_=_ Magic Mirror of Merlin =_=_ Master Key of Thievery =_=_ Mitre of Holiness =_=_ Orb of Detection =_=_ Orb of Fate =_=_ Container Even though the bag of tricks is defined with the `CONTAINER` macro in objects.c (and an unidentified one appears as a "bag", like three other containers), it cannot actually store items in vanilla NetHack. A statue can also function as a container; this causes messages like, "The statue of the Foo is empty." The contents correspond to the inventory of that monster before it was stoned. Some statues are generated with spellbooks inside. The floor and ice are also technically containers, and can store buried items (e.g. under a randomly generated headstone). These items can be accessed by digging a pit. As long as a container is not destroyed or polymorphed, all its contents stay unchanged, protected from any magical or physical influence, with four exceptions: In particular, containers completely protect their contents from fire, cold, shock, cancellation, being stolen or picked up by monsters, being identified, and changing their BUC. There is no monster in the game that can access containers' contents (but see below for gelatinous cubes). When you carry a container, its contents do not take up slots (letters) in your inventory. Therefore, you can normally carry only 52 object stacks in your main inventory, but with a container, you can carry an unlimited number of objects. The unique items cannot be placed into containers. A cheap plastic imitation of the Amulet of Yendor can, however; this is commonly used to distinguish the real Amulet from fake ones. When a container is polymorphed (even to another container, or even to the same container), all of its contents are destroyed. Containers created via normal generation (i.e. outside of bones files or trap "bones") are uncursed, with the contents as described below: Tools can be generated in the main dungeon (8% of all objects) and Gehennom (12% of all objects). Each tool has the given probability of being a container. Large boxes and chests with contents may generate within some rooms in an ordinary room-and-corridor level. Large boxes are twice as common as chests. A comment in the source cites a 40% chance of at least one container (with a low probability of extra ones); the actual chance is slightly lower and depends on the number of rooms and presence of a special room; a good estimate is 34% without a special room and 30% with one. < !-- Calculated for the number or rooms ranging from 6 to 10 (typical levels); more precise ranges are 33.5% to 34.6% and 29.2% to 31.1%. -- > Weapons, armor, and tools (including other containers) will never be generated in a container. Gold generated in containers will be 2.5 times the usual amount. Gemstones, glass, luckstones, and loadstones can all be generated, but flint stones, touchstones, and rocks cannot. A wand of cancellation will never be generated in a bag of holding. Usually, you will find enough disposable uncursed orcish daggers to force with until you get an unlocking tool. If no other options are available, you could use a junk artifact such as Sting, but chest contents in the early game aren't usually worth risking a good weapon or creating Sting. If a container is kicked, thrown, or dropped from a height, contents which are fragile (such as potions, mirrors, and eggs) may be destroyed. If a mirror in a box is destroyed through your actions, you will still incur a Luck penalty. However, mirrors and other tools are never randomly generated inside boxes. Prior to NetHack 3.2.0, a popular technique for identifying worthless glass was called "kickboxing". One would gather a large pile of gems, name all of them "fake red" or whatever color, dump them in a box, and then repeatedly kick the box until no more muffled shatters were heard. One would then retrieve the remaining gems and un-name them. In this way, glass of all colors could be identified. Starting with NetHack 3.2.0, worthless glass no longer breaks, so kickboxing no longer works. This is a container added to SporkHack (and later to UnNetHack and then EvilHack). It is possible to open it using a wand of opening, spell, or stethoscope. The only way to lock an iron safe after it's been opened is to use either a wand of locking or the spell on it. In DynaHack, magic chests are dungeon features (not items) that are generated at fixed places in the dungeon. They share their contents, so putting items in any magic chest makes them available for looting in all other magic chest locations. < ref > https://github.com/tung/DynaHack/commit/b97d99ed27123fa0717ef8368b4f0d49d815c2c8 < /ref > (See below for FIQHack's magic chests.) In NetHack Fourk, magic chests have some items inside when you first open one, randomized but suited for your role. Also, you can create a magic chest in any location by reading a scroll of consecration while confused. In dNetHack, magic chests are items rather than dungeon features, and they have 10 slots for different compartments for those willing to categorize items. All of the compartments are shared similarly across all chests. As items, they can be wished for as long as you're not in the Planes. They're heavier than the normal theoretical max capacity, but with some of the items in dNetHack that increase it further, this can be worked around. Items in a magic chest do not add to the weight, allowing you to theoretically carry an infinite amount of items in them if you can comfortably carry a magic chest. However, you cannot open them from the inventory, so they can't make a normal bag of holding fully obsolete. FIQHack has magic chests, similar to DynaHack or Nethack Fourk. They are objects but they behave like dungeon features - they can't be picked up, teleported, polymorphed, etc. You can create a magic chest by wishing for one. Minetown, Sokoban, the Castle, Orcus-town, and the quest home all have magic chests. Also note that monsters in FIQHack can use containers - they can carry items in bags and loot items from containers on the floor. The Castle chest is special-cased to prevent monsters from stealing the guaranteed wand of wishing. =_=_ Coin =_=_ Scroll of remove curse If uncursed, reading this scroll uncurses cursed worn or wielded items, loadstones, leashes in use, and stackable weapons or ammunition in your quiver. If the scroll is blessed, it will instead uncurse all cursed items in your main inventory. If the scroll is cursed, it will not remove (or add) a curse from any items, but instead disintegrate; regardless of the scroll's beatitude, it will also end any punishment by destroying the chain and leaving the iron ball behind. If read while confused, each of your affected uncursed items have a 25% chance of becoming blessed and a 25% chance of becoming cursed; blessed and cursed items retain their BUC state]], and it has no effect on punishment. As with a non-confused reading, a confused reading of an uncursed scroll affects only your worn/wielded items, whereas a blessed scroll affects your entire main inventory; the chance is calculated independently for each stack of items (assigned to a single inventory letter). In addition, all affected items will lose their BUC identification and will have to be re-identified by dropping them on an altar or using another identification method. An uncursed scroll will uncurse only all worn and wielded items (and quivered projectiles), but if your weapon isn't cursed you can also use it to uncurse a miscellaneous item within your inventory. Simply wield the cursed item – you have to specify the inventory letter directly or press to get the full list of your inventory, rather than the recommended weapons – and read the scroll. The item wielded will then be uncursed. If your stack of daggers, darts, knives, spears, arrows, crossbow bolts, or other stackable weapons/ammunition is cursed, you can quiver it to uncurse it at the same time. Blessed scrolls can also be used to create holy and unholy water without the use of altars or prayer. Simply adjust all of your potions of water until they are no longer stacked. Then drop all other items, or at least any items you don't want to randomly bless/curse, and read the blessed scroll while confused. This will curse roughly 25% and bless roughly 25% of uncursed items in your inventory. Drop the potions or use the adjust command to re-stack them. The blessed clear potions are holy water and cursed clear potions are unholy. If you cannot altar-test, you can also pet-test for unholy water, and then dip a blessed, non-erodable object < ref > e.g. a wizard's starting quarterstaff < /ref > into the remaining two stacks – only the uncursed water will wet it. Alternatively, dip the remaining two stacks into each other, or check with a shop, or simply guess that the larger stack is uncursed. Some players mainly use this scroll to mass-bless items of the ascension kit or certain types of polypile fodder. Since it will also curse items, it is recommended to learn the spell at a skilled level or to exploit the light blue aura boon when praying. On average, 12.25 items are blessed per scroll – this is one of the most resource-conserving way in the game to bless large quantities of non-stackable items. Only weapons, and weapon-tools can be blessed more efficiently: by praying on an altar while wielding them. (The other is using the Platinum Yendorian Express Card to repeatedly recharge a horn of plenty, dilute and bless the potions produced by applying the horn. This method consumes no depletable resources, but is very slow, especially if the character is not a Tourist). =_=_ Loadstone A loadstone is one of the four kinds of gray stones that appear in Nethack. It is very heavy, nearly useless, and difficult to get rid of, making it the least desirable of the gray stones. Loadstones on the dungeon's floor are always generated cursed, and of loadstones inside containers are generated cursed; the other of those are generated non-cursed. Picking up a loadstone will weigh you down, but unlike most items you cannot drop one or place it into a container while it is cursed. Any setting of the < code > pickup_burden < /code > option will be ignored if the character attempts to pick up a loadstone, and other inventory restrictions may be ignored as well & mdash;if a character's inventory has already reached the 52-item limit, the loadstone will still be picked up and assigned inventory position '#'. A loadstone will autocurse once it is dropped or leaves your main inventory in any other way. Loadstones will often render you stressed or worse, severely hindering your movement and preventing you going up stairs; you can get rid of it if you lift its curse somehow. The easiest way to test if a gray stone is a loadstone is to kick it before you pick it up. Take off gauntlets of power and kicking boots first, and make sure you are not a class that uses martial arts (Samurai or Monk) or polymorphed into a creature that has a bonus to kicking, such as a sasquatch. Loadstones are heavy enough that they cannot be kicked under normal circumstances (i.e. unenhanced strength, not on ice, no kicking bonus from class, equipment, or polyself). Loadstones autocurse only when they are dropped or leave the inventory, not when picked up; as such, canceling a suspicious gray stone will permit you to safely pick it up, and if it weighs you down you can simply drop it afterwards. An unknown gray stone on the floor is likely a loadstone if a pet will only "reluctantly" move over it. This method still works on stones stuck next to undiggable walls, which occurs most often in Mines' End, but beware of level teleporter traps. In SLASH'EM, healthstones are also always generated cursed. So pet testing will not be enough to recognize a loadstone in a undiggable corner. Dipping a loadstone in a potion of amnesia will transform it into a flint stone. You can keep the flint stones, in the hope you'll upgrade them in to healthstones. When using Vulture, you can see the weight of items, so it is much easier to avoid picking up a loadstone. Drop a junk item on any suspect gray stone: this forces the pickup menu to appear since there are now several items. Gray stones weighing only 10 are harmless to pick up. In Slash'EM Extended, a loadstone fired with a sling does a whopping d40 damage if it hits. Autopickup is smart enough to avoid picking up known cursed items, so if you were diligent enough to try to drop the loadstone while it was still cursed (which makes the BUC status known), this will not cause you to pick it back up when you walk over its location. =_=_ Lodestone =_=_ Digging for victory Digging for victory is a metastrategy in which the player aims to quickly reach the castle and obtain its wand of wishing by digging down as soon as possible. The resulting game is called a dig for victory. In addition to a digging instrument, the player needs a tonal musical instrument (not a leather drum, bell or whistle ) to open the castle drawbridge. Since elven wizards and priests are guaranteed to start with an instrument - and instruments are normally rather rare - an elven wizard is a popular choice of character for this strategy, due not only to the starting instrument but to the large selection of other magical equipment with which they begin. The dig for victory strategy is mostly preferred by players who find it an exciting way to reach the castle in a high percentage of newly begun games. However, many strong players do employ a controlled dive to the Castle if they do not yet have magic resistance or reflection after completing Minetown and Sokoban. This dive can take a variety of forms, from simply not exploring every dungeon level thoroughly to actually digging down all the way. A player making the dive after getting some protection, building up a set of armor, and collecting wands is much more likely to succeed. Reasons to do this include the avoidance of traps which are painless with magic resistance (especially polymorph traps, which can destroy armor, and teleportation traps and level teleportation traps) and being able to obtain relatively early immunity to the touch of death (for which some players would preferentially genocide master liches over arch-liches because the former is more likely to appear at the castle). A dig for victory usually starts with the player entering the Gnomish Mines and searching for a pick-axe, where such tools are plentiful. If the player did not start with an instrument, he or she will also usually look for one in the Mines (Minetown can have instruments in the hardware store). The player then returns to the main dungeon, and digs down until the castle. Digging with the pick-axe requires multiple turns, so occasionally monsters will appear and halt the digging process. These must be scared off with Elbereth or otherwise dealt with. Worse, the player may encounter a minotaur (which ignores Elbereth) in a maze either just before or on the castle level. Once at the castle, the drawbridge can be opened and closed at will by playing the passtune, crushing anything that stands on it, which will hopefully be everything. Once the castle is clear, the wand of wishing is available for the taking. Beware of the bad Luck from crushing peacefuls, even if you plan on using conflict. It can make your wishes fail or turn out cursed. Alternately one can perform a controlled level teleport to reach the castle. This requires some form of teleport control (perhaps a starting ring as a wizard) and usually a cursed scroll of teleport, but occasionally a level teleport trap, if one can be located. The castle lies somewhere between floors 25-29, but if one can always guess too far (e.g. 30) to go to the Valley of the Dead and come into the Castle level through the back side. However, dealing with the monsters in the castle without the draw bridge and the trap doors in the back can make this difficult if you don't have a method to traverse the moat back to the front. In that case, it may be better to teleport to floor 25 and work from there. The following items are extremely useful for a player who is attempting a dig for victory. Although they are not essential in the same way that the pick-axe or the musical instrument is essential, it would be fair to say that a player needs to accumulate at least a sizable fraction of these items to have any chance at success. A wand of digging is a highly desirable escape item, because the direction of escape (i.e. down) coincides with the direction that one needs to travel. If the game contains a Big Room, then a wand of digging will in all likelihood be essential for further progress, since a pick-axe takes too many turns to dig through the floor, and one is likely to be overwhelmed by monsters in the interim. A wand of digging is also very helpful for evading really tough monsters (such as minotaurs) in the levels above the Castle. A source of permanent Elbereth, while helpful for any character, is especially helpful when digging for victory. Sources of permanent Elbereth include: It is highly recommended to establish a permanent Elbereth on the upstairs of the Castle level, and on a square within a knight's move of the drawbridge. The former will protect against the touch of death and destroy armor attacks of any higher level liches that teleport to meet you in the Castle. The latter will protect you from melee attacks from xorns and eels while you are opening and closing the drawbridge. Make sure the second Elbereth is exactly a knights move away from the drawbridge. If it is any closer, either the falling drawbridge will kill you or you will be in the direct line of fire of ranged attacks from within the castle. If it is any farther, you will not be able to control the drawbridge. A noncursed scroll of earth will create a defensive fort of boulders around you, preventing most monsters from coming near or hitting you with ranged attacks. It also allows you to cordon off a section of the Castle moat from eels by pushing a boulder into a moat square, creating a square of dry land that eels cannot cross. In a pinch, it provides a way to cross the Castle moat if the drawbridge gets destroyed for some reason. If the Castle level contains a minotaur, the boulders can help block the minotaur from attacking you: minotaurs do not respect Elbereth, so this is one of the few ways to keep them at bay. However, xorns and giants can pass over boulders, so an additional defensive mechanism (such as Elbereth) is still needed. Having a source of reflection or magic resistance contributes greatly to survival in the castle. Of course, the idea is to have both, but in most cases a character with both is better off employing a more cautious strategy than digging for victory. However, a character with neither reflection nor magic resistance is extremely vulnerable to soldiers carrying wands of death or other attack wands. Magic resistance can be obtained by starting as a Wizard. Reflection can be obtained either from the amulet of reflection in Sokoban or the shield of reflection in Perseus's statue. A character without reflection and magic resistance is advised to at least obtain invisibility or displacement to minimize the chances of getting hit by a death ray, although one needs to be aware that invisibility and displacement are of limited use in the long corridor leading to the wand of wishing, which contains a number of soldiers that cannot be killed at the drawbridge since there is a locked door in the way. Polymorph control is highly recommended. Try quaffing from sinks on your way down and turn into a xorn - you can then phase directly into a turret, bypassing the battles at the drawbridge and the throne room. In a normal game, the player has already explored most of the dungeon levels above the Castle, and has collected all of the useful items in the dungeon by the time they reach the Castle. Thus, under normal circumstances, players typically know what items they are missing from their ascension kit, and use the wand of wishing to wish for those items. In a dig for victory, the player has not explored most of the dungeon levels above the castle, and will typically have far fewer useful items than usual at this point in the game. It is not advisable to wish for all of the missing items in an ascension kit, simply because there are too many missing items and not enough wishes. The best advice is to initially wish for only those items that are essential for immediate survival, and save the remaining wishes for later. Then go back up the dungeon and explore all the levels that were dug past on the way down, after collecting all the items in the dungeon, the player will have a much larger portion of their ascension kit than before, and the last few wishes from the wand of wishing can be used much more effectively without fear of duplicating already-generated items. Common wishes in dig for victory games include some form of dragon scale mail (either gray or silver depending on whether one lacks magic resistance or reflection) and a bag of holding to make it easier to collect items on the way back up. Another popular choice is an artifact of some sort, since a dig for victory involves getting the wand of wishing earlier than usual: fewer artifacts are present, and the chance of successfully wishing for one is higher. Characters who succeed in obtaining the wand of wishing are likely to be in a good position to enter the Quest, even if they entered the Castle level with a low experience level, because the killing of monsters at the drawbridge results in a large amount of experience. Digging for victory is not a new strategy; however, the first mention of it by the name "dig for victory" was in #nethack on May 19th, 2006 by SpeedEvil. =_=_ Protection racket The protection racket is the strategy of reaching the temple in Minetown at a low experience level with lots of gold and purchasing a large amount of divine protection. As of NetHack 3.6.0, the protection racket is riskier as there is a 1/8 chance of Minetown not having any shops or a priest. Use of your starting pet is essential, as killing monsters yourself will soon raise your level, and not killing them will result in your swift death. Healers are widely considered best for this task, as the healing spell can be used to keep your pet alive while they do the fighting and the stethoscope lets you know when your pet needs your help. Two more advantages of Healers are the large amount of gold they start with, and their starting potions can increase their maximum HP without leveling up. Gnomish Healers have an extra advantage: more of the monsters in the mines will be peaceful. The stairs to the Gnomish Mines can be found on dungeon level 2, 3, or 4. On dungeon level 1, take the down staircase as soon as you find it. If you make it to dungeon level 5 without finding the mines, you've gone too far and must go back. Pacifists might want to go get the Sokoban food - they often lack the alignment to reliably pray. To avoid death by pits, gas spores and the like, you might want to gain 1-2 levels before entering the mines and then level drain yourself in the Minetown temple. How many depends on your means, e.g., prayer if you do not mind your god's anger, the spell or reverse-genociding wraiths. Arguably, being a gnome or dwarf makes the mines easier. Stronger (Str+Con) race/role combinations will be able to carry more loot with less encumbrance, making credit cloning easier. Being encumbered is almost always a big mistake, but more so when doing the protection racket. You are playing a near-pacifist, so you'll have a hard time finding food. If you are encumbered, you are making the problem worse. It is possible to get to Minetown with the required credit without eating anything at all, just praying when you are weak. (Kill one wimpy monster to get the necessary alignment.) But if you ever get encumbered, the prayer timeout won't match the hunger timeout. Most roles have specific advantages at the protection racket, and all of them are perfectly capable of achieving it. The classic protection racket character is a gnomish healer, let's see how it compares to a: The mines can be very hard for a low level character for a number of reasons. The most obvious is that the mine residents can often kill a level 1 character in a couple of hits and there are lots of them. This problem is made worse because the mines are frequently dark, making the monsters difficult to avoid and the stairs hard to find. There are several things one can do to make the chances of survival greater. Divine protection costs 400 gold per experience level, offering more than this will not give more protection (up to 600 gold will give you the protection, any more and you get none), so you should make individual donations of 400*XL. If you have no divine protection, a single donation will buy you 2 to 4 points (it's random). After that, each donation will buy you 1 point until you have 9 protection points, after which you only have a 1-in-protection chance of gaining another point for every donation, up to a maximum of 20 protection points. This means that if you make it to the temple at level 1, you'll need to donate 400 gold between six and eight times to acquire the maximum easily obtainable amount of protection. In other words, you'll ideally want to have about 3,200 gold when you get to the temple. To donate the gold for protection, #chat with the priest. He will ask you how much gold you want to donate. The first 9 points of protection are guaranteed if you can afford eight donations. The subsequent ten points are progressively more difficult to obtain. The table lists the minimum number of donations required to have a given probability of at least a given protection. No matter what you choose to do, the extra AC you got from protection will be a big help in keeping you alive through the rest of the game. For characters other than Healers and dwarven Archeologists, the chance of an inexperienced player surviving the protection racket is slim, and hence it is a metastrategy. The protection racket is arguably the gnomish Healer's best opening strategy and is a virtual necessity for conducts such as pacifist and/or nudist. To settle the perennial argument whether the protection racket is a generally viable strategy, Derek Ray posed the protection racket efficiency challenge. It has generated much discussion, but no convincing, pure-PR ascension streak. Examining over 35,000 NetHack 3.4.3 games by expert players (filtering out "escaped", quit, and start-scummed games), Codehappy found AC gained in the early game--regardless of how it is gained--increases the chance of ascension by an average 4% per AC point. Successful protection rackets resulted in a 46% chance of ascension from that point and was present in about 10% of all ascensions; this includes pacifist conducts, which lowered the chance from 50% to 46%. However, Codehappy also showed (leaving out pacifist conducts) that characters who achieved AC -1 or better (in some other way) had a 48% chance of ascension. This finding suggests a character who finds a couple pieces of good armor can, and perhaps should, abandon the protection racket. Further analysis (leaving out pacifist conducts) of Codehappy's data shows that Healers were responsible for 47% of all successful protection rackets, trailed by Archaeologists at 11%, Tourists at 10%, and Wizards at 5%. All other classes trailed distantly, with Barbarians faring the worst at 1.6%. However, it is interesting to note that 75% of Barbarians who succeeded at the protection racket also ascended--and only in one of those games did the Barbarian receive the help of an early wish. Note that these numbers do not represent the same number of attempts by each role--an equal number of attempts may change those percentages. However, one can assume the expert players in this dataset know which roles are best suited to attempt the strategy. In SLASH'EM, it is also possible for Rogues to attempt the racket, due to the significant boost in their starting gold, giving them more gold in the beginning than even Healers. Unfortunately, most of the inhabitants of the Mines have also been replaced with far more hostile undead, making the strategy far more difficult for all dwarves and gnomes, and Healers in particular. =_=_ Category:Special rooms =_=_ Ad aerarium =_=_ Digger =_=_ Field Worker =_=_ Investigator =_=_ Exhumer =_=_ Excavator =_=_ Spelunker =_=_ Speleologist =_=_ Collector =_=_ Curator =_=_ Quetzalcoatl =_=_ Camaxtli =_=_ Huhetotl =_=_ Level =_=_ Wallet =_=_ Knapsack =_=_ Abbreviations Writing about NetHack can be cumbersome where item names are concerned. A system of abbreviations has arisen to make this quicker: =_=_ Werejackal =_=_ Talk:Potion of gain ability k - a sky blue potion. What do you want to drink? [k or ?*] Ulch! This makes you feel mediocre! Call a sky blue potion: mediocrity in a bottle =_=_ Loot Loot is also the general name by which the stuff that you have found is called. It is often used in a context like "In addition to the wand, I found lots of nice loot from the Castle." Useless loot is called junk. Attempting to loot a throne while confused generates a throne room monster and deposits a random amount of your gold in its inventory ("The exchequer accepts your contribution"), unless there is a chest on the level, in which case the gold is put in that ("Thank you for your contribution to reduce the debt.") See throne farming. The configuration option < tt > lootabc < /tt > determines what keyboard shortcuts are available in the looting menu. When < tt > lootabc < /tt > is true, the options are - Take something out of the container, - Put something into the container, and - Both of the above. When < tt > lootabc < /tt > is false, the respective shortcuts are , , and . =_=_ Muffled shatter =_=_ Mountain nymph =_=_ Long worm A long worm, , is a monster that occupies several squares. Only its head can attack, but if it is hit in the middle (even with bare hands), it may divide into two. Attacking the tip of its tail cannot cause it to split, and is thus a good way to kill long worms. Unlike purple worms, long worms cannot engulf their enemies. When killed, long worms leave behind a worm tooth along with their corpse. The tooth can be enchanted to create a crysknife. Pet long worms and their baby forms cannot be displaced, which is annoying if you want to improve it with a polytrap. The DevTeam intended the whole length of a long worm to be dangerous, but currently software limitations prevent this. A long worm technically respects Elbereth and other means of scaring. However, if a worm is frightened but is currently stuck, it will proceed to attack you with its head and all of its tail segments next to you. This is the only way to see this in action, presumably due to a bug. The long worm is one of the oldest monsters in NetHack history, having been around since Jay Fenlason's Hack. It is unknown whether its behavior was different than in modern NetHack. Before 3.6.0, splitting a long worm could cause the game to crash under certain circumstances (see bug C343-324). This bug was marked "fixed" after NetHack 3.4.3. The long worm represents a sandworm from Frank Herbert's Dune series of novels, specifically a small and very young sandworm. This is suggested by the encyclopedia entry, as well as their size and the guaranteed death drop of a worm tooth (which can be made into a crysknife, as in the novels). In the Dune series, sandworms can grow to over 400 meters in length and may even be ridden occasionally. The worms of Dune also contribute to the creation of the highly useful and desirable Spice, which is homaged in UnNetHack and xNetHack: if you eat a long worm corpse, the taste is described as "spicy". =_=_ Body parts The body parts of NetHack characters are used during the game in many ways. If polymorphed into a monster, you may lack a body part and be unable to perform some task. Such tasks include wearing armor, so if you polymorph into a handless monster, your gloves will fall off. Messages for different body parts are changed as appropriate, for example if you don't have toes in a particular form, it may refer to your "pseudopod extremities" instead. These descriptions are grouped by a number of different overall body types. All body parts are defined for all monsters, although some are "empty" & mdash;for example, a headless monster still needs to reference a head for some messages. Included in the body parts are special areas for particular effects & mdash;for example, how to describe a light-headed monster with no head, or the "blood" of a being composed of pure energy. The body parts defined are: There are definitions for all groups of these body parts. In addition to being groups, the above are also the names of the body parts used for humanoids. You have two hands and can wear gloves on them. The right hand is primarily used for wielding a weapon; the left can wear a shield or wield a second weapon. Some weapons are two-handed, requiring both hands to wield one. A ring can be worn on each of your two ring fingers. There is little difference between your left and right ring fingers; one difference is that, because all characters are right-handed, a cursed wielded weapon makes it impossible to put on or remove a ring from that hand's finger. If you encounter an incubus or succubus, the ring of adornment is a special case. Incubi like to put one onto a female character's left hand, replacing whatever ring there currently is. This may be fatal if you are, for example, floating over some water with a ring of levitation. Your head can be fitted with a helm, which offers limited protection against falling objects and mind flayer tentacles. Creatures with more than one head may still wear only one helm. There is also room on your head for something around your eyes: a blindfold, towel, pair of lenses, or the Eyes of the Overworld. On your body you can wear a shirt (T-shirt or Hawaiian shirt), body armor, and a cloak, in that order. You must take them off in reverse order. Your feet can wear a pair of boots. They are otherwise bare, so are subject to the same dangers as bare hands. The bodies of monsters are defined in some detail. Humanoid monsters generally have all of the above features, and hence can wear armor, wield weapons, and manipulate objects. Other monsters might lack hands or a head, or even a shape of any kind. The grouped body types are as follows: Some monsters have horns, and hence cannot wear hard helms. Unicorns and ki-rin have a single horn, while horned devils, minotaurs, balrogs, and Asmodeus have two. =_=_ Potions =_=_ Potion of restore ability The potion of restore ability restores lost attributes and experience levels, back up to the previous maximums that the character had reached so far. This potion is by far the best method of restoring lost experience levels when multiple levels have been lost. The other options either have better uses than restoring levels, are hard to come by, or require tedious grinding. For this reason, it may be good to keep one or two blessed potions around if you are planning to face off against Vlad or other level-draining monsters without drain resistance. The attribute-restoring effects of this potion are completely superseded by a unicorn horn or the spell. However, the potion is 100% reliable, whereas the spell can have a high failure rate, and a unicorn horn may take multiple attempts to work. In UnNetHack, FIQHack, dNetHack, xNetHack, and DynaHack, unicorn horns cannot be used to restore lost attribute points, making potions of restore ability much more important. In Fourk and SLASH'EM Extended, unicorn horns do restore lost attribute points but are limited in the number of times they can be used, so this potion may be preferable in order to save the horn for more important things. In SLASH'EM, the potion of restore ability has an important new use: magical polymorphing is usually temporary, and items and monsters will revert to their original form with time. If you dip a polymorphed item into a potion of restore ability, its new form will be "fixed" and become permanent. =_=_ Potion of invisibility This potion is very often identified for you when a monster quaffs it. It self-identifies only if you manage to observe yourself becoming invisible. A cursed potion of invisibility is useful for remotely waking up covetous monsters such as Asmodeus, Baalzebub, Orcus, or your quest nemesis. Quaffing the cursed potion will awaken all monsters on the level, and covetous monsters, once awakened, will quickly warp to you so they can attack. This saves you the trouble of having to make your way across the level to fight them, and if quaffed while standing on the upstair, it can allow you to prevent them from escaping to the level above while you fight them. =_=_ Potion of levitation A blessed potion will make you levitate for 250 to 299 more turns, whereas an uncursed or cursed potion will give you 10 to 149 more turns. These stack with any current levitation timeout you have; for example, quaffing four blessed potions of levitation in quick succession will provide 1000 to 1198 total turns. In addition, upon quaffing a blessed potion, you become able to end your levitation at will with the key (unless you have extrinsic levitation from some other source that would prevent this). This only lasts until the end of your current levitation - it is not a permanent benefit. Quaffing a cursed potion also has additional effects. If you were already levitating and had the ability to land at will, you lose this ability. If you were not already levitating, you hit your head on the ceiling and suffer d10 points of damage (d6 damage if you are wearing any helm; d3 damage if the helm is metallic), unless you happen to be standing on an upstair. In that case, you will be treated as if you had entered the command. This potion is used in only one alchemy recipe: it can be mixed with the potion of enlightenment to sometimes produce the potion of gain level. Most of the potential messages produced by this potion are the same ones that any levitation source would produce. See Levitation#Messages for those. This potion is useful in a few scenarios in which you have to cross terrain-based obstacles that can be crossed via levitation. Specific examples include: In many of these scenarios, if you have a different source of levitation such as a ring, it may be preferred to use that instead of the potion, because it allows you to save the potion for diluting or cancelling later. However, it is often worth it to save one or two blessed potions for the Plane of Air (at a typical pace, and if you use a portal detection methods, the duration of one potion will last you through the Plane of Fire) because that allows you to avoid using a ring or boots slot on levitation. Another minor advantage of the potion over gear-based levitation is that there is no way to suddenly lose the levitation and possibly drop you into water or lava for an instadeath, whereas a ring of levitation can be destroyed by electric damage and boots of levitation can be stolen by a foocubus or destroyed by a spellcaster. Note that gremlins cannot steal intrinsic levitation. =_=_ Dilution =_=_ Wand of create monster Zapping or engraving with it creates one monster (22/23 chance) or 2-9 monsters (1/23 chance); the monster level of each will be consistent with what is normally created. Even in the former case, a group of monsters may be created if that monster often appears in large groups, such as hill orcs. In wizard mode, you will be asked what kind of monster to create. Applying a wand with charges will break it, causing a damaging explosion and creating a horde of monsters around the player. See breaking wands for details. A wand of create monster is often a terrible thing to discover in a monster's inventory; while not as immediately perilous as a cursed scroll of create monster, a monster at low health will begin zapping the wand with impunity. While this auto-identifies the wand, it also means that you will have to face down several more monsters unless you can kill its owner quickly, especially if they were fought at a distance. Autopickup exceptions are often set to pick up wands of create monster, if only to keep them out of monsters' hands and reduce the risk of being overwhelmed and killed. Recharging this wand is worthwhile if you have the Platinum Yendorian Express Card, allowing you to produce multiple corpses for sacrifices at altars, especially in an aligned temple. The monsters you create and kill can also be used as an alternate food source, especially in the later stages of the game; in some cases, it can also be used to farm for specific monsters if done in the quest level. If you want to maximize the number of monsters created from a wand, you should break it with one charge left, so long as you are able to survive the onslaught and the damage from the magical blast. Many of the usual tactics apply: stand on a burned Elbereth, have a source of magic resistance for attack wands, and be prepared with escape items in case you get particularly dangerous monsters. In a temple, don't catch the aligned priest in the blast, or you will anger them. Breaking generates 18.8 monsters per wand on average if you can identify the number of charges. If you don't know the number of charges, the optimal strategy is to zap it 9 times, then break it for an expected 14.0 monsters. Zapping and wresting the last charge produces only 13.2 monsters on average in comparison. < !-- See talk page for the code. Things that aren't yet considered: cursed wands exploding, certain monsters generated in groups. I think the latter effect only introduces a constant in the comparison. -- > In Rogue, there was no wand of create monster, per se, but a scroll of the same name; it would produce the message "You hear the cries of anguish in the distance" when a monster read the scroll if the player was already surrounded. < ref > http://rogue.rogueforge.net/vade-mecum/#scrolls < /ref > =_=_ Blanking =_=_ Can of grease Each can of grease is generated with d25 charges. The can may be recharged; see Charging § Can of grease for more details. The layer of grease is not permanent; each time it protects you there is a 50% chance that it will wear off. On your next turn, you can apply your can of grease again to re-grease the item. Until that turn you will remain vulnerable, which can be a problem when fighting fast monsters. Applying a cursed can of grease, or a non-cursed can whilst fumbling, has only a 50% chance of working. The other 50% of the time the can of grease will "slip from your fingers" and drop to the ground, consuming a charge. For cursed cans, if you do succeed in greasing the item, your hands will be made slippery. This does not happen with non-cursed cans, even when you are fumbling. If you want to grease your hands for some reason, you can do so with a non-cursed can by choosing when prompted to choose something to apply it to. Grease is also useful for containers. A greased container will protect its contents from water damage. However, the water damage has a chance of dissolving the grease, at which point you must re-grease the container if you still want the protection. Oilskin sacks have such protection permanently. A greased spellbook, scroll, or potion will be protected from blanking and dilution as long as the grease remains intact. Scrolls probably aren't worth a charge, but if you are wishing, you might as well order them greased. =_=_ Game history The original hack game was modeled on the Berkeley UNIX rogue game. Large portions of this paper were shamelessly cribbed from A Guide to the Dungeons of Doom, by Michael C. Toy and Kenneth C. R. C. Arnold. Small portions were adapted from Further Exploration of the Dungeons of Doom, by Ken Arromdee. NetHack is the product of literally dozens of people's work. Main events in the course of the game development are described below: Andries Brouwer did a major re-write, transforming Hack into a very different game, and published (at least) three versions (1.0.1, 1.0.2, and 1.0.3) for UNIX(tm) machines to the Usenet. Don G. Kneller ported Hack 1.0.3 to Microsoft(tm) C and MS-DOS(tm), producing PC HACK 1.01e, added support for DEC Rainbow graphics in version 1.03g, and went on to produce at least four more versions (3.0, 3.2, 3.51, and 3.6). Mike Stephenson merged these various versions back together, incorporating many of the added features, and produced NetHack version 1.4. He then coordinated a cast of thousands in enhancing and debugging NetHack 1.4 and released NetHack versions 2.2 and 2.3. Later, Mike coordinated a major rewrite of the game, heading a team which included Ken Arromdee, Jean-Christophe Collet, Steve Creps, Eric Hendrickson, Izchak Miller, Eric S. Raymond, John Rupley, Mike Threepoint, and Janet Walz, to produce NetHack 3.0c. The same group subsequently released ten patch-level revisions and updates of 3.0. NetHack 3.0 was ported to the Atari by Eric R. Smith, to OS/2 by Timo Hakulinen, and to VMS by David Gentzel. The three of them and Kevin Darcy later joined the main development team to produce subsequent revisions of 3.0. Olaf Seibert ported NetHack 2.3 and 3.0 to the Amiga. Norm Meluch, Stephen Spackman and Pierre Martineau designed overlay code for PC NetHack 3.0. Johnny Lee ported NetHack 3.0 to the Macintosh. Along with various other Dungeoneers, they continued to enhance the PC, Macintosh, and Amiga ports through the later revisions of 3.0. Headed by Mike Stephenson and coordinated by Izchak Miller and Janet Walz, the development team which now included Ken Arromdee, David Cohrs, Jean-Christophe Collet, Kevin Darcy, Matt Day, Timo Hakulinen, Steve Linhart, Dean Luick, Pat Rankin, Eric Raymond, and Eric Smith undertook a radical revision of 3.0. They re-structured the game's design, and re-wrote major parts of the code. They added multiple dungeons, a new display, special individual character quests, a new endgame and many other new features, and produced NetHack 3.1. Ken Lorber, Gregg Wonderly and Greg Olson, with help from Richard Addison, Mike Passaretti, and Olaf Seibert, developed NetHack 3.1 for the Amiga. Norm Meluch and Kevin Smolkowski, with help from Carl Schelin, Stephen Spackman, Steve VanDevender, and Paul Winner, ported NetHack 3.1 to the PC. Jon Wätte and Hao-yang Wang, with help from Ross Brown, Mike Engber, David Hairston, Michael Hamel, Jonathan Handler, Johnny Lee, Tim Lennan, Rob Menke, and Andy Swanson developed NetHack 3.1 for the Macintosh, porting it for MPW. Building on their development, Barton House added a Think C port. Timo Hakulinen ported NetHack 3.1 to OS/2. Eric Smith ported NetHack 3.1 to the Atari. Pat Rankin, with help from Joshua Delahunty, is responsible for the VMS version of NetHack 3.1. Michael Allison ported NetHack 3.1 to Windows NT. Dean Luick, with help from David Cohrs, developed NetHack 3.1 for X11. Warwick Allison wrote a tiled version of NetHack for the Atari; he later contributed the tiles to the DevTeam and tile support was then added to other platforms. The 3.2 development team, comprised of Michael Allison, Ken Arromdee, David Cohrs, Jessie Collet, Steve Creps, Kevin Darcy, Timo Hakulinen, Steve Linhart, Dean Luick, Pat Rankin, Eric Smith, Mike Stephenson, Janet Walz, and Paul Winner, released version 3.2 in April of 1996. Version 3.2 marked the tenth anniversary of the formation of the development team. In a testament to their dedication to the game, all thirteen members of the original development team remained on the team at the start of work on that release. During the interval between the release of 3.1.3 and 3.2, one of the founding members of the development team, Dr. Izchak Miller, passed away. That release of the game was dedicated to him by the development and porting teams. During the lifespan of NetHack 3.1 and 3.2, several enthusiasts of the game added their own modifications to the game and made these "variants" publicly available: Tom Proudfoot and Yuval Oren created NetHack++, which was quickly renamed NetHack--. Working independently, Stephen White wrote NetHack Plus. Tom Proudfoot later merged NetHack Plus and his own NetHack-- to produce SLASH. Larry Stewart-Zerba and Warwick Allison improved the spellcasting system with the Wizard Patch. Warwick Allison also ported NetHack to use the Qt interface. Warren Cheung combined SLASH with the Wizard Patch to produce Slash'em, and with the help of Kevin Hugo, added more features. Kevin later joined the DevTeam and incorporated the best of these ideas in NetHack 3.3. The final update to 3.2 was the bug fix release 3.2.3, which was released simultaneously with 3.3.0 in December 1999 just in time for the Year 2000. The 3.3 development team, consisting of Michael Allison, Ken Arromdee, David Cohrs, Jessie Collet, Steve Creps, Kevin Darcy, Timo Hakulinen, Kevin Hugo, Steve Linhart, Ken Lorber, Dean Luick, Pat Rankin, Eric Smith, Mike Stephenson, Janet Walz, and Paul Winner, released 3.3.0 in December 1999 and 3.3.1 in August of 2000. Version 3.3 offered many firsts. It was the first version to separate race and profession. The Elf class was removed in preference to an elf race, and the races of dwarves, gnomes, and orcs made their first appearance in the game alongside the familiar human race. Monk and Ranger roles joined Archeologists, Barbarians, Cavemen, Healers, Knights, Priests, Rogues, Samurai, Tourists, Valkyries and of course, Wizards. It was also the first version to allow you to ride a steed, and was the first version to have a publicly available web-site listing all the bugs that had been discovered. Despite that constantly growing bug list, 3.3 proved stable enough to last for more than a year and a half. The 3.4 development team initially consisted of Michael Allison, Ken Arromdee, David Cohrs, Jessie Collet, Kevin Hugo, Ken Lorber, Dean Luick, Pat Rankin, Mike Stephenson, Janet Walz, and Paul Winner, with Warwick Allison joining just before the release of NetHack 3.4.0 in March 2002. As with version 3.3, various people contributed to the game as a whole as well as supporting ports on the different platforms that NetHack runs on: Michael Allison, David Cohrs, Alex Kompel, Dion Nicolaas, and Yitzhak Sapir maintained and enhanced 3.4 for the Microsoft Windows platform. Alex Kompel contributed a new graphical interface for the Windows port. Alex Kompel also contributed a Windows CE port for 3.4.1. The release of NetHack 3.4.3 in December 2003 marked the beginning of a long release hiatus. 3.4.3 proved to be a remarkably stable version that provided continued enjoyment by the community for more than a decade. The NetHack Development Team slowly and quietly continued to work on the game behind the scenes during the tenure of 3.4.3. It was during that same period that several new variants emerged within the NetHack community. Notably sporkhack by Derek S. Ray, unnethack by Patric Mueller, nitrohack and its successors originally by Daniel Thaler and then by Alex Smith, and Dynahack by Tung Nguyen. Some of those variants continue to be developed, maintained, and enjoyed by the community to this day. In September 2014, an interim snapshot of the code under development was released publicly by other parties. Since that code was a work-in-progress and had not gone through the process of debugging it as a suitable release, it was decided that the version numbers present on that code snapshot would be retired and never used in an official NetHack release. An announcement was posted on the NetHack Development Team's official nethack.org website to that effect, stating that there would never be a 3.4.4, 3.5, or 3.5.0 official release version. At the beginning of development for what would eventually get released as 3.6.0, the NetHack Development Team consisted of Warwick Allison, Michael Allison, Ken Arromdee, David Cohrs, Jessie Collet, Ken Lorber, Dean Luick, Pat Rankin, Mike Stephenson, Janet Walz, and Paul Winner. In early 2015, ahead of the release of 3.6.0, new members Sean Hunt, Pasi Kallinen, and Derek S. Ray joined the NetHack Development Team. Near the end of the development of 3.6.0, one of the significant inspirations for many of the humorous and fun features found in the game, author Terry Pratchett, passed away. NetHack 3.6.0 introduced a tribute to him. The NetHack Development Team, as well as Steve VanDevender and Kevin Smolkowski, ensured that NetHack 3.6 continued to operate on various UNIX flavors and maintained the X11 interface. Michael Allison, David Cohrs, Barton House, Pasi Kallinen, Alex Kompel, Dion Nicolaas, Derek S. Ray and Yitzhak Sapir maintained the port of NetHack 3.6 for Microsoft Windows. Pat Rankin attempted to keep the VMS port running for NetHack 3.6, hindered by limited access. Kevin Smolkowski has updated and tested it for the most recent version of OpenVMS (V8.4 as of this writing) on Alpha and Integrity (aka Itanium aka IA64) but not VAX. In late April 2018, several hundred bug fixes for 3.6.0 and some new features were assembled and released as NetHack 3.6.1. The NetHack Development Team at the time of release of 3.6.1 consisted of Warwick Allison, Michael Allison, Ken Arromdee, David Cohrs, Jessie Collet, Pasi Kallinen, Ken Lorber, Dean Luick, Patric Mueller, Pat Rankin, Derek S. Ray, Alex Smith, Mike Stephenson, Janet Walz, and Paul Winner. In early May 2019, another 320 bug fixes along with some enhancements and the adopted curses window port, were released as 3.6.2. Bart House, who had contributed to the game as a porting team participant for decades, joined the NetHack Development Team in late May 2019. =_=_ Template:NetHack Versions =_=_ Jay Fenlason's Hack HACK is a roguelike role-playing game written by Jay Fenlason, with contributions from Kenny Woodland, Mike Thome, and Jon Payne, from which all subsequent versions of Hack and all versions of NetHack are descended. Jay Fenlason's Hack is the term given to the original Hack, without the extensive modifications by Andries Brouwer which are present in the more widely distributed version. At present, source code for the original is not available online. A DOS port with user interface changes is available in binary form, all of Brouwer's versions are available as source code, and the source code for an early variant dubbed "Hack for PDP-11", which was based on a leaked early draft of Andries Brouwer's version, is also available. Development began shortly after the 1982 USENIX conference in Boston, MA where the Michael Toy and Ken Arnold (the authors of the then closed-source Rogue) spoke. In Fenlason's own words: The only publication of the original Hack was on a USENIX software distribution tape, apparently the first 1984 USENIX tape (of which no online copy is known to exist), where it accompanied Jon Payne's text editor JOVE. It proved to be very popular: Based on Fenlason's home in Massachusetts and the next release of the Usenet port, he likely introduced Hack at the 1984 winter USENIX at Washington, DC < ref > USENIX Annual Technical Conference, dblp: computer science bibliography: The exact content of the original Hack is not known for sure (but see the comments section of this post for a possible lead). Three derivatives are known to exist. The rest of this article covers mainly Hack for PDP-11 and "hack121". A 16-color CGA-mode DOS port of Jay Fenlason's Hack is available in binary form at Ali Harlow's website as hack121.zip (mirror). It is known as "hack121", after the filename of its distribution package. It refers to itself as version "1.21 (Slak was here!)", "Slak" apparently being Jay Fenlason himself; nonetheless, some changes have clearly been made by the porter (IBMgraphics and the fusion of mklev into hack). Hack for PDP-11 (so-called, although it appears to require a nonstandard compiler, whereas it can be compiled on some later UNIX systems such as 4.2BSD without much work) is a variant developed by Michiel Huisjes and Fred de Wilde at the Free University (VU) in Amsterdam† (apparently based upon a early draft of Andries Brouwer's Hack, which was copied from his user area without his permission) and published on Usenet in February 1985. A port of this to a Unix clone called PC/IX (with a slightly different set of potions) was published in May by "peterb at pbear". PDP-11 Hack incorporates a time restriction preventing playing on working hours on weekdays, which grants exceptions for the developers' UIDs, and which is removed in the PC/IX version. Hack 1.0 was developed by Andries Brouwer and posted to Usenet in December 1984. All other versions of Hack and NetHack are descended from this version. PDP-11 Hack has shops (mkshop), zoos (mkzoo), graveyards (mkyard), swamps (mkswamp) and vaults (mk_knox). The developers of PDP-11 Hack, per their readme, implemented vaults, swamps, zoos and graveyards themselves, leaving shops as the only roomtype which was present in the sources they originally obtained. Vaults, in particular, are implemented very differently to Hack 1.0. PDP-11 Hack appears to contain Fenlason's team's original makemaz() implementation, given this source code comment, which does not appear in the refactored version of the function appearing in Hack 1.0, and appears to reference Kenny Woodland by his first name: The bestiaries of hack121 and PDP-11 Hack are listed below, along with the Hack 1.0 bestiary for comparison. Other monster descriptions may be lurking in other parts of the hack121 binary; therefore, this list cannot be considered as necessarily the final word for that version. These are given in the order of their appearance in the code; it will be seen that the lists are quite similar. All versions of Hack and NetHack prior to NetHack 3.0.0 have various monster description structures floating around in their source code, for monsters with special functions. These are listed here, with monsters having the same function in the same row. The large dog appears both here and in the above table because the structure in the above table is used for wild dogs, and the one shown below is used for pets. In Hack 1.0, the shopkeeper is moved to the main monster list. The character for the ghost is coded as a tab character, or '\t'. This is likely to be a bug or an arcane hack. The giant eel appears in essentially its modern form. The current version of AEB Hack at the release of the PDP-11 Hack was 1.0.1, and this version did not have giant eels. Giant eels do appear in Hack 1.0.2, and the source code credits the publishers of PDP-11 Hack, Michiel Huisjes and Fred de Wilde, for the inspiration. That credit is still present in NetHack 3.4.3. Hack121, PDP-11 Hack, and Hack 1.0 show many similarities in their object lists. Except as noted, the object lists are presented in the order in which they occur in the code. PC/IX Hack is the same as PDP-11 Hack except as otherwise noted. Hack121 takes a different approach to armor than the other two Hacks. The only actual armors are suits. A shield is implemented but is a distinct type of object, in a class by itself. However, note that a shield is put on using the same command used to put on armor and affects your armor class rating in the same way that other armor does. PDP-11 Hack implements only suits and an elven cloak. Hack 1.0 adds a helmet, a shield, and a pair of gloves, allowing five pieces of armor to be worn at the same time. The dead lizard has no special properties in Hack PDP-11. Its function in hack121 is just as an item of food. It has no other special functions. In Hack 1.0, it can relieve confusion, but has no effect on cockatrices: stoning by cockatrice hissing is an instadeath in all three of these versions of Hack. Both spinach and steak may randomly increase strength in hack121. In Hack121, the wand of wonder is a random wand of another type which changes each time you zap it. In D & amp;D, a wand of wonder works as a random wand of another type. Note: In iLarn (and in ULarn), a wand of wonder prevents the player from falling down holes when in the main inventory. It could serve the same purpose here, as this would not be very apparent to most players. Hack121 appears to have gems, but their function is uncertain. In Hack for PDP-11, they only add to the player's score; neither of these Hacks has unicorns. Hack 1.0 has gems in their modern form. =_=_ Talk:Game history I'll be writing up the different versions of Hack and NetHack, giving dungeon features, the bestiaries, and available objects.Ray Chason 02:12, 13 July 2006 (UTC) Another thought: It would be nice to have screenshots of the old versions. Maybe not from each bugfix release but some images illustrating some major changes. I bet many would be interested to see if the old Hack looked like today's NetHack anyway. --ZeroOne 01:30, 15 July 2006 (UTC) This page is in a bit of a strange position with regards to versions. Of course, it should be updated as new versions are released, suggesting that the noversion tag is inappropriate, but tagging it with a specific version seems weird. In any case, I don't have comprehensive enough knowledge to write the 3.6.0 update. --Phol ende wodan (talk) 04:51, 31 December 2016 (UTC) =_=_ Category:History =_=_ The Palantir of Westernesse The Palantir of Westernesse was the Elf quest artifact that previously appeared in NetHack. It served as the prize for completing the Elf quest and defeating the quest nemesis, the Goblin King. It was chaotic for wishing purposes, and its base item is a crystal ball. The Palantir was introduced in NetHack 3.1.0, and last appeared in NetHack 3.3.0 - it was rendered defunct along with the Elf role in NetHack 3.3.1, which introduced the ability to choose a starting race, including the elf. The role itself was given a spiritual successor in the Ranger, whose quest branch employs a somewhat similar structure and uses exact same layout for the goal level, though the quest artifact and the nemesis guarding it are much different. A palantír (/ˈpælənˌtɪər/; pl. palantíri) is a magical artifact from J. R. R. Tolkien's Middle-earth novels. It is an indestructible ball of crystal, used for communicating and viewing past and future events in other parts of Arda. The palantíri were made by the Elves of Valinor in the First Age - by the time of the setting of The Lord of the Rings, only a few remained in existence. Palantíri are the basis for Elvenkings in NetHack having a 2% chance to generate with a crystal ball. Elves are also the only starting race that can naturally reach an Intelligence of 20, which allows them to apply crystal balls without any chance of failure. In NetHack Plus, the Palantir of Westernesse was made lawful to reflect the Elf role being lawful instead of chaotic. SLASH 6 retained this while making the Elf role open to all alignments. Their successor SLASH'EM did not retain the role or its artifact. In SlashTHEM, the Elph role is a retool of the old Elf role, and the Palantir of Westernesse serves as the quest artifact. dNetHack retools the old Elf quest as the Elvish Racial Quest, where elven Nobles, Priests, Rangers, and Wizards face the Necromancer for the Palantir of Westernesse. The Palantir remains a chaotic, elf-favoring intelligent crystal ball - when carried, it grants x-ray vision, telepathy, warning, and reflection. Invoking the artifact can tame nearby monsters. =_=_ Grease =_=_ Elven dagger =_=_ Orcish dagger =_=_ Hobbit Hobbits will always be generated with one of a sling, a dagger, or an elven dagger, with an equal chance of receiving any of them. In addition, they have a 10% chance of receiving an elven mithril coat, and a 10% chance of receiving a dwarvish cloak. They also enjoy collecting things off the floor, so one may frequently find other random items in their inventories. =_=_ Mummy A member of the mummy monster class, is simply an artificially preserved version of another monster and superficially similar to zombies. However, Mummies tend to be stronger than their corresponding zombies. Although mummies have been preserved, their flesh is nonetheless pre-aged and thus unsuitable for sacrificing, except for same-race sacrifices. They are also tainted, so consumption is only safe if their flesh is tinned first. You can eat corpses from mummies without tinning them, if you manage to cure yourself - using a unicorn horn, the cure sickness spell, or prayer - before you die of food poisoning, but this is a risky strategy, and any intrinsics you might gain from eating raw mummy could probably be obtained more easily and safely from another source. If a player gets killed by a mummy, the bones file of that person will contain a mummy instead of a ghost. The character's items will then appear in the mummy's inventory rather than in a loot pile, so mummies in bones levels must usually be killed to get the late player's things. Elf mummies leave rotten elf corpses. These may be tinned and then eaten for the sleep resistance intrinsic. If desperate, you can try to eat them and then cure yourself. Giant mummies leave rotten giant corpses. These may be tinned and then eaten for the strength gain. Given their size, trying to eat the un-tinned corpse whole, expecting to have time to cure yourself afterward, is a bad idea. A mummy is a corpse that has been preserved in some way, whether because of deliberate preparation (mummification) or because of environmental factors (such as low temperature or lack of moisture or oxygen) that prevented or slowed decomposition. The assumption that mummification rituals were intended to keep the body intact for eternity probably inspired the fictional concept of the undead mummy that can be reanimated because of the charms placed on it. Mummies as a type of undead creature are sometimes only distinguishable from mindless zombies or fully sentient liches by being wrapped in cloth bandages. This image comes mainly from the mummies made by the ancient Egyptians, which were usually wrapped in linen. Not all cultures that practiced mummification used wrappings, however, and the term "mummy" is also applied to bodies that were preserved unintentionally, without preparations such as wrappings. Mummies in NetHack are similar to Egyptian mummies in that they are wrapped, but they are probably not embalmed using strict Egyptian practices. NetHack mummies have brains that can be eaten by mind flayers; the Egyptian practice was to remove the brain before burial. =_=_ Small shield A Valkyrie's starting small shield is worth wearing for a long time due to its high enchantment. Eventually, Valkyries will probably want to ditch the shield so they can twoweapon. =_=_ Unlocking tool There are three unlocking tools in NetHack: the skeleton key, the lock pick (osaku to Samurai) and the credit card. The skeleton key and the lock pick are the only items allowing you to lock and unlock doors and chests. Credit cards can only unlock doors and chests, as a reference to their popularity in films for jimmying open door locks. To unlock doors, apply the unlocking tool and then choose the direction of the door. To unlock chests, apply the unlocking tool while standing on the chest and then choose " & gt;", for down or ".", for here. The chance of successfully locking or unlocking a door depends on which tool you use, your dexterity, the type of lock, and whether or not you are a Rogue. The per-turn probabilities of success are listed in the table below. A cursed unlocking tool will also have a halved chance of success, applied after all other modifiers. For Rogues, the lock pick has a higher (un)locking chance than the key for boxes at dexterity 17 or higher, and for doors at dexterity 21 or higher (usually achievable only with gauntlets of dexterity). For non-rogues, the key is better than the lock-pick except at normally unreachable dexterity levels, and in all cases the lock-pick has better chances than the credit card. When unlocking chests and boxes with bladed weapons vs. other weapons, the chance of succeeding is the same, but the effects are different. Edged weapons have a small chance of breaking on every failed unlock attempt. Non-edged weapons have a 33% chance of damaging the chest, which destroys the lock completely; in that case, all potions within are broken, along with a 33% chance of breaking every other item. The message given varies depending on the material involved, as detailed below, and occurs in the form "A(n) < item > < message > !" (e.g. "An orange potion shatters!") Attempting to apply a credit card at a shopkeeper or the Oracle will produce the message "No checks, no credit, no problem." Attempting to apply an unlocking tool on a visible monster (other than a disguised mimic) in any other situation will produce the message "I don't think < monster > would appreciate that.". Credit cards are the lightest unlocking tool, but also the slowest, and cannot re-lock objects like the others. Lock picks are the heaviest and most expensive, and for a Rogue with 18 dexterity they give a 97% chance of (un)locking a box in one turn. However, in all other circumstances, skeleton keys are faster, as well as cheaper and lighter. All the unlocking tools first appear in NetHack 3.0.0. In addition, the NetHack 3.0 Series had special shaped keys that fit specific locks on chests and large boxes. For example, you might see "a chest (triangular keyhole)", for example, and a "triangular key" would open its lock much more quickly than a skeleton key, but a "square key" would not fit. Doors did not have locks of any specific shape, and the shaped keys could not open them; you had to use one of the other unlocking tools. In time, the shaped keys were believed to add nothing of value to the game, and in NetHack 3.1.0 they were removed. SLASH'EM changes unlocking tools, adding a chance of breaking < ref > boxes, chests < /ref > < ref > doors < /ref > , and also adding some artifact keys. Blessed unlocking tools and artifact unlocking tools will never break. There's nothing worse than locking yourself into a shop, only to have your pick break when you try to get out again! =_=_ Credit card =_=_ Key =_=_ Skeleton key =_=_ Category:Levels =_=_ Category:Special levels =_=_ Category:Community =_=_ Category:Your character =_=_ Category:Images =_=_ Category:Materials =_=_ Bag of tricks Though they are defined with the `CONTAINER` macro, bags of tricks are not actually containers: they never hold any items, nor can any be placed in them. Instead, attempting to #loot a bag of tricks will cause it to bite you for d10 damage, which auto-identifies it; the death message associated with this is "killed by a carnivorous bag". Bags of tricks are generated with 1 to 20 charges. Applying a charged bag of tricks will use up one charge and either create one monster with 22/23 chance, or create 2 to 8 monsters with 1/23 chance; the bag is auto-identified in either case, and nothing happens when applying a bag with zero charges. If the bag has more than 10 charges, a blessed scroll of charging will add 6 to 10 charges, and if it has 10 or less, it will add 6 to 15 charges; an uncursed scroll will always add 1 to 5 charges. It cannot hold more than 50 charges, but can be recharged an unlimited number of times. Using #tip with a bag of tricks will expend all the charges at once, so beware! Placing a bag of tricks with nonzero charges into a bag of holding will cause a magical explosion, destroying both bags as well as everything in the bag of holding. In UnNetHack, a charged bag of tricks has an equal chance of producing a creature as described above, or causing a random (mostly harmful) effect, such as briefly paralyzing the player, knocking a weapon from their hand, or spewing forth a stinking cloud. A bag of tricks with no charges can hold items like a regular sack; charging it again will destroy any items inside. Since the bag of tricks is a "magical bag", it will also protect its contents from shattering, like the bag of holding; this is possibly unintentional. =_=_ Hack 1.0 Hack 1.0 is the first public release of Hack. Andries Brouwer published it to the (now-obsolete) Usenet newsgroup net.sources in December 1984. Part 15, however, is missing. By examining the code and the makefile, it is seen that the files are named rnd.c, savelev.h and rumors. At least two other archives of Hack code are also missing the part with the rumors file, namely a port to the Amiga and Hack 1.0.2; it seems that something in the rumors file did not agree with the news site from which Google Groups obtained its older Usenet archives. It is nonetheless possible to construct a working Hack 1.0 distribution, by using similar files from later ports and versions. Ali Harlow has a Hack 1.0 distribution at ; this is also available on NetHackWiki for browsing and annotation: Hack 1.0 source code. The dungeon in Hack 1.0 has no branches; there is one way up and one way down. The first 25 levels or so consist of rooms, and beyond that, the adventurer encounters mazes. Special rooms are shops, treasure zoos, and vaults. If the player's login name is "david", David's Treasure Zoo appears much more frequently. The "david" in question is David S. H. Rosenthal , who worked with Andries Brouwer in 1982. One of David's students at the Universiteit van Amsterdam demonstrated the need for the shopkeeper to have a limited wallet and be very strong when made angry by theft. A wand of digging was used to tunnel into the shop. Items were repeatedly removed and sold back to the shopkeeper. At that time the shopkeeper had a bottomless wallet and never got angry, so the student became extraordinarily rich overnight. The Amulet of Yendor is found under a boulder in a maze level. The Wizard of Yendor does not appear in Hack 1.0. Hack 1.0 has only one artifact, Orcrist. Any weapon may be named Orcrist and will do d10 extra points damage to orcs. There can even be more than one Orcrist. The tin did not contain the remains of monsters, but rather a randomly-chosen food such as peaches or, if the adventurer is lucky, spinach. The dead lizard was a found object rather than a corpse; live lizards did not exist in Hack 1.0. It could reduce confusion, but had no effect on cockatrices. The ice box is the only container. Then as now, it preserved corpses, and was generally too heavy (and too rare) to be useful for inventory management. The scroll of damage weapon acts as the modern scroll of enchant weapon does when cursed. The scroll of genocide acts, in all cases, as the modern blessed scroll; but most symbols refer to only one monster anyway. It is not possible to pick up an iron chain, nor can they be generated from iron golems, because these do not exist in Hack 1.0. =_=_ Page =_=_ NetHackWiki:Protected page NetHackWiki is a free community where anyone should be able to participate. Thus, almost without exception, every page features an "edit" tab allowing anyone to make changes or leave a comment. However, sometimes you will encounter a protected page which you cannot edit. In such cases, the administrators of NetHackWiki have decided to lock the page. =_=_ Turn In NetHack, the turn counter is displayed in the bottom right corner, provided that the time option is turned on. You start on turn one, and as a rule everything you do increments the counter. You may occasionally get a "free" turn if you are very fast, due to the speed system. Most operations relating to the user interface do not consume turns: checking your inventory (including seeing what's inside a container), changing the options, using the far look command, accessing the encyclopedia, using #enhance, saving and restoring, and checking the message buffer () are all free. Quivering projectiles () is also free. The term game length usually refers to the number of turns taken to ascend (or meet some other fate). The turns, or time, taken is highly dependent on your style of play. You may be able to ascend comfortably in 40,000 turns, or you may struggle to gather an ascension kit before 80,000 turns. Any ascension under 30,000 is widely considered fast, and anything under 20,000 turns is very fast. A small handful of players are able to ascend in under 15,000, while the world record is a mere 2135 turns. The longest game on record at nethack.alt.org is DeathOnAStick's 1.8M turn rock-polypiling epic. The turn counter is a long integer, so its maximum value is 2,147,483,647 on 32-bit platforms (and a little over 9 quintillion (9,223,372,036,854,775,808) on 64-bit platforms). There is little danger of this overflowing, even in excruciatingly long extinctionist games. =_=_ Turns Although this is four steps, none of them consume turns in wizard mode. Players hoping to save themselves tremendous amounts of embarrassment should refrain from claiming this as a real ascension. This will take very much effort to do manually, so it should be done with a pasted sequence instead. Using one does not allow responding to most interferences; they must be prevented or dealt with predictably. Be sure to replace < ESC > with an actual escape character, and < CR > with an actual carriage return. These can be inserted, for example, with vi's Ctrl-V command. Duplicate this line about 505,200 times, copy it into your paste buffer, paste it into NetHack's terminal, and wait approximately 19 days. This will overflow the turn counter, wrap around to -2,147,483,648 and slowly creep back up to zero. Each pasted line passes 8500 turns, so you must calculate precisely how many lines must be pasted to bring the counter back up to the right amount. As it approaches a reasonable negative value that should give you enough time, prepare to ascend, then offer the amulet to your deity as the counter ticks over to 1. The hungry and weak status messages will interrupt the waiting command. You really need to wait until you are "weak" but not "fainting" 8499 turns later because "hungry" counts only as a minor problem, which will not always be solved by praying. If NetHack is compiled for a 64-bit platform, the "long" type will not wrap around until it gets to 9,223,372,036,854,775,808. The above trick still works in principle, but will take a few hundred million years to complete. =_=_ Palantir of Westernesse =_=_ Hack 1.0.1 Hack 1.0.1 is the second public release of Hack. Andries Brouwer published it to the (now-obsolete) Usenet newsgroup net.sources in January 1985. Hack 1.0.1 first appeared as a patch against the Hack 1.0 sources. Google Groups has archived this patch at . Because one part of the original Hack 1.0 posting is not present at Google, the files in question must either be reconstructed before applying the patch, or obtained from elsewhere (see Hack 1.0#Availability). Ali Harlow has a Hack 1.0.1 distribution at , which does not have the benefit of the recovered original Part 15. The dungeon in Hack 1.0.1 has no branches; there is one way up and one way down. The first 25 levels or so consist of rooms, and beyond that, the adventurer encounters mazes. Special rooms are shops, treasure zoos, and vaults. If the player's login name is "david", David's Treasure Zoo appears much more frequently. The Amulet of Yendor is found under a boulder in a maze level. The Wizard of Yendor does not appear in Hack 1.0.1. Hack 1.0.1 has only one artifact, Orcrist. Any weapon may be named Orcrist and will do d10 extra points damage to orcs. There can even be more than one Orcrist. The tin did not contain the remains of monsters, but rather a randomly-chosen food such as peaches or, if the adventurer is lucky, spinach. The dead lizard was a found object rather than a corpse; live lizards did not exist in Hack 1.0.1. It could reduce confusion, but had no effect on cockatrices. The ice box is the only container. Then as now, it preserved corpses, and was generally too heavy (and too rare) to be useful for inventory management. The scroll of damage weapon acts as the modern scroll of enchant weapon does when cursed. The scroll of genocide acts, in all cases, as the modern blessed scroll; but most symbols refer to only one monster anyway. It is not possible to pick up an iron chain, nor can they be generated from iron golems, because these do not exist in Hack 1.0.1. =_=_ Hack 1.0.2 Hack 1.0.2 is the third public release of Hack. Andries Brouwer published it to the (now-obsolete) Usenet newsgroup net.sources.games in April 1985. Google Groups has archived nine of the ten original postings to net.sources.games, but not part 2. This is possibly due to the same problem with the rumors file which affected part 15 of Hack 1.0: These are mostly typical shar files. Part 10 is a bit different in that, after extracting its contents, it invokes ed to patch some of the files from previous parts. A second archive also preserves Hack 1.0.2. Part 2 appears to be intact in this archive, but parts 1 and 8 are somewhat altered, most notably changing the wizard mode account to "kimery". Mrynet.com has another copy of the second archive of Hack 1.0.2. Andries Brouwer has mirrored both archives on his web site. Ali Harlow has a Hack 1.0.2 distribution at . This distribution does not have the benefit of the second archive. The swamp and the giant eel are drawn from PDP-11 Hack and the Hack 1.0.2 source credits the creators of that version, Michiel Huisjes and Fred de Wilde, for the inspiration. The dungeon in Hack 1.0.2 has no branches; there is one way up and one way down. The first 25 levels or so consist of rooms, and beyond that, the adventurer encounters mazes. Dungeon level 30 and deeper are designated as "Hell". Entering hell without fire resistance is an instadeath. Due to a bug, fixed in Hack 1.0.3, one could enter hell with a ring of fire resistance and take it off once there. (Gremlins and self-polymorph did not yet exist.) The Amulet of Yendor is found in the posession of the wizard of Yendor in a maze level. He is in a small room in the center of a maze level, surrounded by water and accompanied by a hell hound. Other maze levels have wands of wishing tucked under a boulder in a dead-end square. (Yes, there's more than one.) Since NetHack 3.1.0, one version of Medusa's lair has a random wand in a similar spot, commemorating the former location of the wand of wishing. Hack 1.0.2 has only one artifact, Orcrist. Any two handed sword may be named Orcrist and will do d10 extra points damage to orcs. There can even be more than one Orcrist. The tin did not contain the remains of monsters, but rather a randomly-chosen food such as peaches or, if the adventurer is lucky, spinach. The dead lizard was a found object rather than a corpse; live lizards did not exist in Hack 1.0.2. It could reduce confusion and carrying it cancelled the effects of the new moon, but had no effect on stoning as this was still an instadeath. The ice box is the only container. Then as now, it preserved corpses, and was generally too heavy (and too rare) to be useful for inventory management. The scroll of damage weapon acts as the modern scroll of enchant weapon does when cursed. The scroll of genocide acts, in all cases, as the modern blessed scroll; but most symbols refer to only one monster anyway. It is not possible to pick up an iron chain, nor can they be generated from iron golems, because these do not exist in Hack 1.0.2. =_=_ Hack 1.0.3 Hack 1.0.3 is the fourth public release of Hack. Andries Brouwer published it to the (now-obsolete) Usenet newsgroup net.sources.games in July 1985. This version continues to be widely available today because of its inclusion in the *BSD operating systems. Hack 1.0.3 was distributed as a patch against Hack 1.0.2. This was presented as an "ed script", a method of distributing patches that is now obsolete. The dungeon in Hack 1.0.3 has no branches; there is one way up and one way down. The first 25 levels or so consist of rooms, and beyond that, the adventurer encounters mazes. The deepest dungeon level is 40. Dungeon level 30 and deeper are designated as "Hell". Entering hell without fire resistance, or losing it once there, is an instadeath. As gremlins and self-polymorph do not exist in this version, the only way to lose fire resistance is to take off the ring. These levels have only up-stairs, and the only way to enter is by level teleportation. The Amulet of Yendor is found in the posession of the wizard of Yendor in a maze level. He is in a small room in the center of a maze level, surrounded by water and accompanied by a hell hound. Other maze levels have wands of wishing tucked under a boulder in a dead-end square. (Yes, there's more than one.) Since NetHack 3.1.0, one version of Medusa's lair has a random wand in a similar spot, commemorating the former location of the wand of wishing. Hack 1.0.3 has only one artifact, Orcrist. Any two handed sword may be named Orcrist and will do d10 extra points damage to orcs. There can even be more than one Orcrist. The tin did not contain the remains of monsters, but rather a randomly-chosen food such as peaches or, if the adventurer is lucky, spinach. The dead lizard was a found object rather than a corpse; live lizards did not exist in Hack 1.0.3. It otherwise had its modern properties in this version. The ice box is the only container. Then as now, it preserved corpses, and was generally too heavy (and too rare) to be useful for inventory management. The scroll of damage weapon acts as the modern scroll of enchant weapon does when cursed. The scroll of genocide acts, in all cases, as the modern blessed scroll; but most symbols refer to only one monster anyway. It is not possible to pick up an iron chain, nor can they be generated from iron golems, because these do not exist in Hack 1.0.3. =_=_ Pick-axe In the #enhance screen, the pick-axe skill applies to both the pick-axe and the two-handed dwarvish mattock (unidentified appearance of which is "broad pick"). There are no artifact pick-axes. Pick-axes make up about 0.5% of randomly generated tools (on the floor, as death drops and in shops). Archeologists start with a +0 pick-axe. Dwarves are often generated with pick-axes (or dwarvish mattocks) in their inventory. The probability is about 33% for a pick-axe and 12.5% for a mattock. A dwarf with a pick-axe will automatically dig through the walls of its dungeon level and will pick up any gems it happens across. If you spend a lot of time on this level, the dwarf will eventually tear up a good portion of it. Elvenkings are also eligible to be generated with pick-axes; the guaranteed Elvenking on the Plane of Earth has a 66% chance of carrying a pick-axe. Killing dwarves is an easy way to find a pick-axe. (If your character is dwarven, make sure not to eat or sacrifice their corpses!) Players often head towards the Gnomish Mines, where many dwarves are auto-generated, with the specific purpose of obtaining a pick-axe. Like most tools, pick-axes are always generated uncursed, so it is safe to wield one that you find as long as you are not on a bones level; this does not extend to mattocks, which are considered weapons and not tools. The main issue with pick-axes is that they are quite heavy (100 units, or 1/10 of maximum carrying capacity); players at the beginning of the game may not be able to carry one in addition to their other items and remain unburdened. This problem is reduced somewhat once you have a bag of holding, although players who are digging frequently (for instance, to move around in mazes in Gehennom more easily) will probably not want to put their pick-axe in a bag and necessitate removing it every few turns. If you choose not to carry a pick-axe, wands of digging and wands of striking together will accomplish everything a pick-axe does, although they have limited charges, which makes some uses like mining impractical. Players who are aiming for the weaponless conduct must be very careful when using pick-axes: bumping into a monster while digging or forgetting to unwield the pickaxe before fighting again will break the conduct. This is so easy to do that some players recommend not using a pick-axe at all if attempting weaponless. Shopkeepers will not allow you into their shops if you have a pick-axe in your inventory. You can either drop it at the entrance to the shop (the doorway will not work) or place it into a container. =_=_ Shop A shop is a special room found on some dungeon levels. Each has an attendant shopkeeper and a selection of items to buy. The shopkeepers will also buy items from you, depending on the type of shop. A complete list is below. At first, shopkeepers seem skilled enough to prevent adventurers such as yourself from taking anything without payment. However, many NetHack players know where shopkeepers are vulnerable; if you do not, see stealing from shops. Be sure you don't accidentally attack the shopkeeper! Credit: If you drop gold onto the shop floor, the shopkeeper will give you credit, which you can use to buy items. You can abuse the credit system through credit cloning. If you stole items, you are guaranteed to pacify the shopkeeper by paying them. There will be an angry shopkeeper price hike, and you need to move adjacent to the shopkeeper unless you both are in his shop. Damaging their door or wall will immediately prompt you to pay 400zm, and you will always avoid angering him if you do. In all other cases, you can pay them 1000zm for a 2/3 chance of pacifying him. In such a situation, it can be advantageous to steal something inexpensive so you can pay him off reliably, or to toss him a wand of magic missile to avoid his powerful melee attacks. If you are a Tourist below the experience level of 15, or wearing a dunce cap, or wearing a shirt not covered by body armor or cloak, you will be charged 4/3 of the normal price when buying and offered 2/3 of normal price when selling. If the object (except a gem) is unidentified, in 25% of cases the shopkeeper will charge 4/3 of the normal price when you buy, and offer 3/4 of the normal price when you sell. The effect is cumulative with the previous effect. Positive enchantment increases the price of weapons and armor. You can use this to identify positive enchantments. In particular, if one weapon or piece of armor is more expensive than another one of the same type, the former is either enchanted or it is the occasional 33% supercharge on unidentified items. Water is the only thing whose price depends on its BUC status. It is 100 for holy or unholy water, 0 for uncursed water (effectively, this means that you can buy uncursed water for about 2-16 zorkmids, and cannot sell it). Artifacts have their own base prices. Shopkeeper charge exorbitant prices when selling them and offer low prices when buying them. The ratio between the two prices is at least 16-fold. Accessories and rare book shops may not be larger than 20 squares (including the non-stocked squares); if they would otherwise be (about half the time), they are converted into general stores instead. In addition, the first shop generated in Minetown will always be a health food store when the player is a monk. Shops have a base 3/DL chance of being created between level 2 and Medusa's Island, provided there is a suitable room to put them in (no stairs, only one door), and provided that there are enough rooms on the level to start with (minimum 3, 4 for a branch level). Note that this means that there will always be a shop on each of levels 2 and 3 if the conditions are right (which in practice turns out to only be the case about 45% of the time). A shop cannot be generated on the Oracle level. Shops can be generated "closed", in which case the message "Closed for inventory" will be written in dust outside of the shop door. The shop door itself will be locked. Trying to chop down the door with an axe will give you the message "This door seems too hard to chop through." Shops are never restocked under any circumstances. The only way they can gain more items is if you, a dead player from a bones file, or very rarely a monster, bring them in. Traps cannot be generated in shops. Exceptions are on special levels: the tourist quest and Orcus-town. < ref > The Frontier Town, Town Square, Alley Town, College Town, and Bazaar Town layouts of mine town contain two traps each. However, they don't seem to get placed inside shops. < /ref > You can make traps yourself (such as pits), but the shopkeeper will usually remove them. Do not quaff any unidentified potions in a shop – it may be a potion of invisibility, and if you do not have a mummy wrapping you will have to teleport out (recommended) or kill the shopkeeper (not recommended). This goes double for cloaks, as a cursed cloak of invisibility could significantly complicate your game. Unless you're completely averse to the idea of shoplifting, always drop your gold and use credit to buy things rather than paying directly even if you don't plan on shoplifting. There's always a chance that a monster will bring the money out for you. Shopkeepers stay within a few squares of the entrance square to their shops. They move fast (speed 18, the normal speed of a character is only 12) and will always immediately move to the entrance square if you pick up an unpaid item (i.e. not one that you have refused to sell or they are not interested in), and if you are outside their shop and invisible or carry a visible digging tool (see below). This means that a very fast character can beat them to the entrance square, at which point you will receive a warning to pay for any items you haven't before you exit the shop. Shopkeepers will not allow (a) invisible customers: "SHKNAME detects your presence. Invisible customers are not welcome!"; (b) those with visible digging tools: "Hello PLAYER, welcome {again} to SHKNAME's STORETYPE! Will you please leave your {pick-axe(s)/mattock(s)/digging tools < sup > (if you have both) < /sup > } outside?", (providing passive identification of your mattock if unidentified); or (c) those who are mounted on a steed: "Hello, PLAYER, welcome {again} to SHKNAME's STORETYPE! Will you please leave your STEED outside?" into their shops. After speaking, a shopkeeper will then move to bar access to their shop. To gain access, you need to wear a mummy wrapping or take off that ring of invisibility and drop or bag any digging tools you may be carrying. The door of the shop is not considered suitable for dropping your digging tools if you have extra speed, to prevent people entering on a free turn. (Speed exclusively from polyself does not count.) You could retrieve them with a grappling hook. Shopkeepers do not check contents of containers, however. Due to a bug, you can leave a 2x2 size shop only with these methods. (Saving and reloading the game while standing next to the shopkeeper may alleviate this bug in a semi-sane and perfectly legal fashion) It's possible to steal from a shop with the help of a pet, or without. < !-- Please do not expand this section, go to Stealing from shops instead.-- > Because a cursed scroll of scare monster turns to dust when picked up, novice adventurers who shop by picking up items can find themselves trapped in a store with no money and no way out. Wearing or putting on an unpaid for object (weapon, armor, blindfold, rings, amulets) to only find that it is cursed and hence cannot be taken off is not a pleasant experience either. If you cannot remove curse and cannot pay for that object, praying may work as a last resort. There are several ways to prevent these mishaps from happening to you: While mimics may appear elsewhere in the dungeons, they are most likely to appear in shops, disguised as items. There is a (dungeon level - 1)% chance of squares getting a mimic instead of an item. Earlier versions of NetHack made them relatively easy to identify, but more recent versions have made them virtually indistinguishable from the rest of the shopkeeper's wares. Clever adventurers can still identify mimics: A shop can function as a refuge if you need to heal, or to fight a powerful enemy. Pick up an item and stand so that the shopkeeper blocks the door; monsters from outside cannot get in. If you stand a knight's jump from the door, you will not be exposed to ranged attacks from outside. Move next to the door to fight, and step away to heal. =_=_ Apply Apply, , is a command that lets the player 'use' an item, especially some form of tool. For example, you can apply a unicorn horn to remedy confusion, blindness, sickness, etc. You can also apply a pick-axe to break down a wall, a lamp to light it, a magic marker to write, etc. Various other non-tool items can be applied as well. Certain weapons have a secondary function that can be accessed by applying them; these include most types of polearm, as well as the lance. Lances and polearms are applied to damage enemies from exactly two squares away, automatically wielding them in the process; see the article on pounding for details. Axes can be applied towards doors and trees in order to chop them down. Dwarvish mattocks can be applied the same way as pick-axes, but are considered weapons rather than tools. Applying a wand breaks it, causing the magical energy to be unleashed all at once in an uncontrolled explosion; wands are usually used by zapping them with . You need to have a minimum strength of 10 to break most wands. See Wand#Breaking wands for details. Some artifacts share their base item types with tools, such as the Orb of Fate (an artifact crystal ball), and will function as that item when applied, separately of what powers it may have when invoked. In the cases of The Magic Mirror of Merlin and The Master Key of Thievery, this also produces a rumor that is true or false depending on its beatitude. The Bell of Opening and Candelabrum of Invocation, as items used for the Invocation Ritual, have more unique effects when applied; the Bell of Opening will act the same as a normal bell when applied with no charges, however. Whistles are among the easiest tools to identify via applying; if "You produce a high whistling sound" then it is a tin whistle, but if "You produce a strange whistling sound" then it is a magic whistle. You might see other messages if the whistle is cursed or you are hallucinating. In the development version of UnNetHack, you can apply spellbooks to receive an indication of how many more times they can be read. =_=_ Wraith The wraith, , is a type of monster that appears in Nethack and its many variants. They are often found in graveyards, and are known for that eating a fresh wraith corpse causes the player character to gain an experience level. However, wraiths may also drain levels from player characters. In addition to normal generation and graveyards, if a player is slain by a member of the wraith monster class, which also includes barrow wights and Nazguls, that player rises from the grave as a wraith rather than a traditional ghost.. The level gained from eating a wraith's corpse makes them a popular choice for reverse genocide, and the corpses provide zero nutrition, reducing the risk of overeating. However, an oversatiated character can still choke on them. There is a chance the corpse will "rot away completely" and provide no experience - dipping it in holy water has no effect on this probability. It isn't possible to tin wraith corpses, but they can be kept fresh in an ice box. Those discovering the bones of a player killed by a will have to contend with the tougher spirit of the former player, as wraiths can use wands and read scrolls; on top of using the former inventory, the wraith can still drain levels as well. Like all undead, wraiths killed on a level with a graveyard (or the Castle, which counts as a graveyard level for this purpose) are much less likely to leave a corpse, with 1/9 of the normal 50% chance if killed by the player, or 1/3 of the normal chance if killed by anything else. < ref > http://www.steelypips.org/nethack/343/mon2-343.html < /ref > To get around this, a player may lure the wraith up or down a stairway before dispatching it, or branch-/level teleport while the wraith is adjacent. Alternatively, graveyard wraiths can be saved for a pet purple worm; their engulfing attack is not subject to corpse-leaving odds. Polymorphed players do not gain levels from swallowing live wraiths, though. Either magic cancellation level 3 or drain resistance is highly recommended for a player transporting wraiths. Magic cancellation will not completely prevent level drain, but decreases the odds of being drained of a second level before one can gain a single experience point (e.g. by killing the wraith) and regain the previously drained one. Nethack's incarnation of wraiths originate from Dungeons and Dragons. They appear incorporeal, with a hooded robe and glowing red eyes. The name comes from the Scottish, meaning "ghost". =_=_ NetHack 1.3d NetHack 1.3d is the first public release of NetHack. Mike Stephenson published it to the Usenet newsgroup comp.sources.games and the moderator approved it in July 1987 < ref > http://ftp.acc.umu.se/mirror/archive/ftp.sunet.se/pub/usenet/ftp.uu.net/comp.sources.games/volume2/nethack/part01.gz < /ref > . Google Groups has archived NetHack 1.3d. The original source is also (more) easily obtained from UUNet here. The partXX.Z files in that directory are NetHack 1.3d; patch1.Z is the patch for NetHack 1.4f. Ali Harlow(who runs Juiblex.co.uk) has a NetHack 1.3d distribution here. NetHackWiki has files from this distribution available for browsing and annotation. The original sources don't compile anymore on modern systems. Sascha Wilde modified the source to compile and run on modern Linux systems. This version is available at . Patric Mueller used this as base for the Junethack tournament, back porting crash bug fixes from later NetHack versions and adding public server capabilities. You can play this version on the public server nethack.dank.ninja during Junethack. The dungeon in NetHack 1.3d has no branches; there is one way up and one way down. The first 25 levels or so consist of rooms, and beyond that, the adventurer encounters mazes. The deepest dungeon level is 40. Dungeon level 30 and deeper are designated as "Hell". Entering hell without fire resistance, or losing it once there, is an instadeath. One can lose fire resistance by taking off the ring or by losing one's polymorph; this version does not have gremlins. These levels have only up-stairs, and the only way to enter is by level teleportation. Special rooms are throne rooms, swamps, vaults, beehives, crypts, treasure zoos, and shops. Special features are pools, fountains, and thrones. The Amulet of Yendor is found in the posession of the wizard of Yendor in a maze level. He is in a small room in the center of the maze, surrounded by water and accompanied by a hell hound. Other maze levels have wands of wishing tucked under a boulder in a dead-end square. (Yes, there's more than one.) Since NetHack 3.1.0, one version of Medusa's lair has a random wand in a similar spot, commemorating the former location of the wand of wishing. Any two handed sword may be named Orcrist and will do d10 extra points damage to orcs. There can even be more than one Orcrist. Excalibur is new to NetHack 1.3d. The method of obtaining it is different from modern versions. One must first name a long sword Excalibur and then #dip it into a fountain. Excalibur has no special properties, but when so dipped, it becomes +5 (if not already higher) and rustproof, and any curse is removed. As with Orcrist, there can be more than one Excalibur. Although crowning exists, it does not grant Excalibur. The tin did not contain the remains of monsters, but rather a randomly-chosen food such as peaches or, if the adventurer is lucky, spinach. The dead lizard is a found object rather than a corpse; live lizards do not exist in NetHack 1.3d. It otherwise has its modern properties in this version. The ice box is the only container. Then as now, it preserved corpses, and was generally too heavy (and too rare) to be useful for inventory management. The scroll of damage weapon acts as the modern scroll of enchant weapon does when cursed. The scroll of genocide acts, in all cases, as the modern blessed scroll; but most symbols refer to only one monster anyway. The entire category of spellbooks is new in NetHack 1.3d. All exist only if SPELLS is defined at compile time. It is not possible to pick up an iron chain, nor can they be generated from iron golems, because these do not exist in NetHack 1.3d. =_=_ NetHack 1.4f NetHack 1.4f is the second public release of NetHack. Mike Stephenson published it to the Usenet newsgroup comp.sources.games and the moderator approved it in August 1987. NetHack 1.4f is distributed as a patch. The patch is in the form of an "ed script" and is difficult to apply on modern systems; some characters are interpreted differently by modern Unix shells, and the patch to invent.c appears to have been made against something other than the NetHack 1.3d distribution. The dungeon in NetHack 1.4f has no branches; there is one way up and one way down. The first 25 levels or so consist of rooms, and beyond that, the adventurer encounters mazes. The deepest dungeon level is 40. Dungeon level 30 and deeper are designated as "Hell". Entering hell without fire resistance, or losing it once there, is an instadeath. One can lose fire resistance by taking off the ring or by losing one's polymorph; this version does not have gremlins. These levels have only up-stairs, and the only way to enter is by level teleportation. Special rooms are throne rooms, swamps, vaults, beehives, crypts, treasure zoos, and shops. Special features are pools, fountains, and thrones. The Amulet of Yendor is found in the posession of the wizard of Yendor in a maze level. He is in a small room in the center of the maze, surrounded by water and accompanied by a hell hound. Other maze levels have wands of wishing tucked under a boulder in a dead-end square. (Yes, there's more than one.) Since NetHack 3.1.0, one version of Medusa's lair has a random wand in a similar spot, commemorating the former location of the wand of wishing. Any two handed sword may be named Orcrist and will do d10 extra points damage to orcs. There can even be more than one Orcrist. The method of obtaining Excalibur is different from modern versions. One must first name a long sword Excalibur and then #dip it into a fountain. Excalibur has no special properties, but when so dipped, it becomes +5 (if not already higher) and rustproof, and any curse is removed. As with Orcrist, there can be more than one Excalibur. Although crowning exists, it does not grant Excalibur. The tin did not contain the remains of monsters, but rather a randomly-chosen food such as peaches or, if the adventurer is lucky, spinach. The dead lizard is a found object rather than a corpse; live lizards do not exist in NetHack 1.4f. It otherwise has its modern properties in this version. The ice box is the only container. Then as now, it preserved corpses, and was generally too heavy (and too rare) to be useful for inventory management. The scroll of damage weapon acts as the modern scroll of enchant weapon does when cursed. The scroll of genocide acts, in all cases, as the modern blessed scroll; but most symbols refer to only one monster anyway. It is not possible to pick up an iron chain, nor can they be generated from iron golems, because these do not exist in NetHack 1.4f. =_=_ Amulets =_=_ Put on You do not have to ake off your gloves to put a ring on. Strangely, you also do not need to take off your gloves if you ore them after putting on a ring, either... =_=_ Category:Commands =_=_ Remove As well as being unable to remove an item if it is cursed, you are unable to remove a ring if you are wearing cursed gloves. If your gloves are not cursed, you do not have to ake off your gloves to remove a ring. Strangely, this condition remains true even if you ore gloves on after wearing a ring... If you have the paranoid quit patch (as NAO does), and the option < code > paranoid_remove < /code > is set, you will always be prompted. =_=_ File:Xnethack.png =_=_ Graphical user interface As well as the standard ASCII interface, many official and unofficial graphical user interfaces are available. This page will be a visual showcase. All of the status values except turns elapsed flash green when they increase and red when they decrease - so since I just went up the stairs to Sokoban, level is red, and since I just picked up some gold and am recovering power, those are green. By using F3, F4, and F5, the user can switch between this view, another with narrowed tiles that makes the entire map visible, and one using IBMgraphics. Nethack Android is a port of Nethack and Slash'em to the Android OS. It runs as native code with an Android Java front-end. It has TTY and tileset interfaces and has some touchscreen support with context sensitive actions. webhack.webhook.org is a browser-based graphical front-end for NAO. It uses the dawnhack tileset, but only if the vt_tiledata option is enabled; else it will just show ascii graphics. At the moment, it does not work: it hangs indefinitely after hitting (c)onnect At un.nethack.nu/wstty, there is a browser-based front-end for playing UnNetHack. It is currently not working (please change this if this changes) because it is trying to connect directly to un.nethack.nu when it should connect to either us.un.nethack.nu or eu.un.nethack.nu. It offers the geoduck, unchozo32b, and dawnhack tilesets (for UnNetHack). At nethack.xd.cm/wstty is a webterminal that connects to nethack.dank.ninja. It allows tiles if vt_tiledata is enabled in a game that supports from that; aside from that, it will display ASCII graphics thumbnail|center|340pxBrowserHack is a direct port of NetHack to internet browser, featuring linking tiles to the corresponding pages at NetHack Wiki (by shift-clicking). It is playable here. GitHub page =_=_ GUI =_=_ Category:Screenshots =_=_ Paper golem =_=_ NetHack 2.2a NetHack 2.2a is the third public release of NetHack. Mike Stephenson published it to the Usenet newsgroup comp.sources.games and the moderator approved it in December 1987. Ali Harlow has a NetHack 2.2a distribution at ; this is also available on NetHackWiki for browsing and annotation: NetHack 2.2a source code. The dungeon in NetHack 2.2a has no branches; there is one way up and one way down. The first 25 levels or so consist of rooms, and beyond that, the adventurer encounters mazes. The deepest dungeon level is 60. Medusa appears as '8' on the down-stairs of the last level with rooms. She does not have a special level, and is thus a snare for the unwary adventurer. Dungeon level 30 and deeper are designated as "Hell". Entering hell without fire resistance, or losing it once there, is an instadeath. One can lose fire resistance by taking off the ring or by losing one's polymorph; this version does not have gremlins. These levels have only up-stairs, and the only way to enter is by level teleportation. Special rooms are throne rooms, swamps, vaults, beehives, crypts, treasure zoos, and shops. Special features are pools, fountains, and thrones. The Amulet of Yendor is found in the posession of the wizard of Yendor in a maze level. He is in a small room in the center of the maze, surrounded by water and accompanied by a hell hound. Other maze levels have wands of wishing tucked under a boulder in a dead-end square. There can be more than one, but it's much less likely than before; but one is guaranteed in the level immediately after Medusa. Since NetHack 3.1.0, one version of Medusa's lair has a random wand in a similar spot, commemorating the former location of the wand of wishing. Excalibur is obtained in the modern fashion (save that there's no requirement to be lawful, as alignment is not yet implemented). That is, it is no longer necessary to first name the sword Excalibur, and in fact the player cannot name any object Excalibur. It no longer becomes +5, but instead gets +5 to hit and does d10 extra damage to all monsters. Wielding Excalibur makes demons angry (previously they might ask for a bribe) and can call the attention of certain monsters. Excalibur may now be granted by crowning. Snickersnee is new to 2.2a. Any katana may be named Snickersnee and will do d5 extra points damage to all monsters. The tin did not contain the remains of monsters, but rather a randomly-chosen food such as peaches or, if the adventurer is lucky, spinach. The dead lizard is a found object rather than a corpse; live lizards do not exist in NetHack 2.2a. It otherwise has its modern properties in this version. The ice box is the only container. Then as now, it preserved corpses, and was generally too heavy (and too rare) to be useful for inventory management. The scroll of damage weapon acts as the modern scroll of enchant weapon does when cursed. The scroll of genocide acts, in all cases, as the modern blessed scroll; but most symbols refer to only one monster anyway. It is not possible to pick up an iron chain, nor can they be generated from iron golems, because these do not exist in NetHack 2.2a. =_=_ NetHack 2.3e NetHack 2.3e is the fourth public release of NetHack and the last before the founding of the DevTeam. Mike Stephenson published it to the Usenet newsgroup comp.sources.games.bugs (an unmoderated group, unlike comp.sources.games) in April 1988. UUNet did not archive comp.sources.games.bugs, but nonetheless provided a complete distribution of NetHack 2.3e. This is available at the Internet Archive. You can click on the links, but to get the complete archive, copy and paste to a script for wget. Ali Harlow has a NetHack 2.3e distribution at ; this is also available on NetHackWiki for browsing and annotation: NetHack 2.3e source code. The dungeon in NetHack 2.3e has no branches; there is one way up and one way down. The first 25 levels or so consist of rooms, and beyond that, the adventurer encounters mazes. The deepest dungeon level is 60. Medusa appears as '8' on the down-stairs of the last level with rooms. She does not have a special level, and is thus a snare for the unwary adventurer. Dungeon level 30 and deeper are designated as "Hell". Entering hell without fire resistance, or losing it once there, is an instadeath. This may happen by taking off one's ring of fire resistance or losing one's polymorph and not being otherwise fire resistant, or by being hit by a gremlin. These levels have only up-stairs, and the only way to enter is by level teleportation. Special rooms are throne rooms, swamps, vaults, beehives, crypts, treasure zoos, barracks, and shops. Special features are pools, fountains, thrones, and sinks. The Amulet of Yendor is found in the posession of the wizard of Yendor in a maze level. He is in a small room in the center of the maze, surrounded by water and accompanied by a hell hound. Other maze levels have wands of wishing tucked under a boulder in a dead-end square. There can be more than one, but it's much less likely than before; but one is guaranteed in the level immediately after Medusa. Since NetHack 3.1.0, one version of Medusa's lair has a random wand in a similar spot, commemorating the former location of the wand of wishing. The Three Stooges were three monsters, appearing as @ and named Moe, Larry, and Curly. They appeared on a particular level in the upper dungeon. They occasionally killed monsters, but mostly they just whacked each other and said things associated with the Stooges on film. The Stooges were a frequent cause of YASD, as a confused or hallucinating adventurer often hit one by mistake and had to fight him. Even if he prevailed, he incurred the penalty for murder, because the Stooge was a peaceful human. Excalibur is obtained in the modern fashion (save that there's no requirement to be lawful, as alignment is not yet implemented). It gets +5 to hit and does d10 extra damage to all monsters. Wielding Excalibur makes demons angry (previously they might ask for a bribe) and can call the attention of certain monsters. Excalibur may now be granted by crowning. The player cannot name any object "Excalibur." Sting is new to 2.3e. Any short sword or dagger may be named Sting and will do d5 extra damage to all monsters (not just orcs). The tin did not contain the remains of monsters, but rather a randomly-chosen food such as peaches or, if the adventurer is lucky, spinach. The dead lizard is a found object rather than a corpse; live lizards do not exist in NetHack 2.3e. It otherwise has its modern properties in this version. The ice box is the only container. Then as now, it preserved corpses, and was generally too heavy (and too rare) to be useful for inventory management. Shopkeepers prevent players with an ice box from entering. The badge is dropped when a Keystone Kop is killed. The hero may wear it, and shopkeepers will call him "Officer" and react to theft with YAFM, but it is otherwise a junk item. The badge appears only in NetHack 2.3e. The scroll of damage weapon acts as the modern scroll of enchant weapon does when cursed. The scroll of genocide acts, in all cases, as the modern blessed scroll; but most symbols refer to only one monster anyway. It is not possible to pick up an iron chain, nor can they be generated from iron golems, because these do not exist in NetHack 2.3e. =_=_ NetHack 3.0.0 NetHack 3.0.0 is the fifth public release of NetHack and the first by the DevTeam. Izchak Miller published it to the Usenet newsgroup comp.sources.games and the moderator approved it in July 1989. Ali Harlow has a NetHack 3.0.0 distribution at ; this is also available on NetHackWiki for browsing and annotation: NetHack 3.0.0 source code. NetHack 3.0.0 is a vastly expanded game over NetHack 2.3e. The bestiary is expanded over threefold. Many new objects and dungeon features are added. The dungeon in NetHack 3.0.0 has no branches; there is one way up and one way down. The first 25 levels or so consist of rooms, and beyond that, the adventurer encounters the Castle and then mazes. The deepest dungeon level is 50. Medusa appears as '@' on the down-stairs of the level before the Castle. She does not have a special level, and is thus a snare for the unwary adventurer. Dungeon levels below the Castle are designated as "Hell". Entering hell without fire resistance, or losing it once there, is an instadeath. This may happen by taking off an item that confers fire resistance (ring of fire resistance or red dragon scale mail), losing one's polymorph, or by being hit by a gremlin. One may still be saved if he has some other source of fire resistance. These levels have only up-stairs, and the only way to proceed beyond the first level after the Castle is by level teleportation. The Amulet of Yendor is found in the possession of the Wizard of Yendor in a maze level. He is in a small room in the center of the maze, surrounded by water and accompanied by a hell hound and a vampire lord. Fake Wizard rooms contain a random demon prince instead of the Wizard and a fake Amulet. If all demon princes have appeared, a demon lord appears instead; if all demon lords have appeared, the room contains a random ordinary demon. All eight modern named demons exist, but their modern lairs do not. A wand of wishing is guaranteed in the Castle, in its modern position; but it lies exposed on the floor instead of being protected by a chest and Elbereth. When ascending from level 1 with the Amulet of Yendor, one is transported immediately to the Astral Plane; the Elemental Planes do not yet exist. The Astral Plane is different from the modern game, having mazes and powerful monsters instead of the denizens of the modern version. NetHack 3.0.0 was the first version to have artifacts as such. Previous versions gave special significance to certain names applied to certain objects, but did not require these names to be unique. Furthermore, Excalibur was the only restricted name. Amulets, including the Amulet of Yendor, are wearable for the first time. Wearing the Amulet of Yendor has no effect. Keys have shapes that fit specific locks on chests and large boxes; the skeleton key fits all locks and can also open doors. The method of obtaining holy or unholy water is different from modern versions. One drops a potion of water on an altar and it immediately becomes blessed, uncursed, or cursed for lawful, neutral, or chaotic altars, respectively. NetHack 3.0.0 introduces the modern system of six abilities, and so the ring of adornment is useful for the first time. and worthless pieces of white, blue, red, yellowish brown, and green glass. The rock is now a stone rather than a weapon. Blinding and acid venom are also listed as objects, but they only exist while in flight, or when a wizard mode wish requests them. =_=_ Items =_=_ Objects =_=_ Template:Timeline of NetHack =_=_ Square A square in NetHack is a single space on the screen, in which a single ASCII character or tileset tile fits. However, there can be many items on a space, even if a monster, player or dungeon feature is also there. If multiple objects are on the same square, the symbol for the topmost object is shown. The order of objects in the pile can be seen using the near look command. The floor on each square has one of several terrain types (such as ice, moat, dirt), which affects how you move through and interact with it. The symptom of stuck items is that you cannot move on to the square to pick up the items, unless you are polymorphed into a monster that can normally pass through walls. To gain access to these items you may: A slight variation on this is that some items are actually buried in the floor. These items are only found through the use of the spell or drinking a potion of object detection, and when you move within sight of the item, it disappears. Digging a pit down, usually only available with a digging tool (as a wand of digging will create a hole, except on an undiggable-floor level) will reveal the item, similar to items found in a grave. =_=_ Terrain =_=_ Template:Amulet Appearance, tile and cost are optional; they should only be used for the two amulets that have guaranteed appearances and unusual base prices (namely Amulet of Yendor and cheap plastic imitation of the Amulet of Yendor). See this talk page for further usage notes. =_=_ User:ZeroOne/Sandbox =_=_ Amulet of restful sleep The amulet of restful sleep is an amulet that appears in NetHack, where it is the only source of the restful sleep property. There is a 13.5% chance that a randomly-generated amulet will be an amulet of restful sleep. This amulet is generated cursed 90.5% of the time, uncursed 9% of the time, and blessed .5% of the time. While wearing the amulet, or randomly after having eaten one, you will consistently fall asleep within the next 100 turns. After falling asleep, you awaken within 1 to 20 turns or when disturbed. The cycle continues as long as you have the restful sleep property. Sleep resistance will not cure the condition, but prevents you from actually falling asleep. While wearing unidentified amulets is not advisable, the amulet of restful sleep is fairly easy to identify: if you notice yourself falling asleep while wearing an unknown amulet, and it wasn't caused by a monster's sleep attack or a sleeping gas trap, then the amulet is restful sleep. Conversely, if you haven't fallen asleep within 100 turns and don't have sleep resistance, it is guaranteed to be something else. Putting on a blessed amulet will put you to sleep immediately, allowing you to specify for how long (up to 500 turns). The sleep cycle will then continue as in vanilla. Since sleeping slows down hunger rate, the amulet now has some marginal use if you don't have slow digestion yet. =_=_ Amulet of unchanging There is a 4.5% chance that a randomly-generated amulet will be an amulet of unchanging, making it the least generated amulet. The amulet prevents polymorphing and other means of changing form, and also protects the wearer from sliming; if you put one on while suffering from sliming, it is aborted. It does not prevent being turned to stone. If you eat the amulet, you are "un-changed" and revert to your normal form. In most cases, if you die while polymorphed and wearing an amulet of unchanging, you will not revert to your normal form, and will instead die. However, if you polymorph into a wood or leather golem and get rotted away by a brown pudding, or polymorph into an iron golem and get rusted, you will resume your normal form. If you are polymorphed and decline to die in explore or wizard mode, you will also resume your normal form. If discovered early, this can be a good substitute for magic resistance in early areas where polymorph traps are a big threat, particularly the Gnomish Mines beyond Minetown. If you are riding and do not have magic resistance, an amulet of unchanging will also protect your steed from polymorph traps. Moreover, they can be used to permanently remain in a particular polymorph form; this is somewhat risky, of course, since you will die permanently if your HP is drained to zero, but can be useful if you lack a reusable source of polymorph. It can also become a literal life-saver if you accidentally genocide your role or race while polymorphed. Because uncontrolled polymorphing and being slimed are both potentially dangerous if the amulet isn't unchanging, and losing all HP while polymorphed is lethal if it is unchanging, this is a relatively difficult amulet to identify safely. The easiest way is probably to eat a mimic corpse while wearing the unidentified amulet. If you don't mimic gold or an orange, the amulet is unchanging. If you do, the amulet isn't unchanging, you won't break or fall out of your armor, and if a monster tries to pick you up, you return to normal form immediately. If you're following the vegetarian or vegan conducts, an alternative would be to polymorph yourself while wearing the amulet and a ring of polymorph control, specifying a safe form if you do polymorph. If you intend to use a polytrap for this purpose, you must remove any source of magic resistance as well. If the amulet is unchanging, the polymorph trap will not disappear and you will receive the message, "You feel momentarily different." =_=_ Amulet versus poison There is a 16.5% chance that a randomly-generated amulet will be an amulet versus poison, making it the second most generated amulet. This is an excellent amulet to discover early in the game, if you can identify it. It's quite common, and for this reason, you should wear uncursed amulets in the hope that a randomly found one might be versus poison. If you know you have poison resistance through wearing this amulet, you can then eat poisonous corpses until you gain the resistance as an intrinsic. There is a specific message, "You feel especially healthy." to indicate you received the intrinsic while currently protected by the extrinsic. This is useful to look out for as you can then dump this amulet in favour of other, more useful ones. If you play at night, however, try to hang on to the amulet in case a gremlin steals the intrinsic away. =_=_ Thrn-343.txt =_=_ Template:News =_=_ Fountain quaffing =_=_ Talk:Ascension kit What about SDSM, CoDisplacement, AoLS and carrying The Eye? Looks better like first for me, because it has displacement and switching to Oilskin is far less dangerous like when wearing CoMR. --91.127.68.52 19:10, 7 January 2007 (UTC) How is GDSM + cloak of displacement + amulet of life saving + shield of reflection especially suited for "Rogues who want backstab damage"? I just ascended a rogue so I should know but he didn't use a cloak of displacement, which, I guess, is the key to this mystery here. Do displaced characters make monsters flee? --ZeroOne 01:09, 25 July 2006 (UTC) The table at the bottom doesn't really address this, but is it effective to replace a cloak of magic resistance/silver dragon scale mail with an artifact that grants magic resistence? Ex. The Platinum Yendorian Express Card. What are the advantages and disadvantages of having one instead of the other? --206.75.108.8 01:29, 13 November 2007 (UTC) =_=_ Talk:NetHack 2.3e It's my intention that names of monsters, objects, artifacts, etc. should appear on each page as they appear in the code for that version; but if the name is different from the modern one, the link should go to the modern name. Hence "can opener" on this page; that's the name that the tin opener takes in NetHack 2.3e, but the link goes to "tin opener".Ray Chason 01:40, 19 July 2006 (UTC) =_=_ Tin opener Wielding a tin opener will let you open a tin (via the eat command, ) in one turn, regardless of its BUC status. Even though a tin opener isn't a weapon or weapon-tool, a cursed one will weld to the players' hand when wielded. < ref > Source:NetHack_3.6.1/src/wield.c#line164 < /ref > Tourists who begin the game with a tin opener will enter the Dungeons of Doom wielding it, and should ideally unwield it before attempting melee combat. =_=_ Can opener =_=_ Tools =_=_ Light source Light sources are generated to stay lit for the number of turns in the table below. They are generated in the quantity and BUC state shown. Cursed light sources will sometimes not light. Candles can be applied to the Candelabrum of Invocation. The Candelabrum acts like an ordinary light source if at least one candle is applied to it. It will burn as many turns as the shortest-lived candle attached to it. However, each time you light it anywhere other than on the vibrating square, the remaining life will immediately be cut in half ("The candles are being rapidly consumed!"). The Candelabrum will not light if cursed. Brass lanterns and oil lamps can be refilled by charging them; blessed charging will refill them to 1500 turns, and uncursed charging will add 750 turns to a maximum of 1500. An oil lamp with 1000 or fewer turns left can also be refilled by #dipping it into a potion of oil, getting twice the remaining turns left in the potion. (Attempting to refill an oil lamp with a lit potion of oil, or while the lamp is lit, will cause an explosion dealing 6d6 points of damage). No lamp can be filled beyond 1500 turns. The only differences between wax and tallow candles are their lifespans (400 turns for a wax candle, 200 for tallow), value, and that eating tallow candles breaks vegetarian conduct. You can mix different candle types on the Candelabrum, though it will burn only as long as the shortest-lived candle. Candles can be randomly generated or wished for, but some can nearly always be found in Izchak's lighting shop in Minetown, some gnomes will generate carrying them, and the top floor of Vlad's Tower always includes at least eight candles. When you wish for candles, you can specify up to seven (the number needed on the Candelabrum) and are guaranteed to receive that many. A single candle has a light radius of 2; the radius increases by one for every additional power of 7. Therefore, a stack of 7 candles lights up a 3 square radius, 49 a 4 square radius, 343 a 5 square radius and so forth. Candles hold a special place in the game, as seven of them are needed for the invocation ritual. They must be attached to the Candelabrum of Invocation before you begin the ritual proper, although they may have been partially burnt beforehand, and you may freely mix wax and tallow, blessed, uncursed, and cursed candles. Seven candles are the only non-unique items that are required to win the game, but in versions of NetHack prior to 3.6.0 (and some variants based on such versions) they were not guaranteed to appear at any point in the Mazes of Menace. Izchak's lighting shop was guaranteed, but Minetown is a possible bones level, and even a fresh shop was not guaranteed to have the requisite seven. It was therefore possible not to find enough randomly generated candles to perform the invocation, and players had to resort to polypiling tools, using a wish (a wish will always produce up to seven candles, in an exception to the ordinary mechanics of wishing for multiple items), and less-savory techniques such as pudding farming. As of 3.6.0, the top level of Vlad's Tower now contains two stacks of 4-8 wax and tallow candles and is ineligible for bones, so every game is guaranteed to generate a minimum of eight candles regardless of the player's conducts. Currently all monsters that emit light create a light of radius 1 around themselves. Light-emitting monsters are , , , , and . SLASH'EM adds new light emitting monsters, and modifies some existing monsters to have larger light radii. All lights and fire vortices have a light radius of 3. Fire elementals and fire vampires have a light radius of 2. Flaming and shocking spheres and wax golems have a light radius of 1. =_=_ Candle =_=_ Wax candle =_=_ Tallow candle =_=_ Brass lantern =_=_ File:Amiganethack.png =_=_ Gui =_=_ Demigod bar The demigod bar is the imagined afterlife for demigods who have just ascended. After completing such a monumental feat, new demigods and demigoddesses would naturally want to put their feet up and relax with a refreshing beverage. To this end, players have been known to ascend with ice boxes filled with potions of booze (and an optional blessed greased figurine of a foocubus of choice). In recent years, the bar has begun filling up with pudding overflow from the main deities' bar, due to excessive farming. New arrivals are advised to wear boots. While a fairly prominent piece of community "fanon", no variant or version of NetHack has featured such a bar as of yet. =_=_ Passtune The passtune is the 5-note tune that opens the castle drawbridge. It is composed of the 7 diatonic notes: A, B, C, D, E, F, G. H is also accepted, and is equivalent to B; this comes from German musical notation, in which B is called H and B flat is called B. Because G is present twice, you know that the remaining two unknown letters must both be G, and so the passtune is BGGAC. The idea here is the same as above, but you make guesses as you discover information, as shown in the example below: =_=_ Studded leather armor Studded leather armor is like leather armor, but one AC point better, providing three instead of two. It also provides MC1. Despite the studs, studded leather armor does not rust, but it does, however, rot. Studded leather does not inhibit spellcasting, so it's a common body armor choice for early wizards. Studded leather appeared in the first edition of AD & D, where it was described as "... leather armor to which have been fastened metal studding as additional protection, usually including an outer coat of fairly close-set studs [...]" < ref > AD & D1 Dungeon Masters Guide, Page 27 < /ref > Studded leather was one of the stock armor types in the original Rogue, where it provided two points of AC reduction < ref > http://rogue.rogueforge.net/vade-mecum/ < /ref > , rather than three, as in NetHack; this was the same as in D & D. < ref > http://www.dandwiki.com/wiki/SRD:Studded_Leather_Armor < /ref > Studded leather did not exist in Hack121, but has existed as far back PDP-11 Hack, and was included in the Hack 1.0 release. Armor comprises 10% of all randomly-generated items in the main dungeon, 0% in containers, 12% on the Rogue level, and 20% in Gehennom. There is a 72/1000 chance that a randomly spawned armor object will be studded leather armor. < ref > http://www.steelypips.org/nethack/343/armr-343.html < /ref > Studded leather armor is one of the protective starting inventory items that can be spawned on certain eligible monsters—including all of the Yendorian army, as well as watchmen and watch captains. < ref > http://groups.google.com/group/rec.games.roguelike.nethack/msg/e34120648c374754 < /ref > thumb|100px|right|Reconstruction of 15th century brigandine armorStudded leather armor does exist in the real world, but not as it's generally thought of from video games such as NetHack. In real life, the studs on leather armor were not meant to stop blows, but instead were structural, fastening small metal plates beneath the leather exterior or merely holding the layers of leather together. They may have occasionally been included decoratively, though this would have hampered the armor's functionality. This is a carry-over from D & D, the inspiration behind many fantasy games, as NetHack, and is seen in many, many games. This misinterpretation is most likely based on seeing medieval artworks of brigandine armor < ref > http://www.mercwars.com/armtype.shtml < /ref > —which has highly visible rivets on the outside layer of leather—but is another type of armor entirely. In brigandine armor, rivets held many small metal plates beneath the leather exterior to allow greater maneuverability than full plate armor and greater protection than armor made entirely of leather. Studs, as often seen on fantasy leather armor, would add weight without adding protection, and weight was an omnipresent enemy in medieval warfare, even more-so than in NetHack. Worse, the studs could drive into the wearer of the armor, actually limiting the protection it provides. < ref > http://everything2.com/user/Hob/writeups/studded+leather+armor < /ref > Screenshot of NetHack 2.3e showing the Three Stooges. The object shaped like an inverted T, near the up-stairs, is a fountain. =_=_ Stairs =_=_ ESRB rating NetHack is a non-commercial game with no ESRB rating, but be warned: it contains sex, drugs, and rock and rolling boulder traps. The rating it might attain depends on the quality of your imagination: on the surface, it has no graphic violence (indeed no graphic anything), but gameplay generally involves slaughter on a massive scale, murder, theft, genocide, demon sex, hallucinogenic drug use and occult rituals. =_=_ Stooges =_=_ Moat Water can be found at Fort Ludios, the Castle, the Wizard of Yendor's room, Juiblex's swamp and Medusa's level, and after digging down on a fountain, among other places; see below for a complete list. Many sea monsters live in water areas. They will try to grab you and drown you. To avoid this, you should detect and evade the relatively slow eels, or wear a non-cursed oilskin cloak or greased armor. If you can detect the sea monsters from afar, you may kill them with some spells, missiles or polearms. In case this is not an option, you should always have some escape items in your inventory. Water can be evaporated with a wand of fire, fire horn, potion of oil, or the fireball spell. You can also polyself into or exploit nearby red dragons and red nagas whose breath attacks can evaporate water. Only water in pools can be evaporated; see below. Water can be frozen into ice with a wand of cold, frost horn, or the cone of cold spell. You can also polyself into or exploit nearby silver and white dragons and winter wolves whose breath attacks can freeze water. Beware of red nagas and red dragons which can melt the ice, and note that ice may melt over time. The Amulet of Yendor and invocation items will appear on top of the newly-created ice. For other items, dig a pit in the resulting ice to retrieve the objects. Beware the pit filling back up from adjoining non-frozen water & mdash;see below. Items that have fallen into a pool or moat do not disappear; rather they remain at the bottom. They can be retrieved in one of several ways: According to the source code, there are three types of watery terrain; "WATER" terrain is found only on the Plane of Water, and cannot be altered directly by the player. All other watery terrain is either "POOL" or "MOAT". Note that NetHack does not necessarily report "MOAT" as "moat"; it may be described as "swamp" (Juiblex's Swamp), "water" (Medusa's Island) or "moat" (any other level). In most respects, the terrain types "POOL" and "MOAT" behave identically. They cannot be distinguished easily by the player. However, moats are considered to have considerably more water in them than pools. Their behavior differs in the following respects: =_=_ Talk:Boulder I am running a Valkyrie and have noticed that if I encounter a stuck boulder, I can still squeeze in to an opening, with my starting equipment. Why are Valkyries able to do this? The moment I pick up anything other than gold (even just an amulet), I can't squeeze through, but if I drop everything else, I regain the ability to squeeze in to the small spaces... -- Kalon 02:28, 5 March 2008 (UTC) As you read the scroll, it disappears. The ceiling rumbles around you! The giant eel is hit by a boulder! There is a large splash as the boulder fills the pool of water. You get released! The giant eel bites! Boulders are often very useful for trapping monsters, filling pits, and protecting your loot. This page should have a brief list of all the sources of boulders. There's the scroll of Earth and randomly generated ones on a level but there have to be other ways. I occasionally find fresh tunnels on levels that I had previously explored that have boulders in them. I guess some monster must have dug them out so I tried taming a dwarf lord and a rock mole but the bastards wouldn't dig for me. I know that when I dig with a pick-axe or mattock boulders are never generated so how do I make more without a Scroll of Earth? DemonDoll 17:30, 20 May 2009 (UTC) This screenshot shows the results of Kernigh playing Hack 1.21 (a port of Jay Fenlason's Hack) for DOS. In eight games from 16 to 22 July 2006, all eight characters died or quit on level 1. DOS Hack 1.21 is unique in that characters much purchase their initial inventory at a shop before entering the dungeon. Further, this inventory must include a light source, because in DOS Hack a player without light in a corridor or dark room is effectively blind. =_=_ File:Hack121 buy.png In DOS Hack 1.21, that mysterious port of Jay Fenlason's Hack, this is the screen from which one buys items at the start of the game. No other known version of Hack has this feature. =_=_ Dwarf A dwarf is a type of monster in NetHack, and is also a playable race. It also characterizes several dwarf-related monsters. Dwarves have intrinsic infravision. From an attribute perspective, dwarves have good physical attributes (the highest dexterity and constitution), but those are offset by the lowest mental attributes. The following table outlines their maximum (unaided) attribute levels. When playing as a dwarf, you will see yourself as (unless you have showrace on), but you are considered to be both and . For this reason, using blessed genocide to eliminate mind flayers (entering < code > h < /code > at the prompt) is a Bad Idea, as it will result in an instadeath. Therefore, dwarves must use two uncursed genocides to eliminate both mind flayers and master mind flayers, while other characters can eliminate them both with a single blessed genocide. Curiously, there is no dwarf role that seems especially "dwarvish" & mdash;Cavemen are primitive, Archeologists are combat-averse scientists, and Valkyries are Norse psychopomps. The typical fantasy vision of the dwarf warrior, craftsman, or miner is therefore not really available to the player of NetHack. The monster flag M2_DWARF determines if a monster is considered to be a sort of dwarf or otherwise of dwarvish origin. The following monsters have this flag: Dwarvish items are said to be exceptional metalworks, and their stats generally show this: they are superior to orcish and non-racial counterparts, and are largely better (if heavier) than elven counterparts. With a peaceful Gnomish Mines and the best HP increase per level of any race, dwarves are arguably the strongest race in NetHack. Their poor spellcasting ability is largely irrelevant, as the roles that dwarves can play aren't particularly well suited to casting spells. Dwarves in dNetHack can additionally take on the Noble or Knight role. Dwarves in one of these roles get special quests, the Dwarf Noble and Dwarf Knight quest. Dwarves begin the game knowing all four stave-wards. =_=_ Dwarf mummy =_=_ Leprechaun Leprechauns have intrinsic teleportitis, and approach you to try and steal any gold they see in your open inventory - they will otherwise keep their distance from you where possible. When you attack a leprechaun that is not frozen, asleep, confused, or blind, it has a chance of moving one square away instead of being hit - this will cause you to "miss wildly and stumble forward" into that square. Leprechauns are normally generated sleeping, and will always carry LDd30 pieces of gold. Leprechaun halls are special rooms filled with sleeping leprechauns, with each one on top of a pile of gold in a similar manner to a treasure zoo. Leprechauns are the first quest monster for the Rogue quest, and several guaranteed leprechauns also appear on each floor during level creation. Leprechauns can be exploited for credit cloning: Drop all but one of your gold coins in a shop, then lure a leprechaun inside - once it picks up the pile of gold, then let it either steal your last gold piece or teleport out. Once you kill it to retrieve your gold back, you'll still have your credit - since you can only do this once per leprechaun, you should do it with as much gold as possible. Using leprechauns this way is difficult since they won't follow you, but it does mean you can credit clone even without a pet or a sack. The leprechaun (Irish leipreachán or luchorpán) is a diminutive supernatural being in Irish folklore, and is often classified as a type of solitary fairy; leprechaun-like creatures only became prominent in later folklore. They are usually depicted as little coat-and-hat-clad bearded folk with a tendency towards mischief, and were later portrayed as shoe-makers who have a hidden pot of gold at the end of a rainbow. The association with gold is often carried over to portrayals in media such as NetHack, where they always generate with gold. The leprechaun is among the many monsters present in the very first version of Hack by Andries Brouwer, along with "Hack for PDP-11" (which was based on an early draft). In early versions such as this and NetHack 1.3d, leprechuans used the glyph and had slightly different behavior: they would still attempt to attack players that closed in as they attempted to keep their distance. SLASH'EM introduces the leprechaun wizard, a stronger form of the leprechaun that it can grow up into. They posses slightly better AC and the ability to cast clerical monster spells. Leprechauns can also hit as a +1 weapon. In Slash'EM Extended, leprechauns are one of the many playable races, with similar abilities to vanilla leprechauns - they have teleportitis that cannot be controlled or lost, have increased chances of successfully #borrowing from monsters, and can steal gold with melee attacks. Several other leprechauns are added to the monster class as well, and will usually generate peaceful towards player leprechauns. In xNetHack version 3.0, leprechauns were previously merged into the class, with xNetHack changing the glyph for the lizard monster class to lowercase l () instead to avoid using a punctuation glyph; this was reverted as of version 6.0. < ref > See this commit. < /ref > Like other fey creatures, leprechauns are subject to bonus damage from iron weapons. Leprechauns are also capable of stealing gold items as well as gold pieces. In dNetHack, leprechauns are among the many fey creatrues that take extra damage from iron weapons. The wards Thjofastafur, Elder Sign and the Cerulean sign can repel leprechauns; carving Thjofastafur into a weapon will cause that weapon to grant detection of them when wielded. =_=_ Dwarves =_=_ Gnome =_=_ Gnomes =_=_ File:Leprechaun.png Had my first (and only) ascension on 7/25/06, with about 60k turns and 4 mil points, playing a Knight. Not exactly my favorite role, but what can I say. As for NetHackWiki, I'm looking forward to seeing detailed info on each role, monster, item, dungeon feature, etc. along with some good strategy advice. My basic philosophy for my contributions is: write what you know (to teach others) and write what you don't know (to teach yourself). =_=_ Stealing from shops Shopkeepers in NetHack, when it comes to taking items, do not care about any creature or monster other than you. Thus, a common practice is to let a monster or pet pick up items and drop them either outside the shop or in the square right in front of the doorway, which is considered outdoors. To obtain the shopkeeper's gold, sell valuable items back to him and repeat. This technique is sometimes known as shoplifting. The process of robbing a shop with the aid of a pet can be sped up considerably: If you have a strong pet, they may be able to kill the shopkeeper for you. Large cats and dogs will not attempt this unless you have fed them wraith corpses to level them up beyond their natural growth limit. A fully-grown warhorse will attack shopkeepers but may well lose the fight. Better pets (as from a polymorph trap) can often kill the shopkeeper easily. As always in NetHack, neither the shopkeeper nor your god will punish you for your pet's actions, although it is considered very bad form to allow Izchak to die, even if playing an extinctionist. This is a faster way of obtaining all the shopkeeper's property than shoplifting, and the only way to get the wands most shopkeepers have in their personal inventory. The disadvantages are that the pet might die and that the shopkeeper will no longer be available for price identification. Additionally, a gelatinous cube's engulf ability can be used to completely clean out a shop's inventory of non-organic items by piling them all on a single-square near the entrance. The cube can then be lured onto the item pile, and back outside the shop again, where it can be killed to retrieve the stolen inventory. This technique works best in shops that specialize in weapons or armor, or have enough floorspace to safely store any desired organic items far away from the hungry cube. Indirect theft carries no in-game consequences. Tedium and the chance a gecko will kill you if you are holding down the '.' key are the chief dangers. Direct theft, however, is dangerous. First of all, successfully stealing from a shop summons Keystone Kops – they are numerous, but for higher level characters they are merely more of a nuisance. The larger worry is the shopkeeper, who tends to be both high level and equipped with dangerous wands, usually a wand of striking and/or magic missle. One extremely helpful technique is to dig a series of pit traps outside of the entrance to the shop – this will hinder the shopkeeper if he tries to leave the shop and pursue you. However, be careful when doing this in Minetown, as the watchmen will become hostile if they fall into your pit traps. The Keystone Kops are only summoned if you leave the shop without paying with the shopkeeper present. Killing the shopkeeper, or teleporting him out of his store, does not generate Kops. =_=_ Load stone =_=_ Pick axe =_=_ Demon Prince =_=_ Template talk:Tool =_=_ Jackal =_=_ Eye of Aethiopica =_=_ Experience level Your experience level in NetHack is a measure of the overall power of your hero and progress of your adventure. You start at level 1, and can level up to 30 at the highest. As you gain experience, you become better at both fighting and magic, but more difficult monsters are generated. Experience points (XP) are the units that you accumulate to increase your level. Depending on the < tt > showexp < /tt > option, you may see a display of your XP or only see your current experience level. You may never gain more than one experience level at a time; killing a water demon at XP1:0 will only put you on 2:39, not 4:148 as might be expected. (You can, however, gain multiple experience levels in a single turn, as for example when a beginner character manages to destroy many creatures at once with an exploding gas spore.) If you are already at level 30, experience points will not raise your level. Except for polymorph, effects which instantly increase your level can still increase maximum HP and energy at level 30. Having a level drained puts you a single experience point below the threshold of the level you just lost. If you gain any experience at all, you will regain a lost level, but only one level can be restored in this way. A noncursed potion of restore ability or blessed potion of full healing can be used to restore multiple levels. Full healing is inferior to restore ability, because it will only restore up to half of the levels that were lost. Regardless, care should be taken when fighting level drainers, particularly in graveyards where there are many around. When losing a level, your HP and maximum HP are both decreased down to the level they were when you attained that earlier level, to a minimum of one. Energy and maximum energy work similarly, down to a minimum of zero. Being drained below experience level one is deadly, although an amulet of life saving can rescue you, leaving you at level one with no experience. There are several uses for intentionally lowering your level; these are typically referred to as "drain for gain". Watch out for outdated strategy advice regarding this, though; several drain-for-gain exploits were removed in NetHack 3.6. The following graphs show the amount of XP required for each level in vanilla, SLASH'EM, dNetHack, and FIQHack (xNetHack uses the same graph). Monsters also have experience levels, but they are largely a function of their maximum hit points. When a monster (usually a pet) kills another monster, it gains a few maximum hit points. Unlike the player, monsters do not gain current hit points when their max HP increases. Some monsters can grow up into more mature monsters by gaining experience levels. In SLASH'EM, a character usually gains enough experience to reach XL 30 naturally without farming. This advantage is slightly balanced by the higher experience requirement at low levels; most early characters will be about one level lower than their vanilla counterparts. While you are level drained, experience gain is boosted significantly. Quaffing a blessed potion of full healing will restore all lost levels, not just half. =_=_ Ring of free action Identifying a ring of free action indirectly is difficult, since observing the effects would likely require the player to undergo a paralysis attack. Quaffing a potion of paralysis in a locked closet while standing on a permanent Elbereth or scroll of scare monster is probably the absolutely safest method. Meleeing a gelatinous cube is also relatively safe, but the paranoid may perform this under similar circumstances. Keep in mind that attacking any creature will erode Elbereth. Dropping a ring of free action into a sink produces the message, "You see the ring slide right down the drain!" A ring of free action is useful enough in high-density endgame areas such as Moloch's Sanctum and the Astral Plane that some players will wish or polypile for one if they have not found one by the time they get there. Thrown potions of paralysis are quite common, and getting hit by one and paralyzed for several turns while surrounded by aligned priests or, worse, one of the Riders, can be very painful or even deadly. If you go in without one, it's wise to avoid being surrounded if at all possible and have an amulet of life saving or at least some potions of full healing ready for use. In SLASH'EM, the ring does protect against grabbing attacks, including those of both drowning monsters and mind flayers, with a chance dependent on your Luck - 50% at 0 Luck, 90% when maxed out. It gives the message " < foo > grabs you, but you quickly free yourself!" =_=_ Fire ant =_=_ Monsters =_=_ Extended command =_=_ Talk:The Master Key of Thievery Are the traps of a door/container removed, if the Key is just [a]pplied for unlocking instead of #invocating it? --ZeroOne 02:23, 27 July 2006 (UTC) Had some comments reverted in this article, and I'm not at all sure why. I specifically said that for lawful non-Valkyries, and only those with an early wand of wishing, the MKoT is a good potential wish candidate. I'm actually going to posit something stronger here: If you are a lawful non-Valkyrie, there aren't yet any artifacts, and you have an early wand of wishing, I find it hard to justify not making the MKoT your second artiwish. It's just too powerful. Half physical damage is absolutely stellar. Only considering the average damage of a monster's physical attacks, half physical damage is going to be roughly the equivalent of a 10 to 15 point improvement in AC. That's like wearing a second dragon scale mail. And no amount of AC can do what the MKoT does: actually reduce the maximum damage of a physical attack. (Better AC makes the maximum damage case much less likely, On top of that, MKoT gives warning and teleport control; I've spent wishes on rings of teleport control before and you likely have also. It's not my first choice for lawful artifact wishes (the Sceptre of Might is for the MR and hungerless conflict). And yes, you need the helm to even pick it up, but the MKoT is one of the only artifacts in the game conceiveably worth two wishes. With an early wand of wishing that's quite doable -- you're going to spend three wishes on the MR artifact, probably SDSM, probably some scrolls of charging. If you have the helm already, definitely the MKoT is your best next wish; if you have more than two wishes left in the wand (2/3rds of the time), MKoT+HoOA still leaves you with wishes for speed boots, magic markers, etc.; if you have only two wishes left I think MKoT plus intrinsic speed/riding is still better than no MKoT and extrinsic "very fast". The other artifact worth wishing for as a lawful (Grayswandir) you can always just sac for, and the Sceptre of Might is a good weapon on its own. For lawful cavepeople, I save the artiwish on the SoM and can get both Grayswandir and Later in the game loss of protection in conversion may make the MKoT a worse choice for lawful characters, but early on I think it's the second best artifact wish. =_=_ Talk:Potion of full healing =_=_ Safe area A safe area is a place that is (relatively) free of monsters or other hazards. They are typically used to allow the adventurer and pets to retreat to regenerate HP, to identify that stack of unknown potions, to store or manage a stash, or to perform other actions away from the threat of monsters. Having played a fair amount of umoria and online MUDs a few years prior, I switched to NetHack in the June of 2006 after I found out about it from the online comic User Friendly. I never progressed very far in umoria and Diablo primarily because I lost interest early on due to the mind numbing repetition and routine involved in the power leveling required to progress between levels. I immensely enjoyed playing games like StarCraft, Stronghold, and Tropico because of the strategic elements that were the primary focus of these games. So I was ecstatic when I found out what an important role strategy played in NetHack. However, I soon discovered that I was out of my depth. I've heard of this game being described as a foot deep and a mile wide. I beg to differ, for the game is miles deep in the very places that would catch the novice unawares. After playing for a bit I realized that I was going to need help - a lot of help. This is why I've decided to patronize this wiki. I have yet to record a single ascension, although I have countless YASDs to my name. My current character is a XL 3 Valkerie who has descended as far down as Mine Town. =_=_ Greased =_=_ Turn undead The #turn (turn undead) extended command allows Knights and Priests to frighten, and possibly even destroy or pacify, nearby undead creatures by calling upon the power of their deity. The name comes from Dungeons and Dragons, where it is a specific supernatural ability for causing undead beings to turn and flee. There are some unfortunate linguistic ambiguities associated with it in NetHack; for instance, the #turn command has the description "Turn undead", which might make a beginning player assume that it causes their character to become an undead creature! If you are high enough level, turned undead monsters must make a second resistance check or be destroyed instantly, or turned peaceful if you are chaotic. Generally, any undead that this command can kill can be disposed just as easily by hitting them until they die (again), with none of the helplessness nastiness that this command entails. However, lawful and neutral characters with enough levels will find that this is a very efficient way in clearing out graveyards. For lawful and neutral Priests, whose quest involves fighting through dozens of graveyards and hundreds of undead enemies, this command can probably save them hundreds to thousands of turns compared to defeating every undead they come across one at a time. Keep in mind, however, that the Valley of the Dead is considered part of Gehennom, and turn undead will not work on the graveyards there. Before NetHack 3.6.3, you did not need to be able to speak to turn undead. Also, the prayer only worked on monsters that you could actually see, rather than only requiring an open line of sight. Turning undead has been buffed in FIQHack compared to vanilla. The helplessness effect duration scales with level. At level 1, you will be helpless for 5 turns. At level 24 you will be helpless for 1 turn. At level 30 you will be helpless for one action. =_=_ Talk:Turn undead =_=_ Standard strategy If you dislike the default vi-style movement keys, you may want to enable the number_pad option which lets you use the number pad to move your character. To do so, press and select the option from the menu. On some servers (for example, NAO), that option is enabled by default. Which one is "better" is mostly a matter of personal preference. The first lesson a new player should learn is: take it slowly! Never use the auto-repeat feature of the keyboards: press each key deliberately and carefully — and take your time. Use , and to move safely down corridors. The goal of the game is to get the Amulet of Yendor which is on level 50 or so of the dungeon, so head down slowly and explore the dungeon carefully. For now, your main goal is survival. When you come across a monster, first look it up in this wiki to determine whether it is a good idea to fight it. Moving into the square it occupies will attack it. When fighting, watch your HP (health), and if it goes below half of its maximum, run away to heal (do not wait until you have only 1HP left!). Healing occurs slowly as you explore the dungeon (or rest () if you are burdened). In the first few dungeon levels, do not eat kobold corpses — they are poisonous — and also do not eat the corpses of creatures you did not kill during the previous 50 turns (with the exceptions of lichens and lizards). If your HP gets below 6, or in case you are "weak" with hunger or otherwise in a dire situation, use the extended command "#pray". Do not do this more often than once every 1000 turns, though, since that may anger the god you are praying to, which would probably make things even worse for you. Engraving "Elbereth" on the ground will stop most monsters from attacking you and cause them to turn to flee while the word remains intact; during an emergency, you can write it in the dust by typing , then , then "Elbereth", but then it will not last long — there are ways of making it more durable, so it pays to learn about engraving. The goals of the early game are completing the first two branches off the main dungeon — Sokoban and the Gnomish Mines — and gathering basic supplies and resistances. You may find some nice armor or sacrifice for a shiny artifact weapon, but such luck does not always happen. The mid game involves the remainder of the Dungeons of Doom, including the Quest and Castle. You will get a wand of wishing during this portion of the game, so you will be able to flesh out your equipment. You should have most (if not all) resistances, good stats, and excellent equipment by this point. Wands are twice as likely to be generated in Gehennom as in the rest of the dungeon, so you may find many wands useful for the end game. The first step in the end game is killing the Wizard of Yendor. He is the single most persistent and irksome enemy in the game, so before slaying him, you should have everything arranged. Remap any levels lost to amnesia not recorded (hopefully none), pack the wands, scrolls, potions, rings, and tools for your ascension run, and take a deep breath. =_=_ Turn (command) =_=_ Talk:Turn (command) =_=_ Talk:Stash I made some fairly wide-ranging changes to the page (copying over my foolish recent edits at nethack.wikia.com.) I mentioned that the uses of Elbereth are no longer applicable in 3.6.0. Are there other things that need updating, or can we update the page tag to 3.6.0 now? Thanks. Update: I did it already. -Tartley (talk) 17:45, 11 August 2016 (UTC) The article currently defines a stash as "a safe repository of useful kit." Why not also a safe repository of useless junk? I have personally never left anything useful behind me - I just drop the least useful stuff if I need to. I usually find/wish for a bag (of holding) early enough for that not to be a problem. Wands are bad as monsters could use them against me but I don't need 47 wands of striking myself, so I just stash those somewhere safe and forget about them. Sometimes I leave large amounts of money in a stash and come get them later, but often the Fort Ludios or a new gold stash is closer than the old one, so I can forget about that too. The surroundings of the altars I find often look like junk yards. --ZeroOne 13:42, 28 July 2006 (UTC) =_=_ External command =_=_ Pickaxe =_=_ Ascension Kit =_=_ List of vanilla NetHack tiles =_=_ File:Strange object.png =_=_ File:Arrow.png =_=_ File:Giant ant.png =_=_ File:Open door.png =_=_ Template:Weapon Appearance, skill, and color are optional parameters. The first two default to the name of the item, and color defaults to cyan. Glyph is optional, and defaults to ; specify or for tool-weapons and gems respectively. Tohit is also optional, it defaults to +0; remember to use a & lt;nowiki & gt; tag. Size is optional and defaults to "one-handed"; specify "two-handed" for two-handed weapons. See this talk page for further usage notes. =_=_ NetHackWiki:NetHack Tiles =_=_ Deferred features The NetHack source contains code for several currently unimplemented features. Some of them are marked deferred, so they may or may not make it into the next version. Many of the following features are included in SLASH'EM. The beholder (): a type of floating eye (in fact many eyes on stalks coming out of an even bigger eye; derived from & d%20beasts%20beholder%202.jpg Dungeons & Dragons) with 5 gaze attacks: slowing, sleep, disintegration, stoning, and cancellation. Depending on how the gaze attacks work (none of them are coded yet), the beholder could be an exceptionally nasty enemy. The shimmering dragon (): This would leave shimmering dragon scales and let you create shimmering dragon scale mail, which would confer displacement. Monster displacement is not yet implemented, which may be why this dragon is not yet present. There would be corresponding baby shimmering dragons. Charon () and Cerberus are present in the source code if < code > CHARON < /code > is defined, but even if it is, they are both unique monsters which are not placed by any current map. Charon is a very high level peaceful human who, if true to his name's mythology, will ferry the player across the also-yet-to-be-implemented river Acheron/Styx for a fee. Cerberus is a very high level dog who is tangentially related to Charon in Greek mythology, as the guardian of the gates to Hades. In the SLethe patch, he appears on the final level of the Lethe Gorge. The spellbook of flame sphere and spellbook of freeze sphere: creates a tame flaming/freezing sphere which will eventually explode at hostile monsters. These spells are fully implemented in SLASH'EM. Flame mages start with the spellbook of flame sphere; Ice mages start with the spellbook of freeze sphere. Reading a cursed spellbook could curse random inventory items if it were of level 8 or higher. No such spellbooks currently exist. A special artifact attack of magic missiles (analogous to Fire Brand's fire, Frost Brand's cold, and Mjollnir's lightning), has been implemented. The weapon's description, most likely a placeholder, is "imaginary widget". There is code for "burying" both you and monsters ("The floor opens up and swallows < monster > !"). You can be buried, and stay alive for a while (eventually suffocating), and you have the opportunity to tunnel out. There is code that gives a 1 in 25 chance of applied bullwhips yanking a monster's weapon away from it, and it hitting you. There is a hint that randomising the order of the elemental planes is a possibility. Some variants implement this, including UnNetHack and GruntHack. There is a hero attribute < code > nv_range < /code > which suggest intrinsic night vision may be implemented one day. The code for snagging shop inventory from outside the shop (currently requires a grappling hook) has a comment mentioning the possibility of telekinesis. There is a comment when using a stethoscope to make sure you have ears and are not deaf. The ears check is not implemented. According to definition in monst.c eating footrice and some other monsters should convey stoning resistance, but this is not implemented. < ref > , , , , , , , , , , , , < /ref > There is code for enlightenment to report that you are "warned of undead", but there is no other reference to that property anywhere else in the game. =_=_ Beholder =_=_ Shimmering dragon =_=_ Vorpal jabberwock The vorpal jabberwock is an unused monster in vanilla NetHack which has been implemented in SLASH'EM, GruntHack, UnNetHack, SpliceHack, and EvilHack. In every incarnation, the vorpal jabberwock is a more powerful version of the regular jabberwock, appearing as . Like the regular jabberwock, it is especially vulnerable to being beheaded by Vorpal Blade (and other methods of decapitation, depending on the variant). The vorpal jabberwock possesses multiple beheading attacks, each with a 5% chance of instantly beheading you on every successful hit (100% chance if you are polymorphed into a jabberwock or vorpal jabberwock yourself; 0% if you are currently headless or amorphous). Additionally, jabberwocks can grow up into vorpal jabberwocks. In UnNetHack, the vorpal jabberwock behaves very similarly to GruntHack's version, except that the chance of beheading is only 2.5% per hit, and canceling the vorpal jabberwock prevents it from beheading anything. In EvilHack, the vorpal jabberwock behaves very similarly to GruntHack's version. Additionally, it is one of the alternate forms the Wizard of Yendor may take on, monsters may use a wish for a figurine of a vorpal jabberwock, and they cannot be genocided. The SLASH'EM version of the vorpal jabberwock possesses no beheading attack, will not grow up from a regular jabberwock, does not generate in Gehennom, and is not especially vulnerable to being decapitated by Vorpal Blade. =_=_ Vampire mage =_=_ Earendil Earendil was the quest leader for male elves prior to 3.3.0, and the Drow quest nemesis in versions of SLASH'EM before race and role were separated. It should be noted that in SLASH'EM, his MR is changed to 50, and his alignment is changed to 20. The reason for the alignment change is likely because in SLASH'EM, Elves are lawful by default. Elwing was the quest leader for female elves prior to 3.3.0. Other than her name and gender, she has the same stats as Earendil. =_=_ Goblin King =_=_ High-elf The High-elf is a defunct feature in NetHack that can still be found in the source code. High-elves were the quest guardians for the Elf quest, back when the elf was considered a role. High-elves are also present in the source code of SLASH'EM. There they are grouped with other elves rather than the quest guardians, but they have a frequency of 0 and so are never randomly generated. It is possible to polymorph into one, however. High-elves in SLASH'EM have a base level of 7 and an alignment of 9, making them lawful, unlike their vanilla counterparts. =_=_ Silver dagger =_=_ Bug (disambiguation) =_=_ Experience =_=_ Sickness Sickness is a terminal status affliction that, if untreated, will cause instadeath after a few turns. The main causes are eating too old corpses, special attacks, and cursed unicorn horns. The main remedies are applying a non-cursed unicorn horn, casting , and quaffing certain potions. The game uses "deathly sick" to specifically herald this condition, whereas there are many other cases where you simply "feel sick". There are two distinct types of sickness, indicated separately on the status line. You can also suffer both conditions simultaneously. The effects and remedies are identical, except that only food poisoning can be cured by vomiting. Food poisoning is only acquired by eating an old ("tainted") corpse or glob. It is marked by the text < code > FoodPois < /code > on the status line. The initial time until death is set to 10 & ndash;19 turns. Food poisoning is completely preventable in vanilla NetHack if you don't eat old corpses. A corpse is too old to eat after 6 & nbsp; & times; (9 & nbsp;+ & nbsp;1d20) turns, where 6 is replaced with 8 if blessed and 4 if cursed. Corpses left by undead except wraith are always pre-aged by 100 turns; eaten immediately, they have 40% chance of causing food poisoning. Old corpses can be rendered safe to eat by tinning them. Lichen and lizard corpses never rot and may be safely eaten regardless of age. Illness is conferred by the disease attacks of certain monsters, listed below, or by applying a cursed unicorn horn. It is marked by the text < code > Ill < /code > on the status line. The first time you contract the illness, a turns-to-live timer is started, set to between 20 and (19+Con). Each additional illness attack while you are < code > Ill < /code > divides the remaining turns-to-live by roughly 3. < ref > , < /ref > The only sure-fire cures are the potions, prayer if safe, the spell at 0% failure rate, and polyself. A unicorn horn is good enough if you weren't made sick multiple times. In SLASH'EM rot worms have an illness-inducing attack. You may also get food poisoning from swallowing a pill, and you can cure food poisoning by sitting on a toilet. The Necromancer and the Undead Slayer roles start the game with innate sickness resistance. SporkHack introduces locusts and gray fungi, which have illness-inducing attacks. Drinking a potion of salt water can induce vomiting to cure food poisoning. =_=_ Talk:NetHack 3.0.0 Y'all have probably noticed that I haven't written up a new version in a while. The easiest thing to do is usually to copy the page for version N and modify it to be correct for version N+1. But 3.0.0 is such a quantum leap over 2.3e that there's a lot of possibility of error, which could then propagate into succeeding writeups and then I have to go back and correct them all. So I want to review this one with a fine-toothed comb and be sure I have it right before I write up 3.0.1.Ray Chason 03:33, 29 July 2006 (UTC) I noticed this a while ago, but I'm bringing it up more formally - there's not a lot of mention about the fact that 3.0.0 introduced much of the current bestiary and object list ("treasury"...?) for current versions of NetHack. We've got a detailed history of Rodney's dwellings, though - and we should, of course - so why not elaborate similarly on historical notes for other monsters, as I've been trying to do (and have done/helped with in cases like Medusa and her dwelling)? Anyone have any input for this? --Umbire the Phantom (talk) 13:37, 13 May 2021 (UTC) =_=_ Hell This page is about the netherworld in versions of NetHack prior to NetHack 3.1.0. For its counterpart in the modern game, see Gehennom. Hell is the name of the netherworld in versions of Hack and NetHack from Hack 1.0.2 through NetHack 3.0.10. To win the game, the adventurer must enter Hell, take the Amulet of Yendor from the Wizard, and then return to the surface; starting with NetHack 3.0.0, they must then face the Astral Plane. In Hack 1.0.2 through NetHack 2.3e, Hell begins at dungeon level 30. There may be several mazes before that level, but they have no special properties (except that the first one has a guaranteed wand of wishing). All levels in Hell have only up-stairs (contrary to the Christian version of Hell, which may be entered but not escaped). Through NetHack 2.3e, the mazes between Medusa and Hell also have only up-stairs; thus Hell can only be entered by controlled level teleportation. Starting in NetHack 3.0.0, the topmost level of Hell may be entered directly from the Castle, as the Valley of the Dead is in modern versions; thus the trap-doors can be deathtraps. Level teleportation is still necessary to proceed further than the topmost level. If fire resistance is lost for any reason, the adventurer immediately dies, burnt to a crisp. Hack 1.0.2 does not check for loss of the property via removal of a ring of fire resistance; this is a bug, and was fixed in Hack 1.0.3. The amulet of life saving first appears in NetHack 3.0.0. It can prevent many deaths in Hell: it can block the level teleport, or cause you to find yourself still wearing your ring. It does not save you if your fire resistance was conferred by an item that was stolen or destroyed; you immediately die again. However, the game did not check for lack of fire resistance after being life-saved if your fire resistance was conferred only by your polymorphed form, or you lost it to a gremlin attack. All levels in Hell are mazes. Some have a room in the center, surrounded by a moat; this may be where the Wizard of Yendor lives, or it may contain a demon and a fake Amulet. Starting with NetHack 3.0.0, this demon will be a demon prince if possible, or a demon lord if no demon princes are available. Named demons will not teleport out of the room to attack the adventurer. An early version of Vlad's Tower first appears in NetHack 3.0.0. This has the floor plan of the modern Tower, but is not in a separate branch; rather each of its levels is embedded in a maze level. The lowermost one connects to the maze through a corridor extending to the right from the door. Its contents are the same as in the modern game, save that Vlad the Impaler does not have a Candelabrum of Invocation. Fighting Vlad is strictly optional in these versions, and an adventurer on the run from the Wizard of Yendor might be wise to pass him up. Since it is difficult to descend in Hell, most players will want to level-teleport to the deepest level: 40 through NetHack 1.4f, 60 in NetHack 2.2a and NetHack 2.3e, and 50 thereafter. (Attempted teleport to a deeper level is safe; you just end up on the deepest permitted level.) Through NetHack 2.3e, one ascends an up-stairs and finds himself on the up-stairs of the next level. Thus ascent is rapid, and with telepathy one can see whether the Wizard of Yendor is on this level -- his symbol is 1, distinct from all other monsters -- and decide whether to stay and fight or to proceed to the next level. Starting in NetHack 3.0.0, ascent by up-stairs in Hell no longer places you on the next up-stairs, but rather on a random spot in the next level. This can make escape difficult when the Wizard is after you, as you'll have to teleport against the inhibition caused by the Amulet, or dig through probably unknown parts of the maze -- possibly not even knowing (save by magic mapping) where the stairs are. It might be wise, if available equipment permits, to find the stairs on all levels and then zap back down to fight the Wizard. The mysterious force makes its debut in NetHack 3.0.0. It is harder on lawful adventurers and easier on chaotic ones than the modern version. If you are chaotic, it does not transport you below the level you were trying to climb from; it just dumps you back on that level in a random location. =_=_ Talk:Deferred features Perhaps obsolete features ought to have their own page? They seem to be a distinct category from deferred features.Ray Chason 05:29, 29 July 2006 (UTC) The name's obviously a placeholder, but is there a base item type for it yet? 75.58.124.110 21:06, 3 October 2011 (UTC) =_=_ IBMgraphics IBMgraphics is an option that displays walls as continuous lines rather than as broken dashes, which is the best that plain ASCII can do. It also displays certain dungeon features with distinct symbols, and on some systems makes the Rogue level look more like the Epyx version of Rogue. It is similar to DECgraphics, but has a larger character set. IBMgraphics requires a display device that displays code page 437, or a compatible code page. Many users of Microsoft Windows outside the United States have their terminals set to another code page, often code page 850, and this can affect the appearance of some symbols. The complete symbol list for the normal dungeon is found in the array ibm_graphics in drawing.c. The corresponding ASCII symbols are in defsyms. Those symbols affected by IBMgraphics are listed here. Certain objects have their appearance changed in the Rogue level; the array IBM_r_oc_syms governs this. The exact changes are different on Linux than on MS-DOS and its descendants. The list here shows the more complete list used on MS-DOS. There are code pages other than 437 that will also display IBMgraphics correctly, because they differ only at code points that are not currently used by NetHack. These include 860 (Portuguese), 861 (Icelandic), 862 (Hebrew), and 865 (Nordic), and can be useful when code page 437 is unavailable. Some other code pages will not quite display IBMgraphics perfectly, but are close enough to be usable when none of the above code pages are available. Some of these are shown in the table below. On many platforms, it is possible to set the display device to display code page 437 instead of the default code page. This will enable NetHack to display the IBMgraphics as the DevTeam intended. For MS-DOS substitute < tt > C:\DOS < /tt > for < tt > C:\WINDOWS\COMMAND < /tt > in both places. If code page 437 is not the default, it will be necessary either to configure the console window to use the Lucida Console font, or to run full screen (press Alt-Enter). With bitmap fonts in a window, only the characters for the default code page are loaded, and others do not display correctly. Bug W343-3 is also a problem for this configuration. On the PuTTY Configuration window (this appears when you first start PuTTY), select "Translation" under the "Window" configuration in the pane on the left. Then, in the pulldown menu marked "Received data assumed to be in which character set", select "CP437". You can then log in to the server as usual. You may also change this setting and then 'save' the session. The character set (as well as other display settings, e.g., the color blue) will be used in your session from then on. While most terminal programs for X11 readily support DECgraphics, they need additional setup for IBMgraphics. The usual way is to set the encoding to code page 437. The exact procedure to do this depends on the terminal program. You also need a font that provides the necessary characters. X11 already provides at least one such font: the "fixed" font. It is already the default font for xterm. To preview it or to check that you have it, use one of these xfd commands: If you choose a font like Bitstream Vera Sans Mono, then X11 may substitute another font for some characters, causing graphical glitches if the two fonts have different monospace metrics. If your terminal supports UTF-8, but not code page 437, or you just don't want to have to manually change your terminal's encoding settings whenever you're playing NetHack, you can use < code > konwert < /code > , < code > filterm < /code > , or < code > cp437 < /code > to transcode NetHack's output into something your terminal understands. Invoke one of them as follows: The current xterm does not provide an encoding for code page 437, but it does provide a charset "CP 437" which represents the upper half of (0x80 - 0xff) of CP 437. We can invoke < tt > luit < /tt > manually to set up a Extended Unix Code that maps 0x00 - 0x7f to ASCII and 0x80 - 0xff to CP 437. When you invoke luit, it starts a new shell (from where you may start NetHack). When you exit your CP 437 shell, luit exits and you return to your UTF-8 shell. Unfortunately, your xterm will have serious graphical glitches at the Rogue level, because unlike a real IBM PC, luit does not map ASCII control characters to graphical characters (such as 0x01 to a smiley face adventurer). You may need to disable IBMgraphics while playing the Rogue level. You can also install a CP437 or "VGA" font. There are several of these floating around the net; a nice one is included with bochs-2.0. In menu Settings - > Encoding, if you select "Cyrillic (ibm866)" or "Western European (ibm850)", then the encoding will the walls, floors, doors and corridors for IBMgraphics, but fountains and moats will look strange. A better option is to select "Unicode (utf8)", then invoke luit as you would in an xterm. When you invoke luit, it starts a new shell (from where you may start NetHack). When you exit your CP 437 shell, luit exits and you return to your UTF-8 shell. If you saved an "ibm" profile, then < tt > konsole -profile ibm < /tt > will start a Konsole with the same settings. You still need to invoke < tt > luit -g2 'CP 437' < /tt > before you start NetHack with IBMgraphics. If you add a "Terminal Sessions" applet to your KDE panel, you can also access your profile with Terminal Sessions - > New Session Using Profile - > ibm. Unfortunately, your Konsole will have serious graphical glitches at the Rogue level. This happens if you set Konsole to utf-8 and use luit, or if you set Konsole to ibm850 or ibm866 and do not use luit. Either way, the software will not map ASCII control characters to graphical characters. You may need to disable IBMgraphics while playing the Rogue level. The current gnome-terminal does not have a setting for code page 437, but it does support other code pages that are equivalent for NetHack's purposes, such as 862 (Hebrew). The above steps only need to be done once for the lifetime of the Gnome installation. Once done, it is sufficient to: It should be noted that the current default gnome-terminal font in Ubuntu Jaunty fully supports DECgraphics as long as eight_bit_tty is set to false. The Terminal application that comes with OS X seems to work well on an external SSH server, if one just sets the right encoding. "US Latin (DOS)" seems to work well (if I've understod correctly this means CP437). Also, you need a good monospace font, "Andale Mono" seems to work well; however, I haven't done any extensive testing, and the following questions remain (please remove / edit if you have tested these): You probably could also use luit (or konwert and filterm if you can find / install them for OS X) as in Linux X11 terminal applications, but for me luit didn't work well in Linux nor OS X on a public SSH nethack server. There is a packaging bug with the official Mac 3.6.0 package which omits the "symbols" file required for any symset to work. See the bug M360-1 in the official Bugs page. This file can be obtained from another port / source archive and copied into place as follows (in Terminal, you will need to type your superuser password): Some users may prefer to set their own symbols, either because they don't like the existing ones, or because it's easier than setting code page 437 just to play NetHack. See Custom map symbols for further details. A user has posted an experimental patch to RGRN (here's what it changes) allowing display of the IBMgraphics characters using UTF-8, rather than a special code page. Compatible terminals include the Linux console for kernels since 1.2.1, any Unix-like platform running a recent version of X11, and PuTTY for Windows users accessing public servers. The original is a patch against NetHack 3.4.0; Stephen Anthony Uy has adapted it for 3.4.3. =_=_ Talk:List of vanilla NetHack tiles In the game, the tiles for spellbooks, wands, gems, potions, scrolls, rings, amulets, and certain tools/armor correspond to the unidentified names. For example, red gems have a tile and so do smoky potions. Currently they're listed here under the identified name, but there's no set graphical representation for those. I suggest we use the un-ID'd names for naming those tiles.--Cadex 21:20, 29 July 2006 (UTC) Congrats; it looks great :-) What do you mean by "Edits to this page will be discarded."? Do you plan to do more automatic updates on it? Also, it should use ==Headings== rather than < nowiki > < h2 > Headings < /h2 > < /nowiki > . --Jayt 17:17, 1 August 2006 (UTC) Since I play w/ the x32 windows tiles, I really don't know the character graphics. So this will enable me to post comments on Dudleys Dungeon. The reason I suggest posting changes on the Talk page is because its easier to integrate changes into the code. Otherwise I have to diff the wiki page with my local copy and try to figure out what changed. Once I finish the character mapping by mid to late August, the page can be edited normally. I went and copied :Image:Bamboo arrow (ya).png to :Image:Bamboo arrow.png, however I do not want to delete the former until this page swithes to using the latter. --Kernigh 22:17, 2 September 2006 (UTC) This table has two copies of the were-critters in humanish form, and none of the were-critters in animal form. I just did the NetHack 3.2.0 writeup, and it'd be nice to have some proper tiles for the were-critters. -- Ray Chason 02:15, 3 September 2006 (UTC) This page is missing those monsters you can only see while hallucinating. Don't they have tiles? Tjr 13:24, February 16, 2010 (UTC) In BrowserHack, I would like to link each tile with the corresponding page in NetHackWiki, such that the user may go to the page with a shift-click. I wonder if this is a good idea for the wiki. And is the script used to generated this page publicly available? I need the tileid-to-tilename mapping for this feature. --Coolwanglu (talk) 04:44, 15 April 2015 (UTC) NetHack 3.6.0 adds nine new tiles (five objects and four under "other"); they need to be added to this page. They are glob of brown pudding, black pudding, green slime and gray ooze; paperback novel; poison cloud; valid position; vibrating square; and a second tile for "dark part of a room", the use of which is unclear (as I haven't yet seen tiles in action). Also, each monster gets a corresponding statue tile, which is derived at compile time rather than listed separately in the tiles source.--Ray Chason (talk) 04:18, 10 December 2015 (UTC) =_=_ Unix Unix is the operating system of legend which has enjoyed a symbiotic relationship with NetHack. Its equally legendary text editor, vi, is the source of the [yuhjklbn] control system. When playing on a Unix-compatible system, eating an apple gives the message "Core dumped.", an in-joke for Unix debuggers. Although NetHack's "hack" refers to "hack 'n' slash", it nevertheless uses hacker lore as a spiritual source, growing from the same sensibilities that link Unix-culture, programming-culture, and general geek-culture. NetHack is considered by some sysops to be part of the standard suite of tools for any Unix site worth its salt. Although many platforms are now officially supported, there are those who feel that a well-administered multiuser Unix system is NetHack's platform of choice. =_=_ UNIX =_=_ Kroisos =_=_ Fort ludios =_=_ Fort Ludios Fort Ludios is a special level as well as a branch reachable through a magic portal found in a vault, somewhere below dungeon level 10 and above Medusa's Island. Any vault generated on one of these levels has a chance of containing the portal to Ludios, if it has not already been generated. Note that vaults are not generated on the Rogue level or in the Big Room, and a vault on the quest portal level will never contain a portal to Ludios. In some games, the portal is not generated and it is impossible to reach Fort Ludios. It is accessible in 74.9% of all games. < ref > Ludios exists in 74.9% of dungeons < /ref > < ref > Ludios? < /ref > You enter through the magic portal at the bottom-left of the map. (Retrigger the magical portal to leave). The zoo (with inhabitants marked "z"), fort, and barracks are lit; the other areas are unlit. All walls and floors are undiggable, but all walls and the solid rock at the outside of the level are phaseable. As soon as you enter the floor, all monsters on the floor will wake up - this will continue to happen every time you enter the floor until Croesus is dead. The barracks and zoo have typical complements of monsters and treasures for those room types, as does the central throne room (with inhabitants marked "t"), which also contains Croesus himself, sitting atop the opulent throne. Additionally, 16 soldiers and one lieutenant are in the courtyard around the fort, four dragons are around the moat, and four giant eels are in the moat. There is a secret passage between the zoo in the southwest and the room in the northwest, which contains a single stone giant. The four corner rooms of the fort contain precious gems: rubies, diamonds, emeralds, and amethysts. The left half of the fort is filled with gold (600 & ndash;899 zorkmids per square), but also with traps. Each square has a chance of containing a trap; of those that do, are land mines and are spiked pits. Levitation will allow you to locate the traps with relative safety; otherwise, it is recommended to search all squares before moving in this area. There are no other traps anywhere on the level. Proceeding into the level will find you battling the enormous hordes of enemies described above; many of the Yendorian Army fighters are armed with wands, and there are four dragons on the level. Therefore, it is not a good idea to attempt Fort Ludios without reflection. Magic resistance alone is not enough, nor is it necessary if you have reflection (though it may be useful if your AC is insufficient to deal with a wand of striking). If you have a strong pet, such as a vampire lord, you may choose to whistle it across walls to have it fight soldiers without exposing yourself to them. Since monsters will not use their ranged attacks against your pet, all of their wands will still be charged when you get them (though remember to check on your pet's health periodically). You may still want reflection against the dragons; the wands and dropped polearms can also work to kill the giant eels in the moat. The fort has no drawbridge - to enter, you will need some means of crossing water. If your only means of crossing water is jumping, you can blast through the door from afar with force bolt, the spell dig, or their wand counterparts (i.e. wand of striking and wand of digging). If you detect the door with a wand of secret door detection or the detect unseen spell, one of the inhabitants might open it for you. Using a boulder from a scroll of earth is also an option; you may be lucky enough to get one from a giant, such as the guaranteed one in the passage. Croesus hits hard, but is easily dispatched with ranged attacks from across the moat. Alternatively, use a wand of cold to form a bridge across the moat - then, when he stands on it, use a wand of fire to melt it and drown him. Since there are often tough monsters & mdash;such as Olog-hai and dragons & mdash;in the throne room with Croesus, a ring of conflict will help a lot. A scroll of stinking cloud is also quite useful from afar. Come with a bag of holding if you plan on leaving with all of the gold. Fort Ludios contains around 50,000 pieces, or about half of a strong character's total carrying capacity. When playing SLASH'EM, be aware that the soldiers here carry firearms and throw grenades, making them quite a bit more dangerous than their vanilla brethren. On the other hand, Fort Ludios is also the primary place to get guns of your own, as well as ammunition. The four dragons generated can also include baby dragons, as well as any of the newly added species, such as the life-draining deep dragons. Another small change is that the building of the barracks is now a graveyard. It has headstones, no undead, and the soldiers are still generated inside at the beginning. The tombs have no loot, but generate a corpse or an undead monster if you dig them up. What applies for vanilla largely applies in SLASH'EM too; in addition, frag and gas grenades deal fire and poison damage respectively, making fire resistance and poison resistance ideal as well. More pressingly, they can destroy armor, scrolls, potions, and ammunition - they can also set off other grenades on the ground or in other soldiers' inventories, causing a chain reaction that can destroy both the enemy soldiers and potential loot. Those looking to maximize their gains from Ludios should quickly pick up and throw armed grenades far from the group of soldiers. As adult dragons in SLASH'EM are generally tougher now and the spawned dragons may potentially include adult deep dragons, drain resistance is also of importance. Like other magic portals in SLASH'EM Extended, the Fort Ludios portal may not allow the player to immediately leave upon entering. =_=_ File:Owlbear.png =_=_ Owlbear The owlbear is one of the more dangerous low level monsters you'll face in NetHack, although usually not as lethal as those that appear in groups (like soldier ants). =_=_ Red mold =_=_ Brown mold =_=_ Lycanthropy Lycanthropy is conveyed through being bitten by a werecreature & ndash; a werejackal, wererat, or werewolf, as well as eating their corpses; if you are human, eating a werecreature corpse is considered cannibalism. Being given lycanthropy from an attack abuses your constitution. Lycanthropy transforms you into your animal form at regular intervals: during daytime hours, you have a 1/80 chance each turn to change forms, and during the night, the chance is 1/60. Quaffing a potion of holy water will cure the lycanthropy and return you to your normal form if possible; quaffing unholy water will immediately cause you to shift to your animal form. Inhaling the vapors of either potion will shift you to your normal form or animal form, respectively. Polymorphing with lycanthropy will toggle between both forms. While in animal form, using the #monster command will call for help by summoning a few monsters of the same species, the same as a NPC werecreature's skill (e.g. using #monster so as a werejackal will call jackals, coyotes and foxes). Calling for help this way requires a certain amount of power to use, and exercises wisdom when done successfully. Lycanthropy is generally considered undesirable; animal forms have low carrying capacity, and werewolves will destroy their shirt, cloak, and body armor when transforming to animal form. As lycanthropes are also silver-hating creatures, if a player character is given lycanthropy, they will take silver damage like other lycanthropes; additionally, they cannot handle any silver-based items in either form, and any silver items being worn or wielded will be forcibly dropped, with 1d10 points of damage dealt for each silver item. This check will also cause the player to "retouch" everything in their inventory, meaning that they may also take artifact blast damage as well if they are carrying any cross-aligned or cross-role artifacts. Lycanthropy does have some benefits, however - it confers drain resistance while in animal form, and you have the option of summoning tame monsters. If you wear an amulet of unchanging, or have polymorph control from wearing or eating a ring of polymorph control, you may avoid transforming into your animal form as long as you are conscious and not stunned, asleep, or confused - this leaves only silver hatred in terms of adverse effects, although this will also take up a ring or amulet slot you may want to use down the line. The monsters summoned using the #monster command are generated tame and act as normal pets. This can be used to acquire a very large number of jackals, rats, or wolves to polymorph into much better pets; at bare minimum, they can serve as temporary meatshields. Very low-level characters will have trouble using this command early on, as the animal form will have much lower maximum power. To prevent catching lycanthropy when bitten, you can wear a ring of protection from shape changers, or reduce the chance with magic cancellation. Attacking werecreatures with ranged weapons is also wise, especially while they are in animal form. Werebane prevents lycanthropy from infecting you while wielded. To remove lycanthrophy, you can pray to your god, as it counts as a major trouble. You can also eat a sprig of wolfsbane or quaff a potion of holy water. If none of these options are available, an amulet of unchanging or ring of polymorph control will keep the intrusive changes under control until then. You can force yourself to transform back into your normal form by letting yourself take damage; when you reach zero HP in your animal form, you transform back to normal temporarily. The word "lycanthrope" (from ancient Greek λύκος [lýkos, "wolf"], άνθρωπος [ánthropos, "man"]) simply means "werewolf". In Dungeons & Dragons, which NetHack heavily borrows from, the term is extended to apply to all shape-shifting were-creatures. The lycanthrope is a new starting race in SLASH'EM that always begins with the lycanthropy intrinsic; they will always be werewolves, although they will automatically remove their armor before transforming rather than destroy it (unless it is cursed). In addition, the doppelganger race gains intrinsic polymorph control by reaching level 9, allowing them to mitigate the side effects of lycanthropy in a manner similar to wearing the ring. =_=_ You feel feverish =_=_ Talk:Jay Fenlason's Hack Interesting... the name "Frobozz" appears frequently in the Zork series, as in "Zork II: The Wizard of Frobozz" (1981). Maybe that's where the Wizard of Yendor idea came from too? --Cadex 03:34, 30 July 2006 (UTC) Though the page claimed it might have been, Usenix 83 did not, apparently, contain Hack. (See here ; here ; and here.). Given that this page claims it could only be the '83 or '84 version, this just leaves the 84. Unfortunately, the only '84 tape I can find is the 84 tape 2 here, not the 84 tape 1, which is what would have had the original Hack, so I can't confirm that Hack even came on a Usenix tape, though it almost certainly did (Also checked the available 85, 87, 88, and 89 tapes for kicks, still no dice.). Since a few people apparently really want to find this (at least, appear to, from my looking at the logs and such of this and related pages), the following might not be the best discussion board etiquette for a wiki, but if you want to search on your own, my suggestion would be to contact "Scott G. Taylor" (The person who hosts the mrynet link, apparently) and "Tim Shoppa" (The person who originated the Usenix '83 Shoppa_Tapes entry back in 2000, along with other Usenix tapes. Of course, this is no obviously not a guarantee. I also might have very well missed something, so feel free to recheck my links if you'd like. -98.219.244.212 02:53, 11 November 2010 (UTC) http://gonnagan.wordpress.com/2011/04/23/hack-update/#comments - does anyone think that this is credible? Someone called Robert Grover is claiming to have a copy of Hack given to him by Fenlason himself on a floppy which he can no longer read, and that it starts in a shop (which would be like hack121). He also gives an email address. -- 92.20.249.116 18:25, 6 February 2014 (UTC) I've built this version on 4.2 BSD without any issue, but as they say it is for the PDP-11. I've tried Unix v7, 2.9 BSD and 2.10 BSD which all seem to have the same C compiler as they all barf on: =_=_ NetHack 3.0.1 NetHack 3.0.1 is the sixth public release of NetHack and the second by the DevTeam. Izchak Miller published it to the Usenet newsgroup comp.sources.games and the moderator approved it in August 1989. The original Usenet posts are available from the Internet Archive, and are linked below. These files come from a copy of a two CD-ROM set archived at the Internet Archive. It is titled "Usenet (InfoMagic)," but it contains a copy of the old UUNet archive. You can click on the links, but to get the complete archive, copy and paste to a script for wget. The NetHack 3.0 series is notable for its frequent releases, and NetHack 3.0.1 came out only weeks after NetHack 3.0.0. This is perhaps because NetHack 3.0.0 so vastly expanded the game that it contained many bugs. The dungeon in NetHack 3.0.1 has no branches; there is one way up and one way down. The first 25 levels or so consist of rooms, and beyond that, the adventurer encounters the Castle and then mazes. The deepest dungeon level is 50. Medusa appears as '@' on the down-stairs of the level before the Castle. She does not have a special level, and is thus a snare for the unwary adventurer. Dungeon levels below the Castle are designated as "Hell". Entering hell without fire resistance, or losing it once there, is an instadeath. This may happen by taking off an item that confers fire resistance (ring of fire resistance or red dragon scale mail), losing one's polymorph, or by being hit by a gremlin. One may still be saved if he has some other source of fire resistance. These levels have only up-stairs, and the only way to proceed beyond the first level after the Castle is by level teleportation. The Amulet of Yendor is found in the posession of the Wizard of Yendor in a maze level. He is in a small room in the center of the maze, surrounded by water and accompanied by a hell hound and a vampire lord. Fake Wizard rooms contain a random demon prince instead of the Wizard and a fake Amulet. If all demon princes have appeared, a demon lord appears instead; if all demon lords have appeared, the room contains a random ordinary demon. All eight modern named demons exist, but their modern lairs do not. A wand of wishing is guaranteed in the Castle, in its modern position; but it lies exposed on the floor instead of being protected by a chest and Elbereth. When ascending from level 1 with the Amulet of Yendor, one is transported immediately to the Astral Plane; the Elemental Planes do not yet exist. The Astral Plane is different from the modern game, having mazes and powerful monsters instead of the denizens of the modern version. Keys have shapes that fit specific locks on chests and large boxes; the skeleton key fits all locks and can also open doors. The method of obtaining holy or unholy water is different from modern versions. One drops a potion of water on an altar and it immediately becomes blessed, uncursed, or cursed for lawful, neutral, or chaotic altars, respectively. Blinding and acid venom are also listed as objects, but they only exist while in flight, or when a wizard mode wish requests them. =_=_ NetHack 3.0.2 NetHack 3.0.2 is the seventh public release of NetHack and the third by the DevTeam. Izchak Miller published it to the Usenet newsgroup comp.sources.games and the moderator approved it in August 1989. The original Usenet posts are available from the Internet Archive, and are linked below. These files come from a copy of a two CD-ROM set archived at the Internet Archive. It is titled "Usenet (InfoMagic)," but it contains a copy of the old UUNet archive. You can click on the links, but to get the complete archive, copy and paste to a script for wget. The NetHack 3.0 series is notable for its frequent releases, and NetHack 3.0.2 came out only weeks after NetHack 3.0.1. This is perhaps because NetHack 3.0.0 so vastly expanded the game that it contained many bugs. The dungeon in NetHack 3.0.2 has no branches; there is one way up and one way down. The first 25 levels or so consist of rooms, and beyond that, the adventurer encounters the Castle and then mazes. The deepest dungeon level is 50. Medusa appears as '@' on the down-stairs of the level before the Castle. She does not have a special level, and is thus a snare for the unwary adventurer. Dungeon levels below the Castle are designated as "Hell". Entering hell without fire resistance, or losing it once there, is an instadeath. This may happen by taking off an item that confers fire resistance (ring of fire resistance or red dragon scale mail), losing one's polymorph, or by being hit by a gremlin. One may still be saved if he has some other source of fire resistance. These levels have only up-stairs, and the only way to proceed beyond the first level after the Castle is by level teleportation. The Amulet of Yendor is found in the posession of the Wizard of Yendor in a maze level. He is in a small room in the center of the maze, surrounded by water and accompanied by a hell hound and a vampire lord. Fake Wizard rooms contain a random demon prince instead of the Wizard and a fake Amulet. If all demon princes have appeared, a demon lord appears instead; if all demon lords have appeared, the room contains a random ordinary demon. All eight modern named demons exist, but their modern lairs do not. A wand of wishing is guaranteed in the Castle, in its modern position; but it lies exposed on the floor instead of being protected by a chest and Elbereth. When ascending from level 1 with the Amulet of Yendor, one is transported immediately to the Astral Plane; the Elemental Planes do not yet exist. The Astral Plane is different from the modern game, having mazes and powerful monsters instead of the denizens of the modern version. Keys have shapes that fit specific locks on chests and large boxes; the skeleton key fits all locks and can also open doors. The method of obtaining holy or unholy water is different from modern versions. One drops a potion of water on an altar and it immediately becomes blessed, uncursed, or cursed for lawful, neutral, or chaotic altars, respectively. Blinding and acid venom are also listed as objects, but they only exist while in flight, or when a wizard mode wish requests them. =_=_ NetHack 3.0.3 NetHack 3.0.3 is the eighth public release of NetHack and the fourth by the DevTeam. Izchak Miller published it to the Usenet newsgroup comp.sources.games and the moderator approved it in September 1989. The original Usenet posts are available from the Internet Archive, and are linked below. These files come from a copy of a two CD-ROM set archived at the Internet Archive. It is titled "Usenet (InfoMagic)," but it contains a copy of the old UUNet archive. You can click on the links, but to get the complete archive, copy and paste to a script for wget. The NetHack 3.0 series is notable for its frequent releases, and NetHack 3.0.3 came out only weeks after NetHack 3.0.2. This is perhaps because NetHack 3.0.0 so vastly expanded the game that it contained many bugs. The dungeon in NetHack 3.0.3 has no branches; there is one way up and one way down. The first 25 levels or so consist of rooms, and beyond that, the adventurer encounters the Castle and then mazes. The deepest dungeon level is 50. Medusa appears as '@' on the down-stairs of the level before the Castle. She does not have a special level, and is thus a snare for the unwary adventurer. Dungeon levels below the Castle are designated as "Hell". Entering hell without fire resistance, or losing it once there, is an instadeath. This may happen by taking off an item that confers fire resistance (ring of fire resistance or red dragon scale mail), losing one's polymorph, or by being hit by a gremlin. One may still be saved if he has some other source of fire resistance. These levels have only up-stairs, and the only way to proceed beyond the first level after the Castle is by level teleportation. The Amulet of Yendor is found in the posession of the Wizard of Yendor in a maze level. He is in a small room in the center of the maze, surrounded by water and accompanied by a hell hound and a vampire lord. Fake Wizard rooms contain a random demon prince instead of the Wizard and a fake Amulet. If all demon princes have appeared, a demon lord appears instead; if all demon lords have appeared, the room contains a random ordinary demon. All eight modern named demons exist, but their modern lairs do not. A wand of wishing is guaranteed in the Castle, in its modern position; but it lies exposed on the floor instead of being protected by a chest and Elbereth. When ascending from level 1 with the Amulet of Yendor, one is transported immediately to the Astral Plane; the Elemental Planes do not yet exist. The Astral Plane is different from the modern game, having mazes and powerful monsters instead of the denizens of the modern version. Keys have shapes that fit specific locks on chests and large boxes; the skeleton key fits all locks and can also open doors. The method of obtaining holy or unholy water is different from modern versions. One drops a potion of water on an altar and it immediately becomes blessed, uncursed, or cursed for lawful, neutral, or chaotic altars, respectively. Blinding and acid venom are also listed as objects, but they only exist while in flight, or when a wizard mode wish requests them. =_=_ File:Dragons.png =_=_ File:Baby dragons.png =_=_ File:Horses.png =_=_ User:BotFenix To contact me leave messages on User talk:PraetorFenix. If serious issues arise or speedy responses are necessary mail |\/|artisB\/(*) > < avier*ed(_) =_=_ File:BotFenix.gif =_=_ Category:Talk page images This category contains images used on discussion pages and in the community area. They are mostly obsolete, but are kept here so that anyone reading the archives of those pages still gets to see them. =_=_ NetHackWiki:WikiBot A wikiBot is a set of small programs (scripts) that automate wiki editing tasks. You should use a bot if you have a large number of edits that you need to perform. The bot takes care of repetitive and mundane tasks so you don't have to. Writing bot scripts requires good programming skills, but operating a bot is relativly easy. On NetHackWiki anyone can run a bot. However, you must notify us on the [Community Forum] before doing so. It's considered good manners to run the bot from its own user account, usually < yourname > Bot. NetHackWiki uses MediaWiki, the same software that runs wikipedia. Therefore the pywikipedia bot can be used on NetHackWiki. 'pywikipedia' is written in the Python scripting language. If you are not familiar with Python, Dive Into Python provides a quick introduction along with links to ActiveState where you can download a free turn-key install package for most platforms. The pywikipedia bot does not have a turn-key install. It has to be downloaded and configured. The best way to get the latest release is via CVS. Once you have acquired the bot you'll need to configure it before it will run on NetHackWiki. Because NetHackWiki is not Wikipedia, the bot needs some additional code to work properly. Wikipedia has information on workarounds for non-wikipedia wikis. Basically we'll need to add a 'families' definition for NetHackWiki before attempting to login. =_=_ Template:Monsterbasics =_=_ Conducts =_=_ Gem stone =_=_ File:Killer bee.png =_=_ File:Soldier ant.png =_=_ File:Fire ant.png =_=_ File:Giant beetle.png =_=_ File:Queen bee.png =_=_ File:Acid blob.png =_=_ File:Quivering blob.png =_=_ File:Gelatinous cube.png =_=_ File:Chickatrice.png =_=_ File:Cockatrice.png =_=_ File:Pyrolisk.png =_=_ File:Jackal.png =_=_ File:Fox.png =_=_ File:Coyote.png =_=_ File:Werejackal.png =_=_ File:Little dog.png =_=_ File:Dog.png =_=_ File:Large dog.png =_=_ File:Dingo.png =_=_ File:Wolf.png =_=_ File:Werewolf.png =_=_ File:Warg.png =_=_ File:Winter wolf cub.png =_=_ File:Winter wolf.png =_=_ File:Hell hound pup.png =_=_ File:Hell hound.png =_=_ File:Cerberus.png =_=_ File:Gas spore.png =_=_ File:Floating eye.png =_=_ File:Freezing sphere.png =_=_ File:Flaming sphere.png =_=_ File:Shocking sphere.png =_=_ File:Beholder.png =_=_ File:Kitten.png =_=_ File:Housecat.png =_=_ File:Jaguar.png =_=_ File:Lynx.png =_=_ File:Panther.png =_=_ File:Large cat.png =_=_ File:Tiger.png =_=_ File:Gremlin.png =_=_ File:Gargoyle.png =_=_ File:Winged gargoyle.png =_=_ File:Hobbit.png =_=_ File:Dwarf.png =_=_ File:Bugbear.png =_=_ File:Dwarf lord.png =_=_ File:Dwarf king.png =_=_ File:Mind flayer.png =_=_ File:Master mind flayer.png =_=_ File:Manes.png =_=_ File:Homunculus.png =_=_ File:Imp.png =_=_ File:Lemure.png =_=_ File:Quasit.png =_=_ File:Tengu.png =_=_ File:Blue jelly.png =_=_ File:Spotted jelly.png =_=_ File:Ochre jelly.png =_=_ File:Kobold.png =_=_ File:Large kobold.png =_=_ File:Kobold lord.png =_=_ File:Kobold shaman.png =_=_ File:Small mimic.png =_=_ File:Large mimic.png =_=_ File:Giant mimic.png =_=_ File:Wood nymph.png =_=_ File:Water nymph.png =_=_ File:Mountain nymph.png =_=_ File:Goblin.png =_=_ File:Hobgoblin.png =_=_ File:Orc.png =_=_ File:Hill orc.png =_=_ File:Mordor orc.png =_=_ File:Uruk-hai.png =_=_ File:Orc shaman.png =_=_ File:Orc-captain.png =_=_ File:Rock piercer.png =_=_ File:Iron piercer.png =_=_ File:Glass piercer.png =_=_ File:Rothe.png =_=_ File:Mumak.png =_=_ File:Leocrotta.png =_=_ File:Wumpus.png =_=_ File:Titanothere.png =_=_ File:Baluchitherium.png =_=_ File:Mastodon.png =_=_ File:Sewer rat.png =_=_ File:Giant rat.png =_=_ File:Rabid rat.png =_=_ File:Wererat.png =_=_ File:Rock mole.png =_=_ File:Woodchuck.png =_=_ File:Cave spider.png =_=_ File:Centipede.png =_=_ File:Giant spider.png =_=_ File:Scorpion.png =_=_ File:Lurker above.png =_=_ File:Trapper.png =_=_ File:White unicorn.png =_=_ File:Gray unicorn.png =_=_ File:Black unicorn.png =_=_ File:Pony.png =_=_ File:Horse.png =_=_ File:Warhorse.png =_=_ File:Fog cloud.png =_=_ File:Dust vortex.png =_=_ File:Ice vortex.png =_=_ File:Energy vortex.png =_=_ File:Steam vortex.png =_=_ File:Fire vortex.png =_=_ File:Baby long worm.png =_=_ File:Baby purple worm.png =_=_ File:Long worm.png =_=_ File:Purple worm.png =_=_ File:Grid bug.png =_=_ File:Xan.png =_=_ File:Yellow light.png =_=_ File:Black light.png =_=_ File:Zruty.png =_=_ File:Couatl.png =_=_ File:Aleax.png =_=_ File:Angel.png =_=_ File:Ki-rin.png =_=_ File:Archon.png =_=_ File:Bat.png =_=_ File:Giant bat.png =_=_ File:Raven.png =_=_ File:Vampire bat.png =_=_ File:Plains centaur.png =_=_ File:Forest centaur.png =_=_ File:Mountain centaur.png =_=_ File:Baby gray dragon.png =_=_ File:Baby silver dragon.png =_=_ File:Baby shimmering dragon.png =_=_ File:Baby red dragon.png =_=_ File:Baby white dragon.png =_=_ File:Baby orange dragon.png =_=_ File:Baby black dragon.png =_=_ File:Baby blue dragon.png =_=_ File:Baby green dragon.png =_=_ File:Baby yellow dragon.png =_=_ File:Gray dragon.png =_=_ File:Silver dragon.png =_=_ File:Shimmering dragon.png =_=_ File:Red dragon.png =_=_ File:White dragon.png =_=_ File:Orange dragon.png =_=_ File:Black dragon.png =_=_ File:Blue dragon.png =_=_ File:Green dragon.png =_=_ File:Yellow dragon.png =_=_ File:Stalker.png =_=_ File:Air elemental.png =_=_ File:Fire elemental.png =_=_ File:Earth elemental.png =_=_ File:Water elemental.png =_=_ File:Lichen.png =_=_ File:Brown mold.png =_=_ File:Yellow mold.png =_=_ File:Green mold.png =_=_ File:Red mold.png =_=_ File:Shrieker.png =_=_ File:Violet fungus.png =_=_ File:Gnome.png =_=_ File:Gnome lord.png =_=_ File:Gnomish wizard.png =_=_ File:Gnome king.png =_=_ File:Giant.png =_=_ File:Stone giant.png =_=_ File:Hill giant.png =_=_ File:Fire giant.png =_=_ File:Frost giant.png =_=_ File:Storm giant.png =_=_ File:Ettin.png =_=_ File:Titan.png =_=_ File:Minotaur.png =_=_ File:Jabberwock.png =_=_ File:Vorpal jabberwock.png =_=_ File:Keystone Kop.png =_=_ File:Kop Sergeant.png =_=_ File:Kop Lieutenant.png =_=_ File:Kop Kaptain.png =_=_ File:Lich.png =_=_ File:Demilich.png =_=_ File:Master lich.png =_=_ File:Arch-lich.png =_=_ File:Kobold mummy.png =_=_ File:Gnome mummy.png =_=_ File:Orc mummy.png =_=_ File:Dwarf mummy.png =_=_ File:Elf mummy.png =_=_ File:Human mummy.png =_=_ File:Ettin mummy.png =_=_ File:Giant mummy.png =_=_ File:Red naga hatchling.png =_=_ File:Black naga hatchling.png =_=_ File:Golden naga hatchling.png =_=_ File:Guardian naga hatchling.png =_=_ File:Red naga.png =_=_ File:Black naga.png =_=_ File:Golden naga.png =_=_ File:Guardian naga.png =_=_ File:Ogre.png =_=_ File:Ogre lord.png =_=_ File:Ogre king.png =_=_ File:Gray ooze.png =_=_ File:Brown pudding.png =_=_ File:Black pudding.png =_=_ File:Green slime.png =_=_ File:Quantum mechanic.png =_=_ File:Rust monster.png =_=_ File:Disenchanter.png =_=_ File:Garter snake.png =_=_ File:Snake.png =_=_ File:Water moccasin.png =_=_ File:Pit viper.png =_=_ File:Python.png =_=_ File:Cobra.png =_=_ File:Troll.png =_=_ File:Ice troll.png =_=_ File:Rock troll.png =_=_ File:Water troll.png =_=_ File:Olog-hai.png =_=_ File:Umber hulk.png =_=_ File:Vampire.png =_=_ File:Vampire lord.png =_=_ File:Vampire mage.png =_=_ File:Vlad the Impaler.png =_=_ File:Barrow wight.png =_=_ File:Wraith.png =_=_ File:Nazgul.png =_=_ File:Xorn.png =_=_ File:Monkey.png =_=_ File:Ape.png =_=_ File:Yeti.png =_=_ File:Carnivorous ape.png =_=_ File:Sasquatch.png =_=_ File:Kobold zombie.png =_=_ File:Gnome zombie.png =_=_ File:Orc zombie.png =_=_ File:Dwarf zombie.png =_=_ File:Elf zombie.png =_=_ File:Human zombie.png =_=_ File:Ettin zombie.png =_=_ File:Giant zombie.png =_=_ File:Ghoul.png =_=_ File:Skeleton.png =_=_ File:Straw golem.png =_=_ File:Paper golem.png =_=_ File:Rope golem.png =_=_ File:Gold golem.png =_=_ File:Leather golem.png =_=_ File:Wood golem.png =_=_ File:Flesh golem.png =_=_ File:Clay golem.png =_=_ File:Stone golem.png =_=_ File:Glass golem.png =_=_ File:Iron golem.png =_=_ File:Human.png =_=_ File:Elf.png =_=_ File:Woodland-elf.png =_=_ File:Green-elf.png =_=_ File:Grey-elf.png =_=_ File:Elf-lord.png =_=_ File:Elvenking.png =_=_ File:Doppelganger.png =_=_ File:Nurse.png =_=_ File:Shopkeeper.png =_=_ File:Guard.png =_=_ File:Prisoner.png =_=_ File:Oracle.png =_=_ File:Aligned priest.png =_=_ File:High priest.png =_=_ File:Soldier.png =_=_ File:Sergeant.png =_=_ File:Lieutenant.png =_=_ File:Captain.png =_=_ File:Watchman.png =_=_ File:Watch captain.png =_=_ File:Medusa.png =_=_ File:Wizard of Yendor.png =_=_ File:Croesus.png =_=_ File:Charon.png =_=_ File:Ghost.png =_=_ File:Shade.png =_=_ File:Water demon.png =_=_ File:Horned devil.png =_=_ File:Succubus.png =_=_ File:Incubus.png =_=_ File:Erinys.png =_=_ File:Barbed devil.png =_=_ File:Marilith.png =_=_ File:Vrock.png =_=_ File:Hezrou.png =_=_ File:Bone devil.png =_=_ File:Ice devil.png =_=_ File:Nalfeshnee.png =_=_ File:Pit fiend.png =_=_ File:Balrog.png =_=_ File:Juiblex.png =_=_ File:Yeenoghu.png =_=_ File:Orcus.png =_=_ File:Geryon.png =_=_ File:Dispater.png =_=_ File:Baalzebub.png =_=_ File:Asmodeus.png =_=_ File:Demogorgon.png =_=_ File:Death.png =_=_ File:Pestilence.png =_=_ File:Famine.png =_=_ File:Mail daemon.png =_=_ File:Djinni.png =_=_ File:Sandestin.png =_=_ File:Jellyfish.png =_=_ File:Piranha.png =_=_ File:Shark.png =_=_ File:Giant eel.png =_=_ File:Electric eel.png =_=_ File:Kraken.png =_=_ File:Gecko.png =_=_ File:Iguana.png =_=_ File:Baby crocodile.png =_=_ File:Lizard.png =_=_ File:Chameleon.png =_=_ File:Crocodile.png =_=_ File:Salamander.png =_=_ File:Long worm tail.png =_=_ File:Archeologist.png =_=_ File:Barbarian.png =_=_ File:Caveman.png =_=_ File:Cavewoman.png =_=_ File:Healer.png =_=_ File:Knight.png =_=_ File:Monk.png =_=_ File:Priest.png =_=_ File:Priestess.png =_=_ File:Ranger.png =_=_ File:Rogue.png =_=_ File:Samurai.png =_=_ File:Tourist.png =_=_ File:Valkyrie.png =_=_ File:Wizard.png =_=_ File:Lord Carnarvon.png =_=_ File:Pelias.png =_=_ File:Shaman Karnov.png =_=_ File:Earendil.png =_=_ File:Hippocrates.png =_=_ File:King Arthur.png =_=_ File:Grand Master.png =_=_ File:Arch Priest.png =_=_ File:Orion.png =_=_ File:Master of Thieves.png =_=_ File:Lord Sato.png =_=_ File:Twoflower.png =_=_ File:Norn.png =_=_ File:Neferet the Green.png =_=_ File:Minion of Huhetotl.png =_=_ File:Thoth Amon.png =_=_ File:Chromatic Dragon.png =_=_ File:Goblin King.png =_=_ File:Cyclops.png =_=_ File:Ixoth.png =_=_ File:Master Kaen.png =_=_ File:Nalzok.png =_=_ File:Scorpius.png =_=_ File:Master Assassin.png =_=_ File:Ashikaga Takauji.png =_=_ File:Lord Surtur.png =_=_ File:Dark One.png =_=_ File:Student.png =_=_ File:Chieftain.png =_=_ File:Neanderthal.png =_=_ File:High-elf.png =_=_ File:Attendant.png =_=_ File:Page.png =_=_ File:Abbot.png =_=_ File:Acolyte.png =_=_ File:Hunter.png =_=_ File:Thug.png =_=_ File:Ninja.png =_=_ File:Roshi.png =_=_ File:Guide.png =_=_ File:Warrior.png =_=_ File:Apprentice.png =_=_ File:Invisible monster.png =_=_ File:Elven arrow.png =_=_ File:Orcish arrow.png =_=_ File:Silver arrow.png =_=_ File:Crossbow bolt.png =_=_ File:Dart.png =_=_ File:Shuriken.png =_=_ File:Boomerang.png =_=_ File:Spear.png =_=_ File:Elven spear.png =_=_ File:Orcish spear.png =_=_ File:Dwarvish spear.png =_=_ File:Silver spear.png =_=_ File:Javelin.png =_=_ File:Trident.png =_=_ File:Dagger.png =_=_ File:Elven dagger.png =_=_ File:Orcish dagger.png =_=_ File:Silver dagger.png =_=_ File:Athame.png =_=_ File:Scalpel.png =_=_ File:Knife.png =_=_ File:Stiletto.png =_=_ File:Worm tooth.png =_=_ File:Crysknife.png =_=_ File:Axe.png =_=_ File:Battle-axe.png =_=_ Category:16x16 tiles This is an index of all tile images from 16x16 tileset. The List of vanilla NetHack tiles lists only the tiles (not associated images), the items they represent, and links to associated topics. The 16x16 tiles are compiled into vanilla NetHack and therefore available on every platform with a GUI interface. Here be screenshots of the tiles in action on Amiga, X Windows, and MS Windows The tiles themselves are stored as text files encoded in a variation on the XPM image format. In the NetHack source tree they are located in the ' < root > \win\share' directory. =_=_ File:Short sword.png =_=_ File:Elven short sword.png =_=_ File:Orcish short sword.png =_=_ File:Dwarvish short sword.png =_=_ File:Scimitar.png =_=_ File:Silver saber.png =_=_ File:Broadsword.png =_=_ File:Elven broadsword.png =_=_ File:Long sword.png =_=_ File:Two-handed sword.png =_=_ File:Katana.png =_=_ File:Tsurugi.png =_=_ File:Runesword.png =_=_ File:Partisan.png =_=_ File:Ranseur.png =_=_ File:Spetum.png =_=_ File:Glaive.png =_=_ File:Lance.png =_=_ File:Halberd.png =_=_ File:Bardiche.png =_=_ File:Voulge.png =_=_ File:Dwarvish mattock.png =_=_ File:Fauchard.png =_=_ File:Guisarme.png =_=_ File:Bill-guisarme.png =_=_ File:Lucern hammer.png =_=_ File:Bec de corbin.png =_=_ File:Mace.png =_=_ File:Morning star.png =_=_ File:War hammer.png =_=_ File:Club.png =_=_ File:Rubber hose.png =_=_ File:Quarterstaff.png =_=_ File:Aklys.png =_=_ File:Flail.png =_=_ File:Bullwhip.png =_=_ File:Bow.png =_=_ File:Elven bow.png =_=_ File:Orcish bow.png =_=_ File:Yumi.png =_=_ File:Sling.png =_=_ File:Crossbow.png =_=_ File:Elven leather helm.png =_=_ File:Orcish helm.png =_=_ File:Dwarvish iron helm.png =_=_ File:Fedora.png =_=_ File:Conical hat.png =_=_ File:Dented pot.png =_=_ File:Plumed helmet.png =_=_ File:Etched helmet.png =_=_ File:Crested helmet.png =_=_ File:Visored helmet.png =_=_ File:Gray dragon scale mail.png =_=_ File:Silver dragon scale mail.png =_=_ File:Shimmering dragon scale mail.png =_=_ File:Red dragon scale mail.png =_=_ File:White dragon scale mail.png =_=_ File:Orange dragon scale mail.png =_=_ File:Black dragon scale mail.png =_=_ File:Blue dragon scale mail.png =_=_ File:Green dragon scale mail.png =_=_ File:Yellow dragon scale mail.png =_=_ File:Gray dragon scales.png =_=_ File:Silver dragon scales.png =_=_ File:Shimmering dragon scales.png =_=_ File:Red dragon scales.png =_=_ File:White dragon scales.png =_=_ File:Orange dragon scales.png =_=_ File:Black dragon scales.png =_=_ File:Blue dragon scales.png =_=_ File:Green dragon scales.png =_=_ File:Yellow dragon scales.png =_=_ File:Plate mail.png =_=_ File:Crystal plate mail.png =_=_ File:Bronze plate mail.png =_=_ File:Splint mail.png =_=_ File:Banded mail.png =_=_ File:Dwarvish mithril-coat.png =_=_ File:Elven mithril-coat.png =_=_ File:Chain mail.png =_=_ File:Orcish chain mail.png =_=_ File:Scale mail.png =_=_ File:Studded leather armor.png =_=_ File:Ring mail.png =_=_ File:Orcish ring mail.png =_=_ File:Leather armor.png =_=_ File:Leather jacket.png =_=_ File:Hawaiian shirt.png =_=_ File:T-shirt.png =_=_ File:Mummy wrapping.png =_=_ File:Elven cloak.png =_=_ File:Orcish cloak.png =_=_ File:Dwarvish cloak.png =_=_ File:Oilskin cloak.png =_=_ File:Robe.png =_=_ File:Alchemy smock.png =_=_ File:Leather cloak.png =_=_ File:Tattered cape.png =_=_ File:Opera cloak.png =_=_ File:Ornamental cope.png =_=_ File:Piece of cloth.png =_=_ File:Small shield.png =_=_ File:Elven shield.png =_=_ File:Uruk-hai shield.png =_=_ File:Orcish shield.png =_=_ File:Large shield.png =_=_ File:Dwarvish roundshield.png =_=_ File:Shield of reflection.png =_=_ File:Leather gloves.png =_=_ File:Padded gloves.png =_=_ File:Riding gloves.png =_=_ File:Fencing gloves.png =_=_ File:Low boots.png =_=_ File:Iron shoes.png =_=_ File:High boots.png =_=_ File:Combat boots.png =_=_ File:Jungle boots.png =_=_ File:Hiking boots.png =_=_ File:Mud boots.png =_=_ File:Buckled boots.png =_=_ File:Riding boots.png =_=_ File:Snow boots.png =_=_ File:Wooden ring.png =_=_ File:Granite ring.png =_=_ File:Opal ring.png =_=_ File:Clay ring.png =_=_ File:Coral ring.png =_=_ File:Black onyx ring.png =_=_ File:Moonstone ring.png =_=_ File:Tiger eye ring.png =_=_ File:Jade ring.png =_=_ File:Bronze ring.png =_=_ File:Agate ring.png =_=_ File:Topaz ring.png =_=_ File:Sapphire ring.png =_=_ File:Ruby ring.png =_=_ File:Diamond ring.png =_=_ File:Pearl ring.png =_=_ File:Iron ring.png =_=_ File:Brass ring.png =_=_ File:Copper ring.png =_=_ File:Twisted ring.png =_=_ File:Steel ring.png =_=_ File:Silver ring.png =_=_ File:Gold ring.png =_=_ File:Ivory ring.png =_=_ File:Emerald ring.png =_=_ File:Wire ring.png =_=_ File:Engagement ring.png =_=_ File:Shiny ring.png =_=_ File:Circular amulet.png =_=_ File:Spherical amulet.png =_=_ File:Oval amulet.png =_=_ File:Triangular amulet.png =_=_ File:Pyramidal amulet.png =_=_ File:Square amulet.png =_=_ File:Concave amulet.png =_=_ File:Hexagonal amulet.png =_=_ File:Octagonal amulet.png =_=_ File:Amulet of Yendor.png =_=_ File:Large box.png =_=_ File:Chest.png =_=_ File:Ice box.png =_=_ File:Bag.png =_=_ File:Skeleton key.png =_=_ File:Lock pick.png =_=_ File:Credit card.png =_=_ File:Candle.png =_=_ File:Brass lantern.png =_=_ File:Lamp.png =_=_ File:Expensive camera.png =_=_ File:Mirror.png =_=_ File:Crystal ball.png =_=_ File:Lenses.png =_=_ File:Blindfold.png =_=_ File:Towel.png =_=_ File:Saddle.png =_=_ File:Leash.png =_=_ File:Stethoscope.png =_=_ File:Tinning kit.png =_=_ File:Tin opener.png =_=_ File:Can of grease.png =_=_ File:Figurine.png =_=_ File:Magic marker.png =_=_ File:Beartrap.png =_=_ File:Whistle.png =_=_ File:Flute.png =_=_ File:Horn.png =_=_ File:Harp.png =_=_ File:Bell.png =_=_ File:Bugle.png =_=_ File:Drum.png =_=_ File:Pick-axe.png =_=_ File:Grappling hook.png =_=_ File:Unicorn horn.png =_=_ File:Candelabrum of Invocation.png =_=_ File:Bell of Opening.png =_=_ File:Tripe ration.png =_=_ File:Corpse.png =_=_ File:Egg.png =_=_ File:Meatball.png =_=_ File:Meat stick.png =_=_ File:Huge chunk of meat.png =_=_ File:Meat ring.png =_=_ File:Kelp frond.png =_=_ File:Eucalyptus leaf.png =_=_ File:Apple.png =_=_ File:Orange.png =_=_ File:Pear.png =_=_ File:Melon.png =_=_ File:Banana.png =_=_ File:Carrot.png =_=_ File:Sprig of wolfsbane.png =_=_ File:Clove of garlic.png =_=_ File:Slime mold.png =_=_ File:Lump of royal jelly.png =_=_ File:Cream pie.png =_=_ File:Candy bar.png =_=_ File:Fortune cookie.png =_=_ File:Pancake.png =_=_ File:Lembas wafer.png =_=_ File:Cram ration.png =_=_ File:Food ration.png =_=_ File:K-ration.png =_=_ File:C-ration.png =_=_ File:Tin.png =_=_ File:Ruby potion.png =_=_ File:Pink potion.png =_=_ File:Orange potion.png =_=_ File:Yellow potion.png =_=_ File:Emerald potion.png =_=_ File:Dark green potion.png =_=_ File:Cyan potion.png =_=_ File:Sky blue potion.png =_=_ File:Brilliant blue potion.png =_=_ File:Magenta potion.png =_=_ File:Purple-red potion.png =_=_ File:Puce potion.png =_=_ File:Milky potion.png =_=_ File:Swirly potion.png =_=_ File:Bubbly potion.png =_=_ File:Smoky potion.png =_=_ File:Cloudy potion.png =_=_ File:Effervescent potion.png =_=_ File:Black potion.png =_=_ File:Golden potion.png =_=_ File:Brown potion.png =_=_ File:Fizzy potion.png =_=_ File:Dark potion.png =_=_ File:White potion.png =_=_ File:Murky potion.png =_=_ File:Clear potion.png =_=_ File:Scroll.png =_=_ File:Scroll of mail.png =_=_ File:Scroll of blank paper.png =_=_ File:Parchment spellbook.png =_=_ File:Vellum spellbook.png =_=_ File:Ragged spellbook.png =_=_ File:Dog eared spellbook.png =_=_ File:Mottled spellbook.png =_=_ File:Stained spellbook.png =_=_ File:Cloth spellbook.png =_=_ File:Leather spellbook.png =_=_ File:White spellbook.png =_=_ File:Pink spellbook.png =_=_ File:Red spellbook.png =_=_ File:Orange spellbook.png =_=_ File:Yellow spellbook.png =_=_ File:Velvet spellbook.png =_=_ File:Light green spellbook.png =_=_ File:Dark green spellbook.png =_=_ File:Turquoise spellbook.png =_=_ File:Cyan spellbook.png =_=_ File:Light blue spellbook.png =_=_ File:Dark blue spellbook.png =_=_ File:Indigo spellbook.png =_=_ File:Magenta spellbook.png =_=_ File:Purple spellbook.png =_=_ File:Violet spellbook.png =_=_ File:Tan spellbook.png =_=_ File:Plaid spellbook.png =_=_ File:Light brown spellbook.png =_=_ File:Dark brown spellbook.png =_=_ File:Gray spellbook.png =_=_ File:Wrinkled spellbook.png =_=_ File:Dusty spellbook.png =_=_ File:Bronze spellbook.png =_=_ File:Copper spellbook.png =_=_ File:Silver spellbook.png =_=_ File:Gold spellbook.png =_=_ File:Glittering spellbook.png =_=_ File:Shining spellbook.png =_=_ File:Dull spellbook.png =_=_ File:Thin spellbook.png =_=_ File:Thick spellbook.png =_=_ File:Plain spellbook.png =_=_ File:Glass wand.png =_=_ File:Balsa wand.png =_=_ File:Crystal wand.png =_=_ File:Maple wand.png =_=_ File:Pine wand.png =_=_ File:Oak wand.png =_=_ File:Ebony wand.png =_=_ File:Marble wand.png =_=_ File:Tin wand.png =_=_ File:Brass wand.png =_=_ File:Copper wand.png =_=_ File:Silver wand.png =_=_ File:Platinum wand.png =_=_ File:Iridium wand.png =_=_ File:Zinc wand.png =_=_ File:Aluminum wand.png =_=_ File:Uranium wand.png =_=_ File:Iron wand.png =_=_ File:Steel wand.png =_=_ File:Hexagonal wand.png =_=_ File:Short wand.png =_=_ File:Runed wand.png =_=_ File:Long wand.png =_=_ File:Curved wand.png =_=_ File:Forked wand.png =_=_ File:Spiked wand.png =_=_ File:Jeweled wand.png =_=_ File:Gold piece.png =_=_ File:Orange gem.png =_=_ File:Violet gem.png =_=_ File:Gray stone.png =_=_ File:Rock.png =_=_ File:Boulder.png =_=_ File:Statue.png =_=_ File:Heavy iron ball.png =_=_ File:Iron chain.png =_=_ File:Blinding venom.png =_=_ File:Acid venom.png =_=_ File:Closed door.png =_=_ File:Iron bars.png =_=_ File:Tree.png =_=_ File:Staircase up.png =_=_ File:Staircase down.png =_=_ File:Ladder up.png =_=_ File:Ladder down.png =_=_ File:Altar.png =_=_ File:Grave.png =_=_ File:Opulent throne.png =_=_ File:Sink.png =_=_ File:Water.png =_=_ File:Ice.png =_=_ File:Molten lava.png =_=_ File:Lowered drawbridge.png =_=_ File:Raised drawbridge.png =_=_ File:Air.png =_=_ File:Cloud.png =_=_ File:Arrow trap.png =_=_ File:Dart trap.png =_=_ File:Falling rock trap.png =_=_ File:Squeaky board.png =_=_ File:Bear trap.png =_=_ File:Land mine.png =_=_ File:Rolling boulder trap.png =_=_ File:Sleeping gas trap.png =_=_ File:Rust trap.png =_=_ File:Fire trap.png =_=_ File:Pit.png =_=_ File:Spiked pit.png =_=_ File:Hole.png =_=_ File:Trap door.png =_=_ File:Teleportation trap.png =_=_ File:Level teleporter.png =_=_ File:Magic portal.png =_=_ File:Web.png =_=_ File:Statue trap.png =_=_ File:Magic trap.png =_=_ File:Anti-magic field.png =_=_ File:Polymorph trap.png =_=_ File:Warning 0.png =_=_ File:Warning 1.png =_=_ File:Warning 2.png =_=_ File:Warning 3.png =_=_ File:Warning 4.png =_=_ File:Warning 5.png =_=_ File:Win32screenshot.PNG =_=_ Water falling on coins =_=_ Blank spellbook =_=_ Homunculus The homunculus, , is a monster that appears in NetHack. It is one of the earliest members of the minor demon monster class that a player may encounter, as well as one of the earliest flying monsters. Its corpse is poisonous and has a small chance of conveying poison or sleep resistance. The homunculus can begin generating as early as the second or third floor, and will often generate as peaceful for chaotic characters. Breaking an expensive camera has a chance of creating a homunculus; this is a reference to Discworld novel "The Color of Magic", which reveals that the iconoscope (the Discworld equivalent of a camera) contains a "picture-painting demon". The homunculus will be peaceful unless the camera was cursed. Sleep resistance makes it much safer to fight homunculi hand-to-hand, as they can only do 3 damage per hit at most - roles and races that start with early poison resistance can safely eat the corpse for a potential source. The homunculus is an artificial being created in the shape of a miniature, fully formed human, and is often heavily associated with the practice of alchemy. First appearing in sixteenth-century writings attributed to German alchemist and philosopher Paracelsus, it has been compared to the golem of Jewish folklore and the mandrake, whose roots often resemble the human figure in shape - both are also related to each other through the theme of "man as divine". Carl Jung attributes the concept's origin to the 3rd-century work Visions of Zosimos, where the titular character encounters a priest who changes into "the opposite of himself, into a mutilated anthroparion" (Greek for a diminutive form of "person"); related to this is Takwin (Arabic: تكوين‎) in Islamic alchemy, which referred to the goal of artificially creating life, up to and including humans, in the laboratory. The homunculus also figures in the theory of preformationism - the idea that animals, including humans, developed from miniature versions of themselves into fully formed beings - and was later used in the discussion of conception and birth as understanding of reproduction developed. It lends its name to the modern cortical homunculus, a distorted miniature scale model of the human body that represents the relative space each part occupies in the brain. The homunculus is one of the earliest monsters to be featured in NetHack - its very first appearance is in the bestiary of "Hack for PDP-11", an early variant of Jay Fenlason's Hack based on a leaked early draft of Hack 1.0 by Andries Brouwer. Homunculi were represented by the glyph until NetHack 3.0.0, where they would be made part of the minor demon class (represented by ). In EvilHack, the lesser homunculus and greater homunculus are introduced, with the homunculus being an intermediate growth stage between them; the Infidel role will always start with a pet lesser homunculus. =_=_ Yellow light A yellow light attacks the hero by exploding when adjacent (destroying itself in the process), causing blindness but no other damage. The blindness will last for 10d20 turns. The best course of action is to put on a blindfold or towel and wait for it to explode, or to have a blindness cure ready. If it is invisible and you do not see invisible, there is a chance based on your level that it will not affect you. This will generate the message "Something explodes, but you get the feeling it wasn't too bright". =_=_ Gas spore A gas spore, , is a monster that appears early in NetHack. It is the weakest of the spheres, cannot attack on its own, and is rather slow; however, it acts as a "living mine", exploding in a small radius when its HP is depleted. The best strategy when faced with a gas spore that you can reasonably fight (or else cannot avoid) is to step back and use whatever ranged attacks you have at your disposal - offensive spells, arrows, darts, or even throwing rocks and junk weapons. If you have no other options, no peaceful or tame monsters are nearby, and/or you have more than 24 HP along with a good AC, you can take a chance and dispatch the spore with melee attacks. Early-game Healers can use gas spores to train their skills, such as the knife skill (with the starting scalpel) or the more common dagger. They can use a stethoscope to monitor the gas spore's HP and allow it to heal back up before attacking again; while any class can do this, Healers are the only one guaranteed to start with the stethoscope. The gas spore's explosion does anywhere from 4 to 24 points of damage, making it a potential game-ending danger for early characters. The gas spore explodes when its HP is reduced to 0; if its death is from deadly poisoning, a death ray, or another effect that does not cause hit point loss, it will not explode. =_=_ Manes Manes are very weak and slow, although their three attacks are more than their ostensibly more difficult relative, the lemure. Individually, they are usually very easy to defeat for all but the weakest of characters; however, swarms of them can overwhelm weaker characters since their three attacks can hit for up to 10 HP total per manes. These will likely be the first set of monsters where getting into a corridor or door is employed as a tactic; this prevents more than one of them from approaching at a time, making dispatching them much easier. In Roman mythology, manes (MAH-nays) are the spirits of the dead. The word manes is Latin, and has a singular form, manis, < ref > WORDS Latin-English dictionary < /ref > but the singular is not used for the meaning specific to these spirits; in English the word has no singular, and so NetHack just uses manes for the singular as well. Compare lemure. In SLASH'EM, manes are considerably stronger, but still very slow, making them a surprise threat to an early character. Hit and run can be a valuable tactic for the first few levels. =_=_ Mummies =_=_ Piercer Piercers are a monster class represented by . They hide in the ceiling, surprising your character by falling on you just as you pass beneath. The fall itself can deal 4d6 damage, but wearing any metallic helmet will fully protect you, the blow glancing off it. After falling or otherwise being discovered, piercers may still attack but are extremely slow. A piercer resembles a stalactite, but with eyes in the sides. It is actually a giant gastropod; the "stalactite" is its shell. The adjectives "rock", "iron", and "glass" describe the materials that the respective piercers resemble, not what they (or their shells) are composed of. They leave ordinary meaty corpses when killed, and iron piercers do not rust (although glass piercers are acid-resistant). =_=_ Raven The raven, , is a monster in NetHack most notable for its ability to claw at your eyes; fortunately, this will "only" blind you for d6 (more) turns. Ravens have similar erratic movement patterns to bats; players are permanently stunned while polymorphed into ravens. Having a means of blinding yourself at will or otherwise covering your eyes (e.g. with lenses or a visored helmet) will protect against this; being polymorphed into an eyeless form will also keep you safe. Telepathy is useful to have in any case, but lenses and other similar methods may be more preferable if you rely heavily on engraving Elbereth. =_=_ Polypiling Polypiling is the action of polymorphing a pile of items in hopes of getting some useful items as a result. Objects polypiled are often referred to as polyfodder and usually consist of junk. Polymorph can be caused by a spell, wand, or potion of polymorph. Polypiling has its drawbacks. Polyfodder may be destroyed, and hostile golems may be generated. See the next section for more details. The exact mechanics of item destruction are rather complex, but understanding them is important if you want to get the most out of your resources. When considering polypiling, it is important to distinguish stacks of items, which are all of one type (e.g., "4 blessed scrolls of blank paper"), from piles of items, which are all of the items on the floor in one square. The terms stack and pile will be used rigorously on this page. The spell and wand supply a beam with a random range between 6 and 13 (long enough to hit 3 to 7 piles if they are all in line and contiguous and you are adjacent to the first) so you can work on several piles at once. A potion of polymorph works on one item stack at a time, the item stack you dip into it. Polymorphed items do not change item class: Potions will always yield potions, scrolls will yield scrolls, etc. - the exception to this is polymorphing a crocodile corpse, which will yield a pair of non-cursed fireproof +0 low boots instead of another comestible. Unicorn horns are especially popular polyfodder because they may polymorph into other magical tools, such as magic markers. Another useful thing to do if you gain polymorph in the early game is to polypile spellbooks. Polymorphing retains the charges and enchantment of polymorphed items. When polymorphing wands and spellbooks, their quality degrades. A spellbook will act as if it had been read once more. If the book's combined read/polymorph-count is four or more, it will turn into a blank spellbook counted as read 0 & ndash;3 times; it will thus subsequently be able to be polymorphed into a non-blank spellbook with 75% chance. Likewise, a wand may count as if it had been recharged, increasing the chance of an explosion if you attempt to recharge it; thus, it is not generally worthwhile to polypile empty wands, even if they become something worth charging, the chances of the new wand exploding instead of charging are already higher than normal. The chance of a wand's charge counter being incremented by polymorphing it is where < var > x < /var > is the number of times the wand has been recharged. The recharge count of tools is not affected by polymorphing them, unless the tool becomes a magic marker, in which case its charge counter will be set to 1. The probability of an item stack undergoing system shock depends on its BUC status, unless it is a wand, and its size, as follows: < ref > (obj_shudders determines whether a given stack will shudder.) < /ref > When a stack shudders, it loses 1d(items in stack & minus; 1) items, except in the case of single items, which are always destroyed. For each item stack in the pile that undergoes a system shock, there is a chance of a golem being created. For each item in a shuddering stack (counting those items destroyed by the shock itself) there is a probability of creating a golem. No more than one golem can be created per pile. However, even after NetHack has decided to create a golem, additional stacks in the pile can shudder. A chance for each item in the stack gives a 1 & nbsp; & minus; ( < small > < /small > ) < sup > < var > s < /var > < /sup > chance of a golem forming from that stack, where < var > s < /var > is the stack size. If an item stack shuddered, even if some of the items that were in the stack remain, it will not be polymorphed. The rest of the stacks in the pile still have a chance of being polymorphed. < ref > (If any items remained after the shuddering occurred, they will have been reinserted in the item tracking linked list, but they will have been inserted before the deleted ones, and bhitpile will not return to them.) < /ref > For any stack that did not shudder, the polymorph process continues. There is a (number of items in stack/1000) probability that the entire stack merges into a single item. Additionally, when attempting to polypile rocks or gray stones into gems or worthless glass, an 1d4 is rolled against stack size; if the stack is larger, transmutation "backfires", destroying half of the stack and turning the rest into rocks unconditionally. If a golem is created from any stack in a pile, it can "absorb" additional item stacks in the pile, destroying them. The material destroyed by the golem is separate from that destroyed by the original system shock(s). If, after every stack has been polymorphed, zero or one item remains in the pile (due perhaps to bad system shocks), golem creation is aborted, if it had been planned at all. According to a comment in the source: "no golems if you zap only one object – not enough stuff". (This comment is slightly inaccurate; it's possible to zap several items, reach this point in the code, and have the material check fail because all or all but one of the items were destroyed by system shocks.) The golem will attempt to absorb a number of individual items (not item stacks, "4 scrolls" counts for 4, not 1), equal to its weight. Only items that are made of the same material as the item stack whose shuddering cause the golem to form are eligible for absorption. For instance, if a mithril-coat shudders and results in an iron golem, that iron golem will absorb other mithril items on the pile, but leave iron items untouched. Each eligible item stack has a 1 in (golem weight + 1) chance of escaping absorption. Given the high weights of golems, 400 for straw and paper up to 2000 for iron, it is highly unlikely that any eligible item will survive this process. Also, this absorption occurs after the items have been polymorphed. If a mithril item shudders and creates an iron golem, and several other mithril objects on the pile are polymorphed into other materials, e.g. leather coats or iron helmets, they will not be absorbed, though any leather coats or iron helmets polymorphed into mithril items will be absorbed. Unique items cannot shudder, polymorph, or be absorbed by forming golems. Artifacts have a 95% chance of resisting. (Compare to 5% for normal items.) If this 95% chance fails, they are polymorphed just like every other item, first undergoing a shuddering check and then, if they aren't destroyed, undergoing a polymorph to a random non-artifact weapon. Artifacts have no resistance to being absorbed by a forming golem. Excalibur may be mostly safe from shuddering or polymorphing atop that pile of iron junk, but if an iron golem forms it is virtually guaranteed that Excalibur will be destroyed. When polymorphing a magical object, the game will try to change it into another random magical object, retrying up to two times if the replacement would be non-magical. The third item generated will be used, regardless if it is magical. The reverse is true when polymorphing a non-magical object. The upshot is that a magical object has a significantly higher probability than a non-magical object of turning into another magical object. So don't expect many magic markers from polypiling pick-axes and mirrors; you will have much better odds polypiling unicorn horns. The exceptions are potions of water, blank scrolls, blank spellbooks, and wands of nothing, all of which have a high chance of becoming more-useful items of the same type. As mentioned above, blessed items have only a 1/12 chance of undergoing system shock, so blessing your polypile items is definitely worth the expenditure if you have a surplus of holy water. Artifacts have a 95% chance of resisting, but may be polymorphed into normal items. Invocation items and the Amulet of Yendor cannot be polymorphed at all, nor can they be absorbed into forming golems or shuddered. Polypiling is often used to get ascension kit armor (and completed by wishing). Therefore, you might want to collect all those elven cloaks and boots in the game. Polypiling is most often used by conduct players who need certain items: It can substitute for wishing, prayer and sacrifice benefits, or literacy, and it can be done relatively safely. Generated monsters offer an almost unlimited supply of polyfodder. However, polypiling is time-consuming and tedious. Generally, it is not worth it unless you are trying for conducts, or unless you are looking for many items at once. Separating your stackables minimizes the chances of merging and shuddering. Weapons and tools will eventually turn into something unstackable, and you lose all but one. For other items, stacks of one are less desirable, since shuddering destroys them completely, while larger stacks only lose half of the stack on average. Distributing your item stacks over 7 squares minimizes the damage a forming golem can do, because a golem can only absorb items from the square it forms on. You want a stone golem to form from those rocks, because it will prevent other types of golems from forming and damaging your valuable polyfodder. Assuming cursed rocks in stacks of 5, and Luck of 10: 50 rocks is approximately a 58% chance of a stone golem, 200 rocks is approximately a 97% chance of a stone golem, and 300 rocks is approximately a 99.5% chance of a stone golem. The probability of an individual stack not giving rise to a golem, if it shudders, is ( < small > < /small > ) < sup > < var > s < /var > < /sup > , where < var > s < /var > is the stack size. The probability of the stack shuddering (and not resisting initial polymorph) is 95% for stacks of 5 or more cursed items; this is the highest chance we can get. Thus the probability of a stack not forming a golem is 0.05 + 0.95 × ( < small > < /small > ) < sup > < var > s < /var > < /sup > . If every stack of rocks in a pile is identical (all contain 5 cursed rocks), then the chance of none of them giving rise to a golem is (0.05 + 0.95 × ( < small > < /small > ) < sup > < var > s < /var > < /sup > ) < sup > < var > n < /var > < /sup > , where < var > n < /var > is the number of stacks. Thus we want our stacks to be as small as possible, so that we can have as many as possible, without having fewer than 5 rocks per stack. For the most part, there are no items made from mineral you might be interested in polypiling for. The exceptions are marble wands and granite, opal, clay, coral, moonstone and black onyx rings. The material an item is made of can change when it is polymorphed, and it is the final material that matters for golem absorption. Since any polymorphed wand or ring could end up being one of the mineral ones, the effect is that this technique will consume slighty more wands and rings than the other technique, and that the specific item types that are made of mineral cannot be polypiled for (with this method). There is a 5% chance of a normal item resisting polymorph and reaching this point unchanged, so the initial material matters somewhat as well. For instance if you try to polypile a figurine and it resists, it is almost guaranteed to be absorbed (because figurines are mineral). Beware! In the unlikely event that a stone golem does not form from the rocks: then, given the large pile underneath, there is a good chance a golem will form from another material, possibly doing a lot of damage. With enough cursed rocks, less material is lost on average with the one-pile than with the multi-pile technique. If you know stone to flesh spell, you should cast it at your rocks to turn them into meatballs, then use them instead of rocks in the advice above. In this case, you can polypile for mineral items, but can't polypile for eggs and tripe rations. The golem rising from the pile will be a flesh golem instead of a stone golem. In SLASH'EM, polymorphed items revert back to their original form after 500 & ndash;999 turns. Items that will eventually revert are described as "hazy" in wizard mode. Hazy items can be "fixed" by dipping them in a potion of restore ability. The reversion is done not by restoring the original item but by changing the item to the original item's type, which has some consequences that may not be expected, including the following: The transmutation limits the usefulness of polypiling somewhat, as obtaining permanent items requires a commensurate supply of potions. However, polypiling is still just as useful to obtain items that can be useful right away or relatively soon; for example, a polypiled magic marker can be immediately used to write a few scrolls, and then allowed to transmute back after it is empty. =_=_ Shimmering dragon scales =_=_ Shimmering dragon scale mail Shimmering dragon scale mail, a deferred feature in NetHack, is one of the two new dragon scale mails added in SLASH'EM. It is very useful for a player who wants to have displacement along with MC3 - you can combine it with a cloak of magic resistance and amulet of reflection or Nighthorn for full protection. =_=_ Definition =_=_ Force bolt =_=_ Pool =_=_ Piercers =_=_ Rock piercer =_=_ Iron piercer =_=_ Glass piercer =_=_ Rock piercers =_=_ Iron piercers =_=_ Glass piercers =_=_ Mane =_=_ Style guide Hi! Welcome to NetHackWiki! I noticed you creating a few articles today - have you read the style guide? We also encourage new users to create an account. Have fun :-) --Jayt 17:19, 2 August 2006 (UTC) =_=_ NetHackWiki:Community Portal/Archive1 This page contains old sections from NetHackWiki:Community Portal. If you want to carry on talking about these topics, post a new section on the current Community Portal page. This page is intended to be a static archive. This wiki was inactive recently. I have recently joined and will probably work in the project namespace before I start working in the main namespace. You can look at Wikibooks:NetHack, where I havee previously contributed. --Kernigh 00:21, 10 Dec 2005 (UTC) There are many many aspects to cover in NetHackWiki. At the ground level we have the items and monsters in the game. Each article about these should have the following sections: Facts, Commentary, and Strategy. Firstly, we list the facts about the relevant item. Then in Commentary, we draw attention to the implications of these facts. Finally in Strategy, we give useful advice on how to use with or deal with this thing! 80.4.224.5 17:47, 15 February 2006 (UTC) In order to help maintain the wiki, since it seems the founder is inactive, I've made Kernigh and ZeroOne sysops, and Kernigh a bureaucrat. Happy editing, Mindspillage (spill yours?) 20:54, 8 April 2006 (UTC) Each Wikia has a mailing list: ours is nethack-l-at-wikia.com. I made the first post, so it works. For more information, read Wikia:Mailing lists. "Posts from non-subscribers may be delayed or accidentally discarded, as they need to be approved by a list administrator to prevent spam." So if someone emails the list (instead of posting to this Community Portal), I am suscribed so I will eventually read it. --Kernigh 01:48, 30 April 2006 (UTC) I, Kernigh, noticed in Special:Recentchanges that ZeroOne recently updated the "wiki@" logo proposal. There was supposed to be a NetHackWiki:Logo contest, but we never found enough users to vote. There are only two proposals, both shown above. My logo idea (actually a screenshot when I made the font big) does not work because I could not use mimics. So I propose putting ZeroOne's :Image:NetHackWiki logo.png as the logo. (A sysop would upload the logo to :Image:Wiki.png, a protected page.) Comments? --Kernigh 04:09, 15 May 2006 (UTC) Anyone know if there's any copyright on images from the Windows tile version? If not, it might be a good idea to upload them to the articles. Lotte 20:31, 15 May 2006 (UTC) What I plan on doing is chopping both the 16x16 (vanilla) tiles and the 32x32 tiles into a series of images with names that can be referenced using row, col index. For example the very first tile (ant) is in row 01 and col 01. Its name would be < prefix > < row > - < col > ie: img01-01. The 7th tile across is an acid blob img01-07, soldier img08-01, etc. I've created potion.c using a script on my user page, with the intention of it being a convenient reference to link to from other articles. Since the source should be authoritative, this page should be protected from further edits. I hope to eventually upload the rest, so I'd find admin power rather useful. I hope my edit history demonstrates trustworthiness :) It would be nice to have a list of current Community Projects that would act as an addendum to the Articles Wanted page. For instance Jayt is working on the standardization of objects, Lotte is working on the upload nethack graphics. It would be nice to have a list of these projects and their end goals. On a related note we should also create a reference page, or Style Guide, that discusses the format the articles should be in and acts as a guide to beginners (like me) who need a handy place to view a list of available templates and such. For instance, I'm having trouble finding a list of the available table formats (i.e.: wikitable, prettytable, etc). We now have two articles: The Tsurugi of Muramasa and Tsurugi of Muramasa. And The Eye of the Aethiopica exists, leaving the links at Special:Whatlinkshere/Eye of the Aethiopica all broken. It is true that NetHack includes "The " in its artifact names. We at NetHackWiki need to decide how to name the articles in :Category:Artifacts and how to handle the links. --Kernigh 04:35, 7 July 2006 (UTC) Update: My current approach is to redirect "The XXX" to "XXX". This will cause a minor improvement in categories (not everything starts with T). Then in the "XXX" article, I bold The XXX at the start. --Kernigh 16:48, 8 July 2006 (UTC) font-family: Chrysanthi Unicode, Doulos SIL, Gentium, GentiumAlt, Code2000, TITUS Cyberbit Basic, DejaVu Sans, Bitstream Cyberbit, Arial Unicode MS, Lucida Sans Unicode, Hiragino Kaku Gothic Pro, Matrix Unicode; font-family: TITUS Cyberbit Basic, Code2000, Doulos SIL, Chrysanthi Unicode, Bitstream Cyberbit, Bitstream CyberBase, Thryomanes, Gentium, GentiumAlt, Visual Geez Unicode, Lucida Grande, Arial Unicode MS, Microsoft Sans Serif, Lucida Sans Unicode; =_=_ Polymorphing =_=_ Glass Glass is a material that appears in NetHack. Most glass items are fragile and break when thrown or subjected to certain kinds of blunt force. However, glass artifacts and gems are not fragile. < ref > gives all artifacts a 99% chance of resisting, then ensures that glass artifacts do not break. < /ref > =_=_ Vibrating square The vibrating square is the square where the invocation ritual is to be performed for entry into Moloch's Sanctum. It is always located on the penultimate dungeon level of Gehennom, which could be between levels 44 and 52. It is the lowest level that can be reached without performing the ritual; until the ritual is performed, there is no staircase leading down from that level. Only the Sanctum level has a higher dungeon level number. The square, once found, is automatically marked with a special map glyph . Confirm you are on the vibrating square level by checking that the floor is undiggable then read a scroll of gold detection while confused to quickly locate the vibrating square. You can also use a crystal ball. You must specify to search for traps; specifying will search for long worms instead. Another way to locate the vibrating square is to move over it, at which point you will get the message: "You feel a strange vibration under your < feet > .", or "You feel a strange vibration beneath you" if you are flying or levitating. This message will always occur if you walk on top of the vibrating square or jump (or hurtle) over it, but not if you are carried over it by an engulfing monster. There are no other special features of the square. The vibrating square cannot appear near the edge of the screen nor the staircase, because there must always be room for the ring of fire traps and moats to appear around it. Specifically, it will be at least five squares from the left and right sides of the map, at least four squares from the top or bottom, and not within a 23 & times;23 square area centered on the upstair. It will also not be in a straight line with the upstair or on the same square as a trap, although it may be on the same square as a boulder or other item. In this example map, the eligible places are marked with (). Red spots are too close to the edge, blue ones in line with the stairs, and yellow ones too close to the upstairs. You can mouse over the map to see what is wrong with some of the squares. In NetHack 3.4.3 and older versions, the vibrating square was not marked on the map, and it could not be sensed when jumping or hurtling over it. In NetHack 3.6.3 and older versions, the player could not teleport directly onto the vibrating square, and monsters would also avoid it. In SLASH'EM, the level with the vibrating square can have various types of borders instead of walls: clouds, lava, water, ice, or, worst of all, nearly indestructible iron bars. If you get any type of borders other than walls or iron bars, it is generally easier to scan the whole level line-by-line while levitating for the vibrating square. This is not quicker in game turns, since you are walking over more squares, and a careful speedrunner will still want to scan for the vibrating square normally. In the case of clouds and ice, however, this will not work. The vibrating square can be placed on one ice and cloud squares, presumably since they can be walked over, and the whole eligible region of the level must be searched, not just the "path." If the vibrating square is made of ice, this can be melted as usual, leaving the square underwater. UnNetHack has the player start feeling vibrations when they step within two tiles of the square, regardless of intervening walls, making the search process much easier. =_=_ Satiated =_=_ Invocation ritual Lighting the Candelabrum and ringing the Bell can be performed in either order, but the Book must come last. The Candelabrum will remain lit for much longer than the effect of ringing the Bell, so if you are concerned about being interrupted, it is slightly safer to ring the Bell second. However, ringing the Bell first has the advantage that it conserves one turn of light from the Candelabrum. If you plan on taking the Candelabrum with you—typically for jumping on the Astral Plane—remember to extinguish it after the ritual. Don't re-light it too often, as it loses half its remaining life span each time. All the objects involved in the ritual are unique and indestructible, with the exception of the candles. Any seven candles will do. Vlad's Tower is the only guaranteed source of candles in the game, but if the ones found there are used up or destroyed, more may be randomly generated, purchased from a shop, found in monster inventory, polymorphed from other tools, or even wished for if necessary. Performing the ritual will create the staircase down into Moloch's Sanctum over the vibrating square. It will also create a ring of fire traps around you, and a moat around the fire traps. The radius of the fire traps is one square and the moat is at four and five squares radius. It will also allow you to levelport into the Sanctum, which can bypass the graveyard and sometimes even put you right into the temple. The most important points to remember are that all three items must be non-cursed, and that the Book must be used last. Another way to remember the order of steps is to apply each item according to its depth in the dungeon: Bell (quest), then Candelabrum (Vlad's Tower), and finally Book (Rodney's tower). The Candelabrum makes an effective light source, shining one square further than a lamp, e.g. for jumping on the Astral Plane. The other two items have more marginal uses besides their high score point values. Lugging them around will not cause covetous monsters to steal them instead of your quest artifact. The blessed Book of the Dead can be used to pacify undead as a chaotic (even if illiterate). The charged Bell of Opening works as a wand of secret door detection to quickly enter Moloch's Sanctum, though it takes up to four charges to check all the walls of the Sanctum. Bell, Book and Candle is a Catholic excommunication ritual. However, the Book of the Dead draws from the ancient Egyptians, and the Candelabrum of Invocation draws from the menorah, the seven branched candelabrum of Jewish ritual. =_=_ Talk:Lessons learned the hard way This page should be cleaned up some, so that it doesn't look like a 14 year old girl's blog post. Remove the contributors. Generalize the lessons so that they're applicable to a wider audience (ie, instead of "don't throw food at non-tame dragons", it should be "don't throw food at non-tame pets"). Some of these are just plain stupid, and they exist only to relate "famous" stories on/about NAO. Is this the NAO wiki or the NetHack wiki? Remove them, if they're not applicable to a wide audience. Awaiting more feedback. This would be a big thing: want more than two people to comment here (ahem, people watching the recent changes list). Especially since one of those two people is me, and I might be completely off-base here. Anonymous opinions also welcomed btw, I sorta excepted the guy who's change I quoted to drop by this page :p. The modifications could be moved into a commentary section that follows each "lesson", call it "The Oracle's Take" or something. We could retain lessons in their original form, minus real factual inaccuracies, but still keep all the good work that's gone into improving the entries. I would hate to completely throw away all the good work that has gone into changing some of them. Especially since no one seems to have defined exactly how this page was supposed to be used in the first place. Alright, now we're getting somewhere. With a little Python I've collected all of the lessons on this page, as well as all of the various versions of them that have appeared throughout the page's lifetime (across all 195 revisions, so no need to worry about being unfair to the most recent editors) (some lessons have been modified as many as 5 times since they were originally added!). I've prepared a rough draft of the new lessons section on my talk page. What's left to do is: boil down the changes to commentary for all remaining lessons. =_=_ GreyKnight Based on the decision in, NetHackWiki:Community Portal#Style guide on sidebar; More admins and bureaucrats?, you are now a "sysop" = "administrator". This gives you access to a few extra wiki features to help maintain the wiki. It is one way of thanking you for your contributions to NetHackWiki. If you need help with something, you could check w:Help:Administrators' how-to guide or you could ask me, ZeroOne, or Jayt. --Kernigh 02:21, 8 September 2006 (UTC) On NAO, you ascended as number 7 on the score list with 1007555/1007555 HP? How the heck do you do that? Fredil Yupigo 23:14, 31 January 2008 (UTC) =_=_ User:GreyKnight =_=_ L (person) L is the nickname of a person who posts on RGRN and is a prolific patch-writer. He is not to be confused with the world's greatest detective of Death Note. Some of his patches include: =_=_ Bag =_=_ Oilskin sack The oilskin sack can hold items beyond the 52-character limit, much like the regular sack, with the exception that a noncursed oilskin sack will also protect its contents from becoming wet. A cursed oilskin sack only protects its contents two-thirds of the time. Oilskin sacks can be identified from the other types of bag by dipping them into a water source; this will produce the message "Some water slides right off the bag." They are also fairly easy price-identified - if you encounter a bag with a base price of 100zm that can be safely #looted, and no weight change occurs when stashing heavier items, then you have an oilskin sack. Combining an oilskin sack with a bag of holding is useful for obtaining both weight reduction and water protection, at the cost of slightly more tedium when accessing items in the nested bags; placing the bag of holding within the oilskin sack additionally protects the bag of holding from being cursed. Blessing the oilskin sack is advisable to give the bag a layer of protection from being cursed itself, especially once you approach the Plane of Water. =_=_ Wood nymph =_=_ Valley of the dead =_=_ Votd =_=_ Gaze attack Several monsters have "gaze attacks", which enables them to attack by glaring at you. You can protect yourself from these by blinding yourself in advance. Additionally, a blind or cancelled monster cannot successfully use a gaze attack. Blinding yourself is more reliable, however. A monster's gaze is also rendered impotent if it is invisible, provided the victim cannot see invisible. Finally, since 3.6.0, hallucinating has a 3/4 chance of protecting you from any gaze attack. =_=_ Category:Notable people =_=_ Nethack (IRC) Rodney is the bot which announces deaths on the #nethack@libera channel. He also has a simple database in which users can record useful information for each other; many good tips and advice are contained therein. =_=_ DeathOnAStick DeathOnAStick is a NetHack player. They are famous in the NetHack community for their year-and-a-half-long game on nethack.alt.org, from 2004-04-17 to 2005-11-27. They spent much of this time arduously polypiling rocks into gems and collecting pet giants to carry the abundant bags of gems for them. After killing the Wizard of Yendor on dungeon level 1 and despite already being at experience level 30, they drank a potion of gain level found on his corpse. It was cursed, as it turned out. Upon reaching the Plane of Earth, they desperately checked their inventory, and indeed they were carrying no gems. At this point, they went idle for 38 seconds. A few of their entourage of giants had been close enough to be dragged into the Planes with them, but they were either killed off or left behind at the inter-plane portals. Ultimately, the only gems DeathOnAStick had at their ascension were 2 dilithium crystals found on the Astral Plane. =_=_ Theft (attack) Some monsters have a theft attack. These include nymphs and monkeys, who steal items, and leprechauns, who steal gold. In addition, quest nemeses and the Wizard of Yendor will try to steal the Amulet of Yendor, the Invocation items, or your quest artifact. You can steal items by attacking a monster of the opposite gender as a foocubus. In addition, striking weaponless as a nymph will attempt to steal from your target, but will not make it hostile. (Both types of monsters will similarily try to steal items if they melee other monsters.) The high-level covetous monsters are quite a different lot. Most strategies how to deal with liches generalize quite well. The Wizard should get priority treatment. =_=_ Izchak Izchak is a special shopkeeper who runs the lighting store in Minetown. He has a slightly different conversational repertoire from other shopkeepers, and has a fixed gender (like tool shop owners, but unlike other shopkeepers), but is otherwise identical for game purposes. Izchak Miller was one of the founding members of the NetHack DevTeam. Professor Miller passed away on the 1st of April, 1994, at the age of 58, from complications due to cancer. The DevTeam put Izchak the shopkeeper into the game as a tribute, inspired partly by his work on the shopkeeper code. The character on the navigation imagemap on the NetHack site is also named after him. Although there are no special in-game penalties for doing so, many players consider it extremely poor form to kill this particular shopkeeper. The NetHack community itself is somewhat divided on this issue & mdash;in #nethack, it's rare to see someone reprimand another player for killing him (although most people try to avoid it); in RGRN, at least several vocal regulars will usually reprimand any transgressions; and the wiki itself sees a broad mix of editors' opinions. For extinctionist games, it is considered acceptable to leave Izchak alive -- there is no "official" definition of extinctionism, and most automated definitions, e.g. the ones used at the :/dev/null/nethack tournament, care only about the monster kill and born counters and extinction flag and thus do not require Izchak's death in particular anyway. Getting these up to their maximum values for shopkeepers can be done via repeatedly killing, resurrecting, and rekilling any shopkeeper; an extinctionist game would likely want to do this anyway to gain 120 or 255 shopkeeper kills. =_=_ Money =_=_ Izchak Miller Izchak Miller was a Professor of Philosophy who taught at MIT and Stanford, amongst other places, and was employed at Xerox PARC for a while. Izchak joined the DevTeam in 1986, at which time he was working at the University of Pennsylvania. He was, in fact, one of the founding members of the DevTeam, and was instrumental in synchronizing and arbitrating the team for a long time, up until the release of version 3.1.3. He personally wrote much of the shopkeeper code, as well as major contributions to prayer, alignments, and the version 3.1 rewrite of Gehennom. Izchak died on the 1st of April 1994 from complications due to cancer, at the age of 58. The DevTeam dedicated NetHack 3.2 in his memory and added a shopkeeper named Izchak, in addition to the already-existing random possibility for tool shopkeepers of the name Kachzi Rellim (an anagram of his name). It is considered very poor form to mistreat this particular shopkeeper, despite the extent to which his co-workers are maligned by everyone. Often, he is even spared by extinctionists. =_=_ Talk:Riders I think this was one of the few articles still lacking the standard monster template, so I've provided them. One thing I didn't do was add the "attributes" section, since that seems to be formatted rather than free-text, and darned if I could find a description of how the formatting is supposed to work. So I just added the line in the article: What happens when riders are engulfed? Can a purple worm take care of them for good since no corpse is left? DemonDoll 19:21, 31 May 2009 (UTC) Nothing. Again, when a gelatinous cube engulfs something (i.e. doesn't eat it), it really just picks it up. Although engulfing the corpse at all should be considered fatal/impossible (I believe this is the bug), the corpse still isn't considered organic and just gets picked up. Killing the cube will simply result in the corpse being dropped, like any other object in the cube's inventory. Digesting the cube has the same effect; the rider corpse will simply appear on the ground as if the monster had died normally with no corpse. However, what you can do is steal the corpse - the rider corpse will revive if you pick it up, but not if a cube picks it up. I've seen nymphs pick up corpses, but I haven't been able to confirm that a nymph will pick up a rider corpse. Stealing the corpse does not revive it, so you can then sacrifice the corpse from your inventory on the high altar. Of course this will require polymorph, killing the rider and quickly getting a cube to engulf it, and carrying the 1450 corpse to the co-aligned high altar. I believe this should be another method to permanently get rid of the riders, although it certainly won't be easy to do outside of wizard mode. -- Qazmlpok 20:10, June 9, 2010 (UTC) Technically yes, but when programmers say "==" they really do just mean "is". Similarly, you wouldn't interpret "coffee & & milk" as "is there coffee and milk?" but rather as an statement "both coffee and also milk". The sentence is being asserted, not questioned.Blackcustard 17:50, 1 January 2012 (UTC) Some unregistered user deleted a big chunk of text from the Mythology section. I took the liberty of undoing it. While it's only tangentially related to NH, the Mythology section is really set aside for this sort of fluff. If you're going to delete this much content from an article, at least make a note in the discussion justifying your actions (and make the effort to register an account). --Darth l33t 06:23, January 6, 2010 (UTC) What happens when a Rider corpse is in a gelatinous cube's inventory? Does it still have a chance to revive, or will it not revive until after the cube is killed? Also, I'm guessing you could also (semi-)permanently get rid of a Rider corpse by locking it in a chest, although that would require wishing for a chest. -Ion frigate 09:38, September 3, 2010 (UTC) I don't think we should enumerate all ways to destroy inventory items. That leads clutter. Just off the top of my head: How many levels do you need to drain before you can charm the Pesistlence and Faimine? I am on the Astral Plane right now. I've never tried permanently ridding myself of them before. It has always been a mad race to the appropite alter. Also how do you put a rider into a containr if touching them automatically revives them? Ndwolfwood Thanks. I polyed into a genetic egineer wielding a cockatrice corpse and I have tamed death as a gray ozze. I do't want to ascend wth any of them as my pet I want to kill them afte I've wiped out the astral plane. No good reason its just I never realized it was a possiblity. I'm goingto this method and see if it works. Whenever I get to this point in the game I am always kinda paranoid so it takes me several minutes for each move I make. I just realized this and petrifid one of the riders. My wand of wishing has no charges left. So I am going towait until I've cleared the level. I want to wish for a spellbook of stone to flesh. I'd like to break the riders statue and then cast stone to flesh to make meatballs. Will this work or will the rider comeback and/or I will die from eatng the meatballs? I kinda want to kill them off permanently for all the misery they've caused me over the years. Obviously I suppose I could see if my pet necrmancer will at them but I'd rater to it myself. Success, I killed everybody but the High Priest of Offler. The I smashed all the riders stautues and cast stone to flesh. Before I ascended me and my pet dog and pet necromancer divied up a pile of rider meatballs and then achieved immortality. Thanks for he help guys. Ndwolfwood I just locked Famine into a box via the gelatinous cube method. After I recieved the message you feel less hassled I unlocked the box as a experiment. Famine will not come back from the dead and you can pick up his corpse. I ate his corpse after experiementing for a while to see if he would come back. It made me deathly ill (I was wearing a amulet of life saving to be safe) but that was cured with a unicorn horn. I am pretty sure that the riders corpes act like a normal corpse after you have recieved the message you feel less hassled. Does anyone know how many rounds it takes for the corpse to rot away?Ndwolfwood 06:57, 9 January 2011 (UTC) Does the you feel less hassled allow you to take the rider out of the box with it ressurecting? Or is it the fact that the rider is in a box which allows you to place it in your inventory and the you feel less hassled message only indiactes the rider will not ressurect unless it is dropped and then disturbed? Its odd you can take it out of the box, drop it and the rider will still rot away. I wonder what the logic is behind that?Ndwolfwood 20:18, 9 January 2011 (UTC) In vanilla, is there any reason you couldn't drain and then polymorph Famine and Pestilence? I realize if you could do that you might as well tame them, but I was wondering if it was at all possible. -Ion frigate 20:42, 8 December 2011 (UTC) There are a number of famous and now-public domain images of the four horsemen of the Apocalypse. In particular, I was thinking of this image, which shows (left to right) Death, Famine, War, and Pestilence. It's free enough to be used on a Wikipedia page, so it should be good enough for here. The question, of course, is do people think this article would benefit from an image? The importance of the Riders in the game combined with their well-known mythology makes me think they would, but I'd definitely like others' opinions before I do anything. -Ion frigate 06:08, 26 February 2012 (UTC) A lot of strategy on this page needs to be redone. Monsters can't block the riders from getting to you anymore (tame, peaceful, or hostile, it doesn't matter), so things like jelly forts, taming lots of monsters, acid blob spam (No idea if this can stop their revival or not) etc aren't usable strategies anymore. Boulders will block the riders, and they use doors normally. I don't know of any other methods of blocking them. I don't think displacement slows them down any, but I'm not certain. I think it functions just like normal movement, and works 100% of the time (unlike players displacing pets). As an aside, there is code to allow tame monsters to displace others, as far as I can tell, but it doesn't actually work, and a tame rider won't ever try to displace a monster. -- Qazmlpok (talk) 03:01, 22 December 2015 (UTC) I was playing a Valkyrie riding Carroll, a Jabberwock steed, through the end game. I was fighting Famine on the Astral Plane. Every so often, Famine would attack my Carroll. I noticed that Carroll was not dying, and I was not getting messages about hunger damage to Carroll. Looking more closely with my stethoscope, Carroll was not even losing hit points! (Famine was, though, and Carroll actually killed Famine.) I verified this in wizard mode with a Jabberwock steed and again with a pet Archon (created from a figurine and allowed to pick up 10 blessed potions of gain level). =_=_ The Four Horsemen of the Apocalypse =_=_ Talk:The Four Horsemen of the Apocalypse =_=_ Death =_=_ Rider =_=_ Four horsemen of the apocalypse =_=_ The four horsemen of the apocalypse =_=_ Nutrition Comestibles are the main source of nutrition. ating increases your nutrition (equivalently, decreases your hunger) by a set amount. For example, a non-rotten food ration grants 800 units of nutrition (rotten food only gives 50% of its usual nutrition). If polymorphed into a metallivore, metal objects can also be eaten for nutrition. On the status line, your hunger is displayed if you are anything other than "Not hungry". The following table lists the hunger states and the corresponding amount of nutrition remaining. The minimum in the table above is & minus;100 & minus; (10×Con). For a Con:18 character, that's & minus;280. You can choke if you eat while satiated, and you will not reliably get a warning. If your nutrition is 1500 or more, you may get a warning that you're having a hard time getting the food down. If you continue to eat, you risk choking to death. Sometimes NetHack will give you an option to "Stop eating? (yn) < y > ". If you continue to eat, you risk choking. If you select and eat something else, you will usually immediately choke. In precise terms, you choke if and only if you would be oversatiated after the meal and you were already satiated before the meal, or if you eat an amulet of strangulation. Here, "before the meal" refers to before this individual food item, i.e., interruptions do not make a meal unsafe as long as you do not eat something else in between and you do not save and restore the game. You cannot choke to death if you possess magical breathing & mdash;instead you will "stuff yourself, then vomit voluminously", losing 1000 points of nutrition. This also has a 1/20 chance of occurring anyway when you would otherwise choke but do not possess magical breathing. Magical breathing can be gained extrinsically from the amulet, intrinsically through eating the amulet or else polymorphing yourself into a creature with unbreathing. While weak, your strength is decreased and abused. While fainted, you are vulnerable to attack as if paralyzed. Being satiated abuses dexterity, as well as wisdom for Monks. Monks also exercise wisdom while weak from hunger, but still abuse strength as with other roles. Being "not hungry" (which technically includes the state of being "hungry", but not "weak") exercises constitution. Occasionally, while hungry you will receive the message "(player class) needs food badly!" (This message always occurs when you become weak if playing as a Valkyrie, Wizard, or an elf of any class.) This is a reference to the series of Gauntlet dungeon crawler arcade games, where food is usually a far more pressing issue since it is a healing item; the games' narrator will boom the same message when your player is dying. All of these sources stack, so it is possible to burn nutrition at up to 320% of the normal rate. Note that 'turn' refers to game turn, not movement turn. The nutrition is lost as the turn counter advances, not as you move. Attacking a monster uses the same amount of nutrition you'd consume on a whole turn, in addition to the normal hungering. For this purpose, attempting to move into the same square as a monster counts as an attack, even if, e.g., the monster is a pet which you displace. Since NetHack 3.6.0, declining to attack a peaceful monster when prompted does not consume nutrition. The command never incurs this extra hunger. Spellcasting without hungerless casting or reduced-hunger casting (both of which are granted only to high-intelligence wizards) incurs a hunger penalty, unless the spell is detect food, which costs 0. The base penalty is ten times the level of the spell you're casting. Spellcasting with the Amulet of Yendor incurs an additional d(spell level * 4) hunger penalty (which is also affected by wizard hunger reduction). Teleporting at will uses 100 nutrition; teleporting using a trap or the spell does not use any additional nutrition outside of the cost of the spell in the latter case. All pets, except for inediate pets, require nutrition to stay alive, though 2 & ndash;8 times less than the player, depending on its size. Carnivorous and omnivorous pets will generally kill enough monsters on their own to be able to live off the corpses of the monsters they kill. Herbivorous pets have a harder time, since the majority of monsters do not leave vegetarian corpses. However, fruit and vegetable items such as apples, carrots, melons, and so on provide a herbivorous pet with many more turns of nutrition than they provide to you. It is thus optimal to save these items for a herbivorous pet, if you have any, rather than consuming them yourself. Feeding also affects the tameness and apport of a pet. Starvation is a common cause of death during the early stages of the game. Here are some tips for maintaining a healthy caloric intake. This discussion concerns only quantitative aspects of nutrition; for a more sophisticated overview of the relative qualitative advantages of different types of food, see the article on food. The most basic advice is, of course, to eat - always pick up and retain non-perishable comestibles where possible. Monster corpses are perishable, so when a monster dies, eat its corpse immediately if the corpse is safe to eat. Novice players often forget to eat corpses when the opportunity presents itself, and end up dying of starvation as a result. However, don't eat too much, as this may abuse dexterity and there is the risk of choking to death. You will also want to avoid overeating if you still lack some intrinsics that you'd like to get from eating corpses. Your pet, if you have one, will often eat monster corpses before you have a chance to get to them. To mitigate this problem, stand next to the monster while your pet is fighting, and pounce on the corpse afterwards. This works best if you are fast or if you can whistle away your pets; you can also kill another nearby monster. Inediate pets will not cause this problem. Once you reach either Minetown or Sokoban, you will most likely encounter a lot of food; Minetown often has a deli of some sort, and most randomly generated items in Sokoban are comestibles. Some players prefer to descend quickly to either destination for a lasting supply of food. Generally speaking, Minetown is easier to reach if you are playing a dwarf or a gnome, and Sokoban is easier otherwise. If you have the stone to flesh spell, you can cast it on boulders to turn them into huge chunks of meat, which provide 2000 points of nutrition. Healers are guaranteed to start with this spell. In an emergency, if you are not trying for an atheist conduct, you can pray while weak to restore your nutrition status, provided that it is safe to pray. Since all games start with an initial prayer timeout of 300 turns, this means that, unless you do something out of the ordinary (such as receiving a wish), you can always pray safely after 300 turns. However, prayer is a very useful tool, which you may want to save for other things. Before NetHack 3.6.1, being fainted did not reduce energy consumption (only being asleep did), and to compensate, the nutrition threshold at which you starved to death was double its current value. =_=_ Hungry =_=_ Weak =_=_ Fainting =_=_ Fainted =_=_ Starved =_=_ Choking =_=_ Mine Town =_=_ E-word =_=_ Wand of fire Zapping the wand in a given direction emits a ray of fire that does 6d6 damage to non-fire resistant targets, and does an additional 7 damage if the monster is cold resistant; potions may boil, scrolls and spellbooks may burn, and organic armor may smoulder. monsters hit with a ray of fire may . The ray bounces when it hits walls or targets with reflection, and may melt any squares of ice it travels over. The wand of fire is a useful offensive item against most monsters, although it can prove just as deadly to you, especially in the early game where you most likely have not found a means of reflection or fire resistance. A wand of fire is a popular means of engraving Elbereth; in 3.6.1 and later releases, as well as 3.4.3 and variants based on it, such engravings are permanent and can only be removed by making it vanish (with a wand of cancellation or make invisible), teleporting it, polymorphing it, or overwriting it (with a wand of lightning or wand of fire). In an emergency, the wand can also save you from sliming - though it may also damage your armor and inventory, it is much preferable to ending your game as a slime. =_=_ Wand of lightning Zapping the wand in a given direction shoots a ray of lightning, dealing 6d6 damage to non-shock resistant targets; it also blinds targets in its line of fire for d50 (more) turns with a cap of 127, < ref name="blind" > , Zap.c#line1914, Zap.c#line3028, zap.c#line3465 < /ref > and may destroy any rings, wands or amulets in their inventory unless they have reflection. The ray bounces when it hits walls or targets with reflection; being hit by a rebound will blind you for (ulevel/2+1)d50 (more) turns. < ref name="blind"/ > Only the ring of shock resistance and the wand of lightning itself are immune to destruction by shock damage, e.g. chest traps, a returning Mjollnir, energy vortices or electric eels. In the event you zap yourself with a wand of lightning, you are blinded for 0-99 (more) turns. < ref name="blind"/ > Applying a wand of lightning to break it creates an explosion that deals quadruple the normal damage of applying other wands to yourself and all monsters surrounding squares. Your inventory is subject to the same effects as though you were zapped with the wand, i.e. your rings and wands may explode. Wands of lightning are a powerful offensive item since they few monsters resist shock; however, it is especially annoying when a soldier or another monster surprises you with a bolt that destroys your only ring of slow digestion. Reflection is naturally the best defense against monsters with wands of lightning, but it also helps to have a means of curing blindness (e.g. a unicorn horn), as well as a means to safely stash your magical items. =_=_ Wand of cold Zapping the wand in a given direction will shoot a ray of ice that deals 6d6 damage to non-cold resistant targets and possibly freezing any potions in their inventory, destroying them. The ray bounces when it hits walls or targets with reflection, and freezes any moat of water it travels over into ice; it will not affect potions left on the ground. Engraving with a wand of cold will cause a few ice cubes to drop from the wand; this message is unique to the wand, but does not auto-identify it. Doing so over a burned engraving will make it vanish. Applying a wand of cold to break it will create a damaging magical explosion of cold in a 3×3 square centered on you. See breaking wands for details. The wand of cold can be especially deadly against vulnerable monsters if you have a means of rebounding or reflecting the ray back at them. A wand of cold can also be used to retrieve any of the invocation items from moats of water or lava by freezing it; the invocation item will then appear on top. In scenarios where a player lacks levitation or water walking boots, a wand of cold with sufficient charges can be a good choice if you need to cross water - try to make the shortest ice bridges possible in order to conserve charges. The ice will prove slippery, and may potentially melt away, raising the possibility of being stranded (although the ice may become permanent instead). Additionally, be careful of monsters with fire attacks! In the event of much larger crossings, such as Medusa's Island in most cases, zapping a wand of digging downward is usually a better idea. You might even choose to continue to the Castle, collect its loot and the wand of wishing, and come back up through Medusa's downstair with better equipment; < ref > A ttyrec about the Castle drawbridge by Eidolos < /ref > very rarely, you may want to head even further down to Vlad's Tower for the guaranteed water walking boots. =_=_ Frost horn =_=_ Charge =_=_ Charging Some items, like wands, magic harps, horns of plenty, brass lanterns and the Bell of Opening are only effective for a finite number of uses. Each potential use is called a charge, and charging is the process of adding more charges to an item. The most common methods of charging are the scroll of charging and the Platinum Yendorian Express Card. Such items are shown with two numbers at the end of their description when fully identified, e.g. < tt > a wand of magic missile (0:5) < /tt > . The first number is how many times the item has been recharged, and the second is the number of charges remaining. The recharge counter stops at < tt > (7:y) < /tt > , though the item can still be recharged further if applicable. A discharged item is < tt > (x:0) < /tt > , and a canceled item is < tt > (x:-1) < /tt > . Repeated charging is potentially problematic. A wand charged more than once might explode; this is why nearly all players reduce a wand to 0 charges before charging it. A wand of wishing charged the second time always explodes; thus players with a wand of wishing (1:0) should always wrest the last wish (zap the wand repeatedly) instead of charging. thumb|n < sup > 3 < /sup > / 343If a wand has been recharged at least once before, there is a chance it might explode, destroying itself. A wand of wishing always explodes if recharged more than once. For other wands, the chance of an explosion is < tt > n < sup > 3 < /sup > & nbsp;/ & nbsp;343 < /tt > , where < tt > n < /tt > is the number of times the wand has been recharged before. This is summarized in the following table: An exploding wand deals between < tt > 1 < /tt > and < tt > 2(maxhp+1)/3 < /tt > damage, so don't risk it if you're below full HP or in a place that isn't safe. Blessed charging picks a number of charges between the wand's natural maximum charges and < tt > (max & nbsp;charges & nbsp; & minus; & nbsp;4) < /tt > inclusive, with all values having equal probability, excluding wands of wishing for which 3 is always chosen. < ref name="charge_target"/ > This is summarized by the following probability table: Uncursed charging chooses a number in the same way as blessed charging, then reduces the number to a value between 1 and the chosen number inclusive. The net result is summarized by the following probability table: For both blessed and unblessed charging, the wand's number of charges is set to the chosen value. If the wand already has that many charges (or more), it instead gains one charge. If this extra charge brings a wand of wishing to more than 3 charges, it explodes. (Other wands glow blue if charged beyond their natural maximum, but suffer no ill effects.) Cursed charging sets the wand's number of charges to 0, unless the wand itself is blessed. This happens even if the wand was at < tt > (x:-1) < /tt > , i.e. it was canceled. Rings with numerical enchantment levels & mdash;namely, adornment, gain strength, gain constitution, increase accuracy, increase damage, and protection & mdash;may be charged to alter their enchantment. Before the ring is charged, there is a chance it might explode. A +n ring has an probability of exploding if 0 < n < 7, or a 100% probability if n & le; -5 or n & ge; 7. An exploding ring deals 1d(3 & times;|n|) damage to the player. If the ring does not explode, its enchantment is updated according to the scroll's BUC, with blessed charging adding 1 & ndash;3 points, uncursed charging adding 1, and cursed charging subtracting 1 & ndash;2 points. oil lamp, brass lantern 750 1500 1500 Dipping an oil lamp in a potion of oil also fills it to 1500, though this is not magical charging. The confused effect only applies to the scroll of charging. Invoking the Platinum Yendorian Express Card while confused still produces the regular charging effect. =_=_ Magic harp The magic harp can be charged an unlimited number of times; it gains 1d4 charges with an uncursed scroll of charging, or 2d4 with a blessed scroll, and can hold a maximum of 20 charges. Mouse over to see minimum XL to affect each position. Red corresponds to levels 1-9, blue to 10-19, green to 20-29. =_=_ Wand of ice =_=_ Rubber chicken =_=_ NetHack encyclopedia The NetHack encyclopedia is NetHack's built-in database of information about in-game monsters, objects and features. It can be accessed using the what is command: , and then choosing not to specify an unknown object by cursor. You can then type in the name of anything you like. Some entries, like that for the mind flayer, are written by the DevTeam as explicit explanations of what the monster does. Others, such as that for lich, are cryptic, in the form of a literary extract. Be warned that these are not always an accurate guide to NetHack's version of the monster/object. The encyclopedia is stored in the < tt > data.base < /tt > file in the dat folder, in text format. On a Windows machine, it can be opened with WordPad (Notepad will not correctly display the line returns, resulting in a jumble of text). Instructions on editing the file can be found at the top. Once you've edited the file, you will need to recompile it. The normal nethack build procedure will do this. =_=_ Option =_=_ Dungeon level The dungeon level is displayed to the far left of the status line. You start the game on dungeon level 1, where it might read: Some game mechanics, such as the type and difficulty of monsters generated, are affected by the current level difficulty. Normally this is the same as the dungeon level, but in branches such as Sokoban that go upwards, level difficulty increases as depth decreases (the further you are into the branch). However, if you are carrying the Amulet, the level difficulty is always the depth of the deepest level you have reached (i.e. the Sanctum). Furthermore, if you are in the Planes, this figure is increased by half your experience level (rounded down). =_=_ Dl =_=_ Dlvl =_=_ Status lines The status lines are, in the TTY, MS-DOS and Windows window ports, the bottom two lines of information on the NetHack screen. Other window ports have different status areas, but they all show more or less the same information. Wizard the Candidate St:18/03 Dx:13 Co:8 In:9 Wi:15 Ch:9 Chaotic =_=_ Status line =_=_ Category:Tournaments =_=_ Category:Extended commands =_=_ Category:Development If an article could be written in a non-NetHack context, it belongs here. Examples: grep, OpenBSD. If an article only makes sense in a NetHack context, but does not involve the source code, then it belongs here. Examples: DevTeam, Wizard mode. Otherwise, if it is related to the NetHack source code in some way, it belongs in :Category:Annotations. Examples: Des-file format, Dungeon.def format. =_=_ You feel clumsy =_=_ You feel agile =_=_ Agile =_=_ You haven't been working on your reflexes =_=_ You must have been working on your reflexes =_=_ Cheat =_=_ Guis =_=_ User interface NetHack's user interface is primarily ASCII. Graphical interfaces based on tiles are available for nearly all platforms, and some platforms have exotic interfaces such as Falcon's Eye, Vulture's Eye and glHack. Even using only ASCII, the curses interface provides much of the convenience normally associated with windowing systems. It is available on the public server NAO. Font size and some other aspects of NetHack's user interface are actually configured in your terminal emulator, e.g. on Windows: PuTTY or the default terminal (aka command prompt). =_=_ Phases of the moon =_=_ Websites =_=_ NetHack Patches =_=_ Phase of the moon =_=_ NetHackWiki:How to help Because this is a wiki, anyone can edit and change almost any page. However, to help make NetHackWiki a useful and interesting place for NetHack players, we ask for you to: =_=_ You hear water falling on coins =_=_ You hear the footsteps of a guard on patrol =_=_ Footsteps =_=_ Footsteps of a guard on patrol =_=_ Sound =_=_ Sounds =_=_ Welcome message When you start a new game of NetHack, or restore a saved game, or receive mail, or enter a shop, you are greeted: For some classes "Hello" is replaced by a translated greeting < ref > role.c#line1448 - the < code > Hello() < /code > function There are also translated versions of "Goodbye" < ref > role.c#line1473 - the < code > Goodbye() < /code > function =_=_ Gold pieces =_=_ Doorway =_=_ You hear someone counting money =_=_ Someone counting money =_=_ Touchstone The touchstone is used to identify gems by applying the touchstone or rubbing a gem on it. A blessed touchstone will immediately identify the gem, as will an uncursed one in the hands of an archeologist or gnome; this includes both worthless glass and other gray stones, and will also auto-identify the touchstone. A non-blessed touchstone will merely distinguish glass from gems; valuable gems will leave streaks of the gem's color, while glass will leave scratch marks. A cursed touchstone has a chance of shattering gems that are rubbed on it. Rubbing an iron item on the touchstone will produce a signature "scritch, scritch" noise, which is the most reliable means of identifying the stone. Rubbing any gem on the touchstone will produce the same noise as the result if you are blind. They can also be identified by price, being the only gray stone with a 45 base price. Blessed touchstones allow you to sell fully identified gems for full price and get the full luck bonus for throwing them to unicorns. For uncursed touchstones, if you formally identify glass from watching the messages, you should type-name the glass before discarding it to avoid the need for redundant testing. You may then use a scroll of identify to formally identify the valuable gems if you do not wish to bless your touchstone. Rubbing a gem or glass on any other gray stone will make colored scratch marks. Therefore, rubbing a gem or glass on an unidentified gray stone can identify a touchstone (colored streaks or scratch marks) from other gray stones (colored scratch marks). An unidentified touchstone can be used to distinguish metal objects from non-metal objects using the aforementioned signature noise, but this strategy is somewhat obscure and of limited use. Gauntlets of power and kicking boots are the only items in the game that can be distinguished in this way; itt can potentially serve some use in narrowing down the identity of other gloves or boots. =_=_ Archaeologists =_=_ Gems =_=_ NetHack 3.0.4 NetHack 3.0.4 is the ninth public release of NetHack and the fifth by the DevTeam. Izchak Miller published it to the Usenet newsgroup comp.sources.games and the moderator approved it in September 1989. The NetHack 3.0 series is notable for its frequent releases, and NetHack 3.0.4 came out only weeks after NetHack 3.0.3. This is perhaps because NetHack 3.0.0 so vastly expanded the game that it contained many bugs. The dungeon in NetHack 3.0.4 has no branches; there is one way up and one way down. The first 25 levels or so consist of rooms, and beyond that, the adventurer encounters the Castle and then mazes. The deepest dungeon level is 50. Medusa appears as on the down-stairs of the level before the Castle. She does not have a special level, and is thus a snare for the unwary adventurer. Dungeon levels below the Castle are designated as "Hell". Entering hell without fire resistance, or losing it once there, is an instadeath. This may happen by taking off an item that confers fire resistance (ring of fire resistance or red dragon scale mail), losing one's polymorph, or by being hit by a gremlin. One may still be saved if he has some other source of fire resistance. These levels have only up-stairs, and the only way to proceed beyond the first level after the Castle is by level teleportation. The Amulet of Yendor is found in the posession of the Wizard of Yendor in a maze level. He is in a small room in the center of the maze, surrounded by water and accompanied by a hell hound and a vampire lord. Fake Wizard rooms contain a random demon prince instead of the Wizard and a fake Amulet. If all demon princes have appeared, a demon lord appears instead; if all demon lords have appeared, the room contains a random ordinary demon. All eight modern named demons exist, but their modern lairs do not. A wand of wishing is guaranteed in the Castle, in its modern position; but it lies exposed on the floor instead of being protected by a chest and Elbereth. When ascending from level 1 with the Amulet of Yendor, one is transported immediately to the Astral Plane; the Elemental Planes do not yet exist. The Astral Plane is different from the modern game, having mazes and powerful monsters instead of the denizens of the modern version. As NetHack 3.0.4 is the first version that can show monsters in color, given support on the given platform, this is the first article that will use the color templates to show the symbols. Starting with this version, each object will be shown with its symbol, to show the color that the player will see. Keys have shapes that fit specific locks on chests and large boxes; the skeleton key fits all locks and can also open doors. Potions in NetHack 3.0.4 have randomized appearances (except for water), occurring as one of . They are: The method of obtaining holy or unholy water is different from modern versions. One drops a potion of water on an altar and it immediately becomes blessed, uncursed, or cursed for lawful, neutral, or chaotic altars, respectively. Spellbooks in NetHack 3.0.4 have randomized appearances, occurring as one of . They are: Rings in NetHack 3.0.4 have randomized appearances, occurring as one of . They are: Blinding and acid venom (both ) are also listed as objects, but they only exist while in flight, or when a wizard mode wish requests them. =_=_ You feel healthy =_=_ You feel a mild buzz =_=_ Arrow The character must wield a bow and then throw arrows for them to be most effective. This process can be streamlined by quivering arrows and then using the fire command, but this is simply a convenience and is not necessary. However, crossbow bolts will not be fired from a wielded bow—they must be used with a crossbow instead. The range for an arrow is < math > \lfloor \frac{Strength}{2} \rfloor +1 < /math > when you are wielding a bow, and < math > \lfloor \frac{Strength}{4} \rfloor < /math > when you are not: The number of arrows shot at once depends on the character's bow skill. You will shoot 1 arrow at a time at unskilled or basic skill, up to 2 arrows at skilled, and up to 3 at expert. There is a +1 bonus to this counter for rangers, and an additional +1 for elven characters shooting elven arrows from an elven bow, orcish characters shooting orcish arrows from an orcish bow, and samurai shooting ya from a yumi. This means, for example, an elven ranger using elven arrows and an elven bow can fire up to 5 arrows at once. The average damage calculations in the following table do not include bonuses from weapon skills or from using a blessed weapon against undead or demons. However, these bonuses apply per arrow, so they may cause far more damage than when attacking in melee. =_=_ Template talk:Weapon We tried using this template on the unicorn horn page, and it worked perfectly except that the object is ( and not ). So I added a new optional parameter "glyph", so I could set glyph=(. The only other page that would use it is pick-axe. --Kernigh 18:29, 23 September 2006 (UTC) =_=_ Arc =_=_ Arcs =_=_ Archeologists =_=_ Giant mimic =_=_ Orange dragon The orange dragon, , is a monster that appears in NetHack. It has a younger form in the baby orange dragon, . The orange dragon has sleep resistance both intrinsically and from its scales, and its breath weapon fires a ray of sleeping gas. Its corpse gives sleep resistance. Players will not see baby orange dragons through normal random monster creation outside of aligned branches and levels such as the Oracle and Sokoban, and they can also be hatched from dragon eggs. Adult orange dragons start appearing around the midway depths of the dungeon; orange dragons can be generated in throne rooms as early as dungeon level 15, and may appear when a throne at this depth or lower is looted. Orange dragons can be generated if a lawful spellcaster casts the summon nasties monster spell. Orange dragons have a of dropping a set of +0 uncursed orange dragon scales along with their corpse ( if the dragon was revived). Orange dragons can be especially dangerous if you have not yet obtained sleep resistance - being hit by the breath attack can render you asleep for up to a maximum of 100 turns, but the dragon and any other monsters present may not need that long to tear into you. If you have sleep resistance and/or reflection, however, you have nothing to fear from the attack and can use whatever ranged options you have at your disposal to bring the beast down. NetHack 2.3e introduces the orange dragon along with all of the other modern dragon types and their breath weapons, except for silver. NetHack 3.0.0 introduces baby orange dragons alongside the other baby dragons. This version also distinguishes all color dragons, their younger stages and their corpses, and introduces dragon scale mail. NetHack 3.1.0 introduces orange dragon scales along with the other colors, as well as the current method of obtaining dragon scale mail. As with all other dragons in SLASH'EM, baby orangedragons have a base level of 4 instead of 12, and can be encountered via random generation in ordinary levels with a frequency of 2; they are also eligible for creation on many levels that generate random on level creation. Adult orange dragons have a base level of 18 instead of 15. =_=_ Elf mummy =_=_ Dwarf zombie =_=_ Zombie Members of the zombie monster class are undead creatures often found in graveyards or in the main dungeon. Zombies leave corpses that are already old, so they are unfit for sacrificing (except for same-race sacrifices). They are also likely to be tainted even if eaten immediately. You can tin a zombie's corpse to attempt to gain whatever intrinsic would normally be added by consuming a normal corpse of the same monster type. More dangerously, eating a zombie corpse and then curing the sickness is also possible. These monsters are coveted by neutral protection racketeers because they provide a boost to alignment record with only minimal gain in experience. This is helpful to improve the outcome of prayer without gaining unnecessary levels. This is true for lawful protection racketeers as well, though their options are so < !--common-- > common that it's rarely an issue. Orc zombies, along with orc mummies and other live orcs, are detected by Sting when wielded. Strangely, they may also appear among the named orcs that can be found in the Gnomish Mines and other levels in a game that has the Orcish Town variant of Minetown, and will even be generated carrying the appropriate loot. Elf zombies leave old elf corpses. These may be tinned and then eaten for the sleep resistance intrinsic, which they have a 67% chance of giving. The high chance comes from the fact that the base level of the elf monster is considerably higher than other base race monsters. If you have an immediate means of curing food poisoning but no tinning kit, it may even be worth it to eat one raw. Also, dNethack zombies can now rise from the dead similar to GruntHack zombies. However, they lack the sickness inducing bite. All non-undead will attack zombies on sight. Any monster killed by a zombie will eventually revive as one if a corpse is left, however the player will not (as of yet). Zombies in FIQHack can be much more dangerous to the inattentive or careless player. First, zombies can revive other corpses. If there is a zombie variant of the corpse, it will become a zombie of that type. If there is not a zombie variant of the corpse, it will become an enslaved monster. This is indicated by the use of 'enslaved' in messages, for example 'the enslaved kitten hits!' Zombification disease can be cured similarly to other sickness (a unicorn horn is very helpful!). Note it is considered a major trouble for the purposes of praying. The zombie is a mindless animated corpse. It originates from Haitian folklore. The etymology comes from African or Caribbean creole of related concepts. =_=_ Amethyst =_=_ Mirror Applying a mirror to a monster can scare it; this only works if they can see it, i.e. they are not eyeless or blind, and you must not be invisible (unless the monster can also see invisible). There is an 80% chance of the foe fleeing for 2d4 turns, unless one of the special cases below occurs. Humanoid foes and unicorns are not fooled by a mirror and won't be frightened. A cursed mirror only works half the time; the rest of the time it will "fog up" instead. Applying a mirror to a nymph or a foocubus (a succubus in 3.4.3) will not scare them; instead, the monster will steal the mirror and teleport away. Breaking a mirror gives a & minus;2 penalty to Luck. Hitting a monster with a wielded mirror will cause it to break and deal one point of damage; this damage also applies to shades, < ref > < /ref > though this is not particularly useful. Common uses of a mirror include applying it to monsters with gaze attacks, such as floating eyes, umber hulks and Medusa, in order to reflect them. However, it will not reflect the gaze of Archons, pyrolisks, or Baalzebub. As nymphs are often generated with mirrors, it is a bad idea to attack them with spells of or any wand of striking. Mirrors can be used against nymphs and foocubi to prevent the theft of more desirable (and possibly dangerous) items and/or unwanted removal of armor. The Luck penalty for breaking a mirror can be used to intentionally lower your Luck to prevent getting crowned while praying. Applying a mirror at yourself will often produce YAFM, particularly if you are polymorphed. If more than one of the conditions apply, the message corresponding to the one that is highest on the list will be displayed. The Magic Mirror of Merlin is the only artifact mirror in the game. It cannot be broken like a normal mirror, as all artifacts are immune to breakage. It can, however, be stolen by a nymph or foocubus if applied at them, so doing so is a bad idea. =_=_ Looking glass =_=_ You feel especially healthy =_=_ You feel a momentary chill =_=_ You be chillin' =_=_ You be chillin =_=_ You feel wide awake =_=_ You feel full of hot air =_=_ You feel totally together, man =_=_ You feel very firm =_=_ You feel grounded in reality =_=_ Your health currently feels amplified =_=_ You feel centered in your personal space =_=_ You feel in control of yourself =_=_ You feel diffuse =_=_ You feel very jumpy =_=_ You feel in touch with the cosmos =_=_ You feel a strange mental acuity =_=_ Strange mental acuity =_=_ Jumpy =_=_ Firm =_=_ Hot air =_=_ NetHack 3.0.5 NetHack 3.0.5 is the tenth public release of NetHack and the sixth by the DevTeam. Izchak Miller published it to the Usenet newsgroup comp.sources.games and the moderator approved it in October 1989. The original Usenet posts are available from the Internet Archive, and are linked below. These files come from a copy of a two CD-ROM set archived at the Internet Archive. It is titled "Usenet (InfoMagic)," but it contains a copy of the old UUNet archive. You can click on the links, but to get the complete archive, copy and paste to a script for wget. The NetHack 3.0 series is notable for its frequent releases, and NetHack 3.0.5 came out only weeks after NetHack 3.0.4. This is perhaps because NetHack 3.0.0 so vastly expanded the game that it contained many bugs. The dungeon in NetHack 3.0.5 has no branches; there is one way up and one way down. The first 25 levels or so consist of rooms, and beyond that, the adventurer encounters the Castle and then mazes. The deepest dungeon level is 50. Medusa appears as on the down-stairs of the level before the Castle. She does not have a special level, and is thus a snare for the unwary adventurer. Dungeon levels below the Castle are designated as "Hell". Entering hell without fire resistance, or losing it once there, is an instadeath. This may happen by taking off an item that confers fire resistance (ring of fire resistance or red dragon scale mail), losing one's polymorph, or by being hit by a gremlin. One may still be saved if he has some other source of fire resistance. These levels have only up-stairs, and the only way to proceed beyond the first level after the Castle is by level teleportation. The Amulet of Yendor is found in the posession of the Wizard of Yendor in a maze level. He is in a small room in the center of the maze, surrounded by water and accompanied by a hell hound and a vampire lord. Fake Wizard rooms contain a random demon prince instead of the Wizard and a fake Amulet. If all demon princes have appeared, a demon lord appears instead; if all demon lords have appeared, the room contains a random ordinary demon. All eight modern named demons exist, but their modern lairs do not. A wand of wishing is guaranteed in the Castle, in its modern position; but it lies exposed on the floor instead of being protected by a chest and Elbereth. When ascending from level 1 with the Amulet of Yendor, one is transported immediately to the Astral Plane; the Elemental Planes do not yet exist. The Astral Plane is different from the modern game, having mazes and powerful monsters instead of the denizens of the modern version. Keys have shapes that fit specific locks on chests and large boxes; the skeleton key fits all locks and can also open doors. Potions in NetHack 3.0.5 have randomized appearances (except for water), occurring as one of . They are: The method of obtaining holy or unholy water is different from modern versions. One drops a potion of water on an altar and it immediately becomes blessed, uncursed, or cursed for lawful, neutral, or chaotic altars, respectively. Spellbooks in NetHack 3.0.5 have randomized appearances, occurring as one of . They are: Rings in NetHack 3.0.5 have randomized appearances, occurring as one of . They are: Blinding and acid venom (both ) are also listed as objects, but they only exist while in flight, or when a wizard mode wish requests them. =_=_ GlHack glHack is a port of NetHack 3.4.3 which uses OpenGL to display the interface. It supports ASCII mode, 2D tiles mode, and 3D tiles mode in cavalier perspective. =_=_ You hear someone cursing shoplifters =_=_ You hear the chime of a cash register =_=_ You hear Neiman and Marcus arguing =_=_ NetHack 3.0.6 NetHack 3.0.6 is the eleventh public release of NetHack and the seventh by the DevTeam. Izchak Miller published it to the Usenet newsgroup comp.sources.games and the moderator approved it in November 1989. The NetHack 3.0 series is notable for its frequent releases, and NetHack 3.0.6 came out only weeks after NetHack 3.0.5. This is perhaps because NetHack 3.0.0 so vastly expanded the game that it contained many bugs. The dungeon in NetHack 3.0.6 has no branches; there is one way up and one way down. The first 25 levels or so consist of rooms, and beyond that, the adventurer encounters the Castle and then mazes. The deepest dungeon level is 50. Medusa appears as on the down-stairs of the level before the Castle. She does not have a special level, and is thus a snare for the unwary adventurer. Dungeon levels below the Castle are designated as "Hell". Entering hell without fire resistance, or losing it once there, is an instadeath. This may happen by taking off an item that confers fire resistance (ring of fire resistance or red dragon scale mail), losing one's polymorph, or by being hit by a gremlin. One may still be saved if he has some other source of fire resistance. These levels have only up-stairs, and the only way to proceed beyond the first level after the Castle is by level teleportation. The Amulet of Yendor is found in the posession of the Wizard of Yendor in a maze level. He is in a small room in the center of the maze, surrounded by water and accompanied by a hell hound and a vampire lord. Fake Wizard rooms contain a random demon prince instead of the Wizard and a fake Amulet. If all demon princes have appeared, a demon lord appears instead; if all demon lords have appeared, the room contains a random ordinary demon. All eight modern named demons exist, but their modern lairs do not. A wand of wishing is guaranteed in the Castle, in its modern position; but it lies exposed on the floor instead of being protected by a chest and Elbereth. When ascending from level 1 with the Amulet of Yendor, one is transported immediately to the Astral Plane; the Elemental Planes do not yet exist. The Astral Plane is different from the modern game, having mazes and powerful monsters instead of the denizens of the modern version. The lizard corpse is no longer a distinct object from other corpses and is no longer found randomly, but is obtained by killing a lizard. Keys have shapes that fit specific locks on chests and large boxes; the skeleton key fits all locks and can also open doors. Potions in NetHack 3.0.6 have randomized appearances (except for water), occurring as one of . They are: The method of obtaining holy or unholy water is different from modern versions. One drops a potion of water on an altar and it immediately becomes blessed, uncursed, or cursed for lawful, neutral, or chaotic altars, respectively. Spellbooks in NetHack 3.0.6 have randomized appearances, occurring as one of . They are: Rings in NetHack 3.0.6 have randomized appearances, occurring as one of . They are: Blinding and acid venom (both ) are also listed as objects, but they only exist while in flight, or when a wizard mode wish requests them. =_=_ Talk:NetHack 3.0.5 but I find references to partly eaten food in the NetHack 3.0.4 tree. On further examination, it appears to be possible to wish for partly eaten food in 3.0.4, but this was only a stub to be filled out later. Ray Chason 18:44, 6 August 2006 (UTC) =_=_ Momentary chill =_=_ Vulture Vulture is an isometric graphical user interface for NetHack, SLASH'EM, and UnNetHack. The Vulture project continues the abandoned Falcon's Eye project and is maintained by Clive Crous. Vulture is an answer to anyone who believes that the interface of NetHack is too primitive. Vulture contains comparatively lavish graphics and also boasts background music and sound effects. Vulture was previously known as Vulture's Eye for NetHack and Vulture's Claw for SLASH'EM, or generically as Vulture's to refer to both projects. Clive Crous has renamed the project simply "Vulture" to reflect its forthcoming embrace of UnNetHack and SporkHack. In contrast to other interfaces, Vulture rotates the entire map by forty-five degrees. North in traditional interfaces becomes northwest in Vulture. To make a diagonal move (across the corner of a square) with the number_pad, you would press for traditional interfaces but for Vulture. The website provides Vulture in free download as source code for multiple platforms. Binaries, previously available for free download, are now commercial. The developer has stated that the source code for the Vulture project will remain free and open. The distribution is not a patch; it includes a copy of NetHack or SLASH'EM, with modifications to support Vulture. To install Vulture for Unix, you can use the Debian/Ubuntu packages or you'll have to fetch the source code and compile it. To compile it, you will need to have libpng, SDL, GNU make, and a compiler (such as gcc). There is also a precompiled version for the Nokia N900 Phone & Internet Tablet available through the Maemo Program Manager. Vulture's 2.0.0 was released in April 2006. This release was an involved rewrite of the old core. The game now works with true transparency, 24-bit color, and relies extensively on SDL for its core drawing routines. Vulture's development moved from Darcs to Subversion sometime between the 2.1.0 and 2.1.1 releases. It moved from Subversion to Git sometime between the 2.1.1 and 2.1.2 releases. =_=_ Vulture's claw =_=_ Vulture's eye =_=_ User:Ray Chason =_=_ Crystal ball The crystal ball is a magical tool that appears in NetHack. It is made of glass, and appears as a glass orb when unidentified. The fourth variant of Medusa's Island will always generate a crystal ball underwater in the kraken's dwelling, on the square just outside the door leading to it. Applying or #invoking a charged crystal ball while not blind will initiate an Intelligence check - if the result of a d20 is less than or equal to your Intelligence, the check succeeds and can then search for a symbol on the current level, consuming a charge. A cursed crystal ball will always fail the check when used, and a failed check will produce on of the following effects: Applying a crystal ball will always put you into a helpless trance for 1 to 10 turns - a ring of free action will not prevent this. Applying a crystal ball with no charges will always reveal nothing, but does not risk negative effects. On a successful check, you can specify any symbol representing a monster, object or trap. If you try to search for anything else, such as stairs or other dungeon features, you will instead receive a message hinting at the location of a special level: Delphi, Medusa's lair, the castle, or the Wizard of Yendor's tower chosen at random. The message you receive depends on whether you are in the same dungeon branch as the target level and its dungeon level relative to yours: "You see < foo > , < where > ." The exact message and location < where > is determined based on the information in the following table: Attempting to use a crystal ball while blind will fail with no chance of negative effects, and does not consuming a charge. Using a crystal ball while hallucinating still activates the Intelligence check, but if you pass you will simply be given a useless message; failure still has the usual consequences. Reading an uncursed scroll of charging and selecting a crystal ball will add one charge, up to a maximum of 5, while a blessed scroll will set the crystal ball to 6 charges instead. The crystal ball is characterized by its shortcomings at least as much as its strengths - it is quite heavy, and successful use makes the player helpless for a period of time. Even with 18 Intelligence there is a non-trivial 10% chance of failure, and only elves can raise the stat to 20 naturally without aid from a helm of brilliance. If it does work, it only allows the user to search for a single class of monster or object, whereas most searching items are completely reliable, non-incapacitating, and will reveal all monsters or objects on a level. Generally, do not use a crystal ball if you are in a position where you could be attacked in the next 10 turns, have less than 31 HP, or lack a quick cure for impairments - failure can prove deadly, especially for low-level characters. That said, the crystal ball can still be used effectively beyond polyfodder for a magic marker. The most relevant of these uses is for finding the vibrating square or portal detection on the Elemental Planes. Though reading a scroll of gold detection while confused is usually preferable since the collective resources required weigh less altogether, using a crystal ball also preserves the illiterate conduct. Conduct players (e.g., illiterate and pacifist) or very cautious players that do not know gold detection or object detection can also use it to detect traps or else search for vaults to clear out and/or find the magic portal to Fort Ludios. Tourists are in a somewhat unique position to employ a crystal ball - The Platinum Yendorian Express Card grants almost unlimited access to charging, and crystal balls do not explode from overcharging. The crystal ball is typically associated with the art of scrying (known in this form as "crystal gazing" or "crystallomancy"), with a history of such going back to the writings of Pliny the Elder in the 1st century CE; crystal gazing was a particular popular pastime in the Victorian era as well. The crystal ball served as a medium through which thoughts were focused, with the intent of detecting significant messages or visions for various purposes: personal guidance, prophecy, revelation, inspiration, or even divination and fortune-telling. Elvenkings and their rare chance to generate with a crystal ball are based on the palantír, a fictional magical artifact from J. R. R. Tolkien's Middle-earth novels that appears as an indestructible ball of crystal, and is used for communicating and viewing the past and future. This serves as the inspiration for the Palantir of Westernesse as well as elven player characters being the only ones who can naturally reach the required intelligence to use crystal balls without a chance of failure. The crystal ball in Medusa's domain may be an allusion to the Graeae - three daughters of the sea-deities Phorcys and Ceto and sisters to the Gorgons. The Graeae shared a single eye and tooth; Perseus stole their shared eye in order to ransom it for information on the whereabouts of either Medusa herself or the three objects needed to slay her. SLASH'EM's precursors, NetHack Plus and SLASH 6, introduce additional orbs - the orb of charging, orb of destruction and orb of enchantment - that share the same appearance as the crystal ball. These glass orbs had a base price of 750 zm and weigh 75 aum, making it somewhat easy to tell an actual crystal ball apart from them via weight testing or price identification. These orbs remain in the code of SLASH'EM as deferred feature. NetHack brass adds the glass orbs from NetHack Plus and SLASH 6, but replaces the orb of destruction with the orb of maintenance. Additionally, the crystal ball now weighs 75 aum like the other glass orbs, meaning that price identification is the most reliable method to discern the identity of a glass orb. In EvilHack, a crystal ball is one of the few ways to see the object type of the Sokoban prizes behind each door and potentially determine their identity. In xNetHack, crystal balls start with d25 charges and weigh only 100 aum. Gazing into them no longer paralyzes you, and a blessed or cursed ball counts as +5 or −5 toward the Intelligence check - they will never explode unless cursed. Entering an invalid character to search for in a crystal ball will prompt you again rather than wasting the charge. One of Itlachiayaque's invocation effect allows the holder to gaze into it for the same effect as a crystal ball of the same beatitude. =_=_ Glass orb =_=_ Pair of lenses A pair of lenses is a tool that appears in NetHack. It is made of glass. The Eyes of the Overworld are an artifact pair of lenses. While worn, lenses protect your eyes from the raven's blinding attack and spat venom, but not from thrown cream pies or other sources of blindness. Wearing lenses when searching improves your chances of finding secret doors and corridors, but not traps. Worn lenses also increase your chances of successfully reading a spellbook by 10%, while reducing the time taken reading by 1/3. =_=_ Lenses =_=_ Lens =_=_ Hunger =_=_ Hunger (property) Hunger is a property which increases the rate at which you burn nutrition by 50%. It is conferred exclusively by the ring of hunger - extrinsically from wearing it, and intrinsically from eating it. Slow digestion is independent from hunger, and they do not cancel each other out; if you have both properties at once, you will burn nutrition at 50% of the normal rate plus jewelry adjustments. Extrinsic hunger is occasionally useful when you want to stop being satiated, in order to avoid dexterity penalties or eat more corpses. However, it is usually considered bad to have as an intrinsic, and a tinning kit is preferable for managing corpse consumption and nutrition. =_=_ Polymorphitis The intrinsic property polymorphitis gives a 1% chance per turn of polymorphing into a random monster. You stay in the new form for 500 to 999 turns, unless your polymorphitis causes you to polymorph again earlier, or unless your new form is higher level than your original, in which case this time is reduced. Only the ring of polymorph confers this property. Polymorphitis can be acquired permanently only by eating the ring. Like teleportitis, polymorphitis is not that desirable unless it can be controlled, or you are at a very low level and like to gamble. Slash'EM Extended has playable Mould and Ungenomold races that start with uncurable polymorphitis, and sources of polymorph control have no effect on them. They don't suffer the risk of unsuccessful polymorphs though, and moulds have increased polymorph timeouts allowing them to stay polymorphed for a longer time while ungenomolds don't unpolymorph at all if their polymorph timer runs out. =_=_ Astral vision Astral vision, granted by wearing The Eyes of the Overworld, lets you see anything within radius 3, even if that space is dark or there are walls or boulders blocking your line of sight. This means you can see while blind (although it does not strictly prevent blinding - your blindness continues in the background until it wears off, or you remove the Eyes, similar to Grayswandir's behavior with hallucination). Therefore, if you are blind and have astral vision, you won't be able to make use of intrinsic telepathy. Objects seen through astral vision using the farlook command are described as though you had personally handled the item (a behavior similar to a blessed potion of object detection; for example, viewing a scroll on the floor will tell you its label, not merely "a scroll," and gems discovered embedded in rock will appear with whatever type-name you might have given them. Unlike blessed potions of object detection, this also includes items in monster inventories detected with said potions (regardless of BUC) or the detect treasure spell. This may or may not be a bug. In NetHack 3.4.3, astral vision is subject to bug C343-93, a very minor bug which causes monsters seen with astral vision to be listed as seen with normal vision when using the farlook () command. Another bug regarding monsters is that monster seen with astral vision always stops occupations when they move, unlike usual vision. Astral vision does not grant its "vision" properties while on the Rogue level; monsters, tiles, and items are not revealed through darkness or obstructions. The only parts of it that still function are those that prevent and override blindness. =_=_ Your vision seems to dim for a moment but is normal now =_=_ Your vision seems to brighten for a moment but is normal now =_=_ Talk:NetHack 3.0.6 =_=_ Silver damage =_=_ Jumping Jumping is a property that allows a player to traverse multiple empty tiles in one movement. The ability to jump comes from three sources: being a Knight, wearing jumping boots, or casting a spell of jumping. To perform a jump, use the extended command #jump. If number_pad is set, you can also press . Knight jumping and jumping from the boots are practically identical; the only difference is to which squares you can jump. The spell lets you jump farther, depending on your skill in escape spells. Using any of the three sources to jump, you must be able to see your destination. The jump will consume d25 nutrition (plus the usual spellcasting hunger penalty, if you cast the spell), and you become immobile for the rest of the current turn (not simply one action) after landing. (This penalty thus has no effect if you use it on the last action of a turn.) Players with speed can move farther in one turn by stepping as far as possible without advancing the turn counter, then jumping, see Speed#Strategy. You can jump to try to escape from a pit or lava. You can also jump out of a web, which will tear it apart. You can jump out of a bear trap, but it will cause 1d10 damage and can inflict a long-lasting leg wound. If you are stuck in the floor (because you were caught in cooling lava) and attempt to jump, you will remain stuck and wound your legs. Jumping out of shops counts as direct theft. Once you select a destination, you will be moved towards it along a path determined by a version of Bresenham's line algorithm. < ref > calls , which calculates the path < /ref > The path will be as close to a straight line as possible, but will tend to move you along the longer axis of your jump. It will never move you a greater proportion of the distance along the shorter axis than it has moved you along the longer axis. Note that some jumping paths are asymmetrical; for example, in the first diagram, if you jump north and west, and there's an obstacle one square south of your destination, you'll pass to its east, but you'll bump into it if you try to jump back to your origin. Before NetHack 3.6.1, the #jump command would not cast the jumping spell. To cast it in previous versions and variants based on them, you must press and select jumping. Clearing a lane with a wand of teleportation, then jumping through it, is one of the better strategies for the Astral Plane. Since you need to be able to see your destination, many players carry the Candelabrum of Invocation to the Endgame. See Speed#Strategy to learn the fastest way to move around the dungeon. But watch your nutrition intake, especially in the early game. You can avoid traps by jumping over them, except fire traps, magic portals and Sokoban traps. Jumping over the vibrating square will still reveal it. Before NetHack 3.6.1, you could jump diagonally through open doors; this is no longer possible. However, if you got inside a closed door by phasing, you can jump diagonally out of it without needing the power. You can cross Medusa's Lair by jumping from island to island. However, you really want a levitation source for the Endgame anyway, so you might want to turn back and get one instead. The Knight's odd set of jump targets & ndash; one square orthogonally, then one square diagonally away from the square of origin & ndash; is a reference to chess, in which the piece called the knight moves in the same way, jumping over any pieces between the starting and landing squares. =_=_ Jump =_=_ Unlocking tools =_=_ File:RogueBasin logo.png =_=_ Template:RogueBasin =_=_ File:Noegnud1.jpg =_=_ File:Noegnud2.jpg =_=_ File:Noegnud3.jpg =_=_ File:Noegnud4.jpg =_=_ Noegnud noegnud is a highly flexible user interface for NetHack and SLASH'EM. It supports ASCII mode, multiple 2D tilesets and hardware accelerated partially-3D graphics. As of now, the current version (0.8.4) allows playing not only under Linux, but under Windows as well. Since NetHack is a fundamentally two dimensional game, the 3D graphics are actually just the 2D tiles rendered as textures in a 3D world made by extruding the walls upwards. As of 12 October 2014, noegnud is not available at its original web site; Clive Crous appears to have abandoned it in favor of Vulture. =_=_ Fruit =_=_ Slime mold This fruit is a comestible worth 250 nutrition points and is consumed in a single turn. NetHack treats the fruit as vegan for conduct purposes, regardless of its name. In a game where Orctown is generated, the named orc-captain that leads the invading horde may have some fruit in their inventory, under the name of either "paddle cactus" or "dwarven root". You can change the name with the fruit option to almost anything you like. You could choose "slice of pizza", "bowl of gruel", or "leg of ham", and the game will identify pizza, gruel, and ham as the food part, so that quaffing certain potions results in messages such as "This tastes like ham juice". However, NetHack will prevent you from naming your fruit after a corpse or tin, or with a word indicating BUC status. If you try, you will have a candied corpse, tin, or blessed/cursed/uncursed fruit instead. The name you choose has no impact on gameplay, except that differently-named fruit don't stack. Slime molds are living organism that creep around until they find a rotten food source, such as old wood; they then grow into a plant-like form and make spores. Angband also features edible slime molds, but has no option to rename the item. Because slime molds are defenseless living creatures in the game, some players do not eat them & nbsp; & ndash; this has lead to the tradition of naming individual slime molds and keeping them as pets. =_=_ Ac =_=_ Pw =_=_ Energy The main use of energy is to cast spells. You need 5 times the spell's level of energy to cast a spell. When carrying the Amulet of Yendor, there is an additional random cost. This cost applies only to spellcasting, not to any other expenditure of energy. See spellcasting cost for more details. Teleportation at will from teleportitis requires 20 energy, but only consumes 19. The usual random teleportation from teleportitis does not use energy. Certain < tt > #monster < /tt > commands require energy. The breath weapons of dragons, iron golems, winter wolves and hell hounds all cost 15 energy. Summoning help as a werecreature and emitting psychic blasts as a mind flayer both cost 10 energy. You normally regain energy slowly over time, unless your encumbrance is < tt > Stressed < /tt > or worse, which blocks normal energy regeneration. Having the Eye of the Aethiopica allows you to regain energy rapidly, even when stressed. Reading any scroll of charging while confused recharges your energy to its maximum. If it was already maximum, you gain 5d4 total energy instead. In 3.6.0 or later cursed scroll will reduce energy to 0 without altering the maximum “You feel discharged.” Eating a newt corpse sometimes increases energy by 1 to 3 points. If this would put you over the maximum, your maximum energy might also increase by 1. If you trigger a magic trap and it explodes, “Your body absorbs some of the magical energy!” and your maximum energy is increased by 2; your energy is then completely refilled. Attacking a spellcasting monster with Magicbane has a chance of cancelling it and increasing your current and maximum energy by 1 (“You absorb magical energy!”). Only the cancellation from Magicbane can absorb energy. This effect happens every time the cancellation attack hits, not just the first time, when the monster is actually cancelled. The rate at which energy regenerates over time increases with your experience level, wisdom, and intelligence. If your encumbrance level is < tt > Stressed < /tt > or higher it will not regenerate. Your energy normally regenerates every < math > \lfloor (38 - \mathit{level}) \times 3 / 6 \rfloor < /math > turns if you are a Wizard, and every < math > \lfloor (38 - \mathit{level}) \times 4 / 6 \rfloor < /math > turns for other roles. If you carry the Eye of the Aethiopica, you regenerate energy every turn regardless of role. The amount of energy regenerated each time is between 1 and < math > \lfloor (\mathit{Wis} + \mathit{Int}) / 15 \rfloor + 1 < /math > , which for most characters means 1d2 or 1d3. First, a random number < math > 0 \leq n < \left( \frac{\text{Wisdom}}{2} + \text{role modifier}\right) < /math > is chosen; your race minimum is then added to the result. Your role modifier depends on whether your experience level (before the level gain) is lower than a certain cutoff which varies between roles. If it is, apply the "low-XL" modifier; else use the "high-XL" modifier. For a newly created character neither energy modifier nor Wisdom matters: certain magically inclined roles start with a few energy points at random, while others only get one point; all races except Dwarves also get a bonus point or two. See the table below for precise numbers. The energy regeration frequency formula is changed to < math > \lfloor (45 - \mathit{level}) \times 3 / 6 \rfloor < /math > turns if you are a Wizard, and every < math > \lfloor (45 - \mathit{level}) \times 4 / 6 \rfloor < /math > for all other roles. =_=_ Power =_=_ Mana =_=_ Magical energy =_=_ St =_=_ Dx =_=_ Co =_=_ In =_=_ Wi =_=_ Ch =_=_ Human =_=_ Human (monster) A human is a very rare monster & mdash; it is never randomly generated or placed in a normal game. They can be created by zapping a wand of undead turning at a human corpse, found in graveyards and by casting stone to flesh on human statues. Human corpses left by human zombies will not create human monsters when zapped by the wand, returning rather to their zombie form. A human monster can also be created by reverse genocide, if the player is human. =_=_ Race Polymorphing into an elven, dwarvish, etc. monster will not affect the above. However, your god will never gift you an artifact that attacks your current form. Humans can be any alignment (subject to your chosen role allowing that alignment), but for the others, your race indirectly determines your alignment: dwarves are always lawful, gnomes are always neutral, and elves and orcs are always chaotic. Slash'EM Extended has all of SLASH'EM's races, as well as added ones not present in other variants. In this variant, every race has maximum stats of 25 for every stat, and every combination of role, race, alignment and gender is possible. Here is the list of all the added races. =_=_ Price identification Price identification is the tactic of using the price of an item to try to identify it. One can use the "buy price", the price of an item in shops, or the "sell price", the price that a shopkeeper offers when you try to sell an item. The sell price is easier to use because it is not affected by your charisma. Even if you have enough scrolls of identify and no conducts in mind, pricing lets you use those scrolls earlier, before you can bless them, because it points out the most important items. Nethack 3.6.0 introduced small changes to the shopkeeper prices that make older price guides slightly inaccurate (by 1 & ndash;2 zorkmids). The tables in are duplicated for the 3.4.3 and 3.6.0 mechanics. Base price is the listed price of the item, with following additions < ref name=getprice343 > Source:NetHack_3.4.3/src/shk.c#getprice < /ref > < ref name=getprice360 > Source:NetHack_3.6.0/src/shk.c#getprice < /ref > : One quarter of all shopkeepers will additionally reduce all offers for items you haven't identified by 25%, based on their internal monster ID number. In order to tell whether a given shopkeeper is doing this, you can drop an item that you have informally identified in order to see whether they make the 25% reduction on it. If they do, you can conclude that other objects' sell prices are being reduced. The price of unidentified gems is an exception: it will be 3 to 7, 3 to 8, or 3 to 9 zorkmids depending on the shopkeeper. The same shopkeeper will always offer the same price for the same kind of gems. (Note that if you know your unidentified gem is glass, it is profitable to sell it before identifying.) Unidentified gray stones are never subject to any price reduction. If the shopkeeper has less money than the sell price, he offers "only" as much as he has, i. e. "Asidonhopo offers only 123 zorkmids for your diamond." If an item is an unidentified glass gem, it is priced as a random precious gem of the same color. The same gem in the same game will be sold for the same price. You are considered a dupe if you are either a Tourist below experience level 15, or wearing a shirt without body armor or cloak, or wearing a dunce cap. Dupes are offered lower sell prices and charged higher buy prices. In Nethack 3.4.3, all surcharges and price reductions are applied sequentially, using integer arithmetic. For example, if a character with charisma 7 buying an item with base price of 100 is charged an unidentified surcharge, the shopkeeper's price is calculated as follows: In 3.6.* versions, the calculation accumulates integer multipliers and divisors for all adjustments, then applies these once at the end to get the effective price. Thus for the same example, the calculation will be: This sometimes results in prices 1 to 2 zorkmids higher or lower than would be obtained in previous versions. The stated intention of this change is to make price identification harder by ensuring that the price of items marked up twice more often equals another base price, e.g. 200zm instead of 199zm. Another consequence of this method is that the order in which adjustments are applied no longer matters. Artifacts have their own base prices. For example, the price of Excalibur, Vorpal Blade, or Mjollnir is 4000; the price of Sting is only 800; the prices of quest artifacts are from 1500 to 8000. See Source:NetHack_3.4.3/include/artilist.h and Source:NetHack_3.6.0/include/artilist.h for the full table. When you sell an artifact, its base price is considered to be of the listed value, and the rules above are applied. For example, you can sell Sting for = 200 zorkmids. General stores are very useful for price identification because they will offer to buy all types of items. However, you can still price-identify any object (unbreakable or in a bag of holding) in any store by throwing the item in to the shop from outside. If the item is fragile, you can have your pet carry it in, in a container if the item is cursed. Be aware that this will relinquish ownership of the item (and the container, if any) to the shopkeeper, who will then try to sell it to you. You will need to pay the asking price or steal the item to get it back, but in a pinch, this can provide a price point for an object that the shopkeeper would not normally be interested in. The item which is most commonly price-IDed is the scroll of identify, which is far cheaper than the other scrolls. In addition, magic lamps cost more than oil lamps, and enchanted armor costs more than their unenchanted versions. Price-IDing can also be useful to identify bad items. The scroll of amnesia has a base price of 200zm, ten times as much as a scroll of identify. A potion of sickness has a base price of 50zm, a potion of hallucination 100zm, and a potion of blindness 150zm. Spellbooks are useful to price-identify as a non-Wizard, to determine whether they are low enough difficulty level to safely read. The base price of a spellbook in zorkmids is 100 times its difficulty level (the derived sell price is 50 times its difficulty level). An expensive wand (base price 500zm) is either . In general, you should have a pet steal such an item; if you don't have a pet, both wands are well worth buying. If you have neither a pet nor the gold, either should be pretty easy to obtain: throw a tripe or food ration at a wild dog or cat, or sell junk to the shopkeeper. One might be tempted to zap the wand (wishing for a wand of death if it's a wand of wishing) at the shopkeeper, but for early characters, this is a bad idea: the death ray might miss, which can easily lead to a quick YASD, given shopkeepers' speed and damage output. Furthermore, wishing for a wand of death from a wand of wishing is generally a waste anyways, given that by the time you really need one, you can get the one Orcus carries. If you're truly concerned about your character's ability to survive long enough to buy or steal the wand, wishing for 5000 gold pieces is a safe way to be able to do so, though it is also a waste of a wish. If you really want to kill the shopkeeper, wish for a blessed figurine of an Archon, though be aware that this has a 10% chance of backfiring. In the tables below, the numbers in parentheses on buying prices denote the price if you are charged either (first number) or both (second number) of the unidentified surcharge or sucker markup. On the selling price, the number in parentheses denotes the amount of a randomly discounted offer. Numbers in bold represent prices that leave the base price ambiguous. Base costCha < span class="nowrap" > & le; 5 < /span > Cha < span class="nowrap" > 6–7 < /span > Cha < span class="nowrap" > 8–10 < /span > Cha < span class="nowrap" > 11–15 < /span > Cha < span class="nowrap" > 16–17 < /span > Cha 18Cha < span class="nowrap" > & ge; 19 < /span > Selling priceBoot types Base costCha < span class="nowrap" > & le; 5 < /span > Cha < span class="nowrap" > 6–7 < /span > Cha < span class="nowrap" > 8–10 < /span > Cha < span class="nowrap" > 11–15 < /span > Cha < span class="nowrap" > 16–17 < /span > Cha 18Cha < span class="nowrap" > & ge; 19 < /span > Selling priceBoot types Speed boots, jumping boots, and water walking boots are all priced at 50zm. They are easily identified once worn: speed boots auto-identify if you are not already very fast (potion of speed or spell), jumping boots allow you to jump, and boots of water walking are otherwise mundane. Elven boots cause you to "walk very quietly" and self-identify if you are not already stealthy. Kicking boots are made of metal, and consequently add to spell failure percentage. Base costCha < span class="nowrap" > & le; 5 < /span > Cha < span class="nowrap" > 6–7 < /span > Cha < span class="nowrap" > 8–10 < /span > Cha < span class="nowrap" > 11–15 < /span > Cha < span class="nowrap" > 16–17 < /span > Cha 18Cha < span class="nowrap" > & ge; 19 < /span > Selling priceCloak types Base costCha < span class="nowrap" > & le; 5 < /span > Cha < span class="nowrap" > 6–7 < /span > Cha < span class="nowrap" > 8–10 < /span > Cha < span class="nowrap" > 11–15 < /span > Cha < span class="nowrap" > 16–17 < /span > Cha 18Cha < span class="nowrap" > & ge; 19 < /span > Selling priceCloak types The cloaks of displacement and protection both cost 50zm, and are the only ones at that price with a randomized appearance. If a cloak costs 60zm and has a randomized appearance, then it is either invisibility, magic resistance, or a +1 cloak of the first two types. Positive enchantment on a piece of armor increases the base price by 10zm per point of enchantment. In theory, a +2 or better pair of fumble boots might be confused for one of the much more useful 50zm boots, but the probability for positive enchantments on harmful items is too low to be worth worrying about. Base costCha < span class="nowrap" > & le; 5 < /span > Cha < span class="nowrap" > 6–7 < /span > Cha < span class="nowrap" > 8–10 < /span > Cha < span class="nowrap" > 11–15 < /span > Cha < span class="nowrap" > 16–17 < /span > Cha 18Cha < span class="nowrap" > & ge; 19 < /span > Selling priceScroll types Base costCha < span class="nowrap" > & le; 5 < /span > Cha < span class="nowrap" > 6–7 < /span > Cha < span class="nowrap" > 8–10 < /span > Cha < span class="nowrap" > 11–15 < /span > Cha < span class="nowrap" > 16–17 < /span > Cha 18Cha < span class="nowrap" > & ge; 19 < /span > Selling priceScroll types If the scroll costs 20zm, 50zm, or 60zm, it is uniquely identified. Identification of more expensive scrolls usually involves using the spell or scroll of identify. If you choose to read an unknown scroll, you should always make sure the unknown scroll is not cursed, and never read it while confused. If the scroll costs 80zm, it is either . Both are harmless, unless the scroll is cursed or you are confused. Before reading, you may want to bless the scroll, wear only armor you want to enchant, and hold all the cursed items you want to uncurse. If the scroll costs 200zm, the only dangerous scroll is , but it is really bad, and you cannot protect from it. Unless you have identified the scroll of amnesia, don't read an unkown 200-zorkmid scroll. Identify it by other means. If the scroll costs 300zm, the only dangerous scroll is . In Nethack 3.4.3, there is a simple way to get rid of the heavy iron ball, involving a pit and a boulder, but since 3.6.0, it doesn't work. Don't read the scroll unless you have non-cursed scroll of remove curse or a wand of opening, or unless you know and can cast a knock spell, or can polymorph into a nymph or metallivore. Alternatively, you can bless the scroll and then read it. Blessed scrolls of punishment are harmless, and blessed scrolls of genocide and charging are more powerful than uncursed scrolls. Finally, if you are absolutely sure it is not a scroll of genocide, you can read it while confused. Beware! Reading a scroll of genocide while confused would genocide your own race, thus killing you, even if you are wearing an amulet of life saving. Base costCha < span class="nowrap" > & le; 5 < /span > Cha < span class="nowrap" > 6–7 < /span > Cha < span class="nowrap" > 8–10 < /span > Cha < span class="nowrap" > 11–15 < /span > Cha < span class="nowrap" > 16–17 < /span > Cha 18Cha < span class="nowrap" > & ge; 19 < /span > Selling pricePotion types Base costCha < span class="nowrap" > & le; 5 < /span > Cha < span class="nowrap" > 6–7 < /span > Cha < span class="nowrap" > 8–10 < /span > Cha < span class="nowrap" > 11–15 < /span > Cha < span class="nowrap" > 16–17 < /span > Cha 18Cha < span class="nowrap" > & ge; 19 < /span > Selling pricePotion types If the price is 250zm, you can ensure it is not cursed, then try to apply it. If it is a potion of oil, it will be lit. Do not do this when the potion is owned by a shop, or you will be forced to pay for the potion and will be charged Yendorian Fuel Tax. Base costCha < span class="nowrap" > & le; 5 < /span > Cha < span class="nowrap" > 6–7 < /span > Cha < span class="nowrap" > 8–10 < /span > Cha < span class="nowrap" > 11–15 < /span > Cha < span class="nowrap" > 16–17 < /span > Cha 18Cha < span class="nowrap" > & ge; 19 < /span > Selling priceRing types Base costCha < span class="nowrap" > & le; 5 < /span > Cha < span class="nowrap" > 6–7 < /span > Cha < span class="nowrap" > 8–10 < /span > Cha < span class="nowrap" > 11–15 < /span > Cha < span class="nowrap" > 16–17 < /span > Cha 18Cha < span class="nowrap" > & ge; 19 < /span > Selling priceRing types All 200zm rings, provided they are non-cursed, are useful and safe to wear. These include the rings of , . It is important to only wear rings from this group known to be non-cursed, since uncontrolled teleportitis or a cursed ring of levitation may be hazardous. The ring of levitation auto-identifies when worn; the effects of the other 200zm rings, with the probable exceptions of fire resistance or teleportation if you already have the intrinsics, will eventually become clear if you wear the rings. The ring of regeneration can also be quickly tested for: wear it, throw a (preferably non-breakable) object up < !-- don't kick a wall, it wakes up and attracts nearby monsters. You don't want a nymph right outside the door.-- > to lose a few hit points, and watch if you re-gain them every turn. The 300zm rings include the rings of . The first two are among the most coveted items in the game and are frequent wish targets, however the ring of polymorph means that 300zm rings are not generally safe to wear. Conflict can still be easily identified by wearing it for a turn or two around a peaceful monster (remember that a shopkeeper, aligned priest, or your Quest leader are probably not wise choices). Teleport control can also be identified by putting on the ring and triggering a teleport (via trap, scroll, wand, etc.) If your 300zm ring is neither of these, do not wear it; use a scroll, spell, a handy sink or a source of enlightenment to reliably identify the other 300zm rings. Alternately, a riskier method of determining whether a 300zm ring is safe to wear is simply to wear it for a few hundred turns without wearing a shirt, cloak, or body armor (or wearing junk armor); that way, if you polymorph you will not break your useful armor. Base costCha < span class="nowrap" > & le; 5 < /span > Cha < span class="nowrap" > 6–7 < /span > Cha < span class="nowrap" > 8–10 < /span > Cha < span class="nowrap" > 11–15 < /span > Cha < span class="nowrap" > 16–17 < /span > Cha 18Cha < span class="nowrap" > & ge; 19 < /span > Selling priceWand types Base costCha < span class="nowrap" > & le; 5 < /span > Cha < span class="nowrap" > 6–7 < /span > Cha < span class="nowrap" > 8–10 < /span > Cha < span class="nowrap" > 11–15 < /span > Cha < span class="nowrap" > 16–17 < /span > Cha 18Cha < span class="nowrap" > & ge; 19 < /span > Selling priceWand types Base costCha < span class="nowrap" > & le; 5 < /span > Cha < span class="nowrap" > 6–7 < /span > Cha < span class="nowrap" > 8–10 < /span > Cha < span class="nowrap" > 11–15 < /span > Cha < span class="nowrap" > 16–17 < /span > Cha 18Cha < span class="nowrap" > & ge; 19 < /span > Selling priceSpellbook types Determining the level of a spellbook can be very useful for spellcasters, since it can eliminate books that are much too high level to be read, and reveal books that should be easy to read. However, knowing the level of a spellbook is not very helpful unless the book is also BUC identified. Price identification is more complicated in SLASH'EM, partly due to the addition of several new items, and partly due to discriminatory role-based markups: Furthermore, in the black market, magical items cost 50 times the base price, and nonmagical items cost 25 times the base price. These markups are applied in this order, after any relevant unidentified item surcharge, sucker markup, and charisma modifier. CategoryBase costCha < span class="nowrap" > & le; 5 < /span > Cha < span class="nowrap" > 6–7 < /span > Cha < span class="nowrap" > 8–10 < /span > Cha < span class="nowrap" > 11–15 < /span > Cha < span class="nowrap" > 16–17 < /span > Cha 18Cha < span class="nowrap" > & ge; 19 < /span > Selling priceItem types In UnNetHack, the random 25% reduction of selling price applied to the whole shop. That means if an item sells of its base price, that shopkeeper will pay 25% less for everything you sell there. In GruntHack, shopkeepers that hate your race increase the buy price of every item by 33% (multiplying by ), and cut the sell price of every item by 66% (dividing by 3). Before NetHack 3.6.1, all shopkeepers had a 25% chance of lowering their prices each time you offer to sell unidentified items other than gems, instead of 25% of shopkeepers always doing it. =_=_ Price id =_=_ Price ID =_=_ Full moon =_=_ New moon =_=_ Moon =_=_ Talk:Wiki Don't you think this article should be in the NetHackWiki-namespace? Maybe the content could even be merged into NetHackWiki:About and NetHackWiki:WikiNode. --ZeroOne 07:57, 8 August 2006 (UTC) =_=_ Moon phase =_=_ Identify =_=_ Pet name In NetHack, your starting pet's name can be defined in your configuration file, or changed manually with the #call or #name command. In-game, creatures are referred to by their names instead of their races; instead of "The little dog hits the grid bug", NetHack will display "Slasher hits the grid bug". Naming creatures is a great way to tell them apart, especially when encountering multiple creatures of the same type. =_=_ Idefix =_=_ Rouge =_=_ Template talk:Overview If possible, could you make the monster list a rectangle for aesthetic purposes? There are 3 + (13 * 30) = 393 monsters, which could be three rows of 131, or if you can find it in your heart to remove a monster, 392 has a lot of factors (1, 2, 4, 7, 8, 14, 28, 49, 56, 98, 196, 392). Otherwise, adding monsters, 396 also has a lot of factors (1, 2, 3, 4, 6, 9, 11, 12, 18, 22, 33, 36, 44, 66, 99, 132, 198, 396). Eidolos 22:14, 9 August 2006 (UTC) =_=_ Long worm tail =_=_ Template:Welcome You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. Hi! Thanks for contributing to NetHackWiki. Could you please create an account? It helps us keep spam down, because we don't have to check the edits of known-good users. It also provides more privacy for you. --Jayt 11:54, 10 August 2006 (UTC) Hi! Thanks for contributing to NetHackWiki. Could you please create an account? It helps us keep spam down, because we don't have to check the edits of known-good users. It also provides more privacy for you. --Jayt 11:54, 10 August 2006 (UTC) Hi! Thanks for contributing to NetHackWiki. Could you please create an account? It helps us keep spam down, because we don't have to check the edits of known-good users. It also provides more privacy for you. --Jayt 11:55, 10 August 2006 (UTC) Hi! Thanks for contributing to NetHackWiki. Could you please create an account? It helps us keep spam down, because we don't have to check the edits of known-good users. It also provides more privacy for you. --Jayt 11:56, 10 August 2006 (UTC) Hi! Thanks for contributing to NetHackWiki. Could you please create an account? It helps us keep spam down, because we don't have to check the edits of known-good users. It also provides more privacy for you. --Jayt 11:56, 10 August 2006 (UTC) Hi! Thanks for contributing to NetHackWiki. Could you please create an account? It helps us keep spam down, because we don't have to check the edits of known-good users. It also provides more privacy for you. --Jayt 11:56, 10 August 2006 (UTC) Hi! Thanks for contributing to NetHackWiki. Could you please create an account? It helps us keep spam down, because we don't have to check the edits of known-good users. It also provides more privacy for you. --Jayt 11:57, 10 August 2006 (UTC) =_=_ Werecreature Werecreature (or lycanthrope) is the collective name for a group of monsters which change back and forth between animal and human form. Werecreatures are considered human for the purposes of sacrificing and consumption; if you are a human, eating the corpse of a werecreature counts as cannibalism. All werecreatures have drain resistance, but are particularly vulnerable to silver weapons. While in animal form, their bite has a chance of conferring lycanthropy, indicated by a fever. Lycanthropy is the condition that makes werecreatures change form at random intervals; you will become the same kind of werecreature as the one that infected you. Additionally, eating a werecreature's corpse will always infect you. Werecreatures respect Elbereth only while in animal form; in human form, they can ignore Elbereth and will also wield weapons and wear armor, but are forced to shed and drop their armor and weapons upon shifting to animal form. Werecreatures can summon their brethren for help - rats, jackals, or various kinds of wolves, depending on the monster. This will give a message based on whether or not said monsters spawn in your character's sight. If you are a werecreature, you can also summon such monsters with the #monster extended command; they are generated as pets and will remain tame even if your lycanthropy is cured. Once you find a silver weapon, it is a good idea to keep it on you at all times; even with restricted weapons the silver damage alone can usually dispatch a werecreature quickly, and you will want to do so before you are surrounded. Being pinned on all sides, even by rats, can lead to death fairly quickly without Elbereth. Pets can assist in dealing with werecreatures, as they will only call for help when attacking you; additionally, summoning is less immediately dangerous in hallways, as you can deal with the monsters one at a time while only having to fight two or three simultaneously. Even then, early characters will still want to kill the werecreature as soon as possible before finishing off their companions. Most of the time lycanthropy is unwanted, so avoid engaging in melee combat with a werecreature in animal form where possible unless you have an effective way of removing the affliction. The eventual shift to animal form makes your character unable to carry any kind of load, wield weapons, use hand operated things (such as open doors), and wear armor; while in animal form, your HP is also generally considerably lower, as are many of your other attributes. To remove lycanthropy, one may pray (the effectiveness of which is dependent on the usual factors), eat a sprig of wolfsbane, or quaff holy water. See that article for more methods of curing lycanthropy and strategic applications for actually utilizing it (e.g. summoning tame monsters) When a werecreature summons help, 1d5 monsters of the appropriate type are created about the werecreature. The monsters will be created with the probabilities in the following table: In NetHack 3.0.0, lycanthropes in their animal forms were called ratweres, jackalweres, and wolfweres. The -were suffix indicates animals that can take on human and sometimes hybrid forms, e.g. a wolfwere can shift from the base form of a wolf to that of a human or a "wolf man". In SLASH'EM, the Lycanthrope is a playable race, starting with (not hungerless) regeneration and lycanthropy (always a werewolf) which cannot be removed, but can eventually be controlled. They may only be chaotic, and any silver weapons in one's starting inventory (such as with Undead Slayers) will be reverted to their non-silver counterpart. A werecreature summoning help in SLASH'EM will generate 1d2 monsters, rather than the 1d5 in vanilla. This table displays the rates for the SLASH'EM specific werecreatures: < ref > < /ref > =_=_ Werejackal (human) =_=_ Wererat (rodent) =_=_ Werewolf (human) =_=_ Wererat (human) =_=_ Werejackal (dog) =_=_ Werewolf (dog) =_=_ Werewolf =_=_ Wererat =_=_ Flaming sphere =_=_ Freezing sphere =_=_ Shocking sphere =_=_ Shocking spheres =_=_ Flaming spheres =_=_ Freezing spheres =_=_ Vortex The members of the vortex monster class will all engulf you and cause an appropriate type of damage, except dust vortices, which will blind you, and fog clouds, which will do physical damage. Once you can survive their engulfing long enough to get yourself expelled with your horn or drum, their greatest danger is transporting you into lava or into a black dragon's disintegration blast. Fog clouds offer a good opportunity for weapon training. While you are engulfed, your attacks are guaranteed to hit, avoiding the normal trouble non-warrior roles can have with the & minus;4 Unskilled to-hit penalty. Despite messages like "You are laden with moisture and can barely breathe", they are not very dangerous because of their low speed. Pacifists might have problems with them if they can't move away since they mustn't destroy them. As of NetHack 3.6.0, vampires and vampire lords can transform into fog clouds; they will rise up in their normal form when killed. As with fog clouds, dust vortices offer a good chance for beginning characters to train their weapon skills, particularly up to NetHack 3.6.0 since they dealt no physical damage. In NetHack 3.6.1, dust vortices are able to deal 1d6 physical damage if their attack fails to engulf you because you had been engulfed by them recently. The energy vortex is a very dangerous monster to encounter for players who lack shock resistance, possessing both passive and active shock attacks. The passive attack is only triggered by melee attacks; ranged attacks, even when engulfed, are perfectly fine. This includes repeatedly throwing and picking up your melee weapon, if you have no more powerful alternative. It is sometimes necessary to use wands to survive an unfortunate energy vortex encounter. Normally, neither engulfing nor passive shock attacks will destroy your rings or wands; however, after the vortex releases you, its engulfing attack gets temporarily (for 1-2 turns) converted to a shocking touch attack, which can explode your items. While engulfed, the energy vortex will drain your power 75% of the time, similar to an anti-magic field. If it drains your power below zero, it will reduce your maximum power. This can be particularly devastating if you can't kill it quickly; it can drain your max power all the way down to zero. Cancelling the vortex will prevent this, but magic cancellation will not, nor will magic resistance. Vortex also refers to the grouping of body parts for the forms of vortices. It affects the messages referring to the appropriate body parts as follows: =_=_ Steam vortex =_=_ Energy vortex =_=_ Dust vortex =_=_ Ice vortex =_=_ Fog cloud =_=_ Fire vortex =_=_ Vortices =_=_ Feet =_=_ Hands =_=_ Fingers =_=_ Head =_=_ Eyes =_=_ Body =_=_ Yet Another Ascension Post YAAP stands for Yet Another Ascension Post; it is a common acronym on RGRN denoting a post about (yet another) ascension. =_=_ Yet Another First Ascension Post YAFAP stands for Yet Another First Ascension Post; it is an acronym similar to YAAP used on the RGRN site. The acronym denotes a post about someone's first ascension. =_=_ Egg An egg is a comestible in NetHack which may also hatch into a monster if left uneaten. If an egg hatches, the hatched monster may become your pet. For the purpose of conducts, eggs count as vegetarian but not vegan. One in three generated eggs is from a non-unique, non-aquatic and oviparous species, picked according to the normal random monster generation for the current level. The species of monster eggs can be identified by any magical method; monster eggs can also be identified by seeing one hatch. If the post-identification type is still just "egg", it is not a monster egg (presumably just an ordinary unfertilized hen egg); if it is a monster egg, you will be able to recognize the type in the future. Polymorphing into the adult form of an oviparous monster (regardless of gender) will also identify all future eggs of that type; polymorphing into any type of adult dragon will identify all types of dragon eggs as well. Winged gargoyles are oviparous, but lay very few winged gargoyle eggs; (approx. 98.7%) of the time, the egg will hatch into a normal gargoyle. Eggs provide 80 nutrition when eaten, but don't provide any intrinsics that the corresponding corpse would provide. An egg becomes stale after 400 turns; the spell or wand of undead turning can rejuvenate stale eggs. A stale egg makes you nauseated for 10d4 (more) turns, eventually causing you to vomit unless cured. If the egg is a cockatrice egg, you will suffer delayed petrification unless resistant. Unless you identified the egg, you will not know whether it's a cockatrice egg until you eat it. Pets which aren't petrification-resistant will avoid eating cockatrice eggs, which is one way to informally identify them. If you polymorph into a female oviparous monster, you can lay an egg with the #sit command, and when it hatches it will become your pet. Laying an egg will reduce your nutrition by 80. Breaking your own eggs carries a -1 Luck penalty each, to a maximum of -5 for a single stack; eating them does not, but grants no net nutrition gain. A randomly generated dragon egg will also become your pet if you are carrying it when it hatches. If you are male, there is a 50% chance that any egg which hatches while you are carrying it will become your pet. Eggs will only hatch if in your inventory or on the floor; if kept in a container on the turn it's supposed to hatch, the egg will turn infertile. Zapping an egg with a spell or wand of undead turning will re-fertilize it and reset the hatch timeout. Strangely enough, re-fertilizing eggs will not affect their age (so they may still be stale or rotten). Eggs kept in an ice box will not age and become rotten; however, this does not suspend their hatching timer, so leaving an egg in an ice box for too long will prevent it from ever hatching. Although eggs have a surprisingly high nutrition/weight ratio, eating them can be dangerous due to the stunning. They may be rotten and cause you to vomit, or they may be cockatrice eggs, which will cause delayed stoning if you eat them. If you are already satiated, you won't get a warning about eating an egg, even if it would choke you to death. It is often safer to leave eggs sitting on the ground as food for carnivorous pets. You can wield an entire stack of eggs, which will cause them all to break in a single attack; you can use #adjust to avoid this. If you break a stack of your own eggs, the Luck penalty is & minus;1 for each egg, up to a maximum of & minus;5. They can also be thrown as weapons, though they will break 99% of the time. < ref > < /ref > Stale eggs are a good source of confusion if you have a unicorn horn, and is quite viable in the absence of forgotten spells. As opposed to tripe, stale eggs also work when you are polymorphed. Cockatrice eggs are popular as projectiles that will petrify any stoning-susceptible monsters they hit. (When used this way, they are sometimes referred to as "grenades".) When you throw an egg, there is a risk that it will miss its target and go to waste, so you may prefer to wield the egg & mdash; unlike wielding a cockatrice corpse, this does not have the risk of petrifying yourself. Naturally, using cockatrice eggs that you have laid yourself incurs the aforementioned Luck penalty. =_=_ Spinach Eating spinach provides 600 nutrition if blessed or 401-600 nutrition if uncursed (much more than other tins) and increases your strength. Cursed tins of spinach contain a "decaying green substance" (or "decaying substance" if you are blind); if you eat it, you gain 201 & ndash;600 nutrition, but lose the amount of strength you would otherwise have gained. The message that you feel like Olive Oyl or Bluto was added in 3.6.2. Before that, the player would feel like Popeye even without gaining strength. The use of spinach and its effects in NetHack, as well as the messages produced, is a reference to comic strip character Popeye, who gains incredible strength after eating spinach. =_=_ This makes you feel like Popeye =_=_ Bones level =_=_ Bones file =_=_ Tin of spinach =_=_ Decaying green substance =_=_ Potions of water =_=_ NetHack haiku =_=_ NetHackWiki:Scope NetHackWiki is primarily a wiki about NetHack. As such, it should contain pages about the game, its source code, its development, and its community. But the NetHack story cannot be told in isolation. Articles about previous versions, variants, forks and patches are also appropriate material, provided they are not confused with information about vanilla NetHack. Rogue, Hack, NetHack TNG, PatchHack and SLASH'EM are all part of NetHack's family tree. Other roguelikes are not. We should have articles about each, to explain how they relate to NetHack (possibly many articles, if the relations are deep). But we shouldn't have articles like List of potions in Angband. Roguebasin is a better venue for that. An argument could be made for having some Tolkienish or D & Dish articles, as these are major influences on NetHack. NetHackWiki is also a community website. Pages about your character, your ascensions, and your (inevitable) deaths are quite alright, but make sure they are marked as such by adding them under your user name space. =_=_ Nethack Haikus Hi! Thanks for contributing to NetHackWiki. Could you please create an account? It helps us keep spam down, because we don't have to check the edits of known-good users. It also provides more privacy for you. --Jayt 21:39, 10 August 2006 (UTC) Hi! Thanks for contributing to NetHackWiki. Could you please create an account? It helps us keep spam down, because we don't have to check the edits of known-good users. It also provides more privacy for you. --Jayt 21:39, 10 August 2006 (UTC) =_=_ Stupid Ascension Tricks The Stupid Ascension Tricks list is a large collection of voluntary conducts to attempt once you find regular ascensions easy. Some examples: Completing a Stupid Ascension Trick and posting about it in RGRN yields a SATAP - a Stupid Ascension Trick Ascension Post. =_=_ SATAP =_=_ Fortune Hi! Welcome, and thanks for contributing to NetHackWiki! Could you please create an account? It helps us keep spam down, because we don't have to check the edits of known-good users. It also provides more privacy for you. Also read our style guide. --ZeroOne 23:43, 11 August 2006 (UTC) =_=_ Scroll of punishment The scroll of punishment is one of the nastiest scrolls in the game. It punishes you by chaining a heavy iron ball to you, which hinders your movements. Scrolls of punishment are randomly generated with the same probability as all other 300zm scrolls. 1.5% of all randomly generated scrolls are scrolls of punishment. It is expensive, so when unidentified, less careful players might mistake it for the scroll of genocide or the scroll of stinking cloud. When blessed, this scroll is harmless; you only get the message "You feel guilty". See punishment for why being punished may be desirable. Short version: it isn't, except as a makeshift weapon before you see anything else, or some corner cases involving jumping. Monsters can use scrolls of punishment, which will punish you (not the reading monster) with a heavy iron ball chained to you. Therefore, you probably shouldn't leave them on the floor where monsters can pick them up. This includes selling them in a shop. =_=_ Talk:Scroll of punishment I don't think iron ball should redirect to scroll of punishment. Where would we put facts about iron balls (such as their weight)? In my opinion, scroll of punishment should just talk about the effects of reading the scroll (and other such scroll-of-punishment-related information), iron ball should describe methods to remove the punishment. Also, you can be punished (chained to an iron ball) in other ways, such as by praying repeatedly with an angry deity, so perhaps punishment also deserves its own article. Finally, the style guide (though I'm aware that it's still being thought out) says "Redirect acronyms like YAFM to pages like Yet Another Funny Message. However, identification, scroll of identify, and spellbook of identify can be three separate pages." Eidolos 21:39, 12 August 2006 (UTC) =_=_ Tin Tins can be made by applying a tinning kit to a corpse, as well as being randomly generated. Tins of spinach can be found, wished for, or created through polymorphing; They cannot be created with a tinning kit. Spinach will increase your strength attribute, unless it is cursed ("It contains some decaying green substance"), in which case your strength will decrease. Tins comprise 7.5% of randomly generated comestibles. Randomly generated tins have a 1 in 6 (16.7%) chance of containing spinach, otherwise they will contain the meat of a monster that can randomly appear on the current level (with usual probabilities), excluding corpseless monsters and wraiths, but including meat from corpses that undead monsters leave behind. Tins are normally generated 90% uncursed, 5% cursed and 5% blessed. Tins containing the meat of genocided monsters will not be randomly generated. If you wish for such a tin, you will get an empty tin instead. Tins created before the species was genocided will still appear as "tin of foo", but will actually be empty when you open them. Furthermore, tins of unique monsters cannot be wished for. Randomly generated tins may explode 1/8 of the time if they are cursed when they are being opened. ("KABOOM!! The tin was booby-trapped!") The explosion has the same effects as an exploding door, and it destroys the tin. Once you have opened the tin, its preparation method is determined (unless it is spinach, which doesn't have a preparation method). The possible preparation methods are "deep fried", "pickled", "soup made from", "pureed", "rotten", "homemade", "stir fried", "candied", "boiled", "dried", "szechuan", "french fried", "sauteed", "broiled", and "smoked". This determines the amount of nutrition the tin provides. If you made the tin with a tinning kit, tins of lizard and lichen are always homemade, while blessed/uncursed/cursed tins of other monsters have a chance of 0, 1/7 and 1 of being rotten, otherwise they are homemade. < ref name=tin_variety > Source:NetHack_3.6.0/src/eat.c#tin_variety < /ref > Since the type of preparation is determined only after you open the tin, there is no way to know it in advance, and tins that stack may end up being of different styles. If the tin is empty (because its monster type is genocided or extinct), it is discarded ("It turns out to be empty.") Eating a deep fried, french fried, or stir fried tin will give you slippery fingers and cause you to drop your weapon. It is therefore unwise to eat tins in a shop without first unwielding your weapon. Rotten tins provide no nutrition points (eating them makes you neither more not less hungry), and make you nauseous. Unless you cure the nausea, you vomit, losing 20 nutritional points (see vomiting for more information). Corpses that convey intrinsics will have the same probability of conferring that intrinsic when they have been tinned. Tinning makes poisonous and rotten corpses safe, however, as your character picks out the good bits for the tin that (s)he can fit inside. It is popular to tin dragons and giants, as you will still get the intrinsic / strength increase, but without the enormous meal. An unidentified tin will appear as a "tin". Once the contents are known, one of the following descriptions is adopted instead: The nutrition of a tin varies depending on the way it was cooked. Below is a list of the possible variations of the contents of a tin. While the nutrition of rotten tin is technically -50, it doesn't mean that you lose 50 nutrition points when you eat it. Negative nutrition value of a tin means that it provides 0 points of nutrition and makes you nauseous, otherwise the value is ignored. Tins of nurse meat are a potent but complicated resource, and deserve special consideration. Like the corpse of a nurse, a tin of nurse meat will restore you to full hit points. This makes nurses an attractive target for tinning when you encounter them. Tins of nurse meat have some advantages and some disadvantages relative to potions of full healing: Tins from Hack 1.0 through NetHack 2.3e behave quite differently from the modern form. There is no tinning kit in these versions, and consequently there are no tinned monsters. Randomly generated tins can produce the following results: Tins in their modern form first appear in NetHack 3.0.0. That version has only spinach, deep fried, pickled, soup, pureed, and rotten tins; a tinning kit will produce one of these (except spinach of course), rather than the homemade tin. UnNetHack includes the Free Fortune Cookie Patch; there is a 50% chance for a szechuan tin to contain a free fortune cookie. SLASH'EM once again modernizes the tins: They no longer tell exactly what the tin contains, unless the player has already eaten the particular meat. Instead, they will only give some general information ("It smells kind of like a dog or other canine."), or not even that ("The smell is unfamiliar."). This makes eating tins much more risky, as the players could accidentally commit cannibalism or eat cockatrice meat, and one may easily lose vegetarian conduct without knowing. Furthermore, tins can be generated with the same traps as other traditional containers. If you try to eat them, the game will probably not crash, and you can get the effects of the corresponding corpses. For example you can gain a level from a wraith tin. Air elemental and yellow light tins will be empty. It seems that the tinning process was applied, so you will probably not get food poisoning from a mummy/zombie tin. =_=_ Template:Armor Tile is optional, and will by default to trying to find a tile based on name. Appearance is optional, and will default to name. There is also a top field that can be used for displaying multiple glyphs/tiles; this will cause the template to ignore color and tile. =_=_ Template:Comestible Color is an optional parameters that defaults to brown. Tile defaults to < nowiki > [[ < /nowiki > image:NAME.png < nowiki > ]] < /nowiki > . See this talk page for further usage notes. Conduct should be vegan, vegetarian, or meat. If cost is not given, it is calculated as nutrition''/20 + 5 zm, as per . =_=_ Dragons =_=_ Petrification resistance =_=_ Source talk:NetHack 3.4.3/src/objects.c =_=_ Source talk:NetHack 3.4.3/src/u init.c Hi! Welcome, and thanks for contributing to NetHackWiki! Could you please create an account? It helps us keep spam down, because we don't have to check the edits of known-good users. It also provides more privacy for you. Also read our style guide. --Jayt 19:10, 13 August 2006 (UTC) Hi! Welcome, and thanks for contributing to NetHackWiki! Could you please create an account? It helps us keep spam down, because we don't have to check the edits of known-good users. It also provides more privacy for you. Also read our style guide. --Jayt 19:11, 13 August 2006 (UTC) Hi! Welcome, and thanks for contributing to NetHackWiki! Could you please create an account? It helps us keep spam down, because we don't have to check the edits of known-good users. It also provides more privacy for you. Also read our style guide. --Jayt 19:12, 13 August 2006 (UTC) =_=_ Helm of brilliance The helm of brilliance modifies the wearer's Intelligence and Wisdom by its amount of enchantment, in addition to its normal AC bonus. Wearing an enchanted helm of brilliance will auto-identify it, as will enchanting the helm at +0. Even though the helm of brilliance is metal, it does not hinder spellcasting. The helm of brilliance is generally useful for spell-casting, as higher intelligence and wisdom stats reduce the failure rate of high-level spells and mitigates the penalties from wearing metallic armor. It is especially beneficial to characters who want to cast high-level spells in spell schools that they are limited in, such as a high level Priest attempting to cast using the Mitre of Holiness. In addition, wearing an enchanted helm of brilliance will slightly improve energy regeneration and may give you a larger amount of maximum power when leveling up, since both are influenced by wisdom and energy regeneration is also influenced by intelligence. However, for a character with already-low spell failure rates, such as a Wizard, a helm of brilliance will likely not have a noticeable effect. Conversely, a role with incredibly high spell-casting penalties such as a Valkyrie or Barbarian will not notice any significant gains in that regard, and will get far less use out of the helm outside of the possibility of foocubi encounters (and even then, the helm may end up removed mid-interaction). In NetHack 3.4.3, using a cursed scroll of destroy armor on a cursed helm of brilliance or a cursed pair of gauntlets of dexterity reduced the enchantment of the piece of armor without altering the stats; after removing the piece of armor, stats would be permanently increased. You could even surpass your racial maximum that way, at least temporarily. =_=_ Blank scroll =_=_ Wand of enlightenment =_=_ Large box They are excellent for a stash - they are slightly more common than chests and lighter for transporting to a convenient altar. You might want to < nowiki > # < /nowiki > name your stash box, in case your pet dragon picks it up. =_=_ Name Naming items in NetHack can be very helpful for keeping track of items. You can name a class of objects after informally identifying something, or keep reminders so as to not put on that cursed amulet of strangulation. In some cases, you cannot name the class of things such as artifacts, bags, or gems while blind (You would never recognize another one). To remove the name given to an object or class of objects, enter a name that consists only of spaces. If you press enter at the name prompt without typing anything at all, it is treated as canceling the naming attempt, and the object will keep its previous name. =_=_ Naming artifacts The naming artifacts trick was a bug exploit in NetHack 3.4.3 and earlier versions that let you identify certain item types. Early versions of NetHack, such as NetHack 3.0.0, kept track of which items are artifacts through their names, allowing a flexible artifact set (i.e., multiple artifacts can be of the same item type) without needing separate fields in the object structure to track artifact status. As a consequence of this mechanic, the game needed to prevent non-artifacts being turned into artifacts via naming them (e.g. naming a long sword "Excalibur" to turn it into Excalibur). So if you tried to name a non-artifact with the name of an artifact of the same base type, the game would prevent you and you will mis-engrave. ("Your hand slips...") In more recent versions of NetHack, such as NetHack 3.4.3, items used a separate "artifact flag" to identify whether they were artifacts (and which artifact they were), meaning that this mechanic was no longer necessary to prevent inadvertent creation of artifacts, but it remained in the codebase. This made it possible to identify items; for example, naming a helmet "The Mitre of Holiness" would fail if and only if the helmet is a helm of brilliance. Although this exploit never appeared on the official bug list, it was fixed in NetHack 3.6.0; naming any item in the the appropriate category, if you haven't identified its type, with the appropriate name, will mis-engrave whether or not the item's type is the artifact's base. Thus, attempting to name an unidentified gray stone "The Heart of Ahriman" will fail, regardless of whether it's a luckstone or touchstone, but if you've formally identified it as a touchstone you can name it successfully (and ineffectively). bag bag of holding Wallet of Perseus < ref > Trivially identifiable in SLASH'EM with the showweight option enabled. < /ref > candle magic candle The Candle of Eternal Flame < ref > Trivially identifiable by having a light radius of 3, vs. 2 for normal candles. < /ref > The origin of this feature is funny. It originates from nethack 3.0.0, which didn't have an artifact marker on items, but instead checked the name and object base type of an item to determine whether it's an artifact. That is why naming Sting or Orcrist worked, but the game had to forbid naming attempts that would create other artifacts. In the code, see NetHack_3.0.0/do_name.c#line157 which causes your hand slip if you try – although with a different message. See NetHack_3.0.0/weapon.c#line58 for a call from the weapons code to the spec_abon function that determines the to-hit bonus of an artifact (or line143 or NetHack_3.0.0/mhitu.c#line674 for other similar calls); NetHack_3.0.0/artifact.c#line237 for the definition of spec_abon which calls the function get_artifact to determine whether an item is an artifact; and finally the implementation of get_artifact in line109 which simply compares the base type and name of the item to those in the artifact tables above. =_=_ Naming artifacts trick =_=_ Artifact naming =_=_ Artifact naming trick =_=_ Luckstone If you find a gray stone, DO NOT pick it up right away. First, make sure it is not a loadstone by kicking it; see the article linked above for more details). If it is, #name or #call it on the floor (if you can) and leave it alone. If not, and you are an Archaeologist, you can safely use your own starting touchstone to identify it. For non-Archaeologists, the second test is to rub it on an iron item: a touchstone will produce a "scritch, scritch" noise. Non-Archaeologists will want to keep a touchstone, as a blessed one is useful for identifying gems. As long as you don't know whether it is a luckstone or flint stone, treat it as a luckstone. Luckstones are generated uncursed, so unless you have bad Luck or found it in a bones file, they are safe to carry around. A noncursed luckstone adds 3 Luck (which may exceed the ordinary maximum of 10), and a cursed luckstone subtracts 3 Luck. Luckstones carried in containers (e.g. bags) have no effect on Luck. A cursed luckstone prevents the timeout of negative Luck, blessed ones prevent the timeout of positive Luck, and uncursed ones prevent both. For example, if you have a blessed luckstone and jump a lot in Sokoban, your total Luck will eventually time out to three. Multiple luckstones or other items that function the same as luckstones (i.e. The Tsurugi of Muramasa and the The Orb of Fate) have no cumulative effect. You will get the blessed luckstone effect if you have strictly more blessed than cursed luck items in your open inventory, the cursed effect if the other way around, and the uncursed effect if you have equally as many blessed luck items as cursed (or all are uncursed). You should formally BUC-identify your luckstone (i.e. via altar or scroll/spell of identify) as soon as possible so you can see when it gets cursed. Blessing it is not terribly important because there is no difference from an uncursed one as long as your Luck is not below its baseline value, < ref name="base" > This is 1 on full moons, -1 on Friday the 13th, 0 with both of the above, and 0 otherwise. < /ref > though this makes it so it is not immediately cursed by spellcasting enemies. A backup luckstone carried in a container or left in a stash may be useful in case your primary luckstone becomes cursed, assuming means of uncursing are limited; differently named, blessed luckstones in your inventory can help retain positive luck after facing a curse-slinging monster, especially in Gehennom. Once you have a known luck item to prevent Luck timeout, you want to max out your Luck. This is a useful part of any ascension kit, and is ideally best done before you go to Gehennom. Good ways to increase your Luck are: Most players will want to keep their luckstone in their main inventory at all times once they have maxed out their Luck. However, if you don't mind the tedium and are very conscientious, it is somewhat safer to bag it and take it out only when it prevents Luck timeout: this is on turns divisible by 600, or by 300 if your god is angry OR if you are carrying the Amulet of Yendor (although you could just drop the Amulet). In NetHack 3.4.3 and earlier (and some variants based on these versions), it was possible to determine if any given gray stone was a luckstone by trying to name it "The Heart of Ahriman" - this is called the "naming artifacts" exploit. If the stone was a luckstone, your hand would slip and give it another name; if it was not, the attempt would succeed. This was fixed in NetHack 3.6.0: attempting to name any unidentified gray stone "The Heart of Ahriman" will fail, regardless of the stone's actual identity. =_=_ Silver saber The silver saber is a sword made of silver, commonly used as a secondary weapon in #twoweaponing, as it gives silver damage against lycanthropes, demons, vampires, minor demons (except tengu), and shades, in addition to being a respectable weapon in its own right. Silver sabers make up about 0.6% of randomly generated weapons (on the floor, as death drops, or in shops). However, they are often found on watch captains and captains in the Yendorian army, with a 50% chance. If the watch captain in Minetown doesn't have a saber, you can look for one on the next army captain you encounter. You might start seeing captains around experience level and dungeon level 14 and in barracks, which are found below DL 15. Fort Ludios, if it is accessible in your game, may have several captains in its guaranteed barracks, with a good probability of at least one saber, so searching vaults below DL 10 for the magic portal is an option if you haven't found a saber. The average damage calculations in the following table do not include bonuses from weapon skills, strength, or from using a blessed weapon against undead or demons. The saber is a curved single edged sword with a cross-guard connecting to the pommel (tip of the hilt). It descends from the similar scimitar from the Middle East, which has a simple cross-guard. The curved design was good for slashing opponents without getting stuck while riding. The cross-guard was improved as the development of firearms made many forms of armor (gauntlets and shields) ineffective. In NetHack brass, silver sabers have been removed. Captains and watch captains wield sabers made of iron. Grayswandir still does silver damage, but as a unique property of the artifact. Additionally, the scimitar skill has been phased out, placing scimitars into the saber weapon category. =_=_ Hallucinating =_=_ Two-weapon =_=_ Twoweapon Twoweaponing is the act of wielding two weapons simultaneously to perform additional damage at the cost of overall accuracy, skill points, and time spent in training the ability. Twoweaponing is not available to all roles. To begin two-weapon combat, you must have your main-hand weapon wielded and your off-hand weapon in your secondary weapon slot. The easiest way to achieve this is usually to wield your off-hand weapon, use to swap your weapons, and then wield your main-hand weapon. Finally, use to bring your intended off-hand weapon into your off-hand and start dual-wielding. If successful, you have a DEX/20 chance of not using a turn. If you are not polymorphed, your role must be one that can reach at least Basic in the two weapon combat skill. If you are polymorphed, it must be into a form that can fight with two weapons. The two items you try to wield must both be weapons or weapon-tools, and they must both be one-handed. You cannot wield two weapons while wearing a shield. If you wield an artifact weapon as a secondary weapon and attempt to twoweapon, you will not be able to engage in two-weapon combat in vanilla NetHack. A message will appear saying “Your < artifact weapon > resists being held second to another weapon!” You can twoweapon while polymorphed only if your polymorphed form has two weapon attacks, regardless of role restrictions. Most monsters with this property are not valid polymorphable forms. The complete list of polymorphable monsters that can twoweapon is: However, there are some exceptions: you won't attempt to hit with the second weapon if the target was killed or knocked to another location, or the first weapon was Stormbringer overriding the confirmation to attack peaceful or tame monsters. The skill used by twoweapon is the lesser of your twoweapon skill and your skill in the weapon used. While twoweaponing, only your twoweapon skill is trained, not the skills of your primary or secondary weapons. The two-weapon combat skill is considered a weapon skill, in that it costs two skill slots to advance it from Basic to Skilled, and three more skill slots to advance to Expert. Because the two-weapon to-hit bonus and damage bonus calculations always use the lesser of the two-weapon combat skill level and the appropriate weapon skill level, there is no point raising your two-weapon skill higher than those of the weapons you actually intend to use. In particular, Rogues should not advance to Expert if they intend to use long swords or sabers, and Tourists should consider not advancing to Skilled if they intend to use long swords. Similarly, there is little benefit in raising your weapon skills higher than your two-weapon skill if you intend to dual-wield. Knights and Valkyries can reach Expert in long swords, for example, but only Samurai can actually wield two of them at that skill level. When wielding two weapons, to-hit calculations are only performed for the main-hand weapon. This means that off-hand weapon skill level is only used to determine the two-weapon bonus damage inflicted by your off-hand weapon. Raising your secondary weapon's skill level to Basic gives you +2 damage for one skill slot, but spending another two slots to reach Skilled's further +1 damage is often not worthwhile. For SLASH'EM players, the commands to activate the two-handed combat skill are #twoweapon or #2weapon. In SLASH'EM, artifacts do not refuse to be two weaponed in a secondary position, and two artifacts can be wielded at once (although, this forfeits the off-hand artifact's on-wield abilities). This introduces some interesting weapon combinations. SLASH'EM roles that can twoweapon, in addition to those in vanilla NetHack, are Flame Mage, Ice Mage, and Yeoman. All can reach Skilled proficiency. Duergars and bearded devils can also twoweapon. In SporkHack, there are a number of significant changes to two-weapon fighting. First, Rangers and Cavemen can fight two-handed, albeit only at basic skill. Second, and more significantly, there are restrictions on what weapons can be wielded in the off hand, based on the player's twoweapon skill. At basic or unskilled, you can use daggers, knives, and other weapons that weigh 10 or less. At skilled, you can use maces, short swords, spears, and others weighing 20 or less, and at expert, long swords, broadswords, and sabers become available. Several weapons have had their weights adjusted to fit into this scheme. Wielding a too-heavy weapon in your off hand leads to heavy to-hit penalties, on the order of & minus;20. This is much more significant than it would be in vanilla NetHack since SporkHack has altered the to-hit mechanics and given late-game monsters better armor class. This seriously alters weapon selection, especially for classes like Archaeologists and Barbarians. Particularly, Rogues and Samurai will now be the only roles likely to wield an off-hand silver saber, which was formerly among the strongest off-hand choices. To compensate somewhat, a few new weapons including the silver short sword have been added. =_=_ Iron Iron is the material composing a large portion of the items in the Dungeons of Doom. Iron can corrode or rust. Rubbing iron on a touchstone produces its signature "scritch, scritch." Common iron items include long swords, skeleton keys, and most amulets. Most common metal armors, such as orcish helms or ring mail, are made out of iron. In UnNetHack, elves do not regenerate health while touching iron with bare skin. Weapons may be wielded without consequence if gloves are worn. Similarly, amulets do not inhibit regeneration if worn over a shirt or body armor. Iron haters receive an additional 1d(XL) damage when struck with an iron object. This includes wielded non-weapons made of iron, as well as an iron ring worn while fighting unarmed without gloves. =_=_ Talk:Mjollnir Is it really possible to two-weapon with Mjollnir? I once wished for a Frostbrand and a Firebrand for two-weaponing but they both refuse to be second to another weapon. Is it really the case that Lawful Valkyries get Mjollnir as their first sacrifice gift? Or is that only for Neutral Valkyries? The SLASH'EM spoiler site says that in there, Mjollnir's extra lightning damage is always 24 instead of the 1d24 of Vanilla, but it isn't mentioned in this article. I won't add it here because I'm not certain which is right, Spoiler or Wiki. Which is right? I (well, actually my dog) picked up Mjollnir in a shop. I was playing a lawful Valkyrie at the time. I wonder what would have happened if I had lasted long enough to sacrifice at an altar. (I got killed by an orge with a wand of sleep...) I'd rather not get into an edit war here. I am completely unable to reproduce this effect you're talking about with being engulfed. I was using a wizard mode valkyrie with GoP and a -30 mjollnir (to prevent 1 hit kills). I let myself be engulfed by Juiblex, dust vortex, ice vortex, fire vortex, air elemental, purple worm, trapper, and ochre jelly. For all of those I tried both regular attacks and throwing Mjollnir at the monster. I received no messages about taking lightning damage, nor any damage outside of what the engulfing monster was dealing (which was no damage for the dust and ice vortices). Could you at least provide a screenshot/text dump of such a situation where Mjollnir damages you outside of hitting yourself with it? -- Qazmlpok 19:29, November 14, 2009 (UTC) Please make the table list only the end result. Most readers want only that, and will find the formulas too confusing. --Tjr 11:26, 13 January 2011 (UTC) Mjollnir's status as the most damaging weapon in the game when unenchanted should be mentioned prominently, and should come before its drawback of destroying rings and wands. If the drawback is mentioned first in the article, it creates the impression that the drawback is more important than the damage, which is clearly not the case, as item destruction doesn't happen all the time, worthless items may get destroyed even when it happens, etc. Average damage unenchanted is disputed. The average damage of mjollnir unenchanted is very important and a feature of the weapon. I thought mojo had 15 and 14 average damage. Table below states 16 and 15. Which is correct? Damage unenchanted is very important as it's a major feature of this weapon. Mojo does well over 2 hd of damage on average meaning it can dispatch ants killer bees sometimes in only one hit. This information should be included, but I don't know if 15 and 14 are correct or 16 and 15 is more correct. The fact that Mojo does more damage unenchanted even than 2 handed artifact weapons is incredibly notable and should be included. Please do not revert whole articles for one item you wish to change. If you wish to change one item (such as not including something about liches) then edit THAT ONE ITEM. Do not revert the whole article which contains various other pieces of information and causes me to lose track of which data was deleted. Reverting because of liches means I have to go back and re-add all the other data back which you deleted. Be a good editor. I know you can do this. The rest was not bad, it was important information. If you wish to format it to communicate the same information, please do so by editing the language to make it better. Deleting helpful information is not desireable, stop doing it. Really, there are rules against providing information that's helpful to players? Claim rejected, please provide such a rule. Providing information and edits that include that information isn't "Vandalism". Claim rejected. I'll tell you EXACTLY how to run a wiki because you've been running it wrong for years, making articles that don't properly help or educate people. Just because you've done it for years doesn't make it correct. This is on the right track, and I appreciate the gist of my edit being included in a differnet format. However it is not quite true that "mjollnir will usually kill the monster before its wands (or rings) are destroyed". The chance for mjollnir (not mjolnir, spelling error I think) destroying items being low is because the monster will die first is not quite correct. I guess it is true that there is a probability that it will explode rings and wands on each hit (which is not a certainty). But the real reason that the drawback is rare and minor is because of a probability tree: mjollnir doesn't destroy normal items > doesn't destroy weapons or armor > doesn't destroy items that appear as a death drop > doesn't destroy rings that enemies pick up because none really do > doesn't destroy items on the ground > doesn't destroy magic items except rings and wands > doubles of rings and wands are rarely that relevant (if you have one that's usually all you need) > and so forth. My note about conducts was taken out, but I don't think it was really understood, and I think it's relevant. In a game with no polypiling, and/or no wishing, or other difficult conducts, item preservation might be more important. This would appear to be a bit misleading in the encyclopedia entry (re "indestructible"). -Actual-nh (talk) 18:42, 6 May 2021 (UTC) =_=_ BUC status =_=_ BCU =_=_ B/C/U =_=_ Punishment Dragging an iron ball one square takes at least 2 turns regardless of enhanced speed. This also inhibits efficient travel, including running in a direction and the travel command. If you do not wish to carry the ball, you are forced to move one square at a time using either the letter or number pad keys. Falling into a pit, spiked pit, or trap door with an attached ball will cause it to fall in on top of you, dealing 25 & ndash;31 damage (uniform distribution, average 28), or 3 damage if you are wearing a metallic helm. (Death message "crunched in the head by an iron ball".) < ref > (damage) and (trap doors) and (pits) < /ref > Regardless of your encumbrance, and unless you are flying, you will stumble going down stairs with an iron ball. If you are wielding the ball or carrying the ball and wielding nothing, you will usually take 1 & ndash;9 damage (not uniform, average 5). Otherwise, you will take 1 & ndash;26 damage (not uniform, average 11) and have a high chance of abusing strength. You will always drop the ball if you had it in your inventory, you may also drop other items, especially ones that are heavy relative to your maximum carrying capacity. (Death messages "dragged downstairs by an iron ball" and "killed by an iron ball collision", the later being more common.) < ref > (damage and item dropping) and (call to drag_down, an extra d3 damage) < /ref > The iron ball makes a surprisingly good weapon, doing d25 base damage, with an additional d(4n) damage, where n is the number of times the ball has been made heavier. The downside is the extreme weight & mdash;only 20 units short of a loadstone and the same weight as 48 daggers. Thus, the ball can be used as a weapon, but you should ditch it as soon as you have something more effective. The iron ball also gives you a limited ability to jump while it is chained to you. Throwing it will pull you along in that direction for up to 4 squares, but beware using this method to cross water & mdash;the ball will travel 5 squares, and if that lands in water, you will be pulled down into the water with it. Throwing in this manner will also let you escape traps. Removing the iron ball or breaking open the chain ends your punishment. There are a number of ways to do this: Dropping, dragging, or throwing the iron ball into lava does not end punishment; the ball will not be visible while in the lava, but moving away will drag it back out. The Convict Patch and variants that incorporate it & mdash;UnNetHack, DynaHack, dNetHack, Slash'EM Extended, and SlashTHEM & mdash;make some changes to punishment that can radically alter its significance to gameplay, depending on the variant. Punishment is one of the distinctive characteristics of life as a Convict: Convicts enter the dungeon chained to a heavy iron ball. As in vanilla, this is a significant mobility handicap that prevents them from displacing their pets, running, or using the travel command, and condemns them to moving at effectively half the usual rate. However, as a sort of compensation, the patch encourages use of the iron ball as a weapon, by treating it as a proper weapon that uses the flail skill. Only Convicts can actually advance the skill with a wielded iron ball, but any role that is unrestricted in flails is able to benefit from the to-hit and damage bonuses that come with Basic or better skill. The Convict quest artifact, the Iron Ball of Liberation, is an artifact heavy iron ball that can be reattached to the user as a side-effect of its invoke ability, and which players may or may not choose to wield after acquiring. As a result, the Convict patch makes the heavy iron ball, already a high-damage improvised weapon, an even more viable non-artifact weapon choice that compares well with the dwarvish mattock and crysknife. One implication of this is that there is more incentive to train the otherwise little-used flail skill. Another is that punishment is more advantageous & mdash;beyond merely giving the player the ability to "jump" by throwing the iron ball & mdash;to the extent that players with access to the flail skill and sufficient carrying capacity might actually seek out scrolls of punishment in order to get an iron ball or increase the weight and damage dealt by an existing one. Depending on your circumstances, being punished in variants that include this patch might actually be seen as a reward. UnNetHack includes the Convict role and its implications for punishment. In addition, the Punisher, a monster that is only naturally generated in the Sheol branch, is named for its ability to cast a monster spell that punishes the player. Slash'EM Extended includes the Convict role and runs with the "weaponized ball and chain" idea, adding heavier and higher-damage iron balls and chains, which can be found randomly generated in the Dungeons of Doom, as well as a wand of punishment that functions like a multiple-use scroll of punishment. The Murderer role, effectively an even more handicapped Convict, also starts out punished. In Slash'EM Extended, repeatedly dipping the iron ball into a fountain or pool, or otherwise causing it to rust, might eventually destroy it. However, some other types of ball are made of non-rustprone materials and can't be removed by that method. =_=_ Call =_=_ Twoweaponing Hi! Welcome, and thanks for contributing to NetHackWiki! Could you please create an account? It helps us keep spam down, because we don't have to check the edits of known-good users. It also provides more privacy for you. Also read our style guide. --Jayt 20:34, 14 August 2006 (UTC) =_=_ Hallucinate Hi! Welcome, and thanks for contributing to NetHackWiki! Could you please create an account? It helps us keep spam down, because we don't have to check the edits of known-good users. It also provides more privacy for you. Our style guide and How to help pages are good starting points. --Jayt 20:40, 14 August 2006 (UTC) =_=_ Sanctuary A sanctuary is a co-aligned temple. You will receive sanctuary from its priest if the priest is peacefully tending the altar and your alignment is greater than -4. This means monsters will not enter the temple, and any monsters currently within will not attack you in melee and flee as if you were standing on a respected Elbereth square (though they can still use ranged attacks). Unlike Elbereth, only the following monsters ignore sanctuary: Hi! Welcome, and thanks for contributing to NetHackWiki! Could you please create an account? It helps us keep spam down, because we don't have to check the edits of known-good users. It also provides more privacy for you. Our style guide and How to help pages are good starting points. --Jayt 20:47, 14 August 2006 (UTC) =_=_ Two-weaponing =_=_ Twoweapon combat =_=_ Two-weapon combat =_=_ Two weaponing Hi! Welcome, and thanks for contributing to NetHackWiki! Could you please create an account? It helps us keep spam down, because we don't have to check the edits of known-good users. It also provides more privacy for you. Our style guide and How to help pages are good starting points. --Jayt 20:52, 14 August 2006 (UTC) =_=_ Template talk:Wand The maxcharges data comes from the CHG column in wan1-343.txt. It's marginally useful for telling you how many charges you might expect to get out of your wand. --Jayt 21:00, 14 August 2006 (UTC) I don't really see the use of this field. Supposedly it's to let the user know how many uses to expect out of the wand, but most wands will have fewer uses than that, so a newbie user expecting to e.g. always get eight zaps out of their wand of teleportation is going to be disappointed (and probably dead). A minimum charges field would be more valuable, since it lets the user know at least how many zaps they're guaranteed, but I think a better idea would just be listing "charges", and specifying the range of values. --Darth l33t (talk) 17:43, 21 June 2021 (UTC) =_=_ Wan1-343.txt death "The bugs on the < floor > stop moving!" light Same effect as zapping wand. nothing Same effect as zapping wand -- no message! sleep "The bugs on the < floor > stop moving!" slow monster "The bugs on the < floor > slow down!" speed monster "The bugs on the < floor > speed up!" striking "The wand unsuccessfully fights your attempt to wishing Same effect as zapping wand. =_=_ Shield of reflection The shield of reflection is a rare, but useful item in NetHack. When unidentified, it appears as a polished silver shield; when blind, it is referred to as a smooth shield. The statue of Perseus on Medusa's Island has a chance of containing a cursed +0 shield of reflection; the second 'titan' variation gives it a 25% chance, while all other variants give it a 75% chance. Angels and Aleaxes have a 25% chance of being generated with a shield of reflection, while all archons are generated with one. When worn, the shield provides 2 AC and conveys reflection, true to its name. As it is made of silver, it gains a damage bonus against against silver-hating monsters when wielded as a weapon. Although reflection is a crucial property, shields inhibit both twoweaponing and spellcasting, making the shield of reflection a somewhat unpopular choice for the ascension kit. Even so, it is still a solid find for early- to mid-game characters who don't plan to rely exclusively on spells; come the late game, it can serve as a primary or secondary means of reflection for late-game characters who cannot twoweapon, such as Cavemen or Rangers, or else do not want to, and who will not urgently need spellcasting outside of situations where the shield can be removed at will. In UnNetHack 5.1.0, dNetHack, and SlashTHEM, Itlachiayaque is an artifact shield of reflection that replaces the Orb of Detection as the Archeologist quest artifact. =_=_ Silver shield =_=_ Polished silver shield =_=_ Perseus Perseus is the name given to a historic statue of a knight found on Medusa's Island. He is named for the Greek mythological figure that beheaded and killing Medusa, using his polished shield to view her reflection and avoid meeting her gaze directly. Casting stone to flesh on his statue will revive him as a named player monster, much like any other statue. As with any historic statue, an Archeologist breaking it will suffer a & minus;1 alignment penalty. The statue of Perseus appears in all versions of Medusa's domain, with his location dependent on the version and tied to the down stairs location. Two versions of the isle will have the statue occupy the same tile as both Medusa and the down stair; the other two have three (or four) eligible squares for Medusa and the down stair to appear on, and his statue will appear on one of the remaining squares. Perseus's statue is often broken for a source of reflection by players who manage to kill Medusa without one, or else plan to pilfer the statue before taking her on. He can also potentially provide a source of levitation, either for later points of the game or to be able to actually cross Medusa's island freely (e.g. after digging past). The raven-filled variant of Medusa's island is likely to have the statue on a different island from Medusa herself, making it much less ideal for those seeking levitation and lacking most other means of crossing. The usual strategies for facing Medusa with and without reflection apply in any event; be sure to have your means of reflection and/or blinding actually readied and equipped, or you may well end up like Perseus. The items found in the statue each reflect some of the actual tools the mythological Perseus was gifted for the task of killing Medusa: Zeus gave him a set of winged sandals and an adamantine harpe (a sword with a sickle or scythe in the blade, hence the scimitar); the polished shield was a gift from Athena that would allow him to safely view Medusa; and the Hesperides gave him a knapsack (kibisis) with which to safely contain Medusa's head as well. Said sack would serve as the inspiration for the Wallet of Perseus in SLASH'EM and the Bag of the Hesperides in EvilHack. =_=_ Stone to flesh =_=_ Spellbook of stone to flesh Statues of monsters are brought to life; tame pets turned to stone will be restore it to their original state. Additionally, if the monster is smaller than medium size and/or not fleshy, the statue will be turned into a single meatball instead. If the statue is of a unique monster or a quest guardian, it will reanimate as a disguised doppelganger instead of the real creature, unless the statue was created by stoning that creature. The spell of stone to flesh is a great aid for spellcasters who start with little permafood, particularly Healers, who start with only a few apples and can reliably cast the spell once they reach level 3. One huge chunk of meat produced from a boulder will keep a character satiated for several hundreds of turns; even if they cannot secure some permafood by the time they go from oversatiated to normal nutrition levels, they are more than likely to come across another boulder. Beware of eating anything else while oversatiated, however, as the risk of choking will be too great; a tinning kit is handy to preserve corpses with good intrinsics for later. In addition, the spell can be used as a general means of boulder removal; doing so in Sokoban is a viable strategy for trapped boulders, but incurs a -1 Luck penalty. If you do not particularly need nutrition, you can let your pet eat the resulting chunk of meat, or else break the boulder beforehand and then cast the spell at the pile of rocks. This turns them into meatballs, which can be used as treats to tame or train carnivorous pets. Polypiling the meatballs into other food items, especially lightweight lembas wafers, is incredibly common and used to ensure permafood for most of the game. Stone to flesh can save you from petrification, at the risk of affecting your open inventory - while generally undesirable, this is preferable to becoming a statue. Casting stone to flesh can also be used to get rid of undesirable items, such as loadstones or cursed rings depending on the type (e.g. a granite ring of hunger or aggravate monster). Stashing or else dropping and moving away from any other vulnerable items is recommended; the meat ring can then be eaten to get rid of it, though be wary of the usual effects of eating rotten food. Stone to flesh is the most common way to rescue a petrified pet. Monsters can be transported by stoning them and then casting stone to flesh on their statue afterward; only medium-size and larger monsters are eligible, however, and most such statues will significantly burden you, or else be too heavy to carry outright. Turning a stone golem into a flesh golem makes it somewhat less threatening, and the corpse can also provide useful intrinsics. In NetHack 3.6.1 and previous versions, reanimation fails if the statue was created by stoning and its square is already occupied due to a bug. The bug is fixed as of NetHack 3.6.2. Hi! Welcome, and thanks for contributing to NetHackWiki! Could you please create an account? It helps us keep spam down, because we don't have to check the edits of known-good users. It also provides more privacy for you. Our style guide and How to help pages are good starting points. --Jayt 21:41, 14 August 2006 (UTC) =_=_ Domestic animal Throwing any kind of food & #8212; except an egg or cream pie that hits & #8212; at a domestic animal will make it peaceful and remove any fear effects, even if it is not something that the animal would normally eat. For example, a dog could be made peaceful by throwing a carrot or a lichen corpse, and a horse could be made peaceful by throwing a food ration or a gnome corpse. Even an empty tin will do. Also, some animals in SLASH'EM can be tamed or pacified with specific foods; throwing other kinds of comestibles at them has no pacifying effect. =_=_ Domestic animals =_=_ Domestic =_=_ MS-DOS Few modern desktops run MS-DOS, and indeed Microsoft discontinued support for the product long ago. Nonetheless, most modern Wintels can play the MS-DOS version of NetHack 3.4.3 or the unofficial build for NetHack 3.6.5, as 32-bit versions of Windows and OS/2 can all run MS-DOS programs. DOSBox runs the MS-DOS NetHack on any platform that can run DOSBox. PCs running MS-DOS had significant limitations compared to contemporary systems such as early Macs, Amigas, and Atari STs; NetHack should in time have to deal with these limitations. The original releases of Hack by Andries Brouwer supported only BSD Unix, but several third-party ports were created for other systems. Among these were the PC Hack series by Don Kneller. PC Hack 1.01 and 1.01e were based on Hack 1.0.1. Later releases included PC Hack 1.03, 3.0, 3.51, and 3.6, all based on Hack 1.0.3 and eventually implementing an early form of IBMgraphics. The PC Hacks were distributed on BBSes and by shareware dealers, because few PC users at the time had access to the Internet. NetHack 1.3d included support for MS-DOS in the mainline code for the first time. It included a Makefile for Microsoft C 3.0 and even came with a "make" program to interpret this Makefile. As home access to the Internet was still uncommon, these PC NetHacks were also distributed on BBSes and by shareware dealers. MS-DOS provides only 640 kilobytes of memory space for all programs, drivers, and the MS-DOS kernel itself. Hack and NetHack through NetHack 2.3e were small enough to fit in this space without any special measures; but NetHack 3.0.0 was a much greater program and would overflow this space if built with all features enabled. NetHack 3.0.0 through NetHack 3.0.10 have an impressive list of compile-time options, any of which can be turned off to reduce the size of the final program at the expense of producing a game that lacked some of the advanced features. Here is the list from the NetHack 3.0.10 config.h: From NetHack 3.0.0 through 3.0.5, cutting out features from the above list was the only way to get a NetHack that could run on an MS-DOS PC. NetHack 3.0.6 added support for overlays. An overlay is a piece of executable code that is not always loaded into memory. It is loaded when it is needed, possibly displacing some other overlay. With overlay support, a full-featured 3.0-series NetHack could be played on MS-DOS for the first time. NetHack 3.0.7 allowed the source files to be divided into smaller pieces, each of which could be a separate overlay. This finer-grained overlay system improved the performance of the program. The support for this division is still present in NetHack 3.4.3, though in disuse; look for directives such as "#ifdef OVL0" and for such preprocessor symbols as STATIC_DCL. By the time that NetHack 3.1.0 was released in 1993, PCs based on the 386 chip were in widespread use. These could operate in protected mode, allowing use of more than the 640K of memory accessible to MS-DOS. MS-DOS, however, cannot operate in protected mode. The DOS extender was introduced to solve this problem. A DOS extender switches the CPU to protected mode before running the program to which it is bound, and then switches back to real mode whenever it is necessary to enter MS-DOS for any reason. DJGPP is a port of the GNU C compiler and related tools to MS-DOS, bundled with a DOS extender. NetHack 3.1.0 was the first version offered with an official version built with the DJGPP tools. The earlier 286 chip can also run in protected mode, but not in a way that the DJGPP tools can support. Programs built with DJGPP require a 386 to run, and so at first the overlaid versions of NetHack continued to be supported; thus there were two MS-DOS NetHacks, and neither could use the other's bones and save files. In time, however, pre-386 PCs were retired from service, and NetHack continued to grow, eventually straining the overlay system. The overlaid version flickered in and out of supported status; the last NetHack to offer it officially was NetHack 3.3.1. Beginning with NetHack 3.4.0, only the DJGPP version of NetHack has had any official support from the DevTeam. The makefiles and preprocessor support for the overlaid version are still present, but are no longer supported. A recent attempt to build an overlaid NetHack 3.4.3 showed this infrastructure to be slightly broken; it was furthermore necessary to cut out tile support to get the program to fit. < ref > Ray Chason, Support for real-mode MS-DOS: still worthwhile? rec.games.roguelike.nethack, February 8, 2005. < /ref > An overlaid NetHack 3.4.3 ends up being over the 640K limit, even with a minimal set of drivers loaded. Running it on an 8088-based PC is likely to be futile, and even a 286 should be hard-pressed to find enough room. A 386 can load drivers outside the 640K area, but a player with a 386 can run the DJGPP NetHack. The addition of special statue glyphs broke the MS-DOS port in NetHack 3.6.0. The default tileset has more colors than the VGA code can handle. NetHack 3.6.1 adds support for VESA BIOS Extensions, and falls back to the generic statue glyph if the original VGA mode is in use. It also changes the tileset format to a BMP, the same as Windows uses. The tile size is still limited to 16x16 and the colors to 256. MS-DOS is still semi-officially supported. The code is in the distribution, but the DevTeam has not released an official binary. An unofficial binary distribution of 3.6.5 is available on Github. The current development source adds two features to the MS-DOS port. One can cross-compile the port from Linux, which is much faster than on an emulated DOS machine. Also, the VESA BIOS support is much extended, and can now support an arbitrary tileset. This section relates the behavior of NetHack on Windows NT, Windows 2000, and Windows XP. Other versions of Windows (in particular Windows 95, Windows 98, and Windows Me) may behave differently, particularly in tiled mode. Microsoft Windows users can run the MS-DOS version of NetHack, as long as they are running a version for 32-bit Pentium hardware. AMD64 platforms running 32-bit operating systems behave the same as Pentium hardware, and can run MS-DOS programs if the operating system supports them. Users of PowerPC or 64-bit versions of Windows must use an emulator. If you have not enabled VGA graphics mode, the game runs in a terminal window in text mode. You can switch to full screen mode and back by pressing Alt-Enter; this is a feature of Windows and applies to all programs running in terminal windows, not just NetHack. If you have uncommented the line "#OPTIONS=video:autodetect" in your NetHack.cnf file, the game runs full screen, either in tiled mode or drawing the ASCII and IBMgraphics characters on the graphical screen. Attempting to switch to a terminal window causes the game to suspend; this is a limitation of Windows and NetHack cannot overcome it, but it does not harm your game in any way; you can safely switch back to it and keep playing. Windows Vista does not support terminal windows in full screen mode. This applies to both MS-DOS programs and text-mode Win32 programs. This limitation prevents MS-DOS programs from using any sprite-graphics. The MS-DOS version of NetHack still runs but is limited to text mode. NetHack on OS/2 works much as it does on Windows, except that the key to switch to full screen mode is Alt-Home. Non-x86 platforms, and AMD64 platforms running 64-bit operating systems, do not support MS-DOS programs directly. They can run the MS-DOS version of NetHack by using an emulator such as QEMU with a copy of FreeDOS installed inside, or with DOSBox. Of course it may not be worth the trouble. AMD64-compatible operating systems could, in principle, support MS-DOS. Developers of these operating systems have thus far concluded that it is not worth the effort; it requires some complicated mode-switching code in the kernel, which in turn would have to be debugged and checked for security problems. Users of x86 versions of Linux can run the MS-DOS version of NetHack by using DOSBox. See the website for your distribution for instructions to obtain and install DOSBox, or build from source. =_=_ Dunce cap When worn, the dunce cap sets your intelligence and wisdom to 6 each and autocurses, even if originally blessed; this will autoidentify the dunce cap. Dunce caps also prevent any change to your intelligence or wisdom while worn, akin to a ring of sustain ability. Removing the cap will restore your intelligence and wisdom to their original values. Shopping while wearing a dunce cap will cause the shopkeeper to add an additional 1/3 markup to the price of each item when buying,, and only give you 1/3 of the base price when selling items.. This is also the penalty for being a low-level Tourist or having a visible shirt; these penalties are not cumulative. As the dunce cap and the cornuthaum are both conical hats, picking up and wearing a conical hat at random is a Bad Idea. They can easily be distinguished by price, with the dunce cap having a base cost of only 1 zorkmid. The dunce cap only exists to entrap careless Wizards looking for a cornuthaum - the INT penalty will be devastating to their spellcasting success rates, making it difficult to cast the spell of . As the cornuthaum is only useful for wizards or pets, non-wizards can freely ignore unidentified conical hats and completely avoid the risk of donning a dunce cap. The dunce cap is a conical paper hat with the word "dunce" or just a "D" written on it. It was a form of punishment used in schools in the English-speaking world, where a student seen as misbehaving, stupid or lazy was made to wear it in front of the classroom for a set amount of time. The notion of a "thinking cap" such as the cornuthaum may derive from ceremonial conical hats or even true thinking hats - in this context, the dunce cap is an "anti-thinking cap". =_=_ You feel guilty The message You feel guilty... is given when you kill a co-aligned unicorn (-5 Luck). The ellipsis distinguishes it from the message described above. =_=_ You feel guilty... =_=_ Talk:Dunce cap Should it be noted that this item becomes cursed when worn? Because I put a blessed one on, thinking I could just take it off, and it went cursed. Now I'm stuck (as a Valkyrie, though, so it doesn't matter too much). =_=_ Heavy iron ball =_=_ Talk:Gas spore In the past, I would harm myself and kill my pet by attacking and killing a gas spore. Now I am careful to keep my pet away if I am trying to make this sphere blow. --Kernigh 03:50, 15 August 2006 (UTC) Added template, in the Monst.c it states that Gas Spores don't leave a corpse. Needs better summary and description, possibly strategy? Yesterday I was fighting a gas spore that was hovering over a lava tile, using a melee weapon. There was a hostile elf adjacent to the gas spore so I figured the explosion might kill him, but the gas spore simply died without exploding. Both the elf and me were on land while the gas spore was on lava. What's up with that? --Bluescreenofdeath (talk) 09:30, 11 September 2014 (UTC) =_=_ User talk:GreyKnight GK, I notice in lessons learned the hard way you changed some links around in this manner: < nowiki > tins - > tins < /nowiki > . May I ask why you bothered? Both work equally well, but the former is more concise. Explain yourself, my love! --Eidolos 04:38, 15 August 2006 (UTC) =_=_ Katana A katana is a one-handed weapon that deals d10 damage to small monsters and d12 to large monsters, with a +1 bonus to hit. When unidentified, it appears as a samurai sword; Samurai start with one. The sole artifact katana is Snickersnee. Katanas are very rare; only 4 in 1000 (0.4%) < ref > http://www.steelypips.org/nethack/343/weap-343.html#table1 < /ref > of all randomly spawned weapons will be katanas. The primary differences between a katana and a long sword are the +1 bonus to hit, the katana's d10 damage to small monsters (as opposed to d8 for a long sword), and the inability to convery a katana into Excalibur by dipping. Because a katana is the most damaging non-artifact weapon to use the long sword weapon skill, it is often a desirable off-hand weapon for two-weapon combat. Despite being better than ordinary long swords in NetHack, historically speaking, katanas were no better than an equivalent European sword. < ref > http://tvtropes.org/pmwiki/pmwiki.php/Main/KatanasAreJustBetter < /ref > < !-- I really don't like referencing off-site, and to a place like TV Tropes even less, but it's the best I got right now. -- > In the same era, while many katanas were better than European broadswords, this was simply because katanas were not mass produced (recall that Europe was often at war, and Japan quite isolated); in fact, owing to poorer quality steel in Japan, in a fairer comparison (non-mass-produced European sword) katanas were actually worse. That NetHack < nowiki > ' < /nowiki > s katanas are better than long swords likely stems from Dungeons & Dragons. Due to the large number of soldiers in the game, the long swords in NetHack are most likely mass-produced. Furthermore, the +1 to-hit may be a nod to D & D, in that that is the same bonus given to masterwork equipment. However, this still does not account for that the stereotypically better elven equipment, the elven broadsword, is still worse (on average) than a katana. The average damage calculations in the following table do not include bonuses from weapon skills, strength, or from using a blessed weapon against undead or demons. =_=_ Intelligent artifact Otherwise, you will be blasted by the artifact, sustain 4d10 damage (2d10 if you have magic resistance), and abuse your wisdom. The blast occurs when you pick up or wish for the item, and again if you interact with it in any way except to drop it or put it in a container, as well as every time your alignment changes, until you satisfy all the conditions. It is possible to get around the alignment limitation using a helm of opposite alignment. If, for example, you are lawful, but want to carry The Master Key of Thievery, you can wear the helm, switching to chaotic, then acquire the artifact, then uncurse and take off the helm. You won't be able to touch the key, and if you drop it you won't be able to pick it up again. However, the key still provides its special benefits like half physical damage while carried. Intelligent artifacts have an 80% chance of resisting the curse items monster spell; this doesn't protect other items the curse may target. In SLASH'EM the alignment keys at the end of the alignment quests are also intelligent. Since SLASH'EM's intelligent artifacts blast you for 8d10 damage (6d10 if you have magic resistance), be prepared for some serious HP loss at the end of a cross-aligned quest. This is particularly a concern if you're planning to pick up the quest artifact (most likely to happen with the Hand of Vecna) as well as the key, since these may still blast you for 8d6 damage (6d6 with magic resistance). Be especially careful if you've taken damage on the way there or will take damage on the way back to the portal. =_=_ Undead Undead monsters are represented internally by the monster attribute < code > M2_UNDEAD < /code > . Undead take an extra d4 of damage from blessed items. Contact with holy water (including quaffing) also harms them, including the player if polymorphed into an undead form; however, unholy water actually exercises constitution. Undead deal double damage in the hour of midnight. Priests and knights can turn undead, which can scare undead or even destroy lower-level ones completely. A wand of undead turning or spell of turn undead can also damage and scare them. Undead are immune to level drain, such as from the Staff of Aesculapius. They are also all immune to sleep, poison, and death rays; with the exception of vampires, they are also immune to cold. Reading the Book of the Dead while cursed will summon hostile undead. The blessed book will pacify them, and tame them whenever possible if you are chaotic. Sunsword does double damage against undead monsters. =_=_ Castle The Castle is a special level just above the Valley of the Dead. It is the lowest level of the Dungeons of Doom, and is located between DL 25 and 29. The level permits no bones files and is no-teleport. It is considered a graveyard level (undead are unlikely to leave corpses). It is notable for having a lot of monsters, soldiers, loot and a guaranteed wand of wishing. The stairs up are in a small maze on the left side of the level. The middle part of the level contains the castle, surrounded by a moat. In one of the four corner rooms on a spot marked , there is a guaranteed untrapped chest containing a wand of wishing. The walls inside the castle are undiggable, but the walls of the mazes and the two vertical walls separating the mazes from the moats at the front and back of the castle are diggable. The only way down is through the trap doors in the castle (there is no downstair). The floor is undiggable, but if you fill the trap doors, you may dig holes where they were. Climbing the stairs up from the Valley of the Dead will place you in a random location in the right-hand maze on the Castle level. The four rooms marked "store" are filled with food, weapons, armor, and gems, and may include useful magical items or artifact weapons. The Castle moat contains four sharks and four giant eels. The two barracks on either side of the entry hall contain their usual complement of inhabitants (chosen from soldiers, lieutenants, sergeants, and captains); in addition, each corner tower contains two soldiers, and the atrium eight soldiers and a lieutenant. The throne room contains 27 monsters at the positions marked "t", roughly equally chosen from ; a chest is behind the throne. The alcoves between the marked storerooms contain two random dragons each. The chest with the wand of wishing is in one of the four spots marked each guarded by two soldiers. The black floors (marked ".") and the mazes (marked "m") are unlit. The at the front of the castle is the drawbridge. If you don't know the passtune, one way to open it is to play a game of mastermind with it. The player must use a tonal instrument and be standing at most a knight's move from the drawbridge (standing any closer can be hazardous, if the drawbridge opens or closes on you or is destroyed). Applying the instrument without improvising, the player must guess the 5 note combination to open the drawbridge. The notes you can play are A, B, C, D, E, F, and G. Once you get the right combination, the drawbridge opens and you can cross the moat. You may close the drawbridge by playing the passtune again, to crush any monster that happens to be on it. The drawbridge may also be opened with a wand of opening, a spell of knock, or the blessed, charged Bell of Opening. Zapping the open drawbridge with a wand of striking or a spell of force bolt will smash it to pieces, also tearing apart any monster (or player) currently standing on or next to it. The original Castle appears in NetHack 3.0.0. The wand of wishing appears in one of the corner turrets, as in the current version; but it lies exposed on the floor instead of being protected by a chest and Elbereth. Furthermore, the Castle has empty rooms where the barracks are now. The next level is the beginning of Hell, and so the trap doors can lead to instadeath. NetHack 3.1.0 adds the barracks and engraves Elbereth under the wand of wishing. Gehennom replaces Hell and so an adventurer without fire resistance no longer risks instadeath, though rashly dropping through the trap doors is still not a good idea. NetHack 3.6.0 introduces a few minor changes: filled trapdoors can be re-dug, opening or closing the castle drawbridge by playing the passtune consumes a turn, and the chest containing the wand of wishing can never be trapped. The water in SLASH'EM castle moat is different from any other water ("sparkling water"); although SLASH'EM does not fully implement the Lethe patch, it mimics the "waters of Lethe" concept from that patch. The castle water is far more dangerous, as falling into it causes every magical item in your inventory to be dipped in it, and its dipping effects are far nastier than normal water: Walking on the water via water walking boots (but not swimming via gauntlets of swimming or polyself) has no ill effects on the boots or you, and obviously flying or levitation over the water is safe. One of these three is very advisable in SLASH'EM's castle. Destroying the drawbridge/door, jumping in the water, and hoping you land inside the castle is no longer a viable strategy (although opening the drawbridge still is). Although the water is dangerous, controlled dipping of items into it via flying or water walking provides an unlimited way to remove cursed gear, so long as you don't mind the item losing a point of enchantment and possibly rusting. Non-chargeable rings and amulets will be unaffected. =_=_ The Sanctum =_=_ Sanctum =_=_ The Castle =_=_ Kobold All kobolds are poisonous to eat, but do not convey poison resistance. Each kobold has a 25% probability of being generated with 3-14 darts. In German mythology, Kobolds normally start out as benevolent nix, but are either ignored or angered by humans, causing them to act out, or in this case, attack. Kobold shamans are among the lowest-level spellcasting monsters in NetHack. Typically, they can only cast psi bolt, cure self, and haste self. =_=_ Eating rings =_=_ Eating amulets =_=_ Edible rings =_=_ Edible ring =_=_ Edible amulets =_=_ Edible amulet =_=_ Eating jewelry Eating jewelry is a method to permanently gain the intrinsics conveyed by wearing some rings and amulets. To eat a ring or amulet, one must first polymorph into a creature that can eat the material of the ring or amulet. The material of a ring is dependent upon its randomized appearance, not its function. Not all rings are edible, so the set of rings that can be eaten varies from game to game. All amulets are iron, so they are edible by metallivores, specifically rock moles, rust monsters, and xorns. Eating a ring has a one in three chance of conveying its powers to the eater, while eating an amulet only has a one in five chance of conveying its powers. If the intrinsic is granted, you get the following message: "Magic spreads through your body as you digest the {ring|amulet}" as opposed to the traditional intrinsic gain message. Artifacts are treated as their base items for eating purposes. This means that you can accidentally eat your great weapon or quest artifact. It will then be lost forever. In 3.6.0 and later, digesting (positively enchanted) rings of protection, increase damage, and increase accuracy gives diminishing returns if you already have high intrinsic bonus of the same type. Specifically, if digesting a +n ring would put you above +9, the +n bonus is reduced to a random number between 1 and n; if you have +19 or more, you have a (n-1) in n chance of getting a single extra point (otherwise you get nothing); at +39 or above digesting rings has no effect. Most of these intrinsics can come from sources besides rings, although eating them may still be useful. For example, they provide a pacifist way to obtain resistances, or a safe way to obtain teleport control without the risk of teleportitis from a tengu. However, some of these intrinsics come with downsides. Regeneration and conflict permanently increase your hunger rate in addition to their useful properties; hunger, of course, simply does so with no benefit. These effects are cumulative. Hunger from eating rings of regeneration or conflict is part of the regeneration or conflict effect itself, and thus it cannot be separately removed by a gremlin. Polymorphitis is not a desirable property even for characters with polymorph control: each polymorph still has a 20% chance of polymorphing you into your own race, in which case random stat shuffling can occur. The only amulet which is generally useful to eat is the amulet of magical breathing. All the others either give no effect, a property which is easily obtainable otherwise, or a property which is downright harmful. If you're trying to get high intrinsic bonus to-hit/damage/AC, you will obviously want to eat rings as highly charged as you can find. However, charging them manually is usually not worth a thought unless you have the Platinum Yendorian Express Card or several spare magic markers. Even then, you need to balance increased charge with a risk of explosion, and because of this consideration, charging beyond +3 is usually a waste: even the blessed scroll will give you a ring with an average of 5 charges 4/7th of the time and nothing otherwise, so the expected charge is 20/7 which is less than 3 you started with; uncursed charging fares even worse. Enchanting +2 rings always increases expected charge; however, due to how digesting them works, you will want to avoid that if you only have access to uncursed charging (PYEC as non-Tourist) and already have a +8 or higher intrinsic bonus: at this level, +2 rings only give +1.5 to the bonus on average, +3 rings give +2, and 2*5/7 is less than 1.5. Similarly, at +19 or above, +2 rings give +0.5, +3 rings give +0.67, and uncursed charging is undesirable as well. Blessed-charging +2 rings, however, is always fine. You will obviously want to give first priority to enchanting +0 rings (and +1 rings if your bonus is already +19) as they don't contribute to your bonus at all when digested. Cancel negatively-charged rings instead of trying to enchant them. The amount of protection or damage and accuracy bonus you can obtain this way is only limited by the number of rings in the game (provided they have an edible appearance). However, these attributes are stored in a signed char, so you do not want your total bonus (including weapon / armor type and enchantment, skill level, worn rings etc) to exceed +127 lest it wrap around and become negative. In NetHack 3.4.3, rings of protection, increase damage and increase accuracy had no limitations beyond the 33% to acquire the bonus in the first place. SLASH'EM offers five new ring materials and five new functions. Ridged rings can be eaten by any metallivore. The other four, wedding, obsidian, plain, and glass rings, cannot be eaten by any monster. =_=_ Doors =_=_ Plot =_=_ Farming Farming is a general gaming term used to define any kind of repetitive behavior designed for a specific benefit, usually in the form of better loot or an increased level and stats. Opinions on the practice vary widely, from being a common and accepted practice to being discouraged as against the spirit of the game. In a game like NetHack, some of these opinions are more polarized than usual, due to the age of the game as well as the ways in which some of the more common methods of farming can trivialize much of the gameplay (e.g., by removing most of the challenge from assembling an ascension kit). However, there are still elements of the game that can pose a significant threat to all but the most dedicated farmers, and players electing to farm for a given purpose must weigh the amount of time and resources spent in return for the desired reward(s). The types of farming possible in NetHack are many and varied; major changes made by the DevTeam in the transition from NetHack 3.4.3 to 3.6.0 were designed to address certain exploits and other methods that certain kinds of farming were reliant on. These changes limited the benefits that can be derived from most of them - and in the a couple of cases, rendering them completely useless. For example, many farming methods rely upon cloned monsters; in 3.6.0, a bitfield labeled < code > mcloned < /code > is added that tracks how the monster was generated; among other things, this prevents the splitting of monsters if the split monster is rendered extinct (though the splitting itself does not respect extinction). The methods listed in this section are usable in current versions, though they may undergo significant changes as the game is updated. Hanging around an altar and sacrificing anything that comes along is a natural part of many legitimate games of NetHack, but some feel that taking this to extremes is scumming, particularly when combined with any of the other applicable farming methods detailed below. This is only borderline scumming, as any character capable of doing it is more than capable of ascending. The goal might be to gain large numbers of exotic items to ascend with, to gain billions of points, or (most commonly) to impress onlookers. In this example, Death is trapped between blue jellies and a boulder. He cannot move, but you can hit him with a polearm while he is in line of sight. Once he's dead (in one hit), attempt to push the boulder over his corpse. This will revive him. You can then repeat the procedure. You can work out the exact sequence of key strokes used in a complete cycle of this process (in this case, for example, "aahy.jyk"), and copy this line a few thousand times in a text editor, then paste the whole lot into the NetHack interface. The result will be many thousand death-dropped items and a very high score. If the number of death-dropped items exceeds 32,767 on the same square, the game will probably crash, < ref > < /ref > so periodically checking Death's square and redistributing the items (possibly by teleporting them away, or polymorphing them together) is necessary. This is because the number of items present on a square is stored in a signed short when the items are listed. While gremlins normally stop dividing once their hit point maximum falls to 1, it's possible to induce them to divide indefinitely by using a ring of conflict. This works because whenever a monster kills something, such as another gremlin, its hit point maximum is increased, which allows it to divide again. Since on average a gremlin gains more than one maximum hit point when it kills another gremlin, more gremlins can easily be created provided they are given enough time to heal and divide. As indicated previously, gremlin division also does not respect extinction. Gremlins will not death drop most items due to their size, but can still drop valuables such as gems, rings, and even the normally-rare magic marker. Cloned monsters in 3.6.0 and later versions cannot leave death drops at all and give diminishing experience returns; gremlin farming is thus much less effective for loot, but still viable as they leave corpses that can be used for sacrificing. Characters with a source of reflection or a mirror and the stone to flesh spell can easily stone and revive Medusa as many times as they like. No death drops are generated this way, but it does provide an easy source of experience points. This trick has also been nerfed in NetHack 3.6.0, as repeatedly killing a revived monster eventually starts yielding diminishing XP rewards. If you are playing as a Valkyrie, you can hang out on the home level of your quest and kill giants for strength gain and death drops. This can be done easily by waiting in the building with the Norn using the numeric prefix command and then venturing out to kill and consume a giant when you become hungry. Since werecreatures in their animal form can summon animals when attacking you, they can be used as a inexhaustible monster source. A reasonably safe farm is somewhat tedious to set up, but it can be a viable (and conduct-proof) alternative to the usual monster creation methods, since it has not yet been nerfed as of 3.6.1. The main idea is to trap the werecreature in a locked space connected diagonally to a door. Since monsters cannot move diagonally through a doorway, but can attack, you can easily "switch" the monster creation process by moving in and out of the doorway. You can use an existing closet as the base -- simply dig a square to the side, trap the monster there, and block the original closet square with a boulder. If you have a wand of locking, you can construct the farm in pretty much any room (including near an altar). Luring the werecreature into the trap can be troublesome. The easiest way is to temporarily tame it, but illiterates may find it difficult. Since werecreatures are not followers, moving them between levels without taming is also difficult. (You can get them to fall down holes, or kill them and undead turn their corpse.) Once in place, you just need to endure its attacks. You will inevitably be infected by lycanthropy, so you need some way of managing it: either Werebane, an amulet of unchanging, or a ring of polymorph control (make sure to turn paranoid_confirmation:Were-change on if using the ring). It helps to have a means of curing it, as well (like prayer). Anyway, after a few turns of attacking you the monster will summon help, after which you should step aside and deal with them. Summoned monsters can be used for most usual purposes (food, death drops, sacrifice, etc.) but note that being infected with lycanthropy makes eating them cannibalism and reduces the chance of a prayer boon, because your god will prioritize fixing the lycanthropy first. If you have Werebane, however, this is not a concern. All three kinds of werecreatures can be used, but wererats summon rats which have poisonous attacks and rarely leave corpses, and werewolves can summon winter wolves whose rays of cold can cause unwanted destruction (like the death of the original werewolf). If you can deal with them, however, they can give cold resistance (but mind the cannibalism penalty). Wolves leave corpses very often but are tougher in general, making werejackals an optimal choice for low-level characters. Overall, it's a tedious and somewhat situational strategy, but if you're sacrificing for a powerful artifact and have gotten Werebane instead, it can be considered. First, retrieve the Book of the Dead. This works best if you refrain from killing the Wizard of Yendor, because then he won't randomly appear until you perform the Invocation Ritual. Reading the cursed Book can summon wraiths (as well as other undead, including liches, so genocide what you cannot deal with). However, it also marks the current level as a graveyard. This means that you should lead wraiths to another (nongraveyard) level before killing them for their corpses. Recall that eating a wraith corpse at experience level 30 will still increase your maximum HP and power. Due to the major divergence between versions, the following methods detailed below are either mostly inapplicable to current versions or else severely reduced in effectiveness. They are still applicable to 3.4.3 at latest, as well as many variants based on pre-3.6. versions; changes made from the 3.6 series forward and their effects on the strategy are noted where appropriate. In 3.4.3, kraken can be killed trivially when on dry land, and their corpses can be revived using undead turning. This means you can continue killing the same monsters near-indefinitely, racking up a very high score with very little effort. To get the most out of such farming, you can trap kraken by digging walls in the following pattern: This allows a farmer to repeatedly cast undead turning and finger of death along the diagonals with copy-and-paste - kraken are huge monsters, and so cannot squeeze diagonally between walls. In 3.4.3, a common tactic was to advance your character to the point where they could easily defeat black puddings, then carefully use weak weapons to divide them without killing them; this allowed players to "farm" by killing as many puddings as they wish for death dropped items, and their corpses can be sacrificed for a variety of benefits. Players can continue this process (and even automate it) until they possess thousands of hit points, maximum AC, and hundreds of wands of wishing & mdash;at a point where a player is considering this and has the means to do so, the only primary obstacle is the amount of effort they are willing to dedicate (which ironically proved an effective deterrent). In pre-3.6.0 versions, throne farming was perhaps the fastest way in the game to generate lots of monsters, and the only method available without breaking any conducts; monster generation would also not use up a turn or risk any damage to the throne, allowing indefinite farming for whatever items you desire (from dragon scales to convert into mail to various potions, wands and scrolls. This is no longer possible since confused looting now uses up a turn and has a 10% change of marking the throne as "looted", preventing further monster generation from that throne. For 3.4.3, earlier versions and variants based on them, undiggable no-teleport levels work best to prevent monsters from ruining your setup; at most, you will only have to use up one charge from a wand of teleportation to send a troublesome monster off. Each quest home level generates the quest leader on a suitable throne - you can make them wander away if you move adjacent on a free turn, and then say no to the "really attack?" prompt. You might want to engrave concentric circles of Elbereth (as done when farming dragon scales and/or use a boulder fort to protect yourself from ranged attacks. Illiterate conduct players can get a monster to read the scroll of earth, then stand on a scroll of scare monster and confuse themselves, using a cursed unicorn horn if they did not start with a spell to forget. =_=_ Altar scumming =_=_ Kraken farming =_=_ Death farming You asked me (User talk:Kernigh#Main page) if dungeon features should be on the Main Page, as items and classes currently are. It already links to the dungeon feature page, and that page contains the list, so I think that it works well now. However, if you want to try changing the main page, go ahead and do so - that is how wiki works. You could also join the discussion at NetHackWiki:Community Portal#New main page. --Kernigh 02:10, 16 August 2006 (UTC) Thanks for fixing those colors... one of the downsides of updating the wiki at work is that I can't just start up a game to check the symbol colors :) Of course, the upside is that I'm not working :) --Intx13 15:23, 25 August 2006 (UTC) Hello there. I just applied your moving clouds patch and it seems to be working the wrong way round, i.e. I see bubbles of air moving through a plane of cloud rather than "bubbles" of cloud moving through air. Is this actually the intended behaviour? --Jayt 21:42, 5 October 2006 (UTC) Hey. I compiled a bot-readable list of articles to be moved into the Source: namespace (see the community portal talk), but I don't want to go doing it from work here; feeling up to it? Leave me a note if you want me to take care of it myself, but I figured you've probably already got at least the skeleton of a bot lying around somewhere. I dont see this linked in your profile, but I infer that you can maintain it one way or another... I have noticed that the 'dog eared spellbook' shows tiles for ants on everything but TTY, probably because that's the default 1st image. Also, it seems like you might have some strong perl-fu, so if you know of an easy way to annotate the ranger quest page with the associated dialogues, that would make it consistent with the others. I can copy/paste from the encyclopedia like a pro, but going through the source for all the quest chats would give me carpal tunnel. Cheers, MysterX 12:43, 25 January 2008 (UTC) I saw the value of Template:Monsym and saw an opportunity to update Genocide as chickatrice was hard-coded yellow instead of brown. I caused more trouble than I fixed, and I apologise for it. I have modified the template to remove the carriage return between the end of the < nowiki > < noinclude > < /noinclude > < /nowiki > and the noinclude statement, so that you can use Monsym in-line with other text. It looks ugly if you edit the template, but apart from that it works brilliantly with in-line text now. -- Kalon 01:02, 26 February 2008 (UTC) On an additional note, I have modified Template:Monsym to use direct HTML codes for ; and : monsters as the use of the single character keypress escaped the function and caused nothing to print and a carriage return to be entered, not expected actions. -- Kalon 22:14, 26 February 2008 (UTC) Your help with the Monobook.css for Wiki 24 at the Wikia IRC was greatly appreciated! Blue Rook 20:03, 11 March 2008 (UTC) I'm kinda new here, it all looks kinda weird and sometimes I'm not sure what the hell I'm doing, but I'm pretty sure that this is the right place to leave this message. About the previous one, just thought someone might find that information usefull. as you co-admin NAO and there seems to be no proper forum/wiki/faq/... to discuss this kind of thing, I'm writing you here: I would like to have a separate message window like in the OS X tiles port so I don't have to press escape after each command and risk slowly turning to stone. Can you please add an option to do this? If there already is, would you please document it? Hi paxed, sorry about that, I've been using the rich text editor and been using the suggestions it gives for case. Thanks for the comment. Strongsauce1 07:02, September 7, 2009 (UTC) Hey, I'm trying to run the configure file on Mac OS X and its not working. I put it in the right folder and made sure the code was right. Hey, I just found the web comic that you wrote the generation code for, Dudley's (New, Improved) Dungeon. So as soon as I found this a read through a couple hundred, I came up with an awesome idea for one and immediately wanted to try it. However, it needs to use a non-ASCII character in the actual tty-part of the panel. I saw in the older series, the Yen symbol was used a couple times. So I was wondering if that is still possible with the version you made, and if so, what encoding is required? Does it use UTF-8 or Code Page 437? Just wanted to know before I got too far on this ASCII art. Thanks for the welcome. No, I haven't tried NAO yet. If its implementation of NetHack doesn't use extended ASCII characters, then it's probably fairly easy to access with screen readers. As for the wiki, I find that it's fairly accessible, but I find Monobook somewhat easier to use than vector, probably because I'm more used to it ... which is one of the reasons I created an account! Graham87 16:51, 5 March 2011 (UTC) Just created an account, and so got a message from the welcome bot. The first line is a greeting, but where I would expect to see my handle I see triple-nested curlys wrapping a 1. Perhaps moving to media wiki 1.19.0 futzed it? I am using Firefox 12 on Ubuntu, and articles under certain namespaces do not have the line under the article title. I noticed it on Forum:Watercooler and all the other forum posts. It also affects user talk pages like yours at User_talk:Paxed and when editing those pages. --99.239.147.0 23:56, 6 May 2012 (UTC) The version tags that appear at the top right of some pages are overlapping the header. You can see examples at Special room (SLASH'EM) and Junethack. I recall that the tags are 3.4.3, SE 7E7, VAR 3.4.3, and the featured article star. --99.239.147.0 02:15, 9 May 2012 (UTC) Thanks very much! I haven't played NetHack at all for ages ... I've been too busy! Graham87 (talk) 07:08, 13 May 2012 (UTC) I just made Forum:Well_done_everyone to congratulate everybody, the wiki is looking fantastic these days. Good work running the place too! < tt > :-) < /tt > --TPGreyKnight (talk) 22:42, 24 June 2012 (UTC) Is the spam blacklist extension active? Would you consider activating it if it isn't?--Ray Chason (talk) 01:26, 9 March 2014 (UTC) I'm trying to edit sokoban and Sokoban_(SLASH'EM) for almost a week. I just want to add the div tag on the maps, i don't know about others, but i see white lines with out them. The list of maps is too large, and when i try to save, it keeps timing out with out saving > :P . I also messed up Sokoban_(SLASH'EM) a bit because of this. --Quantum Immortal (talk) 02:24, 16 January 2015 (UTC) Does anyone (you) feel like writing an article for the NAO version of nethack? It seems needed.--Elronnd (talk) 05:32, 3 April 2015 (UTC)Elronnd Is it possible to provide an openZIM/kiwix formatted copy of NetHackWiki in addition to the XML dump? It would eliminate the headache of installing LAMP and mediawiki. --Deadagain (talk) 06:04, 13 June 2015 (UTC) Dear admin. What about having a new torrent of the dumps generated each weak?--Quantum Immortal (talk) 07:48, 27 June 2015 (UTC) The image dump is 140MB, while the thumb folder inside is 120. Is this some error??? Also, i think that the thumb folder is not necessary since you build your own thumbs... And the deleted images are also there...--Quantum Immortal (talk) 10:41, 28 June 2015 (UTC) Just now I stumbled upon a source page which seems to lack line numbers. Would it be within the reach of your magicks to supply these? < br / > The same is true of onames.h, pm.h, vis_tab.h and vis_tab.c (long form); I believe the two latter are supposed to have numbers.__Train (talk) 10:38, 20 July 2015 (UTC) The issue I have recognized, and tried to bring to the attention of NethackWiki staff, is the editing history of user Quantum Immortal. On sporadic occasions in the past month or two, I would occasionally find inclusions in articles that were either tangentially related to the article subject or had extraneous details that were irrelevant to the game, and in any case these inclusions had multiple grammatical and spelling errors. When I saw them, I'd either rewrite the section or correct the mistakes, as is evident from my user contributions; an example specific to this issue is https://nethackwiki.com/mediawiki/index.php?title=Castle & diff=prev & oldid=96203 , wherein I found a section titled "Alternative Strategies" on the Castle article that I felt wasn't necessary, to say nothing of grammatical and stylistic errors, and so removed it. At the time of that edit, I had not yet established any connection between these suspect edits and Quantum Immortal, much less any single user at all. My contribs indicate that my first direct encounter with Quantum Immortal occurred here: https://nethackwiki.com/mediawiki/index.php?title=Dispater & diff=prev & oldid=96650 ; I had on that occasion, as I had many others, found an entry which I felt wasn't "up to snuff," and so rewrote the section. I discovered later that one sentence I'd removed in the course of my rewrite had been restored by another user - this sentence had grammatical and spelling errors, and concerned the appearance of Dispater, which I felt was not relevant to the game. I reverted this restoration: https://nethackwiki.com/mediawiki/index.php?title=Dispater & diff=next & oldid=96652 My next encounter with Quantum Immortal occurred when I found that a pronunciation guide on the Houchou article suggested "hoo-choo," which is glaringly incorrect: https://nethackwiki.com/mediawiki/index.php?title=Houchou & type=revision & diff=96523 & oldid=91250 . I was surprised to find that my correction was reverted shortly thereafter, by the very same Quantum Immortal I'd encountered earlier; I was surprised again, and this time alarmed and insulted, both that the erroneous pronunciation was restored, and that the user appeared to be convinced that his "hoo-choo" error was in fact how the word was pronounced. In justifying this, the user invoked "standard romanization rules for Japanese," something which exists only in that user's imagination: https://nethackwiki.com/mediawiki/index.php?title=Houchou & type=revision & diff=96523 & oldid=91250 . I couldn't believe this absurdity, and so I began to dig around this user's contributions, making the connection for the first time between Quantum Immortal and these subpar edits I'd happened to have encountered. What followed was a back-and-forth revert cycle. I removed the erroneous content because it was erroneous, and explained in my edit summaries that there was no such thing as a "standard romanization rule." Evidently, what Quantum Immortal took away from this is that I had an issue with the phrase "standard romanization rule," and that what needed to be done to appease me is to "compromise" by changing the phrase to "most frequent romanization rule," another figment of that user's imagination. https://nethackwiki.com/mediawiki/index.php?title=Houchou & diff=next & oldid=96683 From my brief conversations with Quantum Immortal on their talk page, https://nethackwiki.com/wiki/User_talk:Quantum_Immortal#Japanese_pronunciation , my impressions are that the user does not recognize their English language deficiencies as being problematic; that other users are being impolite by pointing out that these deficiencies are the cause of a chronic history of questionable edits, including introducing errors to otherwise perfectly acceptable English; that something called a "romanization rule" definitely, definitely exists, and that it says "hoo-choo" is correct; and, pursuant to all the above, there will be no change to the user's editing behavior going forward. Recognizing the potential for this to escalate, I have not addressed several outstanding errors in pages Quantum Immortal has edited since our conversation. I would very much like to, as they are errors and do need to be amended, but I do not believe I can address them until there has been some involvement by a mediator. I recognize that Quantum Immortal's edits are certainly in good faith, and that the user believes they are contributing positively to the wiki, but that there are problems stemming from an impairment that are causing this desire to be helpful to manifest in unintended, undesirable ways.--74.137.179.27 16:13, 27 September 2015 (UTC) I can't figure out how to report vandalism and harassment on here. IP 129.67.16.1 has followed me here from Wikipediaand other networks with vandalism, deadnaming, and personal attacks. See & diff=102839 & oldid=102732 most recent edit. Funcrunch (talk) 14:36, 21 May 2016 (UTC) Noticed you undid my revision of Options. Changing runmode has no effect in 3.6.1, based on my testing. Could you check the code on this? Thanks. Could you take a look again? We're in the position now of discussing actual improvements to Orcus on User_talk:Phol_ende_wodan because of the tide on Talk:Orcus. Pinkbeast (talk) 01:45, 22 September 2019 (UTC) You can decide if you like Umbire's compendious edits, but they get decidedly tetchy if anyone offers a different point of view. More fool me for engaging. See Talk:Demogorgon. Wikid (talk) 03:56, 17 February 2020 (UTC) =_=_ Samurai sword =_=_ Talk:Farming Dubious about the "undead farming". Wouldn't Rodney be something of a concern? I can't see how this is a real strategy so maybe it should be removed... EkiM 17:59, 14 November 2006 (UTC) It seems to me that using foocubi to maximize constitution, wisdom, power, and level should be included here. They can be summoned so easily with sinks and a starting wizard can so easily abuse it. I suppose the real question is whether this really counts as farming, given that each foocubus is only good for a limited number of, well, interactions, and that each sink is only good for one foocubus. The rest of the farming methods currently on this page are things that one can, in principle at least, keep doing forever. Ok, altar farming for foocubi with Kops is indeed farming in my book. The same thing goes for sacrificing vault gaurds. -Tjr 19:40, 31 August 2009 (UTC) I think bonescumming should be mentioned somewhere; the process of copypasting bones files to give oneself an unfair advantage. It's almost as bad as savescumming, so why shouldn't it be mentioned? Archmage84 06:02, April 25, 2010 (UTC) If you wanted to use a cursed unicorn horn for confusion, couldn't you just polyself into a ghoul, which is sickness resistant? You would need a ring of polymorph control, an amulet of unchanging and a source of polymorph, all of which can be gotten by an illiterate character and ID'd with a wand of enlightenment. Admittedly they're statistically weak, but with a burned Elbereth square that shouldn't be a problem. Speed boots/speed monster can bring their speed up, and the other negative effects of a cursed unicorn horn shouldn't be a problem, at least until you were done generating monsters. -Ion frigate 01:47, July 8, 2010 (UTC) Wouldn't it make much more sense to replace Death with Famine / Pestilence for polearm farming? The obvious advantage is that you can level drain them until they only have one max HP, which means you don't have to eat a single ring. I'm guessing the author chose Death to farm because F & P can be tamed, but there are other ways to deal with Death (e.g. lure him into a room and then revgen blue jellies into the doorway). --Darth l33t 17:19, July 21, 2010 (UTC) Should Vault Farming (waiting forever in a vault killing guards, which don't respect extinction) be included here? 75.58.127.95 12:07, 23 July 2011 (UTC) =_=_ Talk:Trap Blah. Adding the symbols to the section header looks ok, _except_ i guess now it needs to be referenced like "Trap#Trapname (^)" which sort of sucks. --Paxed 14:01, 16 August 2006 (UTC)paxed Can anyone confirm the behavior of trap doors on levels with multiple downstairs? Or for that matter, quaffing a cursed potion of gain level on levels with multiple upstairs. On the gnomish mines level, I have never fallen into the mines (but often toward Sokoban). Therefore, I guess you always stay in the same dungeon branch. --Tjr 20:23, 6 February 2009 (UTC) In SLASH'EM you can untrap fire traps with a potion of water. It leaves 1-4 potions of oil behind and gives the message "You manage to extinguish the pilot light!" Not sure if this holds in vanilla. Ih fek 04:40, 5 May 2009 (UTC) The magic trap says it does not randomly generate above level 5, I disagree because I have seen them generate in the Gnomish mines, and in the main dungeon in maybe lvl. 4 or 3. Unless I am mistaken, I'll try to get a screenshot. - - DemonSlayerThe3 :: The Neutral Gnomish Wizard, with my kitten Ellinis! 19:14, May 7, 2010 (UTC) Got that peaceful unicorn, and i NEED a horn. if i activate the rolling boulder trap that allows me to hit her, will it count as if i killed her?Newtkiller 14:02, June 18, 2010 (UTC) Pets with MR are not protected against levelporting. Neither (trap handling code for monsters) or (function for actually changing the level) make any reference to magic resistance, and testing in wizard mode with a gray dragon confirmed that magic resistance does not protect monsters. I'm going to make edits where I know they're needed, but I've seen this incorrect statement made in plenty of places on this wiki so I might miss some. -- Qazmlpok 02:04, 2 March 2011 (UTC) Just now level teleporter failed to teleport me and vanished. I guess, thats because of my MR, I wear elven cloak: So I changed the entry. Level teleporters vanish even if failed to teleport player. --95.220.148.133 19:12, 8 November 2011 (UTC) Somebody wrote fire traps can be generated in "the random maze areas outside the Castle,". I believe this is wrong because of: Traps are only ever generated by writing to "ttyp" or by calling maketrap, in turn called by mktrap or load_maze. Note mktrap only makes fire traps in Gehennom (mklev.c, line 1234) or when explicitly told so. Quantum Immortal, if you have magic resistance and are standing on a teleportation trap, you may press ctrl + t to activate the trap. The same is not true of level teleporters, which is probably an oversight. It's hard to wiz-test because wizards have intrinsic teleportation powers, but my experience confirms.__Train (talk) 18:25, 25 July 2015 (UTC) =_=_ Ladder A ladder is a dungeon feature which acts exactly like a staircase, except these only appear in Vlad's Tower and the Wizard's Tower. It is represented by or , for a down ladder or up ladder, respectively. The differences between a ladder and a stairway, that objects dropped on a ladder are more likely to fall down, and that you receive a message when climbing ladders. Some patches display branches as ladders instead of stairways to make them stand out more. Ummm.....well, I play NetHack, Slash'EM, ADOM, and ZAngband on the "rougelike" section...out of rougelikes, I play TA Spring online, and that's about it. I'm probably not understanding a lot of what I do, so I'll try to keep my editing to just spelling errors and such...I apoligize here for any mistakes I make beforehand. =_=_ Ring of regeneration It is possible for a player to identify this ring by putting on the (noncursed) ring, throwing an object upwards , and examining their healing rate. The normal healing rate without regeneration is some HP every few turns. A character's HP is healed by one every move that the turn counter is increased unless they would normally heal on that turn (even if wearing more than one ring). Especially at very low levels, this ring is valuable because it makes much faster game play possible. The same thing goes for players who spend most of their time polymorphed, e.g. speed runners, because they naturally heal only one point per 20 turns. =_=_ History =_=_ Ring of teleport control Wearing a ring of teleport control conveys the teleport control extrinsic. This is an incredibly useful property, especially when combined with teleportitis or a means of level teleportation. Eating a ring of teleport control grants the property as an intrinsic. One of the ways to identify a ring of teleport control is to teleport (usually with a teleport trap or scroll) while wearing an (ideally noncursed) ring. If you can choose your destination, you have the teleport control ability. Dropping a ring of teleport control into a sink produces the message, "The sink looks like it is being beamed aboard somewhere." =_=_ Talk:The =_=_ Talk:Jackal How come this redirects straight to Werejackal? Jackals are fairly common in the early game, well worth having an article about. Also, the Werecreature page that this redirect chain ends up at has a link back to Jackal... it's all quite confusing. Those in favour of a Jackal article? GreyKnight 03:55, 17 August 2006 (UTC) =_=_ Ravens =_=_ Credit cloning Credit cloning is the act of dropping gold in a shop to build up credit, and then removing the gold without erasing the credit. Then, the credit with the shopkeeper remains, and you have your gold back. There are several ways to accomplish this, mostly involving pets, but occasionally using hostile monsters as well. By repeatedly credit cloning and selling items to a shopkeeper, it is possible to get all of their gold, and then all of their items from the built-up credit. In NetHack 3.6.0, you can no longer do this with loose gold, so you need to use a container to allow the gold to be stolen as a group. Most pets will only pick up a single piece of gold, with gold-loving monsters being the exception. This means a distinct advantage for Rogues and Archeologists, who both start with an uncursed sack, and can therefore employ the technique of credit cloning right from the start, while other classes have to acquire some kind of container first. Repeat the technique till the shopkeeper has no gold – you will know this because the shopkeeper offers you credit instead of gold when you try to sell the item – and you have enough credit to buy everything that you want from the shop. The technique is very time consuming and should not be done if you don't have slow digestion, a good amount of food, or a good relationship with your god. The slowest part is waiting for your pet to steal the gold, so a good starting quantity helps, too. Credit cloning is more effective if you have a sack – or still better, a bag of holding. You can put all your gold into the sack, along with as many items as your pet can carry (preferably expensive ones). You can then have your pet carry the bag outside the shop and resell the items over and over to get all the shopkeeper's gold very quickly. The point is to steal gold instead of merchandise, since gold has the highest value-to-weight ratio of all items in the game (except artifacts and identified gems) and is universally accepted. However, in the beginning, you might need to have your pet steal items. The best shops for credit cloning, therefore, are ones with lightweight expensive items like rings, wands and identified gems. Delicatessens are probably the safest, because they stock food, but are also very time-consuming because the items are so cheap until you make much holy water. General stores are also good because you can sell many of your own items at the beginning, increasing the size of the initial pile of gold. The spreadsheet Nh_inventory_weight.ods can do the math for you, and the below table has already done it for certain popular pets. Certain monsters will pick up gold in a shop. These monsters will chase you into shops where you have left a pile of gold. Once they have picked up the gold, they will follow you out of the shop, where you can kill them, retrieve the gold, and repeat. Just as with pets, shopkeepers will show no alarm when these monsters swipe from them. Credit cloning is slightly more difficult in SLASH'EM than in vanilla, but also significantly more useful. The shopkeeper services mean that it is useful to have credit in a shop even after the shopkeeper's gold has been exhausted and all useful items have been purchased. Pets are no longer guaranteed to pick up an entire pile of gold, so it is no longer possible to simply drop a pile of gold and have your pet kitten pick it up. It is necessary to place the gold into a sack or other container first. Fortunately, the shopkeeper identification service makes it much easier to identify valuable gems, and the massive increase in magic lamp price makes draining gold from shops quick if one is generated. =_=_ Talk:Nymph I may have zapped it with a wand of cancellation, but I can't be sure for now (and I received no message confirming that the nymph was cancelled), I'm also in Sokoban. The nymph stole a spellbook of drain life from me (I started with one, and I REALLY want it back). But I can't seem to find it. I've used telepathy, but it seems to have disappeared. Can nymphs levelport? Fredil Yupigo 01:28, 7 January 2008 (UTC) I've noticed end game even when I get a nymph close enough, I usually just see "The nymph pretends to be friendly. The nymph pretends to be friendly." Does low AC all but rule out theft? I can't find ANY info on this. Where I've really noticed it, though, is when I try to steal back armor from a pet to enchant it higher. Oftentimes, the pet will already have a < -15 AC, and I will trap a pet in a closet, and must hit it 100 times, and I can't steal anything. I just see "You pretend to be friendly to X. You pretend to be friendly to X." Floatingeye 00:17, 25 March 2008 (UTC) After being pretty successful with the Apprentices (only making one of them hostile after about 8 hits (I dealt with the hostile Apprentice by letting my pet purple worm that I had left on HOME 1 after my quest eat him, and I figured I could probably clear out the whole Lonely Tower in this manner)) I decided to try hitting Neferet the Green. He got angry and after calling all the Apprentices against me (those Apprentices don't care if you anger one of their number, but their leader is a different story) hitting me once and casting a spell at me once he expelled me from my home world (not too much of a problem, I have the quest artifact & bell of course). After reviewing the ttyrec http://alt.org/nethack/userdata/HimpDPimp/ttyrec/2009-08-12.17:40:56.ttyrec I found that as long as I "smile engagingly" or "smile seductively" which is to say that I land a hit, the monster is happy to let me steal whatever. But if I "pretend to be friendly", AKA miss, then they get angry. This is likely to be deliberate behavior. The reason that Neferet the Green got mad immediately is his AC is 0 vs. the AC 10 for Apprentices. At least I do. I tried dropping all my things but she just took a whole bunch of things from my pile of belongings. SO THAT METHOD DOSEN'T WORK!!! Now my cloak, staff, and egg is gone! - - DemonSlayerThe3 :: The Neutral Gnomish Wizard, with my kitten Ellinis! 18:10, July 26, 2010 (UTC) According to that other wiki, chatting with a nymph will "sometimes prompt them to say hello, ". I've been playing with Wizard mode and unable to prompt them to say this. The only answer I get is "The $whatevs nymph cajoles you." Anyone have any idea how to make that happen? Delbow 06:22, 21 November 2011 (UTC) =_=_ Talk:Credit cloning Would this be considered cheating? You are exploiting a shopkeeper's ignorance of your gold theft, giving you access to all of his gold. Exploitation could be defined as a form of cheating. --MadDawg2552 04:17, 10 January 2007 (UTC) I disagree. Credit cloning in a deli takes forever because the items for sale there are so cheap. The best shop to rob has a few expensive items, otherwise you have to pick up and drop everything a gazillion times. The table can't be right - I have seen large cats and dogs pick up plate mails. It seems to me that a strong monster can carry at least as much as a human, or more if the strong monster is heavier than a human. Some more lines from Mon.c#max_mon_load: =_=_ Talk:Healer Hi! Welcome, and thanks for contributing to NetHackWiki! Could you please create an account? It helps us keep spam down, because we don't have to check the edits of known-good users. It also provides more privacy for you. Our style guide and How to help pages are good starting points. --Jayt 15:39, 17 August 2006 (UTC) Hi! Welcome, and thanks for contributing to NetHackWiki! Could you please create an account? It helps us keep spam down, because we don't have to check the edits of known-good users. It also provides more privacy for you. Our style guide and How to help pages are good starting points. --Jayt 15:42, 17 August 2006 (UTC) =_=_ How to help =_=_ Welcome =_=_ Extinctionist =_=_ Polymorph trap A polymorph trap changes you to a new species, in the same manner as a polymorph spell, potion or wand. They will not be generated on dungeon levels 1 to 7. The only guaranteed polymorph trap is on the wizard quest locate level. If none of the above happened, you either polymorph into a random monster for 500-999 turns, shorter if your polymorphed level is higher than your native level, or if you polymorph into your own race and see: "You feel like a new & lt;race & gt;". This redistributes your attributes and changes your experience level by up to two levels. This transformation will destroy your shirt, body armor and cloak if you polymorph into something large or bigger, a non-humanoid medium or bigger, or a gargoyle or marilith (wings and extra arms don't fit). Monsters may deliberately jump onto polymorph traps if their difficulty is at most five, or simply blunder onto them. Even if monsters deliberately jump onto the trap, they still have a greater chance of becoming out-of-depth monsters than if they had used an item of polymorph. For this reason, it's safest not to traverse the lower areas of the Gnomish Mines until one has magic resistance and is sufficiently powerful to deal with monsters like jabberwocks, liches, and vampires that can potentially be created by these traps. If you have valuable armor which you would rather not have destroyed by the trap, you can proceed in relative safety by searching () every square until you find it. This strategy works best if you have high Luck. Contrary to popular belief, a pair of lenses and the enchantment on Excalibur have no effect on the chance of finding a trap. Characters with low Luck may have to search many times to reveal an adjacent trap & ndash; see luckstone, sacrifice, altar, and unicorn on how to improve your Luck. A crystal ball or confused scroll of gold detection will reliably reveal the location of polymorph traps on the level, although a crystal ball is not safe to use with low intelligence. A wand of secret door detection may be zapped in rooms to determine if a polymorph trap is present; the spell of detect unseen has the same effect. If you do not have magic resistance, there are other ways to reliably protect yourself from polymorph traps. Wearing a ring of polymorph control is good protection against polymorph traps, as you can always choose a safe form into which to polymorph. An amulet of unchanging will also protect you from transforming. You can mitigate the effects of breaking your shirt, body armor, and cloak by enchanting other armor pieces that are unlikely to be destroyed or replaced, such as gloves or a helm. The presence of out-of-depth monsters, or unusual, Gehennom-only, or non-randomly generated monsters such as woodchucks, is a likely indicator of a polymorph trap on the level. If several unusual monsters are grouped in a single area a polymorph trap is almost certainly nearby; check this with telepathy. Proceed with caution. If you are in the Mines, and either gnomes or dwarves are peaceful to you, then a grouping of peaceful monsters that should normally be hostile, no matter what the depth, is a solid sign of a polymorph trap (i.e. a peaceful long worm and minotaur at Mine's End. If you are immune to being polymorphed, you can displace your pet onto the trap to have it turn into a random monster. You can keep doing this until your pet is something useful or powerful, or turns into a (baby) gray dragon, at which point it too is magic resistant, and is no longer affected by the trap. If you aren't immune to being polymorphed, consider using a leash on your pet and standing next to a polymorph trap. Chances for a pet to walk over the trap are much higher this way. Another way is to push boulders to make a two square trap and thus forcing your pet to move between the trap and an empty space. After a desirable morph is reached, you can block the trap with a boulder. You can also use a magic whistle to make your pet land on the trap until you get a desirable morph or a gray dragon. Combine the polymorph trap and magic whistle with some pet treats like tripe or a horse friendly treat like an apple and you can get a pretty nice pet. Note: pets that eat in your presence tend to stay tame longer. The winged gargoyle is a great pet, but it doesn't eat. Standing on the trap and displacing the correct pet onto it works best. Each move, you have 6/7 chance of swapping places (never if it's a long worm or you are punished), 1/7 chance if it is sessile. If your pet is polymorphed into a pudding, you may want to try to split it, possibly yielding more pets to polymorph. As the name is cloned along with it, you may want to rename one. See Abuse for ramifications of attacking and splitting your pet. Follow the usual advice on splitting puddings if you are not familiar; doing this carelessly is an easy way to accidentally kill your pet. Polymorph traps are a resource, but they can also be quite dangerous if you leave them lying around unprotected (some weak but intelligent monsters will willingly jump into the trap to likely become something stronger (luckily including pets), which can be a Bad Thing depending on how much stronger it becomes). In NetHack 3.4.3, you could protect a polymorph trap by dropping an item and engraving Elbereth on it. This would prevent most monsters from stepping onto the trap. Alternatively, if you didn't have protection from the trap, you could drop an item and engrave Elbereth on each tile adjacent to the trap. You can also dig down on the polymorph trap with a pick-axe: since only one trap can exist on a square, the resultant pit will remove the polymorph trap. Pushing a boulder on the trap will only protect it from most monsters & ndash; notably, tiny ones can still use it. (In case no boulders are handy, you can make a boulder fall down stairs by throwing a non-rock object onto it.) =_=_ Polytrap =_=_ Polymorph traps =_=_ You hear a thud =_=_ You hear a clank =_=_ You hear a cracking sound =_=_ You hear a ripping sound =_=_ Category:Traps =_=_ Talk:Stealing from shops How about monsters with a theft-attack? Nymphs, monkeys, leprechauns. Maybe we should create a disambiguation page? --ZeroOne 17:43, 17 August 2006 (UTC) The "if the shopkeeper is adjacent, they will grab your pack" thing is incorrect, i was three squares away and they "Leaped" and grabbed my pack. Somebody should test whether theres any distance that will allow this tactic, or whether its a whole-shop coverage area. Stealing is only half as fun if your pick-axe becomes irretreavable. Apart from containers, jumping, reverse pet stealing, or the methods for entering/leaving while invisible, I'm not aware of a way to take it along into the shop. -Tjr 15:30, 6 June 2011 (UTC) =_=_ Polyfodder =_=_ Theft =_=_ Talk:Theft =_=_ Stealing =_=_ Categories =_=_ Policy =_=_ Cancellation Cancellation is the term for removing magical charges and blessed/cursed status from an object or disabling the special attack of a monster. The most common source of cancellation is the wand of cancellation. A few are able to use the spellbook of cancellation. Magicbane can sometimes cancel things it hits. Foocubi can spontaneously become cancelled. Some potions can be transformed by dipping things in them, but this is not quite cancellation. Gremlins can also use their intrinsic-stealing attack to cancel other monsters. Except for certain scrolls, spellbooks, and potions, cancelled objects do not change type. Cancelling a bag of holding or magic lamp will merely uncurse it, not turn it into a sack or oil lamp. Cancelling an artifact will not turn it into a non-artifact. Cancellation has no effect on the objects inside a container. Cancelled wands end up with (x:-1) charges. Cancelled wands can be recharged subject to normal restrictions on wand charging, but cannot be wrested; if they are zapped or engraved with, they will turn to dust. If you zap a wand of cancellation at yourself, every item in your inventory (except the wand itself) will become cancelled. All equipment will revert to uncursed and +0, all spellbooks and scrolls will turn blank, etc. This affects only items, i. e. the naked player monster is not cancelled. Do not do this with a wand that you think is a wand of make invisible. Self-cancellation is one means of removing cursed gear; just be sure to drop or bag everything else before zapping. Polymorphed players revert, unless unchanging. A corner case: You are immune to cancellation if you have magic resistance, unless you are zapping yourself. Monsters cannot zap cancellation in Vanilla, so < !--What is the following phrase trying to say? -- > this matters only for the point of maximum power you lose when hit by Magicbane (and unpolymorphing). Monsters have an opportunity to resist cancellation effects. If the monster fails, it is cancelled and loses most of its special abilities. Cancelling clay golems causes them to be destroyed immediately (this is because they, according to legend, are animated by an inscription on their forehead, which the wand erases). Cancelling a cockatrice or chickatrice prevents it from stiffening you with its hissing, but direct physical contact with it or its corpse can still cause stoning. Cancelling Medusa removes her stoning gaze, which also means that she cannot be stoned with a reflecting item. Similarly, cancelling a floating eye means it cannot be paralyzed by its reflection. It is possible to un-cancel most monsters by stoning them and then casting stone to flesh on their statue. This does not work on a foocubus or a nymph, though. Also, some monsters resist stoning, and tiny-sized monsters can turn into rocks or meatballs in the process. You can also un-cancel most monsters if they die and leave a corpse. Zap the corpse with a wand of undead turning - it will come back to life uncancelled. Engraving on the floor or zapping downwards with a wand of cancellation will cause any previously created engraving on the floor space to disappear. This is the same result as for a wand of make invisible and a wand of teleportation, so a wand of cancellation cannot be uniquely identified in this manner. Suppose you need some blank scrolls and spellbooks and some potions of water, because you plan to use your magic marker and make holy water. If you have a wand of cancellation, one strategy is to put all your junk scrolls, spellbooks, and potions into one pile, then zap it with only one charge. However, it is usually easier to wet those kinds of items rather than cancelling them. The advantage of cancelling in the early game is that you do not need to use fountains, which are sometimes rare, and can cause nasty side effects. Once you find a pool or moat, or break a fountain to make a pool, you can save cancellation for use against monsters. Cancellation is usually the only way to uncurse a cursed bag of holding without any drawbacks. If it is cursed, its weight is multiplied by 2; so if a player with a well filled blessed bag of holding dies, the bones file may contain a cursed bag of holding with 8 times the weight it had in the previous game. This will probably make it too heavy for you to be able to pick it up and uncurse it, even if you have maximized your carrying capacity and are carrying no other items. You can still loot or tip it, but if you do this, every item in the bag has a 1/13 chance of vanishing. The best tactic is to pick up anything from the bones pile that can be damaged by cancellation (especially wands, because their beatitude is mostly irrelevant anyway), and cancel the remaining items. The contents of the bag, just like with any other container, will not be cancelled. If you are wielding a cursed two-handed weapon in Gehennom, you may have problems uncursing it if your scrolls of remove curse and holy water are all stored in containers (which you cannot open), because neither prayer nor spellcasting is possible in that state. If you cannot leave Gehennom without lifting the curse (e.g. because you have no free hands to gain levitation for Jubilex' lair), you may have to resort to dropping everything you can, then cancelling yourself. This will also cancel all the rest of your worn equipment, and so is only recommended in emergencies. (Some players drop potions of holy water in strategic places as a preventive measure.) NetHack 3.6.0 has added the tip command precisely to deal with such emergencies. Monsters in GruntHack, SLASH'EM, and FIQHack can zap wands of cancellation at the player. Study the wand of cancellation article for more details. Also in SLASH'EM, cancelling a monster also has a chance to cancel some of its items. This applies to cancelling attacks of The Banes and Magicbane as well. =_=_ Scroll of mail On some systems, the mail daemon can deliver a scroll of mail, containing a message from outside NetHack, to the hero. You can read the scroll to see the message; as of 3.6.0, you will be warned in current versions if reading a scroll of mail would break your illiterate conduct. The source of the scrolls varies according to which operating system you play on. On UNIX and Linux, you can set up an alert for incoming email. On DOS, scrolls with random messages are delivered now and then. Public servers often allow people watching a game to send short messages to the person playing the game. An error in wishing for mail body armor may leave the player with a scroll of mail instead (i.e. a wish for "blessed greased fixed +3 dragon mail" will produce a blessed greased scroll of mail). Mail scrolls are never generated randomly in the dungeon (although in some versions of NetHack, the mail daemon delivers them at random). In theory, you could acquire as many of these scrolls as you want by sending many messages to yourself. If the < code > MAIL < /code > compile-time option isn't defined, scrolls of mail don't exist in the game. Attempting to write one will reject the name, and wishing for one will give a random scroll instead. The official Windows binaries don't define < code > MAIL < /code > . =_=_ Talk:Scroll of mail What about engraving the E-word and dropping this scroll on it? Does it prevent monsters from entering the square? And how about sending yourself mail to create mail daemons as buffers, so that real and nasty monsters can not reach you? Although this is probably best to discuss at mail daemon. --ZeroOne 08:14, 18 August 2006 (UTC) The version of Nethack I have (3.4.3 for Windows from official site) doesn't seem to have scrolls of mail. If I wish for "scroll of mail", I get a random scroll. If I wish for "mail", I get message "Nothing fitting that description exists in the game". If I try to write one, I'm told "There is no such scroll!" 62.63.83.166 10:28, 18 October 2014 (UTC) =_=_ Pets =_=_ Scroll of enchant weapon The scroll of enchant weapon allows you to increase (if non-cursed) or decrease (if cursed) the enchantment of your currently-wielded weapon. This includes weapon-tools like dwarvish mattocks, pick-axes and unicorn horns. Using this scroll on a worm tooth will instead transform it into a crysknife. Weapons whose present enchantment is +5 or below can be safely enchanted further; weapons at +6 or above will have a chance of evaporating when enchanted. There are only two scrolls with a base cost of 60, the scroll of enchant weapon and the scroll of blank paper. Therefore, any unrecognized scroll with a value of 60 is a scroll of enchant weapon. An uncursed or blessed scroll will attempt to enchant your weapon. An uncursed scroll will always try to enchant by one point. A blessed scroll may enchant by more than one point, depending on the current enchantment. If the weapon's current enchantment is +5 or less, the scroll will add 1 to (3 & ndash; (current enchantment)/3) points < ref name="uncursed_blessed_bonus"/ > . If the current enchantment is +6 or more, the blessed scroll will behave the same as an uncursed scroll. < ref > In fact, because 3 & ndash; (6/3) = 1, the blessed scroll behaves like an uncursed scroll at +6, even though the code refers to enchantments above +9. < /ref > Weapons at +9 and above have only a 1-in-(current enchantment) chance of gaining another point of enchantment. < ref name="plus_nine"/ > A cursed scroll behaves mostly like an uncursed scroll, but tries to decrease the enchantment by one point instead. Artifacts (except Sting and Orcrist) will resist. A weapon already at -6 or below has a 2/3 chance of evaporating. < ref name="limit"/ > There is no special treatment of weapons at -9 or below. Trying to enchant a worm tooth will instead turn it into an unfixed noncursed crysknife. Trying to disenchant a crysknife will turn it into a worm tooth. Reading a noncursed scroll of enchant weapon while confused will erodeproof your weapon and fix any existing damage. A cursed scroll will remove the erodeproofing instead. < ref name="erodeproof"/ > While possible, enchanting a weapon beyond +7 is generally time consuming and risky to consider. The possibility of evaporation makes this a very bad idea to attempt with an artifact unless you really don't care about losing it. The most common way to attempt overenchantment is to use a huge single stack of weapons. Usually this means daggers or lightweight, plentiful projectiles such as darts, arrows, and crossbow bolts from monsters and traps. Projectile weapons benefit more from overenchantment than melee weapons since you can multishot them at high skill levels. Polymorphing weapons does not change their enchantment. Thus a large stack of weapons can be overenchanted and then polypiled into silver daggers, silver sabers, katanas, or whatever other non-artifact weapon you want. In certain cases (such as a Healer with a unicorn horn, an archeologist with a dwarvish mattock, a Knight preparing to be crowned with Excalibur, or those trying conducts) it may be worthwhile to overenchant non-stackable weapons. The table below shows how many copies of a given +7 weapon must be risked in order to have a certain degree of confidence that at least one +8/+9/+10 weapon will be successfully enchanted. It is impossible to guarantee, with 100% confidence, that this will succeed. The table assumes that the weapon is already +7 when starting the process. In SLASH'EM, it's possible to safely overenchant any +7 weapon(s) to +8 by wielding it when crowned as the Hand of Elbereth, with the relevant disadvantages of crowning. =_=_ Scroll of destroy armor The scroll of destroy armor is a scroll that appears in NetHack. The random label associated with it in objects.c is JUYED AWK YACC. If you are not a beginner, reading the scroll of destroy armor will destroy one piece of worn armor, starting with the outermost layer you are currently wearing, i.e. cloak, body armor, and shirt in that order. It then looks at any worn helmet, gloves, boots, and shield in that order. For each one that you are wearing, there is a 75% chance the item will be selected over any previously selected item. < ref > < /ref > If you read the scroll while you are not wearing armor, your strength and constitution are abused. If a cursed scroll targets cursed armor in this way, it stuns you for 10-19 turns and lowers that armor's enchantment by one to a minimum of -7 instead of destroying it. Reading a non-cursed scroll while confused removes erodeproofing on a piece of armor, targeted in the same way as above - reading a cursed scroll while confused instead applies erodeproofing a piece of armor, but does not repair it if damaged the way reading a scroll of enchant armor while confused does. The scroll of destroy armor is a typical example of what makes randomly read-testing scrolls a bad idea without identifying it beforehand in some manner. In terms of price identification, it costs the same base price as the scroll of fire, which is similarly (if not more) perilous to a random scroll reader. Wearing only non-cursed disposable armor makes this scroll safer to read and identify - while wearing none at all will also identify it through its unique message, this may be less preferable depending on how willing to tolerate stat abuse you are at that point. However, reading a noncursed scroll of destroy armor intentionally can be used to reliably destroy cursed pieces of armor when done after removing all others. The confused effect of reading a cursed scroll is also useful for protecting armor - though it does not repair damage like the confused effect of a scroll of enchant armor, it allows you to save the latter scrolls for actual enchantments if you are only erodeproofing. Writing this cursed scroll with a magic marker can also save ink compared to scrolls of enchant armor. =_=_ Scroll of fire The scroll self-identifies when read. If you have the option to price identify scrolls, this scroll has the same price as another dangerous scroll, the scroll of destroy armor. Remove armor and drop scrolls, spellbooks and potions before reading these scrolls in this price range to minimize damage to your inventory. Stand at least one square away from vulnerable items so that the items don't take collateral damage. Reading the scroll near peaceful creatures (such as shopkeepers and aligned priests) will anger them, so when identifying them do so away from them. In a shop, the damage from this scroll may affect nearby fire-vulnerable items, which you will be liable to pay for. Reading an uncursed scroll of fire creates an explosion of fire in a 3 & times;3 square area centered on the player. This deals 2 & ndash;3 fire damage to you and any monsters around you, doubled if a creature has resistance to cold but not to fire (such as a blue jelly). Acting as a weak fireball, it boils potions, damages worn armor, and burns scrolls and spellbooks in your inventory, monster inventories, and on the ground. You are unaffected if fire resistant, and your armor is safe if fireproof. Reading a cursed scroll has the same effect as an uncursed scroll, but only deals 1 & ndash;2 damage to each target. Reading a blessed scroll allows you to center the explosion on a nearby visible square (with the same restrictions as a scroll of stinking cloud), and the explosion deals 15, 20, or 25 damage. If read while confused and not fire resistant, you instead lose 1 HP with no effect on your inventory or your gloves. This scroll will never be destroyed by fire that normally affects carried items, such as the effects resulting from wands of fire or fire traps. The explosion of fire burns away any slime covering you. Also, since it is fireproof, it can be carried in Gehennom without being destroyed by the fire traps. Before NetHack 3.6.1, a blessed scroll of fire acted just like the uncursed scoll, but did 3 & ndash;5 damage in the explosion. It was widely considered useless, and a prime candidate for blanking. =_=_ Fire resistant =_=_ Scroll of food detection Reading an uncursed scroll of food detection detects and reveals the location of all comestibles on the level, including those on the ground and in monster inventories; if blessed, you additionally acquire the food appraisal intrinsic. If the scroll is cursed, or you are confused regardless of the BUC-status of the scroll, you will detect potions instead. Detecting either food or potions using this scroll will auto-identify it. The most obvious use is to efficiently track down food if you are hungry and/or short on comestibles; remember that the scroll will display all comestibles, including corpses that are tainted from age, poisoned, or otherwise harmful (e.g. petrification from a footrice corpse). Unless you have food appraisal (e.g. from a blessed scroll), you will not get any warning before eating such a corpse, so do not chow down carelessly. The food appraisal intrinsic from the scroll is also useful to prevent breaking conducts; however, it will only warn you once before the intrinsic is lost and will need to be reapplied. The potion-detecting capability of cursed and/or confused readings of the scroll have a niche application for finding useful potions, such as smoky potions or a potion of gain level, before a monster can grab it, or else kill a monster before they can use it; this functionality can be duplicated by other means, however. =_=_ Scroll of gold detection Reading an uncursed scroll will reveal gold pieces, gold golems and any gold hidden in containers (including containers in your inventory), buried, or embedded in rock. A blessed scroll will also detect objects made of gold; currently the only objects that can be made of gold are the gold ring and the Candelabrum of Invocation. Reading scrolls of gold detection while confused will instead detect traps. If the scroll was non-cursed, all traps on the level will be revealed to the player with the or symbols (of the appropriate color). If the scroll was cursed, regardless if you are confused or not, all traps on the level will be marked with a as if the scroll was detecting gold. You can use this scroll to ascertain the location of vaults quickly. In addition, the presence of large rectangular or square concentrations of gold usually means there is a leprechaun hall or a treasure zoo on the level. However, usually there is more than enough gold in the game, large collections of gold are heavier than collections of gems, and finding vaults is not particularly difficult anyway, so trap detection is this scroll's key benefit. This special ability of the scroll of gold detection — trap detection — comes in especially handy on the Elemental Planes, as a quick way to find the portal to the next plane. (Crystal balls are another method of doing this, albeit a heavy one). A non-illiterate character can bring four of these scrolls and a source of confusion to make the elemental planes as painless as possible. In the early game or as a low-level pacifist, you might want to use this scroll to quickly detect polymorph traps to preempt high level monsters by securing the trap, or to improve your pets. This goes especially for the lower mines levels, any place you hear typical sounds, and some quests. For example, the six random traps on the Wizard quest home add up to a slightly less than 60% chance of a polymorph trap. (There is also a guaranteed one in the locate level.) In UnNetHack and DynaHack, reading a non-cursed scroll of gold detection while confused detects a random object class (glyph). This makes it useless for portal detection, which in turn makes the Elemental Planes more difficult to navigate. =_=_ Apple When eaten, apples provide 50 nutrition. Pets that are herbivorous will consider it a treat, and it can be used to tame horses; domestic cats and dogs are rendered peaceful. In NetHack 3.6.0 and later versions, eating a cursed apple will cause you to fall asleep for 20-30 turns if you lack sleep resistance. Apples are best saved for taming or feeding pets; knights in particular will want to prioritize taming their steed. However, if food proves especially scarce, then roles that start with apples may need to tide themselves over using them until permafood can be found. Some YAFMs appear if you eat an apple or pear in NetHack while playing on a Unix or Mac OS system: When a Unix program performs an illegal operation, the kernel shuts down the program, and the program often dumps a core file for loading into debuggers; the pun is that apples are usually dumped once the core is the only thing left. As above, but these error messages are more 'realistic' - an actual "core dumped" error on Unix comes with the cause of the crash. The cursed apple's effect in post is a reference to Snow White and the poisoned apple. The Unix-specific messages appear to be derived from joke Unix documentation that originates in a Usenet post not archived by Google Groups. =_=_ Talk:Apple The table semi-implies that a Macintosh version will crash when you eat an apple... I'm going to assume this isn't actually the case ;-) GreyKnight 02:46, 19 August 2006 (UTC) =_=_ Talk:Scroll of food detection =_=_ Veggy Veggy foods may violate the vegan conduct. There is an explicit check for pancakes, fortune cookies, cream pies, candy bars, and lumps of royal jelly, all of which are made of veggy but contain animal byproducts. =_=_ NetHack 3.0.7 NetHack 3.0.7 is the twelfth public release of NetHack and the eighth by the DevTeam. Izchak Miller published it to the Usenet newsgroup comp.sources.games and the moderator approved it in February 1990. With NetHack 3.0.7, the release schedule began to slow a bit; it had been a full three months since NetHack 3.0.6 had been released. NetHack 3.0.7 was, however, a larger change than 3.0.6 had been. The dungeon in NetHack 3.0.7 has no branches; there is one way up and one way down. The first 25 levels or so consist of rooms, and beyond that, the adventurer encounters the Castle and then mazes. The deepest dungeon level is 50. Medusa appears as on the down-stairs of the level before the Castle. She does not have a special level, and is thus a snare for the unwary adventurer. Dungeon levels below the Castle are designated as "Hell". Entering hell without fire resistance, or losing it once there, is an instadeath. This may happen by taking off an item that confers fire resistance (ring of fire resistance or red dragon scale mail), losing one's polymorph, or by being hit by a gremlin. One may still be saved if he has some other source of fire resistance. These levels have only up-stairs, and the only way to proceed beyond the first level after the Castle is by level teleportation. The Amulet of Yendor is found in the posession of the Wizard of Yendor in a maze level. He is in a small room in the center of the maze, surrounded by water and accompanied by a hell hound and a vampire lord. Fake Wizard rooms contain a random demon prince instead of the Wizard and a fake Amulet. If all demon princes have appeared, a demon lord appears instead; if all demon lords have appeared, the room contains a random ordinary demon. All eight modern named demons exist, but their modern lairs do not. A wand of wishing is guaranteed in the Castle, in its modern position; but it lies exposed on the floor instead of being protected by a chest and Elbereth. When ascending from level 1 with the Amulet of Yendor, one is transported immediately to the Astral Plane; the Elemental Planes do not yet exist. The Astral Plane is different from the modern game, having mazes and powerful monsters instead of the denizens of the modern version. Keys have shapes that fit specific locks on chests and large boxes; the skeleton key fits all locks and can also open doors. Potions in NetHack 3.0.7 have randomized appearances (except for water), occurring as one of . They are: The method of obtaining holy or unholy water is different from modern versions. One drops a potion of water on an altar and it immediately becomes blessed, uncursed, or cursed for lawful, neutral, or chaotic altars, respectively. Spellbooks in NetHack 3.0.7 have randomized appearances, occurring as one of . They are: Rings in NetHack 3.0.7 have randomized appearances, occurring as one of . They are: Blinding and acid venom (both ) are also listed as objects, but they only exist while in flight, or when a wizard mode wish requests them. Hi! Welcome, and thanks for contributing to NetHackWiki! Could you please create an account? It helps us keep spam down, because we don't have to check the edits of known-good users. It also provides more privacy for you. Our style guide and How to help pages are good starting points. --Jayt 11:28, 19 August 2006 (UTC) Hi! Welcome, and thanks for contributing to NetHackWiki! Could you please create an account? It helps us keep spam down, because we don't have to check the edits of known-good users. It also provides more privacy for you. Our style guide and How to help pages are good starting points. --Jayt 11:28, 19 August 2006 (UTC) =_=_ Kobold mummy =_=_ Gnome mummy =_=_ Orc mummy =_=_ Human mummy =_=_ Ettin mummy =_=_ Giant mummy =_=_ Vibrating Square =_=_ Osquip An osquip, , was a monster that existed in NetHack between versions 3.0.0 and 3.0.6. It was a quadruped imported from Dungeons & Dragons. =_=_ Category:Defunct monsters =_=_ Category:Defunct objects Hi! Welcome, and thanks for contributing to NetHackWiki! Could you please create an account? It helps us keep spam down, because we don't have to check the edits of known-good users. It also provides more privacy for you. Our style guide and How to help pages are good starting points. --Jayt 11:59, 19 August 2006 (UTC) =_=_ Defunct features unarmored soldier NetHack 3.0.0 3.1.3 From 3.1.0, occurs only if MUSE is turned off (which is not the default) slice of pizza NetHack 1.3d 2.3e superseded by nameable fruit; appears in 3.0.1 through 3.1.3 if TUTTI_FRUTTI is disabled Elf role NetHack 1.3d 3.2.3 superseded by Ranger role and Elf race, but exists in Slash'EM Extended as "Elph" =_=_ Scroll of magic mapping The scroll of magic mapping maps the entire current level, providing the scroll is not cursed, the level is mappable, and you are not confused. Some levels are non-mappable, which will make you confused when you read the scroll of magic mapping on the level and not let you map it. The list is as follows: Early in the game, these scrolls can be used to navigate dark levels in the Gnomish Mines more easily. They can also be used to find vaults, though a potion of object detection or scroll of gold detection would also work for this purpose. Later in the game, these scrolls can be used to find the stairs in otherwise time-consuming maze levels, such as the levels beneath Medusa's Island or Gehennom. Since the cost of writing them with a magic marker is low, players often write many scrolls of magic mapping to avoid the tedium of fully exploring each level. In UnNetHack, uncursed scrolls of magic mapping also reveal secret doors. Additionally, blessed scrolls detect objects on the level like uncursed potions of object detection, similar to their effect in SLASH'EM. In SLASH'EM, reading a blessed scroll of magic mapping will reveal the presence of objects on the level as well, with the same effect as an uncursed potion of object detection. =_=_ Magic mapping =_=_ Scroll of scare monster Cursed scrolls of scare monster will be generated under the prize in the top floor of Sokoban and under the chest containing the wand of wishing in the Castle. These may be useful as stash locations. When you stand on a square where a scroll of scare monster is on the ground, most monsters will get scared and flee instead of attacking you in melee. This works on monsters that do not respect Elbereth, such as peaceful monsters, pets, blind monsters, humans, elves, and minotaurs. Unlike Elbereth, the scroll of scare monster will work in Gehennom and the End Game. These scrolls do not scare lawful minions, angelic beings, the Riders, or the Wizard of Yendor. If you are not standing on the scroll, monsters who are normally scared of it will not walk over it unless they are blind, human or a minotaur. If you pick up a blessed scroll of scare monster, it will become uncursed. If you try to pick up a cursed one, it will disintegrate. An uncursed one will set an internal flag the first time you pick it up, and disintegrate the next time unless you have blessed it. This flag is not reset by blessing the scroll: any individual scroll can only be picked up while uncursed once. Scrolls that have been picked up once while uncursed will not stack with those that haven't. Removing a scroll from a container, whether on the ground or in your inventory, has no ill effect on it. If you pick up a cursed or "non-fresh" uncursed scroll, the game will report "The scroll turns to dust as you pick it up." Dropping this scroll on the ground is one of the most powerful ways to keep hordes of monsters at bay. It effectively acts as a more powerful Elbereth square, and it will never erode, unlike all the other types of Elbereth squares. Additionally, since it works against humans, it can be a good choice to use when fighting off soldiers in the Castle and Fort Ludios. A single scroll can theoretically last for the entire game if you have a sufficient supply of holy water, though you will need to use a potion every time you use the scroll. Of course, the scroll itself can be destroyed by fire if you don't keep it in a container, but keeping it in a container generally means you will need two turns to activate its protection. This can be gotten around by placing the scroll in its own container, and using the #tip command to transfer it directly to the floor as needed (don't do this on a downstair). This scroll is commonly used to defend stashes, since placing it under a stash will prevent hostile monsters and pets from moving onto the square and picking up or destroying the stash. Reading these scrolls is almost always a waste, since the permanent effects of the scroll on the ground are much better than temporary monster fleeing. For conduct players, these scrolls are important in that they give the benefits of Elbereth without breaking illiterate conduct. Hence they are usually the only scroll useful to illiterate players, who will want to be very careful not to destroy or disintegrate them. Scrolls of scare monster in shops can get you in trouble in the early game. If you pick up a scroll in a shop and it disintegrates, you owe the shopkeeper for it; if you can't afford it, you'll have to sell your other items or risk angering the shopkeeper. Be careful picking up scrolls in shops until you have a decent amount of gold. If you find an unknown scroll in a shop with a base price of 100, name its type on the floor. Only pick it up if you can afford to pay for it. If you need to move a scroll of scare monster without destroying it, try kicking it, or have your pets pick it up. If you only want a blank scroll, kick it into a pool of water or cancel it. A pet picking up the scroll will not cause the same detrimental effects that occur when you pick up the scroll, nor will stealing the scroll from a pet or other monster that is carrying the scroll while you are polymorphed into a nymph. This is the only way to pick up a cursed scroll of scare monster. Unfortunately, to do so requires a monster that picks up magical items, and unless the monster also ignores Elbereth (this basically means Archons and shopkeepers), it must be blinded. Prior to NetHack 3.6.0, a dropped scroll of scare monster had roughly similar effects to engraving Elbereth on a square. Elbereth was much more powerful than in current versions. < code > @ < /code > and minotaurs did not respect Elbereth or the scroll of scare monster. =_=_ Scroll of create monster This scroll might be used to create monsters for sacrificing, or for killing to gain XP, but it is also commonly blanked. Advanced players are sometimes interested in reading these scrolls while confused to create massive numbers of acid blobs, e.g., for dispatching the Riders or as a protective fort against strong monsters. =_=_ Scroll of taming Monsters can potentially resist the taming effect, and some targets are not susceptible to taming. There is no difference between a blessed and an uncursed scroll, and the effect is identical to the spell. Reading a cursed scroll will instead anger monsters adjacent to you which are peaceful, but not tame. Reading the scroll while confused will increase the range, so that monsters within 5 squares of your location (i.e. an 11×11 area) will be affected (either tamed or angered, depending on the scroll's BUC as described above), instead of just those in adjacent squares. In all cases above, if you are engulfed, the effects will only be applied to the engulfing creature and not any otherwise adjacent creatures or creatures within the the confused reading range. This scroll cannot be distinguished from amnesia by price-identification, preplaced items, or monster usage. So you might want to formally identify any such 200 zm scrolls. Charming monsters is useful in several situations - it can be used to quickly pacify a shopkeeper, aligned priest, or Minetown guard that you have accidentally angered, if you can afford repeated tries. It can be used to tame powerful monsters like minotaurs that don't have any magic resistance, or to halt an attack in a situation where you would otherwise die by taming a number of pets that you can easily abandon later. Take note of the confused effect of the scroll, which cannot be duplicated by other means. Taming or pacifying a monster from a distance can be very useful if you don't want to be subject to its melee attack; you don't need to see it and the scroll even works through walls! The scroll can also be used as a substitute to conflict: when read, confused, in the midst of a large group of monsters, it is likely that a significant fraction of them will be tamed, distracting the unaffected ones in a massive brawl. Of course, you should have a cure to confusion on hand before trying this. Before NetHack 3.6.0, and in variants derived from earlier versions, this scroll had no messages for any situation. This still unambiguously identified it upon reading, however, as it was the only such scroll to not have any messages. Hi! Welcome, and thanks for contributing to NetHackWiki! Could you please create an account? It helps us keep spam down, because we don't have to check the edits of known-good users. It also provides more privacy for you. Our style guide and How to help pages are good starting points. --ZeroOne 15:56, 19 August 2006 (UTC) Hi! Welcome, and thanks for contributing to NetHackWiki! Could you please create an account? It helps us keep spam down, because we don't have to check the edits of known-good users. It also provides more privacy for you. Our style guide and How to help pages are good starting points. --ZeroOne 20:07, 19 August 2006 (UTC) =_=_ Bar =_=_ Cavewoman =_=_ Cave(wo)man =_=_ Cav =_=_ Hea =_=_ Kni =_=_ Mon =_=_ Priestess =_=_ Priest(ess) =_=_ Pri =_=_ Rog =_=_ Ran =_=_ Sam =_=_ Tou =_=_ Val =_=_ Wiz =_=_ Astral call bug The Astral call bug was a fairly serious loophole in NetHack 3.4.3 that affected handling of the call command when using telepathy. It has been fixed in NetHack 3.6.0. The bug was listed as: where < DEITY > is the name of a god in your pantheon. Repeat the procedure until you find a high priest(ess) of your god. You then know which high altar to go to first, significantly cutting down the time spent (and hence danger) on the Astral Plane. This bug is serious in that it can be used on public servers. It is considered cheating, and if you are caught using it, people will think less of your ascension. =_=_ SC343-12 =_=_ NetHackWiki talk:Current projects Want me to add an article for each bug? Each bug would have the one-line summary from nethack.org, and possibly a clarification and a patch that fixes it, if one is available. I can easily add each bug to the wiki; I have bugdb support for Rodney3, so it's just a matter of printing it out in a usable format. Could I get bot status for User:Eidobot? --Eidolos 23:16, 19 August 2006 (UTC) Should we perhaps have a section on how to modify the code, like a wikified version of German Martin's guide to NetHack's sources? That one is getting a bit old... The main navigation bar links to a page called Current Events, which currently doesn't exist. Should that be redirected to this page, or is it intended for something else? =_=_ C341-1 =_=_ SC343-11 =_=_ Astral call trick =_=_ User:Eidolos/Main Page NetHackWiki is a free community web site for the game NetHack which you can edit. < span style="color:red;" > This wiki is one big spoiler, so turn back now if you want to figure things out for yourself. < /span > =_=_ Menucolors Menucolors is a feature in NetHack 3.6 and above that allows you to colorize individual rows on a menu based on what regular expressions match its text. You can color the inventory menu, the spellcasting menu, the enhance menu, the options menu, and more. For example, you could color all blessed items bright cyan, all cursed items bright orange, and all uncursed items dim green. From there you could underline dangerous items (loadstone, wand of cancellation, etc.), make the Amulet of Yendor magenta, all gold yellow, and so on, until you're satisfied. The menucolors can also support globbing instead of regular expressions; the resulting menucolors are far less powerful, but are more portable. For the purposes of regex matching, the menu accelerator and the hyphen separating it from the menu entry are considered part of the entry by the menucolors patch. However, patches to NAO during May and June of 2012 altered this behavior, and these features are no longer part of the entry. In other words, "q - a club" or "a - autodig" will match a club in your inventory or the autodig option in the options menu as long as you aren't playing on NAO. If you are playing on NAO, you would need to use "a club" and "autodig". The regular expressions match against menu entry separately, so you are free to use the ^ and $ operators to match the beginning and the end of the entries. For examples of extensive menucolors, see the .nethackrc files of Eidolos and itsblah. Here's an example nethackrc file that includes menucolors (which uses regular expressions, not globbing): MENUCOLOR="Amulet of Yendor named"=magenta # color only the real Amulet =_=_ Menucolor =_=_ User:Kernigh/Main Page NetHackWiki is a free community web site for the game NetHack that you can edit. < span style="color:red;" > This wiki is one big spoiler, so turn back now if you want to figure things out for yourself. < /span > We have articles. Barbarian - Caveman - Healer - Knight - Priest - Monk - Ranger - Rogue - Samurai - Tourist - Valkyrie - Wizard =_=_ Sortloot Sortloot is a patch that sorts items by name in your inventory and on the ground. The patch was written by Jeroen Demeyer and Jukka Lahtinen and can be found here. The sortloot configuration option has three different options: none (to disable any effects of the patch), loot (sort only items on the ground, never those in your inventory), and full (sort items on the ground and in your inventory). =_=_ User talk:Kernigh/Main Page =_=_ Talk:Menucolors If anyone is interested, I compiled a version of nethack-3.4.3 with both menucolors and autopick_exceptions for windows. The windows binary of menucolors doesn't have autopickup_exceptions which I can't live without anymore. Addps4cat 13:11, 7 September 2007 (UTC) I generated this code by taking fresh copies of the source from the nethack website, applying the menucolors patch to one copy, and the NAO patch to the other. item- > str eventually makes its way to get_menu_coloring, where it is matched against by the regexes you use to define your menucolors. With just the menucolor patch item- > str gets the inventory/spell letter and hyphen prepended to it (e.g. "q - a club" or "a - force bolt"), with the NAOhack patch it does not (e.g. "a club" or "force bolt"). This jives with my testing on NAO. Thus if any of your menucolors relied on being able to match against the inventory/spell letter and hyphen (as some of mine and Raisse's did), they will now fail to match. I believe this change was introduced in the latest round of patches, possible while coding in menu_glyphs. Turning menu_glyphs on and off appears to have no effect on this, so it is not possible for players to individually reverse this change and restore their menucolors. (Though correcting the menucolors so they work again is very simple: just stop matching against the letter and hyphen.) The same effect holds for every other menu in the game. Under options, the regex "autodig" matches the first option, but "a - autodig" matches nothing. Under the #name menu "Name a monster" matches, but not "a - Name a monster". Under the new generic item use menu (go to inventory, select an item), "Open this container" matches but not "a - Open this container". When you are looting a container "Put something into" matches but not "i - Put something into". Those are all the menus I tested but I'm confident this holds true for any menu in general. Something else I've noticed while testing on NAO: if you turn menu_glyphs on, the little glyph that appears before each item in your inventory (but after the inventory letter and hyphen) is also not part of the string sent to the menucolors regex. That means you can't match against it. (If you could it would be a hackish but intuitive and easy way to make menucolors apply to only certain item classes.) =_=_ Talk:Defunct features The elf quest characters were previously redirects to deferred features. I made them redirect here and delinked them from this page. If anyone wants to create proper articles for them, they are most welcome to do so. Just change the redirect into an article and add the link back. --ZeroOne 06:53, 20 August 2006 (UTC) Hi! Welcome, and thanks for contributing to NetHackWiki! Could you please create an account? It helps us keep spam down, because we don't have to check the edits of known-good users. It also provides more privacy for you. Our style guide and How to help pages are good starting points. --Jayt 11:00, 20 August 2006 (UTC) =_=_ Category:Patches =_=_ Patches =_=_ Unimplemented features =_=_ Talk:Unimplemented features =_=_ Green slime A green slime, , is a seemingly innocuous monster that appears in NetHack. It is a slow, acidic creature with a single touch attack that deals very low damage—but the attack also causes sliming that can turn you and other afflicted monsters into green slimes. The green slime also has a sliming passive attack coded into its attack set, but there is nothing in uhitm.c that currently handles sliming passives; the attack still contributes to the experience points you earn for killing the green slime. Green slimes are randomly generated only in Gehennom, but are a valid polyform for shapeshifters and polymorph traps. They can also be generated if a neutral spellcaster casts the summon nasties monster spell. Instead of corpses, killing a green slime leaves a glob of green slime that is safe to touch, but causes sliming when eaten. Fighting back against green slimes isn't difficult on its own—their low speed and unimpressive AC mean that most ranged attacks can dispatch them effectively. While it only has one attack and moves at half the speed of an average hero, the green slime is still extremely dangerous—sliming is a delayed instadeath that leaves you with nine turns to cure it before you are fully turned into a green slime yourself. As such, avoid remaining within melee range of the monster if at all possible. If you have no choice or else are pinned close to one (e.g., as part of a group of summoned nasties), be sure to have at least one or two cures ready to go immediately if you get slimed—a spare wand of fire can be just as effective at damaging them as it is at curing you of your sliming. Green slimes respect Elbereth, and prayer is sufficient if you lack any other means of removing the sliming—but neither method will work in Gehennom. To avoid being left helpless while near a green slime, other monsters with immobilizing abilities should also be treated with the utmost caution. Sliming will instantly turn most pets into a green slime, except for tamed flaming monsters. Monsters will pick up the leftover globs from killed slimes as a potential stoning cure, but only salamanders will actually eat them, as they are the only fiery monsters able to pick up and use such items. Green slimes are one of the many monsters imported from Dungeons & Dragons, and appeared in the initial bestiary for the first editions in 1974. Pre-4th edition green slimes are typically immobile ooze-like plant growths found in subterranean places that slowly grow by feeding on various substances. Green slimes dropped down on passersby to attach itself to living flesh, turning the victim into green slime within a short time. The slime could be removed through a few methods, with the most effective being casting "cure disease"—which could also kill the slime itself. Burning is also effective for removing infection and killing slimes, hence their lack of fire resistance. The green slime is introduced in NetHack 3.3.0; the glob of green slime it leaves behind in lieu of a corpse was introduced in NetHack 3.6.0. In SLASH'EM, the green slime's attack has a chance of succeeding instead of 100%. They also drop normal corpses instead of globs, but the corpse is still unsafe to eat. Green slime corpses can be found in fungus farms. In EvilHack, the green slime now has an engulfing attack that can induce sliming similar to its touch attack, as well as strangling its victim unless they have a means of magical breathing. =_=_ Sliming Sliming is a serious status affliction in NetHack that occurs if you are hit by the touch attack of a green slime, use a biting or brain-sucking attack against it, engulf it, or eat a glob of green slime. It is shown as Slime in the status line. The sliming process will irreversibly transform you in nine turns, which is fatal - this is shortened to four turns if you have engulfed it. If you "die" as a result of sliming and leave bones, your character will be a green slime rather than a ghost. Other monsters that suffer from sliming can live on as a green slime; if your life is saved by an amulet of life saving, you will also survive as a green slime, unless they have been genocided. This is treated as a polymorph that will wear off as normal. There is no specific, intrinsic resistance to sliming. The only ways to gain resistance are to wear an amulet of unchanging or else polymorph into a green slime or a fiery monster. If you have controlled polymorph, it is generally preferable to polymorph into a fiery monster - this renders you immune to subsequent sliming attacks, and most fiery monsters are solid fighting forms. The salamander in particular is the only fiery monster with eyes, and can wear all armor except boots. Fire vortices are also a good option - although they are blind, they are extremely fast and can pick up items. The good news about sliming lacking a formal resistance is that the Wizard of Yendor and the Endgame Riders are not immune. In NetHack 3.6.1 and earlier versions, surviving via life saving would leave you in your current form instead of turning you into a green slime. =_=_ Black pudding The black pudding, , is an amoeboid monster that appear in NetHack. Its most noteworthy characteristic, shared with the brown pudding, is its ability to divide when hit by an iron item; this leaves two puddings, each with half the health of the original. Unlike the brown pudding, the black pudding also has a passive corrosion attack that degrades the iron weapon, as well as a damaging and corrosive bite. The black pudding is considered a fleshy monster, and is not vegetarian. This is a pun on the British and Irish blood sausage called "black pudding" & mdash;note also the sausage-like tile used in the default graphical tileset. As black puddings can be encountered early in the game and their low speed makes their powerful bite easily avoidable, providing a tempting source of experience for early characters, especially those with a means of ranged attack. However, in addition to taking damage and possibly injuring your leg, this can also summon a foocubus of opposite sex to the adventurer, which may result in death, especially if the seduction results in a level drain while still at level 1. Characters that already have levels should thus weigh the risks accordingly. Characters fighting black puddings in general should ensure that their armor and weapons are not damaged. Rustproof any iron armor and weapons you plan to use for the long-term, and consider using a cloak or robe to cover your body armor. You can also step away and remove the armor in question if this would not impact your AC too much, or else wear a substitute junk item (e.g. a non-cursed +0 orcish helm) if possible. As for weapons, you can also use disposable projectiles such as rocks or darts, or non-iron weapons such as elven daggers or a silver saber. When a pudding splits, the current HP are divided equally between the two new puddings, so each split produces weaker ones until the pudding dies from hitpoint loss; if things threaten to get out of hand, kill the newer puddings first before they have time to regenerate. This was once a core component of pudding farming; as of NetHack 3.6.0, black puddings leave globs instead of corpses when they are killed. Globs cannot be sacrificed, revived or tinned, making pudding farming a far less useful tactic. If you have a pudding pet and a polymorph trap, you can split it, yielding more pets to polymorph. As the name is also cloned, you might want to rename them. When doing this, take care to use a Puddingbane, lest you kill your pet(s) and suffer the penalty; see Abuse for the ramifications of attacking and splitting your pet. In earlier versions, killing black puddings left normal corpses (which could be eaten to provide useful intrinsics or sacrificed for a variety of gains) and death drops, leading to the infamous practice of pudding farming. However, Nethack 3.6.0 eliminated the ability of puddings to drop corpses, making this practice ineffective and pointless. In SLASH'EM and Slash'EM Extended, black puddings never leave death drops, but they still drop normal corpses which can provide poison resistance (22%), cold resistance (22%) and shock resistance (22%). Pudding farming is still viable for sacrifice fodder and the aforementioned intrinsics. =_=_ Brown pudding Like its more powerful cousin, the black pudding, it will divide when hit by an iron weapon. Eating brown puddings is vegetarian, but not vegan. The brown pudding's attacks do no damage, and its AC is rather high; its only danger lies in rotting your or your pet's armor. This can be easily avoided by any combination of wearing metal armor, covering your body armor with a throwaway cloak, or simply removing any organic armor. Pets without armor, such as domestic animals like dog, can freely dispose of a brown pudding. If you have a pudding pet, you can hit it with iron items to cause the pet to split, yielding more pets for polymorphing; see abuse for the ramifications of attacking and splitting your pet. As the name is cloned, you might want to rename one. Alternately, consider splitting them first, then using a scroll of taming or a spell of charm monster if either is available. For pet splitting, a Puddingbane is recommended to avoid incurring alignment and luck penalties. Beginning in NetHack 3.6.0, brown puddings leave globs instead of corpses when they are killed. Globs cannot be sacrificed, revived or tinned, making pudding farming a less useful tactic than in previous versions of NetHack. Globs also could not give resistances when eaten; this is fixed as of 3.6.1. =_=_ Pudding farming Pudding farming was a farming strategy prior to NetHack 3.6.0. It is no longer an effective strategy, as nearly all of its benefits have been eliminated. The strategy involved finding a black pudding (or occasionally brown pudding) and dividing it repeatedly before killing any of the puddings. Players used to do this to generate large numbers of death drops and corpses (for sacrifice). Expert pudding farmers could actually fill entire levels with the divided puddings and obtain several hundred pages of items from the result. Some even automate the process. Farming is sometimes called "divide & conquer" or "divide & ascend" tactic. Pudding farming is a slow process, especially at the start. The wielding of a weapon that deals any significant amount of damage tends to kill the puddings faster than they can divide, as divided puddings have half the HP of the original. Pudding farmers prefer weapons that deal low damage (or even non-weapon iron items) when splitting puddings. A weapon used in this manner is often named a "Puddingbane". A typical Puddingbane has its enchantment reduced to -3 from engraving and is thoroughly corroded by the black puddings themselves. Some in RGRN have requested that the DevTeam put some cap against the process of pudding farming. There are a few different ways that this might be done, e.g. the RGRN thread "Is NetHack too easy? (spoilers)" from January 2006. Ideas included having puddings become more powerful as you kill them, preventing cloned puddings from dropping corpses and items, and forcing pudding division to count for extinction. Pudding farming is not a modern invention; this post from 1993 talks about farming brown puddings. In October 16, 2006, the Shrewd Dude posted a guide, How to Raise the Perfect Pudding. In 13 years, players have invented many strategies for more effective pudding farms, but they have also become bored. Jove stated in reply, "The DevTeam has arranged an automatic and savage punishment for pudding farming. It's called pudding farming." In Nethack 3.6.0, the DevTeam made several changes which rendered pudding farming completely ineffective - puddings no longer drop corpses at all (and thus cannot drop items either), and cloned puddings give significantly fewer points. Thus, brown puddings are actually a viable alternative to their black cousins, since they are considerably safer, and provide the same benefits. A brown pudding farm will require more puddings to provide these, however, since they do not always drop corpses and have a lower chance of granting intrinsics. Also note that your god will often send you minions: you must deal with those, or else have your entire crop of pudding killed (tip: put on a ring of aggravate monster and hit it with your Puddingbane until it untames). Thus, while it might be useful for sacrifice gifts and resistances, pudding farming is no longer potentially game-breaking, as it is in vanilla. Puddings in UnNetHack have their maximum hit points halved as well as their current hit points, making pudding farming much harder. Like SLASH'EM, puddings in UnNetHack also never have death drops. Grunt (seen thus on #nethack and rgrn and as ), , is a monster of NetHack. His special abilities include a near-encyclopedic knowledge of the code (though, thanks to a long hiatus, his knowledge thereof is now twisted) with the associated ability to write patches (which can be found in paxed's patch database); in particular he's the one responsible for the (recently revived) GruntHack. He is also responsible for a few apparently successful comics in the original run of Dudley's Dungeon. SGrunt ascended an elven ranger the evening of 9 October 2006 (10 October nao time) - his first ascension. After the aforementioned long hiatus, his second ascension was an elven priest in the wee hours of 6 February 2012 (nao dumplog), followed three days later by a human tourist (nao dumplog). As of 17 March, he has ascended every role (with Valkyrie being last, due to staunch refusal to take advantage of the relative easiness until absolutely necessary). =_=_ Category:Monster attacks =_=_ Physical damage Physical damage, known as AD_PHYS in the source, is the basic type of damage that monster attacks inflict upon the hero: =_=_ AD PHYS =_=_ NetHack 3.0.8 NetHack 3.0.8 is the 13th public release of NetHack and the ninth by the DevTeam. Izchak Miller published it to the Usenet newsgroup comp.sources.games and the moderator approved it in June 1990. The dungeon in NetHack 3.0.8 has no branches; there is one way up and one way down. The first 25 levels or so consist of rooms, and beyond that, the adventurer encounters the Castle and then mazes. The deepest dungeon level is 50. Medusa appears as on the down-stairs of the level before the Castle. She does not have a special level, and is thus a snare for the unwary adventurer. Dungeon levels below the Castle are designated as "Hell". Entering hell without fire resistance, or losing it once there, is an instadeath. This may happen by taking off an item that confers fire resistance (ring of fire resistance or red dragon scale mail), losing one's polymorph, or by being hit by a gremlin. One may still be saved if he has some other source of fire resistance. These levels have only up-stairs, and the only way to proceed beyond the first level after the Castle is by level teleportation. The Amulet of Yendor is found in the posession of the Wizard of Yendor in a maze level. He is in a small room in the center of the maze, surrounded by water and accompanied by a hell hound and a vampire lord. Fake Wizard rooms contain a random demon prince instead of the Wizard and a fake Amulet. If all demon princes have appeared, a demon lord appears instead; if all demon lords have appeared, the room contains a random ordinary demon. All eight modern named demons exist, but their modern lairs do not. A wand of wishing is guaranteed in the Castle, in its modern position; but it lies exposed on the floor instead of being protected by a chest and Elbereth. When ascending from level 1 with the Amulet of Yendor, one is transported immediately to the Astral Plane; the Elemental Planes do not yet exist. The Astral Plane is different from the modern game, having mazes and powerful monsters instead of the denizens of the modern version. Keys have shapes that fit specific locks on chests and large boxes; the skeleton key fits all locks and can also open doors. Potions in NetHack 3.0.8 have randomized appearances (except for water), occurring as one of . They are: The method of obtaining holy or unholy water is different from modern versions. One drops a potion of water on an altar and it immediately becomes blessed, uncursed, or cursed for lawful, neutral, or chaotic altars, respectively. Spellbooks in NetHack 3.0.8 have randomized appearances, occurring as one of . They are: Rings in NetHack 3.0.8 have randomized appearances, occurring as one of . They are: Blinding and acid venom (both ) are also listed as objects, but they only exist while in flight, or when a wizard mode wish requests them. =_=_ Lamp =_=_ Spellbooks =_=_ NetHack 3.0.9 NetHack 3.0.9 is the 14th public release of NetHack and the tenth by the DevTeam. Izchak Miller published it to the Usenet newsgroup comp.sources.games and the moderator approved it in June 1990. The second was a complete source tree. These posts are available from the Internet Archive, and are linked from this list of URLs. NetHack 3.0.9 is a quick fix for some serious bugs found in NetHack 3.0.8. According to the original Usenet post: The dungeon in NetHack 3.0.9 has no branches; there is one way up and one way down. The first 25 levels or so consist of rooms, and beyond that, the adventurer encounters the Castle and then mazes. The deepest dungeon level is 50. Medusa appears as on the down-stairs of the level before the Castle. She does not have a special level, and is thus a snare for the unwary adventurer. Dungeon levels below the Castle are designated as "Hell". Entering hell without fire resistance, or losing it once there, is an instadeath. This may happen by taking off an item that confers fire resistance (ring of fire resistance or red dragon scale mail), losing one's polymorph, or by being hit by a gremlin. One may still be saved if he has some other source of fire resistance. These levels have only up-stairs, and the only way to proceed beyond the first level after the Castle is by level teleportation. The Amulet of Yendor is found in the posession of the Wizard of Yendor in a maze level. He is in a small room in the center of the maze, surrounded by water and accompanied by a hell hound and a vampire lord. Fake Wizard rooms contain a random demon prince instead of the Wizard and a fake Amulet. If all demon princes have appeared, a demon lord appears instead; if all demon lords have appeared, the room contains a random ordinary demon. All eight modern named demons exist, but their modern lairs do not. A wand of wishing is guaranteed in the Castle, in its modern position; but it lies exposed on the floor instead of being protected by a chest and Elbereth. When ascending from level 1 with the Amulet of Yendor, one is transported immediately to the Astral Plane; the Elemental Planes do not yet exist. The Astral Plane is different from the modern game, having mazes and powerful monsters instead of the denizens of the modern version. Keys have shapes that fit specific locks on chests and large boxes; the skeleton key fits all locks and can also open doors. Potions in NetHack 3.0.9 have randomized appearances (except for water), occurring as one of . They are: The method of obtaining holy or unholy water is different from modern versions. One drops a potion of water on an altar and it immediately becomes blessed, uncursed, or cursed for lawful, neutral, or chaotic altars, respectively. Spellbooks in NetHack 3.0.9 have randomized appearances, occurring as one of . They are: Rings in NetHack 3.0.9 have randomized appearances, occurring as one of . They are: Blinding and acid venom (both ) are also listed as objects, but they only exist while in flight, or when a wizard mode wish requests them. =_=_ Spellbook of blank paper Blank spellbooks can be acquired by blanking regular spellbooks, for example by dipping them into a fountain. A general store, a rare books store, and a second-hand bookstore sometimes have blank spellbooks for sale. =_=_ Plain spellbook =_=_ NetHack 3.0.10 NetHack 3.0.10 is the 15th public release of NetHack and the eleventh by the DevTeam. Izchak Miller published it to the Usenet newsgroup comp.sources.games and the moderator approved it in February 1991. The original Usenet posts are available from the Internet Archive, and are linked below. These files come from a copy of a two CD-ROM set archived at the Internet Archive. It is titled "Usenet (InfoMagic)," but it contains a copy of the old UUNet archive. You can click on the links, but to get the complete archive, copy and paste to a script for wget. The dungeon in NetHack 3.0.10 has no branches; there is one way up and one way down. The first 25 levels or so consist of rooms, and beyond that, the adventurer encounters the Castle and then mazes. The deepest dungeon level is 50. Medusa appears as on the down-stairs of the level before the Castle. She does not have a special level, and is thus a snare for the unwary adventurer. Dungeon levels below the Castle are designated as "Hell". Entering hell without fire resistance, or losing it once there, is an instadeath. This may happen by taking off an item that confers fire resistance (ring of fire resistance or red dragon scale mail), losing one's polymorph, or by being hit by a gremlin. One may still be saved if he has some other source of fire resistance. These levels have only up-stairs, and the only way to proceed beyond the first level after the Castle is by level teleportation. The Amulet of Yendor is found in the posession of the Wizard of Yendor in a maze level. He is in a small room in the center of the maze, surrounded by water and accompanied by a hell hound and a vampire lord. Fake Wizard rooms contain a random demon prince instead of the Wizard and a fake Amulet. If all demon princes have appeared, a demon lord appears instead; if all demon lords have appeared, the room contains a random ordinary demon. All eight modern named demons exist, but their modern lairs do not. A wand of wishing is guaranteed in the Castle, in its modern position; but it lies exposed on the floor instead of being protected by a chest and Elbereth. When ascending from level 1 with the Amulet of Yendor, one is transported immediately to the Astral Plane; the Elemental Planes do not yet exist. The Astral Plane is different from the modern game, having mazes and powerful monsters instead of the denizens of the modern version. Keys have shapes that fit specific locks on chests and large boxes; the skeleton key fits all locks and can also open doors. Potions in NetHack 3.0.10 have randomized appearances (except for water), occurring as one of . They are: The method of obtaining holy or unholy water is different from modern versions. One drops a potion of water on an altar and it immediately becomes blessed, uncursed, or cursed for lawful, neutral, or chaotic altars, respectively. Spellbooks in NetHack 3.0.10 have randomized appearances, occurring as one of . They are: Rings in NetHack 3.0.10 have randomized appearances, occurring as one of . They are: Blinding and acid venom (both ) are also listed as objects, but they only exist while in flight, or when a wizard mode wish requests them. =_=_ Spellbook of cancellation When cast, the spell of it fires a beam which works exactly like the wand of cancellation: items will be uncursed and unenchanted, scrolls and most spellbooks will be blanked, most wands and magical tools lose their charges, and most potions will be turned into water. Monsters hit by the spell must each pass a monster MR check; if they fail, they can lose a lot or all of their special attacks. The spellbook of cancellation is the only book that cannot be cancelled into a spellbook of blank paper by the spell or wand of cancellation, and the spell also cannot cancel the wand of cancellation or the wand of nothing. The spell is very difficult to cast and of questionable utility - can kill most monsters outright for the same cost in magic power. Zapping a wand of cancellation will suffice for most situations, possessing the same benefits and drawbacks without the high magic power requirement. However, the spell has some benefits over the wand: a spellbook does not require special care around a bag of holding like the wand of cancellation, and at higher experience levels, the spell has a significant advantage in successfully passing monster magic resistance checks. =_=_ Spellbook of cause fear Casting this spell has the same effect as reading a scroll of scare monster: it will scare monsters, causing them to to run away. The downside of this method (versus those caused by more mundane or divine sources) is that it is subject to the target's monster magic resistance and immunities; once scared, a monster with full HP has a 4% chance of recovering each turn. It has no effect on pets. Cause fear can be useful if employed correctly. It is mostly used to scare away monsters that are too strong or out-of-depth for you to fight, or as an escape spell in case of an emergency. However, if you have a strong ranged attack or attack spells and can cast this spell reliably, you can combine them to kill monsters whilst avoiding melee combat with them. This is especially useful for wizards, but note that can often allow for a similar effect at a lower cost; causing fear is more useful against large groups of monsters, against sleep-resistant monsters, or if there is nowhere you can retreat to maintain distance once the monster wakes up. =_=_ Spellbook of charm monster This spell has the basic effect of an uncursed scroll of taming, turning adjacent monsters into pets. Monsters have a chance of resisting it, depending on their magic resistance. Covetous or human monsters will be pacified instead, as are demons unless you are a demon yourself; the Wizard of Yendor, Medusa and the quest nemesis cannot be pacified or tamed. The taming effect will also pacify any angry shopkeepers it affects, even if they would normally resist. Charm monster is one of the most useful spells NetHack has to offer. Its most obvious use is to acquire pets. Some very powerful monsters, including minotaurs and mastodons, will never resist it as they have no MR; some NetHack monsters have such a high level and MR that you may be unable to pacify them at all, e.g. arch-liches. Charm monster is useful for any role which can gain skill in enchantment spells, or can gain enough levels to cast it easily even when unskilled; Tourists in particular will have a good chance of being able to cast it. However, it is also quite useful as an emergency spell, particularly in the earlier stages of the game where few monsters have appreciable magic resistance - it is much better to have that soldier ant become your pet than your killer. =_=_ Spellbook of clairvoyance In NetHack, the spellbook of clairvoyance allows you to learn the spell of clairvoyance. It is the special spell for samurai. When cast, the spell magically maps a 19 & times;11 area centered on your location. As of NetHack 3.6.2, it also detects objects and presence of monsters in the mapped area. At Unskilled or Basic, monsters are marked with an glyph, and objects are described in general ("a scroll", "a wand", etc.). At Skilled or above, monsters and objects will be shown as if you have seen them. If you have another source of clairvoyance, the spell will always be cast as Skilled. The spell is blocked if you are wearing a cornuthaum and are not a Wizard. Unlike the clairvoyance provided by aligned priests and some items in NetHack, the clairvoyance spell only maps once per cast, and does not persist as a recurring effect. This spell is a more-than-passable alternative to magic mapping, especially for characters who can advance to Basic but not Skilled in Divination. Samurai get a reduction in failure rate on this spell, making it the only one that they can possibly cast consistently without a robe. It can be used successfully even on levels which are unmappable, especially since as of 3.6.2, monster and item locations will also be detected and revealed; this is especially useful in places like Gehennom when combined with intrinsic clairvoyance from aligned priests. Before 3.6.2, this spell didn't show objects, and only detected monsters at Skilled or Expert. Before 3.6.1, it only mapped the affected area. =_=_ Spellbook of confuse monster Casting this spell has exactly the same effect as a scroll of confuse monster; your hands will "glow red", confusing the next monster you attack in melee, subject to monster magic resistance. If cast at a skilled level of enchantment skill, it works like a blessed scroll of confuse monster instead, giving 2-9 more uses of this ability. You can store up to 40 uses. Only wizards can get skilled in vanilla NetHack. If you are polymorphed into a form not represented by @, the spell has a different effect: you confuse yourself (for 1-100 turns). The confused scroll effects are not available via the spell, because confusion prevents spellcasting for players. Confuse monster is poor man's conflict. It is moderately strong early, but rapidly becomes nearly useless as the game goes on and monster magic resistance gets higher. Generally speaking, it will be more effective for a spellcaster to dispose of monsters via attack spells. Magic resistance is a better defense against spellcasting enemies rather than trying to confuse them to prevent casting or reduce the chance that they target you with attacks. Unfortunately, the monsters you'd most want to confuse generally have a high monster magic resistance; and it is mostly wasted on monsters that are particularly vulnerable to being confused, such as minotaurs. (The unreliable confusion would be inferior to more readily available and effective enchantments, such as sleep, in such cases). Low-turncount speed ascenders often confuse themselves with this spell, e. g. to locate the magic portals on the Elemental Planes via confused gold detection. Such players are usually polymorphed into a fast, non-@ monster anyway, like an air elemental or titan. In a more conventional game, a forgotten spell is easier to use if you have read a book 20,000 turns earlier. =_=_ Spellbook of create familiar This spell creates a monster near you. It has a 1/3 chance of creating an appropriate starting pet (see below) and a 2/3 chance of creating a random monster. The created monster will be tame, if it is tameable, and made peaceful otherwise. If you are casting this spell at a high enough level, it can be used to forcefully create a desired pet; simply cast it over and over again until you get one you want. Useless pets can be abandoned on the level; doing this will probably exhaust your magic reserves more than once, but you probably won't have to fear enemies while casting, considering the number of friendly monsters you are likely to create. =_=_ Spellbook of create monster Randomly generated spellbooks have a ~3.56% chance of being a spellbook of create monster. Aligned priests have a chance of being generated with one among their set of spellbooks. Priests may begin the game with a spellbook of create monster as one of their two starting spellbooks, while wizards have a chance to receive this as their starting non- spellbook. The spell of create monster is a clerical spell; when cast, it has a 72/73 chance of creating a single monster or horde, and a 1/73 chance of creating 2-5 miscellaneous monsters, as with an uncursed scroll of create monster. The monsters will almost always have a difficulty level at or below your current level, and a monsters normally generated in groups (such as orcs or ants) will count as a single monster for the purposes of this spell. The monsters may be peaceful with the normal probability, but will never be tame; this is not a "create pet" spell. Create monster is a rather niche utility spell, of little use to most early-to-mid game players. The monsters it creates are the same ones the game is happy to throw at you with no expenditure of resources on your part. If you're near an altar and have energy to spare, you might get some luck or an artifact weapon if the spell happens to generate monsters which leave corpses. The potential gains must be balanced against the risk of summoning something dangerous like a leocrotta or swarm of soldier ants, especially if you've just expended the last of your energy on this very spell. Players with little food available might be able to use this spell to generate nutrition, either from the monsters' corpses or their death drops, if they can cast the spell reliably (a failed cast still burns 20 nutrition), the monsters created can leave corpses, do leave corpses, and the corpses are safe to eat and are filling enough to be worth it. Non-wizards are unlikely to find the spell nutrition-positive before the depths where starvation ceases to be a threat. If your Quest generates monsters with useful corpses, this spell might create several of them more quickly than simply waiting for them to be generated. Create monster is a very useful utility spell, and is primarily employed for various types of farming. The most common such use by far is farming at altars: using repeated sacrifices, a player can drive up their Luck, obtain sacrifice gifts, and/or gather divine favors through prayer. While much more reusable compared to the scroll, spells cannot be cast while confused to create hordes of non-threatening acid blobs. If you plan to farm in place, a coaligned temple with the door locked is often best to prevent the summoned monsters from escaping; for lone altars, a lasting (usually burnt) Elbereth is highly recommended, as well as a means of teleportation or other on-command escape. Be sure not to trap yourself in a corner, especially with the chance of summoning hordes or groups granting high YASD potential! Lower-level players can also use this spell to farm for experience and/or items, e.g. to reach experience level 14 for the quest, or to procure spare armor (such as elven leather helms) and/or polyfodder. Though much less reliable, the spell can also be used are a source of food and intrinsics. Freshly generated monsters can be killed and served to a hungry pet (or pet-to-be); keep carnivorous pets away from shapeshifter corpses unless you're fine with allowing them to polymorph, and be mindful of monsters with passives. While it can also provide food for the caster, casting the spell still uses up nutrition, and not all generated monsters will leave suitable corpses if they leave one at all; using this for intrinsic gain is similarly unreliable. However, this is dependent on the role, particularly due to the mechanics of quest branch monster generation. The spell of create monster is the central spell for extinctionist players, as it is by far the most reliable method to create large amounts of monsters for the challenge. Wizards and Priests are not only the most adept casters for the spell by far, but can also farm wraiths with some reliably in order to increase their level and power reserves. =_=_ Spellbook of cure blindness In NetHack, the spellbook of cure blindness allows you to learn the spell of cure blindness. It is an emergency spell. =_=_ Spellbook of cure sickness In NetHack, the spellbook of cure sickness allows you to learn the spell of cure sickness. It is an emergency spell, and is the special spell of the Healer. In most situations, the unicorn horn supercedes the spell for curing sicknesses; unlike the spell, however, even a blessed unicorn horn is not always guaranteed to work. In addition, the spell can also cure sliming, and is one of the safer means of doing so since it does not risk damaging your armor or inventory. Another noteworthy thing is that high-level Healers with 18 wisdom can cast this spell with 0% failure rates even while wearing metallic armor without a robe. =_=_ Spellbook of detect food Casting this spell has the same effect as the scroll of food detection, revealing the location of all comestibles on the level, on the ground and even in monster inventories. If cast at Skilled or Expert, you will also acquire the food appraisal intrinsic. This spell is the only one in NetHack that does not cause spell hunger at all, which is especially important given its function. The obvious use is finding food on the level if you are short on permafood, and can be used to train other divination spells. This can be a real lifesaver in a fix, but beware - it will also display tainted and poisoned corpses, as well as corpses that can cause petrification or other harmful effects. As you go deeper into the dungeons, food becomes more abundant, and this spell loses much of its base value. However, once you become Skilled or Expert in divination, you can use it as a faux-permanent food appraisal intrinsic by recasting every time you get a warning, as it drains very little energy. =_=_ Spellbook of detect monsters As a level 1 divination spell, it is useful for training the divination skill, which contains several of the game's best utility spells. At low skill, it is not as useful as , especially if you already have intrinsic telepathy from a floating eye. Once you reach Skilled, however, it becomes quite useful, serving as a superior alternative to blind or extrinsic telepathy. Unlike telepathy, monster detection can reveal brainless monsters, and does so across the entire map. This reveals the location of every monster on the level and lets you plan your movements accordingly. It does, however, wear off rather quickly. It is most effective if combined with . =_=_ Spellbook of detect treasure The spell of detect treasure should be used whenever the player has an opportunity; it is preferable to potions of object detection, as it is only limited by the amount of energy available. Since the spell is non-combat, it is usable even with a fairly high failure rate. Even better, it shares its spell school (divination) with and , two other excellent spells. =_=_ Spellbook of detect unseen This spellbook allows you to learn the detect unseen spell, which has the same effect as a wand of secret door detection. It reveals secret doors and corridors, non-statue traps, portals, mimics, hidden, submerged and invisible monsters in an area of radius 8 within line-of-sight. On the Plane of Air only, it also penetrates clouds. The spell of detect unseen can be used for finding the hidden entrance to the temple in Moloch's Sanctum. It can also be used to find the portals on the Elemental Planes. However, for most NetHack players a wand of secret door detection will not be hard to find, and each one carries many charges. Some foodless atheist players cast this spell to detect traps they cannot acquire resistances to. =_=_ Spellbook of dig In NetHack, the spellbook of dig allows you to learn the spell of dig. It is a level 5 matter spell, and the spellbook takes 32 actions to read. It is the special spell for Cavemen. The Wizard of Yendor will have a spellbook of dig with him when he makes his guaranteed reappearance on the Plane of Earth. While sharing most of the same uses as the wand of digging, the spell is quite high-level and power-intensive for the utility it provides - especially when the more-common wand grants the same benefits and the ability to engrave Elbereth in exchange for limited charges per wand. For training matter spells to eventually cast the spell of polymorph, the spells are better due to their lower power cost and comparatively wider use cases. By the time you reach Gehennom, you should typically have a large supply of digging wands and can obtain more from minotaurs and other hostiles, so it is typically not worth learning at that point unless you need a forgettable spell for quick confusion. The spell is almost guaranteed to be useless to Cavemen, especially considering the availability of wands of digging - even with the special spell bonus and a robe, Cavemen have the second-highest spellcasting penalty among all vanilla roles, which compounds the above already-existing issues with the spell. The guaranteed spellbook of dig you can obtain from the Wizard of Yendor on the Plane of Earth is intended to be a backup in the event you have no other sources of digging & mdash;this is also the case for the accompanying minotaur and Elvenking, who provide the faster wand of digging and a chance for a pick-axe, respectively. Even so, you should still have plenty of your own wands at this point, along with a means of charging them if needed. In xNetHack, the spell of dig is reduced to a level 3 spell. Both this and overall changes to the casting system make it much less unwieldy to cast, though the wand of digging is still preferable in many scenarios. =_=_ Spellbook of drain life Casting it at a monster drains one level from it, does 1d8 & nbsp; & times; & nbsp;2 damage, and decreases the monster's maximum HP by 1d8 (with spell bonuses applicable to both). The base damage and HP reduction is doubled if you are a Knight carrying the Magic Mirror of Merlin. The monster's location will be revealed, if it is unseen. If the monster resists the spell through monster magic resistance, it will not be level drained, will suffer only 25% damage to its current HP, and will suffer no damage to its max HP. Monsters with drain resistance are not affected at all. Drain life is not a great attack spell. It does not deal much damage, and you will not gain as many experience points since they are based on the monster's experience level before dying. On the other hand, it is worthwhile for extended battles with certain very tough opponents that are covetous and teleport away to heal themselves, but are not 100% magic resistant, such as Master Kaen. Though they may heal their HP, they cannot recover their drained levels and will eventually die. It can be used to kill enemies behind boulders without breaking the boulder, making it invaluable in Sokoban if you do not have . This spell is also commonly used to reduce the enchantment of a weapon from +6 to +5, from where you may safely re-attempt to enchant it to +7, and also to reduce armor from +4 to +3 for the same purpose (+5 for elven armor). It works on Magicbane too, but usually requires several attempts, and is done to change the additional effects it has upon striking enemies. In NetHack 3.4.3 and earlier versions, this spell could be used to reduce your level in a controlled way in order to get massive amounts of maximum HP, maximum Pw, and intrinsic protection. This strategy was known as drain for gain. =_=_ Spellbook of extra healing In NetHack, the spellbook of extra healing allows you to learn the spell of extra healing. It is an emergency spell Extra healing is a directional spell that heals its target(s) for 6d8 HP; the spell will awaken a sleeping monster without angering it, and if cast at Skilled level or higher, it cures blindness. The effect is similar to an uncursed potion of extra healing, except that the spell cannot increase maximum HP and will not cure your own hallucination or sickness if you cast it at yourself. There was a bug that prevented both this spell and the spell of healing from correctly healing untamed monster blindness; this is fixed as of NetHack 3.6.2. Casting this spell at a tame or peaceful monster will yield an alignment bonus for each monster affected, even if it was already at maximum HP. Lawfuls and healers gain one alignment point, while chaotic non-healers lose one point. As a stronger version of the spell, this is an obviously useful utility spell for spellcasters. Players who have spare skill points and already know healing may invest in training the healing spell skill to cast this spell. If you are in no danger, the plain spell of healing spell is a more efficient use of power — the extra healing spell uses three times the power but can restore only twice the amount of HP. A creative use of this spell is for unblinding dangerous monsters who have become blind (e.g. from a wand of lightning) so that they will respect Elbereth. =_=_ Spellbook of finger of death The spellbook is most commonly received through wizard crowning: it is given on crowning if the wizard does not already have one and is not wielding Vorpal Blade or Stormbringer. The spellbook received this way is always blessed. Finger of death is the most powerful attack spell. The ray produced by this spell has the same effect as a wand of death: it instantly kills any monster it hits, unless the monster is Death, a major demon, nonliving, or has magic resistance or reflection. Your skill in attack spells has no significant effect on finger of death, other than increasing the spellcasting success rate and to-hit probability. Zapping yourself directly with the spell is an instadeath, regardless of reflection or magic resistance, and is a very bad idea. The finger of death is the most difficult and magic-intensive spell in the game, but this is to be expected given its extremely powerful effects. Since the spell is a ray, it can hit multiple enemies and bounce off walls, and is subject to reflection. Be extremely careful about casting it without having reflection or magic resistance yourself. It is most useful for being able to instantly kill most of the monsters in the game, if they are not resistant. Unfortunately most of the nastier late-game enemies are: Death resists it, as do all demons and undead. Archons do not technically resist it, but since they are always generated with a shield of reflection, they will never be affected unless their shield has somehow been swapped or removed. Minotaurs are a good candidate for this spell, and it is also generally good for crowd control, since it can take out multiple monsters per casting. It can also take out the High priest of Moloch and the Wizard of Yendor, assuming they don't steal or otherwise obtain an item that gives them magic resistance. =_=_ Spellbook of fireball The spellbook of fireball is fireproof, preventing it from being destroyed by other sources of fire damage (e.g. a scroll of fire or a fire trap). The spell of fireball is a medium-level attack spell that has different effects depending on the character's skill level in attack spells; both spells will produce an explosion of fire. Monsters caught in the explosion are hit for 12d6; monsters with cold resistance take double damage, while targets with monster MR may resist for half the damage. If you are caught in an explosion, you take 6d6 damage unless you have fire resistance; this will cure sliming. Ice in the affected squares melt into pools of water, while pools and fountains evaporate and dry up; pools will leave pits behind, while moats will not be affected. Closed doors will be destroyed, but other objects such as boulders are unaffected. Scrolls, books and potions in the explosion's area may be destroyed, while cloth and leather items may be burnt & mdash;this includes items in affected monsters' inventories, though scrolls of fire and the Book of the Dead will resist in addition to the spellbook of fireball itself. Exploding potions will subject nearby monsters to their vapors. Casting the spell at Basic skill or lower creates a ray of fire; NetHack will prompt you for a direction in which to cast the spell. When the ray hits an obstacle or monster, it explodes, affecting the hit square and all 8 adjacent squares. When casting the spell at Skilled or higher, you may choose a location to target the spell with. The following must apply for a tile to be eligible: If you are engulfed, the explosions will be centered around yourself, and nothing will be affected outside the engulfing monster. If you are on the Plane of Water, you are prevented from casting the spell outright. Two to nine explosions will follow & mdash;if there is a wall on the straight line between you and your target, the spell will explode around the square immediately before the first wall; otherwise, the explosions will be centered around the location you chose. The first explosion is centered on the selected location, and the subsequent ones will occur randomly on that square or any of the eight squares around it; the explosions themselves each affect a 3 & times;3 square area around their center. It is worth planning out how to allot your skill slots ahead of time if you plan to make extensive use of this spell. Advancing from Basic to Skilled in attack spells deprives you of the ability to explode fireballs in dark squares, but otherwise massively increases the destructive power of the spell; enhancing to Expert skill gives no benefits beyond lowered failure rate. At Skilled or higher, the minimum safe range to avoid being caught in the explosion is 3 squares away; this can still kill monsters standing next to you if the random explosions are positioned favorably. Though a lamp can work to increase vision in dark areas, the wand or spell of light is a more useful supplement, as it can permanently illuminate a much larger area, allowing you to cast at more distant targets. You may generally want to avoid targeting squares near fountains if you plan on using them later, e.g. hunting for wishes. Players who are concerned about destroying valuable items along with their foe will want to consider a less destructive alternative. does not affect the inventory in any way, and the will only destroy potions & mdash;the "best" spell of the three depends entirely on the situation at hand. Magic missiles and Basic-skill-or-lower cones of cold can also bounce to inflict extra damage via rebounds, and their base damage scales with your level, eventually surpassing fireball at higher levels; conversely, fireballs will always do a set amount of damage and cannot bounce, but also cannot miss and may inflict extra damage from destroying potions and armor. This also makes fireball a more preferable spell in more open areas with fewer or no walls, such as Medusa's Island. Prior to NetHack 3.6.1, the skilled and expert version of the spell can target any monster within ten squares as long as the player can sense it, e.g. via telepathy, infravision, or a blessed potion of monster detection; warning will not suffice, as it only shows where a monster is located. =_=_ Spellbook of flame sphere The spellbook of flame sphere is a deferred feature. It creates a tame flaming sphere which explodes at an enemy. It is implemented in SLASH'EM. In SLASH'EM, the spellbook of flame sphere is part of the starting equipment of the flame mage class. It is the staple attack spell for the flame mage in the early game, since the more powerful fireball begins out of reach. The flame mage starts with matter skill at basic level. As this skill improves, the number of flaming spheres summoned will increase to two at skilled and three at expert, all for the same casting cost. Since the flame sphere does not attack a monster directionally in the way that force bolt or magic missile does, the flame mage must learn to manipulate the flame sphere's position to defend against enemies. Using pet displacement is an important aspect; you will learn to dance through your spheres to get them into range of enemies. The flame mage should generally keep a flame sphere floating around in the early game just in case. In the likely event that your spheres sometimes get left behind, they may go feral and revert to peacefully bobbing around in empty rooms. Flame spheres do not appear able to turn hostile. On the other hand, flame spheres left to their own devices can cause a lot of problems. Since they are summoned monsters rather than pets, responsibility for their kills accrues to the player. This means not only that you will get the experience for the kills, but also the blame: shopkeepers, guards, peaceful monsters, and gods will direct their anger at you if your spheres blow up in the wrong direction. The flame mage thus needs to keep an eye on where his or her spheres go and make a point of using them only in safe contexts. It is usually unwise to attack mimics in shops with sphere attacks: they may miss their mark. The flame mage should use closed doors to control where spheres can travel and try to "burn off" excess spheres after a major battle before exploring the dungeon too far. (The fungi that crop up on a batch of corpses in SLASH'EM may be useful for this purpose.) Flame spheres have the dramatic ability to take down shopkeepers without giving them the chance to leave their shop and attack. Simply stand diagonally next to an open shop door (not in front of it, unless you want to get shot) and keep summoning, using a combination of power surge and draw energy techniques as necessary. (You may need a pick-axe to carve out a suitable nook for yourself.) The shopkeeper will continue to switch weapons and patrol his or her shop interior, not sure if you are inside or outside. Eventually, you will stop hearing the explosions of your spheres (or you will level up). The shop is yours! (Note that this should almost certainly be considered degenerate behavior.) =_=_ Spellbook of freeze sphere The spellbook of freeze sphere is a deferred feature. It creates a tame freezing sphere which explodes at an enemy. It is included in SLASH'EM. In SLASH'EM, the spellbook of freeze sphere is part of the starting equipment of the ice mage class. It is the staple attack spell for the ice mage in the early game, since the more powerful cone of cold begins out of reach. The ice mage starts with matter skill at basic level. As this skill improves, the number of freezing spheres summoned will increase to two at skilled and three at expert, all for the same casting cost. Since the freezing sphere does not attack a monster directionally in the way that force bolt or magic missile does, the ice mage must learn to manipulate the freezing sphere's position to defend against enemies. Using pet displacement is an important aspect; you will learn to dance through your spheres to get them into range of enemies. The ice mage should generally keep a freezing sphere floating around in the early game just in case. In the likely event that your spheres sometimes get left behind, they may go feral and revert to peacefully bobbing around in empty rooms. Tame freezing spheres do not appear able to turn hostile. On the other hand, freezing spheres left to their own devices can cause a lot of problems. Since they are summoned monsters rather than pets, responsibility for their kills accrues to the player. This means not only that you will get the experience for the kills, but also the blame: shopkeepers, guards, peaceful monsters, and gods will direct their anger at you if your spheres blow up in the wrong direction. The ice mage thus needs to keep an eye on where his or her spheres go and make a point of using them only in safe contexts. It is usually unwise to attack mimics in shops with sphere attacks: they may miss their mark. The ice mage should use closed doors to control where spheres can travel and try to "burn off" excess spheres after a major battle before exploring the dungeon too far. (The fungi that crop up on a batch of corpses in SLASH'EM may be useful for this purpose.) Freezing spheres have the dramatic ability to take down shopkeepers without giving them the chance to leave their shop and attack. Simply stand diagonally next to an open shop door (not in front of it, as this allows the shopkeeper to kill you using ranged attacks) and keep summoning, using a combination of power surge and draw energy techniques as necessary. (You may need a pick-axe to carve out a suitable nook for yourself.) The shopkeeper will continue to switch weapons and patrol his or her shop interior, not sure if you are inside or outside. Eventually, you will stop hearing the explosions of your spheres (or you will level up). The shop is yours! This is something of an exploit, as the willingness of shopkeepers to sit in their shops and be repeatedly hit by spheres is likely unintentional. =_=_ Spellbook of haste self In NetHack, a spellbook of haste self allows you to learn the haste self spell. It is the special spell for barbarians. This spell gives you very fast speed temporarily, making it a potential substitute for speed boots or a potion of speed. At unskilled or basic, the haste effect lasts for 100–109 turns; at skilled or expert it lasts for 160–169 turns. Unlike a potion of speed it will not heal your wounded legs, but it will still exercise Dexterity when cast. However, if you need both very fast speed and jumping, you can get the former from this spell and the latter from jumping boots. This combination can be very useful on the Astral Plane, but a potion of speed can be just as effective for the short duration required. Haste self is cumulative; meaning, casting it multiple times extends the duration of the effect. A wizard with the Eye of the Aethiopica can stand in place for a while and cast haste self dozens of times to gain enough turns of speed to last the rest of the game, useful because it allows you to sidestep wearing speed boots; if the effect wears off, you can always just repeat the process. Haste self is almost useless to barbarians; by the time they might be able to cast it, most barbarians will likely already have speed boots, which can be combined with , which is easier to cast. As of NetHack 3.6.2, however, they can advance their skill in escape spells, making it somewhat more likely to see use. =_=_ Spellbook of healing Healers start with a blessed spellbook of healing. Monks have a 1 in 3 chance of starting with this spellbook as well. Healing is a directional spell that heals its target(s) for 6d4 HP and, at Skilled or higher, cures blindness. This will awaken a sleeping monster without angering it. The effect is similar to an uncursed potion of healing, except that the spell cannot increase maximum HP. Casting this spell at a tame or peaceful monster will yield an alignment bonus for each monster affected, even if it was already at maximum HP; Lawfuls and Healers gain one alignment point, while chaotics besides Healers lose one point. Pestilence will actually take 3d4 damage from the spell of healing, with the damage halved due to his guaranteed monster magic resistance. Healing is the easiest spell in the healing spell school, and is thus a good spell to train that skill with. It is also a useful utility spell in general, especially for non-spellcaster classes who will probably not be using their power pool for anything else - being able to heal oneself is universally beneficial. Once you learn , however, this spell is useful only when aiming to conserving power. Although casting this spell at yourself is the most common use, remember that it is directional; using it to heal a pet(s) is a viable strategy, especially in the early-game or for pacifist players. This spell is most useful when it would be impractical or dangerous to wait for HP to recover, such as on deeper dungeon levels, or when polymorphed into a monster (which significantly reduces your natural regeneration). =_=_ Spellbook of invisibility In NetHack, the spellbook of invisibility allows you to learn the spell of invisibility. It is the special spell for rangers. This spell might be useful if you only want temporary invisibility so you can still enter shops later on. However, there are other sources of both temporary and permanent invisibility (e.g. via wand, ring, cloak, or potion) that are more convenient; at worst, if you are permanently invisible in a way that cannot be undone, you can still enter shops using a mummy wrapping or teleportation. Such permanent invisibility is often easier to obtain than the spell itself, and Rangers are very unlikely to be able to make use of this spell before they find a mummy wrapping. =_=_ Spellbook of jumping Jumping is a level 1 escape spell, and thus the best choice for enhancing that spell branch. (Do not practice jumping in Sokoban, though!) There are very few places where an unpleasant trap will be placed in an unavoidable position (although the back entrance of the Castle is a notable one), but for those situations it is generally useful; note that some types of trap, such as the fire trap, cannot be bypassed by jumping. It finds some use in speed ascensions, where the small speed boost is critical; jumping actually goes faster than speed boots, although the nutrition burn rate is too high to sustain it for long periods of time. Note that as jumping ends the turn rather than just costing one action, though, continuously jumping means you will see no benefit from speed. In lit areas, or if carrying a light source, jumping makes for an excellent escape, whether on its own or combined with a wand of teleport for escaping from surrounding mobs of monsters. This is a particularly useful strategy on the Astral Plane, where the nutrition cost is mostly irrelevant and there's no further area to preserve teleport charges for. This is most commonly done with jumping boots, but the spell has slightly more range; it is probably not enough to make up for the Pw cost, though, leaving the boots as the superior source if you don't need the slot for speed boots. Jumping also helps cross certain special levels, notably Medusa's Island; although not a solution for crossing watery levels in general, it will allow you to get as far as the Castle, and possibly even enter it if you have a wand of striking or similar method of destroying the drawbridge. You can then wish for a ring of levitation or a similar permanent solution to traversing water. Make sure you have some method of detecting underwater creatures (warning works well) before trying this; being attacked by a giant eel or electric eel can end your game almost instantly, and colliding with an underwater creature while in midair (which is possible) can cause you to fall into the water, with all the usual negative effects. As of NetHack 3.6.2, Barbarians may be interested in learning the spell, since they can now advance skill in escape spells, allowing them to potentially apply the above strategies and/or train their special spell, . =_=_ Spellbook of knock The effect is the exact same as a wand of opening, and will unlock doors and containers, as well as revealing hidden doors. Since a lock pick or skeleton key can unlock doors with no power cost, this spell is considered almost useless, and the spellbook is usually thrown away, polypiled, or overwritten. However, it has many other uses besides the obvious: as a matter spell, it can be used to train for casting more powerful spells in the school, notably . It can also expose secret doors whose locations are known to the player but not the character (especially on special levels), and can open the Castle drawbridge without needing an instrument to play the passtune. Casting knock also unlocks doors at a distance and does so slightly faster than a key would manage; because of this, it might be useful on the Astral Plane, though a wand of digging is better because it will raze the doors. The spell also causes engulfing monsters to expel you, making it useful on the Plane of Air. It can also free you from a bear trap or a web. In SLASH'EM, there are new indestructible doors at the top level of Vlad's Tower. This spell has no effect on them, there is no message, and nothing happens. =_=_ Spellbook of levitation In NetHack, reading the spellbook of levitation allows you to learn the spell of levitation. It is an escape spell, and the spellbook takes 14 actions (roughly 12 turns) to read. Casting the spell of levitation at Basic skill or lower in escape spells has the same effect as an uncursed potion of levitation - it grants you levitation for 10 to 149 (more) turns. Casting it at Skilled or higher has the same effect as a blessed potion, giving you 250 to 299 (more) turns of levitation as well as the ability to land at will using the command. Note that you must be at the appropriate skill-level at the time of casting; if you cast it while Basic and then train to Skilled, you will not be able to land at will unless you cast it again. Early-game, the only real use for the spell is to levitate above an Elbereth engraving in order to slow down eroding it; this can be powerful, but if the Elbereth wears off as you cast the spell, you will be stuck in midair and unable to try again. Using the spell for this purpose is also potentially unwise due to the time it can leave you stuck in midair, which can exacerbate combat problems. Later in the game, the spell is typically used to cross water or lava & mdash;you will get a warning that your levitation spell is about to wear off, so watch for that warning especially in such scenarios. While a levitation source is a vital part of most ascension kits and handy for areas such as Medusa's Island and the much-later Plane of Air), it is typically wiser to use the ring of levitation and boots of levitation rather than the spell, as they work in a much more predictable way. If you end up stuck in midair due to the use of this spell and do not want to wait it out, you can land using a sink, a blessed potion of levitation, or (if somehow possible) raise the spell to Skilled and cast it again. Uncontrolled levitation is unlikely to cause problems if cast in the Plane of Air, so long as you're mindful of the possibility of it wearing off - there is no real need to land on the ground from that point, unless you plan to drop the Amulet of Yendor to reduce Pw costs. =_=_ Spellbook of magic mapping In NetHack, a spellbook of magic mapping allows you to learn the spell of magic mapping. It is the special spell for archeologists. The spell reveals the entire map (although it does not fully reveal the contents of rooms), the same as an uncursed scroll of magic mapping; all of the level's walls and corridors, as well as all staircases on the level are shown. Secret passages are revealed, but secret doors are not. The spell will also reveal the current location of the magic portal on the Plane of Water if the player has formally located it before using confused gold detection or a crystal ball. It is most popular for making it easier to traverse Gehennom's vast mazes. Although useful on its own, it becomes even more useful when combined with any one of the following spells: The spell is also useful on the ascension run to save time if the player has fallen past levels through holes or trapdoors. =_=_ Spellbook of magic missile In NetHack, a spellbook of magic missile allows you to learn the spell of magic missile. It is the special spell for Wizards. The magic missile ray does ((xplev/2)+1)d6 damage, so higher-level spellcasters can deal significant damage with this spell. A level 30 character deals 16d6 damage with magic missile, averaging 56 damage per hit. This spell's damage is doubled for Knights by carrying the Magic Mirror of Merlin. For low-level Wizards, the spell they start with is usually a better attacking method than magic missile, as force bolt costs 5 Pw and does 2d12 damage. Magic missile does slightly more damage at experience level 6 (doubled if hitting twice), but costs 10 Pw points. Advanced Wizards armed with the Eye of the Aethiopica can rely on magic missile as their primary attack; as their special spell, wizards also get a bonus toward their success rate with magic missile. Often a wizard can wear metal armor and still get an acceptably low failure rate with magic missile. As with most ray-based spells and wands, this spell can be used to kill enemies behind boulders without breaking the boulder, making it invaluable in Sokoban. The ray can also be rebounded using walls to hit targets repeatedly. In FIQHack magic missile does less damage at skill levels less than Expert (compared to vanilla). At Skilled level magic missile can partially bypass reflection. At Expert level magic missile can partially bypass magic resistance (MR only halves damage). The canonical D & D spell of Magic Missile was a stereotypically puny level one wizard spell that quickly became a staple of the wizard class, as it was effectively a homing attack with each bullet doing its own damage roll, which can easily rack up significant damage short of the target having magic resistance. In NetHack, the spell of magic missile retains this scaling ability, though they can miss the target. =_=_ Spellbook of remove curse In NetHack, the spellbook of remove curse allows you to learn the spell of remove curse. The book takes 12 actions to read; it is a clerical spell, and the only emergency spell that is not a healing spell. Remove curse is the special spell for Priests. Priests have a chance of starting the game with a spellbook of remove curse as one of their two spellbooks. Wizards may also start the game with the spellbook of remove curse as their second spellbook. When cast at Basic level or lower, the spell of remove curse acts identically to an uncursed scroll of remove curse; at Skilled or higher, it is identical to a blessed scroll. The spell of remove curse is a very useful utility spell that makes use-testing certain items less dangerous - you can uncurse most items within your inventory by wielding them and casting the spell. If your role permits it, consider enhancing clerical spells from Basic to Skilled if you intend to uncurse multiple items in your inventory simultaneously and save magic power. The spell of remove curse spell is outclassed only by the spell of identify, which can be cast beforehand to check items' BUC status as well as identifying them. While the spell can uncurse weapons, doing so at Basic skill or lower requires that you have at least one hand free, so it is unwise to wield two-handed weapons for this purpose; one-handed weapons can be uncursed safely if you are not wearing a cursed shield in the other. Similarly, avoid putting on cursed armor that will significantly impair your ability to cast the spell, and beware of autocursing helms. Wielding amulets to uncurse them is much safer than wear-testing - a discovered cursed amulet of strangulation will prevent you from chanting the spell and cannot be removed (except via prayer). Also, the spell cannot be used to uncurse a saddle worn by a steed, regardless of if you are stuck on it at the time. As Priests have an innate knowledge of an item's beautitude, they can more readily spot cursed items - Priests thus excel at sorting through any bones files they encounter, as they can efficiently prioritize and uncurse loot using the spell to preserve precious holy water. The spell becomes especially useful during the mid- and late game for countering the curse items monster spell from enemy spellcasters (e.g., liches, some quest nemeses and the Wizard of Yendor); scrolls of remove curse remain a useful backup item, and are best kept within a container to #tip out whenever you are prevented from casting. Like all spellbooks, the spellbook of remove curse was introduced in NetHack 1.3d. The vocal requirement for spell casting (and thus being prevented from doing so by strangulation) was introduced in NetHack 3.6.1. =_=_ Spellbook of restore ability In NetHack, the spellbook of restore ability allows you to learn the spell of restore ability. It is considered an emergency spell, and is the special spell for Monks. Valuable as the spell's effects are, by the time the vast majority of characters even discover the spellbook - let alone become capable of casting it - they are likely to have ready access to unicorn horns, which do a number of useful things in addition to restoring diminished ability scores. Monks receive the special spell bonus when casting this spell, and might just be in a position to require it before the first unicorn appears and is dispatched. In SporkHack, UnNetHack and xNetHack this spell is considerably more valuable since the unicorn horn no longer restores lost attributes. Once this spell is learned, you are safe to abuse your stats (e.g. by remaining satiated, consorting with foocubi), since any attributes lost can be easily restored. You will also accumulate potions of restore ability, which can now be used for dilution. Similarly, in Fourk, unicorn horns lose one point of enchantment, making horns a somewhat limited resource. The spellbook was called the spellbook of restore strength at its introduction, along with spells themselves, in NetHack 1.3d. It was renamed to spellbook of restore ability in NetHack 3.0.0, which also introduced the modern six-attribute system. =_=_ Spellbook of sleep Monsters can resist this spell with monster magic resistance, and it has no effect on already-sleeping or paralyzed monsters. Attacking monsters in melee has a 10% chance of waking them up. Bolts of sleep bounce from walls and unidentified secret doors, but are absorbed by known doors. Sleep is a powerful offensive spell, and should be used as such. You can use it to help defeat or escape difficult monsters (unless the monster has high monster magic resistance or sleep resistance); just be careful where the beam bounces. You might want to check each turn with a stethoscope if you need to re-cast sleep instead of attacking. If you are resistant or have reflection, try to bounce it off walls and hit monsters twice, in case the first zap misses or the monster resists. If you want to kill a minotaur for their wand of digging or an aligned priest for his items, casting sleep is a wise first move even if you are polymorphed into a strong fighter form. You still want reflection in the event the temple's god smites you with lightning. Once you have sent an enemy to sleep, be cautious about attacking it in melee unless you can defeat it normally. In particular, if you have sent a floating eye or Medusa to sleep, never count on the sleep to keep you alive. Although drums and horns are superb (and vastly underappreciated) scaring tools in crowd combat, they don't mix well with sleeping monsters. You can use this spell to park a heavy monster on an altar so that you can kill it there without having it run away from you. The spell can also halt your pet before it stumbles into a trap, or attacks a creature you want alive, without decreasing tameness or otherwise counting as abuse. A wizard or a hero with high Luck might reasonably want to write this spellbook if they find a magic marker, retrying until they succeed. =_=_ Spellbook of slow monster The spell has the same effect as a wand of slow monster: if cast at a monster and they do not resist, it renders them slow (i.e. 2/3 of their normal speed). If the target(s) were already fast, they are returned to normal speed. If cast at a vortex or air elemental while it has you engulfed, you are immediately expelled. < ref > Spl1-343.txt < /ref > Slow monster is considered inferior spell in most applicable scenarios, with the exception of monsters with both high speed and sleep resistance, such as energy vortexes and Vlad the Impaler as of 3.6.1; such monsters are rare, however, and most players thus read it for the eventual confusion-on-demand from the forgotten spell, then blank it and write a more useful spellbook with a magic marker or polypile it. However, it may be marginally useful on the Plane of Air, where it will allow you to escape engulfing air elementals. =_=_ Spellbook of teleport away Casting this spell at yourself has the same effect as the teleport at will action or zapping yourself with a wand of teleportation - unless you are on a no-teleport level, you teleport to a random square on the current level that you can stand on (e.g. in your default form, you won't end up over water, inside a wall or monster, on a trap, etc.). The teleportation is not inherently controlled, but if you have teleport control, you can use that to control your destination. The spell can be used on monsters, with similar effects to a wand of teleportation; the monster will teleport to a random square on the current level on which it can survive. (The major difference is that, as a spell, it costs nutrition and Pw rather than wand charges.) Only a very few monsters can resist the effect (Death, Pestilence, and Famine will normally teleport next to you rather than to a random square); however, note that although covetous monsters can be affected by the spell, there is typically no point in doing so as the monster will simply teleport back next to you as part of its next turn. Once teleport control is available, the spell can be used as a primary method of travel; prior to NetHack 3.6.2, however, the Pw cost was too high to be sustainable for most characters, even with help from the Eye of the Aethiopica. As with most things that burn so much resources, the obvious use for it would be the ascension run, but there are two factors making the spell less usable for that purpose: the Amulet of Yendor not only blocks 1/3 of teleportation attempts but also increases spell Pw costs (on average, doubling them - meaning that the spell is effectively 3 times as expensive in Pw during an ascension run). Instead, late in the game, the spell is best used to clear your path of monsters. If you do not need the experience, intrinsics, or death drops from a monster – and during the ascension run, you typically don't – teleporting it away is as effective as killing it, and much faster. The spell can even be used on multiple monsters at once, if they happen to form a line; on the Astral Plane, this is sometimes combined with jumping to jump into the gap thus created). Earlier in the game, there are two main uses for the spell. One is as an emergency escape from a dangerous situation, hoping to land somewhere safer. On most levels, you are very likely, but not guaranteed, to land somewhere out of danger; bear in mind that it's always possible to move just a single space and still end up next to whatever danger you were in previously. The other is to escape disconnected areas, which can arise either from vaults or due to a chokepoint that's guarded by monsters you don't want to deal with. However, as a level 6 spell, many characters will not be able to cast it until near the end of the game anyway, and will use other more accessible means of teleportation (e.g., a wand or scroll of teleportation). However, the spell does has some advantages over teleport at will. One is that you can use it even when you don't meet the requirements to teleport at will; in particular, many players wish to avoid gaining teleportitis until they have a reliable source of teleport control, but the spell can be used even without teleportitis. The other is that the spell benefits from hungerless casting. As of NetHack 3.6.2, both actions now cost the same amount of power to perform, providing another advantage to the spell. In NetHack 3.6.1 and earlier, this spell was somewhat more expensive in Pw than teleport at will; at the time, teleport at will cost 19 Pw, teleport away cost 30 Pw). =_=_ Spellbook of turn undead In NetHack, the spellbook of turn undead allows you to learn the spell of turn undead. It is the special spell for Knights. The spell has the same effect as the wand of undead turning: casting it creates a beam which deals 1d8 damage to undead monsters it hits (doubled for a knight with the Magic Mirror of Merlin), and scares them into fleeing if they fail a resistance check. It also has the ability to "unturn dead", < ref > < /ref > which revives corpses and rejuvenates eggs. Like the wand, the spell is not very useful offensively, especially due to its high power cost. The spell (and wand) are primarily used to bring a useful pet back to life, or to freshen the rotten corpse of a large monster (e.g. a giant) so that it can be safely eaten for intrinsics or stat gains. =_=_ Spellbook of wizard lock Like the wand, the spell of wizard lock is useful for closing doors at a range, which is handy when escaping from certain monsters or else securing a room for other reasons, such as nurse dancing or sacrificing at an altar found outside of a temple. It can also be used with the to weaponize the castle drawbridge; however, the wand may be preferable for all these purposes due to the power cost, unless there is a means of power regeneration/recovery on hand. Both this and the knock spell can also be used to train up skill in matter spells in order to cast high-level spells such as and . In SLASH'EM, they are new indestructible doors at the top level of Vlad's Tower. This spell only closes the doors with out locking them. ("The door swings shut!") =_=_ Category:Deferred features Hi! Welcome, and thanks for contributing to NetHackWiki! Could you please create an account? It helps us keep spam down, because we don't have to check the edits of known-good users. It also provides more privacy for you. Our style guide and How to help pages are good starting points. --Jayt 22:10, 20 August 2006 (UTC) =_=_ Deferred feature =_=_ Potion of polymorph Quaffing this potion will make you polymorph. Monsters can also quaff this potion; mercifully, this will not generate out-of-depth monsters. Throwing this potion at a monster will cause it to polymorph, as will wielding the potion and smashing it on them. Dipping an item into this potion may polymorph the item. Invocation items, the Amulet of Yendor, and spellbooks/wands/potions of polymorph will never be polymorphed. Other artifacts have a 95% chance of resisting, and other items 5% < ref > Potion.c#line1610 < /ref > . The usual checks for golem creation, items vanishing, artifacts resisting, etc. are skipped, but large stacks still merge to small ones < ref > Potion.c#line1647 < /ref > . Dipping this potion into another one (except water) will similarly polymorph the other potion, rather than resulting in random alchemy. Items may resist polymorph (signified by the message "Nothing happens."); this doesn't use up the potion and doesn't break polypileless conduct. When an item accidentally polymorphs into itself, you receive the message "Nothing seems to happen"; this uses up the potion and breaks polypileless. In both cases, the potion isn't formally identified, but you can #name it, since both messages are different from the "Interesting..." that usually appears when nothing actually happens after dipping. Most players can easily identify the potion by dipping an item into it. However, trying to use-test or dip-test potions may result in the loss of the polyselfless or polypileless conduct. Because of this, some conduct players try to price-id identify the 200zm potions via price and other methods. If you polymorph yourself, it may also destroy some of your armor. Here are a few other methods that do not require magical identification: Wielding the potion and hitting a monster is not advised because if by an unlucky chance that monster becomes a cockatrice, you will be petrified. Dip-testing with a unicorn horn is a suitable method, provided you are not using your only unicorn horn; using a spare horn can also yield a magical tool. =_=_ Potion of speed If you are already very fast, the message "Your legs get new energy." is displayed, and the duration of very fast speed will be increased if applicable. If the potion is shattered and you are exposed to the vapors, it will give you 1-5 turns of very fast speed and the message “Your knees seem more flexible now.” You can then name the potion. Early in the game, a potion of speed allows you to outrun enemies you either aren't ready for or need separation from, e.g. Team Ant, or pummel enemies that have you trapped. Even cursed potions are worth drinking in this regard. Potions of speed should not be diluted, as they can still serve uses in the endgame - if you decide to swap your speed boots for jumping boots on the Astral Plane, a potion of speed will allow you to remain very fast. This is particularly useful if you are also using a wand of teleportation, because it increases your chances of being able to jump through the path you have cleared before monsters can reoccupy it. =_=_ Potion of monster detection Some players save one or two of these potions to bless and drink on the Astral Plane, because it is the quickest and easiest way to locate and keep track of all the monsters, and it doesn't have any of the disadvantages of telepathy (you don't have to blind yourself, and it works on mindless monsters). =_=_ The air around you begins to shimmer with a golden haze =_=_ The golden haze around you becomes more dense =_=_ Your skin feels warm for a moment =_=_ The golden haze around you becomes less dense =_=_ The golden haze around you disappears =_=_ Category:Messages This category contains disambiguation articles for messages that have multiple causes. Messages that have a unique cause should be redirected to an article about that cause. If a message is not listed here, and you want to know what it means, try typing it into the search box. =_=_ Konnichi wa =_=_ Noncursed =_=_ Salutations =_=_ Aloha =_=_ Velkommen =_=_ Fare thee well =_=_ Sayonara =_=_ Farvel =_=_ Welcome messages This is a second account belonging to User:Kernigh and is currently playing with some JavaScript: /monobook.js --Kernigh 00:54, 21 August 2006 (UTC) =_=_ File:Firefox in test main page.png =_=_ NetHack 3.1.0 NetHack 3.1.0 is the 16th public release of NetHack and the twelfth by the DevTeam. Izchak Miller published it to the Usenet newsgroup comp.sources.games and the moderator approved it in January 1993. The original Usenet postings are available from Google Groups. There are 108 posts, and so the URLs are provided on a separate page. The main trunk of the dungeon begins at level 1, where the game begins, and proceeds down stairs to Medusa's Lair and the Castle. From there, it is necessary to enter a trap door to the Valley of the Dead. Further stairs down eventually lead to the invocation level. Performing the invocation ritual at the vibrating square opens the stairs to the Sanctum. With the Amulet of Yendor in hand, the adventurer may ascend from level 1 into the Plane of Earth; thence s/he may proceed through magic portals to the planes of Air, Fire, and Water, and thence to the Astral Plane. Offering the Amulet of Yendor on the correct high altar wins the game. A wand of wishing is guaranteed in the Castle, in its modern position, and protected by Elbereth, but not tucked inside a chest. Potions in NetHack 3.1.0 have randomized appearances (except for water), occurring as one of . They are: Spellbooks in NetHack 3.1.0 have randomized appearances (except for blank paper and the Book of the Dead), occurring as one of . They are: Rings in NetHack 3.1.0 have randomized appearances, occurring as one of . They are: Blinding and acid venom (both , formerly ) are also listed as objects, but they only exist while in flight, or when a wizard mode wish requests them. =_=_ File:Firefox in test main page with JS.png This is the same as :Image:Firefox in test main page.png in that it shows User:Jayt/Sandbox/Main Page, except now that User:Kernigh sockpuppet/monobook.js is conserving space near the top. =_=_ Category talk:Patches Should we only include particularly notable patches here, or any and everything? I suppose the bilious link is good enough to cover the masses. GreyKnight 02:51, 21 August 2006 (UTC) =_=_ Robe A robe is a special kind of cloak that increases the success rate of spellcasting, even when wearing metallic armor. It also provides MC2. Each role has a specific penalty for wearing metal body armor, which is added to the difficulty level of each spell cast. Wearing a robe will reduce this penalty by half. If you do not wear metallic body armor, the robe will instead decrease the spell difficulty by your role's penalty amount. Aligned priests (and high priests) each have a chance of being generated with a robe, which you can then obtain by killing the priest. < ref > makemon.c#line568 (aligned/high priest starting armor) < /ref > If you have a sufficiently strong pet, or are willing to accept the murder penalties yourself, this can be a good way to obtain a robe without wishing or polypiling for it. A robe is particularly useful for wizards to offset the spellcasting penalty of wearing gauntlets of power. As wizards are often low in both strength and constitution, and tend to wield Magicbane and/or carry the Eye of the Aethiopica, they can easily choose a robe over a cloak of magic resistance and get increased carrying capacity from the gauntlets of power. Robes in SLASH'EM are not like robes in vanilla NetHack. They are worn in the body armor slot, but do not interfere with, nor enhance (excepting the robe of power) spellcasting or a Monk's martial arts. They also provide MC 0 and AC 1, instead of MC 2 and AC 2 in vanilla. As such, robes in SLASH'EM are no longer highly sought after in an ascension kit (except for Monks who choose not to suffer the to-hit penalty for wearing body armor). Robes are not randomly generated, but ordinary robes can be found on wraiths, wights, barrow wights and Nazgul, and robes of all types can be found on priests. < ref > http://www.statslab.cam.ac.uk/~eva/slashem/armor.html < /ref > Upgrading a regular robe will yield either a robe of power or a robe of protection. =_=_ Category:Item attributes =_=_ Erosion Erosion in NetHack is an attribute that can apply to some items depending on their material. Eroded weapons (including weapon-tools) and armor suffer from degraded performance & mdash;weapons have their damage decreased, and armor's intrinsic AC bonus will be reduced by one for each level of erosion (in neither case affecting enchantment, and never reducing intrinsic damage or AC below zero). This means a +0 dwarvish iron helm's AC is & minus;2, while a thoroughly rusty +1 dwarvish iron helm's AC is & minus;1. Erosion does not affect an item's other enchantment-based effects; a thoroughly rusty +2 helm of brilliance still provides +2 to intelligence and wisdom. The following types of erosion exist: Items can suffer up to three levels of erosion, for example: < code > rusty < /code > , < code > very rusty < /code > , and < code > thoroughly rusty < /code > . The types of damage do not add; rather the greater damage is used. Thus, a very rusty corroded short sword has a & minus;2 penalty rather than & minus;3. An item can be both thoroughly rusty and thoroughly corroded, but it will never suffer more than 3 points of damage. If you are polymorphed into an iron golem, rust traps will kill your monster form (even if unchanging, unless you have the half physical damage extrinsic). All iron golems suffer this fate. Similarly, a wood golem can be rotted and destroyed. Many objects can be protected from erosion, and any existing erosion can be repaired. A metal object that is so protected identifies as rustproof, and an organic or plastic object identifies as fireproof. The procedure is the same for both types: Objects can be temporarily protected from rust or corrosion by greasing them. An event which would normally rust or corrode the item will instead have a chance of removing the grease. Also, one level of rust or corrosion can be removed from a weapon by dipping it into a potion of oil. In addition to erode-proofing, blessed items may resist erosion, with a chance dependent on your Luck. < ref > < /ref > In most cases, using scrolls of enchant armor to erode-proof armor is a waste of resources. Since erosion only affects the object's base AC, and most items don't have more than 1 or 2 base AC, scrolls are usually better spent increasing the enchantment of your gear (unless you are unable to enchant your gear safely any more and don't have enough markers to make use of blanking the surplus scrolls). Many forms of body armor grant 3 or more AC, but usually the only suits you should consider enchanting are dragon scale mail and perhaps mithril-coats, neither of which can erode. Using extra scrolls to fix erosion is an option, however. It might also be worthwhile to fire-proof speed boots, jumping boots, or water walking boots, as any of these will be destroyed should you accidentally step into lava. This applies particularly to Valkyries, whose quest contains lava in abundance. A cloak of protection may also be worth erodeproofing, since its base AC is 3. In contrast, you generally will want an erode-proof main weapon, particularly since the erosion penalty is doubled for double-damage weapons. However, it is rarely necessary to do the erode-proofing yourself; artifact weapons from sacrifice will always be erode-proof, while those from wishes can be explicitly wished for erode-proof. However, in the case of a good weapon found randomly in the dungeon (for example Fire and Frost Brand), it is worth spending a scroll of enchant weapon to make it rustproof. Also, cavemen using the Sceptre of Might will also want to make it rustproof, as it is not generated so. Before NetHack 3.1.0, items did not have erosion as such; rather, damage operated by reducing the enchantment. Thus a rust monster attacked rather like a modern disenchanter, except that its attack was blocked by rustproofing rather than magic cancellation. =_=_ Talk:Encumbrance How much can a polymorphed player carry? A table with popular polyforms would be great. (Master mind flayer, minotaur, vampire lord, jabberwock, arch-lich, tengu, silver dragon) --Tjr This means that a strength of 18/31 is represented by str = 49, which maps to 19 + 49/50 - > 19. < br / > Can you just rest or search or #sit or do you actually have to move from the current tile? WarriorX90 (talk) 13:17, 31 October 2017 (UTC) Hi! Welcome, and thanks for contributing to NetHackWiki! Could you please create an account? It helps us keep spam down, because we don't have to check the edits of known-good users. It also provides more privacy for you. Our style guide and How to help pages are good starting points. --Jayt 14:09, 21 August 2006 (UTC) Hi! Welcome, and thanks for contributing to NetHackWiki! Could you please create an account? It helps us keep spam down, because we don't have to check the edits of known-good users. It also provides more privacy for you. Our style guide and How to help pages are good starting points. --Jayt 14:10, 21 August 2006 (UTC) Hi! Welcome, and thanks for contributing to NetHackWiki! Could you please create an account? It helps us keep spam down, because we don't have to check the edits of known-good users. It also provides more privacy for you. Our style guide and How to help pages are good starting points. --Jayt 14:11, 21 August 2006 (UTC) Hi! Welcome, and thanks for contributing to NetHackWiki! Could you please create an account? It helps us keep spam down, because we don't have to check the edits of known-good users. It also provides more privacy for you. Our style guide and How to help pages are good starting points. --Jayt 14:12, 21 August 2006 (UTC) Hi! Welcome, and thanks for contributing to NetHackWiki! Could you please create an account? It helps us keep spam down, because we don't have to check the edits of known-good users. It also provides more privacy for you. Our style guide and How to help pages are good starting points. --Jayt 14:12, 21 August 2006 (UTC) =_=_ Talk:Conduct Currently there's no dedicated section for this, and variant-tracked conducts seem to hang out as footnotes on Unofficial conducts. I think we should add a section (maybe with a table) to show which variants track which additional conducts. (I don't really know myself which variants track which conducts or I'd add it myself.) --Phol ende wodan (talk) 19:24, 8 July 2017 (UTC) =_=_ @Play An engraving refers to any form of text inscribed into the ground; the act of engraving refers to any act of inscribing such text in the ground, usually invoked with the command . The concept includes carving or burning characters into the dungeon floor, writing on the floor with a writing instrument, and drawing in the dust with fingers, wands, etc. This can ostensibly be done by a player to record messages to themselves, and there are also random engravings left in the dungeon; however the most common use of engraving is to inscribe the name Elbereth. =_=_ You sense a pointy hat on top of your head =_=_ You imitate a popsicle =_=_ You feel a little chill =_=_ Cold resistant =_=_ The water freezes =_=_ The moat is bridged with ice The message "The moat is bridged with ice" is given when zapping a bolt of cold across a moat. The bolt may come from a wand of cold, a spell of cone of cold, a frost horn, a winter wolf cub, a winter wolf, a white dragon, or a silver dragon. =_=_ The moat is bridged with ice! =_=_ You hear a crackling sound The message "You hear a crackling sound" is given when zapping a bolt of cold across a pool of water or a moat when the square in question is not visible. The bolt may come from a wand of cold, a spell of cone of cold, a frost horn, a winter wolf cub, a winter wolf, a white dragon, or a silver dragon. =_=_ The water freezes for a moment =_=_ You hear a soft crackling The message "You hear a soft crackling" is given when zapping a bolt of cold across water on the Plane of Water where the square in question is out of sight. The bolt may come from a wand of cold, a spell of cone of cold, a frost horn, a winter wolf cub, a winter wolf, a white dragon, or a silver dragon. =_=_ The lava cools and solidifies The message "The lava cools and solidifies" is given when zapping a bolt of cold across lava. The bolt may come from a wand of cold, a spell of cone of cold, a frost horn, a winter wolf cub, a winter wolf, a white dragon, or a silver dragon. =_=_ The door freezes and shatters The bolt may come from a wand of cold, a spell of cone of cold, a frost horn, a winter wolf cub, a winter wolf, a white dragon, or a silver dragon. =_=_ You feel cold =_=_ The door freezes and shatters! =_=_ Curly bracket =_=_ Square bracket =_=_ Your mind fails to lock onto that location The message "Your mind fails to lock onto that location" is given when you try to target a spell at a location you cannot see, or at a wall. Targeted spells are: =_=_ Your mind fails to lock onto that location! =_=_ The spell dissipates over the distance The message "The spell dissipates over the distance" is given when you try to target a spell at a location which is too far away. =_=_ The spell dissipates over the distance! =_=_ You're joking! In this weather? The message "You're joking! In this weather?" is given when you try to cast a targeted spell underwater. Targeted spells are and at Skilled or higher. =_=_ You're joking =_=_ Talk:Your mind fails to lock onto that location =_=_ You had better wait for the sun to come out Hi! Welcome, and thanks for contributing to NetHackWiki! Could you please create an account? It helps us keep spam down, because we don't have to check the edits of known-good users. It also provides more privacy for you. Our style guide and How to help pages are good starting points. --Jayt 11:09, 22 August 2006 (UTC) =_=_ Bugs =_=_ Candelabrum =_=_ Category:Unique items =_=_ Menorah =_=_ Dip The player will be prompted, first, for an object to be dipped, then an object to be dipped into. Generally, though with notable exceptions, dipping causes the dipped object to be affected by the into object and will consume one into object, or risk its destruction if a fountain. Order is important. In the early game, dipping into fountains is the most common method of diluting potions and blanking scrolls and spellbooks. However, unlike pools, fountains eventually dry out. To dip into a pool, you generally must be flying, riding a flying mount, or wearing water walking boots. Levitation won't let you reach the pool. While generally safer than quaffing from a fountain, dipping can still cause adverse effects. The safest way is to dig down on a fountain and take a bath in the resulting pools. The fountains in Minetown should not be used unless all of the watchmen are either dead or locked up in rooms. If a watchman sees you use a fountain, you will usually be warned. See wet for more information on effects. Dipping an object into a potion of holy water is the most common method of blessing an uncursed object (and dipping a cursed object into holy water will remove the curse, although a scroll of remove curse is usually more efficient). Likewise, dipping an object into a potion of unholy water will make a blessed object uncursed, and will curse an uncursed object. Dipping a unicorn horn into a potion of sickness will turn it into a potion of fruit juice, and dipping the horn into a potion of confusion, potion of blindness, or a potion of hallucination will turn the potion into a potion of water. Dipping an object into an uncursed potion of water will affect the item the same as would dipping it into a fountain or pool. This is usually a waste, however, as potions of water can be turned to holy water. Dipping a long sword into a fountain as a lawful character at experience level 5 or higher is a common way of receiving Excalibur. =_=_ That is a silly thing to dip into =_=_ That is a potion bottle, not a Klein bottle =_=_ That is a potion bottle, not a Klein bottle! =_=_ Magic cancellation Magic cancellation, or MC for short, is a property which protects the player from certain non-damage effects caused by a monster attacking and touching the player with some part of its body. Examples include poison from killer bee stings, lycanthropy caused by werejackal bites, and the green slime's sliming attacks. Such attacks are referred to as special melee attacks in this article. Having the highest (best) magic cancellation means that only of special melee attacks will succeed (assuming they would hit otherwise). This makes magic cancellation a high priority trait. A precise list of the special melee attacks that magic cancellation protects against is provided in the section below. Magic cancellation must not be confused with cancellation caused by a wand or spell, nor with magic resistance. See for further details. Your current level of magic cancellation can be verified via any source of enlightenment; "You are warded" means you have MC1, "You are guarded" is MC2, and "You are protected" is MC3. The most common source of magic cancellation is armor. Each piece of armor has a magic cancellation number (MC number) ranging from 0 (worst) to 3 (best). Note that magic cancellation from armor is not cumulative & mdash;the player's magic cancellation is the maximum of that provided by any single piece of armor worn. This means that if you are wearing a chain mail with MC 1, and a dwarvish cloak with MC 1, then your magic cancellation is still 1. Magic cancellation can also be granted by protection, either intrinsic or extrinsic. Extrinsic protection augments your magic cancellation by 1, to a maximum of 3. Intrinsic protection counts as magic cancellation 1, but doesn't stack with armor sources. The sources of extrinsic protection are the ring of protection, the Tsurugi of Muramasa, and the Mitre of Holiness; more than one such source provides no additional benefit. Intrinsic protection is granted when you get an AC bonus by donating to an aligned priest or by a favor when praying. Intrinsic protection may be lost by a gremlin's special attack or eating a disenchanter corpse; if so, donating the appropriate amount to an aligned priest will restore it, even if it would fail to improve your AC. High priests have extrinsic protection, and aligned priests and monsters represented by have intrinsic protection. If all these tests are passed, the player will suffer the special effect. In the case of fire, cold, and shock, there is further a test for determining if any inventory items are damaged or destroyed. Understanding how magic cancellation works requires some understanding of how an attack works in NetHack. An attack has two characteristics: attack type (e.g. bites and stings) and damage type (e.g. physical or poisonous). A soldier ant, for instance, has two attacks: a bite which does 2d4 physical damage (i.e. ordinary damage), and a sting which does 3d4 poison damage. Magic cancellation will not protect against the 2d4 physical damage from the bite, nor will it prevent the 3d4 damage caused by the sting. It will, however, protect against the special effects from the poisonous sting, which randomly include hitpoint reduction, attribute reduction, and instadeath. There is no obvious pattern to what magic cancellation does and doesn't protect against. Shortly put, magic cancellation protects against certain attack types that deal a certain type of damage. This relation is shown in the table below. To be prevented by magic cancellation, both the attack type and damage type must be in the < span style="background-color:#ffdead;" > orange area < /span > of the table. If either the attack type or damage type is outside the orange area, magic cancellation will have no effect on the attack. In earlier versions of the game, the idea was that some types of armor covered your entire body surface, so the attacker effectively could not touch you despite his successful attack. Over time, with the addition of the cornuthaum and many types of special attacks, this point has become moot, and the current explanation can only be "it's magic". Magic cancellation is distinct from cancellation, which a monster suffers when hit by a wand or spell of cancellation. Cancelling a monster completely removes the monster's ability to perform its special melee attacks, while magic cancellation only reduces the probability of those attacks succeeding against the player. Also, the attacks affected by cancelling a monster are not exactly the same as those prevented through magic cancellation. See the article on cancellation to compare effects. Magic cancellation is not the same as magic resistance. Magic resistance is an extrinsic that protects against spell, wand, and trap effects and damage. Magic cancellation is also different from intrinsic resistances against fire, cold, and shock damage. If you suffer fire damage while fire resistant, you won't be dealt hit point damage, but there is still a chance of items such as scrolls, spellbooks, and potions being destroyed. Magic cancellation on the other hand won't prevent the damage, but it will reduce the probability of item-destroying effects occurring. Magic cancellation is a useful properly which gets more useful the more of it you have; a character with MC3 will suffer only as many cancellable attacks as one with MC2. However, its value must be weighed against its opportunity costs. Acquiring MC3 requires a cloak of protection, or one of the MC2 cloaks or suits and a source of extrinsic protection. Armor which provides MC2 or 3 doesn't provide the useful properties of the MC1 magic cloaks or MC0 dragon scale mail. In many cases, it's better to wear the cloak of magic resistance to protect yourself from polymorph traps and death magic, or silver dragon scale mail to protect your wands and rings from lightning. Most cancellable attacks have either resistances to negate them, or countermeasures to reverse their effects (fire for sliming, holy water for lycanthropy, Elbereth to unstick from mimics), so a well-prepared player may find magic cancellation a lower priority than more critical properties. Magic cancellation only protects from melee attacks, and characters with strong ranged attacks can generally kill the attackers from a distance before they become a threat. Beware of monsters (especially nasties) being summoned to you, though. If you want MC3, you may want to treat the ring of protection as a situational item, which you equip when a relevant monster appears and then swap out for a more generally useful one when the situation is dealt with. Priests and Samurai get protection from their quest artifacts; other roles must be lawful (at least temporarily) to wish for them. Before version 3.6.0, magic cancellation was more readily available and stronger, and intrinsic or extrinsic protection had no effect on it. For more details on magic cancellation as it functioned in 3.4.3, see Magic cancellation (3.4.3). In Slash'EM Extended, a magic cancellation of 3 prevents attacks 75–90% of the time depending on the player's spirituality skill. Magic cancellation values greater than 3 are possible in that variant and give even better protection; see Slash'EM Extended § & nbsp;Magic cancellation for details. =_=_ User:SheeEttin =_=_ Quest monster =_=_ User:Intx13 =_=_ DFV =_=_ Save scumming When playing NetHack on a local machine (ie. not on a public server such as NAO), it is possible to sidestep the feature that makes the game so difficult: the permanence of death. The concept of save scumming is simple: exit NetHack via the Shift-S save command, then copy the saved game from NetHack's playground to a different directory. Run NetHack again, and continue playing until you die. At this point, restore the saved files, copying them back from the temporary directory to the playground, and restart the game. Assuming the correct files were copied, the game continues as it was. This process is cheating, especially because the legitimate way to sidestep death is explore mode. Save scumming can do more than allow a player to avoid death. Indeed, just about any random element (such as which prize lies at the end of Sokoban, or how much damage a monster inflicts this turn) can be sidestepped with save scumming. On a few systems, it might be necessary to guard against game or system crashes, because some copies of NetHack lack a working recover program. An other legitimate use, would be to use save scumming in place of explore mode, while learning how to play. Specifically, if you are transfering from a 32bit linux to it's 64bit version. It's easier to just install the 32bit version of nethack in the 64bit system. In ubuntu that can easily be done with NetHack is designed so that death is permanent (except for the amulet of life saving, of course). This adds difficulty to the game, but also adds depth. When making a mistake might cost a week of gameplay, one thinks longer about each action, and investigates more fully the possible repercussions. It also adds excitement: taking risks with a carefully cultivated character becomes more exhilarating when the stakes are higher. While savescumming may allow a new player to go farther in the dungeon than he or she has before, it will ultimately create a weaker player than if he or she had toughed it out. By saving and restoring games, the savescummer avoids the learning of the intricacies of NetHack, and will never learn the art of extracting him or herself from difficult positions. Death is part of the game, and a player who savescums to avoid death is not truly playing NetHack. NetHack is like playing several games of chess at the same time. Save scumming is like setting up the board so that you will win without having to think about anything at all. The ONLY reason you should back up your games is to avoid losing whole weeks of characters due to system crashes. There are some cases where saving a game at a difficult choke point and then playing through multiple ways, trying to find a solution, can be more enlightening than dying and starting over. If you do this, you should probably not continue and finish the game for the reasons explained in the rest of this article. Using the save-preserving feature of explore mode may be a preferable means of accomplishing this. Alternatively, you can re-create the situation in a separate wizard mode game, do the testing which solution is best, and then go back to your original game. This sidesteps the entire "cheating" issue. There are many roleplaying games that allow you to avoid death by saving and restoring your game. By savescumming, a player is missing out on the true fun of the game, at which point NetHack is far less superior to any other RPG available. This wiki is a nest of spoilers designed to smooth over the same bumps and pitfalls that a player may seek to avoid via save scumming. So who are we to judge, eh? The methods by which NetHack saves games differ per version. Similarly, the saved games are not necessarily compatible between versions or between platforms. The easiest way to savescum is to start a brand new game. Once it is started, examine the directories in which NetHack is storing data and find one with a name similar to "save". Now save and exit the game. Examine the directory again, and see what files have appeared. Make a list of the files and the filename syntax (usually the player name with a number). Now restart the game and let the character die. Once again, examine the directory and see which files disappeared. After doing this you should have a good idea of what files hold the game's information. NetHack provides no way to save a running game, as the game file is only created when you save and exit. On multiuser Unix systems, a typical configuration installs NetHack as setgid so that users are unable to copy save files into NetHack's playground. =_=_ Kick Kicking anything (an object, a monster, or a dungeon feature) makes noise. This wakes up nearby monsters and attracts pets. If you are riding, the only thing you can kick is your steed. The game will ask you if you want to do so if you use the 'kick' command. Kicking your steed is one way to make it temporarily move faster, but at the cost of reducing its tameness. May break the lock. This is also likely to break fragile items like potions inside it ("You hear a muffled shatter.") May release the object ("The < item > comes loose!") and deposit it on the floor where you are standing. This is an alternative to digging the object loose. Kicking a cursed scroll of scare monster will not cause it to crumble, as picking it up would. This is one way to move scrolls that have become cursed. The distance the kicked object moves is S/2 - W/40, where S is the player's strength, W is the object's weight, with the following caveats: The distance is from the player, so a distance of 1 or less means that the object does not move at all. In this case it is considered too heavy: the player receives a "Thump!" message and possibly wounds their legs. May break the door, leaving an empty doorway. Breaking a shop door will anger the shopkeeper unless you immediately pay 400 zorkmids. The act of kicking exercises dexterity. Successfully breaking doors exercises strength. With a 1/3 probability, hurts you as if you were kicking a wall. Otherwise, if co-aligned, immediately reduces your wisdom by one point; if cross-aligned, reduces luck by one point. May knock loose some gold and gems (only once per throne) or send you to a lower dungeon level. If the throne has already produced gems and gold or your luck is negative, kicking may destroy it. May reveal the door. "Crash! You kick open a secret door!" or "Crash! You uncover a secret door!" If your luck is low, this may be a faster way to make a suspected secret door appear than searching. The base kicking damage is based on your strength, constitution, dexterity and whether you are wearing kicking boots. The exact formula is There is a +1 to hit bonus to kicking, even if you are unskilled in martial arts, so it may be a useful strategy for fighting a monster you are having trouble hitting (like a ghost). With the right training or equipment, you can sometimes send smaller monsters reeling back a square & mdash;perhaps into a trap. Kicking monsters can displace them to a random point adjacent to you, even if they couldn't normally reach that spot: "The monster jumps (or swoops, slides, etc.), nimbly avoiding your kick." This is more likely to happen if you are fumbling or burdened. It is also more likely to happen with flying monsters such as bats. =_=_ High priestess of Moloch =_=_ High priest of Moloch =_=_ Wooden flute The wooden flute is a musical instrument in NetHack. It is a tonal instrument that shares the same appearance with another flute, the magic flute. Applying the wooden flute will prompt you to "improvise"; improvising with it will exercise your dexterity, while choosing not to improvise will let you play a specific set of notes. If the player has enough experience and dexterity, improvising may make nearby snakes peaceful. The snake-charming effect will occur if (1dDex + Xlvl) is 27 or greater. The wooden flute is the lightest of all instruments, and a worthwhile candidate to carry to the Castle to play the passtune. However, the magic flute weighs the same and is probably a better choice if you can find it, due to its additional effect of putting monsters to sleep. The two flutes are fairly easy to distinguish from each other via price identification and use testing. A magic flute with charges will play "soft music"; an uncharged magic flute behaves the same as a wooden flute, but is only likely to occur in bones. =_=_ Unique monsters =_=_ The Wizard of Yendor =_=_ Reverse genocide =_=_ Disenchanter Disenchanters are considered to be rather annoying - their sole attack does a decent amount of damage, but more worryingly can decrease the positive enchantment of its target's worn armor. In addition, weapons and other items used to attack a disenchanter in melee may also have their positive enchantments or charges reduced. Artifacts have a 90% chance of resisting. Disenchanters are only randomly generated in Gehennom; the random at the Castle also has a chance to be a disenchanter. Disenchanters are a nightmare to face in close combat due to their very good AC of -10. The disenchanting claw attack is subject to magic cancellation; having MC3 through a cloak of protection or other means will reduce the enchantment you lose from your armor, but does not prevent the passive disenchanting attack. However, disenchanters have 0 MR, leaving them completely vulnerable to magical effects such as polymorph, cancellation, and sleep, and they can be easily warded off using instruments such as a tooled horn or leather drum to scare them. Attack spells and wands can keep them at bay with far less risk to your armor, though their AC will make landing shots a significant problem. The "simplest" method of killing a disenchanter is to solely use unenchanted weapons such as weapon-tools like pick-axes or unicorn horns, unless you are actively using them as your main weapon; secondary starting weapons that went mostly unused may also prove a viable backup if you kept them around. If you have immobilized a disenchanter, or else armor enchantment is not a pressing issue for you, you can also remove your gloves to preserve their enchantment and bash it to death with your bare hands. (Monks aiming to kick one to death will also want to mind the enchantment of their boots). Similarly, strong pets that do not rely on weapons or else are wielding unenchanted ones will have no trouble against them. Disenchanters are often a common target for single-species genocide, as rust monsters are not much of a threat once the player reaches Gehennom. However, they can also be useful to roles who cannot reliably cast drain life, providing an alternate method to selectively reduce the enchantment on a wielded weapon or piece of armor so it can be re-enchanted to a higher level. If you try this with your cloak, be sure to have a substitute for MC3 in order to nullify its attack. The disenchanter is a monster that originates in Dungeons & Dragons, making its debut in the 1st edition Fiend Folio and issue #6 of White Dwarf. It is often described as a blue-furred quadrupedal creature with an elephant-like trunk and a camel-esque body and "hump". Disenchanters are considered even more infamous in tabletop settings, not solely for their magic-eating abilities, but also for their somewhat goofy-looking designs. In SLASH'EM, disenchanter corpses are safe to eat. Additionally, they are no longer the only monster that can disenchant weapons and armor with the addition of the steel golem, which has also a passive disenchanting attack. In UnNetHack, eating a disenchanter corpse has a 50% chance of removing a random intrinsic, in a way similar to being hit by a gremlin at night. While potentially dangerous, this could also potentially be used to get rid of harmful intrinsics gained accidentally. =_=_ Talk:Quest nemezis =_=_ Talk:Wand of nothing What happens if you break a wand of nothing? I assume nothing... but I don't know. --Intx13 19:28, 23 August 2006 (UTC) =_=_ Deities =_=_ Dieties =_=_ Deity =_=_ Diety =_=_ Gods =_=_ W343-3 W343-3 designates a bug that affects the Microsoft Windows version of NetHack 3.4.3. It is fixed in NetHack 3.6.0. The bug is listed as: The bug has been reported on Polish and Russian editions of Windows 2000 and on a Czech version of Windows XP. It has been duplicated on an American Windows XP by changing a language setting. A screenshot is available. Bug W343-3 really comprises two distinct and unrelated bugs. One is a simple character set issue: many non-USA PCs are configured with different character sets, and seven symbols may look different. This issue is more fully detailed in the IBMgraphics article. The more serious bug is that some characters appear as strange symbols or blank squares. This is not actually a bug in NetHack, but in Windows. The rest of this article will deal with this bug. The bug is a flaw in the Windows WriteConsoleOutputCharacterA API. When its configured code page is other than 437 or 850, many non-ASCII characters can show up incorrectly. The Windows terminal program changed in Windows 10. The changed fixed the original W343-3 problem, but certain characters on the Rogue level may not display correctly. Specifically, the characters that have code points less than 0x20 display as empty boxes. See IBMgraphics for more details. This bug is only loosely related to W343-3, but the fix in the code is the same. All users of Windows 10 running NetHack 3.4.3, regardless of locale, can benefit from the W343-3 patch. NetHack 3.4.3 is known to have this bug. Because NetHack 3.1.1 through 3.1.3 also use the flawed API, it is likely that they have it as well. NetHack 3.2.0 through 3.4.2 use different APIs, and do not have this bug. The Curses interface is not affected, even when linked with PDCurses for the Win32 console, because PDCurses does not uses the offending API. The bug is fixed in NetHack 3.6.0. A patch is available to fix this bug in NetHack 3.4.3; but no binaries or variants other than Spanish NetHack are known to incorporate it. The patch fixes the API issue by detecting when it is running on an NT-based version of Windows, and using the Unicode API instead, avoiding the Windows bug. It fixes the character set issue as well (see IBMgraphics) by allowing less-extensive variants of IBMgraphics to be set, avoiding the characters that can vary among code pages. The Bilious Patch Database has a simpler form of this patch, that works around the faulty API but does not alter the IBMgraphics, here. This patch also fixes W343-4. =_=_ W343-4 W343-4 designates a bug that affects the Microsoft Windows version of NetHack 3.4.2, 3.4.3 and 3.6.0. It occurs when the keyboard handler nhraykey.dll is loaded and causes minor problems with the keyboard when performing certain acts, such as locking a door. A patch is available to fix this bug at the Bilious Patch Database, here; it also fixes W343-3. Although the DevTeam lists this bug as fixed in the next release, it is not fixed in NetHack 3.6.0. It is fixed in NetHack 3.6.1. < ref > DevTeam GitHub repository, commit 7885796. < /ref > Bug W343-4 affects all users of NetHack on Windows who use the text mode user interface and the keyboard handler nhraykey.dll. This bug is an annoyance rather than a showstopper, but has perhaps slowed the acceptance of nhraykey.dll, despite its improved handling of non-USA (and especially non-English) keyboards. Nhraykey.dll seeks to read both keyboard and mouse input, while translating the keystrokes according to the user's configured localization settings. The Win32 API does not make this task easy: ReadConsole translates the keystrokes, but ignores the mouse, while ReadConsoleInput reads the mouse, but does not translate the keystrokes. Nhraykey.dll solves this problem by calling PeekConsoleInput first, and then calling ReadConsole to retrieve any keystrokes and ReadConsoleInput to clear out anything else. The complication is that there can be a keystroke, but the call to ReadConsole may still block, keeping the mouse from responding, because the key was a dead key. Nhraykey.dll prevents the blocking by pushing a bogus key event on the queue before calling ReadConsole; if nothing else, the ReadConsole call will return the bogus key. The bogus key is supposed to be ignored when it is read. The bug is that one particular function, NHkbhit(), doesn't do this. It returns a true status, indicating that a real key is available, and allmain.c then calls Getchar() to retrieve this nonexistent key. The user must eventually provide a real key for Getchar() to return. A patch is available to fix this bug, as this post to rec.games.roguelike.nethack. The patch is against NetHack 3.4.3 and may or may not apply cleanly to NetHack 3.6.0. No binaries or variants other than Spanish NetHack are known to incorporate the pach. The fix is to add a check for the bogus key in NHkbhit(). If found, the bogus key is discarded and the queue is queried again. =_=_ Nhraykey.dll Nhraykey.dll is a keyboard handler for the Microsoft Windows text-mode version of NetHack 3.4.3. Its purpose is to improve handling of keyboards with non-USA layouts. NetHack wants both keyboard and mouse input, but the Win32 console APIs provide no easy way of getting mouse input and also translating keystrokes according to the user's locale. The ReadConsole API retrieves keystrokes and translates them properly, but discards mouse events. The ReadConsoleInput API retrieves key and mouse events but does not translate the keys. NetHack 3.4.1 attempted to solve this problem by reading all input with ReadConsoleInput and passing it to the ToAscii API. The default keyboard handler, nhdefkey.dll, still works this way. This approach, however, only seems to work with USA keyboards. With others, it ends up using the USA layout, and the user is likely to find this confusing. So it separates these two functions, which had previously been one, and solves the problem according to the needs of each mode. For a command, it first uses PeekConsoleInput to determine what type of input is available. For a key event, it goes to ReadConsole to retrieve the key properly translated. For a mouse event, it goes to ReadConsoleInput to fetch the event. The idea is never to call ReadConsole when a mouse event is important, unless we can be sure that it will not block; if that happened, the mouse would cease to function until it returned. ReadConsole is prevented from blocking by pushing a bogus key event on the queue; if there's nothing else for ReadConsole to fetch, it will fetch the bogus key. The bogus key is constructed so that it does not match any real key event, and can be filtered out. There is one point at which the unmodified nhraykey.dll needs to filter the bogus key, but fails to do so. This can result in ReadConsole being called and blocking because there is no real key for it to read. A patch is available to fix this bug in 3.4.3, and it is fixed in 3.6.1. < ref > DevTeam GitHub repository, commit 7885796. < /ref > =_=_ Talk:W343-4 Yes, I'm the arrogant bastard who posted the patch that became nhraykey.dll. That means I am personally responsible for this bug, and I humbly apologize. -- Ray Chason 03:09, 24 August 2006 (UTC) =_=_ Silver dragon The silver dragon, , is a monster that appears in NetHack. It has a younger form in the baby silver dragon, . The silver dragon has intrinsic cold resistance and reflection, and its breath weapon fires rays of frost. Its corpse does not convey any intrinsics. Players will not see baby silver dragons through normal random monster creation outside of aligned branches and levels such as the Oracle and Sokoban, and they can also be hatched from dragon eggs. Adult silver dragons start appearing around the midway depths of the dungeon. Silver dragons can be generated in throne rooms as early as dungeon level 15, and may appear when a throne at this depth or lower is looted. Silver dragons can be created if a lawful spellcaster casts the summon nasties monster spell. Silver dragons have a of dropping a set of +0 uncursed silver dragon scales along with their corpse ( if the dragon was revived). The silver dragon's reflective scales protect it from the rays of spells and wands, severely reducing the amount of options ranged and otherwise that a player has against it. However, it has no other resistances besides cold resistance, and its low monster magic resistance can still be used to bring it down. Wielded or thrown potions such as sleeping can immobilize them or else soften them up for melee or peppering with projectiles, but care should be taken not to have them destroyed by cold breath. The reflective power of their scales also makes them a common target for reverse genocide by players seeking silver dragon scale mail; this is usually to complement a cloak of magic resistance or any magic resistance source they own or plan to obtain, as well as protecting their inventory from item-destroying rays. As pets and steeds, silver dragons sometimes compete with gray dragons - both possess flight, useful breath weapons and immunity to death rays. The silver dragon has the added perk of being completely immune to elemental rays by virtue of reflecting them, which can also kill the attacker if the ray came from a wand. Its breath can also bridge moats for later crossing, though the ice will not always persist. Unfortunately, on top of low speed and lack of other resistances that can work against them, they can also fall victim to poison or polymorph traps - the gray dragon's scales at least give it a means of protection against the latter. There are also many faster and/or stronger steed than dragons in general, though most such choices lack reflection of their own. The silver dragon, its baby form and silver dragon scales were introduced to the vanilla series in NetHack 3.3.0. Before that, it first appeared in the 3.1.3 variant SLASH 6. As with all other dragons in SLASH'EM, baby silver dragons have a base level of 4 instead of 12, and can be encountered via random generation in ordinary levels with a frequency of 2 - they are also eligible for creation on many levels that generate random on level creation. Adult silver dragons have a base level of 18 instead of 15. =_=_ Black dragon The black dragon, , is a monster that appears in NetHack. It has a younger form in the baby black dragon, . The black dragon has disintegration resistance both intrinsically and from its scales, and its breath weapon fires rays of disintegration. It is the only guaranteed source of disintegration resistance in the game. Players will not see baby black dragons through normal random monster creation outside of the Oracle and Sokoban levels; adult black dragons start appearing around the midway depths of the dungeon. Black dragons can be generated in throne rooms as early as dungeon level 15, and may appear when a throne at this depth or lower is looted. Black dragons can be created if a chaotic spellcaster casts the summon nasties monster spell. Black dragons have a of dropping a set of +0 uncursed black dragon scales along with their corpse ( if the dragon was revived). Taking on a black dragon is an especially perilous endeavor - the ray can only be protected against either through reflection or disintegration resistance, and the latter is most easily obtained by either eating black dragon meat or wearing its scales. If a dragon's blast of disintegration hits a monster, including you, that is neither resistant nor reflecting, it destroys objects in the following order: This makes the black dragon incredibly dangerous to engage at any non-melee distance within its line-of-fire, especially in unlit areas such as Fort Ludios. While it thankfully lacks any other resistances, care still has to be taken during combat - players who lack a source of reflection should avoid being caught down the hall from one. The breath weapon can be avoided either by trying to lure it close, or else using (very) fast speed in order to close the gap while avoiding the line of fire as much as possible. Eating black dragon meat or obtaining its scales ensures that disintegration will no longer be an issue for you during the rest of that game unless the property is lost, though you will still want to keep pets from being reduced to ash if possible. The black dragon is often sought out as a pet, or more frequently used as a polyform, in order to dispatch particularly nasty foes who otherwise lack disintegration resistance. A Monk not doing polyselfless can use the form of a black dragon to evaporate Master Kaen without him reaching striking distance; Samurai can use the pet or polyform to engage and kill Ashikaga Takauji without risk of death by bisection (especially since dragons are too large to be instakilled this way). Disintegrating a quest nemesis will not destroy the quest artifact or the Bell of Opening. NetHack 2.3e introduces the black dragon along with all of the other modern dragon types (and their breath weapons) except for silver. In this version, Black dragonbreath instakills the player, and there is no means of reflection, disintegration resistance, or amulet of life saving - the temptation of genocide must be balanced with the fact that dragons of any color are a guaranteed source of fire resistance, which is absolutely necessary to enter Hell; there is no means to genocide only black dragons. NetHack 3.0.0 introduces baby black dragons alongside the other baby dragons. This version also distinguishes all color dragons, their younger stages and their corpses, and introduces dragon scale mail. In addition, reflection is now available and black dragon breath is toned down slightly; it also becomes possible to genocide only black dragons, ensuring that sources of fire resistance remained. NetHack 3.1.0 introduces black dragon scales along with the other colors, as well as the current method of obtaining dragon scale mail. As with all other dragons in SLASH'EM, baby black dragons have a base level of 4 instead of 12, and can be encountered via random generation in ordinary levels with a frequency of 2; they are also eligible for creation on many levels that generate random on level creation. Adult black dragons have a base level of 18 instead of 15. Baby black dragons hit as a +1 weapon, and adult black dragons hit as a +3 weapon. Adult black dragons have a chance to turn traitor while tame. =_=_ Gray dragon The gray dragon, , is a monster that appears in NetHack. It has a younger form in the baby gray dragon, . The gray dragon has magic resistance both intrinsically and from its scales, and its breath weapon fires magic missiles; these missiles are not affected by the half spell damage property. Its corpse does not give any intrinsics. Players will not see baby gray dragons through normal random monster creation outside of aligned branches and levels such as the Oracle and Sokoban, and they can also be hatched from dragon eggs. Adult gray dragons start appearing around the midway depths of the dungeon; gray dragons can be generated in throne rooms as early as dungeon level 15, and may appear when a throne at this depth or lower is looted. Gray dragons can be created if a lawful spellcaster casts the summon nasties monster spell. Gray dragons have a of dropping a set of +0 uncursed gray dragon scales along with their corpse ( if the dragon was revived). Among a monster class of powerful fighters, the gray dragon is the only one with intrinsic magic resistance, which compensates for its low MR stat in a few areas. However, this does not stop elemental damage, nor does it fully protect them from a wand of sleep ray - this thankfully leaves the player with quite a few options when dealing with them. Its scales also provide magic resistance, making them desirable targets of reverse genocide for characters seeking gray dragon scale mail to complement their reflection (e.g., from a shield or amulet). Taming does not factor in player-style magic resistance, and as such the spell of charm monster is a good way to obtain one as a pet. Gray dragons compete with silver dragons as a choice of pet or steed: both possess flight, breath weapons, and immunity to death rays. The gray dragon's magic resistance additionally stops them being transformed by polymorph traps (especially when riding), and it is somewhat common for the gray dragon or its baby form to be the end result of leading pets onto the trap repeatedly. However, its low speed and lack of elemental resistances can still be a major drawback, and the silver dragon's reflection provides additional immunity to elemental rays. In addition, a gray dragon can still polymorph if it eats a chameleon or doppelganger corpse. NetHack 2.3e introduces the gray dragon along with all of the other modern dragon types and their breath weapons, except for silver. NetHack 3.0.0 introduces baby gray dragons alongside the other baby dragons. This version also distinguishes all color dragons, their younger stages and their corpses, and introduces dragon scale mail (including GDSM). NetHack 3.1.0 introduces gray dragon scales along with the other colors, as well as the current method of obtaining dragon scale mail. As with all other dragons in SLASH'EM, baby gray dragons have a base level of 4 instead of 12, and can be encountered via random generation in ordinary levels with a [[frequency of 2 - they are also eligible for creation on many levels that generate random on level creation. Adult gray dragons have a base level of 18 instead of 15. Baby gray dragons hit as a +1 weapon, and adults hit as a +3 weapon. Adult gray dragons will not turn traitor while tame. =_=_ Purple worm The purple worm is a monster in NetHack. It is a popular pet due to its engulfing attack, which can kill any monster that is large or smaller in one hit ("Burrrrp!"). Purple worms tend to be dangerous if you are unprepared. This is because the purple worm can engulf you, and as soon that happens it will start to digest you ("The purple worm digests you!"). If you are not able to kill the purple worm fast, it will kill you. To ensure survival after being engulfed, immediately zap a wand of digging. The purple worm will have its health points dropped to 1, so one hit will get rid of it. See also engulfing. If you are wielding a cockatrice or chickatrice corpse, stoning the purple worm while inside will give the message: "You jump through an opening in the new statue of a purple worm." Wearing a ring of slow digestion will prevent a purple worm from killing you via engulfing, causing it to spit you out near-immediately. Be careful when leaving pets around purple worms, as they will run up to the worm and promptly be engulfed. Pets that are engulfed die instantly. This is a good way to lose a very powerful pet. This does not apply to pets that are being ridden. However, if a purple worm engulfs you while you are riding, it will force you to dismount and your pet will be vulnerable. Purple worms make powerful pets, as they can instantly kill things by engulfing them. Unfortunately, they are extremely vulnerable to shapeshifters because engulfing them alive or eating their corpse will polymorph the worm. In addition, some players reverse-genocide purple worms when they get to the Astral Plane, tame them, and send them out (usually with a wand of teleportation) to thin the hordes. Polymorphing yourself into a purple worm allows you to dispatch even elusive and powerful enemies, such as the dreaded arch-lich, in a single turn by engulfing and digesting them -- so long as you are not wearing a ring of slow digestion. The lack of limbs, however, impedes prolonged progress in this state, and you must take special care not to swallow deadly prey such as a cockatrice. Note that when you engulf a wraith, you only get the normal XP for the kill, and do not gain a level like a pet does. =_=_ Wand of cancellation A wand of cancellation emits a beam which cancels any monsters or objects it hits. Monsters are entitled to a resistance check against the effect. Putting a charged wand of cancellation (or a bag containing a wand of cancellation) into a bag of holding will cause a magical explosion that will destroy the bag and everything in it. Zapping a bag of holding, however, will either unbless or uncurse it, and will have no effect on the contents. Applying a wand of cancellation will break it and cause a damaging magical explosion that also cancels all monsters and objects in a 3x3 square around you. See breaking wands for details. Engraving over a writing in the dust gives the message "The engraving on the < floor > vanishes!" This can be either a wand of cancellation, , or . Do not zap yourself with an unidentified wand that makes an engraving disappear; if it is a wand of cancellation, you will cancel all items carried in your inventory (except wands of cancellation). If you have a pet without a special attack (such as a kitten), you can zap an unidentified wand that makes engravings disappear. If the pet disappears, it is either (and you can find the pet later in the level) or (which you can see if you have the see invisible intrinsic). To confirm, you can use a stethoscope; the information line from it will say that it has been canceled. Monsters have a chance of resisting cancellation, so do not rely on the above test before zapping yourself. Exploding wands of cancellation are a very bad thing. Not only do you lose your wand, you will be caught in the subsequent explosion and suffer 4 & nbsp; & times; & nbsp;charges damage. Wands of cancellation can explode as a result of a number of triggers, some of which do not apply to other wands. The following is a (probably not exhaustive) list of these triggers: A large part of surviving NetHack is forming good habits. Do not pick up a wand of cancellation unless you need it, even if you do not (yet) have a bag of holding. If you do pick it up, make menucolors display it in an eye-catching warning color. Destroying the contents of your bag of holding can be a game-ending mistake. In vanilla, it is safe to leave it since no monster can use cancellation. The keys can and should be habitually used at the loot menu (if you are using the tty or curses interfaces). This makes gameplay faster, and handling dangerous items much less prone to mistakes. The safest way to deal with a wand of cancellation is to get a spare plain sack or oilskin sack, name it something eye-catching, and put the wand in there instead of keeping it out in the open or accidentally putting it in a bag of holding. There also exists the opposite school of thought: Always pick up a wand of cancellation, as it is a great way to force yourself to pause and read the text before blindly mashing some key. This is the NetHack equivalent of placing a bomb in every car & mdash;hopefully, people will drive more carefully, reducing total casualties. Placing a wand of cancellation inside of a bag of holding will destroy the bag, its contents, and everything you put in before the wand that turn. What objects go in first is determined by packorder, and within each object class the inventory letters. Players who choose to carry these wands could keep their most valuable items outside their bag of holding, and use packorder and adjust to make their "rod of disaster" go in first. However, losing the contents of the bag is usually the worst problem. Also, items you carry in the open can be destroyed, cursed, or stolen, so this trick hardly makes your valuables safer. In AceHack and NetHack 4, placing a wand of cancellation in a bag of holding will cancel the wand, rather than destroying the bag. It's still a bad idea, but less game-ruining. In dNetHack, monsters may zap wands of cancellation at you, reducing your current energy by 10d10 and your maximum energy by 10, which may interfere with your ability to use spells and other special abilities. In SLASH'EM, monsters may zap the wand of cancellation at you, canceling some of your items. The effects of the wand are prevented if you have magic resistance. The effect is not the same as zapping yourself; every item in your inventory has a 1 in 24 chance of being canceled. If you are polymorphed and are not wearing an amulet of unchanging, you return to human form and lose current and maximum HP equal to the monster level of the form you were in. < !-- If this would bring your maximum HP below 1, it is set to 1. (Someone check this. It doesn't reset current HP, so wouldn't you die regardless?) -- > Identifying this wand is easier in SLASH'EM, owing to the addition of invisible items. You can zap any junk item with a wand that makes engravings vanish to unambiguously identify the wand; make invisible will make the item invisible, teleportation will teleport it, and cancellation will leave it visibly unchanged. Monsters in GruntHack will zap wands of cancellation at the player, randomly canceling their inventory items. This attack cannot be defended against in any way; neither magic resistance nor magic cancellation helps. Monsters in FIQHack will zap wands of cancellation at the player. If the player has magic resistance, it will protect against the zap from monsters with lower wand skill. Without magic resistance, or for particularly skilled wand users, the player will be canceled, preventing usage of energy as well as other changes similar to canceled monsters. This is considered a major trouble; it can be cured by praying, drinking a noncursed potion of gain energy, reading a noncursed scroll of charging while confused, or being caught in a magic trap's magical explosion. Monsters will zap this wand at you, which may cancel some items in your inventory; magic resistance provides partial protection from that effect. The wand will be identified if you saw the monster that zapped you. If the player is zapped by this wand or zaps themselves with it, a random intrinsic property may also be lost, similar to being hit by a gremlin. =_=_ Beatitude Hi! Welcome, and thanks for contributing to NetHackWiki! Could you please create an account? It helps us keep spam down, because we don't have to check the edits of known-good users. It also provides more privacy for you. Our style guide and How to help pages are good starting points. --ZeroOne 20:13, 24 August 2006 (UTC) =_=_ Dingo =_=_ Warg =_=_ Talk:Warg I'm not sure about the symbol color on this one, so I put it at brown for now. --Intx13 20:52, 24 August 2006 (UTC) =_=_ Winter wolf cub =_=_ Winter wolf =_=_ Wolf =_=_ Coyote =_=_ Talk:Coyote Not sure about the symbol color. Also, someone should make a list of the funny names coyotes can be generated with. --Intx13 21:25, 24 August 2006 (UTC) =_=_ Kitten =_=_ Cat Kittens, housecats, and large cats (all ) are carnivorous domestic animals and can be tamed with tripe, food/cram/K-/C-rations, fortune cookies, edible non-vegan corpses if they are fresh, and some other comestibles. Eating the corpse of any domestic cat has similar consequences to cannibalism: it will give you the aggravate monster intrinsic, but it will not decrease your luck. If cannibalism is allowed for you, you are exempt from this penalty. Regardless of your alignment, Sacrificing a cat corpse is harmless (though sacrificing a pet corpse is not). The famous "Schrödinger's cat" can sometimes be found in a large box dropped by a quantum mechanic - either dead or alive. Just as in the thought experiment, its state is determined only the moment you observe it by opening the box. The kitten is one of three possible starting pets, the others being dogs and ponies (for Knights). They will grow up into housecats after they kill enough monsters. The kitten and its grown up forms are sometimes better fighters than newly started characters, and can be used to fight for you in the early stages of the game. Nevertheless, they may be more vulnerable than you against passive attacks, such as acidic monsters or floating eyes. They are also extremely vulnerable to falling rock traps and rolling boulder traps and many die from these within the first hundred turns of a game. The housecat is a grown-up kitten and is therefore usually encountered as a early player's pet. They are capable of growing up into large cats. The housecat has the same attack as the kitten, but is slightly slower, and has a higher monster level. In other aspects it's mostly the same as the kitten. As with their brethren, they are excellent fighters to have as companions to early game characters, but remain vulnerable to passive attacks. The large cat is the final form of a grown-up housecat, and is therefore usually encountered as a player's pet (especially with early game characters, as they are easy to obtain by training a starting kitten). It is strong, therefore pet large cats can apport heavy objects, such as a large box with not too heavy contents. Taming wild cats is usually easy, because all sizes of cat are considered domestic animals. Throwing a meaty treat, a safe fresh meat-based corpse, or processed human food at a hostile or peaceful cat will tame it. Throwing any other comestible at a cat will at least render it peaceful, with the exception of cream pies and eggs (which will break on impact). =_=_ Large cat =_=_ User talk:Intx13 Please add the new monster articles you create to :Category:Monsters by inserting < nowiki > Category:Monsters < /nowiki > at the end of the articles. Thanks! :) --ZeroOne 00:18, 25 August 2006 (UTC) =_=_ Athame Athames are almost completely identical to daggers, even using the dagger weapon skill. However, athames are exceptionally suited for engraving. Any non-cursed athame will not dull from engraving, and will engrave at up to 19 letters per turn (or up to 9 letters instantaneously) rather than 1 letter per turn. (Any athame that has an enchantment of -3 or lower is too dull to engrave with, regardless of blessed/uncursed/cursed status.) They are useful for writing messages and engraving "Elbereth". Athames are extremely rare. They are never randomly generated on the dungeon floor, in shops, or as ordinary death drops. Apart from the artifact Magicbane, which may be received as a sacrifice gift (especially for Wizards, as their guaranteed first gift), athames are only generated on master liches (with a 6 in 91, or about 6% chance), arch liches (with a 2 in 9 or about 22% chance), and wizard player monsters, including Newt, a prisoner on the Wizard quest (with 37.5% chance). A player monster's athame will be erodeproof or greased (but not both) with a 1 in 3 probability of each, and have a random enchantment between +0 and +3, or between +4 and +8 on the Astral Plane. If it has not already been generated, Magicbane may appear as the athame of an arch-lich (not a master lich), with a 1 in 260 chance, or a player monster on the Astral Plane, with a 50% chance. You might also find an athame on a bones level, especially if the decedent owned Magicbane and the artifact has already been generated in your game. You should formally identify your athame's BUC status as soon as possible so that the game will show when it gets cursed, e.g. by a spellcasting monster. Beware: an athame found in bones or dropped by a lich might be cursed. If it is, attempting to engrave Elbereth in a dangerous situation will immobilize you for a few turns and probably kill you. If you can't spare identify to check, you could dip it in a potion of holy water to make sure it's at least uncursed, or try engraving a single letter with it & mdash;if you get "Your athame gets dull. You finish engraving.", be sure to uncurse it before you use it any more! The encyclopedia entry gives a brief description of the athame's origin as a tool used by practitioners of Wicca, though the blade is not required to be double-edged. It is not specifically used as a utility tool for cutting, much less as a weapon (in fact, athames might have blunted tips to prevent accidental wounds), but as a ritual object used to trace pentagrams and circles in preparation for rituals. In NetHack, this translates into a blade suitable for making (protective) engravings. Until NetHack 3.2.3, a +1 athame was the starting weapon for Wizards. The influential Wizard Patch changed the starting weapon to the stronger but less utilitarian quarterstaff. This may have been to compensate for the Wizard's increased power from the redesigned spellcasting system, which allowed virtually unlimited casting of spells. This patch was merged completely into mainline NetHack in version 3.3.0, and wizards have begun their journey with staves ever since. SLASH'EM adds two specialist spellcaster roles, the Flame Mage and Ice Mage, with their own respective artifact athames, Firewall and Deep Freeze. Their player monsters, as well as the Necromancer player monster, have the same 37.5% chance of getting an athame as the wizard. Two of each of these player monsters, along with two wizards, are members of the Guild of Disgruntled Adventurers, if it is created, so non-artifact athames are more likely to appear. The Pen of the Void is the combined first gift and quest artifact of the Binder role, an athame useful for engraving the seals used to bind spirits of the Void. The Pen deals double damage after the Quest is completed, and has additional effects if spirits are bound into the weapon itself. =_=_ Mail daemon The mail daemon is a unique monster that appears in NetHack. It has many unusual properties, some of which are related to its very specific purpose of delivering mail to players. They cannot be used as a form for polymorph. The mail daemon is not normally randomly generated. On multi-user systems where the < code > MAIL < /code > compile-time option is defined, the mail daemon will deliver a scroll of mail when the player receives an email. Reading the scroll will typically launch the user's preferred mail reader. After closing the reader, the player may continue their game. On a public server, users observing another player's session may be able to send messages to that player. The message is displayed in the in-game message bar when the scroll is read. MS-DOS and Amiga are single-user operating systems with no built-in mail support. On these platforms, a mail demon will appear every 2000-5000 turns, delivering a scroll with a meaningless "junk" message. Mail daemons will not appear if < code > MAIL < /code > is undefined when compiling the game, or if the mail option is set to < code > false < /code > . If < code > MAIL < /code > is not defined, any attempts to reference them within that game (e.g. wishing for a statue, generating them in wizard mode) will treat them as a non-existent monster; the encyclopedia entry for mail daemons will still be present. The official Windows binaries do not define < code > MAIL < /code > . On public servers such as nethack.alt.org, a user may observe other users' games and communicate with them by sending mail. The player cannot send mail back to the spectator, but the # command can be used to type arbitrary messages visible to the observing user(s) - this command does not need to be executed, only seen by the spectator(s). While the mail daemon themselves will not factor in the strategy of a mass majority of players, some seek out ways to successfully kill them (primarily for bragging rights). The only way to do this is to stone to flesh a mail daemon statue, as mentioned above; the resulting mail daemon will normally disappear in one turn unless attacked. If you step away from them after attacking, they will also disappear. A player looking to kill the mail daemon must do so quickly, keeping in mind that they possess all forms of elemental resistance. The services of mail daemons can also be used to generate scrolls of mail for certain somewhat-niche purposes, such as using them to propel yourself while levitating. < ref > https://nhqdb.alt.org/?2390 < /ref > The monster and its default tile are based on a pun - on Unix-like operating systems, a daemon is a program that runs in the background, performing various tasks such as managing log files, performing timed maintenance tasks or answering incoming network connection requests. The program responsible for receiving mail and dispatching it to the correct location is commonly referred to as the "mail daemon". In NetHack 3.4.3, a mail daemon could be created when creating random demons on a special level; these mail daemons would immediately disappear as soon as the player moved. This was bug C343-415. In UnNetHack, in addition to delivering mail, the mail daemon can also deliver one hint scroll per game (assuming that this option is enabled). This "helpful hint" behavior has earned the mail daemon the nickname "Unclippy - the helpful hint daemon" (as a pejorative reference to the infamous Microsoft Word "helper", Clippy). =_=_ Dwarvish mattock Dwarvish mattocks are effective weapons; much more so than pick-axes, the only other weapons in the pick-axe class. They have some drawbacks, however & mdash; mattocks are not only heavier than pick-axes, but also require two hands to wield. Furthermore, their -1 to-hit "bonus" can make it difficult to hit enemies with them until you maximize your Luck. Considered weapons rather than tools, dwarvish mattocks can be randomly generated under the same circumstances as weapons (on the floor, as death drops, and in shops), and make up about 1.3% of all randomly generated weapons. Enchanted mattocks are the best naturally-occurring weapons you can give to your pet, provided the pet has a weapon attack, is not wearing a shield, and belongs to a species that has the "strong" attribute. Pets understand how much damage mattocks can do and will not drop them in favor of other weapons (in practice swapping them out only for artifacts or cockatrice corpses), and their two-handedness is not a drawback. The average damage calculations in the following table do not include bonuses from weapon skills, strength, or from using a blessed weapon against undead or demons. =_=_ Autocursing Certain nasty items will autocurse themselves (that is, instantly become cursed), so exercise caution even if an item does not appear to be cursed. It should be emphasized that blessed items will also become cursed, not simply uncursed, as an early player might suspect. The only items that autocurse are: The helm and the dunce cap will become cursed when worn by a player, while the loadstone only becomes cursed when dropped - that is, picking up an uncursed loadstone is perfectly safe. However, since all loadstones are generated cursed (except possibly those in containers), they are still best left alone. If you are not playing as a wizard, you can safely ignore all conical hats, since the only other hat that shares that appearance is the cornuthaum, which is only beneficial to wizards or to give large-sized pets magic cancellation. =_=_ Helm of opposite alignment The helm of opposite alignment is a helm that will alter your alignment when worn, with the message “Your mind oscillates briefly.” This will remove any divine protection you have acquired. Removing the helm will restore your original alignment and remove any protection obtained under your temporary alignment, but this is made more difficult by the fact that the helm will autocurse when worn. Wearing or removing the helm will never restore any lost points of protection. The helm is trivial to identify as you will never be able to put it on while you are in the quest branch (but will still lose all protection trying): "You narrowly avoid losing all chance at your goal" normally or "You are suddenly overcome with shame and change your mind" if permanently converted. The helm does not change the alignment of monsters, although priests and minions (whose alignment is linked to their god) will refuse to put it on. Changing alignment does not forestall anger of your god. In enlightenment output your god's name will change but the anger status of your deity does not change. The helm can be used to have less far to go on the Astral Plane - if you find the high altar of opposite alignment, you can don the helm to ascend using that altar. Another use is in those rare games where the only convertible altar is the guaranteed altar in Minetown. You may be able to use the helm to use this altar without converting it and dealing with the priest. Using the helmet, you can be given Grayswandir even if you are not lawful. The same applies to other cross-aligned artifacts. since the set of eligible artifact gifts depends on alignment. (Another way is to get crowned if you already have your alignment gift.) An otherwise qualified natively chaotic character can don the helm and dip a longsword into a fountain to summon Excalibur. Lawful characters can use the helm to reduce the effect of the mysterious force on the ascension run, removing it after leaving Gehennom. Most speedruns with lawful characters use this strategy. Early in the game, dwarves and hobbits will be peaceful if you are lawful, which can make the Gnomish Mines somewhat easier. In addition to the benefits above, a chaotic or neutral character can take advantage of the helm of opposite alignment to get lawful minions from sacrificing. Since these can include powerful devas, ki-rin, archons, planetars, and solars, they are far superior to the minions that would otherwise be granted to chaotic and neutral characters, and a helm of opposite alignment may be a better wish for a high-level character than a figurine of a Solar. In FIQHack, putting on/off a helm of opposite alignment doesn't have an immediate effect (unless your alignment record is far in the negatives). The helm now causes you to gradually lose alignment record over time (1 per turn) until it reaches -100. At this point, your alignment converts like how the helm behaves in vanilla. This goes both ways; taking the helm off after a complete conversion from it causes you to gradually lose alignment again until it reaches -100 at which point you regain your original alignment. In addition to all this, a complete conversion from a helm carries all the drawbacks of a normal conversion (except for the fact that it's reversible in the helm's case): resetting your piety (a FIQHack value used to determine gift threshold and crowning), losing protection (as in vanilla), losing 3 luck and incrementing the prayer timeout by 300 on top of whatever it was beforehand. =_=_ Source talk:NetHack 3.4.3/src/monst.c =_=_ Vampire Vampires are a class of monster represented by the overall symbol , all of whom possess a characteristic life-draining bite. They will always be generated hostile, possess flight and magical breathing, and are vulnerable to silver weapons. The vampire, , is also the weakest monster of the class. As of NetHack 3.6.0, vampires and vampire lords are capable of self-polymorph into vampire bats or fog clouds, and vampire lords may additionally transform into wolves. Vampires may polymorph into fog clouds at will to flow underneath doors that are locked or otherwise inaccessible to their other forms, and will usually shapeshift into their bat or wolf forms when out of the player's sight. Killing/destroying these alternate forms will cause the monster to resurrect in its vampire form. While not as strong, vampire pets will grow up quickly into vampire lords, and thus similar strategies apply; this includes the need to wear a ring of protection from shape changers in order to keep your pet in vampire form. The other forms are generally much weaker fighters and unable to wield weapons or wear armor; if killed in these forms, the vampire will resurrect into its normal form. In SLASH'EM and UnNetHack, players polymorphed into a vampire can fly and do not need to breathe, but they cannot eat solid food and have to rely on fresh blood from corpses as their only food source; they may also get nutrition from combat using their bite attack in combat. If they wait too long, the blood will coagulate, becoming useless as a nutrition source. While blood consumed in this manner provides a very small nutritional value, the drained corpses are still eligible for sacrifice, reducing the need to weigh staying full against sacrificing. The usual penalties apply for draining other humans, as well as dogs and cats. Vampire mages can notably cast the summon nasties spell, while fire and star vampires are not undead, but extraterestials of Lovecraftian origin. Fire vampires are extremely fast and can cast unreflectable fire balls, while star vampires have six attacks per turn. Undead vampires (not star vampires and fire vampires) are often generated with opera cloaks, and can provide a valuable method of farming said cloaks, especially if it turns out to be a cloak of magic resistance; the tradeoff is making the vampires in question harder to dispatch, particularly vampire mages. Some spells that don't destroy potential loot, such as acid stream, are good substitutes for the usual magic missile assault in such scenarios. In dNetHack, pet vampires will drain corpses for nutrition the same way a player vampire does, with similar conditions (i.e. less than 3 turns of age, has blood). =_=_ Vampire lord The vampire lord, , is a more difficult vampire. Like its weaker brethren, it possesses the abilities of flight and magical breathing as well as the characteristic life-draining bite attack. Beginning in NetHack 3.6.0, vampires and vampire lords are capable of shapeshifting; vampire lords may become vampire bats, fog clouds, and wolves. These forms will resurrect as the vampire lord if they are killed/destroyed. The fog cloud form is notable for being able to pass under locked doors. Vampire lords make excellent pets if you wear a ring of protection from shape changers. Without the ring, pet vampires will shapeshift. They are weak fighters in bat/wolf/cloud form, and if they are wearing armor, it will be destroyed when they become wolves. But if you do wear a ring (or play a version in which they do not shapeshift), vampire lords can wear all armor in addition to their base AC of 0, which makes them very hard to hit and allows you to give them some resistances. They also do not eat (except when shapeshifted), fly, and regenerate rapidly, and their drain life attack weakens the monster they and you are fighting. =_=_ Vlad the Impaler Vlad the Impaler, , is a unique vampire that appears in NetHack. He holds the Candelabrum of Invocation, and resides at the top of his tower in Gehennom. Vlad the Impaler is always generated with a two-handed sword, a battle-axe, a bow and 3-14 arrows, or, with a 21% chance, nothing. Vlad is the second fastest monster in the game, faster than a player with speed boots. His speed allows him to warp to you, hit you, bite you, and sometimes warp away again in a single turn before you get a chance to retaliate. Unlike other covetous monsters, if you are standing on the ladder yourself, he will warp away a few steps when hurt instead of staying next to the ladder. If you take the bait and follow, he may then escape down. This, combined with his high 130 HP, makes fighting him quite frustrating, especially for low-damage characters. He hits hard, and often gets multiple hits for each of yours. Above all, he deals double damage during the midnight hour (0:00-0:59 server time) due to being undead, and he has all the powers of his subordinate vampires including drain life attacks. He is also immune to sleep, death rays, slowness, and polymorph. The quickest way to deal with him is to use a footrice corpse or a potion of paralysis. If neither of the two is available, you need decent AC and a well enchanted silver weapon to take him down quickly. Failing that, you can let him escape the tower into the main area of Gehennom, and stand on an upstair to fight him. Be careful not to confuse Vlad: if he levelports by a confused scroll of teleportation, you get to look for him in his Tower, all of Gehennom above it, and the entire Dungeons of Doom, which is very annoying. This also makes Magicbane an impractical choice. Prior to 3.6.1, Vlad used to be significantly slower, weaker and wouldn't teleport away. He was widely regarded as being quite a feeble enemy to be a mandatory fight at the stage of the game when he is faced; he was not significantly stronger than the vampire lords which appear as normal enemies. Jokes abounded of fighting him with food rations, magic markers, thoroughly rusty thoroughly corroded tin openers (which could still rust back then) or orcish daggers, not moving every second turn while fighting him, or a variety of other absurd scenarios which would normally result in YASDs, and still easily defeating Vlad. The items used for such exploits had become known as Vladsbanes, Vladbanes or Vladsmashers (in a mockery of the Banes) - these items were often #named such in tribute, as seen in the link below. The danger of Vlad reading a scroll of teleportation while confused even gave you a legitimate reason to use a Vladbane-type weapon instead of Magicbane. A variety of patches had been written before 3.6.1 to address this issue by altering Vlad in some way. One of the better known ones was the aptly-named Vlad Balance patch. The Dudley's dungeon strip for 30 November 2006 (via Wayback Machine) featured several humorous attempts to remake Vlad; see also the comments for the 30 November and 1 December strips. Vlad is a major vampire based mostly on the fictional Count Dracula, who is in turn based on the non-fictional Vlad Drăculea, a 15th century Romanian prince. In SporkHack he's been beefed up significantly, most notably by arming him with an artifact two-handed sword named Lifestealer that has similar properties to Stormbringer. GruntHack enhances Vlad's vital statistics (base level 28, base speed 24, stunning and confusion attacks) and give him a guaranteed thirsty spetum and a stack of cursed scrolls of teleportation. Strangely, in SLASH'EM there is also the distinct Count Dracula as a quest nemesis. So they are two monsters, derived from the same non-fictional Vlad Drăculea. Vlad is adjusted in dNetHack, adding a seductive gaze to the 3.4.3 version of his attacks. In addition, he now resides at the top of the Windowless Tower with his 3 consorts. However, none of them are particularly threatening by the time one reaches his level, assuming one has acquired an engagement ring. =_=_ Giant (monster) The giant, , is a monster that formerly appeared in NetHack. It serves as the "base" monster for the corpse left by killing a giant zombie or giant mummy. Its stats are identical to those of the stone giant. The 'base' giant is not generated normally, but one can be created by zapping a wand of undead turning at a giant corpse that is not left by a mummy or zombie. NetHack 3.0.0 adds and differentiates most of the distinct giant types (minus the storm giant) while also introducing their close relative, the titan; the "base" giant remains in the game's data, since the giant zombie and giant mummy are among the newly-differentiated undead introduced in the same version. In dNetHack, "plain" giants are among the court room members that can appear in retooled throne rooms if the room's ruler is a titan. =_=_ Stone giant The stone giant, , is a monster that appears in NetHack. It is among the weakest of the giants in terms of difficulty level, but its base AC of 0 is the best among giants and second best among (after the titan). Like other giants, stone giants can appear in groups. They have a 50% chance of being created with a boulder, and are often generated with a small assortment of gems. Stone giants may be generated in throne rooms as early as dungeon level 13, and may appear when a throne at this depth or lower is looted. Stone giants are also eligible to appear in the Valkyrie quest and Caveman quest, which have as the second quest class. A single stone giant appears in the secret passage of Fort Ludios, and five stone giants are generated once the player reaches the Plane of Earth. Though usually considered the weakest of the giants, stone giants' low natural AC can make them troublesome to dispatch, especially if they have attack wands on hand. However, they completely lack monster magic resistance and are also the slowest among giants, which makes them much easier to handle, especially with wands and spells. The stone giant is introduced in NetHack 3.0.0 along with all the other giants (minus the storm giant), which were differentiated from the standard giant that appeared from NetHack 1.3d to NetHack 2.3e. =_=_ Gain level =_=_ Drain life Life draining / level draining in NetHack is relatively complex. The spellbook/wand, the artifact weapons, and monsters all provide apparently-similar life draining, and every source has the same effect if used on the player, but each does a different amount of damage to monsters. In addition both NetHack itself and the NetHack community use inconsistent naming, making any combination of the words "level"/"life" and "drain" interchangeable. =_=_ Gelatinous cube The gelatinous cube, , is an amoeboid monster in NetHack. Unlike the Dungeons & Dragons creature from which it is derived, it has no means to engulf the player; however, it still possesses the means to paralyze the unwary. The gelatinous cube possesses two different kinds of paralysis attacks: the paralyzing touch is a melee attack that can be protected against with high magic cancellation, while the other one is a passive attack that can be prevented by wearing a ring of free action or not engaging in melee combat. Their corpses are acidic, but may also provide fire, cold, shock, or sleep resistance. Like all blobs, gelatinous cube corpses are considered vegan and can be eaten without breaking the conduct. Gelatinous cubes are noteworthy in that, as they move, they will eat organic items they pass over and engulf most other items (exceptions being boulders or a punished player's iron ball and chain). The engulfed items are placed into the cube's inventory, making them useful for cleaning useless items out of a level. This also makes them the bane of stashes - if a cube eats a container, the container will be destroyed, though the items are recovered when the cube is slain. Monster cubes will respect and not eat a scroll of scare monster, but you can eat one while polymorphed into a cube. Eating a scroll of scare monster, a scroll of mail, a scroll labeled YUM YUM, or any other paper item gives special messages, but no additional effect. =_=_ Wand of teleportation Zapping this wand in a direction will teleport all monsters and items in the path of the wand; you can teleport other monsters away even on no-teleport levels. Zapping a peaceful monster with this wand will anger it. Zapping the wand at yourself will teleport you and all items on your square. When fleeing, monsters may zap themselves with this wand to escape. If they have the Amulet of Yendor, they may zap you instead, though this happens extremely rarely, and due to a bug, will usually not work. On a no-teleport level, a monster will zap you with a wand of teleportation just once, wasting a charge, and will not try to teleport you again. Teleporting the Riders has a 12/13 chance of teleporting them to a square as close as possible to you; attempting to teleport away the Riders' corpses will cause them to immediately revive, but will not teleport them. Engraving with a wand of teleportation will make any previous engraving vanish; unlike the wand of cancellation and make invisible, however, you can find the engraving elsewhere on the level. Applying a wand of teleportation to break it will create a damaging magical explosion that also teleports everything in a 3 & times;3 area around you. See breaking wands for details. The wand of teleportation is a versatile escape item. The only enemies that can resist its beam are aligned priests in their temples or Riders. You can also use them to get out of engulfing monsters such as air elementals by zapping yourself; on no-teleport levels, however, you can zap the engulfer from the inside instead (which teleports you and the monster together in any other case). Breaking the wand can also work for tight spots where you are surrounded or else need to clear some room to maneuver. In areas like Moloch's Sanctum or the Astral Plane, it's often faster to teleport enemies out of the way rather than killing them. Teleporting one of the Riders is generally a Bad Idea, but if you are already in an unfavorable position you may wish to gamble upon that 1/13 chance by zapping an already adjacent rider or breaking a wand of teleportation. Hi! Welcome, and thanks for contributing to NetHackWiki! Could you please create an account? It helps us keep spam down, because we don't have to check the edits of known-good users. It also provides more privacy for you. Our style guide and How to help pages are good starting points. --Jayt 21:37, 25 August 2006 (UTC) =_=_ Category:Bugs =_=_ Category:Annotations This category contains in-depth articles written to explain various parts of the source code. Minor annotations are written inline in the source file articles themselves. If an article could be written in a non-NetHack context, it probably belong in :Category:Development. Examples: grep, OpenBSD. If an article only makes sense in a NetHack context, it probably belongs here. Examples: Des-file format, Dungeon.def format. =_=_ Umber hulk An umber hulk is a monster in NetHack and the sole member of the umber hulk monster class. It is one of the few monsters that can tunnel naturally (without a tool) through rock, a trait it shares with rock moles and woodchucks. It also has a unique, non-reflectable gaze attack that can confuse anything they glare at, including itself if a mirror is applied towards it. In addition to normal generation, umber hulks can be created by the summon nasties monster spell. An umber hulk is guaranteed to appear on the Plane of Earth. Umber hulks are the strongest tunneling monster encountered in the main dungeon, and move twice as fast as rock moles, though they are still much slower than even an unhasted player. Blinding yourself will protect you completely from the gaze of a hostile umber hulk; confusing it by applying a mirror also makes it somewhat less likely to turn that gaze on you. However, it can still hit decently hard. Umber hulks are generally utilized as pets or polyforms for their natural tunneling ability; tame umber hulks combined with a magic whistle can easily eat a path through large maze levels such as Gehennom without requiring additional resources, such as the high power cost of a spell of dig, the valuable charges of a wand of digging, or bearing the weight of a pick-axe or dwarvish mattock. Hostile umber hulks can also be useful for tunneling purposes, but care must be taken to avoid becoming confused or killing them. An umber hulk is an insectoid monster originating from Dungeons & Dragons. It has mandibles, exoskeleton and antennae like a beetle, but two limbs like a primate, and walks in a semi-erect manner similar to a gorilla. It has four eyes (two small and two large) and uses them to confuse unfortunate creatures that see all four at once. Hi! Welcome, and thanks for contributing to NetHackWiki! Could you please create an account? It helps us keep spam down, because we don't have to check the edits of known-good users. It also provides more privacy for you. Our style guide and How to help pages are good starting points. --Jayt 21:47, 25 August 2006 (UTC) =_=_ Acid blob The acid blob, , is an amoeboid monster in NetHack. It is the first acidic monster most players will encounter, and also likely the first amorphous monster as well. Acid blobs do no damage on their own, but have an acid-splashing passive attack that can corrode weapons and armor. Acid blob corpses are unique in that they are always fit for sacrifice, and do not become tainted from aging similar to lichen and lizard corpses, though they can still rot away. Eating an acid blob corpse will do 1d15 damage unless you are acid resistant; a tin of acid blob will not do any damage. Acid blob corpses are considered vegan-friendly. Acid blobs may be generated peaceful for neutral characters. Reading any scroll of create monster while confused will create at least 13 acid blobs. Acid blobs will act the same as any other hostile monster, but are ultimately harmless; however, attacking them poses a threat to an inexperienced and/or low-level player, and their amorphous forms allow them to ooze under doors and block a player's path. For some early characters, it is best to dispatch them at a distance with disposable projectiles like rocks, or non-iron projectiles such as elven daggers. Wands and spells can work, but are better saved for more direct threats. If you have enough HP to survive a few splashes of acid, then use a disposable/non-iron weapon, attack bare-handed, or simply kick them; the acid splash may still affect any corrodible armor. Past this point, acid blobs are little more than a nuisance that can occasionally erode weapons and armor if a player is careless in dispatching them, and proper erode-proofing mitigates even that annoyance. However, acid blob corpses have value both as long-lasting sacrifice fodder and a means of curing stoning - acid blob tins can cure it without dealing acid damage, but may take too long to safely open unless blessed. Later in the game, players may employ confused readings of scrolls of create monster to fill up a dungeon level with acid blobs and prevent other monsters from approaching; this is also occasionally employed to stop the Riders on the Astral Plane from reviving. =_=_ Corrosion =_=_ Burning =_=_ Rotting =_=_ Rot =_=_ Organic Organic items are vulnerable to rotting away if buried and fire. If engulfed by a gelatinous cube, an organic item has a 95% probability of dissolving (5% for artifacts, never for unique items and Rider corpses). =_=_ Tripe =_=_ Little dog =_=_ Large dog =_=_ Tame =_=_ Autocurse =_=_ Gremlin The gremlin, , is a monster that appears in NetHack. Its corpse is poisonous to eat, but has a 33% chance of conveying poison resistance. The gremlin (or gargoyle) monster class, , is named after them. In addition to random generation, a gremlin always appears within the entrance hall in the second variant of Medusa's Island. More gremlins can be created via division if they make contact with water (explained in detail below). A gremlin that makes any contact with water - e.g., a fountain, moat or even a potion of water hitting them - will divide into two gremlins with half the maximum HP of the original. Gremlins can swim, and will actively seek out moats and fountains for this purpose, which may dry up said fountains. Gremlins cannot divide if their max HP is too low for them to do so (i.e., if their max HP is 1). This division does not respect extinction. The first in the range of selected intrinsics will be lost; if you have none of the intrinsics from the chosen one downward, none are lost. The game tracks intrinsics (from corpses, altar work, potions, wands), extrinsics (from jewelry, armor, artifacts), and role/race properties separately from each other - e.g., if a gremlin steals poison resistance from a high-level monk or a hero in an alchemy smock, the hero will still resist poison as long as they do not lose levels or remove the smock, respectively. In vanilla, the only other method of intrinsic loss that follows this ruleset is to eat the corpse of a disenchanter. The attack is not affected by magic cancellation, though it can still be prevented by canceling the monster. A player polymorphed into a clay golem that is hit by this attack will revert to their original form, even if they have unchanging. When successfully used against other monsters, the special attack cancels them instead; clay golems are instantly destroyed as with other cancellation attacks. If you find any gremlins around a significant amount of water, kill them quickly before they can flood the level. This is especially bad for chaotics, who may have gremlins generate as peaceful - killing them yourself may seriously lower alignment record. Pets with multiple attacks like vrocks are preferable as they have the most chance to land even one attack and kill the gremlin before it can retaliate; a magic whistle is also ideal for levels like Medusa's Island and Juiblex's Swamp. Conflict can also be a useful way to mop up a crowd of peaceful gremlins if there are far stronger monsters around them & nbsp;though beware if the gremlins manage to score any kills (see the farming section below for details). Gremlins are generally unremarkable as pets outside of their ability to cancel other monsters. However, their division can be put to potentially good use in the case of both tame and non-tame gremlins. If you find yourself with a tame gremlin, but don't particularly want one and have a means of polymorphing handy (e.g., a polymorph trap), consider allowing it to split a few times so you can polymorph the resulting gremlins into more powerful pets. If you let them divide as much as possible, you will end up with a legion of 1 HP pets that die once anything lands a damaging hit on them - however, there will be more than enough left over to ensure that you can turn at least some of them into useful allies. Originally, gremlins were mischievous creatures blamed for mechanical failures in aircraft in the RAF in the 1920s; they were popularized by children's author Roald Dahl and a related Disney animated short. The concept of gremlins that multiply in water and have a vulnerability to light comes from the 1984 movie Gremlins. In SLASH'EM, a chaotic character that is XL 3 or lower may receive a gremlin as a gifted minion from their god. The galltrit, a deferred monster, is a type of gremlin that has a similar intrinsic-stealing attack. Standard gremlins are always capable of stealing intrinsics, but at night the chance is much higher, and they can generally steal just about any intrinsic, including hard-to-regain ones like magic resistance or polymorph control. In FIQHack, gremlins can always steal intrinsics, regardless of the time of day; instead of simply removing the intrinsic from your character, they also acquire the intrinsic for themselves. =_=_ Blue jelly The blue jelly, , is a monster in NetHack. It is blind, sessile and cannot attack directly, but possesses a passive attack that deals cold damage. If you attack a blue jelly in melee without killing it, and you do not have cold resistance, it will gain HP equal to half the damage it inflicts on you. Attacking it, even if you miss, may cause the blue jelly to divide in two. (“The blue jelly multiplies from your heat!”). Ranged attacks are preferable, but make sure you have enough ranged weapons to finish the job & mdash;you won't be able to retrieve that lovely stack of daggers until the jelly is dead. The aklys is a solid option that likely should be used first - at worst, the aklys has a 1% chance that it will fail to return, but you will most likely do enough damage that you can kill the jelly with your remaining projectiles, preserving valuable darts, wand charges and/or other items. =_=_ Passive attack Some monsters possess a passive attack - it is used automatically in retaliation to a melee attack against the monster. They can be avoided by use of ranged weapons, pounding with a polearm or lance, or being resistant to the attack. Passive attacks are not affected by magic cancellation. The most infamous example of such a passive attack is the floating eye's paralysis gaze - hitting a floating eye normally paralyses the player for a period of time, during which they are vulnerable to outside attack - a cause of numerous YASDs. Other well-known examples include the various jellies, puddings, molds and acid blobs. Passive attacks against the player are handled in < code > uhitm.c:passive() < /code > . Monsters have at most 1 passive attack, which is defined separately from any other attacks they might have. =_=_ Talking to vampires =_=_ Quivering blob The quivering blob, , is a monster that appears in NetHack. It is one of the few amoeboid monsters without a damaging passive attack. Quivering blobs are extremely slow, and cause only minor damage with their infrequent touch attacks; between this and their lack of passive attack, they are generally considered to be no threat and are easily dispatched, making them a fairly low-risk source of poison resistance. =_=_ Item damage =_=_ War hammer The war hammer is the only kind of hammer in the game. (The lucern hammer is a type of polearm, not a hammer.) Mjollnir and Ogresmasher are artifact war hammers. Player monster valkyries are often generated with a war hammer, which has a chance of being Mjollnir or Ogresmasher, if either weapon has not yet been generated. Due to its low damage in all cases, lower than the mace (a good option for priests), and the long sword (a good option for barbarians), a war hammer is generally a useless weapon, and usually only good for training the hammer skill in preparation for Mjollnir. The average damage calculations in the following table do not include bonuses from weapon skills, strength, or from using a blessed weapon against undead or demons. The war hammer first appeared in NetHack 3.0.3. The lucern hammer, which existed since NetHack 1.3d, was erroneously classified as using the hammer skill rather than polearm skill. This mistake was carried over from canonical Dungeons & Dragons, where clerics, who were restricted in most weapon classes except blunt weapons, would happily spend their entire player's career not knowing that they were thwacking away with a polearm. This led to Thunderfist, the predecessor of Mjollnir, having the base item of a lucern hammer. Correcting this mistake, unfortunately, also greatly restricted the effectiveness of the hammer skill, as well as making Mjollnir a less effective weapon choice. SLASH'EM adds a heavy hammer, a new weapon that uses the hammer skill, and is the new base item for Mjollnir. In xNetHack, war hammers are made into a two-handed weapon that deals 2d6 damage to small creatures and 2d8 to large creatures. The damage of the war hammer in NetHack (1d4) is most likely based on the damage it dealt in Advanced Dungeons & Dragons. Unlike in NetHack and D & D, real-world war hammers certainly were not puny by any account, and in fact, a quite versatile weapon; NetHack does not give them enough credit. In the real world, war hammers, much like maces, were important for facing heavily armored opponents. The blunt hammerhead would deliver concussive force through the thickest armor, and the pick end on the opposite face could be used to punch holes, whether through a piece of armor or the odd skull. They could also be used in grappling. Chain mail, or a chain coif, in particular, was designed as special protection against the slash of the sword < ref > wikipedia:Mail (armor) < /ref > & mdash;an armor type that would have no particular benefit against an opponent wielding a war hammer. Plate mail rendered sword strikes mostly harmless, making most blows ricochet; the war hammer addressed this protection, being able to cause great damage even without ripping through the armor. Unfortunately, none of these realistic mechanics are preserved in NetHack, where war hammers cannot be used to grapple in any way, nor are they any more effective against an armored opponent. =_=_ Lucern hammer =_=_ Pronged polearm =_=_ Scritch, scritch =_=_ Gray stone Touchstones and luckstones are usually beneficial, and loadstones are usually harmful; flint stones are mundane. Distinguishing the four types is not hard, but to do so requires some tricks. All gray stones except cursed loadstones can be thrown or slung. Flint stones may break when you do this (like arrows and some other projectiles), but luckstones, touchstones, and loadstones can be thrown as many times as you want. If an unidentified gray stone is in a container, use #tip rather than #loot to remove the stone. With some rare exceptions described below, the loadstone can then be distinguished by attempting to kick it; the loadstone will not move and produce a "Thump!" instead. Don't worry about losing the stone & mdash;only flint projectiles can disappear. If the stone is greased, on ice, or in air (on the Plane of Air), and you are strong enough, it may move slightly. In that case, kick any non-fragile, light object (e.g. scroll, dart, arrow), and check if it moves further than the gray stone. If your strength is 3, and you are neither Samurai nor Monk nor wearing kicking boots, all objects will produce "Thump!", so this method doesn't work. Wait till your strength becomes at least 4. If your strength is 22 or more, the loadstone may move in some circumstances, but not more than 2 squares, while any other gray stone will move at least 10 squares. Alternatively, remove items providing excessive strength (gauntlets of power, rings of strength) before kicking. All loadstones out of containers, and 10/11 of loadstones in containers, are generated cursed. If, however, you are a Priest and can see a gray stone is not cursed, it is safe to pick it up, as loadstones autocurse when dropped. Similarly, it is safe to pick up a loadstone if it was cancelled. Rubbing an iron item on a touchstone produces its signature "scritch, scritch", which indirectly identifies it. If you rub a gem on a blessed touchstone, both the gem and the touchstone will automatically be identified. Gray stones count as gems in this context. If you can kick the gray stone and it does not produce the message "scritch, scritch" when an iron item is rubbed on it, you have either a flintstone or a luckstone. The two can be separated by price identification; flint's base price is 1zm, and a luckstone's is 60zm. You can also use enlightenment to determine whether you are carrying a luckstone ("You have & lt;extra/reduced & gt; luck"). Gray stones can be distinguished by price identification: the base price of a luckstone is 60 zorkmids, a touchstone is 45 zorkmids, and a flint stone or loadstone is 1 zorkmid. In NetHack 3.4.3, a somewhat dubious way of distinguishing the difference between flint stones from luckstones is to use the artifact naming trick by attempting to name (not call) them "The Heart of Ahriman". If the stone is a luckstone, your hand will slip as it is not possible to name the base item of an artifact after its artifact. This behavior is sometimes viewed as cheating and can be frowned upon in some circles as it relies on exploiting a bug. The bug is fixed in 3.6.0 and in many variants and in the NAO version of NetHack. SLASH'EM introduces two additional gray stone types: whetstones and healthstones. Any cursed gray stone that isn't a loadstone must be a healthstone, unless it came from a bones pile. Price identification is also useful: the whetstone's base price is 45zm, and the healthstone's is 60zm. SporkHack introduces the salt chunk. Additionally, rubbing a flint stone with a metal object will strike sparks, scaring some monsters and identifying the stone. Hi! Welcome, and thanks for contributing to NetHackWiki! Could you please create an account? It helps us keep spam down, because we don't have to check the edits of known-good users. It also provides more privacy for you. Our style guide and How to help pages are good starting points. --Jayt 11:07, 26 August 2006 (UTC) =_=_ Signed variable Signedness is a property of nearly all of the numeric data types used within the NetHack source code. The word "signed" refers to that these variables can store negative values; unsigned variables cannot. Their use is responsible for the many seemingly non-round numbers found as limits within the game. For example, the lowest AC attainable on most machines is -128, because the AC value is stored in a signed 8-bit variable ( < code > schar < /code > ) which can store up to 256 values: 127 positive numbers, zero, and 128 negative numbers. The lack of symmetry is due to the use of a two's complement representation. An unsigned 8-bit variable would be able to store zero and 255 positive values. Some older machines use other signed number representations, ending up with a different range of integers than two's complement. These notations are rarely seen on the average person's desktop. (Excess-N notation is still used for exponents of floating point numbers, but is rare for integers.) Signed variables are ubiquitous in the NetHack source code, even where it doesn't particularly make sense. This is possibly due to different coding practices that prevailed among early developers -- Hack 1.0 was released in December 1984, well before ISO C existed, and developers wrote their C code in quite different styles than what prevails today. Unsigned variables were possibly a new addition to C, and then-active programmers were not yet accustomed to using them. Score, for example, is a signed variable (whose magnitude is dependent on machine word size; generally it's 32 bits, but today computers are shifting to 64-bit). Does a negative score make sense? It'd almost certainly be better to have the additional 2147483648 positive score values. Portability might be an issue -- perhaps unsigned variables are less portable than signed ones. Or it could be that the DevTeam simply didn't think anyone would achieve two billion points. =_=_ Int =_=_ NetHackWiki:Featured article candidates If you think an article could be featured article material, but isn't yet, list it under Future candidates and somebody might improve it! NetHackWiki:Featured_articles describes how to feature an article. =_=_ NetHackWiki:Featured articles The tags used with the project NetHackWiki:Next version occupy the same area to the right of the article title as the star that displays. This fact may lead to difficulty if an article, already tagged for NetHackWiki:Next version, later becomes featured. The version tags all support an "offset" parameter, so they can play nice with and with each other. For example (and an extreme one), Altar has these tags: The results of the offset parameter are clearly visible at the top of Altar. The tag also supports the offset parameter, because while it should never need to be used with the other version tags, it still has to play nice with . Hi! Welcome, and thanks for contributing to NetHackWiki! Could you please create an account? It helps us keep spam down, because we don't have to check the edits of known-good users. It also provides more privacy for you. Our style guide and How to help pages are good starting points. --Jayt 13:39, 26 August 2006 (UTC) We probably shouldn't use this template, as anything shown in it will just produce a black rectangle. -- Ray Chason 15:05, 26 August 2006 (UTC) Given that there are quite a few monsters/items that have CLR_BLACK, should we re-purpose this template (or create a new one) to represent that consistently? Note that actual display colour of black items doesn't seem to be consistent across ports (NAO uses blue, IIRC, but my Windows binary seems to use grey). --Killian 00:27, 30 September 2006 (UTC) =_=_ NetHack 3.1.1 NetHack 3.1.1 is the 17th public release of NetHack and the 13th by the DevTeam. Izchak Miller published it to the Usenet newsgroup comp.sources.games and the moderator approved it in March 1993. The original Usenet postings were archived on ftp.uu.net. That site no longer operates, but a copy is available at the Internet Archive; disc 2 has all the files of interest. Copies of the UUNet files are available from the Internet Archive and from GitHub. They form a patch against NetHack 3.1.0. See this URL list for downloading instructions. The main trunk of the dungeon begins at level 1, where the game begins, and proceeds down stairs to Medusa's Lair and the Castle. From there, it is necessary to enter a trap door to the Valley of the Dead. Further stairs down eventually lead to the invocation level. Performing the invocation ritual at the vibrating square opens the stairs to the Sanctum. With the Amulet of Yendor in hand, the adventurer may ascend from level 1 into the Plane of Earth; thence s/he may proceed through magic portals to the planes of Air, Fire, and Water, and thence to the Astral Plane. Offering the Amulet of Yendor on the correct high altar wins the game. A wand of wishing is guaranteed in the Castle, in its modern position, and protected by Elbereth, but not tucked inside a chest. Potions in NetHack 3.1.1 have randomized appearances (except for water), occurring as one of . They are: Spellbooks in NetHack 3.1.1 have randomized appearances (except for blank paper and the Book of the Dead), occurring as one of . They are: Rings in NetHack 3.1.1 have randomized appearances, occurring as one of . They are: Blinding and acid venom (both ) are also listed as objects, but they only exist while in flight, or when a wizard mode wish requests them. =_=_ Ant Ants are a group of insectoid monsters in NetHack represented by the overall symbol . Due to their high intrinsic speed and somewhat powerful attacks, as well as appearing in small groups, they result in the deaths of many inexperienced players, leading to their proverbial nickname of Team Ant. Aligned priests often summon insects such as ants and bees in combat. If the entire a monster class is genocided, angry priests and priestesses will summon snakes instead of insects. Team Ant is comprised of giant ants, soldier ants, and fire ants. Whether killer bees, queen bees, and giant beetles are a member of Team Ant is a point of contention; while they share the glyph, they aren't actually ants. Furthermore, killer bees appear in huge swarms and are at least as formidable as giant ants, who are usually seen in smaller groups outside of an anthole. Since soldier ants are the third highest single cause of death on nethack.alt.org, it has become something of a cliche to say "Go team a!" or "Go Team Ant!" on #nethack on irc.freenode.net, NAO's channel, and other areas whenever Rodney announces a death by the hands of a soldier ant. The giant ant, , is the weakest of the ants, but still a frequent cause of early deaths due to its speed and tendency to appear in groups. The soldier ant, , is very deadly and poisonous, and can deal severe damage even to characters with poison resistance, as they share the giant ant's intrinsic speed and tendency to appear in groups. As mentioned previously, they are one of the top causes of death on the NAO server. The fire ant, , is another member of Team Ant that causes the deaths of many an inexperienced player due to its high intrinsic speed and fire attacks; although not as immediately deadly as the soldier ant, the fire damage poses a threat to the player's inventory and armor as well. Giant ant corpses are non-poisonous. Soldier ant corpses are poisonous and can grant poison resistance. Eating the corpse of a fire ant has a 20% chance of giving you the fire resistance intrinsic, and is a common source in the absence of red dragons and fire giants. The soldier ant is a nickname given to army ants in real life. Although it is possible that humans have been killed by army or driver ants, it is extremely unlikely, as they are little bigger than ordinary ants. They do, however, travel in very large groups. Fire ants are real ants. They are many species of fire ants. They are usually red/reddish, very aggressive and their sting (from their abdomen) feels like a burn. =_=_ Giant ant =_=_ Speed Speed is both a monster property in NetHack (also referred to internally as movement rate), and an intrinsic/extrinsic related to that property. In NetHack 3.4.3 and earlier, for every turn that passes, a monster will gain its movement rate in "movement points"; if the monster has 12 or more movement points (defined as < tt > NORMAL_SPEED < /tt > ) in a turn it gets a move that turn (and more than one if it has another 12 points remaining after this, etc.) Thus a monster with a speed of 12 gets one move per turn, a monster with a speed of 1 gets one move every 12 turns, and a monster with a speed of 18 gets 3 moves every 2 turns. Monsters with a speed of 0 are sessile and never get a move. They may have passive attacks however. In NetHack 3.6.0, at the end of each turn, every monster's remaining movement points are adjusted by a small random amount to reduce the predictability of their actions. On average monsters will act slightly faster than would be expected by comparing their base speed with the player's. From NetHack 3.6.1 onwards, the speed formula changed entirely: each turn, the number of moves a monster gets is generated randomly based on its speed: speed 12 monsters always move once per turn, speed 24 monsters twice per turn, etc., but speed 18 monsters have a 50% chance of moving once and a 50% chance of moving twice on any given turn. Likewise, speed 3 monsters move on 25% of turns, and in general the number of moves per turn is calculated by dividing by 12 and rounding in a weighted-random manner based on the fractional part. Multi-turn actions (e.g. entering in "10s" to search ten times) consume one move per command issued plus whatever additional time is required for these moves. In contrast, certain actions will render the player immobile (also known as "helpless" by the game) for a certain number of turns; during those turns the player's movement points are simply drained as though the player was executing moves during that time, but without actually allowing the player an action. Fainting, being paralysed, engraving a long sentence, etc. are examples of actions that cause this; this is also marked in the death message if the player dies "while helpless". A player with the speed extrinsic (obtained through speed boots, a potion of speed, or the spell), also known as a very fast player, gains 12 extra movement points (one free move) on 2/3 of turns. The player has an effective movement rate of 20, or five thirds normal, giving an average of five moves every three turns. In the absence of extrinsic speed, a player with intrinsic speed, otherwise known as a fast player, gains a 1 in 3 chance of twelve movement points each turn. The player has an effective movement rate of 16, or four thirds normal, giving an average of four moves every three turns. You start with intrinsic speed as an Archeologist, Monk, or Samurai, and gain it at level 7 ("You feel quick!") as a Barbarian, Caveman, Knight, or Valkyrie. You can otherwise get it by zapping yourself with a wand of speed monster or eating a quantum mechanic corpse. In normal pet-versus-nonpet combat, regardless of its speed, no monster is intended to be able to attack another monster more than once per turn; however, the parameter "after", documented as determining whether the monster has already attacked that turn, is always set to 0. For pets, this means that speed beyond 12 not only makes it easier for them to keep up with you, but also allows them to deal more damage over time, just like it does for monsters fighting you. On a related note, the retaliatory attack against pets always has a 75% chance of occurring if the monster has not attacked that turn, regardless of movement points. Monster attacks due to conflict or confusion (and, with a 75% chance, retaliatory attacks against these ) occur if the monster has enough movement points left to make an action (and will use those movement points up in the process, and cannot occur otherwise), even for retaliation attacks. For them, the speed system works almost like for you. Starting with self-polymorph, the air elemental is the fastest creature with 36 movement points. As an air elemental, you'll get three movements in every turn. However, being an air elemental has serious drawbacks. You have relatively weak attacks, you can't open, close, engrave, wear any armor or wield any tools. You can't put on or take off rings, though any ring you're wearing when you polymorph will still be worn. Strangely, you can put on and take off amulets, zap wands and spells, read scrolls and quaff potions. Because of this, Air Elementals make great travel forms, but terrible fighting forms. A less fast form, but still fast, is the Titan with 18 movement points. Titans have the obvious advantage of being able to fight well while still being fast. Your speed affects all forms equally, meaning you can get up to four movements in one turn as an air elemental, or three movements as a Titan. Another alternative is to be riding, as a swift steed like a warhorse or unicorn can have up to 24 movement points, and intrinsic speed can make it even faster. Kicking or whipping a steed can make it gallop for 20-30 turns, which on average increases its movement to 1.5 times normal, but this decreases tameness and risks being dismounted. Note that the increased speed also only applies when using automatically repeating forms of movement, such as travel or the command. Jumping can be done on any of the movements turns, but it always advances to the next turn and resets your movement counter. Hence, if you're hasted, you should move as far as your hasted self can before advancing the turn counter, then, with your last movement, execute the jump. To accomplish this you will have to carefully watch the turn counter and know where you are in the cycle. Using this strategy as an air elemental will allow you to move up to seven squares in a single turn. The theoretically fastest method of movement, without using life saving, is to be polymorphed into a punished monster with a speed of 24 (e.g. a warhorse), combined with a very fast speed; this gives two actions per turn, plus up to one from the speed, which can be used to throw the heavy iron ball, pick it up again, then (hopefully) jump on the third action, which is slightly faster than moving three times and jumping as an air elemental. However, this is likely too unwieldy to be of much use in practice. (Life saving can be used to reduce helplessness/immobility/paralysis to one turn, allowing hurtling to be the theoretically fastest form of movement, but this is incredibly wasteful of resources, and very difficult to arrange a death at the right moment.) =_=_ Movement rate =_=_ Wand of speed monster When zapped at yourself or a monster, the wand gives its target(s) intrinsic speed; gaining intrinsic speed by zapping yourself also exercises dexterity. Some monsters may resist. Zapping a peaceful creature with this wand will anger it. Engraving with a wand of speed monster will give a unique message ("The bugs on the floor speed up!"); the wand is not auto-identified. Once you have zapped yourself with this wand, the intrinsic speed is permanent; the wand is generally used for speeding up pets and steeds afterward, but at least one should be kept in the inventory in case you lose your speed to slow stoning from a footrice or slowing attacks from skeletons and shades. Pets have the same chance of resisting as any other monster; if zapping your pet does not generate a message, they may have resisted or else already have intrinsic speed. "(Pet's name) is suddenly moving faster!" If there is no message, the pet probably resisted, or was fast already. You can check to see if a pet has intrinsic speed (fast) by applying a stethoscope to the pet. =_=_ ISO C =_=_ Integer overflow Integer overflow is what occurs when a numeric variable exceeds its maximum capacity. Generally what happens, due to two's complement arithmetic, is that the variable wraps to the opposite end of the range. So for a signed variable, a negative value just beyond the range would become a large positive value, and vice versa. An unsigned variable that exceeds its capacity would become a small positive value, or zero. Subtracting too much from a small unsigned variable would produce a large value. A signed 8-bit variable (which is what AC uses) can store -128 to 127 inclusive. If your AC is -126 and you put on a piece of armor that would reduce your AC by five points, then your AC would become -131. -131 is too large for a signed 8-bit variable, so your new AC would be 124. 124 AC is of course extremely bad, considering a naked human has 10 AC. Thankfully, this doesn't happen in the case of AC. Some integers in NetHack, like AC < ref > < /ref > and alignment record < ref > < /ref > , have protection against overflow. One way you can detect whether an overflow would occur is if subtracting from a negative value produces a positive value, or adding to a positive value produces a negative value. In the case of AC, the code calculates your current AC in a larger variable (varies, but most likely 32 bits), and then checks if the smaller AC variable (8 bits) would overflow. It is also possible to cause integer overflow of the weight of containers or the player's inventory, causing it to become negative. 4294968 loadstones or 357914 boulders in a chest will cause an overflow to about -2147483647, or -(2^31). This tends to cause the encumbrance status to go away. If inventory weight display is enabled, the player will see that the inventory weight and they will be able to pick up any object, provided that they have an inventory letter free. The player can also wish for objects such as boulders and not have them drop to the floor. Overflowing the player's inventory weight is only possible by wishing for cursed loadstones, and this usually can only be done in wizard mode. It is best to do this when the player is already carrying 52 different items so the loadstone will take up the '#' slot. =_=_ Overflow =_=_ Talk:Erosion Actually it's based on luck, from rnd.c#rnl. Could somebody make a table for that? It'd probably be better than trying to calculate it manually. For now, I'll just add a reference to that article. -Ion frigate 07:40, June 23, 2010 (UTC) Does anythithing reverse erosion, if not should such be in the article? Is it, and I missed it? If so, should there be a section devoted to such?Slarty 21:28, October 29, 2010 (UTC) =_=_ Queen bee The queen bee, , is an insectoid monster in NetHack. Found only within beehives, they are exceedingly fast and can be deadly to an unprepared player, especially when the killer bees that surround them are taken into account. A beehive is part of the Wizard's Tower, and as such a queen bee will always be generated, along with her entourage of killer bees, unless you have decided to genocide either the specific glyph (blessed scroll of genocide) or the specific monster (uncursed scroll). =_=_ Giant beetle The giant beetle, , is a monster in NetHack. Unlike the rest of its insectoid brethren, it is very slow, moving at half the speed of the player, and thus not usually seen as a significant threat; moreover, as opposed to real-life beetles, it cannot fly. They do hit fairly hard, however, so take care if you have poor HP or AC. Their corpses are poisonous, but have a 33% chance of imparting poison resistance. =_=_ Ants =_=_ Bee Bees are very fast NetHack monsters, always appearing in large swarms and possessing the overall glyph of along with ants and giant beetles. =_=_ Bees =_=_ Beehive Beehives contain killer bees and one queen bee. Roughly 1/3 of the squares will contain royal jelly. All residents are asleep when the room is generated. =_=_ Minotaur The minotaur, , is an especially deadly NetHack monster. Minotaurs are notoriously difficult to kill and deal out incredible amounts of damage, leading to many deaths by their hands even by experienced players. They are also infamous for being one of the few monsters to ignore Elbereth. Minotaurs are carnivorous. They cannot wear armor or wield weapons. They will open unlocked doors, but are stopped by locked doors and boulders, and, as they do not fly, all traps will affect them. Since they are not intelligent, they cannot make use of unicorn horns, amulets, potions of gain level, or unlocking tools. Fortunately, they are not generated after level creation by the normal mechanism. There are zero, one, or two generated on each full-level maze. One also appears on the Ranger quest home level. They can also be summoned by the Summon nasties monster spell, and finally, as a valid polymorphable form, are an unlikely but nonetheless possible result for that gnome lord who jumped into a polymorph trap. Minotaurs can easily be tamed, as their lack of MR prevents them from resisting taming magic, and their high damage and HP make them formidable fighters. However, unless you get a lucky polymorph, you likely won't encounter a minotaur until you're in or near Gehennom. Minotaurs lack flight, regeneration, and resistances, and do not wear equipment, making them vulnerable to various monsters and traps, so they don't tend to last very long in the late game. Like other carnivorous pets, they're often eating when you need them to fight or follow you across levels. Since version 3.0.5, minotaurs have not been affected by Elbereth. In versions from 3.0.5 to 3.4.3, they were also not affected by the scroll of scare monster. This behavior was explained in the following way: Version 3.0.8 made it impossible to produce wands of wishing from polymorph; in 3.1.0, this note was removed but minotaurs continued to ignore Elbereth. This behavior remains unchanged in vanilla NetHack. < ref > http://unnethack.wordpress.com/2012/03/07/why-did-the-minotaur-cross-the-elbereth/ < /ref > . In 3.6.0 and above, minotaurs do respect scrolls of scare monster, but only while the player is standing on the scroll. Poseidon, to punish Minos, king of Crete, made the queen fall in love with a bull. She ordered the construction of a hollow wooden cow so that she could mate with the bull. The child that was born had the body of a human and the head of a bull. As it grow up, it became ferocious and a man eater. Minos was forced to keep it alive in the labyrinth and feed it. =_=_ Titan The titan is a powerful monster that appears in NetHack. It is capable of flight, spellcasting, and can throw boulders like its close cousins, the giants. Titans will actively pick up magical items alongside other objects, and cannot be genocided. In addition to occurring very rarely via random generation, the second variant of Medusa's Island always generates a titan in the entrance hall where the upstair is located. While even rarer, it is also possible for a titan to randomly generate within the quest branch for Cave(wo)men and Valkyries. Titans are most likely to generate as peaceful for lawful characters, and are a valid form for polymorph traps. They have a 50% chance of starting with a boulder. Titans are among the more difficult monsters that can be encountered in the deepest parts of the dungeon - the titan on Medusa's Island in particular is one of two significant obstacles on the average dig for victory, with the other being the general presence of minotaurs. Their tendency to be peaceful towards lawful characters is considered a notable advantage compared to other alignments. Titans are alarmingly fast at 18 speed and possess a good AC of -3, and while by no means the most physically damaging among giant humanoids, titans make for tricky fights, especially due to the summon nasties monster spell. Magic resistance can help protect against the other spells in a titan's arsenal, though while titans also respect Elbereth, many of the nasties they can summon - minotaurs, elf-lords, Elvenkings, captains, and couatls - do not. With gloves and good to-hit, cockatrice corpses can easily render titans a non-issue, and they are conveniently among the nasties that a titan can summon. Taming and cancelling titans are possible counters, though both are risky due to their high magic resistance of 70. For casters with a sufficiently high experience level, the spell of cancellation may be a preferable option to the wand - though roles capable of the required skill level in matter spells should invest in alternate and more direct options, such as the Wizard's . Putting them to sleep is similarly risky, though success means having a few free turns to inflict the necessary damage without fear of magical retaliation; a wielded potion of sleeping is a good choice for this. One way to avoid randomly-generated titans is to keep your experience level low. For example, assuming a character at XL 14, titans are only randomly generated starting at depths of 26 - the Dungeons of Doom can terminate on dungeon level 25 at highest and DL 29 at the lowest, and titans cannot appear in Gehennom, leaving the window of generation quite narrow. However, they can still be randomly generated in the Castle, on Medusa's Island, via polymorph, or during the ascension run. Titans are superb fighters and pet candidates, due to the combination of flight, spellcasting, a decent melee attack, excellent speed and solid defenses. Their natural AC easily compensates for an inability to wear body armor, especially once you give them a well-enchanted weapon and other pieces of armor - their size also makes them immune to engulfing, which is especially handy for preventing an untimely instadeath by digestion. Titans are obtainable from polymorph traps and rival balrogs as the best monsters that can be made pets this way. Unlike balrogs, they are not inediate, but a well-kitted titan can easily keep themselves fed - even so, be wary if a pet titan becomes confused from hunger. In dNetHack, titans are primordials, and can appear as the ruler of a throne room (which functions rather differently in this variant); a titan's throne room audience will include many giants among them. =_=_ Poisonous =_=_ Demilich =_=_ Master lich =_=_ Arch-lich =_=_ Touch of death The touch of death is a monster spell cast by powerful spell-casting monsters (of level 21 or higher) in the game, such as arch-liches and the Wizard of Yendor. It has no effect if you are magic resistant or hallucinating, or polymorphed into an undead monster or a demon; it can otherwise fail on a (13 in monster's level) chance. If the spell succeeds, as the name suggests, you die instantly. The Rider Death has a "deadly touch" attack, which is unrelated other than the chance of instadeath, and an identical message if it fails. =_=_ NetHack 3.1.2 NetHack 3.1.2 is the 18th public release of NetHack and the 14th by the DevTeam. Izchak Miller published it to the Usenet newsgroup comp.sources.games and the moderator approved it in June 1993. The original Usenet postings are available on Google Groups and from GitHub. They provide a patch against NetHack 3.1.1, which is itself patched from NetHack 3.1.0. This page provides both sets of links. The main trunk of the dungeon begins at level 1, where the game begins, and proceeds down stairs to Medusa's Lair and the Castle. From there, it is necessary to enter a trap door to the Valley of the Dead. Further stairs down eventually lead to the invocation level. Performing the invocation ritual at the vibrating square opens the stairs to the Sanctum. With the Amulet of Yendor in hand, the adventurer may ascend from level 1 into the Plane of Earth; thence s/he may proceed through magic portals to the planes of Air, Fire, and Water, and thence to the Astral Plane. Offering the Amulet of Yendor on the correct high altar wins the game. A wand of wishing is guaranteed in the Castle, in its modern position, and protected by Elbereth, but not tucked inside a chest. Potions in NetHack 3.1.2 have randomized appearances (except for water), occurring as one of . They are: Spellbooks in NetHack 3.1.2 have randomized appearances (except for blank paper and the Book of the Dead), occurring as one of . They are: Rings in NetHack 3.1.2 have randomized appearances, occurring as one of . They are: Blinding and acid venom (both ) are also listed as objects, but they only exist while in flight, or when a wizard mode wish requests them. =_=_ Troll Trolls are a class of monsters in NetHack. They are notable because the corpses of dead trolls will revive (similar to the Riders). For that reason, trolls are one of the more annoying monsters. Trolls can also make use of polearms & mdash;they can pound with one at the same range as a character who is Skilled in polearms. They have a 50% chance of being generated with one of a ranseur, partisan, glaive, or spetum. A troll, , is also the least powerful monster of this class. Other types of troll include ice trolls, rock trolls, water trolls, and Olog-hai. Players polymorphed into trolls should be careful around cockatrices; attempting to attack a cockatrice in troll form will cause you to bite it and turn to stone. Generally speaking, for well armed characters, trolls do not pose a major threat, but preventing them from reviving can be tricky. There are a large number of ways to kill a troll permanently, many of which involve putting the corpse inside something: Ordinary trolls are the weakest monsters in the troll monster class. They have no special abilities beyond reviving themselves, and they are often generated in throne rooms. Ice trolls are immune to cold, and one of their attacks deals cold damage. They hit slightly harder than regular trolls if the cold attack isn't resisted. They have a slightly lower AC and some MR. Rock trolls are basically more powerful versions of ordinary trolls. They hit slightly harder than trolls and ice trolls, but have no remarkable attribute otherwise besides reviving themselves. They have lower AC than ice trolls, but no MR. In Dungeons & Dragons, they are described as trolls with an affinity for earth that possess natural camouflage in areas of stone. Water trolls have higher MR than other trolls, but their AC is only on par with regular trolls. They don't hit as hard as rock trolls, but they can swim, so dumping their corpse in water isn't effective at getting rid of them. Water trolls are not randomly generated; the only natural water trolls in the game are two of them that appear in one version of Medusa's Island. Olog-hai are the most powerful type of trolls, having lower AC than all other trolls (but no MR), and they hit as hard as rock trolls. They have no special attributes beyond reviving themselves. The name is derived from J.R.R Tolkien's works, in which the Olog-hai were a species of trolls that served the Witch-King while he ruled in Angmar. Olog-hai did not turn to stone in sunlight as other trolls did. Trolls originate from from Scandinavian folklore. NetHack < nowiki > ' < /nowiki > s depiction of trolls is more directly based on Dungeons & Dragons. In the folklore, a troll is typically large, very strong, and dim-witted. It fears light or is turned to stone by it. Trolls in D & D have regenerative abilities. =_=_ Ice troll =_=_ Rock troll =_=_ Water troll =_=_ Olog-hai =_=_ NetHack 3.1.3 NetHack 3.1.3 is the 19th public release of NetHack and the 15th by the DevTeam. Izchak Miller published it to the Usenet newsgroup comp.sources.games and the moderator approved it in July 1993. The original Usenet postings are available on Google Groups. They provide a patch to be applied to NetHack 3.1.2, which itself is patched from 3.1.0 and 3.1.1. You can click on the links or copy and paste to a script for wget: The main trunk of the dungeon begins at level 1, where the game begins, and proceeds down stairs to Medusa's Lair and the Castle. From there, it is necessary to enter a trap door to the Valley of the Dead. Further stairs down eventually lead to the invocation level. Performing the invocation ritual at the vibrating square opens the stairs to the Sanctum. With the Amulet of Yendor in hand, the adventurer may ascend from level 1 into the Plane of Earth; thence s/he may proceed through magic portals to the planes of Air, Fire, and Water, and thence to the Astral Plane. Offering the Amulet of Yendor on the correct high altar wins the game. A wand of wishing is guaranteed in the Castle, in its modern position, and protected by Elbereth, but not tucked inside a chest. Potions in NetHack 3.1.3 have randomized appearances (except for water), occurring as one of . They are: Spellbooks in NetHack 3.1.3 have randomized appearances (except for blank paper and the Book of the Dead), occurring as one of . They are: Rings in NetHack 3.1.3 have randomized appearances, occurring as one of . They are: Blinding and acid venom (both ) are also listed as objects, but they only exist while in flight, or when a wizard mode wish requests them. =_=_ Ring mail Ring mail became MC1 in NetHack 3.6.0. In variants (such as SLASH'EM) based on older versions, it may have an MC of 0. Ring mail is a standard type of armor in Dungeons & Dragons and games and media inspired by it, but it is unclear if it ever existed as portrayed in D & D. There is no record of the term being used before the 19th century, when it was described to describe an armor composed of metal rings, not interlinked as in true mail (chain mail in D & D and NetHack), but stitched to a leather or cloth base. In this respect it might be considered a more involved form of studded leather armor. =_=_ Chain mail This is a fair bit of protection considering its weight, so this is probably a good choice of armor until one can obtain mithril-coats or DSMs. Chain mail is one of the more historically faithful types of armor represented in Dungeons & Dragons and media based on it. It is made of small metal rings interlocked to form a mesh, not sewn to a cloth or leather base as in (hypothetical) ring mail. Not only armor for the torso, but also hoods, sleeves, leggings, and gloves were made in this way. In medieval sources this type of armor was described simply as "mail", a term that was not used for any other type of armor. Some historians consider it incorrect to use the term "mail" to describe other types of armor, e.g. "plate mail" (the preferred term is "plate armor"). The generalizing of "mail" to describe other types of armor (and the invention of the term "chain mail" to distinguish it from other types) began in the 19th century with authors of historical fiction like Sir Walter Scott. Mail was widely used in Europe, Asia, and North Africa, from pre-Roman times until as late as the 19th century. Mail-style construction is still used to make general protective gear and even some stab-resistant body armor. Mail torso armor is often described in literature as a mail coat (as in "mithril-coats") or mail shirt. It is called a "hauberk" if it reaches to the knee, or a "haubergeon" if it reaches to the mid-thigh. =_=_ Destroy armor =_=_ Fooproof =_=_ Erodeproof =_=_ Bat The bat is a class of NetHack monster represented by the overall symbol . They are all extremely fast and can fly, as one would expect. The bat, , is also the weakest monster of this class. Other bats include the and the . The , a bird, also uses the same symbol. Eating a bat corpse is a bad idea. It stuns you for 30 turns, and the corpse itself is worth only 20 nutrition. Pets, however, are for some reason immune to stunning, and can easily eat bat corpses. All monsters have slightly erratic movement. If the monster decides to move, there is a 1 in 3 chance that the monster will fly in a random direction, rather than approach you. If you are fleeing from a bat, this might provide a moment of relief. If you stay in melee range, the monster will also stay in melee range and continue to attack you. Interestingly, any bat, giant bat or vampire bat generated in Gehennom is made slightly faster than normal. Presumably because nothing moves like a "bat [on its way] out of hell". Bats and giant bats both appear early in the game, and the giant bats are individually more dangerous. Bats normally appear in small groups. When eaten, bat and giant bat corpses cause the player to be stunned (for 30 and 60 turns, respectively). Vampire bat corpses are poisonous, while ravens are safe to eat. Bats have annoyed adventurers seeking the Amulet of Yendor since the days of Hack, back when eating a dead bat would cause confusion because stun was not yet implemented. Real life bats have echolocation, employing sound to discover the positions of things in the dark. NetHack does not implement echolocation, though the biodiversity patch does, at least if you polymorph into a bat. =_=_ Giant bat The giant bat, , is a monster in NetHack. Its high speed and relatively damaging attack can take inexperienced players by surprise and contributes frequently to their deaths. =_=_ Vampire bat The vampire bat, , is a monster in NetHack. It is the most powerful variety of bat. Despite its name, it cannot drain life the way a vampire can, but it does have a poisonous bite. A vampire bat can be identified as a polymorphed vampire by using any means of probing (wand of probing, stethoscope, attack with Magicbane); the message will show a "shapeshifter." Attacking a vampire bat with a silver weapon will sear it if it is really a vampire. Vampire bats are real, and common to the American Southwest as well as Central and South America. There are three distinct species of vampire bat, and are the only animals known to feed primarily or solely on the blood of other animals. =_=_ Extrinsic =_=_ Amnesia Amnesia''' is an effect that causes you to forget known spells, level maps, and even the identities of items. It can be caused by the following: =_=_ Stalker The stalker, , is a monster that appears in NetHack. It is always generated invisible; thus the game always refers to them as invisible stalkers. Eating stalker meat will stun the player and turn them temporarily invisible for 50-149 turns if they are not already invisible; if eaten while already invisible, the player will become permanently invisible and gain the see invisible intrinsic. Wearing a mummy wrapping counts as being visible for this purpose. Stalkers can hit fairly hard and move at the same speed as a normal player, making them annoying to face or avoid unless you have a means of detecting them such as telepathy. Stalker meat is one of the more reliable sources of the see invisible intrinsic, either through eating two separate servings in quick succession or else eating one with a wearable source of invisibility. As eating stalkers stuns you, be sure to avoid the temptation to do so in the midst of battle unless you can cure it quickly (e.g., with a unicorn horn). The stalker is based on a Dungeons & Dragons monster known formally as the invisible stalker, which is a type of air elemental in D & D. This is the origin of the monster symbol, even though stalkers are nothing like air elementals in NetHack. As most versions of Hack and NetHack automatically prefix monster names with "invisible" when relaying actions referring to an invisible monster, the word "invisible" is dropped from the monster's name to avoid the redundant "invisible invisible stalker". The symbol was used to represent the stalker (I meaning "invisible") until NetHack 3.3.0, where it was appropriated to indicate the last known position of any invisible monster. =_=_ Invisibility Invisibility is a property that prevents you from being seen by monsters that lack the see invisible property. Monsters with the invisibility property cannot be seen normally by a player without see invisible, though invisible monsters can be detected through other methods. While you are invisible, monsters will have difficulty locating you, and attacking monsters take a -2 to-hit penalty; such monsters will attack the square they think you are located on. Invisibility has no effect on combat between monsters. An invisible player will be prevented from entering shops by the shopkeeper. ("Invisible customers are not welcome!") The shopkeeper will also prevent invisible players from leaving. Invisibility prevents displacement from working on monsters that do not see invisible. You also cannot scare monsters by applying a mirror unless they can see invisible; similarly, mirrors and sources of reflection will not reflect Medusa's petrifying gaze while you are invisible. Monsters will make use of the wand and the potion, which is always permanent for them, and the disappear monster mage spell renders its caster invisible. Tame and peaceful monsters will only use these if you can currently see invisible. Stalkers and black lights are always generated invisible. Invisibility has a number of perks for especially crafty players. Pets gain no benefits from being invisible, as it does not affect monster-versus-monster combat, and will only make them harder to keep track of. Tame and peaceful monsters that have a way to turn invisible, including spellcasters, only do so if you have see invisible; this is particularly dangerous if you got the property from drinking a non-blessed potion of see invisible, as you will not be able to see them once it expires. Bumping into invisible monsters will anger them - this is potentially fatal in the case of the watch and shopkeepers. Invisibility is a good evasive aid, usually resulting in hostile attackers missing more often unless you stay in one place; it is especially useful in the early game, where few monsters will have see invisible, and can aid in escape from unexpectedly powerful foes. This can also double as an offensive aid that helps you keep targets off-balance while picking them off from a distance, e.g., with projectiles or polearms. As the game progresses, you will encounter more monsters with see invisible, limiting its effectiveness (unless paired with something like displacement). Since its passive gaze relies on you seeing it, a floating eye is not affected by a player's invisibility; however, turning the eye invisible instead will render the gaze ineffective (unless you have see invisible), rendering it harmless and allowing you to attack it with impunity. Invisible floating eyes will also not paralyze pets that cannot see invisible; this is especially useful for pacifists. Invisibility can actually be a disadvantage in certain scenarios: unicorns in particular cannot see invisible and will not know the player's location to keep a knight's jump away, meaning that hostile unicorns will close in unexpectedly and likely skewer an early character. Conversely, invisible players can safely approach co-aligned unicorns to throw their gems at, and cross-aligned ones will be easier to kill or pacify for a prepared character. Invisibility can also make controlling other monsters for various purposes difficult if they lack see invisible, e.g., luring soldiers into Castle trap doors or luring wraiths away from non-graveyard levels. The mummy wrapping is a good cloak for players who elects to remain invisible long-term, but find it necessary to become temporarily visible for certain tasks. Like any other piece of armor, be sure to verify the beatitude of a wrapping before trying it on. If you temporarily remove another cloak to use a wrapping, make sure to replace the cloak once you're done. Invisible monsters can be annoying to deal with, and are especially aggravating if the base monster was already decently strong (e.g., a stalker). Searching can reveal their approximate location and help you take the fight to them, and you can also lure the monster down a narrow hallway to make it easier to target; monsters that drink cursed potions of invisibility will also "aggravate" you, revealing their location to you temporarily and allowing you to plan accordingly. Pets are not deterred by invisibility and can pick a monster off as it approaches; if the monster is a black light, however, it will likely explode and confuse them, causing them to potentially attack you in turn. Shapeshifters that turn into powerful enough spellcasting monsters can cast disappear, and will retain their invisibility even after they shift forms again. Monsters can generate with a wand of make invisible as a miscellaneous item; if you recently heard a zap prior to killing an invisible monster, and the monster drops a wand that makes engravings vanish, it is most likely a wand of make invisible. Items can also be invisible as well - this includes the corpses of killed invisible monsters, but not any statues created from stoning them. Zapping an item(s) with a wand of make invisible will turn it invisible, as will dipping them in a potion of invisibility; dipping the item in a potion of see invisible or cancelling it will render it visible again. There is a chance that a randomly generated item will be created invisible. < ref > < /ref > The wand of wishing in the Castle is always invisible, but will always be found within its chest under normal circumstances. Mummy wrappings and zorkmids can never be made invisible, and Sokoban boulders cannot generate invisible. < ref > < /ref > Monsters will not pick up invisible objects if they cannot see invisible; < ref > < /ref > however, this does not prevent them from moving to the item, with the result that they stand on top of it trying and failing to pick it up repeatedly. =_=_ See invisible See invisible is an intrinsic which enables you to spot invisible monsters and yourself, if you are invisible. It is very useful to possess as high level spellcasting monsters can render themselves invisible, and some monsters (notably stalkers) are intrinsically invisible. Invisible monsters can also be seen with telepathy, barring the possibility of a mindless creature getting zapped with a wand of invisibility One possible negative side-effect of only seeing invisible temporarily is that peaceful monsters might make themselves invisible (since you can then still see them), but once you can't see them anymore (e.g., by removing the ring of see invisible), they stay invisible. Running into them will then anger them, which might end in a quick death. See invisible is especially important in SLASH'EM. Pixies are the (even more) annoying equivalent of nymphs, because they are always invisible. Therefore they can strip you naked, without you having a chance to fight back. Invisible items are exceedingly rare, but importantly, even invisible non-artifact weapons are good, since they give +3 to-hit versus monsters which cannot see invisible. Finally, imagine the (exceedingly unlikely) annoyance if you skip a randomly generated Grayswandir on Dlvl 1 because you couldn't see it. =_=_ Wrest =_=_ Wresting The usual technique associated with wresting is to #adjust the wand to the z inventory slot and holding down the key to zap the wand repeatedly, greatly reducing the amount of real time and effort needed to extract the wrested charge. Be sure to pay attention to what's going on around you while you hold down the key, or you may end up dead without knowing what killed you. Ideally you'd quickly tap the key instead of holding it. Prior to 3.6.0, a useful alternative for non-directional wands such as wishing was to engrave with them while levitating, or to abort when prompted what text to engrave. Unsuccessful and canceled attempts to write did not consume a game turn, but did attempt to use the wand. This was bug C343-246. When levitating, adjusting the wand to and holding down that key you will get your wrest very quickly. This is safe because the "You wrest one last charge from the worn-out wand." message triggers a more prompt. This made exploiting the bug much faster with levitation. =_=_ Cold All potions on the floor or in your main inventory can be destroyed by cold, by freezing and shattering. Potions in containers are safe. Cold rays and explosions may freeze water, turning it into ice. In NetHack 3.6.0 ice formed this way is likely to be temporary, melting back to water after 50-2000 turns, so be careful when standing on it! Water on the Plane of Water will never turn to ice ("The water freezes for a moment.") The same attacks can also cause lava to cool and solidify into an ordinary stone floor. Hardened lava will not thaw out again, at least not in the present version. The cold-based passive attacks of brown molds and blue jellies are noteworthy: if they do damage to the target, they heal the mold or jelly and can even cause it to multiply! =_=_ Division Some monsters are capable of dividing into two new monsters of the same type. The type of division depends on the type of monster involved. Gremlins, brown molds, and blue jellies can divide into two with half the HP and maximum HP of the original - the former from any source of water and the latter two from inflicting damage with their passive cold attacks. Brown and black puddings will divide into two with half the current HP but the same maximum HP as the original monster when hit with any iron item. As the maximum HP does not decrease, it is possible to split these monsters indefinitely if they are healed after splitting, giving rise to the practice of pudding farming. (As of NetHack 3.6.0, puddings and molds no longer leave corpses, making farming inviable.) Long worms can have part of their tail cut off, sometimes resulting in a new worm as the old tail; the maximum HPs of the two resulting worms depends on their length. The Wizard of Yendor can cast Double Trouble, creating a copy of himself at full HP, provided no copy already exists. =_=_ Dividing =_=_ Djinni Despite sharing a glyph with major demons, the djinn do not share any of their characteristics. Djinn are poison resistant and immune to stoning; despite being poisonous to eat, this almost never comes up, as they do not leave corpses. Djinn are only generated on the Plane of Air, where three are guaranteed; additional djinn can be generated elsewhere by rubbing a magic lamp or drinking a smoky potion. A djinni generated this way might be tame, peaceful, or hostile - in some cases it might simply disappear, sometimes granting a wish first. A tame djinni makes a powerful pet in the early game & mdash;it is intelligent and will use weapons & mdash;but a wish is almost always more useful. Blessing the lamp or potion will increase the odds of receiving a wish. The following messages can occur when you release a djinni from a magic lamp, or one is released from a smoky potion. NetHack-- and SLASH 6 (precursors of SLASH'EM) and SlashTHEM add three more types of genie, all from Dungeons & Dragons: None of the genies are randomly generated. In SLASH 6, any one of the four types can be found in a potion or magic lamp, with the same probabilities of granting wishes, etc. as a djinni in regular NetHack. (The code for randomly selecting one of the four types is present in the SlashTHEM source as well, but commented out.) Despite the elemental affinities of the three new genies, according to the D & D source, djinn remain the only species that are guaranteed to appear on any of the Elemental Planes. (In NetHack-- 3.0.10, only the djinni can be found in a potion or lamp, and the Elemental Planes do not exist, so it is unclear how a player can find the other three types, apart from wishing for a figurine or a statue.) Like the djinni, these genies are not considered demons and so are not harmed by silver. They are almost identical to the djinni, except in their names, glyphs, and alleged homes. The only significant differences are that in SLASH 6 the efreeti resists fire and electrical damage (only fire in NetHack-- 3.0.10) and the marid resists cold damage. In NetHack-- 3.0.10 the dao phases like an earth elemental while the other three genies can fly; in SLASH 6 all four are flyers. All four genies have the same 2d8 physical attack. =_=_ Category:Monster spells Hi! Welcome, and thanks for contributing to NetHackWiki! Could you please create an account? It helps us keep spam down, because we don't have to check the edits of known-good users. It also provides more privacy for you. Our style guide and How to help pages are good starting points. --Jayt 21:49, 26 August 2006 (UTC) Hi! Welcome, and thanks for contributing to NetHackWiki! Could you please create an account? It helps us keep spam down, because we don't have to check the edits of known-good users. It also provides more privacy for you. Our style guide and How to help pages are good starting points. --Jayt 21:55, 26 August 2006 (UTC) Hi! Welcome, and thanks for contributing to NetHackWiki! Could you please create an account? It helps us keep spam down, because we don't have to check the edits of known-good users. It also provides more privacy for you. Our style guide and How to help pages are good starting points. --Jayt 21:55, 26 August 2006 (UTC) =_=_ Psi bolt Psi bolt is the internal name for a monster spell (though it is never referred to in the game as such). This spell can be cast by any monster that uses mage spells. This spell will deal (monster's level/2)d6 damage, plus additional damage based on the monster that cast the spell: +8d6 for Orcus and Demogorgon, +6d6 for Dispater, +4d6 for Archons and golden naga, +2d6 for ki-rin and +1d6 for other monsters. Neferet the Green is an exception: her Psi bolt spell does (her level/2 + 2)d8 damage. The damage can be halved by half spell damage and by magic resistance; if you have both, you will only suffer one quarter of the damage (rounded up). Because of the way monsters select their spells, the relative frequency of this spell decreases as the monster's level increases from 1 to 23, but the relative frequency increases as the monster's level increases from 23 to 50. Thus, spellcasting monsters with a very high level (such as Demogorgon) will use this spell very often, which can be dangerous to the hero, as they can do a lot of damage with this spell (for example, 33d6 base damage for Demogorgon). In SLASH'EM, there are many new spellcasting monsters. For the ones that can cast mage spells, the additional damages values (as explained above) are the following: +6d6 for ghoul mages, +5d6 for Solars, +4d6 for Planetars and ghoul queens, +2d6 for vampire mages, and +1d6 for all others. =_=_ Monster spell Monsters can only cast spells if they are not cancelled and at least level one, and can only cast once every (10 & minus; (monster's level)) turns to a minimum of two turns; they will attempt to cast spells if these conditions are not met, producing a "curse" message. Even with these conditions satisfied, there is a 2 in (monster's level) chance of the spell failing (with five times that chance if the monster is confused). Monsters that are scared (e.g., by Elbereth) or are not adjacent to you will not use directed spells. If a monster uses a directed spell at you, but you are on a different square than the monster expected, the spell will fail and produce a "curse" message. There are three categories of spells that monsters can cast: ray-type spells, mage spells, and clerical spells. In vanilla, no creature casts spells in more than one category. In the tables below, Min. level refers to the minimum level required for the monster to be able to cast that spell. The monsters that use the type of spells in each table are listed in the two Monsters column. In the Monsters (at lowest level) column, we assume that the monster is generated at its base level minus one, which is the lowest possible level at which a monster will be randomly generated. In the Monsters (at highest level) column, we assume that the monster is generated at its base level times 1.5, which is the highest possible level at which a monster will be randomly generated. In both cases, each monster can cast the spell on the line it appears, as well as every spell above it. It is still theoretically possible for monsters to cast spells that appear below their names in the table, if they drink enough potions of gain level. As an example, a golden naga is guaranteed to be able to cast Psi bolt, Cure self, Haste self, Stun, Disappear, Drain strength and Destroy armor. It may be able to cast Curse items and Aggravate, if it is generated at a high enough level. Monster spellcasting abilities are dependent on their current level, not their original level, so draining a monster will remove its ability to cast higher-level spells. However, most important spellcasters are immune to life drainage, and those that aren't generally have very high MR, making the spell nearly useless. Stormbringer and the Staff of Aesculapius bypass monster MR, though both will kill most non-resistant monsters quickly enough that the effect on their spellcasting is not generally that noticeable. Touch of death 21 Y arch-lich, Orcus, Dispater, Demogorgon demilich, master lich, arch-lich, ki-rin, titan, Archon, Ixoth, Dark One, Minion of Huhetotl, Thoth Amon, Chromatic Dragon, Nalzok, Neferet the Green, Orcus, Dispater, Demogorgon Geyser 14 Y high priest, Grand Master, Master Kaen, Arch Priest aligned priest, high priest, Grand Master, Master Kaen, Arch Priest Ray-type spells come in three varieties (though only two are in use). They can be cast from afar, and when used this way, act the same as wands or breath weapons. When cast from an adjoining square, they act as melee attacks and cannot be reflected, but the appropriate resistance will still nullify them. Low-level spellcasting monsters (kobold shamans, orc shamans and gnomish wizards) no longer approach you as they have no melee ability. Instead, they will attempt to line up with you to cast spells at you. Be careful around these monsters. SLASH'EM has many new spellcasting monsters, including fire vampires which use the (previously) unimplemented fire ray spell. It also introduces two new mage spells: Slash'EM Extended reduces the chances of spellcasting monsters to actually cast spells, especially if the spell summons hostile monsters. However, it also introduces an array of new clerical spells. All of these can be used by monsters of level 9 or higher unless otherwise noted. Also, the geyser spell will cause the player's inventory to become wet, and on a lethe level possibly disenchant items or transform them into potions or scrolls of amnesia. There are also the following new arcane spells, which can be cast by monsters of level 9 or higher unless otherwise noted: The Call Undead arcane monster spell isn't restricted to liches in Slash'EM Extended. Instead, all arcane spellcasters that are at least level 10 can cast it. Also, the Wizard of Yendor has a small chance of casting Triple Trouble if there are two active wizards in the game. =_=_ Finger of death =_=_ Category talk:Intrinsics This category should probably be renamed :Category:Properties, as "intrinsic" is really just shorthand for "intrinsic property", and doesn't accurately describe "intrinsics" such as astral vision, which is really an extrinsic property. A recatbot would be nice.... --Jayt 22:19, 26 August 2006 (UTC) =_=_ Invisible =_=_ Gnomish mines =_=_ Source:NetHack 3.4.3/src/monstr.c Below is the full text to src/monstr.c from NetHack 3.4.3. To link to a particular line, write [[monstr.c#line123| < nowiki > monstr.c#line123 < /nowiki > ]], for example. A clean distribution of NetHack does not include this file. It is generated at compile time, and stores the < code > monstr[] < /code > array which stores the game's idea of how difficult a monster is. < code > monstr < /code > is used to determine which monsters can be generated by the RNG. =_=_ Source:Vis tab.c Below is the full text to src/vis_tab.c from NetHack 3.4.3. To link to a particular line, write [[vis_tab.c#line123| < nowiki > vis_tab.c#line123 < /nowiki > ]], for example. =_=_ Good evening to you Master =_=_ Good evening to you master =_=_ Good day to you Master =_=_ Good day to you master =_=_ Why do we not rest? =_=_ Good day to you Master. Why do we not rest? =_=_ I can stand this craving no longer =_=_ I can stand this craving no longer! =_=_ I beg you, help me satisfy this growing craving! =_=_ I beg you, help me satisfy this growing craving =_=_ I find myself growing a little weary =_=_ Child of the night =_=_ Nightchild =_=_ Good feeding brother! =_=_ Good feeding sister! =_=_ Good feeding brother =_=_ Good feeding sister =_=_ How nice to hear you, child of the night! =_=_ How nice to hear you, child of the night =_=_ I only drink... potions =_=_ Kindred =_=_ This is my hunting ground that you dare to prowl! =_=_ This is my hunting ground that you dare to prowl =_=_ Fool! Your silver sheen does not frighten me! =_=_ Fool! Your silver sheen does not frighten me =_=_ Young Fool! Your silver sheen does not frighten me! =_=_ Young Fool! Your silver sheen does not frighten me =_=_ I vill come after a man without regret! =_=_ I vill come after a woman without regret! =_=_ I vill come after a man without regret =_=_ I vill come after a woman without regret =_=_ I vant to suck your blood! =_=_ I vant to suck your blood =_=_ I vant to suck your life force! =_=_ I vant to suck your life force =_=_ I vant to suck your juices! =_=_ I vant to suck your juices =_=_ Snake Snakes are a class of monster in NetHack represented by the overall symbol . They are generally poisonous and have the capability to hide under items dropped on the ground. The snake, , is also the second-weakest member of this class (next to the garter snake). It is poisonous if eaten. If a snake is created during the initial level generation process, NetHack will generate a random item for the snake to hide under. This method of item generation accounts for a significant portion of the items in the archeologist quest. Snake also refers to the grouping of body parts for the forms of snakes. It affects the messages referring to the appropriate body parts as follows: =_=_ Garter snake The garter snake, , is a variety of snake. Unlike most of their brethren they are not poisonous and are quite harmless on their own; they can prove to be an annoyance in the large groups in which they spawn, especially when their ability to hide under items is taken into account. =_=_ Source:Vis tab.c (long form) Below is the full text to src/vis_tab.c from NetHack 3.4.3, as generated when the VISION_TABLES symbol is enabled at compile time. To link to a particular line, write [[vis_tab.c (long form)#line123| < nowiki > vis_tab.c (long form)#line123 < /nowiki > ]], for example. =_=_ Source:Vis tab.h Below is the full text to src/vis_tab.h from NetHack 3.4.3, as generated when the VISION_TABLES symbol is enabled at compile time. To link to a particular line, write [[vis_tab.h#line123| < nowiki > vis_tab.h#line123 < /nowiki > ]], for example. =_=_ Xan Boots can protect your legs from the xan's attacks - worn iron shoes or low boots protect you 40% of the time, and any other boots protect you 80% of the time. As indicated above, cancelling a xan can render it harmless. Before NetHack 3.6.3, riding, flying, or levitating would prevent a xan from wounding your legs. As xans themselves fly, this was considered a bug and fixed. =_=_ Mad scientist =_=_ Talk:W343-3 I've tried again to contact the DevTeam about this bug. Watch this space for any further developments. -- Ray Chason 02:18, 27 August 2006 (UTC) While testing Windows 8 for this bug (and finding it), I noticed another bug. When Lucida Console or Consolas is configured, W343-3 does not occur (as expected); but the codes 0x00 through 0x1F map to incorrect characters. This new bug occurs also when English is configured. This bug needs further investigation, including a test on Windows 7. The test program linked at the bottom of the article uses MultiByteToWideChar to convert the 8-bit code to Unicode, and so does the locales patch. Perhaps a fixed table needs to be used instead. The expected manifestation is that, when a TrueType font is configured and the locales patch is in use, normal dungeons will appear correctly, but the Rogue level will show the characters ☺ ♦ ♣ ♀ ♫ ☼ ↑ incorrectly.--Ray Chason (talk) 05:14, 13 September 2013 (UTC) =_=_ Aggravate monster The aggravate monster property greatly amplifies the chance that nearby sleeping monsters will be awakened if you move near them. While you have this property, monsters can usually tell where you are even if they cannot see you. Also, abusing pets will halve their tameness instead of reducing it by one. Aggravate monster can be gained as an extrinsic property by wearing a ring of aggravate monster, and as a permanent intrinsic property by doing any of the following: While extrinsic aggravate monster can be eliminated by simply removing the ring, the intrinsic property is very difficult to get rid of. The only way to do so is to have a gremlin steal it from you at night or eat disenchanter corpses. However, be warned that you are likely to lose a number of good intrinsics before losing the bad one--in most cases, as long as you have stealth, it is better to just finish the game with aggravate monster. The other form of aggravate monster wakes up all monsters on the level and has a one-fifth chance of unparalyzing paralyzed monsters on the level, with the message: Monsters can also be affected when drinking a cursed potion of invisibility or being affected by the shrieker (only with conflict or pet shrieker). When this happens (nearly always by drinking the potion of invisibility), you will be shown the monster's location and receive the messages: =_=_ Shrieker The shrieker is a monster in NetHack. While it has no attacks and moves very slowly, its shriek can aggravate monsters and has a 10% chance) to summon a random monster somewhere on the level. The summoned monster has a chance of being a purple worm; the explanation given for this is that purple worms enjoy consuming shriekers and are attracted by their shriek. #Chatting with a shrieker will also cause it to shriek; this aggravates monsters, but cannot summon any. The shrieker corpse also gives a 20% chance of poison resistance, and is safe to eat (unless they are rotten); further, as the shrieker is considered a fungus, consuming a shrieker corpse does not break the vegan or vegetarian conducts. Shriekers in SLASH'EM, like all except lichens, may rise from the dead. Additionally, they are incapable of summoning purple worms but are slightly more likely to summon a monster with a shriek ( chance instead of ). The first change may be because two other monsters, the squealer and the mobat, have the same shriek in SLASH'EM. Shriekers are also immune to death rays. =_=_ Engulfing Engulfing is an attack type rather than a damage type. The type of damage caused depends on the monster doing the attack. Any directional spell cast while engulfed will always hit the engulfing monster ("The < spell > rips into the < monster > !"). Ray-based attacks do not travel beyond the confines of the monster. Also, any melee attacks on a monster engulfing you will always hit. There are a variety of ways of escaping an engulfing monster, but some are only applicable to certain types of monster. Wearing a ring of slow digestion prevents digesting attacks. Instead of being swallowed, "You get regurgitated! Obviously the < monster > doesn't like your taste." and you are expelled. The time you will be engulfed is shortened by high monster level, and lengthened by good (low) AC. This means digesters will fully digest you faster if they are high level or you are poorly armored. The effect is perhaps unintuitive for other engulfers, however. The minimum number of (the engulfer's) turns you will be engulfed is 2 (including the one on which you are swallowed), which means at normal speed you are guaranteed at least one to attempt to escape a digester. =_=_ Engulf =_=_ Rec.games.roguelike.nethack FAQ The rec.games.nethack.roguelike FAQ is an old resource for NetHack, and was created by Stephen W. Churchill and maintained by Dylan O'Donnell. The following is a list of Frequently Asked Questions for the newsgroup rec.games.roguelike.nethack (FAQ version 1.7p, last changed: 2010-11-09 (wiki site move) ancestor Rogue first appeared, its screen orientation was almost unique among computer fantasy games. Since then, screen orientation has become the norm rather than the exception; NetHack continues this fine tradition. Unlike text adventure games that accept commands in pseudo-English sentences and explain the results in words, NetHack commands are all one or two keystrokes and the results are displayed graphically on the screen." < nowiki > [ < /nowiki > From the NetHack Guidebook. < nowiki > ] < /nowiki > NetHack is free software. That's right, FREE. Not shareware. Available to you at the price of $0, under a license that permits you to freely modify and distribute it. (Note, however, that NetHack is NOT in the public domain; see the file < nowiki > ' < /nowiki > license' or < nowiki > ' < /nowiki > license.txt < nowiki > ' < /nowiki > that comes with NetHack for details.) There are official binary releases for Amiga, Atari, Linux, Macintosh, MS-DOS, OS/2, and 32-bit Windows systems. The source code (written in C) is available as well, which should compile and run on just about every system imaginable (or at least every system that can run a C compiler). There are limitations, however; for example, no-one has yet succeeded in overcoming the difficulty of porting NetHack to the Palm, though other PDA implementations have been managed. Consult the file "Guidebook.txt" (or something similar) that came with NetHack. It's the NetHack Guidebook, and should be able to answer any questions you have about the game display or controls. If you didn't get a copy of Guidebook.txt (or other documentation), download one from < http://www.nethack.org/common/info.html#Docs > . You can also gain information about symbols onscreen using the or commands. Depending on the system you are playing it on, yes. There are graphical (or "tiled") versions of NetHack that use graphics in place of the ASCII characters. Consult the readme file specific to your system for details. If there's no mention of a tiled version, your system probably does not support tiles. There are also several "unofficial" versions of NetHack (meaning only that they were not released by the DevTeam) that use enhanced graphical interfaces, among which the more popular are: No. Nor is there likely to be, according to the DevTeam. "We think you can't do that playably without compromising the basic idea of being able to think as long as you want about what you're doing." < nowiki > [ < /nowiki > From < http://www.nethack.org/ > . < nowiki > < /nowiki > ] The only player interaction in NetHack is that of bones files and the score list on a multiplayer system. However, the variant AceHack had a multiplayer patch made to it that is likely to be ported to NetHack4 at some point in the distant future. You can play NetHack online, just not directly against other people. < http://www.nicolaas.net/erebus/index.php?scat=04servers > lists several public servers you could try. Try doing a search for "NetHack Servers" in your favorite search engine, and connect to one of the many available. There are also ways to add the "bones files" of other adventures to your local copy of NetHack, such as with the "Hearse" program < http://hearse.krollmark.com/ > . Hearse currently supports the official DOS and Windows binary versions, the official Linux non-Qt binary version and compatibly-compiled Unix installations, as well as the unofficial Psion port, the latest SLASH'EM stable and (currently) development versions, and Philipp Lucas' distribution of PatchHack 5.0 (with and without the Hell Patch enabled). Support for other versions may be added if sufficient demand exists. According to the DevTeam, "when it's ready". Details of core NetHack development have always been closely held, and though minor aspects have been leaked (see Next version for a collation), the only real visible signs of progress are occasional updates to the public buglist. In the meantime, several NetHack variants are in active development, and many third-party patches are available: see 1.4.10 through 1.4.13 for details. rec.games.roguelike.nethack, often abbreviated to "rgrn", is a Usenet newsgroup "concerned with NetHack and related games" (from the group charter). It's the successor to the groups net.games.hack and rec.games.hack, and lives in the rec.games.roguelike.* hierarchy, where roguelike games other than NetHack and its variants either have their own groups or fall by default into rec.games.roguelike.misc. Readers of rgrn may also want to read rec.games.roguelike.announce, a moderated group where postings of significant general interest for A "spoiler" is an explanation of something in the game. That explanation may spoil the fun of discovering that something for yourself. Since some people would rather figure things out for themselves, they don't want the answer blurted out. For this reason, if you do post a spoiler, you may wish to buffer it with some blank space (20 lines or so, or a formfeed character) so no one reads it accidentally. Alternatively, and (given the wide variety of newsreader displays) preferably, you can ROT13 encipher the spoiler (a simple cipher where a- > n, b- > o, ... z- > m; see < http://www.rot13.com/ > if your newsreader doesn't support it natively). If you're starting a spoilersome thread, consider putting "(spoilers)" in the Subject header. The computer code for NetHack is publicly available, unlike that for most games. Someone with programming skill can look through the code (or "source") to get the answers to questions about how the game works. This is called "source diving". For the curious, NetHack is written in C. No. The posting of binaries (this includes screenshots) to non-binary newsgroups such as rgrn is frowned upon. If you feel you need a map to explain your problem, use an ASCII "screenshot" instead. Besides, saved games won't work across platforms, and depending on the variables set when the game was compiled, may not even work if they are from the same platform. Describe your situation/problem as best you can, and we'll help you out as best we can. Quote appropriate context. Usenet is an asynchronous medium, and you can't be sure that everyone's received, read, or remembered the article you're responding to, so your message should make sense in isolation. Only quote the relevant parts of the article, and cut the rest (including signatures). This keeps articles relatively short, and easy to read. In the same vein, don't cut so much that it's hard to determine who or what you are responding to. Pay particular attention to the attributions, which indicate who said what; if you quote someone's text, attribute it, otherwise remove their attribution. (Again, see the article referred to in the previous paragraph.) Make your subject specific ("Are kobolds poisonous?" is much better than "Question" or "Help") without trying to stuff your entire article into it. Even if the question you're asking or point you're making is in your subject header, repeat it in the body of the message; and ensure that the article is comprehensible without depending on the subject for crucial context. Many newsreaders' displays make reading subject headers in direct conjunction with article text awkward, and having all the relevant content in the body will make quoting for response easier. Usenet is a text medium, and as such many newsreaders render HTML messages as practically unreadable gibberish. Plain text only, please. Apart from obviously "controversial" things which wouldn't generally be on-topic for rgrn anyway, there are several subjects which you should be cautious about raising. These fall into three main categories: People are unlikely to change their minds on these; argument just tends to lead to bickering and flaming. A by no means comprehensive list: Please research the archives (Google Groups should be handy here) beforehand and only post on these subjects if you think you have something particularly new to say; and try not to make it inflammatory. While in general people will be happy to answer genuine queries, it's a good idea to do at least some basic reading before asking them, checking they're not covered in the Guidebook (see 1.1.4) or this FAQ first. Repeatedly asking questions that are easily answerable on your own falls into the "somewhat annoying" category. Posting misinformation is also generally considered a bad idea; while it's not required that you have an in-depth knowledge of the game to be able to post here, if you're answering questions or asserting facts it's better to do so based on what you know or can test rather than half-remembered hearsay. In particular, there are a number of common misconceptions that you should be aware of and not perpetuate: Eva Myers documents many of these at her "Myths and Facts about NetHack" page, < http://www.statslab.cam.ac.uk/~eva/nethack/ > . Congratulations! Feel free to tell us all about how it went; post a YAAP or YAFAP (see 1.2.2) with a description of the game. (If you're playing a modified version of the game, it's a good idea to make it clear what modifications have been applied.) interesting, exactly how many giant beetles you killed usually isn't). If you're playing with a text-based interface, you can copy and paste the details from the terminal (under the Win32 tty interface, Edit|Mark from the console's system menu); be careful to only use straight ASCII for "screenshots", not IBMgraphics or DECgraphics. Alternatively, there is a "dump" patch available (see 1.4.13 for how to apply it, or for details on PatchHack which includes it), allowing you to automatically write out the endgame information to a file, available from Jukka Lahtinen's site: Believe it or not, people can and do "win" NetHack! The main key to winning and not dying is patience. Nothing happens in the game if you don't hit a key; this lets you think each of your moves out carefully. Each time your character meets a grisly or stupid demise, use it as a learning experience, and try not to repeat your mistake the next time you play. These questions (and many others like them) all fall under the heading of spoilers, and as such are outside the bounds of this FAQ list. There are numerous websites that will give you all the You've discovered a "branch" off the main dungeon. There are several side trips you can make on your way to the bottom of the Dungeons of Doom. Some of them aren't needed to finish the game, but can garner you useful items and experience. There's always a way onwards. If you're in the main Dungeon, there will be a way down, and a way to reach it; search every wall for secret doors (especially where the walls are near blank areas of the map). Check to make sure the stairs aren't hidden under an item. Move or smash any boulders or statues. If you're still stuck, find (or dig) a hole or trap door and drop down to the next level. Downstairs from where you are. If you can't find the staircase, it's probably behind a secret door. It's no use going back through the magic portal to look for it, because that's not where it is. There is a way in, just not from the level you are on. Keep exploring, and on some lower level you'll find a portal that will take you where you want to go. Two types of monsters do this; lowish-level ones that teleport randomly every so often (and it's just a case of trying to get the kill in while they're in one spot for long enough) or after performing their attack on you (try not to let them), and higher-level boss monsters that teleport away to heal up. In the latter case, find out where the monster goes (it's always the same spot), and get there first. You may need to use teleport yourself to get ahead of it. Those trapdoors were the only way down from that particular special level, and once filled you can't dig through them again. However, you can use level teleport to get to the level immediately beneath; teleport control would be useful here. You can try to kill the monster: thrown or fired weapons will go past the boulder, as will zapped wands or spells (though striking or force bolt will break the boulder, which may not be what you want). Dropping all (or nearly all) your inventory will allow you to squeeze into the same space as the boulder and attack the monster directly; but this leaves you mostly defenceless, probably bare-handed, and can have other undesirable side-effects. Or you can teleport both away in one zap, though you won't be able to control where they end up. Yes, it does make it easier, but that's not the point. The game is SUPPOSED to be hard. Diabolically hard, as a matter of fact. This tactic is known as "savescumming" around these parts, and will garner you no respect; indeed, the best you can hope for is polite scorn. The DevTeam has added a mode to allow you to play without dying, "explore mode" (see question 1.4.2), but the downside is that your score won't be recorded. How you play is your decision, just don't come here posting YAAP if you did it by savescumming. You should be aware, however, that there is a general consensus that savescumming is actually detrimental to the development of proper playing skills; being able to circumvent the required caution and tough strategic decisions of NetHack may mean never learning to handle them well. To enter explore mode use the "-X" switch on the command line (ie, type "nethack -X" on the command line) or use the "X" command in the game. Be warned that once you switch to Explore mode, there is no returning to a regular game. Starting explore mode from the command line will also grant you a wand of wishing. If you die in explore mode, you can easily revive and try again, but as noted above, your score will not be recorded. To enter wizard (or debug; no relation to the Wizard role) mode type "nethack -uwizard -D" on the command line. If this doesn't work, then you might have to enter a different name, be logged in as a different user, or in your copy of the game wizard mode may be disabled. Ask the person who compiled or installed the game about this. In addition to the ability to continue after death as in explore mode, the following is a list of wizard mode-specific commands: There are also a number of additional extended (#) commands, most producing highly technical state information only useful for debugging purposes. Maybe. There is a program that comes with NetHack called "recover" that may be able to restore a crashed game, depending on how NetHack was compiled. Check for a file called "recover.txt" for an explanation. On some platforms, "recover" may have been incorporated into the game itself, and restarting the game using the same character name will work (if the crash was recoverable from to start with). No, it's not. If the headstone generated for a grave reads "Saved by the bell," then a bell is generated for the grave as well. Erwin Schroedinger (1887-1961) was a physicist who devised a famous thought experiment to translate quantum superposition into the macroscopic classical-mechanical world. It involved an impenetrable box (and, in NetHack, the box shows as empty until it's opened) containing a cat that would be killed by a 50/50 radioactive-decay trigger; the resulting state of the cat, and how it is resolved when the box is opened, depends on the particular school of quantum theory you subscribe to, but one interpretation is that it is both alive and dead until observed. NetHack draws on more than one source, and there are more elves than Tolkien's (who weren't always as lawful as all that themselves, if you read the "Silmarillion"). Consider, by way of example, Michael Moorcock's Melniboneans (and remember that Stormbringer is also in the game), and Steven Brust's Dragaerans. In addition to these, there's hundreds of years of tradition of the land of Faerie being one where human concepts of law simply do not apply (though it's sometimes divided explicitly into a Seelie and Unseelie Court). For a modern treatment of this concept, read Poul Anderson's "Three Hearts and Three Lions"; or Terry Pratchett's "Lords and Ladies", for that matter. Quite possibly you have. If you're playing the latest version (3.4.3) you may want to check the DevTeam's list of known bugs (available at < http://www.nethack.org/v343/bugs.html > ) to make sure it's a new one. If it's not a new one, the DevTeam may suggest a workaround. If it is a bug that hasn't been caught yet, please contact the DevTeam about it at < http://www.nethack.org/common/contact.html > , or directly by e-mail at < nethack-bugs@nethack.org > . They appreciate knowing about bugs so they can fix them in the next release. As well, please do post about it! Chances are, someone will put together a patch pretty quickly if it's really serious. To help work out where exactly the bug might lie, please give all the information you can, including the exact text of any error messages the game produced. Not successfully. People have written "bots", or programs that will play the game by themselves, for some other roguelikes. These bots usually play pretty successfully. However, no one has yet written a well-functioning one for NetHack, and the commonly held opinion is that NetHack is too complex for a "bot" that functions well to be currently practicable. If you're not dissuaded by this, you might want to address your efforts to NetHack's predecessor Hack first, as a rather simpler stepping-stone. SLASH'EM (Super Lotsa Added Stuff Hack — Extended Magic) is a variant of NetHack with more races, classes and generally just more stuff. Learn more about it at < http://www.slashem.org/ > . Please mark questions about SLASH'EM in rgrn with an "[S]" or "[SLASH'EM]" in the subject line (at the end is best, as some newsreaders strip initial square brackets), so people who only play regular ("vanilla") NetHack can more easily recognize or filter your article. SporkHack is a variant of NetHack with a number of significant gameplay changes. Unlike SLASH'EM, its focus is less on adding new stuff, and more on improving balance and providing challenge and variety for experienced players. Learn more about it, and play online, at < http://sporkhack.nineball.org/ > . Please mark questions about SporkHack in rgrn with a "[Spork] or "[SPORK]" in the subject line (at the end is best, as some newsreaders strip initial square brackets), so people who only play regular ("vanilla") NetHack can more easily recognize or filter your article. UnNetHack is a variant of NetHack, aimed at reducing predictability and increasing player challenge, along with adding more stuff. Its homepage is at < http://sourceforge.net/apps/trac/unnethack/ > . Please mark questions about UnNetHack in rgrn with a "[U] or "[UnNetHack]" in the subject line (at the end is best, as some newsreaders strip initial square brackets), so people who only play regular ("vanilla") NetHack can more easily recognize or filter your article. There are many "patches" or code changes that people have written to alter or fix something about how NetHack works. These aren't "official" changes to the game, but may include such things as new magic items or different levels for the "Hell" area of NH. Pasi Kallinen maintains a database of published patches at < http://bilious.alt.org/ > ; there is also < http://www.juiblex.co.uk/nethack/patches.html > , maintained To use these patches, you need to be able to compile them into your NetHack executable using a C compiler. First, you need to be able to compile the basic game itself: download the source (see 1.1.3), read the installation instructions for your platform in the appropriate sys/ subdirectory, acquire one of the C compilers those recommend if necessary, and follow the steps for compilation and installation. Once this is working, you need a patch utility to apply the patch to the source. For DOS or Windows, you can use the patch program from the djgpp distribution available at < http://www.delorie.com/ > . Use this utility to patch the base code and recompile the game. Izchak Miller, one of the founding members of the DevTeam, passed away on April 1, 1994 from complications due to cancer. As he was responsible for, among other things, much of the shopkeeper logic, the owner of the lighting shop was named for him as a tribute. The DevTeam dedicated version 3.2 of NetHack to the memory of Izchak Miller. Many players who will happily slay everything else that moves will spare Izchak's life as a sign of respect. For a little more info, including a post from Izchak's daughter, check out the following thread from 1996 in rgrn: < http://tinyurl.com/r7l23 > In addition to the sites mentioned in section 1.3.2 above, there are several excellent starting places for looking for NetHack web resources. This document is Copyright 2000-2010 Stephen W. Churchill (original FAQ) and Dylan O'Donnell (later revisions). Permission is hereby given to copy, post, or otherwise distribute it, so long as it remains intact (including this copyright information). There are several documents arranged as lists of frequently asked questions known as FAQs. The best one for beginners to read is the rec.games.roguelike.nethack FAQ. =_=_ RGRN FAQ =_=_ Faq =_=_ Slow drip =_=_ Gurgling noise =_=_ Hobgoblin Hobgoblins are frequently found in throne rooms. They will be generated with an orcish helm 50% of the time, and they also have a 50% chance of receiving a weapon (either an scimitar or an orcish dagger with equal chance). Hobgoblins are relatively weak and slow, and thus usually not a significant threat. As orcish monsters, they are especially useful as sacrifice fodder for orc characters to convert altars with, especially if a throne room occurs on the same floor. The hobgoblin was originally a helpful spirit of the hearth in folklore once considered helpful, but the spread of Christianity gave it a reputation as a mischievous prankster. NetHack hobgoblins are borrowed from the works of J. R. R. Tolkien, where the name is used to describe a larger kind of orc. In the preface of The Hobbit, he states that "Orc is not an English word. It occurs in one or two places but is usually translated goblin (or hobgoblin for the larger kinds)". =_=_ Goblin The goblin, , is a common monster that appears in NetHack. It is likely to be among the very first orcish monsters you meet, if not one of the first monsters overall. Goblins will be generated from practically the start of the game, and often generate peaceful towards chaotic player characters, particularly orcs. They have a 50% chance to be generated with an orcish helm like other orcish monsters - however, the only other orcish item they can generate with is an orcish dagger, which they have a separate 50% chance to receive. Various named goblins may appear in Minetown and other branches of the dungeon in a game where Orcish Town is generated. Goblins are generally insignificant to all but the weakest characters, unless their randomly generated helm and/or dagger turn out to be decently enchanted, or else they come across an attack wand. They are usually worth killing or siccing pets on for orcish players if there are altars nearby, since their corpses can be sacrificed to convert non-chaotic altars or summon peaceful demon princes and other major demons from chaotic ones. Their orcish daggers can be used as early weapons to train in dagger, or serve as a way to force open locked containers. Neutral players should make sure to kill goblins themselves - as a early chaotic spawn, the alignment record gain ensures that successful prayer is possible after turn 300. This is essential for strategies like the protection racket (which relies on gaining alignment while avoiding killing coaligned monsters and keeping experience low) and conducts that require frequent prayer (like foodless). The goblin has its origins in the folklore of multiple European cultures, first appearing in Middle Ages-era stories. Their abilities, temperaments and appearances depend entirely on the story and country of origin. They are almost always small and grotesque, vary from mischievous to outright malicious, and are usually greedy (especially for gold and jewelry). Many folkloric goblins have magical abilities similar to a fairy or demon. In Dungeons & Dragons and other modern fantasy fiction, "goblinoids" refer to goblins and related creatures such as bugbears and hobgoblins, the latter of which are also orcish monsters in NetHack; their goblins are also derived from the orcs of J. R. R. Tolkien, who in his Middle-earth works used "orc" and "goblin" for the same race of creatures. Most fantasy-based role-playing games also employ goblins as standard beginner-level enemies for the player. The goblin was first introduced in NetHack 3.0.0; however, long before that it was included in the bestiary for hack121, a variant of Jay Fenlason's Hack. The hobgoblin generally occupied the niche of the "weaker orc" in versions prior to 3.0.0. From versions 3.1.0 to 3.2.3, several goblins could be encountered in the Elf quest branch, including the Elf's quest nemesis, the Goblin King. Many goblins also appear in the Hobbit quest as well. dNetHack revives the elf quest as the Elvish Racial Quest - the quest nemesis is now the Necromancer, but goblins are still a significant presence on the home, locate and lower filler levels. =_=_ Hill orc Hill orcs almost always appear in large groups. They frequently carry scimitars or orcish daggers, and wear orcish helms. The Orcish Town variant of Minetown features large numbers of named hill orcs, who can also be encountered elsewhere in the Gnomish Mines and the main branch, and they will often have looted items such as keys, candles and depleted wands in their inventory. Hill orc numbers may be formidable and pose a problem for unprepared characters, but they are easy to defeat individually. Hill orcs usually mark one of the first instances where you will have to use crowd control strategies, such as drawing them into a corridor so that only one of them can attack you at a time. Be wary if any of them have scrolls or wands on hand. Hill orcs make a decent source of food for a starting character, providing 200 nutrition; their corpses also make for good fodder for sacrifice if you can keep them close enough to an altar. While this applies to most monsters, orcish characters will especially appreciate them & mdash;they lack penalties for cannibalism and stand to gain a lot more from same-race sacrifice, including maximizing Luck and summoning peaceful demon lords and foocubi. The Orctown altar in particular may be worth converting for orcish characters for this reason, especially after procuring the luckstone from Mines' End. Make sure to convert it (with an ordinary sacrifice) before sacrificing any orcs, as you will lose Luck if the altar is unaligned; still, losing Luck may be preferable to letting the corpse rot and wasting a chance to get one more foocubus. =_=_ Mordor orc The Mordor orc, , is a form of orc found in NetHack. They are slightly stronger than hill orcs, but much slower. Mordor orcs have a 2/3 chance of being generated with each of the following: a scimitar, an orcish shield, a knife, and an orcish chain mail. They also have the standard 50% chance of starting with an orcish helm. The Orcish Town variant of Minetown features large numbers of named Mordor orcs inside the town walls, and they can also be encountered elsewhere in the Gnomish Mines and the main branch, often with looted Minetown items such as keys, candles and depleted wands. The larger pool of equipment Mordor orcs can be generated with mean that, on average, Mordor orc hordes generally makes for a more difficult fight than against a group of hill orcs. However, the same strategies still apply and will likely prove just as effective; still, the player will want to be slightly more cautious and perhaps better armored. As with other orcs, Mordor orc corpses can be a decent source of nutrition, and orcish characters may want to consider using them for sacrifices in Orcish Town after converting the altar using a non-orcish corpse. =_=_ Uruk-hai The Uruk-hai, , is a form of orc found in NetHack. They are stronger and faster than both hill orcs and Mordor orcs. They are very similar to Mordor orcs, but carry and use some or all of the following: orcish cloaks, orcish short swords, iron shoes, orcish bows (with poisoned orcish arrows), and Uruk-hai shields. They have a 2/3 chance of starting with each, in addition to a 50% chance of an orcish helm, instead of the Mordor orc's equipment. The Orcish Town variant of Minetown features large numbers of named Uruk-Hai, which can also be encountered elsewhere in the Gnomish Mines and the main branch, and they will often have looted items such as keys, candles and depleted wands in their inventory. Like other orcs, the larger pool of equipment makes hordes of Uruk-hai more difficult to fight, and Uruk-hai are the fastest orcs to be generated in groups. However, they can still be beaten using similar strategies, though the player will want to be decently armored and poison resistant to avoid a nasty instadeath. Drawing them into corridors is as viable as against any other group of orcs, but puts you at risk from poison arrow attacks; however, Uruk-hai lack poison resistance and are just as likely to hit each other with their arrows, if not more so. Facing an Uruk-Hai in melee will deter them from using their arrows, allowing you to pick them up and possibly use them against the rest once they are killed (possibly by their comrades). As with other orcs, Uruk-hai corpses can be a decent source of nutrition, and orcish characters may want to consider using them for sacrifices in Orcish Town. =_=_ Orc shaman The orc shaman, , is a low level spell-casting monster in NetHack. It is normally seen only casting psi bolt and healing. The orc shaman is not created with a weapon like other orcs, but half the time it will have an orcish helm. In addition to normal generation, orcish shamans may also appear in throne rooms, and two to six shamans will be generated near the desecrated temple in the Orcish Town variant of Minetown. Like other orcs, the corpse of an orc shaman is a good source of nutrition, and make for worthwhile sacrifices in Orcish Town, especially as an orcish character. =_=_ Orc-captain Unlike their brethren, the orc-captain is never randomly generated in groups, and will start with the equipment of either a Mordor orc or Uruk-hai. One or more orc-captains will be generated inside the town walls of Orctown; in games that contain Orctown, a named orc-captain is also guaranteed to be found in Mines' End. This orc captain has a single name, signifying leadership of their clan, and will always have a shiny ring in addition to whatever extra Minetown loot they are generated with. While the orc-captain is not significantly stronger than a Mordor orc or Uruk-hai in terms of base stats, their ability to attack twice per turn can offset their low speed and deal unexpected damage to a player lacking in AC. It is thus best to face them at a distance, but their starting inventory may contain an orcish bow and poisoned orcish arrows; be sure to have poison resistance, especially if you are raiding Orctown. Fortunately, they are not poison resistant themselves, and orcs may also hit their comrades with the arrows; a patient player could use this knowledge to outwit and defeat the captain. =_=_ Sokoban Level 1a This first Sokoban level is not very hard. The level has 12 boulders and 10 pits, so 2 boulders are spare. In the level (as well as in level 1b) are two scrolls of earth. The following solution solves the level without putting any boulders in an immobile position. Faster solutions which do not necessarily leave every boulder free might exist. Pick up the two scrolls of earth, then clean the upper right room. There are several ways to do this, here is one. =_=_ Sokoban Level 2a This level of Sokoban is often considered one of the hardest levels of the 8. There are 16 boulders and 12 holes. The following solution solves the level with only placing three boulders in an immovable position. See this revision for a solution that solves the level without placing any boulders in an immovable position. Faster solutions exist. Finding and writing them up is left as an exercise to the reader. You can watch ttyrec of one solution here, or a faster ttyrec here which involves jumping down a hole, or a YouTube video. The key to this level is being able to walk around the shape in the bottom right. F, K and M prevent this in the starting layout, and P prevents you from getting near to that shape. The level is now finished, but you will still need to move the A or C blocks to walk between your finishing position (as well as the stairs up) and the stairs down. How to fix this depends on which direction you approach the blockage from as follows: =_=_ Talk:Sokoban Level 2a This solution was written as I played. I think it is correct, but i could have made typo's. Can someone check this solution? --BlackShift 10:40, 28 August 2006 (UTC) P boulder in third section can be done in an little simplier way (rdrr uurd rrrr rrr) - that is without moving it first left and then right. Same holds for boulder I: rdrr rrrr rr* - that is - just push it to right instead of going first left and then right with it. (can someone check - just to be completely sure?) For a slightly faster solution leave A and D up, and push C left 2. Then you can use the smaller/shorter loop to finish most of the boulders rather than having to go all the way around the outside loop multiple times. Could somebody please turn my ttyrecs into a video widget users can click on to make it start playing, similar to embedded youtube clips? I don't know how. --Tjr 10:53, 7 June 2011 (UTC) I've replaced the solution for 2a with an improved version of it which doesn't take as long to carry out (I make it 585 turns as opposed to 755, asssuming no monsters disturb you). I've formatted it a bit differently as it was hard to follow on my phone. It still looks odd as I've done it, with the screenshots (in ttymap divs) much smaller than the rest of the text, and generally looking a lot worse than Nethack typically does. =_=_ Bilious Patch Database Located at http://bilious.alt.org, this site provides a convenient central repository for NetHack patches. Users can upload, download, discuss, and vote on patches through the site after passing a CAPNTHLA test. =_=_ CAPNTHLA CAPNTHLA is an acronym for "Completely Automated Public NetHack Test to tell 'Hackers and Losers Apart". It is a highly specialized form of CAPTCHA. This is the only type currently extant. The user is presented with the name or a description of an item class, dungeon feature or monster and is required to input the ASCII character used to represent it in the default configuration of NetHack. This slightly discriminates against tiles users, but seems to be fairly effective. =_=_ Bilious PatchDB =_=_ NHPatchDB =_=_ NetHack Patch Database =_=_ Patch Database =_=_ Dudley's Dungeon =_=_ You hear a loud ZOT =_=_ You hear a loud ZOT! =_=_ You hear someone say "No more woodchucks!" =_=_ No more woodchucks =_=_ Zot =_=_ You hear a strange wind =_=_ You hear convulsive ravings =_=_ You hear snoring snakes =_=_ Delphi =_=_ Mazes of Menace The Mazes of Menace is the collective name for all the levels in the game. They can contain up to 81 levels, but not all will be present in every game. This diagram shows which dungeon levels the various special levels and branches can appear on. A branch is signified with a < code > -- < /code > . The Dungeons of Doom and Gehennom are technically branches, but appear contiguously as the main branch of the game. Also note that, although they are not special levels per se, any levels between Medusa and The Castle have a 4/5 probability of being Mazes. Dungeons of Doom (Ordinary level) 1-28 Yes (except 1-3) Yes Yes Yes Yes Yes Medusa's Island 21-28 No Yes No Yes Yes varies < ref group="note" > Diggable only on unimportant wall sections < /ref > Mines' End 10-13 No varies < ref group="note" > The Catacombs variant is unmappable; the other variants are mappable. < /ref > Yes Yes No varies < ref group="note" > The Catacombs variant has diggable walls except for some undiggable areas; the wine cellar variant only has a diggable area in the upper right; the mimic variant is undiggable. < /ref > Home level 11-16 No varies < ref group="note" > Yes for everyone except rogues < /ref > No Yes No No Locate level 13-18 Yes Yes Yes Yes varies < ref group="note" > Yes for rogues and monks; no for everyone else < /ref > Goal level 15-21 No Yes varies < ref group="note" > Yes for everyone except rogues and Samurai < /ref > Yes No Wizard's Tower (top and bottom level) 36-47 No Yes No Yes No Outside and small center only Wizard's Tower (middle level) 37-46 Yes Yes No Yes No Only in maze section Fake Wizard's Tower 40-51 Non-portal level only Yes Yes < ref group="note" > Cannot teleport into the tower. < /ref > Yes Yes Yes Moloch's Sanctum 45-53 No No No Yes < ref group="note" > Only accessible after invocation < /ref > No No Vlad's Tower (Vlad tower levels) 31-41 Middle level only Yes No Yes No No Each level can be special in at most one way, and (additionally) host at most one branch entrance. For example, this means the stairs to Vlad's Tower can be located on any special level except Juiblex' swamp and both Fake Wizard's Towers. UnNetHack adds to the dungeon with new dungeon branches as well amid some other minor tweaks. As of the 5.1.0 release these include the Nymph Level, the Ruins of Moria, an improved black market, the Town branch, the Dragon Caves, and the Icy Sheol. The layout of the Mazes of Menace differs significantly in SLASH'EM due to an expanded Dungeons of Doom, a shortened Gehennom, and many new dungeon branches. =_=_ Mazes of menace =_=_ Sokoban Level 3a The following solution solves the level without putting any boulders in an immobile position. Faster solutions which do not necessarily leave every boulder free might exist. You can watch a TTYREC video of this solution or a YouTube video. First clear up the lower part of the room. The opening move is the only one possible. Make sure you move the O boulder out of the way when finishing the L boulder: Clear the upper left corner, boulders G and F. Now enter the small room in the middle and finish boulder M. Then enter the room just above J and finish I and H: The level is now finished. All boulders can still be moved around freely and should be checked for wands or rings. After this level, you will face either of the following levels. In NetHack 3.4.3 and variants based on it, level 4a has a bag of holding and level 4b has an amulet of reflection. In NetHack 3.6.0 and variants based on it, either level may have either prize with equal probability: =_=_ Sokoban Level 2b The following solution solves the level without putting any boulders in an immobile position. Faster solutions which do not necessarily leave every boulder free might exist. You can watch a TTYREC video of this solution or a YouTube video. =_=_ Talk:Sokoban Level 2b This is not the best way to do this level, I'm storing to many boulders in the first two rooms. Maybe it should be updated, but because this is one of the easiest level maybe that is unnecessary. --BlackShift 16:11, 28 August 2006 (UTC) =_=_ Sokoban Level 3b The following solution solves the level without putting any boulders in an immobile position. Faster solutions which do not necessarily leave every boulder free might exist. Clearing the top room is probably the hardest part of the level. Push E up and enter the top room by moving D down, so you can remove F and then E: After this level, you will face either of the following levels. In NetHack 3.4.3 and variants based on it, level 4a has a bag of holding and level 4b has an amulet of reflection. In NetHack 3.6.0 and variants based on it, either level may have either prize with equal probability: =_=_ Sokoban Level 4a This is one of the last levels of Sokoban. Behind the holes is a treasure zoo with a prize behind one of the three doors. There are 18 boulders and 16 holes. In NetHack 3.4.3 and variants based on it, the prize is a bag of holding. In NetHack 3.6.0 and variants based on it, the prize may be a bag of holding or an amulet of reflection, with equal probability. The following solution solves the level without putting any boulders in an immobile position. You can watch this solution as a ttyrec video or a YouTube video. Faster solutions which do not necessarily leave every boulder free might exist. Push G and H out of the way so you can move some of the boulders of the 1st room to the 3rd and 4th room: Now there are only a few boulders left with a lot of space. The boulders in room 4 can be cleared directly, the boulders in room 1 and 3 should first be moved through room 3 and 4 respectively: In the large room behind the door is a treasure zoo. Behind one of the three doors in the zoo is a square with the prize and "Elbereth" burnt. In NetHack 3.6.0, there is also a cursed scroll of scare monster. Also remember to check under the boulders O and Q for possible usable items. =_=_ Sokoban Level 1b This Sokoban level has the lowest amount of pits with respect to boulders. The level is not very hard. There are 10 boulders and 9 pits. The following solution solves the level without putting any boulders in an immobile position. Faster solutions which do not necessarily leave every boulder free might exist. You can watch an instructional TTYREC video or a YouTube video. Pick up the two scrolls of earth. Remember to '#name' them and do not read them in Sokoban except when you misplaced some other boulders. First check whether they are blessed or cursed. The level is now finished. Remember to check under the A boulder for possible usable objects. (If you want to be able to use it later, push it to the left. =_=_ Sokoban Level 4b This is one of the two possible final levels of Sokoban. Behind the holes is a treasure zoo with a prize behind one of the three doors. There are 20 boulders and 18 holes. The prize will be randomly chosen from a bag of holding or an amulet of reflection. In NetHack 3.4.3 and variants of it, the prize will always be an amulet of reflection. The following solution solves the level without putting any boulders in an immobile position. Faster solutions which do not necessarily leave every boulder free might exist. The general strategy for this level is to enter through the right room into the middle of the left room. There the boulders should be organized precisely so that the left room can be cleared. In the left room align the boulders to form a 2x3 area in which you are able to turn boulders around. These moves are the most crucial to successfully finishing this level: In the large room behind the door is a zoo. Behind one of the three doors in the zoo is a square with an amulet of reflection or a bag of holding and "Elbereth" burnt. In NetHack 3.6.0, there is also a cursed scroll of scare monster. =_=_ Boulders =_=_ Talk:Sokoban The solutions are in such a way that all boulders can still be moved around over the entire level. For most levels faster solutions exist when one allows to have immobile or boulders against the side (so they can only move along that side) after finishing the level, but I think this kind of solutions are 'the best' :-). The solution for level 2b can be improved greatly, and i guess the others can be improved as well. Comment from Jailbird: the Sokoban page now clearly says no bones. I didn't change it. I'm loth to change it without checking the code ... but I've *never* seen bones in Sokoban. This article should mention that many players skip Sokoban. I usually just shop on the first level. I'd really like to see some stats on this, if possible. --24.225.69.8 04:17, 20 August 2008 (UTC) How does the game decide which version of a level you get? I've played 4 games so far (that got to sokoban) and I never got 4a with the bag of holding. In fact, I think I always get the same set of levels - 1b, 2b, 3a, 4b. Is it because I always play as a lawful male human archeologist? Anyway, I really need that bag. 173.89.26.180 02:54, 17 January 2009 (UTC) After (frustratingly) searching around for hours, three times now, to find a spoiler for the SLASH'EM Sokoban levels, I remembered to add something to the wiki. Unfortunately I suck at wikis and reading style guides, so someone who doesn't suck at those, here is the spoiler page that I found: http://www.phredward.com/slashem/sokoban.html --Lijitsu 05:45, 12 January 2012 (UTC) I know that may sound a bit weird, but while accidently falling through one of the holes of sokoban, i felll right on a boulder. Is that affecting luck? I had some inventory. Newtkiller 02:05, September 17, 2009 (UTC) No. In a similar vein, you can bring boulders into Sokoban without any penalty if you are polymorphed into a giant. -Tjr 02:26, September 17, 2009 (UTC) I read "somewhere" that unicorns often appear in Sokoban. Is it more true than on the corresponding level of the main branch, and if yes, what are the quantifiers?Newtkiller 03:18, June 21, 2010 (UTC) That BoH or "oR can be gone by the time you defeat the zoo. In my game just now an @ (were) moved the amulet off of Elbereth and then a rock mole ate it. Lucky me :( This possible loss of reward might be mentioned too. With a lousy AC 7 I'd sent my large cat in to kill the zoo. It must have killed the @ before the rock mole. - fizzbinary - If Elbereth is compiled out of the game, does this affect anything? I kinda think a locked chest (a la the castle wand) would have been a better choice. Is there a recomended way to deal with Giants in Sokoban ? They have Boulders in their starting Inventory (what they drop on Death) and may throw the Boulders at you, what usually renders the Puzzle unsolvable. Genocide before entering Sokoban may solve it, but is a bad Idea, because you can't eat them for strenght anymore if you do so. --79.210.97.55 20:49, 14 March 2013 (UTC) Note that there's some confusion about which Sokoban level is called 2a and which one is called 2b. This wiki calls the hard version 2a and the easy one 2b, but the older spoilers at and call the hard level 2b. I don't know right now what we should do about this confusion (maybe we need entirely new names, like 2easy and 2hard), but I wanted to point it out so you at least know. I haven't checked if the spoilers agree on the other levels. Bejonas (talk) 10:36, 3 August 2016 (UTC) This is the 2nd game in a row where I've gotten to the 2nd level of sokoban and been assaulted with leocrotta, full-grown naga, and even air elementals. This last one I entered as a level 2 wizard and had to run away because there were too many wolves and golems. Am I just having bad luck, or is it harder in 3.6? -- Davek (talk) 17:19, 19 June 2019 (UTC) Hi! Welcome, and thanks for contributing to NetHackWiki! Could you please create an account? It helps us keep spam down, because we don't have to check the edits of known-good users. It also provides more privacy for you. Our style guide and How to help pages are good starting points. --ZeroOne 20:40, 28 August 2006 (UTC) =_=_ User:BlackShift Hi, I'm BlackShift. Ascended only once, with a Barbarian. Came pretty close last tournament (to the vibrating square), but the tournament ended.. =_=_ Missile =_=_ Rubber Chicken Hi! Welcome, and thanks for contributing to NetHackWiki! Could you please create an account? It helps us keep spam down, because we don't have to check the edits of known-good users. It also provides more privacy for you. Our style guide and How to help pages are good starting points. --ZeroOne 22:59, 28 August 2006 (UTC) =_=_ Spelbook =_=_ Talk:Zorkmid There is a clear difference between Zorkmid and gold piece, Zorkmid is the currency and gold pieces are the coinage. In American English an item may cost 1 dollar, but you pay with a 1 dollar bill. E.g. nethack could possibly have silver coins as well, being worth less Zorkmids than a gold piece but still be allowed as method of payment. The gold piece is an object, the Zorkmid not. The DevTeam separated them very well I think. Since the concepts are different, it could possibly be split into two articles, but that might also be confusing. Maybe the page could be called "gold piece" since it might be preferred that every object in the game has its own page. The term "coin(s)" for gold pieces (used often on the wiki) is maybe a little misleading. I doubt there will be a face of Rodney on every piece even before it is digged up by a dwarf :-). I think this page could benefit from a brief list of uses? Paying shopkeeper, buying protection, buying prophecies, buying passage through Demon Lord levels, making leprechauns teleport etc... The page mentions that zorkmids have no BUC status, but it can be polymorphed, and there the BUC status matters. I assume it is Uncursed for that purpose? If so, that should be mentioned on the page --PQ (talk) 16:25, 21 February 2018 (UTC) =_=_ Ice box Ice boxes are rare, but are occasionally randomly generated in the dungeons and can also appear in general stores, delicatessens, and hardware stores. (Food stores will not buy ice boxes.) An ice box can be generated with up to 20 corpses in it. Corpses in an ice box will not age and will remain fit to eat or sacrifice indefinitely. They will continue decaying where they left off when removed from the box, and will be tainted if they were before being placed in the box. Ice boxes are waterproof. They have no locks. Potions do not freeze or shatter in an ice box. Since they're made of plastic, gelatinous cubes cannot eat ice boxes, which makes them good for stashes. =_=_ Source:Hack 1.0/hack.c Below is the full text to hack.c from the source code of Hack 1.0. To link to a particular line, write [[Hack 1.0/hack.c#line123| < nowiki > Hack 1.0/hack.c#line123 < /nowiki > ]], for example. =_=_ Carrot A carrot is a vegan food item worth 50 nutrition points. They are permafood and can be used to cure blindness. The use of carrots to cure blindness originates from the real life rumor that the vitamin A in carrots helps improve your vision, which snopes.com classifies as a false legend. < ref > http://www.snopes.com/food/ingredient/carrots.asp Urban Legends Reference Pages < /ref > Knights should not eat their starting carrots on a whim. Because of the relative shortage of vegetarian food, the carrots may prove essential for feeding their pet horse. =_=_ Magic whistle If you are underwater, the whistling sound is also described as "high-pitched", and the noise and vibration of a cursed whistle are "very" high. Whistles are one of the few items that are safe to use test, so simply apply them to distinguish between magic and tin whistles. In most cases it is even safe to apply a whistle found in a shop before buying it. However if you want to play a no-shoplifting conduct or your pet may attack the shopkeeper (for example a warhorse) or you want to conserve your pet's apport, this is a bad idea. When you have tested your first whistle, name it accordingly, and other whistles you find will be identifiable. In NetHack brass, magic whistles are now tools with limited charges. This change lessens their dependability, and forces players to be more cautious in deciding when to use them. =_=_ Hack.c-1.0 =_=_ NetHackWiki:NetHack General Public License =_=_ NetHackWiki talk:NetHack General Public License =_=_ CWI license The CWI license is the license applied to early releases of Hack, as detailed here. CWI, the Centrum voor Wiskunde en Informatica, is the new name for the Stichting Mathematisch Centrum. It is a BSD-type license, and one-way (inclusion) compatible with the GNU GFDL. For the purposes of NetHackWiki, that is perfectly adequate. =_=_ Category:CWI =_=_ Category:Licenses =_=_ Category:Hack 1.0 source code =_=_ Source:Hack 1.0/alloc.c Below is the full text to alloc.c from the source code of Hack 1.0. To link to a particular line, write [[Hack 1.0/alloc.c#line123| < nowiki > Hack 1.0/alloc.c#line123 < /nowiki > ]], for example. =_=_ Source:Hack 1.0/config.h Below is the full text to config.h from the source code of Hack 1.0. To link to a particular line, write [[Hack 1.0/config.h#line123| < nowiki > Hack 1.0/config.h#line123 < /nowiki > ]], for example. =_=_ Source:Hack 1.0/date.h Below is the full text to date.h from the source code of Hack 1.0. To link to a particular line, write [[Hack 1.0/date.h#line123| < nowiki > Hack 1.0/date.h#line123 < /nowiki > ]], for example. =_=_ Source:Hack 1.0/def.edog.h Below is the full text to def.edog.h from the source code of Hack 1.0. To link to a particular line, write [[Hack 1.0/def.edog.h#line123| < nowiki > Hack 1.0/def.edog.h#line123 < /nowiki > ]], for example. =_=_ Source:Hack 1.0/def.eshk.h Below is the full text to def.eshk.h from the source code of Hack 1.0. To link to a particular line, write [[Hack 1.0/def.eshk.h#line123| < nowiki > Hack 1.0/def.eshk.h#line123 < /nowiki > ]], for example. =_=_ Source:Hack 1.0/def.func tab.h Below is the full text to def.func_tab.h from the source code of Hack 1.0. To link to a particular line, write [[Hack 1.0/def.func_tab.h#line123| < nowiki > Hack 1.0/def.func_tab.h#line123 < /nowiki > ]], for example. =_=_ Source:Hack 1.0/def.gen.h Below is the full text to def.gen.h from the source code of Hack 1.0. To link to a particular line, write [[Hack 1.0/def.gen.h#line123| < nowiki > Hack 1.0/def.gen.h#line123 < /nowiki > ]], for example. =_=_ Source:Hack 1.0/def.monst.h Below is the full text to def.monst.h from the source code of Hack 1.0. To link to a particular line, write [[Hack 1.0/def.monst.h#line123| < nowiki > Hack 1.0/def.monst.h#line123 < /nowiki > ]], for example. =_=_ Source:Hack 1.0/def.obj.h Below is the full text to def.obj.h from the source code of Hack 1.0. To link to a particular line, write [[Hack 1.0/def.obj.h#line123| < nowiki > Hack 1.0/def.obj.h#line123 < /nowiki > ]], for example. =_=_ Source:Hack 1.0/def.objclass.h Below is the full text to def.objclass.h from the source code of Hack 1.0. To link to a particular line, write [[Hack 1.0/def.objclass.h#line123| < nowiki > Hack 1.0/def.objclass.h#line123 < /nowiki > ]], for example. =_=_ Source:Hack 1.0/def.objects.h Below is the full text to def.objects.h from the source code of Hack 1.0. To link to a particular line, write [[Hack 1.0/def.objects.h#line123| < nowiki > Hack 1.0/def.objects.h#line123 < /nowiki > ]], for example. =_=_ Source:Hack 1.0/def.permonst.h Below is the full text to def.permonst.h from the source code of Hack 1.0. To link to a particular line, write [[Hack 1.0/def.permonst.h#line123| < nowiki > Hack 1.0/def.permonst.h#line123 < /nowiki > ]], for example. =_=_ Source:Hack 1.0/def.trap.h Below is the full text to def.trap.h from the source code of Hack 1.0. To link to a particular line, write [[Hack 1.0/def.trap.h#line123| < nowiki > Hack 1.0/def.trap.h#line123 < /nowiki > ]], for example. =_=_ Source:Hack 1.0/def.wseg.h Below is the full text to def.wseg.h from the source code of Hack 1.0. To link to a particular line, write [[Hack 1.0/def.wseg.h#line123| < nowiki > Hack 1.0/def.wseg.h#line123 < /nowiki > ]], for example. =_=_ Source:Hack 1.0/hack.Decl.c Below is the full text to hack.Decl.c from the source code of Hack 1.0. To link to a particular line, write [[Hack 1.0/hack.Decl.c#line123| < nowiki > Hack 1.0/hack.Decl.c#line123 < /nowiki > ]], for example. =_=_ Source:Hack 1.0/hack.apply.c Below is the full text to hack.apply.c from the source code of Hack 1.0. To link to a particular line, write [[Hack 1.0/hack.apply.c#line123| < nowiki > Hack 1.0/hack.apply.c#line123 < /nowiki > ]], for example. =_=_ Source:Hack 1.0/hack.bones.c Below is the full text to hack.bones.c from the source code of Hack 1.0. To link to a particular line, write [[Hack 1.0/hack.bones.c#line123| < nowiki > Hack 1.0/hack.bones.c#line123 < /nowiki > ]], for example. =_=_ Source:Hack 1.0/hack.cmdlist.c Below is the full text to hack.cmdlist.c from the source code of Hack 1.0. To link to a particular line, write [[Hack 1.0/hack.cmdlist.c#line123| < nowiki > Hack 1.0/hack.cmdlist.c#line123 < /nowiki > ]], for example. =_=_ Source:Hack 1.0/hack.do.c Below is the full text to hack.do.c from the source code of Hack 1.0. To link to a particular line, write [[Hack 1.0/hack.do.c#line123| < nowiki > Hack 1.0/hack.do.c#line123 < /nowiki > ]], for example. =_=_ Source:Hack 1.0/hack.do name.c Below is the full text to hack.do_name.c from the source code of Hack 1.0. To link to a particular line, write [[Hack 1.0/hack.do_name.c#line123| < nowiki > Hack 1.0/hack.do_name.c#line123 < /nowiki > ]], for example. =_=_ Source:Hack 1.0/hack.do wear.c Below is the full text to hack.do_wear.c from the source code of Hack 1.0. To link to a particular line, write [[Hack 1.0/hack.do_wear.c#line123| < nowiki > Hack 1.0/hack.do_wear.c#line123 < /nowiki > ]], for example. =_=_ Source:Hack 1.0/hack.dog.c Below is the full text to hack.dog.c from the source code of Hack 1.0. To link to a particular line, write [[Hack 1.0/hack.dog.c#line123| < nowiki > Hack 1.0/hack.dog.c#line123 < /nowiki > ]], for example. =_=_ Source:Hack 1.0/hack.eat.c Below is the full text to hack.eat.c from the source code of Hack 1.0. To link to a particular line, write [[Hack 1.0/hack.eat.c#line123| < nowiki > Hack 1.0/hack.eat.c#line123 < /nowiki > ]], for example. =_=_ Source:Hack 1.0/hack.end.c Below is the full text to hack.end.c from the source code of Hack 1.0. To link to a particular line, write [[Hack 1.0/hack.end.c#line123| < nowiki > Hack 1.0/hack.end.c#line123 < /nowiki > ]], for example. =_=_ Source:Hack 1.0/hack.engrave.c Below is the full text to hack.engrave.c from the source code of Hack 1.0. To link to a particular line, write [[Hack 1.0/hack.engrave.c#line123| < nowiki > Hack 1.0/hack.engrave.c#line123 < /nowiki > ]], for example. =_=_ Source:Hack 1.0/hack.fight.c Below is the full text to hack.fight.c from the source code of Hack 1.0. To link to a particular line, write [[Hack 1.0/hack.fight.c#line123| < nowiki > Hack 1.0/hack.fight.c#line123 < /nowiki > ]], for example. =_=_ Source:Hack 1.0/hack.h Below is the full text to hack.h from the source code of Hack 1.0. To link to a particular line, write [[Hack 1.0/hack.h#line123| < nowiki > Hack 1.0/hack.h#line123 < /nowiki > ]], for example. =_=_ Source:Hack 1.0/hack.invent.c Below is the full text to hack.invent.c from the source code of Hack 1.0. To link to a particular line, write [[Hack 1.0/hack.invent.c#line123| < nowiki > Hack 1.0/hack.invent.c#line123 < /nowiki > ]], for example. =_=_ Source:Hack 1.0/hack.ioctl.c Below is the full text to hack.ioctl.c from the source code of Hack 1.0. To link to a particular line, write [[Hack 1.0/hack.ioctl.c#line123| < nowiki > Hack 1.0/hack.ioctl.c#line123 < /nowiki > ]], for example. =_=_ Source:Hack 1.0/hack.lev.c Below is the full text to hack.lev.c from the source code of Hack 1.0. To link to a particular line, write [[Hack 1.0/hack.lev.c#line123| < nowiki > Hack 1.0/hack.lev.c#line123 < /nowiki > ]], for example. =_=_ Source:Hack 1.0/hack.main.c Below is the full text to hack.main.c from the source code of Hack 1.0. To link to a particular line, write [[Hack 1.0/hack.main.c#line123| < nowiki > Hack 1.0/hack.main.c#line123 < /nowiki > ]], for example. =_=_ Source:Hack 1.0/hack.makemon.c Below is the full text to hack.makemon.c from the source code of Hack 1.0. To link to a particular line, write [[Hack 1.0/hack.makemon.c#line123| < nowiki > Hack 1.0/hack.makemon.c#line123 < /nowiki > ]], for example. =_=_ Source:Hack 1.0/hack.mfndpos.h Below is the full text to hack.mfndpos.h from the source code of Hack 1.0. To link to a particular line, write [[Hack 1.0/hack.mfndpos.h#line123| < nowiki > Hack 1.0/hack.mfndpos.h#line123 < /nowiki > ]], for example. =_=_ Source:Hack 1.0/hack.mhitu.c Below is the full text to hack.mhitu.c from the source code of Hack 1.0. To link to a particular line, write [[Hack 1.0/hack.mhitu.c#line123| < nowiki > Hack 1.0/hack.mhitu.c#line123 < /nowiki > ]], for example. =_=_ Source:Hack 1.0/hack.mkobj.c Below is the full text to hack.mkobj.c from the source code of Hack 1.0. To link to a particular line, write [[Hack 1.0/hack.mkobj.c#line123| < nowiki > Hack 1.0/hack.mkobj.c#line123 < /nowiki > ]], for example. =_=_ Source:Hack 1.0/hack.mon.c Below is the full text to hack.mon.c from the source code of Hack 1.0. To link to a particular line, write [[Hack 1.0/hack.mon.c#line123| < nowiki > Hack 1.0/hack.mon.c#line123 < /nowiki > ]], for example. =_=_ Source:Hack 1.0/hack.monst.c Below is the full text to hack.monst.c from the source code of Hack 1.0. To link to a particular line, write [[Hack 1.0/hack.monst.c#line123| < nowiki > Hack 1.0/hack.monst.c#line123 < /nowiki > ]], for example. =_=_ Source:Hack 1.0/hack.o init.c Below is the full text to hack.o_init.c from the source code of Hack 1.0. To link to a particular line, write [[Hack 1.0/hack.o_init.c#line123| < nowiki > Hack 1.0/hack.o_init.c#line123 < /nowiki > ]], for example. =_=_ Source:Hack 1.0/hack.objnam.c Below is the full text to hack.objnam.c from the source code of Hack 1.0. To link to a particular line, write [[Hack 1.0/hack.objnam.c#line123| < nowiki > Hack 1.0/hack.objnam.c#line123 < /nowiki > ]], for example. =_=_ Source:Hack 1.0/hack.onames.h Below is the full text to hack.onames.h from the source code of Hack 1.0. To link to a particular line, write [[Hack 1.0/hack.onames.h#line123| < nowiki > Hack 1.0/hack.onames.h#line123 < /nowiki > ]], for example. =_=_ Source:Hack 1.0/hack.options.c Below is the full text to hack.options.c from the source code of Hack 1.0. To link to a particular line, write [[Hack 1.0/hack.options.c#line123| < nowiki > Hack 1.0/hack.options.c#line123 < /nowiki > ]], for example. =_=_ Source:Hack 1.0/hack.pri.c Below is the full text to hack.pri.c from the source code of Hack 1.0. To link to a particular line, write [[Hack 1.0/hack.pri.c#line123| < nowiki > Hack 1.0/hack.pri.c#line123 < /nowiki > ]], for example. =_=_ Source:Hack 1.0/hack.read.c Below is the full text to hack.read.c from the source code of Hack 1.0. To link to a particular line, write [[Hack 1.0/hack.read.c#line123| < nowiki > Hack 1.0/hack.read.c#line123 < /nowiki > ]], for example. =_=_ Source:Hack 1.0/hack.rip.c Below is the full text to hack.rip.c from the source code of Hack 1.0. To link to a particular line, write [[Hack 1.0/hack.rip.c#line123| < nowiki > Hack 1.0/hack.rip.c#line123 < /nowiki > ]], for example. =_=_ Source:Hack 1.0/hack.rumors.c Below is the full text to hack.rumors.c from the source code of Hack 1.0. To link to a particular line, write [[Hack 1.0/hack.rumors.c#line123| < nowiki > Hack 1.0/hack.rumors.c#line123 < /nowiki > ]], for example. =_=_ Source:Hack 1.0/hack.save.c Below is the full text to hack.save.c from the source code of Hack 1.0. To link to a particular line, write [[Hack 1.0/hack.save.c#line123| < nowiki > Hack 1.0/hack.save.c#line123 < /nowiki > ]], for example. =_=_ Source:Hack 1.0/hack.search.c Below is the full text to hack.search.c from the source code of Hack 1.0. To link to a particular line, write [[Hack 1.0/hack.search.c#line123| < nowiki > Hack 1.0/hack.search.c#line123 < /nowiki > ]], for example. =_=_ Source:Hack 1.0/hack.shk.c Below is the full text to hack.shk.c from the source code of Hack 1.0. To link to a particular line, write [[Hack 1.0/hack.shk.c#line123| < nowiki > Hack 1.0/hack.shk.c#line123 < /nowiki > ]], for example. =_=_ Source:Hack 1.0/hack.stat.c Below is the full text to hack.stat.c from the source code of Hack 1.0. To link to a particular line, write [[Hack 1.0/hack.stat.c#line123| < nowiki > Hack 1.0/hack.stat.c#line123 < /nowiki > ]], for example. =_=_ Source:Hack 1.0/hack.steal.c Below is the full text to hack.steal.c from the source code of Hack 1.0. To link to a particular line, write [[Hack 1.0/hack.steal.c#line123| < nowiki > Hack 1.0/hack.steal.c#line123 < /nowiki > ]], for example. =_=_ Source:Hack 1.0/hack.termcap.c Below is the full text to hack.termcap.c from the source code of Hack 1.0. To link to a particular line, write [[Hack 1.0/hack.termcap.c#line123| < nowiki > Hack 1.0/hack.termcap.c#line123 < /nowiki > ]], for example. =_=_ Source:Hack 1.0/hack.timeout.c Below is the full text to hack.timeout.c from the source code of Hack 1.0. To link to a particular line, write [[Hack 1.0/hack.timeout.c#line123| < nowiki > Hack 1.0/hack.timeout.c#line123 < /nowiki > ]], for example. =_=_ Source:Hack 1.0/hack.topl.c Below is the full text to hack.topl.c from the source code of Hack 1.0. To link to a particular line, write [[Hack 1.0/hack.topl.c#line123| < nowiki > Hack 1.0/hack.topl.c#line123 < /nowiki > ]], for example. =_=_ Source:Hack 1.0/hack.track.c Below is the full text to hack.track.c from the source code of Hack 1.0. To link to a particular line, write [[Hack 1.0/hack.track.c#line123| < nowiki > Hack 1.0/hack.track.c#line123 < /nowiki > ]], for example. =_=_ Source:Hack 1.0/hack.trap.c Below is the full text to hack.trap.c from the source code of Hack 1.0. To link to a particular line, write [[Hack 1.0/hack.trap.c#line123| < nowiki > Hack 1.0/hack.trap.c#line123 < /nowiki > ]], for example. =_=_ Source:Hack 1.0/hack.tty.c Below is the full text to hack.tty.c from the source code of Hack 1.0. To link to a particular line, write [[Hack 1.0/hack.tty.c#line123| < nowiki > Hack 1.0/hack.tty.c#line123 < /nowiki > ]], for example. =_=_ Source:Hack 1.0/hack.u init.c Below is the full text to hack.u_init.c from the source code of Hack 1.0. To link to a particular line, write [[Hack 1.0/hack.u_init.c#line123| < nowiki > Hack 1.0/hack.u_init.c#line123 < /nowiki > ]], for example. =_=_ Source:Hack 1.0/hack.vault.c Below is the full text to hack.vault.c from the source code of Hack 1.0. To link to a particular line, write [[Hack 1.0/hack.vault.c#line123| < nowiki > Hack 1.0/hack.vault.c#line123 < /nowiki > ]], for example. =_=_ Source:Hack 1.0/hack.version.c Below is the full text to hack.version.c from the source code of Hack 1.0. To link to a particular line, write [[Hack 1.0/hack.version.c#line123| < nowiki > Hack 1.0/hack.version.c#line123 < /nowiki > ]], for example. =_=_ Source:Hack 1.0/hack.whatis.c Below is the full text to hack.whatis.c from the source code of Hack 1.0. To link to a particular line, write [[Hack 1.0/hack.whatis.c#line123| < nowiki > Hack 1.0/hack.whatis.c#line123 < /nowiki > ]], for example. =_=_ Source:Hack 1.0/hack.wield.c Below is the full text to hack.wield.c from the source code of Hack 1.0. To link to a particular line, write [[Hack 1.0/hack.wield.c#line123| < nowiki > Hack 1.0/hack.wield.c#line123 < /nowiki > ]], for example. =_=_ Source:Hack 1.0/hack.worm.c Below is the full text to hack.worm.c from the source code of Hack 1.0. To link to a particular line, write [[Hack 1.0/hack.worm.c#line123| < nowiki > Hack 1.0/hack.worm.c#line123 < /nowiki > ]], for example. =_=_ Source:Hack 1.0/hack.worn.c Below is the full text to hack.worn.c from the source code of Hack 1.0. To link to a particular line, write [[Hack 1.0/hack.worn.c#line123| < nowiki > Hack 1.0/hack.worn.c#line123 < /nowiki > ]], for example. =_=_ Source:Hack 1.0/hack.zap.c Below is the full text to hack.zap.c from the source code of Hack 1.0. To link to a particular line, write [[Hack 1.0/hack.zap.c#line123| < nowiki > Hack 1.0/hack.zap.c#line123 < /nowiki > ]], for example. =_=_ Source:Hack 1.0/makedefs.c Below is the full text to makedefs.c from the source code of Hack 1.0. To link to a particular line, write [[Hack 1.0/makedefs.c#line123| < nowiki > Hack 1.0/makedefs.c#line123 < /nowiki > ]], for example. =_=_ Source:Hack 1.0/mklev.c Below is the full text to mklev.c from the source code of Hack 1.0. To link to a particular line, write [[Hack 1.0/mklev.c#line123| < nowiki > Hack 1.0/mklev.c#line123 < /nowiki > ]], for example. =_=_ Source:Hack 1.0/mklev.h Below is the full text to mklev.h from the source code of Hack 1.0. To link to a particular line, write [[Hack 1.0/mklev.h#line123| < nowiki > Hack 1.0/mklev.h#line123 < /nowiki > ]], for example. =_=_ Source:Hack 1.0/mklv.makemaz.c Below is the full text to mklv.makemaz.c from the source code of Hack 1.0. To link to a particular line, write [[Hack 1.0/mklv.makemaz.c#line123| < nowiki > Hack 1.0/mklv.makemaz.c#line123 < /nowiki > ]], for example. =_=_ Source:Hack 1.0/mklv.shk.c Below is the full text to mklv.shk.c from the source code of Hack 1.0. To link to a particular line, write [[Hack 1.0/mklv.shk.c#line123| < nowiki > Hack 1.0/mklv.shk.c#line123 < /nowiki > ]], for example. =_=_ Source:Hack 1.0/mklv.shknam.c Below is the full text to mklv.shknam.c from the source code of Hack 1.0. To link to a particular line, write [[Hack 1.0/mklv.shknam.c#line123| < nowiki > Hack 1.0/mklv.shknam.c#line123 < /nowiki > ]], for example. =_=_ Source:Hack 1.0/rnd.c Below is the full text to rnd.c from the source code of Hack 1.0. To link to a particular line, write [[Hack 1.0/rnd.c#line123| < nowiki > Hack 1.0/rnd.c#line123 < /nowiki > ]], for example. =_=_ Source:Hack 1.0/savelev.h Below is the full text to savelev.h from the source code of Hack 1.0. To link to a particular line, write [[Hack 1.0/savelev.h#line123| < nowiki > Hack 1.0/savelev.h#line123 < /nowiki > ]], for example. =_=_ Hack 1.0 source code This page contains links to the source code of Hack 1.0. This is an old release; for the latest release, see Source code. =_=_ List of historic vanilla NetHack tiles These are tiles that were distributed with NetHack 3.2.0, the first version to support tiles, and are substantially different from their counterparts in NetHack 3.4.3. Each tile is shown with its modern counterpart to the right, if that tile has been uploaded. The Wizard of Balance is the former Wizard Quest leader, and is succeeded by Neferet the Green. =_=_ File:Mind flayer 320.png =_=_ File:Gnome mummy 320.png =_=_ File:Grid bug 320.png =_=_ File:Healer 320.png =_=_ File:Priest 320.png =_=_ File:Priestess 320.png =_=_ File:Wizard of balance 320.png =_=_ File:Bell of opening 320.png =_=_ File:Iron shoes 320.png =_=_ File:Murky potion 320.png =_=_ File:Altar 320.png =_=_ Talk:List of historic vanilla NetHack tiles These are here because I'm gearing up to write the NetHack 3.2.0 article, and I intend to show the tiles for the features listed in that article. It's been my intention in these writeups to show each feature with the symbol it had in that version. There were other changes to the tiles that I judged too trivial to justify uploading a tile. In particular, three or four tiles had some extraneous pixels removed or were shifted slightly in one direction or another. Also, a shade of brown was tweaked in 3.3.0, affecting some 400 tiles, but rather subtly; it's just too much work for too little gain to bother uploading them. -- Ray Chason 02:14, 30 August 2006 (UTC) =_=_ Fortune cookie Eating a fortune cookie provides 40 nutrition; unless you are blind ("What a pity you cannot read it!"), the fortune inside will automatically be read. Blessed fortune cookies always contain true rumors, cursed fortune cookies always contain false rumors, and uncursed fortune cookies may contain either. They will never be rotten when eaten, regardless of their beatitude. The fortune cookie can also be read normally, breaking and throwing away the cookie and reading the fortune inside. Eating a fortune cookie breaks vegan conduct, but not vegetarian (presumably because it was baked with eggs or dairy); reading the fortune breaks illiterate conduct. You can preserve vegan or foodless conduct by reading the cookie instead of eating it, which makes you break and throw away the actual cookie to read its paper. Illiterate conduct can be preserved by using it to tame pets as above; if they cannot be avoided entirely, you can blind yourself before eating the cookie. =_=_ Leash To attach a leash to a pet, pply the leash to a pet that is adjacent to you. You can have up to two pets leashed at the same time, using two separate leashes. As of NetHack 3.6.3, the pet in question cannot be unsolid and must have an extremity that the leash can actually be put on. To remove a leash from a pet, simply apply the leash to the pet that the leash is connected to. A cursed leash cannot be removed from the pet. Putting a leash on a pet will affect the way the pet moves and attacks, most of the time keeping it closer to you and acting more passively. If you move too far away from your leashed pet, it may "yowl" or make some other angry noise. While this will not hurt your pet (when using a non-cursed leash), the yowling can wake up other nearby monsters. With a cursed leash, this can choke your pet, dealing d2 damage to it and has a chance of reducing its tameness. If your pet is low on hit points, this can kill it. Teleporting when your leashed pet is not adjacent will cause the pet to jump to your location before you teleport, and the now-adjacent pet will follow you through the teleport; this will happen even if your pet is eating. However, if you are riding one pet while leashed to another, your leashed pet must be adjacent to teleport with you. When changing levels (traps, stairs, portals) when your pet is not adjacent or can't follow you, the leash will be harmlessly removed, even if it is cursed. < !--"It is possible to drag leashed pets through closed doors. This is a bug marked to be fixed in the next release." Commenting this out for dated wording, and to be safe until I can verify the bug being fixed, which version if applicable, and update accordingly.-- > The first three examples show where a monster could be attacked by your kitten. The fourth example shows where your kitten will not attack the kobold. A pet choked by a cursed leash may lose 1 point of tameness. This will never reduce tameness below 1. The chance of this -1 loss being waived is 1 in tameness. Leashes can be useful for curse-testing items with the aid of a pet, but not as useful, since leashed or whistled pets will not reliably give the "moves reluctantly" message for cursed items, in rare cases even if it moves by its own free will. A leash can be used to encourage pets to steal from shops, by dragging them out of the shop while they're still holding an item. The leash can also make it easier to drag, whistle, or displace your pet into a polymorph trap. Pay attention when your pet is eating, and when going through doorways or around corners, so that you don't pull on the leash and cause your pet to yowl. < ref > makes a choice between , or , all of which will wake up nearby monsters. < /ref > When your pet yowls, it wakes up other monsters, which can be undesirable. If you move much faster than your pet, this will happen frequently, even if you are just traveling in a corridor or room. To avoid the yowling when you travel faster than your leashed pet, you can stop and rest when your pet gets too far away to give it a chance to catch up to you. In the Endgame, a leash is better than a magic whistle because you might hit the portal when your pet is not adjacent. Protection runners often desire a leash so they can dig down and bypass dark mines levels. If you have only one pet, you can dig two squares' length of corridor into rock, displace your pet into the end, and dig down. This will cause your pet to stay adjacent to you and fall down with you when you fall through the hole. =_=_ Source:NetHack 3.4.3/dat/rumors.fal Below is the full text to dat/rumors.fal from NetHack 3.4.3. To link to a particular line, write [[rumors.fal#line123| < nowiki > rumors.fal#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.3/dat/rumors.tru Below is the full text to dat/rumors.tru from NetHack 3.4.3. To link to a particular line, write [[rumors.tru#line123| < nowiki > rumors.tru#line123 < /nowiki > ]], for example. =_=_ Talk:Tree How else can I deforest the dungeon? In Slash'EM, not even a frag grenade or stick of dynamite can rid me of these coniferous pests. Given their fortunate rarity, lugging an axe about simply for the purpose of lumberjacking seems silly. I believe sporkhack has a christmas tree, around christmas time, the kicking of which yields a gift (currently playing: It had colored balls. Kicked it 1ce, got a scroll. Kicked it again, got a pained leg)Slarty 01:30, 21 December 2010 (UTC) Been camping the throne in the lawful quest for a bit. I had kicked the throne resulting in an injured leg and being unable to kick. Several turns after (5-10) of just (s)earching, I get the message, "A eucalyptus leaf falls from the tree." This leaf appeared on the throne. Is this somehow a result of my kick? I'm certain the kick hit the throne, and there were at least 5 turns of searching before getting the message. Hi! Welcome, and thanks for contributing to NetHackWiki! Could you please create an account? It helps us keep spam down, because we don't have to check the edits of known-good users. It also provides more privacy for you. Our style guide and How to help pages are good starting points. --ZeroOne 22:38, 30 August 2006 (UTC) Hi! Welcome, and thanks for contributing to NetHackWiki! Could you please create an account? It helps us keep spam down, because we don't have to check the edits of known-good users. It also provides more privacy for you. Our style guide and How to help pages are good starting points. --ZeroOne 22:40, 30 August 2006 (UTC) There we go, I have signed up. Forever more, I shall be known as Someone Else. --Someone Else 20:02, 31 August 2006 (UTC) =_=_ Shell escape In game, the key triggers the shell escape. This should send you to a command line; exit the shell to return to NetHack. The exact behavior varies by operating system. In the source code, the < tt > dosh < /tt > function handles this. The code for this function, if any, is somewhere under the < tt > nethack-3.4.3/sys < /tt > directory for your operating system. The file < tt > nethack-3.4.3/sys/unix/unixunix.c < /tt > contains the source for shell-escaping for a Unix system. If there is a < tt > SHELL < /tt > environment variable, then NetHack will start that program, else NetHack will attempt to run < tt > /bin/sh < /tt > . In most shells, the < tt > exit < /tt > command will then return you to NetHack. Since most Unix now have job control, you could just press to suspend NetHack and return to the calling shell instead of starting a subshell; for that reason some players may never think to use the shell escape. You might want to avoid using the template for situations like hack(6); notice how the FreeBSD and Linux links finds nothing. This is a screenshot of Kernigh typing "man" at the command line. Actually it is just a black box with < tt > $ man < /tt > and a simple rectangular cursor in it. =_=_ Setgid NetHack needs to be able to write files into a directory called the playground. This is necessary to save games, to delete saved games when loading them, to save persistent levels during gameplay, to log games, and to add to the list of high scores. However, on multiuser Unix systems, users should not have write permision to the playground except when they play NetHack. Why let users cheat, or worse, corrupt the saves of other users? The solution is to give write access for the playground not to the users, but to a special Unix group such as < tt > games < /tt > . Then chown the executable to user < tt > root < /tt > , group < tt > games < /tt > and set the setgid bit. When the game starts, the system will set the effective group id to < tt > games < /tt > and NetHack will have the privileges necessary to write to the playground. This sort of arrangement dates back to Hack, which needed this setup for the same reasons as NetHack does. Here is Hack 1.0.3 upon Kernigh's OpenBSD system: The "s" in "-r-xr-sr-x" indicates that setgid is set. The group of the setgid executable (here /usr/games/hack) and that of the playground (here /var/games/hackdir) must match. =_=_ Vi Around here, Vi (being vee eye, not six) is most notorious as the origin of the use of [hjkl] for movement. Vi, short for VIsual editor, is a classic but controversial text editor for Unix. Vi's main benefit is that it works with any ordinary terminal. The editor doesn't require a desktop environment, thus it can be used via telnet or ssh - much like nethack. The programmers of vi did not care much about moving the cursor diagonally. The programmers of Rogue (game) adopted the [hjkl] movement system (likely because their keyboards lacked both numeric keypads and separate arrow keys) and added [yubn] for diagonal movement. NetHack adopts this yuhjklbn system. These days, the one reason that you might need to know "vi" is if you play on nethack.alt.org or slashem.crash-override.net. If you telnet in and try to edit your nethackrc, you will find yourself in a vi-like editor called virus. If you aren't comfortable using a vi-like program to edit text, NAO also offers a web-based configuration editor. Vi has two different modes: one for giving commands to the editor, and one for editing the text. The editor starts out in the command-mode. You will find vi upon many Unix systems, though some GNU/Linux distros (notably Debian and Gentoo) leave it away from of the core system. To learn about vi in general, you could try to start with H2G2's brief description vi, then move to vi@Everything2.com for commands and tutorials. Wikipedia:Vi reveals the history of Vi, while Wiki:ViEditor explains how to pronounce "vi" and links to comparisons with Emacs. There is also improved version of Vi called Vim. =_=_ Playground The playground is the name of the folder/directory that contains NetHack's data files. The data includes dungeon descriptions, rumours (rumor.tru and rumor.fal), save files, temporary files during gameplay, the logfile, and the high scores list. On openSUSE, the playgrounds are located at < tt > /var/games/nethack < /tt > and < tt > /usr/share/games/vulture-* < /tt > for the various Vulture. On Mac OS, it may be located at < tt > /Library/NetHack/nethackdir < /tt > or, if installed via Homebrew, < tt > /usr/local/Cellar/nethack/ < em > < u > VERSION < /u > < /em > /libexec/save < /tt > =_=_ Rumor.tru =_=_ Rumor.fal =_=_ Hit and run Hit and run, also known as kiting, is a tactic used for fighting monsters which may have powerful melee attacks but are slower than the player, such as mimics, black puddings, and rothes. It is known as hack-and-back in Angband circles. Since this technique allowed the player to kill most slower monsters trivially, given enough space, NetHack 3.6.0 and NetHack 3.6.1 added randomization to the monster and player speed systems, making the precise counting methods described below obsolete. Generally, it is still possible to kite monsters that are substantially slower than you, forcing them to spend most of their actions pursuing rather than attacking, but there is no longer a way to guarantee that they will spend all of their actions pursing. In 3.6.1, instead of accumulating movement points, monsters get an action for each 12 points of speed they have, plus a possible extra action with probability proportional to any extra movement they have beyond that. E.g., a mimic (speed 3) has a 3/12 = 25% chance of getting an action each turn, and a killer bee (speed 18) gets one guaranteed action plus a 6/12 = 50% chance of another one each turn, irrespective of preceding movement. Thus, you should always assume that the monster's speed is rounded up to a multiple of 12, making the strategy below only useful if you are very fast or riding. Intrinsic and extrinsic speed are erratic, and you should act as if you have the minimum possible speed. When fast (i.e. wand of speed monster, "You feel quick!", etc.) you get a 2 in 3 chance of +6 speed, and should act as if you are still moving at normal speed, rather than acting like you have a speed of 16, to avoid getting hit the 1/3 of the time your speed bonus doesn't apply. When you are very fast (speed boots), however, you are guaranteed at least 18 speed (and a 1 in 3 chance of another +6), and can successfully defeat anything slower than 18 while never getting hit. In both of these cases, when you get your extra move, you should rest and wait for the monster to move adjacent to you and then start the rhythm over again. Note that extra speed from polymorphing yourself or riding is always reliable, so an unburdened player riding a warhorse should count his speed as 24. Hit and run is most likely to be successful if the monster in question is the only monster nearby. It's best to close doors or block off other exits to avoid having other foes intrude on your hit and run session. Hit and run is also much less useful when facing a creature that can attack you at range, since it will often choose to make a ranged attack instead of chasing. One common tactic is to hit and run in a circle, looping around a set of hallways, a boulder, or a cave formation that allows maneuverability all the way around. When doing this, watch out for monsters that could block the path ahead of you. Note that using hit and run on puddings or other multiplying monsters is not totally safe since if the monster divides, that extra monster could appear adjacent to you and block the way or attack the next turn. Hi! Welcome, and thanks for contributing to NetHackWiki! Could you please create an account? It helps us keep spam down, because we don't have to check the edits of known-good users. It also provides more privacy for you. Our style guide and How to help pages are good starting points. --Jayt 11:00, 31 August 2006 (UTC) =_=_ Scumming =_=_ Talk:Scumming =_=_ Talk:Sting Actually, mrivan claims that he regularly names Sting when playing Ranger, and a brief discussion on IRC yielded some insights into the approach... I might edit later.--GreyKnight 12:06, 31 August 2006 (UTC) I think for a new player trying to survive early levels Sting is a 100% good move, even if the effects aren't necessarily massive. Where the player is not at the level of sacrifice and artifact management it provides extra help in killing certain monsters, potential information on locations of rooms, corridors, monsters to sacrifice, and escape routes that are blocked. If you don't have poison resistance it could save you from trouble at the hands of Uruk-Hai, or running into a horde of monsters while on low HP. It also helps you out of webs and is less at risk when opening locked chests. I would also point out that a combat-poor role will also benefit greatly from the to-hit bonus available to advance that first skill level in dagger.--PeterGFin 12:03, August 7, 2010 (UTC) Does score matter to you? Do you think score is really a good measure of success? Do you think they should be included like this? Other comments The existence of Sting decreases the probability of the dungeon randomly containing another artifact Is that really true? --Tjr 07:45, 19 August 2011 (UTC) =_=_ Source:NetHack 3.4.3/dat/oracles.txt Below is the full text to oracles.txt from the source code of NetHack 3.4.3. To link to a particular line, write [[oracles.txt#line123| < nowiki > oracles.txt#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 1.3d/alloc.c Below is the full text to alloc.c from the source code of NetHack 1.3d. To link to a particular line, write [[NetHack 1.3d/alloc.c#line123| < nowiki > NetHack 1.3d/alloc.c#line123 < /nowiki > ]], for example. Hi! Welcome, and thanks for contributing to NetHackWiki! Could you please create an account? It helps us keep spam down, because we don't have to check the edits of known-good users. It also provides more privacy for you. Our style guide and How to help pages are good starting points. --Jayt 13:45, 31 August 2006 (UTC) =_=_ False rumors =_=_ Source:True rumors Floating eye corpses confer intrinsic telepathy when eaten, which works when blind. Being blind also allows you to avoid their dangerous passive attack. Eating a floating eye corpse confers intrinsic telepathy, meaning that when you are blind you will be able to telepathically sense the presence of monsters with a mind. Eating a tengu can give teleportitis or teleport control. A level 17 Wizard has intrinsic teleport control and will therefore probably regard teleportitis as a good thing. Although they are poisonous, they have a slightly better chance of granting poison resistance than would be expected for a monster of their level. A short sword does d6/d8 damage versus small/large monsters, while a long sword does d8/d12. Also, there are no artifact short swords in vanilla NetHack, so advancing short sword skill is usually a waste of skill slots. An alchemy smock (which appears as an apron when unidentified) grants poison and acid resistance. Glass golems have both these intrinsics naturally. Pretty self-explanatory, really. Standing on a scroll of scare monster keeps most monsters from attacking you in the same way as Elbereth. Dipping into potions may have useful effects: dipping into holy or , for example, alters an item's beatitude; dipping an item into a potion of polymorph polymorphs the item. Dipping an item into holy water uncurses or blesses it. Quaffing holy water cures you of lycanthropy and other nasty inflictions, unless you're chaotic (in which case it burns). Amulets of reflection (and indeed all amulets) are 100% reliable in their operation. They may rust (although the erosion status of amulets is not displayed), but this does not affect their magical ability. Their beams can both usefully be zapped at items as well as monsters. Additionally, each is immune to its own effect. Zap it at yourself (preferably after taking your armor off) to change into a monster, at your pet in hopes that it will become something tougher, or at piles of rubbish to try to change them into better items (polypiling). This rumour probably dates back to the days when it wasn't obvious that it was possible to zap yourself (by choosing "." when asked for a direction). It is not a good idea to zap yourself with an unidentified wand. Magic harps will tame monsters, while magic flutes will put them to sleep. Wooden flutes can pacify snakes, and wooden harps can pacify nymphs. Refers to the ability of containers to protect their contents from heat damage. Guy Montag is the protagonist of Fahrenheit 451 whose job was to burn books. Apply a mirror to confuse monsters. Also may refer to the fact that using a mirror on a nymph can make her vanish. Bags of holding cannot easily contain another bag of holding, or a charged bag of tricks or wand of cancellation. If you try, the bag will explode, destroying everything inside. In addition, the unique items cannot be put in bags of holding (or any other container) at all. Possibly a hint that you can get in trouble for unlocking doors in Minetown even if you use a skeleton key. Also may refer to the fact that Samurai know lock picks as "osaku". One of the possible effects of unlocking a trapped chest is an electric shock. This rumor has nothing to do with the Platinum Yendorian Express Card, which it predates. Throwing a glass gem at a unicorn doesn't change your luck. Also, they do similar amounts of damage when used as projectiles. Eating too much may result in choking to death, unless you are wearing an amulet of magical breathing or polymorphed into something that does not breathe. To avoid choking, never eat while satiated. These three foods each have special effects: spinach increases your strength (if not cursed), carrots cure blindness, and increases strength, heals HP, and cures wounded legs. The lembas wafer weighs only 5 units and has the highest nutrition to weight ratio of any food in the game. Blessed tins open up quickly even if you're using your bare hands. Also, quasits are slightly faster than most dungeon monsters. Nymphs will steal items from you. If you carry more junk, the probability of your good items being stolen is reduced. Playing a wooden harp with high dexterity will pacify nymphs. May also be a reference to the technique of killing a nymph with a rolling boulder trap. Character role and encounters with incubi or succubi don't affect the behaviour of unicorns. Also a reference to Dungeons & Dragons, where a virgin elven priest could ride a unicorn. Eating a lizard corpse stops the stoning process started by cockatrices. Also, during a new moon, if you aren't carrying a lizard corpse, a cockatrice's hissing attack will always start the stoning process. Eating a mummy corpse is unwise because even if you just killed it, the corpse will be old and may give you food poisoning. Eating a mimic will turn you into a pile of gold for a few turns. (If you are hallucinating, you will turn into an orange instead) Since attacking a monster involves moving into its square, moving into an empty water square will cause you to fall in. This is not necessarily fatal, but if the eel is still around, it may swing itself around you and attempt to drown you. To safely attack an eel, press (for 'Fight') and then the direction. Digestion takes a few dozen turns to actually kill you. (This depends on your AC. If you are unlucky enough to have a shrieker summon a purple worm while you are still at AC 10, you might only have two turns!) Trolls rarely revive if you put their corpses into a container. If you lock the container, corpses inside can't revive at all. It is true that a cannot make you into a statue, but a or would. To become a statue is an instadeath. Floating eyes only paralyze you, and you will eventually unfreeze if some other monster does not first kill you "while helpless". Leprechauns will steal gold from your main inventory if they hit you, and they are immune to all gold theft attacks. Indeed, many will drown if they find themselves over water. This is one way to dispose of troll corpses (except for water trolls). The only monsters that create more of themselves are those capable of division and the Wizard of Yendor (when he casts Double Trouble). Blind a floating eye with a thrown cream pie and it won't be able to paralyze you. (You < em > can < /em > still wipe your face if you polymorph into a floating eye.) The attack of a gray ooze can cause a piece of iron armor to rust. Rock moles will eat anything metal, most commonly weapons and armor. Xans attack by pricking your legs. Boots provide some protection against this, and levitation, flying or riding takes you out of the xan's reach. Possibly a hint to be careful about cannibalism when eating humanoid monsters if you are human. Possibly a reference to the fact that minotaurs (which are large humanoids) don't respect Elbereth (just like humans). May also be a hint that genociding h as a dwarf is unwise, even if your glyph is @. Ghosts are slow and therefore vulnerable to the hit-and-run tactic where you switch between attacking and retreating in such a way that the monster never gets a chance to hit you. Throwing food at a hostile domestic animal (dog, cat, or horse) will tame or pacify it, depending on whether the food is what that animal eats. Throwing food at a pet will increase its tameness. Killing a pet incurs a penalty of & minus;15 alignment and & minus;1 Luck, but does not directly anger your god. Refers to the "You have a sad feeling for a moment, then it passes" message you get when a pet dies. The message is changed to "You have a peculiarly sad feeling for a moment, then it passes" if your pet is turned to stone (hence the rumor). Possibly means that keeping a pet cockatrice fed is difficult because everything it kills turns to stone, leaving no corpses to eat. Barbarians (who worship Crom if neutral) are poison resistant and can therefore eat more types of corpses. Also, prayer (to any god, not just Crom) can fill your stomach, but this is risky, so try to find food first. This rumor is a reference to Gone with the Wind. There are many rewards which you can receive for prayer and sacrifice. A lucky character may receive a spellbook for praying. Sacrifices may be rewarded by artifact weapons, provided that your Luck is at least zero. Praying at an altar with potions of water on it can create holy water if the altar is coaligned, or unholy water if the altar is crossaligned. Creating unholy water in this manner does carry a penalty. This refers to the ability of the Wizard of Yendor to summon monsters around you, or appear himself, at the end of the game. Possibly refers to the fact that if you somehow manage to get the Amulet without waking the Wizard, he will still come after you. One of the many steps to ascension is retrieving the Book of the Dead from the Wizard of Yendor. Internally, this sets a variable called "u.udemigod". The Wizard of Yendor has very high magic resistance and is therefore difficult to paralyze, but is vulnerable to a wand of death. Once the Wizard has been awoken, he will come after you until you reach the Astral Plane or die, unless he is carrying the Amulet. Even killing him by any means will not stop him. Wishing for the Amulet of Yendor will only get you a cheap plastic imitation. This message was changed from the one introduced in NetHack 1.3d when other amulets were added to the game. Referring to the guaranteed wand of wishing in the Castle. To obtain this, you must get past the moat and many soldiers and other tough monsters. Shopkeepers won't summon the Keystone Kops if a pet steals items. You can train your dog to steal by rewarding it with tripe. See stealing from shops. Both of these refer to shoplifting with teleportitis. Doing so will anger the shopkeeper and summon the Keystone Kops, but that might be worthwhile. This is probably a reference to eating food off the ground in a shop. You suffer a hunger surcharge, so if you eat a store food ration while fainting, you can expect to pay a lot for it. Killing a peaceful human is considered to be murder, and unless you are chaotic, you will lose telepathy and two points of Luck. Shopkeepers don't like it when you dig in their shops. They try to prevent it by not letting you come in with a visible pick-axe. Shopkeepers will try to buy unidentified gems from you as though they were glass, and try to sell pieces of glass to you as though they were precious gems. If you come across a "Closed for inventory" shop, shopkeepers won't mind if you teleport in or unlock the shop door. As long as you don't break down the door (hence the reference to the dwarf who can dig down doors), the shopkeeper won't get mad at you. Shopkeepers are not genocidable. Even if they were, genociding < tt > @ < /tt > kills you as well, regardless of your race. Engraving Elbereth with a wand of burns the word into the ground, which is practically permanent. Also, the Sokoban treasure and Castle wand of wishing rest upon burned Elbereth engravings. If you engrave too much on a single square, it may erase some or all of your existing engravings. Elbereth won't work if there are any letters engraved before or after the word. Losing gold is only a temporary inconvenience (even if the gold itself has disappeared permanently) because there is more than enough gold in the dungeon, especially in games where Fort Ludios is accessible. If losing honor equates to angering your god, this is a difficult situation to remedy requiring the sacrifice of powerful monsters, and painful while it lasts because you cannot safely pray. If "pluck" refers to the resourcefulness and determination required to find a way to survive, it is a vitally important quality for winning at NetHack. The more encumbered you are, the less your chance of hitting monsters in melee. You cannot fight at all if Overtaxed or worse. Tolkien's works are a major influence on NetHack; this rumor could refer to many things, such as naming Sting or Orcrist, or to Elbereth. Possibly refers to the "petrified by elementary physics" death, where throwing a cockatrice corpse up into the air will make it fall onto your head. This would involve being human, having max stats, and wearing +6 gauntlets of dexterity, +6 helm of brilliance, and two +3 rings of adornment. Technically, since +7 is possible in all of these, 25s could replace the 24s. Also, in modern versions of NetHack a clever wizard might prefer rings of gain constitution. Levelporting to dungeon level & minus;10 or higher causes you to escape the dungeon with the epitaph "went to heaven prematurely". Possibly a reference to the strategy of level teleporting to the bottom of Gehennom and mapping it from the bottom up. This may hint that if you polymorph into a nymph you might be able to steal the Book of the Dead from the Wizard of Yendor. A reference to Croesus, proprietor of the vaults. You get rid of a vault guard by giving your name as "Croesus" (as long as you didn't kill him in Fort Ludios). A lawful character who is at least level 5 can dip a long sword into a fountain for a chance of having the lady of the lake turn it into Excalibur. A non-lawful character who does this has a chance of getting the sword cursed instead. Items from wishes are not always guaranteed to match your specifications. For example, wishing for too many items may give you only one; wishing for a high enchantment may give you +0; and wishing for artifacts may fail entirely. Having negative Luck can also cause wishes to go awry. May mean that you need to be versatile and think of different ways to do things in order to succeed at NetHack, or that repeating a detrimental action usually makes it worse. When a vault guard asks you for your name, if you answer "Croesus" the guard will leave instead of escorting you out. Lawful characters suffer a penalty for lying to the guard, unless their name really is Croesus. Also, if Croesus has already been killed, the guard will not believe you. Wishing for a piece of armor or weapon at +4 or better is unlikely to succeed; you'll instead get +0. If you wish for too many artifacts, you will be less likely to get them. =_=_ Source:NetHack 1.3d/apply.c Below is the full text to apply.c from the source code of NetHack 1.3d. To link to a particular line, write [[NetHack 1.3d/apply.c#line123| < nowiki > NetHack 1.3d/apply.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 1.3d/bones.c Below is the full text to bones.c from the source code of NetHack 1.3d. To link to a particular line, write [[NetHack 1.3d/bones.c#line123| < nowiki > NetHack 1.3d/bones.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 1.3d/cmd.c Below is the full text to cmd.c from the source code of NetHack 1.3d. To link to a particular line, write [[NetHack 1.3d/cmd.c#line123| < nowiki > NetHack 1.3d/cmd.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 1.3d/config.h Below is the full text to config.h from the source code of NetHack 1.3d. To link to a particular line, write [[NetHack 1.3d/config.h#line123| < nowiki > NetHack 1.3d/config.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 1.3d/date.h Below is the full text to date.h from the source code of NetHack 1.3d. To link to a particular line, write [[NetHack 1.3d/date.h#line123| < nowiki > NetHack 1.3d/date.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 1.3d/decl.c Below is the full text to decl.c from the source code of NetHack 1.3d. To link to a particular line, write [[NetHack 1.3d/decl.c#line123| < nowiki > NetHack 1.3d/decl.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 1.3d/do.c Below is the full text to do.c from the source code of NetHack 1.3d. To link to a particular line, write [[NetHack 1.3d/do.c#line123| < nowiki > NetHack 1.3d/do.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 1.3d/do name.c Below is the full text to do_name.c from the source code of NetHack 1.3d. To link to a particular line, write [[NetHack 1.3d/do_name.c#line123| < nowiki > NetHack 1.3d/do_name.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 1.3d/do wear.c Below is the full text to do_wear.c from the source code of NetHack 1.3d. To link to a particular line, write [[NetHack 1.3d/do_wear.c#line123| < nowiki > NetHack 1.3d/do_wear.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 1.3d/dog.c Below is the full text to dog.c from the source code of NetHack 1.3d. To link to a particular line, write [[NetHack 1.3d/dog.c#line123| < nowiki > NetHack 1.3d/dog.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 1.3d/dogmove.c Below is the full text to dogmove.c from the source code of NetHack 1.3d. To link to a particular line, write [[NetHack 1.3d/dogmove.c#line123| < nowiki > NetHack 1.3d/dogmove.c#line123 < /nowiki > ]], for example. =_=_ Lightning The effects of these forms of lightning are covered by the shock article, which deals with electrical damage of any kind. On this wiki, "lightning" may be used as a synonym for shock damage in general. =_=_ Source:NetHack 1.3d/dothrow.c Below is the full text to dothrow.c from the source code of NetHack 1.3d. To link to a particular line, write [[NetHack 1.3d/dothrow.c#line123| < nowiki > NetHack 1.3d/dothrow.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 1.3d/eat.c Below is the full text to eat.c from the source code of NetHack 1.3d. To link to a particular line, write [[NetHack 1.3d/eat.c#line123| < nowiki > NetHack 1.3d/eat.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 1.3d/edog.h Below is the full text to edog.h from the source code of NetHack 1.3d. To link to a particular line, write [[NetHack 1.3d/edog.h#line123| < nowiki > NetHack 1.3d/edog.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 1.3d/end.c Below is the full text to end.c from the source code of NetHack 1.3d. To link to a particular line, write [[NetHack 1.3d/end.c#line123| < nowiki > NetHack 1.3d/end.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 1.3d/engrave.c Below is the full text to engrave.c from the source code of NetHack 1.3d. To link to a particular line, write [[NetHack 1.3d/engrave.c#line123| < nowiki > NetHack 1.3d/engrave.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 1.3d/eshk.h Below is the full text to eshk.h from the source code of NetHack 1.3d. To link to a particular line, write [[NetHack 1.3d/eshk.h#line123| < nowiki > NetHack 1.3d/eshk.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 1.3d/extern.h Below is the full text to extern.h from the source code of NetHack 1.3d. To link to a particular line, write [[NetHack 1.3d/extern.h#line123| < nowiki > NetHack 1.3d/extern.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 1.3d/fight.c Below is the full text to fight.c from the source code of NetHack 1.3d. To link to a particular line, write [[NetHack 1.3d/fight.c#line123| < nowiki > NetHack 1.3d/fight.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 1.3d/flag.h Below is the full text to flag.h from the source code of NetHack 1.3d. To link to a particular line, write [[NetHack 1.3d/flag.h#line123| < nowiki > NetHack 1.3d/flag.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 1.3d/fountain.c Below is the full text to fountain.c from the source code of NetHack 1.3d. To link to a particular line, write [[NetHack 1.3d/fountain.c#line123| < nowiki > NetHack 1.3d/fountain.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 1.3d/func tab.h Below is the full text to func_tab.h from the source code of NetHack 1.3d. To link to a particular line, write [[NetHack 1.3d/func_tab.h#line123| < nowiki > NetHack 1.3d/func_tab.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 1.3d/gen.h Below is the full text to gen.h from the source code of NetHack 1.3d. To link to a particular line, write [[NetHack 1.3d/gen.h#line123| < nowiki > NetHack 1.3d/gen.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 1.3d/gold.h Below is the full text to gold.h from the source code of NetHack 1.3d. To link to a particular line, write [[NetHack 1.3d/gold.h#line123| < nowiki > NetHack 1.3d/gold.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 1.3d/hack.c Below is the full text to hack.c from the source code of NetHack 1.3d. To link to a particular line, write [[NetHack 1.3d/hack.c#line123| < nowiki > NetHack 1.3d/hack.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 1.3d/hack.h Below is the full text to hack.h from the source code of NetHack 1.3d. To link to a particular line, write [[NetHack 1.3d/hack.h#line123| < nowiki > NetHack 1.3d/hack.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 1.3d/invent.c Below is the full text to invent.c from the source code of NetHack 1.3d. To link to a particular line, write [[NetHack 1.3d/invent.c#line123| < nowiki > NetHack 1.3d/invent.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 1.3d/ioctl.c Below is the full text to ioctl.c from the source code of NetHack 1.3d. To link to a particular line, write [[NetHack 1.3d/ioctl.c#line123| < nowiki > NetHack 1.3d/ioctl.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 1.3d/lev.c Below is the full text to lev.c from the source code of NetHack 1.3d. To link to a particular line, write [[NetHack 1.3d/lev.c#line123| < nowiki > NetHack 1.3d/lev.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 1.3d/makedefs.c Below is the full text to makedefs.c from the source code of NetHack 1.3d. To link to a particular line, write [[NetHack 1.3d/makedefs.c#line123| < nowiki > NetHack 1.3d/makedefs.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 1.3d/makemon.c Below is the full text to makemon.c from the source code of NetHack 1.3d. To link to a particular line, write [[NetHack 1.3d/makemon.c#line123| < nowiki > NetHack 1.3d/makemon.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 1.3d/mfndpos.h Below is the full text to mfndpos.h from the source code of NetHack 1.3d. To link to a particular line, write [[NetHack 1.3d/mfndpos.h#line123| < nowiki > NetHack 1.3d/mfndpos.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 1.3d/mhitu.c Below is the full text to mhitu.c from the source code of NetHack 1.3d. To link to a particular line, write [[NetHack 1.3d/mhitu.c#line123| < nowiki > NetHack 1.3d/mhitu.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 1.3d/mklev.c Below is the full text to mklev.c from the source code of NetHack 1.3d. To link to a particular line, write [[NetHack 1.3d/mklev.c#line123| < nowiki > NetHack 1.3d/mklev.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 1.3d/mkmaze.c Below is the full text to mkmaze.c from the source code of NetHack 1.3d. To link to a particular line, write [[NetHack 1.3d/mkmaze.c#line123| < nowiki > NetHack 1.3d/mkmaze.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 1.3d/mkobj.c Below is the full text to mkobj.c from the source code of NetHack 1.3d. To link to a particular line, write [[NetHack 1.3d/mkobj.c#line123| < nowiki > NetHack 1.3d/mkobj.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 1.3d/mkroom.h Below is the full text to mkroom.h from the source code of NetHack 1.3d. To link to a particular line, write [[NetHack 1.3d/mkroom.h#line123| < nowiki > NetHack 1.3d/mkroom.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 1.3d/mkshop.c Below is the full text to mkshop.c from the source code of NetHack 1.3d. To link to a particular line, write [[NetHack 1.3d/mkshop.c#line123| < nowiki > NetHack 1.3d/mkshop.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 1.3d/mon.c Below is the full text to mon.c from the source code of NetHack 1.3d. To link to a particular line, write [[NetHack 1.3d/mon.c#line123| < nowiki > NetHack 1.3d/mon.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 1.3d/monmove.c Below is the full text to monmove.c from the source code of NetHack 1.3d. To link to a particular line, write [[NetHack 1.3d/monmove.c#line123| < nowiki > NetHack 1.3d/monmove.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 1.3d/monst.c Below is the full text to monst.c from the source code of NetHack 1.3d. To link to a particular line, write [[NetHack 1.3d/monst.c#line123| < nowiki > NetHack 1.3d/monst.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 1.3d/monst.h Below is the full text to monst.h from the source code of NetHack 1.3d. To link to a particular line, write [[NetHack 1.3d/monst.h#line123| < nowiki > NetHack 1.3d/monst.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 1.3d/msdos.c Below is the full text to msdos.c from the source code of NetHack 1.3d. To link to a particular line, write [[NetHack 1.3d/msdos.c#line123| < nowiki > NetHack 1.3d/msdos.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 1.3d/msdos.h Below is the full text to msdos.h from the source code of NetHack 1.3d. To link to a particular line, write [[NetHack 1.3d/msdos.h#line123| < nowiki > NetHack 1.3d/msdos.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 1.3d/o init.c Below is the full text to o_init.c from the source code of NetHack 1.3d. To link to a particular line, write [[NetHack 1.3d/o_init.c#line123| < nowiki > NetHack 1.3d/o_init.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 1.3d/obj.h Below is the full text to obj.h from the source code of NetHack 1.3d. To link to a particular line, write [[NetHack 1.3d/obj.h#line123| < nowiki > NetHack 1.3d/obj.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 1.3d/objclass.h Below is the full text to objclass.h from the source code of NetHack 1.3d. To link to a particular line, write [[NetHack 1.3d/objclass.h#line123| < nowiki > NetHack 1.3d/objclass.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 1.3d/objects.h Below is the full text to objects.h from the source code of NetHack 1.3d. To link to a particular line, write [[NetHack 1.3d/objects.h#line123| < nowiki > NetHack 1.3d/objects.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 1.3d/objnam.c Below is the full text to objnam.c from the source code of NetHack 1.3d. To link to a particular line, write [[NetHack 1.3d/objnam.c#line123| < nowiki > NetHack 1.3d/objnam.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 1.3d/options.c Below is the full text to options.c from the source code of NetHack 1.3d. To link to a particular line, write [[NetHack 1.3d/options.c#line123| < nowiki > NetHack 1.3d/options.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 1.3d/pager.c Below is the full text to pager.c from the source code of NetHack 1.3d. To link to a particular line, write [[NetHack 1.3d/pager.c#line123| < nowiki > NetHack 1.3d/pager.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 1.3d/pcmain.c Below is the full text to pcmain.c from the source code of NetHack 1.3d. To link to a particular line, write [[NetHack 1.3d/pcmain.c#line123| < nowiki > NetHack 1.3d/pcmain.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 1.3d/pctty.c Below is the full text to pctty.c from the source code of NetHack 1.3d. To link to a particular line, write [[NetHack 1.3d/pctty.c#line123| < nowiki > NetHack 1.3d/pctty.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 1.3d/pcunix.c Below is the full text to pcunix.c from the source code of NetHack 1.3d. To link to a particular line, write [[NetHack 1.3d/pcunix.c#line123| < nowiki > NetHack 1.3d/pcunix.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 1.3d/permonst.h Below is the full text to permonst.h from the source code of NetHack 1.3d. To link to a particular line, write [[NetHack 1.3d/permonst.h#line123| < nowiki > NetHack 1.3d/permonst.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 1.3d/polyself.c Below is the full text to polyself.c from the source code of NetHack 1.3d. To link to a particular line, write [[NetHack 1.3d/polyself.c#line123| < nowiki > NetHack 1.3d/polyself.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 1.3d/potion.c Below is the full text to potion.c from the source code of NetHack 1.3d. To link to a particular line, write [[NetHack 1.3d/potion.c#line123| < nowiki > NetHack 1.3d/potion.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 1.3d/pray.c Below is the full text to pray.c from the source code of NetHack 1.3d. To link to a particular line, write [[NetHack 1.3d/pray.c#line123| < nowiki > NetHack 1.3d/pray.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 1.3d/pri.c Below is the full text to pri.c from the source code of NetHack 1.3d. To link to a particular line, write [[NetHack 1.3d/pri.c#line123| < nowiki > NetHack 1.3d/pri.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 1.3d/prisym.c Below is the full text to prisym.c from the source code of NetHack 1.3d. To link to a particular line, write [[NetHack 1.3d/prisym.c#line123| < nowiki > NetHack 1.3d/prisym.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 1.3d/read.c Below is the full text to read.c from the source code of NetHack 1.3d. To link to a particular line, write [[NetHack 1.3d/read.c#line123| < nowiki > NetHack 1.3d/read.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 1.3d/rip.c Below is the full text to rip.c from the source code of NetHack 1.3d. To link to a particular line, write [[NetHack 1.3d/rip.c#line123| < nowiki > NetHack 1.3d/rip.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 1.3d/rm.h Below is the full text to rm.h from the source code of NetHack 1.3d. To link to a particular line, write [[NetHack 1.3d/rm.h#line123| < nowiki > NetHack 1.3d/rm.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 1.3d/rnd.c Below is the full text to rnd.c from the source code of NetHack 1.3d. To link to a particular line, write [[NetHack 1.3d/rnd.c#line123| < nowiki > NetHack 1.3d/rnd.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 1.3d/rumors.c Below is the full text to rumors.c from the source code of NetHack 1.3d. To link to a particular line, write [[NetHack 1.3d/rumors.c#line123| < nowiki > NetHack 1.3d/rumors.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 1.3d/save.c Below is the full text to save.c from the source code of NetHack 1.3d. To link to a particular line, write [[NetHack 1.3d/save.c#line123| < nowiki > NetHack 1.3d/save.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 1.3d/search.c Below is the full text to search.c from the source code of NetHack 1.3d. To link to a particular line, write [[NetHack 1.3d/search.c#line123| < nowiki > NetHack 1.3d/search.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 1.3d/shk.c Below is the full text to shk.c from the source code of NetHack 1.3d. To link to a particular line, write [[NetHack 1.3d/shk.c#line123| < nowiki > NetHack 1.3d/shk.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 1.3d/shknam.c Below is the full text to shknam.c from the source code of NetHack 1.3d. To link to a particular line, write [[NetHack 1.3d/shknam.c#line123| < nowiki > NetHack 1.3d/shknam.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 1.3d/sit.c Below is the full text to sit.c from the source code of NetHack 1.3d. To link to a particular line, write [[NetHack 1.3d/sit.c#line123| < nowiki > NetHack 1.3d/sit.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 1.3d/spell.c Below is the full text to spell.c from the source code of NetHack 1.3d. To link to a particular line, write [[NetHack 1.3d/spell.c#line123| < nowiki > NetHack 1.3d/spell.c#line123 < /nowiki > ]], for example. =_=_ Source talk:NetHack 3.4.3/dat/rumors.tru Since this page is part of the source code, I'm not going to edit it without permission from an admin, but I think it would be nice if we could add links from rumours to pages which clarify what they mean (existing pages like Unicorn, Nymph and Elbereth would be a good start). I think it'd be best if we categorized all of these under "Elbereth" and then had one annotation describing them all. Other categories could be, for example, "Intrinsics" and "Identification". Of course, it'd break the rule that we don't modify any of the source code itself (well, even then we're just rearranging it, not modifying it), but I think in this case it'd be a valuable enough tradeoff. --Eidolos 20:32, 3 September 2006 (UTC) =_=_ Source:NetHack 1.3d/spell.h Below is the full text to spell.h from the source code of NetHack 1.3d. To link to a particular line, write [[NetHack 1.3d/spell.h#line123| < nowiki > NetHack 1.3d/spell.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 1.3d/steal.c Below is the full text to steal.c from the source code of NetHack 1.3d. To link to a particular line, write [[NetHack 1.3d/steal.c#line123| < nowiki > NetHack 1.3d/steal.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 1.3d/termcap.c Below is the full text to termcap.c from the source code of NetHack 1.3d. To link to a particular line, write [[NetHack 1.3d/termcap.c#line123| < nowiki > NetHack 1.3d/termcap.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 1.3d/timeout.c Below is the full text to timeout.c from the source code of NetHack 1.3d. To link to a particular line, write [[NetHack 1.3d/timeout.c#line123| < nowiki > NetHack 1.3d/timeout.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 1.3d/topl.c Below is the full text to topl.c from the source code of NetHack 1.3d. To link to a particular line, write [[NetHack 1.3d/topl.c#line123| < nowiki > NetHack 1.3d/topl.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 1.3d/topten.c Below is the full text to topten.c from the source code of NetHack 1.3d. To link to a particular line, write [[NetHack 1.3d/topten.c#line123| < nowiki > NetHack 1.3d/topten.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 1.3d/track.c Below is the full text to track.c from the source code of NetHack 1.3d. To link to a particular line, write [[NetHack 1.3d/track.c#line123| < nowiki > NetHack 1.3d/track.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 1.3d/trap.c Below is the full text to trap.c from the source code of NetHack 1.3d. To link to a particular line, write [[NetHack 1.3d/trap.c#line123| < nowiki > NetHack 1.3d/trap.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 1.3d/trap.h Below is the full text to trap.h from the source code of NetHack 1.3d. To link to a particular line, write [[NetHack 1.3d/trap.h#line123| < nowiki > NetHack 1.3d/trap.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 1.3d/u init.c Below is the full text to u_init.c from the source code of NetHack 1.3d. To link to a particular line, write [[NetHack 1.3d/u_init.c#line123| < nowiki > NetHack 1.3d/u_init.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 1.3d/unixmain.c Below is the full text to unixmain.c from the source code of NetHack 1.3d. To link to a particular line, write [[NetHack 1.3d/unixmain.c#line123| < nowiki > NetHack 1.3d/unixmain.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 1.3d/unixtty.c Below is the full text to unixtty.c from the source code of NetHack 1.3d. To link to a particular line, write [[NetHack 1.3d/unixtty.c#line123| < nowiki > NetHack 1.3d/unixtty.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 1.3d/unixunix.c Below is the full text to unixunix.c from the source code of NetHack 1.3d. To link to a particular line, write [[NetHack 1.3d/unixunix.c#line123| < nowiki > NetHack 1.3d/unixunix.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 1.3d/vault.c Below is the full text to vault.c from the source code of NetHack 1.3d. To link to a particular line, write [[NetHack 1.3d/vault.c#line123| < nowiki > NetHack 1.3d/vault.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 1.3d/version.c Below is the full text to version.c from the source code of NetHack 1.3d. To link to a particular line, write [[NetHack 1.3d/version.c#line123| < nowiki > NetHack 1.3d/version.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 1.3d/wield.c Below is the full text to wield.c from the source code of NetHack 1.3d. To link to a particular line, write [[NetHack 1.3d/wield.c#line123| < nowiki > NetHack 1.3d/wield.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 1.3d/wizard.c Below is the full text to wizard.c from the source code of NetHack 1.3d. To link to a particular line, write [[NetHack 1.3d/wizard.c#line123| < nowiki > NetHack 1.3d/wizard.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 1.3d/worm.c Below is the full text to worm.c from the source code of NetHack 1.3d. To link to a particular line, write [[NetHack 1.3d/worm.c#line123| < nowiki > NetHack 1.3d/worm.c#line123 < /nowiki > ]], for example. =_=_ Ranged weapon A ranged weapon is any weapon which can attack a monster not adjacent to you. Technically, any item in the game could be a ranged weapon if thrown; colloquially, any item that can damage a monster at a distance could be considered a ranged weapon; including attack wands, hurled potions and spells. However, the source code officially designates some weapons as ranged: The order of preference in which hostile monsters will use a ranged weapon is: < ref > < /ref > Gems are inserted into said above list between luckstone and darts. The preference of polearms is: halberd, bardiche, spetum, bill-guisarme, voulge, ranseur, guisarme, glaive, lucern_hammer, bec_de_corbin, fauchard, partisan, lance. Of course, polearms can only be used by "strong" monsters without a shield. =_=_ Source:NetHack 1.3d/worn.c Below is the full text to worn.c from the source code of NetHack 1.3d. To link to a particular line, write [[NetHack 1.3d/worn.c#line123| < nowiki > NetHack 1.3d/worn.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 1.3d/write.c Below is the full text to write.c from the source code of NetHack 1.3d. To link to a particular line, write [[NetHack 1.3d/write.c#line123| < nowiki > NetHack 1.3d/write.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 1.3d/wseg.h Below is the full text to wseg.h from the source code of NetHack 1.3d. To link to a particular line, write [[NetHack 1.3d/wseg.h#line123| < nowiki > NetHack 1.3d/wseg.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 1.3d/you.h Below is the full text to you.h from the source code of NetHack 1.3d. To link to a particular line, write [[NetHack 1.3d/you.h#line123| < nowiki > NetHack 1.3d/you.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 1.3d/zap.c Below is the full text to zap.c from the source code of NetHack 1.3d. To link to a particular line, write [[NetHack 1.3d/zap.c#line123| < nowiki > NetHack 1.3d/zap.c#line123 < /nowiki > ]], for example. =_=_ Talk:Hit and run I believe newly created monsters always have 0 movement points and must wait at least a turn for them to replenish before they can act in any way. Therefore, splitting pudding should be safe unless you are burdoned. --Tjr 01:28, 31 March 2011 (UTC) =_=_ Fumbling Fumbling is a property acquired extrinsically by wearing gauntlets of fumbling or fumble boots. You also fumble when walking on ice unless you are wearing snow boots or are naturally cold resistant (e.g. a valkyrie or polymorphed into a winter wolf). =_=_ Thunderfist Thunderfist was an artifact lucern hammer (pronged polearm) with similar properties to the modern Mjollnir. It existed only in versions 3.0.0, 3.0.1 and 3.0.2. NetHack 3.0.0 was the first version to implement unique artifacts (so no more multiple Snickersnees), and featured several new artifacts, among them the lucern hammers named Thunderfist and Ogresmasher. It seems that the DevTeam forgot that a "lucern hammer" is a polearm, not to be swung as a mallet, but to be thrust at a distant enemy; it was perhaps an error to choose "lucern hammer" as the base type for both weapons. In NetHack 3.0.3, the DevTeam added a new weapon type, the war hammer, switched Thunderfist and Ogresmasher to the new type, and renamed Thunderfist to Mjollnir. The origin of the name "Thunderfist" is uncertain, but it appears in multiple computer games of the fantasy genre; the name tends to have association with both dwarves and fighting. Angband has an artifact called the Two-Handed Flail 'Thunderfist'. In Dudley's dungeon, Thunderfist is the subject of L's strip for 16 September 2005. The strip tries to explain why Mjollnir is a lucern hammer, as if the change in 3.0.3 never happened. Hi Ekaterin. On Talk:Rumors.tru you expressed concern about editing source code pages. While you shouldn't edit the source code itself, adding annotations between the lines is quite alright and indeed much appreciated :-) --Jayt 14:44, 31 August 2006 (UTC) =_=_ Polearm A polearm is literally a weapon on a pole. There is an abundance of polearm types in NetHack. This is another feature of the game that echoes early editions of Dungeons & Dragons, which were infamous for giving stats for many exotic polearms, while describing none of them. Monsters will attempt to use polearms in the following order: halberd, bardiche, spetum, bill-guisarme, voulge, ranseur, guisarme, glaive, lucern hammer, bec de corbin, fauchard, partisan, followed by the lance; and so this list is roughly from best to worst. Polearms can only be used by strong monsters without a shield. The lance is, in real life, a polearm, but in NetHack it uses the lance skill instead of the polearm skill, due to its very different usage: by mounted soldiers instead of against them. Collectively, polearms make up about 6.4% of all randomly generated weapons (on the floor, as death drops, or in shops). The probabilities of each type range from 0.4% to 0.8%. A few types of polearms are more common because they appear in the starting inventory of certain monsters. Ranseurs, partisans, glaives, and spetums are the usual starting weapons of trolls. Lucern hammers may also be generated as a fall-back starting weapon for strong monsters that lack default weapons. Polearms are capable of attacking enemies from two squares away, but the procedure for using them is different from other weapons. A polearm must be wielded (like any weapon), and then applied via the command each time you want to strike. This is referred to as pounding; consult that article for a full discussion. Simply walking into an opponent, as with ordinary melee weapons, will have decidedly sub-optimal effects; you will deal only d2 damage, with no bonuses, and will not train polearm skill. If you are mounted, you may use polearms for melee attacks with full effectiveness. Polearms deal less damage than other two-handed weapons in most circumstances, but they are an attractive option for roles such as Rangers and Wizards, who can ride but are restricted in the better two-handed weapon skills, and the ability to transition from pounding to melee without switching weapons grants distinct tactical advantages. Another useful feature of polearms is that, like missile weapons, pounding deprives monsters of their passive attacks. Floating eyes cannot paralyze you, for instance. In leprechaun halls, throne rooms, and other rooms where every space is filled with monsters, a character with stealth can use polearms to attack monsters behind other monsters, protecting themselves from being attacked, and in some cases, preventing the target from moving. The halberd and bardiche are overall best for damage, but the spetum does great damage for only 50 weight. The ranseur is also a respectable lightweight polearm. The bec-de-corbin and lucern hammer offer poor damage for such heavy weapons. Name Value Weight Prob & nbsp;(%) < abbr title="damage versus small monsters" > Sdmg < /abbr > < abbr title="average damage versus small monsters" > Savg < /abbr > < abbr title="damage versus large monsters" > Ldmg < /abbr > < abbr title="average damage versus large monsters" > Lavg < /abbr > Material Appearance Tile Glyph halberd 10 150 8 d10 5.5 2d6 7 iron angled poleaxe Image:Halberd.png bardiche 7 120 4 2d4 5 3d4 7.5 iron long poleaxe Image:Bardiche.png bill-guisarme 7 120 4 2d4 5 d10 5.5 iron hooked polearm Image:Bill-guisarme.png ranseur 6 50 5 2d4 5 2d4 5 iron hilted polearm Image:Ranseur.png voulge 5 125 4 2d4 5 2d4 5 iron pole cleaver Image:Voulge.png guisarme 5 80 6 2d4 5 d8 4.5 iron pruning hook Image:Guisarme.png lucern hammer 7 150 5 2d4 5 d6 3.5 iron pronged polearm Image:Lucern hammer.png spetum 5 50 5 d6+1 4.5 2d6 7 iron forked polearm Image:Spetum.png bec-de-corbin 8 100 4 d8 4.5 d6 3.5 iron beaked polearm Image:Bec de corbin.png glaive 6 75 8 d6 3.5 d10 5.5 iron single-edged polearm Image:Glaive.png fauchard 5 60 6 d6 3.5 d8 4.5 iron pole sickle Image:Fauchard.png partisan 10 80 5 d6 3.5 d6+1 4.5 iron vulgar polearm Image:Partisan.png The is where your character is standing. Spaces marked with a are too close to be hit, spaces marked with a can be hit even while Unskilled, spaces marked with a can only be hit when Skilled, and spaces marked with a can only be hit when Expert. (No role in vanilla NetHack can become Expert in polearms, but Knights can become Expert in lances, which use the same mechanic.) Polearms were popular in warfare for combating mounted soldiers, and those with heavy armor. The polearms (arms on poles) increased leverage for cutting the armor, and increased reach for reaching above the horse. As time went on the various different weapon types borrowed heavily from each other and began to look like each other, which has led to a great deal of confusion over classification. Warfare is, after all, a ruthlessly pragmatic matter, and classification is a hobby for comfortable people after the dust has settled. If you search the internet now for examples of these weapons, you are likely to see weapons completely mislabeled as something different. The term "poleaxe" seems to mean an axe on a pole, and that is how it is used in NetHack's descriptions. However, the term in real life is considered a corruption of "pollax", the "poll" part meaning "head", denoting originally a tool for slaughtering animals by hitting them in the head with a spike (whence the verb "to poleaxe"). As with many other agricultural tools, it became yet another military polearm. The halberd was a mainstay weapon in many armies for a long time. The halberd is a type of poleaxe in the most literal sense, an axe on a pole. Its main identifying feature is that the blade is always angled slightly downward, which explains NetHack's description of an angled poleaxe. In addition to the axe, halberds also have both a spear tip, and spike or hook on the rear for penetrating armor or hooking, making a versatile three-in-one weapon. Due to the popularity of this weapon, there are a wide variety of different styles, although some were only parade weapons. The halberd is one of the best NetHack weapons, and this is consistent with its role in real warfare. NetHack calls the bardiche a long poleaxe and that is exactly right, if you assume that the "long" applies to "axe" and not "pole". A bardiche is nothing more than a long axe blade on a stick. The cutting blade was typically two feet long or more, and usually attached to the pole in two places (in the middle and the bottom). But it is mounted on one of the shortest poles for a polearm, only about five feet. So "short poleaxe" would be accurate also. This simple weapon's advantage was in its size and weight, not its subtlety. NetHack gets the weight wrong & mdash;a bardiche should be heavier than a halberd. The spetum is a spear with two more knife blades stuck on the sides. NetHack's "forked polearm" is vaguely accurate, but forked weapons, like the military forks shown below, would more typically have side prongs that reach all the way up to the top. Over time variations were added and it more strongly resembled the ranseur. (The spetum may have grown into the ranseur, or they may have been developed independently.) NetHack gives this an advantage with large monsters, which doesn't quite make sense, as it is supposed to be a lighter polearm. The ranseur, the hilted polearm, is essentially a spear with a hilt. The hilt served primarily to block opponents' weapons and possibly trap the weapon for disarming. The hilt was sometimes also used secondarily as an alternate way to attack. The hilt often hooked backwards also, so that it could be used as a hook. The ranseur was probably an all around better weapon than the spetum, but this is not the case in NetHack. In a perfect universe, NetHack would give this weapon an advantage when fighting monsters that use weapons, as that is where the hilt is useful. The partisan also winds up looking much like the ranseur and spetum. Originally the partisan was a spear with small double axe blades added below it. This basic form is shown in the first partisan above; however you won't likely ever see a partisan that looks like this. The other forms are more typical. Note that while some of them look like spetums, they present broader protrusions than the knife-like spetum prongs. The partisan is also more likely to have a flat bladed tip, rather than the spiky blade of the spetum and ranseur. Over time partisans (or weapons called partisans) became more ornamental and ceremonial, which may explain why it is one of the weaker polearms, and also why it is referred to as a vulgar polearm. Perhaps one good way to differentiate between the spetum, the partisan, and the ranseur is to look for the edges on the prongs. Typically, a ranseur would have no edges, a partisan would have edges only facing out, and a spetum would have edges on both sides of the protrusions. NetHack has it just right referring to the voulge as a pole cleaver, as this weapon probably was invented as a meat cleaver on a pole. The voulge may look somewhat like a bardiche, but the blade is much shorter and the shaft is longer. It also may tend to look like the glaive, but would generally have a broader blade. If you could put a cleaver on a stick, why not just a knife? The glaive is basically just that, a knife on a stick; or as NetHack calls it, a single-edged polearm. In NetHack the glaive is called a naginata if you are playing as a Samurai. A naginata is a Japanese polearm tipped with a curved blade similar to (although often shorter than) the blade of a katana. The fauchard, which NetHack calls a pole sickle, is distinguished from other single-edged polearms by having a curved blade with the sharp edge on the inside of the curve. This was not a very effective weapon, and fairly weak in play. The guisarme, like the voulge, started out as a peasant's weapon, made from a tool on a stick. In this case the tool is a pruning hook, hence the weapon's unidentified description. While it was a somewhat useful cheap weapon, the lack of a spear point was a significant liability. It was good for pulling riders off of their mounts, but what do you do once they're off? It evolved to some degree, sometimes adding a reverse spike, but eventually guisarme became a generic term for any weapon with a hook, such that you had voulge-guisarmes and glaive-guisarmes. This leads us to the bill-guisarme. Bills, developed from an agricultural implement called the bill hook (still used today), were English weapons similar in shape to the guisarme, but perhaps with somewhat less hook in general. They followed a different evolution, such that any weapon that was similar to a glaive or fauchard, but with extra bits thrown in, was often called a bill. So, in terms of origination, bill-guisarme would be a bit redundant, but in terms of later meaning, a bill-guisarme was a bladed weapon with multiple sharpened edges and spikes, and with a hook. These weapons were very versatile, and used over long periods of time, second only to the halberd. There is a lot of confusion out there on guisarmes and bill-guisarmes. Often the bill-guisarme is called simply a guisarme. Also, many pictures purporting to be guisarmes are actually fauchard-forks, which is a fauchard, with a sharp spear point added to the back of the blade. Despite the name, the lucern hammer is not really a hammer, and does not use the hammer skill. This confusion may have been responsible for the creation of Thunderfist. (Similar confusion was common among players of the first edition of Advanced Dungeons & Dragons. AD & D cleric characters were denied the use of sharp weapons, restricting them generally to maces and war hammers. Any number of early clerics therefore ended up carrying around a lucern "hammer", which did more damage than a traditional war hammer.) The lucern hammer is vaguely similar to the halberd, only instead of an axe blade, it presents a three-pronged hammer to its victim (hence the pronged polearm designation). The bec-de-corbin (literally "crow's beak") looks extremely similar to the lucern hammer; however the hammer side was sometimes blunt instead of pronged. The distinguishing characteristic though is that the spike was a thick beak-like shape designed only for puncturing (armor, or whatever). This is why it is the beaked polearm. The beak was the primary mode of attack; the hammer or claw was secondary. The spear tip was also generally less pointy than that of the lucern hammer. =_=_ NetHack 1.3d source code This page contains links to the source code of NetHack 1.3d. This is an old release; for the latest release, see Source code. =_=_ Category:NetHack 1.3d source code =_=_ Source:NetHack 1.3d/rumors.base Below is the full text to rumors.base from the source code of NetHack 1.3d. To link to a particular line, write [[NetHack 1.3d/rumors.base#line123| < nowiki > NetHack 1.3d/rumors.base#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 1.3d/rumors.kaa Below is the full text to rumors.kaa from the source code of NetHack 1.3d. To link to a particular line, write [[NetHack 1.3d/rumors.kaa#line123| < nowiki > NetHack 1.3d/rumors.kaa#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 1.3d/rumors.mrx Below is the full text to rumors.mrx from the source code of NetHack 1.3d. To link to a particular line, write [[NetHack 1.3d/rumors.mrx#line123| < nowiki > NetHack 1.3d/rumors.mrx#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 1.4f/alloc.c =_=_ Source:NetHack 1.4f/apply.c Below is the full text to apply.c from the source code of NetHack 1.4f. To link to a particular line, write [[NetHack 1.4f/apply.c#line123| < nowiki > NetHack 1.4f/apply.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 1.4f/bones.c =_=_ Source:NetHack 1.4f/cmd.c Below is the full text to cmd.c from the source code of NetHack 1.4f. To link to a particular line, write [[NetHack 1.4f/cmd.c#line123| < nowiki > NetHack 1.4f/cmd.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 1.4f/config.h Below is the full text to config.h from the source code of NetHack 1.4f. To link to a particular line, write [[NetHack 1.4f/config.h#line123| < nowiki > NetHack 1.4f/config.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 1.4f/date.h =_=_ Source:NetHack 1.4f/decl.c Below is the full text to decl.c from the source code of NetHack 1.4f. To link to a particular line, write [[NetHack 1.4f/decl.c#line123| < nowiki > NetHack 1.4f/decl.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 1.4f/do.c Below is the full text to do.c from the source code of NetHack 1.4f. To link to a particular line, write [[NetHack 1.4f/do.c#line123| < nowiki > NetHack 1.4f/do.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 1.4f/do name.c Below is the full text to do_name.c from the source code of NetHack 1.4f. To link to a particular line, write [[NetHack 1.4f/do_name.c#line123| < nowiki > NetHack 1.4f/do_name.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 1.4f/do wear.c =_=_ Source:NetHack 1.4f/dog.c Below is the full text to dog.c from the source code of NetHack 1.4f. To link to a particular line, write [[NetHack 1.4f/dog.c#line123| < nowiki > NetHack 1.4f/dog.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 1.4f/dogmove.c Below is the full text to dogmove.c from the source code of NetHack 1.4f. To link to a particular line, write [[NetHack 1.4f/dogmove.c#line123| < nowiki > NetHack 1.4f/dogmove.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 1.4f/dothrow.c =_=_ Source:NetHack 1.4f/eat.c Below is the full text to eat.c from the source code of NetHack 1.4f. To link to a particular line, write [[NetHack 1.4f/eat.c#line123| < nowiki > NetHack 1.4f/eat.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 1.4f/edog.h =_=_ NetHack 1.4f source code This page contains links to the source code of NetHack 1.4f. This is an old release; for the latest release, see Source code. =_=_ Source:NetHack 1.4f/end.c Below is the full text to end.c from the source code of NetHack 1.4f. To link to a particular line, write [[NetHack 1.4f/end.c#line123| < nowiki > NetHack 1.4f/end.c#line123 < /nowiki > ]], for example. =_=_ Category:NetHack 1.4f source code =_=_ Source:NetHack 1.4f/engrave.c Below is the full text to engrave.c from the source code of NetHack 1.4f. To link to a particular line, write [[NetHack 1.4f/engrave.c#line123| < nowiki > NetHack 1.4f/engrave.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 1.4f/eshk.h =_=_ Source:NetHack 1.4f/extern.h =_=_ Source:NetHack 1.4f/fight.c Below is the full text to fight.c from the source code of NetHack 1.4f. To link to a particular line, write [[NetHack 1.4f/fight.c#line123| < nowiki > NetHack 1.4f/fight.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 1.4f/flag.h =_=_ Source:NetHack 1.4f/fountain.c Below is the full text to fountain.c from the source code of NetHack 1.4f. To link to a particular line, write [[NetHack 1.4f/fountain.c#line123| < nowiki > NetHack 1.4f/fountain.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 1.4f/func tab.h =_=_ Source:NetHack 1.4f/gen.h =_=_ Source:NetHack 1.4f/gold.h =_=_ Source:NetHack 1.4f/hack.c Below is the full text to hack.c from the source code of NetHack 1.4f. To link to a particular line, write [[NetHack 1.4f/hack.c#line123| < nowiki > NetHack 1.4f/hack.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 1.4f/hack.h Below is the full text to hack.h from the source code of NetHack 1.4f. To link to a particular line, write [[NetHack 1.4f/hack.h#line123| < nowiki > NetHack 1.4f/hack.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 1.4f/invent.c Below is the full text to invent.c from the source code of NetHack 1.4f. To link to a particular line, write [[NetHack 1.4f/invent.c#line123| < nowiki > NetHack 1.4f/invent.c#line123 < /nowiki > ]], for example. The Harlow distribution of NetHack 1.4f does not contain this file; it contains one identical to its counterpart in NetHack 1.3d. This is probably due to difficulties in applying the original patch as distributed on Usenet. See How to apply the NetHack 1.4f patch for instructions to obtain this file. =_=_ Source:NetHack 1.4f/ioctl.c =_=_ Source:NetHack 1.4f/lev.c Below is the full text to lev.c from the source code of NetHack 1.4f. To link to a particular line, write [[NetHack 1.4f/lev.c#line123| < nowiki > NetHack 1.4f/lev.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 1.4f/makedefs.c Below is the full text to makedefs.c from the source code of NetHack 1.4f. To link to a particular line, write [[NetHack 1.4f/makedefs.c#line123| < nowiki > NetHack 1.4f/makedefs.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 1.4f/makemon.c Below is the full text to makemon.c from the source code of NetHack 1.4f. To link to a particular line, write [[NetHack 1.4f/makemon.c#line123| < nowiki > NetHack 1.4f/makemon.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 1.4f/mfndpos.h =_=_ Source:NetHack 1.4f/mhitu.c =_=_ Source:NetHack 1.4f/mklev.c Below is the full text to mklev.c from the source code of NetHack 1.4f. To link to a particular line, write [[NetHack 1.4f/mklev.c#line123| < nowiki > NetHack 1.4f/mklev.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 1.4f/mkmaze.c Below is the full text to mkmaze.c from the source code of NetHack 1.4f. To link to a particular line, write [[NetHack 1.4f/mkmaze.c#line123| < nowiki > NetHack 1.4f/mkmaze.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 1.4f/mkobj.c Below is the full text to mkobj.c from the source code of NetHack 1.4f. To link to a particular line, write [[NetHack 1.4f/mkobj.c#line123| < nowiki > NetHack 1.4f/mkobj.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 1.4f/mkroom.h =_=_ Source:NetHack 1.4f/mkshop.c =_=_ Source:NetHack 1.4f/mon.c Below is the full text to mon.c from the source code of NetHack 1.4f. To link to a particular line, write [[NetHack 1.4f/mon.c#line123| < nowiki > NetHack 1.4f/mon.c#line123 < /nowiki > ]], for example. The Harlow distribution gives tt = 1L < < " ttmp- > typ;" but the double quotes in that statement are an obvious corruption; it does not compile when written thus, the UUNet distribution does not have the quotes, and neither does the corresponding line in 1.3d. =_=_ Source:NetHack 1.4f/monmove.c =_=_ Source:NetHack 1.4f/monst.c =_=_ Source:NetHack 1.4f/monst.h =_=_ Source:NetHack 1.4f/msdos.c Below is the full text to msdos.c from the source code of NetHack 1.4f. To link to a particular line, write [[NetHack 1.4f/msdos.c#line123| < nowiki > NetHack 1.4f/msdos.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 1.4f/msdos.h Below is the full text to msdos.h from the source code of NetHack 1.4f. To link to a particular line, write [[NetHack 1.4f/msdos.h#line123| < nowiki > NetHack 1.4f/msdos.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 1.4f/o init.c Below is the full text to o_init.c from the source code of NetHack 1.4f. To link to a particular line, write [[NetHack 1.4f/o_init.c#line123| < nowiki > NetHack 1.4f/o_init.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 1.4f/obj.h =_=_ Source:NetHack 1.4f/objclass.h Below is the full text to objclass.h from the source code of NetHack 1.4f. To link to a particular line, write [[NetHack 1.4f/objclass.h#line123| < nowiki > NetHack 1.4f/objclass.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 1.4f/objects.h Below is the full text to objects.h from the source code of NetHack 1.4f. To link to a particular line, write [[NetHack 1.4f/objects.h#line123| < nowiki > NetHack 1.4f/objects.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 1.4f/objnam.c =_=_ Source:NetHack 1.4f/options.c Below is the full text to options.c from the source code of NetHack 1.4f. To link to a particular line, write [[NetHack 1.4f/options.c#line123| < nowiki > NetHack 1.4f/options.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 1.4f/pager.c Below is the full text to pager.c from the source code of NetHack 1.4f. To link to a particular line, write [[NetHack 1.4f/pager.c#line123| < nowiki > NetHack 1.4f/pager.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 1.4f/pcmain.c Below is the full text to pcmain.c from the source code of NetHack 1.4f. To link to a particular line, write [[NetHack 1.4f/pcmain.c#line123| < nowiki > NetHack 1.4f/pcmain.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 1.4f/pctty.c Below is the full text to pctty.c from the source code of NetHack 1.4f. To link to a particular line, write [[NetHack 1.4f/pctty.c#line123| < nowiki > NetHack 1.4f/pctty.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 1.4f/pcunix.c Below is the full text to pcunix.c from the source code of NetHack 1.4f. To link to a particular line, write [[NetHack 1.4f/pcunix.c#line123| < nowiki > NetHack 1.4f/pcunix.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 1.4f/permonst.h =_=_ Source:NetHack 1.4f/polyself.c Below is the full text to polyself.c from the source code of NetHack 1.4f. To link to a particular line, write [[NetHack 1.4f/polyself.c#line123| < nowiki > NetHack 1.4f/polyself.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 1.4f/potion.c Below is the full text to potion.c from the source code of NetHack 1.4f. To link to a particular line, write [[NetHack 1.4f/potion.c#line123| < nowiki > NetHack 1.4f/potion.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 1.4f/pray.c Below is the full text to pray.c from the source code of NetHack 1.4f. To link to a particular line, write [[NetHack 1.4f/pray.c#line123| < nowiki > NetHack 1.4f/pray.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 1.4f/pri.c Below is the full text to pri.c from the source code of NetHack 1.4f. To link to a particular line, write [[NetHack 1.4f/pri.c#line123| < nowiki > NetHack 1.4f/pri.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 1.4f/prisym.c Below is the full text to prisym.c from the source code of NetHack 1.4f. To link to a particular line, write [[NetHack 1.4f/prisym.c#line123| < nowiki > NetHack 1.4f/prisym.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 1.4f/read.c Below is the full text to read.c from the source code of NetHack 1.4f. To link to a particular line, write [[NetHack 1.4f/read.c#line123| < nowiki > NetHack 1.4f/read.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 1.4f/rip.c Below is the full text to rip.c from the source code of NetHack 1.4f. To link to a particular line, write [[NetHack 1.4f/rip.c#line123| < nowiki > NetHack 1.4f/rip.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 1.4f/rm.h Below is the full text to rm.h from the source code of NetHack 1.4f. To link to a particular line, write [[NetHack 1.4f/rm.h#line123| < nowiki > NetHack 1.4f/rm.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 1.4f/rnd.c Below is the full text to rnd.c from the source code of NetHack 1.4f. To link to a particular line, write [[NetHack 1.4f/rnd.c#line123| < nowiki > NetHack 1.4f/rnd.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 1.4f/rumors.c =_=_ Source:NetHack 1.4f/save.c Below is the full text to save.c from the source code of NetHack 1.4f. To link to a particular line, write [[NetHack 1.4f/save.c#line123| < nowiki > NetHack 1.4f/save.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 1.4f/search.c Below is the full text to search.c from the source code of NetHack 1.4f. To link to a particular line, write [[NetHack 1.4f/search.c#line123| < nowiki > NetHack 1.4f/search.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 1.4f/shk.c Below is the full text to shk.c from the source code of NetHack 1.4f. To link to a particular line, write [[NetHack 1.4f/shk.c#line123| < nowiki > NetHack 1.4f/shk.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 1.4f/shknam.c =_=_ Source:NetHack 1.4f/sit.c Below is the full text to sit.c from the source code of NetHack 1.4f. To link to a particular line, write [[NetHack 1.4f/sit.c#line123| < nowiki > NetHack 1.4f/sit.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 1.4f/spell.c Below is the full text to spell.c from the source code of NetHack 1.4f. To link to a particular line, write [[NetHack 1.4f/spell.c#line123| < nowiki > NetHack 1.4f/spell.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 1.4f/spell.h =_=_ Source:NetHack 1.4f/steal.c Below is the full text to steal.c from the source code of NetHack 1.4f. To link to a particular line, write [[NetHack 1.4f/steal.c#line123| < nowiki > NetHack 1.4f/steal.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 1.4f/termcap.c Below is the full text to termcap.c from the source code of NetHack 1.4f. To link to a particular line, write [[NetHack 1.4f/termcap.c#line123| < nowiki > NetHack 1.4f/termcap.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 1.4f/timeout.c =_=_ Source:NetHack 1.4f/topl.c Below is the full text to topl.c from the source code of NetHack 1.4f. To link to a particular line, write [[NetHack 1.4f/topl.c#line123| < nowiki > NetHack 1.4f/topl.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 1.4f/topten.c Below is the full text to topten.c from the source code of NetHack 1.4f. To link to a particular line, write [[NetHack 1.4f/topten.c#line123| < nowiki > NetHack 1.4f/topten.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 1.4f/track.c =_=_ Source:NetHack 1.4f/trap.c Below is the full text to trap.c from the source code of NetHack 1.4f. To link to a particular line, write [[NetHack 1.4f/trap.c#line123| < nowiki > NetHack 1.4f/trap.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 1.4f/trap.h =_=_ Source:NetHack 1.4f/u init.c Below is the full text to u_init.c from the source code of NetHack 1.4f. To link to a particular line, write [[NetHack 1.4f/u_init.c#line123| < nowiki > NetHack 1.4f/u_init.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 1.4f/unixmain.c Below is the full text to unixmain.c from the source code of NetHack 1.4f. To link to a particular line, write [[NetHack 1.4f/unixmain.c#line123| < nowiki > NetHack 1.4f/unixmain.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 1.4f/unixtty.c Below is the full text to unixtty.c from the source code of NetHack 1.4f. To link to a particular line, write [[NetHack 1.4f/unixtty.c#line123| < nowiki > NetHack 1.4f/unixtty.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 1.4f/unixunix.c =_=_ Source:NetHack 1.4f/vault.c =_=_ Source:NetHack 1.4f/version.c Below is the full text to version.c from the source code of NetHack 1.4f. To link to a particular line, write [[NetHack 1.4f/version.c#line123| < nowiki > NetHack 1.4f/version.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 1.4f/wield.c Below is the full text to wield.c from the source code of NetHack 1.4f. To link to a particular line, write [[NetHack 1.4f/wield.c#line123| < nowiki > NetHack 1.4f/wield.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 1.4f/wizard.c Below is the full text to wizard.c from the source code of NetHack 1.4f. To link to a particular line, write [[NetHack 1.4f/wizard.c#line123| < nowiki > NetHack 1.4f/wizard.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 1.4f/worm.c =_=_ Source:NetHack 1.4f/worn.c =_=_ Source:NetHack 1.4f/write.c Below is the full text to write.c from the source code of NetHack 1.4f. To link to a particular line, write [[NetHack 1.4f/write.c#line123| < nowiki > NetHack 1.4f/write.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 1.4f/wseg.h =_=_ Source:NetHack 1.4f/you.h Below is the full text to you.h from the source code of NetHack 1.4f. To link to a particular line, write [[NetHack 1.4f/you.h#line123| < nowiki > NetHack 1.4f/you.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 1.4f/zap.c Below is the full text to zap.c from the source code of NetHack 1.4f. To link to a particular line, write [[NetHack 1.4f/zap.c#line123| < nowiki > NetHack 1.4f/zap.c#line123 < /nowiki > ]], for example. =_=_ Shock resistant =_=_ Melee A melee (also mêlée) attack is a close proximity hand-to-hand attack, as distinguished from a ranged attack. Moving into a monster initiates a melee attack against it, either with a wielded weapon (or other item), or your bare hands, if you don't wield anything. You can use the - command to force your next input to be interpreted as a melee attack. (Pounding is not considered a melee attack.) =_=_ Melee combat =_=_ Mêlée =_=_ Source:NetHack 1.4f/rumors.base Below is the full text to rumors.base from the source code of NetHack 1.4f. To link to a particular line, write [[NetHack 1.4f/rumors.base#line123| < nowiki > NetHack 1.4f/rumors.base#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 1.4f/rumors.kaa Below is the full text to rumors.kaa from the source code of NetHack 1.4f. To link to a particular line, write [[NetHack 1.4f/rumors.kaa#line123| < nowiki > NetHack 1.4f/rumors.kaa#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 1.4f/rumors.mrx Below is the full text to rumors.mrx from the source code of NetHack 1.4f. To link to a particular line, write [[NetHack 1.4f/rumors.mrx#line123| < nowiki > NetHack 1.4f/rumors.mrx#line123 < /nowiki > ]], for example. =_=_ Category:Defunct features =_=_ Multiplication Hi! Welcome, and thanks for contributing to NetHackWiki! Could you please create an account? It helps us keep spam down, because we don't have to check the edits of known-good users. It also provides more privacy for you. Our style guide and How to help pages are good starting points. --Jayt 22:07, 31 August 2006 (UTC) =_=_ Category:SLASH'EM monsters =_=_ Category:SLASH'EM =_=_ NetHackWiki:Old news =_=_ Category:Variants =_=_ Category:SLASH'EM roles =_=_ Talk:NetHack 1.4f =_=_ Curse removal One very common problem in NetHack is being stuck to a cursed item. Cursed weapons weld themselves to your hand, cursed armor and jewelery cannot be removed, and cursed loadstones cannot be dropped. You can reduce your chances of being stuck with something cursed by testing everything with your pet or an altar, but because some monsters can curse your items, it is likely that even careful players will end up with cursed items at some point. This page aims to list all possible ways to free yourself from a cursed item. Three general approaches, in order of preference for valuable items, are to uncurse the item, to get unstuck from it, or to simply destroy it. The castle moat is Lethe water. In addition to all its other effects, it will uncurse anything dipped into it. See the SLASH'EM section in castle for more details. =_=_ Enchanting In addition, some rings, such as the ring of protection, may be boosted up, but that is called charging and is done using the scroll of charging. =_=_ Rumors Rumors are a way to learn about the game without reading spoilers. Rumors come in two forms: true and false. The true ones are useful hints, while the false ones are useless or incorrect. This suggests that by eating a freezing sphere or a yeti you may get the cold resistance. Unfortunately, freezing spheres never leave corpses. This suggests that if you kill a pet, you get an alignment record penalty (-15 to be exact, and also lose 1 point of Luck). =_=_ Rumor =_=_ Rumour =_=_ Rumours =_=_ Link =_=_ Talk:Websites I went and anonymously edited Wiki:NetHack today, removing all of those links that I felt were preventing me from enjoying that page. A few links were there but are not here: http://www.thenethacksite.com http://www.irchelp.org/irchelp/networks/servers/ircnet.html http://falconseye.sourceforge.net/nhmanual/ http://www.win.tue.nl/~kroisos/nethack/ http://avrc.city.ac.uk/nethack/VernonSpoilers.html --Kernigh 19:11, 1 September 2006 (UTC) =_=_ Category:Featured articles =_=_ Mysterious force The much-maligned mysterious force is a random level teleportation effect that occurs one quarter of the time when trying to climb stairs or using a cursed potion of gain level in Gehennom with the Amulet of Yendor. Lawful characters are dumped up to three levels below their current location; for neutral players it is up to two and for chaotic it is up to one. (This includes occasionally being teleported around the level, a kind of "zero level drop".) The mysterious force does not act when you go up from the Valley of the Dead to the Castle, or when you enter Vlad's tower using the staircase. If you are inside the Wizard's Tower, it will leave you on the same level if it would otherwise place you below the bottom of the tower. Monsters (especially the Wizard of Yendor) may also be affected by the force when they try to flee upstairs with the amulet. Unlike the player, monsters will always be sent exactly one level down by the force and will be placed near the up staircase, and only if they aren't already in the three lowest levels of Gehennom. Cursed potions of gain level will not trigger the mysterious force for monsters. These effects are summarized in the table below. Despite a code comment in NetHack 3.4.3 implying that the probabilities of each distance other than -1 are equal, this is not actually the case; the code actually randomizes the distance to move a player twice, leading to the following distribution: Later versions of NetHack did not change the formula, but did change the comments so that they described the formula correctly. How long does it take to escape the force? The following values are for a typical 22-level Gehennom. On average, Lawfuls take around 30% longer than Chaotics, and Neutrals take around 14% longer. Before the corrected probabilities were discovered, players used to believe that Lawfuls had a much harsher penalty when escaping Gehennom. Since Gehennom contains many non-teleport levels, climbing upwards would be annoying even without the force. The player is advised to save a few cursed potions of gain level to bypass especially convoluted levels, such as Asmodeus' Lair. There's an advanced strategy to bypass a few levels in the lower sections of Gehennom by taking the portal to the Wizard's Tower, which typically moves you a few levels upwards (plus, the force is less harsh inside the Tower). The troublesome part is escaping the Tower's top level: cursed potions of gain level will not work, and the Amulet blocks levelporting. However, if you stoned the Wizard while obtaining the Book (as an unique item, the Book won't be trapped in the statue), you can now unstone him, toss him the Amulet, escape the level via levelporting, and meet the Wizard on the upstairs. He should teleport to you with the Amulet. Since the force is kindest to chaotic characters, lawful or neutral ones may wish to put on a helm of opposite alignment to become chaotic so that they can avoid the worst of it. SLASH'EM, SporkHack, UnNetHack, xNetHack, and SpliceHack have completely removed the mysterious force. UnNetHack, xNetHack, and SpliceHack compensate for this by making carrying the Amulet block all teleportation, including intra-level. A mysterious force is also cited as the reason that one cannot teleport on a non-teleport level, < ref > < /ref > or descend the staircase on the quest home level without first getting permission from your quest leader. =_=_ Alchemy Alchemy is the process of dipping one potion into another potion. If it goes well, the two potions will mix into one new uncursed, diluted potion. For those who are not spoiled, alchemy is difficult to learn. Dipping into a potion of water or using a potion of polymorph does not yield alchemical results. Despite its name, the alchemy smock has no effect on alchemy. Though most of the effects of alchemy are dangerous or unpredictable, a few specific recipes are worthwhile. You can use potions of gain energy to upgrade your potions of healing and extra healing. You can also use potions of gain level for these upgrades, if you don't need to gain levels. Even if you are following the recipes, there is a chance of an alchemic blast ("BOOM! They explode!"). Furthermore, if you dip a potion of acid or any cursed potion into another potion, you will always cause an alchemic blast. The mixture will explode, the blast will take 1 to 10 HP from you, and it will generate vapors from the potion being dipped. The blast will also abuse your strength. Stacking potions before performing alchemy is often beneficial. Dipping a stack of any number of potions into a stack of one or more other potions will alchemize multiple potions in the former stack, while consuming only one potion of the latter stack: Dipping potions into water is not considered alchemy. If you dip a stack of potions into water, all of them will be affected. It may be beneficial to wait until you have a stack of at least eight potions to dip before performing alchemy, to get the greatest return out of the dipped-into potion. If you have multiple potions of the same type, but they don't stack, it may be because their dilution, beatitude, or your knowledge of their beatitude don't match. You can dilute potions by dipping them into a fountain, dipping them in a moat while flying or wearing water walking boots, or dropping your iron items, scrolls, spellbooks and other potions and walking into water. In the latter case, make sure your encumbrance is less than Stressed, and multiple dips may be required if your Luck is high. Make sure to examine your potions between each dip, to avoid accidentally turning a diluted potion into water. If you possess water walking boots, the process becomes much simpler. The < tt > mixtype < /tt > function decrees the alchemy recipes in this game. Each recipe requires you to mix two potions. The order of potions does not matter: whether you dip a potion of healing into a potion of speed, or dip a potion of speed into a potion of healing, you will make a potion of extra healing (with the chance of an alchemic blast instead). The outcome will always be diluted, regardless if the input potions were. In the tables below, the result is on the right and the ingredients are on the left. In some cases, multiple recipes can yield the same result. These recipes have the greatest likelihood of succeeding. Potions of extra healing and full healing are useful to have throughout the game, because quaffing them while fully healed is a common way to increase max hit points. Potions of gain ability are a good way to increase attributes early in the game, but are of little use late in the game when your attributes are already at maximum. Some recipes do not always produce the same result. The potion of enlightenment formula is almost never worth attempting because the probability of success is so low. Potions of gain level, however, are often worth obtaining via alchemy, because they are more useful than the potions used to make them, and the chance of success is higher than with enlightenment. It is possible to use the result of alchemy for further alchemy, as long as you follow the normal recipes. Diluted potions work fine. One example is making blessed potions of full healing and gain ability from all those healing and extra healing potions you've collected. You will need to re-stack your potions at all intermediate stages: bless stacks so all will have the same identified BUC status, and dilute concentrated potions so they will stack with the newly-alchemized ones. Follow the route: Gather lots of potions, turn them into water, and dip the stack of water (blessed or uncursed) into some potion. This counts as random alchemy; 25% of the time you will get potions of sickness. (The other times you may lose one potion of water, or get some other random result. In those cases, just dip again unless you get something good from the random result.) Cancel the sickness or dip a unicorn horn to turn it into juice, then dip juice into speed for booze. Dip booze into enlightenment for confusion, and dip that into gain level or gain energy for a chance of enlightenment (the other they become booze, which moves you back a bit). Dip into levitation for a chance of gain level (the other gives a random result, and probably means you have to start the whole thing over again.) This recipe uses up expected 23.67 potion, including all the trackbacks and alchemic explosions. To conserve resources, you can dip the water into otherwise useless potion of acid, and use a unicorn horn or cancellation spell to convert sickness to juice rather than a wand of cancellation. Order matters, don't dip acid into water! Unfortunately, in 3.6.1 this recipe is much less profitable. Firstly, producing sickness through random alchemy incurs a 50% chance per dip of the entire water stack disappearing, which makes it significantly more risky (and costly on average). Secondly, both confusion and enlightenment are magical potions, so making them in decent amounts under the new stacking rules is significantly harder. Assuming a large potion supply (at least 8 for each dip) and accounting both for dipped-in enlightenment and byproduct booze, each potion of enlightenment on average requires 5.1 < !-- 5+10/97 -- > potions of booze and 1.9 < !-- 1+83/97 -- > potions of gain level or gain energy to make, which actually makes using gain level counterproductive. In a more realistic scenario of limited potion supply, you have a very real possibility of using up all of your gain energy potions and ending up with fewer enlightenment potions than your initial supply. Dipping a potion of water into another potion is the same as dipping that potion into water; thus it is not possible to use potions of water in random alchemy, as it will always dilute the other potion rather than creating a random alchemic result. This can be circumvented by taking the potions of water and dipping them into the castle moat, turning them into potions of amnesia. These potions can then be used for random alchemy, but the vapors caused by an explosion will cause you to forget spells, items and levels, unless you are polymorphed into a form that is eyeless and have breathlessness from any source, including your polymorphed form. The Color Alchemy Patch, notably incorporated in UnNetHack 3.5.2, changes the rules of alchemy to be based on artistic color mapping. It makes use of the primary colors red, blue and yellow, the secondary colors orange, green and purple, and the tertiary color brown, as well as black and white. All primary, secondary, and tertiary colors have a light and dark variant: If the desired color is not a color used in the game, both potions will be wasted. For example, if you mix an orange potion with an emerald potion, but brown potions are not used in your game, then you will both potions disappear, leaving you with nothing: "The mixture glows brightly and evaporates." In SLASH'EM and dNetHack, dipping a valuable gem into a potion of acid will generate another type of potion. The potion you get is defined by its randomized description, not by its identified description. For example, if you dip a ruby into acid, you will always get a ruby potion whether ruby potions are full healing or hallucination in your game. There's a chance that dipping will cause an explosion, using up the potion and gem and dealing some damage. If the potion of acid is cursed, it always explodes, like with normal alchemy. You will need one potion of acid per potion produced; stacks of gems will be melted one gem at a time. =_=_ Talk:Hack 1.0 source code Some of the source files in the Harlow distributions < s > at least < /s > of Hack have minor indentation glitches. This seems to be due to bugs in the Google Groups software. These bugs have since been fixed. It seems clear enough which one this file is supposed to look like. Of course it compiles the same as before. -- Ray Chason 04:28, 2 September 2006 (UTC) =_=_ Talk:NetHack 1.4f source code About three dozen source files in 1.4f are the same as in 1.3d. Should those perhaps be redirects? -- Ray Chason 04:36, 2 September 2006 (UTC) =_=_ Source talk:NetHack 1.4f/invent.c Notice that "1.3" at the top of the file. The patch at UUNet clearly shows that invent.c does indeed have changes from 1.3d. Unfortunately, the patch seems to have been generated using something other than the distributed 1.3d invent.c, and ed chokes when you try to apply it. The overall patch generates a lot of output on stdout and Mr. Harlow seems to have overlooked the error messages. A recipe for getting a correct 1.4f from the UUNet sources almost warrants its own article. I seem not to have a good procedure myself -- I just diffed my attempt against the Harlow distribution and found manifest errors in both directions, and not just in invent.c. -- Ray Chason 04:58, 2 September 2006 (UTC) =_=_ Source talk:NetHack 1.4f/mon.c =_=_ Nethack haiku =_=_ How to apply the NetHack 1.4f patch The patch to convert NetHack 1.3d to NetHack 1.4f is difficult to apply correctly. Some parts of it seem to be interpreted incorrectly by a modern Unix shell, and the patch for invent.c seems to be created from something different from its counterpart in 1.3d. This article will describe how to correct these problems and apply the NetHack 1.4f patch. The original archives are distributed in a format called a "shell archive" and are most easily unpacked in a Unix environment. Users of Windows can install MinGW or Cygwin to obtain the necessary tools. DJGPP may also work. Start with a copy of NetHack 1.3d. The Harlow and UUNet distributions are the same, so either may be used. The patch was originally available at UUNet, but that site has disappeared. Fortunately, UUNet is mirrored at ftp.sunet.se. Download the patch here The file has the extension ".gz". This means that it has been compressed with gzip. It can be unzipped with "gunzip". The file patch1 is a shell archive -- a Bourne shell script that, when run, creates the archived files in the current directory. However, it also has Usenet headers and a brief explanation at the top. You'll need to delete all lines before the one that reads "#! /bin/sh". The file update.patches is itself a Bourne shell script that invokes ed to modify the files that have changed in 1.4f. Specifically, it contains a series of shell commands such as these: Now it is necessary to edit invent.c so that it matches the provided patch. The patch was generated from an altered invent.c that had six extra lines that are not present in the distributed version of 1.3d. Go to line 778; it and the surrounding lines read: When you are satisfied that the patch is applied correctly (you may do well to do "diff invent.c.orig invent.c" in particular), then you can go ahead and delete the files "*.orig", update.patches, and patch1. You now have a NetHack 1.4f that matches the likely intentions of the developers. Use this template to link to directly to the CVS repository containing the SLASH'EM source code. Syntax is < tt > < nowiki > < /nowiki > < /tt > or just < tt > < nowiki > < /nowiki > < /tt > for HEAD. See Template talk:Semsrc for more. Alternative: Those linking to SLASH'EM 0.0.7E7F2 sources should link to NetHackWiki's copy of the sources using or if possible. =_=_ Holy wafer Lawful players will also heal by 20 to 39 HP; Chaotic players will lose 10 to 19 HP, but will not go below 1 HP. =_=_ File:Bamboo arrow.png =_=_ File:Molds.png A set of x16 vanilla NetHack tiles of 'mold' monsters. It was first uploaded to NetHackWiki by Lotte as "Molds.PNG" (uppercase PNG). =_=_ Yeti The yeti is a monster that appears in NetHack. It is an apelike creature that is dangerous and must be dealt with carefully; while it cannot grab the player like a carnivorous ape, the yeti moves quicker than the largest ape, and does extra damage by biting. Although a yeti is rather quick, with a bit of preparation one can safely deal with it from a distance. Just like most other creatures, you can engrave Elbereth to scare it off. Ranged attacks are also effective in dealing with yetis safely; because they are susceptible to spell damage, even a mediocre spellcaster can kill a yeti with a few uses of the spell. The Yeti, or Abominable Snowman, is a cryptozoological animal not recognized by science. It is said to inhabit the Himalayan region of Nepal and Tibet. =_=_ NetHack 3.2.0 NetHack 3.2.0 is the 20th public release of NetHack and the 16th by the DevTeam. Mike Stephenson announced it to the Usenet newsgroups rec.games.roguelike.announce and rec.games.roguelike.nethack in April 1996. < ref > Mike Stephenson, NetHack 3.2.0 Release. rec.games.roguelike.nethack and rec.games.roguelike.announce, April 18, 1996. < /ref > NetHack 3.2.0 has no fully authoritative source. The DevTeam ceased to distribute NetHack by Usenet after NetHack 3.1.3. It was made available at UUNet, but no longer exists there; the main distribution site was by FTP at linc.cis.upenn.edu, but that site no longer accepts anonymous logins. Izchak Miller was a professor at the University of Pennsylvania and a founding member of the DevTeam. Due to his passing in 1994, the NetHack 3.2 Series was dedicated to his memory. The adventurer has experience, hit points, magical energy, armor class, alignment, and the six major attributes. He may advance to experience level 30. The initial pet is a little dog for Cavemen and Samurai, a kitten for Wizards, and a random choice of the two (or the user's choice in his options) for all others. The main trunk of the dungeon begins at level 1, where the game begins, and proceeds down stairs to Medusa's Lair and the Castle. From there, it is necessary to enter a trap door to the Valley of the Dead. Further stairs down eventually lead to the invocation level. Performing the invocation ritual at the vibrating square opens the stairs to the Sanctum. With the Amulet of Yendor in hand, the adventurer may ascend from level 1 into the Plane of Earth; thence s/he may proceed through magic portals to the planes of Air, Fire, and Water, and thence to the Astral Plane. Offering the Amulet of Yendor on the correct high altar wins the game. Potions in NetHack 3.2.0 have randomized appearances (except for water), occurring as one of , or as tiles image:ruby potion.png image:pink potion.png image:orange potion.png image:yellow potion.png image:emerald potion.png image:dark green potion.png image:cyan potion.png image:sky blue potion.png image:brilliant blue potion.png image:magenta potion.png image:purple-red potion.png image:puce potion.png image:milky potion.png image:swirly potion.png image:bubbly potion.png image:smoky potion.png image:cloudy potion.png image:brown potion.png image:fizzy potion.png image:dark potion.png image:murky potion 320.png. They are: Wands in NetHack 3.2.0 have randomized appearances, occurring as one of , image:glass wand.png image:balsa wand.png image:maple wand.png image:pine wand.png image:oak wand.png image:ebony wand.png image:marble wand.png image:tin wand.png image:brass wand.png image:copper wand.png image:silver wand.png image:platinum wand.png image:iridium wand.png image:zinc wand.png image:aluminum wand.png image:uranium wand.png image:iron wand.png image:steel wand.png image:hexagonal wand.png image:short wand.png image:runed wand.png image:long wand.png image:curved wand.png image:forked wand.png image:spiked wand.png image:jeweled wand.png. They are: Spellbooks in NetHack 3.2.0 have randomized appearances (except for blank paper and the Book of the Dead), occurring as one of , or tiles image:parchment spellbook.png image:vellum spellbook.png image:ragged spellbook.png image:dog eared spellbook.png image:mottled spellbook.png image:stained spellbook.png image:cloth spellbook.png image:leather spellbook.png image:white spellbook.png image:pink spellbook.png image:red spellbook.png image:orange spellbook.png image:yellow spellbook.png image:light green spellbook.png image:dark green spellbook.png image:turquoise spellbook.png image:cyan spellbook.png image:light blue spellbook.png image:dark blue spellbook.png image:indigo spellbook.png image:magenta spellbook.png image:purple spellbook.png image:violet spellbook.png image:tan spellbook.png image:plaid spellbook.png image:light brown spellbook.png image:dark brown spellbook.png image:gray spellbook.png image:wrinkled spellbook.png image:dusty spellbook.png image:bronze spellbook.png image:copper spellbook.png image:silver spellbook.png image:gold spellbook.png image:glittering spellbook.png image:shining spellbook.png image:dull spellbook.png image:thin spellbook.png image:thick spellbook.png. They are: Rings in NetHack 3.2.0 have randomized appearances, occurring as one of ; tiles are image:wooden ring.png image:granite ring.png image:coral ring.png image:black onyx ring.png image:moonstone ring.png image:tiger eye ring.png image:jade ring.png image:agate ring.png image:topaz ring.png image:sapphire ring.png image:ruby ring.png image:diamond ring.png image:pearl ring.png image:iron ring.png image:brass ring.png image:copper ring.png image:silver ring.png image:gold ring.png image:ivory ring.png image:emerald ring.png image:wire ring.png image:engagement ring.png image:shiny ring.png. They are: Blinding venom ( image:blinding venom.png) and acid venom ( image:acid venom.png) are also listed as objects, but they only exist while in flight, or when a wizard mode wish requests them. =_=_ Category:Conducts =_=_ Category:Untracked conducts =_=_ Reduced-hunger casting =_=_ Hungerless casting Hungerless casting or reduced-hunger casting offer reductions in (or elimination of) the nutrition penalty incurred by spellcasting. Both are granted automatically and exclusively to high-intelligence wizards: Hungerless casting is very useful, especially when attempting the foodless conduct. The unreduced nutrition penalty for each spell level, with and without the Amulet of Yendor, follows: Casting the detect food spell never incurs a hunger penalty. Also, if casting a spell would put you at three or less nutrition, your nutrition is set instead to three. Hunger cost is rounded down: for example, casting a level 1 spell with 16 intelligence costs only 2 nutrition. In SLASH'EM, as in Vanilla, only wizards get hungerless casting: the new magic-specializing roles, flame mages, ice mages, and necromancers, do not. =_=_ Talk:Bones When was the bones pile feature conceived and implemented? fontppp in #nethack asks and I couldn't find an answer. One of the significant changes from Hack 1.0.2 to 1.0.3 was "A real amulet of Yendor can no longer be found in bones files." so bones are at least as old as (and certainly older than) 1.0.2 which came out in April 1985. Were they in Jay Fenlason's Hack, or introduced in Hack 1.0, or did they originate in Rogue? --Eidolos 04:44, 3 September 2006 (UTC) Is there really an ethical question over the use of bones-found items? The only ethical issue I'm aware of is using notes from (or memory of) the deceased character's game to bypass identification. --Jayt 13:13, 3 September 2006 (UTC) If an artifact was not of its default alignment (i.e. Magicbane given to a Chaotic Wizard), will it "remember" this, or will it revert to default? --66.23.133.55 17:19, 21 August 2007 (UTC) If I'm reading the code right, then the "Your body rises from the dead as < monster > ..." message given when a player is killed by a mummy, vampire or wraith is only emitted after the decision to leave bones has been made. So if you see that message, you know (barring stuff like unexpected filesystem errors) that bones were left. Conversely, if the player is killed by one of those monsters but no such message appears, there should be no bones. I should run some tests to confirm this, though. Anyway, it's a rather rare corner case, but I guess it could potentially offer someone a small (and rather cheesy) metagame advantage. Say, if you're watching games on NAO and see a pudding farmer commit YASD by vampire... --Ilmari Karonen 15:06, 22 April 2011 (UTC) I just reported this as a bug to the DevTeam. BTW, another detail I noticed while testing this is that characters killed by the drain life attack of a wraith or vampire taking them to XL 0 won't get this message (or turn into a wraith/vampire) even if they leave bones; also, their cause of death is not listed as the monster, but as "life drainage". It seems that, to get your corpse to rise as a wraith, you need to be either level drain resistant or very low on HP so that you reach 0 HP before level 0. --Ilmari Karonen 10:48, 23 April 2011 (UTC) The chance of loading a bones file is 1/3*P{bones file present}. It turns out the latter can be estimated for the NAO player population. If we assume everything is stationary, it should converge to the equilibrum between rates of creation and destruction, i.e. where d is the dying rate on that level, and s the seeing rate. The ratio d/s can be estimated at Also, to answer TJR's question, yes, I think something along these lines might be nice in the article. It might be nice to figure out how to handle Soko and Mines, and to also get a bigger sample than one year. Derekt75 01:19, 2 March 2012 (UTC) I've computed the time-averaged bones files probabilities on NAO again, using a script written by user:ais523. The chance there is a bones file on a main dungeons level on NAO at a random point in time is: The mode of computation is: For each line of the NAO xlogfile, the hero loads all bones starting from level 1 to dungeon-level maxlevel of the main dungeons. Then the hero dies, with the usual probability of leaving bones if he was in the main dungeons and the type of death was eligible. This is repeated for all lines of the xlogfile. Finally, we average the computed chances of bones over all xlogfile lines. The caveats are: Level teleportation is not accounted for, nor is falling through a trap door. It's impossible to know the position of special (or no-bones) levels or the start of Gehennom. However, dungeon branches are handled correctly, since the maxlvl field apparently does not take side branches into account. --Tjr 17:29, 11 March 2012 (UTC) In the NAO xlogfiles, there are plenty of cases of maxlvl < deathlev for the quest, and then this sole exception: I think the recent revert of my edit to the article is erroneous. Specifically, I believe that bones left on the 4th level of the Gnomish mines can show up on different dungeon levels depending on what floor the stairs to the mines are. Part of my reason for believing this is that I got killed by an Arch-lich on dungeon level 7, 1 level below Minetown. After TJR did some digging, he found that I had loaded bones that were originally from lvl 8 or lvl 9, and we then went on to assume that there was a polytrap on lvl 8. (see TJR's post on RGRN at https://groups.google.com/forum/?fromgroups#!topic/rec.games.roguelike.nethack/UpGd68U3IiY). This misconception that "level 7 is always level 7" is exactly what my edits are trying to address. Twice I have added in something that I felt would be helpful, and twice the edit has been removed. Can we get a 3rd party to weigh in on this? thanks, Derekt75 01:37, 6 March 2012 (UTC) I play UnNethack and via hearse I received bonD0.N - not mentioned Bones#Bones_files_locations. What is this? Bulwersator (talk) 10:58, 12 September 2012 (UTC) Hi stumbly! Welcome, and thanks for contributing to NetHackWiki! Could you please create an account? It helps us keep spam down, because we don't have to check the edits of known-good users. It also provides more privacy for you. Our style guide and How to help pages are good starting points. --Eidolos 05:27, 3 September 2006 (UTC) =_=_ Source talk:NetHack 3.4.3/include/qt xpms.h I'm trying to annotate this file. But I keep hitting the spam filter, even when I'm logged in. -- Ray Chason 07:32, 3 September 2006 (UTC) =_=_ Talk:Naming artifacts Noting the existance of the oartifact field, I wonder if NetHack still uses the artifact's name for anything. Here's a trick I pulled off SLASH'EM that seems to indicate names are irrelevant: The elven dagger will now be upgraded into a great dagger, keeping its name; thus you now have a 'great dagger named The Great Dagger of Glaurgnaa'. That is the the name and base item of the Necromancer quest artifict. But you didn't create an artifact! You do NOT get level drain resistance, magic resistance, or ENERGY_BOOST invokation. I also (just now) tested this in vanilla, using a hex editor instead of the upgrade exploit, and the Eye instead of the GDoG. Again, energy did not regenerate with the hand-named amulet, and did regenerate with the wished artifact. ^G summoned quest nemesis did not steal named amulet, but stole wished amulet. =_=_ File:Blind.png =_=_ File:Cha.png =_=_ File:Chaotic.png =_=_ File:Confused.png =_=_ File:Dex.png =_=_ File:Hallu.png =_=_ File:Hungry.png =_=_ File:Int.png =_=_ File:Lawful.png =_=_ File:Neutral.png =_=_ File:Pet mark.png =_=_ File:Pet mark small.png =_=_ File:Satiated.png =_=_ File:Sick fp.png =_=_ File:Sick il.png =_=_ File:Str.png =_=_ File:Stunned.png =_=_ File:Wis.png =_=_ Category:SLASH'EM items =_=_ Chat This command can give amusing results (see talking to vampires for an example) and is occasionally a hindrance (for example, when chatting with skeletons), but it also has a number of practical uses. Talking to an aligned priest in a temple gives you the opportunity to donate, if you are carrying gold. Depending on how much you donate, you may get clairvoyance or protection. Chatting to a temple priest breaks atheist conduct. Chatting can be detrimental or even dangerous in some situations, many of which occur usually when you are blind or hallucinating and trying to distinguish your surroundings. =_=_ Weapons =_=_ Category:Options This category contains articles about the various options which may be set either in the .nethackrc file or by pressing [O] in-game. An option with no dedicated article is probably documented in the Option article. =_=_ Hachi =_=_ Category:Pets =_=_ Category:Religion =_=_ Cockatrice corpse =_=_ Stressed =_=_ Overtaxed =_=_ Overloaded =_=_ Strained =_=_ Dungeons & Dragons Dungeons & Dragons (or D & D for short) was the first modern tabletop roleplaying game. The original edition was published in 1974, and NetHack draws from it a huge number of monsters, items and concepts, as well as the turn-based probabilistic gameplay style - core game concepts taken into NetHack from D & D include hit points, armor class, the six basic attributes, and alignment. While NetHack draws from many, many sources, the D & D games may well have been its biggest single influence. A number of monsters that were created for the D & D games also made their way into NetHack, such as gelatinous cubes and mind flayers. Much of the taxonomy of magical items is familiar to D & D players as well: potions with (mostly) temporary effects, scrolls that disappear when read, rings that modify statistics or give intrinsic powers when worn (and only one can be worn on a hand), wands with charges, and so forth. D & D (and by extension NetHack) has always been wildly eclectic, drawing on ancient folklores, contemporary fantasy literature, and the occasional bad pun from our modern world. One example of this is Vorpal Blade, which is a magical item in D & D (with the same 5% probability of decapitation), but is a reference to the Lewis Carroll poem "Jabberwocky". D & D once featured a pair of published game adventures set in a world based on Carroll's works, with mad hatters and cheshire cats as well as jabberwocks. Some of the key differences between D & D and NetHack deserve to be mentioned as well, and spell-casting is a primary source of such divergences: In D & D, spellcasters are able to learn a fixed number of spells each day, based on experience level, and must specify the spells in advance. For instance, a magic user might specify magic missile, wizard lock, knock, and lightning bolt, and that would be it for the day—no refunds, no exchanges. Class-based restrictions are much more of an issue in D & D as well - magic users (wizards) and clerics (priests) are the primary spellcasters, and other classes have little to no ability to do any casting at all (and can't even read most scrolls). On the other hand, magic users are not even permitted to wear armor or use all but a few weapons (notably dagger and staff), and clerics are not allowed to use pointed or edged weapons. In current versions NetHack, spell-casting is based on a combination of magical energy points and occasional re-memorization of spells. In NetHack 3.2.3 and prior versions, spell-casting was closer to a "Vancian" system. =_=_ List of NetHack websites =_=_ Category:Pages to be merged Sometimes, we have (by accident or whatever) two or more wiki pages that serve the same purpose. Then it is best to "merge" them into one page. This category shows all pages marked with Template:Merge, for example < tt > < nowiki > < /nowiki > < /tt > . =_=_ Talk:Link To link to the sources for SLASH'EM 0.0.7E7F2 or 0.0.8E0, you need to look for a revision tagged SLASHEM_0_0_7E7F2 or SLASHEM_0_0_8E0 in the revision log. To see the revision log, put for example < nowiki > < /nowiki > , on a page, preview the page, click the link, click "Revision Log", then note the revision number (1.14.2.2 or 1.16 in this case). =_=_ Phase of moon =_=_ Showdmg If compiled with SHOWDMG defined, then SLASH'EM has an option showdmg to add the amount of damage to the message when monsters hit you. "The newt bites! [2 pts.]" It makes more obvious what your HP counter on the status line already shows. To use this option, remember to enable it. When your character reaches a certain level, then the showdmg option will also show how much you damage enemies. "You kick it. (3 pts.)" The minimum levels are: =_=_ Shoplift =_=_ Shoplifting =_=_ Trapper The trapper and the lurker above are the only members of the trapper or lurker above monster class. They hide and wait for unsuspecting victims before swallowing them whole and digesting them alive. Trappers and lurkers above are almost identical. The only differences are that trappers have a higher base level and a slightly more damaging attack, but cannot fly. Both monsters are easy to detect via telepathy or warning, and they are also very slow, making them less fearsome than their attack would suspect. However, they can digest any pet in one turn just like a purple worm can, so be careful not to lose a good pet to them. Both monsters are silent, can hide, have an animal body, have no eyes, limbs or head, are carnivorous, always start hostile, can stalk, are strong, and can be genocided. =_=_ Lurker above =_=_ Quasit A quasit, , is a minor demon in NetHack. Quasits have a unique poison which drains dexterity instead of strength, but are otherwise largely unremarkable. They respect Elbereth. =_=_ Imp An imp, , is a minor demon in NetHack. While it is not very dangerous, its fairly low AC can make it difficult for low-level players to hit. Furthermore, its speed and its ability to follow you from one level to another can make it difficult to escape. A dust-written Elbereth is good for scaring off an annoying imp. =_=_ Lemure Lemures are only randomly generated in Gehennom; they are also eligible polyforms for polymorph traps, which may result in them appearing far earlier in the dungeon. The lemure is technically a more powerful version of the manes, but is just as slow and has only one attack, so it should be no hassle at all to any player that encounters it in Gehennom. Lemures are shades or spirits of the restless or malignant dead in Roman mythology, said to represent those not afforded proper burial, funeral rites or affectionate cult by the living. =_=_ Minor demon In xNetHack, all minor demons & mdash;including tengu & mdash;also hate the touch of iron, taking an extra d6 damage when struck with an iron item. =_=_ Booze =_=_ Fruit juice =_=_ Gain energy =_=_ Monster detection Monster detection is a property that allows you to see monsters on the same level as you. It is granted via the following methods: =_=_ Object detection =_=_ Clear potion =_=_ Public servers Hi! Welcome, and thanks for contributing to NetHackWiki! Could you please create an account? It helps us keep spam down, because we don't have to check the edits of known-good users. It also provides more privacy for you. Our style guide and How to help pages are good starting points. --Jayt 11:43, 4 September 2006 (UTC) =_=_ Fixed Fixed is a synonym for any form of erosion-proofing, and is generally used as such to refer to items when wishing for them (because the game uses only one bit for erodeproofing or fixedness, they are all internally equivalent). The term fooproof is also used, but the game does not recognize this. Hi! Welcome, and thanks for contributing to NetHackWiki! Could you please create an account? It helps us keep spam down, because we don't have to check the edits of known-good users. It also provides more privacy for you. Our style guide and How to help pages are good starting points. --ZeroOne 17:34, 4 September 2006 (UTC) =_=_ Jabberwock The jabberwock, , is a monster in NetHack. It hits very hard and can catch unwary adventurers off guard with its extremely high damage, but is sure to be killed in one hit by Vorpal Blade. The Jabberwock is currently the only member of the jabberwock monster class, sharing it only with the deferred feature . Jabberwocks are considered kebabable, able to be skewered, and you receive a +2 to-hit bonus when using a weapon that uses the spear or javelin skills. Jabberwocks are generated asleep 80% of the time, unless you have the Amulet of Yendor in which case they are guaranteed to be generated awake. < ref > chance of jabberwocks being generated asleep. < /ref > Jabberwocks are occasionally enlisted as steeds due to their potential for causing damage. They can also fly. However unlike dragons and ki-rin, jabberwocks have no resistances. The Jabberwock is featured in Jabberwocky, a famous nonsense poem by Lewis Carroll. The encyclopedia entry is not the full poem. In the original illustration, it vaguely resembles a dragon. It has wings, a long neck, a long tail, a weird head and hands with three long clawed fingers. In the poem, the Jabberwock is killed by the vorpal sword. This is why the Vorpal Blade is an instadeath for Jabberwocks in NetHack. =_=_ Mines' End Mines' End lies at the bottom of the Gnomish Mines. It will be either the 8th or 9th level of that branch and will therefore occur somewhere between Dlvl10 and Dlvl13. There are three versions of Mines' End; each of which is guaranteed to contain a luckstone. A notable fact is that Mines' End, being the lowest level of the Gnomish Mines, has undiggable floor. Therefore, zapping a wand of digging downwards—one of several ways of escaping looming death—will have not quite the desired effect. This level contains seven hidden places, marked on the map below. Six of them are behind secret doors, and the seventh is behind a narrow choke point. In addition, there are two random tools, seven random gems, and three other random objects placed throughout the level. The rubies, emeralds, and diamonds can be identified because they are hard gems, while the amethysts can be identified because they are always grouped with the diamond and green glass. This version contains a room behind two secret doors (here, marked S) in the northwest, containing three piles of potions, each pile containing two guaranteed potions of booze (as the name would suggest), and one other kind of potion. For the southernmost pile, the other potion is guaranteed to be a potion of object detection; the other potions in the two northern piles are random. Scattered throughout the level, there are two random tools, seven random gems, three other random objects, and six random traps. The luckstone is at the chamber in the northeast; the blank tiles are rock that needs to be dug out to reach this chamber. The chamber also contains one ruby and one emerald & nbsp;(SW), two diamonds & nbsp;(NW), two emeralds & nbsp;(NE), two amethysts, one ruby and one luckstone & nbsp;(SE), as well as a few random gems. To get to the hidden gem cache, you can teleport in or dig with a pickaxe. As the spell/wand of digging only digs one tile here, you'll need more charges than one wand can hold, so they make a poor choice. Tiles with a H might be walls or floor. The square marked D will contain a locked secret door in case the entrance at the lower right is walled off. Some of these walls are mutually exclusive so that there will always be a way to reach every part of the level without digging. For details check Source:NetHack 3.6.0/dat/mines.des#line983. This level is unmappable and contains a randomly-generated maze. The level walls, the large chambers, and the possible locations of the luckstone are fixed. There are three possible locations for the luckstone. Of the two locations that do not contain the luckstone, one will have nothing and the other a flint stone. The luckstone and the flint stone lie on level teleporters. The rest of the level contains two diamonds, three emeralds, two rubies, two amethysts, seven other random gems, five random scrolls, four random spellbooks, three other random objects, and seven more random traps (so that the chance of at least one polytrap is 55.6%). The spellbooks and scrolls make this the most desirable level for spellcasters, but it is also the most difficult, because the starting room often contains several powerful monsters in a small space. There are two random V in the level. Earlier versions sometimes generated a minotaur hiding out in the maze, but this no longer happens as of V3.6.1. Stay on the up stairs, and don't forget Elbereth (although be aware that it will not work on a minotaur - in most cases you are better off going up and coming back when you are strong enough to face it). The dotted areas are always open floor; the is the upstairs; the *s mark the locations of the luck and flint stones; and the are fountains. The rest of the level is filled with random maze. dNetHack, EvilHack, NetHack Fourk, and FIQHack all provide an additional Mines' End variant, the Orc Temple, based on a patch by Khor. In all of these variants, it has the following basic layout (some variants make minor adjustments): The space around the temple will be a random maze. A path in the bottom area leads to the secret cave in the upper right, which contains six orc shamans worshiping a figurine of a balrog, placed on the altar in that chamber. Most of the rest of the level is filled with various types of orcs. All the altars are unaligned altars of Moloch. The luckstone is placed randomly on this level, along with a flint stone and eight random gems. SLASH'EM contains an additional level to the Gnomish Mines which is reached by a down staircase in the now misnamed Mines' End. The Mine King level can also be dug to through the floor of Mines' End. This is important mainly not as an escape, but as a warning to be alert for trapdoors which can drop you into a situation you are not prepared for (the new final level of the mines can be difficult for the unprepared). The down staircase will be located on one of the possible luckstone locations for the "Mimic of the Mines" and the "Catacombs" variants and immediately next to the gem cache in the "Gnome King's Wine Cellar" variant. =_=_ Talk:SLASH'EM One thing I haven't seen anywhere is a list of items and monsters that are new in SLASH'EM. Now, as we don't even have articles for all NetHack items and monsters yet, it would feel a bit stupid to start adding all SLASH'EM ones in, IMHO. So, maybe one of you SLASH'EM players could create articles called List of new monsters in SLASH'EM and List of new items in SLASH'EM? The format for each would be a table, perhaps in the following manner: excluding Stormbringer and cockatrice, of course, as they are present in the vanilla NetHack. If needed later, the item names here could be made links and separate articles for each could be created. --ZeroOne 12:39, 5 September 2006 (UTC) Okay, I put something up linked from the SLASH'EM page. Took longer than I thought but was fun! Please feel free to criticize or contribute--I'm new to this wiki thing. In particular I wasn't sure if there was a better way to organize all of the information than just a list of paragraphs.Ih fek 03:25, 20 April 2009 (UTC) Is the Mac OS X remark correct? Presumably SLASH'EM has no Cocoa-native window port, but it should compile and run on OS X as well as any other Unix equipped with a terminal emulator. 91.105.117.143 21:14, 24 March 2011 (UTC) I've just found level filled with iron bars instead of walls, just like one of versions of vibrating square level, one level below Mesusa's island. Can someone more experienced than me with SLASH'EM source code and SLASH'EM itself explaint it anywhere in articles? --S.K. 02:05, 23 December 2011 (UTC) =_=_ Mines End =_=_ Invocation =_=_ Cannibalism A character that commits cannibalism will gain the aggravate monster intrinsic and lose 2 & ndash;5 points of Luck. However, if you are an orc or a Caveman, cannibalism is considered natural for you, and you will not be penalized. As of NetHack 3.6.0, polymorphing into another form extends the cannibalism restriction to the new form, plus that of your base form. Contracting lycanthropy will further extend the cannibalism restriction to beasts similar to your wereform even when you're still in your original form, but not to lycanthropes of your type. Whether you are exempt from cannibalism rules altogether depends solely on your base form: orcish heroes and Cavemen will never be affected by cannibalism, but a human polymorphing into an orc could not safely eat orc or human corpses. Furthermore, polymorphing into a mind flayer and eating brains may be considered cannibalism. If you polymorph into a monster with a digestion attack, using that attack is not considered cannibalism. Cannibalism is generally a bad idea - while the aggravate monster intrinsic can be dealt with, the Luck penalty will take significant time to recover from, and eating corpses from your own race is avoidable enough such that it is mostly not worth considering. Dwarves and gnomes can readily identify members of their race via glyph and/or monster name, as can elves; Human (monster attribute) characters will have some slight difficulty due to sharing a base glyph with elves. Anything represented by an that isn't obviously an elf is human & mdash;this includes werecreatures and doppelgangers, but not Medusa (who should not be eaten regardless, lest you turn to stone). The Keystone Kops (represented by a ) count as humans, and are the only non-undead monsters that use a different glyph to do so. Human characters who are not Cavemen should only use blessed tins of nurse meat to fully restore their HP in emergencies, where being a live cannibal is preferable and easier to recover from than dying with a "clean" conscience. In SLASH'EM, a human eating a gibberling is considered cannibalism. Vampires are immune to cannibalism like orcs. SLASH'EM additionally does not contain the polymorph restrictions, and only explicitly eating the corpse of your base race is considered cannibalism. =_=_ @play =_=_ Corrode =_=_ Hitpoint =_=_ Confuses =_=_ Blank paper =_=_ Spells =_=_ B/U/C status There are two playgrounds; the plain 0.0.7E7F2 playground and the 0.0.7E7F2 + Slethe 1.5 playground. My most recent games have been in the latter, because one of my goals is to reach Gehennom in either Slethe or NetHack brass. By looking at the high scores list on each dump, you might be able to discover which playground I used. =_=_ Beatification =_=_ Public server A public server allows one to play NetHack or a variant in a shared space on the Internet where one can encounter other people's bones and see scores in the server's score list. Most NetHack servers usually also add some interface patches and bug fixes; this list will not specify those. You may also choose to watch someone's game that is in progress. You can access a public server by using a telnet or SSH client, such as PuTTY on Windows (see the PuTTY page for recommended settings) or < tt > ssh < /tt > (OpenSSH) on Linux, other UNIX systems, MacOS, or (under Windows) WSL. Some public servers may not accept both telnet and SSH. There are several ways to manage your public NetHack server, but the most common is to use dgamelaunch, which manages user accounts and runs the NetHack processes in a chroot jail when a user telnets into the server. For FreeBSD, there is a work-in-progress document describing how to set up a NetHack server with dgamelaunch, and also provides patches to make auto-login work with FreeBSD telnetd. =_=_ OpenBSD OpenBSD is a variant of BSD, one form of Unix. The OpenBSD Packages Collection includes copies of NetHack, Falcon's Eye, SLASH and SLASH'EM. For OpenBSD 3.9, there are packages of Falcon's Eye 1.9.3, NetHack 3.4.3, SLASH E8 and SLASH'EM 0.0.7E7F1. The easiest way to install them is to go to the package lists, choose your architecture, look for packages called "nethack", "falconseye", "slash", and "slash-em", then give their FTP urls to the < tt > pkg_add < /tt > command. You might not want to use the packages on OpenBSD. You can just telnet to a public server and play. Locally (if the system has the install set < tt > games-XX.tgz < /tt > installed) you can play Hack 1.0.3 by typing < tt > hack < /tt > at the command line. If you want to use some patches, then you will need to build the game yourself. In this case, you might consult < tt > /usr/ports/games/nethack/patches < /tt > for hints on how to configure the sources. =_=_ Teleport trap This was just a test to figure out the kind of code which is now powering . It doesn't work without its big glob of javascript anyway. I'll delete it unless anyone has plans to use it. --Jayt 01:18, 6 September 2006 (UTC) =_=_ Fire brand =_=_ Frost brand =_=_ Talk:Beatitude Beatitude? I have never heard this word in the context of nethack, and the same goes for beatification. Neither word gives any hits on rgrn, nor in the nethack source! I'd rather _not_ include this redirection, even though beatitude does mean blessedness, as beatitude is simply not used for BUC, afaics, and this word isn't even that common, so it can be confusing. --Paxed 06:08, 6 September 2006 (UTC) =_=_ User:Killian/Throne =_=_ Ancient Domains of Mystery Roguebasin classifies both ADOM and NetHack as Hacklikes, as opposed to Angband and similar games which are Band. So a contrast of ADOM and NetHack is fundamentally different from a contrast of NetHack and Angband. ADOM and NetHack both have persistent levels (Angband does not). They both have a BUC system (in Angband, curses as such apply only to worn items). They both have gods and alignments (Angband does not). You pray when in trouble. Both ADOM and NetHack shops are rooms with items on the floor (Angband shops are menus). ADOM is much larger and more difficult than NetHack, while NetHack has some nice features and detail that ADOM lacks. A common summary of the games is that ADOM has more breadth, while NetHack has more depth. Eva Myer's NetHack vs ADOM page has two sections, each listing why one game is better than the other. NetHack vs. ADOM@Everything2.com has three (and potentially more) attempts at contrasting the two games. NetHack players attempting to install ADOM on their computer (even if they already run other roguelike games) might not expect certain problems that can happen. ADOM'''s source code is not public and therefore cannot be compiled for Unix or other operating systems. Unless there is an ADOM binary for your platform (Windows, Mac, DOS, and Linux ), then an emulator such as DOSBox or workarounds such as installing FreeDOS in QEMU will be required. The author requests that those who play and enjoy ADOM'' embark upon the "Postcard Quest", which means sending him a postcard to his home in Germany. =_=_ Figurine The figurine is an item that appears in NetHack. It is a magical tool that is vaguely similar to a miniature statue. Figurines weigh a fair amount, but are much easier to carry and animate than statues; they cannot be created by petrification, and cannot be destroyed with a pick-axe or wand of striking. Figurines are generated as a random monster, based upon a combination of your level at the time of its creation and the dungeon level; they are severely biased towards non-human monsters. Figurines are generated 75% uncursed, 12.5% blessed, and 12.5% cursed. Monsters brought to life from figurines will not have their starting inventory. Applying a figurine of a monster or casting at it will bring it to life; the former method will prompt the player for a direction and generate it on the square closest to them in that direction, while the latter method will cause it to animate on its current square (or next to the player if in their inventory). If a figurine is applied to a square with a monster on it, the figurine will be lost and nothing will be spawned. Attempting to apply a figurine onto solid rock or a square containing a boulder will not succeed if the monster cannot walk through walls, but this will not waste the figurine. Applying a figurine or will always succeed, even if you are surrounded by monsters, unless the entire level is filled. Applying a figurine does not respect extinction, except for monsters with special limits such as erinyes and Nazgul. A monster created from a figurine is most likely to be tame if the figurine was blessed, peaceful if it was uncursed, and hostile if it was cursed; however, even a blessed figurine may create a hostile monster, or a cursed figurine a tame monster. The odds are as follows: A cursed figurine will automatically transform anywhere between 200 to 9200 turns after it is cursed or placed into an inventory; dropping or uncursing it will stop the timer until it's picked up or cursed again, respectively. The transformation occurs as if you applied the figurine yourself, so there is still a 20% chance that the monster won't be hostile. If the transformation fails for any reason, it will try again after 1-5000 turns. Randomly found figurines might be less use to you blessed; a peaceful or hostile creature can be used to block the path of more dangerous foes, whereas a tame creature is more likely to be rolled over by the same enemy. However, as magical tools they make ideal polypile fodder unless the monster in question makes a good pet, and they also have a more mundane use as a means of generating corpses for sacrifice. Some players wish for a blessed figurine of an Archon (or Solar in SLASH'EM) in the hopes of gaining a powerful pet; as noted above, this may backfire and leave the player in a nasty situation should the angel turn out to be hostile! It can be a good idea to stand two squares from the stairs when applying it so you can #jump to escape a bad outcome. In NetHack 3.4.3 and prior versions, as well as variants based on them, applying a figurine generates the monster with its starting inventory. =_=_ Fireproof =_=_ Rustproof =_=_ Corrodeproof =_=_ Rotproof =_=_ Sea monster The eels and kraken can pull you into the water, which can drown you very quickly unless you have magical breathing or are wearing a noncursed greased cloak or an oilskin cloak, in which case they cannot grab you. Some people use the NetHack options file to replace the character with another, more readable one (such as ) as a way to better distinguish a dangerous class of monsters from the water symbol. Being on land scares sea monsters, and their HP constantly decreases; this will not kill them. This can make fighting them out of the water easier, however this might not always be possible. The most resource-efficient ways to dispatch sea monsters are polearms and attack spells. Polearms allow you to fight at a distance without expending any resources, but targeting can be tedious if your proficiency with polearms is less than Skilled. Attack spells can be similarly effective so long as you have enough Energy to take out your foe. Using projectile weapons is a less attractive tactic because the projectiles will end up falling in the water, becoming difficult to retrieve. Throwing daggers at sea monsters is highly inadvisable for this reason, but note that rocks can be substituted as expendable and readily available missile-weapons, with or without the use of a sling. However, with 3.6.1, be aware that thrown rocks can now skip across the surface of the water, increasing the chances of missing your target. Another tactic is to carry an escape item and to melee them. On those occasions when an eel can successfully swing itself around you, you have one guaranteed turn to teleport it away or to engrave a single Elbereth into the ground with an athame, wand of fire, lightning, or digging. However, you should make sure you are not impaired to ensure 100% success. If you are using a form of levitation that you can remove in one turn (ring, blessed potion, skilled spell, but not boots), you can also stop levitating and the eel will release you. (Obviously, stay over land if that is your plan for escape.) If you are going to be drowned the next turn, taming the monster drowning you (with a scroll or the spell) might be helpful as the monsters which most commonly drown players all have a base MR of 0. Taming has no chance of missing, unlike a wand of death. For couatls, other strategies are preferable since they have a base MR of 30. In small bodies of water (the Wizard's tower for example) it's possible to freeze the water with a wand of cold or cone of cold and attack it safely in melee if the cold attack didn't already kill it. =_=_ Seamonster Hi! Welcome, and thanks for contributing to NetHackWiki! Could you please create an account? It helps us keep spam down, because we don't have to check the edits of known-good users. It also provides more privacy for you. Our style guide and How to help pages are good starting points. --Stefanor 01:01, 8 September 2006 (UTC) Dear 24.148.129.159: you have made a couple of good edits, and a couple of inexplicable ones. Please don't vandalise NetHackWiki. We all worked hard on it. --Jayt 11:34, 8 September 2006 (UTC) Based on the decision in, NetHackWiki:Community Portal#Style guide on sidebar; More admins and bureaucrats?, you are now a "sysop" = "administrator". This gives you access to a few extra wiki features to help maintain the wiki. It is one way of thanking you for your contributions to NetHackWiki. If you need help with something, you could check w:Help:Administrators' how-to guide or you could ask me, ZeroOne, or Jayt. --Kernigh 02:21, 8 September 2006 (UTC) =_=_ Talk:Bane Perhaps Puddingbane ought to be moved to its own page and then linked to from the top of this one? (Or simply incorporated into the Pudding farming page) After all, Puddingbane is unlike all of the rest of the artifacts on this page as it doesn't reduce the chance of getting a more useful artifact by existing, as it isn't an artifact; it also doesn't deal double damage, rather the reverse in fact. My healer gets Giantslayer pretty often, I mean, and it'd be nice to know whether it did double damage on his quest nemesis or not. How to fix the Banes? Perhaps skewing generation towards the monster you can now kill more easily, and a small chance of risk-free non-exploding enchantment for each one killed.--PeterGFin 13:31, January 9, 2010 (UTC) Despite its name, Magicbane isn't usually considered a bane because it doesn't have a double damage bonus against a specific type of monster. The sprig of wolfsbane etcetera..." How much info would be too much? The reason most of that info was moved to individual weapon pages was to avoid the problems from the previous discussion. --Aximili (talk) 04:09, 30 March 2020 (UTC) Mostly just "general" info on the addition of new/replacement Banes or the alteration/removal of others - I feel like Giantkiller isn't the only bane-related change in SLASH'EM, say - but naturally keep more weapon-specific info to the appropriate article. We only have two variants so far and I feel like there's a lot more applicable variants to at least mention. --Umbire the Phantom (talk) 05:04, 30 March 2020 (UTC) =_=_ Kicking =_=_ Master Kaen Master Kaen has a 10/11 chance of being generated with a robe, and a 1/11 chance of starting with a cloak of magic resistance. Master Kaen is extremely difficult: he hits hard and often, casts clerical spells, and ignores Elbereth, making him incredibly ferocious in a straight-up fight. Among Kaen's few weaknesses are his covetous behavior and his lack of key resistances - specifically sleep resistance, drain resistance, and disintegration resistance. If you lack the means to take advantage of these, you can postpone the Quest until after you have finished the Castle. A luckstone and high Luck may be useful if you want to hit him in melee. Thankfully, Master Kaen respects the scroll of scare monster, meaning that you only need to place one on the upstairs as soon as you arrive - this will leave him unable to do anything except possibly cast healing spells on himself. From there, you can finish him off however you please, using one of the other strategies listed further below in conjunction with the scroll; death rays should make short work of him, and the stronger attack wands (e.g. lightning, fire, or cold) will work nicely as well. If he generates with the cloak of magic resistance, you can employ your martial arts and/or whatever weapons and projectiles you have available to bring him down; use to ensure you stay on your square while attacking, and watch out for rays from a wand of fire that can burn the scroll of scare monster up from under you. Grand Master skill martial arts is your best bet to finish him quickly, and those not committed to weaponless may consider artifacts like Mjollnir. If you lack a scroll of scare monster and have no other means of procuring one, the additional strategies discussed in the following sections can help ensure a relatively safe fight against Master Kaen. The spell of sleep is enough to render Kaen helpless if he does not have magic resistance, and it is one of the spells that a Monk may start the game with; a potion of sleeping will also suffice. Be prepared in case you miss (e.g. multiple potions), and be prepared to put him under again if he wakes up before you finish him off. Throwing a potion of paralysis or (preferably) attacking with a wielded potion while wearing a ring of free action is also viable. Reading a noncursed scroll of earth & mdash;preferably blessed and on the upstair & mdash;will create a safe barrier around you that Master Kaen cannot cross, leaving you free to use any projectiles, spells or wands. As Kaen lacks long-range attacks, your main hazards will be the xorns and elementals that can phase through the rocks (though they both respect Elbereth). Attack wands used by other hostiles can fire past boulders easily, and a wand of striking can destroy boulders and leave an opening for Kaen. Similarly, you can use fireproof water walking boots or levitate over the lava (you should have intrinsic fire resistance at this point from reaching XL 11) and use ranged attacks and attack wands while preventing Kaen from reaching you. At a distance, Kaen only casts the heal self and create insects spells. Beware of item loss that can compromise your ability to lava-walk or levitate (e.g. lightning destroying your ring)! Use the spell until he croaks. It is a good idea to do this on the level above and when he teleports away (to heal the modest HP damage that drain life does on top of the draining effect), go downstairs to heal yourself, preferably on a burned Elbereth. Eidolos uses this method for his instructional ttyrec posted on RGRN. The ttyrec can be found & fname=2006-05-22.02:01:07.ttyrec.bz2 here. Even if Master Kaen generates with a cloak of magic resistance, he is not immune to disintegration. Controlled polymorphing into a black dragon and using #monster can kill him very quickly and easily, though his exceptionally low AC gives him a decent chance of dodging the first few breath attacks. Whatever your form, your priority when using polyself should be to position yourself at the appropriate distance first (e.g. using the black dragon's flight to take advantage of the lava) before attacking with what ranged options you have. You can establish your boulder fort prior to changing forms, which trades preparation time and resources for much less risk. If you elect not to pair this with unchanging, have a backup plan of escape or attack ready if you revert to normal form or are reduced to 0 HP while polymorphed & mdash;having a backup source of levitation that isn't affected by your polyself is recommended if you plan to use the lava as a defense. Master Kaen has no resistance against being polymorphed other than his low MR, so a couple of zaps from a wand of polymorph should suffice. Bashing him with a potion of polymorph may also work, but you'll want to have extras or a backup plan in case he resists the first. Whatever he transforms into will most likely be less dangerous than his original form, but there's a small chance of getting something like a titan or arch-lich that's a threat in its own right, and has enough MR to resist being polymorphed again. If you use the wand, note that if Master Kaen hasn't awakened and picked up the Eyes yet, there's a 5% chance of them being polymorphed and destroyed. This can also happen if Master Kaen dies of system shock. You can fight Kaen mano-a-mano if all else somehow fails - this is not recommended due to Master Kaen's AC and powerful base damage, though sufficiently advanced players have managed to defeat him this way. If you decide to go this route, make sure you have very high health, low AC, and half physical damage if at all possible. In NetHack 3.4.3 and earlier versions, as well as variants based on those version, Master Kaen was not affected by the scroll of scare monster, and additionally gained magic resistance from carrying The Eyes of the Overworld, rendering most magic much less effective against him from the beginning. In SLASH'EM (where the Monk role originated), the potion of invulnerability turns Master Kaen from one of the most dangerous enemies into one of the least. Additionally, liberal use of techniques & mdash;such as a combination of chi strike plus elemental fist plus pummel & mdash;has been known to kill Master Kaen in a single round of melee. Hi! Welcome, and thanks for contributing to NetHackWiki! Could you please create an account? It helps us keep spam down, because we don't have to check the edits of known-good users. It also provides more privacy for you. Our style guide and How to help pages are good starting points. --Jayt 11:24, 8 September 2006 (UTC) Hi! Welcome, and thanks for contributing to NetHackWiki! Could you please create an account? It helps us keep spam down, because we don't have to check the edits of known-good users. It also provides more privacy for you. Our style guide and How to help pages are good starting points. --Jayt 11:30, 8 September 2006 (UTC) =_=_ Dark One Many of his spells will be ineffective against a wizard with magic resistance. Although the Eye of the Aethiopica confers magic resistance when worn, monsters will not wear amulets of ESP, so you are free to use wands of death or the finger of death spell on him. However, his high monster MR makes him likely to resist other effects such as sleep rays or polymorph beams. Like most covetous monsters, The Dark One should be fought from the upstairs, but preventing him from doing so can be a bit difficult without a means of controlled teleporting. A scroll of earth can be very useful in that case - read it after you get to this level and move one boulder onto the stairs. Another possibility is to teleport and take his place on the upstairs. If generated at level 16 or higher, the Dark One will be able to summon nasties, so if this is likely have a plan for crowd control or even escape ready. In NetHack 3.4.3 and earlier versions, as well as variants based on those versions, carrying the Eye was enough to grant magic resistance; this makes magic missile and the finger of death (or wand of death) completely ineffective. The Dark One tends to place greater priority on healing than picking up the Eye, so a wizard that can approach him stealthily and hit him hard (e.g. with a reflected magic missile) can force him to warp to the upstairs and leave the Eye of the Aethiopica free to take. Make sure to stash it in a bag to prevent him stealing it back. His level also allows teleporting, so you can also sneak attack him and grab the Eye after he teleports, then either teleport near the upstair to unload spells on him - or else simply zap him with a wand or finger of death. xNetHack changes the name of the Dark One to Anaraxis the Black and gives him his own cloak of magic resistance. =_=_ Savescum =_=_ Savescumming =_=_ Save scum =_=_ Startscum =_=_ Startscumming =_=_ Start scum =_=_ Start scumming Start scumming (or startscumming) is the act of immediately quitting characters that do not meet some arbitrary criteria. Wizards are most often the victim of this scumming behavior, due to their useful starting magical equipment. For example, a player may startscum Wizards looking for a very good starting spell (such as or ). Every role is startscummed to some extent, even those who receive no random equipment, because sometimes players demand unusually high starting stats. Startscumming for specific items is sometimes a necessary or very important part of conducts: for instance, a SLASH'EM Zen player needs to start with a blindfold to be able to attempt the conduct, and a gametime speedrun will be extremely difficult without a tonal instrument. Most players do not consider this kind of startscumming to be abusive. Many NAO scripts that generate stats based on the logfile (including Rodney's death announcements) ignore startscums as they have defined them. This is partly because about 34% of games on nethack.alt.org fall under their definition of startscumming; more than half of those scums are Wizards. =_=_ Category:Cheating This category is for the dubious exploitation of bugs, abuse of game mechanics, and other behaviors that are generally frowned upon. If it's unclear as to whether a behavior falls under the term cheating, it should probably be included anyway. =_=_ The Grid Bug's Fane The names of those who contributed their angstiest lines in realtime over IRC have been omitted to protect the guilty. NetHackWiki accepts no responsibility for brain damage or bleeding around the eyes which may occur while reading this poem. =_=_ Talk:The Grid Bug's Fane =_=_ Category:Literature =_=_ Smoky and milky potions Smoky and milky potions are two of the randomly generated colors of potion; they can be any type. However, they are noteworthy because they have a chance of summoning a monster upon quaffing: the smoky potion may summon a djinni and the milky potion may summon a ghost. If the monster appears, the potion does not have its normal effect. Quaffing a smoky potion has a chance of producing a djinni, where < var > n < /var > is the number of djinn that have been created in this game. This djinni might grant you a wish, become tame, be peaceful, vanish instantly, or turn hostile; the chances of each outcome depend on the beatitude of the potion and are identical to the chances for magic lamps. Blessed smoky potions are the most likely to give a wish. The effect of quaffing a smoky potion does not depend on whether or not you have identified that type of potion. If you have identified smoky potions but have forgotten which ones they are, you can use or to check your current identification knowledge. Djinn can also be summoned when a monster quaffs a smoky potion. The djinni will disappear 50% of the time; the other 50% it will be peaceful. In neither case will it grant wishes, though it does count toward the total number of djinn created. Milky potions behave similarly to smoky potions in that they have a chance of containing a ghost. The ghost will always be hostile, and unless you are blind when you quaff the milky potion you will be "terrified, and unable to move" for three turns. As with djinn, the probability of a milky potion generating a ghost is based on the number of ghosts already generated by any means. Since there will always be a large number of ghosts in the Valley of the Dead, the chance of getting a ghost from a potion decreases significantly after that point. Because of the possibility of a wish, it is worth blessing and quaffing all smoky potions, even if they are an otherwise useless or harmful type, especially because harmful potions are less harmful when blessed. In some cases, however, precautions must still be taken; the table below outlines these cases and what can be done to mitigate their effects: Probably the worst of these is the potion of polymorph, since its effect is not easily resisted and can be quite devastating if proper precautions are not taken. Unchanging is preferable to polymorph control: controlled polymorph into your own race will shuffle your stats, while choosing to polymorph into another monster may keep your stats the same but will break polyselfless conduct. With unchanging, neither of these is an issue. In the case of potions of sleep and paralysis, a locked closet with a burned Elbereth square or scroll of scare monster is a reasonably secure substitute: almost all phasing, digging or door-destroying monsters respect Elbereth, although the latter two may open the way for non-Elbereth respecting monsters. A sanctuary is an even better substitute, although still not as good as free action since angelic beings may still attack you. Another problem can occur if smoky potions are potions of healing or extra healing. Since one will generally want to alchemize these to full healing, it poses a dilemma: get more HP, or get a wish? In this case, one should go for the alchemy - on average, for the potions required to get one wish, you will get 45 extra HP if smoky potions are extra healing, and 105 extra HP if smoky potions are healing. The extra HP is pretty much always better in the latter case, and usually better in the former case, especially given that many items can be obtained without wishing. Both of these potions can be dangerous to use in tense situations. The milky potion effect is far worse, though: three turns of paralysis can be deadly against particularly nasty monsters, particularly if the potion was full healing. The paralysis effect of the ghost from the milky potion can be avoided it you blind yourself (Blindfold/Towel), better if you are Telepathic. The smoky potion effect can also be dangerous, however, if your only potion of full healing instead produced a djinni, particularly one which did not grant you a wish, or worse, was hostile. =_=_ Upstair =_=_ Puddingbane Puddingbane was a nickname for a -3 small iron weapon (normally a dagger, orcish dagger, or knife) that was used for pudding farming before NetHack 3.6.0. Its damage is always just 1. Today, the primary use of a weapon like this is to help maintain pacifist conduct. Another possible use is to split a pudding pet before polymorphing it. Historically, a poor iron weapon was used to split black and brown puddings in pudding farming (hence its name) while doing minimum damage: it might eventually kill a pudding, but it would split a lot of them first. Strength is not added to a damage roll of 1 after enchantment, so with a -3 (or less) dagger or knife, the damage will still always be 1 regardless of strength. Corroding is optional. Any non-weapon iron item, such as a key, will do d2 damage (or at least 1 if corroded), plus any bonus from strength of 16 or more or from rings of increase damage. Note that for pacifism, this is not as good as a -3 dagger or knife, which will always do 1 point of damage no matter what your damage bonus. Wielding a non-weapon item will preserve weaponless conduct, however. =_=_ YASD Since multiplication and division are left associative in C, the multiplication is performed before the division and its implied rounding; this gives the computation slightly more precision than it would have if the division and rounding were done first. =_=_ Talk:Wish Too many references? I was trying to be diligent/helpful, but now it looks cluttered, and the list of refs at the bottom is horribly broken ... Killian 13:16, 9 September 2006 (UTC) To the person who removed the quest artifact warning for chaotics and lawfuls: it should be replaced. A helm of opposite alignment will always turn a lawful into a chaotic and vice versa. It cannot be used to turn somebody into a neutral. The only way to turn neutral is to convert at an altar, which is risky, difficult, and could render your game unwinnable if you don't know what you're doing. I'll leave it open for discussion for a little while in case anyone disagrees. Djao 21:11, 31 December 2007 (UTC) To 69.201.183.14: First of all, thanks for contributing. I'd like to change some things, and I prefer to discuss things before I make changes. First of all, regarding Magicbane and the Eye of the Aethiopica. Yes, they all provide magic resistance, but I do not consider these sources as reliable as a cloak of magic resistance, and therefore I think it's a bad idea to put them on equal footing as you have done here. The Eye can be stolen by the Wizard, and Magicbane can be stolen by nymphs, or simply unwielded while using a pick-axe and so on. To list these artifacts as sources of magic resistance is dangerous, even if correct, because then some people might actually rely on them for magic resistance, which is a bad idea. The phrase "blessed greased fixed" is fine; in fact it's what I normally use. I would prefer putting the +3 outside the quotes, to allow people to cut and paste from the wiki into an actual nethack game. On the other hand, "blessed" by itself is almost as good. "Fixed" as you point out is meaningless for DSM, and greased might be useful if you don't have a cloak -- but who plays without a cloak? I think some variation in the phrase is desirable because otherwise people get into the habit of preceding every wish with "blessed greased fixed". In reality, not every wish benefits from "blessed greased fixed"; in particular, weapons become slippery when greased, and magic markers are usually better uncursed. Djao 08:12, 4 January 2008 (UTC) I have to say, the more I play, the more I lean towards silver dragon scale mail over gray, either as an early wish, or, even more so, waited for, while wishing for one of the many MR artifacts (which also have other great benefits) while artifacts can still be wished for. I guess I take issue with the line "Unless you already have a source of magic resistance, gray dragon scale mail is a better choice." Maybe that original line wasn't said with deep conviction, but I worry I might be stepping into an age-old debate, so here goes: If someone wants reflection and magic resistance, from gray dragon scale mail, that leaves 1. gray DSM + amulet of reflection: Most importantly, this rules out the amulet of lifesaving, which is very important to some and, to a lesser extent, amulet of ESP, which is more of a preference thing - and if someone does go the amulet of ESP route, and still wants extrinsic telepathy, that therefore rules out the helm of brilliance. 2. gray + shield of reflection: I'm not a huge SoR fan, I must admit, I don't like relying on the shield, and it rules out two-weaponing, two-handed weapons (including vulnerability from occasional polearm use) and greatly impairs spellcasting. Both of those combinations are very anti-caster, and I think they sort of pigeon-hole pretty much every non-wizard character into being a melee basher. Silver dragon scale mail, on the other hand, in combo with an MR artifact, can still let someone wear a robe, or even with just the cloak still lets someone two-weapon or two-handed weapon. And while personally, I'd wish for an MR artifact with an early wish while I had the chance, to get the free slot and side benefits, I'd even go so far as to say reflection is as or more important to survival up until the castle as is MR. Wands of fire, lightning, and cold are devastating to early-mid characters (and their equipment), and I almost always encounter black dragons at Medusa's level. Even a blue dragon there can be instant-death if you are relying on a ring of levitation above the water. So if a player gets an early wish, and needs reflection and MR but still needs the hefty boost to AC (or can't/won't wish for artifacts), I'd lean towards silver. Also, a question: The Wizard will only steal a quest artifact if it was the players quest artifact, right? If this is true, then that would seem as safe a source of magic resistance. As for a nymph stealing Magicbane and then getting hit with a touch of death the next turn, well this is NetHack after all, you can't rule out every possibility. But there are scrolls of genocide if that is a big concern in a game where you feel a little less confident about your source of MR. Floatingeye 17:49, 21 March 2008 (UTC) I see somebody has added the following gem: "Note however that if one has access to spells of magic mapping, detect treasure, and detect monsters, then these combined completely supersede the Eyes ...." Unfortunately, this sentence is not true. The Eyes of the Overworld provide "always on" vision. This is very different from, and quite incomparable to, the "one shot" nature of spells such as magic mapping, detect treasure, and detect monsters. About the only thing I agree with is that if you are able to cast detect monsters at skilled or higher proficiency, then there is much less need for the Eyes. Even so, they are not by any means completely superseded. I could list about a dozen reasons why: These three spells on a skilled level eliminate the practical in-game need for the Eyes, though they don't match its abilities precisely. I have updated the article to reflect that. Do shopkeepers ever have reflection or magic resistance? I think not, and the corresponding warning should be removed (or moved to the appropriate nethack variant). Tjr, signature gone for some reason Due to article length, I think we should have a separate article "what to wish for", and explain only the wishing mechanics in here. Any opinions? -Tjr 14:10, December 28, 2009 (UTC) It is advised that you should wish only for those quest artifacts that match your alignment. However, won't such artifacts still blast you at every convenient opportunity? It is good to wish for intelligent artficats then? Nothing is said on this matter in the article.HotXRock 18:11, April 6, 2010 (UTC) This is mostly just a curiosity, but is it absolutely true that the only way to wish for more wishes is to wish for a (presumably small) stack of smoky potions? If fruit juice, booze, acid, sickness, or oil is smoky, then a horn of plenty can produce one of those. According to the horn of plenty page, you only get a potion one of thirteen times, and the horn starts with at most twenty charges, so this would be a ridiculous way to wish for more wishes. But if you have the PYEC, you can recharge the horn indefinitely, and get indefinitely many smoky potions out of it. In theory a very patient player could farm wishes out of smoky potions until djinni were extinct. (This would work best if fruit juice is smoky, because sickness and booze can both be converted to it.) Self-promotion: Dudley tries this strategy & q=bradley here and in the sequels starting & q=bradley here. (Spoiler: He does not ascend.) I don't know if anyone has ever tried it in real nethack. Anyway, it's at best a curiosity, and maybe it should go on the Horn of Plenty page. -- Slandor 18:15, June 12, 2010 (UTC) People on freenode agreed a ring of increase damage was a poor wish for a monk. I can see the point for a rogue or ranger since each missile gets the bonus, but not a monk. This piece of "advice" should be removed, but I don't feel qualified to write on monks. Anybody? --Tjr 10:32, 12 May 2011 (UTC) If one finds a Wand of Wishing before any artifacts exists in the game it is possible to wish for two artifacts safely. If doing so, what is the two best artifacts to wish for? (Obviously dependent of Role, Race and Alignment). I have personally tried PYEC + Eyes of the Overworld as a neutral human wizard (+ SDSM and Speed boots). A quite powerful combination especially with Magicbane and Eye of the Aethiopica. PYEC+SDSM is a particularly good early wish combination for neutral Wizards as it efficiently saves the Amulet slot for Amulet of Lifesaving. With PYEC in the main inventory all of the advantages of Eye of the Aethiopica will be available without having to wear it. The starting cloak and/or Magicbane provides MC+MR. Speed boots and Amulet of Lifesaving should probably also be wished for if not already found. The Longbow of Diana can provide Telepathy for Chaotic Wizards, but as it must be wielded to provide Reflection it is otherwise mostly useless for Wizards. So from playing around in wizard mode, one thing I've found is that wishing for "death" gives you a wand of death; this works for many other things, but gives different classes of items for each. For "protection" (ring, book) it gives the ring. For "identify" (scroll, book) it gives the scroll. For "teleportation" (ring, scroll) it gives the ring. "See invisible" (ring, potion) gives the ring, while "restore ability" (potion, book) gives the potion - it seems to try to match to the first of (ring, scroll/potion, book, wand). These wishes can be specified further like any other. It doesn't work for amulets or armor it seems ("reflection" just gets the standard "Does not exist" message). This is something not to play around with in a normal game, but it's useful in wizard mode if you're wishing for a lot of things and want to save some time, so if someone can find how this works it'd be nice to put a short bit in the article about it. If you plan to max your armor/weapon to +5/+7, it seems that wishing for +2 averages slightly fewer scrolls. The following tables assume that reducing enchantment is free (i.e., you can easily cast drain life for armor), and that you'd never enchant if your new equipment could vaporize. How about a ring of polymorph control for an early chaotic monk. With the ring, early game MR becomes less important as polytraps won't destroy your robe. You can also clear levels pretty quickly as a vampire lord (or a MMF, if you don't mind the alignment penalties). You'll still need to get MR at some point, but you might be able to wait until you can score hits while wearing GDSM.Derekt75 01:17, 12 January 2012 (UTC) Saw this when wishing for a "blessed Eye of the Aethiopica" as a lawful valkyrie. I thought this was possible. I guess not. This is my official request that magic lamps be allowed for wishing. Magic lamps are the only unaligned permanent light source. They were originally banned to prevent infinite wishes, but that is no longer a problem: there's only an 80% chance of a wish from a magic lamp. In the worst abuse case, you would only end up with an extra handfull of oil lamps & mdash;hardly a game-breaker.--Thidwick (talk) 23:48, 20 June 2021 (UTC) =_=_ PYEC =_=_ Talk:Elbereth I was so happy to see that this page had been designated the featured article for April, 2008, that I created a jpeg of the word "Elbereth" in three of Tolkien's scripts and added it to the top of the article. That should spiff it up a bit.--Ckbryant 22:24, 7 April 2008 (UTC) After discussing at Talk:Scroll of mail and at r.g.r.n, I finally sent an email to the devteam. Pat Rankin replied very quickly that in his opinion it is a bug that any item needs to be placed on an E-square to activate it and that this behaviour is a leftover from the times the only way achieve the same effect was a scroll of scare monster lying on the ground. The function that scares monsters only checks squares which have something on them, not empty squares, so they get ignored. --ZeroOne 14:38, 9 September 2006 (UTC) There is nothing here about the effect of inscribing elbereth with a magic marker. There needs to be. Magic marker elebereths almost appear to be permanent, but I don't have enough information to say for sure. I accessed this website to find out how long MM engravings last. Jack Magic marker Elbereth is equivalent to using a wand of digging or a non-cursed athame - it takes one turn, you never mess up the letters (unless under some bad status effect) and it lasts much longer than engraving in the dust but is not permenant. Prayer has nothing whatsoever to do with it. (A)ngels do not respect E but (a)nts do. EkiM 11:35, 7 March 2007 (UTC) Please note. When I inscribe elbereth with a MM giant ants do respect it. This page notes that no "A" monsters respect it, and lists giant ants in that category. jack, battling two giant ants with 10hp left The Speed and Quality section could use further rationalisation. I think this article should focus more on only those details that are relevant to tactical use of Elbereth; I have moved out some of the discussion of slow engraving, and trimmed some of the other discussion a bit, but the section is still rather long in getting over the basic points. --User:cph In Tolkien's works Elbereth is not a goddess, but a sort of angelic being. Tolkien's universe has just one god (Iluvatar, who is actually the same as the Christian God). I have changed the article. Molinari 23:14, 25 April 2008 (UTC) As a purely academic point, the probability of engraving Elbereth is slightly higher than (24/25)^8. Consider the following... I was getting swarmed by ants and my mirror wasn't cutting it, I bent down to try to engrave "Elbereth" with my fingers, the ants flee, I look down to read "elBereTh"... Woot! And no, I'm not a big enough nerd to find the actual probability (actually I am but I'd have to know how many characters the game allows you to engrave). DemonDoll 13:02, 5 June 2009 (UTC) I ran a monte-carlo simulation of engraving Elbereth for 8 turns, 100,000 times. I ran it once where you always engrave "Elbereth" and once where you look at what is engraved, then engrave the rest of Elbereth, then the start of the next Elbereth, and Engrave as far as you can get in 9 characters (the limit of instantaneous engraving). I'm not very good with wiki formatting, and I'm not sure how to best display the results. If you're someone who is good at presenting information, please present this strategy in the article. My results: You paste into Nethack with the usual means of your operating system. For example, in OS X, you paste using apple-v into the popup opened by the tiles port, or using apple-v into the terminal window you telnetted to NAO with. Tjr 13:45, 19 August 2009 (UTC) Are there advantages to the player should said player choose to respect Elbereth, or would that be no more than informal conduct?Slarty 21:40, July 2, 2010 (UTC) There are multiple references on this page to "active" or "activated" Elbereth squares but no description of what that actually means. 98.204.161.121 20:31, August 15, 2010 (UTC)Dan Looks like there is no wiki page with strategy regarding non-E-word servers and games. I'm playing on my school's old server, and they have compiled it out (because they're jerks and in that ludicrous "nethack is too easy" camp). I'm finding it very hard to even get past the zoo in sokoban. What should I try? If I could somehow farm early in the game and get my AC down to -10 or something, that would work, but how? --Davek (talk) 14:02, 11 September 2014 (UTC) Why angelic beings are resistant to Elbereth? Is it covered by "is_lminion(mtmp)"? "Keystone Kops and their officers, while human for many game purposes, will respect Elbereth, but only if you are standing on it" - "only if you are standing on it" is quite suspicious, it seems to be misinterpretation of situation where Elbereth was not working due to empty square. Elbereth is certainly less effective now. I'm mostly going off comments, but at the very least the following are now true: Is this no longer permanent, or can the wizard (or anything?) smudge even a burned Elbereth? I burned Elbereth on the upstairs to protect myself from an arch lich. He turned to flee, so I'm pretty sure I wrote it correctly. But then he started attacking the next turn. After the wizard and lich were dealt with, I checked the engraving: Elbe?th. I'm almost positive I wrote it correctly, since I definitely saw the lich flee for a turn. But it certainly didn't stay that way, at least. I don't know where to look in the source code to check for this myself. -- Qazmlpok (talk) 02:49, 12 December 2015 (UTC) The illustration needs to be revised: the runes in the bottom line should end in Certh no. 10 for /θ/ (the voiceless "th" sound), not in Certh no. 8 (for /t/) followed by no. 34 (for /g/) -- the latter probably a typo anyway for no. 35 (for /x/, the "kh" sound). Any Tolkien nuts here who'd like to fix that? (Refs are to "Angerthas Daeron" in https://en.wikipedia.org/wiki/Cirth.) Netzhack (talk) 21:50, 14 December 2018 (UTC) was a little bummed that the History section is just very recent info. Is there info out there about when Elby was added, and why? Testbutt (talk) 21:01, 18 February 2021 (UTC) =_=_ Talk:Sokoban Level 3b Step two is a bit messed up, it keps thinking r means left. That can be extremely confusing. --Someone Else 15:03, 9 September 2006 (UTC) Hi! Welcome, and thanks for contributing to NetHackWiki! Could you please create an account? It helps us keep spam down, because we don't have to check the edits of known-good users. It also provides more privacy for you. Our style guide and How to help pages are good starting points. --Jayt 20:57, 9 September 2006 (UTC) Hi! Welcome, and thanks for contributing to NetHackWiki! Could you please create an account? It helps us keep spam down, because we don't have to check the edits of known-good users. It also provides more privacy for you. Our style guide and How to help pages are good starting points. --Jayt 21:05, 9 September 2006 (UTC) =_=_ Speed ascension A speed ascension, informally known as a speedrun, is a type of informal challenge common in many video games. In NetHack, it is an informal conduct and may refer to either low turn-count ascensions or short real-time elapsed ascensions (which tend to be low in turn-count). This article does not reflect the state of the art. The best learning tools are Maud's ttyrecs on NAO. First ascensions vary greatly in turn-count, most of them falling between 50,000 and 100,000 turns. A careful, well-spoiled player can ascend in under 50,000 turns in most roles, and ascensions below 30,000 are not uncommon. Anything below 20,000 probably counts as a speed ascension. On NAO, 1% of all winning player accounts have an ascension below 10450 turns, and 10% have one below 24450. No ascension is possible in less than 2000 turns in vanilla NetHack, since this is the minimum number of turns it takes for a character's alignment record to reach 20, a requirement for entering the Quest. Real-time speed records are very hard to determine, since vanilla NetHack 3.4.3 does not track real time elapsed. The usual method is to time the ttyrec of the game with a utility such as timettyrec. The xlogfile patch also tracks the real time elapsed in a game. Certain roles are better than others at the very fastest ascensions, though any role can be ascended relatively quickly. Good spellcasting ability and being able to get the Eye of the Aethiopica are both very handy in a turncount speedrun, making wizards and neutral monks the two roles that have pushed speed ascensions the furthest. For a realtime speedrun, dwarven valkyrie is preferred for being the strongest role overall. Risk management is very different from normal games. In normal play, you avoid only death. But in speed games, delay is as bad as death. The challenge is how pervasive any good player's risk management habits are. Every game is a bit different because you have to make do with what scarce resources you find. Player skill and creativity will open up more options, so you can scrape by on less. Not all of these suggestions will match your game - if you follow all of them, you will be too slow. Usually, obtaining scrolls limits how fast your no-bones, polyself-based speed runs can be. Wishes will usually be first for one polyself kit, then for magic markers, as many cursed gain level as you can afford, and perhaps a chickatrice corpse on the Astral Plane. Generally, you care about gain level, unholy and holy water, various healing potions, and (above the Castle) object detection. Potions are not precious, and very heavy. They are still worth quaff-testing, though. You can make plain water for mobile or emergency scroll blanking, using moats, your unihorn, or random alchemy. Avoid eating corpses because it is slow. On the ascension run, you might want to carry a few food rations for self-teleport. (Autopickup will provide plenty during the Castle fight.) In emergencies, you can polyself into a master mind flayer to gain nutrition. Since most games that have a low turncount are usually also fast, many of the above strategies also apply to realtime speedruns. However, since turns to castle completion is no longer an issue, dwarven valkyrie is an easy pick, as we want the strongest role possible to minimize the effect of movement inaccuracies on our survivability. The early game will be spent looking for a pick-axe and a way to clear the castle, which can be anything from a polyself kit, levitation and reflection, conflict, or a tonal instrument. Consider completing Sokoban if you find yourself lacking. The Sokoban prize will likely be useful to you, and the four rings and wands have a chance at helping you with the castle problem. Sokoban does use up a large chunk of time, but ascending in under two hours is still possible with Sokoban complete. Keep in mind that Medusa's Island gives you a chance at both reflection and levitation. Pick up a towel or blindfold, and if possible, map the level below Medusa after to reduce your chances of running into a minotaur on your way to the staircase. Once the castle is cleared, you can start making wishes. It is not advised to use a polyself kit in realtime speedruns in lieu of levitation or proper armor simply because it's easy to make deadly misinputs with a bite or tentacle attack on a cockatrice or the Riders, or run out of polyform health at an inappropriate time. Invest in your character's survival first with magic resistance, a ring of conflict, a source of levitation, and scrolls of genocide before considering time savers like a ring of teleport control or scrolls of magic mapping. Keep in mind that cursed potions of gain level are less important in Gehennom because travel between stairs is very fast, but the helm of opposite alignment is worth a wish if you have one, as it mitigates the effect of the force as well as saves time finding the correct altar on the Astral Plane. A collection of fast (real-time) ascensions from NAO and other servers, most in Ttyrec format and with logs of important in-game events, can also be found at this page on Codehappy.net. =_=_ Speedrunning =_=_ DOS =_=_ Oracle =_=_ Talk:Oracle =_=_ User talk:Stefanor What browser are you using? With Firefox 1.5.06 I see no change in results (but I do see your point). For instance, a quick wizmode game as a wizard, int 17, xl 30, attack at skilled shows FoD with a failure of 51% but the calculator shows 62%, change or no change. Also, magic mapping is at 85% failure in game (unskilled) versus 91% from the calculator. Thanks for the help, I'll continue working on it as time allows. =_=_ Very fast =_=_ Speed system =_=_ Fast =_=_ Book of the Dead The Book of the Dead is one of the items needed for the invocation. It is a papyrus spellbook when unidentified. Oddly, there is code that seems to imply that the Book should always be generated cursed when given to a monster, but since it is generated on the Wizard's square rather than directly in his inventory, this code is never actually executed. Although according to its definition in the source code it takes 0 actions to read, it actually requires 2 actions, the minimum for any book (on the first, you start reading it, and it doesn't check to see if you've finished until the second). The only way to destroy the Book is to step into lava without fire resistance, wearing an amulet of life saving, while carrying it. The Book's effects depend on whether you are standing on the vibrating square (i.e. you are trying to perform the ritual). If you fail to prepare the invocation items, or read a cursed Book of the Dead when not on the vibrating square, you will raise the dead. This has the following effects: In SLASH'EM, a cursed Book of the Dead can be much more useful if you know the command undead spell, as it allows you to call large amounts of undead to tame. Be careful with the Master Lich that may be summoned as well, though. Bell, Book and Candle is a Catholic excommunication ritual. However, the Book of the Dead is an ancient Egyptian spellbook, meant to help the soul of the deceased "survive" the tests of the afterlife. This is also the reason why it's a "papyrus spellbook" when not identified. =_=_ Engraving An engraving is any form of text written on the ground. Such text can be written ("engraved") with the command . This includes carving or burning characters into the dungeon floor, writing on the floor with a writing instrument, and drawing in the dust with fingers, wands, etc. This can ostensibly be done by a player to record messages to themselves, and there are also random engravings left in the dungeon; however, the most common use of engraving is to write the name Elbereth. Engraving techniques may be classed as fast (fingers, wand, non-cursed athame) or slow (other edged weapons, hard gems, gemstone rings). A fast engraving method takes 1 game turn per 10 characters engraved; if you engrave fewer than 10 characters by a fast method, it is instantaneous (this distinction is explained in detail below); otherwise, it takes 1 game turn to write 10 & ndash;19 characters, 2 game turns to write 20 & ndash;29 characters, and so forth. A slow method takes 1 game turn per character. A non-instantaneous engraving isn't done until after the turn(s) have passed. This is a concern for two reasons: first, while players reading a spellbook or eating a food ration will stop when approached by hostile monsters, characters busy engraving will continue even when under attack; second, if you are trying to engrave Elbereth, you are only protected once it is complete. So you can be killed while doing a non-instantaneous engraving (you will be described as "helpless" in the death reason). Until the new engraving is finished, the floor is considered completely blank & mdash;even if part of the message could be completed sooner, and even if there was an existing engraving on the floor before you started. So doing a non-instantaneous engraving obscures any existing engraving of Elbereth until the turns are complete. There is therefore a lot of danger in doing a non-instantaneous engraving, so you almost never want to do a non-instantaneous engraving lasting more than 1 turn. Instantaneous engraving is much simpler and safer. It uses only one player turn (so you may get multiple instantaneous engraves per game turn, if fast or very fast, via the usual speed system). Your engraving takes immediate effect, like most other simple player commands; in other words, an instantaneous Elbereth is on the ground before the monsters take their next move. You aren't helpless, and any existing engraving on the ground is not obscured while you engrave. The engravings themselves may be classified as permanent (will not degrade), semi-permanent (will degrade slowly), or temporary (will degrade very quickly). Permanent engravings are burned into the floor with a wand of fire or wand of lightning. The wand of lightning can blind you if your eyes are not protected. (The blindness takes effect after the engraving is completed & mdash;you will not increase your risk of misengraving through blindness.) Permanent engravings will not erode from being stood on or walked over, but can be eliminated through techniques such as overwriting them with another wand of fire or lightning, erasing the engraving with a wand of cold, or changing the engraving with a wand of polymorph. Semi-permanent engravings are written with a charged magic marker or carved into the floor with an edged weapon, a hard gemstone, a ring containing a hard gemstone, or a wand of digging. Using a magic marker consumes one charge for every two characters written. Engraving with any weapon other than a non-cursed athame will make the weapon dull (reduce enchantment) to a minimum of & minus;3, at which point the weapon is too dull to engrave any more. (If it is not cursed, an athame will engrave forever without dulling. This, and its speed, make it highly prized as an engraving tool.) The weapon ordinarily suffers a & minus;1 degradation for every second letter engraved, but a loophole in how this calculation is done can allow you to write longer messages by breaking the engraving job up into smaller parts: engraving three letters is still only a & minus;1 penalty, so it is possible to use a +0 weapon to engrave three letters, then add three more, and then another three, for a total of nine characters before the weapon is useless, rather than only seven if you had attempted to engrave all at once. This is especially important when engraving the eight-character word Elbereth. Semi-permanent engravings can erode over time as they are walked over or stood upon, but not nearly as quickly as will temporary (finger) engravings. Temporary "engravings" are made by drawing in the dust on the floor with your fingers by responding "-" when asked what to engrave with, or you can use another object such as a soft gemstone, or any wand other than fire, lightning, or digging (certain wands may have undesirable effects on the engraving itself, such as polymorphing it). This is fast, but subject to a chance of mis-engraving per letter, and any movement, such as fighting or throwing missiles, will damage the engraving. Even standing still on the engraving will eventually degrade it, as no one stands perfectly still. Temporary engravings can also be erased with a towel. Attempting to write in the dust while polymorphed into a demon or vampire will instead scrawl in blood, which shares properties with writings in the dust. You are not guaranteed to engrave perfectly if you are impaired or writing in the dust. For each letter, you have a (cumulative) chance of messing up if you are blind (), confused (), stunned (), or hallucinating (). If you are writing in the dust (with fingers, a wand, a soft gem, etc.) or scrawling in blood, you have a chance of messing up each letter. (When this happens, the letter is replaced by one chosen randomly from among the 94 printable non-space ASCII characters. Thus, there's a chance that the letter will be replaced by itself, and another chance that it will only change from lowercase to uppercase or vice versa.) This is not usually much of a concern unless you are engraving "Elbereth", since an error there renders the word powerless. Attempting to write "Elbereth" in the dust only works about 72.65% of the time. If you can see, you can inspect your work with the "look" command, . Temporary engravings are eroded by a number of actions. Upon each action, a specified number of characters is picked randomly and corrupted (possibly the same character multiple times). For instance, moving off of a square corrupts between 1 and 5 characters (but not jumping off or onto a square, or moving on to a square). The other actions which affect engravings are: melee combat (3 characters corrupted), throwing or firing (2), kicking (2), applying an axe to the ground (3), zapping a wand of striking or casting force bolt at the ground (2d4), and casting stone to flesh downwards (only affects engraving in stone). Normal spellcasting and wands do not erode engravings. In addition to these actions, every turn, there is a small (1 in (40 & nbsp;+ 3 & nbsp; & times; Dexterity)) chance of eroding between 1 and 3 characters on the player's square. Monsters (including pets and steeds), unless sleeping or paralyzed, will erode 1 character in their square per turn. When riding, it is thus impossible to successfully write "Elbereth" in the dust if your steed is faster than you, and you should only rely on permanent engravings which your steed cannot trample. Semi-permanent engravings only have at most one character corrupted per action. This means that at most two (one for the action, and the small chance each turn) characters will be corrupted per turn. The chance of combat or movement corrupting a character is about . More precisely, there's 1 chance in (1 + 50/(n + 1)) (where n is the number of characters that would have been corrupted, if the engraving were temporary) that a character will be corrupted, and the following table shows the resulting probability for various cases. In certain cases associated with magic, even permanent engravings may be eroded; in these cases, there's a 50% chance of no erosion, and a 50% chance that the formula for semi-permanent engravings will be used to corrupt 0 or 1 characters. The magical cases are shown in bold in the table below. In Slash'EM Extended version v45 and greater, the chances of messing up a letter have been tweaked. Writing in the dust has a chance of messing up each letter, and there's a (cumulative) chance of messing up if you are blind (), confused (), stunned (), or hallucinating (). This means the chances of successfully engraving Elbereth while impaired are much higher than in vanilla, making Elbereth a viable tactic even while stunned or hallucinating. In Slash'EM Extended version v64 and greater, engraving with a wand of digging is much faster; up to 50 characters can be engraved in a single turn, which corresponds to 6 active Elbereths. (In SLASH'EM, as well as before NetHack 3.6.0, the effects of multiple Elbereths in a single engraving stack.) In xNetHack, engravings are marked on the dungeon map as , with the glyph's color depending on the type of engraving. This is the same glyph used for amulets by default, and it can be changed with the < code > S_engraving < /code > option. =_=_ Engrave =_=_ Category:Cloaks =_=_ MC =_=_ Cloak of displacement The cloak of displacement is a cloak that appears in NetHack. It is made of cloth, and has a randomized appearance; the default one associated with it is a piece of cloth. All non-elven Rangers start the game with a +2 cloak of displacement; for elven Rangers, this is replaced with a a +2 elven cloak. < ref name="substitutions" > < /ref > Most non-monk player monsters on the Astral Plane have a 87.5% chance of receiving a random magical cloak in their starting inventory, and a further 12.5% chance of that cloak being a cloak of displacement - effectively a ~10.94% chance. For priests, there is a 75% chance the cloak will be made into a robe instead, reducing this effective chance to ~2.73%; Wizards have a chance of forcing a cloak of magic resistance, resulting in a ~5.47% chance of one generating with a cloak of displacement. When worn, the cloak of displacement provides MC1 and displacement; putting on or taking off the cloak will auto-identify it if you can see yourself or are able to sense monsters, and you are not currently engulfed. The displacement will not affect monsters if you are invisible and they cannot see invisible. The cloak of displacement is the only source of displacement in the game, and is a solid defensive item for misdirecting attacks. In the early game it is somewhat outclassed by invisibility, which similarly causes monsters to attack squares where they think you are and inflicts an additional -2 to-hit penalty on them. However, displacement can be the more powerful effect at times, as it still fools monsters that can see invisible. Players making extensive use of lances or polearms may especially benefit from monsters wasting turns striking at their image while remaining within pounding range. In SLASH'EM, the cloak of displacement grants MC2 instead of MC1. There are no additional messages are given for wearing or removing the cloak, though it will still auto-identify in either case. A cloak of displacement can be created by upgrading an elven cloak or oilskin cloak. Deluder is an artifact cloak of displacement that also doubles as a luck item and confers stealth, and is the guaranteed second sacrifice gift for Wizards. In UnNetHack, Sokoban offers a cloak as one of the three types of prizes, which has a 50% chance of being a cloak of displacement. The Mantle of Heaven and The Vestment of Hell are artifact cloaks that always appear as ornamental copes, making it possible for them to be cloaks of displacement. =_=_ Cloth =_=_ Lev comp lev_comp is the NetHack special level compiler. It turns the text-format .des-files in the dat-dir into binary .lev-files which will be loaded by NetHack when making the special levels. To compile a .des-file into a .lev-file you run the lev_comp executable with the lev-files given as parameters, and lev_comp will create the .lev-files in the directory where you ran it. Usually you want to run it in the dat-directory where the lev-files are. For example, on linux, the following command run from the dat-directory will compile all levels: The des-file format is actually not a programming language, as NetHack always executes the different commands in the same order, eg. traps are created before monsters, which are created before objects, even if they're in a different order in the des-file. =_=_ Des-file format The des-file format is the language which is used to describe the special levels for NetHack. It is compiled into a binary file by lev_comp. It is not a real programming language: there is no flow control, and the order in which different NetHack features are created is fixed. There are two types of levels you can create: mazes and rooms. For you "draw" one or more maps with ASCII characters and then describe the monsters, objects and so on that are in the map (example: Bigroom.des). For , you describe rooms and their contents (example: Oracle.des). The maze-levels are easier to make and understand, and room-type levels do not offer as much control over the level. lev_comp will create a .lev-file for each MAZE and LEVEL definition in the file. These .lev-files will be loaded into NetHack to make the special levels. The .lev-files NetHack loads are actually defined in dungeon.def. This page is in the process of being updated to Nethack 3.6, and it should not be assumed that syntax in earlier versions is the same as in 3.6. For a complete guide on des files in 3.4.3, see Des-file format (NetHack 3.4.3). There are many data types used in des files. Some are relatively simple, such as characters, strings, and numbers. More complex ones include: Represents a roll of an arbitrary amount of arbitrary-sided dice, in the format XdY (roll X dice with Y sides and total them). Resolves to an integer and can be used in math expressions. You can define variables, which must begin with a < tt > $ < /tt > sign. The name of the variable can contain only uppercase and lowercase letters and underscores. Variables must be assigned to something on the first line that they appear; they can then be used multiple times later. Many complicated shapes can be generated with terrain selections, and these shapes can even be combined with each other. The easiest way to think of them is as a set of points. These are the available definitions for terrain selections: Independently for every space in the selection, keep it in the selection with a chance equal to the provided percentage; otherwise remove it. Perform a set intersection operation on the two selections. Points that appear in both selections will be kept in the resulting selection; points that appear in only one or the other are removed. This is a complicated one. If the mapchar is a simple character, then anything in the selection whose terrain type doesn't match that mapchar will be removed. If the mapchar is bundled with a lit or unlit light state, then anything in the selection whose light state doesn't match the provided state will additionally be removed, even if the mapchar matches. If the mapchar is bundled with a random light state, then matching mapchar locations in the selection have a 50% chance of being removed. Performs a flood fill from the pair of coordinates provided, adding to the selection all the connected spaces with the same terrain type as the starting location. It does not fill across diagonals. Adds points in a ring around the given center point with the given radius, using McIlroy's Ellipse Algorithm. If "unfilled" is provided as an optional third argument the selection will be only that ring; otherwise the interior of the circle will also be added to the selection. Same as the circle selection, but instead of a constant radius it is a more general ellipse whose x and y axes can be specified. Note that the des file is intended to specify the semi-x-axis and the semi-y-axis (the distances from the center to the right and top extremes of the ellipse), not the full axis lengths. Inverts the selection across the whole level. Every point that was not in the selection will be added to it, and every point that was in the selection will be removed from it. Maze-type levels begin with , followed with optional , optional , 0 or more s and up to 9 maze-parts, each of which consists either of or and , followed by zero or more the random register initializers, one of each (, , ), followed by zero or more of the map details (everything else, eg. , , , etc.) This sets level.flags. < flag > as true for the whole level. Note that the flags are not fixed and can be changed over the course of the game: for example, raising the dead with the Book of the Dead sets level.flags.graveyard to true regardless of whether the level was previously a graveyard level. This causes the level map to be initialized with a random map generator, similar to how the random Gnomish Mines look like. Instead of and , you use this if you think that creates a good enough random map and you don't want to use any fixed map-parts. You define a map-part by "drawing" with map characters between the MAP and ENDMAP. The map can be up to 21 lines high and each line can be up to 76 chars long. Each line must also be the same length. You can also use numbers inside the map, but those will be ignored; they're considered as line numbers. With this command you can set up to 10 coordinate-pair registers, which you can access by using < tt > place[N] < /tt > instead of a pair of coordinates in any other command. The registers are shuffled at level creation time. With this command you can set up 10 monster symbol registers, which you can access by using < tt > monster[N] < /tt > instead of a monster symbol in any other command. The registers are shuffled at level creation time. With this command you can set up 10 object class symbol registers, which you can access by using < tt > object[N] < /tt > instead of a object class symbol in any other command. The registers are shuffled at level creation time. Places a magical portal within an area covered by (x1,y1,x2,y2) and not covered by (x3,y3,x4,y4). The portal will level teleport player to the level with the name "levelname". Restricts the area where player can end up on the level when he level teleports or falls in there. Player will end up within an area covered by (x1,y1,x2,y2) and not covered by (x3,y3,x4,y4). Places stairs or a magical portal to a dungeon branch within an area covered by (x1,y1,x2,y2) and not covered by (x3,y3,x4,y4). Mazewalk turns map grids with solid stone ( < tt > ' ' < /tt > ) into floor ( < tt > '.' < /tt > ). From the starting position, it checks the mapgrid in the direction given, and if it's solid stone, it will move there, and turn that place into floor. Then it will choose a random direction, jump over the nearest mapgrid in that direction, and check the next mapgrid for solid stone. If there is solid stone, mazewalk will move that direction, changing that place and the intervening mapgrid to floor. Normally the generated maze will not have any loops. Pointing mazewalk at that will create a small maze of trees, but unless the map (at the place where it's put into the level) is surrounded by something else than solid stone, mazewalk will get out of that MAP. Substituting floor characters for some of the trees "in the maze" will make loops in the maze, which are not otherwise possible. Substituting floor characters for some of the trees at the edges of the map will make maze entrances and exits at those places. Mazewalk will only work if the solid stone mapgrids in the level (where the MAP was put down) are on odd-numbered squares, both horizontally and vertically. You don't have to worry about this unless your MAP is 21 rows high or 76 columns wide, in which case you'll have to either make the MAP smaller, or move the places where the solid stone squares are. Room-type levels begin with , followed by optional , optional , 0 or more s, followed by optional random register initializers ( and ), followed by 0 or more and definitions (and the contents for those rooms), followed by . Creates a room. The room will be placed on a position defined both by pos and align. pos defines the rough position (in a 5-by-5 grid on the screen), and align defines the room position within that. NOTE: Creation of a randomly located room may fail, especially if there's little free space to fit it on the level. Contents of such a room won't be created either. Names the previously defined ROOM or SUBROOM. Subrooms need to know the name of their parent room, this has no other meaning. Assigns a creation chance to the previously defined ROOM or SUBROOM. The room walls and doors will get created no matter what, this just tells whether the room contents will be created. < tt > int < /tt > should be in the 0-100 range. Only non-ordinary rooms can have this. Creates a door with certain state on the previously defined ROOM or SUBROOM. Note that Room DOOR format is different from MAZE-level . The following commands are common to both MAZE and ROOM-type levels. For the MAZE levels, the coordinates used are the previously defined MAP, for ROOM-levels, it's either the previously defined ROOM or SUBROOM. This defines a container that you can put items in. It accepts exactly the same parameters as . Normal content generation for this object is suppressed. Optionally, you can put < tt > [NN%] < /tt > right after < tt > MONSTER < /tt > to make the monster generation optional. NN is a percentage chance of the monster being generated when the level is created. Optionally, you can put < tt > [NN%] < /tt > right after < tt > OBJECT < /tt > to make the object generation optional. NN is a percentage chance of the object being generated when the level is created. Optionally, you can put < tt > [NN%] < /tt > right after < tt > TRAP < /tt > to make the trap generation optional. NN is a percentage chance of the trap being generated when the level is created. Hi! Welcome, and thanks for contributing to NetHackWiki! Could you please create an account? It helps us keep spam down, because we don't have to check the edits of known-good users. It also provides more privacy for you. Our style guide and How to help pages are good starting points. --Jayt 15:21, 10 September 2006 (UTC) =_=_ Hack =_=_ Category:Public servers =_=_ Properties =_=_ Difficulty =_=_ Category:Monster attributes =_=_ Score points =_=_ Talk:Des-file format Fixed the code for objects. I don't know if it's all fully up to NetHack 3.6 yet, though.--Rampion (talk) 21:15, 28 August 2017 (UTC)] Hi! Welcome, and thanks for contributing to NetHackWiki! Could you please create an account? It helps us keep spam down, because we don't have to check the edits of known-good users. It also provides more privacy for you. Our style guide and How to help pages are good starting points. --Stefanor 04:01, 12 September 2006 (UTC) =_=_ Category:Sokoban =_=_ Astral Plane The Astral Plane is the final level of NetHack. In order to win, you must bring the Amulet of Yendor to the high altar of your alignment and #offer it to your deity. High altars cannot be converted, but it is possible to fool the gods by wearing a helm of opposite alignment to match your alignment to that of the altar. Astral is home to the three Riders & mdash;Death, Pestilence, and Famine & mdash;and to large numbers of aligned priests, Angels, and player monsters. The player enters the Astral Plane from a magic portal on the Plane of Water and will come out at one of the two spots marked with . Doors marked in red are locked. Each half of the lower hall has an independent 60% chance of being replaced with a room, as such: The three altar rooms are temples containing the high altars, randomly assigned to lawful, neutral, and chaotic alignments (one of each), with an appropriately aligned peaceful high priest in each room. The three Riders are randomly assigned to the three round rooms, one to each. Also in each round room are four aligned priests and two Angels of Moloch. Each of the halls surrounding the temple rooms contains six priests and six Angels, two each of each alignment. The lower hall contains 4-9 hostile Angels of Moloch, and about half as many hostile random monsters. The level also contains three random , three random , three random , and 3-6 random player monsters. Coaligned priests and Angels may be peaceful. Hostile coaligned priests and Angels will be labeled "renegade", and there is no penalty for killing these priests as there is for killing other coaligned priests. Upon arriving at the Astral Plane, you may be sent tame or hostile Angels. If you are generating conflict, your god will send one to four hostile Angels to fight you (and each other). If you are not generating conflict, and your alignment record is at least 9, your god will instead send a tame guardian Angel to assist you. This Angel will vanish and be replaced with the hostile ones if you later generate conflict in its presence. Try to be satiated when entering the Astral Plane as protection against Famine - though it abuses dexterity, but that won't matter when you're going to ascend in a few minutes. When you enter the Astral Plane, you may need to deal with the multitude of hostile Angels in the first variant. Additionally, any master or arch-liches will quickly teleport to your location, and if you were generating conflict on arrival there will be the additional conflict Angels. After this, you may have a few moments of quiet to plan your final moves. The Riders usually cannot get to your starting location immediately, but it is possible for them to make a beeline for the door and open it. Identifying which Riders are in which rooms is important. Since the high altars are distributed at random, it is reasonable to start with the easiest target and go from there. A blessed potion of monster detection or the spell cast at Skilled or Expert is best, but intrinsic telepathy will also do. Most players regard Pestilence as the most dangerous opponent, and Famine as the least, though your ranking may vary based on play style and equipment (e.g., Pestilence is vulnerable to death rays, while Death is not). The Riders are able to push monsters out of their way to get to you; killing them will buy you a few turns to get away from the corpse. The Astral Plane's biggest danger is getting bogged down in the open, surrounded by opponents, while one or more of the Riders slowly push monsters aside and approach you. Thus, it is important to keep moving and avoid being surrounded. Opening doors quickly is important to keep moving. All doors start locked, and even at maximum strength they may resist multiple times. A wand of digging will always raze a door, allowing you to pass through diagonally, and will not be reflected by monsters in its path. Alternatively, a wand of opening or spell of knock will preserve the door, allowing you to lock it behind you to prevent most monsters from following you. The Riders can unlock a locked door, but are still restricted from moving diagonally, which can buy you a few turns. Jumping is a very powerful technique, since it allows you to cross many empty spaces in a single turn. There are two main ways to retain very fast speed while jumping: either wear speed boots and cast the spell, or wear jumping boots and use potions of speed or the spell. Using the jumping spell will consume more of your magical power, but at expert skill it also allows you to make longer jumps. If you intend to do this, you should use the Candelabrum of Invocation or the spell to illuminate your destination, since ordinary light sources will not reach expert jumping's maximum distance. The wand of teleportation is extremely useful for clearing paths through the monsters on the Astral Plane, and multiple wands work especially in conjunction with jumping and fast or better speed. Many players try to save their teleport wands for this occasion - be careful not to hit any of the Riders or their corpses with the beam, as the Rider will very likely appear next to you. If you have a helm of opposite alignment in inventory and are willing to change teams at the last moment, you have a chance of ascending at the first altar you reach, and you are guaranteed to ascend at the second one. This effectively means you can pick any one temple or Rider and completely rule out the need to visit it. For neutral characters, a particular helm will either make you lawful or chaotic, even if you remove and put it back on multiple times. You could carry more than one helm if you have not predetermined their associated alignments to increase your odds of ascending at the first altar - be sure you are able to uncurse the helm, though. High priests are identifiable once you have reached their altar. If you try to chat with them while carrying no gold, the two cross-aligned priests will "not be interested", but the co-aligned one will go through the usual donations routine (or give you "two bits for an ale", presumably just before you offer the Amulet and ascend to immortality). You can also use the near look command () while on top of the altar to determine which it is; this is most ideal for atheist conduct. In addition, note that adjacent monsters who respect sanctuary may flee if you are in the correct temple. Most creatures on the Astral Plane (with the notable exception of the Riders) are vulnerable to stoning attacks. If you can save a wish this long, wishing for a "blessed partly eaten chickatrice corpse" will allow you to mow down most opponents. Reverse genocide is another option, and you can do it in the Plane of Water just before entering the portal. Scrolls of earth will have no effect in the Astral plane. The only ways to obtain boulders are either wishing (one by one), or polymorphing statues repeatedly until they turn into boulders. Reverse genocided giants will not carry boulders, but giants created through a create monster effect can, if one has patience and no source of polymorph or wishing. Boulders can also be carried by a character polymorphed into a giant, and tame giants with boulders in their inventory can be brought onto the Astral Plane easily with a magic whistle (perhaps via taming the fire giants on the Plane of Fire). Boulders can then be used to keep monsters from entering the temples, or for Death farming. The priests are likely to use the summon insects spell on you. Like in the Sanctum, you can use this to your advantage & mdash;the relatively harmless ants and beetles can shield you from the more dangerous priests and Angels. This will only partially shield you from the Riders. If you have the ability to cast spells, remember that the Amulet of Yendor will drain more power from you than normal. Dropping the Amulet to the ground before spellcasting preserves power at the cost of time spent dropping and picking it up. The spell is very powerful at high experience levels, especially if you carry the Magic Mirror of Merlin. Typically only Angels will resist magic missiles, and even the Riders will succumb quickly to a few casts. It takes less energy to make three missile attacks than to cast a single finger of death. Good rings to wear on the Astral Plane are . Wearing the ring of conflict will cause hostile angels to spawn around you instead of a tame one; however, they are usually avoidable, since they will often fight each other instead of you. Above all, pay attention! It is easy to get distracted by all the tumult and not notice, say, that Pestilence has made you sick and there is a timer running on your life. You still have as much time between turns as you need, inventory is still a "free" action, and so forth. Don't get so excited that you lose your cool. In SLASH'EM, the Riders do not have the ability to displace other monsters, so it is possible to shield yourself from them by letting weaker enemies surround you or deliberately placing sessile monsters at choke points. Unicorn horns must be enchanted to work reliably, so make sure to bring a highly enchanted unicorn horn to deal reliably with Pestilence's sickening attack. Because SLASH'EM introduces some powerful insects, the summon insects spell is much more annoying. Planning to cut through the insects with your melee weapon is not very practical. Make sure to bring enough wands of teleportation. In xNetHack, the Astral Plane is fully lit, eliminating the need to use a light source for jumping. Also, the random and are replaced with random , so the player is much more likely to be faced with one or more Archons. =_=_ Category:Planes =_=_ Astral plane =_=_ Talk:GreyKnight I requested that the GreyKnight page be deleted because the information should be located at User:GreyKnight. However, this raises an interesting point: should GreyKnight simply redirect to User:GreyKnight? That way, say, if we include an article about his Seven Deadly Sins patch, we can link to GreyKnight which may or may not have an extensive article about him in the future, such as if he joins the DevTeam; if not, we can still be sure it'll at least redirect to his userpage. If we do have a redirect, do we redirect everybody? What about people who create users with names like Grayswandir? Perhaps redirection should be reserved for anyone who has their name included in an article (and who don't have an obnoxious name like Grayswandir). --Eidolos 05:16, 12 September 2006 (UTC) =_=_ Spoiler Generally, a spoiler is anything which reveals an ending or ruins a surprise. In the NetHack sense, a spoiler is a file documenting the behaviour of the game in great detail. Hundreds of different spoilers exist, from tables of weapons and monsters, to FAQs, to comprehensive guides. Many are now out of date; be sure to check which version of NetHack the spoiler was written for. Contrary to popular belief, it is possible to ascend without consulting spoilers. The Guidebook is generous if you pay close enough attention, The Oracle provides clues to the more arcane aspects of the game, and sheer bloody-minded persistence will see you through eventually. The first well-documented instance of a totally unspoiled player ascending is in this RGRN post. =_=_ FAQ =_=_ Ascend =_=_ Time The real-world time, date and moon phase affect gameplay. All are determined by your system clock. Technically it is possible to change the clock to get a desired moon phase or time, but this is considered cheating. Just as in real life, the NetHack world goes through several phases of the moon. These have an effect on gameplay. The date is only checked when the game is started or restored; if you keep playing without saving, you'll continue to see the effects even after the relevant period has passed (or not see the effects even though it has been reached). NetHack divides the month into eight phases of three or four days each; thus the full and new moon will be reported for a rather longer time than your calendar might depict. NetHack knows when it is Friday the 13th, and decreases your base Luck by one accordingly. The game gives a warning message: "Watch out! Bad things can happen on Friday the 13th." If Friday the 13th happens to be a full moon, the modifiers to base Luck will cancel each other out. Between 1995 and 2025, Friday the 13th has occurred or will occur during (NetHack's definition of) a new or full moon on the following days: The NAO phase of moon page shows both the current phase of the moon and when it will next be full moon. Night is 22:00 - 05:59 (10:00pm - 5:59am) according to your local clock, or according to the server's clock if playing remotely. At night: =_=_ Friday the 13th =_=_ Watch out! Bad things can happen on Friday the 13th =_=_ You are lucky! Full moon tonight =_=_ Be careful! New moon tonight =_=_ Night =_=_ Midnight =_=_ Date =_=_ NetHackWiki:Redirects NetHackWiki has the potential to become a one-stop spoiler for everything NetHack related. Asking what a message means is a very common question in RGRN and a common use for Rodney (bot). The goal of the message redirection project is to have a redirect from every message in the game to a relevant article. A user should be able to copy a message straight from NetHack and paste it into the search box, and be enlightened. For messages which are caused by a single object, or in a single situation, there should be a single obvious page to redirect to. When a message has multiple causes, such as You feel guilty, create a dedicated disambiguation page for it. There are thousands of messages in NetHack. Fortunately, MediaWiki is clever, and there is no significant penalty in creating thousands of redirect pages. The syntax for a page that redirects to another page is to put < nowiki > #REDIRECT link < /nowiki > on the first line. For example, the redirects at You feel sensitive and You feel sensitive! redirect to Warning by using: =_=_ MediaWiki:Captcha-short Your edit includes new URL links; as a protection against automated spam, you'll need to type in the words that appear in this image (or solve the arithmetic equation): < br / > =_=_ MediaWiki:Captcha-createaccount Samurai, got castle wand, wished up Gauntlets of Power, took them off to cast, noticed I'd picked up a cockatrice corpse earlier, tried to put it in my bag to "avoid accidents".... without putting the gloves back on. Fatal mistake... =_=_ Horn of plenty A horn of plenty is one of the magical horns, but unlike the other horns, it cannot be used as a musical instrument. It is created with 1 to 20 charges and it may contain up to 50 charges. When applied, it produces food (including ) or a potion of , or . The BUC of the item produced is the same as that of the horn. In the tables above, class probability is chance within class (potion or food), and overall probability is the chance relative to all possible items. For food generation, the standard room probabilities for food generation are used. If a food ration is generated, there is a 1 in 7 chance this will be changed to a lump of royal jelly instead. When generating a potion, the standard room probabilities for potion generation will be used initially. In the event that the selected potion is magical, a new potion is created from the non-magical set of potions. This will in turn be re-generated until it is not a potion of sickness. Therefore, the only way to receive a potion of sickness is if it is generated initially. A blessed horn of plenty is a great item for a Tourist since it can be recharged indefinitely with the Platinum Yendorian Express Card. While in a normal game one doesn't generally need the extra food, the ability to produce an indefinite amount of potions and food has several non-trivial uses: In UnNetHack, there is a very small chance (about ) that the potion generated will be a blood-red potion. This potion has an 80% chance of being a potion of blood, and a 20% chance of being a potion of vampire blood. Other than the starting inventories of vampires, this is the only time blood-red potions are generated anywhere in the game. In SLASH'EM and variants based on it, the potion generated can be any non-magical one except sickness and , the latter not being generated randomly. Thus, in SLASH'EM itself the only difference is lack of potions of sickness; in, say, SlashTHEM, any of the new non-magical potions (such as ) can be generated. Hi! Welcome, and thanks for contributing to NetHackWiki! Could you please create an account? It helps us keep spam down, because we don't have to check the edits of known-good users. It also provides more privacy for you. Our style guide and How to help pages are good starting points. --ZeroOne 08:37, 14 September 2006 (UTC) =_=_ Ettin An ettin, , is a huge humanoid carnivore. They are hard to surprise; they ignore stealth 9 turns out of 10. This is presumably because they have two heads. Despite this, decapitation with Vorpal Blade is still an instant kill. =_=_ Dart Darts are the most common ranged weapon in NetHack. Usual sources of darts include kobolds (which are generated with 3-15 darts) and dart traps. Tourists also start with darts in their initial inventory. As with most other projectiles, when used in melee they are ineffective and do not train the dart skill. They may also break after hitting a monster, depending on their enchantment, beatitude and Luck. Like other cursed missile weapons, cursed darts occasionally slip from your hand when you throw or fire them, causing you to drop them or throw them in a different direction. Dipping darts in a potion of sickness will poison them, for an additional d6 damage and 10% chance of instadeath per dart against non-poison resistant foes. =_=_ Dart trap =_=_ Dgn comp dgn_comp is the utility program that converts the dungeon definition file dungeon.def into a binary file, which is used by NetHack to determine how the dungeon branches and what special levels are used and where. =_=_ Dungeon.def format dungeon.def is the file that describes how the dungeon branches and what special levels are used and where. It is compiled into a binary file by dgn_comp Set the entry level for this dungeon. 0 means from the top, negative number means the level from the bottom (-1 is the bottom level), greater than 0 means the level number from the top of the dungeon. Adds a special level to the previously defined , with several variants for the des-level. This is similar to , except the depth depends where another LEVEL occurs in the previously defined DUNGEON. =_=_ Vulture's Eye =_=_ Vulture's Claw Hi! Welcome, and thanks for contributing to NetHackWiki! Could you please create an account? It helps us keep spam down, because we don't have to check the edits of known-good users. It also provides more privacy for you. Our style guide and How to help pages are good starting points. --Jayt 21:09, 14 September 2006 (UTC) Hi! Welcome, and thanks for contributing to NetHackWiki! Could you please create an account? It helps us keep spam down, because we don't have to check the edits of known-good users. It also provides more privacy for you. Our style guide and How to help pages are good starting points. --Jayt 21:09, 14 September 2006 (UTC) =_=_ Source:NetHack 2.2a/alloc.c Below is the full text to alloc.c from the source code of NetHack 2.2a. To link to a particular line, write [[NetHack 2.2a/alloc.c#line123| < nowiki > NetHack 2.2a/alloc.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 2.2a/apply.c Below is the full text to apply.c from the source code of NetHack 2.2a. To link to a particular line, write [[NetHack 2.2a/apply.c#line123| < nowiki > NetHack 2.2a/apply.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 2.2a/bones.c Below is the full text to bones.c from the source code of NetHack 2.2a. To link to a particular line, write [[NetHack 2.2a/bones.c#line123| < nowiki > NetHack 2.2a/bones.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 2.2a/cmd.c Below is the full text to cmd.c from the source code of NetHack 2.2a. To link to a particular line, write [[NetHack 2.2a/cmd.c#line123| < nowiki > NetHack 2.2a/cmd.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 2.2a/config.h Below is the full text to config.h from the source code of NetHack 2.2a. To link to a particular line, write [[NetHack 2.2a/config.h#line123| < nowiki > NetHack 2.2a/config.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 2.2a/date.h Below is the full text to date.h from the source code of NetHack 2.2a. To link to a particular line, write [[NetHack 2.2a/date.h#line123| < nowiki > NetHack 2.2a/date.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 2.2a/decl.c Below is the full text to decl.c from the source code of NetHack 2.2a. To link to a particular line, write [[NetHack 2.2a/decl.c#line123| < nowiki > NetHack 2.2a/decl.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 2.2a/do.c Below is the full text to do.c from the source code of NetHack 2.2a. To link to a particular line, write [[NetHack 2.2a/do.c#line123| < nowiki > NetHack 2.2a/do.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 2.2a/do name.c Below is the full text to do_name.c from the source code of NetHack 2.2a. To link to a particular line, write [[NetHack 2.2a/do_name.c#line123| < nowiki > NetHack 2.2a/do_name.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 2.2a/do wear.c Below is the full text to do_wear.c from the source code of NetHack 2.2a. To link to a particular line, write [[NetHack 2.2a/do_wear.c#line123| < nowiki > NetHack 2.2a/do_wear.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 2.2a/dothrow.c Below is the full text to dothrow.c from the source code of NetHack 2.2a. To link to a particular line, write [[NetHack 2.2a/dothrow.c#line123| < nowiki > NetHack 2.2a/dothrow.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 2.2a/eat.c Below is the full text to eat.c from the source code of NetHack 2.2a. To link to a particular line, write [[NetHack 2.2a/eat.c#line123| < nowiki > NetHack 2.2a/eat.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 2.2a/edog.h Below is the full text to edog.h from the source code of NetHack 2.2a. To link to a particular line, write [[NetHack 2.2a/edog.h#line123| < nowiki > NetHack 2.2a/edog.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 2.2a/end.c Below is the full text to end.c from the source code of NetHack 2.2a. To link to a particular line, write [[NetHack 2.2a/end.c#line123| < nowiki > NetHack 2.2a/end.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 2.2a/engrave.c Below is the full text to engrave.c from the source code of NetHack 2.2a. To link to a particular line, write [[NetHack 2.2a/engrave.c#line123| < nowiki > NetHack 2.2a/engrave.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 2.2a/eshk.h Below is the full text to eshk.h from the source code of NetHack 2.2a. To link to a particular line, write [[NetHack 2.2a/eshk.h#line123| < nowiki > NetHack 2.2a/eshk.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 2.2a/extern.h Below is the full text to extern.h from the source code of NetHack 2.2a. To link to a particular line, write [[NetHack 2.2a/extern.h#line123| < nowiki > NetHack 2.2a/extern.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 2.2a/fight.c Below is the full text to fight.c from the source code of NetHack 2.2a. To link to a particular line, write [[NetHack 2.2a/fight.c#line123| < nowiki > NetHack 2.2a/fight.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 2.2a/flag.h Below is the full text to flag.h from the source code of NetHack 2.2a. To link to a particular line, write [[NetHack 2.2a/flag.h#line123| < nowiki > NetHack 2.2a/flag.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 2.2a/fountain.c Below is the full text to fountain.c from the source code of NetHack 2.2a. To link to a particular line, write [[NetHack 2.2a/fountain.c#line123| < nowiki > NetHack 2.2a/fountain.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 2.2a/func tab.h Below is the full text to func_tab.h from the source code of NetHack 2.2a. To link to a particular line, write [[NetHack 2.2a/func_tab.h#line123| < nowiki > NetHack 2.2a/func_tab.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 2.2a/gen.h Below is the full text to gen.h from the source code of NetHack 2.2a. To link to a particular line, write [[NetHack 2.2a/gen.h#line123| < nowiki > NetHack 2.2a/gen.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 2.2a/gold.h Below is the full text to gold.h from the source code of NetHack 2.2a. To link to a particular line, write [[NetHack 2.2a/gold.h#line123| < nowiki > NetHack 2.2a/gold.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 2.2a/hack.c Below is the full text to hack.c from the source code of NetHack 2.2a. To link to a particular line, write [[NetHack 2.2a/hack.c#line123| < nowiki > NetHack 2.2a/hack.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 2.2a/hack.h Below is the full text to hack.h from the source code of NetHack 2.2a. To link to a particular line, write [[NetHack 2.2a/hack.h#line123| < nowiki > NetHack 2.2a/hack.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 2.2a/invent.c Below is the full text to invent.c from the source code of NetHack 2.2a. To link to a particular line, write [[NetHack 2.2a/invent.c#line123| < nowiki > NetHack 2.2a/invent.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 2.2a/ioctl.c Below is the full text to ioctl.c from the source code of NetHack 2.2a. To link to a particular line, write [[NetHack 2.2a/ioctl.c#line123| < nowiki > NetHack 2.2a/ioctl.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 2.2a/lev.c Below is the full text to lev.c from the source code of NetHack 2.2a. To link to a particular line, write [[NetHack 2.2a/lev.c#line123| < nowiki > NetHack 2.2a/lev.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 2.2a/makedefs.c Below is the full text to makedefs.c from the source code of NetHack 2.2a. To link to a particular line, write [[NetHack 2.2a/makedefs.c#line123| < nowiki > NetHack 2.2a/makedefs.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 2.2a/makemon.c Below is the full text to makemon.c from the source code of NetHack 2.2a. To link to a particular line, write [[NetHack 2.2a/makemon.c#line123| < nowiki > NetHack 2.2a/makemon.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 2.2a/mfndpos.h Below is the full text to mfndpos.h from the source code of NetHack 2.2a. To link to a particular line, write [[NetHack 2.2a/mfndpos.h#line123| < nowiki > NetHack 2.2a/mfndpos.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 2.2a/mhitu.c Below is the full text to mhitu.c from the source code of NetHack 2.2a. To link to a particular line, write [[NetHack 2.2a/mhitu.c#line123| < nowiki > NetHack 2.2a/mhitu.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 2.2a/mklev.c Below is the full text to mklev.c from the source code of NetHack 2.2a. To link to a particular line, write [[NetHack 2.2a/mklev.c#line123| < nowiki > NetHack 2.2a/mklev.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 2.2a/mkmaze.c Below is the full text to mkmaze.c from the source code of NetHack 2.2a. To link to a particular line, write [[NetHack 2.2a/mkmaze.c#line123| < nowiki > NetHack 2.2a/mkmaze.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 2.2a/mkobj.c Below is the full text to mkobj.c from the source code of NetHack 2.2a. To link to a particular line, write [[NetHack 2.2a/mkobj.c#line123| < nowiki > NetHack 2.2a/mkobj.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 2.2a/mkroom.h Below is the full text to mkroom.h from the source code of NetHack 2.2a. To link to a particular line, write [[NetHack 2.2a/mkroom.h#line123| < nowiki > NetHack 2.2a/mkroom.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 2.2a/mkshop.c Below is the full text to mkshop.c from the source code of NetHack 2.2a. To link to a particular line, write [[NetHack 2.2a/mkshop.c#line123| < nowiki > NetHack 2.2a/mkshop.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 2.2a/mon.c Below is the full text to mon.c from the source code of NetHack 2.2a. To link to a particular line, write [[NetHack 2.2a/mon.c#line123| < nowiki > NetHack 2.2a/mon.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 2.2a/monmove.c Below is the full text to monmove.c from the source code of NetHack 2.2a. To link to a particular line, write [[NetHack 2.2a/monmove.c#line123| < nowiki > NetHack 2.2a/monmove.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 2.2a/monst.c Below is the full text to monst.c from the source code of NetHack 2.2a. To link to a particular line, write [[NetHack 2.2a/monst.c#line123| < nowiki > NetHack 2.2a/monst.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 2.2a/monst.h Below is the full text to monst.h from the source code of NetHack 2.2a. To link to a particular line, write [[NetHack 2.2a/monst.h#line123| < nowiki > NetHack 2.2a/monst.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 2.2a/msdos.c Below is the full text to msdos.c from the source code of NetHack 2.2a. To link to a particular line, write [[NetHack 2.2a/msdos.c#line123| < nowiki > NetHack 2.2a/msdos.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 2.2a/o init.c Below is the full text to o_init.c from the source code of NetHack 2.2a. To link to a particular line, write [[NetHack 2.2a/o_init.c#line123| < nowiki > NetHack 2.2a/o_init.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 2.2a/obj.h Below is the full text to obj.h from the source code of NetHack 2.2a. To link to a particular line, write [[NetHack 2.2a/obj.h#line123| < nowiki > NetHack 2.2a/obj.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 2.2a/objclass.h Below is the full text to objclass.h from the source code of NetHack 2.2a. To link to a particular line, write [[NetHack 2.2a/objclass.h#line123| < nowiki > NetHack 2.2a/objclass.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 2.2a/objects.h Below is the full text to objects.h from the source code of NetHack 2.2a. To link to a particular line, write [[NetHack 2.2a/objects.h#line123| < nowiki > NetHack 2.2a/objects.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 2.2a/objnam.c Below is the full text to objnam.c from the source code of NetHack 2.2a. To link to a particular line, write [[NetHack 2.2a/objnam.c#line123| < nowiki > NetHack 2.2a/objnam.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 2.2a/onames.h Below is the full text to onames.h from the source code of NetHack 2.2a. To link to a particular line, write [[NetHack 2.2a/onames.h#line123| < nowiki > NetHack 2.2a/onames.h#line123 < /nowiki > ]], for example. =_=_ NetHack 2.2a source code =_=_ Source:NetHack 2.2a/options.c Below is the full text to options.c from the source code of NetHack 2.2a. To link to a particular line, write [[NetHack 2.2a/options.c#line123| < nowiki > NetHack 2.2a/options.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 2.2a/pager.c Below is the full text to pager.c from the source code of NetHack 2.2a. To link to a particular line, write [[NetHack 2.2a/pager.c#line123| < nowiki > NetHack 2.2a/pager.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 2.2a/pcmain.c Below is the full text to pcmain.c from the source code of NetHack 2.2a. To link to a particular line, write [[NetHack 2.2a/pcmain.c#line123| < nowiki > NetHack 2.2a/pcmain.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 2.2a/pctty.c Below is the full text to pctty.c from the source code of NetHack 2.2a. To link to a particular line, write [[NetHack 2.2a/pctty.c#line123| < nowiki > NetHack 2.2a/pctty.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 2.2a/permonst.h Below is the full text to permonst.h from the source code of NetHack 2.2a. To link to a particular line, write [[NetHack 2.2a/permonst.h#line123| < nowiki > NetHack 2.2a/permonst.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 2.2a/polyself.c Below is the full text to polyself.c from the source code of NetHack 2.2a. To link to a particular line, write [[NetHack 2.2a/polyself.c#line123| < nowiki > NetHack 2.2a/polyself.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 2.2a/potion.c Below is the full text to potion.c from the source code of NetHack 2.2a. To link to a particular line, write [[NetHack 2.2a/potion.c#line123| < nowiki > NetHack 2.2a/potion.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 2.2a/pray.c Below is the full text to pray.c from the source code of NetHack 2.2a. To link to a particular line, write [[NetHack 2.2a/pray.c#line123| < nowiki > NetHack 2.2a/pray.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 2.2a/pri.c Below is the full text to pri.c from the source code of NetHack 2.2a. To link to a particular line, write [[NetHack 2.2a/pri.c#line123| < nowiki > NetHack 2.2a/pri.c#line123 < /nowiki > ]], for example. =_=_ Category:NetHack 2.2a source code =_=_ Source:NetHack 2.2a/prisym.c Below is the full text to prisym.c from the source code of NetHack 2.2a. To link to a particular line, write [[NetHack 2.2a/prisym.c#line123| < nowiki > NetHack 2.2a/prisym.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 2.2a/read.c Below is the full text to read.c from the source code of NetHack 2.2a. To link to a particular line, write [[NetHack 2.2a/read.c#line123| < nowiki > NetHack 2.2a/read.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 2.2a/rip.c Below is the full text to rip.c from the source code of NetHack 2.2a. To link to a particular line, write [[NetHack 2.2a/rip.c#line123| < nowiki > NetHack 2.2a/rip.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 2.2a/rm.h Below is the full text to rm.h from the source code of NetHack 2.2a. To link to a particular line, write [[NetHack 2.2a/rm.h#line123| < nowiki > NetHack 2.2a/rm.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 2.2a/rnd.c Below is the full text to rnd.c from the source code of NetHack 2.2a. To link to a particular line, write [[NetHack 2.2a/rnd.c#line123| < nowiki > NetHack 2.2a/rnd.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 2.2a/rumors.c Below is the full text to rumors.c from the source code of NetHack 2.2a. To link to a particular line, write [[NetHack 2.2a/rumors.c#line123| < nowiki > NetHack 2.2a/rumors.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 2.2a/save.c Below is the full text to save.c from the source code of NetHack 2.2a. To link to a particular line, write [[NetHack 2.2a/save.c#line123| < nowiki > NetHack 2.2a/save.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 2.2a/search.c Below is the full text to search.c from the source code of NetHack 2.2a. To link to a particular line, write [[NetHack 2.2a/search.c#line123| < nowiki > NetHack 2.2a/search.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 2.2a/shk.c Below is the full text to shk.c from the source code of NetHack 2.2a. To link to a particular line, write [[NetHack 2.2a/shk.c#line123| < nowiki > NetHack 2.2a/shk.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 2.2a/shknam.c Below is the full text to shknam.c from the source code of NetHack 2.2a. To link to a particular line, write [[NetHack 2.2a/shknam.c#line123| < nowiki > NetHack 2.2a/shknam.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 2.2a/sit.c Below is the full text to sit.c from the source code of NetHack 2.2a. To link to a particular line, write [[NetHack 2.2a/sit.c#line123| < nowiki > NetHack 2.2a/sit.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 2.2a/spell.c Below is the full text to spell.c from the source code of NetHack 2.2a. To link to a particular line, write [[NetHack 2.2a/spell.c#line123| < nowiki > NetHack 2.2a/spell.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 2.2a/spell.h Below is the full text to spell.h from the source code of NetHack 2.2a. To link to a particular line, write [[NetHack 2.2a/spell.h#line123| < nowiki > NetHack 2.2a/spell.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 2.2a/termcap.c Below is the full text to termcap.c from the source code of NetHack 2.2a. To link to a particular line, write [[NetHack 2.2a/termcap.c#line123| < nowiki > NetHack 2.2a/termcap.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 2.2a/timeout.c Below is the full text to timeout.c from the source code of NetHack 2.2a. To link to a particular line, write [[NetHack 2.2a/timeout.c#line123| < nowiki > NetHack 2.2a/timeout.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 2.2a/topl.c Below is the full text to topl.c from the source code of NetHack 2.2a. To link to a particular line, write [[NetHack 2.2a/topl.c#line123| < nowiki > NetHack 2.2a/topl.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 2.2a/topten.c Below is the full text to topten.c from the source code of NetHack 2.2a. To link to a particular line, write [[NetHack 2.2a/topten.c#line123| < nowiki > NetHack 2.2a/topten.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 2.2a/track.c Below is the full text to track.c from the source code of NetHack 2.2a. To link to a particular line, write [[NetHack 2.2a/track.c#line123| < nowiki > NetHack 2.2a/track.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 2.2a/trap.c Below is the full text to trap.c from the source code of NetHack 2.2a. To link to a particular line, write [[NetHack 2.2a/trap.c#line123| < nowiki > NetHack 2.2a/trap.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 2.2a/trap.h Below is the full text to trap.h from the source code of NetHack 2.2a. To link to a particular line, write [[NetHack 2.2a/trap.h#line123| < nowiki > NetHack 2.2a/trap.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 2.2a/u init.c Below is the full text to u_init.c from the source code of NetHack 2.2a. To link to a particular line, write [[NetHack 2.2a/u_init.c#line123| < nowiki > NetHack 2.2a/u_init.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 2.2a/unixmain.c Below is the full text to unixmain.c from the source code of NetHack 2.2a. To link to a particular line, write [[NetHack 2.2a/unixmain.c#line123| < nowiki > NetHack 2.2a/unixmain.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 2.2a/unixtty.c Below is the full text to unixtty.c from the source code of NetHack 2.2a. To link to a particular line, write [[NetHack 2.2a/unixtty.c#line123| < nowiki > NetHack 2.2a/unixtty.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 2.2a/unixunix.c Below is the full text to unixunix.c from the source code of NetHack 2.2a. To link to a particular line, write [[NetHack 2.2a/unixunix.c#line123| < nowiki > NetHack 2.2a/unixunix.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 2.2a/vault.c Below is the full text to vault.c from the source code of NetHack 2.2a. To link to a particular line, write [[NetHack 2.2a/vault.c#line123| < nowiki > NetHack 2.2a/vault.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 2.2a/version.c Below is the full text to version.c from the source code of NetHack 2.2a. To link to a particular line, write [[NetHack 2.2a/version.c#line123| < nowiki > NetHack 2.2a/version.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 2.2a/wield.c Below is the full text to wield.c from the source code of NetHack 2.2a. To link to a particular line, write [[NetHack 2.2a/wield.c#line123| < nowiki > NetHack 2.2a/wield.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 2.2a/wizard.c Below is the full text to wizard.c from the source code of NetHack 2.2a. To link to a particular line, write [[NetHack 2.2a/wizard.c#line123| < nowiki > NetHack 2.2a/wizard.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 2.2a/worm.c Below is the full text to worm.c from the source code of NetHack 2.2a. To link to a particular line, write [[NetHack 2.2a/worm.c#line123| < nowiki > NetHack 2.2a/worm.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 2.2a/worn.c Below is the full text to worn.c from the source code of NetHack 2.2a. To link to a particular line, write [[NetHack 2.2a/worn.c#line123| < nowiki > NetHack 2.2a/worn.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 2.2a/write.c Below is the full text to write.c from the source code of NetHack 2.2a. To link to a particular line, write [[NetHack 2.2a/write.c#line123| < nowiki > NetHack 2.2a/write.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 2.2a/wseg.h Below is the full text to wseg.h from the source code of NetHack 2.2a. To link to a particular line, write [[NetHack 2.2a/wseg.h#line123| < nowiki > NetHack 2.2a/wseg.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 2.2a/you.h Below is the full text to you.h from the source code of NetHack 2.2a. To link to a particular line, write [[NetHack 2.2a/you.h#line123| < nowiki > NetHack 2.2a/you.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 2.2a/zap.c Below is the full text to zap.c from the source code of NetHack 2.2a. To link to a particular line, write [[NetHack 2.2a/zap.c#line123| < nowiki > NetHack 2.2a/zap.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 2.2a/dog.c =_=_ Source:NetHack 2.2a/dogmove.c =_=_ Source:NetHack 2.2a/msdos.h =_=_ Source:NetHack 2.2a/pcunix.c =_=_ Source:NetHack 2.2a/rumors.base Below is the full text to rumors.base from the source code of NetHack 2.2a. To link to a particular line, write [[NetHack 2.2a/rumors.base#line123| < nowiki > NetHack 2.2a/rumors.base#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 2.2a/rumors.kaa =_=_ Source:NetHack 2.2a/rumors.mrx =_=_ Source:NetHack 2.2a/steal.c =_=_ Talk:NetHack 1.3d The early Devs seem to have briefly flirted with the idea of calling the game NetQuest if QUEST is defined . This code appears from 1.3d to 2.3e. Does anyone know more about this? --Jayt 00:02, 15 September 2006 (UTC) Kernigh writes: I am almost certain that this is a reference to game called "Quest". Now in late 2005 or early 2006, while browsing my own copy of the source code to OpenBSD 3.8, I came across the < tt > /usr/src/games/hack < /tt > directory containing Hack 1.0.3 as shipped with OpenBSD. (You can browse it in OpenBSD CVS.) In the README is written, "(For a game with the same structure but entirely different display - a real cave instead of dull rectangles - try Quest)." Then I noticed a file called "Makequest". It seemed to me that the intent of this file, along with several < tt > #ifdef QUEST ... #endif < /tt > clauses in the source code, was to produce a variant of the Hack game called Quest! Then did I postulate that Quest was the ancestor of the Gnomish Mines (not the modern Quest), but I have never tested that theory, nor have I attempted to build Quest (for OpenBSD builds only Hack), plus I knew not why OpenBSD apparently included a Quest patch in Hack, nor even if I have all of the Quest source or not. Sometime in or after July of 2006, when Ray Chason added articles like Hack 1.0.2 and Hack 1.0.3 to NetHackWiki, then I became interested again in Hack. By way of Andries Brouwer's Hack page did I learn that Quest used a separate level generator called < tt > quest.mklev.c < /tt > . (But my copy of Hack 1.0.3 has no file of that name.) I also peeked at the original sources, because OpenBSD (which imported the sources from NetBSD) had made maintainence changes to Hack as recently as 2003. Hack 1.0.3 was only an ed script against Hack 1.0.2, but I was surprised to see < tt > #ifdef QUEST ... #endif < /tt > clauses in the old copies of Hack 1.0.2 that I saw. I knew nothing about "NetQuest" before Jayt just now uncovered it. However, if old copies of Hack 1.0.2 included Quest, then Mike Stephenson et. al. might have inherited it when creating NetHack. As Hack became NetHack, so Quest would become NetQuest. Then I have to wonder if there are actually other < tt > #ifdef QUEST ... #endif < /tt > clauses in early NetHack, or if the remnant that Jayt now found is the only such clause. --Kernigh 02:45, 15 September 2006 (UTC) =_=_ Meat ring Meat rings are only generated by casting at a ring that is made of mineral or gemstone material. It can be worn like a normal ring, but will not do anything. Meat rings are usually accidental creations and provide very little nutrition; since they count as comestibles, they cannot be polymorphed into other rings. If the player lacks other means of uncursing a cursed mineral or gemstone ring, a viable method is to drop all other mineral and gemstone items and then cast stone to flesh on themselves. The ring(s) can then be eaten freely, though it will still have the adverse effects of Food#rotten food. Meat rings also count as treats for carnivorous pets, and can be used to raise the pet's apport & nbsp; & ndash; this is the best use for accidentally-made meat rings, since other "junk" rings can simply be used as polyfodder. =_=_ Talk:Role difficulty I created the Role Difficulty Chart and I know that no one is going to agree with each other on the order, but I really wanted to see something like this the first time I came to this page instead of just a description of each role's difficulties. Also since I have yet to ascend a Monk, Rogue, Ranger, or Healer I'm not sure where to put them so I kind of grouped them near the bottom where I thought they might be. Spazm 01:09, 11 September 2007 (UTC) Now the article says "Cavemen can be considered a more difficult version of Barbarians" and the chart has Caveman as easier than Barbarians. This is a mess. I'm assuming that the reasoning for making Cavemen easier is that they have a guaranteed source of MR? The barbarian certainly seems to have an easier time at the beginning, though maybe I'm not taking proper account of the sling. It seems to me that although constitution is relatively easy to raise, having a higher constitution at the beginning will correspond to a lower ascension difficulty because you will gain more MAXHP during the easy run of experience levels--one through ten.Ih fek 19:31, 13 March 2009 (UTC) Since role difficulty is so subjective, let's turn those perennial arguments into a poll. I'd fancy a box in an unobtrusive corner, like the monster template. However, my & oldid=51047 attempts end up very ugly. Would someone with more wiki wizardry please make prettier polls? ( < nowiki > w:c:Help:Polls < /nowiki > ) Tjr 16:19, July 9, 2010 (UTC) I think we have to accept that players have different agendas when deciding role difficulty. When asking players you will find that they have much less experience of some roles (I rarely play Arc, Kni, Mon, Val)--PeterGFin 18:12, 2 July 2011 (UTC) Instead of a straight ranking, maybe it would make more sense to do a chart, breaking down the different parts of the game? Can we agree to just remove this damn thing? It's subjective, and it tends to get rearranged randomly and a lot. Difficulty is too hard to quantify on such a linear scale, especially since it's already a vaguely defined term. Some examples: My point here is that there are so many vicissitudes to this, it's really not a useful chart. I propose it either be removed, or perhaps it could simply be changed to show the winrates on NAO. Yes, I understand that's not the best representation, since a lot of people startscum wizards; if someone has the capability to do this, perhaps such a chart could exclude deaths and quits on the first three levels. I know Sequell on ##crawl can do something like this; I imagine the same is possible on ##nethack. -Ion frigate 19:10, 4 December 2011 (UTC) I don't like the new chart, either, because the stats are skewed toward experienced players. Experienced players already know what roles are easier or harder, and if they want these statistics they can look them up somewhere else (we could put them on a different page if we want to keep them). Newbie players don't generally get streaks of 3, which means that this has very little meaning for them. For instance, it shows Archaeologist and Caveman as being quite high—what new player is going to find a caveman easier than a wizard? Cavemen do quite well on NAO, though, because only experienced players ever play them. I feel like this chart is even more useless than the previous chart. The problem is that it finds the likelihood of players winning that role in a place where they were "trying to win"...but what people who don't already have strong opinions about role difficulty want to know is "what is going to be the easiest for me to get a first ascension with." Having wizard third-from-last, for instance, is kind of absurd in this situation, given that a large number of players' first ascensions were wizards. This chart could be improved by adding several different methods of analysis (I'm on board with that sortable chart idea). The problem with the current table is its selection bias: it only represents experienced players who are good enough to win a 2-game streak. Another problem pointed out by the RGRN post linked on the page is that there's really no reliable way to determine when the player was trying to win the game. The 2-game streak is specifically pointed out as being ineffective at discerning when someone was trying to win. Additionally, some players make separate accounts for conducts, for 3.6.0, and other things, so there's also not much reliability whenever we compute anything about a player's history. Since we're probably never going to pin down a magic formula for accurate, objective win rates, here are some various ways to calculate role difficulty that could go into a table: Comparing Caveman and Samurai is a bit odd. Ok, both are a balance between melee and ranged fight (and need not fear floating eyes) but there are much differences between them. The Samurai is better in terms of weapons. You starts with good ones, and can #enhance the sword skills, what is usefull since much Artifacts are swords. The Caveman is restricted in swords and getting unrestricted to basic when getting Vorpal Blade in't very usefull either. Good Weapons like Axes and Spears are rare in the early game and the Scepter of Might is not very reliable beacause covetous monsters may steel it. It gets much easier after the Castle when you get lots of spears, that make quick work of mindflayers. The Caveman is better in terms of ethics. While the Samurai has to follow some extra conducts, the Caveman may eat humans, dogs and cats. Instead of eating the K and C Rations dropped by soldiers, you can eat the soldiers and keep the permafood for bad times, and you can eat werecreatures to summon pets. While gravedigging and poison can be averted, it may often happen to hit accidently something peacefull or tame and the need to be lawfull is a disadvantage in terms of unicorn frequency, genocide and mysterious force. --79.210.43.203 17:11, 4 April 2013 (UTC) I think that people are vastly underestimating Wizard difficulty. I'm sure in the late game they are amazing. But I think that the statistics showing how hard the role is shouldn't be dismissed solely as 'save scumming'. Starting at around level 7, wizards have some unique challenges. They cannot be played as physical characters. So unlike basically every other role, including some like the Tourist, they cannot spend time in metal armor. Unlike the Priest, they don't start with a Robe, so they have to focus on keeping spell-casting effective in order to be effective. For the Wizard there really isn't a good option of starting as a combat character and then switching to spell-casting as that becomes viable, or using your spell-casting in safe moments when you can take off the armor. The Wizard needs to be able to cast the whole game. But this puts them in some unique problems. They don't have a lot of hit points and won't have good AC sans an effective protection racket. And right at about level 7, the starting advantage of having Force Bolt which lets them dominate up until level 4 or so goes away, because Force Bolt has a static to hit chance that isn't that great in the long term. And unlike the Priest, the random starting spellbook means a relatively low chance of having mid-game breaking spells like Identify and Remove Curse. So not only does it really help to have a good start with a Magic Marker, high enough int for foodless casting, and the like, but you really need to get lucky and by the Oracle level to have found several key spells - one or more of Protection, Light, Magic Missile(!), Detect Monsters, Identify(!), Remove Curse(!), etc. Even if you have, you are heavily reliant on Elbereth fall back squares and even then you really need to have found a ton of food and hopefully a Wand of Speed Monster or the like so that you can play slow enough to leave that bread crumb trail of fall back options. To back up this claim of difficulty, notice just how controversial, varied, and divisive the recommended strategies in the talk page of the role are. If the wizard really was easy, would people recommend things like "Some people advocate deliberately keeping your experience level low in the early game..." Deliberately keeping your experience low has to be considered a highly skilled counterintuitive strategy that is difficult to execute. Likewise, switching out to metal armor at or around level 7-8 might be viable, but if it is, you will likely be weaker than any other role - including the tourist - at this point in the game if you are trying to be a dagger fighter. In short, the transition to the mid-game for the Wizard is really rough. I may not be an expert, but I have managed to get an Archeologist into an ascension run (only to have a YASD with a sea monster, succubus, Rodney interaction), and I currently have a Priest close enough to an ascension run I'm scared to play that game further. Wizard is far and away the hardest to go from that initial survival stage up to the midgame where you are focused on Medusa/Castle/Quest issues of any of the roles I've tried. Tourist and Archeologist are easy by comparison. I'm much more dependent on Elbereth than any other role I've seriously attempted, and that 70% chance of failure becomes almost guaranteed collapse at this point. I always kind of laughed at 'Team Ant', but I don't think any role I've played has had as much problems with 'Team Ant' (and the related 'Team q') as the Wizard. Attempting a run with the wizard, 'Team Ant' isn't funny anymore. =_=_ Class difficulty =_=_ Talk:Class difficulty =_=_ Archeologist quest The Archeologist quest pits you against the Minion of Huhetotl for The Orb of Detection. For more information on the quest branch in general, see the quest article. UnNetHack replaces the Orb of Detection with the Itlachiayaque, an artifact shield of reflection that confers ESP, half spell damage and fire resistance. When invoked, it produces targettable stinking cloud. =_=_ Archaeologist quest =_=_ Category:Quests =_=_ Alchemy smock The alchemy smock is a type of cloak that appears in NetHack. It is made of cloth and appears as an apron when unidentified. When worn, an alchemy smock provides 1 point of AC along with acid resistance, poison resistance and MC1 - despite the name, it has no actual effects on alchemy. Reading an alchemy smock will generate one of many YAFMs similarly to T-shirts, most of which are cooking-related. Due to limitations in how object extrinsics are defined, acid resistance from the alchemy smock is handled specially internally. As a result, it only applies to you: monsters wearing an alchemy smock will obtain poison resistance, but not acid resistance. The alchemy smock is also one of the few extrinsic sources of acid resistance, with the others being yellow dragon scales or the corresponding dragon scale mail. However, acid damage is infrequent and avoidable enough for players through other means that the alchemy smock is usually not required for this purpose, and pets cannot obtain acid resistance from it - it still has a few uses, such as a cloak for a mind flayer polyform to prevent the acid damage for each tentacle attack from piling up. In SLASH'EM, the alchemy smock is replaced with the lab coat, which provides the same properties but also grants MC3. The presence of more powerful acidic monsters such as giant shoggoths also make it far more desirable to seek out. In NetHack brass, the frilled apron also appears as just an apron when unidentified, though wearing a non-cursed apron can easily distinguish which of the two it is. =_=_ Talk:Alchemy smock The spoilers claim that an alchemy smock confers acid resistance, and a quick wiztest seemed to confirm this, but I can't find where this is specified in the source. objects.c#line423 seems to suggest that it only grants poison resistance. --Killian 11:33, 15 September 2006 (UTC) =_=_ Plumed helmet =_=_ Etched helmet =_=_ Crested helmet =_=_ Visored helmet =_=_ Apron =_=_ XL =_=_ Whirly All whirlies have an engulfing attack. Applying a stethoscope inside a whirly monster may fail. Whirly monsters can pass unharmed through spider webs, bear traps, and iron bars. You cannot be punished while whirly. =_=_ Ring of polymorph control If you find a ring and test its price and BUC status, the chance of a ring of polymorph control is given in the following table. You can rule out teleport control by walking on a teleportation trap and conflict by wearing it in sight of monsters. =_=_ Order of the Stick Rich Burlew, who draws the webcomic Order of the Stick (OOTS), sometimes goes on break and uses guest strips at filter. On or around 17 August 2005 appeared a guest strip by Rob Balder, "Order of the ASCII", setting OOTS references in the world of NetHack. As OOTS normally draws the characters as stick figures, this guest strip drew them as ASCII. Roy's dog turning into a presumably human , and a scroll of taming working on a different, also human, seem unlikely from a NetHack point of view. The strip also contains references to OOTS. To understand them, you would need to read some of the previous OOTS strips, but you can consult Comixpedia:Order of the Stick as a reference. As Dudley's dungeon is a webcomic set in NetHack, so Order of the Stick is a webcomic set in Dungeons and Dragons (D & D). Since NetHack and D & D are so similar, setting one OOTS guest strip in NetHack is somewhat effective. =_=_ T-shirt =_=_ Saddle A saddle is a item that appears in NetHack. It is a tool that is used to ride a monster, and is made of leather. Like all tools, saddles are generated uncursed with the exception of bones or traps. Knights will always start the game with a saddled pony. Applying the saddle to a pet that is eligible as a steed allows you to ride it. Doing so requires at least one free hand, and the saddle will become part of the pet's inventory. It is possible to saddle a non-tame monster, but this is more difficult than saddling a pet, and you will not be permitted to ride the monster until it is tamed. Riding boots give a bonus to successfully saddling a monster while worn. To remove a saddle from a monster while not riding it, use the #loot command, a spell, or a wand of opening; the saddle will also be removed if the saddled monster is polymorphed into a form ineligible to be a steed. Cursed saddles cannot be removed via looting, and you cannot mount a monster equipped with a cursed saddle; if the saddle is cursed while you are riding, it will prevent you from dismounting as well. A spell or scroll of remove curse will not work, nor will cancellation, and you cannot dip a steed's saddle in , because the saddle is part of the saddled monster's inventory. However, if you throw a potion of holy water down at your steed, there is a Luck-dependent chance that it will hit the saddle and uncurse it. Nymphs and foocubi may steal a monster's saddle when attacking them, which is especially dangerous if you are riding a flying steed over water or lava; this can lead to instadeath by drowning or dissolving. However, this can also be used to remove a cursed saddle, which can then be uncursed through normal means once retrieved. The saddle was first introduced in NetHack 3.3.0. The ability to remove a saddle from a steed was introduced in 3.3.1. In NetHack 3.4.0, a bug was fixed that caused a shopkeeper to not take possession of the saddle if a saddled steed died while in their shop. In dNetHack, human, vampire, and incantifier Nobles have the same starting pets as they do in Slash'EM Extended. In addition, Drow Nobles also start with pre-saddled pets—women get saddled giant spiders, while men get saddled small cave lizards. In EvilHack, monsters that generate with mounts have a higher chance of the mount being saddled, making them more frequent—e.g., Knight player monsters can generate riding saddled steeds. If the player reaches the Astral Plane with a good enough alignment record, they are given the saddled Red Horse as a steed. In SpliceHack, Dragonmasters start with a pre-saddled baby dragon. Like EvilHack, SpliceHack also has a higher frequency of riding monsters, and thus the chances of obtaining a saddle from one. In FIQHack, random saddles are generated twice as often compared to vanilla. < ref > https://github.com/FredrIQ/fiqhack/blob/33e95f977761f66186a1f9aea1ca5e5d262912a2/libnethack/src/objects.c#L629 < /ref > In addition, when a character is gifted the artifact lance Dragonbane, they are also given a saddle and the riding skill is unrestricted. =_=_ Tshirt =_=_ T shirt Hi! Welcome, and thanks for contributing to NetHackWiki! Could you please create an account? It helps us keep spam down, because we don't have to check the edits of known-good users. It also provides more privacy for you. Our style guide and How to help pages are good starting points. --Entropy 20:57, 16 September 2006 (UTC) =_=_ Talk:Ranger I like to play with an Elven Ranger and when I start a new game I always #name my elven dagger Sting and it become an special artifact that can feel goblins, orcs and uruk-hais. In practice as an elven ranger you eventually want to sacrifice for Stormbringer, and before doing that it's wise to name Sting and Orcrist. So I find it does no harm at all in practice, and it can't hurt to detect and do a little more damage against orcs. If you really want to artiwish, you might want to hold off until you've had your shot at an early wish, and then name and go for Stormy. Hi, when I play a Ranger he starts with a "chosen ranged weapon", and it's very nice press "f" and start firing without changing the weapon, but if I want to choose another I don't know how to do it. Any one can help me? The only reason I can figure out is their being based off of the old Elf role, and nobody bothering to fix this... -Actual-nh (talk) 03:33, 13 February 2021 (UTC) =_=_ Domesticated animal =_=_ Domesticable animal =_=_ Domesticated animals =_=_ Domesticable animals =_=_ Illiteracy =_=_ Mace As in Dungeons & Dragons, where clerics are largely restricted to blunt weapons, maces are favored weapons for clerical types. The Priest(ess) role starts with a blessed +1 mace. Aligned priests and high priests are generated with maces, and player monster priests have a 50% chance of getting a mace as their weapon. The fake bones pile generated on the Rogue level has a 50% chance of containing a mace (possibly cursed). This is a tribute to Rogue, in which the starting weapon is a mace. =_=_ Dual ring of slow digestion bug =_=_ Vlad =_=_ Vlad's Tower Vlad's Tower is the home of Vlad the Impaler, the entrance of which is a second "up" stair, located between the 9th and 13th levels of Gehennom (inclusive, counting the Valley as 1, so somewhere between dungeon levels 34 and 42 inclusive). It consists of three levels connected by ladders. All levels in the branch are no-teleport. Only the middle level is eligible to leave bones files. It is not part of Gehennom, and prayer is permitted in the tower. Vlad is located at the top level. All three levels contain many secret doors, traps, and several guaranteed items. The walls and floor of each level are undiggable. You can directly level teleport from the tower to each of its three levels, to the Gehennom levels above it, and to the Dungeons of Doom, but not to levels below the tower. However, quaffing a cursed potion of gain level on the uppermost floor will only result in an "uneasy feeling". There is a random dragon immediately inside the main door of the courtyard, and eight other random monsters on the level. Four of the ten niches marked 'x' will contain the following: The ten niches marked 'x' contain (one randomly assigned to each): two hell hound pups, a winter wolf, two random demons, and the following items: Vlad the Impaler, with the Candelabrum of Invocation, occupies the throne; a chest is behind it. Each of the six marked niches contains a random vampire (or a replacement random monster if extinct/genocided), and a chest. As of NetHack 3.6.0, two of the six chests in the closets are guaranteed to contain stacks of 4–8 candles. One chest contains wax candles and the other contains tallow candles. As long as these stacks are not destroyed, they ensure that the player will have more than enough candles to perform the invocation, without having to resort to wishing or polypiling. As early as NetHack 3.0.0, a different form of Vlad's Tower appeared embedded in Hell (which was quite different from Gehennom). Each of the three levels appeared embedded in a maze, much as the modern Wizard's Tower is, except that the lower level was directly accessible from the maze. The Candelabrum of Invocation did not yet exist, and the Wizard still carried the Amulet of Yendor. Consequently, taking on Vlad was strictly optional. In SLASH'EM, Vlad's tower became even more complicated, when his room was locked behind six indestructible doors(marked orange, real color is brown), that would have to be opened using keys from alignment quests. At least two of the keys would have to be acquired before approaching Vlad would be possible, but you can sometimes do without them. In UnNetHack, the large boxes on the top level are coffins, which will contain vampires and vampire lords, who will awaken when you open them. In dNetHack Vlad's tower is now located above the Gnomish Mines (which extend upward for another level), meaning a low level character can already attempt to get the candelabrum early (and conveniently grab the candles from Minestown). This is probably a bad idea. However, if you only go up to the third floor (that means climb the stairs twice), you can find holy water, which is extremely useful for atheists or anachrononauts. You just need to be able to survive meeting Cerberus, which is a unique hellhound for whom you probably want to use the Circle Of Acheron, or have fire resistance. The tower's design, and the entry in particular has also been redesigned. =_=_ Crystal plate mail Crystal plate mail is a type of armor that appears in NetHack. It is made of glass and weighs 450 aum like other plate armor (i.e., plate mail and bronze plate mail). High-ranking mercenaries such as lieutenants and army and watch captains have a chance of generating with crystal plate mail. Player monster barbarians, priests and valkyries have a chance to force a random body armor with at least 5 base AC instead of dragon scale mail - that armor has a of being crystal plate mail, for an effective chance of 6.25%. When worn, it provides 7 AC and MC2, similar to plate mail. Being made of glass, crystal plate mail does not inhibit spellcasting and is immune to erosion. Crystal plate mail is the second-best armor in the game that does not inhibit spellcasting, after dragon scale mail. However, it is very heavy and thus especially cumbersome for low-strength spellcasters such as wizards. Most roles will prefer dragon scale mail or a mithril-coat. In UnNetHack, the Knight gets a weight reduction for any body armor heavier than studded leather armor, making crystal plate mail a somewhat more feasible option for them. In dNetHack, there is now crystal armor for each part of the body - crystal armor doubles enchantment bonuses (adding full enchantment to both AC and DR, rather than half to each) and can be enchanted to +7, so a fully enchanted crystal plate mail can provide high defense. Crystal plate mail still does not inhibit spellcasting, and its weight is also reduced to a more tolerable 250 aum, but it no longer provides any magic cancellation. A set can still be found in the same place within Vlad the Impaler's dwelling, which is now the Windowless Tower. In EvilHack, crystal plate mail is changed considerably. Its weight is reduced to 150 aum, and its base material is gemstone instead of glass, making it shatterproof. It is also immune to disintegration and the revamped destroy armor monster spell. EvilHack also applies a spellcasting penalty to all roles for any worn body armor, with crystal plate mail as the sole exception to this rule. =_=_ Air elemental =_=_ This tastes like slime mold juice The potions will display the specified fruit in the message; the default is slime mold, hence the prevalence of this message (a holdover from the original Rogue). =_=_ You don't feel very well =_=_ You are turning a little green =_=_ You are turning a little green. =_=_ You don't feel very well. =_=_ Your limbs are getting oozy. =_=_ Your limbs are getting oozy =_=_ Your skin begins to peel away. =_=_ Your skin begins to peel away =_=_ Ring of protection from shape changers A non-cursed 100 zorkmid ring can be identified as protection from shape changers by wearing it in a shop, on the top level of Sokoban, the rogue quest, or anywhere near known mimics. A ring of protection from shape changers will uncloak the mimics. Dropping a ring of protection from shape changers into a sink produces the message "The sink looks nothing like a fountain." =_=_ Orcish helm An orcish helm is a basic type of helm, and often one of the first encountered. Its base cost is 10 and it provides an AC of 1. Being made of iron, it inhibits spellcasting, can rust, and protects your head from falling rocks. Orcish helms are commonly carried by monsters such as goblins and orcs, and thus, can provide a little early AC (provided it isn't cursed.) It is entirely possible to find one enchanted up to as high as +5, if you're lucky. They are also a good polypiling choice. =_=_ Iron skull cap =_=_ Crystal armor =_=_ Arch lich =_=_ Boing! The message Boing! appears when you cast a spell of force bolt or zap a wand of striking at something magic resistant; for instance, a monster wearing a cloak of magic resistance. The same message also appears when you resist the wand of striking zapped by a monster. =_=_ You produce a strange whistling sound. =_=_ You produce a strange whistling sound =_=_ Sling A sling is a weapon that allows you to throw projectiles such as rocks, gems, and gray stones. Slings are often dropped by hobbits; in addition, the Caveman role starts with one. Slings appear in all editions of D & D, where they're a common ranged weapon of clerics (who are not allowed to shed blood) and wizards (who are limited in non-simple weapons). The corresponding bullets deal 1d4 base damage. < ref > http://www.dandwiki.com/wiki/SRD:Sling < /ref > Slings existed in version three of Rogue, with its corresponding rock dealing 1d4 damage when slung, as in D & D. < ref > http://rogue.rogueforge.net/vade-mecum/ < /ref > In the first version of Hack, slings instead fired sling bullets, which dealt 1d4 versus large monsters, and 1d6 versus small < ref > http://homepages.cwi.nl/~aeb/games/hack/1.0.2-part1 < /ref > (compared to the d6 in all cases of the arrow). In this release the rock item did not exist, and these sling bullets would weigh seven units (the same as arrows and bolts). Sling bullets no longer exist in 3.2.0 and subsequent releases, having been replaced by the more powerful flint stone which does 1d6 damage to monsters of all sizes. Canonical D & D does have a rule that improvised stones (that is, non-bullets) do a size category less damage--which is to say, 1d3 instead of 1d4. This may explain the damage reduction in the current version. Weapons comprise 10% of all randomly-generated items in the main dungeon, 0% in containers, 12% on the Rogue level, and 20% in Gehennom. There is a 4% chance that a randomly spawned weapon object will be a sling. Improving sling skill is generally a waste of skill slots, but you may wish to use a sling as an unofficial conduct or because a bad ranged attack with effectively unlimited ammo is better than nothing. Real-world shepherd's slings, which are the most likely type of sling the DevTeam meant, are nowhere near as dinky as NetHack would make them out to be. Slings remained an important weapon in hunting and warfare despite the advent of the bow, where a skilled slinger could still easily trump the speed at which a skilled bowman could fire arrows. The hurled stones, themselves, were also nowhere near as puny as they're often portrayed—sling and bullet can often be as dangerous as bow and arrow. This problem can be traced to most games, books, and any media, in fact, that contain a sling. Media portrayals of slings tend to greatly understate their abilities, viewing it as a pathetic weapon. This is quite far from the truth, and seen in most games that have any sort of sling weapon, least of all NetHack. This misconception may have come about from the fact that slings and bullets were, indeed, a much cheaper weapon than bow and arrow, using more common materials and less intensive construction. The trade-off, here, being that a sling is actually a rather difficult weapon to use effectively. A large portion of the uselessness in NetHack derives from the large weight of the projectile, making it very encumbering to carry the necessary ammunition. The heavy weight of the stones violates much basic sense, where a flail weighs 15 units, and a simple rock 10. The arrows used in warfare tended to be very large—a fairer weight would actually have them about the same as arrows, crossbow bolts, or darts. Canonical D & D, from which NetHack is based, had the weights on par with the others. Though the damage was still puny, they at least weren't a counter-productive weapon as they are in NetHack. Slings remain used to this day, though stones are no longer the primary fodder hurled. In the modern age, slings are instead used to hurl incendiary devices, such as Molotov cocktails, as well as grenades. Their primary function is no longer the kinetic force, but the added range they provide. In DynaHack slings gain bonus damage from strength (usually reserved for attacking from melee or throwing weapons by hand) as well as the sling's enchantment, making slings much more viable as a ranged weapon. in dNetHack slings also gain bonus damage from strength. Furthermore, there's a new type of sling stone: silver slingstones, which deal silver damage to silver hating monsters, and can be found is small deposits within rock or in large amounts on a certain level in the Neutral quest. Cavemen now also gain a +1 multishot bonus when using slings. Since the strength bonus maxes out at +8 at 25 strength, silver slingstones out-damage even +7 silver arrows. Because of these changes, dNetHack slings are sometimes called "portable meteor launchers." =_=_ You are slowing down =_=_ Your limbs are stiffening =_=_ This tastes like fruit juice =_=_ NetHack brass NetHack brass is a variant based on NetHack 3.4.3, first released on September 23, 2004. It has an improved skills system, the choice of a gift at Sokoban, and a new Gehennom, including rivers and an icy cave. The latest version is NetHack brass 081221, which is entirely in Japanese. NetHack brass has a DOS/Windows binary for immediate download, as well as a standalone patch for use with 3.4.3. For Unix users, the best option is compiling the 040923 sources after applying the brass interface patch. =_=_ Skills (NetHack brass) You can use #skills at any time to consult your skills in all groups where you have more than 0%. Further, you can also use it to look up exactly which weapons and spells belong to each skill group. Frustrated vanilla and SLASH'EM players may not have known that athames belong to dagger group or that broad picks belong to the pick-axe group, but brass players can easily check. (It should also be noted that NetHack brass consolidates many skills, for instance grouping scimitars and sabers under the saber group.) To enhance a skill, gain an experience level and a menu will prompt you to add 15% to any one skill--10% instead for skills at or over 50%, 5% for skills at or over 75%. Always choose a skill; unlike in vanilla, there is no limit where enhancing one skill might prevent you from enhancing another. In letting you choose a skill upon leveling, NetHack brass almost feels like ADOM, though ADOM is certainly more complex. (Note that if you lose a level and regain it, you may not claim the free skill points a second time.) Skill percentages will also increase on their own with practice. At higher levels, this method becomes a faster way of raising skills than enhancing. The source code for brass still contains constants like < tt > P_BASIC < /tt > and < tt > P_EXPERT < /tt > , and you might apply some patch to weapon.c that still uses the < tt > skill_level_name < /tt > function. Consult the table here. The constant < tt > P_BASIC < /tt > contains 50, while < tt > skill_level_name < /tt > will reckon anything from 50 to 74 to be Basic. Note that < tt > P_ISRESTRICTED < /tt > and < tt > P_UNSKILLED < /tt > are both 0. A skill is only restricted if its max skill is zero. If the skill is 0 but not maxed, then it will still show in the skills menu, but only when leveling up. In brass, a skill unrestricted by a god is capped at < tt > P_MINIMUM < /tt > or 25%. To consult the maximum possible skills for your current role, do the #skills command; then press [w] for "show weapon capability" or [s] for "show spellcasting capability", for example: =_=_ Talk:Altar Re the Nethack Brass section: I believe that converting altars can summon a minion in vanilla Nethack too, and I'm certain that it can in Slash'EM. I haven't time to research the details right now, and I've never played Nethack Brass, but in Nethack/Slash'EM you may be able to kill the minion rather than fleeing from it, or if you do flee you could come back and kill it later. Ekaterin 10:31, 19 September 2006 (UTC) I got "You think something brushed your foot" while sacrificing, and that's not listed here. I was blind at the time, so it could be the four-leaf clover message for when you're blind, but I'm not sure. Could I get confirmation? --Someone Else 10:31, 25 September 2006 (UTC) I believe the following is also missing: "Your sacrifice is consumed in a flash of light!" It was unclear to me if this is intended to be a derivative of "Your sacrifice is consumed..." or not Yidda 02:10, 10 January 2007 (UTC) Another possible message is missing: "You feel appropriately lawful." instead of "You feel you are thoroughly on the right path." after sacrificing a cross-aligned unicorn on a co-aligned altar. Is that better or worse? 84.190.68.212 16:20, 11 April 2008 (UTC) Can someone talk about how to convert to an opposing altar? I was playing as a samurai (I think I wasn't doing well [dog died, nymph stole from me, it was like a damn blues song] so I said "eff 'dis and killed some watchmen in gnome town, then sacrificed at the chaotic altar) and I converted [I SAW THE LIGHT!] and sacrificed some more humans and got some great demon pets. It would be nice to mention that the altars on the astral plane cannot be IDed from afar (except maybe fear I don't know). The command someone told me for this that I didn't know was look : Plus, what if the zombie in question is of the same race as you are? Does 'same race rule' rule over other rules? As a neutral barbarian, I have recently sacrificed a White Unicorn on a Chaotic altar and "something bad happened". But according to the table, the altar should have been converted. Is there only a chance to convert the altar, or is the table wrong? Or was there some other factor that made my altar conversion fail? Luck? Alignment? & mdash; Qwip 15:38, 4 September 2007 (UTC) I'm just wondering why sacrificing a non-aligned unicorn on an alter of its own alignment is bad and what it does(ie: Im Chaotic and theyre lawful)? Thanks, NerdLord 18:12, 15 May 2008 (UTC) I was just disintegrated by a wide-angle disintegration-ray by Loki for trying to sacrifice a chaotic unicorn on his altar a second time. I was ready to take a couple of lightning bolts and a couple of demons. It appears (from debug mode) that a demon appears even if the altar is lawful or neutral, contrary to what the article currently says. A chaotic demon is still summoned - my first attempt was on a lawful altar with a lawful human priest sacrificing a human corpse, and got Yeenoghu. The altar became chaotic, as predicted. My second attempt was on a chaotic altar as the same priest, and the altar vanished, as predicted. (I got Juiblex that time.) My third attempt was on a chaotic altar with a chaotic human priest and a chaotic corpse (same debug-mode game) and got a peaceful hezrou. With a chaotic human priest and an unaligned altar, I got a hostile horned devil, and the altar wasn't converted or destroyed. Zonohedron 23:56, 26 January 2008 (UTC) There appears to be no discussion of the following: As a low-level character there appears an altar and an icebox on the same level. If you can get the icebox close to the altar, you can start sacrificing the goods inside. After repeated sacrifices, you get the message "The Altar is covered with blood! You have summoned Yeenoghu! You are terrified and unable to move! You can move again," You gain peaceful Yeenoghu. If you have enough inside the icebox to repeat the process, you will also gain peaceful Jubilex. Here's the problem: Although they block your way many times (a form of protection?), they will not fight alongside you. They will absorb attacks from other monsters without response. What do you do with them to make them fight for you? I was hallucinating, my god was angry and the sacrifice produced a message not on this page: "Your sacrifice puffs up, swelling bigger and bigger, and pops! Shan Lai Ching seems cosmic (not a new fact). Everything looks SO boring now." I sacrificed a jackal at an altar to Hutehotl (chaotic Archaeologist god) on DL 1, and instead of being merely consumed, it was "consumed in a burst of flame". Do all chaotic altars do this, or just altars to Hutehotl? --MrGuy 13:51, 2 January 2009 (UTC) The person with that IP added the text to the article making it look very ugly (in the middle of a paragraph!), so I moved it here. Apparently they want to know why they got Jubilex after sacrificing an elf. Does this mean a 93% chance of at least one somewhere in the Dungeons of Doom? It's not very specific. Scorchgeek (talk) 02:45, 24 February 2013 (UTC) In the text is says partly eaten corpses count less. I have never been able to sacrifice such corpses at all (nor tin them). Perhaps this is a remnant of some previous version of nethack? I've never even gotten to level 10. Heres my obviouse question: Can you identify an altar w/out sacrificing on it thereby risking "you sence a conflict between" (foo and bar)? Does this count include the artifact that you have just received? I.E. Is it counted before or after the gift's creation? --220.255.1.92 15:09, 11 July 2011 (UTC) Am I the only one not getting to the Altar page using Opera Mini on an Android smartphone (Orange San Francisco)? The page keeps loading and loading but never seems to finish. If I press Stop at any point, it won't even display the page partially, like on other websites. 213.143.167.10 12:17, 19 November 2011 (UTC) Slash'EM Vampire Wizard. I have sacrificed many many times, only receiving luck. After 10-15 more sacrifices I received two minions. 10-15 more, I get crowned. About ~60 sacrifices total. I never received Magicbane -- I thought this was guaranteed? Never encountered not receiving first sac gift ever. Serpent's Tongue was generated (in Sokoban lvl 4) prior to sacfest in Mine Town -- but do not think this would affect Magicbane generation?--User 05:22, 13 March 2012 (UTC) =_=_ Silver bell =_=_ You hear rumbling in the distance =_=_ You hear rumbling in the distance. =_=_ Stiffening =_=_ Minion A minion only appears in certain situations, most of which involve you and an altar. The source code in minion.c controls the generation of minions. In SLASH'EM, your god may give you minions as servants, from prayer, if you are lawful, or sacrifice, for any alignment. Lawfuls may receive angelic beings or tengu, neutrals may get elementals or djinn, chaotics may get major or minor demons, and any player may receive a unicorn of his or her alignment. These behave much like pets, except that they do not eat corpses, cannot pick up items (although they will use any in their initial inventory), cannot be leashed or saddled, and do not turn traitorous. Also, they cannot be re-tamed should they go feral. Receiving minions does not increase prayer timeout or reduce the odds of getting artifact gifts. High level lawfuls may receive a minion with Sunsword or Demonbane, which will count only as a generated artifact, not a gifted one, for future sacrifice purposes. The minion you receive is a function of your level and the RNG. The following are the probabilities of obtaining each type of minion at each experience level: Lawfuls have an overwhelming advantage in terms of minions, as they have much easier access to minions (through prayer) and gain significantly stronger minions. A level 1 lawful character can deliberately wound himself by throwing a weapon up, praying after turn 300, and have a 13% chance of getting a tame couatl - a monster with a poisonous bite and +1 enchantment resistance. At level 11 there is a 100% chance of getting a Deva, with a 1 in 4 chance of carrying a shield of reflection (the Deva can be easily killed by bringing it near the Oracle). Playing as a lawful thus makes a pacifist game much easier, as you have easy access to tame tengu (which are about as damaging as dogs) and possibly a couatl, and by the endgame can have a retinue of Archons, Planetars, and Solars which will make the Astral plane a breeze. At early levels, an elemental minion can be a significant boon, but by the mid-game, neutral minions tend to be too weak to bother keeping around. Unfortunately, getting a djinni as a minion will not give you a chance at a wish, but will increase the djinni count, lowering the chance of a djinni appearing from a smoky potion. Since minions cannot pickup weapons, and djinni are not created with weapons, your djinni will be limited in combat compared to one obtained through other means. Chaotic minions don't tend to be useful past the early game, where a black unicorn, quasit, or shadow wolf is an advantage in melee for weaker fighting roles. Most of the demons can be obtained through demon gating instead. They're available sooner this way; a pet marilith can be obtained by a doppelganger by level 7 using demon gating and #youpoly. It'll also be able to pick up and wield weapons. Most of the chaotic minions are not useful by the time you are high enough level to obtain them as a gift. The only advantage to having a minion is that it will not turn traitor, as almost all of the chaotic minions could potentially do (especially as most are inediate). =_=_ Passive attacks Hi! Welcome, and thanks for contributing to NetHackWiki! Could you please create an account? It helps us keep spam down, because we don't have to check the edits of known-good users. It also provides more privacy for you. Our style guide and How to help pages are good starting points. --Jayt 08:51, 20 September 2006 (UTC) Hi! Welcome, and thanks for contributing to NetHackWiki! Could you please create an account? It helps us keep spam down, because we don't have to check the edits of known-good users. It also provides more privacy for you. Our style guide and How to help pages are good starting points. --Jayt 08:52, 20 September 2006 (UTC) =_=_ Talk:Dual ring of slow digestion bug What is the bug that this redirect alludes to? The fact that you can consume zero nutrition indefinitely? I'm sure the DevTeam knows about that and would've fixed it if they considered it a bug. --Jayt 09:06, 20 September 2006 (UTC) =_=_ Boing Hi! Welcome, and thanks for contributing to NetHackWiki! Could you please create an account? It helps us keep spam down, because we don't have to check the edits of known-good users. It also provides more privacy for you. Our style guide and How to help pages are good starting points. --Jayt 09:11, 20 September 2006 (UTC) Hi! Welcome, and thanks for contributing to NetHackWiki! Could you please create an account? It helps us keep spam down, because we don't have to check the edits of known-good users. It also provides more privacy for you. Our style guide and How to help pages are good starting points. --Jayt 09:12, 20 September 2006 (UTC) Hi! Welcome, and thanks for contributing to NetHackWiki! Could you please create an account? It helps us keep spam down, because we don't have to check the edits of known-good users. It also provides more privacy for you. Our style guide and How to help pages are good starting points. --Jayt 09:15, 20 September 2006 (UTC) =_=_ Skills =_=_ Skill NetHack's skill system allows different roles to attain different proficiencies in the use of different weapons and spells. Skills can be advanced using the #enhance command. When you become able to advance a skill, you will see the message "You feel more confident in your (weapon/fighting/spell casting) skills." If you have just advanced a skill and still have more that can be advanced, you will get the message "You feel you could be more dangerous!" Skills are not advanced automatically because advancing them requires free skill slots which can only be gained by levelling up. Most skills in NetHack have four possible levels: Unskilled, Basic, Skilled and Expert. Martial arts and Bare hands have two levels beyond expert: Master and Grand Master. Generally speaking, characters start at basic skill with the weapons and spells with which they begin their adventure and unskilled in all others. Use the #enhance command at any time to get a list of skills which you can train. If a skill does not appear on this list, your role is said to be restricted in this skill, meaning that no amount of training will enable it to advance beyond unskilled. (If you receive an artifact weapon from your god, you will be "unrestricted" in this weapon if necessary, and will be able to advance it to Basic.) #enhance will also indicate which of the listed skills have been trained up to their maximum levels. Tables of maximum skill levels can be found in Dylan O'Donnell's spoilers weap-343.txt and spl1-343.txt. As a general rule, skills are trained by using them successfully. There is a trick to training spell skills: practise with a low-level spell in the school you want to train until your skill improves enough that you can cast high-level spells in that school. For example, train up divination spells by casting so that you can cast and more reliably. To advance a skill, you need to have enough free skill slots and to have practiced it enough. You begin the game with no free skill slots and gain one each time you gain an experience level. As of NetHack 3.6.0, being crowned also grants one skill slot. You can earn a maximum of 29 skill slots, by advancing from level 1 to maximum level 30. It costs one skill slot to advance a weapon skill from Unskilled to Basic, two to go from Basic to Skilled, and three to go from Skilled to Expert. Other skills take one skill slot to go from Unskilled to Basic, one to go from Basic to Skilled, two to go from Skilled to Expert, two to go from Expert to Master and three to go from Master to Grand Master. < ref > weapon.c, function slots_required < /ref > If you lose an experience level, you will also lose a skill slot, which may result in losing your most recently earned skill. The table below shows the total number of successful uses of a skill required to reach each level. If you start with a skill at Basic, you are also precredited with 20 successful uses of that skill. Hitting a monster for more than one point of damage (including from a distance) counts as a successful use of a weapon skill. For bare-handed combat, a successful use is only scored 50% of the times you hit a monster; for martial arts, 75%. As with weapon attacks, a check is made to see if your skill damage bonus applies (see below). Riding for 101 steps counts as a successful use of the riding skill. The steps do not have to be consecutive. Each time you move while mounted counts as one step. Successfully casting a level n spell counts as n'' successful uses of the corresponding spell casting skill. Improving spellcasting skills improves your chances of casting spells in that school successfully. Certain spells also have better effects when cast at skilled level or above. and create explosions rather than a ray; and , , , , , , , , , and all have the effect of a blessed potion or scroll. takes twice as long to decay if cast as expert. allows you to jump farther based on your skill level, with a bonus even for Basic skill. To-hit chance of most ray-type spells (sleep, magic missile, unskilled/basic cone of cold, and finger of death) also depends on your skill level. Improving weapon skills improve your to-hit and damage bonuses. Bare hands combat and martial arts skills are an exception to this rule: In 3.4.3 they never granted a to-hit bonus, and in both 3.4.3 and 3.6.0 their damage bonus applies only to 50% and 75% (respectively) of all hits. Your skill at riding affects your chances of successfully applying a saddle. It also affects your chance of hitting and the damage you inflict when riding. Also, you need at least Basic skill to pick up items or loot a container on the ground or search one for traps, dip something into a pool, set a trap or disarm one or engrave on the floor while riding. Also, if your steed is capable of lifting (and moving over) boulders, you need Basic skill to make them use this ability. Spell skills, however, advance four times as fast until the player is Skilled in the relevant skill, after that, the skill only advances twice as fast as shown in the table above. Hi! Welcome, and thanks for contributing to NetHackWiki! Could you please create an account? It helps us keep spam down, because we don't have to check the edits of known-good users. It also provides more privacy for you. Our style guide and How to help pages are good starting points. --Jayt 09:28, 20 September 2006 (UTC) =_=_ Male =_=_ Female =_=_ Neuter =_=_ Flying Flying is an intrinsic property that appears in NetHack, Monsters that fly are defined in the source code with the < code > M1_FLY < /code > flag. Flight allows a monster to avoid contact with the ground as with levitation, but additionally allows control over vertical movement - while flying, you can pick up items on the floor, go down stairs, use ranged weapons without hurtling in the opposite direction, and so on. Broadly speaking, flight gives almost all of the benefits of levitation with none of the downsides. The only way to obtain this property is to polyself into one of the flying monsters listed above, or ride one as a steed. The eligible flying steeds are: You can sometimes displace flying monsters by kicking them. If the "foo swoops, nimbly evading your kick" then it is moved to a vacant square randomly selected from those nearest to you. This means that on sufficiently crowded levels, it is possible for a flying creature to swoop through a wall. (This is possibly an effect of bug C343-38; it is hard to tell from its description.) Prior to NetHack ?.?.?, xans' attacks were unable to reach flying opponents, and flying players were unable to pick up items in pits. However, containers in pits could still be looted. In SLASH'EM, the amulet of flying cannot be eaten to gain intrinsic flight. You can use a fishing pole to snatch items from pits while flying. dNetHack allows players to obtain the property via boots of flight. The half-dragon race also receives the flight intrinsic at XL 14. =_=_ Category:Properties Hi! Welcome, and thanks for contributing to NetHackWiki! Could you please create an account? It helps us keep spam down, because we don't have to check the edits of known-good users. It also provides more privacy for you. Our style guide and How to help pages are good starting points. --Jayt 11:56, 20 September 2006 (UTC) =_=_ M1 FLY =_=_ Fly =_=_ Food poisoning =_=_ You are surrounded by a golden glow =_=_ You are surrounded by a golden glow. =_=_ Compiling This page contains help on compiling NetHack 3.6, either the officially released version (3.6.0) or the version from the development sources (as of 2016 October). Compiling is necessary if you want to try out the dev team's latest changes when they haven't released a compiled version yet, or if you want to apply a patch, e.g. from the bilious database or make changes of your own. This will create a subdirectory (a.k.a., a "folder") called 'NetHack', in the current directory, and the new subdirectory, 'NetHack', will be a git repository, containing a working copy of the latest public development source for what will eventually become NetHack 3.6.1. Note that you will need copies of all these on the platform for which you are building NetHack. Cross-compiling NetHack, if even possible, is much more complicated and far beyond the scope of this article. The new build system introduced in NetHack 3.6.0 is based on "hints files", which inform the rest of the build system about various things which might differ from one system to another, and which you might wish to customize when building, even if you are making no changes to the actual game. Things like which directory to install the game's binaries into, which directory to use for storing the game data, which flags to pass to the compiler, and even basic facts like what the compiler on your system is called, are all specified in the hints file. A hints file is simply a plain text file, formatted like a shell script, that contains hints for the NetHack build system, in the form of setting variables. You can find a collection of existing hints files in the sys/unix/hints/ directory. You may find that one of them is closer to what you want than others. For example, the 'linux' hints file is designed for a single-user install in ~/nh/install; whereas, the 'unix' hints file is designed for a traditional system-wide install in /usr. Look through the existing hints files and see if you can find one that is a close fit for your needs. Once you have selected and possibly modified a hints file, you are almost ready to run the setup script. Run "make fetch-lua". On non-Unix platforms, the setup process may be slightly different. See the documentation for your platform. The setup script should copy the needed build-system files (e.g., makefiles) into place and modify them as needed. For Windows, it's a good idea to follow the instructions inside < tt > sys\winnt\Install.nt < /tt > . The following assumes that you have your compiler and coreutils from projects such as MinGW and GnuWin32. If the build goes well, you can (as root/superuser if necessary, or with sudo) use the 'make install' command to install your newly compiled NetHack. When you try to run your new build, it will complain that there is no syscf file and refuse to do anything until you create that file. The syscf file is allowed to be empty; it just has to exist. Simply create an empty file named sysconf in your HACKDIR and nethack will run normally. Depending on which hints file you used, some permissions may need to be changed before the game can be run as a regular user. Hi! Welcome, and thanks for contributing to NetHackWiki! Could you please create an account? It helps us keep spam down, because we don't have to check the edits of known-good users. It also provides more privacy for you. Our style guide and How to help pages are good starting points. --Jayt 13:43, 20 September 2006 (UTC) =_=_ Patching Note that linux-style line endings will cause problems, you need to convert those into Windows-style ones! You can do this for example copypasting the contents of that file from a browser window into Notepad, and then saving the notepad file. The following code assumes the patch is Menucolors, so to use any other patch just replace < code > nh343-menucolor.diff < /code > with the filename of the patch. The < tt > 1 < /tt > after the < tt > -p < /tt > might need to be changed to < tt > 0 < /tt > or possibly < tt > 2 < /tt > for other patches. note: On MS-Windows, the patchfile must be a text file, i.e. CR-LF must be used as line endings. A file with LF may give the error: "Assertion failed, hunk, file patch.c, line 343," unless the option '--binary' is given. =_=_ Eucalyptus leaf Eating a non-cursed one will cure sickness and nausea. It can also be applied as a whistle, and acts as a magic whistle if blessed and a tin whistle otherwise. There is a 2% chance that a blessed eucalyptus leaf will become unblessed after being used as a whistle. Eucalyptus leaves are fairly rare, making up only 0.3% of all food items. Players have roughly a 29.4% chance of finding any at Medusa's island or above, in the Gnomish Mines, or Sokoban, excluding the quest and all death drops. There is a 4.7% chance of some in Sokoban. Minetown has a 7.2% chance of eucalyptus leaves, mostly due to a 35.1% chance from kicking and then cutting down both trees in Bustling Town. < !-- Neglected the chance all the fruit happen to fall onto the tree and disappear-- > Barbarians, Monks, Priests, and Rangers are nearly guaranteed to obtain some from the trees in their quest home levels. Pacifists should know that eucalyptus leaves are not generated in any monster's inventory, as opposed to death drops. The effect of using a eucalyptus leaf as a magic whistle seems to be based on the Australian 1960s TV show Skippy the Bush Kangaroo, which had a recognizable theme call played on a eucalyptus leaf. Skippy came bounding through the bush to whoever played the eucalyptus leaf. =_=_ Slime There is a monster named "slime" in Slash'EM Extended, but unlike the green slime it doesn't actually have a sliming attack. Hi! Welcome, and thanks for contributing to NetHackWiki! Could you please create an account? It helps us keep spam down, because we don't have to check the edits of known-good users. It also provides more privacy for you. Our style guide and How to help pages are good starting points. --Jayt 10:36, 21 September 2006 (UTC) Hi! Welcome, and thanks for contributing to NetHackWiki! Could you please create an account? It helps us keep spam down, because we don't have to check the edits of known-good users. It also provides more privacy for you. Our style guide and How to help pages are good starting points. --Jayt 10:38, 21 September 2006 (UTC) Hi! Welcome, and thanks for contributing to NetHackWiki! Could you please create an account? It helps us keep spam down, because we don't have to check the edits of known-good users. It also provides more privacy for you. Our style guide and How to help pages are good starting points. --Jayt 10:38, 21 September 2006 (UTC) =_=_ Crystal =_=_ Gemstone All gems that are not worthless pieces of glass - which appear as 'gems' until identified - are made out of gemstone. Rings with the following randomized appearances are made of gemstone: In variants with an object materials system, many more objects including weapons and armor can be made of gemstone - sometimes referred to as crystal by the game. It is generally a high-quality material for weapons and armor, but such items also very expensive and often hard to come by. SLASH'EM introduces new types of golem that are made of gemstone - the ruby, sapphire, diamond, and crystal golems. All gemstone golems have a powerful physical attack and a breath weapon; the diamond golem can used a random breath attack, similar to the Chromatic Dragon. All four varieties of golem drop gems of their respective material upon death, with the crystal golem leaving behind a pile of random valuable gems. In SlashTHEM, the base appearances for the amulet of second chance and amulet of data storage - "tetraedical" and "isocaedical" amulets - are made of gemstone. In GruntHack, gemstone is the heaviest and most expensive among object materials, but provides a +2 bonus to AC relative to iron armor. In EvilHack, gemstone functions as it does in GruntHack, but is more light than most metals (save for mithril) and immune to erosion. Gemstone weapons gain a +3 damage bonus if they deal slashing or piercing damage; dwarven-made weapons have a 5% chance of generating as made of gemstone. In xNetHack, gemstone functions similarly to how it does in EvilHack, though no objects have their base material changed to gemstone. In dNetHack, new gemstone objects like the fossil dark and magicite are introduced. Valuable gems can also be used as focusing crystals for lightsabers to produce different-colored 'blades'; worthless pieces of glass will always result in a red lightsaber. =_=_ Metal Metal is a material used for metallic objects that are not iron, copper, platinum, silver, or gold. Metal objects do not rust or otherwise erode. =_=_ Bone Bone is a material. Only ivory rings and horns (tooled, frost, fire, plenty and unicorn) are made of bone. Worm teeth are actually made of an undefined material and thus can be burnt, whereas other bone objects are naturally fireproof. Polymorphing bone items might create a skeleton. Note that bone is not considered organic. =_=_ Plastic Plastic is a material. Ice boxes, credit cards, expensive cameras, magic markers, rubber hoses and the cheap plastic imitation of the Amulet of Yendor are made of plastic. Plastic items can be burnt. Of the new SLASH'EM items, fly swatters and green lightsabers are made of plastic. Polypiling plastic objects may create a plastic golem, which drops credit cards on death. =_=_ Talk:Floating eye I changed the length of time that a floating eye will paralyse you from "several" to "many" turns because my gut feeling is that it lasts a lot longer than a potion of paralysis which is 13-46 turns depending on BUC. =_=_ You feel sensitive! =_=_ You feel sensitive =_=_ Sensitive =_=_ Mine's End =_=_ Source talk:True rumors I've just updated Rumor messages with the changes between 3.4.3 and 3.6.1. I haven't touched this page as it doesn't have a version tag and I don't fancy trying to work out what it actually contains. =_=_ Brass interface patch Kernigh distributes a brass interface patch containing ports of five vanilla interface patches to NetHack brass 040923 with the intention of bringing to NetHack brass an experience similar to that at nethack.alt.org. The patch fixes a few bugs (especially for those upon Unix), including one that could cause an infinite loop to hang the game in Gehennom. It also updates some help files and the Guidebook. You need a copy of NetHack brass 040923 to apply the patch against. Those on Unix should run setup.sh in sys/unix after applying this patch (for a fix to the top-level Makefile). For Unix users, the patch also creates a new option CONFIGFILE in section 3 of config.h. The intent is that by setting CONFIGFILE is ".brassrc", the game will try to load ~/.brassrc before loading ~/.nethackrc so that some users can maintain separate configurations for brass and vanilla, but users without ~/.brassrc still use ~/.nethackrc. The patch will enable all of the new defines in config.h by default (in fact it will also try to enable AUTOPICKUP_EXCEPTIONS). To make good use of the patch, you also need to set up some options in your NetHack config file. At 23 September 2004, Youkan modified the source code of NetHack 3.4.3 and ported some code from Stephan White's NetHack Plus to form the variant called NetHack brass 040923. At 22 September 2006, Kernigh ported five interface patches from 3.4.3 to brass 040923, fixed a bug of infinite loops in mkriver in mkmap.c, updated the Guidebook and some help files, removed some compiler warnings and fixed a problem in the Unix Makefiles. The five patches were: =_=_ You feel controlled! =_=_ You feel controlled =_=_ Controlled =_=_ You feel in control of yourself. =_=_ Talk:Teleport control I merged You feel controlled! and its redirects. This message relates only to teleport control, so there's no need for a separate page. --Jayt 13:57, 22 September 2006 (UTC) Do you have to have a certain amount of magic energy to use a ring of teleport control? I ask because such seems to be the case in the game I'm currently playing. I even tried putting it on the other hand, since which hand you put a ring on can be relevant in rogue, yet control t getsa me "you do not know that spell"Slarty 00:42, June 19, 2010 (UTC) Hi! Welcome, and thanks for contributing to NetHackWiki! Could you please create an account? It helps us keep spam down, because we don't have to check the edits of known-good users. It also provides more privacy for you. Our style guide and How to help pages are good starting points. --Jayt 13:58, 22 September 2006 (UTC) Hi! Welcome, and thanks for contributing to NetHackWiki! Could you please create an account? It helps us keep spam down, because we don't have to check the edits of known-good users. It also provides more privacy for you. Our style guide and How to help pages are good starting points. --Jayt 13:58, 22 September 2006 (UTC) =_=_ You feel less sensitive =_=_ You feel less sensitive! =_=_ You feel uncontrolled =_=_ You feel uncontrolled! =_=_ You feel centered in your personal space. =_=_ The Eye of Misspelling =_=_ Logfile data: 3.4.3 916 0 5 6 0 28 1 20060611 20060611 1031 Wiz Gno Fem Neu paxed,killed by a boiling potion =_=_ Record file record file is the high-score file. The file is in NetHack's playground directory (on some systems the same directory as the NetHack executable binary) and the file format is the same as logfile. When compiling NetHack from source, you can change the number of entries saved into the record file by editing and thereabouts: =_=_ IPBT IPBT is a ttyrec player written by Simon Tatham, author of PuTTY. It is easiest to run on Unix, but can be made to work on other operating systems. The name is an acronym, expanding into It's Play-Back Time. There are several good reasons to use IPBT: it allows you to rewind files, it allows you to play at linear or logarithmic speeds, it allows you to jump to specific frames. The disadvantage is that IPBT must load the entire ttyrec file before it begins play; this is less of a problem for NetHack than for large, repetitive games like Angband. You will need a working compiler and related utilities. This includes at least < tt > gcc < /tt > and < tt > make < /tt > . You will also need the ncurses headers. On Debian, Ubuntu, and some other distributions, they are in the package libncurses5-dev. =_=_ It's Play-Back Time =_=_ Category:Utilities Hi! Welcome, and thanks for contributing to NetHackWiki! Could you please create an account? It helps us keep spam down, because we don't have to check the edits of known-good users. It also provides more privacy for you. Our style guide and How to help pages are good starting points. --Jayt 15:52, 22 September 2006 (UTC) =_=_ Quest portal The quest portal, , is the trap that warps you between the main Dungeons of Doom and the Quest. On a certain level of the dungeon below the branch to Sokoban, you will receive a request for help from your quest leader. Players must search for it; methods include walking on every square of every room, or watching for a monster (even your own pet) to stumble into it. The quest portal will appear above the Castle, between dungeon levels 11 and 16, and 6 or 7 levels below the Oracle. The quest portal will not generate in a vault, in a room with either the upstairs or downstairs, and on a floor that also has a portal to Fort Ludios. In some games, the quest portal will actually be upon the Rogue level. For those playing SLASH'EM, there are three additional quest portals that appear in dungeon levels 15 to 20; these go to the Lawful Quest, Neutral Quest and Chaotic Quest. There is no special message for these three portals, and they can be searched out as usual, but no two of the four portals can be in the same level. =_=_ Bags of holding =_=_ Oilskin sacks =_=_ Sacks =_=_ Chests =_=_ Large boxes =_=_ Ice boxes =_=_ Bags of tricks =_=_ Containers =_=_ X11 configuration =_=_ You feel very jumpy. =_=_ You feel diffuse. =_=_ You feel less jumpy =_=_ You feel less jumpy. =_=_ You feel less attractive. =_=_ You feel less attractive =_=_ Orb of Weight =_=_ SC343-10 =_=_ Polyself bug The polyself bug was a fairly serious flaw in the handling of self-polymorph in the case where the character polymorphs into their own race ("You feel like a new < race > !"). It is listed as SC343-10: To exploit this bug, a player would need to level drain themselves to reach experience level one (whether by the spell, by throwing a level-draining weapon upwards, by the attack of a level-draining monster, such as a wraith or vampire, as alluded to in the official description of the bug, by praying repeatedly, or by using any other method) with max HP and max Pw somewhat higher than normal (by using drain for gain strategy, or just drinking enough non-cursed potions of healing/extra healing/full healing and gain energy). Once this is done, the act of self-polymorph has a chance of adjusting a player's experience level. If self-polymorph increases the player's level to 2 or 3 from 1, his hit points are approximately doubled and power approximately tripled, which is not fully offset by the act of draining this level. Therefore, by repeatedly polymorphing into their own race and draining level back to one, a player's hit points and power can be increased to the limit of (usually) a 32-bit signed integer. The act of self-polymorph also has a high chance of killing the player if his level drops below 1; therefore several amulets of life saving are required. Pudding farming is often used to acquire a healthy quantity. In the Slash'EM Extended variant, the bug has been fixed by removing the code that doubles/triples the player's HP/Pw; if the player's level is increased, their HP and Pw are incremented by a random single-digit value instead. =_=_ Talk:Bugs in NetHack 3.4.3 I found a bug that is not listed here: in wizard mode, when hilite_pet is on, when you hit Ctrl+G to create a monster and create any monster with the prefix "tame", the pet is not highlighted before it moves. I reported this to the devteam and they replied that even it is not mentioned in the official bug list, it was found and fixed the X11 interface was being enhanced or overhauled and that the bug I found has been fixed with all systems, not only in X11. So, do you think this article should list it? --ZeroOne 00:30, 23 September 2006 (UTC) There are lots of misspellings here, like "ki-rins" (should be ki-rin) and "mimicing" (should be mimicking). Should we fix them, or keep it an exact copy of what's on the site? --Someone Else 18:48, 24 November 2006 (UTC) Why should confused looting destroy a throne? It would be a good throne farm stopper, but I see no reason why it's a bug, even an unreported one. 75.58.120.233 01:50, 15 September 2011 (UTC) I accidentally discovered a bug a while ago, and I don't see it on this list (unless I missed it, just let me know). When a djinni from a lamp is asking you to choose what you want to wish for and you Hangup during the prompt, when you come back the prompt is gone (obviously), but the djinni is still there and now hostile, and the lamp is still magic. 75.58.122.97 10:31, 31 March 2012 (UTC) Does the following count as a bug? - I just discovered while playing on NAO that the game can load bones files from the mazes between Medusa and the Castle before reaching Medusa if you are in a corresponding dungeon level (dlvl 25 was normal, dlvl 26 was maze-bones, dlvl 27 was medusa, dlvl 28 was a maze, dlvl 29 was castle). I don't see anything of the sort on this list. 108.196.206.15 20:26, 21 July 2012 (UTC) I just had a brown pudding rot an elven leather helm that I had removed before attacking the pudding. Bug, or just a correction to the wiki? No history, sorry. It just happened in my game (local PC), and I noticed the conflict with the wiki. I thought maybe someone more adept than I could check the source code and see the logic path. That was basically it... the helm was in my main inventory and got rotted by a brown pudding. Windows Nethack v3.4.3, Vulture's Eye v2.1.2-1. Nope, I wasn't wielding the helm, that's for sure. It was also surely unequipped when I saw that it had been rotted. I'm not 100% sure that it didn't happen though as I was removing it... if the code doesn't even consider non-equipped items, then it might/must have happened then. I was pretty sure I had removed my rottable armor before approaching the pudding, but maybe I was adjacent or it approached and attacked me in the process. Next time (if there is one), is there a way to record or dump the tty rec from Windows Nethack? Sincerely, (not often but I do occasionally help tighten up the wiki from a grammatical and internal integrity angle, and my IP is not static so I guess I will create an account if that would make everyone happy and well what do you know my browser remembers that I already had one from who knows how long ago) Mr. Unsigned :) P.S. I see the forum now too -- next time I'll start there. Thanks to Pray.c#line1222 and Pray.c#line1223 sacrificing pet of your own race will not cause align chance and acquiring HAggravate_monster. Is it a bug? Bulwersator (talk) 22:49, 24 January 2013 (UTC) I was Kinking a Statue, Trying to Break it An This message came up "The statue of a lichen misses." Bug? --Rancalred (talk) 23:19, 13 March 2013 (UTC) Is it likely that http://www.reddit.com/r/nethack/comments/1agbm7/stuck_buried_in_lava_while_levitating/ covers this bug? Maybe mention it and interpretation from User:SGrunt/GruntHack vanilla bug tracking ("Listed as fixed on the assumption that this refers to the Plane of Water.") Bulwersator (talk) 11:27, 21 March 2013 (UTC) Do we have an entry for this crash? I can't find one. – Bejonas (talk) 21:15, 24 June 2013 (UTC) It is apparently possible to take an amulet of life saving worn by Jubilex or another engulfer while the player is engulfed. The pick-up prompt shows the amulet as "being worn", and after I picked it up it became *my* worn amulet of life saving (the character in question was wearing no amulet), so this definitely seems like a bug. It shouldn't be that easy to rob Jubilex of his amulet of life saving. I wonder what happens if you do the same thing while already wearing an amulet? --Bluescreenofdeath (talk) 11:00, 22 January 2015 (UTC) =_=_ Signed integer =_=_ Slimed =_=_ Slippery fingers Slippery fingers are a result of eating deep fried or french fried food from a tin, trying to use a cursed can of grease, or trying to apply or #dip a cursed potion of oil. They last d15 turns. When your fingers are slippery, you drop any non-cursed weapon you were wielding (which can be problematic in a shop). If you are not wielding a weapon, or you are wielding a cursed weapon, your non-cursed rings may slip from your fingers. Applying a towel effectively cleans your fingers. Putting gloves on does not remove or cover this effect, due to forces of physics yet unfathomed. The lesson here is to watch exactly what it is you are eating/applying, as slippery fingers can very easily lead to a swift death if said tin or grease was used out of pure necessity. =_=_ Land mine Trying to set a land mine while fumbling, or setting a cursed landmine has a chance of detonating it instead. The chance is modified by Luck; if your Luck is maxed, the chances are very slim. Setting a land mine while riding a steed with Unskilled in Riding has the same chance of failure, and an even worse chance if also fumbling or using a cursed landmine, also causing it to detonate. Since some monsters tend to pick up items left lying around, you might be able to lure victims on to your land mines with bait that appeals to them. Because monsters can often get past them, placing a single land mine is usually not that effective. However, you can set several mines to make a mine field, which might be handy for dealing with certain special rooms filled with monsters. You could also use a mine field to protect the area around a stash. It can also be used as a warning system to alert you to the presence of monsters: "Kaablamm! You hear an explosion in the distance!" In SLASH'EM, you can also recover a few more from Grund's Stronghold, assuming the monsters there don't set them off. =_=_ Talk:Slippery fingers This doesn't say anything about rings sliding off fingers. Once that happened to me. I don't know the chances of it happening, though. --Someone Else 15:53, 23 September 2006 (UTC) Is it alright if I take off the line about Monks? If anything, Monks are the least affected by slippery fingers as rings < weapons on the scale of weapons importance on the whole. Monks usually just use rings for silver damage and gaining strength or constitution and the note is misleading. Can you use this to remove a ring while wearing cursed gloves? Can you remove cursed rings?--PeterGFin 12:34, February 16, 2010 (UTC) =_=_ Talk:Unicorn horn Why does this appear as a cyan weapon? In-game, it's a white tool. I don't know how to change it so it's a tool and has the weapon information at the same time. --Someone Else 16:36, 23 September 2006 (UTC) Okay, guys, this article advises to quaff unidentified potions instead of dipping a unicorn horn into it. I have a very hard time seeing how this can possibly be good advice. The article cites as justification the fact that you will lose your unicorn horn if you dip it into a potion of polymorph, but this reason is bogus, because you can test for potions of polymorph by dipping junk objects first. (The article already mentions this in section 2, but curiously fails to grasp the implications of this in section 3.) Even if you rule out polymorph, quaffing the potion is not usually a good idea, because by quaffing the potion you lose the potion, whereas by dipping a unicorn horn into it, the potion (if bad) will turn into water or fruit juice, both of which are very useful for making holy water (and if it's good you can still quaff it anyway after dipping). In most cases, it is more useful to have an additional potion of water, since people in real games do sometimes tend to run out of holy water, and distinguishing between the various bad potions is not all that useful or difficult. In fact, the most useful of the bad potions (confusion and booze) are easy to identify anyway (by having monsters throw them at you, and using amethyst stones respectively), and the other two are easy to tell apart since one becomes water and the other becomes fruit juice after you dip into it. According to mythology, which the devteam bases a majority of things on, unicorns were prized for their miraculous healing abilities, which supposedly came from their horn. If by some way, a fortunate being happened to come across one, it could be used, by either 1. drinking a liquid poured into it that would be purified, the main purpose to this was to identify or null poisons (hence #dipping a unicorn horn into certain detrimental Nethack potions), or 2. drinking liquid that was stored or that materialized inside of the "unihorn". So essentially what you're doing by applying the horn, is drinking out of it. DrakeKobra 22:01, December 12, 2009 (UTC) I'm not sure if anyone else has noticed this, but should a tamed draconic pet take a turn for the worst, occasionally it will have been holding a unicorn horn, I noticed this when one of mine picked up a horn, and didn't drop it like a normal item. I was curious about this so I experimented in Wizard mode, A dragon (regardless of color) that has been tamed, will pick up and keep unicorn horns in their inventory. I'm not sure if (or how) they apply them. Is it just random code for dragons or is it something deeper. DrakeKobra 22:01, December 12, 2009 (UTC) =_=_ Liquid Potions, water, lava and some monsters could theoretically be described as liquid, but they are not, and their prospective status as liquids has no impact on gameplay. =_=_ Wax Wax is a material. In vanilla NetHack, only wax and tallow candles are made of wax. In SLASH'EM, magic candles are also made of wax. =_=_ Flesh Flesh is a material. It refers to the real-life equivalent of "meat" & mdash;i.e. the muscle, fat, entrails, and skin of an animal. Monsters "made" of meat are often described as fleshy; this property determines, among other things, whether or not a statue of that monster will be brought to life. =_=_ Paper If the player is caught in any source of fire damage, paper items in their inventory have a chance of catching fire and burning, with the exception of the Book of the Dead. Paper golems can be randomly generated in the Dungeons of Doom; they may also form as a result of polypiling several paper objects, and are instantly killed by some fire attacks. This is a screenshot of the "show weapons capability" subscreen of the #skills command of NetHack brass, for demonstration at the #skills (NetHack brass) page. =_=_ Category:Extended commands of NetHack brass =_=_ You have a momentary vision =_=_ You have a momentary vision. =_=_ Hangup A hangup occurs when you disconnect a terminal from the programs running in it. Originally, "hangup" referred to the process of ending a telephone call by placing (or hanging up) the phone on the hook. Some terminals connected to computers using phone lines (for example, with old DOS or Macintosh software like the communication modes of Microsoft Works or AppleWorks) and became subject to hangup. With windowing systems, you can now cause hangups by closing terminal emulators or DOS prompts with programs still running on them. With the Internet, you can cause a hangup by quitting your telnet or ssh client while still running programs. More generally, a hangup is any instance when a parent process quits. If you hangup while NetHack is running, then (on systems with the SIGHUP signal, such as Unix, VMS and Microsoft Windows), the hangup function at save.c#line83 will save your game. For players who use NetHack's tty interface, an easy way to save the game is to close the terminal emulator or telnet client with NetHack's tty interface inside it. Beware of hanging up during a prompt, as it has the effect of cancelling the prompt. You will not get a refund on your wish or genocide order. If a hangup is triggered after offering the Amulet of Yendor on the Astral Plane but before ascending, you will render the game unwinnable; upon reloading the game, you will not have the amulet and be stuck on the Astral Plane! One of the listed bugs involves some method of using hangup to cheat. Cheating#Hangup_saves describes some ways to cheat using a hangup save. DevTeam member Pat Rankin provided some information about how this bug is fixed in the next version of NetHack in this Usenet post. In NetHack 4, the game is saved continuously, meaning that a hangup has the same effect as simply quitting the game. When reloading the game, it returns to the exact same point (perhaps even at a prompt or in the middle of a turn) via replaying all user commands that were input since the last time the game could be saved in the normal way. =_=_ You feel a mild buzz. Now after my 65th game of NAO and my 1st visit to Gehennom, I took break from vanilla NetHack to play some SLASH'EM and ToME. In both games did I find many deaths. I played in the plain 0.0.7E7F2 playground through to 2 June 2006. Then on 3 June 2006 I switched to Slethe. I desired a 2nd visit to Gehennom and I wanted it to be more interesting. Though I have not come close to that goal, my 52nd game of SLASH'EM went farther than any previous, thanks to being a Drow, a Barbarian, and knowing Elbereth. Yet on 7 September 2006 did I die in the Neutral quest. I like to play chaotic elves in SLASH'EM, as I do in NetHack, but the chaotic elves are drow. Thus the random roles for me are only Barbarian, Flame Mage, Ice Mage, Necromancer, Priest, Ranger, Undead Slayer, Wizard. In this game I became Barbarian. I started with this inventory: I immediately went bare-handed. To survive, I combine the Barbarian's strength in melee with the drow's bare-handed sleep attack. In combat, I discover that this works well. I replaced my ring mail with a plate mail; then on Dlvl5 I smote a gray unicorn in melee, thus obtaining the first of several unicorn horns. However I could not defeat the statue gargoyle at Dlvl6; I checked the bestiary to learn that I needed a +1 weapon. So I went back to Dlvl3 to follow the staircase to the Gnomish Mines. I did not fully explore Dlvl4 (Mines 1), but I gathered some armor and daggers, excluding anything cursed. I found a dagger that did not stack, brought it back to Dlvl6 (Dungeons of Doom), tested it against the statue gargoyle, named it "safe +1", killed the statue gargoyle, and proceeded to explore Dlvl6. Something charmed me, though it was invisible, and began to steal my items; I tried to fight it, but it would steal another object and teleport away. Finally, I found it, it missed me (because of my plate mail), and I hit it and put it to sleep. At turn 5736, I killed the pixie. Thus did I take back what was stolen, including my armor: Without the sleep attack, I might have never defeated that pixie, nor the leprechaun that I later encountered. I lacked a way to see invisible and did not carry ranged weapons. However, the leprechaun gave me teleportitis and a tengu gave me teleport control, a useful combination that I normally do not enjoy so early in the game. So when I encountered the Oracle at Dlvl9, I could teleport to the part of the map that I believed to hold the down staircase, despite having failed to find the secret paths. At turn 8914, I am in a corridor of Dlvl10 when a frag grenade almost hits me. The soldier that I meet now thrusts a poisoned dagger against me, but I am Barbarian, so I already have poison resistance. I make asleep and kill the soldier and reach Expert in bare-handed combat. I kill another soldier, and having not been shot, I now possess a supply of guns and bullets. Using a pet pony, I work out what is not cursed. A submachine gun and bullets become my ranged weapon. They work well enough, though I am restricted in firearms. I went back to stash on Dlvl4. When I opened my save file at 3 September 2006, I was near my stash on Dlvl4. I possessed the artifacts Orcrist, Sting, and Elfrist (useless banes, but at least they will not later be sacrifice gifts) and wore a +0 elven mithril-coat. I chose to go to Sokoban. I decide not to consult the Sokoban spoilers, though I have seen them in the past. I readily clear Dlvl9 (Sokoban 1), but at Dlvl8 (Sokoban 2) I miscount the number of holes and use a strategy that leaves me short with boulders. Oops! I exit Sokoban and proceed to explore the Dungeons of Doom. A troll at Dlvl11 almost kills me, so I read a scroll of teleportation (knowing that I have teleport control) and escape upstairs to heal. Before turn 13000, I have made two more trips to my Dlvl4 stash and trapped the troll's corpse behind a boulder in a dead-end corridor. I travelled to Dlvl15, the reincarnation level where I meet Glenn Wichmann's ghost. Here do I encounter so much trouble with a forest centaur that I decide to go back up and try the Gnomish Mines again. The Mines entrance is still at Dlvl3; I finish exploring Dlvl4 (Mines 1) and start playing with a magic trap at Dlvl5. Then comes my opportunity at turn 16532: "The large dingo turns into a warhorse!" I toss a lichen corpse and voila! I have a pet chameleon. Though the magic trap never raised my charisma (which stays at Ch:8), it gave me my best pet. The chameleon joins my then-current pets, two large cats. Dlvl6 is Minetown; it is about turn 17000. I buy protection before the chameleon (as a water troll) kills the priest of Set. (I wanted to keep the priest alive in case I found another 4000 gold. He died, I took my 4000 gold back, but now I must find another temple.) After doing part of Dlvl7, I decide to go back to Sokoban, still with one chameleon and one large cat. My other scroll of earth was cursed, so I intend to go to Dlvl8 (Sokoban 2), read a scroll of earth in a strategic location, then squeeze around boulders so I can fill both remaining holes. At Sokoban 2, I drop my other inventory except a +0 orcish helm. At turn 18622, I read the scroll. Now I notice that I dropped my inventory on the wrong square. Having filled both holes, I cannot retrieve my inventory, but have no choice but to push a third boulder over it! Then began the great run for the wand of striking. I knew that I had a wand of striking in my stash at Dlvl4; I wanted to retrieve it and use it against the boulder on my inventory (further reducing my luck after having read that scroll). I must run to Dlvl4 while bare-handed, but also naked with only a helmet. On Dlvl9 (Sokoban 1) I immediately encountered a leather golem. So I pet-tested the leather armors and then wear a +0 leather armor. This sends me down to AC 1. Thus my run for the wand was successful. I clear Sokoban (though while losing more luck) and fight through the zoo while waiting for my bad luck to time out. My reward is an amulet of reflection, but I have so much loot that I choose not to carry it. I threw some gems at a black unicorn (before my chameleon dispatches it) to restore my luck. Exitting Sokoban at turn 22310, I sought again my stash of Dlvl4. Returning from my stash, at Dlvl10 (Dungeons of Doom) I step on a polymorph trap that I had previously not noticed. At turn 22573 I became an asphynx, breaking polyselfless conduct. "You can't even move a handspan with this load!" "Use the command #sit to lay an egg." This is good for me, because asphynx are snakes that stone (as a cockatrice) and would make good pets. I drop my inventory, lay several eggs and eat a food ration. My own pet at the time, the chameleon, became a basilisk and ate two of my eggs before it became something else. "You see an asphynx hatch." My pet asphynx ate all of my remaining eggs but one. "You see an asphynx hatch." So I had one pet chameleon and two pet asphynx (and several statues). At turn 23414, the polymorph finally times out. "You return to droven form." Now I can finally return to Sokoban and take the amulet of reflection, before going back to the Gnomish Mines. Having two pet asphynx and one pet chameleon makes the Gnomish Mines (which I could have explored long before now) trivially easy. The hardest part is lining up gnome and dwarf statues so that I can strike them open for loot. I even tame a second chameleon in the mines. Dlvl11 is Mines' End; Dlvl12 is the end of Ruggo the Gnome King. I now encounter places which are unfamiliar. I can read enough of the DES-file format to spoil the maps, but my strategy is too uncertain. Grund's Stronghold is at Dlvl14, a branch from Dlvl13. I explore part of the level but do not cross the drawbridge; I could have destroyed the bridge and crossed with my ring of levitation. I lose one asphynx, leaving the other asphynx and the two chameleons. I find the portal to the Home Quest, but choose not to attempt the Quest because the Heart of Ahriman is of no interest to me. I already have stealth (from elven boots) and levitation (from the ring). Dlvl18 has a cockatrice nest. I learn for the first time that because I have stealth, the cockatrices never awake until I attack them. So after killing off about half of the nests, I leave the other cockatrices intact should I later want a corpse; I had lost my last asphynx somewhere. I also accidentally discover the portal to the Lawful Quest. At 6 September 2006, I loaded my game and proceeded into Dlvl19, where something invisible curses some of my armor and my unicorn horn. I have to go to my stash (still at Dlvl4) and retrieve another horn. The two down staircases of Dlvl20 are both mysteries to me, and I start thinking about whether to proceed down or look for alignment quests, for the sources revealed that there were three. I have lost both pet chameleons when a dust vortex discovers the Neutral Quest portal at Dlvl14. I enter and decide to attempt this quest. However, I can only fight the many gas spores by having them blow on me. This weakens me so much that an elf-lord, surprising me in the dark with no pets, is able to kill me. My copy of NetHack brass (including the brass interface patch, my port of several vanilla patches) resides on a computer running OpenBSD, in fact the same computer as my copies of Dungeon Crawl and ToME. Thus you cannot observe my games or immediately obtain my dumps and ttyrecs (or verify that I was not cheating) as you can with NAO and Pallas. During my work with the brass interface patch, I played several test games, mostly in debug mode. Thus this is my 2nd game of brass after my final installation (erasing the playground for the last time). I played this game at 22 September 2006. As in vanilla, I play elf thus randomly choosing between Priest, Ranger and Wizard. For this game I rolled Wizard. I started this way: My first setback occured at turn 703, when Morris discovered a falling rock trap. "Morris is hit by a rock! Morris is killed!" Thus I had no pet. Difficult situations would now require Elbereth and force bolt. At turn 1192, I discovered a general store at Dlvl3. This interested me because in my last game of SLASH'EM, there were no shops but two in Minetown. At Dlvl4 there was a magic whistle, but I had not pet to use it with. I found another general store at Dlvl4. Then at Dlvl5 when at turn 1993 I tamed a kitten and found an armor store. Now things became interesting, for I could use my pet and the whistle to steal armor! By turn 2787, in addition to the CoMR that I started with, I also had: The robe seemed to be a plain robe, and I could wear it under my cloak in the body armor slot, like in SLASH'EM. The plumed helmet seemed to be an ordinary cheap helmet. I had no boots because I sold back the fumble boots. I knew that the shield was a shield of reflection and that the cloak (not being worn) was an oilskin cloak. I had to visit my Dlvl3 stash to store some things before I could start carrying the shield. Upon wielding it, I discovered that it was a +2 polished silver shield. This gave me an additional incentive to wear the shield, though I would have to remove it to cast spells & ndash; both force bolt and detect monsters reached a 54% failure rate despite the robe. Things seemed to go well, with one problem: at experience level 4 I still had only 18 max HP. Sometimes I poked monsters with Sting and took damage before I switched to force bolt, so I often had to retreat and heal. I returned to Dlvl5 and finally convinced my pet, now a housecat, to grab that expensive conical hat from the shop. At turn 5047 I wore it; it was a +0 cornuthaum. Having armor so good, so early distracted from my HP, lower than it would be in vanilla or SLASH'EM. Things started to become bad at Dlvl6, when I went to melee a rabid rat and its first bite (at turn 6383) poisoned me. My stats had read "St:6 Dx:12 Co:9 In:20 Wi:15 Ch:7", with 21 max HP at experience level 5. As I now know, NetHack brass has three types of poison, reducing strength, dexterity, or constitution. NetHack brass also scales max HP with constitution. This rabid rat's poison dropped my constitution by five points to Co:4. My max HP fell by 3 to HP, and my max unburdened carrying capacity dropped from 330 to 230, leaving me burdened because my inventory weighed 236. I needed a unicorn horn, but it was too early in the game. I decided not to #pray, because a read through src/pray.c showed that (as bad as it was for me) reduced constitution is only a minor trouble, so I would need to raise my luck before prayer could heal it. Now I could not fight a group of hill orcs (even with Sting) because they went into the Dlvl6 weapons shop and equipped themselves gratis. I left the orcs in the shop, so I could not shop there. I went down to Dlvl8 anyway (exercising my consitution back up to Co:5). There, a soldier ant surprised me at turn 9625. I was between my new pet little dog and the place where I expect a hidden door: I pressed [s] once and the door appeared. (I might not have noticed the soldier ant yet.) "The soldier ant bites! (6pts) The soldier ant stings!--More-- The soldier ant's sting was poisoned! (14pts)--More-- You die..." In less than one turn, the solder ant had taken 20 HP. I had not even tried to attack the soldier ant, yet it killed me in one turn. Some features of NetHack brass might be unique, but the soldier ants are as problematic as they were in vanilla. =_=_ File:Digforvictory.jpg Dig for victory was a poster campaign by the British government during the second world war which encouraged civilians to grow their own food in allotments. It is not known whether Winston Churchill (Kni Hum Mal Law), who died 20 years before the first public release of NetHack, would approve of digging for victory. =_=_ Category:NetHack brass =_=_ Debug mode =_=_ BSD BSD is an acronym for Berkeley Software Distribution, a flavor of Unix operating system that reigned in the 1970s and 1980s. Today, the term BSD (or *BSD) refers to one of its modern derivatives: usually FreeBSD, NetBSD or OpenBSD. To this day, NetBSD continues the custom of including Rogue, Hack and Larn in the system. You can run NetHack on BSD, but the situation has changed so much since then that some will "#define SYSV" and "/* #define BSD */" in config.h. =_=_ Source code statistics =_=_ Source:NetHack 2.3e/alloc.c =_=_ Source:NetHack 2.3e/apply.c Below is the full text to apply.c from the source code of NetHack 2.3e. To link to a particular line, write [[NetHack 2.3e/apply.c#line123| < nowiki > NetHack 2.3e/apply.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 2.3e/bones.c =_=_ Source:NetHack 2.3e/cmd.c Below is the full text to cmd.c from the source code of NetHack 2.3e. To link to a particular line, write [[NetHack 2.3e/cmd.c#line123| < nowiki > NetHack 2.3e/cmd.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 2.3e/config.h Below is the full text to config.h from the source code of NetHack 2.3e. To link to a particular line, write [[NetHack 2.3e/config.h#line123| < nowiki > NetHack 2.3e/config.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 2.3e/date.h =_=_ Source:NetHack 2.3e/decl.c Below is the full text to decl.c from the source code of NetHack 2.3e. To link to a particular line, write [[NetHack 2.3e/decl.c#line123| < nowiki > NetHack 2.3e/decl.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 2.3e/do.c Below is the full text to do.c from the source code of NetHack 2.3e. To link to a particular line, write [[NetHack 2.3e/do.c#line123| < nowiki > NetHack 2.3e/do.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 2.3e/do name.c Below is the full text to do_name.c from the source code of NetHack 2.3e. To link to a particular line, write [[NetHack 2.3e/do_name.c#line123| < nowiki > NetHack 2.3e/do_name.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 2.3e/do wear.c Below is the full text to do_wear.c from the source code of NetHack 2.3e. To link to a particular line, write [[NetHack 2.3e/do_wear.c#line123| < nowiki > NetHack 2.3e/do_wear.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 2.3e/dog.c Below is the full text to dog.c from the source code of NetHack 2.3e. To link to a particular line, write [[NetHack 2.3e/dog.c#line123| < nowiki > NetHack 2.3e/dog.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 2.3e/dogmove.c =_=_ Source:NetHack 2.3e/dothrow.c Below is the full text to dothrow.c from the source code of NetHack 2.3e. To link to a particular line, write [[NetHack 2.3e/dothrow.c#line123| < nowiki > NetHack 2.3e/dothrow.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 2.3e/eat.c Below is the full text to eat.c from the source code of NetHack 2.3e. To link to a particular line, write [[NetHack 2.3e/eat.c#line123| < nowiki > NetHack 2.3e/eat.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 2.3e/edog.h =_=_ Source:NetHack 2.3e/end.c Below is the full text to end.c from the source code of NetHack 2.3e. To link to a particular line, write [[NetHack 2.3e/end.c#line123| < nowiki > NetHack 2.3e/end.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 2.3e/engrave.c Below is the full text to engrave.c from the source code of NetHack 2.3e. To link to a particular line, write [[NetHack 2.3e/engrave.c#line123| < nowiki > NetHack 2.3e/engrave.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 2.3e/eshk.h =_=_ Source:NetHack 2.3e/extern.h Below is the full text to extern.h from the source code of NetHack 2.3e. To link to a particular line, write [[NetHack 2.3e/extern.h#line123| < nowiki > NetHack 2.3e/extern.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 2.3e/fight.c Below is the full text to fight.c from the source code of NetHack 2.3e. To link to a particular line, write [[NetHack 2.3e/fight.c#line123| < nowiki > NetHack 2.3e/fight.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 2.3e/flag.h =_=_ Source:NetHack 2.3e/fountain.c Below is the full text to fountain.c from the source code of NetHack 2.3e. To link to a particular line, write [[NetHack 2.3e/fountain.c#line123| < nowiki > NetHack 2.3e/fountain.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 2.3e/func tab.h =_=_ Source:NetHack 2.3e/gen.h =_=_ Source:NetHack 2.3e/gold.h =_=_ Category:NetHack 2.3e source code =_=_ Source:NetHack 2.3e/hack.c Below is the full text to hack.c from the source code of NetHack 2.3e. To link to a particular line, write [[NetHack 2.3e/hack.c#line123| < nowiki > NetHack 2.3e/hack.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 2.3e/hack.h Below is the full text to hack.h from the source code of NetHack 2.3e. To link to a particular line, write [[NetHack 2.3e/hack.h#line123| < nowiki > NetHack 2.3e/hack.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 2.3e/invent.c Below is the full text to invent.c from the source code of NetHack 2.3e. To link to a particular line, write [[NetHack 2.3e/invent.c#line123| < nowiki > NetHack 2.3e/invent.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 2.3e/ioctl.c =_=_ Source:NetHack 2.3e/lev.c Below is the full text to lev.c from the source code of NetHack 2.3e. To link to a particular line, write [[NetHack 2.3e/lev.c#line123| < nowiki > NetHack 2.3e/lev.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 2.3e/makedefs.c Below is the full text to makedefs.c from the source code of NetHack 2.3e. To link to a particular line, write [[NetHack 2.3e/makedefs.c#line123| < nowiki > NetHack 2.3e/makedefs.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 2.3e/makemon.c Below is the full text to makemon.c from the source code of NetHack 2.3e. To link to a particular line, write [[NetHack 2.3e/makemon.c#line123| < nowiki > NetHack 2.3e/makemon.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 2.3e/mfndpos.h =_=_ Source:NetHack 2.3e/mhitu.c Below is the full text to mhitu.c from the source code of NetHack 2.3e. To link to a particular line, write [[NetHack 2.3e/mhitu.c#line123| < nowiki > NetHack 2.3e/mhitu.c#line123 < /nowiki > ]], for example. =_=_ NetHack 2.3e source code =_=_ Source:NetHack 2.3e/mklev.c Below is the full text to mklev.c from the source code of NetHack 2.3e. To link to a particular line, write [[NetHack 2.3e/mklev.c#line123| < nowiki > NetHack 2.3e/mklev.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 2.3e/mkmaze.c Below is the full text to mkmaze.c from the source code of NetHack 2.3e. To link to a particular line, write [[NetHack 2.3e/mkmaze.c#line123| < nowiki > NetHack 2.3e/mkmaze.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 2.3e/mkobj.c Below is the full text to mkobj.c from the source code of NetHack 2.3e. To link to a particular line, write [[NetHack 2.3e/mkobj.c#line123| < nowiki > NetHack 2.3e/mkobj.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 2.3e/mkroom.h Below is the full text to mkroom.h from the source code of NetHack 2.3e. To link to a particular line, write [[NetHack 2.3e/mkroom.h#line123| < nowiki > NetHack 2.3e/mkroom.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 2.3e/mkshop.c Below is the full text to mkshop.c from the source code of NetHack 2.3e. To link to a particular line, write [[NetHack 2.3e/mkshop.c#line123| < nowiki > NetHack 2.3e/mkshop.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 2.3e/mon.c Below is the full text to mon.c from the source code of NetHack 2.3e. To link to a particular line, write [[NetHack 2.3e/mon.c#line123| < nowiki > NetHack 2.3e/mon.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 2.3e/monmove.c Below is the full text to monmove.c from the source code of NetHack 2.3e. To link to a particular line, write [[NetHack 2.3e/monmove.c#line123| < nowiki > NetHack 2.3e/monmove.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 2.3e/monst.c Below is the full text to monst.c from the source code of NetHack 2.3e. To link to a particular line, write [[NetHack 2.3e/monst.c#line123| < nowiki > NetHack 2.3e/monst.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 2.3e/monst.h Below is the full text to monst.h from the source code of NetHack 2.3e. To link to a particular line, write [[NetHack 2.3e/monst.h#line123| < nowiki > NetHack 2.3e/monst.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 2.3e/msdos.c Below is the full text to msdos.c from the source code of NetHack 2.3e. To link to a particular line, write [[NetHack 2.3e/msdos.c#line123| < nowiki > NetHack 2.3e/msdos.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 2.3e/msdos.h =_=_ Source:NetHack 2.3e/o init.c Below is the full text to o_init.c from the source code of NetHack 2.3e. To link to a particular line, write [[NetHack 2.3e/o_init.c#line123| < nowiki > NetHack 2.3e/o_init.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 2.3e/obj.h Below is the full text to obj.h from the source code of NetHack 2.3e. To link to a particular line, write [[NetHack 2.3e/obj.h#line123| < nowiki > NetHack 2.3e/obj.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 2.3e/objclass.h Below is the full text to objclass.h from the source code of NetHack 2.3e. To link to a particular line, write [[NetHack 2.3e/objclass.h#line123| < nowiki > NetHack 2.3e/objclass.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 2.3e/objects.h Below is the full text to objects.h from the source code of NetHack 2.3e. To link to a particular line, write [[NetHack 2.3e/objects.h#line123| < nowiki > NetHack 2.3e/objects.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 2.3e/objnam.c Below is the full text to objnam.c from the source code of NetHack 2.3e. To link to a particular line, write [[NetHack 2.3e/objnam.c#line123| < nowiki > NetHack 2.3e/objnam.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 2.3e/onames.h =_=_ Source:NetHack 2.3e/options.c Below is the full text to options.c from the source code of NetHack 2.3e. To link to a particular line, write [[NetHack 2.3e/options.c#line123| < nowiki > NetHack 2.3e/options.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 2.3e/pager.c Below is the full text to pager.c from the source code of NetHack 2.3e. To link to a particular line, write [[NetHack 2.3e/pager.c#line123| < nowiki > NetHack 2.3e/pager.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 2.3e/pcmain.c Below is the full text to pcmain.c from the source code of NetHack 2.3e. To link to a particular line, write [[NetHack 2.3e/pcmain.c#line123| < nowiki > NetHack 2.3e/pcmain.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 2.3e/pctty.c Below is the full text to pctty.c from the source code of NetHack 2.3e. To link to a particular line, write [[NetHack 2.3e/pctty.c#line123| < nowiki > NetHack 2.3e/pctty.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 2.3e/pcunix.c =_=_ Source:NetHack 2.3e/permonst.h Below is the full text to permonst.h from the source code of NetHack 2.3e. To link to a particular line, write [[NetHack 2.3e/permonst.h#line123| < nowiki > NetHack 2.3e/permonst.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 2.3e/polyself.c Below is the full text to polyself.c from the source code of NetHack 2.3e. To link to a particular line, write [[NetHack 2.3e/polyself.c#line123| < nowiki > NetHack 2.3e/polyself.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 2.3e/potion.c Below is the full text to potion.c from the source code of NetHack 2.3e. To link to a particular line, write [[NetHack 2.3e/potion.c#line123| < nowiki > NetHack 2.3e/potion.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 2.3e/pray.c Below is the full text to pray.c from the source code of NetHack 2.3e. To link to a particular line, write [[NetHack 2.3e/pray.c#line123| < nowiki > NetHack 2.3e/pray.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 2.3e/pri.c Below is the full text to pri.c from the source code of NetHack 2.3e. To link to a particular line, write [[NetHack 2.3e/pri.c#line123| < nowiki > NetHack 2.3e/pri.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 2.3e/prisym.c Below is the full text to prisym.c from the source code of NetHack 2.3e. To link to a particular line, write [[NetHack 2.3e/prisym.c#line123| < nowiki > NetHack 2.3e/prisym.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 2.3e/read.c Below is the full text to read.c from the source code of NetHack 2.3e. To link to a particular line, write [[NetHack 2.3e/read.c#line123| < nowiki > NetHack 2.3e/read.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 2.3e/rip.c Below is the full text to rip.c from the source code of NetHack 2.3e. To link to a particular line, write [[NetHack 2.3e/rip.c#line123| < nowiki > NetHack 2.3e/rip.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 2.3e/rm.h Below is the full text to rm.h from the source code of NetHack 2.3e. To link to a particular line, write [[NetHack 2.3e/rm.h#line123| < nowiki > NetHack 2.3e/rm.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 2.3e/rnd.c Below is the full text to rnd.c from the source code of NetHack 2.3e. To link to a particular line, write [[NetHack 2.3e/rnd.c#line123| < nowiki > NetHack 2.3e/rnd.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 2.3e/rumors.c =_=_ Source:NetHack 2.3e/save.c Below is the full text to save.c from the source code of NetHack 2.3e. To link to a particular line, write [[NetHack 2.3e/save.c#line123| < nowiki > NetHack 2.3e/save.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 2.3e/search.c =_=_ Source:NetHack 2.3e/shk.c Below is the full text to shk.c from the source code of NetHack 2.3e. To link to a particular line, write [[NetHack 2.3e/shk.c#line123| < nowiki > NetHack 2.3e/shk.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 2.3e/shknam.c Below is the full text to shknam.c from the source code of NetHack 2.3e. To link to a particular line, write [[NetHack 2.3e/shknam.c#line123| < nowiki > NetHack 2.3e/shknam.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 2.3e/sit.c Below is the full text to sit.c from the source code of NetHack 2.3e. To link to a particular line, write [[NetHack 2.3e/sit.c#line123| < nowiki > NetHack 2.3e/sit.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 2.3e/spell.c Below is the full text to spell.c from the source code of NetHack 2.3e. To link to a particular line, write [[NetHack 2.3e/spell.c#line123| < nowiki > NetHack 2.3e/spell.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 2.3e/spell.h =_=_ Source:NetHack 2.3e/steal.c Below is the full text to steal.c from the source code of NetHack 2.3e. To link to a particular line, write [[NetHack 2.3e/steal.c#line123| < nowiki > NetHack 2.3e/steal.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 2.3e/termcap.c Below is the full text to termcap.c from the source code of NetHack 2.3e. To link to a particular line, write [[NetHack 2.3e/termcap.c#line123| < nowiki > NetHack 2.3e/termcap.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 2.3e/timeout.c =_=_ Source:NetHack 2.3e/topl.c =_=_ Source:NetHack 2.3e/topten.c Below is the full text to topten.c from the source code of NetHack 2.3e. To link to a particular line, write [[NetHack 2.3e/topten.c#line123| < nowiki > NetHack 2.3e/topten.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 2.3e/track.c =_=_ Source:NetHack 2.3e/trap.c Below is the full text to trap.c from the source code of NetHack 2.3e. To link to a particular line, write [[NetHack 2.3e/trap.c#line123| < nowiki > NetHack 2.3e/trap.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 2.3e/trap.h =_=_ Source:NetHack 2.3e/u init.c Below is the full text to u_init.c from the source code of NetHack 2.3e. To link to a particular line, write [[NetHack 2.3e/u_init.c#line123| < nowiki > NetHack 2.3e/u_init.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 2.3e/unixmain.c Below is the full text to unixmain.c from the source code of NetHack 2.3e. To link to a particular line, write [[NetHack 2.3e/unixmain.c#line123| < nowiki > NetHack 2.3e/unixmain.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 2.3e/unixtty.c Below is the full text to unixtty.c from the source code of NetHack 2.3e. To link to a particular line, write [[NetHack 2.3e/unixtty.c#line123| < nowiki > NetHack 2.3e/unixtty.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 2.3e/unixunix.c Below is the full text to unixunix.c from the source code of NetHack 2.3e. To link to a particular line, write [[NetHack 2.3e/unixunix.c#line123| < nowiki > NetHack 2.3e/unixunix.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 2.3e/vault.c =_=_ Source:NetHack 2.3e/version.c Below is the full text to version.c from the source code of NetHack 2.3e. To link to a particular line, write [[NetHack 2.3e/version.c#line123| < nowiki > NetHack 2.3e/version.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 2.3e/wield.c =_=_ Source:NetHack 2.3e/wizard.c Below is the full text to wizard.c from the source code of NetHack 2.3e. To link to a particular line, write [[NetHack 2.3e/wizard.c#line123| < nowiki > NetHack 2.3e/wizard.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 2.3e/worm.c =_=_ Source:NetHack 2.3e/worn.c Below is the full text to worn.c from the source code of NetHack 2.3e. To link to a particular line, write [[NetHack 2.3e/worn.c#line123| < nowiki > NetHack 2.3e/worn.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 2.3e/write.c =_=_ Source:NetHack 2.3e/wseg.h =_=_ Source:NetHack 2.3e/you.h Below is the full text to you.h from the source code of NetHack 2.3e. To link to a particular line, write [[NetHack 2.3e/you.h#line123| < nowiki > NetHack 2.3e/you.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 2.3e/zap.c Below is the full text to zap.c from the source code of NetHack 2.3e. To link to a particular line, write [[NetHack 2.3e/zap.c#line123| < nowiki > NetHack 2.3e/zap.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 2.3e/rumors.base =_=_ Source:NetHack 2.3e/rumors.kaa =_=_ Source:NetHack 2.3e/rumors.mrx =_=_ Shade A shade is an undead creature, created by black magic. In vanilla NetHack, the ghost and shade are the only members of the "ghost" monster class. The shade's danger lies not in its damage, but in that it can remove intrinsic speed and (temporarily) extrinsic speed, and cause paralysis, leaving the player vulnerable to the attacks of other more dangerous creatures. If you've gotten this far without an alternative, you can use the Bell of Opening or any other silver item that isn't a silver arrow (unless you're shooting the arrows with your bow) against them. Unarmed gloveless combat with a silver ring equipped can also work, as can unarmed combat with blessed gloves (although this is very slow), or simply wielding the silver ring (regardless of whether or not you are wearing gloves). Of these alternatives, wielding a silver object is most advisable, because it gives you d20 silver damage as opposed to only d4 blessed damage and does not require you to remove your armor. A non-weapon silver object will not break wielded weaponless conduct. Magic cancellation level three or free action is highly recommended. Wear a cloak – if necessary, repolymorph into a form that can. =_=_ Pyrolisk The pyrolisk, , is a monster in NetHack. It is closely related to the cockatrice, and is the only member of the cockatrice monster class to lack any stoning-related properties or any form of dangerous touch. The pyrolisk attacks using a special fiery gaze attack: if you meet the pyrolisk's gaze, you take 2d6 damage unless you have fire resistance, and any potions, scrolls, and spellbooks in your inventory may be destroyed; armor is not affected. If either you or the pyrolisk are blind, the gaze has no effect; interestingly, the gaze attacks can work even if you are invisible, even though the pyrolisk cannot natuarally see invisible and it is still possible for them to miss. Eating a pyrolisk corpse has a chance to convey fire resistance and poison resistance, with a 20% chance for each intrinsic. Pyrolisks can be rendered completely harmless by blinding yourself, usually wearing a blindfold or towel, allowing you to dispatch them with ease. If you notice a pyrolisk in the area and have no means to blind yourself, stash your potions, scrolls and spellbooks in a sack or other container; if all else fails, drop them on the ground and be sure not to step too far away in case other monsters are nearby. As a pet, the pyrolisk is somewhat unique in that its gaze attack does not provoke counterattacks or wake up sleeping monsters. It will also not target peacefuls unless it is strong enough to overcome them. This can be exploited to kill shopkeepers or the Watch without the pet being attacked, although this will also burn up applicable items in their inventory - you will also need to keep pyrolisks far away from shops and temples that you wish to buy from. The pyrolisk's name is a contraction of pyr (Greek word πῦρ "fire") and basilisk, a mythical snake-like monster closely related to the cockatrice. Pyrolisks come from Dungeons & Dragons, where they are depicted as very similar in physical appearance to the cockatrice, with a rooster-like body, a reptilian tail and bat wings; pyrolisks have red tail feathers distinct from those of cockatrices. =_=_ Giant eel A giant eel is one of the most feared sea monsters, well known for being one of the weakest monsters to possess the infamous two-move instadeath drowning attack. There are always several giant eels and sharks in the castle moat. Like all sea creatures, they are never randomly generated, but appear as part of levels and rooms with water. Giant eels generated this way have an 80% probability of starting out asleep if you haven't yet gotten the Amulet of Yendor. =_=_ Iron golem Lightning slows them, and fire heals them - possibly by welding in their dents. They are hurt by rust monsters, and rust traps will instantly destroy them. If you are polymorphed into an iron golem when you step into a rust trap then you will take damage equal to your monster form's maximum hp, killing that form and reverting you to your natural form. The half physical damage extrinsic applies. When killed, an iron golem's corpse will be some number of the infamous iron chains, widely considered one of the most useless items in NetHack - although some players do find the occasional odd job for one. As iron chains are quite rare, it is worth consulting that entry when you dispatch an iron golem. On creation, they have a chance of a battle axe or a two-handed sword or a bow and 3-14 arrows or a longsword or a lucern hammer or (64% chance) nothing. They are not eligible for a random offensive item. =_=_ Rock mole The rock mole is a monster that appears in NetHack. It is a rodent that can dig tunnels through the dungeon. They are able to eat anything metal, including amulets and some rings, as well as zorkmids. Sometimes they will even eat the iron spikes out of pits! Somewhat surprisingly, they cannot actually eat rocks or stones outside of variants. Rock moles pick up gems they find buried in the walls. If you leave a rock mole alone for a while and then kill it, you can pick up the fruits of its mining. They will eat the gold pieces that also tend to be buried in walls, though. If you find a rock mole in a treasure zoo, it is wise to kill it quickly before it eats all the gold. Players polymorphed into rock moles can try eating jewelry. However, polymorphing into a xorn also allows for this, and xorns are generally better polymorph forms. =_=_ Drowning If the dragon is a pet flying over water, then displacing it will likely prove fatal for our hero, who has no place to step back onto dry land. The more pets there are, the more confusing the situation is, and the more dangerous. Do not try to navigate Juiblex's swamp with a swarm of pet bees. This link describes the tale of a player who was blanking potions on the Castle level by repeatedly walking into the moat while holding junk potions, and who drowned because a giant threw a boulder at him. Since the boulder suddenly occupied the only dry land tile adjacent to the water, YASD by drowning ensued. =_=_ Foo In the NetHack community, people may refer to foocubus to represent a succubus or incubus, or footrice to refer to a chickatrice or cockatrice. To fooproof an object is to make it rustproof, fireproof or corrodeproof, depending on the object, but a more commonly used word in this case is fixed. The word foo is used widely in the hacker (and NetHack-er) community, but it can be traced back to World War II and earlier. Its precise origin is not clear; RFC 3092 lists several plausible etymologies of the word. =_=_ Footrice =_=_ Giant rat =_=_ Electric eel The electric eel, , is a sea monster in NetHack. Like its cousin, the giant eel, it has a drowning attack that can result in a potential two-move instadeath; it also has a shocking bite attack that can destroy wands and rings. Electric eels are oviparous; if you polymorph into a female electric eel, you can use the #sit command to lay an egg. Six electric eels are guaranteed on the titan variant of Medusa's Island, and eight are guaranteed on the Plane of Water. Electric eel attacks are especially concerning, as their shocking bite can destroy a ring of levitation being used to cross any moats or other large bodies of water, instantly drowning the victim even without using its dedicated attack. As with giant eels and other sea monsters, dispatch electric eels at a range outside of their reach to minimize danger, and use any monster-locating method (e.g., telepathy or warning) to make sure none of them get the jump on you. The usual safeguards against drowning attacks apply, e.g. a non-cursed oilskin cloak prevents grabbing, and having breathlessness or using a swimming polymorph form prevents drowning; a wand of teleportation can reliably warp them away even on non-teleport levels. Electric eels are most dangerous in the Plane of Water, where the player is all but forced into proximity to them, the eels can close in (engraving is impossible), and the wand of cold and cone of cold spell are rendered unusable, as is the scroll of earth. Other methods, such as wands of teleport and levitation that can be stopped at will, are still viable. A scare tool such as a tooled horn, bugle, or leather drum will not fail because they have 0 MR. However, many players prefer to not take chances and instead use a blessed scroll of genocide to wipe out all right after entering the plane. Despite being a solid source of shock resistance, with the third-highest chance after storm giants and blue dragons, other sources may be preferred since electric eel corpses usually end up stuck in the water. They are easiest to retrieve in swamps; for example, the player can either evaporate the water and enter the resulting pit, or freeze the square and any adjacent tiles of water and then dig out the corpse. =_=_ Kraken The kraken, , is the most difficult sea monster in NetHack. Like the lesser giant eel and electric eel, it possesses the instadeath drowning attack. Kraken are sometimes a target of reverse genocide, as they posses the sixth-highest base experience point value, placing them above even Orcus and the Riders; only the other demon princes offer more experience. (Note that they are worth 1000 less experience if you have magical breathing or are polymorphed into an amphibious monster.) Like other sea monsters, they are not as dangerous outside water, although they still possess significantly damaging attacks. UnNetHack reassigns the Fellowship of the Ring excerpt to the Watcher in the Water, a unique monster inspired directly by that passage, and gives the kraken a new encyclopedia entry: =_=_ Jellyfish =_=_ Leocrotta Low-level characters, especially those that don't specialize in attacks, are well advised to escape using any means possible. Strong ranged attacks are helpful but leocrottas are very fast and may be able to close the gap before they can be put down. Leocrottas respect Elbereth so engraving or burning that can be effective. Leocrottas have no resistances so wands of cold, fire and lightning can kill them very quickly. As with the other quadrupeds, putting a leocrotta to sleep is an effective tactic if you have the means to do so. A wand of slow monster decreases a leocrotta's speed to 12 (same as an unburdened player's speed), allowing you to run from a leocrotta without it being able to get attacks in. If you're forced into melee combat with a leocrotta, a high damage weapon and decent AC is prefered. Because leocrottas get so many attacks per turn a small improvement in AC can give a big reduction in damage taken. Fighting from the stairs and walking to a different level to escape and heal is a good idea. The leocrotta is derived from the Dungeons and Dragons Leucrotta, itself derived from the crocotta (or corocotta, crocuta, leucrocotta) of Indian/Ethiopian folklore. The folkloric crocotta is a kind of evil dog/wolf/hyena, while the D & D leucrotta is an evil, ugly mix of a stag, lion, and badger, having a lion's body, badger's head, and stag's cloven-hoofed legs. When #chatted to, like the Aleax, "The leocrotta imitates you." In ancient myth, the leucrocotta could simulate speech to call shepherds by their names to ambush them. =_=_ Piranha The piranha, , is a sea monster in NetHack. It shares its glyph with the far more deadly kraken, but is not generally regarded as a significant threat. =_=_ Shark The shark, , is a sea monster in NetHack. Unlike its more powerful eel brethren, it does not possess a drowning attack; it does however possess a fairly powerful biting attack. There are always several sharks and giant eels generated in the castle moat. =_=_ Eel The eels are sea monsters; they are comprised of the giant eel and electric eel. The kraken is sometimes categorised with them as well. They are referred to as a group by virtue of the drowning attack they share. =_=_ Jaguar Hello. I am shel, shel- on #nethack because someone got to the name before me I guess, and shelley on nao because oh I don't know. =_=_ Oilskin cloak The oilskin cloak is an item that appears in NetHack. It can readily be identified by its unique appearance, a slippery cloak, or the message given when you wear it (though this does not auto-identify it). When wearing a non-cursed oilskin cloak, it functions as a permanently greased cloak. granting immunity to the drowning attack of eels; a non-cursed oilskin cloak will also protect metal body armor worn under it if you step into a moat. It provides MC2. =_=_ Eels =_=_ Grabbing attack =_=_ Gnomish wizard =_=_ Large mimic =_=_ The slippery cloak fits very tightly =_=_ Sticky =_=_ Guard The guard is an exceedingly rare human monster in NetHack that will only appear occasionally if a player is in one of the dungeon's many vaults. They are under the employment of Croesus, and are the source of the footsteps you hear on some levels, indicating there is a vault on that floor. Guards are mercenaries similar to Yendorian Army soldiers, and can even be bribed. Guards are not randomly generated, and only appear if the player waits around while within a vault, creating an opening in the vault wall or the outside solid rock for them to stand in. Vault guard generation increments the born counter, but does not respect extinction; while there is no limit on how many guards a vault may generate, only one will appear at a time. Reviving a guard's corpse will produce a human zombie instead. Figurines of a guard cannot be wished for, and you will instead receive a figurine of a random monster. If you are visibly present in a vault when the guard appears, they will ask you for your name. If you reply with Croesus, Kroisos or Creosote, they will believe you and disappear; this incurs a small alignment penalty for lying if you are lawful, unless it is also your actual name. Attempting this after killing the actual Croesus will make them hostile. If you attack the guard or attempt to escape by some other means, they will also turn hostile. If you are in a polymorphed state from eating a mimic corpse when a guard appears, they will not notice you and leave while puzzled; doing so while hallucinating produces a different message, but otherwise has the same effect, as does polymorphing into a form that can hide under the vault's gold. If you are unable to speak from paralysis, unconsciousness from fainting or sleep, being in the middle of engraving, or else taking a form that prevents speaking, they will also leave. The guard will not notice you if you are invisible when they enter, and will leave when you move away from them. If you answer their query with a name, they will ask you to drop all of your gold and follow them out of the vault; this includes any gold you have in open inventory and in containers within your inventory, so stashing cannot fool them. As long as you drop all your gold, they will escort you out; if you pick up the gold again, they will demand you drop it and turn hostile if you do not comply quickly. However, you can freely teleport it away or throw it outside of the vault instead without angering them. Once they see you have no gold, they will open a passage from the vault to a nearby corridor in the dungeon and wait for you to follow them out; both the guard and passage will vanish once you safely reach the corridor. Items left inside the passage will be embedded in the solid rock; any other monsters caught in the disappearing passage will be moved to a random location on the current level. If a guard dies in the passageway they create, it will close immediately; their corpse and possessions will be left embedded in stone, along with you if you were also in the passage. As fighters, guards have the same speed as an unhasted hero, with an AC that is usually 0 or less, similar to a sergeant; however, they can deal more damage than even Yendorian captains. Their sole weapon attack can hit for up to 40 base damage (incidentally using the same dice as Croesus's weapon attack). All of this is mitigated due to the fact that guards are very easy to avoid fighting, and are usually not worth bothering anyway. Their presence is useful for players who happen upon a vault completely by accident and have no other means of escape; after dropping their gold and following the guard out, they can grab a means of digging (e.g. a mattock) and go back to the vault to retrieve the gold. Once players can reliably make their way in and out of vaults, e.g. via digging or controlled teleports, the guard is little more than a minor obstacle, and a quick lie will get them out of your hair. Some players name their character Croesus (or one of the acceptable variants) to avoid the alignment penalty for lying, although this is only a concern for lawful characters, and the penalty is small and easily remedied in most cases. Vault-hunters who have dealt with Croesus and cleared Fort Ludios will want to avoid using Croesus's name or its variants when answering guards, since this will immediately turn the guard hostile; killing a guard counts as murder, even if the guard attacks you first. However, most characters at this point will have a means to quickly enter and leave vaults as they please, and can avoid dealing with guards in the first place, much less turning them hostile. Chaotic characters are not penalized for murder and can theoretically farm guards for items, but will still suffer a massive alignment penalty. Furthermore, most of the items a guard will have are generally not worthwhile, since there is usually no shortage of barracks in a given game; any character that can defeat a guard is usually more than capable of handling those. As such, guard farming is usually only of interest to extinctionist players, as well as chaotic players who have somehow exhausted any other reliable source of items and can somehow soak up the alignment penalties. =_=_ Experience points Experience points or XP measure your progress toward gaining experience levels. You gain an experience level when your XP crosses the next threshold. They are shown in the status line when the showexp option is on (default: off). A blessed potion of gain level increases your level by 1, and gives you enough XP to put you part of the way to the next level, while an uncursed potion, a wraith corpse or a "very educational experience" with a foocubus just gives you enough XP needed to gain the one level. The result is the number of points you earn for killing the monster. Mail daemons are a special case; they are only worth 1 experience point. This calculation takes into account all attacks listed in the monster's definition from the source code, including attacks that are not implemented (such as the green slime's passive sliming attack). The armor class and speed used in this calculation are the base values; they do not take into account the armor that the monster might have worn, or the extra speed that the monster might have had from a wand of speed monster, a monster spell, etc. On the other hand, the monster level used here is the monster's actual level at the time it was killed, not the base level or the level at which it was created. =_=_ Couatl The couatl, , is the weakest of the angelic beings. It is one of the few non-sea monsters to possess a drowning attack. This is usually irrelevant, but can be deadly if the couatl happens to be on a square containing water (it needs to be on the water, not just next to it). The couatl as presented in NetHack originates from Dungeons & Dragons. It is derived from the Aztec god Quetzalcoatl. The couatl is a feathered serpent, with a pair of rainbow-coloured feathered wings. A small mix up occurred with the sources: The lawful god of the archaeologist is actually Quetzalcoatl, so both entities are derived from the same source. =_=_ Aleax An Aleax, , is a humanoid angelic being that appears in NetHack. It is the only humanoid angelic monster that is a valid polymorph form. Aleaxes are rarely generated randomly and will never appear in Gehennom. Randomly generated Aleaxes will be peaceful towards lawful characters with good alignment record. The Aleax may also appear as the minion of a lawful god. They are normally generated with a blessed erodeproof long sword and a non-cursed erodeproof large shield. There is a chance that the sword will be converted into either Demonbane or Sunsword (if the chosen artifact does not exist yet), and a chance the shield will instead be a shield of reflection. Aleaxes are one of the few sources of reflection in the game. Since they are slow, they are usually not threatening to a player who is deep enough to encounter one, and even lawful characters who encounter peaceful Aleaxes may want to kill them for a chance at their shield. In UnNetHack, the Aleax behaves similarly to how it does in Dungeons & Dragons (as described below), and will be generated with erodeproof +0 copies of all of the player's equipment and weapons worn at that time; artifacts will be converted to their base item. In Dungeons & Dragons, an Aleax is an avatar of a deity sent to punish a specific mortal; the Aleax takes on the target's exact appearance and carries identical equipment. =_=_ Angel Angels possess a melee-range magic missile attack that they can use ignores both reflection and half spell damage, but deals no damage if you have magic resistance. The magic missiles they fire at range are similar to those from a wand of magic missile, but can be done at will. Like other monsters with magic missile attacks, angels have magic resistance. Angels that are randomly generated almost exclusively appear in the service of one of the deities, and appear in large numbers on the Astral Plane. You can also obtain a guardian angel as a minion when you arrive on the Astral Plane if your alignment is sufficiently high and you are not causing conflict; if you are generating conflict, a group of hostile angels will be generated instead. If you are lawful, randomly generated angels will be generated peaceful. In 3.6.0, of randomly appearing angels will be minions of a random god from your pantheon; usually they will be peaceful to co-aligned players, but some will be made "renegade", and peaceful to cross-aligned players instead. Angels are generated with a noncursed erodeproof large shield, with a 1/4 chance of the shield becoming a shield of reflection, and a blessed erodeproof long sword, with a 1/20 chance of the sword becoming either Demonbane or Sunsword if each artifact has yet to be generated, The tame guardian angel you get when entering the Astral Plane gets slightly better gear: their weapon is blessed and its enchantment raised by 1-4 points (if it's under +4), and they will be given an amulet of reflection if they do not get a shield of reflection. The wand of death is completely ineffective against angels, and they have a good chance of having a shield of reflection, which neuters other attack wands and spells. They are cold resistant, but still vulnerable to fire, so casting the spell of fireball at Skilled or Expert might do significant damage; however, you may have trouble mustering the necessary power to cast spells repeatedly in most situations involving angels, which will usually occur on the Astral Plane while you are carrying the Amulet of Yendor. When fighting angels in melee, Firebrand and Stormbringer are among the best weapon choices; however, on the Astral Plane, you will likely be seeking to find your high altar, so a footrice corpse will be preferable in that scenario, as is a wand of teleportation. To avoid generating a group of hostile angels when you arrive on the Astral Plane, wait a few turns after you arrive before generating conflict. =_=_ Ki-rin The ki-rin, , is a monster that appears in NetHack. They are capable of seeing invisible, flight, and spellcasting, and are the second strongest angelic beings after Archons. Ki-rin appear very rarely, and may first show up within the Castle - they can also appear as minions of lawful gods, and will not generate in Gehennom. As a result, they are frequently first seen on the ascension run. Ki-rin will generate as peaceful for a lawful character with a good alignment record, Hostile ki-rin are quite dangerous to face - AC of -5, a repertoire of mage monster spells and high monster magic resistance can render them a serious nuisance, especially if they are high enough level to summon nasties or even employ a touch of death. Furthermore, as angelic beings they do not respect sanctuary or Elbereth. Fortunately, they also lack any actual resistances and can potentially be brought down from afar before getting into casting range - interestingly, an applied mirror can still scare them 80% of the time. Ki-rin are highly sought-after pets for their flight, base 18 speed, fighting power, and AC, to the point that some players will use a wish for a blessed figurine of one. Their MR of 90 makes them very difficult to tame normally, but also ensures they will never buck you off a saddle due to conflict unless they are level drained below 15. Additionally, ki-rin will cast haste self, giving them the same speed as an unhasted warhorse or unicorn. Ki-rin also also among the best choice of steed for Knights and other roles capable of advancing the riding skill - they are also among the most likely to survive a trip through Gehennom. However, even a ki-rin will have trouble surviving the Elemental Planes, and their lack of resistances often spells doom on the Plane of Fire. Furthermore, they are inediate and thus cannot have their tameness raised - any non-Knight riding a charmed or tamed ki-rin will inevitably have it untame after mounting, kicking, or whipping it five times. As such, Knights are the only role that can reliably keep a tame ki-rin for long amounts of time - non-Knights should not dismount their ki-rin steed unless absolutely necessary, and should ideally have Basic in riding skill prior to obtaining one. The ki-rin is introduced alongside other angelic beings in NetHack 3.1.0. Before that, the ki-rin, , appeared in NetHack-- 3.0.10, where it was a part of the quadruped monster class. Its glyph was changed to for its debut in vanilla, and it retains this glyph for its appearance in NetHack-- 3.1.3. In NetHack 3.4.3, ki-rin were able to wear amulets, boots, shields, and gloves despite being animals - this was bug C341-18. The qilin, or kirin, is a chimerical quadruped creature that appears in Chinese folklore, and is said to appear with the imminent arrival or passing of a sage or illustrious ruler. The earliest references to the qilin occur in the 5th century BCE - its legendary image became associated with the image of the giraffe in the Ming dynasty after Zheng He's 15th-century voyage to East Africa. Qilin are described as quiet-hooved herbivores with a reputed ability to "walk on grass without disturbing it", which may be related to the giraffe's long, thin legs. The qilin is also described as having antlers like a deer and scales like a dragon or fish. In modern times, "qilin" is sometimes translated into English as "unicorn" due to the qilin sometimes having a single horn. This can be misleading, as a number of different Chinese mythical creatures can be depicted with a single horn, and such a qilin would be called a "one-horned qilin" in Chinese. That said, both the qilin and unicorn are often given similar traits in contemporary and modern portrayals. < !--This includes the ability to cure themselves with their horn in 3.7.0.-- > Variants based on 3.4.3 that did not fix bug C341-18 may allow a ki-rin to wear additional equipment, including obtaining reflection from an amulet or shield. In SLASH'EM, ki-rin can wear amulets and non-body armor and require a +3 weapon to hit, while their attacks hit as +3 weapons. This makes them even better as pets and steeds, rendering them immune to physical attacks from powerful minotaurs and even some demon princes - but it also makes them far more dangerous should you encounter a hostile one. Ki-rin can also be given as minions to lawful players from experience levels 13 to 19, though minions cannot be saddled or ridden. Ki-rin are not level-drain or stoning resistant, so an amulet of drain resistance or an amulet versus stone is a good option for their amulet slot. EvilHack introduces the eldritch ki-rin, a "fallen" ki-rin that serves as a chaotic counterpart. As such, they can appear in Gehennom and cannot be tamed by lawful Knights, but are an excellent steed choice for chaotic Knights (who can tame them, but not standard ki-rin). =_=_ Archon The Archon, , is a powerful monster that appears in NetHack. Archons are the most powerful of the angelic beings, and have the second highest difficulty level of all randomly generated monsters after the arch-lich. They can attack four times per turn, including an active gaze attack that blinds and stuns you, and can cast spells as well. Archons can be normally generated, but have such high difficulty that even for a level 30 player, they cannot appear before dungeon level 22. Since the Dungeons of Doom end around level 29 and Archons cannot be generated in Gehennom, most characters will not see one before finding the Amulet of Yendor. Once you have the Amulet, your effective dungeon level is at least 45, so Archons may be randomly generated from the Castle up. The random A generated on the second version of Medusa's Island can be an Archon, but the odds are quite low. If neither Demonbane nor Sunsword have yet been created, the first Archon to be normally generated will be given one of them; they are also guaranteed a shield of reflection. Archons' guaranteed shield will reflect any kind of spell including death rays, but Vorpal Blade can still decapitate them. The best way to fight Archons, beyond possessing magic resistance, is to use a footrice corpse and blind yourself to protect against their gaze. Wearing the Eyes of the Overworld also prevents you from being stunned or blinded by this attack. Another option is to try avoiding them and keep moving, which can be aided by exploiting their inability to unlock doors. Some players consider peaceful Archons a significant advantage of being lawful. Excessive use of genocide may lead to an "Archonstorm", a scenario in which overwhelming numbers of Archons begin to appear in the endgame in place of other high-level monsters that have been genocided. Neutral and chaotic players can keep the chances of such a scenario low by using genocide sparingly. Lawful humans will want to use moderation when genociding as well, due to the & minus;1 alignment penalty associated with it. Archons are exceedingly popular as pets due to their power, being inediate having far more capabilities compared to a tamed arch-lich. the easiest way to get a pet Archon is to apply a blessed figurine of an Archon. It is possible for a high-level character to tame an Archon with a spell, but its high monster magic resistance all but ensures it will require several attempts. The Castle is the most promising place to farm for one with the spell once your level is high enough, but Vlad's Tower might also do. Pacifists in need of a powerful pet may use an early wish for a blessed figurine of an Archon. Though figurine generation ignores starting inventories, an Archon's powerful base stats and good natural AC will be more than enough for it to make use of whatever it is equipped with. Note that even a blessed figurine has a 10% chance to spawn a hostile Archon, so make sure to have an escape item available. As an alternative to the figurine, a lawful character might wish for a statue of an Archon, it, and then cast charm monster. Although this is more difficult and requires a fairly advanced spellcaster, the Archon will never be hostile to a lawful character with positive alignment record. Archons are too large for body armor, but are still capable of wearing gloves, helms, boots, and shields, and will pick up and use a variety of items. They are permanently fast after they cast haste self, hit hard overall, and will often use their blinding gaze against enemies; monsters cannot be stunned in the same way as the player. Additionally, a level 25 or higher Archon will always ignore conflict from a ring (level 30 for a weapon) due to its high monster magic resistance; a level 32 or higher Archon will also be immune to polymorph traps, but not level teleporters - beware if an Archon runs into one, as they will likely be untamed by the time you find them again. Getting an Archon to drop their starting weapon can be difficult; applying a bullwhip towards them can strip them of their current weapon, allowing you to hand them another weapon or enchant their initial one before handing it back. In SLASH'EM, because the dungeon is much deeper, there is a higher probability you'll encounter them before the castle. They remain a stellar choice for pets, especially due to SLASH'EM figurines retaining the monster starting inventory; Solars make even better pets. Take into account that here you will need a +4 weapon to hit them, e.g. using firearms (which by-passes their reflection) requires +4 bullets. Archons in dNetHack are split into 7 varieties. The counterpart to the vanilla Archon is a Throne Archon. In addition, as the #loot command can now take items from pets, it's much easier to remove Sunsword or Demonbane and give them a different artifact or a non-artifact enchanted weapon. =_=_ Difficulty level =_=_ Angelic being Angelic beings capable of using weapons (the Aleax, angel and Archon) are created with blessed erodeproof long swords and non-cursed erodeproof large shields; for the Aleax and angel. there is a 1/20 chance that the sword will be converted into either Demonbane or Sunsword (if it doesn't exist yet) and a 1/4 chance of the shield becoming a shield of reflection; for Archons, both chances are 100%. The devas follow the same rules as Angelic beings capable of using weapons. Planetars and Solars are basically much stronger versions of Archons, and are also guaranteed shields of reflection and either Demonbane or Sunsword if it does not exist. Additionally, all of the higher angelic beings in SLASH'EM inherently resist death magic, even without a source of magic resistance or reflection. =_=_ Slippery cloak =_=_ Horned devil The horned devil is flagged to only appear in Gehennom, but will not be randomly generated there since it is lawful. This trait also occurs with barbed devils and the erinys - all three are still eligible to be generated via gating by other major demons. Horned devils can also be summoned if the summon nasties monster spell is cast in Gehennom or by a lawful spellcaster. Horned devils also serve as minions for chaotic gods and Moloch. Horned devils may be generated in graveyards. In addition, the lairs of Asmodeus and Baalzebub will each contain a horned devil upon normal level creation. Another horned devil appears within Moloch's Sanctum, placed just outside the temple near its southeast corner. The horned devil is considered the weakest of the major demons by the game, with lower monster difficulty and hit die but better AC than the barbed devil. It also has a lower difficulty than the water demon, who has an AC closer to the horned devil's but also possesses weaker hit die; this is likely because the water demon is faster and can swim. Horned devils are slower than an unhasted player, and a fast well-armored character with a well-enchanted blessed and/or silver weapon will have relatively little trouble dispatching one - a wand or cone of cold can eliminate them in one or two shots. However, they can still pose a significant threat if they disarm you with their bullwhip, which speedrunners in particular will find a major nuisance - having Excalibur yanked out of your hand, e.g. in the middle of a pitched fight against Asmodeus or Baalzebub, can be fatal. In SLASH'EM, chaotic players have a chance of receiving a horned devil minion as a servant from sacrificing while at any experience level ranging from 10 to 16. Four horned devils appear in the newly-added lair of Dispater. There is also a chance that a lemure pit special room may contain a horned devil. In EvilHack, The Idol of Moloch is an artifact figurine of a horned devil and the Infidel quest artifact. It can be applied like a normal figurine to summon a random major demon, including a horned devil - this does not use up the artifact. =_=_ Erinys The erinys, , is a major demon that appears in NetHack. They are always female, and possess a single weapon attack that can poison you. As erinyes are both lawful and major demons, they are not eligible for random generation either inside or outside Gehennom, nor are they an eligible polymorph form for you or monsters. Erinyes would appear in small groups were they capable of random generation. Of note is that figurine application respects the special generation limits of erinyes - save for the similar case of Nazguls, it does not respect extinction otherwise. Erinyes are generally not a threat by the time they are encountered - they are as fast as a player character is normally, but most players will have poison resistance if not a source of speed, and their weapon attack isn't particularly strong. Erinyes are also far weaker than most other major demons, and as such are usually trivial to dispatch. Per the encyclopedia entry, the Erinyes (more commonly known as the Furies) were female chthonic deities of vengeance that appeared in ancient Greek religion and folklore - the Romans themselves referred to them as "Furiae" in their earthly incarnations. The Erinyes play a major part in the "Oresteia" trilogy of tragedies, especially their themes of justice and revenge. The Erinyes were commonly associated with night and darkness, and dwelled in Erebus where they heard complaints of insolence brought to them by mortals, punishing such crimes by hounding the culprits relentlessly. They were depicted as crones, with varying sources giving them various traits such as snakes for hair, dog's heads, coal black bodies, bat's wings, and blood-shot eyes. While their number is usually left indeterminate, they were often described as three maiden goddesses - Virgil in particular would recognize three named Erinyes, which would be carried on into modern literature (e.g., the Inferno of Dante Aligheri). =_=_ Barbed devil Barbed devils, , are a kind of major demon that appears in NetHack. They have stronger attacks than horned devils, but possess weaker AC. Barbed devils are flagged to appear only in Gehennom, but no lawful creatures can be randomly generated there; thus, they are effectively never randomly generated. They share this trait with horned devils and erinyes. Barbed devils may be created in groups wherever they < em > do < /em > appear, and are valid forms for a polymorph trap, which may result in them appearing much earlier in the main dungeon. They are also eligible for gating by other major demons. Barbed devils' damage is unimpressive, and even in groups they are not much threat to a player skilled in dealing with demons or multiple opponents. =_=_ Marilith The marilith, , is a major demon that appears in NetHack. They can deal damage extremely quickly, because they possess six attacks per move; mariliths have two weapon attacks and four 2d4 claw attacks. Mariliths do not wield two weapons; rather, the two attacks are performed with its primary weapon, and followed by the claw attacks. Like most demons, the marilith is normally only generated in Gehennom, but is also a valid form for polymorph traps; thus, it may be seen in other branches of the dungeon. Mariliths are also eligible for being gated in by other major demons. Mariliths are interesting choices as pets or even as a self-polymorph target, especially with their execellent natural AC and a highly enchanted and/or powerful artifact weapon in the primary slot; a pet marilith is intelligent and will not wield a cross-aligned artifact weapon or anything made of silver. Note that polymorphing into a marilith will break worn armor; mariliths cannot wear boots, shirts or body armor. Fortunately, on top of their AC, they can also #twoweapon. =_=_ Vrock The vrock, , is a demon in NetHack. They possess five attacks per move, which can be deadly to an unprepared player; however they only appear in Gehennom unless summoned by another demon or as a polymorph trap result, so most players will be ready to deal with them by the time they appear. In dNethack, they can be summoned by attempting to convert a unaligned (aligned to Moloch) altar, such as the ones in the balrog version of Mine's End. They are notorious for being able to summon more vrocks due to its large amount of hit dice, creating rooms full of monsters in mere turns. =_=_ Hezrou Hezrou are normally only generated in Gehennom, but are also valid polymorph forms, e.g. from a polymorph trap; this makes it a potential nasty surprise for players. Hezrou are not particularly threatening by the time they are generated, due to their slow speed and relatively paltry damage; however, a monster polymorphed into a hezrou by a trap fairly early in the dungeon can be a deadly threat. Unlike other demons, however, the hezrou's lack of speed makes it easier for you to avoid, and it shares the usual demonic weaknesses to cold and silver. If you find yourself polymorphed into a hezrou as the result of a trap, destroying your body armor, gating in some pet hezrou can serve as a means of defense until you find replacement armor. =_=_ Bone devil The bone devil is only randomly generated in Gehennom, and is also a valid form for a polymorph trap, which may result in it appearing much earlier. Bone devils are also eligible for gating by other major demons. Bone devils are decently fast, with a weapon attack and a poisonous sting that can drain strength unless the player has poison resistance. Like most demons, it is vulnerable to silver and cold attacks. However, their -1 AC pales somewhat in comparison to other major demons such as horned devils, and they are not particularly threatening to an average player that has reached Gehennom. The bone devil's low AC can still make it a potential nasty surprise for earlier players if another hostile monster is polymorphed into one, unless they are sufficiently prepared and have poison resistance. =_=_ Ice devil The ice devil is only randomly generated in Gehennom, but is also a valid form for a polymorph trap - this may result in it appearing much earlier. Ice devils are also eligible for gating by other major demons. Ice devils are much slower than their other demonic kin, with half the speed of a normal character, but make up for it with a solid -4 AC and a set of four attacks that can inflict decent damage if they all land. The sting in particular does cold damage that can be threatening to players lacking cold resistance. It is also resistant to cold damage - unlike most other demons - but a player with a decently-enchanted blessed and/or silver weapon can still make short work of it. As a pet (e.g., via polymorph), ice devils are decent for the early game and can be used to take out peaceful monsters such as the Minetown watch or the temple priest. However, their low speed tends to make transportation a chore unless you have a magic whistle or blessed eucalyptus leaf available. =_=_ Lethe patch It adds a new branch, the Lethe Gorge, between Medusa and the Valley of the Dead and features a completely revamped Gehennom. Lethe means forgetfulness in Greek(Λήθη). The lethe river was one of the five rivers of Hades(the underground kingdom of the dead in ancient Greek mythology). Who ever drank from its water, was struck with complete forgetfulness. Hence the lethe river with amnesia causing lethe water flowing through the lethe gorge and in to Gehennom. =_=_ Nalfeshnee The nalfeshnee, , is a demon in NetHack. They are one of the few ordinary demons capable of spell-casting and can be considered dangerous in this respect, as a sufficiently high-level one can summon nasties. They are also a very frequent source of annoying item curses. =_=_ Pit fiend The pit fiend, , is a demon that appears in NetHack. Like most demons, it is normally only generated in Gehennom, but is also a valid form for polymorphing, usually from polymorph traps; thus, it may be seen in other branches of the dungeon. Pit fiends are also eligible for gating by other major demons. The pit fiend has a naturally low AC and three attacks per turn; the third hit is a grabbing attack, which can be especially perilous if you encounter them far earlier in the game than normal due to monsters polymorphing. Elbereth can be useful to drive them off, and you can also teleport yourself, allowing you to escape or else prepare a means of fighting back (e.g. with a wand of cold or silver weapon). In Gehennom where they normally occur, they are not as much of a threat, as most players at this point will have a silver weapon or two and/or a few methods to deal cold damage, on top of higher AC themselves and a much more reliable hit-rate. =_=_ Balrog The balrog, , is the most physically imposing of the non-unique major demons in NetHack. Unlike most other major demons, balrogs are incapable of summoning other demons; they share this property with foocubi. Balrogs are normally only generated in Gehennom, but are also a valid form for a polymorph trap. They are eligible for being summoned via gating by other major demons and their more powerful kin. Balrogs have a solid base AC and high monster magic resistance, along with flight and resistances to fire and poison. Though easily among the more intimidating threats, they have no spellcasting or gating ability and are very slow by the standards of Gehennom monsters; players are likely to have good AC themselves by this point, along with any combination of at least one silver weapon, a source of cold damage, and at least fast speed. Balrogs are among the best choices for a pet that are obtainable from a polymorph trap. In addition to the above qualities, balrogs are also inediate and strong, and a properly equipped balrog is a handy shop-raiding pet that can steamroll through shopkeepers. However, their high monster MR means they will often resist a wand of speed monster, making it difficult to counteract their low speed, and they cannot wear torso armor or helmets. Archons are generally better and easier to manage, but can usually only be obtained as a pet by wishing for a blessed figurine of one; balrogs are somewhat more 'available' in comparison, but still difficult to obtain, and the player will need to actively keep their health up. =_=_ Geryon Geryon, , is one of the demon princes. He is one of three not to have his own lair (the other two being Dispater and Demogorgon), and therefore is not guaranteed to appear; he will only arrive via demon summoning or a monster casting summon nasties in Gehennom. The ancient Greek sources about his appearance are inconsistent with regards to numbers of heads, bodies, and limbs. The D & D version has a snake-like body, hairy human hands, a human head, bat wings and a poisoned tail-tip. =_=_ Treasure zoo =_=_ Demon prince =_=_ Demon princes =_=_ Demon lord =_=_ Demon summoning =_=_ Sandestin The sandestin, , is the rarest of the shapeshifting monsters in NetHack, and is only generated in Gehennom. Although it is represented by the glyph of a major demon, it is not one. Sandestins have a 1/6 chance of changing form per turn, and will mimic monsters that may be created by summon nasties 6/7 of the time, or a random monster the rest of the time. It is quite possible to play NetHack for a long time without knowing the existence of these monsters, as they always mimic other monsters and leave no corpse. They will often be peaceful to chaotics, which is an easy way to tell them from the monsters they mimic, most of which are always generated hostile, and chameleons, which are neutral. As well of course, donning a ring of protection from shape changers will show them for what they are. Hi! Welcome, and thanks for contributing to NetHackWiki! Could you please create an account? It helps us keep spam down, because we don't have to check the edits of known-good users. It also provides more privacy for you. Our style guide and How to help pages are good starting points. --Jayt 20:34, 24 September 2006 (UTC) =_=_ Shapeshifter All are capable of imitating other monsters - which monsters they imitate is dependent on which monster is in question - and will shift between disguises on a frequent basis. Wearing a ring of protection from shape changers will force them into their normal form. Forcing one to polymorph (by wand, spell, or potion) will not change their base form - they'll polymorph immediately, but continue to shapeshift. Forcing one to polymorph while it is mode-locked by protection from shape changers can change its base form permanently. They are created with starting inventory appropriate for their polymorphed form. Examining a shapeshifter with a stethoscope will identify it as such. Chameleons, doppelgangers and sandestins have a 1/6 chance every turn to change shape - even when they are sleeping (e.g. in a zoo). Chameleons choose an animal form 2/3 times, doppelgangers choose a "nasty" < ref > < /ref > form 1/7 times, or if that fails, then choose a player class (2/3 chance). Sandestins pick a "nasty" form 6/7 times. < ref > < /ref > Since NetHack 3.6.0, vampires can change into several different forms. Unless you wear a ring of protection from shape changers, they will often be seen in vampire bat form, but can also turn into fog clouds to bypass doors. Vampire lords can also turn into wolves. Killing them in any alternate form will cause them to rise in their base vampire form. In 3.6.0 only, due to a bug, genociding vampires would make shapeshifted vampires unkillable. Finally, we have the mimics. They do not attempt to change into other creatures, but they instead pretend to be objects, doors, or stairs, and most often reside in shops. As far as actually fooling players goes, these are by far the most effective. There are three variations: =_=_ Shape changer =_=_ Doppelganger They will imitate player monsters and occasionally monsters that may be created by summon nasties. Each turn they have a one-sixth chance of attempting to change form; one-seventh of these attempts will turn them into a nasty and two-thirds of the rest will change them into a random player monster. Doppelgangers that are imitating player monsters will take the rank titles for that role, based upon its level - a doppelganger imitating a fourth-tier Healer appears as a "Dresser", while one imitating an equivalent Wizard appears as a "Magician". Doppelgangers are considered human for sacrifice and cannibalism purposes. Eating a doppelganger corpse will cause you to polymorph, unless you have unchanging. This will polymorph pets as well, which is one of the dangers of leaving carnivorous pets (especially purple worms) near doppelgangers. In SLASH'EM, doppelgangers are a playable race, with high stats, natural protection, and, as one might expect, the ability to polymorph at will, via the "#youpoly" extended command. However, doing that will cost power. A very useful tactic is to polymorph into something when going near a hard battle, to have both the benefits of the new form, and those of reforming as a doppelganger when you should die. An excellent choice of Role for a doppelganger is a monk, since these would benefit from the polymorph much more than anything else. =_=_ Source:NetHack 3.0.0/alloc.c Below is the full text to alloc.c from the source code of NetHack 3.0.0. To link to a particular line, write [[NetHack 3.0.0/alloc.c#line123| < nowiki > NetHack 3.0.0/alloc.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.0.0/amiconf.h Below is the full text to amiconf.h from the source code of NetHack 3.0.0. To link to a particular line, write [[NetHack 3.0.0/amiconf.h#line123| < nowiki > NetHack 3.0.0/amiconf.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.0.0/apply.c Below is the full text to apply.c from the source code of NetHack 3.0.0. To link to a particular line, write [[NetHack 3.0.0/apply.c#line123| < nowiki > NetHack 3.0.0/apply.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.0.0/artifact.c Below is the full text to artifact.c from the source code of NetHack 3.0.0. To link to a particular line, write [[NetHack 3.0.0/artifact.c#line123| < nowiki > NetHack 3.0.0/artifact.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.0.0/artifact.h Below is the full text to artifact.h from the source code of NetHack 3.0.0. To link to a particular line, write [[NetHack 3.0.0/artifact.h#line123| < nowiki > NetHack 3.0.0/artifact.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.0.0/attrib.c Below is the full text to attrib.c from the source code of NetHack 3.0.0. To link to a particular line, write [[NetHack 3.0.0/attrib.c#line123| < nowiki > NetHack 3.0.0/attrib.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.0.0/attrib.h Below is the full text to attrib.h from the source code of NetHack 3.0.0. To link to a particular line, write [[NetHack 3.0.0/attrib.h#line123| < nowiki > NetHack 3.0.0/attrib.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.0.0/bones.c Below is the full text to bones.c from the source code of NetHack 3.0.0. To link to a particular line, write [[NetHack 3.0.0/bones.c#line123| < nowiki > NetHack 3.0.0/bones.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.0.0/cmd.c Below is the full text to cmd.c from the source code of NetHack 3.0.0. To link to a particular line, write [[NetHack 3.0.0/cmd.c#line123| < nowiki > NetHack 3.0.0/cmd.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.0.0/config.h Below is the full text to config.h from the source code of NetHack 3.0.0. To link to a particular line, write [[NetHack 3.0.0/config.h#line123| < nowiki > NetHack 3.0.0/config.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.0.0/coord.h Below is the full text to coord.h from the source code of NetHack 3.0.0. To link to a particular line, write [[NetHack 3.0.0/coord.h#line123| < nowiki > NetHack 3.0.0/coord.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.0.0/dbridge.c Below is the full text to dbridge.c from the source code of NetHack 3.0.0. To link to a particular line, write [[NetHack 3.0.0/dbridge.c#line123| < nowiki > NetHack 3.0.0/dbridge.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.0.0/decl.c Below is the full text to decl.c from the source code of NetHack 3.0.0. To link to a particular line, write [[NetHack 3.0.0/decl.c#line123| < nowiki > NetHack 3.0.0/decl.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.0.0/decl.h Below is the full text to decl.h from the source code of NetHack 3.0.0. To link to a particular line, write [[NetHack 3.0.0/decl.h#line123| < nowiki > NetHack 3.0.0/decl.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.0.0/demon.c Below is the full text to demon.c from the source code of NetHack 3.0.0. To link to a particular line, write [[NetHack 3.0.0/demon.c#line123| < nowiki > NetHack 3.0.0/demon.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.0.0/do.c Below is the full text to do.c from the source code of NetHack 3.0.0. To link to a particular line, write [[NetHack 3.0.0/do.c#line123| < nowiki > NetHack 3.0.0/do.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.0.0/do name.c Below is the full text to do_name.c from the source code of NetHack 3.0.0. To link to a particular line, write [[NetHack 3.0.0/do_name.c#line123| < nowiki > NetHack 3.0.0/do_name.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.0.0/do wear.c Below is the full text to do_wear.c from the source code of NetHack 3.0.0. To link to a particular line, write [[NetHack 3.0.0/do_wear.c#line123| < nowiki > NetHack 3.0.0/do_wear.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.0.0/dog.c Below is the full text to dog.c from the source code of NetHack 3.0.0. To link to a particular line, write [[NetHack 3.0.0/dog.c#line123| < nowiki > NetHack 3.0.0/dog.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.0.0/dogmove.c Below is the full text to dogmove.c from the source code of NetHack 3.0.0. To link to a particular line, write [[NetHack 3.0.0/dogmove.c#line123| < nowiki > NetHack 3.0.0/dogmove.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.0.0/dokick.c Below is the full text to dokick.c from the source code of NetHack 3.0.0. To link to a particular line, write [[NetHack 3.0.0/dokick.c#line123| < nowiki > NetHack 3.0.0/dokick.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.0.0/dothrow.c Below is the full text to dothrow.c from the source code of NetHack 3.0.0. To link to a particular line, write [[NetHack 3.0.0/dothrow.c#line123| < nowiki > NetHack 3.0.0/dothrow.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.0.0/eat.c Below is the full text to eat.c from the source code of NetHack 3.0.0. To link to a particular line, write [[NetHack 3.0.0/eat.c#line123| < nowiki > NetHack 3.0.0/eat.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.0.0/edog.h Below is the full text to edog.h from the source code of NetHack 3.0.0. To link to a particular line, write [[NetHack 3.0.0/edog.h#line123| < nowiki > NetHack 3.0.0/edog.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.0.0/end.c Below is the full text to end.c from the source code of NetHack 3.0.0. To link to a particular line, write [[NetHack 3.0.0/end.c#line123| < nowiki > NetHack 3.0.0/end.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.0.0/engrave.c Below is the full text to engrave.c from the source code of NetHack 3.0.0. To link to a particular line, write [[NetHack 3.0.0/engrave.c#line123| < nowiki > NetHack 3.0.0/engrave.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.0.0/epri.h Below is the full text to epri.h from the source code of NetHack 3.0.0. To link to a particular line, write [[NetHack 3.0.0/epri.h#line123| < nowiki > NetHack 3.0.0/epri.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.0.0/eshk.h Below is the full text to eshk.h from the source code of NetHack 3.0.0. To link to a particular line, write [[NetHack 3.0.0/eshk.h#line123| < nowiki > NetHack 3.0.0/eshk.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.0.0/exper.c Below is the full text to exper.c from the source code of NetHack 3.0.0. To link to a particular line, write [[NetHack 3.0.0/exper.c#line123| < nowiki > NetHack 3.0.0/exper.c#line123 < /nowiki > ]], for example. The above line contains a bug. It intends to confer (7 - monster_AC) points for monsters with AC less than 3, doubled if AC is less than 0; that is: < br/ > AC = 2 - > 5 points, AC = 1 - > 6 points, AC = 0 - > 7 points, AC = -1 - > 16 points. < br/ > But '*' has a higher precedence than '? :' and so the '7 - monster_AC' factor is applied to the conditional, and because it is never zero, it has no effect on the truth of the conditional. AC of 0 through 2 confers 1 point, and less than 0 confers 2 points. =_=_ Source:NetHack 3.0.0/extern.h Below is the full text to extern.h from the source code of NetHack 3.0.0. To link to a particular line, write [[NetHack 3.0.0/extern.h#line123| < nowiki > NetHack 3.0.0/extern.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.0.0/extralev.c Below is the full text to extralev.c from the source code of NetHack 3.0.0. To link to a particular line, write [[NetHack 3.0.0/extralev.c#line123| < nowiki > NetHack 3.0.0/extralev.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.0.0/flag.h Below is the full text to flag.h from the source code of NetHack 3.0.0. To link to a particular line, write [[NetHack 3.0.0/flag.h#line123| < nowiki > NetHack 3.0.0/flag.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.0.0/fountain.c Below is the full text to fountain.c from the source code of NetHack 3.0.0. To link to a particular line, write [[NetHack 3.0.0/fountain.c#line123| < nowiki > NetHack 3.0.0/fountain.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.0.0/func tab.h Below is the full text to func_tab.h from the source code of NetHack 3.0.0. To link to a particular line, write [[NetHack 3.0.0/func_tab.h#line123| < nowiki > NetHack 3.0.0/func_tab.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.0.0/getline.c Below is the full text to getline.c from the source code of NetHack 3.0.0. To link to a particular line, write [[NetHack 3.0.0/getline.c#line123| < nowiki > NetHack 3.0.0/getline.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.0.0/global.h Below is the full text to global.h from the source code of NetHack 3.0.0. To link to a particular line, write [[NetHack 3.0.0/global.h#line123| < nowiki > NetHack 3.0.0/global.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.0.0/gold.h Below is the full text to gold.h from the source code of NetHack 3.0.0. To link to a particular line, write [[NetHack 3.0.0/gold.h#line123| < nowiki > NetHack 3.0.0/gold.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.0.0/hack.c Below is the full text to hack.c from the source code of NetHack 3.0.0. To link to a particular line, write [[NetHack 3.0.0/hack.c#line123| < nowiki > NetHack 3.0.0/hack.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.0.0/hack.h Below is the full text to hack.h from the source code of NetHack 3.0.0. To link to a particular line, write [[NetHack 3.0.0/hack.h#line123| < nowiki > NetHack 3.0.0/hack.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.0.0/invent.c Below is the full text to invent.c from the source code of NetHack 3.0.0. To link to a particular line, write [[NetHack 3.0.0/invent.c#line123| < nowiki > NetHack 3.0.0/invent.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.0.0/ioctl.c Below is the full text to ioctl.c from the source code of NetHack 3.0.0. To link to a particular line, write [[NetHack 3.0.0/ioctl.c#line123| < nowiki > NetHack 3.0.0/ioctl.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.0.0/lev.h Below is the full text to lev.h from the source code of NetHack 3.0.0. To link to a particular line, write [[NetHack 3.0.0/lev.h#line123| < nowiki > NetHack 3.0.0/lev.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.0.0/lev comp.c Below is the full text to lev_comp.c from the source code of NetHack 3.0.0. To link to a particular line, write [[NetHack 3.0.0/lev_comp.c#line123| < nowiki > NetHack 3.0.0/lev_comp.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.0.0/lev comp.h Below is the full text to lev_comp.h from the source code of NetHack 3.0.0. To link to a particular line, write [[NetHack 3.0.0/lev_comp.h#line123| < nowiki > NetHack 3.0.0/lev_comp.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.0.0/lev lex.c Below is the full text to lev_lex.c from the source code of NetHack 3.0.0. To link to a particular line, write [[NetHack 3.0.0/lev_lex.c#line123| < nowiki > NetHack 3.0.0/lev_lex.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.0.0/lev main.c Below is the full text to lev_main.c from the source code of NetHack 3.0.0. To link to a particular line, write [[NetHack 3.0.0/lev_main.c#line123| < nowiki > NetHack 3.0.0/lev_main.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.0.0/lock.c Below is the full text to lock.c from the source code of NetHack 3.0.0. To link to a particular line, write [[NetHack 3.0.0/lock.c#line123| < nowiki > NetHack 3.0.0/lock.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.0.0/mail.c Below is the full text to mail.c from the source code of NetHack 3.0.0. To link to a particular line, write [[NetHack 3.0.0/mail.c#line123| < nowiki > NetHack 3.0.0/mail.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.0.0/makedefs.c Below is the full text to makedefs.c from the source code of NetHack 3.0.0. To link to a particular line, write [[NetHack 3.0.0/makedefs.c#line123| < nowiki > NetHack 3.0.0/makedefs.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.0.0/makemon.c Below is the full text to makemon.c from the source code of NetHack 3.0.0. To link to a particular line, write [[NetHack 3.0.0/makemon.c#line123| < nowiki > NetHack 3.0.0/makemon.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.0.0/mcastu.c Below is the full text to mcastu.c from the source code of NetHack 3.0.0. To link to a particular line, write [[NetHack 3.0.0/mcastu.c#line123| < nowiki > NetHack 3.0.0/mcastu.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.0.0/mfndpos.h Below is the full text to mfndpos.h from the source code of NetHack 3.0.0. To link to a particular line, write [[NetHack 3.0.0/mfndpos.h#line123| < nowiki > NetHack 3.0.0/mfndpos.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.0.0/mhitm.c Below is the full text to mhitm.c from the source code of NetHack 3.0.0. To link to a particular line, write [[NetHack 3.0.0/mhitm.c#line123| < nowiki > NetHack 3.0.0/mhitm.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.0.0/mhitu.c Below is the full text to mhitu.c from the source code of NetHack 3.0.0. To link to a particular line, write [[NetHack 3.0.0/mhitu.c#line123| < nowiki > NetHack 3.0.0/mhitu.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.0.0/mklev.c Below is the full text to mklev.c from the source code of NetHack 3.0.0. To link to a particular line, write [[NetHack 3.0.0/mklev.c#line123| < nowiki > NetHack 3.0.0/mklev.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.0.0/mkmaze.c Below is the full text to mkmaze.c from the source code of NetHack 3.0.0. To link to a particular line, write [[NetHack 3.0.0/mkmaze.c#line123| < nowiki > NetHack 3.0.0/mkmaze.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.0.0/mkobj.c Below is the full text to mkobj.c from the source code of NetHack 3.0.0. To link to a particular line, write [[NetHack 3.0.0/mkobj.c#line123| < nowiki > NetHack 3.0.0/mkobj.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.0.0/mkroom.c Below is the full text to mkroom.c from the source code of NetHack 3.0.0. To link to a particular line, write [[NetHack 3.0.0/mkroom.c#line123| < nowiki > NetHack 3.0.0/mkroom.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.0.0/mkroom.h Below is the full text to mkroom.h from the source code of NetHack 3.0.0. To link to a particular line, write [[NetHack 3.0.0/mkroom.h#line123| < nowiki > NetHack 3.0.0/mkroom.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.0.0/mon.c Below is the full text to mon.c from the source code of NetHack 3.0.0. To link to a particular line, write [[NetHack 3.0.0/mon.c#line123| < nowiki > NetHack 3.0.0/mon.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.0.0/monattk.h Below is the full text to monattk.h from the source code of NetHack 3.0.0. To link to a particular line, write [[NetHack 3.0.0/monattk.h#line123| < nowiki > NetHack 3.0.0/monattk.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.0.0/mondata.c Below is the full text to mondata.c from the source code of NetHack 3.0.0. To link to a particular line, write [[NetHack 3.0.0/mondata.c#line123| < nowiki > NetHack 3.0.0/mondata.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.0.0/mondata.h Below is the full text to mondata.h from the source code of NetHack 3.0.0. To link to a particular line, write [[NetHack 3.0.0/mondata.h#line123| < nowiki > NetHack 3.0.0/mondata.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.0.0/monflag.h Below is the full text to monflag.h from the source code of NetHack 3.0.0. To link to a particular line, write [[NetHack 3.0.0/monflag.h#line123| < nowiki > NetHack 3.0.0/monflag.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.0.0/monmove.c Below is the full text to monmove.c from the source code of NetHack 3.0.0. To link to a particular line, write [[NetHack 3.0.0/monmove.c#line123| < nowiki > NetHack 3.0.0/monmove.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.0.0/monst.c Below is the full text to monst.c from the source code of NetHack 3.0.0. To link to a particular line, write [[NetHack 3.0.0/monst.c#line123| < nowiki > NetHack 3.0.0/monst.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.0.0/monst.h Below is the full text to monst.h from the source code of NetHack 3.0.0. To link to a particular line, write [[NetHack 3.0.0/monst.h#line123| < nowiki > NetHack 3.0.0/monst.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.0.0/monsym.h Below is the full text to monsym.h from the source code of NetHack 3.0.0. To link to a particular line, write [[NetHack 3.0.0/monsym.h#line123| < nowiki > NetHack 3.0.0/monsym.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.0.0/msdos.h Below is the full text to msdos.h from the source code of NetHack 3.0.0. To link to a particular line, write [[NetHack 3.0.0/msdos.h#line123| < nowiki > NetHack 3.0.0/msdos.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.0.0/mthrowu.c Below is the full text to mthrowu.c from the source code of NetHack 3.0.0. To link to a particular line, write [[NetHack 3.0.0/mthrowu.c#line123| < nowiki > NetHack 3.0.0/mthrowu.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.0.0/music.c Below is the full text to music.c from the source code of NetHack 3.0.0. To link to a particular line, write [[NetHack 3.0.0/music.c#line123| < nowiki > NetHack 3.0.0/music.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.0.0/o init.c Below is the full text to o_init.c from the source code of NetHack 3.0.0. To link to a particular line, write [[NetHack 3.0.0/o_init.c#line123| < nowiki > NetHack 3.0.0/o_init.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.0.0/obj.h Below is the full text to obj.h from the source code of NetHack 3.0.0. To link to a particular line, write [[NetHack 3.0.0/obj.h#line123| < nowiki > NetHack 3.0.0/obj.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.0.0/objclass.h Below is the full text to objclass.h from the source code of NetHack 3.0.0. To link to a particular line, write [[NetHack 3.0.0/objclass.h#line123| < nowiki > NetHack 3.0.0/objclass.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.0.0/objects.c Below is the full text to objects.c from the source code of NetHack 3.0.0. To link to a particular line, write [[NetHack 3.0.0/objects.c#line123| < nowiki > NetHack 3.0.0/objects.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.0.0/objnam.c Below is the full text to objnam.c from the source code of NetHack 3.0.0. To link to a particular line, write [[NetHack 3.0.0/objnam.c#line123| < nowiki > NetHack 3.0.0/objnam.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.0.0/options.c Below is the full text to options.c from the source code of NetHack 3.0.0. To link to a particular line, write [[NetHack 3.0.0/options.c#line123| < nowiki > NetHack 3.0.0/options.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.0.0/osbind.h Below is the full text to osbind.h from the source code of NetHack 3.0.0. To link to a particular line, write [[NetHack 3.0.0/osbind.h#line123| < nowiki > NetHack 3.0.0/osbind.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.0.0/pager.c Below is the full text to pager.c from the source code of NetHack 3.0.0. To link to a particular line, write [[NetHack 3.0.0/pager.c#line123| < nowiki > NetHack 3.0.0/pager.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.0.0/panic.c Below is the full text to panic.c from the source code of NetHack 3.0.0. To link to a particular line, write [[NetHack 3.0.0/panic.c#line123| < nowiki > NetHack 3.0.0/panic.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.0.0/patchlevel.h Below is the full text to patchlevel.h from the source code of NetHack 3.0.0. To link to a particular line, write [[NetHack 3.0.0/patchlevel.h#line123| < nowiki > NetHack 3.0.0/patchlevel.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.0.0/pcconf.h Below is the full text to pcconf.h from the source code of NetHack 3.0.0. To link to a particular line, write [[NetHack 3.0.0/pcconf.h#line123| < nowiki > NetHack 3.0.0/pcconf.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.0.0/permonst.h Below is the full text to permonst.h from the source code of NetHack 3.0.0. To link to a particular line, write [[NetHack 3.0.0/permonst.h#line123| < nowiki > NetHack 3.0.0/permonst.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.0.0/pickup.c Below is the full text to pickup.c from the source code of NetHack 3.0.0. To link to a particular line, write [[NetHack 3.0.0/pickup.c#line123| < nowiki > NetHack 3.0.0/pickup.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.0.0/polyself.c Below is the full text to polyself.c from the source code of NetHack 3.0.0. To link to a particular line, write [[NetHack 3.0.0/polyself.c#line123| < nowiki > NetHack 3.0.0/polyself.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.0.0/potion.c Below is the full text to potion.c from the source code of NetHack 3.0.0. To link to a particular line, write [[NetHack 3.0.0/potion.c#line123| < nowiki > NetHack 3.0.0/potion.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.0.0/pray.c Below is the full text to pray.c from the source code of NetHack 3.0.0. To link to a particular line, write [[NetHack 3.0.0/pray.c#line123| < nowiki > NetHack 3.0.0/pray.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.0.0/pri.c Below is the full text to pri.c from the source code of NetHack 3.0.0. To link to a particular line, write [[NetHack 3.0.0/pri.c#line123| < nowiki > NetHack 3.0.0/pri.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.0.0/priest.c Below is the full text to priest.c from the source code of NetHack 3.0.0. To link to a particular line, write [[NetHack 3.0.0/priest.c#line123| < nowiki > NetHack 3.0.0/priest.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.0.0/prisym.c Below is the full text to prisym.c from the source code of NetHack 3.0.0. To link to a particular line, write [[NetHack 3.0.0/prisym.c#line123| < nowiki > NetHack 3.0.0/prisym.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.0.0/prop.h Below is the full text to prop.h from the source code of NetHack 3.0.0. To link to a particular line, write [[NetHack 3.0.0/prop.h#line123| < nowiki > NetHack 3.0.0/prop.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.0.0/read.c Below is the full text to read.c from the source code of NetHack 3.0.0. To link to a particular line, write [[NetHack 3.0.0/read.c#line123| < nowiki > NetHack 3.0.0/read.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.0.0/restore.c Below is the full text to restore.c from the source code of NetHack 3.0.0. To link to a particular line, write [[NetHack 3.0.0/restore.c#line123| < nowiki > NetHack 3.0.0/restore.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.0.0/rip.c Below is the full text to rip.c from the source code of NetHack 3.0.0. To link to a particular line, write [[NetHack 3.0.0/rip.c#line123| < nowiki > NetHack 3.0.0/rip.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.0.0/rm.h Below is the full text to rm.h from the source code of NetHack 3.0.0. To link to a particular line, write [[NetHack 3.0.0/rm.h#line123| < nowiki > NetHack 3.0.0/rm.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.0.0/rnd.c Below is the full text to rnd.c from the source code of NetHack 3.0.0. To link to a particular line, write [[NetHack 3.0.0/rnd.c#line123| < nowiki > NetHack 3.0.0/rnd.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.0.0/rumors.c Below is the full text to rumors.c from the source code of NetHack 3.0.0. To link to a particular line, write [[NetHack 3.0.0/rumors.c#line123| < nowiki > NetHack 3.0.0/rumors.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.0.0/save.c Below is the full text to save.c from the source code of NetHack 3.0.0. To link to a particular line, write [[NetHack 3.0.0/save.c#line123| < nowiki > NetHack 3.0.0/save.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.0.0/search.c Below is the full text to search.c from the source code of NetHack 3.0.0. To link to a particular line, write [[NetHack 3.0.0/search.c#line123| < nowiki > NetHack 3.0.0/search.c#line123 < /nowiki > ]], for example. =_=_ SLethe SLethe is a short name for the port of the Lethe patch to SLASH'EM. The patch is against SLASH'EM 0.0.7E7F2, a version which already contains parts of the Lethe patch. The name SLethe can also refer specifically the 0.0.7E7F2 playground at slashem.crash-override.net that uses this patch, or the playground at em.slashem.me that also uses this patch, or to the Rodney (bot) clone that reports deaths from this playground to IRC #slashem at Freenode. SLethe adds several new levels, the Lethe river and three new objects; the patch drastically replaces the old Gehennom of mazes and lairs with a new, mostly fixed-layout hazard. However, the patch does not add new monsters, because SLASH'EM 0.0.7E7F2 already contains the Lethe monsters, even Cthulhu. Michael Clarke created the original Lethe patch for NetHack 3.3.1. In 2002, the SLASH'EM project began to merge the Lethe patch into SLASH'EM. Darshan Shaligram did much of the initial porting work. A question arose about how to integrate the new Lethe levels into SLASH'EM. (Threads from the slashem-devel mailing list are Some questions on Lethe and Dungeon reorganization - shades of Lethe.) As a result, the release of SLASH'EM 0.0.7 contains the new monsters from the Lethe patch, but not the new levels. (Forum thread is & forum_id=30376 Lethe.) Then Marcin Kościelnicki ported the remainder of the Lethe patch to SLASH'EM. This patch is SLethe 1.1. (Rgrn thread is Slashem & lethe.) This patch is a context diff, against SLASH'EM 0.0.7E7. Fetch the patch from http://markosc.w.interia.pl/Slethe-1.1.patch. Note that a context diff is more difficult to read than a unified diff. The playground running at slashem.crash-override.net and em.slashem.me is SLethe 1.5. This is a context diff against SLASH'EM 0.0.7E7F2. There is a copy of SLethe 1.5 at http://bhaak.net/nethack/Slethe-1.5.patch. This patch is difficult to apply because extra copies of objnam.c.orig and zap.c.orig are in the patch; these conflict with the backups that the patch command makes when you apply the patch. Warning! The content of this section is a result of reading the patch, and does not represent actual experience playing in these levels. =_=_ Source:NetHack 3.0.0/shk.c Below is the full text to shk.c from the source code of NetHack 3.0.0. To link to a particular line, write [[NetHack 3.0.0/shk.c#line123| < nowiki > NetHack 3.0.0/shk.c#line123 < /nowiki > ]], for example. =_=_ Slethe =_=_ Source:NetHack 3.0.0/shknam.c Below is the full text to shknam.c from the source code of NetHack 3.0.0. To link to a particular line, write [[NetHack 3.0.0/shknam.c#line123| < nowiki > NetHack 3.0.0/shknam.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.0.0/sit.c Below is the full text to sit.c from the source code of NetHack 3.0.0. To link to a particular line, write [[NetHack 3.0.0/sit.c#line123| < nowiki > NetHack 3.0.0/sit.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.0.0/sounds.c Below is the full text to sounds.c from the source code of NetHack 3.0.0. To link to a particular line, write [[NetHack 3.0.0/sounds.c#line123| < nowiki > NetHack 3.0.0/sounds.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.0.0/sp lev.c Below is the full text to sp_lev.c from the source code of NetHack 3.0.0. To link to a particular line, write [[NetHack 3.0.0/sp_lev.c#line123| < nowiki > NetHack 3.0.0/sp_lev.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.0.0/sp lev.h Below is the full text to sp_lev.h from the source code of NetHack 3.0.0. To link to a particular line, write [[NetHack 3.0.0/sp_lev.h#line123| < nowiki > NetHack 3.0.0/sp_lev.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.0.0/spell.c Below is the full text to spell.c from the source code of NetHack 3.0.0. To link to a particular line, write [[NetHack 3.0.0/spell.c#line123| < nowiki > NetHack 3.0.0/spell.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.0.0/spell.h Below is the full text to spell.h from the source code of NetHack 3.0.0. To link to a particular line, write [[NetHack 3.0.0/spell.h#line123| < nowiki > NetHack 3.0.0/spell.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.0.0/steal.c Below is the full text to steal.c from the source code of NetHack 3.0.0. To link to a particular line, write [[NetHack 3.0.0/steal.c#line123| < nowiki > NetHack 3.0.0/steal.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.0.0/system.h Below is the full text to system.h from the source code of NetHack 3.0.0. To link to a particular line, write [[NetHack 3.0.0/system.h#line123| < nowiki > NetHack 3.0.0/system.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.0.0/termcap.c Below is the full text to termcap.c from the source code of NetHack 3.0.0. To link to a particular line, write [[NetHack 3.0.0/termcap.c#line123| < nowiki > NetHack 3.0.0/termcap.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.0.0/timeout.c Below is the full text to timeout.c from the source code of NetHack 3.0.0. To link to a particular line, write [[NetHack 3.0.0/timeout.c#line123| < nowiki > NetHack 3.0.0/timeout.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.0.0/topl.c Below is the full text to topl.c from the source code of NetHack 3.0.0. To link to a particular line, write [[NetHack 3.0.0/topl.c#line123| < nowiki > NetHack 3.0.0/topl.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.0.0/topten.c Below is the full text to topten.c from the source code of NetHack 3.0.0. To link to a particular line, write [[NetHack 3.0.0/topten.c#line123| < nowiki > NetHack 3.0.0/topten.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.0.0/tosconf.h Below is the full text to tosconf.h from the source code of NetHack 3.0.0. To link to a particular line, write [[NetHack 3.0.0/tosconf.h#line123| < nowiki > NetHack 3.0.0/tosconf.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.0.0/track.c Below is the full text to track.c from the source code of NetHack 3.0.0. To link to a particular line, write [[NetHack 3.0.0/track.c#line123| < nowiki > NetHack 3.0.0/track.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.0.0/tradstdc.h Below is the full text to tradstdc.h from the source code of NetHack 3.0.0. To link to a particular line, write [[NetHack 3.0.0/tradstdc.h#line123| < nowiki > NetHack 3.0.0/tradstdc.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.0.0/trap.c Below is the full text to trap.c from the source code of NetHack 3.0.0. To link to a particular line, write [[NetHack 3.0.0/trap.c#line123| < nowiki > NetHack 3.0.0/trap.c#line123 < /nowiki > ]], for example. The above statement contains a bug. It is meant to assign 15 + u.ulevel*3 to ch if the player is a Rogue, and 15 + u.ulevel otherwise. In fact, the conditional is always either 15 or 16, both of which are interpreted as true, and the statement assigns u.ulevel*3 to ch regardless of the role. Thus rogues do not in fact have a better chance of disarming a chest trap than other roles. The above statement contains the same bug as line 1377. This one, however, was left unfixed in 3.1.0. It is fixed in 3.2.0. =_=_ Source:NetHack 3.0.0/trap.h Below is the full text to trap.h from the source code of NetHack 3.0.0. To link to a particular line, write [[NetHack 3.0.0/trap.h#line123| < nowiki > NetHack 3.0.0/trap.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.0.0/trapname.h Below is the full text to trapname.h from the source code of NetHack 3.0.0. To link to a particular line, write [[NetHack 3.0.0/trapname.h#line123| < nowiki > NetHack 3.0.0/trapname.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.0.0/u init.c Below is the full text to u_init.c from the source code of NetHack 3.0.0. To link to a particular line, write [[NetHack 3.0.0/u_init.c#line123| < nowiki > NetHack 3.0.0/u_init.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.0.0/uhitm.c Below is the full text to uhitm.c from the source code of NetHack 3.0.0. To link to a particular line, write [[NetHack 3.0.0/uhitm.c#line123| < nowiki > NetHack 3.0.0/uhitm.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.0.0/unixconf.h Below is the full text to unixconf.h from the source code of NetHack 3.0.0. To link to a particular line, write [[NetHack 3.0.0/unixconf.h#line123| < nowiki > NetHack 3.0.0/unixconf.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.0.0/unixmain.c Below is the full text to unixmain.c from the source code of NetHack 3.0.0. To link to a particular line, write [[NetHack 3.0.0/unixmain.c#line123| < nowiki > NetHack 3.0.0/unixmain.c#line123 < /nowiki > ]], for example. Lines 301 through 309 are an example of a "dangling else", and NetHack 3.0 is rife with them. This particular one is likely a bug. The "else" at line 304 pairs with the "if" at line 303, and not the one at line 302 as the indentation seems to imply. This is an example of why you should use braces when in doubt, and pay attention to your compiler warnings. =_=_ Source:NetHack 3.0.0/unixtty.c Below is the full text to unixtty.c from the source code of NetHack 3.0.0. To link to a particular line, write [[NetHack 3.0.0/unixtty.c#line123| < nowiki > NetHack 3.0.0/unixtty.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.0.0/unixunix.c Below is the full text to unixunix.c from the source code of NetHack 3.0.0. To link to a particular line, write [[NetHack 3.0.0/unixunix.c#line123| < nowiki > NetHack 3.0.0/unixunix.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.0.0/vault.c Below is the full text to vault.c from the source code of NetHack 3.0.0. To link to a particular line, write [[NetHack 3.0.0/vault.c#line123| < nowiki > NetHack 3.0.0/vault.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.0.0/vault.h Below is the full text to vault.h from the source code of NetHack 3.0.0. To link to a particular line, write [[NetHack 3.0.0/vault.h#line123| < nowiki > NetHack 3.0.0/vault.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.0.0/version.c Below is the full text to version.c from the source code of NetHack 3.0.0. To link to a particular line, write [[NetHack 3.0.0/version.c#line123| < nowiki > NetHack 3.0.0/version.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.0.0/weapon.c Below is the full text to weapon.c from the source code of NetHack 3.0.0. To link to a particular line, write [[NetHack 3.0.0/weapon.c#line123| < nowiki > NetHack 3.0.0/weapon.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.0.0/were.c Below is the full text to were.c from the source code of NetHack 3.0.0. To link to a particular line, write [[NetHack 3.0.0/were.c#line123| < nowiki > NetHack 3.0.0/were.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.0.0/wield.c Below is the full text to wield.c from the source code of NetHack 3.0.0. To link to a particular line, write [[NetHack 3.0.0/wield.c#line123| < nowiki > NetHack 3.0.0/wield.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.0.0/wizard.c Below is the full text to wizard.c from the source code of NetHack 3.0.0. To link to a particular line, write [[NetHack 3.0.0/wizard.c#line123| < nowiki > NetHack 3.0.0/wizard.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.0.0/worm.c Below is the full text to worm.c from the source code of NetHack 3.0.0. To link to a particular line, write [[NetHack 3.0.0/worm.c#line123| < nowiki > NetHack 3.0.0/worm.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.0.0/worn.c Below is the full text to worn.c from the source code of NetHack 3.0.0. To link to a particular line, write [[NetHack 3.0.0/worn.c#line123| < nowiki > NetHack 3.0.0/worn.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.0.0/write.c Below is the full text to write.c from the source code of NetHack 3.0.0. To link to a particular line, write [[NetHack 3.0.0/write.c#line123| < nowiki > NetHack 3.0.0/write.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.0.0/wseg.h Below is the full text to wseg.h from the source code of NetHack 3.0.0. To link to a particular line, write [[NetHack 3.0.0/wseg.h#line123| < nowiki > NetHack 3.0.0/wseg.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.0.0/you.h Below is the full text to you.h from the source code of NetHack 3.0.0. To link to a particular line, write [[NetHack 3.0.0/you.h#line123| < nowiki > NetHack 3.0.0/you.h#line123 < /nowiki > ]], for example. =_=_ Yendorian army The Yendorian army is a group of humans encountered in NetHack. According to their encyclopedia entry, they are employed and often trained directly by the Wizard of Yendor himself. The Yendorian army is composed of: All Yendorian Army members are chaotic, are not valid polymorph forms, and can follow the player to other levels; like other humans, they do not respect Elbereth. They have low monster magic resistance, and possess at least one weapon attack per turn; lieutenants and captains are capable of two per turn. Yendorian army soldiers and sergeants are frequently generated in small groups. Barracks are special rooms populated entirely by mercenaries; very large contingents of soldiers and barracks are guaranteed to appear in the castle and Fort Ludios. Higher-ranked soldiers randomly take one of two primary weapons, with equal probability. Sergeants choose either a flail or a mace; lieutenants choose either an ordinary broadsword or a long sword; and captains choose either a long sword or a silver saber. All of these higher-ranked soldiers also have a chance of taking a knife as a secondary weapon. The game uses a complicated procedure to outfit each mercenary with a selection of armor giving roughly the target AC. If the soldier is unlucky, they might be given less armor; if they are lucky, they might be given enchanted armor that takes them beyond the target. Each mercenary is generated with one suit of body armor, and will always receive leather armor at bare minimum. All ranks are eligible for ring mail or studded leather armor; sergeants and above are eligible for splint mail or banded mail; and lieutenants and captains are eligible for plate mail or crystal plate mail. There is no guarantee that any particular non-body armor slot will be filled; soldiers can be given multiple items for any slot. Soldiers of all ranks have a chance of being generated with a K-ration, and an independent chance of being generated with a C-ration. Sergeants and above also have a chance of being generated with a bugle. The usual tactics for handling groups of monsters applies; drawing soldiers into a corridor is effective for both reducing vulnerability and thinning their ranks, especially since they will likely be caught in the path of their allies' attack wands. However, said wands also make them potentially dangerous to face without reflection or magic resistance in later levels, especially Fort Ludios; on the other hand, a strong enough player can also use them as a source of such wands if so desired. As a majority of soldiers normally wear gloves, they can wield footrice corpses against you; be wary of this if you kill one in their presence, especially in Gehennom. Due to the potential frequency of barracks outside of the guaranteed set in the Castle, soldiers may become extinct in a game where you reach Fort Ludios. In addition to wands, the armor, weapons and items dropped from killing Yendorian army fighters are a good source of polyfodder and can also replace your own eroded or lower-enchantment armor. In addition, their corpses will keep you carnivorous pet full, and are plentiful food sources; you can stash the C-rations and K-rations for later use, since they take only one turn to eat. Additionally, non-humans and human Cavemen can get half a food ration's worth of nutrition from eating their corpses without worrying about cannibalism. Yendorian Army soldiers, as well as any monster with the < code > M2_MERC < /code > flag in their code, can be bribed by throwing a certain amount of gold at them, turning them peaceful. Bribing a soldier can be used to block off a hallway in areas such as the Castle; hostile monsters will not route their movement past peaceful ones. This can then be used to herd and eliminate groups of monsters with other crowd control strategies & mdash;a knight can pound away at foes with a lance without disturbing the peaceful merc between them, and wizards can cast skilled or with impunity. This will not stop teleporting or covetous foes, and the soldier can still die from enemy ranged attacks - a human shield won't do much good against a black dragon's disintegration breath. =_=_ Source:NetHack 3.0.0/youprop.h Below is the full text to youprop.h from the source code of NetHack 3.0.0. To link to a particular line, write [[NetHack 3.0.0/youprop.h#line123| < nowiki > NetHack 3.0.0/youprop.h#line123 < /nowiki > ]], for example. =_=_ Soldier =_=_ Sergeant (disambiguation) =_=_ Source:NetHack 3.0.0/zap.c Below is the full text to zap.c from the source code of NetHack 3.0.0. To link to a particular line, write [[NetHack 3.0.0/zap.c#line123| < nowiki > NetHack 3.0.0/zap.c#line123 < /nowiki > ]], for example. =_=_ Lieutenant =_=_ Captain =_=_ Source:NetHack 3.0.0/rumors.fal Below is the full text to auxil/rumors.fal from the source code of NetHack 3.0.0. To link to a particular line, write [[NetHack 3.0.0/rumors.fal#line123| < nowiki > NetHack 3.0.0/rumors.fal#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.0.0/rumors.tru Below is the full text to auxil/rumors.tru from the source code of NetHack 3.0.0. To link to a particular line, write [[NetHack 3.0.0/rumors.tru#line123| < nowiki > NetHack 3.0.0/rumors.tru#line123 < /nowiki > ]], for example. =_=_ NetHack 3.0.0 source code =_=_ Category:NetHack 3.0.0 source code The redirects at demon prince, demon princes, demon lord currently point to the top of demon because MediaWiki has no support for redirects to sections of articles. --Kernigh 22:07, 24 September 2006 (UTC) With a cursed loadstone (ie heavy) heart I displaced your Cold article, for one matching the Fire article. Your writing is deposited in Cold:Discussion because you gave some useful information; especially about passive attacks. I've notified an administrator (Kernigh) for fairness; so your article may get reinstated.--PeterGFin 15:26, 16 March 2007 (UTC) =_=_ Source:NetHack 3.1.0/Window.h Below is the full text to Window.h from the source code of NetHack 3.1.0. To link to a particular line, write [[NetHack 3.1.0/Window.h#line123| < nowiki > NetHack 3.1.0/Window.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.1.0/WindowP.h Below is the full text to WindowP.h from the source code of NetHack 3.1.0. To link to a particular line, write [[NetHack 3.1.0/WindowP.h#line123| < nowiki > NetHack 3.1.0/WindowP.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.1.0/align.h Below is the full text to align.h from the source code of NetHack 3.1.0. To link to a particular line, write [[NetHack 3.1.0/align.h#line123| < nowiki > NetHack 3.1.0/align.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.1.0/allmain.c Below is the full text to allmain.c from the source code of NetHack 3.1.0. To link to a particular line, write [[NetHack 3.1.0/allmain.c#line123| < nowiki > NetHack 3.1.0/allmain.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.1.0/alloc.c Below is the full text to alloc.c from the source code of NetHack 3.1.0. To link to a particular line, write [[NetHack 3.1.0/alloc.c#line123| < nowiki > NetHack 3.1.0/alloc.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.1.0/amiconf.h Below is the full text to amiconf.h from the source code of NetHack 3.1.0. To link to a particular line, write [[NetHack 3.1.0/amiconf.h#line123| < nowiki > NetHack 3.1.0/amiconf.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.1.0/apply.c Below is the full text to apply.c from the source code of NetHack 3.1.0. To link to a particular line, write [[NetHack 3.1.0/apply.c#line123| < nowiki > NetHack 3.1.0/apply.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.1.0/artifact.c Below is the full text to artifact.c from the source code of NetHack 3.1.0. To link to a particular line, write [[NetHack 3.1.0/artifact.c#line123| < nowiki > NetHack 3.1.0/artifact.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.1.0/artifact.h Below is the full text to artifact.h from the source code of NetHack 3.1.0. To link to a particular line, write [[NetHack 3.1.0/artifact.h#line123| < nowiki > NetHack 3.1.0/artifact.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.1.0/artilist.h Below is the full text to artilist.h from the source code of NetHack 3.1.0. To link to a particular line, write [[NetHack 3.1.0/artilist.h#line123| < nowiki > NetHack 3.1.0/artilist.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.1.0/attrib.c Below is the full text to attrib.c from the source code of NetHack 3.1.0. To link to a particular line, write [[NetHack 3.1.0/attrib.c#line123| < nowiki > NetHack 3.1.0/attrib.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.1.0/attrib.h Below is the full text to attrib.h from the source code of NetHack 3.1.0. To link to a particular line, write [[NetHack 3.1.0/attrib.h#line123| < nowiki > NetHack 3.1.0/attrib.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.1.0/ball.c Below is the full text to ball.c from the source code of NetHack 3.1.0. To link to a particular line, write [[NetHack 3.1.0/ball.c#line123| < nowiki > NetHack 3.1.0/ball.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.1.0/bones.c Below is the full text to bones.c from the source code of NetHack 3.1.0. To link to a particular line, write [[NetHack 3.1.0/bones.c#line123| < nowiki > NetHack 3.1.0/bones.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.1.0/botl.c Below is the full text to botl.c from the source code of NetHack 3.1.0. To link to a particular line, write [[NetHack 3.1.0/botl.c#line123| < nowiki > NetHack 3.1.0/botl.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.1.0/cmd.c Below is the full text to cmd.c from the source code of NetHack 3.1.0. To link to a particular line, write [[NetHack 3.1.0/cmd.c#line123| < nowiki > NetHack 3.1.0/cmd.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.1.0/color.h Below is the full text to color.h from the source code of NetHack 3.1.0. To link to a particular line, write [[NetHack 3.1.0/color.h#line123| < nowiki > NetHack 3.1.0/color.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.1.0/config.h Below is the full text to config.h from the source code of NetHack 3.1.0. To link to a particular line, write [[NetHack 3.1.0/config.h#line123| < nowiki > NetHack 3.1.0/config.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.1.0/coord.h Below is the full text to coord.h from the source code of NetHack 3.1.0. To link to a particular line, write [[NetHack 3.1.0/coord.h#line123| < nowiki > NetHack 3.1.0/coord.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.1.0/dbridge.c Below is the full text to dbridge.c from the source code of NetHack 3.1.0. To link to a particular line, write [[NetHack 3.1.0/dbridge.c#line123| < nowiki > NetHack 3.1.0/dbridge.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.1.0/decl.c Below is the full text to decl.c from the source code of NetHack 3.1.0. To link to a particular line, write [[NetHack 3.1.0/decl.c#line123| < nowiki > NetHack 3.1.0/decl.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.1.0/decl.h Below is the full text to decl.h from the source code of NetHack 3.1.0. To link to a particular line, write [[NetHack 3.1.0/decl.h#line123| < nowiki > NetHack 3.1.0/decl.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.1.0/def os2.h Below is the full text to def_os2.h from the source code of NetHack 3.1.0. To link to a particular line, write [[NetHack 3.1.0/def_os2.h#line123| < nowiki > NetHack 3.1.0/def_os2.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.1.0/detect.c Below is the full text to detect.c from the source code of NetHack 3.1.0. To link to a particular line, write [[NetHack 3.1.0/detect.c#line123| < nowiki > NetHack 3.1.0/detect.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.1.0/dgn file.h Below is the full text to dgn_file.h from the source code of NetHack 3.1.0. To link to a particular line, write [[NetHack 3.1.0/dgn_file.h#line123| < nowiki > NetHack 3.1.0/dgn_file.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.1.0/display.c Below is the full text to display.c from the source code of NetHack 3.1.0. To link to a particular line, write [[NetHack 3.1.0/display.c#line123| < nowiki > NetHack 3.1.0/display.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.1.0/display.h Below is the full text to display.h from the source code of NetHack 3.1.0. To link to a particular line, write [[NetHack 3.1.0/display.h#line123| < nowiki > NetHack 3.1.0/display.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.1.0/do.c Below is the full text to do.c from the source code of NetHack 3.1.0. To link to a particular line, write [[NetHack 3.1.0/do.c#line123| < nowiki > NetHack 3.1.0/do.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.1.0/do name.c Below is the full text to do_name.c from the source code of NetHack 3.1.0. To link to a particular line, write [[NetHack 3.1.0/do_name.c#line123| < nowiki > NetHack 3.1.0/do_name.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.1.0/do wear.c Below is the full text to do_wear.c from the source code of NetHack 3.1.0. To link to a particular line, write [[NetHack 3.1.0/do_wear.c#line123| < nowiki > NetHack 3.1.0/do_wear.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.1.0/dog.c Below is the full text to dog.c from the source code of NetHack 3.1.0. To link to a particular line, write [[NetHack 3.1.0/dog.c#line123| < nowiki > NetHack 3.1.0/dog.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.1.0/dogmove.c Below is the full text to dogmove.c from the source code of NetHack 3.1.0. To link to a particular line, write [[NetHack 3.1.0/dogmove.c#line123| < nowiki > NetHack 3.1.0/dogmove.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.1.0/dokick.c Below is the full text to dokick.c from the source code of NetHack 3.1.0. To link to a particular line, write [[NetHack 3.1.0/dokick.c#line123| < nowiki > NetHack 3.1.0/dokick.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.1.0/dothrow.c Below is the full text to dothrow.c from the source code of NetHack 3.1.0. To link to a particular line, write [[NetHack 3.1.0/dothrow.c#line123| < nowiki > NetHack 3.1.0/dothrow.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.1.0/drawing.c Below is the full text to drawing.c from the source code of NetHack 3.1.0. To link to a particular line, write [[NetHack 3.1.0/drawing.c#line123| < nowiki > NetHack 3.1.0/drawing.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.1.0/dungeon.c Below is the full text to dungeon.c from the source code of NetHack 3.1.0. To link to a particular line, write [[NetHack 3.1.0/dungeon.c#line123| < nowiki > NetHack 3.1.0/dungeon.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.1.0/dungeon.h Below is the full text to dungeon.h from the source code of NetHack 3.1.0. To link to a particular line, write [[NetHack 3.1.0/dungeon.h#line123| < nowiki > NetHack 3.1.0/dungeon.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.1.0/eat.c Below is the full text to eat.c from the source code of NetHack 3.1.0. To link to a particular line, write [[NetHack 3.1.0/eat.c#line123| < nowiki > NetHack 3.1.0/eat.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.1.0/edog.h Below is the full text to edog.h from the source code of NetHack 3.1.0. To link to a particular line, write [[NetHack 3.1.0/edog.h#line123| < nowiki > NetHack 3.1.0/edog.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.1.0/emin.h Below is the full text to emin.h from the source code of NetHack 3.1.0. To link to a particular line, write [[NetHack 3.1.0/emin.h#line123| < nowiki > NetHack 3.1.0/emin.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.1.0/end.c Below is the full text to end.c from the source code of NetHack 3.1.0. To link to a particular line, write [[NetHack 3.1.0/end.c#line123| < nowiki > NetHack 3.1.0/end.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.1.0/engrave.c Below is the full text to engrave.c from the source code of NetHack 3.1.0. To link to a particular line, write [[NetHack 3.1.0/engrave.c#line123| < nowiki > NetHack 3.1.0/engrave.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.1.0/engrave.h Below is the full text to engrave.h from the source code of NetHack 3.1.0. To link to a particular line, write [[NetHack 3.1.0/engrave.h#line123| < nowiki > NetHack 3.1.0/engrave.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.1.0/epri.h Below is the full text to epri.h from the source code of NetHack 3.1.0. To link to a particular line, write [[NetHack 3.1.0/epri.h#line123| < nowiki > NetHack 3.1.0/epri.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.1.0/eshk.h Below is the full text to eshk.h from the source code of NetHack 3.1.0. To link to a particular line, write [[NetHack 3.1.0/eshk.h#line123| < nowiki > NetHack 3.1.0/eshk.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.1.0/exper.c Below is the full text to exper.c from the source code of NetHack 3.1.0. To link to a particular line, write [[NetHack 3.1.0/exper.c#line123| < nowiki > NetHack 3.1.0/exper.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.1.0/explode.c Below is the full text to explode.c from the source code of NetHack 3.1.0. To link to a particular line, write [[NetHack 3.1.0/explode.c#line123| < nowiki > NetHack 3.1.0/explode.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.1.0/extern.h Below is the full text to extern.h from the source code of NetHack 3.1.0. To link to a particular line, write [[NetHack 3.1.0/extern.h#line123| < nowiki > NetHack 3.1.0/extern.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.1.0/extralev.c Below is the full text to extralev.c from the source code of NetHack 3.1.0. To link to a particular line, write [[NetHack 3.1.0/extralev.c#line123| < nowiki > NetHack 3.1.0/extralev.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.1.0/files.c Below is the full text to files.c from the source code of NetHack 3.1.0. To link to a particular line, write [[NetHack 3.1.0/files.c#line123| < nowiki > NetHack 3.1.0/files.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.1.0/flag.h Below is the full text to flag.h from the source code of NetHack 3.1.0. To link to a particular line, write [[NetHack 3.1.0/flag.h#line123| < nowiki > NetHack 3.1.0/flag.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.1.0/fountain.c Below is the full text to fountain.c from the source code of NetHack 3.1.0. To link to a particular line, write [[NetHack 3.1.0/fountain.c#line123| < nowiki > NetHack 3.1.0/fountain.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.1.0/func tab.h Below is the full text to func_tab.h from the source code of NetHack 3.1.0. To link to a particular line, write [[NetHack 3.1.0/func_tab.h#line123| < nowiki > NetHack 3.1.0/func_tab.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.1.0/global.h Below is the full text to global.h from the source code of NetHack 3.1.0. To link to a particular line, write [[NetHack 3.1.0/global.h#line123| < nowiki > NetHack 3.1.0/global.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.1.0/hack.c Below is the full text to hack.c from the source code of NetHack 3.1.0. To link to a particular line, write [[NetHack 3.1.0/hack.c#line123| < nowiki > NetHack 3.1.0/hack.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.1.0/hack.h Below is the full text to hack.h from the source code of NetHack 3.1.0. To link to a particular line, write [[NetHack 3.1.0/hack.h#line123| < nowiki > NetHack 3.1.0/hack.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.1.0/hacklib.c Below is the full text to hacklib.c from the source code of NetHack 3.1.0. To link to a particular line, write [[NetHack 3.1.0/hacklib.c#line123| < nowiki > NetHack 3.1.0/hacklib.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.1.0/invent.c Below is the full text to invent.c from the source code of NetHack 3.1.0. To link to a particular line, write [[NetHack 3.1.0/invent.c#line123| < nowiki > NetHack 3.1.0/invent.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.1.0/lev.h Below is the full text to lev.h from the source code of NetHack 3.1.0. To link to a particular line, write [[NetHack 3.1.0/lev.h#line123| < nowiki > NetHack 3.1.0/lev.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.1.0/lock.c Below is the full text to lock.c from the source code of NetHack 3.1.0. To link to a particular line, write [[NetHack 3.1.0/lock.c#line123| < nowiki > NetHack 3.1.0/lock.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.1.0/macconf.h Below is the full text to macconf.h from the source code of NetHack 3.1.0. To link to a particular line, write [[NetHack 3.1.0/macconf.h#line123| < nowiki > NetHack 3.1.0/macconf.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.1.0/mail.c Below is the full text to mail.c from the source code of NetHack 3.1.0. To link to a particular line, write [[NetHack 3.1.0/mail.c#line123| < nowiki > NetHack 3.1.0/mail.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.1.0/mail.h Below is the full text to mail.h from the source code of NetHack 3.1.0. To link to a particular line, write [[NetHack 3.1.0/mail.h#line123| < nowiki > NetHack 3.1.0/mail.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.1.0/makemon.c Below is the full text to makemon.c from the source code of NetHack 3.1.0. To link to a particular line, write [[NetHack 3.1.0/makemon.c#line123| < nowiki > NetHack 3.1.0/makemon.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.1.0/mcastu.c Below is the full text to mcastu.c from the source code of NetHack 3.1.0. To link to a particular line, write [[NetHack 3.1.0/mcastu.c#line123| < nowiki > NetHack 3.1.0/mcastu.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.1.0/mfndpos.h Below is the full text to mfndpos.h from the source code of NetHack 3.1.0. To link to a particular line, write [[NetHack 3.1.0/mfndpos.h#line123| < nowiki > NetHack 3.1.0/mfndpos.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.1.0/mhitm.c Below is the full text to mhitm.c from the source code of NetHack 3.1.0. To link to a particular line, write [[NetHack 3.1.0/mhitm.c#line123| < nowiki > NetHack 3.1.0/mhitm.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.1.0/mhitu.c Below is the full text to mhitu.c from the source code of NetHack 3.1.0. To link to a particular line, write [[NetHack 3.1.0/mhitu.c#line123| < nowiki > NetHack 3.1.0/mhitu.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.1.0/micro.h Below is the full text to micro.h from the source code of NetHack 3.1.0. To link to a particular line, write [[NetHack 3.1.0/micro.h#line123| < nowiki > NetHack 3.1.0/micro.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.1.0/minion.c Below is the full text to minion.c from the source code of NetHack 3.1.0. To link to a particular line, write [[NetHack 3.1.0/minion.c#line123| < nowiki > NetHack 3.1.0/minion.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.1.0/mklev.c Below is the full text to mklev.c from the source code of NetHack 3.1.0. To link to a particular line, write [[NetHack 3.1.0/mklev.c#line123| < nowiki > NetHack 3.1.0/mklev.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.1.0/mkmap.c Below is the full text to mkmap.c from the source code of NetHack 3.1.0. To link to a particular line, write [[NetHack 3.1.0/mkmap.c#line123| < nowiki > NetHack 3.1.0/mkmap.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.1.0/mkmaze.c Below is the full text to mkmaze.c from the source code of NetHack 3.1.0. To link to a particular line, write [[NetHack 3.1.0/mkmaze.c#line123| < nowiki > NetHack 3.1.0/mkmaze.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.1.0/mkobj.c Below is the full text to mkobj.c from the source code of NetHack 3.1.0. To link to a particular line, write [[NetHack 3.1.0/mkobj.c#line123| < nowiki > NetHack 3.1.0/mkobj.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.1.0/mkroom.c Below is the full text to mkroom.c from the source code of NetHack 3.1.0. To link to a particular line, write [[NetHack 3.1.0/mkroom.c#line123| < nowiki > NetHack 3.1.0/mkroom.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.1.0/mkroom.h Below is the full text to mkroom.h from the source code of NetHack 3.1.0. To link to a particular line, write [[NetHack 3.1.0/mkroom.h#line123| < nowiki > NetHack 3.1.0/mkroom.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.1.0/mon.c Below is the full text to mon.c from the source code of NetHack 3.1.0. To link to a particular line, write [[NetHack 3.1.0/mon.c#line123| < nowiki > NetHack 3.1.0/mon.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.1.0/monattk.h Below is the full text to monattk.h from the source code of NetHack 3.1.0. To link to a particular line, write [[NetHack 3.1.0/monattk.h#line123| < nowiki > NetHack 3.1.0/monattk.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.1.0/mondata.c Below is the full text to mondata.c from the source code of NetHack 3.1.0. To link to a particular line, write [[NetHack 3.1.0/mondata.c#line123| < nowiki > NetHack 3.1.0/mondata.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.1.0/mondata.h Below is the full text to mondata.h from the source code of NetHack 3.1.0. To link to a particular line, write [[NetHack 3.1.0/mondata.h#line123| < nowiki > NetHack 3.1.0/mondata.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.1.0/monflag.h Below is the full text to monflag.h from the source code of NetHack 3.1.0. To link to a particular line, write [[NetHack 3.1.0/monflag.h#line123| < nowiki > NetHack 3.1.0/monflag.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.1.0/monmove.c Below is the full text to monmove.c from the source code of NetHack 3.1.0. To link to a particular line, write [[NetHack 3.1.0/monmove.c#line123| < nowiki > NetHack 3.1.0/monmove.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.1.0/monst.c Below is the full text to monst.c from the source code of NetHack 3.1.0. To link to a particular line, write [[NetHack 3.1.0/monst.c#line123| < nowiki > NetHack 3.1.0/monst.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.1.0/monst.h Below is the full text to monst.h from the source code of NetHack 3.1.0. To link to a particular line, write [[NetHack 3.1.0/monst.h#line123| < nowiki > NetHack 3.1.0/monst.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.1.0/monsym.h Below is the full text to monsym.h from the source code of NetHack 3.1.0. To link to a particular line, write [[NetHack 3.1.0/monsym.h#line123| < nowiki > NetHack 3.1.0/monsym.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.1.0/mplayer.c Below is the full text to mplayer.c from the source code of NetHack 3.1.0. To link to a particular line, write [[NetHack 3.1.0/mplayer.c#line123| < nowiki > NetHack 3.1.0/mplayer.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.1.0/mthrowu.c Below is the full text to mthrowu.c from the source code of NetHack 3.1.0. To link to a particular line, write [[NetHack 3.1.0/mthrowu.c#line123| < nowiki > NetHack 3.1.0/mthrowu.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.1.0/muse.c Below is the full text to muse.c from the source code of NetHack 3.1.0. To link to a particular line, write [[NetHack 3.1.0/muse.c#line123| < nowiki > NetHack 3.1.0/muse.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.1.0/music.c Below is the full text to music.c from the source code of NetHack 3.1.0. To link to a particular line, write [[NetHack 3.1.0/music.c#line123| < nowiki > NetHack 3.1.0/music.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.1.0/o init.c Below is the full text to o_init.c from the source code of NetHack 3.1.0. To link to a particular line, write [[NetHack 3.1.0/o_init.c#line123| < nowiki > NetHack 3.1.0/o_init.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.1.0/obj.h Below is the full text to obj.h from the source code of NetHack 3.1.0. To link to a particular line, write [[NetHack 3.1.0/obj.h#line123| < nowiki > NetHack 3.1.0/obj.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.1.0/objclass.h Below is the full text to objclass.h from the source code of NetHack 3.1.0. To link to a particular line, write [[NetHack 3.1.0/objclass.h#line123| < nowiki > NetHack 3.1.0/objclass.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.1.0/objects.c Below is the full text to objects.c from the source code of NetHack 3.1.0. To link to a particular line, write [[NetHack 3.1.0/objects.c#line123| < nowiki > NetHack 3.1.0/objects.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.1.0/objnam.c Below is the full text to objnam.c from the source code of NetHack 3.1.0. To link to a particular line, write [[NetHack 3.1.0/objnam.c#line123| < nowiki > NetHack 3.1.0/objnam.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.1.0/options.c Below is the full text to options.c from the source code of NetHack 3.1.0. To link to a particular line, write [[NetHack 3.1.0/options.c#line123| < nowiki > NetHack 3.1.0/options.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.1.0/os2conf.h Below is the full text to os2conf.h from the source code of NetHack 3.1.0. To link to a particular line, write [[NetHack 3.1.0/os2conf.h#line123| < nowiki > NetHack 3.1.0/os2conf.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.1.0/pager.c Below is the full text to pager.c from the source code of NetHack 3.1.0. To link to a particular line, write [[NetHack 3.1.0/pager.c#line123| < nowiki > NetHack 3.1.0/pager.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.1.0/patchlevel.h Below is the full text to patchlevel.h from the source code of NetHack 3.1.0. To link to a particular line, write [[NetHack 3.1.0/patchlevel.h#line123| < nowiki > NetHack 3.1.0/patchlevel.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.1.0/pcconf.h Below is the full text to pcconf.h from the source code of NetHack 3.1.0. To link to a particular line, write [[NetHack 3.1.0/pcconf.h#line123| < nowiki > NetHack 3.1.0/pcconf.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.1.0/permonst.h Below is the full text to permonst.h from the source code of NetHack 3.1.0. To link to a particular line, write [[NetHack 3.1.0/permonst.h#line123| < nowiki > NetHack 3.1.0/permonst.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.1.0/pickup.c Below is the full text to pickup.c from the source code of NetHack 3.1.0. To link to a particular line, write [[NetHack 3.1.0/pickup.c#line123| < nowiki > NetHack 3.1.0/pickup.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.1.0/pline.c Below is the full text to pline.c from the source code of NetHack 3.1.0. To link to a particular line, write [[NetHack 3.1.0/pline.c#line123| < nowiki > NetHack 3.1.0/pline.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.1.0/polyself.c Below is the full text to polyself.c from the source code of NetHack 3.1.0. To link to a particular line, write [[NetHack 3.1.0/polyself.c#line123| < nowiki > NetHack 3.1.0/polyself.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.1.0/potion.c Below is the full text to potion.c from the source code of NetHack 3.1.0. To link to a particular line, write [[NetHack 3.1.0/potion.c#line123| < nowiki > NetHack 3.1.0/potion.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.1.0/pray.c Below is the full text to pray.c from the source code of NetHack 3.1.0. To link to a particular line, write [[NetHack 3.1.0/pray.c#line123| < nowiki > NetHack 3.1.0/pray.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.1.0/priest.c Below is the full text to priest.c from the source code of NetHack 3.1.0. To link to a particular line, write [[NetHack 3.1.0/priest.c#line123| < nowiki > NetHack 3.1.0/priest.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.1.0/prop.h Below is the full text to prop.h from the source code of NetHack 3.1.0. To link to a particular line, write [[NetHack 3.1.0/prop.h#line123| < nowiki > NetHack 3.1.0/prop.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.1.0/qtext.h Below is the full text to qtext.h from the source code of NetHack 3.1.0. To link to a particular line, write [[NetHack 3.1.0/qtext.h#line123| < nowiki > NetHack 3.1.0/qtext.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.1.0/quest.c Below is the full text to quest.c from the source code of NetHack 3.1.0. To link to a particular line, write [[NetHack 3.1.0/quest.c#line123| < nowiki > NetHack 3.1.0/quest.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.1.0/quest.h Below is the full text to quest.h from the source code of NetHack 3.1.0. To link to a particular line, write [[NetHack 3.1.0/quest.h#line123| < nowiki > NetHack 3.1.0/quest.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.1.0/questpgr.c Below is the full text to questpgr.c from the source code of NetHack 3.1.0. To link to a particular line, write [[NetHack 3.1.0/questpgr.c#line123| < nowiki > NetHack 3.1.0/questpgr.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.1.0/read.c Below is the full text to read.c from the source code of NetHack 3.1.0. To link to a particular line, write [[NetHack 3.1.0/read.c#line123| < nowiki > NetHack 3.1.0/read.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.1.0/rect.c Below is the full text to rect.c from the source code of NetHack 3.1.0. To link to a particular line, write [[NetHack 3.1.0/rect.c#line123| < nowiki > NetHack 3.1.0/rect.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.1.0/rect.h Below is the full text to rect.h from the source code of NetHack 3.1.0. To link to a particular line, write [[NetHack 3.1.0/rect.h#line123| < nowiki > NetHack 3.1.0/rect.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.1.0/restore.c Below is the full text to restore.c from the source code of NetHack 3.1.0. To link to a particular line, write [[NetHack 3.1.0/restore.c#line123| < nowiki > NetHack 3.1.0/restore.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.1.0/rip.c Below is the full text to rip.c from the source code of NetHack 3.1.0. To link to a particular line, write [[NetHack 3.1.0/rip.c#line123| < nowiki > NetHack 3.1.0/rip.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.1.0/rm.h Below is the full text to rm.h from the source code of NetHack 3.1.0. To link to a particular line, write [[NetHack 3.1.0/rm.h#line123| < nowiki > NetHack 3.1.0/rm.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.1.0/rnd.c Below is the full text to rnd.c from the source code of NetHack 3.1.0. To link to a particular line, write [[NetHack 3.1.0/rnd.c#line123| < nowiki > NetHack 3.1.0/rnd.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.1.0/rumors.c Below is the full text to rumors.c from the source code of NetHack 3.1.0. To link to a particular line, write [[NetHack 3.1.0/rumors.c#line123| < nowiki > NetHack 3.1.0/rumors.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.1.0/save.c Below is the full text to save.c from the source code of NetHack 3.1.0. To link to a particular line, write [[NetHack 3.1.0/save.c#line123| < nowiki > NetHack 3.1.0/save.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.1.0/shk.c Below is the full text to shk.c from the source code of NetHack 3.1.0. To link to a particular line, write [[NetHack 3.1.0/shk.c#line123| < nowiki > NetHack 3.1.0/shk.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.1.0/shknam.c Below is the full text to shknam.c from the source code of NetHack 3.1.0. To link to a particular line, write [[NetHack 3.1.0/shknam.c#line123| < nowiki > NetHack 3.1.0/shknam.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.1.0/sit.c Below is the full text to sit.c from the source code of NetHack 3.1.0. To link to a particular line, write [[NetHack 3.1.0/sit.c#line123| < nowiki > NetHack 3.1.0/sit.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.1.0/sounds.c Below is the full text to sounds.c from the source code of NetHack 3.1.0. To link to a particular line, write [[NetHack 3.1.0/sounds.c#line123| < nowiki > NetHack 3.1.0/sounds.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.1.0/sp lev.c Below is the full text to sp_lev.c from the source code of NetHack 3.1.0. To link to a particular line, write [[NetHack 3.1.0/sp_lev.c#line123| < nowiki > NetHack 3.1.0/sp_lev.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.1.0/sp lev.h Below is the full text to sp_lev.h from the source code of NetHack 3.1.0. To link to a particular line, write [[NetHack 3.1.0/sp_lev.h#line123| < nowiki > NetHack 3.1.0/sp_lev.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.1.0/spell.c Below is the full text to spell.c from the source code of NetHack 3.1.0. To link to a particular line, write [[NetHack 3.1.0/spell.c#line123| < nowiki > NetHack 3.1.0/spell.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.1.0/spell.h Below is the full text to spell.h from the source code of NetHack 3.1.0. To link to a particular line, write [[NetHack 3.1.0/spell.h#line123| < nowiki > NetHack 3.1.0/spell.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.1.0/steal.c Below is the full text to steal.c from the source code of NetHack 3.1.0. To link to a particular line, write [[NetHack 3.1.0/steal.c#line123| < nowiki > NetHack 3.1.0/steal.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.1.0/system.h Below is the full text to system.h from the source code of NetHack 3.1.0. To link to a particular line, write [[NetHack 3.1.0/system.h#line123| < nowiki > NetHack 3.1.0/system.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.1.0/termcap.h Below is the full text to termcap.h from the source code of NetHack 3.1.0. To link to a particular line, write [[NetHack 3.1.0/termcap.h#line123| < nowiki > NetHack 3.1.0/termcap.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.1.0/timeout.c Below is the full text to timeout.c from the source code of NetHack 3.1.0. To link to a particular line, write [[NetHack 3.1.0/timeout.c#line123| < nowiki > NetHack 3.1.0/timeout.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.1.0/topten.c Below is the full text to topten.c from the source code of NetHack 3.1.0. To link to a particular line, write [[NetHack 3.1.0/topten.c#line123| < nowiki > NetHack 3.1.0/topten.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.1.0/tosconf.h Below is the full text to tosconf.h from the source code of NetHack 3.1.0. To link to a particular line, write [[NetHack 3.1.0/tosconf.h#line123| < nowiki > NetHack 3.1.0/tosconf.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.1.0/track.c Below is the full text to track.c from the source code of NetHack 3.1.0. To link to a particular line, write [[NetHack 3.1.0/track.c#line123| < nowiki > NetHack 3.1.0/track.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.1.0/tradstdc.h Below is the full text to tradstdc.h from the source code of NetHack 3.1.0. To link to a particular line, write [[NetHack 3.1.0/tradstdc.h#line123| < nowiki > NetHack 3.1.0/tradstdc.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.1.0/trampoli.h Below is the full text to trampoli.h from the source code of NetHack 3.1.0. To link to a particular line, write [[NetHack 3.1.0/trampoli.h#line123| < nowiki > NetHack 3.1.0/trampoli.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.1.0/trap.c Below is the full text to trap.c from the source code of NetHack 3.1.0. To link to a particular line, write [[NetHack 3.1.0/trap.c#line123| < nowiki > NetHack 3.1.0/trap.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.1.0/trap.h Below is the full text to trap.h from the source code of NetHack 3.1.0. To link to a particular line, write [[NetHack 3.1.0/trap.h#line123| < nowiki > NetHack 3.1.0/trap.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.1.0/u init.c Below is the full text to u_init.c from the source code of NetHack 3.1.0. To link to a particular line, write [[NetHack 3.1.0/u_init.c#line123| < nowiki > NetHack 3.1.0/u_init.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.1.0/uhitm.c Below is the full text to uhitm.c from the source code of NetHack 3.1.0. To link to a particular line, write [[NetHack 3.1.0/uhitm.c#line123| < nowiki > NetHack 3.1.0/uhitm.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.1.0/unixconf.h Below is the full text to unixconf.h from the source code of NetHack 3.1.0. To link to a particular line, write [[NetHack 3.1.0/unixconf.h#line123| < nowiki > NetHack 3.1.0/unixconf.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.1.0/vault.c Below is the full text to vault.c from the source code of NetHack 3.1.0. To link to a particular line, write [[NetHack 3.1.0/vault.c#line123| < nowiki > NetHack 3.1.0/vault.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.1.0/vault.h Below is the full text to vault.h from the source code of NetHack 3.1.0. To link to a particular line, write [[NetHack 3.1.0/vault.h#line123| < nowiki > NetHack 3.1.0/vault.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.1.0/version.c Below is the full text to version.c from the source code of NetHack 3.1.0. To link to a particular line, write [[NetHack 3.1.0/version.c#line123| < nowiki > NetHack 3.1.0/version.c#line123 < /nowiki > ]], for example. =_=_ NetHack 3.2.1 NetHack 3.2.1 is the 21st public release of NetHack and the 17th by the DevTeam. Mike Stephenson announced it to the Usenet newsgroups rec.games.roguelike.announce and rec.games.roguelike.nethack in June 1996. < ref > Mike Stephenson, NetHack 3.2.1 Release. rec.games.roguelike.nethack and rec.games.roguelike.announce, June 16, 1996. < /ref > NetHack 3.2.1 has no fully authoritative source. The DevTeam ceased to distribute NetHack by Usenet after NetHack 3.1.3. It was made available at UUNet, but no longer exists there; the main distribution site was by FTP at linc.cis.upenn.edu, but that site no longer accepts anonymous logins. Izchak Miller was a professor at the University of Pennsylvania and a founding member of the DevTeam. Due to his passing in 1994, the NetHack 3.2 Series was dedicated to his memory. The adventurer has experience, hit points, magical energy, armor class, alignment, and the six major attributes. He may advance to experience level 30. The initial pet is a little dog for Cavemen and Samurai, a kitten for Wizards, and a random choice of the two (or the user's choice in his options) for all others. The main trunk of the dungeon begins at level 1, where the game begins, and proceeds down stairs to Medusa's Lair and the Castle. From there, it is necessary to enter a trap door to the Valley of the Dead. Further stairs down eventually lead to the invocation level. Performing the invocation ritual at the vibrating square opens the stairs to the Sanctum. With the Amulet of Yendor in hand, the adventurer may ascend from level 1 into the Plane of Earth; thence s/he may proceed through magic portals to the planes of Air, Fire, and Water, and thence to the Astral Plane. Offering the Amulet of Yendor on the correct high altar wins the game. Potions in NetHack 3.2.1 have randomized appearances (except for water), occurring as one of , or as tiles image:ruby potion.png image:pink potion.png image:orange potion.png image:yellow potion.png image:emerald potion.png image:dark green potion.png image:cyan potion.png image:sky blue potion.png image:brilliant blue potion.png image:magenta potion.png image:purple-red potion.png image:puce potion.png image:milky potion.png image:swirly potion.png image:bubbly potion.png image:smoky potion.png image:cloudy potion.png image:brown potion.png image:fizzy potion.png image:dark potion.png image:murky potion 320.png. They are: Wands in NetHack 3.2.1 have randomized appearances, occurring as one of , image:glass wand.png image:balsa wand.png image:maple wand.png image:pine wand.png image:oak wand.png image:ebony wand.png image:marble wand.png image:tin wand.png image:brass wand.png image:copper wand.png image:silver wand.png image:platinum wand.png image:iridium wand.png image:zinc wand.png image:aluminum wand.png image:uranium wand.png image:iron wand.png image:steel wand.png image:hexagonal wand.png image:short wand.png image:runed wand.png image:long wand.png image:curved wand.png image:forked wand.png image:spiked wand.png image:jeweled wand.png. They are: Spellbooks in NetHack 3.2.1 have randomized appearances (except for blank paper and the Book of the Dead), occurring as one of , or tiles image:parchment spellbook.png image:vellum spellbook.png image:ragged spellbook.png image:dog eared spellbook.png image:mottled spellbook.png image:stained spellbook.png image:cloth spellbook.png image:leather spellbook.png image:white spellbook.png image:pink spellbook.png image:red spellbook.png image:orange spellbook.png image:yellow spellbook.png image:light green spellbook.png image:dark green spellbook.png image:turquoise spellbook.png image:cyan spellbook.png image:light blue spellbook.png image:dark blue spellbook.png image:indigo spellbook.png image:magenta spellbook.png image:purple spellbook.png image:violet spellbook.png image:tan spellbook.png image:plaid spellbook.png image:light brown spellbook.png image:dark brown spellbook.png image:gray spellbook.png image:wrinkled spellbook.png image:dusty spellbook.png image:bronze spellbook.png image:copper spellbook.png image:silver spellbook.png image:gold spellbook.png image:glittering spellbook.png image:shining spellbook.png image:dull spellbook.png image:thin spellbook.png image:thick spellbook.png. They are: Rings in NetHack 3.2.1 have randomized appearances, occurring as one of ; tiles are image:wooden ring.png image:granite ring.png image:coral ring.png image:black onyx ring.png image:moonstone ring.png image:tiger eye ring.png image:jade ring.png image:agate ring.png image:topaz ring.png image:sapphire ring.png image:ruby ring.png image:diamond ring.png image:pearl ring.png image:iron ring.png image:brass ring.png image:copper ring.png image:silver ring.png image:gold ring.png image:ivory ring.png image:emerald ring.png image:wire ring.png image:engagement ring.png image:shiny ring.png. They are: Blinding venom ( image:blinding venom.png) and acid venom ( image:acid venom.png) are also listed as objects, but they only exist while in flight, or when a wizard mode wish requests them. =_=_ Source:NetHack 3.1.0/vision.c Below is the full text to vision.c from the source code of NetHack 3.1.0. To link to a particular line, write [[NetHack 3.1.0/vision.c#line123| < nowiki > NetHack 3.1.0/vision.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.1.0/vision.h Below is the full text to vision.h from the source code of NetHack 3.1.0. To link to a particular line, write [[NetHack 3.1.0/vision.h#line123| < nowiki > NetHack 3.1.0/vision.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.1.0/vmsconf.h Below is the full text to vmsconf.h from the source code of NetHack 3.1.0. To link to a particular line, write [[NetHack 3.1.0/vmsconf.h#line123| < nowiki > NetHack 3.1.0/vmsconf.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.1.0/weapon.c Below is the full text to weapon.c from the source code of NetHack 3.1.0. To link to a particular line, write [[NetHack 3.1.0/weapon.c#line123| < nowiki > NetHack 3.1.0/weapon.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.1.0/were.c Below is the full text to were.c from the source code of NetHack 3.1.0. To link to a particular line, write [[NetHack 3.1.0/were.c#line123| < nowiki > NetHack 3.1.0/were.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.1.0/wield.c Below is the full text to wield.c from the source code of NetHack 3.1.0. To link to a particular line, write [[NetHack 3.1.0/wield.c#line123| < nowiki > NetHack 3.1.0/wield.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.1.0/winX.h Below is the full text to winX.h from the source code of NetHack 3.1.0. To link to a particular line, write [[NetHack 3.1.0/winX.h#line123| < nowiki > NetHack 3.1.0/winX.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.1.0/winami.h Below is the full text to winami.h from the source code of NetHack 3.1.0. To link to a particular line, write [[NetHack 3.1.0/winami.h#line123| < nowiki > NetHack 3.1.0/winami.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.1.0/windows.c Below is the full text to windows.c from the source code of NetHack 3.1.0. To link to a particular line, write [[NetHack 3.1.0/windows.c#line123| < nowiki > NetHack 3.1.0/windows.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.1.0/winprocs.h Below is the full text to winprocs.h from the source code of NetHack 3.1.0. To link to a particular line, write [[NetHack 3.1.0/winprocs.h#line123| < nowiki > NetHack 3.1.0/winprocs.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.1.0/wintty.h Below is the full text to wintty.h from the source code of NetHack 3.1.0. To link to a particular line, write [[NetHack 3.1.0/wintty.h#line123| < nowiki > NetHack 3.1.0/wintty.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.1.0/wintype.h Below is the full text to wintype.h from the source code of NetHack 3.1.0. To link to a particular line, write [[NetHack 3.1.0/wintype.h#line123| < nowiki > NetHack 3.1.0/wintype.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.1.0/wizard.c Below is the full text to wizard.c from the source code of NetHack 3.1.0. To link to a particular line, write [[NetHack 3.1.0/wizard.c#line123| < nowiki > NetHack 3.1.0/wizard.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.1.0/worm.c Below is the full text to worm.c from the source code of NetHack 3.1.0. To link to a particular line, write [[NetHack 3.1.0/worm.c#line123| < nowiki > NetHack 3.1.0/worm.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.1.0/worn.c Below is the full text to worn.c from the source code of NetHack 3.1.0. To link to a particular line, write [[NetHack 3.1.0/worn.c#line123| < nowiki > NetHack 3.1.0/worn.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.1.0/write.c Below is the full text to write.c from the source code of NetHack 3.1.0. To link to a particular line, write [[NetHack 3.1.0/write.c#line123| < nowiki > NetHack 3.1.0/write.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.1.0/you.h Below is the full text to you.h from the source code of NetHack 3.1.0. To link to a particular line, write [[NetHack 3.1.0/you.h#line123| < nowiki > NetHack 3.1.0/you.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.1.0/youprop.h Below is the full text to youprop.h from the source code of NetHack 3.1.0. To link to a particular line, write [[NetHack 3.1.0/youprop.h#line123| < nowiki > NetHack 3.1.0/youprop.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.1.0/zap.c Below is the full text to zap.c from the source code of NetHack 3.1.0. To link to a particular line, write [[NetHack 3.1.0/zap.c#line123| < nowiki > NetHack 3.1.0/zap.c#line123 < /nowiki > ]], for example. =_=_ NetHack 3.2.2 NetHack 3.2.2 is the 22nd public release of NetHack and the 18th by the DevTeam. Posts in rec.games.roguelike.nethack describe the release as occuring in December 1996. Izchak Miller was a professor at the University of Pennsylvania and a founding member of the DevTeam. Due to his passing in 1994, the NetHack 3.2 Series was dedicated to his memory. The adventurer has experience, hit points, magical energy, armor class, alignment, and the six major attributes. He may advance to experience level 30. The initial pet is a little dog for Cavemen and Samurai, a kitten for Wizards, and a random choice of the two (or the user's choice in his options) for all others. The main trunk of the dungeon begins at level 1, where the game begins, and proceeds down stairs to Medusa's Lair and the Castle. From there, it is necessary to enter a trap door to the Valley of the Dead. Further stairs down eventually lead to the invocation level. Performing the invocation ritual at the vibrating square opens the stairs to the Sanctum. With the Amulet of Yendor in hand, the adventurer may ascend from level 1 into the Plane of Earth; thence s/he may proceed through magic portals to the planes of Air, Fire, and Water, and thence to the Astral Plane. Offering the Amulet of Yendor on the correct high altar wins the game. Potions in NetHack 3.2.2 have randomized appearances (except for water), occurring as one of , or as tiles image:ruby potion.png image:pink potion.png image:orange potion.png image:yellow potion.png image:emerald potion.png image:dark green potion.png image:cyan potion.png image:sky blue potion.png image:brilliant blue potion.png image:magenta potion.png image:purple-red potion.png image:puce potion.png image:milky potion.png image:swirly potion.png image:bubbly potion.png image:smoky potion.png image:cloudy potion.png image:brown potion.png image:fizzy potion.png image:dark potion.png image:murky potion 320.png. They are: Wands in NetHack 3.2.2 have randomized appearances, occurring as one of , image:glass wand.png image:balsa wand.png image:maple wand.png image:pine wand.png image:oak wand.png image:ebony wand.png image:marble wand.png image:tin wand.png image:brass wand.png image:copper wand.png image:silver wand.png image:platinum wand.png image:iridium wand.png image:zinc wand.png image:aluminum wand.png image:uranium wand.png image:iron wand.png image:steel wand.png image:hexagonal wand.png image:short wand.png image:runed wand.png image:long wand.png image:curved wand.png image:forked wand.png image:spiked wand.png image:jeweled wand.png. They are: Spellbooks in NetHack 3.2.2 have randomized appearances (except for blank paper and the Book of the Dead), occurring as one of , or tiles image:parchment spellbook.png image:vellum spellbook.png image:ragged spellbook.png image:dog eared spellbook.png image:mottled spellbook.png image:stained spellbook.png image:cloth spellbook.png image:leather spellbook.png image:white spellbook.png image:pink spellbook.png image:red spellbook.png image:orange spellbook.png image:yellow spellbook.png image:light green spellbook.png image:dark green spellbook.png image:turquoise spellbook.png image:cyan spellbook.png image:light blue spellbook.png image:dark blue spellbook.png image:indigo spellbook.png image:magenta spellbook.png image:purple spellbook.png image:violet spellbook.png image:tan spellbook.png image:plaid spellbook.png image:light brown spellbook.png image:dark brown spellbook.png image:gray spellbook.png image:wrinkled spellbook.png image:dusty spellbook.png image:bronze spellbook.png image:copper spellbook.png image:silver spellbook.png image:gold spellbook.png image:glittering spellbook.png image:shining spellbook.png image:dull spellbook.png image:thin spellbook.png image:thick spellbook.png. They are: Rings in NetHack 3.2.2 have randomized appearances, occurring as one of ; tiles are image:wooden ring.png image:granite ring.png image:coral ring.png image:black onyx ring.png image:moonstone ring.png image:tiger eye ring.png image:jade ring.png image:agate ring.png image:topaz ring.png image:sapphire ring.png image:ruby ring.png image:diamond ring.png image:pearl ring.png image:iron ring.png image:brass ring.png image:copper ring.png image:silver ring.png image:gold ring.png image:ivory ring.png image:emerald ring.png image:wire ring.png image:engagement ring.png image:shiny ring.png. They are: Blinding venom ( image:blinding venom.png) and acid venom ( image:acid venom.png) are also listed as objects, but they only exist while in flight, or when a wizard mode wish requests them. =_=_ NetHack 3.2.3 NetHack 3.2.3 is the 23rd public release of NetHack and the 19th by the DevTeam. It was announced and released concurrently with NetHack 3.3.0 at the official NetHack website in December 1999. < ref > nethack.org - Old News < /ref > Izchak Miller was a professor at the University of Pennsylvania and a founding member of the DevTeam. Due to his passing in 1994, the NetHack 3.2 Series was dedicated to his memory. The adventurer has experience, hit points, magical energy, armor class, alignment, and the six major attributes. He may advance to experience level 30. The initial pet is a little dog for Cavemen and Samurai, a kitten for Wizards, and a random choice of the two (or the user's choice in his options) for all others. The main trunk of the dungeon begins at level 1, where the game begins, and proceeds down stairs to Medusa's Lair and the Castle. From there, it is necessary to enter a trap door to the Valley of the Dead. Further stairs down eventually lead to the invocation level. Performing the invocation ritual at the vibrating square opens the stairs to the Sanctum. With the Amulet of Yendor in hand, the adventurer may ascend from level 1 into the Plane of Earth; thence s/he may proceed through magic portals to the planes of Air, Fire, and Water, and thence to the Astral Plane. Offering the Amulet of Yendor on the correct high altar wins the game. Potions in NetHack 3.2.3 have randomized appearances (except for water), occurring as one of , or as tiles image:ruby potion.png image:pink potion.png image:orange potion.png image:yellow potion.png image:emerald potion.png image:dark green potion.png image:cyan potion.png image:sky blue potion.png image:brilliant blue potion.png image:magenta potion.png image:purple-red potion.png image:puce potion.png image:milky potion.png image:swirly potion.png image:bubbly potion.png image:smoky potion.png image:cloudy potion.png image:brown potion.png image:fizzy potion.png image:dark potion.png image:murky potion 320.png. They are: Wands in NetHack 3.2.3 have randomized appearances, occurring as one of , image:glass wand.png image:balsa wand.png image:maple wand.png image:pine wand.png image:oak wand.png image:ebony wand.png image:marble wand.png image:tin wand.png image:brass wand.png image:copper wand.png image:silver wand.png image:platinum wand.png image:iridium wand.png image:zinc wand.png image:aluminum wand.png image:uranium wand.png image:iron wand.png image:steel wand.png image:hexagonal wand.png image:short wand.png image:runed wand.png image:long wand.png image:curved wand.png image:forked wand.png image:spiked wand.png image:jeweled wand.png. They are: Spellbooks in NetHack 3.2.3 have randomized appearances (except for blank paper and the Book of the Dead), occurring as one of , or tiles image:parchment spellbook.png image:vellum spellbook.png image:ragged spellbook.png image:dog eared spellbook.png image:mottled spellbook.png image:stained spellbook.png image:cloth spellbook.png image:leather spellbook.png image:white spellbook.png image:pink spellbook.png image:red spellbook.png image:orange spellbook.png image:yellow spellbook.png image:light green spellbook.png image:dark green spellbook.png image:turquoise spellbook.png image:cyan spellbook.png image:light blue spellbook.png image:dark blue spellbook.png image:indigo spellbook.png image:magenta spellbook.png image:purple spellbook.png image:violet spellbook.png image:tan spellbook.png image:plaid spellbook.png image:light brown spellbook.png image:dark brown spellbook.png image:gray spellbook.png image:wrinkled spellbook.png image:dusty spellbook.png image:bronze spellbook.png image:copper spellbook.png image:silver spellbook.png image:gold spellbook.png image:glittering spellbook.png image:shining spellbook.png image:dull spellbook.png image:thin spellbook.png image:thick spellbook.png. They are: Rings in NetHack 3.2.3 have randomized appearances, occurring as one of ; tiles are image:wooden ring.png image:granite ring.png image:coral ring.png image:black onyx ring.png image:moonstone ring.png image:tiger eye ring.png image:jade ring.png image:agate ring.png image:topaz ring.png image:sapphire ring.png image:ruby ring.png image:diamond ring.png image:pearl ring.png image:iron ring.png image:brass ring.png image:copper ring.png image:silver ring.png image:gold ring.png image:ivory ring.png image:emerald ring.png image:wire ring.png image:engagement ring.png image:shiny ring.png. They are: Blinding venom ( image:blinding venom.png) and acid venom ( image:acid venom.png) are also listed as objects, but they only exist while in flight, or when a wizard mode wish requests them. =_=_ Your knees seem more flexible now. =_=_ Your knees seem more flexible now =_=_ Barracks Barracks are filled with members of the Yendorian army: soldiers, sergeants, lieutenants or captains, depending on depth. Roughly 1/20 of the squares of a barracks will have chests or boxes. The occupants will be asleep if nothing has woken them. However, in Fort Ludios soldiers will automatically awaken when you enter the level. Relying on stealth to kill sleeping soldiers one by one is likely to fail: high level members of the Yendorian army can be generated with bugles, and wake up the other inhabitants of the barracks. Killing all the soldiers in a barracks will leave you with a lot of loot. Some items that may be hard to find elsewhere include lances, spears, K-rations and C-rations. Captains have a chance of having a silver saber. There will be plenty of leather gloves, high boots and dented pots. =_=_ Extinct =_=_ Extinction =_=_ Pudding My last SLASH'EM game before this one was my 52nd game at Pallas, then I played 2 games of NetHack brass. I decided that it was again time for SLASH'EM, thus I played this game before dying on the second day, 23 September 2006. I started with four blessed spellbooks, including the usual spellbook of summon undead, spellbook of command undead and spellbook of drain. The only one that became useful to me was the spellbook of knock to open locked doors. (I forgot that knock also opens locked chests!) I did have some use for the wand of draining and my pet ghoul. I do not like the quarterstaff, but its blessed +1 status tempted me to wield it and not my +0 pick-axe. At turn 690 I enter a general store (after the required dropping my pick-axe). I use Elbereth to ward off a small mimic, then I try on some uncursed jackboots. They are +1. I buy them for 22 zorkmids. I also buy a food ration for 45 zorkmids. My ghoul kills the mimic. In the Gnomish Mines at Dlvl3, I hear the wailing of the Banshee twice. I retreat behind a zorkmid-on-Elbereths and heal (passing the time by finger some spare Elbereths to help increase wisdom), then proceed to explore the Mines Dlvl3 and Dlvl4. By now, I am using my +0 pick-axe because I need the additional hit dice (and hope for a dwarvish mattock). Soon after entering Dlvl5, I become overwhelmed. I now feel that I use Elbereth too much, so I retreat to the Dungeons of Doom. Thinking that my spells are too useless, I choose to wear metal armor and fight in melee with my pick-axe. I plan to eventually switch to nonmetal armor and start spellcasting. My armor now consists of: In the Dungeons of Doom, I continue Elbereth frequently, but the monsters are easier. There is another general store on Dlvl4, and decide that I can afford 105 zorkmids to buy that cram ration and end my hunger. I ignore the cursed club named Skullcrusher, kill a small mimic with my bare-handed sleep attack (as I do not use pick-axe inside shops), loot a bag of tricks, and buy a gray stone for 45 zorkmids, knowing that it is not a loadstone. I find that it is a whetstone. There are wood-elves on Dlvl5; I zap my wand of draining against them for I cannot use Elbereth, then I take some of their armor to help me transition away from metal. I use a tripe ration to tame a dog. It feels as if I was not a Necromancer! The mall at Dlvl6 has a lighting shop and a general store. A weight test reveals that Angmagssalik is selling a bag of holding; I buy it for 100 zorkmids. My ghoul decides to fight Angmagssalik (despite always missing) and I am unable to remove my ghoul from the shop; even a tin whistle fails to call it out. Without my ghoul, I am at a disadvantage and think about starting some actual necromancy sooner. At turn 7866, I stumble through a trap door to Dlvl7. Though without pets, I manage to return to Dlvl6. My dog falls through the same trap door, so I again take the door to Dlvl7, retrieving my dog. Then I make my fatal mistake. The mall now has a white unicorn and a gray unicorn, and I want my pet large dog to kill one. I chase the unicorns to get my pet nearby, but they always teleport away before the large dog can make the kill. The last time, some Wood-elves trapped me in a room after the unicorn teleported out. Then I make my fatal mistake. The bolt from my wand of draining hits not only an elf but the watch captain behind it. In a last manuever, I read an unidentified scroll, hoping that it is a scroll of teleportation, but it instead a scroll of enchant armor. The watch captain gives me a DYWYPI but I have +1 low boots! For my next Necromancer, I expect to start wiki articles for Necromancer, ghoul, raise zombies (the #technique), summon undead and command undead. =_=_ Wishing =_=_ Cerberus =_=_ Baby shimmering dragon =_=_ Extincted =_=_ Talk:NetHack 3.2.1 This looks good and accurate, but I don't know what scheme Ray has for creating these pages. If he's using some kind of automation, you might be unneccesarily duplicating effort. I don't see any problem moving these pages into place as they stand. --Jayt 10:28, 25 September 2006 (UTC) =_=_ Crysknife Crysknives are never randomly generated, though they can appear in bones files. The weapon can only be generated using the process described below. A crysknife can only be created normally by reading a noncursed scroll of enchant weapon while wielding a worm tooth, though it is also possible to wish for one. Reading a scroll will uncurse the worm tooth if applicable, but does not increase the enchantment - thus, it is safe to re-sharpen a tooth regardless of its enchantment. A stack of worm teeth will merge into a single crysknife, so to create multiple crysknives you must split up the stack and enchant each one individually. Erodeproofing a crysknife will "fix" it: a fixed crysknife will only revert to a tooth 10% of the time. Dropping a stack of crysknives will make a single reversion roll for the entire stack, but throwing multiple knives will roll for each of them. A crysknife that reverts also loses its fixing. The crysknife's +3 to-hit bonus and consistent d10 damage against both small and large monsters makes it a nice choice for #twoweaponing. As the most powerful knife, roles such as Healers and Rogues may even consider it for a primary weapon choice. Though crysknives count as throwing weapons and get a to-hit bonus when thrown that makes them more powerful than even the rare shuriken and cumbersome boomerang, their reversion property typically makes throwing them a bad idea. The material cost of creation and maintenance is generally prohibitive: it takes one scroll of enchant weapon to sharpen each worm tooth into a crysknife, plus one more scroll to fix the entire stack - on average, each crysknife will last 10 throws before having to be sharpened and fixed again. In addition, most roles that can advance in knife skill have better ranged combat options - while Healers can only reach multishot 3 with knives, is generally more practical and powerful for them. The average damage calculations in the following table do not include bonuses from weapon skills, strength, or from using a blessed weapon against undead or demons. In Frank Herbert's science fiction novel Dune, the crysknife is the formal and sacred weapon of the desert-dwelling Fremen. A crysknife is a personally-tuned knife with a double-edged curved blade, ground from the crystal tooth of a sandworm. The crysknife comes in two forms, fixed and unfixed: Unfixed knives need to be stored in proximity to an electrical field produced by the human body, or they will disintegrate after a period of time - which is why NetHack crysknives revert to worm teeth when they leave the user's inventory. Fixed crysknives are put through chemical processes to keep them permanently intact, which is represented by fixed crysknives in NetHack only reverting 10% of the time. SLASH'EM changes the damage for crysknives to 1d20 against small and 1d30 against large - crysknives and worm teeth do not stack, so it is not possible to multishot them. Crysknives can also be created by enchanting a worm tooth through shopkeeper services. For Healers, the crysknife is unambiguously their best choice of weapon. Yeomen, Ice Mages, Flame Mages, and Necromancers may also consider a crysknife for their main weapon. The average damage calculations in the following table do not include bonuses from weapon skills, strength, or from using a blessed weapon against undead or demons. SlashTHEM adapts Wormbiter from NetHack: The Next Generation - it remains neutral, and has a +5 to-hit bonus against worms. In dNetHack, the crysknife and worm tooth are made of stone. A crysknife can be poisoned and does not incur a to-hit penalty when thrown. =_=_ Worm tooth In its natural state, a worm tooth does little damage; while it is possible to multishot them with sufficient skill in knives, the low damage severely limits their usefulness. However, it can be turned into a powerful crysknife by enchanting it. Be careful to keep the crysknife in your possession; if dropped, it will revert to a +0 worm tooth (with a chance of resisting if fixed). Players planning to make extensive use of crysknives will naturally seek out a means of obtaining worm teeth; while a crysknife is inferior to many artifact weapons and generally considered not worth a wish, it still has some solid use as a secondary weapon when #twoweaponing, as well as a primary weapon for Healers. The crysknife is also an ideal weapon choice for conducts that prevent access to more powerful weapons. It is possible to farm worm teeth by splitting larger worms in half, though sometimes this may just result in the worm "shrinking" from losing its tail segments. Using a means of creating monsters (or waiting for them to spawn) could work as well, but long worms are quite rare, and only spawn if the average of the player's level and the dungeon level is higher than 9. The most consistent means of generating long worms is reverse genocide, which yields an average of 5 worm teeth per scroll. The Wyrm Caves branch in SLASH'EM contains four random w, any one of which may be a long worm that can provide a source of worm teeth. In NetHack 3.4.3 and earlier versions, worm teeth did not stack. As of NetHack 3.6.0, worm teeth stack and qualify for multishot. =_=_ Worm =_=_ Speed boots Speed boots give a player an extra six movement points per turn, plus a 1/3 chance of an additional six movement points. This boosts the normal movement rate from 12 to 18 (150% normal speed, or 3 moves every 2 turns), with a 1/3 chance per turn of movement rate being 24 (200% normal speed, or 2 full moves per turn). On average, the player will thus get 20 movement points per turn (167% normal speed, or 5 moves every 3 turns). Wearing speed boots yourself does not allow you to move any faster when riding a steed. Monsters can also wear speed boots, but they have the same effect as a wand of speed monster, potion of speed or the haste self monster spell. Speed boots are the only source of extrinsic speed that doesn't time out, making them the default choice in most ascension kits. Very fast speed is a huge advantage over even intrinsic fast speed; by granting you more actions per turn, you deal more damage with weapons and spells, can more easily flee from combat, and can slip through gaps in hostile monsters before being surrounded. Blessed fixed +2 or +3 speed boots are a common early wish. In the early game, gray or silver dragon scale mail is arguably a preferable option, but very fast speed is also a strong candidate, especially if you lack intrinsic speed. While riding, your steed's speed supplants your own, so extrinsic speed is of little use to dedicated riders. Jumping boots allow your steed to jump, while water walking boots can save your life if you're dismounted over water. Bear in mind that no steed is immortal; you need to be prepared to continue on foot if necessary. Speed boots are a valuable item in turncount speedrunning, due to their ability to give the player multiple actions without advancing the turn counter. However, an air elemental polyself, which can't wear boots, is even faster. In SLASH'EM, Whisperfeet is an artifact pair of speed boots that, in addition to their normal effect, give stealth and act as a luckstone. They are the guaranteed first sacrifice gift for tourists. Additionally, due to the new create pool spell that monsters will cast at you, non-flying players may prefer water walking boots to speed boots as their primary shoe of choice in the late game. In Slash’EM Extended, boots with the randomized appearance “speed boots” will function as speed boots in addition to their original effects. =_=_ Boots of speed Hi! Welcome, and thanks for contributing to NetHackWiki! Could you please create an account? It helps us keep spam down, because we don't have to check the edits of known-good users. It also provides more privacy for you. Our style guide and How to help pages are good starting points. --Jayt 13:13, 25 September 2006 (UTC) Hi! Welcome, and thanks for contributing to NetHackWiki! Could you please create an account? It helps us keep spam down, because we don't have to check the edits of known-good users. It also provides more privacy for you. Our style guide and How to help pages are good starting points. --Jayt 13:13, 25 September 2006 (UTC) =_=_ You have a hopeful feeling =_=_ You have a hopeful feeling. =_=_ You have a feeling of reconciliation =_=_ You have a feeling of reconciliation. =_=_ An object appears at your feet =_=_ An object appears at your feet! =_=_ Mollified =_=_ You feel partially absolved =_=_ You feel partially absolved. =_=_ You glimpse a four-leaf clover at your feet. =_=_ You glimpse a four-leaf clover at your feet =_=_ Four-leaf clover =_=_ Clover =_=_ You think something brushed your foot =_=_ You think something brushed your foot. =_=_ You see crabgrass at your feet. A funny thing in a dungeon. =_=_ You see crabgrass at your feet. A funny thing in a dungeon =_=_ You see crabgrass at your feet. =_=_ You see crabgrass at your feet =_=_ Your sacrifice is consumed... =_=_ Your sacrifice is consumed =_=_ Crabgrass =_=_ Alignment record Your alignment record refers to your standing with your god. It is often simply called alignment, but it is not the same as lawful/neutral/chaotic status. Its initial value is 0 for Cave(wo)men, Priests, Tourists, Valkyries and Wizards, and 10 for Archeologists, Barbarians, Healers, Knights, Monks, Rogues, Rangers, and Samurai. Its maximum is initially 10, and its upper bound increases by 1 for every 200 game turns. It has no lower bound. The value cannot be found precisely (except in wizard mode), but enlightenment or a stethoscope can give you a clue. Additionally, your quest leader will not permit you to go on your quest if your alignment record is below 20. This means you cannot enter the quest before turn 2000, which places an absolute lower limit on speed ascensions. Enlightenment by a wand or potion includes a statement of your alignment. You can also apply a stethoscope or zap a wand of probing at yourself. In this table, MAX means your maximum alignment, which is 10 & nbsp;+ . This chart does not include the (large number of) monsters that you will get one or more alignment points for killing. Many of the following can have other effects as well, such as on luck or your god's anger, but for brevity these are not shown here. set to 0 With alignment negative, donating at least 600 times your experience level to a coaligned priest, if this is more than half your visible gold and this hasn't happened in the past 5000 turns If your god is not angry at you, but your alignment is negative, sacrificing monsters on a coaligned altar generally increases your alignment by the value of the sacrifice, up to a maximum of 0 alignment. See Sacrifice & nbsp;§ Ordinary sacrifice for details. Monster alignment is defined for each monster in monst.c. It is largely independent of monster difficulty. In the table below, < code > malign < /code > refers to the absolute value of the monster's alignment. The alignment gain is calculated when a monster is generated. < ref name="monster generation" > example of set_malign called at monster generation < /ref > It is recalculated whenever a monster is tamed < ref name="taming" > taming (or making peaceful for untameable monsters) causes alignment gain to be recalculated < /ref > or becomes peaceful. < ref name="taming"/ > < ref name="untrap" > monsters made peaceful by untrapping have alignment gain recalculated < /ref > It is not recalculated when peaceful or tame monsters become hostile, < ref "setmangry" > angering monsters does not change alignment gain < /ref > with the exception of the high priest of Moloch if he is angered when entering the temple in Moloch's Sanctum. < ref name="sanctum" > the high priest of Moloch's alignment gain is recalculated if you anger him by entering Moloch's Sanctum < /ref > It is also not recalculated if you change alignment, so the alignment values below are based on whether the monster was co-aligned at the time of its generation. unaligned monsters (Wizard of Yendor, priests of Moloch) +20 if generated hostile; 0 if generated peaceful (the Valley of the Dead priest) Alignment penalties are calculated slightly differently in FIQHack. If you receive a penalty, your alignment is first set to 0, and then the penalty is subtracted < ref > https://github.com/FredrIQ/fiqhack/blob/865c9091803e844b66255e122877ae6c70950e51/libnethack/src/attrib.c#L733 < /ref > . =_=_ Talk:Frost horn I don't get where the damage calculation comes from. Music.c#do_improvisation suggests that it's rn1(6,6). There's a define in hack.h that says rn1(x,y) is rn2(x)+(y). rnd.c says that rn2 is just rnd(x), which picks a number between 0 and x-1. Where's the mistake in my logic? That would suggest a max damage of just 5+6=11. Uck. -twinotter I found a horn and decided to improvise it. The beam of cold bounced off the wall and killed my level 1 character. Dx✑DemonSlayerThe3rd♠ 21:51, October 15, 2010 (UTC) =_=_ Template:Religion =_=_ Template:NetHack source code Hi! Welcome, and thanks for contributing to NetHackWiki! Could you please create an account? It helps us keep spam down, because we don't have to check the edits of known-good users. It also provides more privacy for you. Our style guide and How to help pages are good starting points. --Jayt 17:20, 25 September 2006 (UTC) Hi! Welcome, and thanks for contributing to NetHackWiki! Could you please create an account? It helps us keep spam down, because we don't have to check the edits of known-good users. It also provides more privacy for you. Our style guide and How to help pages are good starting points. --Jayt 17:20, 25 September 2006 (UTC) =_=_ Source:NetHack 3.2.0/Window.h Below is the full text to Window.h from the source code of NetHack 3.2.0. To link to a particular line, write [[NetHack 3.2.0/Window.h#line123| < nowiki > NetHack 3.2.0/Window.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.2.0/WindowP.h Below is the full text to WindowP.h from the source code of NetHack 3.2.0. To link to a particular line, write [[NetHack 3.2.0/WindowP.h#line123| < nowiki > NetHack 3.2.0/WindowP.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.2.0/align.h Below is the full text to align.h from the source code of NetHack 3.2.0. To link to a particular line, write [[NetHack 3.2.0/align.h#line123| < nowiki > NetHack 3.2.0/align.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.2.0/allmain.c Below is the full text to allmain.c from the source code of NetHack 3.2.0. To link to a particular line, write [[NetHack 3.2.0/allmain.c#line123| < nowiki > NetHack 3.2.0/allmain.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.2.0/alloc.c Below is the full text to alloc.c from the source code of NetHack 3.2.0. To link to a particular line, write [[NetHack 3.2.0/alloc.c#line123| < nowiki > NetHack 3.2.0/alloc.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.2.0/amiconf.h Below is the full text to amiconf.h from the source code of NetHack 3.2.0. To link to a particular line, write [[NetHack 3.2.0/amiconf.h#line123| < nowiki > NetHack 3.2.0/amiconf.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.2.0/apply.c Below is the full text to apply.c from the source code of NetHack 3.2.0. To link to a particular line, write [[NetHack 3.2.0/apply.c#line123| < nowiki > NetHack 3.2.0/apply.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.2.0/artifact.c Below is the full text to artifact.c from the source code of NetHack 3.2.0. To link to a particular line, write [[NetHack 3.2.0/artifact.c#line123| < nowiki > NetHack 3.2.0/artifact.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.2.0/artifact.h Below is the full text to artifact.h from the source code of NetHack 3.2.0. To link to a particular line, write [[NetHack 3.2.0/artifact.h#line123| < nowiki > NetHack 3.2.0/artifact.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.2.0/artilist.h Below is the full text to artilist.h from the source code of NetHack 3.2.0. To link to a particular line, write [[NetHack 3.2.0/artilist.h#line123| < nowiki > NetHack 3.2.0/artilist.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.2.0/attrib.c Below is the full text to attrib.c from the source code of NetHack 3.2.0. To link to a particular line, write [[NetHack 3.2.0/attrib.c#line123| < nowiki > NetHack 3.2.0/attrib.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.2.0/attrib.h Below is the full text to attrib.h from the source code of NetHack 3.2.0. To link to a particular line, write [[NetHack 3.2.0/attrib.h#line123| < nowiki > NetHack 3.2.0/attrib.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.2.0/ball.c Below is the full text to ball.c from the source code of NetHack 3.2.0. To link to a particular line, write [[NetHack 3.2.0/ball.c#line123| < nowiki > NetHack 3.2.0/ball.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.2.0/bones.c Below is the full text to bones.c from the source code of NetHack 3.2.0. To link to a particular line, write [[NetHack 3.2.0/bones.c#line123| < nowiki > NetHack 3.2.0/bones.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.2.0/botl.c Below is the full text to botl.c from the source code of NetHack 3.2.0. To link to a particular line, write [[NetHack 3.2.0/botl.c#line123| < nowiki > NetHack 3.2.0/botl.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.2.0/cmd.c Below is the full text to cmd.c from the source code of NetHack 3.2.0. To link to a particular line, write [[NetHack 3.2.0/cmd.c#line123| < nowiki > NetHack 3.2.0/cmd.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.2.0/color.h Below is the full text to color.h from the source code of NetHack 3.2.0. To link to a particular line, write [[NetHack 3.2.0/color.h#line123| < nowiki > NetHack 3.2.0/color.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.2.0/config.h Below is the full text to config.h from the source code of NetHack 3.2.0. To link to a particular line, write [[NetHack 3.2.0/config.h#line123| < nowiki > NetHack 3.2.0/config.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.2.0/coord.h Below is the full text to coord.h from the source code of NetHack 3.2.0. To link to a particular line, write [[NetHack 3.2.0/coord.h#line123| < nowiki > NetHack 3.2.0/coord.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.2.0/dbridge.c Below is the full text to dbridge.c from the source code of NetHack 3.2.0. To link to a particular line, write [[NetHack 3.2.0/dbridge.c#line123| < nowiki > NetHack 3.2.0/dbridge.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.2.0/decl.c Below is the full text to decl.c from the source code of NetHack 3.2.0. To link to a particular line, write [[NetHack 3.2.0/decl.c#line123| < nowiki > NetHack 3.2.0/decl.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.2.0/decl.h Below is the full text to decl.h from the source code of NetHack 3.2.0. To link to a particular line, write [[NetHack 3.2.0/decl.h#line123| < nowiki > NetHack 3.2.0/decl.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.2.0/def os2.h Below is the full text to def_os2.h from the source code of NetHack 3.2.0. To link to a particular line, write [[NetHack 3.2.0/def_os2.h#line123| < nowiki > NetHack 3.2.0/def_os2.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.2.0/detect.c Below is the full text to detect.c from the source code of NetHack 3.2.0. To link to a particular line, write [[NetHack 3.2.0/detect.c#line123| < nowiki > NetHack 3.2.0/detect.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.2.0/dgn file.h Below is the full text to dgn_file.h from the source code of NetHack 3.2.0. To link to a particular line, write [[NetHack 3.2.0/dgn_file.h#line123| < nowiki > NetHack 3.2.0/dgn_file.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.2.0/dig.c Below is the full text to dig.c from the source code of NetHack 3.2.0. To link to a particular line, write [[NetHack 3.2.0/dig.c#line123| < nowiki > NetHack 3.2.0/dig.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.2.0/display.c Below is the full text to display.c from the source code of NetHack 3.2.0. To link to a particular line, write [[NetHack 3.2.0/display.c#line123| < nowiki > NetHack 3.2.0/display.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.2.0/display.h Below is the full text to display.h from the source code of NetHack 3.2.0. To link to a particular line, write [[NetHack 3.2.0/display.h#line123| < nowiki > NetHack 3.2.0/display.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.2.0/dlb.c Below is the full text to dlb.c from the source code of NetHack 3.2.0. To link to a particular line, write [[NetHack 3.2.0/dlb.c#line123| < nowiki > NetHack 3.2.0/dlb.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.2.0/dlb.h Below is the full text to dlb.h from the source code of NetHack 3.2.0. To link to a particular line, write [[NetHack 3.2.0/dlb.h#line123| < nowiki > NetHack 3.2.0/dlb.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.2.0/do.c Below is the full text to do.c from the source code of NetHack 3.2.0. To link to a particular line, write [[NetHack 3.2.0/do.c#line123| < nowiki > NetHack 3.2.0/do.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.2.0/do name.c Below is the full text to do_name.c from the source code of NetHack 3.2.0. To link to a particular line, write [[NetHack 3.2.0/do_name.c#line123| < nowiki > NetHack 3.2.0/do_name.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.2.0/do wear.c Below is the full text to do_wear.c from the source code of NetHack 3.2.0. To link to a particular line, write [[NetHack 3.2.0/do_wear.c#line123| < nowiki > NetHack 3.2.0/do_wear.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.2.0/dog.c Below is the full text to dog.c from the source code of NetHack 3.2.0. To link to a particular line, write [[NetHack 3.2.0/dog.c#line123| < nowiki > NetHack 3.2.0/dog.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.2.0/dogmove.c Below is the full text to dogmove.c from the source code of NetHack 3.2.0. To link to a particular line, write [[NetHack 3.2.0/dogmove.c#line123| < nowiki > NetHack 3.2.0/dogmove.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.2.0/dokick.c Below is the full text to dokick.c from the source code of NetHack 3.2.0. To link to a particular line, write [[NetHack 3.2.0/dokick.c#line123| < nowiki > NetHack 3.2.0/dokick.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.2.0/dothrow.c Below is the full text to dothrow.c from the source code of NetHack 3.2.0. To link to a particular line, write [[NetHack 3.2.0/dothrow.c#line123| < nowiki > NetHack 3.2.0/dothrow.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.2.0/drawing.c Below is the full text to drawing.c from the source code of NetHack 3.2.0. To link to a particular line, write [[NetHack 3.2.0/drawing.c#line123| < nowiki > NetHack 3.2.0/drawing.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.2.0/dungeon.c Below is the full text to dungeon.c from the source code of NetHack 3.2.0. To link to a particular line, write [[NetHack 3.2.0/dungeon.c#line123| < nowiki > NetHack 3.2.0/dungeon.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.2.0/dungeon.h Below is the full text to dungeon.h from the source code of NetHack 3.2.0. To link to a particular line, write [[NetHack 3.2.0/dungeon.h#line123| < nowiki > NetHack 3.2.0/dungeon.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.2.0/eat.c Below is the full text to eat.c from the source code of NetHack 3.2.0. To link to a particular line, write [[NetHack 3.2.0/eat.c#line123| < nowiki > NetHack 3.2.0/eat.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.2.0/edog.h Below is the full text to edog.h from the source code of NetHack 3.2.0. To link to a particular line, write [[NetHack 3.2.0/edog.h#line123| < nowiki > NetHack 3.2.0/edog.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.2.0/emin.h Below is the full text to emin.h from the source code of NetHack 3.2.0. To link to a particular line, write [[NetHack 3.2.0/emin.h#line123| < nowiki > NetHack 3.2.0/emin.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.2.0/end.c Below is the full text to end.c from the source code of NetHack 3.2.0. To link to a particular line, write [[NetHack 3.2.0/end.c#line123| < nowiki > NetHack 3.2.0/end.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.2.0/engrave.c Below is the full text to engrave.c from the source code of NetHack 3.2.0. To link to a particular line, write [[NetHack 3.2.0/engrave.c#line123| < nowiki > NetHack 3.2.0/engrave.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.2.0/engrave.h Below is the full text to engrave.h from the source code of NetHack 3.2.0. To link to a particular line, write [[NetHack 3.2.0/engrave.h#line123| < nowiki > NetHack 3.2.0/engrave.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.2.0/epri.h Below is the full text to epri.h from the source code of NetHack 3.2.0. To link to a particular line, write [[NetHack 3.2.0/epri.h#line123| < nowiki > NetHack 3.2.0/epri.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.2.0/eshk.h Below is the full text to eshk.h from the source code of NetHack 3.2.0. To link to a particular line, write [[NetHack 3.2.0/eshk.h#line123| < nowiki > NetHack 3.2.0/eshk.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.2.0/exper.c Below is the full text to exper.c from the source code of NetHack 3.2.0. To link to a particular line, write [[NetHack 3.2.0/exper.c#line123| < nowiki > NetHack 3.2.0/exper.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.2.0/explode.c Below is the full text to explode.c from the source code of NetHack 3.2.0. To link to a particular line, write [[NetHack 3.2.0/explode.c#line123| < nowiki > NetHack 3.2.0/explode.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.2.0/extern.h Below is the full text to extern.h from the source code of NetHack 3.2.0. To link to a particular line, write [[NetHack 3.2.0/extern.h#line123| < nowiki > NetHack 3.2.0/extern.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.2.0/extralev.c Below is the full text to extralev.c from the source code of NetHack 3.2.0. To link to a particular line, write [[NetHack 3.2.0/extralev.c#line123| < nowiki > NetHack 3.2.0/extralev.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.2.0/files.c Below is the full text to files.c from the source code of NetHack 3.2.0. To link to a particular line, write [[NetHack 3.2.0/files.c#line123| < nowiki > NetHack 3.2.0/files.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.2.0/flag.h Below is the full text to flag.h from the source code of NetHack 3.2.0. To link to a particular line, write [[NetHack 3.2.0/flag.h#line123| < nowiki > NetHack 3.2.0/flag.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.2.0/fountain.c Below is the full text to fountain.c from the source code of NetHack 3.2.0. To link to a particular line, write [[NetHack 3.2.0/fountain.c#line123| < nowiki > NetHack 3.2.0/fountain.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.2.0/func tab.h Below is the full text to func_tab.h from the source code of NetHack 3.2.0. To link to a particular line, write [[NetHack 3.2.0/func_tab.h#line123| < nowiki > NetHack 3.2.0/func_tab.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.2.0/global.h Below is the full text to global.h from the source code of NetHack 3.2.0. To link to a particular line, write [[NetHack 3.2.0/global.h#line123| < nowiki > NetHack 3.2.0/global.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.2.0/hack.c Below is the full text to hack.c from the source code of NetHack 3.2.0. To link to a particular line, write [[NetHack 3.2.0/hack.c#line123| < nowiki > NetHack 3.2.0/hack.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.2.0/hack.h Below is the full text to hack.h from the source code of NetHack 3.2.0. To link to a particular line, write [[NetHack 3.2.0/hack.h#line123| < nowiki > NetHack 3.2.0/hack.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.2.0/hacklib.c Below is the full text to hacklib.c from the source code of NetHack 3.2.0. To link to a particular line, write [[NetHack 3.2.0/hacklib.c#line123| < nowiki > NetHack 3.2.0/hacklib.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.2.0/invent.c Below is the full text to invent.c from the source code of NetHack 3.2.0. To link to a particular line, write [[NetHack 3.2.0/invent.c#line123| < nowiki > NetHack 3.2.0/invent.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.2.0/lev.h Below is the full text to lev.h from the source code of NetHack 3.2.0. To link to a particular line, write [[NetHack 3.2.0/lev.h#line123| < nowiki > NetHack 3.2.0/lev.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.2.0/light.c Below is the full text to light.c from the source code of NetHack 3.2.0. To link to a particular line, write [[NetHack 3.2.0/light.c#line123| < nowiki > NetHack 3.2.0/light.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.2.0/lock.c Below is the full text to lock.c from the source code of NetHack 3.2.0. To link to a particular line, write [[NetHack 3.2.0/lock.c#line123| < nowiki > NetHack 3.2.0/lock.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.2.0/macconf.h Below is the full text to macconf.h from the source code of NetHack 3.2.0. To link to a particular line, write [[NetHack 3.2.0/macconf.h#line123| < nowiki > NetHack 3.2.0/macconf.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.2.0/mactty.h Below is the full text to mactty.h from the source code of NetHack 3.2.0. To link to a particular line, write [[NetHack 3.2.0/mactty.h#line123| < nowiki > NetHack 3.2.0/mactty.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.2.0/macwin.h Below is the full text to macwin.h from the source code of NetHack 3.2.0. To link to a particular line, write [[NetHack 3.2.0/macwin.h#line123| < nowiki > NetHack 3.2.0/macwin.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.2.0/mail.c Below is the full text to mail.c from the source code of NetHack 3.2.0. To link to a particular line, write [[NetHack 3.2.0/mail.c#line123| < nowiki > NetHack 3.2.0/mail.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.2.0/mail.h Below is the full text to mail.h from the source code of NetHack 3.2.0. To link to a particular line, write [[NetHack 3.2.0/mail.h#line123| < nowiki > NetHack 3.2.0/mail.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.2.0/makemon.c Below is the full text to makemon.c from the source code of NetHack 3.2.0. To link to a particular line, write [[NetHack 3.2.0/makemon.c#line123| < nowiki > NetHack 3.2.0/makemon.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.2.0/mcastu.c Below is the full text to mcastu.c from the source code of NetHack 3.2.0. To link to a particular line, write [[NetHack 3.2.0/mcastu.c#line123| < nowiki > NetHack 3.2.0/mcastu.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.2.0/mfndpos.h Below is the full text to mfndpos.h from the source code of NetHack 3.2.0. To link to a particular line, write [[NetHack 3.2.0/mfndpos.h#line123| < nowiki > NetHack 3.2.0/mfndpos.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.2.0/mhitm.c Below is the full text to mhitm.c from the source code of NetHack 3.2.0. To link to a particular line, write [[NetHack 3.2.0/mhitm.c#line123| < nowiki > NetHack 3.2.0/mhitm.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.2.0/mhitu.c Below is the full text to mhitu.c from the source code of NetHack 3.2.0. To link to a particular line, write [[NetHack 3.2.0/mhitu.c#line123| < nowiki > NetHack 3.2.0/mhitu.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.2.0/micro.h Below is the full text to micro.h from the source code of NetHack 3.2.0. To link to a particular line, write [[NetHack 3.2.0/micro.h#line123| < nowiki > NetHack 3.2.0/micro.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.2.0/minion.c Below is the full text to minion.c from the source code of NetHack 3.2.0. To link to a particular line, write [[NetHack 3.2.0/minion.c#line123| < nowiki > NetHack 3.2.0/minion.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.2.0/mklev.c Below is the full text to mklev.c from the source code of NetHack 3.2.0. To link to a particular line, write [[NetHack 3.2.0/mklev.c#line123| < nowiki > NetHack 3.2.0/mklev.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.2.0/mkmap.c Below is the full text to mkmap.c from the source code of NetHack 3.2.0. To link to a particular line, write [[NetHack 3.2.0/mkmap.c#line123| < nowiki > NetHack 3.2.0/mkmap.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.2.0/mkmaze.c Below is the full text to mkmaze.c from the source code of NetHack 3.2.0. To link to a particular line, write [[NetHack 3.2.0/mkmaze.c#line123| < nowiki > NetHack 3.2.0/mkmaze.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.2.0/mkobj.c Below is the full text to mkobj.c from the source code of NetHack 3.2.0. To link to a particular line, write [[NetHack 3.2.0/mkobj.c#line123| < nowiki > NetHack 3.2.0/mkobj.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.2.0/mkroom.c Below is the full text to mkroom.c from the source code of NetHack 3.2.0. To link to a particular line, write [[NetHack 3.2.0/mkroom.c#line123| < nowiki > NetHack 3.2.0/mkroom.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.2.0/mkroom.h Below is the full text to mkroom.h from the source code of NetHack 3.2.0. To link to a particular line, write [[NetHack 3.2.0/mkroom.h#line123| < nowiki > NetHack 3.2.0/mkroom.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.2.0/mon.c Below is the full text to mon.c from the source code of NetHack 3.2.0. To link to a particular line, write [[NetHack 3.2.0/mon.c#line123| < nowiki > NetHack 3.2.0/mon.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.2.0/monattk.h Below is the full text to monattk.h from the source code of NetHack 3.2.0. To link to a particular line, write [[NetHack 3.2.0/monattk.h#line123| < nowiki > NetHack 3.2.0/monattk.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.2.0/mondata.c Below is the full text to mondata.c from the source code of NetHack 3.2.0. To link to a particular line, write [[NetHack 3.2.0/mondata.c#line123| < nowiki > NetHack 3.2.0/mondata.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.2.0/mondata.h Below is the full text to mondata.h from the source code of NetHack 3.2.0. To link to a particular line, write [[NetHack 3.2.0/mondata.h#line123| < nowiki > NetHack 3.2.0/mondata.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.2.0/monflag.h Below is the full text to monflag.h from the source code of NetHack 3.2.0. To link to a particular line, write [[NetHack 3.2.0/monflag.h#line123| < nowiki > NetHack 3.2.0/monflag.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.2.0/monmove.c Below is the full text to monmove.c from the source code of NetHack 3.2.0. To link to a particular line, write [[NetHack 3.2.0/monmove.c#line123| < nowiki > NetHack 3.2.0/monmove.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.2.0/monst.c Below is the full text to monst.c from the source code of NetHack 3.2.0. To link to a particular line, write [[NetHack 3.2.0/monst.c#line123| < nowiki > NetHack 3.2.0/monst.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.2.0/monst.h Below is the full text to monst.h from the source code of NetHack 3.2.0. To link to a particular line, write [[NetHack 3.2.0/monst.h#line123| < nowiki > NetHack 3.2.0/monst.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.2.0/monsym.h Below is the full text to monsym.h from the source code of NetHack 3.2.0. To link to a particular line, write [[NetHack 3.2.0/monsym.h#line123| < nowiki > NetHack 3.2.0/monsym.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.2.0/mplayer.c Below is the full text to mplayer.c from the source code of NetHack 3.2.0. To link to a particular line, write [[NetHack 3.2.0/mplayer.c#line123| < nowiki > NetHack 3.2.0/mplayer.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.2.0/mthrowu.c Below is the full text to mthrowu.c from the source code of NetHack 3.2.0. To link to a particular line, write [[NetHack 3.2.0/mthrowu.c#line123| < nowiki > NetHack 3.2.0/mthrowu.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.2.0/mttypriv.h Below is the full text to mttypriv.h from the source code of NetHack 3.2.0. To link to a particular line, write [[NetHack 3.2.0/mttypriv.h#line123| < nowiki > NetHack 3.2.0/mttypriv.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.2.0/muse.c Below is the full text to muse.c from the source code of NetHack 3.2.0. To link to a particular line, write [[NetHack 3.2.0/muse.c#line123| < nowiki > NetHack 3.2.0/muse.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.2.0/music.c Below is the full text to music.c from the source code of NetHack 3.2.0. To link to a particular line, write [[NetHack 3.2.0/music.c#line123| < nowiki > NetHack 3.2.0/music.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.2.0/ntconf.h Below is the full text to ntconf.h from the source code of NetHack 3.2.0. To link to a particular line, write [[NetHack 3.2.0/ntconf.h#line123| < nowiki > NetHack 3.2.0/ntconf.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.2.0/o init.c Below is the full text to o_init.c from the source code of NetHack 3.2.0. To link to a particular line, write [[NetHack 3.2.0/o_init.c#line123| < nowiki > NetHack 3.2.0/o_init.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.2.0/obj.h Below is the full text to obj.h from the source code of NetHack 3.2.0. To link to a particular line, write [[NetHack 3.2.0/obj.h#line123| < nowiki > NetHack 3.2.0/obj.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.2.0/objclass.h Below is the full text to objclass.h from the source code of NetHack 3.2.0. To link to a particular line, write [[NetHack 3.2.0/objclass.h#line123| < nowiki > NetHack 3.2.0/objclass.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.2.0/objects.c Below is the full text to objects.c from the source code of NetHack 3.2.0. To link to a particular line, write [[NetHack 3.2.0/objects.c#line123| < nowiki > NetHack 3.2.0/objects.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.2.0/objnam.c Below is the full text to objnam.c from the source code of NetHack 3.2.0. To link to a particular line, write [[NetHack 3.2.0/objnam.c#line123| < nowiki > NetHack 3.2.0/objnam.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.2.0/options.c Below is the full text to options.c from the source code of NetHack 3.2.0. To link to a particular line, write [[NetHack 3.2.0/options.c#line123| < nowiki > NetHack 3.2.0/options.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.2.0/os2conf.h Below is the full text to os2conf.h from the source code of NetHack 3.2.0. To link to a particular line, write [[NetHack 3.2.0/os2conf.h#line123| < nowiki > NetHack 3.2.0/os2conf.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.2.0/pager.c Below is the full text to pager.c from the source code of NetHack 3.2.0. To link to a particular line, write [[NetHack 3.2.0/pager.c#line123| < nowiki > NetHack 3.2.0/pager.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.2.0/patchlevel.h Below is the full text to patchlevel.h from the source code of NetHack 3.2.0. To link to a particular line, write [[NetHack 3.2.0/patchlevel.h#line123| < nowiki > NetHack 3.2.0/patchlevel.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.2.0/pcconf.h Below is the full text to pcconf.h from the source code of NetHack 3.2.0. To link to a particular line, write [[NetHack 3.2.0/pcconf.h#line123| < nowiki > NetHack 3.2.0/pcconf.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.2.0/permonst.h Below is the full text to permonst.h from the source code of NetHack 3.2.0. To link to a particular line, write [[NetHack 3.2.0/permonst.h#line123| < nowiki > NetHack 3.2.0/permonst.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.2.0/pickup.c Below is the full text to pickup.c from the source code of NetHack 3.2.0. To link to a particular line, write [[NetHack 3.2.0/pickup.c#line123| < nowiki > NetHack 3.2.0/pickup.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.2.0/pline.c Below is the full text to pline.c from the source code of NetHack 3.2.0. To link to a particular line, write [[NetHack 3.2.0/pline.c#line123| < nowiki > NetHack 3.2.0/pline.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.2.0/polyself.c Below is the full text to polyself.c from the source code of NetHack 3.2.0. To link to a particular line, write [[NetHack 3.2.0/polyself.c#line123| < nowiki > NetHack 3.2.0/polyself.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.2.0/potion.c Below is the full text to potion.c from the source code of NetHack 3.2.0. To link to a particular line, write [[NetHack 3.2.0/potion.c#line123| < nowiki > NetHack 3.2.0/potion.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.2.0/pray.c Below is the full text to pray.c from the source code of NetHack 3.2.0. To link to a particular line, write [[NetHack 3.2.0/pray.c#line123| < nowiki > NetHack 3.2.0/pray.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.2.0/priest.c Below is the full text to priest.c from the source code of NetHack 3.2.0. To link to a particular line, write [[NetHack 3.2.0/priest.c#line123| < nowiki > NetHack 3.2.0/priest.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.2.0/prop.h Below is the full text to prop.h from the source code of NetHack 3.2.0. To link to a particular line, write [[NetHack 3.2.0/prop.h#line123| < nowiki > NetHack 3.2.0/prop.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.2.0/qtext.h Below is the full text to qtext.h from the source code of NetHack 3.2.0. To link to a particular line, write [[NetHack 3.2.0/qtext.h#line123| < nowiki > NetHack 3.2.0/qtext.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.2.0/quest.c Below is the full text to quest.c from the source code of NetHack 3.2.0. To link to a particular line, write [[NetHack 3.2.0/quest.c#line123| < nowiki > NetHack 3.2.0/quest.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.2.0/quest.h Below is the full text to quest.h from the source code of NetHack 3.2.0. To link to a particular line, write [[NetHack 3.2.0/quest.h#line123| < nowiki > NetHack 3.2.0/quest.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.2.0/questpgr.c Below is the full text to questpgr.c from the source code of NetHack 3.2.0. To link to a particular line, write [[NetHack 3.2.0/questpgr.c#line123| < nowiki > NetHack 3.2.0/questpgr.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.2.0/read.c Below is the full text to read.c from the source code of NetHack 3.2.0. To link to a particular line, write [[NetHack 3.2.0/read.c#line123| < nowiki > NetHack 3.2.0/read.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.2.0/rect.c Below is the full text to rect.c from the source code of NetHack 3.2.0. To link to a particular line, write [[NetHack 3.2.0/rect.c#line123| < nowiki > NetHack 3.2.0/rect.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.2.0/rect.h Below is the full text to rect.h from the source code of NetHack 3.2.0. To link to a particular line, write [[NetHack 3.2.0/rect.h#line123| < nowiki > NetHack 3.2.0/rect.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.2.0/restore.c Below is the full text to restore.c from the source code of NetHack 3.2.0. To link to a particular line, write [[NetHack 3.2.0/restore.c#line123| < nowiki > NetHack 3.2.0/restore.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.2.0/rip.c Below is the full text to rip.c from the source code of NetHack 3.2.0. To link to a particular line, write [[NetHack 3.2.0/rip.c#line123| < nowiki > NetHack 3.2.0/rip.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.2.0/rm.h Below is the full text to rm.h from the source code of NetHack 3.2.0. To link to a particular line, write [[NetHack 3.2.0/rm.h#line123| < nowiki > NetHack 3.2.0/rm.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.2.0/rnd.c Below is the full text to rnd.c from the source code of NetHack 3.2.0. To link to a particular line, write [[NetHack 3.2.0/rnd.c#line123| < nowiki > NetHack 3.2.0/rnd.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.2.0/rumors.c Below is the full text to rumors.c from the source code of NetHack 3.2.0. To link to a particular line, write [[NetHack 3.2.0/rumors.c#line123| < nowiki > NetHack 3.2.0/rumors.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.2.0/save.c Below is the full text to save.c from the source code of NetHack 3.2.0. To link to a particular line, write [[NetHack 3.2.0/save.c#line123| < nowiki > NetHack 3.2.0/save.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.2.0/shk.c Below is the full text to shk.c from the source code of NetHack 3.2.0. To link to a particular line, write [[NetHack 3.2.0/shk.c#line123| < nowiki > NetHack 3.2.0/shk.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.2.0/shknam.c Below is the full text to shknam.c from the source code of NetHack 3.2.0. To link to a particular line, write [[NetHack 3.2.0/shknam.c#line123| < nowiki > NetHack 3.2.0/shknam.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.2.0/sit.c Below is the full text to sit.c from the source code of NetHack 3.2.0. To link to a particular line, write [[NetHack 3.2.0/sit.c#line123| < nowiki > NetHack 3.2.0/sit.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.2.0/sounds.c Below is the full text to sounds.c from the source code of NetHack 3.2.0. To link to a particular line, write [[NetHack 3.2.0/sounds.c#line123| < nowiki > NetHack 3.2.0/sounds.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.2.0/sp lev.c Below is the full text to sp_lev.c from the source code of NetHack 3.2.0. To link to a particular line, write [[NetHack 3.2.0/sp_lev.c#line123| < nowiki > NetHack 3.2.0/sp_lev.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.2.0/sp lev.h Below is the full text to sp_lev.h from the source code of NetHack 3.2.0. To link to a particular line, write [[NetHack 3.2.0/sp_lev.h#line123| < nowiki > NetHack 3.2.0/sp_lev.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.2.0/spell.c Below is the full text to spell.c from the source code of NetHack 3.2.0. To link to a particular line, write [[NetHack 3.2.0/spell.c#line123| < nowiki > NetHack 3.2.0/spell.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.2.0/spell.h Below is the full text to spell.h from the source code of NetHack 3.2.0. To link to a particular line, write [[NetHack 3.2.0/spell.h#line123| < nowiki > NetHack 3.2.0/spell.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.2.0/steal.c Below is the full text to steal.c from the source code of NetHack 3.2.0. To link to a particular line, write [[NetHack 3.2.0/steal.c#line123| < nowiki > NetHack 3.2.0/steal.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.2.0/system.h Below is the full text to system.h from the source code of NetHack 3.2.0. To link to a particular line, write [[NetHack 3.2.0/system.h#line123| < nowiki > NetHack 3.2.0/system.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.2.0/teleport.c Below is the full text to teleport.c from the source code of NetHack 3.2.0. To link to a particular line, write [[NetHack 3.2.0/teleport.c#line123| < nowiki > NetHack 3.2.0/teleport.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.2.0/termcap.h Below is the full text to termcap.h from the source code of NetHack 3.2.0. To link to a particular line, write [[NetHack 3.2.0/termcap.h#line123| < nowiki > NetHack 3.2.0/termcap.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.2.0/tile2x11.h Below is the full text to tile2x11.h from the source code of NetHack 3.2.0. To link to a particular line, write [[NetHack 3.2.0/tile2x11.h#line123| < nowiki > NetHack 3.2.0/tile2x11.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.2.0/timeout.c Below is the full text to timeout.c from the source code of NetHack 3.2.0. To link to a particular line, write [[NetHack 3.2.0/timeout.c#line123| < nowiki > NetHack 3.2.0/timeout.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.2.0/timeout.h Below is the full text to timeout.h from the source code of NetHack 3.2.0. To link to a particular line, write [[NetHack 3.2.0/timeout.h#line123| < nowiki > NetHack 3.2.0/timeout.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.2.0/topten.c Below is the full text to topten.c from the source code of NetHack 3.2.0. To link to a particular line, write [[NetHack 3.2.0/topten.c#line123| < nowiki > NetHack 3.2.0/topten.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.2.0/tosconf.h Below is the full text to tosconf.h from the source code of NetHack 3.2.0. To link to a particular line, write [[NetHack 3.2.0/tosconf.h#line123| < nowiki > NetHack 3.2.0/tosconf.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.2.0/track.c Below is the full text to track.c from the source code of NetHack 3.2.0. To link to a particular line, write [[NetHack 3.2.0/track.c#line123| < nowiki > NetHack 3.2.0/track.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.2.0/tradstdc.h Below is the full text to tradstdc.h from the source code of NetHack 3.2.0. To link to a particular line, write [[NetHack 3.2.0/tradstdc.h#line123| < nowiki > NetHack 3.2.0/tradstdc.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.2.0/trampoli.h Below is the full text to trampoli.h from the source code of NetHack 3.2.0. To link to a particular line, write [[NetHack 3.2.0/trampoli.h#line123| < nowiki > NetHack 3.2.0/trampoli.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.2.0/trap.c Below is the full text to trap.c from the source code of NetHack 3.2.0. To link to a particular line, write [[NetHack 3.2.0/trap.c#line123| < nowiki > NetHack 3.2.0/trap.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.2.0/trap.h Below is the full text to trap.h from the source code of NetHack 3.2.0. To link to a particular line, write [[NetHack 3.2.0/trap.h#line123| < nowiki > NetHack 3.2.0/trap.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.2.0/u init.c Below is the full text to u_init.c from the source code of NetHack 3.2.0. To link to a particular line, write [[NetHack 3.2.0/u_init.c#line123| < nowiki > NetHack 3.2.0/u_init.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.2.0/uhitm.c Below is the full text to uhitm.c from the source code of NetHack 3.2.0. To link to a particular line, write [[NetHack 3.2.0/uhitm.c#line123| < nowiki > NetHack 3.2.0/uhitm.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.2.0/unixconf.h Below is the full text to unixconf.h from the source code of NetHack 3.2.0. To link to a particular line, write [[NetHack 3.2.0/unixconf.h#line123| < nowiki > NetHack 3.2.0/unixconf.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.2.0/vault.c Below is the full text to vault.c from the source code of NetHack 3.2.0. To link to a particular line, write [[NetHack 3.2.0/vault.c#line123| < nowiki > NetHack 3.2.0/vault.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.2.0/vault.h Below is the full text to vault.h from the source code of NetHack 3.2.0. To link to a particular line, write [[NetHack 3.2.0/vault.h#line123| < nowiki > NetHack 3.2.0/vault.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.2.0/version.c Below is the full text to version.c from the source code of NetHack 3.2.0. To link to a particular line, write [[NetHack 3.2.0/version.c#line123| < nowiki > NetHack 3.2.0/version.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.2.0/vision.c Below is the full text to vision.c from the source code of NetHack 3.2.0. To link to a particular line, write [[NetHack 3.2.0/vision.c#line123| < nowiki > NetHack 3.2.0/vision.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.2.0/vision.h Below is the full text to vision.h from the source code of NetHack 3.2.0. To link to a particular line, write [[NetHack 3.2.0/vision.h#line123| < nowiki > NetHack 3.2.0/vision.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.2.0/vmsconf.h Below is the full text to vmsconf.h from the source code of NetHack 3.2.0. To link to a particular line, write [[NetHack 3.2.0/vmsconf.h#line123| < nowiki > NetHack 3.2.0/vmsconf.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.2.0/weapon.c Below is the full text to weapon.c from the source code of NetHack 3.2.0. To link to a particular line, write [[NetHack 3.2.0/weapon.c#line123| < nowiki > NetHack 3.2.0/weapon.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.2.0/were.c Below is the full text to were.c from the source code of NetHack 3.2.0. To link to a particular line, write [[NetHack 3.2.0/were.c#line123| < nowiki > NetHack 3.2.0/were.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.2.0/wield.c Below is the full text to wield.c from the source code of NetHack 3.2.0. To link to a particular line, write [[NetHack 3.2.0/wield.c#line123| < nowiki > NetHack 3.2.0/wield.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.2.0/winX.h Below is the full text to winX.h from the source code of NetHack 3.2.0. To link to a particular line, write [[NetHack 3.2.0/winX.h#line123| < nowiki > NetHack 3.2.0/winX.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.2.0/winami.h Below is the full text to winami.h from the source code of NetHack 3.2.0. To link to a particular line, write [[NetHack 3.2.0/winami.h#line123| < nowiki > NetHack 3.2.0/winami.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.2.0/windows.c Below is the full text to windows.c from the source code of NetHack 3.2.0. To link to a particular line, write [[NetHack 3.2.0/windows.c#line123| < nowiki > NetHack 3.2.0/windows.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.2.0/winprocs.h Below is the full text to winprocs.h from the source code of NetHack 3.2.0. To link to a particular line, write [[NetHack 3.2.0/winprocs.h#line123| < nowiki > NetHack 3.2.0/winprocs.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.2.0/wintty.h Below is the full text to wintty.h from the source code of NetHack 3.2.0. To link to a particular line, write [[NetHack 3.2.0/wintty.h#line123| < nowiki > NetHack 3.2.0/wintty.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.2.0/wintype.h Below is the full text to wintype.h from the source code of NetHack 3.2.0. To link to a particular line, write [[NetHack 3.2.0/wintype.h#line123| < nowiki > NetHack 3.2.0/wintype.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.2.0/wizard.c Below is the full text to wizard.c from the source code of NetHack 3.2.0. To link to a particular line, write [[NetHack 3.2.0/wizard.c#line123| < nowiki > NetHack 3.2.0/wizard.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.2.0/worm.c Below is the full text to worm.c from the source code of NetHack 3.2.0. To link to a particular line, write [[NetHack 3.2.0/worm.c#line123| < nowiki > NetHack 3.2.0/worm.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.2.0/worn.c Below is the full text to worn.c from the source code of NetHack 3.2.0. To link to a particular line, write [[NetHack 3.2.0/worn.c#line123| < nowiki > NetHack 3.2.0/worn.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.2.0/write.c Below is the full text to write.c from the source code of NetHack 3.2.0. To link to a particular line, write [[NetHack 3.2.0/write.c#line123| < nowiki > NetHack 3.2.0/write.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.2.0/you.h Below is the full text to you.h from the source code of NetHack 3.2.0. To link to a particular line, write [[NetHack 3.2.0/you.h#line123| < nowiki > NetHack 3.2.0/you.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.2.0/youprop.h Below is the full text to youprop.h from the source code of NetHack 3.2.0. To link to a particular line, write [[NetHack 3.2.0/youprop.h#line123| < nowiki > NetHack 3.2.0/youprop.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.2.0/zap.c Below is the full text to zap.c from the source code of NetHack 3.2.0. To link to a particular line, write [[NetHack 3.2.0/zap.c#line123| < nowiki > NetHack 3.2.0/zap.c#line123 < /nowiki > ]], for example. =_=_ Talk:Dogley Dimension Should be obvious: its the same reason that they're called America instead of Columbusland or whatever. The Wizard may have discovered the Dogley Dimension, but Dogley was the one who made it famous, much the same as the fact that despite Columbus beiong the one who discovered the existance of America, but Amerigo Vespuci made them famous to the king of england, so the king named them after Amerigo instead of Columbus. =_=_ Source:NetHack 3.3.0/align.h Below is the full text to align.h from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/align.h#line123| < nowiki > NetHack 3.3.0/align.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.3.0/allmain.c Below is the full text to allmain.c from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/allmain.c#line123| < nowiki > NetHack 3.3.0/allmain.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.3.0/alloc.c Below is the full text to alloc.c from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/alloc.c#line123| < nowiki > NetHack 3.3.0/alloc.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.3.0/amiconf.h Below is the full text to amiconf.h from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/amiconf.h#line123| < nowiki > NetHack 3.3.0/amiconf.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.3.0/apply.c Below is the full text to apply.c from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/apply.c#line123| < nowiki > NetHack 3.3.0/apply.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.3.0/artifact.c Below is the full text to artifact.c from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/artifact.c#line123| < nowiki > NetHack 3.3.0/artifact.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.3.0/artifact.h Below is the full text to artifact.h from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/artifact.h#line123| < nowiki > NetHack 3.3.0/artifact.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.3.0/artilist.h Below is the full text to artilist.h from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/artilist.h#line123| < nowiki > NetHack 3.3.0/artilist.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.3.0/attrib.c Below is the full text to attrib.c from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/attrib.c#line123| < nowiki > NetHack 3.3.0/attrib.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.3.0/attrib.h Below is the full text to attrib.h from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/attrib.h#line123| < nowiki > NetHack 3.3.0/attrib.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.3.0/ball.c Below is the full text to ball.c from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/ball.c#line123| < nowiki > NetHack 3.3.0/ball.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.3.0/beconf.h Below is the full text to beconf.h from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/beconf.h#line123| < nowiki > NetHack 3.3.0/beconf.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.3.0/bones.c Below is the full text to bones.c from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/bones.c#line123| < nowiki > NetHack 3.3.0/bones.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.3.0/botl.c Below is the full text to botl.c from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/botl.c#line123| < nowiki > NetHack 3.3.0/botl.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.3.0/cmd.c Below is the full text to cmd.c from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/cmd.c#line123| < nowiki > NetHack 3.3.0/cmd.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.3.0/color.h Below is the full text to color.h from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/color.h#line123| < nowiki > NetHack 3.3.0/color.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.3.0/config.h Below is the full text to config.h from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/config.h#line123| < nowiki > NetHack 3.3.0/config.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.3.0/config1.h Below is the full text to config1.h from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/config1.h#line123| < nowiki > NetHack 3.3.0/config1.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.3.0/coord.h Below is the full text to coord.h from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/coord.h#line123| < nowiki > NetHack 3.3.0/coord.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.3.0/dbridge.c Below is the full text to dbridge.c from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/dbridge.c#line123| < nowiki > NetHack 3.3.0/dbridge.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.3.0/decl.c Below is the full text to decl.c from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/decl.c#line123| < nowiki > NetHack 3.3.0/decl.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.3.0/decl.h Below is the full text to decl.h from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/decl.h#line123| < nowiki > NetHack 3.3.0/decl.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.3.0/def os2.h Below is the full text to def_os2.h from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/def_os2.h#line123| < nowiki > NetHack 3.3.0/def_os2.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.3.0/detect.c Below is the full text to detect.c from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/detect.c#line123| < nowiki > NetHack 3.3.0/detect.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.3.0/dgn file.h Below is the full text to dgn_file.h from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/dgn_file.h#line123| < nowiki > NetHack 3.3.0/dgn_file.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.3.0/dig.c Below is the full text to dig.c from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/dig.c#line123| < nowiki > NetHack 3.3.0/dig.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.3.0/display.c Below is the full text to display.c from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/display.c#line123| < nowiki > NetHack 3.3.0/display.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.3.0/display.h Below is the full text to display.h from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/display.h#line123| < nowiki > NetHack 3.3.0/display.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.3.0/dlb.c Below is the full text to dlb.c from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/dlb.c#line123| < nowiki > NetHack 3.3.0/dlb.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.3.0/dlb.h Below is the full text to dlb.h from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/dlb.h#line123| < nowiki > NetHack 3.3.0/dlb.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.3.0/do.c Below is the full text to do.c from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/do.c#line123| < nowiki > NetHack 3.3.0/do.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.3.0/do name.c Below is the full text to do_name.c from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/do_name.c#line123| < nowiki > NetHack 3.3.0/do_name.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.3.0/do wear.c Below is the full text to do_wear.c from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/do_wear.c#line123| < nowiki > NetHack 3.3.0/do_wear.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.3.0/dog.c Below is the full text to dog.c from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/dog.c#line123| < nowiki > NetHack 3.3.0/dog.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.3.0/dogmove.c Below is the full text to dogmove.c from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/dogmove.c#line123| < nowiki > NetHack 3.3.0/dogmove.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.3.0/dokick.c Below is the full text to dokick.c from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/dokick.c#line123| < nowiki > NetHack 3.3.0/dokick.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.3.0/dothrow.c Below is the full text to dothrow.c from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/dothrow.c#line123| < nowiki > NetHack 3.3.0/dothrow.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.3.0/drawing.c Below is the full text to drawing.c from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/drawing.c#line123| < nowiki > NetHack 3.3.0/drawing.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.3.0/dungeon.c Below is the full text to dungeon.c from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/dungeon.c#line123| < nowiki > NetHack 3.3.0/dungeon.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.3.0/dungeon.h Below is the full text to dungeon.h from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/dungeon.h#line123| < nowiki > NetHack 3.3.0/dungeon.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.3.0/eat.c Below is the full text to eat.c from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/eat.c#line123| < nowiki > NetHack 3.3.0/eat.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.3.0/edog.h Below is the full text to edog.h from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/edog.h#line123| < nowiki > NetHack 3.3.0/edog.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.3.0/emin.h Below is the full text to emin.h from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/emin.h#line123| < nowiki > NetHack 3.3.0/emin.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.3.0/end.c Below is the full text to end.c from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/end.c#line123| < nowiki > NetHack 3.3.0/end.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.3.0/engrave.c Below is the full text to engrave.c from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/engrave.c#line123| < nowiki > NetHack 3.3.0/engrave.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.3.0/engrave.h Below is the full text to engrave.h from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/engrave.h#line123| < nowiki > NetHack 3.3.0/engrave.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.3.0/epri.h Below is the full text to epri.h from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/epri.h#line123| < nowiki > NetHack 3.3.0/epri.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.3.0/eshk.h Below is the full text to eshk.h from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/eshk.h#line123| < nowiki > NetHack 3.3.0/eshk.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.3.0/exper.c Below is the full text to exper.c from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/exper.c#line123| < nowiki > NetHack 3.3.0/exper.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.3.0/explode.c Below is the full text to explode.c from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/explode.c#line123| < nowiki > NetHack 3.3.0/explode.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.3.0/extern.h Below is the full text to extern.h from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/extern.h#line123| < nowiki > NetHack 3.3.0/extern.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.3.0/extralev.c Below is the full text to extralev.c from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/extralev.c#line123| < nowiki > NetHack 3.3.0/extralev.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.3.0/files.c Below is the full text to files.c from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/files.c#line123| < nowiki > NetHack 3.3.0/files.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.3.0/flag.h Below is the full text to flag.h from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/flag.h#line123| < nowiki > NetHack 3.3.0/flag.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.3.0/fountain.c Below is the full text to fountain.c from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/fountain.c#line123| < nowiki > NetHack 3.3.0/fountain.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.3.0/func tab.h Below is the full text to func_tab.h from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/func_tab.h#line123| < nowiki > NetHack 3.3.0/func_tab.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.3.0/global.h Below is the full text to global.h from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/global.h#line123| < nowiki > NetHack 3.3.0/global.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.3.0/hack.c Below is the full text to hack.c from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/hack.c#line123| < nowiki > NetHack 3.3.0/hack.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.3.0/hack.h Below is the full text to hack.h from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/hack.h#line123| < nowiki > NetHack 3.3.0/hack.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.3.0/hacklib.c Below is the full text to hacklib.c from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/hacklib.c#line123| < nowiki > NetHack 3.3.0/hacklib.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.3.0/invent.c Below is the full text to invent.c from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/invent.c#line123| < nowiki > NetHack 3.3.0/invent.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.3.0/lev.h Below is the full text to lev.h from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/lev.h#line123| < nowiki > NetHack 3.3.0/lev.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.3.0/light.c Below is the full text to light.c from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/light.c#line123| < nowiki > NetHack 3.3.0/light.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.3.0/lock.c Below is the full text to lock.c from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/lock.c#line123| < nowiki > NetHack 3.3.0/lock.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.3.0/macconf.h Below is the full text to macconf.h from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/macconf.h#line123| < nowiki > NetHack 3.3.0/macconf.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.3.0/macpopup.h Below is the full text to macpopup.h from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/macpopup.h#line123| < nowiki > NetHack 3.3.0/macpopup.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.3.0/mactty.h Below is the full text to mactty.h from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/mactty.h#line123| < nowiki > NetHack 3.3.0/mactty.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.3.0/macwin.h Below is the full text to macwin.h from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/macwin.h#line123| < nowiki > NetHack 3.3.0/macwin.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.3.0/mail.c Below is the full text to mail.c from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/mail.c#line123| < nowiki > NetHack 3.3.0/mail.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.3.0/mail.h Below is the full text to mail.h from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/mail.h#line123| < nowiki > NetHack 3.3.0/mail.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.3.0/makemon.c Below is the full text to makemon.c from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/makemon.c#line123| < nowiki > NetHack 3.3.0/makemon.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.3.0/mcastu.c Below is the full text to mcastu.c from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/mcastu.c#line123| < nowiki > NetHack 3.3.0/mcastu.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.3.0/mfndpos.h Below is the full text to mfndpos.h from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/mfndpos.h#line123| < nowiki > NetHack 3.3.0/mfndpos.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.3.0/mhitm.c Below is the full text to mhitm.c from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/mhitm.c#line123| < nowiki > NetHack 3.3.0/mhitm.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.3.0/mhitu.c Below is the full text to mhitu.c from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/mhitu.c#line123| < nowiki > NetHack 3.3.0/mhitu.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.3.0/micro.h Below is the full text to micro.h from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/micro.h#line123| < nowiki > NetHack 3.3.0/micro.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.3.0/minion.c Below is the full text to minion.c from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/minion.c#line123| < nowiki > NetHack 3.3.0/minion.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.3.0/mklev.c Below is the full text to mklev.c from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/mklev.c#line123| < nowiki > NetHack 3.3.0/mklev.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.3.0/mkmap.c Below is the full text to mkmap.c from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/mkmap.c#line123| < nowiki > NetHack 3.3.0/mkmap.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.3.0/mkmaze.c Below is the full text to mkmaze.c from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/mkmaze.c#line123| < nowiki > NetHack 3.3.0/mkmaze.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.3.0/mkobj.c Below is the full text to mkobj.c from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/mkobj.c#line123| < nowiki > NetHack 3.3.0/mkobj.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.3.0/mkroom.c Below is the full text to mkroom.c from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/mkroom.c#line123| < nowiki > NetHack 3.3.0/mkroom.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.3.0/mkroom.h Below is the full text to mkroom.h from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/mkroom.h#line123| < nowiki > NetHack 3.3.0/mkroom.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.3.0/mon.c Below is the full text to mon.c from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/mon.c#line123| < nowiki > NetHack 3.3.0/mon.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.3.0/monattk.h Below is the full text to monattk.h from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/monattk.h#line123| < nowiki > NetHack 3.3.0/monattk.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.3.0/mondata.c Below is the full text to mondata.c from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/mondata.c#line123| < nowiki > NetHack 3.3.0/mondata.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.3.0/mondata.h Below is the full text to mondata.h from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/mondata.h#line123| < nowiki > NetHack 3.3.0/mondata.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.3.0/monflag.h Below is the full text to monflag.h from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/monflag.h#line123| < nowiki > NetHack 3.3.0/monflag.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.3.0/monmove.c Below is the full text to monmove.c from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/monmove.c#line123| < nowiki > NetHack 3.3.0/monmove.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.3.0/monst.c Below is the full text to monst.c from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/monst.c#line123| < nowiki > NetHack 3.3.0/monst.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.3.0/monst.h Below is the full text to monst.h from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/monst.h#line123| < nowiki > NetHack 3.3.0/monst.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.3.0/monsym.h Below is the full text to monsym.h from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/monsym.h#line123| < nowiki > NetHack 3.3.0/monsym.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.3.0/mplayer.c Below is the full text to mplayer.c from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/mplayer.c#line123| < nowiki > NetHack 3.3.0/mplayer.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.3.0/mthrowu.c Below is the full text to mthrowu.c from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/mthrowu.c#line123| < nowiki > NetHack 3.3.0/mthrowu.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.3.0/mttypriv.h Below is the full text to mttypriv.h from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/mttypriv.h#line123| < nowiki > NetHack 3.3.0/mttypriv.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.3.0/muse.c Below is the full text to muse.c from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/muse.c#line123| < nowiki > NetHack 3.3.0/muse.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.3.0/music.c Below is the full text to music.c from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/music.c#line123| < nowiki > NetHack 3.3.0/music.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.3.0/nhlan.h Below is the full text to nhlan.h from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/nhlan.h#line123| < nowiki > NetHack 3.3.0/nhlan.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.3.0/ntconf.h Below is the full text to ntconf.h from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/ntconf.h#line123| < nowiki > NetHack 3.3.0/ntconf.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.3.0/o init.c Below is the full text to o_init.c from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/o_init.c#line123| < nowiki > NetHack 3.3.0/o_init.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.3.0/obj.h Below is the full text to obj.h from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/obj.h#line123| < nowiki > NetHack 3.3.0/obj.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.3.0/objclass.h Below is the full text to objclass.h from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/objclass.h#line123| < nowiki > NetHack 3.3.0/objclass.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.3.0/objects.c Below is the full text to objects.c from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/objects.c#line123| < nowiki > NetHack 3.3.0/objects.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.3.0/objnam.c Below is the full text to objnam.c from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/objnam.c#line123| < nowiki > NetHack 3.3.0/objnam.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.3.0/options.c Below is the full text to options.c from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/options.c#line123| < nowiki > NetHack 3.3.0/options.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.3.0/os2conf.h Below is the full text to os2conf.h from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/os2conf.h#line123| < nowiki > NetHack 3.3.0/os2conf.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.3.0/pager.c Below is the full text to pager.c from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/pager.c#line123| < nowiki > NetHack 3.3.0/pager.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.3.0/patchlevel.h Below is the full text to patchlevel.h from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/patchlevel.h#line123| < nowiki > NetHack 3.3.0/patchlevel.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.3.0/pcconf.h Below is the full text to pcconf.h from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/pcconf.h#line123| < nowiki > NetHack 3.3.0/pcconf.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.3.0/permonst.h Below is the full text to permonst.h from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/permonst.h#line123| < nowiki > NetHack 3.3.0/permonst.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.3.0/pickup.c Below is the full text to pickup.c from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/pickup.c#line123| < nowiki > NetHack 3.3.0/pickup.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.3.0/pline.c Below is the full text to pline.c from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/pline.c#line123| < nowiki > NetHack 3.3.0/pline.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.3.0/polyself.c Below is the full text to polyself.c from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/polyself.c#line123| < nowiki > NetHack 3.3.0/polyself.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.3.0/potion.c Below is the full text to potion.c from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/potion.c#line123| < nowiki > NetHack 3.3.0/potion.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.3.0/pray.c Below is the full text to pray.c from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/pray.c#line123| < nowiki > NetHack 3.3.0/pray.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.3.0/priest.c Below is the full text to priest.c from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/priest.c#line123| < nowiki > NetHack 3.3.0/priest.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.3.0/prop.h Below is the full text to prop.h from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/prop.h#line123| < nowiki > NetHack 3.3.0/prop.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.3.0/qt clust.h Below is the full text to qt_clust.h from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/qt_clust.h#line123| < nowiki > NetHack 3.3.0/qt_clust.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.3.0/qt kde0.h Below is the full text to qt_kde0.h from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/qt_kde0.h#line123| < nowiki > NetHack 3.3.0/qt_kde0.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.3.0/qt win.h Below is the full text to qt_win.h from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/qt_win.h#line123| < nowiki > NetHack 3.3.0/qt_win.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.3.0/qt xpms.h Below is the full text to qt_xpms.h from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/qt_xpms.h#line123| < nowiki > NetHack 3.3.0/qt_xpms.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.3.0/qtext.h Below is the full text to qtext.h from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/qtext.h#line123| < nowiki > NetHack 3.3.0/qtext.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.3.0/quest.c Below is the full text to quest.c from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/quest.c#line123| < nowiki > NetHack 3.3.0/quest.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.3.0/quest.h Below is the full text to quest.h from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/quest.h#line123| < nowiki > NetHack 3.3.0/quest.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.3.0/questpgr.c Below is the full text to questpgr.c from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/questpgr.c#line123| < nowiki > NetHack 3.3.0/questpgr.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.3.0/read.c Below is the full text to read.c from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/read.c#line123| < nowiki > NetHack 3.3.0/read.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.3.0/rect.c Below is the full text to rect.c from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/rect.c#line123| < nowiki > NetHack 3.3.0/rect.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.3.0/rect.h Below is the full text to rect.h from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/rect.h#line123| < nowiki > NetHack 3.3.0/rect.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.3.0/region.c Below is the full text to region.c from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/region.c#line123| < nowiki > NetHack 3.3.0/region.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.3.0/region.h Below is the full text to region.h from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/region.h#line123| < nowiki > NetHack 3.3.0/region.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.3.0/restore.c Below is the full text to restore.c from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/restore.c#line123| < nowiki > NetHack 3.3.0/restore.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.3.0/rip.c Below is the full text to rip.c from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/rip.c#line123| < nowiki > NetHack 3.3.0/rip.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.3.0/rm.h Below is the full text to rm.h from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/rm.h#line123| < nowiki > NetHack 3.3.0/rm.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.3.0/rnd.c Below is the full text to rnd.c from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/rnd.c#line123| < nowiki > NetHack 3.3.0/rnd.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.3.0/role.c Below is the full text to role.c from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/role.c#line123| < nowiki > NetHack 3.3.0/role.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.3.0/rumors.c Below is the full text to rumors.c from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/rumors.c#line123| < nowiki > NetHack 3.3.0/rumors.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.3.0/save.c Below is the full text to save.c from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/save.c#line123| < nowiki > NetHack 3.3.0/save.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.3.0/shk.c Below is the full text to shk.c from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/shk.c#line123| < nowiki > NetHack 3.3.0/shk.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.3.0/shknam.c Below is the full text to shknam.c from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/shknam.c#line123| < nowiki > NetHack 3.3.0/shknam.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.3.0/sit.c Below is the full text to sit.c from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/sit.c#line123| < nowiki > NetHack 3.3.0/sit.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.3.0/skills.h Below is the full text to skills.h from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/skills.h#line123| < nowiki > NetHack 3.3.0/skills.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.3.0/sounds.c Below is the full text to sounds.c from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/sounds.c#line123| < nowiki > NetHack 3.3.0/sounds.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.3.0/sp lev.c Below is the full text to sp_lev.c from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/sp_lev.c#line123| < nowiki > NetHack 3.3.0/sp_lev.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.3.0/sp lev.h Below is the full text to sp_lev.h from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/sp_lev.h#line123| < nowiki > NetHack 3.3.0/sp_lev.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.3.0/spell.c Below is the full text to spell.c from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/spell.c#line123| < nowiki > NetHack 3.3.0/spell.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.3.0/spell.h Below is the full text to spell.h from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/spell.h#line123| < nowiki > NetHack 3.3.0/spell.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.3.0/steal.c Below is the full text to steal.c from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/steal.c#line123| < nowiki > NetHack 3.3.0/steal.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.3.0/steed.c Below is the full text to steed.c from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/steed.c#line123| < nowiki > NetHack 3.3.0/steed.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.3.0/system.h Below is the full text to system.h from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/system.h#line123| < nowiki > NetHack 3.3.0/system.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.3.0/tcap.h Below is the full text to tcap.h from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/tcap.h#line123| < nowiki > NetHack 3.3.0/tcap.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.3.0/teleport.c Below is the full text to teleport.c from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/teleport.c#line123| < nowiki > NetHack 3.3.0/teleport.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.3.0/tile2x11.h Below is the full text to tile2x11.h from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/tile2x11.h#line123| < nowiki > NetHack 3.3.0/tile2x11.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.3.0/timeout.c Below is the full text to timeout.c from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/timeout.c#line123| < nowiki > NetHack 3.3.0/timeout.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.3.0/timeout.h Below is the full text to timeout.h from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/timeout.h#line123| < nowiki > NetHack 3.3.0/timeout.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.3.0/topten.c Below is the full text to topten.c from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/topten.c#line123| < nowiki > NetHack 3.3.0/topten.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.3.0/tosconf.h Below is the full text to tosconf.h from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/tosconf.h#line123| < nowiki > NetHack 3.3.0/tosconf.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.3.0/track.c Below is the full text to track.c from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/track.c#line123| < nowiki > NetHack 3.3.0/track.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.3.0/tradstdc.h Below is the full text to tradstdc.h from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/tradstdc.h#line123| < nowiki > NetHack 3.3.0/tradstdc.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.3.0/trampoli.h Below is the full text to trampoli.h from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/trampoli.h#line123| < nowiki > NetHack 3.3.0/trampoli.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.3.0/trap.c Below is the full text to trap.c from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/trap.c#line123| < nowiki > NetHack 3.3.0/trap.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.3.0/trap.h Below is the full text to trap.h from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/trap.h#line123| < nowiki > NetHack 3.3.0/trap.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.3.0/u init.c Below is the full text to u_init.c from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/u_init.c#line123| < nowiki > NetHack 3.3.0/u_init.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.3.0/uhitm.c Below is the full text to uhitm.c from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/uhitm.c#line123| < nowiki > NetHack 3.3.0/uhitm.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.3.0/unixconf.h Below is the full text to unixconf.h from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/unixconf.h#line123| < nowiki > NetHack 3.3.0/unixconf.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.3.0/vault.c Below is the full text to vault.c from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/vault.c#line123| < nowiki > NetHack 3.3.0/vault.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.3.0/vault.h Below is the full text to vault.h from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/vault.h#line123| < nowiki > NetHack 3.3.0/vault.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.3.0/version.c Below is the full text to version.c from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/version.c#line123| < nowiki > NetHack 3.3.0/version.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.3.0/vision.c Below is the full text to vision.c from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/vision.c#line123| < nowiki > NetHack 3.3.0/vision.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.3.0/vision.h Below is the full text to vision.h from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/vision.h#line123| < nowiki > NetHack 3.3.0/vision.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.3.0/vmsconf.h Below is the full text to vmsconf.h from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/vmsconf.h#line123| < nowiki > NetHack 3.3.0/vmsconf.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.3.0/weapon.c Below is the full text to weapon.c from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/weapon.c#line123| < nowiki > NetHack 3.3.0/weapon.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.3.0/were.c Below is the full text to were.c from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/were.c#line123| < nowiki > NetHack 3.3.0/were.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.3.0/wield.c Below is the full text to wield.c from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/wield.c#line123| < nowiki > NetHack 3.3.0/wield.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.3.0/winX.h Below is the full text to winX.h from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/winX.h#line123| < nowiki > NetHack 3.3.0/winX.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.3.0/winami.h Below is the full text to winami.h from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/winami.h#line123| < nowiki > NetHack 3.3.0/winami.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.3.0/windows.c Below is the full text to windows.c from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/windows.c#line123| < nowiki > NetHack 3.3.0/windows.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.3.0/winprocs.h Below is the full text to winprocs.h from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/winprocs.h#line123| < nowiki > NetHack 3.3.0/winprocs.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.3.0/wintty.h Below is the full text to wintty.h from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/wintty.h#line123| < nowiki > NetHack 3.3.0/wintty.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.3.0/wintype.h Below is the full text to wintype.h from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/wintype.h#line123| < nowiki > NetHack 3.3.0/wintype.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.3.0/wizard.c Below is the full text to wizard.c from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/wizard.c#line123| < nowiki > NetHack 3.3.0/wizard.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.3.0/worm.c Below is the full text to worm.c from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/worm.c#line123| < nowiki > NetHack 3.3.0/worm.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.3.0/worn.c Below is the full text to worn.c from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/worn.c#line123| < nowiki > NetHack 3.3.0/worn.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.3.0/write.c Below is the full text to write.c from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/write.c#line123| < nowiki > NetHack 3.3.0/write.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.3.0/xwindow.h Below is the full text to xwindow.h from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/xwindow.h#line123| < nowiki > NetHack 3.3.0/xwindow.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.3.0/xwindowp.h Below is the full text to xwindowp.h from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/xwindowp.h#line123| < nowiki > NetHack 3.3.0/xwindowp.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.3.0/you.h Below is the full text to you.h from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/you.h#line123| < nowiki > NetHack 3.3.0/you.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.3.0/youprop.h Below is the full text to youprop.h from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/youprop.h#line123| < nowiki > NetHack 3.3.0/youprop.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.3.0/zap.c Below is the full text to zap.c from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/zap.c#line123| < nowiki > NetHack 3.3.0/zap.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.0/align.h Below is the full text to align.h from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/align.h#line123| < nowiki > NetHack 3.4.0/align.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.0/allmain.c Below is the full text to allmain.c from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/allmain.c#line123| < nowiki > NetHack 3.4.0/allmain.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.0/alloc.c Below is the full text to alloc.c from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/alloc.c#line123| < nowiki > NetHack 3.4.0/alloc.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.0/amiconf.h Below is the full text to amiconf.h from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/amiconf.h#line123| < nowiki > NetHack 3.4.0/amiconf.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.0/apply.c Below is the full text to apply.c from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/apply.c#line123| < nowiki > NetHack 3.4.0/apply.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.0/artifact.c Below is the full text to artifact.c from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/artifact.c#line123| < nowiki > NetHack 3.4.0/artifact.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.0/artifact.h Below is the full text to artifact.h from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/artifact.h#line123| < nowiki > NetHack 3.4.0/artifact.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.0/artilist.h Below is the full text to artilist.h from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/artilist.h#line123| < nowiki > NetHack 3.4.0/artilist.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.0/attrib.c Below is the full text to attrib.c from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/attrib.c#line123| < nowiki > NetHack 3.4.0/attrib.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.0/attrib.h Below is the full text to attrib.h from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/attrib.h#line123| < nowiki > NetHack 3.4.0/attrib.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.0/ball.c Below is the full text to ball.c from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/ball.c#line123| < nowiki > NetHack 3.4.0/ball.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.0/beconf.h Below is the full text to beconf.h from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/beconf.h#line123| < nowiki > NetHack 3.4.0/beconf.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.0/bitmfile.h Below is the full text to bitmfile.h from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/bitmfile.h#line123| < nowiki > NetHack 3.4.0/bitmfile.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.0/bones.c Below is the full text to bones.c from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/bones.c#line123| < nowiki > NetHack 3.4.0/bones.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.0/botl.c Below is the full text to botl.c from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/botl.c#line123| < nowiki > NetHack 3.4.0/botl.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.0/cmd.c Below is the full text to cmd.c from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/cmd.c#line123| < nowiki > NetHack 3.4.0/cmd.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.0/color.h Below is the full text to color.h from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/color.h#line123| < nowiki > NetHack 3.4.0/color.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.0/config.h Below is the full text to config.h from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/config.h#line123| < nowiki > NetHack 3.4.0/config.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.0/config1.h Below is the full text to config1.h from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/config1.h#line123| < nowiki > NetHack 3.4.0/config1.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.0/coord.h Below is the full text to coord.h from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/coord.h#line123| < nowiki > NetHack 3.4.0/coord.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.0/dbridge.c Below is the full text to dbridge.c from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/dbridge.c#line123| < nowiki > NetHack 3.4.0/dbridge.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.0/decl.c Below is the full text to decl.c from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/decl.c#line123| < nowiki > NetHack 3.4.0/decl.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.0/decl.h Below is the full text to decl.h from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/decl.h#line123| < nowiki > NetHack 3.4.0/decl.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.0/def os2.h Below is the full text to def_os2.h from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/def_os2.h#line123| < nowiki > NetHack 3.4.0/def_os2.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.0/detect.c Below is the full text to detect.c from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/detect.c#line123| < nowiki > NetHack 3.4.0/detect.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.0/dgn file.h Below is the full text to dgn_file.h from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/dgn_file.h#line123| < nowiki > NetHack 3.4.0/dgn_file.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.0/dig.c Below is the full text to dig.c from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/dig.c#line123| < nowiki > NetHack 3.4.0/dig.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.0/display.c Below is the full text to display.c from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/display.c#line123| < nowiki > NetHack 3.4.0/display.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.0/display.h Below is the full text to display.h from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/display.h#line123| < nowiki > NetHack 3.4.0/display.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.0/dlb.c Below is the full text to dlb.c from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/dlb.c#line123| < nowiki > NetHack 3.4.0/dlb.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.0/dlb.h Below is the full text to dlb.h from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/dlb.h#line123| < nowiki > NetHack 3.4.0/dlb.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.0/do.c Below is the full text to do.c from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/do.c#line123| < nowiki > NetHack 3.4.0/do.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.0/do name.c Below is the full text to do_name.c from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/do_name.c#line123| < nowiki > NetHack 3.4.0/do_name.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.0/do wear.c Below is the full text to do_wear.c from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/do_wear.c#line123| < nowiki > NetHack 3.4.0/do_wear.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.0/dog.c Below is the full text to dog.c from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/dog.c#line123| < nowiki > NetHack 3.4.0/dog.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.0/dogmove.c Below is the full text to dogmove.c from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/dogmove.c#line123| < nowiki > NetHack 3.4.0/dogmove.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.0/dokick.c Below is the full text to dokick.c from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/dokick.c#line123| < nowiki > NetHack 3.4.0/dokick.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.0/dothrow.c Below is the full text to dothrow.c from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/dothrow.c#line123| < nowiki > NetHack 3.4.0/dothrow.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.0/drawing.c Below is the full text to drawing.c from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/drawing.c#line123| < nowiki > NetHack 3.4.0/drawing.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.0/dungeon.c Below is the full text to dungeon.c from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/dungeon.c#line123| < nowiki > NetHack 3.4.0/dungeon.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.0/dungeon.h Below is the full text to dungeon.h from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/dungeon.h#line123| < nowiki > NetHack 3.4.0/dungeon.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.0/eat.c Below is the full text to eat.c from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/eat.c#line123| < nowiki > NetHack 3.4.0/eat.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.0/edog.h Below is the full text to edog.h from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/edog.h#line123| < nowiki > NetHack 3.4.0/edog.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.0/emin.h Below is the full text to emin.h from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/emin.h#line123| < nowiki > NetHack 3.4.0/emin.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.0/end.c Below is the full text to end.c from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/end.c#line123| < nowiki > NetHack 3.4.0/end.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.0/engrave.c Below is the full text to engrave.c from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/engrave.c#line123| < nowiki > NetHack 3.4.0/engrave.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.0/engrave.h Below is the full text to engrave.h from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/engrave.h#line123| < nowiki > NetHack 3.4.0/engrave.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.0/epri.h Below is the full text to epri.h from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/epri.h#line123| < nowiki > NetHack 3.4.0/epri.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.0/eshk.h Below is the full text to eshk.h from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/eshk.h#line123| < nowiki > NetHack 3.4.0/eshk.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.0/exper.c Below is the full text to exper.c from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/exper.c#line123| < nowiki > NetHack 3.4.0/exper.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.0/explode.c Below is the full text to explode.c from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/explode.c#line123| < nowiki > NetHack 3.4.0/explode.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.0/extern.h Below is the full text to extern.h from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/extern.h#line123| < nowiki > NetHack 3.4.0/extern.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.0/extralev.c Below is the full text to extralev.c from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/extralev.c#line123| < nowiki > NetHack 3.4.0/extralev.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.0/files.c Below is the full text to files.c from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/files.c#line123| < nowiki > NetHack 3.4.0/files.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.0/flag.h Below is the full text to flag.h from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/flag.h#line123| < nowiki > NetHack 3.4.0/flag.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.0/fountain.c Below is the full text to fountain.c from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/fountain.c#line123| < nowiki > NetHack 3.4.0/fountain.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.0/func tab.h Below is the full text to func_tab.h from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/func_tab.h#line123| < nowiki > NetHack 3.4.0/func_tab.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.0/gem rsc.h Below is the full text to gem_rsc.h from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/gem_rsc.h#line123| < nowiki > NetHack 3.4.0/gem_rsc.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.0/global.h Below is the full text to global.h from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/global.h#line123| < nowiki > NetHack 3.4.0/global.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.0/hack.c Below is the full text to hack.c from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/hack.c#line123| < nowiki > NetHack 3.4.0/hack.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.0/hack.h Below is the full text to hack.h from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/hack.h#line123| < nowiki > NetHack 3.4.0/hack.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.0/hacklib.c Below is the full text to hacklib.c from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/hacklib.c#line123| < nowiki > NetHack 3.4.0/hacklib.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.0/invent.c Below is the full text to invent.c from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/invent.c#line123| < nowiki > NetHack 3.4.0/invent.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.0/lev.h Below is the full text to lev.h from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/lev.h#line123| < nowiki > NetHack 3.4.0/lev.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.0/light.c Below is the full text to light.c from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/light.c#line123| < nowiki > NetHack 3.4.0/light.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.0/load img.h Below is the full text to load_img.h from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/load_img.h#line123| < nowiki > NetHack 3.4.0/load_img.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.0/lock.c Below is the full text to lock.c from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/lock.c#line123| < nowiki > NetHack 3.4.0/lock.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.0/macconf.h Below is the full text to macconf.h from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/macconf.h#line123| < nowiki > NetHack 3.4.0/macconf.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.0/macpopup.h Below is the full text to macpopup.h from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/macpopup.h#line123| < nowiki > NetHack 3.4.0/macpopup.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.0/mactty.h Below is the full text to mactty.h from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/mactty.h#line123| < nowiki > NetHack 3.4.0/mactty.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.0/macwin.h Below is the full text to macwin.h from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/macwin.h#line123| < nowiki > NetHack 3.4.0/macwin.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.0/mail.c Below is the full text to mail.c from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/mail.c#line123| < nowiki > NetHack 3.4.0/mail.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.0/mail.h Below is the full text to mail.h from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/mail.h#line123| < nowiki > NetHack 3.4.0/mail.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.0/makemon.c Below is the full text to makemon.c from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/makemon.c#line123| < nowiki > NetHack 3.4.0/makemon.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.0/mapglyph.c Below is the full text to mapglyph.c from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/mapglyph.c#line123| < nowiki > NetHack 3.4.0/mapglyph.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.0/mcastu.c Below is the full text to mcastu.c from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/mcastu.c#line123| < nowiki > NetHack 3.4.0/mcastu.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.0/mfndpos.h Below is the full text to mfndpos.h from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/mfndpos.h#line123| < nowiki > NetHack 3.4.0/mfndpos.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.0/mhitm.c Below is the full text to mhitm.c from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/mhitm.c#line123| < nowiki > NetHack 3.4.0/mhitm.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.0/mhitu.c Below is the full text to mhitu.c from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/mhitu.c#line123| < nowiki > NetHack 3.4.0/mhitu.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.0/micro.h Below is the full text to micro.h from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/micro.h#line123| < nowiki > NetHack 3.4.0/micro.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.0/minion.c Below is the full text to minion.c from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/minion.c#line123| < nowiki > NetHack 3.4.0/minion.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.0/mklev.c Below is the full text to mklev.c from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/mklev.c#line123| < nowiki > NetHack 3.4.0/mklev.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.0/mkmap.c Below is the full text to mkmap.c from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/mkmap.c#line123| < nowiki > NetHack 3.4.0/mkmap.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.0/mkmaze.c Below is the full text to mkmaze.c from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/mkmaze.c#line123| < nowiki > NetHack 3.4.0/mkmaze.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.0/mkobj.c Below is the full text to mkobj.c from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/mkobj.c#line123| < nowiki > NetHack 3.4.0/mkobj.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.0/mkroom.c Below is the full text to mkroom.c from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/mkroom.c#line123| < nowiki > NetHack 3.4.0/mkroom.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.0/mkroom.h Below is the full text to mkroom.h from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/mkroom.h#line123| < nowiki > NetHack 3.4.0/mkroom.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.0/mon.c Below is the full text to mon.c from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/mon.c#line123| < nowiki > NetHack 3.4.0/mon.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.0/monattk.h Below is the full text to monattk.h from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/monattk.h#line123| < nowiki > NetHack 3.4.0/monattk.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.0/mondata.c Below is the full text to mondata.c from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/mondata.c#line123| < nowiki > NetHack 3.4.0/mondata.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.0/mondata.h Below is the full text to mondata.h from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/mondata.h#line123| < nowiki > NetHack 3.4.0/mondata.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.0/monflag.h Below is the full text to monflag.h from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/monflag.h#line123| < nowiki > NetHack 3.4.0/monflag.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.0/monmove.c Below is the full text to monmove.c from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/monmove.c#line123| < nowiki > NetHack 3.4.0/monmove.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.0/monst.c Below is the full text to monst.c from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/monst.c#line123| < nowiki > NetHack 3.4.0/monst.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.0/monst.h Below is the full text to monst.h from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/monst.h#line123| < nowiki > NetHack 3.4.0/monst.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.0/monsym.h Below is the full text to monsym.h from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/monsym.h#line123| < nowiki > NetHack 3.4.0/monsym.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.0/mplayer.c Below is the full text to mplayer.c from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/mplayer.c#line123| < nowiki > NetHack 3.4.0/mplayer.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.0/mthrowu.c Below is the full text to mthrowu.c from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/mthrowu.c#line123| < nowiki > NetHack 3.4.0/mthrowu.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.0/mttypriv.h Below is the full text to mttypriv.h from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/mttypriv.h#line123| < nowiki > NetHack 3.4.0/mttypriv.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.0/muse.c Below is the full text to muse.c from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/muse.c#line123| < nowiki > NetHack 3.4.0/muse.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.0/music.c Below is the full text to music.c from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/music.c#line123| < nowiki > NetHack 3.4.0/music.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.0/nhlan.h Below is the full text to nhlan.h from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/nhlan.h#line123| < nowiki > NetHack 3.4.0/nhlan.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.0/ntconf.h Below is the full text to ntconf.h from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/ntconf.h#line123| < nowiki > NetHack 3.4.0/ntconf.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.0/o init.c Below is the full text to o_init.c from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/o_init.c#line123| < nowiki > NetHack 3.4.0/o_init.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.0/obj.h Below is the full text to obj.h from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/obj.h#line123| < nowiki > NetHack 3.4.0/obj.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.0/objclass.h Below is the full text to objclass.h from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/objclass.h#line123| < nowiki > NetHack 3.4.0/objclass.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.0/objects.c Below is the full text to objects.c from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/objects.c#line123| < nowiki > NetHack 3.4.0/objects.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.0/objnam.c Below is the full text to objnam.c from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/objnam.c#line123| < nowiki > NetHack 3.4.0/objnam.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.0/options.c Below is the full text to options.c from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/options.c#line123| < nowiki > NetHack 3.4.0/options.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.0/os2conf.h Below is the full text to os2conf.h from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/os2conf.h#line123| < nowiki > NetHack 3.4.0/os2conf.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.0/pager.c Below is the full text to pager.c from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/pager.c#line123| < nowiki > NetHack 3.4.0/pager.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.0/patchlevel.h Below is the full text to patchlevel.h from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/patchlevel.h#line123| < nowiki > NetHack 3.4.0/patchlevel.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.0/pcconf.h Below is the full text to pcconf.h from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/pcconf.h#line123| < nowiki > NetHack 3.4.0/pcconf.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.0/permonst.h Below is the full text to permonst.h from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/permonst.h#line123| < nowiki > NetHack 3.4.0/permonst.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.0/pickup.c Below is the full text to pickup.c from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/pickup.c#line123| < nowiki > NetHack 3.4.0/pickup.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.0/pline.c Below is the full text to pline.c from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/pline.c#line123| < nowiki > NetHack 3.4.0/pline.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.0/polyself.c Below is the full text to polyself.c from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/polyself.c#line123| < nowiki > NetHack 3.4.0/polyself.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.0/potion.c Below is the full text to potion.c from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/potion.c#line123| < nowiki > NetHack 3.4.0/potion.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.0/pray.c Below is the full text to pray.c from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/pray.c#line123| < nowiki > NetHack 3.4.0/pray.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.0/priest.c Below is the full text to priest.c from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/priest.c#line123| < nowiki > NetHack 3.4.0/priest.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.0/prop.h Below is the full text to prop.h from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/prop.h#line123| < nowiki > NetHack 3.4.0/prop.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.0/qt clust.h Below is the full text to qt_clust.h from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/qt_clust.h#line123| < nowiki > NetHack 3.4.0/qt_clust.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.0/qt kde0.h Below is the full text to qt_kde0.h from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/qt_kde0.h#line123| < nowiki > NetHack 3.4.0/qt_kde0.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.0/qt win.h Below is the full text to qt_win.h from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/qt_win.h#line123| < nowiki > NetHack 3.4.0/qt_win.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.0/qt xpms.h Below is the full text to qt_xpms.h from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/qt_xpms.h#line123| < nowiki > NetHack 3.4.0/qt_xpms.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.0/qtext.h Below is the full text to qtext.h from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/qtext.h#line123| < nowiki > NetHack 3.4.0/qtext.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.0/qttableview.h Below is the full text to qttableview.h from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/qttableview.h#line123| < nowiki > NetHack 3.4.0/qttableview.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.0/quest.c Below is the full text to quest.c from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/quest.c#line123| < nowiki > NetHack 3.4.0/quest.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.0/quest.h Below is the full text to quest.h from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/quest.h#line123| < nowiki > NetHack 3.4.0/quest.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.0/questpgr.c Below is the full text to questpgr.c from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/questpgr.c#line123| < nowiki > NetHack 3.4.0/questpgr.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.0/read.c Below is the full text to read.c from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/read.c#line123| < nowiki > NetHack 3.4.0/read.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.0/rect.c Below is the full text to rect.c from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/rect.c#line123| < nowiki > NetHack 3.4.0/rect.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.0/rect.h Below is the full text to rect.h from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/rect.h#line123| < nowiki > NetHack 3.4.0/rect.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.0/region.c Below is the full text to region.c from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/region.c#line123| < nowiki > NetHack 3.4.0/region.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.0/region.h Below is the full text to region.h from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/region.h#line123| < nowiki > NetHack 3.4.0/region.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.0/restore.c Below is the full text to restore.c from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/restore.c#line123| < nowiki > NetHack 3.4.0/restore.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.0/rip.c Below is the full text to rip.c from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/rip.c#line123| < nowiki > NetHack 3.4.0/rip.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.0/rm.h Below is the full text to rm.h from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/rm.h#line123| < nowiki > NetHack 3.4.0/rm.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.0/rnd.c Below is the full text to rnd.c from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/rnd.c#line123| < nowiki > NetHack 3.4.0/rnd.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.0/role.c Below is the full text to role.c from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/role.c#line123| < nowiki > NetHack 3.4.0/role.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.0/rumors.c Below is the full text to rumors.c from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/rumors.c#line123| < nowiki > NetHack 3.4.0/rumors.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.0/save.c Below is the full text to save.c from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/save.c#line123| < nowiki > NetHack 3.4.0/save.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.0/shk.c Below is the full text to shk.c from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/shk.c#line123| < nowiki > NetHack 3.4.0/shk.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.0/shknam.c Below is the full text to shknam.c from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/shknam.c#line123| < nowiki > NetHack 3.4.0/shknam.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.0/sit.c Below is the full text to sit.c from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/sit.c#line123| < nowiki > NetHack 3.4.0/sit.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.0/skills.h Below is the full text to skills.h from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/skills.h#line123| < nowiki > NetHack 3.4.0/skills.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.0/sounds.c Below is the full text to sounds.c from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/sounds.c#line123| < nowiki > NetHack 3.4.0/sounds.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.0/sp lev.c Below is the full text to sp_lev.c from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/sp_lev.c#line123| < nowiki > NetHack 3.4.0/sp_lev.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.0/sp lev.h Below is the full text to sp_lev.h from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/sp_lev.h#line123| < nowiki > NetHack 3.4.0/sp_lev.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.0/spell.c Below is the full text to spell.c from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/spell.c#line123| < nowiki > NetHack 3.4.0/spell.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.0/spell.h Below is the full text to spell.h from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/spell.h#line123| < nowiki > NetHack 3.4.0/spell.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.0/steal.c Below is the full text to steal.c from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/steal.c#line123| < nowiki > NetHack 3.4.0/steal.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.0/steed.c Below is the full text to steed.c from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/steed.c#line123| < nowiki > NetHack 3.4.0/steed.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.0/system.h Below is the full text to system.h from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/system.h#line123| < nowiki > NetHack 3.4.0/system.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.0/tcap.h Below is the full text to tcap.h from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/tcap.h#line123| < nowiki > NetHack 3.4.0/tcap.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.0/teleport.c Below is the full text to teleport.c from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/teleport.c#line123| < nowiki > NetHack 3.4.0/teleport.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.0/tile2x11.h Below is the full text to tile2x11.h from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/tile2x11.h#line123| < nowiki > NetHack 3.4.0/tile2x11.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.0/timeout.c Below is the full text to timeout.c from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/timeout.c#line123| < nowiki > NetHack 3.4.0/timeout.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.0/timeout.h Below is the full text to timeout.h from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/timeout.h#line123| < nowiki > NetHack 3.4.0/timeout.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.0/topten.c Below is the full text to topten.c from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/topten.c#line123| < nowiki > NetHack 3.4.0/topten.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.0/tosconf.h Below is the full text to tosconf.h from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/tosconf.h#line123| < nowiki > NetHack 3.4.0/tosconf.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.0/track.c Below is the full text to track.c from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/track.c#line123| < nowiki > NetHack 3.4.0/track.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.0/tradstdc.h Below is the full text to tradstdc.h from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/tradstdc.h#line123| < nowiki > NetHack 3.4.0/tradstdc.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.0/trampoli.h Below is the full text to trampoli.h from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/trampoli.h#line123| < nowiki > NetHack 3.4.0/trampoli.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.0/trap.c Below is the full text to trap.c from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/trap.c#line123| < nowiki > NetHack 3.4.0/trap.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.0/trap.h Below is the full text to trap.h from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/trap.h#line123| < nowiki > NetHack 3.4.0/trap.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.0/u init.c Below is the full text to u_init.c from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/u_init.c#line123| < nowiki > NetHack 3.4.0/u_init.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.0/uhitm.c Below is the full text to uhitm.c from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/uhitm.c#line123| < nowiki > NetHack 3.4.0/uhitm.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.0/unixconf.h Below is the full text to unixconf.h from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/unixconf.h#line123| < nowiki > NetHack 3.4.0/unixconf.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.0/vault.c Below is the full text to vault.c from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/vault.c#line123| < nowiki > NetHack 3.4.0/vault.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.0/vault.h Below is the full text to vault.h from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/vault.h#line123| < nowiki > NetHack 3.4.0/vault.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.0/version.c Below is the full text to version.c from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/version.c#line123| < nowiki > NetHack 3.4.0/version.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.0/vision.c Below is the full text to vision.c from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/vision.c#line123| < nowiki > NetHack 3.4.0/vision.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.0/vision.h Below is the full text to vision.h from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/vision.h#line123| < nowiki > NetHack 3.4.0/vision.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.0/vmsconf.h Below is the full text to vmsconf.h from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/vmsconf.h#line123| < nowiki > NetHack 3.4.0/vmsconf.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.0/weapon.c Below is the full text to weapon.c from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/weapon.c#line123| < nowiki > NetHack 3.4.0/weapon.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.0/were.c Below is the full text to were.c from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/were.c#line123| < nowiki > NetHack 3.4.0/were.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.0/wield.c Below is the full text to wield.c from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/wield.c#line123| < nowiki > NetHack 3.4.0/wield.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.0/winGnome.h Below is the full text to winGnome.h from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/winGnome.h#line123| < nowiki > NetHack 3.4.0/winGnome.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.0/winX.h Below is the full text to winX.h from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/winX.h#line123| < nowiki > NetHack 3.4.0/winX.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.0/winami.h Below is the full text to winami.h from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/winami.h#line123| < nowiki > NetHack 3.4.0/winami.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.0/windows.c Below is the full text to windows.c from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/windows.c#line123| < nowiki > NetHack 3.4.0/windows.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.0/wingem.h Below is the full text to wingem.h from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/wingem.h#line123| < nowiki > NetHack 3.4.0/wingem.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.0/winprocs.h Below is the full text to winprocs.h from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/winprocs.h#line123| < nowiki > NetHack 3.4.0/winprocs.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.0/wintty.h Below is the full text to wintty.h from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/wintty.h#line123| < nowiki > NetHack 3.4.0/wintty.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.0/wintype.h Below is the full text to wintype.h from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/wintype.h#line123| < nowiki > NetHack 3.4.0/wintype.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.0/wizard.c Below is the full text to wizard.c from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/wizard.c#line123| < nowiki > NetHack 3.4.0/wizard.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.0/worm.c Below is the full text to worm.c from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/worm.c#line123| < nowiki > NetHack 3.4.0/worm.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.0/worn.c Below is the full text to worn.c from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/worn.c#line123| < nowiki > NetHack 3.4.0/worn.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.0/write.c Below is the full text to write.c from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/write.c#line123| < nowiki > NetHack 3.4.0/write.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.0/xwindow.h Below is the full text to xwindow.h from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/xwindow.h#line123| < nowiki > NetHack 3.4.0/xwindow.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.0/xwindowp.h Below is the full text to xwindowp.h from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/xwindowp.h#line123| < nowiki > NetHack 3.4.0/xwindowp.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.0/you.h Below is the full text to you.h from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/you.h#line123| < nowiki > NetHack 3.4.0/you.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.0/youprop.h Below is the full text to youprop.h from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/youprop.h#line123| < nowiki > NetHack 3.4.0/youprop.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.0/zap.c Below is the full text to zap.c from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/zap.c#line123| < nowiki > NetHack 3.4.0/zap.c#line123 < /nowiki > ]], for example. =_=_ Monster difficulty Difficulty is primarily used in the normal mechanism of monster generation to decide whether a candidate monster is appropriately difficult for the player to encounter. A monster is "too strong" to be randomly generated when its difficulty is greater than the average of your experience level and your dungeon level. It is "too weak" to be randomly generated when its difficulty is less than your dungeon level divided by 6, rounded down. (For this purpose, once you have the Amulet of Yendor your dungeon level is considered to be that of the Sanctum, and in the endgame to be the depth of the Sanctum plus half your experience level.) Most of the less common mechanisms of monster generation do not have similar limits. This table was generated with the use of a modified version of makedefs to calculate experience values as well, and is believed by the author to be accurate. If there are discrepancies between these and those listed in the articles, please correct the article. In versions of NetHack prior to 3.6.2 (and derived variants), the monster's difficulty was calculated during compilation using the below algorithm, and stored in monstr.c. As of NetHack 3.6.2, difficulty is now stored in the monst.c as part of the mons array. All monsters have the same difficulty in 3.6.1 and 3.6.2. =_=_ Monsters (by experience) This table was generated with the use of a modified version of nhtohtml to calculate experience values as well, and are believed by the author to be accurate. If there are discrepancies between these and those listed in the articles, please correct the article. In this table, "base" experience value refers to the number of experience points earned by the hero for killing the monster, assuming that the monster's level is equal to its base level. For more details about how the experience value of a monster is calculated in general, see experience points. The giant eel, electric eel, and kraken are worth 1000 fewer experience points if you are wearing an amulet of magical breathing or are polymorphed into a form that cannot be drowned. =_=_ Monsters (by speed) In general, you will be able to run away from any monster that travels at your speed or slower. For comparison purposes, here are some common speed benchmarks to help you decide whether to run or use a more strategic escape method in any given circumstance. For example, if you are unencumbered and wearing speed boots (very fast), you can outrun a leocrotta; if you are burdened and not fast or very fast, you will not be able to outrun a water demon. =_=_ Minion of Huhetotl The As a demon, he shares the usual resistances to fire, poison and level draining, as well as immunity to death rays. He also has the usual stoning resistance of all quest nemeses. The Minion of Huhetotl is accompanied by various monsters in his god's temple and capable of summoning more, so be sure to clear out the temple before confronting him. Like all quest nemeses, he is covetous, and can inflict very large amounts of damage with his two weapon attacks and spellcasting (which includes drain strength and destroy armor). It's recommended that you awaken him remotely while on the upstair (or else teleport to the upstair after doing so) and engage him there with a means of engraving Elbereth and a source of magic resistance; in 3.6.0 and later versions, consider using a scroll of scare monster for this strategy as well. His high monster magic resistance lets him easily resist a wand of sleep or polymorph, all but forcing players to resort to melee attacks. Wielding a blessed silver saber is very effective, as is a blessed dwarvish mattock - the Minion is a large monster, and the archaeologist can achieve Expert in both the pick-axe and saber skills. However, remember that he can cast the curse items spell; even with magic resistance, a cursed mattock will leave you without the use of your hands, so prepare a means of emergency curse removal if you employ this strategy, such as a bag with scrolls of remove curse or a cache of holy water. =_=_ Thoth Amon Thoth Amon is a powerful spellcaster, and is definitely hard for the unprepared. He can curse your items, destroy your armor, and even summon nasties, making facing him head-on in melee a bad idea, especially without magic resistance. Like all , Thoth Amon does not respect Elbereth. However, he can be immobilized or taken out from a distance through various means. A wand of cancellation can reliably prevent him from casting spells, as he has very low MR; without them, his weaker melee attacks are easily manageable for a level 14 barbarian. A wand of sleep can render him entirely helpless against the barbarian's powerful melee attacks, and a wand of death can kill him outright. =_=_ Chromatic Dragon The Chromatic Dragon possesses the breath attacks of all of the other types of dragon as well as their resistances, including reflection and magic resistance. She is covetous and stoning-proof like all quest nemeses, and is also capable of spellcasting. She guards The Sceptre of Might. The Chromatic Dragon is located in Tiamat's Chamber, a large, open, hexagon-shaped level. The room also contains some shriekers, which may wake her from her meditative sleep. Shaman Karnov's advice to "keep moving" when fighting the dragon will likely prove counterproductive: stepping away from her exposes you to her breath weapons if she lines up with you, which can mean taking serious damage up to and including possible disintegration. Moving over to attack her will likely cause her to warp to the stairs, and you may soon be swarmed by repeated castings of summon nasties. It is probably best to stay on the upstairs and let her teleport to you, especially if you lack reflection. Using a scroll of scare monster is also advised, as are ordinary methods of waking monsters, such as beating a drum; you can also idle on the upstairs with and allow the shriekers on the level to come to you, with one of them eventually shrieking and causing her to wake up. If you can bring a pet into the lair, it may attack the Chromatic Dragon for you while you wait on the upstairs. Reflection and magic resistance are optimal for the fight against the Chromatic Dragon, though they may prove difficult to obtain. Reflection will solve the problem of her breath weapons should she get away from you, while magic resistance will reduce the hindrance from the curse items spell. and standing on a burnt Elbereth or scroll of scare monster will deter her from casting most of her spells, including destroying your armor; magic resistance can be foregone if you are confident you will be able to remain standing on one. While risky, her breath attacks can also be avoided by staying out of her line of fire (i.e. any straight line in the eight cardinal directions from her); she will also not use her breath within melee range. Once she is dead, the player can secure and invoke the Sceptre of Might for conflict if necessary, to help deal with any remaining summoned monsters. Generic chromatic dragons can be encountered on the last level of the Dragon Caves, and killing them can produce scales (and thus armor) which are resistant to multiple types of attacks; this new armor provides reflection and fire, cold, sleep, disintegration, shock, poison, acid and stone resistance. In dNetHack, non-Caveman players have a chance of encountering the Chromatic Dragon on her special level in Gehennom. She also drops chromatic dragon scales, which are an artifact in dNetHack. They provide a bunch of resistances, but no magic resistance or reflection. This is somewhat less useful than it appears, however, as eating the Chromatic Dragon's corpse is guaranteed to permanently give the player all of the six possible vanilla intrinsics. (Of note is that most corpses in dNetHack only give temporary intrinsics, but unique monsters are an exception to this rule.) However, the scales may still prove useful to certain dietary conduct players. Tiamat is an important Dungeons and Dragons monster. She has five heads, corresponding to five chromatic dragons (black, blue, green, red, white) with their corresponding powers. Her body is a blending of various color dragon forms with an appropriately multicolored hide. The tip of her tail has a poisonous sting. =_=_ Cyclops In addition to the quest artifact and the Bell of Opening, the Cyclops will always be generated with a wand of lightning on his square. The Cyclops is a very dangerous quest nemesis - fighting him one-on-one is not advised, as he is faster than a normal giant and gets two very strong weapon attacks, and this is without considering that the Staff is guaranteed to drain a level each time it hits you. He can be disarmed with a bullwhip, but still hits very hard without a weapon. As with other quest nemeses, the Cyclops respects the scroll of scare monster, and can be easily beaten if you engage him on the stairs with one on the floor. Fortunately, if you lack one the Cyclops is also susceptible to most magical attacks, due to his monster MR of 0. He also lacks any resistances outside of the shared quest nemesis resistance to stoning. The wand of sleep is guaranteed to work on the Cyclops, although the ray may miss a few times due to his 0 AC. A wielded potion of sleeping is more likely to hit, and a wielded potion of polymorph or a zapped wand of polymorph (which cannot miss) will transform him into a weaker monster. Healers lucky enough to find a wand of death have a fairly safe means of ending the Cyclops quickly. The Cyclops (plural "Cyclopes") is a type of one-eyed giant encountered in Greek folklore, with at least two or three distinct groups of Cyclopes mentioned in various works. The term "cyclopean" has since been codified and used to describe any one-eyed creature - it is worth noting that the name Cyclops actually means "wheel-eyed" or "circle-eyed", referring to the eye's size and shape. Hesoid's Theogony in particular tells of three Cyclops brothers born to Uranus and Gaia and imprisoned in Tartarus - they would eventually forge Zeus's trademark thunderbolt in return for him freeing them (hence the wand of lightning the Cyclops always generates with). Hesoid's Catalogue of Women has them killed by Apollo after Zeus's thunderbolt kills Apollo's son Asclepius, whom the quest artifact is named for; later sources such as Euripides's play Alcestis explain that Apollo could not strike at his father directly, and thus chose the Cyclopes as a proxy. The encyclopedia entry for the Cyclops is an excerpt from Book 9 of Homer's Odyssey, which details Odysseyus and his men's attempts to escape from the cave of Polyphemus: Odysseyus uses a vat of strong wine to lull him into drunken sleep, fooling the Cyclops into believing he is "Nobody", then blinds him in his sleep & mdash;Odysseus and his men escape the cave in the morning, tied to the undersides of Polyphemus's sheep when he lets them out to graze. As they leave the island by ship, Odysseyus revealed his true name - an act of hubris that would draw the wrath of Polyphemus's father, Poseidon (who is the chaotic god of the Healer pantheon). =_=_ Ixoth He is a red dragon that guards the Bell of Opening and the Knight's quest artifact, the Magic Mirror of Merlin. Strangely, the default tileset gives him an identical appearance to Nalzok and the Minion of Huhetotl. Ixoth will always generate at the same point on the goal level, deep within his dark cavern; he sits meditating next to the entrance of a small subsection where he stores his hoard. Approaching Ixoth can be difficult due to the layout and darkness of his cave; unless you have stealth, he will likely become aware of your presence and teleport next to you while you are navigating the southern bend. As with all covetous monsters, it may be more ideal to engrave Elbereth or drop a scroll of scare monster on the stairs and awaken him from there. In practice, Ixoth will not use his fire breath unless he has teleported to the upstair to heal, since his covetous behavior will keep him in melee range. The magic resistance from the Magic Mirror of Merlin will prevent a wand of polymorph or death from working on him, but not the wand of sleep. Magic resistance of your own is recommended to protect your items from curse items and destroy armor. If you are mounted and are at least skilled in using the lance, you can possibly use your speed to joust Ixoth to death, especially if you can lure him out while remaining on the upstair. Note that while Ixoth will be unable to attack on most turns after being stunned from the joust, it is more likely than not that there will be one or two turns where Ixoth recovers before you can joust, potentially trying to destroy your armor or else flee to the upstairs. In any game with the biodiversity patch, Ixoth is no longer a red dragon, but instead the white-colored Hwitwyrm, though his attacks and attributes remain the same. =_=_ Nalzok He is almost identical to the Minion of Huhetotl, the Archeologist quest nemesis. The only differences are his far stronger chaotic alignment and his slightly higher MR. As a major demon quest nemesis, he shares the usual immunities to fire, poison, level draining, and stoning. Since Nalzok is almost identical to the Minion of Huhetotl, some of the strategies that apply there will also apply to him: Nalzok hates silver and respects Elbereth and a grounded scroll of scare monster, and can summon nasties much like the Minion. Unlike the Minion, clearing the surrounding area of monsters beforehand should be even easier, especially with the #turn command making short work of most zombies and wraiths - note that he can wake up early and get a few swings in during the 3 (or less) turns that you're immobilized. An AC of around & minus;15 with a source of magic resistance is advisable, as is the usual strategy of standing on/blocking/teleporting to the upstair, then awakening and engaging Nalzok there - be mindful of the lava plain and the fire traps during the fight, as one misstep can easily end the game. A blessed and enchanted silver and/or artifact weapon (e.g. Frost Brand, Grayswandir, Magicbane, etc.) should be enough to make the fight against Nalzok easier - priests should have no shortage of holy water to bless both the weapon and scrolls with. =_=_ Scorpius His fighting strategy involves teleporting near you, using his sting attack to inflict sickness and dealing some damage along the way. After that, he will usually leave you one turn for you to attack him, and then teleport away. The damage he deals is moderate, but manageable - after teleporting away, he will usually leave you alone for long enough for you to recover from the damage. The main problem is his sting attack that may cause illness, and will kill you if you can't heal from it. It's a good idea to have a way to cure yourself from illness, either via healing potions, spells, or preferably, a unicorn horn. Alternatively, spend some time kicking trees in the upper filler level - each tree will give a bunch of fruits exactly once, and you might find some eucalyptus leaves. One way to defeat Scorpius is to play defensively, by dropping a scroll of scare monster and waiting for him to come after you, and then attack him when he teleports near you. As he lacks any sort of ranged or spellcasting attack, this renders him completely harmless. His pitiful AC then makes it very easy to finish him off. Another way to defeat Scorpius is to use range. Get far enough from the upstair so that you can just hit the upstair with your bow and your original +2 arrows. Wake and wound Scorpius remotely, by arrow, wand, thrown dagger, dart or other means. He will then teleport to the upstair. As long as you stay far enough away, Scorpius will not flee upstairs, and continued fire should easily defeat him. =_=_ Master Assassin Reaching him generally proves to be more difficult than fighting him, due to the design of the level. While the Master Assassin can be very annoying, if you're a competent fighter, he doesn't pose much of a threat to you. However, he has a nasty habit of teleporting into the lower left corner of his level (the area that is inaccessible to you while in the larger middle portion) and healing himself. There are a few good ways to take him out quickly and easily: Alternatively, after he lands on the upstairs, leave the level via whatever means you have prepared and re-enter. This will remove the whole "hard to reach" part of the conflict and reduce it to a basic boss fight. Instead of reaching him directly, you can also use a drum of earthquake, a cursed potion of invisibility, the shriek of a shrieker, or the psychic blast of a mind flayer to wake him up while you're standing on the upstair. This will cause him to warp to you and attack, while preventing him from escaping to the floor above. =_=_ Ashikaga Takauji Due to the flavor text produced from his defeat (as seen on the Samurai quest article), he will never leave a corpse. Like all humans, Ashikaga Takauji ignores Elbereth. He has unimpressive base damage with two weapon attacks and an artifact-theft attack, but he will usually be wielding your quest artifact, which can potentially bisect you. This makes him one of the most dangerous quest nemeses to face in melee range, and there is no shame in considering leaving Takauji alone unless you have options to actually deal with him. More cautious players may wait until they have a more thoroughly assembled kit with a fallback measure, usually an amulet of life saving. The samurai player monsters and ninja on the quest often carry useful attack wands, however, and it is very easy to approach the quest nemesis without disturbing him from his meditation, due to the layout of the level. The final entrance before the inner section gives you a clear shot with any ranged weapon from far enough away that he will not immediately wake up. Ashikaga Takauji has no elemental immunities or extrinsic magic resistance, so a wand of death can kill him immediately. A wand of sleep may also work, but carries the risk of him resisting the ray and waking up to swing the Tsurugi at you. Players without a wand of death may want to aggravate him from the upstairs using a cursed potion of invisibility from the safety of a boulder fort, then kill him with ranged attacks. You can also do a controlled polymorph into any large-sized or bigger monster to avoid bisection. The black dragon is the most ideal form, since using disintegration breath via the #monster command will easily kill Ashikaga Takauji without destroying the Tsurugi or the Bell of Opening. In SLASH'EM, the disarm technique can get Ashikaga to drop the Tsurugi with fairly decent frequency, just in case a melee fight is unavoidable. Striking will then make him teleport to the stairs and heal, leaving the Tsurugi behind. =_=_ Lord Surtur Like any other fire giant, eating Lord Surtur's corpse may grant fire resistance with a 50% chance (compare to 30% from any other fire giant), and also has a chance to raise the player's strength. Since Surtur is generated meditating at the center of his lair, any Valkyrie can easily use their innate stealth to clear the area of fire ants and his fellow fire giants. Lord Surtur can be defeated easily by a prepared Valkyrie; even so, he is likely one of the first covetous enemies a Valkyrie will meet, and novice players must still handle him carefully. As a monster that is fire resistant but not cold resistant, he will take extra damage from cold attacks, such as a wand of cold. Like all other quest nemeses, you can also awaken him remotely and bring him to you. Lord Surtur respects Elbereth and the scroll of scare monster, and can be killed instantly with a wand of death. A wand of polymorph or wand of sleep may also work to incapacitate him, but may take a few attempts due to his relatively high MR. Lord Surtur's depiction draws directly from Norse folklore - in The Prose Edda, Surtr is depicted as an important giant of Ragnarök, the Norse mythos's end of the world. The mythological name is spelled Surtr in Old Norse, and Surtur in modern-day Icelandic. =_=_ The Minion of Huhetotl =_=_ Lord Carnarvon In dNetHack, Lord Carnarvon is always generated with a blessed +7 pistol and 26-31 blessed +7 bullets. This is probably the only firearm most Archeologists will ever see (unless playing in a bones-rich environment); even so, it's not worth "liberating" from him, as the bullet supply is barely enough to train the skill to Basic, and there's no way bar wishing to obtain more. =_=_ Pelias Like many aspects of the barbarian role, Pelias is inspired by the Conan mythos; a character named Pelias appears in The Scarlet Citadel as one of the rare sorcerers to ally with Conan. =_=_ Shaman Karnov Karnov is the username of DevTeam member Mike Stephenson, and may also appear as one of the default names for ghosts. =_=_ Hippocrates =_=_ King Arthur Arthur refers to the heroic legendary king of Britain, the original wielder of the sword Excalibur. His legend probably originates from a real historical figure of Roman Britain. From that forgotten historical figure, the mythology was gradually fleshed out over centuries. =_=_ Grand Master Like his abbots, he is capable of clerical spell-casting, and his melee attacks are more powerful than other quest leaders, reflecting the monk's affinity towards martial arts. Interestingly, he has fire resistance, shock resistance, sleep resistance and poison resistance, much like a highly experienced player monk would. =_=_ Arch Priest The He is mostly identical to a high priest, even sharing the same set of attacks, with the only difference being slightly lower speed. He is considerably more dangerous than most quest leaders should you choose to anger him & mdash;but angering any quest leader is an extremely bad idea in general, since it may render your game unwinnable. =_=_ Orion In a reference to his myth, Orion can swim. This is not likely to be noticed in an ordinary game, however, as there is no water on the home level of the Ranger quest. =_=_ Master of Thieves Interestingly, since he pulls double duty as quest nemesis and quest leader, he resists stoning and can also steal the Master Key of Thievery (or any other covetable artifact) from a Rogue, though this will not occur in a normal game. < ref > The only way to even set up such a scenario would be to kill him in one hit (e.g. with a wand of death), thus preventing him from immediately expelling you from the quest branch. If he then leaves a corpse, you can remove it and revive it if you really want to see him steal the Key. < /ref > As the quest nemesis for Tourists, the Master of Thieves is really no trouble at all to a player who is strong enough to fight through the crowds of soldiers that defend his lair. The most important thing to note is that he will pick up the Platinum Yendorian Express Card as soon as the player disturbs him, and will therefore have magic resistance & mdash;so death rays and so forth will not hurt him. This is scarcely a problem, as he is relatively unimpressive in melee and lacks special attacks beyond being able to steal the PYEC back from you if you get it before killing him. He also lacks any other resistances; if you have any darts on hand (e.g. your starting stack of +2 darts) throwing a flurry of poisoned darts with a sufficient skill level will drop him quickly and possibly even instakill him. =_=_ Lord Sato =_=_ Twoflower Like much of the Tourist role, Twoflower is inspired by Terry Pratchett's Discworld books, in this case a major character of the same name who is also a tourist. =_=_ Norn The Like the player and player monster Valkyries, she has cold resistance; unlike other Valkyries and the quest guardians, she is not chaotic, as player Valkyries were prior to NetHack 3.1.0. While she is little different than any other quest leader, if she starts moving about before admitting you to the Quest, she can in theory step on a fire trap in the ice and drown, rendering the game unwinnable; in practice, this is very rare. =_=_ Neferet the Green Neferet the Green replaced the Wizard of Balance as Wizard Quest Leader in NetHack 3.4.0, perhaps because Wizards, who were always neutral up to and including NetHack 3.2.3, can now be neutral or chaotic. Your quest leader's alignment is adjusted to match your starting alignment, and it doesn't make sense for a Wizard of Balance to be chaotic. Neferet the Green may be a reference to Nefertiti, an Egyptian queen of the 18th dynasty, or to Nofret (also sometimes called Neferet or Nefert), an Egyptian princess from the 4th dynasty; 'Nfr-t' is a transliteration of the hieroglyphs meaning "beautiful woman". Given that the Wizard role uses a Pantheon of Egyptian gods, a reference to Ancient Egypt seems likely. =_=_ Aligned priest Priests tending to temples are always generated peaceful. Several hostile priests may appear in the locate level of the Priest's quest, and several assorted hostile priests are also generated on the Astral Plane; co-aligned hostile priests generated this way are described as "renegade". Aligned priests cannot be fully revived in any way: zapping turn undead at an aligned priest corpse merely produces a human zombie, while casting on a statue of one produces a generic "aligned priest" who only gets angry when #chatted to. Every Minetown variant (with the exception of Orc Town) has a temple of a random alignment, and the Valley of the Dead has a temple of Moloch; both levels are eligible for bones, so it is possible for either priest to be dead or else wandering about the level if their temple was desecrated. Beware in these instances, since #chatting to a wandering priest will make them hostile, as discussed below. There are also guaranteed temples with accompanying priests on locate level of the Knight quest (neutral), the locate level of the Priest quest (unaligned), and the home level of the Caveman quest (co-aligned). The high priest of Moloch is always found guarding the Amulet of Yendor in Moloch's Sanctum, and is also generated peaceful, though they will become hostile once you enter their room. Aligned priests are generated with a mace, small shield, 20 & ndash;29 zorkmids, 2 & ndash;4 spellbooks, and one of the following cloaks: a robe (6/7 chance), cloak of protection (2/21 chance), or cloak of magic resistance (1/21 chance). If you have never bought intrinsic protection, earn 2 & ndash;4 points of protection. Otherwise if you have less than 9 protection, or less than 20 with a 1-in-current-protection chance, earn an additional point of protection; if not, fall through to next case. Note that these limits make no distinction between protection bought and protection granted as a favor. (This is the preferred way to obtain protection.) < !--Repeat this because newbies keep asking it-- > For clarity: you can buy protection at any temple with a peaceful priest, be it to your god, a rival god, or to Moloch, but not at a desecrated temple. (See Protection racket) Despite being relatively lacking in armor, priests are deceptively powerful, with a weapon attack that can deal upwards of 40 base damage and an arsenal of highly dangerous clerical spells - this includes the ability to confuse, blind or even paralyze an unfortunate player, as well as swarming them with insects. Accidentally angering a peaceful priest may potentially be a game-ending mistake. Furthermore, since aligned priests cannot be "properly" revived, be sure to keep any strong pets away and not activate conflict anywhere near the priest if you want to obtain their services. As the earliest a hostile priest can possibly generate is the locate level of the Priest quest, the player should ideally have at least one means to address some of the status spells (e.g. a unicorn horn) by then, as well as poison resistance to avoid dying at the hands of Team Ant and the other they create. A ring of free action is one of the best options to have, as even an otherwise-capable player character can be decimated if the priest paralyzes them at a bad time. One of the quickest ways to deal with a hostile priest is to petrify them with a wielded cockatrice corpse. A decently powerful pet can also aid in killing the priest, but can just as easily be killed by a powerful swing from their mace unless the pet has solid AC. A good way to convert a temple is to use a scroll of earth (which can be obtained from Sokoban); you will also need a form of reflection (which can also be found in Sokoban). Stand in the temple so that the priest is not adjacent to you, then read the scroll; optionally, push the boulders to confine the priest to one particular square. Then, drop a scroll of scare monster on your fighting spot to protect you from any summoned ants. Still another way is to poison the priest with a scroll of stinking cloud - the rub is that you need to be able to see the center spot you are targeting the cloud on, but you will also want shelter from the god's lightning, which may originate from positions other than the altar. You can also trap a temple priest using a scroll of earth so you can convert the altar safely without committing murder or dealing with lightning strikes; < ref > & q=priest#6b171b7823ef7245 RGRN Priest trapping thread < /ref > make sure you remain visible to them (using mummy wrapping if invisible). Beware that a dwarf or other digging monster may free the priest, though the priest will usually stay inside the temple area including the diggable walls. Pick a spot where you want to priest to go two spaces from the altar, marked with an x below. Wait, by pressing '.', until the priest moves to one diagonal step from the x. Then step off the altar onto a spot a knight's move away from both the x and from the priest. The Lawful Quest contains a coaligned priest in a room with a coaligned altar, but it is not a temple; thus, chatting with the priest will make them hostile and is a Bad Idea. In SpliceHack, donating an amount greater than 900 times your experience level will teach you the blessing technique, if you do not already know it. Donating exactly 900 times your experience level will not work. =_=_ High priest The high priest, , is a monster that appears in NetHack. They act as the head of all religious activities related to a given deity. There are exactly four in the game: three corresponding to each of the deities of the player's pantheon, who appear in the High Temples on the Astral Plane, and the high priest of Moloch that appears in Moloch's Sanctum. In addition to those four, aligned priests can grow up into high priests. < ref > < /ref > < ref > "funcrunch", Priest promoted to high priest? rec.games.roguelike.nethack, 17 April 2008. < /ref > The high priests on the Astral Plane are always generated peaceful, and will remain that way unless you provoke them. The high priest of Moloch is likewise generated peaceful, but will become hostile upon your entering the temple. They are generated with a mace, small shield, and one of a robe, cloak of protection, or cloak of magic resistance, with the same chance as aligned priests. The high priest of Moloch holds the Amulet of Yendor, and it is extremely likely that killing them will be necessary to obtain the Amulet. This can be difficult, and players will tend to save a wand of death charge for the specific purpose of killing them; this will not work if the priest is generated with a cloak of magic resistance. As mentioned above, the high priest of Moloch is generated peaceful, but turns hostile once you step into the room holding the high altar of Moloch, so be prepared before opening the door. This also means that killing them before stepping in the temple counts as murder for lawful and neutral characters. =_=_ White dragon The white dragon, , is a monster that appears in NetHack. It has a younger form in the baby white dragon, . The white dragon has cold resistance both intrinsically and from its scales, and its breath weapon fires rays of cold. Its corpse gives cold resistance. Players will not see baby white dragons through normal random monster creation outside of aligned branches and levels such as the Oracle and Sokoban, and they can also be hatched from dragon eggs. Adult white dragons start appearing around the midway depths of the dungeon. White dragons can be generated in throne rooms as early as dungeon level 15, and may appear when a throne at this depth or lower is looted. White dragons can be generated if a chaotic spellcaster casts the summon nasties monster spell. White dragons have a of dropping a set of +0 uncursed white dragon scales along with their corpse ( if the dragon was revived). White dragons are somewhat easier to handle compared to their brethren, especially if you have cold resistance, though their breath attack can still destroy potions in your inventory - reflection will protect you and your inventory completely. As is standard with most dragons, using superior speed to remain out of the line of fire can turn the fight in your favor. White dragon breath (as well as silver dragon breath) can create bridges across moats; this can be put to use by placing yourself in its range near the desired crossing area (such as Fort Ludios). This can also be done if you have one as a pet, since it can target monsters across water - however, silver dragons are preferable since they possess the same intrinsics and abilities along with reflection. NetHack 2.3e introduces the white dragon along with all of the other modern dragon types and their breath weapons, except for silver. NetHack 3.0.0 introduces baby white dragons alongside the other baby dragons. This version also distinguishes all color dragons, their younger stages and their corpses, and introduces dragon scale mail. NetHack 3.1.0 introduces white dragon scales along with the other colors, as well as the current method of obtaining dragon scale mail. As with all other dragons in SLASH'EM, baby white dragons have a base level of 4 instead of 12, and can be encountered via random generation in ordinary levels with a frequency of 2; they are also eligible for creation on many levels that generate random on level creation. Adult white dragons have a base level of 18 instead of 15. Baby white dragons hit as a +1 weapon, and adult white dragons hit as a +3 weapon. Adult hite dragons have a chance to turn traitor when tame. =_=_ Red dragon The red dragon, , is a monster that appears in NetHack. It has a younger form in the baby red dragon, . The red dragon has fire resistance both intrinsically and from its scales, and its breath weapon is a ray of fire that does 6d6 damage rather than the standard 4d6. Players will not see baby red dragons through normal random monster creation outside of aligned branches and levels such as the Oracle and Sokoban, and they can also be hatched from dragon eggs. Adult red dragons start appearing around the midway depths of the dungeon; red dragons can be generated in throne rooms as early as dungeon level 15, and may appear when a throne at this depth or lower is looted. Red dragons can be generated if a chaotic spellcaster casts the summon nasties monster spell. In addition, a red dragon is guaranteed to appear on the Plane of Fire; like all dragons in the End Game, this one has much more HP than most. Red dragons have a of dropping a set of +0 uncursed red dragon scales along with their corpse ( if the dragon was revived). Red dragons have the strongest breath weapon of all dragons, but fire resistance is not too difficult to obtain, and the red dragon can be dealt with like most of its kin. If you still lack fire resistance by the time you encounter one, eating its corpse is a good idea. NetHack 2.3e introduces the red dragon along with all of the other modern dragon types and their breath weapons, except for silver. In versions before this, there was only one dragon with a fiery breath attack, and its corpse always provided fire resistance, making it an "ancestor" to the modern red dragon; in this version, the different-colored dragons would still leave behind a "standard" dragon corpse. NetHack 3.0.0 introduces baby red dragons alongside the other baby dragons. This version also distinguishes all color dragons, their younger stages and their corpses, and introduces dragon scale mail. NetHack 3.1.0 introduces red dragon scales along with the other colors, as well as the current method of obtaining dragon scale mail. In the biodiversity patch, the red dragon is renamed to the firedrake. Ixoth is no longer a red dragon, but instead the white-colored Hwitwyrm, though his attacks and attributes remain the same. As with all other dragons in SLASH'EM, baby red dragons have a base level of 4 instead of 12, and can be encountered via random generation in ordinary levels with a frequency of 2; they are also eligible for creation on many levels that generate random on level creation. Adult red dragons have a base level of 18 instead of 15. Baby red dragons hit as a +1 weapon, and adult red dragons hit as a +3 weapon. Adult red dragons have a chance to turn traitor while tame. =_=_ Green dragon The green dragon, , is a monster that appears in NetHack. It has a younger form in the baby green dragon, . The green dragon has poison resistance both intrinsically and from its scales, and its breath weapon fires rays of poison that leave behind clouds of gas. Its corpse is poisonous to eat, but grants poison resistance. Players will not see baby green dragons through normal random monster creation outside of the Oracle and Sokoban levels, although they can be hatched from dragon eggs; adult green dragons start appearing around the midway depths of the dungeon. Green dragons can be generated in throne rooms as early as dungeon level 15, and may appear when a throne at this depth or lower is looted. Green dragons can also be generated if a lawful spellcaster casts the summon nasties monster spell. Green dragons have a of dropping a set of +0 uncursed green dragon scales along with their corpse ( if the dragon was revived). While poison resistance is the one you are most likely to have by the time you encounter these dragons, the poison gas clouds their breath attacks leave present an entirely different problem. Without poison resistance, being caught in the stream of poison can kill you alarmingly fast - with poison resistance (or a source of reflection to deflect the blast), the damage and threat of death is severely lowered, but the gas clouds can still leave you blinded. Be sure to get out of the clouds as soon as possible, then cure the blindness as soon as possible (e.g., with a unicorn horn), especially if you have not obtained telepathy yet. However, it is possible to use the poison gas against other monsters, especially if you have a source of conflict. Monsters lacking poison resistance that are caught in the clouds are subjected to the same effects, and will be left severely weakened from a few turns of exposure if they are not killed outright, potentially making for easier targets. NetHack 2.3e introduces the green dragon along with all of the other modern dragon types and their breath weapons, except for silver. NetHack 3.0.0 introduces baby green dragons alongside the other baby dragons. This version also distinguishes all color dragons, their younger stages and their corpses, and introduces dragon scale mail. NetHack 3.1.0 introduces green dragon scales along with the other colors, as well as the current method of obtaining dragon scale mail. As with all other dragons in SLASH'EM, baby green dragons have a base level of 4 instead of 12, and can be encountered via random generation in ordinary levels with a frequency of 2; they are also eligible for creation on many levels that generate random on level creation. Adult green dragons have a base level of 18 instead of 15. Baby green dragons hit as a +1 weapon, and adult green dragons hit as a +3 weapon. Adult green dragons will not turn traitor while tame. =_=_ Blue dragon The blue dragon, , is a monster that appears in NetHack. It has a younger form in the baby blue dragon, . The blue dragon has shock resistance both intrinsically and from its scales, and its breath weapon fires rays of lightning. Its corpse provides shock resistance. Players will not see baby blue dragons through normal random monster creation outside of the Oracle and Sokoban levels, and they can also be hatched from dragon eggs; adult blue dragons start appearing around the midway depths of the dungeon. Blue dragons can be generated in throne rooms as early as dungeon level 15, and may appear when a throne at this depth or lower is looted. Blue dragons can be generated if a chaotic spellcaster casts the summon nasties monster spell. Blue dragons have a of dropping a set of +0 uncursed blue dragon scales along with their corpse ( if the dragon was revived). As with all breath attacks, reflection can protect you, your rings and your wands against shock damage - but even a reflected ray of lightning will still leave you blind, so take care to cure it as soon as possible, e.g. with a unicorn horn. Shock resistance will blunt the damage, but will not fully protect your open inventory or prevent blindness, either. Eating a blue dragon after you kill it is worthwhile for guaranteed shock resistance if you lack any. NetHack 2.3e introduces the blue dragon along with all of the other modern dragon types and their breath weapons, except for silver. NetHack 3.0.0 introduces baby blue dragons alongside the other baby dragons. This version also distinguishes all color dragons, their younger stages and their corpses, and introduces dragon scale mail. NetHack 3.1.0 introduces blue dragon scales along with the other colors, as well as the current method of obtaining dragon scale mail. As with all other dragons in SLASH'EM, baby blue dragons have a base level of 4 instead of 12, and can be encountered via random generation in ordinary levels with a frequency of 2; they are also eligible for creation on many levels that generate random on level creation. Adult blue dragons have a base level of 18 instead of 15. Baby blue dragons hit as a +1 weapon, and adult blue dragons hit as a +3 weapon. Adult blue dragons have a chance to turn traitor while tame. =_=_ Baby yellow dragon =_=_ Baby white dragon =_=_ Baby silver dragon =_=_ Baby red dragon =_=_ Baby orange dragon =_=_ Baby green dragon =_=_ Baby gray dragon =_=_ Baby blue dragon =_=_ Baby black dragon =_=_ Levelport =_=_ Level teleport To level teleport (or levelport) is to teleport to another level (as opposed to somewhere else on the current level). This is dangerous without teleport control, as it can deposit you just about anywhere, including below the point you are equipped to handle safely, but with teleport control it is an incredibly useful tool. Uncontrolled level teleportation will deposit you on any level between 1 and your current level plus 3, except that you will not go below your current dungeon branch. < ref > < /ref > There is a 20% chance you will stay in place; otherwise, all other eligible levels are equally likely. < ref > Barring some corner cases where you hit the edges of the dungeon branch or you would go into the Sanctum before the Invocation. Read the source for those. < /ref > This is helpful when you need to travel up. Level teleport for monsters works the same way and is always uncontrolled. If your pet steps onto a levelporter, you may have a hard time finding it again. Telepathy, a magic whistle, or a monster detection can help in locating it, but they only work on the current level. Assuming you have teleport control, if you attempt to teleport to a level below Moloch's Sanctum while in Gehennom, you will instead be teleported to the vibrating square level (or the sanctum, if you performed the invocation already), which can be useful if you choose to explore Gehennom bottom-up. You can attempt to teleport to levels above 1 as well, although they generally lead to death, or escaping the dungeon if you have an amulet of life saving (or some form of levitation/flying if -1 to -9) if -1 or lower, so they're only good for a few YAFMs. Gaining a "dungeon level" from a cursed potion of gain level has similar restrictions, except that the Amulet of Yendor does not block it, and it does not let you leave the Wizard's Tower. Quaffing it on dungeon level 1 on the ascension run is therefore a safe way to enter the Planes if you are not sure if your Amulet of Yendor is a fake. Monsters are subject to the same restrictions, except they can levelport in Sokoban and the Quest, and they cannot successfully use a cursed potion of gain level when in Sokoban or carrying the Amulet. =_=_ Branchport =_=_ Amulet-stealing =_=_ Amulet stealing =_=_ Double trouble =_=_ Double Trouble Double Trouble is a monster spell specific to the Wizard of Yendor. As the name suggests, if he casts this spell and there is only one Wizard in the dungeon, he will clone himself, creating a copy with all the powers of the original Wizard. The clone has a 50% chance of being created with a cheap plastic imitation of the Amulet of Yendor and will temporarily take on the appearance of a random monster (like a mimic, but with monsters) before his first move. (This leads to the odd message "Wait! That's the Wizard of Yendor!" if one attempts to move onto the tile occupied by the clone before it attempts to attack.) If you use The Staff of Aesculapius or Stormbringer to level drain the Wizard to level 18 or below, he cannot cast Double Trouble. < ref > Source:Mcastu.c#line168, Source:Mcastu.c#line188, Source:Mcastu.c#line90 < /ref > =_=_ High altar =_=_ Offer =_=_ User:SGrunt/NetHack 3.2.1 =_=_ User talk:SGrunt/NetHack 3.2.1 =_=_ User:SGrunt/NetHack 3.2.2 =_=_ User:SGrunt/NetHack 3.2.3 =_=_ Eye =_=_ NetHack 3.3.0 NetHack 3.3.0 is the 24th public release of NetHack and the 20th by the DevTeam. It was announced and released concurrently with NetHack 3.2.3 at the official NetHack website in December 1999. < ref > nethack.org - Old News < /ref > The adventurer has experience, hit points, magical energy, armor class, alignment, and the six major attributes. He may advance to experience level 30. The initial pet is a little dog for Cavemen, Rangers, and Samurai, a kitten for Wizards, a saddled pony for Knights, and a random choice of a kitten or little dog for all others (or the user's choice in his options). The main trunk of the dungeon begins at level 1, where the game begins, and proceeds down stairs to Medusa's Lair and the Castle. From there, it is necessary to enter a trap door to the Valley of the Dead. Further stairs down eventually lead to the invocation level. Performing the invocation ritual at the vibrating square opens the stairs to the Sanctum. With the Amulet of Yendor in hand, the adventurer may ascend from level 1 into the Plane of Earth; thence s/he may proceed through magic portals to the planes of Air, Fire, and Water, and thence to the Astral Plane. Offering the Amulet of Yendor on the correct high altar wins the game. A wand of wishing is guaranteed in the Castle, in one of the four corner rooms, protected by Elbereth and a chest. Potions in NetHack 3.3.0 have randomized appearances (except for water), occurring as one of , or as tiles image:ruby potion.png image:pink potion.png image:orange potion.png image:yellow potion.png image:emerald potion.png image:dark green potion.png image:cyan potion.png image:sky blue potion.png image:brilliant blue potion.png image:magenta potion.png image:purple-red potion.png image:puce potion.png image:milky potion.png image:swirly potion.png image:bubbly potion.png image:smoky potion.png image:cloudy potion.png image:black potion.png image:golden potion.png image:brown potion.png image:fizzy potion.png image:dark potion.png image:white potion.png image:murky potion.png. They are: Wands in NetHack 3.3.0 have randomized appearances, occurring as one of , image:glass wand.png image:balsa wand.png image:crystal wand.png image:maple wand.png image:pine wand.png image:oak wand.png image:ebony wand.png image:marble wand.png image:tin wand.png image:brass wand.png image:copper wand.png image:silver wand.png image:platinum wand.png image:iridium wand.png image:zinc wand.png image:aluminum wand.png image:uranium wand.png image:iron wand.png image:steel wand.png image:hexagonal wand.png image:short wand.png image:runed wand.png image:long wand.png image:curved wand.png image:forked wand.png image:spiked wand.png image:jeweled wand.png. They are: Spellbooks in NetHack 3.3.0 have randomized appearances (except for blank paper and the Book of the Dead), occurring as one of , or tiles image:parchment spellbook.png image:vellum spellbook.png image:ragged spellbook.png image:dog eared spellbook.png image:mottled spellbook.png image:stained spellbook.png image:cloth spellbook.png image:leather spellbook.png image:white spellbook.png image:pink spellbook.png image:red spellbook.png image:orange spellbook.png image:yellow spellbook.png image:velvet spellbook.png image:light green spellbook.png image:dark green spellbook.png image:turquoise spellbook.png image:cyan spellbook.png image:light blue spellbook.png image:dark blue spellbook.png image:indigo spellbook.png image:magenta spellbook.png image:purple spellbook.png image:violet spellbook.png image:tan spellbook.png image:plaid spellbook.png image:light brown spellbook.png image:dark brown spellbook.png image:gray spellbook.png image:wrinkled spellbook.png image:dusty spellbook.png image:bronze spellbook.png image:copper spellbook.png image:silver spellbook.png image:gold spellbook.png image:glittering spellbook.png image:shining spellbook.png image:dull spellbook.png image:thin spellbook.png image:thick spellbook.png. They are: Rings in NetHack 3.3.0 have randomized appearances, occurring as one of ; tiles are image:wooden ring.png image:granite ring.png image:opal ring.png image:clay ring.png image:coral ring.png image:black onyx ring.png image:moonstone ring.png image:tiger eye ring.png image:jade ring.png image:bronze ring.png image:agate ring.png image:topaz ring.png image:sapphire ring.png image:ruby ring.png image:diamond ring.png image:pearl ring.png image:iron ring.png image:brass ring.png image:copper ring.png image:twisted ring.png image:steel ring.png image:silver ring.png image:gold ring.png image:ivory ring.png image:emerald ring.png image:wire ring.png image:engagement ring.png image:shiny ring.png. They are: Blinding venom ( image:blinding venom.png) and acid venom ( image:acid venom.png) are also listed as objects, but they only exist while in flight, or when a wizard mode wish requests them. =_=_ NetHack 3.3.1 NetHack 3.3.1 is the 25th public release of NetHack and the 21st by the DevTeam. It was announced and released on the official NetHack website in October 2000. < ref > nethack.org - Old News < /ref > The adventurer has experience, hit points, magical energy, armor class, alignment, and the six major attributes. He may advance to experience level 30. The initial pet is a little dog for Cavemen, Rangers, and Samurai, a kitten for Wizards, a saddled pony for Knights, and a random choice of a kitten or little dog for all others (or the user's choice in his options). The main trunk of the dungeon begins at level 1, where the game begins, and proceeds down stairs to Medusa's Lair and the Castle. From there, it is necessary to enter a trap door to the Valley of the Dead. Further stairs down eventually lead to the invocation level. Performing the invocation ritual at the vibrating square opens the stairs to the Sanctum. With the Amulet of Yendor in hand, the adventurer may ascend from level 1 into the Plane of Earth; thence s/he may proceed through magic portals to the planes of Air, Fire, and Water, and thence to the Astral Plane. Offering the Amulet of Yendor on the correct high altar wins the game. Potions in NetHack 3.3.1 have randomized appearances (except for water), occurring as one of , or as tiles image:ruby potion.png image:pink potion.png image:orange potion.png image:yellow potion.png image:emerald potion.png image:dark green potion.png image:cyan potion.png image:sky blue potion.png image:brilliant blue potion.png image:magenta potion.png image:purple-red potion.png image:puce potion.png image:milky potion.png image:swirly potion.png image:bubbly potion.png image:smoky potion.png image:cloudy potion.png image:black potion.png image:golden potion.png image:brown potion.png image:fizzy potion.png image:dark potion.png image:white potion.png image:murky potion.png. They are: Wands in NetHack 3.3.1 have randomized appearances, occurring as one of , image:glass wand.png image:balsa wand.png image:crystal wand.png image:maple wand.png image:pine wand.png image:oak wand.png image:ebony wand.png image:marble wand.png image:tin wand.png image:brass wand.png image:copper wand.png image:silver wand.png image:platinum wand.png image:iridium wand.png image:zinc wand.png image:aluminum wand.png image:uranium wand.png image:iron wand.png image:steel wand.png image:hexagonal wand.png image:short wand.png image:runed wand.png image:long wand.png image:curved wand.png image:forked wand.png image:spiked wand.png image:jeweled wand.png. They are: Spellbooks in NetHack 3.3.1 have randomized appearances (except for blank paper and the Book of the Dead), occurring as one of , or tiles image:parchment spellbook.png image:vellum spellbook.png image:ragged spellbook.png image:dog eared spellbook.png image:mottled spellbook.png image:stained spellbook.png image:cloth spellbook.png image:leather spellbook.png image:white spellbook.png image:pink spellbook.png image:red spellbook.png image:orange spellbook.png image:yellow spellbook.png image:velvet spellbook.png image:light green spellbook.png image:dark green spellbook.png image:turquoise spellbook.png image:cyan spellbook.png image:light blue spellbook.png image:dark blue spellbook.png image:indigo spellbook.png image:magenta spellbook.png image:purple spellbook.png image:violet spellbook.png image:tan spellbook.png image:plaid spellbook.png image:light brown spellbook.png image:dark brown spellbook.png image:gray spellbook.png image:wrinkled spellbook.png image:dusty spellbook.png image:bronze spellbook.png image:copper spellbook.png image:silver spellbook.png image:gold spellbook.png image:glittering spellbook.png image:shining spellbook.png image:dull spellbook.png image:thin spellbook.png image:thick spellbook.png. They are: Rings in NetHack 3.3.1 have randomized appearances, occurring as one of ; tiles are image:wooden ring.png image:granite ring.png image:opal ring.png image:clay ring.png image:coral ring.png image:black onyx ring.png image:moonstone ring.png image:tiger eye ring.png image:jade ring.png image:bronze ring.png image:agate ring.png image:topaz ring.png image:sapphire ring.png image:ruby ring.png image:diamond ring.png image:pearl ring.png image:iron ring.png image:brass ring.png image:copper ring.png image:twisted ring.png image:steel ring.png image:silver ring.png image:gold ring.png image:ivory ring.png image:emerald ring.png image:wire ring.png image:engagement ring.png image:shiny ring.png. They are: Blinding venom ( image:blinding venom.png) and acid venom ( image:acid venom.png) are also listed as objects, but they only exist while in flight, or when a wizard mode wish requests them. =_=_ NetHack 3.4.0 NetHack 3.4.0 is the 26th public release of NetHack and the 22nd by the DevTeam. It was announced and released on the official NetHack website in March 2002. < ref > nethack.org - Old News < /ref > The adventurer has experience, hit points, magical energy, armor class, alignment, and the six major attributes. He may advance to experience level 30. The initial pet is a little dog for Cavemen, Rangers, and Samurai, a kitten for Wizards, a saddled pony for Knights, and a random choice of a kitten or little dog for all others (or the user's choice in his options). The main trunk of the dungeon begins at level 1, where the game begins, and proceeds down stairs to Medusa's Lair and the Castle. From there, it is necessary to enter a trap door to the Valley of the Dead. Further stairs down eventually lead to the invocation level. Performing the invocation ritual at the vibrating square opens the stairs to the Sanctum. With the Amulet of Yendor in hand, the adventurer may ascend from level 1 into the Plane of Earth; thence s/he may proceed through magic portals to the planes of Air, Fire, and Water, and thence to the Astral Plane. Offering the Amulet of Yendor on the correct high altar wins the game. Potions in NetHack 3.4.0 have randomized appearances (except for water), occurring as one of , or as tiles image:ruby potion.png image:pink potion.png image:orange potion.png image:yellow potion.png image:emerald potion.png image:dark green potion.png image:cyan potion.png image:sky blue potion.png image:brilliant blue potion.png image:magenta potion.png image:purple-red potion.png image:puce potion.png image:milky potion.png image:swirly potion.png image:bubbly potion.png image:smoky potion.png image:cloudy potion.png image:black potion.png image:golden potion.png image:brown potion.png image:fizzy potion.png image:dark potion.png image:white potion.png image:murky potion.png. They are: Wands in NetHack 3.4.0 have randomized appearances, occurring as one of , image:glass wand.png image:balsa wand.png image:crystal wand.png image:maple wand.png image:pine wand.png image:oak wand.png image:ebony wand.png image:marble wand.png image:tin wand.png image:brass wand.png image:copper wand.png image:silver wand.png image:platinum wand.png image:iridium wand.png image:zinc wand.png image:aluminum wand.png image:uranium wand.png image:iron wand.png image:steel wand.png image:hexagonal wand.png image:short wand.png image:runed wand.png image:long wand.png image:curved wand.png image:forked wand.png image:spiked wand.png image:jeweled wand.png. They are: Spellbooks in NetHack 3.4.0 have randomized appearances (except for blank paper and the Book of the Dead), occurring as one of , or tiles image:parchment spellbook.png image:vellum spellbook.png image:ragged spellbook.png image:dog eared spellbook.png image:mottled spellbook.png image:stained spellbook.png image:cloth spellbook.png image:leather spellbook.png image:white spellbook.png image:pink spellbook.png image:red spellbook.png image:orange spellbook.png image:yellow spellbook.png image:velvet spellbook.png image:light green spellbook.png image:dark green spellbook.png image:turquoise spellbook.png image:cyan spellbook.png image:light blue spellbook.png image:dark blue spellbook.png image:indigo spellbook.png image:magenta spellbook.png image:purple spellbook.png image:violet spellbook.png image:tan spellbook.png image:plaid spellbook.png image:light brown spellbook.png image:dark brown spellbook.png image:gray spellbook.png image:wrinkled spellbook.png image:dusty spellbook.png image:bronze spellbook.png image:copper spellbook.png image:silver spellbook.png image:gold spellbook.png image:glittering spellbook.png image:shining spellbook.png image:dull spellbook.png image:thin spellbook.png image:thick spellbook.png. They are: Rings in NetHack 3.4.0 have randomized appearances, occurring as one of ; tiles are image:wooden ring.png image:granite ring.png image:opal ring.png image:clay ring.png image:coral ring.png image:black onyx ring.png image:moonstone ring.png image:tiger eye ring.png image:jade ring.png image:bronze ring.png image:agate ring.png image:topaz ring.png image:sapphire ring.png image:ruby ring.png image:diamond ring.png image:pearl ring.png image:iron ring.png image:brass ring.png image:copper ring.png image:twisted ring.png image:steel ring.png image:silver ring.png image:gold ring.png image:ivory ring.png image:emerald ring.png image:wire ring.png image:engagement ring.png image:shiny ring.png. They are: Blinding venom ( image:blinding venom.png) and acid venom ( image:acid venom.png) are also listed as objects, but they only exist while in flight, or when a wizard mode wish requests them. =_=_ NetHack 3.4.1 NetHack 3.4.1 is the 27th public release of NetHack and the 23rd by the DevTeam. It was announced and released on the official NetHack website in February 2003. < ref > nethack.org - Old News < /ref > The adventurer has experience, hit points, magical energy, armor class, alignment, and the six major attributes. He may advance to experience level 30. The initial pet is a little dog for Cavemen, Rangers, and Samurai, a kitten for Wizards, a saddled pony for Knights, and a random choice of a kitten or little dog for all others (or the user's choice in his options). The main trunk of the dungeon begins at level 1, where the game begins, and proceeds down stairs to Medusa's Lair and the Castle. From there, it is necessary to enter a trap door to the Valley of the Dead. Further stairs down eventually lead to the invocation level. Performing the invocation ritual at the vibrating square opens the stairs to the Sanctum. With the Amulet of Yendor in hand, the adventurer may ascend from level 1 into the Plane of Earth; thence s/he may proceed through magic portals to the planes of Air, Fire, and Water, and thence to the Astral Plane. Offering the Amulet of Yendor on the correct high altar wins the game. Potions in NetHack 3.4.1 have randomized appearances (except for water), occurring as one of , or as tiles image:ruby potion.png image:pink potion.png image:orange potion.png image:yellow potion.png image:emerald potion.png image:dark green potion.png image:cyan potion.png image:sky blue potion.png image:brilliant blue potion.png image:magenta potion.png image:purple-red potion.png image:puce potion.png image:milky potion.png image:swirly potion.png image:bubbly potion.png image:smoky potion.png image:cloudy potion.png image:black potion.png image:golden potion.png image:brown potion.png image:fizzy potion.png image:dark potion.png image:white potion.png image:murky potion.png. They are: Wands in NetHack 3.4.1 have randomized appearances, occurring as one of , image:glass wand.png image:balsa wand.png image:crystal wand.png image:maple wand.png image:pine wand.png image:oak wand.png image:ebony wand.png image:marble wand.png image:tin wand.png image:brass wand.png image:copper wand.png image:silver wand.png image:platinum wand.png image:iridium wand.png image:zinc wand.png image:aluminum wand.png image:uranium wand.png image:iron wand.png image:steel wand.png image:hexagonal wand.png image:short wand.png image:runed wand.png image:long wand.png image:curved wand.png image:forked wand.png image:spiked wand.png image:jeweled wand.png. They are: Spellbooks in NetHack 3.4.1 have randomized appearances (except for blank paper and the Book of the Dead), occurring as one of , or tiles image:parchment spellbook.png image:vellum spellbook.png image:ragged spellbook.png image:dog eared spellbook.png image:mottled spellbook.png image:stained spellbook.png image:cloth spellbook.png image:leather spellbook.png image:white spellbook.png image:pink spellbook.png image:red spellbook.png image:orange spellbook.png image:yellow spellbook.png image:velvet spellbook.png image:light green spellbook.png image:dark green spellbook.png image:turquoise spellbook.png image:cyan spellbook.png image:light blue spellbook.png image:dark blue spellbook.png image:indigo spellbook.png image:magenta spellbook.png image:purple spellbook.png image:violet spellbook.png image:tan spellbook.png image:plaid spellbook.png image:light brown spellbook.png image:dark brown spellbook.png image:gray spellbook.png image:wrinkled spellbook.png image:dusty spellbook.png image:bronze spellbook.png image:copper spellbook.png image:silver spellbook.png image:gold spellbook.png image:glittering spellbook.png image:shining spellbook.png image:dull spellbook.png image:thin spellbook.png image:thick spellbook.png. They are: Rings in NetHack 3.4.1 have randomized appearances, occurring as one of ; tiles are image:wooden ring.png image:granite ring.png image:opal ring.png image:clay ring.png image:coral ring.png image:black onyx ring.png image:moonstone ring.png image:tiger eye ring.png image:jade ring.png image:bronze ring.png image:agate ring.png image:topaz ring.png image:sapphire ring.png image:ruby ring.png image:diamond ring.png image:pearl ring.png image:iron ring.png image:brass ring.png image:copper ring.png image:twisted ring.png image:steel ring.png image:silver ring.png image:gold ring.png image:ivory ring.png image:emerald ring.png image:wire ring.png image:engagement ring.png image:shiny ring.png. They are: Blinding venom ( image:blinding venom.png) and acid venom ( image:acid venom.png) are also listed as objects, but they only exist while in flight, or when a wizard mode wish requests them. =_=_ NetHack 3.4.2 NetHack 3.4.2 is the 28th public release of NetHack and the 24th by the DevTeam. It was announced and released on the official NetHack website in August 2003. < ref > nethack.org - Home Page < /ref > The adventurer has experience, hit points, magical energy, armor class, alignment, and the six major attributes. He may advance to experience level 30. The initial pet is a little dog for Cavemen, Rangers, and Samurai, a kitten for Wizards, a saddled pony for Knights, and a random choice of a kitten or little dog for all others (or the user's choice in his options). The main trunk of the dungeon begins at level 1, where the game begins, and proceeds down stairs to Medusa's Lair and the Castle. From there, it is necessary to enter a trap door to the Valley of the Dead. Further stairs down eventually lead to the invocation level. Performing the invocation ritual at the vibrating square opens the stairs to the Sanctum. With the Amulet of Yendor in hand, the adventurer may ascend from level 1 into the Plane of Earth; thence s/he may proceed through magic portals to the planes of Air, Fire, and Water, and thence to the Astral Plane. Offering the Amulet of Yendor on the correct high altar wins the game. Potions in NetHack 3.4.2 have randomized appearances (except for water), occurring as one of , or as tiles image:ruby potion.png image:pink potion.png image:orange potion.png image:yellow potion.png image:emerald potion.png image:dark green potion.png image:cyan potion.png image:sky blue potion.png image:brilliant blue potion.png image:magenta potion.png image:purple-red potion.png image:puce potion.png image:milky potion.png image:swirly potion.png image:bubbly potion.png image:smoky potion.png image:cloudy potion.png image:black potion.png image:golden potion.png image:brown potion.png image:fizzy potion.png image:dark potion.png image:white potion.png image:murky potion.png. They are: Wands in NetHack 3.4.2 have randomized appearances, occurring as one of , image:glass wand.png image:balsa wand.png image:crystal wand.png image:maple wand.png image:pine wand.png image:oak wand.png image:ebony wand.png image:marble wand.png image:tin wand.png image:brass wand.png image:copper wand.png image:silver wand.png image:platinum wand.png image:iridium wand.png image:zinc wand.png image:aluminum wand.png image:uranium wand.png image:iron wand.png image:steel wand.png image:hexagonal wand.png image:short wand.png image:runed wand.png image:long wand.png image:curved wand.png image:forked wand.png image:spiked wand.png image:jeweled wand.png. They are: Spellbooks in NetHack 3.4.2 have randomized appearances (except for blank paper and the Book of the Dead), occurring as one of , or tiles image:parchment spellbook.png image:vellum spellbook.png image:ragged spellbook.png image:dog eared spellbook.png image:mottled spellbook.png image:stained spellbook.png image:cloth spellbook.png image:leather spellbook.png image:white spellbook.png image:pink spellbook.png image:red spellbook.png image:orange spellbook.png image:yellow spellbook.png image:velvet spellbook.png image:light green spellbook.png image:dark green spellbook.png image:turquoise spellbook.png image:cyan spellbook.png image:light blue spellbook.png image:dark blue spellbook.png image:indigo spellbook.png image:magenta spellbook.png image:purple spellbook.png image:violet spellbook.png image:tan spellbook.png image:plaid spellbook.png image:light brown spellbook.png image:dark brown spellbook.png image:gray spellbook.png image:wrinkled spellbook.png image:dusty spellbook.png image:bronze spellbook.png image:copper spellbook.png image:silver spellbook.png image:gold spellbook.png image:glittering spellbook.png image:shining spellbook.png image:dull spellbook.png image:thin spellbook.png image:thick spellbook.png. They are: Rings in NetHack 3.4.2 have randomized appearances, occurring as one of ; tiles are image:wooden ring.png image:granite ring.png image:opal ring.png image:clay ring.png image:coral ring.png image:black onyx ring.png image:moonstone ring.png image:tiger eye ring.png image:jade ring.png image:bronze ring.png image:agate ring.png image:topaz ring.png image:sapphire ring.png image:ruby ring.png image:diamond ring.png image:pearl ring.png image:iron ring.png image:brass ring.png image:copper ring.png image:twisted ring.png image:steel ring.png image:silver ring.png image:gold ring.png image:ivory ring.png image:emerald ring.png image:wire ring.png image:engagement ring.png image:shiny ring.png. They are: Blinding venom ( image:blinding venom.png) and acid venom ( image:acid venom.png) are also listed as objects, but they only exist while in flight, or when a wizard mode wish requests them. =_=_ NetHack 3.4.3 NetHack 3.4.3 is the 29th public release of NetHack and the 25th by the DevTeam. It was announced and released on the official NetHack website on 8 December 2003. < ref > nethack.org - Old News < /ref > It was the newest version of NetHack for 12 years, until the release of NetHack 3.6.0 in December 2015, so most NetHack variants are based on NetHack 3.4.3. NetHack 3.4.3 is readily available from the official NetHack website . It has been ported to more operating systems than any other version of NetHack due to it being the latest version for 12 years. The adventurer has experience, hit points, magical energy, armor class, alignment, and the six major attributes. He may advance to experience level 30. The initial pet is a little dog for Cavemen, Rangers, and Samurai, a kitten for Wizards, a saddled pony for Knights, and a random choice of a kitten or little dog for all others (or the user's choice in his options). The main trunk of the dungeon begins at level 1, where the game begins, and proceeds down stairs to Medusa's Lair and the Castle. From there, it is necessary to enter a trap door to the Valley of the Dead. Further stairs down eventually lead to the invocation level. Performing the invocation ritual at the vibrating square opens the stairs to the Sanctum. With the Amulet of Yendor in hand, the adventurer may ascend from level 1 into the Plane of Earth; thence s/he may proceed through magic portals to the planes of Air, Fire, and Water, and thence to the Astral Plane. Offering the Amulet of Yendor on the correct high altar wins the game. Potions in NetHack 3.4.3 have randomized appearances (except for water), occurring as one of , or as tiles image:ruby potion.png image:pink potion.png image:orange potion.png image:yellow potion.png image:emerald potion.png image:dark green potion.png image:cyan potion.png image:sky blue potion.png image:brilliant blue potion.png image:magenta potion.png image:purple-red potion.png image:puce potion.png image:milky potion.png image:swirly potion.png image:bubbly potion.png image:smoky potion.png image:cloudy potion.png image:black potion.png image:golden potion.png image:brown potion.png image:fizzy potion.png image:dark potion.png image:white potion.png image:murky potion.png. They are: Wands in NetHack 3.4.3 have randomized appearances, occurring as one of , image:glass wand.png image:balsa wand.png image:crystal wand.png image:maple wand.png image:pine wand.png image:oak wand.png image:ebony wand.png image:marble wand.png image:tin wand.png image:brass wand.png image:copper wand.png image:silver wand.png image:platinum wand.png image:iridium wand.png image:zinc wand.png image:aluminum wand.png image:uranium wand.png image:iron wand.png image:steel wand.png image:hexagonal wand.png image:short wand.png image:runed wand.png image:long wand.png image:curved wand.png image:forked wand.png image:spiked wand.png image:jeweled wand.png. They are: Spellbooks in NetHack 3.4.3 have randomized appearances (except for blank paper and the Book of the Dead), occurring as one of , or tiles image:parchment spellbook.png image:vellum spellbook.png image:ragged spellbook.png image:dog eared spellbook.png image:mottled spellbook.png image:stained spellbook.png image:cloth spellbook.png image:leather spellbook.png image:white spellbook.png image:pink spellbook.png image:red spellbook.png image:orange spellbook.png image:yellow spellbook.png image:velvet spellbook.png image:light green spellbook.png image:dark green spellbook.png image:turquoise spellbook.png image:cyan spellbook.png image:light blue spellbook.png image:dark blue spellbook.png image:indigo spellbook.png image:magenta spellbook.png image:purple spellbook.png image:violet spellbook.png image:tan spellbook.png image:plaid spellbook.png image:light brown spellbook.png image:dark brown spellbook.png image:gray spellbook.png image:wrinkled spellbook.png image:dusty spellbook.png image:bronze spellbook.png image:copper spellbook.png image:silver spellbook.png image:gold spellbook.png image:glittering spellbook.png image:shining spellbook.png image:dull spellbook.png image:thin spellbook.png image:thick spellbook.png. They are: Rings in NetHack 3.4.3 have randomized appearances, occurring as one of ; tiles are image:wooden ring.png image:granite ring.png image:opal ring.png image:clay ring.png image:coral ring.png image:black onyx ring.png image:moonstone ring.png image:tiger eye ring.png image:jade ring.png image:bronze ring.png image:agate ring.png image:topaz ring.png image:sapphire ring.png image:ruby ring.png image:diamond ring.png image:pearl ring.png image:iron ring.png image:brass ring.png image:copper ring.png image:twisted ring.png image:steel ring.png image:silver ring.png image:gold ring.png image:ivory ring.png image:emerald ring.png image:wire ring.png image:engagement ring.png image:shiny ring.png. They are: Blinding venom ( image:blinding venom.png) and acid venom ( image:acid venom.png) are also listed as objects, but they only exist while in flight, or when a wizard mode wish requests them. =_=_ User:SGrunt/NetHack 3.3.0 =_=_ User:SGrunt/NetHack 3.3.1 =_=_ User:SGrunt/NetHack 3.4.0 =_=_ User:SGrunt/NetHack 3.4.1 =_=_ User:SGrunt/NetHack 3.4.2 =_=_ User:SGrunt/NetHack 3.4.3 =_=_ Woodchuck The woodchuck is an extremely rare creature. Other than humor, it serves no special purpose, apart from being a pain to extinctionists. It can swim. The woodchuck's stats appear almost identical to those of the rock mole, which precedes it in the monster list. The only differences, besides the generation frequency and the glyph color, are its diet, ability to swim and tendency to wander. Note that both the woodchuck and the rock mole are tunnelers and as such can chop down trees and tunnel through rock walls. The only way you may ever see a woodchuck in your game without intentionally generating one (e.g. using reverse genocide) is if a monster is polymorphed. Additionally, a chameleon or other shapeshifting creature may assume the form of a woodchuck. Its inclusion is a joke, to do with the Oracle and "How much wood would a woodchuck chuck if a woodchuck could chuck wood?". The joke is a reference to the real life Usenet Oracle. The internet has the entire text of Oracularity 576-06. In some variants, including UnNetHack and xNetHack, woodchucks attack the Oracle on sight as part of the grudge patch. In UnNetHack, one woodchuck will always appear on the Oracle level, and can very rarely appear over time. In SLASH'EM, woodchucks are marginally more common, as there's often a single woodchuck generated in the Oracle level. On Groundhog Day (February 2), many woodchucks spawn on the Oracle level, with a recurring message of "No more woodchucks!" =_=_ Mithril-coat The dwarvish mithril-coat and elven mithril-coat are two types of body armor found in NetHack. While neither is as effective as a good suit of dragon scale mail, they are both much lighter than other high-AC suits. While the dwarvish mithril-coat has one higher natural AC than its elven counterpart, it cannot be safely enchanted if above +3, while the elven mithril-coat can be enchanted even at +5. Thus, a dwarvish coat is slightly superior when unenchanted, but an elven coat is slightly superior when fully enchanted. Mithril-coats are very helpful in the early game because of their high AC and low weight. They will often provide as much AC as the rest of the adventurer's armor combined, and the extra carrying capacity is particularly useful for early characters with low strength and no bag of holding. Players will usually exchange their mithril for dragon scale mail when it becomes available, which makes them reluctant to spend scrolls of enchant armor on their mithril-coats. For this reason the dwarvish variety is usually considered better, though the difference between the two is small. Because mithril-coats are metallic, characters proficient in combat spellcasting (such as Wizards) will often ignore them and wear studded leather armor instead. If this is not available, it might be a good idea to temporarily sacrifice spellcasting for the increased protection afforded by mithril. Many variants, particularly those based off NetHack 3.4.3, give mithril-coats an MC of 3. Other variants that employ object materials may replace it entirely with a different item. In SLASH'EM, both the elven and dwarven mithril-coat have an MC of 3, and SLASH'EM adds the dark elven mithril-coat, which has stats identical to the dwarven mithril coat. They are the only suits of body armor that provide MC3. In xNetHack, mithril-coats are removed and replaced with elven ring mail and dwarven ring mail; mithril-coats are material specific, but were not left as such by the integration of object materials. Mithril body armor will always grant at least MC2. The elven ring mail grants 2 AC and uses a base material of copper, while dwarvish ring mail grants 4 AC and has a base material of iron as usual; each of these will behave identically to an elven/dwarven mithril-coat if they generate made of mithril. Hobbits that get elven ring mail will always be given one made of mithril, and dwarf lords and kings that get a dwarvish ring mail have an increased chance of it being mithril. EvilHack takes a similar approach to xNetHack above, but instead uses elven chain mail and dwarven chain mail; when made of mithril, they act similarly to the mithril-coats of vanilla. Mithril body armor grants MC2 when worn; elves wearing such armor are granted MC3. =_=_ Dwarvish mithril-coat =_=_ Small mimic =_=_ Dwarvish mithril coat =_=_ Dwarven mithril-coat =_=_ Dwarven mithril coat =_=_ Elven mithril-coat =_=_ Elven mithril coat =_=_ Elvish mithril-coat =_=_ Elvish mithril coat =_=_ Mithril coat =_=_ Kop Sergeant =_=_ Kop Lieutenant =_=_ Kop Kaptain =_=_ NetHackWiki:Featured article =_=_ Wait! Wait! is the beginning of several messages relating to attempting to walk where a previously unnoticed monster is hiding. These include: There is also a demonic malediction that goes, "Wait! I shall polymorph into a grid bug to give thee a fighting chance!"'' =_=_ Diff diff is a program that creates specially formed patch files. It compares two files, and outputs the differences in a format that can be used to recreate one of the files from the other. (These special files are called either patch-files or diff-files.) =_=_ Covetous A covetous monster is one who desires one or more unique items or quest artifacts. Covetous monsters have a distinctive movement pattern which involves constantly warping to and from the up staircase (or to the down staircase while in upward-progressing branches), and they will attack any monster carrying an item they covet (except for the high priest of Moloch and the Wizard of Yendor). Covetous monsters will pick their desired items up off the ground, whether it is you or a dying monster that drops them. Some covetous monsters also possess an attack which enables them to steal coveted items from your inventory. Quest artifacts can be protected by stashing them in a container. There is no defense against this theft for items in your main inventory; this is especially troublesome if your only source of magic resistance is your quest artifact, and it means that the unique items will always be vulnerable, since they cannot be stashed. Only quest nemeses and the Wizard of Yendor have stealing attacks. On one-twentieth of the hits from such an attack, the monster will look for one of the above items in your inventory; if they find one, they will steal it and, if capable, teleport away. The Wizard of Yendor is most notorious for this; if he casts Double Trouble, his double has a chance of carrying a cheap plastic imitation of the Amulet of Yendor, which can be confused with the real Amulet if it is stolen. Covetous monsters behave quite differently from lesser denizens of the dungeon, owing both to their generally powerful natures and their insatiable desires for their respective items. When a covetous monster wants to attack, they simply appear adjacent to you, or as close as they can get if there is no open space next to you. This type of teleportation (often informally described as "warping") is not prevented on non-teleport levels. A damaged covetous monster will warp to the up stairs to heal. The damage does not need to be critical; even a few HP lost will send them fleeing. If the covetous monster is in an upward-progressing branch (Sokoban, Vlad's Tower, or the Wizard's Tower), they will instead teleport to the staircase or ladder down. While healing, the monster may occasionally appear for a quick attack or two before returning to the stairs. They will not resume a sustained assault until fully healed. If a covetous monster succeeds in stealing one of your items, they will teleport away. This is not a warp, but a standard teleport which can be blocked by a non-teleport level or the teleport suppression effect of the Amulet of Yendor. Even if the monster successfully teleports, they will usually warp right back to you to continue their assault. Covetous monsters ignore Elbereth when warping to the up stairs. They follow the normal rules for respecting Elbereth in all other situations. Covetous monsters prioritize obtaining their coveted items over any other task, including attacking the player character. A covetous monster will attack a monster who happens to hold the item they covet. The item-stealing attack itself has no effect in monster-on-monster combat, so the attacker will have to kill their target to get the item. However, covetousness will never induce a monster to attack the high priest of Moloch or the Wizard of Yendor. Covetous monsters cannot be tamed by any means; however, you can obtain a tamed master or arch-lich by either taming a lower lich and letting it grow up, or polymorph another pet. The Wizard of Yendor and all quest nemeses cannot even be pacified. While other monsters covet your quest artifact and the invocation items, only the Wizard of Yendor and your quest nemesis can actually steal them. On one out of twenty hits, this attack tries, in order, to steal first any quest artifact, then the Amulet, the Bell of Opening, the Book of the Dead, and finally, the Candelabrum of Invocation. The attack will only ever steal one item, and always tries to steal items in this order, regardless of what items the monster covets. The Rogue quest leader, the Master of Thieves, is also capable of stealing covetable items should he be angered, since he is also the Tourist quest nemesis. Interestingly, monsters that are not the Wizard can be fooled by "fake" items. That is, if you have both the real Amulet and a fake amulet, or if you have both the Bell of Opening and a normal bell, a monster trying to steal the artifact may in fact steal the fake. Specifically, they will steal whichever item comes first alphabetically in your inventory, so you can arrange for the monster to always steal the fake item this way. This is rarely useful; the Wizard specifically cannot be faked out in such a manner, and the only other monster with an amulet-stealing attack is your quest nemesis. Since your quest nemesis always starts with the Bell of Opening, and you can't get the Amulet until you have it, the opportunity for this situation will almost never arise. The one exception might be those who choose to steal the Bell from their quest nemesis through polyself into a nymph; they might want to carry a normal bell to prevent their quest nemesis from stealing the Bell of Opening back, as unlike the quest artifact, the Bell cannot be bagged. Because they flee at the slightest scratch, are much more mobile than most players, and are invariably high-level and so have a lot of hit points, covetous monsters can be very frustrating to deal with. The easiest option, if you have teleport control, is to teleport to the up stairs before the monster does. If you have a scroll of scare monster to spare, drop it, and you can safely dispatch the monster when they follow. If not, you have at least cut off their escape route and forced them to fight you to the death. If you can jump, it is possible to move into a position a knight's move away from the stairway and wait. The covetous monster cannot attack you in melee from the stairs and is less likely to go upstairs, though they can summon nasties. Then, wait until the monster warps next to you and jump at the stairway. Even without jumping, you can stand adjacent to the stairs and wait for the monster to teleport to another adjacent tile off of the stairs, then move onto the stairs to block the monster's escape; but the monster will continue to attack you while you are adjacent. Teleporting to the stairs is not always an option & mdash;you may lack teleport control, be on a non-teleport level, or have the stairs blocked by another monster. If the covetous monster is a follower, you could also flee to the down stairs, head down when the monster is next to you to allow them to follow, and hope you land on the up stairs. Also, it is possible to kill some of the weaker or slower covetous monsters before they can warp back to heal; silver weapons or projectiles with a multishot bonus can work particularly well for this. Covetous monsters are prevented from teleporting while paralyzed. A reliable method to paralyze a covetous monster is to wield a potion of paralysis and hit them with it while wearing a ring of free action. This should provide enough time to dispose of them while they are paralyzed. Covetous monsters can also be prevented from escaping the floor by blocking the stairs with a boulder or sessile monster. Scrolls of earth can be used for this purpose. Many covetous monsters are generated meditating. If you wake them while standing on the stairs, they will teleport to you but be blocked from escaping. This is most reliably done by quaffing a cursed potion of invisibility, or by allowing a hostile spellcaster to cast the aggravate monster spell. This method will not affect the Wizard of Yendor from outside his tower. There is also a M3_WANTSALL flag. It has the same value as M3_COVETOUS, but is not used by any monsters. It seems likely that M3_WANTSALL was intended to indicate monsters that want all of the major items, whereas M3_COVETOUS was intended as a mask to check if a particular monster wants at least one major item. If this is the case, the Wizard of Yendor should be specified as M3_WANTSALL instead of M3_COVETOUS. However, since the two symbols have the same value, this does not actually affect gameplay. Prior to NetHack 3.6.1, the Wizard of Yendor did not covet the quest artifacts of other roles, only your own. Also, both quest nemeses and the Wizard could not steal quest artifacts of other roles, and prioritized stealing the Amulet before your quest artifact. It is not uncommon for the Wizard of Yendor to appear in Moloch's Sanctum, and immediately engage the high priest of Moloch for the Amulet. Since neither combatant does much physical damage (the wizard is entirely incapable of dealing damage to monsters), both can heal themselves, and covetous monsters can't steal from other monsters, this is generally a stalemate. The demon princes, however, are mostly quite capable of taking out the high priest. One exploit of this behavior, often used by speedrunners, is to lure a named demon (usually Asmodeus) into the Sanctum. He will quickly dispatch the high priest, retrieve the Amulet, and then return to attack the hero. The player can thus retrieve the Amulet without moving more than one space from the up stairs. =_=_ Yendorian Army =_=_ Category talk:SLASH'EM roles Maybe it would be a good idea to change the content of this category from roles which only exists in SLASH'EM to all roles as they exist in SLASH'EM. =_=_ Ice mage The Ice Mage is a role specific to SLASH'EM. It is similar to the Flame Mage, except with a focus on ice magic instead of fire magic. Ice Mages start with a winter wolf cub as a pet. They can be a doppelganger, drow, elf, gnome, hobbit, human, orc or vampire. According to the guidebook: An Ice Mage has some food and - like a Wizard - a quarterstaff. However, a Wizard starts with more random magic items, while an Ice Mage always has a spellbook of freezing sphere and a spellbook of cone of cold. Since Ice Mages, like all primary magic-users, start with weak armor and have a difficult time finding suitable upgrades, high dexterity and constitution to keep AC low and HP high are a must. For this reason, hobbits make excellent lawful or neutral Ice Mages — though their max intelligence of 16 will hold them back later on. Remember to use the hobbit's blink technique when you see a problem coming up. Compared with Wizards and Necromancers, Ice and Flame Mages are at a special disadvantage in the early game because they cannot directly attack with magic. Whereas other magic-users starting with Attack spells can directly and in one turn damage monsters around them, Ice Mages have to rely on their starting Freeze Sphere spell (in the Matter category) to indirectly damage foes. Freeze Spheres will not necessarily explode immediately when they approach a monster, and may wander around in circles before finding their target. On the other hand, Freeze Spheres will not expire and will never become hostile if left alone on a level (though they may turn neutral). The only risk in accumulating a small army of spheres to overwhelm any difficult enemies that leap out at you by surprise is that they are just as likely to explode and aggravate friendly or neutral monsters (though not other tame creatures). Freeze and Flame Spheres are a special category of pet that transfer experience and responsibility for kills to the summoner, meaning that a shopkeeper that will remain indifferent to you while your Deva pummels him or her will whip out the shotgun as soon as they get touched by a sphere. Ice Mages should leave early mimics in shops to their wolf cub. Spheres are liable to drift across the shop to the owner just as often as they find their mark. On the other hand, chaotic Ice Mages with mana to spare can let their spheres wander around the corner into an open shop door to slowly blast a shopkeeper to pieces (keep escape items handy if you're trying this). And spheres are perfect for crossing the gap between you and a cross-aligned unicorn. In the early game, Ice Mages should focus first on bringing their Matter spells to skilled level by casting as many Freeze Sphere spells as possible, starting with the very first turn. Calling up a Freeze Sphere to destroy a goblin is never a waste. The reason for this is that the "Cone of Cold" spell will become much easier to cast as soon as the first skill enhancement is made, allowing the Ice Mage to finally use a direct attack spell. In the meantime, Ice Mages should scrounge around for new armor and improvements to their quarterstaff. Ice Mages should also spend some time strengthening their winter wolf cub, which will turn into a full-grown winter wolf with an appetite for aligned priests when it reaches enough kills. Letting the cub protect you not only against tough, very early monsters like large mimics and rothes, but having them gobble up grid bugs and lichens is a great way to tick up its MaxHP. Ice Mages are also at a special disadvantage compared to Flame Mages in the early game as difficult undead such as human zombies and mummies are immune to cold-based magic. However, Ice Mages gain an advantage later on when fighting fire-resistant demons. Remember, too, that fire-based magic will destroy both potions and scrolls carried by enemies, and ice magic only risks destroying potions. Ice Mage enchantment magic is less useful than Flame Mage divination magic, which eventually helps cast Identify. Also, Fireball is a more powerful — though less focused — spell than Cone of Cold, which travels in a straight line and can freeze water. Finally, and most importantly in the early game, the Ice Mage's wand of cold is much, much less useful for engraving "Elbereth" than the Flame Mage's wand of fire. Not only is it not permanent, it is much more liable to fail even on the first engraving. In fact, using the wand in such a fashion is a complete waste of a wand charge; the same job can simply be done with your fingers. In general an Ice Mage should try to raise the dagger skill to expert since their first sacrifice gift, Deep Freeze, functions as a mini Frost Brand that also happens to be a Athame. =_=_ Necromancer The Necromancer is a role specific to SLASH'EM. Necromancers specialize in the command of undead pets. All necromancers follow the chaotic god, Gothuulbe. The necromancer role is quite similar to the wizard role. Like the wizards, the necromancers are relatively poor fighters with low HP and strength, but good spellcasters. The necromancers remain restricted in all categories except attack spells and matter spells. They can be a human, orc, doppelganger, drow or vampire. Like the Priest, the necromancers can naturally recognize the blessed or cursed status of each object. (This ability is especially important to a necromancer because undead pets will not avoid cursed objects; they avoid blessed objects instead.) Use this ability to salvage weapons and armor from the dungeon, avoiding cursed armor. Each necromancer begins with two intrinsics, level-drain resistance and immunity to sickness. At experience level 3, the necromancer gains intrinsic warning against undead, which provides detection of all undead monsters on the level (and allows you to know the location of your undead army). The necromancer begins with Basic skill in quarterstaff, pick-axe and attack spells. Those that enter the dungeon with a spellbook from the matter category, also begin with Basic skill in matter spells. Necromancers are one of the more difficult roles to play. Most of the role's skills and techniques that matter don't make a big difference until late in the game; until then, you are playing a weak fighter or subpar wizard who can eat old corpses and make weak zombie pets in the mines. Your starting spells of summon undead and command undead are unhelpful in the beginning as you will likely a 100% failure rate for all of the early game and most of the midgame. Play the early game like a tank, putting on all armor that isn't cursed and training dagger skill to get the bonus to-hit and multishot benefit. A Drow, by contrast, should train daggers by throwing them, but fight bare-handed in melee to take advantage of the sleep attack. You will frequently need to run away from fights and use Elbereth to survive at the beginning. Use your wand of draining in emergencies, but be judicious; once it's used up, you're on your own. Also, save fortune cookies and the like to tame dogs and cats, and keep a lichen corpse around to pacify them in an emergency. Head first for the mall and buy or steal any decent weapons, armor, rings (200/300 cost), and wands you find. If you find any potions of gain level, dip your pick-axe to get a dwarvish mattock. Go ahead and train skill in this until you find an altar to get your first sacrifice gift, the inimitable Serpent's Tongue. Once you have cleared out the mall of goodies, head for the mines. The raise zombies technique can help marginally in the mines, mostly by distracting foes and providing something to dodge behind when tough enemies come your way. If you find yourself surrounded by dead humanoids and satiated, place one in each square around you and activate the technique. Zombies can be created from kobolds, gnomes, dwarves, elves, orcs (including goblins), humans, ettins, and giants, although by the time you see the latter two they are probably not going to be much help to you. In general, all other humanoids will become ghouls or ghasts. Ghouls and ghasts are stronger than most early zombies, which means hobbit corpses are particularly good for raising. Vampire necromancers can raise drained corpses, but will likely find them too slow to keep up with the frenetic pace of the vampire's early game without a magic whistle. If you're lucky enough to find an altar to Gothuulbe in the mines, camp out and sacrifice for Serpent's Tongue. Look for scrolls of enchant weapon and get this up to +6/+7 as soon as possible, as it will do double damage on the enchantment bonus. If not, head back up to the main dungeon and make your way to sokoban. Be sure to fully explore every level until you find an altar. If you haven't found one by level 19, you can always use the guaranteed co-aligned altar in the Lawful Quest, but it may be difficult to survive against the killer rations, piles of killer coins, and werecreatures you'll meet there if the altar ends up far from the entry portal. Don't attempt your role quest yet; Maugneshaagar is a powerful foe, and the Great Dagger of Glaurgnaa is not as good a weapon as a well-enchanted Serpent's Tongue. After you get your artifact weapon, head to One-Eyed Sam's black market and clear it out. By the time you have done that, and used all the scrolls of enchant weapon and enchant armor, you should be strong enough to try some of the other branches, including Grund's Stronghold (don't attempt without fire resistance), the Chaotic Quest (don't go without a wand of fire or lightning), the Wyrm Caves, and the Necromancer quest. The Necromancer quest will yield the Great Dagger of Glaurgnaa, which drains enemies just as Stormbringer does, grants magic resistance when carried, and most importantly provides a magic power boost when #invoked, much like The Mitre of Holiness. If you have managed to get DSM by this time, you may switch to spellcasting mode, and the Great Dagger will be a huge boon as you will find yourself running out of magic power frequently due to the Necromancer's low power growth. The Great Dagger will also make a good weapon against poison-resistant foes, however, you should try to sacrifice for a better weapon such as Doomblade, Bat from Hell, Frost Brand, or Fire Brand. Whichever you make your primary weapon, do advance the relevant skill to max. By the endgame, the Necromancer will have become quite formidable. The class's natural immunity to sickness takes the sting away from usually fearsome opponents such as Demogorgon and Pestilence. Innate drain resistance means you don't have to waste a valuable armor, amulet, or weapon slot on it, not to mention making the Guild of Disgruntled Adventurers, the Wyrm Caves, and The Lost Tomb significantly easier. By the time you have gotten your spellcasting mojo on, your starting spells of command undead and summon undead become extremely useful, and can net you an army of powerful pets. Your sigil of tempest technique will make ordinary ray attacks such as magic missile and cone of cold into powerful area attacks. Necromancers can eventually become extremely powerful offensive magicians, attaining expert in both attack and matter spells. =_=_ Undead Slayer Undead Slayers are a role in SLASH'EM. They are, as the name suggests, melee fighters that specialize in the harm or destruction of the undead. They can be any of the alignments, but they may not be dwarven or vampiric. According to the guide book: An Undead Slayer will start with an inordinate amount of intrinsic properties, including drain resistance and undead warning. In addition to that, they gain speed at level 7 and poison resistance at level 9. They also have a basic ability to use medical kits, and they start the game with all non-magical weapons and armor pre-identified. The Undead Slayer is not a powerful role, in spite of its high starting HP. It can only reach strong weapon proficiency in dagger, though this is offset somewhat by the fact that wooden stakes are slightly more powerful daggers. The Undead Slayer is also weakened by its lack of a guaranteed sacrifice gift; most SLASH'EM roles have sacrifice gifts assigned to them, often providing a useful object early on. Furthermore, unlike some other fighting classes such as Knight and Valkyrie, the Undead Slayer will never attain any particular proficiency with magic. Worst of all, however, Undead Slayers start off slow; they have a base speed of 10, meaning, like Yeomen, they move 4 times every 5 turns. Their early game is therefore quite difficult, as monsters will sometimes get an extra hit in quite often. They do gain speed at XP 7, which mostly negates this disadvantage, although they will still not be as fast as another role with speed. On the other hand, the Undead Slayer's quest artifact, the Stake of Van Helsing, has a superb damage modifier (+12), making it a formidable late-game weapon. During the late game, the Undead Slayer's starting intrinsics, sickness and level-drain resistance, will also start to shine. The former neutralizes Juiblex, Demogorgon (almost), and Pestilence. The latter two are arguably the most dangerous enemies in SLASH'EM, and this ability all but eliminates the considerable threat they pose to you. Level drain-resistance protects against vampire and wraith attacks as well as the occasional intelligent monster who has found a wand of draining (almost a given if you run across the League of Disgruntled Adventures level). Probably the best starting race for an Undead Slayer is a drow, because their sleep inducing punch is pretty useful: the Slayer's bare hands skill can be promoted to Grand Master. This is very effective for taking out the demon princes. The technique weapon practice should be used to try to level the so useful dagger; firearms are also a good choice since the bullets can not be recovered from corpses. Some of the iconography of the Undead Slayer derives from the Castlevania game series; like the Belmont clan members, you start with a bullwhip, chain mail, daggers, and holy water. Other parts, such as the crossbow and the ability to reach Grand Master in bare-handed combat derive from Buffy the Vampire Slayer. =_=_ Yeoman The Yeoman is a role specific to the game SLASH'EM. Yeomen are based primarily around the Yeoman Warders of the Tower of London; in the game, they are primary melee combatants with particular skill in riding and polearm use. Yeomen must be generated male and lawful, and may be humans, elves or hobbits. According to the guidebook: Yeomen can identify all non-magical weapons and armor from the beginning. Yeomen begin the game with the calm steed technique, which does nothing. This is likely due to a bug. It is not useful at all. The technique works in Slash'EM Extended though, increasing the tameness of your steed by a random amount (up to a tameness score of 20). There are quite a few similarities between Yeomen and Knights. Both can become expert riders, and start with a saddled pony. Both start with apples and carrots to keep their ponies fed and to train apport. Yeomen cannot intrinsically jump, but can easily gain that ability with boots, without being restricted to a knights move. Yeomen get the calm steed technique, but miss out on the healing hands and turn undead. Yeomen can become expert at polearms, but only skilled at lance, where it is the opposite for Knights. Another similarity is their quest artifact, the Crown of Saint Edward is a Lawful Helm of telepathy, it confers magic resistance and half spell damage when carried. The Knight's Magic Mirror of Merlin also confers magic resistance and telepathy, and doubles some spell damage. Yeomen are the only class that can gain expert at polearms. Like lances, you can use a polearm in melee normally without bashing while mounted. Unlike lances, you cannot joust an enemy with a polearm. However, polearms have a few distinct advantages over lances. They will not break like lances can on an unlucky joust. They are much more common. They are lighter, ranging from ranseurs and spetums weighing 50 to halberds and lucern hammers at 150. Lances weigh 180. The better polearms do more damage, and though your starting partisan is the weakest in the category, its average damage is equal to the knight's starting lance. There are no artifact lances, but the Yeoman's second sacrifice gift is the fantastic lawful halberd Reaper which has +5 to hit and +20 to damage when pounding and in melee while riding. Pounding a large monster with Reaper while mounted gives an average base damage of 27, with a follow-up melee for another 27. That is an average damage of 54 points before most monsters can hit once, and before enchantment and skill bonuses. The same scenario with a lance would pound at 4.5, and joust (20-80% of the time) for 16 for a total of 20.5 points. If you have jump boots, and a light source you can do massive damage just pounding with Reaper, without the risk of breakage, or the chance of not jousting, and the +5 to hit means you will rarely miss. Although you start with a pretty well enchanted +2 short sword, and can gain expert in the skill, if you can find a longsword, you should consider switching. Yeomen can become skilled at longsword have relatively easy access to Excalibur. The first sacrifice gift for Yeomen is the very good Sword of Justice, a longsword with +5 to hit and +12 to damage against neutral and chaotic monsters. Since Yeomen can become skilled at two weapon, and in Slash'em you can #twoweapon with two artifacts, Excalibur and Sword of Justice are a very effective combination. If you are skilled at #twoweapon and skilled at longsword, and are wielding both the +7 Excalibur and +7 Sword of Justice, you will do more damage per hit than with an Expert +7 Reaper. You will also get drain resistance and searching, but there are disadvantages to carrying Excalibur, particularly in Gehennom, and Sword of Justice is less effective in the Astral Plane. There are fewer keystrokes involved in just slashing away at monsters than applying a polearm, jumping and applying again, so lazy Yeomen will prefer this strategy. The early game can be difficult with your intrinsic slowness, but can become quite a strong fighter very quickly if played well. Your initial focus should be on helping your pony to grow into a warhorse and improving your skill with polearms. A good strategy is to repeatedly engrave Elbereth in the dust and chop away at foes by applying your partisan at range. Other strategies to improve polearm skill include moving so as to keep your horse between you and your foe, picking up an item in a shop and attacking over the shopkeeper's head, and attacking with it in melee while mounted. The last strategy should be delayed until you have enough HP to survive a failed mounting attempt (at least 20). You will get speed at level 7, and by the time your pony grows up it will let you move faster than even a pair of speed boots. Your starting +2 short sword will help you hit foes and gain your first few levels, but it's not worth trying to advance short sword skill in light of the other powerful weapons you will soon have access to; focus on polearm instead. You may want to collect a stack of daggers in the mines to use for ranged fighting, but these are heavy and burdening an already slow player is particularly dangerous. If your horse grows up into a warhorse pounding with your polearm while mounted is probably a better strategy. If you find an early long sword, begin training with it as soon as possible. Once you get to level 5, you can begin to dip for Excalibur, which is somewhat safer in SLASH'EM as water moccasins don't have an instakill attack anymore (but are still tough foes in the early game). The Rat King has a longsword, but is not always generated. Watching your horse fight a watch captain will reveal what weapon he carries, and if it's a long sword, you may try to disarm him (and then be ready to run!) In the worst case, you will eventually get one from a barrow wight or from the quest. When you find an altar, you will also be able to sacrifice for the Sword of Justice (your guaranteed first sacrifice gift), one of the best lawful artifacts in the game. Two-weaponing with the Sword of Justice and Excalibur makes for a potent offense. You should trade up for a better polearm if you come across one. Spetums are a favorite because they are light and do a good deal of damage. Bardiches and halberds are upgrades in damage, but are heavier. Any other unenchanted polearm would be a downgrade from your +1 partisan, or at best a wash. Once you find an altar, do keep sacrificing until you get Reaper (your guaranteed second sacrifice gift), at which point the game will suddenly become much easier. You should also try to find a skeleton key, lockpick or credit card (check the Minetown shops, the mall, or kill a plastic golem), so you don't have to dismount to open locked doors. An axe or pickaxe will do in a pinch as well. The Yeoman's midgame is straightforward and not overly difficult. Try to get a source of reflection and magic resistance; the latter is especially critical as losing your warhorse to a polymorph trap will make you much slower. As with most SLASH'EM roles, you should make for the Black Market as soon as you finish Sokoban (or possibly after getting the luckstone from Mine's End) and before doing any of the dangerous SLASH'EM dungeon branches. If you plan to kill Sam for his ascension gear, hold off on buying protection until after you have done so. Once you are sufficiently strong in melee and well-armored, you should complete the Yeoman quest. Colonel Blood hits hard, but is not an overly tough foe, and the Crown of Saint Edward will give you both magic resistance and half spell damage, as well as extrinsic telepathy. You will also find plenty of bullets and firearms from the soldiers on the quest, as well as a guaranteed long sword and co-aligned altar. Pick up bullets whenever you see them, as exploding grenades will destroy them if they are lying about or in a soldier's inventory. It is also worth sacrificing for minions at higher levels, as a Yeoman has access to powerful devas, and eventually mega-powerful Archons, Planetars, and Solars. With your full ascension kit, your fast flying steed, and your powerful retinue, you can head into the end-game as a nearly unstoppable tank and have a very satisfying experience. =_=_ Category:SLASH'EM races =_=_ Drow =_=_ M3 WANTSARTI =_=_ M3 WANTSBOOK =_=_ M3 WANTSCAND =_=_ M3 WANTSAMUL =_=_ M3 COVETOUS =_=_ Krysia's Krusader Krysia's Krusader was a completely unspoiled NetHack player who is best known for the tale of Ellora the Elven Archer. Between February and July 2004, he posted the tales of this Elven Ranger's adventures to rec.games.roguelike.nethack, but specifically asked not to be given any spoilers. Thanks to his knowledge of AD & D and his reliance on a bunch of highly enchanted throwing daggers which he called Blessed Death Dealing Daggers, he made it all the way to Gehennom. The game finally ended when his real-life cat Mademoiselle jumped on the keyboard and activated the #quit command. Though this player usually takes on the shape of a valkyrie, one of the easier roles (it's harder than its NetHack equivalent though), the poor hacker has yet to ascend. Despite many a brave attempt, something usually gets in the way of success in that intricate, surprising manner so typical for the game. =_=_ Exercise Of the six attributes (strength, dexterity, constitution, intelligence, wisdom and charisma), you can only exercise four; there is no way to exercise intelligence or charisma. (Charisma can be increased by stepping into a magic trap, and intelligence by eating a mind flayer corpse or quaffing a blessed potion of enlightenment. All attributes can be raised by quaffing a potion of gain ability (best if blessed) or drinking from a magic fountain (best if your Luck is greater than 3)). Exercise does not cause immediate gains in your attributes. Instead, exercising an attribute has a chance of (18 & minus; current attribute value) in 19 of incrementing the attribute's exercise counter, whose maximum value is 50. The "current attribute value" also includes modifiers from items; thus, in particular, wearing gauntlets of power has a side-effect of completely preventing strength from being exercised. NetHack does exercise checks at certain times. Upon a check, each counter is examined. If the corresponding attribute is already 18 or greater, nothing is done. Otherwise a random number between 0 and 49 inclusive is chosen. If it is greater than < math > |(2/3)*counter| < /math > for a non-wisdom attribute or < math > |counter| < /math > for wisdom, nothing is done. Otherwise, the attribute is changed by adding 1 if the counter was positive and subtracting 1 if it was negative, and the counter is set to zero. Afterwards, no matter what happened, the counter is halved, rounding toward 0. < ref > http://web.archive.org/web/20071109210037/http://www.geocities.com/dcorbett42/nethack/exercise.htm < /ref > The first check happens on turn 600. Subsequent checks occur at random intervals from 200 (inclusive) to 800 (exclusive) turns from the last one. Abuse is the opposite of exercise. Acts of abuse can undo exercise, or even cause your strength, dexterity, constitution or wisdom to drop. For a comprehensive list of abuse methods see the attributes page. If your stats get lowered, use a unicorn horn to heal any such loss. In UnNetHack and SporkHack, this won't work – use a potion or spell of restore ability, instead. Before NetHack 3.6.0, upon loading a saved game, if the first check has happened, the next check was set to happen from 800 (inclusive) to 850 (exclusive) turns afterwards. Thus, surprisingly, saving and reloading the game could have an in-game effect on the player's attributes. This may persist in some variants, but was changed in Slash'EM Extended and NetHack 3.6.0 to have the timer be saved to disk. =_=_ Rrllududab The variant called NetHack brass has a feature whereby in wizard mode, the #rrllududab extended command grants full attributes to your character (as well as 410-420 HP.) Play around with maximum strength, dexterity, constitution, intelligence, wisdom and charisma! The command's name itself is a play on the Konami Code. The name suggests right right, left left, up down, up down, A, B. Note that the real Konami code (from Talk:Rrllududab) is up, up, down, down, left, right, left, right, B, A, start; it seems that someone rotated their controller 90 degrees to the left before entering the code. Players of wizard mode in other variants tend to wish for a large pile of blessed potions of gain ability. This tactic still works in NetHack brass, and remains useful if you want more stats but not the maximum. =_=_ Maximum attribute My experience with NetHack dates to 2004, when I set up a playground in FreeDOS (running in QEMU over Mac OS X) using a copy of NetHack 3.3.1 from an abandonware archive. I played several random characters, but they would die because I never used items in the dungeon, should they be cursed. In December of 2004, I built NetHack 3.4.3 on a Mac OS X machine. Other than for one explore mode game (in which I finally #quit from Sokoban after dieing repeatedly to soldier ants), then came a lull; I read Dudley's dungeon far more often than I played NetHack. By 19 May 2005, I decided to play NetHack again. This time I moved to NAO. Now Dudley's dungeon had spoiled some things for me, and I had to consult other spoilers to understand the webcomic. To understand the webcomic, I needed to consult spoilers. Thus, by 19 May 2005 when I moved to NAO, I used spoilers - especially http://alt.org/nethack/links.php and http://www.steelypips.org/nethack/ - to play the game. During my first game at NAO, I knew that pets avoid cursed objects and that #pray asks my god for help. I started with the usual elven weapons, +2 elven cloak and Sirius. In the second room, I use Sirius to test an object for curses; it is not cursed, so I wear the +0 banded mail under my cloak. This drops my AC to 1 before my first fight. Still, in my first fight, I run from the monsters to let Sirius do most of the fighting. Sirius did not step on the chain mail on Dlvl2, so I #name it cursed. I opted to enter the Gnomish Mines at Dlvl3 (Mines 1). Due to injuries in battle, I retreated to Dlvl2. Now I tried some unusual actions showing my inexperience at the time. I kicked a fountain and when that had no effect but to harm my leg, I kicked an up staircase. Later, I drank from the fountain, and pools of water formed! That scared me away. I drank from the other fountain to "refresh myself", then that fountain dried. I resume my exploration of the Mines. In the darkness of Dlvl4 (Mines 2) I switched from my +1 elven dagger to a broad short sword, feeling that the latter would be a better weapon. I also started carrying and sometimes using a pick-axe. Meanwhile I collected arrows for my elven bow. I met indiegeek's ghost, so apparently this was a bones level. The bones pile was next to a blue jelly; I was smart enough to avoid attacking the jelly. In fact, I avoided the bones pile (even leaving the gold there!). Dlvl5 (Mines 3) was Minetown; I did much fighting including shooting a wood nymph with arrows and #pray'ing during a fight with a gnome lord. I used the altar to find the BUC of my inventory. I fled Dlvl6 (Mines 4) without Sirius to avoid a gray unicorn. My death came when some strong monsters, including several killer bees and a werewolf, surrounded me in a corridor on Dlvl5 (Mines 3). The werewolf knocked me out as I was praying. =_=_ That was smooth! =_=_ That was smooth =_=_ Elven cloak When worn, the elven cloak provides magic cancellation 1 and stealth; this will auto-identify it if you do not have any other source of stealth. Elven cloaks can be a useful source of stealth for the Sokoban zoo and other special rooms that the player might encounter. However, another source, e.g. a ring of stealth, may be preferred if you already have a viable cloak. Elven cloaks, along with elven boots, are among the lightest and most common magical armor, and can be safely enchanted past +5 to +7 like all elven items; this makes them especially ideal for polypiling. =_=_ Faded pall =_=_ NetHack 3.1.0 source code =_=_ Source:NetHack 3.1.0/rumors.fal Below is the full text to dat/rumors.fal from the source code of NetHack 3.1.0. To link to a particular line, write [[NetHack 3.1.0/rumors.fal#line123| < nowiki > NetHack 3.1.0/rumors.fal#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.1.0/rumors.tru Below is the full text to dat/rumors.tru from the source code of NetHack 3.1.0. To link to a particular line, write [[NetHack 3.1.0/rumors.tru#line123| < nowiki > NetHack 3.1.0/rumors.tru#line123 < /nowiki > ]], for example. =_=_ NetHack 3.2.0 source code =_=_ Source:NetHack 3.2.0/rumors.fal Below is the full text to dat/rumors.fal from the source code of NetHack 3.2.0. To link to a particular line, write [[NetHack 3.2.0/rumors.fal#line123| < nowiki > NetHack 3.2.0/rumors.fal#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.2.0/rumors.tru Below is the full text to dat/rumors.tru from the source code of NetHack 3.2.0. To link to a particular line, write [[NetHack 3.2.0/rumors.tru#line123| < nowiki > NetHack 3.2.0/rumors.tru#line123 < /nowiki > ]], for example. =_=_ NetHack 3.3.0 source code =_=_ Source:NetHack 3.3.0/rumors.fal Below is the full text to dat/rumors.fal from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/rumors.fal#line123| < nowiki > NetHack 3.3.0/rumors.fal#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.3.0/rumors.tru Below is the full text to dat/rumors.tru from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/rumors.tru#line123| < nowiki > NetHack 3.3.0/rumors.tru#line123 < /nowiki > ]], for example. =_=_ NetHack 3.4.0 source code =_=_ Source:NetHack 3.4.0/rumors.fal Below is the full text to dat/rumors.fal from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/rumors.fal#line123| < nowiki > NetHack 3.4.0/rumors.fal#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.4.0/rumors.tru Below is the full text to dat/rumors.tru from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/rumors.tru#line123| < nowiki > NetHack 3.4.0/rumors.tru#line123 < /nowiki > ]], for example. Hi! Welcome, and thanks for contributing to NetHackWiki! Could you please create an account? It helps us keep spam down, because we don't have to check the edits of known-good users. It also provides more privacy for you. Our style guide and How to help pages are good starting points. --Jayt 13:31, 28 September 2006 (UTC) Hi! Welcome, and thanks for contributing to NetHackWiki! Could you please create an account? It helps us keep spam down, because we don't have to check the edits of known-good users. It also provides more privacy for you. Our style guide and How to help pages are good starting points. --Jayt 13:31, 28 September 2006 (UTC) =_=_ File:Psy the Warrior - Grund's Stronghold.png =_=_ Snapscreenshot Snapscreenshot is a handy tool for Linux users who run NetHack or any of its variants on the console instead of using a terminal in X. It translates the colored ANSI characters to a screenshot in TARGA format. For an example of what the result looks like, check out this screenshot of a Valkyrie in SLASH'EM at Grund's stronghold: =_=_ Category:NetHack 3.1.0 source code =_=_ Category:NetHack 3.2.0 source code =_=_ Category:NetHack 3.3.0 source code =_=_ Category:NetHack 3.4.0 source code =_=_ Whistle A whistle is a tool which makes a noise but cannot be used to make a tune. Each whistle in NetHack is either: =_=_ Wizard of Balance =_=_ Talk:Goblin I just got killed by a goblin with a Wand of Death on the second floor down. Is this legal, or some kind of perverse glitch? (I took a screenshot, and will upload and show it here if anyone's skeptical.) 71.198.98.233 09:18, 23 August 2007 (UTC) =_=_ Tin whistle You can apply a tin whistle to wake nearby monsters from sleep; if your pet is close enough to hear the noise, then for the next few turns it will try to approach you more closely. Its BUC has no bearing on either effect. Despite what tin whistles are in real life, in NetHack it is not a tonal instrument, and cannot be used to play the passtune. Watchmen have a 2/3 chance of being generated with a tin whistle. As of NetHack 3.6.2, vault guards will also carry cursed tin whistles, providing a source for the shrill whistling sound a player will hear while escaping them (see the section on messages below). The tin whistle is incredibly easy to identify. In addition to the above means of generation, you can apply any unidentified whistle; if you produce a strange or humming noise, then you have a magic whistle. See the messages below for further reference. The best use of tin whistles is for attracting pets by applying one repeatedly until they comes to you; this can sometimes help you take pets through stairs or out of shops. The effect of a tin whistle lasts for 5 turns, provided the pet was near enough to hear it in the first place; once you find a magic whistle, however, you can safely stash the tin whistle elsewhere. Knights can apply tin whistles to wake sleeping monsters before attacking them, in order to avoid violating their code of conduct. The range of a tin whistle is sqrt(xlvl*20). This results in a radius of about 4 squares at XL 1, 16 squares at XL 14, and a maximum of 24 squares at XL 30. This is half the range of a leather drum, and may be important for some uncommon situations involving waking up faraway monsters with tin whistles; however, the drum will prove superior in a majority of these situations. Although tin whistles are not themselves changed in SLASH'EM, they can be upgraded into magic whistles. This is useful to everyone, but in particular to conduct players, since upgrading objects breaks no conducts. =_=_ You produce a high whistling sound =_=_ You produce a high whistling sound. =_=_ You produce a shrill whistling sound =_=_ You produce a shrill whistling sound. =_=_ Category:Todo This category contains articles which have been marked with the template. See if you can do some of the suggested tasks! =_=_ Monster frequency In NetHack, monster frequency is a number defined for each monster in the range 0 & ndash;7, which determines how frequently a monster is generated, relatively to the other monsters. It is used in random monster creation, but not in deliberate polymorph results and more specific ways of monster generation. If a special level or branch has an alignment, the frequency values of all monsters are adjusted by adding a number depending on the alignment of the monster and that of the branch or level. < ref > < /ref > The numbers that are added to the frequencies are: For example, consider the Oracle level, which is neutral. On that level, a kitten, which is neutral (alignment 0) and whose normal frequency is "1", will have its frequency increased to 6. A black unicorn, which is chaotic (alignment -7) and whose normal frequency is also "1", will have its frequency increased to 4. That does not mean that the kitten is six times more common on the Oracle level than on an unaligned level. Indeed, the numbers are relative frequencies, and since almost every monster has its frequency increased on aligned levels, the kitten will actually be less than six times more common than on an unaligned level. This explains why monsters with a frequency of "0", but without the < code > G_NOGEN < /code > flag, are not randomly generated on unaligned levels but randomly generated on aligned levels and branches. In vanilla NetHack, "baby" monsters (dragons, naga, worms, crocodiles) are the only ones with this property. In SLASH'EM, many monsters that are present in Vanilla NetHack have a higher frequency than they do in Vanilla. The most extreme examples are kittens, little dogs and their grown-up forms, all of which have a frequency of "1" in Vanilla and "7" in SLASH'EM. These are the only six SLASH'EM monsters with a "7" frequency. Floating eyes and cockatrices have a "6" frequency. This means that SLASH'EM, unlike Vanilla, uses the entire range of possible frequencies (0 & ndash;7). =_=_ Talk:Monster frequency =_=_ Immobile =_=_ Immobilty =_=_ Orcish cloak An orcish cloak provides MC1, but conveys no base AC bonus or special abilities. When unidentified, it is a coarse mantelet. Any cloak is better than an orcish or dwarvish cloak, but an orcish or dwarvish cloak is still better than nothing. Though it offers no AC when not enchanted, it still offers magic cancellation and protects any suit underneath from rust and destroy armor. If you test unknown scrolls by reading them, an orcish or dwarvish cloak can be useful as a throwaway cloak to catch destroy armor, after which you can put your regular cloak back on. =_=_ Coarse mantelet =_=_ Dwarvish cloak A dwarvish cloak provides MC1, but conveys no base AC bonus or special abilities. When unidentified, it is a hooded cloak. Besides its higher base value, it is functionally identical to the orcish cloak. Any cloak is better than a dwarvish or orcish cloak, but a dwarvish or orcish cloak is still better than nothing. Though it offers no AC when not enchanted, it still offers magic cancellation and protects any suit underneath from rust and destroy armor. If you test unknown scrolls by reading them, an orcish or dwarvish cloak can be useful as a throwaway cloak to catch destroy armor, after which you can put your regular cloak back on. Non-lawful characters will likely run across dozens of these cloaks while exploring the Gnomish Mines. Collecting and then selling them can provide your character with some easy money relatively early in the game. Since the shopkeeper will tell you they are dwarvish cloaks, this autopickup exception will turn itself off automatically after you cash in: =_=_ Leather cloak A leather cloak provides MC1 and one point of AC, but has no special abilities. They are often generated on mercenaries as part of their starting inventory. This cloak is strictly superior to the more common dwarvish and orcish cloaks, which provide the same MC but no AC. Any type of magical cloak, including the fairly common elven cloak, will still be superior to this, providing the same or better AC and MC, plus some special abilities. Despite its mundane nature, the leather cloak is actually a relatively recent addition to the game, having been introduced along with the touchstone in NetHack 3.4.0. The buglist indicates that it resolves the incongruity of human soldiers being generated with elven cloaks. The leather cloak appears in the inventory of the Binder role originating from dNetHack that is also present in SLASH'EM Extended. Since dwarvish and orcish cloaks have been buffed to MC2, almost any cloak is preferable to this one: higher magic cancellation is well worth a point of AC. The only exception might be for a character who already has MC 2 or MC 3, perhaps from a cornuthaum (MC2 in slash'em) or mithril-coat (MC3 in slash'em), in which case the leather cloak may be preferable. =_=_ Cloak of protection No other single piece of armor grants MC3 by itself, making the cloak a strong option for characters without strong ranged attacks, and a viable choice for the ascension kit, if you can do without displacement and have another source of magic resistance. =_=_ Cloak of invisibility Although it only provides MC1, it's often the first source of invisibility for many players. It can be replaced with a better cloak when you have a permanent source of invisibility such as a wand of make invisible. While displacement is more effective for trying to run away from enemies, invisibility also makes most enemies more likely to miss, making it more desirable. In SLASH'EM, cloaks of invisibility provide MC2. If it happens to be an "opera cloak", it will often appear in the starting inventory of vampires, making it appear more often; however, this also means most vampires will be invisible, making them difficult to fight unless the player can see invisible. =_=_ Plate mail Plate mail (tanko for Samurai) is a form of body armor. It provides a base AC of 7 and magic cancellation 2. Metal plate mail interferes with spellcasting when worn. Crystal plate mail, made of glass, is a better choice for spellcasters who can carry it. Plate armor consists of large plates of metal. At its simplest it could be a cuirass or breastplate, made of a few plates to protect the torso, but full plate included a helmet, gauntlets, and other pieces of armor made of segmented plates designed to leave no part of the body exposed. NetHack plate armor does not include a helmet, gauntlets, or boots, and so is probably a cuirass. Plate armor for the torso was used by the ancient Greeks and Romans, but largely fell out of use in Europe after the decline of the Roman Empire, because of the cost and difficulty of making the plates. It was replaced by mail, which was easier to make. But individual pieces of armor made of plate gradually regained popularity, and by the late Middle Ages complete suits of plate armor were available. Although plate armor appears to be heavy and clumsy, the weight of a full suit of plate (which, if well-made, was probably no more than 55 & nbsp;pounds or 25 & nbsp;kg) was distributed throughout the body, and quality armor was fully articulated, so wearers could remain relatively agile even in full plate. =_=_ NetHackWiki talk:Current events =_=_ Bear trap =_=_ The slippery cloak fits very tightly. =_=_ Tanko =_=_ File:Halberds.png =_=_ File:Bardiches.png =_=_ File:Bill-guisarmes.png =_=_ File:Fauchards.png =_=_ File:Glaives.png =_=_ File:Guisarmes.png =_=_ File:Naginata.png =_=_ File:Partisans.png =_=_ File:Ranseurs.png =_=_ File:Spetums.png =_=_ File:Voulges.png =_=_ Polearms =_=_ Talk:Polearm I should add that in basing this page on http://hea-www.harvard.edu/~fine/Fun/polearms.html, I do so with permission from Tom. Thanks, Tom! --Jayt 16:34, 29 September 2006 (UTC) As polearms work differently from other Nethack weapons, I think there should be a basic explanation of how they work, covering the following points: This passage could intimate to some that a pruning hook would be a more pious weapon.--PeterGFin 18:01, February 5, 2010 (UTC) =_=_ Category:Diagrams =_=_ Halberds =_=_ Bardiche =_=_ Voulges =_=_ Glaive =_=_ Glaives =_=_ Fauchard =_=_ Fauchards =_=_ Guisarme =_=_ Guisarmes =_=_ Bill-guisarme =_=_ Billguisarme =_=_ Bill guisarme =_=_ Bardiches =_=_ Bill guisarmes =_=_ Bill-guisarmes =_=_ Billguisarmes =_=_ Lucerne hammer =_=_ Lucern hammers =_=_ Bec de corbin =_=_ Bec de corbins =_=_ Bec-de-corbin =_=_ Bec-de-corbins =_=_ Angled poleaxe =_=_ Spetum =_=_ Angled poleaxes =_=_ Long poleaxe =_=_ Long poleaxes =_=_ Forked polearm =_=_ Forked polearms =_=_ Hilted polearm =_=_ Hilted polearms =_=_ Vulgar polearm =_=_ Vulgar polearms =_=_ Pole cleaver =_=_ Spetums =_=_ Pole cleavers =_=_ Single edged polearm =_=_ Single-edged polearms =_=_ Singled edged polearms =_=_ Pole sickle =_=_ Pole sickles =_=_ Pruning hook =_=_ Pruning hooks =_=_ Hooked polearm =_=_ Ranseur =_=_ Hooked polearms =_=_ Pronged polearms =_=_ Beaked polearm =_=_ Beaked polearms =_=_ Ranseurs =_=_ Partisan =_=_ Partisans =_=_ Voulge =_=_ Bronze plate mail Bronze plate mail is a form of plate mail armor. Other than its reduced cost and protection, it is distinct from standard iron plate mail in that it does not rust from water (but still corrodes from acid). =_=_ Lava Lava is a dungeon feature found in places such as the Valkyrie and Monk Quests, the Plane of Fire, and one of the big rooms. Stepping into lava without fire resistance will result in instant death, while falling into lava with fire resistance gives you a few turns in which you can escape before sinking below the surface and dying. Sinking into lava is fatal even with magical breathing; in the latter case, the cause of death is "dissolved in molten lava". Riding a non-flying/levitating steed over lava will instantly kill your steed, destroy your saddle, and then leave you in the lava. You can avoid contact with lava entirely by levitation, flying, jumping, teleport, riding a flying or levitating pet, or polymorphing into a creature with one of these abilities. Throwing an iron ball you're chained to can also pull you over lava. Even if you have flying or levitating, lava is not considered a safe location to teleport to by the game. Choosing to teleport onto lava when you have teleport control will deposit you on a random "safe" square instead. Certain actions which do not take any time on the turn counter, such as entering an invalid extended command, will still decrement the variable which tracks how far you have sunk into lava. Thus, you may sink to your death sooner than expected, possibly even the same turn you stepped into the lava. Be careful what you do in this situation, and take action to stop sinking as soon as possible. This bug is fixed in NetHack 3.6.0, and in the version of 3.4.3 on nethack.alt.org. Lava appears far more often in UnNetHack, particularly in Gehennom in the form of both level-bisecting rivers and encircling seas. Lava also appears in Moria. A player should assume they will need to possess a way to bypass or freeze lava. The 31st game at NAO was my first game of NetHack to score over 20,000 points. This Wizard went farther than Kernigh ever went before, but died at 1 July 2006. As it was my fashion at the time, I named the kitten "Not Morris", then set out to explore the dungeon. Dlvl 1 had a cursed clear potion, unholy water. It was also my habit to leave locked doors in place. At Dlvl3 I bought a +0 (plain, nomagical) helmet from the shop. At Dlvl5, I quaffed from a fountain because I was Weak, but ultimately on Dlvl6 I became Fainting and had to #pray. Dlvl5 had a general store where I bought food rations. Then I went back to explore the weapons shop at Dlvl4, from which I bought: A chest at Dlvl4 became my stash. The speed boots made this game much easier. The hobbit on Dlvl6 tried to use a wand of sleep against me, but I was already an Xlvl5 elf with sleep resistance. I went up to explore the Gnomish Mines, entering at Dlvl4 (Mines 1). Even as I reached Minetown (Dlvl6) with no pet, I had in easy time in melee with monsters. The local lawful altar of Ptah became my way to discover BUC status. The tool shop sold me a key for $13. After fleeing Dlvl7 (Mines 4), I discovered a used armor dealership at Dlvl2 (Dungeons of Doom) at turn 5756, for I had not fully explored the level. At Dlvl4 (Mines 1) I tamed a pony with a lichen corpses and called it "Lichenbane", but I soon lost it. Later in Minetown (Dvl6) I ate a leprechaun corpse and felt "jumpy", so I tried to #jump. It failed because I instead had teleportitis. At Dlvl7 I tamed a little dog with a fortune cookie and called it "Fortune". A second pet, Fortune II, joined me at Dlvl4 (Mines 1). I used one leash on each dog, thus they followed me whenever I teleported. I took my dogs back to the Dungeons of Doom. Meanwhile, I vastly increased my knowledge of the identity of the dungeon's objects. I explored Dlvl7 (Oracle) to Dlvl8 and entered Sokoban. By 30 June 2005 I had finished three levels of Sokoban with the help of spoilers. At 1 June 2005 I finished the fourth level; my reward was a bag of holding. =_=_ Splint mail Splint mail is a form of body armor that appears in NetHack, and is the second-heaviest type of armor after the various forms of plate mail. Samurai start with a rustproof splint mail, and splint mail generated on the Samurai quest will also be rustproof. As an odd side effect, when the player is a Samurai, any random splint mails generated on level 1 at the start of the game will also be rustproof. Splint mail provides a significant AC bonus, but is extremely heavy, only 50 units lighter than plate mail. Samurai will be able to wear this armor for some time with their high strength and constitution, but should look for upgrades such as the strictly better banded mail or ideally, a mithril-coat. Splint mail is a standard type of body armor in Dungeons & Dragons and other derived games and media; it is made of metal "splints". Historically, "splint armor" can mean either armor made of long parallel strips (a common design for armor for the arms and legs, but not the torso), or "plated mail" made of small rectangular plates attached to a chain mail backing. Compare banded mail, which is sometimes described as made of strips of metal arranged horizontally on the body. The splint mail worn by NetHack's samurai is likely tatami, made of plates embedded in chain mail. A comment in the source code indicates that the rustproofing for Samurai represents the historical use of lacquer to protect Japanese armor in a wet climate. Hi! Welcome, and thanks for contributing to NetHackWiki! Could you please create an account? It helps us keep spam down, because we don't have to check the edits of known-good users. It also provides more privacy for you. Our style guide and How to help pages are good starting points. -- SGrunt 05:24, 30 September 2006 (UTC) =_=_ Dilithium crystal The dilithium crystal is the most valuable gem in NetHack, with a base value of 4500 zorkmids, 500 more than a diamond. It is white and relatively soft (i.e., it cannot be used to engrave on the ground). Dilithium crystals generally do not appear in the main branch of the dungeon until you have reached at least dungeon level 27, though they can be found with many other gems in the Gnomish Mines. In variants that include gem alchemy (SLASH'EM and dNetHack), the dilithium crystal is the only valuable gem that does not turn a potion of acid into another potion when dipped into it - instead, it explodes. In theory, this could be used to identify dilithium crystals or potions of acid, but it would be highly impractical due to destroying the crystal in the process; furthermore, by the time you start seeing dilithium crystals, you will probably have encountered potions of acid and recognized them (for example, having them thrown at you by a monster). =_=_ Dgamelaunch dgamelaunch is a program that manages user logins, game viewing and launching NetHack on nethack.alt.org and some other servers. It was originally written by Drew Streib, but has been expanded by several other people. Putting your login and password everytime you want to connect to a dgamelaunch server is annoying. Luckily, there are simple ways of automating the process. If you want to use telnet (which you shouldn't), in configuration go to < code > Connection > Data < /code > and in the section < code > Environment Variables < /code > add new variable USER and set its value to "yourname:yourpassword" (without the quotes). If you use SSH protocol, you will use the same method as for telnet, but the variable is DGLAUTH. The value is the same. Also, set the < code > Auto-login username < /code > to whatever your dgamelaunch server uses, typically nethack. In your < code > .ssh/config < /code > create a section for your server; here we give example for NAO: Alternatively, you can define the variable in < code > .ssh/environment < /code > , but make sure the ssh client is not sending it to other hosts you connect to. This method is unfortunately unsuitable when you are using different passwords for different dgamelaunch sites (as you should). =_=_ Dgl =_=_ NetHackWiki:Community Portal/Archive2 This page contains old sections from NetHackWiki:Community Portal. If you want to carry on talking about these topics, post a new section on the current Community Portal page. This page is intended to be a static archive. While these are a great resource, I don't especially like the mass copying of them here. It's redundant. The idea of the wiki, as I understand it, is to do and say things text-based spoilers currently do not. Interface alone doesn't seem like enough of a difference. Lotte 17:33, 20 July 2006 (UTC) I would like to upload a set of images and articles to WikiHack and would like a bot to automate the process. Please point me to open source bots. My first preference is for bots written in C++, with Perl a close second. I am willing to learn Python if bots in the aforementioned languages are not available. The monster template, in use on soldier ant and hopefully soon to be in use on owlbear, is big and ugly. It's unabashedly based on the Monster Manual, but not completely. It doesn't include the line of supplementary information, like "A wererat has no hands. It can regenerate itself. etc." It does include near-useless information like Frequency and Difficulty. Finally, its length makes it interfere with section titles below This gives a quick appraisal of the major things you need to worry about (how tough it is, how easily you can hit it, how fast it can hit you, and how hard it can hit you). Then, at the end of the article, we can have a ==Detailed stats== section which contains the full Monster Manual table, and all info about what kind of hands it has and all that. I've created a layout for a new main page. The goal is to provide links straight to the good stuff, and to give a high-level overview of the whole wiki. I'd like to keep the links in the Items and Roles columns as they are, but the remaining two columns are up for grabs if anyone has a better idea how to fill them. The line of monsters at the bottom is more gimmicky than useful, but it looks nice (and, importantly, adds instant NetHack flavour). One potential improvement is to have every monster listed here. That means, for example, having 8 or so brown s. That's a good job for a script. This fixes pages like Dagger which previously had long templates overlapping the next section header. The minor downside is that a lot of whitespace opens up. The major downside is that the [edit] link is no longer lined up with the section header. User:Eidobot and User:Jaytbot have been flagged as bots. I'm sure we can get User:BotFenix flagged if that's going to be used in the future. The edits of bots are hidden in Special:RecentChanges by default, but can be seen by clicking "Show bots". --Jayt 10:55, 20 August 2006 (UTC) Would anybody be interested in having historical source code available as wiki articles? It might be useful to link to from the History pages, as well as being kind of interesting. It is not available anywhere else on the net in plain text format - only in archives. See an example: Hack.c-1.0. --Jayt 13:12, 29 August 2006 (UTC) Kernigh writes: I edited MediaWiki:Sidebar to put the NetHackWiki:Style guide in the navigation box on the left. (It might not show on some pages until you reload the page.) Meanwhile, I was wondering if we should designate more wiki administrators. Special:Listusers/sysop shows who we have now, but because founder Sgeo has not edited here since October 2005, that leaves Jayt, ZeroOne and myself. It is not as if the wiki needs more administrators; though admins have extra tools (mostly the same tools as on Wikipedia!) to fight spam and vandalism, there has not been much need for them. However, admins do get to tinker with the "MediaWiki:" pages, delete extra copies and images, and move pages over other pages. =_=_ Banded mail Banded mail is a type of body armor. It is a slight upgrade from splint mail: both armors have a base AC bonus of 6, but banded mail weighs 50 units less and is worth slightly more. The next step up is plate mail. Banded mail had a magic cancellation of 0 before NetHack 3.6.0. It may still have an MC of 0 in variants based on 3.4.3 or older versions. Banded mail is a standard type of armor in Dungeons & Dragons and games and media inspired by it, but it is unclear if it ever existed as portrayed in D & D. There is no record of the term being used before the 19th century, and descriptions are inconsistent: it may be a type of plate mail made of horizontal bands of metal, or a chain mail reinforced with bands of leather woven into the links. The first description of banded mail resembles laminar armor, which was historically used in ancient Rome (as lorica segmentata) and Central Asia. The second description is based mainly on speculation and medieval manuscripts and artwork. There are no known examples of mail with interwoven leather strips, but it is possible that some chain mail once contained leather components that were later lost. =_=_ Phasing Phasing is the ability to walk through solid tiles, such as walls and boulders. The property is possessed by xorns, earth elementals, ghosts, and shades. < ref > It is indicated by < code > M1_WALLWALK < /code > in monst.c < /ref > This does not allow one to cross pools of water, or walk through those rare areas that are designated as non-phasing: all of Sokoban, a dividing wall in Moloch's Sanctum, < ref > In NetHack 3.4.3, it had a gap at the upper edge of the map. < /ref > the inner wall around the Wizard's Tower, and the entire Astral Plane. In Sokoban, phasing players (but not monsters) are prevented from moving through boulders on a level until the puzzle is solved. The only ways to gain phasing are to polymorph into a xorn or earth elemental, or to pray while stuck in a wall. Being stuck in a wall is considered a major trouble, and a successful prayer will normally teleport you to a safe position, but it will grant phasing for 4d4+4 turns instead if the teleportation fails. The use of polymorphing into a phasing monster to gain a combat advantage is dubious, as neither the xorn nor the earth elemental is particularly tough. Xorns cannot wear body armor or cloaks (these will be destroyed upon transforming), and earth elementals cannot wear anything. Phasing may be used as an alternative to digging, especially for accessing items embedded in walls, or retreating if you're getting surrounded. It can also be used situationally to approach a shop from across an unmapped level and steal from it. Strategically, phasing can be used to quickly bypass some areas of some maps. It is one way a Rogue can solve their final quest puzzle. Some players will polymorph into a phasing creature for Gehennom mapping to make the search pattern simpler; walking on the walls helps avoid traps. Speed runners strive to phase into the correct turret of the Castle, and from there to the gem chamber (for Luck) and the trapdoor to the Valley of the Dead. The Valley, Asmodeus' Lair, and Vlad's Tower can be noticeably abbreviated with phasing. However, phasing is not a universal solution to non-teleport mazes, because xorns are slow and the lack of a cloak makes it dangerous to fight level draining monsters, shades, or Yeenoghu. UnNetHack, Slash'EM Extended, SlashTHEM, dNetHack, DynaHack, SpliceHack, and EvilHack introduce the Iron Ball of Liberation as the Convict quest artifact, which grants temporary phasing when invoked. =_=_ Orcish chain mail Orcish chain mail is a form of body armor that provides a magic cancellation of 1 and a base AC bonus of 4. As with most orcish items, it is less effective than the regular equivalent (chain mail), but better than nothing. It's an upgrade from (studded) leather armor or (orcish) ring mail. But scale mail gives the same AC for less weight. =_=_ Scale mail Scale mail is a form of body armor. It has the same weight as a ring mail, but has a base AC bonus of 4 instead of 3. Nevertheless, both compare poorly with mithril-coats. Scale mail became MC1 in NetHack 3.6.0. In variants (such as SLASH'EM) based on older versions, it may have an MC of 0. Scale mail is so called because it is made up of small scales fastened to a cloth or leather backing. The scales may be made of metal or other hard materials like boiled leather or animal horn. A related form of armor is "lamellar armor", which has scales stitched together without any need for a backing. Both types were made and worn by many cultures, especially in Asia. =_=_ Crude chain mail =_=_ Orcish ring mail Orcish ring mail is a type of body armor. When unidentified, it appears as crude ring mail. It is the starting armor for an orc barbarian. Orcish ring mail is as heavy as regular ring mail and provides MC1, but has a base AC bonus of only two, one point less. This is a low-quality item, providing only two points of protection in spite of its weight, and most players do not bother with it. Even leather armor is superior to it: it gives the same protection for less weight, and does not interfere with spellcasting. =_=_ Leather jacket A leather jacket is a form of body armor in NetHack. It has a base AC of 1 and no magic cancellation. The Archeologist role starts out with one. Many quest guardians (students, attendants, abbots, acolytes, guides, apprentices, hunters, and thugs) have a chance of being generated with a jacket. The leather jacket is lightweight and does not interfere with spellcasting, but it is the weakest body armor with an actual base AC, and one will do well to replace it with better armor as soon as possible. =_=_ Jay Fenlason Jay Fenlason is the original author of Hack. He is also the original author of the GNU implementation of gprof, and was a major contributer to GNU tar. =_=_ Andries Brouwer Andries Brouwer is a computer scientist and developer. He authored Hack 1.0 (derived from Jay Fenlason's Hack), which eventually evolved into NetHack. He has a Hack web site at http://homepages.cwi.nl/~aeb/games/hack/hack.html. =_=_ Crude ring mail =_=_ Category:Body armor =_=_ Template:Metal color =_=_ Template:Copper color =_=_ Template:Leather color =_=_ Template:Silver dragon color =_=_ Category:Logical color templates These templates are designed to make it easier to pick the correct color template, by mirroring the logical colors defined in the second half of color.h. =_=_ Fedora A fedora is a type of helm that appears in NetHack. It is made of cloth, and provides no AC when worn. Due to its lack of special ability, AC benefits, or even sell value, the fedora is often ditched at the beginning of the game for the first helm the player finds. The fedora is a felt hat with a wide brim (about 2.5 inches or 6.4 cm) and a distinctive lengthwise crease in the crown; the style goes back as far as the 1880s. The name is derived from the 1882 Victorien Sardou play Fedora, in which actress Sarah Bernhardt (whom the play was written for) wore one while playing the titular "Princess Fedora"; the term itself would see regular use as the early 1890s. Fedoras were especially popular from the 1920s to the early 1950s, and fell out of widespread fashion after the mid-1950s - they are still occasionally seen worn as accessories in the modern day. The Indiana Jones franchise is first set in 1936, and is significantly inspired by Secret of the Incas and its main character, Harry Steele; the fedora's inclusion in NetHack is part of the Archeologist role's homage to the series. In SLASH'EM, the fedora increases charisma by 1 and prevents good Luck from timing out, in the same way a blessed luckstone does. In UnNetHack, the fedora increases base Luck by 1 for Archeologists only. In addition, a fedora may be found along with an archeologist corpse under a rolling boulder trap. =_=_ Gray dragon scale mail Gray dragon scale mail, or GDSM, is one of the two most coveted types of dragon scale mail, the other being silver dragon scale mail. It provides magic resistance, so it is a popular item in ascension kits. Many players consider it a good first wish. =_=_ Category:Dragon armor =_=_ Red dragon scale mail =_=_ White dragon scale mail =_=_ Orange dragon scale mail Orange dragon scale mail is a type of dragon scale mail. It provides sleep resistance. A non-elven foodless atheist might consider using it, as sleeping gas traps are a threat to those who lack intrinsic sleep resistance. =_=_ Black dragon scale mail While BDSM might be useful to a player without reflection, to protect against instadeath from disintegration, most players would just eat the dragon to gain the resistance intrinsically. However, a conduct player might find BDSM useful should they manage to kill a black dragon. One might also give it to a pet vampire lord in lieu of an amulet or shield of reflection. =_=_ Blue dragon scale mail =_=_ Green dragon scale mail Green dragon scale mail is a type of dragon scale mail. It provides poison resistance. See Dragon scale mail for more detailed information on what makes dragon scale mail special and how to obtain it. For some conduct players (in particular foodless atheists), it may be a better option than gray dragon scale mail or silver dragon scale mail: instadeath from poison is a threat through the entire game, making extrinsic poison resistance a high priority if it cannot be gotten intrinsically. Magic resistance and reflection can be gotten in other ways, often more easily than poison resistance. This armor is generally not a good choice once you have poison resistance intrinsically, unless it is the only type of dragon scale mail available. In SporkHack, green dragon scale mail also gives the player a passive attack against monsters that damage the player: d6 poison damage, with the usual 5% instadeath chance accompanying it. (As usual with poison attacks, poison resistant monsters are immune to both the damage and the instadeath.) In UnNetHack, this item is renamed poison dragon scale mail, and has a randomized appearance out of tatzelworm/amphitere/draken/lindworm/sarkany/sirrush/leviathan/wyvern/glowing dragon/guivre scale mail, matching the dragon species that has poisonous breath. =_=_ Yellow dragon scale mail Yellow dragon scale mail is a type of dragon scale mail. It provides acid resistance. While acid resistance is one of three dragon resistances that cannot be obtained intrinsically (the other two being reflection and magic resistance), it is also by far the least useful. Monsters which do acid damage are somewhat rare, and none do very much damage. In SLASH'EM, acid damage is more of a threat in the mid- to late-game thanks to new types of jellies as well as the dreaded shoggoth and giant shoggoth. For this reason, a player with reflection, magic resistance, and drain resistance through other means may decide to opt for yellow dragon scale mail as a guard against powerful acid-attacking foes. =_=_ GDSM =_=_ Gray dragon scales Gray dragon scales are a type of dragon scales that might be dropped by a gray dragon. They provide magic resistance. =_=_ Silver dragon scales =_=_ Red dragon scales Red dragon scales are a type of dragon scales that might be dropped by a red dragon. They provide fire resistance. =_=_ White dragon scales White dragon scales are a type of dragon scales that might be dropped by a white dragon. They provide cold resistance. =_=_ Orange dragon scales Orange dragon scales are a type of dragon scales that might be dropped by a orange dragon. They provide sleep resistance. =_=_ Black dragon scales Black dragon scales are a type of dragon scales that might be dropped by a black dragon. They provide disintegration resistance. =_=_ Blue dragon scales Blue dragon scales are a type of dragon scales that might be dropped by a blue dragon. They provide shock resistance. =_=_ Green dragon scales Green dragon scales are a type of dragon scales that might be dropped by a green dragon. They provide poison resistance. =_=_ Yellow dragon scales Yellow dragon scales are a type of dragon scales that might be dropped by a yellow dragon. They provide acid resistance. =_=_ Dragon scales =_=_ Elven leather helm An elven leather helm is a type of helm. Despite its unspectacular AC and lack of special effects, it is popular for three reasons: it doesn't interfere with spellcasting, it can safely be enchanted to +7, and it is the lightest of all helms. Spellcasters often use this helm, since a helm of brilliance or cornuthaum (for Wizards) are difficult to find, and all other useful helms interfere with spellcasting. Later in the game, it is likely to be burnt in Gehennom, but is likely not worth fireproofing due to its low base AC. =_=_ Category:Helms =_=_ Leather hat =_=_ Dwarvish iron helm The dwarvish iron helm is a type of helm that appears in NetHack. When unidentified, it appears as a hard hat. It is the only helm with a base AC of 2. Every dwarf (minus dwarf zombies) has a chance of being generated with a dwarvish iron helm, making them common in the Gnomish Mines. The dwarvish iron helm's base AC is the best of all the helms; unless wearing a metal helm interferes too much with spell casting, this is usually the best helm available to players in the early- and mid-game. However, it is also the heaviest of the helms; as it is made of iron, it is also susceptible to rust traps or rust monsters, so rustproofing is necessary to preserve the AC it provides. From the mid-game on, the dwarvish iron helm is often discarded in favor of other helms, especially for ascension kits. The helm of telepathy and the helm of brilliance both provide additional benefits beyond their head protection and lower AC. While the elven leather helm does not protect your head as well, falling objects are not nearly as concerning by that point; it also does not interfere with spell-casting and can safely be enchanted to +7. =_=_ Hard hat =_=_ Cornuthaum The cornuthaum is a magical helm that appears in NetHack. When unidentified, it appears as a conical hat, an appearance it shares with the dunce cap. When worn, a cornuthaum provides MC1. Wizards wearing a cornuthaum gain 1 point of charisma and extrinsic clairvoyance; non-Wizards lose 1 point of charisma and have all instances of clairvoyance blocked (whether by intrinsic or by spell). Wizards can enchant cornuthaums to +7, but others can only enchant them to +5. As the cornuthaum and the autocursing dunce cap are both conical hats, picking up and wear-testing a conical hat at random is a Bad Idea. They can easily be distinguished by price, with the cornuthaum having a base cost of 80 zorkmids. Cornuthaums are among the best helms for a Wizard to use, but are often overlooked in favor of the helm of brilliance, since a potential +4 or +5 bonus to intelligence and wisdom has far more applications in most situations than the cornuthaum's +1 charisma bonus. Since a cornuthaum is made of cloth and does not protect from falling rock traps, Wizards finding one close to the start of the game may even prefer an orcish helm until they can gain a few levels and raise their HP. However, from that point on and up to the mid-game, a cornuthaum may be much more preferable over a helm of brilliance, since the clairvoyance property is quite useful for navigating the Gnomish Mines and difficult to obtain elsewhere; the only other permanent source of clairvoyance is the Amulet of Yendor. Most early game Wizards also already have enough innate intelligence to cast low-level spells often (especially elven Wizards), and will lack the power regeneration to make much higher-level spells viable for frequent use before obtaining The Eye of the Aethiopica; they may also be able to raise their intelligence via alchemized potions of gain ability if necessary. Orcish Wizards have infravision and may prefer the helm of brilliance from the beginning to boost their intelligence past the racial maximum for hungerless casting, but this is not strictly necessary since even 16 Int will suffice for a majority of scenarios. While the ability for Wizards to safely enchant a cornuthaum to +7 similar to an elven leather helm makes it more enticing, the scrolls of enchant armor required are better spent elsewhere in their mid-to-late game, especially after obtaining the Eye. The cornuthaum's lack of base AC means that a +5 helm of brilliance can provide the benefits of boosted intelligence and wisdom at only 1 less AC than a +7 cornuthaum; patient Wizards can also polypile their way to a +6 or +7 helm of brilliance using the aforementioned scrolls and readily-available elven armor. The cornuthaum is the only MC-granting armor that isn't a cloak or suit, and thus the only way an intelligent humanoid pet too large for body armor (e.g., a titan or centaur) can gain MC. Archons can wear cornuthaums, but inherently have MC1 and thus gain no further protection. The stereotypical wizard hat is a conical blue hat with yellow stars and crescent moons; these shapes are possibly derived from old cabalistic symbols. Variations are seen in folklore, but the hat stays at least vaguely conical. The notion of a thinking hat possibly derives from ceremonial conical hats, or even true thinking hats, making it only natural that wizards wear one. In NetHack 3.4.3 and variants derived from that version, cornuthaums had an MC of 2, making them useful as Archon hats. =_=_ Conical hat =_=_ Dented pot A dented pot is a type of helm that appears in NetHack. It provides a base AC of 1 when worn. Dented pots are frequently generated as one of the possible starting helmets for the Yendorian army, as well as guards and watchmen. Relative to the helmet, a dented pot provides the same base AC and protection from falling objects, but with of the weight. Taking off or putting on a dented pot consumes a minimum of one action, but is less likely to use a full turn than a regular helmet, especially if you are fast; it shares this trait with the fedora and leather jacket. The dented pot was subject to a bug where, after a bugfix to prevent armor enchantment becoming known if the hero is interrupted while putting it on, armor that had no turn delay to wear did not have their enchantment revealed; this was fixed in NetHack 3.6.2. A somewhat similar bug occurred where taking off a fedora or dented pot would leave it stuck and take off the hero's body armor instead; this was fixed in NetHack 3.6.3. =_=_ Template:Random appearance =_=_ Helmet Helmets hinder spellcasting when worn and are hard enough to reduce damage from falling rock traps and falling items created via a scroll of earth. In addition, since they are made of iron, they can rust or corrode. The Minetown watch are generated with helmets, and the equipment of the Yendorian army may include helmets as well. However, both equipment sets may also include dented pots, which are functionally identical but lighter. This can easily be price-identified in a shop, as it is cheaper than the other randomized helms. Martial roles such as Barbarians, Knights, Monks, Samurai, and Valkyries begin the game with this item already identified. Helmets are 20 weight units lighter than the other randomized helms, and thus is easily identifiable in variants where item weight is shown, such as SLASH'EM or NetHack 4. Since even orcish helms are more plentiful, lighter, and otherwise identical, helmets see little use. However, it may be worth checking for a well-enchanted one by selling them to a shop. =_=_ Helm of telepathy A lawful character might consider wearing this helm if they intend to murder peaceful humans such as shopkeepers or priests, as Luck and alignment record are more easily regained than telepathy. =_=_ Template:Wood color =_=_ Category:Shields =_=_ Elven shield The elven shield is a kind of shield. It is made of wood, so it resists rusting. Like all elven items, it can be safely enchanted up to +7 instead of +5. For pure AC purposes it's the best shield in the game. It is significantly lighter than the dwarvish roundshield and large shield and cannot rust, so it makes a good replacement for either of those items. =_=_ Blue and green shield =_=_ Uruk-hai shield The Uruk-hai shield is a kind of shield. When unidentified, it is a white-handed shield. (This is not an error for "white-handled" & mdash;the shield does not have a white handle but the image of a white hand, which is reflected in the default tileset image for the item. Compare the red-eyed shield.) Since Uruk-hai tend to be more dangerous than Mordor orcs, because of their use of poisoned arrows, one might expect the Uruk-hai shield to be superior to the orcish shield used by Mordor orcs, but in practice the two shields are identical in all but name and appearance. As its name suggests, the Uruk-hai shield is usually encountered as part of the starting inventory of Uruk-hai (with about a 2/3 chance). Orc-captains may start with an Uruk-hai shield or an orcish shield, with a 1/3 chance of each. The white hand is the symbol of the wizard Saruman, one of the antagonists of The Lord of the Rings, who raised an army of Uruk-hai in an attempt to rival the titular "Lord of the Rings", Sauron. The white hand was a deliberate imitation of the red eye used by Sauron. The high weight and poor armor make this a bad choice for almost all players. Even players who desperately need a shield should replace an Uruk-hai shield with any alternative shield they find. The Uruk-hai shield is mainly useful for role-playing, and for the racial armor unofficial conduct. =_=_ White-handed shield =_=_ Orcish shield Since Mordor orcs tend to be less dangerous than Uruk-hai, especially because of the poisoned arrows used by the latter, one might expect the orcish shield to be inferior, but in practice the two shields are identical in all but name and appearance. Orcish shields are usually found on Mordor orcs (with a 2/3 chance). Orc-captains may also get an orcish shield or an Uruk-hai shield, with about a 1/3 chance of each. The red eye is the symbol of Sauron, the title character and main antagonist of The Lord of the Rings, whose forces included armies of orcs. This is worse than almost any other shield due to its low armor class and high weight. The orcish shield is mainly useful for role-playing, and for the racial armor unofficial conduct. =_=_ Red-eyed shield =_=_ Large shield Large shields are rarely used by adventurers. The identical dwarvish roundshield is common in the Gnomish Mines. The better shields in the game include the small shield, elven shield and shield of reflection. =_=_ Dwarvish roundshield When worn, it provides 2 AC. It is one of several shields to provide 2 AC, including the large shield, elven shield, and shield of reflection. The dwarvish roundshield is likely to be the first 2 AC shield the player finds; despite this, it is very heavy compared to most shields and provides no special properties, so it should be swapped for a shield of reflection, small shield or elven shield as soon as possible. =_=_ Template:Silver color =_=_ Smooth shield =_=_ Large round shield =_=_ Category:Infobox templates =_=_ Stylish clothing store NetHack brass (a variant) has a stylish clothing store which buys and sells cloth armor such as conical hats, Hawaiian shirts and nurse caps. =_=_ Talk:Giant beetle This has happened to my (once strong) current character 3 times now! Can anyone else confirm? Is this limited by role, race, etc? It's kinda strange that these beetles have Large size despite having the same weight and nutrition as giant ants, which, relatedly, are Tiny despite also being "giant" insects. Either the beetles are very empty inside, or it's the DevTeam's oversight. Tomsod (talk) 13:50, 18 August 2018 (UTC) =_=_ The Dark One =_=_ Amoeboid Amoeboids correspond to the "ooze" creature type in Dungeons & Dragons, lacking recognizable body features like heads and limbs. They are mindless and have no eyes, yet have no apparent trouble sensing the player's location. All amoeboids are breathless. Many amoeboids are made of substances that can rust, corrode, or rot adventurers' equipped weapons or armor by means of active and passive attacks. The green slime can go one step further and turn adventurers themselves into slime. While the gelatinous cube by itself cannot seriously harm adventurers or their equipment, its paralysis attacks and its appetite for anything made of organic material & mdash;comestibles, scrolls, spellbooks, armor made of wood or leather, and so on & mdash;make it no less of a nuisance to players. The acid blob and all puddings are amorphous, so they can pass under closed doors. Quivering blobs and gelatinous cubes apparently have enough of a definite shape that they cannot. Globs were added in NetHack 3.6.0 as a countermeasure against pudding farming. In variants based on older versions, puddings may still drop corpses. =_=_ Gray ooze The gray ooze, , is a weak amoeboid NetHack monster. It is extremely slow, but its bite causes rusting and can damage iron armor if it manages to land an attack. Like all puddings, gray oozes leave a glob instead of a corpse. This can be eaten like a corpse, and may become tainted, but never fully rots away. The glob is acidic and has a chance of conveying fire, cold, or poison resistance. By the time you encounter a gray ooze, you should be more than capable of defeating it easily, unless you are a Tourist. Its rusting attack and ability to pass under doors makes this monster more annoying than dangerous. =_=_ Nazgul The Nazgul, , is a monster that appears in NetHack. They share the life draining ability of other wraiths, and they can also breathe sleeping gas. In UnNetHack, SpliceHack, xNetHack, and EvilHack, Nazgul will attack any hobbits they see, and vice versa, as part of Nephi's grudge patch. Additionally in UnNetHack, a player killed by a Nazgul will arise as a barrow wight if a bones file is created. SporkHack, EvilHack, SpliceHack, and UnNetHack implement a screaming attack for Nazgul. The range is limited, but causes its target to be stunned. Additionally, in EvilHack this attack has a chance to shatter any glass objects in open inventory that have not been fixed. =_=_ Blob =_=_ Lynx The lynx, , is a feline NetHack monster, slightly stronger than a jaguar but slightly weaker than a panther. They usually are faster than the player character, and can catch low level adventurers unprepared. =_=_ Panther The panther, , is a feline NetHack monster, very similar to the lynx (but dealing slightly more damage). They are fast and can catch an unprepared adventurer off guard. =_=_ Tiger The tiger, , is a monster in NetHack. It is the most powerful of the felines, but unlike most of its brethren, it is only as fast as the player character is at normal speed. =_=_ Feline Cat or other feline, or just feline, refers to a monster class in NetHack, represented by . Only domestic cats can be tamed with food, but it is possible to acquire other felines as pets as with any other monster type. =_=_ Gargoyle Most eggs laid by winged gargoyles hatch as gargoyles. Unusually, despite this gargoyles cannot grow up into a winged gargoyle, not even by magical means. Gargoyles can hit rather hard and possess a decent natural AC, which may result in many a death for adventurers who fail to take it seriously. They are somewhat slower than an unencumbered player, however, and have absolutely no magic resistance, making them vulnerable to wands. =_=_ Winged gargoyle Winged gargoyles hit even harder than the basic gargoyle and are known to appear deceptively simple to deal with, but cause many deaths. They are relatively fast (at speed 15 compared to a native 12 for a player) and hit for between 9 and 48 points of damage if all attacks land. As a result, having boosted speed and a low AC are advisable to deal with them; a wand of slow monster can be effective as well. Winged gargoyles are only encountered at relatively deep dungeon levels, so most players are able to deal with them when encountered. Being made of stone, winged gargoyles resist stoning, so save your rubber chicken and cockatrice eggs for other opponents. They are not, however, negatively affected by wands of digging, nor are their corpses unsuitable to eat (although they convey no intrinsics). The monster class contains only gremlins, gargoyles, and winged gargoyles, making it a poor candidate for a blessed scroll of genocide. =_=_ Humanoid The humanoid attribute means that a monster has a head, a couple of arms, and a torso, and is generally humanlike in appearance. All monsters in the humanoid monster class and all are humanoid. Most humanoid monsters are capable of wearing armor and wielding weapons as long as they are of an appropriate size to do so. =_=_ Cancelled =_=_ NetHack units Many have tried to convert NetHack units of measurement to a scale that would more or less correlate with real life. This attempt uses metabolism as the transition factor. The result was approximately 7.5 seconds per turn, which seems to be within proper degrees of magnitude. The translated NetHack time will be called Correlated NetHack Time, or CNT. According to the guidebook, divine intervention was certainly sufficient to influence sleep of the chosen hero ("Strange dreams... haunted you in your sleep"). Therefore, it can be extrapolated that whilst in the dungeon (or Gehennom), magical or divine influence allows the hero to not require regular sleep. This explains why no occurrences of mandatory sleep occur throughout the game. Since food rations are frequently in the hero's inventory from the start, it can be safely assumed that food rations are not magical products, but designed for normal mortal humans to eat three times daily with a daily consumption of 2000 Cal / day. Just how big is a food ration intended to be? The game doesn't really say. One may wish to avoid making assumptions on such an ill-described comestible. If we're after a nutritional reference point in the real world, it makes more sense to use the egg instead. In NetHack, a non-monster egg (which we assume is an ordinary hen egg) supplies 80 nutrition points, which lasts 80 turns: With this core value of 7.5 seconds/turn in mind, one can calculate the scale of magnitude of other values in the NetHack world. =_=_ User:Nodey/Nethack time =_=_ Nethack.alt.org weekly scorefest A scorefest is a competition where players strive to acquire as high a score as possible with new characters within the given time limit. The basic idea was suggested by Hours. At midnight to 00:30 EST on October 2, 2006, the first test scorefest was held on nethack.alt.org and coordinated on #nethack by Eidolos and Grunt. The event proved to be a success, and the event has evolved into the weekly scorefest. =_=_ User:DarthShrine =_=_ Leather gloves Leather gloves can be easily price-identified because they cost much less than the other gloves with randomized appearance. Martial roles such as barbarians, knights, monks, samurai, and valkyries start the game with this item already identified. Acquisition of some kind of gloves or gauntlets is a key middle-game objective, as wearing something on your hands prevents a number of cockatrice-related deaths (walking over a corpse while blind, attacking a live cockatrice without a wielded weapon, etc.). Leather gloves are a good candidate for early enchant armor scrolls because they are unlikely to be replaced at that point, and cannot be destroyed by a polymorph trap. =_=_ Category:Gloves =_=_ Yugake =_=_ Gauntlets of fumbling Gauntlets of fumbling are gloves that cause fumbling when worn and are usually generated cursed. Wearing cursed gauntlets of fumbling is a minor trouble. They give a & minus;3 to-hit with bows. =_=_ GoP =_=_ Tattered cape =_=_ Ornamental cope =_=_ Opera cloak =_=_ Piece of cloth =_=_ Low boots =_=_ Category:Boots =_=_ Walking shoes =_=_ Iron shoes They are commonly dropped by dwarves in the Gnomish Mines, and, along with high boots, are one of the only two kinds of boots to have a natural AC of 2. They are much easier to find than high boots, but weigh more and incur a spellcasting penalty. =_=_ Hard shoes =_=_ High boots High boots are a set of boots found in Nethack. They are non-magical, made of cloth, and appear as jackboots when unidentified. High boots are the only boots with base AC of 2 that don't interfere with spellcasting; they are suitable for wear until the player finds their desired pair of magical boots, such as elven boots (which can be safely enchanted to +7 for 1 more point of AC compared to +5 high boots). Speed boots and jumping boots will also generally supercede high boots in most players' kits, especially ascension kits, and can be polypiled from enchanted elven boots. In Slash'EM Extended, SlashTHEM and dNetHack, high boots are included in the Pirate starting inventory. The pirate brothers and Mayor Cummerbund in their quest will also be generated with high boots, as are the wandering skeletal and gityanki pirates players encounter within and elsewhere. In EvilHack, giant Infidels, Monks and Priests have the body armor in their starting inventories replaced with a pair of +1 high boots. The Paladin, the Infidel quest nemesis, is also generated with high boots among her suite of armor. =_=_ Jackboots =_=_ Water walking boots Water walking boots are boots that allow the wearer to walk on water. They can also be used to cross lava if they are fireproof (trying with non-fireproof boots will destroy the boots and probably plunge you into the lava). They allow you to walk on top of water, but will not protect you against drowning attacks and do not permit free movement on the Plane of Water. Also, if you are mounted on a non-flying steed, the steed will still drown when you lead it into water. Water walking boots are non-trivial to identify, as they don't display a message when worn and have no obvious effects. If you can price-ID the boots, you can identify water walking by elimination, as speed boots and jumping boots are easy to identify. Water walking boots tend to be unpopular for ascension kits. However, this is less due to their lack of merit than the existence of speed boots and jumping boots, which many players consider more useful. For players who have not found speed or jumping boots and do not want to use a wish on them, water walking boots are an excellent choice. Players who have not found any of these boots by the Castle could choose to wear a pair of unenchanted high boots or elven boots until they reach Vlad's Tower and can pick up the water walking boots (or find another pair of better boots). Water walking boots will allow you to cross Juiblex's Swamp and Medusa's Island and pass the trapdoors at the Castle by going around on the moat. Except for certain quests (some of which can also be managed with water walking boots, fireproof ones in the case of quests with lava), these are the only levels with obstacles that are normally impassible without levitation (or water walking or jumping or some other special method). Therefore, water walking boots make it possible to put off obtaining levitation until the Planes and use a potion of levitation for those if necessary. This can often save a wish. It should be noted that water walking boots, if worn routinely, can prevent drowning and getting your inventory wet due to typos next to water or forgetting to wear a ring of levitation. These mistakes can be very annoying, particularly if your Luck is poor, so this is an advantage of water walking boots, except in variants that warn you if you're about to step into water. =_=_ Jumping boots Some players prefer them to speed boots in an ascension kit, as the common potion of speed can give temporary very fast speed. The boots are especially useful to those who ride a steed that is already quick (like warhorse or ki-rin) but also want the ability to jump. =_=_ Elven boots Elven boots can be a useful source of stealth for the Sokoban zoo and other special rooms that the player might encounter. Elven boots, along with elven cloaks, are among the lightest and most common magical armor, making them ideal for polypiling, even moreso due to their ability to be safely enchanted to +7. =_=_ Kicking boots Kicking boots are a pair of magical boots that appear in NetHack. They are made of iron, and have a randomized appearance; the default one associated with it is "a pair of buckled boots". When worn, kicking boots add a +5 damage bonus to kick attacks (unless the target is thick-skinned) and give them a chance to make an enemy "reel", knocking them backwards. Kicking boots also increase the distance that kicked objects travel, and will guarantee success when kicking down doors. As armor, they can be a useful supplement for early-game adventurers, especially those lacking weapons (e.g., weaponless conduct, had them stolen by a nymph, etc.), but outside of those scenarios they are usually superseded down the line by other boots such as speed boots. While they can be used to reliably reveal secret passages and hidden doors, this can also be provided by a stethoscope, searching aid or high Luck. Kicking boots are trivial to identify - they are the only boots with a randomized appearance that weigh 50 aum, and can be detected by an increase in the failure rate of spells or rubbing them on a touchstone. As they are usually the same price as elven boots, price identification can also reveal kicking boots for characters that do not have intrinsic stealth. You can also test for them by kicking rocks or other junk objects - of note is that you may be able to move an otherwise-immobile loadstone while wearing kicking boots. If all else fails, repeatedly kicking open secret passages and (hidden) doors on the first try can signify worn kicking boots, although this is less reliable if you are a Monk or Samurai. =_=_ Fumble boots Fumble boots are boots that cause fumbling, making them quite undesirable to wear. Every 1d20 turns, you will be paralysed for 2 turns, and petrified if wielding a cockatrice corpse. A ring of free action does not counter this. They have the same price as levitation boots, which are also usually generated cursed. The best way to distinguish them is by weight; levitation weighs 5 units less. =_=_ Levitation boots The statue of Perseus on Medusa's Island has a chance to contain a +0 pair of levitation boots; the second 'titan' variation gives it a 75% chance, while all other variants give it a 25% chance. Wearing cursed levitation boots prevents you from reaching the floor to grab items or travel down stairs, and any fragile items you drop may break. Levitating over a sink removes any sources of levitation and causes you to crash to the ground; this can be useful for removing cursed levitation boots, but be sure that the damage does not kill you. Cursed levitation boots are also considered a major trouble, so prayer is a viable solution for removal as well. Levitation boots weigh the same as elven boots at 15 units (unlike most other boots with 20), although in practice it may be difficult to identify them in this way. If you are not in need of very fast speed from speed boots at the time, then non-cursed levitation boots are great for crossing large bodies of water, such as in the Healer quest and Medusa's Island. A ring of levitation may be preferable to free up the boots slot for speed boots, but levitation boots do not risk destruction from shocking attacks such as electric eel bites. =_=_ Old gloves =_=_ Padded gloves =_=_ Riding gloves =_=_ Fencing gloves =_=_ Shield Wearing any shield increases spellcasting failure rates, although the penalty is lower for a small shield. When using a shield, you are unable to wield two-handed weapons or use the #twoweapon skill. Many humanoid monsters are generated with shields, and will pick up and use them; of specific note are Archons, Angels and Aleaxes. All Archons are generated with a shield of reflection, whereas Angels and Aleaxes have a 25% chance of having one. Elven shield blue and green shield 7 40 2 wood can be enchanted to +7 Shields get in the way of two-weaponing and spellcasting, making them a poor choice for some late game characters. However, in the early and middle game a few extra points of armor class can be very beneficial. Even in the late game, there are some characters that only need to spellcast in situations where they can take off their shield. There are some roles that cannot two-weapon such as Cavemen and Rangers. Additionally, some conducts may make it difficult to find good armor. In these cases, there are three shields that are worth the weight. The shield of reflection is often a candidate for ascension kits, and is paired with a source of magic resistance. Reflection is a crucial property, but other sources of reflection would be preferable for most characters. The shield of reflection is also a good choice for pets that can equip a shield. The small shield is a good choice for spellcasters and characters with low carrying capacity. It doesn't offer much protection, though. The various other shields in the game are heavy and vulnerable to rusting. They should be replaced as soon as possible. =_=_ Boots In addition to whatever magical effect they provide, riding boots give a bonus for saddling steeds, and snow boots give a bonus for walking on ice. Speed boots, jumping boots and water walking boots have a base price of 50 zm; fumble boots and levitation boots have a base price of 30 zm; elven boots and kicking boots have a base price of 8 zm. (The most useful boots are also the most expensive ones.) Be aware, enchantment can confuse the issue. Elven, levitation, and water walking boots weigh 15, kicking boots weigh 50, and the other randomized boots weigh 20. While this might be useful in some cases, it is somewhat tedious to attempt and cannot rule out the two pairs of boots which are likely to be cursed. Do not wear boots without curse-testing them first. Cursed magic boots are very likely to be levitation boots or fumble boots, which have very annoying magical effects as well as possibly increasing your AC. You can still weight test, especially to distinguish levitation from fumble boots. Speed boots and levitation boots will auto-identify when worn, except in the unusual case where you are already very fast or levitating. Elven boots will auto-identify when worn if you are not already stealthy (be aware that an elven cloak also grants stealth). You can deduce the appearance of elven boots by taking note of which boots are dropped by various elves throughout the dungeon. Jumping boots can be identified by trying to jump (#jump command). Knights must actually try to make an "illegal move" for a chess knight - any other role will get the message "You can't jump very far" unless they are wearing jumping boots. Fumble boots can be identified by wearing them for a while and seeing whether you fumble, or by zapping a wand of enlightenment while wearing them. Kicking boots are the only magic boots to be metallic, and can therefore be identified by wearing them and seeing whether your spell failure rates increase, or by testing for "scritch, scritch" by rubbing them on a touchstone. You will also always succeed in kicking down doors while wearing kicking boots, although monks and samurai may find that difficult to test. Water walking boots are tricky to identify, because walking on water to see whether you sink is dangerous! The danger can be reduced by dropping anything which is vulnerable to water damage (keep in mind that kicking boots tested in this way will rust). They can also be identified by zapping a wand of enlightenment. You may find steel boots in SLASH'EM. SLASH'EM uses steel boots as a randomized appearance for magical boots, in place of buckled boots. The actual identities of magical boots in SLASH'EM are all the same, just for some reason one of the randomized appearances is different. Steel boots are not actually metal, but rather are the appearance associated with kicking boots (which are metal) in the source code. That doesn't mean that steel boots will be kicking boots any more often than any other type of boot; it's just a thing in the source code. Hi! Welcome, and thanks for contributing to NetHackWiki! Could you please create an account? It helps us keep spam down, because we don't have to check the edits of known-good users. It also provides more privacy for you. Our style guide and How to help pages are good starting points. --Killian 11:49, 2 October 2006 (UTC) Hi! Welcome, and thanks for contributing to NetHackWiki! Could you please create an account? It helps us keep spam down, because we don't have to check the edits of known-good users. It also provides more privacy for you. Our style guide and How to help pages are good starting points. --Jayt 14:37, 2 October 2006 (UTC) =_=_ Hawaiian =_=_ Fight The two commands are generally associated with hallucination, invisibility and blindness, since these warrant more caution than the usual move-attack function. At most other times directional control is sufficient. =_=_ Source:SLASH'EM 0.0.7E7F2/allmain.c Below is the full text to allmain.c from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/allmain.c#line123| < nowiki > SLASH'EM 0.0.7E7F2/allmain.c#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/align.h Below is the full text to align.h from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/align.h#line123| < nowiki > SLASH'EM 0.0.7E7F2/align.h#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/alloc.c Below is the full text to alloc.c from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/alloc.c#line123| < nowiki > SLASH'EM 0.0.7E7F2/alloc.c#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/amiconf.h Below is the full text to amiconf.h from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/amiconf.h#line123| < nowiki > SLASH'EM 0.0.7E7F2/amiconf.h#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/apply.c Below is the full text to apply.c from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/apply.c#line123| < nowiki > SLASH'EM 0.0.7E7F2/apply.c#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/artifact.c Below is the full text to artifact.c from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/artifact.c#line123| < nowiki > SLASH'EM 0.0.7E7F2/artifact.c#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/artifact.h Below is the full text to artifact.h from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/artifact.h#line123| < nowiki > SLASH'EM 0.0.7E7F2/artifact.h#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/artilist.h Below is the full text to artilist.h from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/artilist.h#line123| < nowiki > SLASH'EM 0.0.7E7F2/artilist.h#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/attk.h Below is the full text to attk.h from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/attk.h#line123| < nowiki > SLASH'EM 0.0.7E7F2/attk.h#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/attrib.c Below is the full text to attrib.c from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/attrib.c#line123| < nowiki > SLASH'EM 0.0.7E7F2/attrib.c#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/attrib.h Below is the full text to attrib.h from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/attrib.h#line123| < nowiki > SLASH'EM 0.0.7E7F2/attrib.h#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/ball.c Below is the full text to ball.c from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/ball.c#line123| < nowiki > SLASH'EM 0.0.7E7F2/ball.c#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/beconf.h Below is the full text to beconf.h from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/beconf.h#line123| < nowiki > SLASH'EM 0.0.7E7F2/beconf.h#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/bitmfile.h Below is the full text to bitmfile.h from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/bitmfile.h#line123| < nowiki > SLASH'EM 0.0.7E7F2/bitmfile.h#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/bones.c Below is the full text to bones.c from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/bones.c#line123| < nowiki > SLASH'EM 0.0.7E7F2/bones.c#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/borg.c Below is the full text to borg.c from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/borg.c#line123| < nowiki > SLASH'EM 0.0.7E7F2/borg.c#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/botl.c Below is the full text to botl.c from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/botl.c#line123| < nowiki > SLASH'EM 0.0.7E7F2/botl.c#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/cmd.c Below is the full text to cmd.c from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/cmd.c#line123| < nowiki > SLASH'EM 0.0.7E7F2/cmd.c#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/color.h Below is the full text to color.h from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/color.h#line123| < nowiki > SLASH'EM 0.0.7E7F2/color.h#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/config.h Below is the full text to config.h from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/config.h#line123| < nowiki > SLASH'EM 0.0.7E7F2/config.h#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/config1.h Below is the full text to config1.h from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/config1.h#line123| < nowiki > SLASH'EM 0.0.7E7F2/config1.h#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/coord.h Below is the full text to coord.h from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/coord.h#line123| < nowiki > SLASH'EM 0.0.7E7F2/coord.h#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/dbridge.c Below is the full text to dbridge.c from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/dbridge.c#line123| < nowiki > SLASH'EM 0.0.7E7F2/dbridge.c#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/decl.c Below is the full text to decl.c from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/decl.c#line123| < nowiki > SLASH'EM 0.0.7E7F2/decl.c#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/decl.h Below is the full text to decl.h from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/decl.h#line123| < nowiki > SLASH'EM 0.0.7E7F2/decl.h#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/def os2.h Below is the full text to def_os2.h from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/def_os2.h#line123| < nowiki > SLASH'EM 0.0.7E7F2/def_os2.h#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/detect.c Below is the full text to detect.c from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/detect.c#line123| < nowiki > SLASH'EM 0.0.7E7F2/detect.c#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/dgn file.h Below is the full text to dgn_file.h from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/dgn_file.h#line123| < nowiki > SLASH'EM 0.0.7E7F2/dgn_file.h#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/dig.c Below is the full text to dig.c from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/dig.c#line123| < nowiki > SLASH'EM 0.0.7E7F2/dig.c#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/display.c Below is the full text to display.c from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/display.c#line123| < nowiki > SLASH'EM 0.0.7E7F2/display.c#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/display.h Below is the full text to display.h from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/display.h#line123| < nowiki > SLASH'EM 0.0.7E7F2/display.h#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/dlb.c Below is the full text to dlb.c from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/dlb.c#line123| < nowiki > SLASH'EM 0.0.7E7F2/dlb.c#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/dlb.h Below is the full text to dlb.h from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/dlb.h#line123| < nowiki > SLASH'EM 0.0.7E7F2/dlb.h#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/do.c Below is the full text to do.c from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/do.c#line123| < nowiki > SLASH'EM 0.0.7E7F2/do.c#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/do name.c Below is the full text to do_name.c from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/do_name.c#line123| < nowiki > SLASH'EM 0.0.7E7F2/do_name.c#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/do wear.c Below is the full text to do_wear.c from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/do_wear.c#line123| < nowiki > SLASH'EM 0.0.7E7F2/do_wear.c#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/dog.c Below is the full text to dog.c from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/dog.c#line123| < nowiki > SLASH'EM 0.0.7E7F2/dog.c#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/dogmove.c Below is the full text to dogmove.c from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/dogmove.c#line123| < nowiki > SLASH'EM 0.0.7E7F2/dogmove.c#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/dokick.c Below is the full text to dokick.c from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/dokick.c#line123| < nowiki > SLASH'EM 0.0.7E7F2/dokick.c#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/dothrow.c Below is the full text to dothrow.c from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/dothrow.c#line123| < nowiki > SLASH'EM 0.0.7E7F2/dothrow.c#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/drawing.c Below is the full text to drawing.c from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/drawing.c#line123| < nowiki > SLASH'EM 0.0.7E7F2/drawing.c#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/dungeon.c Below is the full text to dungeon.c from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/dungeon.c#line123| < nowiki > SLASH'EM 0.0.7E7F2/dungeon.c#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/dungeon.h Below is the full text to dungeon.h from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/dungeon.h#line123| < nowiki > SLASH'EM 0.0.7E7F2/dungeon.h#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/eat.c Below is the full text to eat.c from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/eat.c#line123| < nowiki > SLASH'EM 0.0.7E7F2/eat.c#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/edog.h Below is the full text to edog.h from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/edog.h#line123| < nowiki > SLASH'EM 0.0.7E7F2/edog.h#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/egyp.h Below is the full text to egyp.h from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/egyp.h#line123| < nowiki > SLASH'EM 0.0.7E7F2/egyp.h#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/emin.h Below is the full text to emin.h from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/emin.h#line123| < nowiki > SLASH'EM 0.0.7E7F2/emin.h#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/end.c Below is the full text to end.c from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/end.c#line123| < nowiki > SLASH'EM 0.0.7E7F2/end.c#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/engrave.c Below is the full text to engrave.c from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/engrave.c#line123| < nowiki > SLASH'EM 0.0.7E7F2/engrave.c#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/engrave.h Below is the full text to engrave.h from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/engrave.h#line123| < nowiki > SLASH'EM 0.0.7E7F2/engrave.h#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/epri.h Below is the full text to epri.h from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/epri.h#line123| < nowiki > SLASH'EM 0.0.7E7F2/epri.h#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/eshk.h Below is the full text to eshk.h from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/eshk.h#line123| < nowiki > SLASH'EM 0.0.7E7F2/eshk.h#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/exper.c Below is the full text to exper.c from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/exper.c#line123| < nowiki > SLASH'EM 0.0.7E7F2/exper.c#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/explode.c Below is the full text to explode.c from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/explode.c#line123| < nowiki > SLASH'EM 0.0.7E7F2/explode.c#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/extern.h Below is the full text to extern.h from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/extern.h#line123| < nowiki > SLASH'EM 0.0.7E7F2/extern.h#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/extralev.c Below is the full text to extralev.c from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/extralev.c#line123| < nowiki > SLASH'EM 0.0.7E7F2/extralev.c#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/file.h Below is the full text to file.h from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/file.h#line123| < nowiki > SLASH'EM 0.0.7E7F2/file.h#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/files.c Below is the full text to files.c from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/files.c#line123| < nowiki > SLASH'EM 0.0.7E7F2/files.c#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/flag.h Below is the full text to flag.h from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/flag.h#line123| < nowiki > SLASH'EM 0.0.7E7F2/flag.h#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/fountain.c Below is the full text to fountain.c from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/fountain.c#line123| < nowiki > SLASH'EM 0.0.7E7F2/fountain.c#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/func tab.h Below is the full text to func_tab.h from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/func_tab.h#line123| < nowiki > SLASH'EM 0.0.7E7F2/func_tab.h#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/gem rsc.h Below is the full text to gem_rsc.h from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/gem_rsc.h#line123| < nowiki > SLASH'EM 0.0.7E7F2/gem_rsc.h#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/global.h Below is the full text to global.h from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/global.h#line123| < nowiki > SLASH'EM 0.0.7E7F2/global.h#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/gypsy.c Below is the full text to gypsy.c from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/gypsy.c#line123| < nowiki > SLASH'EM 0.0.7E7F2/gypsy.c#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/hack.c Below is the full text to hack.c from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/hack.c#line123| < nowiki > SLASH'EM 0.0.7E7F2/hack.c#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/hack.h Below is the full text to hack.h from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/hack.h#line123| < nowiki > SLASH'EM 0.0.7E7F2/hack.h#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/hacklib.c Below is the full text to hacklib.c from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/hacklib.c#line123| < nowiki > SLASH'EM 0.0.7E7F2/hacklib.c#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/invent.c Below is the full text to invent.c from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/invent.c#line123| < nowiki > SLASH'EM 0.0.7E7F2/invent.c#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/lev.h Below is the full text to lev.h from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/lev.h#line123| < nowiki > SLASH'EM 0.0.7E7F2/lev.h#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/light.c Below is the full text to light.c from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/light.c#line123| < nowiki > SLASH'EM 0.0.7E7F2/light.c#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/load img.h Below is the full text to load_img.h from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/load_img.h#line123| < nowiki > SLASH'EM 0.0.7E7F2/load_img.h#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/lock.c Below is the full text to lock.c from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/lock.c#line123| < nowiki > SLASH'EM 0.0.7E7F2/lock.c#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/mac-carbon.h Below is the full text to mac-carbon.h from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/mac-carbon.h#line123| < nowiki > SLASH'EM 0.0.7E7F2/mac-carbon.h#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/mac-qt.h Below is the full text to mac-qt.h from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/mac-qt.h#line123| < nowiki > SLASH'EM 0.0.7E7F2/mac-qt.h#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/mac-term.h Below is the full text to mac-term.h from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/mac-term.h#line123| < nowiki > SLASH'EM 0.0.7E7F2/mac-term.h#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/macconf.h Below is the full text to macconf.h from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/macconf.h#line123| < nowiki > SLASH'EM 0.0.7E7F2/macconf.h#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/macpopup.h Below is the full text to macpopup.h from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/macpopup.h#line123| < nowiki > SLASH'EM 0.0.7E7F2/macpopup.h#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/mactty.h Below is the full text to mactty.h from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/mactty.h#line123| < nowiki > SLASH'EM 0.0.7E7F2/mactty.h#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/macwin.h Below is the full text to macwin.h from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/macwin.h#line123| < nowiki > SLASH'EM 0.0.7E7F2/macwin.h#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/mail.c Below is the full text to mail.c from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/mail.c#line123| < nowiki > SLASH'EM 0.0.7E7F2/mail.c#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/mail.h Below is the full text to mail.h from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/mail.h#line123| < nowiki > SLASH'EM 0.0.7E7F2/mail.h#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/makemon.c Below is the full text to makemon.c from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/makemon.c#line123| < nowiki > SLASH'EM 0.0.7E7F2/makemon.c#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/mapglyph.c Below is the full text to mapglyph.c from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/mapglyph.c#line123| < nowiki > SLASH'EM 0.0.7E7F2/mapglyph.c#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/mcastu.c Below is the full text to mcastu.c from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/mcastu.c#line123| < nowiki > SLASH'EM 0.0.7E7F2/mcastu.c#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/md5.h Below is the full text to md5.h from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/md5.h#line123| < nowiki > SLASH'EM 0.0.7E7F2/md5.h#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/mfndpos.h Below is the full text to mfndpos.h from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/mfndpos.h#line123| < nowiki > SLASH'EM 0.0.7E7F2/mfndpos.h#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/mhitm.c Below is the full text to mhitm.c from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/mhitm.c#line123| < nowiki > SLASH'EM 0.0.7E7F2/mhitm.c#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/mhitu.c Below is the full text to mhitu.c from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/mhitu.c#line123| < nowiki > SLASH'EM 0.0.7E7F2/mhitu.c#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/micro.h Below is the full text to micro.h from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/micro.h#line123| < nowiki > SLASH'EM 0.0.7E7F2/micro.h#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/minion.c Below is the full text to minion.c from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/minion.c#line123| < nowiki > SLASH'EM 0.0.7E7F2/minion.c#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/mklev.c Below is the full text to mklev.c from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/mklev.c#line123| < nowiki > SLASH'EM 0.0.7E7F2/mklev.c#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/mkmap.c Below is the full text to mkmap.c from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/mkmap.c#line123| < nowiki > SLASH'EM 0.0.7E7F2/mkmap.c#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/mkmaze.c Below is the full text to mkmaze.c from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/mkmaze.c#line123| < nowiki > SLASH'EM 0.0.7E7F2/mkmaze.c#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/mkobj.c Below is the full text to mkobj.c from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/mkobj.c#line123| < nowiki > SLASH'EM 0.0.7E7F2/mkobj.c#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/mkroom.c Below is the full text to mkroom.c from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/mkroom.c#line123| < nowiki > SLASH'EM 0.0.7E7F2/mkroom.c#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/mkroom.h Below is the full text to mkroom.h from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/mkroom.h#line123| < nowiki > SLASH'EM 0.0.7E7F2/mkroom.h#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/mon.c Below is the full text to mon.c from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/mon.c#line123| < nowiki > SLASH'EM 0.0.7E7F2/mon.c#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/monattk.h Below is the full text to monattk.h from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/monattk.h#line123| < nowiki > SLASH'EM 0.0.7E7F2/monattk.h#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/mondata.c Below is the full text to mondata.c from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/mondata.c#line123| < nowiki > SLASH'EM 0.0.7E7F2/mondata.c#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/mondata.h Below is the full text to mondata.h from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/mondata.h#line123| < nowiki > SLASH'EM 0.0.7E7F2/mondata.h#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/monflag.h Below is the full text to monflag.h from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/monflag.h#line123| < nowiki > SLASH'EM 0.0.7E7F2/monflag.h#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/monmove.c Below is the full text to monmove.c from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/monmove.c#line123| < nowiki > SLASH'EM 0.0.7E7F2/monmove.c#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/monst.c Below is the full text to monst.c from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/monst.c#line123| < nowiki > SLASH'EM 0.0.7E7F2/monst.c#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/monst.h Below is the full text to monst.h from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/monst.h#line123| < nowiki > SLASH'EM 0.0.7E7F2/monst.h#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/monsym.h Below is the full text to monsym.h from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/monsym.h#line123| < nowiki > SLASH'EM 0.0.7E7F2/monsym.h#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/mplayer.c Below is the full text to mplayer.c from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/mplayer.c#line123| < nowiki > SLASH'EM 0.0.7E7F2/mplayer.c#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/mthrowu.c Below is the full text to mthrowu.c from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/mthrowu.c#line123| < nowiki > SLASH'EM 0.0.7E7F2/mthrowu.c#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/mttypriv.h Below is the full text to mttypriv.h from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/mttypriv.h#line123| < nowiki > SLASH'EM 0.0.7E7F2/mttypriv.h#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/muse.c Below is the full text to muse.c from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/muse.c#line123| < nowiki > SLASH'EM 0.0.7E7F2/muse.c#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/music.c Below is the full text to music.c from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/music.c#line123| < nowiki > SLASH'EM 0.0.7E7F2/music.c#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/nhlan.h Below is the full text to nhlan.h from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/nhlan.h#line123| < nowiki > SLASH'EM 0.0.7E7F2/nhlan.h#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/nhxdr.h Below is the full text to nhxdr.h from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/nhxdr.h#line123| < nowiki > SLASH'EM 0.0.7E7F2/nhxdr.h#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/ntconf.h Below is the full text to ntconf.h from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/ntconf.h#line123| < nowiki > SLASH'EM 0.0.7E7F2/ntconf.h#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/o init.c Below is the full text to o_init.c from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/o_init.c#line123| < nowiki > SLASH'EM 0.0.7E7F2/o_init.c#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/obj.h Below is the full text to obj.h from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/obj.h#line123| < nowiki > SLASH'EM 0.0.7E7F2/obj.h#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/objclass.h Below is the full text to objclass.h from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/objclass.h#line123| < nowiki > SLASH'EM 0.0.7E7F2/objclass.h#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/objects.c Below is the full text to objects.c from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/objects.c#line123| < nowiki > SLASH'EM 0.0.7E7F2/objects.c#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/objnam.c Below is the full text to objnam.c from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/objnam.c#line123| < nowiki > SLASH'EM 0.0.7E7F2/objnam.c#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/options.c Below is the full text to options.c from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/options.c#line123| < nowiki > SLASH'EM 0.0.7E7F2/options.c#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/os2conf.h Below is the full text to os2conf.h from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/os2conf.h#line123| < nowiki > SLASH'EM 0.0.7E7F2/os2conf.h#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/pager.c Below is the full text to pager.c from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/pager.c#line123| < nowiki > SLASH'EM 0.0.7E7F2/pager.c#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/patchlevel.h Below is the full text to patchlevel.h from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/patchlevel.h#line123| < nowiki > SLASH'EM 0.0.7E7F2/patchlevel.h#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/pcconf.h Below is the full text to pcconf.h from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/pcconf.h#line123| < nowiki > SLASH'EM 0.0.7E7F2/pcconf.h#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/permonst.h Below is the full text to permonst.h from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/permonst.h#line123| < nowiki > SLASH'EM 0.0.7E7F2/permonst.h#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/pickup.c Below is the full text to pickup.c from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/pickup.c#line123| < nowiki > SLASH'EM 0.0.7E7F2/pickup.c#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/pline.c Below is the full text to pline.c from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/pline.c#line123| < nowiki > SLASH'EM 0.0.7E7F2/pline.c#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/polyself.c Below is the full text to polyself.c from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/polyself.c#line123| < nowiki > SLASH'EM 0.0.7E7F2/polyself.c#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/potion.c Below is the full text to potion.c from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/potion.c#line123| < nowiki > SLASH'EM 0.0.7E7F2/potion.c#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/pray.c Below is the full text to pray.c from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/pray.c#line123| < nowiki > SLASH'EM 0.0.7E7F2/pray.c#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/priest.c Below is the full text to priest.c from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/priest.c#line123| < nowiki > SLASH'EM 0.0.7E7F2/priest.c#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/prop.h Below is the full text to prop.h from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/prop.h#line123| < nowiki > SLASH'EM 0.0.7E7F2/prop.h#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/proxycb.h Below is the full text to proxycb.h from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/proxycb.h#line123| < nowiki > SLASH'EM 0.0.7E7F2/proxycb.h#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/proxycom.h Below is the full text to proxycom.h from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/proxycom.h#line123| < nowiki > SLASH'EM 0.0.7E7F2/proxycom.h#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/prxyclnt.h Below is the full text to prxyclnt.h from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/prxyclnt.h#line123| < nowiki > SLASH'EM 0.0.7E7F2/prxyclnt.h#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/qt clust.h Below is the full text to qt_clust.h from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/qt_clust.h#line123| < nowiki > SLASH'EM 0.0.7E7F2/qt_clust.h#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/qt kde0.h Below is the full text to qt_kde0.h from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/qt_kde0.h#line123| < nowiki > SLASH'EM 0.0.7E7F2/qt_kde0.h#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/qt win.h Below is the full text to qt_win.h from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/qt_win.h#line123| < nowiki > SLASH'EM 0.0.7E7F2/qt_win.h#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/qt xpms.h Below is the full text to qt_xpms.h from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/qt_xpms.h#line123| < nowiki > SLASH'EM 0.0.7E7F2/qt_xpms.h#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/qtext.h Below is the full text to qtext.h from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/qtext.h#line123| < nowiki > SLASH'EM 0.0.7E7F2/qtext.h#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/qttableview.h Below is the full text to qttableview.h from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/qttableview.h#line123| < nowiki > SLASH'EM 0.0.7E7F2/qttableview.h#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/quest.c Below is the full text to quest.c from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/quest.c#line123| < nowiki > SLASH'EM 0.0.7E7F2/quest.c#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/quest.h Below is the full text to quest.h from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/quest.h#line123| < nowiki > SLASH'EM 0.0.7E7F2/quest.h#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/questpgr.c Below is the full text to questpgr.c from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/questpgr.c#line123| < nowiki > SLASH'EM 0.0.7E7F2/questpgr.c#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/read.c Below is the full text to read.c from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/read.c#line123| < nowiki > SLASH'EM 0.0.7E7F2/read.c#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/rect.c Below is the full text to rect.c from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/rect.c#line123| < nowiki > SLASH'EM 0.0.7E7F2/rect.c#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/rect.h Below is the full text to rect.h from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/rect.h#line123| < nowiki > SLASH'EM 0.0.7E7F2/rect.h#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/region.c Below is the full text to region.c from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/region.c#line123| < nowiki > SLASH'EM 0.0.7E7F2/region.c#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/region.h Below is the full text to region.h from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/region.h#line123| < nowiki > SLASH'EM 0.0.7E7F2/region.h#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/restore.c Below is the full text to restore.c from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/restore.c#line123| < nowiki > SLASH'EM 0.0.7E7F2/restore.c#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/rip.c Below is the full text to rip.c from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/rip.c#line123| < nowiki > SLASH'EM 0.0.7E7F2/rip.c#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/rm.h Below is the full text to rm.h from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/rm.h#line123| < nowiki > SLASH'EM 0.0.7E7F2/rm.h#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/rnd.c Below is the full text to rnd.c from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/rnd.c#line123| < nowiki > SLASH'EM 0.0.7E7F2/rnd.c#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/role.c Below is the full text to role.c from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/role.c#line123| < nowiki > SLASH'EM 0.0.7E7F2/role.c#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/rumors.c Below is the full text to rumors.c from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/rumors.c#line123| < nowiki > SLASH'EM 0.0.7E7F2/rumors.c#line123 < /nowiki > ]], for example. =_=_ SLASH'EM 0.0.7 SLASH'EM 0.0.7 is a branch of SLASH'EM versions. The 0.0.7 branch also has a name, SLASH'EM Vampire. Today, SLASH'EM 0.0.7 provides the current stable release, while SLASH'EM 0.0.8 provides the current development release. Its readme.txt states, "The development of version 0.0.7 of Slash'EM started with version 0.0.6E5 (yes, we realise our version numbers are a little odd - it made sense at the time!)." The stable releases of SLASH'EM 0.0.6 continued through 0.0.6E4F7, and the development releases passed from 0.0.6E8 to 0.0.7E0. < ref name=history.txt > history.txt in SLASH'EM 0.0.7E7F3 < /ref > =_=_ Source:SLASH'EM 0.0.7E7F2/save.c Below is the full text to save.c from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/save.c#line123| < nowiki > SLASH'EM 0.0.7E7F2/save.c#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/shk.c Below is the full text to shk.c from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/shk.c#line123| < nowiki > SLASH'EM 0.0.7E7F2/shk.c#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/shknam.c Below is the full text to shknam.c from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/shknam.c#line123| < nowiki > SLASH'EM 0.0.7E7F2/shknam.c#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/sit.c Below is the full text to sit.c from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/sit.c#line123| < nowiki > SLASH'EM 0.0.7E7F2/sit.c#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/skills.h Below is the full text to skills.h from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/skills.h#line123| < nowiki > SLASH'EM 0.0.7E7F2/skills.h#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/sounds.c Below is the full text to sounds.c from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/sounds.c#line123| < nowiki > SLASH'EM 0.0.7E7F2/sounds.c#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/sp lev.c Below is the full text to sp_lev.c from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/sp_lev.c#line123| < nowiki > SLASH'EM 0.0.7E7F2/sp_lev.c#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/sp lev.h Below is the full text to sp_lev.h from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/sp_lev.h#line123| < nowiki > SLASH'EM 0.0.7E7F2/sp_lev.h#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/spell.c Below is the full text to spell.c from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/spell.c#line123| < nowiki > SLASH'EM 0.0.7E7F2/spell.c#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/spell.h Below is the full text to spell.h from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/spell.h#line123| < nowiki > SLASH'EM 0.0.7E7F2/spell.h#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/steal.c Below is the full text to steal.c from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/steal.c#line123| < nowiki > SLASH'EM 0.0.7E7F2/steal.c#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/steed.c Below is the full text to steed.c from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/steed.c#line123| < nowiki > SLASH'EM 0.0.7E7F2/steed.c#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/system.h Below is the full text to system.h from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/system.h#line123| < nowiki > SLASH'EM 0.0.7E7F2/system.h#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/tcap.h Below is the full text to tcap.h from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/tcap.h#line123| < nowiki > SLASH'EM 0.0.7E7F2/tcap.h#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/tech.c Below is the full text to tech.c from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/tech.c#line123| < nowiki > SLASH'EM 0.0.7E7F2/tech.c#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/tech.h Below is the full text to tech.h from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/tech.h#line123| < nowiki > SLASH'EM 0.0.7E7F2/tech.h#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/teleport.c Below is the full text to teleport.c from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/teleport.c#line123| < nowiki > SLASH'EM 0.0.7E7F2/teleport.c#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/tile2x11.h Below is the full text to tile2x11.h from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/tile2x11.h#line123| < nowiki > SLASH'EM 0.0.7E7F2/tile2x11.h#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/timeout.c Below is the full text to timeout.c from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/timeout.c#line123| < nowiki > SLASH'EM 0.0.7E7F2/timeout.c#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/timeout.h Below is the full text to timeout.h from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/timeout.h#line123| < nowiki > SLASH'EM 0.0.7E7F2/timeout.h#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/topten.c Below is the full text to topten.c from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/topten.c#line123| < nowiki > SLASH'EM 0.0.7E7F2/topten.c#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/tosconf.h Below is the full text to tosconf.h from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/tosconf.h#line123| < nowiki > SLASH'EM 0.0.7E7F2/tosconf.h#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/track.c Below is the full text to track.c from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/track.c#line123| < nowiki > SLASH'EM 0.0.7E7F2/track.c#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/tradstdc.h Below is the full text to tradstdc.h from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/tradstdc.h#line123| < nowiki > SLASH'EM 0.0.7E7F2/tradstdc.h#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/trampoli.h Below is the full text to trampoli.h from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/trampoli.h#line123| < nowiki > SLASH'EM 0.0.7E7F2/trampoli.h#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/trap.c Below is the full text to trap.c from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/trap.c#line123| < nowiki > SLASH'EM 0.0.7E7F2/trap.c#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/trap.h Below is the full text to trap.h from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/trap.h#line123| < nowiki > SLASH'EM 0.0.7E7F2/trap.h#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/u init.c Below is the full text to u_init.c from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/u_init.c#line123| < nowiki > SLASH'EM 0.0.7E7F2/u_init.c#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/uhitm.c Below is the full text to uhitm.c from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/uhitm.c#line123| < nowiki > SLASH'EM 0.0.7E7F2/uhitm.c#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/unixconf.h Below is the full text to unixconf.h from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/unixconf.h#line123| < nowiki > SLASH'EM 0.0.7E7F2/unixconf.h#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/vault.c Below is the full text to vault.c from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/vault.c#line123| < nowiki > SLASH'EM 0.0.7E7F2/vault.c#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/vault.h Below is the full text to vault.h from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/vault.h#line123| < nowiki > SLASH'EM 0.0.7E7F2/vault.h#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/version.c Below is the full text to version.c from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/version.c#line123| < nowiki > SLASH'EM 0.0.7E7F2/version.c#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/vision.c Below is the full text to vision.c from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/vision.c#line123| < nowiki > SLASH'EM 0.0.7E7F2/vision.c#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/vision.h Below is the full text to vision.h from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/vision.h#line123| < nowiki > SLASH'EM 0.0.7E7F2/vision.h#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/vmsconf.h Below is the full text to vmsconf.h from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/vmsconf.h#line123| < nowiki > SLASH'EM 0.0.7E7F2/vmsconf.h#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/wceconf.h Below is the full text to wceconf.h from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/wceconf.h#line123| < nowiki > SLASH'EM 0.0.7E7F2/wceconf.h#line123 < /nowiki > ]], for example. =_=_ NetHackWiki:Searching You probably arrived at this page from a link on the search results list. Furthermore, you probably clicked that link because you didn't find anything useful. If that is the case, and you searched for something which you think should be part of a wiki about NetHack, then please help us out! Read How to help for a start. =_=_ Source:SLASH'EM 0.0.7E7F2/weapon.c Below is the full text to weapon.c from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/weapon.c#line123| < nowiki > SLASH'EM 0.0.7E7F2/weapon.c#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/were.c Below is the full text to were.c from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/were.c#line123| < nowiki > SLASH'EM 0.0.7E7F2/were.c#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/wield.c Below is the full text to wield.c from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/wield.c#line123| < nowiki > SLASH'EM 0.0.7E7F2/wield.c#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/winGL.h Below is the full text to winGL.h from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/winGL.h#line123| < nowiki > SLASH'EM 0.0.7E7F2/winGL.h#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/winGTK.h Below is the full text to winGTK.h from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/winGTK.h#line123| < nowiki > SLASH'EM 0.0.7E7F2/winGTK.h#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/winGnome.h Below is the full text to winGnome.h from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/winGnome.h#line123| < nowiki > SLASH'EM 0.0.7E7F2/winGnome.h#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/winX.h Below is the full text to winX.h from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/winX.h#line123| < nowiki > SLASH'EM 0.0.7E7F2/winX.h#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/winami.h Below is the full text to winami.h from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/winami.h#line123| < nowiki > SLASH'EM 0.0.7E7F2/winami.h#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/windows.c Below is the full text to windows.c from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/windows.c#line123| < nowiki > SLASH'EM 0.0.7E7F2/windows.c#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/wingem.h Below is the full text to wingem.h from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/wingem.h#line123| < nowiki > SLASH'EM 0.0.7E7F2/wingem.h#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/winprocs.h Below is the full text to winprocs.h from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/winprocs.h#line123| < nowiki > SLASH'EM 0.0.7E7F2/winprocs.h#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/winproxy.h Below is the full text to winproxy.h from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/winproxy.h#line123| < nowiki > SLASH'EM 0.0.7E7F2/winproxy.h#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/wintty.h Below is the full text to wintty.h from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/wintty.h#line123| < nowiki > SLASH'EM 0.0.7E7F2/wintty.h#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/wintype.h Below is the full text to wintype.h from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/wintype.h#line123| < nowiki > SLASH'EM 0.0.7E7F2/wintype.h#line123 < /nowiki > ]], for example. =_=_ Talk:Food poisoning I moved some SLASH'EM text to its own section. We should maintain a clean separation of NetHack content from SLASH'EM content: we can talk about the two games on the same page, but we shouldn't talk about them in the same paragraph. (Ref: NetHackWiki:Style_guide#SLASH.27EM) --Jayt 20:23, 2 October 2006 (UTC) Either you fail to polyself, i. e. you fail to cast the spell, resist the polytrap, or fatfinger the command. Then nothing happens at all. Or you do polymorph, but stay the same creature. This is a new version of yourself (and does cure poisoning), and it is already covered in this very line. =_=_ Source:SLASH'EM 0.0.7E7F2/wizard.c Below is the full text to wizard.c from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/wizard.c#line123| < nowiki > SLASH'EM 0.0.7E7F2/wizard.c#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/worm.c Below is the full text to worm.c from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/worm.c#line123| < nowiki > SLASH'EM 0.0.7E7F2/worm.c#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/worn.c Below is the full text to worn.c from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/worn.c#line123| < nowiki > SLASH'EM 0.0.7E7F2/worn.c#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/write.c Below is the full text to write.c from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/write.c#line123| < nowiki > SLASH'EM 0.0.7E7F2/write.c#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/xwindow.h Below is the full text to xwindow.h from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/xwindow.h#line123| < nowiki > SLASH'EM 0.0.7E7F2/xwindow.h#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/xwindowp.h Below is the full text to xwindowp.h from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/xwindowp.h#line123| < nowiki > SLASH'EM 0.0.7E7F2/xwindowp.h#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/you.h Below is the full text to you.h from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/you.h#line123| < nowiki > SLASH'EM 0.0.7E7F2/you.h#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/youprop.h Below is the full text to youprop.h from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/youprop.h#line123| < nowiki > SLASH'EM 0.0.7E7F2/youprop.h#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/zap.c Below is the full text to zap.c from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/zap.c#line123| < nowiki > SLASH'EM 0.0.7E7F2/zap.c#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/rumors.fal Below is the full text to rumors.fal from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/rumors.fal#line123| < nowiki > SLASH'EM 0.0.7E7F2/rumors.fal#line123 < /nowiki > ]], for example. =_=_ Source:SLASH'EM 0.0.7E7F2/rumors.tru Below is the full text to rumors.tru from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/rumors.tru#line123| < nowiki > SLASH'EM 0.0.7E7F2/rumors.tru#line123 < /nowiki > ]], for example. =_=_ SLASH'EM 0.0.7E7F2 source code =_=_ Category:SLASH'EM 0.0.7E7F2 source code =_=_ Talk:NetHack units According to D & D rules, one square of space is about 10 meters, so I would say the calculations are pretty accurate. D & D has simplified rules when it comes to turns, however. 6 seconds is one turn which makes 10 turns one minute. --MadDawg2552 20:13, 22 October 2006 To offer some reactions, you start by assuming a rationing rate of three food rations/day for a 2000 Cal/day diet. These are big assumptions and can not be considered "safe;" there is no reason to prefer them to two, one, or four rations/day. The closest real-world referents are C rations and K rations, objects that actually existed in our world and were designed to provide 3200-3600 Cal/day in three meals (and a "ration" in US Miltary usage would have been the three meals together). We can, in fact, mess around in the table of comestibles and come up with wildly different figures based on equally reasonable assumptions--a food ration provides the nutrition of eight candy bars, as one starting point, leading one rather more towards the conclusion that a "ration" is food for one day. And the extrapolations you make seem palatable in some regards (dragons can wriggle down a 30 foot wide corridor), and untenable in others (a mob of orcs must move down that 30-foot corridor in single file and at 34-foot intervals). But most telling, I think, is that you ignore the source material: the Dungeons & Dragons game, which offers different timescales for different kinds of actions. When exploring the dungeon, characters do so in ten-minute increments called "turns," but, when entering combat, the scale shifts to ten second "rounds"--and sometimes, it is even necessary to sub-divide these into ten one-second "segments." There is no real effort to make turns consistent with rounds in terms of how far you can move, how much you can do, etc.--"combat time" is simply more active, with characters running about at top speed, and "exploration time" includes other activities such as mapping, catching one's breath, peering around corners, etc. Plainly, both kinds of time are embodied in the concept of a NetHack "turn," and we have to reconcile ourselves to the notion that the length of such a turn is fluid, and driven partly by what one is doing in it...even though the game will let you, for instance, tin a corpse while in the heat of combat. Also, there is a very obvious--almost mandatory--scale for the game map, and that is the scale of dungeon maps from time immemorial (well, okay, from the 1970's): 10 feet to the square. Any calculation that deviates from that, or possibly from the much less common 5 feet to the square, must give us pause. From the average weight of an apple/orange, I have concluded that one unit of weight in NetHack is approximately 95 grams (oranges and apples are both weight 2). Therefore, the Amulet of Yendor, at 20 weight units, weighs in at around 4.3 pounds, which is a bit heavy, and the player can carry about 610 pounds of weight before becoming overburdened. Anyone care to extrapolate? Fredil Yupigo 22:54, 29 June 2008 (UTC) The article said that "The Plane of Water contains about 170.1 million liters (430 million gallons) of water". I wonder if I'm missing something here? A dungeon level is 78*20 squares wide and each square is stated as being 1130.3 m^3 in volume. That would yield about 1.8 billion liters. Anyway, while I was at it, I decided to give a more realistic guess about the dungeon ceiling height. Then, see the updated water amount calculation for yourself. & mdash;ZeroOne ( < small > talk < /small > & nbsp;/ & nbsp; < small > @ < /small > ) 00:30, 2 March 2009 (UTC) =_=_ User:Nodey/Nethack units =_=_ User talk:Nodey/Nethack units =_=_ Paralysis Paralysis is a magically-induced inability to move. Depending on the length and cause, paralysis can be quite dangerous, as monsters may get many free turns. Wearing a ring of free action protects against all forms of paralysis ("You momentarily stiffen."). The paralyze monster spell can be limited to one turn by having magic resistance. You will likely encounter many thrown potions of paralysis throughout the game. In certain cases, such as when in crowded conditions on the Astral Plane, getting paralyzed for five turns can be deadly. The danger is so great that some players will even wish for a ring of free action if they have not found one by the time they reach the Astral Plane. If you have one, you should definitely wear it for the Sanctum and Astral Plane. Most of the other causes of paralysis are easily preventable with good tactics. You can completely prevent paralysis from hitting floating eyes by not hitting them in melee unless you have reflection. Gelatinous cubes generally paralyze you for a short enough time as to not be dangerous unless you are in a crowd, but you can kill them with missile attacks if you're worried. Shade attacks are blocked by magic cancellation, so wearing a good cloak will usually prevent them from being a hazard. Finally, don't quaff unidentified potions that might be paralysis (price 300). Monsters can also be paralyzed in NetHack, a prime example being when pets hit a floating eye. You can wake them up with nonmagical or uncharged drums or horns. In the case of floating eyes, zapping a wand of make invisible at the eye can help prevent paralysis. This state is identical to paralysis except that it cannot be prevented by a ring of free action or any other means. However, all means of inducing this state require some deliberate action on the player's part, so the state is always avoidable. =_=_ Unit =_=_ Template talk:Ring I was about to complain that not all rings are yellow. Then I recalled that rings have random appearances, so that we would not know what other color to use. --Kernigh 03:43, 3 October 2006 (UTC) =_=_ The Amulet of Yendor =_=_ Horn The unicorn horn is also technically a horn, but it does not share the same appearance as the other horns (unless you are blind). =_=_ Talk:Options In the standard defaults.nh in the windows binary download, you can find an option called subkeyvalue. The numbers are ASCII codes (decimal). But that seems to be a Debian-specific thing; vanilla NetHack compiled from source definitely doesn't do this. --paxed 16:51, 14 August 2008 (UTC) The following aren't used with < tt > OPTIONS= < /tt > , instead they're used like < tt > SOUNDDIR=/home/nick/nethacksounds/ < /tt > : I'm finding some of the options descriptions a bit unclear. What exactly is the "message window"? Is that just when you're looking at previous messages, or does it also include currently displayed messages? With the current behavior, if you have several pets in a melee, say in the castle or the valley of the dead, the interface is painful: wield a weapon, then lean on the return key while six to fourteen non-actionable messages flash by. Move one square, then lean on the return key for a while. Displaying two lines would halve the number of times I hit return (and nearly eliminate it in the less-busy parts of the game). Is this what vary_msgcount is supposed to do? 66.124.70.110 19:04, 8 April 2009 (UTC) Hey guys, this is archmage84. I'm a mad player of NetHack, but I haven't been able to ascend. So I found this pretty cool site: http://alt.org/nethack/jta/ , and it's what I want. Only problem is: I can't use the arrow keys to move. Can someone help me, please? I'm really looking forward to playing online, and the only thing stopping me is moving. I'm running my Nethack game in a Mac OS X Terminal, which means I should have a file named NetHack Defaults somewhere. Problem is, I can't find it anywhere. I checked the ~ directory, I checked the /usr/games directory (and respective subdirectories), and I've even poked around in my ~/Library directory. Help? 68.1.172.2 00:34, May 10, 2010 (UTC) Adalrik There is a lot of outdated info about how to configure user options for Slashem. Specifically, how to choose alternate tileset options when playing in Linux. Can we get some clarity on the main page with regard to this matter? Since color redirects here, there should be a note how to change the color scheme in case it's too dark to discern on your monitor. --Tjr 18:42, 26 January 2012 (UTC) I have the NetHackCocoa package that I downloaded from Google Code. Where should I save the configuration file? --220.255.1.117 09:21, 24 June 2014 (UTC) I've added an example line to DUNGEONSYMBOLS that emulates IBMGraphics as closely as possible. This might be useful for people whose CP437 support is incomplete - I know that the MacOS terminal breaks on the Rogue level when vanilla IBM is used.81.174.149.183 23:55, 31 October 2014 (UTC) I just downloaded the official Win32 binary for 3.6.0 and it doesn't seem to be reading my defaults.nh. I extracted the .zip into a new folder in my Downloads folder and created a desktop shortcut for nethackw.exe, and then copied my 3.4.3 defaults.nh to that folder, but now when I launch nethackw.exe the options are all set to their defaults. I'm fairly confident that it isn't even reading the file because I have number_pad set to 0 (off) and whenever I launch the game it's set to 1. Has anyone else encountered a similar problem and found a solution? Am I doing something hilariously wrong? Should I file a bug report? This options file worked fine on 3.4.3. Nevermind, I fixed it! all I did was delete some files from the directory above my NetHack folder from when I extracted straight into my user folder on accident and turned on debugging in Sysconf. =_=_ Mitre of holiness =_=_ Cave spider The cave spider, , is a monster that appears in NetHack. They are capable of hiding under items, taking some players by surprise. Cave spider corpses have a 7% chance of granting the poison resistance intrinsic. Cave spiders are often generated in groups. As a grounded hiding monster, cave spiders generated via level creation will always be given a random item to hide under. While not particularly dangerous for the first hiding monsters you are likely to encounter, cave spiders have a somewhat low AC that can make it slightly difficult to hit them. Throwing an item at them will cause them to hide under it most of the time; this is useful for keeping them at bay and picking them off, or even escaping if the situation warrants it. This can also be put to use in some treasure zoos, where a hiding cave spider can block the door and hem in the other monsters; you can then attack them from range at your leisure, e.g. with a polearm or lance. =_=_ Centipede The centipede, , is a monster in NetHack. It is extremely slow, and not a significant threat despite its poisonous bite. Its corpse is safe to eat and may convey poison resistance. =_=_ Giant spider The giant spider, , is a monster in NetHack. They are faster than you and have a rather damaging poisonous bite; however they are too large to be able to hide as some of their kin are capable of. This does not stop NetHack from giving them an item to hide under if they are created with the level though, just like the other snakes and spiders who can hide. Their corpses are poisonous. If you are polymorphed into a giant spider you can spin webs using the #monster command without using up any power. Spinning a web inside of a monster with a digestion attack will cause it to spit you out (webs do not bother other engulfers). Spinning a web can be used to remove a (spiked) pit, hole, trap door, or rolling boulder trap. This is done without creating a web on the same square that must be removed. Since most other traps can be removed by digging a pit over them, it is possible to permanently remove almost any trap. Every web trap is generated with a giant spider, and most (3 out of 4, or all of them if you have the Amulet of Yendor) giant spiders generated with the level are given webs. Therefore, you will usually, but not always, see webs and giant spiders together. =_=_ Scorpion The scorpion, , is a monster in NetHack. They are faster than you, have a poisonous sting, and can hide under items, making them a dangerous opponent for low level characters. Their corpses are poisonous, and convey poison resistance 50% of the time. Scorpions are frequently generated in the ranger quest. Fighting with a scorpion can be fatal if you lack poison resistance or high magic cancellation. If you have poor strength (or a bad weapon), then don't fight them in melee! Try to use spells/wands/projectiles or (semi)permanent E-word. =_=_ Hiding In NetHack, some monsters have the ability to hide. Trappers, lurkers above, and various piercers can innately hide on the ceiling. Cave spiders and all snakes except water moccasins can hide under objects on the ground. Mimics can disguise as objects, which is related. All sea monsters can hide in water. Moving next to a monster hidden in this manner grants them an opportunity to attack you unnoticed, and attempting to move onto the tile where they are produces "Wait! There's a foo hiding under < an item > !", wasting your movement time. This also goes for movement with the command (sometimes except if you are warned of the creature). If you know exactly where the hiding monster is and are already adjacent, you can simply use the command to fight it. Otherwise, the monster will get a turn, and hence a chance to hit you, before you do. It is possible to hit hidden monsters with ranged weapons or thrown objects, making it fairly easy for wary players to detect them. Gold is good to throw because it is abundant, does not risk breaking pacifist conduct, and gets you credit in stores. If you are polymorphed into a monster capable of hiding, you can use the #monster command to hide under objects or on the ceiling. As of NetHack 3.6.4, if you are polymorphed into a monster capable of hiding on the ceiling, you can use to unhide. =_=_ The Book of the Dead =_=_ The Bell of Opening =_=_ The Candelabrum of Invocation =_=_ Centpede Hi! Welcome, and thanks for contributing to NetHackWiki! Could you please create an account? It helps us keep spam down, because we don't have to check the edits of known-good users. It also provides more privacy for you. Our style guide and How to help pages are good starting points. --Jayt 21:33, 3 October 2006 (UTC) =_=_ You feel feverish. =_=_ Autopickup Autopickup is an option, on by default, that specifies that your character automatically picks up any item on the square he/she moves onto. If pickup_types is left as < tt > all < /tt > , then autopickup can be used whenever it is necessary to pick up items on a teleport trap or hole (for example, in Sokoban) where the player would otherwise not have a chance to pick up the items before being whisked away. Pickups caused by autopickup take place in the same turn as the movement (which is not possible without autopickup), so it can be used to pickup items saving a turn, which is useful if you are fleeing or doing a speed ascension. Here is a more complex example which uses AUTOPICKUP_EXCEPTIONs. Later entries taking precedence over earlier ones. There are many and varied tricksy things you can do, like picking up food, but not corpses, except, yes, corpses that are light and yummy. See the entry for AUTOPICKUP_EXCEPTION for full details. =_=_ Thou shalt regret thine action! =_=_ Thou shalt regret thine action =_=_ Cheapskate. =_=_ Cheapskate =_=_ Thou art indeed a pious individual. =_=_ Thou art indeed a pious individual =_=_ Thy devotion has been rewarded. =_=_ Thy devotion has been rewarded =_=_ Thy selfless generosity is deeply appreciated =_=_ Thy selfless generosity is deeply appreciated. =_=_ I thank thee for thy contribution =_=_ I thank thee for thy contribution. =_=_ Abuse =_=_ Abuses =_=_ Exercises =_=_ Ring of aggravate monster The ring of aggravate monster is generally considered undesirable, and is frequently used as polypile fodder; however, stealth can override the worst of the ring's effects, and the ring also has a few outside uses. One such use is to lure monsters to a desired location, such as an altar, when you are invisible. =_=_ Elven arrow The elven arrow is a type of arrow for use with a bow that appears in NetHack. It appears as a runed arrow when unidentified. Elven arrows are wooden and susceptible to rotting and burning attacks. Elven arrows often generate on elves, and are marginally stronger than (standard) arrows. They should be preferred over arrows of the same enchantment, unless you receive a racial multishot bonus for another kind of arrow. In SLASH'EM, a non-cursed elven arrow has a 1 in 3 chance of a +1 bonus to multishot - e.g., a player that would normally only shoot 1 arrow will shoot d2 arrows 33% of the time, a player that would normally shoot d2 arrows will shoot d3 arrows 33% of the time, etc. This bonus does not apply to dark elven arrows. =_=_ Runed arrow =_=_ Orcish arrow Orcish arrows are often spawned poisoned, allowing a 10% instant death chance against many early game monsters. This overcomes the lower damage, though it's bad to be on the receiving end of them without poison resistance. And it's hard to come by any without having them shot at you. Orcish rangers are in a particular position to benefit from using orcish arrows, because they begin the game with the gear necessary to multishot them and can ignore the dangers of poison in retrieving them. These arrows are less useful to non-orcs, as they have less damage and are uncommon to find after the early game. If you are lacking in arrows, orcish arrows can at least fill the quiver slot to keep more preferable fodder from breaking in use. =_=_ Crude arrow =_=_ Silver arrow Silver arrows can clear a five-lane highway through silver hating monsters, but unfortunately, they are fairly rare—only twelve in a thousand randomly spawned weapons will be silver arrows. Fortunately, however, with maximized Luck even a small stack can last a fairly long time. Prior to version 3.6.0,wielding a silver arrow and stabbing monsters with it did not do silver damage. Nor did throwing the arrow. Only shooting the arrow with a bow dealt silver damage. This was considered a bug by the DevTeam, and it was fixed. =_=_ Ya The ya is a projectile weapon that appears in Nethack. It is a Japanese arrow designed for use with a yumi. When unidentified, it appears as a bamboo arrow; however, their in-game material is metal, which also makes them erodeproof. The encyclopedia entry below indicates they are tipped with hardened steel, providing a possible explanation. Ya do the most base damage out of all arrows (1d7 versus 1d6 for normal arrows) and have a +1 bonus to hit. Samurai firing ya from a yumi gain a +1 multishot bonus. Ya deal more base damage than any other arrow, and are also the only arrows to have a to-hit bonus. Their material makes it so that they also cannot erode. Thus, they're great to use if you can find some, even if you're not a Samurai. Ya are a real world arrow type used by Japanese archers, around 85-110 centimeters (33-43 inches) compared to the 75-90 centimeters (30-35 inches) of the 'standard' arrow. Their size is designed specifically for the very large yumi. The to-hit bonus may suggest ya with a bodkin point, a common medieval war-time arrow in many societies designed to penetrate armor (particularly chain or ring mail). =_=_ Bamboo arrow =_=_ Crossbow bolt Although crossbow bolts can also be thrown or "fired" by hand, they are most effective when launched from a crossbow. The following roles can attain the crossbow skill level shown: =_=_ Shuriken A shuriken is a Japanese ranged weapon, designed for throwing. It appears as a throwing star when unidentified. Shuriken have damage exceeding that of daggers while having a weight equal to that of darts, but are quite rare. Like darts, shuriken can break when thrown, but this risk can be minimized by blessing them and having very high luck. Positive enchantment also helps. Samurai start with shuriken identified. Shuriken cause solid damage, give a to-hit bonus, don't need a launcher and can be poisoned. If you find some it is usually a good idea to take them and use them to soften up tough monsters or against mind flayers. Their +2 to-hit bonus helps to reduce the unskilled to-hit penalty, which is useful since they are so rare that you probably won't get a chance to raise your skill level (and probably wouldn't want to spend the skill slot anyway). Extensive use of shuriken may require polypiling or wishing. Monks are in a special situation. They can reach basic skill in only 3 ranged weapons: shuriken, spear and crossbow. As spears are heavy and a crossbow must be wielded to be used, it may be worth enchanting and blessing shuriken if you find them, especially because monks have little other use for scrolls of enchant weapon. Even at unskilled, monks will get a +1 multishot bonus when throwing shuriken, offsetting their low skill cap. If you don't mind polypiling stacks of useless weapons, this is a good way to get shuriken. Samurai can reach expert in shuriken. Advancing the skill to expert becomes trivial after reaching the quest, thanks to the multitude of shuriken-wielding ninja. Rangers and Rogues can reach skilled in shuriken, but do more damage with arrows and daggers because of their role-based bonuses, so they are usually not a good choice. Healers can reach skilled in shuriken. They can also reach skilled in the weaker daggers and sling, and expert in the weaker darts, so shuriken are interesting. Healers are restricted in matter spells, and even with a robe and high enough level they won't be able to reach much better than 90% failure rate with the polymorph spell, so the PYEC and wands are usually a better way to get large numbers of shuriken. In SLASH'EM and Slash'EM Extended there are not that strict role restrictions for learning shuriken, so that you could become expert if using it frequently. As this weapon is quite rare and having some loss like bolts/arrows you won't try it normally. The slots for advancements are limited anyhow. =_=_ Throwing star =_=_ Boomerang When thrown, it will travel in a circular path counterclockwise (clockwise prior to 3.6) from the direction thrown, hitting anything in its path: in most versions it will alternate with ( as it flies to show spinning. If it makes its way back to you there is a (dexterity in 20) chance of catching the boomerang; otherwise it hits you. Well-enchanted gauntlets of dexterity might be necessary to ensure safe operation. A boomerang that is cursed or thrown while fumbling will always hit you. Boomerangs will not return if their path is blocked by a wall, or if they move over a sink. The exact path of a thrown boomerang is shown below in order 1-9 for each direction, with the player's position represented by @. However, if you are more interested in doing damage than having the weapon return, a boomerang can be effectively used over a range up to four spaces. Assume a monster is approaching you from a cardinal direction (N,S,E,W). If it approaches from the N, it can be hit at a distance of four spaces by throwing to the NW (45 degrees counter-clockwise) if there are at least two open tiles to the W. A monster at a distance of three spaces to the N can be hit by throwing to the W (90 degrees counter-clockwise) if there are three open tiles in that direction. Any monster can be hit at two spaces by throwing directly at it (the only available option in hallways). Monsters approaching from an ordinal direction (NE,NW,SE,SW) can also only be hit at two spaces. Since boomerangs are thrown weapons you will probably not want to be levitating when you use one, especially if you are over an Elbereth or a scroll of scare monster. =_=_ Talk:The Platinum Yendorian Express Card I was playing as a Monk (neutral), and I got a lamp with a dijin on the first level(!). I wished for a Platinum Yendorian Express Card, but it "blew up" and killed me. I've been using a blessed PYEC as a Priest for a long while now, and this last time it caused my magic marker (0:3) to glow white instead of the normal "briefly" and the marker recharged to 1:50. I don't want to update the entry to say that it can occasionally do blessed chargings for non-tourists without confirmation, but I'm pretty sure that's what just happened (yay!). --Enehta 05:23, 14 December 2007 (UTC) A note. I wished for one of these. I was a neutral wizard. It blasted me (saw that coming) and then Evaded my grasp (???). Help! Hi! Welcome, and thanks for contributing to NetHackWiki! Could you please create an account? It helps us keep spam down, because we don't have to check the edits of known-good users. It also provides more privacy for you. Our style guide and How to help pages are good starting points. --Jayt 21:43, 5 October 2006 (UTC) =_=_ Spear Runed elven spears and stout dwarvish spears are superior to ordinary spears, while crude orcish spears are predictably inferior. Silver spears deal the same base damage as ordinary ones, but add bonus damage versus silver-haters. In versions of NetHack prior to 3.6.0, javelins had their own javelin skill that consisted solely of javelins, but it has since been merged into the spear skill. When unidentified, a javelin appears as a 'throwing spear'. Spears of this kind are made of iron and susceptible to corrosion from acidic monsters and rusting from rust monsters and water. A dwarvish spear, which appears as a stout spear when unidentified, does the most damage of all spears to both large and small monsters (1d8/1d8: as much as a scimitar, an elven short sword or a silver saber not dealing silver damage). Dwarves are sometimes generated with one. In addition, dwarvish spears make up about 1.2% of randomly generated weapons. An elven spear, which appears as a runed spear when unidentified, can do more damage to small monsters than an ordinary short sword. Elves may be generated with an elven spear. In addition, elven spears make up about 1.0% of randomly generated weapons. Curiously, no monsters are generated with orcish spears & mdash;not even any of the orcs. They make up about 1.3% of randomly generated weapons, however. The silver spear is the rarest kind of spear, making up just 0.2% of randomly generated weapons. It deals the same base damage as a regular spear, but being made of silver, it deals additional damage to silver-hating monsters. Spears of all kinds make up about 9.7% of randomly generated weapons (on the ground, as death drops, and in shops). In addition, watchmen, soldiers in the Yendorian army, salamanders, and ice devils may be generated with a spear. In the absence of dagger skills, a small stack of spears is a powerful ranged weapon for any Caveman or Priest lucky enough to find more than one. Generally you need to encounter a large antique weapons outlet to find them in any number. However, spears are quite heavy (three spears weigh more than a pick-axe), so they have a tendency to cause encumbrance problems. The silver spear does only one point less damage on average against small or medium monsters than a silver saber, and the same against large monsters (which include most major demons), making it an attractive option for roles restricted in saber, such as Cavemen, Priests, and especially Monks. Valkyries and Samurai might also consider this weapon for two-weaponing as they can be skilled in spear versus basic in saber, overcoming the damage difference. The average damage calculations in the following table do not include bonuses from weapon skills, strength, or from using a blessed weapon against undead or demons. SLASH'EM introduces the < nowiki > # < /nowiki > name-able artifact orcish spear Elfrist, the anti-elven counterpart to Orcrist, and the artifact silver spear Holy Spear of Light, which functions much like Sunsword. In SLASH'EM the Valkyrie's starting +1 long sword has been replaced with a +1 spear. For dwarvish Valkyries, the spear will be a dwarvish spear. A +0 silver spear is part of one of four starting weapon combinations for Undead Slayers. For Lycanthropes, it will be an ordinary spear. The spear is a weapon designed for thrusting. Chimpanzees use very rudimentary spears, so it is likely that humans have used spears for an extremely long time. =_=_ Elven spear =_=_ Runed spear =_=_ Orcish spear =_=_ Crude spear =_=_ Displacement Displacement is a property granted by the cloak of displacement. Non-elven Rangers start with a cloak of displacement (elves get an elven cloak instead). Displacement causes your image to appear a tile or two away from where you actually are. This makes it very difficult for monsters to hit you. The cloak of displacement, which is currently the only way this property can be obtained, is prized in the early game for it. Displacement will make any given monster think you are at a random square within a 5 & times;5 area centered on the player; in other words, the monster will think you are 0 & ndash;2 squares away from where you are. If you do not have a clear line of sight to the monster, it will only generate the image in a 3 & times;3 square around you. This is presumably to prevent monsters being alerted to your presence from well around corners, or from the other side of a closed door. Shopkeepers and aligned priests are not fooled by displacement if you are generating conflict, and they won't hesitate to attack you. Assuming no better or additional sources of magic cancellation, a cloak of displacement's MC1 means a higher chance that a monster's special attack succeeds if they do hit you. If a lawful demon prince (Asmodeus or Baalzebub) mistakenly demands a bribe from your displaced image, he will become hostile without a chance of being pacified. In summary, the biggest advantage of invisibility and displacement are the 66% and 75% chances respectively that a monster will not know where you are if you have moved. For this reason, displacement and invisibility are quite evenly matched. However, the other advantages, like the to-hit penalty for invisibility, are trivial. Furthermore, if you have both displacement and invisibility, invisibility's lesser stay-hidden chance of 66% will be used instead of displacement's 75%, and invisibility will nullify the effects of displacement. Therefore, having both displacement and invisibility simultaneously is just invisibility unless you are fighting monsters that can see invisible. Only displacer beasts have displacement; (baby) shimmering dragons, whose scales give displacement, merely have a much lower AC than other dragons, making them harder to hit (thus simulating "displacement"). GruntHack implements proper displacement for monsters. Monsters can appear in a different location from where they actually are, including inside walls, or on another monster's location. Only vision is fooled by displacement & mdash;telepathy or monster detection will see the true location. This means that if you can see the monster both ways, you see the monster in 2 locations. Trying to walk onto a displaced monster will not attack it. Adult shimmering dragons have intrinsic displacement, and their scales confer displacement. Displacer beasts and cloaks of displacement come from Dungeons & Dragons. The beast appears to stand several feet away from its actual location, and the cloak grants the same property to its wearer. =_=_ Dwarvish spear =_=_ Stout spear =_=_ Silver spear =_=_ Javelin In NetHack 3.4.3 and derived variants, javelins were the only weapon that used a separate javelin skill. This was because of the different uses of spears - javelins were intended for throwing and spears for thrusting. NetHack 3.6.0 merged the javelin and spear skills for gameplay reasons. =_=_ Throwing spear =_=_ Trident A trident is a kind of weapon that appears in NetHack. It has a special +4 to-hit bonus against swimming monsters that are in water, and a secondary +2 to-hit bonus against any or that is not in water. Horned devils have a chance to generate with a trident, and salamanders have a chance (approximately ~9.5%) of generating with one. Tridents are a popular choice for the off-hand weapon when twoweaponing, comparable to sabers, crysknives and katanas. They average one more point of damage than the katana versus large monsters, and are the most damaging one-handed non-artifact weapon against such targets. The average damage calculations in the following table do not include bonuses from weapon skills, strength, or from using a blessed weapon against undead or demons. Tridents have origins dating back to ancient Greece and Rome, and have been used for both fishing and combat historically and in modern times; the trident is also the divine instrument of the Greek god Poseidon, as indicated by the encyclopedia entry. Both these facts also explain the to-hit bonus against sea monsters and swimmers. The word "trident" originates from the Latin tridentis which literally means "three teeth", referring to the tines; tridents designed primarily for fishing usually have barbed tines, which may be the basis for the 3 dice used to calculate damage versus large monsters. In warfare, tridents were favored for their long reach and ability to disarm and dismount horse-riding combatants. The trident also sees use often in heraldry and military emblems. In Dungeons & Dragons, tridents deal 1d8 base damage versus opponents, but have a lower critical hit multiplier than the similar 1d8 long spear. Though this results in lower average damage, they are one-handed, allowing for use of a shield or an off-hand weapon. =_=_ Scalpel Healers start with a +0 scalpel, as their "weapon." A scalpel on a bones pile is a good clue that the late adventurer was a Healer. Player monster healers on the Astral Plane have a small probability (6.25%) of starting with a scalpel as their weapon; they are much more likely to have a quarterstaff, though. The best strategy regarding the starting scalpel is to find something better as soon as possible because it is a very poor weapon, only on par with an orcish dagger. Healers however can use the scalpel to train knives, their best ranged weapon choice. In any case, it is worth keeping as a backup weapon against acid blobs and similar corrosive monsters until you can rustproof your primary weapon. Scalpels are a little more useful in SLASH'EM: Healers can use them to cure sickness or sliming, using the surgery technique. =_=_ Kops =_=_ Lycanthrope =_=_ Disclose =_=_ Clove of garlic A clove of garlic is a comestible with a few unusual uses. Garlic is vegan and an acceptable food for pets; you can use it to tame horses and feed herbivores. If you wield a clove of garlic, and use it to attack undead, it will cause them to flee for 2d4 turns. The same should happen if you throw garlic at them, but it must hit. No undead except ghosts and shades will enter a square with a clove of garlic on it. However, placing garlic on a stairway does not prevent covetous undead, such as master liches, arch-liches, or Vlad the Impaler, from warping to it. Undead pets will not eat garlic. Currently there are no herbivorous or omnivorous undead who might have eaten garlic in any case. =_=_ Cloves of garlic =_=_ Garlic =_=_ Unknown creature causing you concern =_=_ Unknown creature causing you anxiety =_=_ Unknown creature causing you disquiet =_=_ Unknown creature causing you alarm =_=_ Unknown creature causing you dread =_=_ Unknown creature causing you worry =_=_ Web =_=_ Leprechaun hall Leprechaun halls, and other special rooms with sleeping monsters, can be used to train polearms skill. Instead of attacking the leprechauns adjacent to you, pound a leprechaun surrounded by sleeping leprechauns. The leprechaun will be helpless to strike back and unable to escape, unless they were generated with a defensive item or offensive item. =_=_ Recover recover is the small utility program that comes with NetHack. It is used to turn temporary level files into a save file, for example after a power outage during a game. Unfortunately, the utility is not totally automated. You need to know some basics about the command line. If you have difficulties, you can ask for help on Libera. This will most likely only rebuild the savefile, but you might need further commands, depending on your system, to actually reuse it. For SLASH'EM and probably other variants, it's almost the same as for nethack. Simply replace "nethack" with "slashem" (or other variant name). First make sure you didn't just press ctrl-Z by accident. This simply suspends the current game with out any real damage. A characteristic "[1]+ Stopped nethack" message is given. Read the "fg" article first. Another possible accidental keyboard shortcut. Depending on the command line environment, terminal simulator or desktop environment, they are various keyboard shortcuts to launch a new shell on top of the one you are currently using. This is inside the same window you are using and no message is given. Apparently you drop back in the command line, with no message. First make sure you aren't in the "Ctrl-Z" situation. The command "jobs" should return nothing. "Ctrl-Z" is a more frequent error and has a characteristic message. When you excluded "Ctrl-Z", to go back to the game, just give the "exit" command (caution!!!! Read the rest first). This command simply kills the current terminal, in our case the superfluous terminal, so make sure you really are in this situation before you try it. If you give the "exit" command after a "Ctrl-Z", you'll probably have to use the recover utility. This will create a file "1000Bob" in " < playground > " directory. If successful it will give the message "recovered "1000Bob" to 1000Bob". If you are using official NetHack and your distribution does not come with recover you can download it from the official download-page at http://www.nethack.org/. Check first the other installed files. =_=_ Defaults.nh =_=_ .nethackrc =_=_ Knife A knife is a kind of weapon. Samurai will know it as a shito. It can be used in melee or thrown. Knives can be multishot; the knife class is the only ranged weapon class that gives Healers a multishot bonus at Skilled level. As wielded weapons, knives are generally some of the lowest damage weapons in NetHack. The sole exception is the crysknife, roughly comparable to a long sword in terms of damage; the next best knife is the rare scalpel, whose damage is only on par with an orcish dagger, and is mostly seen on Healers as their starting wielded weapon. In NetHack 3.4.3 and earlier versions, knives were not included in the list of weapons that could be multishot. As of NetHack 3.6.0, any stackable weapon can be thrown multishot, if you are Skilled or higher in the appropriate weapon skill. =_=_ Shito =_=_ Stiletto Stilettos are stackable and can be thrown multishot if your knife skill is high enough; however, a more practical choice of projectile weapon would be the more common knife, or, if you have the option, a more damaging weapon such as the dagger, shuriken, or spear. =_=_ Axe Axes (and battle-axes) can be applied to chop in a specified direction through a door or a tree. The process of chopping with an axe is similar to digging with a pick-axe or dwarvish mattock. Applying an axe to a door is a safer way to open it than kicking it, because an axe will never destroy a shop door. ("This door seems too hard to chop through.") This spares you a 400-zorkmid bill for damages. Chopping down a tree has a 20% chance of generating a random fruit, even if you already got fruit from the tree by kicking it. Doing this within view of a Minetown watchman will anger him. ("Halt, vandal! You're under arrest!") The "big brother" of the axe is the battle-axe, which uses the same skill but does more respectable damage versus small and large monsters, with the downside of being heavier and two-handed. =_=_ Battle-axe A battle-axe is a kind of melee weapon, a more powerful two-handed version of the regular axe. When unidentified, it appears as a double-headed axe. Having a double head, the battle-axe is twice as heavy as the regular (single-headed) axe. Cleaver is the only artifact battle-axe. In addition to being found randomly generated on new dungeon levels, in shops, and as a death drop, the battle-axe is one of a number of two-handed weapons that strong monsters can be generated wielding. While they may be powerful early-game choices, battle-axes are two-handed. This means that if a battle-axe become cursed while you wield it, you will lose the ability to do a number of actions. In NetHack 3.6.0 and later, players wielding two-handed weapons can use the #tip command to get items out of containers and onto the floor, so the curse is slightly more manageable than in earlier versions. =_=_ Double-headed axe =_=_ Battle axe =_=_ Double headed axe =_=_ Elven short sword =_=_ Runed short sword =_=_ Orcish short sword =_=_ Crude short sword =_=_ Dwarvish short sword =_=_ Broad short sword =_=_ Scimitar Scimitars make up about 1.5% of randomly generated weapons (on the floor, as death drops, or in shops). In addition, they are often the starting weapons for many orcish monsters, such as hobgoblins, hill orcs, Mordor orcs, and orc captains. Scimitars deal respectable damage but are not often used. Most roles that can use them prefer the upgrade paths afforded by the long sword or silver saber, the versatility of daggers, or the sheer power of the unicorn horn or dwarvish mattock. The scimitar is a curved single edged sword. It originated in the Middle East. The curved design was good for slashing opponents without getting stuck while riding. =_=_ Elven broadsword An elven broadsword is a type of one-handed melee weapon in NetHack. It uses the broadsword skill. Like other elven weapons they are made of wood, which is naturally immune to rust and corrosion, but can still burn and rot. The elven broadsword is the base item for Orcrist, which can also be created by naming a normal elven broadsword Orcrist. Elven broadswords are a solid choice for #twoweaponing, particularly due to their higher damage average against small monsters compared to normal broadswords. They also outdamage the long sword - another common two-weaponing candidate - in that regard ( < tt > 6 < /tt > versus the long sword's < tt > 4.5 < /tt > ); however, the long sword has a better damage average against large monsters ( < tt > 6.5 < /tt > compared to < tt > 4.5 < /tt > ). The elven broadsword is also a good candidate for chaotics when training for Stormbringer, and it can also be used to make Stormbringer much more likely to appear as a sacrifice gift by naming Orcrist. We assume the player is skilled in broadsword (the highest possible skill level for the weapon with any playable class), which gives a +1 damage bonus. A blessed weapon deals 1d4 extra damage against demons and undead. The worst case scenario is against a non-undead, non-demon, large monster. The best case scenario is against a undead, demon, small monster. Blessed Elven broadsword +0 < math > \frac{1+6}{2}+\frac{1+4}{2}+1=\bold{7} < /math > < math > \frac{1+6}{2}+1+1=\bold{5.5} < /math > < math > \frac{1+6}{2}+1+1=\bold{5.5} < /math > < math > \frac{1+6}{2}+\frac{1+4}{2}+\frac{1+4}{2}+1=\bold{9.5} < /math > Blessed Elven broadsword +7 < math > \frac{1+6}{2}+\frac{1+4}{2}+1+7=\bold{14} < /math > < math > \frac{1+6}{2}+1+1+7=\bold{12.5} < /math > < math > \frac{1+6}{2}+1+1+7=\bold{12.5} < /math > < math > \frac{1+6}{2}+\frac{1+4}{2}+\frac{1+4}{2}+1+7=\bold{16.5} < /math > Blessed Elven broadsword +9 < math > \frac{1+6}{2}+\frac{1+4}{2}+1+9=\bold{16} < /math > < math > \frac{1+6}{2}+1+1+9=\bold{14.5} < /math > < math > \frac{1+6}{2}+1+1+9=\bold{14.5} < /math > < math > \frac{1+6}{2}+\frac{1+4}{2}+\frac{1+4}{2}+1+9=\bold{18.5} < /math > =_=_ Two-handed sword The two-handed sword skill covers the use of two-handed swords and tsurugi. The only artifact using the two-handed sword skill is the The Tsurugi of Muramasa. In addition, strong humanoid monsters may be generated with a two-handed sword if they do not have a default weapon, especially if they are lords or overlords. Croesus is always generated with a two-handed sword. Two-handed swords can become a nuisance when cursed, because they prevent you from doing a number of actions, including actions that may be necessary to lift the curse, such as casting remove curse or accessing holy water or a scroll of remove curse stashed in a container. Thus, in spite of their high damage potential, two-handed swords are unpopular after the mid game. As of NetHack 3.6.0, the #tip command allows players wielding cursed two-handed weapons to get items out of a container, by emptying it on the floor. This makes curses on two-handed weapons slightly more manageable, but the other penalties of cursed two-handers still apply, so two-handed swords remain unpopular weapon choices. SLASH'EM introduces the Deathsword, an additional artifact two-handed sword, which is the second guaranteed sacrifice gift for Barbarians and has +14 damage and +5 to-hit against humans. It is chaotic for wishing purposes, but would be a waste of a wish with all of the excellent chaotic SLASH'EM artifacts. =_=_ Tsurugi Tsurugi are not normally generated, and serve as the base item for the Tsurugi of Muramasa (which its encyclopedia entry alludes to). A player that already has the Tsurugi, or else chose the Samurai role, can find a plain tsurugi in bones files if the dead character(s) would have had the artifact themselves - it is also possible to wish for an ordinary one. Tsurugi are heavily-damaging weapons that use the two-handed sword skill. They are inherently erodeproofed, being made of metal rather than iron. Though tsurugi do even more damage than ordinary two-handed swords, they are subject to the same disadvantages. Any role that is unrestricted in two-handed swords can also twoweapon, and there are weapon combinations that can do more damage than an ordinary tsurugi. =_=_ Long samurai sword =_=_ Naginata =_=_ Halberd =_=_ Lance Lances make up about 0.4% of randomly generated weapons (on the floor, as death drops, or in shops), and are included among the polearms that watchmen and soldiers in the Yendorian army can get as starting weapons. A lance can also be applied to pound enemies that are two squares away; however, there is a to-hit penalty for applying the lance when the wielder is at Basic skill level or lower. The range increases with skill level to a knight's jump away or even diagonally at Expert skill, making it possible to stay a knight's jump away from monsters with ranged attacks and pound at them without them being able to retaliate. The is where your character is standing. Spaces marked with a are too close to be hit, spaces marked with a can be hit even while unskilled, spaces marked with a can only be hit when skilled or expert, and spaces marked with an can only be hit when expert. The lance is an extremely heavy weapon (more so than any other weapon in the game except the heavy iron ball), and its base damage is quite low. If you simply want a weapon for pounding, any other polearm is preferable to it. However, jousting more than makes up for the lance's base damage and allows it to become potentially the most powerful non-artifact weapon in the game, making it well worth using. As lances are difficult to come by, it will be hard for you to find a replacement should yours break. Positive Luck reduces the chance of breakage - with Luck of 0 or lower, you should probably only apply your lance at range, and switch to another weapon or retreat when opponents close in. A deadly jousting tactic is to let the monster come into applying range, then apply the lance on it until it moves adjacent, then hit it normally. Since at high skill levels a joust is nearly guaranteed, the monster will be pushed back for another round of lance thrusts, then will move adjacent again only to be jousted and so on until the monster is dead, usually without ever having an opportunity to attack. With their jumping ability, even low-skill Knights in an open space can make particularly good use of the strategy of keeping just enough distance between themselves and an opponent to apply their lance, denying it an opportunity to retaliate. The lance is basically a type of spear designed for use by mounted warriors. The stereotypical European knight's lance has a vamplate to prevent it from sliding out of their grip upon impact. They were usually one-use only, as they often broke. In contrast, the related spear is designed for thrusting and the javelin for throwing. A lance is too big for either thrusting or throwing. In SLASH'EM, lances and other polearms can be used to pound squares only an Expert in vanilla NetHack could reach, even when unskilled. =_=_ Broad pick =_=_ Morning star =_=_ Club A club is a kind of weapon. Clubs are made of wood and therefore will not be rusted by rust monsters or wetting; however, most iron weapons do more damage. SLASH'EM added two new items that use the club skill: the baseball bat and the torch. The first sacrifice gift for Rogues is the Bat from Hell, a chaotic baseball bat. The first sacrifice gift for Cavemen is Skullcrusher, a lawful club. =_=_ Rubber hose Rubber hoses do more damage than the bullwhip against small and large monsters, and are not rendered ineffective by thick-skinned monsters. Despite the ability to inflict more damage than a bullwhip and get through thick hide, the rubber hose is not particularly useful as a weapon and lacks its other utilities (e.g., disarming monsters). Players that seek it out at all use it for polyfodder, or else some novelty purpose as with most junk. =_=_ Quarterstaff A quarterstaff is a kind of two-handed weapon that appears in NetHack. When unidentified, it simply appears as a staff. Quarterstaves are made of wood, and thus susceptible to burning and rotting. All Wizards start with a blessed +1 quarterstaff. Quarterstaves make up about 1.1% of randomly generated weapons (on the floor, as death drops, or in shops). Arch-liches have a chance to be generated with a quarterstaff, but lack any weapon attacks and so will not use it in combat. Player monster healers have a chance of their initial weapon being made into a quarterstaff; wizards, including Newt from the Wizard quest, have a chance for their weapon to be a quarterstaff. The quarterstaff is a more than adequate starting weapon for a Wizard, but is much less effective than other two-handed weapons for general combat (e.g., a battle-axe or two-handed sword); a Wizard in the early game may still consider enchanting theirs to survive. The Wizard's starting weapon was changed to a quarterstaff in NetHack 3.3.0 as part of the process of merging of the influential Wizard Patch against 3.2.X versions into mainline NetHack; in NetHack 3.2.3 and previous versions, their starting weapon is instead a +1 athame. This was likely intended to compensate for increased power from the redesigned spellcasting system, which allows virtually unlimited casting of spells; it also indirectly nerfed their ability to make a reliably-engraved Elbereth (which could still be done, but required starting with an appropriate wand and was limited by its charges). The double lightsaber is a new weapon that uses the quarterstaff skill. SLASH'EM's version of the Lethe patch, SLethe, also adds a silver-capped staff that deals additional damage against silver-hating monsters. A very burnt quarterstaff can be found on the corpse of a wizard, along with a burnt robe, on the second level of the Ruins of Moria (clearly intended to be a reference to Gandalf). In Slash'EM Extended, the Death Eater, Acid Mage, and Electric Mage also start with a blessed +1 quarterstaff; the Cellar Child starts with a sticky cursed +3 quarterstaff. The Death Eater quest artifact, The Elder Staff, is a quarterstaff. Several new types of staff weapons are added as well, such as the silver-capped staff from SLethe and the battle staff. In SlashTHEM, the Death Eater role reappears along with their starting weapon and quest artifact. SlashTHEM also retains the the silver-capped staff and battle staff, and introduces new artifact staves as well: In xNetHack, the quarterstaff provides the same benefits as in FIQHack, improving spellcasting success rates and not blocking casting if wielded while cursed. This effect does not stack with other items that provide the same benefit, i.e., the robe and the wand of nothing. In EvilHack, there are now different spell-enhancing quarterstaves for every school of magic except enchantment spells. These staves are designed to make magic viable for non-dedicated casters where it would have been either extremely difficult or impossible to cast otherwise, and boost cast rates of spells for their school. The bonus given is a flat +50% spell success chance, applied after all checks except the check for body armor. In addition, Magicbane is now an artifact (plain) quarterstaff; all its other properties are unchanged. In dNetHack, the khakkhara and iron bar also use the quarterstaff skill. The khakkhara does less base damage against large monsters, but is made of silver; the iron bar does more base damage to small monsters, but is not randomly generated and only appears upon destroying a set of iron bars. The double lightsaber also appears, where it is known as a double force-blade. =_=_ Aklys In terms of stats, an aklys is just a club made of iron, with no advantage other than being lighter. It does the same amount of damage as a club (1d6 to small creatures, 1d3 to large creatures), and is worth just one zorkmid more than a club. Unlike the regular club, the aklys is coded as a projectile weapon, so it gets a +2 to-hit bonus when thrown. An aklys can be generated on any monster that does not have the strong monster attribute and can use a weapon, but has not received one. As such, the weapon is associated with gnomes, who fall into that subgroup and are spawned in large numbers in the early game, specifically in the Gnomish Mines - in practice, one is more likely to remember seeing a gnome using this weapon than any other monster. The aklys is tethered while wielded in the primary hand and behaves like Mjollnir when thrown - returning 99% of the time, and being caught 99% of the time if the character is not impaired (i.e. blind, stunned, confused, etc.). Unlike Mjollnir, the aklys does not have any class or strength requirement to be thrown this way. It has a max range of 4 due to the tether. Compared to a stack of dozen daggers, one aklys is far lighter and can be reused indefinitely, at least until it fails to return - and even then, it can simply be retrieved and re-tethered. The aklys also has higher base damage than a dagger, although daggers can be multishot to do more damage; however, it is usually easier to find a blessed and/or enchanted aklys in the Mines, compared to a stack of above-average daggers. On the other hand, the aklys needs to be wielded before being thrown, which means one action will be used switching to it before firing, and another switching back if the target gets close and you have a more powerful weapon for melee. There is also the small chance of backfiring, although it's far less devastating compared to having all your rings vaporized by Mjollnir. For cavemen and priests, who cannot multishot daggers but can achieve Expert in club, an aklys is definitely worth making their primary form of ranged/melee attack. Other roles can also choose to do so, although they may benefit more from using it as a backup when their primary projectile runs out. This lets them get away with carrying fewer projectiles than they would otherwise, leaving more room for them to carry other things. The word "aklys" comes from the Latin aclys, a Roman missile weapon. According to Roman-era reference works, the aclys is a small javelin or throwing spear, and so the word is usually rendered "javelin" in English translations of Roman works such as the Aeneid. The term has also been used by historians to refer to thrown blunt weapons from roughly the same time period. It is uncertain whether the "proper" plural would be "aklyses" (going by general English rules) or "aclydes" (by Latin rules) - in any case, the aklys does not stack, so it is unclear what NetHack would use. In D & D, the aklys appears in Unearthed Arcana (by Gary Gygax, co-creator of D & D) as well as Dragon Magazine Vol. 7, No. 2 (August 1982). It was described as "a weighted, shortish club with a stout thong (leather strap) attached to the butt. While it can be used as a hand-held striking weapon, its principal employment is as a missile. Once hurled, the aklys be retrieved by its thong." < ref > Dragon Magazine Vol. 7 No. 2, Page Six < /ref > It weighed the same as 35 gold pieces and serves the basis for making the aklys in NetHack a thrown club, even using the same base damage rolls. In NetHack, the aklys first appeared in NetHack 1.3d, where it had a relative probability of 1 in 99 < ref > http://groups.google.com/group/comp.sources.games/browse_thread/thread/ffca0cd03579c2d5/e566257de569b92b?lnk=st & q=aklys & rnum=1#e566257de569b92b < /ref > and weighed three units (for comparison, the two handed sword was the heaviest at four). This "rarity" was shared with many objects, including even the katana; this remained unchanged up to Nethack 3.4.3. =_=_ Thonged club =_=_ Flail A flail does decent damage and is relatively light, but the lack of any artifact flails makes it fairly worthless to invest skill points in. Priests are perhaps the only role that would benefit from training in flail. The word flail has been used somewhat loosely to describe any blunt weapon with one or more heads that are flexibly attached to a handle by a chain, rope, hinge, et cetera. While it may seem jarring to players familiar with Dungeons & Dragons weaponry to group nunchaku with the spherical-headed flails seen in media, the term has historically been used for both cylindrical- and spherical-headed weapons. Cylindrical-headed flails were two-handed weapons adapted from agricultural tools (used to remove the husks from grain by beating) and commonly used by infantry (perhaps including farmers who had to supply their own weapons). Compare the origins of many polearms. The Japanese nunchaku possibly had a similar origin. One-handed flails with spiked metal heads on chains (sometimes called a "mace-and-chain"), as seen in fantasy media, appeared in late medieval art, but it is unclear how common they actually were as weapons. The chain would have made the head(s) difficult to control, but might have allowed the wielder to hit targets behind shields. In the Convict Patch and variants that include the Convict role, a wielded heavy iron ball functions as a melee weapon that uses the flail skill. In some versions of the role, using the ball in combat even trains the skill. =_=_ Nunchaku =_=_ Bullwhip Balrogs are always generated with a bullwhip, and horned devils also have a 25% chance of being spawned with a bullwhip. In the balrog's case, the order of monster weapon preference means they will never wield it unless they somehow lose their guaranteed broadsword. Player monsters have a chance to receive a bullwhip as a random melee weapon; archeologists have a 50% chance of their melee weapon being replaced with a bullwhip. Bullwhips are low-damage weapons that are ineffective against thick-skinned monsters. In addition to its use as a weapon, however, it can be applied to snap it in a direction and perform a number of special tricks: < ref name="Use Whip" > < /ref > The success of these tricks does not depend on your actual skill with the whip. Instead, proficiency is based on your dexterity, whether you are an Archaeologist, and whether you are fumbling; whip tricks will always fail unless you are proficient. A character who is not an archaeologist must have a dexterity higher than 14 to be considered proficient. If applying a bullwhip at an enemy disarms them, the disarmed weapon may end up on the floor at the enemy's feet, on the floor at your feet, or in your inventory, depending on a 'proficiency' check. Disarming a pet does not reduce its tameness, but disarming a peaceful monster will anger it. Disarming is the only trick that whip-wielding monsters can use. It functions similarly to the same trick used by the player, with the following exceptions: Applying a bullwhip down towards an item while you are riding a steed or levitating will pick it up off the floor or out of a pool if applicable. A cockatrice corpse will not petrify you when picked up in this manner. When applying a whip downwards while riding your steed, there is always some chance (20-33%) that you will hit your steed instead. Applying the whip to snap it at your steed will cause it to gallop, temporarily increasing its speed but reducing its tameness; this includes hitting your steed while trying to pick up an item off the floor. Bullwhips are viable utility items, primarily sought after for their ability to pry desirable weapons out of the hands of a humanoid pet and/or forcing it to pick up and wield a different (usually better) weapon. While disarming thankfully does not constitute pet abuse, you will anger any peaceful monsters you disarm - using a bullwhip to grab the Minetown watch captain's silver saber is probably a Bad Idea if you expect to make off with it scot-free. Most monsters can wield bullwhips, but will prefer most other weapons over them, as indicated in the case of the balrog - though they will wield a whip over some weapons, such as quarterstaves and daggers. Players looking to levitate frequently (e.g., Barbarians using The Heart of Ahriman) will also want to carry a bullwhip with them in order to reach items on the floor, as well as those retrieving loot or thrown weapons from moats - since this is reliant on dexterity rather than weapon skill, all roles can make use of this through varying amounts of stat exercise. Beware: snagging a wielded footrice corpse with one pulls it into your hands and turns you to stone unless you are wearing gloves, in a stoning-resistant form, or are a golem (in which case you become a stone golem). However, picking up one off the floor this way is safe and will not endanger you. Flight will not allow you to pick up items from moats this way unless you are also levitating. Bullwhips can be used as an aid for riding players - in addition to increasing a steed's movement speed, all roles capable of advancing the whip skill can also advance the riding skill to basic. While the former can also be achieved by kicking your steed, rendering the bullwhip somewhat redundant, it is still useful for picking up items off the floor while unskilled if you encounter one early enough. The Archaeologist's starting bullwhip, along with the leather jacket and fedora, is one of the many trademark accessories of Indiana Jones, the star titular character of a franchise of movies made by George Lucas and Steven Spielberg. Jones in turn is based on the heroes of 1930s pulp serials and inspired the Archaeologist role. In NetHack 3.4.3, the bullwhip is often used to reliably disarm a figurine Archon and obtain Demonbane - monsters generated by figurines still spawn with their normal starting inventory in this version and some variants based on it. The bullwhip was also involved in a few now-fixed bugs: An Archeologist wielding a bullwhip will not fall through trap doors; this does not require a dexterity check. Objects on the trap door might still be shoved through. The Undead Slayer also has a 25% chance of starting with a +2 bullwhip; this is derived from the Castlevania franchise, where the whip is frequently used by the Belmont clan. Bullwhips tend to see even more use in SLASH'EM - players with powerful humanoid pets will want to enchant that pet's weapon so that it can take on late-game foes that need enchanted weapons of a certain level to hit. Additionally, vampire characters will want a bullwhip and a source of levitation to retrieve items in moats or pits. In Slash'EM Extended, in addition to SLASH'EM examples, the Zookeeper role also starts with a +1 bullwhip. Liontamer, a lawful artifact bullwhip, was adapted along with the role from NetHack-- 3.0.10 and made into their quest artifact; it has +5 to-hit and +8 damage versus felines. A Binder that advances the whip skill level to Skilled gains the see invisible intrinsic, and advancing it to Expert unlocks the poke ball technique. In UnNetHack, an archeologist corpse can sometimes be found under a boulder trap, and may be accompanied by the former adventurer's bullwhip. The Ruins of Moria branch always has an uncursed fireproof bullwhip, wielded by the unique balrog Durin's Bane. dNetHack also features Durin's Bane, this time as the quest nemesis of the dwarven Noble; it generates with a cursed +9 bullwhip. =_=_ Bow The bow is a type of launcher for arrows, used by wielding it in your hands, then using or to shoot them. In addition to the regular bow, there are elven, orcish, and Japanese bows. The Longbow of Diana is an artifact bow. The bow skill is only exercised when you fire arrows from a bow wielded as the primary weapon; although the fire command appears to work if the bow is in the off-hand, you are actually just throwing arrows by hand. The enchantment of a bow contributes to its to-hit (accuracy), but not to damage. The arrows' enchantment contributes to both accuracy and damage; unless you have maximized the enchantment for your arrows, it's probably better to enchant them first before doing anything to your bow. Interestingly, bows count as one-handed weapons, so you can switch to one without removing your shield, and wielding a cursed bow will still leave one hand free. =_=_ Elven bow In SLASH'EM, an non-cursed elven bow has a 1 in 3 chance of adding an additional shot to the multishot roll, meaning a player that would normally only shoot 1 arrow will shoot d2 arrows 33% of the time, a player that would normally shoot d2 arrows will shoot d3 arrows 33% of the time, etc. This bonus does not apply to dark elven bows. =_=_ Runed bow =_=_ Orcish bow =_=_ Crude bow =_=_ Yumi =_=_ Long bow =_=_ Crossbow Unlike bows, there is only one kind of crossbow. A Gnomish Ranger will begin the game equipped with one, and Gnomes may receive a +1 multishot racial bonus when firing bolts out of it. Crossbows always fire at their maximum range of 8, rather than basing their range on strength as other missile weapons do. However, crossbows apply a multishot penalty if their user is below a strength threshold. Gnomes need 16 strength for full multishot, while other races need 18 strength. The crossbow is the only launcher to use crossbow skill, and crossbow bolts are the only ammo to use it. There are no artifact crossbows in nethack. =_=_ Ring of gain strength Dropping a ring of gain strength down a sink produces the message "The water flow seems stronger now." If the ring's enchantment is negative, "The water flow seems weaker now." This ring is generally not considered useful, but it can be used to slightly increase carrying capacity or give a small boost to melee damage and accuracy. Characters with low strength such as an early healer or wizard should consider using one. =_=_ Ring of gain constitution Dropping a ring of gain constitution down a sink produces the message "The water flow seems greater now." If the ring's enchantment is negative, "The water flow seems lesser now." This ring should be worn before leveling up to increase the number of hit points gained. It can also be used to increase the player's carrying capacity, which is calculated from strength and constitution. The boost to constitution exceeds racial limitations up to a maximum of 25, although in practice any value past 19 is functionally identical in most cases. Before NetHack 3.6, a ring of gain constitution of any enchantment could be used to drain levels and regain them for a virtually limitless amount of hit points. See drain for gain. =_=_ Ring of increase accuracy A ring of increase accuracy adds its enchantment to your to-hit rolls. The enchantment can be altered by charging. Like the ring of increase damage, it can be eaten for a chance at obtaining an intrinsic accuracy bonus provided it is of an edible material. The ring is tricky to identify unless the player starts with it, however, as there is no message upon donning it. Using a source of enlightenment can allow you to deduce that an unidentified ring is increase accuracy; there will be a line stating your bonus or penalty to hit. Dropping this ring down a sink produces the message "The water flow hits the drain." If the enchantment is negative, the following message appears: "The water flow misses the drain." In the early game, weaker roles may benefit from the accuracy bonus while training weapons from unskilled to basic. Monks who decide to wear body armor may benefit from accuracy bonuses well into the middle game. For most other middle and late game characters, this ring is best used as polyfodder. Eating the ring is rarely helpful, as eating jewelry generally requires polymorph control, which is hard to obtain in the early game. Although no NetHack variants change the function of this ring, it's worth noting that several variants have enemies with exceptionally high AC, such as One-Eyed Sam in UnNethack, SLASH'EM, and DynaHack who often has AC -20 and below. Also of note, UnNetHack nerfs the bonus that luck gives to accuracy to Luck/3, while DynaHack removes it entirely. Ingesting or wearing rings of increase accuracy may prove useful in these cases. =_=_ Ring of increase damage A ring of increase damage adds its enchantment to your damage rolls. The enchantment can be altered by charging. This does not affect damage you deal with spells. The effect stacks if you wear two of them. The ring provides a flat boost to damage. While this is always beneficial, enchanting your weapon to +7 will give better results in most situations and does not require a ring slot. This ring is most useful when dual wielding or throwing multiple projectiles, as it will add the damage bonus to each attack. Monks relying on martial arts may also find it to be useful, as they otherwise have few ways to improve their damage. =_=_ Ring of searching As automatic searching is difficult to gain intrinsically, this ring can be useful. With help from this ring, you save time finding secret doors, and reduce the chances of blundering into traps. =_=_ Category:Dwarvish items =_=_ Category:Elven items =_=_ Infravision Infravision is an intrinsic property possessed by dwarves, elves, gnomes, and orcs. Many monsters also have this ability. Humans do not have infravision: to make use of it, they must polymorph into some other monster that has infravision. Infravision allows a character to detect warm-blooded or fire-based monsters in their line of sight, even if that location is unlit. Such monsters are known as infravisible. Infravision does not detect invisible creatures. =_=_ Dark Dark is a type of damage used by some monsters in dNetHack. Constructs and primordial beings are innately immune to dark damage, while angels, demons, animals and mindless creatures have partial resistance. =_=_ Hack-and-back =_=_ Bugbear The bugbear is a classic D & D monster, and appeared in its first supplement. The monster takes its name from a creature of folklore. =_=_ Dwarf lord =_=_ Dwarf king =_=_ Gnome lord =_=_ Gnome king =_=_ Woodland-elf The Woodland-elf, , is a monster in NetHack. As the weakest of the randomly generated elves, they are welcomed by non-elven players as a 27% chance source of sleep resistance. They can be generated with any type of elven equipment of which they will make use. =_=_ Green-elf The Green-elf, , is a monster in NetHack, only slightly stronger than a Woodland-elf. As with all elves, their corpses have a chance of granting intrinsic sleep resistance and they can be generated with any type of elven equipment of which they will make use. =_=_ Grey-elf The Grey-elf, , is a monster in NetHack, only slightly stronger than a Green-elf. As with all elves, their corpses have a chance of granting intrinsic sleep resistance and they can be generated with any type of elven equipment, which they will use. =_=_ Elf-lord The elf-lord, , is a monster in NetHack, slightly stronger than a Grey-elf. As with all elves, their corpses have a chance of granting intrinsic sleep resistance when eaten and they can be generated with any type of elven equipment, which they will use. =_=_ Elvenking The Elvenking, , is the strongest of the elves, and like all elves have intrinsic sleep resistance. Their corpses have a 60% chance to grant sleep resistance, which is the second-most among elves. They share a colored glyph with the Wizard of Yendor. Elvenkings can be generated with any type of elven equipment, and are eligible for offensive, defensive and miscellaneous items. They may be also be generated with a pick-axe (especially on special levels) and, very rarely, a crystal ball. Elf-lords can grow up into Elvenkings. Outside of normal generation, Elvenkings can be found in throne rooms occupying the throne itself, and are more likely to be found in much deeper throne rooms within the dungeon; Elvenkings are also eligible for the summon nasties monster spell. In addition, on the Plane of Earth there is a guaranteed Elvenking with a 66% chance of carrying a pick-axe. When dealing with the Wizard of Yendor, if he summons nasties, far look any that appear to ensure you are targeting Rodney himself and not an Elvenking; as it is common practice to zap the Wizard with a death ray at the first opportunity, it especially helps to make sure you don't squander a valuable charge on the wrong target. The pick-axe from the Elvenking on the Plane of Earth can be used to navigate through the plane, but only consider this if there are little to no other options available; most players should have their own pick-axe or mattock along with several wands of digging handy by the time they reach the Elemental Planes, and the minotaur that also appears will provide another wand. =_=_ M2 NASTY =_=_ Summon nasties Summon nasties is a monster spell that appears in NetHack. It is a mage spell that can be used by monsters of level 16 or higher. When cast, a number of hostile nasties will be generated around the target; this can be affected by displacement or invisibility, depending on the caster. Monsters are created until either d() nasties which are neutral or co-aligned with the summoner have been created, or the maximum of 10 nasties have been created. Because of this, monsters of alignments with fewer co-aligned nasties will summon more nasties on average. Summoned monsters will be unable to use special attacks such as breath weapons for d4 turns. If this spell is cast in Gehennom, it is treated as if the Wizard of Yendor were summoning regardless of the caster, and there is a chance that a demon is summoned - thus, anyone capable of casting the spell encountered in Gehennom can summon a demon lord or prince this way. Both this and remote summoning by the Wizard of Yendor are considered neutral for this purpose. Summoned spellcasters will have a lower difficulty than the caster. will not summon , and vice versa. On the Rogue level, nasties not represented by an uppercase letter are less likely to be summoned. Monsters summoned in this fashion respect genocide, but not extinction: If a genocided monster would be summoned, it is replaced by an ordinary random monster (which is not guaranteed to be hostile). Spellcasting monsters generated this way need not be lower in difficulty than the caster. One option is to genocide the worst nasties: arch-liches and master mind flayers are good candidates for this. However, if the spell attempts to generate a genocided monster, it will instead generate a random one. Once the player has the Amulet of Yendor and is out of Gehennom, Archons and ki-rin are not unlikely random monster choices and may be summoned in place of genocided monsters. One good option for a player with a scroll of genocide would be to blessed-genocide . Liches are by far the most frequently encountered casters of summon nasties, and also the only ones that can be genocided anyway. Doing so will genocide only one nasty, arch-liches, and so will not greatly increase the probability of worse nasties such as Archons being generated by the spell. The worst place to meet monsters with this spell is on large open levels, such as Juiblex's swamp. On such levels, a summoner will often sit outside of the ring of monsters it has created around you and continue summoning, even as you attempt to fight off its minions. In this situation, the covetous behavior can be helpful; an arch-lich that warps to the upstairs may no longer be in sight, whereas a fleeing demilich will remain in sight and continue to fill the level with nasties. If you are unable to kill the caster and possess reflection and a permanent Elbereth, it is possible to wait on the Elbereth square for the caster to create a black dragon and wait for the disintegration breath to destroy the summoner, or possibly for a cockatrice to be generated and leave a corpse. This can be a life-saver if any of the demon princes appear as well. In versions prior to NetHack 3.6.1 and variants based on them, the monsters listed below qualified as nasties and were not restricted depending on alignment. Nasty selection on the Rogue level was not biased toward uppercase letters, and the number of nasties was simply d(). =_=_ Fountains =_=_ Ring of stealth Wearing a ring of stealth gives you extrinsic stealth and will auto-identify the ring unless you have another source of stealth. The ring of stealth is a good choice for avoiding sleeping monsters and tackling special rooms (such as the Sokoban treasure zoo), especially if you do not have intrinsic stealth, and you either have not found any elven equipment or else your current boots and cloak are useful enough as is (e.g. speed boots or a cloak of magic resistance). Its auto-identification is useful for saving players a trip to the sink. Characters with intrinsic stealth will find the ring redundant, and may opt to polypile them once they have it identified, as well as hanginh on to one in case intrinsic stealth is lost. =_=_ Ring of sustain ability When worn, it prevents the wearer's base attributes from being changed in any way, except by polymorphing into your own race. This includes stat increase through exercise, as well as stat loss from abuse. The ring is quite beneficial in short-term scenarios; for instance, if you lack poison resistance but have identified the ring early, it is useful to wear while eating poisonous corpses & mdash;this avoids the usual strength loss, and the ring can safely be removed after you have the resistance. As a more general use, it is employed to prevent stat loss from any sustained abuse, usually resulting from deliberate actions (e.g. constant satiation combined with a ring of slow digestion to save food). The ring can also be used to prevent the intelligence drain from a mind flayer's attack, but it does not directly protect against death by brainlessness; if your intelligence is already 3 when you put the ring on, then one successful brain-eating attack will still put an end to your game. The ring also does not stop the attack's amnesia effects. In addition to identifying it via sink or wand of enlightenment, a player can identify a suspected ring by wearing it and doing something that would alter their attributes, e.g. eating a tin of spinach, quaffing a non-cursed potion of gain ability, sitting on a coaligned altar, or applying a cursed unicorn horn. Before NetHack 3.6.1, a bug allowed you to use a ring of sustain ability to increase strength. When wearing the ring, if your nutrition status changes to Weak, your strength wouldn't go down as it usually does. However, if you then removed the ring and then raised your nutrition status to Hungry, your strength would increase as usual. This could be farmed or abused to raise your strength to its racial maximum, provided that you have a large number of low-nutrition comestibles (such as meatballs). You first get your nutrition status to Hungry, and then: =_=_ Ring of warning It is easy to identify; simply wear it and go to a dungeon level with monsters that you cannot directly see. The warning will cause them to be displayed as numbers (or colored question marks, if playing with tiles). Warning is a valuable property to have; while it does not explicitly reveal the identity of the creatures a la telepathy, it has a larger range than telepathy, and works while unblind unlike intrinsic telepathy. Telepathy also does not sense mindless creatures like undead, whereas warning works on all but monsters of level 4 or lower. However, several roles get warning intrinsically as they increase in level; for them, a ring of warning is obviously useless once they reach that point. =_=_ Ring of poison resistance This is an excellent ring to discover early in the game, if you can identify it. You should wear uncursed rings of 150zm base cost in the hope that a randomly found one might be poison resistance. =_=_ Ring of fire resistance Interestingly, it is more expensive than any other ring that provides an elemental resistance, with a base price of 200. See price ID. Dropping a ring of fire resistance down a sink produces the message "The hot water faucet flashes brightly for a moment." =_=_ Ring of shock resistance Wearing a ring of shock resistance gives you shock resistance. Unlike other rings, it is immune to electric damage, e. g. when a monster zaps you with a wand of lightning or a trapped chest explodes < ref > zap.c#3886 < /ref > . =_=_ Ring of teleportation The usefulness of teleportitis is rather schizophrenic; uncontrolled, it is usually considered a great annoyance, as you will often be teleported into danger (or worse, out of shops). Once the player gains teleport control, it is a great boon, and when combined with magic mapping, allows you to clear levels of Gehennom in seconds. The usefulness of this ring depends on whether or not you have teleport control, and how. If you don't have it, it is mostly useless below XL 12 (8 for wizards). After that point, it can be useful as a swappable escape item, but a wand or scroll of teleportation is probably preferable. If you have teleport control from a ring, whether or not to use this ring is a choice: if you choose to eat a corpse which conveys teleportitis, it spares you the ring slot if you want controlled teleports. However, you must always keep your ring of teleport control on, and if you lose it somehow, you are stuck with uncontrolled teleportitis. If you have teleport control intrinsically or from the Master Key of Thievery, you should pretty much always eat a corpse that conveys teleportitis instead of wearing a ring of teleportation. If you're using the Key, bag it when the Wizard appears. =_=_ Ring of polymorph This ring is usually generated cursed, because uncontrolled polymorphitis is really a pain. It can also cause system shock (unless you have control or are wearing dragon scales or dragon scale mail). If you are wearing an amulet of unchanging, the ring of polymorph will have no effect (besides the usual ring hunger). Dropping the ring into a sink will polymorph the sink into one of altar, fountain, grave or throne. This is a 3.6.0 addition integrated from UnNetHack. If you find a ring and test its price and BUC status, the chance of a ring of polymorph is given in the following table. You can rule out teleport control by walking on a teleportation trap and conflict by wearing it in sight of monsters. =_=_ Ring of invisibility This can be useful in the early game, as most monsters don't have see invisible, but eventually loses its usefulness as more monsters have this intrinsic. Zapping yourself with a wand of make invisible is a useful way to permanently make yourself invisible without taking a ring slot. =_=_ Ring of see invisible Dropping this ring down a sink while not blind produces the message < b > You see some air in the sink. < /b > Putting on this ring while not having the intrinsic, but being invisible (via ring, potion or other means) produces the message < b > Suddenly you are transparent, but there! < /b > This also auto identifies the ring. As invisible monsters are tricky to detect without other properties, this ring can be useful to tide you over until you can gain the property intrinsically. Wearing it constantly may not be necessary; just slip it on at first notice of a spellcaster turning invisible or assault by an unseen monster. =_=_ The sink looks nothing like a fountain =_=_ The sink looks nothing like a fountain. =_=_ The hot water faucet flashes brightly for a moment =_=_ The hot water faucet flashes brightly for a moment. =_=_ The water flow seems greater now =_=_ The water flow seems greater now. =_=_ The water flow seems lesser now =_=_ The water flow seems lesser now. =_=_ The water flow seems stronger now =_=_ The water flow seems stronger now. =_=_ The water flow seems weaker now =_=_ The water flow seems weaker now. =_=_ Category:Orcish items =_=_ Crude dagger =_=_ Talk:Instadeath Do we have a page on "delayed instadeath" i.e. things like food poisoning or strangulation that take time but will kill you unless you do something about it? Ekaterin 15:51, 9 October 2006 (UTC) Instadeath doesn't reduce hit points to zero. It just kills you. If you look in the high scores list, a character who suffers an instadeath is still listed in the scores list as having whatever number of hit points they had before they died. They're not listed as having 0 hit points. I think the sentences referring to hit points being reduced to zero should be removed. Djao 19:51, 5 January 2007 (UTC) Since there are like 46 known ways or something to get instakilled by cockatrices, I suggest creating a seperate article of ways to die from a cockatrice. I'll be creating it this week when I have time. krpors 09:20, 15 February 2007 (GMT) Is it really true touching Medusa's corpse is safe, but eating is not? Also, "contact attack" needs to be explained. --Tjr 19:47, 16 July 2011 (UTC) Once an eel destroyed my levitation ring over water with no adjacent land, and my character automatically swam to land IIRC. Are we sure that falling into the water with no adjacent land is always instadeath? 99.162.190.180 20:34, 16 July 2011 (UTC) =_=_ Server =_=_ Servers =_=_ Dgamelaunch mail dgamelaunch mail is a small patch to NetHack that allows people viewing a game in progress on a server that runs dgamelaunch to send mail to the player they're viewing. =_=_ Plane of Earth The Plane of Earth is the first of the Elemental Planes. It is reached by going up from the top level of the Dungeons of Doom while carrying the Amulet of Yendor. Most of the level is filled with solid rock, with some caverns scattered around as shown above. You will start the level in the bottom-right cavern. The portal to the Plane of Air is randomly placed in one of the other caverns. As of 3.6.0 there are additional single square caverns scattered around randomly in which the portal may also be. When you enter the level the Wizard of Yendor will make his only mandatory reappearance (helpfully carrying a spellbook of dig). There is also an Elvenking carrying a pick-axe and a minotaur with a wand of digging nearby. The remainder of the level contains 27 earth elementals, eight rock trolls, five stone giants, five pit vipers, three barbed devils, three pit fiends, a rock piercer, an umber hulk, a dust vortex, four stone golems, a scorpion, and a minotaur, distributed fairly evenly among the caverns. The Plane of Earth is the most straightforward of the planes. Once the Wizard has been dispatched, the only real challenge is locating the portal. Digging with a pick-axe or mattock should be avoided on this level if possible, not only because it is much slower than wands or spells of digging, but also because it will sometimes generate earth elementals and xorns ("The debris from your digging comes to life!"). If you must resort to this, you should always use a blessed pick & mdash;there is a 1 in 3 chance that a small area of rock around your character will immediately clear. ("A mysterious force [creates a/extends the] cave around you!") Otherwise, there is a 1 in 6 chance (1 in 4 if the pick is cursed) that "Crash! The ceiling collapses around you!", causing a similar small area around you to cave in, slowing progress. The single wand of digging dropped by the minotaur may not be sufficient to reach the portal, especially if exploration is required. Bringing a few wands of your own or a source of charging is strongly recommended, and there should be several available by the time you are ready to enter the Planes. Most of the monsters should pose no real threat to an ascension-worthy character. However, the many earth elementals are much tougher than those generated in the dungeons. As usual, they will phase through the solid rock to get to you; if you dig too slowly they may surround you, further impeding your progress. Conflict can help if you are surrounded, as does polymorphing into a phasing monster yourself, which will enable you to move around rapidly; the usual polyselfing caveats to those forms apply. The portal can be located by the usual methods & mdash;scroll of gold detection, wand of secret door detection, spell of , wearing the Amulet, and so on. Reading a cursed scroll of gold detection is the fastest and easiest & mdash;just remember where it was, because it will become invisible when you get near. Non-cursed scrolls also work but require becoming confused. Players who lack a confusion source for their scrolls of gold detection might want to seek out the umber hulk in the center of the level, as with some careful manipulation it is possible to enter the Plane of Air confused as well. If one lacks such resources it is possible, though much slower, to locate the portal by physically visiting each cavern and searching or walking over every square. Having the automatic searching intrinsic or extrinsic will be useful for this. =_=_ Plane of Air The Plane of Air is the second of the Elemental Planes. It is reached by a magic portal from the Plane of Earth. Only monsters that can fly (excluding trappers), can float, are amorphous, are noncorporeal, or are whirly will be randomly generated. The level consists of open air, with multiple opaque moving clouds scattered throughout. You enter the level somewhere in the left side of the level, and the portal to the Plane of Fire is somewhere in the right side. The level contains eleven air elementals, three floating eyes, three yellow lights, a couatl, three djinn, nine fog clouds, five energy vortices, five steam vortices, two jabberwocks, five random dragons, and three random , all placed randomly. As always, the priority is locating and entering the portal to the next Plane. The two primary challenges to this end are controlling your movement across the level and surviving the monsters and lightning strikes. Movement on the Plane of Air without either levitation or flight is hard - there is a chance of failing to move, with equal chances of exercising dexterity, abusing it, or neither. Every turn, there is a chance of lightning strikes. If you are inside the clouds when lightning strikes, you will be paralyzed for three turns and deafened for 30 & ndash;49 (more) turns; the paralysis ignores free action. The lightning strikes themselves can occur outside the clouds, but are reflectable. Even if you are not levitating at will, some of the effects of levitation apply. If you throw objects or kick monsters, you will be propelled in the opposite direction, in accordance with Newton's third law. If you want to escape a situation quickly, you can propel yourself by throwing junk objects - although you will then be left helpless for a number of turns equal to the distance you moved. If you don't have any sources levitation or flight, trying to move by struggling through the air will take far longer than any other method, making it much more likely that you will end up in the cloud banks at the wrong time. As indicated above, one way to travel without control of your movements is to throw objects in the opposite direction. This is reasonably expeditious, and may warrant carrying some light junk objects to the Planes if no other options are available. Another option is to get engulfed by a whirly monster (e.g., a steam vortex if you have fire resistance) and let it ferry you around - however, do not get carried into the clouds! The clouds move across the level, and whirly monsters can move near or into them while you are inside them & mdash;the tougher air elementals in combination with an ill-fated lightning strike can make short work of even a well-prepared character. If you find yourself engulfed by a whirly monster intent on dragging you deep into the clouds, do your best to break out as soon as possible. The monsters on this plane are fairly tough. The air elementals move much faster than even a very fast player and can dish out damage quickly; while a wand of slow monster or wand of opening will force them to expel you, the air elemental may likely re-engulf you before you can escape. They are also generated to be much tougher than the ones encountered in the dungeons; keep an eye on your HP and be prepared to expend some resources to escape and/or kill them when necessary. As mentioned above, they may also pull you close to or into the clouds, making escape paramount. Air elementals are susceptible to various spells and wands, such as the sleep spell, death rays, teleportation beams, and so on. Polymorphing is also a valid strategy, but carries the usual risks of producing something worse. As this plane has no normal floor, you cannot use Elbereth in emergency situations; the scroll of scare monster still works normally. Tooled horns and leather drums are also solid monster deterrents. You can also hide in the steam vortexes as mentioned previously - with fire resistance, they will do no damage and allow you to safely restore HP while engulfed, though the primary hazard then becomes the clouds and their aforementioned lightning strikes. Conflict is also viable to keep monsters occupied and away from you while you prioritize finding the portal. As with the other elemental planes, you must locate the portal. It is stationary, but not immediately visible, so the usual methods work nicely. As the area the portal can be placed in is relatively small, it is easier than usual to find it with the Amulet. The moving clouds, however, limit the reliability of a wand of secret door detection. In NetHack 3.4.3 and earlier versions, as well as variants based on them, the clouds do not move, and the layout is static: The best path for most players is to either break through the cloud bank at the narrow point near the middle of the map, or go around it altogether at the top. In UnNetHack, the escape portal can be located on either side of the Plane, even a few steps from your arrival point. =_=_ Magic fountain =_=_ Health =_=_ User:WikiTraveller =_=_ Praying Hi! Welcome, and thanks for contributing to NetHackWiki! Could you please create an account? It helps us keep spam down, because we don't have to check the edits of known-good users. It also provides more privacy for you. Our style guide and How to help pages are good starting points. -- SGrunt 13:27, 10 October 2006 (UTC) =_=_ Talk:Charisma =_=_ Strange object =_=_ Boh It began on Oct. 2006. I made my first ascension with the classy fighters, barbarians. Since then I have moved and ascended valks, tourists, wizards, knights and samurais. I have ascended 10 times with some of the ascensions having conducts like < i > wishless polypileless < /i > and that kind of stuff. Mostly done with RL luck, but anyways. I think my ultimate goal is to do every conduct and every role. Perhaps some more stupid ascension tricks as well, we'll see if I get bored to this ever. My current target is to ascend a Caveman or an Arc. My cavemen seem to always get mattock early on and they can use them better than arcs, who still can get pick-axe to Expert which obviously should matter, but not. I'd love to try gnomish arc but I hate peaceful Mines. A lot of good'n'easy XP is wasted when you can't slaughter the peabags called gnomes. My hiscore list (local). I try to update it whenever I do anything notable there. Nowadays I play a lot on NAO because I'm getting used to the lag which can be enormous at times. Points Name Hp [max] Yendor. - [273] Please have a look to my nethack site site. It may be down and sometimes very slow because of the connection (and location), but has some info, such as my YAAPs (most of them are in Finnish, unfortunately), but the recent ones are written in English (and with bad syntax). =_=_ Talk:Venom =_=_ Venom Internally, objects for venom exist (to act as the projectiles), but they almost always disappear upon hitting anything. However, you can create them by polymorphing into the respective mosters and spitting venom into water with the #monster command, e.g., on Medusa's Island or any pool if you manage to hit it exactly. The permanent venom objects can then be picked up the usual way by diving or by levitating with a bullwhip. And of course, a wizard mode wish can create them. They are listed under the inventory heading "Venoms", and both appear as "a splash of venom" when unidentified. When thrown, they will have the expected effects. A stack of them can also be quivered. Attempting to engrave with this item prompts a YAFM: "Writing a poison pen letter?" They can be greased (even though science is unsure how that works), but that is not necessary as they are surprisingly robust and waterproof. Getting venom objects out of a container is tricky, because the menu code doesn't expect them to exist. You must either switch the menustyle option to traditional or use the #tip command. A fun use is to blind the Riders with them: it's easier than polymorphing into a guardian naga on the Astral Plane, and they weigh less than a stack of cream pies. NetHack 3.4.3 would crash when listing the contents of a container with venom objects in it while generating the dumplog at the end of a game. In particular this meant you had to take all venom out of your bag of holding into your main inventory before ascending; otherwise, NetHack would segfault immediately before the ascension was counted as complete in the server stats. < ref > incomplete dumplog due to NAO server segfaulting < /ref > This bug has been fixed since 3.6.0. Hi! Welcome, and thanks for contributing to NetHackWiki! Could you please create an account? It helps us keep spam down, because we don't have to check the edits of known-good users. It also provides more privacy for you. Our style guide and How to help pages are good starting points. --Jayt 15:31, 11 October 2006 (UTC) Hi! Welcome, and thanks for contributing to NetHackWiki! Could you please create an account? It helps us keep spam down, because we don't have to check the edits of known-good users. It also provides more privacy for you. Our style guide and How to help pages are good starting points. --Jayt 15:31, 11 October 2006 (UTC) Hi! Welcome, and thanks for contributing to NetHackWiki! Could you please create an account? It helps us keep spam down, because we don't have to check the edits of known-good users. It also provides more privacy for you. Our style guide and How to help pages are good starting points. --Jayt 15:34, 11 October 2006 (UTC) Hi! Welcome, and thanks for contributing to NetHackWiki! Could you please create an account? It helps us keep spam down, because we don't have to check the edits of known-good users. It also provides more privacy for you. Our style guide and How to help pages are good starting points. --Jayt 15:37, 11 October 2006 (UTC) Hi! Welcome, and thanks for contributing to NetHackWiki! Could you please create an account? It helps us keep spam down, because we don't have to check the edits of known-good users. It also provides more privacy for you. Our style guide and How to help pages are good starting points. --Jayt 15:37, 11 October 2006 (UTC) =_=_ Talk:Nethack.alt.org weekly scorefest This is an entirely legitimate community event, so it may as well be in the main namespace :-) --Jayt 15:43, 11 October 2006 (UTC) Hi! Welcome, and thanks for contributing to NetHackWiki! Could you please create an account? It helps us keep spam down, because we don't have to check the edits of known-good users. It also provides more privacy for you. Our style guide and How to help pages are good starting points. --Jayt 15:45, 11 October 2006 (UTC) Hi! Welcome, and thanks for contributing to NetHackWiki! Could you please create an account? It helps us keep spam down, because we don't have to check the edits of known-good users. It also provides more privacy for you. Our style guide and How to help pages are good starting points. --Jayt 15:47, 11 October 2006 (UTC) =_=_ Talk:Monk I was going to add a couple thoughts on strategy, but decided that I don't have that clear enough in my head at this time. I did add the Magic section to lay the groundwork for the eventual Strategy section. Speaking of strategy, is it worth mentioning that turning into any kind of vampire as a monk is probably a Bad Idea? Learned this playing a doppelganger monk in Slash 'Em--#youpolyed into a fire vampire, and discovered that every time I landed the bite/drain lifeblood attack, I felt guilty. Also, as a vampire, you can't eat vegetarian food. (Not to mention that this is a bigger problem for non-doppelganger monks who can't turn back at will.) LNExtraordinaire There seems to be a conflict between the list of intrinsics gained at various levels, and the different intrinsics mentioned a couple of paras further down, which arne't in the list. If we do want one, I disagree that lawfuls have no advantage. They have all the advantages listed on the alignment page. Excalibur is better than Grand Master, especially if you can enchant it. Neutrals have great gifts to < i > wish < /i > for. Their < i > sacrifice < /i > gifts are a mix of good and bad. and Easier conduct rules doesn't make the game easier for new players. Theft and murder are generally not easy for a new player to pull off, and same-race sacrifice is not nearly as important as good artifacts (neutral) or good weapons and more peaceful mines (lawful). Derekt75 02:55, 14 April 2012 (UTC) Personally, I really like playing chaotic monks, especially if the spell I get is "sleep." The combination of spellcasting and fighting abilities makes it fairly easy to kill most monsters, especially if you can incapacitate them first--you can level pretty quickly. I've managed to kill all the minetown guards as a level 4 that way, which can make some decent money (and you can sacrifice them to counteract the alignment penalty). It also doesn't matter so much that the gifts all suck. LNExtraordinaire The article suggests wishing for The Eye of the Aethiopica (I chose a neutral monk specifically for this), but there's a trade-off here between spellcasting and reflection, since an armorless monk's only options for reflection are That leaves polymorphing into a silver dragon to wear the Eye and get reflection and cast spells. I just completed my first Wizard ascencion and had played a Valkyrie a bit and thought I'd try a monk. I found an early shield of reflection and am liking the stealth and melee abilities, and better HP than Wizards. Also looking forward to polymorphing myself since I may not have to worry about armor. Just found a single spear, but ranged fighting with a crossbow has been somewhat disappointing. I think spells would be the ideal ranged weapon, but casting Magic Missile without reflection (and reflection for your pet/mount) is asking for trouble. I picked The Orb of Fate for my wizard ascention and the half spell and physical damage, plus #invoke for level teleport were amazing. The weight was a bummer, especially when also carrying the Bell of Opening, but with a Helm of Brilliance, Gauntlets of Power only gave me 3% spell failure rate. It was late in the game and had been identifying gems and throwing them to co-aligned unicorns, but I don't think I ever had a spell fail. I agree that it would be nice to have more input on this page from someone who plays a Monk regularly. Someone else mentioned alignment and that would be nice to know about! It may be worth noting that in Slash'em, Monks reach Basic skill in Bows rather than Crossbows. The distinction can be a big deal in the early game where Monks are very limited in ranged attacks. Does anyone know the source for the supposedly Chinese I-Hsiu (I'm guessing pinyin: Yixiu for 一休). Sounds an awful like 一休宗純, but he was a Japanese monk, and in that language the name is pronounced Ikkyu. I'm pretty sure the story being referenced isn't a koan, and rather a matter of folklore or storytelling. Please tell me if koan and stories are equivalent. Although Zen has a presence in China, I don't consider it as famous as the Japanese variants. If the source of this text is indeed Japanese folklore, why this pseudo-Sinitic non-koan via Japan? Feels kind of like a rec center Wednesday afternoon dojo taught by Mike sensei. =_=_ Rogue level NetHack is a roguelike game, but there is one special level that is more like Rogue than the others. This Rogue level is a reincarnation of the original Rogue. The welcoming message you receive is: You enter what seems to be an older, more primitive world. This special level is guaranteed somewhere in each dungeon, between levels 15 and 18 inclusive of the main dungeon. Here is a list of traits from the older Hack and Rogue games that you can also find in the Rogue level of NetHack. There will also be a named ghost on this level, guarding a fake bones pile, possibly including a cheap plastic imitation of the Amulet of Yendor. By default the ghost will be named after one of the creators of Rogue, either Michael Toy, Kenneth Arnold, or Glenn Wichman, but the ghost's name can be changed using the environment variable < tt > ROGUEOPTS < /tt > . For example, if the variable is set to < tt > name=X < /tt > , then the ghost's name will be X. The loot being guarded by the ghost includes: Each of these items except the food and the amulet has a 75% chance of being cursed. In Rogue, the player's starting weapon was a mace, which accounts for its presence here. Hi! Welcome, and thanks for contributing to NetHackWiki! Could you please create an account? It helps us keep spam down, because we don't have to check the edits of known-good users. It also provides more privacy for you. Our style guide and How to help pages are good starting points. --ZeroOne 14:07, 12 October 2006 (UTC) =_=_ Hearse Hearse is a program that exchanges bones files. It is to be run after NetHack has left a bones file, and it will connect to a central server. If Hearse finds that the local copy of NetHack contains new bones files it will upload them to the server and download random bones files of the same dungeon level. It is even possible to receive bones files that originated from the connecting computer. The Windows version of Hearse and other versions are not the same. The configuration file for the Windows version allows for up to five extra bones files to be downloaded if you are running short of bones. This way you will never have to play a bones-less game. =_=_ Hack-and-Back =_=_ Talk:Hack-and-Back =_=_ Hit-and-run =_=_ Talk:Tin I am sorry but how do you open a tin. The article says you can open a tin using your currently wielded weapon. Does the frequency with which tins of various kinds are generated correspond to the frequency with which random monsters would be generated on that level? I just found tins of dingo and wolf on the Samurai quest, where random monsters are very likely to be canines; is this coincidence? The effect is pretty minor: if the tin you're eating may save your life, skip a call to stop_occupation() that would otherwise interrupt you. As of 3.6.1, there's only one such location: the final turn before turning to stone from delayed stoning. There's some calls for sliming and vomiting, but nothing can cure those at the moment (however unknown tins are assumed to always be helpful). I'm not seeing any other behavior - no messages, no immediate consumption of the tin to guarantee saving you. I haven't checked github for any 3.6.2 planned items, however. It's currently so minor I'm not going to work it in to the page, but I felt it was worth mentioning somewhere. -- Qazmlpok (talk) 22:27, 12 April 2019 (UTC) =_=_ It turns out to be empty =_=_ It turns out to be empty. =_=_ Talk:Pet Will someone please list the growth of cats and dogs? Is it just Kitten, Housecat, Large cat? Are there more cat stages? What are the dog stages? How do I keep a pet tame if it doesn't eat? I have a level 37 Arch-Lich, and I feel like I should be the one at the end of the leash. I'm terrified this thing will go hostile and I'll have no way to kill it. --66.23.133.52 02:13, 3 July 2007 (UTC) The Article says I can ressurect dead pets. But on the 2 times I've tried that (with a wand - my caracter is a Ranger), the pet was ressurected hostile. I don't remember what was the first pet, but it was some minor pet like a dog or cat. The latest one, which I've just lost, was a Silver Dragon. I've lost him on Fort Ludios, to a bunch of other dragons. When I zapped undead turning on his corpse, he came back hostile, and I couldn't do anything to tame him back (well, I've tried throwing tripe rations, but he wouldn't catch it - he used to when he was tame). Had to kill him... :´-( Did I do something wrong? Or is the tame status of a pet just random when he is turned from the dead? --Cronot 16:16, 29 August 2007 (UTC) My dog (on a leash) keeps whining, without me #chatting to it. I did not hit it, and it is not hungry. Can someone explain why? --99.224.117.3 17:24, 27 October 2007 (UTC) How do you get rid of pets? With a scroll of taming I have somehow managed to get a pet Gremlin on Medusa's level, and needless to say it's VERY annoying (I have 64 1-hp pet gremlins now). How do I get rid of them? I have better pets I need to magic whistle, or else I'd just kill Medusa and get out of there. 24.91.251.8 23:41, 31 December 2007 (UTC) I too need a way to kill a pet, not just leave it behind. Explanation: I have an archon, that came from a figurine, Its well equipped. I want its sunsword, and the speed boots it picked up and the unihorn I gave it. Leaving it on a level to go feral would 'get rid of it' but I want its inventory! So Im asking again, how do you > !KILL! < a pet? What does this message mean? I just got it, and it wasn't listed on this page and I couldn't find it elsewhere either. The situation was like this - my pet (a kitten) had fallen down a trap door a while ago, but I stayed on the same level because there was an altar. Then when I finally followed it, I got this message as soon as I entered the level. I haven't found my pet yet, does this mean it's dead? 88.196.126.191 18:15, 28 June 2008 (UTC) Early on as a Knight, my pony triggered a bear trap. When I tried to untrap it, it suddenly died and got "You hear the rumble of distant thunder..." (as well as a level up, lol). Does attempting to remove a bear trap harm the creature that is in it? Or did I somehow accidentally attack it? (I was only level 1, so a regular attack wouldn't have been enough to kill it anyways, would it?) --206.75.50.122 03:02, 29 August 2009 (UTC) This article makes two separate statements about 'they say discretion is the better part of valor' in the first case claiming that pets don't seem to understand this and in the second case saying that they understand this innately. Which is it? At least don't use the same aphorism to describe two opposite behaviors. While a pet will never pick up (and therefore never wear) a cursed armor/weapon, hostile monsters have no such reservations. It is therefore possible to tame a monster that is already wearing a cursed item, and it will obviously be unable to remove it. In the past I tried applying a whip but it did not work (which means there's actually one advantage to wielding a cursed item; go figure). There is a mindflayer wielding a cursed club that I am trying to tame. After I manage to tame him, will there be any way to remove this club, or will he be stuck wielding a weapon that almost certainly has a negative enchantment until he dies? -- Qazmlpok 18:00, January 8, 2010 (UTC) Maybe we should add a section about healing pet. If you don't have healing spells, it's not obvious how to do it. Hitting them with healing potions works fine, but will scare them and decrease tameness. Throwing potions doesn't have those drawbacks, but you might miss. Also, I just checked the source and wizmode, and potions of restore ability and gain ability can also be used to heal a pet. All healing potions and restore/gain ability will always restore the pet to max HP, regardless of BUC status. So that's a very good way of using cursed potions of healing and potions of restore ability. The articles on potions could also mention that. I'm new here, that's why I haven't done it myself :) In the very common scenario that I am stood with a monster I want to shoot, but a pet is behind it (or just might be: in a corridor, dark patch or behind a boulder) can I do the following... (are they abuse/damaging)? I think a lot of pet kills for me as an early player was launching a ranged attack not knowing a pet has sneaked into a corridor or behind a boulder. Being Machiavellian and spoiled I will sometimes make the shot anyway. For any article content this might be more suited in Tameness. What do other players do: do they ditch their pets if they are dependant on a ranged attack? If you have tamed something besides a dog cat or horse, do you still feel worried when it's hungry, but outa sight, and sad when it dies (do you receive a message about your charachter doing so) (I'm guessing you do, but ask, anyway)?Slarty 21:32, September 1, 2010 (UTC) The list of good pets is way too long, and it isn't quite clear how good is good. I suggest sorting it by the situation a pet is useful in. For example, I see no reason to wish for anything else than a figurine of an archon. About half the pet types listed are good enough to accept as polytrap output if you're doing a pacifist. If you can cast charm monster, almost anyting that could kill you is better tamed. Finally, a lot of junk gets added by novice players who find out only a tame newt won't kill them if they hit a floating eye. Tjr 16:22, September 6, 2010 (UTC) My pet was frozen by a floating eye and I'd like to head downstairs now. What are means of unfreezing a pet?✑DemonSlayerThe3rd♠ 21:55, October 13, 2010 (UTC) Shouldn't Balrogs be on the list of good pets? I often see them cited as good pets for pacifists. P.S. Does anybody actually use pet skeletons? 75.25.42.215 01:08, 8 April 2012 (UTC) Hi! Welcome, and thanks for contributing to NetHackWiki! Could you please create an account? It helps us keep spam down, because we don't have to check the edits of known-good users. It also provides more privacy for you. Our style guide and How to help pages are good starting points. --Stefanor 02:05, 13 October 2006 (UTC) =_=_ Water prayer Hi! Welcome, and thanks for contributing to NetHackWiki! Could you please create an account? It helps us keep spam down, because we don't have to check the edits of known-good users. It also provides more privacy for you. Our style guide and How to help pages are good starting points. --Jayt 17:26, 13 October 2006 (UTC) Hi! Welcome, and thanks for contributing to NetHackWiki! Could you please create an account? It helps us keep spam down, because we don't have to check the edits of known-good users. It also provides more privacy for you. Our style guide and How to help pages are good starting points. --Jayt 17:27, 13 October 2006 (UTC) Hi! Welcome, and thanks for contributing to NetHackWiki! Could you please create an account? It helps us keep spam down, because we don't have to check the edits of known-good users. It also provides more privacy for you. Our style guide and How to help pages are good starting points. --Jayt 17:27, 13 October 2006 (UTC) =_=_ Hack and back =_=_ Scorefest =_=_ Watch out! Bad things can happen on Friday the 13th. =_=_ Talk:Spellbook of stone to flesh What would happen if you encountered a bones file, and the player was a statue and you casted stone to flesh on it? (Heh, that'd be cool if it became a co-op.)- - DemonSlayerThe3 :: The Neutral Gnomish Wizard, with my kitten Ellinis! 03:37, September 2, 2010 (UTC) =_=_ Vlad was here =_=_ Template:Glass color =_=_ Template:Mineral color =_=_ You produce a high-pitched humming noise =_=_ You produce a high-pitched humming noise. =_=_ You produce a high pitched humming noise =_=_ You produce a high pitched humming noise. =_=_ Magic flute A magic flute is a magical tonal instrument, and it can be used to play the passtune. Improvising with a charged magic flute will produce "soft music" ("piped" if hallucinating) and will put nearby monsters (including pets) to sleep unless they resist (see below). It also exercises dexterity and consumes a charge. Sleep resistance prevents this attack from succeeding. Monsters may also prevent the attack using their innate magic resistance. There is no message given if a monster falls asleep; the only indication without a stethoscope or similar tool is the lack of movement. The radius of the effect is < math > \sqrt{XPlevel \times 5} < /math > squares. At various levels this calculates to: Uncursed charging adds 1d4 charges to a magic flute. Blessed charging adds 2d4 charges. In either case, there is a maximum of 20 charges. < ref > , max 20 charges < /ref > The magic flute has its biggest advantage over the wand of sleep or sleep spell in that those methods are targeted in a single direction, while the magic flute is omnidirectional. This comes in handy in open-spaced levels where the player may be attacked from all sides, or as a defense against monsters who immediately summon other monsters completely surrounding the player. Similar to doorway combat, a player with stealth can use the sleeping monsters as protection, and funnel the remaining monsters through to fight them one-by-one. A player with the Tourist quest artifact, The Platinum Yendorian Express Card, can make frequent use of the magic flute as it can be recharged infinitely. =_=_ Flute =_=_ Category:Musical instruments =_=_ Musical instrument Musical instruments are tools that can be applied to produce music, causing some sort of effect. Instruments in NetHack fall into two categories: tonal instruments, which can play tunes (including the passtune), and atonal instruments, which cannot. Some instruments are magical & mdash;they have effects beyond what their ordinary equivalent would yield. When they are uncharged, they behave identically to that equivalent. Every non-magical musical instrument except the bugle has at least one magical counterpart. Elven Priests and Wizards start with a non-magical musical instrument. If you are stunned, confused, or hallucinating, you cannot play tunes with any instrument; you will always improvise when playing a tonal instrument. Also, if you are stunned or confused, magical instruments (except the Bell of Opening) behave like their non-magical counterparts and do not consume charges when used. =_=_ Ttyrec A ttyrec is a recording of a terminal. For example, you can play a game of NetHack in a text-mode terminal, and record everything that NetHack shows. nethack.alt.org records all games. A ttyrec consists of many frames. Each frame is made up of a twelve-byte header and an arbitrarily long data block. The twelve-byte header contains two pieces of information: how much data is in this frame and a timestamp. The timestamp is very precise; it has microsecond precision. The header bytes are aligned like so: The bytes are in little-endian order (meaning least significant bytes first). You can portably read and process frames like this, in C: =_=_ Wizmode =_=_ Nethackrc =_=_ Squeaky board =_=_ Rust trap =_=_ Level teleporter =_=_ Anti-magic field =_=_ Numpad =_=_ Number pad =_=_ DECgraphics DECgraphics is an option that displays walls as continuous lines rather than as broken dashes, which is the best that plain ASCII can do. It also displays certain dungeon features with distinct symbols. DECgraphics is a smaller character set than IBMgraphics, so it is missing some symbols, particularly on the Rogue level. DECgraphics requires a display device that displays DEC Special Graphics. DEC Special Graphics works by sending the terminal an escape code which tells it to toggle to an alternate character set with line drawing characters. The curses SYMSET also uses DEC Special Graphics to approximate IBMgraphics. Because the DEC Special Graphics character set is limited and lacks the double line drawing characters, the Rogue level is rendered using only normal ASCII characters. The symbols affected by DECgraphics in the normal dungeon are listed here. DEC Special Graphics is a 7bit system. The code points listed here use the NetHack internal representation, which sets the 8th bit high. =_=_ Tooled horn Improvising with it will awaken (and possibly scare) nearby monsters & ndash; including pets & ndash; and will abuse your wisdom. Monsters are awakened if their distance to you is at most 5.48 times the root of your level, and are scared (if not resisted) if their distance to you is at most 3.16 times the root of your level. They have the usual resistance roll against the scare effect. BUC status has no effect. The tooled horn is a valuable item for pacifist players, as it can cause monsters that have engulfed you to spit you out. It will also scare monsters that do not respect Elbereth and unfreeze pets that have attacked a floating eye. =_=_ Fire horn =_=_ Wooden harp Improvising with a wooden harp will exercise your dexterity, and possibly make nearby nymphs peaceful; as a tonal instrument, it can be used to play the passtune to enter the castle. Nymphs will be made peaceful if you are not confused, and your experience level plus a random number between 0 and your dexterity is at least 26. =_=_ Harp Wooden will either play "a lilting melody" (which pacifies nymphs) or else it "twangs." If a harp produces "very attractive music" it is a magic harp instead. =_=_ Bugle The bugle is a tonal musical instrument that appears in NetHack. It is the only non-magical instrument that lacks a magical equivalent. Applying a bugle will allow you to play it. Improvising can awaken or scare nearby monsters, as with a tooled horn - however, it will also awaken, anger, and unparalyze all soldiers and watchmen on the level. Improvising abuses your wisdom. Soldiers themselves are capable of using bugles to the same effect - a soldier will only play it if there is another sleeping soldier in a 7 & times;7 square around them. A bugle can be a good substitute for a tooled horn - they are lighter and have a good chance of scaring most monsters outside of the Yendorian Army. However, they cannot be safely used in Minetown unless you neutralize the watch, and it is best to look for barracks on a level before using your bugle there. One of the higher-ranked Army members may carry a bugle and will wake up the rest of their sleeping comrades as soon as they get an opportunity, which may spoil a sleep or stealth-based approach you were employing at that point. Bugles are very useful tools for the late game and Endgame - as a tonal instrument, bugles can be used to play the passtune for the Castle, and they can keep hostile priests from surrounding you in the Sanctum and drive away air elementals on the Plane of Air. =_=_ Leather drum Applying a leather drum (or a depleted drum of earthquake) will "beat a deafening row!"; this will awaken and scare nearby monsters - including pets - and abuse your wisdom. You will also become deaf for 30-49 (more) turns. Monsters are awakened if their distance to you is at most < math > 6.3\sqrt{XL} < /math > , and are scared (if not resisted) if their distance to you is at most < math > 3.65\sqrt{XL} < /math > , where < math > XL < /math > is your experience level, with the usual check against monster magic resistance against the scare effect. The leather drum is not especially useful for most players, who will probably discard it or stash it for later polypiling, hoping for a more valuable tool. In addition, even fleeing monsters are reluctant to retrace their steps; in a corridor, they will often get stuck between you and the square they came from and continue attacking you. This is a bug that is fixed in Nitrohack. < ref > The relevant Nitrohack commit on github < /ref > A drum can become useful on the Plane of Air to scare away air elementals. If applied every few steps or when an elemental begins to approach, it is possible to avoid being engulfed most of the time. If engulfed, beating the drum will cause them to expel you and flee, although it may take several applications. One role that may find it worthwhile to carry is the Knight, as it can be used to awaken sleeping monsters and avoid an alignment penalty (it's still not the best tool for this job, as lighter and/or tonal instruments are also available). Since using it abuses wisdom, you might want to either restore stats lost to abuse with a unicorn horn, or engrave a few Elbereth to compensate the wisdom abuse (effective only if your stats are very low). Rogues may also find it useful, as they get bonus damage against fleeing monsters and it is easier to scare a large number of monsters with a drum than to engrave Elbereth against each one. Illiterate heroes can use a drum or horn as an Elbereth replacement, at least in open rooms. The drum has a somewhat larger range (and a bit more weight) than a tooled horn and is applied directly without having to answer the "Improvise? (y/n)" query for a tonal instrument. The drum is a valuable item for pacifist players, as it can cause monsters that have engulfed you to spit you out. It will also scare monsters that do not respect Elbereth and unfreeze pets that have attacked a floating eye. =_=_ Drum of earthquake Applying a charged drum of earthquake will will "produce a heavy, thunderous rolling!" This will create several pits around and possibly under you; it will wake up all monsters on the level, unfreezing them as well. Monsters hidden on the ceiling will be shaken off. Monsters within 23.7 Euclidean distance will flee if they don't resist, and peaceful monsters within a 4*((u.ulevel - 1) / 3 + 1)+1 wide square centered on you will become hostile. The Wizard of Yendor and other "meditating" monsters will only be awakened in that square area. The power of this item increases massively as you level up; at XL 30 it will create large fields of pits, as opposed to just a few around you. The pits created by a drum of earthquake can destroy altars similar to applying a wand of digging, and works even on undiggable dungeon levels. The high altars in Moloch's Sanctum and the Astral Plane will be unaffected. The drum of earthquake's random number and distribution of created pits makes it completely unreliable for opening a pit on a specific square. Be very careful using an unidentified drum on levels with peaceful monsters you don't want to provoke - in particular, creating an earthquake in Minetown or on the quest home level is a very bad idea. For scenarios where you do want to wake up monsters, the drum of earthquake is likely the best means of awakening the Wizard of Yendor without having to cross the Wizard's Tower. Rogues in particular can attract the attention of their quest nemesis, the Master Assassin, by applying the drum while standing at the bottom right square of the left section of the goal level - the earthquake effect will wake him up immediately. At a high level, it can be useful to immobilize most non-flying monsters on a level, such as the aligned priests and player monsters on the Astral Plane. It also has a niche application with levitation or flying, where it can be used while doing either to slow down pursuing monsters. The same strategies for a leather drum apply to a drum of earthquake with no charges. Additionally, a spare drum of earthquake is suitable polyfodder as a magical tool, and especially so for pacifist conduct players since opening pits under monsters can kill them, which breaks the conduct. =_=_ Drum Both items cost 25 zorkmids, so price identification is not available to tell them apart. In addition a drum of earthquake with no charges behaves exactly like a leather drum. =_=_ Grappling hook A grappling hook is a tool that appears in NetHack. When unidentified, it appears as an iron hook. It is also a weapon that uses the flail skill. You can attempt to grab an item on that square, drag yourself towards a spot on the ground, attack a monster, drag a tiny monster to you, or you may end up accidentally hitting yourself (doing 10-19 points of damage). You cannot hit yourself if you are Skilled or Expert. If you are Unskilled or Basic, there are equal chances of nothing happening, hitting an item, hitting a monster, hitting the ground, or hooking yourself. If you are at least Skilled, you can select which target you are aiming for. If Skilled, you have a 50% chance of achieving what you try to, and a 95% chance at Expert; otherwise, there are equal chances of each outcome other than hooking yourself. If you can't decide which to choose, you may type enter to trigger a random effect. A tiny monster may be dragged with a 25% probability; otherwise, it is simply hit. Larger monsters are always hit. When grappling a monster that is at least of large size and/or strong, there is a 25% chance that you will be pulled toward the ground instead, unless the space has water or air, in which case there is no effect. In Slash'EM Extended, the grappling hook is part of the levitator race's starting inventory. Since the levitator is permanently levitating and therefore unable to pick up items normally, the grappling hook is an important tool that the player will probably have to use in order to get items. For the levitator specifically, hooking oneself cannot happen, making it much safer to use the hook. However, the levitator race doesn't automatically get the flail skill; it's a good idea to combine it with a role that has it, and try to reach Expert to greatly reduce the amount of tries it takes to snatch an item. =_=_ Template:Gold color =_=_ Candelabrum of invocation =_=_ Bell of opening =_=_ Meat stick =_=_ Kelp frond Perhaps the easiest way to harvest kelp frond is to cast or , levitate over the water and apply a bullwhip down. Juiblex's and Medusa's lairs are good places to collect kelp, but watch out for the eels. By the time a player has access to lots of kelp, food is usually not an issue anymore. In Slash'EM Extended kelp fronds have another use: throwing one to a monster flagged as "petty" will tame it. Keeping a petty monster tame can be done by using any vegetarian food, but another kelp frond is required to re-tame a petty monster gone feral. =_=_ Orange =_=_ Pear A pear is a kind of comestible. It is considered vegan food. When you eat a pear or an apple, some YAFMs appear if you are running UNIX or Mac OS. See Apple#Messages for more information. =_=_ Melon The melon shares the same color glyph with the corpse of Medusa, which has an outside chance of resulting in YASD if the two are confused. =_=_ Banana A banana is a kind of comestible. It is considered vegan food. Bananas can sometimes be obtained from trees. Apes and monkeys can be tamed by bananas in 3.6.1; these two monsters, along with the sasquatch, regard bananas as treats, so you can train their apport with one. =_=_ Sprig of wolfsbane Wielding wolfsbane has no effect on lycanthropes or wolves (as opposed to garlic or other banes). You can't use wolfsbane to poison weapons, and it will not poison you if you eat it. Eating a cursed sprig of wolfsbane might interrupt your meal, so that half of the sprig remains uneaten. If you finish the meal it will nevertheless grant you relief from lycanthropy. NetHack is not real life; in real life, wolfsbane is extremely poisonous and should not be eaten. The name comes from the belief that it was unusually lethal to wolves. < ref > http://botanical.com/botanical/mgmh/a/aconi007.html < /ref > =_=_ Template:Organic color =_=_ Royal jelly =_=_ The Stake of Van Helsing The Stake of Van Helsing is the Undead Slayer quest artifact in Slash'EM. It is lawful for wishing purposes. Its base item type is a wooden stake, which uses the dagger skill. It has a flat +5 to-hit and +12 to-damage against all monsters, and provides magic resistance when carried. The name of the Stake is a reference to Abraham Van Helsing. This is fairly nice as quest artifacts go. Its damage bonus makes it strong enough to be a contender in SLASH'EM's endgame, while the periodic instakill is useful against annoyances such as vampire mages and fire/star vampires. Slotless magic resistance is also very useful, although as usual, if you are an undead slayer yourself you won't want to rely on this artifact for it. This is a decent candidate for a lawful artifact wish, especially given how the Sceptre of Might has been nerfed in SLASH'EM. Pacifists and other heavy pet-users will find this a very nice weapon for a pet Solar: it is one of the few ways to give them extrinsic magic resistance, and its damage bonus greatly augments Solars' already-impressive fighting capabilities. =_=_ Talk:Land mine I cannot add the tile for this item. The land_mine.png image is for the trap itself, not the item. I can't find the item image. --Someone Else 00:43, 16 October 2006 (UTC) =_=_ Vladsbane =_=_ Vladbane =_=_ Vladsmasher =_=_ Candy bar In food strategy, a candy bar enjoys a high ratio nutrition per weight. At fourth place, it ranks better than a (5th) food ration, but worse than a (2nd) pancake or (2nd) lump of royal jelly. You might save your candy bars until after you eat all of your rations. =_=_ Pancake A pancake is a kind of comestible. It is considered vegetarian, but not vegan. It has a nutrition/weight ratio of 100, equal to that of lumps of royal jelly, which makes it the second most weight-efficient food in NetHack, behind lembas wafers. =_=_ Lembas wafer A lembas wafer is a kind of comestible in NetHack. It is a vegan food, and has the highest nutrition/weight ratio of all the comestibles at 800 nutrition to 2 units; lembas wafers provide 1000 nutrition for elves, and only 600 nutrition for orcs. Lembas wafers can also tame cats and dogs. Lembas wafers take only two turns to eat, which gives them a high nutrition per turn; for all characters excluding elves or orcs, they are tied for the highest with K-rations. Non-cursed lembas wafers are never rotten, which makes them a safer option than most other comestibles if you must eat while hostile monsters are nearby. The combination of their high nutrition/weight and nutrition/turn makes them highly suitable for use in ascension kits, especially if players run into Famine; if you do not polypile food, you are unlikely to have enough lembas alone, so it is normal to make up the shortfall with K-rations. Prior to 3.6.2, orcish non-Wizards could potentially start the game with lembas wafers; there is code in prior versions intended to substitute tripe rations for lembas and cram rations, and 3.6.2 fixes a bug that prevented the code from working, making it no longer possible. In J. R. R. Tolkien's The Lord of the Rings, lembas was a lightweight, extremely nourishing food of the elves, which was given to the Fellowship to feed them on their journey. =_=_ Cram ration A cram ration is a kind of comestible. It is a vegan food, and is lighter but less filling than a food ration; their base nutrition/weight ratio is the same for most players, but dwarves gain an additional 100 nutrition from cram rations. C-rations and K-rations are similar items that can be found on Yendorian soldiers. Non-cursed cram rations are never rotten, which makes them a safer option than most other comestibles if you must eat while hostile monsters are nearby—this can be particularly useful during the ascension run or an encounter with Famine. Prior to 3.6.2, orcish non-Wizards could potentially start the game with cram rations; there is code in prior versions intended to substitute tripe rations for cram and lembas wafers, and 3.6.2 fixes a bug that prevented the code from working, making it no longer possible. =_=_ K-ration A K-ration is a kind of comestible in Nethack. It is similar to a cram ration, and is suitable for vegans. K-rations and C-rations are effectively identical, except that K-rations have a higher nutrition value. K-rations are not normally generated, but soldiers (of all ranks) have a 1/3 chance of starting with one, so they are commonly found while assaulting the castle and Fort Ludios. K-rations normally provide the highest amount of nutrition per turn, tied with lembas wafers; as of 3.6.1, lembas is superior for elves and inferior for orcs. K-rations also take only one turn to eat; while eating a multi-turn food item will be interrupted if you are attacked, eating a K-ration guarantees you will only be eating for one turn. This makes them valuable for the Astral Plane, especially when facing Famine. =_=_ C-ration A C-ration is a kind of comestible in Nethack. It is similar to a cram ration, and is suitable for vegans. C-rations are not normally generated, but soldiers (of all ranks) have a 1/2 chance of starting with one, so they are commonly found while assaulting the castle or Fort Ludios. K-rations and C-rations are effectively identical, except that K-rations have a higher nutrition value. C-rations can be eaten in one move, making them valuable for nutritional purposes when you are in desperate situations. However, K-rations are preferred on the Astral Plane for their higher nutrition. C-rations are a real-world ration type issued to U.S. military soldiers from 1938–1958 (the current issue is the MRE ration), most notably during World War II. They were very simple fare to say the least, and quickly gained a reputation for being monotonous. The first version of C-rations would contain one of the following selections: < ref > http://www.usarmymodels.com/ARTICLES/Rations/crations.html < /ref > The later (introduced early 1944) version came in two types, a “B” (for “bread and dessert”) unit and an “M” (for “meat”) unit. The “B” unit would contain strictly vegan components, so presumably, the C-Rations in the game are of this variety. A “B”-type C-ration contained: 5 hardtack crackers, 3 sugar tablets, 3 Dextrose energy tablets, and a packet of beverage mix (instant coffee, powdered lemon drink, boullion soup powder, orange drink powder, sweetened cocoa powder, or grape drink powder). =_=_ Gain ability =_=_ Potion of sake =_=_ Talk:Alchemy This article asserts that alchemizing for potions of gain level is not worth it. I happen to disagree, and I would very much like to see the author of this claim justify it. The inputs to a potion of gain level are potions of levitation and enlightenment. Levitation is something that even the potion of levitation page admits is useless, and the only benefit of enlightenment is that it raises intelligence and wisdom when blessed (the self-knowledge part of the potion is much better accomplished with a wand of enlightenment). The problem is that potions of enlightenment are so rare that the number of opportunities for stat boost is just not worth it. In most cases it's worth mixing a single potion of enlightenment with a much larger stack of potions of levitation to get gain level. In fact, even if your main aim is to get the stat boost, it's often better to alchemize for potions of gain level anyway, since gain level can mix with full healing to produce gain ability, and gain ability raises all your stats, not just intelligence and wisdom. Gain level is very useful not only for the (obvious) level gain but also because cursed gain level lets you (literally) ascend the dungeon quickly. If your alchemy attempt fails, you will either end up with a stack of random potions (30% of the time) or an explosion that loses one of each potion (10% of the time). In the latter case, you can just alchemize again, and in the former case, well, you were going to blank those potions of levitation anyway, so the only loss is the potion of enlightenment that you were dipping into. In most cases I would gladly trade a potion of enlightenment for a 60% shot at a stack of potions of gain level, and I can't see why someone would claim otherwise. Djao 09:24, 16 October 2006 (UTC) I also disagree with calling the potion of sickness recipe "mostly useless". Although !oS aren't everyone's cup of tea, poisoned missile weapons are strictly superior to unpoisoned if you're not lawful, plus it's nice to have a few to chuck at your quest nemesis or Death. Besides, !oFJ are even LESS useful and hard to dilute, so it's not like you're losing much. --66.23.133.55 16:09, 27 August 2007 (UTC) While excellent in many ways, this article does not mention stacking, and in fact appears to assume alchemy consists of dipping a single potion into another single potion. Stacking potions properly before alchemy is essential to get the most out of the technique. In Slash'EM, the article says dipping a gem into a potion will change its colour and resultantly the actual potion it is. So would dipping unidentified gems (As in could be worthless glass OR a valuable gem) at least allow you to manually identify them? Or would unid'd gems not have an effect? In this case Slash'EM makes gem identifying easier if what I suggested is true. --82.20.24.40 07:04, 16 May 2009 (UTC) Do you need one potion of acid for every gem you want to convert, or can you use one potion of acid for an entire stack of stones and get a stack corresponding potions? --AileTheAlien 17:51, 16 August 2011 (UTC) =_=_ Wand of make invisible Zapping the wand at a monster makes them invisible; zapping this wand at a peaceful monster will anger it. If you zap it at yourself, you become permanently invisible, unless you are wearing a mummy wrapping. Zapping the wand downward will make any engraving on that square disappear, as does engraving with it. Once a player is permanently invisible, this wand normally has little use; making your non-steed pets invisible does not give them a combat advantage. Pacifists will see lots of floating eyes, and may want the wand to make them invisible and render them safe for their pet to kill. =_=_ Wand of undead turning A wand of undead turning is a utility wand in NetHack with two functions. Zapping an undead monster deals 1d8 points of damage and will cause the creature to flee from you. This damage is doubled if you are a Knight carrying the Magic Mirror of Merlin. Alternatively, the wand can be used to unturn dead, < ref > < /ref > reviving corpses and rejuvenating eggs, though limitations apply. The optimum strategy, however, is to place the corpse of a monster and a locked container in front of an unlocked door & mdash;or an unlocked container in front of a locked door & mdash;and zap the wand at the door over corpse and container. If the corpse is revived, the wand is undead turning. If the contents of the container are revealed, the wand is probing, and will be formally identified as such. If the container (or the door) locks, it is locking, and will be formally identified as such. If door (or the container) unlocks, it is opening, and will be formally identified as such. Otherwise, the wand is nothing, and will remain unidentified. If the wand does not prompt you for a direction, it is either secret door detection, or, in some games, nothing. As of NetHack 3.6.0, a healer using the wand to revive a corpse will formally identify the wand if not blind (or, if hallucinating, not deaf). Hi! Welcome, and thanks for contributing to NetHackWiki! Could you please create an account? It helps us keep spam down, because we don't have to check the edits of known-good users. It also provides more privacy for you. Our style guide and How to help pages are good starting points. --Jayt 12:21, 16 October 2006 (UTC) Hi! Welcome, and thanks for contributing to NetHackWiki! Could you please create an account? It helps us keep spam down, because we don't have to check the edits of known-good users. It also provides more privacy for you. Our style guide and How to help pages are good starting points. --Jayt 12:21, 16 October 2006 (UTC) Hi! Welcome, and thanks for contributing to NetHackWiki! Could you please create an account? It helps us keep spam down, because we don't have to check the edits of known-good users. It also provides more privacy for you. Our style guide and How to help pages are good starting points. --Jayt 12:26, 16 October 2006 (UTC) =_=_ File:Landmine.PNG =_=_ Talk:Spellbook of blank paper =_=_ Burrrrp! =_=_ Talk:Valkyrie There's no need to sample a role's starting equipment when you can just check in u_init.c to find what the actual starting equipment is. It happens to be the following: (u_init.c#line153, u_init.c#line719) The sword, dagger and shield have < code > UNDEF_BLESS < /code > , so their BUC should be randomly determined, as though the item had been randomly placed. Check mkobj.c#mksobj if you want to figure out the exact probabilities. -- Killian 23:29, 16 October 2006 (UTC) I added a few items to the strategy section. It seems to me that Mjollnir gets a lot of stick from the original author(s), and I wanted to tone that down a bit. I've ascended two Valkyries armed with Excallibur for most jobs and Mjollnir for when you want that little extra something. It may not be absolutely optimal play, but it's adequate, simple and straightforward--like the Valkyrie herself. Mjollnir serves a relative novice (like me) very well.--158.111.4.27 17:48, 25 January 2008 (UTC) Hmm. Got signed out somehow.--Ckbryant 18:09, 25 January 2008 (UTC) =_=_ Talk:Blank spellbook =_=_ Biodiversity patch The biodiversity patch is a very large patch that adds several new monsters and contains other changes by Nicholas Webb. The current version is 1.2a for NetHack 3.4.3. For more information, visit the biodiversity patch's home page. The biodiversity patch also incorporates three patches from other authors, including the Heck² patch, the photography patch and a coin-flipping patch. UnNetHack and some other variants incorporate part of this patch, most notably the disintegrator, a much more dangerous cousin of the rust monster and the disenchanter. Some of the new names for generic dragons are also used in UnNetHack, but their breath types and resistances are randomized at the beginning of the game. =_=_ Variant thumb|The history of NetHack variant development in all its convoluted glory, as of February 2020. Black arrows indicate direct descent from a whole codebase; gray indicate inspiration or scattered features copied in. A variant (also sometimes known as a fork, mod, or patchset) is a copy of NetHack to which substantial code changes have been made. Most variants make changes to the gameplay, but this isn't a requirement: NitroHack, for instance, is a variant which makes huge code changes but does not change gameplay at all. The NetHack General Public License allows anyone to create a variant, provided that they use the same license. Then, features from that variant may be reused in other variants! Variants are distinct from patches. A variant typically contains a large amount of changes and has a broader goal, whereas a patch does one specific thing and contains only the changes required to make it work. Some variants were formed by applying multiple existing patches to the vanilla source code. A variant is either distributed as a very large patch against vanilla NetHack (uncommon nowadays), or as a separate source code distribution such as a public Git repository. All variants to date have the same overall goal that vanilla NetHack does: to enter Gehennom, retrieve the Amulet of Yendor, and bring it to the Astral Plane. If you are thinking about making a variant, consider consulting active variant developers on Libera for advice and early feedback on your ideas. dNetHack is a variant that does five main things: it greatly increases the number of artifacts, implements new monsters, re-organizes and expands the dungeon, attempts to re-balance armors, item appearances, and intrinsics to make more choices viable in the late game, and replaces the Elbereth mechanic with warding signs. It also incorporates the Pirate and Convict patches, and makes a few minor changes in existing classes and items. Most new artifacts have custom effects and/or invocations. Most new monsters have new attacks or other code support. Dungeon changes include: multi-level alignment “quest” branches, additional side branches off the main dungeon, and a shortened Gehennom, with demon lairs randomly drawn from a small pool and fewer straight-up maze levels. dNetHack incorporates code from many other variants and patches, such as SLASH'EM, and implements many YANIs from this wiki and from rec.games.roguelike.nethack. EvilHack was designed from the outset to be a much more difficult game to win than vanilla NetHack. The inspiration for this game mainly comes from the variants GruntHack and SporkHack, incorporating many of the same features that make those variants difficult in their own right. Some of those features have remained the same (for example, SporkHack's reflection changes), but many have been altered to set them apart and provide the player with a new experience. Elements from other variants have been included as well, such as from Slash'EM, SpliceHack, UnNetHack, and xNetHack. There is also a significant amount of custom content that has been developed that is not found in any other variant. More custom content will be added as development continues, mainly in the way of optional branch quests. EvilHack features new races and roles, new items (including object materials and object properties), an improved monster AI, a revamped Gehennom, several new monsters, and adds exciting and challenging experiences to virtually every aspect of vanilla NetHack. It can be played on the Hardfought server. FIQHack is a variant of NetHack 4 that has 3 main focuses: improving convenience and quality of life, improving monster AI and behaviour, and improving monster/player symmetry (i.e. making things behave the same for both). Aside from this, there have also been various other gameplay tweaks, as well as improvement of code quality. GnollHack is a variant of NetHack 3.6.2 developed by Sound Mind Games, a Finnish nonprofit organization. It adds numerous monsters and items, changes spellcasting, and adds Gnolls as a playable race (replacing Gnomes). It has a forum here. notdNetHack is a dNetHack fork that seeks to add more depth to the existing content of dNetHack while balancing and trimming out some of its points of failure. notdNetHack attempts to add fully complete features and content that feel like they belong with the existing dNetHack base while not being afraid to be different. Compared to SLASH'EM, Slash'EM Extended contains many new roles and races for the player to choose from, many new special levels, a lot of new monsters, and other changes (similar goals to the original SLASH'EM, which also aimed at adding lots of stuff, so this has even more). The main dungeon is a bit shorter in Slash'EM Extended than in SLASH'EM but the Gehennom is longer (making their lengths more like in vanilla NetHack), and the demon/devil lairs appear in a random order. And most importantly, Slash'EM Extended is hard as hell!!! SlashTHEM (github page) is a variant of Slash'EM Extended version 75. Its name is short for "Super Lotsa Added Stuff Hack & mdash;The Heavily Extended Mod". SlashTHEM is much easier to play than Slash'EM Extended, and one of its goals is to be as easy as SLASH'EM. SpliceHack is a variant that was unintentionally released only a few hours before 3.6.1; it is now based on NetHack 3.7.0. The main goal of SpliceHack is to make the game much more interesting and dynamic by adding additional content, while being as accessible as possible to those used to playing vanilla NetHack. A secondary goal is to maintain a level of balance and difficulty that is similar to vanilla. The variant is updated frequently, and YANIs are actively incorporated into the code. The author has described it as what SLASH'EM might look like if SLASH'EM had been based on NetHack 3.6.1. SpliceHack features a large number of new monsters, items, locations, and effects. It also includes a number of extensible and dynamic features, such as monsters that are random fusions of other monsters and allowing pets to gain resistances through corpses. It can be played on the Hardfought server. UnNetHack is a variant whose main intent is to put more randomness, challenges and fun into NetHack. UnNetHack incorporates many changes from other variants and patches as well as its own to form a fun and balanced variant. In the era of NetHack 3.4.3, it was described as “how NetHack would look today if the DevTeam didn't stop releasing”, but then the DevTeam did keep releasing, and brought in content from UnNetHack to boot. It is the most famous and popular of the actively developed variants, and frequently shares with and borrows from other variants. It features more levels, several UI improvements, and a lot of game play related changes. There are public servers via ssh nethack@hardfought.org (USA) and ascension.run. Its main goals are to fix balance problems in vanilla and remove sources of frustration, as well as experimenting with YANIs from the community. It also follows a unique development model of remaining up-to-date with the latest code added to vanilla, rather than being based on a static release; consequently, new features and improvements in vanilla always get included in xNetHack soon after they are added. Some of its features include special rooms in maze levels, an overhauled spellcasting system, several new conducts, and several UI enhancements. It can be played on the Hardfought server. DNHslex is a variant of dNetHack maintained by AmyBSOD. It adds more variety by enabling all role, race, gender, and alignment combos for playing, allowing many more monsters and items to be randomly generated, and adding new monsters from other NetHack variants as well. Apart from a bunch of monster shoes from SLASH'EM it tries to remain true to the spirit of dNetHack. GruntHack is a variant intended to extend and enhance the game's existing behavior rather than altering it in any thoroughly substantial way, such as objects of the same object type being made from different materials and occasionally possessing non-standard powers, monsters having different races and using more tactics when fighting other monsters, and more intelligent pet behavior. Though it enables the player to become significantly more powerful than in vanilla, a number of its changes add significant challenges to the early and late game, making it one of the most difficult variants. NetHack 4 is a merge of AceHack and NitroHack, and the official successor to both projects. It aims for gameplay similar to NetHack but with an improved interface. It combines the interface improvements and gameplay changes of AceHack (see its section) with the persistent inventory, larger message box, new status display, new options interface, fully remappable keys, new main menu and other features of NitroHack. NetHack Fourk is an experimental fork of NetHack 4. It has four main types of changes: balance adjustments and formula tweaks; differentiation of similar monsters, objects, and levels; consolidation of boring things; and monster letter reorganization. A lot of game mechanics work slightly differently than players tend to be used to. See the changelog for details. SporkHack is a variant actively developed and tested until December 2011; development was started up again in July of 2017 by community members Tangles and K2. The stated purpose of the variant is to try to bring more challenge to the vanilla game for experienced players, as well as to make things less boring for all players. A patch and a Windows binary are available from the home page; the patch can be applied to a standard NetHack 3.4.3 distribution. SporkHack contains "more interesting" Caveman and Knight roles, and a number of balance adjustments throughout the game to spells, monsters and items... as well as intangibles such as the "to hit" formula. There are also cosmetic changes, for example the master lich is a green L. Latest development of SporkHack includes bugfixes and functionality enhancement; no changes affecting gameplay or the original author's intent have been made at this time. The repository for version 0.6.5 can be found on GitHub. The latest developed version (0.6.5) can be played online at the hardfought.org public server via ssh nethack@hardfought.org (discussion in #hardfought on Libera). The older version (0.6.3) can be played online on the em.slashem.me public server using ssh slashem@slashem.me. Not a seperate variant per se, but a maintained version of 3.4.3-NAO hosted on hardfought which still gets bug fixes as needed. AceHack is a variant of NetHack that has similar gameplay to NetHack 3.4.3 but an improved interface, e.g. walking into doors opens them automatically, background colors to distinguish tame/peaceful/hostile monsters and stairs under items, describing what's under the cursor while moving it in farlook, and warning before moving into lava. It also includes gameplay changes such as rerolling for items and attributes during character generation, auto-identifying some items under circumstances where the identity is unambiguous, making floating eyes unhittable instead of paralyzing, replacing Stormbringer's disabling of the peaceful attack warning prompt with aggravate monster when wielded, and replacing map and item identity amnesia with draining of skill and spell training. DynaHack is an experimental variant of NetHack. It mainly merges the new content and challenges of UnNetHack (up to version 4.1.1) onto NitroHack as a base, with its new resizable ASCII interface. It also includes the save system, many bug fixes and selected interface changes from NetHack 4, magical equipment from GruntHack, changes from other variants, and some original changes to add variety and fairness to the gameplay. Coming from Japan, NetHack brass (developed by Kōcha Yōkan, which roughly translates to "tea-flavored gelatinous cube") is lesser known among NetHack players who do not speak Japanese. The game is in English but most of the community uses Japanese. NetHack brass adds no new races or roles, but it has a few new items and a redesigned Gehennom. Its major features include the new #skills system and tweaks to how heroes gain experience levels and attributes. Minetown is now filled with shops, while the top of Sokoban offers prizes but permits the player to choose one and only one. Despite the many changes in this variant, they do not feel so drastic, and NetHack brass feels more like vanilla than the other variants. NetHack: The Next Generation was a variant that has mostly fallen into disuse. TNG contains several strange new monsters and items, but is mostly remembered for the Geek class and the Douglas Adams themed monsters. It features native netplay via its client (connect to nitrohack.org), and can support any client that can speak its new JSON-based protocol; a web client is planned. It uses an enhanced version of the Curses interface, has fully remappable key controls and character display, dungeon overview, and UI improvements from AceHack. It also records full play logs, allowing players to view interactive replays of current and finished games. Its savegame code is notoriously buggy, though. Development of NitroHack has stopped in favor of NetHack 4, itself a merge of AceHack and NitroHack. NitroHack also lives on in DynaHack, another modern variant that is based on NitroHack. Both NetHack 4 and DynaHack thankfully fix the buggy savegame code of NitroHack. Slash'EM or SLASH'EM, officially SuperLotsaAddedStuffHack - Extended Magic, used to be the foremost variant. This game and its ancestor variants are now part of vanilla NetHack < nowiki > ' < /nowiki > s game history, because of the reuse of certain SLASH'EM code in NetHack 3.3.0. SLASH'EM puts more effort into killing the hero; plenty of games end on dungeon level 1. There are more than plenty of new monsters, items and magic. The dungeon features several new one-level dungeon branches for the hero to die in. Three new portals lead to quests for artifact keys. The player also has a larger choice of races and roles than in vanilla, and that alone is enough to make an experienced NetHack player rethink strategy. SLASH'EM started as a combination of two other variants, SLASH and the Wizard Patch. In turn, SLASH was a merger of and addition to NetHack Plus and NetHack--. UnNetHackPlus is a variant whose main intent was to put more randomness, challenges and fun into UnNetHack (i.e. the same intent as UnNetHack). UnNetHackPlus incorporates many changes from other variants and patches as well as its own to form into a fun and balanced variant. It is the only known variant that outright removes Sokoban. Its biggest improvements live on, having been implemented in UnNetHack and DynaHack. nethack.alt.org, commonly abbreviated to NAO, is one of the oldest NetHack public servers, and by far the most popular. For many years, they maintained their own variant of NetHack, based on NetHack 3.4.3. It is meant to provide identical gameplay to vanilla 3.4.3. The changes they do include are bugfixes, interface improvements, removal of exploits, changes to allow tracking more statistics, a few popular patches, and minor miscellaneous improvements. It was long regarded as the best one to use if you wanted something as similar as possible to vanilla NetHack 3.4.3 but with the bugs fixed. However, it has largely been displaced by NetHack 3.6.1, which incorporates all of the bugfixes and nearly all of the quality-of-life improvements. After the release of 3.6.1, alt.org stopped hosting and updating it. It can still be played on hardfought.org. The source, for the time being, remains available at http://alt.org/nethack/naonh.php. The biodiversity patch by Nicholas Aodhagan Webb adds several monsters to the game, adjusts some monster behaviors and adds a few other features. This patch is about populating the dungeon with monsters, not about changing the dungeon. It even adds more trees. The Lethe patch by Michael Clarke seems to be only a minor change to the game, before you reach Medusa. There you find the River Lethe which leads you into a very different Gehennom. There are many new scares down there. If you are sufficiently powerful, then you can fight through it all, but it will be far more difficult than the boring and relatively benign mazes of vanilla. Type carefully, and do not step into the river that causes amnesia. At Moloch's Sanctum, the high priest of Moloch is Cthulhu... These days, more players choose SLASH'EM 0.0.7E7, which has most of the new items and monsters from this patch, but not the changed levels. Until the levels are integrated, one can play SLethe which includes the new levels. There is a 0.0.7E7F3 SLethe playground on em.slashem.me. =_=_ Talk:Bat That last edit to this page was too overelaborate. It needs to be cut down a bit. --Someone Else 13:51, 17 October 2006 (UTC) =_=_ Linley's Dungeon Crawl Linley's Dungeon Crawl (often called Dungeon Crawl or simply Crawl) is a roguelike game in a fantasy setting. Though NetHack has inspired many features of Crawl, the two games are very different. The creator, Linley Henzell, made slight changes to the NetHack General Public License to create the "Crawl General Public License", thus Crawl is free software. Crawl does not contain any source code from NetHack. Henzell created Crawl in 1995 and continued to improve the game until 1999. After that, he allowed a group of contributors to develop new versions of Crawl. Development stalled in 2003 with the release of Crawl 4.0.0 beta 26. The last developer, Brent Ross, proceeded to produce versions of Crawl 4.1 alpha until 2005. A variant called Dungeon Crawl Stone Soup has displaced the original game (somewhat analogous to how NetHack displaced Hack). This variant integrates various bug fixes, interface improvements, statistical tweaks, and new dungeon branches. Most Crawl players now play Stone Soup. Crawl characters have better vision, too. If you give enough attention to the first dungeon branch in both games, you will notice the difference between NetHack's dark corridors and Crawl's lit corridors. If you play Stone Soup, your characters will see very well around corners, because of the Permissive Field of View. Vision in Stone Soup is symmetric, so if you can see the monster then the monster can see you. But Crawl limits the radius of vision; a Crawl player may be unable to see monsters on the other side of a large room, but NetHack players always see as far as possible in lit areas. However, Crawl has subtle differences from NetHack that seriously affect how one plays the game. This presentation of the differences may be overly general, not to apply in all situations, so beware. Crawl's tty user interface is better than that of NetHack. NetHack's problem is its old source code and its desire to remain compatible with old Hack and NetHack versions. The default values of some options follow this desire. So < tt > color < /tt > defaults to false, and < tt > msg_window < /tt > defaults to 's' single rather than 'f' full, because older versions had no color and displayed only single previous messages. (At least < tt > menustyle < /tt > defaults to 'f' full instead of 't' traditional. Traditional menus are that primitive type being familiar to Hack players.) Crawl's manual is better organised than the NetHack Guidebook. Crawl's manual, a text file, keeps the less important material in appendixes, and shuns long alphabetic lists by presenting things in groups. A separate text file describes the options. Meanwhile, NetHack's Guidebook uses troff or TeX formatting, so that the DevTeam may create pretty PostScript and HTML versions of the Guidebook, not only plain text files. The development of Dungeon Crawl Stone Soup is quite open; the developers use a Git repository that provides public read access, they chat on a public mailing list, and they seek new contributors. Much play of DCSS is on public servers, and the most recent development version is normally available. =_=_ Wand of polymorph Wands constitute 4% of all randomly-generated items in the main dungeon, 6% in containers, 5% on the Rogue level, and 8% in Gehennom. There is a 4.5% chance that a randomly-generated wand will be a wand of polymorph. Zapping the wand in a direction will polymorph any monsters or items in its path; zapping the want at yourself will polymorph you, ignoring magic resistance. Monsters can zap this wand at themselves, but mercifully, this will not generate out-of-depth monsters. The advantage of using a wand of polymorph over other methods is that you do not need to use up a potion or be able to cast the spell; charging can also be used to extend the wand's lifespan. Wands are commonly used for polypiling and trying to polymorph your pet into something high-level; however, the latter carries the risk of system shock, unlike a polymorph trap. Polymorphing hostile monsters is generally a last-ditch attempt, as it can create even more dangerous out-of-level monster types, but it may be useful in specific situations, such as killing shopkeepers and fighting minotaurs. With polymorph control, you can zap the wand and choose what monster to become; see the section on polyself for details. If you have polymorph control or unchanging and are surrounded by hordes of nasty monsters, breaking this wand may be a fairly effective last resort to get out of such a jam, but it is entirely dependent on if the new forms are easier to deal with. You can also use this technique to polymorph hordes of pets into stronger ones, though be warned that you do not want to attempt this with pets that are too weak to survive the blast to begin with (such as jackals); a mass pet die-off can leave you with very low alignment. =_=_ Wand of opening A wand of opening can be used to unlock doors and containers, escape engulfing monsters, and remove punishment. The effect is identical to that of the spell . Regardless, if the zap strikes any monster, the monster does not necessarily get an immediate chance to attack the player, as it would with most spell strikes. This will not identify a wand of opening. =_=_ Wand of locking A wand of locking will close and lock chests and doors. If the door or the lock is broken, it will be repaired. If the doorway has no door at all, a door will be created. (If there is something in the doorway, the spell will not work.) Drawbridges will be closed. The effects of a wand of locking are the same as those of the spellbook of wizard lock; see further information at wizard lock. =_=_ Wand of probing In general, wands of probing act much like stethoscopes. Zapping one prompts the player for a direction, and if there is a suitable target, shows the name, alignment, level, HP, AC, and status of the target. Like a stethoscope, it does not anger peaceful targets. Unlike a stethoscope, it is a directional beam, allowing the remote assessment of the target, and it will also show the inventory of the target. =_=_ Wand of magic missile Wands comprise 4% of all randomly-generated items in the main dungeon, 6% in containers, 5% on the Rogue level, and 8% in Gehennom. There is a 5% chance that a randomly-generated wand will be a wand of magic missile. Monsters capable of wielding weapons have a chance of being generated with a wand of magic missile as their offensive item; shopkeepers have a 1/4 chance of being generated with one. Zapping the wand in a given direction will do a fixed 2d6 damage to monsters in its path, unlike the spell of magic missile; the ray can rebound off wall and hit targets repeatedly. Magic resistance negates this damage, as does reflection. Engraving with a wand of magic missile will give a unique message ("The floor is riddled by bullet holes!"), but will not auto-identify the wand. In the early game, this wand is often used up fast; its pitiful 2d6 damage very quickly becomes obsolete when better ranged options are found, and players will want to prevent monsters from getting a hold of it. In some cases, the wand's lifespan can be prolonged by intentionally rebounding the ray off walls, increasing the potential damage to 4d6. If you're levitating and want to engrave Elbereth, you may want to use a wand of magic missile to save a charge from a more useful wand of digging, fire or lightning; engravings will not erode while you are levitating. The canonical D & D spell of Magic Missile was a stereotypically puny level one wizard spell that quickly became a staple of the wizard class, as it was effectively a homing attack with each bullet doing its own damage roll, which can easily rack up significant damage short of the target having magic resistance. In NetHack, they can and do often miss the target. In Rogue, a wand of magic missile did 1d4+1 damage unless a given monster saves vs. magic ("The missile vanishes in a puff of smoke"); < ref > http://rogue.rogueforge.net/vade-mecum/#glossary < /ref > ; this is a rough translation of the spell into the world of Rogue. In Hack, it would always have the appearance of an aluminum wand < ref > http://homepages.cwi.nl/~aeb/games/hack/uni87a/part1 < /ref > and dealt 2d6 damage, < ref > http://homepages.cwi.nl/~aeb/games/hack/uni87a/part9 < /ref > which carried over into NetHack. =_=_ Wand of sleep When zapped, it emits a ray that puts monsters it hits to sleep for 6d25 turns, unless they resist. Bolts of sleep can bounce from walls and unrevealed secret doors, but are absorbed by non-secret or discovered secret doors. You can use it to help defeat (or escape) a difficult monster(s) unless they have sleep resistance; just be careful where the beam bounces. In a co-aligned temple, you can use this wand to park a heavy monster on the altar so that you can kill it there without having it run away from you. =_=_ Talk:Gem GEM("black opal", "black", 3, 1, 2500, 15, 8, GEMSTONE, CLR_BLACK), GEM("jet", "black", 6, 1, 850, 15, 7, GEMSTONE, CLR_BLACK), GEM("obsidian", "black", 9, 1, 200, 15, 6, GEMSTONE, CLR_BLACK), This seems like a bad idea. Random luck adjustment means you're likely to lower your luck if you have maxed it, or have a decent chance of making it negative if you haven't. It seems like it'd be a much better idea to simply throw the gems at a coaligned unicorn, and then use a pet to kill it if when you want your gems back. A well-trained warhorse is more than a match for one. -Ion frigate 01:53, 30 September 2011 (UTC) =_=_ Diamond =_=_ Ruby =_=_ Jacinth =_=_ Jacinth stone =_=_ Sapphire =_=_ Black opal =_=_ Emerald =_=_ Turquoise stone =_=_ Turquoise =_=_ Citrine =_=_ Citrine stone =_=_ Aquamarine =_=_ Aquamarine stone =_=_ Boots of water walking =_=_ Do not pass go. Do not collect 200 zorkmids =_=_ Talk:Glass Hmm, wait. Could zapping force bolt at gems be an easy way to distinguish between useless glass and expensive stones? --Someone Else 13:40, 19 October 2006 (UTC) =_=_ Talk:Rrllududab =_=_ Amber =_=_ Amber stone =_=_ Topaz =_=_ Topaz stone =_=_ Jet =_=_ Jet stone =_=_ Opal =_=_ Chrysoberyl =_=_ Chrysoberyl stone =_=_ Garnet =_=_ Garnet stone =_=_ Amethyst stone The amethyst stone is a type of gem which is soft and always violet in appearance. Its base cost is 600 zorkmids. Amethysts are a unique and useful means to identify both the potions of booze and fruit juice as well as the gem, since no other gem transforms a potion by being dipped into it. Identifying fruit juice will also distinguish it from the potion of see invisible, which has the same messages when quaffed. In SLASH'EM and dNetHack, amethyst stones can be used in gem alchemy; dipping one into a potion of acid produces a magenta potion. The amethyst is a real-life gemstone; the ancient Greeks believed that the stone protected its owner from drunkenness. Its name comes from the Greek ἀ a- (“not”) and μέθυστος methustos (“drunk”), which is why it transforms booze into fruit juice in NetHack. =_=_ Jasper =_=_ Jasper stone =_=_ Fluorite =_=_ Fluorite stone =_=_ Obsidian =_=_ Obsidian stone =_=_ Agate =_=_ Agate stone =_=_ Jade =_=_ Jade stone =_=_ Worthless piece of white glass =_=_ White glass =_=_ Worthless piece of blue glass =_=_ Blue glass =_=_ Worthless piece of red glass =_=_ Red glass =_=_ Worthless piece of yellowish brown glass =_=_ Yellowish brown glass =_=_ Worthless piece of orange glass =_=_ Orange glass =_=_ Worthless piece of yellow glass =_=_ Yellow glass =_=_ Worthless piece of black glass =_=_ Black glass =_=_ Worthless piece of green glass =_=_ Green glass =_=_ Worthless piece of violet glass =_=_ Violet glass =_=_ Flint stone Theoretically, eating a non-cursed flint stone would display the message "Yabba-dabba delicious!" and exercise your constitution. However, since no monster in the game is lithivorous (able to eat stones), this point is moot outside of variants. The message is a reference to the TV series The Flintstones and the Flintstones brand of children's vitamin tablets. In xNetHack, flint stones' weight is reduced from 10 units to 2; xNetHack displays the weight of items in the inventory, making flint stones trivial to identify. Additionally, flint stones are more likely to generate in stacks. Hobbits are always generated with a stack of flint stones to fire using their sling, and thus provide a plentiful source of them. =_=_ Talk:Loadstone Does this mean that all loadstones in containers are uncursed? Or does it use another gems generation %? I've actually found quite a few in containers, and if they are uncursed then that would make it a lot easier to find them early on in the game. --206.75.108.8 15:30, 13 October 2007 (UTC) Yes, this technique is easy, though I never tried. Take away all your inventory, save the loadstone and a pickaxe in a sack. Then go into a shop, drop your inventory on the entrance square, and then start digging in the shop. The shopkeeper will take away all your inventory, including the loadstone.--Newtkiller 18:24, 15 January 2009 (UTC) Loadstones always autocurse when leaving the player's inventory in any way. The only ways to get an uncursed loadstone on the ground are 1) to #force a chest with one of those rare uncursed loadstones, 2) presumably for a character with an already-uncursed loadstone in inventory to leave bones, and to hit that 20% chance it is not cursed again. Yes, it is theoretically possible this was done/carried by the late player of a bones file, but I believe this is so rare it only clutters up the article. That's why I removed the above. --Tjr 02:27, 6 August 2011 (UTC) I can't wiztest this at the moment, but wouldn't it theoretically be possible to get rid of a loadstone by repeatedly putting it in and taking it out of a cursed Bag of Holding? --12.207.212.134 16:25, 7 August 2014 (UTC) Loadstone could be considered for buffing into a HARD gem in future releases/variants, which would make it suitable for engraving. Academic, but neat, I think. This game is big on useless items that do one or two neat tricks. ——Bodark (talk) 15:56, 28 April 2015 (UTC) =_=_ Flintstone =_=_ Yabba-dabba delicious! =_=_ Template:Artifact weapon =_=_ Dragonbane Dragonbane is an artifact broadsword that grants a +1d5 to-hit bonus and does double damage against dragons; it grants reflection when wielded. Like most Banes, Dragonbane is considered to not be all that useful due to the narrow damage bonus. However, it is much more viable for general usage than the others: dragons are fairly valuable and dangerous targets, and the reflection it provides can mitigate the threat of their breath attacks, on top of possibly providing a more convenient source of reflection; Dragonbane is a more spellcasting-friendly source compared to a shield of reflection, and in some cases two-weaponing Dragonbane with a good offhand weapon offers better damage than a single weapon and shield. Dragonbane is thus also useful for procuring dragon scales to convert into dragon scale mail, especially used in conjunction with reverse genocide and an engraved Elbereth or scroll of scare monster. Knights, as well as Cavemen that receive Dragonbane as a sacrifice gift, may want Dragonbane in particular to deal with their respective quest nemeses, Ixoth and the Chromatic Dragon. Additionally, a chaotic character that gets Dragonbane from sacrificing will unrestrict the broadsword skill, allowing them to train in anticipation of Stormbringer. In EvilHack, Dragonbane has been switched to a pair of dragonhide gloves - when worn, it provides reflection and acid resistance, as well as warning against dragons. Dragonbane also has a 1 in 3 chance of causing passive damage to any dragon physically attacking the player and landing a successful hit (1d6 + 2). In SporkHack, UnNetHack and SLASH'EM Dragonbane is instead a dwarvish spear that confers fire, cold, acid, sleep, disintegration and shock resistance while wielded, and has a 50% chance of instantly slaying dragons (reduced to 20% in UnNetHack < ref > unnethack/artifact.c, line1161 < /ref > ). It also gets +d5 to hit and +d4 damage against all enemies. (If you are polymorphed into a dragon, a monster wielding Dragonbane can instantly kill you!) In FIQHack, Dragonbane is an artifact lance that confers reflection < ref > https://github.com/FredrIQ/fiqhack/blob/865c9091803e844b66255e122877ae6c70950e51/libnethack/include/artilist.h#L139 < /ref > . Because it is an artifact, it will never break when jousting. The damage bonus is changed from double damage to +1d20. Dragonbane has half the weight of a regular lance. It's the first sacrifice gift for Knights. =_=_ User talk:Egon =_=_ Werebane Werebane is an artifact silver saber that deals double damage to werecreatures in either human or animal form, and also protects against the lycanthropy effect of a werecreature's attacks. It does an extra d20 of silver damage against werecreatures in addition to the doubled damage, making it somewhat more effective than most of the double damage weapons. Werebane is not especially powerful in its own right, but receiving it as a sacrifice gift will unrestrict saber skill, which can be useful if you have already found Grayswandir sitting around in the dungeon. It also serves perfectly well as an ordinary silver saber, except that it cannot be used as a secondary weapon. Werebane also grants warning of demihumans, which include nagas, centaurs (but not sprow), deep, deeper, and deepest ones, manticores, (master) mind flayers, edderkops, elder brains, gnolls (including matriarchs and ghouls), githyanki pirates, (warrior) changed, alhoons, Medusa, Agalope, Maanzecorian, and Lugribossk In SLASH'EM, Werebane is a significantly better weapon. This is not primarily due to changes in the weapon, but because of the new features of werecreatures. SLASH'EM adds several new (and more powerful) werecreatures, and existing ones are harder to kill because of the changed nature of monster polymorph. Also, because SLASH'EM allows artifacts to be dual wielded in the off hand, it is an attractive second weapon. In addition, it has a chance of canceling affected lycanthropes, as most the other Banes do with their respective monsters. =_=_ Trollsbane Trollsbane is an artifact morning star in NetHack. It has a +1d5 to-hit bonus, does double damage against trolls and prevents their corpses from reviving while wielded. Like most Banes, Trollsbane is considered to be of limited use; while trolls are often troublesome, they are still a small group of the total monsters a player will encounter. Trollsbane is also further hampered by its base item & mdash;it requires the rarely-used morning star, which lacks any incentives to train it over using a more accessible weapon like Excalibur; even at +0 and with Trollsbane's doubled damage, Excalibur deals more damage on average (14 vs. 9). Trollsbane is made of silver and warns of trolls. It also deals extra damage to regenerating and covetous monsters, and instantly kills trolls and petrifies gremlins. In SporkHack, Trollsbane grants hungerless regeneration while wielded; it deals +d4 bonus damage to all monsters and has a 50% chance of instantly destroying trolls on a successful hit. In UnNetHack, Trollsbane also grants hungerless regeneration while wielded. It provides warning against trolls, prevents them from leaving corpses, and has a chance to instantly kill any trolls it hits. =_=_ Template talk:Artifact weapon =_=_ Acid venom =_=_ Blinding venom =_=_ Template:Artifact =_=_ Template talk:Artifact This new template does not seem to show an artifact's alignment. Because I often want to check whether an artifact is chaotic, should we add alignment to this box? --Kernigh 04:29, 22 October 2006 (UTC) =_=_ File talk:Lenses.png =_=_ File:Werejackal were.png =_=_ File:Werewolf were.png =_=_ File:Wererat were.png =_=_ Talk:The Staff of Aesculapius I tried moving the page myself, but Mediawiki won't let me overwrite The Staff of Aesculapius, and I can't delete it myself. Also, artilist.h defines the item's name as "The Staff of Aesculapius". All quest artifacts include "The" in their defined name, including all the quest artifact weapons. IIRC, wishing for the Staff will give you "a quarterstaff named The Staff of Aesculapius", but once identified, you see "the +0 Staff of Aesculapius". -- Killian 23:45, 23 October 2006 (UTC) It blasted me on invoke - "You are blasted by the staff named The Staff of Aesculapius' power! You feel better." 203.109.188.3 01:31, 6 April 2008 (UTC) =_=_ You feel like someone is helping you You receive the message "You feel like someone is helping you" after any of three events that can remove a curse from one or more items: =_=_ Staff of Aesculapius =_=_ Talk:Staff of Aesculapius Hi! Welcome, and thanks for contributing to NetHackWiki! Could you please create an account? It helps us keep spam down, because we don't have to check the edits of known-good users. It also provides more privacy for you. Our style guide and How to help pages are good starting points. --Jayt 16:37, 24 October 2006 (UTC) Hi! Welcome, and thanks for contributing to NetHackWiki! Could you please create an account? It helps us keep spam down, because we don't have to check the edits of known-good users. It also provides more privacy for you. Our style guide and How to help pages are good starting points. --Jayt 16:40, 24 October 2006 (UTC) Hi! Welcome, and thanks for contributing to NetHackWiki! Could you please create an account? It helps us keep spam down, because we don't have to check the edits of known-good users. It also provides more privacy for you. Our style guide and How to help pages are good starting points. --Jayt 16:41, 24 October 2006 (UTC) Hi! Welcome, and thanks for contributing to NetHackWiki! Could you please create an account? It helps us keep spam down, because we don't have to check the edits of known-good users. It also provides more privacy for you. Our style guide and How to help pages are good starting points. --Jayt 16:41, 24 October 2006 (UTC) =_=_ Talk:You feel like someone is helping you This shouldn't redirect to scroll of remove curse. There are other ways to get this message - spells, magic traps, etc. Lotte 17:15, 24 October 2006 (UTC) =_=_ Tsurugi of Muramasa =_=_ Level teleporting =_=_ Level teleportation =_=_ Template talk:ASCII The < nowiki > / < /nowiki > link is messing up for me. Bahh, it messed up here. Edit this page to see what I was trying to say. Why does it do that? --Someone Else 18:47, 25 October 2006 (UTC) Do we really want this template trying to look like an actual physical keyboard layout? IMO, those different-sized "keys" (eg. Uu, Jj, Nn) are just annoying. Also, there's no way we could support all the different keyboard layouts anyway. --paxed (talk) 07:21, 2 September 2012 (UTC) =_=_ Template talk:Armor =_=_ You suddenly yearn for your distant homeland =_=_ You suddenly yearn for your distant homeland. =_=_ You feel like the prodigal son =_=_ You feel like the prodigal son. =_=_ You suddenly yearn for your nearby homeland =_=_ You suddenly yearn for your nearby homeland. MadDawg2552 has been playing NetHack for several years. He has never had a legitimate ascension, only being able to ascend using Wizard Mode. The farthest he has ever made it without cheating was to the castle. I have been playing NetHack since 1995 or so. Might have been 1996... My dad recieved it from a friend for DOS on my 386sx in the form of a small stack of 5.25" floppies. It was probably 3.0.10 or one of the many releases in '96, but that's beside the point. I was addicted long before I turned 13, and have played off and on since then. I am now in college, and play enough that I have to watch myself and make sure I save time to study. If the DevTeam releases a new version before the end of the year, this semester is screwed... Oh, and in all that time, I have never ascended. -_- Sad, I know. Made it to the Planes quite a few times, then die. =_=_ Template:Helm top =_=_ Template:Cloth color =_=_ Template:Cloak top =_=_ Template:Gloves top =_=_ Template:Boots top =_=_ Talk:Barbarian The article states that barbarian start with only one food ration, although I started a game with 2 food rations and a carrot Accidentally added to the old wiki instead of here - I started with 2 food rations and a tin of fox meat. Not sure why; I've never had this happen before. Changed a portion of the skills section which suggested a silver spear at skilled did equivalent damage to a silver saber at basic. The statement was in direct reference to selecting a second weapon for #twoweaponing and therefore incorrect since Barbarian #twoweaponing is capped at Basic. Can't you just wait until they rot away, i.e. spend 250 turns on the quest end level? I guess if they rot away before they revive, you're done with them. --Tjr (talk) 07:23, 13 May 2013 (UTC) =_=_ Spell of sleep =_=_ Spell of cone of cold =_=_ Cure blindness =_=_ Spell of cure blindness =_=_ Plane of Fire The Plane of Fire is the third of the Elemental Planes. The level is full of lava, fire elementals, salamanders, pit fiends, fire and steam vortices, fire traps, and even a guaranteed red dragon. Only monsters with fire resistance will be randomly generated. You will arrive at the point marked in the lower-right. The portal to the Plane of Water is located on dry land, but not in the lower-right portion of the map (marked) < ref > Source:NetHack 3.4.3/dat/endgame.des#Fire < /ref > . The entire level is unlit. There are 40 fire traps placed at random on the level. Monsters on the level, randomly located, include a red dragon, a balrog, 19 fire elementals, six fire vortices, six hell hounds, two stone golems, three barbed devils, three pit fiends, five fire giants, a scorpion, a dust vortex, three pit vipers, eight salamanders, a minotaur, and two steam vortices. The lava on this level emits poison clouds () randomly - beware of poison damage, and make sure you have some way to quickly cure blindness. Upon arrival in the Plane of Fire, you may be banged up from air elementals in the Plane of Air. You may wish to allow a fire vortex to engulf you; not even the Wizard of Yendor can harm you while you are engulfed. The Plane of Fire is liberally salted with fire traps, thus a cursed scroll of gold detection will not easily find the magic portal to the Plane of Water. You will probably want confused gold detection to distinguish the portal from the fire traps. Another side effect to the numerous fire traps is that, since most of the monsters on the Plane of Fire are immune to fire, you will practically be swarmed with a mind-numbing myriad of messages generated from monsters triggering them, potentially causing you to skip past messages that are a Bad Idea to skip. Coupled with lots of conflict inter-monster battle messages, this motivates some players to wear a blindfold throughout this level. You can also turn off the "sparkle" option to skip resist animations. =_=_ Plane of Water The Plane of Water is the last of the four Elemental Planes. It is completely full of water, except for several moving air bubbles, and primarily contains water elementals and sea monsters. Only monsters capable of swimming will be randomly generated. The Plane of Water is ineligible to leave bones files. The entire level is no-teleport and has an undiggable floor. You cannot engrave on this level, even with wands. You also cannot cast a targeted spell, i.e., cone of cold or fireball at skilled or higher. Bubbles of air form a type of ground in the level; the bubbles move on their own. The player cannot leave them unless they are capable of surviving underwater (i.e., by possessing magical breathing). Water walking or freezing the water with a blast of cold will not save you if you are drowning. The player arrives in a bubble on the left-hand side of the screen. The magic portal to the Astral Plane is located in another one of the bubbles (initially on the right-hand side of the screen) and travels around the map along with the bubble. Bubbles will continually merge and divide, so the player will eventually drift next to the bubble containing the portal through chance (although this can take many turns). Unless you have magical breathing and/or have genocided all sea monsters, there is more danger than usual of drowning while on this plane. Usually, it is enough to be very fast and unencumbered, as you can simply stay away from the eels. The usual precautions are recommended; a ring of conflict can help keep the sea monsters distracted. A bolt of cold down at the water will not rescue you from drowning. Non-flying steeds are not in danger of drowning if the player is moved by a water bubble while riding them. Finding the magic portal can be difficult, because the portal moves along with its bubble. It is generally best to go to the center immediately and detect traps there. Reading a non-cursed scroll of gold detection while confused is the safest way; a crystal ball is also a viable option, but much less safe. The portal might not be around when you reach its former location, but will still be revealed and visible (unless there are items on it) once you enter its bubble. Use the trap id command to check. In some cases, wearing the Amulet of Yendor might help find the portal. In NetHack 3.4.3 and earlier versions, as well as variants based on them, levitation or flying allowed the player to leave the bubbles. Until NetHack 3.6.3, flying monsters were eligible to be generated on the plane, but would instantly drown if they appeared in a square of water; this also applies to non-flying steeds if a water bubble would leave the player outside of it while riding one. =_=_ Big Room The Big Room is a special level which consists solely of one big room. It is filled with monsters and random items scattered throughout. Because of its size, it is easy for a player to inadvertently find himself surrounded by monsters; therefore, caution should be exercised, especially for weaker players. The Big Room will not be generated in every game. It has a 40% chance of appearing in the dungeon. If it does appear, it will be on dungeon level 10, 11 or 12. Upon your arrival, hostile monsters will spot you from much or all of the room, and will immediately move toward you. It is easy to find yourself surrounded. Conflict is extremely effective, because of the large crowd of monsters that will be near you and each other. Elbereth will of course be very useful as well. Initially do not move off the stairs, so that you can leave the level quickly and heal if necessary-- and be cautious of those monsters which can follow you up or down. If you fell into the level through a hole or trap door and are nowhere near the stairs, it may be wise to dig through the floor and return from the down stairs. (This usually requires a wand - a pick-axe is too slow without a means of limiting attacks against you.) Another useful idea can be to use a scroll of earth to create a boulder fort around the upward stairs. Fire through the boulders with ranged attacks, or create a one-square gap in the fort so that only one square is free for the monsters to approach. In desperate situations, breaking wands can be an effective but dangerous last resort. A wand of lightning or wand of fire can be broken to deal massive damage to multiple monsters. However, these wands will also hurt the player, possibly resulting in death, so this is only recommended for prepared players. In addition, wands of lightning can destroy your wands and rings when broken, and wands of fire can burn scrolls and boil potions. Each Big Room contains 15 random objects, six random traps, and 28 random monsters. Except as noted, all walls and terrain features are un-diggable, although the floor is not. This is identical to Big Room #1, except that portions of it are dark. One of three patterns will be used: This Big Room has niches in the outermost walls and two large columns within it. The initial monsters appear in positions marked M, rather than scattered through the level. The iron bars have a 40% chance of being replaced by a single terrain type, one of lava, moat, trees, clouds, walls, or ordinary floor. There's a 33% chance of the clouds being replaced by a single terrain type, one of lava, moat, trees, walls, or iron bars. Unlike other layouts, walls and rock are diggable and trees may be chopped down. A maze of ordinary floor will be drawn through the terrain, connecting all parts of it. It will have multiple entrances on the top and bottom, and may have internal loops if not made of clouds. The up stairs to the Dungeons of Doom will never be in the maze, and level teleporting or falling from above will never place you inside it. The down stairs, up stairs to Sokoban, and quest portal may be in the maze. Big Room #1 first appeared in its empty variant in NetHack 3.1.0. Rooms #2 (the first variant) through #5 first appeared in NetHack 3.2.0. The other rooms, and the variants of #1, appeared in NetHack 3.6.0, and the variants of #2 in NetHack 3.6.1. In 3.6.0, the maze in #10 may contain a minotaur, as of 3.6.1 it never will. < ref > https://sourceforge.net/p/nethack/NetHack/ci/32305ace5cfec0df0b88853c00d8b93fda787893/ < /ref > UnNetHack contains a large number of additional variants for Big Room, and they all now contain a few guaranteed candles scattered throughout the level. =_=_ Cone of cold =_=_ Never hit with a wielded weapon If you followed the weaponless conduct, then you never hit with a wielded weapon. Anything in the "weapon" section of your inventory or represented by an ) is a weapon. Three tools, the grappling hook, pick-axe and the unicorn horn, count as weapons. Conversely, applying a bullwhip breaks conduct only if the target is not wielding a weapon (or a chance if you aren't proficient enough). The best way to follow this conduct is to never wield any weapon, with careful exceptions when not fighting monsters. You might wield a blade to #force open a chest, but remember to unwield it so that you do not hit any monsters with it. If you do wield a pick-axe, be careful to dig without hitting any monsters and to unwield the pick-axe when digging is complete. The rec.games.roguelike.nethack archives do contain stories of weaponless games ruined when the hero whacked some monster with the pick-axe. Though you never hit with a wielded weapon, you may still fight bare-handed, throw weapons, throw rocks, and use other offensive techniques such as wands and spells. The best weapons to throw are daggers. You also want darts, because you can get them from dart traps and you might need them should you throw all of your daggers. Avoid the bow, crossbow, sling and aklys, because if you wield them then you will soon hit a monster with them. Dexterity is normally trained up in melee; some players kick down doors (with its own drawbacks) or repeatedly pick locks to compensate for that. What role for your weaponless character? Monk is the most popular and obvious choice. Monks fight best with martial arts or artifact weapons, and you can avoid the latter, preferring spells or wands. The Barbarian is more difficult. Barbarians can still use bare-handed combat, but not the martial arts of Monks, and their difficulty with spells makes it hard to find alternatives to Cleaver and artifact weapons when they must do more damage. Also consider the weaponless Wizard. Wizards can start by throwing daggers instead of wielding them. With one exception, Wizards fight better using spells than weapons. The one difficulty is that a weaponless Wizard must not wield Magicbane, lest he thrust it into a monster by accident. Instead of taking curses with Magicbane, weaponless Wizards should find a spellbook of remove curse and keep a stack of holy water. =_=_ Mail =_=_ Curing blindness =_=_ Newtbane Dudley's dungeon, 28 April 2005. Dudley decided to name a long sword as Newtbane, thinking that it would better kill newts. It did not work so well; Dudley fell to a newt named Dudleyrist. (In actual gameplay, a long sword named Newtbane is simply a long sword with a name, no better at killing newts than any other long sword of the same enchantment.) =_=_ Striking =_=_ Template:Spell of =_=_ Unskilled =_=_ Basic =_=_ Skilled =_=_ Expert =_=_ Master =_=_ Restricted =_=_ Unrestricted =_=_ You feel more confident in your weapon skills =_=_ You feel more confident in your weapon skills. =_=_ You feel more confident in your fighting skills =_=_ You feel more confident in your fighting skills. =_=_ You feel more confident in your spell casting skills =_=_ You feel more confident in your spell casting skills. =_=_ Hooded cloak =_=_ File format =_=_ Talk:Emergency I'm pretty sure that the failure rate of "emergency healing" spells doesn't actually depend on whether you're having any kind of emergency. Can anyone confirm? -- Killian 06:14, 29 April 2007 (UTC) OK, I've just checked over at nethack.de and know where I've got confused. I'll get this fixed. --PeterGFin 09:35, 29 April 2007 (UTC) =_=_ Teleportation trap =_=_ Level teleportation trap =_=_ Hardware store =_=_ Dig for victory =_=_ Metastrategy Specific metastrategies which are commonly favoured by new players are start scumming (repeatedly quitting and restarting until you get the starting equipment or stats you want) and drinking from every fountain until they either die or receive a wish from a grateful water demon. These are generally frowned upon by experienced players, who feel that novices who play in this way are not developing the important skill of keeping a marginally viable character alive. As many veteran players suggest every game is ascendable, these metastrategies are looked down upon as sacrificing viable characters for a one-time benefit to a specific character. This will depend on what the player's goal is: if they are trying to maximise the proportion of their games which end in ascension, then by definition metastrategies are a bad idea. If they are instead trying to maximise their ascension rate per unit time, perhaps because they are trying to win the Most Ascensions trophy in a tournament, then metastrategies may be the best way to go. Metastrategies which are favored by more experienced players include the protection racket (reaching Minetown with as low an experience level as possible so as to be able to buy protection cheaply) and digging for victory (digging down so as to reach the Castle and its wand of wishing as quickly as possible). In their "pure" forms, these approaches kill off a large number of characters but put those that survive at a tremendous early-game advantage. They can, however, be modified so as to be less dangerous and more useful: it is possible to make a controlled dive to the Castle after accumulating enough armor and other equipment to have a better chance of survival, and it is similarly possible to reach Minetown with low XP gains while not relying on remaining at level 1 or buying all nine points of protection before leveling up normally. Metastrategies are also sometimes required for particularly difficult voluntary challenges, especially unofficial conducts). For instance, prior to NetHack 3.6.0, zen play absolutely required the character to start scum a blindfold or a towel. Another common scumming target is the ring of slow digestion, which tends to be required in games with particularly large numbers of conducts; foodless play is possible without one, but typically not in combination with many other restrictions as well. =_=_ Hill giant The hill giant, , is a monster that appears in NetHack. Despite the stone giant having the lowest difficulty of the giants, the hill giant has lower base damage, which is also the lowest among all giant humanoids; it also has the highest base AC of all giants, and is tied with the minotaur for highest among its monster class. Like other giants, hill giants can appear in groups and may be generated with a small assortment of gems, along with a chance of receiving a boulder. They may also be generated in throne rooms, becoming eligible as early as dungeon level 13. Several hill giants appear on each floor of the Caveman quest except the Chromatic Dragon's domain; they are also the second quest-specific monster, and make up 14% of randomly generated monsters within the branch. Hill giants are also among the that can be generated in the Valkyrie quest. A peaceful hill giant is imprisoned in the Dark One's dungeon on the goal level of the Wizard quest. Hill giants are not particularly dangerous unless you are lacking in AC, but can still pose a threat if they start with or come across a dangerous wand. Wands or spells can in turn bring down hill giants quite easily; while they are faster than stone giants, hill giants are much easier to hit in melee. Hill giants provide an ample opportunity for Cavemen in particular to improve their strength during their quest, especially when combined with the co-aligned sanctuary that the quest guardians and quest leader reside in; the boulders can optionally be used to fill inconveniently-placed pit traps. =_=_ Fire giant The fire giant, , is a giant in NetHack. They are fire resistant, and their corpses have a 30% chance of conveying fire resistance, independent of the 50% chance to increase strength shared with all giants. As with all giants, they can pick up and throw boulders. Like other giants, fire giants can appear in groups and may be generated with a small assortment of gems, along with the standard 50% chance of receiving a boulder. They may also be generated in throne rooms, becoming eligible as early as dungeon level 13, and are eligible for the summon nasties monster spell. Many guaranteed fire giants are generated during the Valkyrie quest, and they are the second quest-specific monster for the branch, making up 14% of all generated monsters there. Valkyries should take care against the fire giants on their quest, and may want to consider obtaining reflection beforehand; fire giants themselves are not particularly dangerous, but the attack wands they can carry may include a wand of fire that might turn the ice below the player into a watery abyss & mdash;and possibly their grave. Fire giants can also provide a valuable and plentiful source of fire resistance to handle the rest of the hazards on the quest, primarily the lava and fire ants; the wands they drop can easily be turned against them, especially a wand of cold. =_=_ Frost giant The frost giant, , is a giant in NetHack. As with all giants, they can throw boulders (and can start with one). Eating a frost giant corpse is a source of cold resistance, but they are usually ignored in this respect in preference of cold-resistant monsters that appear earlier in the game (such as blue jellies and winter wolf cubs). You can also increase your strength when you eat a frost giant corpse (by the same amount as for a non-cursed tin of spinach). =_=_ Storm giant The storm giant, , is a monster that appears in NetHack. It the strongest giant in in terms of difficulty level. Like other giants, storm giants can appear in small groups. They may be generated with a small assortment of gems and have a 50% chance of receiving a boulder. Storm giants may be generated in throne rooms as early as dungeon level 13, and may appear when a throne at this depth or lower is looted. Storm giants can also be generated if a chaotic spellcaster casts the summon nasties monster spell. They are also eligible to appear in the Valkyrie quest and Caveman quest, which have as the second quest class, though in practice this will usually not occur by the time the Quest is actually finished. Storm giants are usually not seen until late in the dungeon, but are generally not that much different from other giants. They have a fairly strong weapon attack with the same hit dice as fire giants, and can move at the same speed as an unhasted hero - but most players should have sufficient experience with their kin (and usually a source of speed) by the time they encounter storm giants. As with most giants, be wary of any attack wands they may spawn with - taking advantage of their low monster magic resistance is generally a good idea. The storm giant was introduced to the vanilla game in NetHack 3.3.0. Before that, it first appeared in SLASH 6, the last release of SLASH based on NetHack 3.1.3. =_=_ Ettin zombie =_=_ Kobold zombie =_=_ Gnome zombie =_=_ Giant zombie =_=_ Elf zombie =_=_ Orc zombie =_=_ Human zombie =_=_ Talk:Shimmering dragon =_=_ Elemental Planes The Elemental Planes form the first four levels of what NetHack refers to as the End Game. As the name suggests, each of the four Planes represents one of the four elements: The planes always appear in this order, and are followed by the Astral Plane, which many players consider one of "the planes". All of the planes are no-teleport and have undiggable floors. The Plane of Earth is entered by climbing the upstair on dungeon level 1 with the Amulet of Yendor in your possession. If you do not have the Amulet & mdash;perhaps because you have been fooled by a fake & mdash;you will instead "escape the dungeon", and the game will end immediately, so beware. A cursed potion of gain level is a foolproof way to test if your Amulet is real, as you will only "feel uneasy" with no effect at all if you quaff it while holding a fake Amulet. Once you enter the Planes successfully, it is impossible to return to any of the earlier dungeon branches. Movement from one plane to the next, and from the Plane of Water to the Astral Plane, then requires finding a magic portal. It is impossible to move backwards to an earlier plane, or to move forward without the real Amulet of Yendor. Several variants, such as GruntHack and UnNetHack, present the Elemental Planes in a random order - this makes the End Game less predictable and more challenging. =_=_ End Game End Game is NetHack's displayed term used to refer to the dungeon branch containing the Elemental Planes and the Astral Plane. The branch is internally referred to as the Elemental Planes, even though the Astral Plane is not an elemental plane. To enter the End Game you must go above the first floor of the dungeon (by climbing the stairs or drinking a cursed potion of gain level) with the Amulet of Yendor. Once you enter this branch, you cannot return to the Dungeons of Doom. All of the planes are no-teleport and have undiggable floors, so it is impossible to move backwards to an earlier plane or to return to any of the earlier dungeon branches. =_=_ Never polymorph an object =_=_ Polypile =_=_ SLASHEM PHLEGETHON The CVS repository of SLASH'EM contains a SLASHEM_PHLEGETHON branch, an attempt to finish merging the Lethe patch into SLASH'EM. Unlike SLASH'EM 0.0.7E7F2, which has the new monsters but not the new levels, and unlike SLethe, which simply replaces the SLASH'EM Gehennom with the Lethe Gehennom, the goal of the this branch is to require players with the Amulet of Yendor to take an alternate route out of the dungeon. =_=_ You have an uneasy feeling =_=_ You have an uneasy feeling... =_=_ Dungeons of Doom The Dungeons of Doom is the name given to the first half of the Mazes of Menace. They are 25 to 29 levels deep. It is here that most players meet their deaths, typically due to YASD. It also contains all stores, and the vast majority of optional branches, including Sokoban, the Gnomish Mines, the Oracle, and Medusa. Consult the diagram in the article on the Mazes of Menace for a schematic showing the locations of branches and special levels. The player starts on the first floor of the Dungeons of Doom and has to work their way down, eventually passing below the Castle into Gehennom. After retrieving the Amulet of Yendor from Gehennom, they must then return to the first floor, and climb the stairs to enter the Planes. =_=_ Levitation Levitation is a property by which you lose contact with the floor. It allows free movement horizontally (i.e. north, south, east, west, and diagonally), but not up or down. (NetHack is different in this respect from the Dungeons and Dragons games, for example, in which levitation only allows controlled movement up and down, but not horizontally.) Levitation (or flying, an improved version) can be useful (in fact, almost necessary to win the game); but it can also be very detrimental if you have no control over when it ends. While riding, levitation causes your steed to levitate as well. Levitation can be gained extrinsically by wearing a ring of levitation or levitation boots. The Heart of Ahriman can be invoked to toggle levitation, or dropped to turn it off. Levitation can also be gained as a temporary intrinsic property by casting the spell of levitation, by quaffing a potion of levitation, or by eating a ring of levitation. Polymorphing yourself into eyes or spheres will also levitate (or more precisely, float) you. The major difference between levitation and flying is that flying leaves you with control over your vertical movement, so that most of the actions listed above are still possible. Generally speaking, you cannot cancel levitation voluntarily once it starts. A few sources of levitation can be ended voluntarily by pressing & gt; ("levitation at will"): the Heart of Ahriman, a blessed potion, or a spell cast at skilled level or higher. These sources will also grant control over pre-existing intrinsic levitation. Levitation gained extrinsically can be ended by removing the item that grants it, although equipment that grants levitation is often generated cursed. Most forms of levitation are ended by levitating over a sink; it deals up to 25 damage and ends timeouts except for those gained by eating the ring or polyself, and unequips items that grant levitation even if they are cursed or worn under other items. Cursed levitation items are also considered a major trouble, and so it is sometimes possible to pray to uncurse them. Beware crossing lava or water using a non-blessed potion of levitation or unskilled or basic spell of levitation: the effect wears off after a random and highly variable time (as little as 10 turns if you're unlucky), and if it times out at an inopportune moment, you could die instantly. In NetHack 3.6.1, you will be able to feel when your levitation is about to wear off, giving you some time to get back to safe ground, but you should still be careful not to be left stuck there. It is virtually impossible to complete the Elemental Planes without levitation (unless you have some means of flying). Generally, the ring of levitation is considered the best source, as it does not take up an armor slot, lasts until it is taken off, and can be easily removed and put back on again. (However, it is vulnerable to lightning attacks—be careful if you don't have reflection.) Other good sources include levitation boots, the Heart of Ahriman (usually only applicable if you are a barbarian or happen to find it in bones), and the skilled levitation spell (unskilled is very dangerous, as it may give you as little as 10 or as many as 149 turns per cast, and cannot be voluntarily ended). If you do not have any of these available by the time you get to the Planes, a single blessed potion of levitation quaffed right as you reach the Plane of Air will give you at least 250 turns of levitation, which is plenty to get you through all three of the remaining Elemental Planes as long as you don't dawdle. Prior to NetHack 3.6.1, engravings in the dust would never degrade while levitating. Therefore, writing Elbereth in the dust and then levitating was a powerful way to melee monsters (likely one reason wizards cannot start with a ring of levitation). If you are already levitating, a wand of magic missile can be used to engrave in the dust. This consumes one charge, but since wands of magic missile are virtually useless as attack wands, this is usually a good use of the charge. =_=_ Skill slot =_=_ Leather =_=_ Talk:Smoky and milky potions Perhaps this page should be called "smoky and milky potions", as I don't think milky potions merit their own page, but true rumors links to milky potions. The identity of the smoky potion can present the question of how to safely consume a hazardous potion. This table assumes you've already blessed them so you are not confused by booze or can voluntarily end levitation. It would seem that invisibility, polymorph and paralysis are the main headaches. I added the table with some changes to the article. I removed the Heal idea: the spells won't cure hallucination, blindness or confusion, and it's absolutely not worth using up alchemizable potions of (extra|full) healing for this purpose, not when a unicorn horn is perfectly sufficient. Also, I didn't mention the dragon scale mail idea - you have to wait out each polymorph, because subsequent ones *will* destroy your dragon scale mail, in addition to being totally random. -Ion frigate 11:34, 27 July 2011 (UTC) I like to think about the advantages and disadvantages of having smoky potions be this or that. Anything that monsters will quaff is bad, since they will sometimes waste a djinni summoning. Potions that are easy to make (like sickness) or find (like object detection) are good. I think the best is probably fruit juice - it is pretty common already, and you can get more by canceling booze or see invisible, dipping an amethyst into booze, or dipping a unihorn into sickness (which itself one of the more common types and easy to get from alchemy). Its effect is mildly helpful (although it can be annoying to have to wait if you are satiated and have a large stack of them - the only real downside). The worst possibility is undoubtedly polymorph - one of the rarest potions, no way to alchemize it, needs a lot of preparation to quaff safely, and each one you quaff is a lost opportunity to polymorph a junk magic item in the hope of getting a marker. =_=_ NetHackWiki:Community portal =_=_ Community portal =_=_ Magical energies course through your body =_=_ Talk:Ya =_=_ Smoky potion =_=_ Talk:Smoky potion =_=_ Milky potion =_=_ Jubilex =_=_ E-square =_=_ Elemental planes =_=_ Magical energies course through your body. =_=_ Water walking Water walking is a property that allows you to walk over fluid environments without drowning. This affects moats, pools and swamps as well as lava. As fountains and sinks do not cover a complete square, there is no extra effect while water walking for them. The most common source of being able to walk on water is by wearing a pair of water walking boots. Players walking over water can #dip as much as they want without fear of releasing monsters as with fountains. Sea monsters () become more of a threat to them, however, as the property doesn't provide protection from their drowning attacks. =_=_ Walk on water =_=_ Walking on water =_=_ Darts =_=_ Dungeons of doom =_=_ Throw You can throw just about any object you can carry in your inventory. To throw an item, press , then the item letter, then a direction. Alternatively, quiver the item using , then fire the item with . A thrown item acts as a projectile until it lands or hits something. You can generally specify a quantity as well (except for weapons), but the specific command to do so depends on your interface. In ASCII, press t, followed by a number, then a direction. In Windows, press t, check the item you wish to throw, specify a number, then a direction. Throwing weapons at monsters is a good strategy to use, especially when facing monsters with a passive attack. Daggers have a bonus to hit and thus are good throwing weapons. Other ranged weapons with this bonus include darts, shuriken, and spears. You can also throw arrows and crossbow bolts, but they are more effective when fired from a bow or crossbow. The artifact weapon Mjollnir requires a strength of 25 to throw. If thrown by a Valkyrie, it will usually return to her hand. An Aklys can be thrown a max range of 4 and will return 99% of the time. It doesn't have a strength or role requirement. The chance of hitting a monster with a thrown potion is ; it does not depend on the monster's AC. If the potion misses, it will break without an effect on the target. A monster that is hit by a potion will receive the effects of the potion's vapors. For example, throwing a potion of blindness at a monster will cause it to go blind, if the monster can go blind. Similarly, throwing a potion of healing at your pet can be used to heal it. Thrown potions are generally less effective than quaffed potions. Monsters can and will throw harmful potions at you, so be careful when leaving potions on the ground or they might be used against you later. Knowing this can help identify potions that are thrown at you. The potions that monsters like to throw are . Throwing a gem is the same as throwing a rock if you are throwing them at a monster. You can also throw gems at a unicorn of your alignment to increase your Luck. Throwing a gem to a hostile unicorn will pacify it, but has a random effect on Luck. Throwing gold pieces at certain monsters can work as a bribe. Throwing all your gold at a vault guard will also satisfy him. It will vanish along with the guard. ("That should do. Now beat it!") Throwing one gold piece in shops can help you determine if there is a mimic in its path, as it will block the gold piece. This may also wake the mimic, so be careful when doing this while standing next to a potential mimic. Throwing your money away might keep it out of the greedy hands of a leprechaun, allowing you to retrieve it later. You can throw a treat to a pet to help train it to fetch items for you. Domestic animals can be tamed with thrown food appropriate to their diet. Most other food thrown at these animals will change them from hostile to peaceful. Be wary of throwing food to a pet that is eating, as your pet is so intent on devouring the food that the thrown item may hit them, which is considered abuse. Throwing an egg will cause it to break. A thrown cockatrice egg can turn a creature to stone if the target is vulnerable to petrification. There is a Luck penalty for breaking eggs that you have laid with the #sit command. The chance of hitting a monster with an egg or a pie is the same as the chance of hitting it with a potion: . Throwing a heavy iron ball that is chained to you will pull you along in that direction for up to 4 squares, but beware using this method to cross water & mdash;the ball will travel 5 squares, and if it lands in water, you will be pulled down into the water with it. If you have an iron ball, it is worth throwing at enemies for its considerable damage and bonus to hit. Giants can throw boulders, therefore you can throw boulders if you polymorph into a giant. Thrown boulders have +6 to-hit and deal 1d20 damage plus strength bonus. Throwing anything straight up in the air will cause it to hit you on the head, potentially fatally. This is especially true at staircases. Wearing protective headgear can reduce the damage, but it's better to simply avoid doing this. If in an undesirable polymorph, however, this "fatal" damage can be used to return you to your normal form sooner. Throwing while levitating will propel you in the opposite direction. You will take damage if this propels you into a wall, even if you were already against the wall. =_=_ Rotten =_=_ Trapdoor =_=_ Arrow trap =_=_ Magic missile =_=_ Temple An altar with a priest tending it is a temple. If the priest and altar are co-aligned with you and your alignment record is good enough, the temple is a sanctuary. If a temple's resident priest dies or is otherwise removed from the room, the temple becomes desecrated; every time you enter a desecrated temple, there is 1/5 chance of "an enormous ghost" appearing next to you, paralyzing you for three turns, and then acting as an ordinary ghost. A desecrated temple cannot be restored; all desecrated temples that are generated normally (i.e. not in a bones file) will have the altar be unaligned if one is present. One temple is created with probability 1/5 from level 9 on in an ordinary rooms-and-corridors level in the main dungeon, provided it does not already have a shop, a throne room, a leprechaun hall or a zoo. There is an 80% chance the temple is the same alignment as its hosting dungeon branch, the rest of the time it has 1/3 chance of each alignment. After using the altar to BUC test rings and scrolls, it's a good idea to leave the temple before using them. Otherwise you risk causing the priest to attack you with a ring of conflict or angering them with a scroll of fire. Do not test a drum that might be a drum of earthquake anywhere on the level. If the altar is within line of sight, it may be destroyed, and the priest be made hostile. Even if the altar is not within line of sight, the priest may still be made hostile by a chasm opening underneath him. The messages involving priests pleading, praising, beseeching or sacrificing were not always limited to priests who matched the alignment of the altar. That limitation was added in NetHack 3.6.0. =_=_ Donate =_=_ Crossbow bolts =_=_ Stair =_=_ Branch Branches are paths you can take in the Mazes of Menace that will lead you to items and XP. They are not to be confused with special levels, though most branches contain them (the Big Room is a special level, but it is not a branch in the dungeon). Not branches are the Rogue level and the Wizard's Tower, though the latter behaves similar to a dungeon branch when it comes to level teleportation. =_=_ Throne room Throne rooms contain an assortment of monsters, a throne, and a chest. The monsters are always generated hostile, but are also often asleep. Deeper levels are skewed to harder monsters. The limits for ordinary random monsters (based on the average of your and the dungeon floor's level) do not apply. Extinct or genocided monsters will be replaced with ordinary random monsters. Additionally, the throne may have one of the following monsters sitting on it. The monster will have a mace in its inventory. Deeper levels will have higher level monsters sitting on the throne. There are also guaranteed thrones in the Castle and in Vlad's tower; however, the rooms they are located in are not considered throne rooms. If all the monsters are still asleep and you have stealth, you can pick them off one by one. Fighting all the monsters when they are awake can be dangerous for low-level characters: most of the monsters can use wands against you. =_=_ Swamp Swamp rooms have a 1/6 chance of generating on dungeon level 16 or lower, but only if almost every other type of special room fails to generate. Swamp rooms occur together: up to 5 rooms on a level may be swamps. Swamp rooms are guaranteed to not have the upstair or downstair of the level. The risks of drowning yourself or wetting your inventory make swamps unappealing to traverse. Additionally, unlike other special rooms, swamps don't have much interesting loot. If you need to frequently pass through a level with swamps, and no swamp-free path exists between the upstair and downstair, consider digging your own. =_=_ Crypt =_=_ Opal stone =_=_ Falling rock trap =_=_ Wall =_=_ Talk:Dungeon feature =_=_ Talk:Snickersnee Does Snickersnee resists drain life? I can't lower its enchantment with the drain life spell. If so maybe it should be added to the article. --62.57.95.99 23:17, 15 May 2008 (UTC) =_=_ Enchantment Attacking with a weapon adds its enchantment to the weapon's to-hit and damage values. For example, attacking with a +1 dagger would add 1 to the to-hit throw, and 1 to the damage. You can increase the enchantment of a weapon using a non-cursed scroll of enchant weapon. As with armor, a cursed scroll will decrease the enchantment. Other ways to decrease the enchantment include the drain life spell and engraving with the weapon. Ascertaining the enchantment of a weapon can be useful, though sometimes tedious. Your character apparently can make some distinctions because weapons with different enchantments do not stack in inventory, but this doesn't tell you which stack has a better enchantment. Straightforward identification will tell you the exact enchantment of a weapon. The enchantment determines how much the ring modifies your attributes and statistics. For example, a +2 ring of protection will lower (i.e. improve) your AC by 2. You can increase a ring's enchantment by charging it using a scroll of charging or the Platinum Yendorian Express Card. =_=_ Brown Mold =_=_ To-hit These are some of the factors that might affect your chance of hitting when throwing or kicking items, or when applying a polearm: Non-ray spells work differently. will hit if the roll of a d20 is lower than (10 + target's AC), with no modification for dexterity or skill. Other beam and non-directional spells will always hit, but may be resisted. The two weapon combat penalty applies to melee attacks only. It uses the lesser of the two weapon combat skill and your primary weapon's skill. SporkHack does grant to-hit bonues for bare-hands or martial arts skill when hitting in melee without any wielded item. Monks and Samurai get the martial arts bonus; other roles get the bare hands bonus. =_=_ Swimmer A swimmer is any monster that has the < code > M1_SWIM < /code > flag set. Only swimmers will be generated on the Plane of Water. Swimming is largely similar to amphibiousness, preventing a monster from drowning. One difference is that swimming monsters can pick up items underwater. Attacking a swimmer with a trident while it is in water gives a +4 to-hit bonus. Swimming property can be obtained by polymorphing into one of the above monsters or riding a swimming steed. It is very similar to magical breathing, allowing you to stay in water but not preventing water damage. Interestingly, while messages imply that you stay on the surface of water, you still cannot see your surroundings while swimming. In SLASH'EM, swimming ability can additionally be obtained by wearing gauntlets of swimming or reaching level 15 as a Yeoman. It's a bit more desirable property than in vanilla because of the create pool monster spell, although flying supersedes it. =_=_ A shiver runs up and down your spine! =_=_ Template:Weapon skill table Arc Bar Cav Hea Kni Mon Pri Rog Ran Sam Tou Val Wiz Arc Bar Cav Hea Kni Mon Pri Rog Ran Sam Tou Val Wiz =_=_ Template:Combat skill table Arc Bar Cav Hea Kni Mon Pri Rog Ran Sam Tou Val Wiz =_=_ Template:Spell skill table Arc Bar Cav Hea Kni Mon Pri Rog Ran Sam Tou Val Wiz =_=_ NetHackWiki:Skill table generator Program used to generate Template:Weapon skill table, Template:Combat skill table, and Template:Spell skill table. Original by Killian, modified for 3.6.6 by Doran. This program is designed to work with NetHack 3.6.6. If a new version is released, the program might need changes, and the generated tables might need to be re-generated. To compile the program, you need a C++ compiler, such as g++. Assuming you've saved the code as < tt > skillgen.cpp < /tt > , you can compile it with cout < < " " < < name < < " Role" < < endl; =_=_ Template:Caveman skill table =_=_ Template:Healer skill table =_=_ Template:Knight skill table =_=_ Template:Monk skill table =_=_ Template:Priest skill table =_=_ Template:Ranger skill table =_=_ Template:Rogue skill table =_=_ Template:Samurai skill table =_=_ Template:Tourist skill table =_=_ Template:Valkyrie skill table =_=_ Template:Wizard skill table =_=_ Template:Archeologist skill table =_=_ Template:Barbarian skill table =_=_ Category:Skill tables =_=_ Talk:To-hit This is a mess; I'll attack it with pen and paper and see if I can't produce something more coherent. -- Killian 13:30, 4 November 2006 (UTC) =_=_ Crowning You may be crowned as a result of prayer if you are at least piously aligned and extremely lucky. Crowning involves receiving a title, an additional skill slot, several intrinsic resistances, and possibly a gift, at the cost of a greatly increased prayer timeout. Regardless of anything else that happens, you will always unrestrict the skill slot for either long sword (if lawful or neutral) or broadsword (if chaotic). Then, the crowning gift is chosen according to either your role (if Wizard or Monk) or your alignment: If you already have the crowning gift or it was an artifact that has already been generated in your game, then you do not receive a gift object. The message depends on what you are wielding: "You feel unworthy" if nothing, "Your Vorpal Blade goes snicker-snack!" for neutrals wielding Vorpal Blade, or your weapon "hums ominously!" for chaotics wielding Stormbringer. If you want to use crowning to unrestrict an arbitrary weapon skill, you must wield your weapon of choice and your alignment gift must already exist. If you are a Monk or Wizard, you can also unrestrict your wielded weapon skill if you are given a spellbook as a gift and you already know the spell. Note, however, that a monk wielding an artifact will not receive a spellbook as a gift, and instead receive their alignment-based gift (if possible). This also applies to a wizard wielding Stormbringer or Vorpal Blade, but as you always unrestrict the skill for your alignment's standard gift, it is less likely to be an issue. For characters who already have the crowning weapon and that proficiency, crowning is usually a bad deal. But firstly, foodless heroes might want the intrinsics. Secondly, you can unrestrict any weapon of your choice if you are wielding it and arrange not to get a crowning gift (or already know the spellbook). Elven non-wizards don't need the gift because they can force Stormbringer to be their first sacrifice gift. There are three ways to avoid being crowned. You can pray only when in trouble and not at an altar, or you can make sure your Luck is at most nine (see that page for ways to do so), or you can make sure that your alignment record is at most 19 (ie. not piously aligned), which you can easily check if you have a stethoscope. The downside of getting crowned is that the player's prayer timeout is greatly increased, permanently. Players that depend heavily on prayer may find themselves crowned earlier than those that do not, by sheer statistics. Unfortunately, it is these players that are hurt by being crowned, as the increased prayer timeout means they must go longer without praying. If the player does not need the benefits listed above, being crowned is not necessary, though ascending with a title is a nice aesthetic bonus. Prior to NetHack 3.6.0, no additional skill slot was granted upon crowning. By extension, this is also the case in most variants based on NetHack 3.4.3 and earlier versions. In SLASH'EM, if a lawful character is crowned, their wielded weapon is enchanted to +3 instead of +1, or given additional +1 if already at +3 or above. The item is not at risk of being destroyed. In dNetHack, the player's Luck stat needs to be at least 11 for crowning to happen. Because this requires a non-cursed luckstone in open inventory, players can avoid crowning by putting the luckstone away before praying. Also, crowning will happen as soon as the player has fulfilled all of the requirements and has completed the quest by presenting the artifact to the quest leader. There are also quite a few more titles the player may receive. Crowning also grants intrinsic acid resistance and permanent knowledge of your role's special spell. Since this would make the crowning gift redundant for a monk, their crowning gift is now a magic marker. =_=_ Launcher A launcher is a ranged weapon that fires ammunition, like arrows and rocks. The enchantment of a launcher adds to the to-hit of launched projectiles, but not damage. =_=_ Talk:Stormbringer So as a chaotic wizard, I just got gifted the +1 Stormbringer. I already have Magicbane, and I want to keep using it for the MR in case The Eye gets stolen. Now, I have a pet elf around, so I figure, just for laughs, that I'll drop it next to her. Now she's wielding it. I've walked into her and been fine, and I can't think of any way this could go wrong. Unless something nasty kills her and takes the sword, but I'm pretty good at killing from a distance by now. Did I just win? --Andronikus 20:48, 16 April 2008 (UTC) =_=_ Stats =_=_ Attributes Disfavored denizen of the dungeon. Experiments in healthful meditation are her current excuse for dying endlessly on NAO. Favorite pastime: fine-tuning menucolors. =_=_ Enchant =_=_ Category:Launchers =_=_ Ak =_=_ Canine Canine, usually short for dog or other canine, refers to a class of monster in NetHack. Represented by , they have a wide variety of characteristics. Only domestic dogs can be tamed with food, but it is possible to acquire other canines as pets as with any other monster type. Jackals appear early in the game and in packs, making them one of the more dangerous level zero monsters. However, they have relatively low HP and should not be too greatly feared. Position yourself in a hallway so that you can engage in melee combat without being surrounded. Once in this position, it may be beneficial to use a long-range weapon, such as a dagger or an attack wand which can hit more than one monster per turn. A werejackal can summon more jackals to assist in the attack and will be inclined to do so when close to death. In these situations, it is smart to kill the werejackal as soon as possible so that it cannot summon more. When polymorphed into a werejackal, it is possible to summon your own jackal pets, which will remain tame after you have returned to your original form even once lycanthropy has been healed. A fox is one of the earliest monsters a NetHack character will encounter. Out of the early monsters, it is one of the more difficult ones due to its speed, and can be dangerous for weak level 1 characters. However, more experienced characters and fighter types will have few problems with the fox. A coyote is an easy creature to defeat, most likely found in the early levels of the dungeon. Coyotes appear in packs, each with a humorous species name, playing off the Road Runner cartoon skits. A cancelled coyote will always be displayed as Canis latrans, < ref > do_name.c#1038 If the coyote is cancelled, the last name in the list is always chosen < /ref > the actual Latin name of the species. A wolf is a relatively easy to deal with monster that appears in the second half of the early game. Wolves are not a dangerous threat to a moderately prepared player. Far more dangerous are winter wolves. However, as of version 3.6.0 a wolf may actually be a shapeshifted vampire lord, and resurrect in that form after being killed. A warg is basically a big wolf. Wargs appear in packs, and while not terribly fast, can do enough damage as a group to warrant a mention. By the time the player encounters them, however, they should not pose much of a danger. Winter wolves are the adult versions of winter wolf cubs. Unlike the cubs, winter wolves do not ordinarily appear until after the player has gained cold resistance. They are still very dangerous, however, traveling in packs and dealing long range damage that can shatter potions. A winter wolf cub is a young winter wolf. These monsters are particularly dangerous because they appear in the dungeons early enough that the player might not have cold resistance, and appear in packs. Winter wolf cubs have a long range frost attack which can shatter potions and inflict significant damage on the player. Wand them quickly. In NetHack and SLASH'EM, a hell hound, , is a monster associated with fire. In SLASH'EM, it is most familiar as the pet of a Flame Mage, after it grows from a pup . Hell hounds typically fight in melee, like other dogs. In versions of NetHack from Hack 1.0.2 through NetHack 3.0.10, a hell hound can be found inside the room in which the Wizard of Yendor is hiding with the Amulet of Yendor. These hell hounds did not have breath weapons until NetHack 3.0.0. A hell hound pup is a young version of a hell hound. If you are discovering hell hound pups, you are no doubt about to discover hell hounds. With fire resistance these monsters are not too difficult. =_=_ Metallivore Rock moles and xorns can eat any item made of iron, copper, silver, gold, mithril, or some other metal. Rust monsters can only eat iron objects, because the others are not subject to rust. Iron that is not rustproof is considered a treat to pet metallivores. They are fairly easy to keep fed because most monsters that you defeat will drop metal armor or weapons. A pile of darts is a tasty meal for a pet rock mole, and a rust monster will happily eat all those pairs of iron shoes that are cluttering up the Gnomish mines. Metallivores can also eat food tins. After eating a metallic object, metallivores have a chance of leaving behind a pile of rocks. =_=_ Food appraisal Food appraisal is a property obtained by reading a blessed scroll of food detection or casting a spell of detect food when at skilled or expert in divination spells. This intrinsic warns you when eating food that cause harmful effects and gives you the chance to stop eating or continue. When eating a detrimental comestible, you will be given one of the warning messages in the messages section below as well as a prompt that says Eat it anyway? [yn]. In the case of tins of harmful meat, e.g. tinned green slime, you will get a warning before opening the tin, and therefore you will not discard the tin if you choose to not eat it. Intrinsic food appraisal will warn you only once of harmful food; after the one warning you lose the intrinsic. Warnings will occur if eating it has the potential to harm you - if you are resistant to the detrimental effect of the food being eaten you will not get a warning and the intrinsic will not be lost. Eating non-corpse, non-tin comestibles can break vegan and/or vegetarian conducts and the player will not be warned. For example, eating an egg or a candy bar will break the vegan conduct but you will not be warned. Similarly, eating a meatball or huge chunk of meat will break the vegan and vegetarian conducts but you will not be warned. When polymorphed to a form that can eat wax/bone/leather/dragon scale items, you will be warned about breaking the vegan (for eating wax items) or vegetarian (for eating bone/leather/dragon scale) conducts but will still not be warned for non-corpse comestibles. Replace & lt;food & gt; with the comestible that is being eaten (for regular forms, includes corpses, tins, and other food items like eggs). This may also be the item that you are eating if you are eating irregular food, such as "long sword" if you are a rust monster eating a rustproof long sword. Replace & lt;nose & gt; with the nose of the form that you are in. Most food-related deaths are entirely avoidable; the Eating Corpses For Food and Intrinsics spoiler can warn you if a corpse is bad to eat. That being said if you have a blessed scroll and you aren't planning on using it for blanking, or preferably the food detection spell, it could assist in preventing YASD from mistakenly eating some foods. =_=_ You hear the footsteps of a guard on patrol. =_=_ You hear someone counting money. =_=_ You hear someone searching =_=_ You hear someone searching. =_=_ Big room =_=_ Talk:Spellbook of protection You sure about those numbers? As a level 1 monk, I only ever got 1 point of protection when casting at level 1. Leveling up brought that to 2... the most I could get was four from the first cast, three from the second... --Tenebrys 02:59, 7 November 2006 (UTC) =_=_ Mojo Hi! Welcome, and thanks for contributing to NetHackWiki! Could you please create an account? It helps us keep spam down, because we don't have to check the edits of known-good users. It also provides more privacy for you. Our style guide and How to help pages are good starting points. --ZeroOne 05:09, 8 November 2006 (UTC) =_=_ Gauntlets of Defense In SLASH'EM, the Gauntlets of Defense is a neutral-aligned artifact whose base type is a pair of gauntlets of dexterity. In addition to the regular effect of gauntlets of dexterity, it provides half physical damage if worn and can be invoked to toggle invisibility for the wearer. Note that the latter feature is available only to players who don't have the invisibility property already. Due to its powerful features, it is a common item for ascension kits. Since this is something that will be worn almost all the time and rarely removed, and is not an intelligent artifact, it may be valuable even to characters that are not neutral-aligned, and is a good first wish for any neutral-aligned character - although they do not grant magic resistance or reflection like dragon scale mails, the half physical damage reduction and invisibility can be a life-saver for an early character, especially for Wizards, as they start the game with magic resistance (from the guaranteed Cloak of magic resistance in a Wizard's starting inventory), but have no armor and few hitpoints. Note that in SLASH'EM high dexterity will further improve your AC. However, it should be noted that in the later game, this item is little better than a regular pair of gauntlets of dexterity. The invisibility is easily superseded, and the Hand of Vecna provides half physical damage as well as hungerless regeneration. Since half physical damage does not stack, there is no additional benefit for having two half physical damage artifacts. Thus, while it is an excellent early game wish or sacrifice gift, the Gauntlets of Defense are not worth wishing or sacrificing for after obtaining the Hand of Vecna. =_=_ Lab coat A lab coat is a cloak specific to SLASH'EM. It provides acid resistance, poison resistance and magic cancellation 3. It replaces the alchemy smock from vanilla nethack, providing the same extrinsics but better magic cancellation. For a character who does not fear drowning attacks, it is worth considering as part of an ascension kit, as SLASH'EM's late game contains some very powerful acidic monsters, which the coat renders considerably less dangerous. Doctor Frankenstein is guaranteed to carry one. In SLASH'EM Extended a +5 lab coat without MC is basic eqipment of all secondary alchemist types. Both resistances prevent wearers from dying somewhat too early. =_=_ Black light A black light is always generated invisible, but illuminates its surroundings in a 3x3 area centered on itself. Black lights attack by exploding (destroying themselves in the process), causing 10d12 turns of hallucination if the target is the hero, and confusion if the target is a monster. Unlike a gas spore explosion, the explosion of a light only affects the square targeted. Black lights may attack pets if angered by them, or if the hero is displaced and the pet is at the hero's perceived location, so it may be advisable to keep strong pets away from black lights, if possible. Monsters don't have a confusion timer; instead, they have a 2% chance of recovering on each of their moves. It is possible to create a black light by reading a cursed scroll of light while confused, with a 20% chance of creation. The black light will be invisible as usual. The best course of action is to put on a blindfold or towel and wait for it to explode, or to have a potion of full healing or a unicorn horn handy. In a large unlit area, such as is common in the Gnomish Mines, the presence of a black light can be detected as a moving but invisible source of illumination. Grayswandir negates the effects of hallucination, but only as long as it is wielded. =_=_ Invocation Ritual =_=_ Thrown =_=_ Flash of light A flash of light will normally blind you, unless you are wielding Sunsword, are already blind, or are wearing a blindfold or towel. Flashes of light can be produced by a yellow light, magic trap, lightning, and a few other ways. =_=_ Divine wrath =_=_ Wide-angle disintegration beam When you anger a god, he/she will sometimes strike you with a lightning bolt from the heavens (see Anger#Smiting). This attack would normally kill an adventurer outright. However, if you have shock resistance, reflection, life saving, or are engulfed by a monster, you will survive the bolt. If this occurs, the god will follow up with a wide-angle disintegration beam. If you are still engulfed, the disintegration beam will hit the engulfing monster instead. This occurs when the monster is shock resistant. In vanilla NetHack, the only engulfing monsters with shock resistance are energy vortices, which are also disintegration-resistant, so the disintegration beam will have no effect. Otherwise, the beam will strike you. First, your shield, cloak, and body armor will be disintegrated, unless they provide reflection or disintegration resistance. Then, if you are wearing a shirt and no body armor or cloak, it will be disintegrated (a shirt worn under silver dragon scale mail, for example, would not be disintegrated). If you do not possess disintegration resistance the beam will then kill you outright, though you will survive if you have life saving. Note that reflection will not save you, though it might save some of your armor as described above. =_=_ Healing spells =_=_ Escape spells =_=_ Temples =_=_ Wide-angle disintigration beam =_=_ Bigroom =_=_ Dungeon branch =_=_ General store =_=_ Lighting shop =_=_ Fireball =_=_ Delicatessen =_=_ Sustain ability =_=_ Talk:Escape spells =_=_ Talk:Gauntlets of Defense =_=_ BDSM =_=_ NetHackWiki talk:Skill table generator Why does there need to be a Foo_skill article for every weapon skill? I find it hard to imagine what such an article should contain. In every case that I can think of, information about a weapon skill belongs on the corresponding article for the weapon itself, i.e. there is no need for a Dagger_skill article, because everything in such a page should instead be added to the Dagger article. There are a small number of cases where different weapons share the same skills, but these can be handled by page redirects, page merging (as in Frost Brand), or even by writing suitable content (as in pick-axe). Djao 14:07, 9 November 2006 (UTC) Is there a particular reason Bare hands doesn't have the appropriate skill table? I've manually added it's corresponding Template:Bare_hands_skill_table, but it was a manual process. Any tips on getting non-programmers the ability to output the results? -- Kalon 02:11, 27 March 2008 (UTC) It'd be nice if someone could update this to reflect the current version. I was trying to clear up a table on escape spells since Barbarians can now reach Basic in their special spell school along with the other classes that previously had it restricted, only to find a second "pretty table" that pretty much says the same as the skill table above it. My initial intent was to remove the pretty table and edit the template's table, only to find out that's an exercise in programming too tedious and risky for someone of my limited experience. So if I could get a bone thrown to me here... --Umbire the Phantom (talk) 15:32, 23 October 2019 (UTC) =_=_ Hammer =_=_ Whip =_=_ Saber =_=_ Template:Dagger skill table =_=_ Template:Axe skill table =_=_ Template:Broadsword skill table =_=_ Template:Club skill table =_=_ Template:Flail skill table =_=_ Template:Knife skill table =_=_ Template:Long sword skill table =_=_ Template:Mace skill table =_=_ Template:Morning star skill table =_=_ Template:Pick-axe skill table =_=_ Template:Saber skill table =_=_ Template:Scimitar skill table =_=_ Template:Short sword skill table =_=_ Template:Two-handed sword skill table =_=_ Ice Ice, , is formed when a pool is frozen by a spell, wand of cold, frost horn, or breath attack, and is naturally found in a few places such as the Valkyrie quest. Ice is slippery, and walking on it often causes you to stumble, similar to one of the effect of fumbling. This fumbling can be prevented by wearing snow boots, being a Valkyrie, or polymorphing into a monster with cold resistance. Cold resistance from any other source (e.g. eating a corpse, wearing the appropriate ring, or being a level 13 Monk) will not prevent this fumbling. If snow boots are the random appearance of fumble boots, they still negate the fumbling effect of ice, but cause you to fumble by their own effect. Corpses rot half as fast if laying on ice, and items on an icy floor will slide further when kicked ("Whee! A(n) < item > slides across the ice.") Ice created by a spell or breath attack has a chance of melting after between 50 & ndash;2000 turns. Ice created on level generation will always be permanent, and newly created ice has a chance of becoming permanent as well. Thawing ice that is hit with another spell or breath will increase the duration, and has another chance of becoming permanent. Players with warning will be informed if they are standing on ice that is about to break in under 15 turns. Melting ice is especially dangerous on the fire trap-laden Valkyrie quest. The primary danger lies in an unwary Valkyrie triggering one such trap and drowning; this is best avoided by sticking to the narrow and less icy paths, such as the one leading to the quest leader's dwelling. A source of levitation and/or water walking boots can help prevent drowning if you have procured either of them. On the note of The Norn, if she begins wandering around the ice (e.g., after you talk to her but before you qualify for entry to the quest), there is a minuscule possibility that she may step on one of the fire traps in the area and drown as a result. While very unlikely to occur in the vast majority of games, this can be avoided by simply waiting until you are at experience level 14 before talking to her. =_=_ NetHackWiki talk:Ask an expert/Archive4 Hi! Welcome, and thanks for contributing to NetHackWiki! Could you please create an account? It helps us keep spam down, because we don't have to check the edits of known-good users. It also provides more privacy for you. Our style guide and How to help pages are good starting points. -- Killian 01:29, 11 November 2006 (UTC) Hi! Welcome, and thanks for contributing to NetHackWiki! Could you please create an account? It helps us keep spam down, because we don't have to check the edits of known-good users. It also provides more privacy for you. Our style guide and How to help pages are good starting points. Lotte 02:43, 11 November 2006 (UTC) =_=_ Statues =_=_ Skeleton Skeletons have a slowing attack that can remove intrinsic speed; chatting with a skeleton, even a tame one, will paralyze you for a few turns. They have immunities to cold, sleep, poison, and stoning. Skeletons are only randomly generated in Orcus Town, and they are valid targets for polymorph traps and the summon nasties spell. Polypiling multiple objects made of bone, such as unicorn horns, may also create a skeleton. While skeletons are not a great threat compared to the shades also found in Orcus Town, their ability to nullify speed still makes them dangerous. Their stoning resistance means that they can wield footrice corpses, so be careful leaving those around Orcus Town. =_=_ Technique Techniques are special abilities in SLASH'EM which can be used by the extended command #technique. After usage, you usually have to wait some time before the technique is ready for use again. Each turn you are under 10% HP, you may enter limit mode, which appears as LIMIT. Using a technique under limit mode doesn't expend it. You could use it next turn again if previously prepared. Also, techniques that have not yet recovered from a previous usage can be activated under limit mode if and only if the menustyle option is set to "traditional" – this is probably a bug. Limit mode usually activates about 53% of the time, based on "a simple pseudorandom number generator", but if your HP is exactly 1 (and your maximum HP is at least 11), limit mode is definitely on. Some of the techniques' effects are dependent on the players skill in this technique. For example a Doppelganger using their liquid leap technique is able to leap a further distance the more skilled they are in that technique. =_=_ Talk:Digging for victory The link in "External links", "A humorous graphical criticism by GreyKnight of the strategy", is to a dead server. Anyone got an alternative source? Netzhack (talk) 23:34, 20 January 2020 (UTC) =_=_ Suit =_=_ Boots of levitation =_=_ Spellbook of jump =_=_ Talk:Tool I added the relative probabilities of each tool. I've always wondered how common magic markers and some of the more exotic tools are (and candles... Izchak only had 5 in my last game), so I think this is useful. =_=_ Talk:NetHack 3.4.3 I changed the image of the land mine tool to the correct one, and changed the glyph of statues to be white, like it actually is in NetHack 3.4.3. I'm not sure on older versions, and when the changes from what they were to what they are now. Could someone help? --Someone Else 02:02, 13 November 2006 (UTC) =_=_ Mastermind =_=_ Ring hunger =_=_ Template:Boomerang skill table =_=_ Template:Bow skill table =_=_ Template:Crossbow skill table =_=_ Template:Dart skill table =_=_ Template:Hammer skill table =_=_ Template:Javelin skill table =_=_ Template:Lance skill table =_=_ Template:Polearms skill table =_=_ Template:Quarterstaff skill table =_=_ Template:Shuriken skill table =_=_ Template:Sling skill table =_=_ Template:Spear skill table =_=_ Template:Trident skill table =_=_ Template:Unicorn horn skill table =_=_ Template:Whip skill table =_=_ Template talk:Spellbook How about a space for power needed to cast the spell? (Force bolt takes 5, etc.) Lotte 14:01, 15 November 2006 (UTC) This approach will work fine for vanilla, but the magic number of 982 will be different for any other variant. SLASH'EM specific spellbooks won't be able to use that part of the template at all, and the results will always be misleading when looking at vanilla spellbooks for SLASH'EM (Although this problem already exists for some monsters...) -- Qazmlpok 13:10, 28 January 2011 (UTC) =_=_ Firing =_=_ Rolling boulder trap =_=_ Ulch! That potion tasted foul =_=_ Ulch! That potion tasted foul! =_=_ That potion tasted foul! =_=_ That potion tasted foul =_=_ You hear This is a list of messages in NetHack that begin with "You hear". If the < tt > acoustics < /tt > option is set to FALSE, many of these messages with will not be displayed. As of NetHack 3.6.0, being deaf will also cause these message not to display; this can make it difficult to guess the passtune. =_=_ Talk:Comestible There also seems to be a lot of overlap between "food sources" and "food strategy". I might merge and rewrite both sections later.. EkiM 10:53, 16 November 2006 (UTC) Perhaps we could build out a table of comestibles with weight, nutritional value, vegan and BUC data Yidda 01:44, 30 March 2007 (UTC) Tins can contain kobolds, and kobolds are poisonous. Therefore, tins can contain poisonous foods, no? Qwip 15:40, 11 September 2007 (UTC) Could you wiztest it? From tin "Tinning makes poisonous and rotten corpses safe, however, as your character picks out the (sometimes surprisingly few) good bits for the tin." Spazm 15:54, 11 September 2007 (UTC) Can any and all food rot? I'm starting to think that my stockpiling food rations wasn't a great idea (Blech!) but I'd like to know if keeping K-rations and lembas wafers will have the same result. DemonDoll 13:13, 27 May 2009 (UTC) Is the chance of food being rotten affected by luck? Playing yesterday I seemed to be getting bad food very frequently; which is then exacerbated because I couldn't pray for help.--PeterGFin 16:31, August 14, 2010 (UTC) Could someone add a note explaining what nutrition is, ie is nutrition=time, or if not what is the relationship? Or if this exists on another page, maybe a link to that? And, while I'm here, is blessed food more nutritious? =_=_ You hear some noises =_=_ You hear some noises in the distance =_=_ Talk:You hear I'm not sure why "The following messages are associated with..." fell off of this page/got edited out.. people should check out the You_feel page for a good format and sub-categories. This page seems to have lost a bit of helpful formatting. Signed the semi-anonymous person who started this page. The contents of the page Sound should be merged w/ this one, they both say the same things. If no one objects, I'll do it. Addps4cat 12:49, 28 September 2007 (UTC) This page should be merged with You hear. They have the same content. If no one objects, I'll do it. Addps4cat 12:49, 28 September 2007 (UTC) There is a use for Sound... "NetHack has no sound in the sense of audio-output from speakers" is not strictly accurate. There is a sound option available in the configuration file, e.g. There are so many "you hear" messages, many of which are not included in the page. It is an interesting page, but is it necessary for the wiki? Should sounds about Oracle be added to the monster section, or maybe under their own headline? I would add them to monsters. Playing SLASH'EM 0.0.7E7F3, got a message Something speaks. "It is about time.". Had warning from the Orb of Weight and didn't see any monsters on the level except the werewolf I just killed. Anyone know what speaks like this? --AileTheAlien 19:28, 8 April 2011 (UTC) Playing SLASH'EM 0.0.7E7F3 on Mine's End (Catacomb's version). Heard You hear an awful gobbling noise! Anyone know what causes this? Also, should there be a seperate page for SLASH'EM? --AileTheAlien 05:09, 15 April 2011 (UTC) =_=_ Susanowo Susanowo (須佐之男) is the god of the sea and storms in the Shinto religion. He has a long-standing rivalry with his sister Amaterasu Omikami. The encyclopedia entry is accurate. =_=_ Talk:Dungeons & Dragons Hi! Welcome, and thanks for contributing to NetHackWiki! Could you please create an account? It helps us keep spam down, because we don't have to check the edits of known-good users. It also provides more privacy for you. Our style guide and How to help pages are good starting points. Lotte 16:45, 19 November 2006 (UTC) Hi! Welcome, and thanks for contributing to NetHackWiki! Could you please create an account? It helps us keep spam down, because we don't have to check the edits of known-good users. It also provides more privacy for you. Our style guide and How to help pages are good starting points. Lotte 06:56, 20 November 2006 (UTC) =_=_ Shrine of destiny =_=_ You feel There are several messages starting with "You feel" that are associated with various features and attributes of NetHack. These messages are generated by means of the text output function . If any of the events that a message is associated with occur while you are unconscious (usually when sleeping), the message will instead start with "You dream that you feel". Hi! Welcome, and thanks for contributing to NetHackWiki! Could you please create an account? It helps us keep spam down, because we don't have to check the edits of known-good users. It also provides more privacy for you. Our style guide and How to help pages are good starting points. Lotte 13:22, 21 November 2006 (UTC) =_=_ Source talk:NetHack 3.4.3/src/shknam.c =_=_ Talk:You feel These could be put in some kind of order. Like "These ones are related to the gaining of an intrinisc". --Someone Else 17:01, 22 November 2006 (UTC) This isn't like wikipedia here.. feel free to add and/or categorize any You Feel messaes you get from nethack! - signed the semi-anonymous person who started this page. Should trap messages go here? For instance, "You feel a wrenching sensation" when stepping on a teleportation trap while magic resistant. I got "You feel worried about (PETNAME)." While my housecat was out of sight, the only thing I found wrong with her shortly afterward was that she was hungry. What does this mean? --MrGuy 20:24, 5 January 2009 (UTC) =_=_ User:Paxed/Source Functions =_=_ Matter spells Matter spells deal with both the real and magical world. The spells within the school provide means of changing the construction or operation of items or monsters directly. Flame mages, ice mages and necromancers can gain expert skill in matter spells in SLASH'EM. Undead slayers can gain basic. There are four new spells in the matter school: (level 1), (level 1), (level 4), (level 4). (level 4) and (level 5) are now matter spells instead of attack spells. =_=_ Stealth Stealth is an intrinsic ability that appears in Nethack. Sleeping monsters will not be awakened if a player with stealth approaches them. Save for the Heart of Ahriman, if you do not have the stealth intrinsic, then wearing the above items will auto-identify them, as will taking them off. Stealth is particularly useful in several of the monster-filled special rooms such as throne rooms and Sokoban's zoo, allowing you to pick off the occupants one by one. Be wary of utilizing stealth in barracks; some higher level soldiers and other occupants may be generated with a bugle, allowing them to wake up the entire room. In xNetHack, melee combat wakes up nearby monsters, making stealth far less powerful when dealing with monster-filled rooms. The new Caveman quest artifact, Big Stick, confers stealth when carried. However, being burdened or worse hurts your stealth. Being more stealthy decreases the odds that sleeping monsters will wake up when you walk around. The numerical details for this stealth skill are available in this < span id="commit" > commit. < /span > =_=_ Talk:Stealth What is said here is incorrect and need elaborating. Also, who would onfuse stealthiness with invsibility? --Someone Else 23:44, 22 November 2006 (UTC) Are there no downsides to being stealthy? - - DemonSlayerThe3 :: The Neutral Gnomish Wizard, with my kitten Ellinis! 16:46, July 23, 2010 (UTC) =_=_ Spotted jelly While very damaging when attacked in melee, spotted jellies are sessile, and can be easily killed with wands, disposable missiles, or an aklys if necessary. Pets, especially ones with multiple attacks, should be kept out of range. =_=_ For an instant you couldn't see yourself =_=_ For an instant you couldn't see yourself! =_=_ Stone =_=_ Talk:Shark The article says "Unlike its more powerful eel brethren..." but only one of the eels is more powerful. The shark is difficulty 9, while the giant eel is 7 and the electric eel is 10, according to their infoboxes. --Someone Else 15:36, 26 November 2006 (UTC) I once polymorphed my dog into a shark, and it (flopped?) around with me for quite a while without dying (it eventually died by falling into a spiked pit). Can anyone confirm this behavior for sharks/other aquatic creatures? Playing Unix v3.4.3 I encountered what appeared to be a randomly generated shark on L4a(bag of holding) of Sokoban. According to the wiki these are not randomly encountered. Is this the result of a scroll/wand/spell of create monster? Not sure how to check the code for this... It's a shapeshifter, or your pet ate a shapeshifter corpse. Sokoban does not have the usual suspect, polymorph traps. Monsters using wands or potions of polymorph doesn't result in the typical polytrap output, rather you get a different monster chosen according to the same probability distribution also used when making ordinary random monsters. --Tjr 04:12, 22 September 2011 (UTC) =_=_ Enhance =_=_ Talk:Wraith That's right, i lured about 15 up there and only one dropped, but, when you could get them one level higher the odds seem to be better. So, make friend with those wraithes (charm), go up with them, leave them in a locked room up there and get back about a 100 or 200 turns later. Chances are high that their tame status is over then and you can savely attack and kill them. [Jin Tsu] Perhaps the author of the above citation was claiming you never chock on blessed wraith corpses. A quick wizard mode test proves that wrong. Tjr 10:24, 27 April 2009 (UTC) =_=_ Clairvoyance Clairvoyance allows you to intermittently map an area of the dungeon around you, showing elements such as corridor walls and stairs. When the effects of clairvoyance occur, a 19×11 region around you is mapped and revealed. Like magic mapping, the map will remain unlit and will not reveal secret doors or traps. As of NetHack 3.6.2, clairvoyance will also reveal objects (but not their appearances) and mark unseen monsters as in the affected area. Also, having intrinsic or extrinsic clairvoyance allows you to cast the spell of clairvoyance as if you were Skilled in divination spells. Clairvoyance can only be obtained as an extrinsic by wearing a cornuthaum as a wizard, or by carrying the Amulet of Yendor. You can get a single application of clairvoyance by casting the spell of clairvoyance, which is a level 3 divination spell. It has slightly different effects when cast at Skilled or above; see the spell's page for details. Clairvoyance is similar to a limited form of magic mapping; however, clairvoyance will reveal the map surrounding you on levels that cannot be mapped by magic mapping, such as the Valley of the Dead. A common strategy is to obtain intrinsic clairvoyance from an aligned priest just prior to entering the Valley and Gehennom beneath it. Besides these sources of clairvoyance, there is also the potion of clairvoyance. A blessed potion will give you intrinsic clairvoyance for between 100 and 149 turns; an uncursed potion gives you a single application of clairvoyance. =_=_ Talk:Dagger From the description on this page, I can't figure out if the to-hit bonus (+2) only applies when thrown, or also in melee. Which is it? -Beefnut 02:58, 24 July 2008 (UTC) I seem to recall that even though elven daggers are technically prone to erosion, most sources of burning/rotting don't affect weapons. Thus, except in a few very unusual circumstances, elven daggers are effectively erodeproof. Can someone confirm this? -- Killian 02:50, 28 November 2006 (UTC) User:cph - I agree, in fact I think they are only generated 1 at a time in the dungeon - it's monsters (gnomes mainly) where you get more than 1. Source code seems to agree: Does throwing daggers at monsters train the dagger skill in the same way that meleeing does? Skelwing 04:09, 19 May 2009 (UTC) The same contributor cites bug report & aid=1117174 & group_id=9746 & atid=109746 "great dagger bunches", but I don't see whether the SLASHEM team intended to make great daggers stackable or stacks non-upgradable. --Tjr 00:03, 6 January 2011 (UTC) =_=_ Healing hands Healing hands is a technique available to the Knight in SLASH'EM. It restores HP by 4*TECHLEVEL, up to the player's maximum HP, and cures sliming and sickness. The technique is reusable after 3000 turns. =_=_ Wooden stake The wooden stake is a starting item for the Undead Slayer in SLASH'EM. The Stake of Van Helsing is an artifact wooden stake. =_=_ Falcon's Eye Falcon's Eye was an isometric GUI for NetHack, based on version 3.3.1. Plans to adapt it to version 3.4.0 were announced on its webpage, but never completed, along with an announced Falcon's Claw project, applying Falcon's Eye's GUI to SLASH'EM. It featured comparatively lavish graphics if compared to ASCII or even tiles mode, music, and mouse-driven gameplay, including a sort of far look command via tooltip, keyboard play being still possible. =_=_ Talk:Rest =_=_ Talk:Grid bug =_=_ Talk:Magic harp I think that this page should not elaborate on the nymph-taming strategy. The page should mention how to identify how to distinguish a wooden harp from a magic harp, and then maybe link to the Nymph page where a part should be added (if it hasn't been already) about the benefits and downfalls of having a pet nymph. But putting it on this page is unnecessary for the this page. Hi! Welcome, and thanks for contributing to NetHackWiki! Could you please create an account? It helps us keep spam down, because we don't have to check the edits of known-good users. It also provides more privacy for you. Our style guide and How to help pages are good starting points. --ZeroOne 20:34, 30 November 2006 (UTC) =_=_ Talk:Shrieker It also produces the message "The shrieker shrieks." Does anyone know if this can also create monsters, or is it just the attack? -Ion frigate 10:07, January 21, 2010 (UTC) Do shriekers really summon anything, i.e. is the summoning code runnable? In my entire NetHack gaming career, it has not happened a single time. And I was playing a lot of low-level pacifists. --Tjr 13:56, 19 December 2010 (UTC) I'm wondering if shriekers have a passive attack, to do something when hit. Some spoilers mention to attack shriekers with a dull dagger to summon monsters, or to hit them from distance to waken monsters from afar. It seems, that shriekers only have two possible ways to shriek, one is then they get a turn with an enemy (of them) adjacted, the other then the player #chats to them. But a shrieker attacked in melee definitly doesn't shriek, but does it anything at all ? A shrieker at distance is harder to observe, because one can't actually hear the shrieks (as one can hear other distant things like Orcs shrieking in pain (acid) or Roomsounds) (it seems the dev-team didn't think about that). In the code I only found, that shriekers don't have any normal attack in MONDATA.C, the #chat effekt is handled in SOUNDS.C, and the procedure mresponde in MON.C handles the active summoning, but its hard find the callers of this procedure. As I can say from playing-experience is, that shriekers doe summon under conflict, so this behaves like an active attack. A good place to test this is the Cavemanquestgoal, there one finds three shriekes. #invoke the Sceptre of Might and one will see the shrieker stay in place adjacted to each other, like they are infighting (intead of moving). Than lots of Monters are summoned. This includes Giants and Bugbears (the normal random Monster in the Cavemanquest), but also a overproportional number of purple Worms, so they do summon (and shriek) under conflict. (By the way a neat methode for farming giants for strength). However, attacking the shriekers with a ranged weapon (as recomended on this Wiki (Artikle about the Cavemanquest)) doesn't wake the Cromatic Dragon. She only awakes if one waits on the stairway with stealth boots, and waits for the shriekers to approach, or simply to don't wears stealthboots. (sorry for the bad english) -79.210.45.176 00:01, 23 August 2013 (UTC) After some time of shrieker farming in the Caveman Questgoal and some source diving, I found out that m_respond has several callers : They seem however not to summon under conflict - probably I mistook the shrieking while the player stands on Elbereth for that. The /dev/null/nethack tournament, also known as the devnull tournament, was the second longest running gaming tournament on the Internet, having run every November since 1999. < ref > The first is Myth World Cup which began in 1998. < /ref > The tournament's main website was at http://nethack.devnull.net. It ran from midnight Pacific Time (PDT with the new extended Daylight Savings Time in the USA), 1 November (Halloween night) until midnight PT, 1 December. During this time, players competed for a wide range of trophies ranging from simple stars for reaching in-game goals shy of ascension to trophies for impressive multi-ascension feats. The competition was in vanilla NetHack, with custom patches applied to provide a new optional challenge each year (except 2011 and 2013). The old challenges (going back to 2005) were all available (except for the Kingdom Of Loathing challenge, which was broken by changes to the external website it depended on). The new challenge's identity was kept secret to make things more interesting for the players. Apart from that, no features or fixes were added, so beware of splitting long worms. In September 2017 the tournament organizer Krystal announced on Twitter that it would be retired for good. An independent group of players held a final tribute tournament in the tournament's usual timeslot, running all the usual challenges but updated to NetHack 3.6.0 (rather than the version that was used for Krystal's tournaments, NetHack 3.4.3). In keeping with tradition, the tournament ran on the (mostly) unpatched NetHack release, allowing (encouraging?) players to exploit various known bugs to their advantage. So, even though the astral call bug was no longer available, 3.6.0 had plenty of new material to offer in this space. From 2018 onwards, a new tournament, The November NetHack Tournament, has run in /dev/null/nethack's old timeslot in November. Starting in 2005, the tournament added optional challenges to the game. Each year has added a new challenge, designated the Unknown Challenge until the completion of that year's tournament, and preserved the prior challenges. Some challenges are entirely internal to NetHack, and others require players to achieve a goal in another game. Challenges are triggered by some action within NetHack. Upon the trigger, you may either accept the challenge, decline it for the current game, or ignore it permanently. If you accept, you are bound by the rules of the challenge until you complete it or choose to permanently ignore it via the tournament website. Challenges make NetHack harder in some way associated with the trigger until they are completed. The tournament web site distributes a patch that adds the challenges to the game so that you may practice at home (or spoil the challenges). The current tournament patch as well as the server kit that they use are available for download at http://nethack.devnull.net/software/index.shtml#patch. Harkening back to Zork, players accepting this Challenge must find and figure out how to use the Frobozz Company Inter-Dimensional Portal Generator before being eaten by a Grue For the serious retro-gaming fetishist, this Challenge requires the player to complete a NetHack-ified PacMan game before being allowed to eat any fruit For the very dedicated rogue-like gamer, this Challenge requires the player to complete a game of ZAPM before being allowed to wish This Challenge has its own scoreboard, the trophies for which can be viewed (by players who have accepted the Challenge) here. For the serious retro-gaming fetishist, this Challenge requires the player to complete a NetHack-ified DigDug game before being allowed to dig Referring to the 'Where's Waldo?' books, this Challenge requires the player to find Waldo somewhere in the game before being allowed to tame new pets Contributed by Nathaniel Waisbrot, requires the player to solve a life-size pool game using boulders and a pool queue before being able to push boulders around Based on the 1982 'Joust' video game from Williams Electronics. Requires the player to ride an ostrich to victory over the Bounder, the Hunter, and the Shadow Lord, before being able to mount a steed. Players had to play a different game, Kingdom of Loathing, and succeed in beating an alternate-universe Wizard of Yendor (a bot set up by the tournament administrator for this purpose) there. As the challenge tested for engraving Elbereth using the < tt > strcmp < /tt > function, this only affected the exact string "Elbereth"; variations such as "elbereth" or "ElberethE" were not affected. This challenge is "not operational" as of 2012 because of changes in the Kingdom of Loathing infrastructure being not compatible with the code the tournament used for the challenge. The Grue challenge was triggered by entering an unlit room. Before it was completed, players could not safely enter unlit areas as after 3 input actions, a Grue will "eat" them. This is an instant death that cannot be resisted; however, using a light source will prevent this. This challenge suffered from a bug similar to the lava time bug as it considers input actions, not turns; that is, checking your inventory three times will kill you. A "sinister device" can be found in the challenge level, which is a large empty unlit room. The device has to be formally identified and then applied to complete the challenge. The portal to the challenge level was randomly placed in Mines' End; as large parts of the mines are usually unlit, clearly the tricky part is not the challenge level per se, but reaching it. It is also advisable to have a scroll of identify ready before embarking on the trip to the challenge level, as it can otherwise be hard to formally identify the device. The PacMan challenge was triggered by trying to eat "fruit". Before it is completed, players could not eat any "fruit". Those items are considered "fruit" for this purpose: In the challenge level, players had three "lives"; being attacked by any of Blinky, Inky, Pinky or Clyde (roughly equivalent to the ghosts in the original PacMan) would remove one of these lives. Once all of these lives were removed, the player was forced to leave the challenge level and unable to reenter in the same game. Applying an identified life giving bonus fruit outside the challenge level would restore three lives and allow re-entry and completion of the challenge. To complete the challenge, all squares of the level had to be walked on; they would seem to turn from lit to unlit. When the challenge was completed, the level had to be left using the portal also used to enter. Monsters on the challenge level could always be seen, even when walls would normally obstruct the view. The level was automatically mapped when the player arrived. Phasing and digging were not possible. The level started fully lit, but because walking on a square unlighted it to indicate the player's progress, the PacMan level was not safe if the Grue challenge was currently in progress. There were two lifegiving bonus fruits near the center of the maze; when formally identified and applied, each of them would add three additional lives. There were also four energizer pellets; when formally identified and applied, the "ghosts" would flee from you. While they were fleeing, hitting any of them would instantly kill them, giving the message "Energized!". The "ghosts" all respected Elbereth; in fact, as it made them flee, attacking them while standing on Elbereth would instantly kill them. Note that for the 2017 tribute tournament, the 3.6.0 Elbereth mechanics applied. On the below map, marks the lifegiving bonus fruits; these were normally displayed as . marks the energizer pellets. The ghosts are Binky, Pinky, Inky, and Clyde. The game of ZAPM, supplied by the /dev/null public servers (or the hardfought servers for the tribute challenge in 2017), became available and a player would have to win once to complete the challenge. See the ZAPM page for more information. A portal somewhere in Minetown lead the player to the hiding place of Fygar and his Pookas. Each of them had to be zapped four times with a wand of dangerously inflate monster. The first wand, with 4-8 charges, was lying in the main corridor; each of the challenge monsters started on (and picked up) another one of them. To access them, digging was allowed while within this level. A pick-axe was provided in the main room. Phasing through the walls was impossible on the challenge level. All monsters on the challenge level were always visible (even through walls) and the level was pre-mapped. The entire level was lit. It was possible for the portal to spawn inside of one of the areas containing Fygar or a Pooka; if this happened, the best strategy was to make judicious use of Elbereth and try to pick up the wand before the enemy does. In preparation for this eventuality, bringing your own source of digging was recommended. Fygar and the Pookas did respect Elbereth and could be killed in a number of ways, but that didn't count in respect to the challenge. They had to be hit with the wands four times; if they died earlier the challenge would become unwinnable for the current game. Often the wands would miss, and the first one often ran out before another one could be harvested; it was advisable to bring a scroll of charging or two. Fygar breathed fire, so reflection wasn't a bad idea either. In addition to Waldo himself, some Waldo lookalikes with similar names would also appear, although these did not help in completing the challenge. They each had a striped shirt and bobble hat in their inventory, which were items intended to be entirely cosmetic. Earlier versions of this challenge were famously buggy, often becoming complete spontaneously with no apparent action by the player. Additionally, the bobble hat used to give an AC improvement of 10 points (and could be further enchanted), making it the best helm in the game by a very large margin. The bobble hat became something of a meme in some NetHack communities; an unqualified reference to "bobble hat" is typically taken to refer to the pre-bugfix version. This challenge was triggered by trying to push a boulder. Before it is completed, pushing boulders was impossible; manipulating boulders in other ways was still allowed. On dungeon level 4, a second upstairs would generate, leading to the challenge level. This level was accessible even when the challenge has not been accepted; this was a bug. (Because a level cannot have more than three stairs, the existence of this challenge presumably also limited the Mines entrance to generate on level 2 or 3.) The objective of the challenge was to fill all the pits on the challenge level with boulders. To do so, the boulders had to be hit with a cue boulder () that could only be moved by applying a cue stick (found next to the stairs) to it. Boulders would bounce from walls and could set each other in motion. There might have been more specific conditions on how the pits must be filled to successfully complete the challenge; currently they are not fully known, however. This challenge was triggered by trying to #ride a saddled monster. Riding steeds was not allowed until the challenge is successfully completed. The objective was to saddle and mount the ostrich(o), and defeat the Bounder(B), Hunter(H), and Shadow Lord(S), according to the rules of the original video game, which means hitting them from above (either directly or diagonally). If the player was hit from above or while dismounted, it would cost them one of their three lives. If the nemeses of this challenge (or the ostrich) died by any other means, the challenge would be unwinnable. The ostrich was considered domestic, so could also be tamed by feeding (subject to Waldo restrictions); it had a similar diet to other 'o' class monsters, so the tripe ration was a good choice. The tournament also awarded trophies for all kinds of achievements within the game, ranging from the coveted Best of 13 to the Plastic Star. The Grand trophy used to be Highest Score until 2004, when it was changed to Best of 13. It was the sole trophy in its category and one of the most coveted. The Challenge trophies were awarded to those who complete the various tournament challenges outlined above. Those who complete them first receive particular recognition. Recognition trophies were awarded for various milestones within the tournament, ranging from impressive ascension combos to reaching some fixed points within the game. All of the multi-ascension combos had an enhanced version, which can be obtained by completing all the games meeting the criteria for obtaining the trophy consecutively, with no games that are not eligible for the prize in between. (In 2017, with the tribute tournament, the requirement was to complete the trophy within a single streak of wins, rather than every game that contributed progress towards the trophy having to be consecutive.) Said version is called "foo with bells on". =_=_ FreeBSD There are many uses for the operating system FreeBSD, but we know FreeBSD especially for its reputation as a stable server operating system. Some of the servers in the 2006 /dev/null/nethack tournament used FreeBSD, as do the ascension.run and em.slashem.me public servers. (Compare FreeBSD with Debian, the OS behind nethack.alt.org.) The FreeBSD Ports Collection is the easy way to install software onto FreeBSD, turning your machine into a nice web server or KDE box, for example. The other BSD operating systems forked their ports collections from FreeBSD. Two packages interesting to NetHack players are freebsd-games (for Hack, Larn, and Rogue) and nethack36. A unique feature of FreeBSD is the & sektion=8 jail. A jail has its own IP address and cannot see any files outside of the jail. Perhaps this convinced some tournament admins to use FreeBSD as a NetHack server, not another BSD or Unix. By locking the ssh or telnet server-daemon and NetHack in a jail, should there be a problem in security, the intruder is unable to attack anything outside of the jail. =_=_ NetBSD NetBSD is an operating system that runs on many platforms. NetHack is a computer game that runs on many platforms. (You can install NetHack above NetBSD by use of pkgsrc.) There are other similarities too. So the "Net" of both NetBSD and NetHack refers to that network, the Internet. This tribute may seem strange today, but that NetBSD and NetHack predate nearly all of today's projects. NetBSD 0.8 appeared at 20 April 1993, while NetHack 1.3d appeared on Usenet back in July 1987. The prefix "Net" also distinguishes these projects from the original BSD and Hack. The most important difference in organisation is that NetBSD has many developers and contributors, but NetHack has only its secretive DevTeam. NetBSD comprises binaries for 53 "machine architectures" spanning 17 different types of processors. It might be interesting to see if NetHack, built through pkgsrc, can run on all of them. (You should instead be working toward ascension of all of the race-role-gender-alignment combinations.) If you lack hardware, you might try running NetBSD on emulated hardware. Note that the hardware list includes ancient hardware like the sun2 and embedded devices with limitted processing power like ARM evaluation boards. These are still powerful enough to run Unix-like systems, though. NetHack has been on hardware that NetBSD could never support. An Intel 286, for example, is too weak for a Unix-like operating system, but can run old versions of NetHack with MS-DOS. NetBSD may be a very portable OS, but NetHack is a very portable game; NetHack is more portable than NetBSD. =_=_ Emacs Emacs is a Unix-based popular text-editor. Because of the editor war, a mention of Emacs typically reminds one of vi, et vice versa. The two editors dominate Unix, and both have use when editing NetHack source code or nethackrc files. In the Battle for NetHack, most signs suggest that vi is winning and Emacs is losing. Many players credit the yuhjklbn cursor system of Rogue and NetHack to the 'hjkl' cursor system in vi. Contrast the '^[BNPF]' system of Emacs, weak in scattering the relevant keys across the typical qwerty keyboard. This has vi given to NetHack, so what did Emacs give? Emacs gave us nethack-el, a user interface that consists of an Emacs major mode, and a patch adding another window port to NetHack. How is this better than running Emacs and an editor separately, as vi users would do? One should instead ask what game should an Emacs user choose over NetHack. The nethack-el interface is as extensible as and uses buffers like everything else in Emacs. It is not suprising that some Emacs addicts are also NetHack addicts. =_=_ Nethack-el There is this Emacs major mode for playing NetHack; they call it nethack-el. It has a home page at http://www.nongnu.org/nethack-el with a solitary screenshot. Its motto is "Hack The Good Hack And Stay In Emacs". =_=_ Internet Relay Chat =_=_ IRC =_=_ Pkgsrc This page is about how pkgsrc, the NetBSD Packages Collection, compiles and installs NetHack onto several Unix-like operating systems, by patching NetHack to be more Unix-portable. pkgsrc has its origins as a fork of the FreeBSD Ports Collection. It consists of Makefiles interpreted by the NetBSD "make" command. These Makefiles use dependencies so that packages build in the correct order. Thus when you do this: First, this installs any dependent packages, such as X11 or Qt, if they are missing. Then it runs several phases to download, patch, build and install the package. The pkgsrc Makefiles call the package's Makefiles to do the actual build and install. Currently pkgsrc can install NetHack 3.4.3 above Unix. This uses five packages, because pkgsrc does not support something like OpenBSD's flavors or Gentoo's USE flags. The nethack package simply depends on the nethack-qt, nethack-tty, nethack-x11 packages, so installing "nethack" gives you all three user interfaces. All three packages depend on nethack-lib package which installs the playground. The nethack-{qt,tty,x11,lib} packages all interact with the NetHack sources, but by invoking different targets in NetHack's top Makefile. Thus it is well possible for a user with nethack-qt to install nethack-tty without uninstalling anything or rebuilding everything; this is an advantage over flavors or USE flags. The result is up to three executables sharing one playground; this differs from the typical setup of having one executable and setting the win option in NETHACKOPTIONS or a nethackrc. The patches live in /usr/pkgsrc/games/nethack-lib/patches, and there are eight patches. These patches are small portability fixes or tweaks to interface with pkgsrc. These patches are not like those from the NetHack Patch Database that add new features to the game. There are eight patches, one per file, because pkgsrc does not here use "diff -r". (The following list is from HEAD on 2 December 2006, what will become pkgsrc 2006Q4. Compared to 2006Q3, it contains a build fix for Linux.) Some of the patches add seemingly-useless words like < tt > XXXPREFIXXXX < /tt > or < tt > __NETHACK_OS__ < /tt > or < tt > @GZIP_PROGRAM@ < /tt > . In a post-patch phase, pkgsrc uses "sed" to replace these with the correct values. (The code is in Makefile.common.) Currently, < tt > __NETHACK_OS__ < /tt > becomes < tt > SYSV < /tt > if the system is Linux, and < tt > BSD < /tt > above all other systems; < tt > LINUX < /tt > is never set. The purpose of NetHack 3.4.3's system.h file is to implement the various settings from config.h and (above Unix) also unixconf.h. Generally, one edits or patches config.h and unixconf.h, not system.h. What motivates pkgsrc to patch system.h is that system.h really does a poor job on Unix. It makes many outdated assumptions and fails to handle the existence of the newer Unix clones. One change demonstrates a problem in NetHack, for pkgsrc changes system.h#line82 from if (!defined(SUNOS4) & & !defined(bsdi) & & !defined(__NetBSD__) & & !defined(__FreeBSD__) & & !defined(__DragonFly__) & & !defined(__APPLE__)) || defined(RANDOM) The problem is the "srandom" declaration at system.h#line83. The declaration causes a compiler error above DragonFly, NetBSD and Apple Mac OS X. Vanilla NetHack 3.4.3 does not build on DragonFly, NetBSD nor Mac OS X. The error is that < tt > /usr/include/stdlib.h < /tt > declares "srandom" to take an unsigned long, but NetHack declares it to take an unsigned int; the two prototypes come to conflict. pkgsrc does the minimum to port NetHack to DragonFly, NetBSD and Mac OS X. (It would be more correct if Unix NetHack never declared system functions, but relied all upon header files.) Now since ¥ is the symbol for Japanese yen, analogous to how $ is the symbol for the dollar, one might guess that ¥, if it existed in the game, would be a currency, as $ is the zorkmid; but twice now in Dudley's dungeon has ¥ appeared as a nonexistant monster. At 10 May 2004, Dudley mulled using Chinese characters to open more inventory slots. No Chinese characters ever appeared in the strip; by 18 May 2004 that idea became out. This makes ¥ a very rare instance of non-ASCII in Dudley's dungeon. =_=_ Murder In NetHack, murder is the act of killing a formerly peaceful human such as a watchman, shopkeeper, or aligned priest. This only applies to humans who were generated as peaceful, not to those who were generated as hostile then pacified through magic. In particular, Keystone Kops do not count because they are generated hostile. Also, if you anger the high priest of Moloch by entering his temple, you may kill him without being considered a murderer. Killing him from outside the temple, without first entering the temple, still counts. If the high priest has called you an infidel, he is fair game. Killing a guard is murder, even if the guard attacks first. Unless you are chaotic, murder will cause you to lose intrinsic telepathy and two points of Luck. The message when this happens is "You murderer!" Everyone including chaotics still gets a huge alignment penalty for killing always-peaceful monsters (which mostly coincide with those that can be murdered): Minetown watch, priests, shopkeepers etc. The simplest way to get rid of a peaceful human while avoiding the penalty for murder is to let your pet do the dirty work. You can also polymorph your victims before killing them. Note that a failed polymorph, " < human > shudders." (system shock), still counts as murder. =_=_ Zoo A zoo, also known as David's treasure zoo or just a treasure zoo, is a special room that is randomly generated in the Dungeons of Doom and also appears in several special levels. Most of the squares in the zoo are occupied by a sleeping random monster and a random amount of gold. Zoos can be randomly generated on any level in the main branch beneath level 6. Each normal, non-maze level has a one in seven chance of containing a zoo unless the level already has a shop, a throne room, or a leprechaun hall. In practice, this means the player has about a 10% chance of finding one on eligible levels. The top floor of Sokoban always has a zoo at the end of the fourth floor, with the closets containing the Sokoban prize behind it. The middle level of the Wizard's Tower also has a large zoo that must be crossed to reach the upstair. Fort Ludios has a zoo in the frontmost section of the level as the first room found after the magic portal. In the Tourist quest, a zoo can be found on the eastern end of the locate leve, the Thieves' Guild Hall. A common strategy is to use stealth, either via intrinsic or through an item such as elven boots or a ring of stealth. Stealthy characters can attack each sleeping monster one at a time without waking up the entire zoo, making combat much easier. Be careful to avoid kicking anything or engaging exploding enemies such as yellow lights and gas spores; blocking off pets that lack stealth may also be advisable. Stealth is not viable for the Fort Ludios zoo, as entering the level causes an alarm to sound and wakes all the monsters on the level. =_=_ Talk:Zoo There's already a short info in Special_room#Treasure_zoo about this. Move this to there or vice versa? --Paxed 11:26, 3 December 2006 (UTC) =_=_ Dudleyrist =_=_ Ooze =_=_ Black ooze =_=_ Falcon's eye =_=_ Conflict Conflict has several effects. Peaceful or tame monsters will start attacking you or other monsters near them, though for all other purposes they are still considered peaceful or tame; i.e., attacking them still carries consequences. This makes conflict dangerous near strong pets, shopkeepers, or other peaceful monsters. However, it will also make nearby monsters attack each other instead of you, which can be incredibly helpful, particularly in high-density areas like the Astral Plane and Moloch's Sanctum. Monsters are affected if they are in your line of sight and at most 8 squares away. Blinded monsters and the Wizard of Yendor are impervious to conflict. Monsters with a sufficiently high combined magic resistance and level can resist this. Monsters may resist conflict; this happens if < code > rn2(100 + alev & minus; dlev) < mtmp- > data- > mr < /code > , where < code > alev < /code > is 5 for a ring of conflict and 10 for a weapon (like the Sceptre of Might), < code > dlev < /code > is the monster's level capped at 50, and < code > mtmp- > data- > mr < /code > is the monster's magic resistance. For peaceful monsters, < code > alev < /code > is always 5. For example, a level 28 master mind flayer pet will always resist conflict from the Sceptre of Might, as rn2(77) will always be smaller than the flayer's MR of 90. If you are generating conflict when you arrive on the Astral Plane, instead of getting a guardian Angel, you will be attacked by some hostile Angels. If you aren't wearing the ring when you arrive, but later put it on and your guardian angel notices, it will also turn hostile. Monsters affected by conflict move around randomly if they engulf you. If used properly, this can be very helpful to a pacifist. The main source of conflict is the ring of conflict. Unfortunately, wearing a ring of conflict burns nutrition very quickly; every even-numbered turn your nutrition is decremented. A ring of conflict can often be eaten for a chance of obtaining conflict as an intrinsic. Intrinsic conflict has the same nutrition cost as extrinsic conflict, minus the ring hunger. If you are not wearing the ring, conflict can be toggled by invoking the Sceptre of Might. This does not cause increased nutrition drain. Generating conflict is a very effective way of clearing out dense groups of enemies, since monsters will fight each other in addition to you. A common strategy is to burn Elbereth on the ground, and sit back and watch as the monsters battle it out while you take minimal damage. All monsters are prone to conflict (some may resist as explained in the formula above), including normally peaceful monsters and your pet; however, you can still incur the penalty of murder on the peaceful humans that attack you! Elbereth will continue to work against those who respect it as long as the engraving remains intact. Popular places for conflict are crowded levels such as the Big Room and certain quest branches. The elemental planes are also a good candidate for conflict, though generating conflict on the Astral Plane causes hostile Angels to replace the usual tame one. Be careful when skipping through all of the battle messages while generating conflict, as it is easy to skip over important messages pertaining to, for example, a cockatrice hissing at you and beginning to stone you. Always pay attention to the monsters around you and any status effects that you might have gained during the flood of "The < monster > hits the < monster > !" messages. Rings of conflict are the usual way to use conflict, by wearing and removing the ring as necessary. The safest method of conflict, from a nutrition standpoint, is the Sceptre of Might; you won't get hungry, but you also only get to turn it on every once in a while. Thus, the Sceptre is best used for emergency crowd-clearing, such as when a monster summons nasties. Eating a ring to get intrinsic conflict is usually a bad idea as it will burn through nutrition very quickly, and you will have no way of shutting it off. Don't try to dance with gremlins if you ate the ring by accident; neither they (nor anything else) can remove this particular intrinsic, so you'll just have to ascend with it somehow. In xNetHack, as the Sceptre of Might is now the Priest quest artifact, the ability to invoke conflict is given to the new Caveman quest artifact, the Big Stick. The game also tracks "conflictless" conduct, which is broken by generating conflict. =_=_ Talk:Dragon scale mail This article suggests making money by reverse genociding for dragon scale mail to sell in shops. From my experience as a player, I can't imagine any situation when this strategy would make sense. Early in the game, the dragons are likely to kill you, and late in the game, money is not very useful, whereas a scroll of genocide is an extremely valuable item with many potential uses other than getting dragon scale mail (to say nothing of scrolls of enchant armor, which are also more valuable than gold in the mid game). If nothing else, you can always reverse genocide wraiths (for experience) or nurses (for hit points), and either one is likely to be more useful than money. Even if you do desperately need money for some reason, a character who can kill a dragon can almost certainly engineer any number of ways to part a shopkeeper from his money. Perhaps the most straightforward method is to have a pet strong enough to kill shopkeepers. That way you get all the gold and all the items, and suffer no penalties for murder. Other methods easily come to mind as well (selling gems, robbing the shop, killing the shopkeeper, etc.). Again, this entire paragraph is purely hypothetical, because I can't imagine any realistic scenario where a character is both strong enough to kill dragons and desperate for money from shops, given the vast quantities of gold that are available in vaults and (in most games) in Fort Ludios. Djao 06:05, 6 December 2006 (UTC) I drank a potion of polymorph while wearing Silver Dragon Scale Mail, and the result was that the mail embedded itself into my skin and I became a silver dragon. I haven't been playing long enough to know if this is always (or probabilistically favorably) the case when wearing dragon scale mail, or if I just got "lucky" and polymorphed into a silver dragon by chance. If the former, perhaps we should mention that here? This is not random. As long as you are not wearing a ring or polymorph control wearing dragon scale mail while polymorphing changes you to the type of dragon of your mail. Kinda annoying if you are trying to keep a cloak or robe, but at least you get to keep you DSM. Wikipedia:Dragon Skin body armor. Maybe the Pinnacle Armor guys have been playing NetHack too much for inventing that kind of a name for their product? :) ZeroOne 19:06, 14 May 2007 (UTC) I killed a Shimmering Dragon and got their Scales, I know that Silver and Grey are the two best, but would using a Shimmering dragon scale mail, Cloak of magic resistance and a amulet of reflection a decent replacement for Silver and Grey SMs?.... --Maha Bufu 04:35, 4 April 2009 (UTC) The most important extrinsic is poison, followed by sleep and fire. They can all be gained by race, role, various jewelry, and some artifacts. IMHO, green is best, followed by orange and red. Sleeping traps have killed much more of my 12-conduct attempts than fire or poison effects. Fire traps reduce maxHP, which can be replenished with alchemy. Tjr 16:35, 17 November 2010 (UTC) So I stepped onto a polymorph trap while wearing a blessed +4 SDSM without resistance and it turned into a blessed +4 SDS. I read a blessed scroll of enchant armor to make it a scale mail again and enchant it to +5 as is written on this wiki page, but it evaporated instead due to overenchantment (?). Apparently the claim that blessed scroll of enchant armor turns SDS to +1 SDSM is wrong since +5 should not be a subject to overenchanting. --Const (talk) 10:17, 12 August 2021 (UTC) =_=_ Riding Riding in a feature in NetHack that requires a saddle and a suitable choice of pet, and also has a skill associated with it. While any character is capable of riding, it tends to be commonly associated with Knights, who begin the game with a saddled pony and Basic in the riding skill. To ride a monster, you must use the #ride command in the direction of a tamed saddled monster, and use the command again while riding to dismount. You must be in a humanoid form that is not too big or small to fit on a saddle in order to ride. Monsters are saddled by standing next to them and applying a saddle in their direction—it is possible to saddle a non-tame monster, but this is more difficult than saddling a pet, and you will not be able to ride the monster until it is tamed. The chance of your attempt to mount your steed succeeding is (5 & times; (your experience level + steed's tameness)) percent; if your attempt fails, you will slip while trying to get on and lose 10 & ndash;14 hit points. You cannot attempt mount a steed if any of the following conditions apply: The riding skill is not required to ride a monster, but has an effect on your ability to fight and perform other actions while riding. The success of saddling, mounting, dismounting, and goading the steed to gallop are determined by your skill level in riding. It takes 101 steps while riding to exercise the riding skill, and thus takes 2020 steps to train the skill enough that you can go from Unskilled to Basic < ref > ; increment is postfix rather than prefix so it takes 101 turns rather than 100 < /ref > —keep in mind that most ridable monsters are faster than the "default" speed of 12. A character riding at Unskilled level has a & minus;2 to-hit penalty—Basic skill reduces the penalty to & minus;1, and twoweaponing always adds an additional & minus;2 to-hit on top of any other penalties. Riding at Skilled level or higher gives a +1 damage bonus, and Skilled level also gives a +1 to-hit bonus to non-twoweapon combat. Higher skill ranks also improve rates of success for saddling, mounting, dismounting, and goading the steed to gallop. Basic skill is required in order to be able to objects up from the floor while riding, and you cannot eat food off the ground; strangely, tinning kits can still be used on corpses without dismounting. You cannot dip objects in pools unless on a flying or swimming steed; dipping into fountains will work as normal. Setting traps while riding has a chance of failure, but the chance can be greatly minimized with good Luck, and you will be warned before applying the trap—fumbling or using a cursed trap will increase the chance of failure. Failing to set a beartrap causes it to drop harmlessly to the floor, but failure to set a land mine will detonate it instead. Shopkeepers will block the entrance to their shops while you are riding. If you get past them in some other way, however, they will be happy to do business with you without forcing you to dismount. In addition to food for your steed, other items are worth keeping on hand for the long-term rider—a wand of speed monster can increase their speed further, and a wand of undead turning may be ideal for worst-case scenarios if your fallen steed leaves behind a corpse. If riding with the skill at Unskilled level or restricted, you can apply a bullwhip downward to snag items—there's a chance that the whip will instead slip loose or whip your steed into galloping (decreasing its tameness). While Basic skill is sufficient for most use cases, Skilled is nice to have for better to-hit, and higher skill ranks improve rates of success for riding-related activities—though their success rates can also be bolstered via improving dexterity and charisma. While player magic resistance also protects the steed as well, player reflection does not. In addition, jumping conveyed from jumping boots allows you to jump while riding, but speed and water walking conveyed via boots have no effect on the steed. In Slash'EM Extended, there are far fewer restrictions on suitable steeds. If the monster is tame, the player can apply a saddle and try to ride it; it doesn't matter if the monster is amorphous, whirly, unsolid, small, or a form that can't normally be ridden. While most such monsters don't make good steeds, high speed pets such as air elementals may actually be worthwhile to ride, especially if it's moving faster than a player on foot. Saddling a foocubus is possible, where in NetHack it does not work and results in YAFM—doing so in Slash'EM Extended still abuses the player's wisdom. =_=_ Ride =_=_ Summon insects Summon insects is a clerical monster spell that can be used by monsters of level 9 or higher, and is therefore favored by aligned priests. When cast, many insects are created. If are extinct or genocided, snakes, , will be created instead. If snakes cannot be created either, nothing will be created. The monsters created by this spell are hostile. Aligned priests are often located in the Sanctum and on the Astral Plane. At that point, insects pose no danger to the player so it is actually helpful having the priests cast this spell, as the insects act as a buffer between the player and the tougher monsters. In SLASH'EM, due to the addition of many substantially tougher insects, this spell can be particularly troublesome, and may warrant a class genocide of a. =_=_ Read In vanilla NetHack, you automatically read any floor engravings or headstones that you encounter. This does not use the command, nor does it break illiterate conduct. (Though reading an engraving does not break the conduct, writing one does.) In NetHack brass, you automatically read any floor engravings, but not headstones. < ref > NetHack brass 040923/engrave.c#line212 < /ref > To read headstones, press and then answer to the question, "Do you want to read an epitaph on the grave?" In brass 040923, reading the epitaph does not break illiterate conduct. By pressing then , you can read objects that are on the floor. Thus, if you suddenly need to flee and you have no empty inventory slots, but luckily found a scroll of teleportation on the floor, SLASH'EM lets you activate it. SLASH'EM lets you "read" rings. This is a feature to check the color of rings that you are currently wearing, otherwise "You can't see it!" or "Perhaps you should put it on first." Currently, only a mood ring will glow with color; any other ring gives the message, "There seems to be nothing special about this ring." =_=_ Elves =_=_ Talk:Potion of holy water There's no way to reasonably polypile for holy water without also breaking either atheist or illiterate, because to distinguish blessed potions from uncursed ones, you need to use an altar or an identify spell/scroll. Sure, you could just polypile loads of potions of unknown BU status, but that would be a big waste of polymorph charges (and if you're usibng the spell of polymorph, you'd have to break illiterate, of course). So the polypile section in "conduct considerations" seems to be wrong, but I'm not changing it outright because maybe I'm missing something. Xoxb (talk) 19:52, 26 March 2013 (UTC) Water prayers are not affected by the BUC status of the potions that are on the altar. You can put any number of potions of unholy water on a coaligned altar and pray to convert them to holy water. So I don't see why the article suggests avoiding cursed potions of water in water prayers. Comments? Djao 05:06, 8 December 2006 (UTC) Note this is geared toward heavy conduct play. In normal games, a blessed scroll of remove curse and extra blessed genocide (after making dragon scales) are quite useful. You don't normally need to bless a scroll of charging, just blank blessed scrolls and write your first one. --Tjr 14:41, 23 March 2011 (UTC) Should the probability of finding it on the floor be merged with the shops section? On the one hand, shops are the most prominent and easy-to-understand example. OTOH, Shops (14.4%) and containers (11%) are responsible only for a very small share of all game (54%) that have randomly generated holy water. --Tjr 02:49, 31 August 2011 (UTC) =_=_ Talk:Expensive camera would like that very much. I think I've seen this message a few times previously, as well. What' the deal w/ that? There I think the monster would be permanently blinded if adjacent and up to 50 turns, decreasing with distance, if not adjacent. The bitfield mcansee tracks the current status and mblinded is the counter for temporary blindness; they are defined in . The blinding in done in the flash_hits_mon routine (). If you are adjacent mblinded is set to 0, otherwise it is set to rnd(1 + 50/tmp) where tmp is approximately distance squared from a call to dist2. The problem timeout is done is mcalcdistress () where mcansee is only changed to 1 when mblinded changes from 1 to 0. If mblinded is already 0, nothing is done and the monster stays blinded. --Skidragon2 (talk) 21:45, 5 October 2012 (UTC) Added info on another minor tidbit added in 3.6.0. I might have the probabilities wrong; I threw like 20 cameras and only got 3 picture-demons, but I could have just been really unlucky. Additionally, the strategy section needs to be double checked. I tried using it on Death during my tourist ascension, and it blinded him but did not make him flee. However, I don't see anything in the source code to specifically make them immune to the fleeing. The riders have been buffed in a bunch of other ways so it wouldn't surprise me if they were made immune to the fleeing, but I can't figure out howso. -- Qazmlpok (talk) 17:37, 13 January 2016 (UTC) =_=_ Talk:Iron chain Why are they so useless? Seems like it might be useful to know. --Intx13 22:01, 9 January 2007 (UTC) Well, noting's entirely useless in this game--probably the best thing that can be done with an iron chain is to add a layer of insurance to an Elbereth square. I don't think it's correct to say that the fake Amulet rivals iron chains in terms of utility. Fake Amulets can be polymorphed into useful ones. Though it may still be good to make mention of the fake Amulet, as that has no use as is either. I see the fake Amulet as more of a hazard. - Andrio Celos (talk) 04:26, 12 November 2018 (UTC) =_=_ Gray-elf =_=_ Talk:Amulet of Yendor Another sacrifice question: what happens if you sacrifice it at an altar (aligned, unaligned, or cross-aligned) within the dungeon? Say at Minetown? Does the game even let you #offer it at non-high altars? Thanks! Carrying the amulet prevents any form of teleportation to a different level, and the only way to circumvent this is to drop the amulet and thus leave it behind after levelporting. However this restriction only applies to the player. Twice I have had the carrier of the amulet (both times a named demon that was summoned in and killed the high priest himself; it might even have been Yeenoghu both times) and levelport while carrying the amulet by reading a cursed scroll of teleport. The first time it was even a result of my actions; I dropped all of my cursed scrolls of teleport earlier because they lose their value once you enter the sanctum level. When this happened I thought of it as a problem, but I later realized that it made the ascension run easier I think that potentially this could be very helpful for speed runs, pacifists (possibly let you skip entire floors, especially the lairs). However with what happened to me, it's honestly not very useful. It's still necessary to check EVERY floor, just in case. If you don't hand the amulet and cursed scroll of teleport to a covetous monster, it'll be a pain to track down who has it; and if you do give it to a covetous monster, you have an annoying covetous monster to recover the amulet from. I also don't know if it's a coincidence or not, but both times the demon was found still in Gehennom, not in the main dungeon. I've never heard anything about levelporting for demons restricting access past the valley of the dead (The only restriction I'm aware of is teleporting into Gehennom from above the valley). The best way to do this would be to give the amulet to a carnivorous or omnivorous pet (for maximum possible tameness), force it onto a level teleporter trap (as pets will not read scrolls, or pick up cursed scrolls anyway), and then rush through the mazes of menace looking for the pet, using a magic whistle on every level until it is located. Optimistically even levelporting yourself all the way to level 1 and working down, to take better advantage of the possibility of going all the way to level 1. I have no idea if this is possible though. I don't know if a pet will pick up the amulet, and even if they did they would also quickly drop it. Perhaps hand it to a hostile creature, tame it, force feed it meat (meatballs or tripe; or a huge chunk of meat to really keep it busy) to increase tameness and stop it from dropping the amulet, and repeatedly apply a magic whistle next to a levelport trap until it disappears. I know I've seen hostile monsters pick up the amulet, but I can't see to reproduce this in wizard mode at the moment. This is obviously a complicated and risky strategy, and I can't think of a clear way to make it useful and not rely so much on chance. Perhaps someone with more experience could think of a way to make this work? -- Qazmlpok 01:52, January 10, 2010 (UTC) What happens if you try to apply (not offer) the amulet while standing on a High Altar? --Bluescreenofdeath (talk) 11:01, 4 December 2013 (UTC) I'm pretty sure that you can no longer identify a fake amulet by trying to put it into a container. I'm not 100% sure, but I was holding an Amulet when my Orb of Fate was stolen by Rodney. I then immediately tried to put my Amulet into my BoH and it resisted going in. =_=_ Wizard lock Wizard lock is a magical way to close and lock a door, provided by either a wand of locking or a spellbook of wizard lock. The effect will close and lock chests and doors. If the door or the lock is broken, it will be repaired. If the doorway has no door at all, a door will be created. (If there is something in the doorway, the spell will not work.) Drawbridges will be closed. If you are above a hole and zap a wand of locking downwards, a trap door will be created in its place. You will receive one of the following messages: < ref > () Zapping downwards at a hole. < /ref > You can use wizard lock to lock a door if you do not have a key or lock pick. However, given the frequency of keys and lock picks, this is not a common use, since it needs a charge or 10 Power (keys and lock picks are free) and is more effort to use than applying a key. The main advantages of wizard lock over a locking tool are that you need not be adjacent to the door to use it, and that it works on empty doorways and open doors in addition to closed doors. This makes it an action faster in the best case, and considerably faster in the worst case, because sometimes intelligent monsters will open doors before a locking tool can lock them. As such, wizard lock is particularly appropriate when you are being chased, most likely in the early game or on the Astral Plane, as it is guaranteed to close and lock a door in one turn, whereas doing so manually requires at least two (and often more, as you may fail to close or lock the door in one turn). Monsters rarely carry keys, so an immediately locked door is usually safe; shopkeepers, however, have keys, and riders and enemies with particularly high strength can bypass locked doors. If you have a wand of locking and a wand of opening, you could theoretically smash a number of monsters in a drawbridge by zapping them alternately. However, you could only do this a few times before the charges run out, and so this is not a common strategy. It would be slightly more doable if you had the spell versions, and , but it would still cost 15 Power for each open and close, and clearing the castle this way can sometimes take nearly a hundred turns (that's 1500 power). Locking chests is useless in terms of protecting the items inside (monsters do not open boxes), but the ability to repair the lock could be useful in unusual situations. Prior to NetHack 3.6.0, if a box contains an unidentified gray stone, you might wish to destroy the box without taking out the stone, so that you can kick it to see if it is a loadstone. You can attempt to destroy the box by #forcing it with a blunt weapon; if this fails to destroy the chest, you can use wizard lock to repair the lock and try again. (NetHack 3.6.0 introduces the tip command, which safely removes the stone and makes this strategy obsolete.) Additionally, a locked chest or box can be used to contain a troll corpse and prevent it from reviving; if the only box you have nearby has a broken lock, you can use wizard lock to lock it in. Phasing monsters can pass through doors. Blobs, puddings, mimics, and lights can squeeze or flow themselves underneath doors. Also, giants can crash open doors. =_=_ Talk:Cheating Discovered the Wizard Bones cheat myself a couple of years ago, but have never heard anyone else use it. I might even be a sort of pioneer of Nethack cheating. Nah, probably not. Wrote the cheat here, anyway. I don't know how NetHack works so I can't do this myself (yeah, just like I could anyway), but wouldn't using of a debugger (to edit the game's memory at runtime) allow you to "easily" change your HP and do plenty of other stuff? Should this be mentioned? --212.149.216.233 17:34, 21 November 2007 (UTC) Oh sure, it's definitely possible. You could even build a simple GUI that pokes memory addresses for object identification, shows damage calculations, displays warnings about corpses, halts the game when you're in danger and so forth and so on. However, for most of these you'll need a local game, and that's hardly worth any bragging points. For the rest, there's always Interhack ;) Renx 08:00, 23 July 2008 (UTC) First of all, the "Definitely cheating" section says "none of the methods of cheating described below are possible on a multi-user system", but RNG abuse is possible on a multi-user system (in fact that was the main point of Sartok's post), so at the very least this sentence needs to be corrected. I'm also puzzled by why (for example) Wizard Bones is only "Probably cheating" whereas RNG abuse is "Definitely cheating." They seem equally bad to me, and if I had to pick one that was worse, I'd pick Wizard Bones. djao 17:47, 3 March 2009 (UTC) I don't think I've seen confirmation of this anywhere, but is it or is it not cheating? I personally think it's a bit slack, but it's useful as all hell. It's a bit like file sharing :D --Archmage84 11:04, June 15, 2010 (UTC) What is the ideal level to stuff bones piles on in hopes of finding them? Just curious, I probably wouldn't do it. 99.164.86.137 20:22, 27 November 2011 (UTC) It is rather odd, that harmless Things like staying at an Altar or writing down Idendities are considered cheating, but be Shopkeeper bugs are not. It seems that nobody dares to touch the Shopkeeper Code because Izchak Miller wrote it, but is this sentimental Behaviour really necessary ? Even if the Shopkeepers are left untouched, it would be possible, to prevent it by patching DOGMOVE and MONMOVE. The check for Elbereth and Scare Monster scrolls can be ORed with Shopsquare, and Pets could treat Shopsquares as cursed, and never pick up Gold. Additionally the Shopkeepers could be Level 49, covetous Followers, do 4d50 Damage per hit and get a Wand of Death, so that killing them in the Gamestages, were you may need the items sold in shops would be impossible (if possible at all). The Problem is that the Ease to steal from Shops is the Reason for some Limitaions in Shop-Behaviour. For example the limited Purse of the Shopkeeper. So if Shoplifting would be prevented, you could use Shops with unlimited Money in the late Game to get money from selling Gems. ( A Player who can cast Identify or has spare identify Scrolls, and thus can formal identify Gems reached often a Stage in the Game, where every Shopkeeper who would buy Gems is out of Money). This would also make it possible to restock Shops, though this would need much more Code. -79.210.38.56 18:47, 5 April 2013 (UTC) This cheat is just too powerful, and sometimes I can't resist exploiting it. It's also a fixable bug or, if you prefer, design flaw. I only play Slashem anymore... maybe I should work up a patch and try to get it installed on crash-override so I'm not tempted. Folks could patch the other servers, as I doubt I'm the only one who exploits this - it's too freaking obvious. Does this refer to quitting the game an illegitimate way so as to undo a stupid mistake, or merely an honest mistake? (E.g. You make a mistake in Sokoban, or you sell the wrong thing you couldn't have known.) Because I tried this with earlier versions, and it didn't work; instead, I discovered a nice feature where the game simply saved-and-quit for me, making for an easier way to save. I'm quite sorry they didn't keep that feature, or bug fix, or whatever you call it. DoubleU (talk) 05:59, 6 December 2017 (UTC) I realized today was Friday the 13th... but not everywhere in the world. So 'env TZ=SomeZoneNotToday nethack' can be used to avoid the luck penalty. Could also be used to push one in or out of new/full moon days. --Kdz (talk) 15:25, 13 February 2015 (UTC) Is it cheating if I change my system clock to a date and time that is both a Friday the 13th and a new moon, and possibly make it midnight too? After all, doing so makes the game strictly harder and I'm not sure if there is any way for the player to use that to their advantage ;) --Bluescreenofdeath (talk) 08:29, 30 August 2019 (UTC) =_=_ PuTTY PuTTY is a free implementation of telnet, ssh and terminal emulation by Simon Tatham. It is the preferred way to play NetHack on a public server on Windows, as it is much more versatile and standards-compliant than Microsoft's telnet.exe that comes with Windows. To make IBMgraphics work with PuTTY, you need to set < tt > Window/Translation/Character Set < /tt > to < tt > CP437 < /tt > To make PuTTY looks exactly like the Windows terminal window, set < tt > Window/Appearance/Font < /tt > to < tt > Terminal < /tt > When connecting to server using Dgamelaunch, you may become disconnected if you accidentally resize Putty window to have different width or height in onscreen characters. To prevent this from happening, choose between Change the size of the font and Forbid resizing completely in Window settings. You can also set the starting window size here. By default, PuTTY sets its terminal-type string as < tt > xterm < /tt > . This breaks a lot of things. It's best to change its advertised terminal-type to < tt > linux < /tt > . By default, right-click pastes in PuTTY. This can easily lose your game if you accidentally right-click a window when you have a long piece of text on the clipboard. It's recommended that you go to Window - > Selection and change the selection from "Compromise" to "Windows" to disable this. Remember that unless you save your session settings, you have to set this option again every time you play. On some public servers when connecting by Telnet, you can log in automatically by configuring the auto-login username under < tt > Connection/Data < /tt > in the format < tt > username:password < /tt > . SSH public servers generally require a specific username e.g. < tt > nethack < /tt > at the authentication layer, and then you log into your personal account within the application itself, but configuring that username in auto-login still saves a step when connecting. Note that Telnet traffic isn't encrypted, so use a unique password. PuTTY has a special mode for playing NetHack < ref > http://the.earth.li/~sgtatham/putty/0.76/htmldoc/Chapter4.html#config-nethack < /ref > . You can enable it by selecting ‘NetHack’ in the ‘Initial state of numeric keypad’ control. In this mode, the numeric keypad keys 1-9 generate the NetHack movement commands (hjklyubn). The 5 key generates the . command (do nothing). In addition, pressing Shift or Ctrl with the keypad keys generate the Shift- or Ctrl-keys you would expect (e.g. keypad-7 generates ‘y’, so Shift-keypad-7 generates ‘Y’ and Ctrl-keypad-7 generates Ctrl-Y); these commands tell NetHack to keep moving you in the same direction until you encounter something interesting. =_=_ Talk:Lich I think all Liches could be on a same page, as they share most of their properties with themselves. I'd love to read about tactics against liches as well. Progo 10:25, 10 December 2006 (UTC) Don't wield a 'trice corpse if you don't have magic resistance. A gnome on level 8 of the Gnomish Mines deliberately jumped on to a polymorph trap, turned into a lich and destroyed my gloves. Not nice... In a little wizard mode testing, I #polyself'ed in to an arch-lich to do some scroll of gold detection testing while confused. I noticed that I could move in any direction without the normal confused randomisation. I was level 25 at the time, but moved hundreds of squares without randomisation. Is this a symptom of Wizard mode, the monster itself, my high level, was I just lucky or something else entirely? -- Kalon 05:33, 30 October 2008 (UTC) I was wandering through the dungeon digging up walls with a pickaxe when I looked and there was a Master Lich following me...as a pet. I thought it may have been my kitten morphed, but kitten appeared a few turns later. I reverted the addition of death magic to the resistances of arch-liches: all undead and demons naturally resist death rays. The "death magic" resistance is SLASH'EM-specific: it makes some monsters (notably angelic beings) which would otherwise be vulnerable to death rays resist them. Possibly, though, it might be a good idea to put a link in the monster template for the undead or demonic property, as the food property is linked now. Maybe all the attributes ultimately be linked to appropriate pages. -Ion frigate 00:43, 17 February 2011 (UTC) I thought I should explain my edits to this article. Say the Castle is on level 29, and you reach it at level 14 or lower. Since the Castle is the one place where you are the most likely to meet liches (unless you've already genocided them), I think it makes sense to use it as a reference point when describing which spells each type of lich can typically cast. If you don't genocide L and meet them in Gehennom, then they'll be able to cast even higher spells & mdash;but by then you should have the items you need to deal with the spells. --Erica 07:53, 7 January 2012 (UTC) =_=_ Scroll of destroy armour =_=_ Armour =_=_ Auto-identify Sometimes, the game will auto-identify an object after you or a monster does something with it. This is a contraction for automatically identify, and means that you identified a type of object without explicitly using the scroll of identify or spellbook of identify. Common ways to auto-identify an object include the engrave-testing of wands, letting monsters use certain objects, and (to possibly dangerous effect) yourself using an unidentified object. The difference between auto-identification and explicit identification (from the scroll or spell) is that the latter also reveals the beatitude, enchantment and charges of one object. You might still think that you know the identity of an object, even if NetHack did not auto-identify it. Suppose that you wore an unidentified ring and quaffed a potion of enlightenment to discover that it gave you cold resistance, or you dropped the ring in a sink and compared the message with a spoiler. You might know what kind of ring it is, even when the game does not tell you. In these cases, the game will still label the item with its randomized appearance, but you can use the (N)ame command ( if you use the numpad-based control scheme, or #name which always works) to name it yourself. (e.g. the game might still describe that ring of cold resistance as "an engagement ring" but you can (N)ame it "cold resistance" and from then on all engagement rings would be labeled "cold resistance") =_=_ Ill =_=_ Corpses =_=_ Vaults =_=_ User:Pokemonman/Chartreuse =_=_ User talk:Pokemonman/Chartreuse =_=_ Talk:Tourist What would you suggest for wishing for a tourist if he had an early wish? Would he go with the ordinary fooDSM or something else. I have played a bunch of tourists now, seems pretty tough to have your hands on a unihorn or so. How about other tactiques you have been practising with Tous? In addition, what (quest) artifact would be most worth wishing for a Tou? The article mentions MB which is easily achieved by sacrificing anyways. Maybe EoA? OoF? Progo 17:43, 12 December 2006 (UTC) Heck, as no-one is answering to this, I'll tell how I overcame a Tourist. Like any tourist else, I collect daggers to my main weapons, and on some cases, I even #name an elven one to Sting, but I'm not sure if it's been a wise action, as I don't know if the to-hit bonus applies to all enemies, not just orcs. Heck. Anyways I'll do daggers (usually get Expert on those very quickly which makes life easier). When I face a unicorn, I'll use the horn as my weapon (unless I have found a nice shield, then I prefer a long sword or a scimitar). I have gotten to Gehennom twice as a Tourist. First with frosty and silver saber (that game ended badly) but the second coming involved Vorpal Blade and silver saber. It's really worth to try twoweaponing as a Tou. What comes to the Quest, it's easy to do with a +1 vorpy as I did. There are no problems in beating the nemesis. And as said, the post quest is very easy to tourist. Only the bag of tricks is been a slight disappointment as the charging doesn't add much, only a bunch of charges to that. (The chargings' been clearly optimized to wands.) What comes to tous spellcasting, they can cast ID with 0% without a robe, so polypiling or even wishing for the book is advisable. Gauntlets of power have their use in the early game but there's no need to wear them in gehennom. I wouldn't be reading the Discworld books now if you didn't feature the Tourist article on the main page. :-) --Aeon17x 15:15, 29 June 2007 (UTC) I noticed that someone has added a protection racket section to the strategy article that I (mostly) wrote. I find the protection racket technique to be highly dubious for Tourists, worthy of a footnote mention at best, but certainly not significant enough to merit the headline treatment that it is accorded here. It is true that a Tourist does start with some gold, but gold is not the most important thing you need. Let us compare healers vs. tourists from the point of view of the protection racket: It's really not even close. A Tourist is only marginally better equipped for a protection racket than an average player of any other class. In fact, a character of another class with good starting armor is arguably more likely to succeed than a Tourist. Healers, on the other hand, have a ton of advantages in their favor if they should choose to attempt a protection run. And yet, if you go look on the Healer page, the protection racket is only mentioned very briefly, in a footnote, with nothing resembling the prominent placement that it has in the Tourist article, despite the clear superiority of the Healer class in this department. I think it's pretty ridiculous for the Tourist article to contain more discussion of the protection racket than the Healer article. Of course, one valid response might be to add a large section to the Healer article discussing the protection racket. I'll leave that job for someone else; my discussion here is limited to the Tourist article (since this is the Tourist talk page, duh :) I'll let this thought sit for a few days in case anyone cares to comment on the situation, but I do plan to revise this article along the above lines unless someone can present a clear and convincing case why the protection racket deserves such central treatment for Tourists. Djao 01:45, 20 August 2007 (UTC) I don't think the tidbit about shock resistant monsters and Mjollnir belongs here. This article is about Tourists. If someone wants to know the details of Mjollnir, they should click on the Mjollnir article. That's why we cross-link the articles, after all. (For the record, I am not deletionist, but I do believe that human limitations are a valid reason to keep information out of articles. Long, over-detailed articles are harder for humans to read.) As evidence to back me up, I point to the Samurai article, which contains a very similar phrase, namely "The most damaging all-purpose melee attack in the game comes from a samurai double wielding a +7 Frost Brand and a +7 katana." No mention is made of cold resistant monsters, even though Grayswandir is of course much better against cold resistant monsters. djao 13:43, January 31, 2010 (UTC) This section mentions that orc tourists have an instakill attack from the second move. Is this because they start with a potion of sickness? I think that should be specified, since as it is I can't figure out if they simply start with a potion of sickness, or if there's some new ability that's been added to orcs and/or tourists in Sporkhack. -Ion frigate 15:07, 2 February 2012 (UTC) I cant get my tourist to hit anything with a weapon. I dont understand why. I have basic dagger and basic twoweapon. Throwing uncursed +0 daggers seems to miss most of the time, but of the three arrangements hits the most. If I wield a single uncursed +0 dagger I almost always miss, and if I twoweapon two uncursed +0 daggers I miss more than any other combination. It doesnt seem that this is getting any better with experience levels. Does tourist have some sort if internal to hit penalty? When I play a wizard, preparing for magicbane, I can throw daggers very accurately and wield very accurately so a tourist not performing in a similar manner is baffling. =_=_ Talk:Scroll While I understand that the Ink column represents an actual figure from the source code, I'm not sure that it's intuitive to the reader why we use that value in the wiki. If we subtracted 1 from all of the ink values, we'd adjust the possible costs thusly: =_=_ Template:Chartreuse =_=_ Template talk:Chartreuse =_=_ Medical kit A medical kit is a tool in SLASH'EM and SpliceHack. It appears as a leather bag when unidentified, but cannot hold anything except pills, bandages, and phials. To view the contents of a medical kit, drop it and #loot it. There is no way to refill an empty medical kit. Only Healers can use the bandages (to bandage their wounds as part of their surgery technique). Only vampiric players can use the phials (to draw off a phial of their own blood for later consumption). Anyone can apply a medical kit to swallow a pill from it, but only Healers can reliably do this successfully, and then only if the kit is not cursed. If the pill works, it will cure your first trouble from the following list: sickness, blindness not caused by something on your face, hallucination, vomiting, confusion, stunning, and loss of hit points (it will heal you by 10–19 HP but won't increase your maximum). If the pill fails, it may have no effect, cause HP loss, or make you deathly sick. Hi! Welcome, and thanks for contributing to NetHackWiki! Could you please create an account? It helps us keep spam down, because we don't have to check the edits of known-good users. It also provides more privacy for you. Our style guide and How to help pages are good starting points. Lotte 21:00, 15 December 2006 (UTC) Fine... see what happens? I see a spelling error here and some missing information there and before you know it, I've signed myself up. Oh well. Hi everyone! --Mogri 06:41, 16 December 2006 (UTC) =_=_ Solid rock Solid rock is a terrain type that makes up the unneeded space in the dungeon. It is possible to dig through one square of solid rock with a pick-axe or dwarvish mattock, and several squares with a wand or spell of digging. Tunneling monsters can also dig through solid rock, although some need digging tools in order to do so. Monsters will only ever use wands of digging to escape down a floor; they will never dig horizontally with one. Most solid rock can be dug through, but the solid rock which borders the edge of the map cannot. This is to prevent needless digging of the map. Digging the edge of the map in the main dungeon will typically produce a message saying "This wall is too hard to dig into." If trying to dig outside of the screen, "Clash!" will instead be given. Once removed, solid rock cannot be reformed. The only alternatives are moving boulders around and possibly creating doors with the wand or spell of locking. =_=_ Terrain type =_=_ Regeneration Regeneration is a property that speeds the recovery of HP drastically; your character gains 1 HP on every turn (s)he would not normally do so. It is acquired as an extrinsic through putting on a ring of regeneration or wielding the Healer's quest artifact, the Staff of Aesculapius. It can only be acquired as an intrinsic by eating a ring of regeneration if the ring is of suitable material and you are polymorphed into a monster that can eat it, or by polymorphing into a monster with innate regeneration: all vampires, vampire bats, werecreatures, imps, lemures, quasits, all trolls, all liches, Archons, the Wizard of Yendor and Riders. Regeneration also burns nutrition faster; namely, one point of it every odd turn, unless the source is an artifact. Note that a digested ring of regeneration will use nutrition. This may be a good or a bad thing, depending on whether there is a scarcity of food or a corpse that you wish to eat; the former tends to be the case in the early game, whereas the latter situation is common in the late game. =_=_ Tainted =_=_ Gecko A gecko, , is a monster that appears in NetHack. It is encountered in the earliest dungeon floors, and is one of the first the player may encounter. =_=_ User:Mogri =_=_ Talk:Invocation ritual Is it possible to ascend without the Bell of Opening? According to the quest page, it is: "A quest nemesis is the one who you must defeat to reclaim your quest artifact and the Bell of Opening. It's possible to ascend without killing your quest nemesis, but this is exceedingly rare." According to the unwinnable page, it is not: "The quest must be completed to get the Bell of Opening, but cannot be entered if the player is not of his or her original alignment." If I remember correctly, you get the Bell of Opening off the corpse of your quest nemesis. If the first statement is true, there is another way to do the invocation ritual without the Bell or another way to enter Moloch's Sanctum without doing the invocation ritual. Does anyone have any ideas? Or maybe I'm just completely wrong and there's some way to get the Bell from your nemesis without killing it. If that's the case, then both statements would be true. --MadDawg2552 05:05, 11 January 2007 (UTC) The article says that "it is slightly safer to ring the Bell second." I don't agree with this strategy. At the very least, there are valid reasons for lighting the Candelabrum of Invocation second, and we should mention these reasons. Most notably, the Candelabrum gives off light, and light is a valuable resource, especially light of such a large radius. By lighting the Candelabrum second, you conserve (at least) one turn of light. djao 18:51, December 14, 2009 (UTC) =_=_ Intelligent artifacts =_=_ Salamander The salamander is a monster in NetHack. They have a fire attack, two bearhug attacks, and can use weapons. They are one of the few monsters that cannot be genocided. When chatted to, a salamander will mumble incomprehensibly. A salamander in NetHack is very different from a real-life salamander; it has the torso of a man atop the body of a great snake. This appearance is based on the monsters from Dungeons & Dragons. In EvilHack, salamanders can move through lava and can now attempt to drown players in the lava, similar to pythons and eels in water; this is significantly more dangerous, as a successful attack will usually destroy most if not all of the player's inventory outright, along with possibly killing the player themselves. =_=_ Talk:Salamander Hi! Welcome, and thanks for contributing to NetHackWiki! Could you please create an account? It helps us keep spam down, because we don't have to check the edits of known-good users. It also provides more privacy for you. Our style guide and How to help pages are good starting points. Lotte 04:38, 19 December 2006 (UTC) =_=_ Ochre jelly The ochre jelly, , is an acidic amoeboid monster that appears in NetHack. It is the only non-sessile member of the jelly monster class. Ochre jellies are the second quest monster encountered on the Knight's Quest branch, and have a 14% chance to be generated - several ochre jellies are generated on the floors beyond the home level. Ochre jellies are still quite slow and can be easily outrun, allowing you to pick them off at a distance with corrode-proofed or disposable projectiles - you can also simply run away if you aren't prepared to handle them. Their passive acid attack does 3d6 damage as opposed to the (XL + 1)d6 of spotted and blue jellies, but being engulfed may force you to attack and trigger this passive multiple times. A wand of digging or spell of dig will immediately free you and reduce their HP to 1. =_=_ Category talk:Monsters =_=_ Category talk:Unique monsters I think this should be a sub-catagory of Monsters, but that both Monsters and Unique Monsters should show up at the bottom of unique monster pages. (in response to the update summary for Geryon) =_=_ Talk:Wizard mode I tried the gdb hack, but when I did it on < pre > /usr/local/bin/nethack < /pre > , is said & ldquo; no such executable & rdquo;, and when I tried it on < pre > /usr/local/share/nethack < /pre > , the games itself started, but gave me & ldquo;No write permission to lock perm & rdquo;, despite the fact the starting nethack normally starts fine. NetHack 3.4.3 for Pocket PC doesn't allow the caret commands (e.g. ^W for a wish, ^G to create a monster etc). This is a bit of a problem, as it mostly defeats the purpose of entering Wizard mode. You do, however, start with a wand of wishing (0:3) to alleviate this somewhat. Can someone explain how to enter wizard mode using nethack-gnome? I get the following error when I run it from the command line: That path is just a shell script that launches the binary with the nethackrc file. I tried running "gdb $path/nethack-gnome /etc/nethack/nethackrc.gnome" and couldn't get it to work as described in the text. It just spews a bunch of lines saying "(no debugging symbols found)". It also treats the binary and rc file as two separate gdb inputs so that breaks my attempt from the start. How do you run wizard mode in tiles for the Mac? Multiple google searches has been useless, as nothing offered has worked. Has anyone ever tried this fun little nugget? Does it work on any system? I don't know but... If you ^G multiple quest nemeses, they drop Bells of Opening... then, when you pick up a second one, the messages are "already have silver bell?--More--" "Program in disorder - perhaps you'd better #quit." Does have any place in either the Bell of Opening or Wizard mode article? Aeronflux 16:09, 31 March 2009 (UTC) This linux distro appears to require you to be logged in as user "games" in order to access wizard mode, not user "wizard". Any ideas on how to enable said account? I've tried doing so, but I still can't su to account games... 141.156.202.163 18:08, 12 August 2009 (UTC) If one puts a pit over stairs, then fills the pit with a boulder, it hides the stairs. Is this a glitch, and is it fixable? Dracojounin7 19:13, January 17, 2010 (UTC) Yes it appears that doing this will hide any object (stairs, fountain, sink, altar, etc). Fortunately the stairs will still be there, you just won't be able to see them and you won't get a message that they are there, but if you trying going > or < you will be able to. This only works for stairs, if you try to quaff from where there was a fountain you won't be able to. Again, we are lucky that you cannot use a wand of digging or a pick axe to dig into stairs in a normal game. Rockstar7514 23:21, February 19, 2010 (UTC) Using the #enhance extended command while in wizard mode allows you to enhance skills without having trained them the correct number of times. Thought it might be nice to have on the page but I didn't know where to add it. --Xannon (talk) 16:51, 14 November 2012 (UTC) I've changed the Unix section to something which more closely resembles the situation with 3.6.0, and to tidy it up a bit (as I see it). Some of the things I've done are: I don't know a lot about sudo or macOS, and haven't tried the gdb one as I'd need to recompile NetHack first to get a copy with debug symbols. Hoanwan (talk) 02:55, 4 November 2016 (UTC) =_=_ Explore mode Explore mode is a special game mode, intended for players still learning the basics, which grants several advantages to the player. It can be invoked in a new or existing game by starting NetHack with the -X option, setting playmode config option, or in an existing game via the #exploremode extended command. In an existing game, you will be prompted for confirmation. If you start a new character in explore mode, your character will have a pre-identified uncursed (0:3) wand of wishing, in addition to their standard starting inventory. The most prominent feature of explore mode allows you to refuse death at will. When your character would die, you are prompted as follows: Type , and you receive the message "Okay, so you don't die." The game continues much as though you were wearing an amulet of life saving. (If you were wearing the amulet, it will be consumed as normal and you won't receive the prompt.) You can refuse any sort of death, even ones that standard life saving wouldn't protect you from. However, you cannot refuse any other end to your game, such as trickery or escaping the dungeon. If you refuse death from brainlessness, your intelligence is arbitrarily set to 5, with the message "You feel like a scarecrow." If you refuse death from self-genocide, you survive as the last of your race or role, and trying to genocide the same race or role again will fail, except through the uncursed scroll while confused. If you refuse death from levelporting to level 0, it's as though the teleport never happened. Explore mode also gives you the option to keep your old save file when you restore a game. This allows you to have a single save slot as in many other games, that you can use to undo a sequence of play to experiment with the results of alternative strategies without having to start a new game and get to the unusual situation you wish to explore. (Note that, if available, wizard mode may be even more powerful for this sort of exploration.) Inputting while in explore mode will not only show your basic attributes, but also your current ones, as if you had used an uncursed wand or potion of enlightenment. Explore mode has some value for players who install their distro's NetHack binaries on a Unix system, and lack the correct username to enter wizard mode. The main obstacle for these players is the bother of either creating a user account with the correct name, or compiling NetHack from source code. These players can use the explore mode's wand of wishing to play with specific objects. Players in explore mode may develop abnormal strategies. For example, instead of dealing with a soldier ant in an appropriate way, an explore mode player might just melee it, ignoring how many deaths this takes. Then they repeat this process with the next difficult monster, dying hundreds of times in the same game. Instead of - or as well as - explore mode, consider how Elbereth, proper pet use, or other strategies could help you. =_=_ You hear a slurping sound =_=_ Talk:Tengu The tengu is lawful. can a lawful character eat it? Assuming you didn't kill it your self.--121.54.58.145 10:45, 30 August 2013 (UTC) =_=_ Mumak A mumak (plural mumakil) is a quadruped that appears in NetHack. It is a enormous elephant that is slow, but ferocious. While they may not be the most dangerous of the class, mumakil are a still a powerful threat that can do large amounts of damage. Mumakil have the most powerful single melee attack in the game other than the Riders', with their headbutt making a mockery of all but the sturdiest armor; their HP and AC of 0 also let them withstand significant punishment before succumbing. When fighting a mumak, take advantage of its low speed & mdash;use ranged weapons, polearms, wands, spells, or hit and run. Mumakil have a thick hide, so they take no damage from kicks, among other things - while stronger characters like Valkyries or Barbarians may be sufficiently prepared for the encounter, mumakil tend to be a frequent cause of death for weaker or underprepared players trying to fight them in melee. dNetHack adds a younger form in mumak calves, which can grow up into mumakil; they have the same difficulty and share many of the mumakil's stats, with the exception of damage, weight and nutrition value. Mumakil themselves are now higher difficulty and appear deeper into the dungeon. =_=_ Roguelikes =_=_ Talk:Poison resistance So we see that there is a special case for bees and scorps. There is a 25% chance of gaining the intrinsics automatically (because it sets chance to 1 !rn2(4)% of the time which is 25%). if that fails there is also the usually chance of gaining the intrinsic. So we see that prob. of case A is 25% while the prob of case B is mlevel/chance=1/15=6.66%. So p(A or B) = p(A)+p(B) if A and B are mutually exclusive so p(A)+p(B)=25%+6.66%=~32%.Addps4cat 19:09, 6 September 2007 (UTC) I'm pretty sure that eating poisonous corpses cannot instakill you, which would make them a pretty easy source of poison resistance once you have a unicorn horn. However, I'm not 100% certain, so I don't want to add this advice to the article just yet. Can anyone confirm either way? (The relevant code seems to be eat.c#line1289, which doesn't mention instadeath.) -- Killian 13:13, 22 December 2006 (UTC) The page is linked to searching for "You feel healthy", but the page itself says that the message for gaining poison resistance is "You feel especially healthy". Yidda 00:38, 19 March 2007 (UTC) =_=_ Talk:Undead =_=_ Talk:Tengu shuffle Hi! Welcome, and thanks for contributing to NetHackWiki! Could you please create an account? It helps us keep spam down, because we don't have to check the edits of known-good users. It also provides more privacy for you. Our style guide and How to help pages are good starting points. =_=_ Unofficial conduct Unofficial conducts are conducts that are not tracked by the vanilla version of NetHack. They are typically enforced by the players themselves only, though some variants track various unofficial conducts. Playing on a public server that records ttyrecs of your games is a good way to prove that you did an unofficial conduct. Never have your life saved by an amulet of life saving. It's okay to wear one, so long as you never trigger it by dying. It's also okay to die in a polymorphed form and return to your normal form; this doesn't count as being killed. Choosing not to die in explore or wizard mode also breaks this conduct. Vanilla NetHack actually tracks this, but not as a formal conduct. If you manage to ascend without being lifesaved, you get "You survived" in the attributes list; otherwise it states how many times you have been killed. Never have a pet of any sort. The starting pet can be turned off from the options file, and most other ways of obtaining pets are very deliberate and easy to avoid. The one exception is the charming effect of a magic trap, which is possible to trigger without any warning and will instantly tame adjacent monsters. Never engrave Elbereth. A stricter version of this conduct would also mean never using the word to scare off monsters in places like Sokoban or the Castle where it's already engraved, but most of the variants that track this conduct only track when you engrave it. This conduct doesn't restrict you from other methods of scaring monsters, such as instruments, coaligned temples, or the scroll of scare monster. Kill every monster in all the levels until none spawn any more. This is more about patience and dedication than it is about avoiding any specific behavior. It can be done to varying degrees: some extinctionists only kill everything that can be naturally generated with create monster; others will repeatedly stone and unstone statues of various rare or unique monster types in order to have them treated as extinct. Versions of NetHack that produce dumplogs will show extincted species in the dumplog. You may not gain score in any way. This precludes killing monsters, using scrolls, wands, and potions before formally identifying them, and a few other activities. Unfortunately, you also get points for the depth of the Sanctum, so not every game can attain the theoretical minimum. Never load a bones file. While many bones files are from relatively early in the game and don't contain much that's particularly useful, they might contain large piles of powerful items, artifacts, or other loot which make the game significantly easier for an adventurer who finds and collects them. Therefore, an ascension that never loaded a bones file couldn't have been able to take advantage of such windfalls. You can force the game not to load bones files by turning the bones option off in your configuration file. Vanilla NetHack does track whether you have loaded any bones files, but similar to Survivor this is not listed in-game as a conduct or reported in the logfile as one. One may not pick up or use any tools, with the exception of one's quest artifact (if applicable) and the Bell of Opening. At the beginning, one should drop all of one's tools on the starting square before proceeding. Unfair-scareless Never cause a monster to flee by standing on a spot such as Elbereth or a coaligned temple xNetHack Intrinsicswap Game mode where gaining a non-poison resistance via a corpse causes the player to lose all other resistances SpliceHack Elm street mode Replicates the effect of playing on a Friday the 13th, except that it's always active; in SLEX this does much more than just decreasing luck by one SLASH'EM Extended This is where users can post their own conducts. You must give some description to the ways the conduct makes NetHack harder, as well as your signature without a timestamp( < nowiki > ~~~ < /nowiki > ). The goal of this conduct is to maintain an AC of 10 for the entire game. This doesn't mean you must be armorless however. A mummy wrapping is the only potentially useful armor with 0 AC when unenchanted. Others can have their innate AC lowered by as much as 3 with various forms of erosion (that brown pudding could be your friend). Some useful 0 AC items might be a rusty helm to protect from falling rock traps, burned or rotted magical cloaks, a rusted helm of telepathy or opposite alignment, rusty gauntlets of power and all manner of degraded magical footwear. Pesky enchantments can be removed with cancellation or by the friendly neighborhood disenchanter. Protection, whether purchased, worn on your finger, from casting or even prayer with high luck breaks the conduct. Half physical damage artifacts are permissible however. Erode-proof armors such as dragon scales (mail is rather pointless) and silver shields can be offset with a sufficient number of cursed scrolls of enchant armor. A variety of styles, roles and strategies suggest themselves, with only a heavy reliance on melee being a probable non-starter... You must discover every single square of dungeon on every map and leave all doors open. The idea is that the entire world is now accessible to any future travelers. This adds a lot of time, and there is no closed door protection. Some people do this already on accident, and of course, once you have mapping spells it is trivial. For added headache, also make sure all dungeon tiles are physically connected. -- Funkopedia You must drop your entire starting inventory within the first few turns, and cannot pick up anything except invocation artifacts, the Amulet of Yendor and whatever other items are absolutely necessary to win the game. Bonus conduct: no using items (scrolls, spellbooks, corpses etc.) lying on the floor either. Probably easiest for monk and wizard. Bluescreenofdeath (talk) Apparently elves are allergic to iron. To keep this conduct simple in vanilla, no weapons or armor made of iron may be wielded or worn. This includes Stormbringer, Magicbane and GoP. Tools and projectiles (either thrown or launched) are exempt however. Amulets, being made of iron (with the exceptions of the Amulet of Yendor and its cheap plastic imitations), are prohibited as is any ring randomly labeled as "iron". Elf rangers would seem to be the best adapted to this conduct although wizards are also a possibility. A priest's starting mace could be quite a handicap though... Ascend without ever once entering any of the option dungeon branches (the Gnomish Mines, Sokoban, or Fort Ludios). Most characters will have a 50% chance of accidentally choosing the down stairs to the Mines, but an Archaeologist can avoid this by digging down and then coming back up and noting which stairs are safe. Archaeologists are also advantaged in making up for the loss of the guaranteed luckstone in the Mines, since they can dig for and readily identify luckstones in the regular dungeon. Play the entire game punished. For getting punishment at the start of the game, either play as a Convict in a variant that has that role, start-scum for a scroll of punishment or pray several times and hopefully don't get killed. There is a known punished atheist ascension on RGRN: SATAP Punished Atheist Racial ascensions require the player to make use of weapons and armor appropriate for the character's race. "Soft" racial conducts require the player to use racial armor and weapons whenever possible (thus allowing any race to use a T-shirt or Hawaiian shirt, because there are no race-specific items for the shirt slot). "Hard" racial conducts require that the player only use race-specific items in the weapon and armor slots (thus making shirts and gloves completely unavailable). Racial ascensions obviously vary in difficulty depending on the race. A hard racial elf suffers from little more than a lack of access to dragon mail or powerful artifacts, while a hard racial gnome is playing a nude conduct with a substandard weapon. You may only use wands to cause damage and otherwise affect the dungeon. No use of weapons is allowed to #force locks or attack. You should rely on powerful pets. The wizard, a role with some of the best damage potential from spells, is one of the best roles for this conduct. -- Kalon 01:34, 7 April 2008 (UTC) Go through the entire game with your starting equipment. This is a difficult task, because you cannot use any rings, amulets, weapons, spellbooks, or items other than the ones with which you started. This is nearly impossible for the Tourist role, which is designed to buy necessary items. Exceptions are allowed for the Amulet of Yendor, the Bell of Opening, and any of the items absolutely necessary to retrieve the Amulet of Yendor or the quest artifact that you earn through the quest. --Edrobot Don't use #chat. As a result, you cannot talk to your pet (you'll need a stethoscope for that), and you cannot buy protection from priests. =_=_ Unofficial conducts =_=_ Squares =_=_ Kobold shaman =_=_ Large kobold =_=_ Template:Patch Name is an optional parameter that defaults to the page's name. The other parameters are also optional; if a parameter is omitted, unknown is substituted in the box, and no link is generated. Any use of this template should have at least one of download or bilious. The bilious number is generates a link to < nowiki > http://bilious.alt.org/? < /nowiki > number in the Bilious Patch Database. Supply a number if possible, because the PatchDB contains a lot of useful info and users can edit it. This template highlights the link. =_=_ Kobold lord =_=_ Rabid rat =_=_ Statuscolors The statuscolors patch for 3.4.3 allows the user to configure colors for the bottom status line; these colors vary as the HP and Pw change and status indicators appear and disappear. This patch is modeled after the menucolors patch, which allows the user to configure colors for menu items. Both patches only operate in the tty interface. The user must put STATUSCOLOR lines into their nethackrc, or the statuscolors patch does nothing. In versions 3.6.1 and later, status hilites are included by default. The rest of this article is mainly useful for those on earlier versions. Statuscolors patch does the same as HPmon, and more; HPmon only colors the HP display. However, the fact that statuscolors does nothing without configuration from the nethackrc might be viewed as a regression. The Statuscolors patch is used on nethack.alt.org, while an expanded version of HPmon exists in GruntHack. The HPmon patch only overwrites the HP display with a colorised version, occasionally neglecting to do this (in which case the display is not colorised) or writing the numbers at the wrong position. The statuscolors patch actually modifies the code in botl.c that generates the status line, thus inserting color. However, this brings the statuscolors patch into conflict with the dumplog patch, which tries to modify the same code to support the provision of a string to the end-of-game character dump. NetHack brass players can use the brass interface patch which provides one possible resolution to this conflict. Text options have the format < tt > < nowiki > < text > : < color-option > < /nowiki > < /tt > . Text is case-insensitive. For example: A color option is a < tt > < nowiki > < color > < /nowiki > < /tt > followed by an optional sequence of < tt > < nowiki > & < attr > < /nowiki > < /tt > . Color and attribute names are case insensitive. Valid colors are: black, blue, brown, cyan, gray, green, lightblue, lightcyan, lightgreen, lightmagenta, magenta, none, orange, red, white, yellow. =_=_ Warhorse =_=_ Pony A pony is a somewhat common monster, represented by the letter . Ponies move quickly and hit multiple times a turn, and may prove troublesome for a low-level player unless they can pacify them or get their pet to kill them. A pony can grow up into a horse, and then into a warhorse; horses and warhorses are especially fast. Throwing a tripe ration (or any other non-vegetarian food) to a hostile horse will make the horse peaceful, even though the horse will not eat it (and the tripe can be safely retrieved), just as throwing vegan food at a hostile dog or cat will make it peaceful. Vegetarian food will keep ponies fed 5 times as long as players and their larger brethren 4 times as long, < ref > < /ref > with exceptions for starving pets. < ref > < /ref > Chat with your pet horse or use a stethoscope to find out if it is hungry. Pet horses can be saddled and ridden, giving the player the speed of the mount. Because pets feed mostly on the corpses of fallen monsters and few of them are vegetarian, horses are harder to keep fed than other pets. This is especially important for Knights, who start their game with a tame saddled pony, though they do have several carrots and apples in their starting inventory; this both makes it easier to mount their steed much earlier and keep them fed long enough to find a more "permanent" source of food. Further details for knights and maintaining horses are provided in their article linked above. Warhorses are higher level than large dogs and large cats. They can become just high enough in level to attack shopkeepers, for whom they are rarely an adequate match. Warhorses should be kept out of shops. Horses are common pets, as Knights start with a pony, and all horses can be tamed with vegetarian treats as noted above. Taming wild horses is usually easy, because all sizes of horse are considered domestic animals. Throwing a vegetarian treat at a hostile or peaceful horse will tame it. Throwing any other comestible at a horse will at least render it peaceful, with the exception of cream pies and eggs (which will break on impact). Horse also refers to the grouping of body parts for the forms of horses and unicorns. It affects the messages referring to the appropriate body parts as follows. Horses belong to a class of animals called 'ungulates' which are primarily characterized by having hooves & mdash;hence the that symbolizes them. =_=_ Mastodon To be precise, mastodons are a group of species. Not a single species. While the mastodon does resemble the modern elephant, the modern elephant is not a direct descendant of the mastodon. Although having a moderate speed as compared to horses, mastodons can be tamed for the purposes of riding. Since it has a very good attack, it will make a strong melee-fighting pet. Consider zapping a tame mastodon (as with any motile pet) with a wand of speed monster, particularly if you are riding it and/or don't have a magic whistle. =_=_ Baby long worm =_=_ Baby purple worm =_=_ Centaur A centaur is a monster that is a particular cross between a human and a horse; it has the body and legs of a horse, but where the horse's head would be, it instead has the upper body, arms, head, and face of a human. Centaurs can wield weapons and use magic items, but unlike many other intelligent monsters, centaurs can also move fast and they can kick you. Centaurs are dangerous in melee; their rapid and repeated use of wielded weapons (or bare-handed combat) combined with kicking can quickly harm or kill your character. A centaur with ranged weapons may shoot you. Shoot back or send your pet. Centaurs make superb steeds; while not quite as fast as a unicorn or a warhorse, a centaur is still very fast—a mountain centaur has a base speed of 20 and when zapped with a wand of speed monster is even faster than a player in speed boots. And unlike a unicorn or warhorse, a well-equipped centaur can take quite a beating, even in Gehennom. They can return quite a beating too: a centaur is the only steed that can wield a weapon, and given a powerful weapon (perhaps a throwaway artifact weapon from sacrificing) can easily match the damage dealt by a dragon or a jabberwock. Centaurs are very easy to keep fed, which is of particular importance where steeds are concerned. Every time you attempt to ride a steed, its tameness is decreased by one (except for Knights). While ki-rin are sometimes regarded as the "best" steeds, they do not eat, and thus they are notoriously difficult for non-Knights to keep tame. Just take care if you kill a shapeshifter: unless you dismount first and dispose of the corpse, your centaur is very likely to get to the corpse first if you ride over it. Centaurs cannot fly, so as with all land-based steeds, take care around water, and ice too for that matter—it is very easy to slip off the steed on water you've frozen and then displace your steed into the unfrozen water, drowning it. Polymorph traps are not a problem for the centaur if the player has magic resistance: this will protect the steed too while you are riding it. The player's reflection will not transfer to the steed, but a centaur can wear a shield of reflection. =_=_ Forest centaur =_=_ Mountian Centaurs =_=_ Plains centaur =_=_ Barbarian quest The Barbarian quest pits you against Thoth Amon for The Heart of Ahriman. For more information on the quest branch in general, see the quest article. The two-way magic portal back to the Dungeons of Doom is at the marked point at the top right. Pelias occupies the throne; there are four chieftains in the same room, and two more each in the hidden alcoves (the upper of which contains a chest, the lower the downstair). One giant eel is in the upper part of the river, and two in the lower; there are eleven ogres on the right bank of the river, in front of the crossing with the marked spiked pit. The right half of the level (marked by green dots) is a forest, with some floor tiles replaced by trees. The tree density grows towards the right edge (from 5% to 20%), but there is always a path from the portal to the crossing. This is a dark open level, with a rock troll, two ogres, and a random O; eight random objects; and four random traps. There are two ogres on the island, four ogres and two rock trolls in the large room of the main building, eight ogres and two rock trolls just behind the secret entrance to the caves, and another rock troll on the downstair; there are a further three ogres, a random O, two rock trolls and two random T placed randomly around the level. In addition to the four marked spiked pits, there are four other random traps on the level. The two hidden side rooms above and below the entrance hall of the main building contain seven and five random objects respectively; there are a further three random objects in the back cavern near the downstair. These are cavern levels, with three rock trolls, seven ogres, a random O, and a random T; eleven random objects; and four random traps. Thoth Amon, with the Bell of Opening and the Heart of Ahriman, is at the marked cross-aligned altar. Randomly placed on the level are sixteen ogres, two random O, eight rock trolls, and a random T; fourteen random objects; and six random traps. The walls of the Lair are undiggable; teleportation is permitted. =_=_ Weight units =_=_ Weight unit =_=_ Punished =_=_ Eat =_=_ Non-cursed =_=_ Die =_=_ Mitra =_=_ Crom =_=_ Set The origin of Set as a NetHack deity is unclear. Set(h) is the name of a god in ancient Egyptian mythology, but Set is also the name of a major deity in the Conan series by American author Robert E. Howard. The neutral Barbarian god Crom is also from the Conan series, so it would seem that the Hyborian god is meant; however, the NetHack 3.6.0 encyclopedia entry for Set describes the Egyptian god. In the Conan series, Set, the serpent-god of darkness, is depicted as a seven-headed snake, and is primarily worshipped by wicked cults. Set is first mentioned in the first Conan short story, The Phoenix on the Sword, published in 1932. He is extensively used in Marvel Comics' Conan series from the 1970s through 1990s as an infernally powerful antagonist. Prior to NetHack 3.6.0, Set was one of two gods not to have an in-game encyclopedia entry. The other was Mog. =_=_ Anu =_=_ Ishtar =_=_ Anshar =_=_ Athena =_=_ Hermes =_=_ Poseidon =_=_ Lugh =_=_ Brigit =_=_ Manannan Mac Lir =_=_ Shan Lai Ching =_=_ Chih Sung-tzu =_=_ Huan Ti =_=_ Mercury =_=_ Venus =_=_ Mars =_=_ Issek =_=_ Mog Prior to NetHack 3.6.0, Mog was one of two gods not to have an in-game encyclopedia entry. The other was Set. =_=_ Kos =_=_ Amaterasu Omikami Amaterasu-ōmikami (天照大神/天照大御神) is the goddess of the sun in the Shinto religion. Her name means literally "the great august god who shines in the heaven". =_=_ Raijin Raijin (雷神) is a god of lightning, thunder and storms in the Shinto religion. He is usually depicted as a Japanese demon, beating on drums to produce thunder. His name literally means thunder-god. =_=_ Blind Io =_=_ The Lady =_=_ Offler =_=_ Tyr =_=_ Odin =_=_ Loki =_=_ Ptah =_=_ Thoth =_=_ Anhur =_=_ Unofficial Conducts =_=_ HPmon As you fight monsters, if your HP meter turns yellow, then turns red, then becomes highlighted or blinking, then you know that you are approaching death and requiring healing or rest. This patch makes no change to gameplay but can save your life! HPmon is also popular because nethack.alt.org had it (NAO switched on 2012-05-19 to statuscolors). (The version there sometimes fails to color the HP meter; this might be a bug after resolving the conflict with the dumplog patch.) GruntHack has an expanded version of it. =_=_ Hpmon =_=_ Talk:Scroll of fire =_=_ Talk:Door Doesn't door-kicking also make noise and also wake up monsters? I dunno, but being attacked by an entire leprechaun hall can be annoying. =_=_ Unwinnable While any given game of NetHack may be very difficult to complete, it is generally understood that every game is winnable — that is, no game is created that the player cannot win. These actions make it impossible to obtain the Bell of Opening from the quest nemesis, or to get the Amulet of Yendor back out of the quest branch, or to perform the Invocation. All of these are necessary to win. The best a player can do in an unwinnable situation is to escape the dungeon with the Candelabrum of Invocation, the Book of the Dead and any other sources of bragging rights. Note that simply putting on a helm of opposite alignment does not render the game unwinnable -- removing the helm (after uncursing, if necessary) restores the character's previous alignment. You cannot put on the helm in the quest branch. The message you get if you try, "You narrowly avoid losing all chance at your goal", is somewhat misleading. A second case is if the quest portal has been removed because you have angered the quest leader, or have failed his alignment record test seven times. Don't throw the silver bell or the Amulet of Yendor at him! In this case, you will not be able to enter the quest branch at all by normal means. If you do branchport in, you will have to pacify your quest leader before you can get permission to go down. If you threw the Amulet of Yendor at the quest leader, it is trapped in the quest branch. Once the portal is gone, the only way to get it out is to get expelled again while carrying it. The quest leader still has to be alive for this to work. Entering the quest at all requires the player is neutral, is not a wizard, and has previously entered the quest branch: the player can wish for the Eye of the Aethiopica to branchport to the quest. (You have to have visited the quest once already because the Eye will not open a portal to a branch you haven't been to, and it will only drop you as deep as you have already gone before.) If the quest leader is killed or level teleports before you get permission to go down, the game will also be unwinnable. (Monsters will read scrolls of teleportation when they are low on hit points.) Luckily, the leader is generated meditating, and a peaceful one will only be attacked by pets under conflict, so a levelporting leader is extremely rare. Due to a bug, a petrified quest leader brought back with stone to flesh or one turned undead will not grant permission. Doppelgangers can imitate your or other quest leaders, but they will not grant permission, either. (Wish for and stone-to-flesh a statue.) SLASH'EM does not actually add any new ways to make the game unwinnable, although it certainly adds ways to make it nearly so. For example, although one needs two of the three alignment keys to reach Vlad the Impaler, lacking them, it is possible to wake him up with a mind flayer's psychic blast, or to summon spheres via the flame sphere or freezing sphere spells enough times such that one of them is created next to Vlad, explodes at him and thereby wakes him up. He will then teleport to meet the player, and be carrying with him the Candelabrum. Also, locking vital items behind the doors and destroying the keys doesn't make the game unwinnable either. One can retrieve the Amulet or any Invocation item by luring an appropriate covetous monster into the third level of Vlad's Tower, and the monster will then retrieve the items for the player. The quest can always be completed, even if the player is too low-level, has too little alignment record or converted permanently; the downstair is unlocked from the start and level teleportation also permitted, so the player can simply ignore the quest leader completely if they want to. Also, the player can not be permanently expelled; the quest portal never disappears no matter what. This is done specifically to ensure the game always remains winnable. One of the artifacts, The Silver Key can be used to perform the Invocation instead of the Bell of Opening. This lets the game become winnable even if blocked from the quest. =_=_ Directional spell Certain spells ask "In what direction?" As with wands, you can answer with any of the standard directions , self /, up , or down . If you provide some other response or try to cancel, the spell is cast in the last-used direction ("The magical energy is released!"). =_=_ Mountain centaur =_=_ Forest Centaur =_=_ Plains Centaur =_=_ Mountian Centaur =_=_ Protection from shape changers =_=_ Elemental Stalkers are genocidable but the proper elementals are not, so using a blessed genocide on the E class will only wipe out stalkers. The air elemental is by far the fastest of elementals and, indeed, the fastest monster of any sort in the entire game. Unlike other elementals, air elementals can engulf players. Their main attack is to pummel the player with debris; this can be quite deadly to unprepared characters due to their extreme speed and because, unlike against other whirly monsters, one cannot acquire a resistance against the physical damage. Air elementals are not genocidable. They are also immune to petrification and poison. They cannot deal much damage to players polymorphed into a huge monster, e.g. a titan. They appear both on the Plane of Air (guaranteed) and in the main dungeon (random). On the Plane of Air, they have a lot more hit points. They make surprisingly bad fighter forms to polymorph into, though they are good for travel. E.g. hunting the vibrating square, or crossing the Plane of Air. They are less good for the Plane of Fire because a boulder-throwing, lava-splashing giant might rehumanize you right over lava, and outright bad for the Plane of Water where you cannot see the portal move. Once polymorphed, you cannot use your hands, including to put on or remove rings or operate a bag. Since they are blind, you might want to pack a wand of probing to make picked-up items seen, or wear the Eyes of the Overworld (if you have them). If you are engulfed by an air elemental, you can escape by either teleporting yourself out if the level allows teleport, or zapping in any direction with a wand of teleportation if you are on a non-teleport level (such as the Plane of Air). In previous versions of NetHack, the air elemental's pummel attack dealt twice as much damage as currently; this was changed in version 3.4.0. Earth elementals are slow and thus easily dealt with, although you may find yourself overwhelmed by large numbers of them as they can phase through walls. Fire elementals are not fast and not hard to fight, especially if you have fire resistance, in which case they can do you no damage. Water elementals may be summoned by drinking from a sink and can easily kill an early character should they hit. Unlike the air elemental, water elementals are slow and easy to run away from. =_=_ Ogre An ogre is a large, carnivorous humanoid. They are generated with either a club (11/12 chance) or a battle axe (1/12 chance). The ogre monster class also includes the more fearsome and . These more powerful monsters have improved attack damage, speed, armor and magic resistance. Ogres can use long range projectile attacks. A melee character may wish to stay in close quarters where the ogre can only use its melee attacks. However, trading projectiles is also a valid strategy, since the ogre will often throw them back rather than approach you. =_=_ Ogre king =_=_ Ogre lord The ogre lord is the big brother to the ogre. Even more fearsome than the ogre lord is the ogre king. =_=_ Violet fungus The violet fungus is a weak enemy. It moves slowly and deals little damage. It has a sticky attack. Eating the corpse (or a tin) of the violet fungus causes hallucination for 200 turns. The corpse has a 20% chance of conveying poison resistance, however eating the corpse to gain poison resistance is not recommended unless you can remove the hallucination. Pets are not affected by the hallucination, so herbivorous ones can safely eat the corpse. =_=_ Stone golem When a stone golem is killed, it leaves a statue (of a stone golem) rather than a corpse. The contents of the statue is from the killed stone golem's inventory which is likely empty; the stone golem never picks up items, and it is mindless and has no items when generated, so it is unlikely to be worth breaking the statue for a spellbook. A randomly-generated statue of stone golem in the dungeon may still contain one spellbook. Casting stone to flesh on the "animated" stone golem will turn it into a flesh golem. Stoning this flesh golem will turn it back to a stone golem. Casting stone to flesh on its statue will create a single meatball, because the golem is not considered a fleshy monster. =_=_ Clay golem A clay golem is a variety of golem. If it is cancelled or attacked by a gremlin it will die instantly because, according to legend, they are animated by an inscription on their forehead. Cancellation erases this inscription ("Some writing vanishes from the clay golem's head!"). When a clay golem dies, it will leave a pile of rocks. =_=_ Earth elemental =_=_ Fire elemental =_=_ Water elemental =_=_ Leather golem =_=_ Wood golem Wood golems are a type of golem. Wood golems take an extra d4 damage from the axe and battle-axe. Wood golems also take damage from erosion. =_=_ Rope golem Rope golems are a type of golem. They have a grabbing attack that chokes. They are one of the two types of golems which do not drop anything when destroyed (the other being straw golems). Rope is a staple item for adventuring parties in the Dungeons & Dragons campaigns that inspired NetHack, but it's not implemented as an item in the game. =_=_ Straw golem Straw golems are a type of golem. Along with rope golems, they are one of the two types of golems which do not drop anything when they are killed. =_=_ Guardian naga =_=_ Guardian naga hatchling =_=_ Titanothere As the encyclopedia says, titanotheres were extinct relatives of the rhinocerous and lived during the Oligocene. They lived in areas that are currently in the United States. They are also known as Brontotheres. =_=_ Baluchitherium By the time a player normally encounters them, baluchitheria should not be a threat. In terms of nasties, others such as the master mind flayer or minotaur are much more threatening, and an individual baluchitherium can be dealt with easily. Baluchitheria are prehistoric creatures that resembled modern rhinos, but possessed longer necks, had no horn, and were about three times bigger. =_=_ Pit viper Pit vipers are a dangerous type of snake. They are also swimmers, which means tridents have a +4 to-hit bonus while the pit viper is in the water. =_=_ Cobra Cobras, a type of snake, can traverse water and can hide beneath corpses and other objects the player might come across in the dungeon. While not the most dangerous serpent one might find, the blinding attack combined with poisonous bites can pose a serious problem if other creatures are around. =_=_ Python Pythons are rarely remarkable or dangerous, as they are very slow-moving and do not do a particularly large amount of damage, although they can use all three of their attacks in one turn, and their grabbing attack can trap the player; near water, it can also potentially drown them, making pythons a source of YASD for players who forget this. Unlike giant eels and other sea monsters with drowning attacks, they are not found near water any more frequently than other monsters, so it is easy to forget that they are capable. It doesn't help that the message (“The python grabs you!”) is different than the “swings itself around you” used for all of the other monsters capable of drowning players. On servers and variants that support it, setting a MSGTYPE rule for this message can help to remind you that drowning is possible. Greased armor can also protect from the crushing/drowning attack. =_=_ Barrow wight The barrow wight can be a stronger threat than its statistics may suggest. If distant, the barrow wight may throw projectiles (usually its knife) and close in to use spells on the player. If the player attempts to engage in melee combat, they put themselves at risk of being stunned, as well as the wight's level draining (but otherwise harmless) weapon attacks. A barrow wight is best dealt with quickly, but without undue alarm. Barrow wights originate from the universe of Tolkien's works. "Barrow" refers to the burial mounts they normally inhabit, while "wight" is old English for "thing, living being creature", used in the less archaic sense meaning "ghost". It resembles a wraith. In UnNetHack barrow wights are slightly more common; if a player is killed by a Nazgul, they will rise as a barrow wight in the bones file. =_=_ Ape The ape is a large animal, standing upright on hind legs, using the front legs to claw and attack. Luckily, the ape is not strong enough to withstand a properly prepared player, and will succumb, often leaving a tasty meal. =_=_ Carnivorous ape The carnivorous ape is the more ferocious cousin of the ape. While this creature moves as slowly as his lesser counterpart, it has the ability to grab and hold a player, crushing him or her to death. The carnivorous ape has similar attacks to the owlbear, so the strategies for combat are similar too. Ranged attacks are the best way to deal with one. If grabbed, use sleep, paralysis or scaring to escape. =_=_ Monkey Monkeys are not particularly fast and cannot teleport like nymphs do, so chasing them down is far from difficult unless you are significantly burdened; however, they cannot steal cursed worn items, and their theft attempts can often fail. Knights will want to take care in dealing with monkeys, as attacking a fleeing monster incurs a small alignment penalty; they will want to stay close and perhaps have their pet finish the job. =_=_ Sasquatch The difficulty level of the sasquatch is the highest of the apelike creatures, the monsters. The sasquatch uses not only a regular claw attack but also a strong kick, to deal extra damage. The sasquatch is also faster than all other apes except the yeti, though unlike the carnivorous ape it will not grab the player. The sasquatch is a cryptozoological animal not recognized by science. It is said to inhabit the forests in the Pacific Northwest region of North America. It is better known as "Bigfoot", hence the bonus with kicking. =_=_ Iguana An iguana is a small lizard that appears frequently in NetHack, commonly found in the early floors of the dungeon. While very slightly tougher than most of the foes met to that point, iguanas pose little to no threat against the average player. =_=_ Baby crocodile =_=_ Crocodile The baby crocodile is simply just a young crocodile. It is amphibious but rather slow-moving. It poses little threat to a player, as escape is easy. In UnNetHack, tourists will start the game with a baby crocodile as pet. In addition to eating the corpse for a surprisingly large amount of nutrition, there is an alternative use for the corpse: polypiling it into a pair of non-cursed fireproof +0 low boots. This is mostly only worth doing for the novelty value. =_=_ Software Bug =_=_ Software bug =_=_ Wizard's Tower The Wizard's Tower is an upward-extending set of 3 consecutive levels in Gehennom, of which the bottommost is between the 13th and 18th levels, and the topmost between the 11th and 16th levels (and therefore the Tower is constrained to be between DL 36 and DL 47). The Tower proper is reached by a magic portal in one of the Fake Wizard's Towers. The outer maze may contain the stairs to Vlad's Tower. All three levels are non-teleportable and have undiggable floors; only the middle level is eligible to leave bones files. The top and bottom levels are considered graveyards, even though there are no graveyard monsters. Each level of the Tower consists of a central core (the Tower proper) surrounded by normal maze which contains the stairs allowing passage through Gehennom; it is impossible to reach one area from the other (the outer walls of the Tower being undiggable and unphasable). It is impossible to levelport into the tower from outside, but from inside the tower you can levelport either within the tower or to a non-tower level (for instance, to the vibrating square level after grabbing the Book of the Dead). You arrive in (and leave) the Tower at the magic portal marked in the lower right. The small central tower contains a vampire lord and a random lich; the four non-ladder squares have squeaky boards. The moat surrounding it contains two giant eels and two krakens. There is a random dragon near to the portal, and the marked beehive is filled with its normal queen bee and nine killer bees; in addition, randomly placed around the mapped area (or the long corridor of the outer maze immediately to its right) are three random demons, a random dragon, and a random lich; two random scrolls, a random weapon, a random potion, and a random tool. There is a random amulet on the upladder. All walls are undiggable and unphasable save those of the small central tower. In addition to the usual monsters and gold in the marked zoo, there is a random amulet in the small room in the centre-left (marked ); also, randomly placed around the mapped area (or the long corridor of the outer maze immediately to its right) are two scrolls, two potions, and a spellbook; a spiked pit, a sleeping gas trap, an anti-magic trap, and a magic trap. All walls are undiggable and unphasable. The Wizard of Yendor occupies the centre of the small tower, standing on the Book of the Dead. The four squares around him have squeaky boards; a hell hound and a vampire lord are next to him, and the moat contains four giant eels, four krakens, and two piranhas. Randomly placed around the mapped area (or the long corridor of the outer maze immediately to its right) are four random demons, a random dragon, and a random giant; three random spellbooks, two random scrolls, two random potions, and a ruby; and a spiked pit, a sleeping gas trap, an anti-magic trap, and a magic trap (in addition to the four marked squeaky boards). The only entrance to the walkway surrounding the moat is via a secret door randomly located in the west, east, or south walls (walls shown in red). All walls are undiggable and unphasable save those of the small central tower. The Wizard's Tower contains many reasons to clear it out (beehive, loot, etc.) but you can avoid most of it if you want. Once in the tower itself via the portal, you can level teleport up two levels and you will appear randomly within the top level. Beware as you may be overwhelmed by monsters surrounding you! Alternatively, you can wake up the Wizard of Yendor from outside with your or a pet mind flayer's psychic blast, or with a drum of earthquake, or by getting a pet inside (e.g. using a magic whistle). Rodney will then bring you the Book. In NetHack 3.6.0, any use of the "aggravate" monster spell would wake the Wizard if you were on his level, even if you were outside the Tower, making it wise not to tarry on his level. This was a bug, and was fixed in NetHack 3.6.1. < ref > NetHack Git repository, commit 04bc04 < /ref > =_=_ Fake Wizard's Tower The Fake Wizard's Tower is a special level feature in Gehennom. Two such Towers are located on separate levels, each of which is one to four levels above the vibrating square level and therefore between the 15th and 22nd levels of Gehennom, or between DL 40 and DL 51. One of the two Fake Wizard's Towers contains a magic portal to the real Wizard's Tower. The level without the portal is eligible to leave bones files; the level with the portal is not. This structure at the core of the level is surrounded by normal Gehennom-like maze; the walls are diggable. Digging is required to enter this tower: Teleporting in will fail and place you randomly in the level, outside of the tower. One of the towers contains a magic portal leading to the bottom level of the real Wizard's Tower at the point marked 'x'; the other merely contains an amulet at that position. Both contain four squeaky boards ('^'), a vampire lord, and a random lich; a single kraken is found in the moat of each. The name Fake Wizard's Tower is a reference to earlier versions in which the Wizard of Yendor lived in a similar structure surrounded by maze; these days, he lives in a similar structure surrounded by a much larger tower. Such is upward mobility. =_=_ Two weapon combat =_=_ Lizard corpse =_=_ Vernon Spoilers The Vernon Spoilers consist of a Monster Manual describing the monsters of NetHack 3.3.1. Some players still use it today. They are here. Concerning monsters, the main difference between NetHack 3.3.1 and NetHack 3.4.0 is the replacement of the quest leader for the Wizard role. Thus the Vernon Spoilers contain an entry for the Wizard of Balance, while Ye Olde NetHack Bestiary contains an entry for Neferet the Green. We are copying some parts of the Vernon Spoilers into NetHackWiki. Our own monster pages are the most detailed for some monsters, but other monsters are missing. The Vernon Spoilers help fill in the gaps. NetHackWiki pages derived from the Vernon Spoilers should have upon them. =_=_ Monster Manual =_=_ Talk:Attribute Quaffing magic fountains with 4 or more Luck provides a direct way to increase all attributes, including dexterity. The text of the Dexterity section suggests there is no other strategy to pursue to directly increase this attribute. This should be removed or changed to include fountains. Rogerb-on-NAO 15:03, 21 May 2008 (UTC) Do I detect some anti-wizard bias in this article? Let's see a fuller and more inclusive discussion of Intelligence and Wisdom, and their effects on power levels. Is there any meaning to the Nethack brass entries that read "12!" instead of "12"? Derekt75 01:03, 21 February 2012 (UTC) I'm playing a chaotic monk, unburdened, not hungry, and pushing boulders around in Sokoban. I get the message "You feel weak! You haven't been exercising properly." My strength was at 18/01 and decreased to 18/00. I got the "You feel weak!" message and strength decrease earlier in this game as well, without any obvious abuse of of that stat. Is this a bug or just a fluke? (I'm playing version 3.6 on NAO.) Funcrunch (talk) 17:27, 4 March 2016 (UTC) If we're going to have comprehensive lists of what exercises and abuses each attribute (and I'm not sure that we should), I think it might be time to give each attribute its own page. The current attributes pages is a little unwieldly at this point, the references alone won't fit on a single screen on my monitor. --Darth l33t (talk) 14:37, 26 June 2021 (UTC) =_=_ Steal =_=_ Plain of Water =_=_ Plain of Fire =_=_ Fake Tower =_=_ Quest artifacts =_=_ Category:Identification =_=_ Category:Roguelikes =_=_ Category:Time =_=_ Category:Instadeath =_=_ Medusa's Island Medusa's Island is the home of Medusa. It is 1 to 4 levels above the Castle, and therefore between dungeon level 21 and 28. Monster creation on this level is biased towards chaotic monsters. The entire level is non-teleport, and is ineligible to leave bones files. Medusa is waiting on the down stairs with the statue of Perseus. There is a random snake in each of the top and bottom corridors of her hall, two water trolls in the water to the right of the level, three giant eels and three jellyfish in the water to the left of the level, and ten other random monsters. In addition to the two marked squeaky boards, there are five other random traps on the level. Medusa is waiting on the down stairs with the statue of Perseus. There are a titan and a gremlin in the entrance hall, six electric eels and three jellyfish in the water to the left of the level, four stone golems and two cobras immediately outside Medusa's room, a random and a yellow light in the back room of Medusa's hall, and thirteen more random monsters distributed fairly evenly across the level. In addition to the marked magic trap, there are four other random traps on the level. In contrast to the other versions, the probabilities of the shield and boots in Perseus' statue are 25% and 75%, respectively. There is also an additional random monster statue, and all eight are placed to the left of Medusa's room as marked. There are marked boulders in the entrance hall and on the right-hand island; the latter has a random wand beneath it. The walls of both the entrance hall and Medusa's hall are undiggable. The wand is possibly a reference to NetHack 2.3e and earlier versions of NetHack. These versions did not have the Castle; instead, they placed the wand of wishing in one of the upper mazes, in a dead-end square with a boulder on top of it. The up stairs are on the top-center island. The "stairs" marked above are the locations where the actual down stairs can be generated, with Medusa waiting on them; another will have the statue of Perseus, and the third will contain a fountain. Thirty hostile ravens populate the level, as well as two giant eels, two jellyfish, two wood nymphs, and two water nymphs. Two scrolls of blank paper are at the bottom of the southermost island as marked, as well as eight random items scattered around the level. Two rust traps, two squeaking boards, and one other trap are randomly placed. The rooms potentially containing Medusa have non-diggable walls, but the right half of the double room (excluding its left wall) is diggable, and trees may be chopped down. This level is "shortsighted", meaning monsters can only see you when you approach within a certain radius. The up stairs are always on the islands to the right, with Medusa dwelling in her "palace" on the left. The down "stairs" marked above are the locations where the actual down stairs can be generated, with Medusa waiting on that square - another will have the statue of Perseus in its place. The marked yellow dragon is generated asleep, and may have up to two babies sleeping by her. She also nests on one to three yellow dragon eggs, which may hatch into awake and hostile babies by the time you reach them. Also inhabiting the level are various, mostly slithery monsters: two giant eels, two jellyfish, four adult and hatchling black nagas each, and 14 random snakes; this may include pythons as capable of drowning you as the eels. Eight random objects and seven random traps are randomly placed. The crystal ball next to the kraken is underwater. Note that depending on Medusa's position, you may be able to catch sight of her through the iron bars; take the appropriate precautions before nearing her complex. The most difficult thing about reaching Medusa is crossing the water full of sea monsters. Levitation or water walking boots are the most common ways to cross the water. Using a wand of cold, a frost horn or the cone of cold spell to freeze a path across the water is another option, as is filling the water with boulders, or some means of jumping. If you are trying to reach the island with boulders, you can push them to the stairs of the previous level and throw items to make them roll down. Alternatively, you can read preferably uncursed scrolls of earth if not enough boulders are available. At least eight boulders are needed for the first and fourth versions, 16 for the second, and a variable number for the third depending on which island spawns the down stairs. Fewer boulders may suffice if you're willing to jump repeatedly into a one-space water gap until you surface on the right side. However, since each boulder has a 10% chance of sinking without leaving floor, no amount of boulders is guaranteed to be sufficient to leave a path. If crossing the water is not an option, you may also opt to dig a hole to the next level and then come back up by using the staircase. The stairs to the next level are in the same room as Medusa, so make sure that you are ready for her before going up the stairs! The fourth variant of Medusa's Island draws in particular from some aspects of Medusa's tale in Greek folklore: After her decapitation, her spilled blood was said to have given birth to several creatures, including the Sahara's poisonous vipers and the venomous, twin-headed dragon-like serpent known as Amphisbaena. These are each represented by the abundance of snakes and black nagas, as well as the yellow dragon - black nagas, yellow dragons and their offspring are acidic and thus resistant to stoning. Similarly, the crystal ball may be an allusion to the Graeae, daughters of the sea-deities Phorcys and Ceto and sisters to the Gorgons. Perseus stole their sole shared eye in order to ransom it for information on the whereabouts of either Medusa herself or the three objects needed to slay her. Medusa's lair first appears in NetHack 3.1.0. Before that version, she appeared in an ordinary room-type level. The previous series, NetHack 3.0.0, adds a number of statues to her room, but this is an ambiguous clue; it seems likely that many an adventurer met an untimely end from not knowing they would soon see Medusa. The use of telepathy or a potion of monster detection is advisable. In SlashTHEM, there are far more sea monsters in the level (and other water levels). A few of these are new sea monsters with stealing and lycanthropy attacks. You should be prepared with ranged attacks and either telepathy or warning. =_=_ Medusa's Lair =_=_ Attack spells =_=_ Clerical spells Clerical spells are those used to interact with the divine and the act of creation. Using them does not, however, break the atheist conduct. =_=_ Divination spells Detect monsters, detect treasure, identify, and to a lesser degree detect food, become much more useful at skilled level. Good spellcasting classes will want to advance to skilled unless skill slots are at a premium. Expert and skilled levels have the same effects for all spells in this school, so there is usually no benefit to becoming expert. If you have these spells, you will likely be casting them a lot. Therefore, basic skill is definitely worthwhile for the spell failure rates. Lesser spellcasters such as rangers and archeologists may sometimes want to become expert (or get a robe) to cast magic mapping, but as divination spells are rarely critical, even they are probably better off just sticking to skilled. In SLASH'EM, the infinitely useful identify spell is increased in difficulty from level 3 to level 5. That makes it more compelling to advancing this skill to expert. Flame mages can gain expert, ice mages can gain basic. =_=_ Enchantment spells =_=_ Category:Actions =_=_ Dig =_=_ Drown =_=_ Category:Skill-specific skill tables =_=_ Category:Gems =_=_ Naga Nagas are slithy, limbless monsters with thick hides that are classified as strong and capable of consuming meat; with the exception of black nagas, they are also omnivorous. Female nagas are oviparous and capable of laying eggs. All nagas have poison resistance, and you may gain the intrinsic from eating naga meat. All hatchlings are large, while all adult nagas are huge. Nagas are considered kebabable - you receive a +2 to-hit bonus when attacking them with a weapon that uses the spear skill. The naga monster class is the second quest class for the Rogue quest, and have a 3% chance to be generated within the branch. Naga hatchlings are neutral-aligned and do not randomly generate outside of certain branches with a neutral "bias" such as the Oracle and Sokoban. They can also hatch from naga eggs, and are sometimes generated peaceful towards neutral characters. The red naga hatchling and its adult form are infravisible. The hatchling has the least chance of all nagas to convey poison resistance from eating their corpse or tinned meat, but is also an early source of fire resistance. The black naga hatchling and its grown-up form are acidic - players eating their corpses will take damage, but their tinned meat is safe to consume. Black naga hatchlings and adults are also the only carnivorous members of the monster class. The red naga is the slowest of the adult nagas, with its speed matching that of an unhasted player. It is also the only chaotic naga. They are likely the first hostile monsters with a fire breath attack to be encountered in the dungeon - avoid fighting them over ice if possible. The golden naga is the sole spellcaster of the monster class, and a dangerous one at that. Their available spells include destroy armor, curse items and drain strength, and they may haste self and/or become invisible before you can catch sight of them. The guardian naga is the fastest of the nagas, and arguably the strongest - while they lack the golden naga's spellcasting prowess, they can paralyze you with their bite attack and wrap around to immobilize you, as well as spitting blinding venom. Guardian nagas are the second quest monster in the Rogue quest, and have a 14% chance to be generated within the branch. Several more guardian nagas will be generated upon entering each floor below the Home level. The Nāga (feminine "Nagi") are a supernatural race of half-human half-serpent beings that can occasionally take human form, and hold cultural significance in the folkloric traditions of many South Asian and Southeast Asian cultures over the past two millennia. Their most common depiction is that of a snake with a human head, used for their inclusion in Dungeons & Dragons (which NetHack draws from) - other iconagraphic depictions portray them as wholly human with snakes on the heads and necks, or even common serpents. Various south/southeastern Asian culture also portray Nāgas as having multiple usually-serpentine heads. =_=_ Red naga hatchling =_=_ Black naga hatchling =_=_ Golden naga hatchling =_=_ Golden naga =_=_ Black naga =_=_ Red naga =_=_ Escape =_=_ Ghoul While they are sickness resistant, they are unfortunately far too weak to realistically prevail against Pestilence or Demogorgon. An illiterate player who is throne farming might consider polymorphing into a ghoul, wearing an amulet of unchanging, and using a cursed unicorn horn as a source of confusion. Doing so obviously breaks polyselfless conduct, however. There was a bug where one could repeatedly generate ghouls by engraving on the same headstone over and over again (with no limit). < ref > < /ref > < ref > < /ref > This bug was fixed in NetHack 3.4.0. The depiction and properties can vary. They may be portrayed as more sophisticated zombies or as a type of humanoid monster that eats humans. In SLASH'EM, ghouls have been made slightly more dangerous, paralyzing for 1d6 turns and doing 1d4 damage, as well as having a base level of 5. A ghoul is also the starting pet for a necromancer. =_=_ Studded Leather Armour =_=_ Watch captain =_=_ Gold golem Gold golems are always generated with 40 hit points. When killed, they drop 200-rnl(101) gold pieces, averaging 140-160 depending on your Luck. Gold golems are a step up from the straw golems and paper golems the player will usually encounter before them, but are not too much trouble if the player is decently armored. In variants that use some form of object materials, gold golems may drop objects made of gold in addition to or instead of gold pieces upon death. dNetHack introduces a far stronger cousin in the treasury golem - a faster golem whose claw attacks are twice as strong and accompanied by a poison breath attack. Their special death drop leaves behind 2-8 random gems and a Luck-dependent amount of gold up to 400zm in place of a corpse. Ara Kamerel that are destroyed can convert any gold golems present on the level into new versions of themselves, minus their special equipment. Tame Ara Kamerel will reincarnate into any gold golem the player comes across. In xNetHack, throwing a blessed thiefstone at a gold golem and hitting it will teleport the golem to the square where its 'stash' is located; this includes players polymorphed into gold golems, but will never work on anything carrying the Amulet of Yendor. =_=_ Glass golem Glass golems are the result of polypiling too many worthless pieces of glass. They drop worthless pieces of glass when killed. As a result, some players, for their gem-hoarding needs, like to generate glass golems to identify more worthless pieces of glass. =_=_ Violet fungi =_=_ Two handed sword =_=_ Divination =_=_ Force This article is about the extended command. For the force that sometimes prevents you from teleporting or climbing stairs, see mysterious force. Prying with an edged weapon (such as a dagger) is a better method, as it will do no harm to the container and its contents. However, it may break your weapon, so do not pry with your only (or best) weapon! Smashing the box with a blunt weapon (such as a mace) may destroy the whole container, including some or all of its contents. Otherwise, it would be best to leave the container until you have some means of unlocking it. Forcing the chest with an edged weapon exercises dexterity, while a blunt weapon exercises strength. The per-turn percent chance of success is < math > 2x+1 < /math > , where < math > x < /math > is the maximum amount of base damage the weapon deals to large monsters. For example, a dagger deals 1d3 damage to large monsters, so the per-turn chance of success is < math > 2*3+1=7% < /math > . If you have not succeeded after 50 turns, you give up. When forcing open a locked container with an edged weapon, there is a chance the weapon will break, unless it is cursed. Artifacts will resist breaking 99% of the time. The probability that a non-artifact, noncursed, edged weapon will survive an unsuccessful attempt to force a locked container is given in the following table, depending on the weapon's enchantment and erosion level: If you successfully force the lock using a blunt weapon, there is a 25% chance that you also destroy the container. If you do destroy the container, you will also destroy every potion in the container, and every non-potion in the container has a 25% chance of being destroyed. In Slash'EM Extended, you can also use the force command on monsters to deal some damage to them. This counts as a melee attack and will therefore set off a monster's passive attack, but unlike an actual melee attack it cannot miss. Also, sometimes the monster is knocked back a square. A Jedi deals extra damage by doing so. =_=_ Template:Attributes =_=_ Category:Templates =_=_ Gnome (monster class) Gnomes are a class of monsters that appear in large numbers in the Gnomish Mines. They are humanoids that are slower than the player, and are peaceful to gnomish and dwarven characters. Despite this, they are a frequent cause of death for incautious adventurers. A gnomish wizard is a gnome dressed up as a wizard. Most of the time, its spell attempts will fail, so they can easily be hit or killed by any other means. When the spells succeed, however, you can suffer stunning or a splitting headache; stunning is especially problematic against groups of gnomes, or in Minetown where carelessness may cause you to attack a watchman or shopkeeper. Gnomes other than gnomish wizards are generated with one of the following: 3 & ndash;14 darts, a crossbow and 3 & ndash;14 bolts, a bow and 3 & ndash;14 arrows, 3 & ndash;5 daggers, an aklys, or nothing. The probability of getting nothing is 36% for a gnome king, 50% for a gnome lord, and 64% for an ordinary gnome. Gnomes have a chance of getting a single candle: if in the Gnomish Mines when the level was generated, and otherwise. The candle will be tallow of the time, or wax otherwise. If generated on a dark level, the candle will be lit. With the exception of Minetown, each floor of the Gnomish Mines will generate seven gnomes and one gnome lord, along with two random . Minetown will generate varying amounts and types of gnomes based on which version is generated, with the exception of Orcish Town; Bazaar Town guarantees a gnome king in the northeastern room opposite the tool shop's designated location. Two variants of Mines' End, the Gnome King's Wine Cellar and the Mimic of the Mines, also guarantee a gnome king. If the player is a dwarf or gnome, two-thirds of the dwarves and gnomes generated this way are replaced with random monsters. In general, gnomes are not usually considered to be a big threat, especially on their own. However, large groups and the stronger versions can pose a challenge, particularly to a low-level adventurer taking on the Mines early. Gnomes can pick up and use wands; in rare cases this can lead to the infamous Gnome With the Wand of Death long before a player is prepared to deal with such a threat. dNetHack has separate growth chains for male and female monsters. Female gnomes will grow up into gnome ladies and gnome queens, instead of female gnome lords and gnome kings. In GruntHack, lords and ladies are racial monsters that replace gnome lords and other similar monsters; kings and queens serve the same purpose for gnome kings, including generation on a throne in throne rooms. =_=_ Undead turning =_=_ Free action =_=_ Polymorph control Polymorph control is a property, most commonly obtained by wearing a ring of polymorph control, that allows you to choose what form you want to take when you polymorph. You will be asked "Become what type of monster? [type the name]". You can then choose to polymorph into a monster. Polymorph control will also allow you to decline a change in form brought upon by lycanthropy ("Would you like to become a & lt;wolf/jackal/rat & gt;?") Polymorphing into your own species will cause you to "feel like a new & lt;species & gt;!" and cause random change to your scores. There is a 20% chance that this will happen in spite of polymorph control, even if a different monster is chosen. Polymorph control will not work if the player is stunned or unconscious. However, possessing polymorph control will always negate the possibility of system shock. Some species have higher speed; polymorphing into one lets you move, attack and react faster to enemies & mdash;in short, deal more damage per turn. Some species also have multiple or additional attacks, dealing extra damage. Whenever you attempt to hit a monster, you use all of your form's attacks. If the monster has no weapon attacks but can wield a weapon, you typically get your weapon damage added to the first attack (which may be a claw move). If a monster has multiple weapon attacks, you hit with your weapon multiple times. This is the case for both NetHack 3.6.6, and NetHack 3.7 latest HEAD as of this edit. However, a comment in the source asks whether allowing the player multiple weapon attacks while polymorphed is really desirable, which may hint at a future nerf. High-level monsters have a lower base AC; turning into one effectively gives you an AC bonus. If killed by HP loss while polymorphed, reverting to original humanoid form is in effect a free amulet of life saving. Polyself has vastly improved the record for game-time speed ascensions. Out of the above monsters, only elvenkings, master mind flayers and vampire lords are medium-sized, and thus can wear all forms of armor. Jabberwocks and minotaurs are large, and titans are huge, so they cannot wear torso armor. They cannot benefit from the extra AC of that armor, nor from the magic resistance, reflection or magic cancellation they provide. Pay attention to the base level of the species, as this determines your resulting HP. If it is not enough to survive combat, you may need to increase it. This is only worthwhile if you plan to be unchanging, as the increase is lost when you transform back. You also regenerate HP at the same rate as your species, so having regeneration or healing magic is useful. Be careful when using a form that has a contact attack. Attacking a footrice will cause stoning and biting a green slime causes sliming. Forms with many such attacks, such as mind flayers, may also suffer multiple splashes of acid when attacking jellies. Females who polymorph into oviparous monsters can #sit to lay eggs, which hatch into pets of the same species. This can be used to gain pets of powerful species, such as dragons and purple worms, although they usually hatch into baby forms that take a while to grow up. Another tactic is to lay cockatrice eggs and use them later to petrify enemies. Note that your Luck is penalized by & minus;1 each time you break your own eggs, to a maximum of & minus;5. < !-- Clarify: does the penalty stop occurring when your Luck is −5, or when you've been penalized 5 times? -- > Another way to gain intrinsics is to polymorph into a metallivore or gelatinous cube and eat rings and amulets. This way, you do not have to wear those items to enjoy their benefits. Note that some items cannot be eaten, some intrinsics cannot ever be gained, and some items have unwanted side effects. For example, the intrinsic from a ring of regeneration will also cause you to burn nutrition faster, even when your HP is full. Interestingly, it is possible to get both intrinsic polymorphitis and polymorph control from rings, allowing you to polymorph from time to time like a shapeshifter monster. It may also be useful to gain intrinsics of a species, if only temporarily. For example, you might turn into a silver dragon if you face a Gnome With the Wand of Death. Or you might turn into a winged gargoyle to pick up a cockatrice corpse without gloves. The xorn's phasing ability can be used to move quickly on non-teleport levels, for example to get the Castle's wand of wishing without having to fight the army inside. Some more esoteric uses include turning into a nymph to steal items from other monsters; or a cockatrice to petrify monsters that attack you physically. Turning into a demon allows you to summon tame demons as you attack enemies bare-handed. Some players turn into an air elemental to travel, especially on the hectic Elemental Planes. Their base speed is 36, the highest of all monsters, and is further increased if the player has extra speed. They are permanently blind and cannot wear armor or use most items, so this strategy requires care. It is frequently used by players attempting speed ascensions. Turning into a pudding and then getting yourself split by an enemy's iron weapon will create a tame pudding. You can then strike it until it turns against you and then commence pudding farming. In SLASH'EM, polymorph control is an intrinsic which is given to a doppelganger at level 9. For this reason, doppelgangers are an excellent race choice for newer players, as polymorph control makes them extremely powerful relatively early in the game. Furthermore, the number of attractive polymorph targets in SLASH'EM is significantly higher. Some worthwhile forms (in addition to those listed above): Note that in SLASH'EM, forms that have a contact attack (bite, tentacle, claw, touch, etc.) will refrain from using that contact attack against a monster with a passive stoning attack (cockatrice, chickatrice, basilisk, or asphynx), but you still need to exercise caution. Contact attacks will be disabled only if: (1) you attack with a wielded weapon, and (2) the monster is in the same form for the first attack and subsequent attacks. Thus, clawing, biting, or butting a cockatrice without wielding a weapon will stone you, but hitting one with a sword as a master mind flayer or vampire will not; that is, unless the cockatrice was polymorphed into (for example) a troll, and an early attack caused the troll to drop below 1 hp and revert to cockatrice form, in which case the subsequent attacks will still hit the cockatrice and result in a stoning instadeath. This latter case may be a bug. Note further that this limits polyself options for doppleganger monks who are attempting the weaponless conduct; they will always attempt their contact attacks. =_=_ Prisoner The prisoner, , is a monster that rarely appears in NetHack. Prisoners are found only in jail cells on some quest levels, such as the Tourist quest or Wizard quest. Freeing a prisoner can give an alignment bonus; although you may anger the guards, they will likely already be hostile to you at that point. =_=_ Acolyte =_=_ Abbot The They are capable of clerical spell-casting, and their melee attacks are more powerful than other quest guardians, reflecting the monk's affinity towards martial arts. You seem to pretty good at using Template:Attributes. I was thinking that the Attacks section could use a template as well. What do you think? With a cursed loadstone (ie heavy) heart I displaced your Cold article, for one matching the Fire article. Your writing is deposited in Cold:Discussion because you gave some useful information; especially about passive attacks. I've notified an administrator (Kernigh) for fairness; so your article may get reinstated.--PeterGFin 13:52, 16 March 2007 (UTC) Congratulations! You are now a sysop = administrator. This gives you access to a few extra wiki features to help maintain the wiki. It is one way of thanking you for your contributions to NetHackWiki. If you need help with something, you could check w:Help:Administrators' how-to guide or you could ask me. :) & mdash;ZeroOne ( < small > talk < /small > & nbsp;/ & nbsp; < small > @ < /small > ) 22:59, 12 February 2009 (UTC) I've copied the Civ4 code for March, as per NetHackWiki_talk:Featured_articles. Feel free to change anything. I'm selecting an article this one time only. -Tjr 18:32, March 1, 2010 (UTC) =_=_ Attendant =_=_ Apprentice =_=_ Chieftain The They are not to be confused with the male barbarian player monster, which is referred to as a chieftain if generated at the appropriate level for that rank title. Like the quest leader Pelias and other barbarians, they have intrinsic poison resistance. =_=_ Warrior The They are not to be confused with the valkyrie player monster, which is referred to as a warrior if generated at the appropriate level for that rank title. =_=_ Student The They have poison resistance, unlike Lord Carnarvon and player or player monster Archaeologists; this is likely related to the monster generation in the Archeologist quest heavily favoring snakes, all of which are poisonous except for the garter snake. They are also capable of tunneling through walls if given a pick-axe, though there is no way to see this occur in-game unless you can lead one out of the level through the quest portal. =_=_ Thug =_=_ Ninja The Ninja is a monster in NetHack that is notable as the only non-unique, non-randomly-generated hostile monsters to appear on a Quest. They appear only during the Samurai quest, and are generated on the home level, the Shogun's castle, and the keep of the quest nemesis, Ashikaga Takauji. As of NetHack 3.6.0, ninjas are generated with 6-11 shuriken (75% chance) or darts (25% chance), and a short sword (75% chance) or axe (25% chance) as their main weapon. =_=_ Roshi =_=_ Hunter =_=_ Neanderthal Actually, I seem to be pretty good at using Template:Attributes because I'm the one who coded it in the first place (it took me awhile to figure out how templates work and all... I even discovered templates can do math... maybe an idea for an item drops template?). Hmm, well, I coded the attributes template because I was getting sick and tired of typing the same things over and over again (and it makes updating attributes a whole lot easier... like what if we wanted a wiki link to infravision?... or, in general, just fix grammar). I don't see much of a point in making an attacks template, though any ideas on how it should exactly work are welcomed. Shijun 23:03, 31 December 2006 (UTC) I'm just yet another obsessive NetHack player. I've made major changes to Template:Monster and created Template:Attributes. I was working on updating all the monster information until I became very busy with schoolwork. Nowadays I update random articles and clean up stubs once in a while. I mostly update the @Play NetHackWiki entry and Template:News whenever a new @Play article becomes available ( < s > which seems to be going at the rate of once per month nowadays < /s > < s > which is now going at the advertised rate of once every two weeks < /s > which is now officially going at the rate of every month). I don't remember the first time I played NetHack, but I have a dumplog dating from 2005-03-07. I started playing the game a lot since the beginning of November 2006. I always play petless because I find pets rather annoying. I never really had much of need to wish for artifacts either. My favorite games, other than NetHack (of course!), are The Elder Scrolls, Final Fantasy (VII and before), EarthBound, Soul Blazer, and Azure Dreams. Azure Dreams, it seems, was my first taste of roguelike gaming. I also have an account at Wikipedia, but it's been catching a lot of dust. (Yes! The other wiki... see the other other wiki for more information.) I started using Linux in 2002 and have made it my primary OS since 2003. I'm comfortable coding in C and Python. I don't know what happened in the last six months or so, but I'm happy to report that NetHackWiki is on the first page of the Google search query for "nethack"! And it's a link to the main page too! I think NetHackWiki has finally grown up and matured. Congratulations and thank you to everyone who have contributed to NetHackWiki for the last three years. Keep up the great work! I'll be happy to see new people come to NetHackWiki when they casually google for "nethack"! :) This search query may be helpful in determining how popular a particular NetHackWiki article is. As of 2008-08-08, Angband comes up as the most popular article (excluding the main page). A lot of people wants to read NetHack vs. Angband comparisons, eh? ;) =_=_ Guide =_=_ Rusty =_=_ Corroded =_=_ Charon Charon is a very high level peaceful human who, if true to his name's mythology, would ferry the player across the also-yet-to-be-implemented river Acheron/Styx for a fee. =_=_ File:LinkFA-star.png This image was taken from http://en.wikipedia.org/wiki/Image:LinkFA-star.png so that NetHackWiki can have stars on the featured articles. It is released under the GFDL. Hey. The name's Kahran042. While I tend to make edits wherever, I tend to specialize in so-called "obsolete" features and SLASH'EM. When it comes to actually playing, I prefer the older versions, simply because of the (IMHO) stupid religion system in NetHack. Basically, I think that non-humans should be allowed to worship elven/dwarven/gnomish/orcish gods, not forced to worship human gods just because of their chosen profession. I also think that the Ranger quest is horribly-designed, with the cave of the wumpus being the only remotely-interesting part. Finally, in my book, any version with Sokoban and/or the Monk class is not and never will be vanilla, since I see those as being SLASH'EM features. Sorry about the rant, I just wanted to get it off my chest. Expect to see more edits from me later. I've written up the defunct racial quests from earlier versions of NetHack and SLASH'EM, because they're, IMO, much more interesting and better-written than some of the surviving quests. They can be found here: I've also begun an attempt at translating the Fighter quest from JNetHack, but so far, all I've done has been to map out the levels, transcribe the raw Japanese quest text, replace the control codes with the actual in-game text, and translate a few bits of the simpler dialogue. Any help with this would be appreciated. Although not as many as some users, I've come up with a few YANI in my day. I'm not good with balance, and I'm better at reading source code than understanding it, let alone modifying it, so these are really more ideas than actual developed features. If you want to use them, feel free to do so. Since there's no way this will ever be accepted as an article, I thought I'd put it in my profile. Basically, it's like the annotated true rumor file, only with false rumors instead. Some of the annotations will try to find the grains of truth hidden in these lies, and some will point out interesting references within the rumors. Rather, some are less evil, such as shopkeepers. However, one could say that demon lords and other untameable monsters are more evil. Still, true either way, but a bit cryptic. Unfortunately, you can't do this. As a side note, did you know that in D & D, & a=20030320122208 floating eyes are fish? They're pretty harmless when compared to their adult counterparts since they don't have breath weapons, but they also don't drop scales, and their corpses don't grant resistances. Not quite the same, but there is a chance of getting one last charge from it by zapping it when it's out of charges, which then destroys it. There are black and white gems, but no stones...and there weren't any black gems at the time that this rumor was created, for that matter. Infravision can help in dark rooms. Unfortunately, there's no way to get this other than by being an elf or dwarf. There are no staffs in NetHack that use charges. Even if they mean "wand," this is still a big fat lie. Actually, it will appear on top of the item pile in that square, regardless of how large the other items are. Not true currently, but was true in earlier versions. In addition, skeletons aren't randomly generated even in newer versions, so this may hint at that. Reference to some telephone company, but I don't remember which one. Also a reference to the fact that these keys can be used to move. Wait a minute. If Geryon has an evil twin, and Geryon is evil, then wouldn't that make Geryon's evil twin...good? :) True story: I actually recall doing both of these when I was still in single-digits and thought that all of the rumors in the rumors file were true. :P I've also made up a few NetHack-style pantheons based on anime, JRPGs, and other stuff, but don't really have any classes for them. If you want to use one of these for a modification, feel free to do so. =_=_ Delayed instadeath A delayed instadeath is an effect that is not immediately fatal, but will cause you to die instantly after some delay period, regardless of how many hitpoints you have at the time. These effects are generally treatable, so long as you are prepared, and act quickly. Although the term delayed instadeath sounds self-contradictory, it is the accepted term in the roguelike community. Insta[nt] can be understood as referring only to the final reduction of hitpoints, which occurs in one fell swoop once the delay period is over. Delayed instadeaths are regarded as major problems by your god, so prayer will normally save you, as long as it is otherwise safe to pray. FIQHack adds zombie attack delayed instadeath. If a zombie strikes you enough times in a short enough period, you will be afflicted with a fatal zombification disease that will kill you when a timer runs out. =_=_ Talk:Delayed instadeath I noticed in wizard mode that a purple worm can digest you without regard to HP loss. After a certain number of turns, you will be "completely digested" and die. Since eel drowning attacks are included I think the digestion attacks should be included for completeness' sake. =_=_ NetHackWiki talk:Featured articles OK since it is now September 22nd, I am changing the featured article to Knight. I hope i did it right. Spazm 16:49, 22 September 2007 (UTC) In Wikipedia the featured article changes daily instead of monthy like here, so it's not done by hand but prepared beforehand and changed automatically. There's this Mediawiki special code that produces the current date: " < nowiki > < /nowiki > " renders as "". Now, put that code inside a template call and you can call a different template each month: you could have , , etc. and you'd just need to edit those. =_=_ Talk:Shop I noticed that the listed probabilities for items in a lighting shop didn't add to 100%. Checking the code in shknam.c, the shtypes function, tallow candles are 50% of the items, not 40%. This error is also in room-343.txt, -341.txt, -340.txt, -330.txt, and it seems odd to me that it's never been caught before. - Tagmata 00:33, 17 December 2007 (UTC) What happens if you overflow the debt counter? In theory, it's not that hard to do: rob Fort Ludios, plus the rest of the dungeon; this should get you around 100000 gold or so. Then, wearing a ring of slow digestion, block a shopkeeper off with boulders, anger him, and repeatedly pick up and drop the gold (they just take it when you drop it, and add it to your debt when you pick it up). Use a bag of holding to make the gold light enough to carry without burdening yourself and using extra turns. Use a jelly fort to block yourself off. Then you should be able to copy-paste the dropping and picking up of gold; after about 40000 turns (one to drop, one to pick up), you should overflow the debt counter. Will it then go to credit? The only place this could conceivably be useful is SLASH'EM's Black Market, although building up lots of credit there isn't that hard through normal means. -Ion frigate 00:42, 13 June 2011 (UTC) I have never encountered that situation - the shopkeeper always blocked exit. In fact, being invisible is a good way to kill the shopkeeper as you can then line up. If there is some truth to the quote, please elaborate. --Tjr 16:42, 14 July 2011 (UTC) The link to his name redirects to the list of names of shopkeepers, and that article and its talk page contain no mention of him being special. Anyone know if he has some special case where he does something? --AileTheAlien 19:04, 31 August 2011 (UTC) Putting one on without an immediate way of removing it won't strictly render the game unwinnable. There are monsters that can destroy or steal armor for you. Or you might find a way to burst out of your armor. Although you would most likely have to wait a long time for the RNG to deliver, in principle these things remain possible, so the game is still not strictly unwinnable. Wikid (talk) 06:24, 17 January 2020 (UTC) Sorry. I wiztested and after 10000 turns of praying for nutrition a dwarf lord dug in. I took its mattock and dug down. That created a lot of problems with Kops and an angry shopkeeper that also fell through the hole, but in principle still winnable. Wikid (talk) 07:40, 17 January 2020 (UTC) You're right, not at all necessary to do, but still quite fun to see what will happen. Leading up to the dwarf lord I counted 3 unicorns and 2 rock moles. Wikid (talk) 03:32, 18 January 2020 (UTC) =_=_ Delayed sure death =_=_ Talk:Delayed sure death =_=_ Talk:Cloak of magic resistance I was playing a gnome wizard wearing a CoMR and SDSM when I stepped on to a polymorph trap. I instantly transformed into a silver dragon, tearing my CoMR to shreds. Can anyone confirm this behavior? It's just not possible. Magic resistance gives a 100% sure protection from polymorph traps (see Trap.c#line1096), are you sure you didn't quaff a potion of polymorph or some other way polymorphed yourself? Progo 12:01, 5 January 2007 (UTC) Indeed, I checked my tty log and realized that I hadn't stepped on a polymorph trap, I drank a potion of polymorph. Yidda 00:56, 18 March 2007 (UTC) =_=_ Ranged attack A ranged attack is one that can hit a target more than one square away. Ranged attacks will not trigger many of the passive attacks that can occur in melee, even if the target is within melee range. There are a few situations in which melee attacks work badly, and ranged attacks tend to be the most easily obtainable alternative solution. Several monsters have passive attacks, dealing damage only to enemies that attack them in melee. Often, melee characters will choose simply to endure the damage of these attacks, but in some cases (such as when attacking blue jellies without cold resistance, or floating eyes without reflection), this can be incredibly dangerous. One common solution to such monsters is to throw an easily obtainable missile weapon that does not require a launcher, such as orcish daggers, or perhaps darts or even rocks. (In the case of floating eyes encountered early in the game, one potential solution is to throw orcish daggers at them, then use Elbereth to persuade them to move off the square, pick up the daggers, and repeat; this is time-consuming, but likely to succeed.) Wizards may wish to use their starting spell of to deal with such monsters, even when using a melee strategy (which although uncommon for wizards, is feasible). Against monsters with very dangerous special attacks which can do something to you that can't be entirely prevented by armor, high hitpoints or intrinsic resistances such as gremlins at night (steal intrinsics) and especially mind flayers (amnesia). Further cockatrices and related hazards (petrification), nymphs (theft), the Riders, and anything wielding Vorpal Blade. Note that even if the mind flayers' intelligence-drain becomes pointless due to an unicorn horn, there is no way to restore amnesia, so even a single successful hit can become your doom (think of writing scrolls) or at least be very annoying. Some enemies are slow but dangerous, such as mumakil. Potential solutions to such monsters in NetHack 3.4.3 included Elbereth, and abusing the speed system by attacking them and retreating before they get a turn (known as the hit and run technique), but a safer solution for an inexperienced or inattentive player is to do the same thing at range (known as "kiting"); and in NetHack 3.6.0 and later, the more dangerous solutions have been made less effective and are not worth using. The idea is that you stay 2 to 3 squares away from the monster and repeatedly blast it with ranged attacks; when it approaches, simply run away and repeat. In the absence of other monsters in the area, this is guaranteed to succeed unless you run out of ammo first, and requires much less concentration than the melee method. (This strategy would also work well against mimics, except for the fact that they are often generated in shops, where using a missile weapon would result in the shopkeeper claiming the weapon for themselves, and with spells and magical items you need to be careful not to accidentally destroy the shop's stock or hit the shopkeeper.) Against powerful melee-only enemies that can outrun you, such as minotaurs, it helps to deal ranged damage to them to "soften them up" before they close into melee range, where you can melee them to death. This is only really necessary or useful if you would have difficulty dealing with them in one-on-one combat, so it generally only applies in the few areas of the game where you encounter enemies that you would struggle to beat one-on-one in melee (most commonly, just above the Castle, and sometimes in the Gnomish Mines (especially on levels which contain polymorph traps); this range can be considerably larger in conduct games, though). What weapon you use will depend on the situation; in an emergency, you would generally use an attack wand or similarly powerful ranged attack. Sometimes an enemy cannot easily be engaged in melee, or you may wish to not allow them into melee range. Examples include fighting a monster on the opposite side of a boulder in Sokoban (or in confined spaces elsewhere, but in Sokoban you need to kill the monster to be able to continue), when approaching the Castle through its back entrance (in which case there will be trap doors between you and the enemy monsters), or when fighting Croesus (he has no ranged attack and you can destroy the entrance door to Fort Ludios to allow you to attack him at range, allowing you to kill him without fear of reprisal). In such cases, you either have to, or want to, use ranged attacks, to avoid closing into melee range. In general, the best attacks to use here are ones which do not run out of ammunition or energy quickly; rocks can be a good choice (especially in Sokoban, where they are readily available either from boulders destroyed earlier due to mistakes, or by destroying statues on the Oracle level), and where visibility and range allow, polearms (although a melee character would not generally carry a polearm habitually, they might pick one up to prepare for such a situation they know will happen soon). An interesting strategy, and one that can produce good results, is to focus a character build almost entirely on ranged combat. Good classes for this include the Ranger and Rogue; the strategy is also possible, past the early game, for most other character classes (many players choose to play Wizards like this eventually), but starting characters of other classes will generally run out of ammunition, energy or even nutrition early if they attempt it exclusively (for instance, a common beginner mistake with Wizards is to attempt to cast spells at everything, which fails in the early game due to energy and nutrition constraints; even with hungerless casting, a Wizard will have to spend too much time waiting for their energy to recover). Early in the game, pretty much any character who tries this strategy will want to accumulate daggers, no matter what they plan to use as their primary ranged weapon later. (The reason is that daggers do not get destroyed upon being thrown, meaning that the same daggers can be used repetitively without a fear of running out of resources. In the early game, there are no issues with moats and similar terrain features to lose the daggers in.) Because dagger skill is trained both by throwing and wielding daggers, typically such a character would also wield a dagger, or a weapon using the same skill such as an athame, for use as a melee weapon (and use it mostly on monsters that pose a minimal threat, such as lichens and grid bugs; using ranged combat is overkill in such a circumstance). (If available, Magicbane makes a good choice, due to giving magic resistance when wielded and allowing quick engraving of Elbereth.) Orcish daggers are the most readily available sort in the early game; later on, regular daggers are easier to accumulate (and besides, more effective). While trying to accumulate a stock of daggers, use whatever cheaply available ammunition is available, such as darts (obtainable by untrapping dart traps), or a Ranger's starting stock of arrows; even rocks can be used in a pinch. (When using arrows, remember to wield your bow; the game will let you throw them by hand with the same keystrokes for shooting them from a bow, with no indication that you are doing this, but they will be much less effective.) Later on, you will want to choose your main and secondary forms of ranged combat, and attempt to make them as effective as possible. In general, you will want to keep your daggers handy as a secondary ranged strategy for emergencies (such as running out of ammunition or energy), unless you use them as your primary strategy. Using thrown daggers as your main combat strategy is known as daggerstorming, and can be a very effective strategy in the late game (although it requires more micromanagement than several others, due to needing to repeatedly reclaim the daggers). You will definitely want to raise your dagger skill as high as possible (often good advice whatever your strategy), as unlike many other skills, it benefits greatly from being at expert level, increasing your multishot capabilities (upon which the entire strategy relies). For multishot to work correctly, you will want to rely on a single large stack of daggers as your main ammo source (although the strategy is viable with as few as seven or eight, having a larger stack makes it much easier); enchanting them to +7 will help increase your damage output considerably, and blessing them is cheap and will help slightly; rustproofing them helps more than it would using a melee strategy, because daggers with different erosion states will not stack, limiting your ability to multishot. The best sort of dagger to use for the strategy is the silver dagger, but these are rare and almost impossible to get in large quantities, so players generally use the elven dagger or ordinary dagger instead. (Rogues get an extra pair of bonuses with this strategy, making them likely the optimal class for it; if they cause enemies to flee using Elbereth or by weakening them to low hitpoints, they can backstab enemies even with thrown daggers, dealing massive damage.) Upon accumulating a large number of arrows, often by means of the Longbow of Diana (easily the best wielded weapon to use with this strategy, as it requires a bow), it's possible to use arrows as a major combat strategy. For this to work, it's almost imperative to bless the arrows you use (if generating them via the Longbow of Diana, you can bless it to cause it to generate blessed arrows), and to gain maximum luck (with a noncursed luckstone to maintain it at that level), as this reduces the rate at which the arrows break upon being fired, helping to conserve ammunition. Generally speaking, you would enchant arrows in batches, accumulating a large number of +0 arrows before enchanting them all simultaneously up to +6 or +7, then continuing to accumulate more +0 arrows in another batch while using the highly enchanted ones (this helps save on the huge number of scrolls of enchant weapon the strategy would otherwise need, although it still consumes a lot more than other strategies would use). In situations where fired arrows would be easily subject to destruction or damage, such as near a gelatinous cube, a black pudding, or lava, you would fire +0 arrows in order to not lose your highly enchanted arrows; otherwise, use highly enchanted arrows because they are less likely to break on impact. The best sort of arrows for use with this strategy, when available, are silver arrows, but they are so rare that regular arrows are likely the only viable choice. (Characters may also want to poison their arrows using a potion of sickness to do even more damage to monsters that are not poison-resistant; this is more useful in the early game than the late game, though, and can lead to alignment trouble for lawful characters even taking the huge alignment gains for killing enemies into account.) Keeping a stack of daggers handy is also useful just in case you ever end up running out of ammunition. This strategy is obviously the intended one for Rangers, who gain a larger multishot bonus with arrows than other characters; they can also daggerstorm well, though, and other characters may not do well using arrows. As opposed to missiles, it's also possible to use spells for a ranged-combat strategy, a common plan with Wizards; Knights can pull off such a strategy well after they have completed the Quest and obtained The Magic Mirror of Merlin, but by the time they reach that stage of the game, it mostly doesn't matter what strategy they use, and continuing with their existing strategy can work better than changing. Due to the slow speed of energy regeneration, at low levels spells are best used only in emergencies, relying on a secondary damage source like daggers for other purposes; however, as character level increases (and especially, after you reclaim The Eye of the Aethiopica, which is so useful for this strategy that anyone attempting it who can obtain it should try to as soon as possible), energy regeneration increases to the extent that attack spells can be used in basically every combat. Spell selection for this depends mostly on what spellbooks are available; Wizards will always be able to cast force bolt (unless they forget the spell and cannot relearn it again due to lack of access to its spellbook), and although force bolt works excellently for this strategy towards the start of the game, it becomes less powerful as time goes on. A spell with opposite properties is magic missile, which scales sharply with character level, being inferior to force bolt towards the start of the game, and becoming much more powerful later on as your character level increases. This can be used as a staple spell, but the higher-level attack spells, and , work better (they have very similar properties, but so many monsters are immune to fireballs that you need a backup attack spell if you use that as your main attack spell). Of the other two attack spells, finger of death is unsuitable as a staple spell due to its ineffectiveness against demons and huge energy cost, and drain life is similarly unsuitable due to being too easily resisted and not dealing damage fast enough (it is useful in other strategies, but not this one). Energy management is the only really difficult part of this strategy; easier monsters should be taken out with a melee weapon (perhaps Magicbane) to save on energy until the Eye is available, and you should try to aim spells to damage or kill multiple monsters at once. The strategy is generally unpopular, not because it does not work well, but because it requires more concentration and micromanaging than many other strategies; thus, it is not only slower to play (in real time), but increases the chance of making a mistake due to inattention. (For similar reasons, many players may find it less fun to play than a simple melee character.) For instance, allowing yourself to get surrounded by monsters can be very dangerous with such a strategy (necessitating the use of something like a scroll of teleport, or using Elbereth, to escape), compared to a melee strategy, although this strategy makes it easier to avoid in the first place. Using good autopickup exceptions can make playing with missile weapons a lot less tedious, and so is recommended if your version of NetHack has that feature available (and patches have been made to make the process still easier). When using a bow, it likewise helps to use the command to swap between a bow and other wielded weapon quickly, at least until you have enough practice and ammo to make the bow a primary weapon throughout the entire game. One interesting compromise is to use this strategy throughout the midgame, then switch to melee for the endgame; at that point, your character is likely powerful enough to take on most enemies, and can still use ranged combat in an emergency, but this helps against the dangers of boredom and inattention. =_=_ Talk:Kick =_=_ Talk:Ant Great! I love what you've done with the article. There are a couple typos I'm going to clean up now, and then I'll take a look at the dog page. Shmoo 22:20, 22 January 2008 (UTC) =_=_ Talk:Arch-lich Arch-Liches definitely do not make formidable pets, because they tend not to use their full strength when they are a pet. These Arch-Liches (around Level 25) gain much experience when they accompany the Player so they can reach farther than Level 35 ( I had once a Level 37 Arch - Lich as a pet). The worst is, when you abandon them, you just need about 10 or 20 turns and they are free and your enemy. And be told, a Level 37 Arch-Lich is much harder to kill than the Wizard of Yendor or one of the Riders. I were unlucky some days ago and met one at Dungeonlevel 8, myself only Level 10 and I asked myself what does a 25 Arch-Lich do at this low-level.. Btw. you cannot charm an Arch-Lich, but you can charm a Lich and let him ascend to Arch-Lich (you know Lich, Demi-Lich,Master-Lich- > Arch Lich) =_=_ Attack spell =_=_ Engrave-test =_=_ Gnome (starting race) You can play NetHack as a gnome: . You will see yourself as (unless you have showrace turned on), but you are actually considered to be letter for other purposes. Gnomes have infravision and can use uncursed touchstones as if they were blessed, like an Archaeologist. As a gnome, you will also find the gnomish inhabitants of the Gnomish Mines to be generally peaceful. Gnomes are always neutral. They can be Archeologists, Cavemen, Healers, Rangers, or Wizards. From an attribute perspective, they are mostly average, with moderate strength and high intelligence. The following table outlines their maximum (unaided) attribute levels. Gnome Rangers start with a crossbow instead of bow, and crossbow bolts instead of arrows. These are listed below. The weapon damage figures are copied from weap-343.txt. In SLASH'EM, gnomes can also be Flame Mages, Ice Mages, or Undead Slayers. Gnomes start with the vanish technique. At level 5, they gain stealth. When they reach level 7 they gain tinker, which allows them to upgrade certain items. =_=_ Iron hook =_=_ Talk:Gnome (starting race) IMO, this should be moved to "Gnome (player race)", "starting race" sounds a bit funny to me. --Paxed 17:39, 7 January 2007 (UTC) Paxed- I would partly disagree, due to the fact that any player could become a gnome due to a polymorph- this would then be their player race whereas your starting race is always the one you originally chose.. Indeed I think some of the monster entries could use a Polyself strategy. --PeterGFin 19:15, 13 April 2007 (UTC) Not sure this is anything someone can help me with but I'm running a gnomish Wizard and can't seem to get strength above 18. I'm lvl 17 and have had 18 Strength since lvl 8 or so. I've pushed plenty of boulders (though not religiously) and was Stressed for like a quarter of that time (lootwhore). It just seems like if my strength was gonna get any higher it woulda done so by now. How does a strength of 18/50 appear on the bar anyway (never seen)? Is it just like that? '18/50'? Or is the 50 some hidden magical statistic that maybe just makes me stronger silently? DemonDoll 20:47, 21 May 2009 (UTC) I swear on my life I saw somewhere in this wiki that mentioned that gnomes (at least gnome rangers) get a +1 multishot bonus with crossbow and bolts. Why can't I find it? Is it true? and if so, lets drop it on this page (and perhaps the crossbow and/or bolt page as well) --Thehammer (talk) 01:35, 3 February 2013 (UTC) =_=_ Disintegration Disintegration is a way items and creatures can be destroyed. Disintegration is one kind of instadeath, which occurs when you are hit by a blast of disintegration. The only possible sources of disintegration blasts are a black dragon's breath or a god's wide-angle disintegration beam (which can also destroy worn armor even if you are reflective or disintegration-resistant). There are no spells or wands of disintegration. Reflection will reflect a blast of disintegration, but not a wide angle disintegration beam. You can gain disintegration resistance by eating an adult black dragon corpse, by wearing black dragon scales or black dragon scale mail, or by polymorphing into any black dragon. This protects you from both sources of disintegration, and it protects your armor from a dragon's blast. (Reflective or black dragon armor is not destroyed by a god's wrath.) If a dragon's blast of disintegration hits you or a monster, and you (or the monster) are neither resistant nor reflecting, it will destroy: Certain items can also disintegrate. A spellbook has a chance of disintegrating when you fail to read it. An uncursed scroll of scare monster disintegrates when picked up if it already has been picked up once, and a cursed one always disintegrates when picked up. In neither case does the game refer to the destruction as "disintegration". =_=_ Talk:Disintegration =_=_ Adventurer =_=_ ADOM =_=_ Talk:Chromatic Dragon Should information on the quest levels be in here? I kind of feel that should be in its own "Caveman quest" article. --Intx13 14:06, 8 January 2007 (UTC) =_=_ Talk:Horse Actually, I think you can use any type of fruit? You can certainly use the FAVEFRUIT to tame, and I believe that melons work too. =_=_ Talk:Unicorn What's the best way to get a co-aligned unicorn out of the way in Sokoban without killing it (or doing anything else that would cause a luck penalty)? I zapped it with a wand of teleportation. While that did get it out of the way, it became angry at me and started attacking the next time I saw it. --MadDawg2552 19:35, 8 January 2007 (UTC) I think perhaps there should be a strong(er) warning that, for all its useful properties- in the early game unicorns are hard to catch, hard to shoot or zap, hard to kill, hard to haul over to an altar (which never seems to get a mention- and forget luring it over), they are hard to eat, and hard to shift in Sokoban. As a newbie player I tended to charge straight at a unicorn (buoyed by the prospect of horns and glory)- without considering how I was going to kill it without the use of projectiles, and with slower speed. Then once I killed it how was I going to lug it over to the altar? Slowly- much to the pleasure of Team ant. --PeterGFin 11:04, 29 April 2007 (UTC) Sometimes when I throw a type-named, unidentified gem to a coaligned unicorn, I get the message "The < color > unicorn is not interested in your junk." instead of 'gratefully' or 'graciously' accepts. Anyone know what causes this? -Guest --216.252.195.246 21:58, 16 December 2014 (UTC) That indicates that the gem is actually glass. Most likely you are occasionally making mistakes when trying to figure out the identities of valuable gems in the absence of formal id :-P. When I throw my gems/glass at a co-aligned Unicorn, it only says "The white unicorn catches the gem called < name > ". I have already thrown 3 gems to it. Does my luck get modified under the hood or what is going on? Running nethack 3.6.0 on NAO. WarriorX90 (talk) 08:25, 25 October 2017 (UTC) =_=_ Valley =_=_ A feeling of loss comes over you =_=_ Rogue quest The Rogue quest sees you fighting the Master Assassin for The Master Key of Thievery. For more information on the quest branch in general, see the quest article. The two-way magic portal back to the Dungeons of Doom is at the marked point. The Master of Thieves is at the point marked 'x', where there is also a chest; two thugs are in the room with him, and three and four more in the two rooms immediately connecting to his. Three of the four marked downstairs are actually mimics; each of the four also has a water nymph and leprechaun next to it, and there are five more water nymphs and four more leprechauns distributed fairly evenly about the streets; there are also eight chameleons on the level, and sixteen random traps. This is an "ordinary" room-and-corridor level, with six rooms; five leprechauns, two water nymphs, and two guardian nagas; nine random objects; and eight random traps. The stairs are located randomly on the level, as are eighteen leprechauns, six guardian nagas, five chameleons, and three random N; six random traps; and fifteen random objects. There is a cursed scroll of teleportation at the marked spot in the lower left. These are "ordinary" room-and-corridor levels, with six rooms; five leprechauns, two water nymphs, and two guardian nagas; nine random objects; and eight random traps. The stairway into the level is randomly placed in one of the rooms on the left side of the level. The Master Assassin, with the Bell of Opening and the Master Key of Thievery, is at the point marked . The $-shaped pool is stocked with four sharks in 3.3.0 and later. There is a tin of chameleon meat at the marked spot in a left-central room. Randomly placed around the level are eighteen leprechauns, eight guardian nagas, five chameleons, and three random N; thirteen random objects; and eleven random traps, in addition to the one marked spiked pit. The entire level is no-teleport and has undiggable walls. Note that this level has four separate, unconnected sections. The stairs down to the level are in the leftmost section, whose boundary is marked in red. This area is cut off from the Master Assassin; you can only reach the quest nemesis and successfully complete this quest by either phasing through these walls, falling from the level above and hoping that you'll randomly fall into the correct section, or by waking the Master Assassin remotely and letting him warp to you. The other two sections are the $-shaped pool and the rightmost section. If you fall, make sure you have a means of return in case it's necessary to try repeatedly! You have about a one in four chance falling into the correct section, and even if you are successful in entering it, you will need a way to level teleport or phase out of that section. Warning: Read and choose carefully before committing to phasing. Xorns and other phasing monsters cannot wear armor and anything worn before transforming may be destroyed. Alternatively, there are means of bringing the quest nemesis to you. One of the easiest ways to do this is to aggravate monsters which can be accomplished by quaffing a cursed potion of invisibility, having a shrieker shriek, or having a lich or other monster cast the aggravate monster spell at you. Otherwise, a musical instrument may be able to wake him up if the sound carries far enough. Standing on the rightmost tile of the stairs-containing area, a drum of earthquake can readily awaken the Master Assassin, whereas other musical instruments are capable of doing so only if your character is of a sufficiently high experience level: leather drums can do the job at XL 13, tooled horns are loud enough at XL 17, and finally, the lowly tin whistle can meet the task at a stunning XL 25. (Note that magic whistles do not awaken monsters at all, except if cursed.) Rogues suffering from an excess of potions of gain level and who intend to make extensive use of spells throughout the game might prefer drinking them non-cursed to amplify the volume of their whistles, as opposed to cursing them pursuant to the above strategy involving holes. Additional methods of rousing the Master Assassin remotely include polymorphing into a (master) mind flayer or shrieker and using #monster to perform a psychic blast or shriek, or having a pet mind flayer wander about until it releases a psychic blast. Indeed, it is not necessary to wake the nemesis yourself: A non-sessile pet of sufficiently high level can engage the Master Assassin for you. Orienting your pet so that it can detect and advance upon the sleeping foe might require teleporting them or deliberately dropping them through from the level above, retrieving them with a magic whistle each time if necessary. In SLASH'EM, you may teleport primed explosives about the level, hoping that one of them arrives at the Master Assassin's feet. Finally, there is an esoteric method of reaching the nemesis that does not involve any of the above methods or materials. A determined player polymorphed into a piercer or trapper can exploit bug C343-426 to move inexplicably into the Master Assassin's quarters in an instant. The cruel difficulty of this level is a deliberate and acknowledged design decision; Rogues, moreso than any other roles, are expected to be resourceful! =_=_ Spell of charm monster =_=_ Talk:Escape item If you're trying to run from say Orcus, and he's next to you, if you use the Eye, he can follow. I don't know if this is true of level-teleportation or using cursed potions of gain level. But if it is true, those should have a note added as well. Regarding athames (including Magicbane), I don't think that "ELBerethELBerethELB, adding 9 characters' worth of ELBereth" would work anymore. -Actual-nh (talk) 20:06, 28 February 2021 (UTC) =_=_ Hellhound =_=_ Tourist quest The Tourist quest sees you fighting the Master of Thieves for the Platinum Yendorian Express Card. For more information on the quest branch in general, see the quest article. The two-way magic portal back to the Dungeons of Doom is at the marked point. Twoflower occupies the throne, where there is also a chest; there are eleven guides distributed among the five rooms within the town walls. Outside the gate are two watchmen; in the river are two piranhas, two krakens, and a giant eel; in addition to the usual undead in the marked graveyard, there are twelve giant spiders, eight forest centaurs, two random s and one random C on the level, and nine random traps. This is a cavern level, with five soldiers, a random C, and a random H; seven random objects; and four random traps. In addition to the usual occupants of the three barracks, the two general stores, the zoo, and the graveyard, there are sixteen giant spiders and two random s on the level; the marked temple is abandoned (without even an altar remaining). There are nine random traps, and fourteen random objects; in addition, there are two blank scrolls next to the throne (toilet paper...). These are cavern levels, with two captains, one soldier, two random H, one random s, and one random C; eleven random objects; and four random traps. The Master of Thieves, with the Bell of Opening and the Platinum Yendorian Express Card, occupies the northwest room. The marked locations have their usual occupants (three barracks, two general stores, one graveyard); in addition, the four rooms to lower left have one incubus each, the two rooms at centre left have one succubus each, and the police station in the centre of the left half contains a Kop Kaptain, three Kop Lieutenants, and five Keystone Kops, with each of the three attached cells containing one prisoner. There is also a watchman just inside the left secret door at the halfway division, and randomly placed on the level are sixteen giant spiders and two random s; fourteen random objects; and six random traps. The entire Shades has undiggable walls; teleportation is permitted. =_=_ Samurai quest The Samurai quest sees you fighting Ashikaga Takauji for The Tsurugi of Muramasa. For more information on the quest branch in general, see the quest article. For information on the Japanese words used in this article, see: Japanese words used in the Samurai quest. The two-way magic portal back to the Dungeons of Doom is at the marked point. Lord Sato is at the point marked , where there is also a chest; there are also eight roshi in the room. On the far side of the river are nine ninja and three wolves; there is also one stalker located randomly on the level, as are six random traps. This is a swamp-water level, with five wolves, one stalker, and one random d; nine random objects; and four random traps. There are eight ninja, nine wolves, and one random d roughly evenly distributed around the outside of the walls; three samurai inside each of the guardrooms; and nine stalkers placed randomly on the level. Four other rooms contain eight random gems, eight random pieces of armor, eight random weapons, and eight random tools, as marked. There are six random traps on the level. The entire level has undiggable walls and floor. Teleportation is permitted. The stairs are placed on the above map randomly. Each level contains four wolves, three stalkers, and one random d; nine random objects; and four random traps. The upstair is located at one of the two marked spots, chosen randomly. Ashikaga Takauji, with the Bell of Opening and the Tsurugi of Muramasa, is at the point marked . Randomly placed around the level are five samurai, five ninja, four wolves, nine stalkers, and two random d; fourteen random objects; and six random traps, in addition to the three marked squeaky boards. The entire level is no-teleport, and has undiggable walls. The quest in SlashTHEM is basically the same. The most notable difference, is that the second level is filled with sea monsters, a lot of them capable of stealing. Be prepared with telepathy and plenty of ranged attacks. =_=_ Drain resistance Drain resistance & ndash; or level drain resistance & ndash; is a property that resists attacks that reduce experience level or monster level. It can be possessed by both players and monsters. Drain resistance is not especially important; this is because monsters' level drain attacks are subject to magic cancellation. By the time such monsters are encountered, most players will have a magic cancellation of 3 and a successful drain life attack will be extremely rare. Even then, a single point of experience is enough to regain the occasionally drained level. In SLASH'EM, drain resistance also protects from the wand of draining. This makes drain resistance much more important, particularly in the Guild of Disgruntled Adventurers. =_=_ Talk:Randomized appearance What is the consensus on American vs. British spelling? NetHack itself uses American spelling ("armor" comes to mind), so it would make sense for this wiki to do the same, IMO. --Mogri 22:11, 9 January 2007 (UTC) =_=_ Quadruped Quadrupeds are generally slow (with a notable exception of leocrottas), hard-hitting monsters who can take a few hits before dying. Players who are faster than one can use the hit and run strategy or fire ranged weapons at them from afar. =_=_ User talk:Mogri =_=_ Talk:Protection racket I have tried many, many times to do the protection racket as an Archeologist. I have only made it to the priest twice, and both times with XL = 4. I let my pet (or pets) do all the killing possible, but eventually I usually have to level up after having to fight under dire circumstances. At XL = 4 I could only get 1 purchase of protection. After selling gems, the general store shopkeeper has no more money. It seems nearly impossible to do the "steal & sell" with commestibles and candles to make much money without starving. This likely leaves only one store owner with available gold. I have two questions: I just tried this seriously for the first time because I was lvl1 when I found the Gnomish Mines...and made it! I'm an Arc and didn't bother to try and get money, I thought I'd get that from shoplifting with my doggie. It was all going fine for the first two levels of the Mines until I fell into a trap door right into Itzchak's. The way up was quite harsh as I refused to use any other weapon than Elbereth and I had 2 levels to ge through to get back to my pet, including going across a beehive, but whan I finally got to him the way back was fine, I collected some 1000g from a bone file along the way and I was back to the temple in no time. Remember guys: Elbereth! I'll post the link to my ttyrec file from NAO when I'm finished... 82.124.106.37 20:57, 15 March 2007 (UTC) I am an old expert as this game, and have done in tournaments with the most conducts, including pacifist. Their are ways to make protection racket more viable as all classes, which include praying to raise your max hp and going up to lvl 3 before going into the mines. The best bet is to do sokobon first, and then go into the mines. Should i put this in? In summary, I don't see knights as significantly better than any random class; you could dress up many other classes' starting abilities and equipment similarly. I propose reverting this edit. What do others think? If you do not want to risk a near-pacifist playing style or have already leveled up somewhat, you can still drain yourself to experience level 1 near the temple. The drawback is you can usually drain yourself only once you have already survived the most dangerous part of the game. You might want to unlock the stairs down from the quest beforehand if you are more than about level 10. First, get the gold, obtain a good pet for protection, lure most of the watch to a different level or lock them away, and clear out all monsters in mine town while you are still powerful. If you are considering level-draining yourself, you may also want to take a look at the "Drain for gain" strategy to get a boost to your maximum HP and power when you level back up. This comes down to the definition of protection racket. Most roles can level up to 6 and still afford 4-6 points of protection if they loot every vault and shop down to the oracle. This can be followed up with a few more protection points by rushing Fort Ludios while saving foocubi and level gain potions (at least in 75% of the games). If they are lucky with the number of shops and vaults generated, a knight can hit level 5 and dip for Excalibur while still being able to afford 7-9 points of protection. If the focus is on accumulating tons of money before getting to Minetown, the question is "how many levels can I shave off and still feel comfortable in the mines?" For some races and classes, this is more than others. Most non-chaotic roles can avoid a level or two and still navigate the mines successfully though. Giving your pet a lot of kills early is usually a good idea anyway. It comes down to definition though. Do you think protection racket is shooting for 4-9 extra AC early on, which most non-chaotic roles can do? Is it shooting for 9 AC? Then, you'll want a Gnomish healer. Or maybe its shooting for significantly more than 9 AC, which practically demands level draining. I start every single game that I play as a protection racket by simply robbing everyone and letting my pet level more than me at first. Then, I choose to level based on how the game is progressing. A very early wand of wishing can turn any race/role into a protection racket race/role.--Deek (talk) 00:45, 15 May 2017 (UTC) =_=_ Knight quest The Knight quest sees you fighting Ixoth for The Magic Mirror of Merlin. For more information on the quest branch in general, see the quest article. The above core of the level is surrounded by empty ground. The two-way magic portal back to the Dungeons of Doom is at the marked point below the castle walls. King Arthur occupies the throne, where there is also a chest; there are six pages in the throne room, a peaceful knight in each corner tower, and twelve quasits on the north side of the castle. In addition to the two marked sleeping gas traps inside the doors, there are four other random traps within the mapped area. The above core of the level is surrounded by empty swamp. The area around the neutral altar is considered a temple, and has its attendant aligned priest; also in the mapped area are seventeen quasits, seven ochre jellies, one random i and two random j. In addition to the marked magic traps around the Isle's borders, there are seven anti-magic traps. The area also contains fifteen random objects. These are swamp-water levels, with four quasits, three ochre jellies, and one random i; eleven random objects; and four random traps. Ixoth, with the Bell of Opening and the Magic Mirror of Merlin, is at the point marked . Randomly placed on the level are sixteen quasits, eight ochre jellies, two random i, and one random j. In addition to fifteen random objects that are located at the back of the small cave leading off Ixoth's cavern, there are a further six random objects on the level. The marked traps in the entrance to the lair are spiked pits; there are five further random traps. Area to the right of the spiked pits is dark. The walls are undiggable; teleportation is permitted. You stand at the foot of the Isle of Glass. Atop, you can < see|sense > a shrine. =_=_ Healer quest The Healer quest sees you fighting the Cyclops for The Staff of Aesculapius. For more information on the quest branch in general, see the quest article. Note, however, that this list does not particularly well reflect the starting population of each level. In particular, many dragons can be found on this quest. The two-way magic portal back to the Dungeons of Doom is at the marked point. Hippocrates occupies the throne, where there is also a chest; there are four attendants in each of the larger rooms flanking the throneroom, the left of which contains a neutral altar. Randomly placed about the level are ten rabid rats, a giant eel, a shark, five random D, five random S, and one other random monster; and six random traps. Note that each snake will have a random object generated at its location for it to potentially hide under. The entire level is no-teleport and has undiggable walls and floor. This is a swamp-water level, with a rabid rat, two giant eels, an electric eel, two random r, four random D, and three random S (with hiding-objects); eight random other objects; and four random traps. The above core of the level is surrounded by empty swamp. The chaotic temple has its priest; also in the mapped area are eight rabid rats, five giant eels, a kraken, two sharks, a random r, five random D, nine random S (with hiding-objects), and one random other monster; fifteen random other objects; and six random traps. The entire level has an undiggable floor, and the temple chamber itself has undiggable walls. Teleportation is permitted. These are swamp-water levels, with two rabid rats, five giant eels, two electric eels, two random r, four random D, and three random S (with hiding-objects); eleven random other objects; and four random traps. The above core of the level is surrounded by empty swamp. The Cyclops, with the Bell of Opening, the Staff of Aesculapius, and a wand of lightning, is at the point marked . Randomly placed in the mapped area are three rabid rats, six giant eels, two electric eels, three sharks, two random r, five random D, ten random S (with hiding-objects), and one random other monster; fourteen random other objects; and six traps. Teleportation is permitted. =_=_ Talk:Skill The default HTML tables are an eyesore on this page. They should be updated to be fixed-width and to use style and formatting that match the other tables on this wiki. --Mogri 23:05, 10 January 2007 (UTC) =_=_ Wand of dig =_=_ Mattock =_=_ Flame mage quest The Flame Mage quest sees you fighting the Water Mage for The Candle of Eternal Flame. For more information on the quest branch in general, see the quest article. The two-way magic portal back to the Dungeons of Doom is at the marked point at the bottom right. The High Flame Mage is at the center of the circle, along with five igniters and a chest In addition, there are also two other peaceful igniters, two peaceful red dragons, and a peaceful baby red dragon, presumably the child of the other two. The circle is besieged by six water elementals and four rust monsters; there are also eight randomly-placed rust traps. PPPP.... ....PPPPP. PLP... .PPLLLPP The above core of this level is surrounded by empty lava plain, which is where the stairs up are located. The mapped area contains nine water elementals and four rust monsters, all placed at random. There are also eight randomly-placed rust traps in the mapped area. The entire level is no-teleport and has an undiggable floor. These are swamp-water levels, with seven water elementals and two rust monsters; five random objects; five randomly-placed rust traps; and two other random traps. The above core of the level is surrounded by empty swamp. The Water Mage, with the Bell of Opening and the Candle of Eternal Flame, is at the marked unaligned altar. Randomly placed on the level are twelve water elementals and four rust monsters; seven random objects; four rust traps, and two random traps. The walls of the Lair are undiggable; teleportation is permitted. =_=_ Category:SLASH'EM quests =_=_ Clerical spell =_=_ Priest quest The Priest quest sees you fighting Nalzok for The Mitre of Holiness. For more information on the quest branch in general, see the quest article. There are many wraiths encountered during this quest. Because the levels contain graveyards, wraiths will seldom leave corpses. However, you can lead a wraith upstairs by going up when the wraith is next to you. At the Great Temple, get the wraith to chase you back to the portal. Stand on the opposite side of the portal and the wraith will walk right in to it. Then step through the portal, kill the wraith back in the normal dungeon, and eat the corpse to possibly gain another experience level. The starting robe will protect against most level drain attacks, and a source of speed will allow the player to keep a safe distance most of the time. A patient priest(ess) can easily reach level 30 this way, though it does require a lot of nutrition to do all the walking (and the copious undead corpses don't help). Most of the undead created on this quest generate asleep in graveyards. Stealth is a good property to have, so that you can fight them one by one and at your own speed. Wraiths and vampires generated in the graveyards have level drain attacks that should be avoided or mitigated. Magic cancellation will provide some resistance against this. Wielding Excalibur, Stormbringer, or the Staff of Aesculapius will provide full drain resistance; as will polymorphing into a drain resistant monster or gaining lycanthropy and either unchanging or polymorph control. Failing complete avoidance, quaffing a blessed potion of restore ability will restore your lost levels, while blessed potions of full healing can restore some lost levels. Eating a tripe ration will also give some immediate experience points which will bring you back to the level lost. The two-way magic portal back to the Dungeons of Doom is at the marked point to top left. The Arch Priest is next to the unaligned altar, with a chest next to him; eight acolytes are also in the room, which is considered a desecrated temple. There are twelve human zombies surrounding the Temple. In addition to the two marked dart traps inside the doors, there are four random other traps on the level. In 3.6.0 there are two forest areas at the left and right edges of the map, marked with green dots. Each square there, except for the location of the portal, has a 10% chance of hosting a tree. The trees can be placed at some zombies' positions as well, the exact effects of which are unknown. The Great Temple has the same structure as the Monastery of Chan-Sune of the Monk quest and as the Temple of Light of the Undead Slayer quest. This is an "ordinary" room-and-corridor level, with six rooms (two of which are graveyards). In addition to the usual undead and boxes in the graveyards, the level contains two human zombies and one wraith; nine random objects; and four random traps. The above core of the level is surrounded by empty ground, containing the upstair a little way to the right of the mapped area. The unaligned temple has both its attendant priest of Moloch, with another hostile priest nearby. The entire mapped area outside the temple is a graveyard, filled with the usual assortment of undead. In addition to the boxes of the graveyard, the four corner chambers of the temple each contain four random objects (except the northwestern corner, which contains 3); each also contains a marked random trap, and there are two other random traps located in the mapped area. The entire level has undiggable walls and floor. Teleportation is permitted. An effective way to clear the undead outside the Temple is to use use the #turn extended command - of course, one should be aware of live monsters sprinkled amongst the undead and be tanky enough to take a five turns worth of hits while incapacitated. The stairs can also be used to your advantage to funnel the hordes of undead through; be careful not to get surrounded too far from the upstairs. In addition, do not underestimate the hostile priest of Moloch - if you have no magic resistance, dispose of them before they have a chance to cast their clerical spells, and beware if they generate with a cloak of magic resistance. These are "ordinary" room-and-corridor levels, with six rooms (three of which are graveyards). In addition to the usual undead and boxes in the graveyard, each level contains three human zombies and three wraiths; eleven random objects; and four random traps. The above core of the level is surrounded by empty lava plain. Nalzok, with the Bell of Opening and the Mitre of Holiness, is at one of the two points marked (randomly chosen); also in the mapped area are sixteen human zombies, eight wraiths, two random , and one random ; fourteen random objects; four fire traps, and two other random traps. Teleportation is permitted. In the Biodiversity patch, there are many different start levels, each corresponding to a pantheon. For example, if you worship caveman gods, you will get a ziggurat. =_=_ Healing You heal naturally over time, at a rate which increases with your constitution and experience level. Wearing a ring of regeneration causes you to heal 1 HP per turn in addition to your natural healing but also increases your food consumption by 50%. Being polymorphed into certain monsters (notably all , , , and werecreatures) also gives you regeneration, as does wielding the Staff of Aesculapius, the Healer quest artifact (see below for its other healing effect). However, there are many other possible ways to heal yourself, listed here in rough order of most to least common. Some may have other effects besides just healing, and many can increase your maximum HP if you are close to it—see the specific articles for more details. The spells of healing and extra healing have the same effects as the uncursed potions, except that they cannot cure certain problems that the potions can, and spells will never increase your maximum HP. Cast at to heal yourself. Having less than 6 HP, or less than or equal to 1/7 of your max HP, is considered a major problem. A successful prayer will return your HP to maximum. This heals half the HP you would need to return to full health. The usual artifact invocation timeout applies, so doing this too often is unwise. Fully restores your HP (unlike the potion of full healing, there is no limit; you can restore several million HP this way if your maximum is high enough). Note that even a blessed tin will take 2 turns to open and eat, and also that eating nurse meat is considered cannibalism for human characters. Cannibalism is probably preferable to dying, but using nurse meat as a human in a non-emergency situation is definitely not a good idea. Restores d20 HP, among other effects. This is rarely enough to be very important, but it does come in handy if you get hungry on the Astral Plane, as you can heal yourself while eating. When your experience level increases by any means, you gain hitpoints equal to your gain in maximum HP. This could potentially give you enough HP to survive another hit, if you saved that potion of gain level until the last minute. One possible effect (1/13 chance) is that you have your HP restored to their maximum, and increases the maximum slightly if close to or at it. This is usually a bad idea if you are low on HP, as another possible effect is an electric shock that deals a fair amount of damage. For chaotics, restores 2d6 hitpoints. Note that the same is not true of holy water (it has beneficial effects to non-chaotics, but doesn't restore any health), and that quaffing unholy water while lawful causes you to lose 2d6 hitpoints. (Neutrals get neither damage nor beneficial effects.) If you happen to be polyselfed into an iron golem, a wand of fire restores 12d6 HP; if polyselfed into a flesh golem, a wand of lightning restores 2d6 HP. The usual item destruction will still occur. =_=_ Matter =_=_ Talk:Real life =_=_ Orc (starting race) You can play NetHack as an Orc: . You will see yourself as (unless you have showrace turned on), but you are actually considered to be designated by the letter for other purposes. According to the guidebook: Orcs have intrinsic infravision and poison resistance. Like cavemen, they suffer no penalty for cannibalism, nor for eating cats and dogs, and they never get nausea from eating tripe rations. As an orc, you will also find many more peaceful inhabitants in the early and middle dungeon levels. Orcs are always chaotic. They can be Barbarians, Rogues, Rangers or Wizards. From an attribute perspective, they are somewhat terrible; at their maximum they can have moderately high strength, average dexterity and constitution, but suffer in all other aspects—intelligence, wisdom and charisma. Each of their maximum attributes is lower than or equal to the corresponding maximum of every other race except elves. The following table outlines their maximum (unaided) attribute levels. The starting equipment of an orc character is inferior to that of other characters, because all weapons or armor are replaced with orcish equivalents where possible. However, orcish arrows shot from an orcish bow receive a +1 multishot bonus. To compensate slightly for this, orcish non-Wizards start with two random food items, each of which may be in a stack of one or two. If the random food items are lembas wafers or cram rations, they will be replaced with tripe rations. In SLASH'EM, orcs have several more options for roles. An orc can play as a Barbarian, Flame Mage, Ice Mage, Necromancer, Ranger, Rogue, Undead Slayer, or Wizard. Beyond that, they are largely the same as Vanilla, good physical fighters, low mental stats and charisma, start with poison resistance, can commmit cannibalism without penalty, and start with inferior equipment. Unlike most races, do not gain any race-based techniques. Orcs are substantially buffed, especially attribute-wise. They get increased constitution, dexterity, and strength on levelling up, which can exceed the racial maximum. Their basic max strength is changed to 18 flat to compensate. They get 1 added to each of their scores every three levels, for a total of +7 at level 21 (and all levels beyond). This bonus is lost upon level drain. In addition to being able to commit cannibalism, orcs gain an alignment bonus for eating orc corpses. ("You feel evil and fiendish!") Orcs also get intrinsic magic resistance at level 15. The message for this is "You feel magic resistant!" on level-up, "You feel magic-sensitive!" on level drain. Orcs get 2 extra point of AC on level-up, for a total of -10 naked AC. This is calculated by the formula < code > (2*level)/3 < /code > , so a level 30 orc would get & minus;20 AC from their natural armor, in addition to & minus;7 AC at 25 dex, for a total of & minus;17 naked AC. =_=_ Jungle boots =_=_ Talk:Special room In most versions I've played, treasure zoos are called David's treasure zoos. Any theories as to why this is? -- the above unsigned comment was written by Kahran042. By the time you see them, they are very useful. Seal them off with Elbereth, enter only with stealth to harvest one cockatrice corpse for large battles, such as the Castle, Fort Ludios, the Valley of the Dead, named demons' liars. This is useful if you can level teleport with control and obviously have levitation and a lizard corpse. If you stone a priest, the temple becomes haunted. If you stone to flesh him (and possibly charm him), he will attend the altar again. I suppose this is a temple again? What happens if you transport the statue, say to a different altar or ex-temple? The altar has to (still) be the same alignment as the priest. What if it changed in between, say you have a helmet of opposite aligment and wanted cross-aligned artifacts? Correction: he will come back peaceful, but won't attend the altar and will become hostile as soon as you < nowiki > # < /nowiki > chat with him. --Tjr 12:22, 27 January 2009 (UTC) So I found this room that wasn't mentioned on the wiki at all, wanted to see if it was covered somewhere. On Dlevel 14 with a Dave's Treasure Room, there was also a Vault. Accessing the vault with the teleport in the usual way, I stole the gold and while there my autosearching found a portal. Entering the portal, I get the message "You've entered a high-security area, an alarm goes off" This was an entire level, a dark big room with a couple of small brances, still Dlevel 14, completely filled with monsters, mostly soldiers, plus about 4-5 dragons. There was a throne room surrounded by a moat with giant eels, as well as a barracks with several chests. The soldiers were well armed with an amazing array of wands and potions. Oh, and there was gold pretty much everywhere. It might be wise to add strategies for defeating treasure zoos, like using Elbereth a few times. Could somebody more experienced write up a subsection for this? --Havvy 07:36, 5 March 2011 (UTC) So extinct / genocided Throne Room monsters will be replaced with ordinary random monsters; but what if all ordinary monsters that might be generated on that level are also extinct or genocided? In that case does the throne room fail to appear at all, or is it just an empty room with a chest and a throne in it, or does it generate some random monsters irrespective of extinction? Is it true that "Levels on which undead have ever been reverse genocided" are graveyards? I can't find any reference to it in the reverse genocide code () --Ogmobot (talk) 05:39, 30 November 2019 (UTC) Hey everyone, the TODO asking for a more readable layout has been sitting around for a long time. I finally made a new layout. You can see it at User:Aximili/Test. Also most of the special rooms now have their own articles now. =_=_ Yeoman quest The Yeoman quest sees you fighting Colonel Blood for The Crown of Saint Edward. The various levels, including filler levels, are heavily based on the actual Tower of London and Colonel Blood's attempted robbery of the Crown Jewels in 1671. For more information on the quest branch in general, see the quest article. The two-way magic portal back to the Dungeons of Doom is one of the two marked points in the top left. The Chief Yeoman Warder is in the small 2x2 room in the lower-right part of the building, and eleven other Yeoman Warders are located throughout the level. There is a vault on the left side of the building, meant to represent the former Royal Mint in the Tower. There are five large boxes in the southern part of the map. The two B's in the upper-left corner are ravens; other monsters are large dogs, wolves, werewolves, sewer rats, and rabid rats, all of which are shown. The leftmost chamber on the island to the lower-left represents the Lion Tower, where the Royal Menagerie was once kept. In game terms, it is indeed a treasure zoo. The stairs down are located at the marked point, at which the eleventh Yeoman Warder is located. The southern entrance to the tower is a drawbridge, guarded by two Yeoman Warders. The entire level is no-teleport and has undiggable walls. Also known as the Bloody Tower. As mentioned in the intro to this article, all Yeoman filler levels are pre-defined. This one contains three large dogs, one wolf, and two werewolves; eight random objects; four arrow traps, and two squeaky boards, all randomly placed. The stairs are at the marked positions. The level is undiggable; teleportation is permitted. The stairs are located at the marked positions. Monsters here are composed of three peaceful watch captains (@), four peaceful watchmen (W), and seven peaceful prisoners (P). Notably, one of the prisoners (the one marked '!') is William Penn, who would later found the colony of Pennsylvania. There is an axe in the left center courtyard; several bows, each with one silver arrow, in the four-by-four room at the top; and a watchman corpse, representing Talbot Edwards, at the marked '%' symbol. The marked graveyard represents the Chapel of St. Peter ad Vincula, where executed prisoners were buried, the two marked shops represent storehouses, and the marked bookshop ('boo') represents Wakefield Tower, where records of the kingdom were kept since 1360. The X mark in the lower left room indicates a burnt engraving reading, "In case of trouble, ring bell." The entire level is no-teleport and undiggable. Also known as the White Tower. Another pre-defined filler level, it contains three large dogs, one wolf, two werewolves, three sewer rats, and two rabid rats; eight random objects; four arrow traps, and two squeaky boards, all randomly placed. There is also a barracks, in the marked area. The stairs are at the indicated positions. The level is undiggable, but teleportation is permitted. Colonel Blood, with the Crown of Saint Edward and the Bell of Opening, is in the throne room, along with six random comestibles. Next to each of the sinks is a peaceful sleeping knight (the Knights of the Bath), as well as a broadsword (left) and a long sword (right). The lower-right room is a lawful temple, containing four lit tallow candles (two of which are stuck in the walls), as well as a chain mail and a plate mail (on the altar.) In addition, there are three large dogs, one wolf, two werewolves, three sewer rats, and two rabid rats; four arrow traps, and two squeaky boards, all placed randomly. The stairs leading back up are located at the marked position. =_=_ Talk:Rogue quest I want to point out the irony in that the Master of Thieves' "encouragements" are actually threats and insults, and the Master Assassin's "maledictions" are actually peace offerings and friendly warnings, but I'm not sure how. Any suggestions?. Is there any evidence that the stuff about musical instruments other than the drum of earthquake works, even in 3.4.3? As far as I can tell, only the drum of earthquake will clear the Master Assassin's "waits for you" status in 3.6.0, and the code doesn't seem to have changed significantly. --Oh6 (talk) 03:22, 12 December 2017 (UTC) =_=_ Japanese words used in the Samurai quest =_=_ The Longbow of Artemis =_=_ Spellbook of restore strength =_=_ Wizard Patch The Wizard Patch was a patch against NetHack 3.2.0 through NetHack 3.2.3. The stated intent was to make wizards more like wizards and not just a particularly weak fighter-type class. The Wizard Patch did not add restrictions due to shields or metal armor; those were already present starting with NetHack 3.2.0. The Wizard Patch was entirely merged into mainline NetHack starting with NetHack 3.3.0. SLASH accepted it at an earlier date, and the name added the "EM" designation for Extended Magic, giving the modern name SLASH'EM. SLASH as such is no longer under development. Wizard Patch version 1.0 at Ali Harlow's website, the last released version of the Wizard Patch. This is a patch against NetHack 3.2.2 and will not work with NetHack 3.3.0 or later (which already incorporates the Wizard Patch anyway). =_=_ Caveman quest The Caveman quest sees you fighting the Chromatic Dragon for The Sceptre of Might. For more information on the quest branch in general, see the quest article. The two-way magic portal back to the Dungeons of Doom is at the marked point at the far right. Shaman Karnov is next to the co-aligned altar, which also has its attendant priest (the right-hand end of that cavern being considered a temple); a chest is next to him. There are also seven neanderthals in the same large cavern, and one in its entrance passageway. There are a total of twelve bugbears distributed fairly evenly in four chambers of the right-hand side of the level. In addition to the two marked pits in the central passage, there are four other random traps on the level. The entire level is no-teleport and has undiggable walls and floor. There are several tight diagonal squeezes to be braved. The easiest way to pass the tight squeezes is to put your gear into a bag of holding and throw the bag across the gap. The bag will fit across, and the contents of a bag of holding are magically protected from breakage. This is a cavern level, with five bugbears, a hill giant, a random h, seven random objects, and four random traps. The side chambers closest to the stairs each contain a hill giant and four bugbears, and the remaining side chamber contains a hill giant and five bugbears. The level also contains four bugbears, four hill giants, two random h, one random H, fifteen random objects, and six random traps. The upstair is located randomly within the hexagon. The Chromatic Dragon, with the Bell of Opening and the Sceptre of Might, is at the point marked 'D'. There are three shriekers on the level, and fourteen random objects. The walls of the Chamber are undiggable; teleportation is permitted. =_=_ Wizard quest The < b > Wizard quest < /b > sees you fighting the Dark One for The Eye of the Aethiopica. For more information on the quest branch in general, see the quest article. Random monsters on this Quest are generated with the following frequencies: < ref > Makemon.c#line890, Makemon.c#line1203, Questpgr.c#qt_montype, You.h#line76, Role.c#line1388, Role.c#line368 < /ref > The two-way magic portal back to the Dungeons of Doom is at the marked point. Neferet the Green occupies the throne, with a chest next to her; there are eight apprentices distributed through the Tower. The pond is occupied by three giant eels, and on its nearer bank is a pack of six random B, one random i and one random W; more distant are a further four random B, two random i, and one random W. The shaded areas are dark. There are six random traps on the level. The entire level is no-teleport and has undiggable walls and floor. Because that restricts admissible trap types, there is slightly less than 60% chance of a polymorph trap. This is an "ordinary" room-and-corridor level, with six rooms; four vampire bats and four random i; nine random objects; and four random traps. Randomly placed on the level are seven vampire bats, twelve random B, and eight random i; and fifteen random objects. The marked trap in the innermost chamber of the Tower is an anti-magic trap; the other five traps inside the Tower are falling rock traps, and the six outside are spiked pits. There are an additional two statue traps, a magic trap, a sleeping gas trap, a polymorph trap, and three dart traps, located randomly about the level. The level has undiggable walls and floor. Teleportation is permitted. These are "ordinary" room-and-corridor levels, with six rooms; two vampire bats, two xorns, and three random i; nine random objects; and four random traps. The Dark One, with the Bell of Opening and the Eye of the Aethiopica, occupies the cross-aligned altar (the room being considered an abandoned temple). The small cells have the following (peaceful) occupants, from left to right: top row, empty, a rogue called Pug, a gnomish wizard, empty, empty, and an owlbear; bottom row, a wizard called Newt, a prisoner, empty, another prisoner (asleep), a Grey-elf, and a hill giant. Newt has a quarterstaff (37.5%), an athame (37.5%), a long sword (12.5%) or a random melee weapon (12.5%), and some offensive, defensive and miscellaneous items < ref > < /ref > . The hostile monsters in the dungeon are placed randomly: eight vampire bats, eleven random B, and eight random i. There are fourteen random objects, and six random traps. The Dungeon has undiggable walls; teleportation is permitted. Note that if one is careful and quiet enough, it is possible to kill The Dark One before he wakes up and puts on the Eye, preferably with a finger of death. =_=_ Necromancer quest The Necromancer quest sees you fighting Maugneshaagar for The Great Dagger of Glaurgnaa . For more information on the quest branch in general, see the quest article. The two-way magic portal back to the Dungeons of Doom is at the marked point. The Dark Lord occupies the throne, with a chest next to him; there are nine embalmers distributed through the Tower. Throughout the level are six mongbats (four of which are hidden in the clouds), one nupperibo, five random B (one of which is above the lava and one of which is hidden in the clouds), and 2 random i (one of which is hidden in the clouds). The entire level is no-teleport and has undiggable walls and floor. This is an "ordinary" room-and-corridor level, with six rooms; four mongbats and four random i; nine random objects; and four random traps. Randomly placed on the level are ten mongbats, three random B, eight nupperibo, seven blood imps, and five random i; and fifteen random objects. There are nine spiked pits, one magic trap, and three dart traps, located randomly about the level. The level has undiggable walls and floor. Teleportation is permitted. These are "ordinary" room-and-corridor levels, with six rooms; two mongbats and five random i; nine random objects; and four random traps. Maugneshaagar, with the Bell of Opening and the Great Dagger of Glaurgnaa, occupies the unaligned altar (the room being considered an abandoned temple). The small cells have the following (peaceful) occupants, from left to right: top row, empty, a rogue called Pug, a gnomish wizard, empty, empty, and an owlbear; bottom row, a wizard called Newt, a prisoner, empty, another prisoner (asleep), a Grey-elf, and a hill giant. The hostile monsters in the dungeon are placed randomly: four mongbats, nine random & , eight nupperibo, and seven blood imps. There are fourteen random objects, and six random traps. The Dungeon has undiggable walls; teleportation is permitted. =_=_ Undead slayer quest The Undead Slayer quest sees you fighting Count Dracula for The Stake of Van Helsing. For more information on the quest branch in general, see the quest article. The two-way magic portal back to the Dungeons of Doom is at the marked point to top left. Van Helsing is next to the unaligned altar, with a chest next to him; eight acolytes are also in the room, which is considered a desecrated temple. There are twelve human zombies surrounding the Temple. In addition to the two marked dart traps inside the doors, there are four random other traps on the level. The Temple of Light has the same structure as the Great Temple of the Priest quest and as the Monastery of Chan-Sune of the Monk quest. This is an "ordinary" room-and-corridor level, with six rooms (two of which are graveyards). In addition to the usual undead and boxes in the graveyards, the level contains four human mummies and four vampires; nine random objects; and four random traps. The above core of the level is surrounded by empty ground, containing the upstair a little way to the right of the mapped area. The unaligned temple has both its attendant priest and another, hostile, priest of Moloch. The entire mapped area outside the crypt is a graveyard, filled with the usual assortment of undead. In addition to the boxes of the graveyard, the four corner chambers of the crypt each contain four random objects (except the NW, which contains 3); each also contains a marked random trap, and there are two other random traps located in the mapped area. These are "ordinary" room-and-corridor levels, with six rooms (three of which are graveyards). In addition to the usual undead and boxes in the graveyard, each level contains three human mummies and three vampires; eleven random objects; and four random traps. The above core of the level is surrounded by empty lava plain. Count Dracula, with the Bell of Opening and the Stake of Van Helsing, is at the point marked 'x'; also in the mapped area are six human mummies, four vampires, two random M, and three random V; seven random objects; twelve fire traps, and two other random traps. Teleportation is permitted. =_=_ Valkyrie quest The Valkyrie quest sees you fighting Lord Surtur for the Orb of Fate. For more information on the quest branch in general, see the quest article. In general, the Valkyrie quest is one of the harder quests. Do be careful of the Titans. Only 75% of Valkyrie quests are completed, making it the third hardest quest by role. However, the nemesis, Lord Surtur, is not particularly dangerous. In fact, some would say the lava and drawbridges are the real quest nemeses: as of this writing, deaths to "dissolved in molten lava", "crushed to death by a collapsing drawbridge", "burned by molten lava", and "crushed to death by an exploding drawbridge" in the Valkyrie quest level combined had claimed 5.6 times more lives on NAO than Lord Surtur (a total of 420 versus 75). Excalibur or Mjollnir and a somewhat negative armor class should be plenty to kill Surtur easily. As for the drawbridges, you can avoid the risk of getting blown up by waking Lord Surtur up without crossing them. If you can clear out some of the fire giants, a wand of striking or magic missile will wake him up (don't stand on the drawbridge if using striking, of course); alternatively, sometimes just hanging out in his line of sight and fighting some monsters will work as well. The only other thing you really want is fire resistance; this will prevent you from dying instantly if you do step into lava, prevent the loss of HP from stepping on a fire trap, and prevent damage from being hit by fiery monsters. The fire ants and fire giants on the first level should allow you to gain fire resistance if you don't already have it. The quest artifact is the Orb of Fate, one of the better artifacts. When combined with the difficulty of the quest in general, the value of the quest artifact means that whether or not this quest is completed early or late is left to the player's discretion. To avoid dissolving in lava, it is best to bring a ring of levitation (or levitation boots or fireproof water walking boots) along and wear them when on any of the levels containing lava (removing them only to pick up objects and go down levels in the case of levitation). It's not a bad idea to wear levitation or water walking on the ice levels as well, as a fire trap could potentially melt the ice and plunge you into the water. If you don't have levitation, however, you can probably still do the quest; you'll just have to step carefully. (Occasionally you will find that the staircase on the goal level is completely surrounded by lava, in which case you'll have to turn around if you don't have levitation.) If you do fall into lava, be aware that the lava time bug can kill you in zero turns (except on nethack.alt.org and in some variants, where it is fixed), so don't repeatedly open and close your inventory or press any keys except the ones you have to. Provided you have fire resistance, you can still save yourself by zapping a wand of cold down () to freeze the lava and then moving out. Keep in mind that trying to walk out may take a long time; teleportation, if available, is usually a better idea. However, most monsters on the Valkyrie quest respect Elbereth. Digging yourself out is safe only if there are no other adjacent lava squares. The two-way magic portal back to the Dungeons of Doom is at the marked point. The Norn occupies the building, with a chest next to her; there are eight warriors in the Shrine with her. Distributed in the marked spots are ten fire ants, with two fire giants towards the left side (one of them stands on the downstair and is not marked); there are also six fire traps randomly placed. The entire level is no-teleport and has undiggable walls and floor. Note that if a fire trap occurs on an ice square, triggering it will melt the ice, dumping you (or a luckless monster) into the water. Fortunately, if this happens to you, you (unlike monsters) will get a chance to climb out, so this should not be fatal, although it might cause unexpected water damage to your inventory. The pools of water and lava will not be in the exact spots shown; they are placed randomly. Occasionally, when the level generator traces a line of solid floor for the hero to walk on, this line will cut through one or more pools, leading to some odd shape. This is an ice-plain level, with five fire ants, a fire giant, and one random ; nine random objects; and seven random traps. PPPP.... ....PPPPP. PLP... .PPLLLPP The above core of the level is surrounded by empty ice plain, with the upstair off to the lower right; note that the only entrance to the cavern is at the left side. Randomly placed around the mapped area are seventeen fire ants, seven fire giants, two random and one random ; fifteen random objects; four fire traps, and two other random traps. The level has undiggable walls and floor. Teleportation is permitted. These are lava-plain levels, with three fire ants, three fire giants, and a random ; eleven random objects; five fire traps, and two other random traps. The above core of the level is surrounded by empty lava plain. Lord Surtur, with the Bell of Opening and the Orb of Fate, is at the center of the level; also in the mapped area are twelve fire giants (ten of which are in the marked locations), one random , four fire ants and two random ; 14 random objects; four fire traps, three squeaky boards (two marked and one randomly placed), and two more random traps. In 3.6.2, drawbridges sometimes start raised: the northern one half the time, and the southern one, independently, one eighth of the time. (They were always open in 3.6.1 and earlier.) Teleportation is permitted. =_=_ Ice mage quest The Ice Mage quest sees you fighting the Earth Mage for The Storm Whistle. For more information on the quest branch in general, see the quest article. The two-way magic portal back to the Dungeons of Doom is at the marked point at the bottom right. The High Ice Mage is at the center of the circle, along with five frosters and a chest In addition, there are also two other peaceful frosters, two peaceful white dragons, and a peaceful baby white dragon, presumably the child of the other two. The circle is besieged by five earth elementals and four xorn; there are also six randomly-placed falling rock traps and two randomly-placed magic traps. The above core of this level is surrounded by empty ground, which is where the stairs up are located. The mapped area contains ten earth elementals and four xorn, all placed at random. There are also nine random objects; four randomly-placed falling rock traps and two other randomly-placed traps in the mapped area. The entire level is no-teleport and has an undiggable floor. These are cavernous levels, with seven earth elementals and two xorn; five random objects; five randomly-placed falling rock traps; and two other random traps. The above core of the level is surrounded by empty ground. The Earth Mage, with the Bell of Opening and the Storm Whistle, is at the marked unaligned altar. Randomly placed on the level are eight earth elementals and five xorn; seven random objects; four falling rock traps, and two random traps. The walls of the Lair are undiggable; teleportation is permitted. =_=_ Talk:Score Some of the artifacts have had their price changed since the tables were made, notably Sting (2000 - > 800). =_=_ Talk:Ixoth Is Ixoth's picture supposed to be the same as Nalzok's? Shouldn't Ixoth rather look like a dragon? (I've never done the Knight quest, so for all I know it's Nalzok's image that's wrong, or maybe they're both right.) --Mogri 21:48, 12 January 2007 (UTC) =_=_ Monster (SLASH'EM) This page lists all the monsters that are not present in the vanilla NetHack but are found in SLASH'EM. They also appear in Slash'EM Extended, but some of them are slightly changed; for example, Gehennom-only monsters can appear outside of Gehennom and some that aren't randomly generated in SLASH'EM can be generated in Slash'EM Extended. Only appears in Gehennom and Grund's Stronghold; also appears in the Gnomish Mines if the PC is a dwarf, capable of treachery =_=_ Hack121 =_=_ JF Hack =_=_ PDP-11 Hack =_=_ The Chromatic Dragon =_=_ MSDOS =_=_ Category:Defunct variants =_=_ Leather armour =_=_ Kick command =_=_ NetHack-- 3.0.10 NetHack-- 3.0.10 (which was briefly called NetHack++ 3.0.10) is a variant of NetHack 3.0.10, significant as the earliest ancestor of SLASH'EM that is distinct from vanilla NetHack. Yuval Oren and Tom Proudfoot announced it in this post to rec.games.hack in December 1992. The original version of NetHack++ 3.0.10 is this post to rec.games.hack, which bears a patch against the NetHack 3.0.10 sources. The patch has some difficulty applying to the sources linked from the NetHack 3.0.10 article, mainly because of whitespace that doesn't match. A slightly updated version, now renamed NetHack-- to avoid the impression that the C++ language was used in any way, is available at . This ZIP file was probably bundled on an MS-DOS machine, because the files in it have uppercase letters. The dungeon in NetHack-- 3.0.10 has no branches; there is one way up and one way down. The first 25 levels or so consist of rooms, and beyond that, the adventurer encounters the Castle and then mazes. The deepest dungeon level is 50. Medusa appears as on the down-stairs of the level before the Castle. She does not have a special level, and is thus a snare for the unwary adventurer. Dungeon levels below the Castle are designated as "Hell". Entering hell without fire resistance, or losing it once there, is an instadeath. This may happen by taking off an item that confers fire resistance (ring of fire resistance or red dragon scale mail), losing one's polymorph, or by being hit by a gremlin. One may still be saved if he has some other source of fire resistance. These levels have only up-stairs, and the only way to proceed beyond the first level after the Castle is by level teleportation. The Amulet of Yendor is found in the posession of the Wizard of Yendor in a maze level. He is in a small room in the center of the maze, surrounded by water and accompanied by a hell hound and a vampire lord. Fake Wizard rooms contain a random demon prince instead of the Wizard and a fake Amulet. If all demon princes have appeared, a demon lord appears instead; if all demon lords have appeared, the room contains a random ordinary demon. All eight modern named demons exist, but their modern lairs do not. A wand of wishing is guaranteed in the Castle, in its modern position; but it lies exposed on the floor instead of being protected by a chest and Elbereth. When ascending from level 1 with the Amulet of Yendor, one is transported immediately to the Astral Plane; the Elemental Planes do not yet exist. The Astral Plane is different from the modern game, having mazes and powerful monsters instead of the denizens of the modern version. Keys have shapes that fit specific locks on chests and large boxes; the skeleton key fits all locks and can also open doors. Potions in NetHack-- 3.0.10 have randomized appearances (except for water), occurring as one of . They are: The method of obtaining holy or unholy water is different from modern versions. One drops a potion of water on an altar and it immediately becomes blessed, uncursed, or cursed for lawful, neutral, or chaotic altars, respectively. Spellbooks in NetHack-- 3.0.10 have randomized appearances, occurring as one of . They are: Rings in NetHack-- 3.0.10 have randomized appearances, occurring as one of . They are: Blinding and acid venom (both ) are also listed as objects, but they only exist while in flight, or when a wizard mode wish requests them. =_=_ NetHack Plus Plus 3.0.10 =_=_ NetHack-- Tom Proudfoot, one of the original authors of NetHack-- 3.0.10, combined NetHack-- 3.1.3 with the current version of NetHack Plus. The result was SLASH, which with the addition of the Wizard Patch became SLASH'EM. =_=_ NetHack-- 3.1.3 NetHack-- 3.1.3 is a variant of NetHack 3.1.3, significant as an ancestor of SLASH'EM. Chris Herborth ported the changes from NetHack-- 3.0.10 and published the patch in August 1993. NetHack-- 3.1.3 adds new monsters, items, and dungeon features to NetHack 3.1.3. The extra roles that were available in NetHack-- 3.0.10 were not carried over, to avoid having to create new Quests for them. NetHack-- 3.0.10 had provided nine new roles, but these were not carried over, because it would have been necessary to create new Quests. The main trunk of the dungeon begins at level 1, where the game begins, and proceeds down stairs to Medusa's Lair and the Castle. From there, it is necessary to enter a trap door to the Valley of the Dead. Further stairs down eventually lead to the invocation level. Performing the invocation ritual at the vibrating square opens the stairs to the Sanctum. With the Amulet of Yendor in hand, the adventurer may ascend from level 1 into the Plane of Earth; thence s/he may proceed through magic portals to the planes of Air, Fire, and Water, and thence to the Astral Plane. Offering the Amulet of Yendor on the correct high altar wins the game. A wand of wishing is guaranteed in the Castle, in its modern position, and protected by Elbereth, but not tucked inside a chest. Monsters added to NetHack 3.1.3 are noted in boldface. Those that were not present in NetHack-- 3.0.10 are indicated in the notes. The ki-rin was present in NetHack-- 3.0.10 with appearance . It was added to NetHack 3.1.0 as and becomes such here. The plain demon was present in NetHack-- 3.0.10 and NetHack 3.0.10 only when the INFERNO option was turned off. This option was removed and the different demons made unconditional in NetHack 3.1.0. The plain demon is added back here. Objects not present in NetHack 3.1.3 are indicated in boldface. Those that were not present in NetHack-- 3.0.10 are indicated in the notes. The land mine, jaw trap, sleep trap, and ugly backpack tools from NetHack-- 3.0.10 were removed. The land mine and jaw trap would later return, the latter under the name of bear trap. Potions in NetHack-- 3.1.3 have randomized appearances (except for water), occurring as one of . They are: Spellbooks in NetHack-- 3.1.3 have randomized appearances (except for blank paper and the Book of the Dead), occurring as one of . They are: Rings in NetHack-- 3.1.3 have randomized appearances, occurring as one of . They are: Blinding and acid venom (both ) are also listed as objects, but they only exist while in flight, or when a wizard mode wish requests them. =_=_ Talk:Rotten =_=_ You hear the splashing of a naiad =_=_ Talk:NetHack-- What was changed in NetHack-- compared to vanilla NetHack? The articles about individual versions go too much into detail to provide a quick overview. Many new monsters and player character classes, maybe something else too? -ZeroOne 22:06, 14 January 2007 (UTC) =_=_ Angelic and demonic maledictions =_=_ Dungeon Crawl =_=_ Crawl =_=_ Stupid ascension tricks =_=_ Lawful Quest The Lawful Quest is one of the alignment-based quests in SLASH'EM. The Lawful Quest sees you fighting Nightmare for the Key of Law and the Nighthorn. It is divided into four main sections, from left to right: Nightmare's forest, a cloud bank, the Chambers of Deception, and a maze. You enter in one of the Chambers of Deception, and must make your way through all the sections to get to Nightmare. T. T.T CC CC `##8##8H#H T.... ...... ...T LLL CCCCCC CCCC ^ H #################H. T.TT TTT T\T T . T.. CCCCLLL-hhh-CCCC CC # # -...- # -.}}}.- There are seven chambers in this section as well as an area of corridors. Each chamber has a different challenge, and a few of them contain potentially valuable items (such as a coaligned altar and dragon corpses). You enter in the chamber at the spot marked 'x' on the map, which is always the sleep chamber. The other chambers are randomly assigned. On the square with the portal (marked 'x') is an engraving reading "Beware of Dreams come true!" The room also contains an imp (marked 'i'). Each of the four spaces marked with '^' symbols has a 60% chance of containing a sleeping gas trap. Since you will always have to cross the sleeping gas traps in order to enter or leave the other chambers, it is recommended that you have some way to deal with them. Sleep resistance is the preferred method, but playing a vampire or polymorphing into a breathless creature, digging pits on the traps and filling them with boulders or levitating over them, or even having high enough armor class and hit points should suffice. Or you could kick in the doors so you can move onto them diagonally, avoiding the traps. This room contains up to three piles of killer coins, one to three large piles of killer coins, up to three huge piles of killer coins, and up to three worthless pieces of white glass. New players may not have encountered killer coins before; be warned that they can dish out significant amounts of damage, although a sufficiently armed and armored player should be able to defeat them easily. Elbereth will work in a pinch. This room contains between one and five killer food rations, a killer tripe ration (80% chance), up to three bad eggs, a giant flea egg, 40% chance of a giant louse egg, 20% chance of a cursed mushroom, 50% chance of a tin of asphynx meat, and a 50% chance of a tin of green slime meat. Like the killer coins, the killer food rations and killer tripe rations can quickly cut down an unprepared dungeoneer. The giant flea and giant louse, if hostile, can make good sacrifice fodder as they will randomly multiply. This chamber is filled with between two and nine random @ (usually including werecreatures). Between two and five of them begin hostile and awake, up to three are peaceful, and one may possibly begin asleep. Take note that a hostile gypsy can be generated here. Gypsies are quite dangerous even if you are high level, as they can cast summon nasties, touch of death, and curse items. They also steal intrinsics like gremlins. This chamber contains a cursed tinning kit (with 0 charges), one dragon corpse of every type except deep and silver, and six to eight maggots. There is a 50% chance of a carrion crawler as well. If you can reach this chamber with a tinning kit (or a way to charge the existing tinning kit) before the corpses rot away, it offers a great opportunity to get any missing intrinsics. Without a tinning kit, you will only be able to eat one corpse before becoming satiated, but being breathless or casting spells may allow you to become unsatiated and possibly eat several. This chamber contains a spiked pit, two to four random S, and one or two random s. There may also be a king cobra and up to two pit vipers, with a 90% probability of each. This chamber contains a coaligned altar and aligned priest. However, the room is NOT considered to be a temple, and hence you can't make any donations. Chatting to the peaceful aligned priest makes him hostile, and killing the priest is still considered murder for lawful and neutral heroes. There is a boulder at the '`' mark and rolling-boulder traps at each of the '^' marks in the corridor. Each of the two spaces marked 'G' in the corridor has a 60% chance of a hostile ghost. The one-tile room at the end of the corridor contains a cursed runesword and an uncursed wand of striking with two charges. As with any runesword, there is a small (5%) chance that it will be generated as Stormbringer; runeswords are not randomly generated, so this is the only way to find Stormbringer "randomly" outside bones. After exiting the Chambers of Deception, you must pass through the maze to the right. The maze is randomly generated and the walls are made of solid rock, which has the same appearance as a darkened area, so you will not "remember" the shape of the maze automatically unless you permanently light up the corridors (using the spell, a wand of light, scrolls of light, or the Holy Spear of Light). Each of the spaces marked 'w' in the maze has a 60% chance of having a rot worm generated on it, and each of the two spaces in the upper left and lower right has a 50% chance of a shade. The swamp in the center contains a statue trap of an arch-lich (!) and a cursed -9 set of gray dragon scales in the same space. The arch-lich is created with wands of fireball, create horde, speed monster and make invisible (the latter three all have one charge each), a cockatrice corpse, and a cursed -1 pair of leather gloves. The swamp also contains between four and six electric eels at the spaces marked with ';'. The exit from the maze to the cloud bank is at the lower left. You will want to have a unicorn horn or sickness resistance in order to deal with the rot worms. Most characters would do best to avoid the electric eels and arch-lich in the middle of the maze, unless you desperately need the dragon scales for armor and have a means of cancellation (to remove the -9 penalty). Remember that electric eels not only have a drowning attack that can kill you instantly (in addition to the usual defenses, in SLASH'EM this can be prevented with free action), they can also break apart rings and wands if they hit you. After exiting the maze, you will pass below the chambers and emerge in a cloud bank with a river of lava and an island in the middle. You will need some method of crossing lava (levitation, flying, wand of cold, fireproof water walking boots, etc.) to get through this section. This section will contain two elementals of each type and one or two stalkers, as well as up to four other random E; their locations are all marked. There is also a gremlin named Clown at the position marked 'g'. The locked chamber in the middle of the cloud bank houses the "Spice Girls": up to three mind flayers named Ginger, Victoria, and Emma at the positions marked 'h' (only Ginger is guaranteed, the other two have a 80% chances of existing), as well as up to two master mind flayers named Mel B. and Mel C. at the positions marked 'M' (each has a 60% chance of being generated). The center mind flayer is generated on top of a fountain and a chest possibly containing an amulet of flying (70% chance), a wand of cold (with 16 charges), and possibly a wand of digging(80% chance). (If (master) mind flayers are genocided, they will be replaced by random monsters with the mind flayers' names.) The exit from the cloud bank to Nightmare's forest is at the lower left. For a moderately tough player, it may be worth going after the Spice Girls' treasure. Remember that in SLASH'EM free action will protect you from brain sucking attacks and mind flayers are not fast. Nightmare, the main monster of the quest, is located on the throne in the forest on the far left, along with four to eight pixies, two to four quicklings, a unicorn of each color (the only place where you will meet a hostile unicorn of your own color), a wood nymph, and a brownie. Killing Nightmare will generate the Key of Law and the artifact unicorn horn Nighthorn (unless you petrify or disintegrate Nightmare, then only the Key of Law will be dropped). The Lawful Quest also contains eight to sixteen black lights, four to eight shadows, eight to twelve sleep gas traps, two to four anti-magic traps, and the engravings "You can feel eyes on your back." and "I can see you..."; all at random positions. The 'n's will be generated sleeping, and the player is advised not to disturb them as they may steal important items and become hard to kill. You will probably want to have telepathy or some way of seeing invisible creatures to get through this section. It is also best to avoid killing your co-aligned unicorn to avoid the alignment penalty. Throwing an un-ID'd gem at it will always pacify it. Remember that Nighthorn and the Key of Law will both blast non-lawfuls, and Nighthorn will be generated cursed, so it is advised not to wield it until you have uncursed it. Of note is the fact that the Lawful Quest is the only level in the game to have the 'spooky' flag, and hence the following messages are printed randomly while you're on the level: In SlashTHEM, be prepared with scare monster scrolls for the mind flayer room, because you can't engrave on the floor of the cloud bank any more. With all of the new monsters that have been added, corpses that grant intrinsics like telepathy and the various resistances are harder to find, so the guaranteed mind flayers and dragon corpses in this area are even more valuable than in SLASH'EM. Sleep and disintegration resistance are also more important to have, because of new monsters that use these attacks. More care will be needed to keep all of the corpses you need. It may be a good idea to look for a charged tinning kit, a source of charging for the guaranteed spent tinning kit, or even an icebox, before you embark on this quest. Avoid trying to eat the corpses whole, because of the risk of choking, and the chance that the others will rot away before you can get to them. In SLASH'EM Extended, there are several variants of the Lawful Quest, and the three variants added have completely different layouts, some of which are arguably much harder to beat. =_=_ Category:Alignment quests =_=_ Gnome With The Wand Of Death =_=_ Talk:Gnome With The Wand Of Death =_=_ Talk:Minion of Huhetotl I'd really like to see some strategy from the experts on fighting this guy. I had a pretty beefy character killed by him when he cursed my character's cloak of protection (among other things) and used magic-missiles and PSI Bolts to kill him. Do I need magic resistance before taking him on? First, it's a demon so silver saber (lawfuls may get Grayswandir somewhat easily) does very nice damage to it. Magic resistance is nice, but it respects Elbereth, so wand of fire is nice to have. It doesn't curse or do anything nasty when you are standing on the E square. I have been trying the Arc quest over and over and over and I have yet to kill the minion, so I decided to be cheap and use my Doppelganger powers to turn into a Cockatrice and kill it that way, would it work?... --Maha Bufu 04:32, 31 March 2009 (UTC) the article says the Minion does not wield a weapon. When I fought him he came with a mace.Ndwolfwood 17:45, 16 December 2010 (UTC) I have fought this guy twice. The first time over, I noticed (too late) that pieces of armor were missing from my gear and he killed me. At the time I thought that they must have been stolen by some nymph without me noticing. But it happened again the second time! Can anybody confirm that he destroys armor on hit? --Estragon 08:28, 3 May 2012 (UTC) =_=_ Talk:Unwinnable I tweaked some of the language because I felt like being pedantic. As I understand it, it is not necessary to "complete the quest" at all to win the game--you just have to get the bell from the nemesis, and you don't even have to kill the nemesis to do that. Completing the quest involves getting the quest artifact and returning it to the quest leader, yes? None of which, if my understanding is correct, is necessary for getting the Bell and moving on down the dungeon. In fact, I'm just learning how to do a Barbarian now, and I might just leave that crappy Heart of Ahriman where it lies.--Ckbryant 00:10, 29 January 2008 (UTC) Is this page really useful? No game is generated unwinnable because, at the start, most of the game isn't even generated at all. As it only mentions one scenario, it could probably be merged into altar, alignment and/or Quest. 65.110.6.33 01:24, 19 January 2007 (UTC) Unwinnability is not just an alignment issue. It is possible to find oneself invisible in a shop without the ability to cover up, teleport out, or defeat the shopkeeper. Or by tricking the guard into leaving you in a vault only to realize that you have no way to dig or teleport out. Or by burying a necessary item in a pit covered by a boulder. I think others exist, but those are the two that come to my mind. I think this page is an interesting and important addition to the Wiki and more should be done it not less. Roland St. Jude 23:55, 5 April 2008 (UTC) If you anger your quest leader, he'll kick you out of the quest and vanish the magic portal. (I did this recently, thinking that the quest leader would fully ID the Bell like he did with my quest artifact if I threw it at him: whoops!) I could theoretically have gotten the Eye and branchported back to pick up the Bell, since I was a neutral non-wizard, but if this isn't feasible, does it render the game unwinnable as well? Obviously, this is a "doctor it hurts when I do this/so stop doing that" situation, but then again so is accidentally converting yourself. - Tagmata 01:24, 25 August 2008 (UTC) Can't you do the altar thing a second time to get back to your original alignment? Or does that still not make it possible to go on the quest? So I just tried this out in wizard mode. You don't actually need the alignment keys to get the Candelabrum; if you don't have them, you can still wake up Vlad with a mind flayer's psychic blast, and when he teleports to meet you he will have the Candelabrum. You don't need an alignment key to open the door next to the down staircase, so he'll have space to meet you. Given that this article doesn't mention a lot of other situations that make the game seemingly impossible to win but in fact have obscure/difficult solutions, such losing the Amulet in water or lava, having one of the invocation items stolen, etc, I'm thinking it might be better to just remove that section altogether if nobody objects. For now I've just rewritten it, but do people think it should be removed? -Ion frigate 02:53, May 10, 2010 (UTC) Well you could always accidentally destroyed your key of chaos by putting a bag of holding into your wallet and have genocided "h" thankfully I was avoiding the lawful quest and I didn't put the key of neutrality in my wallet. Assuming I had would the game have been unwinnable?Ndwolfwood 21:39, 18 December 2010 (UTC) The candelabrum can be made unlightable in a rare corner case. User:Qazmlpok put the details on Talk:Candelabrum_of_Invocation. Should this be mentioned here? --Tjr 23:12, 8 May 2011 (UTC) Unless I'm mistaken, this requires you to have the Eye, meaning you have to be either neutral or a wizard. I think this is worth mentioning, so I'll go ahead and add it. Feel free to remove if I'm wrong. -Ion frigate 19:24, 16 April 2012 (UTC) =_=_ YANI =_=_ YAFAP =_=_ YAAP =_=_ Your hands begin to glow red =_=_ Your hands begin to glow red. =_=_ You hear a slow drip =_=_ You hear a slow drip. =_=_ You hear a gurgling noise. =_=_ You hear a gurgling noise =_=_ You hear maniacal laughter close by. =_=_ You hear maniacal laughter close by =_=_ You hear maniacal laughter in the distance. =_=_ You hear maniacal laughter in the distance =_=_ You hear sad wailing close by. =_=_ You hear sad wailing close by =_=_ You hear sad wailing in the distance. =_=_ You hear sad wailing in the distance =_=_ Talk:Alignment This page says that lawful and neutral characters need to avoid shoplifting. I see two problems with this statement. Firstly, I don't think the term "shoplifting" is defined anywhere on this wiki, and clearing out a shop with the aid of a pet carries no penalty for anyone. Secondly, AFAIR the penalty for direct theft (the kind that gets the Kops after you) is 1 point of alignment if you are lawful, and I do not believe that neutrals are penalised at all. The article states that the Law-Chaos alignment axis probably comes from D & D. While this is likely true, I think it may be useful to point out that D & D got the inspiration for this system from the stories of Poul Anderson and Michael Moorcock (from whom we also got Stormbringer, for example). Wikipedia has a discussion here. I'm not a fan of the claim that "White unicorns are slightly more common than other colors, to compensate for the fact that they don't appear in Gehennom" is be an advantage to lawful types. I don't know about you, but when I was a lawful character and encountered a white unicorn, I groaned because it meant I couldn't kill it without suffering some consequences. I wanted hostile unicorns so I could kill them and get the extremely valuable horn. Lord Seth 07:40, 29 June 2009 (UTC) The is not supported by the formula given on peaceful or by the source , which implies a peaceful probability of < math > (1-\frac{1}{16+\text{your alignment record}})(1-\frac{1}{2+|\text{monster alignment}|}) < /math > if I am reading it correctly. When monster alignment is 0, this approaches a limit of when your alignment record is large. Cathartes (talk) 04:36, 8 June 2021 (UTC) I have done some analysis on 3.6+ Junethack ascensions with dumplogs available (3.6.6, 3.7.0, xNetHack, SpliceHack, EvilHack), and found some... interesting results. Being of lawful starting alignment was heavily correlated with no artifact wishes (P-value of .003894). Even if one leaves out Valkyries, who were almost all lawful and whose quest artifact (Orb of Fate) appears to be one of the ones other roles most commonly wished for (subjective impression only!), it's still significant - P-value of .032282. Any thoughts? -Actual-nh (talk) 20:39, 2 July 2021 (UTC) =_=_ Talk:Exercise Two external sources are cited here mentioning exercise. One of them (http://www.helsinki.fi/~vviitane/spoilers/exercise) says the formula for stat point increases is 1-(stat)/20. The other (http://www.geocities.com/dcorbett42/nethack/exercise.htm says the formula is (18-(stat))/19. What gives? What is the actual formula? reset_attribute_clock in attrib.c was removed in 3.6.0, and exerchk was heavily re-written. Could use some updating by someone who understands the code better than me. --Tone (talk) 02:37, 20 October 2018 (UTC) Hello! Thanks for your contributions to the wiki. Can we bother you to register for an account? --Mogri 21:51, 19 January 2007 (UTC) =_=_ Developers =_=_ Erinyes =_=_ Tty =_=_ Tiles =_=_ Tile =_=_ Ronin =_=_ Dungeon branches =_=_ Illness =_=_ Explore =_=_ Shopkeepers =_=_ Shops =_=_ The Wizard's Tower =_=_ Forcing =_=_ The Master of Thieves =_=_ The Master Assassin =_=_ Auto-cursing =_=_ Adornment =_=_ Students =_=_ Death ray =_=_ Untrap The #untrap extended command will attempt to disable an adjacent trap if it can be disabled. This has a special interaction with pits, bear traps and spider webs, as it will instead attempt to help out any monster trapped in one, which may result in said monsters becoming peaceful. It is a good idea to untrap your pet should it fall victim to a beartrap or other trap. Lawful characters occasionally get a +1 alignment bonus for helping monsters out of a trap ("You feel that you did the right thing.") Attempting to help a footrice this way without wearing gloves will cause you to be petrified. When attempting to #untrap a squeaky board, the player will be asked for an item to apply, for which the intended response is a potion of oil or a can of grease with charges. Successfully untrapping a land mine or bear trap will recover a trap object that can later be applied by the player. Untrapping an arrow trap or dart trap will recover the appropriate type of projectiles. Many traps cannot be disarmed directly with this command; instead, it often suffices to dig a pit to replace it (if there is not already one there) and fill the pit. =_=_ Talk:Big Room I seem to recall having Big Room #1 in some generation of 3.0 when playing on an Amiga in the early 90s. The version I played had a Big Room, but no Mines or Quests and Rodney had the AoY in his possession. However, this article and also the article on 3.1.1 claim that the Big Room first appeared in 3.1.1. Some verification is needed. - posted by John, unregistered. I seem to recall reading somewhere that there is only a 33.3% chance of the Big Room appearing in any particular game. Is this still true? Skelwing 18:48, 19 October 2008 (UTC) Dracojounin7 inserted the above paragraph. Perhaps it means the Big Room is his/her favorite wizmode playground. I think this passage is neither clear nor relevant and should be removed. Tjr 21:40, June 30, 2010 (UTC) =_=_ Talk:Iron golem =_=_ Talk:Polymorph What is the requirement for breaking out of your armor when polymorphed? Is it strictly based on monster size and if so what size do you have to be to break the armor? Are all monsters that don't break or fall out of armor able to wear it? --Mogri 21:54, 22 January 2007 (UTC) I've noticed that occasionally when I'm not using a ring of polymorph control and I eat a chameleon or zap myself with a wand, I'll sometimes transform into the opposite gender. I tried it with the ring of polymorph control, but it doesn't seem to accept gender as an argument. Can anyone verify/explain this? Skylerorlando 23:41, 30 March 2008 (UTC) So what's up with this tag? I always thought it designated those monsters you cannot polymorph into. Somebody removed that as misleading. So what is it good for? I don't think I've seen a recommendation for permanent polymorph (through an amulet of unchanging after polymorphing) for playing through the game. Playing as a handful of medium sized monsters will give the player useful attacks/intrinsics, good base AC, and still allow use of all types of armor and weapons. For example, polymorphing into a Skeleton will give stoning resistance, level drain resistance, magical breathing, as well as a slowing attack. Skeletons do not normally eat, but a player skeleton is still able to eat to gain intrinsics, and does not even need to worry about overeating due to the inherit magical breathing. Other useful polymorphs include aleax, vampire (lord)s, (master) mind flayers, (arch) liches, and gargoyles. All have a number of drawbacks, i.e. a vampire or mind flayer cannot at all attack a cockatrice, and most are slower than a regular player. They also have significantly fewer hit points than a regular character, but this can be remedied in two ways; Thus polymorphed players can potentially enjoy multiple attacks (Aleaxes have two weapon attacks and a kick), unobtainable intrinsics such as stoning resistance or flight, and low base AC that can be supplemented still with armor and divine protection. The cost of this is the amulet slot, a fixable reduction to HP, and if non-chaotic and polymorphed into a demon or undead, loss of prayer (however, a lawful undead will be able to use this to return to human form when near death, even with the amulet of unchanging). According to enlightenment, any polymorph was also giving me the aggravate monsters intrinsic, which was not there when a regular human. Certain forms will also have extreme weaknesses, especially to cockatrices and creatures with passive attacks (a master mind flayer attacking a spotted jelly will potentially take 6 passive attacks, each for (level+1)d6; easily hundreds of points of damage at higher levels). Is this really the only negatives for polymorphing into a medium sized monster? I was not able to see any noticable decrease in weapon or armor effectiveness. The speed penalties are rather minor in most cases, and the skeleton even has the ability to slow enemies when attacking. Am I simply missing something because I was using wizard mode? There seem to be a ton of advantages for polymorphing into a skeleton and very few disadvantages, yet I haven't seen it ever mentioned here. I did see an RGRN (IIRC) post about playing through the game polymorphed as a black dragon; so it is certainly possible, and that form results in the loss of your hands. The forms I am thinking of seem to have almost no downside to them and tons of bonuses. Am I simply missing something? It even looks like a player could obtain or wish for an amulet of unchanging and ring of polymorph control, turn into a Skeleton, and take advantage of their inediate ability to complete a foodless ascension; doubly so if playing as a monk, as they receive a large number of useful intrinsics through level up. So is there a reason this strategy isn't more documented? -- Qazmlpok 22:55, February 20, 2010 (UTC) There are a number of bizarre polymorph corner cases I've been wondering about for SLASH'EM. I don't have wizard mode so I'm not able to try these myself. Personally, I'd say that SLASH'EM's polymorph is sufficiently different from vanilla's to warant a Polymorph (SLASH'EM) page, although I'm not about to try writing one with my fairly meager knowledge of SLASH'EM and no wizard mode. Most of these are just curiosities and odd enough to have no impact on normal gameplay. If anyone that can actually get SLASH'EM to work on their computer is willing to take the time to answer some of these questions I'd appreciate it though. -- Qazmlpok 03:04, May 25, 2010 (UTC) If you're going for demon gating, a pit fiend is more useful. Their slow speed doesn't really matter in pet-hostile combat. As for the rest, I'm mainly interested in speed runners, which don't have ascension-kit quality amror and weapons anyway. But a mind flayer is listed without any weapon attack, and I do positively remember attacking as a mmf with my quarterstaff / Magicbane. --Tjr 03:40, 5 June 2011 (UTC) Does BUC and enchantment of polymorphed objects stay the same? I think it should be included here and in Polypiling article. If you polymorph any tool into an oil lamp in SLASH'EM, it won't revert back. It won't even show the "hazy" status in wizmode. Hello. Your edits to the page Wiki have been reverted; please do not add spam or nonsense to articles. Thank you. Lotte 04:56, 23 January 2007 (UTC) =_=_ Small matter of programming =_=_ SMOP =_=_ Detect monsters =_=_ Clerical =_=_ Bare hands The bare hands skill is used when attacking while wielding nothing. Every class has this skill, except Monks and Samurai, who instead possess the superior martial arts skill. The strategy information may not apply to monks, who can be powerful fighters even in the absence of a weapon. Bare hands do 1d2 base damage to both small and large monsters. Both basic and skilled yield +1 to damage on 50% of all hits, < ref > Bare-hands or martial arts skill only grant their damage bonus if the d2 or d4 base damage is at least 2. See and < /ref > expert and master gives a 50% chance each hit of a +2 bonus to damage. Monks' and samurai's martial arts skill does 1d4 damage, with much greater bonuses for skills on 75% of all hits. In 3.4.3, there was no to-hit bonus for this skill at all, < ref > The bonus would be added by , but this is never called because or checks if you're wielding something. < /ref > but there is a bonus in 3.6.0. Attacking with bare hands causes silver damage if you are wearing a silver ring and no gloves, similar to wielding any silver object. Attacking with bare hands if you have at least basic skill has a small chance of causing a staggering blow under some conditions, which stuns the opponent and moves it backwards. While a desperate player may need to attack with bare hands from time to time, the need is so rare and the benefit so marginal that this skill should never be enhanced by most characters. Carrying some form of ranged attack will greatly reduce your need to resort to bare hands. Bare-handed damage is so poor that only a martial artist should bother going for the silver damage from a worn ring. Bare-handed attacks do not break the never hit with a wielded weapon conduct, but neither do attacks from wielded non-weapon items. Since the damage bonus is only applied to 50% of hits, the average damage is not 1.5 + bonus, but 1.5 + 0.5*bonus. This makes the +2 bonus for Expert/Master skill even more pitiful, especially considering the 4 skill slots and 360 hits required. Note that both roles capable of martial arts start with Basic skill, and no roles can advance to Grand Master in bare hands, so two entries in the table are not actually possible. Roles which can reach at least Master skill start with Basic skill, other start Unskilled. This means that Barbarians and Cavemen (and Samurai in martial arts) start Basic despite starting with melee weapons, while Tourists start Unskilled despite lacking a melee weapon. =_=_ Djinn =_=_ Talk:Armor class The section discussing how armor class works is well intentioned, but wrong. For armor class values between 0 and 10, the game mechanics are as described in the text. However, for armor class values below 0, the mechanics are different. If your armor class is -N, then each time you are attacked, the game randomly chooses a value x between 0 and N, and your armor class for the purposes of that attack is set to -x. For example, if your armor class is -20, then each time you are attacked by a monster, the game randomly chooses a number out of the interval 0, -1, -2, -3, -4, ..., -20 and sets your armor class equal to that number. This is done independently for each attack. The other omission in the text is that an armor class of -x for that attack not only reduces the monster's to-hit value by x, but it also reduces the amount of damage that the attack inflicts by x. Disclaimer: My knowledge of the mechanics of armor class is not from reading the source code, but rather from playing the game way too much. Djao 05:55, 24 January 2007 (UTC) I'm thinking we should have a listing of monsters by their base AC, to go with the other lists. --Umbire the Phantom (talk) 08:16, 6 June 2021 (UTC) =_=_ Talk:Naga The monster spell 'destroy armor' is different from that of the Scroll of Destroy Armor because I assume it is defendable (by wearing a Cloak of Magic Resistance) and obviously does not involve reading a scroll. Does it only work by touch? I'd like to know more about the monster spell that I keep falling prey to. =_=_ Talk:Long worm This is almost certainly a shapeshifter, like a chameleon. Geckos do not have an innate ability to become baby long worms. --Luxidream (talk) 08:35, 2 July 2021 (UTC) =_=_ Wood Wooden objects are subject to burning and rotting. However, the usual sources of burning and rotting do not affect weapons, so wooden weapons are generally considered naturally erodeproof. It is still possible to burn wooden weapons by dropping them into lava. Polymorphing into a gelatinous cube will allow you to eat wooden items, which can be very occasionally useful for getting getting otherwise unobtainable intrinsics. Monster gelatinous cubes will also eat wooden items off the ground. =_=_ Burn =_=_ Dragon hide =_=_ Silver Silver is a material composing a few items in the Dungeons of Doom. Silver cannot corrode or rust and hinders spellcasting when worn as armor. Striking with a silver object will deal silver damage against certain monster types. Any item made of silver is eligible for dealing damage to shades. Silver-hating monsters, including pets, will not pick up silver weapons or armor. However, they will pick up other silver items, like silver wands of speed monster. Silver dragon scales and silver dragon scale mail are made of dragon hide, not actual silver. All spellbooks, even those with the randomized appearance "silver spellbook", are made of paper. When one of these creatures is struck by a silver item, it will suffer an extra d20 damage. This includes wielded non-weapons, or a silver ring worn while using hand to hand combat or martial arts without gloves. Silver arrows deal silver damage only if shot from a bow. Wielding them, twoweaponing two stacks, or throwing them without a bow does not deal silver damage. Silver weapons are one of the few things that can harm shades. In some circumstances a makeshift silver weapon can be very valuable in Orcus Town. Mirrors do one point of damage to shades but are not truly classified as silver. Also, the mirror will break after a single hit, so you're not likely to be able to kill the shade with it. You are vulnerable to silver if you're polymorphed into one of the monsters listed above or affected by lycanthropy. In addition to receiving extra damage from silver weapons, this makes you unable to wear or wield silver items, and interacting with them will deal 1d10 damage, similarly to an artifact blast. Several variants, including GruntHack, dNetHack, EvilHack, and xNetHack, implement an object materials system. In these variants, many kinds of weapons and armor have a chance of being generated made of silver. =_=_ ZAngband Thanks! Yes, that was my first ascension. I got lucky with wishes, but I think I could ascend again now that I've done it once. --Mogri 19:09, 26 January 2007 (UTC) The latest version that I've been able to find that still had races as roles is SLASH 6. I don't know if you have source code or not, but if not the Slash 6 page has a link to the Slash 6 sources. The artifacts spoiler I uploaded before is actually a Slash spoiler, as well. Some of the text of the page suggests it may be a SLASH'EM patch - this needs clarifying. See Talk:Gehennom (Lethe patch) --Rogerb-on-NAO 23:12, 17 July 2008 (UTC) Gnolls might have the g_hell flag set, but they can still be generated in Throne Rooms, so technically they cannot be limited to only hell areas, no? There's a lot of good content on Kahran042 that deserves to be classified properly. Currently, it's just a copy of User:Kahran042 that bides its time as a vanity page. --Tjr 21:06, 12 December 2010 (UTC) Hi there! The current build of SLASH'EM Extended has your Erdrick and DQ Slime roles in there. Thanks for the ideas! :) Now I'd also like to put the gnome/drow/dwarf/doppelganger/hobbit roles back in there, and I've found the quests for some of them but my copy of the old SLASH source code doesn't seem to have the gnome and hobbit quests... do you have the .des files? I'd like to use them as a base... ;) --Bluescreenofdeath (talk) 08:53, 31 August 2015 (UTC) Btw, good job with the pantheons, keep them coming - I'm putting them all in Slash'EM Extended so priests and a few other roles can randomly get them. Just added your new Might and Magic one. :) --Bluescreenofdeath (talk) 09:31, 13 October 2015 (UTC) Hi, I'm not sure if you're still following my LP of Slash'EM Extended on rpg.net, but if you do, I now made it to your suggestion in the character queue! So if you want to see how long a Bleeder can survive, check this out: https://forum.rpg.net/showthread.php?723346-%28Let-s-Play!%29-Slash-EM-Extended-a-NetHack-fork & p=20112442#post20112442 :) Of course you may suggest a new character once this one dies, and currently I'm having a blast playing him. Highly tense battles and action! --Bluescreenofdeath (talk) 19:08, 23 May 2016 (UTC) =_=_ Hand of Elbereth =_=_ Envoy of Balance =_=_ Glory of Antioch =_=_ DYWYPI =_=_ Escaping =_=_ Life saving =_=_ Unchanging =_=_ Restore ability =_=_ End game =_=_ Magical breathing =_=_ Quest guardian Quest guardians are peaceful humans generated on the Home level of the Quest. They possess some distinct characteristics based on the quest they serve as guardian for (e.g. chieftains have poison resistance like barbarians). When #chatted to, they will give various quest-appropriate responses, which are listed on the appropriate role's Quest page. The quest guardians are: =_=_ Valkerie =_=_ Sapphire golem =_=_ New monsters in SLASH'EM =_=_ Colonel Blood Colonel Blood is a monster in SLASH'EM. He is the Yeoman quest nemesis, based on Colonel Thomas Blood, a 17th-century rogue. Since the Gnome and Hobbit quests were removed, he is the only quest nemesis without the ability to steal the quest artifact. =_=_ The Crown of Saint Edward The Crown of Saint Edward is the yeoman quest artifact in SLASH'EM. It is a lawful helm of telepathy which also provides magic resistance and half spell damage when carried. As is true for other roles whose quest artifacts provide magic resistance, yeomen will not want to rely on the Crown as their only source of magic resistance. Losing your only source of magic resistance to a (now magic resistant) Wizard of Yendor can be a game-ending mistake. Most yeomen will probably want to wear the Crown, however, since the extrinsic telepathy is useful and yeomen are unlikely to be spellcasters. In SLASH'EM, the Crown is one of five lawful quest artifacts which provide magic resistance, the other four being the Orb of Detection, The Magic Mirror of Merlin , the Sceptre of Might, and the Stake of Van Helsing. A lawful player who wants to gain magic resistance from a quest artifact would certainly not wish for the Orb: the Crown provides all the same intrinsics at one third the weight (although to gain extrinsic telepathy, you must equip it in your helmet slot). The Crown's chief benefit is that it provides half spell damage, which is useful for resisting the psi bolts and item curses that the many new spellcasters in SLASH'EM will throw at you. The Mirror is the lightest (although not by much) and does provide slotless extrinsic telepathy, but this is definitely not as good as half spell damage. The Sceptre is still a worthy choice with its slotless and hungerless conflict, but it has been downgraded from doing double damage against cross-aligned monsters to only doing an extra 5 damage against them. The Stake is a fine weapon (it does a flat extra 12 damage against all monsters), but provides no extrinsics other than magic resistance. One must thus choose which is most important: conflict (the Sceptre), a good weapon (the Stake), or half spell damage (the Crown). The Mirror would probably only be worth wishing for if you already had the Crown, just had to have extrinsic telepathy, and wanted to wear a helm of brilliance around (for spellcasting) or if you are making occasional use of a helm of opposite alignment or polymorphed into a form that cannot wear helms (the Crown will blast you every time you put it on). =_=_ Axolotl =_=_ Cthulhu Cthulhu (pronounced by most people as "Ka-thu-lu") is not a monster found in vanilla NetHack. In various variants, he normally appears in Moloch's Sanctum. Cthulhu's combat power is unreal; he is more than capable of dealing 100+ damage to a character with full ascension kit equipped through melee attacks alone. In addition, he casts spells, confuses with his gaze, can eat your brain in the same manner as mind flayers, and disintegrates into a giant poison cloud when defeated, only to rise up again in mere turns. Cthulhu is considered a demon for game purposes; however he is not covetous, and so will never teleport to meet the player. Also, unlike most monsters of similar power, he does not fly or levitate. He can follow players to other levels, however. Unlike most other , he does not respect Elbereth. When killed, he does not actually die. Instead, he turns into a stinking cloud, which will reform into him in only a few turns. Although normally only seen in the Lethe patch, Cthulhu is in fact fully implemented in SLASH'EM. It is therefore quite possible to create him in wizard mode. One cannot see him in a normal game, but it is possible to wish for a statue of him. Casting stone to flesh on said statue will create a doppelganger imitating his form, with all his attacks. Killing this doppelganger before it shifts into another form (a very difficult feat, although perhaps possible with firearms) does not do anything special, however. A player of the Lethe patch is well-advised to kill him once, preferably from range, quickly retrieve the Amulet, and run very quickly or preferably use a cursed potion of gain level. He is vulnerable to all elemental attacks, as well as magic missiles, so spellcasters should be able to muster up the force to kill him. Fighter-types would be advised to train with a ranged weapon beforehand, or possibly to simply use firearms. The only saving grace of Cthulhu's menace is that, unlike other demon lords, he cannot teleport or fly. This should give you time to escape if necessary, and with careful planning may allow you to trap him where he cannot attack you in melee, allowing you to mow him down with ranged attacks with impunity. Moloch's Sanctum itself contains no water or lava, but if you lure him up one level you can trap him on the vibrating square easily, though you will be hit in melee a few times. While he is not tameable in his normal form, polymorphing into a genetic engineer will allow you to turn him into something that can be tamed. This will eventually revert to being Cthulhu; as a pet, he is actually quite useful, doing unreal amounts of damage, not being covetous, and being fast. Also, taming him provides the only way to get rid of him permanently: he will not be able to revive if displaced into lava. Here, Cthulhu replaces the high priest of Moloch as the guardian of the Amulet of Yendor. He is potentially even more dangerous than in SLASH'EM as he is covetous and able to teleport to the player's location; however, as he is not considered a demon in UnNetHack, wands of death or will work to kill Cthulhu. He also has an attack that makes the player lose memory of "25% of levels and 25% of objects" according to the sourcecode, as mind flayers do in vanilla NetHack. In Slash'EM Extended and SlashTHEM, he is a sidekick to the high priest of Moloch. He is the guardian of the Amulet of Yendor, while the high priest will have a fake one. Cthulhu comes from the works of H.P. Lovecraft. The encyclopedia entries are excerpts from Lovecraft works. Cthulhu is an important monster, giving its name to the "Cthulhu mythos" universe. According to Lovecraft, "Cthulhu" was meant to be pronounced "Khlûl′-hloo". At the same time, however, he claimed that there is no "correct" pronunciation, since the name comes from an alien origin and includes sounds that humans aren't capable of producing. Most people just pronounce it "Ka-thu-lu". He appears gigantic, hundreds of meters tall, humanoid, an octopus-like head with an undefined number of tentacles, a pair of rudimentary membranous wings and a scale covered body. His ability to disintegrate into a cloud when defeated, and then reform himself, comes from Lovecraft's story "The Call of Cthulhu". =_=_ Anthole An anthole is a special room filled with food items and either soldier ants, giant ants, or fire ants. The ants will be sleeping if nothing has woken them. There is a 1/8 chance of an anthole being generated in ordinary rooms-and-corridors levels of at least dungeon level 13, which do not have a shop, throne room, leprechaun hall, zoo, temple, beehive or graveyard. =_=_ Ant hole =_=_ Lembas =_=_ NetHack Plus Earlier versions are not known to survive. This version is ported to MS-DOS only, although other ports might be possible to make. This last released version of NetHack Plus is based mainly on NetHack 3.1.3; however, many of the dungeon description files are closer to those in NetHack 3.1.0. The dungeon is similar to that of NetHack 3.1.3, differing in that it adds the black market anywhere from 1 to 3 levels above the Castle. The black market is accessed by a magic portal. Special dungeon features are the same as in NetHack 3.1.3, except that the water weird fountain is added if WWEIRD is defined at compile time. Some artifacts have different properties from NetHack 3.1.3, and Giantslayer is not present. Artifacts not present in 3.1.3 are in boldface. Potions in NetHack Plus have randomized appearances (except for water), occurring as one of . Wands in NetHack Plus have randomized appearances, occurring as one of . They are, in addition to those in NetHack 3.1.3: Spellbooks in NetHack Plus have randomized appearances (except for blank paper and the Book of the Dead), occurring as one of . They are, in addition to the ones in NetHack 3.1.3: It should be noted here that spells in NetHack Plus (as in NetHack 3.1.3) work rather like wands, having a limited number of charges per read of a spellbook, and that spellbooks can only be read once. Many of these spells, among them enlighten, enchant armor, and enchant weapon, would be unbalancing if combined with the modern spellcasting system. Rings in NetHack Plus have randomized appearances, occurring as one of . They are, in addition to those in NetHack 3.1.3: A few of the items, in particular the wand of enlightenment and ring of gain constitution, were eventually accepted into vanilla NetHack. =_=_ Instrument =_=_ Music =_=_ Tourmaline stone =_=_ Onyx stone =_=_ Rotted =_=_ Talk:Muffled shatter =_=_ Cave-man =_=_ MF =_=_ MFs =_=_ Randomised appearance =_=_ Talk:Randomised appearance =_=_ Kingdom of Loathing Kingdom of Loathing is an MMORPG (sort of) that features a level dedicated to NetHack. This area has several monsters and items from NetHack (including the Amulet of Yendor) and contains several references to NetHack. The devnull tournament achieved the reverse in 2005, patching NetHack to add an area dedicated to the Kingdom of Loathing. The trophy description states that "players accepting this Challenge must venture to the Kingdom of Loathing to defeat an alternate-universe Wizard of Yendor". =_=_ Kingdom of loathing =_=_ To hit =_=_ Slippery =_=_ Water damage =_=_ Murdering =_=_ Murderer =_=_ Talk:Izchak Is it necessary to detail every use of Izchak's name in Nethack? I think trivia such as official screenshots need not be documented. 69.11.189.85 23:59, 5 February 2007 (UTC) The question came up in #nethack about whether it was actually poor form to steal from Izchak, and the consensus was that as it's his code that makes shk theft possible, it's not actually poor form or rude or whatever. Shrug. Just putting that out there --Derekstiles 01:43, 5 October 2007 (UTC) I think it might be a good idea to include information on whether there is any actual ramifications (outside the usual alignment ones) from stealing from/killing Izchak. How about trying to sacrifice his body? Any Izchak-specific code? Just a thought 194.197.164.130 12:02, 10 March 2008 (UTC) Non-Izchak candlestore shopkeepers will simply say "I won't stock that. Take it out of here!", but I'm pretty sure those don't exist in vanilla. -- Qazmlpok (talk) 01:33, 12 December 2015 (UTC) =_=_ Elven armor =_=_ Talk:Plastic =_=_ Humanoids =_=_ Autodig =_=_ Rat Rats are long-tailed rodents, the three in the family being sewer rats, giant rats, and rabid rats. They are generally encountered in the early part of the dungeon. Their lycanthrope relative, the wererat, can summon an entourage of these creatures as allies. A rabid rat is the most dangerous member of the rat family in NetHack. It has a special constitution-draining poisonous bite, which has a slim chance of causing instadeath if not poison resistant. This bite can be protected against with high magic cancellation. Its corpse is poisonous, but will not grant poison resistance. Convicts begin with a pet sewer rat and have a chance of taming or at least pacifying hostile rats by #chatting with them. Rodents of unusual size (R. o. U. S.) are the strongest rats in the Convict patch and variants that include it. Enormous rats grow up into R. o. U. S., except in the development version of UnNetHack, where enormous rats are removed and giant rats grow up into R. o. U. S. instead. In SLASH'EM, if you throw cheese at a sewer rat you might tame it, but since rats are not remarkable pets it's probably not worth the effort. =_=_ Rats =_=_ Gaze =_=_ Bribe Certain monsters in Nethack can be bribed. Bribery always requires that the gold to be used is in open inventory; gold in containers cannot be accessed during the transaction. Demon princes will ask you for a bribe when they first notice you, if you have gold in open inventory; refusing to bribe them will turn them hostile and they will never ask for a bribe again, whereas bribing them will prompt them to disappear for good, along with their entire inventory (except the invocation items). Soldiers can be bribed by by throwing a suitable amount of gold at them, turning them peaceful. On the Castle level, it is occasionally helpful to bribe a soldier to block a corridor for you, as hostile monsters will not route past peaceful ones. The required amount is: Angry shopkeepers will also accept bribes via the #chat command, or by throwing the necessary amount of gold at them. If you can afford the asking price, the shopkeeper will become peaceful again. =_=_ Steed =_=_ Talk:Elven shield =_=_ Invisible stalker Hi! Welcome, and thanks for contributing to NetHackWiki! Could you please create an account? It helps us keep spam down, because we don't have to check the edits of known-good users. It also provides more privacy for you. Our style guide and How to help pages are good starting points. --MadDawg2552 05:42, 14 February 2007 (UTC) Hi! Welcome, and thanks for contributing to NetHackWiki! Could you please create an account? It helps us keep spam down, because we don't have to check the edits of known-good users. It also provides more privacy for you. Our style guide and How to help pages are good starting points. --MadDawg2552 05:44, 14 February 2007 (UTC) =_=_ Talk:Religion There is also some metadiscourse that should be eliminated for the article to sound more professional.--CakeNinja (talk) 19:13, 17 January 2016 (UTC) I have been a NetHack 3.4.3 player since September 29, 2006. I can frequently be seen on games on nethack.alt.org, and channel #nethack on Freenode, mostly on times after 19:00, GMT+2. I started NetHack playing as Valkyrie only (with a few changes to Monk). After some time and numerous deaths and annoyances, Wizard was my next choice, until I came to the conclusion it was too hard. Therefore, I went back to playing Valkyrie only. My aim is to ascend first, before playing other classes. 75 games as Valkyrie have been played at the time of writing! Often, I apply different strategies for his Valkyrie games. They range from sane strategies, to total whacked strategies. For instance, sometimes I quaff every potion and read every scroll at early levels in the hope of identifying them quickly for usage. And other times, I take major precautions (as in price-ID'ing, checking BUC status using pets, naming every item which is known to be cursed or uncursed). Sometimes, quaffing and reading every scroll tends to be very helpful. Although after identifying a few scrolls I usually stop applying this strategy and start playing normally. =_=_ Tourist Quest =_=_ Elven =_=_ Burnt =_=_ Copper Copper is a material that makes up some items. Copper really refers to a family of copper-alloyed metals, susceptible to corrosion but not rust and of a similar color. In-game, copper items are referred to as "copper", "bronze", or "brass". The prime example is the bronze plate mail. The other main copper items are light sources: the oil lamp, magic lamp and brass lantern. Some musical instruments (bugles and bells, specifically) are also copper. There are no copper weapons. =_=_ User:Zeno Izen =_=_ Talk:Knight I need to check the source code but it looks like there is no alignment penalty if you attack the monster with spells, wands or missile weapons. Same thing if you bash the monster with your lance. (Unsigned) New moons have NO effect on Luck, so I don't think they affect the chance of a lance breaking, and I changed the reference to Friday the 13th which does reduce your base Luck. Please be consistent about whether the horse is referred to as "he" or "it" - I changed it to "it" throughout. Bashing was used as a contraction from the very cumbersome "apply the lance on an opponent" (the long rande capability of the lance). I wanted to use the same word than used in the Knight's FAQ but I cannot access it from home (is my ISP banned?) and can't remember the tem used in it. I will check what term is used, replace "Bashing" with the term from the Knight's FAQ and create a page who will be pointed by both the Knight, the lance and perhaps the pole arm pages in order to avoid redundancy Reflection will protect only you: if spellcaster or dargon aims low it will strike your horse, at least when source of reflection is dragon armor. I need to check if amulets or shields protect also the horse or not. Forgive me for the lack of consistency in he or it. There is no neutral gender in either of my two mother languages and I feel uncomfortable on using it for sentient beings. If you agree I would like to rebolden the IF in the sentence about Knight being an easy class if using proper tactics. Nethack's Knights don't have the destructive power and hit points of barbarians so closing with monsters and trading blows with them will get you killed fast (cf my own experience and some disparaging comments on the web eg "Naturs abhors vacuum and that is why Knights get killed because Knights suck"). It is the jousting, their long range lance attack and their mobility who makes them deadly. So deadly that in fact if it were not for monsters who create other monsters and for magical traps you could nearly go in Gehennom without any armor because very few monsters will be able to attack you at all. (Don't get me wrong: I strongly advise against it). That is why to emphasize the need of proper tactics (My feeling is that they are a much greater multiplier of force than for other classes). About mobility: a knight on warhorse is 20% faster than a human with boots of speed. That plus its jumping ability means it will be esier for him than for other characters to reach a better defensive position (eg in a corridor if facing multiple monsters) or to disengagage when combat is going badly. Also when a non-Knight is surrounded by multiple monsters (eg he stepped in a magical trap) he will not be able to get an avenue of retreat/reduce the number of blows he is receiving in every round until he has killed one of his opponents. A knight needs only a joust and at Expert level he will be getting one four times out of five. I don't think there are bulls in Vanilla. Maybe they're in SLASH'EM or some other variant, in which case the article should say so. This doesn't belong here. I will be moving it to its own article whose title will be Dragon Pets. In the Knight article there will only be a link to the article and a note pointing that Knights are both likelier to get one and benefit more of it. I will have done it before 2007/10/20 I'm not qualified to comment on whether or not a lance really is superior to Excalibur, but let's at least do a proper comparison. Excalibur at Expert skill gives a +2 damage bonus which you have left out of your computations. On the other hand, your damage calculations for Lance did include the damage bonus for skill, so the comparison is inherently unequal. If you add back in the +2 damage bonus for Excalibur at Expert skill, the lance no longer has such a pronounced advantage, at least not in pure damage terms. When I jump in 3.4.3, it only lets me jump as the chess piece would: one orthogonal and then one diagonal. Otherwise it claims "Illegal move!" Is this notable enough to add to the article? 71.166.51.77 23:41, 31 March 2008 (UTC) I believe the number of HP lost for an unsuccessful mount is 10 to 15, rather than 20. steed.c line 327 calls losehp with the argument rn1(5,10). Note that is rn1 with the number one, not rnl with the letter l. hack.h line 291 defines rn1 as (rn2(x)+(y)). Further research reveals the HP lost for falling or being thrown while riding IS 10 to 20; rn1(10,10) from steed.c line 486. This means if your HPs fall below 20 while riding and you subsequently fall, you will die! What exactly is a quest monster? When clicked on, you just go to the Quest page, but i don't see anything about it there... Aeronflux 20:38, 7 January 2009 (UTC) I mentioned that Ki-Rins resist conflict and don't buck, but it was changed to say that they only have "a high chance" to. Are you sure? Someone showed me the source code regarding conflict and MR and calculated that Ki-Rins have a high enough MR that it will ALWAYS resist conflict (see link & postcount=169 here). Further enforcing this is my own experience: I do not recall, in all my time playing NetHack, EVER having a Ki-Rin buck me while conflict was up. And I've often played through half the game with conflict up due to the Sceptre of Might. Lord Seth 06:22, March 28, 2010 (UTC) On the Knight page it mentions that ki-rins can heal themselves. Will they do this while riding, or do you have to dismount for them to cast spells? It seems like it'd be worth mentioning if you did have to dismount. -Ion frigate 01:43, June 25, 2010 (UTC) =_=_ Joust =_=_ Jousting =_=_ User:YASD =_=_ User talk:YASD Trying to redirect a page to the middle of another page doesn't work, unfortunately. --MadDawg2552 22:47, 18 February 2007 (UTC) =_=_ Template:DCorbett =_=_ Boots of fumbling =_=_ Broad sword =_=_ Glove =_=_ D notation D notation, or Dice notation, is a system to represent different combinations of dice in role-playing games. The system is borrowed from Dungeons & Dragons, as are many aspects of NetHack - the source code implements this as the 'd function' in ref/d. Throughout articles in this wiki, D notation is used to show the probability of an event or the damage of a weapon. For example, if an article states that a weapon has a damage of 1d24 (roll one die with 24 sides), it can do a damage between 1 and 24. If an article states that a weapon does a damage of 2d24 (roll two dice with 24 sides each), it can do a damage of (1..24) + (1..24). When calculating potential damage from hit dice, hitmu(mhitu.c) sets the attack's base damage to ndy, then mhitm_ad_phys(uhitm.c) adds the weapon damage. An additional notation that can be encountered is ndy & times;2, for the double damage property. For example, Grayswandir has 1d8 & times;2 +(1d20) damage. This means that a single die roll of 1d8, plus enchantment, is multiplied by 2; the die is not rolled twice. The 1d20 is added to the result of the multiplication. Some cases, such as calculating the amount of conditions to be cured by a unicorn horn, will use the result of one or more rolls to determine how many sides will be on a die used for a subsequent roll. For example, a blessed unicorn horn will cure (d(2d4) & minus; 1) ailments. Two four-sided dice will be rolled and their values summed, then a die with the number of sides equal to the prior result will be rolled, and finally one will be subtracted from the result. This produces a range of values weighted toward lower results. Rolling a single die gives any possible roll with equal probability, but multiple dice will tend to give many rolls in the middle of the range and few at the ends. Therefore, rolling 3d6 is not the same as rolling 1d16 and adding 2, even though both give a range from 3 to 18 and a mean (average) of 10.5. =_=_ FoodPois =_=_ User:PeterGFin I, PeterGFin have still never held the Amulet of Yendor. I have owned Nethack about 4 years. I use NAO Nethack, and NethackQT for the Mac. On this site I'd most like to see pages or notes for all race/role combinations. Multiplayer Nethack get discussed and asked about frequently. I believe that Nethack would work best as a Multiplayer deathmatch, a two player duel, a 2-3 player co-operative or a board game which would need genius design to retain the essence of NetHack. Chaos was written to implement a board game that had gotten too complicated. Chaos sees 8 wizards of either computer or player in a free-for-all deathmatch. Emulators and ports are freely available. In its favour as an inspiration Has over its various forum history gotten about 12-13 thread discussions: including many ambitions to create a board or card game. I have my own not finished (and may never be) or published deathmatch game set in a Big Room or Gnomish Mine, called Polymorphitis. Impressed with its isometric view, and handling of multiple characters: each player take their turns in order, and then the monsters take their turns. Speed could be reflected with extra moves. =_=_ Commands (by key) Commands in (parentheses) are available only if number_pad is enabled; the directions given assume it is set to 1 or 2 (not the phone-style keypad layout). Commands in italics are available only in wizard mode. =_=_ Levitation ring =_=_ Talk:Identification Not ethically opposed to price id myself per se, but in practice I've found things that I can keep in my head make the game more enjoyable than referencing the price page all the time. The most I do nowadays is, "Oh, yes, these are numerous and cheap, must be identify!" I mean, how can you forget that information, with it being the cheapest scroll? And things like "Oh, this spellbook is really cheap, must be a low level & a low failure rate to read, might give it a shot given my current intelligence!" I mean, there's the logic puzzle from past experience & general knowledge which I find more enjoyable. But looking up the exact price of the amnesia scroll every time I am looking through scrolls? I know it's on the top shelf of scroll cost, that's all the met-knowledge I need. If I see something expensive, I won't try my luck. Speaking of forgetfulness, my next comment is what brought me here! I may have some new information on identifying scrolls of scare monster easy-peasy!Amp-The-Champ (talk) 15:48, 23 May 2017 (UTC) I was picking up and putting down my scroll till it disintegrated to see if it was scare monster, when I saw flash by my screen that my pet cat fled from me. I've seen it listed on the wiki that peaceful creatures now flee from you in 3.6.0, but I didn't see anything about pets. That would make identifying it very easy, no need to lure a monster over to a random early scroll to identify it as scare monster or not. Once I am 100% and verified it I might add that to the identification tactics of scare monster on this page, I was playing too quick and am not 100% it was my pet. I will get back to you once I have a chance to test it if someone else doesn't do it first. Cause who can't get their pet next to them to identify it, right? Easy ID in 3.6.0!.Amp-The-Champ (talk) 15:48, 23 May 2017 (UTC) =_=_ Talk:Mumak I dared to remove the sentence about mumaks not being much danger as appearing late in the game. Actually when one appears in the town or soko it's one the biggest threats if handed inproperly. And I know, I am not the only one to lose enormous amount of characters to mumaks when I was a beginner. I'd still consider mumakil oneshot-dyers in the late game, which Soko or minetown isn't. Or perhaps I misunderstood the meaning of "late in the game". Progo 18:15, 24 February 2007 (UTC) My bad there, I was thinking of Crawl where hit-and-run requires a monster to be half your speed before it can work reliably. It should work fine, though you have to be very careful not to back yourself into a corner. -Ion frigate (talk) 05:25, 17 May 2012 (UTC) =_=_ Talk:Lichen =_=_ Detect food =_=_ Pounding In NetHack, pounding is the action of applying a polearm (including but not limited to lances) on a target that is at a distance of exactly two squares from the wielder. At Basic and Unskilled level, the target must be in a straight line from the wielder. At Skilled level, it can be a knight's jump from the wielder. At Expert level the target can also be at a diagonal, meaning that any of the sixteen squares at a distance of two can be hit. Only Knights may reach Expert skill level in lance, and no roles can reach expert in polearms. Pounding can scuff engravings beneath you, just like attacking in melee. Pounding is an excellent strategy for hitting both melee and ranged targets; if you have adequate speed and at least Skilled level, you can attempt to kill a group of opponents at a choke point (such as a door) a knight's move away. If you plan on pounding in corridors, though, you will need either a light source or infravision, as you cannot pound a monster you cannot see (even if you can detect it via other means). In addition, pounding does not trigger passive attacks, meaning you can use it against dangerous creatures without depleting you projectiles or wand charges. Some players like to pound dangerous sea monsters on levels such as Medusa's Island, the Castle, and the Wizard's Tower in order to remain safe from their drowning attacks. =_=_ Store =_=_ Stone-to-flesh =_=_ Adjust As of NetHack 3.6.0, the #adjust command can take a count, specifying how many items to move from one slot to another. (For example, to split off one half of < span class="nowrap" > < tt > a - 10 darts < /tt > < /span > , you can #adjust < tt > 5a < /tt > to < tt > b < /tt > .) As of NetHack 3.6.1, items/stacks that have been split with the #adjust command will not automatically merge with each other unless dropped and picked up, or stashed and removed from a container. This removes the need to #name individual items to prevent them from stacking. =_=_ Talk:Adjust It appears that the player is only able to adjust his inventory, and not spells or (in SLASH'EM) his special techniques. Am I correct in assuming that short of patching the game, the player must simply live with no spell adjustment? In SLASH'EM I suppose you could quaff potions of amnesia to forget your spells and then re-read them. Thoughts? - AileTheAlien 00:04, 12 February 2011 (UTC) I've been a Nethack addict for a long time, although I don't claim to be an expert, I have ascended twice. Once with a Valkyrie, and once with a Tourist. I have tried to break my Nethack addiction, but find I still want to play on occasion, and spend WAY to much time doing so. When I do play now, I try to play interesting characters, although when I play Wizards, I can be accused of being a re-roll scum... But hey, I'm playing for myself on my own computer, and I don't cheat otherwise (and honestly, I don't consider re-roll scumming cheating.) =_=_ User:Handrocles My first roguelike was ADOM, but I'm glad I switched to NetHack, which I find less frustrating. I'm uncomfortable applying words like easier and simpler to NetHack, so I won't, but it's certainly been a more pleasant introduction to the genre. Date Name Role Race Gender Alignment Level Conducts Points Notes Dumplog Archeologist < s > Human < /s > < s > Male < /s > < s > Lawful < /s > Foodless Caveman < s > Dwarf < /s > < s > Chaotic < /s > Vegetarian Aaaand I'm back, after just about three years away from NetHack. Spent most of my time in the interim playing Dungeon Crawl, Dwarf Fortress, and Minecraft, so I wouldn't say I've gone soft. I started a Valkyrie just to get re-acquainted with the game, and ended up ascending her (later him). Not much of note happened, except that a Castle-dwelling golden naga vaporized my GoP, so I had to blow a wish on another pair. Fortunately I found two magic lamps, so I wasn't short of them. After some magic-markerage I had -33 AC and 200 HP at level 21, and decided I could handle the Planes without much issue. I wasn't wrong. OK, I just ascended a Wizard on NAO, and it was a totally hectic game. I've been trying to ascend a Ranger for a while, but I decided to take a break and start a Wizard. I never thought this game was going to get off the ground. I started knowing Force Bolt and Haste Self, which was near useless as I had a huge failure chance. I nearly died repeatedly as I ran into yetis, although maybe this engendered the proper paranoia necessary to survive. For a long time, I got almost no spellbooks, and no attack spells until I got a hold of Cone of Cold. Woot! That led to major ownage, and I soon got crowned. Cone of Cold, Finger of Death, and the Eye made my life a lot easier. I found an elf figurine, which I blessed, applied, and named Galadriel. I let her go crazy in the Fort, and she was soon promoted to Elvenking. Later on I got gifted Stormbringer. Now, one of the reasons I'd been playing chaotic Rangers was that I really wanted Stormy, but by this time I was pretty attached to Magicbane. Not wanting to let it go to waste, I dropped the great black battle-blade in front of Galadriel, and sure enough she wielded it. Now I'd had somewhat bad luck with gear (note that I ascended with leather gloves), but my AC was ok because I'd gotten some magic markers. In fact, the six markers I found were my main source of win and spells, but when I got to the castle I still had no body armor. I made for the wand but ran into a black dragon along the way. I thought I was all but disintegrated as I still didn't have reflection, but instead, almost as bad, I lost my cloak of MR and my hat or something. I zapped the dragon and hotfooted to the chest, which... exploded. Taking my wishes with it. Fortunately I still had MR from Magicbane, and there was a silver dragon around that dropped scales, so I came out of the Castle demoralized but alive. I wrote a spellbook of Magic Mapping, and dropped through Gehennom with some ease. After I wasted Asmodeus I ran into a bones pile. Score! I got the rest of my ascension kit from this player, who I think was a Wizard, on his way up with the Amulet! I upgraded my SDSM, got a new [MR, an HoB, a +5 Mjollnir and, bless the luck, a cursed wand of wishing (1:1)! At this time I was still pissed about the Castle wand, and I decided not to use the wand and try to ascend wishless. More on that later. Got the Amulet and started back up. I was doing fine and was confident about my chances of ascending with Galadriel. The Planes of Earth and Air were fine, but the Plane of Fire was an unmitigated disaster. I blew most of my pp healing my tankenelf, who was finally killed by a boulder. I picked up the sword and started looking for the portal. I wasted a ton of time and got surrounded repeatedly by Archons and the hordes they summoned. At some point there were like three near me, summoning nasties and resisting my spells. Finally I decided I'd rather win than keep wishless, so I hit conflict, uncursed the wand and wished for a cockatrice corpse. After stoning some Archons I looked about me and saw that some demon had gated in Yeenoghu. By this point I was numb and just stoned the bastard on my way past. I got bogged down again, having used my only wish, but then I found a live cockatrice nearby, so I weaponized it and went to town again. By now I felt like an idiot wading through the plane looking for the damn portal, so I broke out the last of my lifesaving markers, wrote a ?oGD, found the portal closer to the entrance that I'd like to admit, and jumped over to it. I tried to take my time on the Plane of Water and regen some pp, and once I got to Astral I was ok. By now I felt OK about crowds, though of course I hadn't brought any /oTeleport, but I zapped Famine and Pestilence, found the correct altar on the second try, picked up two bits for an ale, and put an end to my longest (in real time) game so far. The dumplog is here. =_=_ Petrification =_=_ Dungeons and Dragons =_=_ Talk:Dungeons and Dragons =_=_ Neutral quest =_=_ Chaotic Quest The Chaotic Quest is one of the new alignment-based quests in SLASH'EM, and arguably the hardest of the three. Unlike normal quests, the alignment quests do not have quest leaders, nor do you actually have to belong to the alignment in question to attempt the Quest. They are also only one level each. You have to complete at least two of the three alignment quests to get the keys to the indestructible doors in Vlad's Tower. On entering the Chaotic Quest, you will receive the message "You feel deathly cold." Unlike the Lawful and Neutral Quests, the Chaotic Quest does not have a fixed map. Instead, it looks like a standard rooms-and-corridors level with one bigger 14x10 room. The level contains 17 random L, six random W, eight random V, and 14 random Z; eight chests, nine random gems, ten random potions, nine random scrolls, six random spellbooks, and 34 other random items; and seven random traps. Vecna himself is located in the 14x10 room; on defeat, he will drop the Key of Chaos and the Hand of Vecna, which is a very powerful item, definitely worth the trouble all the L will cause you; it gives you slotless hungerless regeneration and half physical damage in addition to its normal invoke effect. Note that the portal back to the Dungeons of Doom can be generated anywhere on the level, including inside the 14x10 room. =_=_ Neutral Quest The Neutral Quest is one of the new alignment-based quests in SLASH'EM. Unlike the normal Quest, the alignment quests do not have quest leaders, nor do you actually have to belong to the alignment in question to attempt the Quest. They are also only one level each. You have to complete at least two of the three alignment quests to get the keys to the indestructible doors in Vlad's Tower. The portal back to the Dungeons of Doom is marked. The three marked traps are all spiked pits; there are also four other random traps. The Beholder occupies the spot marked 'e', along with a chest and four piles of gold. Killing the Beholder will reveal the Eye of the Beholder and the Key of Neutrality. There are also 37 gas spores scattered throughout the level, as well as four other random e's and/or F's. There is a guaranteed fountain at the top of the map. This monster has multiple gaze attacks, including one which causes an instadeath. Fortunately, like all gaze attacks, the death gaze can be reflected with a mirror. Reflection will also reflect the gaze of death, killing the Beholder, but only if you are not invisible (or the Beholder is otherwise prevented from seeing you, while you can see it), and it will not protect against the other attacks. =_=_ Lethe Gorge There are two different versions of the river head. Both have undiggable floors and contain amnesia-causing Lethe water. The river head is on a separate branch: it is accessible by a separate upstair, and the level is a dead-end. X ........ }}}}}};}}}}}} .... # ## ##.... This version of the river head contains two sleeping red dragons at the marked positions, guarding a hoard composed of a chest, six eggs, one random wand, a luckstone, four random gems, and eleven piles of gold. The lair also contains a squeaky board. The lake is inhabited by two electric eels and eleven other random ;. There are four winged gargoyles at the marked positions on the island; the island also contains four empty, non-trap statues at the S marks; under the left tree is a chest containing a cursed magic lamp and a potion of oil. The '[' spot contains either a blessed +2 leather armor or a cursed -2 leather armor. The room with the fountain contains two sleeping clay golems; the closet off the room contains a cursed scroll of teleportation and a scroll of amnesia. The small room in the south contains a random D, guarding a hoard composed of a random wand, four random gems, and a scroll of enchant weapon. The 't' spots are a trapper (right) and a lurker above (left). The level also contains a vampire bat, a raven, four other random 'B', three rust traps, two pit traps, and three other random traps, all placed randomly. This version of the riverhead contains 2 electric eels and 11 other random ; placed in and around the lake, a cockatrice, a pyrolisk, and 4 random c on the island, five sleeping byakhee on the western side of the map, a sleeping vampire with a potion of speed, two vampire lords (one accompanied by four normal vampires, and one accompanied by two wargs and two winter wolves and carrying a wand of fire and a wand of slow monster,); their positions are all marked. The *s on the left side are a luckstone and four other random gems. The four Is in the southern byakhee room indicate four random items. There are four statues on the island, as well as a chest containing a cursed magic lamp and a potion of oil. The left vampire lord's room contains a cursed scroll of create monster, a potion of full healing, a cursed scroll of teleportation, and a scroll of amnesia at the position marked '?', and a chest containing a random amount of gold at the point marked '('. The room of the vampire lord on the right contains two piles of gold and two random gems. The level also contains a vampire bat, a raven, four other random 'B', six random 'Z', a rust trap, two magic traps, two pit traps, and three other random traps, all randomly placed. The level contains seven deep ones, two deeper ones, an electric eel, two random 'T', an iron piercer and another random 'p'; all of which are marked. There are also five deep ones, two deeper ones, three electric eels, six other random ';', two random 'B', and six other random monsters, all placed at random. There are chests at the points marked with '(', a potion of holy water at the point marked with '!' in the north, a potion of gain ability at the point marked with '!' in the center, and eleven random objects. There are also four rust traps and two other random traps, all randomly placed. The castle has been moved to the third level of the Lethe Gorge, and so its moat now contains Lethe water. For more info, see the appropriate entry. The level contains a marked barracks and swamp and a wine cellar containing a potion of amnesia, six potions of booze, and nine random potions. The swamp contains two random j, three random F, two random P, and three green slimes, and the room between the barracks and the swamp contains two squeaky boards, a fire trap, a magic trap, and five random '. There are two versions of level 4 of the Lethe Gorge- the Ogre Stockade and the Undead Stockade. Both have undiggable floors and Lethe water. The _ indicates a random altar. The throne room in the upper left contains two ogre kings, an ogre mage, four ogres, and a kobold lord, as well as two chests. The Os throughout the level are ogres, and there are also four random d, a wererat, two electric eels, three other random ;, a giant mimic imitating a down staircase, and six other random monsters (DHqcTR, indicated by & ), all of which are marked (except the two hidden cave spiders). Three of the ogres carry a wand of striking, a wand of fire, and a wand of sleep. There is a storeroom in the lower-right corner, which contains eleven random comestibles, three random tools, a random weapon, and a random piece of armor. There are cave spiders hiding under four of the items. The room with the random monsters in the lower-left contains a random gem, potion, and scroll, which are generated on the same spaces as the monsters. The marked trap furthest to the right is a level teleporter, and the other three are all spiked pits. Randomly-placed monsters include three ogres and four random DHqcTR. There is a blessed scroll of earth at the point marked with a ?. The area marked with ,s is a temple, and the area with the two thrones is an unfilled morgue. Said morgue contains a master lich with a wand of death, a lich with a wand of lightning, four ettin mummies, and a ghoul, as well as two chests. Other fixed monsters include two human mummies, three elf mummies, six giant zombies, a skeleton, an electric eel, four hell hounds, a wererat, a giant mimic, two giant eels, a shark, a kraken, and six other random monsters (DZMcTR, indicated by & ), all marked. The storeroom contains eleven random comestibles, three random tools, a random weapon, and a random piece of armor, as well as four hidden cave spiders. The marked trap furthest to the right is a level teleporter, and the other three are all spiked pits. The room with the random monsters in the lower-left contains a random gem, potion, and scroll. Randomly-placed monsters include two human mummies, two elf mummies, and six random Z. There is a blessed scroll of earth at the point marked with a ?. The Wizard's Manse contains a zoo and a throne room, both marked. The garden maze in the upper-left contains four killer bees, four random u, and two random C, and there are three giant eels, an electric eel, a shark, and a kraken in the river. The throne room contains a sleeping master mind flayer with a wand of cancellation and two sleeping mind flayers, one with a wand of lightning and one with a wand of sleep. It also contains three chests and a magic trap. Other items on the level include three chests and six statues, and other traps include a polymorph trap, a squeaky board, and two magic traps. There are also three other random monsters, nine other random objects, and six other random traps. The Lich's Manse contains two morgues, both marked. The areas marked with s are fungus farms. The garden area contains four killer bees, two giant mummies, and six shriekers. There is a black dragon at the point marked 'D', guarding a room containing three treasure chests. The morgue/throne room contains a master lich with a wand of cancellation, two liches (one with a wand of lightning and one with a wand of sleep), two succubi, three treasure chests, and a magic trap (on the middle throne). Other traps include a polymorph trap, a squeaky board, and two magic traps, all marked. The ` marks all indicate statues. The level also contains three other random monsters, nine other random objects, and three other random traps. This level contains eight trolls and seven random marked ;. Placed randomly throughout the level are 14 random T, eight other random monsters, two potions of full healing, a potion of extra healing, three diamonds, five random comestibles, six other random objects, and six random traps. This level contains three mountain centaurs (one of whom is armed with a blessed +2 bow), six random C, five Green-elves, five Woodland-elves, 10 random n, two trolls (one of which is generated on the same tile as the up stairs, and so isn't shown), a kraken, 2 random p, two deep ones, a deeper one (with a scroll of demonology), an electric eel, 11 random ;, four chests, two statues of mountain nymphs outside the temple in the upper left, a statue of Death (containing a wand of death) outside the room with the down stairs, a statue of Poseidon (containing an amulet of magical breathing) in the room in the lower right, a random statue on the central island, and a random amulet, all marked. The level also contains three random monsters, five random traps, three random potions, a random wand, a random gem, four random comestibles, and three other random objects. Honycombe Canyon contains three migohives, all marked and containing a single squeaky board; the rooms past the one in the lower right also contain two potions of full healing and a pair of cursed levitation boots. The upper-left room contains six statues- two of bone devils, two of ice devils, and two of balrogs. The long hall contains two pits and statues of (left to right, top to bottom): a knight, a barbarian, a fool, "Rodney", a wizard, a priest, a ranger, a rogue, a caveman, a samurai, a monk, a valkyrie, a healer, and Pestilence; the statue of Pestilence contains a cursed +3 unicorn horn. The room at the end of the hall contains two statues of mariliths and a statue of Asmodeus at the far end, containing a cursed ring of aggravate monster. There is also a fortune cookie just past the doorway. Marked monsters include three random t, four random B, and 10 random ;. The level also contains three random monsters, six random objects, and three random traps. The final level of the Lethe Gorge, also known as the "gates of Gehennom." Like the castle in vanilla NetHack and unpatched SLASH'EM, it has no stairway down, and so you'll have to use other methods to get into Gehennom. This level contains a marked morgue and barracks. Cerberus appears on this level, in the first room of the building furthest to the right. The area between the barracks and the morgue contains five horned devils, two barbed devils, a marilith, a hezrou, and a nalfeshnee, all generated asleep. The area in the upper right contains two sleeping hell hounds. The upper throne room contains six sleeping knights; one of them is on the throne armed with a blessed +2 long sword called The Sword of Albion. The lower throne room contains five sleeping wizards (four marked and carrying random wands, and one on the throne carrying a wand of sleep, a wand of lightning, an amulet of life saving, and a blessed +3 ring of protection). The entrance to the building with the two thrones and the barracks contains five sleeping valkyries. Other marked monsters include six random o (the leftmost of whom is equipped with a wand of fire) and ten random ;. There is a statue of Famine in the entrance area, containing a cursed ring of slow digestion. The area on the far right, between the demons and Cerberus' area, contains three statues depicting, from left to right, an angel (containing a blessed potion of full healing), a knight (containing a blessed +2 long sword), and a demon (containing a blessed scroll of taming.) There are several corpses of player monsters scattered throughout the level- from left to right, they are a knight, a ranger, a wizard, a priest, and a rogue. Other marked items include two potions of amnesia, a wand of lightning, and a scroll of demonology. There are four marked squeaky boards on the right side of the level, surrounding the demons' area. The following engravings can be found at the numbered areas: The level also contains three vampire bats, two ravens, four random B, two spiked pits, two rust traps, and three magic traps. =_=_ Damage Damage in NetHack reduces the current hit points of the monster or player that receives it. If the player or a creature is reduced to 0 or fewer HP, it dies. Exception: if you are a monster (due to polymorph or lycanthropy) and you're reduced to 0 or fewer HP, you revert to your original form (unless you are wearing an amulet of unchanging, in which case you die). Damage can come from a variety of sources, including physical and magical attacks, as well as falling down stairs or onto a sink, stepping on a trap, being hit by a bounced or reflected spell, and many others. The physical damage you do can be increased by wearing a ring of increase damage, and decreased by erosion of the weapon you are using. Damage from some spells and effects can be reduced or eliminated by having the appropriate resistance, magic cancellation, or magic resistance, or by having the half physical damage or half spell damage intrinsics. The damage that a weapon, attack, or other occurrence can do is often specified in D notation (e.g. striking with a weapon that does 3d6 damage will deal damage equal to the sum of 3 rolls of a 6-sided die on every successful attack). =_=_ Cursed water =_=_ Talk:Damage I've always wondered, see, this weapon does 2d3. This other weapon does 5d4. What's the difference? What do 2d3 and 5d4 mean? I mean what does the d mean and what do the the numbers mean? If this page explains this it would be helpfull to an extreme level!-- < small > —The preceding unsigned comment was added by 202.180.83.13 (talk • contribs) . < /small > I appreciate that the damage calculations in Nethack can be very complicated. Often, however, the calculation is pretty simple. I'd like to see a section describing the damage calculation with the common modifiers (weapon base damage, skill level, erosion, enchantment, strength) and mere disclaimers about things that make the calculation occasionally inaccurate (silver bonuses, blessed bonuses, artifact bonuses, damage doubling, back-stab damage, monsters' status effects, dual wielding, having 4 arms, encumbrance....) =_=_ Wizard's tower =_=_ Wizard tower =_=_ Haste self There are three related objects that you can use to increase your speed. Speed is a property essential when encountering the more-difficult monsters in melee. The three objects are: Ultimately though, if you can find speed boots, then the spell and the potion become redundant. A Wizard or other good magic user with intrinsic speed might be able to use the haste self spell while wearing different boots, such as jumping. Meanwhile, the potion of speed becomes a candidate for alchemy or dilution to make holy water. The wand is more useful and important. You can use the wand of speed monster to give permanent intrinsic speed to both yourself and your pets. Hasting your pets allows them to hit more often in melee, unless they already have 12 speed; your pets will be stronger because melee is their primary activity (other than stealing from shops and curse-testing). Haste self is also a monster spell; when a monster casts this, they become fast. It produces the message "Foo is suddenly moving faster." =_=_ Talk:Zombie In done_in_by in end.c, the u.ugrave_arise variable is set if your corpse will rise from the dead in a bones file. The defined ones are: This page is marked as a stub. A question I have is: is there really much more one can say about the individual zombies? The general qualities of zombies (rotten base monster corpses, etc) are covered in the header; the individual distinctions are also covered (eg elf zombies being tinned for sleep resistance). This is a problem not specific to this particular article; things like pit viper, kobold, imp, ettin, and others cover monsters who don't really have many distinguishing features, and whose articles are necessarily short. However, to call them stubs implies they are incomplete, which I don't believe to be true. So should we perhaps remove the stub designation from pages of non-distinct monsters? This extends to some item articles as well, eg orcish short sword. -Ion frigate 03:58, October 12, 2010 (UTC) =_=_ Sleep Sleep is a condition that players and monsters may be affected by in NetHack. While asleep, you are immobilized for a number of turns. Sleep resistance prevents external magical sources from causing this, though it does not prevent fainting from lack of food. Sleep slows down your natural hunger rate by 90%, though additional hunger sources such as conflict or ring hunger are not affected. Some of the above events can also affect monsters, and some monsters (notably nymphs and leprechauns) are generated sleeping. Monsters affected by sleep attacks will sleep for a number of turns and then wake up. Those generated asleep will only wake up when you approach (if you do not have stealth) or attack them. =_=_ Talk:Juiblex Last night I tried digging my way down in Juiblex's swamp. I stood next to a moat while zapping a wand of digging, I was just wondering what the use of Juiblex being teleported to the alter could be, or if it is useful in any way.NerdLord 20:06, 7 May 2008 (UTC) I've had Juiblex life-save on me once. It was on NAO, so I could dig up the TTYREC if absolutely necessary. Despite this, the list of vanquished monsters reported that he died only once, so this probably isn't of much interest to extinctionists. --Darth l33t 21:17, 18 February 2011 (UTC) I was down Juiblex's way a couple weeks ago (NetHack 3.7 on Hardfought.org) and it seemed he wouldn't engulf as long as I was over water. Maybe there was some other reason--but it was VERY surprising, because the first I see of him has always been the inside of his stomach. Maybe I was wearing a ring of slow digestion...I don't remember. Perhaps a change, or bug, in 3.7? Can someone check that out next time you're down that way?--Thidwick (talk) 06:35, 28 December 2020 (UTC) =_=_ Talk:Mummy wrapping I've always wondered that...Why the mummy wrapping? Surely any armor would give the same effect logically. Silly shopkeepers. They don't mind a dwarf looting all their stuff and hacking at all their walls, but invisibility is RIGHT OUT, even with pounds of armor on... Lotte 03:51, 1 March 2007 (UTC) =_=_ Half spell damage Half spell damage is an extrinsic property which halves any damage taken from spells, as well as halving certain other effects. This property is conferred by carrying the Orb of Detection, the Platinum Yendorian Express Card, the Orb of Fate or the Eye of the Aethiopica. Carrying more than one of these objects does not further affect spell damage. Halves number of items affected from 1d6 to 1d3. Stacks with magic resistance, to only 1d2. < ref name='curse items'/ > =_=_ Half physical damage Half physical damage is an extrinsic property which halves any physical damage taken. This property is currently conferred only by carrying The Master Key of Thievery or The Orb of Fate. A more limited form of this effect is bestowed upon priests wearing the Mitre of Holiness, which halves attack damage from undead and demons only. SLASH'EM adds two more items which give this very useful property - The Hand of Vecna and Gauntlets of Defense. These make wishing for an artifact with half physical damage less desirable, as the Hand of Vecna can be obtained by any character in SLASH'EM's mid-game, and provides hungerless regeneration and cold resistance as well as half physical damage. =_=_ Talk:IBMgraphics It would be nice to add directions or links here on how to set your system to use codepage 437 for users who want IBMgraphics but don't know how to set up their terminals. The list should ideally include Windows, Mac, and Unix systems (Linux console, BSD consoles, X11, others...). For myself, I generally use a "vga" font under X11 for both Unix and Mac - in particular, the one that used to be distributed with bochs. Are there other nice, free "vga" fonts out there that people are using? I use PuTTY on Windows XP (SP3) with CP437 set to connect to NAO. My rc file there sets IBMgraphics. Everything works correctly, until I visit the Rogue level, at which point the character representing the player is not shown, and characters to the right of my position are sometimes moved one character to the left. An easy workaround is to unset IBMgraphics when on the Rogue level. I tried setting the PuTTY font to Lucida Console, but no luck. I was wondering if anyone else had this issue, and whether there was a better solution? To 88.73.241.94: I'm not too sure how to fit this into the article, so I'll say it on the talk page. The main purpose of either IBMgraphics or DECgraphics is to draw the walls in continuous lines, a thing not possible using just ASCII. The one that's better depends mainly on your operating system and configuration. No matter what I do, the luit solution here does not work (neither for locally started Nethack or on servers). Most of the game map is black instead. At least in my experience, IBMgraphics work without any modification on the FreeBSD console. If there are no complaints within the next week, I think I'll edit that in. < span style="background:green;border-radius:15px 0 0 8px" > Elronnd < /span > < span style="background: orange;border-radius:0 8px 15px 0" > (talk) < /span > 17:45, 30 July 2016 (UTC) =_=_ Talk:Genocide Monsters killed by genocide always drop their inventory no matter where they are. (Exception: * genocide in wizmode.) Incidentally, talk pages here are usually oldest on top, newest on bottom. No big deal. Thanks for noticing the oversight. Blackcustard (talk) 15:17, 22 November 2012 (UTC) Is there any way to check to see what you've genocided without dying? (I've played a bit too much Nethack in the past few weeks and can't keep track of what the current character did versus the character who died yesterday, etc...) Instead, you get a bunch of empty spots where the mimics would have been. I didn't change the article itself because I haven't verified this with the actual code, but I did genocide them before entering Gehennom and found the shops half empty. Reverse genocide sends in a number of monsters. Are these monsters guaranteed to not move until after your next turn? This seems to be the case from experience, and I just tried it with warhorses while polymorphed into a skeleton (to give a huge difference in speed), and even then they didn't move until after I got a turn. So is this absolutely guaranteed, or am I getting lucky? -- Qazmlpok 14:05, May 31, 2010 (UTC) It's true that high-level liches occasionally carry athames, but it seems a little crazy to refuse to genocide L in the hope that an arch-lich will drop an athame for you. You'd have to kill three arch-liches to get over 50% chance of an athame, and if your character is strong enough to take out arch-liches like that you don't need an athame once you've genocided arch-liches. You won't get caught in any summoning storms until you start running into Titans and Archons, and you should have enough wands to burn Elbereth as often as you need to. -- 65.183.153.101 01:08, June 10, 2010 (UTC) Many people consider liches too much trouble for the athames they can provide and for good reason too. They can curse your items, surround you with more monsters and master and arch-liches can steal the book of dead and force you to chase the pesky lich up to floor 1. The wizard of yendor can do this too, but the death magic can kill him in a instant while liches are undead, therefore invulnerable to death magic.——Cockatrice corpse (talk) 07:03, 4 December 2013 (UTC) It is true that liches lack a stealing attack, so you do not have worry about your pair of speed boots becoming stolen (do worry about them getting cursed). If look up the lich page in the wiki , you see that master and arch-liches want the book of dead, therefore whey are Covetous and can still steal the book of dead——Cockatrice corpse (talk) 08:23, 9 December 2013 (UTC) Anyone thought about adding a section for reverse genociding gypsies. It seems like the most prudent course is to get through the mines in order to get a large number of gems. If possible get as much unholywater as you can in minetownand then aquire magic resistance. Then reverse genocide gypsies the first chance you get. You could either save the last one and wish for 2 cursed scrolls of genocide or aquire them by polypiling. You can get 120 wishes in this manner. The only hard part about this is getting enough gems for 120 wishes. --Ndwolfwood 09:17, 12 December 2010 (UTC) I just genocided "s" in Slashem. Among the genoicided creatures were werespiders. I am assuming this is a oversight. I am going to put a addedum to the genocide page regarding werecreatures. If anyone capble of looking at the source code could do so in order to verify I'd apperciate it. Ndwolfwood 19:39, 13 December 2010 (UTC) I have not done the lawful quest yet does that mean the werespider will still be generated and he will not be able to turn into a spider? The same result whatever it may be with a reverse genocide?--Ndwolfwood 21:33, 13 December 2010 (UTC) I removed the level-draining monsters part: shadow ogres are not randomly generated, while deep dragons only drain life via their magic-cancellation-affected claw attack (their breath attack is just poison, trivially resistable). I also removed the high-level monsters bit - firstly, that's almost never worth doing, and secondly, the worst monsters in SLASH'EM aren't genocidable. If you can't handle a deepest one, you're going to get killed by a crystal golem. -Ion frigate 13:13, 15 June 2011 (UTC) Hi, I am a first-time user of a blessed scroll of genocide. I wish there was some instruction on exactly what I should type to achieve the genocides in the two tables of "Genocide by class (blessed scroll)" and "Genocide one species (uncursed scroll or throne)". The problem is that both tables list "Glyph" and "Monster" (a character and name, respectively). But do I type the character or the name when I actually use the scroll? Elsewhere on the page it talks about genociding a character ("if you are a dwarf, genociding h with a blessed ..."). But for my first genocide reading, I would not like to screw things up! For example, I am a dwarf, but I want to genocide mind flayers and master mind flayers. Does that mean I could type "mind flayer" or must I type "h" for that (which it says I shouldn't do because I'm an "h")? Genociding Mindflayers has another big drawback. They are one of the few sources for extra intelligence. If a Barabrian or Caveman genocides them early in the game, he will probably never be able to cast any spell at all. It may be possible to ascent that way, but it is usually easier to boost your intelligence to 18, and hoard unused spellbooks in you stash, so you can learn them before the endgame. The most usefull spells for a Fighter class is probably Identify, this can be done by eating some Mindflayers in gehennom, then if you have enough intellignece, take all your spellbooks return to Dungeon level 1. read them until you find Identify, then take off your armour, and try to cast it until you succed. An occasional Force Bolt may also be possible, and the Plane of Earth will be easier, if you can use Rodneys Digging Spell. The Ability to identify your stuff, makes the risk of Amnesia tolerable, and a careful player may be able to boost his intelligence to 18 without a single brain drain. A good strategy is to carry always a Wand of Digging while in a Maze (Minotaurs have them) And engrave 2 semipermanent Elbereths when a Mindflayer apears on the Level. Than, lure him to the Elbereth Square (and throw some Daggers or Spears at him (he will throw them back, but with a good AC they will hurt him more than you)) than take a good Melee Weapon (Battleaxe, Cleaver, Vorpal blade,...) and hit him everytime he stands next to you (ON THE ELBERETH SQUARE !!!) - 79.210.38.56 17:29, 5 April 2013 (UTC) Do exactly the same things that respect extinction, also respect genocide? Or is genocide even stronger? For example, if a Quest "themed" monster (e.g. vampire bats in the Wizard quest) is extinct, it still shows up on the Quest levels; will that also happen even if it is genocided? Fyr (talk) 16:11, 4 February 2020 (UTC) =_=_ Skill points =_=_ Custom map symbols (historic) Most of the content of this page is historic. As of NetHack 3.6.0, only BOULDER and WARNINGS are still accepted. See Custom map symbols for equivalent features in 3.6.0. The NetHack 3.4.3 configuration file (.nethackrc on Unix, defaults.nh on MS-DOS and Windows including Windows CE, NetHack Defaults on Mac and BeOS, and NetHack.cnf on Amiga, Atari, OS/2 and VMS) provides several options to set custom map symbols. The options take the form VARIABLE = number number number.... They are shown here in the form that gives the default IBMgraphics symbols when code page 437 is set. The default appearance is < tt > ` < /tt > . This can also be set using < tt > OPTIONS=boulder:` < /tt > . This option takes 92 numbers, to set the symbols for all fixed parts of the dungeon and certain special effects; that is, all symbols except for monsters and objects: These are the same as the first 41 numbers in GRAPHICS; consequently, if you set GRAPHICS, you do not need to set DUNGEON. The configuration file has a commented-out version of DUNGEON that is claimed to set the default IBMgraphics; in fact, it differs from the above in that it sets stairs to 243 and 242, appearing as & #x2264; and & #x2265;. These are the same as the 42nd through 63rd numbers in GRAPHICS; consequently, if you set GRAPHICS, you do not need to set TRAPS. These are the same as the 64th through 92nd numbers in GRAPHICS; consequently, if you set GRAPHICS, you do not need to set EFFECTS. The table given here is correct for most MS-DOS, Windows, and OS/2 users. It may also work on the Linux console, depending on the configured font. Some of these may display incorrectly because they are interpreted as control codes; in particular, 008, 009, 010, 013, and 027 will frequently give strange results instead of the symbols shown here. The Rogue level uses a few of these symbols when IBMgraphics is in effect (and is not configurable); these are indicated in boldface. These symbols are present in most PC code pages and can be used with consistent results regardless of the locale. Again, this works for MS-DOS, Windows and OS/2 users, and possibly players using the Linux console. In particular, code pages 437, 737, 775, 850, 852, 855, 857, 860, 861, 862, 863, 865, 866, and 869 all share these symbols. =_=_ Talk:Wizard lock =_=_ Speed boot =_=_ Jumping boot =_=_ Wounded legs Wounded legs is an intrinsic property generally considered undesirable. With wounded legs, your dexterity is reduced by one and abused every five turns. You are unable to jump, kick, or ride anything, and you become significantly more burdened. However, it is temporary, lasting usually only a few turns. After it is gone, your dexterity returns to its normal level and your encumbrance returns to its previous level. =_=_ Digging tool =_=_ Historic statue =_=_ Ooph! This tastes like liquid fire! =_=_ Ooph! This tastes like liquid fire =_=_ Ooph! This tastes like dandelion wine =_=_ Ooph! This tastes like dandelion wine! =_=_ Ooph! This tastes like watered down liquid fire! =_=_ Ooph! This tastes like watered down liquid fire =_=_ Ooph! This tastes like watered down dandelion wine =_=_ Ooph! This tastes like watered down dandelion wine! =_=_ Liquid fire =_=_ Dandelion wine =_=_ Talk:Medusa If Medusa is anything like in the myth, you shouldn't be able to turn her to stone, or Perseus wouldn't have been able to defeat her by seeing her reflection and giving her battle that way. OneWeirdDude 19:54, 4 March 2007 (UTC) How different is Medusa in SLASH'EM? I just tried polymorphing into a genetic engineer to polymorph and tame medusa. However I ran into some bizarre gaze behavior. < br / > I was wearing a towel and an amulet of reflection. In vanilla, this would prevent Medusa from using her gaze attack, and thus she wouldn't turn herself to stone. Medusa was somehow still able to use her gaze attack against me, which turned herself to stone, despite me being blind. I don't know if this was just coincidence, but she stoned herself several times (stone to flesh) without fail; normally in Vanilla she takes a few rounds of "Medusa didn't notice her gaze was reflected" before actually killing herself. < br / > And after I finally did tame her and turned her back into Medusa, she immediately used her gaze attack against me (yes, she was tame). And she turned herself to stone, and since I killed a tame monster I got the standard distant thunder penalty. Is this all normal for SLASH'EM? Why is a tame medusa using her gaze attack against me? And is there any way to prevent this behavior? I get the feeling she'd make a good pet. -- Qazmlpok 00:55, April 1, 2010 (UTC) Upon cancelling Medusa, the message from her gaze attack becomes, "Medusa doesn't look all that ugly!" Delbow (talk) 06:43, 20 January 2014 (UTC) =_=_ Healthstone A healthstone (in SLASH'EM) is a gray stone that modifies a player's heal rate. Blessed or uncursed healthstones increase it, cursed healthstones decrease it. Unfortunately, healthstones are always generated cursed. Unlike luckstones, healthstones are cumulative - two blessed healthstones are better than one. To be precise, you have a health recovery bonus which is 2 for each blessed healthstone in your main inventory, plus 1 for each uncursed healthstone, minus 2 for each cursed healthstone. This bonus is added to your level and constitution when calculating how fast or how much you heal, i.e. if you carry 2 blessed healthstones at level 1 you will regenerate every 7th turn (as at level 5) instead of every 15th, and at level 29 you will regenerate 1d24 HP instead of 1d20 (provided your constitution is 20). =_=_ Talk:Wand of speed monster =_=_ Talk:Magic marker Does one write the name of the spell or the name of the scroll with the magic marker? I.e., 'identify' versus 'FOOBIE BLETCH' in any given game. 71.255.29.120 20:46, 8 April 2007 (UTC) Is there a general idea on what the best time to recharge a Magic Marker is? It seems like if someone were to take a risk in the 30 range, the potential for a larger rounding bonus would improve. Additionally, if one aims for zero, there is always the pain of having < 7 charges, which can risk being completely wasted, and also leaves fewer writing options. Floatingeye 03:20, 24 March 2008 (UTC) =_=_ Whetstone In SLASH'EM, a whetstone is a gray stone that can remove rust and negative enchantments (up to +0) from an edged weapon or a pick-axe. < ref > < /ref > This action requires a source of water (fountain, sink, toilet or pool). Stand at some water and apply the whetstone. The whetstone's beatitude determines the chance of success. An artifact weapon will resist the whetstone, lowering this chance. < ref > < /ref > If you try to use a whetsone with no water other than potions (BUC status does not matter), you get the message, "Better not waste bottled water on that." The whetstone first appeared in a patch for NetHack 3.4.0. Then SLASH'EM 0.0.7E0 included this patch. < ref > history.txt in SLASH'EM < /ref > =_=_ Toilet Toilets are a SLASH'EM specific feature that allow the player to cure sickness, stunning and confusion, reduce nutrition, and poison weapons. Praying while on a toilet square causes you to pray to the "Porcelain God"; if successful and you are sick, stunned, or confused, you are cured. Otherwise, nothing happens. Praying on the toilet is handled separately from normal prayer, so neither affects the other. Sitting on a toilet cures sickness and reduces your nutrition by 200-599 nutrition points if you are satiated. Otherwise, nothing happens. Dipping objects into a toilet wets them; this poisons edged weapons, rust iron objects and rots food. Dipping potions works the same as with dipping them into a fountain, though the toilet will never dry up. Kicking the toilet has a 1/4 chance of breaking it; drinking from the toilet as a dog also has a slight chance to break it. A broken toilet turns into a fountain, and has a chance of summoning 2-6 baby crocodiles. In the Slash'EM Extended variant, amulets can be dropped down a toilet to receive a message that can be used to identify the amulet. The list of possible messages has its own page. =_=_ Stunning =_=_ Sick =_=_ Talk:Ring strategy Thoughts on merging this into Ring#Strategy? I don't see why this has to be its own separate page. It feels a bit out of the way. Infinigon (talk) 02:38, 15 January 2021 (UTC) =_=_ Cockatrice nest This is a dangerous room if handled incorrectly. Getting surrounded by several cockatrices can result in a much higher likelihood that you begin the stoning process every turn. A stack of lizard corpses is the most common preventative; you can also polymorph into something stoning resistant. Stealth should allow you to avoid waking them up, so you can fight them one at a time. In addition, if you have stealth and there is more than one row of cockatrices, a cockatrice nest can be used as an avenue to train the polearm skill by hitting the second row without waking the first, leaving the footrice being hit without a means to escape. See Leprechaun hall for details. Instead of killing them all immediately, you may want to leave all or some of them alone, in order to keep around a source of cockatrice corpses. =_=_ Talk:Dip =_=_ Talk:Leprechaun It also showed a cannot ride a dog a la folk legend. In fact he cannot even lift the saddle, even if were ridable.--PeterGFin 09:48, 10 March 2007 (UTC) Leprechauns are quite fragile and use stealth and mobility to survive. If you have telepathy and a blindfold, hunting them down with a ranged weapon is quite easy. I have recently seen this behavior myself on NAO. Any explanation? NAO just uses some interface patches, so I doubt leprechauns were changed from vanilla. 76.250.195.145 12:33, 30 July 2011 (UTC) Yes and no. The leprechaun will steal irrespective of its own survival, but it won't attack unless its experience level is high enough, or you conflict it. All my experiments ended with the priest killing the leprechaun in one whack. Next, even with unlimited gold, you won't get unlimited protection. --Tjr 13:58, 26 July 2011 (UTC) Hi! Welcome, and thanks for contributing to NetHackWiki! Could you please create an account? It helps us keep spam down, because we don't have to check the edits of known-good users. It also provides more privacy for you. Our style guide and How to help pages are good starting points. --ZeroOne 13:51, 10 March 2007 (UTC) =_=_ Saving To load the game, you just have to type the same name as in the saved file. If you use different names, then you can play multiple characters simultaneously. You start the game and put "John Doe" as your name. After selecting your race, class, gender and alignment, the game starts. You can now save the game at any time you want by pressing the keys simultaneously. The game will ask if you are sure you want to save ("Really save? [yn]"). If you press the "n" key, the game will continue. If you press "y", the game will save and quit. When loading the game again, type in the name you used for the saved game to load the save. In the "Who are you?" screen, type "John Doe" without the quotation marks, and you will load the game you saved with that name. Normally, NetHack deletes a save file once it is loaded, then creates a new one when you save the game at a later point. This is done to discourage save scumming, the act of restoring an older save file whenever something goes wrong in order to avoid the consequences. For beginning players who want to learn the game's basics with less risk, NetHack also provides a sort of "practice mode" called explore mode. One of the mode's features is allowing you to keep your save file, preventing the usual deletion. On Unix systems, your NetHack player's name is your username by default. To use a different name, use the -u switch to nethack like thus: The /dev/null/nethack tourney rules do not permit you to have more than one account, but you can have multiple simultaneous games by having each game running on a different server. Hi! Welcome, and thanks for contributing to NetHackWiki! Could you please create an account? It helps us keep spam down, because we don't have to check the edits of known-good users. It also provides more privacy for you. Our style guide and How to help pages are good starting points. --Andronikus 17:24, 10 March 2007 (UTC) Hi! Welcome, and thanks for contributing to NetHackWiki! Could you please create an account? It helps us keep spam down, because we don't have to check the edits of known-good users. It also provides more privacy for you. Our style guide and How to help pages are good starting points. --Andronikus 17:23, 10 March 2007 (UTC) =_=_ Rub =_=_ Save =_=_ Monk quest In the Monk quest, you fight Master Kaen for The Eyes of the Overworld. For more information on the quest branch in general, see the quest article. The two-way magic portal back to the Dungeons of Doom is at the marked point in the top left. The Grand Master is next to the unaligned altar; there are also eight abbots in this desecrated temple. Outside the Monastery are eight earth elementals and four xorns. In addition to the two marked dart traps inside the doors, there are four other random traps on the level. In 3.6.0 there are two forest areas at the left and right edges of the map, marked with green dots. Each square there, except for the location of the portal, has a 10% chance to host a tree. The Monastery of Chan-Sune has the same structure as the Great Temple of the Priest quest and as the Temple of Light of the Undead Slayer quest. This is an "ordinary" room-and-corridor level, with six rooms; three earth elementals, two xorns, and three random E; nine random objects; and four random traps. The stairs are located randomly on the level, as are fourteen earth elementals, nine xorns, six random traps, and fifteen random objects. These are "ordinary" room-and-corridor levels, with six rooms; two earth elementals, three xorns, and two random E; eight random objects; and four random traps. The above core of the level is surrounded by empty lava plain. Master Kaen, with the Bell of Opening and the Eyes of the Overworld, is meditating at an unaligned altar located (with 50/50 probability) at one of the two marked spots (the other being blank). Randomly placed in the mapped area are nine earth elementals and nine xorns; fourteen random objects; four fire traps, and two other random traps. Teleportation is permitted. =_=_ Period =_=_ User talk:DlNh =_=_ User:DlNh =_=_ Talk:The Magic Mirror of Merlin The base item is a mirror, but artifacts can't be destroyed - what happens if you throw it against a hard surface? Normal mirrors break, but I presume the artifact code would prevent that. This would be an amusing Vlad's Bane... -- Kalon 22:17, 25 November 2008 (UTC) Does it work for Monsters too ? I can't find something in mcastu.c but maybe it's handled somthere else. From playing experience, a can say that Rodney killed my knight who had around 60hp left with a psi bolt (it was definitly not touch of death, because the logfile says killed by the wizard of yendor and not touch of death). Assuming Rodney had a level of around 30, he should do around 25 average damage with his psi bolt and a (highly improbable) maximum damage of around 50. According to the logfile I died with -7 hitpoints, so it seems he did more than 67 damage and the magic mirror of merlin worked for him. -- 79.210.90.91 18:10, 25 October 2013 (UTC) =_=_ File:Vultures eye.png =_=_ File:Sokoban-Qt.png =_=_ Introduction Vulture's interfaces provide an illustrated introduction that mostly follows the plot from the Guidebook (with a few minor differences). Upon the creation of a new character (after selection of race, role, gender and alignment), Vulture displays a sequence of images with captions, while the intro theme music plays. The player may either wait through this introduction or press any key to skip the entire introduction. After this introduction, Vulture starts the game and the usual in-game introduction ("It is written in the book of...") appears. =_=_ Wield To attack a monster in melee, try to move into its square. To use a ranged weapon, wield the launcher if applicable, then throw or fire the ammunition (after placing the ammunition in your quiver). It is not necessary to wield a thrown weapon, such as a dagger or darts, unless you're trying to throw Mjollnir. Monsters also wield weapons before using them. This takes time for them. This may help you identify that a weapon is cursed, because if you see a monster wield it, you get a message. =_=_ Talk:Robe Is the article correct that SLASH'EM's robes are made of leather?! I don't expect much from SLASH'EM, but really now. 98.169.65.104 19:12, 5 December 2008 (UTC) Looking at the source, I believe that all robes in SLASH'EM provide 0 MC, as opposed to 3 MC in Vanilla. Could someone confirm this before I add it to the article? I want to make sure I'm not misreading the object definition. -- Qazmlpok 00:39, 5 February 2011 (UTC) Not sure where this message should go, so I'm putting it here. Feel free to move it to a useful place and to edit as necessary. "The gray ooze bites! Your robe is not affected by oxidation." --Mitlcl (talk) 18:24, 27 August 2018 (UTC) =_=_ Crowned =_=_ User:Beefnut Made it 98% of the way through once as a Ranger before dying to Jubilex's illness (after I had summoned him peacefully, and wanted to get him out of the way on my stash level before ascending... eughh). They really should give you more indicators of how close you are to death-by-illness in the status line, like with sliming. =_=_ Talk:Wand of secret door detection Just leaving a note here, not sure exactly how this mechanic works, but I did notice that zapping the wand will mark unseen monsters with I (invisible but detected). Winny (talk) 15:08, 1 August 2018 (UTC) =_=_ Sword Swords encompass many different kinds of weapons found within Nethack. Click on any weapon name below to visit the relevant page. Swords can be made from iron, wood or silver, cost anything from 10 to 8000zm, and weigh from 30 to 150 units. In the following table, damage listed below is applied to all targets. Those swords with special properties, such as double damage against specific monsters, are listed as "use link" . See the appropriate page for further details. Artifact swords are listed in bold, while swords that are not normally generated (but are available via a wish) are in italics. =_=_ Mineral Mineral is the material of rocks, stones and boulders. By definition it can be surmised that the dungeon in general is comprised of mineral. Mineral cannot be eaten, resists any form of corrosion or rust and does not burn. All tangible mineral items can be converted to dead meat or living flesh using the stone to flesh spell. =_=_ Mountain Centaur =_=_ Talk:Cold Cold damage will cause potions to "freeze and shatter", destroying them. Passive cold attacks (notably that of the blue jelly) will also add half the damage back to the monster's hit points, increasing the maximum hit point total if the new hit point value exceeds it; if the monster gains enough hit points from this it will divide into two such monsters. You are protected from cold attacks if you have cold resistance. I displaced this article in writing the fuller one. I note passive attack is a stub. Perhaps this should go there- I'll ask admin to decide. --PeterGFin 13:36, 16 March 2007 (UTC) =_=_ Talk:Lump of royal jelly What exactly is meant by "increases your strength"? Eating a lump of royal jelly did not increase my strength attribute on a level 12 Monk with 16 str. Royal Jelly can also be found in chests, I don't know if that's assumed and the same thing with every non-artifact, but I just found one in a chest. 86.27.187.147 05:53, 13 May 2009 (UTC) =_=_ User talk:PeterGFin As an exercise I counted 384 items (counting all figurines and statues as 1 each). Since I am an Estimator, my starter pricing for reasonable interpretations of all items came to £170,801 (one 54mm scale 'figurine' of your choice, 1zm, 1 scroll, all statues would be POA, +delivery). An Excel file is available for all 383 individual items. An EXP Match is a two player Nethack competitive game. Generally it would be played in hot seat, or a special NAO account set up for the purpose. It can be played with standard vanilla Nethack, the only equipment needed is a method of recording times and scores. Players take turns to level up a character, earning points for levelling up faster than their opponent and ascending. Points are lost for dying. An EXP match typically features a 'home' and 'away' game with each player having a turn of selecting the starting character. The home player starts a game under an EXP match account and selects a character. The home player takes Level 1, and will take every Odd level from now on. Their opponent is the away or Even player. Each player is attempting to level up faster than the preceeding time set by their opponent. Immediately on levelling up they save the game, recording the Time and handing over the game to their opponent. If the level up took less than or equal to the number of whole turns than the previous player took for their last level up that player earns 1 point. The turn of the save is always the number used. Please read and freely add any comments on my idea if you wish. Ideally I would like to streamline rules rather than add to them. Playtest requests or reports welcome.——PeterGFin (talk) 10:21, 20 August 2013 (UTC) =_=_ File:PeterGFin.png =_=_ Shock Ray attacks that deal shock damage are lightning. For example, the game will say that a blue dragon "breathes lightning". However, not all attacks described as 'lightning' are rays. For example, an angry deity may smite you with "lightning", but this is a localized attack that targets the hero, not a directional ray. These types of lightning may be blocked by reflection, like a ray, but since they are non-directional they cannot be redirected to hit other monsters, unless there is a monster engulfing the hero. In addition to lowering hit points, most shock attacks have a chance of destroying rings and wands carried in your open inventory. Rings and wands will not be destroyed if they are stored inside a container. The ring of shock resistance and wand of lightning, as items that are specially linked to lightning, are immune to shock damage, and can be kept in open inventory without being destroyed by shock attacks. The only item-destroying shock attacks that aren't blocked by reflection are those from electric eels, container traps, Mjollnir, and unusually high-level grid bugs. None of these is common so they can usually be avoided, so you don't need to keep backup rings if you're careful (but it still never hurts). Most attacks described as "lightning" are accompanied by a flash of light that blinds the player when they hit. This happens even if the lightning bolt is reflected. Polymorphing has a chance of damaging or even destroying targets, including the player. This effect is called "system shock", but it is not related to shock damage and is not prevented by shock resistance. The following new SLASH'EM monsters have shocking attacks: static blobs, spark bugs, arc bugs, lightning bugs, sapphire golems, and crystal golems. =_=_ Air Air is a terrain type that only appears on the Plane of Air and in the form of bubbles on the Plane of Water. It is extremely hard to move on unless you are levitating or flying, and attempting to move otherwise may cause you to tumble. However, it is still possible to move across air by hurtling due to Newton's Third Law; in other words, by throwing things in the direction opposite of the one you want to move in. Beware, this will freeze you for one turn per square travelled. =_=_ You get a bad feeling about this =_=_ Talk:Fire horn The fire horn is a tonal musical instrument, and one of the magical horns. Improvising with a charged fire horn will consume a charge, prompt for a direction, and act like a zapped wand of fire. It can also be used to guess and play the passtune; doing so will not consume charges. Are you sure you can burn Elbereth with fire horn? A quick wizmode test shows that you can only write to dust with it. 91.127.46.114 11:38, 17 March 2007 (UTC) =_=_ Monsters (by size) This list classifies all canonical NetHack monsters according to their physical size. It also shows the weight of each creature. The game classifies the monsters in six distinct sizes: Tiny < Small < Medium < Large < Huge < Gigantic. Damage vs. small applies to "tiny", "small", and "medium". Damage vs. large applies to "large", "huge", and "gigantic". < ref > http://www.steelypips.org/nethack/343/mon2-343.html < /ref > < ref > http://www.juiblex.co.uk/nethack/VernonSpoilers/MonsterManual/contents.html < /ref > Tiny monsters are estimated to be smaller than 50cm (approx. < 2'). < ref > http://www.steelypips.org/nethack/343/mon2-343.html < /ref > Small monsters are estimated to be between 50cm and 1m (approx. 2' & ndash;4'). < ref > http://www.steelypips.org/nethack/343/mon2-343.html < /ref > Medium monsters are estimated to be between 1 and 2 meters (around 4' & ndash;7'). < ref > http://www.steelypips.org/nethack/343/mon2-343.html < /ref > Large monsters are estimated to be between 2 and 4 meters (7' & ndash;12'). < ref > http://www.steelypips.org/nethack/343/mon2-343.html < /ref > Huge monsters are estimated to be between 4 and 8 meters (aprox. 12' & ndash;25'). < ref > http://www.steelypips.org/nethack/343/mon2-343.html < /ref > =_=_ NetHack brass as a patch Kernigh used the diff program to generate this "unified diff" between NetHack 3.4.3 and NetHack brass 040923 after pruning some files from the 040923. In particular, Youkan's zip of the 040923 source code was not clean of generated files created during the build process on Microsoft Windows, including some Windows executables. Youkan's zip also contains old versions of some of the dungeon files, with DOS batch (*.bat) scripts to enable them. The patch presented here contains neither the Windows-generated files, nor the old dungeons and DOS batch script. After applying this patch to the vanilla sources, you do have everything needed to build NetHack brass 040923 from source code. If you are building upon Unix, then you also want the brass interface patch, or at least the Unix fixes from that patch. Here are some excerpts of changes to some but not all of the source files. These might be useful for those wanting to study the differences between vanilla and NetHack brass. The AUTOTHRUST line is commented out because the AUTOTHRUST macro no longer does anything. The autothrust feature (pressing [v] to hit the nearest monster with your wielded polearm) is always on, and it is not possible to disable it by defining or undefining a macro. Because monsters riding steeds is a new feature in NetHack brass, the display code needs to know how to draw them on screen. Among the changes to objects: support for the Sokoban prizes, the three items from which you may take only one; support for unusual materials for some objects. Also, some of the macros here have to be adjusted to work with the new skills system. You may want to give your attention to the above code that controls gradual wear to items that provide magic resistance or reflection. The < tt > damage_resistant_obj < /tt > function applies damage to an object. As the object resists magic or reflects ray, its damage points will increase. =_=_ Talk:Spellbook of force bolt I disagree somewhat with suggestions that killing Nymphs with force bolt is a 'Bad Idea'. I think that it should be the last choice of ranged attack, but also that an awake nymph should be dealt with wherever possible. A luck penalty is much less infuriating, and more manageable than the potential consequences of a your inventory items being used against you.--PeterGFin 23:35, February 19, 2010 (UTC) =_=_ User:Paxed/HowTo AddNewRoomType The message < tt > You enter a strange room! < /tt > is shown to player when he enters the room, and clearing the has_myroom flag ensures the message is only shown once per room. This will show one of the messages at random for the player when there is a room of the new type on the level. =_=_ Fixinv =_=_ Extra healing =_=_ Color =_=_ Jelly Jelly also refers to the grouping of body parts for the forms of jellies and jellyfish. It affects the messages referring to the appropriate body parts as follows: =_=_ Fungus Fungus refers to the grouping of body parts for the forms of rhyzomic life. It affects the messages referring to the appropriate body parts as follows: Fungi in SLASH'EM behave somewhat differently than in vanilla. The first change is that any fungus that leaves a corpse, other than a lichen, has a 90% chance of reviving in the same manner as a troll; however, fungi only leave corpses 1/3 of the time. The second change is that fungi may grow on old corpses, as opposed to the corpse simply rotting away over time. The fungus grown will be a random member of the fungus class, biased towards sessile fungi, and will destroy the corpse via its growth: =_=_ Null =_=_ News =_=_ Msg window =_=_ Msghistory =_=_ Menu select page =_=_ Menu select all =_=_ Corridor Corridors, represented by (or if lit, or (unlit) and (lit) with IBMgraphics ), are passageways connecting rooms in the Dungeons of Doom and Minetown. Not all corridors lead to rooms, and many have hidden sections (called a secret passage) which must be located by searching. Others may have boulders blocking your path. It is never impossible to progress further in the dungeon. If you come to a dead end, search all the walls until you find a secret passage. If a boulder is blocking your path, either destroy it (if you can) or drop everything you have so you can squeeze by the boulder and try to push it to a better location. With the exception of death drops and the occasional scroll of teleportation, there is no loot in corridors, but mercifully the only traps are from ad aerarium or 'Vlad was here' closets. Corridors are usually single file, so you are less likely to be overwhelmed by numbers alone. Also, since they are only one tile wide, enemies are lined up for convenient disposal by wands, spells or ranged attacks. The darkness means you have difficulty locating enemies without telepathy, warning or infravision. This is a bigger problem for those roles relying on ranged attacks. A light source helps you avoid monsters, but it also helps enemies find you. Move diagonally past corners to save time and get around faster. Corridors end when you find a door. If you are on an early level be sure a locked door isn't a shop door (there will be an engraving, "Closed for inventory"), before you kick it down. If the corridor ends and there is no door, there is likely a secret door nearby. See if you can establish a circuit, a series of rooms and corridors you can circle around indefinitely to hold off and kill monsters which are as slow or slower but more powerful than you (by running in a circle you will regain HP and Power over time). See hit and run. In particular, without a means of teleportation you need this ability to reach a Vault, a 2x2 room filled with gold. =_=_ Menu search =_=_ Menu previous page =_=_ Menu next page =_=_ Menu last page =_=_ Menu invert page =_=_ Menu invert all =_=_ Menu headings =_=_ Menu first page =_=_ Menu deselect page =_=_ Menu deselect all =_=_ Menustyle =_=_ Lootabc =_=_ Lit corridor =_=_ Legacy =_=_ Ignitr =_=_ Horsename =_=_ Starvation Starvation is a death caused by going an excessive period of time without food. It is a common way for newbies, low-level wizards and those attempting the foodless conduct to die, although it is more common to be killed by a monster while fainted from lack of food. To reduce the risk of starvation, eat everything you kill which is safe to eat (if your pet will eat it, you normally can too). It is advisable not to linger on cleared levels, where your only food source is the monsters which are randomly generated. Rings and amulets increase your food consumption by 5% each, so if you are low on food you may wish to avoid wearing them. Be especially cautious of rings of regeneration, conflict, and hunger, all of which add 50% to your food consumption, and do not carry so much equipment that you are Stressed or worse. Casting spells consumes nutrition unless you are a wizard with Intelligence at least 17. If you are weak or fainting from hunger and have no food, pray and your god may fill your stomach (deities regard this as a major problem). Polymorphing into a new version of yourself or dying while wearing an amulet of life saving also resets your hunger status. The spell can turn a boulder into a huge chunk of meat, which will take you from Fainting to Satiated; this is mostly useful for Healers. =_=_ Stinking cloud =_=_ Align =_=_ Autoquiver =_=_ Catname =_=_ Checkpoint =_=_ Checkspace =_=_ Extmenu =_=_ Effects =_=_ Dogname =_=_ Cmdassist =_=_ Confirm =_=_ Packorder =_=_ Perm invent =_=_ Pickup burden =_=_ Pickup types =_=_ Pettype =_=_ Prayconfirm =_=_ Rest on space =_=_ Pushweapon =_=_ Runmode =_=_ Safe pet =_=_ Scores =_=_ Showexp =_=_ Showrace =_=_ Showscore =_=_ Silent =_=_ Sortpack =_=_ Sparkle =_=_ Suppress alert =_=_ Standout =_=_ Timed delay =_=_ Toptenwin =_=_ Travel Travel is a feature in some NetHack ports that allows one to move quickly along any already explored path on the current level. NetHack uses a shortest-path algorithm to find a safe route to the destination, which is then carried out quickly. Your travel will be interrupted if something sufficiently "interesting" happens, as with the command; as of NetHack 3.6.3, this also includes engravings. Travel is activated using the underscore key, then selecting a destination. Some ports allow travel to be activated by mouse-clicking (or touching with a touch-screen) on the destination. The travel command can also be prefixed with to pop up a menu of interesting targets in sight, from which you can select the travel target. The travel configuration option turns the travel command on/off. The runmode configuration option determines how often the screen updates when travelling and running. =_=_ Verbose =_=_ Windowtype =_=_ Align status =_=_ Align message =_=_ Ascii map =_=_ Eight bit tty =_=_ Font map =_=_ Font menu =_=_ Font status =_=_ Font message =_=_ Font text =_=_ Font size map =_=_ Font size menu =_=_ Font size message =_=_ Config file =_=_ Font size status =_=_ Font size text =_=_ Fullscreen =_=_ Hilite pet =_=_ Large font =_=_ Map mode =_=_ Mouse support =_=_ Player selection =_=_ Popup dialog =_=_ Preload tiles =_=_ Scroll amount =_=_ Scroll margin =_=_ Softkeyboard =_=_ Splash screen =_=_ Tiled map =_=_ Tile file =_=_ Tile height =_=_ Tile width =_=_ Use inverse =_=_ Vary msgcount =_=_ Windowcolors =_=_ Wraptext =_=_ Altkeyhandler =_=_ Altmeta =_=_ BIOS =_=_ Flush =_=_ MACgraphics =_=_ Page wait =_=_ Rawio =_=_ Soundcard =_=_ Subkeyvalue =_=_ Video =_=_ Videocolors =_=_ Videoshades =_=_ Configuration file =_=_ Slow digestion =_=_ DES-file format =_=_ Dungeon features =_=_ Dungeon.def =_=_ WIZKIT =_=_ Teleport away =_=_ Room Rooms are a feature ubiquitous in NetHack. A room is an area, usually rectangular, that is separated from other areas by walls and is typically paved with floor terrain. The Dungeons of Doom consist mostly of "room-and-corridor" levels, containing a number of rooms connected by corridors. Some rooms contain stairs, which connect different levels to each other. They also may contain dungeon features, monsters, objects, and traps, or may be turned into a special room. This section covers only typical non-special, room-and-corridor levels in the Dungeons of Doom. Rooms also appear in special levels and certain Quest filler levels, but those typically do not have the random generation described below. On each level, a number of rooms will be generated, and then they will be connected up by corridors and doors. The algorithm for placing rooms makes it difficult to predict how many rooms a level will contain, but most levels contain between 5 and 10 rooms, with occasional appearances of levels with as few as 4 or as many as 12. On these levels, one room may be selected to become a special room. Vaults are a special case: they do not count as a special room despite technically being one, and they are not connected to the rest of the level by corridors. There tends to be a fixed rather than area-based chance of generating dungeon features, monsters, objects, and traps in each non-special room. Therefore, a level with more rooms will contain more of these things. Rooms generate either as lit or unlit, meaning that every square in a room will be lit up or dark. The chance of a room being lit depends solely on the level difficulty, with fewer lit rooms deeper into the dungeon: =_=_ Xplevel =_=_ Environment variable NetHack checks a number of environment variables. Some are useful for anyone, some are just for wizard mode. HOME, MAIL, and TERM are used by many programs, not just NetHack, so caution should be taken when editing them. =_=_ ?oEW =_=_ Talk:Armor Good work on the table!! It was on my Userpage wishlist- I'm always visiting the individual entries in my beginning game to weigh up this and that armour.--PeterGFin 19:32, 17 April 2007 (UTC) I haven't been able to find any info on how long it takes to don/remove each piece of armor. This information would make a nice addition to the already fantastic table we have here. -Telis Ravenlight 20:26, 5 September 2008 (UTC) In SLASH'EM, I tried to put on a robe over a mithril-coat but it said "You are already wearing some armor." In SLASH'EM, has the robe become a piece of body armor? Dr. 8-Bit 01:49, July 16, 2010 (UTC) I would like to know what armor works best with classes. I usually play as a wizard and usually only wear leather armor. Can someone put in a section explaining armor/class compatibility? Unless there is none and I could wear any type... - - DemonSlayerThe3 :: The Neutral Gnomish Wizard, with my kitten Ellinis! 18:55, July 23, 2010 (UTC) =_=_ Martial arts The Martial arts skill is used when attacking or kicking enemies while wielding nothing. Monks and samurai possess this skill, superior to the bare hands skill. The base damage for a martial arts attack is d4. Only 75% of all hits get the damage bonus from this skill. < ref > Bare-hands or martial arts skill only grant their damage bonus if the d2 or d4 base damage is at least 2. See and < /ref > In 3.4.3, there was no to-hit bonus for this skill at all, < ref > The bonus would be added by , but this is never called because or checks if you're wielding something. < /ref > but there is a bonus in 3.6.0. The samurai has recourse to much better attacks than martial arts, but the extra damage compared to bare hands can come in handy against acid blobs and other weapon-damaging monsters. Attacking with martial arts causes silver damage if you are wearing a silver ring and no gloves, similar to any wielded silver object. Blessed gloves or boots (when kicking) cause +d4 blessed damage against demons and the undead. A ring of increase damage is a worthwhile possession for a monk who loses out on benefits of weapon enchantment, and these can be eaten if appropriately polymorphed and the ring is of the appropriate type (metal for metallivores, wooden for a gelatinous cube). The skill level for martial arts can reach Grand Master with large bonuses eventually accumulating. Martial arts attacks do not break the never hit with a wielded weapon conduct, but neither do attacks from wielded non-weapon items, or ranged attacks. Since the damage bonus is only applied to 75% of hits, the average damage is not 2.5 + bonus, but 2.5 + 0.75*bonus. This makes the +9 bonus for Grand Master skill slightly less formidable than it might seem, but still very respectable. Note that both roles capable of martial arts start with Basic skill, and no roles can advance to Grand Master in bare hands, so two entries in the table are not actually possible. Martial arts have been buffed in FIQHack. Glove enchantment is used when calculating damage, and martial arts attacks no longer do only 1 damage 25% of the time. =_=_ Ken Arromdee =_=_ Mike Stephenson =_=_ Janet Walz =_=_ Michael Allison =_=_ David Cohrs =_=_ Jessie Collet =_=_ Ken Lorber =_=_ Dean Luick =_=_ Pat Rankin =_=_ Paul Winner =_=_ Warwick Allison =_=_ Detect treasure =_=_ Prayer timeout Your prayer timeout is the amount of time you need to wait before your god will accept another prayer. Gods in NetHack are often benevolent, but prefer if you wait some time between prayers. The initial value of your prayer timeout is set to 300, and decreases by one each game turn. That means it is generally safe to pray on turn 301, but not on 300. If you are fast or very fast, you may move more than once per game turn, and your prayer timeout may appear longer because you take more actions in the same number of game turns. A wand or potion of enlightenment can be used to determine if it is safe to pray. The exact amount by which your prayer timeout increases after praying is a complex mathematical function involving several random variables, causing the increase to usually range between 50 and 1000, though it can be much higher on occasion (see the tables below for precise numbers). A successful wish increases your prayer timeout. The 95% confidence value is an additional 145 turns and the 100% confidence value is 150 turns. See below for more information on confidence values. The only way to decrease your prayer timeout (other than waiting) is to sacrifice corpses at a co-aligned altar. This is governed by the following formula which depends on your alignment. Where < var > M < /var > is the difficulty level of the monster the corpse came from. The value from above is then subtracted from your prayer timeout. You can determine if it is safe to pray depending on what message you received after your sacrifice. The confidence value is the prayer timeout value that will result 95% of the time. In other words, if you've waited that many turns, you can be 95% confident that you can pray again. As you can see, the 100% confidence value is extremely large and fairly useless except for those who fear the RNG. (Amusingly, for crowned characters, praying too early may actually shorten the prayer timeout.) The waiting time is graphed below as a function of the desired confidence level (assuming you are level 17 or lower): < gallery widths="100" captionalign="center" > =_=_ Fruit (option) =_=_ Slasher =_=_ Sirius =_=_ Historic =_=_ User:Cheesy74 =_=_ Hidden door =_=_ Search command =_=_ CoMR =_=_ Mail (option) =_=_ Projectile Projectiles are any objects thrown or kicked by you or a monster, or shot with a launcher. Related but separate are ranged weapons, which are weapons monsters will attack you with from a distance. To throw a projectile you can either throw it, or quiver a stack of it and then fire from that stack. There is no bonus or penalty for using the fire command; it is merely a convenience. (Gold is an exception.) The artifact weapon Mjollnir requires a strength of 25 to throw. If thrown by a Valkyrie, it will usually return to her hand. If that fails or if you are blind, fumbling, confused, stunned, or hallucinating Mjollnir falls at your feet or you get hit. Since 3.6.1 the humble aklys is a proper thrown weapon with a Mjollnir-like behavior. It has no strength or role requirements but also averages far less damage (including possibly to yourself) than the artifact. Some roles restricted in ranged weapon fighting but with the club skill may find it useful. To get the most out of the ammunition projectiles, you need to wield the corresponding launcher before attempt to shoot the projectiles. Then you may throw or quiver and fire them just as you would the thrown projectiles. Glass objects, including potions, may also break when thrown regardless of whether they hit anything, but this is handled by a different code path which prints "An < object > shatters into a thousand pieces!". Other projectile breakage of non-fragile objects is silent and prints nothing. Blessing these projectiles lowers the chance of them breaking by an amount that depends on your Luck. Enchanting them also reduces this chance. Stones and gems cannot be enchanted, but if they are blessed they will benefit from the reduced chance of breaking due to Luck. All forms of arrows, as well as darts, crossbow bolts, shuriken, boomerangs, and rocks may be wished for up to 20 at a time. Gems and gray stones cannot be wished for in this way. (Note that this is generally not an effective use of wishes, although silver arrows may be an exception under some circumstances.) In fact, anything can be used as a projectile. Cockatrice eggs make popular missiles, and so do various potions. (Bashing monsters with a wielded one is more likely to score a hit, and will not petrify you.) Projectiles are good for softening targets from afar. Almost anything can even be shot and thrown past boulders, which is often advantageous in Sokoban. There is a major exception: when you are levitating, you cannot throw arrows or crossbow bolts past boulders unless you are wielding the appropriate launcher. To exercise your skill with a projectile weapon designed to be thrown or shot from a launcher, you must throw or fire it and successfully hit an enemy, dealing at least 1 damage. Spears, javelins, knives, aklyses and daggers are the exceptions. Those skills are also exercised by wielding the weapon and striking foes in melee. =_=_ Wallet of Perseus The Wallet of Perseus cannot be randomly generated, < ref > See SLASH'EM 0.0.7E7F2/mkobj.c; only weapons and armor have a chance of being made into artifacts < /ref > and is only obtainable through wishing, bones, or sacrifice. Since it is an unaligned artifact, any player can receive it at an altar, but it will never be the first gift given. The Wallet of Perseus functions the same as any other bag of holding, but has improved weight reduction; it effectively reduces the weight of all items inside it by if uncursed, compared to with its base item. When blessed, the weight of its contents is reduced to compared to from a blessed bag of holding. Essentially, the Wallet of Perseus can hold roughly 50% more than a regular bag of holding when non-cursed; however, a cursed Wallet will quadruple the weight of its contents, double that of a cursed bag of holding. Like any bag of holding, the Wallet of Perseus will be destroyed if a wand of cancellation or a bag of tricks is inserted. While not essential for survivability, Rogues and pack rats will find this an extremely useful artifact. Depending on play style and early game needs, it may even be worth spending a second or third wish to acquire. In the early to mid-game, transporting your stash with the Wallet of Perseus will only take a single trip. After a successful assault on Fort Ludios, the Wallet enables players to strip the level all its items and loot, including the landmines, in about 3 trips. A particularly daring player can abscond with One-Eyed Sam's marginally useful loot in a single excursion without even being encumbered. The Wallet of Perseus is named for the knapsack given to Perseus by the Hesperides, which was used to contain Medusa's head upon decapitating her. The knapsack also inspired a similar artifact, the Bag of the Hesperides, in EvilHack. Hello! Thanks for your contributions. Please, do not create empty pages. Read the Style_guide#New_articles. Consider creating an account too. --ZeroOne 07:31, 26 March 2007 (UTC) =_=_ Monster (command) The #monster extended command allows you to use the special ability of a monster form you are polymorphed into. This may cost some energy. If you do not have any such ability, you will receive the message "Any special ability you may have is purely reflexive." If you are not polymorphed, you will receive the message "You don't have a special ability in your normal form!" =_=_ Sit The #sit extended command makes your character sit down; this can have different effects (and messages) depending on what you're sitting on. Sitting on a trap while you're trapped in it abuses wisdom, and for some traps, makes you stuck in it longer. Sitting in a spiked pit does 1 point of damage as well, with a 50% chance if you have half physical damage, and abuses strength. Sitting on a trap while not trapped in it may activate the trap. Sitting in a pool may rust your body armor. It appears to be intended to rust boots as well, but does not due to a bug. If you are a female oviparous monster and there are no other objects on the square you are on, sitting will cause you to lay an egg. These eggs hatch into baby versions of your polymorphed form. (An exception are winged gargoyles & mdash;most eggs will hatch plain gargoyles.) Laying an egg consumes 80 nutrition, the same amount gained by eating an egg. NetHack has a bug that lets you #sit in places you cannot reach. For example, a gnome dies in a pit and you want to loot the gnome, but you escape when you try to enter the pit. Trying to #sit gives you a message about the gnome corpse being uncomfortable to sit on, and you won't fall in the pit. Since NetHack 3.6.0, you can enter the pit with the command. If you have just passed through a two-way magic portal, so that you are on a portal square when you arrive, you can #sit to activate the portal and return immediately. This can be useful if some particularly nasty monsters are around and you do not want to spend even two turns near them (as will often happen in SLASH'EM's Chaotic Quest). Be sure to engrave Elbereth on the portal (preferably permanently) to prevent monsters from following, unless you intend for things like wraiths to follow you. =_=_ One word messages =_=_ Talk:One word messages I was keeping to the convention established by the "You feel..." and "You hear..." pages. If there's some more efficient way of organizing the messages, I'm all for it. Yidda 02:45, 7 May 2007 (UTC) This is awesome -- this is the poetry and the comedy of Nethack. Also, it would be a good place to start if programming sound. Vulture has sounds, but I don't know if it has these ones. In general, there is so much detail and so many dimensions to Nethack, it's always interesting to look at it from different directions. I'm not sure if anything about Nethack is strictly necessary, after all it's just a game, some might say a way of life. Wikid (talk) 02:20, 5 August 2019 (UTC) =_=_ Oviparous Oviparous monsters are creatures which lay eggs. If the player is polymorphed into a female oviparous monster, the #sit command can be used to lay an egg, which will hatch into a tame monster. In addition, some randomly-generated eggs are the eggs of oviparous monsters. =_=_ Egg-laying =_=_ Talk:Aligned priest I have an idea of walling in an aligned priest with boulders from a scroll of earth, then converting the altar. Are there any problems with that strategy? Can the priest escape or attack beyond the boulders? What are the odds (in Minetown) a dwarf of rock mole will dig him/her out?--PeterGFin 10:47, 9 June 2007 (UTC) When you convert a temple altar and the level becomes a bonelevel, DO NOT #chat WITH THE PRIEST. He will get angry and try to kill you. Yes, this means that minetowns with a converted altar will never yield divine AC. Renx 12:45, 23 August 2008 (UTC) If I'm reading the source correctly (Priest.talk line 420 and on), this happens whenever a priest isn't in his/her own temple, or is in the temple but the altar has been changed. That comes up in the SLASH'EM Lawful Quest; there's a coaligned priest and altar, but the room isn't a temple, so if you #chat the priest attacks you (and if you live, you annoy your god). This might be worth adding to the article. (I haven't experienced either of these personally, thanks to spoilers.) --Slandor 02:08, September 22, 2009 (UTC) Rather then read SoE (occurance 1.8% + Sokoban), then empty your wand into a priest isn't it simpler to dig a peep-hole with a pick axe and drop a stink cloud (occurance 1.5%) on the altar from outside the temple? The only down side that I experienced was having to wait for the cloud to disperse before I could sacrifice the innocent bystanders --PeterGFin 12:05, 28 August 2008 (UTC) When I tried to chat to a priest in a cross-aligned temple (in Minetown), I got the message "The priestess of Odin is not interested." I had no visible gold. Can anyone confirm under what circumstances this message comes up? Gipwolley 22:04, 2 May 2009 (UTC) In minetown I accidentally threw a dagger at a co-aligned Preistess, it seems. She threw a potion of acid at me and called the guards, but - to my absolute amazement - didn't kill me in the couple turns it took me to escape the temple. What is known about angry priests, whether doing so affects luck, and about placating them and/or the timing out of their anger? Mitlcl (talk) 02:13, 5 November 2017 (UTC) Was just fooling around in wizmode with a pet Quantum mechanic, seeing what happened if shopkeepers and priests get teleported without zapping them with a wand of teleport. One of the things I eventually tried doing was stoning the priest and seeing what happened if I revived him. Strangely, hitting the priest with the cockatrice corpse did not anger him; he simply turned into a statue, and was still peaceful when I turned him back to flesh. I was also never struck with lightning the 4 or 5 times I hit the priest, unusual on it's own. However the truly strange thing is when I tried carrying out the statue and casting stone to flesh outside of the temple. While carrying the priest, I suddenly receive the messsage "It gets angry!" as I walk out the door. And it did indeed get angry, as when I turned the priest back to flesh he was no longer peaceful. I can't fathom a use for any of this, though. Stoning the priest to avoid angering him when sacrificing at a cross-aligned temple is no more useful than killing him (albeit easier), as the temple will become desecrated. Stoning a aligned priest without angering him could be done to keep it "safe" from high level pets. I imagine that this still carries murder penalties despite not actually angering the priest or the god, however I was playing as Chaotic when I was doing this stuff. -- Qazmlpok 23:37, March 23, 2010 (UTC) So, the priest of Moloch is tending an unaligned altar... does that make him an unaligned aligned priest? --Usethe4ce 08:03, 6 February 2011 (UTC) This section needs to explain the purpose of trapping the priest. I'm assuming it's so one can safely convert the altar, but I figured I'd leave that to the person who originally added it. -Ion frigate 22:26, 13 March 2011 (UTC) Your edits to NetHackWiki:Community Portal are considered vandalism and were deleted. Please stop vandalizing NetHackWiki. Instead, go read the style guide. --ZeroOne 19:23, 2 April 2007 (UTC) =_=_ Talk:Rogue I removed the strategy of waking the MA with a mind flayer blast. The blast has a range of only seven, so no matter where you stand in the up-stairs room, he'll be out of reach.--Darth l33t 01:52, September 25, 2009 (UTC) All of the spots marked 'M' should be within range. Unless I'm miscounting, all are within a 7x7 square. The solitary M is where I did it in both wiz mode and in my one real game, so I know that one will work. All are within the block that has neither the assassin nor the upstairs, so you can dig a hole in the floor above and keep dropping down until you end up in either the assassin's block or the other block. I was fortunate enough to have a polymorph trap that I used to get a tame mind flayer and just got it as close to the marked position on the wiki's map as possible, and he suddenly attacked me. It certainly works. -- Qazmlpok 23:06, October 8, 2009 (UTC) I noticed that the amount of gold a rogue starts with isn't listed here like it is on the Tourist page. From my experience, it appears to be 1000-2000, could anyone confirm this? -AlphaPikachu578 04:45, June 30, 2010 (UTC) Playing SLASH'EM 0.0.7E7F3, noticing that costs in shops appear to be a lot more than most other characters I play. I have 8 CHA, but the costs seem to be even further out of whack. Do rogues get bumped up a cost level in SLASH'EM? --AileTheAlien 05:43, 6 May 2011 (UTC) The article mentions this -- but searching for it leads only to this page, and I can't find it described anywhere. If it is explained somewhere, could it be liked to? --Ephialtis (talk) 23:14, 13 January 2014 (UTC) When I edited this page, I cut this section because it took up a lot of space in the new outline. I'm putting the content here for reference. --Cherokee Jack (talk) 20:30, 1 April 2017 (UTC) Rogues are good twoweaponers but better missile users. Thrown weapons will often make sense at all ranges. Note that twoweaponing removes backstab damage, so it's not always the best choice. As you can see, due to the double backstab damage, Grayswandir by itself beats Grayswandir and a silver saber twoweaponed--against a non-silver-hating monster, where the silver damage doesn't help, the effect would be even more dramatic. =_=_ Zangband =_=_ Tileset A tileset is a set of graphical tiles used in roguelikes to substitute the regular ASCII graphics, creating a GUI. It works by defining a set graphical tile for every symbol and object in the game. Graphical tilesets are often beneficial to new roguelike players who are not accustomed to the usual graphics-free style roguelikes are presented in. NetHacks DevTeam has created an official tileset for their official graphical client, and Angband has exceptional support for tile customization. Using tilesets provides the same top-down view as ASCII graphics and should not be confused with separate clients using 3D graphics (such as Falcon's Eye), which are a separate system entirely. NetHack 3.6.0 has made some changes to the tileset layout. The default 16x16 tileset for 3.6.0 appears below. You can place the mouse over any tile and a tooltip will describe it. A click will go to a relevant page. The default tileset for NetHack 3.4.3 appears below. You can place the mouse over any tile and a tooltip will describe it. A click will go to a relevant page. At this writing (12 Dec 2015), most third party tilesets are not updated to NetHack 3.6.0. This program can convert the file, if it is in BMP format, and make it mostly usable with 3.6.0; it can also aid the author in updating his/her tileset. If a tileset is in PNG format and you are running the Windows port, it must be converted to BMP. The option tile_file sets the path to the tileset; tile_width and tile_height set the width and height in pixels of each tile. Default settings for tile_width and tile_height depend on the user interface; usually both default to either 16 or 1/40th the width of the tile map (1/40th is correct for the default tileset and most third party tilesets, but Geoduck will need to have at least tile_height' set). =_=_ Tiles32 =_=_ Tile set =_=_ J.R.R. Tolkien John Ronald Reuel Tolkien (January 3, 1892 - September 2, 1973) was a professor and writer best known for his contributions to fantasy in books such as The Lord of the Rings. Most if not all games with fantasy content draw some sort of inspiration from him. NetHack is no exception: some monsters, such as the hobbit, are drawn directly from his works. Every player who has ever engraved Elbereth also owes him a debt of gratitude, as Elbereth was a mythological figure from his works who was occasionally called on for aid against the forces of darkness. Her name seemed to scare off the Nazgûl at one point in The Lord of the Rings, which is the likely inspiration for the effects of Elbereth in NetHack. =_=_ J. R. R. Tolkien =_=_ Tolkien =_=_ John Ronald Reuel Tolkien =_=_ Mithril Mithril is a lightweight metal used by dwarves and elves to produce armor. It is immune to erosion, but since it is metallic it will hinder spellcasting. The two main items made of mithril are the dwarvish and elven mithril-coats, which provide 6 and 5 base AC, respectively; they are the lightest such suits of body armor for the AC they provide. The Amulet of Yendor is made of mithril, though this does not have any noticeable effect on its properties other than preventing it from being damaged. Metallivores such as rock moles and xorns can eat any item made of mithril, save for the Amulet. In SLASH'EM, the dark elven mithril-coat is a suit of body armor made from the material, and is functionally identical to a dwarvish mithril-coat. In UnNetHack, chunks of raw mithril ore can be found buried on the first level of the Ruins of Moria, but due to being unrefined they are considered stones (and thus made of mineral). Their only purpose is to be sold at shops, where they can be sold for more than twice the sell price of a dilithium crystal. In xNetHack, mithril body armor always grants at least MC2. Dwarvish and elven mithril-coats are replaced by racial ring mail - a dwarvish or elven ring mail made of mithril thus acts identically to a mithril-coat. Hobbits that are given an elven ring mail will always get a mithril one; dwarf lords and kings that get a dwarvish ring mail have an increased chance of it being mithril. In EvilHack, mithril gives a +2 damage bonus to slashing and piercing weapons, and is among one of the better materials for armor in particular. Mithril is inherently fixed, but is still subject to decay via the monster spell destroy armor. Elves wearing mithril body armor are granted MC3, compared to MC2 for all other races. Orcish monsters are mithril-hating - they take extra damage from mithril weapons, and wielding or wearing any mithril that makes contact with their skin damages them and prevents HP regeneration. Wielding such an item without gloves will also result in a -1 Luck penalty. Most objects with a base material of iron, steel, or wood have a low chance to be randomly generated as mithril, including non-cloth dwarvish and elven armor and weapons. Horns, most bows and reflective objects also have a slightly higher chance to generate as mithril. Staves of matter use mithril as their base material, and the artifact weapon Dirge is a mithril long sword. It is possible to create a mithril Excalibur by dipping a mithril long sword, though these are usually difficult to find. In Slash'EM Extended, the hugging boot is a weapon that uses mithril as its base item, as does the mithril whip. Mithril armor added to the game includes the cloak of quenching, helm of steel and gauntlets of steel; the mood ring and amulet of undead warning are both jewelry made of mithril. SlashTHEM features the hugging boot, cloak of quenching and amulet of undead warning from Slash'EM Extended. In addition, mithril is a randomized ring appearance. =_=_ Golden glow =_=_ Quiver Your quiver is a location in your knapsack where you store your projectiles. To set your quiver items, just press , then specify the letter of your desired thrown or launched weapon or item. Quivering an item (or suitable stack of items) is considered a free action - it will not use up any of your movement turns. This allows you to switch quivered items without penalty to make the most of any bonuses that the quivered item may have, such as switching to blessed arrows to fight demons for the bonus damage. Quiver is traditionally associated with archery, and the command certainly simplifies the firing of projectiles. However any item can be quivered - useful alternatives could include tripe rations for feeding or taming pets, potions, cockatrice eggs or any rocks or glass in your inventory. The warning "Note: Please use #quit if you wish to exit the game", displayed when using the 'Q' command, can be disabled by setting the suppress_alert option to '3.4.3', or any version number equal to or above 3.3.0. =_=_ Demons =_=_ Rog-O-Matic Rog-O-Matic is a bot that automatically plays Rogue with a high rate of success. It cannot "cheat" and has no "knowledge" a player wouldn't have in a given situation. A similar bot called Borg exists for Angband. =_=_ User:EighenIndemnis =_=_ Talk:Abbot The infobox showed 3d2/2 damage and stun length. This is from mhitu.c, line 1447. There is a 25% chance that you will be stunned on an AD_STUN attack if the monster is not cancelled. If this chance hits, you are stunned for damage (more) turns and then damage is halved. The stun length is never halved, and since damage is only halved 25% of the time I'd argue it does not belong in the info box. -- Qazmlpok 02:01, 2 October 2011 (UTC) =_=_ Revive Reviving the corpse of a dead monster is a means of bringing it back to life. Trolls and the Riders have the ability to revive themselves; that is, they will often resurrect a few turns after they are killed. See their articles for strategies on how to prevent this and kill them permanently. Most actions that try to dispose of a Rider corpse will instead instantly resurrect it. Among other actions, this includes teleporting it, tinning it, or picking it up. This resurrection can be used for Death farming. You may also revive any corpse with turn undead, the spell or the wand. If you do this to a dead adventurer's corpse in a bones level, the ghost will inhabit its original form and disappear, and the corpse will be revived. Corpses can also be revived with the cursed Book of the Dead (possible for illiterates), but this method has drawbacks. Some fungi and molds can revive themselves in SLASH'EM''. You might just kill the fungus repeatedly, or drop its corpse where the revived fungus will not block the way. =_=_ Your sacrifice is consumed in a burst of flame! =_=_ Artifact YANIs Most experienced players agree that there is not enough to distinguish between different artifacts in the game. A few are very useful, the others are rarely worth bothering to lug around. Many people have discussed how to improve them in RGRN and IRC. Here is a summary of some of the ideas posted. Some of these ideas have already been implemented in Nephi's enhanced artifacts patch. < ref name="Nephi" > Nephi's patch, which has been included in UnNetHack. http://bilious.alt.org/?208 < /ref > They are marked below. There is also the owned artifacts patch by Topi Linkala. If you wish for an artifact there is a chance that the owner of that artifact arrives with the artifact and starts to fight with you. Part of Malcolm Ryan's planned Alchemist patch. The philosopher's stone is a gray stone which can absorb the essence of a potion and then be used to make other potions. L's Itlachiayaque patch replaces the Archeologist's quest artifact, the Orb of Detection, with Itlachiayaque, a shield of reflection that in legend was wielded by the Mesoamerican deity Tezcatlipoca. GreyKnight's Clarent patch complements Excalibur with Clarent, the other sword from Arthurian legend (the sword in the stone). Clarent is an intelligent lawful short sword which can be dual-wielded with Excalibur. See the link above for a list of other powers. =_=_ Klunk! The pipes vibrate noisily =_=_ Klunk! The pipes vibrate noisily. =_=_ Encyclopedia =_=_ File:NetHack-X11-notiles-noXresources.png =_=_ X11 X11 is a GUI of NetHack, mainly used on unix-type operating systems. If your copy of NetHack has that compiled in, you can enable it by setting < tt > OPTIONS=windowtype:X11 < /tt > in your config file. If you do not have any X11 resources set for NetHack, all windows will be black text on white background, and this makes playing almost impossible, unless you turn off color. You can define the X resources in a text file, for example < tt > NetHack.ad < /tt > in the playground or < tt > ~/.Xdefaults < /tt > , with one resource per line. You can then use < tt > xrdb -merge ~/.Xdefaults < /tt > to make the resources active for your X session. The configuration file that comes with NetHack sources, < tt > win/X11/NetHack.ad < /tt > , contains extensive documentation about the file and what you can change in it. This file is copied to the nethack playground when compiling and installing from source. =_=_ Unbreathing =_=_ Common YANIs =_=_ Choatic =_=_ The wand unsuccessfully fights your attempt to write! =_=_ The wand unsuccessfully fights your attempt to write =_=_ Athiest =_=_ You hear clanking from the pipes... =_=_ You hear clanking from the pipes =_=_ You hear snatches of song from among the sewers =_=_ You hear snatches of song from among the sewers... =_=_ Yuk, this water tastes awful =_=_ Yuk, this water tastes awful. =_=_ Gagg... this tastes like sewage! You vomit. =_=_ Gagg... this tastes like sewage! You vomit =_=_ Trickery The game declares a trickery when it detects manipulation of a level file or bones file. Such an occurrence is taken as evidence of cheating and the game is declared forfeit. Not all possible cheating with level or bones files is detected as trickery. A level file could be copied out of the playground and then copied back in, restoring the level to its previous state; or a bones file, once used, could be copied back into the playground for a future game. Scumming with level files will be detected as trickery if the user saves and restores in the meantime, because that would be a different session of the game. In Slash'EM Extended, due to the possibility of the game falsely declaring a trickery even if the player didn't do anything wrong (which can happen in vanilla and other variants too, if the player is unlucky), the trickery mechanism has been removed and in most cases the player can salvage the game. The message will read "Normally this would have been a trickery, but I'm not that cruel. --Amy" and the game will probably panic, leaving files that might need to be treated with the recover utility. An experienced NetHack player, who ascends all too easily and now seeks to share knowledge and offer ideas for expansion of the game. For either of these traps, it's a good idea to burn Elbereth under the boulders so a doesn't move them, but not necessary. =_=_ Level teleport trap =_=_ Special rooms =_=_ Flame sphere =_=_ Steal gold Steal gold is the primary attack of a leprechaun. The usual effect of a leprechaun hitting is "Your purse feels lighter". The leprechaun is then teleported randomly to another part of the level, unless it is a no-teleport level. Grognor is a God. By that, it is not implied that he has ascended, oh no. Although Grognor managed to ascend quite a few roles (7 so far, not that he cares about such trivialities), this is not what is implied. The statement means, that, by all forms, Grognor is perfect in every possible way, and the humblest person in the WORLD who happens to play NetHack. Finding an altar should be your top priority initially, . Once you've found an altar, find an empty chest or ice box and bring it to the altar to store stuff in. You could even drag several chests there so you can sort your items into various categories. There is an altar in minetown, but there will be a priest there so sacrificing will not be an option initially. An altar with no priest in the main dungeon branch is ideal, so you can lure monsters to the altar and sacrifice their corpses to gain favour with your god. If you're lucky enough to get a wand of fire at this early stage, engrave ELBERETH with the wand beneath the chest. This should stop most nasties approaching it. In the process of killing stuff, you'll gain various items. Don't use them until you know whether they are cursed, uncursed or blessed, by testing them on an altar. Once you know that they're not cursed you can try the following: Armour class is extremely important, at later stages you will be battered by hordes of monsters, so having a good armour class is essential to survival. Spend some time in the gnomish mines, keep dragging all the armour you find to the altar, checking it to see if it's cursed, and wearing it if it's blessed or uncursed. It is helpful to get two sets of "good" armour, so you have a backup when, inevitably, it becomes burnt, corroded, rotted, or rusty. After finishing the gnomish mines, you should have an armour class of -6 or lower. Assuming you either found an altar in the main dungeon or are using one in minetown, you should have the following before attempting to descend much further. You should have A unicorn horn is astoundingly useful, once you get one, you can then check all your potions. Dip the unicorn horn into the potion, if the potion clears, it becomes water, if the potion changes colour, it has become fruit juice. Then, quaff any "Interesting..." potions to identify them! Even if the potions are cursed, as long as you've tested them with a unicorn horn, it's generally safe to quaff them and find out what they are. Your unicorn horn can also cure blindness, hallucination, food poisoning, confusion, sickness, stun, and lost attribute points. Having a unicorn horn means that you can eat most corpses that can give intrinsics without fear. Assuming you've finished the gnomish mines branch, carry on down the main dungeon levels, exploring as much as possible as you descend. Once you find the Oracle level, the level below will have an extra upstairs, go up it and complete sokoban. You'll either get a bag of holding, or an amulet of reflection. Drop all your potions of water on the altar and #pray. Your potions of water should become blessed as long as you're in your god's good books (sacrificing means that you will be). If you have 5 or more scrolls of identify, #dip them in one of the potions of holy water. You now have some blessed scrolls of identify. If you have lots of stuff (particularly rings) that needs identifying, get everything you want identified out of the chest and read the identity scrolls. There is a 1 in 5 chance of them identifying everything in your inventory. Store the rest of your holy water away - it comes in very useful later! Generally, I identify amulets first, then rings, then cursed scrolls, then anything else I have. Identifying a luckstone is not a bad idea either so you know when you find another. Keep going down, getting and testing for cursed status on stuff as you descend. You should ideally try and find one or more of each of these: Eat most corpses - problems can generally be cured by using your unicorn horn, and you may gain useful intrinsics. You may want to avoid getting teleportitis, but if you find a ring of teleport control, teleportitis can be extremely useful! Do not eat "old" corpses, any that have been left around for a while or any zombie, mummy or other undead whose corpses are always considered "old". Any level below 11 and Medusa may contain the level teleporter to Fort Ludios. If you get a level sound saying "You hear someone counting money", use a potion of object detection, or a scroll of gold detection to find the vault, and dig your way to it. If there is a magic portal there, go into it to get to Fort Ludios if your AC is -10 or better and bash everything you find. Eat any dragon corpses you find to gain useful intrinsics. When you enter a level and you hear someone pleading for help, this is the quest start. If you haven't reached combat-level 14 yet, continue adventuring down, until you do reach combat level 14, and then return up and search the level for a magic portal to the quest. Take your time descending here, there's oodles of nasty traps to ruin your armour and make sure you eat the corpses to gain any necessary intrinsics. I've learned this from bitter experience. Having dropped through a pit on level 23 to level 25 (skipping medusa level), I had no means of levitation once I had come back up and beaten medusa. The only way I could get back across the water was to remove all my armour, put on my ring of polymorph control, use a polymorph trap to become a black dragon temporarily (therefore: a one way trip only), fly across the water, land, wait to change back, dress, open the door, and attempt to fight my way to the exit through a horde of nasty monsters with wands of create monster. FUN. After bashing the monsters, fill the moat any way you please, and travel outside. Get a polearm of some description and just hit the things in the water from the central square until they die. =_=_ Growing up Growing up is the process in which a monster turns into a larger version of itself (e.g., a kitten turns into a housecat). Monsters grow from killing monsters and gaining levels, from the effects of a potion of gain level, or from wraith corpses. If a monster kills another monster, its maximum and current HP will both increase. < ref > < /ref > If its maximum hp are increased above the threshold for its current level, it will gain a level. There is a limit to maxhp and levels a monster can gain in this way. The monster will increase maxhp by d(victim level + 1), but no more than enough to bring it to the minimum for the next level. Current hp will increase by d(increase in maxhp) - 1. The hp threshold for most monsters is 8 * current level (4 for level 0). Exceptions are golems and elementals on their home plane. The maximum level attainable via this method is 3/2 of the base level for the current monster type (or the next type if there is a more "grown up" form), but no less than 5 and normally no greater than 49. Player monsters can reach level 30, and monsters which have a minimum level greater than 49 (named demons) have a maximum level of 50. If an increase in maxhp would increase the monster's level above this maximum, its maxhp are reset to the threshold for its current level. Monsters may exceed their natural level limit in this way, although they may not exceed a hard limit of 49 (50 for named demons). Additionally, pets eating wraith corpses cannot exceed their base level by 15 (but engulfing live wraiths still works < ref > < /ref > ). < !-- Non-tame gelatinous cubes eating wraith corpses are also exempt, but that is way too corner-case. -- > They may subsequently increase their maximum HP to the cap for their new level by killing monsters. If a monster gains a level so that its current level equals or exceeds the minimum level of its next available form, it will "grow up" into that form (e.g. a little dog which reaches level 4 will become a dog.) If you can see or detect the monster, you will receive a message to that effect: "The kitten grows up into a housecat" or "The soldier becomes a sergeant". Growing up does not allow a monster to take a genocided form. If the new form is genocided, the monster dies and does not leave a corpse. Extinct forms are nonetheless allowed. This will generate the message "As foo grows up into foo, s/he < expires/dies > !" if you can see or otherwise detect the monster. Growing up is a one-way process, and level draining a grown-up monster will not cause it to revert to a lesser form. The only possible way for a monster to retake its previous form is polymorphing them, which yields no real benefit. While many players may only ever notice the growth of domestic pets (dogs, cats, and horses), a surprising number of monsters can grow up in this manner. The possible form changes are as follows: < ref > < /ref > Although queen bees can lay killer bee eggs, and winged gargoyles can lay gargoyle eggs, such offspring are sterile and will not grow into their parent forms. In the Convict patch and some other variants that include it, the giant rat grows up into the enormous rat before it becomes the rodent of unusual size. In the latest version of the UnNetHack source code, however, the enormous rat has been removed and giant rats now grow up directly into R.O.U.S. =_=_ Treat The best-known treat is the tripe ration for carnivorous pets including cats and dogs, but they also like meat created with the stone to flesh spell. Meatballs are easiest to create and carry around, but meat rings, meat sticks and huge chunks of meat count as treats, too. Herbivorous (i.e. vegan) pets such as horses are fond of apples and carrots. Omnivorous pets like everything which carnivores and herbivores like. Most humanoid monsters are omnivorous. Bananas are treats for monkeys, apes, and anything represented by a Y. Metallivores (rock moles, rust monsters, and xorns) regard non-rustproofed iron as a treat. Treats can also be thrown at hostile domestic animals (cats, dogs and horses) to tame them. However, contrary to a common misconception, treats are not required for this; any food item that the animal can eat will do, unless it splats (egg, melon, cream pie). For example, dogs can be tamed with food rations, pancakes or royal jelly, and horses can be tamed with garlic or vegan corpses. See Diet#Pets for an exhaustive list. Creatures will typically make an immediate mad dash towards any nearby treats, and will immediately devour the treat once they reach it, so if you wish to pick up any item which is regarded as a treat by a nearby creature, you will need to do so very rapidly. If you find a tripe ration or other treat for sale in a shop, and somehow manage to reach it before your pet does, you should pick it up and drop it. You will not be charged for it, but it now counts as having been carried by you, and eating it will therefore increase your pet's apport. Alternatively, if it's the first treat you've found, consider buying it if you can afford it. A treat and a bag can be very useful for getting you pet to steal from shops, even with low apport. Basically, you hide the treat in the bag while your pet roams in the shop. Once it picks up an item you want, pull the treat out of the bag and wait for the pet to come to you. In a pinch, a large box can be used instead of a bag. Greetings, and welcome to NetHackWiki. You might want to provide a proper edit summary; nothing screams "vandal" quite so loudly as seeing "jjjjjjj jjjjjj jjj jj j j jjj jj jjjjj jj j jjjj jj jjj jj" on the recent changes list. I'm not calling you a vandal, just offering you a tip to avoid looking like one.--Ray Chason 14:12, 25 April 2007 (UTC) I'm sorry, did I put the idea of vandalism into your head? Please don't add nonsense to NetHackWiki, as you did with Death drop.--Ray Chason 14:18, 25 April 2007 (UTC) =_=_ Talk:Treat I was sure that in my wizard mode experiment horses would be tamed upon catching pears, melons, garlic, wolfsbane, bananas, eucalyptus leaves, and slime molds that were thrown by the player. Is this only the case in wizard mode? Also, in said experiment dogs would be tamed by flying meat rings, meat sticks, huge chunks of meat, royal jelly, food rations, pancakes, fortune cookies, and fresh corpses other than vegan ones such as lichens. The dogs and horses refused to be tamed by anything that the other species would be tamed by. All other foods remain untested. Anyway my point is that the article now limits the items that one can use to tame a horse to apples and carrots, and limits the items that one can use to tame a dog to tripe and meatballs. Are eggs really the only food that goes splat? What about pies or melons? Thefifthsetpin 07:17, 14 May 2011 (UTC) =_=_ Death drop When the player kills a monster, sometimes it may leave one random item under its corpse it didn't already have when alive; these items are known as death drops. If a monster is not a Kop or corpseless, it has a 1/6 chance of leaving a random item on it. Death drops can be left even if the corpse failed to generate, but any circumstances that explicitly prevent the monster from leaving a corpse will prevent a death drop as well (e.g. stoning, drawbridge, disintegration, digestion, undead on a graveyard level, and a few others). There is also a penalty against small monsters, who can only leave food rations, leashes, figurines, or items that weigh at most three units. The game only tries to generate the item once; if it isn't eligible (as per above), no death drop is left. Death drops use the normal object generation mechanism, so the object class of the dropped item depends on which level the monster was killed in. See Object#Item generation for a table of object class probabilities. =_=_ Scrolls of magic mapping =_=_ Potions of healing =_=_ NetHackWiki:Meets This meet was formerly known as the London rgrn, but there is an ongoing attempt to expand its scope to include other roguelikes. Canonical date and time: The last Saturday of every odd-numbered month (January, March etc.) from 2:00 pm until the meet breaks up. This happened twice before in imitation of the London meet, and it was fun, so we're doing it again. User Raxvulpine doesn't plan to host another until November, but others are welcome to if they want to. =_=_ Emergency =_=_ Spellcasting Spellcasting is the act of casting a spell, using the command. Casting a spell drains your innate magical power, rather than using an external source of magic such as a scroll or wand. Healers, monks, priests and wizards are roles which begin the game with knowledge of one or more spells and are often able to cast them; other classes must find at least one spellbook and read it first. When you are prompted to select a spell to cast, a menu will appear of the spells you know, accompanied by their chance of failure. The key brings up this same menu and allows you to rearrange the spells so you can place them on more convenient letters. A spell's chance of failure is affected by either intelligence or wisdom, experience level, skill level, your role's innate magical affinity, and what armor you are wearing: metal armor in particular can impact chances of success, as well as the type of shield if applicable. Failure rates can be reduced by wearing a robe, and additionally reduced further if the spell is an emergency spell or your role's special spell. In addition to costing energy, spellcasting also costs nutrition, which can be reduced or eliminated by hungerless casting. Casting never costs nutrition. Technically, using teleport at will is also considered to be a cast of a spell, and follows many but not all of the same rules as casting (it bypasses the percentage failure rate calculation, for instance). Spell knowledge only lasts for 20,000 turns after reading a spellbook. Once this time is up the spell is forgotten, and is marked with an asterisk < tt > * < /tt > in the casting menu. Spellbooks may be re-read once the timeout is at or below 1,000 turns. This will reset the timeout to 20,000 turns. Attempting to read a spellbook before the timeout is low enough will produce the message "You know < spell > quite well already". This will not use up a reading of the spellbook, and if read while owned by a shopkeeper, will not result in a use fee. Attempting to cast a forgotten spell will not check any of the usual casting prerequisites except stunning, and will consume neither nutrition nor power. It will instead make you confused, stunned, or both. The duration of confusion and stunning is dependent on the level of the forgotten spell, but the choice of effects is not. Casting a spell costs energy points, equal to 5 times the spell's level . If you are carrying the Amulet of Yendor, it drains an amount of energy between 1 point and 2 times the usual cost as you attempt to cast (“You feel the amulet draining your energy away.”) . If you do not have the required energy after this (“You don't have enough energy to cast that spell.”), nothing happens; this only uses a move if the Amulet drained energy. If the attempt fails (“You fail to cast the spell correctly.”), only half of that energy is used up, rounded down . Casting any spell other than uses nutrition equal to two times the energy cost (including the Amulet penalty), which means that it is usually 10 times the spell's level. If you are a wizard with sufficiently high intelligence, you might be able to take advantage of hungerless or reduced-hunger casting. A failed cast costs just as much nutrition as a successful one. If you are fainting, you cannot cast any spells other than detect food, whether or not you have hungerless casting. As an example, casting a level 3 spell normally requires 15 energy and 30 nutrition. If you fail to cast it, only 7 energy is used, but you still lose 30 nutrition. When carrying the Amulet of Yendor, there is an energy penalty of 1 to 30 points, so the total energy cost varies from 16 to 45, but the nutrition cost is still 30. The algorithm is as follows. An increasing total penalty is worse for spellcasting, and is limited to a maximum of 20. You first need to add together the penalties listed below: intelligence or wisdom, depending on your class (see the "Stat" field). The maximum natural human Int/Wis of 18 gives a 99% base success rate. This chance is The chance of hitting versus an armor class (ac) is based on a d20 equivalent (a random number 0-19 is generated). Also a spell bonus is calculated as the sum of the skill penalty/bonus and the dexterity penalty/bonus. These are the same as used in physical combat. There are three main ways to improve your spellcasting success chance: increase your spellcasting attribute, gain more skill and experience levels, and wear armor appropriate to your role's spellcasting abilities. Which method you should pursue depends on why your success chance is low. Each point of your spellcasting attribute up to 16 is significant in determining your success chance with "easy" spells. Roles with Base values of 5 or lower may be able to get by with fewer points, but they tend to start with that attribute at the racial maximum in any case. Points 17 and 18 are significant for roles with Base 8 or higher, or low Base roles wearing metal armor. Points 19 through 22 are significant for high-level spells for which you don't get the full 20-point "easy" bonus. Points above 22 are only significant for "difficult" spells, but those generally have low success chances in any case. Your casting attribute, role Base value, and metal armor determine your success chance for low-level spells. Experience level and spell school skill can raise your chance for high-level spells up to the chance of low-level spells, but will not make low-level spells more reliable. With a base success chance of 120%, your spellcasting penalty (Base modified by armor) must be 6 or less to achieve an overall 100% success chance. Roles that can achieve this without a robe are Archeologist, Healer, Priest, Tourist, and Wizard. Roles that can achieve this when casting emergency spells or their special spell are Knight and Monk. Roles that can achieve this with their special spell only are Ranger, Samurai, Rogue, and Valkyrie. The remaining two roles, Barbarian and Caveman, cannot achieve 100% success chance in any spell without a robe. Spells are much easier to cast when their difficulty is zero or less. The following table lists the most difficult spell level that is still considered easy'' (no penalty for spell level) given particular experience and skill levels. If your Intelligence or Wisdom is high, spells of this level or below are likely to have a near-100% base success chance. It is still possible to cast non-easy spells, but they tend to have much lower success chances. One exception is a high-level Monk wearing a robe; they get enough of a bonus from it that even difficult spells of up to level 5 can be 100% reliable. With 22 wisdom from a helm of brilliance, level 6 spells can also have a 100% success chance. SLASH'EM makes several changes to NetHack's spellcasting system. New spells have been added, and several existing ones have been reshuffled. SLASH'EM roles tend to be more proficient in spell skills than their vanilla counterparts. Before NetHack 3.6.1, the Amulet of Yendor would increase the cost of casting a spell, instead of draining energy as you tried to cast it. This meant that it would also increase the nutrition cost, and it would not prevent emergency uses of a spell. In the example above of casting a level 3 spell, if you had only 16 energy left, you could still try again and again, without using any time, until the random penalty is rolled as 1. < ref > https://github.com/NetHack/NetHack/commit/8ff02c11d9979497396d4921bf0d7cf81808c5d1 < /ref > =_=_ Trouble A trouble is an unfortunate condition that might be fixed by a prayer to your god. There are two kinds: a major trouble is more serious and will usually be fixed by any successful prayer, whereas a minor trouble is less serious and will usually only be fixed when praying on a coaligned altar. This table lists major troubles, from most to least urgent. If you have multiple troubles, and only one is fixed, it will be the first one in this table. You are surrounded in all eight directions by solid rock, the edges of the map, or blocked boulders. Boulders are considered blocked by rock, map edges, and other boulders, but only if you are not a giant. Xorns and earth elementals are never considered stuck. In versions of NetHack prior to 3.6.0 and derived variants, your current HP is considered critically low when it is less than or equal to of your maximum HP, or less than or equal to 5 HP. NetHack 3.6.0 changes the calculation to take your experience level into account. If your maximum HP is greater than (level & nbsp; & times; & nbsp;15), it will be treated as being (level & nbsp; & times; & nbsp;15) for this purpose. Your level is also used to determine what fraction of your maximum HP is considered critically low: If your current HP is less than or equal to the given fraction of your maximum HP, or less than or equal to 5, you are considered critically injured. This table lists minor troubles, from most to least urgent. If you have multiple minor troubles (and no major ones), but only one is fixed, it will be the first one in this table. You have a cursed item worn or wielded, a cursed item in your alternate-weapon slot, or a cursed luckstone or loadstone in your open inventory. (The Tsurugi of Muramasa counts as a luckstone.) =_=_ Major trouble =_=_ Minor trouble =_=_ Fail =_=_ Talk:Wand I'm still stumped by some of the RAY geometry. Basic wall bouncing I am OK with, but exact details about range, bouncing off hidden corridors and doors, reflection etc would benefit from some diagrams; perhaps in a ray article- especially as a RAY is a phenomenon common to several types of magic and item.--PeterGFin 10:25, 29 April 2007 (UTC) I engraved with an unknown wand in Sokoban and got the message "You cannot wipe out the message that is engraved in the floor here." Since it was Sokoban (which is non-teleport) I assumed this meant the wand was a wand of teleport but it turned out to be a wand of nothing. Perhaps there are a few wands with different messages in Soko? As perhaps suggested by the subject line of Qazmlpok's last edit, some of the advice in the Strategy section seems tendentious. To start with little details, a wand of death often isn't the best use of a wand of wishing, and clearing out the castle isn't really the best use of a wand of death (save your charges for Rodney, the high priest of Moloch, and Pestilence). And some of the other wands stay useful even in the endgame. Fire and lightning are useful for burning permanent Elbereths, as when you get caught in a summoning storm on a no-teleport level; cancellation can uncurse your bag of holding, make some monsters less dangerous, and mass-blank items when you need to do so in a hurry; no one who has ever fought Master Kaen will disdain the wand of sleep; and even the wand of slow monster will get you out of an air elemental (though I usually wind up right back inside). Also, you can never really have enough wands of teleportation; they're very useful for clearing out crowds (especially on Astral), and are a good way of getting rid of those air elementals. Just wondering, does it matter if you engrave over the previous engravement or add to the engravement?- - DemonSlayerThe3 :: The Neutral Gnomish Wizard, with my kitten Ellinis! 17:42, September 2, 2010 (UTC) I zapped a wand of undead turning at myself, so does that mean I'm undead now?~♥DemonSlayerThe3rd 18:41, December 8, 2010 (UTC) Can you recharge a cancelled wand? Does a cursed scroll uncancel it by setting its charges to zero? --Tjr (talk) 06:29, 16 August 2012 (UTC) to be a useful a redirect needs to be mentioned on the destination page. You bash yourself! redirects to this page and isn't mentioned here. AFAICT it's the message you get if you zap yourself with a wand of striking. whose page doesn't mention it either. is it a SLASH'EM thing? --194.116.198.185 11:32, 17 September 2012 (UTC) The slashem section could use some info on what happens when applying wands. From what I understand their generic magical blast is changed to have a more appropriate effect depending on what type of wand you broke. What does "sometimes" mean? Can somebody find out the probability and put it here, please? --Tjr (talk) 12:32, 5 June 2014 (UTC) What exactly happens when a cursed wand explodes? Reading zap.c -- lines 1839-1842 and section "backfire" -- it appears to abuse strength, destroy the wand and deal a few HP ("d(otmp- > spe+2,6)")? Is this true, and in which case, how many? And is this phenomenon completely different from shock-induced explosions?__Train (talk) 09:20, 5 June 2015 (UTC) =_=_ Talk:Compiling I tried to download MinGW, and WinRAR said that w32api-3.9.tar within the .tar.gr file under the current section is corrupt. Am I donwloading the wrong file? --71.225.64.232 14:44, 29 April 2007 (UTC) This is my first time ever compiling anything more complicated than "Hello World", and I've never touched the command line outside of Windows before, so I'm sure I'm missing plenty, but the instructions didn't work for me and this is how I fixed it: I spent several hours working out that two lines of Also, the given permissions didn't work so I just set all to 777 and they did (...again, noob; correct me if you know better, and the given instructions didn't work on any of these counts). And don't forget to add /usr/games to your $PATH and bash profile. Currently trying to use these instructions to compile SlashEM, too. According to source it is also possible to compile with Microsoft Visual C V6.0 SP3 Bulwersator 17:30, 13 December 2010 (UTC) I just want to try and compile it before I dink around with the source code so I skipped ahead to step 5 (after running the NHSetup.bat in the /sys/winnt directory): How do you compile the Windows GUI version via the makefile rather than using Visual C (3.6.4)? What needs to be changed in the makefile and/or the other provided files? -SuperJedi224 (talk) 12:07, 17 January 2020 (UTC) Recently, I was feeling nostalgic and wanted to play 3.0.8, since it was the first version I ever played, so I downloaded the source, but I don't know how to compile it. Is there a guide for that anywhere? --Kahran042 (talk) 00:39, 1 May 2020 (UTC) =_=_ Master lichen Greetings, and welcome to NetHackWiki. It is perfectly clear that you didn't intend to create the "Master Lichen." (with the period) article, and no one is holding this against you. I'd just like to let you know that users who create an account and log in can rename pages, and so fix such mistakes on their own.--Ray Chason 13:53, 30 April 2007 (UTC) =_=_ Master Lichen =_=_ User:John-k/patches/AoLSquit.diff =_=_ Maze A maze level is a type of level found in the floors before the Castle and in Gehennom. As the name states, it is set up like a maze, with narrow passages and dead-ends. There are zero, one, or two minotaurs, , generated on each maze level. Generated mazes usually contain passages bounded by the wall terrain. Beginning in NetHack 3.6.0, the walls of mazes may actually be composed of solid rock. In such mazes, the floor is corridor rather than regular floor terrain. Some form of magic mapping is a good idea when in a maze. Maze walls are often diggable, so a wand of digging or pick-axe can be handy to navigate and to make a clearer path between the stairs. Note that digging beams from a wand of digging will only dig a single space in maze levels, but strategic use of them can make your wands last longer. In UnNetHack, mimics found on a maze level are more likely to mimic a statue than a mimic found elsewhere in the dungeon. =_=_ NetHack: The Next Generation NetHack: The Next Generation was Sebastian Klein's variant of NetHack 3.1.3. Its main features are Geek as a new role, and various monsters and jokes borrowed from the works of Douglas Adams. The documentation also describes a feature that allows players to reroll new characters. They may even specify minimum features! This is normally something that we expect of Angband, not NetHack. It also contained lots of new items such as the scroll of consecration that built an altar on the current square (with the odds of the altar being co-aligned depending on the scroll's BUC), the scroll of undo genocide which re-enables generation of a particular monster, scroll of reverse identify that lets you identify a type of item (e.g. ring of conflict – "Ring of conflict is twisted ring") or an appearance (e.g. "Bubbly potion is restore ability"), wand of wonder which duplicates the effect of zapping a random wand, potion of radium which makes you very sick, and potion of cyanide which makes you very dead. NetHack TNG was also the source of Schroedinger's Cat though it behaved differently. It had a 50/50 chance of a potion of radium, potion of cyanide, and a live cat or a potion of radium and a dead cat. NetHack TNG has become obscure, as apparently no one has bothered to port it to newer versions of vanilla NetHack. Though Sebastian Klein's original distribution site is missing, J. Ali Harlow offers NetHack TNG (in the form of a patch from the 3.1.3 sources) on his archive site. Large parts of NetHack TNG have been ported to Slash'EM Extended by Amy Bluescreenofdeath, including the Geek role as well as all the items added in TNG, even though some of them behave a bit differently. Anglophones may be noticing NetHack TNG again now that Edrobot is using it as a vehicle to put Douglas Adams jokes into Dudley's dungeon. The story arc begins at 24 April 2007; NetHack TNG becomes a plot twist at 1 May 2007. =_=_ Douglas Adams =_=_ File:Rnz100.svg =_=_ Rnz The most probable outcome turns out not to be the given parameter, but 1.29815 times that number, as can be seen in the graph to the right. The sum of the definite integrals looks complicated at first, but by applying the laws of logarithms it can be reduced to Thus the mean result of a call to rnz(x) is 1.29815x. The mean prayer timeout, then, is 454.351 turns. (Actually, it is 453.787, so the error introduced by treating Z as continuous is quite small.) The standard deviation of a variable with probability density function < math > p(x) < /math > and mean < math > \mu < /math > is: Since < math > \mu < /math > is a constant, we carry it through the calculation and substitute it at the end. The integral under the square root sign is the variance and we calculate it thus: The standard deviation of rnz(x), then, is 1.04424x, or 365.483 for an ordinary prayer timeout. (Actually, it is 365.344, so the error introduced by treating Z as continuous is quite small.) =_=_ File:Rne3.svg =_=_ Rne rne returns a random number with a bounded geometric distribution. That is, each possible return greater than 1 has a probability that is a fixed fraction of the next lower return, up to a given limit. The fraction is 1 divided by the parameter of rne; thus < tt > rne(3) < /tt > returns 2 one third as often as it returns 1, 3 one third as often as 2, and so on. The maximum return is 5 while the hero's experience level is less than 18; from that point, it is the experience level divided by 3 and rounded down. As experience level cannot exceed 30, the upper bound of rne can never be greater than 10. The effect of experience level on the return from rne is often overstated. Only possible returns greater than 5 are affected, and these are improbable events in any case. Thus, while a level 30 hero could in principle find a random weapon with +10 enchantment, this is a rare event indeed. For the formulae in the Wikipedia article on the geometric distribution, the value of < tt > p < /tt > for a call of < tt > rne(x) < /tt > is the probability that the returned value will be 1; this value is < math > 1-1/x < /math > . The mean and standard deviation for the above infobox are calculated accordingly; but they are approximate, as for the sake of simplicity they give the values for the unbounded geometric distribution, and the return value from < tt > rne < /tt > is bounded. =_=_ Carnivore A carnivore is a monster that (when tamed) prefers to eat meat. Tripe and meat created with stone to flesh are considered treats. They will eat any safe corpses and eggs that they find on the ground. They will eat "people food" such as food rations, pancakes, or fortune cookies if they are hungry and vegetarian food such as fruit and melons if starving. They will not eat vegan corpses such as mold or lichens, nor will they eat tins. =_=_ Esp =_=_ Talk:Foocubus I tested it in wiz mode. If you #chat with a Foocubus, it will either seduce you (if it does not have a headache) or cajole you, based on gender. Cajoling has no effect, but since #chat uses a turn for you and not for the foocusbus, the foocubus will then act you as if you had ended the turn in any other way. This means that if it is hostile, it will try to attack you if you are not on Elbereth or a scroll of scare monster or whatever else. A peaceful or tame foocubus will not attack at this point (which is what the article originally implied), simply because the foocubus would not normally attack at this point. Tjr made an edit with a comment saying that a hostile foocubus would ignore Elbereth if #chatted to; I assume he meant that it will use it's seduction "attack". A foocubus will not attack if you're on Elbereth but it will seduce you if able; the seduction from #chat isn't really an attack. In short, the only special part of #chatting to a foocubus is the seduction effect. It uses up a turn for you like normal and does not use up a turn for the creature chatted to, like with anything else. In fact, I'm fairly certain that #chatting to a foocubus and laying with it will not use a turn for the foocubus; so if it doesn't teleport away it will immediately attack you when it's turn comes up. Cajoling also has no effect on it's own. -- Qazmlpok 03:00, January 24, 2010 (UTC) If someone wants to test this out, it seems like you could, through a rather tedious process, get infinitely many level gains from a foocubus in SLASH'EM. Specifically: Does anyone know if this would actually work? I don't know how the cancellation interacts with the new polymorph mechanics. -Ion frigate 05:59, 24 November 2010 (UTC) It seems that payment is not always performed: I just got the message "The incubus demands that you pay him, but you refuse..." A female hero polymorphed into a male xorn couldn't get benefits from a succubus. I didn't try an incubus. Once I got an unwilling foocubus by kicking sinks as a xorn. The article should mention polyself issues. -–Tjr 03:23, 29 May 2011 (UTC) My current character has been fooling around with a succubus in the Valley of the Dead for over half an hour now; I've never met one yet with such stamina. Is the RNG just smiling upon me or could there be something special about the circumstances that prevent her from auto-canceling? ... Okay, this is crazy, I've now gotten bored with her before she got bored with me. I didn't count the number of times, but it was enough to get my Chaotic Human Monk from XP level 17 to level 30 and I'm ready to get back to fighting monsters now. Maybe it was just a crazy run of luck. :)63.234.66.2 02:40, 19 May 2012 (UTC) It should be noted that a opposite sex FOOcubus attacks you if you are helpless. You get even a YAFM before it attacks. Something like "The Succubus gets angry because you don't notice her". I once died because an Ogre zapped a Wand of Sleep at me in the Big Room and then a Succubus attacked me. -- 79.210.50.156 17:26, 22 March 2013 (UTC) Probably planning further than I'll ever get, but I just found two cursed amulets of the same type, and have a 1/3 chance of them therefore being amulets of change for swapping genders. I know you generally generate Incubii if female and Succubii if male, I was just wondering if I could do my little dance with 120 foocubi if its a combined counter, or 240 if it's separate. I just may use the amulets for the extra foocubii dancing. EDIT: Woops, forgot to tag, here it is, only missed by a few seconds... Amp-The-Champ (talk) 16:15, 23 May 2017 (UTC) =_=_ Putty =_=_ Metagaming =_=_ Talk:Sound This page should be merged with You hear. They have the same content. If no one objects, I'll do it. Addps4cat 12:49, 28 September 2007 (UTC) There is a use for Sound... "NetHack has no sound in the sense of audio-output from speakers" is not strictly accurate. There is a sound option available in the configuration file, e.g. =_=_ Talk:Ring of slow digestion =_=_ Talk:Tin opener Hi there! I'm HappyFoppy, a Belgian, silly, 11-year-old NetHack player, probably the youngest around. I'm on IRC quite often, and play on nao as HappyFoppy. I only play vanilla NetHack, still trying to ascend. Enjoy exploring! Peace out. This game, during about 3 days and ending on 12th of May, 2007, was my only game that got farther then the quest, and even got it to Gehennom. I had 1.2 million score, and only had to get the Book of the Dead and the Amulet of Yendor, and get safely back up to ascend to demi-godhood. Alas, when trying to get the Book, 3 annoying ;'s blocked my way. 2 of them swashed their tentacles around me and I was too < s > lazy < /s > tired to get on IRC and ask what to do... giant eels suck, I knew I had to genocide them. :) Name Level Category Fail No Points Name Hp [max] Killed by overexertion. 4140 [4140] demigoddess-hood. 195 [259] =_=_ Heart of ahriman =_=_ YAAD =_=_ Enchant armor =_=_ Enchant weapon =_=_ Talk:Sink Rings that bear names as like from calling them won't let you name them again when dropped onto the sink. Can somebody confirm this and correct the article accordingly? I dropped a cursed ring down a sink in Minetown but all I got was the message "You hear the ring bouncing down the drainpipe." Curious. I was not hallucinating, confused, stunned or blind, and a level 6 Wizard (so not a Beginner). What did I have? The table for the results of using a sink is scattered and takes up about three times the lines it really needs. I have no idea how that stuff works, so if it is believed best to change it then please do it. I have a fond memory about this one - levitating on one and then when the levitation stops, you die because you fell on a sink. Classic. -- < span class="plainlinks userlinks" > Zapwire < font style="font-size:11px;" > (aporkcalypse now) < /font > < /span > 00:24, November 13, 2009 (UTC) Not sure if this is SLASH'EM-specific or not, but every once in a while, the sink shatters, turning into a fountain when you quaff from it. I drank from the sink and got the toxic wastes result. I transformed into a Gnome King, and I thought that was pretty awesome until I realized on the next floor that I was no longer polymorphed. =_=_ The scroll turns to dust as you pick it up. =_=_ Talk:Homunculus Is the FMA Homunculus really an appropriate reference? I don't even think the series existed when 3.4.3 was released. --66.23.133.52 18:29, 21 May 2007 (UTC) =_=_ Talk:Xorn Welcome to NetHackWiki. We'd appreciate it if you'd do any tests in the Sandbox, rather than in the regular pages such as Aklys.--Ray Chason 15:11, 23 May 2007 (UTC) The most recent edit removed the requirement XP < =17, which prevents huge prayer timeouts. Is this an error? --Tjr (talk) 06:13, 13 October 2013 (UTC) =_=_ Endgame =_=_ Talk:Wizard Because you will get Magicbane, which uses the Dagger skill, as your first sacrifice gift, throwing expert daggers does more average damage than quarterstaff, you can keep distance from your enemies, and has +2 to-hit bonus. 91.127.41.218 09:13, 26 May 2007 (UTC) Escape? Presuming you're shooting for L30, you don't need expert to cast Teleport Away, and 2 Skill points to extend your Jump radius from 3.9 to 4.2 seems excessive to me. Divination? With no spell over L5 and no effect upgrades at Expert, purchasing Expert in Divination is a sucker punch available to 4 classes. Heck, I'll take it a step further: gaining levels is a sucker's game. I used to ascend Wizards at XL 30, but I've really gotten turned on to lower-level ascensions. I did my last one at XL 17, and only because I wanted intrinsic teleport control. Is it worth having to deal with Archons just so you can maximize your magic missile? I didn't advance anything but attack, matter, and clerical...and dagger, of course! At Experience Level 8, wizards can teleport at will if they have teleportitis. Is that an "only if" condition for level 8 achievement or does it work if you get to Exp Lvl 9 and then eat leprechauns and nymphs? --FJH 00:38, May 16, 2010 (UTC) In the discussions of races, the page mentions "reach the encumbrance cap" and "hit the encumbrance cap". But I don't understand what an "encumbrance cap" is. It is not explained. According to encumbrance, there is a 1000 "cap". So it seems this article currently written as if "reaching the encumbrance cap [of 1000]" is a necessary part of the game. Why not just make this article state that certain races have higher starting carrying capacity, rather than describing how certain races are somehow closer to the maximum allowed capacity? Presently, it seems kind of round-about in terms of talking directly about carrying capacity. I just made my first Wizard ascension and wanted to share a few thoughts. I was able to pull off a Protection racket as a Healer pretty reliably, but the few times I pulled it off as a wizard, I had like 7 HP and soon had a rock fall on my head, or triggered a rolling boulder, or did some other stupid thing that ignored my new armor class and killed me. Your pet often won't attack if it doesn't have enough HP and without a stethescope, you can't always know that in advance. I think you need a minimum of 12 HP, or to have healing, or a stethescope, or be very, very fortunate to pull off a protection racket as a wizard. I'd like to try draining my own level later after leveling up, but haven't tried yet. The time I ascended, I got a co-aligned altar where I prayed for water, blessed a magic lamp (from mine town) and got an early wish for Silver dragon scale mail which completely changed the game for me. Suddenly, I can take a few hits *and* cast spells! Then I similarly blessed a Smoky Potion and wished for The Orb of Fate which worked out amazingly well. Half spell and physical damage is huge for a wizard with low HP. Plus #invoke for level teleport was fantastic! The weight was a bummer, especially when also carrying the Bell of Opening, but with a Helm of Brilliance, Gauntlets of Power only gave me only a 3% spell failure rate. It was late in the game and had been identifying gems and throwing them to co-aligned unicorns, but I don't think I ever had a spell fail! =_=_ Crystal plate =_=_ Keyboard You need a keyboard to play NetHack. This becomes of concern when you try to port NetHack to some platform that does not normally have a keyboard. For an overview of the various characters that you may type, see ASCII. Our ASCII page has links for most of the characters. =_=_ Chain =_=_ Gentoo Gentoo is the GNU/Linux distribution that has the users that compile all of their own software. There are other such distributions, including Source Mage, but Gentoo is leading. The command < tt > emerge nethack < /tt > will probably give the latest version of NetHack to a Gentoo user, though it helps that 3.4.3 has long been current. However, the online package database suggests that < tt > emerge slashem < /tt > will continue to give you SLASH'EM 0.0.7E6F0, unless you request the unstable build for 0.0.7E7F2. Gentoo does not seem to provide 0.0.7E7F3. Though Gentoo facilitates certain customisations of the system, such as "Hardened Gentoo", if you want to build NetHack with your own selection of patches, you are probably better to do it manually than to go through their "Portage" system, unless you want to generate your own ebuild (configure and build script). The < tt > emerge --sync < /tt > command upgrades the scripts that build Gentoo packages to the latest version. This also includes the list of masked packages. Since the ebuild < tt > games-roguelike/nethack < /tt > is masked, further < tt > emerge < /tt > commands tend to fail, because < tt > emerge < /tt > detects an installed ebuild that is masked. The problem can be solved by inserting the line in < tt > /etc/portage/package.unmask < /tt > . This approach is superior to removing it from < tt > /usr/portage/profiles/package.mask < /tt > , since the contents of < tt > /etc/portage < /tt > are not overwritten by < tt > emerge --sync < /tt > . This same approach is effective for Sabayon Linux as well, since it's essentially a customized Gentoo. =_=_ Debian Debian is a free operating system. Debian works exceptionally well as a server; Debian GNU/Linux is the operating system underneath nethack.alt.org. Debian also powers some desktops, though many users have Ubuntu, a variant of Debian that makes frequent releases of the most important software. Debian GNU/Linux is exceptional because it supports 11 processor architectures and has more than 18 thousand packages. No other distribution of GNU and Linux is more comprehensive; perhaps only NetBSD can claim to support more processor architectures than Debian. Debian also does a great job of providing current versions of packages (in the "unstable" repository, because Debian sometimes waits almost three years between releases). This is not an issue with NetHack, because 3.4.3 has been current for a very long time. However, Debian "unstable" already contains version 0.0.7E7F3 of SLASH'EM. The Debian NetHack package has around 25 patches that provide features ranging from simple UI enhancements and bug fixes to changes that affect the game play. Some of the larger patches include hpmon, menucolors, sortloot, dump and a modifed version of paranoid The < tt > 95_enh_engulf_prayers.dpatch < /tt > patch makes being engulfed a major trouble, so that a successful prayer while engulfed will get you expelled and cause the engulfing monster to flee. =_=_ Someone is helping you =_=_ You feel tired =_=_ Ivory ring =_=_ Genie =_=_ Talk:Scroll of taming Hello. Please do not vandalize NetHackWiki as you did with the User:Grognor page. If you keep doing that, you will be blocked from editing NetHackWiki. --ZeroOne 03:54, 31 May 2007 (UTC) Hello. Please do not leave death threats to anyone like you did to the anonymous user 64.251.83.226. If you do, you will be blocked from editing NetHackWiki. ZeroOne 03:51, 31 May 2007 (UTC) =_=_ Dwarf (monster) Dwarves are monsters that are usually found in the Gnomish Mines, along with gnomes. They are part of the humanoid monster class. Dwarves are common in the early game, and are especially easy to find in the Gnomish Mines; they will be peaceful towards lawful, dwarven, and gnomish characters. Dwarves are slow, but can be well equipped. Dwarf lords and dwarf kings have two weapon attacks, which makes them quite deadly when wielding a dwarvish mattock, and they can have excellent AC from their starting armor. It may be worth it for a lawful character to anger and kill dwarves for their equipment, but care should be taken, as this will anger every gnome and dwarf in your line of sight, and will lower your alignment for each one killed. Pets are able to kill peaceful dwarves with no consequences. Dwarves using a dwarvish short sword, axe, dwarvish mattock, or dwarvish spear have better armor than dwarves using a dagger or pick-axe. This is useful knowledge if you are looking for a dwarvish iron helm or mithril-coat. Since dwarf kings and mind flayers share the same glyph, you should use farlook to correctly identify a purple h, especially at lower dungeon levels or in the Gnomish Mines, where the random h class monster can be a mind flayer. =_=_ Portal detection methods There are several ways to detect portals. Portals count as a trap and can be found any way that a trap could be. This is most important on the Elemental Planes, where finding the portals quickly is important. The usual methods are: =_=_ Talk:Amulet of change =_=_ Noegund You removed an entire section from NetHackWiki:Style guide and didn't even give a reason. Please don't do that. Consider more constructive participation if you're going to edit here.--Ray Chason 15:32, 4 June 2007 (UTC) =_=_ Attack =_=_ User:Hellzon =_=_ Stoned =_=_ User:24.252.201.193/Hide =_=_ User talk:Hellzon =_=_ HoOA =_=_ Roguelike. The magazine Roguelike. The magazine (RTM) was an online magazine about roguelikes. It was written by Mario Donick and contained game reviews, interviews and general discussion about the concepts related to the roguelike games. =_=_ Roguelike the magazine =_=_ Roguelike: the magazine =_=_ Roguelike magazine =_=_ Mood ring To read a mood ring, you must be wearing it, it must not be cursed, and you must not be blind or hallucinating. Because this ring provides no passive bonus of any kind, it is best to put it on, read it, then immediately take it off; else you suffer from unnecessary ring hunger. Initialises the Drag instance by telling it which object you want to be draggable, and what you want to drag it by. var viewOptions=' < menurow > < < view|shortcut=v > > | < < render|shortcut=S > > | < < raw > > < /menurow > '; s.push(' < menurow > < < userPage|shortcut=u|user & nbsp;page > > | < < userSpace|space > > < /menurow > '); return ' < div > < span class="popup_mainlink" > < b > ' + x.article.toString() + ' < /b > < /span > < /div > '; var img = f(" < img onerror=\"this.onerror=null;this.src='?'\" src='?' ? ? > ", Insta.conf.paths.images_fallback + source, Insta.conf.paths.images + source, (caption!=)? "alt='" + caption + "'" : , width); return f(" < a class='image' ? href='?' > ? < /a > ", (caption!=)? "title='" + caption + "'" : , Insta.conf.paths.articles + Insta.conf.locale.image + ':' + filename, img); return ( tz & & tz.indexOf(':') > -1 ) ? ( parseInt(tz,10)*60 + parseInt(tz.split(':')[1],10) ) : 0; var list = [m, "Special", "Talk", "User", "User talk", "Wikipedia", "Wikipedia talk", "Image", "Image talk", "MediaWiki", "MediaWiki talk", "Template", "Template talk", "Help", "Help talk", "Category", "Category talk", "Portal", "Portal talk"]; Sets things in motion, unless they are already that is, registering an event handler on < code > document.onmousemove < /code > . pg.re.email =RegExp('(title=|/)' + sp + '(?:%3A|:)Emailuser' + '( & target=|/|/(?:' + pg.ns.user+':)?)(.*)') ; str += '* < < lastEdit|shortcut=/ > > | < < lastContrib > > | < < sinceMe > > if(oldid){| < < oldEdit > > | < < diffCur > > }'; var editOldidStr='if(oldid){ < < editOld|shortcut=e > > | < < revert|shortcut=v|rv > > | < < edit|cur > > }else{' + editstr + '}' str += ' < br > < < whatLinksHere|shortcut=l > > * < < relatedChanges|shortcut=r > > * < < move|shortcut=m > > '; return simplePrintf(' < tr > < td > %s < /td > < td > %s < /td > < /tr > ', [ revlink, txt ]); newOption('popupStructure', 'shortmenus'); // see later - default for popupStructure is 'original' if simplePopups is true newOption('popupUserName', ); // should be magically detected with cookies if this isn't set =_=_ Battleaxe =_=_ Closed for inventory =_=_ Antimagic field =_=_ Meets =_=_ Invisible shade =_=_ Scissors NetHack brass includes a new item, the scissors. Apply them to cut cloth items into bandages. The resourceful adventurer may wish to undo some tailoring and destroy spare cloaks and other cloth items that the adventurer recovers from the dungeon. Scissors are most effective in the hands of those who know bandages best: either a Healer, or alternatively a female wearing either a nurse cap or nurse uniform. Regardless of how low your intelligence or wisdom may be, NetHack brass does not permit you to injure yourself by applying scissors to that cloak or robe on your body. If you use a scissors to cut an existing bandage, then you destroy it. Otherwise, you destroy the item but produce some number bandages. You can produce the most bandages if either you are a healer, or you are a female wearing a nurse cap or nurse uniform: If you are not a healer, and you are not a female wearing a nurse cap or nurse uniform, then you will only produce a random number of bandages, from 0 to the number in the above table. If the scissors are cursed, then you produce 1 or more fewer bandages. If your dexterity is less than 18, then you produce 1 or more fewer bandages. (The two effects are compounding if you use cursed scissors while your dexterity is less than 18.) However, neither of these penalties applies to healers, or to females wearing a nurse cap or nurse uniform. The new bandages inherit their beatitude from both the scissors and the cloth item that you cut. If either the scissors or the cloth was blessed, then this makes blessed bandages; if either the scissors or the cloth was cursed, then this makes cursed bandages; but if one item was blessed and the other was cursed, then this makes uncursed bandages; otherwise both items were uncursed and this makes uncursed bandages. < ref > use_scissors, line 1492 of apply.c of NetHack brass 040923 < /ref > These strips follow the rules of rock, paper, scissors. By simply wielding the scissors, Dudley can scare a paper golem into flight. =_=_ Category:Items of NetHack brass NetHack brass contains some new items. This category lists said items, at least the items that already have an article at NetHackWiki. =_=_ Bandage NetHack brass introduces a new item, the bandage. If you find a pair of scissors, then you may use them to cut cloth items into bandages. A cursed bandage is dangerous, but an uncursed or blessed bandage may heal you slightly. Bandages are very crude; they are not easy to apply. You need a random amount of turns, from 10 turns to 9+500/(dexterity+intelligence) turns, to apply a bandage. However, a Healer, or a female wearing a nurse uniform, needs only one-third as many turns. A female wearing a nurse cap needs only one-half as many turns. (Thus, a female Healer wearing a nurse cap, or a female wearing both a nurse cap and a nurse uniform, can apply bandages to herself at six times the normal speed.) You will always give up after 50 turns. A cursed bandage is "unclean". When you apply it, it causes 1d15 damage, except that 1/13 of cursed bandages are "badly contaminated" and cause a disease! This disease will become an instadeath (by "medical malpractice") after as few as 20 turns, and is exactly like a disease attack from Demogorgon, Juiblex or Pestilence! =_=_ Talk:Murder In nethack 3.4.3, drinking from a fountain in the Gnomish Mine Town makes the guards angry if it dries up in the process. Killing them still counts as murder! I think this should be considered a bug and fixed. Once as a chaotic barbarian I summoned Juiblex by sacrifice and knocked him off for the lulz (well, because I was trying to get enough XP to go on the quest), which is an eye-popping -45 alignment penalty, but I had no problem going on the quest or with any other dealings with my god -- it's just very easy to get away with alignment-lowering actions. Slandor 03:59, July 13, 2010 (UTC) Let's say I bring a Watch Captain down to 1 hp and then the pet deals the hit to kill it, will I be responsible? Does it consider who did more damage or who landed the killing blow? WarriorX90 (talk) 10:09, 20 October 2017 (UTC) =_=_ Talk:Amulet of life saving I would urgently like to know the effects of B/C/U status of this amulet. I have a cursed amulet and I'm in a tight corner.--PeterGFin 12:53, 16 June 2007 (UTC) I dunno if this works or not, but it seems like there should be some reassurance that a player polymorphed into a Nymph can steal from a normal Nymph, maybe backed up by the code or something? Right now it seems like it contradicts itself.4.90.14.45 04:20, 7 August 2008 (UTC) I got lucky, and came across an amulet early in the dungeon. I identified it, and it showed up as an amulet of life saving. Later on, I was backed into a corner by a little dog and green dragon, and, out of options, I rushed the staircase, knowing I would die on the way but the amulet would save me. Unfortunately, it didn't. I died with it still in my inventory. I was playing the latest stable release of Slash'EM. Does it work differently there? The page used to say that the amulet will not save your life if your gloves are destroyed while you're wielding a petrifying corpse. I've tried to reproduce this, but in all the cases I've tried, the amulet always saved me (and the corpse was unwielded), so I removed that bit. Feel free to re-add it if you can verify it, though. —bcode & nbsp; < sup > talk & nbsp;| & nbsp;mail < /sup > 14:14, 13 July 2013 (UTC) =_=_ MJ =_=_ WADB =_=_ Template:Sourcecode This template can be used to reference a numbered line of the source code; use < nowiki > {{ < /nowiki > function}} to reference a named element. Please try to do this for every use of the template, because source line numbers have a tendency to change when a new NetHack version is released, causing the link to no longer go to the right place. (You may need to give the directory explicitly.) Instead of using this template between < nowiki > < ref > < /nowiki > and < nowiki > < /ref > < /nowiki > tags, use , which is less likely to change as a result of a version update. =_=_ Template talk:Sourcecode Use this template to create references to the NetHack source code. Syntax is < nowiki > < ref > < /ref > < /nowiki > . For example: < nowiki > < ref > < /ref > < /nowiki > . Remember to add a References section and a < nowiki > < references/ > < /nowiki > tag at the end of the article.--Ray Chason 19:44, 17 June 2007 (UTC) =_=_ Template:Function This template can be used to reference a named element of the source code, provided that a proper marker is present; use < nowiki > {{ < /nowiki > refsrc}} or < nowiki > {{ < /nowiki > sourcecode}} to reference a numbered line. The named element need not be a function; it just has to have a proper tag on the targeted page. This template may be used between < nowiki > < ref > < /nowiki > and < nowiki > < /ref > < /nowiki > tags. =_=_ Template talk:Function This template is meant to be used to link to the source code, in particular, to targets that are named. Use Template:Sourcecode to link to numbered lines. This template can be used between < nowiki > < ref > < /nowiki > and < nowiki > < /ref > < /nowiki > tags; be sure to include a < nowiki > < references/ > < /nowiki > tag.--Ray Chason 20:25, 17 June 2007 (UTC) =_=_ Quest home =_=_ Moloch's sanctum =_=_ Dumb move! You strain a muscle =_=_ Dumb move! You strain a muscle. =_=_ Spider If a monster of this class is created during the initial level generation process, NetHack will generate a random item for it to hide under (though giant spiders are actually unable to hide). =_=_ Infravisible =_=_ You hear the howling of the CwnAnnwn... =_=_ Knock =_=_ Lock =_=_ Talk:Kelp frond The article says that there is nothing special about a kelp frond but doesn't the fact that it is only generated underwater make it special? =_=_ !oMD =_=_ Revgeno =_=_ Talk:Ring of increase accuracy =_=_ Sacrificing =_=_ Talk:Ki-rin apparently they can wear gloves. . . < small > —The preceding unsigned comment was added by 171.159.192.10 (talk • contribs) . < /small > I've heard it said that they're "difficult" to keep tame blah blah many times, but how can you? If they don't eat and you're not a knight they'll go feral after you ride them 5 times (assuming you used charm monster)... right? Is there any way other than eating to raise tameness? If not, then we should stop pussyfooting about and say that any non-knight who want to regularly ride one should establish a way of hatching more of them or something, instead of just letting them know that it's not easy to keep an angelic pet. DemonDoll 19:34, 1 June 2009 (UTC) =_=_ Talk:Boots THIS IP ROCKS! < small > —The preceding unsigned comment was added by 190.49.144.72 (talk • contribs) . < /small > The 2007 June nethack.alt.org tournament occurred during June of 2007. The competition was open to any game played on nethack.alt.org that started and ended during the month. In total, 349 ascensions in 14,524 total games counted for the tournament. Theta was the first to achieve a Full Monty in a :/dev/null/nethack tournament or the 2006 nethack.alt.org tournament. 78291 ascended a staggering 42 games, while sustaining a ratio above 50%. The monthly ascension number was shattered, with the 388 ascensions ending in June easily topping the previous high of 219. Daily ascensions was also beaten, twice. First time was on the first day with 19, with the final day's 22 ascensions surpassing that mark. Lastly, the number of games ended in a day was also topped, with the 701 occurring on the first bettering the former record of 582. =_=_ Special spell =_=_ Emergency spell Put up the summary data on armor class vs. minotaurs and cited you here. Thanks again. --Mungbean 00:24, 31 January 2008 (UTC) Do you mind if I link to your course materials from an article? Your notes on AC -20 got me to crunch some numbers (which ended up backing you up) and I'd like to give you credit. --Mungbean 17:19, 18 January 2008 (UTC) =_=_ If you can't breathe air, how can you drink liquid? =_=_ You pass out =_=_ You pass out. =_=_ You awake with a headache =_=_ You awake with a headache. Hi! Welcome, and thanks for contributing to NetHackWiki! Could you please create an account? It helps us keep spam down, because we don't have to check the edits of known-good users. It also provides more privacy for you. Our style guide and How to help pages are good starting points. Lotte 23:21, 8 July 2007 (UTC) Hi! Welcome, and thanks for contributing to NetHackWiki! Could you please create an account? It helps us keep spam down, because we don't have to check the edits of known-good users. It also provides more privacy for you. Our style guide and How to help pages are good starting points. Lotte 23:21, 8 July 2007 (UTC) =_=_ File:NoStairs.png =_=_ Talk:Quest I think this page should have links to the individual pages for all of the role quests, e.g. the Valkyrie quest. Maybe we could put them in the table of Quest leaders and Nemeses, possibly replacing the links to the role pages. Maybe they could go in their own table/section, though it might be awkward that way. I could just make the changes myself, but I thought it would be good to get input from the community. Thoughts? (Dis)Approval? --Andronikus 17:57, 12 July 2007 (UTC) This page should describe the consequences of killing your quest leader (before and after going on the quest). Supermagle 19:29, 25 September 2007 (UTC) In my current game, I've finished the quest for my first time (and I've been playing far too long for this to be excusable). Once you've left the quest, can you return to it? I'm dreading the loot management that will be required if you cannot. 81.111.7.3 18:30, 9 January 2008 (UTC) I know there's a link to the nethack.alt.org page on that section already, but I'm very interested in where those numbers come from - is there some link on that page (other than the top deaths page) that I'm missing? Thanks, --Chessnuts (talk) 02:36, 3 January 2014 (UTC) Note that you will not be allowed to descend the staircase again after returning from a successful quest. This is important to know if you return with more loot than you can carry up the stairs in one go. =_=_ Mines =_=_ Record =_=_ You feel an unexpected draft =_=_ Talk:Patching Can someone please expand on this? As a windoze programmer I have never used patch and am trying to apply the vs2005 patch and it keeps failing and I do not understand why... Well everything went all right, except that none of the patches still took any effect. I concluded that they'd have no way of knowing where my SLASH'EM is, so I copy-pasted all them files to the source directory. Still no effect. What's the patchfile? What does CR-LF mean? What does "line ending" mean? What option "--binary"? What the hell is going on here? I know that the majority of NetHack players are Computer geeks, but you don't have to make it even harder for normal people than it already is! < BR > I've followed the compile article to the letter and vanilla NH complies just fine. I've followed this one as well, but I get this message when I try to compile: Can anyone help? I'm trying to make a menucolors+statuscolors version. The one I found linked on the patch database wasn't compiled with autopickup exceptions... After I start "patch.exe -p1 < file", the only thing tat came out was this blank cmd screen.What went wrong??I'm am using Win7.--WillyPillow (talk) 09:54, 19 July 2012 (UTC) Windows 7 (and Vista) require administrative privileges to run any file with "patch" in the name, this breaks the "patch.exe -p1 < file" command. This works as a workaround: I'm considering applying "stub" to this article, because it seems like we can do a lot to expand it. I don't know enough about modifying the source code to do it myself. In particular, it seems like these two big areas aren't being considered in this article: The second point is a big one because even though we have a page on diff I can't find any tutorials on how to use it, and when I tried using rdiff in cygwin it threw back an error because it's only useful for individual files and not directories. I'm understandably annoyed because this means rdiff is useless for larger projects. For an open-source project, you'd think there would be a lot more documentation on modifying NetHack's source code. - Crawldragon (talk|nao|wiki) 16:55, 19 October 2014 (UTC) =_=_ Autopickup exception AUTOPICKUP_EXCEPTION is a configuration option that allows you to define what items are automatically picked up, based on the name of the item. This gives more precision on top of pickup_types. You need to have autopickup on for autopickup exceptions to be active. An autopickup exception rule is expressed as either a < tt > < < /tt > or a < tt > > < /tt > , followed by a regular expression. The leading character determines whether items whose names match the regular expression are picked up: a < tt > < < /tt > rule flags the matched item for pickup, while a < tt > > < /tt > rule ignores the matched item. The regular expression is matched against the singular form of the name of the item, plus any preceding article or number: "a gold piece" matches a single gold piece, "2 gold piece" matches a stack of 2 gold pieces, but "2 gold pieces" would match nothing. Any "called ..." or "named ..." suffixes added with the #name command are included, so take note of your own naming habits and write your autopickup exceptions accordingly. As of version 3.6.4, autopickup exceptions override one another sequentially the same way menucolors and MSGTYPEs do, with rules specified later in the config file taking precedence over those specified earlier, and rules specified during play via the command taking precedence over everything. Order is all that matters; neither < tt > < < /tt > nor < tt > > < /tt > takes precedence over the other. Pickup_types is consulted if and only if no matching rule is found. In the configuration file, exceptions are specified by the string < tt > AUTOPICKUP_EXCEPTION= < /tt > followed by the rule enclosed in double quotes. When adding an exception via the command, you're just prompted for the rule without quotes. Autopickup exceptions can greatly simplify dungeon exploration. You can use them to keep dangerous items out of monsters' hands, to conveniently sort through large piles of loot, to automate things you might forget, to save a turn when fleeing or on speed runs, to remove good morphs from your polypiling line without paying attention, etc. Some items, such as gold, are useful only in the early game. You can add and remove rules in-game with the command, though the settings will revert the next time you run the program. If your needs change much over the course of a long game, the easiest way to update the exceptions is to comment or uncomment the lines in your nethackrc, save the game, and restore. You can also use pickup_types as an in-game switch to distinguish between early-game and late-game configurations by simply not mentioning items you want to default to pickup_types. Pick up formally identified artifacts. Don't blast yourself to death with a cross-aligned one — leave unidentified ones on the floor: The comestible item class includes food, which you may well want to autopickup, but also corpses, most of which are worthless, prohibitively heavy, and in the case of cockatrice and chickatrice corpses, extremely dangerous. If you want to pick up food, but not corpses, include < tt > % < /tt > in your pickup_types and then add the following exception: Corpses you will want to pick up include lichen and lizards, which do not decay and the latter of which is invaluable in certain emergencies. You may also want to grab newts, floating eyes, and wraiths, which are lightweight and have beneficial effects when eaten. If you want to pick up these, add the following lines beneath the corpse rule: Wands of wishing, magic lamps, magic markers, and wands of lasting Elbereth are useful even in the endgame, when you likely have enough other things on your mind. You don't want monsters zapping create monster or shooting death rays at you. The following rules let you manually override autopickup exceptions without changing the rules at all by #naming items with strings containing " < " or " > ": Because rules defined later take precedence over ones defined earlier, if you want these manual overrides to take effect unconditionally, you have to put them at the end of the file. If you want to be able to name a class of unidentified items with " > " to leave them alone and then individually-name one of those items with " < " to pick it up, add the following rules below that: Below are the rules for armor. You could call the Minetown watchmen's helmets "plain", turning it from its name from its unidentified description to "a helmet called plain" and removing it from the pickup list. See Tjr's config for other item types, although it needs to be updated for NetHack 3.6 regex format. Especially in the Mines, you will want to collect lightweight but dangerous projectiles and deposit them in a safe location & endash; on a square with a scroll of scare monster, the downstair on a previously cleared level, or underneath a boulder. This keeps monsters from reusing them against you. (Deactivate daggers if you don't throw them yourself — they're heavy.) The leading < tt > ^[a0-9]+ < /tt > ensures that valuable gems with "stone" in their identified name (amber stones, turquoise stones, etc.) are not matched. This excludes everything, so that you can turn on autopickup, but not actually autopickup anything unless you say so with an exception. =_=_ Autopickup exceptions =_=_ Talk:Moat In the Mac version of 3.2.1, I've seen pools and moats represented by a lowercase alpha, just to let you know. - Kahran042 Don't sea monsters lack hands to pick up items with? I'd suggest a water troll for retrieving sunk items.--PeterGFin 14:31, January 17, 2010 (UTC) If I boil a moat using a wand, will this damage or destroy combustible items I have dropped in that square? --PeterGFin 08:00, June 16, 2010 (UTC) =_=_ Sporkhack =_=_ User:PsyMar/Source Structs =_=_ Talk:Movement tactics The trick listed for Fort Ludios really works. I engraved with a hard gem right in front of the door, "The Hot Gates Await", unlocked the door, stood back, and let them have it. The description of boulders seems to be inaccurate; inventory does not have to be completely empty to squeeze into the boulder's space. I just managed to do it while wearing a (cursed) ring. =_=_ Talk:Kingdom of Loathing Is this really within the scope of NetHackWiki? I'm not sure its inclusion is warranted just because it makes several references to NetHack. Shouldn't we only include things that have direct relation to NetHack and friends? Creativename 03:55, 1 August 2007 (UTC) =_=_ Talk:Metagaming Wouldn't simply playing NetHack a second time constitute "Metagaming"? For example, say the first time I play my character eats too much and dies. The second time I play, I'll know that eating too much is lethal, so I won't do that. That scenerio is similar to the one mentioned with the water demons in the fountains; knowledge of previous games will affect my current game. In fact, that means that reading spoilers is also a form of metagaming. I'm surprised at what is considered metagaming here. Hoping to lure a water demon that might grant a wish? Seems like a stretch, given the extremely long odds there. And price-identifying in shops? In real life, if a merchant offered me two lamps, and one was 5x the cost of the other, I might consider the expensive one to be more valuable. The page for Cheating (essentially a synonym for metagaming) is more extensive and accurate, how about eliminating the Metagaming page and having the phrase point to Cheating? Nirolo 13:26, 30 March 2008 (UTC) =_=_ Mine =_=_ Floor Floor, , is the most common type of terrain in NetHack. It imposes no special restrictions on the player, allowing you to move freely. Most rooms generate with ordinary floor, with a few exceptions such as swamps. Floor is also typically found throughout special levels. =_=_ Spellcaster The more you learn and cast spells, the more you are a spellcaster. All roles have some ability to learn and cast spells. Healers, monks, priests and wizards enter the Dungeons of Doom already knowing a spell or two. Other roles start knowing no spells, but can learn spells by finding spellbooks. Whether to wear armor that reduces spellcasting's success rate is a strategic choice. Some heroes wear metal armor most of the time and take it off specifically for noncombat/postcombat spellcasting (e.g., clerical, divination and healing spells), or when preparing for combat (e.g., protection, , and haste self). A hero who eschews metal armor, so that they may freely use attack and enchantment spells as they encounter monsters, is primarily a spellcaster. Wearing a robe, usually as a starting item or taken from an aligned priest, is a spellcaster option. In the early game, even wizards will sometimes wear metal armor; any hero who has depleted their energy may as well wear metal armor while they regain energy. In the late game, most of the ascension kit armor items do not hinder spellcasting anyway, such as boots of speed, helms of brilliance, and dragon scale mail. High-level, high-intelligence characters often have good spellcasting success rates even if they wear gauntlets of power and/or a small shield. =_=_ You hear a crunching sound =_=_ Bone file =_=_ Gravestone =_=_ Forum:Index =_=_ Forum:Help desk =_=_ Forum:Watercooler Welcome to the Watercooler. This is a place for the community to discuss NetHack or to ask for help. To add a new topic, please type the title in the box below and click Add new topic. NetHack can be a monstrously complicated game, so it's not unnatural to seek help from time to time. A number of knowledgeable players are active on this wiki, so somebody will answer eventually. Other conventional sources of wisdom are: =_=_ Template:Forumheader/Watercooler =_=_ Category:Forums =_=_ Category:Help desk =_=_ Category:Watercooler =_=_ Trice =_=_ Forum:Otherwise known as RGRN in exile The traditional forum for discussing NetHack is of course rec.games.roguelike.nethack. Unfortunately, Usenet is not a particularly secure medium, and ISPs just aren't on the ball about newsgroup abuse like they once were. And sure enough, some pimple-faced jerk with no life has decided that RGRN would be better off filled to the rim with nonsense posts. Perhaps this day was inevitable, but it's still sad. So I've taken the liberty of enabling forums at NetHackWiki, that discussion of this storied game might continue under the protection of the Holy Hammers of Bannination. May this be a temporary measure, and may Pimple Face get a life sometime soon.--Ray Chason 16:50, 15 August 2007 (UTC) Here at the wiki, I have sometimes wondered if the NetHackWiki:Community portal and NetHackWiki:Ask an expert pages should be more like forums. --Kernigh 01:05, 16 August 2007 (UTC) Don't forget to keep bumping the thread announcing this forum on RGRN so that people will see it. I tried linking it here via Google Groups, but it's asking me to type in a captcha that I can't see/access. I guess this would count as my first post to RGRN. 4.245.224.187 04:02, 18 August 2007 (UTC) =_=_ Languages =_=_ NetHack in other languages NetHack's text output is in English. Although the program's structure does not easily lend itself to localization because English morphology and syntax are hard-wired into the source code on all levels, several localization projects currently exist. Tony Crawford and Karl Breuer have completed a German-localized version called NetzHack (note the 'z'), which runs on Linux, *BSD, and OS X (console and X11), and on Win32 (console and Windows graphics). Source and binaries available here. A different German translation attempt by Patric Mueller called NetHack-De was released as a playable, although incomplete, alpha release on 11 October 2007. The latest release includes source code, a Debian package and a graphical Windows binary. The Japanese version JNetHack by Issei Numata has been in existence for several years. For those who don't read Japanese, there's some outdated information in English at jnethack.org. Ray Chason has published Internationalized NetHack as a work in progress. It presently supports English and Spanish, and will eventually supersede Spanish NetHack. On January 28th 2009 a Chinese translation called nethack-cn was begun on Google Code but the last update was on June 25th 2009. A SourceForge project for a French translation called nethack-fr was registered on August 6th 2009. The last update was on October 29th 2009. The project is flagged as no longer under active development; the last commit was on January 20th 2011. There is a French translation of the guidebook and some spoilers. The first commit of GitHub project for a Italian translation called nethack-it was on December 4th 2009. The last commit so far was on January 27th 2010. A SourceForge project for a Portuguese translation of NetHack and Slash'Em was registered on May 3rd 2004 but this was also the only activity on that project. Ray Chason has launched the NetHack-i18n project, also called Internationalized NetHack, which is aimed at adapting NetHack for easier translation to other languages. The project was active as of April 2013. Because NetHack has output text in the form of string literals scattered throughout the code, the customary approach is for the translator to go through the source code and substitute translations for the string literals. What complicates this process is the fact that many messages are composed of elements that can vary with the runtime context. For example, in an output statement like this: the variables "objectname" and "monstername" may be singular or plural, masculine or feminine, and may be introduced by "a" or "the". The words to be inserted must be formed appropriately before the output function call. At various points in the program, NetHack's output messages vary with second and third person verb forms, singular and plural verb forms, and noun inflections by case, gender, and number. In English, this is easy: word forms do not change with grammatical gender or case, and most nouns simply change from singular to plural by the addition of a trailing 's'. There are only one form of the definite article ("the"), and two forms of the indefinite article ("a" and "an") which are grammatically equivalent. In other languages, morphology can be much more complex: Spanish, for example, has four forms of the definite article, depending on whether a noun is singular or plural, masculine or feminine; German has six, depending on number, gender, and case. Word order can also change depending on certain conditions, such as whether the subject is a common noun, a proper noun or a pronoun. The message generation routine must also provide sentence capitalization after such rules have been applied. Original NetHack contains a few functions to modify linguistic elements for output, such as and , and . But since English is not a highly inflected language, even these do not actually operate on grammatical categories, but tend to manipulate words by superficial characteristics: for example chooses between the indefinite article forms "a" and "an" merely on the basis of the following word's first letter, and has no concept even of subject or object case. NetHack's function prefixes a definite article to any noun, but it becomes useless in German, for example, because the form of the definite article depends on the noun's gender and number, and on the grammatical case in which it is used. These technical and grammatical problems are all in addition to the fundamental problems inherent in any translation. NetHack in particular is famous for the humor it incorporates, much of which depends on English wordplay (jokes about pit vipers in pits, for example), idiomatic expressions ("everything but the kitchen sink"), and American cultural references ("core dumped", Keystone Kops, ...). The stock in trade of a translator is to achieve an equivalent tone and mood in the target language. For NetHack, that means translating wordplay where possible, replacing untranslatable puns with others as the opportunity arises, and generally choosing similarly humorous wording in the target language in keeping with the spirit of the original game. Internationalized NetHack aims to systematize the process of string replacement using Gettext together with a scriptable printf-like system to handle the grammar bits. Gettext's grammar support is minimal. It supports plurals. NetHack-i18n needs such things as support for changing word order and noun cases, and encodes them in two ways: This is C++ rather than C, and the NHFormat class overloads the < < operator and the cast to std::string to make this work; it's rather similar to Boost Format. "%1${Nt$}" means substitute the first parameter, and use a locale-specific formatting with "Nt$" to indicate the specific formatting. T_() consults the message catalog, which uses the gettext syntax, but does not support plurals. The message catalog for the Spanish locale has this entry: Note that the first parameter is substituted twice. This is permitted, and indeed very frequent. The substitutions are as follows: Spanish NetHack handles grammar rules by coding special routines to handle them, much as the unpatched NetHack does. For example, the output statement in mthrowu.c#line227, Monnam, the, and xname retain their names from the original code, though "the" in fact uses the appropriate Spanish article. mon_gender returns nonzero if the monster's name is a feminine noun. NetzHack began with the idea that the developers just wanted to translate, not to rewrite the program. Or, in other words: NetHack is a prime example of how you don't code for localization, and trying to fix that was pretty near hopeless. So the localization strategy was as follows: Monnam_nomsing and the_xname_dat are macros that call German grammar-sensitive versions of and , passing them the appropriate usage parameters for this message. The macro definitions (in german.h) look like this: The replacement functions, with names ending in '-g' for German, take the same arguments as the original naming functions (in this case, a pointer to a monster or object structure), plus a usage argument that specifies number, gender, case and determiner. In our example, the noun phrase that designates the monster must be in the nominative case, singular, and capitalized; the noun phrase for the thrown object must be in the dative case and have a definite article. The grammatical gender depends on the exact word that ends up being used to designate the monster or object, so it is specified as "unknown" in these function calls. (Actually, NetzHack hijacks the names of the original functions in extern.h to make them point to the nominative-singular macros, so that the original (mtmp) call above doesn't really need to be edited at all.) Since the determiner is a necessary part of the usage parameter – that is, it influences the form of the noun – the nested call ((...)), a frequent occurrence in NetHack, is always replaced (as in the example) with a single function call via one of the macros the_xname_{nom, gen, dat, acc} (for nominative, genitive, dative or accusative case). The frequent dictionary look-ups to determine the necessary declension pattern for each monster or object noun used might be a drawback if computing power had not grown tremendously since NetHack was young. Recent look-ups are cached, though, which is especially helpful since nouns are often repeated in output in a given game context. There are 1622 nouns in the dictionary. The minimal-effort strategy does not bring the game any closer to UTF-8 compatibility; however, since the changes from the original program structure are limited, there might be hope of patching in a future UTF-8 port of NetHack without too much adaptation. The English names of monsters and objects are string literals in monst.c and objects.c. The NetHack build process compiles and invokes the utility makedefs to convert these names into preprocessor symbols, contained in the files include/pm.h and include/onames.h. The program then identifies objects and monsters by the numeric constants associated with those preprocesor symbols. The problem for translation is therefore that changing the names in monst.c and objects.c would change the preprocessor symbols, and almost every other part of NetHack would then have to be edited accordingly. Spanish NetHack and NetHack-de solve this problem by replacing each string in monst.c and objects.c with a preprocessor symbol, and providing new headers to substitute either the original English or translated names for these symbols. In this way, distinct versions of objects.o and monst.o are built with the names in English and in the target language. NetzHack, on the other hand, adds an element to the object and monster data types, struct obj and struct mon, so that each kind of monster and object has both its translated German name and, invisibly to the user, its original English name too. Thus pm.h and onames.h are generated using the original names as before. NetHack-i18n, because it has Gettext available, leaves the monster and object tables in English and converts them at run time. Another approach might be to bite the bullet and replace the preprocessor symbols in pm.h and onames.h with their translated versions. No known translation takes this approach. The largest problem here is support for wishes. Every translation must rewrite the function to parse an object name according to the rules of the target language. NetHack-i18n first removes the dungeon feature wishes, replacing them with a new extended command, called "dfeature" in the English locale; and then splits the rest into a parser, which is placed in the Ruby script, and a rule-enforcer, which remains in the core code. ASCII is inadequate for most languages other than English. All translations use a larger character set for messages. Case mappings and fuzzy matches for wishes and other inputs must take the character set into account; if the user wishes for "cota de escamas de dragon gris", he should get a gray dragon scale mail, even though the correct spelling is "dragón". JNetHack uses EUC-JP, with tests in the code to detect if the source has been converted to Shift-JIS; EUC-JP is adapted for Unix-like environments, and Shift-JIS for Microsoft Windows. Spanish NetHack encodes all messages in ISO-8859-1, while leaving the map symbols in code page 437. Reduced IBMgraphics modes are available for users who do not have code page 437 configured. Slight hackery is needed to support the different character sets, because map symbols can appear outside the map in three places: As NetHack-i18n is meant to be language-neutral, it uses Unicode throughout. Any user input is encoded in Unicode, and user interfaces are expected to support it. The TTY interface is abandoned in favor of a modified Curses interface, and the Curses library must support wide characters. NetHack-De encodes all messages in ISO 8859-1. As a result, IBMgraphics doesn't work (because it uses a different character set), although DECgraphics does. User wishes are normalized before being parsed so that the user can enter wishes in any charset: to wish for "Rüstung" ("armor"), for example, the user may type "ruestung" in ASCII (the German letter ü originated as a combination of 'u' and 'e', hence "ue" is a conventional alternative where ü is not available), or "Rüstung" in ISO-8859-1, or "Rästung" in UTF-8. (This feature is part of a preliminary UTF-8 support: a UTF-8 capable terminal would show "Rüstung", but be unable to display umlauts in the rest of Nethack-De's ISO 8859-1-encoded messages.) NetzHack is also in ISO-8859-x. The MS Windows console version actually uses two charsets (or "code pages" in Microspeak): the dungeon map is drawn in the system's default code page, while the Windows 1252 code page, containing the German characters ÄÖÜäöüß, is used for text messages. =_=_ Localization =_=_ Talk:Cloak For elven Rangers, the substitution of an Elven Cloak for the usual Cloak of Displacement is stated to be a downgrade. But an Elven Cloak costs more? --Actual-nh (talk) 04:23, 20 November 2020 (UTC) =_=_ Translation =_=_ Talk:Magic resistance This would be a good place for a discussion of the difference between "percentile" magic resistance (which applies only to monsters and protects against charm monster, polymorph wands, cancellation etc. and usually isn't 100%) and "absolute" magic resistance (which is an extrinsic that protects from magic missile, wands of death, polymorph traps, etc. and is all or nothing). --68.110.235.31 21:04, 17 August 2007 (UTC) I would disagree with the description as the "number one extrinsic to get". Reflection is equally important, and probably more important than magic resistance early in the game. Somebody claims "pets do not wield quest artifacts, so Archons cannot be made magic resistant" with the sceptre of might. I see nothing in the code that special-cases quest artifacts. (Except metallivores eating your own quest artifact.) --Tjr 18:24, 12 March 2011 (UTC) =_=_ Forum:Question about prayer and crowning I'm playing on NAO. My elf-wizard just prayed at a co-aligned alter. He got a spellbook. But it wasn't finger of death it was cause fear. This character is has not been crowned. =_=_ An opera cloak =_=_ Ruby potion =_=_ User:Antidox Antidox is a pain in the neck no good dirty Nethacker. I only put up with him because I am him. He grows on you after a while. =_=_ SporkHack SporkHack, at sporkhack.com, is a variant of NetHack 3.4.3 by Derek Ray aimed at game balance. Its stated purpose was to "try to make the game more interesting for experienced/skilled players, while making it no harder...for the newbie." . The latest developed version (0.6.5) can be played on a public server at em.slashem.me or ssh nethack@hardfought.org Development of SporkHack was restarted in July 2017 by community members Tangles and K2, with the blessing of the original author. The latest version is now 0.6.5 - last build Wed Jun 3 16:07:27 =_=_ Forum:Question about So the RNG hasn't been kind. After 72,655 turns my elf wizard has come across only two scrolls of gold detection, one of them he just wrote with the last charges of his magic marker. I'm trying to do this without polymorphing anything. I have one wish left (I'll try wishless some other time). You are the Glory of Arioch. You are piously aligned. You are fire resistant. You are cold resistant. You are sleep resistant. You are disintegration-resistant. You are shock resistant. You are poison resistant. You are magic-protected. You see invisible. You are telepathic. You are warned. You have infravision. You are invisible to others. You are stealthy. You aggravate monsters. You can teleport. You have teleport control. You can walk on water. You are protected. You are fast. You have reflection. You have free action. Your life will be saved. You are extremely lucky. You have extra luck. Good luck does not time out for you. You can safely pray. I have everything I think I need for the ascension run except the scrolls of gold detection. I do have the spell detect unsceen will that reveal the portals on the planes? Finally should I hold out and try to get the next two XP levels? Jistanidiot 00:23, 21 August 2007 (UTC) Thanks everyone for the help. I managed to ascend the char. He finally got up to XP:30. I had him blow the last wish on 2 scrolls of gold detection (stupid I know I should have wished for another magic marker). I managed to only use two of the scrolls on the planes. Frankly after this experience, I think the only one where the ?oGD is needed is the plane of water. Thanks again for the help Jistanidiot 00:23, 21 August 2007 (UTC) =_=_ Ability This is the Wiki* nick of Tony Crawford. Translator and technical writer; author (with Karl Breuer and standing on the shoulders of giants) of NetzHack (note the 'z'), the German localized version of Nethack. =_=_ Forum:It says I killed the Oracle, but I didn't I sware On my last ascention I noticed that it said I killed the Oracle. Now I didn't. I did notice that he disappeared at one point, but I know I didn't do it. Thanks to the nifty ttyrec at nethack.alt.org, I found the place where he died. Apparently my pet Ogre King took him out. Do I normally get credit for what my pets kill or is this some special case ? Is there some way to keep my pets from killing things I don't want them to? This particular Ogre killed the only two temple priests in the game before I could buy much protection from them. Kernigh writes: The only sure way that I know is to leave the pet on a different level. I once had a pet Umber hulk who crashed through walls and messed up Minetown, even though I did not want that to happen. I wanted to go up through Minetown without abandoning my pet, so I had no choice. Perhaps if you had a leash, you could try to walk your pet away from unwanted fights, or if you had a magic whistle, you could lock your pet in one room and later summon it to the staircase. I once lost a pet ghoul in SLASH'EM. This ghoul attacked a shopkeeper at the mall level and every attack missed, so the shopkeeper never responded. However, I found no way to pull the ghoul away from the shopkeeper, so I had to continue the game without my pet. I never had such a happening in vanilla NetHack. =_=_ Slashem Typical deaths: purple worm in minetown, mindflayer on the oracle level, or zapped by a wand of death in a goblin's hands. =_=_ Talk:User interface Hi! Welcome, and thanks for contributing to NetHackWiki! Could you please create an account? It helps us keep spam down, because we don't have to check the edits of known-good users. It also provides more privacy for you. Our style guide and How to help pages are good starting points. --Sir Dagon 22:33, 29 August 2007 (UTC) =_=_ Artifact weapons =_=_ Talk:Werecreature It's also notable that you can return from werewolf form by eating wolfsbane. It'll give you a severe HP hit, but if you have a regenerating character or something it's worth it. Drinking holy water works too, with a less severe HP hit. This is all in Slash'EM, so mileage may vary. Personally, I can't understand how people play lycanthropic characters in Slash'EM. That shit is so irritating. It's easy to come back to human form if you're an Undead Slayer (you start with 5 sprigs of wolfsbane), but you have to find all your shit that you dropped, < i > and < /i > it seems like every time you change (to/from lycanthropic form), you can carry a little less. Zapping oneself with an Wand of Fire may have the effect of restoring human form. (Nethack 3.6.0) --Gautier (talk) 18:36, 22 April 2016 (UTC) I have started editing the body of text in this article. Can someone please read it over and correct any facts that I may have misinterpreted? THANKS!Shmoo 01:40, 23 January 2008 (UTC) The way the "Resistances" section reads, at a glance it looks like eating their corpses grants you resistance to Lycanthropy. Maybe a clarifying note? ----Bray298 (talk) 17:14, 6 March 2015 (UTC) Just in case it may be useful to people editing this page: the prefix "were-" comes from an Old English word for "man" or "person". So the word "werewolf" originally meant "man-wolf". Consequently, it makes no sense to talk about the creature having a "human form and a were form": those would be the same. The best way to make the desired distinction is "human form and animal form". Netzhack (talk) 07:43, 13 July 2016 (UTC) Does the "summon help" respect extinction? If so, is there a message that tells you when a werething tries to summon help but fails because its helpers are extinct? Fyr (talk) 17:50, 30 April 2018 (UTC) In my current (zen) game, I have semi-successfully used a werejackal to generate jackal corpses for sacrifice. It worked for a while, until I killed it by mistake (it looks exactly like the jackals it summons). I caught lycanthopy, of course, but I had a ring of polymorph control and only transformed once, due to a typo. The beast was locked in a room connected to a coaligned Minetown temple; I don't think it would have worked without sanctuary. Overall, I probably wouldn't recommend this strategy since it requires both rare resources and careful typing, but it was fun. Tomsod (talk) 11:24, 4 September 2018 (UTC) I'll agree that sexuality and reproduction are important topics, but there are more appropriate places than NetHackWiki to discuss this matter. (Well, OK, you might meet a foocubus, but that's another matter.) Please do not add irrelevant information to NetHackWiki, as you did to Monk. It'll just be quickly reverted, and wastes other editors' time.--Ray Chason 15:07, 1 September 2007 (UTC) image:corpse.png I apologize for the conciliatory tone of my previous message on this talk page. I took another look at your edits to Monk and it is plain that you are a porn spammer. You have been blocked from editing. Take this rubbish somewhere else.--Ray Chason 15:19, 1 September 2007 (UTC) =_=_ Book of the dead =_=_ Oversatiated =_=_ Talk:Marilith Is there a special trigger to spawn Marilith? I'm at the Mines' End (Gnomish Mines) and it spawned, despite the article saying it only appears in Gehennom. Note, I'm playing version 3, The Catacombs. Polymorph trap for sure. I've seen arch-liches too in the mines, and it was friendly to me (polymorphed hobbit, probably) --Azzkikr 08:02, 4 September 2007 (UTC) It appears as though, under certain conditions, a player polymorphed into a Marilith may summon more Marilith. This has happened when the player was a Neutral Female Monk, in the Minetown, attacking Watchmen --206.75.108.8 20:41, 21 March 2008 (UTC) Gender and alignment don't seem to affect this... Unless it is base alignment, because I tested this by using a Helm of Opposite Alignment. =_=_ Talk:Gauntlets of power When wearing Gauntlets of Power, do you continue to exercise your base strength? (At base strength 11, I expected to see at least at least 1 bump in the last 5000 turns...) Naturally-weak strength? Maximum attributes are not affected by your role, only by your race; the role will only affect initial strength, and strength is easy to exercise all the way to the maximum. 720 15:21, 29 July 2011 (UTC) Is "House" an official NetHack term (a phrase from the game or source code)? If not, where did this term originate? How does a house assist a player? -- Dez 19:01, 4 September 2007 (UTC) =_=_ Talk:Cold resistance I just dove through the source code for two hours and conducted a small trial and I think this Corpses For Food And Intrinsics is wrong. Here is the basis for my argument: Which means it produces integers from 0 to x-1 with (in theory) equal probability. In our case it will produce numbers from 0 to chance-1 or 0 to 14 with equal probability. Frost giant's mlevel is 10 so that statement will be false for numbers 0-9 and true for 10-14. When the statement is true we see that you DON'T gain the intrinsic and when it is false you DO gain the intrinsic. This means that you will gain the intrinsic two thirds of the time (on rolls 0-9). A little test I conducted in Wizard mode by deleting the save file after every game: =_=_ Purse Your purse or wallet is the implied, non-physical item that acts as the inventory slot for the gold pieces you are carrying, and what the game will refer to for any interactions involving money on your person. The amount of gold in your purse/wallet appears on the status line. The game uses both terms somewhat interchangeably, and as such the article will use the appropriate term based on the context and related messages. Any gold stashed in a bag or other container is not considered part of your purse or wallet, and thus not included in the count for relevant events; this article only refers to the open inventory unless otherwise specified. Dipping an item in a fountain may occasionally cause you to lose up to 10% of your current gold. If this occurs in a fountain you have already found gems or gold in, you will be able to find gems and gold in it again; remember that the fountain has a chance of drying up and disappearing with each dip. Sitting on a throne may cause all the gold you have to vanish, similar to failure effects from reading a spellbook. Looting a throne while confused and carrying gold may generate a throne room monster; this deposits a random amount of your gold (up to all of it) into its inventory. However, if there is a chest on the level, the gold will be relocated to that chest instead of generating a monster. Leprechauns will approach you or run from you depending on if you have any gold; if your wallet is empty, they will try to evade you most of the time. If you have gold in your purse, they will approach and try to attack as normal; if a leprechaun successfully hits you while you are carrying gold, they will steal it and attempt to teleport away. The stolen gold will be added to the gold they were created with upon generation, and can be retrieved by killing them. Players can do the same to other monsters by polymorphing into a leprechaun. If a vault guard enters the vault while you are inside, and your answer is not one of Croesus, Kroisos or Creosote, you will be asked to drop all of the gold you are carrying & mdash;this includes gold you also have stashed in carried containers, as opposed to just in your wallet. The guard will lead you out once you have done so, and will attack if you take too long. Since demon lords seeking bribes only care about gold visible in your purse and will ask for an amount less than or equal to it, it may be worth carrying around a few gold pieces when you're about to encounter one, if you would prefer to pay them off. =_=_ Talk:Extinctionism Also I wonder if the kops respect extinction. Could you steal from a shop and get kops over and over again? --Soyweiser Are there any actions at all that sometimes respect extinction? The main article has a heading for it, but nothing under the heading. --Uncreative Username 20:03, 22 April 2009 (UTC) So I am toying with a cheap version of Extinction. Tha being genociding everything that is genocidable and then killing 120 of everything else. I've genocided 158 creatures. My question is what happens when I've made everything go extinct if possible. Will the dungeon simply be empty?Ndwolfwood 20:43, 13 December 2010 (UTC) Could it be the dev team just wants to give a player another goal? To make every creature extinct is really hard to do or at least time consuming but so is playing a pacifist game so it does not really affect the average game. It could be they just wanted another conduct challenge to add to the game Ndwolfwood Two questions on golems. I have a theory that golems created through polypiling would not respect extintion. Is this true? I also have a theory that stone golems created through hitting susceptiable golems with a cockatrice corpse would not respect extinctionism. Ndwolfwood 01:03, 16 December 2010 (UTC) I believe I have come up with the best way to remove all Angelic being from the game. It requires some wishes, stone to flesh, a ice box, and you guessed it cockatrice corpses. It benefits from scrolls of charging and a method to induce confusion. You need to wish for a statue of each of the Angelic beings perfrably in reverse order of difficulty. WHile you may encounter some of the weaker Angelic beings mid game if you extinct them then during the end game back you are liable to be fighting exclusively Archons and in Slashem Solars and Planetars. Either spam create monster for cockatrices corpses or wish for them. Name each corpse and place all but one into the icebox. Then just spam stone to flesh and hit with a cockatrice corpse on the Archon statue until you run out of power. Place the cockatrice corpse in to the ice box. Either rest to recover power or if you have a scroll of charging availble, confuse yourself and then read it in order to recharge your power. Then grab a corpse from the ice box and repeat. Obviously there are a lot of variations on this but the important thing is that you can eliminat Solars, Archons and Planetars early on. If you play a extinction game then you could easily be fighting exclusively those classes all the way up since Solar and Planetars are not generated until after you recover the amulet. Anyway that's just my 2 cents. I didn't think it was important enough to change the article but I think its worth noting that extincting the weaker Angelic beings can create some very bad results for you after you recieve the amulet and on the Astral Plane unless you come up with a strategy to remove the top Angelic beings. Doing this also will presumably make the Astral Plane much easier although I haven't found out yet. Ndwolfwood 00:18, 21 December 2010 (UTC) I went a little over the top with genocide pretty early on. Let's say that the number one creature in the castle are steel golems. I am still deciding whether that wand is worth it. On the bright side massive genocide in Slashem has a very postive aspect. It force the creation of ruby, diamond and sapphire golems. It also forces the creation of gypsies killing two bird with one stone. WIthout wishes how do you cordinate having a cockatrice corpse and the Archon being around? Ndwolfwood 01:34, 21 December 2010 (UTC) Does killing life-saved monsters count toward extinctionism? On talk:Juiblex someone noted they don't show up in your end-of-game kills. --Tjr (talk) 23:04, 1 June 2012 (UTC) In light of this information, along with stth's recent provings that life saving did not increment kill counters, I removed this bit from the page: Finally, monsters that resist stoning and leave no corpse can usually wear amulets of life saving and can be extincted with enough amulets, though gathering that many amulets in a non-Wizard mode game is a task that borders on impossible. =_=_ Forum:How to close the drawbridges in the Valk quest? =_=_ Food poison =_=_ You feel shuddering vibrations =_=_ Price-ID =_=_ Camera =_=_ Wizard of yendor =_=_ Gate =_=_ Talk:Stone giant I assume that 'stone' refers to their coloration, i.e. their skin texture resembles that of a boulder. In other games I've seen "stone x" also used to refer to critters that throw boulders, although that's true of all giants. They don't have stoning resistance, and obviously aren't made out of stone, much like how a fire giant isn't made out of fire. -- Qazmlpok 03:36, September 24, 2009 (UTC) =_=_ Drop This allows you to split a stack into two groups (the part on the ground and the part in your main inventory). This is particularly useful for fragile objects, since throwing them (another way to split a stack) causes potions to break. Dropping items is often necessary since carrying too much weight will cause the player to become burdened. The player's pack only has a limited amount of space, too -- in most cases, only enough room for two different items for each letter of the alphabet. A stash is a collection of items you want to access later; see that page for detailed strategy. =_=_ Talk:Demogorgon Why is this monster's base level listed as 50? For every other monster I can find, the value listed in monst.c as the 3rd parameter corresponds to the base level. See monst.c#line2731 for Demogorgon's stats. Is there something in the game that sets values over 50 to 50? Addps4cat 17:35, 13 September 2007 (UTC) Okay, I fleshed this article out with strategy ideas and some material on the implications of Demogorgon's powers of sickness and pursuit. Some of this stuff was already in there--for example, his powers are clearly listed in the stats box--but my intent was to connect the dots a little better for the moderately-experienced player who may never have had to work through the implications of everything before meeting Demogorgon (like, well, me until just recently). It could certainly use some prettying up, but I would request future editors to look at this from the point of view of someone who doesn't already know how to tackle the big D. There's a place for terseness and a place for making things more explicit. Thanks!--Ckbryant 22:13, 28 January 2008 (UTC) Can Demogorgon and/or other demon princes be tamed? Are they vulnerable to level drain? How could I determine this from the page (article on Death Rider says that he is immune but its not listed under resistances or anything)? DemonDoll 19:25, 31 May 2009 (UTC) Most things can be tamed if you level drain them enough--Famine and Pestilence, for instance. Demogorgon? Don't know. It would be a most interesting thing for you to research, perhaps by starting a game in Wizard Mode as a wizard character, wishing up spellbooks of Drain Life and Taming, setting your XL to 30, and creating Demogorgon via the create monster command. I'd be interested in hearing your findings. --Ckbryant 23:28, 31 May 2009 (UTC) I am pretty certain that Demogorgon cannot be tamed not just because he cannot be level drained, but more importantly he is Covetous (wants the amulet), and anything Covetous cannot be tamed in that form. (ie. to get a pet Arch Lich, you need to raise one from a Demilich). That Wizard Mode test was flawed, repeating the experiment using an Arch Lich instead of Demogorgon would yield the same result, yet pet Arch Liches are well documented. (I am curious if any major demon, say a marilith, would be tamed this way, the wiki claims that major demons can only be tamed when the player is polymorphed into a demon, I don't have access to wizard mode, so I don't know.) Finally, a repeatable experiment which should yield the same result repeatedly. As I mentioned earlier I do not have access to Wizard Mode, so this is a bit of a guess. In SLASH'EM Wizard Mode, summon Demogorgon, polymorph yourself into a Genetic Engineer, hit Demogorgon, if you can tame the result do so, if not hit him again and then tame. Reverse genocide or summon in some enemies that could kill the pet (I used conflict and blue jellies in my game, he was a 800hp cave spider). Note what happens when the pet that once was Demogorgon dies. I could probably find the TTYrecs of my play if you require further evidence, was playing on Pallas (slashem.crash-override.net) under the username "SandraWinn".- MrFroon 20:57, October 13, 2009 (UTC) You are perfectly correct about the Demogorgon (and Death, ...) in SLASH'EM. Perhaps I should be more clear: Monsters in Demogorgon or arch-lich form are completely untameable. (I do not know about shapechangers in Demogorgon form.) That does not preclude already tamed monsters becoming arch-liches. As a side note, you can often hear the "human or elf" extended structure excludes the "pet" extended monster structure, which is why @ are untameable. The guardian angel you get on Astral Plane is tame, and does not have the pet extended structure. -Tjr 14:01, October 14, 2009 (UTC) Tried it in wizard mode, using believable equipment and stats. -25 AC, 25 str from GoP, +7 lance, expert in lance and riding, max luck, riding a Ki-rin. The first hit was not a joust, so he teleported away, waited a few turns, then attacked and made me sick. I was able to joust him, but he got away after that because my next attack wasn't a joust. Third time was the charm, and I jousted him repeatedly until he died. Took about 6-8 hits, so I estimate a ~25% chance of being able to kill him in any given chance if you can do enough damage. Failing a single joust should give him enough time to escape, unless you're riding a fast warhorse (I'm no expert on riding, or even speed, so I could be wrong). However even if he does escape you'll have plenty of time to apply your unicorn horn and fix the illness. Drain life can be easily prevented with MC3, his worst spells will be stopped by MR, and his regular attacks are actually fairly lackluster. -- Qazmlpok 21:26, October 21, 2010 (UTC) Does this strategy still work in V3.6? I think it used to be that if you were faster than Demogorgon, you'd always get to act before him. but now, if he's speed 15 (or possibly 20 after self-hasting), isn't it likely that he's going to get some turns where he attacks you before you joust him? and if so, doesn't that render this whole strategy [that was questionable to begin with] moot? Derekt75 (talk) 02:25, 2 March 2021 (UTC) I was on Demogorgon's Slashem level and was about to die. I jumped into the water (I am wearing gauntlets of swimming). Demogorgon will teleport next to you while you are underwater but he did not ever attack. This gives you the opportunity to attack Demogorgon yet he will notattack you. He will teleport away as usual after you attack him.Ndwolfwood 22:39, 25 December 2010 (UTC) In SLASH'EM, it's seems to be impossible to teleport Demogorgon away (tried with wand of teleportation) in his lair. Why? High MR or something like this? How much of a rewrite does this page really need? Some of this text has been around for long enough to create a sentimental attachment. For example the following goes back to Wikihack days, although not as far as Dylan O'Donnell's spoiler. Okay, I'll put it another way. You're fixing something that isn't broken. Please take a break from your activities pending a consensus from other editors. Wikid (talk) 02:44, 17 February 2020 (UTC) You remind me of a fellow by the name of Magicbymccauley, who did a lot of work here for a while, and had some creative ideas about Universal, Broad, and Narrow artifacts. Keep it up Wikid (talk) 03:05, 17 February 2020 (UTC) You've got a point there, McCauley specialised in verbiage. But he / she / they didn't warm to "merciless editing" either. The text "Demogorgon will be along eventually" came in with Ckbryant's Revision as of 17:09, 24 January 2008. It said "Conversely, if you want to meet Demogorgon, perhaps as the ultimate demonstration of your demon-hunting prowess, then let Orcus spend all the time he wants bouncing death rays off of your shield of reflection. Demogorgon will be along eventually." That writing was entertaining, and it served for more than a decade. Were you on the wiki in 2008? It doesn't matter if you can say the same in less words. You've just removed some of the quirkiness that gave this place its appeal. Wikid (talk) 03:36, 17 February 2020 (UTC) Just so as not to leave you two feeling you're all alone, a third-party opinion. I'm glad to see both of you are concerned with the editorial quality of the wiki. I've been watching some of Umbire's edits for a while, and while I don't agree with every single word, I have to say they're a competent editor, something lots of pages have been in need of for a long time. I also empathize with the nostalgia, though, and understand that some nice things get lost in editing, especially in the context of a very tradition-filled pastime like Nethack. These two things said, on the one side and the other, I would like to encourage Wikid to take the broad view and be glad the overall quality is going upwards, and I would like to encourage Umbire to be tolerant here and there of the non-encyclopedic, we're-all-in-it-for-fun tone that often pops up in this particular wiki. Netzhack (talk) 08:06, 17 February 2020 (UTC) =_=_ Talk:Pair of lenses =_=_ Grey dragon =_=_ Foodpois Your edit to Worm tooth contained a link that appears to be advertising commercial services unrelated to the game of NetHack. Such links are considered spam. You are wasting both your time and mine py putting them here, and further attempts may result in your being blocked from editing.--Ray Chason 15:33, 15 September 2007 (UTC) =_=_ Talk:Egg Is there a way of identifying what type of egg you have in your inventory? I have cast Identify and it only ever says "egg". How can you tell if an egg found in the dungeon is of a particular type? it seems odd to me that there is no discussion beyond this of whether and when mobs lay eggs. i can't remember any ever doing so*. should the above sentence read "players polymorphed into Winged gargoyles...?" --194.116.198.185 12:09, 24 October 2013 (UTC) < br / > In SLASH'EM, I identified an egg via Shopkeeper Services. The egg identified as not only a louse egg, but also had "(with your markings)" after it. I have never seen this before, and cannot find any information on it. The egg was found in the Lawful Quest and is not named. First, if one becomes a female oviparous monster, can one identify one's species' eggs (may be change in 3.7 and/or xNetHack; may be only after laying one)? Second, does a stethoscope have any function in this regard (again, may be a change in 3.7 and/or xNetHack)? -Actual-nh (talk) 18:09, 18 January 2021 (UTC) Please do not add nonsense to NetHackWiki, as you did to soldier ant. Such edits are considered vandalism and are quickly reverted. You are wasting your time and that of other editors who have to clean up after you. Thanks.--Ray Chason 00:40, 17 September 2007 (UTC) =_=_ Xp =_=_ Talk:Luckstone Does a luckstone in a bag still function? For example, if I have found a cursed luckstone, in a bones file, say, can I stash it in a bag without penalty until i can uncurse it? Or would I have to drop it? Also, if someone could look into how luck timeout works, that would be awesome. Thanks! --Andronikus 21:18, 17 September 2007 (UTC) =_=_ Talk:Prayer I think that I lost my priest-purchased protection plan(tm) because I prayed too soon, but I can't find any mention of protection loss on the priest page or this page. Can we add it, or did I lose my Protection for some other reason? I didn't see either outcome described here or at the "altar" page, so I thought I'd see if anyone can clarify what went on. I was near a couple of bees, and Weak with hunger. When I prayed, the bees kept trying to attack me, but instead "shrunk back" every time. However, I was standing on a statue of a gas spore at the time. I was using a level 6 human priestess with intrinsic telepathy at the time. Was the prayer what protected me, or something else? --MrGuy 19:33, 1 January 2009 (UTC) The advice to break mirrors to avoid crowning applies only to those who choose not to restore backup save files and who already have high luck and alignment record. For those who do restore backups and are low level players in Minetown with an identified and blessed magic lamp and perhaps an aligned temple and an icebox, the advice might be different. Before wishing or sacrificing for wishless artefacts like Frost Brand (or much else in the game) becomes almost reasonable, both Luck and the alignment record need to be high. The luckstone is needed. Credit cloning is highly desirable for buying Priest protection and perhaps for buying improved Luck or alignment records. Sacrificing and accepting a lesser gift in the early stages, rather than restoring a backup, helps to raise your alignment record and progressively improve your chances of getting a 1 in 8 shot at sacrifice protection or neutral artefacts (spellbooks seem to be favored over these initially). Making one further sacrifice after getting the conciliation message will sometimes get you a luck increase (four leaf clover) or more rarely a wishless neutral artefact like Frost Brand. A low level Barbarian needs the amulet of reflection and a bag of holding but Sokoban provides only one of those. For carrying capacity Barb needs GDSM for less weight and gauntlets of power and that bag again but a magic lamp gives only one wish so we have a problem in the launch sequence Houston. A hexer has the options of hexing cash, cloning magic lamps etc by hexing the stack quantity, raising wand enchantments to 7F (higher values are negative) and hexing weapon and armor enchanments but checksum encryption deters only morphing one item into another item. The game designers may have their own reasons for using selective deterence invoving the wand of wishing. Hexers seem reluctant to publish their methods perhaps for fear that game designers will futher encrypt data in subsequent versions of the game. =_=_ Talk:Potion of gain level If a monster quaffs a potion of gain level, is it possible for it to turn into another monster? E.G., A Dwarf quaffs it, and changes to a Dwarf Lord. --206.75.108.8 17:01, 22 September 2007 (UTC) =_=_ Master key of thievery =_=_ Invulnerability If you have been true to your god and you are not in Gehennom, you become invulnerable while praying, i.e. you can't die. Prayer is the only method to become invulnerable. Prayer requires three turns and invulnerability is in effect until the prayer ends. Caution: a mind flayer's psychic blast and a poison cloud can damage you while invulnerable. You can also become invulnerable in SLASH'EM by drinking a potion of invulnerability, however, this is vastly different from the invulnerability caused by praying. Notably, not preventing death by any source other than hit-point loss. =_=_ Talk:Crysknife For starters, I've never actually thrown one, heck, even _made_ one. I was just going by the 10% figure in the article, so if that's screwy, the table is inherently and irrevocably false. I have two simple formulas, but more complicated than most deal with. One takes the given odds, and given confidence, and outputs the number of trials for that confidence. The other relates the number of trials and odds to overall confidence. The former I used for this table. That's well and good, but I was doing something a little screwy I wasn't 100% comfortable with. I used the formula to find the chance that none would poof, inverted it, and assumed 50% = general case. I'm gonna do a random simulation soon to ensure these figures are accurate. Just wondering if it would be at all possible, ever, for you to find a non-fixed crysknife on the ground. Some crazy corner case about wishing for one with a full inventory or something? A nymph stealing it and dropping it on the ground? I may have to test this in wizmode, I was just playing with impossibilities in Nethack and seeing how many impossibilities I could pull off in a single game... -216.241.37.87 16:03, 13 August 2014 (UTC)-n0 Am I making a math mistake here or is the SLASH'EM section incorrect? It says that "Against large monsters, it actually does more damage than the similarly enchanted Excalibur." By my math, in SLASH'EM Excalibur does (1+12)/2 + 10 = 16.5 damage (plus enchantment bonus) to large, while a crysknife only does (1+30)/2 = 15.5 plus enchantment. Am I missing something? I've been playing NetHack on and off since early 2006. All games have been played locally since I often play during particularly boring conference calls at work. Then I amended my philosophy to reading spoilers only for those things that I'd already encountered. Of course, I naturally ended up reading about other stuff too. For example, I had heard about the fake amulet and the vibrating square, yet I've never seen either. I also thought that my character at least ought to know what skills were learnable and what the maximum skill levels were. And by reading more, and reading John Harris' @Play columns, I came to slowly accept that being "spoiled" was nearly required in a game like NetHack. Although I did spend some time and zorkmids trying to see many (all?) of the Oracle's major consultations. Early in my game (Dlvl4?), I dipped some cursed potions to dilute them in a fountain and summoned a hostile water demon -- which then proceeded to summon more water demons. Instead of attacking and dying, I used Elbereth liberally until I could escape the room to the relative safety of a hallway while my pets (horse and dog) received all the wet aggro. Once my pets were killed off, I was cornered in a hallway between summoned water demons just 3 squares from a shopkeeper's door. Standing still on a dusty Elbereth, I started trying on each of 4 uncursed, but unidentified rings. I knew this would be the end of Etrusca unless I found the Ring of Conflict. The 4th ring caused "The water demon hits the water demon" messages to spam across the screen. After a few rounds of minding my own business amid the fracas, I was able to get into the shop and take off the ring. When 2 more demons approached the doorway of the store, I was able to stand 1 square away from the shopkeeper and put the =oConflict back on to let him dispatch the final demons. =_=_ Talk:Flame mage Typical deaths: watchman in the gnomish mines, killed by a raven while helpless, or killed by some wussy creature while frozen. =_=_ Iron bars Randomly generated inaccessible closets (that have a guaranteed scroll of teleportation) have a 20% chance of having iron bars where the door would be. There are guaranteed iron bars in the Wizard, Tourist, and Ranger quests. The Minetown variant Orcish Town will also have several iron bars blocking off the center. Iron bars cannot be walked or dug through, and objects thrown through them have a chance of being stopped by the iron bars. Specifically, "large" objects such as most melee weapons, most armor or boulders will be always stopped, while "small" objects such as most projectiles (including spears, but not daggers or boomerangs) or potions will pass through with 80% chance (or 100% if the shooter is next to the bars in question). Spells, rays and beam attacks - such as dragon breath - will pass right through them as if they weren't there. All monsters that are whirly, amorphous, phasing, tiny, or (unless large) slithy can pass through them, including you if you have phasing or are polymorphed into such a monster. A potion of acid can be used to dissolve iron bars by hitting them while wielding one. Throwing can also work - but as noted above, the potion only has a 20% chance of hitting the bars. The acidic breath of a yellow dragon will dissolve the bars as well. However, if the bars are marked non-diggable, they cannot be dissolved by any of these methods. In version 3.4.0, a monster that can pass through iron bars can still do so even while engulfing a monster that cannot. This may be a bug. In SLASH'EM, iron bars may be found in some of the new levels of Sokoban, but aren't randomly generated. They are also found in Grund's Stronghold, and may comprise the walls of some maze levels, like in Gehennom. Iron bar mazes are especially annoying during the ascension run. In UnNetHack, iron bars may be found in some of the new levels of Sokoban. They sometimes are generated on room-and-corridor dungeon levels instead of doorways. There is a small chance that levels in Gehennom may have iron bars instead of walls, making it difficult to hack a path. Creatures are able to pass through Sokoban bars. Some are created around the exit if you are attempting to steal from the Black Market. Iron bars may be eaten by metallivores and dissolved by a acid breath (with a 20% chance) or a potion of acid. =_=_ Talk:Mummy I just got killed by a bones file mummy. Are they tougher than a randomly generated mummy in any way? Interestingly, bones are not mentioned at all here. =_=_ Talk:Scroll origins Not really Spanish for "muahahaha" etc. Sounds more like "heehaha hohaha hoohaha", and that only in parts of Mexico; in Spain, more like "cheechacha chochacha choochacha", where "ch" is the throaty buzz at the beginning of Hebrew "Chanuka". Here's an idea I stumbled upon while reading the Star Wars wiki: Could GARVEN DEH possibly be based on "Garven Dreis"? —Minimiscience 19:09, 2 October 2011 (UTC) Not mistranscribed if using Swedish rules. Compare, e. g. "Tsjernigoff" (Chernigov) taken by the DevTeam from a Dutch atlas. --66.249.81.196 07:28, 13 May 2015 (UTC) Your game seems to be going quite well. But it'd be nice if you could limit the updates to, say, two or three times a day. These frequent edits you're doing tend to crowd entries off the Recent Changes page. Editors use this page to look for posts to talk pages, look out for vandals and other troublemakers, and so on. You alone aren't enough to cause real problems, but if everyone updated their user page with every detail of a game in progress, the Recent Changes page could become quite difficult to use.--Ray Chason 14:30, 7 October 2007 (UTC) =_=_ Talk:Baalzebub Where does this guy go to? Since playing lately, every time I get him blocked at the upstairs and nearly beaten, he reads a scroll of teleport on a !teleport level and disappears from the map. Then I can never find him again; not in Gehennom, not in the deeper levels of the Dungeons of Doom, and he doesn't go for the Bell, which I leave stashed in a level above the Valley. I haven't exhaustively searched the Dungeons of Doom, but if he had successfully stolen my quest artifact I probably would.98.172.189.77 13:55, 16 April 2014 (UTC) =_=_ Talk:Weapon Is there a possibility of weapons breaking? I know that if you force the lock of a chest or box with edged weapons, they can break. But recently, when I killed a dwarf I got the message 'The dwarf's broad short sword shatters from the force of your blow!' How is this possible? (If it makes a difference, that was the killing blow.) --206.75.108.8 01:49, 9 October 2007 (UTC) Does attacking with two handed weapons give a damage bonus, other than as above? In DnD you would get +50% to your Strength bonus.--PeterGFin 04:17, January 10, 2010 (UTC) =_=_ Talk:Wand of make invisible Is the effect an intrinsic? The times in which I've used this wand, I never became visible again, after many turns. --80.81.108.234 21:08, 9 October 2007 (UTC) =_=_ Talk:Crystal ball =_=_ Talk:Barrow wight =_=_ Talk:Kicking boots Seems like when you kick a sufficiently heavy object, eg a statue of a goblin, you get the message Thump! Ouch! That hurts!. A recent edit adds "NetHack 3.6.0 allows to see weights in the interface". Isn't this only true for wizard mode, or is it possible to view weight outside of that as well and I just haven't found the option? -- Qazmlpok (talk) 13:55, 20 December 2015 (UTC) I was playing a strength 18 barbarian, and kicked a dwarf with unidentified boots that I believe are kicking (cost 12 with low charisma), and the dwarf "reeled" and didn't attack me. I added an edit about this, but am an amateur. Consequently, I am making this comment so someone else might confirm and/or refine my addition. Thanks. A further use would appear to be weaponless conduct (including use of martial arts). -Actual-nh (talk) 17:29, 22 May 2021 (UTC) What is :Image:Pdp perfect drum set blue fade.jpg for? It seems to be out of place here... --ZeroOne 09:03, 12 October 2007 (UTC) =_=_ Talk:Dungeon.def format Does (10, 0) mean the same as (10, 1)? I think that (10, 0) is always 10. However, the code at dungeon.c#line728 seems to read: given (base, rand), put the level at rn1(base, rand), which I understand is base plus a random number from 0 to rand-1, so (10, 5) would be the range from 10 to 14, but (10, 1) would be the range from 10 to 10. It seems counterintuitive if (10, 1) is not a larger range than (10, 0) during random level placement. --Kernigh 15:39, 13 October 2007 (UTC) =_=_ Devil In SLASH'EM, the term devil also refers to the unique monsters who have lairs in Gehennom below the Wizard's Tower; they are: =_=_ Photography patch The photography patch allows you to use the expensive camera to take a photograph of something in the dungeon. You may store photographs in a photo album. For instructions and examples, read the photography patch's home page. =_=_ Heck² patch The Heck² patch provides a collection of special levels to replace some of the maze levels in Gehennom. The new levels consist of fixed designs amid random mazes; the placement of levels into the dungeon is random. The patch is against NetHack 3.4.2 but also works with 3.4.3. The patch has a home page. The patch makes extensive use of the des-file format, often ordering multiple MAP and MAZEWALK commands to produce the new levels. There are five groups of Heck² levels: heck-a, heck-b, heck-c, heck-d, heck-e. Each game has a 25% chance of a heck-a level, a 50% chance of a heck-b level, a 75% chance of a heck-c level, a 100% chance of a single heck-d level, and four of the heck-e levels. The heck-c, heck-d, and heck-e levels are less exceptional, but they insert open areas into the maze and sometimes unusual features like pillars or rounded rooms; they also insert solid wall, sometimes reshaping a level like 'm' or 'w'. UnNetHack applies a modified version of the patch & mdash;some levels have been added to the mix, the numbers have been tweaked, and some of the least popular levels were removed. =_=_ Wolfsbane =_=_ Grey ooze =_=_ Landmine =_=_ Talk:Couatl In Slash'em the Couatl can be a gift from a god. I don't know whether it is always a second gift from a god and which gods give them to you. SamSpade 23:48, January 20, 2010 (UTC) Do these guys have the need +n to hit property? Seems like my +1 spear isn't doing anything to them, and I ran out of charges on my wand of striking! --AileTheAlien 15:21, 7 April 2011 (UTC) For me, all it says is "A mythical feathered serpent. The couatl are very rare.". Has it been changed?__Train (talk) 13:02, 3 May 2015 (UTC) =_=_ Talk:Minotaur I think Minotaurs have Intrinsic Telepathy too. I polymorphed into one (ring of poly control for the win) and gained it somehow, but lost it again when I changed back. Should this be noted? --206.75.108.8 05:22, 22 October 2007 (UTC) Well, even if they're never "randomly generated," one of them sure ate my lunch in the Gnomish Mines. Polymorph trap, I guess. You can run into them anywhere, not just in mazes. And they hurt! Lvl 10 barbarian (130hp) on level 5, AC 0 (had cleared out the mines) and had just walked out of a shop. It cleaned my clock in two turns. Didn't =_=_ Nutrition/Weight Here is a list of food organized by its nutrition/weight ratio. The idea is that, all other considerations being equal (such as other uses for food besides nutrition, etc.), it makes most sense to eat foods with a lower ratio first and hang on to food that gives a higher ratio to maximize weight efficiency. =_=_ Talk:Nutrition/Weight =_=_ Dex =_=_ Str =_=_ Con =_=_ Wis =_=_ Cha Please do not post irrelevant links to NetHackWiki. Such links are considered spam and will be deleted. Repeat offenses will result in your being blocked from editing.--Ray Chason 22:46, 27 October 2007 (UTC) =_=_ Talk:Potion of extra healing Should we add message sections for potion pages? (In this case "You feel much better." And " < Monster > looks much better.") =_=_ Talk:Spellbook of create monster =_=_ Talk:Demon summoning As a chaotic character, I sacrificed one of my own race (elf), and summond the demon lord Yeenoghu. The result was a peaceful demon lord, teleporting next to me every few steps, just getting underfoot. Not very lordly behavior. I finally had to escourt him off the level, just to keep him out of my hair. =_=_ Wand of teleport =_=_ Orb of detection =_=_ Potion strategy full healing When blessed, heals up to 400 HP and/or raises your max HP by 8; also cures sickness. Ascending with 6 or so provides a safe number of emergency outs, but save these for when you need them. gain level When cursed, teleports you up one level. Useful for Moloch's Sanctum, Gehennom and emergency escapes. Can also substitute for potions of gain energy in alchemy. In case you need the last few experience levels to enter the quest, quaff non-cursed. < !--You can always level up this way, but it's a waste.-- > holy water Increments BUC status of #dipped objects. This provides the most reliable way to bless an object or uncurse items that get cursed during the ascension run. smoky (can be any type) Save, bless and quaff for the chance of a wish. A unicorn horn may be necessary to deal with ill effects. extra healing Mid-game emergency heal, otherwise save and alchemize to full healing. If potions of gain energy are scarce, you can quaff them for +5 max HP instead of alchemizing. enlightenment Alchemize with levitation to make gain level. Alternatively, bless and quaff to raise intelligence and wisdom by one point. Also useful to identify rings and amulets. water Bless or curse a stack to make (more) holy or unholy water, e.g. by dipping into your last one. booze/confusion Useful for confusing yourself, then reading a scroll of gold detection to locate portals on the four Elemental Planes. A forgotten spell is better; more than two, or an alternate source of confusion render these unnecessary. invisibility If you do not already have the invisibility intrinsic. Quaff one before eating a stalker to receive permanent invisibility and see invisible intrinsics. unholy water Decrements BUC status of a #dipped item. Useful for cursing scrolls of genocide, teleport, and destroy armor, and potions of gain level. sickness #dipped weapons will become poisoned. Lawful characters are penalized for striking with a poisoned weapon. Very useful with stacks of arrows and darts. object detection Locate the Castle wand of wishing. Useful when searching for Fort Ludios. For zen players, make stash seen. levitation Alchemize with enlightenment for gain level. A single blessed potion is enough for the endgame run. Can be used to cross Medusa's level if found in sufficient quantities. oil Recharges oil lamps, repairs weapon damage, untraps squeaky boards for pacifist experience. Throw lit oil for a Molotov cocktail. hallucination Dip with a unicorn horn to make water. If you lack magic resistance (perhaps because of conducts), hallucination will protect against touch of death. blindness Dip with a unicorn horn to make water. Throw at monsters to give them a small to-hit penalty and negate some gaze effects. Quaff it yourself if you need to avoid a gaze and don't have a blindfold handy. Finally, any potion (except acid) can be diluted and blessed to make holy water. Water can be mass-alchemized step by step into sickness, juice, booze, confusion, enlightenment, gain level, and these further into healing, extra healing, full healing, gain ability, see invisible, hallucination. You will rarely alchemize the entire chain, but these potions are always available in case you need any. =_=_ Talk:Potion strategy I wouldn't rate booze/confusion very highly, because by the time you reach the Astral Plane, you should have memorised and forgotten one spell, enabling you to confuse yourself for free. =_=_ Brainlessness Brainlessness is an instadeath caused by mind flayers and master mind flayers. These monsters have brain-sucking tentacles that lower the player's intelligence and cause amnesia. Each time a brain-eating attack is successful, you lose 1 or 2 points of intelligence. If a brain-eating attack is successful when your base intelligence is already at its minimum value of 3, you die of brainlessness. Death by brainlessness is only possible due to a monster attack; other sources of intelligence loss (e.g. thrones, potions of sickness) cannot cause this instadeath. In SLASH'EM, there is a new monster that can drain intelligence and thus cause death by brainlessness: the migo queen. Also, if you are a lycanthrope or a vampire, then you will not die of brainlessness until you are hit by a successful brain-eating attack when your base intelligence is equal to its racial minimum, which is 1 for lycanthropes and 0 for vampires. This makes it slightly harder to die of brainlessness. A base intelligence lower than 3 (which is impossible in Vanilla NetHack) will be displayed as "3", so you will not actually see your intelligence go below 3. Monsters in SLASH'EM can throw potions of amnesia at you, causing the same amnesia effect as a successful intelligence drain attack. This has no effect on intelligence. =_=_ Talk:Ring of conflict The article discusses what happens if you wear a Ring of Conflict within the Astral Plane. But what if you had previously eaten a Ring of Conflict and gained intrinsic conflict then enter the Astral Plane without actually wearing a Ring of Conflict? =_=_ Talk:The Orb of Fate This thing is actually pretty handy for locating the portals in the elemental planes. Just apply it (don't invoke it) and search for ^ =_=_ Demigod Demigod, or u.uevent.udemigod, is a flag used by the game to indicate that a player has killed the Wizard of Yendor at least once or performed the Invocation. Some behaviors change when the flag is set: This flag is unrelated to the act of becoming a demigod upon ascension, at which point the game is over and the player's state is moot. =_=_ Cockatrice egg As a cockatrice egg, it will induce delayed petrification if you try to eat or are hit with one; cockatrice eggs are the only eggs monsters will throw at you. Throwing an egg at a monster will stone them if it hits and the monster is not resistant to petrification; if wielded, the cockatrice egg will stone whatever monster you hit it with. In either case, the egg will break as normal; hitting a monster with a stack of eggs will break all of them, not just one. Cockatrice eggs can be stockpiled and used as makeshift "grenades" to instantly stone monsters that are particularly troublesome monsters; in a pinch, they may even be a viable wish, similar to a chickatrice corpse. The easiest method by far to obtain them is to lay them while polymorphed into a female cockatrice; it is also possible but tedious to obtain them via polypiling meatballs. Keep in mind that breaking your own laid eggs costs you 1 point of Luck per egg (up to a maximum of 5 at once). =_=_ Donating to priests =_=_ You feel lucky =_=_ Lantern You, or someone using this IP, apparently clicked the "report a problem" tab on Egg. But this page has no evident problem, and the report gave no details, so the report has been flagged as "not a problem". You can resubmit and provide some details this time, or see my talk page if you think there really is a problem.--Ray Chason 14:45, 13 November 2007 (UTC) =_=_ Item (SLASH'EM) First sacrifice gift for Ice Mages. +5 to hit and +5 to damage unless enemy is cold resistant. Confers cold resistance. First sacrifice gift for Flame Mages. +4 to hit and +4 damage to monsters that are NOT fire-resistant. Confers fire resistance. First sacrifice gift for Necromancers. +2 to hit and 2x damage. Does extra damage to monsters without poison resistance, including a 10% chance of instakill. Always generated with One-eyed Sam, the owner of the black market. +5 to hit and +1 to damage against @s, with a 10% chance of beheading the monster and a 15% chance of cancelling it. Necromancer quest artifact. +8 to hit and +4 to damage against lawful and neutral monsters. Drains levels. When invoked, boosts magical energy. Confers magic resistance when carried. Undead Slayer quest artifact. Confers magic resistance when carried. +5 to hit and +12 damage. 10% chance of instantly killing vampires and vampire bats. Does 150-199 damage when eaten. When invoked, instant death if the player's Luck is less than -9, and otherwise reduces all non-undead monsters in the Eye's line of sight to 1/3 of their remaining HP. Invoking the Eye reduces the player's alignment record and luck by 3 each. Acquired by killing the Beholder on the Neutral Quest. Does 150-199 damage when eaten. When invoked, does 5-24 damage if the player's Luck is less than -9, and otherwise summons 4-7 tame graveyard creatures. Invoking the Hand reduces the player's alignment record and Luck by 3 each. Acquired by killing Vecna on the Chaotic Quest. Light source, must be wielded to be used. It can be used as a weapon when lit, but this causes it to burn out faster. Uses club skill. Contains pills, bandages and phials. Can be used by Healers to bandage wounds and vampires to make potions of vampire blood. In addition, anyone can use it to swallow a pill for various effects, mostly negative unless you're a Healer, Monk, Priest, or Undead Slayer. Deferred feature. Must be applied to work as a weapon. Can be applied when already active to increase the damage it deals. Vegetarian. Can grant a wish, make you very fast, increase your nutrition, put you to sleep, poison you, stun you, or cause hallucination. Vegetarian. Cures sickness or lycanthropy (unless your starting race is lycanthrope, in which case it damages you and reduces your strength and constitution). Restores HP if you're lawful, and does non-fatal damage if you're chaotic If you're not a vampire, polymorphs you into one and angers your god if you're lawful or a Monk. If you are, increases nutrition. Grants temporary invulnerability. Does not work against sickness, stoning, sliming, lost stats, brainlessness, lycanthropy, level drain, divine wrath, or eating a Rider's corpse. Alters healing rate based on beatitude- +2 if blessed, +1 if uncursed, -2 if cursed. These effects are cumulative. Always generated cursed. Can be used to remove rust from iron edged weapons or to enchant them up to +0. Requires a source of water. Only works 33% of the time. =_=_ Spider web =_=_ Wraiths =_=_ Beelzebub =_=_ Talk:Lava The page currently doesn't mention any danger to equipment. As I just found out, stepping onto Lava while wearing a pair of speed boots is not a good idea. The boots (which were greased, btw) spontaneously combusted. It would have been better to enter the Lava barefoot since I had fire resistance. I'm not sure whether this happens always, and which kind of equipment is in danger, so I add this info here on the talk page, hoping that someone with better knowledge can improve the "Lava" entry. So where do you find Lava before the Endgame if you are not a valkyrie? -Tjr 23:29, March 15, 2010 (UTC) The text mentions that if you have fire resistance, this gives you a few rounds to get out before you sink below the surface and die. My question is - in this case, what is it that kills you? Is it suffocation? If you have fire resistance + unbreathing, would you still die... or could you walk around in the lava like you can walk around in water? Can someone please elaborate on that? How exactly are they outside time? I do not intend to take advantage of it as I do not know how. (I've only gone as far as Mine Town)- - DemonSlayerThe3 :: The Neutral Gnomish Wizard, with my kitten Ellinis! 18:20, May 7, 2010 (UTC) If you freeze the lava, you're stuck in the ground and can dig yourself out, but what if you don't have a pick-axe and are in Gehennom where prayer is impossible, and on a no-teleport level to boot? Is there no way to save your life? --Bluescreenofdeath (talk) 07:53, 16 November 2016 (UTC) I threw a rock troll corpse into lava. The game said it burned. Several turns later the troll rose up in the lava and then "burned to a crisp" the next round. Afterwards I did try a experiment. I threw a troll corpse into lave. I fired a wand of cold at the lava. I then dug a pit. The pit had a troll corpse in it. Obviously the corpse should have already burned. 07:06, 19 September 2017 (UTC) =_=_ Invocation artifacts =_=_ Talk:Ice mage It seems to me that Ice Mage is vastly inferior to Red Mage, even if the two seem compeletely identical. He gets Power Surge much later, and can't specialize in nearly as many weapons. Correct me if I'm wrong. There is a contradiction, the skill table says the longsword skill goes to skilled and the first bulleted paragraph recomends getting excalibur if lawful because longsword goes to expert? PuercoPop 13:17, September 17, 2009 (UTC) =_=_ Talk:Hungerless casting I'd think many other classes in it, such as Necromancers and Flame/Ice Mages, would have this as well. Could anyone tell me? As of 0.0.8E0F1, spell.c, line 872 still only switches for PM_WIZARD. If SLASH'EM has overloaded PM_WIZARD, then this would work, but a quick skimming of role.c says that PM_WIZARD remains the property of the people who play as wizards. The table describes a X% penalty for various INT levels - is that on top of the "normal hunger" described in the table below? -208.97.245.131 00:57, November 18, 2009 (UTC) =_=_ Talk:Wooden stake =_=_ Special room (SLASH'EM) SLASH'EM contains several new special rooms not included in vanilla NetHack. In addition, there may now be more than one special room on each level, with up to one each from each of the following categories: If you find an unusual room in SLASH'EM that you don't see here, it might be one of the SLASH'EM special levels. They have a chance of containing a magic whistle, or at least a normal whistle which can then be upgraded; even without a whistle, you can still use the tripe to keep your pet's apport up, maximizing the number of items you can steal – from this shop or another. The black market does not allow pets through its portal, but figurines allow the player to safely create a pet inside Sam's shop. Perhaps one of the better shops for early adventurers, these are a great place to get some intrinsics and non-perishable food items. The large number of corpses generated usually means at least a couple chances at gaining poison, cold, fire and sleep resistances. Although the tins are unlabelled, and thus usually dangerous to eat, there are often a few lichen corpses to be had. Even if no lichens are to be found, the player may still generate some molds and lichens by taking corpses out of the ice boxes and leaving them on the floor. Each corpse then has a 50% chance of growing into a fungus. Keep in mind that if lichens and shriekers are generated that the player need not pay for them; violet fungi, shriekers, and lichens are all non-sessile, and will slowly follow a patient player outside the shop. Molds, however, are sessile. Stay focused, they are still some potential dangers here. Don't confuse a green slime corpse for a slime mold. You wouldn't want to eat the wrong slime. Also be careful with the eventual acid jelly. Real zoos are similar to regular zoos, but contain a mixture of mastodons, pythons, mumakil, tigers, panthers, jaguars, apes, and monkeys. They also have a chance of containing the unique monster Jumbo the Elephant. Migohives contain a migo queen and many migo drones and migo warriors. They also contain several diamonds, rubies, agate stones, and/or fluorite stones. =_=_ Migo Migo (or Mi-go) are a group of insect-like monsters, inspired by the works of H.P. Lovecraft, that appear in SLASH'EM (as insects) and dNetHack (as motile fungi). There are 3 "migo" monsters in SLASH'EM: migo drone (), migo warrior () and migo queen (). The drones and warriors can be randomly generated, whereas the queens can only appear in migohives or from the summon insects spell. Unlike most they are all able to pick up and use items such as scrolls, wands and potions. A migo drone is the least dangerous of the migos. It does very little physical damage, although its sting is poisonous. It does appear in large groups, however, and thus may swarm the character. Still, it is not much of a threat even then, not being particularly fast or strong. Chatting with a tame or peaceful migo drone produces an unintentional YAFM: "The migo drone drones." A migo warrior is the next step up from a migo drone. They can be somewhat annoying to get rid of, owing to their relatively low AC and relatively high amount of hit points. They are not a huge threat though, as they do comparatively little damage for their level and appear only in small groups. They are, however, tougher than most , and so can impede your movement if many appear from summon insects. A migo drone will grow up into a migo warrior at level 10, but a migo warrior cannot grow up into a migo queen. < ref > source:SLASH'EM 0.0.7E7F2/mondata.c#629 < /ref > Migo queens are thankfully rarely seen, as they are not randomly generated and only appear in migohives. They have a sting which drains intelligence and causes amnesia in the manner of a mind flayer, as well as a bite which does a large amount of physical damage. One should make sure to watch out for them appearing via summon insects, as this can happen occasionally, especially with the large numbers of that the priests on the Astral Plane or in Moloch's Sanctum will summon. When meeting these in hand-to-hand combat, a greased helmet is advised. dNetHack has 4 migo monsters, all of which appear randomly in the dungeon (but do not venture into Gehennom). Migo queens and philosophers are both capable of amnesia attacks. Migo are considered Fungi in dNetHack, rather than insects. Migo soldiers are often generated carrying wands of lightning. These wands only contain a handful of charges, but can be of great use when combined with a means of charging. They are capable of wielding weapons. Migo philosophers are quite deadly, as they are able to cast mage-type monster spells from range, and can drain large amounts of intelligence in melee. Migo queens are also quite deadly, able to cast priest-type monster spells from range, and can drain large amounts of intelligence in melee. Migo come from the works of H.P. Lovecraft. The SLASH'EM encyclopedia entry is an excerpt from Lovecraft's work. The correct spelling is actually Mi-go. Mi-go are an extraterrestrial species, an insectoid-fungoid symbiont the size of men. The fungus is the intelligent partner. They are pinkish, with multiple pairs of limbs and a pair of membranous wings that they use to fly through the aether of outer space, not air. Their head, where the fungus partner reside, looks like an ellipsoid with multiple antennas. =_=_ Remove curse =_=_ Bite Many creatures feature a bite attack, often in addition to other physical attacks. Biting a cockatrice (or a chickatrice) will immediately petrify the biter. Monsters/pets with bite attacks do not attack cockatrices in hand-to-hand combat, but being petrified by biting a cockatrice is a rather common YASD. =_=_ Talk:SLethe =_=_ Eucalyptus leaves =_=_ Stormy BlueShade the Master St:18/** Dx:18 Co:18 In:19 Wi:22 Ch:18 Lawful S:2762876 =_=_ Early Wish =_=_ Talk:Early Wish =_=_ NetHackWiki:Next version Following the release of NetHack 3.6.0, there was much rejoicing — and much work to be done on NetHackWiki. Much of the information on NetHackWiki was made out of date and needed to be updated. At the time, NetHackWiki editors had no experience of such an event: nearly every word on the wiki was written in the NetHack 3.4.3 era. Thus, this wiki needed to develop a system of tracking articles that were updated versus articles that had not yet been updated, especially after further versions of 3.6 were subsequently released and it became possible for a page to be updated to a 3.6 version and still out of date. Toward that end, this project proposes a way to identify articles that need to be updated. The present de facto standard for articles about vanilla NetHack (subject to revision given input from NetHackWiki editors) is the following: Tile images have been revised in the past and the next version may do so again. If this happens, the old tiles ought not be overwritten, as they are still needed for the version writeups; rather, they ought be moved to the historic tiles page and the new tiles uploaded with new names. The What links here link for the old images can identify articles that need to point to the new tile. Alternatively, the old images can be renamed, the version writeups revised, and the new tiles uploaded using the original name. =_=_ Talk:Riding What use is this? It just drops me from the saddle and hurts me pretty bad. And despite this, pressing space will take it as 'Yes', when by all logic it should mean 'No', like with pretty much everything else. I asked about this over in the Knight discussion, but as it was changed here as well I feel I should post here as well. I earlier wrote the article to say that Ki-Rins never are affected by conflict, but it was changed to say they only have a 4/5 chance of avoiding conflict. I find this dubious for a few reasons. First, my own experience. I do not recall ever having a mounted Ki-Rin buck me. Secondly, according to & postcount=169 this Ki-Rins have a 100% chance of avoiding conflict. Now of course they might be wrong in their calculations, but my own experience backs that up. Lord Seth 06:28, March 28, 2010 (UTC) =_=_ Talk:The Rat King The rat king (Sorry. I have no tile on him.) Recently attacked me on Slash'em. Anyone care to create a page on him? =_=_ Talk:Twoweapon I think this page needs a table of which roles can #twoweapon, and how skilled they can be at it. I'd do it myself, but it looks like we could just use Template:Combat skill table. I have no idea how to do that, but it's probably easier. --Andronikus 02:54, 2 December 2007 (UTC) I tried two-weaponing Mjolnir and Excalibur and it produced the message "Your Excalibur resists being held second to another weapon!" or :Your war hammer named Mjolnir resists being held second to another weapon!" This should be included. So for the more dense among us, let's run through a few examples. A samurai wielding Excalibur and a silver saber with Expert long sword and Twoweapon and Basic saber will have [+Hit +Dam] of [+2 +3] or [-3 +1]? Does the saber get the bonus damage? If the samurai switches to Grayswandir with saber, will he get [+0 +0] or [-3 +1]? If the answer is [+0 +0], would this result be the same with Skilled Twoweapon skill? Basic Twoweapon? Thank you. DemonDoll 16:44, 10 June 2009 (UTC) If I throw projectiles(including Mjollnir) with two weapons wielded, which skill the to-hit bonus and the damage bonus from, one weapon or two weapons? --NDos (talk) 08:11, 4 June 2014 (UTC) On NAO 3.6 it is taking two skill slots to go from basic to skilled for twoweapon. I do not know if this is a change in 3.6, or if it is just the version currently running on NAO. =_=_ Talk:Black pudding The box says that eating the corpse conveys zero resistances, but I just ate one on NAO and felt full of hot air... Fyr (talk) 22:02, 17 December 2015 (UTC) As far as farming black puddings, I am having a difficult time. Long story short..... I found a tinning kit. Blessed it. Tinned ALOT of giant. Ate them. I now have strength 18/**. I tried using a orc dagger. I am doing to much damage to farm effectivly. I tried to use a cursed scroll of charging on a ring of increased damage. Anywho, it melted or something. =_=_ User:Vanzant Elbereth I'm vanzant "Elbereth". I tend to use SLASH'EM 's explore mode as a wizard/other form of wizard, such as flame/ice mage or necromancer. I've ascended ONCE. and that was with wizard, Doppleganger, Male, Chaotic. Was alot of fun, especially once I hit level 18, and started using the liquid leap technique to jump out of shops, hitting the shopkeeper with my acid trail, fend off keystone kops, polymorph into a master mind flayer to destroy the shopkeeper, and then proceed to beat any other nearby monsters off before reading the spellbooks I'd stolen. I had around 5 ice spheres and 5 flame spheres following me at any given time for protection, and often polymorphed into a Water demon (After killing one as an energy vortex.) I'll say it again, it was ALOT of fun. --Vanzant Elbereth 01:26, 3 December 2007 (UTC) =_=_ Homonculus LoATS stands for Lord of All Things Shiny. Why I call myself that, I don't quite remember. I would probably have remembered if I wasn't thinking about Maud all of the time. I've played ADOM, Nethack, and Angband, and while I don't care so much for Angband, I have split feelings for Nethack and ADOM. Nethack was my first roguelike, and I played it on falcon's eye (before taking a two year break), and I really liked it, especially the funny monsters and messages associated with hallucination. I also enjoy ADOM because of its more developed storyline, and because of its multiple endings and quests (not that I've ever gotten to an ending, but I've heard that there are multiple endings), and especially the things that happen to you when you step on one of those purple chaos traps. I just recently started Angband, so it's taking me a bit to get used to it. It's really annoying that 'e' means "view equipped items," not 'eat' like in ADOM and Nethack, and to pick something up, you don't press a convenient key on the right side of the keyboard like ',' or ';' , you have to reach over and press 'g'. Kind of uncomfortable. Here's a tip for newbies like me: Don't expect to ascend until you've had at least 200 deaths under your belt. Half of them will be from jackals and rolling boulder traps, but don't give up. I haven't ascended yet, but I'm still chugging along. Good Luck! Found a wand of poly on Dlvl 1, turned my pet kitten to a pet master mind flayer. On Dlvl 3 my pet killed a skopkeeper, and I found a magic whistle and a pair of boots of speed. =_=_ Talk:Priest quest Is it worth the bother to dig up all the graves in the various graveyards? (so far, I haven't found anything in any of them...) Also, does the starting level count as a graveyard level with respect to the likelihood of wraiths leaving corpses? And is it just coincidence, or is Create Monster (in whatever form) more likely to produce undead on the quest level with the altar than on normal levels? Thanks! I checked the source, and it appears there's nothing special about the priest quest that allows for Gehennom-only monsters to be normally generated. Several monsters on the priest quest can Summon Nasties, which will generate Gehennom-only monsters, but that's not unique to the priest quest. Csnook 10:14, August 12, 2010 (UTC) =_=_ Talk:Master lichen =_=_ Persistent level The term "persistent level" often appears when contrasting roguelike games. A dungeon level is persistent if the player may return to the level after leaving it. The game must store the map and contents of any level that the player might revisit in the future. NetHack has persistent levels, up until just before you enter the Elemental Planes. When you leave a level, NetHack writes the level to a temporary file on disk (in the playground). These temporarily files also provide the basis to recover a crashed game. When you save your game, NetHack stores the levels in your save file. Persistent levels were an innovation in NetHack's predecessor, Hack. Actually, Jay Fenlason included the ability to write a dungeon level to disk and read it later in the original design of Hack. The < tt > mklev < /tt > program writes a new level to disk, and the < tt > hack < /tt > program reads it. To implement persistent levels, after the player leaves each level, < tt > hack < /tt > must write the modified level to disk again. When reading the level again, < tt > hack < /tt > contains code to regenerate monsters, as if time passes while the player is away (thus Hack implements a "mostly persistent" dungeon.) You may view the implementation in (Andries Brouwer's) Hack 1.0 source code. The code to read a level is in hack.lev.c; < tt > hack < /tt > and < tt > mklev < /tt > share the code in savelev.h to save a level. Hack 1.0.2 merges the < tt > mklev < /tt > code into < tt > hack < /tt > . The modern implementation for NetHack 3.4.3 is more complex, and lives in two source files restore.c and save.c. The first roguelike game, Rogue, coped without persistent levels because it never generated staircases back to previous levels. In Rogue, there are only down staircases, until after you acquire the Amulet of Yendor, when there are only up staircases to a different branch of the dungeon. Rogue did have a save feature, which did embed the current dungeon level in the save file. Actually, Rogue implemented the save feature by crudely dumping everything in memory from < tt > version < /tt > to < tt > sbrk(0) < /tt > , with no regard to which part of memory contains the current dungeon level. (Carefully read the & view=markup save.c file of Rogue 3.6 for details.) So there was no way to write the current dungeon level to its own temporary file. Now that the Roguelike Restoration Project has reformed the save feature, one might be able to hack a Rogue variant that supports persistent levels. =_=_ SLASH SLASH (SuperLotsaAddedStuffHack) is a variant of NetHack 3.1.3, later updated to NetHack 3.2.2. It initially combined NetHack-- 3.1.3 with NetHack Plus. The subsequent addition of the Wizard Patch produced SLASH'EM. SLASH 6 is archived at Ali Harlow's website here. Other versions may be found in various dusty corners of the Web. NetHack 3.2.0 was released on 18 April 1996 and Tom Proudfoot released no more versions of SLASH. Enrico Horn later resumed development, releasing a SLASH based on NetHack 3.2.1 on 8 October 1996. The last version, called SLASH 4.1.2-8, was a merge with NetHack 3.2.2. Enrico Horn's website has disappeared, but is still visible on the Wayback Machine here. As the DOS source archives found there are unfortunately truncated, interested parties should download the Unix patch instead. This tarball should be unpacked into the top directory of a clean NetHack 3.2.2 source tree; it will unpack into new files and two patches. If only the first patch is applied, the resulting tree is in agreement with the recoverable parts of the DOS archive. The Wizard Patch proved popular, and in time Warren Cheung ported it to SLASH, calling the resulting game SLASH'EM, the EM part meaning Extended Magic. He released it on 7 January 1998. SLASH and SLASH'EM coexisted for the rest of the 3.2.2 era. NetHack 3.3.0 accepted the Wizard Patch into the mainline code. SLASH'EM 0.0.5E8 merged in the 3.3.0 code, and consequently SLASH ceased to exist as a separate game from SLASH'EM. =_=_ Heck2 patch =_=_ Healing spell =_=_ Heal =_=_ Heal spell =_=_ User talk:Paper chaser The page you created at "blnk" appears to be an attempt to promote a website that is not relevant to the content of this wiki. Please don't do that.--Ray Chason 17:46, 6 December 2007 (UTC) =_=_ Hallucinatory monster In NetHack, hallucination can cause you to perceive monsters as other beings, including those that otherwise do not exist in the game. These hallucinatory monsters are based on creatures from other roguelikes, fantasy worlds, folklores and popular culture. =_=_ Mindflayer =_=_ Talk:Scroll of genocide I wonder if it is possible to acend from Charon's boat, say by genociding self while polymorphed into something else and wearing an amulet of unchanging. How on earth did this occur? & sort=2 & n=70 DeathRobin did it about 6 years ago (it should be 7068 on that list), but there's no dump file given? Did this somehow involve getting petrified on the same turn as self-genocide? -Ion frigate (talk) 03:07, 15 June 2013 (UTC) =_=_ Talk:Scroll of teleportation I just got a tip from the Oracle about the controlled level teleport if the scroll is read confused with teleport control. According to NetHack spoilers, this occurs with an uncursed scroll + confusion + teleport control or (this is less clear) cursed scroll + teleport control. --Keyboardashtray 00:12, 8 December 2007 (UTC) A scroll of teleportation is always generated in a closet without a door. To the best of my knowledge items are normally only otherwise generated inside of rooms, barring bones files and monster deaths. If a scroll is found in a corridor next to a room (i.e. a closet that is connected to a corridor and is thus easily accessed), does this guarantee that it is a ?oT, or is it still possible for a different scroll to be generated inside of a corridor? -- Qazmlpok 00:29, 25 May 2011 (UTC) =_=_ Talk:Doppelganger For some reason when I polymorph and return to my Doppelganger form my Total HP on that form gets reduced is this normal? (I have been morphing in Umber Hulks if that helps). Be renamed to something like Doppelganger (monster) since there is now a article for the playable race. --Maha Bufu 22:09, 17 April 2009 (UTC) =_=_ Invocation property =_=_ Footwear =_=_ Hand =_=_ Immunity to sickness Acquiring the immunity allows you to safely eat old corpses (rotten or tainted), including corpses from mummies or zombies. However, in vanilla, only fungi and ghouls have immunity to sickness. The property is more common in SLASH'EM, where two roles, the Necromancer and the Undead Slayer, start the game with innate immunity to sickness. This does not imply that a Necromancer or Undead Slayer may safely eat anything; among other problems, corpses can be acidic or poisonous. =_=_ Sickness resistance =_=_ Immune to sickness =_=_ You feel a slight illness =_=_ You feel a slight illness. =_=_ It doesn't seem at all sickening though =_=_ It doesn't seem at all sickening though... =_=_ Headstones Please do not make nonsense edits to NetHackWiki, as you did to Template:News. They just get reverted, and waste everyone's time.--Ray Chason 01:30, 10 December 2007 (UTC) =_=_ Warned of monster type Warning of monsters is a property that allows the player to sense certain monsters. When you are warned of a monster, you can detect the locations and types of all types of that monster on the current dungeon level, as if you could see them. This property can be granted by certain artifacts or by polymorphing into certain monsters. The monsters you will be warned against can be any type that can be represented by one of the M2_* monster flags. In practice, these are: There is no way to be warned of demons, but if there were, the message "You are aware of the presence of demons" would appear. If you somehow became warned of some other monster type, the message would be "You are aware of the presence of something." Orcs are a small fraction of the monsters you encounter, and typically not much of a threat, so the warning of orcs has little value. It might be useful if you are trying to avoid Uruk-hai's poison arrows. To enable detection of a monster type, the hero must have the < tt > WARNED_OF_MON < /tt > property (as an intrinsic or extrinsic), and < tt > flags.warntypes < /tt > must contain the M2 flag for that monster type. If an artifact provides SPFX_WARN (either when carried or when worn), and that artifact has any M2 flags, then the artifact will provide warning of those M2 types. For example, Sting is a SPFX_WARN artifact with the M2_ORC flag. An artifact with SPFX_WARN but no M2 flags will instead provide warning like a ring of warning. Multiple artifacts that provide SPFX_WARN when carried, and have M2 flags, would not interact correctly. This is not currently a problem, because the only such artifacts are the Master Key of Thievery or the Orb of Fate, and both have no M2 flags. Suppose that there is a new artifact pick-axe named Dwarfwatcher that provides SPFX_WARN of M2_DWARF when carried, but artifact.c is unchanged. Then the following sequence of events might happen: Two artifacts that simultaneously provide SPFX_WARN, of the same M2 flag, would not interact correctly. This is not currently a problem, because Sting is the only such artifact in the game. Suppose that there is a new artifact amulet named Orcfinder that provides SPFX_WARN of M2_ORC when worn, but artifact.c is unchanged. Then the following sequence of events might happen: In SLASH'EM, certain roles are warned of undead. This is an innate property of an Undead Slayer from experience level 1, or a Necromancer from level 3. It detects the locations of all undead monsters on the current level. A Necromancer begins the game with a pet ghoul, which is slow and can be difficult to bring along. Keeping it becomes easier if you reach experience level 3 and become warned of undead, so that you may always track the location of your ghoul. When it is time for your ghoul to follow you through staircase, then you might use your pick-axe to dig a shortcut from the ghoul's location to the staircase. Vanilla NetHack defines a WARN_UNDEAD property separate from WARN_OF_MON and allocates space for its < tt > struct prop < /tt > structure. However, vanilla does not implement warning of undead. In SLASH'EM, when the player changes experience level and gains (or loses) WARN_UNDEAD, then the game also sets (or clears) intrinsic WARN_OF_MON and adds (or removes) M2_UNDEAD to the warned monster types. =_=_ Warned of orcs =_=_ Warned of undead =_=_ Warned of demons =_=_ Category talk:Tools =_=_ Talk:Gnomish Mines =_=_ Talk:Manes Someone just posted to this page that they are stronger in SLASH'EM. I don't see any difference; their attacks, speed and base level are all the same. Can whoever posted this please explain? -Ion frigate 22:46, March 9, 2010 (UTC) =_=_ Candles =_=_ Longsword =_=_ Mr =_=_ Talk:Fedora Would it lower my AC?..., since Shirts give no Initial AC but has they are enchanted they give more AC. --Maha Bufu 23:07, 4 April 2009 (UTC) =_=_ SLASH 6 The source code is archived on Ali Harlow's website at . It includes only the files needed to build for MS-DOS on the old Watcom compiler; it might be possible to build with Open Watcom after tweaking the code (it doesn't compile as is). SLASH 6 inherits the twelve roles of NetHack 3.1.3 and six roles from NetHack Plus, and adds two of its own; it also allows certain roles to have the player's choice of alignment, something new at that time: All classes permit male and female adventurers, except the Valkyrie which must be female. Chaotic elves are called drow and get a different Quest from lawful or neutral ones. The Dungeons of Doom are lengthened, to accommodate a number of new levels and branches, all of which are new to SLASH: Code is present to implement the black market, inherited from NetHack Plus, and for The Wyrm Caves, but is commented out. The bad food shop is not a shop in the usual sense. The wasp hive and "Room 11" from NetHack-- were removed. The optional water weird fountain from NetHack Plus was removed. New fixtures, all new to SLASH, are the grave and the toilet. The plain gnome is the Gnome quest guardian. Earendil is both the quest leader for male elves and the quest nemesis for drow. Icebiter and Firebiter had been axes in NetHack-- 3.0.10. NetHack-- 3.1.3 changed them to battle-axes, but SLASH 6 changes them back. All amulets appear as . SLASH 6 defines these amulets, in addition to those in NetHack 3.1.3, and all are new to SLASH: Potions have randomized appearances (except for water), appearing as one of . SLASH 6 has these potions in addition to the ones in NetHack 3.1.3; the potion of polymorph is from NetHack-- 3.1.3, and all others are new: SLASH 6 has one scroll not present in NetHack 3.1.3, a scroll of trap detection. It is new to SLASH. Wands have randomized appearances, appearing as one of . SLASH 6 has the following wands, in addition to those in NetHack 3.1.3: Spellbooks have randomized appearances (except for blank paper and the Book of the Dead), appearing as one of . SLASH 6 has these spellbooks, in addition to those in NetHack 3.1.3: It should be noted here that spells in SLASH 6 (as in NetHack 3.1.3) work rather like wands, having a limited number of charges per read of a spellbook, and that spellbooks can only be read once. Many of these spells, among them enlighten, enchant armor, and enchant weapon, would be unbalancing if combined with the modern spellcasting system. Rings have randomized appearances, appearing as one of . SLASH 6 has the following rings, in addition to those in NetHack 3.1.3: and pieces of orange, yellow and black glass. Glass is called "piece of < color > glass", without the "worthless" part. =_=_ Hallucinatory Monsters =_=_ Talk:Axolotl =_=_ Talk:Projectile Kicking objects also counts as projectiles, you can even gain weapon skill this way! (I gained a dagger skill level last night kicking daggers at a disenchanter in the castle) I would never have searched for 'projectile' but a friend did. The info here looks to me like it should be merged into the missile page, and 'projectile' should be a redirect. I have removed the charts from the Longevity section that I briefly moved over from the Arrow page, on the grounds that they were not very helpful charts. They were all linear relationships of the same scaled values, their x-axes were descending order, and the principle behind the math (that if a projectile has a p chance of breaking it will on average last you exactly 1/p hits) is overly simple. =_=_ Talk:Potion While wearing a cloak of displacement, a Gnome Lord threw a potion at me (in the wrong direction). This missed potion did not shatter... and I was able to retrieve it.--PeterGFin 17:16, January 8, 2010 (UTC) I think I was polymorphed into a giant spider (or maybe stalker [realize those are 2 VERY different things. Ring of polymorph, what can I say?). I drank a potion, and receieved the following message, which I could not find in a search: "Your skin glows..." (may've been words in between)"...then fades". Increase armor? I dunno.01:10, 7 December 2010 (UTC)01:11, 7 December 2010 (UTC)Slarty 01:11, 7 December 2010 (UTC) Does anyone know the exact chances of boiling/freezing for wielded weapons, wands, spells, etc etc? --AileTheAlien 10:11, 11 September 2011 (UTC) From the "Properties of potion bottles" section, I removed the line "Perhaps it is the bottle that is magical, as much as or more than the colored liquid within." This removal is because when you quaff from a sink, you sometimes get a colored liquid that matches the potion color and has the full potion effect, despite not coming from a bottle. So, it is clearly the liquid itself that does whatever the potion does.169.252.4.21 01:49, 13 June 2014 (UTC) =_=_ File:Nethack-qemu.png =_=_ Talk:Wooden flute =_=_ Lurker =_=_ Talk:Wand of digging Should we include that when you zap it at a closed door, the message "The door is razed!" is produced? Aeronflux 22:12, 22 September 2008 (UTC) Shouldn't there be information about its range here? According to other spoilers (based on Dylan O'Donnels work, I think) the range is 8..25 in open space while doors and walls count as 3 and roch as 2. I'm always wondering how many /oDig do I need for the Earth plane and I end up taking too many. Also there are some other effects not mentioned here when zapping downwards when standing on some special things (fountains, sinks, thrones, drawbridge/proticullis, etc) Kynde 07:06, April 30, 2010 (UTC) I remember noticing in SLASH'EM that wands of digging halve the hit points of xorns (with a message about digging a hole through the xorn). Can someone with wizard mode check if this is true for vanilla as well? I don't have access to it right now. -Ion frigate 23:53, 16 November 2010 (UTC) =_=_ Ludios =_=_ Rotten food =_=_ Talk:Vrock I'm looking at one now in dlvl 13. I don't see any ploymorph traps anywhere. Perhaps this is another Nethack 3.6.3 change? It also could have been a wand or potion of polymorph (MMF sounds like it should be a polytrap) but a single high-level monster could always have been a potion. Also don't forget chameleons - just because it didn't leave a corpse doesn't mean it wasn't a chameleon. --EasterlyIrk (talk) 22:38, 7 June 2019 (UTC) =_=_ Talk:Experience points =_=_ Staff of Aesclapius =_=_ "oESP =_=_ Environment variables =_=_ Talk:Nalfeshnee It says they are only encountered in Gehenna, but I found one on the bottom level of the Gnomish Mines (catacombs), it was invisible and it cursed several of my items. A user proposed we move the Pet section, but frankly there's not much else to the article so I don't see what it's diluting. Also, it's conspicuous (or maybe just a little counter-intuitive) that a Nalfeshnee can be a powerful opponent but only ever a meager pet. Furthermore, that it cannot be tamed seems important, but maybe that's true of all non-eating, spellcasting monsters (as the user suggested).thefifthsetpin 02:42, 15 May 2011 (UTC) This shows IBMgraphics (and color) in KDE's terminal emulator, Konsole. Notice the walls of the rooms, the corridors, the open door (a brown square) and the fountains around the Oracle. To have IBMgraphics working in Konsole, one must: This shows IBMgraphics (and color) in xterm, at the Oracle level. Notice the walls of the rooms, the corridors, the open doors (yellow squares) and the fountains around the Oracle. To have IBMgraphics in xterm, one must: Like :Image:Xterm-ibm-oracle.png, this screenshot shows IBMgraphics in an xterm, but there is a serious graphical glitch here. Unlike a real IBM PC, < tt > luit < /tt > does not map ASCII control characters to graphical characters. Thus there are some missing characters, like the smiley face for the Rogue level. NetHack uses these missing characters only at the Rogue level. The problem manifests in the above screenshot by having one piece of wall appear one square left of its actual position, because of the missing smiley face. However, as you move around and fight monsters, the problem becomes much worse as many map elements shift out of place. In corridors, you can easily become lost. You can type ^R to redraw to fix most of the map, producing something like the above screenshot. Recent xterms and similar programs (including Konsole, gnome-terminal, the Linux console, and PuTTY) can be set to accept UTF-8 even if that isn't the default, by issuing ESC % G . ESC % @ returns to the default encoding. The luit project page doesn't offer much information on the use of this program, but I'll be examining the source code to see if it can issue ESC % G, and if not, perhaps send a patch to the maintainer. Then you won't have to do anything special with Konsole, just run luit as indicated, possibly with an extra switch.--Ray Chason 18:23, 29 December 2007 (UTC) =_=_ Poly piling =_=_ Your health currently feels amplified! =_=_ EotA =_=_ Dipping =_=_ Greasing =_=_ Talk:Silver saber =_=_ No teleport =_=_ Talk:Vortex I noticed something odd with steam vortices. My character was standing on one side of a door in Vlad's tower, with a vampire on the other side. The vampire turned into a vortex and flowed under the door, promptly died, and returned to its room as a vampire lord. It died as a vortex a few more times before eventually turning up on one of the squares next to my character. There are quite a few vampires and vampire lords generated in the tower, so I got quite a few more opportunities to see the same thing. In mondata.h, all vortices are classified as "nonliving", which should make them immune to death rays. Might be useful information for players who try to escape from an early-game vortex by zapping it with a wand of death. --Bluescreenofdeath (talk) 06:21, 2 May 2017 (UTC) Thanks to several messages written in a webchat by aosdict (TNNT 2018 - hardfought.org), I have learnt that since v. 3.6.1 when a monster with an engulfing attack expel you, it has to wait between 0 and 2 turns before being able to engulf you again. During this time its engulfing attack will be replaced by a (weaker) "touch" attack that deals the same kind of elemental damage as before, but with the difference that "touch" attacks could also affect your inventory. =_=_ Talk:Scroll of identify =_=_ File:Vultures-squirming-mold.png I was trying Vulture's in explore mode, when I saw this ridiculously large green mold grow from an acid blob corpse in my Samurai's inventory. =_=_ Compile-time options Compile-time options are certain features of NetHack that can be enabled or disabled when the game is compiled, that is, built afresh from the source code. Most of these can be selected in config.h, in particular, at the end of this file, or on a UNIX, in a hints file. This article is principally about those compile-time options that affect gameplay by adding or removing certain features of the game. Some features, such as compression of bones and save files, are enabled by similar means to the options described here, but do not have a highly visible effect on the user's experience. Many compile-time NetHack options change the format of the bones and save files, and will render these incompatible if they are changed. The above line enables the Keystone Kops. If it is commented out, then Kops no longer exist in the game, and a shopkeeper who is robbed will have to fend for himself: The /* and */ marks define a comment, a part of the source code that the compiler is instructed to ignore. Most newer compilers also accept a single-line comment like so: SINKS is enabled by default in NetHack. If it is turned off, sinks do not appear; this may make the game harder, as it is no longer possible to get a random ring or a dishwasher by kicking a sink. WALLIFIED_MAZE is enabled by default. If it is turned off, walls cannot be drawn with the more attractive box drawing characters via IBMgraphics or DECgraphics. KOPS is enabled by default. If it is turned off, the Keystone Kops do not appear, and a shopkeeper who is robbed will have to kill you himself. TOURIST is enabled by default. If it is turned off, the Tourist role is removed, along with Hawaiian shirts, T-shirts, credit cards (including the Platinum Yendorian Express Card), and expensive cameras. ELBERETH is enabled by default. If it is turned off, engraving Elbereth does not repel monsters. Crowning is also removed, because the lawful crowned title is the Hand of Elbereth. There will still be engravings of Elbereth in the Castle and Sokoban levels, since level maps are defined outside the NetHack source code, but they will have no effect. EXP_ON_BOTL is enabled by default. If it is turned off, the showexp option does not exist, and it is not possible to show the current experience points on the status display. This option sets a flag that is saved in the save file, and so EXP_ON_BOTL affects bones/save compatibility, even though one might expect that it would not. SCORE_ON_BOTL is not enabled by default. If it is turned on, a showscore option is enabled, which shows the current score on the status display when set. Like EXP_ON_BOTL, this option sets a flag that is saved in the save file. GOLDOBJ is not enabled by default. It enables an experimental feature, still being debugged, by which gold coins are considered an object like any other; currently your gold is stored separately from the rest of your inventory. AUTOPICKUP_EXCEPTIONS is not enabled by default in the NetHack source code, though at least the official Linux binary includes it. If enabled, it is possible to specify, through options, certain objects that will or will not be automatically picked up in spite of the autopickup setting for their object type; using AUTOPICKUP_EXCEPTIONS, one can for instance specify that food rations are to be automatically picked up and cockatrice corpses are not. Without AUTOPICKUP_EXCEPTIONS, this distinction is not possible: either all food items are automatically picked up (by specifying % in pickup_types) or none are. This can be found in unixconf.h. By default this is on, and it allows the user to escape to the command-line shell with ; Disabling this is a good idea on public servers. =_=_ Grey stone Your spam has been sent to the bit bucket where it and all spam belongs and you have been blocked from editing. Go waste somebody else's time.--Ray Chason 19:00, 5 January 2008 (UTC) Thank you for blanking the obvious spam page at Category:Forums/. Spammers aren't so bright, are they? They keep putting that slash at the end of the link, and that tends to give them away. I have deleted the page, blocked the offender, and reported the URLs to Wikia Central at their spam report page. BTW you don't have to be a sysop to do that last bit.--Ray Chason 19:04, 5 January 2008 (UTC) Wow. Just wow. I've been a sysop here for a bit more than a year and before today I've used my blessed rustproof +7 ban-hammer named Vandalcrusher exactly once. And now I get two spammers in one day. What is this, spammer breeding season? This address has been blocked indefinitely because it appears to be an open proxy or zombie computer and has been used for spam. If you own this computer and have fixed the problem, you can petition for unblocking on this talk page.--Ray Chason 13:13, 6 January 2008 (UTC) =_=_ NetHackWiki:Protected titles This page lists titles that are barred from creation on NetHackWiki. Obviously only sysops can list pages here, and should do so with discretion, as when a page is a frequent target of spammers or other troublemakers. Does anyone know if there is a way to associate my past edits (and any future ones where I forget to log in) with the ones tagged by IP address? The tile comparison script always gave the "giant ant" -tile image for the graphical tilesets if you tried to see a tile that was on the left edge of the tile image. This was a silly off-by-one bug, thanks for spotting it! ... re. the ranger quest messages: I suspect those were done by hand... --Paxed 15:16, 25 January 2008 (UTC) =_=_ Talk:Spellbook of drain life Steps to reproduce (not wiztested): wound yourself so that you have 17hp left, then cast drain lift on yourself. Drain life does at most 16 points of damage, so the damage won't kill you. However, losing or gaining a level seems to preserve (maxHP-HP), and since it reduces maxHP, it also reduces your current hit points further. There are _3_ separate types of drain life/level attacks in the game, those of monsters, those of stormy and the staff, and the spell. All do different amounts of damage and are used in different ways, but are very similar. The life/level drain of stormy and the staff doesn't even have a page. I think we should have one page for all 3, so they could be properly compared. We would want to leave this page, because every other spellbook gets its own page, but the specific information about the spell could be duplicated or wholey moved to this new page. Drain resistance would also still need its own page. Foocubi and prayer related draining is pretty different, since its not an attack at all. That should stay separate I think. The article mentions draining positively-enchanted items for a chance to enchant them further, but it doesn't cover draining items that you wish were very negative. What are the limits of that? Do the items explode if you push their enchantment too negative? This could be of particular interest to pacifists who can significantly benefit from negatively enchanted weapons. It also might be worth mentioning that you can't disenchant rings with the spell (unless you can, in which case I need to start doing that...) =_=_ Talk:Closet This makes perfect sense! the scroll of teleportation prevents an impossible game if the player was teleported there! There might be a problem if the player is teleported there a second time. but that would be a VERY rare case. =_=_ Talk:Flying A xan can't fly, can it? It's always attacking your boots. Guess I'll have to check this one out. < small > —The preceding unsigned comment was added by 158.111.4.27 (talk • contribs) 2008-01-09T11:38:22. < /small > Is flight in SLASH'EM different from NetHack flight, or is this article simply incomplete? While flying (either via the amulet or being polymorphed into a flying monster), you don't seem to be capable of doing certain things, such as sacrificing corpses that are on the ground on top of an altar—in this case, because "You cannot reach the floor to sacrifice while flying." ~ Midna 18:31, June 10, 2010 (UTC) First played PC Hack way back in the mid-80's. Got nowhere. In 2007, I decided it was time to really learn this game, and I ascended my first character after dying and dying and dying and dying. I never would have done it without NetHackWiki, so perhaps I can help out the next adventurer just a little bit. Had a lot of fun with my Orcish Rogue, though the game was definitely in "easy mode" for me. I got a wand of cold on level 1, a huge armor shop on level 2 that gave me the shield of reflection, boots of speed and oilskin cloak that I ascended in, and found a wand of wishing dropped on a humble rothe's corpse about 15000 turns into the game. It makes a nice note to end on, for now. Perhaps I'll treat myself to another NetHack weekend next year or something. I don't know where to put this in the wiki, but if I've learned one thing since my first ascensions, it is this: DON'T LEVEL UP. You have to reach XL 14 for the quest, and you want that fast regeneration that comes from being XL 10, but what else does gaining levels get you? Max your luck and you'll always hit. Get HP from nurses or potions. Play carefully so you don't need to spend lots of skill points on different weapons. All gaining levels does for you is make the dungeon produce stronger monsters. I try to ascend at around XL 15 or 16 (I haven't yet gone so far as to intentionally level drain myself), and I see maybe one Archon per game. Maybe zero. Even my last wizard I only took to XL 18, which was plenty of skill slots for what I needed to do. My magic missiles were plenty strong to cut through the crowds. Ascended a Monk and a Tourist over a holiday weekend that perhaps could have included more yard work and less NetHack, and I'll see if I can't contribute to a couple of the relevant articles. Monks are interesting, but Master Kaen seems overrated. I hit him with a sleep spell and unloaded a wand of lightning into him. He went down without a squeak. Perhaps I got lucky? The Tourist was the first game I ever finished without a Bag of Holding, which really squeezes your inventory. On the Astral Plane, I tried the trick with reverse genociding, taming and teleporting Purple Worms. Got 11 tame worms out there. It was kind of fun, but very random--and of course they won't fight any of the real big opponents. On the whole, not worth it unless the game just throws scrolls and markers at you. I prefer a chickatrice corpse to almost anything on Astral. Good thing I hit Sokoban first and got the amulet! Otherwise, there would have been some real pucker factor here. Just cruising down through the mines; got a bag of holding full of loot to curse-test when I hit Minetown, and all the cute little gnomes are training up that new silver spear (which is going to look great buried in the side of the Chromatic Dragon some day soon). What's this? You hear a nearby zap! The sleep ray hits you! But, happlily, a slightly younger cousin of that Captain Caveman (with the same name) just offered the Amulet and ascended to immortality this morning. Cavemen: The combat specialists who aren't actually very good at combat! I've now ascended a Barbarian as well as a couple of Valkyries. The Barbarian was easily my luckiest game ever: I got a wand of wishing (0:3) in the middle of Sokoban, a magic lamp in Minetown, and another magic lamp sitting around in the dungeon. It was almost like being in wizard mode. Oh, and of course the Minetown temple was my alignment, and, what really brought a tear to my eye: seventeen candles at Izchak's. (Please bear in mind that my last two Valkyrie ascension games gave me four and three candles in the shop, respectively. Even after polypiling for tools, in one of those games, I used a wish for "a blessed candle." ONE candle, friends! And my only wishes in that game were from the castle wand at 0:1. But I digress.) So anyway, I come out of Sokoban with GDSM, Bag of Holding, Amulet of Reflection, The Orb of Fate, Frost Brand, Speed Boots...it was fun, but hard to say if it really taught me much about how to play a Barbarian. I never even got Cleaver, you know...just sacrificed when I wanted to make sure I could pray, and I only prayed a couple of times. I'd gotten intrinsic sleep resistance from an obliging elf corpse, and used a wish on a ring of free action, just to be extra safe. I had also found two levitation rings in the course of my explorations. Shield from Perseus, so I switched out to Amulet of Life Saving, because I know a lot of ways to die by now, but not all of them. (Last ascension, I burned one AoLS when I walked blind and gloveless over a c corpse. I want to play a Wizard, but the thought of the Eye taking up my amulet vs. YASD slot just gives me the screaming heebie-jeebies. But I digress.) Sacked the castle going in the back door--Level 13 by now, and the castle fight moved me up to 14. Got a Wand of Death off one of those soldiers. Yay! That just about completes my package. I'd never used conflict, and left several pets back in Minetown rather than get them killed (tripe rations for everyone whenever I got back that way), but I still couldn't go on the quest until the castle was cleared. The game was stingy in terms of wraith corpses, and I was saving my potions of gain level to curse them for the AR. The quest was more of a nuisance than anything, although I did pick up lots of scrolls and potions for raw materials. The trolls were a pain in the butt, since I had never found a tinning kit--not actually dangerous, but they wouln't stay dead. Luckily, someone threw an egg at me--missed--and the egg hatched into a chickatrice! (I didn't know monsters could do that! Always carry a lizard corpse.) So I rubber chickened my way through the rest of the quest with its corpse; much less annoying. The Heart of Ahriman might as well have been a cheap plastic imitation for all the good it does. Mostly, I goofed around with levitating with it, then throwing it at something and floating to the ground, that sort of thing. I guess, if you were really hard up for a way to levitate...or averse to getting the Mine's end stone on account of traps and no MR...but I'm glad I wished up that Orb of Fate. Never found Ludios...used all my spare items and all the charges in the Orb, dug out some vaults, but never hit paydirt. I did not mount a comprehensive search, since I was right at the borderline for assembling my kit, and didn't want to have to go chasing off through Gehennom for a few more potions that I wasted on a wild goose chase for the Fort. So I sacked the Valley, lugged all the stuff upstairs, and settled down for housekeeping. So, alchemize, wish, polypile (limited--only one wand with like three shots in it), buff, polish and grease at the castle. Tedious as always, but it's how you win the game. By now, I'd genocided L, h, and ;, plus disenchaters (from a throne). With all my wishes (I used 14 total in the game), I was very strong, but was I strong enough to bypass exploring Gehennom, just write magic map scrolls, dig out between the stairs, and drop down? My hit points were only about 220, but I had the Orb, and I decided to chance it. I just couldn't face the prospect of exploring the Gehennom mazes and scrounging for loot. It was a good bet. Tore through Gehennom, using exactly one full magic marker to map the entire place. I had to carry lots of blank scrolls, which made me burdened most of the time, but I figured I could drop my sack if trouble turned up. It didn't, really, although Baalzebub (I think) had a wand of digging and he fled almost to the bottom of the dungeon before I got him. I used that magic lamp from way at the beginning of the game to wish up one last magic marker and polish my armor down to about -31. Good enough. I had two full Wands of Death and two blessed charging scrolls for them, a good two dozen shots of teleport wands, about a dozen holy waters, five blessed scrolls of remove curse, a set of gold detect scrolls and booze potions for the planes, and a massive stack of digging wands. I checked the clasp on my amulet, cursed the three gain level potions I'd accumulated over the course of the game, and set off for my date with Rodney. It turns out that I'm a terrible shot with the Wand of Death--it seems like it was two or three shots every time I met the Wizard. So I'm glad I'm so paranoid about having lots of charging scrolls. The high priest had a cloak of magic resistance, so that took a minute to sort out, but the long climb is so much better when you're playing a Neutral character that I can't complain. Had to kill Rodney something like five or six times, and I have this little ritual of picking up his corpse and #name-ing it something obscenely insulting every time. It's the twelve-year-old in me. The planes were no worry, although Water took FOREVER--long enough that Rodney showed up one last time. I'd gotten a ring of conflict by now and was able to sneak around the air elementals without getting engulfed once. On Astral, I just kept zapping and moving. First altar: no good. Second: a hit! Pestilence was making me sick, but I didn't want to stop. I let the Amulet save my life, and offered the AoY on the next turn. A fun game, and very fast by my standards (just shy of 50,000 turns). My only real regret is that I'd taken the trouble to lug a sling all the way up to the Astral Plane, with the intent of slinging the Heart of Ahriman right in one of the Rider's faces (for double damage: whoopee!) and, in the heat of action, I never remembered to do it. Oh, well. So, I think I've probably had my fun with this game, at least for a while. I've ascended "for real" three times now, and, when I think about trying again, I find myself dwelling on the negatives (fiddling with inventory, mapping mazes) more than the positives. I've chipped in on a few articles here to try to pay a bit back to the community that made it possible for me to ascend, and now I'm ready for a break. Maybe I'll come back for NetHack 4.0? I already know that my next character will be a Chaotic Elven Wizard, because I've never done any of that stuff, and I want to have the fun of killing shopkeepers and things like that. In fact, in those three "for real" ascensions, I never cast a single spell. I only bothered to read a spell book one time (it was cure blindness, and I never needed it). So that's a whole aspect of the game for me to explore, whenever the time comes. Well, I didn't wait as long as I thought I would--just ascended my Chaotic Elven Wizard. A very different game! I lost several promising characters to silly things like rothes and leocrottas before finally developing a healthy respect for my own fragility. In fact, even my final character died--killed by a quasit in the Mines while misspelling Elbereth three times. It's just that he was wearing an unidentified (uncursed) amulet, and what do you know? Turned out to be life saving. Talk about a lucky break--I actually had two amulets to choose from for wear-testing. The other was ESP, and I probably wouldn't have taken it off once I found that out. Anyway, once I got to Minetown, my game turned around--I found a magic lamp (cursed, of course, but no complaints) and a bag of holding in the shops, and I scored a magic marker just lying around. Cross-aligned temple, though, so I had to keep exploring. Just below the oracle, I found the sweetest little bachelor apartment: a room with a chaotic altar and a sink, just adjacent to the Sokoban upstairs. That was some wonderful luck--I made holy water, blessed the lamp, and whistled up SDSM, then moved into Sokoban and finally got over my chronic food shortages (prayed two or thre times while weak prior to this). I collected (and lost) a good number of pets in the early game; they saved my skin so many times it's not even funny, taking out unicorns and all manner of stuff while I stood very still on an Elbereth and cheered them on. At one point, I tamed Schrodinger's Cat, which was kind of cool. I magic markered for a spellbook of magic missile, and finally found a spellbook of identify--man, does that ever change the game--and worked my way down in the usual manner. Managed to buy a cornuthaum in a shop, and found the portal to Fort Ludios. I went in there with a c corpse and invisibility, and it was just awful. I mean, I felt kind of dirty after, breaking open statue after statue after statue. The quest was next, and it was a breeze--I was really getting up on the power curve here, and mostly just used my +5 dagger on opponents. The Eye...was wonderful. It turns you from a spellcasting sniper to a machine-gunner, with a Star Trek transporter to boot. I had great fun sucking wraiths out of graveyards to leave corpses...all the usual tricks. I also got a Succubus in my lair on Soko1, and let her "trap" me in a corridor for a couple thousand turns, picking up any number of levels and maxing my Wis. I set up the room on Soko 3 for nurse dancing, and did that three times. Like everything else, it's wildly variable. I only got 6HP from one scroll, but I got nearly 80 from another. The one thing I didn't have at this stage was a sacrifice gift. I had gotten so many four-leafed clovers I lost count, but no Magicbane...and bear in mind, the Eye was the only other artifact in the game. Finally, after I made experience level 23 and had cleared out everything almost as far as Medusa, I did get it. 51,952 turns into the game. Medusa was complicated, as that damn Titan was there and kept swarming me with monsters. But I had his number, as I'd found a cockatrice nest ten levels back, and wisely locked them all behind a door. I went back there a couple of times for fresh corpses, dropping through the floors with a wand of digging (of course the corpse was in a bag for this). A statue of a titan--very nice. Named my mirror Medusabane, as is my custom, and cleared the castle out with magic missiles, which were starting to be very potent by now. I made a few trips to the Valley to gather wraiths for transport, and reached XL 30. You know the song by heart now: back to the stash for polypiling, wishing, magic marking, alchemy and so forth. I was over 300 HP, AC -38, and I got a special treat at the altar--Anhur crowned me and gave me finger of death, and then I got Stormbringer just a few turns later! So that more than made up for the stinginess with Magicbane. I enchanted Stormy to +7, Magicbane to +2, and went off to dig out fast corridors all through the dungeon and buy up Izchack's stock of candles, so as to forget most of my spells and have them fresh for my run through Gehennom. I decided I was through with slow and cautious play at this point--a wanted to learn my spells fresh, tear through Gehennom, and win the game. So it was magic map, dig, dig, dig, magic map, dig, dig, dig, for twenty levels. Named demons were very little trouble--I used the trick of running to the downstairs, waiting for them to move adjacent, and then going down and luring them after me. About half the time, you end up on the upstairs and they have no place to run. The other half, just bang on them until they retreat back up, rinse, and repeat. For the first time, I was feeling cocky enough to toy around with Vlad the Impotent, rather than killing him expeditiously. So I beat him to death with a tin of nurse meat, that being the most absurd item I could find in my inventory to wield. The AR was the usual, although I did save a couple of wishes until the end, and I used one of them on the Astral plane for a blessed chickatrice corpse. On the whole, that's much nicer than relying on teleport wands to thin the crowds, as the crowds don't come back for more once you stone them. I needed the third altar, naturally, but it wasn't too bad. Pesty made me sick before I remembered he was stoning resistant and death rayed him. Death only took a couple of XL 30 magic missiles before going down. I chatted to my priest before ascending, and, as I had no gold, he gave me the "two bits for an ale," which I always think is kind of sweet. Fun game! Wizards are just remarkable once they get strong--so many more options. Don't know what I'll do next--or when--but I might move on to something different again, like the Monk. Or I might try to play a gnome or something. What a big game it is! =_=_ Oil =_=_ Talk:Nurse dancing Why does it say that Atheists should be careful about using reverse genocide, does genocide break the Atheist conduct as well as genocideless? I noticed the comment on line #1390 of mhitu.c in the source code that says, "/* no upper limit necessary; effect is temporary */" and I assume this is referring to the max HP increase. Can that be confirmed and added to the wiki?--FauxReal 18:59, 20 May 2008 (UTC) BTW (WRT "the best place"); from this perspective it's also okay to perform nurse dancing on the first Sokoban level. At least one boulder remains to block the doorway, then the player can position in the mid of the room so that he has line-of-sight to each corner, and no monster will be generated in that room (unless blind). As of 3.6.0 the image on the page is out of date, as it shows an Elbereth engraving activated by rocks next to the door. This should be changed to show a scroll of scare monster, which is the only thing that will serve the same purpose in 3.6. --Phol ende wodan (talk) 19:04, 23 October 2016 (UTC) =_=_ Talk:Arrow The arrow stack longlevity tables look like they describe how often you can expect to fire until all of the arrows have vanished. I'd think it is much more useful to stop when the "stack" isn't large enough to allow full multishot instead. Tjr 20:46, July 11, 2010 (UTC) =_=_ Wipe Using #wipe is an occupation that removes the offending gunk from your face in one quarter of the time it would take to disappear normally. The tradeoff is that you are busy during this time. Applying a towel will do the same in one move, but #wipe has the advantage of being always available. The #wipe command is most useful if you get creamed in the early game, where your high armor class makes cream pies more likely to hit and you don't have telepathy. Once you have telepathy, it is usually better to simply wait the blinding out and keep fighting, but monks and vegetarians who can't easily get intrinsic telepathy may find it handy more often. Monks are more likely to be blinded, as they can't wear body armor and take longer to reach a decent AC. If you are playing a monk, eating a floating eye for intrinsic telepathy will only temporarily affect your alignment, so you can get away with it as long you're not also pursuing a vegetarian conduct, pacifist conduct, or protection racket. Though not related in the in-game sense, you can also wipe engraving in the dust by engraving over it with a towel. I first discovered NetHack in college back in the early 90's. I had started out with Moria, but didn't stick with it long. I used telnet to play, and there was no color-coding of the ASCII. I suppose it was v3.0.x back in those days. I never made it very far, I had a tendency to quaff from fountains and die, among other stupid deaths. There were no spoiler web sites back in those days, only newsgroups, irc, and the occasional txt file. I really enjoyed the dynamic nature of the game, but eventually discovered MUDs and other distractions. I recently downloaded the windows tile-based version of 3.4.3, and decided to get back in to the game. It has held my interest enough to divert me from what I thought was an incurable Lord of the Rings Online addiction. With much help from the wiki and some other spoilers, I have finally been able to complete an ascension. One thing I really love about NetHack, is that you always learn something every time you play; there is always room for improvement no matter how well (or poorly) you play. I have waited to write this profile until I finally won the game. Brad the Heroine (lvl 22 Valkyrie) become immortal on Wed, Jan 9, 2008. Thanks to random character generation, I ended up ascending a girl named Brad, which I find somewhat amusing. It took 108,088 turns. I had a boatload of gold and a bag full of every valuable gemstone, plus several more amulets, but I ditched them in the top of the dungeon because I didn't want to be burdened on my first jaunt through the Elemental Planes. I had some trouble on the Plane of Air because I only had 1 potion of levitation (having previously lost a ring), but then I realized I could cover a good distance by kicking dragons, and got lucky finding the portal. I also wasted the potion by going from one side of the clouds to the other, then back, only to later read that the portal will be on the far side of the cloud bank. On the Astral, I went to the middle altar first (Odin), then the right side (Loki), before I found Tyr's altar and became a demigoddess. Konfuzzley the Reaver (Lvl 21 Barbarian) became immortal on October 25, 2015. He was a whirling circus of death with twin blades, who found sources of wishes in wands, thrones, fountains, lamps, and potions. An early accident with a polymorph trap was averted by an unidentified ring, and things went well enough from there. =_=_ Talk:Beartrap From what I can see in the source code, the 'roaring of an angry bear' can occur if an owlbear or bugbear (specifically) sets off a beartrap. It might be more appropriate to note that on the trap page rather than the one about the item? There is already a note on that page for a 'confused' bear when one of those creatures gets caught in a web. =_=_ Level-drain resistance =_=_ Aware of the presence of undead =_=_ Warning against undead =_=_ Talk:Sleep resistance =_=_ Extended commands =_=_ Pet (SLASH'EM) Pets in SLASH'EM are much like pets in vanilla. They fight on your side, they eat (or starve), they bring objects to you, they respond to whistles and track abuse. SLASH'EM provides more domestic monsters to tame, more varieties of food to tame them with, and they appear in the dungeon more frequently. SLASH'EM provides two other types of tame monsters, the tame minion and the spell being. Gods dispatch tame minions, the spells of and create spell beings. To be consistent with Eva Myers' spoiler, this article applies the term "pet" to the exclusion of tame minions and spell beings. In the source code, pets have an attached < tt > struct edog < /tt > (identical to that of vanilla NetHack, defined at edog.h). There exists a port of the pet ranged patch (by D. Shaligram, ported by Jean-Yves Moyen) that would allow pets to also attack with ranged attacks. SLASH'EM adds the < code > M3_TRAITOR < /code > monster flag that denotes monsters that have a chance of spontaneously rebelling against the player when tame and becoming hostile. The < code > M3_TRAITOR < /code > flag has no effect on peaceful monsters, just tame ones. Increasing the pet's tameness and not abusing the pet will decrease the chance of the pet rebelling, but will not eliminate the chance of it occuring. If a monster turns traitor you will receive the message " < Monster > turns on you!" or "You feel uneasy about < Monster > " if you cannot see the former pet. Monsters that turn on you will additionally have the text "traitor" added when examined with a stethoscope or wand of probing. The check for betrayal occurs whenever you abuse the pet or with a 1 in 850 chance on every move. The betrayal check will always fail if the pet is a spell being, is further than 3 squares away, is mindless, or if you have more hit points than the pet. If those checks pass, then there is a < math > (21-tameness)(abuse+1)/66(abuse+2) < /math > chance that the pet will turn traitor. For carnivores, tripe rations and meat created with stone to flesh are treats, meaty corpses and eggs are good food, and "people food" (fortune cookies, candy bars, cream pies, pancakes, royal jellies, sandwiches, tortillas, cheeses, C-rations, K-rations, cram rations, food rations, lembas wafers and holy wafers) is acceptable food. Carnivores will eat fruits and vegetables when starving. For herbivores, apples and carrots are treats, vegan corpses are good food, and other fruits and vegetables are acceptable food. Herbivores will eat "people food" when starving. These monsters have the < tt > M2_DOMESTIC < /tt > flag. You may domesticate (tame) these monsters by throwing acceptable food at them. If you throw the wrong kind of food, then these monsters become peaceful. The table also contains the monster level and monster frequency (in the L:F column), and some basic stats about each monster. Remember that lower AC is better. As for speed, a koala (4) has one move per three turns, a lamb (12) has one move per one turn, a warhorse (24) has two moves per one turn. These monsters want a specific food item. If you throw that item to them, then they become tame. Otherwise, nothing happens (and the monster does not become peaceful). Once the monster is tame, it reverts to a normal carnivorous or herbivorous diet, except that the specific food item counts as a treat. The specific food item will be a cheese (for rats), a carrot (for rabbits) or a banana (for primates). There are four types of rat on this list; cheese will not tame a rabid rat, a hellrat or the Rat King. Yes, rabid rabbits are on this list. Given the preponderance of stronger monsters in SLASH'EM, it is not surprising that the best pets are almost a completely different set. In terms of sheer strength, there are three monsters which stand out: the giant shoggoth, the Solar, and the crystal golem. Probably the best choice for a pet, these are essentially stronger Archons. They do immense amounts of damage, wield weapons, can heal themselves, resist almost every type of elemental damage, and are guaranteed a shield of reflection. Also, the game will always attempt to convert a Solar's long sword into Demonbane or Sunsword. In acquiring them as pets, lawfuls have a significant advantage, for they can receive them as minions from sacrifice and possibly prayer. Note that a minion will not pick up items at all; in particular, this means that disarming it will leave it permanently weaponless. Note that Solars are not resistant to level drain, and thus can be hurt by wands of draining. Fortunately, monsters will not aim for them, but may hit them when aiming for you. Giant shoggoths are capable of doing somewhat more damage than Solars, and are also slightly faster. In addition, they are also resistant to stoning. Also, they are the only one of the three pets to eat anything, meaning that it is easier to keep their tameness high. Unfortunately, they are "capable of treachery," meaning they can spontaneously rebel, even if their tameness is not reduced to zero. Note that they enjoy hiding, so you may need to apply a magic whistle to keep them fighting. Crystal golems are the slowest of the above monsters, and also only have one weapon attack. It is admittedly very strong, doing 8d12 damage, but it does make their damage somewhat more variable than the above two. However, they are guaranteed to have 300 hit points, which is more than either a Solar or a giant shoggoth starts with. Also, their bodies have innate reflection and magic resistance. The latter property is quite useful, as it prevents them from being turned into a weak monster by a polymorph trap. This is a significant advantage, although somewhat less so than in vanilla, as polymorphed monsters in SLASH'EM eventually revert to their original form. As in vanilla, the Ki-rin is a formidable flying, intelligent, steed capable of wearing amulets and (some) armor, but since it does not eat it may be harder to keep tame (especially since non-knights riding decreases tameness). In contrast to the Ki-rin, the Vorpal Jabberwock eats and so its tameness can be increased, but its speed is slower than that of the ki-rin. =_=_ Genocideless =_=_ Talk:Wand of cancellation I was under the impression that most wands don't care about the BUC status except for the possible explosion effect. I zapped a red naga with a cursed wand of cancellation today, I got a message that "the red naga coughs", and then it shot the standard bolt of fire back. Does the cursed wand not cancel, or is this something else? Avaricious 20:55, 5 May 2008 (UTC) This article advises the player to reserve a capital inventory letter to reduce the chance that the wand meets the bag. This might reduce putting specifically the wand in the bag, but you can also put several items in the bag using ',' or '/' or '.' or '@'. If you had selected, say, 'X' as your wand's slot (seems in the spirit of the recommendation since 'Shift+X' would be one of the hardest key combinations to hit on a qwerty keyboard), you'd find that every item (excepting inventory slot 'Z') gets added _before_ the wand, thus is blown up with the wand. For this reason, when I carry a /Cancel (which I often do) I store it in 'c'. I also carry my /Wishing, my candles, my /Poly, and whatever else I'd hate to see destroyed in alphabetically descending inventory slots like 'Z' 'Y' and 'X'. =_=_ Wear Wear, , is a command used to wear pieces of armor and shields. Items of armor that layer over the torso must be worn in an 'inner-to-outer' fashion: shirts, then body armor, then cloaks. Use the command to take off worn armor. Wearing and removing armor takes some time; the number of turns depends on the type of item. =_=_ Take off Take off, , is a command used to take off worn armor and shields. Items of armor that layer over the torso must be taken off in an 'outer-to-inner' fashion: cloaks, then body armor, then shirts. Cursed armor cannot be removed with this command. Wearing and removing armor takes some time; the number of turns depends on the type of item. You will stop taking off items if a suitable event would interrupt you, such as a monster entering your field of vision. can be used to take off multiple pieces of armor with one command; it is equivalent to using several times in a row. If you take off more than one item with this command, you get the message "You finish disrobing." The command takes fewer turns than if removing armor from under a cloak or a shirt from under armor / a cloak. If you have the paranoid quit patch (as NAO does), and the option < code > paranoid_remove < /code > is set, you will always be prompted. =_=_ Vault guard =_=_ Category talk:Commands =_=_ Zap command (wand) =_=_ Apply command That website you spammed on the Alchemy page has nothing to do with NetHack. People here get cranky when you put up irrelevant content. Now go away or I shall block you a second time.--Ray Chason 03:04, 14 January 2008 (UTC) =_=_ Talk:Wizard of Yendor I finally made it my first time to the correct Wizard's Tower and pulled out my handy Wand of Death. I dug a small hole in the walls around him and aimed... I missed Rodney with my first shot, and he teleported next to me (on the moat surrounding the walls). I then hit him with the second shot! My celebrations were short lived though as the Book of the Dead dropped in to the water and I got the message along the lines of "The Book heats up! Steam rises from the Book!". Problem is, I can't for the life of me find the book. It appears to have dropped in to the moat and disappeared! I have tried freezing the moat and digging down in a pit, using a grappling hook from the shore, water walking boots, fire to evaporate the water, everything I can think of to try to get the book back. PLEASE tell me if I can get it! Alternatively, if I am barking up the wrong tree, please let me know what happened to it (TP'ed off with Rodney? When does he come back?) I do NOT want to have to abandon the first game where I have made it to the Bell and Candelabrum, only to be symied by an... "undocumented feature"! --Kalon 03:39, 14 January 2008 (UTC) Having managed to ascend once, I decided to fight the Wizard this time. So I dug into his lair and started swinging (I had a +5 Stormbringer, gauntlets of power, and was very fast). I hit him a couple times, then he teleported and came back a few rounds later. This senario repeated twice, and then the Wizard disappeared and did not come back. He didn't die, he is just gone. I have searched much of the Underworld for the little coward and he isn't showing his ugly face anywhere. And I wouldn't care, but he still has the Book of the Dead with him. Last time after I had his book, I kept hoping he wouldn't show up all the way to the Astral Plane. Now I *want* to find the sucker and he just isn't around. Any thoughts on how to locate him? In both cases, it is much safer to dig one corner of his tower without waking him up, jump right next to him, and hit him with a potion of paralysis right away. (Phasing as a xorn should also work, but abusing the speed system is not possible.) Level draining him is not necessary, but maximum luck is. The first method does not break polyself conduct. Playing around in wizard mode, it is sometimes possible to pull this off. Does anybody have any suggestions how to make him less likely to wake up (and pick the book up) when jumping right next to him? -Tjr 12:01, 11 July 2009 (UTC) The solution with a pet wood nymph and a ring of conflict only works if you level drain the wizard or have lots of gain level for the nymph. Weaponless or both atheist and wishless, polyselfless, and no wizard harassment seem to exclude each other pretty much. Anybody any better ideas?-Tjr 14:43, 11 July 2009 (UTC) I believe double trouble does work, but acts differently: It levelports the pre-existing clone next to you unless it has the Amulet. The other invocation artifacts don't count. I know this for sure for the randomly summoned Wizards.--Tjr 22:44, 28 November 2010 (UTC) Touch of death means the polyform has to wear the starting cloak of magic resistance. Getting Magicbane or the Eye usually takes too long, and wishes are reserved for magic markers and means of polyself. --Tjr 02:03, 23 May 2011 (UTC) Orcus and arch-liches are covetous and desire the Book of the Dead. So I'd expect they attack Rodney as soon as I bring then onto his level. (This mirrors the well-known Amulet Delivery Service in the Sanctum.) However, that doesn't happen in wizmode. Why? --Tjr (talk) 21:40, 25 May 2013 (UTC) Having noted that Wizard Mode enables to to create monsters of any sort, and specify them as tame, can you cheat your way out of being harassed by conjuring up a tame Wizard of Yendor and keeping him alive? Or will the game count him as the double instead? Or will the game bug out and ignore the existence of a tamed Wizard when deciding to respawn him? --24.153.238.56 21:24, 5 November 2013 (UTC) I hung around on dlvl 1 for a while just to give Rodney a beating before going to the planes. After a while, he showed up, cast Double Trouble, and then fled to the upstair. I gave him a beating, and then he escaped the dungeon completely, leaving his double behind. After that, I never saw the wizard again, not even when I first entered the Plane of Earth (though other harassment continued). Was I just lucky, or is this a reliable way of avoiding his appearance on the planes? --Davek (talk) The article was recently edited to place the Strategy section above the Harassment section. I think that in general, objective information about game mechanics should precede subjective strategies. A player who's having trouble understanding the Wizard will probably first want to understand how he works and what he can do, in order to figure out how to deal with him on their own. If they still have difficulty, they can read further down the article to learn what has worked for other players. Putting the strategy before mechanics will lead a player to spoil themselves without ever having a chance to figure out their own strategy. --Darth l33t (talk) 16:06, 31 August 2020 (UTC) =_=_ Monster size =_=_ Telnet Telnet is a command line program used to connect to public servers. Almost all operating systems include a telnet client by default. For example, you may connect to nethack.alt.org to play NetHack online by typing It should be noted that no command line interface is quite the same as any other, and thus connecting through telnet to a server on different computers may cause strange results, especially if DECgraphics or IBMgraphics are used. Most Windows users prefer PuTTY, which can do telnet and is more feature-rich than the default telnet.exe. If, however, you're forced to use the Microsoft telnet.exe, be aware that by default it uses its own broken ANSI terminal emulation. This causes programs such as dgamelaunch to show messed up displays on your end. To fix this, set telnet.exe preferred emulation to vt100: The #version extended command displays information about your version of NetHack. For a short one-line version information, you can press . Along with the version number, useful information about the set compile-time options and available windowing systems are shown. Certain things can be compiled in or out of the game; #version will show a list of all options compiled in. Within the options compiled in is a range of versions that save and bones files from the current version will be compatible with. =_=_ Drain resistant =_=_ Compile-time option The internal link style is not just shorter, it also produces a red link like this if the target page does not exist. The external link style can't do that. An unexpected red link can be a hint that you have misspelled the name. In general, if you want to know how to do something, just find a page that does it and click on "edit" or "view source".--Ray Chason 02:41, 15 January 2008 (UTC) =_=_ Sandbox =_=_ Talk:Hallucinatory monster Ideally we should have an individual page for all those monsters that appear in SLASH'EM, instead of linking them to Wikipedia. Those monsters are hydra, nickelpede, maggot, basilisk and shadow. ZeroOne 14:07, 15 January 2008 (UTC) The T-Rex, and how one would hypothetically deal with it in-game gets a page on nethack.org --PeterGFin 03:36, January 10, 2010 (UTC) I've seen various others than the ones listed on the page, such as ceiling cat, loooooooong cat, /b/tard, and possibly more that I can't remember. I'm not kidding, those really are in NAO. Can we get a longer list of additions? Maybe pray to Moloch that there aren't any more references to 4chan? --72.91.9.58 20:23, 10 October 2012 (UTC) =_=_ NetHackWiki talk:ProblemReports/5901 This appears to be a duplicate of problem 4,838, which is further discussed on Talk:Main Page. According to that discussion, it's an IE6 issue. Hard for me to fix, given that I have IE7 (and prefer to use Firefox anyway).--Ray Chason 03:18, 16 January 2008 (UTC) =_=_ Ranger quest The Ranger quest sees you fighting Scorpius for The Longbow of Diana. For more information on the quest branch in general, see the quest article. This mapped area forms the left half of the level; the right half is empty ground with a few scattered trees, containing the two-way magic portal back to the Dungeons of Doom. Orion is at the point marked , where there is also a chest, surrounded by eight hunters; there are six forest centaurs flanking each set of iron bars, a minotaur outside the entrance to the centre of the grove, and six plains centaurs and two scorpions placed randomly within the grove. In addition to the marked pit trap at the entrance to the grove and the two marked arrow traps at the entrance to the centre, there are two bear traps and one spiked pit placed randomly. Warning: It is highly likely that one of the centaurs you have to deal with while travelling through the maze (on your way in or out) will have a wand of death or other attack wand. Have reflection to deal with this problem. The entire level is no-teleport, and has undiggable walls (at the back of the grove centre) and floor, and petrified trees that are unable to be chopped down, but you can phase through them as a xorn. This is a woodland level (essentially, a cave with trees instead of rock), with two mountain centaurs, three forest centaurs, one scorpion, and one random C; seven random objects; and four random traps. There is a wumpus sleeping at the downstair; four giant bats, four forest centaurs, eight mountain centaurs, four scorpions and two random s are located randomly, as are eight random objects, and two spiked pits, two teleport traps, and two arrow traps. The entire level has undiggable walls and floor. Teleportation is permitted. Note that due to the lack of actual walls, magic mapping the level will only show you the location of the down stairs. The design of this level is an homage to the early text adventure game Hunt the Wumpus. That game featured a cave with 20 dark rooms, 3 connecting passages per room, bats, 2 bottomless pit traps, and a sleeping wumpus. If you fall in a pit trap here, you will be told, "Fortunately it has a bottom after all..." The object was to avoid the hazards, deduce the location of the wumpus, and shoot an arrow at the wumpus to win. These are cavern levels, with four mountain centaurs, two scorpions, and one random C; eleven random objects; and four random traps. Scorpius, with the Bell of Opening and the Longbow of Diana, occupies the throne, where there is also a chest; surrounding him are six forest centaurs and two mountain centaurs. In each of the corner chambers is a mountain centaur and a scorpion; there are an additional two forest centaurs, two mountain centaurs, two scorpions, two random C, and one random s placed around the level. Each of the centaurs in Scorpius' room is standing on a random object; there are five further random objects located randomly around the level, as well as six traps. The Ranger role was introduced in NetHack 3.3.0 as successor to the old Elf role, which was no longer tenable because Elf was now a race. NetHack 3.3.0 mostly recycled the Elf quest for the new Ranger role, changing the dramatis personae and the Quest artifact and not much else. NetHack 3.3.1 reworked the home and locate levels, introducing the labyrinth seen in the current Quest and the wumpus cave. The end level, though, is still the same one where the Goblin King once held court. The various messages are mostly similar to what the old Elf quest used. =_=_ File:Wizard of Yendor absurd64.png John Shaw, the creator of the Absurd NetHack Tileset, has requested that persons distributing the tileset give credit and link to the original site. =_=_ The Absurd NetHack Tileset The Absurd NetHack Tileset is a tileset for NetHack and SLASH'EM created by John Shaw. It features large, realistic images of map features. It was once available in 64x64, 72x72, 96x96 and 128x128 sizes. Unfortunately these once-popular tilesets are no longer available at the official web site. The page still exists, but the links point to a site that has been taken over by a domain squatter, and does not deliver the promised files. There is an archive at the Wayback Machine. There is a copy of all tilesets except 96x96 at the Authentic Invention website. Note that these tiles are for the older Nethack v3.43 and not the newer v3.6 Searching for the other links produces matches, but attempting to download the files gives only errors. The zip files are slightly damaged (a single byte is cut off at the end) but Info-ZIP can fully recover the images. Use < tt > zip -F absurdXX.zip < /tt > to repair the zip file. Three sizes survive in the the abandoned SourceForge project for Noegnud. (This is the last known surviving version of Noegnud; the author made later ones but then abandoned the project.) These versions are zipped and in the PNG file format, and will need to be converted to BMP to use with the Microsoft Windows version of NetHack. (Just load into Paint and then resave as BMP. Be sure to select "24-bit bitmap" or the image will lose a lot of its quality.) You can get these four sizes already converted from .png to .bmp files ready for use from a nethack fan's private webhost. Zipped and Unzipped versions provided. The 96x96 version is at a different site; it did not survive either on the Wayback Machine or on Sourceforge. Even the 64x64 size is larger than any other popular tileset. Thus Absurd is quite likely to be large enough to trigger this bug, and can be expected to do so on Windows 95 and Windows Me as well. Users of these versions of Windows should probably choose another tileset. =_=_ Dudley Dudley is the main character in the Dudley's dungeon webcomic. He gets himself into many of the terrible situations that can also be found in NetHack and he brings out the humor in them. He travels with several pets throughout the comic, most notably Fido and Dogley. Dudley has a strong aversion to newts. The original Dudley's dungeon was at http://dudley.nicolaas.net and finished on the last day of 2008. Two continuations have appeared, one at http://sadowl.com/dudley/index.php, the other at https://alt.org/nethack/dudley/. The two Dudleys are aware of each other's worlds, but have never met (as of October 2009). The ^Z () command suspends NetHack in environments that support this. ^Z is the usual *NIX shell keybind which suspends the foremost process, but NetHack is suspended using ^Z no matter what the current setting is. Windows' cmd.exe does not allow ^Z, but many *NIX shells will. When NetHack is suspended, the shell it was run from is brought into focus. NetHack is still alive, but it is frozen. Running the fg shell builtin will awaken NetHack. NetHack sets the terminal to "raw mode", in which all incoming keystrokes go directly to the running program without any attempt by the device driver to interpret them. A terminal which displays a shell prompt is usually in "cooked mode", in which such nice features as backspace, or Ctrl-C to stop a program, or Ctrl-Z for job control, are handled by the driver. That's fine for a shell, which takes all input in complete lines terminated by the press of an ENTER or RETURN key; but it will not do for NetHack, which needs each key as it is, when it is pressed. Thus NetHack has to provide its own support for such things as backspace when it is appropriate, and for Ctrl-Z. When you press Ctrl-Z, the function < code > dosuspend < /code > is called; at this level Ctrl-Z works like any other command. < code > dosuspend < /code > sets the terminal back to "cooked mode" and then sends the signal SIGTSTP to NetHack itself, emulating the normal behavior of the terminal in "cooked mode". If the signal SIGTSTP does not exist, then the job control is not supported, and Ctrl-Z does not work. Most modern Unix-like systems support job control, including all versions of Linux and BSD. =_=_ Talk:Drum of earthquake =_=_ SDL The Simple DirectMedia Layer, commonly SDL, is a library of the C language that provides low-level, cross-platform access to audio and video hardware and input devices. The same SDL user interface can compile and run on at least Mac OS X, Microsoft Windows and X11. An SDL user interface will display either full screen, or in a single window. SDL provides neither interface controls (as buttons and menus), nor fonts and text, nor audio encodings (as Ogg Vorbis), nor image encodings (as PNG). However, other libraries atop or along SDL can provide these things. The remainder of this page concerns the SDL interface to SLASH'EM. This is a port of the glHack interface, and resides in the < tt > win/gl < /tt > directory of the SLASH'EM source code. At least one operating system provides a "slashem-sdl" package containing this interface. The SDL interface can display the map as text or tiles, and can allegedly load the same isometric tiles as the Gtk+ interface. Optionally, the SDL interface may use OpenGL to display the tiles; this compile-time option creates the GL interface. Except for the map, the SDL interface resembles the tty interface. Messages appear at top, status appears in text at bottom (though in three lines instead of two), and menus appear in text format, without scroll bars or separate windows. The Makefile rules for this interface use a "%" syntax understood by GNU make, but not BSD make. & aid=1870830 & group_id=9746 & atid=309746 Bug 1870830 mentions this. Most of the controls and options for the SDL interface remain undocumented. One can put "GLOPTIONS" lines in the nethackrc but no document explains the options. However, the basic controls seem to be [PageUp] and [PageDown] to zoom the tiles, and [End] to toggle between tiles and text. =_=_ MediaWiki:Spam-whitelist =_=_ Pantheon =_=_ D & D =_=_ Goddess My first ascension was a Samurai. Since then I've ascended Barbarian, Archaeologist, Tourist, Valkyrie, and Wizard. No conducts yet, except for the "totally conductless" conduct. =_=_ What is is the what is command. It has several functions for providing you with more information about the game. These functions include: The keys to move to next/previous monster/object/door and so on cycle through the possible targets by distance, unless you've toggled on the menu listing, in which case a menu with the possible targets is show. The possible targets can further be limited to those in line of sight or in the same area. If your selection has an encylopedia entry, you will be able to get additional information. In this case you will see: Unset the help option to avoid this prompt. You can also get the symbol legend for a character if you choose no to cursor select, and then type a single character. In this case you will not be prompted for more information, because there could be different encyclopedia entries for the things that symbol represents. Choosing yes when asked for more info, or typing in a complete word or phrase when asked to specify what, will display the encyclopedia entry for that subject. Usually this is a lore reference from a real-world source (which may not be 100% accurate in NetHack), a brief writeup by the devteam, or even a funny quote. If there is nothing in the encylopedia for the phrase you entered, you will be told: The encyclopedia has information about a vast array of subjects. It is possible to be very specific when requesting information. Compare the following examples: This command can be quite helpful to new players still learning what some of the symbols represent. This is especially true when facing unfamiliar monsters. Cursor select can be used to tell if detected creatures are peaceful. It can also be helpful in verifying that you have acquired detection abilities such as telepathy—this can be used to help identify an amulet of ESP or a ring of warning, for instance. =_=_ Far look The semicolon, , is the far look command. It is used to look at a square other than the one you are standing on. To look at the square where you are standing, use the near look () command. Far look does not allow you to see what is actually on that square, only what you think you see. This means you won't get information about undetected monsters or traps, and if an item has been moved since you last had line of sight to the area, you can still use far look on that item's symbol. However, it will treat remembered objects that have been moved as unseen, displaying "a wand" instead of "a wand of lightning named empty". Because of this, far look generally gives more accurate information about something when you have direct line of sight. Using far look can help identify what a particular ASCII symbol represents, and will often give useful information about specific objects you select (especially creatures). This can help determine if a monster is peaceful or tame, for instance. In the case of monsters that are beyond your normal field of vision, but still detected, it will tell you what detection method is being used (like telepathy or infravision). You can also tell if you have called a creature by a particular name, which is handy for sorting out similar pets. The what is and travel commands make use of the same cursor select mechanic as the far look command. =_=_ Semicolon Apparently you clicked the "problem report" tab on water moccasin. Trouble is, I can't see any problem. Could you please provide some details, if not here then on Talk:water moccasin?--Ray Chason 03:24, 21 January 2008 (UTC) =_=_ NetHackWiki talk:ProblemReports/6122 =_=_ Talk:GDSM GDSM could also conceivably stand for green dragon scale mail, although I realize that in the common parlance it is pretty unlikely that anyone means anything other than gray when using this acronym. MysterX 06:30, 21 January 2008 (UTC) =_=_ Kabuto =_=_ Talk:Monster I so wish we could use Template:Monsym here. Unfortunately it uses far too much resources to be called this many times. --paxed 15:03, 5 March 2008 (UTC) =_=_ Vapors Vapors are released when a potion shatters and can affect you if you are nearby. The effect is not usually as strong as if the potion had been quaffed instead. If you are standing in a square adjacent to where the potion shatters, you can still be affected by the vapors released. For this reason, you should be careful when throwing harmful potions at nearby opponents. Vapors can also be released if a potion you are carrying gets shattered by something that can vaporize it (such as a fire or lightning). Potions on the ground can be shattered by nearby explosions or blasts from harmful wands. Similarly, bashing open a locked container can shatter potion bottles inside, releasing vapors. A potion can also break if dropped while flying or levitating. Vapors can be inhaled ("You smell a peculiar odor"), or they can come in to contact with your eyes ("Your eyes water"). Thus, being breathless does not save you from vapors unless you also have no eyes. If you are not a Healer, lose 5 hit points to a minimum of 1, regardless of beatitude or poison resistance. Abuses constitution. — The potion is identified if you are not blind or invisible. For an instant you couldn't see yourself! (without see invisible) < br / > For an instant you could see right through yourself! (with see invisible) If you do not have free action, you are paralyzed for 1d5 turns. The potion is identified. Abuses dexterity. Something seems to be holding you. (without free action) < br / > You stiffen momentarily. (with free action) If you have neither sleep resistance nor free action, you fall asleep for 1d5 turns. The potion is identified. Abuses dexterity. You feel rather tired. (if you fell asleep) < br / > You yawn. (if you resisted) You become very fast for 1d5 (more) turns. Exercises dexterity. Your knees seem more flexible now. (if not already fast) You become blind for 1d5 (more) turns. The potion is identified if you are not asleep or already blind. It suddenly gets dark. (if you were not asleep or already blind) If you are a flaming sphere or iron golem, you take 1d6 damage. If you are a gremlin, you split. You forget objects, spells, traps, and maps. < !--I have no idea how to interpret forget(1+rn2(5))-- > You flicker! (if polymorphed into a flaming sphere) < br / > You rust! (if polymorphed into an iron golem) < br/ > You feel dizzy! (always) =_=_ User talk:Jet Valentine =_=_ Fumes =_=_ Talk:Fire ant I want to erase this page and redirect its links to the main Ant page. There isn't yet enough information on individual ants to warrant their own pages. This will resolve the stub issue. =_=_ Koto =_=_ Talk:Canine The species name currently considered correct is Canis lupus dingo, BTW (a subspecies, like domestic dogs - Canis lupus familiaris). (Sorry, as a phylogeneticist I'm a bit compulsive on this...) -Actual-nh (talk) 15:27, 5 January 2021 (UTC) =_=_ Canines Merging the various canines into a single page seems a reasonable idea; NetHackWiki is full of pages that just have a quick, perfunctory description of some monster or item. Deleting the original pages, though, isn't a good idea -- someone who types "wolf" into the search box to the left is going to want to find some information. Instead, the pages should be redirects. To make a redirect, blank the page and then replace it with " < nowiki > #REDIRECT target page < /nowiki > ". Any editor can do this; you don't need sysop privileges, or even a login.--Ray Chason 23:49, 22 January 2008 (UTC) Thanks for the advice. I'll fix up the pages in a little bit. I'm happily to finally be contributing something to a wiki, even if it is just for a game :PShmoo 00:13, 23 January 2008 (UTC) I'm Shmoo! I'm adding anything I can, but I've never ascended (or even gotten past the DoD), but I'm trying! =_=_ Watchmen =_=_ Apport In NetHack, apport is a statistic that represents how likely a pet is to 'fetch' items and bring them to you. Apport can be increased by feeding your pet any comestible that qualifies as a treat shortly after it has dropped an item near you. While this is commonly done by throwing the treat to the pet, the only requirement for treats to increase apport is that it has been in your inventory previously. Apport is best raised and maintained by immediately rewarding a pet for dropping an item at your feet; this will raise initial apport high enough for the pet to start seeking you out, after which you should treat your pet from time to time after it drops something to keep apport high. Knights (who start with a pony and many carrots and apples) and Healers (who can turn rocks into meatballs via stone to flesh) are the roles most immediately prepared to handle this kind of training. The term "apport" is derived from the archaic English word "apporter" and the much more common French apporter of the same spelling; their common root is the Latin apportō (“I carry in”). The former refers to an importer, while the latter is a verb that can mean "to bring (in)". =_=_ NetHackWiki talk:Redirects This is a great idea. I had no idea how to do this before. I'm learning so much!!!Shmoo 02:07, 23 January 2008 (UTC) =_=_ Talk:Vapors Does anyone know if HasEyes() returns false if you are wearing eye protection, or blind? In other words, can something protect your eyes from watering if you don't breathe the fumes? I suspect that since TDTTOE, there's a provision for preventing potion accidents, but I hit a dead end trying to figure this out. I saw something to the tune of "eyes are still there even if you are blind", but then there's lenses and the visored helm, too. I haven't really played around with wizard mode, but I suppose that might be a way to test it...MysterX 06:09, 23 January 2008 (UTC) =_=_ Tameness Tameness is a measure of how resistant your pet is to going untame. Tameness is a value from 1 to 20. For carnivorous pets, the scale means something like this: You can #chat with cats, dogs, and horses to get a general indication of how tame they are, although other factors such as hunger, confusion, fright, or being caught in a trap can make this difficult. In general, dogs will whine, cats will yowl, and horses will neigh if they are not content (tameness below 5, or possibly just hungry). Get them some food as soon as possible to see if that helps. A stethoscope can help you sort out some of the state conditions and works on any species, but does not diagnose the level of tameness. The tameness of new pets depends on their species, not on the method of taming. Domestic animals and your Astral Plane guardian angel start with a tameness of 10; all others start with 5. Pets will only become hostile if abandoned on a different dungeon level for a very long time, or if revived after being abused. In all other cases, they end up peaceful when their tameness reaches zero. Pets additionally have an abuse counter and keep track whether you killed it. Revived, unstoned, or life-saved pets will come back non-tame if you killed it or abused it at least three times. < ref > < /ref > There is a one-in-tameness chance it comes back non-tame anyway. Both counters are reset to zero when (re)tamed, < ref > , < /ref > revived, unstoned, or life-saved. < ref > keeps the abuse counter, but later resets them. < /ref > A pudding freshly split off another pet is reset to zero abuse and five tameness. The abuse counter is incremented each time you score an attack on pet or displace it into a damaging trap. This incudes "attacking" with healing potions. Polymorph, teleport, and levelport traps are fine, as they don't damage the pet. Strangely, zapping a spell or wand at your pet is not considered abuse. In most cases, as long as you stay on the same level as your pet, and keep it from going hungry, your pet will stay loyal to you. Consider #praying if both you and your pet are hungry; pets don't really have that option. If you fall down a hole or step on a level teleport and leave your pet behind, try to go back for it as soon as you can. If your pet gets lost in such a manner, it may be harder to figure out where the pet ended up. Telepathy or a magic whistle might help you quickly check the nearby floors. If you favor exotic pets, have a spare source of taming so you can recover from unfortunate separating circumstances. If you don't manage to find your old pet, you can always try to charm a new one. Laying eggs as a gargoyle or cockatrice can score you a very loyal pet, and laying eggs as a dragon gets you a pretty strong one. In Slash'EM Extended, a pet left on a different level loses a point of tameness for every 1000 turns (rather than 150), and if it was very satiated to begin with, it may not lose any tameness points at all. A blessed stethoscope can reveal tameness and satiation levels of pets in that variant. =_=_ Talk:Tameness Ack... after going through the source for some references, I see that the devs use wild to mean hostile, and peaceful to mean peaceful. I used feral for hostile and wild for peaceful ex-pets... either I got that impression from stuff out there in chatlogs and community publications, or else I just thought it sounded good and went with it. Should the terminology be changed to be more in-line with the source comments? Or does it make sense enough as written. I admit I pretty much just speculated about stuff like the relative tameness scale, but I think it's a fair gauge of how the system works... MysterX 06:33, 23 January 2008 (UTC) OK, I've checked the source, and it looks like it has nothing to do with the pet being a non-eating monster or not. It seems to me that pets will only become hostile if left alone on a level for a very long time, or if revived after being abused a lot. In all other cases (mounting, kicking a steed, or even directly attacking), the monster will become peaceful when tameness reach 0. =_=_ Carnivorous =_=_ Herbivore A herbivore is a creature that (when tamed) prefers to eat vegetable matter such as fruit, vegetables, fungi, and other plants. Apples and carrots are considered treats. They will seek out and eat safe vegan corpses such as lichens, mold, shriekers, blobs, and jellies. They will also eat melons, oranges, pears, wolfsbane, garlic, kelp fronds, and so on, but only when hungry. This applies if they happen to be on it or you throw it to them. If they are starving ("confused from hunger"), they will seek out and eat some people food like food rations, pancakes, and lembas. They will never eat meat products, meaty corpses, eggs, or tins. For the full list, see Diet § Pets. When a herbivorous pet is used as a steed, it won't eat vegetables other than apples and carrots while you ride it, even if hungry. It will only do so when starving (which divide maximum hit points by 4). So if you don't have any apples and carrot and can't heal your pet, you might want to dismount it to feed it some fruits when it's hungry. For non-Knight players, this will keep tameness unchanged (+1 for feeding and & minus;1 for remounting it). Herbivores can be difficult pets to keep fed, especially for Monks, who share a similar diet unless they decide to take the small alignment penalty for non-vegetarian food. You might want to chat to your pet regularly so you know when you can throw it food. =_=_ Herbivorous =_=_ Genocie =_=_ Omnivore An omnivore is a creature that (when tamed) will eat most comestibles; they will readily eat anything that is suitable food for carnivores or herbivores. This includes corpses that are not rotten, meat items, fruits, vegetables, plants & mdash;pretty much anything except for tins. They will tend to eat eggs and corpses that they find on the ground. Many humanoid monsters are omnivorous. =_=_ Inediate An inediate creature is one that does not need to eat any kind of food to stay alive. Inediate pets can sometimes be difficult to keep tame, because usually when a pet eats it becomes tamer. Generally, monsters that are undead, demonic, angelic, or otherwise magical in nature are inediate, but there are exceptions, like ghouls. Some creatures that are inediate in NetHack, like bees and fungi, would be classified differently in the real world. =_=_ Talk:Pounding The article isn't quite clear: does this apply to lance, to polarms, or to both? Tjr 10:24, June 6, 2010 (UTC) =_=_ User:ContraDuck =_=_ Gallop A steed can be made to gallop by kicking or applying a whip while riding. If successful, this will cause the mount's movement rate to randomly increase for certain types of movement. If unsuccessful, the rider will be forcefully dismounted from the steed. Tameness is reduced by 1 when kicking or whipping the mount, so use this function sparingly. A rider with a high experience level on a pet with a high tameness has the greatest chance of success. Specifically, kicking a steed will dismount the player if the sum of the player's experience level and the steed's tameness (after kicking) is less than rnd(20), or if the steed was made untame. Thus, if experience level+tameness is at least 21 before kicking, the steed will always gallop if it remains tame after kicking. Galloping will last for 30-49 turns. Movement that benefits from the speed boost is any command that causes multiple movements, such as , , , etc. (In the sourcecode, movement that sets < tt > flags.mv < /tt > will benefit from the gallop speed increase.) Each turn of galloping with eligible movement, the steeds speed is increased temporarily by either four-thirds (~1.33) or five-thirds (~1.67), averaging 1.5 times its non-galloping speed. The rules for what commands are eligible for speed boosts lead to some counterintuitive strategies. If you are 1 space away from a wall and want to move up against the wall, using or will give you the speed boost with no other consequences, while simply pressing will not (if the number_pad option is on, you can use and then a direction.). Moving everywhere using travel will give you the speed boosts, even if you're only moving 1 space each time. =_=_ Galloping =_=_ Talk:Genocie =_=_ Non-eating =_=_ Buckled boots =_=_ Talk:Hunger (property) Wouldn't it make more sense to just use Hunger (property), since intrinsic is more specific and really only applies to those who have (unwisely) eaten a ring of hunger? I know there are many other misuses of the term intrinsic throughout the wiki, but having one in the title of an article seems especially bad form. MysterX 18:36, 25 January 2008 (UTC) =_=_ Talk:Light source Things to do so I don't forget: (if anyone else wants to mod this while I'm at work go ahead... ) Then there is a 12.81% chance of not enough candles in the light store, and 17.83% chance of at least 1 magic lamp. --Tjr 05:09, 6 January 2011 (UTC) =_=_ Talk:Orc (starting race) I created this page (not logged in hence IP address). I did ask about the custom for these- and also meddled in the dwarf article which was handled differently. On amalgamation I could see confusion from a new player wanting to see what their orc character can do, and instead reading about the orc monsters.--PeterGFin 12:57, February 16, 2010 (UTC) There should be some expanded discussion of the impact of summoning peaceful major demons. I didn't know that Yeenoghu would follow me around and across levels. Can I get him to fight things for me? The major demons especially get in your way if you want to wield Stormbringer since it is very easy to bump into them. Read this wiki to find out how you can kill one of them armed only with a wand of digging and a rolled up newspaper.--PeterGFin 12:57, February 16, 2010 (UTC) =_=_ Lichen corpse =_=_ Talk:Hack 1.0 Wow--just break apart a boulder, and there's the Amulet! I got to try this dungeon next time.--Ckbryant 16:07, 28 January 2008 (UTC) =_=_ Y2K =_=_ Lump =_=_ Talk:Notable ascensions =_=_ Vorpy =_=_ Talk:Y2K =_=_ Schroedinger's Cat Quantum mechanics have a 5% chance of being generated with a special large box. This box will contain a housecat that is either alive or dead; the state of the cat is not fixed until it is observed by opening the box. When the box is opened, there is a 50% chance the game will attempt to create a peaceful live housecat named "Schroedinger's Cat" as close as possible to the player. If the 50% chance fails (or housecats are genocided or the level has no square free for a monster), the box will contain a named housecat corpse instead. Besides its name and unusual origin, Schroedinger's Cat is just a normal housecat; you may tame it with food, kill it for experience, or even change its name with the call command. If Schroedinger's Cat is generated as dead, you can reanimate its corpse using turn undead, though it will be hostile. The state of the cat is not fixed until it is observed in any fashion, either by opening the box or by tipping it. Before the box containing Schroedinger's Cat is opened, it is technically empty, but its weight is increased to account for the weight of the cat. In particular, neither telepathy nor monster detection will show a live cat in the box, nor will food detection show its corpse; however, a wand of probing will say that the box seems empty. The orthodox Copenhagen interpretation of quantum mechanics asserts that the cat in the box is in a superposition of possible outcomes, in half of which the cat is dead, and half of which it is alive. Only when the box is opened and "observed" does the quantum wavefunction collapse, and the fate of the cat become determined. Schrödinger constructed the thought experiment in order to assert that this, and by extension the Copenhagen interpretation, was absurd; as of this writing, physicists are still divided on this matter. =_=_ Inadequacy =_=_ Weap-343.txt Dagger : : Knife : : Axe : : Pick-axe : : Short sword : : Broadsword : : Long sword : : Two-handed sword : : Scimitar : : Saber : : Club : : Mace : : Morning star : : Flail : : Hammer : : Quarterstaff : : Polearm : : Spear : : Javelin : : Trident : : Lance : : Bow : : Sling : : Crossbow : : Dart : : Shuriken : : Boomerang : : Whip : : Unicorn horn : : Two weapon combat : -- -- none : NONE -- Riding : -- -- none : NONE -- Bare-handed combat : -- -- hand : NONE -- Martial arts : -- -- hand : NONE -- WEAPON (Table 2) ABCH KMPRaRo STVW +HIT SDAM SAVG LDAM LAVG Dagger : bbbs b--E E bEEE Knife : b-sE b--s E ss-s Axe : -Es- s--s - -bEs Pick-axe : Esb- b--b - -bs- Short sword : bE-s s--b E EEsb Broadsword : -s-- s--- s sbs- Long sword : -s-- E--- s EbE- Scimitar : ss-b b--- s bsb- Saber : Eb-b s--- s bsb- Club : ssEs b-E- s ---s Mace : -sEb s-E- s -b-b Morning star : -sb- s-Eb b -b-- Flail : -bs- b-Es b sb-- Hammer : -Es- b-Eb b -bE- Polearm : --sb s-ss b sbss Spear : -sEb sbss b bbsb Javelin : --sb sbsE - bbbb Trident : -ssb b-sb - -bbb Lance : ---- E-b- - sbs- Bow : -bs- b-bE - Eb-- Sling : s-Es --bE - -bbs Crossbow : ---- sbbE E -b-- Dart : b--E --bE E -E-E Shuriken : ---s -bbs s Eb-b Boomerang : E-E- --bE - -b-- Whip : E--- ---b - -b-- Unicorn horn : s-bE --s- - -s-- Riding : bb-- E--b b sbsb Bare-handed combat : EMMb E-bb E -sEb d2 1.5 d2 1.5 Martial arts : ---- -G-- - M--- d4 2.5 d4 2.5 MATL DESCRIPTION ERODES? BONE Horn or bone No IRON Iron Rusts/Corrodes LEAT Leather Burns/Rots MINL Mineral No PLAS Plastic or rubber No SILV Silver No WOOD Wood Burns/Rots Unskilled 0 0 -4 -2 -9 -3 Basic 20 1 0 0 -7 -1 Skilled 80 2 +2 +1 -5 0 Expert 180 3 +3 +2 -3 +1 SKILL LEVEL HITS EXP +HIT +DAM +DAM +DAM Unskilled 0 0 -2 0 0 +1 Basic 20 1 -1 0 +1 +3 Skilled 80 1 0 +1 +1 +4 Expert 180 2 0 +2 +2 +6 Master 320 2 -- -- +2 +7 Grand master 500 3 -- -- +3 +9 mirror 1, breaks mirror (even on shades) with a -2 penalty Launcher enchantment : YES NO Launcher erosion : YES NO Missile enchantment : YES YES Missile erosion : NO YES =_=_ Reconciliation =_=_ Acronyms A list of acronyms, initialisms and abbreviations of the NetHack community. Red links in this list probably need a redirect to the correct article, or maybe a new article. Also look in :Category:Acronyms. For nicknames and item class abbreviations like "?oGD" for "scroll of gold detection", see Abbreviations. =_=_ Acronym =_=_ Do not pass go. Do not collect 200 zorkmids. The message is a reference to the Monopoly board game: Monopoly players periodically pass the Go space on the board and earn 200 dollars each time they do so, and players that end up going to the Jail space must not pass Go, even if Go is between their current position and Jail. The Chance and Community Chest cards that can deliver this penalty read: "Go directly to jail. Do not pass go. Do not collect $200" To avoid the most common possible source, Knights should not try to #ride their starting pony until they can survive the possible 14 HP damage from falling off. If attempting to ride your steed fails on turn 1, do not try to #ride again until the pony has sufficient tameness and/or you have more hit points. On the other hand, there are also a few intentional methods for a curious player to trigger the message; as above, a Knight attempting to ride their saddled pony can do so, although this may "fail" if the game allows them to mount their steed. As mentioned previously, wizards can start with one of many random wands, and may have a powerful wand to zap themselves with, such as a wand of fire or wand of lightning. Casting force bolt or at yourself will fail because of your cloak's magic resistance. =_=_ Stamped scroll =_=_ Cherry Cherry is a chickatrice who sometimes reappears in the webcomic, Dudley's dungeon. Her adventure is to explore the same dungeon as Dudley and to retrieve an important artifact. While Dudley seeks the Amulet of Yendor, Cherry seeks the Seed of Life. Cherry typically plays a neutral female chickatrice warrior. The authors typically use Cherry to set up those humorous situations that require two adventurers in the same dungeon. Dudley remains unaware of the second adventurer, and regards Cherry only as yet another chickatrice. So Cherry may become a victim of some side effect of Dudley's adventure. Cherry has her first appearance amid a long story arc for which Dudley plays a male chaotic elven wizard. At 17 August 2006, Dudley encounters a cockatrice nest. Dudley hesitates to use a blessed scroll of genocide against the 'c' class. The story arc establishes Dudley's trouble with 'c' monsters. Cherry first appears at 24 August 2006, when she enters NetHack as a "neutral female chickatrice warrior" and announces her quest for the Seed of Life. Although Cherry is not of the party attacking the elf, Dudley now genocides chickatrices. Cherry, not at fault, dies with the headstone message, "killed by an unrelated plotline". Cherry starts another game, and has her second appearance at 25 September 2006. Cherry locates a "human rogue called Dudley" and attempts to attack, but first a mail daemon, while rushing to meet Dudley, shoves Cherry into a fountain. She dies, "drowned in a deluge of mail". Cherry's third appearance is at 23 February 2007. This time, Cherry announces her intent to use blessed genocide against '@', thus removing the Dudley problem. But first Cherry encounters Dudley, and Dudley kills Cherry and takes her corpse. For the first time, Cherry's stoning ability has significance. The deceased Cherry complains while Dudley wields the chickatrice corpse against some weak monsters. Finally Dudley falls into a pit and Cherry's corpse kills Dudley. At 7 February 2008, Cherry suddenly meets Dudley in a corridor. This time, Cherry has a scroll of genocide, though it is not blessed. Cherry genocides "humans". Then the showrace option reveals that Dudley is a dwarf. Thus Dudley escapes the genocide and attacks Cherry. On 30 June 2008 Cherry faces the Wizard of Yendor and wonders why the Wizard keeps returning when she can simply stone him. By 7 August 2008, it appears that Dudley or somebody else has finally managed to get rid of Cherry and her meat has been tinned. Unfortunately for Dudley, he thought that the "Cherry" in the tin referred to fruit. He was stoned. =_=_ You shudder for a moment Please do not create nonsense pages on NetHackWiki. They just get deleted, and waste everyone's time. If you want to experiment, use the Sandbox.--Ray Chason 21:29, 8 February 2008 (UTC) =_=_ MediaWiki:Anontalkpagetext This is the discussion page for an anonymous user who has not created an account yet or who does not use it. We therefore have to use the numerical IP address to identify him/her. Such an IP address can be shared by several users. If you are an anonymous user and feel that irrelevant comments have been directed at you, please create an account or log in to avoid future confusion with other anonymous users. =_=_ Rodent None of the rodents are a real threat. They are split between the rats, amongst the weakest monsters in the game and the hardy but slow rock mole. The woodchuck is not randomly generated, but shares rock mole characteristics (but although they dig they are not metallivores). The wererat is the weakest of the lycanthropes but is more dangerous than other rodents due to its summon help ability and the lycanthropy affliction. =_=_ File:Sokostash.png =_=_ File:Sanctum.png =_=_ What to genocide =_=_ Talk:What to genocide Dude, creating nonsense pages like What to genocide is not funny, 'kay? It wastes other peoples' time. Please don't do that.--Ray Chason 03:50, 10 February 2008 (UTC) The article you found is obvious BS, but I think a somewhat useful redirect could go here. Thank you for your report.--Ray Chason 03:58, 10 February 2008 (UTC) Why should it go at the end? It's formatted exactly the same as other hatnotes (e.g. ), not the footnote, and if it's at the bottom, it just gets forgotten. The whole point is to encourage readers to expand it. I've been putting it at the top on my pages for these reasons. No, really, blessed corpses can be rotten. I spent a lot of time last night confirming both by checking the source and wiz-mode testing. If you don't believe me, start a game in wizard mode. Wish up 99 blessed wraith corpses. Eat them all. The chances are excellent that you'll get a "Blecch! Rotten food! . . . The corpse rots away completely." message (you won't see the corpse rot away if you pass out, but it will disappear). Marcmagus 16:51, 10 October 2008 (UTC) =_=_ Bad Idea Many things in NetHack are a Bad Idea, although that often only becomes apparent after your demise, which may well be YASD. =_=_ Piously aligned =_=_ Rations =_=_ Pears So you created a joke page. Har har har. It's gone now. NetHack may be a game but this wiki deals with it in a serious and sensible tone. Please don't add nonsense to NetHackWiki.--Ray Chason 02:23, 14 February 2008 (UTC) =_=_ Ration =_=_ Talk:Horn =_=_ Ray The ray attack is animated on screen, and a horn or wand will auto-identify if you are not blind. A standard ray will bounce if it hits a wall or a creature with reflection. Rays are halted by doors, although many will destroy the door in the process. The ray characteristics allow you to attack enemies without reply in the right situation. In the wrong situation, you may be unable to use your powerful ray attacks for fear of shooting yourself. A ray will travel 7 to 13 squares. For each monster hit, range decreases by 2. If fire passes over water or a fountain, or cold passes over water or lava, range may decrease by 1, 3, or the ray may stop entirely. If fire passes over scrolls or spellbooks, some may burn, but range isn't decreased. Each time it bounces off a wall, range decreases by 1. Reflection off a monster or you reverses the direction of travel, but range doesn't decrease. =_=_ Larn Larn was an old roguelike game. Larn took inspiration from Rogue and Hack. In the past, Larn and NetHack had contemporary development, and some Larn references entered NetHack. But NetHack continued development and became a popular game with a large community, while Larn stalled. Larn is now an obscure game with few players. =_=_ LRS =_=_ Larn Revenue Service =_=_ This seems to be junk mail addressed to the finder of the Eye of Larn =_=_ This seems to be junk mail addressed to the finder of the Eye of Larn. =_=_ The LRS would be very interested to know you have that much =_=_ The LRS would be very interested to know you have that much. =_=_ Hit dice =_=_ HD =_=_ Baby grey dragon =_=_ Ki rin =_=_ Uruk hai =_=_ Orc captain =_=_ Woodland elf =_=_ Green elf =_=_ Grey elf =_=_ Gray elf =_=_ Elf lord =_=_ Olog hai =_=_ Incubi =_=_ Succubi =_=_ Homunculi =_=_ Baluchitheria =_=_ Lurkers above =_=_ Cavemen =_=_ Cavewomen =_=_ Mumakil =_=_ Pickax =_=_ Silver sabre =_=_ Grey dragon scale mail =_=_ Grey dragon scales =_=_ Enchant armour =_=_ Destroy armour =_=_ Scroll of enchant armour =_=_ Amulet of poison resistance =_=_ Tee shirt =_=_ Can =_=_ Eucalyptus =_=_ Kelp =_=_ Grapple =_=_ Level drain =_=_ Talk:Nethack.alt.org What's the deal with The Crash? The information at http://alt.org/nethack/news.php is vague, to say the least. I though that I had a game saved from several months ago (2007, somewhere between July and November), but it's not there now; is The Crash the reason? And is there any hope?—Toby Bartels 22:18, 11 April 2008 (UTC) Does this thing work already? If yes, could it be placed on the server? If both yes, would it fix this obnoxious bug that you have to press escape all the time to skip past the battle spam? -Tjr 12:17, 25 May 2009 (UTC) It's odd that you say "obnoxious bug" for the standard behaviour, as if this were something unusual about NAO that it doesn't use tiles. Maybe "missing feature"? All the same, that does look nice; whether it will work for NAO (whose telnet server will have to detect whether people are logging in from a big enough terminal) I'll leave to paxed to say. —Toby Bartels 13:05, 25 May 2009 (UTC) I am certain that this interface will work fine when playing remotely via telnet, including detecting terminal size and resizing. I would love to see it on NAO. :-) The project has its own homepage now, for those who have an interest. —Karl Garrison I can't find a terminal emulator on any OS that doesn't disconnect me when I resize the window or accidentally type Control-C. This is the main reason I don't play on NAO. Has anyone found a workaround for this? Are there "wrappers" I should be playing through? --User:Statico 03:17, 4 August 2009 (UTC) It's a pity that NAO doesn't support ssh. There is a good and free ssh client for SymbianOS (Nokia mobile phones) and PDAs, so ssh'ing to NAO could be very popular among mobile users. As for now (December 2007) ssh to nwserver.ath.cx is the best way to play NetHack on Palms and Nokia phones. Especially the ones with QWERTY keyboard. Another option would be to ssh to another account, then telnet from there to NAO, should one wish to do so. What time is used on NAO? UTC is stated on another page but can we confirm and write it in the article since this may vary from the player's own clock. Statistically I also do worse on NAO, but don't believe that is down to the system. It could just be the lag and slower interface that demotivates me from carefully checking things before I act. Even today I might run into a monster in a corridor and quickly tap a BISH!,BASH! before I check on my health or useful inventory. Of course if that monster is strong enough 2 turns could be 6+ hits on me for a DYWYPI.--PeterGFin 12:54, 6 December 2010 (UTC) =_=_ Dumplog A dumplog is a text file that records much of the game state at the end of a game. Things generally recorded in a dumplog include: NetHack 3.6.0 and prior versions do not produce a dumplog, unless the game is patched (which many public servers do). A player using tty can cut and paste off the screen if they really want to. =_=_ Talk:Gremlin Is it possible to remove the ring-hunger intrinsic from eating regen/hunger/conflict, and if so, can the other intrinsics be kept? --AileTheAlien 22:39, 24 September 2011 (UTC) There is a line on the page which says "If the player has that intrinsic from an external source, he loses it." This is counter to source code which addresses loss of one or 11 intrinsics. If you have both the intrinsic and the extrinsic you would lose the intrinsic but keep the extrinsic. =_=_ Cure self =_=_ Stun (monster spell) Stun is a monster spell that will stun you. The length of the stun is dependent on a few factors. If you have magic resistance or free action, you will always be stunned for only one turn. If you have half spell damage, the stun length will be halved. The spell will stun for 4d4 turns, or 6d4 if the player's dexterity is less than 12. =_=_ Disappear =_=_ Drain strength The spell is only usable if the caster is on an adjacent square to you. If they cast the spell and you do not have magic resistance, the spell will inflict < var > 1d(x & minus; 6) < /var > points of strength damage, where < var > x < /var > is the monster's level. Any strength drain that would take you below 3 strength is instead subtracted sixfold from your current and maximum hit points. Magic resistance completely negates the effects of this spell; half spell damage will halve the number of points of strength it will attempt to drain. This spell, apart from the touch of death, is a big reason not to face powerful spellcasting monsters without MR; high level spellcasters can do massive amounts of damage with this spell, and unlike strength, maximum HP cannot be restored by the usual means (such as a unicorn horn). For example, take the case of a 70 HP character with strength 15 being attacked by a level 25 arch-lich. The die rolled is 1d19; in the worst-case scenario, our character's strength will go to 3 and he will also lose 42 points from his maxHP, leaving him crippled at 28 maxHP. Magic resistance will completely prevent strength loss, and half spell damage can mitigate it by lowering the maximum potential reduction. A ring of sustain ability provides partial protection: it will stop the loss of strength, but if the monster would have drained your strength below 3 with its spell, you still suffer the appropriate loss in current and max HP. =_=_ Template:Monsters =_=_ User:Paxed/Template:Monsters =_=_ Template talk:Monsters I think this template needs some love. It's silly that the "table" of monsters needs extra newlines between lines so it doesn't cut off the lower part of characters (This happens on Opera and Firefox, probably on IE too) --Paxed 22:38, 23 February 2008 (UTC) The idea for this template came from the #nethack channel on Freenode. It might be paxed who suggested it. --Kernigh 23:53, 23 February 2008 (UTC) CURRENT STATUS - Kernigh bot is idle. It has completed the movement of the source code pages into the Source: namespace. Start with a Unix system that has < tt > python < /tt > and < tt > svn < /tt > commands. I am using OpenBSD with Python 2.4.4 (with < tt > python < /tt > symlinked to < tt > python2.4 < /tt > , as instructed by < tt > pkg_info -M python < /tt > ) and Subversion 1.4.4. Unfortunately, to teach the bot to find nethackwiki.com requires the creation of a new python class for the new "nethack_wikia" family. (There is some documentation at MetaWikipedia:Pywikipedia bot on non-Wikimedia projects but I had to source-dive into < tt > family.py < /tt > to learn about "scriptpath" so that I could make < tt > test.py < /tt > work.) The < tt > self.namespaces < /tt > lines are most difficult to get correct, though they might not be important. The documentation says to define the nonstandard namespaces, but does not explain which namespaces are nonstandard. The nonstandard namespaces are: Use Special:Userlogin to create a Wikia user account for your bot. (After you do this, remember logout your bot account and login your normal account.) Replace 'Kernigh bot' with the username for the account of your bot. The < tt > user-config.py < /tt > It will prompt for the password of the bot account. Then it will login and store the browser cookies in the < tt > login-data < /tt > directory. The pywikipediabot documentation boasts, "Unless you change your password, you normally need to run this program only once, the bot usually does not get logged off." The < tt > replace.py < /tt > script makes replacements on wiki pages. First edit NetHackWiki:Sandbox to provide some text to replace, then run the bot. For example: =_=_ Talk:Solid rock Actually, I'd say most "solid rock" can be dug through, just consider all those places next to a corridor. Also, one of the mine ends has solid rock that must be dug through... --Paxed 17:56, 24 February 2008 (UTC) The current version of this article says that solid rock is "unneeded". That ain't quite right is it? I read an old YAAP the other day about someone who made a point to avoid rooms and corridors to stay away from monsters, so most of their movement was tunneling through the rock. ——Godska (talk) 09:22, 4 November 2012 (UTC) =_=_ Template:Items =_=_ Destroy armor (monster spell) This spell will target a piece of worn armor, using a weighted random selection, and destroy it. The process is the same as for an uncursed scroll of destroy armor. Magic resistance completely nullifies the effects of this spell. Destroy armor tends to be cast primarily by liches and golden nagas. =_=_ Curse items Curse items is one of the most despised monster spells in NetHack. It can be cast in melee range by monsters such as liches, or encountered in other ways. It will unbless or curse a number of your inventory items, which can reduce their effects or make them dangerous and difficult to remove. The spell will normally affect 1d6 random items in your inventory if it succeeds; blessed items will become uncursed and uncursed items will become cursed. If you have half spell damage or magic resistance, only 1d3 items will be affected; if you have both, only 1d2 will be affected. Magicbane will absorb the curse harmlessly 95% of the time if wielded, protecting all of your items. Intelligent artifacts will individually resist the curse 80% of the time. While containers can themselves be cursed by this spell, their contents cannot. But a bag of holding becomes much heavier if cursed, and using a cursed bag of holding risks destroying some objects inside. Most players using one will learn the spell or carry a blessed scroll of remove curse, potion of holy water, or a wand of cancellation in an oilskin sack or a (greased) plain sack. A less preferable alternative is to temporarily stow the bag of holding in a non-magical bag while fighting liches & mdash;even if the outer bag gets cursed, the bag of holding will be safe. To minimize the negative effects of this spell, you can bless even those items in main inventory that are not intrinsically improved by being blessed (such as armor). Another tactic involves filling up inventory slots with individual items that are light and easily obtainable in large numbers (such as arrows, darts, and gems), each given a different name so that they will not stack together. Since the cursing effect randomly chooses items from inventory, this reduces the chance that a valuable item will be hit. If you wield a two-handed weapon, you should plan ahead in case monsters curse your weapon, e.g., deposit some holy water in the floor in strategic places. Keep it always blessed and make sure it's safe to pray. As of NetHack 3.6.0, you can empty your bag on the floor with the #tip command to reach your means of curse removal; it is best to prepare a bag of such items in advance for when prayer is inconvenient or unavailable (e.g., in Gehennom). Some items are better cursed, and a monster might do you the favor. To use this, you can deliberately get affected by this in a controlled manner. Drop, bag, or stash everything you wouldn't want cursed. Use one of the weaker monsters that can cast this, and confine it into a small space with Elbereth or boulders. You may want to set this up on an early dungeon level, where other generated monsters are less dangerous. In UnNetHack, if curse items targets an already-cursed container, one random item inside it is cursed instead. This can theoretically happen recursively if you have nested cursed containers. If you are double-bagging to protect your bag of holding, it is important that the bag containing the bag of holding remains non-cursed. =_=_ Intelligent =_=_ Open wounds Open wounds is the internal name for a clerical monster spell (though it is never referred to in the game as such). This spell can be cast by any monster that uses clerical spells. This spell will deal (monster's level/2 + 2)d8 damage when cast by a high priest, the Grand Master or the Arch Priest, and (monster's level/2 + 1)d6 when cast by an aligned priest, abbot, acolyte or Master Kaen. The damage can be halved by half spell damage and by magic resistance; if you have both, you will only suffer one quarter of the damage (rounded up). Because of the way monsters select their spells, the relative frequency of this spell decreases as the monster's level increases from 1 to 14, but the relative frequency increases as the monster's level increases from 14 to 49. Thus, this spell is a favorite of high-level clerical spellcasting monsters (including Master Kaen and high priests). In SLASH'EM, there are many new spellcasting monsters. For the ones that can cast clerical spells, the damage done by this spell is: (monster's level/2 + 2)d17 for High-elves, (monster's level/2 + 2)d6 for movanic devas, (monster's level/2 + 3)d4 for monadic devas and astral devas, and (monster's level/2 + 1)d6 for gnoll shamans. =_=_ Tonal instrument Tonal instruments are instruments which can be used to play the passtune when a player answers "n" at the "Improvise? (yn)" prompt. Tonal instruments are: =_=_ Atonal instrument Atonal instruments cannot be used to play the passtune. When you apply an atonal instrument, you do not get a "Improvise? (yn)" prompt. Mundane bells are primarily used to wake up monsters, while leather drums can additionally be used to scare monsters. In addition, they can be used to enable Elbereth squares. =_=_ Single-edged polearm =_=_ Template:Monsym This template shows the monster symbol and should be used instead of directly using the color templates when showing monster glyphs; that way if a monster color or symbol changes in a future NetHack version, we only need to change it once, in here. This Template can also be used with preceding or following text without breaking the flow of the text as there are no carriage returns before or after the template. For example < tt > < nowiki > < /nowiki > < /tt > shows . The monster names ignore case: < tt > < nowiki > < /nowiki > < /tt > shows as well. Spaces can be used normally. < tt > < nowiki > < /nowiki > < /tt > shows . The monster names ignore underscores too: < tt > < nowiki > < /nowiki > < /tt > shows as well. This template does not, of course, automatically recognize new monsters — every monster has to be input separately. This is, however, a very simple and straight forward task. Adding a new monster called foobar (whose symbol was a red X, ) would be as easy as creating a sub-page Template:Monsym/foobar and adding =_=_ Template talk:Monsym I thought I'd do my civic duty and update Genocide to use monsym, after seeing that chickatrice was hard coded to be yellow, not brown. It seemed timely to update the page to use Monsym instead and make everyone happy. After making a couple of tiny changes to this template (monsym can now be used in-line with following text and not carriage return after the symbol, gypsie is now an allowed monster name) I noticed that there is a major issue with either the Wiki itself or this template. It seems there is a specific limit on the number of times (21?) Monsym or one of it's sub-function (switch? see reasoning below) can be called. I suspect it is a Wiki limit on the number of times a subroutine can be called, but I am not sure. Here's what brought this on and my reasoning: On the Genocide page, the use of monsym broke after printing perfectly up until the table for use with a blessed croll. After "quadrupeds", the 21st call of Monsym, further use of monsym would break. The next immediate use of monsym just printed (complete with link) "#switch:", and then every use of monsym after that simply printed a link to Template:Monsym. This effect was not expected usage and I didn't know why. I applied judicious use of the Undo function and rolled back my changes to Genocide to use the previous version with the original hard-coded colours. As I don't want to clog things up and only make a half-baked solution (if any), I now seek those with greater wiki-fu to assist. Sorry for the problems with Genocide, and this rambling talk page (I hate not knowing what happened in a wikia error). -- Kalon 00:49, 26 February 2008 (UTC) This template should probably not be used on the version writeups (such as this one), because these document specific versions of the game. Otherwise, a fine bit of coding.--Ray Chason 03:03, 26 February 2008 (UTC) The use of direct symbol coding may cause some obscure encoding schema to display incorrect characters or nothing at all, but the majority of users will see what is expected. -- Kalon 22:06, 26 February 2008 (UTC) I've made a prototype of this template that can be used literally thousands of times on a single page (I gave up after a 115k page with 4000 uses). The old one gives out at around 195 in my simple test. The new template's mechanism is quite different; rather than code all the variations in a single template, which is inefficient because of the way the Wiki works, I coded it to include a sub-page which contains just the code for a single monster. This allows the Wiki to do what it is good at, which is look pages up, rather than what it is clearly bad at, resolving multiple complex templates on a single page. (I think it simply substitutes in all the templates first, then works out the result, including any conditionals, on the fully-substituted page!) Template is at User:Rogerb-on-NAO/monsym. Because it relies on sub-pages, I created only 2; "Death" and "Gnome king". Use it like this: =_=_ Category talk:Stubs There seem to be a lot of pages marked stub that may not need more information. For example, how much more can one say about the orcish cloak than has already been said? I'm tempted to start removing the tags for pages about inconsequential items that seem to be complete. 207.246.150.59 00:55, 26 February 2008 (UTC) =_=_ User:Paxed/Monsymtest I am sorry for causing so many entries in the Recent Changes log by adding encyclopaedia entries, but there's no easy way around -- it... Kalon 05:28, 19 November 2008 (UTC) The problem of being able to use no more than 21 monsym calls per page: I optimized the template and it's now possible to use up to 200 monsyms per page. See User:Paxed/Monsymtest. --Paxed 20:28, 26 February 2008 (UTC) I don't see the bad style you mention (what browser are you using?) but I'll take your word for it and revert.--Ray Chason 05:07, 28 February 2008 (UTC) Thank you for reporting a recent instance of vandalism. The page in question is now in the bit-bucket and the very mature person who created it is on notice.--Ray Chason 03:03, 14 March 2008 (UTC) =_=_ MediaWiki talk:Common.css We might want to put the following in common.css to make all TOCs float to right; I think it looks much better than the normal behaviour where the Table of Contents is in the normal page flow There's a small problem with the line spacing in ttymaps: it leaves gaps between line drawing characters on one line and those on the next. See, for example, Template:Random_ttymap/ttymap2: I'm seeing this in both Google Chrome version "11.0.696.44 beta" and Internet Explorer 8; I expect Firefox is the same, but I've already got 2.5x stuff loaded as can fit in RAM, so I haven't actually tried it. I tried disabling all the applicable "line-height" rules, but that doesn't seem to actually help, and with some combinations of enabledness I even get white bands between lines! I begin to doubt that there is a way to fix this within current CSS standards. & mdash;SamB 22:45, 31 May 2011 (UTC) =_=_ Database This template shows a "graphical" keyboard key, or a key combination. It accepts up to 4 parameters, but only one of them is mandatory. To override default linking behavior add a "link=0" or "link=1" parameter. =_=_ You hear bubbling water This template shows a "graphical" keyboard key. For example < nowiki > < /nowiki > shows . Consider using Template:kbd instead. =_=_ Talk:What Fools These Mortals The patched link throws up a "403 Forbidden", does anyone have a replacement? --Umbire the Phantom (talk) 11:08, 21 March 2019 (UTC) =_=_ Template:Monsymlink This template shows the monster symbol and puts a link to that monster's page after it. Takes one or two parameters, the monster name, and an optional link type, which can be either < tt > before < /tt > , < tt > after < /tt > , or < tt > only < /tt > . Uses < tt > before < /tt > as the default type if the second parameter is missing. If you need a simplified version that only shows the monster symbol as a link, use . To specify a specific variant without adding this to the link text, specify the < tt > variant < /tt > parameter, for example: This is intended for use in articles or sections that are obviously about a specific variant, for example linking to Cthulhu in the UnNetHack article. =_=_ User:Paxed/Template:Monsymlink =_=_ Sticks to snakes =_=_ Template:Questmon =_=_ Guardian =_=_ Talk:Ogre lord Is it just me or is this bullshit? Quote: "Like the ogre, the ogre lord uses boulders for long range attacks". Sounds way too much like giants (H) and NOT ogres. Personally, I can't recall the last time I've been hit by boulder that was thrown by an ogre. =_=_ MediaWiki:Monaco-sidebar =_=_ Align.h =_=_ Apply.c =_=_ Artifact.c =_=_ Artifact.h =_=_ Ball.c =_=_ Bones.c =_=_ Botl.c =_=_ Color.h =_=_ Config.h =_=_ Config1.h =_=_ Coord.h =_=_ Dig.c =_=_ Dlb.c =_=_ Dlb.h =_=_ Dog.c =_=_ Dogmove.c =_=_ Dothrow.c =_=_ Dungeon.c =_=_ Dungeon.h =_=_ Eat.c =_=_ Engrave.c =_=_ Engrave.h =_=_ Exper.c =_=_ Explode.c =_=_ Fountain.c =_=_ Func tab.h =_=_ Gem rsc.h =_=_ Global.h =_=_ Hack 1.0/alloc.c =_=_ Hack 1.0/config.h =_=_ Hack 1.0/date.h =_=_ Hack 1.0/def.edog.h =_=_ Hack 1.0/def.eshk.h =_=_ Hack 1.0/def.func tab.h =_=_ Hack 1.0/def.gen.h =_=_ Hack 1.0/def.monst.h =_=_ Hack 1.0/def.obj.h =_=_ Hack 1.0/def.objclass.h =_=_ Hack 1.0/def.objects.h =_=_ Hack 1.0/def.permonst.h =_=_ Hack 1.0/def.trap.h =_=_ Hack 1.0/def.wseg.h =_=_ Hack 1.0/hack.Decl.c =_=_ Hack 1.0/hack.apply.c =_=_ Hack 1.0/hack.bones.c =_=_ Hack 1.0/hack.c =_=_ Hack 1.0/hack.cmdlist.c =_=_ Hack 1.0/hack.do name.c =_=_ Hack 1.0/hack.do wear.c =_=_ Hack 1.0/hack.do.c =_=_ Hack 1.0/hack.dog.c =_=_ Hack 1.0/hack.eat.c =_=_ Hack 1.0/hack.end.c =_=_ Hack 1.0/hack.engrave.c =_=_ Hack 1.0/hack.fight.c =_=_ Hack 1.0/hack.h =_=_ Hack 1.0/hack.invent.c =_=_ Hack 1.0/hack.ioctl.c =_=_ Hack 1.0/hack.lev.c =_=_ Hack 1.0/hack.main.c =_=_ Hack 1.0/hack.makemon.c =_=_ Hack 1.0/hack.mfndpos.h =_=_ Hack 1.0/hack.mhitu.c =_=_ Hack 1.0/hack.mkobj.c =_=_ Hack 1.0/hack.mon.c =_=_ Hack 1.0/hack.monst.c =_=_ Talk:Page =_=_ Hack 1.0/hack.o init.c =_=_ Hack 1.0/hack.objnam.c =_=_ Hack 1.0/hack.onames.h =_=_ Hack 1.0/hack.options.c =_=_ Hack 1.0/hack.pri.c =_=_ Hack 1.0/hack.read.c =_=_ Hack 1.0/hack.rip.c =_=_ Tiamat =_=_ Hack 1.0/hack.rumors.c =_=_ Hack 1.0/hack.save.c =_=_ Hack 1.0/hack.search.c =_=_ Hack 1.0/hack.shk.c =_=_ Hack 1.0/hack.stat.c =_=_ Hack 1.0/hack.steal.c =_=_ Hack 1.0/hack.termcap.c =_=_ Hack 1.0/hack.timeout.c =_=_ Hack 1.0/hack.topl.c =_=_ Hack 1.0/hack.track.c =_=_ Hack 1.0/hack.trap.c =_=_ Hack 1.0/hack.tty.c =_=_ Hack 1.0/hack.u init.c =_=_ Hack 1.0/hack.vault.c =_=_ Hack 1.0/hack.version.c =_=_ Hack 1.0/hack.whatis.c =_=_ Hack 1.0/hack.wield.c =_=_ Hack 1.0/hack.worm.c =_=_ Hack 1.0/hack.worn.c =_=_ Hack 1.0/hack.zap.c =_=_ Hack 1.0/makedefs.c =_=_ Hack 1.0/mklev.c =_=_ Hack 1.0/mklev.h =_=_ Hack 1.0/mklv.makemaz.c =_=_ Hack 1.0/mklv.shk.c =_=_ Hack 1.0/mklv.shknam.c =_=_ Hack 1.0/rnd.c =_=_ Hack 1.0/savelev.h =_=_ Hack.c =_=_ Hack.h =_=_ Hacklib.c =_=_ Invent.c =_=_ Light.c =_=_ Lock.c =_=_ Mac-carbon.h =_=_ Mac-qt.h =_=_ Mac-term.h =_=_ Macconf.h =_=_ Macpopup.h =_=_ Mactty.h =_=_ Macwin.h =_=_ Mail.c =_=_ Mail.h =_=_ Mapglyph.c =_=_ Mcastu.c =_=_ Minion.c =_=_ Mon.c =_=_ Monattk.h =_=_ Mondata.c =_=_ Mondata.h =_=_ Monflag.h =_=_ Monmove.c =_=_ Monst.c =_=_ Talk:Monst.c =_=_ Monst.h =_=_ Monstr.c =_=_ Monsym.h =_=_ Music.c =_=_ NetHack 1.3d/alloc.c =_=_ NetHack 1.3d/apply.c =_=_ NetHack 1.3d/bones.c =_=_ NetHack 1.3d/cmd.c =_=_ NetHack 1.3d/config.h =_=_ NetHack 1.3d/date.h =_=_ NetHack 1.3d/decl.c =_=_ NetHack 1.3d/do name.c =_=_ Talk:Sokoban Level 4a The anonymous contributor whose edit got reversed yesterday was thinking in the right direction: You can push boulder P up in the third column from the left instead of pushing it into the second one, up, and then back. This saves a total of 2 boulder moves and 0 player moves, as the hero needs to run around the boulder (3 diagonal moves) before pushing it up. Tjr 11:53, 17 April 2009 (UTC) =_=_ NetHack 1.3d/do wear.c =_=_ NetHack 1.3d/do.c =_=_ NetHack 1.3d/dog.c =_=_ NetHack 1.3d/dogmove.c =_=_ NetHack 1.3d/dothrow.c =_=_ NetHack 1.3d/eat.c =_=_ NetHack 1.3d/edog.h =_=_ NetHack 1.3d/end.c =_=_ NetHack 1.3d/engrave.c =_=_ NetHack 1.3d/eshk.h =_=_ NetHack 1.3d/extern.h =_=_ NetHack 1.3d/fight.c =_=_ NetHack 1.3d/flag.h =_=_ NetHack 1.3d/fountain.c =_=_ NetHack 1.3d/func tab.h =_=_ NetHack 1.3d/gen.h =_=_ NetHack 1.3d/gold.h =_=_ NetHack 1.3d/hack.c =_=_ NetHack 1.3d/hack.h =_=_ NetHack 1.3d/invent.c =_=_ NetHack 1.3d/ioctl.c =_=_ NetHack 1.3d/lev.c =_=_ NetHack 1.3d/makedefs.c =_=_ NetHack 1.3d/makemon.c =_=_ NetHack 1.3d/mfndpos.h =_=_ NetHack 1.3d/mhitu.c =_=_ NetHack 1.3d/mklev.c =_=_ NetHack 1.3d/mkmaze.c =_=_ NetHack 1.3d/mkobj.c =_=_ NetHack 1.3d/mkroom.h =_=_ NetHack 1.3d/mkshop.c =_=_ NetHack 1.3d/mon.c =_=_ NetHack 1.3d/monmove.c =_=_ NetHack 1.3d/monst.c =_=_ NetHack 1.3d/monst.h =_=_ NetHack 1.3d/msdos.c =_=_ NetHack 1.3d/msdos.h =_=_ NetHack 1.3d/o init.c =_=_ NetHack 1.3d/obj.h =_=_ NetHack 1.3d/objclass.h =_=_ NetHack 1.3d/objects.h =_=_ NetHack 1.3d/objnam.c =_=_ NetHack 1.3d/options.c =_=_ NetHack 1.3d/pager.c =_=_ NetHack 1.3d/pcmain.c =_=_ NetHack 1.3d/pctty.c =_=_ NetHack 1.3d/pcunix.c =_=_ NetHack 1.3d/permonst.h =_=_ NetHack 1.3d/polyself.c =_=_ NetHack 1.3d/potion.c =_=_ NetHack 1.3d/pray.c =_=_ NetHack 1.3d/pri.c =_=_ NetHack 1.3d/prisym.c =_=_ NetHack 1.3d/read.c =_=_ NetHack 1.3d/rip.c =_=_ NetHack 1.3d/rm.h =_=_ NetHack 1.3d/rnd.c =_=_ NetHack 1.3d/rumors.base =_=_ NetHack 1.3d/rumors.c =_=_ NetHack 1.3d/rumors.kaa =_=_ NetHack 1.3d/rumors.mrx =_=_ NetHack 1.3d/save.c =_=_ NetHack 1.3d/search.c =_=_ NetHack 1.3d/shk.c =_=_ NetHack 1.3d/shknam.c =_=_ NetHack 1.3d/sit.c =_=_ NetHack 1.3d/spell.c =_=_ NetHack 1.3d/spell.h =_=_ NetHack 1.3d/steal.c =_=_ NetHack 1.3d/termcap.c =_=_ NetHack 1.3d/timeout.c =_=_ NetHack 1.3d/topl.c =_=_ NetHack 1.3d/topten.c =_=_ NetHack 1.3d/track.c =_=_ NetHack 1.3d/trap.c =_=_ NetHack 1.3d/trap.h =_=_ NetHack 1.3d/u init.c =_=_ NetHack 1.3d/unixmain.c =_=_ NetHack 1.3d/unixtty.c =_=_ NetHack 1.3d/unixunix.c =_=_ NetHack 1.3d/vault.c =_=_ NetHack 1.3d/version.c =_=_ NetHack 1.3d/wield.c =_=_ NetHack 1.3d/wizard.c =_=_ NetHack 1.3d/worm.c =_=_ NetHack 1.3d/worn.c =_=_ NetHack 1.3d/write.c =_=_ NetHack 1.3d/wseg.h =_=_ NetHack 1.3d/you.h =_=_ NetHack 1.3d/zap.c =_=_ NetHack 1.4f/alloc.c =_=_ NetHack 1.4f/apply.c =_=_ NetHack 1.4f/bones.c =_=_ NetHack 1.4f/cmd.c =_=_ NetHack 1.4f/config.h =_=_ NetHack 1.4f/date.h =_=_ NetHack 1.4f/decl.c =_=_ NetHack 1.4f/do name.c =_=_ NetHack 1.4f/do wear.c =_=_ NetHack 1.4f/do.c =_=_ NetHack 1.4f/dog.c =_=_ NetHack 1.4f/dogmove.c =_=_ NetHack 1.4f/dothrow.c =_=_ NetHack 1.4f/eat.c =_=_ NetHack 1.4f/edog.h =_=_ NetHack 1.4f/end.c =_=_ NetHack 1.4f/engrave.c =_=_ NetHack 1.4f/eshk.h =_=_ NetHack 1.4f/extern.h =_=_ NetHack 1.4f/fight.c =_=_ NetHack 1.4f/flag.h =_=_ NetHack 1.4f/fountain.c =_=_ NetHack 1.4f/func tab.h =_=_ NetHack 1.4f/gen.h =_=_ NetHack 1.4f/gold.h =_=_ NetHack 1.4f/hack.c =_=_ NetHack 1.4f/hack.h =_=_ NetHack 1.4f/invent.c =_=_ Talk:NetHack 1.4f/invent.c =_=_ NetHack 1.4f/ioctl.c =_=_ NetHack 1.4f/lev.c =_=_ NetHack 1.4f/makedefs.c =_=_ NetHack 1.4f/makemon.c =_=_ NetHack 1.4f/mfndpos.h =_=_ NetHack 1.4f/mhitu.c =_=_ NetHack 1.4f/mklev.c =_=_ NetHack 1.4f/mkmaze.c =_=_ NetHack 1.4f/mkobj.c =_=_ NetHack 1.4f/mkroom.h =_=_ NetHack 1.4f/mkshop.c =_=_ NetHack 1.4f/mon.c =_=_ Talk:NetHack 1.4f/mon.c =_=_ NetHack 1.4f/monmove.c =_=_ NetHack 1.4f/monst.c =_=_ NetHack 1.4f/monst.h =_=_ NetHack 1.4f/msdos.c =_=_ NetHack 1.4f/msdos.h =_=_ NetHack 1.4f/o init.c =_=_ NetHack 1.4f/obj.h =_=_ NetHack 1.4f/objclass.h =_=_ NetHack 1.4f/objects.h =_=_ NetHack 1.4f/objnam.c =_=_ NetHack 1.4f/options.c =_=_ NetHack 1.4f/pager.c =_=_ NetHack 1.4f/pcmain.c =_=_ NetHack 1.4f/pctty.c =_=_ NetHack 1.4f/pcunix.c =_=_ NetHack 1.4f/permonst.h =_=_ NetHack 1.4f/polyself.c =_=_ NetHack 1.4f/potion.c =_=_ NetHack 1.4f/pray.c =_=_ NetHack 1.4f/pri.c =_=_ NetHack 1.4f/prisym.c =_=_ NetHack 1.4f/read.c =_=_ NetHack 1.4f/rip.c =_=_ NetHack 1.4f/rm.h =_=_ NetHack 1.4f/rnd.c =_=_ NetHack 1.4f/rumors.base =_=_ NetHack 1.4f/rumors.c =_=_ NetHack 1.4f/rumors.kaa =_=_ NetHack 1.4f/rumors.mrx =_=_ NetHack 1.4f/save.c =_=_ NetHack 1.4f/search.c =_=_ NetHack 1.4f/shk.c =_=_ NetHack 1.4f/shknam.c =_=_ NetHack 1.4f/sit.c =_=_ NetHack 1.4f/spell.c =_=_ NetHack 1.4f/spell.h =_=_ NetHack 1.4f/steal.c =_=_ NetHack 1.4f/termcap.c =_=_ NetHack 1.4f/timeout.c =_=_ NetHack 1.4f/topl.c =_=_ NetHack 1.4f/topten.c =_=_ NetHack 1.4f/track.c =_=_ NetHack 1.4f/trap.c =_=_ NetHack 1.4f/trap.h =_=_ NetHack 1.4f/u init.c =_=_ NetHack 1.4f/unixmain.c =_=_ NetHack 1.4f/unixtty.c =_=_ NetHack 1.4f/unixunix.c =_=_ NetHack 1.4f/vault.c =_=_ NetHack 1.4f/version.c =_=_ NetHack 1.4f/wield.c =_=_ NetHack 1.4f/wizard.c =_=_ NetHack 1.4f/worm.c =_=_ NetHack 1.4f/worn.c =_=_ NetHack 1.4f/write.c =_=_ NetHack 1.4f/wseg.h =_=_ NetHack 1.4f/you.h =_=_ NetHack 1.4f/zap.c =_=_ NetHack 2.2a/alloc.c =_=_ NetHack 2.2a/apply.c =_=_ NetHack 2.2a/bones.c =_=_ NetHack 2.2a/cmd.c =_=_ NetHack 2.2a/config.h =_=_ NetHack 2.2a/date.h =_=_ NetHack 2.2a/decl.c =_=_ NetHack 2.2a/do name.c =_=_ NetHack 2.2a/do wear.c =_=_ NetHack 2.2a/do.c =_=_ NetHack 2.2a/dog.c =_=_ NetHack 2.2a/dogmove.c =_=_ NetHack 2.2a/dothrow.c =_=_ NetHack 2.2a/eat.c =_=_ NetHack 2.2a/edog.h =_=_ NetHack 2.2a/end.c =_=_ NetHack 2.2a/engrave.c =_=_ NetHack 2.2a/eshk.h =_=_ NetHack 2.2a/extern.h =_=_ NetHack 2.2a/fight.c =_=_ NetHack 2.2a/flag.h =_=_ NetHack 2.2a/fountain.c =_=_ NetHack 2.2a/func tab.h =_=_ NetHack 2.2a/gen.h =_=_ NetHack 2.2a/gold.h =_=_ NetHack 2.2a/hack.c =_=_ NetHack 2.2a/hack.h =_=_ NetHack 2.2a/invent.c =_=_ NetHack 2.2a/ioctl.c =_=_ NetHack 2.2a/lev.c =_=_ NetHack 2.2a/makedefs.c =_=_ NetHack 2.2a/makemon.c =_=_ NetHack 2.2a/mfndpos.h =_=_ NetHack 2.2a/mhitu.c =_=_ NetHack 2.2a/mklev.c =_=_ NetHack 2.2a/mkmaze.c =_=_ NetHack 2.2a/mkobj.c =_=_ NetHack 2.2a/mkroom.h =_=_ NetHack 2.2a/mkshop.c =_=_ NetHack 2.2a/mon.c =_=_ NetHack 2.2a/monmove.c =_=_ NetHack 2.2a/monst.c =_=_ NetHack 2.2a/monst.h =_=_ NetHack 2.2a/msdos.c =_=_ NetHack 2.2a/msdos.h =_=_ NetHack 2.2a/o init.c =_=_ NetHack 2.2a/obj.h =_=_ NetHack 2.2a/objclass.h =_=_ NetHack 2.2a/objects.h =_=_ NetHack 2.2a/objnam.c =_=_ NetHack 2.2a/onames.h =_=_ NetHack 2.2a/options.c =_=_ NetHack 2.2a/pager.c =_=_ NetHack 2.2a/pcmain.c =_=_ NetHack 2.2a/pctty.c =_=_ NetHack 2.2a/pcunix.c =_=_ NetHack 2.2a/permonst.h =_=_ NetHack 2.2a/polyself.c =_=_ NetHack 2.2a/potion.c =_=_ NetHack 2.2a/pray.c =_=_ NetHack 2.2a/pri.c =_=_ NetHack 2.2a/prisym.c =_=_ NetHack 2.2a/read.c =_=_ NetHack 2.2a/rip.c =_=_ NetHack 2.2a/rm.h =_=_ NetHack 2.2a/rnd.c =_=_ NetHack 2.2a/rumors.base =_=_ NetHack 2.2a/rumors.c =_=_ NetHack 2.2a/rumors.kaa =_=_ NetHack 2.2a/rumors.mrx =_=_ NetHack 2.2a/save.c =_=_ NetHack 2.2a/search.c =_=_ NetHack 2.2a/shk.c =_=_ NetHack 2.2a/shknam.c =_=_ NetHack 2.2a/sit.c =_=_ NetHack 2.2a/spell.c =_=_ NetHack 2.2a/spell.h =_=_ NetHack 2.2a/steal.c =_=_ NetHack 2.2a/termcap.c =_=_ NetHack 2.2a/timeout.c =_=_ NetHack 2.2a/topl.c =_=_ NetHack 2.2a/topten.c =_=_ NetHack 2.2a/track.c =_=_ NetHack 2.2a/trap.c =_=_ NetHack 2.2a/trap.h =_=_ NetHack 2.2a/u init.c =_=_ NetHack 2.2a/unixmain.c =_=_ NetHack 2.2a/unixtty.c =_=_ NetHack 2.2a/unixunix.c =_=_ NetHack 2.2a/vault.c =_=_ NetHack 2.2a/version.c =_=_ NetHack 2.2a/wield.c =_=_ NetHack 2.2a/wizard.c =_=_ NetHack 2.2a/worm.c =_=_ NetHack 2.2a/worn.c =_=_ NetHack 2.2a/write.c =_=_ NetHack 2.2a/wseg.h =_=_ NetHack 2.2a/you.h =_=_ NetHack 2.2a/zap.c =_=_ NetHack 2.3e/alloc.c =_=_ NetHack 2.3e/apply.c =_=_ NetHack 2.3e/bones.c =_=_ NetHack 2.3e/cmd.c =_=_ NetHack 2.3e/config.h =_=_ NetHack 2.3e/date.h =_=_ NetHack 2.3e/decl.c =_=_ NetHack 2.3e/do name.c =_=_ NetHack 2.3e/do wear.c =_=_ NetHack 2.3e/do.c =_=_ NetHack 2.3e/dog.c =_=_ NetHack 2.3e/dogmove.c =_=_ NetHack 2.3e/dothrow.c =_=_ NetHack 2.3e/eat.c =_=_ NetHack 2.3e/edog.h =_=_ NetHack 2.3e/end.c =_=_ NetHack 2.3e/engrave.c =_=_ NetHack 2.3e/eshk.h =_=_ NetHack 2.3e/extern.h =_=_ NetHack 2.3e/fight.c =_=_ NetHack 2.3e/flag.h =_=_ NetHack 2.3e/fountain.c =_=_ NetHack 2.3e/func tab.h =_=_ NetHack 2.3e/gen.h =_=_ NetHack 2.3e/gold.h =_=_ NetHack 2.3e/hack.c =_=_ NetHack 2.3e/hack.h =_=_ NetHack 2.3e/invent.c =_=_ NetHack 2.3e/ioctl.c =_=_ NetHack 2.3e/lev.c =_=_ NetHack 2.3e/makedefs.c =_=_ NetHack 2.3e/makemon.c =_=_ NetHack 2.3e/mfndpos.h =_=_ NetHack 2.3e/mhitu.c =_=_ NetHack 2.3e/mklev.c =_=_ NetHack 2.3e/mkmaze.c =_=_ NetHack 2.3e/mkobj.c =_=_ NetHack 2.3e/mkroom.h =_=_ NetHack 2.3e/mkshop.c =_=_ NetHack 2.3e/mon.c =_=_ NetHack 2.3e/monmove.c =_=_ NetHack 2.3e/monst.c =_=_ NetHack 2.3e/monst.h =_=_ NetHack 2.3e/msdos.c =_=_ NetHack 2.3e/msdos.h =_=_ NetHack 2.3e/o init.c =_=_ NetHack 2.3e/obj.h =_=_ NetHack 2.3e/objclass.h =_=_ NetHack 2.3e/objects.h =_=_ NetHack 2.3e/objnam.c =_=_ NetHack 2.3e/onames.h =_=_ NetHack 2.3e/options.c =_=_ NetHack 2.3e/pager.c =_=_ NetHack 2.3e/pcmain.c =_=_ NetHack 2.3e/pctty.c =_=_ NetHack 2.3e/pcunix.c =_=_ NetHack 2.3e/permonst.h =_=_ NetHack 2.3e/polyself.c =_=_ NetHack 2.3e/potion.c =_=_ NetHack 2.3e/pray.c =_=_ NetHack 2.3e/pri.c =_=_ NetHack 2.3e/prisym.c =_=_ NetHack 2.3e/read.c =_=_ NetHack 2.3e/rip.c =_=_ NetHack 2.3e/rm.h =_=_ NetHack 2.3e/rnd.c =_=_ NetHack 2.3e/rumors.base =_=_ NetHack 2.3e/rumors.c =_=_ NetHack 2.3e/rumors.kaa =_=_ NetHack 2.3e/rumors.mrx =_=_ NetHack 2.3e/save.c =_=_ NetHack 2.3e/search.c =_=_ NetHack 2.3e/shk.c =_=_ NetHack 2.3e/shknam.c =_=_ NetHack 2.3e/sit.c =_=_ NetHack 2.3e/spell.c =_=_ NetHack 2.3e/spell.h =_=_ NetHack 2.3e/steal.c =_=_ NetHack 2.3e/termcap.c =_=_ NetHack 2.3e/timeout.c =_=_ NetHack 2.3e/topl.c =_=_ NetHack 2.3e/topten.c =_=_ NetHack 2.3e/track.c =_=_ NetHack 2.3e/trap.c =_=_ NetHack 2.3e/trap.h =_=_ NetHack 2.3e/u init.c =_=_ NetHack 2.3e/unixmain.c =_=_ NetHack 2.3e/unixtty.c =_=_ NetHack 2.3e/unixunix.c =_=_ NetHack 2.3e/vault.c =_=_ NetHack 2.3e/version.c =_=_ NetHack 2.3e/wield.c =_=_ NetHack 2.3e/wizard.c =_=_ NetHack 2.3e/worm.c =_=_ NetHack 2.3e/worn.c =_=_ NetHack 2.3e/write.c =_=_ NetHack 2.3e/wseg.h =_=_ NetHack 2.3e/you.h =_=_ NetHack 2.3e/zap.c =_=_ NetHack 3.0.0/alloc.c =_=_ NetHack 3.0.0/amiconf.h =_=_ NetHack 3.0.0/apply.c =_=_ NetHack 3.0.0/artifact.c =_=_ NetHack 3.0.0/artifact.h =_=_ NetHack 3.0.0/attrib.c =_=_ NetHack 3.0.0/attrib.h =_=_ NetHack 3.0.0/bones.c =_=_ NetHack 3.0.0/cmd.c =_=_ NetHack 3.0.0/config.h =_=_ NetHack 3.0.0/coord.h =_=_ NetHack 3.0.0/dbridge.c =_=_ NetHack 3.0.0/decl.c =_=_ NetHack 3.0.0/decl.h =_=_ NetHack 3.0.0/demon.c =_=_ NetHack 3.0.0/do name.c =_=_ NetHack 3.0.0/do wear.c =_=_ NetHack 3.0.0/do.c =_=_ NetHack 3.0.0/dog.c =_=_ NetHack 3.0.0/dogmove.c =_=_ NetHack 3.0.0/dokick.c =_=_ NetHack 3.0.0/dothrow.c =_=_ NetHack 3.0.0/eat.c =_=_ NetHack 3.0.0/edog.h =_=_ NetHack 3.0.0/end.c =_=_ NetHack 3.0.0/engrave.c =_=_ NetHack 3.0.0/epri.h =_=_ NetHack 3.0.0/eshk.h =_=_ NetHack 3.0.0/exper.c =_=_ NetHack 3.0.0/extern.h =_=_ NetHack 3.0.0/extralev.c =_=_ NetHack 3.0.0/flag.h =_=_ NetHack 3.0.0/fountain.c =_=_ NetHack 3.0.0/func tab.h =_=_ NetHack 3.0.0/getline.c =_=_ NetHack 3.0.0/global.h =_=_ NetHack 3.0.0/gold.h =_=_ NetHack 3.0.0/hack.c =_=_ NetHack 3.0.0/hack.h =_=_ NetHack 3.0.0/invent.c =_=_ NetHack 3.0.0/ioctl.c =_=_ NetHack 3.0.0/lev comp.c =_=_ NetHack 3.0.0/lev comp.h =_=_ NetHack 3.0.0/lev lex.c =_=_ NetHack 3.0.0/lev main.c =_=_ NetHack 3.0.0/lev.h =_=_ NetHack 3.0.0/lock.c =_=_ NetHack 3.0.0/mail.c =_=_ NetHack 3.0.0/makedefs.c =_=_ NetHack 3.0.0/makemon.c =_=_ NetHack 3.0.0/mcastu.c =_=_ NetHack 3.0.0/mfndpos.h =_=_ NetHack 3.0.0/mhitm.c =_=_ NetHack 3.0.0/mhitu.c =_=_ NetHack 3.0.0/mklev.c =_=_ NetHack 3.0.0/mkmaze.c =_=_ NetHack 3.0.0/mkobj.c =_=_ NetHack 3.0.0/mkroom.c =_=_ NetHack 3.0.0/mkroom.h =_=_ NetHack 3.0.0/mon.c =_=_ NetHack 3.0.0/monattk.h =_=_ NetHack 3.0.0/mondata.c =_=_ NetHack 3.0.0/mondata.h =_=_ NetHack 3.0.0/monflag.h =_=_ NetHack 3.0.0/monmove.c =_=_ NetHack 3.0.0/monst.c =_=_ NetHack 3.0.0/monst.h =_=_ NetHack 3.0.0/monsym.h =_=_ NetHack 3.0.0/msdos.h =_=_ NetHack 3.0.0/mthrowu.c =_=_ NetHack 3.0.0/music.c =_=_ NetHack 3.0.0/o init.c =_=_ NetHack 3.0.0/obj.h =_=_ NetHack 3.0.0/objclass.h =_=_ NetHack 3.0.0/objects.c =_=_ NetHack 3.0.0/objnam.c =_=_ NetHack 3.0.0/options.c =_=_ NetHack 3.0.0/osbind.h =_=_ NetHack 3.0.0/pager.c =_=_ NetHack 3.0.0/panic.c =_=_ NetHack 3.0.0/patchlevel.h =_=_ NetHack 3.0.0/pcconf.h =_=_ NetHack 3.0.0/permonst.h =_=_ NetHack 3.0.0/pickup.c =_=_ NetHack 3.0.0/polyself.c =_=_ NetHack 3.0.0/potion.c =_=_ NetHack 3.0.0/pray.c =_=_ NetHack 3.0.0/pri.c =_=_ NetHack 3.0.0/priest.c =_=_ NetHack 3.0.0/prisym.c =_=_ NetHack 3.0.0/prop.h =_=_ NetHack 3.0.0/read.c =_=_ NetHack 3.0.0/restore.c =_=_ NetHack 3.0.0/rip.c =_=_ NetHack 3.0.0/rm.h =_=_ NetHack 3.0.0/rnd.c =_=_ NetHack 3.0.0/rumors.c =_=_ NetHack 3.0.0/rumors.fal =_=_ NetHack 3.0.0/rumors.tru =_=_ NetHack 3.0.0/save.c =_=_ NetHack 3.0.0/search.c =_=_ NetHack 3.0.0/shk.c =_=_ NetHack 3.0.0/shknam.c =_=_ NetHack 3.0.0/sit.c =_=_ NetHack 3.0.0/sounds.c =_=_ NetHack 3.0.0/sp lev.c =_=_ NetHack 3.0.0/sp lev.h =_=_ NetHack 3.0.0/spell.c =_=_ NetHack 3.0.0/spell.h =_=_ NetHack 3.0.0/steal.c =_=_ NetHack 3.0.0/system.h =_=_ NetHack 3.0.0/termcap.c =_=_ NetHack 3.0.0/timeout.c =_=_ NetHack 3.0.0/topl.c =_=_ NetHack 3.0.0/topten.c =_=_ NetHack 3.0.0/tosconf.h =_=_ NetHack 3.0.0/track.c =_=_ NetHack 3.0.0/tradstdc.h =_=_ NetHack 3.0.0/trap.c =_=_ NetHack 3.0.0/trap.h =_=_ NetHack 3.0.0/trapname.h =_=_ NetHack 3.0.0/u init.c =_=_ NetHack 3.0.0/uhitm.c =_=_ NetHack 3.0.0/unixconf.h =_=_ NetHack 3.0.0/unixmain.c =_=_ NetHackWiki talk:Meets =_=_ NetHack 3.0.0/unixtty.c =_=_ NetHack 3.0.0/unixunix.c =_=_ NetHack 3.0.0/vault.c =_=_ NetHack 3.0.0/vault.h =_=_ NetHack 3.0.0/version.c =_=_ NetHack 3.0.0/weapon.c =_=_ NetHack 3.0.0/were.c =_=_ NetHack 3.0.0/wield.c =_=_ NetHack 3.0.0/wizard.c =_=_ NetHack 3.0.0/worm.c =_=_ NetHack 3.0.0/worn.c =_=_ NetHack 3.0.0/write.c =_=_ NetHack 3.0.0/wseg.h =_=_ NetHack 3.0.0/you.h =_=_ NetHack 3.0.0/youprop.h =_=_ NetHack 3.0.0/zap.c =_=_ NetHack 3.1.0/Window.h =_=_ NetHack 3.1.0/WindowP.h =_=_ NetHack 3.1.0/align.h =_=_ NetHack 3.1.0/allmain.c =_=_ NetHack 3.1.0/alloc.c =_=_ NetHack 3.1.0/amiconf.h =_=_ NetHack 3.1.0/apply.c =_=_ NetHack 3.1.0/artifact.c =_=_ NetHack 3.1.0/artifact.h =_=_ NetHack 3.1.0/artilist.h =_=_ NetHack 3.1.0/attrib.c =_=_ NetHack 3.1.0/attrib.h =_=_ NetHack 3.1.0/ball.c =_=_ NetHack 3.1.0/bones.c =_=_ NetHack 3.1.0/botl.c =_=_ NetHack 3.1.0/cmd.c =_=_ NetHack 3.1.0/color.h =_=_ NetHack 3.1.0/config.h =_=_ NetHack 3.1.0/coord.h =_=_ NetHack 3.1.0/dbridge.c =_=_ NetHack 3.1.0/decl.c =_=_ NetHack 3.1.0/decl.h =_=_ NetHack 3.1.0/def os2.h =_=_ NetHack 3.1.0/detect.c =_=_ NetHack 3.1.0/dgn file.h =_=_ NetHack 3.1.0/display.c =_=_ NetHack 3.1.0/display.h =_=_ NetHack 3.1.0/do name.c =_=_ NetHack 3.1.0/do wear.c =_=_ NetHack 3.1.0/do.c =_=_ NetHack 3.1.0/dog.c =_=_ NetHack 3.1.0/dogmove.c =_=_ NetHack 3.1.0/dokick.c =_=_ NetHack 3.1.0/dothrow.c =_=_ NetHack 3.1.0/drawing.c =_=_ NetHack 3.1.0/dungeon.c =_=_ NetHack 3.1.0/dungeon.h =_=_ NetHack 3.1.0/eat.c =_=_ NetHack 3.1.0/edog.h =_=_ NetHack 3.1.0/emin.h =_=_ NetHack 3.1.0/end.c =_=_ NetHack 3.1.0/engrave.c =_=_ NetHack 3.1.0/engrave.h =_=_ NetHack 3.1.0/epri.h =_=_ NetHack 3.1.0/eshk.h =_=_ NetHack 3.1.0/exper.c =_=_ NetHack 3.1.0/explode.c =_=_ NetHack 3.1.0/extern.h =_=_ NetHack 3.1.0/extralev.c =_=_ NetHack 3.1.0/files.c =_=_ NetHack 3.1.0/flag.h =_=_ NetHack 3.1.0/fountain.c =_=_ NetHack 3.1.0/func tab.h =_=_ NetHack 3.1.0/global.h =_=_ NetHack 3.1.0/hack.c =_=_ NetHack 3.1.0/hack.h =_=_ NetHack 3.1.0/hacklib.c =_=_ NetHack 3.1.0/invent.c =_=_ NetHack 3.1.0/lev.h =_=_ NetHack 3.1.0/lock.c =_=_ NetHack 3.1.0/macconf.h =_=_ NetHack 3.1.0/mail.c =_=_ NetHack 3.1.0/mail.h =_=_ NetHack 3.1.0/makemon.c =_=_ NetHack 3.1.0/mcastu.c =_=_ NetHack 3.1.0/mfndpos.h =_=_ NetHack 3.1.0/mhitm.c =_=_ NetHack 3.1.0/mhitu.c =_=_ NetHack 3.1.0/micro.h =_=_ NetHack 3.1.0/minion.c =_=_ NetHack 3.1.0/mklev.c =_=_ NetHack 3.1.0/mkmap.c =_=_ NetHack 3.1.0/mkmaze.c =_=_ NetHack 3.1.0/mkobj.c =_=_ NetHack 3.1.0/mkroom.c =_=_ NetHack 3.1.0/mkroom.h =_=_ NetHack 3.1.0/mon.c =_=_ NetHack 3.1.0/monattk.h =_=_ NetHack 3.1.0/mondata.c =_=_ NetHack 3.1.0/mondata.h =_=_ NetHack 3.1.0/monflag.h =_=_ NetHack 3.1.0/monmove.c =_=_ NetHack 3.1.0/monst.c =_=_ NetHack 3.1.0/monst.h =_=_ NetHack 3.1.0/monsym.h =_=_ NetHack 3.1.0/mplayer.c =_=_ NetHack 3.1.0/mthrowu.c =_=_ NetHack 3.1.0/muse.c =_=_ NetHack 3.1.0/music.c =_=_ NetHack 3.1.0/o init.c =_=_ NetHack 3.1.0/obj.h =_=_ NetHack 3.1.0/objclass.h =_=_ NetHack 3.1.0/objects.c =_=_ NetHack 3.1.0/objnam.c =_=_ NetHack 3.1.0/options.c =_=_ NetHack 3.1.0/os2conf.h =_=_ NetHack 3.1.0/pager.c =_=_ NetHack 3.1.0/patchlevel.h =_=_ NetHack 3.1.0/pcconf.h =_=_ NetHack 3.1.0/permonst.h =_=_ NetHack 3.1.0/pickup.c =_=_ NetHack 3.1.0/pline.c =_=_ NetHack 3.1.0/polyself.c =_=_ NetHack 3.1.0/potion.c =_=_ NetHack 3.1.0/pray.c =_=_ NetHack 3.1.0/priest.c =_=_ NetHack 3.1.0/prop.h =_=_ NetHack 3.1.0/qtext.h =_=_ NetHack 3.1.0/quest.c =_=_ NetHack 3.1.0/quest.h =_=_ NetHack 3.1.0/questpgr.c =_=_ NetHack 3.1.0/read.c =_=_ NetHack 3.1.0/rect.c =_=_ NetHack 3.1.0/rect.h =_=_ NetHack 3.1.0/restore.c =_=_ NetHack 3.1.0/rip.c =_=_ NetHack 3.1.0/rm.h =_=_ NetHack 3.1.0/rnd.c =_=_ NetHack 3.1.0/rumors.c =_=_ NetHack 3.1.0/rumors.fal =_=_ NetHack 3.1.0/rumors.tru =_=_ NetHack 3.1.0/save.c =_=_ NetHack 3.1.0/shk.c =_=_ NetHack 3.1.0/shknam.c =_=_ NetHack 3.1.0/sit.c =_=_ NetHack 3.1.0/sounds.c =_=_ NetHack 3.1.0/sp lev.c =_=_ NetHack 3.1.0/sp lev.h =_=_ NetHack 3.1.0/spell.c =_=_ NetHack 3.1.0/spell.h =_=_ NetHack 3.1.0/steal.c =_=_ NetHack 3.1.0/system.h =_=_ NetHack 3.1.0/termcap.h =_=_ NetHack 3.1.0/timeout.c =_=_ NetHack 3.1.0/topten.c =_=_ NetHack 3.1.0/tosconf.h =_=_ NetHack 3.1.0/track.c =_=_ NetHack 3.1.0/tradstdc.h =_=_ NetHack 3.1.0/trampoli.h =_=_ NetHack 3.1.0/trap.c =_=_ NetHack 3.1.0/trap.h =_=_ NetHack 3.1.0/u init.c =_=_ NetHack 3.1.0/uhitm.c =_=_ NetHack 3.1.0/unixconf.h =_=_ NetHack 3.1.0/vault.c =_=_ NetHack 3.1.0/vault.h =_=_ NetHack 3.1.0/version.c =_=_ NetHack 3.1.0/vision.c =_=_ NetHack 3.1.0/vision.h =_=_ NetHack 3.1.0/vmsconf.h =_=_ NetHack 3.1.0/weapon.c =_=_ NetHack 3.1.0/were.c =_=_ NetHack 3.1.0/wield.c =_=_ NetHack 3.1.0/winX.h =_=_ NetHack 3.1.0/winami.h =_=_ NetHack 3.1.0/windows.c =_=_ NetHack 3.1.0/winprocs.h =_=_ NetHack 3.1.0/wintty.h =_=_ NetHack 3.1.0/wintype.h =_=_ NetHack 3.1.0/wizard.c =_=_ NetHack 3.1.0/worm.c =_=_ NetHack 3.1.0/worn.c =_=_ NetHack 3.1.0/write.c =_=_ NetHack 3.1.0/you.h =_=_ NetHack 3.1.0/youprop.h =_=_ NetHack 3.1.0/zap.c =_=_ NetHack 3.2.0/Window.h =_=_ NetHack 3.2.0/WindowP.h =_=_ NetHack 3.2.0/align.h =_=_ NetHack 3.2.0/allmain.c =_=_ NetHack 3.2.0/alloc.c =_=_ NetHack 3.2.0/amiconf.h =_=_ NetHack 3.2.0/apply.c =_=_ NetHack 3.2.0/artifact.c =_=_ NetHack 3.2.0/artifact.h =_=_ NetHack 3.2.0/artilist.h =_=_ NetHack 3.2.0/attrib.c =_=_ NetHack 3.2.0/attrib.h =_=_ NetHack 3.2.0/ball.c =_=_ NetHack 3.2.0/bones.c =_=_ NetHack 3.2.0/botl.c =_=_ NetHack 3.2.0/cmd.c =_=_ NetHack 3.2.0/color.h =_=_ NetHack 3.2.0/config.h =_=_ NetHack 3.2.0/coord.h =_=_ NetHack 3.2.0/dbridge.c =_=_ NetHack 3.2.0/decl.c =_=_ NetHack 3.2.0/decl.h =_=_ NetHack 3.2.0/def os2.h =_=_ NetHack 3.2.0/detect.c =_=_ NetHack 3.2.0/dgn file.h =_=_ NetHack 3.2.0/dig.c =_=_ NetHack 3.2.0/display.c =_=_ NetHack 3.2.0/display.h =_=_ NetHack 3.2.0/dlb.c =_=_ NetHack 3.2.0/dlb.h =_=_ NetHack 3.2.0/do name.c =_=_ NetHack 3.2.0/do wear.c =_=_ NetHack 3.2.0/do.c =_=_ NetHack 3.2.0/dog.c =_=_ NetHack 3.2.0/dogmove.c =_=_ NetHack 3.2.0/dokick.c =_=_ NetHack 3.2.0/dothrow.c =_=_ NetHack 3.2.0/drawing.c =_=_ NetHack 3.2.0/dungeon.c =_=_ NetHack 3.2.0/dungeon.h =_=_ NetHack 3.2.0/eat.c =_=_ NetHack 3.2.0/edog.h =_=_ NetHack 3.2.0/emin.h =_=_ NetHack 3.2.0/end.c =_=_ NetHack 3.2.0/engrave.c =_=_ NetHack 3.2.0/engrave.h =_=_ NetHack 3.2.0/epri.h =_=_ NetHack 3.2.0/eshk.h =_=_ NetHack 3.2.0/exper.c =_=_ NetHack 3.2.0/explode.c =_=_ NetHack 3.2.0/extern.h =_=_ NetHack 3.2.0/extralev.c =_=_ NetHack 3.2.0/files.c =_=_ NetHack 3.2.0/flag.h =_=_ NetHack 3.2.0/fountain.c =_=_ NetHack 3.2.0/func tab.h =_=_ NetHack 3.2.0/global.h =_=_ NetHack 3.2.0/hack.c =_=_ NetHack 3.2.0/hack.h =_=_ NetHack 3.2.0/hacklib.c =_=_ NetHack 3.2.0/invent.c =_=_ NetHack 3.2.0/lev.h =_=_ NetHack 3.2.0/light.c =_=_ NetHack 3.2.0/lock.c =_=_ NetHack 3.2.0/macconf.h =_=_ NetHack 3.2.0/mactty.h =_=_ NetHack 3.2.0/macwin.h =_=_ NetHack 3.2.0/mail.c =_=_ NetHack 3.2.0/mail.h =_=_ NetHack 3.2.0/makemon.c =_=_ NetHack 3.2.0/mcastu.c =_=_ NetHack 3.2.0/mfndpos.h =_=_ NetHack 3.2.0/mhitm.c =_=_ NetHack 3.2.0/mhitu.c =_=_ NetHack 3.2.0/micro.h =_=_ NetHack 3.2.0/minion.c =_=_ NetHack 3.2.0/mklev.c =_=_ NetHack 3.2.0/mkmap.c =_=_ NetHack 3.2.0/mkmaze.c =_=_ NetHack 3.2.0/mkobj.c =_=_ NetHack 3.2.0/mkroom.c =_=_ NetHack 3.2.0/mkroom.h =_=_ NetHack 3.2.0/mon.c =_=_ NetHack 3.2.0/monattk.h =_=_ NetHack 3.2.0/mondata.c =_=_ NetHack 3.2.0/mondata.h =_=_ NetHack 3.2.0/monflag.h =_=_ NetHack 3.2.0/monmove.c =_=_ NetHack 3.2.0/monst.c =_=_ NetHack 3.2.0/monst.h =_=_ NetHack 3.2.0/monsym.h =_=_ NetHack 3.2.0/mplayer.c =_=_ NetHack 3.2.0/mthrowu.c =_=_ NetHack 3.2.0/mttypriv.h =_=_ NetHack 3.2.0/muse.c =_=_ NetHack 3.2.0/music.c =_=_ NetHack 3.2.0/ntconf.h =_=_ NetHack 3.2.0/o init.c =_=_ NetHack 3.2.0/obj.h =_=_ NetHack 3.2.0/objclass.h =_=_ NetHack 3.2.0/objects.c =_=_ NetHack 3.2.0/objnam.c =_=_ NetHack 3.2.0/options.c =_=_ NetHack 3.2.0/os2conf.h =_=_ NetHack 3.2.0/pager.c =_=_ NetHack 3.2.0/patchlevel.h =_=_ NetHack 3.2.0/pcconf.h =_=_ NetHack 3.2.0/permonst.h =_=_ NetHack 3.2.0/pickup.c =_=_ NetHack 3.2.0/pline.c =_=_ NetHack 3.2.0/polyself.c =_=_ NetHack 3.2.0/potion.c =_=_ NetHack 3.2.0/pray.c =_=_ NetHack 3.2.0/priest.c =_=_ NetHack 3.2.0/prop.h =_=_ NetHack 3.2.0/qtext.h =_=_ NetHack 3.2.0/quest.c =_=_ NetHack 3.2.0/quest.h =_=_ NetHack 3.2.0/questpgr.c =_=_ NetHack 3.2.0/read.c =_=_ NetHack 3.2.0/rect.c =_=_ NetHack 3.2.0/rect.h This template shows the default 16x16 pixel monster tile and puts a link to that monster's page after it. Takes one or two parameters, the monster name, and an optional link type, which can be either < tt > before < /tt > , < tt > after < /tt > , or < tt > only < /tt > . Uses < tt > before < /tt > as the default type if the second parameter is missing. =_=_ NetHack 3.2.0/restore.c =_=_ NetHack 3.2.0/rip.c =_=_ NetHack 3.2.0/rm.h =_=_ NetHack 3.2.0/rnd.c =_=_ NetHack 3.2.0/rumors.c =_=_ NetHack 3.2.0/rumors.fal =_=_ NetHack 3.2.0/rumors.tru =_=_ NetHack 3.2.0/save.c =_=_ NetHack 3.2.0/shk.c =_=_ NetHack 3.2.0/shknam.c =_=_ NetHack 3.2.0/sit.c =_=_ NetHack 3.2.0/sounds.c =_=_ NetHack 3.2.0/sp lev.c =_=_ NetHack 3.2.0/sp lev.h =_=_ NetHack 3.2.0/spell.c =_=_ NetHack 3.2.0/spell.h =_=_ NetHack 3.2.0/steal.c =_=_ NetHack 3.2.0/system.h =_=_ NetHack 3.2.0/teleport.c =_=_ NetHack 3.2.0/termcap.h =_=_ NetHack 3.2.0/tile2x11.h =_=_ NetHack 3.2.0/timeout.c =_=_ NetHack 3.2.0/timeout.h =_=_ NetHack 3.2.0/topten.c =_=_ NetHack 3.2.0/tosconf.h =_=_ NetHack 3.2.0/track.c =_=_ NetHack 3.2.0/tradstdc.h =_=_ NetHack 3.2.0/trampoli.h =_=_ NetHack 3.2.0/trap.c =_=_ NetHack 3.2.0/trap.h =_=_ NetHack 3.2.0/u init.c =_=_ NetHack 3.2.0/uhitm.c =_=_ NetHack 3.2.0/unixconf.h =_=_ NetHack 3.2.0/vault.c =_=_ NetHack 3.2.0/vault.h =_=_ NetHack 3.2.0/version.c =_=_ NetHack 3.2.0/vision.c =_=_ NetHack 3.2.0/vision.h =_=_ NetHack 3.2.0/vmsconf.h =_=_ NetHack 3.2.0/weapon.c =_=_ NetHack 3.2.0/were.c =_=_ NetHack 3.2.0/wield.c =_=_ NetHack 3.2.0/winX.h =_=_ NetHack 3.2.0/winami.h =_=_ NetHack 3.2.0/windows.c =_=_ NetHack 3.2.0/winprocs.h =_=_ NetHack 3.2.0/wintty.h =_=_ NetHack 3.2.0/wintype.h =_=_ NetHack 3.2.0/wizard.c =_=_ NetHack 3.2.0/worm.c =_=_ NetHack 3.2.0/worn.c =_=_ NetHack 3.2.0/write.c =_=_ NetHack 3.2.0/you.h =_=_ NetHack 3.2.0/youprop.h =_=_ NetHack 3.2.0/zap.c =_=_ NetHack 3.3.0/align.h =_=_ NetHack 3.3.0/allmain.c =_=_ NetHack 3.3.0/alloc.c =_=_ NetHack 3.3.0/amiconf.h =_=_ NetHack 3.3.0/apply.c =_=_ NetHack 3.3.0/artifact.c =_=_ NetHack 3.3.0/artifact.h =_=_ NetHack 3.3.0/artilist.h =_=_ NetHack 3.3.0/attrib.c =_=_ NetHack 3.3.0/attrib.h =_=_ NetHack 3.3.0/ball.c =_=_ NetHack 3.3.0/beconf.h =_=_ NetHack 3.3.0/bones.c =_=_ NetHack 3.3.0/botl.c =_=_ NetHack 3.3.0/cmd.c =_=_ NetHack 3.3.0/color.h =_=_ NetHack 3.3.0/config.h =_=_ NetHack 3.3.0/config1.h =_=_ NetHack 3.3.0/coord.h =_=_ NetHack 3.3.0/dbridge.c =_=_ NetHack 3.3.0/decl.c =_=_ NetHack 3.3.0/decl.h =_=_ NetHack 3.3.0/def os2.h =_=_ NetHack 3.3.0/detect.c =_=_ NetHack 3.3.0/dgn file.h =_=_ NetHack 3.3.0/dig.c =_=_ NetHack 3.3.0/display.c =_=_ NetHack 3.3.0/display.h =_=_ NetHack 3.3.0/dlb.c =_=_ NetHack 3.3.0/dlb.h =_=_ NetHack 3.3.0/do name.c =_=_ NetHack 3.3.0/do wear.c =_=_ NetHack 3.3.0/do.c =_=_ NetHack 3.3.0/dog.c =_=_ NetHack 3.3.0/dogmove.c =_=_ NetHack 3.3.0/dokick.c =_=_ NetHack 3.3.0/dothrow.c =_=_ NetHack 3.3.0/drawing.c =_=_ NetHack 3.3.0/dungeon.c =_=_ NetHack 3.3.0/dungeon.h =_=_ NetHack 3.3.0/eat.c =_=_ NetHack 3.3.0/edog.h =_=_ NetHack 3.3.0/emin.h =_=_ NetHack 3.3.0/end.c =_=_ NetHack 3.3.0/engrave.c =_=_ NetHack 3.3.0/engrave.h =_=_ NetHack 3.3.0/epri.h =_=_ NetHack 3.3.0/eshk.h =_=_ NetHack 3.3.0/exper.c =_=_ NetHack 3.3.0/explode.c =_=_ NetHack 3.3.0/extern.h =_=_ NetHack 3.3.0/extralev.c =_=_ NetHack 3.3.0/files.c =_=_ NetHack 3.3.0/flag.h =_=_ NetHack 3.3.0/fountain.c =_=_ NetHack 3.3.0/func tab.h =_=_ NetHack 3.3.0/global.h =_=_ NetHack 3.3.0/hack.c =_=_ NetHack 3.3.0/hack.h =_=_ NetHack 3.3.0/hacklib.c =_=_ NetHack 3.3.0/invent.c =_=_ NetHack 3.3.0/lev.h =_=_ NetHack 3.3.0/light.c =_=_ NetHack 3.3.0/lock.c =_=_ NetHack 3.3.0/macconf.h =_=_ NetHack 3.3.0/macpopup.h =_=_ NetHack 3.3.0/mactty.h =_=_ NetHack 3.3.0/macwin.h =_=_ NetHack 3.3.0/mail.c =_=_ NetHack 3.3.0/mail.h =_=_ NetHack 3.3.0/makemon.c =_=_ NetHack 3.3.0/mcastu.c =_=_ NetHack 3.3.0/mfndpos.h =_=_ NetHack 3.3.0/mhitm.c =_=_ NetHack 3.3.0/mhitu.c =_=_ NetHack 3.3.0/micro.h =_=_ NetHack 3.3.0/minion.c =_=_ NetHack 3.3.0/mklev.c =_=_ NetHack 3.3.0/mkmap.c =_=_ NetHack 3.3.0/mkmaze.c =_=_ NetHack 3.3.0/mkobj.c =_=_ NetHack 3.3.0/mkroom.c =_=_ NetHack 3.3.0/mkroom.h =_=_ NetHack 3.3.0/mon.c =_=_ NetHack 3.3.0/monattk.h =_=_ NetHack 3.3.0/mondata.c =_=_ NetHack 3.3.0/mondata.h =_=_ NetHack 3.3.0/monflag.h =_=_ NetHack 3.3.0/monmove.c =_=_ NetHack 3.3.0/monst.c =_=_ NetHack 3.3.0/monst.h =_=_ NetHack 3.3.0/monsym.h =_=_ NetHack 3.3.0/mplayer.c =_=_ NetHack 3.3.0/mthrowu.c =_=_ NetHack 3.3.0/mttypriv.h =_=_ NetHack 3.3.0/muse.c =_=_ NetHack 3.3.0/music.c =_=_ NetHack 3.3.0/nhlan.h =_=_ NetHack 3.3.0/ntconf.h =_=_ NetHack 3.3.0/o init.c =_=_ NetHack 3.3.0/obj.h =_=_ NetHack 3.3.0/objclass.h =_=_ NetHack 3.3.0/objects.c =_=_ NetHack 3.3.0/objnam.c =_=_ NetHack 3.3.0/options.c =_=_ NetHack 3.3.0/os2conf.h =_=_ NetHack 3.3.0/pager.c =_=_ NetHack 3.3.0/patchlevel.h =_=_ NetHack 3.3.0/pcconf.h =_=_ NetHack 3.3.0/permonst.h =_=_ NetHack 3.3.0/pickup.c =_=_ NetHack 3.3.0/pline.c =_=_ NetHack 3.3.0/polyself.c =_=_ NetHack 3.3.0/potion.c =_=_ NetHack 3.3.0/pray.c =_=_ NetHack 3.3.0/priest.c =_=_ NetHack 3.3.0/prop.h =_=_ NetHack 3.3.0/qt clust.h =_=_ NetHack 3.3.0/qt kde0.h =_=_ NetHack 3.3.0/qt win.h =_=_ NetHack 3.3.0/qt xpms.h =_=_ NetHack 3.3.0/qtext.h =_=_ NetHack 3.3.0/quest.c =_=_ NetHack 3.3.0/quest.h =_=_ NetHack 3.3.0/questpgr.c =_=_ NetHack 3.3.0/read.c =_=_ NetHack 3.3.0/rect.c =_=_ NetHack 3.3.0/rect.h =_=_ NetHack 3.3.0/region.c =_=_ NetHack 3.3.0/region.h =_=_ NetHack 3.3.0/restore.c =_=_ NetHack 3.3.0/rip.c =_=_ NetHack 3.3.0/rm.h =_=_ NetHack 3.3.0/rnd.c =_=_ NetHack 3.3.0/role.c =_=_ NetHack 3.3.0/rumors.c =_=_ NetHack 3.3.0/rumors.fal =_=_ NetHack 3.3.0/rumors.tru =_=_ NetHack 3.3.0/save.c =_=_ NetHack 3.3.0/shk.c =_=_ NetHack 3.3.0/shknam.c =_=_ NetHack 3.3.0/sit.c =_=_ NetHack 3.3.0/skills.h =_=_ NetHack 3.3.0/sounds.c =_=_ NetHack 3.3.0/sp lev.c =_=_ NetHack 3.3.0/sp lev.h =_=_ NetHack 3.3.0/spell.c =_=_ NetHack 3.3.0/spell.h =_=_ NetHack 3.3.0/steal.c =_=_ NetHack 3.3.0/steed.c =_=_ NetHack 3.3.0/system.h =_=_ NetHack 3.3.0/tcap.h =_=_ NetHack 3.3.0/teleport.c =_=_ NetHack 3.3.0/tile2x11.h =_=_ NetHack 3.3.0/timeout.c =_=_ NetHack 3.3.0/timeout.h =_=_ NetHack 3.3.0/topten.c =_=_ NetHack 3.3.0/tosconf.h =_=_ NetHack 3.3.0/track.c =_=_ NetHack 3.3.0/tradstdc.h =_=_ NetHack 3.3.0/trampoli.h =_=_ NetHack 3.3.0/trap.c =_=_ NetHack 3.3.0/trap.h =_=_ NetHack 3.3.0/u init.c =_=_ NetHack 3.3.0/uhitm.c =_=_ NetHack 3.3.0/unixconf.h =_=_ NetHack 3.3.0/vault.c =_=_ NetHack 3.3.0/vault.h =_=_ NetHack 3.3.0/version.c =_=_ NetHack 3.3.0/vision.c =_=_ NetHack 3.3.0/vision.h =_=_ NetHack 3.3.0/vmsconf.h =_=_ NetHack 3.3.0/weapon.c =_=_ NetHack 3.3.0/were.c =_=_ NetHack 3.3.0/wield.c =_=_ NetHack 3.3.0/winX.h =_=_ NetHack 3.3.0/winami.h =_=_ NetHack 3.3.0/windows.c =_=_ NetHack 3.3.0/winprocs.h =_=_ NetHack 3.3.0/wintty.h =_=_ NetHack 3.3.0/wintype.h =_=_ NetHack 3.3.0/wizard.c =_=_ NetHack 3.3.0/worm.c =_=_ NetHack 3.3.0/worn.c =_=_ NetHack 3.3.0/write.c =_=_ NetHack 3.3.0/xwindow.h =_=_ NetHack 3.3.0/xwindowp.h =_=_ NetHack 3.3.0/you.h =_=_ NetHack 3.3.0/youprop.h =_=_ NetHack 3.3.0/zap.c =_=_ NetHack 3.4.0/align.h =_=_ NetHack 3.4.0/allmain.c =_=_ NetHack 3.4.0/alloc.c =_=_ NetHack 3.4.0/amiconf.h =_=_ NetHack 3.4.0/apply.c =_=_ NetHack 3.4.0/artifact.c =_=_ NetHack 3.4.0/artifact.h =_=_ NetHack 3.4.0/artilist.h =_=_ NetHack 3.4.0/attrib.c =_=_ NetHack 3.4.0/attrib.h =_=_ NetHack 3.4.0/ball.c =_=_ NetHack 3.4.0/beconf.h =_=_ NetHack 3.4.0/bitmfile.h =_=_ NetHack 3.4.0/bones.c =_=_ NetHack 3.4.0/botl.c =_=_ NetHack 3.4.0/cmd.c =_=_ NetHack 3.4.0/color.h =_=_ NetHack 3.4.0/config.h =_=_ NetHack 3.4.0/config1.h =_=_ NetHack 3.4.0/coord.h =_=_ NetHack 3.4.0/dbridge.c =_=_ NetHack 3.4.0/decl.c =_=_ NetHack 3.4.0/decl.h =_=_ NetHack 3.4.0/def os2.h =_=_ NetHack 3.4.0/detect.c =_=_ NetHack 3.4.0/dgn file.h =_=_ NetHack 3.4.0/dig.c =_=_ NetHack 3.4.0/display.c =_=_ NetHack 3.4.0/display.h =_=_ NetHack 3.4.0/dlb.c =_=_ NetHack 3.4.0/dlb.h =_=_ NetHack 3.4.0/do name.c =_=_ NetHack 3.4.0/do wear.c =_=_ NetHack 3.4.0/do.c =_=_ NetHack 3.4.0/dog.c =_=_ NetHack 3.4.0/dogmove.c =_=_ NetHack 3.4.0/dokick.c =_=_ NetHack 3.4.0/dothrow.c =_=_ NetHack 3.4.0/drawing.c =_=_ NetHack 3.4.0/dungeon.c =_=_ NetHack 3.4.0/dungeon.h =_=_ NetHack 3.4.0/eat.c =_=_ NetHack 3.4.0/edog.h =_=_ NetHack 3.4.0/emin.h =_=_ NetHack 3.4.0/end.c =_=_ NetHack 3.4.0/engrave.c =_=_ NetHack 3.4.0/engrave.h =_=_ NetHack 3.4.0/epri.h =_=_ NetHack 3.4.0/eshk.h =_=_ NetHack 3.4.0/exper.c =_=_ NetHack 3.4.0/explode.c =_=_ NetHack 3.4.0/extern.h =_=_ NetHack 3.4.0/extralev.c =_=_ NetHack 3.4.0/files.c =_=_ NetHack 3.4.0/flag.h =_=_ NetHack 3.4.0/fountain.c =_=_ NetHack 3.4.0/func tab.h =_=_ NetHack 3.4.0/gem rsc.h =_=_ NetHack 3.4.0/global.h =_=_ NetHack 3.4.0/hack.c =_=_ NetHack 3.4.0/hack.h =_=_ NetHack 3.4.0/hacklib.c =_=_ NetHack 3.4.0/invent.c =_=_ NetHack 3.4.0/lev.h =_=_ NetHack 3.4.0/light.c =_=_ NetHack 3.4.0/load img.h =_=_ NetHack 3.4.0/lock.c =_=_ NetHack 3.4.0/macconf.h =_=_ NetHack 3.4.0/macpopup.h =_=_ NetHack 3.4.0/mactty.h =_=_ NetHack 3.4.0/macwin.h =_=_ NetHack 3.4.0/mail.c =_=_ NetHack 3.4.0/mail.h =_=_ NetHack 3.4.0/makemon.c =_=_ NetHack 3.4.0/mapglyph.c =_=_ NetHack 3.4.0/mcastu.c =_=_ NetHack 3.4.0/mfndpos.h =_=_ NetHack 3.4.0/mhitm.c =_=_ NetHack 3.4.0/mhitu.c =_=_ NetHack 3.4.0/micro.h =_=_ NetHack 3.4.0/minion.c =_=_ NetHack 3.4.0/mklev.c =_=_ NetHack 3.4.0/mkmap.c =_=_ NetHack 3.4.0/mkmaze.c =_=_ NetHack 3.4.0/mkobj.c =_=_ NetHack 3.4.0/mkroom.c =_=_ NetHack 3.4.0/mkroom.h =_=_ NetHack 3.4.0/mon.c =_=_ NetHack 3.4.0/monattk.h =_=_ NetHack 3.4.0/mondata.c =_=_ NetHack 3.4.0/mondata.h =_=_ NetHack 3.4.0/monflag.h =_=_ NetHack 3.4.0/monmove.c =_=_ NetHack 3.4.0/monst.c =_=_ NetHack 3.4.0/monst.h =_=_ NetHack 3.4.0/monsym.h =_=_ NetHack 3.4.0/mplayer.c =_=_ NetHack 3.4.0/mthrowu.c =_=_ NetHack 3.4.0/mttypriv.h =_=_ NetHack 3.4.0/muse.c =_=_ NetHack 3.4.0/music.c =_=_ NetHack 3.4.0/nhlan.h =_=_ NetHack 3.4.0/ntconf.h =_=_ NetHack 3.4.0/o init.c =_=_ NetHack 3.4.0/obj.h =_=_ NetHack 3.4.0/objclass.h =_=_ NetHack 3.4.0/objects.c =_=_ NetHack 3.4.0/objnam.c =_=_ NetHack 3.4.0/options.c =_=_ NetHack 3.4.0/os2conf.h =_=_ NetHack 3.4.0/pager.c =_=_ NetHack 3.4.0/patchlevel.h =_=_ NetHack 3.4.0/pcconf.h =_=_ NetHack 3.4.0/permonst.h =_=_ NetHack 3.4.0/pickup.c =_=_ NetHack 3.4.0/pline.c =_=_ NetHack 3.4.0/polyself.c =_=_ NetHack 3.4.0/potion.c =_=_ NetHack 3.4.0/pray.c =_=_ NetHack 3.4.0/priest.c =_=_ NetHack 3.4.0/prop.h =_=_ NetHack 3.4.0/qt clust.h =_=_ NetHack 3.4.0/qt kde0.h =_=_ NetHack 3.4.0/qt win.h =_=_ NetHack 3.4.0/qt xpms.h =_=_ NetHack 3.4.0/qtext.h =_=_ NetHack 3.4.0/qttableview.h =_=_ NetHack 3.4.0/quest.c =_=_ NetHack 3.4.0/quest.h =_=_ NetHack 3.4.0/questpgr.c =_=_ NetHack 3.4.0/read.c =_=_ NetHack 3.4.0/rect.c =_=_ NetHack 3.4.0/rect.h =_=_ NetHack 3.4.0/region.c =_=_ NetHack 3.4.0/region.h =_=_ NetHack 3.4.0/restore.c =_=_ NetHack 3.4.0/rip.c =_=_ NetHack 3.4.0/rm.h =_=_ NetHack 3.4.0/rnd.c =_=_ NetHack 3.4.0/role.c =_=_ NetHack 3.4.0/rumors.c =_=_ NetHack 3.4.0/rumors.fal =_=_ NetHack 3.4.0/rumors.tru =_=_ NetHack 3.4.0/save.c =_=_ NetHack 3.4.0/shk.c =_=_ NetHack 3.4.0/shknam.c =_=_ NetHack 3.4.0/sit.c =_=_ NetHack 3.4.0/skills.h =_=_ NetHack 3.4.0/sounds.c =_=_ NetHack 3.4.0/sp lev.c =_=_ NetHack 3.4.0/sp lev.h =_=_ NetHack 3.4.0/spell.c =_=_ NetHack 3.4.0/spell.h =_=_ NetHack 3.4.0/steal.c =_=_ NetHack 3.4.0/steed.c =_=_ NetHack 3.4.0/system.h =_=_ NetHack 3.4.0/tcap.h =_=_ NetHack 3.4.0/teleport.c =_=_ NetHack 3.4.0/tile2x11.h =_=_ NetHack 3.4.0/timeout.c =_=_ NetHack 3.4.0/timeout.h =_=_ NetHack 3.4.0/topten.c =_=_ NetHack 3.4.0/tosconf.h =_=_ NetHack 3.4.0/track.c =_=_ NetHack 3.4.0/tradstdc.h =_=_ NetHack 3.4.0/trampoli.h =_=_ NetHack 3.4.0/trap.c =_=_ NetHack 3.4.0/trap.h =_=_ NetHack 3.4.0/u init.c =_=_ NetHack 3.4.0/uhitm.c =_=_ NetHack 3.4.0/unixconf.h =_=_ NetHack 3.4.0/vault.c =_=_ NetHack 3.4.0/vault.h =_=_ NetHack 3.4.0/version.c =_=_ NetHack 3.4.0/vision.c =_=_ NetHack 3.4.0/vision.h =_=_ NetHack 3.4.0/vmsconf.h =_=_ NetHack 3.4.0/weapon.c =_=_ NetHack 3.4.0/were.c =_=_ NetHack 3.4.0/wield.c =_=_ NetHack 3.4.0/winGnome.h =_=_ NetHack 3.4.0/winX.h =_=_ NetHack 3.4.0/winami.h =_=_ NetHack 3.4.0/windows.c =_=_ NetHack 3.4.0/wingem.h =_=_ NetHack 3.4.0/winprocs.h =_=_ NetHack 3.4.0/wintty.h =_=_ NetHack 3.4.0/wintype.h =_=_ NetHack 3.4.0/wizard.c =_=_ NetHack 3.4.0/worm.c =_=_ NetHack 3.4.0/worn.c =_=_ NetHack 3.4.0/write.c =_=_ NetHack 3.4.0/xwindow.h =_=_ NetHack 3.4.0/xwindowp.h =_=_ NetHack 3.4.0/you.h =_=_ NetHack 3.4.0/youprop.h =_=_ NetHack 3.4.0/zap.c =_=_ Objects.c =_=_ Talk:Objects.c =_=_ Options.c =_=_ Oracles.txt =_=_ Pager.c =_=_ Patchlevel.h =_=_ Permonst.h =_=_ Pickup.c =_=_ Polyself.c =_=_ Potion.c =_=_ Pray.c =_=_ Priest.c =_=_ Qt clust.h =_=_ Qt kde0.h =_=_ Qt win.h =_=_ Qt xpms.h =_=_ Talk:Qt xpms.h =_=_ Qtext.h =_=_ Qttableview.h =_=_ Quest.c =_=_ Quest.h =_=_ Questpgr.c =_=_ Read.c =_=_ Restore.c =_=_ Rnd.c =_=_ Role.c =_=_ Rumors.c =_=_ Rumors.fal =_=_ Rumors.tru =_=_ Talk:Rumors.tru =_=_ Save.c =_=_ Shk.c =_=_ Shknam.c =_=_ Talk:Shknam.c =_=_ Sit.c =_=_ Skills.h =_=_ Sounds.c =_=_ Spell.c This template returns the minimum value a die roll in the standard d-notation can give. This cannot handle more than one d-notation, so no < tt > 1d6+1d4 < /tt > . See also User:Paxed/Template:dicemax. =_=_ Spell.h =_=_ Steal.c =_=_ Steed.c This template returns the maximum value a die roll in the standard d-notation can give. This cannot handle more than one d-notation, so no < tt > 1d6+1d4 < /tt > . See also User:Paxed/Template:dicemin. =_=_ Teleport.c =_=_ Tile2x11.h =_=_ Timeout.c =_=_ Timeout.h =_=_ Trap.c =_=_ Trap.h =_=_ True rumors =_=_ Talk:True rumors =_=_ Unixconf.h =_=_ Vault.c =_=_ Vault.h =_=_ Vis tab.c =_=_ Vis tab.c (long form) =_=_ Vis tab.h =_=_ Vision.c =_=_ Vision.h =_=_ Weapon.c =_=_ Wield.c =_=_ WinGnome.h =_=_ WinX.h =_=_ Winami.h =_=_ Windows.c =_=_ Wingem.h =_=_ Winprocs.h =_=_ Wintty.h =_=_ Wintype.h =_=_ Wizard.c =_=_ Worm.c =_=_ Write.c =_=_ Zap.c =_=_ User:Paxed/Template:God =_=_ Rank Rank is your character's title; each role has nine ranks, and they show the progression of your character's experience in a more natural way than the experience level. The main example is when your Quest Leader examines your rank (rather than experience level) before admitting you on the Quest. =_=_ File:NetHack-X11-statusarea.png =_=_ Dwarven spear =_=_ Talk:Humanoid =_=_ Orb of fate =_=_ Palantir of westernesse =_=_ Longbow of Diana =_=_ Asksavedisk This template inserts a table cell with a link. If the link is the current page, the cell is hilighted with < span style="border:1px black solid;background:#eff;padding:0 1em 0 1em;" > & nbsp; < /span > background color. =_=_ Planes =_=_ Talk:Pick-axe =_=_ SLASH'EM 0.0.7E7F2/amiconf.h =_=_ SLASH'EM 0.0.7E7F2/artifact.h =_=_ SLASH'EM 0.0.7E7F2/artilist.h =_=_ SLASH'EM 0.0.7E7F2/attk.h =_=_ SLASH'EM 0.0.7E7F2/attrib.h =_=_ SLASH'EM 0.0.7E7F2/beconf.h =_=_ SLASH'EM 0.0.7E7F2/bitmfile.h =_=_ SLASH'EM 0.0.7E7F2/color.h =_=_ SLASH'EM 0.0.7E7F2/config1.h =_=_ SLASH'EM 0.0.7E7F2/config.h =_=_ SLASH'EM 0.0.7E7F2/coord.h =_=_ SLASH'EM 0.0.7E7F2/decl.h =_=_ SLASH'EM 0.0.7E7F2/def os2.h =_=_ SLASH'EM 0.0.7E7F2/dgn file.h =_=_ SLASH'EM 0.0.7E7F2/display.h =_=_ SLASH'EM 0.0.7E7F2/dlb.h =_=_ SLASH'EM 0.0.7E7F2/dungeon.h =_=_ SLASH'EM 0.0.7E7F2/edog.h =_=_ SLASH'EM 0.0.7E7F2/egyp.h =_=_ SLASH'EM 0.0.7E7F2/emin.h =_=_ SLASH'EM 0.0.7E7F2/engrave.h =_=_ SLASH'EM 0.0.7E7F2/epri.h =_=_ SLASH'EM 0.0.7E7F2/eshk.h =_=_ SLASH'EM 0.0.7E7F2/extern.h =_=_ 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0.0.7E7F2/windows.c =_=_ SLASH'EM 0.0.7E7F2/wizard.c =_=_ SLASH'EM 0.0.7E7F2/worm.c =_=_ SLASH'EM 0.0.7E7F2/worn.c =_=_ SLASH'EM 0.0.7E7F2/write.c =_=_ SLASH'EM 0.0.7E7F2/zap.c =_=_ SLASH'EM 0.0.7E7F2/rumors.tru =_=_ SLASH'EM 0.0.7E7F2/rumors.fal =_=_ Magical objects =_=_ Magical item A magical item or magical object is an item which when polymorphed, has a tendency to become another magical item of the same type. Junk magical items can therefore be polypiled to produce other magical items. Unicorn horns are a special case in NetHack 3.6.0: they are magical items by default and most horns you find can be polypiled into other magical tools. However, unicorn horns that are "regrown" & mdash;dropped by a unicorn that has been revived at least once & mdash;are treated as non-magical items and will only polymorph into non-magical tools. The listed potions, blank items, and the wand of nothing have a large chance of polymorphing into magical objects; see polypiling for details. =_=_ Magical items =_=_ Magical armour =_=_ Magical armor =_=_ Magical tool =_=_ Magical tools =_=_ Reference card There are several user-made quick reference cards for NetHack. Usually they are one or two A4 pages meant for printing out that list all the commands and possibly some other information. =_=_ Writing =_=_ Hallucination resistance =_=_ AoLS =_=_ Longbow of diana =_=_ Boomerangs =_=_ Talk:Magicbane As my favourite sacrifice artifact, I have noticed that occasionally there is an additional special attck against spellcasting foes, along the lines of "You hit < monster > . You absorb magic energy!" with a small boost to Power. Where would the detail for this be found? It makes seeking out kobold shaman...s (shamen?) more worthwhile... -- Kalon 03:56, 12 March 2008 (UTC) When Engraving with Magicbane (and maybe with other athames, too), you can engrave Elbereth twice (Elbereth Elbereth) in one turn. This gives you more leeway in spelling it correctly and moving around on the square. Renx 13:31, 18 March 2008 (UTC) ALWAYS REMEMBER THAT YOU HAVE IT!!! I played an elven wizard on NAO once - perfect starting. Ring of slow digestion, and altar to Anhur on dlvl 1. I altar scummed for Magicbane, and died on the Oracle level because I misspelled Elbereth twice. This gives a total probability of 0.000854701 (i.e. 0.0854701%), which is pretty far from the value given on this page. Thoughts? -- Killian 13:44, 14 October 2008 (UTC) The article asserts that messages are randomized when hallucinating. It doesn't seem to be so. 217.27.130.45 15:00, 3 December 2014 (UTC)` The die roll for determining magic effects is the same as determining to-hit. Cancellation occurs on the lowest (best) to-hit rolls possible, and has the permanent bonus of providing +1 max energy when used against a spellcasting monster. Thus it is possible to rig your to-hit such that only rolls of 1, 2, and 3 will land at all, letting you cancel with almost every hit and farm a trapped spellcasting monster for max energy while doing minimal damage. This is of course silly and horribly inefficient. But the more practical effect is that if you're low level and can't reliably hit monsters, magicbane will do more damage than expected, as the times you do hit will get bonus damage more often. -- Qazmlpok (talk) 19:07, 4 February 2016 (UTC) =_=_ Eyes of the overworld =_=_ Talk:Container Will this anger a shopkeeper, if that is where the ice box happens to be? I'd think yes. Tjr 13:42, 29 April 2009 (UTC) It seems a little strange that chance of an explosion appears to increase after 7 layers. Is this correct? And is it the same for SLASH'EM? MrFroon 20:42, October 14, 2009 (UTC) Is there any reliable way to destroy boxes and chests? I know you can force with a blunt weapon, but this then relies on failure rather than success (you'd have to keep repairing the lock). This is for the gray stone-in-a-container so polymorph is out.--PeterGFin 10:41, January 11, 2010 (UTC) I'm playing sporkhack and found an iron safe? Any1 know anythimg of this? Should there be something in the article? There isn't, you know(btw: The last topic was mine, and I forgot to 4tilde).Slarty 18:00, November 2, 2010 (UTC) I just checked with the code and it appearst that the figures for repeated nesting where wrong. If I understand it right, the contents of an object are only checked, if the object itself is not a magic bag or wand of cancellation. So if you put a BoH that already contains another BoH into a third BoH, then the innermost bag does not get an extra chance to cause an explosion. I really don't think that todo belongs in the top of the article - the casual reader isn't going to know how to find the answer to that or be affected much by it. I think I may have an answer to it, also, but I'd like someone else a little better at coding to verify me. In pickup.c around line 2118, there's a loop that counts the number of items in the bag: Now, cnt is earlier defined simply as an int; IIRC this should be 32- or 64-bit depending on your system. As for obj- > cobj, in obj.h, around line 29, the quantity (quan) of items in it is defined as a long - so it seems the limiting factor would be cnt; of course, you'd have to put 4 billion+ objects in to hit that even on a 32-bit system. Anyway, does this look correct to people more code-fluent than I? -Ion frigate 10:10, 10 December 2011 (UTC) There is no mention of any effects caused by BUC status. The BoH does, but not for the other types of containers. So the page doesnt answer the question I have. Can I safely use a cursed chest/box for my stash? I want to curse my stash box and put it on a burned Elbereth so that my pets and other mobs wont go on the square and pick it up. The Generation section says "Containers are generated uncursed" but I'm pretty sure BoH can be generated cursed. Does anyone know the relevant source code? Sauce: I'm currently holding a generated-cursed BoH that didn't come from a bones file. D4 wryyyy (talk) 02:28, 28 July 2021 (UTC) You might think it's funny to create junk pages without meaningful content, as you did with "Archaelogist". The adults here really don't agree. Furthermore, NetHackWiki is patrolled by attack sysops who remove vandalism (and sometimes vandals) on sight. You are wasting your time.--Ray Chason 03:00, 14 March 2008 (UTC) =_=_ Archaelogist How long does it take for the bot to announce a player death? Cause I just YASDed on nethack.alt.org and there's nothing on that IRC channel... --Bluescreenofdeath (talk) 07:31, 6 December 2013 (UTC) =_=_ User:Cheyinka I have ascended a lawful Samurai (artiwishless), a neutral human Archaeologist (genoless, polyless, artiwishless), a lawful-at-the-last-minute gnomish Caveman (polyselfless, artiwishless), a neutral human Valkyrie (polyselfless, artiwishless), a lawful human Priest (conducts? what conducts?), and a neutral Tourist (polyless, artiwishless). =_=_ Magic object =_=_ Magic objects =_=_ Aggravate =_=_ Acidic =_=_ Talk:Tripe ration I just revamped this article, but one thing I wasn't sure about that I included anyway is that tripe rations carried in your inventory make pets stay closer to the player. That seems to be the general consensus at RGRN and my own experience as well (certainly seems to make more of difference than tin whistles, which supposedly make a pet follow you for a bit - I can't notice a difference at all). Maybe someone skilled at sourcediving can verify (or correct) it. Floatingeye 02:38, 19 March 2008 (UTC) Not sure about the reference to cannibalism; it is referenced in the messages section but not in any article text (either here or in cannibalism).--PeterGFin 13:19, 1 November 2011 (UTC) Never mind. From eat.c "not cannibalism, but we use similar criteria for deciding whether to be sickened by this meal" --PeterGFin 13:27, 1 November 2011 (UTC) The Tripe Ration is often associated with Cannibalism. This would imply that it is save for Cavemen to it. I tried it several as a Caveman, and I got the "Yak ! Dog food !" message (as opposed to the Orc who enjoys it), but never got nausea. Was this just coincidence, or can Cavemen really eat it without problems ? However, it is usually a better idea to tame a stray-pet than eat it yourself, but it should be written in the article. --79.210.47.13 10:59, 28 March 2013 (UTC) How is it a useful item for confusion, if it leaves one vomiting and stunned as well as confused? (It would seem a bit hard to read a scroll while stunned and vomiting...) Or is there some clarification needed? -Actual-nh (talk) 00:09, 14 December 2020 (UTC) =_=_ Talk:Tin whistle Could someone describe a little more technically how exactly a tin whistle (and for that matter a bell Talk:Bell) affects a pet's likelihood to follow you? I.e., does it only affect dogs, or domestics, what is its range, how long the "effect" lasts, etc, maybe just some general expert speculation on its effectiveness. I've whistled till my lungs bled, and I for one can't tell a smidge of a difference. Floatingeye 02:47, 19 March 2008 (UTC) =_=_ Talk:Bell I've mentioned this on Talk:Tin whistle: can anyone explain the effect or usefulness of a bell for calling pets? Floatingeye 02:50, 19 March 2008 (UTC) =_=_ Template:Attack spells =_=_ Template:Clerical spells =_=_ Template:Divination spells =_=_ Template:Enchantment spells =_=_ Template:Escape spells =_=_ Template:Healing spells =_=_ Template:Matter spells =_=_ Talk:Mind flayer What exactly does the remote attack do, and what is the radius? Specifically, is it the same brain-sucking attack but at a range - and can it cause amnesia? I have a pet Master Mind Flayer, and I see him "lock on to the (monster)" but I haven't noticed what it does. Floatingeye 03:27, 20 March 2008 (UTC) I'm playing in discovery mode and today I've run into Mind Flayers for the first time. For some reason, my blessed unicorn horn does nothing to restore the lost INT? No ring of sustain ability worn. --88.112.27.29 01:18, 18 October 2008 (UTC) I was able to increase my Knights intelligence with blessed +0 unicorn horn to 9 after battling with mind flayer lowered it to 5. --sjs Will being polymorphed into an undead monster protect you from a mind flayer's "brain drain"? Supermagle 12:00, 7 January 2009 (UTC) A monster can take one turn to save itself, but for some reason doesn't simply retaliate which is why you might think there is no chance. In that turn a monster can use an inventory item or (move and) eat an acidic or lizard corpse.--PeterGFin 13:04, 19 November 2011 (UTC) Can they fly? I was kind of expecting that a large ring of lava pools would keep some mind flayers at bay (wizard mode, of course), but they didn't seem to mind crossing it to get me. Aeronflux 00:08, 20 July 2009 (UTC) =_=_ Talk:Centaur If I were to give a pet Centaur a Helm of opposite alignment, could it equip a Lawful artifact? Specifically, I think it would be neat to have a Centaur with the Sunsword, sort of like having headlights on a mount. Floatingeye 04:23, 20 March 2008 (UTC) =_=_ Deli =_=_ Disintegrate =_=_ Stackable In order for objects to stack, their type, beatitude, enchantment, erosion status, and identification status must all be exactly the same. For example, if you have two daggers, and only drop one on an altar and see it was uncursed, those two daggers will no longer stack (because one is identified as uncursed, and the other's BUC status is not formally identified). Then, if you were to go a step further, and use a scroll of identify on the dagger you didn't drop, and it was an uncursed +0 dagger, then it would still not stack with your plain "uncursed dagger" (because only one dagger's enchantment is identified). The usual way to split a stack is to supply a numeric parameter to the adjust, drop or pick up command, or when moving items into or out of a container. For example, if you have 7 daggers in inventory slot a, you can type to drop 4 of them. Besides conserving inventory space, getting items to stack is important for efficiency when using holy water to bless stacks of items, or using a scroll of enchant weapon to enchant an entire stack of arrows. It can also affect how many projectiles are fired in a single turn; a player can only get off multiple shots in one turn if the projectiles are from the same stack. An item being picked up or removed from a container will automatically stack with another item of the same type in your inventory, if it can. If you want to prevent this, you will have to #name the individual items with different names. It is not sufficient to split the stack into two and name one of them - stacks will always take on a name if they do not already have one. This phenomenon can often be observed early on, when one finds an orcish dagger, has the pet BUC test it, and then names it uncursed, only to see other new daggers stack with it. As of NetHack 3.6.1, you can wield a stack of throwable weapons (e.g. daggers or spears) and then quiver them. This will give you the option to leave one weapon wielded and quiver the rest, which will split the stack accordingly. =_=_ Gold detection =_=_ Talk:Dwarf True- that no role really fits the Dwarf 'character'. (The Archaeologist very crudely befits a Dwarf Miner if you squint). In DnD the mainstream Dwarf is a 'Fighter' who can be of any alignment while 'Barbarian' is restricted to non-lawfuls. The other prime choice is the 'Cleric' and the nethack Priest would make an excellent Dwarf character (maybe with racial cloak and shield to discourage spellcasting).--PeterGFin 00:56, 23 March 2008 (UTC) Noticed that all of the other starting races have a page for that purpose, but the "Dwarf (starting race)" page redirects here. Should this follow the pattern of the other races and have the player-specific stuff from this page placed in "Dwarf (starting race)"? --Phol ende wodan (talk) 03:14, 13 February 2017 (UTC) =_=_ Forum:What a waste of Sokoban... Bahahahaha, oh I'm a failure. I will never actually find out. I wanted to clear my inventory to make room for some nice drops, so I figured drinking that potion of object detection would tell me if that amulet was there, killing two birds with one stone. Turns out I misidentified the potion (looking at one a nymph dropped, and somehow, drinking the dark potion in my inventory, instead of the black potion that would've been object detection). Potion of paralysis. Killed by a dwarf. Yet another YASD (oh that's kind of redundant...) Stuff like that happen, Ive done YASDs to me before also, like eating a poisonous corpse by hitting the wrong key. And yes, that is redundant. Elmzran 00:04, 24 March 2008 (UTC) For future reference, the amulet of reflection is generated on a burned Elbereth square that rock moles can't enter. The mole was probably just munching on some of the gold on the floor of the zoo. --66.23.133.77 23:04, 8 April 2008 (UTC) Everytime I bust into that room some critter or another has whatever happened to be on the burned Elbereth square. Somehow, something that doesn't respect it, always picks it up and totes it around. It could still be quite true and tragic that the mole at your amulet... =_=_ Talk:Lemure =_=_ Template:Bare hands skill table =_=_ Template:Martial arts skill table =_=_ Template:Two weapon combat skill table =_=_ Template:Riding skill table =_=_ ?oT =_=_ Talk:Ray It is repetitive, but the point is to provide a complete list of the different ray attacks. The links are secondary; e.g. if you look on the d page- there is a precedent for this (all linking to canine). An improvement I'd suggest may be to link by element, and then ensure that the element articles include for descriptions of these attacks. In which case, I'd be happy for the list to merge until this happens.--PeterGFin 10:35, February 20, 2010 (UTC) =_=_ User:Manticore =_=_ Quest nemeses =_=_ Follower A follower is a monster that follows you from one dungeon level to another, if it happens to be next to when you when you change levels. These monsters follow you regardless of how you changed levels, whether a staircase, level teleport, trap, or any other means. Elbereth will prevent this if the monster respects it. The will never follow if he's carrying the real Amulet of Yendor, and always otherwise. Pets (unless they're eating) and hostile shopkeepers will always follow. Other monsters will follow if they have the M2_STALK attribute defined, provided either they're not fleeing or you're carrying the real Amulet: Note that except for shopkeepers, peaceful monsters will still follow you without any apparent motive. Sessile pets will also follow, despite being unable to move otherwise. =_=_ Followers =_=_ Plane of water =_=_ Plane of earth =_=_ Plane of air =_=_ Plane of fire =_=_ Talk:Ring of sustain ability Best I can tell, sustain ability doesn't let you keep your polymorphed stats if you put it on while you're morphed into a monster. Pity. 67.142.130.44 04:48, December 17, 2009 (UTC) If you have a ring of sustain ability and a large number of low-nutrition food items (such as meatballs), you can boost your Strength to your racial maximum by doing the following: I checked in Wizard mode, and it seems to work. It is tedious, and it doesn't seem really practical in a real game, unless you're a Healer (who can use Stone to Flesh to make lots of meatballs, and can really use the extra strength). =_=_ Talk:Unofficial conduct If you want to get in to chests or large boxes, can #forcing the lock with a blunt weapon to attempt to destroy the container (and zapping a /oLocking if you fail) break this unofficial conduct? Would using the unused (deferred?) feature #tip to upend a bag of its contents also break it? -- Kalon 00:32, 28 March 2008 (UTC) The inventoryless conduct sounds like an extremely difficult one. Has it ever been done? I think the article needs an example or two about this. & mdash;ZeroOne ( < small > talk < /small > & nbsp;/ & nbsp; < small > @ < /small > ) 23:34, 4 March 2009 (UTC) First zen rogue that I am avare of was "3.4.3 4331546 7 -5 49 161 161 0 20060806 20060802 1031 Rog Hum Mal Cha ix,ascended" at NAO. Before crash ttyrec: http://alt.org/nethack/getoldttyrec.php?player=ix starts from 145. and ascend in 152. --84.248.118.187 15:52, September 18, 2009 (UTC) Are "inventoryless", "god's will" and "no identification" actually popular conducts? The first two in particular I've never really heard about, and I'm not sure they shouldn't be under "other conducts" instead. If noone objects, I'll go ahead and move these later. -- Schnee 12:30, May 27, 2010 (UTC) Let's remove the "conducts" nobody is seriously pursuing or that are too hard. Or at least mark them. I suggest the bar for inclusing is a game reaching Medusa's. =_=_ Talk:Drop =_=_ Black market (SLASH'EM) In SLASH'EM, the black market is a shop that covers most of its level and offers a wide variety of goods but charges many times the usual price for them. Specifically, it charges 50x as much for magical items, and 25x as much for normal items. The portal to the black market is located between levels 22 and 23, and pets can't go through it. One-eyed Sam is the shopkeeper, and is very difficult to kill, even as shopkeepers go. He wields the deadly sword Thiefbane and is equipped with most of an ascension kit (well-enchanted gray dragon scale mail, a shield of reflection and speed boots, as well as an amulet of life saving). If the assistant's race has been genocided, it will be replaced with another monster with the same name, e.g. a winter wolf named Thomas. They are initially asleep and peaceful, but will be woken up (still peaceful) by the the normal noises, such as explosions. They will immediately awaken and become hostile if you attack One-eyed Sam. Conversely, attacking them will make One-eyed Sam hostile as well. In fact, angering any named monster (or even previously named) in Sam's shop will anger Sam and his assistants. Therefore, one should be very careful in using the #call command in the black market. Using conflict to get rid of named creatures, however, is safe. Note also that this only applies in the shop: if you can lure one of Sam's assistants into the hallway, you can safely kill it in plain sight of him with no consequences. One-eyed Sam is a special type of shopkeeper known as a "black marketeer". In addition to starting off with ascension-gear equipment, being a black marketeer grants One-eyed Sam increased speed, increased damage, higher level, and inherent resistance to death magic and petrification. He is not resistant to being drained. The methods for robbing from Sam are not too dissimilar from those for robbing normal shopkeepers, but come with additional complications. Pets cannot follow you through the portal to the black market, nor can they follow you out. But it is still possible to acquire pets in the black market. Probably the easiest and fastest way. Bring a corpse, and revive it with undead turning. Also, check any ice boxes in the shop or near by. You can't feed it in the shop itself though, you have to do the actual taming in the corridor outside. A good idea for this method is to avoid killing large dogs, large cats, and pit bulls near levels 22/23 (probable location of the black market). The easiest way to do this is by pacifying them by throwing a lichen at them. It's less cumbersome to just pacify them instead of taming them. They will be pacified by any vegetarian food, but lichens are the easiest to find. They will not eat the lichen or any other vegetarian food and become peaceful. You can keep a lichen ready in open inventory just for this. This is also a good trick, for the early game, to avoid having to fight with dogs and cats. Once you find the black market, start killing them until one drops a corpse. Don't forget to put it in your bag of holding so that you aren't encumbered. Once you have a pet, you can clear out the shop in the normal way, but this is a rather tedious procedure, given the size of the market. The advantage of this and credit cloning is that neither angers One-eyed Sam. For lawful characters or those wishing to keep polyselfless conduct, one option to at least get anything you want from the black market, if not Sam's ascension kit itself, is to use credit cloning. If you wander around the black market long enough, eventually some sort of baby dragon will be generated. If you drop your gold, it will pick it up and follow you outside, where you can kill it and take back your gold. With a wand or spell of undead turning, this process can be repeated many times, as baby dragons will always leave a corpse to revive. You can also take the gold from it with #borrow instead of killing it. It is possible to build up hundreds of thousands of zorkmids in credit in the black market, more than enough to buy even a wand of wishing or a magic lamp. Additionally, after you have bought all that you need from the market, you can still use the shop's identification service for other items in your inventory (at 750 credit/identification, this can be repeated many times), which is quite useful for those characters who cannot cast . The uncursing service can also be useful to save you holy water and/or charges on your magic marker (from writing remove curse scrolls) if you run into problems with item-cursing spellcasters. One-Eyed Sam is guaranteed to have this service. As with normal shops, it is quicker to directly steal what you want, albeit more dangerous, since it will anger Sam and all of their assistants. One way to rob the shop is to collect everything you want, move next to Sam and zap him with a wand of teleportation, and run for it. You can also polymorph into a Xorn or use the spell to get directly to the exit. A somewhat safer method of direct theft is to read a scroll of earth and build a boulder fort walling off the corner with the exit after moving everything you might want right next to the exit. Then zap Sam with a wand of teleportation until he ends up on the far side of your boulder barrier. You will have to deal with a few soldiers and Sam's helpers, but you don't have to kill Sam. You can generate infinite amounts of soldiers and their goodies this way by re-entering the shop and stealing another item, then leaving. Watch out for Sam's giants, who may pick up the boulders, thus opening gaps in your wall or exposing you to Izzy the Rhaumbusun's line of sight and paralyzing gaze. A ring of conflict can be helpful here. Here's how to build the fort: Step 3: Close off the exit by pushing around the boulders; kick one if you need to wake up Sam's assistants to get them to move out of the way You can dig pits around Sam to block him, but make sure you have eliminated all of the assistants. If one falls into your pit, Sam and all of the assistants will become angry. A very easy way to kill Sam is to read a scroll of earth and use the boulders to surround him in front of the shop door. Then kill him with any ranged weapon. Firearms work well for this. Just make sure that you are of a sufficiently high level to actually be able to hit him, and enchant the launcher. If you like, you can use a ring of conflict to help get rid of his pets, or you can just kill the pets. Sam is also not drain resistant and so can be killed with wands of draining or the spell, although he is high level so it may take a few wands. He also lacks poison resistance, so a large stack of poisoned darts or arrows stands a good chance of instakilling him before he can even move up to you. Another way to kill Sam is to surround him or yourself with pits, and kill him at range, since he won't step onto a pit. Wishing for a blessed figurine of an Archon may get you a pet Archon, which Sam will almost certainly be able to kill. If you are playing Slash'EM, a pet Solar can likely finish him off, though it will take several rounds. (The best pet of vanilla NetHack, an Archon, is significantly outpowered by Planetars and Solars.) This wish is essentially lost beyond its value for robbing the market, however: Pets cannot follow you through the black market portal in either direction, effectively stranding them there. However, if you are riding a pet, you can leave the level with it by branchporting from outside of the shop. Another option in Slash'EM is to play a Doppelganger or a character with polymorph control, and polymorph into a giant shoggoth, which is a quite effective way to get rid of Sam. Thiefbane is only as effective as a normal longsword against giant shoggoths, and their attacks are more than powerful enough to kill Sam in a few hits. Be aware that shoggoths are blind, though; telepathy is quite useful here, but if you are lawful or neutral you will lose it, while still polymorphed, the moment you kill Sam. Also, this is a somewhat minor concern, but it will leave Thiefbane thoroughly corroded. Furthermore, be sure that you are prepared for the attacks of Sam's pets. Izzy the rhaumbusun in particular may bring your assault to a sudden halt. Scrawling "ElberethElberethElberethElberethElbereth..." all over a page with the name of a respected NetHackWiki contributor such as Eidolos is amusing to you for maybe five minutes and to the rest of us...well, it isn't, 'kay? Please don't do that.--Ray Chason 13:14, 29 March 2008 (UTC) Scrawling "ElberethElberethElberethElberethElbereth..." all over a page with the name of a respected NetHackWiki contributor such as Eidolos is amusing to you for maybe five minutes and to the rest of us...well, it isn't, 'kay? Please don't do that.--Ray Chason 13:16, 29 March 2008 (UTC) =_=_ Deep dragon scale mail Deep dragon scale mail, or DDSM, is one of the two new dragon scale mails added in SLASH'EM. It is useful in late game, when level drain is a big threat to the player, even if protected by reflection and MR. =_=_ Ddsm =_=_ Category:Techniques =_=_ Caterwaul A caterwaul is a new feline in SLASH'EM. It is twice as fast as an unhasted player, but is otherwise unextraordinary. Despite its name, it does not have any sort of noise-making abilities. Caterwauls are extremely fast and have many attacks. However, their attacks do very nonthreatening amounts of damage, and with a decent armor class they are easily managed. Elbereth can help, as usual. =_=_ Favor =_=_ Talk:Caterwaul =_=_ Spellbook of passwall =_=_ Critical strike It enables you to make one powerful attack against a single visible target. If the monster is not humanoid you deal (MONHP/4) + TECHLEVEL damage. Otherwise you deal (MONHP/2) + TECHLEVEL damage. =_=_ Missle flurry =_=_ Research This technique can be abused through the LIMIT mechanic: get yourself to low health and keep opening the #technique menu and waiting until "LIMIT" is displayed. Then you can spam research until you have everything you want identified. The technique will not use up and you will be able to do it again next turn, just make sure "LIMIT" is displaying every time you use it. =_=_ Talk:Missle flurry =_=_ Missile flurry It only works with bows. Elven and droven Rangers also get a +1 damage bonus, more if using racial bow and arrows. =_=_ User:Kalon/NetHack 4.0.0 NetHack 4.0.0 is the 27th public release of NetHack and the 1st by the private development firm, PrankAlott. It was briefly announced and released on the unofficial NetHack website on 1 April, 2008. NetHack 4.0.0 was a major release. All the pent up desire of the previous 6 years without a major release was... released. All classes permit male and female adventurers, except the Valkyrie which must be female and the Bureaucrat which must be male. The adventurer has experience, hit points, magical energy, armor class, alignment, and the six major attributes. For the first time in years, there is an increase in maximum level - a male may advance to experience level 50, whereas female characters, reflecting greater real world knowledge, may advance to experience level 70. The initial pet is a little dog for Cavemen, Rangers, and Samurai, a kitten for Wizards, a saddled pony for Knights, and a random choice of a kitten or little dog for all others (or the user's choice in his options). Bureaucrats must start with a slimy newt. The main trunk of the dungeon is redesigned and surprisingly begins at level 2, and proceeds down stairs to Medusa's Lair and the Castle. From there, it is necessary to enter a trap door to the Valley of the Dead. Further stairs down eventually lead to the invocation level. Performing the invocation ritual at the vibrating square opens the stairs to the Sanctum. With the Amulet of Yendor in hand, the adventurer may ascend from level 1 into the Plane of Earth; thence s/he may proceed through magic portals to the planes of Air, Fire, and Water, and then the new Plane of Ultra Hard-Core and thence to the Astral Plane. Offering the Amulet of Yendor on the correct high altar wins the game. Blinding venom ( image:blinding venom.png) and acid venom ( image:acid venom.png) are also listed as objects, but they only exist while in flight, or when a wizard mode wish requests them. =_=_ Wand of Death =_=_ Dwavish shield =_=_ Dwarvish shield Hi! Welcome, and thanks for contributing to NetHackWiki! Could you please create an account? It helps us keep spam down, because we don't have to check the edits of known-good users. It also provides more privacy for you. Our style guide and How to help pages are good starting points. --ZeroOne 21:56, 2 April 2008 (UTC) =_=_ Talk:Bare hands Question: Does the bare hands skill make combat better while polymorphed into a monster who does not have a weapon attack? In other words, if you are at grand master level for bare hands and polymorph into a form that uses a natural "bare hand" attack, do you get any bonuses to the attacks, or does it just use the base attack details for the form? =_=_ Talk:Cyclops I got my first Healer up to the Cyclops. I was feeling pretty good, with gray dragon scale mail, +6 blessed unicorn horn, the Eye of Aethiopica and all up with 115HP and -9 AC. A lucky hit from an electric eel took out my wand of sleep right before the Cyclops awoke. The Cyclops hit me precicely twice and killed me! Take heed the advice in Healer quest - Elbereth will save your life, alas it is too late for me... -- Kalon 04:37, 3 April 2008 (UTC) =_=_ Talk:Stethoscope This is depressing for my Healers, who usually are so fragile I can't spend 15+ turns as a sitting duck searching at the end of a seemingly dead-end corridor, and use the stethoscope regularly. Can someone please confirm or refute this? Also do we think Wisdom should be exercised on a successful secret-door-detection-with-stethoscope? -- Kalon 04:02, 4 April 2008 (UTC) Just that it's less likely to become cursed. There are minor disadvantages to a cursed stethoscope. -- Thefifthsetpin 04:23, 11 May 2011 (UTC) I don't think this is true. Reading apply.c#line212, which is probably the inspiration, it seems that one should roll an < code > rn2(10) < /code > for healers and an < code > rn2(3) < /code > otherwise. Since it is preceded by < code > ! < /code > , I would guess that this bit is to be read like so: =_=_ ESP =_=_ Talk:Gray stone Gray stones can be distinguished by price identification: the base price of a luckstone or healthstone is 60 zorkmids, a touchstone is 45 zorkmids, and a flint stone or loadstone is 1 zorkmid. In Slash 'Em, after attempting to "apply" an unidentified grey stone, I received a message suggesting that I needed a source of water to use in conjunction with the stone. This may be a simple way to identify a "whetstone" (assuming that the stone was indeed a whetstone). 121.216.46.216 12:34, 21 July 2008 (UTC) =_=_ Levels =_=_ Grow up =_=_ Talk:Potion of object detection The blessed effect is stated as "You know the appearance of all objects on that level (and in your inventory) as if you had seen them." Can someone please explain the meaning of this? Is it just that the farlook command ([;]) reports it as seen, or am I missing something? -- Kalon 07:01, 7 April 2008 (UTC) I just had something strange happen in my game. I drank a potion of object detection (I didn't BUC test it, so I don't know if it was cursed or not). The potion showed a bunch of gems and coins inside the walls, plus a few items in rooms I already explored. When I went back to those rooms the items disappeared, and when I dug out to the gems and gold they also disappeared. There were no other monsters on the level, so I'm not entirely sure where these items went, unless a cursed potion creates "ghost" images of items that aren't really there. --MadDawg2552 20:56, 5 October 2008 (UTC) This article describes the effects of quaffing an uncursed potion, then a blessed one, then a cursed one. This was a deliberate choice on my part. While unusual, I believe this order makes the effects of the potion easier to understand. Blackcustard (talk) 03:19, 2 September 2012 (UTC) You should know that every page, including this one, has a history. You scrawl "ElberethElberethElbereth..." all over a page such as User:Eidolos in vain. You are wasting your time by vandalizing NetHackWiki.--Ray Chason 13:19, 7 April 2008 (UTC) =_=_ Compile =_=_ Chroot jail chroot jail is a way of running programs on Unix operating systems so that the program cannot access anything outside the "jail" directory. This article describes how to compile NetHack so it can be used inside a chroot jail; this is useful when you want to run a public server. Usually you also need a wrapper program that handles user logins; one such program is dgamelaunch. =_=_ File:Elbereth three scripts.JPG The name "Elbereth" in three of Tolkien's scripts. From top to bottom, the "tetha mode" of Sindarin script in the Tengwar of Feanor, the "Mode of Beleriand," also in the Tengwar, and, finally, the "Angerthas Moria" runic script. =_=_ Talk:Eating jewelry During my latest successful game, a gremlin stole my intrinsic stealth. I tried to fix that by eating a ring of stealth. I had the "the magic spreads throughout your body" message, however, enlightenment revealed that I *didn't* gain stealth back! It just wasn't there when I wasn't wearing my elven cloak! What's up with that? --Gneek 01:31, 8 April 2008 (UTC) I tried eating it (on accident), the magic spread through my body but I didn't gain anything. I lost the power regeneration and the #invoke branchporting. I believe I already had telepathy instrincly, so I am not sure, but I think that the only thing you gain is telepathy. Rockstar7514 22:28, February 19, 2010 (UTC) According to the changelog - or at least the impression I got, which may / may not be correct - the following applies: stat gains stick after unpoly, with the exception of adornment / charisma. Stat-gain rings for all stats exist in slashem, as well. Also, the slashem-specific ring 'mood ring' appears to grant no intrinsic, though this is based on spading via eating 12 rings without any intrinsic gain. Source diving might be a better solution to determining, however. --Anonymous 10:07, 3 Mar 2009 (EST) After reading this page it seems to me that one can keep accumulating more and more AC, accuracy, and damage by eating the respective rings. Is this the case? Can anything except Gremlins strip these bonuses away? Can anything (including Gremlins Can you gain an intrinsic from eating rings while satiated? I was just trying out some ring-eating in wizmode and it seemed like I reliably didn't gain anything when eating while satiated -- I was eating increase damage and polycontrol so it should've been possible. Once I got myself unsatiated I could gain the attributes again.--65.183.153.101 19:44, September 20, 2009 (UTC)Slandor Remember, there is only a (1/3) chance to gain the instrinc. If able try collecting and polymorphing every ring you find into valuable edible rings (if any during specified game). This will increase your chances of getting the instrinc whether satiated or not. The article seems to only discuss downsides for intrinsics "not otherwise attainable", but what about for the ones that are? Are there no nutrition changes for any of the other intrinsics listed (read: anything besides hunter, conflict, regen)? What about protection from shape changers? I don't see that attainable anywhere else, nor is it mentioned anywhere else in the page. Would be nice to have a "downsides" column, or something to that effect, that lists nutrition and other changes. =_=_ Loadstones =_=_ Who was that Maud person anyway Creating nonsense pages such as "Pokemon" may have been fun for you for maybe five minutes. The rest of us don't much appreciate it. Please don't add nonsense to NetHackWiki.--Ray Chason 19:16, 9 April 2008 (UTC) =_=_ Candy =_=_ Wow! This makes you feel good! =_=_ Wow! This makes you feel better! =_=_ Wow! This makes you feel great! =_=_ Ulch! This makes you feel mediocre! =_=_ Your skin itches =_=_ You hear a rushing noise nearby =_=_ The digging ray is ineffective =_=_ Alt.org =_=_ User:Toby Bartels To provide a different link text, specify the < tt > l1 < /tt > (or < tt > l2 < /tt > , < tt > l3 < /tt > etc.) optional parameter: =_=_ Wizard Quest =_=_ Talk:Hobbit I've got a tame female hobbit who started with 15HP but it's increased to 40 and won't go up any further. Max HP=40 for all hobbits? perhaps it should be mentioned, also hobbits being omnivorous isn't mentioned. You'll probably want to use the piped form, so it doesn't look like wikipedia:Doctor Dolittle. Links to other Wikia sites, or back to NetHackWiki from another Wikia site, work similarly, but use different keywords.--Ray Chason 17:07, 13 April 2008 (UTC) =_=_ File talk:Elbereth three scripts.JPG This ought to be uploaded as a PNG. Notice the faint rippling artifacts that surround the letters -- that's the lossy in lossy JPG compression. JPG is meant for photographs and the like, in which changes in color are not quite so abrupt as are seen at the edges of the letters in this image.--Ray Chason 04:03, 14 April 2008 (UTC) The angerthas is incorrect. The last two letters should instead be the single "th" character, which is the mirror image of the "t" character. 68.160.179.89 21:31, 25 June 2008 (UTC) =_=_ Talk:Athame After noticing this with MagicBane and wiztesting, it seems to be possible to (E)ngrave 'Elbereth Elbereth' in 1 turn with any athame. Dunno why. --Renx 06:14, 14 April 2008 (EDT) Contrary to what Tjr thought, you can't get an athame from the possible master lich from the cursed Book of the Dead. The makemon call to create it contains NO_MINVENT, forcing the lich to be spawned with an empty inventory. Revgenning purple L will also fail to generate athames, for the same reason. --Darth l33t 23:50, 28 November 2010 (UTC) Joining its Aura of the Moon coven, you can go from all the way from forum member to Level 3 Wiccan in relative openness. You can buy a robe straight away, and your Wiccan athame from Level 1 AFAIK. --PeterGFin 18:02, 25 July 2011 (UTC) =_=_ Talk:Engraving It appears to be possible to {E}ngrave 'Elbereth Elbereth' in 1 turn using a soft gemstone in vanilla. This is in conflict with the description on the main page and if corroborated, should be updated to reflect true behavior. It appears to be possible to (E)ngrave 'Elbereth Elbereth' in 1 turn using a noncursed athame or Magicbane. Dunno why, though. Bug? --Renx 10:16, 14 April 2008 (UTC) The #name command is certainly related to engraving, even if only partially. It certainly rises to the level of deserving a mention on this page. An in-game message speaks of your hand slipping while engraving the #name on the object if you are exploiting the artifact naming bug. It is difficult to understand the behavior of object names in Nethack outside of making some kind of distinguishing mark on the object itself. The mechanics are entirely different from the engrave command, but that's Nethack. The text currently says "Riding also makes it more difficult to engrave properly", however, I can't find the string "mount" anywhere in engrave.c. What is the basis for that statement? Derekt75 (talk) 15:41, 26 July 2013 (UTC) but that doesn't make it "more difficult to engrave properly", that makes it "impossible to attempt to engrave", right? Since the line was in the spot about the chance of an Elbereth working, the line implies that someone with Basic riding skill will wind up with a smudged Elbereth more often when riding than when walking. but I don't see this in the code. Should I delete the sentence from the article? Derekt75 (talk) 18:48, 26 July 2013 (UTC) I was curious and checked it out. It is much, much harder to engrave when riding because your steed will walk all over the engraving. The actual erosion call is at monmove.c:336. Steeds erode engravings on each of their turns, one guaranteed letter per turn. (and *not* upon movement: steeds effectively rest each turn, at monmove.c:512). Thus, if you're at normal speed sitting on a warhorse (speed 24) and try to Elbereth in the dust, two letters are guaranteed to erode, and it is thus impossible to Elbereth in one turn. You can successfully Elbereth only if there is already an engraving, and the two erased letters happen to be from the old engraving. Even then then chances are low (only reaches 50% after 6 Elbereth attempts in the warhorse scenario), and it will be quickly wiped out in subsequent turns anyway. Gonr (talk) 22:40, 14 February 2014 (UTC) This article states that every letter you write in the dust with your fingers has a 1/25 chance of being misengraved. It then claims that the chance of succesfully engraving "Elbereth" with your fingers is 72.6%. The actual chance of successfully engraving a message with your fingers is represented by .96 < sup > n < /sup > , where n represents the number of letters in the message (.96 = 24/25). Elbereth has eight letters, and .96 < sup > 8 < /sup > ≈72.1. So, unless I'm missing a variable, you have about a 72.1% chance of successfully engraving "Elbereth" with your fingers on your first try, and I think the article should be changed to reflect that. With the changes to Elbereth in 3.6.0, I have become a lot more interested in the behavior of semi-permanent engravings, and I didn't see any detailed information (i.e. beyond "0 or 1 characters") in the usual places. So I dove into the sources, and not only found answers, but discovered the information was even more important than I thought -- the exact same behavior also applies to the magical degradation of "permanent" engravings, although there's only a 50% chance of it happening. So I've compiled a table and put it here -- I hope it proves helpful. =_=_ Surtur =_=_ Talk:Blue jelly I was once polymorphed into a blue jelly by a goblin throwing a wand of pollymorph. Luckly I survived for around 200+ turns and the effects wore off. I gain 3 levels from random monsters killing themselfs from my passive attack. I also gained some blue jelly pets. But the best thing by far was that one of the dead monsters droped a WAND OF POLYMORPH! I then found myself with a pet mind flayer and so other useless pet. Not bad for only being on Dlvl 3.Ha! Showed you! 10:38, 5 September 2008 (UTC) Looking over the code, I can see that if the original monster is tame or you, the clone may be tame well. There is no provision for a tame clone from a hostile monster. If you think I am wrong, please point out where in the code I am missing something. - Elliottt 21:15, February 12, 2010 (UTC) =_=_ Talk:Elf I believe we need to be a bit mor consistent - if we have Orc as a disambiguation page and a different page for Orc (starting race) (and similar for Humans and Gnomes), we should do the same for Elves and Dwarves. I will finish my pretty tables and think about making a start, but someone else is welcome to assist. -- Kalon 23:45, 16 April 2008 (UTC) There really needs to be a list of elvish monsters; many pages condense them (like orc), but with elves, they're all kept on a seperate page... perhaps a category tag? Feagradze 11:49, June 29, 2010 (UTC) =_=_ Gauntlets of Power =_=_ Riding boots =_=_ Combat boots =_=_ Hiking boots =_=_ Mud boots =_=_ Snow boots I only play Slash'Em now, but I used to play Nethack a lot. I started out with Hack 1.? a long time ago. =_=_ SLASH'EM 0.0.7E7F2/align.h =_=_ SLASH'EM 0.0.7E7F2/allmain.c =_=_ Sabre =_=_ Talk:Dragon How much does it take for baby dragons to grow up into adults, i. e. at which experience level is the dividing line? Why did my hatchlings have XP11 (stethoscope), the article promises XP12 base? -Tjr 08:39, 29 May 2009 (UTC) The one I'm blasting with Cone of Cold doesn't seem to be affected by it, anyways. Anybody want to double check? I would actually allege that DSM is easier to come by in SLASH'EM without a wish, although perhaps a little later in the game. SLASH'EM has the Wyrm Caves, with 24 random D at dungeon level 20 or so, very likely to contain at least a few adult dragons (generally around 4 or 5), as well as randomly generated dragon lairs. The increase in base level does mean they appear later on, but the longer dungeon means you will likely see more of them. Also there are guaranteed gray dragon scales on the Lawful Quest, although one needs a wand of cancellation to make those useful. -Ion frigate 01:55, March 17, 2010 (UTC) Oh I feel sorta stupid now. How do you go about wishing for scales? I haven't gotten a "true" wish yet. Do you have to ask for "draken scale armor" or how does that work?Wolfwood (talk) 20:23, 10 June 2012 (UTC) Might as well keep the list just so there is a list of the dragon names. The pictures of the vanilla dragons include an extra dragon (shimmering?). Can someone fix that? --174.1.76.168 05:53, 20 December 2013 (UTC) The note says: "Corner case: an amulet of life saving is never destroyed by the blast, but it does not die instead of an undead or non-living monster. This case can only arise if a living monster wearing an amulet has been polymorphed." What is "it"? Can't be referring to the amulet; objects don't die. Please write out whatever the pronoun stands for. Netzhack (talk) 12:30, 18 November 2017 (UTC) Cleaned up the Knight page by removing a very dubious and wordy section. Taming, raising, and riding a dragon may be of interest to dawdlers and roleplayers, so perhaps the text (visible at this diff: https://nethackwiki.com/mediawiki/index.php?diff=137974 & oldid=136423 & rcid=88420) can be repurposed here on the Dragon article, or in the Riding article. It should not be general advice for knights, as it will waste tons of time without contributing greatly to the player's survival, and other roles can choose to play petless if they really want to bank on finding dragon eggs and babysitting the baby dragon until it is rideable and/or dead. Testbutt (talk) 08:57, 17 February 2021 (UTC) =_=_ Template:Nethack-343 =_=_ Template:Slashem-7E7 =_=_ Template:Variant-343 =_=_ Writing scrolls =_=_ Astral level =_=_ User talk:Music. art.film.inner-city.area That picture you uploaded has...what, exactly?...to do with the game of NetHack? Please don't clutter up this wiki with irrelevant stuff. I can reinstate this picture if you can give a darned good reason why it should be here.--Ray Chason 15:16, 29 April 2008 (UTC) =_=_ Talk:Black light =_=_ Chroot =_=_ User:Handrocles/dumplogs/03052008Handrocles =_=_ Thick-skinned Some monsters in NetHack are thick-skinned, which protects them from certain attacks. Thick-skinned monsters have the flag M1_THICK_HIDE in the source code. Thick-skinned monsters take no damage from any flimsy weapon (such as a bullwhip), or any weapon whose material is undefined (such as a worm tooth). They also take no damage from being kicked. Thick-skinned monsters are immune to staggering blows. =_=_ Sex =_=_ Talk:Titan Some people keep editing the article to say titans do not respect Elbereth. They do, please wizmode-test it yourself before changing it again. However, Elbereth will not keep titans from summoning nasties, and some nasties do not respect Elbereth or have a breath weapon. -Tjr 14:41, 16 July 2009 (UTC) This now happened twice to me: I was playing a lawful character, and the Titan on Medusa's level was peaceful when I entered it the first time, but when I returned after killing Medusa he suddenly had become hostile without apparent reason. What is going on? --132.230.195.196 09:24, 30 April 2016 (UTC) =_=_ Cape =_=_ Scroll of teleport =_=_ Unlabeled scroll =_=_ Yecch! This tastes rotten =_=_ The sink quivers upward for a moment =_=_ You see the ring slide right down the drain! =_=_ The sink looks as good as new. =_=_ You hear loud noises coming from the drain =_=_ Talk:Shuriken I've taken an interest in shuriken while playing Samurai for Nhwaww conduct since wielding a yumi is asking for trouble. Shuriken are a real problem to maintain due to rarity+breakage. Even once I'd ramped up luck, enchanted the things to +4, erodeproofed and blessed them my unprecedented stack of 26 disappeared eventually. The Samurai quest levels seem to contain some every time I've been there, but this may be a co-incidence. Despite this I can't honestly recommend specialising in this weapon under any circumstances even with the handy damage.--PeterGFin 10:03, 15 December 2010 (UTC) =_=_ The orb of fate =_=_ Boulder trap =_=_ GDSM versus SDSM Gray dragon scale mail (GDSM) and silver dragon scale mail (SDSM) are considered the two best suits of armor in the game. GDSM provides magic resistance and SDSM provides reflection, but it is not always clear which is better in any particular situation. If you intend to wish or reverse-genocide for dragon scale mail, you will need to decide which one is more appropriate. Which armor is better largely depends on both playing style and one's current situation. A player who has one extrinsic should almost always wish for the armor which provides the other, but when one has neither, it is dependent upon things such as current HP, conducts, pets, and general style. For example, if you get an early wish and are not adhering to any conducts or time-consuming strategies, SDSM is often better. This is because reflection provides immediate protection against the commonly encountered attack wands and breath weapons, while a player with only GDSM is not protected against rays of fire, lightning, cold, sleep, and disintegration unless they have already attained the proper resistances. Sometimes the armor that would be most useful immediately is not the one that you intend to include in your ascension kit. In this case, you must choose between maximizing immediate utility, and conserving wishes in the long run. In the early game, the player has few, if any, elemental resistances and low max HP. This makes silver dragon scale mail almost invariably the better choice at this point in the game. Players who reach the Castle and obtain the wand of wishing have a wealth of resources at their disposal, and can be more flexible with their ascension kit. In the end game as well, SDSM is usually the better choice. The table below attempts to clarify the decision by prioritizing the need for Magic resistance (MR), Reflection (R), Magic cancellation (MC), Two-weaponing (2w), and spellcasting in the endgame. It attempts to make the amulet slot available for an amulet of life saving, the shield hand free for two-weaponing, and the cloak slot open for a robe or cloak of protection. For those labelled "medium" under the spellcasting column, a robe is prioritized. A shield of reflection is avoided due to encumbrance; moreover, it is avoided for two-weaponers and spellcasters. While ascending from the Sanctum with the Amulet of Yendor, your quest artifacts cannot be relied upon for protection as long as the Wizard of Yendor may steal them; that is also taken into account here. Conclusion: GDSM is a solid choice for cavemen, priests, and rangers. For all other roles SDSM seems to be the more versatile choice--especially once wishing for additional MR artifacts is taken into account. In general, one will still want to wish for GDSM or SDSM as a first wish in SLASH'EM, and all the above arguments apply much the same. However, lawful characters will prefer GDSM since they have access to minions including movanic devas beginning at level 7 and monadic devas beginning at level 10, both of whom have a 25% chance of being generated with a shield of reflection, which can be obtained by allowing the minion to be killed (easily accomplished by bringing them near the Oracle) or by stealing it while polymorphed into a nymph, pixie, quickling, or brownie. Conversely, non-lawfuls will prefer SDSM as any elven cloak has a 1/4 chance of being upgraded to a cloak of magic resistance if #dipped in a potion of gain level, or upgraded with the gnome's tinker technique. Additionally, two types of dragon scale mail become useful in the later game, if one has other sources of magic resistance and reflection. These are deep dragon scale mail which provides drain resistance, yellow dragon scale mail which provides acid resistance, and shimmering dragon scale mail which provides displacement. Drain resistance is a somewhat vital property in SLASH'EM, with wands of draining being a prominent factor in the late game. However, SLASH'EM provides numerous other ways to get it, in addition to wielding Excalibur or Stormbringer. These include an amulet of drain resistance, some new artifact weapons, being a lycanthrope, necromancer, or undead slayer, or wielding the Hand of Vecna (which is an item all adventurers will want to get anyway). Acid resistance is more desirable in SLASH'EM because of monsters with very powerful acid attacks, including the feared giant shoggoth, and the lab coat (SLASH'EM's version of the alchemy smock doesn't provide MC 3. Finally, shimmering dragon scale mail makes it possible to get displacement without the cloak, which also doesn't provide MC 3. In GruntHack, thanks to object properties, the discussion of GDSM vs. SDSM is superfluous. As you can wish for a dragonhide cloak of magic resistance of reflection which gives you an AC 9 cloak with both properties, yellow dragon scale mail is usually a better choice, especially given that spellcasters may cast at you. =_=_ Vlad the impaler Your edit to dragon might have been funny to you for about five minutes. The rest of us, not so much. Please don't make unconstructive edits.--Ray Chason 18:10, 13 May 2008 (UTC) =_=_ Stone to Flesh Hi! Welcome, and thanks for contributing to NetHackWiki! Could you please create an account? It helps us keep spam down, because we don't have to check the edits of known-good users. It also provides more privacy for you. Our style guide and How to help pages are good starting points. --ZeroOne 16:04, 14 May 2008 (UTC) =_=_ The sink momentarily looks like a fountain =_=_ The sink momentarily looks like a fountain. =_=_ The sink seems to blend into the floor for a moment. =_=_ The sink seems to blend into the floor for a moment =_=_ You thought your ring got lost in the sink, but there it is! =_=_ Category:Sink redirects =_=_ Category:Identification redirects =_=_ Several flies buzz around the sink. =_=_ Several flies buzz around the sink =_=_ Several flies buzz angrily around the sink. =_=_ Several flies buzz angrily around the sink =_=_ Static electricity surrounds the sink. =_=_ Static electricity surrounds the sink =_=_ Vanishes from the sink! =_=_ Vanishes from the sink =_=_ The cold water faucet flashes brightly for a moment. =_=_ The cold water faucet flashes brightly for a moment =_=_ The faucets flash brightly for a moment. =_=_ The faucets flash brightly for a moment =_=_ The ring is regurgitated! =_=_ The ring is regurgitated =_=_ The sink glows silver for a moment. =_=_ The sink glows silver for a moment =_=_ The sink glows black for a moment. =_=_ The sink glows black for a moment =_=_ The sink glows white for a moment. =_=_ The sink glows white for a moment =_=_ The sink looks as good as new =_=_ The sink looks like it is being beamed aboard somewhere =_=_ The sink looks like it is being beamed aboard somewhere. =_=_ The sink momentarily looks like a regularly erupting geyser =_=_ The sink momentarily looks like a regularly erupting geyser. =_=_ The sink momentarily vanishes. =_=_ The sink momentarily vanishes =_=_ Platinum Platinum is a material, specifically a metal that will not rust. The only platinum object in NetHack is the platinum wand, a randomized wand. The Platinum Yendorian Express Card is a credit card and as such it is made of plastic. I play NetHack in combination with Runescape. Weird mix, I like Runescape better by thaaat much, because you interact with other players. Um, I guess that's all for now. =_=_ Talk:Mithril There really should be a reference to the fact that the Amulet of Yendor is made of mithril, IMHO. --Kahran042 16:56, 18 May 2008 (UTC) =_=_ The heat and smoke are gone =_=_ Category:Level entry redirects If you want to advertise on NetHackWiki, go to Google Ads and pay for your ads like everyone else. Attempts to clutter the content of this wiki with irrelevant links will not be tolerated.--Ray Chason 18:01, 19 May 2008 (UTC) =_=_ User:Handrocles/Log Blew up my bag of holding. No quest artifact or wand of wishing in it, but I lost the Eye and a lot of great stuff. The RNG giveth, the idiot taketh away. Blanking spellbook of invisibility might have been amusing to you for about five minutes. The rest of us don't appreciate it much. Please don't do that.--Ray Chason 20:40, 19 May 2008 (UTC) If you want to advertise on NetHackWiki, go to Google Adsense and pay to keep these servers running. Trying to advertise here without paying is stealing. Don't be a thief, and pay for your ads like everyone else.--Ray Chason 13:16, 20 May 2008 (UTC) =_=_ User:Rogerb-on-NAO I have ascended 15 times, all in 3.4.x, as Archeologist, Barbarian, Healer, Knight, Priest, Ranger, Rogue, Samurai (2), Tourist, Valkyrie (5), Wizard, mostly on my own PC but a few on /dev/null/nethack (as Roger) and more recently on NAO. Now that monsymlink uses monarticle to find the correct page name for a monster article, it makes sense for monsymlink to be able to produce a link without a symbol. I created Template:Monlink to do this: =_=_ Slowing attack The Slowing attack, known as AD_SLOW in the source, is an attack possessed by shades and skeletons. It removes both intrinsic speed and temporary extrinsic speed (from the spell or potion) if you have either or both. Your dexterity is abused. The (as yet unimplemented) beholder has source code for a slowing attack from its gaze. This is unaffected by magic cancellation. =_=_ Soko-ban =_=_ Graffiti Graffiti refers to the random messages engraved on the floors of the Dungeons of Doom. These messages are often helpful tips, but sometimes are silly. There are various non-random types of engravings which are not graffiti. Conversely, graves use random epitaphs that come from a different pool of messages and cannot be changed, so they are also not graffiti. Graffiti generates most frequently at the topmost floors and less often deeper into the dungeon. They are fairly rare: each room on level 1 has a 1/30 chance of having graffiti in it somewhere, each room on level 2 has a 1/33 chance, and so on. Note that engrave.txt allows a few misleading messages to generate as graffiti, such as "Elbereth" (which would normally indicate a bones level), "Vlad was here", and "ad aerarium". However, graffiti always appears as "graffiti"; player-written Elbereth engravings rarely come from markers, and the other types of engravings always appear written in dust. =_=_ Talk:Save scumming Isn't the following basically a value decision? "There are many roleplaying games that allow you to avoid death by saving and restoring your game. By savescumming, a player is missing out on the true fun of the game, at which point NetHack is far less superior to any other RPG available." Basically, there seems to be a "purist" or "orthodox" or "religious" view in nethack where unless you play it the way other people like to play it, you are somehow not really playing it. I find that attitude to be annoying. Instead, the nethack people should say something like "We feel that you will have a stronger character and enjoy the game better if you do not save scum, but we allow you the freedom to do so if that's what you want to do." =_=_ Talk:Dark One Re-wording for clarity is a noble goal, but to me it seems that your changes have made the page worse rather than better. In addition, you've removed some useful information from the page, and added some that is incorrect, so I have decided that it's better to revert your changes. Sorry for undoing your hard work. -- Killian 11:55, 21 May 2008 (UTC) Note that in the first cell of the Dark One's lair there is a giant with a boulder which can be used to block the upstair.——75.172.148.198 01:04, 19 November 2013 (UTC) Yeah, you (or someone sharing your IP) are so 1337, vandalizing NetHack. Over at Wikipedia, you and your merry band of pranksters have quite a history. This poor little wiki will never be the same. So what is this, vandal breeding season? In the last three days there've been two vandals and two spammers here, and just yesterday we saw our first spam from a logged-in user. Needless to say, that one won't be spamming here any more. Oh, and "le douche" is not very good French. The correct article is "la".--Ray Chason 14:54, 21 May 2008 (UTC) =_=_ Talk:Graffiti I'm trying to list all the messages that are on the floor. The list that replaced my little work in progress is missing a few. Do they ever show up at all? I've yet to encounter one of them, and I've been through at least 100 characters/YASDs... All I ever seem to be getting is true/false rumors engraved on the floor! --Bluescreenofdeath (talk) 07:02, 3 December 2013 (UTC) Should we add a section for graffiti introduced by nethack.alt.org? There are quite a few that I've seen, notably including a reference to the GWTWOD which I think is pretty notable. Crawldragon (talk|nao|wiki) 02:18, 16 October 2014 (UTC) =_=_ Talk:Patch I've just downloaded my first patch and I can't, for the life of me, figure out how to make it go. MAKE GO!!! Can someone please write an instruction guide for installing patches for someone who uses vanilla NetHack in Windows and doesn't know the first thing about anything? When I execute patch.exe using a batch file, the only thing that came out is just a blank cmd screen.Can spmeone help me??(I'm using Win7) --WillyPillow (talk) 09:50, 19 July 2012 (UTC)--willypillow =_=_ Choke =_=_ You slow down Similar messages include You are slowing down (an early stage of petrification), and You feel yourself slowing down (loss of extrinsic or time-out speed). =_=_ Your quickness feels less natural The message "Your quickness feels less natural" happens in the following cases when you have permanent extrinsic speed, as provided by speed boots: =_=_ AD SLOW =_=_ Slow =_=_ Slowing =_=_ Slow attack =_=_ AT NONE =_=_ User talk:Rogerb-on-NAO See NetHackWiki:Next version. I'm trying to identify pages that will need review, and possibly updating, when at last the DevTeam graces us with a new version of NetHack. So far it's just me, and a couple of edits from Killian, but you're welcome to take part. NetHackWiki:Next version/Article list lists pages in the main namespace that are not redirects. Perhaps some templates will need adjustment as well. New pages I'm going ahead and tagging, as well as anything that I edit, but I'm not going to clutter the recent changes for this. Rather, once this list of articles is complete, I plan to go to Wikia Central and ask for a bot flag.--Ray Chason 01:25, 22 May 2008 (UTC) Cool, thanks for the heads-up! I should probably check out the help pages here eventually, I haven't been active in a while but I just got set up on NAO so I might be playing again/on the wiki again. Figured I'd pick things up on the fly. Actually, I had set up a new account here a couple days ago PaulBrando, for consistency with my Freenode/NOA - I'll probably edit my user page to reflect that. Maybe I'll bump into you on Freenode! As a bureaucrat of this wiki, I'd be absolutely thrilled to take your new monsym template into use. Let me know if you are still around. I replied to your message at Template talk:Monsym. & mdash;ZeroOne ( < small > talk < /small > & nbsp;/ & nbsp; < small > @ < /small > ) 14:33, 29 August 2009 (UTC) =_=_ MediaWiki:Copyrightwarning =_=_ Template:Divination spells skill table =_=_ Team a =_=_ Template:Attack spells skill table =_=_ Template:Clerical spells skill table =_=_ Template:Enchantment spells skill table =_=_ Template:Escape spells skill table =_=_ Template:Healing spells skill table =_=_ Template:Matter spells skill table =_=_ Magical object =_=_ Talk:Cancellation While it doesn't matter for cancellation, I feel priest and shopkeeper exceptions should be documented somewhere on the wiki. In fact, the only monsters where cancellation really does matter cannot be uncancelled: foocubi. --Tjr 10:30, 21 June 2011 (UTC) Article says that if you zap yourself, it bypasses the MR protection. Tried this in SLASH'EM 0.0.7E7F3, and it is not the case. i.e. You (and your inventory) are still protected by the MR. Does the MR-bypass only apply to self-zapping in Vanilla? --AileTheAlien 16:47, 12 August 2011 (UTC) =_=_ Talk:Stackable The entry speaks of dropping "all but one," but I don't see how that's accomplished. Perhaps some text to describe how to do this (or split stacks) in the ASCII and graphical versions? (Please?) --68.83.72.162 03:23, 16 July 2008 (UTC) =_=_ User:JonathanRogers =_=_ Talk:Chameleon Okay, that's great, but the thing is, I just tamed a chameleon "pony" in Vanilla! I'm thinking, maybe this should be moved to the main section of the article...? Bad translation from the Dutch: "Name of a family ... and !race ..." should read "Name of a family and genus".91.22.128.184 12:41, 26 December 2014 (UTC) =_=_ User talk:Floatingeye =_=_ User:Floatingeye =_=_ User:Killian/Pet food There are specific checks for < tt > DOGFOOD < /tt > , < tt > CADAVER < /tt > , < tt > ACCFOOD < /tt > , < tt > MANFOOD < /tt > , and < tt > UNDEF < /tt > , and there is at least one generic comparison. There do not seem to be any specific checks for < tt > APPORT < /tt > , < tt > POISON < /tt > , or < tt > TABU < /tt > . The main use of < tt > MANFOOD < /tt > seems to be that pets can set it as their goal without being able to see it. There does not appear to be any other special treatment of human food. Pet goal code won't consider goal items with a worse type than the current goal item. This appears to be the main prioritization mechanism. An equal-quality item that is < tt > ACCFOOD < /tt > or better will only become the new goal if it is closer than the existing goal. Comestibles not falling into one of these categories will never be eaten. The “barely acceptable” category corresponds to foods that are ordinarily considered human food, but are reclassified as acceptable food when starving. The only time a monster will eat acceptable food when not starving is if it is a non-tame domestic animal being tamed, so this is the only real difference between the two categories for eating purposes. If the item is a treat or a suitable corpse (or acceptable to a starving pet), the pet will eat it. Pets do not seem to care if the food is cursed, though they will still try to avoid the square containing the cursed food. If the pet is able to carry the item, and it is not cursed, there is a chance that it will pick up the item. The pet will immediately wield its best melee weapon and wear its best armor, if able, in case the new item is better. Throwing an egg or cream pie (or spitting venom) at a pet will never be treated as thrown food; it will hit or miss the pet as normal. If the food is < tt > ACCFOOD < /tt > or better, is called. In order to catch and eat the food, the pet must be able to move, must not be confused or eating, and the food must be a treat (acceptable or better if the pet is hungry). If this is not the case, the food will miss the pet and fall to the floor. (If it is a suitable corpse, the pet should end up eating it on its next turn anyway.) Caught food is eaten with < tt > dog_eat < /tt > , which is the same function used by pets eating from the ground. =_=_ Scrolls of mail =_=_ Three Stooges =_=_ Talk:Tileset I generated the imagemap links automagically, and copy'n'pasted selected lines from the output. See the output and the code to generate it. The "tilenames.txt" required by it was generated also automagically from the NetHack source by doing the following in < tt > win/share/ < /tt > -directory (on a linux box): =_=_ User:Rogerb-on-NAO/sandbox Pets will not hold you with a "sticky" attack (u.ustuck), unless conflict is in operation (no resist) or your pet is confused. Source:apply.c#line1240 Source:dogmove.c#line571 Source:hack.c#line991 You get 1-4 hostile angels if you enter Astral with conflict Source:do.c#line1377(but we knew that.) Also, if you put the ring on later and the angel is in range of conflict and doesn't resist, your guardian angel disappears and you get the hostile angels. Source:dogmove.c#line549 If you abuse your pet while under Conflict, tameness is halved, rather than reduced by one. Also if you aggravate monster. Source:dog.c#line918 Under conflict, pets will attack peaceful monsters more aggressively; the pet does not have to have 25% HP or more, and it will attack the quest guardians and leader. Otherwise, attack criteria (at Source:dogmove.c#line622 at least) appear unchanged. For example, stonable pets won't touch monsters that stone on touch, even under conflict (this is in contrast to hostile monsters, which mix it up with footrices quite happily. Until they turn to stone, that is.Source:mhitm.c#line279 This inludes you, if you stone on touch Source:mhitu.c#line563) Inconsistency is a bug? Conflict reduces hunger variable on even turns, unless from an artifact. (we knew that too, except maybe the artifact bit) Source:eat.c#line2144. Engraving Elbereth on a trap (if/when even possible - it is; I engraved on a hole when I escaped it, similarly a trapdoor, a teleport trap with magic resistance, polymorph trap) will prevent a monster using it for escape (although it could probably blunder into it due to bug C343-215) Appears to be the case; kobolds jump on the poly trap ASAP if no Elbereth; won't if there is. C343-215 - Elbereth is sometimes ignored by monsters affects all play unless you are displaced(!) Source:mon.c#line1098 Intended behaviour, according to Talk:Elbereth is that Elbereth should always be respected, whether or not there is an item there. Source should be altered as follows (untested): Xorns can walk through walls but get stuck in lava (i.e. liquid rock). Strange, but could be intended behaviour. I would expect lava to affect Xorns like a rather hot pit. Lava is a bit mean anyway, as it will kill a fire resistant, unbreathing hero(check). No idea of the justification. Source:muse.c#line276 - some unicorns have hands?! At least reverse the order as nohands() is cheaper, and more monsters don't have hands than are unicorns. Also, ISTR that unicorns revived with a wand of undead turning don't drop (as many) unicorn horns; should such unicorns be able to heal themselves? Yes: "The white unicorn's recently regrown horn crumbles to dust." Stunned monsters appear to move normally; appr is not set to 0 in m_move(), but is for confusion. This is in contrast to players, where stunning has a stronger effect on movement than confusion. The 'elf' monster is the same difficulty as player monsters, presumably because it used to be a role. It should (?) be the same difficulty as human/dwarf/gnome/orc monsters, for consistency. Passive attacks with zero dice do (actual level + 1) dice to players (), but (base level + 1) to monsters (, . A random demon lord between Juiblex and Yeenoghu is chosen up to 20 times, in an attempt to find one that has not been created already. Unless the altar is unaligned, the alignment of the demon must match the alignment of the altar. Currently, Yeenoghu follows Juiblex in monst.c. Thus only these two demons are eligible to appear. As both are chaotic, demon lords will only be summoned at chaotic altars. To the casual observer, this has the appearance of a bug. vampires are not only scared by being hit by a clove of garlic, wielded (tested) or thrown (unverified; yet to hit one!), but they will not step on a square if there is a clove of garlic on it! Source:mon.c#line1138 =_=_ Explosion Magical explosions result from the destruction of a magic trap or from attempting to place a wand of cancellation, bag of holding, or bag of tricks into a bag of holding. Magical explosions that cause damage to nearby squares result from breaking most types of wands. A frosty explosion results from breaking a wand of cold or from casting at Skilled or better. All such explosions damage surrounding squares. Frosty explosions do cold damage to creatures without cold resistance, destroy potions, and freeze water and lava. =_=_ Restful sleep =_=_ Eric S. Raymond Eric Steven Raymond (born December 4, 1957), often referred to as ESR, is a computer programmer and open source software advocate. He is the author of the NetHack Guidebook, and was a member of the core DevTeam for NetHack 3.1.0. Raymond's name became known within the hacker culture when he became the maintainer of the "Jargon File". After the 1997 publication of important essay on programming "The Cathedral and the Bazaar", Raymond became, for a number of years, an informal representative of the open source movement. =_=_ Missile weapon Please don't add information to articles if you haven't confirmed it to be true. If you aren't sure about something, make a suggestion on the talk page. -- Killian 03:09, 25 May 2008 (UTC) =_=_ Gehennom mapping Gehennom contains a large number of maze levels. Maze levels always fill the map, unlike dungeon levels, and you can only map a few squares per turn by wandering around. Digging is slow, because wands or spells of digging can only dig 1 square per-shot on a maze level. This has given Gehennom a reputation as a slow and boring phase of the game. But the amount of work involved can be greatly reduced by good strategy. Depending on your role and equipment, Gehennom mapping can be made a lot faster, but writing and using a lot of magic-mapping scrolls uses up marker charges, which is a luxury that can't always be afforded. Thus, most players will want to expend minimal resources on it—wishing up a spellbook of magic mapping is not cost-effective unless you really have wishes to burn. Typical application of the alternate level method is: you arrive on level N+1 by the stairs, so you know where the upstair is. Step aside & dig down, falling through to level N+2. Map N+2; go to the upstair, go up, and you now know the downstair for level N+1. Go back down, go to the downstair for level N+2; go down to N+3. Rinse and repeat. One caveat with this strategy of mapping only alternate levels is that later on, when you are dragged down by the mysterious force, you may land in an unmapped area of the level. Therefore, it is a good idea to have teleport control so that you can teleport directly to the upstairs when this happens. If the castle is at level C, you may need to map all of C+9 to C+13 to find the upstair leading to Vlad's (which can't be found via the alternate level method). If you aren't short of mapping, do them all as you encounter them; if you are tight for resources, do C+9, C+11, C+13 as per the method, and only go back and do the others if you haven't found the stairs for Vlad's yet. If you are happy to be spoiled by reading the Gazetteer, or have played through Gehennom before, you'll know the layout of the major demon lairs (listed on Special level). So you know where the downstairs are on those 4 levels, and know roughly where the upstairs are. So you can treat those levels as already-mapped; if you find a demon lair on level N, you can restart the alt level method from there, mapping N+2, N+4 etc. Most players will want to avoid magically mapping the level with the vibrating square. So once you are below the fake wizard's towers, switch to just digging down until you hit rock bottom. Hopefully that's in just 1 or 2 levels, otherwise you have a trickier job heading up mapping to find the upstairs (you could level teleport back above after finding the VS and go back to applying the alternate level method, once you know which level the VS is on). Wishing up a spellbook of magic mapping simply isn't worth it - wish for a magic marker and write Scroll of magic mapping as you need them - cheap to write. If playing a wizard, while you can write a spellbook of magic mapping, this is normally not cost-effective; for the ~36 marker charges it uses on average, you can instead get 6 mapping scrolls, so assuming you have around two mapping scrolls already in stock (you'll usually have found a few during the game so far), you get maybe 8 mapping scrolls total which is enough for Gehennom using the alternate level method. And the cost is on-demand instead of up-front, so if you suddenly desperately need something else instead, you haven't used up the option; and mapping scrolls can be squeezed out of almost-exhausted markers, whereas the magic mapping spellbook needs a marker with 50 charges to be safe. This is the main strategy. Most players will have a magic marker, by finding or wishing; most will also have found 2–3 mapping scrolls by chance earlier in the game. If you can't afford enough mapping scrolls, next best is clairvoyance. The spell requires only basic skill in divination to cast well. In your mind divide the level up into roughly 8x2 chunks, aim to get to the middle of each chunk and cast the spell to minimize overlap in the 10x10 area revealed. It reveals the layout of the maze and reveals any stairs in range. You can also get clairvoyance as an extrinsic or temporary intrinsic. This causes the same effect as the clairvoyance spell, but it occurs at random intervals instead of under the player's control. This doesn't cost any magic power or require any magic skill. The best way to use this seems to be to wander around like you are manually mapping, but don't worry about exploring every corner and instead try to push into new areas so you get more mapped by each random clairvoyance. To get temporary clairvoyance, donate 200*XL to the priest of Moloch in the Valley and get clairvoyance for 500-999 turns per donation. (You should drop all your gold first and pick it up gradually, because you will not get the effect if you do not give more than half of your visible gold.) Two or three donations can give you enough time to map out a significant portion of Gehennom, especially if you go relatively quickly to minimize the amount of overlap of each automatic "firing" of the clairvoyance. Wizards can get extrinsic clairvoyance by wearing a cornuthaum. This certainly isn't worth a wish, though, since you can wish for a marker and write magic mapping instead. Note that the Amulet of Yendor also gives extrinsic clairvoyance when carried. But once you have the amulet, you can't do the alternate level method, and you are being harassed by the Wizard, so most players will prefer to have mapped out Gehennom before that. The Eyes of the Overworld are better than a lamp, but certainly not worth wishing for just to help mapping—a magic marker to write mapping scrolls is a better wish. Manual search does have advantages. Firstly, Gehennom has a fair amount of equipment lying around - and if you are short on mapping scrolls and marker charges, perhaps you are short of kit generally. Blessed potions of object detection can be used to detect items around the level & reveal the type of some items; as you are wandering around the level, and the stairs are just as likely to be in one place as another, you might as well start by heading towards any interesting items. Watch out for fire traps - if you don't have intrinsic searching, you are likely to get burned a few times. If you have high Luck and bless your cloth/leather armor items, they are unlikely to get burnt. If you have cold resistance, telepathy, teleport control and enough sources of teleports (ideally the teleportitis intrinsic) then you can let Asmodeus find all the upstairs and downstairs in Gehennom for you once you have found his lair. The cold resistance is needed so that Asmodeus can't hurt you as you chase him up through Gehennom. With Asmodeus next to you, level teleport to the vibrating square level (specifying level 70 should work). Hit him until he teleports away to the upstairs, and use telepathy to see where he is. Teleport next to him and hit him until he runs upstairs. Follow him and repeat this procedure until the stairs on every level are located. It is a good idea to use a stethoscope to make sure you don't accidentally kill him. So I'm a new player of NetHack. I've been playing as an elven ranger for maybe around two months, and I can never get over the Mines or the Oracle level without getting killed by a unicorn or a dwarf with a wand of magic missile or something similar. Are there any useful gameplay tips I could use? To use the altar, first I find a ring of slow digestion. Then dig around the altar to make a big room and I sacrifie every monster. I collect all the potion I can. The useless one, I dip them in foutain to dilute them. Then I put them on the altar, I pray - > it gives some holy potion. Then every single potion of healing (simple / extra / full), I bless them and I drink them when I was at my maximum. And I do it again and again and again. Now, I am level 17 with 234 hp (for a wizard, that is a lot). In the same way, I bless a lot of scroll, magic lamp (to get a wish) and many other things. Things are much much powerfull when blessed. =_=_ Talk:Guidebook The d20 system referred to is edition 3.5 of the (A)D & D rules. Without cross-checking release dates, the reference to AD & D in the guidebook must be to first or second edition, because these were the only versions that included the word "Advanced" in the title. http://www.mjyoung.net/dungeon/char/weap033.html contains one person's report of the contents of the weapons table in first edition AD & D. As you can see, the table contents correspond much more closely to what can be seen in nethack. Following the data in the above link to make the more relevant comparison of nethack to AD & D edition 1: In essence, comparing nethack to d20 merely demonstrates how much the (A)D & D rules have changed, which is off-topic for a nethack wiki. Also, from my recollection the small/medium and large damage categories in edition 1 did indeed refer to target size, not weapon size. I believe this change came in 3rd edition, so would not be in "Advanced" D & D, although the only support I have for this is a joke in the online comic Order of the Stick. Im a longtime (A)D & D player as well as a NetHack player. I have most of the 2nd and 3rd edition books and some 1st. I can tell you that the AD & D weapon tables referred to in the guidebook are the AD & D 2nd edition tables. They are nearly a direct match including all the weird polearms, which only existed in 2nd ed. On the mainpage someone asked if someone with a reliable AD & D source would copy the tables. If it would assist the wiki, I am more than happy to do so. I dont know markup well so someone else would have to format them into the main page but I can provide the values and weapon names directly from Unearthed Arcana and the Players Handbook. Please let me know by dropping a note on this talkpage. And yes to the above user it did refer to damage vs monster size, not weapon size. =_=_ Talk:Eric S. Raymond =_=_ Talk:Explosion There are explosions and things that explode in nethack that are more limited in their area of effect and as far as I am aware don't display as an explosion in the user interface (ones I can think of enumerated below). Do we need some kind of disambiguation? =_=_ Monster spells =_=_ The foo shudders Hi! Welcome, and thanks for contributing to NetHackWiki! Could you please create an account? It helps us keep spam down, because we don't have to check the edits of known-good users. It also provides more privacy for you. Our style guide and How to help pages are good starting points. --Rogerb-on-NAO 21:48, 27 May 2008 (UTC) Hi! Welcome, and thanks for contributing to NetHackWiki! Could you please create an account? It helps us keep spam down, because we don't have to check the edits of known-good users. It also provides more privacy for you. Our style guide and How to help pages are good starting points. --Rogerb-on-NAO 23:27, 27 May 2008 (UTC) =_=_ The sceptre of might =_=_ Sacrifice gift =_=_ Amulet of yendor =_=_ You hear several slurping sounds =_=_ The gelatinous cube engulfs foo =_=_ The gelatinous cube engulfs several objects =_=_ Spellcasting (SLASH'EM) Spellcasting in SLASH'EM is different from that in vanilla NetHack in a number of ways. SLASH'EM adds new spells, changes the difficulty of some existing spells, and has different limits on which roles can cast which spells. SLASH'EM spells, like vanilla ones, are organized into schools; but SLASH'EM has Protection instead of Clerical, and Body instead of Escape. Reading a non-cursed spellbook is always successful in SLASH'EM, unless it has no charges (see below). Cursed spellbooks still have the usual negative effects, though. Spellbooks are chargeable in SLASH'EM, much like wands or tools. Contrary to what one might expect, charges do not represent how many times the book can be read before fading (it's always 30 times). Instead, charged spellbooks can be read more easily: when reading a non-cursed charged spellbook, one charge is consumed, and "The words on the page seem to glow faintly." This allows you to read the spellbook normally should you fail the reading roll (for uncursed spellbooks), and triples the reading speed otherwise. Spellbooks are normally generated with 2-4 charges. They follow the same recharging rules as wands (including the distinction between directional and non-directional spells, strangely enough), except that a recharge has only a 50% chance of incrementing the recharge counter. Blanked or faded spelbooks retain their charges and recharge count, although both will be set to zero after writing on them. Successfully reading a spellbook will grant knowledge of the spell for 10,000 turns. Re-reading the spellbook for a known spell will increase the timeout by 10,000 turns if the timeout is below 60,000 turns. A successful casting of a spell will also increase the timeout by 500 turns. Finally, the Reinforce memory technique possessed by Wizards, Flame mages, Ice mages, and Necromancers will increase knowledge of a usable spell by 10,000 turns. Thus spellbook management is significantly more lenient in SLASH'EM than vanilla NetHack, as any spell that is successfully cast every 500 turns will never be forgotten. Spells that are likely to be used often, such as a Wizard's magic missile, can simply be read once and abandoned. Careful spell management can allow a spellcaster to completely avoid the task of both carrying heavy spellbooks and maintaining a stash of more spellbooks. If you do not have enough energy to cast a spell and are at least skilled in that school, you will be prompted to cast the spell anyway. Doing so will drain all of your remaining power. For each additional point of power needed to cast the spell you will lose 1 HP and 2 nutrition, however this will not drain your nutrition below 1. If you are killed by the HP loss, the cause of death will be given as "spellcasting exhaustion". Finally, if you are not an expert you will also abuse wisdom. SLASH'EM is generally more permissive than NetHack in terms of spell skill limits; several roles can reach at least Basic in all schools. Skill \ Role Arc Bar Cav Fla Hea Ice Kni Mon Nec Pri Ran Rog Sam Tou Und Val Wiz Yeo Attack b S - S b b - b E b - - - - - - E - Healing b - - b E S S E - E b - - - - - S - Divination E - - E b b - b - E E S - b - - S - Enchantment b - b b b E - S - b - - - b - - S S Protection b - - b b S S E - S - - S - S - S S Body b S - S b b b b - b b S - S S b S b Matter S - S E b E - b E b - S b - b E S - Stat I I I I W I W W I W I I I I W W I W Overall, the robe of power is less than half as effective than a robe in NetHack, and doesn't boost success rates for already good spellcasters (unless they're wearing metallic armor). Due to that, Barbarians can't ever achieve reliable casting, and Cavemen can only achieve reliable casting with their special spell while wearing a robe of power. =_=_ User:Handrocles/Keybindings =_=_ Curved sword =_=_ Talk:Potion of oil One interesting aspect of identifying a potion of oil is that if you have no applicable items apart from an unidentified potion of oil then when you hit "a" NetHack asks you "What do you want to use or apply [*]" which can be used to indirectly identify a potion of oil in a shop without buying it. --82.18.65.37 23:04, 2 June 2008 (UTC) The highlighted method of identification is apply the potion of oil to light it; but, oil doesn't work on charge system like a can of grease. How does setting the potion alight (once) affect its subsequent applications? --FJH 18:54, 19 March 2011 (UTC) =_=_ Improvise Howdy, I started NetHack in junior high school 12 years back, never got anywhere. Entered a score tournament in March, YAFA on 1st of april, 2008. Most notable event: lost the Eye of Aethiopica. Yes, I seriously lost it. Whoops! Ascended on NAO Sun, 11 May 2008, 09:18:01 ATM working on NetHack competition for Vectorama, a 4-day LAN party. There will probably be sections for max score, best death, most artifacts, at least. I can be reached on #nethack in freenode, if you want to share experiences ;) The competition worked, we got NAO diffs (thanks paxed!), and worked out dgamelaunch. Quite a surprising amount of issues for a simple install, really. When the server comes back up I'll start working on a checklist for non-developer installers ;) Ascended Bar Orc Mal Cha, Pri Hum Mal Neu and Mon Hum Fem Neu. Sadly, NAO lags too much for me to play comfortably so I switched to a local server. =_=_ Magic resistance (monster) Monsters have innate magic resistance, also known as MR. This is separate from the magic resistance provided via various worn or carried items. Monsters' magic resistance allows them to resist various attacks, generally of a "magical" nature. It is handled by the resist() function. If a monster successfully resists an attack, it takes roughly half damage. Monsters can also gain player-style magic resistance by wearing a cloak of magic resistance, gray dragon scale (mail), wielding/carrying Magicbane, or using certain quest artifacts. In addition, a few monsters have it intrinsically, separate from their monster MR. However, its scope is loosely smaller than monster magic resistance. For example, taming and conflict are not affected, while polymorph traps become ineffective. Neither type of magic resistance will protect monsters from level teleporters. Players cannot ever gain monster-style resistance, e.g. through polymorph. Players must instead rely upon magic cancellation and magic resistance, which can complicate forms that cannot wear armor. MR is given as a number from 0 to 100. This is frequently given as a percentage, although this is not entirely accurate. which is only equal to MR as a percentage when attack and defense level are equal. Zero MR monsters will never resist. All this also determines the chance monsters (including pets) resist conflict. Conflict always counts as ring. < !-- even if it stems from the Sceptre of Might-- > So at level 30, the Riders are truly completely magic resistant, but and can be affected if their level is drained ( is resistant to drain life). FIQHack and NetHack Fourk call this willpower to distinguish it from magic resistance, and xNetHack calls it magic saving throw. Except for this, it generally works the same as in vanilla, except that in FIQHack, the attacker bonus from wands depends on wand skill. =_=_ Foo resists =_=_ Template talk:Monsymlink Several pages that mean to link to the monster Death lead to the page about character death instead. The monsymlink template has no way around this. The best I can think of is: Note that in the case of Death, it used to be about character death, then both that and the monster, then it was a symlink to Riders, then it became about character death... =_=_ Talk:Death (character) This page has been both in the past; currently both meanings point here in many cases. Clearly one or the other is more important for different people. I propose that this page is moved to "Death (character)" and "Death (disambiguation)" is cleaned up and moved here. Then at worst links to "Death/death" link to a disambiguation page, rather than the wrong page. This is per NetHackWiki:Style guide, as it seems neither use dominates. I've been looking around, and it seems that there's no single list of the various death messages in NetHack and how they happen. ADOM has such a list, and I think this wiki needs one, too. --Luigifan18 (talk) 19:28, 11 November 2016 (UTC) =_=_ Expel =_=_ Expelling =_=_ Template:Monarticle =_=_ Talk:Welcome message As a Valkyrie, I also experienced the translated "Farvel level 10" when level-drained by a wraith. --82.18.65.37 21:16, 4 June 2008 (UTC) =_=_ Talk:Hiding Don't forget that if you search (typically via searching) then you have a chance of finding hidden monsters. --82.18.65.37 23:26, 4 June 2008 (UTC) =_=_ MC3 =_=_ Hostile =_=_ Talk:Foo =_=_ Talk:Saddle Referencing to "saddling" are arriving here (such as from Fumbling) but with no information. Riding mentions the existence of the saddling action but with no further information.--PeterGFin 17:42, July 20, 2010 (UTC) Can nymps and foocubi remove cursed saddles from your steed? I would think that they could, no? probably not all that reliable that the nymph plays with your mount rather than taking your SDSM, but the article says "only ways to get unstuck", not "reliable ways".Derekt75 12:44, 4 January 2012 (UTC) =_=_ While engraving your hand slips =_=_ Scare Scaring monsters, causing them to flee, can be useful in many cirumstances. A fleeing monster will generally try to move away from your position in a random direction. However, it can still use ranged attacks, including offensive wands and breath weapons, and melee attacks if the monster happens to be next to you. Technically, NetHack has two different properties: scared and fleeing. Fleeing behavior is what players generally see. It is caused by scaredness and has 4% chance per monster move to wear off, unless it has a predetermined duration. It is usually the reason when liches, named demons etc. won't follow you down the stairs. Scared prevents all attacks and is probed by a stethoscope. It lasts only the one turn < ref > Monmove.c#line513 resets scaredness after each monster movement. < /ref > the monster is next to Elbereth, the player is playing a tooled horn, or similar. Does not work on angelic beings, s, or the Riders, as well as any minions sent by a god. Does not work if you have sinned or worse. Affects only hostile monsters. Requires suitable terrain. You cannot engrave with anything (other than certain wands) while levitating. Will eventually degrade. Does not work on blinded creatures with eyes, humans or elves, angelic beings, s, or Riders. Does not work in Gehennom or the Endgame. Breaks illiterate conduct if you engrave it yourself. Affects only hostile monsters. Requires suitable terrain. Needs to be re-blessed to be reusable. Can be burned by fire. Does not work on the Wizard of Yendor, angelic beings, or Riders. Constant 25% chance of failure. Does not affect shopkeepers, lights, s, or monsters that are blind, have no eyes, or are protected from blinding by an artifact. Attack blinds the affected monster. Cameras cannot be used underwater. Cannot affect humanoid monsters, blind monsters (with or without eyes), unicorns, or sleeping monsters. Constant 20% chance of failure. Some useless special cases. Mirrors do not work underwater. Available only to Priests and Knights. Cannot be done in Gehennom. Works only on undead, and demons if the player is level 16 or higher. Will destroy undead instead at higher experience levels. Makes you helpless for 5 turns, and you can be freely attacked by non-undead monsters during that time. It is therefore usually a good idea to engrave Elbereth before you begin using this ability. Shattering occurs at most 2.5% of the time, less if your weapon is eroded, and even upon a successful shattering the monster only flees 75% of the time. You must be wielding a two-handed weapon and be at least skilled, or be a Samurai wielding a katana with nothing in your other hand. Leprechauns are not technically scared, however the intent and result are similar to the case of stealing an item, and much of the movement code is shared. It is harder to acquire the leprechaun's gold, and leprechauns are rarely dangerous anyway. These creatures are only ever generated to initialize watery levels. The only time you are likely to see them out of it is due to a polymorphed monster or reverse genocide. A fleeing monster will usually try to get further away from you unless it is trapped or eating. However, it will retrace its steps only around 25% of the time; if you scare a monster in a narrow corridor, it will have nowhere to go and just stand still, attacking you. < ref > Nitrohack and DynaHack fix this bug. < /ref > A fleeing monster may attack you in melee if it blunders into you when you are invisible or displaced, or if it is confused, stunned, blinded, or cornered. Monsters will never melee when adjacent to a square they think is protected by sanctuary, Elbereth, or a scroll of scare monster (or an altar if a vampire). There is no single perfect method of scaring enemies; all methods either allow monsters to resist or have significant exceptions. Thus it pays to keep multiple methods available. For example, sanctuary or Elbereth will not scare a ki-rin, but because this angelic being is not humanoid, applying a mirror will scare it 80% of the time. A high-level player might scare it with a spell of cause fear, but this will be successful less frequently than the humble mirror. Typically, you can rely on Elbereth in the early game, until you start meeting hostile humans or elves. Lower-difficulty monsters in this group typically have little or no magic resistance and can be scared by an instrument, spell, or wand. Later in the game, higher-difficulty angelic beings and humans or elves have higher resistance and are thus harder to scare; however, at that point you will not need to scare monsters as often in order to survive. The utility of scaring a monster depends on its behavior. If you want to avoid a monster's melee attack, scaring is is very useful. This makes it ideal for creatures such as s and s. Once you have magic resistance and cold resistance, however, scaring an is of dubious benefit. =_=_ Flee =_=_ Scare monster =_=_ Cause fear =_=_ Fear =_=_ Scaring =_=_ Fleeing =_=_ Talk:Pudding farming Has anyone ever heard of something called PuddingBot? I have heard mention of it a few times, but cannot find any hint of it online. KiTA 02:56, 8 June 2008 (UTC) Also heard of it a couple times, but don't have time to look into it more deeply. I also heard it was written separately from TAEB. 98.227.74.29 05:06, December 17, 2009 (UTC)Shadowpho98.227.74.29 05:06, December 17, 2009 (UTC) In SLASH'EM, can't you get death drops out of the puddings using a polytrap? (Or the polymorph spell, for that matter.) --220.255.2.117 11:11, 13 June 2011 (UTC) Can you get other corpses that you can use undead turning on, and get death drops from the resulting monsters? Or can you get eggs that will hatch? Other useful things may be produced too. What about stoning the puddings and polymorphing the statues, then casting stone to flesh on them? Can you get death drops that way? I agree with the removal of the second screenshot - it wasn't that necessary, and looked very cluttered. I'm not vastly fond of the first one either, though: it shows a brown pudding farm (not what one usually is thinking of when referring to pudding farming), and unless I'm mistaken it shows a lot fewer puddings than the average farm. Could anyone make a screenshot of similar size that shows a more typical example? -Ion frigate 06:16, 16 January 2012 (UTC) =_=_ Oops! =_=_ Breath Many monsters have breath weapons which they can deploy against you as a ranged attack. Breath weapons are often vexing to low-level characters who do not have reflection or the appropriate resistance. In 3.6.1 and later, pets can use their breath weapons against both hostile and peaceful monsters. Unlike melee attacks, they can sometimes target monsters of much higher level than themselves, although attacking anything 5 or more levels higher that the pet is increasingly unlikely. Pets are much less likely to use a breath attack if they're hungry. They will avoid to breathe in your (or other pets') direction, assuming you are not invisible or displaced and they're not confused. However, they can still hit you on a rebound. =_=_ Talk:Scroll of enchant armor Have rewritten all of it, and included a complete detailing of effects. I think this format is more useful than the verbose discussion, as when trying to remember what happens if I read a cursed scroll of enchant armor whilst confused and wearing Dragon Scale Mail is easier to look up. (Answer; nothing, you can't remove erode proofing of dragon armor). There is probably a place for a Tips section detailing how people often use the spell, though that is covered in the first few paragraphs. Zaffle 04:28, 9 June 2008 (UTC) I noticed this yesterday while playing 3.6, and just confirmed it in Wizard mode. I'm not sure if it's the intent of the DevTeam, or a bug. I put this here in case it's a bug. I was playing as a low-level Wizard last night. Picked up two scrolls with the same name, but that wound up in different inventory letters. OK, I thought, I can live with a cursed identify. I didn't BUC check them, and wound up reading a cursed scroll of enchant armor. My cloak of magic resistance is now cursed and -1. No big, I thought. I'll read the other one to bring it back to +0 and uncurse it. However, while it did go back to +0, the cloak is still cursed. I've also confirmed this with a studded leather armor: cursed scroll curses it, uncursed scroll raises the enchantment but doesn't uncurse it. Blessed scroll will still bless the cursed armor. Lines 1061-1067 in read.c indicate that reading an uncursed scroll of enchant armor while wearing cursed dragon scales will not only harden the scales into scale mail, but remove the curse. I've also confirmed this behavior in Wizard mode. =_=_ Breath attack =_=_ Breath (disambiguation) =_=_ Breathing =_=_ Talk:Minetown Somebody added "obviously" to the 1/3 chance the temple is coaligned. It would be obvious for randomly generated temples, but not for ones in a fixed layout level. The temples in the Valley and the Wizard and Knight Quest are never coaligned. Minetown is the only fixed layout level I know of to have coaligned temples at all. What is the easiest way to get rid of the priest in the early game? Standing on an Elbereth far away and firing loads of rocks don't really cut it for me. The Sokoban scrolls of earth do come in handy here. If there is an easy solution, I'll add it as wizard-specific advice (- > magicbane) to the article. Tjr 12:13, 24 April 2009 (UTC) Breaking the doors that are on the side of the town that are only in the middle of the town does not seem to make watch angry?Newtkiller 13:43, June 14, 2010 (UTC) Does breaking this sink anger the watchmen? What about if it turns into a fountain and then you break that? --AileTheAlien 05:18, 15 February 2011 (UTC) I just added the minetown comparison section, and smashed into it an analysis of item generation. In the process, I noticed the "20.6% chance of at least one magic lamp in minetown lighting shop" claim in the strategy section was wrong. You CAN expect 0.206 magic lamps in the average minetown lighting shop, but that's not the same thing as there being a 20.6% of at least one. As jilles on #nethack pointed out to me: "[17:56] < jilles > for example, if the distribution were 10.3% chance of two magic lamps, otherwise no magic lamps". His distribution ALSO gives a figure of .206 expected magic lamps, but it would clearly be wrong to say that there is a 20.6% of at least 1. In addition, another figure I found is 6.429 stacks of items on average in minetown general stores; If we used the method we would say that there is a "642.9% chance of at least one general store item stack in a minetown general store". HOWEVER, and maybe it's just because I need a break, but I'm not sure how to find such a probability correctly. What IS the percent chance of finding at least one magic lamp in minetown? What is the distribution of magic lamp numbers? It could, conceivably, be as high as 9 in a lighting store and more in the general and tool stores, or as low as 0. (The average is definitely < 1.) The article mentions an orc-overrun version of minetown in UnNetHack. 3.6.0 seems to have added that as well. I can't confirm any specifics (e.g. the altar to moloch), since I have no way to get inside. -- Qazmlpok (talk) 01:48, 18 December 2015 (UTC) These three screencaptures are my source for a few of the relevant recent edits I've made based on something odd I encountered in a previous game. As you can see, the orc zombie is named like any other and was even carrying appropriate loot. I feel like this is an unintended behavior, but I can't be sure. --Umbire the Phantom (talk) 06:30, 12 January 2020 (UTC) =_=_ Talk:Breath Should it be moved to "Breath"? It seems to me that this is a case where "one meaning dominates the others", so deserves the page, per the style guide. Unfortunately I have edited that page (Doh!), although it has always been a redirect, so it will need sysop priveleges to do. If we do this, I would suggest moving Breathe to Breath (disambiguation), and pointing to that using Template:Otheruses. =_=_ Staff =_=_ The white unicorn's recently regrown horn crumbles to dust =_=_ The gray unicorn's recently regrown horn crumbles to dust =_=_ The black unicorn's recently regrown horn crumbles to dust =_=_ Omnivorous =_=_ Sigil of control Sigil of control is a SLASH'EM technique. When you fire off a spell or zap a wand that has the ability to bounce of walls, using this technique will most of the time let you specify the direction of the bounce. When this technique is used with the sigil of tempest, you will be able to control the explosion as if you cast or at skilled level or above in vanilla NetHack. =_=_ Human (monster attribute) Human is a monster attribute that indicates that a monster should be considered human. < ref name="M2_HUMAN" > monster attribute M2_HUMAN < /ref > It has many effects, but most significantly it helps determine whether your actions constitute cannibalism, same-race sacrifice, or murder. The human attribute should not be confused with the monster symbol, even though they overlap significantly. For example, Kops are human but not , and elves are but not human. =_=_ M2 HUMAN =_=_ Template:Randomvariable =_=_ Amulet of esp =_=_ Your position suddenly seems very uncertain =_=_ Your velocity suddenly seems very uncertain =_=_ You seem slower =_=_ You seem faster =_=_ Schrödinger's cat =_=_ Talk:Mazes of Menace It might be worth saying something on this page about the extent to which the locations of special levels are indepentent of each other. For example, Medusa's Island is always above the Castle, whether the stairs to Vlad's can occur on the same level as the Wizard's Tower or FakeWiz, etc. --Andronikus 17:23, 11 June 2008 (UTC) There was a hand-drawn map of the dungeon branches that I think would make for a good bit of trivia, here, as fan-art. I have no idea of it's origin, least of all it's license, and my searches are & gbv=2 & tbs=isch%3A1 & sa=1 & q=mapbw.jpg+nethack fruitless; I wouldn't feel right uploading it here. Though if anyone can find that out I know my way around raster image editors—and I can fix up it's crudeness significantly (see the modified version below). I can tell you this image is quite old, for the internet at least, going back several years (I believe I have a copy on my drive of at around five years ago). I'll be back here—eventually—to add an image of the illustrated branches, and it'd be (perhaps slightly, perhaps heavily) based on this image in question. Then it'd look great, and be enough for me to say it's my own work (which it would be!). A graphical outline, akin to the ASCII outline presented on this page, would be nothing, both in it's making (quite easy) and it's point (as there is no real reason for it to exist). What I mean is an active illustration. And I do mean just a thumbnail, here, at that (it'd be 250kb, at least). I like the text-based map here but I think you should include maps such as this for, say, SLASH'EM's mazes of menace, or other variants. Or something. -Anon According to JUBILEX.DES, the level can have a branch (wich can be in the left region, similar to the downstairs), and I don't find any code that should prevent this (If at all, it could only prevented while working through the DUNGEON.DEF, so if there would be something wrong with the level, this would probably cause a panic). In the worst case, the guarantied island on the left side should also support two staiways, because it is 4 tiles big. But the article say it cannot have the branch (and I never played a game where the branch was in Jubilex' Level). Has anyone ever played a game with the branch in Jubilex' level ? --79.225.105.73 00:33, 18 May 2014 (UTC) =_=_ MediaWiki:Sitenotice =_=_ MediaWiki:Sitenotice id =_=_ You hear the wailing of the Banshee =_=_ Elf, your life force is running out =_=_ Wizard, your life force is running out =_=_ Valkyrie, your life force is running out =_=_ Elf, all of your powers will be lost =_=_ Wizard, all of your powers will be lost =_=_ Valkyrie, all of your powers will be lost =_=_ Elf is about to die =_=_ Wizard is about to die =_=_ Valkyrie is about to die =_=_ Staff of aesculapius =_=_ The staff of aesculapius =_=_ Talk:Nurse It would seem, from Wizard mode experimentation, that when a nurse hits you after being cancelled (and I tried before cancellation... she healed me) the nurse's hits do hurt you. Aeronflux 01:38, 9 September 2008 (UTC) The current version doesn't mention whether nurses can do damage to healers; IIRC they won't (unless possibly cancelled?). -Actual-nh (talk) 20:37, 2 August 2021 (UTC) =_=_ But wait =_=_ Foo's medallion begins to glow =_=_ Breathe =_=_ You feel much better =_=_ Breath weapon =_=_ Talk:Breath weapon =_=_ Talk:Death =_=_ Death (disambiguation) =_=_ You die =_=_ File:Enlightenment.png =_=_ Death (monster) =_=_ Monster class All monsters belong to a monster class, based on the default ASCII monster symbol that represents them. For some classes, such as or , the symbol is almost all that unites them. Other symbols represent monsters that share much in common, such as or . Additionally, some classes have individual members that are in many ways an "odd one out", such as s and s. A blessed scroll of genocide allows you to wipe out some or all the species of a certain class. You can change the appearance of each class with the < tt > monsters < /tt > option. A common change is to display ghosts and shades as or instead of to make them more visible. However, this has no effect on the behaviour of genocide. These descriptions are given in the game when you examine monsters with the far look or what is commands. Some of the in-game descriptions are incomplete; extra information is italicized. =_=_ Human (starting race) You can play NetHack as a human. You will see yourself as , and are considered the human or elf monster class for game purposes. Humans are the standard by which the benefits and restrictions of other races are measured; thus in many senses, they have no benefits or restrictions. They start with no intrinsics. They suffer the penalty for cannibalism if they eat any monster with the human monster attribute. No monsters are more inclined to be peaceful toward human players. Gnome and orc monsters will be hostile toward human players. Humans may be any alignment and take any role. Their attributes are mostly average, though their maximum Strength is high. The following table outlines their maximum (unaided) attribute levels. Humans have no special advantages - while they should generally follow the strategies for their chosen role and alignment, they may need to compensate for a lack of advantages that other playable species have. Their lack of infravision in particular makes telepathy or a light source necessary resources, especially when traversing the Gnomish Mines early on. In terms of the Mines, they should also be wary of the inhabitants - most dwarves will not mind lawful humans, but will attack human heroes of other alignments, while gnomes do not care for humans regardless of alignment. =_=_ Fatal =_=_ Hero =_=_ Unique =_=_ Wizard (disambiguation) =_=_ Bug =_=_ ASCII character =_=_ Magic candle A magic candle is a tool that appears in SLASH'EM. It appears simply as a candle when unidentified. The Candle of Eternal Flame is an artifact magic candle. Attaching a magic candle to the Candelabrum of Invocation will revert it to a mundane candle, and burns for slightly longer. The magic candle's light radius and high base price of 250 zorkmids makes it trivial to informally identify. As a permanent light source, magic candles are particularly useful for polearm and lance users (such as Yeomen and Knights) and jumping players. Unlike a magic lamp it is much lighter and can be wished for, allowing you to freely rub the lamps for wishes - this also means less reliance on the Candelabrum for late-game jumping. =_=_ Eric Steven Raymond =_=_ Eric Raymond =_=_ ESR =_=_ Undiggable =_=_ Talk:Death drop This page gives object frequencies for regular dungeon, Gehennom, and the Rogue level, but no mention is made of whether these are affected by other locations, such as the Gnomish Mines, various quest levels, Fort Ludios, demon lairs, etc. It might also be worth mentioning whether or not special rooms (shops, cockatrice dens, beehives, anthills, swamps, etc.) can change these probabilities. Intchanter 02:45, June 9, 2010 (UTC) This page seems awfully blank; I was thinking perhaps trying to make the page list it in several columns, or at least adding something for the tables to actually be embedded next to. Not sure what, nor how helpful it'd actually be, though. What about the special-cased items from golems, are they also death drops? Pacifists do get them. --Tjr 19:57, 3 August 2011 (UTC) =_=_ Source talk:NetHack 3.4.3/dat/rumors.fal If rumour 129 was true, then it would be false, since it claims to be misleading. Therefore it is false, and all rumours are as misleading as it is ;-) --80.175.250.218 14:50, 18 June 2008 (UTC) =_=_ Pill A pill is an item introduced in SLASH'EM. It can refer to white pills, which are only found inside medical kits, or to pink pills which are found on their own. The four negative effects may be resisted, or fixed with a unicorn horn, making pills a safe, albeit unlikely, way of getting a wish. If any of the negative effects are resisted, you will get the message "Hmm. Nothing happens." SpliceHack has pink pills which are mostly the same as in SLASH'EM, but do not grant wishes. The other six outcomes remain equally likely. =_=_ Doppelgänger =_=_ Player monster Player monsters cannot be tamed, but can be made peaceful. All player monsters will be referred to by the role's appropriate rank title for their level. Each player monster will have certain characteristics based on their corresponding role as well; for example, player monster valkyries will have cold resistance similar to a starting valkyrie, while player monster rogues have an affinity for gold. They will also have one or two weapon attacks, partly based on their role's ability to twoweapon (or lack thereof). Player monsters are not randomly generated, and are thus rarely seen; some may appear in the home level of various Quest branches as a result of quest guardians growing up via a potion of gain level. In every game, a number of tough and well-equipped hostile player monsters await the player on the Astral Plane, with randomly selected names based on members of the DevTeam. Using undead turning on a player corpse (e.g. from bones levels or the Valley of the Dead) or stone to flesh on a player statue (e.g. from bones or Medusa's Island) revives the corpse/statue as a player monster. Player monsters matching the player's role may also be summoned by reading a cursed scroll of genocide while confused (which "reverse genocides" yourself). Normally-generated player monsters (i.e., those on the Astral Plane) will be given a weapon, 1d3 random offensive items, 1d3 random defensive items and 1d3 random miscellaneous items. By default, the weapon will be a either a long sword or a random melee weapon (chosen according the standard random object generation odds) with equal probability. However, the various types of player monsters may, with varying odds, have the weapon replaced with one appropriate to their role. The overall weapon choice odds of different player monsters are: The weapon's enchantment will be random between +0 and +3 (or between +4 and +8 if on the Astral Plane), and it will be either erodeproof or greased (but not both) with 33.3% probability each. Player monsters on the Astral Plane will have a 50% chance of having their weapon converted to an artifact if possible (i.e., unless there are no artifacts of that type or all artifacts of that type have already been created). Wizards who receive Magicbane this way will have its enchantment reduced to between +1 and +4 (since Magicbane is considered less effective if overenchanted). Player monsters on the Astral Plane will also carry a Cheap plastic imitation of the Amulet of Yendor, 1d10 random objects, 1d1000 gold pieces, 1d3 (66.7%) or 1d16 (33.3%) random valuable gems, and a set of armor representing an ascension kit. They may also carry a luckstone with 6.7% or a loadstone with 3.3% probability (but never both). Player monsters on the Astral Plane receive the following armor: Each piece has a 33% chance of being blessed and a 22% chance of being cursed, and its enchantment has a 60% chance of being +0 to +4, a 30% chance of being +4 to +7 and a 10% chance of being -1 to -3. On the Astral Plane, player monsters are a source of YASD, as they may be generated with Vorpal Blade if it has not appeared in a game, which can cause instadeath by beheading. Be very wary of engaging one in melee until you are certain what they are wielding. In FIQHack, bones which would normally have created ghosts have a 66% of replacing the ghost with a player monster instead. These retain all the stats of the late player (HP, Pw, intrinsics, spells, etc.) and retains the inventory without a 80% of each item being cursed. These have the chance to provide for a much bigger threat than what bones generally do, coupled with FIQHack's AI improvements. In addition, FIQHack random player monster kits has been significantly improved. They retain all of their vanilla items, have a shot at getting intrinsics like fire resistance, cold resistance or protection (like the kind bought from priests). In addition, they will now generally have a unicorn horn, may get several amulets of life saving if lacking reflection, generally have better armor, more HP, a bag, more random items (1d6 offensive/defensive/misc items instead of 1d3 if lategame), rings, and are likely to get object properties on their equipment. They now get an inventory similar to the ones generated in Astral if they generate in Gehennom, making them a valid source of lategame equipment. In GruntHack, player monsters can generate anywhere in the dungeon, although with a low probability. Player monsters generated in the dungeon have an inventory set based on where they generate, approximating the progress an equal player would have made at that point. For example, below Sokoban, they may get an amulet of reflection or a bag of holding. Later on, player monsters can be quite dangerous as they can be kitted out with several ascension kit-class items such as a cloak of magic resistance or silver dragon scale mail. They will, however, not get any object properties on their armor (but will probably get it on their weapon) beyond random chance. Worse, they usually get these kind of items before players themselves has had a reasonable shot at getting them, so if you see a peaceful one early on, you probably don't want to bother it. Player monsters will not get any special object materials beyond random chance -- you will have to look for your dragonhide cloaks or gauntlets elsewhere. Much like GruntHack, player monsters in EvilHack can spawn anywhere in the dungeon, and are kitted out with gear befitting their role. The ascension-level kits are more varied than found in other variants, and player monster abilities more closely match their roles (e.g. wizards and priests can cast spells, rogues can steal items). All player monsters in EvilHack want the Amulet of Yendor, and will attempt to steal it. If this happens on the Astral Plane, they will make an attempt to sacrifice the amulet. In Slash'EM Extended, player monsters can be randomly generated anywhere in the dungeon. Most of the time they are hostile; on rare occasions the player may encounter a peaceful one. Also, if a player leaves a bones file on death, their "ghost" will often be a player monster that retains quite some of the stats of the deceased player but is hostile to whoever encounters the bones pile. Starting from version v68, there are also undead player monsters; these follow slightly different generation routines. Namely, their levels aren't randomized, their base level is 20, and on generation they receive a random name (taken from a list of preset names). On graveyards they may be named after deceased player characters taken from the high-score list, in which case they'll always be of the corresponding class; the same is true for ones created by the "summon ghost" monster spell. Also, undead player monsters are mindless, unbreathing, resistant to cold/sleep/poison, never visible to infravision, and usually equipped with lots of items. Bones files left by a character that was at least XL10 has a 16% chance of creating an undead player monster as a "ghost". =_=_ Player monsters =_=_ Talk:Pet (SLASH'EM) It deserves mentioning that you can have a pet chamilion too, by feeding it when it is in the form of something domesticated. It really works. 169.231.6.189 18:55, March 10, 2010 (UTC) Aligned priests, shopkeepers, and hostile minions are completely untamable even with the fun SLASH'EM polymorph trick. Are there any other untamable monsters? I know that the demon princes and medusa are easily tamed. What about the Wizard of Yendor? In Vanilla it's possible to wiz-mode monster create a tame Wizard of Yendor (and not a shopkeeper/priest), but I can't polymorph him even with level drain. Can a Genetic Engineer polymorph the wizard? I'd test this myself but I don't have SLASH'EM installed. I get the feeling he'd make a useless pet, but it might be a good method of keeping him from reappearing. -- Qazmlpok 19:21, April 10, 2010 (UTC) =_=_ Elf (monster) An elf is a monster in NetHack that normally acts as the base for the corpse left by killing an elf zombie or elf mummy. The elf monster has a much higher base level and difficulty rating than the other "base form" monsters associated with a race; specifically, it has the same difficulty as that of player monsters, which may be related to the elf role in previous versions. Eating an elf corpse or a tin of its meat has a 67% of conveying sleep resistance, the highest of all elves. Despite being the most reliable source of sleep resistance, elf corpses are usually left by undead and thus pose a high risk of food poisoning; however, they can be safely tinned and eaten with a tinning kit. =_=_ User:Rogerb-on-NAO/monsymlink This template shows the monster symbol and puts a link to that monster's page after it. Takes one or two parameters, the monster name, and an optional link type, which can be either < tt > before < /tt > , < tt > after < /tt > or < tt > only < /tt > . Uses < tt > before < /tt > as the default type if the second parameter is missing. =_=_ Template:Monlink =_=_ Monster symbol =_=_ User:Rogerb-on-NAO/monsymlink2 This template shows the monster symbol and puts a link to that monster's page after it. Takes one or two parameters, the monster name, and an optional link type, which can be either < tt > before < /tt > , < tt > after < /tt > , or < tt > only < /tt > . Uses < tt > before < /tt > as the default type if the second parameter is missing. =_=_ User:Rogerb-on-NAO/monsym =_=_ User:Rogerb-on-NAO/monsym/death =_=_ User:Rogerb-on-NAO/monsym/gnome king =_=_ User:Rogerb-on-NAO/test =_=_ Cloud Clouds are a dungeon feature. They block line of sight, but you, monsters, projectiles and spells can pass through them unobstructed. While inside a cloud square, you can see out of it, although clouds in adjacent squares will block your vision as normal. Clouds aren't generated as part of normal random levels. They appear on the Wizard Quest, in some variants of the Big Room, and most prominently in the Plane of Air. Clouds on the Plane move around, and occasionally shoot lightning. If you're inside the clouds when lightning strikes, you're paralyzed for a few turns; free action is no defense against this effect. =_=_ Container trap Chests and large boxes each have a 10% chance of being protected by a container trap. If you apply, loot or kick open a trapped container, or use an unlocking tool to lock or unlock it, the trap will be set off. The #untrap command checks a container for traps, and will prompt you to disarm it if one is found. Unsuccessfully disarming a trap will also set it off. Use the #untrap command on your current square () to search a container in that square for traps. If a trap exists on a container, the chance of actually finding it is 10/(31  & minus; Xlvl). This is a chance at experience level 1, increasing to 100% at level 21. If you are confused, the chance of success is always . Searching for a container trap will never set it off, even if you fail to find it. Your proficiency at disarming traps is (Dex + Xlvl), which is doubled if you are a Rogue. The difficulty of a particular trap is [75 + (Dlvl/2)], based on the current dungeon level when you try to disarm the trap. If a roll of d(difficulty) is less than or equal to your proficiency, and you are neither confused nor fumbling, the trap is disarmed (“You disarm it!”). Otherwise, the trap is set off as normal. In either case the container is no longer trapped. You can also invoke the Master Key of Thievery to remove a container trap, with no chance of setting it off. When you set off a trap, there is a chance that it will be harmless. This occurs if d(13 + Luck) >  8. If so, you will randomly receive one of the following meaningless messages: Otherwise, a number will be chosen between 0 and 25. There is a chance that this will be randomly chosen from the full range; otherwise the number will be between 0 and (13  & minus; Luck). The effect of each result is as follows: Container traps can be very dangerous, especially if you lack poison resistance, fire resistance, and free action. It is a good idea to search each chest and box you find for traps. Since characters below level 21 are not guaranteed to find a trap even if one exists, you should check at least 2 & ndash;3 times. Luck has a strong effect on traps. If you have maximum Luck (13), 69% of traps will be harmless, compared to only 38% at 0 Luck. If your Luck is at least 8, only 0.6% of traps will be electricity traps. Remember that once you find a trap, you can safely choose to leave it undisturbed. This might be a good idea in the early game, when your Luck is low and the consequences of setting off a trap are especially severe. Once you have reflection, an electricity trap is one of the few effects that can still destroy your rings and wands. If you are in an area with many chests, such as the Priest quest, Vlad's Tower or the Valley of the Dead, it might be a good idea to put them away temporarily. =_=_ Vertical bar =_=_ Caret =_=_ Farlook =_=_ Trap id =_=_ Double quotation mark =_=_ User:Rogerb-on-NAO/monobook.css =_=_ Foo swings itself around you =_=_ Liquid leap Liquid leap is a SLASH'EM technique. Invoking this allows the hero to jump in a straight line. You may jump in any direction in which a wand can fire a ray. The maximum length of the leap depends on the skill level and ranges from 4 to 7 squares. You may leap through iron bars, closed doors, and from out of a bear trap. Liquid leaping in Sokoban carries a Luck penalty. The acid trail damages those in its path, unless they have acid resistance. =_=_ Talk:Spotted jelly =_=_ You see the ring slide right down the drain =_=_ Bad idea =_=_ Niche =_=_ Swim This work is licensed under the Creative Commons < span style="color:#002bb8;" > Attribution-ShareAlike 3.0 < /span > License. < br / > To use this template, type < nowiki > < /nowiki > on the image information page. Replace "Attribution details" with information about the source. =_=_ %s =_=_ Talk:Wand of polymorph You can id the /oP by engraving over the writing in the dust. The writing will change unlike other $200 wands. --95.220.131.15 11:22, 11 November 2011 (UTC) It would be good to mention what, if anything, happens when one zaps an altar. (I.e., is there a luck or alignment penalty?) The effect of zapping boulders should also be noted. --Mitlcl (talk) 02:46, 12 January 2018 (UTC) =_=_ Talk:Tinning kit I was sad to see that an anonymous user had deleted a few lines I wrote in this article about tinning in our world, and what a remarkable object the Nethack tinning kit must be. Of course, it had nothing to do with gameplay, but it seems to me that lots of stuff in Nethack and in this wiki has nothing to do with gameplay. Do we really need to know the shapes of the various polearms? Or read most of those encyclopedia entries? I thought the section was interesting and enjoyable, and at least two users of the wiki enjoyed it enough to put appreciative comments on this discussion page. I have therefore undone the deletion. Perhaps it was my original section heading, "pointless ruminations," that set off that other editor. I have tried to give the section a less-offensive name. Well, I'm back to exploring Gehennom and tinning all the nurses. Only damn advantage of playing a Caveman I've seen so far...--Ckbryant 16:54, 6 January 2009 (UTC) Again, somebody deleted the section on tinning in the real world. The reason given was "This is some intersting musing which do not apply to a world full of Kops and Quantum Mechanics". (While true, it also lends flavor to the wiki.) Reverted because discussed before. Tjr 21:02, August 16, 2010 (UTC) These two lines contradict one another. The acid would be required to end the stoning. Either the acid is removed and the tin does not save from stoning, or the tin saves from stoning but still applies acid damage. Which one? I got the messsage : you make, but can not pickup... Any idea of what causes that?Newtkiller 06:29, October 3, 2009 (UTC) Partly eaten corpses seem to be untinnable (chromatic dragon's was, which was kinda sad :( ) Can anyone verify if this applies to all monsters? Thank you.Newtkiller 17:14, June 21, 2010 (UTC) IIRC blessed home-made tins are never rotten and cursed ones always. The article should touch on this. --Tjr (talk) 07:34, 24 June 2012 (UTC) =_=_ Talk:Asmodeus In a recent game, Asmodeus appeared in Moloch's Sanctum and demanded a bribe. I was nowhere near any lawful summoners at the time. How can that happen? =_=_ Fun Fun is an intangible, but arguably very important element in NetHack. Death by boredom is a real risk if you're an obsessive player -- you get a little reckless, your judgement slips, and WHOOPS! DYWYPI? Start scumming and farming, and various other game tactics which involve long repetition without actually breaking any rules, can increase your score or chance of winning the game while greatly increasing your boredom. Perhaps the most notorious example of this is pudding farming, the practice of killing unlimited numbers of black puddings, while standing on a permanent Elbereth. Greed and impatience can be big obstacles to fun, resulting in many YASDs. For example, robbing a shop by jumping out with the entire shop contents is quicker than tediously waiting for your pet to shoplift everything you need, but carries a risk of being killed by the angry shopkeeper. Sometimes playing fair is more enjoyable. (On the other hand, sometimes the opposite is the case, especially if you have a really cool trick up your sleeve. Chaotic characters are often more fun to play for this reason.) Excessive reading of spoilers can arguably decrease the sense of achievement gained from learning the game by yourself. An alternate philosophy is that dying to something you don't understand is not fun; IRC and this wiki can help with those frustrations. Playing with roles that suit your tastes for difficulty and complexity is a way to increase your fun. Alternatively, you could have a policy of randomizing your character role and race whenever you start a new game, attempting to get as far as you can with whatever the RNG throws at you. This can prevent you from getting in a rut, letting you get a taste of different styles of play, and may improve your NetHack skills as a result. Adeon's ascension record on nao suggests that every game is ascendable. Playing the game on a shared computer and competing for high scores can be fun. Sharing bones files is too. Bones files can be shared online using a program such as hearse, which can be interesting and refreshing. The most social way to play NetHack is to log on to a public server and also join the [#nethack] IRC channel on freenode. As well as sharing bones files, players can watch each others' games and offer advice. Writing up an ascensions online is arguably fun, or at least provides a satisfying epilogue for a game that you played or watched. YASDs are not typically fun for the player, but may be fun for the audience if the game was played online. Spectacular YASDs on NAO can be viewed by telnetting to termcast.org and selecting the SplatTV channel. All public servers, including NAO, automatically upload players' scores, bones, etc. Players may also watch others' games and send scrolls of mail to provide opinions, suggestions, and so on. Some philosophies say that one should do activities for the sake of the activity and live in the moment, rather than for any particular outcome. In this way it is better to place the emphasis on playing NetHack one level at a time, without limiting your satisfaction to that elusive ascension. A game of NetHack could be an excellent meditative practice for you. (If you reach enlightenment while playing NetHack, go eat a sandwich. That will take a while.) =_=_ Talk:Amulet Should an amulet of strangulation really be listed with the "EAT" property? According to its page, this causes you to immediately choke to death. 69.20.237.100 20:08, 17 December 2008 (UTC) According to Eat.c, you can't eat the Amulet of Yendor or any of its imitations ("nice try"). Can this be used against monsters who try to Engulf you? --FJH 23:12, September 30, 2010 (UTC) Somebody & oldid=53259 "repaired" the relative probabilities of of cursed and non-cursed amulets to include ESP in the unknowns. This does not make sense. It is necessary to test an uncursed amulet before use until its type is known, testing even for the harmful types. ESP is special because it can be reliably tested for in all cases, without resources, instantly, and even before curse-testing it. All other tests require some work: getting it out of the shop if necessary, testing for curses, then finding pools, or finding a ray type wand, eating a mimic, waiting 100 turns in a safe spot unless sleep resistant, poisoning yourself unless resistant, and so on. The probabilities are a guide what to test for first, and what to bank on if you have to gamble. In the wear-testing situation, it is already known whether the amulet is ESP. Formally, the displayed percentages are the conditional probabilities for the various types if the amulet's curse status is known and if it can be artifact-named. =_=_ YAPAP =_=_ Soko =_=_ File:Ludiosdoor.png You can usually find me on Freenode in channels #unnethack and #nethack.de (I'm also in other channels but I might be slower to respond). =_=_ Talk:Amulet of unchanging Some polymorph causers "fade"/you return to your original form. Is there away to prevent said return? Will this amulet do the job I just described?Slarty 22:59, August 26, 2010 (UTC) =_=_ Charged =_=_ Sleep resistant =_=_ Usage fee A usage fee is incurred when the player uses an item which has limited uses and belongs to a shopkeeper whose shop you are in. This includes items with charges, spellbooks, and light sources. In general, it is preferable to buy the item first, even if you plan to sell it back immediately after using it. One exception might be low-level spellbooks; by the time the spell expires, your character will likely have found another spellbook of the same type, enough gold to buy the first, or else met an untimely demise. However, it is rarely difficult to find the 20 or 40 gold which makes the difference between buying and paying for the use of the spellbook. Another possible exception might be for an early wand of wishing; a paranoid character might choose to use the wand to first wish for scrolls of charging, and then wish for sufficient gold (up to 5000 is guaranteed) to pay for the wand and usage fees. This wastes a wish, but for players with high mortality rates it may be worthwhile. Again, it is rare that this will be necessary; between selling items and finding gold on the ground, most characters should be able to scrounge up 500 & ndash;1000 zorkmids to buy a wand of wishing. Alternatively, one may wish for something to kill the shopkeeper with. =_=_ Yendorian Fuel Tax =_=_ This is no free library =_=_ This is no free library, cad =_=_ Talk:Atonal instrument =_=_ Impaired Typically a monster's movement follows a predictable pattern. When the monster is affected by certain properties, or it believes the player is in a different square to his actual location, these patterns can be disrupted. Such a monster is said to be impaired. This is a useful shorthand when describing a monster's usual behaviour, by adding the caveat "unless the foo is impaired". A confused monster will move randomly, and may blunder into and attack a player it might not otherwise, unless he is protected by Elbereth, a scroll of scare monster or sanctuary. The NetHack movement subroutines include code to modify monster behaviour when stunned. It is not clear what effect (if any) this produces in the result of these routines. Monsters with eyes that are blind (e.g. from a camera) will move randomly, in a fashion similar to confused monsters, save that they will not respect Elbereth. Monsters will be unable to locate invisible players, unless they can see invisible or have hit the player since the player last moved. They will assume the player is on a square within 1 square of his current location and move accordingly. Generally they will end up next to the player's assumed location, so use of ranged attacks on adjacent invisible players is not common. Monsters will be unable to locate players whose image is displaced, unless they have hit the player since he last moved. They will assume the player is on a square within 2 squares of his current location and move accordingly. This makes it less likely that monsters will score a melee hit, but makes the use of ranged attacks possible. =_=_ Talk:Thunderfist In The Horse And His Boy, by C.S. Lewis, Corin, prince of Archenland, was known as Corin Thunderfist when he became a boxer or fighter as an adult. Just thought I'd mention it. Meidathea 15:10, 10 July 2008 (UTC) =_=_ User:Killian/Monster level The Wizard of Yendor's level is not modified by dungeon depth; instead he adds to his base level the number of times he has died. This value is capped at 49. The monster's level is capped at the lower of 49 or 3/2 of its base level, rounded down. If negative, the monster's level is set to 0. =_=_ Talk:Fun I was going to add the below as a todo, but given Ray's comment (nice article), I suppose this might just be my opinion so I'm putting it here for discussion. I do certainly agree having an article called Fun is an excellent idea, and the content is good. My issue is whether the style is appropriate: I've added some headings to highlight a couple of themes that seemed to be running through this page - how playing for fun and playing to win can sometimes seem to conflict, and the added fun of playing NetHack socially. I also changed the example of scumming from foocubi to pudding farming. Excessive foocubi scumming boosts your level and stats but not your equipment, so could leave you less able to survive (a bit like the strategy of hanging out on dlevel 1 until you are clevel 3, which not everyone thinks is good). Ilmari Karonen, thank You. Thanks to Your link, i discovered Dwarf Fortress - good game full of fun. And new wiki to read while I have nothing to do. =_=_ Frostbrand =_=_ The Candle of Eternal Flame In SLASH'EM, The Candle of Eternal Flame is the Flame Mage's quest artifact. It is a magic candle which cannot be unlit. Carrying it grants warning, teleport control and cold resistance, and invoking it summons a tame fire elemental. It is neutral for wishing purposes. As quest artifacts go, this one is of moderate usefulness. Warning is moderately useful but mostly superseded by extrinsic telepathy. Cold resistance is entirely supersedable; teleport control is as well, but this artifact will at least save you the possible hassle of uncontrolled teleportitis from eating tengu and giant shoggoth corpses. Fire elementals are generally too weak to be useful post-Quest pets, although one could always polymorph them. This artifact is mostly convenient - a light source is always nice to have, and not having to re-light it every time you are engulfed or run into a rust trap is a major plus. Still, it is decidedly not worth an artifact wish; wish for the Eye of the Aethiopica and an ordinary magic candle instead. =_=_ Monsters by difficulty =_=_ Player character =_=_ User:Killian/Antimagic =_=_ Angry bear =_=_ You hear the roaring of an angry bear! =_=_ You hear the roaring of an angry bear =_=_ You howl in anger! =_=_ You howl in anger =_=_ Unsolid Unsolid monsters cause beartraps, falling rocks and boulders, jousted lances and certain other types of attacks to harmlessly pass through them. =_=_ Berserk Berserk is a SLASH'EM technique. Immediately after using it the character gains a +2 bonus to hit, a +4 bonus to damage and is made fast for d(2,8)+TECHLEVEL/5+2 turns. Barbarians can use this technique from the start of the game. Lycanthropes get access to it when they reach level 10. =_=_ Rage eruption Rage eruption is a SLASH'EM technique exclusive to dwarves. It is similar to power surge, albeit it affects the HP. It increases your current and max hp by 50 + (4 * TECHLEVEL) and decreases them in every turn by one (this will never kill you). The technique lasts for 50 + (4 * TECHLEVEL) turns, after which your max hp is set to its previous value. Although this technique is very powerful and saves many dwarvish lives it has to be used with care- you will end up with 1 hp that cannot be healed, so it is wise to run upstairs or engrave Elbereth after the main problem is taken care of. Also, be careful around koalas. Their otherwise harmless touch will abort this technique instantly, stripping you of all your extra HP in the middle of battle. =_=_ The Hand of Vecna The Hand of Vecna is one of the most powerful artifacts in SLASH'EM. It can be obtained by killing Vecna in the Chaotic Quest, provided you don't digest or disintegrate him. Although it is guarded by an army of , , and Vecna himself, most players go through the trouble of killing them to acquire it. Like the other two alignment quest artifacts, you can't wish for it ("For a moment, you feel something in your hands, but it disappears!"), and in a bones file, it will revert to a severed hand. If you eat the hand, you will take 150 & ndash;199 damage, so this is a Bad Idea. The game will have the courtesy to ask if you're sure you want to eat a severed hand, though ("Are you sure you want to eat that? [ynq] (n)"). If you survive the Hand scrabbling around inside you, you gain all of 40 nutrition points ("This Hand of Vecna is delicious! You feel the hand scrabbling around inside of you!") You can sacrifice the Hand ("You offer this evil thing to < your god > ..."); this gets rid of it permanently, and thus is also a (somewhat less, admittedly) Bad Idea. When carried, the Hand provides cold resistance, half physical damage, and hungerless regeneration. Given that for many characters it will be the only possible source of the latter two properties, it is extremely desirable simply to have in one's inventory. Be sure not to eat or sacrifice it & mdash;a good idea is to set it to an inventory letter you are unlikely to accidentally press. While the Hand is certainly no weapon, for those who lack a source of drain resistance, it provides a handy way to gain it at the snap of a finger. It is quicker, in fact, than carrying an amulet of drain resistance, since you don't lose a turn (and thus possibly a level) taking anything off. While wielding it, you can then select an appropriate wand or other means to dispatch whatever monster is zapping a wand of draining at you. and you summon 4 & ndash;7 tame graveyard creatures. You also take a & minus;3 penalty to both Luck and alignment record. The hand is an important artifact from Dungeons & Dragons. There too, is the severed hand of defeated Vecna. It's an original creation of D & D. In SLASH 6, a precursor to SLASH'EM, killing Vecna could produce either the Hand of Vecna or the Eye of Vecna, with an equal chance of each. As in SLASH'EM, the Hand conferred regeneration, cold resistance, and half physical damage, and could summon the undead when invoked. The Eye of Vecna was an artifact eyeball that conferred ESP, cold resistance, and half spell damage when carried. Invoking it would turn its icy gaze on all monsters within the player's line of sight, reducing their health to a fraction of its current amount. Just like the Hand, the Eye's invocation effect came with a & minus;3 penalty to both Luck and alignment record. Attempting to invoke it with a Luck of & minus;9 or less would kill the player instantly. The Eye of Vecna was not carried over into SLASH'EM; however, its icy gaze was retained as the invocation effect of the Eye of the Beholder, the prize for completing the Neutral Quest. =_=_ Hand of Vecna =_=_ Offensive item =_=_ Kickboxing =_=_ Talk:Bugbear =_=_ Sessile In zoology, a sessile animal is one that cannot move from one place to another; those that can are referred to as motile. Only seven monsters are truly sessile in NetHack, although there are a larger number with relatively slow speeds. The sessile monsters are: Truly sessile monsters can normally be left alone; even if they block a corridor, the player can usually dig around them or teleport them away safely. This contrasts with slower-moving monsters, such as floating eyes, which can move and block players if left unmolested. Killing high-level sessile monsters while avoiding their passive attack can be frustrating; there is no way to retrieve any missiles thrown at them until they are killed, short of teleportation or taming; slow-moving monsters move eventually, allowing missiles to be retrieved. Players should therefore use rocks and other junk to kill such monsters. Sessile monsters can be used by players to block all monster access to certain squares, to cover a stash or to protect a boulder fort from giants, for example. Typically these will be generated by reverse genocide. The player may wish to tame the sessile monsters to be able to move them around, although this means that magic whistles should not be used on that level. Many spoilers propose blue jellies for this function: unlike the molds, they are unlikely to be killed in a single blow by a careless player, and unlike spotted jellies, their passive attack is easy to gain resistance to. For a careful player, however, any sessile monster will do. Polymorphing oneself into a sessile monster normally leads to one of two outcomes very quickly, from the player's perspective -- either the time on the polymorph expires, returning the player to his or her previous form, or a hostile monster attacks and kills the player, returning him or her to the previous form. The player will not get an opportunity to move while sessile. However, a source of speed will allow the player to take the occasional turn (although still not to move). =_=_ Motile =_=_ Talk:Disappear =_=_ Talk:Elven bow My tests with an elven bow show that a +6 Elven bow can evaporate just like any other +6 or higher enchanted item when an attempt is made to enchant it higher. Perhaps it is only elven armor that can be safely enchanted higher than other armors? =_=_ Special level (SLASH'EM) The mall is located between levels 5 and 6 of the Dungeons of Doom, and contains many shops, much like Minetown. However, unlike Minetown, it is not guaranteed to have an Altar. It has a 75% chance of being generated. The rat level is a room-and-corridor level located between levels 10 and 11 of the Dungeons of Doom, and is home to the Rat King. It has a 50% chance of being generated. The kobold level is a level where Kroo the Kobold King dwells, located between levels 11 and 12 of the Dungeons of Doom. It has a 50% chance of being generated. The storage room is located between levels 19 and 26. It has a 66% chance of being generated. It simply contains a chest on top of a burned message in a rooms-and-corridors level. The black market is a shop that covers most of its level and offers a wide variety of goods but charges many times the usual price for them. The portal to the black market is located between levels 22 and 23, and pets cannot enter it. One-eyed Sam is the shopkeeper, and he is very dangerous even for a character with a full ascension kit. The nymph level is located between levels 23 and 24. It only has a 45% chance of being generated. It is a rooms-and-corridors level containing five random n, six random objects, and two random traps. Aphrodite's room is on the left side and contains, in addition to Aphrodite herself, five random n, four chests, four random rings, five random gems, and four random objects. The Guild of Disgruntled Adventurers is located between levels 26 and 31. It has a 50% chance of being generated. It is a rooms-and-corridors level, with one bigger room containing various player monsters. =_=_ Talk:Guard To do this, enter a vault, wait for a guard to get in, wait until he turns hostile, then kill him. Guards can carry some nice wands and scrolls, but be careful, killing a guard while they are still peaceful carries an alignment penalty which and mess up your record pretty bad. Wouldn't vault guards go extinct if you stayed there indefinitely? Also what tunnel, if any does the guard generate behind him on appearance?- this is handy information to know if you are going to use your wands--PeterGFin 17:23, February 18, 2010 (UTC) To address the above discussions all at once: I've also removed the merge template that was added all those years ago - it was much easier to "cut the knot" and correct the topic drift. As far as the farming deal, I'll address all that shortly after this message. Inform me if there's any oversights. --Umbire the Phantom (talk) 01:17, 3 March 2020 (UTC) =_=_ Monster magic resistance =_=_ Level drain resistance =_=_ Defensive item =_=_ Talk:Defensive item =_=_ Category:Lethe patch =_=_ Follow =_=_ Wraith (monster class) The wraith monster class contains monsters represented by the symbol : < ref name="monst.c" > : Wraiths and their attributes < /ref > Wraiths are the second quest enemy class for Priests and Wizards. < ref > , : Wraiths are an enemy class for Priests and Wizards < /ref > =_=_ Lethe patch version of Gehennom =_=_ Drain life (monster attack) Otherwise, the player's level is reduced by 1. His experience is reduced to the maximum for his new level. Maximum and current hit points are reduced by the same amount as they would have been increased had the player gained a level. They cannot be reduced below one hit point. < ref name="mhitu.c"/ > < ref name="exper.c > player loses a level < /ref > The following monsters have this attack by default: < ref name="vampires" > all V have a drain life attack < /ref > < ref name="wraiths" > all W have a drain life attack < /ref > < ref name="Demogorgon" > Demogorgon has a drain life attack < /ref > With magic cancellation changes in 3.6.0, drain life attacks have become a little less preventable. Thankfully, most of the time you don't need to worry about it, since the first lost level is immediately regained due to the experience gained when the attacker is killed. If you expect to get hit many times, you can temporarily equip MC3 items or wield one of the drain resistance artifacts; MC3 will reduce the level drain chance to 1 in 30, which is good enough for most purposes. If you do somehow lose two levels at once, you can regain the second one by drinking a blessed potion of full healing (which will also have its usual effect). =_=_ Drain life (spell) =_=_ Pick up The pickup burden option sets an encumbrance limit. If an item you attempt to pick up would take you past that limit, you will be prompted to confirm, unless the item is a loadstone. Picking items up normally uses an action. You can also configure autopickup, which will allow you automatically to pick up items on the square you move onto; autopickup does not take any time. Monsters can pick up items from the floor as well. Whether a monster is willing to pick up a specific class of item is defined by the monster's attributes: =_=_ Numeric prefix Many commands in NetHack can be preceded by a numeric prefix, which modifies the action taken. This usually involves repeating the command several times, or interacting with a specified number of items. =_=_ Explosion attack =_=_ Category:Monster mechanics =_=_ Miscellaneous item =_=_ Gold lover Gold lovers will catch gold thrown at them, and have a 25% chance of becoming hostile thereby. Gold lovers may be generated with some gold depending on the level difficulty. They may seek you out if you are mimicking a gold piece. =_=_ Gehennom (Lethe patch) The Lethe patch against vanilla and SLASH'EM features a new and retooled Gehennom. A modified version of this is also used in UnNetHack, and some parts of it have been incorporated into the neutral quest and demon lair levels in dNetHack. As UnNetHack has almost entirely removed the hated amnesia mechanic, it does not include Lethe water in the levels inspired by this patch. Asmodeus' lair is located between levels 2 and 5 of Gehennom. Like all levels below Medusa's Island in the Lethe patch, it contains amnesia-inducing Lethe water in lieu of normal water. The floors are undiggable. The level contains two drawbridges over the river, which can be opened with magical means. The regions marked with s are considered lemure pits. Asmodeus is in the throne room (two squares above the throne, on the down staircase), accompanied by two mariliths, two succubi, an incubus (on the throne), and two barbed devils (guarding the door). The throne room antechamber also contains three squeaky boards and three fire traps. There is also a fake throne room containing four random (each with a potion of invisibility), a giant mimic mimicing a stairway down, and four magic traps. The other marked traps are two spiked pits, two anti-magic fields, two fire traps, a rust trap, a polymorph trap, and a magic trap. The treasure room in the lower central area contains an amulet of change, a ring of hunger, and three random . The one on the top guards 500 gold pieces and a cursed diamond named "The Tears of Koth", the one in the middle guards 500 gold pieces and a cursed ruby named "The Heart of Cassanova", and the one on the bottom carries 500 gold pieces and a cursed emerald named "The Eye of Hera". The small 1×2 room on the right side of the river has a cursed scroll of fire and a magic trap on the upper square, and a cursed scroll of earth and a land mine on the lower square. The room to the right of it contains four gold pieces, a potion of polymorph, a cursed scroll of demonology, a cursed scroll of elementalism (both scrolls are on the same square), two fire traps, and two magic traps (one of which is under the southern gold piece), a spiked pit, and an anti-magic trap (under the left gold piece. The fountain room contains four random and two random . The stair room contains an imp, a cursed loadstone, a cursed amulet of strangulation (on the square next to the stairs), and a cursed & minus;2 helm of opposite alignment (on the stairs themselves). The room north of the stair room contains four hell hounds. There is a small 1×1 corridor section just outside this room containing a scroll of teleportation. Finally, the room in the far northeast contains a blue jelly. The Pleasant Valley is located between levels 4 and 11 of Gehennom, and contains the entrance to Vlad's Tower. The floor is undiggable, and the Lethe River flows through the level. All random monsters on the level are , , , , , , , , , or . The ladder to Vlad's Tower is in the building in the southwest. Scattered throughout the level are a healer, a rogue, a barbarian, a ranger, a wizard, a samurai, a knight, a valkyrie, six sheep, three lambs, two goats, three chickens, and twelve random . There are eight random in the river. The entrance room to the tower contains three winter wolves and a werewolf, and the throne room contains 28 random monsters. There is a master lich with a scroll of demonology and a ring of free action on the throne, accompanied by two vampire lords, each with a random potion. The hallway to the ladder room is guarded by an iron golem, and there is another in the ladder room itself. There are four monkeys in the forest (one is not shown, since it's on the same space as a nymph), three of whom have musical instruments & mdash;a wooden harp; a bugle and a tooled horn; and a leather drum. Traps in the forest include a squeaky board and three pits, and the traps on the south bank of the river are three spiked pits and seven magic traps, as well as an anti-magic field just inside the tower. The level also contains a chest (marked), five random comestibles, and five other random items. Juiblex's level is located between levels 4 and 7 of Gehennom, and is unchanged from vanilla NetHack. Indeed, the swamp is not Lethe water, as of Lethe patch 1.5, possibly due to a bug or oversight. Baalzebub's lair is located between levels 6 and 9 of Gehennom. Teleportation is disabled on the level, the floors are undiggable, and the Lethe flows through the level. Baalzebub is in front of the secret door leading to the stairs. Other monsters in the building include a ghost, a horned devil, and a barbed devil. The level also contains two ghosts, two shades, four horned devils, five lemures, a green slime, a random , two random , three random , three random , three random , four random pieces of armor, four random weapons, three random gems, four random potions, five random scrolls, two spiked pits, two fire traps, two sleep gas traps, two anti-magic fields, three rust traps, and four magic traps. Geryon's lair is located between levels 8 and 11 of Gehennom. It has undiggable floors and Lethe water, and teleportation is blocked. TTT. ....III}}}I}} ..Y. .. III} }III}}}}}}}}}II} ...$ Geryon is on the throne, carrying a frost horn and accompanied by his courtiers & mdash;two ice devils, two bone devils, two succubi, and two gelatinous cubes. There is a squeaky board in the hallway outside the throne room. The level also contains six blue jellies (one of which is on top of the stairway down), seven ice trolls (one of whom has a wand of fire), seven yetis, four frost giants, a white dragon, a silver dragon, a gray dragon, four winter wolves, three chests, and three piles of gold. Orcus' lair is located between levels 10 and 13 of Gehennom. It has undiggable floors, blocks teleportation, and your sight is reduced on it. As with all Lethe patch demon lairs, the Lethe flows through the level. Orcus is on the street in the south-central part of town, accompanied by a human zombie, two shades, two vampires, and two vampire lords. Roaming the level are five skeletons, four shades, three giant zombies, three ettin zombies, three human zombies, three vampires, two vampire lords, and five other random monsters. There are two marked morgues, two marked abandoned shops, and a marked abandoned temple, with a non-coaligned altar and a priest corpse. The level also contains five random objects, a spiked pit, a sleep gas trap, two anti-magic fields, three fire traps, three magic traps, and a rust trap. Dispater's lair is located between levels 11 and 14 of Gehennom, and is surrounded by a standard Gehennom maze level. Teleportation is blocked, the floors are undiggable, and the Lethe flows through it. The structure on the left bank, which is also the exit from the maze, contains five gold golems, each guarding a random gem. The banks of the Lethe are covered in piles of gold pieces, each containing a random amount, and the river itself contains six random . The left bank is inhabited by a crystal golem, a ruby golem, a sapphire golem, and a diamond golem, and the right bank by two ruby golems, two sapphire golems, and a diamond golem. Dispater is on his throne, accompanied by two nalfeshnee, a succubus, an incubus, two diamond golems, and four ice devils. The traps in and around Dispater's throne room are all squeaky boards. The halls above and below the throne room each contain, from left to right, an anti-magic field, a magic trap, a polymorph trap, and another magic trap. The rooms at the end of the hallways each contain a fire trap, two chests, and two random . The room in the lower right contains a diamond golem, a polymorph trap, and a magic trap. The northern vault contains six piles of treasure, each of which contains a random amount of gold and two random gems. The one in the lower left covers a squeaky board, and the one in the lower right is guarded by a giant mimic. There are four gold golems in the hallway leading to the stairs down, and the stairs themselves are guarded by a sapphire golem and a steel golem, the latter of which is standing on the stairs. Both squares in the stair room contain gold, as do the two squares leading up to it. The area behind Dispater's throne contains three sapphire golems and three piles of gold, as well as a diamond, a ruby, two loadstones, an emerald, a sapphire, an amethyst, a jade stone, an opal, a luckstone, a jacinth, an aquamarine stone, a fluorite stone, a jasper stone, and a citrine stone. Scattered randomly throughout the level are ten piles of gold and fourteen random gems. Demogorgon's lair is located between levels 12 and 15 of Gehennom. Teleportation is forbidden on the level, and the floors are undiggable. Although the Lethe flag is set, the river itself is absent, but there are six pools on the level. Demogorgon is on the throne, accompanied by a pit fiend, a balrog, a marilith, a nalfeshnee, and two succubi. There is a chest behind the throne, and two other chests above the lava pools in the back of the throne room. The antechamber contains three random and three traps & mdash;from left to right, a magic trap, a squeaky board, and another magic trap. The area to the left of the fortress contains five xorns, five fire giants, eight fire elementals (all generated on top of lava pools), four hell hounds, a red dragon, four hezrou, three nalfeshnee, four random , and eleven squeaky boards. The fortress itself contains a black dragon, two pit fiends, four nalfeshnee, three bone devils, four water demons, six water nymphs, a gremlin, an arch-lich, a blue dragon, a giant mimic mimicking a down staircase, and a squeaky board. The outdoor areas in the northeast and southeast each contain three fire elementals, a salamander, and a fire vampire, and the southern one also contains a red dragon guarding a chest, two rubies, six other random gems, and a random amount of gold. The down stairs are guarded by a pit fiend and a squeaky board. The level also contains four random , eight fire traps, three magic traps, and two anti-magic fields. Yeenoghu's lair is located between levels 13 and 16 of Gehennom. Its floors are undiggable, teleportation is disabled, and the Lethe River flows through the level. Yeenoghu is on his throne, accompanied by three succubi, a pony, two gnoll warriors, two bone devils, two hezrou, two balrogs, and two gnoll shamans. There is a chest behind the throne. Other monsters in the fortress include eight skeletons, eleven gnoll warriors, a black dragon, a master mind flayer with wands of cancellation and lightning and a potion of full healing, an iron golem, three gnoll shamans, a nalfeshnee, a vrock, a green slime, two random , and four other random monsters (indicated with ). The marked traps in the fortress are three squeaky boards, two magic traps, a polymorph trap, two anti-magic fields, a web, a pit, and a fire trap. The marked monsters in the outdoor area are fourteen gnolls, four gnoll chieftains, nineteen gnoll warriors, four gnoll shamans, six random , two random , and two random . The small storage room in the right contains four random comestibles and three random gems, and the southernmost and westernmost gnoll camps each contain a chest. The small area in the northeast contains a master lich, two skeletons, a chest, and four random gems. Roaming the level are six gnolls, two gnoll chieftains, a gnoll shaman, four random , three other random monsters, and scattered about are three random gems, three random cursed & minus;1 weapons, three random cursed & minus;1 armors, and three random cursed comestibles. The Gulf of N'Kai''' starts five levels from the bottom of Gehennom, and extends to the level above the bottom, where the vibrating square is located. As is to be expected in this version of Gehennom, it has Lethe water instead of normal water. The river contains six random , and scattered throughout the level are three nightgaunts, five byakhee, five gugs, a shoggoth, 12 random , three random , a random , a random , two random , two random scrolls, a random spellbook, a random wand, two random weapons, two random tools, three random pieces of armor, four random gems, three spiked pits, four magic traps, three anti-magic traps, three pits, and three squeaky boards. The entire level is considered a morgue, and is unlit. The river contains six random , and scattered throughout the level are three nightgaunts, five byakhee, five gugs, a shoggoth, 12 random , three random , a random , a random , two random , two random scrolls, a random spellbook, a random wand, two random weapons, two random tools, three random pieces of armor, four random gems, three spiked pits, four magic traps, three anti-magic traps, three pits, and three squeaky boards. The entire level is considered a morgue, and is unlit. The X indicates the portal leading to the Wizard's tower. The fake tower also contains a magic trap, an iron golem, a hell hound, a green slime, and a skeleton. The five in the lower middle area are all gugs & mdash;one has a wand of death, one has a scroll of demonology, and one has a scroll of create monster. The marked traps outside the tower are two squeaky boards and a magic trap. The river contains a kraken and eight random , and scattered throughout the level are three nightgaunts, five byakhee, five gugs, two shoggoths, 13 random , three random , a random , a random , two random , two random scrolls, a random spellbook, a random wand, two random weapons, two random tools, three random pieces of armor, four random gems, three spiked pits, four magic traps, three anti-magic traps, three pits, and three squeaky boards. The entire level is considered a morgue, and is unlit. The island at the center of the level contains three black dragons, four baby black dragons, a squeaky board, and three piles of gold; the dragons are all asleep and hostile. The river is inhabited by six random , and its banks are inhabited by six shriekers. Scattered throughout the level are three nightgaunts, five byakhee, five gugs, three shoggoth, eight random , three random , a random , a random , two random , two random scrolls, a random spellbook, a random wand, two random weapons, two random tools, three random pieces of armor, four random gems, three spiked pits, four magic traps, three anti-magic traps, three pits, and three squeaky boards. The entire level is considered a morgue, and is unlit. The vibrating square is located somewhere on this level, with the standard rules for placing it. The river contains six random , and scattered throughout the level are three nightgaunts, five byakhee, seven gugs, three shoggoth, a giant shoggoth, nine random , five random , a random , a random , two random , two random scrolls, a random spellbook, a random wand, two random weapons, two random tools, three random pieces of armor, four random gems, three spiked pits, four magic traps, three anti-magic traps, three pits, and three squeaky boards. The entire level is considered a morgue, and is unlit. Cthulhu's Sanctum replaces Moloch's Sanctum in the Lethe patch, and Cthulhu himself takes the place of the high priest of Moloch. The right side of the level contains two master liches with wands of lightning, two nightgaunts, four deepest ones (two with random potions and two with random wands), twelve deeper ones, ten chests, and ten squeaky boards. There are two drawbridges on the river, which is inhabited by eight random . The hallway between the right side and the temple is guarded by two mind flayers, both armed with wands of striking, twelve priests of Moloch, and the chamber at the end of the hallway contains three mariliths and a kraken. The left side of the level is considered a temple of Moloch; Cthulhu is placed randomly at one of the altars and carries the Amulet of Yendor. The temple also contains five krakens, four priests of Moloch, a wererat, eight shoggoths, a werewolf, a star vampire, an iron golem, two green slimes, nine random , eight chests, eleven fire traps, seven magic traps, four squeaky boards, and two teleport traps. =_=_ Gehennom (Lethe Patch) =_=_ List of new monsters in SLASH'EM =_=_ Konwert It is possible to configure custom map symbols to arbitrary UTF8 characters using < code > konwert < /code > . All that is required is to set each of the DUNGEON, TRAPS, EFFECTS, OBJECTS, and WARNINGS options to ASCII codes that are definitely not going to be used for any purpose other than drawing the map, then remap those values to the UTF8 characters you want. Turning on the eight_bit_tty option gives you access to character codes 128-255 which aren't otherwise used, so it's easiest just to set the various symbols to use those character codes, starting at 128: TRAPS= 169 170 171 172 173 174 175 \ This filter looks for the character set conversion table ~/.konwert/aux/charsets/nethack - that is where you'll map the hexadecimal values of the character codes to actual UTF8 characters. Here's the file I'm using at the moment (I really should get around to specifying characters for those traps): You can then place whatever UTF8 characters you want into the second column. If you're using complex pictorial characters like some of the ones I've chosen, it's worth configuring your terminal to use a large font when playing NetHack - I use Bitstream Vera Sans Mono at 19pt (as big as I can get it and still fit 80 columns on the screen). =_=_ Animal Animal also refers to the grouping of body parts for the forms of many animals. It affects the messages referring to the appropriate body parts as follows: =_=_ Sceptre of might =_=_ New special levels in SLASH'EM =_=_ Mall In SLASH'EM, the mall is located between levels 5 and 6 of the Dungeons of Doom, and contains many shops, much like Minetown. On entering the level, you will get the message "You hear the sounds of civilization.", and see the down staircase in the same room as you entered. There are two variants < ref > SLASH'EM_0.0.7E7F3/mall-1.des < /ref > < ref > SLASH'EM_0.0.7E7F3/mall-2.des < /ref > with a different layout for the main room; however, both have the same chance of each type of shop: =_=_ Rat level In SLASH'EM, the rat level is located between levels 10 and 11 of the Dungeons of Doom, and is home to the Rat King. It has a 50% chance of being generated. It is a rooms-and-corridors level, with four of its rooms containing three giant rats each, and one containing two rabid rats. The Rat King's room contains, besides the King himself, four pack rats, eight black rats, five giant rats, eight sewer rats, a rabid rat, and five other random r. The room also contains a long sword (which the Rat King will likely be wielding by the time you encounter him), a pair of elven boots, two cheeses, a potion of invulnerability, a random wand, a random potion, and three other random objects; all but the potion of invulnerability and the random items are on the same square. The Rat King's level can usually be easily identified by the fact that you face large numbers of r, and rarely anything else. It's easy to become complacent because rats are not generally tough enemies even in the early game. However, the Rat King himself can be dangerous to low-level characters because he hits hard and often has an attack wand. A common way to play this level is to stay in the room with the upstair and try to lock all doors but one (or use a scroll of earth from Sokoban to block doors and doorways. Then let the rats file in one by one and dispatch them. When the Rat King approaches, you can melee him if you are strong enough, but if not you can push a spare boulder into the doorway to block it off, then pummel him with ranged weapons (rocks, if you don't have anything better). Another alternative is to burn, dig, scrawl, or write Elbereth in the dust to get him to flee if you get low on hit points, and then run upstairs to heal before coming back down. Be careful, as writing Elbereth in the dust often fails, and the Rat King, at speed 15, is faster than a normal player and may follow you upstairs to finish you off. Lawfuls can gain a major benefit from defeating the Rat King, as he has a guaranteed long sword which can be dipped in a fountain to obtain Excalibur. =_=_ Rat King's level =_=_ Kobold level In SLASH'EM, the kobold level is a level where Kroo the Kobold King dwells, located between levels 11 and 12 of the Dungeons of Doom. It exists in 50% of games. There are two variants of the kobold map: one is a normal random room-and-corridors map, and the other looks a bit like a town map. Four of its rooms contain two random k each, and one contains four random k. Kroo's room contains three large kobolds, two kobold lords, three swamp kobolds, and Kroo himself. Kroo's space contains two random weapons, a random wand, two random pieces of armor, and two random potions, and the room contains four chests, placed at random. Below is a map of the "town" variant of the Kobold level. The other variant is a randomly generated rooms-and-corridors level. =_=_ Grund's Stronghold In SLASH'EM, Grund's Stronghold is a branch accessed by a stairway down from level 12 or 13 of the Dungeons of Doom. Monster generation in the Stronghold is biased toward chaotic monsters. Magic mapping will not work on the level ("Your head spins as something blocks the spell!", causing confusion.) There is a little bug with the door marked (normal colour in game). That door doesn't actually blocks the path when closed. The winged gargoyle represented by is actually a statue trap. The open area on the right contains two orc-captains, seventeen orcs, and a hobgoblin with a wand of fire (position marked with an ), as well as a wand of create monster, a wand of create horde, two wands of speed monster, two wands of make invisible, two potions of invisibility, two potions of speed, two potions of full healing, two potions of extra healing, two potions of healing, two potions of gain level, and two potions of invulnerability. Marked traps are rust traps (far left column), arrow traps (second and third columns), and spiked pits (fourth and fifth columns). Other traps are composed of four rust traps, four arrow traps, four spiked pits, sixteen land mines, and two level teleporters. Randomly placed throughout the open area are burned messages reading as follows: The stronghold proper, on the left side of the level, is accessed by a closed drawbridge. The marked monsters in the entrance area are war orcs and soldiers; all of them have orcish bows and a single orcish arrow. In addition, the soldier on top has a +3 sniper rifle, a +4 bullet, and a +3 bullet, and the one on the bottom has a +1 grenade launcher, a +3 frag grenade, and a +2 frag grenade. They also have a chance of being generated with a specific wand as follows, top to bottom: The halls contain five Uruk-hai, three orc shamans, two stone giants, a rogue (armed with a +1 rapier, and with a 50% chance of carrying a potion of sickness and a sack), a mugger (armed with a +2 club, and with a 40% chance of carrying a +3 crossbow and a +1 crossbow bolt and a 50% chance of carrying a potion of paralysis), a soldier (with a 50% chance of carrying a potion of booze), four ogres, six hill orcs, six snow orcs, six great orcs. In addition, there are six goblins, a troll, a rock troll, a two-headed troll, and a black troll randomly placed throughout the stronghold. There is also a marked statue trap of a harpy. Grund's throne room is on the far left; Grund the Orc King himself is on the throne, with a random wand, amulet and piece of armor. The throne room also contains four demon orcs, two orc shamans, two ogre mages, a shadow ogre, an ogre lord, four orc zombies, and two orc mummies; the undead are all sleeping. The prison in the north half of the stronghold contains a nurse(40%) and a skeleton, and the prison in the south half contains a gypsy (10%), a ghost, and a human corpse; all except the skeleton are peaceful, and the skeleton will randomly be hostile or peaceful. The upper-left room contains two giant spiders, a chest, and a minimum of 1200 gold pieces. Beyond the secret door in the room is a chest containing a cursed magic marker with 34 charges (20%), two guaranteed blessed potions of enlightenment and two potion of enlightenment with 50% probability each, and a pair of either: The room on the lower right contains a chest, a sleeping orc, and a potion of booze. The chest beyond this room's secret door contains two guaranteed tins of spinach two tins of spinach with 50% probability each, and one of either: The three marked traps outside the throne room are, from left to right, a land mine, a squeaky board, and an anti-magic field; other traps in the stronghold include two falling rock traps, two webs, and four dart traps. The stronghold also contains four potions of speed, four potions of invisibility, two wands of healing, a wand of create monster, a wand of create horde, a wand of polymorph, and two scrolls of create monster (one of which is cursed). =_=_ Storage room In SLASH'EM, the storage room is located between levels 19 and 26. It has a 66% chance of being generated. It simply contains a chest on top of a burned message in a rooms-and-corridors level. =_=_ Wyrm caves =_=_ The Wyrm Caves It is composed of a cavernous level containing 24 random D, four random w, five rot worms, 28 random gems, three random tools, four random weapons, five random potions, four random scrolls, five other random objects, and four random traps. Monster generation is biased toward random monsters. In SlashTHEM, the unique Dragon lord dwells here. He has a random breath attack, and when defeated he drops the "Scales of the Dragon Lord" (artifact gray scale mail). =_=_ The Lost Tomb The Lost Tomb is a special level in SLASH'EM and dNetHack. It is accessed by a stairway down that appears between levels 21 and 24 in SLASH'EM and between levels 5 to 25 in dNetHack. Monster generation in the Tomb is biased toward chaotic monsters; all random monsters are and . There is a lich in the room on the far right, generated on top of a pile of treasure containing a random amount of gold, a chest, four random scrolls, three random potions, and two other random objects. In dNetHack, the treasure piles in the far right room also contain 4 potions of unholy water. The marks indicate other caches of treasure- the one on the right contains a chest, a random amount of gold, four random scrolls, four random spellbooks, and the ones on the top and bottom both contain a chest and three random objects. The level also contains fourteen shadows, nineteen random Z, eleven random M, one random item, and four spiked pits, all placed at random. =_=_ One-eyed Sam's Market =_=_ Nymph level =_=_ The Spider Caves In SLASH'EM, the Spider Caves are accessed by a stairway down located between levels 26 and 29. It's essentially filled with spiders. Monster generation in this branch is biased toward chaotic monsters. Scattered randomly throughout the level are two potions of invulnerability, a wand of make invisible, an amulet versus poison, a pair of speed boots, a ring of conflict, a wand of death, 48 eggs, five piles of gold, 22 giant spiders, Shelob, Girtab, 10 random s, and 48 webs. Shelob and Girtab are unremarkable and probably the greatest threat is that a werespider wastes the wand of death on you or throws you a potion of amnesia. A way to deal with all the spider webs, is to use Sting. An artifact that cuts through webs and is easily generated by simply naming an elven dagger "Sting". This can be used by all roles, as it doesn't give an artifact blast. Alternatively, you can bring a strong pet (e.g. a dragon) or polymorph yourself into one, which can rip the webs apart by walking over them. Gauntlets of power will make you strong enough to tear webs apart, too. Finally, the fireball spell, the wand of fire and other means of shooting fire rays can vaporize the webs. The eggs will mostly be giant spider eggs, which will begin hatching into (initially) cave spiders as soon as you enter the level. You should stash them as soon as possible so that they don't hatch. You could also come back 400 turns later so that they all rot on the ground. =_=_ The Guild of Disgruntled Adventurers In SLASH'EM, the Guild of Disgruntled Adventurers is located between levels 26 and 31. It has a 50% chance of being generated. Note that most of these are not sleep resistant, so knowing the sleep spell or having lots of wands of sleep can be handy. Done right with sleep rays, this level can generate a large amount of loot. In the confusion, try not to put a wand of cancellation in your bag of holding/Wallet of Perseus. The Adventurers will come equipped with a wide variety of wands and potions, so be prepared. The three greatest threats are usually wands of death, wands of fireball, and wands of draining: the first is of course counteracted by reflection or magic resistance, the second only by fire resistance (NOT reflection), and the third by drain resistance. Of note, is the fact that here you can easily find athames and Hawaiian shirts, two items that are otherwise hard to get. The two ice mages, two flame mages and two wizards will certainly generate several athames, while the tourists will generate two Hawaiian shirts. =_=_ Storage level =_=_ The Sunless Sea In SLASH'EM, the Sunless Sea is accessed by a stairway down located between levels 28 and 31. Monster generation in the Sunless Sea is biased toward chaotic monsters. On entering the level, you will get the message "You hear the roar of the sea. That can't be right...." The on the island in the middle of the sea indicates a cache of treasure, composed of a chest, two random wands, two random amulets, two random rings, and three random gems; there are also four random objects located on the beach. There are five giant crabs on the beach. The marked monsters in the sea proper are all sharks; the sea also contains six other sharks and seven other random . The mark indicates a burnt message reading "The lamp washed into the sea while I slept! Woe and damnation!" and a random item. As the engraving suggests, there is a magic lamp located somewhere on the level. If the magic lamp is underwater, it can be moved to another location (hopefully land) with a zap from a wand of teleportation, or snatched with a bullwhip while levitating. Flying does not work for the bullwhip: vampires need a levitation item. Swimming or magical breathing will also work. A carefully applied or zapped wand of cold can provide ice to dig the lamp out as well. =_=_ The Temple of Moloch The Temple of Moloch is a special level in SLASH'EM and dNetHack. In SLASH'EM, the Temple of Moloch is accessed by a stairway down located between levels 32 and 35, while in dNetHack the stairway appears between levels 5 and 25. As the name implies, the entire level (except for the stair room and treasure room) is a temple dedicated to Moloch; the altar is marked and attended by four priests of Moloch. There are two spiked pits in the stair room. The X mark indicates a burned message reading "Those Not of Moloch, Begone!". The niches on the sides of the temple each contain a statue gargoyle, and the main area contains a bone devil, a babau, a barbed devil, a vrock, a horned devil, a hezrou, and 21 random Z. Be cautious when attacking the priests of Moloch, as Moloch responds with divine lightning bolts, potentially blinding you even if you have reflection/lightning resistance. The room on the far right contains nine piles of treasure, each composed of a chest, a wax candle, a random amount of gold, and three random objects. In dNetHack, the center chest also contains the scroll of consecration. =_=_ The Giant Caverns The ( mark indicates "the king's hidden treasure," composed of a chest, a random amount of gold, five random gems, two random amulets, and three other random objects. The Largest Giant is on the throne; the level also contains 20 giants, seven random H, eight random O, four random T, ten random items, and four random traps. =_=_ Yeenoghu's lair =_=_ Yeenoghu's lair (SLASH'EM) In SLASH'EM, Yeenoghu's lair is located between levels 2 and 5 of Gehennom. It is surrounded by a standard Gehennom maze level. Yeenoghu is on the throne. The level also contains eight ghouls, six ghasts, seventeen gnolls, two random pieces of armor, two random weapons, a random gem, two random potions, three random scrolls, two fire traps, and four magic traps. =_=_ Yeenoghu's lair (Lethe patch) =_=_ Demogorgon's lair =_=_ Demogorgon's lair (SLASH'EM) His lair is surrounded by a standard Gehennom maze level. Entire level is non-teleport. Demogorgon's position is marked. The level also contains nine random P, seven random j, five random F, ten hezrou, six vrocks, a random gem, six random potions, and three random scrolls. Demogorgon is one of the most difficult monsters of the game. You have to be prepared for him, don't take him lightly. Read up on Demogorgon to understand his strengths, weaknesses, and how to defeat him. Because Demogorgon waits at the entrance to his lair, the wary player will use telepathy or magic mapping to identify his level before blithely wandering into view, and prepare adequately. Proper preparation includes ensuring that your unicorn horn is fully enchanted and not cursed, digging a quick path to the upstairs, readying a wand of teleportation, scrolls of scare monster, and a wand of fire (or lightning, or fireball, or a lightsaber) for burning Elbereth, pre-burning Elbereth on the upstairs and dropping an object on top, being unburdened, and having your Demogorgon-killing weapon ready (preferably an assault rifle with well enchanted bullets, silver if available). When you are ill, you have difficulty engraving correctly, so make sure you have one scroll of scare monster in open inventory. Once you have woken Demogorgon, you should make quickly for the stairs and use a wand of teleportation to clear him off the stairway (it may take a couple of hits due to magic resistance), then stand on Elbereth to finish him off. Watch your status line closely and make sure that you cure yourself of any illness before fighting or moving. Another tactic for making Demogorgon a less threatening foe is to avoid his lair altogether and have a weaker demon prince, such as Yeenoghu, gate him in for you on your terms. Once Yeenoghu has woken, he will head for the upstair. Teleport him off and occupy the space, and ready your wand of fire or other means of burning Elberth, but do not burn it yet. Let Yeenoghu pummel you until he finally gates in Demogorgon, then immediately burn Elbereth on the upstair and finish both of them off with no trouble. Make sure you are not burdened if trying this strategy. Once Demogorgon is dead, his level is trivial as long as you have some means of crossing water, which you almost certainly will. Make sure not to get slimed, and be ready to dig yourself out of engulfing jellies, shoggoths, and giant shoggoths. For the last, you will want to check for their presence using telepathy and avoid them unless you still need teleport control and can deal with their damage (e.g. extremely high hit points, acid resistance, etc). =_=_ Demogorgon's lair (Lethe patch) =_=_ Frankenstein's Lab Doctor Frankenstein is in the small room in the right-center area, surrounded by four flesh golems, two genetic engineers, and two quantum mechanics; he is standing on an ice box. The stairs are also in this room, covered by the leftmost flesh golem. The room outside the lab contains nine random ', generated as three stacks of three each. Roaming the level are Frankenstein's Monster, two genetic engineers, two quantum mechanics, four random ', and four other random monsters. The marked traps are squeaky boards; other traps include a spiked pit, an anti-magic field, a magic trap, and a polymorph trap. Scattered throughout the level are two random potions, two random scrolls, two random wands, and two random spellbooks. =_=_ Geryon's lair =_=_ Geryon's lair (SLASH'EM) In SLASH'EM, Geryon's lair is located between levels 10 and 15 of Gehennom. It is surrounded by a standard Gehennom maze level. Geryon's position is marked. The level also contains eight minotaurs, four horned devils, three barbed devils, two random pieces of armor, two random weapons, a random gem, two random potions, three random scrolls, and eight fire traps. =_=_ Geryon's lair (Lethe patch) =_=_ Dispater's lair =_=_ Dispater's lair (SLASH'EM) His lair is surrounded by a standard Gehennom maze level. Dispater's position is marked. The level also contains 24 lemures, fifteen imps, fifteen nupperibo, four horned devils, six barbed devils, nine bone devils, two random pieces of armor, two random weapons, a random gem, two random potions, three random scrolls, and twelve fire traps. For lawful and neutral players, Dispater's level is a bit tedious but not a significant challenge. Make sure to bag potions, spellbooks, and scrolls because of the unavoidable fire traps. For a chaotic player, this level is frustrating because it is nearly impossible to get through the long winding corridors without killing many of the minor demons, which will be generated peaceful, thus causing a significant alignment penalty. Conflict will not work as these monsters are generally too weak to kill each other quickly. A strong pet such as a Solar will work, as will using a wand of teleportation, however the latter strategy will use a lot of charges, so be sure to save enough for the Astral Plane. =_=_ Dispater's lair (Lethe patch) =_=_ Talk:Spellcasting (SLASH'EM) I propose moving this page to Spellcasting (SLASH'EM) as part of a move to try and standardise the names of SLASH'EM pages. This follows the scheme of pages such as Pet (SLASH'EM) and also the convention used by Wikipedia (which we don't have to follow, but frequently it makes sense). It also allows quicker formation of links e.g. < nowiki > < /nowiki > gives Spellcasting (it's autocompleted when the page is saved) --Rogerb-on-NAO 23:00, 17 July 2008 (UTC) I don't have SLASH'EM on my local machine so I can't do wizard mode, and I've only played a handful of games. It'd be nice if someone could flesh out more of the SLASH'EM pages. -- Qazmlpok 14:22, March 14, 2010 (UTC) In Weapon.c the slots_required() function is different for Spell skills than in nethack. It nerfs Spellcasting by requiring 2 slots to go from basic to skilled (rather than 1) and 3 slots to go from skilled to expert (rather than 2). If your strategy is a spellcasting wizard, you'll need to get the character much higher level before you can use the higher level spells. Potential catch-22 - if you need those higher level spells to get the character to higher experience levels. =_=_ New special rooms in SLASH'EM =_=_ Talk:Gehennom (Lethe patch) The sentence [t]he regions marked with ,s are considered lemure pits suggests this could be SLethe, the SLASH'EM version of the Lethe patch (or not). Can you confirm? If this is SLethe not Lethe patch, the text should say this and the pages need moving (again). --Rogerb-on-NAO 23:09, 17 July 2008 (UTC) =_=_ Pet shop =_=_ Frozen food shop =_=_ Fungus farm =_=_ Real zoo =_=_ Bad food shop =_=_ Giant court =_=_ Dragon lair =_=_ Migohive =_=_ Lemure pit =_=_ Rubies =_=_ List of new items in SLASH'EM =_=_ Cancel =_=_ Mount =_=_ Yeomen =_=_ Instakill =_=_ Halves physical damage =_=_ Amorphous Amorphous monster cannot be caught in bear traps or webs.. They are also not harmed by rocks or boulders from a scroll of earth, nor by the beheading effect of a Vorpal Blade.. If amorphous, you cannot be effectively punished, and polyselfing into an amorphous monster undoes any punishment. Amorphous monsters may "ooze" (or, in the case of yellow lights and fog clouds, "flow") under a door, if not carrying too much. =_=_ Elf (starting race) You can play NetHack as an elf . Elves are always chaotic. They can be Priests, Rangers, or Wizards. Playing as a random elf is a good way to focus on a small number of roles. Elves have intrinsic infravision and they receive sleep resistance at experience level 4. From an attribute perspective, elves excel mentally, with the highest intelligence and wisdom of all races. Their strength is capped at 18, the lowest of all races. They also have the lowest constitution of all races, capped at 16. The following table outlines their maximum (unaided) attribute levels. Regular items in an elf's starting inventory are replaced with equivalent elven items as follows: < ref name="substitutions" > < /ref > Regular item Substitute Affected roles dagger elven dagger Ranger bow elven bow Ranger arrow elven arrow Ranger cram ration lembas wafer Ranger Of the classes elves can pick, only Rangers are currently affected. The elven cloak is noted in the source as an intentional downgrade. < ref name="substitutions"/ > Elves have poorer strength and constitution than other races, which limits their carrying capacity and maximum HP. Even at maximum strength and constitution, elves can carry 100 units less than other races. Elven priests and wizards start with a nonmagical instrument, which can be invaluable for scaring monsters or playing the passtune at the Castle. In older versions of NetHack, the elf was actually a separate role. All other roles belonged to humans. The quest artifact of an elf was a crystal ball called the Palantir of Westernesse; it does not exist in the current version. In SLASH'EM, elves are always lawful or neutral, and they have access to far more roles than in vanilla. The drow race is a chaotic counterpart to these elves. In UnNetHack, elves don't regenerate health ("you feel itchy") while touching iron with bare skin. Iron weapons are fine, if you are wearing gloves. However, rings are worn under gloves, so gloves don't make it safe to use iron rings. Amulets are fine, so long as they are worn over a shirt or some from of body armor. This change is somewhat balanced by the 1 AC bonus for each piece of correct racial armor worn. In dNetHack, elves have Low Light Vision 3, but lack infravision, and are the only race that are fully protected by Elbereth. Their dexterity is capped at 20, but their other physical stats are as low as in vanilla. They can be Convicts, Binders, Pirates, and Nobles, in addition to the roles available to them in vanilla. Evlish Nobles, Priests, Rangers, and Wizards may all receive the Elvish Racial Quest instead of the normal role-specific quest. In xNetHack, elves take an extra die of damage when hit with iron weapons or objects - this includes the standard gnomish aklyses and orcish daggers, making it quite a challenge to survive the early game. In EvilHack, iron prevents elves from regenerating health as in UnNetHack, and they also take additional damage for being hit with iron weapons. =_=_ Reviving =_=_ Elf (monster attribute) Elf is a monster attribute that indicates that a monster should be considered elven. It has many effects, but most significantly it helps determine whether your actions constitute cannibalism or same-race sacrifice. The plain elf is not randomly generated as a monster. Elf corpses are dropped by the elf mummy and zombie, and are also found in graves left by player elves in bones. An elf monster may be created by reviving an elf corpse. Drow are flagged as elves, as was Lareth, the Gnome quest nemesis in versions predating the separation of race and role. =_=_ Armr-343.txt ARMOR COST WGT PR AC M EFFECT APPEARANCE Shirts : : Hawaiian shirt : $ 3 5 8 : 0 C Shops -- T-shirt : 2 5 2 : 0 C Shops -- Suits : : Dragon suits : : red dragon scales : 500 40 0 : 3 D Fire -- white dragon scales : 500 40 0 : 3 D Cold -- orange dragon scales : 500 40 0 : 3 D Sleep -- green dragon scales : 500 40 0 : 3 D Poison -- yellow dragon scales : 500 40 0 : 3 D Acd -- gray dragon scales : 700 40 0 : 3 D Magic -- red dragon scale mail : 900 40 0 : 9 D Fire -- white dragon scale mail : 900 40 0 : 9 D Cold -- orange dragon scale mail: 900 40 0 : 9 D Sleep -- green dragon scale mail : 900 40 0 : 9 D Poison -- yellow dragon scale mail: 900 40 0 : 9 D Acd -- gray dragon scale mail : 1200 40 0 : 9 D Magic -- Cloaks : : mummy wrapping : 2 3 0 : 0 C #Vis -- oilskin cloak : 50 10 10 : 1 C ###Water slippery cloak alchemy smock : 50 10 9 : 1 C #Poi+Acd apron cloak of invisibility : 60 10 10 : 1 C ##Invis *opera cloak clk of magic resistance : 60 10 2 : 1 C ###Magic *ornamental cope elven cloak : 60 10 8 : 1 C ###Stlth faded pall robe : 50 15 3 : 2 C ###Spell -- Helmets : : dunce cap : 1 4 3 : 0 C Stupid conical hat helm of brilliance : 50 50 6 : 1 I Int+Wis *etched helmet hm of opposite alignment: 50 50 6c: 1 I Align *crested helmet helm of telepathy : 50 50 2 : 1 I ESP *visored helmet Gloves : : gauntlets of dexterity : 50 10 8 : 1 L Dex *padded gloves gauntlets of fumbling : 50 10 8c: 1 L Fumble *riding gloves gauntlets of power : 50 30 8 : 1 I Str *fencing gloves Shields : : Uruk-hai shield : 7 50 2 : 1 I white-handed Boots : : elven boots : 8 15 12 : 1 L Stlth *mud boots kicking boots : 8 15 12 : 1 I Kick *buckled boots fumble boots : 30 20 12c: 1 L Fumble *riding boots jumping boots : 50 20 12 : 1 L Jump *hiking boots speed boots : 50 20 12 : 1 L Speed *combat boots C Cloth Burns/Rots No D Dragon hide No No G Glass No No I Iron Rusts/Corrodes Yes L Leather Burns/Rots No M Mithril No Yes S Silver No Yes W Wood Burns/Rots No =_=_ M2 ELF =_=_ Elf (role) =_=_ Defunct =_=_ Elves (monster attribute) =_=_ Elven (starting race) =_=_ Elven item =_=_ Enlightenment Enlightenment is a brief, one-time-only indication of a number of normally hidden character attributes, such as Luck, alignment record, and resistances to elemental attacks such as fire. When you get an enlightenment, "you feel self-knowledgeable" and these attributes are displayed; when you dismiss the window, "The feeling subsides" and the list cannot be displayed a second time, even with the command, but if you record your session with ttyrec, then it can be replayed. Enlightenment will give you information about the following attributes. If you do not have a particular attribute, no message will be displayed. Attributes will be displayed in the past tense after death or ascension. In almost all cases, an extrinsic from a worn ring or amulet can also be acquired as intrinsic by eating it. You were blind. The message will include an additional adjective to describe why: "innately" if you are polymorphed into an eyeless form, "permanently" if you are blind due to roleplay, "deliberately" if you are wearing a blindfold or towel and no other source of blindness, and "temporarily" otherwise. You are warned of demons. (Nothing currently warns of demons.) This message can only appear for players who are not warned about orcs. You are warned of undead. (Nothing currently warns of undead.) Note this is a separate property to warning of monster type. You have clairvoyance from a cornuthaum or donations. This is not displayed if your clairvoyance comes from the Amulet of Yendor. You have the aggravate monster intrinsic or extrinsic. This is not displayed if your source of aggravate monsters is the Amulet of Yendor or Excalibur. Positive ( > 0 < ref name="baseline" > +1 to this value on full moons, -1 on Friday the 13th. < /ref > ) Luck (before adjustment for luckstones) is not reduced with time. < !-- rate varies. -- > God's anger < br/ > or < br/ > ability to pray < br/ > (Always displayed during a game, never after it has completed) You may safely pray to your god. < !-- it's not as simple as a prayer timeout of zero – e.g. Gehennom -- > Note that this can be misleading for neutral players polymorphed into undead & mdash;there is a random chance that is recalculated each time NetHack checks if it is safe to pray. There is a condition (other than your god's anger) which means you cannot safely pray. It may be because your prayer timeout is not low enough, but all other conditions, such as whether you are in Gehennom, are checked as well. =_=_ Trapper or lurker above =_=_ Category:Monster classes The monster class can determine behaviour directly and frequently the members of a class hold many other monster attributes in common. < !-- =_=_ Monster (disambiguation) =_=_ Gnome mummies =_=_ Mine king level Ruggo the Gnome King is on his throne and carries a random weapon, a random wand, two random potions, and a random piece of armor. There are also 26 random G in the throne room (shown as on the above map). There are 20 gnomes and eleven gnome warriors roaming the level, and scattered throughout the level are 40 random gems, 20 piles of gold, and a pick-axe. =_=_ Gnome (monster) =_=_ Linux UTF8 =_=_ Talk:Pit fiend What is that "Rare, appears only in Gehennom" on details box? I have seen it outside of gehennom... K00pa 09:45, 20 July 2008 (UTC) =_=_ Invoking =_=_ Dog or other canine =_=_ Spl1-343.txt SPELLBOOK COST WGT PROB LVL READ MRKR BONUS APPEARANCE Book of the Dead : 10000 20 0 : 7 0 0 papyrus magic missile : 200 50 45 : 2 2 20 Wiz cone of cold : 400 50 10 : 4 21 40 Val cure sickness : 300 50 32 : 3 6 30 Hea+ restore ability : 400 50 25 : 4 15 40 Mon+ clairvoyance : 300 50 15 : 3 6 30 Sam detect treasure : 400 50 20 : 4 15 40 Rog magic mapping : 500 50 18 : 5 35 50 Arc charm monster : 300 50 20 : 3 6 30 Tou remove curse : 300 50 25 : 3 10 30 Pri+ turn undead : 600 50 16 : 6 48 60 Kni haste self : 300 50 33 : 3 8 30 Bar invisibility : 400 50 25 : 4 15 40 Ran dig : 500 50 20 : 5 30 50 Cav School Arc Bar Cav Hea Kni Mon Pri Ran Rog Sam Tou Val Wiz CLASS BASE EMERG SHIELD SUIT STAT SPECIAL SPELL Arc 5# 0# 2# 10# Int Magic mapping Bar 14# 0# 0# 8# Int Haste self Cav 12# 0# 1# 8# Int Dig Hea 3# -3# 2# 10# Wis Cure sickness Kni 8# -2# 0# 9# Wis Turn undead Mon 8# -2# 2# 20# Wis Restore ability Pri 3# -2# 2# 10# Wis Remove curse Ran 9# 2# 1# 10# Int Invisibility Rog 8# 0# 1# 9# Int Detect treasure Sam 10# 0# 0# 8# Int Clairvoyance Tou 5# 1# 2# 10# Int Charm monster Val 10# -2# 0# 9# Wis Cone of cold Wiz 1# 0# 3# 10# Int Magic missile I've been working on a new main page layout today. Hopefully you have read about the skin and ad changes at Wikia's New Style on Central Wikia. If not, I hope you'll have a look. I have drafted a main page using the new tags on Main Page/draft which I hope you can take a look at - feel free to edit it of course. The main change to the layout is the fixed width of the right column. This still allows a lot of customisation - for example see these main pages - w:c:muppet, w:c:wowwiki, w:c:ffxi. You also need to consider the move to Monaco skin, and whether you want to customise the skin for this wiki. For examples of customisation, see Memory Alpha, Millitary Wikia, Rappelz or even (if you really want to see what can be done) UK Transport Wikia. The look is ok, the lauout is horrible. The menu under the search dialog box is shit; it is easily activated (mouse-over) and thus blocks the article pages. Remove it. The ADs, the horrible ads... moar like aids, amirite? Remove them. I'm looking at nethack wiki, and I don't give a shit to see indiana jones lego wiki ads. Indy gan gtfo for all I care. The left area is 20% too wide anyway. Take a look at Start Control 2 wiki. Now THAT'S how you do it. (Ultronomicon) Or else. =_=_ Talk:Jumping Now that we have :Template:Jumpradius, let's use it. Unfortunately, I don't know how to insert it into the pictures. --Tjr 17:29, 12 January 2011 (UTC) Could the introduction be reworded, in a sense that, as a Wizard, I can perform a Jump command, regardless of having the needed spells or the needed items? As such, Jump isn't restricted to the Knight class, rather, it may be enhanced by it, which isn't clear on the page.--217.129.96.89 18:08, 29 April 2014 (UTC) I revise the before statement, as after dying I created yet another Wizard and I wasn't able to jump, so could it be possible that a high Strength value enable Jumping?--217.129.96.89 18:25, 29 April 2014 (UTC) Me again... After reading (and understanding) the information present in the Boots page, I came to understand that in fact the pair of "hiking boots" I had equipped was probably the pair of Jumping Boots that allowed me to, well, jump. At any rate, since I figured out this, feel free to delete or clear this topic.--217.129.96.89 18:34, 29 April 2014 (UTC) Hi! Welcome, and thanks for contributing to NetHackWiki! Could you please create an account? It helps us keep spam down, because we don't have to check the edits of known-good users. It also provides more privacy for you. Our style guide and How to help pages are good starting points. --Rogerb-on-NAO 08:48, 24 July 2008 (UTC) =_=_ Talk:Ashikaga Takauji Based on my research at offensive item, it looks like none of the monsters specifically generated on the Samurai quest are actually eligible for wands of death. If this is correct, trying to find one on the quest might not be such a good idea. -- Killian 02:19, 25 July 2008 (UTC) I just got one from one of the samurai in the Shogun's castle. According to the difficulty page samurai player monsters are difficulty 12, so they're eligible for wands of death. Still, with only six samurai, the chance of getting a wand of death seems pretty low. -- Slandor 14:05, June 2, 2010 (UTC) Much simplier to find, even on quest levels have found two. Works as good, as wand of death. Convert rebel daymio in coyote & kill! Why does this guy run NAO's list of most egregious deaths almost without competition? The article claims his attacks are not that spectacular. Tjr 16:52, June 5, 2010 (UTC) This is also presumably why a lot of the other entries are named player monsters; those would be player monsters that were generated with Vorpy on the Astral Plane. I'm guessing that the "killed by a samurai" are people who killed Ashikaga from afar and lost a race for the Tsurugi. I don't know what happened to ctaboir, killed by a gnome king, though given the insanely high maxHP I'm guessing he did it on purpose. I also don't know how the top two entries managed to get almost ten thousand negative HP when their max HP was in the hundreds. Slandor 17:27, June 5, 2010 (UTC) =_=_ File:GenocideScrollTurnOne.jpg =_=_ User talk:Rathmun I know you're excited about getting a scroll of genocide on turn one -- but an image with no articles linking to it is a sad thing. Image:GenocideScrollTurnOne.jpg looks like it would be perfect for the gallery of graphical user interfaces. This came from NoeGnud, (the roguelike in question is SlashEM) and I posted it for the amusement of others. Rathmun =_=_ Map This IP has been used for vandalism, is on a number of open proxy lists, accepts connections on port 8080, and is blocked at Wikipedia. However, I have tried without success to connect through it. I'm going to leave it unblocked unless it vandalizes again.--Ray Chason 22:42, 27 July 2008 (UTC) =_=_ Killer Tomato =_=_ Talk:Poison Chance of attribute damage is always 5 times as likely as instadeath. This is no coincidence, but a result of how the code is. Maybe this should be mentioned and tables simplified. (When I corrected the projectile instadeath chance, I forgot to also do so with the attribute part, but the same applies there) --FIQ (talk) 20:34, 8 April 2016 (UTC) If you eat a poisonous corpse and get intrinsic poison resistance, which is applied first, the poison effect or the resistance? WarriorX90 (talk) 06:53, 7 November 2017 (UTC) =_=_ Talk:Luck Under the "Altar" page, it says you get -1 luck for failing to convert an altar, and +2 for successfully converting an altar. The table on this page says you get +1 for successfully converting an altar. Which is correct? Under "Luck in-game effects" it states that luck increases the chance of "Picking something off the floor by applying your whip." I tried this with a expert level arc at XL:30 and couldn't pick up a diamond with it. Are there certain items that can and cannot be picked up with a whip? The bullwhip page doesn't mention this use at all. Is there a relationship between luck and the possibility of displacing one's pet? I had a roomful of flame spheres in SLASH'EM once and couldn't move through them because my luck was so low.Ih fek 18:46, 10 March 2009 (UTC) I removed the phrase "beyond the baseline" where minimum and maximum luck are discussed. While there is a comment "on moonlit lights 11" in the code you.h#326, this concept is not implemented. LUCKMIN and LUCKMAX are defined as -10 and +10 in you.h and they are not changed anywhere else in the code. Changes to luck are made by change_luck attrib.c#198 which uses LUCKMIN and LUCKMAX unmodified. The +1/-1 for full moon/Friday the 13th are implemented on initialization, allmain.c#32 and allmain.c#39, via calls to change_luck. If I'm carrying a blessed luckstone and jump a lot in Sokoban, will my Luck time out to a total of zero or three? --Tjr 14:59, 27 May 2011 (UTC) =_=_ Talk:The Absurd NetHack Tileset An (old?) version of the Absurd NetHack 128x128 Tileset is available from the old sourceforge page of noegnud. Although I don't know if this version is any different from the wayback one. Three sizes were available as .PNG on the Noegnud page at sourceforge. They are now available for download in a single zip file from: < s > http://darksun.lunarpages.com/nethack/Absurd-64-72-128.zip (20.7M) < /S > Broke out the files into seperate bmp files. Unless someone asks me to remove the files, the darksun host should be able to host them for the foreseable future. The site also hosts some businesses on other URLs that pay for me to upload all the random game files I don't want to get lost. I also tested the instructions and all the BMP files on the windows version. --SaintD 01:11, 13 February 2009 (UTC) Actualy, there is some methods. Simpliest is to allow tilesets to be split to many files. 91.207.100.2 13:15, 20 August 2009 (UTC) =_=_ Spoilers =_=_ Full stop =_=_ Template:Monclassname This template gives the name of the monster class associated with a particular letter or symbol. For example, < code > < nowiki > < /nowiki > < /code > gives "". =_=_ Template:Monclasssym This template gives the symbol associated with a given monster class letter. Normally this is just the letter itself in white, except that classes containing only one monster will display as that monster's color instead. =_=_ Template:Monclasslink =_=_ Template:Monclass =_=_ Kebabable This feature is marginal even for spear-using classes. The only significant use of this effect would be to use naga hatchlings as an opportunity for the training of the spear skill from unskilled to basic. In versions prior to NetHack 3.6.0, weapons using the javelin skill also received the bonus. The skill has since been merged into the spear skill. Non-rotten tins are generated without the word "homemade" in the title. If the NetHack code divides all tins into homemade 0s and rotten 1s, that isn't made clear in the tinning kit article. 71.131.206.134 20:51, 1 August 2008 (UTC) =_=_ Taming =_=_ Increase damage The "Report a problem" link is for reporting problems, not yelling "yeahhhhhhhhhhh". Please don't abuse it.--Ray Chason 18:39, 3 August 2008 (UTC) Walking onto an I square (a remembered, unseen creature) using the 'm' command while blind if a pet happens to be on the square on that turn gives the message "Pardon me, < petname > .". I think that this gives away too much information since the player is blind, and if they could tell that it was their pet in the first place, then they would have gotten the "pardon me, < petname > ." message when they first tried to step onto a (non-'I') square with their pet on it and not the "Wait! There's something there you can't see!" message. Hostile monsters give the "You move right into it." message if you try to walk onto an 'I' square with the hostile monster on it (and they usually attack, although that's sort of irrelevant). I suppose that it could be rationalized that a player could recognize that it was their pet if they walked carefully onto a square with an 'I' with the pet on it, but that would, of course, require that players can only walk ('m'ove) onto 'I' squares carefully, and that would probably require some sort of carefulness flag in the game, which is supposed to be a quality that is up to the person playing the game, as part of the "take however long you want to figure out your next move" thing. I sometimes find myself wishing that real life was as simple and easy as Nethack. I have tested this in wizmode a couple of times using magic mapping and a corridor and a wished-for blessed blindfold and a gen'd hostile monster. I hope that this message is coherent. Thanks to the Devteam for creating, and to the online Nethack community for supporting, this most awesome of games. 165.247.0.45 09:05, 4 August 2008 (UTC) =_=_ NetHackWiki talk:If you prefer the old theme The default style appears to set a background color for normal text, but not the foreground color. This is improper behavior and it reduces accessibility. Text here shows up in the browser's default color instead of the intended #000. There's nothing wrong with my computer or browser settings. 97.126.71.13 02:56, April 18, 2010 (UTC) =_=_ Studded leather =_=_ Survivor =_=_ Current events =_=_ Talk:Current events =_=_ NetHackWiki:Community Portal/Archive3 This page contains old sections from NetHackWiki:Community Portal. If you want to carry on talking about these topics, post a new section on the current Community Portal page. This page is intended to be a static archive. As was discussed a while ago, I've created a new template, currently at , which combines the short and long form of the monster infoboxes, toggling between them with some javascript at MediaWiki:Monobook.js. You can see it in action on killer bee, if you make sure to clear your cache first. I've tested it on Firefox, Opera and Konqueror, but it doesn't appear to work on IE6 at the moment. Can someone else confirm that? I think the problem is with the following code: Addendum: Oops, I've now realised that the template won't work when more than one copy of it is on a page, which we should probably have on pages like Mummy. I'll have a think about this later. --Jayt 01:22, 6 September 2006 (UTC) There is also the matter of the new code requiring more divs. I haven't yet discovered a way to make these shrink-wrap to the point of invisibility, so that's why there's an extra grey border. Could somebody please fiddle with the template () until the border looks good? :-) --Jayt 12:22, 7 September 2006 (UTC) We currently don't have any guidelines for when multiple entities should be documented in a single wiki article. For example, mithril-coat contains both elven and dwarvish varieties; Dragon contains all dragons; mimic contains all mimics; and there may be more. This can be good infodesign, but I suggest: Dragon will need 9 sections and 9 infoboxes to comply with the second point (I think baby dragons are sufficiently different to need a separate page); putting "see article" under Attacks really defeats the point of an infobox. Any further comments on this from anyone? I will leave Dragon alone for now if it's a major objection, SGrunt. --Jayt 11:58, 30 September 2006 (UTC) In the spirit of Template:Black and < code > CLR_BLACK < /code > , I'm tempted to create a set of colour templates corresponding to < code > HI_LEATHER < /code > , < code > HI_METAL < /code > etc. from color.h. This would make transcribing infoboxes from source easier, and would insulate us from potential changes. Not sure whether I'd call them "leather color" or "HI_LEATHER", though. Any thoughts? --Killian 02:56, 1 October 2006 (UTC) I have moved several articles (Bell of Opening, Candelabrum of Invocation, Dark One, etc.) from titles prefixed with The to those without to match the internal names specified for those entities. My justifications for this are as follows: If there is any rationale for preficing the articles with the unnecessary "The", please state it here. -- SGrunt 19:27, 3 October 2006 (UTC) I noticed there was a problem with some of the infobox templates: if you placed them in their own paragraph, before the first paragraph of the article, there was too much vertical space before the text itself. Turns out this was caused by having a linebreak between the end of the template body and the < code > & lt;noinclude & gt; < /code > tag. Removing the linebreak in the template solved the problem, so it's no longer necessary to put the template-include in the same paragraph as the article introduction (which is what I've had to do recently). --Killian 12:17, 6 October 2006 (UTC) I added links to Wikipedia articles K-ration and C-ration into our own K-ration and C-ration articles. I only did this because it isn't clear, what these things are actually supposed to be, and Wikipedia has some interesting background on them. The reason I am posting to Community Portal now is to prevent anyone from thinking that hey, it might be a good idea to add that template to all articles. If it isn't clear yet, I am strongly against adding to all articles. Everyone knows, for example, what a dog, a tin opener or an apple is like. That is, I think the Wikipedia-link template should be used sparingly. --ZeroOne 21:17, 16 October 2006 (UTC) A lot of monsters are missing from the NetHackWiki database. I was wondering if anyone could fix this problem. I'd also love to know what wizard lock does. I'm not sure if this is the place to post this, so feel free to move it if its not. It might be nice to stop the random page function from including source code... there's so much source code that more often than not you end up reading some random file from some random revision of the game, which most people using the "Random page" link aren't really intending to see. Just my thoughts on it. -- Intx13 20:31, 21 December 2006 (UTC) =_=_ NetHackWiki:Ask an expert/Archive1 This page contains old sections from NetHackWiki:Ask an expert. If you want to carry on talking about these topics, post a new section on the current Ask an expert page. This page is intended to be a static archive. Well I was in the oracle stage with a big mob of chickatrices, fire ants and a tengu chasing my ass, with intricit speed I managed to run around to stay alive. The corridor to the closest stairs were blocked with a huge stack of monster corpses and random loot. With little HP left I had no choice but to retreat, but after running on the loot stack it automatically picked it all up, ended up Stressed under the heavy load, the monsters catched up and killed me before I could drop them. How to obtain a wish in a very first turn? It just happened to me: i started as a Wizard, checked inventory, quaffed potion of extra healing for more HP and... it was smoky! I got a wish! Are there OTHER possibilities for wish in a first turn? 83.29.54.191 21:10, 24 May 2008 (UTC) Hey, it's the guy from the previous question! Anyway, new valk, this time things got better, beat Sokoban, cleared the mines, and found my quest teleport (can't enter though, since only level 13). So, now I managed to find the entrance to the Rogue level. My question is - should I bother going in there and exploring it, or just try to find the stairs to the next dungeon level and keep smashing stuff until I can go on on my Quest? Which would you recomend. Also would I need some special intrinsics or items I better have if going in there?--87.120.232.236 21:36, 18 April 2008 (UTC) Ok, this is like the 4th time I've ever made it to Minetown, so just go easy on me. Anyway, I am playing a Valkyrie in explorer mode, since I got sick of dying by suddely getting swarmed by 6+ monsters. Anyway, I managed to actaully get to Minetown without dying (Just my luck huh?) so now I'm doing a prolonged camping in there, gathering items, selling loot and doing offerings. So here's the thing. I must have sacrificed..what 30 or so corpses so far, in which we have 2 wood elves, tons of Uruk Hai, 2 Ogres, a yeti and other such stuff. Every time the offer gets accepted and I have yet to get even Mjolnir. I've had the "four leaf clover" message several times already, so my luck is ok. I haven't prayed in ages, so that's ok too...yet I still can't seem to get the damn hammer already. So is there something I'm missing or am I just having horribly bad luck (which won't be the first time either..). Thank you in advance.--87.120.237.119 21:40, 14 April 2008 (UTC) Does dipping a katana in a fountain work for getting Excalibur? If not, what's the best way to get a long sword? So I've got reflection, and I keep reading that I need magic resistance, but I can't figure out exactly why. Is it just to avoid polymorph and teleport traps? --Beefnut 05:53, 1 March 2007 (UTC) I am playing SLASH'EM 0.0.7E7F2. I ate a large cat (stupid mistake, I should not eat corpses while hallucinating) and now have aggravate monster as an intrinsic. I later found elven boots, so now I have stealth. How do aggravate monster and stealth interact? Should I be worried? --Kernigh 00:42, 3 September 2006 (UTC) On the Elemental Plane of Air I'll get swamped by summoned monsters from archons, such that in a few moves practically the whole level is filled with all the monsters I havn't genocided (including more archons). How do I deal(kill/avoid) with archons on this level? The closest I've come to getting to the portal was by using many scrolls of taming while confused, but I was hopelessly bogged down in monsters... Chris. 14 Sept 2006 =_=_ NetHackWiki:Ask an expert/Archive2 This page contains old sections from NetHackWiki:Ask an expert. If you want to carry on talking about these topics, post a new section on the current Ask an expert page. This page is intended to be a static archive. I've just started NetHack last night, and found something odd that, as far as I could tell, is not addressed here or in any easily found spoilers. I was Chaotic and found a Chaotic altar really early, like on the 2nd or 3rd level down. I figured it'd be a good chance to play w/ praying and offering. I offered some corpses, and they were consumed by fire, but then the message said that I "had a feeling of inadequacy". Does anyone know what that means? Am I too piddly to have offerings do anything at that level? Been playing Nethack since sometimes, haven't yet gone after level 6 or 7, and i still got some basic questions which maybe someone could answer ;) I have played the game, on my new computer using Vulcan's, with 7 characters. 3 of them had a YASD (starvation the first time, hitting a floating eye the second time, drinking an unidentified potion the third time). The other 4 got stuck between dungon levels 2 and 4. On any of these dungon levels (2, 3 or 4), there is a possibility that there is no obviously visable staircase. It always happens by level 4. I don't have any equipment to search and cannot magic map (and no, I am not starting as a tourist to magic map). I know that the staircase is hidden (there were no boulders on one of them, so its not by that). There must be a hidden door somewhere. Unfortunatly, searching takes up too much time, and I eventually have to quit and give up. I cannot get past this problem. Any suggestions, or is something seriously wrong? Dylnuge 16:35, 14 January 2007 (UTC) I know most gaze attacks depend on mutual sight. Does Medusa's gaze attack work when she is blind? Mythologically speaking, it was her ugly mug, not her eyes, that caused petrification. --66.23.133.52 19:09, 30 January 2007 (UTC) I like the default IBM Graphics set in the Windows port, but want to change a couple of characters in the dungeon list. The defualt values are listed as \ |--------||.-|++##.## < > < > _\\#{}.}..##\ #} in opthelp, but this is for the basic ASCII set so if I list this in the config files I lose the nice solid walls and shaded floors. Does anyone know the IBM defults so I can just change the ones I want? --Canageek 23:33, 23 February 2007 (UTC) Does enchanting unicorn horns increase their chances of healing an ailment? or is the B/U/C status the only thing that affects this? 206.116.28.142 21:07, 1 March 2007 (UTC) Who is this "Maud" scrolls of amnesia keep mentioning? Is it Maud Flanders from "The Simpsons?" --Edrobot 19:56, 26 March 2007 (UTC) Try submitting whatever it was that you downloaded to Virustotal if it can fit within the max upload size, should easily do. It could help you make a more informed decision since most antiviruses worth their salt can detect potentially unpopular software (Pups). It was most likely a a false positive.--A Passing Visitor68.237.248.26 04:44, 10 April 2007 (UTC) I've reached Gehennom for the first time, and I'm struggling a bit with the big demons. I've beaten Jubilex (thankyou wikihack for the tip about the wand of digging), Asmodeus and paid off Baalzebub. But they seem to take ages, and unless I can get them onto a level with teleport restriction, I don't seem to be able to hit them enough for it to matter, they just teleport near me, summon some nasties or hit me, and let me get one or two hits in before they teleport away. I'm worried that Demogorgon's going to turn up and it'll be all over very quickly. I've also got problems in that I fell through a hole a couple of times and now don't know the way back up - should I use the Orb of Fate to get me back to the Valley and then go down again? Some other questions: Update: Many many thanks to this wiki and it's spoilery goodness, I just completed my first ascension! As a tourist!! Couldn't have done it without all the help from this site, so thanks again! --Eucarya < sup > Talk < /sup > 23:41, 25 August 2007 (UTC) How does your alignment affect whether monsters you find are peaceful? I mostly play Lawful characters, and most of the tengus and all the Aleaxes and Couatls I find are peaceful, but most of the giants aren't. Does the chance to be peaceful depend on the monster's difficulty level? Also, what about the Mines? I know if you're a dwarf or gnome, all the dwarves and gnomes will be peaceful, but what about lawful or neutral humans? What about the hobbits in the Mines? --66.23.133.52 02:53, 22 May 2007 (UTC) While I'm asking questions.... are "Master Mind Flayers" immune to charm monster? I'm trying to re-tame my pet, and all he's doing is eating my brain. Thank Anhur for blessed unicorn horns, but I still need a way to retame or defeat him. --Snicker 04:26, 1 August 2007 (UTC) =_=_ Talk:Ring of increase damage =_=_ Forum:-2 Gauntlets Of Power? Hello, I wonder if you could help me. Ive got these -2 gauntlets of power and i've uncursed them, i'm just wondering.. what do they actually do? what does the '-2' refer to? When I equip them, I gain 25 strength, but I dont see to be able to carry a lot more.. I can throw Mjollnir now, I guess.. but I seem to lose 1 point of AC too... =_=_ Talk:Tooled horn The effects and the strategy advice are very similar between a tooled horn and a leather drum. I suggest both articles should be merged. --Tjr (talk) 09:32, 11 May 2013 (UTC) =_=_ Pyec =_=_ Talk:Spellbook of passwall The effect of the spell known as 'passwall' is to make the caster ethereal and so able to pass through walls. I have not tested it in Gehennom or Sokoban, only in the Dungeons of Doom. I would guess that it would not work in Gehennom or Sokoban, but this is unknown as of yet. Also, I have not tested it in a shop. It is unknown how a shopkeeper would react to this spell. Also unknown is whether or not a monster has the ability to strike the caster. ItazuEstamaru 16:58, 14 August 2008 (UTC) It doesn't work in Sokoban; the game says "The sokoban walls resist your ability". --Bluescreenofdeath (talk) 07:14, 19 February 2014 (UTC) =_=_ Peregrinatrix =_=_ User talk:Petzl Actually, in the source codes, gnolls (and their warriors and shamans) have the G_HELL flag set. --Kahran042 01:18, 16 August 2008 (UTC) =_=_ Gnoll shaman =_=_ Talk:Ring Does wearing rings in your left/right hand make a difference? Has it got something to do with rust traps or your weapon hand (your right hand, presumably)? 88.112.14.245 00:12, 19 August 2008 (UTC) =_=_ NetHackWiki:Ask an expert/Archive3 This page contains old sections from NetHackWiki:Ask an expert. If you want to carry on talking about these topics, post a new section on the current Ask an expert page. This page is intended to be a static archive. Do wizards have special magic resistance? Even naked, I can't use polymorph or teleport traps (making Fort Ludios inaccessible, I believe...) --Snicker 22:38, 10 August 2007 (UTC) was created. I was not able to locate it, despite spoilers, clairvoyance and lots of dig wands. Thanks for the answers! Any ideas on what caused this? Alternately, is there a list of all possible ways to anger a shopkeeper around? I've only made it as far as Mine Town once or twice, so please be gentle. After I get in a fight and take some damage, I find it hard to heal. There's no "rest" command in NetHack (like there are in the *bands). I can go stand somewhere and do a 20. or whatever multiple times. But the docs say that standing doesn't heal you any faster than moving about and doing other stuff. Of course, I tend to find that healing leads to hunger...so I'm walking around with half my hit points looking for food. Something I'm doing wrong? I haven't seen a single potion of healing yet, though I have seen quite a few unidentified ones...I've read that testing potions by drinking them is unwise - is that true early on? Very common in *bands, because the worst that could happen was temporary blindness (at least in the early levels). Thanks. Wow, that helped explain things ALOT. I had no idea HP was such a complicated variable. I just assumed it was a static value like in most other games. Thanks for explaining it to me! Out of boredom, I attempted to create the item with the longest name ever. I started off with a helm of opposite alignment. Then I rusted and corroded it, then fixed it with a scroll of destroy armor (cursed/confused). If you're in wizard mode you can do even better by getting a +100 enchantment for a final item of: Hello, I'm having trouble with keeping my pets alive, and consequently, myself, in SLASH'EM. In vanilla, I could just use a magic whistle to do the polymorph trap boogie and get some amazing pets. In SLASH'EM, they unpolymorph into the crappy large cats/dogs at the worst possible times. Throwing potions of restore ability (prevents unpolypiling) and having them equip amulets of unchanging don't work either. If there isn't a way to prevent unpolymorphing, how do I get better pets, other than getting lucky with taming items, or throwing food at a chameleon? If I can't get good pets, it's going to be real hard for my atheist genoless no-polyself no-polypiling Archeologist to ascend, compared to vanilla, especially with the tougher monsters in SLASH'EM... Anyway, I have just met, what I thought was my nemesis, a Master Lich... it scared the hell out of me - here I am, an Elvl10 wizard at Dlvl7, perfroming some "maintnance work" using some potion shop and my faithful cat when suddenly I'm faced with a monster I think I have never seen before in any previous games... the bad thing is that I had lost my magic-resistance cloak by forgetting to take it off before polymorphing into a Xorn - I thought that would help in Sokoban, now I know it doesn't ;]... So, I'm standing there, after having suffered a single attack from this mighty violet "L" which took half my HPs and I'm thinking "ok, so this is it, I'm going to die here" and trying not to panick, I figure the best thing to do considering my heavy but not necessarily most useful knapsack contents ... ok, I have a few wands with me... I consider for a second the one that I think I semi-identified (forgot to do more) as either /oDeath or /oSleep... But then, I had recently died of an ill-targeted ray of death so I rule out this possibility, I have /oDigging so I keep that option in my mind but I also have a /oPolymorph... I can't find anything here about Liches having magic resistance or other reflection stuff, so, wth, I just zap the /oPolymorph at the Lich... Immediately, it turns to an ape which I finish with a few quick quarterstaff hits... But then, when I move towards a corpse I find that what's lying there is not an ape corpse but a chameleon corpse... So, after playing way too much Nethack in the past few weeks, I find myself in a position where I have a blessed scroll of genocide, and can't remember what I've already genocided in this game (as opposed to last week's character, or yesterday's character...) Is there any way to check, besides dying? enehta 21:01, 09 December 2007 Does wielding Excalibur negate invisibility? It mentions that monsters will still be able to find you, but it's not very clear as to whether that's just blind monsters or any sort of camouflaging effect.--Xazak 17:17, 28 December 2007 (UTC) I had an amulet of lifesaving stolen by a wood nymph, who immediately put it on. Is there any way to get the amulet back without killing the nymph in the process? I'm playing a dwarven Valkyrie.--Xazak 18:22, 28 December 2007 (UTC) Is there any way to "grow" a tail if you're polymorphed into a long worm? #Monster didn't work lol Fredil Yupigo 21:45, 12 January 2008 (UTC) I finally made it to Rodney and zapped him with a Wand of Death while he was over the moat around his room. It looks like the Book of the Dead fell in to the moat and now I can't seem to get it back! I have tried a grappling hook, freezing the moat to ice then digging a pit, and can't find it at all. Help! --Kalon 04:12, 14 January 2008 (UTC) Is it possible for the Oracle level to not be generated? I'm already at my Quest and I haven't saw him or Sokoban yet!! Fredil Yupigo 21:29, 21 January 2008 (UTC) If you are (unconverted) neutral, not a wizard and you don't already have zillions of artifacts, you could wish for the Eye of the Aethiopica and branchport in. TJR Is there any repository of old versions (executable or sourcecode) of hack? In particular, I'm searching for version 1.01 (as far as I can tell). I (and many others) spent an obscene amount of time playing it on my old 386 PC. We're organizing a classic gaming party and would very much like to revisit this game that so many played and loved. =_=_ Armour class =_=_ Forum:Write a spellbook with a marker Here's how I use magic markers: Save all the blank scrolls you find. Figure out if they are blessed or cursed. When you finally find good armor that you want to ascend with, write a blessed scroll of charging if you can, then write all the enchant armors you can. You can recharge the magic marker once. Then enchant your good armor up to +4 or +5. In long games I will also use a magic marker to write known spellbooks that have faded, like Identify. Sometimes I'll write a scroll of genocide, but magic marker charges are too valuable for much else. That means magic markers are not really for the beginning game, IMO. For a Wizard with at least 6 Luck, the chance of successfully writing an unknown scroll/spellbook is about 97–98%. That's a pretty good chance if you ask me, especially if you're writing something cheap. -- Killian 04:57, 5 September 2008 (UTC) I guess I'm resurrecting this thread, but I wanted to add my two cents. Yes, as an "extremely lucky" Wizard, your chances of writing an unknown (i.e. not previously identified) spellbook successfully are 98%. It all depends on your specific situation, but once I have good armor and a few other necessary scrolls, I generally just use magic markers to write whatever spellbooks I want but haven't found yet. As any other class, it can still be worth trying... with excellent luck your chance of writing an unknown spellbook is 33%, or 1 in 3. If you don't need a magic marker for other things (i.e. scrolls of enchant armor/weapon), and if you really, really need that spellbook of identify/magic mapping/etc., it's definitely possible to get what you need. Just be prepared to waste a few charges in the process. This is pretty much laid out in "Unknown Scrolls and Spellbooks" in the Magic marker entry. -- JohnHarker 15:11, 5 May 2009 (UTC) =_=_ Iron boots =_=_ Boot =_=_ User:JStitch If I were a NetHack monster, I would be a < B > little dog < /B > . I'm a loyal and trusting companion, always ready to protect my friends. Even if they do feed me tripe, sometimes. =_=_ Talk:Boomerang I remember an old game once where I tried to wield one of these, figuring the 1d9 damage was quite respectable. However, after a few hits, it shattered and was lost; does anyone know if this happens with other throwing weapons, and what the mechanics of it are? E.g., does high enchantment prevent this, does BUC help, does luck help, etc? -Ion frigate 11:33, April 2, 2010 (UTC) The article mentions "Despite some redeeming features...", but it does not really go into detail as to what these are. The damage is obviously good for a stackable ranged weapon, but I'm not sure what other "redeeming features" there are. Anyone? The simplest way is to find a level in the Dungeons of Doom that has a sink and kick it until a black pudding is generated. Next, dig towards the corner of the map and dig out a path as such: Descended down some more, found a magic lamp, wished for gauntlets of power. Decided it was time to make a stash, made one next to a chaotic altar (I have NO idea why I chose this location, as a lawful one was 5 levels down. Got my magical war hammer and had fun throwing it everywhere. Got a oilskin cloak. Got some levitation boots, levitated across Medusa level, got to the castle. Went through the back entrance. Cleared the area of guards. With the massive amount of loot that was their I started to polypile everything. Got enough armor and protection that I was -32ac! So far, this game was going really well. I did not want to die. Gehennom was going pretty well, got REALLY tired of liches so I genocided them. Descended down some more, found Juiblex, was eaten.... dead... My mistake was that it was late and I just thought it was a worm or something. So I didn't even notice I was poisened. YASD OUT! Have all these rings and just found a wand of polymorph, so I drop everything else I have and put on a ring of polyconrol. Then zap myself, turning into a Xorn =_=_ User:Telis Ravenlight Ravenlight (Val Hum Fem Law), 81610 points, killed by an ettin mummy after being fried by an ochre jelly's acid. Stupidly, I was wielding a wormtooth that I was planning on enchanting into a crysknife instead of my Excalibur/Grayswandir/Mjollnir. Turns out that I had a blessed potion of extra healing in my knapsack, as well. --Telis Ravenlight 21:19, 5 September 2008 (UTC) kusut (Mon Hum Mal Neu), 1086 points, killed by a human mummy called Ravenlight --Telis Ravenlight 21:20, 5 September 2008 (UTC) Trapped in the gem stash in the Gnome King's wine cellar... I read an unidentified scroll and teleported in here, no pickaxe. Booze supply is plentiful, however. =_=_ Talk:Inventory I just now recalled--inspired by this article's description of the strangeness of the backpack--that when you dig through the floor of a shop the shopkeeper will sometimes manage to "grab your backpack" as you fall; and you lose most of your inventory. But--I haven't confirmed this--you don't lose the backpack, do you? You can still pick up more items, and I assume if you dig through another shop floor you will again have your backpack "grabbed". We have gold and loadstone, but, most recently, i picked an "unlabeled scroll" in a shop which went to the # slot..... ?Newtkiller 06:38, June 21, 2010 (UTC) =_=_ Fragile Fragile items are destroyed when thrown, kicked, hit with a or wand of striking, or dropped from a height (from levitating, riding or down stairs). Fragile items inside containers can break when the container is kicked, thrown, or otherwise abused. However, the algorithm used in this case is slightly different: cameras, melons, and pies will never break, eggs have a chance of being damaged, and other fragile objects have a 67% chance. For stackable items, each damaged stack will lose only one item. Items inside a bag of holding or a nested bag are immune. =_=_ Talk:Cloak of displacement =_=_ NetHackWiki talk:ProblemReports/13618 =_=_ Ibmgraphics =_=_ Talk:Scroll of amnesia What exactly does that mean? Does your character forget it has an iron ball chained to him/herself? That doesn't seem like something you could forget, as you'd immediately notice it once you started walking again. Or did they mean your God's anger? Could someone explain what that bit means? -- Qazmlpok 23:13, December 6, 2009 (UTC) During my last game, I got amnesia from a mindflayer attack and forgot some of the things I once knew. I had a glass wand that I knew was teleportation and had named them as such even though the game didn't auto-identify it (I guess because the objects weren't teleported somewhere I could see them, so it was possible they went invisible or something else, except I had see-invisible so that wasn't it). Anyway, after the amnesia, I had "forgotten" the name of the glass wand. I re-zapped it and discovered that it was STILL teleportation. Was that a random happening of it being re-assigned to the same thing, or does it actually not re-randomize things? In other words, if I wrote down on a piece of paper all my discoveries, would amnesia be irrelevant (though still annoying)? --Ablotial 20:37, 9 March 2011 (UTC) If you map the last level of Gehennom, you may use this to aid you in finding vibrating square in case you have a hard time memorizing your patterns. =_=_ WoY =_=_ Team Ant Unconstructive edits such as the one that you (or someone at this same IP) did on SporkHack might be fun for you, for about five minutes. The rest of us don't appreciate them much. Please don't do that.--Ray Chason 19:45, 17 September 2008 (UTC) =_=_ Andries' ghost =_=_ Stilleto =_=_ The Great Dagger of Glaurgnaa In SLASH'EM, The Great Dagger of Glaurgnaa is the Necromancer quest artifact. Its attack can drain life, indicated by the message "The Great Dagger of Glaurgnaa draws the life from (target)!" When carried, it grants magic resistance. It can be invoked to boost energy, similar to the Mitre of Holiness. As a weapon, the Great Dagger of Glaurgnaa is weaker than many chaotic artifacts, including the Necromancer's first guaranteed sacrifice gift, Serpent's Tongue. For comparison, a +7 Great Dagger of Glaurgnaa will do, on average vs. non-chaotics, 3.5 base + 4 cross-aligned bonus + 7 enchantment bonus = 14.5 damage vs. small and 15 damage vs. large foes plus level drain, and only 10.5/11 vs. chaotic foes; a +7 Serpent's Tongue will do (2.5 base + 7 enchantment bonus) x 2 = 19 vs. small and 18 vs. large regardless of alignment, PLUS an additional ~10 average damage and 10% instakill versus non-poison resistant foes. While the Great Dagger of Glaurgnaa may be marginally stronger if you haven't found any scrolls of enchant weapon, most Necromancers who are able to defeat Maugneshaagar will have better options for fighting. Its key benefits are the magic resistance it grants and the energy boost it provides. Because of these, it is a popular wish for chaotic spellcasters in SLASH'EM, as chaotic spellcasters can't make use of the Mitre of Holiness or the Eye of the Aethiopica (unless obtained from the Wizard Quest) for energy regeneration and the Master Key of Thievery's coveted half physical damage extrinsic can be supplied by the Hand of Vecna. Since most Necromancers don't cast many spells in the early game, this item is generally obtained around the time that a necromancer is switching from playing as a tank to playing as a spellcaster. Given the low max power that Necromancers attain (compared with Priests or Wizards), you will find yourself frequently relying on the power recharge function. It is therefore helpful to know the optimum invocation schedule to maximize this benefit. =_=_ Talk:Ring of protection from shape changers Will putting one of these on while lycanthropic prevent you from changing out of human form? Aeronflux 21:24, 21 September 2008 (UTC) In 3.6.6 (on NAO) a ring of protection from shape changers does not force werecreatures to assume their human form or prevent them from assuming their animal form. I don't know if it will stop them from summoning help or infecting you. --Mackeyth (talk) 13:51, 2 June 2020 (UTC) =_=_ Silver weapon =_=_ Talk:Scroll of gold detection I got the message (after reading an unidentified scroll) "You feel worried about your future financial situation." Could that be a cursed scroll of gold detection? Aeronflux 00:00, 23 September 2008 (UTC) =_=_ Talk:The Great Dagger of Glaurgnaa Hi! My best score on Nethack to date (24th September 2008) is around 80000 points with a human male lawful monk, although for most of the game I was a minotaur (ring of polymorph + polymorph control). Oops! I forgot about singleuser login. I therefore have my main account at User:Casmith_789 and will not be on this one again. Casmith789 14:55, 24 September 2008 (UTC) Due to the fact I forgot about singleuser login, I started on this wiki with User:Casmith789. However this is my main account so please do not contact me on the other one. It makes a good alibi though! As I say on the other account, my top score so far is around 80000 points with a male human lawful monk, although it was a minotaur for most of the game. I finally was killed by a mumak (bother!) on Sokoban lv5, having completed the mines and got down to lv15 of the dungeons. =_=_ Cram Now I've got some holy water and want to bless both bags. In order to just use up one of my holy water potions I'd like to stack the bags which isn't possible yet since I named 'em. Re-naming one of them to match the other one doesn't work so I think the solution would be to un-name both of them, but I don't know how this works. Just hitting enter when prompted for a new name doesn't change anything. =_=_ Talk:Wand of sleep Would it make sense adding what it says when you shoot a sleep wand at a closed door ("The door absorbs your bolt!")? Aeronflux 00:34, 28 September 2008 (UTC) In general, a spell of sleep is much more likely to hit than the same wand. Does anybody have any numbers on this? I specialize in wizards, so it might be a level or role specific thing. Tjr 00:50, 2 December 2008 (UTC) How long do monsters sleep for after being hit by the wand of sleep? Is it the type of sleep where they'll wake if they get hit (like most games) or can you beat on them all you want? DemonDoll 18:17, 22 June 2009 (UTC) =_=_ User:Random832/monobook.css =_=_ User:MikeBlinders Most often plays as a Healer, including two pacifist ascensions and a third pacifist who drowned while wearing an oilskin cloak and a ring of levitation. =_=_ Talk:Water moccasin Woohoo for starting with a scroll of taming! The one move to instantly take care of them all... Aeronflux 22:25, 30 September 2008 (UTC) =_=_ Forum:What is fruit good for? =_=_ Intralevel teleport =_=_ Talk:Public server Please see the message I left at User talk:82.114.80.218, in response to the one that you or someone using your IP left there. Like I said there, IPs is funny, and I'm dropping this note here just in case you didn't get it there.--Ray Chason 01:05, 4 October 2008 (UTC) =_=_ Shrieks in pain =_=_ User:Colin McMillen =_=_ The dungeon acoustics noticably change =_=_ The dungeon acoustics noticeably change When something makes a hole in the wall of a shopkeeper's store, the shopkeeper will seal it up soon thereafter. If you cannot see the shopkeeper doing this (due to blindness or lack of line of sight to the sealed up wall) you will get the message "The dungeon acoustics noticeably change." =_=_ Talk:Corpse It says here corpses start to rot after 30 turns, source-diving over at Food poisoning results in 60 turns. So what is the matter - is 30 turns just a "safe lower bound" in case some monsters leave pre-aged corpses, do player and monster turns count separately and make up the factor 2, or is 30 plain wrong? -Tjr 22:21, 22 May 2009 (UTC) Do not know if this is a bug, but once I tried to eat the corpse of newt told me that the corpse is rotten, but dead body was very fresh (2-3 turn). The corpse was not cursed, I tested it on the altar. Someone else happened to you was on something? This section doesn't include how graveyards affect undead corpse generation. It should probably list all levels with a similar effect (eg. castle).--Noims 17:02, 24 January 2011 (UTC) The info in the Special Corpse Behavior section says that acid blob corpses are always safe to eat. Is this specific to Vanilla? IIRC, I've been food-poisoned by eating old acid blobs in SLASH'EM. --AileTheAlien 20:06, 13 February 2011 (UTC) Anyone know how likely this is? I know that any low-nutrition corpses I find go into my inventory solely for the chance of spawning a lichen whose corpse provides more food value and does not rot. Resistances from red molds are good too--AileTheAlien 15:09, 26 February 2011 (UTC) =_=_ User:Bhaak/Statistics programs =_=_ User talk:Bhaak/Statistics programs Is NetHack Killers or nhk worth a mention? (http://www.statslab.cam.ac.uk/~eva/nethack/nhk.html). It may have been superseded by statnethack - I haven't studied how well that script does at determining which deaths are "really" the same. =_=_ The troll rises from the dead =_=_ The water troll rises from the dead =_=_ The ice troll rises from the dead =_=_ The rock troll rises from the dead =_=_ The Olog-hai rises from the dead =_=_ The troll rises from the dead! =_=_ The water troll rises from the dead! =_=_ The ice troll rises from the dead! =_=_ The rock troll rises from the dead! =_=_ The Olog-hai rises from the dead! =_=_ Nasties =_=_ Malignant aura =_=_ Talk:Centipede Why are NetHack centipedes so slow? They are fast agile critters IRL and their bite is really nasty. --Mandevil (talk) 11:24, 14 November 2017 (UTC) =_=_ Talk:Kebabable I don't believe this should be classified as a monster attribute but rather a weapon one, as it is hard coded to a number of monster classes. How do we handle such things? They are similar, but different. -- Kalon 04:49, 15 October 2008 (UTC) =_=_ The Wizard of Yendor looks uneasy =_=_ Wand's of Fire =_=_ Wand's of lightning I was a lovely Valkyrie with an AC of -15 and 130 hp waltzing through the labyrinth when i was lucky enough the meet a minotaur and a master lich, together. The minotaur was easy but with a whopping 86 hp left the touch of death killed me. I didn't play NetHack for 7 months after that. =_=_ Eye of the aethiopica =_=_ The eye of the aethiopica =_=_ Eye of aethiopica =_=_ Talk:Spellbook of teleport away What does "You lack the strength for a teleport spell." mean? I cast it successfully a couple times, then got this. Dlvl:1 $:1568 HP:130(130) Pw:68(123) AC:-19 Xp:21/10000137 T:73206 Hungry Burde 71.146.76.228 18:56, 19 October 2008 (UTC) =_=_ Talk:Drowning Okay, you can't drown just because you are overburdened. Just wiztested, even if you go in _overtaxed_, so long as you can drop stuff, and reach the shore, you won't drown. The only way you can't drop stuff is if you're carrying cursed loadstones, or maybe wearing heavy armor. Is that wrong or should the page be changed? Blackcustard 00:56, 10 March 2011 (UTC) =_=_ Artifact blast An artifact may blast you for damage each time you touch it. You will touch an artifact whenever you attempt to wish for, pick up, wield, wear, invoke, apply, or steal it, or when you polymorph. < ref > < /ref > Gloves afford no protection. Additionally, if you are of the wrong role and fail one of the other conditions, the artifact will "evade your grasp", preventing you from using it. The primary effect of this is that you can only use another role's quest artifact if you are of the same alignment as the artifact. Unintelligent artifacts never evade your grasp. However, you cannot wield an artifact weapon that attacks your current form (this includes Orcrist and Sting for an orc in their natural form, Grimtooth for an elf, or Werebane for a player with lycanthropy, regardless of whether they're in their were form). In addition to a possible blast, you take d10 damage, unaffected by magic resistance, and abuse constitution. In SLASH'EM, the blast damage has been increased, making picking up artifacts even more dangerous. Intelligent artifacts do 8d10 damage (6d10 with magic resistance), and unintelligent artifacts do 8d6 damage (6d6 with magic resistance). =_=_ Ignintr =_=_ MacGraphics =_=_ Menu tab sep =_=_ Sanity check =_=_ Wizkit =_=_ Autoidentify =_=_ Sticky attack =_=_ Sticking attack =_=_ Drowning attack =_=_ Holding attack A holding attack prevents the player from moving away from a monster. If you try to move away, you waste that turn and get the message "You cannot escape from the < monster > !". The special effects do not apply when attacking another monster. There are three types of holding attacks: The grabbing attack is most famously possessed by owlbears. This is reflected by the messages " < monster > grabs you!" or "You are being crushed.". In the case of rope golems, the message is "You are being choked.". Apart from the inability to move (and extra damage from being crushed) there are no additional ill effects. The grabbing attack will connect if the monster's previous two attacks both hit, or always if the monster is already holding you. It is impossible for the initial grabbing attack to succeed if you are wearing a non-cursed oilskin cloak or if your outermost item is greased; this is part of the reason why items of armor are largely wished for greased. No damage is done if the initial grabbing attack is deflected by grease. Bear in mind that grease has a 50% chance of disappearing with each grabbing attack it deflects. The drowning attack is a two-stage instadeath, which is deadly even to high level characters. It occurs when the player is first held by a monster, and then pulled into a moat or pool, causing death by drowning. To use a drowning attack, the monster first tries to get hold of you. Even if the attack formally succeeds (that is, passes through your AC), most of the time the monster "brushes against your leg", but there is a 1 in 10 chance that instead the monster "swings itself around you!" Pythons are an exception to this rule, as they possess both a drowning attack and a regular crushing hug. The crushing hug has different success chances than the drowning attack and does not produce the "swings itself around you" message; however, the python is still able to drown you regardless of how it is holding you. The chance of an attack succeeding depends mainly on your armor class and the monster's level; see Armor class & nbsp;§ How it works for more information. For krakens, pythons, and couatls, the holding attack succeeds if two previous attacks succeeded. Krakens and pythons are slow, so they attack on average once in 3 turns. Still, in 3.6.0, even they are sometimes able to attack after 2 turns from the previous attack, or even at the next turn, albeit very rarely. < ref > Source:NetHack_3.6.0/src/mon.c#line554 < /ref > The monster will drown you only if it is in or above water. This is most relevant for pythons and couatls, which are more often encountered on land. Magic cancellation does not protect against the drowning attack, nor does polymorphing into a large monster. Cancelling the monster will prevent the initial holding attack but not the fatal drowning after you have already been grabbed. Having good AC may cause the drowning attack to miss even if you have already been grabbed, but this should never be relied upon. Wearing an amulet of magical breathing or polymorphing into a swimming monster will prevent all drowning attacks, but not the initial grabbing attack. < ref > Source:NetHack_3.6.0/src/mhitu.c#line496 < /ref > Uncursed or blessed oilskin cloaks and greased outermost shirt, suit, or cloak will prevent grabbing attacks, though just as with grabbing attacks, the grease has a 50% chance of disappearing. In case you are grabbed already, it is too late to wear oilskin cloak or greased armor, as this would not release you or prevent you from being drowned. < ref name=slip > [Source:NetHack_3.6.0/src/mhitu.c#u_slip_free] < /ref > If you are levitating in a controlled fashion over dry land, stop levitating and the monster will become startled, releasing you. Starting to levitate will not save you. Except on the Plane of Water, you can remain completely safe from drowning attacks by not moving next to water until you have verified (eg with telepathy) that all sea monsters are dead. They can easily be killed with thrown rocks (or spare wands). One way to almost completely protect yourself against the attack is to blessed-genocide all monsters, and possibly also genocide pythons (which are ). Some players do it as soon as possible; others do it on the Plane of Water to make the whole level clean. However, couatls also can drown the player and cannot be genocided. If you can, always have your outermost cloak, body armor, or shirt greased. This protects you against a drowning attack by preventing grabbing. Grease your cloak (or body armor, if you don't wear a cloak) as soon as you find a can of grease. However, holding attacks sometimes remove the grease, so you should be attentive to it. If you fight more than one monster with a holding attack, there is a tiny chance that one of them will remove the grease and another one grab you immediately afterwards. An amulet of magical breathing provides complete protection from drowning, so if you have one, put it on before moving next to water. If fighting from ground, you may wear a ring of levitation, boots of levitation, or levitate with the Heart of Ahriman, and stop levitating whenever the holding attack succeeds. This way you will be released, but there is a small chance that you will be held again immediately the next turn. Electric eels can destroy a ring of levitation, so have a spare one. Trying to run away from the holding monster is a bad idea. Each time you try to move, you have only 10% chance of succeeding. It is much better to fight the monster; chances are good you will kill it before it drowns you. A sticky attack is a silent holding attack that differs from grabbing attacks and drowning attacks because it is preventable by having high magic cancellation. The large and giant mimics use the sticking attack, and they have the additional property of sticking to you if you stumble upon them while they are mimicking an object. Note that you will still stick to the mimic, even if you use a wand of digging to create a hole underneath you. In Slash'EM Extended, there is only a 33% chance of a drowning attack being fatal. Also in that variant, even if the player is breathless, amphibious or lucky to not get instakilled, every time the holding monster gets a turn the player's entire inventory will become wet. This will blank scrolls, dilute potions, rust and possibly even destroy every rustprone item, and if it is lethe water, the player's items may be disenchanted or transformed into junk. It is therefore advisable to kill the monster quickly or prevent it from attacking, even as an unbreathing character. Having free action also helps. =_=_ Sticking =_=_ Disenchanting =_=_ Intrinsic-stealing =_=_ Drain energy =_=_ Rusting =_=_ Corroding =_=_ Seduction =_=_ Passive =_=_ Magic spell =_=_ Item stealing =_=_ Steal item =_=_ Engulfing attack =_=_ Digestion Digestion is a damage type dealt by some engulfing attacks. It causes delayed instadeath, and mostly affects players with high (bad) armor class. Digestion can be completely prevented by wearing a ring of slow digestion, which causes monsters trying to digest you to instead regurgitate you. The following monsters digest: The number of monster hits before being totally digested is < math > 8 + \frac{Con}{3} + d(\frac{25 - monsterLvl}{2} + 1) - AC < /math > Until NetHack 3.6.2, if your life was saved from some other death while being digested, you would die on the next hit from the digestion attack. This was a bug. =_=_ Digestion attack =_=_ Digest =_=_ Category:Monster damage types This category contains articles about the types or "flavors" of damage dealt by attacks by monsters, the player, and other sources such as traps. Damage types may reduce the HP of the target, inflict negative effects such as slowness or confusion, or damage or destroy items in the target's inventory. =_=_ Intelligence drain =_=_ Gold stealing =_=_ Furniture Furniture is a category of dungeon features. Furniture is large enough to interact with, but small enough that you can enter its square. =_=_ Anger To reduce anger, a simple rule of thumb is that non-chaotics must sacrifice a monster's corpse of difficulty 7 or greater, and chaotic players must sacrifice a corpse of 11 or greater. For non-chaotic players, a cross-aligned unicorn will also work. In addition to the above, the following will result in one god or another smiting you, but will not affect your god's anger: The god zaps you with a fatal lightning bolt. < ref > (divine zaps and how to avoid their effects) < /ref > Being hit by a wide-angle disintegration beam will also destroy your shield, cloak, body armor and shirt, even if you are disintegration-resistant. However, items that provide reflection or disintegration resistance will be unaffected, as will items worn under another item that grants it (such as a shirt worn under silver dragon scale mail). Reflection will not protect you from the disintegration beam, however. If you are on the Astral Plane or the Sanctum level, "Thou cannot escape my wrath, mortal! Destroy < him > , my servants!" and three hostile minions are summoned. =_=_ Disenchantment =_=_ Spell of cancellation =_=_ Talk:Enlightenment This has rather stalled and it seems others want to contribute, so I'm putting the work to date here. It can be put on the main page when it's completed. This is great. I noticed that in giving descriptions of a lot of the attributes as well as their names, it duplicates a lot of the content of the excellent-at-first-glance work at Property. Is there a good way to merge the two, or at least make sure they correlate cleanly? -- Marcmagus 19:19, 29 October 2008 (UTC) =_=_ Your toes stop itching =_=_ You feel greedy =_=_ Body part =_=_ Talk:Archon I just saw an Archon for the first time (this game) in Gehennom level 34. I'm not convinced that the part about them never being generated in Gehennom is correct. Although, upon further reading of this discussion page, someone mentioned that an archon could possibly be in a bones file. I did once have a pet archon when I died around this level, perhaps it is from a bones file. Also, I have not yet collected the amulet. I modified this page to remove the line about level 22 or below characters never seeing an Archon before collecting the Amulet. It is possible to see one in Vlad's Tower, which may have a high enough dungeon level while not being considered part of Gehennom. 134.84.168.112 19:01, 30 October 2008 (UTC) Really? In my 11 trips to the planes, I think I've seen about 4. Have I been exceedingly lucky, or is "almost guaranteed" quite the overstatement? Does anyone know the true likelihood? Derekt75 20:17, 6 February 2012 (UTC) Archons have the M2_MINION flag, which peace_minded checks for after checking that the monster is coaligned, but before using the normal formula to determine whether or not the monster is peaceful: makemon.c#line1586. If I understand the formula correctly, the result is that an Archon will be generated peaceful for a lawful hero if and only if alignment record is > = 0, and always hostile for neutral and chaotic heroes. --Erica 03:01, 8 February 2012 (UTC) =_=_ Mjöllnir =_=_ Expert skill =_=_ Mûmak =_=_ Mûmakil =_=_ Rothé =_=_ Nazgûl =_=_ MediaWiki talk:Edittools =_=_ MediaWiki talk:Newarticletext This should link to the Style guide, and possibly say the "New articles" thing in here anyway (but more concisely). --paxed 08:04, 2 November 2008 (UTC) =_=_ The Palantír of Westernesse =_=_ Palantír of Westernesse =_=_ Palantír =_=_ Palantir Hello. I'm Jorck, a British self-proclaimed Renaissance man and NetHack fan. I'm also known as "Durza" on several forums and on alt.org. I have written several strips for the new version of Dudley's dungeon on alt. So, um, bye! By the way, if you ever found a bones file that had a "slime mold. You die..." in it, that might have been me. I say "might have" because it's apparently quite popular. It was a joke, only a joke, no need to be angry. =_=_ Fish Fish refers to the grouping of body parts for the forms of aquatic life, except for jellyfish, which are considered jellies for this purpose. It affects the messages referring to the appropriate body parts as follows: Some members of the fish body group have special rules hard-coded for them - for example, sharks have skin rather than scales in the "hair" descriptor, as in real life. =_=_ Talk:Wield I was just bashing on various monsters with a wet towel in wizard mode, and I saw that while hitting a monster with a towel and Str 12 did one point of damage, with Str 25 it did approximately 7. So, this tells me that at least strength bonuses to damage carry over. Can we have more information about fighting with non-weapon objects? Is minimum damage for a hit always 1? Is it max damage, as well? How are your chances to hit calculated? Delbow 04:48, 28 January 2012 (UTC) =_=_ Things To Do If You're Going to Die Next Turn This is a list of things you probably shouldn't do on a regular basis. But if you're about to die, you might resort to them as a last-ditch defense against a one-way ticket on the Charon Express. The most important thing to remember is: Don't Panic. Or at least, panic at your leisure. NetHack is not Quake. You have as much time as you want to think between each keypress. Stop, stretch, look at your situation, review your inventory (with the exception of being stuck in lava in NetHack 3.4.3), and make a plan of action. Avoid the forehead slap of reviewing your post-mortem inventory and discovering something that would have saved your life. If, after reviewing all of the options you have utterly determined that you are going to perish, and are on an eligible bones level, you might consider leaving a message of warning for other adventurers by [E]ngraving (quickly!) or calling monsters - the monster that killed you may move away when they enter the level and stumble upon your loot, but they at least may have a fighting chance. Additionally, although it is considered cheating, you can Engrave the highlights of your inventory (you have a bag of holding, or a single particular spellbook or other interesting item). The short length of space available to engrave - especially in very few turns - is a mild deterrent to this. =_=_ Talk:Things To Do If You're Going to Die Next Turn =_=_ Bird Bird refers to the grouping of body parts for the forms of avian life. It affects the messages referring to the appropriate body parts as follows: The only birds currently present in the game are ravens. Even SLASH'EM, which features parrots, cockatoos, and chickens, only gives this body part grouping to ravens. < ref > < /ref > =_=_ Surgery =_=_ Talk:Staircase Wizard mode: wish for lava while standing on stairs, then zap it with wand of cold. The stairs still function, but you can't see them unless you : while on them or step on with another item. Is there anyway to make them visible again? Aeronflux 23:43, 19 July 2009 (UTC) If there are two flights of stairs up, is there any way of telling them apart without actually using them? Say, one leads Vlad's, the other to Orcus (and you don't have an instakill ready). I used to think covetous monsters only port to the intra-branch stairs, but that doesn't seem to be the case. --Tjr 15:21, 21 May 2011 (UTC) =_=_ Talk:Dungeon level What about Sokoban, Fort Ludios and other branch level difficulties (when used to determine the monster difficulty)? Kynde 10:24, May 20, 2010 (UTC) =_=_ Primal roar =_=_ NetHackWiki talk:ProblemReports/15211 =_=_ Reinforce memory Reinforce Memory is a technique for the roles Flame Mage, Ice Mage, Necromancer, and Wizard in SLASH'EM. It can be used to increase the memory of a spell that is about to be forgotten. If the specified spell has not been forgotten and the spell timeout is at most 1000 turns, the technique will increase the timeout by 10,000 turns - the same as successfully reading the spellbook - and exercise your wisdom. If successful, the technique can be used again after 500-1499 turns < ref > < /ref > . Casting a spell with a timeout less than 1000 turns will produce the message Your knowledge of this spell is growing faint. or You strain to recall the spell.. If you encounter either message it is a good idea to use this technique to increase the timeout. However, as a successful casting of any spell in SLASH'EM increases the timeout by 500 turns, it may be necessary to wait before the technique can be used. =_=_ Talk:Eucalyptus leaf =_=_ Multishot Multishot is the ability to sometimes throw or fire more than one projectile of certain types in a single move. One must be careful with this tactic as the first projectile may kill the enemy, allowing the next to proceed to hit a pet or peaceful monster. Racial bonuses are based on your starting race, not your current race. For example, a human polymorphed into an orc will not fire an extra orcish arrow from his orcish bow, but an orc polymorphed into a mountain centaur will get the bonus. Because of this limitation, a human or dwarven player will be unable to achieve the maximum multishot value of 5 no matter their role, weapon, or weapon skill level. The actual number of missiles fired is d(multishot) & mdash;that is, between 1 and your multishot counter, inclusive & mdash;but no higher than the number of missiles in the stack. Throwing with and firing with are equivalent, except that does not trigger the autoquiver option. Throwing gold pieces is an exception; you can throw an arbitrary amount, but fire only one piece. The gold will always miss monsters, but has a chance of angering priests and shopkeepers. (This does not break atheist conduct.) Throwing gold down dark corridors can substitute for a way to detect monsters. The terms "lord" and "prince" refer to the M2_LORD and M2_PRINCE flags in monst.c, represented by "is a lord to its kind" or "is an overlord to its kind" on the monster's wiki page. Player monsters are neither lords nor princes. Given that elven Rangers start out with a +2 elven bow and elven arrows, an elven ranger will shoot d6 arrows of the time, d5 arrows of the time, and d4 arrows of the time, for an average of just below 3 arrows per turn, making them a potent choice in SLASH'EM's challenging early game. There is no multishot bonus for drow firing dark elven arrows from a dark elven bow. Finally, firearms in SLASH'EM are a special case with a complex rate of fire calculation based on type of firearm and skill level of the user. Cavemen get +1 multishot with a sling, and can find slingable silver nuggets on their quest. Silver ammunition of any kind has reduced multishot potential. =_=_ Talk:Prayer timeout Shouldn't "God is pleased, and you've been crowned OR have killed Rodney" technically be "God is pleased, and you've been crowned XOR have killed Rodney"? Or would that cause a problem by confusing people? Personally, I think "OR" is more confusing, but I'm a programmer... 96.242.150.162 01:46, 14 November 2008 (UTC) In the development version of UnNetHack, wishing no longer increases the prayer timeout. Where would be a good place to mention that? =_=_ Energy regeneration =_=_ Phase =_=_ Automatic searching Automatic searching is a useful property that causes you to automatically search every square around you at the end of every game turn. This works just like the search command, except that you will not find hidden/invisible monsters, and you will not search by touch if you are blind. This saves you needing to manually use to search nearby squares all the time, and is free – it does not cost extra time. Thus, you stand a much better chance of finding traps just before you stumble into them, and can also locate portals and hidden doors much more easily. (On the minus side, it could also cause you to find secret doors when, due to not wanting to deal with a known monster behind them, you would prefer they remain hidden. Similarly, it could reveal mimics or statue traps when you would rather let them lie.) Automatic searching may be acquired as an intrinsic if you start out as a ranger, at level 9 as a monk, or at level 10 as an archaeologist, rogue, or tourist. Intrinsic automatic searching can also be gained if you succeed in digesting a ring of searching. Wearing the ring will give you automatic searching as an extrinsic, which costs you nutrition because you are wearing a ring, and prevents you from wearing other rings on that hand. Wielding Excalibur also grants this extrinsic, without the normal ring hunger. =_=_ Tower =_=_ Talk:Pony Should we move this to Horse? Little dog and Kitten both redirect to, respectively, Dog and Housecat, so why shouldn't Pony redirect to Horse? Jorck the Outcast 01:04, 22 November 2008 (UTC) I realize the game probably bases this choice of lettering on 'u'nicorn. But it's helped me out greatly to recognize the character to remember that horse in Japanese is 'u'ma. --Nikarus (talk) 06:20, 12 March 2017 (UTC) Does random monster generation sometimes produce a saddled pony? I seem to have come across one, and not on a bones level. If so, could be useful to mention that here and perhaps also in the article for saddle. Fyr (talk) 14:35, 4 February 2020 (UTC) =_=_ Grue The devnull tournament includes a Grue Challenge that causes instadeath if the player attempts to do anything in a dark area without a light source. The trophy description states, "harkening back to Zork, players accepting this Challenge must find and figure out how to use the Frobozz Company Inter-Dimensional Portal Generator before being eaten by a Grue". The NetHack tournament patch code prints the message "It is pitch black. You are likely to be eaten by a grue." If the player makes any action that does not return him to a lighted square, the message is printed again. On the third such message without returning to light, "You die" with the message "Eaten by a Grue." Note that the multi-step movement commands do not count entering darkness or the message as an event worth stopping for, and the adventurer will dunderheadedly continue into the darkness, getting eaten. Also note that there is a bug in the code that causes the message to be printed and the counter updated for every action, not just ones that take time, so it is possible to get eaten when checking inventory for a light source, for instance. The challenge puts a portal at the bottom of the Gnomish Mines that goes to the darkened Grue Lair, a big empty room with no starting monsters in it. Somewhere in the lair is a "sinister device". To win the challenge, pick this device up, identify it, and apply it. It will identify as "Frobozz Company Inter-Dimensional Portal Generator (TM)". Further attempts to apply the device after the challenge has been won yield the message, "On the other hand, maybe you should leave that portal closed ...." =_=_ You hear chewing =_=_ Talk:Mines' End By 'E' at the end, to do you mean Elbereth, a monster with the letter E? Just wondering if this could be made clearer, maybe with a link. In the Mimic Of The Mines I found a barrow wight behind one of the secret doors. 89.161.1.116 12:35, 16 July 2009 (UTC) Is there a recommended strategy to get the luck and/or flintstones off the level teleport traps in the Catacombs? If you use autopickup exceptions, and you don't have "gray stones" as one of your always-pickups (which it seems like you shouldn't), without a CoMR or GDSM to block the effect of the traps, I am not sure how to do it. Delbow 03:48, 6 February 2011 (UTC) =_=_ User:Mr0t I've been playing nethack since January 2005, and online since November 2005. I mainly play on nethack.alt.org aka NAO, where I've accumulated a pretty good record. Once I finish this goal, I plan on mastering < b > Sporkhack < /b > or even < b > SlashEM < /B > , and I will again allow myself to play < b > Dungeon Crawl Stone Soup < /B > again, after what will surely be a very long hiatus. =_=_ User talk:Mr0t Feel free to say whatever the hell you want about me, nethack, the government, the Democratic Republic of Congo, furries, or whatever else crosses your mind. Anybody who uses the word < b > it's < /b > as a possessive, beware: I want to < i > kill people < /i > when I see that. Most likely, though, I'll just change it. Peace! Mr0t 15:59, 26 November 2008 (UTC) =_=_ Rays =_=_ Turn undead (disambiguation) Turn undead refers to the ability to cause undead monsters to turn and flee from you for a time. The name comes from Dungeons & Dragons. In NetHack's punnish fashion, some forms of undead turning can also turn dead things "un-dead" (alive). =_=_ MKoT =_=_ Spellbook of enchant weapon The spellbook of enchant weapon does not exist in vanilla NetHack, but can be found in SLASH'EM and also in NetHack Plus, SlashTHEM and Slash'EM Extended. The spellbook allows you to learn the enchant weapon spell. The spell is a level 7 Enchantment spell. Casting the spell has a chance based on skill level of acting as an uncursed scroll of enchant weapon. The chances of success are 1 in 8 at Expert, 1 in 10 at Skilled, 1 in 12 at Basic, and 1 in 14 at Unskilled or Restricted. This spell has too high a level, and too high a failure rate even when cast successfully, to be useful for most characters. Non-wizards will find the spell hunger to be fairly costly, not to mention the time spent recovering their power. Moreover, the spell cannot give the effect of a blessed scroll. =_=_ Talk:Spellbook of enchant weapon This item does not exist in Nethack. It may exist in some variant, but not (to my knowledge) in SLASH'EM or SporkHack. Given the power of such an item, it is much more likely an idle fantasy, and not a very well thought out one at that. Delete? --MisplacedPixels 17:55, 28 November 2008 (UTC) Correct me if I'm wrong, but I doubt any non-casters would use this spell. I just wizmoded a gnomish caveman, with a robe of power, 19 Int, and a +5 helm of brilliance. At Basic, he still had a failure rate of 79% with this spell, meaning that he's still going to have to cast it, on average, about 47 times before he has about a 2/3 chance of getting one point of enchantment out of it. This equates to 3290 nutrition - four rations' worth - and a necessary total of 1645 power. This gnome has about 250 or so, so he'll have to wait for around 1400 power to recharge in total: that equates to an average of 3500 turns of waiting, assuming he didn't wish for the Eye. Basically I can't see anyone bothering; frankly, I can barely imagine a wizard bothering with this spell. It's a crappy version of a scroll that's pretty easy to write, and it can't even give the blessed effect. -Ion frigate 07:11, 25 April 2012 (UTC) =_=_ MR =_=_ Talk:Covetous The claim that only Rodney and the quest nemeses can actually steal artifacts seems to accord with the individual monster pages. Rodney and the nemeses are listed as having artifact-stealing claw attacks, the other covetous monsters aren't. -- Slandor 18:01, June 25, 2010 (UTC) The Dark One has stolen the Book of the Dead from me once, even though he doesn't covet it actively. --Tjr 07:58, 18 April 2012 (UTC) =_=_ Talk:Helm of telepathy =_=_ Medicus ossium =_=_ Plunderer =_=_ Plunderess =_=_ Pillager =_=_ Bandit =_=_ Brigand =_=_ Raider =_=_ Reaver Reaver is an artifact cutlass (scimitar) in the Pirate patch for NetHack. It is the crowning gift for Pirates, and is the only artifact weapon they are able to receive from their deity (or guaranteed artifact weapon of any kind in the game). Reaver adds +1d4 to hit and +1d8 to damage, which combined with its relatively weak base damage of 1d8, makes it noticeably weaker than other artifact swords such as Excalibur, Stormbringer, and Snickersnee, not to mention Grayswandir, or the the Brands. However, it steals one item from an opponent with each successful hit, which will allow the Pirate to collect potions of full healing, amulets of life saving, and attack wands that otherwise would have been used up by monsters. The Pirate crowning title is "Pirate King". This is partly a reference to the Gilbert and Sullivan operetta The Pirates of Penzance. =_=_ Slayer =_=_ Chieftainess =_=_ Conqueror =_=_ Conqueress =_=_ Troglodyte =_=_ Aborigine =_=_ Wanderer =_=_ Vagrant =_=_ Wayfarer =_=_ Roamer =_=_ Nomad =_=_ Rover =_=_ Pioneer =_=_ Rhizotomist =_=_ Empiric =_=_ Embalmer =_=_ Dresser =_=_ Medica ossium =_=_ Herbalist =_=_ Magister =_=_ Magistra =_=_ Physician =_=_ Chirurgeon =_=_ Gallant =_=_ Esquire =_=_ Bachelor =_=_ Banneret =_=_ Chevalier =_=_ Chevaliere =_=_ Seignieur =_=_ Dame =_=_ Paladin =_=_ Candidate =_=_ Novice =_=_ Initiate =_=_ Student of Stones =_=_ Student of Waters =_=_ Student of Metals =_=_ Student of Winds =_=_ Student of Fire =_=_ Aspirant =_=_ Adept =_=_ Curate =_=_ Canon =_=_ Canoness =_=_ Lama =_=_ Patriarch =_=_ Matriarch =_=_ Footpad =_=_ Cutpurse =_=_ Pilferer =_=_ Robber =_=_ Burglar =_=_ Filcher =_=_ Magsman =_=_ Magswoman =_=_ Thief =_=_ Searching =_=_ Tenderfoot =_=_ Lookout =_=_ Trailblazer =_=_ Reconnoiterer =_=_ Reconnoiteress =_=_ Scout =_=_ Arbalester =_=_ Archer =_=_ Sharpshooter =_=_ Markswoman =_=_ Marksman =_=_ Hatamoto =_=_ Joshu =_=_ Kunoichi =_=_ Ryoshu =_=_ Kokushu =_=_ Daimyo =_=_ Kuge =_=_ Shogun =_=_ Rambler =_=_ Sightseer =_=_ Excursionist =_=_ Peregrinator =_=_ Traveler =_=_ Journeyer =_=_ Voyager =_=_ Explorer =_=_ Stripling =_=_ Skirmisher =_=_ Fighter =_=_ Man-at-arms =_=_ Woman-at-arms =_=_ Swashbuckler =_=_ Heroine =_=_ Champion =_=_ Lord =_=_ Lady =_=_ Evoker =_=_ Conjurer =_=_ Thaumaturge =_=_ Magician =_=_ Enchanter =_=_ Enchantress =_=_ Sorcerer =_=_ Sorceress =_=_ Mage =_=_ Rnl rnl( < var > x < /var > ) < ref name=main > < /ref > is a pseudo-random number function used in NetHack when a result should be weighted by Luck. rnl( < var > x < /var > ) has the same range as rn2( < var > x < /var > ) (that is, 0 & nbsp; & le; rnl( < var > x < /var > ) & nbsp; & lt; & nbsp; < var > x < /var > ), but is weighted toward 0 if you have positive Luck, and toward < var > x < /var > & nbsp; & minus; & nbsp;1 if you have negative Luck. If < var > Luck < /var > & nbsp;= & nbsp;0, < var > R < /var > is returned. This means that for Luck in the interval [ & minus;1,1] and < var > x < /var > & nbsp; & le; & nbsp;15, rnl just returns a random integer in the interval [0, < var > x < /var > & nbsp; & minus; & nbsp;1] (because < var > A < /var > & nbsp;= & nbsp;0). For Luck of & minus;2 or worse, however, rnl has a tiny chance of returning 0 (between and , depending on Luck). For Luck of 2 or better, the chance of returning 0 increases significantly. For example, if < var > x < /var > & nbsp;= & nbsp;10, the chance will be 10% for Luck between & minus;1 and 1, about 20% for Luck of 2 to 4, and about 49% for Luck of 11 to 13. In the tables below, some very high (99.8%) and very low (0.2%) values above are rounded to 100% or 0%. Nothing is completely 100% or 0% likely, except where spelled out as "certain" or "impossible". Chance of failing to set a land mine (in which case it blows up) or beartrap (nothing happens) while riding and unskilled at riding Chance of failing to set a land mine (in which case it blows up) or beartrap (nothing happens) while riding and unskilled at riding, and fumbling or using a cursed trap Chance of finding secret passages and doors on each surrounding square when searching, while wielding a +5 Excalibur, or +3 Excalibur and lenses, or any better combination Chance of being petrified if your saddle slips off or is destroyed < !-- verify -- > , or you are polymorphed and lose stone resistance, when you are riding a steed that petrifies on touch (likely due to your horse having just polymorphed into a cockatrice) Chance of blessed equipment < em > not < /em > being eroded by rust or water damage, or blessed flammable items not being burned by fire damage Chance of a monster becoming angry when it steps in a trap set by you, or of you triggering a trap when failing to disarm it Chance of a hostile, awake, unfrozen, mindful, nonhuman monster becoming peaceful when you free it from a trap not set by you Chance of getting +1 alignment for trying and failing to lift a hostile, mobile, mindful, nonhuman monster out of a pit not dug by you Basically, rnl( < var > x < /var > ) generates a number between 0 and < var > x < /var > & nbsp; & minus; & nbsp;1, and adjusts it in proportion to the player's Luck, with a small chance (which is smaller when Luck tends toward the extremes) of leaving it alone. The net effect is that with positive or negative Luck, the highest or lowest numbers on the list become vanishingly unlikely, and the odds of getting the best and worst result increase, while the odds of getting every result in between stays the same. Further complicating the matter is that, when < var > x < /var > is 15 or less, the adjustment is divided by 3, which means that for those calls there is a stepwise distribution where the odds of everything are almost completely the same within blocks of 3 numbers ( & minus;13 to & minus;11, & minus;10 to & minus;8, & minus;7 to & minus;5, & minus;4 to & minus;2, & minus;1 to 1, 2 to 4, 5 to 7, 8 to 10, 11 to 13). Larger parameters have smoother distributions. In addition, the function often being called in unusual manners, such as comparing it to a non-zero constant, which results in a "slice" being taken from the distribution graph at a less easily explainable point. This is evidenced in the distrubtions for rnl(A) & lt;B or rnl(A) & gt;B above. Since many of the comparisons are made against 0, having even & minus;2 Luck can cause many results to swing against the player's favor with near certainty. & minus;1 Luck is not as bad as most of these calls also have a small parameter, although it does negatively affect many things that do not call rnl (like prayer or wishing). On the flip side, positive Luck's effect tends to be much less dramatic, and +2 Luck still has a lot of room for improvement. +1 Luck changes almost nothing significantly; the only pronounced effect it has is to cause jousting to be much safer. This table is the computed odds of rnl(10) at each possible Luck for each possible result. The "0%" values are actually around 0.24–0.26% depending on the magnitude of the Luck. Otherwise, with chance (since Luck ranges from & minus;13 to 13, the chance should be between and ), < var > R < /var > is returned. Otherwise, if < var > x < /var > & nbsp; & le; & nbsp; 15 and Luck & nbsp; & ge; & nbsp; & minus;5 (that is, < var > x < /var > is not too big and the player is not too unlucky), (truncated towards zero) is subtracted from < var > R < /var > , then < var > R < /var > is forced into the interval [0, < var > x < /var > & nbsp; & minus; & nbsp;1] and returned. Otherwise, Luck is subtracted from < var > R < /var > , then < var > R < /var > is forced into the interval [0, < var > x < /var > & nbsp; & minus; & nbsp;1] and returned. To contact me, & action=edit & section=new edit my talk page, message Tjr on freenode IRC, or tilminator at Google email. I don't use my real-name because Google should return my professional life only. The nethackwiki.com domain is still registered in my name, but I don't play anymore. =_=_ Dragon scale =_=_ File:These things happen.JPG =_=_ Grenade Grenades are a new type of weapon in SLASH'EM. There are two specific types, the frag grenade and the gas grenade. Both are found on soldiers of various ranks; for specifics, see firearm. Frag grenades do 3d6 fire damage that can degrade organic armor and destroy scrolls and potions, while gas grenades do 3d6 poison damage to any monsters that are not poison resistant. The explosion of a grenade on its own will create a blast radius, a 3 x 3 square (the same form as a fireball) centered on the grenade's landing point. Multiple grenades exploding on the same square may produce a larger blast radius. Also note that exploding grenades will destroy bullets lying on the ground. If an armed grenade explodes in your inventory, you'll take damage despite any resistances you may have. Grenades will become armed when they are thrown or applied. Note that applying a stack of grenades in your inventory will arm the entire stack. A grenade will explode one to six turns after having being armed, depending on its BUC status: Cursed grenades additionally have a chance of not arming at all. The first turn in the above counts includes the turn taken arming the grenade. Note that the better the BUC status of the grenade, the more reliable its fuse length. Armed grenades can be kicked or picked up and thrown at other targets. Grenades launched from a grenade launcher will explode on impact. The impact of a grenade always does 1-2 points of damage before the explosion. Grenades are not generally very useful weapons. They are heavy, and as compared to other firearms, they do comparatively little damage. A grenade launcher does little to ameliorate this situation, and is little better than throwing them. As a threat to the player, they are rendered harmless by fire resistance and poison resistance, both of which one is reasonably likely to have before meeting soldiers. Their main danger is that they can burn armor, and they destroy bullets on the ground. The latter can be a serious impediment to building up a large collection of bullets, so one should try to gather bullets quickly, and toss away any grenades that are thrown near them. Another way to deal with armed grenades is to put them into a container that is otherwise empty, such as a sack. You will hear a muffled explosion, but there will be no other effect. If by some way you are fast enough to arm a grenade, drop it in a pit and fill the pit with a boulder, you will "hear a muffled explosion". This message is also shown when a frag grenade explodes in a container. =_=_ Talk:Potion of polymorph =_=_ Mmf =_=_ ZAPM The latest unstable version 0.8.2 was released 2010-06-06. The source code of version 0.8.3 can be downloaded here from the /dev/null/nethack page. A continuation of ZAPM named PRIME has been started in March 2011. The aim of ZAPM is to explore a derelict space hulk in search of the fabled "Bizarro Orgasmatron", rumored to be the most powerful Dragon SuitsMarine power armor are somewhat similar because being self-powered they do not encumber the character; no special resistances granted though Psions are mutants, using their supercharged DNA to survive the hostile space hulk. They are guaranteed to start with at least 14 Charisma. Common opening strategy is to drink from sludge vats hoping for more mutant powers. This is especially important if the Psion starts with utility mutant abilities. Since the quarterback starts without a gun he should destroy fuel barrels by throwing the football. When space goblins with pea shooters appear it is wise to let them shoot a few times at you to see if their weapon is buggy. Space Marines are well-equipped "badasses" that fight aliens for a living. A space hulk may not be too much of a challenge. They are guaranteed to start with at least 10 Strength. Marines have easy start. It is prudent to immediately switch the rifle to single fire by applying it. Weak creatures may be bashed with butt of the rifle since marines usually have very good strength. Software engineers are physically weak but computer whizzes. They inherently know the ZAPM equivalent of BUC of items and can use technical items from the beginning of the game. They also do not suffer penalties for trying to write unidentified program. Painfully weak at the beginning the Software Engineer should make use of his sense bugginess innate ability to wear whatever he can as early as possible. Later on he is in perfect position to crack many floppy disks and have unlimited enhancements, identification, teleportation and many other utility powers. One should use the restraining bolt to force an early bot into service and repair it with duct tape whenever the need arises. Janitors start with a mop and a master keycard allowing them to bypass almost any door. By striking the "I'm just cleaning here" pose a janitor can get into Robot Town without a fee. Janitors often spot or find hidden niches generated in rooms which usually contain additional loot. In result have slightly more objects to choose from when assembling equipment. Janitors can hide from any monster behind a door by locking it with the master keycard. So far no monster can deal with locked doors. Reaching level 30 or higher results in segmentation fault but it is only possible to do so through use of debug mode. Increases all melee damage and is the only determinant of carrying capacity. Determines thrown weapons range. Is drained by poison attacks and having it low to begin with increases chances of getting burdened or worse in combat. In ZAPM there is no unicorn horn equivalent. Provides hit points modifier. At late levels it can be very substantial. Is drained during radiation sickness attacks making it imperative for surviving radiation exposure. Besides affecting melee skills it modifies armor class (1 AC per 2 Agi) and speed (+5% speed per 2 Agi beyond 10). The last is very useful to have since at high values it allows to outrun aliens. Replaces power points from NetHack. Since shopkeepers are robots there is no haggling for prices with them, thus charisma does not influence shop prices in any way. You get an increase to one of these every fourth experience level. In addition, there are properties of Experience (and a corresponding Experience Level and Title) Speed, Hit Points. Related and displayed as appropriate are also Energy, being the number of cells in your inventory, Buckazoids, being the currency of ZAPM, and if using a "traditional" projectile weapon, Ammo, being the number of bullets, shotgun shells or railgun slugs in your inventory. ZAPM has skills for a variety of aspects of gameplay. Each time the character gains a level, some skills can be increased. Psions, Janitors and Software Engineers receive three points to distribute while Space Marines and Quarterbacks get only two. Skills can be increased at varying paces, and certain skills are restricted for some classes. Each Skill is governed by a main Ability, determining the overall effectiveness of the Skill. Allows you to consume inventory items. Primarily useful for getting rid of buggy items you cannot take off or unwield. It is said this power comes with extra flexibility required to devour stuck goggles off your head for example. There is no way to improve fighting with improvised weapons but hitting with the butt of your pulse rifle might be beneficial to conserve ammo anyways. Mutant powers, accessed through the Z or m keys, allow the player to use mutations that the character has acquired. Psions start with two randomly chosen mutations, but all classes may gain them through drinking from a vat or a canister of mutagen. Mutations come in varying levels, with the chance of success and the magnitude of effect tied to the amount of enhancement each mutation has. Psions can put skill points in individual mutant powers to make them easier to use and more powerful. The use of a mutation costs the character an equivalent number of Charisma points to its level. Charisma does regenerate slowly up to its unaltered maximum, but temporary boosts may be gained from canisters of nano cola. Nano cola may also boost the characters Charisma above the normal maximum, but the effect does wear off with the temporary Charisma boost slowly decreasing over time. Persistent mutant powers prevent amount of Charisma spent to use it as long as they are active. There are 80 monster types total in ZAPM 0.8.2. Level dictates when it will appear. There is generation algorithm for monsters similar to what NetHack uses. Monsters generated tend to be up to level which is average of your experience level and location depth level. HD is hit dice. Creatures get 1d8 hit points for every hit dice point. If it is zero monster gets 1d4 hits. Stationary enemy with corrosive sliming attack. You may prefer to kill it bare handed if your melee weapon can be corroded. A straight tribute to NetHack, the grid bug has the same movement restrictions and is equally weak enemy. Spawns in group of 1k4 bugs. Those monsters multiply and do it fast! Take care to control the population if your character cannot kill them quickly. On the other hand they can be easily farmed for experience but game flags them as never having any items generated, even the originals. They are rarely generated. Toasters may be difficult to hit due to their small size which grants them AC bonus. Appears in groups of 2k4 which early on may cause you to be swarmed. Retreat to corridor when fight does not go well. Small robotic monster with three bonus AC points. A respectable foe, its only weakness in early game are potentially low hit points. Weak entity capable of hypnotizing you when adjacent, putting you to sleep if successful. Will happily pound on you while you snooze. Can use regeneration power. Groups of those unimpressive humanoids can be the first entities to actually shoot at you. May be generated with pea shooters which are good to use if you did not start with a gun. Especially considering pea shooter does not require ammunition. Goblins very often have some cash with them. The pudding is tough, horribly slow and possesses a paralyzing attack. Can be easily whacked with hit and run tactics. Most probably it has been inspired by floating eye. If you get hit you can be paralyzed for 2k6 turns and without luck you can be paralysis-locked. Agile bot with 3 points of AC, good hit points and respectable damage. Has 50% chance of being generated peaceful. Good early target for restraining bolts. Very much like catbot but lower agility and higher strength and constitution. Unlike NetHack which makes cats and dogs equal in power dogbot is a little more preferable to catbot as a pet. Can deal good damage in brawl and very likely to have one of a pistol, shotgun or pea shooter. Has a tiny chance of starting with a ray gun so make sure not to stay in long corridors when facing them. Created in groups of up to four. Usually encountered in alien nests it stays harmless until it hatches. Do not risk coming near and preferably use strong ranged weapon because taking damage and surviving is strong impulse for hatching. Grenades (not stun!) are recommended way to clear alien nest of eggs if you have them. With so weak hit dice at his level and helmet which hurts accuracy the troopers are a pushover. They go down like flies. Their body armor can be sold in shops for considerable amount of buckazoids but is quite heavy. Their guns, blasters are not affected by reflection. Has a damaging zapping attack (beware - your implants may get jolted out) but is a bit slow. There it 80% chance for it to be generated peaceful. Makes fine pet. Has unique ability to translate chirps and beeps of other bots if restrained and in close proximity. Quite valuable trait, a reasonable strategy is to capture one and lock it in an unused room in Robot Town. Like stromech droid it has 80% chance of being peaceful but is a slightly weaker pet. If you already have means of translation prefer other companions. Mimics money in plain view. When you come near it steals some from your wallet and teleports away to lay ambush somewhere else, much like a leprechaun does. Becomes harmless when you drop all your buckazoids. Is generated with 4d100 buckazoids. Gets a laser pistol and same amount of cells as regular centurion. It is not stronger in combat either. However, it has lots of hit points so usually it manages to shoot his fill before you destroy him. One in five is generated with a bat'leth. This weapon packs a wallop in melee so beware. Situation can become bad if his buddies blind you with phasers while he is cutting you up to pieces. Dangerous because most will have suits of reflec armor which will render your laser weapons useless. They come with often buggy laser pistol and a large stack of energy cells. Sometimes they may get some grenades instead of the cells which is worse. If luck does not favor you the grenades may be radiation grenades. As if that was not enough they have a significant chance of getting a ray gun. A prelude to aliens chestburster is fairly scary when you let it come near you. When killed splashes acid blood around. Gets 4 points of bonus AC. The chestburster from the docbot's caesarean section may remain peaceful. Gets a flak jacket, phaser with some ammo seven out of ten also carry bat'leth. There is a 15% chance of getting a ray gun on top of that. Fortunately the captain is solitary creature. Tough beast with quick and strong bite. Contrary to Warhammer lore it does not split into two blue horrors in ZAPM. Comes in groups of up to three. Space elves only get a laser pistol and wooden dagger making them incongruously weak for their danger level. They are likely to get a ray gun though so be on your guard. Fast and tough with good melee attack. Often come in groups of four. May get a katana or a pair of nunchucks. Chance for ray gun (15%). Fast and strong. Gets a chameleon suit, katana or a light saber (10% chance). In the latter case cyborg ninja has very high damage potential. Dubbed death-on-a-stick, the alien warrior has very fast claw attacks and awesomely high strength allowing it to deal copious amounts of damage up close. Has enough hit points to enable it to close distance to player without dying. Additionally it splashes acid everywhere on death and can hide under objects. To make matters worse it is generated in groups of 1k4 warriors. Also, it is usually present in alien nests. In NetHack terms think about hasted minotaur with gas spore explosion causing equipment erosion thrown in. To make matters worse it is common monster for its depth. Slightly better equipped than ordinary space elf the lord is still easy prey compared to most monsters generated at its depth. The only potentially threatening factors is 25% chance for ray gun and 15% for light saber. Their armor has great AC and does not encumber when worn, being self-powered. Usually they get weak assault pistol and chainsaw but occasionally might be generated with pulse rifle. Being unable to move monolith mostly sits quietly in center of a room. If angered they can terrify, regenerate and hit hard in melee. The trick is to touch them bare handed while they are still peaceful, which instantly awards you an experience level. Lawyer is somewhat similar to lich. Having telepathy and teleportation it can teleport to you, harass you and when wounded teleport away. Their powers include reading a cease and desist letter to you (paralyzes you in fear), suing for damages (steals money), seizing evidence (steals computer and pirated floppies) and summoning witnesses (i.e. monsters). In addition to generating randomly, they may also generate after using cracked floppy disks. All shops in ZAPM are attended by these. One in four has energy shield equipped. Weapon employed is zapper which can stun you. Has up to six thousand buckazoids in initial possession. Having no zapper docbot can smash into you for some damage of use built-in anal probe. The only docbot is offering its services on Robot Town clinic, making it unlikey you want to destroy it. However if you do you can find a bunch of beneficial canisters on it. Has up to two thousand buckazoids in initial possession. Their armor has great AC and does not encumber when worn, being self-powered. Unlike aquamarine marines they have good chances to get pulse rifle. Additionally they regularly get a restoration canister and/or healing canister. Has a 50% chance of being generated with light saber, making her dangerous in melee. She often gets good rare equipment like energy dome and is guaranteed to have elven space suit. Can use several mutant powers: hypnosis, terror, regeneration, teleport, telepathy. Comes with energy shield and a hundred energy cells to power it allowing it to survive even disintegration rays. Offensively it uses powerful laser which needs no ammunition. (And like all ZapM monsters it can't use staircases.) Stronger warbot who guards entrance to Robot Town. Gets 400 cells but "only" an 80% chance of receiving a ray gun. Boss monster who waits at deepest level of Gamma Caves. He has several mutant powers including teleport, optic blast and unique to him darkness power. BOFH always receives ray gun, pea shooter, +2 ordinary jumpsuit and +1 set of reflec armor. He also carries computer with guaranteed cracked floppy disk and up to two other disks. It is not recommended to deal fire damage to him for this reason. He is not very dangerous at this point. Sludge vats are ZAPM's analog of sinks. You can drink from them and pour canisters into them by dropping. Dropping other things on their tile has no extraordinary effects - it just has them sink under the sludge and disappear permanently, even if the vat later dries up. Drop canister on vat tile to be asked to pour it in. Pouring may change how healthy the vat is or if it is radioactive. Sometimes the vat may get destroyed. Health value is a number which starts at zero and is increased or decreased by two points if the description below reads more/less healthy or by one point if it reads somewhat more/less healthy. ZAPM provides only a few intrinsics of its own. Most resistances unlike NetHack are treated as flat numeric damage reduction. Some intrinsics like scent, breathless and can swim are unobtainable by player character. You start every game at the Space Base which is 12 levels deep. It is the only place vats of sludge are generated and new monsters are spawned according to player character level and depth just like in NetHack. Each level except the first and Robot Town may contain a single shop. Robot Town is protected by guardbot asking for a toll of 300 buckazoids. There are three guaranteed shops, hospital with docbot and three sludge vats. The stores are always hardware store, software store and general store. The town is initially populated with bots and droids. Any spawned creature has only one third chance not to be robotic. Robot Town is the perfect location for your main stash. It is a rectangular room with a retina scanner door on one end. No monsters spawn on this level except for the killer rabbit. To pass the door one has to be very good at lock picking or have the Eye of the BOFH artifact equipped. Sewers are filled with foul stench which will make the hero sickened unless he wears a helmet granting air filtering. Being sickened suppresses natural hit points regeneration and may quickly lead to death. Monsters spawned in sewers are mutants, insects, vermin, oozes and aberrations. As an exception ratbots also may appear. There are five sewer levels. Each has a 50% chance of being unlit. In the Plant is a guaranteed fusion power plant and a radiation suit. There is also a garbage compactor with many random items, but stepping inside triggers the mechanism giving very limited time to loot and escape. Getting squished by the moving walls is an instant death. The walls push all items towards the center and finally crush everything. This means you only get one chance to pick everything up. A canister of speed is invaluable here. There is also a fake Orgasmatron, which nevertheless sells for quite a bit of money (100K, but no clerkbot has that much). The Caves are dangerous because of constant background radiation. It is necessary to have some means of dealing with this threat while wandering through this location. Radiation suit suffices, so does radiation processor. Monsters present here are oozes, aliens, aberrations, insects, mutants, eggs, beasts and half as likely bots. Two third cavern levels are unlit. On the sixth and last level of Gamma Caves resides Bastard Operator from Hell. Among his possessions he carries a computer and floppy disks of which one is guaranteed to be cracked. His artifact Eye of the BOFH grants passage to the Mainframe. Final area of the game, random maze containing only program type monsters. The most dangerous of these are Unix Daemons represented by 'U' character. On the top (because this location is ascending like the Wizard's Tower) lies the Bizarro Orgasmatron, the goal of the game. Unlike NetHack one has just to use it in order to win ZAPM. Note that the Bizarro Orgasmatron only exists in the top level of the Mainframe; there are, however, various devices scattered throughout all three levels of the area that are misspellings of "Bizarro Orgasmatron", such as the "Bizaaro Orgasmatron" and the "Bazaaro Orgasmatron", which will produce messages with no effect when used. "Bizarre Orgasmatron" is only one fake item with an actual effect besides message - it teleports player randomly for 15 energy. The Space Marine role is the ZAPM equivalent of the Dwarvish Valkyrie, being strong enough and having enough starting resources to get through the early game. Resource management is important. Ammunition should be saved until needed; if you don't have a melee weapon yet you can hit things with the butt of your rifle (or whatever) which is enough to take out the weaker monsters. Energy cells are also precious. Try to get your hands on a couple of power plants as soon as you can. It's a good idea to have a "badass" projectile weapon (e.g., pulse rifle) and an energy weapon (e.g., laser cannon) so you can alternate them according to what resources you have. There are numerous hidden closets which often contain loot scattered throughout the Space Base. It's worth searching blank walls and training the search and spot skills to find them. Locked doors can be shot (at point blank range) or kicked down (but watch your hit points). They can be unlocked using a matching keycard. If you find a lockpick consider training lock picking skill, but don't bother unless you have one as they are rare. A purple keycard is a master key - apply it to a locked door and you will subsequently be prompted to use it for all regular doors. A computer is essential equipment; you can't use floppy disks without one. There are two kinds: mega (1000 buckazoids) and mini (500 buckazoids.) If you find one in a shop but can't afford it, you can use it in the shop with no penalty. There will usually be at least one computer in one of the shops in Robot Town. Reflection is very useful, and reflec suits (shiny armor) will usually be found pretty early. A light saber (energy sword) also grants reflection when wielded, which is slightly better than the suit, as it also deflects energy weapons, but it will burn floppies in your enemies' possession, depriving you of loot. On the other hand most tough mid-game monsters (ninjas, pink horrors, aliens) don't have laser weapons, here raw AC counts more. Flak jackets can be found early, too, and are common enough to offer a decent chance of stumbling upon an enhanced one. With reflection and a way of dealing decent damage, the guardbot in robot town is beatable if you want to save the 300 bucks admission fee. Bear in mind that he might have a nasty ray gun in addition to his laser cannon. If you refuse to pay, he won't actually get angry until you walk past him without paying. Of course he'll also get angry if you attack him. You'll want to keep the laser cannon. Clerkbots are not hard to kill if you have reflection and a way of dealing decent damage. They provide you with a lot of buckazoids. These can be used to purchase medical treatment. On the other hand clerkbots allow price-IDing, and often they even outright identify items bought from them once you understand what they're saying. And if you just sell all useless loot to them you have enough money to buy everything you want. You need a stormtrooper helmet or, even better, a space helmet in order to regenerate health in the sewers. Usually you'll find one before Robot Town. Radiation exposure management is key. Radiation Sickness is delayed instadeath. You can be exposed to radiation by carrying canisters of mutagen or gamma ray guns, being in radiated rooms or in Gamma Caves or triggering radiation traps. The PRIME Radiation spoiler is worth reading; it is accurate for ZAPM except for a few minor details. In short, you will need either a radiation processor or a radiation suit eventually. The latter is easy to price-ID. Until then a geiger counter can at least prevent you from choosing a radiated room as your base camp location or lugging an unidentified mutagen canister around for hours. A babel fish (yellow fish) lets you understand what the bots are saying. This is most useful in the infirmary and in shops, but of limited use elsewhere. They still work if buggy, so if you find one there's no downside to implanting it. Lacking a babel fish, tame a protocol droid. Price ID is of limited use. Sell prices are always 1/10 of base price; buy prices are always base price. Charisma doesn't modify prices. Floppy Disks of Identify are 25 buckazoids; so are Floppy Disks of Spam. Drop your money before use-test (it's okay to drop currency in a shop.) The following spoilers are for PRIME, a successor of ZAPM. They are still useful for ZAPM, bearing in mind that some features described are not implemented in ZAPM. =_=_ Talk:Blindness If temporarily blinded, such as by the gaze of a floating eye and then put blindfold, the message "Your eyes momentarily itch" seems to indicate that the temporary blindness has passed. Of course, you still cannot see until you also remove your blindfold. Maybe this message should redirect to the Blindness page. Kdz (talk) 23:53, 27 January 2015 (UTC) Does feeling for items on the ground use up any turns at all when compared to seeing them while not blind? WarriorX90 (talk) 09:15, 19 October 2017 (UTC) =_=_ File:X11tiles-20-30.png =_=_ File:Rogue-20-30.png =_=_ Default tileset scaled to 20x30 =_=_ File:X11tiles-20-20.png =_=_ File:Rogue-20-20.png =_=_ Default tileset scaled to 20x20 =_=_ File:Rogue-32-32.png =_=_ File:X11tiles-32-32.png =_=_ Default tileset scaled to 32x32 This image needs to be converted to either .bmp (for Windows GUI) or to .xpm format (for X11) to be used in nethack. =_=_ File:Rogue-24-24.png =_=_ File:X11tiles-24-24.png =_=_ Default tileset scaled to 24x24 =_=_ Talk:Default tileset scaled to 32x32 Also, different GUIs expect their tilesets in different formats -- Win32 uses BMP, X11 uses XPM, Qt can use PNG directly, I don't know what GEM and Amiga use. I'm not opposed in principle to hosting tilesets on NetHackWiki, but if we're going to do it, we'll probably want them to be PNGs, since those are well-compressed without loss. It might be well to have a page, or a section under Tileset, on how to convert PNGs to other formats. (Would the Lords and Ladies of Wikia get on our case if someone uploaded Absurd128? The PNG is about 15 MB, and the BMP more than 50.)--Ray Chason 03:27, 21 December 2008 (UTC) =_=_ Intrinsic protection Intrinsic protection is an intrinsic property which grants a bonus to AC independent of any armor or other equipment you may be wearing. It is commonly known as divine protection, as it is typically gained and lost via divine intervention. An exception is attempting to convert a high altar on the Astral Plane - the god will smite you, but you will not lose your protection. Technically, protection is split up into two properties: the protection intrinsic (HProtection as FROMOUTSIDE) and how much AC you get (u.ublessed). The intrinsic determines whether u.ublessed affects your armor class. It is set by every type of action that can gain you protection, and can only be unset by a gremlin's special attack. If you donate at least 400*XL but less than 600*XL gold to a priest, you can execute the code that gives you protection. This happens always if u.ublessed < 9, and with a one in u.ublessed chance if u.ublessed < 20. The prayer favor case is largely analogous, but it does not have this limit. In either case, if you already have the protection intrinsic, u.ublessed is incremented by one. If not, you get it, and you gain 2-4 points of protection only if u.ublessed was zero (otherwise u.ublessed is left unchanged). There is an equal probability of gaining 2, 3, or 4 points. Beginning with NetHack 3.6.0, you always gain protection if you previously had protection but lost it to a gremlin. Thus one donation restores all previous protection. The ability to purchase protection from priests makes donations one of the most common uses for gold, especially gold in very large quantities. In Nethack 3.4.3, you may not want to purchase the 9th point of protection from a priest: if a gremlin makes you feel vulnerable later, it will be much easier to get your protection back if you only have 8 points of intrinsic protection. The protection racket meta-strategy is an approach to purchasing a great deal of divine protection via donating to the priest in Mine Town early in the game. =_=_ Divine protection =_=_ Juiblex's swamp Juiblex's swamp is a special level in Gehennom that is covered with water. It is located between the 4th and 7th levels of Gehennom (and therefore on DL 29-36). Juiblex, a slug-like demon lord, lurks there (unless already generated in some other way, such as a chaotic sacrifice or demon gating). Juiblex's swamp is eligible to leave bones files. The entire level is no-teleport. You can dig down through the floor, but you will have trouble with water filling your pit (even with a wand of digging). This core of the level is surrounded by a similar mixture of land and water (though with two guaranteed islands to ensure at least one place for each stair to go; the upstair is to the right of the above area, and the downstair to the left). Juiblex is at the exact centre of the map; three lemures occupy the large island on the centre-right of the map above, and all but (a random) one of the marked fountains are actually giant mimics masquerading as fountains. (If you have genocided giant mimics, they will be replaced with random monsters that also inexplicably masquerade as fountains, while moving and attacking normally.) The mapped area also contains six random P, five random b, five random j, five random F, two random m, and two jellyfish; two sleeping gas traps, two anti-magic traps, and two magic traps; six random potions, three random food items, one boulder and finally two random gems (or piles of gems) at the bottom of the pools on the lemures' island. =_=_ Houchou Houchou (pronounced /ˈhoʊtʃoʊ/ HOH-choh) is a chaotic artifact spoon in SLASH'EM. It is thrown at a target, and if it hits, it instakills the victim. There is no defense against Houchou, but if it hits a target, the tool itself is always destroyed in the process. Save Houchou for a dangerous or difficult opponent, such as Cthulhu. (Or, alternatively, ascend with it. With a price of 50000, it equals about 28 dilithium crystals in score points.) In the Japanese RPG Final Fantasy IV, there is a kitchen knife that could be thrown to instantly kill or severely damage almost any monster. The English localization changed this item to "Spoon", but oddly (and humorously), its effect when used & mdash;instant, violent death & mdash;was kept. It is thus that SLASH'EM's Houchou is a spoon. =_=_ Category:SLASH'EM Artifacts Hello Jonball478599, and welcome to NetHackWiki! :) We are so happy to have you here! Since you like SLASH'EM, some good starting points for you could be the Item (SLASH'EM) and the Monster (SLASH'EM) articles, which list many articles that need to be created! If you require help in editing, start by reading the short tutorial. Also, drop me a note on my talk page if you need any help in this wiki. Again, welcome, and happy holidays! & mdash;ZeroOne ( < small > talk < /small > & nbsp;/ & nbsp; < small > @ < /small > ) 01:15, 24 December 2008 (UTC) =_=_ User talk:MrGuy Hello MrGuy! I notice that you have been around for a while already, but still: welcome to NetHackWiki! :) & mdash;ZeroOne ( < small > talk < /small > & nbsp;/ & nbsp; < small > @ < /small > ) 01:18, 24 December 2008 (UTC) =_=_ User talk:Ed Cogburn Greetings! Many thanks for your edits, and welcome to NetHackWiki! :) Drop me a note on my talk page should you ever have any problems with this wiki. Happy holidays! & mdash;ZeroOne ( < small > talk < /small > & nbsp;/ & nbsp; < small > @ < /small > ) 01:22, 24 December 2008 (UTC) Hi! Welcome, and thanks for contributing to NetHackWiki! Could you please create an account? It helps us keep spam down, because we don't have to check the edits of known-good users. It also provides more privacy for you. Our style guide and How to help pages are good starting points. & mdash;ZeroOne ( < small > talk < /small > & nbsp;/ & nbsp; < small > @ < /small > ) 01:23, 24 December 2008 (UTC) Hi! Welcome, and thanks for contributing to NetHackWiki! Could you please create an account? It helps us keep spam down, because we don't have to check the edits of known-good users. It also provides more privacy for you. Our style guide and How to help pages are good starting points. & mdash;ZeroOne ( < small > talk < /small > & nbsp;/ & nbsp; < small > @ < /small > ) 01:23, 24 December 2008 (UTC) =_=_ User:MrGuy A newbie at NetHack. Considering he's only played for about a month, he is proud of his high score of 4100-odd points. =_=_ User:Newtkiller Easy game after getting the sceptre of might, only problem was the goddam wizard appearing on the goddam sanctum, stealing the goddam amulet just after i kill the priesst and running for his petty life after having stolen my Sceptre and having putten me in a CROWD. Archeologist < s > Human < /s > < s > Male < /s > < s > Lawful < /s > Foodless Barbarian Elf < s > Female < s > Neutral < /s > Vegan =_=_ Aethiopica =_=_ User talk:Newtkiller Welcome to NetHackWiki, Newtkiller! We are happy to have you here and hope that you stick around. :) & mdash;ZeroOne ( < small > talk < /small > & nbsp;/ & nbsp; < small > @ < /small > ) 18:49, 30 December 2008 (UTC) =_=_ Forum:Pet angel killed vlad, no candelabrum A wand of probing will allow you to confirm. You're in a bit of a pickle with this one. Maybe you could steal the candleabrum by polymorphing into a Nymph? I'd like to hear how you work this out.--Ckbryant 15:09, 7 January 2009 (UTC) =_=_ Talk:Intrinsic protection Is the protection (in my case from paying a priest) reflected immediately in your AC status thing? My AC was -4, then i donated 7800 gold (Level 13) and my AC didn't change... Aeronflux 01:17, 2 January 2009 (UTC) In my current game, I lost my protection to a gremlin attack; 10 points worth (Actually, it may have been more, but I'm not positive). When I donated to the valley priest, I got all 10 points back from a single donation. From a wizmode test, it would seem that losing your protection to a gremlin and to your god are quite different. In wizmode, I angered my god and lost protection, but it still showed up in enlightenment "You are protected"; this was not the case in my regular game. Donating after losing the protection to prayer also only resulted in a single point, while the first donation if you are not protected is always at least 2. So, it seems that losing protection to your god means your bonus AC is set to 0 but intrinsic protection remains, while losing it to a gremlin results in losing intrinsic protection but not the bonus AC, and they just won't do anything until you regain intrinsic protection. Now, are any of the following possible? I'd try testing them but it's early and I don't want to change my sysclock, especially when I'm still playing Nethack. Well, now that I have some time for source diving, I can't figure out what happened. Gremlin attacks definitely only remove the intrinsic without resetting the count (ublessed). However according to what I'm seeing in donation and gift from god code, if the player does not possess intrinsic protection, it is setto between 2 and 4 points (so the 1st idea is definitely impossible since it doesn't add 2-4 points). If the player does possess intrinsic protection, then add one point (only maybe if it's a priest). Additionally, I got that point of protection from a priest, but it seems that even though my protection was effectively 0, I was still subject to random chance since ublessed was at least 9. I got my protection back on the first try, so maybe I was just lucky there. However, I definitely regained 10 points of protection and I should have been forced to start over with the initial 2-4 points since I did not have the intrinsic. I don't know if I'm just reading the source wrong or what, but what just happened to me definitely seems impossible in the source. -- Qazmlpok 13:46, September 20, 2009 (UTC) =_=_ Gypsy The gypsy, , is a human monster that appears in SLASH'EM. Chatting to a gypsy grants access to a unique set of services. The gypsy has a deck of 72 cards that is used for fortunes and ninety-nine (but not three card monte). If the deck is fully exhausted, the gypsy will reshuffle the deck. Gold and gems given to a gypsy are destroyed rather than transferred to the her inventory - this is likely to discourage purchasing services or pawning a large number of gems in the hopes of getting a wish and then recovering them by killing the gypsy afterwards. The gypsy reads your fortune and charges you 50zm of credit - the effects of the fortune depend on the card. Any card not in the lists below has no effect. The aim of this game is simple: you choose a card, and the card might or might not be the right one. If you choose the right card, you win your bet in credit. Whether or not you win is based on your Luck and your previous games' results. You are guaranteed to win the first game you play with any gypsy. The gypsy shuffles the deck at the start of each game of ninety-nine. Each player draws three cards and take turns playing cards, drawing after each turn. Non-trump and non-face cards add to the total score, with a maximum of 99, and a minimum of 0 (see below for other card effects). If your opponent cannot play a card, you win. This allows you to sell identified gems to the gypsy for an amount of credit equal to the base price of the gem. In general, the main goal of interacting with gypsies is to gain wishes - magic resistance is crucial in the event the Death card comes up, and it is also advisable to have a means of removing punishment and restoring Luck. Beyond this, you should at least be equipped to defeat any demons generated by the fortunes. This is ideally best done before you have awakened and/or killed Rodney. You will need 3,600 credit to go through the entire deck of cards - if playing during the month of April, however, the gems received through "The Star" will always be greater than this cost. This gives players the option of repeatedly going through the entire deck, refusing to accept the wish each time, to slowly collect diamonds and other positive effects. Through reverse genocide in a safe area such as Sokoban, you can obtain several wishes even with no gems or a very small amount of gold; be sure to call each gypsy so you can tell them apart. Select a gypsy and bet all your money on the first game of three card monte, then bet 1zm with her each game until you win - do not pick the same card twice in a row. Once you win a 1zm bet, wager most of your gold and credit on the next bet with that gypsy - repeat until you have won at least 13,600zm, and then have her read your fortune until you get a wish. < ref > Gypsy spoiler (with contributions by Eva Myers) < /ref > Be very careful not to anger gypsies - they are high-level spellcasters with a good AC of -2, regeneration and very high monster MR. They can hit hard and steal intrinsics in the manner of a gremlin, and will gladly curse your items, summon nasties, and possibly even perform a touch of death. There is almost no benefit to killing one, especially since they do not retain the gold and gems given to them. For extinctionists and players looking to try their luck, leaving them to a powerful pet is the safest approach. =_=_ Talk:Maze So I'd just like to throw this out there: I'm hacking through a maze level between Medusa and the Castle, and I'm quite certain there is no minotaur on it and pretty sure there never was. I went blind as soon as I walked down the stairs, because Minotaurs scare the begeezus out of me, and couldn't find one anywhere. I've explored the level with no sign, and nothing weird like a hole in the floor (from wand of digging) or a statue of a minotaur (because a cockatrice thought he was cheating at cards or something) either--there is no minotaur, and no sign that there ever was one. I'm playing the vanilla windows client, version 3.4.3 and everything. =_=_ Talk:Gypsy Gypsies can be reversed genocided, have a 100% chance of giving a wish with sufficient time and credit, and it's easy to get large amounts of credit if luck is maximized (and still possible even if not). Thus from a single wish it's possible to get 120 wishes, although you'll lose some overhead to wishing for magic markers for scrolls of genocide and charging (or wishing directly for them, if unidentified and not a high-luck wizard). There is also "Yendorian Tarocchi", an unimplemented game that is mentioned in the source and the in-game gypsy help. I don't know if it should be mentioned in the article though. Reverse genociding gypsies is very, very easy, and using them for wishes - even easier. I think that's really big loophole - with 120 wishes, You can do almost everything what You want. Blessed genocide everything is possible, get army of Solars, just almost everything. I think SLASH'EM version of vanilla DevTeam should do something with it - for examle, limit of wishes from gypsies, value of exinct other than 120 (for examle 3, just like erinyes or 9, like nazguls). What do You think? ——S.K. 22:31, 17 December 2011 (UTC) There isn't a limit to how many wishes you can get if you wish for a statue of a gypsy every time you get a wish. Since stone to flesh'ing a statue doesn't respect extinction (neither do wishing for statues), with enough patience (and mild insanity) you could ascend with something like 5000 wishes. With enough knowledge, resources aren't a concern to begin with, since you can just maximize your luck and play three card monte ("You win. Wasn't that easy?") and keep betting 999 coins and alternating cards so you almost always get the "Wasn't that easy?" part. If you don't, just keep betting 1 coin and wait until you lose, next time you'll get the "Wasn't that easy?" again, which will ensure your next win, and you can farm credit easily that way. A strong pet, such as a mind flayer or a dragon can easily take care of the cancelled gypsies (healing spells recommended) and clear the level (I usually farm wishes this way in sokoban). As a final remark, after about 20 wishes you'll probably already have everything you need to ascend and become overpowered, so if this is to be attempted, it would be a nice idea to just keep wishing for statues as soon as you don't need wishes anymore, and as soon as reverse genocide starts failing (or you can check for the gypsy count in #vanquished) you can stone to flesh the statues. =_=_ Gypsies =_=_ Talk:Gypsies =_=_ Asmodeus' Lair Asmodeus' Lair is a special level somewhere between the 2nd and 7th levels of Gehennom (and therefore between DL 27 and DL 36). The lair itself constitutes the core of the level, and is surrounded by undiggable walls. The remainder of the level is filled with ordinary Gehennom-like maze, and contains the upstair (which will always be on the left-hand side of the level). The right-hand room contains three random , and a fire trap, a magic trap, and an anti-magic trap, placed at random. The room with the downstair is occupied by Asmodeus, a ghost, and a horned devil; three random and a random are placed randomly within the left side of this area. The marked traps are a fire trap just inside the door of Asmodeus' room, and a spiked pit in the top-left chamber; additionally, two magic traps, a sleeping gas trap, an anti-magic trap, and another fire trap are placed randomly within the left side of the area, as are three scrolls, two weapons, two pieces of armor, two potions, and a gem (all chosen randomly). This level is notorious for being extremely irritating to navigate: the walls of the lair core shown above are undiggable, and the stairs are always somewhere to the left of the lair, meaning that it's necessary to walk all the way to the right side of the level and then all the way back to the left to move between the stairs. Further, the level is no-teleport. There are a couple of ways you can circumvent this: =_=_ Talk:Asmodeus' Lair I need some help with the map; I can't get it to format and I can't see any codes embedded in the various other maps I've checked on the site. nowiki tags don't seem to help. What's the secret?--Ckbryant 19:35, 5 January 2009 (UTC) Question: except for trying to lure Asmodeus down to kill the high priest, why would you ever fight him instead of paying him? Gold is in abundance in Gehennom. Here's 1000 z-bucks and be gone! =_=_ Baalzebub's Lair Baalzebub's Lair is a special level somewhere between the 6th and 9th levels of Gehennom (and therefore between DL 31 and DL 38). It may contain the stairs to Vlad's Tower. The lair itself constitutes the right-hand side of the level. The central core is fly-shaped and surrounded by undiggable walls, although it is possible to dig from the northern tunnel all the way to the southern one, if you are so inclined. Also note that the floor can be dug, so a wand of digging is still a useful escape item here. The left-hand side of the level is filled with ordinary Gehennom-like maze, and contains the upstair. The rectangular chamber is occupied by Baalzebub, a ghost, a horned devil, and a barbed devil. Three random V and a random L are placed randomly in the central area, as are two fire traps, a sleeping gas trap, a spiked pit, two magic traps, and an anti-magic trap; also three scrolls, two weapons, two pieces of armor, two potions, and a gem (all chosen randomly). There is a 50% chance that the secret doors in Baalzebub's room are flipped vertically. =_=_ Talk:Perseus Well, that Shield of Reflection is cursed, I suppose that is the reason that Perseus did not succeed in NetHack. :-) Supermagle 09:26, 6 January 2009 (UTC) Yep. Perseus is totally YASD. He didn't want to (W)ear it in case he needed to take it off later. =_=_ Talk:Necromancer Yes, but the odds of finding a +1 or better dagger early in the game are slim. In my opinion it's worth using the enchanted quarterstaff until your first artifact weapon. It seems to me that wearing a robe of power for a Necromancer does not alter his spellcasting ability. Can anybody confirm this?MrFroon 07:05, October 14, 2009 (UTC) Sorry, but i have no other way of posting this, as the spellbook in question has no page. I was playing as a necromancer, and summon a Nazgul. since i dominated him, i thought, "Hey, why not two?" I ended up with 11 when I relized something was wrong. There are only nine. So, Someone should check to see if this does the same for other creatures and post it for the rest of us plz. Elven2006 00:25, March 10, 2010 (UTC) =_=_ Very heavy iron ball =_=_ User:SigmaJargon/Strategy The goals of the early game are completing the first two dungeon branches and gathering basic supplies and resistances. You may find some nice armor or sacrifice for a shiny artifact weapon, but such luck does not always happen. The mid game involves the remainder of the Dungeon of Doom, including the Quest and Castle. You will get a wand of wishing during this portion of the game, so you'll be able to flesh our your equipment. You should have most (if not all) resistances, good stats, and excellent equipment by this point. Wands are twice as likely to be generated in Gehennom as in the rest of the dungeon, so you may find many wands useful for the end game. The first step in the end game is killing the Wizard of Yendor. He is the single most persistent and irksome enemy in the game, so before slaying him, you should have everything arranged. Remap any levels lost to amnesia (hopefully none), pack the wands, scrolls, potions, rings, and tools for your ascension run, and take a deep breath. =_=_ User talk:SigmaJargon/Strategy Good article; presumably this is a replacement for Standard strategy? I like what you have a lot better than what's there. I like that you've cast this in terms of objectives rather than instructions; it makes it feel a lot less like it's mandating a particular play style than some other guides I've seen. =_=_ Talk:Quest artifact What happens if you pick up a quest artifact (that would evade your grasp if you had the wrong alignment) then change alignment? (Do you drop it when you get hit by its artifact blast, for instance?) -Actual-nh (talk) 01:00, 14 January 2021 (UTC) =_=_ David's Treasure Zoo =_=_ Talk:Slime mold Slime Mold news. On 2nd October 2008 the IgNobel Cognitive Science Prize was awarded to Toshiyuki Nakagaki of Hokkaido University, Japan, Hiroyasu Yamada of Nagoya, Japan, Ryo Kobayashi of Hiroshima University, Atsushi Tero of Presto JST, Akio Ishiguro of Tohoku University, and Ágotá Tóth of the University of Szeged, Hungary for discovering that slime molds can solve puzzles in their seminal work: "Intelligence: Maze-Solving by an Amoeboid Organism."--PeterGFin 16:52, October 2, 2009 (UTC) There was a significant fraction of nonprotein amino acids made up largely of phenylalanine. The spore cases were enriched for specific proteins, some of which were glycosylated." Can you wish for a slime mold? What if your fruitname is something else? What if your fruitname is "scroll of charging" and you wish for a scroll of charging? A touching gesture from the High Priest, one turn before the player ascends. A little ritual I always try to do on the Astral Plane. Screen capture from Nethack 3.4.3 for Windows, running default tiles. =_=_ Hallucinatory messages While hallucinating, you may encounter some unexpected messages. The following is a comprehensive list of the available messages. All appearances of " < color > " will be replaced with one of the following: ultraviolet, infrared, bluish-orange, reddish-green, dark white, light black, sky blue-pink, salty, sweet, sour, bitter, striped, spiral, swirly, plaid, checkered, argyle, paisley, blotchy, guernsey-spotted, polka-dotted, square, round, triangular, cabernet, sangria, fuchsia, wisteria, lemon-lime, strawberry-banana, peppermint, romantic, or incandescent. =_=_ Talk:Aggravate monster Per the version 3.6 change notes, "meditating monsters stop meditating when affected by something which wakes sleeping monsters." The practical upshot of this, as a couple of us on RGRN have discovered, is that a random golden naga casting the "aggravate monster" spell might wake up the Wizard before you enter his tower. Funcrunch (talk) 05:17, 1 January 2016 (UTC) =_=_ Fishing pole A fishing pole is a new weapon-tool in SLASH'EM, which can be used as a polearm weapon. Its main use is to fish. Applying a fishing pole will prompt you for a location. The range of a fishing pole is the same as pounding with a regular polearm, but without a minimum range. Since they are fairly rare, you will want to abstain from trying for better than +5/+6, lest your only pole evaporate. In Slash'EM Extended, the fishing pole is part of the levitator race's starting inventory. Since the levitator is permanently levitating and therefore unable to pick up items normally, the fishing pole is an important tool that the player will probably have to use in order to get items. For the levitator specifically, hooking oneself cannot happen, making it much safer to use the pole. Main Nethack name: Well, when I play using my copy of SLASH'EM, I play as named Samuel (REAL FIRST NAME!). On public servers, I'm EvTwi. In Wizard mode, I have the usual. < br > Pet name: Depends on what kind of pet it is. Two shimmering dragons which I had in Wizard mode before I did a Levelcide? Flynn and Flyre. < br > RL Pet(s): I (unfortunately) have two dogs. I WANT A CAT. I DON'T CARE IF I MAY HAVE CAT ALLERGIES OR NOT. =_=_ Giant humanoid Giant humanoids are designated internally by the macro S_GIANT; this is not to be confused with the < code > M2_GIANT < /code > flag used for all forms of giant, though all non-undead giants are part of the monster class anyway. =_=_ Monsters appear from nowhere =_=_ Monsters appear from nowhere! =_=_ Destroy the thief, my pets! =_=_ You hear a muffled cracking =_=_ NetHackWiki talk:ProblemReports/17836 I tried following the link from @Play to Vulture's and it worked fine in Firefox 3 and whichever Explorer comes with Vista. Here's a test link: Vulture's.--Ray Chason 22:18, 23 January 2009 (UTC) On the day this report was written, the external links to the Vulture's website did indeed redirect to a Lighthouse login page. As of 2009-01-27 though, the external links go to the appropriate pages. This problem has been solved. —Shijun 16:35, 27 January 2009 (UTC) =_=_ Hallucination monster =_=_ Chained blitz The chained blitz is a complicated technique SLASH'EM Monks get at level 1, where you chain together your available techniques using the direction keys. The technique chains together the other monk combat techniques, with new attacks being added as you learn techniques through leveling. However, the elemental Wards and Chi healing are not available for use in Chained blitz. When used, the Chained blitz first displays a screen showing the various techniques and their key combinations. Then, an input box appears where the selected moves are typed using the eight directional keys.If too many techniques are attempted, or if the techniques are not input properly, then the blitz fails, you receive the message "You stumble!", and the Chained blitz is used up. The chained blitz starts out with a maximum of two moves. The maximum is increased to three at level 10, four at level 20, and five at level 30. U + U + R + RD + D + L or U + RU + R + RD + D + LD + L D + D + R + RD + D + R + R or D + RD + RD + RD + R =_=_ Chi strike The chi strike is a technique in SLASH'EM. During the chi strike, you have a short (based on level) amount of time to do extra damage on strike. When you perform the chi strike, you get the message "Your hands surge with power." Hi! Welcome, and thanks for contributing to NetHackWiki! Could you please create an account? It helps us keep spam down, because we don't have to check the edits of known-good users. It also provides more privacy for you. Our style guide and How to help pages are good starting points. & mdash;ZeroOne ( < small > talk < /small > & nbsp;/ & nbsp; < small > @ < /small > ) 00:28, 28 January 2009 (UTC) Hi! Welcome, and thanks for contributing to NetHackWiki! Could you please create an account? It helps us keep spam down, because we don't have to check the edits of known-good users. It also provides more privacy for you. Our style guide and How to help pages are good starting points. & mdash;ZeroOne ( < small > talk < /small > & nbsp;/ & nbsp; < small > @ < /small > ) 00:28, 28 January 2009 (UTC) Hi! Welcome, and thanks for contributing to NetHackWiki! Could you please create an account? It helps us keep spam down, because we don't have to check the edits of known-good users. It also provides more privacy for you. Our style guide and How to help pages are good starting points. & mdash;ZeroOne ( < small > talk < /small > & nbsp;/ & nbsp; < small > @ < /small > ) 00:29, 28 January 2009 (UTC) Hi! Welcome, and thanks for contributing to NetHackWiki! Could you please create an account? It helps us keep spam down, because we don't have to check the edits of known-good users. It also provides more privacy for you. Our style guide and How to help pages are good starting points. & mdash;ZeroOne ( < small > talk < /small > & nbsp;/ & nbsp; < small > @ < /small > ) 00:29, 28 January 2009 (UTC) Hi! Welcome, and thanks for contributing to NetHackWiki! Could you please create an account? It helps us keep spam down, because we don't have to check the edits of known-good users. It also provides more privacy for you. Our style guide and How to help pages are good starting points. & mdash;ZeroOne ( < small > talk < /small > & nbsp;/ & nbsp; < small > @ < /small > ) 00:32, 28 January 2009 (UTC) Hi! Welcome, and thanks for contributing to NetHackWiki! Could you please create an account? It helps us keep spam down, because we don't have to check the edits of known-good users. It also provides more privacy for you. Our style guide and How to help pages are good starting points. & mdash;ZeroOne ( < small > talk < /small > & nbsp;/ & nbsp; < small > @ < /small > ) 00:32, 28 January 2009 (UTC) Hi! Welcome, and thanks for contributing to NetHackWiki! Could you please create an account? It helps us keep spam down, because we don't have to check the edits of known-good users. It also provides more privacy for you. Our style guide and How to help pages are good starting points. & mdash;ZeroOne ( < small > talk < /small > & nbsp;/ & nbsp; < small > @ < /small > ) 00:32, 28 January 2009 (UTC) Hi! Welcome, and thanks for contributing to NetHackWiki! Could you please create an account? It helps us keep spam down, because we don't have to check the edits of known-good users. It also provides more privacy for you. Our style guide and How to help pages are good starting points. & mdash;ZeroOne ( < small > talk < /small > & nbsp;/ & nbsp; < small > @ < /small > ) 00:32, 28 January 2009 (UTC) =_=_ User talk:RJaguar3 I see that you have been around for quite a while already, but still: welcome to NetHackWiki! We're glad to have you here. :) Drop me a note on my talk-page if you need help with anything. & mdash;ZeroOne ( < small > talk < /small > & nbsp;/ & nbsp; < small > @ < /small > ) 00:33, 28 January 2009 (UTC) I see that you have been around for quite a while already and contributing a lot! Thank you! We're happy to have you here. :) Drop me a note on my talk-page if you need help with anything. & mdash;ZeroOne ( < small > talk < /small > & nbsp;/ & nbsp; < small > @ < /small > ) 00:35, 28 January 2009 (UTC) Well, I see that you've been around for almost a year now, but I still wish you welcome to NetHackWiki! :) & mdash;ZeroOne ( < small > talk < /small > & nbsp;/ & nbsp; < small > @ < /small > ) 00:37, 28 January 2009 (UTC) Re wishing for the Eyes of the Overworld: I agree that for Wizards the Eyes of the Overworld is probably a bad wish. The spells are better. However, for non-spellcasting roles, the Eyes of the Overworld are great. Your standard Valkyrie is not very likely to be able to cast magic mapping reliably, nor are they likely to succeed in writing one with a magic marker as you suggest (only Wizards can reliably write unknown spells). Re Tourists: Wizards start with force bolt, which is a huge advantage over Tourists. Wizards can cast level 1 spells while wearing metal armor. There are quite a few useful level 1 spells, including sleep, healing, and light; also, Wizards are nearly guaranteed to read level 1 spellbooks successfully once you test for BUC. Wizards, even with zero luck, can usually successfully write unknown level 1 spellbooks with a magic marker. None of the above are things that Tourists can do. Finally, Wizards have lots of other minor advantages (cloak of magic resistance, guaranteed Magicbane, among others). Tourists have relatively few advantages; the only important ones are the expensive camera and the extra food. I would say that Wizards are quite a bit easier than Tourists. True, a valkyrie won't profit from those three spells. She won't raise them to skilled level, either. As this is my personal page, I can say I care about spellcasters. In conclusion, the playing style early game wizard limitations caused me to develop also fits tourists. I can't see why people say tourists are so much harder. Hi There. I noticed a few requests for redirects to be set up. Any registered user can create them, just use < nowiki > #REDIRECT[[ < /nowiki > page < nowiki > ]] < /nowiki > to set one up. Note there is no space between REDIRECT and the brackets, and that you can't preview the page, it prints as if it is saved with nowiki tags. The redirect WILL be created when you save, however. -- Kalon 23:04, 6 May 2009 (UTC) Re. the separate message window as per Nao#criticisms: Unless you'll code some small patch for it, I'm not going to do that. I believe the change would be a bit more involved than two or three lines of code. Not to mention the tty code is... grody. --paxed 08:53, 22 May 2009 (UTC) I noticed you requested statistics on page views on your user page... Special:Top/most_visited lists the most visited articles — unfortunately without any numbers, though. Special:WikiaStats#articles lists the most edited articles, with exact numbers. I hope this helps. & mdash;ZeroOne ( < small > talk < /small > & nbsp;/ & nbsp; < small > @ < /small > ) 17:32, 1 June 2009 (UTC) Thank you for your kind help! And sorry for the inconveniece earlier, as I was a bit irritated by the repeated "Elbereth" typing. I probably abused my anomynity too much :P Sadly as I'm using Windows, Ctrl+V doesn't work for paste since Ctrl+V is teleport between levels (debug mode only). Do you happen to know any way around it? I've added the curses GUI by Karl Garrison to the UnNetHack source code repository. If the terminal is large enough it uses a message area like the tiles interface does. But it is at the moment in a different branch and will stay there till after the release of 3.5.2 (which will be somewhat after the devnull tournament). I want to keep savefile and bones compatibility for the next release and the curses GUI unfortunately. But I'm pretty sure that soon after the release of 3.5.2 the curses GUI will be available on the public server. --bhaak 09:18, September 7, 2009 (UTC) I've been working on this for quite a while - it's nice on the eyes, and has a NetHack theme. I've also put lots of attention to detail in it. It's available at User:Zapwire/monaco.css - then paste it into User:Tjr/monaco.css - I personally think it should be the default skin, but you can be the judge. (Yes I posted this on the community portal, but no one seems to care.) --Zapwire (talk/blog/edits) 15:20, February 5, 2010 (UTC) Thank you, Tjr. I appreciate you changing the featured article template to the new one. I don't mind other people selecting the FA once in a while. I just do it because no one else usually does. :) I wasn't sure who to contact. I just got back online after several weeks. I came back and took a look at my page and someone edited the whole thing! I edited some things back but then decided to stop so I could show the proof. Could you guys find out who edited my page? Because I swear I didn't put any of the vulgar junk in it. It's on my actual page, not the talk page: http://nethackwiki.com/wiki/User:DemonSlayerThe3rd.✑DemonSlayerThe3rd♠ 21:37, November 2, 2010 (UTC) User:Maintenance script is one of the MediaWiki reserved usernames. It probably should stay bot-flagged (although the only real difference that's likely to make is that some maintenance scripts using it might flood RecentChanges). --Ilmari Karonen 22:11, 11 November 2010 (UTC) for correcting my E-square mistake about Medusa, although I suppose I meant "engrave anything for blindness" and Elbereth just so happens to be my copypaste default.--Eatenbyrobots 01:09, 24 November 2010 (UTC) There was a bug in previous versions of MediaWiki where noinclude tags would be ignored by the createbox extension. It was fixed in 1.17.0. --99.239.146.253 21:03, 5 October 2011 (UTC) PeterGFin could you send it to PeterGFin@yahoo.co.uk (hopefully that makes trusting my credentials straightforward) Maybe I changed it but forgot, but I'm pretty sure its been unchanged.--94.192.227.22 09:19, 7 July 2012 (UTC) Hello dear admin. I can't save edits on the articles Sokoban (SLASH'EM) and Sokoban. It times out. I can't edit for two weeks now, so it is definitely a problem. I was trying to save my changes in pieces in Sokoban (SLASH'EM), but the result was, that i can't add back the last two maps B[ .--Quantum Immortal (talk) 19:27, 23 January 2015 (UTC) You asked a while ago on the IBMgraphics talk page about acquiring konwert. I was able to download and build the source from the debian repos. < span style="background:green;border-radius:15px 0 0 8px" > Elronnd < /span > < span style="background: orange;border-radius:0 8px 15px 0" > (talk) < /span > 17:49, 30 July 2016 (UTC) Welcome to NetHackWiki, Hcobb! :) Drop me a note on my talk-page you need help with anything. & mdash;ZeroOne ( < small > talk < /small > & nbsp;/ & nbsp; < small > @ < /small > ) 00:39, 28 January 2009 (UTC) Hi! Welcome, and thanks for contributing to NetHackWiki! Could you please create an account? It helps us keep spam down, because we don't have to check the edits of known-good users. It also provides more privacy for you. Our style guide and How to help pages are good starting points. & mdash;ZeroOne ( < small > talk < /small > & nbsp;/ & nbsp; < small > @ < /small > ) 00:39, 28 January 2009 (UTC) Hi! Welcome, and thanks for contributing to NetHackWiki! Could you please create an account? It helps us keep spam down, because we don't have to check the edits of known-good users. It also provides more privacy for you. Our style guide and How to help pages are good starting points. Also, I just read your contribution to the Lessons learned the hard way article. To avoid learning things the hard way here, drop me a note on my talk page if you need any help. ;) & mdash;ZeroOne ( < small > talk < /small > & nbsp;/ & nbsp; < small > @ < /small > ) 00:41, 28 January 2009 (UTC) Greetings, and welcome to NetHackWiki (even if you have been around for months already)! & mdash;ZeroOne ( < small > talk < /small > & nbsp;/ & nbsp; < small > @ < /small > ) 00:43, 28 January 2009 (UTC) Hi! Welcome, and thanks for contributing to NetHackWiki! Could you please create an account? It helps us keep spam down, because we don't have to check the edits of known-good users. It also provides more privacy for you. Our style guide and How to help pages are good starting points. & mdash;ZeroOne ( < small > talk < /small > & nbsp;/ & nbsp; < small > @ < /small > ) 00:44, 28 January 2009 (UTC) Hi! Welcome, and thanks for contributing to NetHackWiki! Could you please create an account? It helps us keep spam down, because we don't have to check the edits of known-good users. It also provides more privacy for you. Our style guide and How to help pages are good starting points. & mdash;ZeroOne ( < small > talk < /small > & nbsp;/ & nbsp; < small > @ < /small > ) 00:44, 28 January 2009 (UTC) Hi! Welcome, and thanks for contributing to NetHackWiki! Could you please create an account? It helps us keep spam down, because we don't have to check the edits of known-good users. It also provides more privacy for you. Our style guide and How to help pages are good starting points. & mdash;ZeroOne ( < small > talk < /small > & nbsp;/ & nbsp; < small > @ < /small > ) 00:44, 28 January 2009 (UTC) Greetings, and welcome to NetHackWiki! Keep up the Finnish flag! :) & mdash;ZeroOne ( < small > talk < /small > & nbsp;/ & nbsp; < small > @ < /small > ) 00:45, 28 January 2009 (UTC) Thanks for helping me out with the monster symbol project! :) & mdash;ZeroOne ( < small > talk < /small > & nbsp;/ & nbsp; < small > @ < /small > ) 14:54, 30 August 2009 (UTC) I changed it as I am currently playing a wizard run where I probed Newt and found him wielding a long sword, but no quarterstaff or athame. - User:DancingGenis This file can be deleted: it isn't included in any article and is not clear on copyright. Thanks for letting me know. --PeterGFin 19:13, 2 December 2010 (UTC) Hi! Welcome, and thanks for contributing to NetHackWiki! Could you please create an account? It helps us keep spam down, because we don't have to check the edits of known-good users. It also provides more privacy for you. Our style guide and How to help pages are good starting points. & mdash;ZeroOne ( < small > talk < /small > & nbsp;/ & nbsp; < small > @ < /small > ) 00:48, 28 January 2009 (UTC) Hi! Welcome, and thanks for contributing to NetHackWiki! Could you please create an account? It helps us keep spam down, because we don't have to check the edits of known-good users. It also provides more privacy for you. Our style guide and How to help pages are good starting points. And thanks for experimenting with the sandbox. :) & mdash;ZeroOne ( < small > talk < /small > & nbsp;/ & nbsp; < small > @ < /small > ) 00:50, 28 January 2009 (UTC) Hi! Welcome, and thanks for contributing to NetHackWiki! Could you please create an account? It helps us keep spam down, because we don't have to check the edits of known-good users. It also provides more privacy for you. Our style guide and How to help pages are good starting points. & mdash;ZeroOne ( < small > talk < /small > & nbsp;/ & nbsp; < small > @ < /small > ) 00:51, 28 January 2009 (UTC) Hi! Welcome, and thanks for contributing to NetHackWiki! Could you please create an account? It helps us keep spam down, because we don't have to check the edits of known-good users. It also provides more privacy for you. Our style guide and How to help pages are good starting points. & mdash;ZeroOne ( < small > talk < /small > & nbsp;/ & nbsp; < small > @ < /small > ) 00:51, 28 January 2009 (UTC) Hi! Welcome, and thanks for contributing to NetHackWiki! Could you please create an account? It helps us keep spam down, because we don't have to check the edits of known-good users. It also provides more privacy for you. Our style guide and How to help pages are good starting points. & mdash;ZeroOne ( < small > talk < /small > & nbsp;/ & nbsp; < small > @ < /small > ) 00:52, 28 January 2009 (UTC) Allow me to be the first one to write on your talk-page and to wish you very welcome to NetHackWiki! (I should've wished you welcome ages ago, but hey, better now than never, huh? :) & mdash;ZeroOne ( < small > talk < /small > & nbsp;/ & nbsp; < small > @ < /small > ) 01:16, 28 January 2009 (UTC) Thanks for reverting some vandalism the other day! The offender has now been properly blocked. :) & mdash;ZeroOne ( < small > talk < /small > & nbsp;/ & nbsp; < small > @ < /small > ) 07:53, 25 February 2009 (UTC) It's great that you are on the Dev Team. Roll on Vanilla Sirrushes, Wyverns, Lindworms and Leviathans? Wikid (talk) 20:30, 10 July 2016 (UTC) I think your UnNethack fork took Nethack in the right direction. Glad you're on DevTeam. Thanks again!Thidwick (talk) 07:20, 5 December 2018 (UTC) Greetings, and welcome to NetHackWiki! :) & mdash;ZeroOne ( < small > talk < /small > & nbsp;/ & nbsp; < small > @ < /small > ) 01:17, 28 January 2009 (UTC) Hi! Welcome, and thanks for contributing to NetHackWiki! Could you please create an account? It helps us keep spam down, because we don't have to check the edits of known-good users. It also provides more privacy for you. Our style guide and How to help pages are good starting points. & mdash;ZeroOne ( < small > talk < /small > & nbsp;/ & nbsp; < small > @ < /small > ) 01:18, 28 January 2009 (UTC) Hi! Welcome, and thanks for contributing to NetHackWiki! Could you please create an account? It helps us keep spam down, because we don't have to check the edits of known-good users. It also provides more privacy for you. Our style guide and How to help pages are good starting points. & mdash;ZeroOne ( < small > talk < /small > & nbsp;/ & nbsp; < small > @ < /small > ) 01:18, 28 January 2009 (UTC) Hi! Welcome, and thanks for contributing to NetHackWiki! Could you please create an account? It helps us keep spam down, because we don't have to check the edits of known-good users. It also provides more privacy for you. Our style guide and How to help pages are good starting points. & mdash;ZeroOne ( < small > talk < /small > & nbsp;/ & nbsp; < small > @ < /small > ) 01:18, 28 January 2009 (UTC) Greetings, and welcome to NetHackWiki! Drop me a note on my talk-page if there's anything I can do to help you. :) & mdash;ZeroOne ( < small > talk < /small > & nbsp;/ & nbsp; < small > @ < /small > ) 01:19, 28 January 2009 (UTC) =_=_ NGPL =_=_ NH =_=_ AoY =_=_ WoW =_=_ User talk:Stevko sk Nice, thank you for creating an account. :) You know you can use that same account in all the hundreds of Wikia wikis? Anyway, drop me a note on my talk page if you need help or something! & mdash;ZeroOne ( < small > talk < /small > & nbsp;/ & nbsp; < small > @ < /small > ) 20:41, 28 January 2009 (UTC) Hi! Welcome, and thanks for contributing to NetHackWiki! Could you please create an account? It helps us keep spam down, because we don't have to check the edits of known-good users. It also provides more privacy for you. Our style guide and How to help pages are good starting points. & mdash;ZeroOne ( < small > talk < /small > & nbsp;/ & nbsp; < small > @ < /small > ) 20:43, 28 January 2009 (UTC) Hi! Welcome, and thanks for contributing to NetHackWiki! Could you please create an account? It helps us keep spam down, because we don't have to check the edits of known-good users. It also provides more privacy for you. Our style guide and How to help pages are good starting points. & mdash;ZeroOne ( < small > talk < /small > & nbsp;/ & nbsp; < small > @ < /small > ) 20:43, 28 January 2009 (UTC) =_=_ Talk:Ranger quest I took messages part from Samurai quest and replaced messages (using source and debug mode). However, there seems to be no place for this message (or maybe I am just "momentarily blinded by a flash of light"): Can you kick the 433 trees for fruit? You would have (6*10^-33)% chance of getting no eucalyptus leaf, giving rangers an odd advantage at pacifist wishless polypile-less conduct. --Tjr 19:17, 3 August 2011 (UTC) =_=_ Juiblex's Swamp =_=_ Slings =_=_ YDSM =_=_ Talk:Sunsword Lone Wolf was the Somersword. For the Sun Sword, smart money is on Thundarr the Barbarian.107.200.85.110 18:14, 28 December 2015 (UTC) Why is "spellcasters become a much larger threat in SLASH'EM" in this article? Is it that it's particularly useful for lawfuls to have an artifact that deals double damage to the undead? Dual-wielding Grayswandir and Sunsword does seem like it'd be a nice trick against vampire mages. Also it doesn't seem accurate to say that non-undead spellcasters will be peaceful to lawfuls; besides the old standbys like orc shamans etc. (of which only nalfehsnees are threats, I guess), there are ogre mages and gnoll shamans. Ogre mages don't seem like big threats but gnoll shamans seem pretty nasty. -- Slandor 12:48, June 10, 2010 (UTC) I don't think the article should mention how to get Sunsword from sacrifice, wishing, etc as those are common to all artifacts (and should be covered there). I did add a note about it being generated on A's though. One thing about that, which I think is a common misconception, is that Sunsword is *not* guaranteed to be on the first or second Archon that is generated. This is because looking at makemon.c#line268, the code will always try to give one of Demonbane or Sunsword to an Archon, but it does not check if it has already been generated. Thus, provided neither artifact has already been generated, the first Archon will always have one of them, but the second has only a 50% chance to get the other (and so on for the third if the second one doesn't get it). The other 50% of the time it tries to give the Archon the already-generated artifact, which is then converted to a regular long sword. I figured this is a little too long-winded an explanation for the main article, but it's probably worth mentioning here. I'll go and change Archon to reflect this, though. -Ion frigate 19:21, September 28, 2010 (UTC) I just got Sunsword off of a crocodile I killed at Dlvl 6. Has anyone else seen it generate in odd locations? =_=_ Talk:Wizard quest Is there something special about wizard called Newt, who you can find there? I looted an athame and 6 wands out of him... Is there a way to (peacefully) get Neferet off the throne before showing her the Amulet or perhaps even before getting quest permission? -Tjr 06:53, July 1, 2010 (UTC) The Wizard quest levels resemble the layout of dungeons of doom. What I am wondering is ,is it possible that Vaults are generated in theese levels ? And if yes, can guards appear an and can they contain the portal to ford ludious if not generatet yet ? I remember to never have found one, but this may be coincidence since there are only 2-4 filler levels --79.210.71.6 16:07, 21 September 2013 (UTC) It looks like the secret door locations for the Tower of Darkness level may have been randomized/moved in 3.6.0. Here is a screenshot showing the locations differing from the current illustration: =_=_ Talk:ANSI C Maybe a better approach would be to list some roguelikes at Sourceforge, ect that a budding programmer might want to check out? --SaintD 23:07, 6 February 2009 (UTC) =_=_ Your vision seems to flatten for a moment but is normal now Your edits to the Archeologist article were found to be non-constructive and have been reverted. If you need to test something, please edit the NetHackWiki:Sandbox freely. & mdash;ZeroOne ( < small > talk < /small > & nbsp;/ & nbsp; < small > @ < /small > ) 03:53, 7 February 2009 (UTC) =_=_ Template:Nethack:343 =_=_ @ Play =_=_ NetHackWiki talk:ProblemReports/18347 =_=_ Talk:Healer quest =_=_ Poison resistant =_=_ Magic resistant =_=_ Whisperfeet In SLASH'EM, Whisperfeet is an artifact pair of speed boots that, in addition to their normal effect, give stealth and act as a luckstone when carried. They are the guaranteed first sacrifice gift for tourists. Tourists should wait by the first altar they come across and sacrifice until they get these boots, using their ample starting food and money to sustain themselves. They are useful to any character, but particularly so to tourists, since early on they rely on pelting monsters with darts from a distance. The stealth is quite useful for avoiding waking up nymphs, while the increased luck helps the intrinsic searching ability tourists gain at XL 10. Useful as they are, the boots are not really worth an artifact wish - the properties they provide can be superseded, while artifact wishes are best used for those artifacts with irreplaceable properties. In fact, SLASH'EM even has guaranteed speed boots in the Spider Caves. In short, any neutral should sacrifice to try to get these boots, especially since this gives a shot at Mirrorbright and the ever-useful Gauntlets of Defense as well, but they are not worth a wish. If you are relying on these boots as your luckstone, remember that they are not intelligent, and so will not resist curses. Remember to re-bless them if they are cursed. This is important even if you have another luckstone, even an intelligent artifact such as the Heart of Ahriman or the Orb of Fate, since luckstone effects stack. =_=_ User talk:DYMadness Greetings! I noticed you have been around for quite a while already, but better late than never: welcome to NetHackWiki, and thank you for your contributions! We are happy to have you here! :) & mdash;ZeroOne ( < small > talk < /small > & nbsp;/ & nbsp; < small > @ < /small > ) 20:35, 12 February 2009 (UTC) =_=_ User talk:ChrisY =_=_ File:Welcome.png Please do not create nonsense pages on NetHackWiki. They may be fun for you for about five minutes, but they waste everybody's time and end up getting deleted.--Ray Chason 15:42, 13 February 2009 (UTC) Greetings! Nice to see you back here after a long break! Enjoy your time at NetHackWiki, and thank you for your contributions! :) & mdash;ZeroOne ( < small > talk < /small > & nbsp;/ & nbsp; < small > @ < /small > ) 13:00, 16 February 2009 (UTC) =_=_ Absurd tileset This page is a SLASH'EM related stub. Should you wish to do so, you can contribute by [ expanding this page.] =_=_ Category:SLASH'EM stubs =_=_ SLASH'EM monsters Greetings! Thanks for the joke at User talk:Eidolos. If you ever want to contribute something more constructive, the How to help and Style guide are good places to start. You might also want to sign in. & mdash;ZeroOne ( < small > talk < /small > & nbsp;/ & nbsp; < small > @ < /small > ) 23:15, 17 February 2009 (UTC) =_=_ You can't see =_=_ Pay =_=_ Talk:Trollsbane I've seen it spawned in Dungeon Levels 7+, just laying on the floor. It's been uncursed everytime I've picked it up off the floor. Bibleillness 18:37, 18 February 2009 (UTC) =_=_ Cannibal =_=_ You cannibal Hi, I see you have added a lot of archaic vocabulary to the Elbereth page. This certainly has style, but it make the page hard to read. The majority of gamers do not have English as their native language, and I doubt all of them are as educated as you are. Besides, "fast" is an established technical term. A few of your changes are not correct in present-day American English. Would you please tone down your edit? (If there is no further discussion or action, I'm going to revert it on Saturday.) -Tjr 18:00, March 18, 2010 (UTC) =_=_ Forum:I think I just took the cake for weirdest death... So I, someone fairly new to NetHack, was playing a game as a dwarven Valkyrie since I can't get to sleep. Things were going well-I'd made a generous amount of money by training my dog to steal from shops, and I'd made it to the Oracle level. I was level 5 and dipping for Excalibur. I was confused as hell. Even more so since my killer actually had a name. So I looked up Jubilex on this wiki. That happened to me too on the first or second level of the game. Water Demon hits me. Juiblex shows up. I try to teleport it (or me, it's been a while and flee) and when in a hallway, I bump into him and he engulfs me, killing me instantly. I hate it when water demons summon things that shouldn't exist at that point in the game. > _ < ROFL!!! This is more hilarious than reading Lesson Learned the Hard Way!!! LMFAO, Jublex! Sorry, it's too funny, anyway, don't worry, I haven't gotten past MineTown bud, we'll both get better in time. I'll be watching this, I've studied WikiHack a lot, but still a newbie.DemonSlayerThe3rd 04:08, March 7, 2010 (UTC) on level 9 [max 11]. Killed by Yeenoghu. - [71] =_=_ User talk:DarkLightDragon =_=_ Stupid ascension trick =_=_ Talk:Shopkeeper Playing, I was on Dlvl 4 when I ran into a shopkeeper, Asidonhopo, who, upon meeting me, stated that he was looking for a former player character, Tobias. This occurred in a hallway, not at all near the shop. When I acquire powerful pets like dragons and mind-flayers they destroy all the shopkeepers and priests they encounter. While this doesn't REALLY break my heart or anything, I'd prefer to ruin the Yendorian economy (shopkeepers alive with no wares or gold) to scorched earth tactics - after all, chaotic stupid is not a Nethack alignment. So how do I keep the pathetic bastards alive? Is it a problem if my pet hits them once or twice before I pull them away (they'll regenerate but will they stay angry at pet or be otherwise affected)? I suppose I can leave them on another level but I'd rather not - my shopping and price-IDing ventures sometimes drag on. You should be able to leash them to a tree or boulder or something... hmmm. DemonDoll 14:30, 15 June 2009 (UTC) The real variable when fighting the shopkeeper seems to be his wands- if you have MR / reflection you are generally safe as long as the shopkeeper has remaining charges on a wand to fight you with: you could even try to donate a wand to help this perpetuate. If you can position yourself so that the shopkeeper is bouncing the rays past you into himself, and you can launch your own ranged attacks then the shopkeeper should go down. A starting wizard with MR and force bolt seems to be ideally equipped (leave the potions somewhere safe). Once the shopkeeper runs out of wands he will start hitting you: if you are low level you're in big trouble. --PeterGFin 20:31, December 16, 2009 (UTC) While playing today, my pet Rock Troll (thank you Wand of Polymorph!) attacked a shopkeeper, who appeared to be a bit of a pushover, never zapping any wands or doing much of anything to defend himself. It seems shopkeepers fight using different tactics against non-players. Can anyone else confirm this? Considering how almost all of the top 90 most egregious deaths on alt.org are caused by Ahikaga Takauji, it seems like maybe some information about him ought to be included (he is a shopkeeper, if I remember correctly). What would make him so much more lethal than any other shopkeeper? Rezecib 14:49, January 21, 2010 (UTC) What is this message? I've checked the source, but I can't seem to find it anywhere. --Kahran042 15:37, August 18, 2010 (UTC) Would a bot operator please redirect the shopkeeper names to Shopkeeper#Shopkeeper_names so that the search box will take people to the right place? Thank you. --Tjr 13:20, 14 May 2011 (UTC) You have been blocked from editing NetHackWiki so that you don't embarass yourself anymore. & mdash;ZeroOne ( < small > talk < /small > & nbsp;/ & nbsp; < small > @ < /small > ) 07:52, 25 February 2009 (UTC) Please do not create nonsense pages, as you (or someone at this IP) did with "Hack 1.0/hack.worm". They just get deleted, and waste other people's time.--Ray Chason 18:48, 26 February 2009 (UTC) =_=_ Forum:Intrinsics!!? =_=_ Talk:Helm of opposite alignment Placed here because I wasn't sure this article's readership is the right target audience. --Tjr (talk) 22:24, 4 May 2013 (UTC) =_=_ Hallu Greetings! Thank you for your edit on Sokoban Level 2a. I believe you edited the instructions in a way that would actually make the boulder A immovable, which, according to your edit summary, was what you were trying to prevent -- even though it was not happening. Thanks anyway. Consider creating an account. & mdash;ZeroOne ( < small > talk < /small > & nbsp;/ & nbsp; < small > @ < /small > ) 00:41, 2 March 2009 (UTC) =_=_ Forum:Do new enemies spawn on the Elemental Planes? =_=_ Your hands twitch =_=_ MediaWiki:Common.js =_=_ MediaWiki:Edittools =_=_ Talk:Ring of invisibility =_=_ Talk:Spellbook of flame sphere I'm not sure how others feel about classifying shopkeeper bombing with the sphere spells as degenerate. Since it seems to confuse the shopkeepers, which are otherwise some of the most intelligent creatures in the game, to the point of total disability it seems like it would fall in that category.Ih fek 18:56, 10 March 2009 (UTC) =_=_ Talk:Black market (SLASH'EM) yep, I tested it in wizmode. You can disarm him and steal Thiefbane with a bullwhip. Also, he seems to be stone resistant. Maybe the article should mention it. From a source dive I had done earlier, I noticed that Sam calls for his assistants by making every named, non-tame monster on the level angry. Normally this will refer to exactly his assistants, as they all start out with names and it'd be unusual for the player to Call a randomly generated peaceful monster. In my current game, I was able to remove the name from the balrog by calling him " ". I can't readily test this next step myself since I've already angered Sam, but this should mean that it is possible to stop his assistants from assisting Sam by simply Calling all of them (or at least the dangerous ones) " ". Could someone verify this? So, what are all of the ways that you can get a pet inside the black market? These should all work: I haven't tested the last two, but I imagine they would work. Are there any other methods? Also, I've noticed that it is possible to branch port into the market using the Eye. What happens then if you have a pet with you? And could it be used to get the pet out of the shop again? I'm hoping to someday pull off a pacifist in SLASH'EM, and I'd much prefer completely obtaining Sam's wares over credit cloning to get what I need. -- Qazmlpok 16:22, June 15, 2010 (UTC) Just tried (and failed; RIP) to use a Nymph's theft attack on Sam. Since Sam is wearing body armor, a successful theft attack should give you his entire inventory - notably his "oLS, and I believe that this would be the only possible way to get this item. This would also deprive him of magic resistance and the deadly thiefbane, making it possible to then polymorph & stone him, avoiding Murder, simply death ray him, or whatever else. My plan was to drink a potion of invulnerability, hit him with a potion of paralysis, self-poly into a quickling, and repeatedly attack him until I hit paydirt. The plan failed primarily due to not having a potion of invulnerability and not being lucky enough to hit him. His high AC is a problem, both in landing the paralysis and then the theft attack (especially as all monsters with theft attacks are fairly low level, and your level isn't considered at all in to-hit when polymorphed). But is it feasible to land a single theft attack on him with max luck and dex? And is all of this setup and risk worth trying to get the "oLS and avoid murder? -- Qazmlpok 16:34, August 27, 2010 (UTC) I recently made it to the black market. I had already blessed genocided T and :. Izzy the Rhaumbusun and Thomas the Troll became Izzy the baby black dragon and Thomas the winter wolf. Can anyone tell me whether this is random or is there a array set up in the case of genocides that slashem goes through to detemrine the assistants?Ndwolfwood 21:06, 15 December 2010 (UTC) I just tried to kill One-eyed Sam in UnNethack by building a boulder fort and then trapping him inside. Unfortunately he blasted his way through the boulders and chopped off my head. This is something Worth mentioning to the UnNethack playing population in my opinion. I'm also at this point not even entirely sure how I would kill him if I can't trap him, my best guess is to bullwhip Thiefbane and then attempt to take him on that way, or possibly see if his conflicted minions might do the job for me. I just tried to kill Sam with a scroll of flood. I forgot he has a amulet of life saving so while he did die it didn't kill him outright. This tactic has the added benefit of not angering his helpers. Sam is not angered yet either. I am going to look for another scroll of flood to try for a second drowning. ndwolfwood I can't remember my password. So Sam was killed by a scroll of flood and it did not cause murder.Wolfwood (talk) 19:54, 10 June 2012 (UTC) The one problem is you have to have a amulet of breathing or dome other method to get items out of a pool in order to go after his ascension kit.Wolfwood (talk) 20:25, 10 June 2012 (UTC) Nethack obsessives! I bring you Nethax! The Ajax powered Nethack experience. Please take a look at it and tell me what you think. Those I found after only few minutes of playing. But bringing it to web seems to be not a Bad Idea to do with NetHack. Although I doubt it will bring new players. =_=_ Walls Playing Hum, Chaotic Wiz. Kitty Killer did what it does best within a few turns... but otherwise an easy few dungeon levels. Camped a few shops, got lucky with a horn of fire and /oCold, excited for having a decent run down the first few levels. By the time I reached the Oracle I was already level 9, received early fire and cold resistance from a gray ooze and a winter wolf cub, and invisibility from a /oI. Plenty of methods of escape, but only a few blessed daggers wielded and force bolt to attack with. Of all the spellbooks I came across the only useful one was Identify. Upon entering the Oracle's outer chamber I found an army of hill orcs and an army of Uruk-hai. Nothing too painful, 99 power meant plenty of force bolt for everyone. At least that was when the room wasn't so crowded... The first Uruk-hai to be killed dropped a wand; which just happened to be amongst the hoards. Fearing the possibility of it being a /oD I desperately force bolted everything and anything that came near the wand. But the orcs and Uruk-hai were relentless. Finally, after felling hoards of the brutes (it seemed as if there were several "spawns" of them each... just my luck) I approached the wand. Little did I know what was waiting around the corner of the Oracle's inner chamber. A bloody Gnome. Just in time to pick the wand up and give it a few zaps. *ZAP* A jabberwok?! Fearing for my life I make a run fro the up stair *ZAP* a paper golem... *ZAP* a rock mole... *ZAP* a fog cloud... *ZAP* a violet fungus... Either way, escaped upstairs to recover my power on a safe-room. Got very lucky with another scroll of scare monster as a death drop, which was easily kickable into the safe-room. Locked the door and spent the next thousand or so turns trying to get _out_ of said room. The time it took me to regenerate gave plenty of time for nasties to spawn... including another chameleon who thought it would be funny to umber-hulk his way through the wall. After far too many attempts to get out I figured I would not get anywhere just standing around and healing all the time. So I made a bolt for that downstair, back to the Oracle. And... well... I never made it. A rope golem of all things got the best of me. Or perhaps it was my ignorance of battle spam. A woodland nymph had taken her eyes to me while this rope golem seemed to do just fine dodge my force bolts, so I figured that nymph would have to go before she stole something important. In killing her I broke her mirrior, a minor price to pay compared to a charge in my horn or wand. Though that Rope Golem got in a few too many hits when a dwarf thought smashing a potion of paralysis over my head would be funny. Stunned for just enough turns for that rope golem to drop me to 9 hp (having had just healed to max; 85 hp; and with a bit of help from that very dwarf). I considered teleporting, but I knew that rope golem was almost dead and I "knew" I could pray... so I decided to see what Anhur had to say. Well, I never got to hear him. It would seem he was a little upset over a broken mirror that I failed to notice. So much for being a "chaotic" god, huh... So after all of that, bested by a rope golem... out of fear of a fake jabberwock and a premature Red Dragon. =_=_ Migo drone =_=_ Migo queen =_=_ Migo warrior =_=_ User:Wikia =_=_ User talk:Wikia Hi! I have reverted your edits to User:Grognor because that's his userpage. If you are him, please remember to sign in. :) In case you are not him, welcome to NetHackWiki! Greetings! I notice you have been around for quite a while already, but I'd still like to wish you welcome to NetHackWiki! I hope you'll stick around in the future too. :) & mdash;ZeroOne ( < small > talk < /small > & nbsp;/ & nbsp; < small > @ < /small > ) 14:57, 12 March 2009 (UTC) Hi! Welcome, and thanks for {{ #if: for your contribution to the pet article! Unfortunately that's not quite how redirects work -- you need to create separate articles. Read Help:Redirect for more information on this. | for your contribution to the pet article! Unfortunately that's not quite how redirects work -- you need to create separate articles. Read Help:Redirect for more information on this. | contributing to NetHackWiki! }} =_=_ You have a sad feeling for a moment =_=_ You have a sad feeling for a moment, then it passes =_=_ You have a sad feeling for a moment, then it passes. =_=_ User:Anttil/monobook.css =_=_ User talk:Anttil =_=_ Talk:Price identification My character with 10 Charisma just bought a potion priced at 444, thinking it had to be one of the most expensive tier, and hoping for gain level. It turned out to be an uncursed potion of oil, which is listed on this wiki with a base price of 250. That should have cost (250 x 1.33) = 333, so there must have been some other modifier operating. (I know I wasn't hungry, so it wasn't subject to the hunger tax for food items.) I have a 1st level Tourist with 17 charisma and who is wearing only his Hawaiian shirt. He dropped a scroll in a shop on dungeon level 2 and the shopkeeper offered him 20zm for it. He dropped another scroll in the shop and the shopkeeper offered him 27zm for it. I identified the first one and it was enchant weapon. It looks like I'm being charged an extra penalty for being a double dupe. Can we remove this for once and for all, everywhere it appears? If you're that worried about dying before you get 1000 gold, you can seriously just wish for 2 scrolls of charging and 5000 gold (the shopkeeper doesn't claim it). To a character that's about to get at least three of magic resistance, reflection, speed boots, and an artifact weapon, not to mention good AC from whichever DSM, a wand of death is something of a waste of a wish - so is 5000 gold, but it's a hell of a lot less risky. The wand of death is only really useful against Rodney later on, and by then you'll have more wishes from the castle wand, not to mention Orcus' wand. The other advice in that paragraph isn't terrible. Zapping a shopkeeper with an early wand of death - that's not horrible advice. It's of course just as risky, but an early wand of death is not so great a find that you'd care too much about losing that game, and the early gold and inventory can indeed be useful. As for wishing for a figurine of an Archon, that's not bad advice if you were already planning to do it - since you run that 10% chance of a hostile one no matter when you wish for it. -Ion frigate 07:04, 5 January 2012 (UTC) I don't think this is the appropriate page for a long discussion of potion ID that is not related to price ID - it would fit better in Potion#Identification. --Phol ende wodan (talk) 16:30, 11 September 2017 (UTC) =_=_ Count Dracula Not one of the harder quest nemeses, Count Dracula respects Elbereth and has no magic capabilities. Although he has a level-drain attack, as an Undead Slayer you will automatically be immune to this ability. However, there is a risk that among Dracula's bodyguards there will be a vampire mage capable of casting summon nasties and various other dangerous spells. This can present a major challenge to a level 12 or 13 character. On the other hand, with conflict, you can use those monsters against Dracula himself, potentially destroying him without waking him up yourself. He is based on the non-fictional Vlad Drăculea, a 15th century Romanian prince. Strangely enough, the unique monster Vlad the Impaler is also based on Drăculea. The Undead Slayer quest nemesis has changed several times since the role's first appearance in NetHack Plus. In that variant, the nemesis was "Master Vecna", a weaker early version of SLASH'EM's Vecna. In SLASH 6, the nemesis was "Lord Vlad the Impaler", with stats almost identical to those of Count Dracula, except that he lacked a level-draining bite attack, and appeared as instead of a vampire. Vlad the Impaler, as guardian of the Candelabrum of Invocation, was also present in this variant, with no explanation given as to why the Undead Slayer had to fight him twice. =_=_ Talk:Special level (SLASH'EM) Right now it says that all random monsters in the Mall level are either @ or r. Does that refer to wandering monsters randomly generated on that level? That doesn't sound right; I'm sure I've seen all kinds of monsters on that level. The kobold level is randomly generated, but I'm not quite sure what its chances are. It is sometimes a standard room and corridor level with Kroo in a large room and sometimes a unique map. It might be worth pointing out on this page that there are three different categories of special level here: those accessed by portal (the three alignment quests, Sam's black market), those accessed by separate staircase (spiders, sunless sea, lost tomb, Moloch's sanctum, giant caverns, wyrm caverns, Grund's fortress), and those that modify or replace a standard level that must be passed through (rat king, Aphrodite, kobold lair, Guild of Disgruntled adventurers, storage room).Ih fek 19:49, 15 March 2009 (UTC) I'm not sure how up-to-date the special level spoilers are; in addition to the note above about Grund's stronghold, on the Lawful Quest I only found three Spice Girls (the (master) mind flayers in the center of the cloud bank), and there also seemed to be fewer rot worms and @s than promised.--Slandor 10:15, September 22, 2009 (UTC) This page seems to simply have missed a lot of the chances for items and monsters being generated; they're all findable at this site, with that one being for Grund's Stronghold (look to the side for the other levels). I'll go and start changing some of that over the next few days. -Ion frigate 03:24, June 19, 2010 (UTC) For example, the Black Market and the Nymph Level also exist in UnNetHack, and thus those pages should no longer automatically redirect here. =_=_ Talk:Scroll of charging What is the text line for a cursed scroll of charging vs. blessed/uc? Is it different in the way blessed/uncursed/cursed scrolls of enchant weapon are?Ih fek 01:16, 16 March 2009 (UTC) =_=_ Talk:Wallet of Perseus Is it randomly generated somewhere or available through sacrifices? Perhaps in the Perseus statue? I've only ever picked it up with a wish. Ih fek 01:59, 18 March 2009 (UTC) Can you obtain this item by chipping the statue of Perseus on the Medusa level or is it gift / wish obtainable only? The wand of cancellation article says that they explode more often in Slash'Em. Due to this, it's probably not a good thing to suggest that players carry it. --169.231.42.92 06:42, 10 May 2013 (UTC) Please sign in and create a user name. It's an easy way to keep track of your contributions and helps you communicate with the rest of the community. Please leave a message on my talk page if I can help with anything! -- ZeroOne (talk) 16:37, 18 March 2009 Please sign in and create a user name. It's an easy way to keep track of your contributions and helps you communicate with the rest of the community. Please leave a message on my talk page if I can help with anything! -- ZeroOne (talk) 18:25, 18 March 2009 =_=_ Talk:Watchman I've just tried many, many times to use a key on a door right beside a watchman, and he didn't seem to care at all... I'm talking about the line that says that it's the same as a pick or credit card, but it doesn't seem to be. Can anyone shine some light on the darkness that is my comprehension of this conundrum? Aeronflux 20:07, 18 March 2009 (UTC) Since you move before the monsters (including watchmen), if you unlock the door in one turn he does not see you doing it. See the unlocking tool page for all the chances, but for this discussion assume you are a non-rogue with a 10 dexterity. Your chance of unlocking a door with key is 80% each turn; it is only 30% with a lock pick. Next the watchman must see you; which means he is not blind, you are not invisible or he doesn't have see invisible, there is nothing between you blocking his sight, and I believe there is also a range element, but I couldn't figure out that part of the code. Finally, there is only a 1 out of 3 chance, !rn2(3), that he will do anything. The last part is probably there to account for the fact that he may not be looking at you even if he could see you. This all equates to a less than 7% chance of a watchman challenging a relatively low level character using a key. Skidragon 18:34, 5 July 2009 (UTC) As a chaotic elfish wizard, I angered the mine town watch (by force bolt), lured them to the altar, and sacrificed them. This procedure netted me a huge alignment hit. Why? As I read the spoilers, I got -1 for angering a peaceful, -3 * max(5, malign) = -3 * max(5, -2)=-15 for killing a peaceful "always peaceful" (alignment isn't updated), and finally +8 for "you feel partially absolved". In total, -8 instead of Magicbane. These guys are death traps. Tjr 23:08, July 12, 2010 (UTC) Watchmen who start at level 5 will, if they achieve level 10, become watch captains. I don't know if this is notable enough to include in the main article; I'm not even sure if it's a useful thing to know at all -- you can't get a pet watchman (they can't be tamed), and it's unlikely one would kill enough critters on its own to gain five full levels without the player being one of the critters it kills... Delbow 03:25, 20 November 2011 (UTC) You can anger the watchpeople if you free a prisoner on their level. Since mine town itself doesn't have any, you can take them into the wizard quest with the Eye of the Aethiopica and free the prisoner there. Perhaps the tourist quest has watchpeople and prisoners. --Tjr 21:21, 1 May 2012 (UTC) To safely unlock a door, I once threw a gold piece at an obnoxious watchman in Minetown. He caught it and teleported away — perfect! Though it didn't work like this every time. The next time I attempted it, the teleport away didn't happen; next throw, I got scolded and angered one and another guard nearby: The watchman gets angry! "Halt! You're under arrest!" You see an angry guard approaching! The watchman catches the gold. =_=_ User:Asteriskadonis This is a shout-out to any other Nethack fans in the Boston area! I am a Ph.D. candidate in social anthropology living in Somerville, MA and have played Nethack since high school. I have ascended as a chaotic elven wizard and a neutral human archaeologist. I'm currently working on ascending as a chaotic elven priest. After discovering and using this great resource, I thought I would start contributing in small ways here and there, when I noticed holes. Good hacking! =_=_ User talk:Asteriskadonis Please leave a message on my talk page if I can help with anything! -- ZeroOne (talk) 20:23, 18 March 2009 Please sign in and create a user name. It's an easy way to keep track of your contributions and helps you communicate with the rest of the community. Please leave a message on my talk page if I can help with anything! -- ZeroOne (talk) 10:54, 19 March 2009 Please sign in and create a user name. It's an easy way to keep track of your contributions and helps you communicate with the rest of the community. Please leave a message on my talk page if I can help with anything! -- ZeroOne (talk) 12:27, 19 March 2009 =_=_ Talk:Aleax Thankyou :) i have 1 scroll ive been saving if i found another. Tried taming a giant with gems. but that pissed him off ha! =_=_ MediaWiki talk:Welcome-user =_=_ Talk:Scare I think monsters that are in melee range will choose melee over ranged attacks - making Elbereth a protection against ranged attacks, too. Say you are in Sokoban, standing on a permanent Elbereth. Assume the 8 adjacent squares are not protected, and the 16 next-to-neighboring squares each feature an Elbereth and an object on top. You can then safely reverse-genocide dragons (any color). Because they will always be next to you, they will choose melee over ranged attacks, but flee because your are on Elbereth. So they cannot harm you at all. =_=_ This burns a little =_=_ You feel somewhat dizzy =_=_ Forum:YAFAP!! WOW! After many many years of playing off and on I finally ascended with a Wizard! A major geek accomplishment for me! Am I supposed to post the log file somewhere to make it official? =_=_ Talk:Anger When does one lose intrinsic protection? Is it whenever the god is angered at all? The article says "You will lose any intrinsic protection you may have if any god smites you." but is this including the first "You feel that < god > is displeased.", "No further effect." smite? DemonDoll 13:31, 27 May 2009 (UTC) Thanks for your help at Polearm with the abbreviations in the table headers. I was looking at some of your automatically generated tables (such as at Gem (program at Talk:Gem)) and I think they could be improved by making the tables sortable. Then you can gather all the hard gems together, or sort them alphabetically by name, or numerically by value, or whatever you want. All you have to do is give the table the css class "sortable" and give any columns that shouldn't be sortable the class "unsortable". I've done some example code based on your original program here with example output here. =_=_ Talk:Food ration Technically, the BUC information applies to all non-corpse, non-tin foods, except fortune cookies. That's pancakes, cram rations, C-rations, etc. The relevant code is in eat.c starting at line 2050. --Skeeto 17:30, 25 March 2009 (UTC) I have been playing NetHack on and off for about three years now, but have not yet ascended. Someday, though. The deepest I can usually get is a few levels into Gehennom before I do something stupid. Thanks to grep, I tend to use the source code as much as this wiki when getting spoiler information. As for wikis, I edit Wikipedia almost daily, so I know my wiki stuff. =_=_ Full of hot air =_=_ Low buzzing =_=_ User:AileTheAlien =_=_ User talk:AileTheAlien =_=_ Octothorpe Do not use it for obviously wrong statements, like "Zapping a wand of death at yourself will genocide kittens"; simply remove these. =_=_ Talk:Ninja Perhaps someone should edit this article and add some information on the (now defunct) role. --Ave 03:58, 29 March 2009 (UTC) =_=_ Talk:Hash mark The given example of #monpolycontrol doesn't really demonstrate the feature about page titles that it is supposed to be an example of, since the page doesn't exist. I suggest changing it to something like #chat. Skelwing 20:52, 29 March 2009 (UTC) =_=_ A momentary chill A level 10 Neutral Archeologist with the Key of Neutrality that is going to do some grinding to be able to do the quest. =_=_ Sitting I'm really happy to have you here, and look forward to working with you! -- Angela (Talk) 14:10, March 31, 2009 =_=_ Category:Spellcasting =_=_ Category:Spell schools =_=_ Talk:Angband Any Angband-players around? We could use a screenshot or two in this article. & mdash;ZeroOne ( < small > talk < /small > & nbsp;/ & nbsp; < small > @ < /small > ) 09:28, 2 April 2009 (UTC) =_=_ Talk:Dog Is this really true for peaceful dogs? IIRC, only hostile dogs/cats/horses will automatically be hungry, and hungry domestic animals will eat people food (and thereby be tamed). =_=_ Talk:Crystal plate mail Would this armor break if I was attacked to much?... (You know since Crystal is fragile) --Maha Bufu 23:14, 3 April 2009 (UTC) =_=_ Talk:GDSM versus SDSM Would it be worth mentioning that both have substitutes in the form of the Cloak of magic resistance and the Amulet of reflection and that the Deep and Shimmering (from SLASH'EM) DSM also give useful extrinsics (Displacement and Draining)?... --Maha Bufu 04:42, 4 April 2009 (UTC) I personally don't think the new second paragraph should be in the header of the article. It's still a subjective issue, and it fails to mention some important arguments for GDSM: for example, polytraps destroying cloaks and shirts, either of which could require an extra wish to replace. Also, for many fighter-type characters, GDSM + shield of reflection is useful as it frees up the cloak slot; oilskin cloaks are nice in that they protect you against instadeath from eels, and keep your stuff from getting wet. And for pre-Sokoban wishes, there's a 50% chance of SDSM's intrinsic being redundant; I like to maximize my chances of getting both as early as possible. Granted, these are all my opinions, but that's exactly my point; the header shouldn't give what is essentially an opinion. GDSM is almost always my first wish, unless I'm playing a wizard or happen to find a source of MR before. -Ion frigate 02:51, September 21, 2010 (UTC) The major problem with the polymorph trap argument is that stepping onto a polytrap will wreck your good cloak and shirt if you are wear sliver dragon scale mail, requiring a replacement. You can wear junk armour, but that can put you into other danger in a form of hostile monsters. It's not practical to search every square, as its tends to eat up your food supply. ——Cockatrice corpse (talk) 11:33, 29 November 2013 (UTC) While I do think that reflection is somewhat important, I prefer magic resistance over reflection anyday. Carrying around some junk cloaks is not always practical for low strength characters like healers because of the dangers of becoming burdened forcing you to make frequent stashes, which is a pain. Unless you want an amulet of life saving, pre-sokoban wishs are better spent on magic resistance, but you are free to make counterarguments to my counterargument.——Cockatrice corpse (talk) 08:54, 1 December 2013 (UTC) =_=_ "oLS =_=_ Talk:Neutral Quest There's a separate page for the Beholder (SLASH'EM) monster now; probably the advice at the bottom should be merged onto that. (I don't really want to do that myself, because I don't want to get into the question of whether it's easier to defeat the Beholder with a blindfold or with reflection, not having tried both ways.)--Slandor 10:42, September 22, 2009 (UTC) =_=_ Talk:Punishment Do experienced players ever get punished? I for one always identify scrolls before using them (never waste charging ...) and pray only when I know it won't take away my protection. Needless to say, I have never been punished. :Tjr 14:57, 7 April 2009 (UTC) In SLASH'EM the Doppelganger's liquid leap technique can be used to escape the ball and chain, should this be listed in this article somewhere? It would take nearly 15 million c?oPunishment to wrap around an iron ball's weight. Also, it's unsigned, so its weight would wrap around to 224 — just under half its normal weight. --GreyKnight Does having a heavier ball attached to you have any downsides beyond being an inconvenience when it's in your inventory? IRL it would slow you down more. --194.116.198.185 11:36, 8 July 2013 (UTC) Question. From my observation if you have the Iron Ball and get punished then a normal iron ball simply falls at your feet rather than gets attached to you. Is that true? I've only observed this once. Ndwolfwood 06:38, 12 December 2014 (UTC) Says on the page that burying doesn't work in 3.6.x, but on 3.6.1 I buried the ball and then tried to walk away from it several times, and the chain snapped, freeing me. But this doesn't seem to be mentioned on the page? Chie (talk) 00:54, 7 March 2019 (UTC) =_=_ Draw energy Draw energy is a technique in SLASH'EM. It allows you to draw magical energy from your surroundings, causing your energy to recover at a greater rate. The bonus (or penalty) is in addition to standard energy recovery rates. The technique will last for 15 turns, but will stop if any danger is detected during this time or if you reach maximum power. Even if interrupted, the timeout is set to 1000-1500 turns. It is very easy for the technique to be interrupted, so engraving Elbereth first, even in the dust, is advisable if it is possible. Cloud < br / > Tree < br / > Lava < br / > Ice 5 =_=_ File:NetHackWiki Wikia Spotlight.gif =_=_ Mould =_=_ Bless =_=_ Grey stones =_=_ User:Corhen =_=_ User talk:Corhen =_=_ Doppelganger (starting race) Doppelgangers are a new race added in SLASH'EM, different from other races in that they have the intrinsic ability to change form at will. According to the guidebook: Doppelgangers can polymorph into any of the permited monsters with the extended command #youpoly consuming some power; however, until they get polymorph control the attempt may end in an undesired monster. They are still considered human for eating and sacrificial purposes, so you will be considered a cannibal for eating a human. Doppelgangers can be either neutral or chaotic. They can be any role except samurai, knight and yeoman. From an attribute perspective, at their maximum they have high strength and all other stats except charisma, which strangely caps at 15 (even lower than that of orcs). The low maximum charisma is of little concern, as the player can simply polymorph into a foocubus or nymph whenever high charisma is needed – both are guaranteed 18 charisma and are easy to polymorph into due to their low base levels. The following table outlines their maximum (unaided) attribute levels. However to make up for their excellent combat stats doppelgangers are restricted in two-weapon combat. Magic roles are not a bad option either since the high constitution makes them more durable than the normal. Not to mention, their max unaided int/wis of 20, which is as good as elves. There are a few conditions which must be satisfied before you can #youpoly. Obviously, you must not be wearing an amulet of unchanging. If you are in your normal doppelganger form but have less than 20 energy, you won't be able to polymorph. (Flame mages, ice mages and lycanthropes have different requirements. For example, flame mages can polymorph into a red dragon for free if they are wearing red dragon scale mail.) If you use the #youpoly command while polymorphed, you will return to doppelganger form. This does not consume any energy or nutrition. Flame mages and ice mages can also do this, but lycanthropes need energy to rehumanize. Otherwise, you will be prompted for the type of monster you wish to polymorph into. Doppelgangers gain intrinsic polymorph control at level 9. The prompt is Become what kind of monster? if you have polymorph control, and Attempt to become what kind of monster? otherwise. Undead slayers' gods will not allow them to change into an undead monster. If they have polymorph control, the attempt was clearly deliberate and they take an alignment penalty of -5 and abuse their wisdom. If it was a successful attempt by an inexperienced doppelganger, there's no penalty, but not much point either since it won't work. Even if the monster you've chosen is OK to polymorph into, it may be too powerful for you to take its form yet. If you have polymorph control, or have eaten the monster, there is no problem - you have a 1/20 chance of feeling like a new doppelganger, and otherwise will become the monster you want to become. Otherwise, the probability that you will take the form you want is dependent on the monster's level and your own. If you fail, you will turn into a random monster (or feel like a new doppelganger) instead. The probability of failure is: Polymorphing into a strong monster sets your strength to 18/** while you are polymorphed. Polymorphing into a stoning-resistant monster cures stoning, polymorphing into a sickness-resistant monster cures sickness, and polymorphing into a fire elemental, fire vortex or green slime cures sliming. Changes to your intelligence and wisdom are also lost when you return, and if the exercise counter is checked leading to a message like "You feel strong! You must have been exercising" while you're polymorphed, only your polymorphed stats change. If you revert to your normal form by the #youpoly command or because your polymorph time ran out, you will come back with at least as many hit points as you had before you polymorphed (barring a few obscure actions like eating cursed royal jelly which knock down your real HP even though you are polymorphed). The way natural healing seems to work while polymorphed is that if your polymorphed form is at below max HP, it will heal, and if it is at max HP, your real doppelganger HP will heal, all at the normal rate as affected by regeneration and healthstones. However, if you revert because your polymorphed form died, you lose half your real HP. Non-doppelgangers may also lose half their real HP if they fail a constitution check when their polymorph time runs out. If your polymorphed form was killed by a monster or explosion, you may also have a number of HP equal to your polymorphed form's level deducted from both your current and maximum HP. This penalty will be extracted every time if you have polymorph control and 1/3 of the time if you do not. Here's what will happen. There is a 1/10 chance that you will change sex. All your maximum stats, except for intelligence and wisdom, will change by a random amount ranging from -2 to +2, and your current stats will be adjusted in proportion to your max stats. E.g. if your strength was 15 (max 16), and your max strength went up to 18, your new strength would be 18*15/16. You will no longer be hungry (your nutrition points will be set to a random value between 500 and 999). Sickness and stoning will be cured. Sliming will not be cured, but the sliming process will be restarted from the beginning. Extremely low hit points and energy will be cured. After the polymorph, your HP and max HP will have a minimum value of 10, and your energy and max energy will have a minimum value equal to your experience level. Polymorphing into a new version of yourself is permanent, and stats which go down as a result cannot be restored with a unicorn horn, because your max stats changed too. =_=_ Lethe =_=_ Teleport-control =_=_ Forum:Priest Protection vs Praying Protection I've read the spoilers on the protection racket for praying and priests. My question does the devine protection gained from praying at an alter after gaining devine protection from a priest give the first attempt bonus of +2,+3 or +4 or does it just give a +1 bonus to intrinsic AC. Of coarse, I'm am assuming that I've gained the intrinsic telepathy, speed and stealth and have gone through the process of raising my luck to the optimum value. NusRa the Wizard < small > —The preceding unsigned comment was added by 69.137.3.33 (talk • contribs) 16:07, 16 April 2009 (UTC). < /small > Thank you, I've since discovered the answer to what I was asking, by re-reading the spoilers on the subject. That is either way once you have gained the initial protection, say through a priest, you can't not gain more than +1 AC of divine protection at a time by making offerings. What I was trying to deterine for example, by paying a priest for protection, could you by making an offerings at an alter get the first time reduction in AC greater than one. =_=_ Undefined =_=_ User:PriestofSyrinx =_=_ User talk:PriestofSyrinx =_=_ Master key =_=_ Mkot It looks like you're making edits that do not apply to standard or "vanilla" NetHack. Perhaps you are talking about SlashEM, or SporkHack, or some other variant of the game? If so, you should mark your edits accordingly. I'm pretty sure there's no "deep freeze" or "wand of healing" in vanilla. =_=_ Chest trap =_=_ Direction Set < tt > number_pad:1 < /tt > in your options to use the number keys for directions and movement: To use the vi-keys for directions or movement, set < tt > number_pad:0 < /tt > in your options: Whichever you set, you can always use the arrow keys, if using a port that allows for the arrow keys to work properly (most graphical ports do, but many terminal-based ports don't). However, relying solely on the arrow keys to move (sometimes called "grid bug conduct") is a very Bad Idea, because this makes overall diagonal movement cost more turns (requiring more food and letting more monsters spawn), and players tend to forget that the game lets them move diagonally, which makes it hard or impossible to retreat from a pursuing monster. =_=_ Hjklyubn =_=_ Yuhjklbn =_=_ Direction keys =_=_ Vi-keys =_=_ Talk:Grimtooth Will chaotic elves still be blasted? Good 'ol Chaotic Elven Male Wizard never does for me, and I seem to come upon Grimtooth often... Aeronflux 17:01, 18 April 2009 (UTC) Does anyone know what Gimtooth references? It's, unfortunately, a name that shows up in a lot of fantasy, and I'm curious what its relationship to Elves is, other than a convenient exclusion that lets us guarantee Stormbringer. NeonKow (talk) 15:07, 17 August 2015 (UTC) =_=_ Forum:Murder? =_=_ Standard strategy (SLASH'EM) This page is designed as a supplement to the Standard strategy page for vanilla NetHack. It offers general tips on surviving SLASH'EM, YASDs, and appropriate spoilers. Reading this guide will diminish the challenge of playing SLASH'EM, but not by much. The five new roles in SLASH'EM – Undead Slayer, Flame Mage, Ice Mage, Yeoman, and Necromancer – as well as the five new races – Vampire, Doppelganger, Lycanthrope, Hobbit, and Drow – each have their own abilities and weaknesses. In addition, the existing races and classes have been partially redefined. See the specific pages on these races and classes for information on their new attributes and basic strategy guides. One of the main differences between vanilla NetHack and SLASH'EM is the addition of a new kind of action, techniques. Techniques are actions that are free to use, but always require a certain amount of turns to become available again. Most classes have class-specific techniques and some races have race-specific techniques. It is important that new SLASH'EM players experiment liberally with techniques. The game will seem much more balanced with them. When you find yourself in a sticky situation in vanilla NetHack your standard responses are to check your inventory and your spell list. In SLASH'EM, you will want to get in the habit of checking for available techniques. You will kick yourself for every death you suffered as a doppelganger that could have been prevented with a simple liquid leap. Not all class and race-dependent abilities are listed under Techniques, however. Doppelgangers, Werewolves, Flame Mages, and Ice Mages will gain the ability to Polymorph themselves into various forms at different levels. This ability is accessed from the keyboard with the Youpoly command, #youpoly. Watch for the level-up message "You feel your choices improve!" As with vanilla NetHack, your early game will be about equipment, experience, and resistances. However, the early SLASH'EM game is harder than early vanilla NetHack, for several reasons. First, the experience table is different. Familiarize yourself with it and turn on showexp from the options to help you keep track. Early levels take more experience points to acquire – usually twice as many. You will want to hang around bashing newts until you reach experience level two on dungeon levels one and two before descending to dungeon level three. The tradeoff for this is a much more satisfying late game in which it is actually possible to gain experience levels through battle. Second, SLASH'EM adds a new stratum of monsters. Not only do these monsters disorient you just by being unfamiliar and occasionally having unexpected dangerous attacks (such as the kamadan's sleep-gas breath or the asphynx and basilisk with petrification), it is important to remember that 9 times out of 10 they are simply harder than the corresponding NetHack monsters. The designers of SLASH'EM did not simply sprinkle new monsters in at random; the monsters they have added are almost invariably more difficult than the other monsters that you will encounter at the corresponding dungeon/experience level. Anything that you see that you don't recognize should be treated with caution until you know how tough it is. You are going to be killed by rabbits. One surprisingly dangerous group is the spark, arc, and lightning bugs. These travel in packs and can detonate your wands and rings with their bite. You will learn to fear them the first time that they get your ring of polymorph control or incite a shopkeeper to attack you by catching them in the blast of your exploding wand of magic missile. Genociding isn't just for water cooler laughs any more. Note that exploding wands now have the same wand-specific effects as breaking them yourself. Be advised, too, that SLASH'EM monsters can look the same as vanilla NetHack creatures – or even as other SLASH'EM monsters. That rabbit can be rabid; that relatively harmless (perhaps even tasty) black pudding may actually be an unstoppable giant shoggoth. Also, the soldiers carry guns now. And grenades. Finally, BEWARE OF WERECREATURES. Due to changes to the polymorph function in SLASH'EM, werecreatures killed in animal form will revert to human form, from which they can often polymorph back into animal form on the next turn. Wererats and werejackals now pose significant threats to even decently-armed characters... and the new werepanthers and weretigers are threatening even in the mid-game. Third, in SLASH'EM, all lock-picking devices can break, so stock up. When you get your alignment key later on (see below) you can sidestep this. Finally, if you are a magic-user, you may be completely thrown by the radically different spellcasting system. See Spellcasting (SLASH'EM) to get yourself oriented with this before you start building up proficiencies that may not end up where you expect. On the other hand, the problem of nutrition is mollified slightly in SLASH'EM through one of the game's most interesting innovations: moldy corpses. Corpses left on the ground can decay and be replaced by various Fs which you can farm and eat for sustenance or intrinsics. Black mold and disgusting mold have passive poison attacks but are not poisonous to eat. Note that the proliferation of Fs makes the vegetarian conduct easier to play. It also helps in maintaining herbivorous pets. You are also going to be able to benefit from the new shopkeeper services as soon as you've managed to put away a little gold. To access these, simply press p in the shop when you have no unpaid merchandise in your inventory. The services vary by shop, but can include charging for spellbooks, rustproofing for weapons or armor, and, in all shops, identification. Identification, though expensive, is the most important. Through judicious identification and bartering with your collection of gems, you should be able to raise enough cash to identify everything in your inventory on the way back up from the bottom of the Gnomish Mines. On later levels, when gold is plentiful, you can sink your extra cash into having shopkeepers identify your wands for you. Note that you can't identify something that the shopkeeper owns without buying it first. (?) Charisma affects the price of shopkeeper services, making it a somewhat more valuable attribute in SLASH'EM. Since you need more gold earlier on, the usefulness of gems is also increased. Two kinds of new shops have been added to SLASH'EM: frozen food outlets and pet stores. Neither is exceptionally useful, but both have their advantages. A frozen food outlet will contain tins and ice boxes with randomly generated numbers of corpses. The use of the tins is obvious, but the ice boxes can also help you out – especially if they come right around the midgame – with picking up intrinsics. A large enough store will almost certainly have a few tengu corpses. Keep your eyes peeled for kamadan corpses, various molds, fire and snow ants, giants, mind flayers, and other interesting creatures. You could also feed the corpses to your pet or pull them out of their containers and start up a fungus farm if you need veggies. Pet stores will contain various figurines, saddles, leashes, and whistles. They're a good source of magic whistles and saddles. The figurines make good polyfodder, though remember that polymorphed objects in SLASH'EM do not stay that way (see below). By the mid game, many of the main challenges of the early game that are unique to SLASH'EM will be behind you. You will be better equipped to deal with most monsters even if they are more difficult. At level 16 you will begin profiting from the revised experience tables. This is a good thing. The mid game does present you with a new challenge, however: whereas in vanilla NetHack the main auxiliary defensive categories are intrinsic resistances, magic resistance, and reflection, SLASH'EM adds a fourth: drain resistance. This is because, in addition to the usual sources of level drain in vanilla NetHack (vampires and wraiths, Cyclops, etc.), you will also be confronting deep dragons, which can drain life through their bite attack, and wights. But more dangerous still – and impossible to defend against with a preventative genocide – is the new wand of draining, which intelligent monsters will use against you. Nothing is more frustrating than being hit by a series of level drains from a wand-armed centaur that you didn't see because you were scrolling through battle spam. Furthermore, if you should run across the Guild of Disgruntled Adventurers, there will without question be necromancers with draining wands in their inventory. (It should also be mentioned that One-eyed Sam's weapon, Thiefbane, drains levels, in addition to canceling and beheading.) Thus, drain resistance in SLASH'EM is more valuable than in vanilla NetHack, but is not as important as magic resistance or reflection. You should prioritize your combination of armor, amulets, weapons, and artifacts to grant you these attributes first. Extrinsic drain resistance can be gained through an amulet of drain resistance, through deep dragon scale mail, or through certain weapons (as before). Note that Undead Slayers and Necromancers both have intrinsic drain resistance, as do player Vampires. Sometime between levels 15 and 19 you may trip over a magic portal leading you to an alignment quest. These are not like the class quests which are restricted to certain heroes. Rather, they are three distinct levels each "themed" according to the three alignments. They are the venues in which you will search out the three alignment keys, two of which are practically necessary for victory. Vlad's Tower now has six indestructible doors arranged in such a way that you will need at least two of the three keys to break in. The alignment quests are difficult. Either be spoiled before you attempt them or wait until you're highly confident in your suite of resistances. Then just keep your wits about you. Read the signs and try to figure out what's going on with each one. Each alignment quest nemesis carries an alignment key and an unusual artifact. In addition to needing the keys for Vlad's Tower, you can take your co-aligned key as an unbreakable key for the rest of the game. Cross-aligned keys will blast you. With these difficulties in mind, it should also be added that some of the features of SLASH'EM are going to start making your life easier around this point. For one thing, you can do your class quest at level 12 rather than 14, though as before you may not necessarily want to do it as soon as it becomes available. (Incidentally, drain attacks will work exceptionally well against your quest nemesis.) You will also start to realize that SLASH'EM contains additional special levels, one of its most exciting features. Some of these levels will prove difficult and will yield little net benefit (the Rat King, for instance, is much tougher than you expect an r to be, even if it is purple). Others will provide huge reserves of treasure and equipment at the price of modest challenge (Grund the Orc King). Others are commercial, such as the much-beloved shopping mall. Note that special levels may replace existing levels (like the big room), be accessed by magic portals, or be accessed by a second down staircase (like the entrance to the Gnomish mines). There is also an additional level at the end of the gnomish mines, Ruggo the Gnome King. This level will contain a healthstone, an item whose properties you will want to acquaint yourself with. Healthstones are always generated cursed. You are also going to want to watch out for gnolls hiding in Ruggo's throne room. If you haven't gotten a wish by the dungeon level 30s, keep your eyes peeled for the Sunless Sea, which is guaranteed to contain a magic lamp. The wand of wishing in the castle is still there, of course, but you won't see it until several levels later. Most players that make stashes like to do so at altars for easy BUC testing. This is less important for Priests or those with the Identify spell and enough skill to cast it (a harder feat in SLASH'EM since it's a level 5 spell now.) Vanilla only has guaranteed altars in Minetown and some role quests before Gehennom, leaving a long stretch without altars in the midgame for many characters. The midgame is even longer in SLASH'EM, but there are also two new predictable altars, one just before level 20, the other just after level 30. Here are the guaranteed altars in SLASH'EM: On either level 22 or 23 you will hear whispers on the dungeon level like "Food rations? Only 900 zorkmids." This means that the magic portal to Sam's black market is on the level. Magic markers, magic lamps, ascension kit items, and sometimes even wands of wishing are all plausible merchandise at the black market, not to mention scores of potions and scrolls. Finding and exploiting the black market is an excellent goal between completion of the Gnomish Mines and attempting the quest. You will need to figure out a strategy for the market. Robbing it is incredibly tempting, though if you kill Sam you will of course accrue the murder penalty (and some heavily enchanted speed boots and grey dragon scale mail). It's also a great place to blow all that gold from Fort Ludios (which, incidentally, can now occur as late as the low 40s), though you'll be surprised at how fast it goes. Keep in mind that you are quite vulnerable while you're shopping in the market – monsters will be generated and can track you from anywhere on the level. We're talking mind flayers here. Sam can be dealt with in any number of ways. The easiest is to use the guaranteed scrolls of earth from Sokoban and wall off the lower-left corner of the shop with boulders, then zap Sam with a wand of teleportation after you have gathered everything that you want from his shop and dropped it within your corner. This is an extremely low-risk strategy that only requires one (non-cursed) scroll of earth and a wand of teleportation (if you can manage to kill a shopkeeper, they are guaranteed to have one). Note that when you escape, you will need to be prepared to fight off a horde of soldiers, but this should be doable for a well-armed or clever player, and is an excellent source of K-rations, C-rations, and bullets. If you want to kill Sam for his gray dragon scale mail, shield of reflection, and Thiefbane, the easiest route is to polymorph into a giant shoggoth and devour him. Other methods include capturing him in a boulder fort and hit him with highly enchanted missiles (though you'll have to be quite high level to hit him), or emptying several wands of draining on him. His cronies will come after you but they are no match for a giant shoggoth, who is also immune to the cockatrices' petrification (being acidic) and the rhaumbusun's paralyzing gaze (being blind). Alternately, conflict will handle them nicely. By the mid game, you should also be benefiting from the new equipment options in SLASH'EM. This means healthstones, gauntlets of swimming, magic candles, new wands and spells, the ring of gain dexterity, etc. Learning how to use the potion of invulnerability – at least one is guaranteed to be found on many special levels – is strongly recommended. You will also want to start getting acquainted with the new artifacts, either through wishes or, if you're lucky, sacrifice gifts. One of the best parts of SLASH'EM is the provision of new sacrifice gifts that are not weapons. These range from artifact armor such as the monk's Gauntlets of Defense to the coveted Wallet of Perseus. These equipment artifacts seem to be more often available for lawful and neutral characters, making those alignments significantly more desirable than they are in vanilla NetHack, in the opinion of some. The new artifact weapons tend to have high damage modifiers that are not doubled. This makes them excellent mid and early game weapons that you may want to replace later on. Also take note that more classes now have certain guaranteed first sacrifice gifts, such as the Rogue's Bat from Hell and Necromancer's Serpent's Tongue – both formidable pieces of equipment. This makes the impetus to get the first sacrifice gift that much higher. However, gods now have new techniques to protect their altars. Altar sacrifices can also yield pets dispatched by your god, minions. These pets may prove useful, not just for basic defense, but for assassinating shopkeepers (though you cannot bring them into the black market and, since they cannot be retamed, they are likely to go feral while you're in there). Receiving a minion, unlike receiving an artifact, does not change your prayer timeout status (you can safely pray if you have just received a minion). Minions are a unique category of pet. They will not track BUC status for you and do not seem to be willing to be ridden. Note that gods can also attack you with minions if you steal an altar from them. Polymorph works quite differently in SLASH'EM, in that all polymorphs are temporary. This means that monsters that have been transformed through any means (a trap, a wand, a spell, etc.) as well as objects will eventually revert back to their original state. Monsters that are killed while in an alternate form will return to their original form with their HP reduced, just like the hero. No more turning shopkeepers into goblins for you. Note that this makes lycanthropes and shapeshifters much more dangerous, as they can polymorph at will between forms. The ring of protection from shape changers is commensurately more useful in this game. Polymorphed pets will also eventually revert to their former state, as will polymorphed objects. However, polymorphed objects can sometimes be fixed in their new forms by being dipped in a potion of restore ability. One of the main innovations of SLASH'EM is its significantly extended Dungeons of Doom act and shortened Gehennom. This is a good thing. You will find no pure maze levels in Gehennom – each one is either the lair of a demon prince or attached to the Wizard's Tower. The SLASH'EM late game is quite a bit more difficult than vanilla NetHack's version, partly because of new super-monsters like giant shoggoths, star vampires, ghoul queens, leprechaun wizards, gug packs, the various jewel golems, gnoll chieftains and gnoll shamans, and planetars and solars, but also because of the new demon princes: Demogorgon and Dispater. You will need a strategy for Demogorgon, the most dangerous enemy in the game. Consider waking him up with a wand while standing on Elbereth, judicious use of sleep (possibly as a drow), or being an Undead Slayer or Necromancer. Do not underestimate Dispater, who will batter you in the passage leading up to his staircase. Save your wands of striking and magic missile and throw them to anything you can't handle on your own. Other than the presence of the new high-level A beings, which are always terrifying, the SLASH'EM end game is not substantially different from the vanilla NetHack end game. The Amulet of Yendor can no longer exert its mysterious force, thankfully, but it also disables your teleportation power. Also, watch out for an army of deeper ones and deepest ones on the Plane of Water. Genocide is advised. Although your early game priorities in SLASH'EM remain the same as in vanilla NetHack – magic resistance, reflection, and intrinsic resistances – some of the newly added artifacts make early artifact wishes more tempting. Be aware of the increased artifact blasts though (8d6 for unintelligent, 8d10 for intelligent), which may wipe out a character who finds an early wand of wishing. The following are some prime candidates for wishing if you find one early on or have wishes to burn when you reach the castle: Note that some artifacts that make it onto wish lists in vanilla NetHack have had their power decreased, specifically The Sceptre of Might, which is now almost useless as a weapon, providing +5 damage as opposed to double damage. As in vanilla NetHack, the basic alignment comparison breaks down as follows: chaotics avoid the murder penalty, lawfuls avoid the dangerous late and end game monsters like the As and titans. Neutrals have not much, though slightly better artifact wishing potential. In SLASH'EM, all of that holds. Not only do lawfuls avoid combat with the old and new angelic beings, but can have work for you: your god will send you minions up to Solars and Planetars, generally from sacrifice. They will make short work of the Wizard and the late-game heavies. However, lawful characters rarely have the possibility of developing attack magic in SLASH'EM. The days of the magic missile-shooting knight with a damage-doubling Magic Mirror are past. And although their artifact potential is weaker than other alignments, lawfuls have easy access to Sunsword from sacrifice minions. This is advantageous since in the late game, the only hostile spellcasters they will encounter are all undead, with the exception of the Wizard. Neutrals still have the artifact advantage. They are the only alignment able to receive the new armor artifacts from sacrifice. A neutral who spends a sufficient amount of time sacrificing can obtain artifact speed boots, gauntlets of dexterity and an artifact shield of reflection, possibly eliminating the need to find these common ascension kit items. However, only the Gauntlets have a particularly useful artifact property, namely half physical damage, while Whisperfeet merely provide stealth and act as a luckstone, and Mirrorbright only provides hallucination resistance. These are all useful but minor or supersedable properties. Also, neutral artifact weapons remain somewhat weak in SLASH'EM, particularly in comparison to the chaotic artifacts. The advantage of being chaotic in SLASH'EM lies mainly in their weapon artifact potential. Chaotics can receive some very powerful artifacts with broad damage bonuses: The Bat from Hell, a baseball bat (club) providing a flat +20 damage against all monsters; the Doomblade, an orcish short sword providing a flat +10 damage against all monsters, with 25% chance of an additional 5d4, and Serpent's Tongue, a permanently poisoned dagger. Also, unlike in vanilla, in SLASH'EM chaotics can wish for a magic resistance-granting quest artifact: the Great Dagger of Glaurgnaa. It also drains levels, like Stormbringer, although only against cross-aligned mosnters. Chaotics are not only shielded from the penalty for murder, but have better means to go about it and better motivation to do it. In particular, those who are willing to kill One-Eyed Sam can get most of a well-enchanted ascension kit, although doing this requires extreme caution and quite likely polymorph or a boulder fort. =_=_ Virus You slip on the ice. It rises from the dead! < !--Slipping on ice while unseen Famine comes back to life. As you can tell from my high score, it was in wizard mode.-- > =_=_ Forum:Praying problem Today Nethack started doing something weird, the last several games while praying for Thor to feed me while weak or worst, all he does is say he satistified and does not make my stomack content, I can pray several times in a row without anger. Fine the Gods don't help every time, but this is consistant over the last several games. what is going on here. =_=_ Talk:Orcish bow =_=_ User:Lord NAg =_=_ User talk:Lord NAg =_=_ Compile options =_=_ User:WdnSpoon =_=_ User talk:WdnSpoon =_=_ You see a plume of water shoot up =_=_ Forum:Pets and Equipment Also, I'd wondered about this in previous games, before I made an account (or even knew that there was a forum here). Has anyone done research on this to put in the Pet article, for future reference? =_=_ Rumor messages Rumors are clever hints about many aspects of NetHack. This table provides explanations for the rumors you can find in fortune cookies, random floor engravings, talking artifacts, etc. This table only lists the true ones, so if you see a rumor that isn't in this list, either it is a false rumor, or it comes from a version of NetHack other than 3.4. You can see the monsters on your level that have brains if you are blind and telepathic. Intrinsic telepathy can be gained by eating a floating eye, a master mind flayer, or praying at an altar. One way to become blind is to apply a blindfold or towel. A necessary step in performing the invocation on the vibrating square. Apply the uncursed candelabrum with seven candles affixed on the vibrating square. Off the vibrating square, it has a larger light radius than a lamp. Attacking a long worm in the middle with a sharp weapon has a chance of cutting it in two, leaving you with two to fight. There is no such item, but if you are satiated and need to eat something to gain an intrinsic or other effect, wearing an amulet of magical breathing will allow you to finish without threat of choking. If you can find a way to vomit, that also increases your hunger. Polymorphing into a nymph will allow you to remove heavy iron balls chained to you. Hostile nymphs might also steal the ball, so one way to get rid of a heavy iron ball is to drop all inventory items, pick up the ball, and hit a nymph. You can see the monsters on your level that have brains if you are blind and telepathic. Telepathy can be gained by eating a floating eye. There is an old myth that a virgin can tame a unicorn, which will rest its head in her lap. Not so in NetHack. Wearing a ring of conflict causes even peaceful monsters to hit you and each other. If a nurse hits you while you are not wearing armor, wielding a weapon, or wearing a ring of conflict, it can increase your hit points and your maximum hit points. If you play NetHack when the moon is full, your luck is increased by one. If you play during a new moon, a message says, "Be careful! New moon tonight," but your luck is not affected. Playing on a Friday the 13th will decrease your luck by one. An elven cloak gives level 1 magic cancellation, the same as most other Cloaks. In NetHack 3.4.3, this gave level 3 magic cancellation, so the cloak (and this rumor) was more useful. The whatis command (from the key) can give you more info on a monster type that may help you defeat it. Eels are hidden in the water. If you try to attack where there isn't one, instead of attacking you may fall in the water. Press to make sure you really attempt to fight. Monsters like trappers and purple worms will digest you to death over several turns. Wearing a ring of slow digestion will make the monster spit you out. Floating eyes can't immobilize you if you are blind. Eating a floating eye corpse also gives intrinsic telepathy, which is only useful if you are blind. You may find a scroll of teleportation in a book shop; reading it will cause you to steal any unpaid items you may be carrying, plus the scroll itself. Reading any other non-blank scroll will (at best) leave you in debt to the shopkeeper for the cost of the scroll. Tripe rations are dog food. Throwing a tripe ration at a dog or cat will tame it, and carrying a tripe ration will make you pet dog or cat follow you more closely. Both can give you cold resistance (freezing spheres don't leave corpses in recent versions, though they can still be eaten if you polymorph into a purple worm or other engulfing digester). Eating an elf corpse can give you sleep resistance. If you are an elf, eating an elf is cannibalism and will hurt your alignment. Reading scrolls while confused changes the effect of the scroll. For example, reading teleport will teleport level, and enchant armor will provide rustproofing or fireproofing. Trolls have a chance of coming back to life after being killed. If you lock one in a large box or chest, it won't. There are other ways to do it, like throwing the corpse in water or tinning it. Dipping items in potions can have several effects. For example, dipping an uncursed item into holy water blesses it, or dipping it into unholy water curses it. Dipping a potion into another potion is known as alchemy. Apply an expensive camera at an adjacent monster to blind it. Then you can run away, or zap it or throw things at it safely from a distance. Cameras don't work as light sources to light up dark areas. Some levels have three staircases, rather than the normal two. The long stairs lead to other dungeon branches, such as the Gnomish Mines, Sokoban, or Vlad's Tower. Wearing rings slightly increases the rate at which you need food, except for a ring of slow digestion, which greatly decreases it. If you wear the Amulet of Yendor in the Elemental Planes, it becomes warmer as you get closer to the portal that exits the level. When you kill the Wizard of Yendor or perform the Invocation, the "demigod" flag is set for your character, which greatly increases your prayer timeout, and makes your god harder to please. Sacrificing animal corpses at an altar can lead to your god helping you. Trying to sacrifice the corpse of your pet only angers the altar's god. This is the official Usenet news group for questions and answers about NetHack. One way to get there is from http://groups.google.com. Guy Montag is the protagonist in Fahrenheit 451. Keeping scrolls in a bag can protect them from fire, and an oilskin sack can protect them from water. Eating when satiated can cause you to choke and die. If you are "having a hard time" getting it down, stop eating unless you are wearing an amulet of magical breathing. There are several levels that are mazes, rather than the standard levels with rooms and passages. This phrase is from the games Adventure and Zork. Zapping a wand of wishing allows you to wish for an item, but if you wish for a wand of wishing, you have a 90% chance of receiving a cancelled wand which is completely useless, and a 10% chance of getting a depleted one from which only a single wish can be wrested (usually with great effort). Zapping a wand in a shop may damage the shop items, hit the shopkeeper, or make a hole in the floor or wall. Also, zapping unpaid wands incurs a usage fee. Cockatrices and chickatrices can turn you and others to stone. Floating eyes can temporarily freeze you. In the ASCII version of nethack, cockatrices and chickatrices are represented by 'c', and floating eyes by 'e'. Killing a unicorn of your own alignment damages your Luck. If you are lawful, don't kill white unicorns, if neutral, gray, and if chaotic, black. If a leprechaun hits you while you have gold in your inventory, or while you are standing on gold, he will steal some and then teleport. Drop your gold and move or put it in a bag before attacking, or, if it's too late, throw your gold away from the leprechaun. If a cockatrice hits you and makes you start slowing down, eat a lizard corpse (or an acidic corpse) quickly, or you will turn to stone. Lizard corpses never rot, so you can always carry one with you. Don't keep it in a bag, though, because you may not have time to get it out. Also, a carried lizard corpse reduces the cockatrice's hissing attack success rates at new moon. There is more gold in the game than you could ever spend or carry. Keep your alignment good. Don't lose your courage (but never be afraid to run away). Staying in or over water can protect you from many monsters, but expose you to others. Also, if you somehow get a monster over water (zapping a wand of fire at ice, for example), it might drown. To lower the drawbridge on the castle level, play the five-note passtune on a musical instrument. You can learn the passtune by sacrificing or praying on an alter, or through trial and error as in the MasterMind game. Notes can be in the range A - G. Choose five notes. Any note in the right sequence causes a gear to turn. A correct note in the wrong sequence causes a tumbler to click. Playing a wooden flute may calm snakes. A magic flute may put monsters to sleep. A harp may calm nymphs. A magic harp may tame monsters. If you stay in a vault for too long, the vault's guard will appear and tell you to drop your gold. Attacking him may be murder. He's pretty strong. This works in Herbert's Dune, but not in NetHack, especially since this rumor predates riding. "You can't saddle such a creature." Polymorphing into a nymph will allow you to remove heavy iron balls chained to you. Hostile nymphs might also steal the ball if you carry it. Monsters, including pets, gain experience as they kill other monsters or quaff potions of gain level. Little dogs turn into dogs, then large dogs. Kittens turn into housecats, then large cats. Ponies turn into horses, then warhorses. Opening cursed or uncursed tins takes time. Wielding some weapons, like daggers or athames, makes it take less time. Of course, a tin opener is helpful. In NetHack the orcs, like many other monsters, do not produce offspring at all. The only monsters that are capable of "procreation" are the oviparous ones, perhaps with the addition of "binary fission" monsters (black and brown pudding, blue jelly, etc.) and the parastic green slime that can take control of the host. A heroine polymorphing into an oviparous monster can lay eggs that can hatch, producing tame monsters. Gauntlet is a fantasy role playing arcade game for up to four players. Some phrases in NetHack originated in Gauntlet, such as "Wizard needs food badly." Also, the message "wizard/elf, all your powers will be lost" leaks some information on your intrinsics. Shopkeepers avoid being in the direct line of fire of a wand or spell, but you may be able to bounce one off a wall. Polymorphing a peaceful monster or shopkeeper angers it. You may polymorph it into something wimpy and easy to kill, or nasty and dangerous. Showing a mirror to a monster may frighten it. Showing it to a nymph may make the nymph take the mirror, rather than stealing some other item. Breaking a mirror (like by kicking, throwing, or with a wand of striking) hurts your Luck. You can kill Medusa if you have reflection. A boomerang may return to you when thrown. Ray wands, such as wands of fire and death, bounce off walls. Zapping straight at a wall can rebound straight back at you. There is no one NetHack manual, but the Help system is, um, helpful, and there are many spoilers. And you will get killed a lot. Dying isn't something to be ashamed of, but dying the same way twice may be. Many items in NetHack are based on J.R.R. Tolkien's Lord of the Rings series, such as red-eye shields and white-hand shields. Drinking a potion of booze is one way to cause confusion. Several scrolls have different effects if read while confused. Teleportation becomes level teleportation. Enchant armor or weapon provides protection from fire, rust, etc. Several types of tame monsters can be ridden. You'll have to put a saddle on it first. Dragons can fly over water and traps. Don't try to ride a cockatrice! If you are wearing a visible Hawaiian shirt (or are a low-level tourist), a shopkeeper will charge you more. Wearing it under other armor is fine. If you are wearing a visible Hawaiian shirt, a shopkeeper will charge you more. Wearing it under other armor is fine. Poison decreases strength. Eating old, tainted meat can kill you if you don't cure yourself in a few moves (pray, extra healing, unicorn horn, etc.). Eating a floating eye gives you telepathy. You can also get it from your god at an altar. When blind, you can see monsters with brains on your level. Many levels have gold vaults also known as Magic Memory Vaults, small 2x2 rooms with no doors. This rumor has nothing to do with leprechaun halls, which it predates. The wizard comes back to life to attack you again after you kill him. Each time, he comes back one experience level stronger. The more expensive an item is in a shop, the more likely it is to be valuable. For example, if an unidentified lamp costs 15 zorkmids in a shop, it is a normal lamp, but if it costs 45 zorkmids, it is a magic lamp. Also, an unidentified scroll that costs 20 zorkmids is an identify scroll, but if it costs 300 zorkmids it is charging, genocide, punishment, or stinking cloud. Don't pray too often or you will anger your god. You can find out if you can safely pray with a potion of enlightenment or by sacrificing at an altar (you won't feel 'hopeful' if praying is OK.) Killing your pet does serious damage to your alignment and Luck (but does not increase anger unless you kill it with a trap). It takes a while for your alignment and Luck to recover, though sacrificing a non-co-aligned unicorn at a co-aligned altar can help. A magic marker is one of the most valuable items you can have, since with it you can turn a blank scroll into any scroll, or a blank spellbook into any known spellbook. There is a chance of writing unknown spellbooks. The phase of the moon affects your luck. Some monsters act differently at night, such as gremlins can steal intrinsics at night. There are several other aspects affected by time. See the time, date, and moon phase spoiler. Also, nymphs and succubi/incubi can affect you because of your attraction to their heavenly bodies. Although there is no named weapon named Elfrist in vanilla NetHack, the named artifact Orcrist is an Elven broadsword that does special damage to orcs. When a wand has 0 charges, there is still a chance that another zap will wrest one additional charge, after which the wand turns to dust. Hint: to repeatedly zap a wand with no charges, adjust it to inventory slot 'z', then hold down the key. Engraving works for non-directional wands, too. Breaking one hurts your luck. Showing one to a nymph may save you from losing something valuable. Floating eyes can freeze themselves. Medusa turns herself to stone. Monsters might be frightened. Several other things can happen. You may have to play MasterMind to open the drawbridge on the castle level. Or just bring a wand of striking and a way to levitate. Also, watch out for master mind flayers. Magic traps can be hidden. Being blind shows you monsters if you have telepathy. Many items have non-obvious uses, at least not obvious to unspoiled players. Knights are good at riding horses and using lances. Mounted melee with a lance has a chance of jousting the target. A wand of digging is useful for escaping most monsters that engulf you. It won't keep Jubilex from making you sick, although if you zap it from inside him, he'll only have 1hp left. Vlad is a vampire that lives in a tower and has the Candelabrum. He is of little worry however, as for a late game mandatory boss fight he is incredibly weak. Putting a wand of cancellation in one causes you to lose the bag and its contents, so never put an unidentified wand in one. Don't put a bag of holding or a charged bag of tricks in a bag of holding. Also, unique items can't be placed into a bag. The Strength statistic can be raised up to 18/** naturally, such as by eating giant corpses. For humans, other stats have a normal maximum of 18, so to get the listed stats, you could use a +6 ring of adornment, +6 helm of brilliance, +6 gauntlets of dexterity, and you could get the last 18 to 24 as well with a +6 ring of gain constitution. Tame pets can pick up items and then drop them. Throwing food at it when it drops something at your feet trains it to do that more often (apport). This is a safe way to steal from shops. Eating a gelatinous cube has a 10% chance of granting fire, cold, sleep, or shock resistance, but since it is acidic it will do some damage. Eating a giant corpse boosts your strength. Note that you may want to eat even giant zombie and mummy corpses; if the corpse isn't tainted, you get the strength increase. If it is tainted, you can immediately apply an uncursed unicorn horn multiple times to cure the food poisoning. Note that there is a small chance that you will die before successfully curing the poisoning. Loadstones are heavy, can't be dropped when they are cursed, and are usually generated cursed. They are so heavy that they can't be kicked far, so you may want to kick gray stones before picking them up. But it is not bad luck; a cursed gray stone could also be a luckstone, which reduces your Luck when carried (or a flint or touchstone). Possibly a hint that you can get in trouble for unlocking doors in Minetown even if you use a skeleton key. Also may refer to the fact that Samurai know lock picks as "osaku". Apply a mirror at a floating eye will cause its own gaze to freeze itself, but since you can still see it, hitting it will still freeze you. Most artifact weapons come with a specific alignment. Your god may give you an artifact of the correct alignment at an altar. Giantslayer is an example of a neutral artifact. Quaffing from fountains, or dipping items in them, can summon a water demon, which may grant a wish. However, dangerous outcomes are far more likely. Wraith corpses can't be tinned in the current version, but could in earlier versions. Eating one may cause you to gain a level. Polymorph can change items into other items of the same class. Cancellation can turn potions into water and make scrolls and spellbooks blank. Piling up items and zapping them with polymorph can change them into other items of the same class. This is called polypiling, and is one way to get items you need. The Wizard of Yendor can summon a duplicate of himself, leaving you with two powerful wizards to fight. Also, after killing him, he comes back from the dead to fight again, one experience level higher than before. Credit cards can pick locks, but the locks on a chest, door, or large box may be trapped with one of several different traps, one of which can be an electric charge. This rumor has nothing to do with the Platinum Yendorian Express Card, which it predates. A gray ooze can rust metal objects, a black pudding corrodes iron and copper, and a rock mole can eat them. Some boots are made of metal. You can sell gems at general shops and jewelers. Shopkeepers will always charge you for a gem as if it is valuable, but only buy them as if they are worthless glass (unless the gem is identified). If you take the up stairs from level 1 with the Amulet of Yendor in your possession, you arrive at the plane of earth. From there you go the Plane of Air, then Fire, Water, and finally the Astral Plane, where you can sacrifice the Amulet to win the game. An unidentified gray stone is either a loadstone, a luckstone, a touchstone, or a flint stone. A cursed loadstone is very heavy and can't be dropped. A cursed luckstone decreases your luck. A cursed flint stone may misfire when fired or slip when thrown. A cursed touchstone can destroy gems. Except in bones piles, a cursed gray stone is always a loadstone. Going up from level 1 lets you escape the dungeon, unless you have the Amulet of Yendor, which lets you eventually get to the Astral Plane where you can win. Also, if you levelport to level -10 or above, you prematurely go to heaven. Gremlins can steal intrinsics at night, so they can steal your intrinsic cold resistance. If you manage to get a gremlin to steal an undesired intrinsic like aggravate monster, that may also make you (the player, at least) feel "cool". Some levels have no down stairs, such as the bottom-most levels of the quest, mines, and Gehennom. A level teleport trap will always take you up on these levels. Loadstones are very heavy and usually cursed: once you pick it up you can't drop it. You can tell if a gray stone is a loadstone before picking it up by seeing how you can kick it. There are several ways to get rid of one if you pick one up, such as getting a nymph to steal it, reading a scroll of remove curse, praying, etc. Also, you if you drop most of your items, you can squeeze past a boulder. Breaking a mirror by throwing it, kicking it, zapping it with a wand of striking, etc., decreases your Luck. Bad Luck times out eventually unless you are carrying a nonblessed luckitem. Except on a full moon or Friday the 13th, your luck starts 0. Good and bad luck will time out eventually, unless you are carrying a nonblessed luckitem. Carrying a noncursed luckstone raises your Luck and keeps good Luck from timing out. Praying with bad Luck has harmful effects. Dipping one potion in another may cause an explosion. This rumor has nothing to do with potions of acid, which it predates. When a level is created, items may be randomly generated under boulders, but it isn't any more likely than at any other spot. You may want to move boulders to check underneath, especially in Sokoban. Also, you can stow items under a boulder to keep them safe from all monsters except giants. Olog-hai and other trolls can come back to life after being killed. One way to stop this is to tin their corpses with a tinning kit. The xan has been able to prick your legs since the earliest days of Andries Brouwer's Hack. However, there was no footwear in Hack and pre-3.0.0 NetHack, therefore a xan's attack did not give the message referring to your boots. To prevent a xan's pricking attack, you can ride a steed, levitate, or fly. This will produce a message about the xan "try[ing] to reach" your leg, and you won't get pricked. Reading a scare monster scroll can, predictably enough, scare nearby monsters. A scare monster scroll on the ground behaves almost the same as an "active" engraving of Elbereth. They won't let you in their shop if you have one visible. Consider putting it in a bag, dropping it at the door, or, if auto-pickup is turned on, throw it against the floor or wall while standing in the doorway, so you will automatically pick it up when you leave the shop. Quaffing from a sink might polymorph you. If you change into a large monster, your cloak, armor, and shirt might get destroyed. Soldiers often carry unique gear that is not random generated, such as K-rations and C-rations. They also get an assortment of non-magical armor and offensive/defensive items. Shopkeepers will always charge you for a gem as if it is valuable, but only buy them as if they are worthless glass (unless the gem is identified). In closets, they can lead to a vault. They can help identify a ring of teleport control and provide an escape route. Lizard corpses are always safe to eat, so they can never be rotten and cause confusion or unconsciousness, or food poisoning. Eating a lizard corpse while confused (or stunned) will cause that effect to wear off after 2 more turns. Their best use is to prevent stoning, however A reference to Croesus, proprietor of the vaults. You get rid of a vault guard by giving your name as "Croesus". This rumor has nothing to do with leprechaun halls or Fort Ludios, both of which it predates. The Wizard may cast double trouble, which looks as if he split himself. If one of the clones obtains the Amulet of Yendor, the other will attempt to retrieve it by force. This sadly does not lead to the Wizard "killing himself" since the wizard cannot harm monsters. All covetous monsters will retreat far later if wounded, and the Wizard has especially few hit points. Djinnis who are grateful to be released (from a Magic lamp or Potion) will grant you a wish. Other than that, there is no way to get a wish from a djinni. Fog Clouds, along with vortices and some other monsters, have an engulfing attack. They may move around while you are in them. See also: Juiblex express. Shop walls take longer than average to dig through. Any holes made in shop walls will automatically close up in the next five turns. Throwing valuable gems at a co-aligned unicorn will raise your luck. Also, if a gem is type-named, any unicorn will refuse it as junk if it is glass, but keep it if it is valuable. Sinks are known to swallow rings (except slow digestion, searching, and a small chance for others), identifying it. Conversely, you can get one ring per sink from kicking it. If you throw a valuable gem at a co-aligned unicorn, that raises your Luck. Also, you usually need some maneuvering to line up with a hostile unicorn; being invisible or fast helps. Some corpses may convey intrinsic properties when eaten. Eating a mimic corpse will cause you to mimic a pile of gold (or an orange) for awhile. Eating a green slime will cause you to become one (unless prevented), which will end your game. Cockatrice eggs (also known as "stoning grenades") can be wielded or thrown to turn monsters to stone. Unlike cockatrice corpses, handling the eggs with bare hands does not turn the player to stone. Certain items cannot be received from a wish, and wishes for artifacts may fail if at least one artifact has already been generated. Wishes for stacks of stackable items and items with enchantment greater than zero also have their own special rules. See article Wish. The Endgame and in particular the Astral Plane are much harder than the walk up with the Amulet. Also, the Wizard of Yendor greets you one (hopefully last) time on the Plane of Earth. An ascension kit is practically a requirement to win the game. Dwarves sometimes carry pick-axes or mattocks, which can dig through the walls of a shop. Note that shopkeepers don't allow pick-axes or mattocks inside, but they can be smuggled into the shop in a container. Eating a gecko corpse won't give you poison resistance. Lizard corpses have special properties, but this doesn't extend to geckos, iguanas, etc. Doing so revives the lizard corpse you are always carrying around, and will stun you if you're polymorphed into an undead creature. Otherwise, it's harmless other than wasting a charge, and will even identify the wand if it was unidentified. Killing your pet by displacing it into a trap results in divine anger. Killing it at all incurs an alignment and Luck penalty. Cockatrice corpses must be handled with extreme care to avoid the wielder turning to stone. But hitting a monster while wielding it will turn the monster to stone. Dogs and cats can be tamed with tripe, fresh corpses, or people food. If it becomes peaceful rather than tame, anger it and try again. Ghosts are quite slow, so you can employ hit and run tactics against them. Note ghosts often indicate a bones level, beware of what killed the original player, and be cautious. Opponents in general will be adapted to the deceased player's difficulty. Dipping scrolls into a fountain, pool, moat, or potion of water will blank them. (BUC status is kept except sometimes for fountains.) Intelligent pets will use a unicorn horn to cure various status ailments, and a unicorn's horn will glow when it is cured of these. Magic markers can be used to write scrolls or books of spells that you know on blank scrolls or spellbooks. There is a chance of success for unknown ones. Engraving Elbereth will protect you from most creatures, however, if engraved with your fingers in the dust, it degrades quickly. Tooled horns or expensive cameras work on the rest. You can specify quantity (for stackable items) or enchantment & nbsp;when wishing for items. If you want too much, you will get the base version, or only one item. Wishing for 2 or 3, or +2 or +3, is usually best. Dipping something in holy water will change its BUC status. If cursed, it makes uncursed. If uncursed, it blesses it. This never blanks scrolls, rusts metal, dilutes potions, etc. All named demons (except Juiblex and Orcus) will demand payment for safe passage before attacking you if you encounter them in their lair. Shopkeepers do not let you come in a shop while invisible. Wear a mummy wrapping or teleport in if you are invisible. Quantum Mechanics are a type of monster. They may teleport you when they hit you. Eating their corpses toggles intrinsic speed. See article Quantum mechanic. Pets will not eat poisonous, acidic, or hallucinogenic corpses. However, they will eat dogs and cats, which grant aggravate monster, and your own race, which counts as cannibalism. =_=_ Talk:Rumor messages Yep, you're right. I didn't know that true rumors existed. I didn't see it on the Messages category page. I put together my (incomplete) list a couple of years ago, and never got around to publishing it. I'll mark my page to be deleted, and then see if I have any info that I should put in true rumors. Shouldn't true rumors be in the Messages category? -- User:LarryF As chaotic named demons, Juiblex and Orcus are always generated hostile and cannot be made peaceful by any in-game means other than wizard mode. Therefore they will never accept bribes, even though there is no code specifically excluding them from accepting bribes. djao 23:33, January 12, 2010 (UTC) =_=_ Talk:Fort Ludios The Ludios throne room seems like an especially good place for a scroll of stinking cloud. It appears to be lighted so you can place it as far back as the scroll will allow, and a single scroll seems like it's enough to take Croesus out, as well as about half the remaining occupants of the room. -- Slandor 14:10, June 2, 2010 (UTC) The door strategy & image are bad, they allow monsters inside the room to fire wands at you. Better is freezing ONLY the square on the door's right, then placing yourself a knight's move from that frozen square. as such, monster won't zap wands early and you will get some charges. Newtkiller 21:25, June 22, 2010 (UTC) There are many Troll creatures in the Throne room. To stop them from rising from the dead, I like to pick up the corpses and chuck them into the moat. Obviously you need to be strong to do this. I'm wondering - what's the depth of Fort Ludios? Every level has an effective depth, for monster generation purposes etc. The fake wizard's tower demonstrates both ends of a portal need not be on the same level. Since the branch is generated at game creation time, before the vault portal is fixed, Ludios itself should get assigned some depth independent of the portal. --Tjr 16:58, 2 August 2011 (UTC) =_=_ Wizard mode ascension This is a guide to ascending a game of NetHack in wizard mode, from start to finish. Using this mode is considered cheating, so the goal is to help inexperienced players learn more about the game so they can approach a real playthrough with more confidence, and to allow them to experiment with mechanics and interactions that would normally be difficult to safely try. Using wizard mode grants the player a great deal of power, including the ability to wish for items freely, force prayer to succeed, and teleport at will. Explore mode is another non-scoring mode and can be useful for those who want to learn with a closer simulation of normal gameplay; it does not grant the player as much extra power, but it provides a safety net to help players recover from normally-fatal mistakes without having to start from the beginning. Okay, so you've been playing NetHack for a while, and you know vaguely what the Dungeons of Doom hold for you at deeper levels through this wiki or other spoilers, but you've never actually seen Fort Ludios yourself? All right, it might be cheating, but let's have a go at wizard mode and see if we can't ascend that way at least once, just to see what the game's structure is like. Start by opening a new game in wizard mode (see the wizard mode article on how to do this on your operating system). Choose a Valkyrie as a starting role and lawful as your alignment if you want to follow along with this guide, or any other role you want to try out. Welcome to wizard mode! You're now at level one of the Dungeons of Doom, and everything looks a whole lot like a standard game. Let's start by equipping yourself for the journey. Using the wizard mode "wish" command (), wish for the following items to prepare for your journey. Normally these items get gleaned along your journey, but we'll jump right in with them. Note that most all items we're wishing for here are blessed, fireproof, or rustproof to make them more durable and provide the best benefits. Grease protects you against grabbing and sucking attacks by certain monsters. Getting a good AC and keeping it is a priority. Valkyries already have cold immunity, so we don't have to worry about that, but here's a good set of things to wish for and then wear. Type and then type one of the following at the prompt. Hit again to Wish for the next item. When all are in your inventory, do a quick to identify them all and make sure you didn't mistype anything and get something else instead, then use to put on each item in turn. The red dragon scale mail grants fire resistance, so you won't take damage from fire; the shield will make most magic rays and cones bounce off of you, while the cloak will cancel out most other magical effects including monsters' special attacks and some traps. The helm will boost your intelligence and wisdom, and the gauntlets boost strength (so you can carry more stuff), and finally, the boots let you not be hampered by mundane things like water or lava in your way. Once all those items are worn, that should take you down to a rather impressive AC so you won't have to worry about getting hit by creatures until much deeper in the Dungeons. With your good AC you could just run around the Dungeons for many levels and not need to fight, but we're not trying to be a pacifist as well this time around. You start the game with a trusty +1 long sword, and that's pretty good for a Valkyrie as a weapon, as later in the game you can turn it into Excalibur (if you're past level 5, dipping any long sword in a fountain by a lawful character has a chance of transforming it into Excalibur). But we're looking for the best of the best! Since we have unlimited wishes, having a primary weapon and some alternates isn't a bad way to go. Valkyries can reach expert skill in daggers, axes, long swords, two-handed swords, and hammers. To stick to a traditional Valkyrie route, type < tt > #enhance < /tt > and choose to increase your long sword skill to Expert. Now to stock up on useful long swords for your skill, wish () for: These are all artifact weapons that are special long swords, to make the best use of your skill. Only one of each can exist at a time in the game, and the spelling must be exact. If you want to try out a different artifact weapon, enhance your skill in that type, and wish for it. To start with, equip Frost Brand as your primary weapon. Frost Brand grants cold resistance, which Valkyries already have, but it also adds cold damage to its attacks, which is very useful, especially against the fireproof demons we'll encounter later. Valkyries can also become reasonably skilled at two-weapon fighting, which can increase your damage even more. < tt > #enhance < /tt > your two-weapon fighting skill and saber skill, then wish for a < tt > blessed rustproof +5 silver saber < /tt > . To set yourself up for two-weapon fighting, take off your shield with , use to wield your silver saber, press to switch it to your alternate hand, then to wield Frost Brand. Alternatively, if you have the pushweapon option set, you can simply wield the silver saber and then wield the Frost Brand. Then type < tt > #twoweapon < /tt > or press to activate two-weapon fighting. While two-weapon fighting, your skill in the weapons you're wielding doesn't go up, but you already maximized those. You cannot wield two weapons while wearing a shield, so if you choose to do this, you should find an alternative source of reflection. Possibilities include wearing an amulet of reflection, or wearing silver dragon scale mail and finding another source of fire resistance. Wishing for and eating a tin of red dragon meat will do nicely, giving you the resistance permanently. Wielding a silver saber is useful later in the game against deeper-level creatures (along with Demonbane). Once you reach the Astral Plane, Frost Brand will be less useful, but you can switch it for Fire Brand. Vorpal Blade's chance of decapitation makes it good against high-HP monsters. Rings and amulets provide various magical effects, though some of them are redundant thanks to wizard mode and other equipment. We have no need for rings of , since wizard mode has commands for those. We have no need for a ring of cold resistance since Valkyries get that automatically, nor fire resistance since our armor does that. Probably the best pair of rings that we could wish for is a < tt > blessed ring of shock resistance < /tt > and a < tt > blessed ring of poison resistance < /tt > since we have no items that cover those already. For an amulet, if you are not using an amulet of reflection, the best one at this point is probably a < tt > blessed amulet of magical breathing < /tt > . This, along with our boots of water walking, should enable us to go for a swim without having to polymorph. The next most useful one would be the amulet of ESP, but if you are neutral and not a Wizard, wish for the < tt > blessed Eye of the Aethiopica < /tt > , the Wizard quest artifact. (In wizard mode, you can wish for this even if you are a Wizard, but you cannot otherwise.) This artifact is an amulet of ESP, but don't wear it for that. We'll gain ESP in a different way in a few steps. Instead, just carry it in your inventory and it will halve spell damage against you. Wearing it also grants magic resistance, but you already have that from your cloak. You can also < tt > #invoke < /tt > the Eye to open a portal to any dungeon branch you have already been to. Yes, it's mundane, but even in wizard mode, you're not immune to hunger, and ironically, teleporting around the levels drains more hunger than walking around them, so we should get some stock of food before heading out. Lembas wafers are true to their mythological roots in being more nutritional and lighter than other foods of man. So, wish for < tt > 10 blessed lembas wafers < /tt > and you should be set for a while for food. Valkyries aren't the best at casting spells, and especially with all the armor we've got on, our spellcasting prowess won't be that great. But that doesn't mean we can't use scrolls, wands and potions to our best advantage. For the wand wishes, don't forget to include the parenthetical statement afterward in your wish. The (0:99) after the wand name indicates a wand that has been recharged zero times, and has 99 charges in it. Normally wands hold a maximum of 15 charges, so be sure to ask for more if you want more charges built in. Wish for the following and keep them on hand for future use: The telepathy granted by the floating eye corpse is convenient, but you need to be blind to use it. If you need to see creatures around you while not blind, wear the amulet of ESP you wished for earlier. Now, this walkthrough is going to assume that you've at least played NetHack a bit before jumping into this guide. So you should be familiar with moving around the Dungeons of Doom, and hopefully have made it down a few levels on your own. But, we'll take a quick moment to get familiar with the more powerful tools available to you in wizard mode. Hit to reveal the layout of the first level if you haven't already. Put on your towel and you should be able to see all the monsters in this level (ESP will not reveal zombies and other mindless creatures, though there are likely not that many on the first level). Travel over to a monster and revel for a moment in how easy it is to slay first level creatures when you're level 10 and wielding Frost Brand! You can at this point just walk over to the down staircase (now that the map is revealed and you can see it), or have fun bashing all available monsters and watching them fall. Once down on level 2, do another to reveal what you're doing, and find the next down staircase. Again, tarry if you'd like, but you've no need to loot fallen monsters for additional stuff, as what you have is much better than what you'd get here. Extra potions or wands can be fun, though. If you do pick up stuff, remember to to identify it and verify its BUC status before playing with it. In these first few levels, nothing too difficult should appear to you, so you should be moderately safe, even if you do make a mistake. If you accidentally put on an item that is cursed (you should have used first), use and wish for a < tt > blessed scroll of remove curse < /tt > . Read that, and all cursed items you're carrying will become uncursed. If you have formally identified the scroll and learned the formula, you can even use it if you put on a cursed towel or blindfold (though it's unclear why you'd do that when you should already have a blessed towel). Alternatively, in that case, try using < tt > #pray < /tt > to see if your god will help you (choose to force the prayer to succeed). Or, use and wish for a < tt > potion of holy water < /tt > . Dip the cursed item in the holy water and it will get uncursed so that you can remove it. Okay, so you've had a few levels to play and find out the extent of your powers, right? If on the off chance that you can't find the level with two down staircases (it's always between the 2nd and 4th levels, and using should reveal them on any specific level), enter < tt > #wizwhere < /tt > . This will show you where certain key levels are at in the current game. The fork in the road we're looking for is the "Stair to The Gnomish Mines". Find that entry in your list, and it will be followed by a number. That's the "Dlvl" you need to get to ("Dlvl" is shown in the lower left hand corner of the display). Use the stairwells to get to that dungeon level (or if you're truly lazy, hit and when it asks "To what level do you want to teleport?" put in the number you saw after the "Stair to The Gnomish Mines" entry), and look again, and you should be able to find two stairwells. If you still can't, odds are there's an object sitting on the stairs. Press then repeatedly, or go visit all objects on the ground and move them to see if there's a staircase under them. So now you're on the "Stair to The Gnomish Mines" level. Before we choose a fork in the path, let's take some time to do some fun things that usually takes a lot of work in the real game, but we can easily experiment with in wizard mode: In these first few levels, odds are not too likely that you encountered an altar already, but if you have, there are a few things you can do at an altar. Normally < tt > #pray < /tt > ing and < tt > #offer < /tt > ing at altars influence your relationship with your character's deity, which can become good or bad. Luckily, in wizard mode, we have control over that influence, so can't get into too much trouble. We can also wish for an altar and specify its alignment. Altars in NetHack have one of three alignments, or in special cases can be unaligned, and praying at co- or cross-aligned altars can have interesting results. As a Valkyrie, you should be Lawful at this point, and if you find an altar to Tyr, that would be your patron's altar. If you've found a patron's altar, try wishing for an < tt > uncursed potion of water < /tt > , drop it on the altar, and while standing over the altar, < tt > #pray < /tt > . After confirming that you do want to pray, force the gods to be pleased. You will see that "the potion on the altar glows light blue for a moment" and you may get a tidbit of advice from your god. After that, pick up your potion, and you'll find you've crafted a bit of ! What good is holy water? Well, now that you've got a vial of it, you can make more of it (without an altar) for one: wish for < tt > 5 uncursed potions of water < /tt > , then < tt > #dip < /tt > the uncursed water into the holy water. You should see that "your 5 potions of water glow softly with a light blue aura", and next thing you know, you've got 5 potions of holy water (your one original potion is used up in the process). So we can make more of it, but what do we do with it? Find some random uncursed item around the dungeon and try dipping it into a potion of holy water. You should find that it becomes blessed. Items that are blessed usually perform quite a bit better than those that are uncursed. If you have found a cursed item, dipping it in a potion of holy water will make it uncursed. One other thing you can do on altars is to < tt > #offer < /tt > corpses on them. Freshly killed, tough creatures make your god happy with you, and if the altar is of an alignment other than yours, it has a chance of converting it (at least until you reach Gehennom later on). In wizard mode, you can force your god to be happy, but sacrificing can also increase your luck and get you gifts of artifact weapons. Type and hit the spacebar once to move to the second page. The second to last item on that list is your prayer timeout. If you cannot safely pray, there's a countdown timer there that tells you how long until you can (this does not appear when you gain enlightenment in a real game). So, try typing , and creating a < tt > baby blue dragon < /tt > . Kill the dragon and move its corpse onto the altar. Stand over it and type < tt > #offer < /tt > . Tyr should become more pleased with you. If the altar was an opposing alignment, you may get a message like "You feel a conflict between Tyr and [the other god]. You feel the power of Tyr increase. The altar glows white." If you inspect the altar now, you'll find that it's now a lawful altar dedicated to Tyr. Take a look at your prayer timeout again and it should have decreased by a hefty amount. Repeat this process until the timer hits 0, and Tyr will start lavishing you with gifts for your offerings. Altars of any alignment can be used to identify items of a blessed, uncursed, or cursed status. Wish for a few cursed items and drop them on the altar. You should see "a black flash" as each item lands on the altar. When you pick the item up, it will automatically be identified as a cursed item in your inventory. Blessed items give "an amber flash" when dropped on an altar. Quaff one of your potions of object detection, if you haven't already. You'll notice that you sense objects both in the rooms and outside of them, and some of them may even be buried in the ground. You may even see a secret room not connected to anything, filled with gold. Now that you can see what you're aiming for, zap your wand of digging and go dig out some gems that are trapped in the rocks. Normally in the game you will run across a pick-axe, which you can use to go hunting for gold in this way if you're short. However, digging is usually very tiring and you'll burn through food quite quickly that way. Spellcasting characters can memorize the spell "", which can make the process faster, or you can get a wand of digging, like us. NetHack characters can gain various properties that can make gameplay easier, and as you go deeper, it might be useful to acquire some of these. Valkyries automatically gain cold resistance, your cloak and Eye of the Aethiopica grant magic resistance, your shield or amulet of reflection or silver dragon scale mail grants reflection, and your red dragon scale mail grants fire resistance. These are all considered extrinsics, since you would lose them if you took off the item (or polymorphed into a monster that couldn't use them). So, converting those to intrinsics (part of your character) can be beneficial. To do that, let's eat some items. Some rings and amulets that grant an extrinsic property when worn have a chance of granting the same property when eaten. The main problem with eating jewelry is that most are of a material humanoid characters can't eat (metal, minerals, or wood). So, start by using < tt > #polyself < /tt > to turn yourself into a xorn. Make sure to take off your body armor and cloak before doing this, otherwise it will be destroyed as you change size. (Helmets, gloves, and boots are safe.) Xorns can eat metal, so wish for the following and eat them: When eaten, those items may give the message "Magic spreads through your body as you digest the amulet," indicating you now have the intrinsic. If you don't get the message, keep wishing for and eating amulets until you get it. Now for rings. Rings are made of a random material each game, so these may not be edible, but try anyway. Wish for the following and try to eat them: With those items eaten, you should now have unbreathing, poison resistance, sleep resistance, see invisible, and searching intrinsics. A ring of free action protects against paralysis when you wear it, but not when you eat it, so you should wish for another one to wear. To get the remainder of the intrinsics, we'll have to eat corpses of specific monsters. The unbreathing intrinsic will keep you from choking on your food, which would ruin the effect. Polymorph back into a humanoid, and then obtain the following monster corpses. If you're feeling sporting, type and type in the monster's name, which will create a living version of that monster right next to you. Kill it and then eat the corpse. Or, for a faster route, wish for a < tt > blessed tin of [monster] meat < /tt > , then eat the tin. Adult dragon corpses have a 100% chance of imparting the intrinsic, so should only take one dose to complete. As a Valkyrie above level 7, you should have intrinsic speed already; if you don't for some reason, eating quantum mechanic meat will toggle intrinsic speed. Okay, once you're done playing for a bit, go down each staircase in this level and do a on each fork to see the level. One will be noticeably different than the way things have looked so far. So far the dungeon levels all look like rectangular rooms with straight(-ish) hallways connecting them. One of the down stairwells will lead to an area that's one great big amorphous room. This fork is the Gnomish Mines, and usually it is a good idea to leave it until you're at a higher level, but since we're super-buffed at the moment, let's go explore. If you quaff a potion of object detection, you'll note that there are a decent quantity of gold and gems buried outside the bounds of these mountain caverns, so feel free to do a little more mining while you're down here. Make your way down a few levels in the mines, and you should find a level that's a small town. This is Minetown. In a normal game, this would be a good place to rest up (as the watchmen usually won't attack you if you don't attack them) and sell items you've acquired (since you can wish for both gold or items, it's a moot point at the moment), and there's a guaranteed altar in this town. See the above section on altars to learn about what you can do with it. This altar will usually have an attending priest, who will become a powerful foe if you try to convert the altar. In any case, you can < tt > #chat < /tt > with the priest to make a monetary donation to the temple, which will increase your favor with your god and magically protect you—just as armor does. Don't bust open any doors that are locked, unless you somehow found yourself trapped in a locked room, as you're likely to get the whole town up in arms against you. Not that you can't whip the whole town if you needed to, but it's best to be nice. Continue down the levels of the Mines, and you'll eventually reach the bottom—Mines' End. There are several different variants of this level, but some of them start with a rectangular room. Quaff a potion of object detection on this level, and you should see a wide variety of gems around the level. This level at the bottom of the mines is guaranteed to have some real gems in it (as opposed to "worthless pieces of glass" that many colored stones turn out to be), and a special luckstone. This is a good opportunity to experiment with some other means of gem identification that are available to you outside of wizard mode (when you don't have the option). Wish for a blessed < tt > touchstone < /tt > . Go find a gem, and without using the option to identify, apply () or < tt > #rub < /tt > the touchstone to it. If you view your inventory, you'll find that this automatically identified the gem for you. This only works with a blessed touchstone; an uncursed one can only indirectly reveal whether the gem is glass or not. Once you've collected the gems from this vault, make your way back up out of the mines into the "regular" dungeons again, to the level that has the two down staircases, and take the other fork. Go down a few more levels on this fork and you should find a level that includes a large room with a smaller room inside it, and several statues around it. This is the area known as the Oracle level. If you travel to the inner room, you'll find four fountains and the Oracle herself. For a modest fee, she'll give advice. Unlike a non-blessed fortune cookie, her consultations are always correct, albeit often cryptic. Since you can just wish for money, feel free to blow some change on her advice before heading onward. Continue down to the level immediately below, where you will find two "up" staircases. In the level with two "up" stairs, one is the one you just came from, and leads back up through the dungeon. The other leads up into Sokoban tower, a series of smaller levels that transform NetHack into a modified game of Sokoban. If you've never been up here before, take a look. In this offshoot of the main dungeon, you are unable to teleport (except in wizard mode), and the walls cannot be dug or passed through. The goal of this puzzle is to push the large boulders around to fill up the holes in the floor so that you can get to the stairwell to climb the tower. The end level includes a "zoo" room (a room filled with piles of gold and sleeping creatures), and your reward for completing the tower is either a bag of holding or an amulet of reflection. (You probably don't need either, but in a real game, either prize is an excellent find.) If you want to quickly make your way through the levels, you can wish for a boulder, which will put it in your inventory, you can then drop it where you want and push it about. Also, if you push a boulder against a wall, or try to push against a boulder that can't move, you can break it with your wand of striking or use < tt > #polyself < /tt > to transform into a fire giant, which can move onto the same square as it, preventing you from getting stuck. But try not to break boulders or cheat this way in a real game—it will bring bad luck. There are two scrolls in the first level that are guaranteed to be scrolls of earth, which can also be used to create boulders around you. There's a limited number of variations of the Sokoban tower, and the Sokoban article covers how to solve each one, if you want to try it as if you weren't in wizard mode. Once you're done with Sokoban, come back down and continue down in the standard dungeon, and you may eventually come to a level that is one huge room. There's nothing real special about the "Big Room" level, other than it's filled with some reasonably tough (were you playing the game naturally) creatures. Sometimes, some areas of the room are magically darkened, which can get annoying, but can be removed with a wand or scroll of light if you're so inclined. Since we've got some space in this big room after you've cleared it of monsters, let's pause for a bit more fun. Take off all items you're wearing, type < tt > #polyself < /tt > , and turn yourself into a blue dragon. Aside from being a very powerful, carnivorous, magical creature, there's one additional thing you can do since you're a female dragon (all Valkyries are female; if you're male, an amulet of change can permanently change your gender), use the < tt > #sit < /tt > command to lay an egg on the ground. Pick it up and repeat to get three eggs in your inventory. These will be identified in your inventory as yours with a "(laid by you)" tag. You are able to eat them for a tiny nutrition gain if you get really hungry, but for now leave them in your inventory. If you wait long enough, some baby dragons will pop out of your backpack and cry "Mommy!" These hatchlings will of course be tame to you, and in-game this is one of the better ways to get high-powered pets. But now you're stuck as a blue dragon without the ability to use most of your equipment. You can < tt > #polyself < /tt > back to your own form (though this will shuffle your attributes and level), let it wear off on its own, or run out of hit points so that you revert instead of dying. So, let's shift again to something more practical: a master mind flayer. Mind flayers are humanoid enough to be able to wear any armor, are devastatingly effective (even unarmed) against creatures with brains (oozes, zombies, and other ilk of that nature aren't affected), and have a psychic blast special attack. If you would like, you can stay in this form for the rest of the game (just put on an amulet of unchanging)—but in that case watch out for cockatrices that will petrify you and green slimes that will turn you to slime. Once your dragon children hatch, they will follow you around as pets. For added effect, try wishing for a < tt > blessed saddle < /tt > , apply it to a dragon while standing in an adjacent square, then < tt > #ride < /tt > that dragon (force the ride check to succeed). Now you've got a mount with some intimidation force! Unfortunately Valkyries weren't made to ride, and you start out as unskilled in riding, which means that while riding you can't pick things up off the floor. To fix this, type < tt > #enhance < /tt > , and then yes to the prompt to advance skills without practice. Advance your riding skill to at least basic and you will be able to function just fine on dragonback. Just don't forget to ride over a fresh corpse every once and a while to let your dragon eat. You can also wish for a wand of speed monster and zap your dragon with it to let the pair of you move faster. Continue down the dungeon and you'll eventually get to a level where as soon as you set foot in it, you'll hear: "You receive a faint telepathic message from the Norn: Your help is urgently needed at the Shrine of Destiny! Look for a ...ic transporter. You couldn't quite make out that last message." The Norn said "magic transporter". If you use , somewhere in the level will be revealed a "magic portal" trap. Step onto it to go to a "cutscene" which leaves you on the frozen tundra outside a tower. Enter the tower and go speak to the (the one inside standing still next to the chest). If the Norn sends you away saying you're not yet a Warrior, quaff some potions of gain level or use the < tt > #levelchange < /tt > command and try again. Eventually, the Norn shall tell you to travel downwards from here to defeat Lord Surtur and recover the Orb of Fate that was stolen. Pretty straightforward, no? Head down the only stairwell in the level to venture down through the tundra. After a few levels, you will find "a huge round hill surrounded by pools of lava". Circle around it to find the entrance and a way down into Lord Surtur's volcano. Once inside, be careful about walking on the lava. Your fireproof water walking boots make it safe, but otherwise that's a sure way to get killed (not that you have a problem with that, choose "no" if asked if you want to die). It may also destroy your scrolls and potions unless they are hidden in your bag of holding. If your pets are not too smart, likely some of them will get killed in these levels; keep a close eye on them (or use a leash if you want), or just see above on how to get more pets. Eventually you'll get to the palisade that is Lord Surtur's lair. On two sides of it there are drawbridges to get inside it. Several fire giants guard this level, and one of them is himself. He's slightly easy to identify as he possesses the ability to teleport and will use it to run around the level after he picks up the Orb from the middle of his lair. Defeat Lord Surtur (he is vulnerable to cold and your wand of death) and look at the objects that he dropped, one of which is "a glass orb named The Orb of Fate". Another thing he dropped is "a silver bell". Strange, slightly mundane thing for a fire giant lord to have, no? Pick it up and identify your pack, and you'll find it's actually the Bell of Opening with three charges in it. Keep that, you'll need it later. Meanwhile, head back up and chat to the Norn. The Norn will applaud you, return and identify the Orb, and tell you to continue with the ultimate quest of the game: finding the Amulet of Yendor. Fort Ludios is a dungeon branch that is completely optional to explore, as it doesn't contain anything particularly important. It is entered using a portal that can appear in a vault on or below the 11th floor. (However, there is an approximately 25% chance that the portal doesn't appear at all, making Fort Ludios inaccessible except by .) You can use or read a scroll of gold detection while confused to search each level for the portal, or simply dig for a vault on every level where you hear guards on patrol. Upon entering Fort Ludios, you will hear an alarm and be faced with a small room full of monsters. After clearing it, the Fort grounds will be found swarming with soldiers ready to fight you. Reflection is very important here, as many of these soldiers will come with attack wands, and multiple wands of death are not unlikely. The door into the courtyard provides a very useful choke point, which you can use to prevent more than one or two of them from attacking you at a time, and wearing a ring of conflict will make them fight each other as well as you. After fighting your way through the guards and few other monsters around, explore the grounds to find the entrance at the back of the fort. You will need to levitate or jump over the moat to get in, or freeze it with magical cold or fill it using a scroll of earth. The throne room of the fort contains Croesus and an entourage of other throne room monsters. After fighting your way past them, you may sit on the throne for a chance at a variety of effects, but only if there are no items sitting on top of it, then explore the treasure room and turrets. The main treasure room holds of a large amount of gold, but is also full of mines and pits, so be careful of them. After taking as much as you can carry, leave Fort Ludios through the portal at the entrance and continue down in the main dungeons. You may eventually come to a dungeon level that when you arrive, looks like a small room with no doors, or otherwise surrounds you with water. Use and you'll see that the majority of the map is water; this level is a series of islands floating in water. With telepathy, you can catch a glimpse of numerous giant eels that can instantly drown an unprepared adventurer, but magical breathing protects against this. You can use to search for secret doors/traps in your area, which should reveal an exit from this room. There is also a version of this level where you see the water right away. Get yourself over to the largest island in the level (walk on water with your water-walking boots), and be ready with your blindfold or reflection; Medusa rules this level, and one look from her can turn you to stone. You know it must be her, since outside her door, there's bound to be a menagerie of statues of creatures. Put on your blindfold and wade in there. Using telepathy you will be able to tell where she is and defeat her. After destroying her, crack open a couple of statues with your wand of striking to find some cool stuff inside. If you find the statue of Perseus, he will usually have some magical items inside his statue if it's busted up. The "down" staircase in this level is under Medusa, so search diligently to find the stairwell in her room. Under Medusa's level, you may find the first of a series of levels that get very monotonous when not in wizard mode. Type and you'll see the whole level is a nice, dense maze. Luckily you can see the staircase, and the walls are diggable, so feel free to teleport or make a line as the crow flies toward the exit. You'll soon come to a partial maze level, with a big, long building in the middle. This is the Castle. You always start this level somewhere to the left of the castle entrance in a little mini-maze. Exit the maze and come stand out on the landing surrounded by water. Quaff a potion of object detection and put on your blindfold to see all the stuff that's going on in the castle. There's no entrance into the castle except a drawbridge in the front, and a door all the way around the back. The way you're "supposed" to get in requires a musical instrument. Wish for a < tt > wooden flute < /tt > and apply it. You are asked if you want to improvise. Answer no, and you're then able to enter notes A–G to play. If you're standing within three squares of the drawbridge, in response to your tune, you may hear sounds from the drawbridge in return. This is similar to a game of Mastermind, where you have to get the right notes in the right order based on some clues. If you hear a "tumbler click", that's a correct note, but at the wrong position in the sequence. A "gear turn" indicates a correct note at the correct position. If you puzzle out the right sequence (or hit to see what the answer is), the drawbridge will slam open, unleashing a wave of creatures at you! No problem, you should be strong enough to destroy them all. Alternatively, you can play the passtune again to crush nearly anything standing on the drawbridge. Be careful, as you or a monster can destroy the drawbridge with a wand of striking, possibly crushing you underneath the portcullis! Get past the first room, and you will pass through a hallway into a throne room. Battle your way through that and you'll move into the storeroom area of the castle (secret door behind the throne). Watch out for the trap doors in the floor. If you're still a mind flayer, you'll float over them without issue if you want to loot the rooms beyond. But you will note that there is no exit from this level that's visible. In order to continue, you have to go down the trap doors. So, either fall into one, or as a flying creature, press to fly down a level, and enter Gehennom itself. To progress past the first level of Gehennom, make your way to the west side of the level where there's a rare unaligned temple. North of the temple there's a series of secret rooms that lead to the down staircase. This is the gate to the Gehennom mazes. In general, there's no need to explore all the mazes in Gehennom to find the way down; that would be terribly tedious. There are a few ways to make it easier, which are detailed in the Gehennom mapping article. However, in wizard mode, you can simply press to reveal the map of each level, and dig or teleport your way to the down staircase. This is somewhat similar to using the spell in a real game. As you proceed down, eventually you will find the lairs of four unique demons: Asmodeus, Baalzebub, Orcus and Juiblex. Juiblex's lair is immediately obvious without having to map it—it's a huge swamp. When fighting the demons, you may notice that they tend to teleport away before you can finish them off. They are warping to the up staircase to heal themselves before re-engaging you. You can foil this strategy by standing on the up staircase yourself, or luring them to the down staircase and leading them down to the up staircase on the next level. Juiblex, as he will engulf you, can easily be defeated by zapping a wand of digging from inside him; this reduces him to 1 HP. Don't forget to cure the sickness from his attack using your unicorn horn! One significant feature of Gehennom that we are looking for is the stairs to Vlad's tower. These are a second up staircase between the 9th and 13th floors of Gehennom, inclusive. You should easily find it by mapping all of those levels. Alternatively, the < tt > #wizwhere < /tt > command will tell you on which floor the staircase is. Vlad's tower has a selection of guaranteed loot, but likely the most important for us will be the candles on the top floor. They will be needed for a later ritual, so pick them up here. Vlad the Impaler is extremely fast and, like all vampires, has the ability to drain experience levels from you with his attacks. However, like all vampires, he is weak against your silver saber. You can limit your exposure to his bites by destroying him quickly and by wearing armor or rings that provide magic cancellation. If you are wielding Excalibur you need not worry, as it provides total level-drain resistance. Once destroyed, Vlad drops a special candelabrum known as the Candelabrum of Invocation. You can attach candles by pressing to apply the candles while carrying the Candelabrum, and seven candles must be attached for later. Once that is done, leave the tower and continue down. The next goal in Gehennom is to find the place where the item must be used. Somewhere in Gehennom you will find a tower that spans the middle of three consecutive levels. If you use telepathy here, you will notice the waiting for you in the top of the tower; however, it is too early to meet him right now. The only way into the tower is via a magic portal that appears in one of the two fake Wizard's towers; these are much smaller and lack the surrounding rooms of the real tower. When you find the portal, you can venture into the tower to clear the first two floors, but be careful not to wake up the Wizard yet. Eventually, you will reach a level that seems to have no way down any further. There is a special vibrating square somewhere on this level that hides the entrance to the place where the Amulet of Yendor is kept. Because the square is marked with a trap, there are a few easy ways to find it. Quaff a potion of confusion, and then read a scroll of gold detection. This will reveal all traps on the level, including the purple that is the vibrating square. After finding it, we must retrieve a third unique item: the one which is guarded by the Wizard of Yendor himself. After returning to his tower and digging your way into the area where the Wizard waits, easily the simplest way to kill him is by zapping him with a wand of death. Fortunately, in wizard mode, you can simply wish for one if you do not have one already. Do not despair if the Wizard is killed over the moat; if this happens, simply wish for a wand of cold and zap the square where he died to freeze the water. A papyrus spellbook will rise to the surface; this is the Book of the Dead, the last of the three Invocation items. If the Wizard used his unique Double Trouble spell before you managed to kill him, he may also drop what looks like the Amulet of Yendor, but will reveal that it is only a fake. Fake Amulets are very easy to identify by attempting to put them into a container—a fake will go in normally, but the real Amulet will resist. Do not be fooled. Now that we have the necessary items, it is time to return to the vibrating square that we found earlier and perform the invocation ritual. When you feel the vibration under your feet, first light the Candelabrum of Invocation. Then, ring the Bell of Opening (if it makes no sound, wish for a blessed scroll of charging and use it to restore the Bell's magic charge). Finally, read the Book of the Dead. If everything has gone well, this will open a down staircase underneath you. Proceed down to the bottom level. This is Moloch's Sanctum, where the real Amulet of Yendor is hidden. In a real game, magic mapping will not work here, but that isn't a problem in wizard mode, and the layout is almost fixed anyway. There is a temple at the west side housing the high priest of Moloch, but the door is hidden. The Bellof Opening (if it still has charges), a wand of secret door detection, or the spell can be used to find the door (but wizard mode mapping also reveals it for you). When you enter the temple, the high priest of Moloch will start attacking you. Kill him and grab the real Amulet. Once you have it, it is a good idea to immediately < tt > #name < /tt > the amulet: this will allow you to tell it apart from fakes. Now that you have the Amulet, it is time to leave the dungeon. Of course, in a real game, the Amulet blocks level teleportation, so you must traverse up each level properly; what is more, when you go up the stairs in Gehennom, you will find that a mysterious force sometimes pulls you back down! However, the Amulet does not always block horizontal teleportation, so if you can perform controlled teleports, you can easily return to the stairs. Another common shortcut is to bring along cursed potions of gain level; quaffing one will lift you through the ceiling to the level above. However, it can't be used inside the Wizard's tower from its top floor. As you proceed up, the Wizard of Yendor will periodically harass you with various effects, up to and including reappearing to try to steal back the Amulet. His harassment starts as soon as you kill him and won't let up until the end of the game, which is why we held off on killing him until it was the last thing needed before the invocation. When he reappears, zap him with your wand of death again to get him off your back for now. Eventually, you will be right back where you started, on the first floor of the Dungeons of Doom. After making sure you have the real Amulet, leave the dungeon by climbing up the stairs. From here, there is no return; you have been warned. You now find yourself in the start of the final test of the game: the Plane of Earth. The Wizard is guaranteed to reappear here, carrying a spellbook of dig. However, the spell is far too complex for a Valkyrie to use; instead, kill the that also appears nearby to retrieve a wand of digging from it. There is also an Elvenking carrying a pick-axe, but digging with a pick-axe is very slow and prone to causing cave-ins on this Plane, so magical digging is preferred. On each of the Planes until the final Astral Plane, there is a magic portal hidden somewhere. The same methods that can be used to find the vibrating square can also be used to find the portal. In case you don't have any of them, you can also find them by wearing or wielding the Amulet of Yendor; it will grow warmer the closer you are to the portal. As a reminder, a common method of trap detection is to confuse yourself and read a non-cursed scroll of gold detection. Once you have found the portal, use the wand to dig your way to it and jump in. The portal will only work if you are still carrying the Amulet. The second level of the End Game is the Plane of Air. You will notice that there is no gravity here and it is very difficult to move around. You can gain control of your movements by levitating or flying, so in a real game, you'll want to bring a source of levitation. In wizard mode, you can wish for a blessed potion of levitation, which will make you levitate for at least 250 turns and can be ended at will by pressing . The elementals here on their home plane are much tougher than the same elementals elsewhere in the game; this may be an issue if you keep being engulfed and pummeled by air elementals. You can escape by ringing the Bell of Opening, scaring it, or zapping it with (as you can't teleport in the End Game, the elemental will be teleported and you will be left behind). However, since you are in wizard mode, you can also use to teleport out. The third level is the Plane of Fire. There is plenty of lava, fire traps and fire-related monsters here, but since you have fire resistance they will not pose much of a threat. In fact, being engulfed by harmless vortices can give you time to heal from the Plane of Air. The lava also creates poison clouds that will blind you. If you are still levitating, you can pass right over the lava, but watch out for messages indicating that your levitation is wearing off; it is nearly always possible to reach the portal without levitation, however. The fourth level is the Plane of Water. You will find yourself in a small bubble surrounded by water. The portal is in a bubble on the other side, and bubbles will continually shift and merge. If you reveal the portal using formal trap detection, you will be able to see it as it moves around the map. Since you have magical breathing, you can also simply swim through the water to reach it, but remember that this will get your inventory wet. (Because the level is entirely underwater, levitation won't work as of NetHack 3.6.0.) After entering the portal here, you will find yourself on the final level of the game, the Astral Plane. This is where the high temples of the aligned gods are located, and where you must find the high altar that matches your alignment to sacrifice the Amulet of Yendor. Trying to stop you are many Angels, priests, a few powerful player monsters, and the unique Riders: Famine, Death, and Pestilence. There are three paths you can take from the starting position, each with one high temple and one Rider; some players use telepathy to identify the Riders and explore the path with whom they feel is the least dangerous one first (usually Famine). Be very careful if you must fight the Riders; each one has a unique special attack, and they all can push other monsters out of their way and unlock doors without using an unlocking tool. They will also revive shortly after being killed. Famine's attack makes you hungry, so it is a good idea to be satiated before entering the Astral Plane and bring along quick snacks such as K-rations, lembas wafers, and royal jelly. Death will kill you instantly if you lack magic resistance and can reduce your maximum hit points, and Pestilence will terminally poison you. This can be cured using a unicorn horn or a potion of extra healing or full healing, so it is a good idea to bring those as well. Famine and Pestilence are both vulnerable to a wand of death, but Death is not. In a real game, you probably do not want to try teleporting the Riders, as they will usually end up right next to you. However, teleporting other monsters out of your way is very useful here. Once you reach one of the high altars, use to check its alignment. If it is of the same alignment as you, congratulations! Use < tt > #offer < /tt > to sacrifice the Amulet and finally ascend to demigodhood. If it is of a different alignment, you can backtrack to check another altar, or if it is not neutral, you can wish for a helm of opposite alignment and hope it changes your alignment to match the altar. If it does, you can offer the Amulet to that god instead of your starting god; you'll still ascend, but your score will be lower. If you offer the Amulet to a cross-aligned god, you will escape in celestial disgrace under that god's protection instead of ascending. There is also a different meaning to wizard mode ascension—using all the quirks of wizard mode to ascend in a single turn. This is most commonly done by level teleporting to the Astral Plane, wishing for a co-aligned altar, and < tt > #offer < /tt > ing the Amulet of Yendor. However, this is not a particularly noteworthy achievement. =_=_ User:MidnightLightning =_=_ User talk:MidnightLightning =_=_ Talk:Wizard mode ascension Personally, I did a similar thing using explore mode, as I was already more advanced. Maybe a few hints at that could be placed somewhere, unless that makes it all too long. Tjr 00:52, 1 May 2009 (UTC) I removed the part on #offering unicorns - unless the unicorn if of your or the altar's alignment, there is nothing special about them (except an alignment boost) and they are complicated. In particular, unicorns will not affect the probability of converting the altar. However, they can convert *you* in those special cases. Tjr 21:13, 6 May 2009 (UTC) in the section how to get out of trouble. I like to carry these items around in my main inventory at all times. There is a page Escape_item, but it is way to "list everything in the world" to be useful. Also, on a COMPLETE side note, should we mention wishing for 2147483647 gold pieces, wishing for another one, and getting -2147483648 gold pieces so you can carry as many items as you want? This would get rid of the need for gauntlets of power (and we can put it in a sack so we can have normal gold too).--24.22.33.111 17:39, 6 April 2012 (UTC) =_=_ MediaWiki:Pagetitle-view-mainpage =_=_ MediaWiki:Pagetitle =_=_ User talk:Stopple =_=_ User talk:ChaoticJosh =_=_ Nurse cap The nurse cap is a type of helm in NetHack brass. Female Healers will start out with it and the nurse uniform. Although it gives no AC benefit, the nurse cap, in conjunction with the nurse uniform, grants level drain resistance, immunity to sickness, and hallucination resistance, as long as the player is female. A male character who wears either will instead gain aggravate monster. =_=_ Nurse uniform The nurse uniform is a type of body armor in NetHack brass. Female Healers will start out with it and the nurse cap. Although it gives little AC benefit, the nurse uniform, in conjunction with the nurse cap, grants level drain resistance, immunity to sickness, and hallucination resistance, as long as the player is female. A male character who wears either will instead gain aggravate monster. =_=_ Maid dress The maid dress is a type of body armor in NetHack brass. Though rather weak, it grants female characters special benefits when worn with the frilled apron or katyusha. =_=_ Frilled apron The frilled apron is a type of cloak in NetHack brass. As it appears as an 'apron,' it can be an annoyance to players seeking an alchemy smock. Though it provides no benefits of its own, the frilled apron, worn in conjunction with the maid dress by a female character, grants 4 bonus AC and magic resistance. This is a reference to the mythical status of French maids in anime. =_=_ Katyusha Though seemingly useless, the katyusha--a maid's frilled headband--gains some interesting properties when worn in conjunction with the maid dress by a female character. It grants 2 bonus AC, acts as a luckstone of the appropriate beatitude, and increases the player's Charisma by the amount of its enchantment. It is inadvisable, however, to take advantage of this Charisma increase for encounters with incubi--despite its fetish appeal, you must still remove the maid dress beforehand! Anyway, recently I've been playing what I call an "accidental extinctionist" game... Neutral human wizard. Interesting early game, no bag of holding all the way through the Castle, a few other key things were rare or non-existent. I had caches all over the place. After the Castle I had pretty much a full ascension kit but was still conserving wishes, holding out for a BoH and some nonessential armor. Then on the second level of Vlad's I hit an old bones file of mine: YASD (choked on a winter wolf cub) with a full ascension kit. So at that point I had two ascension kits and finally had a BoH. I also had +7 Mjollnir. But what I really wanted was Grayswandir. Unfortunately, in this game I already had found or been given quite a few artifacts, so the chances of wishing for it were slim (although I did try, wasting many wishes in the process). So how to get Grayswandir? Repeated sacrifice, natch. So I have a nice altar with a boulder fort, and I've been summoning for a while. Building up a huge stock of stuff, 40+ !oFH, etc. Level 30, natch. I've been playing with polypiling rings, looking for protection and increase damage, then enchanting them to +2 (with PYEC from an early wish) and eating them. I had my AC down to -52. Back at the altar, I started to lose focus and all of a sudden I sacrificed a nurse. "The altar is stained with human blood!" My god is angry, no problem; a few sacrifices take care of that. But I went from AC -52 up to AC -34. Yow. My level was 30, so there wasn't enough gold left in the game to buy even 10 points of protection from a priest, and I'd already eaten my stash of rings. I found a leprechaun and tamed it. Brought it into the temple using my magic whistle. Put on my handy ring of conflict. Then... well, here you go: =_=_ List of major consultations Though the shopkeepers be wary, thieves have nevertheless stolen much by using their digging wands to hasten exits through the pavement. Behold the cockatrice, whose diminutive stature belies its hidden might. The cockatrice can petrify any ordinary being it contacts--save those wise adventurers who eat a dead lizard or blob of acid when they feel themselves slowly turning to stone. Almost all adventurers who come this way hope to pass the dread Medusa. To do this, the best advice is to keep thine eyes blindfolded and to cause the creature to espy its own reflection in a mirror. And where it is written "ad aerarium", diligent searching will often reveal the way to a trap which sends one to the Magic Memory Vault, where the riches of Croesus are stored; however, escaping from the vault with its gold is much harder than getting in. It is well known that wily shopkeepers raise their prices whene'er they espy the garish apparel of the approaching tourist or the countenance of a disfavored patron. They favor the gentle of manner and the fair of face. The boor may expect unprofitable transactions. The cliche of the kitchen sink swallowing any unfortunate rings that contact its pernicious surface reflecteth greater truth than many homilies, yet even so, few have developed the skill to identify enchanted rings by the transfigurations effected upon the voracious device's frame. The meat of enchanted creatures ofttimes conveyeth magical properties unto the consumer. A fresh corpse of floating eye doth fetch a high price among wizards for its utility in conferring Telepathy, by which the sightless may locate surrounding minds. The detection of blessings and curses is in the domain of the gods. They will make this information available to mortals who request it at their places of worship, or elsewhere for those mortals who devote themselves to the service of the gods. At times, the gods may favor worthy supplicants with named blades whose powers echo throughout legend. Learned wayfarers can reproduce blades of elven lineage, hated of the orcs, without the need for such intervention. There are many stories of a mighty amulet, the origins of which are said to be ancient Yendor. This amulet doth have awesome power, and the gods desire it greatly. Mortals mayst tap only portions of its terrible abilities. The stories tell of mortals seeing what their eyes cannot see and seeking places of magical transportation, while having this amulet in their possession. Others say a mortal must wear the amulet to obtain these powers. But verily, such power comes at great cost, to preserve the balance. It is said that thou mayst gain entry to Moloch's sanctuary, if thou darest, from a place where the ground vibrateth in the deepest depths of Gehennom. Thou needs must have the aid of three magical items. The pure sound of a silver bell shall announce thee. The terrible runes, read from Moloch's book, shall cause the earth to tremble mightily. The light of an enchanted candelabrum shall show thee the way. In the deepest recesses of the Dungeons of Doom, guarding access to the nether regions, there standeth a castle, wherein lieth a wand of wishes. If thou wouldst gain entry, bear with thee an instrument of music, for the pontlevis may be charmed down with the proper melody. What notes comprise it only the gods know, but a musical mastermind may yet succeed by witful improvisation. However, the less perspicacious are not without recourse, should they be prepared to circumambulate the castle to the postern. The gods are said to be pleased when offerings are given to the priests who attend their temples, and they may grant various favors to those who do so. But beware! To be young and frugal is better than to be old and miserly. The name of Elbereth may strike fear into the hearts of thine enemies, if thou dost write it upon the ground at thy feet. If thou maintainest the utmost calm, thy safety will be aided greatly, but beware lest thy clumsy feet scuff the inscription, cancelling its potence. =_=_ List of Rumors =_=_ User:RayK =_=_ User talk:RayK =_=_ Talk:NetHack brass Is there a problem with the spellcasting system in 040923? Wizard mode tests indicate that a level 30 Wizard with 20 Int, 100% skill in attack spells and a robe of power still has a 90% failure rate on finger of death. I'm hesitant to put down "rebalanced spellcasting success rates" until I know this isn't a bug that was addressed in 081221. =_=_ Cockatrices =_=_ Escape kit =_=_ Greyswandir =_=_ Mimic of the mines =_=_ Forum:Variants you'd like to see So, what kind of NetHack Variants would you like to play? I'd like to see a variant based on Dudley's dungeon, including things like the Dogley Dimension, Newtbane, Dudleyrist, cockatrice warriors; and from New, Improved: achievements, hippies, ghosts of Dion Nicolaas, potatoes, and singing hobbits. Either that, or an Elder Scrolls variant, because Oblivion is pretty much like NetHack already, but with more story (This time, you're questing to retrieve the Amulet of Kings from the High Priest of Mehrunes Dagon, Mankar Camoran!) I actually had planned to create this one, but it fizzled out when I found I couldn't edit the source very well. Jorck the Outcast 12:01, 9 May 2009 (UTC) =_=_ Vorpal blade =_=_ Valk =_=_ Talk:Missile Confirmed. You cannot throw arrows or crossbow bolts through a boulder while levitating without a launcher (with a launcher it works fine). You _can_ throw rocks through a boulder while levitating without a sling. Can we consolidate this page with projectile and ranged weapon? Blackcustard 23:24, 7 January 2011 (UTC) =_=_ Forum:Have a good strategy for descension? I've been playing for around a month now and I can make it easily a few levels under Minetown, and have made it once to the top of Sokoban, and have been at most 12 levels down. It seems I'm not at all progressing in my skills. What do you do when you descend? What paths do you take? Do you go to Minetown then up and then back down the Dungeons of Doom? or do you skip the Gnomish Mines altogether? How do you descend? ---MastaJAG Wow, that was rather detailed and more than I expected, thanks though. I play barbarian mostly for their decent power and poison resistance, and I usually only die from too many creatures or randomly strong creatures getting me, and you're right, I always forget about Elbereth. Before I knew how dangerous the gnomish mines were below Minetown, I tried for Mine's end, but I realize how stupid that is now. I don't find the gnomish mines a problem at all; that is, I can hit Minetown easily going straight there, it's only the trapdoors that get me a level or two down that drop you a few levels. Because of this, I've started going to Minetown, then heading down to Oracle. But I switched it up, doing Oracle and maybe Sokoban first, then heading back to gnomish mines where I can probably hit Mine's end. I already know there's stuff I'm missing. I'm terribly inexperienced at identifying and all the other tricks more experienced players would know (dealing with and religion, managing pets, stockpiling strategies), and I think that's why I can't progress. I guess I sort of want either critique or a basic rundown of what your immediate goals are in the early game. Which paths do you prefer taking and why? ---MastaJAG =_=_ Forum:Xbox Community Game? What would be the possibility of someone eventually porting NH to Xbox as either a Community Game or a XBLA game? Greetings, and welcome to NetHackWiki. Regarding the Special:ProblemReports/21986 that you (or someone at your IP) posted here: The Right Thing would be to go to the Proposed Wikis forum and perhaps ask the staff to start something like ru.nethack.wikia.com. I believe they can also set it up so that articles on the two wikis can link to each other from the left side of the page, much the way the numerous Wikipedias do. I'm afraid the local NetHackWiki sysops can't help you with this one.--Ray Chason 23:18, 11 May 2009 (UTC) I'm really happy to have you here, and look forward to working with you! -- Ray Chason (Talk) 00:22, 12 May 2009 I'm really happy to have you here, and look forward to working with you! -- Ray Chason (Talk) 12:59, 12 May 2009 =_=_ Forum:Getting into the Nethack source code SO: as the title says, I have just recently begun delving into the Nethack source code, and I must say it has been at once a very confusing and yet exceedingly interesting process. I have a little bit of past experience messing around with Python, and I can (mostly) read C (which is what most of Nethack is written in) but when it comes to making changes or adding items, which is exactly what I want to do, I mostly have no idea what I'm doing. :3 Before someone says this, I know full well that Nethack is NOT a very good first project to work on as a learn-by-doing coding experiment. I am painfully aware that the Nethack source code is the result of many years of jerry-rigged additions and modifications, that most of the code that is written is highly convoluted and make references to bits of code in a billion other places, and that the whole thing, even to an experienced programmer, is rather daunting. Be that as it may, however, this is what I've chosen to (hopefully) learn a thing or two from, and so I hope to get as much help with that as I can get. :D So, that being said, what I'm looking for is someone who either knows a thing or two about the code and would be willing to put up with my insufferable n00bishness long enough to teach it to me, or a link to another forum/nethack community with someone who does. Any takers? OverWilliam 20:29, 13 May 2009 (UTC) =_=_ User:OverWilliam =_=_ User talk:OverWilliam Wow... That was fast. Most bots take at least five minutes. Just in case anybody real actually checks out this page, I'll be up front with you: I have not ascended even once, just so that's on the table... But this one time I got really close. xP OverWilliam 20:34, 13 May 2009 (UTC) =_=_ Talk:Do you want your possessions identified? =_=_ User:Archmage84 =_=_ User talk:Archmage84 I started playing an early version of Hack called "Amulet of Yendor" at the age of 6 on my mom's CGA-card 8086 machine. She brought me the 5 1/4" floppy along with a batch of other shareware games from the library (anyone ever play "Cavequest"? That game needs a console makeover, right now). Everything was yellow. The classes were Fighter, Wizard, Knight, Tourist, Caveman, and Speleologist, but Caveman was the obvious choice because they had the highest strength, and strength was the only attribute. You had to pick something up to eat it or to figure out what was underneath it. And shop prices were randomly reassessed each time you picked something up. The minotaur (m) sat in the center of a maze on level 26, 27, or 28, on top of a wand of digging, which you needed to carve a path behind a boulder that lay on top of the Amulet of Yendor. It was a big day in grade 4 when I figured this out. What I now know to be called "save scumming" was de rigeur. Not sure if I ever actually ascended without it. I wrote a series of short stories called the "Amulet Adventure" series between the ages of 9 and 12 in which I accessed a hidden "level 29" in the game that sucked me into the gameworld so I could play as myself. As I recall, the portal was activated by accident when I inadvertently depressed the control, alt, and shift keys. I lost the game files when I accidentally deleted *.* in the directory rather than *.bon. (Why did I hate ghosts so much?) Years later, in high school, I found NetHack, then again in college, and again in grad school.... I only started reading spoilers a year ago (though I had ascended several times--legitimately--by then), mainly in an effort to cure myself of my cyclical addiction to this game. No dice. Things I had not figured out on my own included wishing for artifacts (which I assumed was impossible the first time something slipped out of my hands) and the many uses of alchemy (my college roommate and I tended to put our potions into the waterworks system). More recently I've been really into SLASH'EM and I don't think I'll be going back. Unlike a lot of mods, it actually feels like a better-balanced and more exciting game--especially for those of us who have already been spoiled. I like to think of it as NetHack if it were designed by Alan Moore: it references and plays with the conventions of NetHack while at the same time building on and enriching it. As I play I'm writing about spoilers and strategies on these pages. This is an exercise in vanity masquerading as public service. I'm really glad this Wiki is here! I especially love the more unusual takes like the Tinning Kit and 1-Turn Ascension articles. I think when you get really familiar with something it's fun to start exploring and experimenting with the parameters of the system, and this seems like a great place to do that. Although I think there's an important distinction between good and bad tips, I don't think this wiki should be just for information. We're writing about a game so let's make it fun. =_=_ User:Thefifthsetpin For my first ascension, I stabbed my through the entire game with the first elven dagger I found. Later, I learned what an artifact weapon was and that, as a wizard, I probably should have tried to get MB. I do remember that holy water and curses were getting to be a serious problem. When playing NH, I almost always attempt the protection racket, generally aiming for level 1 and occasionally hitting levels 2 or 3. My favorite racket was when my atheist wizard reached minetown with about 20kzm at level 1 before realizing that he didn't have anything to spend it on. =_=_ User talk:Thefifthsetpin =_=_ Paralyze (monster spell) Paralyze is a clerical monster spell that can be used by monsters of level 5 or higher. If you have magic resistance or free action, it paralyses you for one turn. Otherwise, it paralyses you for monster's level + 4 turns. If you have half spell damage, this duration is reduced by half. =_=_ Barrow =_=_ Talk:Polypiling The strategy section reads like a list. Which is fine, or at least it would be if it were actually a list. I was thinking of adding, later, a bunch of sections to break them off into like "When to polypile," "When not to polypile," "General tips," etc, so that it's far easier to see what's relevant to a player's situation. Feagradze 13:50, June 29, 2010 (UTC) The article is flat wrong; polypiling spellbooks is an amazing way to learn dozens of new spells for nearly free. 72.84.183.198 23:32, 23 November 2010 (UTC) The page states that upgrading an object will "fix" hazy, meaning it wont revert back. Either I dont understand this correctly or the info is wrong. I polypiled and got a chest, which I tinkered into an ice box. Then I stored my stash in it, left, and came back to a single unicorn horn. Just a friendly warning, upgrading has no effect on an object reverting back. If I'm reading the linked spoiler correctly, polmorphing will never generate items that aren't randomly generated, such as Athames. Can anyone confirm that? Maybe a note should be added to the section about when not to polypile. 184.8.61.28 02:27, 30 September 2011 (UTC) coud there be a list on the page of which golems get created by what? paper=paper and iron=iron, sure, but corpses/gems/wood/gold? and in SLASH'EM, will polypiling candles generate a wax golem? --194.116.198.179 13:02, 9 December 2011 (UTC) Copper < br / > Silver < br / > Platinum < br / > Gemstome < br / > Mineral < br / > Clay or stone (equal chance) lithic That's everything from SLASH'EM. Source: . It could probably use some cleanup before being placed on the main page. -- Qazmlpok 13:29, 9 December 2011 (UTC) That also agrees with wiztesting. The wand can definitly hit 7 piles; it's harder to be sure with this one, but I'm pretty sure it's possible for the wand to also hit only 3 piles (it's always possible it hit a 4th but had no effect). This technique can be improved if you know the Stone to Flesh spell, so that you can turn the Rocks to Meatballs: Are Golems produced by polypiling tame or hostile ? Since the player is their creator it would make sense beeing tame, but a golem is considered to be something bad so haow doe they behave ? -79.210.58.215 17:58, 11 March 2013 (UTC) Does the compiled version use a different denominator than 1000? Because this series of outcomes makes that number look doubtful. (Yes, I do know the odds are simply odds, and not actual likelihood, nor does one instance influence succeeding instances.) --Clothos Since for the "one pile" strategy there is always at least a 5% chance of the stack resisting, it would be helpful to mention that dropping gold can help minimizing golem losses as well - this works well for either pile strategy as you have some gold left over (it's mentioned on the zorkmid page but not here) -PQ (talk) 14:56, 21 February 2018 (UTC) =_=_ Deep Freeze Deep Freeze is an athame specific to SLASH'EM. It deals cold damage to non-resistant monsters, with a +5 to-hit and damage bonus, and provides cold resistance when wielded. As an athame, when non-cursed it can engrave Elbereth in 1 turn without dulling. It is the first sacrifice gift for ice mages. This is to ice mages what Magicbane is to wizards: a first sacrifice gift that is also a reusable source of semi-permanent Elbereths. It is also something of a little brother to Frost Brand; it shares the same ability to destroy potions in monster inventories. Most ice mages will ultimately opt for a stronger weapon; Deep Freeze is well worth keeping around for its engraving abilities, however. =_=_ Amphibiousness =_=_ Spellbook of enchant armor The spellbook of enchant armor does not exist in vanilla NetHack, but can be found in SLASH'EM, NetHack Plus, SlashTHEM, and Slash'EM Extended. The spellbook allows you to learn the enchant armor spell. The spell is a level 7 Enchantment spell. Casting the spell has a chance based on skill level of acting as an uncursed scroll of enchant armor. The chances of success are 1 in 14 at Unskilled, 1 in 12 at Basic, 1 in 10 at Skilled, and 1 in 8 at Expert. Wizards might use it to save a few charges off their magic markers, although by the time they can cast the spell they are likely to have a good deal of their ascension kit together and enchanted already. Since the spell cannot give the effect of a blessed scroll, an actual scroll will generally be required for the final enchantment anyway. =_=_ Stack =_=_ User:DemonDoll =_=_ User talk:DemonDoll =_=_ Talk:Fire Same questions as "Cold" page. Does everything always burn (I don't think so)? If equations are unknown anything might be helpful: if I trigger fire trap with 10 scrolls would I lose about 8 or about 2? Does container protect my stuff? Does fire resistance protect stuff (I don't think so)? Does reflection? DemonDoll 18:00, 20 May 2009 (UTC) =_=_ Yowl =_=_ Hobbit (starting race) The hobbit is a race specific to SLASH'EM that start with the useful intrinsics speed and infravision, and with the blink technique. According to the guidebook: Hobbits can be either neutral or lawful. They can be rangers, flame mages, ice mages, monks, priests, tourists, undead slayers, wizards, or yeomen With the good physical stats, mages are not advised due the low intelligence, however they can do well with wisdom based ones. Hobbits are not allowed to #twoweapon =_=_ Power surge The technique charges increases maximum power by 50 plus twice the technique level, and restores it completely. After using Power Surge, you then lose 1 current power and 1 maximum power each turn until your maximum power is back to its original level. =_=_ Pummel =_=_ Air dash Air dash is a technique in SLASH'EM. Monks can use this technique at level 1. The technique allows the player to move two spaces in any direction in a single turn. =_=_ Chi healing =_=_ Elemental fist The technique adds elemental damage to fist attacks for approximately 5-10 turns. Any fist attack made while the technique is active adds a random form of elemental damage, with the type being different for each strike. =_=_ Ground slam The technique hurls an enemy to the ground, stunning it for a few turns. In addition, it creates a pit on the enemy's tile, which it will be trapped in. =_=_ Spirit bomb The technique creates an effect similar to the fireball spell, although it is non-elemental and only travels up to 2 tiles before detonating. However, it only damages hostile monsters, and leaves your character, any pets, and nearby objects unaffected. =_=_ Spellbook of resist poison =_=_ Spellbook of resist sleep =_=_ Spellbook of endure cold =_=_ Spellbook of endure heat =_=_ Spellbook of insulate =_=_ Talk:Quasit In a game I was just playing, I died instantly from a quasit attack at about 43 hp. It read "It's poison is deadly!" I noticed you recently created a page called The Arkenstone. To which variant does it refer to? There's no such item as the Arkenstone in either Vanilla or SLASH'EM, so please update the article to contain the necessary information. & mdash;ZeroOne ( < small > talk < /small > & nbsp;/ & nbsp; < small > @ < /small > ) 13:55, October 10, 2009 (UTC) =_=_ User talk:Toby Bartels Thanks for the catch there - haven't seen you around much. \o --Umbire the Phantom (talk) 03:44, 7 July 2021 (UTC) I forgot that this wiki existed, then I got a notification for that page. (Your edit was a good idea too.) Toby Bartels (talk) 21:37, 7 July 2021 (UTC) =_=_ Tinker It allows objects to be upgraded into other objects. To use the technique, the object must first be wielded. See upgrading objects. Note that it only has a luck-based chance of working: at 0 Luck an object will very rarely be upgraded on the first try. If you have maxed out your luck by offering corpses on a coaligned altar or throwing gems to a unicorn of your color, the chance of success will be much higher. =_=_ Upgrading objects In SLASH'EM, items may be upgraded into other objects, by dipping them into a potion of gain level, or by the gnomish tinker technique. If an object has multiple possible upgrades listed, the upgrades are equally likely unless otherwise noted. Note that upgrading objects does not break polymorphless conduct, and upgraded objects do not need to be dipped in a potion of restore ability to make the upgrade permanent, as polymorphed objects do in SLASH'EM. As of SLASH'EM version 0.0.7E7F3, great daggers DO NOT STACK. This is by design. < ref > http://permalink.gmane.org/gmane.games.roguelike.nethack.slashem.devel/72 bug release plans for SLASH'EM 0.0.7E7F3 (2006.12.28) < /ref > If you upgrade to a stack of great daggers, it will be stacked ONLY until they are thrown or dropped individually. After that, they will never stack again Upgrading objects, either by potions of gain level or the tinker techinque, is the "poor hacker's polypiling". It can be used to get some good items without many of the risks of polypiling. Most of the transformations are also reversible, although polypiling in SLASH'EM is by default reversible, since objects revert after some time. Also note that most of the magical items transform into other magical items, and mundane items change into other mundane items. Thus, with a few exceptions, it is not a viable way to make more magical items for polypiling. However, many useful items can be obtained, including helms of brilliance, healthstones, tinning kits, and magic markers. One potion is used up per item (or stack of items) transformed, if using a potion of gain level. If using the tinker technique, much more time passes, using up nutrition and spawning enemies. Thus, gnomes can save on potions, but must find a safe place to tinker, so they are neither interrupted or killed. Boulder forts work well, but may be hard to come by early in the game. Shops work very well in the early game, with the door locked. If you lack a way of (un)locking the door, you can also pick up an unpaid item and let the shopkeeper block the door. Be sure not to stand in a straight line from the door, so monsters can't shoot you, and beware tunneling monsters. Upgrading a container doesn't destroy its contents, as polymorphing does. However, if you upgrade a container to a bag of holding, it will explode if it contains an item that would cause an explosion. One good use of upgrading is to get highly-enchanted armor or weapons. A +5 orcish helm may be upgraded into a +5 helm of brilliance. Also, since many transformations are reversible, the player may change a highly enchanted piece of armor from one type to another. For example, a wizard has less use of a +3 helm of telepathy than a +3 helm of brilliance. Similarly, a player could upgrade a +2 orcish dagger into a +2 great dagger, for two-weaponing with (or skill-training for) Magicbane. Additionally, Elven armor can be enchanted, fairly reliably, to +7 and then upgraded. For example, a +7 elven cloak can become something more useful like a cloak of magic resistance. Objects may also be upgraded for use in polypiling. Most magical items transform into other magical items, and most mundane items transform into other mundane items. Thus, upgrading objects for polyfodder will often be a waste of potions or time spent tinkering. The exceptions are mundane items which transform into magical items: =_=_ Talk:Upgrading objects =_=_ Upgrading =_=_ Great daggers =_=_ Great dagger I haven't been able to find any places to get help for Nethack, since I don't use USENET. I tried finding the source files, but all I seem to have is Nethack Defaults.txt floating aimlessly in my Preferences. =_=_ Gift =_=_ Artifact (SLASH'EM) =_=_ The Houchou =_=_ Talk:Potion of levitation =_=_ Green mould =_=_ VotD =_=_ Vampire (starting race in SLASH'EM) SLASH'EM offers a new playable race, Vampire. Vampires are always chaotic and can play as a barbarian, ice mage, necromancer, rogue, or wizard. Vampires offer a very different play experience from the other races. According to the guidebook: Vampires also have an extra attack – a bite – which can drain life if it hits. Since this second attack is available from the beginning, vampires start out as very good fighters. For all of these advantages, vampires are set back by their difficulty in obtaining nutrition. They cannot eat food in the way that non-vampire adventurers can: the vampire's only source of sustenance is blood from fresh corpses, potions of blood, and of vampire blood. On the upside, they can eat a corpse and still sacrifice it (e. g. for altar farming). Also, like Doppelgangers, vampires are restricted in the two-weapon skill. Vampires also start with a small penalty to luck and alignment, -1 and -5 respectively. This means that vampires should not wish or pray before turn 600, and will need to kill a few monsters to gain positive alignment. The early game as a vampire is primarily about nutrition management. The vampire can only drink fresh blood for nourishment. There are five ways to gain nutrition as a vampire: draining the blood of freshly killed corpses (you have 3 turns before the blood coagulates and becomes useless), draining blood with the biting attack ("You feed on the lifeblood"), drinking potions of blood or vampire blood, #praying to fend off starvation, and polymorphing into a form that can eat. This means that for most of the early and midgame, the comestibles you find in the dungeon (food rations, tins, etc.) will be useless to you. Since nutrition drawn from sucking blood is much less than that gained by eating a corpse, avoiding starvation is the primary challenge for a vampire until you can get your hands on a ring of slow digestion, or get far enough into the game that 1) monsters take enough hits to kill that you can get several feedings from each, and 2) you can survive combat with such monsters. Another significant challenge for vampires is gaining intrinsics. Vampires only have a 20% chance of gaining intrinsics from draining corpses; all corpses drained are subject to the 20% chance before any additional restrictions on gaining the intrinsic apply. For example, a vampire draining a newt corpse has a 20% chance of possibly gaining power, but then must also pass the 33% chance a newt corpse has of conveying extra power. It is possible to gain strength by draining giant corpses, but one must pass both the 20% test for being a Vampire as well as meeting the 25% chance SLASH'EM imposes on increasing strength. Combined with the vampire's inability to eat tins, the vampire's maximum strength of 19 will prove difficult to achieve without enhancement. More importantly, this makes critical and normally easily-obtained intrinsics such as fire resistance, cold resistance, sleep resistance, and telepathy much more difficult to acquire, and you will have to modify your playing style accordingly. On the upside, you are exempt from the penalties of cannibalism, like cavemen. You will face no penalties for eating cats, dogs, and humans, whether in your normal form or polymorphed. (Vampires are way beyond that level of evil). Additionally there is an alignment bonus ("You feel evil and fiendish!") for draining the corpse of another vampire if you are still chaotic. In practice this is only possible with the corpse of a vampire bat. If your character would start with food rations, you will start with potions of vampire blood instead. These are obviously much more difficult to replenish and also have the disadvantages of being heavy and susceptible to boiling. Later in the game you will find these potions as well as potions of blood and vampire blood on enemy vampires. In the early game, the key to survival for the vampire is to keep moving deeper and deeper into the dungeon where you can find fresh victims to sate your hunger. Consequently, projects such as altar camping, retrieving stashes, farming, and returning to the Minetown temple for protection are much more risky, since going through too many empty levels brings with it the risk of starvation. Vampires can draw sustenance from their bite attack against certain monsters. Note that since your to-hit ratios will improve as your level increases, and since you will be fighting monsters that take longer to kill, you will find yourself adding nutrition the more you fight. In order to mitigate this, vampires should plan to fight weak monsters hand-to-hand or with a weak weapon they are unskilled in (such as a knife) in order to get in as many bites as possible and thus maximize the nutrition they gain from every monster encounter. A vampire player should think of every monster she encounters as an essential source of food, and avoid killing large numbers of weak monsters at once via conflict, spells, wands, etc. Vampires should also avoid wearing rings unnecessarily. Take advantage of the vampire's intrinsic regeneration to drain corpses before you finish a battle. Sleep magic is also extremely useful. Carnivore pets will be useful only for a very brief segment of the early game – they will eat corpses that you need to drain. A wand of create monster or create horde should be saved as a food source for a vampire, especially once you have a decent artifact weapon. In a pinch, a couple of zaps will whip up a meal that can keep you from starving long enough to find that next throne room or leprechaun hall. A vampire spell caster who learns the spell create monster will be in a much better position to survive. Prayer is essential to survival for most vampires, because at one point or another you are likely to start fainting without any safe nutrition nearby. Save prayer for this eventuality rather than wasting it on healing from combat ... much better to retreat and take advantage of your regeneration to heal. When you're in a pinch, however, the message "Your stomach feels content" is very calming. Unless you start with a ring of slow digestion, an atheist vampire is an extremely challenging conduct. Also, beware the vampire's starting alignment and luck penalty. If you happen upon a medical kit (leather bag), you can perform the draw blood technique. This allows you to create a potion of vampire blood at the cost of an experience level and one phial from the kit. (Put the kit down and loot it to count your phials.) The level that is drained is not taken off in the same way that a monster's drain attack is: you will be set to the beginning of the counter of the previous level's experience points. This means you will need to regain the lost level by fighting or with a potion of full healing. Keep in mind two things with this technique: first, in the early game, levels generally come more quickly and are thus easier to replenish. Second, in the SLASH'EM late game, the difference between levels is always the same (50,000 XP). This technique can be a lifesaver if you are about to die and happen to have a medical kit (don't use it till you are in danger, as potions are heavy). A side benefit of this technique is keeping your level low, which due to the insanely tough monsters that appear at higher XP levels in SLASH'EM can be a lifesaver in the late early and early midgame. A ring of slow digestion will help you out enormously, eliminating the need for strategy altogether. In fact, the combination of one of these rings with the 'life blood' draining passive attack (to gain nutrition), one could go the entire game without eating, and thus fill the requirements for the foodless, vegetarian, and vegan conducts. Beware of getting too satiated with the ring: you won't choke to death as you are unbreathing, but you will often become paralyzed while feeding on the life blood of a foe, allowing several hits while you recover. If you are up against a hard-hitter like a mumak or a leocrotta, this can be fatal. Alleviate this by carrying around a hunger-causing ring (conflict, regeneration, or even hunger) to switch to when you get satiated to bring your nutrition level back to normal. There is a difference between "blood" and "lifeblood". "Blood" is what certain monsters have in their corpses, available for draining after they are killed. Draining blood will give you approximately 20% of the nutrition of eating the entire corpse. Additionally, blood can be poisonous, acidic, or hallucinogenic as the corpse would be. "Lifeblood", on the other hand, is the nutrition that is drained through the bite attack during combat and provides 2d6*6 nutrition (42 on average) on a successful drain. It is always safe to eat (never poisonous or acidic) and is extractable from anything with life force, even if it doesn't leave a corpse or contain blood (such as flaming spheres, elementals, and grid bugs, but not undead). Vampires will automatically disable their bite attack when fighting petrifying monsters if they are wielding a weapon, unlike vanilla. Since vampires do not breathe, they cannot choke. As with the amulet of magical breathing, overeating may cause you to vomit and lose nutrition. It is always safe to choose "Yes" when asked if you want to continue eating when already overstuffed. This is important because you will almost always be eating lifeblood when you are fighting as a vampire. If you are overstuffed you will not die, but are at risk of occasionally losing a few turns in the midst of battle to alarm when you "choke". ("You regain your composure.") Since you will have a difficult time accumulating intrinsics as a vampire, getting oneself crowned is very useful. On the other hand, crowning will also increase prayer recovery time, which will put you at greater risk of starvation in the early and middle game. To accommodate the lack of intrinsics, magic-users may also want to make use of the new set of protection spells in SLASH'EM (endure heat, resist poison, etc.). These will be especially prized to the vampiric wizard, who can cast spells without hunger. Note that vampires are immune to magical instadeath attacks like the touch of death, but will also take double damage from Sunsword, e.g. in the hands of an Archon. Flying is fun. Whereas levitation allows you to avoid traps, water and lava, but keeps you too high up to pick things up or otherwise interact with objects on the ground, flying gives you the best of both worlds. You will sail over traps and water and across the Plane of Air without having to mess around with boots, spells, or rings (or the SLASH'EM item, amulet of flying). This is particularly convenient in the endgame as you race for the starting staircase. However, this also means you will need to avoid losing anything important in a pit. Since the vampire's flying ability is intrinsic there is no way to turn it off and descend. The only ways to retrieve an item trapped in a pit are to teleport it out with a wand, snag it with a bullwhip while levitating(!), or use the new fishing pole tool. Additionally, it is possible to dig downwards with a pick-axe and then descend with and either hope the object falls or use autopickup to grab the item. You also may have a hard time getting things up out of water. While in vanilla NetHack players polymorphed into vampires have to be extra careful around petrifying monsters, SLASH'EM's vampire's are intelligent enough to "turn off" their bite attack against such creatures. However, any other action which would stone a normal player (kicking a cockatrice without boots, attacking it bare-handed, etc) will obviously still stone a vampire. But attacking with gloved hands and no wielded weapon will stone you. Vampires do have one additional difficulty around stoning monsters, though. Since they can only feed on fresh corpses, this makes lizard corpses all but useless: vampires cannot drain them if they are more than a few turns old. It is still worth it for them to carry one, if only for the protection they provide on the new moon. However, vampires will also need to find a potion of acid or spellbook of stone to flesh as a means to reverse stoning, or may simply wish to consider wearing an amulet versus stone. Note that the amulet, if it saves your life, will break the survivor semi-conduct, but will not be destroyed unless cursed. Basically, I made this account just in case I see something that requires gnome work - typos and the like. I love this site. =_=_ Talk:Unlocking tool Oh my god this sucks. Last game I played I was walking along kicking doors to train strength and kicked one in like a third of the level away from any wall and it was the biggest shop I've ever seen - about 10x10 - with rings. More rings than I have ever seen. And then the shopkeeper killed my lvl 2 ass. Very sad. I'll be opening doors to check behind them before closing and kicking now... *Sigh. DemonDoll 22:49, 12 June 2009 (UTC) I've noticed that monsters can unlock doors as of 3.6, but I'm not sure from the code if they can do it with all unlocking tools (keys/lock picks/credit cards). Also not sure how to specify this in the item tables, as unlocking doesn't necessarily qualify as either "offensive" and "defensive" monster use. Funcrunch (talk) 22:36, 23 January 2016 (UTC) I'd like to get clarification if the "Key" that you encounter is the same item as the Skeleton Key said in the page, just renamed. NotAJumbleOfNumbers (talk) 02:05, 7 June 2019 (UTC) It says on the page: "All unlocking tools are generated uncursed unless found on a Bones level." However, in 3.6 I sometimes find a cursed key or lock pick sitting on a trap on the first few (non-Bones) levels. Is this perhaps new in 3.6? --Mobileuser (talk) 14:11, 22 September 2019 (UTC) A gnome with a wand of death. Good job I went to Sokoban and got the Amulet of Reflection first. Ckbryant said: "A gnome with a wand of death. Good job I went to Sokoban and got the Amulet of Reflection first." True, but you should be happy that he missed with the shot anyway! -- Kalon 22:53, 26 May 2009 (UTC) =_=_ File:One Turn Fail.JPG =_=_ 1-Turn Death =_=_ Talk:Shock What are the odds of losing a ring/wand to shock? Is it dependent on the amount of damage? if not, couldn't a group of gridbugs seriously screw you by taking away important jewelry? DemonDoll 15:30, 29 May 2009 (UTC) Per the article, "The only item-destroying shock attacks that aren't blocked by reflection are those from electric eels, container traps, Mjollnir, and unusually high-level grid bugs. None of these is common so they can usually be avoided, so you don't need to keep backup rings if you're careful (but it still never hurts)." I believe Energy Vortices should be in here as well -- their post-engulf shocking touch attack is not affected by reflection. =_=_ Talk:Drain strength Can we have an article on stat draining in general? Is it permanent if not cured? I think a unicorn horn and potion of restore ability can heal drained strength but are there other ways? DemonDoll 20:57, 29 May 2009 (UTC) I'll try to do some more controlled tests on this later, though if someone wants to try in the mean time, feel free. Admittedly, this is all pretty minor, since you very rarely don't have magic resistance or Elbereth when facing monsters who can cast this spell. -Ion frigate 02:11, 22 December 2011 (UTC) That's really interesting. So, for example, if a Lycanthrope starts with a Strength of 12, and is hit by a spell that would drain 10 points of strength, then, unless I am mistaken: A ring of sustain ability should block both the Strength reduction and the max Strength reduction. Does that look right? --Erica 18:28, 24 December 2011 (UTC) =_=_ Talk:Astral Plane This 'technique' does not help anything. The player has a 1/3 chance of picking the right altar on the first try. Whether or not you follow the above method the second altar you visit will have a 1/2 chance of being the right one (assuming the first one wasn't). The author of that method drew a mistaken parallel with the Monty Hall problem except there is no game show host to provide extra information about the alternatives that were not chosen thus the odds of picking the right one out of two is 1/2. DemonDoll 14:10, 1 June 2009 (UTC) The priests use a spell that summons insects. What I did was just let the insects take over the place - I let the priests summon as many as possible, and just waded through their ineffectual attacks. This way, instead of having hordes of nasty priests who can do lots of damage, I simply engraved Elbereth, killed the giant ant occupying the next space I wanted to go, and repeated ad nauseam. With Elbereth, you get 1-2 attacks from the priests and nothing else. A more experienced person can contradict me, which is why I'm putting this into the Talk page, rather than the actual article. Comments would be welcome. (Correction - just ascended twice with the same method) --Omegaham 01:59, October 3, 2009 (UTC) I've only been on Astral a few times but the one thing I've found helps the most is being invisible, either through the ring or zapping yourself with the wand of make invisible or whatever. You still get surrounded sometimes, but if you get out in the open, you can often make a mad dash for an altar unabated. If I have killed 120+ Angels in the dungeon will a)my god send me a Angel and B) will any Angels be generated on the Astral Plane. I amnot sure whether it is a random generation or not. Ndwolfwood 22:39, 18 December 2010 (UTC) Could somebody who knows what the old version of Astral looked like do a history section on it? It might be cool to know the details of it. 75.58.126.183 18:40, 10 October 2011 (UTC) I've noticed that in version 3.6 Riders can move other monsters out of the way to get to the hero. Not sure where this is handled in the code but should be added to the page somewhere. Funcrunch (talk) 17:49, 10 January 2016 (UTC) As of 3.6.0 there is another map variant where the corridors where the spawn spots are on boths sides are a lot bigger caverns, roughly 9 wide and 5 high. I've seen it twice now, one of which was on nao. I thought it was just a map change, but as I today just got up once more in 3.6.0 I was again faced with the old one depicted on the page, so it's a variant instead. Anyone seen any others? Kynde (talk) 18:03, 10 January 2016 (UTC) =_=_ Forum:Still being developed Just thought i'd mention here that a few weeks ago, I emailed the devteam and got a response in one day that yes, they exist and are still 'working' on a new version. Bar has been set by Duke Nukem forever, though. Aim high, people :) =_=_ UnNetHack It features more levels, several UI improvements designed to reduce tedium, and many gameplay-related changes. < ref > http://groups.google.com/group/rec.games.roguelike.nethack/msg/5ee5599d1e6b7378 < /ref > Since 3.6.1 it also bundles a graphical tiles UI for Windows. The 5.1.0 version's default Windows tiles are not that good but it is bundled with DawnHack tiles. For those curious what is added in UnNetHack, here is the Change Log that list major changes. If you want to see a complete list of changes, you can take a look at the commit browser. The latest development source code is available from the Git repository, and there are several public servers where it can be played online. UnNetHack also fixes many vanilla bugs, such as the Astral call bug. Some of the changes made between 3.4.3 and 3.6.0 were taken from, or inspired by UnNetHack changes, and other variants incorporate content that originally appeared in UnNetHack. Version 4.0.0 shortens Sokoban to three levels, adds new puzzle designs, and from UnNetHack 4.1.1 onwards, cheating in Sokoban does not incur a Luck penalty. As of version 5.0.0, Fort Ludios is more likely to be accessible: the portal will now be in the first vault generated below level 10. It still has a chance of being inaccessible if no vaults are generated below level 10. The adventurer will be accepted by the quest leader to perform the quest from experience level 10 (rather than having to achieve experience level 14.) Certain special levels have been modified or given alternate versions, including the Castle, Fort Ludios, the Valley of the Dead, Moloch's Sanctum, and the lairs of the various demon lords. Listed here are examples of some of the different level variations: Random level generation has also been modified. In addition to new special rooms, wallified corridors, and various other changes, the dungeon now contains random vaults that add significant variety to what the dungeon can look like. The vibrating square is somewhat easier to find. When the player is two squares away from it, he will receive the message "you feel a faint trembling under your feet". One square away the player will receive the message "you feel a weak trembling under your feet". Once on top the vibrating square the message is the typical "you feel a strange vibration under your feet". Moloch's Sanctum has been changed significantly. It now features a modified map with two sections separated by an expanse of lava and a double drawbridge. Inside the inner Sanctum, the initially peaceful priest of Moloch is accompanied with Cthulhu, who now carries the Amulet of Yendor, and who reappears a few turns after being killed. The Amulet teleports whenever it is dropped, so after killing Cthulhu for the first time the player must locate the amulet within the level. This may require continuing to fend off Cthulhu & mdash;unless the player finds a way to get rid of him permanently. Deep orc < ref > http://sourceforge.net/apps/trac/unnethack/changeset/1307/trunk/src/monst.c < /ref > < ref > http://sourceforge.net/apps/trac/unnethack/changeset/1308/trunk/src/monst.c < /ref > The Lord of the Rings Generated only in Moria5.0.0 Chillbug < ref > http://sourceforge.net/apps/trac/unnethack/changeset/1108/trunk/src/monst.c < /ref > < ref > http://sourceforge.net/apps/trac/unnethack/changeset/1158/trunk/src/monst.c < /ref > Adeon Generated only in Sheol5.0.0 Weeping angel < ref > http://sourceforge.net/apps/trac/unnethack/changeset/1293 < /ref > Doctor Who Drains life and magic, level teleports5.0.0 Crystal ice golem < ref > http://sourceforge.net/apps/trac/unnethack/changeset/1105/trunk/src/monst.c < /ref > < ref > http://sourceforge.net/apps/trac/unnethack/changeset/1153/trunk/src/monst.c < /ref > SLASH'EM Generated only in Sheol5.0.0 Watcher in the Water < ref > http://sourceforge.net/apps/trac/unnethack/changeset/1307/trunk/src/monst.c < /ref > The Lord of the Rings Unique, found in Moria5.0.0 Durin's Bane < ref > http://sourceforge.net/apps/trac/unnethack/changeset/1307/trunk/src/monst.c < /ref > The Lord of the Rings Unique, found in Moria5.0.0 Wands will now turn to dust after the first time they are wrested, however, the odds of wresting have been greatly increased, and is dependent on BUC. The scroll of genocide wipes out a single species throughout the dungeon when blessed, and a single species on the dungeon level when uncursed. Cursed genocide is unchanged Wishing is less accessible & mdash;wands of wishing are generated already recharged once, and are the only source of wishes for magical items. Non-magical wishes are still available from magic lamps. =_=_ Talk:Skeleton =_=_ Charm monster =_=_ Talk:Bad Idea Come to think of it, maybe the pages "Bad Idea" and "YASD" and "Lessons learned the hard way" and maybe other should be consolidated under some "General tips" page. They all offer good advice but are sometimes repetitive and hard to find. OH MAN, HERE'S SOMETHING EVEN BETTER!!! OH HERE'S A GREAT IDEA FRESH OFF THE DD RACK!!! We should make a consolidated tips page sorted by player skill! That way a new player won't have to wade through the crap about foocatrices and liches and the godamned drawbridge until he/she needs to which will allow him/her to learn the lessons that are actually needed on the first few dungeon levels. I deserve a cookie for this idea. Thoughts, anyone? DemonDoll 20:55, 5 June 2009 (UTC) I wrote the original "Bad Idea" page, and it's there for amusement. It'd be sad to see the page get removed completely, it would be like not hyperlinking "Don't Panic" in a HHGTTG Wiki. I do wholeheartedly agree that a well written How To Play Nethack To Win page would be very useful. I've been playing forever and I've never ascended (even in the days when you didn't need to kick the Wizard in the balls while holding your left hand behind your back back while whistling dixie in the rain while riding a wilderbeast naked in a field of flowers while being chased by buxom vampiric virgins). --218.185.63.188 07:58, 9 June 2009 (UTC) =_=_ Talk:Doppelganger (starting race) Doppleganger appears to have a bug when combined with Flame or Ice mages. Attempting to #youpoly after level 7 will gain the prompt 'take your draconic form?' (or such). You can click 'y' and turn into the red/white dragon or 'n' and... not polymorph at all. That caused me quite some disappointment after many hours invested just now, but i'm not quite confident enough about the details to edit the main entry... if someone more knowledgeable might be willing to confirm via the code? ~Aerach I'm no expert in the ways of Nethack (yet), but this race seems to be a bit unfair. Even forgetting the incredibly useful ability to polymorph (without losing body armor no less) and Liquid Leap, the stats dominate those of other traditionally preferred caster classes (elves and gnomes), except for the nigh useless charisma. Sleep Resist is easily acquired and infravision, while very nice and impossible to obtain through other means, does not seem worth the hit in stats alone. Is there some non-obvious flaw that balances out this race? I guess the existence of the Tourist supports the thesis that Nethack isn't particularly concerned with game balance but the Doppelganger seems disgustingly overpowered to me. Playing devil's advocate for a moment, I guess it could be argued that one or two more points over 18 in a stat aren't all that amazing. Gnomes have enough Str+Con for max carry capacity so 18/** Str only +3 damage and +2 to-hit and a further +2 to-hit from 20 Dex. 20 Con is still +4 hp/level and Int+Wis/15 is presumably rounded off so even power regen doesn't improve (this is assuming that these calculations don't change for SLASH'EM). But +3 damage with +4 to-hit is probably better than infravision, not to mention all the polymorph malarkey, so tell me your thoughts on the power of this race and if I'm on the right track. DemonDoll 14:10, 8 June 2009 (UTC) Whilst I agree that the Doppelganger is over-powered, the reasoning for high stats becomes apparent in the middle game... Failed polymorphs. As a Doppelganger, polymorphing regularly is normal, and there is always a chance when polymorphing that it will result in feeling like a new Doppelganger, which modifies stats. So where a late game human usually enjoys all stats at 18 or so, a Doppelganger may have a couple of 20s, but 16s are not uncommon either. 124.150.127.11 03:08, April 2, 2010 (UTC) Mid-Level Orcish Ranger doing a take over of the Minetown altar. Zapped the priest with a wand of death. Needless to say, that was the end of the game. I had over a hundred hit point for god's sake. What the hell killed me? =_=_ Tactical Amulet Extraction Bot The Tactical Amulet Extraction Bot (TAEB) is a framework designed to make it easier to implement a NetHack-playing bot or to create unconventional user interfaces for human players. =_=_ Potion of amnesia Quaffing it will cause you to forget all of the current map, has a 1/3 chance of causing you to forget some level maps, and another 1/3 chance of forgetting some discoveries. Dipping an object into the potion has a number of effects. Objects with positive enchantment may lose one level of enchantment ("Amnesia acts as a disenchanter"). Rustprone objects have a 50% chance of rusting, erodeproof objects have a 1/13 chance of losing their erodeproof status. Blessed or cursed objects will also become uncursed. Magic markers lose 2 + 1d10 charges. Some objects will also be downgraded to non-magical versions. Many of these changes can be undone using a potion of gain level to upgrade the object. The affected objects are: Dipping the potion into a water source will cause it to become a potion of water in one dipping, without the diluted stage. This preserves the beattitude of the potion, and as such may be used as a source of (un)holy water if an appropriately aligned altar is unavailable. The Lethe waters affect items and the player in similar ways. SLASH'EM does not fully implement the Lethe patch, but the castle moat is currently considered Lethe water. The castle moat can therefore be used as an infinite supply of potions of amnesia for downgrading objects. Dipping a potion of water into the castle moat will always result in a potion of amnesia. The Lethe waters have a 100% chance of rusting rust-prone objects (this would be 25% if the object is blessed, but the blessed status is removed first) and a 20% chance of removing erodeproofing from an item. A scroll dipped in the Lethe water has a 10% chance of turning into a scroll of amnesia instead of blank paper. This potion can also be used to pacify angry shopkeepers "Shopkeeper looks at you curiously!". They will forget about any debt that you have, but if you are carrying unpaid items, they remain unpaid. However, if you have already stolen the items, by exiting the shop, the shopkeeper will forget about them (since the items are technically considered yours, and you owe the shopkeeper their value). Note that this only seems to work with angry shopkeepers and stolen items. Hitting a non-covetous monster with a potion of amnesia has a 75% chance of making them peaceful (and untame if they were tame) if they do not resist "Monster looks bewildered!". Hitting a flaming sphere or iron golem will do 1d6 damage. Hitting a gremlin will cause it to split, with no other effects. Hitting the Wizard of Yendor will cause you to forget, as per reading a blessed scroll of amnesia < ref > < /ref > . Hitting certain monsters with the potion will produce YAFM and no other effects The potion of amnesia can be used to uncurse or unbless items, but as they can result in losing enchantment, charges, and rusting, this is usually suboptimal. Drinking the potion is usually bad, and as the appearance is not randomized it is trivial to avoid. Drinking a blessed potion can be used to cure lycanthropy or sickness if no other alternatives are available. The potion also gives a surprising amount of nutrition when blessed, which may be of use for a foodless ascension. Monsters will throw this potion at you, causing amnesia, so it is advisable to pick up any that you find, even if you do not intend to use them. If you plan on breaking the potion by throwing it, make sure there is an empty square between you and the wall you throw it at. Generally it is better to keep it to dilute, but if you don't have a sack or a handy fountain, destroying it may be preferable, since you will be subjected to the vapors if the potion is destroyed by a fire attack. Since there is no defense against thrown potions of amnesia, its effects need to be mitigated. Identifying as many things as possible will reduce the likelihood of having actually useful discoveries forgotten. Collect items in your stash and name them. Collect scrolls of identify even if you don't need them. Place spells of little value at the end of your spell list, because spells are forgotten starting from the bottom. Try to read several spellbooks that you intend to forget for the confusion-on-demand they'll provide. Otherwise, you'll have to wait 10,000 turns to reforget them. Keep some equipment to fix your helmet if it gets damaged. Downgrading objects can also be useful. Downgrading a magical flute, horn, harp, or drum will result in the non-magical equivalent, all of which can be upgraded back to the magical tool with a potion of gain level. This will restore some charges, in case no other method of charging an object is available. "Downgrading" a loadstone will turn it into a flint stone that can be dropped. Downgrading any extra luckstones, touchstones, and all loadstones can provide the player with a healthy selection of flint stones that can be upgraded to healthstones. Having multiple luckstones is rarely useful, but the effects of healthstones stack, and a large stack of flint stones can be upgraded with a single potion of gain level. If the upgrade results in luckstones (50% chance) then the luck stones can just be downgraded again. In all cases mentioned above, the tinker technique can substitute for the potion of gain level. Beware using this potion in random alchemy - if it explodes you will be affected by the vapors unless you have magical breathing and lack eyes. The nightgaunt is the most suitable form for this, as they have magical breathing, no eyes, and fly. =_=_ TAEB =_=_ User:Darth l33t =_=_ User talk:Darth l33t Hey, thanks for starting the long crawl through pages to bump them to 3.6.1. I just created Template:Nethack-361, would you mind bumping the 360 template to 361 on future edits? --Phol ende wodan (talk) 15:26, 28 April 2018 (UTC) =_=_ User:Vicius =_=_ User talk:Vicius Appreciated. Read up on it later. I was too used to my Wand of Death being "I h8 u. U die now!" stick. =_=_ Talk:Pacifist How do you handle the giant mimics in Sokoban if you only have a cat, but no conflict, charm monster or stethoscope? Other critters interfere if I engrave Elbereth gazillions of times around the mimic to protect my pet. I'd like to avoid "come back later". -Tjr 22:21, 13 June 2009 (UTC) What can I do if I have lost my pet, say, to a trap? Usually, I starve or die to a wimpy monster. Only very rarely do I already have things such as controlled polymorph (for the eggs), a scroll of taming, or see a randomly generated domestic animal soon enough during my initial Sokoban dive. Locking off monsters with Elbereth + gold works only that good - I (level 1) have to be able to take a hit, sometimes monsters are too numerous or slow to let me through, and werecreatures end the game right away. How do you handle the situation? -Tjr 11:36, 30 June 2009 (UTC) I don't think the section on nutrition belongs here. None of the items discussed here are specific to pacifists. The entire section should be moved to the nutrition article. The only thing that belongs is the healer-specific advice regarding stone-to-flesh, and this can surely fit somewhere else (like in the Oracle discussion). If I don't get any comments within a few days, then I'll go ahead and move it. At best (worst?), pacifists have only two liabilities with respect to nutrition, and both of them are extremely minor compared with all of the other problems that pacifists face. Problem number 1 is that your pet is doing all of the killing, so it is more likely to reach corpses first. (But this, by itself, is no harder than say the vegetarian conduct, and any difference between pacifists and non-pacifists is only a matter of degree.) Problem number two is that you have to keep your pet close to you, which means that it is impossible to explore fast until you get a magic whistle. Problem number two is a genuine problem, but much of the advice given in the Nutrition section does not apply to this situation -- for example, a fast-paced strategy is completely impossible without a whistle, and by the time you get a whistle or a ring of slow digestion or the ability to control polymorph, you're not generally worried about food. djao 04:17, 3 July 2009 (UTC) In the sentence "You do not lose pacifist conduct if you dig pits and monsters fall in LATER", I don't understand the reason for adding the word later. How can a monster fall in a pit that you've dug, before you dig the pit? djao 09:07, December 15, 2009 (UTC) I don't think we need to mention every little minute detail of horns, like the fact that they can be used against Elbereth-ignoring monsters. I mean, if you're going to be so detailed, why not mention expensive cameras, which work better in most cases, because they also blind the monster? (It makes the monster unable to see Elbereth, but for an Elbereth-ignoring monster, that of course is irrelevant.) We should draw the line at material that is really specific to pacifists. The article is already bordering on information overload as it is. djao 15:34, January 7, 2010 (UTC) This is unrealistic advice. Team gecko is only a problem in the very early game. You can get cream pies using a strong pet way before you can hope for several scrolls of genocide, let alone enough to get rid of Team Gecko. And, if you do find scrolls of genocide, you want dragon scale mail, (blessed) an escape item, Luck and horn from unicorns, intrinsic teleport control, wraith corpses and the like. Tjr 14:32, May 25, 2010 (UTC) In a desparate attempt to eliminate bump-kills once and for all, I used the application "screen" to prefix all movement commands with . This config lets you type for , and either or for a literal . Backspace gets overshadowed. For convenience, you might want to remap the shift-lock key to control with the usual means of your operating system. This setup make inventory management annoying and disables autopickup, but that's a small price to pay for no more loss of conduct. Tjr 22:08, September 19, 2010 (UTC) Deep in the bowls of the internet, somebody aptly called pacifism "politician mode". I think "infant mode" is equally neat. Think about it: a baby alone can accomplish nothing. The only problem solving action it knows is to cry (magic whistle), and its allmighty parents (powerful pets) will appear immediately and solve the problem. --Tjr (talk) 11:41, 7 January 2015 (UTC) =_=_ Talk:DeathOnAStick =_=_ Talk:Curse items Is the curse items spell (as cast by, say, arch-lich), ranged or touch? If ranged is it some sort of ray or can you be hit regardless of where you stand (as in, can you be hit from a knight's jump away)? I only ask because I've tried to avoid pyrolisk glares by keeping a knight's jump away but it still burned up my cloak (I was fast and its speed is only 6) so that get me thinking that maybe some monster attacks aren't "select direction," but rather "select target." But I may not have kept the right distance the entire time so maybe I'm wrong on that. DemonDoll 17:49, 15 June 2009 (UTC) =_=_ Talk:Nutrition How does speed affect the rate in which nutrition is burned? If polymorphed into a warhorse, which has double normal speed and needs to eat, do you burn food at twice the normal rate (Assume indefinte polymorph, but no amulet of unchanging or any other sources of additional lost nutrition and no intrinsic speed)? Will polymorphing into a monster with a speed of 6 result in half the nutrition burned to match the half movement speed? Or do you still lose a point for the turn you never get? -- Qazmlpok 23:14, June 5, 2010 (UTC) Am I the only one who thinks that the devs simply misplaced a "!" in the code for choking? If the condition were (!Strangled & & rn2(20)), that would mean you'd have a 19/20 chance of vomiting and a 1/20 chance of choking. That strikes me as both more realistic (you are far more likely to make yourself sick from overeating than to choke to death), and more tactically interesting - eating while potentially oversatiated would be risky, but possibly worthwhile in the case of wraith corpses, whereas now it is simply not worth the risk, given the near-certainty of choking if you are oversatiated. -Ion frigate 22:37, 21 May 2011 (UTC) You choke if you were satiated before your meal and are oversatiated after it. What resets this satiated-before-meal status? Eating something else in between definitely does, being interrupted by a monster watching you seems not to. I don't understand the source code, though. --Tjr 16:41, 11 July 2011 (UTC) =_=_ User:Lord Seth =_=_ User talk:Lord Seth Lord Seth, I see you have removed the piece of advice monks might want the Eye. In my opinion, it is one of the best recommendations in the article, and it should be restored. Please justify your edit under Talk:Wish#Eye_of_Aethiopica_for_monks -Tjr 14:02, November 20, 2009 (UTC) =_=_ You feel a mild tingle =_=_ Talk:Wand of death In the Effects section it should say "monsters with player-type magic resistance". Monster-type MR will not stop death effects. --Mackeyth (talk) 04:37, 16 May 2020 (UTC) http://i.imgur.com/U6UpfWw.png - I am in no way skilled enough to pull anything close to this off in Vanilla. This is only possible due to how obscenely overpowered the doppelganger class is. < br / > Hi :) I put a message on the talk page for food appraisal with some findings about vegan/vegetarian conduct, take a look if you have a moment! Strongsauce1 04:16, September 11, 2009 (UTC) I noticed that you removed my addition to the headstone page. I just added it while playing NH343 on nethack.alt.org and copied the headstone quote directly from the screen. Should I not have done that? Thank you for looking after the wiki, reverting spam etc in the last few weeks. -Tjr 21:53, April 5, 2010 (UTC) That's a really cool idea, generating the infoboxes automatically for the SLASH'EM article. You might take a look at this page, which is based on my reading of this, from the makedefs file for SLASH'EM, for monster difficulty. I'm fairly certain of its accuracy, although I don't know if it would be useful for the automatic generation of SLASH'EM monster files that you are doing. As for experience, I always just determine that in wizard mode, by generating a monster with the right base level, killing it, and seeing how much experience I gained. Hence the fact that I haven't filled it in for that many of the SLASH'EM articles, since it is rather tedious. -Ion frigate 22:14, May 1, 2010 (UTC) I apologize in advance if you already know this, but when testing experience values in wizard mode, you have to make sure the monster generated is of the correct base level. Experience gained is heavily affected by this, and nethack likes to generate monsters with either a slightly higher or lower base level, depending on your experience level and dungeon level. I find it best to use a stethoscope to check the monster's level first, and then use level teleport/ level gain/drain as appropriate to generate a monster with the actual base level. -Ion frigate 18:58, May 5, 2010 (UTC) A couple things on the changes you made to my entries in Ranger Strategy. You changed Vlad, Death, Pestilence and Famine to Demon Lords, a category which includes Asmodeus, Bealzebub and Orcus. Silver arrows shouldn't be used on A/B/O because of their regeneration. You'll lose arrows with nothing to show for it. Also, with regard to the crowning boon for the Ranger, I think this is one of those points where Slash'em and Nethack differ. Nethack Rangers get Sting or Orcrist as their first boon. Maybe my random number generator is wonky but it's true on my machine. Thank you again for getting those articles written. I have a very minor nitpick; that is your script does not seem to catch the G_NOCORPSE flag, which appears in the code under generation info but under attributes in the monster template. Sorry to be overly nitpicky here... -Ion frigate 16:24, June 28, 2010 (UTC) Will you do the rest of the slash'em monster pages? There's still some missing... :) --paxed 18:49, 26 November 2010 (UTC) Interesting: When I went to see what had happened to my edit, just now, having forgotten where I put whatever it was (luckilly I noted my edit), the 1st place I looked was strategy. In otherwords, oops, and thanks for fixing it.My next goal (long held now)is to get past the oracle of delphi level. I may never accomplish doing such, my way, which means truly completing each level to my satisfaction. 06:44, 29 June 2011 (UTC) Did you report the candelabrum bug to the devteam? If not, it means they are reading the wiki .... --Tjr 01:18, 25 August 2011 (UTC) Hi, you & diff=next & oldid=49814 changed the list of pacifist conduct breakers to include monsters falling into your pits on the turn those are created. Are there any other ways to achieve that, except break a wand of digging or apply a drum of earthquake? Could you please clarify that in the article? -- Tjr 09:32, 18 September 2011 (UTC) =_=_ File:UnNetHack.png I live in Pasco, WA, and I find I enjoy playing Nethack. I don't know what else needs to be said. =_=_ Forum:Can you compile this? I'm ais523, the creator of AceHack and Jettyplay (and now spend most of my NetHack-related time working on NetHack 4). I recently became a NetHack DevTeam member. As well as writing roguelike-related programs, I'm also a moderately good player, with several ascensions (mostly valkyries). I'm also trying to produce a tool-assisted speedrun of NetHack (that is, a "perfect game" obtained via mindblowing amounts of savescumming). Thanks for fixing that -- apparently dipping my longsword 300 times without getting Excalibur was just a phenomenal streak of bad luck, not a reflection of a code change. I remembered reading that at least in one other variant, dipping for the watery tart's sword was limited to Knight... guess it's back to hunting for another fountain now. Delbow (talk) 02:03, 7 May 2012 (UTC) Hi, I've heard you are making an evil patch for NetHack - does that have a git repo? Cause I'd like to use some of the evil patch ideas for Slash'EM Extended, seeing as nobody's playing that variant anyway so nobody's gonna complain if I make it even more annoying. :) --Bluescreenofdeath (talk) 12:26, 15 April 2015 (UTC) Funny, when I was in school, they put me in a program for gifted children, but I hadn't been given to anyone, as a gift or otherwise. But that was in another country, and the language has moved on since then. Netzhack (talk) 23:12, 29 August 2019 (UTC) =_=_ Talk:Leash =_=_ Talk:Gehennom Can you still apply magic markers when wielding a cursed two-handed weapon? If so, you could carry a scroll of fire, which will never be destroyed by a fire trap, and blank it when needed (either with a wand of cancellation or fountain/pool, such as in Juiblex's Swamp). Kind of an ungainly method, but when Gehennom is 20-30 levels deep I could see it being worthwhile. I could also see this being useful for an atheist who wants to wield a dwarvish mattock or a unicorn horn, or possibly the Tsurugi. -Ion frigate 05:48, August 4, 2010 (UTC) Fire traps can be avoided by searching, to as high a degree of certainty as you feel necessary (which should always be done anyway to protect your potions and scrolls). If you want to be 100% certain, you can dig the walls and walk in: traps are never generated in walls. 220.255.2.67 13:52, 14 October 2011 (UTC) I think there's some confusion here. I'm wondering with what version did lack of fire resistance in Gehennom switch from being an instadeath to simply a not-great idea. -Actual-nh (talk) 23:16, 6 February 2021 (UTC) I've been looking and can't find in the code where lawful (as opposed to G_NOHELL, which is true for all lawful minions AFAIK) monsters are prohibited from generating in Gehennom. Anyone know where it is? (I'm partially wondering because it makes no sense for the lairs of lawful demon lords...) -Actual-nh (talk) 00:53, 2 May 2021 (UTC) =_=_ Bisection =_=_ Talk:Polymorph trap Sometimes, I "hear a thud", but when I walk over every room tile of the level, no trap is there. What is happening? -Tjr 18:34, 28 June 2009 (UTC) Better suggestions are welcome. This list is geared toward the early midgame if you don't have any sure-fire method. Conducts are a concern. Tjr 04:51, August 28, 2010 (UTC) Undiggable levels still permit you to dig pit, it's just you cannot turn a pit into a hole. --Tjr 00:35, 21 August 2011 (UTC) =_=_ You hear a distant squeak =_=_ Slime mould =_=_ Talk:RogueBasin The wikihack content pages number would appear to be 1814, way down on the number quoted in this article. Is that right? =_=_ UnNethack =_=_ Talk:Passtune =_=_ Forum:Question about in-game tiles I'm currently playing SLASH'EM, and a chameleon that was poly'd into a genetic engineer turned me into a migo queen. I want to take a picture of the migo queen tile so I can help with the SLASH'EM monster page, but I don't know how. To summarize: How do you get tiles and upload them to the website to edit pages? =_=_ Source talk:NetHack 3.4.3/src/allmain.c The comment under the section on lava (line 274) says kill the player after three turns, but this does not seem to match the code. The counter u.utrap is setup in the routine lava_effects trap.c#line3991 as rn1(4, 4) + (rn1(4, 12) < < 8). It is then decremented by 1 < < 8 and incremented by rnd(4) each turn until it is less than 1 < < 8. Since rn1(x,y) returns a number from y to y + x - 1 and x < < y is equivalent to x * (2 ^ Y) u.utrap starts between 3076 and 3847, and is decreased by 253 to 256 each turn. This means you would be stuck in the lava from 13 to 16 turns before dying. Can someone confirm this or tell me where my analysis is off? Skidragon 16:20, 6 July 2009 (UTC) =_=_ Forum:Help with posting pics I got a picture of an arc bug I wanted to post so I could help with the (shockingly) near-empty SLASH'EM part of the wiki, but when I try to edit the atricle and paste the .jpg pic of the arc bug, it won't let me, claiming I have nothing copied. How do I fix this? =_=_ Deep one Deep ones are new monsters added in SLASH'EM and dNetHack. There is a large level difference between the deep ones and deepest ones, so once you are experienced enough for deep ones to appear you will likely encounter them in some form until the end game. This also means that if a lower level character manages to tame a deep one (which is not difficult as their MR is only 10), they will eventually have a level 45 pet deepest one. All deep ones are capable of treachery, but will eat corpses and thus are relatively easy to keep tame. The deep one is the only form that is capable of wearing body armor and cloaks, and all forms can wear all other types of armor. If a deep one wearing body armor grows up into a deeper one, the body armor is not destroyed as with polymorphing into a larger size, so it is possible to raise a deepest one that wears a full ascension kit of armor. Deep(er, est) ones play a much greater role in dNethack. They are abundantly generated on the Anachrononaut quest, complete with firearms and other future weapons. They are also generated in the the Gulf of N'Kai in the Neutral Quest. In addition, deep and deeper ones can be spawned in a dNethack throne room, with a deepest one as the overlord. In addition, they each have a passive on-death effect. When a deep one dies, every other deep(er, est) one on the level receives +2 max hp. Deeper ones give +4, and deepest ones give +8. If this is enough to bring them to a new level threshold, they'll grow up into the next stage of evolution and deal more damage. This only applies to monsters currently on the level though, so it won't apply to monsters generated in the future. In dNetHack, they are mildly buffed, with a 3d8 weapon attack and 3d8 offhand weapon attack instead of 3d6 claws. The 5d6 kick is the same. The deep one and its related kin all come from "The Shadow over Innsmouth" by H.P. Lovecraft, creator of the Cthulhu mythos. They are intelligent ocean-dwelling creatures, and are fishy/froggy humanoids in appearance. The transition from deep one to deepest one in-game is a reference to the deep one-like giants in Lovecraft's earlier short story "Dagon." Deep ones are immortal, and in the wider Cthulhu mythos it is accepted that they grow continuously throughout their lives. The oldest deep ones, therefore, would be very large indeed, thus explaining both the human-sized deep ones in "Innsmouth" and the whale-sized giants living in the deep ocean in "Dagon." =_=_ Ball =_=_ Talk:Vorpal Blade that the shapeshifter that would be created as a player monster also has a chance (the same ?) to carry vorpal blade. Can anyone confirm this ? Silver saber vs. demons is (1d8 + 1d20 + enchant), demonbane vs demons is 2*(1d12 + enchant). Demonbane becomes better at enchant > =3. I wondered idly how much item loss frosty/flamey _really_ caused; but without looking into it much. Burning up a bunch of crappy scrolls you don't need doesn't really count as item loss. And a lot of the potions would have been thrown or drunk anyway. Perhaps that's the real point. We should have harder discussions on weapon choice in Nethack. Many roles have a weapon they do and should gravitate towards; like excal for valk, excal for samurai, excal for knight; stormy or bow/dagger for ranger, dagger for rogue; etc. Other classes (priest, tourist, monk) are less obvious. Nethack has plenty of weapons, like giantslayer/demonbane, which we often portray as being complete crap. Giantslayer is a perfectly serviceable long sword with an unimportant to-hit bonus, nothing more, nothing less. Demonbane/vorpal/sunsword are slightly better than normal long swords. As someone once said to me: Grimtooth is almost a long sword with the form factor of a dagger (5.5 avg for Grimtooth vs 4.5/6.5 for long sword small/large). And ultimately, a good part of the reason that giantslayer/demonbane/sunsword/grimtooth never get used isn't because they are terrible, but because they have no use-case. "I need a strong melee weapon!" Are you lawful? Excal. Are you neutral/chaotic? Did you get frosty/flamey/stormy? Yes? Use one. No? Keep saccing. Unless you FOUND one of those swords very early game (unlikely) and aren't able to sac yet, and are not a magic-wizard, dagger-rogue, dagger/arrow-ranger, using them isn't even a consideration. They might as well not exist. Trollsbane, at 5/4.5, really IS floor trash. It should NOT be used. But here's what the Trollsbane page says: "Trollsbane is an artifact weapon that does double damage and +1d5 to-hit against trolls." Could be a bit clearer no? (The sarcasm is biting, but only if you know Trollsbane sucks.) The role-specific pages do a better job of discussing weapon choice. Maybe some of that discussion needs to propagate into the weapon pages themselves. The article now says, "For example, after you hit a monster ten times, there is a 40% chance that you have beheaded it." That's not true. If VB has a 5% chance per hit of beheading a monster, then after the tenth hit, there is a 5% chance that the monster has been beheaded. Because if you behead it on hit 1, 2, ..., or 9, then you don't *get* a tenth hit. I'd go on, but NetHack does not allow you to flog a dead horse. Netzhack (talk) 20:28, 26 May 2016 (UTC) =_=_ Talk:Shapeshifter I have met once a shapelifter carrying vorpal blade on the castle level. I hint that any payer monster has a change of carrying ot of not created and that the shapelifter that would be created as a player monster also has a chance (the same ?) to carry vorpal blade. Can anyone confirm wether a shapelifter is created with the inventory of the monster he is created as ? Artifact weapons can just be created at random--I found Frost Brand lying around on the Tourist Quest in a recent game. So it is possible that your shapeshifter found it and picked it up when it shifted into an appropriate form. =_=_ Kamadan =_=_ File:Slash'Em monster tiles.png Thanks for the welcome! To start with, I'll be working on uploading the Slash'Em tiles and puting them on the appropriate pages. =_=_ Talk:Bone devil I suspect somebody encountered a polymorph trap result and "updated" the wiki page. We should make the monster template more clear on what type of random monster generation is meant with "appears only in Gehennom." -Tjr 20:33, 12 July 2009 (UTC) =_=_ Talk:Speed ascension Could someone with moderate experience with speed runs please post some "typical" times of some milestones, in order to set myself goals? I am thinking of something like Does anyone know, if you assume absolutely ideal conditions (shortest dungeon possible, poly'd into an air elemental except to read the Book, no monsters in the way, using levelporting/teleporting where possible, etc) what the fastest possible ascension would be? It seems that it shouldn't be random - if you let a monster carry the Amulet for you, the mysterious force shouldn't be a problem, and so you could always teleport between staircases. Of course you have to add a turn then to kill the monster carrying the Amulet, but that's probably still faster than it could be otherwise (given that levels in the Dungeon proper can't have adjacent staircases, teleportation will always save you at least a turn, even in constructed, highly improbable "ideal" circumstances) -Ion frigate 04:01, 1 June 2011 (UTC) The priest of Moloch has books to polypile. Though still risky, the best way to kill him seems to be: Clear distractions, turn into a silver dragon for reflection, line up for double-bounces and cast sleep, and fight on the prepared permanent Elbereth. Telepathy and warning help in case he resists the sleep spell and summons ants. He won't move once you are battling in melee range. (Drop your flammables in advance.) (To get sleep, you dilute a potion in the castle moat, wish for a marker, play with unicorns in a Castle chamber, and write it on a book you find in the Valley.) Morphing into an arch-lich doesn't cut it because you either will destroy your rings and wands or have no way to feel like a new arch-lich when wounded.--Tjr 16:35, 8 June 2011 (UTC) =_=_ Private server A private server is identical to a public server, but contains access restrictions (network ACLs or similar) limiting the scope of those who can use it. Usually these servers are available on an invite-only basis, but may be available to the general public upon contact. They are accessed via a telnet or SSH client. =_=_ Foo disappears out of sight I'm really happy to have you here, and look forward to working with you! -- Ray Chason (Talk) 12:35, 16 July 2009 I'm really happy to have you here, and look forward to working with you! -- Ray Chason (Talk) 00:02, 17 July 2009 I'm really happy to have you here, and look forward to working with you! -- Ray Chason (Talk) 04:18, 17 July 2009 I'm really happy to have you here, and look forward to working with you! -- Ray Chason (Talk) 05:14, 17 July 2009 I'm really happy to have you here, and look forward to working with you! -- Ray Chason (Talk) 06:56, 17 July 2009 I'm really happy to have you here, and look forward to working with you! -- Ray Chason (Talk) 14:07, 17 July 2009 I'm really happy to have you here, and look forward to working with you! -- Ray Chason (Talk) 21:06, 17 July 2009 =_=_ Talk:Potion of paralysis Maybe for 1d4 damage bonus against undead and demons? The article doesn't make is sound as though the beatitude affects how long it paralyses monsters. Aeronflux 23:17, 19 July 2009 (UTC) =_=_ User:Guido12.5 =_=_ User talk:Guido12.5 =_=_ Monsters (by alignment) =_=_ Ctrl There are several commands in NetHack that use key. key allows sending some non-printable characters to NetHack. The Mac port uses . =_=_ Alt To enter the commands listed above using on XTerm, set the X11 resource < tt > XTerm*eightBitInput: true < /tt > . For urxvt users, the setting is < tt > Urxvt*meta8: true < /tt > . I played NetHack for the first time in 1997 or so. I didn't know you were supposed to eat corpses ... frustrated by me starving all the time I simply patched the source, eradicating dying through starvation. I lost interest, but it kept haunting me. To this day I have never even been close to ascension, I'm an off-and-on player, would declare myself a newb and NetHack is basically a love/disappointment relationship of mine. I love the sandbox mentality (you can pretty much do whatever you want), but I don't like some (in my opinion) unnecessary deaths that can hardly be avoided, and the tedium is often very frustrating, like having to undress for those nymphs all the time, the search for hidden stuff (this is mostly unexciting und could be left out in my opinion). =_=_ File:INetHack landscape.png =_=_ Forum:Vulture's??? Does anyone know what happened to Vulture's Eye/Claw? It seems like the darkarts website is down and expired. I've only recently thought about playing a roguelike ('coz it's too hot to play big hardware-intensive games) and have just learned about it. I played Falcon's Eye some years ago, but at that time my old 200MMX would start crashing after i'd get too deep in the dungeon, so now I'd rather play a more advanced version of it. Sorry if this seems like heresy to you guys, but I'd really much rather play with the Vulture's interface than the original NetHack. juggernut 79.175.118.212 10:37, 23 July 2009 (UTC) =_=_ XP =_=_ Passive identification =_=_ Shoes =_=_ User:MC-Dirty =_=_ User talk:MC-Dirty =_=_ Talk:Lance Does applying the lance to attack from a distance count towards increasing the lance skill? --206.75.96.125 19:33, 31 July 2009 (UTC) Do the odds of breaking a lance really get worse when your luck increases? Hurkyl (talk) 08:44, 8 May 2013 (UTC) In SLASH'EM I #enhanced my knight's lance to from basic to skilled and there seems to be no difference in range. It is true that you get "Expert" range from the beginning of the game. It definitely seems like a wasted skill slot in SLASH'EM unless there's an effect I'm not aware of. --4.30.147.166 22:14, 10 July 2013 (UTC) =_=_ Giant shoggoth =_=_ Forum:Polymorphed into a Stalker - "permanently" stunned Then i zapped a wand of fire that bounced off the wall twice hitting me and voila - i turned back to my human form. =_=_ Talk:Speed Monk FAQ says: "Some players even choose to fast. This challenge is beyond the author's present knowledge. Note that in 3.4.1, Monks exercise wisdom by fasting." According to Monsters (by speed), the fastest monster with arms (who could pick up an iron ball) is the Mountain Centaur, with base speed 20. So now, not only can I not get intrinsics from black puddings at early sinks, I also can't dispatch the puddings by "hit, step back, hit, step back", because they move at random speeds. God damn it, DevTeam. 86.128.49.7 16:20, 28 December 2015 (UTC) I'm really happy to have you here, and look forward to working with you! -- Ray Chason (Talk) 00:01, 4 August 2009 I'm really happy to have you here, and look forward to working with you! -- Ray Chason (Talk) 02:56, 4 August 2009 =_=_ User:Statico =_=_ User talk:Statico I'm really happy to have you here, and look forward to working with you! -- Ray Chason (Talk) 03:18, 4 August 2009 I'm really happy to have you here, and look forward to working with you! -- Ray Chason (Talk) 07:01, 4 August 2009 I'm really happy to have you here, and look forward to working with you! -- Ray Chason (Talk) 08:21, 4 August 2009 =_=_ Mist wolf The mist wolf is a new canine creature exclusive to SLASH'EM, vying with the hell hound to be the most dangerous canine. Its bite attack may cause you to be "covered in frost" which is similar to a fire ant's burning bite. Cold resistance will prevent the extra cold damage. It has the same base level as a hell hound; it is faster but lacks a breath weapon. =_=_ List of UnNetHack tiles This page lists tiles that are present in UnNetHack but do not match any tile in vanilla NetHack. Some of these tiles are also in other variants. =_=_ File:Anti-matter vortex.png =_=_ File:Aphrodite.png =_=_ File:Black marketeer.png =_=_ File:Cthulhu.png =_=_ File:Disintegrator.png =_=_ File:Mugger.png =_=_ File:Snow ant.png =_=_ File:Colorful spellbook.png =_=_ File:Convex amulet.png =_=_ File:Dark spellbook.png =_=_ File:Glass ring.png =_=_ File:Iron safe.png =_=_ File:Obsidian ring.png =_=_ File:Sparkling potion.png =_=_ File:Spiked amulet.png =_=_ File:Stapled spellbook.png =_=_ File:Stylish spellbook.png =_=_ File:Tinfoil hat.png =_=_ File:Warped amulet.png =_=_ NetHack plus I'm really happy to have you here, and look forward to working with you! -- Ray Chason (Talk) 03:48, 5 August 2009 =_=_ Blessing (technique) Blessing is a technique in SLASH'EM and SpliceHack. It allows the player to change the BUC status of one item from cursed to uncursed, or from uncursed to blessed, similarly to dipping the item in . Priests have this technique at level 1. In SpliceHack, any character can learn to perform a blessing by donating more than 900 times their experience level to an aligned priest. This is one of the techniques that can be seriously abused with the LIMIT mechanics. Get your own HP low enough to trigger the LIMIT and spam blessing until all the items you want are blessed. As long as you have a safe place to do this, a Priest has no need at all for holy water. =_=_ Blessing =_=_ Talk:Stalker I just partially ate a stalker corpse while not being invisible. I was interupted and put over Satiated, so I did not attempt to eat the entire thing, and my pet titan finished the corpse. After doing this, I had the See Invisible intrinsic, which I did not have before. Since I was able to see invisible suddenly, my pet titan also cast invisibility but I was able to see him fine (The titan suddenly becomes transparent!; tame invisible titan [seen: See Invisible]). I go down the flight of stairs and get blinded by a yellow light. When my vision returns, my titan vanishes. It would appear that I somehow temporarily gained See Invisible. According to the page, I should not have gained it at all because I was not invisible at the time and did not even finish the Stalker meat. I certainly did not get attacked by an intrinsic stealing gremlin, drink a non-blessed potion of See Invisible, or even had the intrinsic before hand. Is the wiki wrong or what? -- Qazmlpok 22:01, 5 August 2009 (UTC) Anyone know how long stalker invisibility lasts? Probably not long enough for my satiation to run out, but would be nice to know. --AileTheAlien 06:30, 19 February 2012 (UTC) =_=_ INetHack iNetHack is a port of NetHack 3.4.3 for iOS developed by Dirk Zimmermann. Version 1.0 was initially released to the Apple App Store on 17 July 2009 and was followed by version 1.1 on 14 September 2009. The current version (1.3) was released 28 December 2009 and features Hearse integration and bug fixes. The developer allowed his license with Apple to expire in or around January 2014, and since that time iNetHack is no longer available for download from the Apple App Store. A device that already has iNetHack installed will continue to work indefinitely. iNetHack is compatible with iPhone, iPad, and iPod Touch with iOS 3.0 or later. It was a free download through the Apple App Store and is 5.2Mb in size, the size largely caused by the different tilesets selectable in the settings app. In February 2015, another version (iNetHack2) was released [by people? or the same?]. At the time of writing, it is in beta. The source code is available here. The app is available on the app store here. The following information is all about iNetHack (the no-longer-supported, no-longer-available) iNetHack, not iNetHack2. iNetHack provides a Graphical user interface utilising 6 different tilesets. Messages (text without choices) are displayed as a touch-scrollable popup, while selectable lists (like inventory) are presented as a new menu page. These are cascaded if multiple pages are present, and appear to be hard-coded to have all permutations pre-defined. Because of the unique control offerings of the devices that this variant runs on, iNetHack provides touch controls for the most common commands, with an optional keypad brought up on demand. Since version 1.1 there is a swipeable shortcut bar at the bottom of the screen with shortcuts like: If an action requires a direction, a large 3x4 grid is presented around your character, allowing you to select the cardinal direction to carry out the action, including yourself (.), up ( & lt;), down ( & gt;) and cancel (ESC). You can trigger default actions (like pickup when there is something to pickup, or use the stairs) by tapping on your character. If you enable auto-kick in the settings, simply running into closed doors will try to open them or kick them if closed. Starting with 1.3, there is a confirmation dialog before doors get kicked. You can control settings such as which items to auto-pickup, tileset choice, etc., in the settings app provided by Apple. As of version 1.3, Hearse can be enabled in the Settings app, allowing online sharing of bones files. =_=_ User:RegalStar =_=_ User talk:RegalStar I saw you removed the merge notice at spellcasting, but not its counterpart at fail. Both contain duplicate content. Did you mean fail should redirect to spellcasting? I'm going to carry that out, please protest if you disagree. --Tjr 06:33, 16 May 2011 (UTC) =_=_ Talk:Displacement It seems that shopkeepers and priests can see through displacement. Any other monsters?——Godska is me again (talk) 06:06, 1 January 2018 (UTC)? Playing on NAO with this cloak on Gnomish mines. Gnomes 2 squares away to me start to fleeing. The cloak displays me and what I am on (Elbereth in this case)? =_=_ Interhack Interhack is "a program designed to enhance your NetHack experience." It is a wrapper for Nethack.alt.org that boasts many features, including: =_=_ Hulk =_=_ Talk:Woodchuck Oddly enough, I found a woodchuck on my current run. I have no idea how it came to be in the game, but I did tame it using charm monster. Even more oddly, it seems it can survive under (or over) water and it eats walls. It's proven to be very helpful in the mazes of Gehennom, moreso since it is stoo weak to start a fight w/ anything and therefore requires very little protection. 205.152.67.36 21:35, 12 August 2009 (UTC) =_=_ Talk:Throne I just go the message "It's not very comfortable..." when sitting. There was a chest and a corpse on the same tile as the throne. Once I removed them, the throne behaved normally. --Statico 22:06, 12 August 2009 (UTC) Just tried the confused looting in the Castle throne and without gold it said the usual "You don't find anything here to loot.", but once I picked up some gold it indeed threw my gold into a nearby chest with "Thank you for your contribution to reduce the debt.". So it appears to work only with gold and I then verified it from the source code, tooo. What is with the random line that says "Orcus is not on a throne"? Has anyone actually gotten confused about that one? I've certainly never seen it. I would remove it, but I'm not sure if it might be there for a good reason... Page should probably have an UnNetHack section outlining changes to throne sitting. I know that thrones do not grant wishes in UnNetHack; I don't know what the alternative message is, or whether there are other differences to throne sitting as well.--Kevin Wayne (talk) 03:28, 2 April 2015 (UTC) With unihorn nerfed I have started to put on a ring of sustain ability before sitting on thrones. Would this be worth adding to the page? --Mobileuser (talk) 21:49, 21 August 2020 (UTC) =_=_ Bloodshot eye =_=_ Diluted My best Slash'EM run ever just ended and I'm as angry as the Angry Video Game Nerd. I was killed by a mind flayer I led onto a sleeping trap. Grund the Orc King,a gnoll,Ruggo the Gnome King,The Beholder,a demilich,a master mind flayer,3 hell hounds, 3 demon orcs,a titanothere,the Rat King,a trapper,a huge pile of killer coins a jiggling blob,a bull,a golden naga,a shadow ogre,a black pudding,a vampire,2 lieutenants,3 ghosts,a rogue,a wolverine,a winged gargoyle,6 great orcs,6 snow orcs,2 ogre kings,a king cobra,10 ice trolls,a rock troll,a zruty,an Elvenking,3 killer food rations,2 large piles of killer coins,7 yellow jackets,2 blinking eyes,a yellow jelly,a large mimic,2 manglers,a wumpus,a long worm,3 stalkers,2 air elementals,2 fire elementals,3 earth elementals,a water elemental,an elf-lord,4 water demons,3 wargs,5 small mimics,2 xans, an ogre mage,17 trolls,a wood golem,3 weretigers,a gelatinous cube,3 large dogs, a shocking sphere, 2 bloodshot eyes,3 large cats,a tiger,a tengu,a clear jelly,6 war orcs,a leocrotta,a lightning bug,a mountain centaur,a black mold,a stone giant,2 elf mummies,2 red nagas,4 pit vipers,a python,a wraith,a gibberling,4 Grey-elves,a drow,3 soldiers,a succubus,2 piles of killer coins,2 giant beetles,4 cockatrices,3 wolves,5 gremlins,a rutterkin,a spotted jelly,a rock kobold,41 leprechauns,an orc-captain,2 iron piercers,a mumak,5 giant spiders,3 barking spiders,a horse,an ice vortex,11 black lights,a wallaby,a vampire bat,a forest centaur,6 disgusting molds,13 gnome warriors,4 gnome kings,2 orc mummies,5 ogres,a brown pudding,a rust monster,a ghoul,3 Green-elves,4 lizards,8 chickatrices,4 dogs,2 dingos,2 housecats,2 jaguars,2 statue gargoyles,2 dwarf lords,a blue jelly,a goat,4 white unicorns,2 dust vortices,an acid worm,4 arc bugs,2 platypi,2 plains centaurs,4 baby silver dragons,a baby deep dragon,3 baby red dragons,a baby white dragon,a baby orange dragon,a baby green dragon,a baby yellow dragon,2 snakes,6 water moccasins,4 apes,a ghast,a rope golem,4 shadows,a bad egg,a giant flea,5 fire ants,3 snow ants,4 bugbears,an imp,a swamp kobold,4 water nymphs,3 mountain nymphs,9 Mordor orcs,5 Uruk-hai,6 orc shamans,a rock piercer,2 scrampers,2 rabid rabbits,3 rock moles,a pony,4 fog clouds,2 dung worms,2 yellow lights,10 shriekers,16 violet fungi,15 gnome lords,8 gnomish wizards,a kobold mummy,6 gray oozes,a barrow wight,2 straw golems,3 paper golems,2 wax golems,a baby crocodile,5 giant ants,a dingo puppy,3 floating eyes,3 kittens,12 dwarves,2 dwarf thieves,a dretch,a kobold shaman,8 hill orcs,6 rabid rats,a centipede,11 maggots,a monkey,5 orc zombies,3 wererats,a mugger,an iguana,4 killer bees,a coyote,36 gas spores,9 hobbits,3 large kobolds,11 hobgoblins,11 orcs,17 giant rats,5 cave spiders, a larva, 5 rot worms,16 brown molds,37 yellow molds,10 green molds,10 red molds,99 gnomes,2 gnome thieves,2 garter snakes,4 geckos,6 jackals,5 kobolds,4 goblins,14 sewer rats,a rabbit,8 black rats,4 pack rats,6 grid bugs,2 bats,13 lichens,and a newt. No Points Name Hp [max] Either that or get beat up by Kaen or a crapload of liches...Worst part was I used up my charges in a wand of cold... *Drinks 5 potions of booze left over from Mine's End =_=_ File:Polished Silver Shield.JPG =_=_ Immortality =_=_ Pudding farm =_=_ Talk:Rnl =_=_ Secret door detection =_=_ Statue gargoyle A statue gargoyle is a new, somewhat weaker variant of a gargoyle in SLASH'EM. It is distinctive, because it will very likely be the first monster the player encounters with the SLASH'EM-distinctive property "need +1 weapon to hit." The enchantment resistance can be a vexing property for those without an enchanted weapon, especially since pets that don't possess the "hits creatures as a +1 (or greater) weapon" property will not be able to harm it either, unless they are wielding a sufficiently enchanted weapon. This includes all domestic animals, and in fact most monsters that are not in some way magical. Note that for the purposes of the enchantment check, if a weapon is an artifact weapon, it gives +2 to that check. In the case of the statue gargoyle, any artifact weapon will thus harm it if its enchantment is greater than -2. Casting stone-to-flesh on a statue gargoyle will turn it into a normal gargoyle, which can be destroyed with an unenchanted weapon. However, since normal gargoyles are far stronger and better armored than statue gargoyles, it is probably easier to leave the statue gargoyle alone until you can find an enchanted or artifact weapon. Statue gargoyles do possess two attacks; however, neither is particularly strong, and they are not particularly fast, and so retreat is always an option. Oddly enough, although attacks with an insufficiently enchanted weapon will do no damage to a statue gargoyle, it will increase your skill counter, making it possible to use them to train skills indefinitely, provided you have sufficient AC to survive their attacks. Pick-axes have no special effect on statue gargoyles. A wand of digging, however, will cut their current hit points in half. Unfortunately, this will never kill them directly, so it is somewhat less than useful. Statue gargoyles have no particular resistance to spells, so a few well-placed force bolts can easily take them out. A vampire player can also drain a statue gargoyle to death through their bite attack, though this may take a while as the drain effect doesn't always trigger. This is an interesting YANI (Yet Another New Idea), and I'm assuming good faith in your promoting it. But rec.games.roguelike.nethack might be a better place to promote it. Practically everyone who plays NetHack has YANIs, and if posting them here were encouraged, it'd be that much harder to find existing facts about the game. The article on RGRN will tell you how to get there.--Ray Chason 21:11, September 2, 2009 (UTC) A dream of mine and many other Hack addicts has begun to come to fruition. Check it out and add your own YANIs at Nethack Quaffing Game! To keep everyone happy, please don't add links to Nethack Quaffing Game in articles outside itself or user pages. Thanks and < 3! I've been playing nethack for about ten years. I'm currently playing vulture's claw and trying to get a lot of people I know into nethack/slashem by feeding them the kiddie version. Slash'em is a real riot, I was excited to learn of it when I started playing again after a while. I've never Ascended. Nope! In fact, the furthest I've gotten was the Neutral Alignment quest in Slash'em, netting ~185k when some electric jelly exploded and brought some of my inventory up in a magical explosion. I'm up to 234k. Chaotic monk. Brown pudding farm w/o sacrificing. I've been experimenting with digging a level into a big room lately with Necromancers, seems to have interesting possibilities for battling large groups of monsters. Hunger is an issue, but I've been playing vampire mostly for the regeneration and hunger's always an issue with vampires. If I can get a big room + altar going, I think I might be in the money as it were. This is an interesting YANI (Yet Another New Idea), and I'm assuming good faith in your promoting it. But rec.games.roguelike.nethack might be a better place to promote it. Practically everyone who plays NetHack has YANIs, and if posting them here were encouraged, it'd be that much harder to find existing facts about the game. The article on RGRN will tell you how to get there.--Ray Chason 21:11, September 2, 2009 (UTC) You paste into Nethack with the usual means of your operating system. For example, in OS X, you paste using apple-v into the popup opened by the tiles port, or using apple-v into the terminal window you telnetted to NAO with. -Tjr 13:42, 19 August 2009 (UTC) =_=_ Paste You paste into NetHack with the usual means of your operating system. For example, in OS X, you paste using into the respective popup opened by the tiles port, or using into the terminal window you telneted to NAO with. A terminal application such as putty may also offer paste in its menus. xterm as well as most xterm based terminal emulators allow you to paste using . With the tiles port, you can only paste whenever the game prompts you, e. g. what to engrave or wish for. This is useful with Elbereth. Users of GNU screen can put this in their screenrc to make control-E engrave it in the dust: Beware, pasting junk you accidentally left in the clipboard into the tty port often results in Yet Another Stupid Death. Another hazard is IP packet loss if you are playing online and paste large chunks. Unrelated but similar in effect is an unreported bug where NetHack will occasionally behave as if large portions of random text were pasted into its input stream (observed on OS X with both NAO and tiles port). =_=_ Copy =_=_ Copy'n'paste =_=_ Copy n paste =_=_ Copy and paste =_=_ Copy-paste =_=_ VS =_=_ Vs =_=_ Forum:Silver damage with the Bell of Opening? I'm playing a weaponless Monk and finally made it down to Gehennom. In the main dungeon I'd been relying on the finger of death spell, but of course that doesn't work in Gehennom with all the monsters that are already dead. So when I got surrounded by vampire lords and ice devils, I identified the silver ring I had in inventory, hoping that I could take off my gloves and deal silver damage with the ring. It turned out to be a ring of aggravate monster--not very useful. If I had been thinking straight I'd just have broken my wand of teleportation to give myself some space, but I was kind of losing focus, so I tried wielding the Bell of Opening to do silver damage. It "sears the vampire lord's flesh!", and I got out alive by casting many, many extra healings, but now I'm just curious as to whether wielding the Bell counts as hitting with a wielded weapon. I'm just curious, but if anybody knows anything about this, I'd love to know. =_=_ Potion of sleep =_=_ Poison damage =_=_ Poisoned =_=_ Drain level =_=_ Resistant If you are not a spam bot: I'm going to unblock you if you put something sensible related to Nethack on your talk page (this one). Specifically, to make it a Turing test, please name two (different) ways many posters to rgrn think Nethack is too easy. Tjr 16:57, 24 August 2009 (UTC) =_=_ Talk:Xan Reading the source, iron shoes or low boots only protect you 40% of the time rather than the 50% originally claimed. If you are wearing iron shoes or low boots, there is a 50% chance the xan will "prick the exposed part of your leg"; if it doesn't, there is a 20% chance that it will prick through your boot; if not, it scratches your boot. The first two results have the same damage. In total: =_=_ Yet another meta strip =_=_ Yet Another Meta Strip =_=_ YAMS =_=_ Green lightsaber =_=_ Talk:Green lightsaber Taken from the todo: an someone knowledgable please check the facts? What are the drawbacks to engraving, as you surely don't get infinite one-turn, permanent Elbereth? -- Tjy 05:16, 28 August 2009 Tjr =_=_ Jumbo the Elephant Jumbo the Elephant is a unique SLASH'EM monster. He only appears in real zoos, and he is the only unique monster without his own level. Given his high base level, damage, and zero MR, Jumbo could be a nice pet during middle game if you can spare a scroll of taming or a charm monster spell, although he doesn't possess any resistance other than stoning. He doesn't have any to-hit bonus, so he still has difficulty dealing with monsters needing +x weapon to hit, such as statue gargoyles, vampires, shadow wolves. Since he is not fast, he is likely inferior as a steed when compared to ki-rins and Pegasus. =_=_ Shimmering dragon (SLASH'EM) =_=_ Baby shimmering dragon (SLASH'EM) =_=_ User:Rhebus/Polearm table Name Value Weight Sdmg Savg Ldmg Lavg Material Appearance Tile Glyph bec-de-corbin 8 100 d8 4.5 d6 3.5 iron beaked polearm Image:Bec de corbin.png lucern hammer 7 150 2d4 5 d6 3.5 iron pronged polearm Image:Lucern hammer.png =_=_ Category:Monsters with missing information =_=_ Monster creation Monster creation is the process by which NetHack determines when, where and how a particular monster is generated - whether it is randomly placing an unspecified creature somewhere on the floor, or else populating a freshly created level as soon as the player enters. Normal monster generation takes place during level creation and at the end of each turn. Monster creation code is also invoked when the player or another monster makes use of an item that generates a monster, such as a scroll of create monster or a bag of tricks. When a monster is generated, NetHack first determines which of the monsters in its database is eligible. Unique monsters and any monster marked with the flag < code > G_NOGEN < /code > cannot be randomly generated; genocided and extinct monsters are excluded as well. Random generation for non-standard levels also follow certain rules for determining eligibility that are dependent on the branch and level in question: =_=_ Sandwich A Sandwich is a type of comestible in SLASH'EM. It is considered fleshy, so vegans and vegetarians will want to avoid eating it. It can be used in much the same way as a K- or C-ration, since it only takes one turn to eat. However, it has a lower nutritional value than military rations, so if the battle is likely to last for some time consider eating something more substantial. =_=_ Template:Monsym/ghost =_=_ Template:Monsym/shade =_=_ Template:Monsym/giant beetle =_=_ Template:Monsym/soldier ant =_=_ Template:Monsym/giant ant =_=_ Template:Monsym/queen bee =_=_ Template:Monsym/fire ant =_=_ Template:Monsym/killer bee =_=_ Template:Monsym/gelatinous cube =_=_ Template:Monsym/acid blob =_=_ Template:Monsym/quivering blob =_=_ Template:Monsym/chickatrice =_=_ Template:Monsym/pyrolisk =_=_ Template:Monsym/cockatrice =_=_ Template:Monsym/jackal =_=_ Template:Monsym/warg =_=_ Template:Monsym/werewolf (animal) =_=_ Template:Monsym/wolf =_=_ Template:Monsym/werejackal (animal) =_=_ Template:Monsym/coyote =_=_ Template:Monsym/winter wolf =_=_ Template:Monsym/winter wolf cub =_=_ Template:Monsym/Cerberus =_=_ Template:Monsym/hell hound =_=_ Template:Monsym/hell hound pup =_=_ Template:Monsym/fox =_=_ 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Template:Monsym/carnivorous ape =_=_ Template:Monsym/ape =_=_ Template:Monsym/owlbear =_=_ Template:Monsym/monkey =_=_ Template:Monsym/sasquatch =_=_ Template:Monsym/yeti =_=_ Template:Monsym/ghoul =_=_ Template:Monsym/ettin zombie =_=_ Template:Monsym/kobold zombie =_=_ Template:Monsym/gnome zombie =_=_ Template:Monsym/giant zombie =_=_ Template:Monsym/elf zombie =_=_ Template:Monsym/orc zombie =_=_ Template:Monsym/dwarf zombie =_=_ Template:Monsym/human zombie =_=_ Template:Monsym/skeleton =_=_ Template:Monsym/water demon =_=_ Template:Monsym/mail daemon =_=_ Template:Monsym/Juiblex =_=_ Template:Monsym/horned devil =_=_ Template:Monsym/succubus =_=_ Template:Monsym/incubus =_=_ Template:Monsym/bone devil =_=_ Template:Monsym/sandestin =_=_ Template:Monsym/Yeenoghu =_=_ Template:Monsym/Orcus =_=_ Template:Monsym/Geryon =_=_ Template:Monsym/Dispater =_=_ Template:Monsym/Baalzebub =_=_ Template:Monsym/Asmodeus =_=_ Template:Monsym/Demogorgon =_=_ Template:Monsym/Death (monster) =_=_ Template:Monsym/Pestilence =_=_ Template:Monsym/Famine =_=_ Template:Monsym/erinys =_=_ Template:Monsym/barbed devil =_=_ Template:Monsym/marilith =_=_ Template:Monsym/vrock =_=_ Template:Monsym/hezrou =_=_ Template:Monsym/nalfeshnee =_=_ Template:Monsym/pit fiend =_=_ Template:Monsym/balrog =_=_ Template:Monsym/Minion of Huhetotl =_=_ Template:Monsym/Nalzok =_=_ Template:Monsym/ice devil =_=_ Template:Monsym/djinni =_=_ Template:Monsym/rope golem =_=_ Template:Monsym/leather golem =_=_ Template:Monsym/wood golem =_=_ Template:Monsym/clay golem =_=_ Template:Monsym/glass golem =_=_ Template:Monsym/iron golem =_=_ Template:Monsym/stone golem =_=_ Template:Monsym/flesh golem =_=_ Template:Monsym/paper golem =_=_ Template:Monsym/straw golem =_=_ Template:Monsym/gold golem =_=_ Template:Monsym/salamander =_=_ Template:Monsym/iguana =_=_ Template:Monsym/baby crocodile =_=_ Template:Monsym/chameleon =_=_ Template:Monsym/crocodile =_=_ Template:Monsym/gecko =_=_ Template:Monsym/lizard =_=_ Template:Monsym/newt =_=_ Template:Monsym/jellyfish =_=_ Template:Monsym/electric eel =_=_ Template:Monsym/giant eel =_=_ Template:Monsym/shark =_=_ Template:Monsym/piranha =_=_ Template:Monsym/kraken =_=_ Template:Monsym/Grand Master =_=_ Template:Monsym/Dark One =_=_ Template:Monsym/guard =_=_ Template:Monsym/captain =_=_ Template:Monsym/elf-lord =_=_ Template:Monsym/Oracle =_=_ Template:Monsym/Green-elf =_=_ Template:Monsym/Medusa =_=_ Template:Monsym/werewolf (human) =_=_ Template:Monsym/wererat (human) =_=_ Template:Monsym/Woodland-elf =_=_ Template:Monsym/lieutenant =_=_ Template:Monsym/watch captain =_=_ Template:Monsym/Neferet the Green =_=_ Template:Monsym/Grey-elf =_=_ Template:Monsym/soldier =_=_ Template:Monsym/watchman =_=_ Template:Monsym/Elvenking =_=_ Template:Monsym/Wizard of Yendor =_=_ Template:Monsym/Croesus =_=_ Template:Monsym/Lord Carnarvon =_=_ Template:Monsym/Pelias =_=_ Template:Monsym/Shaman Karnov =_=_ Template:Monsym/Earendil =_=_ Template:Monsym/Hippocrates =_=_ Template:Monsym/King Arthur =_=_ Template:Monsym/Orion =_=_ Template:Monsym/Master of Thieves =_=_ Template:Monsym/Lord Sato =_=_ Template:Monsym/Norn =_=_ Template:Monsym/Thoth Amon =_=_ Template:Monsym/Master Kaen =_=_ Template:Monsym/Master Assassin =_=_ Template:Monsym/Ashikaga Takauji =_=_ Template:Monsym/werejackal (human) =_=_ Template:Monsym/sergeant =_=_ Template:Monsym/human (monster) =_=_ Template:Monsym/elf (monster) =_=_ Template:Monsym/doppelganger =_=_ Template:Monsym/nurse =_=_ Template:Monsym/shopkeeper =_=_ Template:Monsym/prisoner =_=_ Template:Monsym/aligned priest =_=_ Template:Monsym/high priest =_=_ Template:Monsym/Charon =_=_ Template:Monsym/archeologist (player monster) =_=_ Template:Monsym/barbarian (player monster) =_=_ Template:Monsym/caveman (player monster) =_=_ Template:Monsym/cavewoman (player monster) =_=_ Template:Monsym/healer (player monster) =_=_ Template:Monsym/knight (player monster) =_=_ Template:Monsym/monk (player monster) =_=_ Template:Monsym/priest (player monster) =_=_ Template:Monsym/priestess (player monster) =_=_ Template:Monsym/ranger (player monster) =_=_ Template:Monsym/rogue (player monster) =_=_ Template:Monsym/samurai (player monster) =_=_ Template:Monsym/tourist (player monster) =_=_ Template:Monsym/valkyrie (player monster) =_=_ Template:Monsym/wizard (player monster) =_=_ Template:Monsym/Arch Priest =_=_ Template:Monsym/Twoflower =_=_ Template:Monsym/student =_=_ Template:Monsym/chieftain =_=_ Template:Monsym/neanderthal =_=_ Template:Monsym/High-elf =_=_ Template:Monsym/attendant =_=_ Template:Monsym/page =_=_ Template:Monsym/abbot =_=_ Template:Monsym/acolyte =_=_ Template:Monsym/hunter =_=_ Template:Monsym/thug =_=_ Template:Monsym/ninja =_=_ Template:Monsym/roshi =_=_ Template:Monsym/guide =_=_ Template:Monsym/warrior =_=_ Template:Monsym/apprentice =_=_ Template:Monsym/long worm tail =_=_ Template:Monsym/strange object =_=_ Template:Monsym/gnome =_=_ Template:Monsym/Death =_=_ Template:Monsym/human =_=_ Template:Monsym/elf =_=_ Template:Monsym/archeologist =_=_ Template:Monsym/barbarian =_=_ Template:Monsym/caveman =_=_ Template:Monsym/cavewoman =_=_ Template:Monsym/healer =_=_ Template:Monsym/knight =_=_ Template:Monsym/monk =_=_ Template:Monsym/priest =_=_ Template:Monsym/priestess =_=_ Template:Monsym/ranger =_=_ Template:Monsym/rogue =_=_ Template:Monsym/samurai =_=_ Template:Monsym/tourist =_=_ Template:Monsym/valkyrie =_=_ Template:Monsym/wizard =_=_ Template:Monsym/cerberus =_=_ Template:Monsym/uruk-hai =_=_ Template:Monsym/mordor orc =_=_ Template:Monsym/scorpius =_=_ Template:Monsym/archon =_=_ Template:Monsym/angel =_=_ Template:Monsym/aleax =_=_ Template:Monsym/chromatic dragon =_=_ Template:Monsym/ixoth =_=_ Template:Monsym/cyclops =_=_ Template:Monsym/lord surtur =_=_ Template:Monsym/keystone kop =_=_ Template:Monsym/kop sergeant =_=_ Template:Monsym/kop lieutenant =_=_ Template:Monsym/kop kaptain =_=_ Template:Monsym/olog-hai =_=_ Template:Monsym/vlad the impaler =_=_ Template:Monsym/nazgul =_=_ Template:Monsym/juiblex =_=_ Template:Monsym/yeenoghu =_=_ Template:Monsym/orcus =_=_ Template:Monsym/geryon =_=_ Template:Monsym/dispater =_=_ Template:Monsym/baalzebub =_=_ Template:Monsym/asmodeus =_=_ Template:Monsym/demogorgon =_=_ Template:Monsym/death (monster) =_=_ Template:Monsym/pestilence =_=_ Template:Monsym/famine =_=_ Template:Monsym/minion of huhetotl =_=_ Template:Monsym/nalzok =_=_ Template:Monsym/grand master =_=_ Template:Monsym/dark one =_=_ Template:Monsym/oracle =_=_ Template:Monsym/green-elf =_=_ Template:Monsym/medusa =_=_ Template:Monsym/woodland-elf =_=_ Template:Monsym/neferet the green =_=_ Template:Monsym/grey-elf =_=_ Template:Monsym/elvenking =_=_ Template:Monsym/wizard of yendor =_=_ Template:Monsym/croesus =_=_ Template:Monsym/lord carnarvon =_=_ Template:Monsym/pelias =_=_ Template:Monsym/shaman karnov =_=_ Template:Monsym/earendil =_=_ Template:Monsym/hippocrates =_=_ Template:Monsym/king arthur =_=_ Template:Monsym/orion =_=_ Template:Monsym/master of thieves =_=_ Template:Monsym/lord sato =_=_ Template:Monsym/norn =_=_ Template:Monsym/thoth amon =_=_ Template:Monsym/master kaen =_=_ Template:Monsym/master assassin =_=_ Template:Monsym/ashikaga takauji =_=_ Template:Monsym/charon =_=_ Template:Monsym/arch priest =_=_ Template:Monsym/twoflower =_=_ Template:Monsym/high-elf =_=_ Template:Monsym/death =_=_ Template:Monsym/The Oracle =_=_ Template:Monsym/the oracle =_=_ User:ZeroOne/Sandbox/monsym =_=_ Werefoo =_=_ Template:Monsym/giant tick =_=_ Template:Monsym/giant flea =_=_ Template:Monsym/giant louse =_=_ Template:Monsym/snow ant =_=_ Template:Monsym/tsetse fly =_=_ Template:Monsym/migo drone =_=_ Template:Monsym/migo warrior =_=_ Template:Monsym/black wasp =_=_ Template:Monsym/yellow jacket =_=_ Template:Monsym/giant wasp =_=_ Template:Monsym/spitting beetle =_=_ Template:Monsym/migo queen =_=_ Template:Monsym/assassin bug =_=_ Template:Monsym/killer beetle =_=_ Template:Monsym/jiggling blob =_=_ Template:Monsym/static blob =_=_ Template:Monsym/burbling blob =_=_ Template:Monsym/lava blob =_=_ Template:Monsym/chicken =_=_ Template:Monsym/cockatoo =_=_ Template:Monsym/parrot =_=_ Template:Monsym/pit bull =_=_ Template:Monsym/large dingo =_=_ Template:Monsym/dingo puppy =_=_ Template:Monsym/death dog =_=_ Template:Monsym/rabid wolf =_=_ Template:Monsym/wolverine =_=_ Template:Monsym/shadow wolf =_=_ Template:Monsym/mist wolf =_=_ Template:Monsym/glowing eye =_=_ Template:Monsym/bloodshot eye =_=_ Template:Monsym/blinking eye =_=_ Template:Monsym/werepanther =_=_ Template:Monsym/kamadan =_=_ Template:Monsym/displacer beast =_=_ Template:Monsym/caterwaul =_=_ Template:Monsym/weretiger =_=_ Template:Monsym/sabre-toothed cat =_=_ Template:Monsym/hellcat =_=_ Template:Monsym/jermlaine =_=_ Template:Monsym/statue gargoyle =_=_ Template:Monsym/galltrit =_=_ Template:Monsym/dwarf thief =_=_ Template:Monsym/duergar =_=_ Template:Monsym/deeper one =_=_ Template:Monsym/deep one =_=_ Template:Monsym/deepest one =_=_ Template:Monsym/dretch =_=_ Template:Monsym/rutterkin =_=_ Template:Monsym/nupperibo =_=_ Template:Monsym/blood imp =_=_ Template:Monsym/clear jelly =_=_ Template:Monsym/yellow jelly =_=_ Template:Monsym/orange jelly =_=_ Template:Monsym/rancid jelly =_=_ Template:Monsym/swamp kobold =_=_ Template:Monsym/rock kobold =_=_ Template:Monsym/kobold warrior =_=_ Template:Monsym/Kroo the Kobold King =_=_ Template:Monsym/leprechaun wizard =_=_ Template:Monsym/brownie =_=_ Template:Monsym/pixie =_=_ Template:Monsym/gypsy =_=_ Open Press to open a door. After pressing the key the user will be prompted for a direction in which to open. =_=_ Help (in-game) =_=_ Swap weapons =_=_ Close Close, , is a command that is used to close an open door. Closed doors can only be opened by humanoid creatures; a door must also be closed first before the player can lock it. Monsters that lack hands cannot open closed doors, so closing doors behind you as you move can help put some space between you and a monster you're trying to evade; closing and locking the door can similarly deter other humanoid monsters, unless they are intelligent and carrying an unlocking tool. Knowing the locations of closed doors on a given level can also be used to guess at a monster's location in certain scenarios, e.g. chasing down a nymph to retrieve a stolen item. =_=_ Template:Monsym/werewolf (dog) =_=_ Template:Monsym/werejackal (dog) =_=_ Template:Monsym/wererat (rodent) =_=_ Template:Monsym/werepanther (animal) =_=_ Template:Monsym/weretiger (animal) =_=_ Template:Monsym/quickling =_=_ Template:Monsym/Aphrodite =_=_ Template:Monsym/war orc =_=_ Template:Monsym/great orc =_=_ Template:Monsym/Grund the Orc King =_=_ Template:Monsym/snow orc =_=_ Template:Monsym/demon orc =_=_ Template:Monsym/lamb =_=_ Template:Monsym/giant badger =_=_ Template:Monsym/scramper =_=_ Template:Monsym/sheep =_=_ Template:Monsym/goat =_=_ Template:Monsym/squealer =_=_ Template:Monsym/cow =_=_ Template:Monsym/mangler =_=_ Template:Monsym/bull =_=_ Template:Monsym/Jumbo the Elephant =_=_ Template:Monsym/juggernaut =_=_ Template:Monsym/catoblepas =_=_ Template:Monsym/rabbit =_=_ Template:Monsym/black rat =_=_ Template:Monsym/rabid rabbit =_=_ Template:Monsym/pack rat =_=_ Template:Monsym/hellrat =_=_ Template:Monsym/Rat King =_=_ Template:Monsym/recluse spider =_=_ Template:Monsym/barking spider =_=_ Template:Monsym/carrion crawler =_=_ Template:Monsym/nickelpede =_=_ Template:Monsym/giant scorpion =_=_ Template:Monsym/Girtab =_=_ Template:Monsym/Shelob =_=_ Template:Monsym/phase spider =_=_ Template:Monsym/werespider (animal) =_=_ Template:Monsym/Pegasus =_=_ Template:Monsym/larva =_=_ Template:Monsym/maggot =_=_ Template:Monsym/dung worm =_=_ Template:Monsym/acid worm =_=_ Template:Monsym/bloodworm =_=_ Template:Monsym/tunnel worm =_=_ Template:Monsym/rot worm =_=_ Template:Monsym/spark bug =_=_ Template:Monsym/arc bug =_=_ Template:Monsym/lightning bug =_=_ Template:Monsym/echidna =_=_ Template:Monsym/platypus =_=_ Template:Monsym/koala =_=_ Template:Monsym/wombat =_=_ Template:Monsym/Tasmanian devil =_=_ Template:Monsym/wallaby =_=_ Template:Monsym/wallaroo =_=_ Template:Monsym/kangaroo =_=_ Template:Monsym/movanic deva =_=_ Template:Monsym/monadic deva =_=_ Template:Monsym/astral deva =_=_ Template:Monsym/Planetar =_=_ Template:Monsym/Solar =_=_ Template:Monsym/rhumbat =_=_ Template:Monsym/athol =_=_ Template:Monsym/hellbat =_=_ Template:Monsym/mongbat =_=_ Template:Monsym/mobat =_=_ Template:Monsym/harpy =_=_ Template:Monsym/byakhee =_=_ Template:Monsym/nightgaunt =_=_ Template:Monsym/baby shimmering dragon (SLASH'EM) =_=_ Template:Monsym/baby deep dragon =_=_ Template:Monsym/shimmering dragon (SLASH'EM) =_=_ Template:Monsym/deep dragon =_=_ Template:Monsym/wyvern =_=_ Template:Monsym/hydra =_=_ Template:Monsym/disgusting mold =_=_ Template:Monsym/black mold =_=_ Template:Monsym/gnome thief =_=_ Template:Monsym/deep gnome =_=_ Template:Monsym/gnome warrior =_=_ Template:Monsym/Ruggo the Gnome King =_=_ Template:Monsym/gnoll =_=_ Template:Monsym/gnoll warrior =_=_ Template:Monsym/gnoll chieftain =_=_ Template:Monsym/gnoll shaman =_=_ Template:Monsym/The Largest Giant =_=_ Template:Monsym/Father Dagon =_=_ Template:Monsym/Mother Hydra =_=_ Template:Monsym/vorpal jabberwock (SLASH'EM) =_=_ Template:Monsym/troll mummy =_=_ Template:Monsym/ogre mage =_=_ Template:Monsym/shadow ogre =_=_ Template:Monsym/moldy pudding =_=_ Template:Monsym/shoggoth =_=_ Template:Monsym/giant shoggoth =_=_ Template:Monsym/genetic engineer =_=_ Template:Monsym/Doctor Frankenstein =_=_ Template:Monsym/king cobra =_=_ Template:Monsym/weresnake (animal) =_=_ Template:Monsym/asphynx =_=_ Template:Monsym/two-headed troll =_=_ Template:Monsym/black troll =_=_ Template:Monsym/water hulk =_=_ Template:Monsym/fire vampire =_=_ Template:Monsym/star vampire =_=_ Template:Monsym/wight =_=_ Template:Monsym/zruty (SLASH'EM) =_=_ Template:Monsym/ghoul mage =_=_ Template:Monsym/ghast =_=_ Template:Monsym/ghoul queen =_=_ Template:Monsym/gug =_=_ Template:Monsym/wax golem =_=_ Template:Monsym/plastic golem =_=_ Template:Monsym/Frankenstein's Monster =_=_ Template:Monsym/ruby golem =_=_ Template:Monsym/diamond golem =_=_ Template:Monsym/sapphire golem =_=_ Template:Monsym/steel golem =_=_ Template:Monsym/crystal golem =_=_ Template:Monsym/werepanther (human) =_=_ Template:Monsym/weretiger (human) =_=_ Template:Monsym/weresnake (human) =_=_ Template:Monsym/werespider (human) =_=_ Template:Monsym/gibberling =_=_ Template:Monsym/grimlock =_=_ Template:Monsym/drow (monster) =_=_ Template:Monsym/mugger =_=_ Template:Monsym/black marketeer =_=_ Template:Monsym/shadow =_=_ Template:Monsym/spined devil =_=_ Template:Monsym/bearded devil =_=_ Template:Monsym/bar-lgura =_=_ Template:Monsym/chasme =_=_ Template:Monsym/babau =_=_ Template:Monsym/nabassu =_=_ Template:Monsym/Cthulhu =_=_ Template:Monsym/giant crab =_=_ Template:Monsym/gila monster =_=_ Template:Monsym/rhaumbusun =_=_ Template:Monsym/basilisk =_=_ Template:Monsym/komodo dragon =_=_ Template:Monsym/bad egg =_=_ Template:Monsym/killer tripe ration =_=_ Template:Monsym/killer food ration =_=_ Template:Monsym/pile of killer coins =_=_ Template:Monsym/large pile of killer coins =_=_ Template:Monsym/huge pile of killer coins =_=_ Template:Monsym/Nightmare =_=_ Template:Monsym/Beholder (SLASH'EM) =_=_ Template:Monsym/Vecna =_=_ Template:Monsym/flame mage (player monster) =_=_ Template:Monsym/ice mage (player monster) =_=_ Template:Monsym/necromancer (player monster) =_=_ Template:Monsym/undead slayer (player monster) =_=_ Template:Monsym/yeoman (player monster) =_=_ Template:Monsym/High Flame Mage =_=_ Template:Monsym/High Ice Mage =_=_ Template:Monsym/Dark Lord =_=_ Template:Monsym/Van Helsing =_=_ Template:Monsym/Chief Yeoman Warder =_=_ Template:Monsym/Water Mage =_=_ Template:Monsym/Earth Mage =_=_ Template:Monsym/Maugneshaagar =_=_ Template:Monsym/Count Dracula =_=_ Template:Monsym/Colonel Blood =_=_ Template:Monsym/igniter =_=_ Template:Monsym/froster =_=_ Template:Monsym/embalmer =_=_ Template:Monsym/exterminator =_=_ Template:Monsym/Yeoman Warder =_=_ Template:Monsym/drow =_=_ Template:Monsym/flame mage =_=_ Template:Monsym/ice mage =_=_ Template:Monsym/necromancer =_=_ Template:Monsym/undead slayer =_=_ Template:Monsym/yeoman =_=_ Template:Monsym/kroo the kobold king =_=_ Template:Monsym/aphrodite =_=_ Template:Monsym/grund the orc king =_=_ Template:Monsym/jumbo the elephant =_=_ Template:Monsym/rat king =_=_ Template:Monsym/girtab =_=_ Template:Monsym/shelob =_=_ Template:Monsym/pegasus =_=_ Template:Monsym/tasmanian devil =_=_ Template:Monsym/planetar =_=_ Template:Monsym/solar =_=_ Template:Monsym/baby shimmering dragon (slash'em) =_=_ Template:Monsym/shimmering dragon (slash'em) =_=_ Template:Monsym/ruggo the gnome king =_=_ Template:Monsym/the largest giant =_=_ Template:Monsym/father dagon =_=_ Template:Monsym/mother hydra =_=_ Template:Monsym/vorpal jabberwock (slash'em) =_=_ Template:Monsym/doctor frankenstein =_=_ Template:Monsym/zruty (slash'em) =_=_ Template:Monsym/frankenstein's monster =_=_ Template:Monsym/cthulhu =_=_ Template:Monsym/nightmare =_=_ Template:Monsym/beholder (slash'em) =_=_ Template:Monsym/vecna =_=_ Template:Monsym/high flame mage =_=_ Template:Monsym/high ice mage =_=_ Template:Monsym/dark lord =_=_ Template:Monsym/van helsing =_=_ Template:Monsym/chief yeoman warder =_=_ Template:Monsym/water mage =_=_ Template:Monsym/earth mage =_=_ Template:Monsym/maugneshaagar =_=_ Template:Monsym/count dracula =_=_ Template:Monsym/colonel blood =_=_ Template:Monsym/yeoman warder This is a simple template which displays the monster symbols for the human and animal forms of werecreatures, separated by a slash. It is used indirectly by if you ask for the symbol of a werecreature without specifying the form. =_=_ Template:Monsym/wererat =_=_ Template:Monsym/werespider =_=_ Template:Monsym/weresnake =_=_ Template:Monsym/werejackal =_=_ Template:Monsym/werewolf =_=_ File:Giant shoggoth.png =_=_ NetHack quaffing game The NetHack (and SLASH'EM!) Quaffing Game is a simple and enjoyable method to share the experience of the utterly delightful trials and tribulations of a solid game of NetHack with a group, locally, online and/or both! The opinions expressed in this article are not the opinions of the NetHackWiki administration. Always play with potions of fruit juice. To play the NetHack quaffing game, you must take 1 drink of your beverage. Do so now, just to get in the habit. You'll be required to take your official drink when you actually start the game. If you let RNG choose your character for you, continue to the next section without drinking any further. If you choose your own character, drink 5 times, plus the 1 drink for playing. That's 6 drinks McCheese. These character creation drinks are referred to as your "ante". Remember your ante! For each level gained while retaining any unofficial conducts besides Survivor and Celibacy, give out one drink. This only applies to levels gained for the first time each game (see the level drain penalty). If a player ever violates a conduct he has given drinks to other players for pursuing, he must immediately take five drinks and pursue the Inventoryless unofficial conduct for the remainder of that game in addition to other conducts he/she is pursuing. (Yes, this means dropping everything you are carrying, except your blindfold if Zen.) Any further conduct violations result in 5+v drinks, where v is the number of total violations that game. During the course of a game, interesting events will befall every hacker. In honor of these events, the NetHack quaffing game seeks to reward and punish the recipients and perpetrators of said events by allowing them to give out drinks or suggesting kindly that they take drinks based on the actual event that transpires. The most basic, easiest to remember and thus mandatory of these rules is that when your character quaffs, you must quaff. As for the rest, examine the tables below! If something interesting happens to you that isn't on the list, please mention it in #slashem so future quaffing hackers can "benefit" from your experience! Die (or win)! If you've fallen in battle (even if your life gets saved somehow) you drink twice to mourn your loss. Feel free to drink more than twice, dying can be rough. If an ascension occurs, the ascending player first pays triple their ante fee, plus any other drinks deemed reasonable/necessary by the other players (non-negotiable). Then, for the remainder of the evening, the ascended player may want only deliver drinks to anyone, as they are a demigod and that's how it goes. To play again, simply pay your previous ante cost plus your new ante cost. To clarify, if you paid 5 drinks on your first character and are paying 1 drink on your next character (more common than you might think) you take 6 drinks, but your ante for this round is 1. Next run, you pay 1 for your last ante and whatever your current ante cost might be. That way we don't have too many Mayors McCheese strolling around and upsetting the citizenry. To play again, simply pay your previous ante cost plus your new ante cost. To clarify, if you paid 6 on your first character and are getting ready to pay 1 for your second character (more common than you might think) you take 7 drinks, but your ante for the second round is 1. Round 3, you pay 1 for your last ante and whatever your current ante cost might be. The term "Mayor McCheese" designates someone who plays the NetHack Quaffing Game (or even NetHack itself) with the intent to bend the odds in their own favor to some degree, large or small. Perhaps because the NetHack Quaffing Game is nothing short of RNG worship, even selecting your own race/role/gender/alignment is action considered grounds for instant mayoral election. "Mayors McCheese" (as they are called plurally) pay quite a bit more drinks to play than your average nameless hacker as a consequence of the burdens of cheesy office. See the ante section for more information on the costs (in drinks quaffed, silly!) to play the NetHack Quaffing Game. =_=_ Artifacts =_=_ Talk:NetHack quaffing game I have been playing some version of the Nethack Quaffing Game unofficially with friends locally and online for years, and I thought it was nice to make it official after playing with some new people and getting into adding to NetHackWiki. However, I understand your qualms about the subject and have removed all links to Nethack Quaffing Game from the wiki aside from one on my personal page. Popscythe 21:50, September 2, 2009 (UTC) The article isn't done yet, but it already looks quite a bit better. External links are removed and I even added a humorous and yet effective disclaimer. Popscythe 22:20, September 2, 2009 (UTC) I might agree with you that NetHack Quaffing Game is ridiculous. After all, it's mother, NetHack, is definitely ridiculous at times. However, I must argue that calling Nethack Quaffing Game a set of house rules when it was officially born in and worked on by the multinational residents of #slashem is inaccurate, if not mildly insulting. You've been in the room the entire time the "development process" as it is, has been transpiring, which means that you personally have been queried to assist. Not only did you not notice the community of #slashem (as small as it is) reaching out to you and everyone else for input, but you'd minimize their efforts. Rather than a group of house rules and in-jokes that don't apply to the community at large, the rules are being carefully sculpted around references to and odds within NetHack itself in a manner no less genuine than references in the games themselves, such as the Archeologist or Undead Slayer classes, just to name a modicum of the references contained within the first 5 seconds of a NetHack/Slash'EM game. We who have been working diligently on the NetHack Quaffing Game around other requirements of life are doing our best to fine tune a work in progress that we believe culminates actions that span the entire history of NetHack. For where there is UNIX, there is beer and NetHack. So quoth early Hackers, and it is my personal and unbiased opinion that not allowing the community to contribute to what is probably the widest used, yet least discussed unofficial conduct would be a terrible slight to the community itself, as well as (and most of all), to the proud memories of Hackers and even Developers who have been playing some version of the Nethack Quaffing Game off and on for the entire life of the project. "Everything tastes better when it's been Stark Fisted" -popscythe 08:29, September 4, 2009 (UTC) Did a bunch of edits to the rules system, including sorting the incentives and penalties properly and removing some and adding others. Will be making the tables quite a bit better in the next day or two, hopefully including sorting and definitely including much better formatting. Thank you for your patience! "Everything tastes better when it's been Stark Fisted" -popscythe 06:24, September 7, 2009 (UTC) =_=_ Shk =_=_ User:Rhebus/Gem table generator cout < < "! class=\"unsortable\" | * !! Name !! Description !! Cost !! Weight !! Hardness !! class=\"unsortable\" | Material\r\n"; GEM("black opal", "black", 3, 1, 2500, 15, 8, GEMSTONE, CLR_BLACK), GEM("jet", "black", 6, 1, 850, 15, 7, GEMSTONE, CLR_BLACK), GEM("obsidian", "black", 9, 1, 200, 15, 6, GEMSTONE, CLR_BLACK), =_=_ User:Rhebus/Gem table generator/Gem table output =_=_ Vlad's tower =_=_ Talk:Shade The "artifact weapon with a damage bonus" thing isn't correct. The weapon must also be blessed. +6 uncursed stormbringer passes harmlessly through shades. I'm not editing the page myself because i'm not certain if blessed non-artifact weapons with damage bonuses will work as well. Your right. The artifacts base damage and enchantment are calculated before the shade zeroing occurs, and intrinsic/extrinsic (from rings of increase damage) bonus don't occur unless your already dealing damage. I also think the recommendation for unarmed gloves combat when wearing a silver ring should be removed. The unarmed combat gives no damage, so the silver damage is the only thing that matters. You can get that by wielding the silver ring while wearing your gloves, with less risk, and without sacrificing AC or stat bonuses. The only exception would be for players playing wielded weaponless conduct. Blackcustard 20:52, 21 February 2011 (UTC) =_=_ User:Strongsauce1 I have one account on NAO which is sturmtiger, I used to have two others but they appear to have been lost. I have ascended thrice - Wizx2 and Valx1. I & nbsp;have a once ascension worthy barbarian whose BoH and associated items got "destroyed" and is now derelict in the depths of Gehennom. Happily I defeated Demogorgon when he was summoned at the bottom of Gehennom (though I really didn't have a choice since he stole the Amulet of Yendor!). He really wasn't as scary as I thought he would be but I played things very, very safe in that game. :) =_=_ User talk:Strongsauce1 =_=_ Talk:Statue gargoyle Magic also kills it, correct? My barbarian character with my starting weapons and a few useless junk weapons managed to kill one by fireing a wand of cold at it twice. Does it work for anyone else? I was in Sokoban with just my adult cat, playing pacifist. Statue Gargoyle is in room, I am using Elbereth to keep it at distance as I was assuming nothing was going to kill it because cats don't carry weapons. All of a sudden, statue gargoyle is killed. My cat was out of my line of sight. There was nothing else on the level. hmm, looks like I actually had an account here. Strange, I don't remember making one :o Pyritie 12:58, September 7, 2009 (UTC) =_=_ User:Codehappy I play on NAO as, well, codehappy. I had one local ascension (Cha Fem Hum Wiz) before playing on public servers. These days I don't play locally; I like getting other peoples' bones, having my games automatically recorded, watching other players, and being watched. Still looking for my first sub-million point or sub-20,000 turn ascension. If I didn't like to keep my ascension percentage respectable maybe I'd try some dig for victory or pacifist games. Current best conduct game: Wishless polyless genoless survivor Tourist (29K turns, 1.53M points). Ascended with the (0:3) Castle wand, using a blessed magic lamp for light. Everytime I decide to try an n-conduct Monk, the RNG gives me Mjollnir on dungeon level 2, usually right next to a particularly tasty-looking floating eye. Favorite role: Wizard. A great early game, an interesting and varied (depending on your equipment/spells) mid game, and a very quick late game. Since the late game (minus the end game) is usually the least challenging or interesting part of the game, the fact that a Wizard can blow right through it is a plus. Favorite item: a non-cancelled wand of wishing, of course. Those are awesome! If we exclude wish sources and artifacts, then a magic marker. It's like a wand of wishing for scrolls and books, especially for Wizards. Random wands of wishing: Let's see if I can remember them all. One in Sokoban, one in the Big Room, two on the Quest (one Knight and one Priest), one deep in Gehennom, one found on the Astral Plane. That's six in over a million turns. Off-color DSM: Hey, if I have MR and reflection from any source, I'll gladly wear the first dragon that leaves scales. This gives me one ascension in yellow (acid resistance!) and another where I wore blue for much of the game (but got gray dragon scales at the Castle). Best bones found: a Knight of mine found a bones pile in Juiblex's swamp (IN the swamp) containing the Eyes of the Overworld, the Eye of the Aethiopica, the +5 Grayswandir, and a large variety of other ascension kit goodies. Naturally, she was pretty much all kitted out, but she converted to Neutral to pick them all up anyway. Best early bones found: +2 GDSM, a magic lamp and a bag of holding with some useful scrolls and potions in the Mines. Killed by a dwarf lord, IIRC, and he wasn't even helpless. Bags of holding: Shamefully, I've blown up three of them on NAO, always due to fatfingering . or /. In two of those games I've ascended, so my ascension rate is a bit higher in games where I stupidly blow up my bag than in games I don't. Take courage, careless NetHackers! Things I've destroyed Vlad the Impaler with: a pancake, a magic whistle, a wand of wishing (it was made of silver that game and actually very effective as a Vladsbane), and a candle. I've also eliminated Vlad by wearing a ring of conflict (note to the DevTeam: a single Olog-hai is tougher than Dracula) and, most amusingly, by simply standing still and reflecting the bolts shot from his own wand of fire (Dracula is apparently also rather thick). YAAD: almost every one of my NetHack deaths is of the stupid variety, although I did meet the lesser-known cousin of the Gnome with the Wand of Death, the Kobold with the Wand of Lightning, on dlvl 2 once. Very briefly. YASD: If I were immune to stupid mistakes, I would ascend 99% of the time. Since I am not currently ascending 99% of my games, I must not be yet immune to stupid mistakes. Therefore, proceed with caution around me. Sometimes I don't log in before I edit. I have some changes to Cornuthaum and Scroll of enchant armor recorded under my IP address. I don't like games that drag on forever. My first ascensions were 15+ hour marathons and just painful. Also, if you're willing to grind for hours and hours on end, the game gets too easy. These days I like to play fairly quickly. That mostly means cutting some corners in the mid and late game for the sake of expediency. Many shortcuts that would kill you in the early game you can easily get away with in the late game. I like to avoid reading scrolls of identify. It is not at all unusual for the first scroll of ID I read to be for identifying the charges on the Castle wand. Scrolls of ID are a limited resource, and should be conserved for later mass-blessing and identifying the charges on your wands and tools. Most of the fun, IMO, in NetHack is identifying your loot as early and efficiently as possible to make the best use of it. It's good strategy as well, as the sooner and cheaper you can ID your stuff the greater your surviveability. Knowing which scroll is teleportation or earth will save your bacon many, many times. =_=_ User talk:Codehappy =_=_ Talk:Ring hunger =_=_ Jumping Boots =_=_ Talk:Food appraisal Did some testing, and it looks like while you will never be warned for breaking vegan conduct specifically, such as eating an Egg, your messages will be different if you are going to be breaking BOTH vegan and vegetarian conduct or breaking vegetarian while previously breaking vegan. IE: Is this intended? eat.c 1838-1854 seems to suggest that eating anything animal-matter related (leather/bone/dragonhide/wax) OR a nonvegan-but-vegetarian corpse will trigger this message but doesn't seem to say anything about non-corpse non-animal-matter comestible. Thus a candy bar or egg will not show this message. The only non-"flesh" animal product that triggers this message seems to be eating wax candles as a creature who can do so. Looking at the source, your conclusion seems correct. The check for 'cadaver' and the specific materials exclude non-vegan processed food. Since they went out of their way to include potential comestibles that you cannot eat in your regular form, e.g. leather, I get the feeling that they intended it to warn for any kind of comestible, and simply neglected to check for non-vegan processed foods. I was going to add the sickness info to the page, but couldn't think of a situation where you wouldn't have a tainted-but-not-rotten corpse - does this happen when you kill non-Wraith undead? The corpse is "just" tainted but not rotten? Strongsauce1 15:19, September 11, 2009 (UTC) ok. If condition "(mnum != PM_ACID_BLOB & & !stoneable & & rotted > 5L)" fails but "(rotted > 5L || (rotted > 3L & & rn2(5)))" passes, you take damage but do not gain sickness. This code block is at line 1299. You lose up to 8 hp, which is actually much less harmful than a regular poisonous corpse (and if the corpse is poisonous, that block will never be reached because the poison check is before it, even if you have poison resistance). rotted is calculated by the age of the corpse divided by (10 + rn2(20)). A Zombie etc corpse starts at 100, so it is possible to eat them if rn2 is at least 7. (100/7 = 5.88 = 5.0, which is not enough to trigger the > 5 condition). Blessing the corpse will remove another 2 points, allowing rn2 to be as low as 3. Such a corpse will always hit the significantly less dangerous rotten corpse code block, and as far as I can tell you can eat them normally in that case. I was just able to eat a giant zombie corpse, with strength gain, but it took me 3 tries. Honestly considering how dangerous food poisoning can be (I once ate a tainted zombie corpse, tried to eat a eucalyptus leaf to cure it, passed out because it was rotten, and died. I had a full ascension kit, too.) eating an undead corpse just isn't worth the danger. To answer your question, tainted is the same as rotten, just moreso. The rotten variable is calculated, and if it's 6 or higher than it's tainted, if it's 4 or higher and fails a 20% chance (rn2 is even distribution, right? I can't find a page on it, just rnl), then it's simply rotten. If it fails that 20% chance then it's safe to eat. rotten is calculated differently when dealing with the Appraisal warning, namely it divides by 10 instead of (10+rn2(20)), meaning that you will get warning about tainted meat before it's actually tainted, as it assumes worst-case result from the rng. Ok. If the food is "rotten", i.e. rotten > 3 or if it's a rotten item (e.g. leather), you get the message " < Food > smells like it could be rotten!". < br / > If food is "tainted", rotten > 5, you get " < Food > smells like it could be tainted!". < br / > If rotten > 5 and you have sickness resistance, " < Food > smells like it could be tainted!". In any of these cases you will get the warning and thus lose the intrinsic. You will also get a warning before the corpse is actually rotten/tainted, and if the item is merely rotten then it won't give you food sickness, just (maybe) hp loss. Again, sickness resistance does not let you keep the intrinsic, as it is not checked at all if rotten > 3 and there's a separate (which is weird, since it should be harmless) check at the end if you do have sickness resistance. =_=_ Wizard-mode =_=_ Beholder (SLASH'EM) =_=_ Talk:Wand of wishing In a few places on the wiki, advice is given on how to dispatch the shopkeeper if a wand of wishing is found in a shop before one can pay for it. The advice is to either wish for a wand of death to kill the shopkeeper (which has a luck penalty if not chaotic, plus telepathy loss if someone was lucky enough to eat a floating eye corpse) or to wish for a blessed figurine of an archon. If I was in that situation, my course of action would be to instead wish for a blessed figurine of a purple worm. Purple worms have a digestion attack that is certainly enough to take out a shopkeeper. More importantly, they are much safer to wish for than an Archon because a hostile purple worm can be easily defeated by a wand of digging, while an archon is certain death to a character that doesn't even have enough gold to buy a wand of wishing. Additionally, likely not an issue so early in the game, but an Archon is given a guaranteed artifact, which could be bad for someone planning to wish for artifacts with the wand. A purple worm (or any strong pet) is also, in my opinion, significantly more useful than a limited-use wand of death. I don't want to change the relevant pages without hearing what other people think; a pet archon is obviously more useful than a purple worm, and this is simply my opinion on the matter and far from expert advice. Actually, why isn't the most obvious solution of leaving the wand alone and trying to find enough gold to simply buy it ever mentioned? Gold really isn't that rare, and a wand of wishing shouldn't ever cost more than 1000 zm for an extremely ugly character. It seems the first statement should always make the Castle wand invisible, which in my experience is the case, and the second should make any wand of wishing be recharged half the time. That, I can't honestly say I can recall ever having had happen, so perhaps I'm reading this wrong? Has anyone else found a wand of wishing that had already been recharged, outside of a bones pile? Again, I may be reading this wrong, but it seems that any wand of wishing in the Black Market would be a wand of wishing (1:0), and I don't know what it does to magic lamps there. Again, I'm fairly certain I've found charged, non-recharged wands of wishing in Sam's shop, so maybe I'm reading this wrong? I have no idea how to test either of these, short of repeatedly abusing explore mode or wizard mode, which perhaps is what needs to be done. Or perhaps I'm totally misreading all this code; if so, please tell me. -Ion frigate 06:11, June 29, 2010 (UTC) =_=_ Combat To attack a monster, try moving into the space it occupies. This will initiate a melee attack using the weapon you are wielding, or your hands if you aren't holding a weapon. But be warned: some monsters automatically retaliate to melee attacks with a passive attack that can hurt you greatly. Doing this with your pet is usually safe - you will attempt to displace it rather than attack it (unless your weapon is bloodthirsty). If you want to attack your pet for some reason, you can use the - command to force your next input to be interpreted as a melee attack. You can use a ranged attack to attack from a distance. Use to fire a weapon or item that you have quivered, or use to manually choose something to throw. You can throw anything, but some projectiles, like darts or shuriken, are designed to be thrown. Other projectiles are meant to be used with a launcher. For example, wield a bow to fire arrows. Magic is another option for attacking a monster. If you have an attack spell memorized, and sufficient power, you may cast it using the - command. If you have an attack wand, you can zap it with . Frost horns or fire horns are also sources of magical attacks. Use to apply them. To know how likely you are to hit in combat (and conversely how likely monsters are to hit you), see the Armor Class page. The Weapons page will tell you all about the different kinds of weapons in terms of damage and other properties, but note that for ranges of weapons you may need to look elsewhere (for instance, the range of your bow is actually defined by the type of Arrow, it would seem, and most objects of reasonable throwing weight seem to have similar ranges as arrows). I'm in the Lawful Quest, and I just killed a basilisk as a monk (with gloves, of course)and I get a weird message: It sounds like theres an error with my game, but considering that the Lawful quest has strange messages, I'm not sure what to make of it... Currently, all encyclopedia entries are set in equal-width font "by hand", without a template. In my opinion, we could certainly use one; in part to experiment with the best layout, in part to make changes appear everywhere at one touch. I'd personally prefer for the encyclopedia to be visually distinguished in some form, though it certainly need not be typewriter font. In the meantime, would you please leave these entries consistent accross pages and avoid dangling "(begin quote)", "(end quote)" pseudomarkup in the articles? -Tjr 11:16, September 22, 2009 (UTC) Though I do remember that there were some typos on the (excellent) new Beholder strategy page. Hmmm. --Slandor 10:05, September 22, 2009 (UTC) =_=_ Talk:Book of the Dead To answer my own question: the primary purpose (IMO) to keep the invocation items around is to reduce the probability that the Wizard will steal the Amulet of Yendor. -- Davek (talk) 17:35, 4 August 2015 (UTC) Hi, I've been playing NetHack since about November 2008. I am still somewhat new to the game, but I am good enough to have activated the quest portal as a Monk, Knight, and Wizard, and they weren't even on wizard or explore mode. I can usually get to minetown, go past the oracle, and survive for a few levels. So I guess that shows ' 'completely' ' new to the game. I used to only use monks until I found out how difficult their quest was. (I couldn't even get to the grand master) I now mostly use knights, (I love their lance and horse) and I occasionally use monks. Rangers are also a favorite. Right now I don't care if I ascend, I only care if I beat the quest. I just had my best game. About 30,000 points as a Law-hum-mal-kni. King Arthur accepted me, but I soon died. Maybe I should try to earn a better AC. frame|My horse and I battle a gnome Something that I find strange is that I simply cannot stand playing ASCII NetHack! I have gotten about 15000 points on tiles but I can barely get 6000 points on ASCII! Another thing that is strange is that I am better at SLASH 'EM than NetHack. In SLASH 'EM I have gotten 20000 points as a mon-dop-mal-neu. Probably because they have a bazillion techniq =_=_ Keystone kop =_=_ User:Jonathan Drain =_=_ User talk:Jonathan Drain =_=_ Keystone kops =_=_ Keystone cop =_=_ Keystone cops =_=_ Keystone Cops =_=_ Keystone Cop =_=_ User:Nethackest =_=_ User talk:Nethackest =_=_ Clear jelly =_=_ BUC state Answer: It's Doraemon! Seems like he's taking a break from helping Nobita to help deliver mail to adventurers in the Mazes of Menace! =_=_ Forum:Watch me fail. A lot. I've decided to attempt to win the game without any recourse to cheats, spoilers, or help whatsoever. And blog about it. Complaining a lot along the way, I'm sure. =_=_ Thump =_=_ Dretch The dretch is a monster unique to SLASH'EM. It is a minor demon that is almost identical to an imp, except that its base level is lower than an imp's and it is capable of treachery. Like an imp, a dretch will taunt you with demonic maledictions. =_=_ Forum:Backslash doesnt work =_=_ The Arkenstone The Arkenstone is a defunct Quest artifact diamond belonging to the Dwarf role, which existed in versions of SLASH'EM before NetHack 3.3.0 made race and role separate choices. When carried, it gave magic resistance and acted as a luckstone. When invoked, it granted object detection, as per the potion. The Arkenstone comes from the Tolkien universe. It was one of the greatest treasures of the dwarves of Erebor (the Lonely Mountain), who called it the "Heart of the Mountain". Its function as a light source, or as a means of detecting treasure, is inspired by Bilbo's discovering it in the hoard of Smaug by its own luminosity. Its association with conflict was probably suggested by its role in the dispute that preceded the Battle of the Five Armies. The Arkenstone patch for vanilla NetHack makes it a randomly generated lawful artifact that can occasionally (with a 1 in 75 chance) be found in the inventory of a dwarf king. This version of the Arkenstone is coveted by all monsters, so carrying it in open inventory causes conflict and aggravate monster. Even demons want it: if a demon prince sees that you have the Arkenstone in your open inventory, it will demand the gem as a bribe, instead of gold. The Arkenstone is also present in dNetHack as the crowning gift for dwarf knights, a chaotic diamond. Here it does not aggravate monsters, and its conflict effect is toggled by invoking it (as with the Sceptre of Might). In addition, it functions as a light source when carried in open inventory. In SLASH'EM Extended the Midget role (which is a remake of the defunct SLASH'EM dwarf role) has the Arkenstone as their quest artifact; here, it is a diamond that grants ESP when carried and grants a healing effect when invoked. There is also a separate artifact named "The Arkenstone of Thrain" which is a luckstone that can be invoked for "perilous identify" and can be obtained in the "Orc Barracks" special level. =_=_ Talk:Gelatinous cube I ate one of these a Valkyrie... I received the message, "Valkyrie, all your powers will be lost..." Is that just because of the acid hurting me? Aeronflux 20:23, October 11, 2009 (UTC) =_=_ User:MrFroon =_=_ User talk:MrFroon =_=_ Forum:Wizard mode in mac os x I've played Nethack on and off since around 1994. Around 1998, I introduced my then-girlfriend (now wife) to the game; she ascended in around 3-4 years. Around 2001, I introduced a college friend to the game; she ascended in around 3 months. After around 15 years of attempting to ascend mainly wizards and valkyries, I finally ascended a samurai in 2009: Long, long ago, I contributed code to SLASH'EM. More recently, I contributed a port of Ray Chason's UTF-8 patch to v3.4.3. I've played with the PRNG exploit and found it to be an amusing academic diversion, similar to how I used to play around with (and contributed code to help people understand) the 3rd/4th-gen Pok & eacute;mon PRNG. If I were to chart my time, I'm pretty I'd find that I spend more of my time source-diving and reading about Nethack than actually playing the game. =_=_ Gug Gugs are a new monster in SLASH'EM. They appear in large groups, are fast and hard-hitting, and have a paralyzing bite. Although by the time you encounter them, your magic cancellation should neutralize the paralysis, gugs are still a large threat in the midgame, mainly because they appear in large groups and are quite fast. Note that they can be detected through telepathy; in general, one should exercise caution when seeing a with a mind in SLASH'EM; it is either a hard-hitting gug, or a spellcasting ghoul mage or ghoul queen. =_=_ Fire vampire The fire vampire is a new vampire introduced in SLASH'EM. It uses the fire attack which is a deferred feature in vanilla NetHack, a counterpart to the Angel's magic missile attack and Asmodeus' cold attack. The fire vampire can be very dangerous to the unprepared. It is very fast, with a speed of 24. Like all vampires, it has two claw attacks and a bite attack. It also has a touch that drains magic energy, and the ability to cast a spell that will cause you to be 'enveloped by flames!'. This attack can do upwards to 60+ damage without fire resistance. Note that at a distance they will zap fireballs at you. These cannot be reflected, and can still damage items in your inventory even if you have fire resistance. Fire vampires are best avoided until you have fire resistance; in particular, they make the Chaotic Quest a place to avoid for those without it. Once you have fire resistance, these monsters constitute a very good reason to turn off the 'sparkle' option. They will usually get 3 fire attacks per turn, all of which will go through the sparkle animation, which can be quite distracting. The major downsides are that the fire attack will sometimes destroy scrolls and potions in monsters' inventory, the danger of using an unintentional extra attack against stoning monsters (should not happen if you are wielding a weapon, but monks beware!), and the problems inherent to eating as a vampire. It is not related to the usual undead vampires. Actually, it's two extraterrestrial monsters that share the same name. The flame Creatures of Cthugha that appear as many points of fiery light. And the fire Vampires of Fthaggua that appear as grimson bursts of lightning. =_=_ Fort luidos =_=_ Paralyzing =_=_ Forum:Main page design: call for improvements I didn't like the Main_Page's design the first time I came here, and this dislike has not improved since. In fact, it turned me back once. I think it overloads the unsuspecting visitor and does not come to the point what NetHack actually is in case people do not yet know. =_=_ User talk:DarthShrine =_=_ File:HowToFixTelnetExe.png I'm really happy to have you here, and look forward to working with you! -- Ray Chason (Talk) 04:15, October 20, 2009 =_=_ User:Catnarok =_=_ User talk:Catnarok I'm really happy to have you here, and look forward to working with you! -- Ray Chason (Talk) 22:26, October 20, 2009 I see you removed the < nowiki > {{main|... < /nowiki > reference in the credit cloning section. The article certainly looks better in your version. However, I would like to avoid people duplicating the credit cloning article on the stealing page in the future. In my experience, that kind of thing leads to lengthy, unmaintainable messes. Therefore, I have put the < nowiki > {{main|... < /nowiki > tag back in. If you can come up with a visually more appealing way to make it clear any further detail should go in the credit cloning article, please feel free to re-edit Stealing from shops. -Tjr 13:21, October 21, 2009 (UTC) I'm really happy to have you here, and look forward to working with you! -- Ray Chason (Talk) 23:57, October 20, 2009 =_=_ Mushroom =_=_ Talk:Monster spell The monster tables as they stand are dangerously misleading. They specify the spells the monster will know at its lowest level, when they should really specify the spells a monster knows at its highest level, floor(baselevel * 1.5), since monsters can be generated anywhere up to that level. For instance, you might get the impression from reading the chart that a Titan can never cast Touch of Death, when in fact a sufficiently-level titan CAN. --Darth l33t 18:42, October 22, 2009 (UTC) While I agree that the previous table was misleading, I rather feel like the current table is just as misleading. The first time a player encounters a Lich at the castle, they shouldn't be worried about it summoning nasties. Should we have two columns, one for base level and one for maximum level? In related news, the article for Lich says that at experience levels Lichs are normally encountered, Lichs don't cast aggravate and Demilichs don't cast summon nasties. Since I "normally encounter" them in the castle before I get a wand that allows me to genocide them, I think that comment is misleading. Derekt75 00:39, 31 December 2011 (UTC) =_=_ Forum:Reference guide of sorts? Basically what I mean is a single PDF file/web-page with a lot of the most common info on the game (stuff like the armour class of different armour, strengths and types of weapons, class/race attributes), I don't appear to find any through google (A lot of .txt files specialising on one area, but nothing covering the whole lot in a condensed, easily printable/navigatable format) but I figured this would be the place to ask. Obviously it'd have stuff like Armor list (with classes), class/race attributes, weapons etc., but if it's something other people might find useful not sure if I should put anything that could be considered a spoiler in (nor what constitutes one, since some races have certain weapons/armour auto-identified, would including their appearances be a spoiler?), also not sure about stuff like potion/scroll/amulet effects, lists of good/bad corpses and the like. Ok, revisiting this, I just made one for armour, about to add a link to it on the reference card page. Fits on 2 A4 pages, has name, type, cost, weight, AC, MC, effect and appearance in that order of all armour on the armor page. Any problems with it or possibly improvements post here, I'll try remember to check back, will probably follow the same format when I get around to making ones for things so will wait a couple days to see if there are any replies here before making new ones (Armor is in my opinion the thing I look up most anyway). =_=_ NetHackWiki talk:Sandbox When I go into the edit mode, all it shows are characters and other stuff, unlike how this talk page shows. Why is this and is there a way to change it?✑DemonSlayerThe3rd♠ 22:08, September 17, 2010 (UTC) =_=_ Secret passage Secret passages or hidden corridors, represented by , are a type of terrain that appear to be solid rock until exposed, when they turn to an ordinary corridor. Secret passages are more difficult to expose than secret doors, as effects that would usually open or break down a door (multiple wands or spells) do not work on them. =_=_ Talk:Monster (SLASH'EM) War orc: "Only appears in Gehennom and Grund's Stronghold; also appears in the Gnomish Mines if the PC is a dwarf" -- this sounds very much like a polymorph trap somebody didn't detect. I'm not an expert on SLASH'EM, so I'm not changing it. -Tjr 20:53, October 25, 2009 (UTC) =_=_ File:NethackArmor.odt =_=_ File:NethackArmor.pdf =_=_ Human or elf =_=_ No-teleport =_=_ User:ControllerSlayer =_=_ User talk:ControllerSlayer =_=_ Talk:Double Trouble The first part is redundant, since the Wizard is immune to charming or pacifying by any means. As for the second, I suspect that Rodney had stolen the Amulet from the player who made the edit. Covetous monsters will attack any monster who carries their coveted item, leading to clone wars among other things. The Wizard in any incarnation is essentially immune to conflict, so I can't think of any other reason for the described behavior.--Darth l33t 02:07, October 29, 2009 (UTC) That quoted part should really read "there is only one Wizard on the current level". I've recently experienced three Wizards: one escaped to upstairs and the remaining one on the level cast Double Trouble again. In this way, I presume, there could actually be unlimited number of the Wizards in the dungeon. Okay.. hi. I'm SmashFan2005. I have 5 ascensions on NAO and 6 on my home computer, so I'm sort of experinced with NetHack. =_=_ User:Hackery I started (and then continued to do too much of) playing Nethack about 1987 at Warwick University. From time to time I get sucked back into playing. TBH, I probably got more enjoyment from poking through the code, and it was probably one of my early influences in software development and reverse engineering, not to mention skewed program messages, documentation and behaviour. However, I've never knowingly met any of the DevTeam. =_=_ User talk:Hackery =_=_ User:Zenghui =_=_ User talk:Zenghui =_=_ Template talk:News Interesting link about the new game Borderlands: only tangentially news about Nethack regarding its influences on the president of Gearbox Randy Pitchford. And Borderlands is really just Doom II plus Nethack. Or you can say it’s Halo plus Diablo… but Halo’s just an iteration of Doom II and Diablo is a graphical interface for Nethack.” Robots.txt blocks templates, which correctly excludes a lot of maintainence stuff. However, news is also a template, and we want Google to index it. I propose moving it into the NetHackWiki namespace. If nobody opposes, I'm going to move it in a few days. --Tjr =_=_ File:Farm.png =_=_ Template:Monsym/grey mold =_=_ Lycanthrope (starting race) Lycanthropes are a race available in certain variants, including SLASH'EM and SpliceHack. In SLASH'EM, lycanthropes are always chaotic and can play as a Barbarian, Ranger, Rogue, or Undead Slayer. Lycanthrope characters offer a very different play experience from the other races. According to the guidebook: Lycanthropic characters generally have excellent physical stats, but poor mental ones. The following table contains the maximum initial attributes for a lycanthropic character. Starting as a lycanthropic character can be exceptionally difficult, especially early in the game, as all lycanthropic characters begin with the regeneration intrinsic and the extra hunger it induces. On the one hand, this can make many early fights significantly easier. On the other hand, the small nutritional value of the corpses typical for the first few levels puts lycanthropic characters at risk of starving. Often it is better to make for the Gnomish Mines or Sokoban than to stay near the first few levels of the dungeon, at least until you have a good stockpile of rations. Lycanthropic characters, as the name suggests, have intrinsic and incurable lycanthropy. Specifically, they are werewolves. This comes with all the benefits and downsides this intrinsic has, with a few exceptions: Lycanthropes start with the ability to change between humanoid and wolf form; using this ability requires 20 power. All polymorph effects simply switch them between humanoid and wolf forms. When in wolf form, you can spend 10 power to summon a few tame wolves or winter wolf cubs to aid you in battle. Winter wolf cubs are quite advantageous, as they eventually grow into fairly potent winter wolves. Early on, it pays significantly to become familiar with the ins and outs of the limitations of your wolf form. Often it is best to simply dump your primary weapon and armor right when you begin, to save both space and time when the first transformation occurs. Body armor is weighty and nearly worthless until you have the ability to freely control when you transform. Keep any daggers you start with, and save up as many others as you can safely carry in a single stack. Every one of the lycanthropic classes bar Barbarian can reach expert skill in daggers, and they can be fired even in wolf form. Do this to soften up enemies at range before they come close enough to hit you in melee. If you get in trouble, the techniques eviscerate and berserk can be used in a pinch to prevent an untimely death against a stronger foe (for example, a single soldier ant or yeti when you are level 7). Feel free to #monster a few times to get a small pack of wolves. Your first major challenge as a lycanthrope is to find enough non-perishable food. Otherwise, you would starve due to your innate regeneration. This is normally best done by either rushing for the first half of the Gnomish Mines or Sokoban, depending on your play style. The Gnomish Mines are much easier to reach as a low-level character, and the resulting gnome and dwarf corpses there can keep you fed while you collect rations and other food. Sokoban is harder to reach, but it's guaranteed to have at least five ration items and either an amulet of reflection or a bag of holding (both especially useful to a lycanthrope), as well as a number of wands, potions, and rings. Once you have a ring of polymorph control, your game will play pretty much like any other race except for the lycanthrope benefits. Fast regeneration, guaranteed pets including winter wolves, #youpoly to remove cursed armor, innately high physical stats, and two race-specific techniques can lead to a very potent character from the midgame on. I play a lot more SLASH'EM than I & nbsp;do Nethack, and I & nbsp;find the lack of details about the former disturbing. =_=_ Talk:Lycanthrope (starting race) I'm throwing this page up so that we have a race page for every one of the new Slash'em player races. It just didn't seem right that Vampires got their own while player Lycanthropes were sandwiched in between Werewolf and Weretiger on the monster page. =_=_ Icebox I've played Rogue on a VAX 11/780, Larn & Hack on a DEC Rainbow, and countless variations on PC. Flavor for the past few years has been tiles mode on Pocket PC. Carry Nethack everywhere I go? Yes please. =_=_ User:Zapwire =_=_ User talk:Zapwire =_=_ User:Zapwire/monaco.css =_=_ File:Monaco header button.png =_=_ BoH Hi, welcome to NetHackWiki! Thanks for your edit to the :In a Republican Party hoping to comeback in 2010 on the strength page. =_=_ Storm The preferred roles to do this are Rogues and Rangers, for their weapon proficiency and for their +1 multishot bonus, but roles with high skill in missile weapons also work (particularly Wizards, Tourists and Valkyries for Expert daggers). In addition, a Ring of increase damage would also be of considerable benefit since the damage bonus will be added to each projectile. As a Ranger or a Rogue you get +1 multishot for thrown daggers, even when dagger is Unskilled, so, even as an early-game character, you can probably deal more damage by throwing daggers than by using a melee weapon, even in melee range. The best type of daggers to do this is probably the silver dagger, due to his high damage bonus (+1d20) against the silver-hating monsters, but since they are hard to find, most people end up using a stack of elven daggers or just plain normal daggers. Rogues also get a backstab bonus (+1dXL) against fleeing monsters (pre-3.6.0), for each thrown dagger; in the end game, the damage of a stack of thrown, enchanted silver daggers against a fleeing silver-hating undead, assuming that every projectile hits and the character has maximum strength, as a level 30 Rogue with Expert dagger skill: In 3.6.0 and later, backstab does not apply to thrown weapons, so the average final damage is instead 30*2.5=75 against small monsters, and 73.75 against large. Compare this to the average damage for Grayswandir, the best weapon in the game, twoweaponing it with another silver saber, with maxed skills (assuming, with the same Rogue, Expert two-weapon combat and Skilled saber): That said, a stack of silver daggers is one of the rarest item in the Mazes of Menace (stacks of 1d6 silver daggers are 0.3% of all the randomly-generated items), so most adventurers will settle for a stack of daggers, or elven daggers when possible, but even in that case, it's usually enough to kill most monsters before they even have a chance of landing a hit on you, since daggers are a ranged attacks, with the range depending purely on your strength (with St:25 you have 10 squares of range). Unless you're using silver daggers, if there are spare scrolls of enchant weapon laying around, it's better to Fooproof your stack of enchanted daggers, since a lot of monsters can corrode iron, limiting your damage; it's also better to #name your stack of daggers giving it a unique name, and to set an autopickup exception for your own daggers, to help picking them up. Also, watch out when firing around water, since daggers that end up in a pool or a moat are hard to recover; better have a backup melee weapon for sea monsters. One of the advantages of throwing daggers, as opposed to using a melee weapon, is the fact that you can use a wielded artifact weapon for the bonus it provides, and not just for the damage; Magicbane's damage is low, compared to other artifacts, but the perks it gives (MR and curse absorbing) are nice; Magicbane is a great weapon, even for Rogues (chaotics) because it also gives you a way to engrave a semipermanent Elbereth - great for the backstab bonus. Another way to scare monsters, that works at range, is a tooled horn, which is another great tool for Rogues. Another great alternative to melee weapons, especially if you are an Elven Ranger, are elven arrows, fired from an elven bow: Rangers get a +1 multishot for every projectile, and Elves have a +1 multishot (together with a +1 to-hit and +1 damage) for firing elven arrows from an elven bow, bringing the average fired projectiles to 3. In the early game, using daggers is probably the best choice, since they don't break, but as soon as you can rotproof, enchant (+2 or more), bless and get high Luck (9 or higher) arrows pretty much never break, so you can ditch the daggers and start accumulating arrows (they are *way* lighter - 25 daggers weigh the same as 250 arrows). Note that enchanting the bow only adds to the to-hit bonus, not to the damage, so enchanting the bow is mostly useless). You can also poison arrows, by #dipping a stack of arrows into a potion of sickness, adding damage against non-poison resistant monsters, and giving a chance of instakilling them; note that using poisoned weapons as a Lawful gives you -1 alignment. Damage calculation for blessed poisoned +7 elven arrows, fired from an elven bow as an Elven Ranger, with Expert bow skill: This applies when attacking normal enemies that are not poison-resistant, not including a 10% chance of instakilling with poison - with 14 poisoned arrows you have over 50% chance of killing an enemy, regardless of damage. Undead and demons are poison-resistant, but they suffer from the blessed damage (2.5 average). Using a launcher gives you extended range of fire, so you can get even more shots at monsters while they come to you. Firing poisonous arrows can remove the poison coating, so after a while you may want to re-dip your de-poisoned arrows in another potion of sickness to bring the stack back together. A way to get the "best of both worlds" is using silver arrows with a bow, usually the Longbow of Diana as a Ranger. Still way lighter than daggers, there's no need to Fooproof them, they can be poisoned and they deal silver damage against silver-haters. Again, avoid using them until you have maxed your luck and blessed them, enchanted silver arrows deal a damage comparable to a rogue throwing silver daggers: Again, this is for a maximum range of 11, so, especially if you're fast or very fast, you have the time of killing monsters before they get even near you. The same advices regarding missile managing apply here. =_=_ DaggerStorm =_=_ ArrowStorm =_=_ SilverStorm =_=_ Talk:Hit dice =_=_ Talk:Launcher If you bash with a launcher, do you still train the skill and/or make use of its enchantment?--PeterGFin 19:19, November 20, 2009 (UTC) Apparently I missed logging in. Sorry about that. I wish mediawiki had bright, flashing warnings by default about contributing without your account by accident. Intchanter 01:52, November 22, 2009 (UTC) =_=_ User:Intchanter =_=_ User talk:Intchanter =_=_ Splat =_=_ File:Nethack.gif =_=_ Talk:Meat stick Dare I even suggest you can sit on a meat stick ("its not very comfortable"?!). I'm sure those who "wield it for comedic value" will find this hilarious.--PeterGFin 09:21, November 26, 2009 (UTC) =_=_ File:Screenshot portrait.png =_=_ Breaking wands =_=_ SAT =_=_ User:IngerAlHaosului =_=_ User talk:IngerAlHaosului =_=_ User:Johnny Treehugger =_=_ User talk:Johnny Treehugger I'm really happy to have you here, and look forward to working with you! -- Ray Chason (Talk) 21:37, December 10, 2009 I'm really happy to have you here, and look forward to working with you! -- Ray Chason (Talk) 21:44, December 10, 2009 =_=_ User:Action52 =_=_ User talk:Action52 Hi, welcome to NetHackWiki! Thanks for your edit to the :Hi all, I want to say something about me and how I found this site. page. =_=_ User:Coldacid Canadian. Plays Vulture's Eye variant. Interested in patches but too lazy to apply any (I deal with enough code as it is). One day, he'll ascend a character... =_=_ User talk:Coldacid =_=_ Thiefbane Thiefbane is always generated in the inventory of One-Eyed Sam (unless wished for before Sam is generated). Thiefbane is typically generated with an enchantment, but the greater prize is the instadeath by decapitation (10% chance) on monsters symbolized by @. Thiefbane also has a 1 in 6 chance of canceling whatever it hits, which is probably you. Given that One-eyed Sam is level 24 and carries most of an ascension kit, it's usually a bad idea to simply engage her in melee. A scroll of earth or scroll of flood may fix One-eyed Sam on her spot (assuming she is not flying), and highly enchanted firearms or poisoned darts work fine for the kill. More suggestions can be found at the black market page. However, this is not neccessary to acquire Thiefbane. If you are appropriately fast, armored, brave, or stupid, and you have the disarm technique and can hit with something you are at least skilled in, you can steal Thiefbane. Be aware that you still risk decapitation. If you try that, you will need an escape plan that works despite the black market's restrictions. One way is to apply (break) a wand of digging, trapping her (away from the door). Note that unless you are wearing an amulet of life saving, you don't really need an escape plan, since you won't be around to use it. In UnNetHack, Thiefbane's base item class has been changed to two-handed sword and the player is in danger of being decapitated even if not in a form symbolized by . As if that's not hard enough, UnNethack does not allow Thiefbane to be wished for (the code calls this < code > wishing abuse < /code > ). So you're going to have to fight her and her sword. =_=_ Bat from Hell The Bat from Hell is an artifact baseball bat introduced in SLASH'EM and included in SpliceHack. It gets +3 to-hit and +20 damage bonus, making it a weapon suitable even for SLASH'EM's endgame. It uses the club skill. In SLASH'EM, it is the first sacrifice gift for Rogues. Rogues can get this weapon as their first sacrifice gift. Other chaotic characters may receive it from sacrifice, but all others will have to wish for it or find it in a bones pile. Since its base item type is never randomly generated, it cannot be randomly generated either. The Bat from Hell is one of the strongest artifact weapons available in SLASH'EM. Its +20 damage bonus versus all enemies is matched only by Reaper, and as Reaper is a pole-arm it is both two-handed and can only be used for mounted combat or pounding. The Bat makes the Rogue role much easier in SLASH'EM, combined with the other advantages they are given; a Rogue's only goal in SLASH'EM's early game is almost certainly going to be to find an altar and sacrifice everything in sight. It makes the early game relatively easy, felling most monsters in one or two hits, but one should always be careful not to be overconfident; the Bat does not make you invulnerable. The Bat is something that many roles may find it worthwhile to wish for, although it is not strictly speaking an essential. Even non-chaotics might want to wish for it; it is not an intelligent artifact, although one should be mindful that blasting damage has been considerably increased for all artifacts in SLASH'EM. Also, for those roles that can manage it, it may be worthwhile to #twoweapon the Bat with an artifact that provides drain resistance, since that will not compromise its increased damage. Both Mjollnir at +24 and Disrupter at +30 have higher damage bonuses than the Bat, but Mjollnir's damage bonus doesn't apply to shock-resistant monsters, and Disrupter's only applies to undead. =_=_ Talk:Katana The +1 to hit bonus being a nod to D & D because of masterwork weapons is highly doubtful. That bonus started with D & D 3.0, which I doubt was taken into consideration when the Devs added Katana into the game. 71.236.214.36 05:57, July 1, 2010 (UTC) The current revision contains the edit comment "Removed the sentence about twoweaponing, because skill in the off-hand weapon doesn't matter." However, according to the Twoweapon article, skill in the off-hand weapon does matter for damage calculations (not for to-hit calculations). I suggest re-introducing the deleted sentence or adding a different, more specific explanation. djao 08:50, December 16, 2009 (UTC) =_=_ Pick Axe =_=_ User:Chelseafan528 My name is Mike. I enjoy playing NetHack, and other roguelike games, such as Angband and Crawl. I usually play in ASCII. =_=_ User talk:Chelseafan528 I have ascended every class in vanilla nethack (first ascension was in 2008, started the game in late 2006), and then moved on to SLASH'EM. There, I have ascended multiple Valkyries (several genocideless), a couple Rogues (including a human one), an atheist Priest, a Barbarian, and a wishless Caveman. Since that, however, I have honestly mostly moved on to Crawl, although a return to SLASH'EM is far from impossible. I do still occasionally fool around in wizard mode, mostly to test things for the wiki, and I know enough programming to reasonably well source dive. This would be a class whose concept is that of a modern soldier. New items I would have for them specifically: Note the complete absence of any magic skills. Soldiers would also have a very high base spellcasting penalty. The idea is a very worldly character class, not at all in touch with the arcane arts. Soldiers would be able to be of any alignment, being lawful soldiers of a nation, neutral mercenaries or chaotic guerrillas. Their quest artifact would be the above mentioned Ole Painless, the classic Rambo machine gun. Have several slightly different messages for each outcome of eating things. For example, instead of just "This gnomish wizard corpse tastes terrible!", have it choose randomly between that and "What a putrid a gnomish wizard corpse!", "That gnomish wizard corpse could have been worse...", etc. An idea inspired by both Crawl and the original Rogue, this is just cosmetic, and makes the game a little more funny and interesting. In my opinion, these are ever so slightly overpowered; I think the best way to balance them would be to give them a small (5-10%) chance to reduce tameness of affected pets by one each time they're used. This would in particular balance the early wish of a pet Archon (or Solar, in SLASH'EM), since it wouldn't actually be that hard to untame one of those then. Monsters can't steal something that weighs more than them; this is mostly relevant to SLASH'EM, where Tiny pixies and quicklings like to steal your shield of reflection, a rather unrealistic sight if you think about it. Oh yes, did I mention I hate nymphs and didn't think they needed the expansion they got in SLASH'EM? The "Killed by something while blind" is just stupid. I'm dead, you can tell me what the hell killed me. Trust me, I won't be able to misuse that information. So my account may very well have been hacked. The password has been changed, and apparently the email has been cleared. I'd suggest removing the admin bit in the meantime. Ask me anything to confirm that this is me. -96.231.155.177 06:27, 30 March 2012 (UTC) =_=_ Rot worm A rot worm, , is a monster in SLASH'EM. It is very weak, but its bite can make you ill. Although not normally randomly generated, spellcasting monsters can create them via summon nasties, meaning they are a reasonably common sight in the middle to late game. They also appear in the Wyrm Caves and the Lawful Quest. Rot worms are capable of dealing delayed instadeath to any character without sickness resistance, and it is often quite easy to overlook the "deathly sick" message amidst all the other battle spam. Thus, if a demilich summons one, be sure to use your unicorn horn after the fight, as sickness has no further messages, unlike stoning, and it is far too easy to overlook the "Ill" indicator on the status bar. =_=_ Talk:Bat from Hell Does anybody know if the +3 to hit and +20 to damage are static additions or +1d3 to hit and +1d20 to damage? The latter seems more likely to me, both from experience, and I think I recall seeing Excalibur listed as having +5 to hit and +10 to damage (where it is of course +1d5 and +1d10). Ion frigate 14:38, December 22, 2009 (UTC) =_=_ Talk:Plane of Fire user:Berry points out the plane of fire is surrounded by phaseable walls. I think this could be the same off-by-one error that makes the "unphasable" dividing wall in Moloch's Sanctum phaseable at the very top, or that lets you create ghosts in the outermost row/column of rock on the Astral Plane. --Tjr 17:11, 7 November 2011 (UTC) =_=_ Template:Monsym/Rot worm =_=_ Golem (SLASH'EM) SLASH'EM introduces numerous new golems, most of which are much more dangerous than their vanilla counterparts. This page covers those golems which are in SLASH'EM, but not in vanilla. SLASH'EM also introduces a unique golem, Frankenstein's Monster, covered on a separate page. Note that all golems in SLASH'EM are immune to drain life, including the attacks of Stormbringer. Wax golems are typically seen in the early levels of SLASH'EM. Their attacks can destroy scrolls and potions, but otherwise they are not a huge threat. They drop wax candles when destroyed. This makes them potentially valuable as a non-conduct-violating source of candles in those games where Izchak's lighting store doesn't have enough. Plastic golems are another golem frequently seen in SLASH'EM's early game. They are slightly tougher than the other golems seen then, but not significantly so. They drop credit cards when destroyed. Ruby golems are the first of SLASH'EM's highly dangerous gemstone golems. They do large amounts of physical damage, and resist most magical attacks. Fortunately, they are not very fast, and any player with speed can outrun them. They always drop rubies; in general, the gemstone golems are quite useful to identify valuable gems. More dangerous than a ruby golem, as they are magic resistant on top of being stronger. They drop diamonds when destroyed. Steel golems are probably the largest threat of SLASH'EM's new golems. While they do slightly less damage than the crystal golem, they more than make up for it with their passive disenchant attack. They are sufficiently dangerous that it is difficult to use a junk weapon (such as a pick-axe) to destroy them, but they will generally be able to remove some enchantment from your main weapon if you attack them with it. Fortunately, they appear rarely enough that you should only need a couple of spare scrolls of enchant weapon or magic markers handy. They drop iron chains when destroyed. Crystal golems do massive amounts of physical damage, and their random breath weapon can occasionally be a blast of disintegration, which can be unpleasant if you don't have reflection. They are best fought alone, if possible. Destroying them produces a pile of random valuable gems. Note that they have intrinsic magic resistance, in the same way that a gray dragon does. Like in Vanilla NetHack, golems in SLASH'EM are generated with a fixed number of hit points. However, even for golems that exist in Vanilla NetHack, that number of hit points is higher in SLASH'EM, as shown in the following table: All of the gemstone golems are highly dangerous; a crystal golem, in one-on-one combat with a character fully prepared for SLASH'EM's lategame, can still deal 120-150 damage before being destroyed. For this reason, they are all best fought alone if at all possible. Since they are all slower than a character in speed boots, this should not be too difficult. Stoning them is a valid option, as it will turn them into less-dangerous stone golems. The dropped gemstones can be quite useful, particularly for getting wishes from gypsies, which start appearing with some frequency around the same time. =_=_ Talk:Medical kit =_=_ User:Ion frigate/Golems =_=_ Wax golem The wax golem is a new golem added in SLASH'EM and UnNetHack. Wax golems have a fire attack that can destroy potions and scrolls in open inventory, but otherwise is not a significant threat to the player. What makes this golem significant to players is that it drops wax candles when destroyed, making wax golems potentially valuable as a non-conduct-violating source of candles in those games where Izchak's lighting store doesn't have enough candles to perform the invocation. =_=_ Plastic golem =_=_ Ruby golem =_=_ Diamond golem =_=_ Crystal golem =_=_ Steel golem =_=_ Talk:Golem (SLASH'EM) Can somebody check which of the more difficult golems have reflection? I can't seem to find where it lists that in the source code. I suspect all the gemstone golems do, but I'm not sure about the steel golem. -Ion frigate 14:53, December 24, 2009 (UTC) =_=_ Atheism =_=_ File:NetHackPic.jpg =_=_ Vampire mage (SLASH'EM) A vampire mage is a new monster in SLASH'EM (and also a deferred feature in NetHack). It is considerably stronger than a vampire lord, and is able to cast spells. A +3 (or higher) weapon is needed to damage this monster. Vampire mages are excellent at wreaking havoc in the later levels of SLASH'EM. Since they are not covetous, they will not warp to the up staircase when hit, but instead will simply flee. As long as they have you in their sight, though, they will continue to summon nasties, and the ring of monsters they will create around you can make it nearly impossible to reach them, particularly on open, no-teleport levels such as Juiblex's swamp or Moloch's Sanctum. It is not uncommon for them to have filled half the level with nasties in such places before you can destroy them. They should therefore be destroyed with extreme prejudice, even in preference to arch-liches, since the latter will flee to the up staircase and (likely) out of sight of you when hit even a little bit. They are an excellent target for uncursed genocide. Vampires are usually generated with opera cloaks, which can potentially be a cloak of magic resistance; this would imperil spellcasters since magic missile, the main spell of wizards, is completely ineffective against them, in addition to several other spells. Vampire lords will grow up into vampire mages at level 20. This makes taming a vampire much more attractive in SLASH'EM, as a relatively weak vampire will quickly grow into a level 30 terror. Vampire mages are nearly immune to monster attacks, due to regeneration, healing spells, low base AC plus the ability to wear armor, and requiring a +3 weapon to take any damage at all, making them excellent pets as long as they have not been genocided. In addition, vampires in SLASH'EM can drain corpses; this will increase their tameness, making it far easier to prevent them from going feral. They also will never become hungry; they simply drain any corpse they find. Unfortunately, vampire mages are capable of spontaneously rebelling, particularly if you are much weaker than them and/or you abuse them. Note that if you want to give your vampire mage armor, you will need to make sure it is not blessed. They will avoid blessed items as most pets will avoid cursed items. =_=_ Ghoul mage A ghoul mage is a monster in SLASH'EM. It is able to cast spells up to curse items, and occasionally aggravate monster, as well as doing a small amount of physical damage. Note that, unlike most other Z, it is not mindless, and can be detected via telepathy. These are not very dangerous, but they can be a great annoyance, mostly because they are very fond of cursing your items, since they cannot cast that many other spells. If you don't have a convenient way of uncursing or protecting your items (such as Magicbane or a spellbook of remove curse, they should be given a high priority for destruction, and may even be worth a scroll of genocide. =_=_ Ghast =_=_ Rabbit A rabbit is a rodent in SLASH'EM. It can be tamed with a carrot. A more powerful variant also exists, the rabid rabbit. Probably the first 'new' monster one will encounter in SLASH'EM, the rabbit is functionally almost equivalent to the fox. It has the same attacks, level and speed, making it somewhat dangerous to starting characters, mostly due to the speed. Note that its corpse is much lighter and less filling than that of the fox, however. =_=_ Ghoul queen A ghoul queen is an infrequently seen monster in SLASH'EM, not being randomly generated. They appear in the Temple of Moloch, and can also be generated by the summon undead spell ("Undead creatures are called forth from the grave!") that liches gain in SLASH'EM. Oftentimes, one will find ghoul queens able to summon nasties. Like the vampire mage, they are not covetous, and so will not warp away after being hit a few times. Their dual spellcasting attacks make them quite dangerous, as they are quite able to quickly fill the level with nasties. Even in melee combat they are dangerous, as they are quite likely to curse your items. An artifact weapon that does double damage against them is advisable; in general, the large number of undead spellcasters in SLASH'EM makes Sunsword quite an appealing weapon, for those who can obtain it. =_=_ Frankenstein's Monster Frankenstein's Monster is a unique golem appearing in Frankenstein's Lab. By the time the player encounters him, he should not be a huge threat. Essentially, it is a somewhat stronger flesh golem. He does, however, have a lot of hit points (400). =_=_ Lightsaber Lightsabers are weapon-tools found in the variants SLASH'EM and dNetHack. In each variant they are powerful melee weapons whose use is highly restricted. Lightsabers in SLASH'EM have their own weapon skill. All roles in SLASH'EM are restricted in this skill, but can reach Basic if they have it unrestricted by crowning. (The Jedi role, available as a patch, can reach Expert skill in lightsaber.) The four varieties are green, blue, red and double red. Green, blue, and red lightsabers are single-handed, have a -3 to-hit penalty, and do the same amount of damage on average, but with damage variance increasing in that order. See the table below. Double red lightsabers are not randomly generated, but can be wished for. They are two-handed, have a -4 to-hit penalty, and do an extra d9 damage against small monsters and d11 against large monsters (beyond the damage for a basic red lightsaber) when in double mode. Lightsabers must be ignited in order to do full damage, so much of their usefulness is lost if they are allowed to run out of power. They can be recharged with a scroll of charging. Lightsabers recharge by the same rules as oil lamps: an uncursed scroll adds 750 turns and a blessed scroll adds 1500. The total charge will never exceed a maximum of 1500 turns. Note that a cursed lightsaber won't ignite even if still charged, and will still weld to your hand should you wield it. Lightsabers turn off automatically when they are unequipped, although if you are fast enough, you can dual-wield lightsabers, or even stick a lit one in your bag of holding! Note that this currently does not damage your containers in any way. Lightsabers can be enchanted like other weapon-tools. This is important, since it can considerably help to offset the large to-hit penalty they will always carry, given that one can never become skilled in the use of a lightsaber. To-hit and damage bonuses from enchantment do not apply when the lightsaber is not lit, so using a lightsaber for long periods of time is usually only practical if you have plentiful charging. The Platinum Yendorian Express Card is best for this, though a magic marker (to write scrolls of charging) can also suffice if you don't need to write many other scrolls. SLASH'EM introduces a new property, the "Need +x weapon to hit". This means that some monsters can only take damage from a weapon with an enchantment above a certain minimum. Lightsabers can do damage to all monsters regardless of enchantment, charges or ignition. A +0 lit lightsaber will damage Vecna, but also a +0 uncharged one. That an unlit lightsaber hits like a +4 weapon is probably a bug. Ignited lightsabers can be used to burn Elbereth and to burn through doors, statues and solid rock, in the manner of a pick-axe with the force command, making them invaluable, even when not used for combat. Be careful: if you dig downwards with a lightsaber, you'll create a hole through the floor instead of a pit, and fall through to the next level. You will only create a pit if you burn through a tomb on the floor. The variant dNetHack also features lightsabers, which behave somewhat differently. dNethack has a variety of lightsaber types, including basic lightsabers, beamswords, double lightsabers, and Kamerel vajra. Falling down stairs while wielding a lit lightsaber is dangerous. The character will attempt to switch off the lightsaber before coming into contact with it, with a luck and dex based chance of succeeding (Note that vajra and some artifact lightsabers can't be switched off!). If the character does come into contact with the lightsaber, they take damage as if they had been struck by the saber. Deactivated lightsabers are also useful weapons, though not nearly as powerful as when lit. The precise effects vary between types of lightsaber, but all are more effective than bashing with an ordinary tool. Lightsabers are charged weapons and will eventually run out of power. They can be re-charged an unlimited number of times. A single charging is good for 750 hits, or 1500 hits if blessed charging was used. Just being lit also consumes charge, but at a much reduced rate. 100 turns of being lit consumes as much charge as a single hit. Other activities consume charge as fast as combat. Basic, double lightsabers, and beamswords all have colored blades. A lightsaber's color is purely cosmetic, and can be changed by swapping out the focusing crystal. To change the crystal, drop the lightsaber on the ground and #loot while standing over it. Worthless glass gems produce 'red' blades, valuable gems produce other colors. This can be used to informally id valuable gems. Note that no valuable gem gives a lightsaber color of red, and no two valuable gems have the same color. Garnets are deep red and rubies are ruby-colored, so you can be certain any gem that yields a red lightsaber is worthless. Lightsabers are one-handed weapons using the saber skill. Lightsabers must be activated via apply. A lit lightsaber has a base damage of 1d8 to large and small targets, and therefore does 3d8 + 3xEnchantment damage on a hit. When unlit, lightsaber hilts can be used as a martial-arts aid. They deal 1d4+Enchantment damage to small and large targets, modifed by your unarmed fighting/martial arts skill bonus. Note that this is inferior to the damage provided by dedicated martial-arts artifacts. Most lightsaber hilts are silver, and so add the usual +1d20 silver damage vs. silver-hating targets. The Annulus can be shifted into the form of a lightsaber, and this is the mode in which it is typically used. While in this form, the Annulus can be applied a second time to ignite a second blade, making it a 6x overall weapon (though, the second blade is smaller and deals only 3d3+3xEnchantment damage). Beamswords are one-handed weapons using the broadsword skill. Beamswords must be activated via apply. A lit beamsword has a base damage of 1d10 to large and small targets, and therefore does 3d10+3xEnchantment damage on a hit. When unlit, beamsword hilts can be used as a martial-arts aid. They deal 1d4+Enchantment damage to small and large targets, modifed by your unarmed fighting/martial arts skill bonus. Note that this is inferior to the damage provided by dedicated martial-arts artifacts. Most beamsword hilts are made of gold, and so may add extra blessed or cursed damage to holy- or unholy-hating targets. The Atma Weapon is an artifact beamsword. Because it runs off the life-force of the wielder, it is only a 2x damage weapon unless it is wielded by a non-drain resistant character. Double lightsabers also exist, and three of these are guaranteed in any Anachrononaut game. One is placed on the locate level, one is placed on the goal level, and one on every lower filler level. Double lightsabers are two-handed weapons using the quarterstaff skill. They must be activated via apply, and can be activated a second time to ignite a second blade (a third apply deactivates both blades). They deal 1d10 damage base to both small and large targets, and thus deal 3d10+3xEnchantment per blade (i.e., 6d10+6xEnchantment with both blades lit). When unlit, double lightsaber hilts can be used as a martial-arts aid. They deal 1d4+Enchantment damage to small and large targets, modifed by your unarmed fighting/martial arts skill bonus. Note that this is inferior to the damage provided by dedicated martial-arts artifacts. Most double lightsaber hilts are made from platinum, which doesn't have any special damage effects. Infinity's Mirrored Arc is an artifact double lightsaber. Because it works by focusing ambient light into a blade, it is either lit or unlit, it can't be switched on and off and never runs out of charge. Additionally, unless the wielder is standing in a lit square in range of an additional lightsource the Arc deals less than 3x damage. A lit square alone results in a 2x blade, and a dark square in range of a light source results in a 1x blade. Kamerel vajra are one-handed weapons using the mace skill. A vajra is either lit or unlit, it can't be switched on and off and never runs out of charge. A lit vajra has a base damage of 1d6 to large and small targets, but has a variable damage multiplier and additional special effects. If wielded by an Ara Kamerel, a Kamerel Vajra is a 3x weapon and deals an additional 6d6 electrical damage (damaging wands as normal for electrical damage), for 9d6 + 3xEnchantment damage total vs. non-shock resistant targets and 3d6+3xEnchantment damage vs. shock resistant targets. Additionally, the target is blinded for 1d50 turns. If wielded by another creature, but while there is an Ara Kamerel present on the level (incarnate or unincarnate), a Kamerel Vajra is a 2x weapon and deals and additional 2d6 electrical damage (damaging wands 1/3rd of the time), for 4d6 + 2xEnchantment damage total vs. non-shock resistant targets and 2d6+2xEnchantment damage vs. shock resistant targets. The target is still blinded for 1d50 turns. In this case, the Kamerel Vajra counts as a lit lightsaber, and can be used with lightsaber fighting forms (note that the player character never counts as an Ara Kamerel, and thus can't use vajras at full power). If wielded by another creature without an Ara Kamerel on the level, a vajra is a 1d6 damage mace, dealing 1d6+Enchantment damage to large targets and 1d6+1+Enchantment damage to small ones. =_=_ Cloaks =_=_ Zouthern animal Zouthern animals are a monster class added in SLASH'EM, represented by the symbol . (Zruties, which previously occupied this glyph, are merged into the class.) Zouthern animals are generally based on real Australian wildlife. All have a chance to be peaceful if you are neutral, except for the Tasmanian devil. Echidnas are generally the first of the zouthern animals seen; they are not terribly threatening, being rather slower than most animals and doing comparatively little damage. A koala poses no direct threat, possessing no physically damaging attacks of any sort. Its calming touch will abort any active techniques, but is otherwise harmless. However, other monsters affected by it will turn to peaceful (although some monsters may resist). It is thus a large threat to any pet, since a peaceful monster is no longer your pet, and some may be difficult to tame again, particularly polymorphed pets. A pet koala, however, is very useful, since it can turn hostile monsters peaceful. They are somewhat slow and not overly strong, however. They can be tamed with eucalyptus leaves and will not eat anything else. A Tasmanian devil can eat organic items and engulf non-organic ones, much in the manner of a gelatinous cube. This is likely a reference to Taz from Looney Tunes. Like most SLASH'EM monsters, it is somewhat more dangerous than vanilla monsters that appear at the same time. Kangaroos are quite a large threat through SLASH'EM's mid- and even late-game, since they hit very hard, are twice as fast as a player without speed, and tend to appear in groups. However, they have no magic resistance, making sleep a very valid option against them. SpliceHack includes zouthern animals and adds one new species, drop bears, based on Australian folklore. Drop bears are able to hide on the ceiling to ambush the player, similar to piercers. =_=_ Talk:Wet No it doesn't; it will make a scroll of whatever the BUC status of the unwetted scroll was. Diluting potions, however, will always produce uncursed potions of water (except for dipping in fountains, which always has a 1/30 chance of cursing the item outright, but that's a corner case) -71.163.250.187 23:59, December 27, 2009 (UTC) =_=_ User:Ion frigate/Zouthern animals =_=_ Echidna =_=_ Platypus =_=_ Koala =_=_ Wombat =_=_ Tasmanian devil =_=_ Wallaby =_=_ Wallaroo =_=_ Kangaroo =_=_ What to wish for =_=_ Rabid rabbit These have a speed of 18, as well as a poisoned attack, making them very dangerous to a SLASH'EM character when they first start appearing. Unlike many monsters with a poisoned attack, they do not have poison resistance, which can be useful in light of the fact that SLASH'EM allows all edged weapons to be poisoned, either with a potion of sickness or a toilet. Make sure you have an backup plan handy when you face these, as they are much more dangerous than the typical rabid rat. =_=_ Black rat A black rat is a rat that appears only in the Rat King's level. Other than that it cannot be randomly generated, it is identical to the sewer rat. Possibly it exists so that it will be harder to pick out the pack rats which can steal items on that level, as they are also represented by . =_=_ Pack rat A pack rat is a rodent appearing only on the Rat King's level in SLASH'EM. It can steal items, but cannot teleport away like a nymph, but rather attempts to run away like a monkey. Fortunately it is not very dangerous, having the same level as a sewer rat (zero). It can be hard to distinguish the pack rats among all the other rats on the Rat King's level, particularly since the black rats which also appear there share the same glyph. Pack rats in real life are not true rats; rather, they are rat-like rodents known for burrowing in attics and stealing small items, particularly shiny ones. =_=_ Hellrat A hellrat is a monster in SLASH'EM appearing only in Gehennom and the Rat level. To any character able to reach SLASH'EM's Gehennom, it presents no threat, even in large groups. =_=_ Rat King The Rat King only appears on the rat level, and is always generated with a long sword. Oddly enough, despite being a unique monster with his own level, he does not have the G_NOGEN flag. Although all other are tiny animals, the Rat King is medium-sized and able to use weapons, wands and scrolls. He can be quite dangerous to the unwary adventurer due to this, combined with his speed, HP and fairly hard-hitting weapon attacks. In biology, a rat king refers to a group of rats that are accidentally knotted and sticked together at their tails and sometimes legs. It shares some similarities with siamese siblings, but as opposed to actual siamese twins, the rats are joined postnataly. Radiographical images show, that the tails of the joined rats had fractures in their tails which healed, implying the rats were alive in that state for a prolonged time. The more literal Rat King as a large humanoid rat with a crown appears in various works of fiction. The most famous interpretation, is in the ballet The Nutcracker. =_=_ Spellcasting in SLASH'EM =_=_ Talk:Spellcasting in SLASH'EM =_=_ Template talk:Attributes Would anybody object if I added attributes from SLASH'EM here? Or should I just create another template and add them there? -Ion frigate 15:58, December 28, 2009 (UTC) Oh, also, some of those SLASH'EM-specific attributes have been added to Vanilla monsters (for example, you need a +3 weapon to hit an arch-lich); any thoughts on how best to handle that? For now, I'll add SLASH'EM attributes to SLASH'EM monsters only. -Ion frigate 20:51, December 29, 2009 (UTC) Thank you for making non-eating monsters explicit. Perhaps we could have a "but see exceptions" tag below the "does not eat / eats corpses /..." because it currently says ghouls do not eat at all. (Gelatinous cubes, umber hulks should have the same problem.). Should we add a separate "can be summoned by summon nasties" attribute? It's technically not part of the monster definition, but it would probably help with the current confusion. (There could also be a "can not be summoned by summon nasties" reminder shown when a monster is M2_NASTY, but not a summonable.) =_=_ Levitate =_=_ Tiny =_=_ Physical size In NetHack, all monsters are classified in six distinct sizes: Tiny & rarr; Small & rarr; Medium & rarr; Large & rarr; Huge & rarr; Gigantic < ref > http://www.steelypips.org/nethack/343/mon2-343.html < /ref > < ref > http://www.juiblex.co.uk/nethack/VernonSpoilers/MonsterManual/contents.html < /ref > . Each of these map to an integer used, for example, in determining how much the monster can carry: Tiny = 0; Small = 1; Medium = 2; Large = 3; Huge = 4; Gigantic = 7. Some types of weapon distinguish between "small" monsters (tiny to medium) and "large" ones (large to gigantic). Only monsters medium or smaller can wear cloaks, and only exactly medium monsters can wear shirts or armor. Size also restricts which monsters can move diagonally through a crack. Statues of tiny monsters cannot contain spellbooks; for details on the rest, see the miscellaneous items spoiler. Size is only one component that is checked when determining if armor and other items can be worn. For example, non-humanoids will always break or slip out of torso armor, depending on their size, and even some medium-sized humanoids will break out of armor for shape reasons. The code currently has two examples of this, the winged gargoyle and the marilith (wings and too many arms, respectively). One effect of this is that there is no armor-safe metallivore for polyself purposes. =_=_ Small =_=_ Medium =_=_ Large =_=_ Huge =_=_ Gigantic =_=_ NetHackWiki:Ask an expert/Archive5 This page contains old sections from NetHackWiki:Ask an expert. If you want to carry on talking about these topics, post a new section on the current Ask an expert page. This page is intended to be a static archive. I've been playing Nethack for a while and have recently started playing on NAO. I've messed around with it to get my desired options set, but my biggest issue is with the control scheme, where I have to use the number pad instead of the arrow keys. I figured that 'BIOS' or '!BIOS' would fix it, but it didn't work, and I'd prefer not to move around all of my keyboard buttons. While watching other players on NAO, I've seen players pull up a message history that displays the previous dozen or so messages (such as dungeon sounds). How do I do this? lots of people are probably laughing and saying DUH repeatedly at this post but some people don't know this (like me) and keep checking their (your directory)/bin folder frowning and repeating the compile again and again. NOW I just have to try and find out where the spells are so I can change 2 of them (flame/ice sphere to shocking sphere/gas spore) and modify the flame and ice mages to be electric and air mages and Ill be good to go. I was wondering what sort of technical difficulties there would be making a nethack html/php interface. I imagine the lag would be terriable, but surely that would be the hardest problem. I've also read that nethack doesn't give any feedback about the screen being refreshed. Anying hacking gurus out there thought about this? Firstly, I've tried to do a protection racket before buying levels off the oracle. However, my archon just killed the minetown priest! What do i do now? Do i give up? The same applies for shopkeepers and price identification. Thirdly, can you list the recommended equipment for an archon? I'm a bit worried about the lack of magic resistance. Will the archon be able to fight through hordes of monsters to the high altar? Or will I need some sort of backup plan? Will the monsters attack the archon and not I? Or should I bring conflict? Does stoning break the pacifist conduct? I've read here that barbarians can only reach the 'Basic' level in dagger but looking at #enhance I see I already have the basic level and there is no '#' indicating it cannot be enhanced further (as it is the case for my bow skill). The bare handed combat skill is already at the Master level and there is no '#' neither. Can somebody explain why, please ? For some reason the alter in MineTown was cross-alligned, so I converted it, took 2 tries but I did it, unfortunatly the preist got angery and killed me. -_- I tried chatting which would usualy donate, then I tried to just throw my gold at her, but then she killed me. So How would I calm her down in the future? How do you seperate a stack of items? I want to buy a few food rations, but the whole stack costs likw $300, I have like $278, so I want to buy only a few, my pets don't seem to want to pick them up. So I just decided to buy 'em. But I need to unstack them, how?DemonSlayerThe3 :: The Neutral Human Wizard! 17:20, March 7, 2010 (UTC) Is it possible to compile SLASH'EM with Qt interface against a modern version of Qt libraries (Qt3 or Qt4) on Linux? I'm playing a wizard, got Magicbane through sacrifice, and this has started happening when I pick it up, recently. No idea why, but I'm pretty sure it wasn't happening the whole game through--either that or I'm incredibly oblivious. But I thought this never happened with sacrifice gifts. Anyway, the only difference is that I had it pulled from me by demons with bullwhips a couple of times and got it back. (That's what happened just now, when I first noticed this. But I haven't changed alignment (elf wizard, chaotic from the beginning), my God's not angry, Magicbane isn't cursed (is blessed, in fact), so I don't know what's going on. Any ideas? The site is back online... it is also a nice alternative to play online when one's company proxy blocks all the telnet/ssh connections. I am playing iNetHack, and sometime when I create new game, and I found my dungeon was surrounded with walls, I can not find a way out or down, what can I do except restart a new game? Some time ago i came to this forum asking for help in compiling under MS Visual C++ 2008 Express Edition i recently found that nethack issued a patch for this problem however the instructions for applying it are vague can you please explain as to a person that never did this before.The link to the patch is http://www.nethack.org/v343/bugmore/vs2008.txt --IngerAlHaosului 03:53, May 3, 2010 (UTC) Is it possible to tame your quest nemesis? Namely, can a Knight use a magic trap (which are readily available) to tame Ixoth and use it as a mount? Could a Caveman kill the Chromatic Dragon, grab the quest items, revive it with a wand of undead turning and tame it as a pet? I'm thinking that the dragon would be especially useful because it is resistant to basically everything. --Aarnott 20:21, May 3, 2010 (UTC) I'm running the latest version of nethack for the Mac OS X Terminal on Mac OS 10.6.4. I believe that my defaults configuration file is supposed to be called NetHack Defaults, but I can't seem to find it anywhere. So where do I look to find my NetHack Defaults? And if it's really missing, how can I safely remedy the issue? 68.1.172.2 19:44, July 12, 2010 (UTC) Borghild My biggest issue is that I am unable to find the files for the game to even attempt to learn. I keep getting NetHack but with nhdat. Am I misunderstanding something? Icalasari 20:40, July 26, 2010 (UTC) I'm playing NetHack using Vultures Eye. I have a Runed Dagger AND a Runed Bow, both refusing to be named. But, they have no names, and the bow can't be invoked. So, are they artifacts, or is there a bug? EDIT: Shoot, forgot to sign my name. Well, it doesn't matter anyways. I got killed and it showed that the bow was cursed (the dagger was blessed). So now my question is: Why was I unable to name them? The message I got each time was, "That's a silly thing to name!" Icalasari 22:30, July 29, 2010 (UTC) So I started a wizard gnome, and I got a spellbook of Identify. But it is a level 3 spell with 100% failure rate. Can anyone explain to me how to train spells to get better when you have 0% chance of getting them right? Lopez the Rambler St:11 Dx:12 Co:12 In:14 Wi:8 Ch:18 Neutral I immediately tried creating several new characters (including other male tourists) both locally and at NAO but haven't seen this effect again. Anyone know anything about this? I notice that when you force a lock with a weapon, it will break the lock, rendering it unusable. I have learned to wait until I have another way to open such things, but when I mistakenly tried to lock a broken lock, the game told me that I couldnt fix it with an uncursed lockpick. Can it be fixed with a blessed one then? Or do I need some other item? Or did the DevTeam just put that message there for the evulz? =_=_ NetHackWiki talk:Ask an expert/Archive6 Any thoughts on whether we should promote the gaming stackexchange site as a place to ask questions? The nethack tag doesn't have much activity yet (the site itself it fairly new), but the format is good. Wooble 19:18, 10 November 2010 (UTC) =_=_ Monster starting inventory In addition to any other items, monsters can also get armor. This includes all members of the Yendorian army, as well as guards, watchmen, watch captains, and mummies. =_=_ Monster inventory =_=_ Talk:Ice troll =_=_ Grand master =_=_ Solider =_=_ Shopkeepr =_=_ Player-monster =_=_ Revivification =_=_ Weapon practice Weapon practice is a technique in SLASH'EM, given to Valkyries and Undead Slayers at level 1. It allows you to train skills and identify the enchantment on your wielded weapon. This technique adds 10 hits to your counter for enhancing your skill with that weapon. A random number from 1 to 15 is rolled; If it is less than your intelligence, you discover the weapon's enchantment. Weapon practice is most useful in the beginning of the game where your HP may be too low to safely gain skill with a new weapon, or to practice a weapon you start with to get disarm as early as possible, to get the maximum possible techlevel for disarm. This technique can be abused using the LIMIT mechanic: get your own HP low enough to trigger LIMIT and use it repeatedly to identify all your weapons and maximize your skill with anything you have. =_=_ Genetic engineer A genetic engineer is a monster in SLASH'EM. Its attacks cause monsters or you to polymorph, making it both a formidable opponent and a useful polymorph form. This attack is nullified by magic resistance, and affected by magic cancellation. Hopefully by the time you reach Gehennom in SLASH'EM, you will have magic resistance, making genetic engineers almost a non-threat. If you don't, then ranged weapons are advised; even though their attacks are affected by magic cancellation, they have a reasonable chance of being able to polymorph you once; if they then polymorph you into something that destroys your cloak and armor or causes you to shrink out of it, all their subsequent attacks will polymorph you as well, as you will no longer have any magic cancellation. Also be careful of them if you are causing conflict. Since monsters in SLASH'EM are not killed when you destroy their polymorphed forms, but rather revert to their original form, at best a genetic engineer hitting a number of monsters causes extra fighting for you. At worst it creates a crystal golem, which is not only almost certainly stronger but also resistant to further polymorph, in the manner of a gray dragon. If you are causing conflict, destroy genetic engineers with prejudice. Being a genetic engineer is quite an interesting life indeed. The polymorph attack is not stopped by monster MR, meaning that except against aforesaid crystal golems, (baby) gray dragons and any monster that has armor which provides magic resistance or magic cancellation, your attack will polymorph them. This can be quite powerful, as it allows you to bypass or tame numerous formidable enemies, including some that cannot normally be tamed, or even monsters that are simply very difficult to tame. This is in fact the only way to tame Death in SLASH'EM, not counting sliming him which makes him permanently a green slime. However, shopkeepers, aligned priests, and hostile minions can never be tamed, even if polymorphed. Being a genetic engineer does have its limitations. The form is not very strong, and many monsters may destroy you before you get a chance to polymorph them, particularly if you are surrounded. Also, there is the ever-present risk of creating a stronger monster (including the un-polymorphable crystal golem). Also be aware that if the attack does not pass the "needs +x weapon to hit" check, it will not polymorph a monster. The bare-handed attack counts as +0, but wielding a weapon will make it count as the enchantment of the weapon. Unlike demonic summoning, the genetic engineer's polymorph attack is not affected by whether or not you are wielding a weapon; it will polymorph monsters regardless. Beware that using the polymorphing attack will trigger passive attacks from the monster's new form rather than the old. Attacking without gloves can lead to YASD if a Footrice, Asphynx or Basilisk is created. =_=_ Doctor Frankenstein Doctor Frankenstein appears in SLASH'EM along with his monster on his level in Gehennom. His attacks can cause teleport in the manner of a quantum mechanic. He is guaranteed to carry a lab coat, a wand of polymorph, and a spellbook of polymorph. Somewhat like the other denizen of a second up staircase in Gehennom, Doctor Frankenstein is quite weak for the part of the game in which one meets him. He does a non-threatening amount of physical damage, and his special attack is merely an annoyance, which is mostly nullified by magic cancellation anyway. He is somewhat hard to hit, but no more so than a disenchanter. =_=_ Electric bug Spark bugs, arc bugs, and lightning bugs, collectively referred to as electric bugs, are monsters in SLASH'EM and SpliceHack. They possess the same shock attacks as grid bugs, but since they are higher than level 0, their attacks have the potential to destroy rings and wands. In SpliceHack, they can only move orthogonally like grid bugs, but in SLASH'EM they can move diagonally as well. All three of these bugs can be a large danger to an early SLASH'EM character. Magic cancellation is a must to protect against their attacks, but even MC 3 is not proof against them, and it may be difficult to acquire for a beginning character. The main danger of these bugs is that they may destroy wands; in SLASH'EM, a wand exploding has the same effect as if you broke it yourself. This means that all those wands you have could cause magical explosions, cancel everything in your inventory, engulf you in a fireball, or polymorph you; worst of all, a wand of wishing could be wasted entirely. A relatively low-level character is not likely to survive that many magical explosions, and these bugs are generally seen in SLASH'EM's relatively early game. They make acquiring a sack or oilskin sack a much higher priority, particularly for wands of cancellation, which cannot be put in a bag of holding. A good philosophy in SLASH'EM for wands is, unless you wouldn't mind it blowing up in your face, don't keep it in your main inventory. =_=_ Spark bug =_=_ Arc bug =_=_ Lightning bug =_=_ Water hulk A water hulk is a slightly stronger counterpart to the umber hulk, and only found in SLASH'EM. The only differences between them are that the water hulk has a higher base level (11 instead of 9), can swim, and is generated only in Gehennom. =_=_ Wight A wight is a more powerful counterpart to the barrow wight in SLASH'EM. With two drain life attacks, it can be deadly to a character without high magic cancellation or drain resistance. Luckily, they tend not to appear before the player has MC 3, and thus are not a huge threat, as MC 3 more or less renders their drain life attacks harmless. =_=_ Talk:Wight =_=_ Vecna Vecna, a powerful spellcaster, is the Chaotic Quest nemesis in SLASH'EM. He drops the Hand of Vecna when killed, provided you don't digest or disintegrate him. Although he is the second highest level spellcaster one will see in SLASH'EM, in general Vecna is nowhere near as tough as one might think. He is somewhat slow, and has only one spellcasting attack. His main weakness, though, comes from the design of his level; it has no up staircase at all. Being covetous, Vecna will teleport to meet you. Since there is no up staircase, he will not warp away like most covetous monsters, but will stay next to you, even as his hit points drop. Elbereth, which he respects, is a must when fighting him, since his high base level means that his psi bolt spells will do immense amounts of damage. Additionally, one does need a +4 weapon to damage him at all. However, with a permanent Elbereth and a +4 weapon, he is normally quite easy to defeat, in many ways less trouble than the demiliches that surround him who will try to run away when you hit them. Also be aware that he will not attack until you come within sight of him, so it is very possible to choose when you fight him. An exception to this behavior, is when he is generated with a wand of teleportation. In that case, every time his hit points drop too low, he will zap himself and teleport somewhere in the level. He will not warp back to you until he has healed. Considering that a wand can have more then ten charges, this greatly increases the difficulty of the fight. Depending on your situation, you'll have to rethink whether you should come back later. The Chaotic Quest itself can be a difficult branch though, and should not be underestimated. It is advisable to bring an escape item or two, just in case something goes wrong with the general strategy. For example, if Vecna has a wand of teleportation or if a minotaur is summoned right next to you. An important Lich from Dungeons and Dragons. It's an original creation of D & D. The name is an anagram of Vance, from fantasy author Jack Vance, whose "fire-and-forget" magic system is used in D & D. Vecna first appeared as a monster in NetHack Plus, a precursor to SLASH'EM, as "Master Vecna", the Undead Slayer quest nemesis. His stats were suited to the function; his base level was 25, rather than 49, and his melee attack did only 3d6 damage. However, it was already necessary to have a +4 weapon in order to damage him. In SLASH 6, which used code from NetHack Plus, Vecna became a unique "boss" lich presiding over his own lich-populated special level, similar to the Rat King, Grund the Orc King, etc. Unlike in SLASH'EM, however, killing Vecna could produce either the Hand of Vecna or the Eye of Vecna, an artifact eyeball, with a 50% chance of each. =_=_ Deva The devas are a group of angelic beings added in SLASH'EM. They are all characterized by strong physical attacks, high speed, and clerical spellcasting, similar to aligned priests. They are most often encountered as minions, either given to lawful characters through prayer or sacrifice, or created when attempting to convert a lawful altar. As minions, they are quite powerful, and can be a useful source of shields of reflection or even artifact weapons (Sunsword and Demonbane), which they have a chance of starting with. The movanic deva is the weakest of the devas. It is still a formidable opponent, particularly if one lacks fire resistance, as its attacks will then burn you. It is able to cast clerical spells, including possibly curse items and summon insects. Monadic devas are slightly stronger than movanic devas, and are distinctive in that their physical attacks do only normal damage. Still, they are quite formidable opponents, similar in level to an Angel but much faster. They are also able to cast all clerical spells, including fire pillar (same effect as a scroll of fire) and geyser. The toughest of the devas, astral devas are almost equivalent to an Archon in difficulty. They do similar amounts of physical damage, and while the astral deva cannot stun and blind with its gaze, it can stun with its physical attacks. The astral deva is also slightly faster than the Archon, with a speed of 18 over the Archon's 16. They are almost the same base level (18 for the astral deva versus 19 for the Archon), and are both spellcasters. Luckily, the astral deva is unable to summon nasties, as it can only cast clerical spells, which summon nasties fortunately is not. It can, however, summon insects, which is somewhat dangerous given some of SLASH'EM's new insects, such as the assassin bug or killer beetle. The devas, with the Planetars and Solars, constitute one of the chief reasons that lawful alignment is very nice in SLASH'EM. Not only are these dangerous monsters always peaceful to you, but you have a very good chance of receiving a number of them as pets, both from altars and occasionally from praying while in trouble. Additionally, receiving them as minions from sacrificing does not increase your prayer timeout, and so does not even require that much time or nutrition. If you are not lawful, these are all formidable opponents. It should be noted that, "in the wild", these monsters are all quite rarely seen, particularly since they cannot appear in Gehennom and are relatively high-level. However, one should think twice about converting lawful altars in SLASH'EM. It is better to convert altars at lower experience levels, since then easier couatls and Aleaxes will be created instead of devas. It is best, in fact, to convert altars below experience level 4, since then no minions will be created. In combat, it is good to keep in mind that devas are not guaranteed a shield of reflection, unlike Archons, although they do have a reasonable chance of having one. They all resist death rays, but no other types of damage. Thus, attack wands work well against them, although their high MR of 90 means that wands of are likely to be ineffective. If they do have a shield of reflection, wands of draining and wands of fireball are good choices against them, since they resist neither and neither can be reflected. Stoning is also a good choice if it is available; since they do not summon nasties, however, a cockatrice corpse is less likely to be around. Escape items, in particular wands or scrolls of teleportation, are recommended as a back-up plan, in light of their high speed and the fact that they will follow you from level to level if adjacent to you. Devas can make very powerful pets. They are very fast, can heal themselves, don't eat, and unlike the most powerful pets (Solars and giant shoggoths), are medium-sized and can thus wear armor and cloaks. This can be particularly useful to a pacifist character, as it is much easier to give devas magic resistance, either with a cloak of magic resistance or gray dragon scale mail. Contrast this to large monsters, which can only gain extrinsic magic resistance by wielding Magicbane. Devas can thus gain immunity to polymorph traps, making them much more reliable pets. Also, an astral deva wearing a fully-enchanted set of armor will have an AC of around & minus;59, about the best achievable for any monster. Still, an astral deva can only reach level 27 without potions of gain level; while it will be powerful and difficult to kill, it still will not engage the tougher monsters in SLASH'EM without conflict. While useful, devas gained as minions through sacrifice or prayer cannot pick up or use any items other than the ones they start with. In particular, this means that disarming one (perhaps because it is carrying Sunsword) will disarm it permanently, somewhat decreasing its damage potential, and making it unable to attack petrifying monsters at all. However, for lawfuls, it is possible to gain large numbers of these minions, who in combination with a magic whistle can be very useful. In dNetHack, Devas are the most common type of neutral angel. As with most other angelic monsters, Devas will only be generated in the Planes, or as minions for altars when attempting to convert. Surya Devas favor fire pillar and mass cure. In addition, each Surya is paired with a dancing blade, which stays near its Deva and attacks its foe. Killing a Surya Deva also destroys its dancing blade. Destroying a dancing blade directly doesn't hurt the Deva, but the blade will not be replaced. Mahadevas are extremely dangerous to targets with poor AC. Their Deva arms weapon attack repeats until it misses, meaning that it can hit a poorly defended target dozens of times in a single turn. Mahadevas also cast ice storm and arrow rain, which are best resisted by strongly negative AC. The devas in this form originate from Dungeons & Dragons. They are devas in Buddhism, Hinduism and new age religions. The new age deva inspired D & D. The new age devas are spirits or beings that contribute in the functioning of nature. The monadic and astral devas probably refer to devas of the respective monadic and astral planes. The movanic deva origin wasn't found. In D & D, movanic devas are concerned with the mortal world, monadic devas with the ethereal and elemental planes, and astral devas with the astral and outer planes. =_=_ Movanic deva =_=_ Monadic deva =_=_ Astral deva =_=_ Planetar =_=_ Planetar and Solar Planetars and Solars are angelic beings in SLASH'EM which are both essentially stronger versions of Archons. They possess the same speed, alignment, armor class, magic resistance and spellcasting abilities of an Archon. They merely have a higher base level, and their attacks do more damage: a Planetar does twice as much, and a Solar does approximately 2.5 times as much. A Planetar is truly an awesome fighting force, dealing large amounts of physical damage through its weapon attacks, and possibly even larger amounts through its psi bolt monster spell. It has a higher base level for casting that than an arch-lich. A Solar has the highest base level of any randomly generated SLASH'EM monster, a distinction it lives up to with its immensely damaging physical and spell attacks. Before getting the Amulet of Yendor, the only ways that these monsters can be found are either as minions for lawful characters, obtained through prayer or sacrifice, or possibly in Vlad's Tower or Frankenstein's lab. Their difficulty level is simply too high to be seen earlier; a level 30 character, reaching the castle at level 45, is still not going to see a Planetar even there. As with the devas, Planetars and Solars constitute a major reason that lawful is an easier alignment in SLASH'EM; not only are they peaceful to them, but can be (and often are) given to them as minions. As they cannot be met until one has obtained the Amulet or is reasonably near to doing so, there is no reason to fight either monster, even if one encounters them. By this time your goal is to reach the Elemental Planes anyway. A player in speed boots will be slightly faster than them, and wands of teleportation can work wonders to make them go away. Thus, just as one should keep a wand of digging handy for a chance encounter with a giant shoggoth, one should keep a wand of teleportation handy for these monsters. They are not covetous and will not teleport to meet you. If you insist on fighting these, either hope that your character is truly maxed out in fighting capabilities (+7 artifact weapon, expert weapon skill, AC around & minus;45), or have a footrice corpse or egg handy. Note that they are guaranteed a shield of reflection, and resist just about every type of damage. Using the disarm technique or a bullwhip to rob them of their weapon is a good way to reduce the damage they do, as well as bag yourself their guaranteed artifact weapon (Demonbane or Sunsword). They are also not immune to drain life, so the un-reflectable wand of draining can also be useful against them. Even with this, though, they remain truly formidable opponents. Conversely, they also make truly formidable pets, and the "blessed figurine of an Archon" that is a standard pet wish in vanilla NetHack is supplanted here by a figurine of a Solar. Pet Solars will quickly raise their levels to 49, will not go feral, and (even when generated from a figurine) are guaranteed Sunsword or Demonbane if these have not already been generated. (This is in effect a shortcut to a guaranteed artifact wish, without breaking artifact-wishless conduct.) They will not wear body armor, but will wear other armor, although they are so powerful it is rarely necessary to give them the boost. The Planetar and Solar in this form originate from Dungeons & Dragons. They are derived from new age devas, spirits that contribute in the functioning of nature. The Solars and Planetars refer to devas of the sun and planets respectively. =_=_ Solar =_=_ User:Fooquux =_=_ User talk:Fooquux =_=_ Snow ant The snow ant, , is a monster introduced in SLASH'EM, and also appears in UnNetHack. It is one of the newer members of Team Ant. The snow ant is identical to the fire ant in terms of stats, save for its elemental affinity to cold - as such, it conveys cold resistance, and is not infravisible. Its cold attacks have a chance to destroy potions as usual, subject to magic cancellation. Snow ants are randomly generated in normal levels on the same basis as fire ants, with the exception of not appearing in Gehennom due to being icy monsters. The techniques for disposing of other ants also apply to the snow ant: make judicious use of Elbereth, attack wands and ranged attacks and try to fight them in a corridor or (preferably) near the up staircase. In particular, don't be afraid to run away or use escape items. =_=_ Tsetse fly A tsetse fly is a monster in SLASH'EM which, true to its real-world counterpart, can put you to sleep with its attacks. It appears only in Gehennom, by which time any SLASH'EM character is likely to have sleep resistance, making it essentially a non-threat. Even without sleep resistance, it is not that much more dangerous that a homunculus, not being able to put you to sleep for significantly longer. =_=_ Assassin bug An assassin bug is a new insect in SLASH'EM. Although they can be seen randomly generated, they are most often summoned by the summon insects spell that priests and devas cast. Along with the stronger migos, assassin bugs are a major reason that one cannot just ignore the summon insects spell and use it solely as a buffer, as is possible in vanilla NetHack. Assassin bugs are very fast, with a speed of 24, and are more than capable of dealing large amounts of damage, particularly to a character who is focusing on the priest next to them. A good strategy for dealing with summon insects is to take out the migo warriors, killer beetles and assassin bugs, and let the rest of the serve as a buffer. This is a real insect. A terrestrial ambush predator, injecting lethal saliva that liquefies the insides of their prey, which they then suck out. =_=_ Killer beetle A killer beetle is the strongest insect in SLASH'EM. It is the only insect to appear as a via warning. It almost always appears via summon insects, as it cannot be generated in Gehennom. Along with the assassin bug, killer beetles make the summon insects spell significantly less benign in SLASH'EM. They are less of a threat than assassin bugs and stronger migos, however, since they are quite slow. They can still do large amounts of damage though, and have large numbers of hit points, and thus are best avoided in favor of more pressing targets (such as the caster of the summon insects spell). =_=_ Talk:Summon insects Does this respect random generation? In other words, can it create a queen bee or a migo queen in SLASH'EM? (As migo queens, with a mind flayer-esque attack, are somewhat of a concern) =_=_ Multiplying insect There are three insects in SLASH'EM, all represented by , which possess the ability to multiply without the aid of water or other external sources. These are the giant tick, the giant flea, and the giant louse. All normally only appear in the Lawful Quest, and none is particularly much of a threat, even in the large groups they can create. The mechanics of their multiplication is similar to gremlins, in that each subsequent monster is created with half the hit points of the previous one. However, the maximum HP remain the same. None of these insects can use their multiplication attack when their HP is at 1. However, as they heal, they can start to multiply again. In this manner, they can slowly multiply indefinitely after a quick initial burst of multiplication. Note that the multiplication only occurs if the monster attacks you. Pets, monsters attacking pets, and conflicted monsters will not create more insects. The new insect created from multiplication will have the same name (if any) as the old one. This can occasionally produce amusing results, particularly when polymorphing shopkeepers. Since all the monsters created will have 1 HP for a while after the initial spasm of multiplication, it makes these insects almost a non-threat. None of them can deal any appreciable amount of damage, and one hit from anything will kill them. The biggest danger is that they might heal and start reproducing again; for this reason, it is worth destroying them as soon as you see them simply to avoid having them fill up the level and impeding your movement. Someone looking to permanently banish the Riders by filling up the Astral Plane might consider reverse genociding giant lice. (Optionally, a wand or spell of (extra) healing will make it go faster.) This is one of the easiest ways to fill the level up. Just be sure to have a way to kill them quickly enough to move at all, and either have enough armor to survive their attacks or preferably a permanent source of Elbereth. =_=_ Giant tick =_=_ Giant flea =_=_ Giant louse =_=_ Yellow jacket A yellow jacket is a type of wasp in SLASH'EM. It is easily mistaken for the killer bee, as both share the same glyph and both appear in large groups. Although they look like killer bees, yellow jackets are considerably more dangerous, simply because they have many more hit points. They do not do a large amount of damage individually, but because they appear in large groups and are relatively tough to destroy, they can be a considerable threat. Luckily, by the time they start appearing, the player's AC should be good enough to handle them. =_=_ Black wasp A black wasp is another wasp in SLASH'EM, almost exactly the same as the yellow jacket, except that it does twice as much damage. Oddly enough, these have the glyph , whereas the giant wasp has the glyph . Given that they appear in large groups in which they can do a fairly large amount of damage due to sheer numbers, one should be careful around these. In SLASH'EM, one should always use telepathy or the command to make sure that the around the corner is not in fact a black wasp, as opposed to a less dangerous yellow jacket or killer bee. In combat against these bees, Elbereth can be useful, even if simply written in the dust, just to make them scatter so you can pick them off one by one. =_=_ Giant wasp Giant wasps, , are the most powerful type of wasp in SLASH'EM. They are also the only one of the wasps not to use the same glyph as the killer bee, , and are thus easily distinguishable from it. Giant wasps are only slightly more dangerous than black wasps, doing slightly more damage and having a somewhat higher base level. They can therefore be fought using the same strategy, namely, using Elbereth to make them scatter so you can attack them one-on-one rather than being surrounded by eight of them. =_=_ Spitting beetle A spitting beetle is an insect in SLASH'EM. It is most often seen when summoned by priests via summon insects. Spitting beetles are slow compared to most insects. They do a fair amount of damage, but not enough to make them that serious of a threat, especially when compared to assassin bugs or migo queens. Still, they should not be ignored if they are summoned right next to you. It is preferable to engage them in melee combat, as then they cannot use their acid attack, although it is not that damaging to begin with. =_=_ Talk:Cthulhu Not sure if this really belongs in the article, but it *is* possible to kill him permanently. He is not fire resistant and cannot fly, so if he somehow ends up in lava, he will die and be gone forever; it seems the cloud-respawn thing is analogous to leaving a corpse-if he can't leave one, he is permanently destroyed. Not that this really possible in a normal game, mind you; this was accomplished in wizard mode by wishing for figurines of him (obviously not allowed in any sort of normal game) and setting them in lava. He "burned to a crisp" every time. Unfortunately, since this isn't Dwarf Fortress, I don't think flooding his level with magma is really a viable option, but it is an interesting corner case. Does canceling it have any effect? Acid blobs are immune to poison. If you fill the room up with them will Cthullu eventually lose his ablity to reform? Ndwolfwood 07:12, 15 June 2011 (UTC) So I just arrived in Moloch's Sanctum. He should be in here but I am unable to find him through telepathy. What is the deal?Ndwolfwood (talk) 10:42, 16 June 2012 (UTC) Cthullu is represented as a purple h like a mind flayer. This article has him with the demon symbol. I don't know if that is just a Unnethack thing or not. If it is not could someone change it. Then, we have tmp; if mlevel < = 49, tmp = mlevel; otherwise tmp = .5 * (mlevel - 6) =_=_ File:Solar.png =_=_ File:Planetar.png =_=_ File:Movanic deva.png =_=_ File:Monadic deva.png =_=_ File:Astral deva.png =_=_ File:Steel golem.png =_=_ File:Crystal golem.png =_=_ File:Diamond golem.png =_=_ File:Ruby golem.png =_=_ File:Sapphire golem.png =_=_ File:Wax golem.png =_=_ File:Plastic golem.png I'm really happy to have you here, and look forward to working with you! -- Ray Chason (Talk) 17:27, January 1, 2010 =_=_ Star vampire A star vampire is a Lovecraftian monster encountered in SLASH'EM. It possesses six tentacle attacks, three of which can drain life. Star vampires are always invisible. Although represented by the V glyph, star vampires are not actually undead, and thus are not immune to drain life, as proper vampires are. The star vampire is the only monster besides the (master) mind flayer to have a tentacle attack. The message one sees when attacked is "The star vampire's tentacles suck you!" One should note that although this is the same message as the mind flayer, the star vampire does not eat your brain; its attacks 'merely' do physical damage and possibly level drain. One should also note that, unlike the mind flayer, a ring of free action does not protect you against the star vampire's attacks, like it does protect against mind flayer attacks in SLASH'EM. Due to their speed and high number of attacks, star vampires can dish out incredible amounts of physical damage (and battle spam). Because of this, one should always seek to destroy them alone if possible, and if surrounded, keep in mind they do respect Elbereth. Magic cancellation or drain resistance is a must to protect against their draining attacks, although this should not be a problem by the time one encounters them. Be mindful of fighting petrifying monsters around star vampires. They will cause the game to spam you with anywhere from six to nine messages per turn, depending on your speed, making it quite easy to miss the vital "You are slowing down" and "Your limbs are stiffening" messages. If you have polymorph control, the star vampire makes an excellent polymorph form because of the same qualities that make it a fearsome opponent: a high base level, flight, speed, regeneration, flying, unbreathing, and the ability to wear most kinds of armor, not to mention powerful attacks. Star vampires cannot get magic resistance from a cloak or dragon scale mail, however, so players should take appropriate precautions or ensure another source (Magicbane, a quest artifact, etc.) The star vampire is a monster from the Cthulhu Mythos, though not one created by Lovecraft. Star vampire are extraterrestrials that lack a specific shape and have a myriad of sucker tentacles. Though they also feed on blood, they are not to be confused with the usual undead vampires. =_=_ Mugger A mugger is a human monster in SLASH'EM and UnNetHack. They are not randomly generated and only appear on certain special levels, often around shops. In SLASH'EM, four of them appear in the shopping mall (if it exists), and one is guaranteed to appear in Grund's Stronghold. In UnNetHack, muggers appear in the Town. The mugger's name implies that it has the ability to steal items, like a monkey. This theft attack is implemented in UnNetHack, but not in SLASH'EM. Otherwise muggers are substantially the same in each variant. Muggers in SLASH'EM are not much of a threat, except inasmuch as one might find and use an attack wand or a highly enchanted weapon from a shop. This is relatively rare, however, and most of the time they are somewhat nonthreatening. UnNetHack muggers are a little more dangerous because of their ability to steal from the player's pack, but otherwise they are no stronger or harder to kill than their SLASH'EM counterparts. A player in this variant may prefer to kill any muggers that appear, from a distance if necessary, before they can reach his or her pack, rather than spare them in hopes of reaping the benefits of their shoplifting. I'm really happy to have you here, and look forward to working with you! -- Ray Chason (Talk) 19:04, January 1, 2010 =_=_ Werecreature (SLASH'EM) SLASH'EM introduces four new werecreatures: the werepanther, weretiger, weresnake and werespider. Only the first two are randomly generated, while the werespider can sometimes be found in the Spider caves. Oddly enough, unlike other lycanthropes, the animal form of the werespider is genocidable. Enemy werecreatures also function differently in SLASH'EM: all polymorphed monsters, including lycanthropes, revert to their human forms when killed. Unfortunately, lycanthropes will then often quickly turn back into animals, which must (again) be killed to turn them back into human form, after which they can be banished permanently. The werespider is an interesting type; the spider form is considered oviparous, so it is possible to acquire lycanthropy as a werespider and lay eggs that will hatch into tame werespiders. One must be careful around even wererats in SLASH'EM. Although the early lycanthropes are not strong, the reversion property can make it so you have to kill them many times before they are gone. Because of this, they are about the most dangerous of SLASH'EM's early monsters. Like most introduced SLASH'EM monsters, the new lycanthropes are also far more dangerous than their vanilla counterparts. The werepanther is probably the greatest new threat, as it tends to appear somewhat early (often as early as the mall or Minetown, and often at the The Oracle); it hits very hard, summons hard-hitting panthers and jaguars, and at speed 15 it can outrun a player without speed boots. For this reason, you should always use the farlook command to identify any feline at a distance, and not be afraid at all to run away. To fight lycanthropes in SLASH'EM, it is most important to be able to do damage quickly enough to destroy the human form before it reverts back (again) to animal form. In addition, there are some other techniques that are useful for fighting them. Luckily, no lycanthrope can follow you to other levels, so retreat is usually an option if you are close enough to the stairs. Silver is one of the better ways of dealing with lycanthropes in SLASH'EM, as the d20 extra damage can wipe out a lower-level lycanthrope in one hit, and both human and animal forms of lycanthropes are affected by silver. Luckily, there are more types of silver weapons in SLASH'EM, and thus it is more likely to find one. Also keep in mind that silver non-weapon items or ammunition can be equally potent, provided you can hit with them. Note that silver rings will do silver damage when worn (not wielded) as long as you're not wearing gloves. The ring of protection from shape changers is considerably more useful in SLASH'EM; while not necessarily easier to identify, it becomes a much more fortuitous discovery, as it forces all shapeshifters into their "natural" form, including lycanthropes. As such, you only have to kill them once; in addition, they are unable to confer lycanthropy or summon help in their human form. Fighting lycanthropes at a distance is quite valuable, as not only are they unable to confer lycanthropy except through melee attacks, they also cannot summon help at a distance. With multishot bonuses, some roles might be able to do more damage fighting with a bow or daggers than a melee weapon; maximizing damage if of the utmost importance against lycanthropes. Silver arrows are a particularly potent option. Although their human forms will not respect Elbereth, animal lycanthropes and their summoned friends will, so even an Elbereth written in the dust can give you breathing room and allow you to plan either your escape or the lycanthrope's demise. =_=_ Werepanther =_=_ Weretiger =_=_ Weresnake =_=_ Werespider =_=_ Talk:Planetar and Solar The article claims these monsters cannot be encountered before the Amulet. However, I encountered a planetar once in Vlad's tower. I'm not changing the article because I'm not an expert on SLASH'EM -Tjr 20:49, January 1, 2010 (UTC) I'm not going to just move it back without discussing, but Archon, Angel, Planetar and Solar are all capitalized in the source code. They do not have the "proper name" attribute (which is for monsters whose names omit the definite article), but they are capitalized. A similar example is the Norn; it's actually just "Norn" in the source code, without being called a proper name. See SLASH'EM 0.0.7E7F2/monst.c#line1970 -Ion frigate 05:37, February 24, 2010 (UTC) So on my current game I wished for a blessed figurine which yielded me only a peaceful Solar, unfortunately. I proceeded casting drain life to see if I could lower it's levels to try and make casting Charm Monster with my level 30 Doppelganger Wizard easier, but eventhough they are not Drain Resistant he must have been generated with some item that made him resistant, so that didn't quite work. He proceeded to spam summon nasties, and those I could tame by spamming charm monster (this went on for a while), but after quite some time I noticed none of the new pets was attacking the Solar, just the newly summoned monsters. So I threw a potion of paralysis at him, stabbed him a few times with Magicbane, and after a while stabbing him with little damage dealt, I decided to turn into a basilisk and just stone him. As soon as I turned into a basilisk, though, it became tame (didn't even get peaceful, it went straight from hostile to tame). I'm still baffled to what exactly happened there, but somebody might wanna try tinkering around with the source code or doing some wizmode tests (I'm a bit of a NetHack noob, this is my first character with a decent chance of ascending, after I discovered reverse genociding gypsies to get hundreds of wishes). =_=_ Talk:Star vampire Rings of free action protect against mind flayer attacks in SLASH'EM, with a chance dependent on luck (at maxed out luck it's 90%). It says when you are attacked by the mind flayer, "The mind flayer grabs you, but you quickly free yourself!" In fact, it might actually protect against other grabbing attacks as well, I'm not sure, since I almost always get an oilskin cloak before a ring of free action -Ion frigate 22:46, January 1, 2010 (UTC) The wiki says that there are six attacks, three of which drain life. But under the & ldquo;Attacks & rdquo; section, it only mentions those three. What are the other three? =_=_ Unnethack =_=_ Pixie A pixie is a one of several nymph-based monsters introduced in SLASH'EM. While it has only one seduction attack to the nymph's two, it is slightly faster, has a significantly lower armor class, and is always generated invisible. Like nymphs in vanilla NetHack, pixies are always generated asleep. Unfortunately, this is not so useful, as it is quite easy to blunder into them if you can't see them. Once they are awake, they are a major threat, as they are quite likely to steal an item and teleport away before you can respond. Fortunately, they have only one theft attack. To fight them, you need a means to see them. The best way is to have see invisible, either through the ring, potion, or intrinsically. Failing that, a somewhat easier option for a low-level character is to have telepathy and a blindfold or towel. Once you have a means of detecting them, they are no more threat than a usual nymph; their lack of a second seduction attack more than makes up for their slightly increased speed and better AC as compared to normal nymphs. =_=_ Brownie The brownie, , is a small fairy-like creature that appears in SLASH'EM. It is essentially a spellcasting counterpart to the nymph, and is a member of the nymph monster class, sharing its glyph with the mountain nymph. Brownies are especially dangerous when awake; they are fast and possess spells such as destroy armor and curse items, on top of being able to steal items and teleport away. They also have many more hit dice than the typical nymph, although they only have one seduction attack. Brownies are often best avoided - while not a particularly damaging threat, they are generally not worth the risk of having items cursed, stolen or, in the case of armor, destroyed. It is well worth to check if that is a brownie or a mountain nymph. If dealing with an awakened brownie, they can be dispatched most safely using available ranged weapons and/or Elbereth; even with magic resistance, allowing them to get within melee range can potentially lead to the brownie whisking your source of MR off your person. =_=_ Quickling Quicklings are nymph-like monster introduced in SLASH'EM. True to their name they are extremely fast, having a speed of 30, exceeded only by the air elemental. They are also able to attack with weapons, although not for very much damage. They only appear in Gehennom and the Lawful Quest. It can be something of a dizzying experience to fight a quickling, as they may move as many as 3 times before you can even get one hit in. They do not have many hit points and only have one seduction attack, as opposed to nymphs' two. Thus they are not a huge threat, although they can be annoying when they flee after stealing an item; even if you find them they can still be very difficult to catch, even with a ranged weapon. They are best attacked when they are approaching you to attack again, preferably with a good volley of projectiles. Be careful not to mistake them for water nymphs, whose glyph they share. If you see a in Gehennom, it is likely a quickling. The intrinsic speed and relatively low level of a quickling makes them an attractive polymorph form for a starting doppelganger. They are able to carry 1000 units of weight, and unlike air elementals, can see. A doppelganger will be able to infallibly polymorph into one upon reaching experience level 3, as opposed to 8 for an air elemental. Unfortunately, they do have very few hitpoints, and they are too small to wield weapons, wear armor, or use doors. Still, they are useful forms for escaping or traveling through the Mines. =_=_ Template:Encyclopedia This template is for formatting content taken from a given in-game NetHack encyclopedia article. It places articles into the category :Category:Encyclopedia. =_=_ Template:Encyclopedia-redirect When searching for certain terms in the in-game NetHack encyclopedia, NetHack will redirect the user instead to some other entry. For example, searching for "shopkeeper" will redirect the user to the entry for "human". =_=_ Talk:Meatball I'm trying to use a meatball to tame a wild little dog. I throw it at the dog. Instead of catching it, it "misses". The dog becomes peaceful as if I had thrown vegan food at him, but not tame as is expected. I've tamed dogs with meatballs before, but all of a sudden I can't do it in this game. Meatballs shouldn't ever rot from my experience (eating one gave the normal 'This meatball is delicious!' message), and I've even been able to tame wild animals with cursed food. Why is this failing all of a sudden? If it at all matters, I have a Vampire Lord pet right now. -- Qazmlpok 03:49, January 4, 2010 (UTC) The obvious use of meatballs is to increase tameness of your carnivorous pets. They will gain a point of tameness (up to 20) each time they eat in your presence. Tame pets are easier to handle and follow you more closely. This is especially important if you are polytrap-dancing for a non-eating pet, or if you are splitting tame puddings. =_=_ User:Freeofme =_=_ User talk:Freeofme =_=_ Talk:Rogue (game) I apologize for how messy the edit was, I will try to work on it more later if time permits. --Freeofme 09:42, January 4, 2010 (UTC) =_=_ File:Statue gargoyle.png =_=_ File:Vecna.png =_=_ File:Rot worm.png =_=_ File:Lightning bug.png =_=_ File:Spark bug.png =_=_ File:Arc bug.png Are we really on hit #1 on Google for nethack+wiki? The webmaster tools claim we're #9 with a dismal click-through rate. =_=_ Mindless A mindless monster does not have a mind < !--syntactical!-- > . Mindlessness is identified by the macro mindless(ptr), which checks for the flag M1_MINDLESS in monst.c. Take heed to discern between mindless monsters and brainlessness, a state attainable by unfortunate players not keeping their distance from mind flayers. Mindless monsters cannot be detected by telepathy. They are also unaffected by the brain-eating attacks of mind flayers. This protection does not extend to players polymorphed into normally mindless forms & mdash;"no such thing as mindless players". Mindless monsters that are also breathless can safely wear an amulet of strangulation. =_=_ Intrinsic telepathy =_=_ Extrinsic telepathy =_=_ File:Telepathy vs warning.png Telepathy range (8 squares inclusive) is indicated with flags. It is calculated as follows: x_distance^2 + y_distance^2 < = 8^2. Warning range (10 squares exclusive) is indicated by question marks. It is calculated as follows: x_distance^2 + y_distance^2 < 10^2. =_=_ Angry =_=_ Smite =_=_ Silver-hating =_=_ Forum:9 Life lessons I learnt from Nethack Hi guys! My name's Andrew. I just wrote an article about personal development called "9 Life Lessons I Learnt From Nethack" and I think you may find it amusing and enlightening. =_=_ User:NewtFan34 =_=_ User talk:NewtFan34 =_=_ Rumor Messages =_=_ Talk:Rumor Messages =_=_ Apelike creature The apelike creatures are a class of monster of low to medium difficulty. As well as clawing and biting, the monkey has a theft attack, while the owlbear, carnivorous ape and sasquatch have a grabbing attack. =_=_ User:Fredil Yupigo/Enlightenment =_=_ User talk:Fredil Yupigo/Enlightenment =_=_ Talk:Rat Looking through the Dudley's Dungeon archives, many of those "newt comics" are other colons being mistaken for newts... indeed, anything with a colon-class monster appearing anywhere in the comic has "The Newt Comics: Next - Previous" in the comments. For this reason, 31 is probably an overestimate. --Brilliand 01:58, January 13, 2010 (UTC) =_=_ Talk:Vulture This is not very helpful article. For example. there is no explanation of difference between "Windows - Vulture's Eye 2.1.2" and "Windows - Vulture's Claw 2.1.2" on download page. - The previous unsigned comment was added by 89.79.219.221. I'm not a very good Nethack player, but both the quests I've actually managed to get to the portal for in Vulture's, Valkyrie and Monk, have led to the first floor at least being unable to be generated and resulting instead in a maze. I don't know if the quest NPC is actually there, because I never survive long enough to adequately search. Is this normal, or is it just my copy of Vulture's that's screwed up? Clerisy 13:02, May 13, 2010 (UTC) =_=_ Talk:Spellbook of cone of cold The information on the max possible damage from cone of cold as delivered by a Knight with the Mirror of Merlin conflicts with the information on the page for the Mirror of Merlin itself. According to the page for the Mirror of Merlin, the double damage only applies to cone of cold if the spellcasting skill is less than skilled, and only at skilled is cone of cold an area burst rather than a ray, so the double damage doesn't apply in the scenario described in the article. I tried to cast the skilled version centered on the Dark One through a wall using detect monsters and it centered on myself instead. Can anyone figure out what happened?--13electrode13 (talk) 15:18, 9 June 2019 (UTC) =_=_ User:SamSpade =_=_ User talk:SamSpade =_=_ User:Inhumandecency =_=_ User talk:Inhumandecency =_=_ Questifact =_=_ Talk:Hit points Describe how HP and maxhp changes if you are drained a level, and how it changes on same-race-poly. Bejonas (talk) 23:20, 2 January 2013 (UTC) There may be some new way of losing HP. I ate a few killer bee corpses (without, alas, gaining poison resistance, and no unicorns were generated. Note to self: Get a horn or temporary resistance first). As a result my str dropped all the way down to 3. A while later I noticed that my max HP was down to somewhere in the 30s instead of about 70 where it had been. I don't *think* a weird magical being did something to me, and although there had been a polymorph trap, I don't recall stepping on it. If a loss of strength results in a loss of HP capacity that should be mentioned. Any code-divers want to enlighten me?--Mitlcl (talk) 00:58, 8 October 2018 (UTC) Anyone happen to know why rangers get a d6? (This appears particularly problematic for gnome rangers...) - Actual-nh (talk) 05:02, 19 November 2020 (UTC) =_=_ Talk:Technique Are there skill based techniques? For example if you become skilled in long sword you can learn disarm. What are the other skill based techniques in Slash'em? SamSpade 01:28, January 22, 2010 (UTC) =_=_ User:Ion frigate/Need +x weapon to hit SLASH'EM introduces two new properties derived from D & D, the Need +x weapon to hit and Hits monsters as a +x weapon, where x is an integer from 1 to 4. Essentially, monsters with the first property cannot be damaged with weapons with less than the required enchantment. it is effectively enchantment resistance. The second property is mainly of relevance to those who keep pets, in particular, pacifists, as an otherwise strong pet may be unable to damage a particular monster. Note that these two properties are given to both new monsters and monsters from vanilla. It is possible to gain the Hits monsters as a +x weapon property through polymorph, but not the Need +x weapon to hit property. The game checks the enchantment < ref > SLASH'EM 0.0.7E7F2/uhitm.c#line769 < /ref > of the wielded weapon. For artifact weapons, it adds two to the enchantment check < ref > SLASH'EM 0.0.7E7F2/uhitm.c#line886 < /ref > , and Magicbane always counts as a +4 weapon < ref > SLASH'EM 0.0.7E7F2/uhitm.c#line885 < /ref > . If the thus derived enchantment is greater than or equal to the monster's resistance, it can hit. For example, a +0 artifact weapon will hit a statue gargoyle (whose enchantment resistance is +1), but not Vecna (whose enchantment resistance is +4), since it is a +0 artifact, having for the purposes of this check +2 enchantment. As always, there are exceptions: If you are kicking a monster, the relevant enchantment is the enchantment of your boots. Note that kicking boots do not help towards this, as one might expect, and that Whisperfeet, the artifact speed boots, do not provide a +2 bonus for this check. Finding yourself unable to attack a monster can be a deadly situation, as most of the monsters with enchantment resistance are rather dangerous. If you find that your main weapon is insufficiently enchanted, check the other cases above to see if you might have something able to attack the monster. If neither you nor your pet is able to damage it, then retreat and/or Elbereth are some of the only options. Whatever you do, note that attempting to attack the monster still uses turns. Also note that many monsters from vanilla nethack (notably vampires and liches) now have enchantment resistance. If you are a monk, in general you will find that the effective enchantment of your attacks rises quickly enough to keep up with the resistance of monsters being generated. However, monks should descending too deep or doing the Chaotic Quest before XL 16, since they will not be able to damage Vecna or the Archons that can appear near the castle. If you are playing a pacifist or merely using a strong pet to attack monsters, the enchantment resistance can pose a problem. Most easily obtainable early pets lack the ability to hit monsters with enchantment resistance. Probably the easiest route is to get a pet that can wield weapons, and give it an enchanted weapon. Note that an artifact weapon confers no bonus to monster merely for being an artifact weapon - it must be enchanted. Magic traps in the Gnomish Mines can often leave you with some pet dwarves or gnomes as pets, which can wield weapons. Also, baby dragons, obtainable from eggs, hit creatures as a +1 weapon, and are reasonably obtainable in the early game. In the later game, a bullwhip is quite useful for disarming your pet to enchant its weapon, a useful feature in vanilla that becomes almost crucial in SLASH'EM. =_=_ Monsters with hits creatures as a +x weapon (SLASH'EM) The following can hit monsters with enchantment resistance, a new property in SLASH'EM. In general, monsters that are in some way magical have this property, as well as some monsters that are simply strong. =_=_ Monsters with need +x weapon to hit (SLASH'EM) The following is a list of monsters with enchantment resistance, or the Need +x weapon to hit property, in SLASH'EM. In general, , and have enchantment resistance, as well as a few other magical/ethereal monsters. Note that the only one of these monsters likely to be encountered in the early levels is the statue gargoyle. =_=_ User:Ion frigate/Monsters with hits creatures as a +x weapon =_=_ User:Ion frigate/Monsters with need +x weapon to hit =_=_ Need +x weapon to hit SLASH'EM introduces two new properties derived from D & D, the Need +x weapon to hit and Hits monsters as a +x weapon, where x is an integer from 1 to 4. Essentially, monsters with the first property cannot be damaged with weapons with less than the required enchantment. It is effectively enchantment resistance. The second property is mainly of relevance to those who keep pets, in particular, pacifists, as an otherwise strong pet may be unable to damage a particular monster. Note that these two properties are given to both new monsters and monsters from vanilla. It is possible to gain the Hits monsters as a +x weapon property through polymorph, but not the Need +x weapon to hit property. The game checks the enchantment of the wielded weapon. For artifact weapons, it adds two to the enchantment check, and Magicbane always counts as a +4 weapon. If the thus derived enchantment is greater than or equal to the monster's resistance, it can hit. For example, a +0 artifact weapon will hit a statue gargoyle (whose enchantment resistance is +1), but not Vecna (whose enchantment resistance is +4), since it is a +0 artifact, having for the purposes of this check +2 enchantment. As always, there are exceptions: If you are wielding an item that can be enchanted or charged, whether it is armor, a tool, or even a wand, the game still checks the enchantment/charge of that item. The dependence on charge may seem strange, but enchantments and charges are stored by the same variable for objects ("spe"), which is the number that is checked for enchantment resistance. This means that bashing a statue gargoyle with a wand of wishing (0:0) will do nothing, but bashing it with a wand of wishing (0:1) will hurt it. Therefore a charged wand or tool is actually a useful backup weapon, at least for weaker monsters with enchantment resistance. As with wielded weapons, wielded non-weapon artifacts do get a +2 bonus to this check. Lightsabers can do damage to all monsters, regardless of enchantment, charges or being lit. A +0 lit lightsaber will damage Vecna, but also a +0 uncharged one. Note that when unlit, damage is puny, and enchantment is ignored. If you are kicking a monster, the relevant enchantment is the enchantment of your boots. Note that kicking boots do not help towards this, as one might expect, and that Whisperfeet, the artifact speed boots, do not provide a +2 bonus for this check when worn. Finding yourself unable to attack a monster can be a deadly situation, as most of the monsters with enchantment resistance are rather dangerous. If you find that your main weapon is insufficiently enchanted, check the other cases above to see if you might have something able to attack the monster. If neither you nor your pet is able to damage it, then retreat and/or Elbereth are some of the only options. Whatever you do, note that attempting to attack the monster still uses turns. Also note that many monsters from vanilla NetHack (notably vampires and liches) now have enchantment resistance. If you are a monk, in general you will find that the effective enchantment of your attacks rises quickly enough to keep up with the resistance of monsters being generated. However, monks should avoid descending too deep or doing the Chaotic Quest before XL 16, since they will not be able to damage Vecna or the Archons that can appear near the castle. If you are playing a pacifist or merely using a strong pet to attack monsters, the enchantment resistance can pose a problem. Most easily obtainable early pets lack the ability to hit monsters with enchantment resistance. Probably the easiest route is to get a pet that can wield weapons, and give it an enchanted weapon. Note that an artifact weapon confers no bonus to a monster merely for being an artifact weapon - it must be enchanted. Magic traps in the Gnomish Mines can often leave you with some pet dwarves or gnomes as pets, which can wield weapons. Also, some baby dragons, obtainable from eggs, hit creatures as a +1 weapon, and are reasonably obtainable in the early game. Those who are unable to tame a baby dragon or an intelligent monster would be well advised to save bananas: in SLASH'EM, they can be used to tame many different , including yetis, sasquatches, and zruty, all of which hit as a +1 weapon. In the later game, a bullwhip is quite useful for disarming your pet to enchant its weapon, a useful feature in vanilla that becomes almost crucial in SLASH'EM, as there are no tamable monsters that can naturally hit even an Archon, let alone a Solar. =_=_ Vampire mage (monster) =_=_ Talk:Monsters with hits creatures as a +x weapon (SLASH'EM) Is this SLASH'EM specific? If yes, the article should be moved to "$Name (SLASH'EM)" and the article should say so. -14:44, January 22, 2010 (UTC) A comment at mhitm.c:1002, version 0.0.7E7F3, states, "a monster that needs a +1 weapon to hit it hits as a +1 weapon." I believe that all monsters on the other list, Monsters with need +x weapon to hit, also belong on this list, but now they are absent. --Kernigh (talk) 02:50, 2 June 2012 (UTC) =_=_ Talk:Monsters with need +x weapon to hit (SLASH'EM) Good lord, Vlad needs +3 to hit?! How is an illiterate player expected to get the Candelabrum? --Darth l33t 02:20, January 23, 2010 (UTC) On the subject of renaming the articles, I think a better title would be something like the lines of "Monsters with enchantment resistance" (which is misleading, but I think on the right track). "Need +x weapon to hit" just sounds really awkward to me. -- Qazmlpok 04:31, January 23, 2010 (UTC) =_=_ Monsters with hits creatures as a +x weapon =_=_ Talk:Monsters with hits creatures as a +x weapon =_=_ Monsters with need +x weapon to hit =_=_ Talk:Monsters with need +x weapon to hit I'm really happy to have you here, and look forward to working with you! -- Ray Chason (Talk) 04:31, January 23, 2010 I'm really happy to have you here, and look forward to working with you! -- Ray Chason (Talk) 08:53, January 23, 2010 I'm really happy to have you here, and look forward to working with you! -- Ray Chason (Talk) 19:38, January 23, 2010 =_=_ File:GWTWODSE.JPG =_=_ Leucrotta =_=_ Geyser Geyser is a high level clerical spell that monsters can cast at you. It deals 8d6 physical damage (halved if the player possesses half physical damage) and gives the message "A sudden geyser slams into you from nowhere!" =_=_ User:Jade nekotenshi =_=_ User talk:Jade nekotenshi =_=_ Template talk:Encyclopedia =_=_ War =_=_ File:WizardryFlunker.png =_=_ Silver short sword A silver short sword is a weapon in SLASH'EM and SporkHack. It has roughly the same properties as an ordinary short sword, but it is made of silver and thus erodeproof, in addition to doing more damage against silver-hating monsters. The Sword of Balance is the only artifact silver short sword. < ref > http://www.angelfire.com/trek/mazewest/spoilers/arti_007e6.txt < /ref > It is neutral and has a +2 to-hit and +5 damage against cross-aligend monsters in addition to the silver damage. In SporkHack, it's a useful primary weapon for Tourists, and a solid offhand weapon for Valkyries, Knights and other roles limited to Skilled in two-weapon fighting. =_=_ Nightgaunt Small groups of nightgaunts are commonly seen in later levels of both the Dungeons of Doom and Gehennom. They possess a unique attack, AD_TCKL, which behaves exactly the same as a paralysis attack except for having a different message, and abusing constitution in addition to dexterity. The paralysis attack is no particular threat, as it is affected by magic cancellation, and one is highly unlikely to encounter these monsters before having MC 3. They are mostly a threat for being hard to kill; having a base level of 15, even with your best weapon they will take quite a few hits. Since they are generated in groups and are quite fast, like the bats with whom they share a glyph, they can be quite a nuisance. The amount of physical damage they do is not particularly high, but from two or three of them over the period of time it will take to destroy them, can wear you down. Note that they are capable of picking up and using wands and other magic items. Nightgaunts come from the works of H.P. Lovecraft. They are humanoid, thin, black, and faceless. Their skin is slick and rubbery. They have a pair of inward-facing horns on their heads, clawed hands and a long barbed tail. They can fly using a set of membranous wings. They make no sound. Small groups of nightgaunts are found in later levels of both the Dungeons of Doom and Gehennom. They possess a unique tickling attack, with which they can strip you of your secondary weapon, your cloak, and your armor, as well as immobilizing you. In dNetHack, nightgaunts are a rather than a like SLASH'EM. The tickling attack is high dangerous. It is affected by MC, but is only partially mitigated. If the tickling attack is not resisted by your MC, you will be paralyzed for a short period and may drop your wielded weapon(s). If the tickling attack is blocked by your MC, the nightgaunt will instead attempt to remove some of your equipment, or failing that paralyze you. Note that free action will prevent the paralysis but will not affect the removal of any armor. They are somewhat hard to kill; having a base level of 15, even with your best weapon they may take quite a few hits. Since they are generated in groups and are quite fast, they can be a serious threat. They are vulnerable to death rays and are a valid genocide target. They can also be warded off by the Elder Sign, Elbereth (elves only), or a Heptagram. =_=_ Talk:Wand of create horde The table says "will not be used by monsters", but the text explicitly states that monsters can use it. 109.154.114.219 04:58, 20 May 2016 (UTC) =_=_ Talk:Mail daemon What happens if the mail daemon can not find a square that is outside of the player's vision in which to spawn, like in some of the Big rooms? --FJH 19:58, 22 November 2010 (UTC) Umbire edited the page to claim that setting the < code > mail < /code > run-time option to false makes mail daemons not exist, even for purposes of statue wishing and the like, just like compiling without mail support does. The MAIL preprocessor definition determines whether the mail daemon is included in monst.c, the monster "master list"; this is then baked into the executable. The < code > mail < /code > config file option determines whether you can receive mail during the game, but I don't think it determines whether mail daemons exist, because that could cause compatibility issues. For example, what if you wished for a mail daemon statue, saved the game, then disabled < code > mail < /code > before loading again? I'm pretty sure that mail daemons (and scrolls of mail) exist in a game with MAIL compiled in but < code > mail < /code > turned off, even if they're not readily available. --Darth l33t (talk) 22:16, 2 July 2021 (UTC) I am approaching my second anniversary of Nethack. I have yet to ascend but have come a long way. I mostly play on my local machine, or Nethack.alt.org if I am at school. My current (and furthest) game is Lawful Dwarven Valkyrie. I am also exploring Neutral Gnomish Healer for an aspect of pacifism, but boy howdy you gotta be patient. =_=_ User:Nightelf 37 =_=_ User talk:Nightelf 37 Hi, welcome to NetHackWiki! Thanks for your edit to the :Things To Do If You're Going to Die Next Turn page. If your talking about Ice Mage, I made a few grammatical corrections. In Flame Mage I added "Peculiarities" because I found that to be an important part of the role. I hope either I or someone else could further edit it. =_=_ User:Water911 =_=_ User talk:Water911 =_=_ User:Crystallina =_=_ User talk:Crystallina =_=_ Talk:Vampire (starting race in SLASH'EM) Perhaps somebody else should test this, but experience strongly suggests that the vampire's regeneration *is* hungerless; playing as a vampire, I got hungry at turn 755, having "fed on the lifeblood" of a rabbit once. This would be about right for starting at 900 nutrition, and getting down to 150, which is hungry. Also, a ring of slow digestion would be much, much less useful for vampires than the article suggests if vampiric regeneration caused hunger, as vampires would then still hunger at half the normal rate. -Ion frigate 10:42, February 14, 2010 (UTC) Seems like when I (rarely) get an early wish as a vampiric wizard, I always fail to get my fooproofedness and blessedness. Tried a few times making a new vampy and quitting on turn one -- always "unlucky" on my attributes. Confirmed no moon phases or Friday the 13th. Anyone know what's up? Also my alignment record on the tests (quit on turn 1) show "you have sinned" for the -8 to -4 range. -AileTheAlien 05:42, 8 February 2011 (UTC) Does drinking human blood count as cannibalism, or are vampire players exempt from this, like how they are exempt from the penalties of drinking dog/cat meat? -AileTheAlien 14:27, 10 February 2011 (UTC) While Satiated in Sokoban, and wearing gloves, a cockatrice stoned me. My (very promising) character attacked with his hands and then tried to attempt a (successful(?)) bite attack! I was not wielding a weapon. The death message indicates "...while helpless," but I was not helpless in any fashion. Does "You're having a hard time getting all of it down." have anything to do with that? Is this a bug? Or, are there special circumstances where a vampire can get stoned via a bite? Maybe Sokoban (which is filled with a lot of food) hungers one so much that a vampire finds it irresistible to bite anything and everything? Vampires biting unsafe monsters if not wielding a weapon seems to be intention. I have no idea why, but it does. There's an explicit check in the source code for disabling the bite attack; only disable it if wielding a weapon (). There's also this item in the bug tracker involving biting a cockatrice where j_ali explicitly mentions that you will bite a cockatrice if you are not wielding a weapon (http://sourceforge.net/tracker/index.php?func=detail & aid=1210420 & group_id=9746 & atid=109746). -- Qazmlpok 13:56, 10 September 2011 (UTC) =_=_ Poisonous cloak A poisonous cloak is a cloak unique to SLASH'EM. It is dangerous, as it can poison you, possibly fatally. The cloak has a randomized appearance, the dirty rag being the new random appearance added to accommodate it. When worn, if you lack poison resistance, the cloak delivers a poisoned attack with a 1 in 3 chance of being fatal, otherwise doing normal strength/hp damage and identifying the cloak. If you have poison resistance, the cloak has no effect, but gives the message "This cloak feels a little itchy." Although this unambiguously identifies the cloak, it does not actually self-identify in this case. The cloak does not cause any sort of continuing damage, but only hurts you when you wear it with the W command. As the attack has quite a high chance of being fatal, it is obviously undesirable to put these cloaks on before getting poison resistance. It can be difficult to identify them, though, since they are not normally generated cursed, thus, an altar provides no help in avoiding them. Price identification is a useful way to identify them, as no other cloaks have a base cost of 40. Unfortunately, it is not foolproof, as poisonous cloaks, unlike other harmful pieces of armor, are reasonably likely to be generated with a +1 enchantment, giving them the same cost as a cloak of protection or a cloak of displacement. The only surefire ways to identify these cloaks are to formally identify all randomized cloaks you intend to put on, or to cancel every cloak you intend to price-ID, or to use a monster with the need +x weapon to hit property to determine their enchantment. However, should you put on a poisonous cloak and survive the attack, you should probably not immediately take it off. Although it provides no base AC, it does provide MC 3, a property ironically useful against, among other things, monsters' poisoned attacks. It will not poison you further, unless you take it off and put it on again, and so is harmless to leave in place. Thus, it is best to leave it on until you come across a better cloak or wish to replace your body armor (although be sure not to put the cloak back on if you still lack poison resistance!). If you do have poison resistance, these cloaks are a good source of MC 3 if you can find no others, which happens occasionally. =_=_ Mind blast =_=_ Youtube Several people have posted & search_type= & aq=f videos on Youtube about Nethack. As of January 2010, there are well over 700. There are musical videos, parodies and other fan material as well as lots of gameplay excerpts. =_=_ NetHack on Facebook You can become a fan of NetHack on Facebook, and over 2,300 people have done so. The page itself is inactive except to accumulate fans. =_=_ User:Rockstar7514 =_=_ User talk:Rockstar7514 =_=_ Talk:Divination spells At skilled or expert level, detect treasure will also reveal the exact appearance of the objects it finds. You can tell right away which items are worth retrieving instead of walking up to them all. Combined with teleportation, this allows you to breeze through the lower levels. Also, you will know whether an item is in a monster's inventory, because then it will not have any appearance given. -Tjr 17:30, February 19, 2010 (UTC) =_=_ Talk:Sandestin Does the sandestin's altered form benefit from stoning resistance? If so, this will be important to any players who like to wield a cockatrice corpse.--PeterGFin 23:20, February 19, 2010 (UTC) =_=_ Talk:Owlbear Is there some reason that you would not be able to engrave Elbereth while being grabbed? I seem to have run into this issue... =_=_ Talk:Iron bars Can metallivores eat them, as they can eat the spikes out of pit traps? If rock moles can't pass through them, the only way for a metallivore to end up on them would be to polymorph into a creature that can pass through, and then into a metallivore (highly improbable for anything but a player with polymorph control). -Ion frigate 08:16, February 20, 2010 (UTC) In a 3.6 wizard mode game just now, I found some iron bars on dungeon level 1. I was curious, so I wished for a dwarvish mattock and dug behind it. In a 1x1 room was a scroll of teleportation and a werejackal corpse. Thrawcheld (talk) 00:46, 18 January 2016 (UTC) =_=_ User:Ion frigate/Role difficulty (SLASH'EM) The roles from vanilla nethack have all been slightly altered in some way in SLASH'EM. This page aims to point out those differences, and reassess the difficulty of the old roles, while evaluating that of the new ones. The archaeologist is similar in difficulty to vanilla in SLASH'EM. They have a lot of seeming advantages, but none of them are particularly useful in the early game, especially given their still-woeful combat abilities and HP growth. The advantages they gain in SLASH'EM, primarily the almost always positive luck, do not offset the general increase in difficulty of SLASH'EM monsters. Barbarians are a pure hack-and-slash class, and this is retained is SLASH'EM by leaving them relatively unaltered. The increased price of items in shops is somewhat vexing, as a barbarian can expect a magic lamp to cost at least 3000zm or more, but not that hard to overcome, given barbarians' overall better survivability. They remain one of the easiest classes in SLASH'EM. The guaranteed gift of Skullcrusher is a huge advantage, and the night vision is a huge plus in the mines. The decrease in the power of the Sceptre is hardly noticeable, as Skullcrusher is almost superior to the original one anyway. Overall, cavemen are a much easier role in SLASH'EM. Healers remain a fairly difficult role; the wand of healing is helpful for surviving the early game, but combat abilities still matter more, and the healer still starts with a very substandard weapon, and cannot use the more powerful ones. Overall, given the increase in pure melee damage that most monsters do, healers are more difficult in SLASH'EM. The problem of encumbrance is fairly vexing, as Knights are going to have to drop stuff to even pick up food. However, they have an easier time surviving the early game, although their HP growth is still pretty abysmal. In total, a slightly easier role. Monks are much, much easier in SLASH'EM. Many of their advantages are formidable in the early game, in particular the Gauntlets of Defense. They no longer suffer from a dearth of AC; eventually, a monk can get to AC -40 or so like any other SLASH'EM character. They still suffer from poor HP growth, and have to be very careful of wands of draining in the later game. However, they are a far easier class than before. The priest is a somewhat easier than in vanilla; their initial combat abilities are worse, but they can enhance those much more easily now, and the spellbook of healing is great for surviving the early game. Unfortunately, Disrupter is not a very useful weapon in the early game (it does 30 extra damage against undead), but is very handy in the later game, where undead spellcasters such as liches and ghoul/vampire mages will be the bane of your existence. The ability to gain skill in longsword (up to skilled, actually) is useful for lawful priests who want Excalibur, or anyone who gets lucky with a bones pile. Rangers are much the same as in vanilla, not particularly easier or harder comparatively. They are still middling in hand-to-hand, excellent at ranged combat. The reflection provided by the Longbow of Diana is now much more crucial for any Ranger using a shield of reflection. Rogues are still a somewhat difficult early game role in SLASH'EM, but even past the early-middle game become just about the easiest role, pretty much all thanks to the wonderful Bat from Hell. Firearms can also be immensely damaging weapons, and Rogues can get to skilled in them. The ability to poison their starting daggers can be a lifesaver in the early game, but a Rogue's early game is going to be almost all about finding that altar to get the Bat from Hell. Samurai are still a strong role in SLASH'EM; they have received little alteration, with the overcharging in shops intended to make them a little bit harder. Still, their excellent starting weapon and rustproof armor are major advantages in the early game, allowing them to slice and dice their way through most of the lower-level monsters. They are just a small amount harder. Tourists follow the same general pattern of difficulty as in nethack; they are very difficult in the early game, but trivial in the later game. However, their early game is somewhat easier, due to the guaranteed speed boots and more gold, and their late game is a little harder, as they won't have a good artifact weapon almost certainly. About the best they can hope for is Vorpal Blade, which in SLASH'EM at least beheads 10% of the time instead of 5%. Firearms can be very useful to offset this, but require carrying large amounts of enchanted ammo. Overall, however, tourists are slightly easier in SLASH'EM. Valkyries, by the simple replacement of their starting long sword with a spear, have in a stroke been made a much more difficult role. For a lawful Valkyrie, the early game is all about finding either an altar or a long sword; for neutrals, it is about finding that altar. The starting spear is very quickly outclassed. The slight advantages they are given to offset this, more daggers and the weapon practice technique, do not make up for much. Wizards are about the same in difficulty in SLASH'EM, despite all that is listed above. Spellcasting in general is more powerful in SLASH'EM, and wizards can take advantage of this well. They still have the huge advantage of starting with magic resistance, and the spellcasting penalty of DSM decreases to tolerable amounts at higher experience levels. =_=_ TV Tropes Tropes are storytelling devices and conventions that a writer can reasonably rely on as being present in the audience members' minds and expectations. NetHack is no exception in using these. Tvtropes.org is a large wiki which discusses over 4,000 such tropes, and has indexing articles on every type of tv, film, video game including NetHack. =_=_ Talk:Ring of polymorph control If you are polymorphed while wearing (for instance) SDSM and a ring of polymorph control at the same time, do you automatically become a Silver Dragon (as you normally would) or can you control your polymorph as usual? If you could, for instance, become a woodchuck and avoid destroying your T-shirt and cloak, it seems like that would be useful. Delbow 20:01, 4 February 2011 (UTC) =_=_ Talk:Winged gargoyle =_=_ Talk:Ring of free action If you quaff your unidentified 300zm potions, you at least kill two birds with one stone (the others are gain ability and gain level).--PeterGFin 08:52, February 22, 2010 (UTC) I tried to name (what I think) is a ring of free action in SLASH'EM. (I got the "you momentarily stiffen under the floating eye's gaze" message after I accidentally hit it in melee) But when I tried to use the #name command to name that type of ring I got the message "that is a silly thing to call". Is that normal? =_=_ Talk:Grenade =_=_ Blink Blink is a technique for hobbits in SLASH'EM. It slows down the turn counter for rnd(TECHLEVEL+1)+2 time. The technique can be used again after 500-1499 turns. In the early game, the Blink technique only lasts for a couple of game turns. Because of this, you should only use it when you are close to a monster that you may have trouble with. You can also use it to throw more daggers or cast more spells before the monster can reach you. =_=_ Talk:Paralysis The drum of earthquake entry seems to think that a leather drum will wake up any paralysed pets that have attacked a floating eye.--PeterGFin 20:24, February 23, 2010 (UTC) Quaffing a portion of paralysis while wearing a ring of free action, I received the message "You stiffen momentarily", not "You momentarily stiffen". It's a minor matter, but should this be changed, or do both messages appear? --Ephialtis (talk) 22:48, 23 January 2014 (UTC) =_=_ Talk:Carnivore The meat stick article claims that keeping meat in your open inventory will keep any carnivorous pets closer to you.--PeterGFin 20:25, February 23, 2010 (UTC) =_=_ Flame Mage =_=_ Talk:Flame Mage =_=_ Standard Strategy - SLASH'EM =_=_ Ice Mage =_=_ Talk:Ice Mage =_=_ Droven =_=_ Category talk:SLASH'EM Artifacts This page should be moved to SLASH'EM artifacts because artifacts is not a proper noun. Also, the move would make life easier correcting all the capitalization mistakes the default editor introduces. However, I don't know to do that. Would someone please help or do it themselves? -Tjr 04:39, February 24, 2010 (UTC) =_=_ Flame Mage quest =_=_ Ice Mage quest =_=_ Undead Slayer quest =_=_ Planetar and solar =_=_ Talk:Planetar and solar =_=_ Talk:SporkHack I suspect it was a silly misspelling, but I don't want to change it to "food" without knowing for sure. Does SporkHack really have a new spell that enables you to detect your foot? 66.185.73.61 18:39, February 26, 2010 (UTC) =_=_ Template:Featured articles/03 It is intended to keep up with the development version of vanilla NetHack, and will regularly merge in its latest commits. It has also drawn inspiration from SpliceHack, EvilHack, NetHack Fourk, GruntHack, SliceHack, and various patches from the 3.4.3 era. =_=_ Template:Readmore =_=_ Nutr/wgt =_=_ User:Big Cheater =_=_ User talk:Big Cheater =_=_ User:RabidDeity I've started Nethack, gotten frustrated, and stopped many many times, but now I'm finally starting to get the hang of it. I finally ascended! My character was a neutral Valkyrie, character level 23. By the start of Gehennom she had all the important intrinsics and most of an ascension kit put together, and by the end she'd enchanted everything up to crazy level. Final kit was +5 GDSM (wished for), +5 helm of brilliance (found), +4 gauntlets of strength (wished), +4 speed boots (wished, then later found), +1 very burnt oilskin cloak (which saved my life once from a kraken), amulet of reflection (Sokoban), ring of free action, ring of levitation, +6 Mjollnir and +6 silver saber. I didn't get a magic marker until halfway through the mazes, and I'd left my blanked scrolls up on Dlvl 7 or something, so I didn't wind up writing anything until the run back. One more enchant weapon and 3 enchant armor scrolls, and I had more than enough AC to finish the game. The hardest part was actually Fort Ludios; one stupid soldier was waiting in the lobby, and when he blew his bugle every single enemy dogpiled in the big room waiting for me. As soon as I opened the door a barrage of thrown weapons greeted me. Someone had a wand of lightning, so the few monsters that might have respected the E word couldn't see it. Getting through that took awhile. I hadn't found any genocide scrolls the whole game, and didn't want to chance my one magic marker trying to write one. While mind flayers caused me much grief and disenchanters were annoying, liches were the biggest problem. Before heading on to the Planes I sat on the upstair and tried to zap my last wish out of my wand of wishing for I swear about 300 tries... and then a master lich teleported right next to me and immediately summoned a black dragon and TWO master mind flayers (among others). Luckily I was able to kill the lich and teleport away. I maneuvered so that the mind flayer was between me and the black dragon, and its disintegration breath killed it. Five zaps later and I wrested my last wish, a ring of conflict. The elemental planes were a snap, since I'd come prepared with booze to confuse and 4 gold detection scrolls. An archon in Plane of Air dropped Sunsword, which I stashed away in my bag for points. The ring of conflict made it that much easier, though I took it off right before I went to Astral. Went left first, and dodged past Pestilence as someone summoned a crapload of bugs, which I easily mowed through. Pestilence fortunately got left behind in the throng. I zapped a wand of teleport when an angel got in the way, then shot a stray Minotaur with a wand of death when he decided to stand on top of the altar. < code > There is an altar to Odin (neutral) here. < /code > Well, that was easy enough. =_=_ User talk:RabidDeity =_=_ User talk:DemonSlayerThe3rd I removed the image you added to the NetHack article; AFAICS, it doesn't serve any purpose there. Besides, it could be done without any image as --paxed 16:25, March 24, 2010 (UTC) You asked me on User_talk:Tjr#My_Page... who vandalized your user page. I'm not quite sure if you want me to clean it up. But as you seem to be permanently away, cleanup seems most appropriate. Contact any admin if you want the evidence back: they are deleted edits on User:DemonSlayerThe3rd/vandalized. --Tjr 15:44, 20 November 2010 (UTC) Hi, DemonSlayerThe3rd. Would you mind slapping a license tag on :File:DemonSlayerThe3 the Evoker.png and :File:Death by Boredom.png? As modified NetHack screenshots, I suppose they should , but I'd prefer if you could tag them so yourself. Thanks, and sorry to bother you with such details. --Ilmari Karonen 15:38, 2 December 2010 (UTC) Oh, and :File:NetHack.png too. (Or you can just put on it if you don't want to keep it.) --Ilmari Karonen 16:21, 2 December 2010 (UTC) =_=_ Forum:Lesson Learned...The Hard Way. Post 'Em Here. Did you do something to get youself killed or left you hopless? Post them here! Use the kind or organization I use. These can easily be considered http://nethackwiki.com/wiki/YASD =_=_ Talk:Physical size Does anyone know what the cutoff is for "small" versus "large" monsters when it comes to weapon damage? My guess is that Medium and under are "small", and Large and above are "large", but it's not unambiguous (Dmg vs. small could be interpreted to mean just Small and Tiny). -Ion frigate 20:18, March 7, 2010 (UTC) The page says medium monsters can wear cloaks. And the Xorn page says a xorn is medium, but as I just polyselfed into one my cloak and armor tore apart. One of these pages is probably not right. Which is it? -- Kynde (talk) 19:15, 13 January 2016 (UTC) =_=_ Talk:Giant shoggoth Hey, just playing around with wizard mode, and found out that shoggoths and the giant variant are in fact, genocide-able. Unfortunatly, I don't know how to insert it into the table, could someone please do this for me? Thanks Elven2006 22:42, March 8, 2010 (UTC) =_=_ User:Elven2006 =_=_ User talk:Elven2006 =_=_ Talk:Purple worm I was playing around with being a purple worm, and as I killed a creature, I picked up the items it dropped. As a long worm though, i could not pick up anything. WTF? Can someone explain this and post it on here so more people don't freak out? Elven2006 21:40, March 9, 2010 (UTC) =_=_ Talk:Drain resistance Under strategy, in Nethack 3.6.0, magic cancellation of 3 is more difficult to achieve. The current paragraph trivializes the attack of wraiths and vampires, which I don't believe is accurate in 3.6.0. --Asweet19 (talk) 21:36, 9 June 2016 (UTC) =_=_ Talk:Pill If you eat a pill and get the "Vitamin" effect, you do not getting a warning, so if already satiated it will cause you to choke and die. =_=_ Talk:Brainlessness Hey, I've noticed my pet mind flayers have been uniffective on certain monsters (zombies, mimics) are immune to brainlessness. Can we start posting this on monsters? Or at least make a list of them? 142.227.150.1 16:39, March 12, 2010 (UTC) (forgot to log in, Elven2006 16:39, March 12, 2010 (UTC)) =_=_ Talk:Cream pie I was playing Slash'EM, and ran into a bones file which, as a good chaotic, had it's shop robbed. At this point I had only the invisable instrinct, but not see invisable. After a while, i was hit with a cream pie, and while I was blinded, my charecter showned up not as a blank, but as an @ (Actually it's tile, I like the graphic interface better.). Does this mean a cream pie make you visable, or is there another explaination? Elven2006 15:48, March 13, 2010 (UTC) =_=_ Talk:Kraken I was playing Slash'Em, and reversed genocided krakens. I started swinging, and noticed the I hit them and they still lived. I probed it and found it with 136 max HP out of water. Could someone verify, or did I break something? Elven2006 00:22, March 14, 2010 (UTC) =_=_ Template:Featured articles/04 SpliceHack is a variant of NetHack 3.6.x developed by AntiGulp. SpliceHack aims to be a kitchen sink variant that maintains similar balance to vanilla and offers a large selection of quality of life features. =_=_ Template:Featured articles/05 Conducts are various limitations players may set to themselves to make the game more challenging. The game keeps track of your conducts and shows them at the end of the game. You may also see them any time by using the extended command #conduct. Conducts only apply to actions in game; a priest "should" believe in a god but does not automatically lose atheist conduct, and classes that begin the game with learned spells can play illiterate. =_=_ Template:Featured articles/06 Junethack is a NetHack tournament. Started in 2011, it runs annually during June. It's also known as the NetHack Cross-Variant Summer Tournament. Junethack differs from other tournaments like the /dev/null nethack tournament in that the users play on participating public servers instead of dedicated tournament servers. =_=_ Template:Featured articles/07 The game will store no more than one bones file per dungeon level. When a player enters a level for the first time and a bones file exists for that level, it will only be loaded as a bones level 1/3 of the time; otherwise it will generate the usual level and the bones file will remain untouched. Bones levels can be very beneficial to find, since they will contain a bones pile where the dead adventurer has dropped all their possessions, but they can also be dangerous, since whatever killed the adventurer is likely still lurking around somewhere. =_=_ Template:Featured articles/08 Though most of the effects of alchemy are dangerous or unpredictable, a few specific recipes are worth it: you can use potions of gain energy to upgrade your potions of healing and extra healing. You can also use potions of gain level for these upgrades, if you don't need to gain levels. =_=_ Template:Featured articles/09 Demogorgon is the most difficult of the demon princes and, indeed, the most difficult monster of any sort to appear in NetHack. Fortunately, his appearance is not guaranteed and usually only occurs through demon summoning. He can be summoned directly by Orcus, Juiblex, or Yeenoghu, and hence indirectly by any demon that can summon one of these demon lords, or, rarely, by any spellcasting monster that casts "summon nasties" in Gehennom, which includes the Wizard of Yendor. =_=_ Template:Featured articles/10 EvilHack is a variant initially based off of NetHack 3.6.2, created by Keith Simpson (also known as User:K2). Work began on October 20th 2018, and was released for public play in April of 2019 on the Hardfought public NetHack servers. The Github repository for EvilHack can be found at https://github.com/k21971/EvilHack; a direct link to the change log can be found here, and is updated on a regular basis. The latest build of EvilHack incorporates the official release build of NetHack 3.6.6 (EvilHack version 0.6.0, last build Fri Oct 16 07:14:13 2020 UTC - git commit 46217e3). To download the official release (version 0.6.0), which includes windows binaries, visit this link. =_=_ Template:Featured articles/11 The November NetHack Tournament, abbreviated as TNNT, is a NetHack tournament that takes place during the month of November. It has been run every November since 2018. Its main page can be found at https://www.hardfought.org/tnnt/. Unlike Junethack, which takes a broader focus on multiple NetHack variants, TNNT focuses primarily on the vanilla game, while still being open and accommodating to all skill levels. =_=_ Template:Featured articles/12 The Wizard of Yendor (also informally known as Rodney) is the guardian of the Book of the Dead. He resides in his Tower in Gehennom. You must get the Book of the Dead from him before you can descend to Moloch's Sanctum and get the Amulet of Yendor from the high priest of Moloch. In addition to the full complement of arcane monster spells, the Wizard has a unique spell, Double Trouble, which creates another incarnation of him, with all his powers. The clone can show up with a different appearance from his normal self; one of water demon, vampire, red dragon, troll, umber hulk, xorn, xan, cockatrice, floating eye, guardian naga or trapper. The Wizard can and will follow you up to the Elemental Planes. However, he will not appear in the Astral Plane, though if he appears on the Plane of Water he can follow you through the portal to the Astral Plane. =_=_ Template:Featured articles/02 The mind flayer and master mind flayer, , are especially perilous monsters. They are depicted with a humanoid body, an octopus-like head, and four tentacles around a lamprey-like mouth. Mind flayers can use their tentacles to eat your brain, decreasing your intelligence; this may result in developing amnesia and, in the worst cases, perishing as your last thoughts fade away from fatal intelligence drain. =_=_ Template:Featured articles/01 The Tourist is one of the roles in NetHack. Since the Tourist has low starting stats and can only reach Expert in three weapons, running a Tourist is quite the challenge. Tourists always start as a neutral human in NetHack. In SLASH'EM, Tourists may also be Doppelganger or Hobbit. The Tourist is inspired by Terry Pratchett's Discworld books; Twoflower, the tourist from these books, stars as the Quest guide for the Tourist role. =_=_ User:TheEgghead =_=_ User talk:TheEgghead =_=_ Talk:Gloves This article does not disuss the different types of gloves and mittens 1 may find in the game, except in terms of magic. =_=_ The Bat from Hell =_=_ Talk:Magic candle When lighting my magic candle while carrying the candelabrum, it asked if I wanted to attach the candle to the candelabrum, as if I had applied a regular candle. Not wanting to lose my permanent light source, I said no. Would anything special have happened if I said yes? If I had attached a magic candle (or several), would SLASH'EM actually keep track of the number of candles that shouldn't burn out? Would I be able to get a permanent 4-square light radius if I attached 7 magic candles to the candelabrum? -- Qazmlpok 12:31, March 16, 2010 (UTC) I first played nethack -89. First ascension was -95 with a valk without having been spoiled much, only heard about the invocation and VS. I still remember when I got my first Mjollnir from a sacrifice and also when I finally had valkyrie game in which I got the gauntlets of power and figured perhaps now it's not too heavy. Being unspoiled in this vastness was an amazing experience. It left such and imprint that some more than twenty years later I still keep returning to this game. Since then I've done a lot of source code reading and I have about two dozen ascensions with varying minor conducts. I've also done my share of source code reading, so the unspoiled tag has been long forgotten. I've ascended all of the roles, but I'm still an absolute rookie compared to all these liquid diet pacifists. The best few that I've ascended are a 'genoless polyless wishless atheist' (samurai 2010) and an 'illiterate weaponless genoless survivor' (monk 2013). An 'illiterate wishless genoless polyless polyselfless atheist survivor' came in next (samurai 2013). Still not sure what's next. An interesting thing semi-recently was the throne dance, i.e. confused looting of the throne with gold and without a chest in the level. During past three or four ascensions that has been the method of getting scales at the Castle. I never wish them, because I seldom use wishes at all and if I do it's for ludicrous pets and magic markers. It's also an excellent source of pots, one that I will sorely miss in illiterate non-spellcaster games. You mention on your user page that NAO is too laggy for you. Have you considered playing on nethack.eu? It doesn't have all the patches of NAO/NFI, though it does have some of them (still better than unpatched vanilla, especially because of the bug fixes). As it's in Europe, it probably isn't as laggy for you as NAO. —bcode & nbsp; < sup > talk & nbsp;| & nbsp;mail < /sup > 09:16, 2 April 2013 (UTC) =_=_ Displacer beast The displacer beast is a feline monster first introduced in SLASH'EM. They are also included in dNetHack. They have natural displacement. Displacer beasts can pose a real problem in combat - in addition to their intrinsic displacement rendering around half your melee attacks harmless, they also have a very low AC and high HP, and can do quite a bit of damage. Luckily, they are not fast, and a player with speed should be able to outrun them. This is particularly advisable if there are other monsters around, since missed attacks leave you open to the displacer beast and any other monsters around. Amusingly, in SLASH'EM you can displace a displacer beast into water or lava, killing it instantly ("The displacer beast drowns" and "The displacer beast burns to a crisp", respectively). The displacer beast is a Dungeons & Dragons, monster that projects a displaced image a few feet from where it actually stands. It is the source mythology for the displacement provided by the cloak of displacement. =_=_ User:HotXRock =_=_ User talk:HotXRock =_=_ Fire pillar Fire pillar is a high level clerical spell that monsters can cast at you. It deals 8d6 damage if the player lacks fire resistance. Like all fire attacks, it burns inventory items as well as organic items, and cures sliming. =_=_ Lightning (monster spell) Lightning is a clerical spell that monsters of level 12 or higher can cast at you. It deals 8d6 shock damage, which can be reduced by half spell damage, or prevented completely by shock resistance or reflection. If the player does not have reflection, the electric shock can destroy wands and rings in the player's inventory. (Items in containers are safe.) Even if the player escapes damage thanks to reflection or shock resistance, (s)he may still be blinded by the flash. In NetHack 3.4.3 and some variants based on it like SLASH'EM, this spell does not cause blindness. Given that most other attacks described as "lightning" have a blinding flash, this was considered unusual and marked as a bug (C342-46). As of NetHack 3.6.0 the lightning spell does cause blindness. =_=_ Blind (monster spell) =_=_ Confuse (monster spell) This spell confuses you for a number of turns equal to the level of the caster (halved with half spell damage). Magic resistance completely nullifies this effect. =_=_ Talk:Troll The contributor RegalStar made an observation that some of the items under "Strategy for troll removal" are really general strategy points which are simply uncommonly useful against trolls. The point he removed (admittedly a point I'd added) dealt with reducing a troll's damage and its reach. He left behind a point about draining levels from the troll which similarly doesn't prevent it's resurrection. Perhaps if we split the section into two sections, with one about preventing the resurrection of a defeated troll and the other discussing ways to make trolls less formidable opponents? Making trolls less formidable really goes with all weapon using monsters, so it's hardly a troll only thing. Most of the points on the page are already about disallowing trolls from pestering you (which is the most important thing to know when dealing with trolls), so I don't see much of a point in change. RegalStar 14:48, March 25, 2010 (UTC) Most weapon wielding monsters who are harassing you with good weapons won't simply drop their weapon mid combat to attack you with a worm tooth you provide for them. And even if you did manage that (maybe by disarming them with a bull whip?), it would takes a few turns to pull it off, during which time the monster would be attacking you. And if you extended the strategy to armor wearing monsters, you'd have to use foocubi or nymphs to get them to take it off. While it's sort of amusing to use foocubi to corrupt an Angel, that's normally quite poor use of your turns. Nethack turns are generally better spent attacking, casting spells, engraving Elbereth, launching missiles, or running away. Recently-killed-trolls, on the other hand, are unique. To summarize: Should there be any mention that eating a troll can cause unconsciousness, just like eating any other food? The revived troll will proceed to attack while you are helpless. Water trolls never spawn - does that mean they're just like woodchucks, in that they're a pain in the ass to even see in the first place? --72.91.9.58 14:02, 31 October 2012 (UTC) =_=_ Talk:Player Anyone know of a good widely-supported sans-serif monospace font for the monospaced table? It looks good in FF, but in chrome it defaults to something ugly, probably Courier. This happens to me in Linux Mint 18.2.1, running nethack-x11. Is this a code problem, or just incorrect info? Pyro9224 (talk) 13:51, 9 September 2017 (UTC) =_=_ Talk:Silver short sword I noticed somebody removed the info about Sword of Balance being made by #naming a silver short sword; can somebody test this in wizmode? According to this, it doesn't have the SPFX_RESTR property, which is what Sting and Orcrist also lack. Note that the sword might resist the naming attempt if the Sword of Balance has already been created, possibly in a bones pile. Also, a misspelling will make it not function as the artifact sword. -Ion frigate 16:39, March 22, 2010 (UTC) =_=_ Werecreatures =_=_ Death by boredom Death by Boredom is an all too common problem among many players. You get frustrated playing along slowly and decide "It's probably ok to hold down . or , for a hundred or so turns while my power comes back." And then you get killed by a newt, robbed of your +7 Stormbringer/Grayswandir by a nymph, or have your pet dragon get confused from hunger and turn on you. TIP: The more safe way to stand waiting for your HP to restore is to type "99s" or something like, in this case you stop to wait before something dangerous happens. Then you regain your composure and have a little mirthless laugh at your own stupidity and vow to never do it again. In your next game, (especially if you start right away) you will feel entitled to be farther than you are and rush just a little too much, and suffer yet another DEATH BY BOREDOM! =_=_ Hydra A hydra is a monster introduced in SLASH'EM, one of two non-dragons to use the glyph, the other being the wyvern. True to its source mythos, it has a large number of bite attacks. It cannot, however, grow new heads when attacked with a sword. These should not pose a problem by the time one encounters them; they are somewhat slow, do only a moderate amount of damage, and have no particular special attacks. They do have a large amount of hit points and a decent AC, though, in addition to resisting stoning. The hydra is of course the monster from Greek mythology. It's full name being the Lernaean Hydra (Λερναῖα Ὕδρα). It is a large, snake-like monster, with multiple heads, that Heracles fought, which would grow two new heads for every one chopped off. It may also be a reference to the same monster in Crawl, which also uses the glyph. It is one of the more notable monsters in Crawl, as it does have the ability to regrow heads, and will do so whenever attacked with a non-flaming edged weapon. =_=_ Wyvern A wyvern is one of two dragon-like monsters to use the glyph in SLASH'EM, the other being the hydra. It possesses a poisonous sting, but no breath weapon. Wyverns are an exception to the general rule that SLASH'EM's new monsters tend to be more dangerous than their vanilla counterparts. As compared to normal dragons, this is a relatively weak monster. The poison component of its attack is rendered mostly harmless by MC 3, and completely so by poison resistance. By the time one encounters wyverns, one should almost certainly have at least one, if not both, of these properties. Since they have no breath attack, they are thus less of a threat than normal dragons. =_=_ Undead slayer (player monster) =_=_ Necromancer (player monster) =_=_ Ice mage (player monster) =_=_ Flame mage (player monster) =_=_ Yeoman (player monster) =_=_ File:Death by Boredom.png =_=_ File:You die....png =_=_ File:Pet.png =_=_ File:DemonSlayerThe3 the Evoker.png =_=_ Leprechaun wizard A leprechaun wizard is a stronger, spellcasting leprechaun introduced in SLASH'EM. They are always generated sleeping, and never in leprechaun halls. Note that leprechauns can grow up to be leprechaun wizards. Leprechauns are very similar to brownies. They are mid-level spellcasters who are derived from a thieving monster, and more importantly, are always generated asleep. They are truly best left this way; although they cannot steal your items as a brownie can, waking them up means you will be facing a fast, moderately tough spellcaster who is more than happy to curse your items and teleport away. If you do find yourself facing an awake leprechaun wizard, it is advisable to ditch or stash your gold, to prevent it from teleporting away after every attack. =_=_ Amulet versus stone The amulet versus stone is a SLASH'EM item which prevents stoning in much the same manner as an amulet of life saving. Unless it is cursed, instead of vanishing after saving your life, the amulet will change in beatitude (blessed to uncursed or uncursed to cursed). Thus, the same amulet can save your life multiple times, especially with a supply of holy water. Overall, it is generally inferior to an amulet of life saving; however, due to SLASH'EM's stronger stoning monsters, it can be a good item to have on hand if, say, a basilisk blocks off your escape route or an asphynx attacks from under that chest you were trying to loot. Also, if you have another source of reflection and drain resistance and haven't found an amulet of life saving, it's probably the best one to be wearing to prevent YASD. =_=_ Potion of invulnerability Quaffing a potion of invulnerability will causes the player to become invulnerable for a few turns, with the duration depending on the potion's beatitude: a blessed potion makes you invulnerable for 12 & ndash;15 turns, an uncursed one will make you invulnerable for 8 & ndash;11, and a cursed potion only makes you invulnerable for 4 & ndash;7. The invulnerability from this potion is not the same as the "invulnerability" offered by a successful prayer, and only protects from hit-point loss; the player will still be vulnerable to petrification, beheading, illness, and other methods of instadeath for its duration. =_=_ Shopkeeper services Shopkeepers in SLASH'EM may offer the following services: identifying, uncursing, appraisal (saying how much damage a weapon does), weapon-works, armor-works and charging. All shops offer a form of identification but not necessarily any other services. The black market always possesses full identification services, appraisal, and uncursing services. Sometimes shopkeepers may try to cheat you. The probability of this mainly depends on your Charisma. It will never happen if your Charisma is 10 or more and will always happen if it is 7 or less. If your Charisma is 8 or 9, shopkeepers will sometimes try to cheat you, with a probability dependent on your Luck. On a related note, many services will not work properly if you are hallucinating or confused. The price of services will be mentioned under the individual service headings, but in general, it is strongly dependent on the object on which the service is being performed. Your charisma also affects the price of services, but to a lesser degree than it affects the price of objects. Not all shops offer all services. All shops offer either basic or premier identification services. There is a 5/15 chance of both being available, 2/15 chance of only premier, and 8/15 chance of only basic identification. Weapon shops have a 1 in 3 chance of offering appraisal service. < !--The spoiler states that general shops may offer appraisal, and there is code to handle it, but I can't find any indication that general shops can ever offer it from the source (except the black market, which has everything)-- > Tool, jewelry, and spell shops have a 1 in 2 chance of offering basic charging. Wand shops have a 1 in 4 chance of offering basic charging and a separate 1 in 4 chance of offering premier charging. Armor and weapon shops have independent 1 in 4 chances of offering repair and enchantment services. Weapon shops have an additional 1 in 4 chance of offering poisoning services. All services have a base cost. This base cost is then modified by the player's charisma. If the service is being done in the black market, the price is then multiplied by 3. The price is then restricted by the upper and lower bound associated with the service. The upper bound is also modified by charisma; every point of charisma above 10 will lower the upper bound by 2%, but never lower than the lower bound. Shopkeepers offer both basic identification (just identifies the type of an object) and premier identification (completely identify an object, as a scroll of identify would). Basic identification does not reveal BUC and will never reveal information about the contents of a tin. The price varies with the type of object being identified, gems being the most expensive type. Artifacts cost 1.5 times as much to identify as an ordinary item, and premier identify costs twice as much as basic, but an identify will never cost more than 750 zm. This means that jewellers and general stores are very handy for identifying all your gems, selling a few whenever you run low on gold. If you ask for the identification of an item which is already identified, the shopkeeper may try to cheat you, but you will be warned by the message "Shopkeeper chuckles greedily..." before you pay any money. After you've paid for the identification, a few things can still go wrong. If you're hallucinating, "You hear shopkeeper tell you it's a pot of flowers", and if you're confused "shopkeeper tells you but you forget". If you asked the shopkeeper to identify an item which he/she doesn't sell, a basic identify has only a 1 in 2 chance of success and a premier identify a 1 in 4 chance. All shopkeepers can offer uncursing, and can uncurse all types of object including ones they don't sell. The cost of uncursing an item is the same as the cost of that item, with a lower bound of 50 zm and an upper bound of 250 zm. If you do not know that an item is cursed (i.e. it is not marked as cursed in your inventory), then the shopkeeper may cheat you by taking your money and not uncursing the item. You will know that this has happened because you will get the message "Shopkeeper snickers and says "See, nice and uncursed!"". The shopkeeper will never warn you if the item was already uncursed, presumably because if they did, you could determine for free which of your items were cursed. If you're confused, "You accidentally ask for the item to be cursed!" and the shopkeeper curses it. If you're hallucinating, there is a 1 in 4 chance that "Distracted by your blood-shot eyes, the shopkeeper accidentally blesses the item!" but a 3 in 4 chance that "You can't see straight and point to the wrong item!" and nothing happens. The cost of appraisal is 1/3 of the cost of the weapon to be appraised, with a lower bound of 5 zm and an upper bound of 50 zm. This is another service which does not work when you are hallucinating ("You hear shopkeeper say it'll "knock 'em dead"") or confused ("The numbers get all mixed up in your head."). Otherwise, you are told the basic damage your weapon does against small and large foes. General shopkeepers have a 1/10 chance of not being able to tell you anything about the weapon, a 1/10 chance of not being sure about small foes, and a 1/10 chance of not being sure about large foes. Only weapons shops can offer weapon-works. All types of weapon improvement work properly when you are hallucinating or confused, although you may get YAFM. Erodeproofing costs more the more eroded your weapon is, with a minimum of 200 zm and a maximum of 1500 zm. The base cost is 500 zm plus an additional 500 zm per level of erosion, doubled if the item is an artifact. Note that multiple types of erosion will count towards this cost. A rusty corroded dagger has an effective -1 enchantment when used as a weapon, but is considered 2 levels of erosion for this service. If the object is erodeproof already, the shopkeeper will "give you a suspiciously happy smile" but will still attempt to charge you, regardless of your Charisma and Luck. Enchanting a weapon will increase the enchantment by +1. Enchanting a worm tooth will turn it into an uncursed crysknife without modifying the enchantment. The BUC of the object is otherwise unaffected, unlike the otherwise equivalent uncursed scroll of enchant weapon. Shopkeepers cannot enchant weapons beyond +5. The cost of enchanting a weapon increases dramatically with its current enchantment. The base cost is 100 if the weapon is negatively enchanted, and otherwise (enchantment+1)^2 * 625 zm. Artifacts cost twice as much. The base cost of enchanting a non-worm tooth, non-artifact weapon from +0 to +5 is 34,375 zm. The base price for enchanting is affected by charisma, but there is no upper limit. Poisoning weapons costs 10 zm times the number of items (e.g. poisoning 50 darts would cost 500 zm). Unlike other services, this is a flat fee and is unaffected by charisma. The shopkeeper will not warn you if the item is already poisoned. Armor works are similar to weapon works. Only armor shops can offer armor works, the types of armor works offered are erodeproofing and enchanting, and both these improvements work even when you are hallucinating or confused. Erodeproofing costs more the more eroded your armor is, with a minimum of 100 zm and a maximum of 1000 zm. The base cost is 300 zm plus an additional 300 zm per level of erosion, doubled if the item is an artifact. There is no warning about armor which is already erodeproof. Just as in the case of weapons, enchanting a piece of armor will increase the enchantment by +1 and will not normally modify the BUC. Enchanting dragon scales will turn the armor into the appropriate uncursed dragon scale mail without modifying the enchantment. Shopkeepers cannot enchant armor beyond +3, but will take your zorkmids anyway. The cost of enchanting a piece of armor increases dramatically with its current enchantment. The base cost is 100 zm if the armor is negatively enchanted and otherwise (enchantment+1)^2 * 500 zm. Artifacts cost twice as much. The base price for enchanting is affected by charisma, but there is no upper limit. The base price of enchanting a non-dragon scale, non-artifact piece of armor from +0 to +3 is 7,000 zm. Wand, ring, tool and spellbook shops can offer charging, but shopkeepers will only charge the type of objects they sell. Note that lighting stores and general tool shops can both charge all types of tools. There are two types of charging: basic charging, which acts like an uncursed scroll of charging, and premier charging, which acts like a blessed scroll. Only wand shops offer premier charging. The base cost of basic charging is 300 zm and the base cost of premier charging is 1000 zm, which is also the upper limit on the cost of charging. Wands of wishing are an exception to this rule; the charge is outright tripled instead of being affected by charisma. If you're confused or hallucinating, the shopkeeper may cheat you by taking your money and not charging the item. The message associated with this is "Shopkeeper says it's charged and pushes you towards the door". Otherwise, your item will be recharged. It has the same chance of blowing up as it would if it had been recharged with a scroll of charging. If it's a wand, and it didn't blow up, it then gets some extra charges. A wand of wishing will get one extra charge if premier charging was used, bringing it to an otherwise unattainable (1:4). Recharging a wand of wishing with either method will result in the shopkeeper asking you to "loan him/her some money", and he/she will take all your unstashed gold. Any other wand will get 5-9 more charges if it had fewer than 16, or one more charge if it had 16-19. It's likely that only uncursing will be affordable enough for an early adventurer to use for any great effect. However, as long as you are testing the BUC status of your items with an altar, this shouldn't be necessary. Most of the services will be used simply to save scrolls for blanking, and preserve your precious supply of holy water. However, tool shops' charging can be used to get unlimited food, from a horn of plenty, and weapon- and armor-works can be used to build up all of your items to +3, leaving your scrolls for higher enchantments. Wand shops' premier charging service is especially useful, since it effectively gives you one extra charge on your wand of wishing. Shopkeeper services additionally provide a way to identify, curse, uncurse, enchant, and charge items without breaking any conducts, if the appropriate shops are found. To do this, simply keep charging and using your horn, quaffing all smoky potions you obtain. Eventually, you should release a dozen or so djinn grateful enough to offer you wishes. Even if smoky potions are not produced by the horn, you can still use it to make even larger quantities of water for polypiling, or produce them by alchemy (not all potions have specific recipes, but combinations without any defined result can produce any potion). The worst case is when smoky potions are not food, and you lack a means of polypiling. However, since pink pills are food, you will eventually get some from the horn, and thus a few wishes; it just takes a far longer time. =_=_ Talk:How to apply the NetHack 1.4f patch I don't quite understand why the article says to modify the files. Couldn't they simply be run with bourne shell? Or is there some subtlety I'm missing? --Elronnd (talk) 05:20, 9 April 2015 (UTC)Elronnd The uunet link seems to be down, but it appears that there's a (partial?) mirror of ftp.uu.net at http://ftp.sunet.se/pub/usenet/ftp.uu.net/comp.sources.games. Editing accordingly. --Elronnd (talk) 05:10, 9 April 2015 (UTC)Elronnd =_=_ Spellbook of command undead Allows you to learn the command undead spell, new to SLASH'EM. This spell is equivalent to , except that it only affects undead. Necromancers begin with a spellbook of command undead. =_=_ Spellbook of summon undead Allows you to learn the raise undead spell, new to SLASH'EM. There is a 72 in 73 chance of creating one undead monster and a 1 in 73 chance of creating five undead. The undead monsters will be (1/10 chance), (4/10 chance), (3/10 chance), (1/10 chance), or (1/10 chance). Necromancers begin with a spellbook of raise undead. If the player is a Necromancer they will automatically attempt to dominate the resulting monster(s). If the player is not a necromancer but knows the command undead spell they will automatically cast command undead < ref > < /ref > . In either case the monster(s) may resist, based on their MR. The differences between the two cases is that non-Necromancers must expend additional power to cast the second spell, and Necromancers will dominate the resulting monsters, even if they are not undead - this is especially relevant for fire vampires and star vampires, which are but not undead. =_=_ Talk:Wand of opening I'm really happy to have you here, and look forward to working with you! -- Ray Chason (Talk) 21:19, March 28, 2010 I'm really happy to have you here, and look forward to working with you! -- Ray Chason (Talk) 04:39, March 29, 2010 I'm really happy to have you here, and look forward to working with you! -- Ray Chason (Talk) 06:10, March 30, 2010 I'm really happy to have you here, and look forward to working with you! -- Ray Chason (Talk) 09:17, March 30, 2010 =_=_ Talk:Intelligent artifact You cannot engulf containers with contents, as opposed to real monster gelatinous cubes. You can pick up all artifacts if you're (converted to) neutral and use a helm of opposite alignment. Pets do pick up quest artifacts and get their when-carried effects, even cross-aligned ones, but will not hang on to them or otherwise use them unless it's coaligned armor or weapon. --Tjr 18:47, 12 August 2011 (UTC) I'm really happy to have you here, and look forward to working with you! -- Ray Chason (Talk) 05:44, March 31, 2010 =_=_ Talk:Scroll of destroy armor I don't know if this is right but when i was a Barbarian and read a scroll of destroy armor my armor went away but my AC did not go up, it stayed the same. I'm really happy to have you here, and look forward to working with you! -- Ray Chason (Talk) 00:30, April 1, 2010 I'm really happy to have you here, and look forward to working with you! -- Ray Chason (Talk) 03:29, April 1, 2010 I'm really happy to have you here, and look forward to working with you! -- Ray Chason (Talk) 04:12, April 1, 2010 I'm really happy to have you here, and look forward to working with you! -- Ray Chason (Talk) 12:38, April 1, 2010 I'm really happy to have you here, and look forward to working with you! -- Ray Chason (Talk) 14:54, April 1, 2010 =_=_ Talk:Helm of brilliance I'm really happy to have you here, and look forward to working with you! -- Ray Chason (Talk) 22:09, April 1, 2010 I'm really happy to have you here, and look forward to working with you! -- Ray Chason (Talk) 03:08, April 2, 2010 I'm really happy to have you here, and look forward to working with you! -- Ray Chason (Talk) 10:49, April 2, 2010 Hi, are you a spam bot? Your only edit goes to a Russian facebook-type site, which has nothing to do with Nethack. If you really are a human, please answer the following question to get your account unblocked: how many pieces of jewellry can you wear at the same time, and what are they? =_=_ Talk:Ring of regeneration =_=_ Baseball bat Baseball bats are a weapon type in Slash'EM that use the Club skill and are more powerful than regular clubs. However, they aren't randomly generated, and are generally only seen as the base item for the Bat from Hell. You can find a normal one in a bones level if you already have the Bat from Hell, or you can even wish for one. =_=_ SLASHEM Please do not post links to irrelevant web sites, as you did on Source:NetHack 3.1.0/write.c‎‎. (Thumbs up to User:Ion frigate for the revert.) Wikia sites use the nofollow tag, so such links will not attract the search engines.--Ray Chason 22:41, April 5, 2010 (UTC) =_=_ Talk:Crowning What exactly does it mean when a weapon skill is made unrestricted? Does this mean you can raise that skill to Expert if you couldn't otherwise? Thanks. --Andronikus 15:57, April 5, 2010 (UTC) Can you be crowned more than once? E.g. I get crowned as a neutral charecter and then convert to chaos cold I hold both titles? From looking at ascension records from Junethack, I noticed that one keeps the same title even if one's alignment changes via a helm of opposite alignment. Is this true if conversion happens via an altar? (And I find it rather odd that one retains the intrinsics even after changing alignment...) -Actual-nh (talk) 16:59, 11 June 2021 (UTC) =_=_ Master Lich =_=_ Monster level Monster level is the experience level of a monster. It is used in the calculation of a monster's hit points and experience point value, and in determining whether or not a monster's attack hits you. The number of hit points of most monsters is (monster level)d8; because of that, monster level is also known as hit dice, a term from Dungeons and Dragons. This is the meaning of "HD", which appears in the bottom status line when you are polymorphed into a monster. If you are in the Endgame, then your effective level depth is the depth of the Sanctum plus one half of your experience level. If you have the Amulet of Yendor but are not in the Endgame, then your effective level depth is the depth of the Sanctum. The Wizard of Yendor is an exception to these rules. His level is 30, plus the number of times he has been killed, up to a maximum of 49. Player monsters that are generated when you arrive on the Astral Plane or the final level of the Wizard quest are another exception. They are generated at a random level, between 15 and 30 for the Astral Plane, and between 1 and 16 for the Wizard quest. Named demons and the mail daemon are another exception. They have a fixed starting number of hit points, and their starting level is one-fourth of that number (rounded down): Another exception is self-polymorph. When you polymorph into a monster, your hit dice (HD) will be equal to the monster's base level, without adjustment for dungeon depth or your natural form's level. Hi, are you a spam bot? Your only edit goes to a Russian facebook-type site, which has nothing to do with Nethack. If you really are a human, please answer the following question to get your account unblocked: why is it a bad idea to try on all pieces of armor you find in the dungeon? =_=_ Template talk:Wikipedia =_=_ Price-id =_=_ Talk:Bell of Opening It seems you could generate as many nymphs as you liked with the cursed, uncharged Bell of Opening. Do nymphs get death drops? If so, this would seem to be very, very useful. Even if they don't, you could still get as many potions and mirrors as you wanted, useful for diluting or polypiling. Anybody know why this isn't mentioned, given that it seems to be at least as powerful as pudding farming? Granted, you have to complete the Quest first, but most pudding farmers would be experienced enough to do that anyway. -Ion frigate 03:10, April 7, 2010 (UTC) =_=_ Dsm =_=_ Talk:Spellbook of charm monster =_=_ Talk:Experience level I haven't played Slash'em, but is it really so that the delta between 13 and 14 is 70k and 14 and 15 100k, after which is drops down to 50k for the remainder of levels? I'm sorry if isn't a good place for upgrade ideas, but if someone knowledgeable sees this, I'd like to be able change the experience points from "Xp:14/81015" to "Xp:14/1.2%". At the higher experience levels, it would free up a significant section of the status line. Oway 21:17, November 4, 2010 (UTC) If I have lvl 10 and then I drop to lvl 2 for buying protection, The monster will be generated based on my actual lvl? Also, would be a good idea add an Strategy section discussing about how exactly you can "control" monsters level. I'm not sure, but when I've entered the Mines with lvl 1, I only saw Gnomes (for 3 games) and when I've reached lvl 3 before Mines, I saw a lot of dwarfs too wich gave me mithril armour. The last 2 edits changed how much XP is needed past 10. However, this change doesn't seem to be reflected in the source because newuexp seems to be completely unchanged. Am I missing something? --FIQ (talk) 15:54, 9 March 2016 (UTC) There appears to be a large jump (as in more than doubling) of XP required per level between 20 and 21. Is this correct, and if so why? -Actual-nh (talk) 22:55, 28 April 2021 (UTC) FIQHack (and thus by proxy xNetHack) uses a piecewise function and was designed to make it easier to reach XL30 naturally while not making it *too* easy (i.e. dNetHack). I didn't focus on making a pretty curve, but more on gameplay experience. So yes, it is (sort of) intentional. --FIQ (talk) 10:40, 29 April 2021 (UTC) I have not ascended. The deepest I've ever gotten was dlvl 10, which I got to thrice. Twice I was a samurai, the third time a gnome wizard. Both the samurai were killed by some form of jelly (the first an ochre jelly, the second a blue jelly. Yes, I am an idiot for attacking a blue jelly.) I really hate jellies. The gnome was killed by a giant spider. =_=_ Kyzyl =_=_ Firearm An excellent spoiler on firearms by Christian Cooper can be found archived here, from which much of the following information on strategy and mechanics is adapted. Your rate of fire starts as 1d this number. Limiting shots fired is accomplished by typing, for example, "t3x", where x is the inventory letter of the ammunition. The number of shots fired is then modified as follows: Note that if you would fire less than one shot, you will instead fire one. The burst/single shot modes can be enabled on submachine guns, assault rifles and auto shotguns only. A couple of illustrative examples: Firearms are never randomly generated. Rogues and undead slayers may start with one, they may be wished for, or they may be found on the members of the Yendorian Army and shopkeepers. The generation on mercenaries is as follows: Shopkeepers always start with a shotgun and stack of shells. Note that they are the only source of the basic, one-handed shotgun. Exploding grenades will destroy bullets and shells on the ground. Since the radius of effect of stacked grenades can be quite large, and grenades may trigger each other, this means that very frequently one may not find any ammunition on dead soldiers. The firearms all have various benefits and drawbacks; however, by far the most practical choices are the submachine gun and the assault rifle: Firearms have the capability of doing more damage per round than any other weapon in the game, far and away. An expert user of a well-enchanted assault rifle can fire up to 9 shots in one round, doing up to 9d20 base damage. If the projectiles are enchanted as well, the damage is considerably increased. However, they do have downsides. In general, firearms are best used for clearing out specific areas. For example, the Astral Plane can be a breeze with a well-enchanted assault rifle and a large stack of enchanted ammo. Even an unenchanted firearm can be useful to dispatch the Riders from a distance, as unlike most high-level adversaries in SLASH'EM, they lack enchantment resistance. They are also generated with at most 80 hitpoints, so not much ammo will be required either. When using firearms, one should be careful that no friendly monsters are in the line of fire. While this is true of any multishot-capable ranged weapon, it bears repeating for firearms, due to their very high rates of fire. In particular, one should be careful of shopkeepers and the high priests. Another use for those not interested in using the firearms is to simply sell them. Firearms are expensive and soldiers are generated with firearms in fairly large quantities, and soldiers and sergeants are generated in groups as well. The high price of the firearms means that it is possible to quickly drain a shopkeeper's gold and pay for services without the need for tedious credit cloning. This is especially useful in the tourist quest, where there are large numbers of soldiers and many shops on the same level. Large quantities in which bullets are found (you can collect several thousands of them in Fort Ludios alone) make them ideal candidates for overenchanting (a feat made slightly easier in SLASH'EM with enchanting services and enchant weapon spell); you can then polymorph them into something more useful, like a long sword, or leave some for more tough opponents. In SlashTHEM and Slash'EM Extended, firearms and ammunition are far lighter. Combined with a much higher weight cap, firearms are a viable option as a primary weapon. They can also be randomly generated, plus there are additional monsters that may be generated with firearms and bullets in their starting inventory. dNetHack incorporates the (slightly modified) firearm code, and additionally implements several types of blasters that use the same skill. Anachrononauts and Pirates can achieve expert proficiency, Archeologists can advance to skilled, and Tourists are limited to basic skill. All other roles are restricted. However, it must be noted that in dNetHack firearms are exceedingly rare: they are not normally generated, and, with the exception of the lowly flintlock, are classified as future tech, making them unwishable except by Tourists. For non-Anachrononauts the most common way to obtain a firearm is to find it in a bones pile. Even then, the only reliable sources of bullets are wishing, a bullet fabber which is also future tech, and wandering pirates which appear if you have the Pirate quest artifact. =_=_ Talk:Extended command On server games you need to use a shortcut key (not labelled on most keyboards) which is Alt+3 to insert the # symbol.--PeterGFin 17:05, April 19, 2010 (UTC) =_=_ Forum:Can pets (grey D) gain intrinsics from eating corpses? =_=_ Talk:Water demon I think saying "use ElberethElbereth" does make the text a bit strange, though it is good to point out you can engrave two Elbereths at once. I'd prefer a less strange text over stating explicitly what to engrave directly like that, especially as Elbereth has speed notes and the text already states you can engrave two Elbereths per turn (it even specifies when not to do so). (Admittedly, the "Yes, …" would seem out of place without the Elbereth duplication before; that should probably be changed.) Thoughts? —bcode & nbsp; < sup > talk & nbsp;| & nbsp;mail < /sup > 08:08, 25 May 2013 (UTC) Please take a look at what I just did with template:encyclopedia. No need to explicitly apply those < nowiki > < poem > < /nowiki > tags anymore. :) & mdash;ZeroOne ( < small > talk < /small > & nbsp;/ & nbsp; < small > @ < /small > ) 21:20, April 29, 2010 (UTC) =_=_ Nethack Extended NetHack Extended is a lesser known variant based on NetHack 3.1.3 by Juho Saarikko that was released in 1997. Its last known release was version 3.1.4. Over the years it has been lost to obscurity and its features are unknown because of lack of documentation with the release. As of today it is available to download from only one location on the Internet, on the website of MBnet, a Finnish BBS. I'm really happy to have you here, and look forward to working with you! -- Ray Chason (Talk) 00:14, April 24, 2010 I'm really happy to have you here, and look forward to working with you! -- Ray Chason (Talk) 15:16, April 24, 2010 I'm really happy to have you here, and look forward to working with you! -- Ray Chason (Talk) 19:52, April 24, 2010 I'm really happy to have you here, and look forward to working with you! -- Ray Chason (Talk) 22:36, April 24, 2010 I'm really happy to have you here, and look forward to working with you! -- Ray Chason (Talk) 02:48, April 25, 2010 =_=_ Conf I'm really happy to have you here, and look forward to working with you! -- Ray Chason (Talk) 15:23, April 25, 2010 I'm really happy to have you here, and look forward to working with you! -- Ray Chason (Talk) 02:12, April 26, 2010 I'm really happy to have you here, and look forward to working with you! -- Ray Chason (Talk) 02:46, April 26, 2010 I'm really happy to have you here, and look forward to working with you! -- Ray Chason (Talk) 03:07, April 26, 2010 I'm really happy to have you here, and look forward to working with you! -- Ray Chason (Talk) 05:51, April 26, 2010 I'm really happy to have you here, and look forward to working with you! -- Ray Chason (Talk) 07:14, April 26, 2010 I'm really happy to have you here, and look forward to working with you! -- Ray Chason (Talk) 21:16, April 26, 2010 =_=_ User:Zombieking-123 =_=_ User talk:Zombieking-123 I'm really happy to have you here, and look forward to working with you! -- Ray Chason (Talk) 23:33, April 26, 2010 The image referenced on your user page was deleted because of suspected copyright problems. Please tag uploaded files with an applicable free licence (and make sure you have permission) to avoid such issues. --Tjr 22:35, 6 December 2010 (UTC) I'm really happy to have you here, and look forward to working with you! -- Ray Chason (Talk) 04:31, April 27, 2010 I'm really happy to have you here, and look forward to working with you! -- Ray Chason (Talk) 17:38, April 27, 2010 =_=_ Talk:Bullwhip I have definitely seen bullwhips save me from trap doors, but I was a) an archaeologist and b) playing SLASH'EM. I'm fairly certain that it is particular to archaeologists (the message is "but thanks to your trusty whip, you don't fall in"), but I don't honestly know if it's SLASH'EM-specific or not. -Ion frigate 23:42, 1 December 2010 (UTC) I'm really happy to have you here, and look forward to working with you! -- Ray Chason (Talk) 19:20, April 28, 2010 I'm really happy to have you here, and look forward to working with you! -- Ray Chason (Talk) 21:41, April 28, 2010 I'm really happy to have you here, and look forward to working with you! -- Ray Chason (Talk) 04:50, April 29, 2010 I'm really happy to have you here, and look forward to working with you! -- Ray Chason (Talk) 10:38, April 29, 2010 I'm really happy to have you here, and look forward to working with you! -- Ray Chason (Talk) 15:46, April 29, 2010 I'm really happy to have you here, and look forward to working with you! -- Ray Chason (Talk) 16:31, April 29, 2010 =_=_ Category:Hidden categories =_=_ Talk:ZAPM Just curious, is this an Angband variant? The screenshot immediately reminded me of Angband, anyway, but I haven't otherwise played this game. -- Schnee 20:26, May 1, 2010 (UTC) There seems to be a "janitor" role as well, but it has no information here. This seen from playing the ZAPM challenge in devnull. They start with a mop for a weapon and seem to be the typical "tool-using" class judging by the starting equipment. 108.196.206.15 04:14, 7 November 2012 (UTC) =_=_ User:BMacZero =_=_ User talk:BMacZero =_=_ Dazzle Dazzle is a technique in SLASH'EM and SpliceHack, available to vampires at experience level 1. It has a range of TECHLEVEL/8, and will paralyze the first monster in the line of fire for d10 turns with a success rate as follows: =_=_ Template:Gods =_=_ MediaWiki talk:Common.js to this page so we'll get collapsible tables etc.? mediawikiwiki:Extension:ShowHide has more information. Thanks! :) -- Schnee 21:13, May 4, 2010 (UTC) Template:Random true rumor's javascript doesn't seem to actually be in place. Does anybody know what the code was supposed to be? If not I can write it. --TPGreyKnight (talk) 22:47, 24 June 2012 (UTC) =_=_ Template talk:Gods I'm really happy to have you here, and look forward to working with you! -- Ray Chason (Talk) 20:38, May 5, 2010 I'm really happy to have you here, and look forward to working with you! -- Ray Chason (Talk) 21:43, May 5, 2010 I'm really happy to have you here, and look forward to working with you! -- Ray Chason (Talk) 15:27, May 6, 2010 =_=_ Basilisk The Basilisk is one of two monsters added in SLASH'EM that share the cockatrice's petrification attacks. A basilisk is capable of killing you in the same way a cockatrice is; touching a living or deceased basilisk with an exposed part of your body is instadeath, and the basilisk causes delayed petrification in the same manner as a cockatrice. See the article on the cockatrice for specifics of petrification. The basilisk is more dangerous than a cockatrice, but is still slow and relatively easy to hit. Ranged or magical attacks are advisable. SLASH'EM's additional petrifying monsters means that it is no longer possible to avoid potential YASDs by blessed genociding c, as neither the asphynx nor the basilisk are c. A basilisk weighs the same as a human and is considered a strong monster, making them superior polymorph forms for travel than a cockatrice or asphynx. Unlike the other two, polymorphing into a basilisk will not severely decrease your carrying capacity, making it more suitable for extended periods of staying polymorphed. Female characters can also polymorph into a basilisk to lay eggs, either to hatch into tame basilisks or to use as a weapon. In Slash'EM Extended, eating a basilisk corpse can increase a player's intelligence by 1 point (50% chance). Trying to do this without stoning resistance leads to YASD, though, even considering that eating a stoning monster in this variant is merely a delayed instadeath. This is because eating a basilisk takes about 30 turns but the turns-to-live timer for delayed stoning starts out at 7, so while the player is still eating the corpse, he will already be a statue before being able to finish eating. The basilisk is closely related to the Cockatrice. The exact meaning of basilisk/cockatrice is a bit unclear, sometimes they are used as synonyms, other times a basilisk is a different monster. This is why they share the same encyclopedia entry. For the Cockatrice it's the reverse. A rooster's egg incubated by a serpent or toad. Yolkless eggs, were traditionally believed to have been laid by roosters. Like the Cockatrice, it basically resembles a rooster with a reptilian tail and sometimes bat wings. This is why the basilisk is represented by the reptile symbol ":". =_=_ Asphynx The Asphynx is one of two monsters added in SLASH'EM that share the cockatrice's petrification attacks. An asphynx is capable of killing you in the same way a cockatrice is; touching a living or deceased asphynx with an exposed part of your body is instadeath, and the asphynx causes delayed petrification in the same manner as a cockatrice. See the article on the cockatrice for specifics of petrification. An asphynx is much more dangerous than a cockatrice, as it has more hit dice, lower AC, and is faster than a player without speed. The asphynx is also capable of hiding under items like other snakes, potentially catching the player offguard. The asphynx is a more dangerous version of a cockatrice and thus should be handled with the same care. The increased difficulty means that they will appear later in the game, preferably late enough for the character to have acquired intrinsic or extrinsic speed. The corpse of an asphynx can be used as a weapon to stone non-petrification resistant monsters (be sure to wear gloves), but the corpse is slightly heavier and the asphynx is both rarer and more difficult to kill, so a cockatrice corpse remains preferable. SLASH'EM's additional petrifying monsters means that it is no longer possible to avoid potential YASDs by blessed genociding c, as neither the asphynx nor the basilisk are c. Polymorphing into an asphynx is a better choice for emergency situations than a cockatrice, unless the player is a low level doppelganger. Like a cockatrice an asphynx can lay eggs that will cause stoning, so female players have the option of polymorphing into an asphynx to create future weapons. Alternatively, the eggs could be allowed to hatch; the resulting asphynx will have a higher level than a cockatrice and thus will attack more enemies on its own and have higher hit dice and speed. A pet asphynx will attempt to hide under items, which can be annoying if you do not have a magic whistle. In Slash'EM Extended eating an asphynx corpse occasionally raises your current Power, with the message "You feel a mild buzz". If your current Power is less than or equal to 2/3 of your maximum, you will always receive the increase; otherwise the chance of receiving it is 1 in 3. If you do get an increase, your current Power will be increased by between 1 to 3 points. If this increase would raise you above your total maximum Power, the maximum is increased by 1, and current Power is set to maximum. Due to the asphynx's stoning property, this should only be done by a stoning-resistant player character. However, since eating a stoning corpse is delayed instadeath in Slash'EM Extended, a player may still have one or two turns to cure stoning after eating an asphynx while not being stoning-resistant. =_=_ Talk:Ring of polymorph I have a very unusual pet. It may have originally been a Xorn or a humanoid monster that was generated with the Ring of Polymorph in its inventory since there were no rings like that yet in the dunegon. The pet changes form every few turns or so (when I tamed it, I thought it was a pony). Is there any way to alleviate it of its polymorphic plight? FJH 22:07, May 6, 2010 (UTC) I'm really happy to have you here, and look forward to working with you! -- Ray Chason (Talk) 22:08, May 6, 2010 I'm really happy to have you here, and look forward to working with you! -- Ray Chason (Talk) 22:19, May 6, 2010 =_=_ Ankh-Morpork I'm really happy to have you here, and look forward to working with you! -- Ray Chason (Talk) 12:31, May 7, 2010 =_=_ MediaWiki:Editor-template-list =_=_ Deeper one =_=_ Deepest one =_=_ Blood imp =_=_ Nupperibo The constitution-draining effect of metamorphosed nupperibos is not poisonous in nature, so poison resistance will not protect you. It is, however, blocked by magic cancellation. Against other monsters, these attacks deal an extra 1d10 damage. The constitution-draining effect of ancient nupperibos is not poisonous in nature, so poison resistance will not protect you. It is, however, blocked by magic cancellation. Against other monsters, these attacks deal an extra 1d10 damage. =_=_ Rutterkin =_=_ Harpy =_=_ Byakhee A byakhee is a monster added in SLASH'EM. It moves like a bat, but is far stronger. One of its melee attacks has the ability to stun you, an ability unaffected by magic cancellation. Byakhees represent a threat primarily in the mid-game but can even trouble late-game character in SLASH'EM. They hit hard and fast enough to eventually wear you down, and their stunning makes them able to get in more hits as you try to cure it. Additionally, their regeneration makes them difficult to kill with multiple weak attacks from an Elbereth square, as they will retreat and heal before coming back. They are not on the level of the greater golems as a threat, but one should exterminate them with prejudice still. Byakhees come from the works of H.P. Lovecraft. They are supposed to live in space and be able to travel faster then the speed of light. They have four limbs and also bat like wings, that they use when they go down on a planet to feed. =_=_ Black marketeer I play NetHack occasionally, though not as much as I used to. The last time I dared to check my position on NAO's wasted time list, I'd spent about 22 days on one of my accounts (I have about eight, though I play regularly on only three of them). I also hold the second-best known realtime speedrun record at 01:57:52, on NAO. (I'm second to User:Adeon, who's light-years better than me, at 1h 3m.) My first time playing was "Qt Nethack" on "Ubuntu Linux", but more recently I play "iNetHack" on my iPhone (jailbroken, so I can create edit and add content as I see fit). I've always enjoyed I challenge. Most modern games no longer provide a challenge the way that some of the classics did when I was a child. NetHack maintains my lust for defeat as well as victory against insurmountable odds. I'm an avid gamer and a tinkerer of sorts. Nothing pleases me more than to find loopholes and expliots in all facets of life. I love that NetHack provide a unique experience and subtle comedy throughout each and every defeat. B4NND1T the Gallant knight enters the Dungeons of Doom and immediately sees his first treasure, a ring (I now know that it was a ring of conflict). Without hesitation he jams it on the first finger availible. (The events that follow are somewhat graphic, parental discretion is advised) =_=_ User:Qazmlpok/SLASHEM minions This is primarily for my own use, but anyone else is welcome to clean it up and post it on the minion page. Or maybe minion_(SLASH'EM). Lawful characters will receive a minion upon prayer with a 2 in 3 chance if their hp is less than 5 or below 1/7th of the maximum. This will happen even if the god does not fix the low-hp major trouble; it is possible for your god to not fix any major problem due to alignment being 0 and still receive a minion. Your level is taken and a random number between -2 and +2 is added, is then clamped between 0 and 30, and divided by 3. Each number, from 0-10, correspondes to a minion The exceptions are the Tengu and Solar; you have a 80% chance of getting a Tengu at level 1 and a 20% chance of a Couatl. Beyond level 28, you have a 100% chance of getting a Solar. The lookup number is your level plus a random number between -4 and +4. Again, it is capped between 0 and 30. A Djinni will not grant a wish, but will (should; haven't absolutely verified) increase the djinni count, lowering the chance of a djinni appearing from a smoky potion. Djinni are capable of using weapons but are not created with weapons (again, haven't strictly verified), and cannot pick up weapons themselves. The lookup number is your level plus a random number between -2 and +2. This is capped at 0-30 and multiplied by 2/3 (rounding down). Most of the demons can be obtained through demon gating instead. The only advantage to having a minion is that it will not turn traitor, as almost all of the chaotic minions could potentially do (especially as most are inediate). They're available must sooner this way; a pet marilith can be obtained by a doppelganger by level 7 using demon gating and #youpoly. It'll also be able to pick up and wield weapons. Most of the minions are not useful by the time you are high enough level to obtain them as a gift. Lawfuls clearly have an overwhelming advantage in terms of minions, as they have much easier access to minions (through prayer) and gain significantly stronger minions. A level 1 character can deliberately wound themself by throwing a weapon up, praying after turn 300, and have a 13% chance of getting a tame couatl - a monster with a poisonous bite and +1 enchantment resistance. At level 11 there is a 100% chance of getting a Deva, with a 1 in 4 chance of carrying a shield of reflection (The Deva can be easily killed by bringing it near the oracle. Movanic devas are near useless against fire resistant enemies, so I personally consider killing them for the shield the most use you can get from them). Playing as a lawful is thus surprisingly useful for a potential pacifist game, as you have easy access to tame Tengu (which are about as damaging as dogs) and possibly a couatl. The Lovers card from a gypsy can be useful to get a large number of foocubi to gain levels, which is good as the prayer reward of hitting level 29 (66% chance of receiving a Solar if below 1/7 hp) is extremely useful for clearing out hostiles - just raise hp past 700 through alchemy (being level 29/30 will certainly help) and dance with a minotaur. A minotaur does up to 76 damage per turn, so it should always be safe to drop below 100. =_=_ Forum:Configure file problems? I'm on Mac OS X and im writing the nethack default file, but what i'm writing never appears in my game. i put the file itself in my library/preferences folder of my Hard Drive on my Mac. Wanna help? After discovering this tool on the net, I decided to modify it for use in generating wiki pages using the templates. Instead of generating html files, it now generates wiki markup code that can be pasted into an article on this wiki. Running the script will require Perl, a copy of the Nethack/SLASH'EM source code (other variants won't necessarily work, but it could certainly be modified). It is necessary to modify the script to point to the source installation; search for "$nethome" and asjust the directory; be sure to use forward slashes even on windows. The output also includes the encyclopedia entry and a stub message stating that the article was automatically generated. I modified the output to match the existing standards as closely as I could. Since there are a large number of missing SLASH'EM monster articles, this should be useful to fill in the missing pages, or the Vanilla articles with missing conveyance chances, source references, and attributes. I'll probably start using this to fill in some SLASH'EM articles over next week if no one else has any suggestions for improving the output. =_=_ Potion of blood The potion of blood and potion of vampire blood are items added to SLASH'EM and UnNetHack. They are primarily of interest to vampire players. Dipping a unicorn horn into a potion of (vampire) blood will turn it into water, which is typically the only use for non-vampires. Despite being potions, drinking either potion will break vegetarian conduct. < ref > source:SLASH'EM 0.0.7E7F2/potion.c#1040 < /ref > A thrown potion of (vampire) blood that lands on a non-chaotic altar will convert the altar to chaotic and abuse your wisdom, even if you are chaotic. This will anger an attendant priest, but has no other effects. < ref > source:SLASH'EM 0.0.7E7F2/dothrow.c#1830 < /ref > A vampire can drink a potion of blood to gain 30 nutrition if blessed or 20 if uncursed, halved if the potion is diluted. Cursed blood has congealed and will give 0 nutrition. Non-vampires that drink the potion will vomit for 10d8 (more) turns. A vampire player can drink a noncursed potion of vampire blood to gain 800 nutrition points (400 if diluted). If the potion is blessed, your HP and max HP will be increased by the same amount as from a level gain. Vampire monsters can make use of this potion to heal themselves for d8 + d2 hit points if not cursed ("Monster looks full of life.") < ref > source:SLASH'EM 0.0.7E7F2/muse.c#963 < /ref > If the potion is cursed, there is no effect ("Monster discards the congealed blood in disgust.") This will identify the potion if it is seen. If a non-vampire player drinks the potion, they will polymorph into a vampire and abuse their constitution. The resulting polymorph is semi-permanent & mdash;it has no timeout, but you will revert back to your normal form if your HP is drained to zero. Neutral characters will suffer a & minus;3 alignment penalty, while lawful characters and Monks will suffer a & minus;15 alignment penalty and anger their god. Neither potion is randomly generated. Vampire players playing as a role that normally starts with food will receive potions of vampire blood instead. Potions of vampire blood can be created by a player vampire using the draw blood technique if the player also has a medical kit with phials. Diluted (vampire) blood can also be obtained by mixing (vampire) blood with fruit juice. Finally, vampires, vampire lords, and vampire mages have a 50% chance of being generated with a potion of either blood or vampire blood; there is a (level) in 30 chance that the potion will be vampire blood, otherwise it is regular blood. < ref > source:SLASH'EM 0.0.7E7F2/makemon.c#1164 < /ref > Because enemy vampires will drink potions of vampire blood to heal themselves, it is important for player vampires to kill them quickly to avoid losing the potion. Fire vampires and star vampires do not start with potions of blood, but can make use of any they find on the ground. In UnNetHack, potions of vampire blood behave a bit differently. When blessed, they polymorph the player into a vampire lord. When uncursed, they polymorph the player into a vampire just like in SLASH'EM. Cursed potions of vampire blood polymorph the player into a vampire bat. In addition, lucky vampires can randomly get the effects of a potion of vampire blood when drinking from a sink, as can unlucky non-vampires. =_=_ Potion of vampire blood =_=_ Talk:Potion of blood Created the page, but all of the information comes from a quick source dive or from other spoilers on the wiki. As such, I'd appreciate verification on a few things in the article from someone who has actually played as a vampire and drunk a potion of (vampire) blood. Especially the vomitting and max hp gain; I think I'm misreading the source in both cases. There are some other things that I did not add to the wiki. I'd appreciate it if someone could look into these and see if they're worth adding to the article, or stating here that I'm wrong - =_=_ Forum:Archon with a cockatrice corpse Help, my Healer is stuck in a corner on the Plane of Air, getting hammered by an archon with a cockatrice corpse. I can hit him with +7 Mjolly, but I have get stoned every turn and have to stop to eat lizard corpses, which I'm almost out of. I'm wearing a ring of conflict; what can I do to kill him or escapeQ. The best option would be to zap it with a wand of teleportation; that works on monsters even on no-teleport levels. I can't remember offhand if that has to get past monster MR though. If zapping it doesn't work, try breaking the wand instead, as I'm fairly certain that always works. If you have a wand of wishing handy, you could wish up a wand of teleportation if you don't have one; hopefully you have enough lizard corpses left to do that. Escape doesn't seem that likely an option. A hasted Archon will be faster than you, and you can't teleport yourself away or zap it with a wand of digging. Zap him with a wand of teleport. The plane of air is no-teleport, but this doesn't apply to monsters from a wand of teleport. If you're stunned from his gaze, break your wand. Polymorph into a medium-sized stoning resistant monster. I believe the strongest would be the skeleton. However this will require both polymorph control and a source of polymorph, which you probably don't have. Pray. If you can safely pray you'll be given ~5 turns of invincibility, which will also cure the temporary stoning. However if you can't pray, trying will surely kill you. This is really just a delaying tactic, giving you the hope that a minotaur or other strong hitter will severely damage the Archon, or that it'll coincidentally wander off. Hit him. This might be feasible if he's low on health, however Mjollnir doesn't do much damage against the shock resistance, and neither do healers. You don't even need to kill him; if he turns to flee then he might not return until after the corpse rots away, or maybe you could just run away to the plane of fire. Run away. An archon has a speed of 16, so if you have speed boots and are unburdened, then you're faster. Note that due to the stoning, you've lost intrinsic speed, so if you DON'T have speed boots then the archon is faster, making this a bad idea. Jumping might help. Get engulfed. Air is full of engulfers. It probably won't be easy to find one if you haven't already been engulfed, though. Once engulfed, just stay in there for the duration. The cockatrice corpse will eventually rot away, and you can prepare for a second attack if it hasn't when you get released. Thanks you guys, those are some helpful ideas, especially not panicing. I had another thought: if I genocide "c", will existing cockatrice corpses disappear? Thanks again. Nope. Genocide doesn't work on corpses. Tins, yes, but not corpses. Also, zapping a wand of teleport ignores MR; for the most part the only time teleportation on the monster isn't effective is if they have teleport control (e.g. the riders) or are a priest in their temple. Also, please sign your posts with 4 tildes so it shows your name, like this Qazmlpok 22:41, May 19, 2010 (UTC) Thanks, again. Wand of teleportation worked like a champ. I genocided cockatrices, gathered up all the cockatrice corpses lying around, and went looking for Mr. Archon. Turns out he doesn't like stoning either. I didn't realize I had lost my intrinsic speed; also switched to +6 Vorpal Blade for future Archons; they also don't like being beheaded. Thanks for saving me, OrcChow 21:03, May 20, 2010 (UTC) =_=_ User:OrcChow =_=_ User talk:OrcChow =_=_ Shoggoth Shoggoths and giant shoggoths are among the most powerful monsters in SLASH'EM, although not necessarily the most dangerous. Both forms have very damaging attacks, move quickly, and have an acidic engulfing attack. The standard shoggoth is an unpleasant monster to encounter. It is faster than an unhasted player and can deal a substantial amount of damage, all while degrading every iron and copper item in your inventory. This includes non-weapon items as well, although the effect on those is mostly cosmetic. Fortunately, like its larger cousin, it prefers to hide rather than fight, and so can be left alone. Giant shoggoths are more powerful versions of regular shoggoths. They have a speed of 20 (making them as fast as a player in speed boots), an engulfing attack which, in addition to doing a ton of acid damage, corrodes most of the corrodable items in your inventory (which means you will be walking around with corroded wands and keys for a while), in addition to two very powerful claw attacks. They also have a very high base level, meaning lots and lots of HP. They can also teleport when they flee. However, they will not teleport to encounter you, preferring to remain hidden. If you choose to reverse genocide them, you should do so on a non-teleport level; otherwise they will soon scatter themselves. Luckily for those who encounter them, shoggoths are not whirly like air elementals, and thus a wand of digging will work to expel you and set them to one hit point. However, an engulfed player still has to deal with their 8d10 engulfing damage at least once, not to mention their bite and corrosion attacks. If you have low HP, it is best to avoid being engulfed altogether. Acid resistance, as granted by a lab coat, alchemy smock, or yellow dragon scale mail, will protect you against the damage from the engulfing attack but not from the biting attacks. Also, shoggoths, unlike other super-monsters in SLASH'EM, are not immune to death rays. Given the greater number of charges on wands in SLASH'EM, an awake and non-hiding giant shoggoth (see below) is well worth a charge or two from a wand of death, or a casting of . A wand of death is also a good option if you find yourself engulfed and lack a wand of digging, or if you are low on hit points, as the shoggoth may re-engulf you before you can respond if you zap it from inside with a wand of digging. The shoggoths and their giant variant do not actually pose a threat to a careful player when they normally appear, because, like trappers and rock piercers, they hide until you enter their square. Thus if you have warning or extrinsic telepathy, you will never be taken by surprise by a "natural" shoggoth. And you will, by the time shoggoths can appear. This is probably a very good thing because Demogorgon's lair is full of shoggoths, which would almost be as bad as Demogorgon himself if they weren't avoidable in this fashion. Unfortunately for some unlucky players, shoggoths are considered a valid polymorphable form. This means that a chameleon can turn into one on dungeon level 9, or any monster could theoretically step on a polymorph trap and turn into one. Since shoggoths are faster than the player, this is very likely to become YAAD. The fact that shoggoths are considered a valid polymorphable form is very useful for any player with polymorph control and a source of polymorph. As a giant shoggoth, you will wipe out shopkeepers in the early game, but more importantly, the form can be used to rob the black market later on. They have enough hitpoints to weather One-eyed Sam's attacks, and since they are not @'s (and have no heads anyway), they need not worry about the beheading and canceling abilities of Thiefbane. Being immune to stoning, they do not need to worry about the cockatrices that guard the black market, and the other monsters there are quite trivial. Giant shoggoths do not make particularly good traveling polymorph forms though, as they are blind, cannot use weapons and armor, and have no hands. Monks are better able to make use of the giant shoggoth form, as the Eyes of the Overworld will allow sight, and doors can be dealt with by casting . However, you still will not be able to access containers in this form, so it is still better suited to situations where you need a strong melee form (such as the Temple of Moloch or the Astral Plane) rather than a general-purpose travel form. Another use of giant shoggoths (but not the normal variety) is that their corpses are capable of conveying teleport control, but also teleportitis. This is not terribly useful in and of itself, as typically one will encounter them only shortly before getting the Amulet of Yendor, which in SLASH'EM prevents all forms of teleportation. However, a careful player may find it useful to reverse genocide them, provided they use some permanently engraved and well-placed Elbereth squares. They have a higher chance than tengu to grant the intrinsic, and they always leave corpses. In addition, their corpses are also capable of granting poison resistance, shock resistance, and cold resistance. They do have a high nutritional value, so a player would be well-advised to use a tinning kit or amulet of magical breathing when doing this. Shoggoths would appear to make good pets, as they have extremely damaging attacks and move quickly. Shoggoths are also relatively easy to tame, as the regular variant only has MR 25 and will grow up into a giant shoggoth. Because they tend to hide, it is very safe and easy to walk up to one and repeatedly cast until it becomes tame. While shoggoths are certainly capable of doing large amounts of damage, the fact that they hide, eat both metallic items and regular food, and always have a chance of turning traitor mean that they are difficult to control, especially without a magic whistle. Despite having extremely powerful attacks, even giant shoggoths only hit monsters as a +0 weapon, meaning that they are completely incapable of damaging many of the more powerful monsters that you will encounter in SLASH'EM. Their only advantage over a Solar is that they are much easier to tame and it is easier to raise their tameness, as they will eat almost anything. In dNetHack, the shoggoth has a unique suction attack with a variety of effects. Each effect is independent, and more than one can occur with the same hit. The effects occur in the following order: They appear as massive amoeboid creatures made out of iridescent black slime, with multiple eyes floating on the surface. An average Shoggoth measured 4.5 meters (15 feet) across when a sphere, but they can get much larger. They show signs of intelligence. =_=_ Gnoll A gnoll is a type of monster introduced in SLASH'EM. They have relatively damaging attacks and are generated with weapons. Gnolls are always generated hidden, so if you are able to detect them through telepathy it may be wise to avoid them completely. Higher level gnolls can be generated with dragon scale mail, but all gnolls are too large to wear body armor. None are considered a valid polymorphable form. As Yeenoghu is considered the demon prince of gnolls, many are found in his lair in Gehennom. Ironically, a gnoll chieftain has a higher difficulty level, base level, and more damaging attacks than him. Ordinary gnolls are generated with orcish equipment. High level characters have a high chance of running into them in the Mine King's level, where they will be much more difficult opponents than the regular gnomes. One should always either use telepathy to detect them from afar, or avoid apparently blank spaces in the Mine King's room. Gnolls can grow up into gnoll warriors through level gain. Randomly generated gnoll warriors have a 5% chance of being generated with orange dragon scale mail, 1.667% chance of being generated with splint mail, and otherwise scale mail. They also have a 66% chance of being generated with a katana. Gnoll warriors can grow up into gnoll chieftains through level gain. Randomly generated gnoll chieftains are guaranteed an orcish helm, orcish shield, a katana, and a random offensive item. They have a 10% chance of being given blue dragon scale mail and a 90% chance of crystal plate mail. Gnoll shamans have a 10% chance of starting with silver dragon scale mail, 72% chance of starting with crystal plate mail, and 18% chance of starting with red dragon scale mail. They are guaranteed an athame, two offensive items, and 12-15 shuriken. The gnoll is a Dungeons & Dragons creature resembling a humanoid hyena. Many serve and worship the demon god Yeenoghu. Gnolls were an early creation of D & D, and are described in the first manual, released in 1974. Irish fantasy author Lord Dunsany (1878-1957) was given credit for inventing the word "gnoll", or, as he spelled it, "gnole", in a short story published in 1912 called "How Nuth Would Have Practised His Art upon the Gnoles". D & D gnolls are somewhat different from Dunsany's "gnoles". Dunsany does not give a description of what his "gnoles" look like, but portrays them as secretive but dangerous creatures that guard a hoard of emeralds in a house in a forbidding forest. The gnolls of D & D, by comparison, are described as aggressive desert-dwelling nomads that actively raid and plunder other settlements. Early D & D manuals state that gnolls are a cross between gnomes and trolls, which implies that the name "gnoll" is a portmanteau of the two words. However, the authors acknowledge that Dunsany never stated what the inspiration was for his word "gnole", and later manuals do not describe gnolls' pedigree. SLASH'EM includes them in the gnome monster class, but does not consider them to be gnomish for purposes of cannibalism, so gnome players can eat their corpses without an alignment penalty. (Their corpses are poisonous, however, so one should avoid eating them without poison resistance.) =_=_ Gnoll chieftain =_=_ Gnoll warrior =_=_ Maggot =_=_ Dung worm =_=_ MediaWiki:Description =_=_ Talk:Shaman Karnov I'm deleting the edit again, because it still doesn't seem plausible (let alone "very likely") that this is a deliberate reference. NetHack in general is very light on references to other non-Roguelike video games; the only ones I can think of offhand are the wumpus and the Gauntlet messages when you're hungry or near death. The edit claims that Karnov received an "overwhelmingly positive" reception from Dragon magazine, but neither this page nor the Wikipedia article links the actual review, and it's not clear whether 4.5/5 is a particularly high rating in the context of Dragon's video game reviews at the time. I really don't think Karnov was especially "popular" or "influential"; to the contrary, it seems to be mostly forgotten. Finally, the edit argues that the two games were contemporaneous, both being released in 1987 -- but the Quests, and Shaman Karnov by extension, weren't added until 1993. For these reasons, I think the similar names are just a coincidence. --Darth l33t 01:39, May 25, 2010 (UTC) =_=_ MediaWiki talk:Description Luck: 2011 -3 > > 4200; 3755 -1 > > 4800; 37518 "very" without luckstone; 53411 "extremely" with stone; alignment: 37518 strayed (-1 to -3), 42207 +4 > > =3, +4 > > =7, +10=15 and waiting for power to return, several times due to MR; +6= 21, +4=25 at 44524 (bit of a safety margin), Grg-n-Sox, also known as Grg with optional underscores on either side. It really depends on what is allowed for the given context. He is a lazy fuck who actually rarely plays NetHack but enjoys rouge-like games and has NetHack as the only game fit to be played on his mobile cellular device (which is quite a complement as few apps reach the quality requirements for being installed on his root-less Motorola Droid). Although he rarely installs NetHack thanks to servers hosting the game. However, his primary server to play on is not a public one. If he ever plays on a public server, it's nethack.alt.org but he usually plays on the in-house servers hosted by Computer Science House at RIT, as he is a member of the organization. So the first thing I saw actually when I stumbled across alt.org was the Dudley's Dungeon webcomic there. (Okay, so I actually saw the player statistics first. I mean god damn, how do some of these guys ascend in over half of their games?) So I am looking through these and thinking these are awesome and wondering who makes them, only to realize that the comics are user submitted through a generator known as Dudley D-I-Y or diydudley.php, originally written by the host of the first generation of Dudley's Dungeon webcomics, Dion Nicolaas, and the current version made and maintained by paxed. (I do realize there is a another second generation host of Dudley's Dungeon but he didn't appear to change the generator in any way from Dion's.) So I decided I wanted to make a comic. It was then I ran into my first issue with the second version of the generator which actually caused me to learn a lot about character encoding. The thing is, for my first comic, I wanted to see how a die-hard NetHack community reacts to a cross-rouge-like game reference, and not just to another game that's been already used quite a bit like Angband. (What exactly it is will be revealed when the comic is finished... if it ever finishes, as you'll find out from the upcoming problem description.) So turns out the game I am trying to make reference to in my comic makes heavy use of characters found in the Windows OEM Code Page 437. It's basically the character set that includes the standard ASCII characters and all the Windows alt code characters, although in further reading on the subject, I started getting really confused between code page 437 and code page 850 but I am just going to assume alt codes are mapped to code page 437 at that is that and I will not even attempt to figure out what the 0-prefixed ones are mapped to, even though it would be a straight forward article lookup on Wikipedia. I've been doing too much reading on character encoding. So anyways, I've basically been trying to figure out how to generate a Dudley's Dungeon comic containing Alt-codes. My research has shown that while the new version of the app at alt.org does not support alt-codes, the old version might have since there were two reported incidents of comics being approved by admins that contained the yen character, which requires an alt-code. Alt-coded characters seem to get through on the new version if you type the alt-coded characters in directly into the code file _AND_ have to assign a color to it. Typing an alt-coded character through the edit panel will just get removed the moment the edit panel loses focus. Also once the alt-coded character has been inserted through the code file, you cannot do any editing to it through the pen file or the alt-coded character will be removed, possibly with others. Unfortunately this does mean that any file containing alt-codes pretty much needs to have the code file created separately from the generator's editing environment. However, I will be doing three pieces of research to try to figure this out, and they will be carried out in order. First, the analysis of the the old and new generation sites to determine the used character encoding. I have to imagine with Dion's website at it's homepage requiring non-ASCII characters for his native language, that the site was set up to easily accept non-ascii characters. While HTML specifications allow escape sequences for any Unicode character, regardless of character encoding, that fact does not help us since we are not editing HTML here. Anything entered is left as is unless it is an html sensitive ASCII character like & lt; & amp; and & gt;. So typing in & #165; would be interpreted as five separate symbols on your Map section of your code file. It would help a lot though if it turns out the site supports utf-8 and the alt-codes actually no long insert it as an 8-bit extended ASCII character but rather as a utf-8 character. The second thing I am doing is making a command line tool for generating code files for the Dudley's Dungeon comic generators. The third and very much optional thing I might do is try to figure out a patch for the generator (assuming I can simply patch it though changing html character encoding and javascript fiddling). =_=_ File:Echidna.png =_=_ File:Platypus.png =_=_ File:Koala.png =_=_ File:Wombat.png =_=_ File:Tasmanian devil.png =_=_ File:Kangaroo.png =_=_ File:Wallaroo.png =_=_ File:Wallaby.png =_=_ File:Pack rat.png I'm fairly new to the game and I'm trying to find out how to check your characters stats in SLASH'EM. I don't mean things like Str and Wis or your status (hungry, stunned), but stuff like intrinsics (poison resistance, fire resistance) and stuff. In there a way to do this in-game without dieing? I'm in a bit of a spot in a game and I can't for the life of me remember if I'm immune to poisons or not. Thanks for any help. 98.208.89.174 21:24, May 28, 2010 (UTC) =_=_ User:Lukky513/Nethack: The Movie =_=_ Chasme A chasme is a demon added in SLASH'EM. They are unusually fast for a demon and possess a sleep gaze attack that is very dangerous if you do not have sleep resistance. Fortunately they are only randomly generated in Gehennom, by which time you will almost certainly have acquired sleep resistance. A hostile chasme is extremely dangerous if encountered before you have sleep resistance. Blinding yourself with a towel or blindfold will negate the sleep attack, but poses its own problems if you are not telepathic. Being invisible also gives a chance for the gaze to not connect (The chasme gazes around, but misses you!). Reflection will also protect you, and can put the attacker to sleep if you are not invisible. Chasmes make superb polymorph forms as they fly, move very quickly, can put monsters to sleep, are inediate, and are capable of demon gating (but incapable of wearing body armor!). The gaze attack can be used manually with the #monster extended command, but is also done automatically when attacking in melee. Using the gaze attack in melee on a reflecting monster will cause it to be reflected back to you - chasmes are not sleep resistant, and therefore it is possible to put yourself to sleep if you have polymorphed into a chasme before acquiring sleep resistance. Also, like all gaze attacks, it fails if you are invisible yourself. Attacking bare-handed also gives a chance of summoning a tame chasme. A tame chasme is a good pet due to their speed and ability to put monsters to sleep, but chasmes are traitorous and have a chance of spontaneously rebelling. It is not advisible to demon gate a chasme until after acquiring sleep resistance. =_=_ Talk:Charging When we say "blessed charging" do we mean only the item doing the charging - say a scroll of charging - is blessed or does the BUC of the item to be charged factor in any case other than the lanterns? --FJH 14:16, June 1, 2010 (UTC) This was a somewhat tentative estimate; while the other was fairly easy to calculate (just the odds of it never exploding), this one was driving me nuts because of NetHack clipping it. Pretty sure the overall odds would be whatever averages to 50% < sup > * < /sup > . It's just basic algebra to reduce this: However, since NetHack clips it (there is no way to charge something 4.2 times, for example) it muddies things. I & oldid=50260#Wands just interpolated between the two known points. Something about that figure (the LaTeX above) just seems too high. I thought to be bold and just add the interpolated figure—if it's not correct, it's probably also not that far off. =_=_ Eye (SLASH'EM) SLASH'EM introduces a number of monsters similar to the Floating eye. Unlike the floating eye, the new monsters possess offensive gaze attacks and will use them on you whenever they get a chance. All are also mindless, making it more difficult to approach them after blinding yourself to avoid their gaze. The gaze attack of the Glowing eye is identical in effect to that of the Archon. The gaze will cause blinding for 3d4 turns and stun for 1d3 turns if not wearing The Eyes of the Overworld. The gaze attack of the Blinking eye is identical to the attack of the Quantum mechanic. It has the same speed as a player without speed and will cause you to teleport on every turn that it is able to lock gazes, making it extremely annoying to approach without either a blindfold/towel or teleport control. However, if you have teleport control, during an intense battle you can save it for last, and use it for the free teleportation. Eating the corpse of a blinking eye has a very large chance of conveying teleportitis. =_=_ Blinking eye =_=_ Glowing eye =_=_ Nickelpede The nickelpede is a monster that appears in SLASH'EM. It is the "big brother" of the centipede. They are not poisonous to eat but have a high chance of conferring poison resistance. The nickelpede is a reference to the Xanth novels, and is a pun based on a play off the words "cent" and "centipede". In Xanth, they are described as "five times as bad as centipedes, gouging out nickel-sized disks of flesh". < ref > Currant Events, page 53 < /ref > . =_=_ Bovine The Bull and the Cow are the male and female version of bovines in SLASH'EM. Both are domestic animals and can thus be tamed with vegan food or made peaceful with any food. Bulls are significantly stronger than cows. Cows are guaranteed to start peaceful, while bulls are guaranteed to start hostile. =_=_ Cow =_=_ Bull =_=_ Talk:Spellbook of knock =_=_ Kobold (SLASH'EM) SLASH'EM introduces three new types of kobolds and a unique kobold, Kroo the Kobold King; all varieties of kobold can be found on their own special level, known simplay as the kobold level. =_=_ Kobold warrior =_=_ Rock kobold =_=_ Swamp kobold =_=_ Catoblepas The catoblepas is a monster added in SLASH'EM. It possesses a fatal gaze attack that will kill you immediately if you are not undead, blind, magic resistant, or reflecting. The gaze attack has a fairly low accuracy: there is a 75% chance that it will miss plus another 66% if you are either invisible or displaced. If you are reflecting and the gaze would have connected, then it will kill the gazer. Although the catoblepas is not randomly generated, it is a valid polymorphable form, so it is perfectly possible for a chameleon or intelligent monster with a wand of polymorph or polymorph trap to suddenly turn into a catoblepas. It is also possible to self polymorph into a catoblepas, but beware of monsters with reflection, as a reflected gaze of death will kill you even if you have reflection yourself. Strangely, the catoblepas is a unique monster, yet also genocidable. This is mostly irrelevant, but if you wish for the corpse of one in wizard mode, it will be described as "The catoblepas' corpse" rather than "A catoblepas corpse." The Catoblepas is, as in Ethiopia, a mid-sized herbivore with a body of a buffalo and a head of a boar. Its gaze and breath was thought to turn man to stone, or kill them in some way. Due to the weight of its head, it is usually looking downwards. =_=_ Pegasus In SLASH'EM, the peaceful Pegasus will appear when Medusa is killed in such a way that leaves a corpse; stoning her with her own reflection will not leave a corpse and thus not create Pegasus. Interestingly, while Pegasus is flagged as a unique monster, Medusa can be revived with turn undead and killed again, creating another Pegasus. In EvilHack, Pegasus is instead found at the end of the Ice Queen's Realm, being held captive by Kathryn the Ice Queen. While not flagged as unique, this is the only Pegasus that appears in the game. Pegasus can fly, has very high speed (the same as a warhorse), and has a decent level, making it an excellent mount. Pegasus is always created peaceful, making it simple to tame if one can cast charm monster. Like a ki-rin, Pegasus does not eat and thus can go feral when mounted by any role other than a knight; unlike a ki-rin, he cannot wear amulets such as the amulet of reflection. A Yeoman can use the calm steed technique to increase Pegasus' tameness after each mount in SLASH'EM variants where this technique is functional. Pegasus is a somewhst minor figure in the myth of Medusa and Perseus; he sprang from Medusa's blood after Perseus decapitated her in most versions, reflected by his generation method in SLASH'EM. In EvilHack, there is a crystal chest nearby containing the Bag of the Hesperides, further alluding to the myth. =_=_ One Eyed Sam =_=_ Blackmarket =_=_ Rhaumbusun The Rhaumbusun is a very dangerous monster if one lacks free action. They have the ability to use a gaze attack that will paralyze for d4 turns if you do not possess free action. Reflection does not protect against the gaze, but blindness will. Fortunately, their low level and high AC mean that they are very easy to kill once the paralysis can be negated. They can only be generated in Gehennom, by which time their unusually low difficulty will likely result in them never being randomly generated. They can be created by summon nasties. There is always a rhaumbusun named Izzy in the black market that will turn hostile if you attack One-eyed Sam. =_=_ Talk:Gaze attack I'd like to see more discussion of how the gaze attacks work. How often does a monster try to use its gaze attack? Does reflection block the gaze attack? (It does for floating eyes and I believe it does for Medusa; I don't think it does for any other vanilla monsters.) Is Medusa's gaze attack unlike the other gaze attacks in any other ways? All gaze attacks other than the floating eyes work any time you can see the monster, right? Which gaze attacks can be reflected by mirrors? I also have some questions about the Beholder's gaze attacks -- the Neutral Quest page says that the Beholder's gaze can be reflected with a mirror, but that this will stone the Beholder. Isn't it a death gaze rather than a petrification gaze? -- Slandor 23:42, June 4, 2010 (UTC) =_=_ Vanish Vanish is a SLASH'EM technique that is available to gnomes of any level. It makes you invisible and very fast temporarily. =_=_ User:Burningled =_=_ User talk:Burningled =_=_ File:Pounding Diagram.png =_=_ Assault rifle An assault rifle is a firearm introduced in SLASH'EM. It is often found on soldiers and their senior officers. An assault rifle is set on fully automatic mode by default, but can be set to burst mode (rate of fire cut to ) or single-shot mode by applying it. Assault rifles have a magazine, permitting the fire of a burst or continuous fire of bigger bullets than pistols or submachine guns; they also have a buttstock. =_=_ Rifle A rifle is a firearm introduced in SLASH'EM. It is often found on soldiers. A two-handed gun with low rate of fire that shoots single bullets at enemies. =_=_ Sniper rifle =_=_ Heavy machine gun A heavy machine gun is a firearm introduced in SLASH'EM. It is often found on higher-ranking members of the Yendorian army. A heavy machine gun is set on fully automatic mode by default, but can be set to burst mode (rate of fire cut to 1/3) or single-shot mode by applying it. Due to its extreme weight and only marginally better rate of fire than assault rifles, it is generally not a viable weapon. =_=_ Submachine gun A submachine gun is a firearm introduced in SLASH'EM. It is often found on soldiers and their senior officers. A submachine gun is set on fully automatic mode by default, but can be set to burst mode (rate of fire cut to 1/3) or single-shot mode by applying it. They are firearms with a magazine, permitting the fire of a burst or continuously fire of normal pistol bullets. They normally have no buttstock =_=_ Pistol A pistol is a firearm introduced in SLASH'EM. It is sometimes included in the starting inventory of rogues and undead slayers. =_=_ Rocket =_=_ Shotgun shell =_=_ Silver bullet =_=_ Bullet =_=_ Grenade launcher A grenade launcher is a firearm introduced in SLASH'EM. It is sometimes included in the starting inventory of higher level Yendorian army members. In order to fire more than one grenade in a round, a grenade launcher would have to be enchanted very high. With expert skill, a +9 rocket launcher would fire two grenades with a 1/6 probability. =_=_ Rocket launcher A rocket launcher is a firearm introduced in SLASH'EM. It is sometimes included in the starting inventory of higher level Yendorian army members. In order to fire more than one rocket in a round, a rocket launcher would have to be enchanted far beyond what is probable. With expert skill, a +15 rocket launcher would fire two rockets with a probability. =_=_ Auto shotgun An auto shotgun is a firearm introduced in SLASH'EM. It is often found on shopkeepers, making them considerably more dangerous than in vanilla NetHack. =_=_ Shotgun A shotgun is a firearm introduced in SLASH'EM. It is often found on shopkeepers, making them considerably more dangerous than in Vanilla. =_=_ Gila monster Despite its name, it's a real animal, the encyclopedia entry is exact. It's a species of lizards in the south west of the US. It really has a venomous bite. =_=_ Giant crab The giant crab is a monster added in SLASH'EM. It is not randomly generated and only appears in the Sunless Sea special level. =_=_ Komodo dragon It's actually a real animal, the biggest lizard in the world. From Indonesia, it's the top predator there, the encyclopedia entry is accurate. Even the poisons bite is real. His teeth have special indentations that traps small chunks of food. The food rots and high concentrations of bacteria develops in his mouth. The victims die from the bacterial infection that ensures. Even the smell emanating from his mouth is terrible. =_=_ Squealer The squealer is a monster added in SLASH'EM. They share the xan's leg-damaging attack, and the shrieker's shriek. They are poisonous to eat. =_=_ Scramper The scramper is a monster added in SLASH'EM. It is slightly more dangerous than the rothe. The scramper shares the xan's leg scratching attack. The scramper corpse is poisonous. Scrampers appear in packs. Scrampers, like rothes, can cause a quick YASD if they attack together. (A group of 3 or 4 scrampers might even kill a fully-healed player in one turn.) Handle scrampers like rothes, with the same tactics. Retreat into a corridor, to fight one against one. Let your pets help. Because scrampers are as slow as rothes, you can also do hit and run, make ranged attacks, or just run away. Engraving Elbereth can scare scrampers away from you. =_=_ Mangler Like rothes, these may appear in small groups and are somewhat slow. They can do a surprisingly large amount of damage, however. Their tendency to appear in groups can make it dangerous to fight them, as they can survive long enough for the other members of the pack to surround you, which can be deadly. One should try to lure them off one by one, or used ranged weapons. =_=_ Giant badger =_=_ Giant scorpion The giant scorpion is a monster added in SLASH'EM. As the name implies, it is a far stronger version of a scorpion; similar to a winged gargoyle, however, scorpions can not grow up into giant scorpions, and laying an egg while polymorphed into a giant scorpion will only produce another giant scorpion. These monsters are a major threat: they possess good speed, many hit points, and can inflict a large and steady stream of damage. One should be particularly careful if one lacks poison resistance, but even with it they remain formidable foes. Elbereth, powerful pets and/or attack wands, and possibly escape items are all advised. Be very careful not to mistake them for the regular scorpions with whom they share a glyph: they have three times as much health and hit approximately five times as hard. =_=_ Carrion crawler The carrion crawler is a monster added in SLASH'EM. It is notable for having 6 attacks, each of which can cause paralysis. Not a great threat. High magic cancellation renders their attacks mostly ineffective, and they do very little damage. Try not to fight them when other monsters are around, just in case they manage to paralyze you. Their paralysis does not last long enough to be terribly dangerous, however. =_=_ Forum:Nethack in color I see people playing Nethack in cool colors on nethack.alt.org. My own games are in black and white though. Changing the color option in options makes no difference. What else can I do to get my Nethack in color? I'm using the csh shell. =_=_ Spined devil Few players will find these a threat: they are relatively fast, but do incredibly poor damage for a monster that only appears in Gehennom, with their two attacks only doing 10 points of physical base damage at most. =_=_ Bearded devil =_=_ Bar-lgura The bar-lgura is a major demon added in SLASH'EM. It is slightly faster than an unhasted player, and has a fairly damaging bite. It's probably no threat by the time you encounter it, but if you have very poor AC you might need to be careful. =_=_ Babau The babau is a monster added in SLASH'EM. It possesses a poisonous gaze attack, but as it can only be generated in Gehennom, it is very unlikely to ever encounter one before obtaining poison resistance. =_=_ Nabassu The nabassu is a monster added in SLASH'EM. It is a demonic spellcaster which can also drain life through its melee attacks. =_=_ Nightmare Nightmare is a monster added in SLASH'EM. She is the Lawful Quest nemesis, and will leave the Key of Law when killed and Nighthorn if killed in a way that would leave a corpse - Nightmare will never leave a corpse, instead simply producing Nighthorn and the message "All that remains is her horn...". Like all alignment quest nemeses, Nightmare is covetous and will teleport to your position once awakened. Nighthorn is not strictly a unicorn, and thus will not accept gems nor use her horn to heal herself. As Nighthorn grants reflection, Nightmare herself has reflection and all beams will reflect off of her horn. Nightmare is also found in the dNetHack Chaos Quest, with slight changes. She is now a black (chaotic) unicorn, and will be peaceful to chaotics. If they want the slightly modified horn, they'll have to take the -5 penalty for killing a coaligned unicorn. See the Nighthorn article for more. =_=_ Talk:NetHack on Facebook A URL would be helpful. On Facebook I found 3 nethack pages, one with 20 fans, another with 7, and another with 1. =_=_ Talk:Half spell damage =_=_ Talk:Text adventure This page pretty much describes old-school text adventures. I'm going to include a couple brief comments about the differences in newer interactive fiction (for instance, they all pretty much automatically understand "pick up") and link to the IFWiki. -- Slandor 23:21, June 9, 2010 (UTC) There is not a single way in which any of the "dunnet" stuff is related to NetHack...? 91.177.181.206 19:12, January 23, 2011 (UTC) =_=_ Talk:Half physical damage I'm mentioning this because I have seen it in spoilers before; from what I see in mhitu.c, half physical damage would not stack. The game simply checks for the property; if you have it, it divides the damage taken by two. Therefore, having two half physical damage artifacts would have no benefit. Granted, this is extremely unlikely in vanilla nethack, as one would have to have changed alignment somewhere to carry both the Master Key of Thievery and the Orb of Fate at the same time, but in SLASH'EM this is relevant, what with the addition of the Gauntlets of Defense and the Hand of Vecna, both of which can easily be gotten by one character. =_=_ Amoeboid (SLASH'EM) The jiggling blob possesses an acidic passive attack and a standard touch attack. It is not actually acidic and therefore is safe to eat. The lava blob has a damaging fire attack and a passive fire attack. The attacks are harmless with fire resistance, and the corpse has a high chance of conveying fire resistance. The static blob is similar to the lava blob, but has more damaging attacks and deals shock damage instead of fire. The corpse has a high chance of conferring poison or shock resistance. The burbling blob is a more powerful version of the jiggling blob, possessing a much more powerful acidic passive attack. Like the jiggling blob, the corpse is not actually acidic and is therefore safe to eat. The moldy pudding is similar to a brown pudding or ochre jelly. It possesses an engulfing attack that will decay organic items in your inventory. =_=_ Burbling blob =_=_ Static blob =_=_ Lava blob =_=_ Jiggling blob =_=_ Moldy pudding =_=_ Evil coins The evil coins are a group of monsters added in SLASH'EM. Their appearance is similar to a regular pile of gold coins with the exception of the regular pile of killer coins, making them somewhat similar to mimics. However the coins will still move and are not concealed, making it simple to identify them either by their movement or using the far look command. See also evil food. =_=_ Evil food Evil food is a group of monsters added in SLASH'EM. Their appearance is the same as a regular egg, tripe ration, or food ration, making them somewhat similar to mimics. However the food will still move and are not concealed, making it simple to identify them either by their movement or using the far look command. See also evil coins. Bad eggs are not related to rotten eggs, i. e. regular eggs old enough to give the "Ugh. Rotten egg." message and confuse you. =_=_ Killer tripe ration =_=_ Bad egg =_=_ Killer food ration =_=_ Huge pile of killer coins =_=_ Large pile of killer coins =_=_ Pile of killer coins =_=_ Confuse =_=_ Talk:Quiver Do you mean that you must wield the launcher, or do you mena that you automatically will? If you do not(actively) =_=_ Talk:Standard strategy (SLASH'EM) Can Neutrals really make themselves nigh-invulnerable by obtaining the Orb of Fate, Gauntlets of Defense, and Hand of Vecna? According to the half physical damage page, half damage is an intrinsic and doesn't stack; is this different in SLASH'EM? -- Slandor 15:08, June 11, 2010 (UTC) Whisperfeet is listed on this page as a suggested wish, but on its own page it says it is not really a good wish. --220.255.2.29 14:04, 17 July 2011 (UTC) =_=_ Jelly (SLASH'EM) SLASH'EM adds a number of new jelly monsters. With the exception of the clear jelly, all possess an acidic engulfing attack, a passive attack, and cause acid damage when eaten. Keep in mind that the engulfing attack of SLASH'EM can corrode objects in open inventory (including your alignment key). In Vanila, only worn armor can be damaged this way. Although it has an acid attack, eating it will not damage you. In fact, it can actually give you cold resistance. The yellow jelly possesses a passive stun attack in addition to the acidic engulfing. Eating the corpse of a yellow jelly will cause hallucination in addition to acid damage. It is much like the Yellow Mold that is seen in vanilla NetHack as well as SLASH'EM. The orange jelly possesses a passive sleep attack in addition to the acidic engulfing. Avoid attacking them in melee if you do not possess sleep resistance. Rancid Jellies possess the same basic acidic passive and engulf attack as their weaker brethren, with no other distinct ability. They are, however, the most powerful of all the jellies. =_=_ Yellow jelly =_=_ Orange jelly =_=_ Rancid jelly =_=_ Mold (SLASH'EM) SLASH'EM adds two new types of molds: disgusting molds and black molds. Both possess a passive poisonous spore attack. They are safe to eat, however, and have a good chance of providing poison resistance. Each time you attack one of these monsters in melee without killing it, there is a chance that a cloud of poisonous spores will be released. The spores are harmless if you are poison resistant, unbreathing, or being strangled. Otherwise, one of three effects will occur: there is a chance of losing 6 & ndash;15 hit points, a chance of losing 3 & ndash;5 points of strength, and a chance of the poison being deadly. Although the source code gives both molds a second passive attack (an acid attack, similar to a green mold), due to a bug in the source code this attack is never actually used. < ref > See SLASH'EM 0.0.7E7F2/uhitm.c#line3033, the code breaks out of the loop when it hits a passive attack. < /ref > Disgusting molds are sessile, meaning they will not move and can only cause damage through their passive attacks. Despite their difficulty, they can be found growing on corpses as early as level one. Players encountering one should find a way to avoid or resist its passive attack. Means of doing so include: If you lack any of the above, simply avoid the mold until you do. Since molds never move, they can pose a problem if they are blocking the only entrance to a room. Thus, one should always pick up a digging tool as early as possible, especially since it is a good idea regardless. Black molds are flagged as only being generated in Gehennom, but this is ignored when corpses grow moldy. It is otherwise very similar to the disgusting mold, and the advice for dealing with it is much the same. Be sure to eat its corpse if you lack poison resistance; it is safe and has a 40% chance of conferring the intrinsic. =_=_ Disgusting mold =_=_ Black mold =_=_ Chicken A chicken is a monster added in SLASH'EM. Feeding it vegan food may tame it. Contrary to what one might expect, they cannot lay eggs, and no eggs will hatch as chickens. While not a threat in and of itself, chickens share a glyph with the instadeath-causing chickatrice. Players should very careful not to mistake a chickatrice for a chicken, therefore. Both tend to appear in small groups. Chickens are hardly worth taming: they have low carrying capacity, are weak in combat and cannot grow up into anything better. =_=_ Frag grenade =_=_ Talk:Frag grenade =_=_ Gas grenade =_=_ Amulet of flying The amulet of flying is a new piece of jewelry introduced in SLASH'EM, UnNetHack and EvilHack. It grants the flying intrinsic, which is similar to levitation but far more useful. Flight is a property possessed by some monsters, which is superficially similar to levitation but has generally more controlled effects, covered on the page about flying. Of its effects, the only one which is negative is being unable to reach items in pits. This is of course easily solved by taking off the amulet on the rare occasions that a valuable item falls into one. Note however that you can descend into holes with the command ("You jump through the trap door."). You don't need to remove it then. Flight is superior to levitation in almost all manners. Basically, it allows the player to not need to worry about terrain much at all, since it allows one to usefully cross and interact with any sort of terrain. In addition, the amulet cannot be destroyed by an electric eel or removed by an incubus, making flight over water considerably safer than levitation over water with a ring. The only possible downside is not being able to use Newton's 3rd law for a quick escape in some situations. This is a valuable item for any player to have on hand, as it removes the need for fountains when diluting potions, and is more convenient than water walking boots. The multitude of other positive effects means that for a careful player who already has drain resistance, this amulet is well worth considering as an amulet in an ascension kit. In particular, it removes the need to switch rings to levitate, which is quite useful in SLASH'EM, given that free action is somewhat more essential. Drain resistance should be given priority, however, although a careful player may find it feasible to quickly switch amulets or wield an artifact that provides the intrinsic. Some players may still prefer life saving, but for those who don't, an amulet of flying may be just the thing. =_=_ Stick of dynamite A stick of dynamite is a new item introduced in SLASH'EM. It is essentially a more powerful grenade, but it is never randomly generated. A stick of dynamite will explode in a fireball doing 6d6 damage, and will attempt to destroy walls and create pits in a 3x3 square centered on the stick of dynamite. This effect is somewhat similar to a broken wand of digging. As these never appear randomly, most players will never see one. The only way they can appear is via a wish, and they most certainly do not merit one. =_=_ Talk:Amulet of flying So one of the mega-advantages of this would be that you can write a dust Elbereth and never fear smudging it, right? And use ranged weapons without moving yourself off of it? Slandor 11:33, June 14, 2010 (UTC) =_=_ Flight =_=_ Candle of Eternal Flame =_=_ Talk:Drawbridge Recently, i destroyed a drawbrdige (Castle one) because i was afraid of another monster doing it while i was on it. Before, i had killed many monsters on the drawbridge. It seems that some (or all) the items landed in the moat. Is it only some, and could someone add it in the article?Newtkiller 12:42, June 15, 2010 (UTC) It appears that the drawbridge in GS functions as normal, except the Bell of Opening does nothing against it. Striking, lock/knock all work fine. Anyone verify this in source? --AileTheAlien 20:36, 8 April 2011 (UTC) Is it save to walk over the drawbridge when you haven't seen any monster, that could zap a wand of striking by using telepathy ? As far as I know only intelligent monsters (who are never mindless) can zap wands and the only mindless monsters with ranged attacks are the iron golem (poison) and Juiblex (acid), which both shouldn't affect it (and Juiblex shouldn't appear in the castle anyway). The only questionable mindless monters are kamikaze attackers (e) can they destroy it ? =_=_ Raise zombies Raise zombies is a technique added in SLASH'EM for the necromancer role. It will attempt to revive all corpses in adjacent squares and turn them into an appropriate zombies. Kobold, gnome, elven, human, ettin, and giant corpses will result in the corresponding zombie type. Goblin corpses will result in orc zombies. Other humanoids will become a ghoul 3/4th of the time or a ghast the remaining 1/4th. There is no effect on non-humanoid corpses. An attempt will be made to tame the resulting undead with the same chances as casting . The undead will always be hostile if not tamed. You will be unable to move for 2 turns even if there was no effect, and the technique will be usable again after 1000-1500 turns. I play as Casmith789 on NAO and can find me in #nethack on freenode. I have ascended all 13 roles, most of them more than once, and valkyries over 10 times; I have a 100% 6-ascension valkyrie account (6 ascensions in 6 games) that is still ongoing: =_=_ Nighthorn Nighthorn cannot be randomly generated or wished for, and can only be obtained upon killing Nightmare; Nightmare does not normally leave a corpse, but will instead drop Nighthorn if killed in a way that would otherwise leave a corpse (i.e. without disintegrating or digesting her). The dropped Nighthorn will always be generated cursed and at +0. In SLASH'EM, Nighthorn is lawful and obtained at the end of the Lawful Quest, where Nightmare resides. It is functionally no different than a normal unicorn horn, except that it provides reflection when wielded. Most characters will find little reason to apply Nighthorn over a regular blessed and enchanted unicorn horn for curing status afflictions. As a weapon, it is a viable option for the mid-game, though non-lawful characters may be dissuaded due to the chance of taking 8d6 blasting damage; it is still worth considering if they are not restricted in the unicorn horn skill and other sources of reflection prove scarce. In dNetHack, Nighthorn is a chaotic and intelligent unicorn horn, and is obtained the same way. However, Nightmare is a chaotic unicorn in dNetHack, and will thus be peaceful towards chaotic characters; a chaotic who wants the horn may need to take the & minus;5 penalty to Luck and alignment for killing a coaligned unicorn, unless they can get a pet to manage it. Nighthorn will now always blast its user when picked up, and will additionally always evade the grasp of lawfuls. It grants +1d12 to-hit and does an additional 1d24 of fire damage; while wielded, it grants fire resistance, and hitting a monster causes a fiery explosion centered on that target. When carried, it acts as a luckstone; additionally, if you are chaotic, it acts very similarly to an "aligned" scroll of scare monster, causing non-chaotic monsters to flee if you stand on its square while it is on the ground. Nighthorn can be #invoked for levitation. As unicorn horns are now one-handed in dNetHack, Nighthorn is a much more viable and valuable weapon, though it does poorly against demons and other monsters with fire resistance. Nighthorn has no encyclopedia entry; however, the parser recognizes the "horn" in "nighthorn", and will return the encyclopedia entry for that item. =_=_ The Eye of the Beholder The Eye of the Beholder is the reward for the Neutral Quest in SLASH'EM, along with the Key of Neutrality. It provides no effects when carried or wielded, but has some (rather nasty) effects when invoked. You will be asked for confirmation when trying to eat the eye. If you eat it, you will take 150 & ndash;199 damage, so this is a Bad idea ("This Eye of the Beholder is delicious! You feel a burning inside!"). If you should survive eating the Eye, it provides 10 nutrition. As with the other two alignment quest artifacts, you must kill the Beholder in such a manner as to leave a corpse to obtain the Eye. Wishing for the Eye will always fail. Invoking the Eye has two possible effects. If your luck is less than & minus;9, then the Eye "turns on you!" and you die instantly. Otherwise, it "looks around with its icy gaze!" and all non-undead monsters in lit area in line of sight are reduced to of their remaining hitpoints. This will never kill any monsters directly. This affects tame, peaceful, and hostile monsters equally, but it will not reduce tameness or anger peacefuls. Invoking the Eye has the further effect of reducing your alignment record and Luck by 3 each. In general, this is the weakest of the alignment quest artifacts, given that it has no use other than its invocation, which is a somewhat mixed effect at best. You can as well just sacrifice it. Still, it could be useful for clearing out special rooms such as zoos and throne rooms, although you should make sure to light up the room beforehand. From the famous literary quote: "Beauty is in the eye of the beholder". "Beholder" is a less frequent English word for "observer". The Eye's "icy gaze" appeared in SLASH 6, a precursor to SLASH'EM, as the invocation effect of the Eye of Vecna, a defunct artifact which was an alternate death drop for Vecna. =_=_ Alignment quest The alignment quests are a set of three alignment-themed quests found in SLASH'EM and dNetHack. The inclusion of alignment quests in dNetHack was inspired by the alignment quests in SLASH'EM, but the quests themselves are quite different. In both variants, the quests yield alignment keys and alignment artifacts. In SLASH'EM, portals to each quest are found between levels 15 and 19. Each quest has only one floor with a unique, covetous enemy that must be killed to retrieve their alignment key; each unique enemy will be surrounded by minions of similar alignment, and will also dop a unique artifact made of one of their body parts if killed in a manner that normally leaves a corpse (i.e. everything outside of disintegration and digestion). The alignment keys are used to open the central six doors in the top level of Vlad's Tower, which have been made indestructible in SLASH'EM. Because of the configuration of the doors, you will always need two keys to reach Vlad, and therefore you only need to do two of the alignment quests to easily reach him. However, it is still possible to obtain the Candelabrum of Invocation without the alignment keys. There are two main ways to do this: The Chaotic Quest sees you fighting Vecna for his hand and the Key of Chaos. He is surrounded by an army of , , and , and has a very high base level himself, making the Chaotic Quest the hardest of the alignment quests. It is also the most rewarding of the three, given that the level also contains a large number of chests, scrolls and spellbooks. Be aware that the portal might take you right next to Vecna himself, so be prepared with a means of creating a permanent Elbereth. The easiest quest but also the least rewarding, the Neutral Quest is filled mostly with gas spores and a few random monsters, with the Beholder guarding the Key of Neutrality at the end. Be sure to have magic resistance, reflection, or a source of blindness before entering the level, and be mindful of the fact that the Beholder is represented by the same glyph as all of his attendant gas spores. A ranged weapon is also advisable, although it is not an absolute necessity for a strong character. The reward, the Eye of the Beholder, is not terribly useful overall in comparison to the others. The Lawful Quest plays vaguely like something out of a horror movie. It is filled with numerous illusions, including deceptively #named items made to look like ascension kit items or artifacts, doors which lead nowhere, a false temple, and more. Beneath its illusions, it does always contain a coaligned altar and cursed -9 gray dragon scales (which you will likely have to fight an arch-lich to obtain; stoning is very handy here). It often, but not always, contains an amulet of flying as well. The quest nemesis, Nightmare, inflicts surprising amounts of damage but is otherwise unremarkable. She drops the moderately useful Nighthorn and the Key of Law when killed. In dNetHack, the alignment quests now have dedicated branch levels that are multiple floors long and divided into roughly three parts; portals to each are found between dungeon levels 12 and 20. Multiple unique creatures serve as guardians for each quest, and all contain multiple artifacts related to the theme of the quest, most of which are associated with one of the unique enemies. The quests each have three alignment keys associated with them, but the precise means of obtaining the keys varies between quests. The keys are required for the three doors in the Valley of the Dead; they have been made indestructible in dNetHack, and each requires an alignment key to open. Any alignment key can be used to open any of these doors, but the key is destroyed in the process, and three of the nine total alignment keys are needed for access to Gehennom. Note that it is impossible to level teleport past the Valley in dNetHack before descending into Gehennom via the Valley stairs. This means you need to either fully complete a specific alignment's quests or partially complete any combination of multiple alignment quests. The Neutral Quest is a hybrid quest inspired by D & D and the Cthulhu Mythos, and sees you traveling across the Outlands, and then descending through the Lethe Waterway and the Gulf of N'Kai. The latter portion of the Neutral Quest is based on the Lethe patch. The unique quest enemies are the Center of All, argentum golems, the Alhoons, and Great Cthulhu. The Outlands portion of the quest contains a branch to the Shrouded dispensary, where Illurien of the Myriad Glimpses can be found. There are also numerous map inclusions that are eligible for generation in the Outlands portion of the Neutral Quest, some of which contain unique artifacts. The Law Quest is inspired by D & D, and sees you traveling up through the Paths of Law, across the woodlands of Arcadia, and then ascending a fortress and tower (note that the quest branches into two paths here). The unique quest enemies are Axus, the Arsenal, and Lady Oona. In dNethack 3.16.1 and later, there are also numerous map inclusions that are eligible for generation in the Paths of Law and Arcadia woodlands portions of the Law Quest. =_=_ Alignment key The alignment keys are artifact skeleton keys found at the end of the alignment quests in SLASH'EM. They are all intelligent but otherwise have no special properties. Wishing for any of them is not allowed ("For a moment, you feel something in your hands, but it disappears!"). The main purpose of the alignment keys is to open the artifact doors in Vlad's Tower. To reach Vlad himself, two of the three keys (any two) are needed. However, as mentioned in the alignment quest article, this is not absolutely necessary to obtain the Candelabrum of Invocation. In SLASH'EM, unlocking tools can break, whereas these artifact keys never will( they can corrode and rust however). Therefore, one's own alignment key is ultimately a very useful item to have, and even a cross-aligned key can be useful to open a chest without risking breaking its contents, although one will sustain up to 8d10 blasting damage for every use. They can be put into containers, including a bag of holding, and if such a bag of holding blows up, the artifact key is lost forever and the game also often throws a "indestructible object free" error message. If more than one of the keys is destroyed this way and the doors on Vlad's tower are not yet unlocked, winning the game requires the player to use one of the alternate strategies to wake up Vlad. In Slash'EM Extended the alignment keys can only open the specific locks in Vlad's Tower, and nothing else. This was done to prevent standard (non-artifact) unlocking tools from becoming useless once the player acquires their own alignment key. They also cannot be confined in containers anymore, which fixes the bug where exploding/cursed bags of holding could destroy them permanently. =_=_ Key of Chaos =_=_ Key of Neutrality =_=_ Key of Law =_=_ Wand of draining The wand of draining is a new wand introduced in SLASH'EM and dNethack. Similar to a spellbook of drain life, it casts an unreflectable beam which drains a level from its target monster. Like the spellbook, it also drains enchantment (one point at a time) from armor and weapons, and charges from rings, wands, and chargeable tools. This wand has the same effect as the spellbook of drain life, and will self-identify if this effect is seen. When engraved with, if there is a pre-existing message, it will erase part, or possibly all, of it. This generally produces the message "The engraving looks different now" which is shared with the wand of polymorph in SLASH'EM; however, reading the message will clearly differentiate between the two, as the wand of polymorph produces random, very recognizable rumors. If the pre-existing engraving is sufficiently short, the wand will instead give a message about the engraving disappearing; to avoid this ambiguity with the other wands that do that, dust-engrave moderately long messages (6 letters is enough) before engrave-testing unidentified wands. Unfortunately, monsters know how to use these wands all too well. The beam cannot be reflected, and magic resistance provides no protection against it. Monsters are content to empty these wands on you, quite possibly killing you from level drain, and at the very least leaving you considerably weaker. They will very preferentially use these wands against you, it seems. If the Guild of Disgruntled Adventurers is generated in SLASH'EM, expect to see large numbers of player monsters carrying these. In dNethack, these wands are much, much rarer than the ones in SLASH'EM to the point that the player may have difficulty obtaining one, thus vastly reducing their threat (But they are still possibly dangerous; Binders can accidentally unbind Numina). Most players get by without obtaining drain resistance. The only protection against these wands is drain resistance. This is a rather obscure property in vanilla nethack that becomes a vital part of an ascension kit in SLASH'EM, mostly due to this wand. It is provided from the following sources: For those who don't mind the potential loss of a level, it is sufficient to have the amulet in open inventory, ready to be replaced when a monster begins attacking with a wand of draining. You will possibly lose two levels in the two turns it takes to remove the current amulet and put the amulet of draining on, but be able to regain one level almost instantly. A very fast monster, such as a quickling or fire vampire, with a wand of draining could inflict even more lost levels, although luckily such monsters are relatively rare. The Hand of Vecna provides drain resistance when wielded, although since it is itself a poor weapon, one will have to find another way to kill the draining monster, or wait for it to run out of charges. One might also try carrying Excalibur or Stormbringer as a backup weapon. Those who do not have a means of protection would be well-advised to pick up and/or stash any wands of draining they find. Generally, drain resistance is not necessary as a full-time equipped item, as wands of draining have an abysmal drop rate. However, there are still some situations in which it's necessary or helpful, such as when fighting Axus in the Library of Law. It can be obtained by: =_=_ Deep dragon scales =_=_ Amulet of drain resistance The amulet of drain resistance is a new amulet in SLASH'EM which provides drain resistance, as is provided in vanilla nethack only by wielding Stormbringer, Excalibur or the Staff of Aesculapius, the last of which no longer provides the intrinsic in SLASH'EM. Due mainly to wands of draining, drain resistance becomes a necessity in SLASH'EM's late game. The amulet of drain resistance is a very good choice for fulfilling this, at least for those who would otherwise wear an amulet of life saving or an amulet of flying. Be aware that a fast monster may be able to drain 2 (or possibly even more) levels from you before you can replace your amulet, resulting in a loss of level that cannot be immediately undone. Don't bother trying to eat them hoping to acquire intrinsic drain resistance, as it is impossible and merely wastes the amulet. =_=_ Talk:Alignment quest I feel like it'd be much easier to just split these into two dNetHack and Slash'EM sections and subsection everything else under those. --Umbire the Phantom (talk) 05:54, 9 January 2020 (UTC) =_=_ Talk:The Eye of the Beholder From a brief look at the source, invoking the eye will directly reduce the hp of every monster it affects, and therefore will not anger them/reduce tameness for pets. Could someone confirm this? -- Qazmlpok 11:23, June 18, 2010 (UTC) Does #invoking affect monsters seen by invravision / telepathy / external telepathy / monster detection? Tjr 14:45, June 18, 2010 (UTC) Looking at the source, it appears that lifesaving doesn't help when the Eye turns on you. Is that correct? Kufat (talk) 09:50, 20 October 2018 (UTC) =_=_ User:Sir Colton =_=_ User talk:Sir Colton =_=_ Talk:Lawful Quest When I did the Lawful Quest I found that not all of the things that were described as being here were. For instance, I think there were only three or so Spice Girls. (Incidentally the SLASH'EM devs messed the names up -- for the sake of parallelism, Ginger should be called Geri.) And the Alignment Quest page says that the amulet of flying is not guaranteed. Any word on the probability of the items appearing? -- Slandor 01:30, June 19, 2010 (UTC) I like to play SLASH'EM when I'm not doing other things like playing WoW or doing stuff on YouTube. Although I've been playing this game for at least a year now, I've never actually ascended, and probably never will. =_=_ User:GreenReaper =_=_ User talk:GreenReaper =_=_ Talk:Illiterate What are the big challenges and strategies for an illiterate character, assuming no other conducts? Elbereth, obviously. Otherwise it seems to me like my main uses for scrolls in my own games are the cheap ones -- ID, enchanting, remove curse -- plus a scroll of earth in the Big Room and charging for the wand of wishing and maybe some wands of death and teleport. But you can do a lot with price-ID (especially since shopkeepers will help you with damage bonuses), and you can still engrave-ID to your heart's content, since polymorphing an 'x' doesn't break illiterate conduct. Would the Valk be the obvious choice -- besides her reduced need for Elbereth and spellbooks, she's guaranteed a highly enchanted piece of armor and lightly enchanted sword, and half damage from the Orb seems like it'd mitigate reduced AC. Is going as a neutral Valk and wishing for the PYEC cheap, or is it better to dip for Excalibur anyway? And what do you do with the Big Room, besides hoping it isn't there? -- Slandor 18:32, June 19, 2010 (UTC) You can either destroy the first scroll of scare monster you find and know the rest, or you can save all types of scrolls, later identifying scare monster safely. The first alternative means picking up all unknown scrolls three times and type-naming them. The second one means carrying a bunch of unidentified scrolls around, perhaps price-identifying them inside a container, and blessing one of each kind. A blessed scare monster will then become uncursed without disintegrating. In case it's relevant, I'm thinking of an illiterate atheist pacifist, who needs scrolls of scare monster especially badly and doesn't get more scrolls from death drops. =_=_ Kobold Shaman =_=_ Orc Shaman =_=_ Golden Naga =_=_ Gauntlets of defense =_=_ Talk:Ghost Tjr added to the article that ghosts have the same experience level as the late player but left in a comment that he was not sure if the maximum hit points are based on the late player aswell. How are the maximum hit points determined? --99.239.146.253 22:17, 29 May 2011 (UTC) I've noticed that in the Android ports of NetHack, the 1/7 chance of ghosts having my character's name seems to extend to any of the characters I've played on that device. My question is how to (properly) make a note of that. --Umbire the Phantom (talk) 10:42, 17 October 2019 (UTC) =_=_ Speed monster =_=_ Talk:Sit Does the advice about preventing monsters from following you through the portal apply when no monsters are adjacent? If you're going to step off from the portal then a monster might follow you through, but if you just stumble into the portal and say HOLY CHEESE PURPLE L (or HOLY CHEESE BLACK DRAGON in the Healer quest), it seems to me you shouldn't need to engrave Elbereth on the portal to make a clean getaway unless one of the monsters is generated adjacent to you. Slandor 16:39, June 22, 2010 (UTC) =_=_ User:Newtkiller/Keybindings =_=_ Talk:Nighthorn As for strategy, it seems to me that the non-lawfuls who are most likely to find it useful are Tourists and Healers who are desperate for some source of reflection for their quests. Unihorns may be the best weapons they can get at that point anyway. You'd need a way to uncurse it and some enchantment scrolls to burn, though. I don't speak from experience, though (except for how important reflection is in the Tourist quest if you don't have MR yet). Slandor 03:25, June 23, 2010 (UTC) This is also a artifact in Dnethack. You get it by killing Nightmare in the Chaos Quest. When it dropped for me it was a -2 artifact unicorn horn. I don't know if it has the same properties as in Slash'em or if it just has the same name. Wolfwood (talk) =_=_ User:Newtkiller/NAO partial log =_=_ Talk:Artifact blast Could someone verify this list? More specifically, wishing and stealing? I'm not seeing anything in steal.c, although I'm not sure that's the correct file for a player stealing from monsters. Is it possible to get a Nymph or whatever to pick up a cross-aligned intelligent artifact and steal it from her to bypass the artifact blasting? Wishing will definitely blast you, but if you are fumbling or if your inventory is full the wished-for item will automatically drop to the floor instead of going into your inventory. Could this be used to bypass the blast? -- Qazmlpok 17:39, June 23, 2010 (UTC) =_=_ User:Newtkiller/Partial log =_=_ Ocre jelly =_=_ Talk:Levitation boots =_=_ You hear the sounds of civilization =_=_ You reel... on level 9 [max 11]. Killed by Yeenoghu. - [71] Along the lines of all the damage charts you've been making, what do you think of the idea of making a comparative damage chart, either for weapon or artifact weapon? It would be a great way to actually back up assertions like "Grayswandir is the best weapon in the game" or "Snickersnee and Excalibur are about the same," which have been on the wiki forever. I'd do it myself, but I don't know how to make those pretty charts. Anyway, just a thought I had... -Ion frigate 09:32, July 7, 2010 (UTC) This is a "Photoshopped" picture by myself (actually, I used GIMP...), in the sense that I'm the one that manipulated it. Made back in May 2007. Listing "fair use" here as it's parody. Or perhaps more technically satire. While I doubt there will be any particular desire for these images, here are some of the portions of the image. It's just too easy for me, and cause someone else just too much trouble should they want them. =_=_ File:Larva.png =_=_ File:Maggot.png =_=_ File:Dung worm.png Do we want to keep these articles (A, B, etc.) the way they are right now, or should creatures from other variants, specifially SLASH'EM, be added to these lists? For example, this article does not contain the Larva and its successors. -AlphaPikachu578 06:02, June 27, 2010 (UTC) =_=_ White coat =_=_ Celibate =_=_ Book =_=_ Forum:Lost my Amulet of Yendor I just got the Amulet of Yendor. I was making my way up to the first dungeon level to enter the planes. When i tried to go up the stairs, it asked me if i was sure, the usual. I realised something was wrong. Looking in my invent. I noticed my Amulet of Yendor missing. I most likely had it stolen by the Wizard at some point and killed him without taking it. What can I do? I have no idea where it could be as I killed him heaps. I'm a tourist, and this is my first time getting to even the castle. Please help me find an easy solution! =_=_ King cobra A King cobra is a monster added in SLASH'EM, essentially a somewhat stronger cobra. It is never randomly generated, but can sometimes appear on the Lawful Quest. =_=_ Vorpal jabberwock (SLASH'EM) =_=_ Juggernaut The juggernaut is a monster added in SLASH'EM. It sports an incredibly high base level, and can dish out large amounts of damage. However, it is somewhat slow, and lacks any special abilities or resistances. By the time it appears, it is not a huge threat, and any character who lacks the AC to stand up to its attacks can easily take it out with ranged weapons. =_=_ Mew =_=_ Howl =_=_ Silver mace In SporkHack, silver maces are never generated randomly, but serve as the base item for Demonbane, which is the only artifact silver mace; it is possible to wish for a regular silver mace. The weapon's weight is the same as the ordinary mace (30). =_=_ Forum:Help! Nethack does not recognize mind flayer for scroll of genocide blessed scrolls require a class. You cannot give them individual monsters. The only way to genocide a mind flayer via blessed genocide is by genociding h, which you can't do. Genocide something else, and come back for mind flayers later. -- Qazmlpok 12:00, June 29, 2010 (UTC) Hi, welcome to NetHackWiki! Thanks for your edit to the :Forum:Help! Nethack does not recognize mind flayer for scroll of genocide page. =_=_ Talk:Elven broadsword Specifically, the line "or if that fails." This could be taken to mean that the latter section only applies if the former check FAILS, and not always, as my 1 in 3 comment says. The fact that there was a semicolon afterwards makes me think the two are to be taken singly, with "and either" to mean they're equally weighted, three options, ergo, 1 in 3. I can speak from personal experience, however, that the odds of getting one is pretty good. They're actually sort of hard to avoid, especially in the early game being on the receiving end, rather than minmaxing end. This may be new behavior (I play 3.7-dev on hardfought). I have definitely burned wooden weapons in melee against monsters with a passive fire attack (red mold and fire elemental in my experience). Uncertain about ranged attacks... =_=_ Fire traps =_=_ Talk:Grappling hook The source-diver who wrote that must not have known that NetHack measures distance by the square of the euclidean distance. I.e.: There's a comment in the source code that suggests some interaction between grappling hooks and traps on the target space was planned, but none is implemented yet. =_=_ File:ScrollsAmulets.odt =_=_ File:ScrollsAmulets.pdf =_=_ Deep dragon =_=_ Baby deep dragon =_=_ File:Dudley-NetHack-344-Polymorph.png It's a comic I made back on June 30th, 2005 (as per the timestamp on my drive). I don't recall if I ever submitted it to the site—the good money is on "No." Still. It's irrevocably mine, and I release it into the public domain. Both the script and the image itself. The only element I can't say is mine is the name of the site in the corner (it is a screenshot). =_=_ Talk:Cockatrice nest Hmm. This could use an example of what a vault looks like. I'll make something later—maybe ASCII, maybe an image. Feagradze 10:25, July 1, 2010 (UTC) Why "around"? Isn't that the exact chance, provided cockatrices aren't extinct/genocided, and the level has a suitable room, which is always the case, see Robert Schneck's investiations? --Tjr 00:38, 21 August 2011 (UTC) =_=_ Forum:Help!My angered me =_=_ File:NetHack Demogorgon.png A screenshot of my grand battle against the demon prince, Demogorgon. Despite the cropping, this is most likely taken in PuttyTEL, and on NAO. Taken on Sept. 4, 2005. Rated < tt > @ < /tt > for < tt > ASCII < /tt > ! An obvious parody of the ESRB rating system. Originally made for the image nrs-nethack-the-movie.jpg, and being entirely of my own work, I release it into the public domain. A chromatic stone logo of the text "NetHack" in the Dark Crystal font. Originally made for the file nrs-nethack-the-movie.jpg, it has been slightly modified (changed layer mode) to make it somewhat brighter. Being of my own work, I release it into the public domain. =_=_ File:NHC-Wand-Charging-Odds.png Chart showing the odds of a wand exploding from recharging, plotting the function: < tt > n < sup > 3 < /sup > / 343. < /tt > =_=_ File:NHC-Cumulative-Wand-Charging-Odds.png =_=_ Talk:Foodless I don't think skilled monster detection is a good substitute for telepathy in a foodless game unless you're a Wizard, since casting spells costs nutrition for a non-Wizard. djao 07:04, July 3, 2010 (UTC) =_=_ Category:Public domain In regards to NetHackWiki, this almost certianly means that the work in question was officially released into the public domain, as NetHack, even being over twenty years old, is still far too young for any materials relating to it to otherwise be public domain. =_=_ File:NetHack-Logo.svg =_=_ File:NHC-Altar-Conversion.png Can we really use public domain for work originally submitted to Wikia? Did you check Wikia doesn't itself claim copyright to such work, but grants everybody a creative-commons style license? Tjr 11:06, July 3, 2010 (UTC) =_=_ Forum:YANI: 5 new artifacts, comments wanted I have an idea for five new artifacts (for which I've actually coded a patch against SporkHack), but I'm looking for the community's input on their abilities. Here they are: Luck Blade: Neutral short sword. It acts as a luckstone of equal beatitude when carried, gets +d3 to hit and +d4 to damage all monsters. Additionally, on each hit, if the roll of a d20 is less than your luck, it inflicts an additional 2d8 damage. If the enemy wields it against you, the test is reversed so that the extra damage gets more likely the less lucky you are. Spineseeker: Chaotic rogue stiletto, gets +d5 to hit and +d6 to damage all monsters, and deals double damage against fleeing foes. Would be the first sac gift for rogues. A rogue's backstab damage isn't doubled. Ravenbrand: neutral scimitar, +d5 to hit, +d6 to damage all foes. On hit, there's a 50% chance to blind and a separate 50% chance to slow enemies. Blinded enemies might (20% chance) turn to flee, while slowed enemies might (50% chance) be "lacerated by barbed chains of shadow" and take d10 damage. The damage may still occur even if the enemy was already slowed. My patch makes a lot of other changes, but a few of them are relevant here - I've removed trident skill, and put tridents under spear, and collapsed scimitar and saber skills into one skill called "curved sword". I also moved katanas to the curved sword skill. Without these changes it seems Blasphemy is mostly useless, true enough. I'm thinking of tweaking the others as so: Luck Blade: Might change the luck test a bit so that the extra damage is somewhat more likely. (maybe if d20 < luck+4?) Incidentally, this Luck Blade was inspired by SLASH'EM's Luckblade, but I thought that one wasn't interesting enough. snapshots: 2010-07-01.0417 turn 20577, XP8, Co/In/Wi 18, Ch14, AC-5, [speed, [SDSM, [MR, [leather, =poison/conflict/TC/poly/..., (holding, stetho, 2 lamps, magic whistle, key,towel, mirror, second sack, luckstone, touchstone, Luck=max, 2 magic markers, Spells: force bolt, magic missile, healing, teleport away, light, charm monster, drain life, confuse monster, detect food, detect monsters (divination at skilled); "unchange, [displace; only 1 last holy water in stock (and no cursed water); water demon and cross-aligned temple in mine town =_=_ Borrow The #borrow command is an extended command unique to SLASH'EM. As the name implies, it attempts to "borrow" - or more specifically, steal - gold from a nearby monster of the player's choice. You obviously must have hands to steal, and your encumbrance must be less than strained. There must be a monster at the square you specify, but it is not necessary for you to be able to detect the monster. If the monster is not tame there is only a chance of success. Your chance of success is based on your dexterity and if you are a rogue or not. There is no benefit from polymorphing into a monster that is able to steal items through attacks, e.g. a nymph or leprechaun. The base chance of success is 5%, plus your level times 2 if you are a rogue. Your dexterity bonus is your dexterity minus 10 if below 10, your dexterity minus 14 if above 14, and 0 otherwise. This bonus is multiplied by 3 if you are a rogue and is added to your chance. There are penalties based on the gloves, shield, and body armor you are wearing: The chance is finally restricted to between 5% and 95%. Failing to steal from a peaceful monster will anger it. Successfully stealing from a non-tame monster will also exercise dexterity. =_=_ File:Squealer.png =_=_ Talk:Scroll of enchant weapon Dude, you're doing it wrong. The right way to go about overenchantment is to use stackable weapons. The most common target for overenchantment is daggers, since they're great throwing weapons to begin with, they're suitable for many roles, and they're stackable. Of course, most (all?) stackable weapons are projectile weapons, which benefit more from overenchantment than melee weapons since (with enough skill) you can throw more than one weapon per attack. The advantage of stackable weapons is that a single scroll of enchant weapon can enchant a whole stack at once. This greatly reduces the number of scrolls that you need. You can collect a stack of (say) 200 daggers and enchant them all up to +7 with the same number of scrolls as it takes to produce a single +7 non-stackable weapon. Then you split the stack up into four stacks of 50 +7 daggers each, and attempt to overenchant each stack. Odds are one of them will survive and become +8. (If you do the math, your chances of succeeding are a little over 80%.) Now you have a stack of 50 +8 daggers. Divide it again into four stacks of 12-13 daggers each, and read another four scrolls on the four stacks to get (with high probability) a stack of +9 daggers. If you want you can even continue enchanting the +9 daggers one by one until you get one to +10, but most of the time a stack of +9 daggers is good enough. I propose that we revise the overenchanting section so that it covers stackable weapons first, since stackable weapons are so much more suited to this strategy. The present text can be retained, or trimmed, but it should be secondary to the case of stackable weapons. djao 07:53, July 5, 2010 (UTC) If I read a non-cursed scroll while confused when the weapon is already at +7, does the weapon still have a chance to evaporate, or does it just gain the rustproofing? Chessnuts (talk) 02:28, 20 August 2014 (UTC) You can also curse Magicbane, then engrave with it to reduce its enchantment. Useful if you don't have Drain Life. --216.252.195.246 22:43, 23 December 2014 (UTC) =_=_ Talk:Energy Your energy regenerates every < math > \lfloor (38 - \mathit{level}) \times 3 / 6 \rfloor < /math > if you are a Wizard... Yes, it is equivalent. The reason it isn't simplified is because that's how it's written in the source; and it isn't simplified in the source because it's written as (38 - level) * (3 or 4) / 6. -- Qazmlpok 01:06, 30 November 2010 (UTC) I noticed the wiki says it costs 19 power points to teleport. I don't have a vanila game going to check the 19 number but it costs 30 points to teleport in Slashem. Ndwolfwood 23:54, 20 December 2010 (UTC) In slash’em 0.0.7E7F3, the number of turns between power regeneration is actually [(45-level) x 3/6] or [(45-level) x 4/6]. (wizard and non-wizard) Version one is the byte-for-byte version, as from Wikipedia. Version two has the noise cleaned up (selective noise reduction), and has two cloned layers, x and y, x to divide, and blurred 8px. Y blurred 3px, normal. The original clone, overlaid on top, and set to 50% opacity. Quick, hackish, do whatever works edit. Version three < s > does the impossible < /s > furthermore vectorizes in InkScape, thus allowing it to be scaled to a far larger size. =_=_ Full healing =_=_ File:Bardiches-Colored.png Some remarks: the reason it's a new image, rather than a version, is partly because my change has made it no longer a diagram in the usual sense of the word, instead being an illustration. The other reason is because the license of the former image wasn't explicitly given in the former image. This may or may not be within the terms of the license. As it stands, I doubt they mind, as it's still in the spirit of the original—helping to explain the weapons of NetHack. =_=_ File:Trident, Burmese, 18th century.JPG The question is: do you use the normal touch typing zones (both hands), or do you rest your right-hand fingers one step left of the normal typing position? =_=_ User:ZombieRoboNinja =_=_ User talk:ZombieRoboNinja =_=_ Talk:Borrow =_=_ File:Glaives-Colored.png =_=_ File:Voulges-Colored.png =_=_ Mirrorbright Mirrorbright is a neutral artifact shield of reflection specific to SLASH'EM. It is the first sacrifice gift for healers. When worn, in addition to the usual reflection, it provides hallucination resistance, much in the manner of Grayswandir. It is also implemented in dNethack as a chaotic bronze roundshield that can be enchanted to +7, and #invoking toggles conflict. It retains its reflection and hallucination resistance. The main virtue of Mirrorbright is simply as a shield of reflection that neutrals can receive via sacrifice. This can provide a much-needed property early in the game and/or save a character a wish. However, it is certainly not worth an artifact wish by itself; wish for a normal shield of reflection instead. Hallucination resistance is only marginally useful in the early game, and is almost completely superseded by a well-enchanted unicorn horn. Unfortunately, Mirrorbright actually poses something of a problem for healers; as their first sacrifice gift, it is rather unhelpful, since shields of reflection make spellcasting - which many healers will rely on - almost useless. Additionally, the guaranteed gift of Mirrorbright makes it far more difficult for healers to acquire an artifact weapon, which only worsens their generally low hitting power. =_=_ Skullcrusher Skullcrusher is a SLASH'EM-specific lawful artifact club. It is the first sacrifice gift for cave(wo)men, and deals an extra 10 damage to all monsters, as well as having a +3 to-hit bonus. While not as overpowered as the other role-specific club in SLASH'EM, Skullcrusher is still a significant boon for cavemen. It makes the early game a breeze, and is a usable weapon even through SLASH'EM's late game. In terms of damage, it is only slightly worse than Excalibur or Snickersnee, particularly when considering highly enchanted weapons. In short, it is a reliable, usable, if not particularly extraordinary weapon throughout all of SLASH'EM. It is probably not worth an artifact wish though, particularly since any role that could use it could also use the more powerful Bat from Hell. =_=_ Doomblade Doomblade is a chaotic artifact orcish short sword introduced in SLASH'EM and included in SpliceHack. It deals a flat extra 10 damage against all monsters, with a 25% chance of dealing an extra 5d4 damage every attack. This is indicated by the message "You plunge the Doomblade deeply into < monster > "; however, it still deals extra damage to incorporeal or tiny monsters, despite what the message might seem to imply. You can still deal this extra damage even if wielding Doomblade as an offhand weapon (which is allowed for artifacts in SLASH'EM). One might consider this weapon the useful big brother to Grimtooth. Although it is somewhat rarely seen, given the multitude of artifacts in SLASH'EM, it is actually one of the best weapons in the game. On average, it will deal an extra 13.125 damage, which is better than Excalibur, Snickersnee, and the new Skullcrusher. Oftentimes, the extra 5d4 damage is just the thing to finish off a difficult monster, and it occurs frequently enough to be useful, as opposed to just being an occasional bonus. Even if one is unlucky with its random damage bonus, its standard damage bonus makes it a perfectly viable weapon, even in SLASH'EM's end game. Players who cannot effectively use the Bat from Hell due to being restricted in clubs may find this a worthwhile wish, as might those who want an extremely powerful artifact with which to #twoweapon. =_=_ Talk:Wand of create monster Perhaps rather than having the subjective template, maybe it would be a better idea to just say in what situations/ for what players breaking a wand of create monster is a good idea (eg magic resistant or high hp to survive the blast, strong or having Elbereth square or sanctuary, away from priest... a lot of these are already mentioned anyway). -Ion frigate 09:06, July 7, 2010 (UTC) =_=_ Talk:Wand of magic missile While true, the above has nothing to do with wands of magic missile. The contributor is encouraged to move it someplace appropriate. See NetHack_units for similar conundra. Tjr 11:46, July 7, 2010 (UTC) =_=_ Mc =_=_ File:Alchemy-Reference-Card.png Example of an (as yet incomplete) reference card of my own. It presents a quick, convenient way of telling the various potions that can be obtained through alchemy. This is my own work, but I'm going to assume that, since it's a reference to the rules and potion names of NetHack, that it follows the same license as a NetHack screenshot would. =_=_ Talk:Reference card =_=_ File:Polish Horseman's picks from XVII century.jpg Polish Horseman's picks from 17th century. From Wikipedia (http://en.wikipedia.org/wiki/File:Polish_Horseman's_picks_from_XVII_century.PNG), where it's licensed under both GPL version 1.2 and Creative Commons Attribution 3.0 Unported; as a derivative work, all subsequent versions, including this JPEG-saved copy of the original enormous 2.47MB PNG, are therefor licensed under GPL3.0 and CC-BY. =_=_ Template:From Wikimedia A modern reconstruction of a 15th century brigandine armor, taken from Wikipedia (http://en.wikipedia.org/wiki/File:Brigfront.jpg), and is licensed under Creative Commons Attribution 2.0; attribution goes to "Nicholas Santella". =_=_ Mine town =_=_ File:Sling bullets clay and stone.JPG Sling bullets, of baked stone and clay, found at Ham Hill Iron Age hill fort; image taken from Wikimedia Commons, where it's been released into the public domain (http://commons.wikimedia.org/wiki/File:Sling_bullets_clay_and_stone.JPG). =_=_ File:NHC-Projectile-Longevity-2-in-3.png This description is shared among all six of these charts, and thus, the actual function will vary slightly (replacing the instance of 1/3 with whatever the odds happen to be). =_=_ File:NHC-Projectile-Longevity-1-in-3.png This description is shared among all six of these charts, and thus, the actual function will vary slightly (replacing the instance of 1/3 with whatever the odds happen to be). =_=_ File:NHC-Projectile-Longevity-1-in-4.png This description is shared among all six of these charts, and thus, the actual function will vary slightly (replacing the instance of 1/3 with whatever the odds happen to be). =_=_ File:NHC-Projectile-Longevity-51-in-100.png This description is shared among all six of these charts, and thus, the actual function will vary slightly (replacing the instance of 1/3 with whatever the odds happen to be). =_=_ File:NHC-Projectile-Longevity-26-in-100.png This description is shared among all six of these charts, and thus, the actual function will vary slightly (replacing the instance of 1/3 with whatever the odds happen to be). =_=_ File:NHC-Projectile-Longevity-2-in-100.png This description is shared among all six of these charts, and thus, the actual function will vary slightly (replacing the instance of 1/3 with whatever the odds happen to be). =_=_ File:NHC-Monster-Sizes.png Bar chart of raw monster size counts, where tiny small, and medium monsters are collectively classified as "small" and all others "large," as per small/large damage calculations. The source of the data is the page on monsters (by size), and "medium" is classified as small as based on the talk page comment by Qazmlpok. =_=_ File talk:NHC-Monster-Sizes.png I'm just gonna put this here, despite it being pretty unlikely anyone else would ever need to comment on this (keeps the image page a little less unprofessional looking). =_=_ Talk:Search The exact probabilities of finding a secret door or trap per search can be deduced from Detect.c#dosearch0 (called with aflag = 0) and rnl. The precise numbers matter for finding the expected number of searches (the numerics are instable as the probability approaches zero.) The table needs to be updated for the case you are wearing a ring of searching. =_=_ Talk:Spoiler Does anyone else think it's a good idea if this article merely comments on the possibility of an unspoiled ascension, without reference to the notion of a "documented unspoiled ascension"? There's no way to prove such a thing, and it's very difficult to disprove it as well. And I don't think it's a good idea to have anything in the article about "claimed unspoiled ascensions" either, as that is annoyingly legalistic. -Ion frigate 01:53, July 12, 2010 (UTC) =_=_ User:Batyzero =_=_ User talk:Batyzero =_=_ Alley town In my spare time I enjoy reading, watching film, playing videogames (including nethack), listening to music, drawing, writing, and thinking. Thinking is a pastime I take great pride in. If people could be professional thinkers, I would be the richest human in the world. I'm a bit new to nethack (I only discovered the game last year) so I haven't ascended or even made it into Gehennom yet, but that doesn't stop me from loving the game so much. Right now I'm trying to ascend a lawful human Valkyrie who I have named Borghild and whose first pet is typically named Loki. Despite dying with her many times beyond count, I've grown quite fond of this character and playing her doesn't seem to get old. I'm running Mac OS 10.6.4 on a Macbook Pro and typically use Firefox for browsing the internet. My nethack version is NetHack 3.4.3 for the Mac OS X Terminal. =_=_ File:Weapon Sling 1.jpg A braided string and sewn leatherette pouch Shepard sling, from Wikimedia Commons, where it's been released into the public domain (http://commons.wikimedia.org/wiki/File:Weapon_Sling_1.jpg) =_=_ That tripe ration was surprisingly good =_=_ Tastes great! Less filling =_=_ That tripe ration was surprisingly good! =_=_ Tastes great! Less filling! =_=_ Mmm, tripe... not bad! =_=_ Mmm, tripe... not bad =_=_ Yak - dog food! =_=_ Yak - dog food =_=_ Yak =_=_ File:Macosxterminal.png =_=_ File:PrayerTimeoutConfidenceBoth.svg =_=_ File:PrayerTimeoutConfidenceCrowned.svg =_=_ File:PrayerTimeoutConfidenceHappy.svg =_=_ File:PrayerTimeoutConfidenceHappy95.svg Graph: turns to wait versus confidence level you can pray, assuming you are neither crowned nor have killed Rodney, and your experience level is < =17. Zoom in to 90%-100% confidence. =_=_ File:GraphWaitingTimeVersusInvokeSuccessProbability.svg Graph: Time to wait as a function of the desired probability of success, assuming your experience level is at most 17. =_=_ User:Robin Johnson =_=_ User talk:Robin Johnson =_=_ Talk:Fumbling =_=_ Talk:Orc (monster class) Goblins and hobgoblins may not be called orcs, but for all intents and purposes (particularly, sacrificing at altars or Sting and Orcrist), they are, so I think the article should reflect that, if nobody objects. While trying to flee Sokoban across its bottom-most floor, I was accosted and cornered by a squad of (normal) orcs. My pet warhorse and I mowed them down with only minor damage taken but the another troop, Hill orcs this time, spawned just as we finished. One of them, in the back, had a Wand of create monster which brought even worse things and I was unable to keep any of those orcs from using up its charges. My warhorse died and I just barely survived. I took a turn or two to lick my wounds, partially helped by having gained a level during combat, and without fail a third squad of Uruk-hai spawned right on top of me, blocking me from escape again. And completing the slaughter. --FJH 03:22, 25 December 2010 (UTC) (Merry Christmas) =_=_ File:Expanded-status.png Q: In & curid=1751 & diff=51444 & oldid=51285 your edit on options, you imply you are able to move with . Would you please explain how that comes? Tjr 20:44, July 22, 2010 (UTC) =_=_ User:TheMightyAnonym =_=_ User talk:TheMightyAnonym =_=_ Forum:NetHack side-scroller production project As this is the NetHack wiki, I created an account for this specific reason. I started the idea on tvtropes.org here: http://tvtropes.org/pmwiki/posts.php?discussion=ds2o62gyi3f459ijkbfnytre & page=0 and hope to get the ball rolling. =_=_ Curses interface The Curses interface is an alternate text-mode interface for NetHack using high-level curses routines to control the display. The curses interface has additional features compared to the traditional tty interface, such as dynamic window resizing, dynamic configurable placement of status and message windows, and mouse support. NetHack 4 and its derivatives NetHack Fourk and FIQHack use the curses interface by default; any server which hosts these variants supports it. hardfought offers the curses interface on NetHack 3.4.3 and its variants (UnNetHack, SporkHack, dNetHack, GruntHack, and SLEX), NetHack4 and derivatives as above, and on NetHack 3.6.1. Set this for Windows systems, or for PDCurses for SDL on any system. The latter uses a cp437 font, which works with this option. Use the symset form on 3.6.x. Set this if IBMgraphics above won't work for your system. Mutually exclusive with the above option, and should work on nearly any system. Use the symset form on 3.6.x. Optionally specify the alignment of the message and status windows relative to the map window. If not specified, the code will default to the locations used in the tty interface: message window on top, and status window on bottom. Placing either of these on the right or left really only works well for wider terminal windows. This controls what text attributes are used to highlight any pets. Any combination of single letters representing each text attribute may be used. Not all attributes work on all terminals. Controls whether color and attributes are used for menu headers, window borders, message text, etc. This is separate from the color option, which only controls the color of the map itself. Whether to use a 2-line status display akin to tty display (TRUE), or a 3-line status bar similar to the one NetHack4 and its variants has (FALSE). On NetHack 3.x, classic_status defaults to TRUE. This option is currently ignored in NetHack 3.6.x. =_=_ Talk:Falcon's Eye Ugh, this page needs things such as how to make it arrow navigated if possible. I'll play through the game in Falcon's Eye and try to come up with a guide for this page stating differences in controls. If somebody can help me out by getting trivia, that would be great 24.64.116.157 20:41, July 25, 2010 (UTC) (AKA Icalasari once I make an account) I've sacrificed many monsters with the new alignment but now, when I stand on the altar and give the extended command #sacrifice it prompts me the message 'I see no one next to you to take a sacrifice'.... I do not understand.. and, something stranger happened when I went downstairs. I found an engraving on the floor with written 'They say ?hat cha ti? cra??cte?? never get a kic| out of altar .' it's strange, can someone try to explain me what is happening? Hi, welcome to NetHackWiki! Thanks for your edit to the :Forum:I see no one next to you to take a sacrifice page. I'm really happy to have you here, and look forward to working with you! -- Ray Chason (Talk) 23:46, July 26, 2010 I'm really happy to have you here, and look forward to working with you! -- Ray Chason (Talk) 02:31, July 27, 2010 =_=_ MMoM =_=_ Devoutly =_=_ Talk:Holding attack Most times a sea monster attacks you, it simply "brushes against your < leg > ". The article doesn't describe how often the first step of the drowning occurs. From my source diving: Correct me if I'm wrong on any count before I update the article. Source for most of this is mhitu.c, 1220. the sticks function for the STCK, WRAP, HUGS immunity is in mondata.c, 297. -- Qazmlpok 03:16, 12 April 2011 (UTC) In Nethack 3.7, I can confirm that a giant eel can wrap around you in its first attack and drown you the next turn, even with AC -21. I'm not sure if that's a change or just really unlucky RNG. =_=_ Mine's end =_=_ Mines end =_=_ Tin foil hat A tin foil hat is a new appearance for unidentified helms in SporkHack, as well as a new non-randomized helm in UnNetHack. The tin foil hat protects the wearer from damage from a (master) mind flayer's psychic blast, with the downside that it also prevents the wearer from sensing monsters by telepathy. This applies to any active source of telepathy the player has & mdash;including, in SporkHack, the helm itself, if it happens to be the random appearance of the helm of telepathy. This means that in any game in SporkHack, there is a possibility that you will not be able to count on a helm of telepathy being an effective source of ESP for your ascension kit. In UnNetHack, the tin foil hat is weightless and made of metal (which does not rust or corrode), and, like the dented pot, does not require a full turn to wear if the player is fast. However, it does not contribute to the wearer's AC, giving it little value apart from its psychic protection. With a base price of only one zorkmid, surplus tin foil hats are probably not even worth saving for the next shop you encounter. Tin foil hats are head coverings made from aluminum ("tin") foil, which (supposedly) protect against attempts (by government organizations, spies, extraterrestrials, etc.) to read or control the wearer's mind. The theory is that the foil functions as a Faraday cage, a device that prevents electromagnetic waves from entering a space, in this case the wearer's brain. In practice, however, foil wrapped around the head does not make an effective Faraday cage. (Real Faraday cages are made by sufficiently enclosing spaces with metal sheets or grids.) Because of the questionable theories behind them, tin foil hats are stereotypically associated with conspiracy theories and paranoia, which gives the phrase "tin foil hat" a generally negative connotation. Some communities have "redeemed" the concept, though, with tongue-in-cheek tin foil hat design contests. =_=_ Forum:Price difference for BUC =_=_ Polyself =_=_ Forum:Stuck in gehhenom =_=_ Talk:Potion of unholy water =_=_ Template:Featured articles/MONTH There are 12 Featured article templates: one for every month of the year. They are edited to produce the header paragraph (usually taken from the original article to be featured) and link for the front page. NetHackWiki:Featured_articles describes the rest of the process. =_=_ Shadow wolf The shadow wolf, , is a monster added in SLASH'EM. Its stronger bite attack can do cold damage, and it is somewhat fast. Shadow wolves are slightly slower and weaker versions of mist wolves. They can be a threat if you lack cold resistance, but are otherwise unremarkable for when they appear. =_=_ Uruk Hai =_=_ Uruk-Hai =_=_ Talk:Shirt The Shirts are within "ifdef Tourist": in objects.c#line400 of the source. Would this make random generation impossible for everyone else? (the article implies shops are the exception). The tourist seems to get an '8' for the Hawaiian shirt, '2' for a T shirt and as a result loses '10' for a bronze plate mail.--PeterGFin 12:44, August 7, 2010 (UTC) The ASCII and tile versions of the Nethack shirt designs were straightforward to make on Zazzle. You can find existing designs there, but copyright is dubious since the 'creators' make 10-50% of the price.--PeterGFin 15:46, 18 June 2011 (UTC) You want something like "OPTIONS=scores:10t 2a o" in your config file. That example will show the top 10 scores, the 2 around your score, plus your score. See Options#scores =_=_ Talk:Cockatrice The article claims you don't turn to stone if you fly down a hole. However, that that just happened to me. "While falling, you touch the corpse...". Tjr 21:10, August 9, 2010 (UTC) NetHack 3.6.0 has them taste like chicken for stoning resistant or hallucinating heroes. Eating a corpse gives "This tastes just like chicken!" (followed by "you died" if you were just hallucinating, of course). The tin will also "It smells like chicken.". Which is interesting, because it means that random tins of cockatrice meat will no longer be a random monster and are always chicken, so it's "safe" to eat tins while hallucinating now. If you're sufficiently spoiled, at least. -- Qazmlpok (talk) 18:06, 13 January 2016 (UTC) There are a lot of messages associated with cockatrices. I stumbled across one I hadn't seen before, "You try to feel what is lying here on the floor. There are a few objects here. Including a cockatrice corpse, unfortunately." Should the page have a section that lists and details them? --Phol ende wodan (talk) 16:51, 1 January 2017 (UTC) Having just seen much valuable loot destroyed in Fort Ludios by grenades, a question came to mind. If I whap a soldier with a rubber chicken, is the loot in his inventory protected from frag grenades? I was there for the bullets more than the gold, and wonder if changing my tactics would get me more loot next time. ——Emdoub (talk) 18:25, 24 September 2019 (UTC) =_=_ Aols =_=_ Forum:Autoexplore function? I'm back to playing Nethack after some months of trying Dungeon Crawl, and if there is one feature I miss from that game is the "autoexplore" command, which saves a lot of time and tedious exploring. Does anyone know if there is a patch or macro out there that can do something similar? Thanks! =_=_ Forum:Aaargh.. Yet Another Stupid Move What is this smell of burning flesh... what happened to my Amulet Of Life Saving, where is my blessed bag of holding with every wand , scroll, potion, blessed magic lamp, ring and candle I have collected from dungeon because I was stupid and carried everything with me ... why my AC is only -12... nooooooooooooooo... =_=_ Petrified =_=_ Talk:Multishot It would be helpful to have a note explicitly stating that dwarves, elves and orcs do not get a racial bonus for their racial spears.--Mackeyth (talk) 00:02, 17 March 2020 (UTC) =_=_ Talk:Cave spider Just got "You feel sick...You die..." from eating a cave spider corpse I received 5 turns earlier. Not rotten, but apparently very poisonous. Are you we sure they're safe to eat? 71.236.195.77 00:45, August 19, 2010 (UTC) =_=_ Forum:Punished in Minetown On the upside, I have a Master Mind Flayer, a large cat, a large dog, and several giant rats as pets. So I'm in no immediate danger until the food from the Minetown food store runs out. =_=_ Forum:Help a Punished barbarian out of his predicament :-) would better have gone here, to the Help Desk. In short: I am punished and cannot pray - any ideas how I can reconcile with my god and lose the stupid ball? =_=_ Talk:Spellbook of restore ability I got this as a level 8 monk, in spell form. Had not encountered any unicorns by dlvl 8 (but bypassed the mines down to Delphi). Don't think it's too rediculous. =_=_ Forum:Soo... I got this wand of wishing.... (Slash'EM) I'm still at DLVL 5 of the Dungeons of Doom as a Rogue, so it's an early game set of wishes. =_=_ Sdd =_=_ Detect unseen =_=_ Spell being Spell beings are a special type of pet added in SLASH'EM. They are created by the spellbooks of Flame Sphere and Freeze Sphere. Both spells are level 1 matter spells in SLASH'EM that are deferred features in vanilla, and both will summon the appropriate type of sphere. The major difference between a regular pet and a spell being is that the kills of a spell being are considered your kills, much as if you cast a spell at the monster directly. Non-fatal attacks will anger peaceful monsters. Fatal attacks on a peaceful monster will carry the potential alignment and murder penalties associated with killing the monster directly. This is especially problematic, as the two normal spell beings are mindless and will therefore attack anything that isn't tame they encounter, including shop keepers and priests. Beware the ring of conflict, as spell beings will attack other pets, and if they kill them will give you the penalty. Spell beings are not immune to polymorph. The polymorphed monster will retain the experience and blame transference characteristic of unpolymorphed spell beings. It is extremely easy to create an army of polymorphed spell beings using a polymorph trap due to the low level of the spellbooks; simply use a magic whistle to cycle the sphere in the trap until good forms appear. This can be used to quickly gain experience levels by obtaining an army of powerful pets. The one-time use of the flame sphere and freeze sphere is characteristic of the spheres themselves, not spell beings, so the polymorphed pet will stick around significantly longer as well. =_=_ Hooa =_=_ Misc item =_=_ Forum:Can you wish for an altar =_=_ Talk:Name =_=_ NetHackWiki:Ask an expert/Archive6 This page contains old sections from NetHackWiki:Ask an expert. If you want to carry on talking about these topics, post a new section on the current Ask an expert page. This page is intended to be a static archive. I haven't gotten THAT far yet, been playing for about a month now, and the furthest I've gotten to is Dlevel 22 with a lvl14 Babarian. (I just found out yesterday how to use the #enhance command. No I am not joking, I actually played about 50 hours without knowing how to raise my skills). Alright, basically, could someone give me a slight guide to the Dungeons? Like, you start in the DoD and around level 3-5 you can go to the GM, there is the big room in between... etc. I find keeping a Dog/Cat to be more trouble than it's worth. First, they attack peacefuls and creatures you'd rather keep alive. They also eat bodies you'd possibly like to eat (floating eyes, normal bodies when you're hungry, etc). Now, the only upside of keeping a standard pet, is the BUC identification, and some help when fighting (usually they don't, the end up chasing a grid bug when 5 trolls are rushing you). Oh, and stealing from shops, though that's limited (they can't get big stuff), and there are other ways to steal anyway. Daggers are my usual choice, as the rogue can level up the Dagger skill quite quickly, but I was wondering whether there are any alternatives. Like, besides carrying daggers, you could carry a crossbow with poisoned bolts? Because I generally think melee should be avoided when playing a Rogue, unless you have a crazy enchanted main artifact. Oh boy. I'm in quite a mess. I'm playing a lvl 10 Knight, and I'm currently stuck on the first level of Sokoban. How? I completely forgot that the two scrolls there are Earth scrolls, and the boulders trapped me in a corner. I tried jumping away with no sucess. I also removed all my clothing and dropped everything and tried to fit through, nothing. I had a wand of magic missile but it's out of charges. I have a wand of lightning but it doesn't destroy boulders. I tried praying, but it was too early and he was displeased. EDIT: Nevermind, YASD. I prayed, and he teleported me near the entrance, sorrounded with monster. I killed most of them, but they backed me against the wall, and since I had used most of my items trying to escape, I had no way to survive... Except jumping, which I only remembered I could do just after I got killed. Oh well. Now the question is, should I go further down? I'm in dlevel 23. Can I take on what's down there? I think I should probably go up and try and get some better armor, but there's nothing in Minetown... I haven't done Sokoban and Mine's end, maybe I should do those first and hope to find something good? Edit: Thanks for the tips. If you're wondering how it went down, I basically finished Sokoban and the mines, where I found nothing decent, only a +1 blessed ring of protection. So I proceeded carefully, killed Medusa for the first time (she stoned herself) but it all went downhill from there. I wanted to start double wielding, and found a broadsword on her level, and well, it was cursed, and -2. I went around a couple of levels looking for scrolls of remove curse, blessed potions of water, or altars, nothing. I prayed here and there, but with no success. I managed to enter the castle in the end, but soon got stomped by a minotaur.I was used prayer to heal and bashed him some more, but he wouldn't die (I was hitting him with a cursed -2 broadsword, after all) and I managed to escape barely, with about 13 HP, where two fire ants trapped me and finished me off. Still, it's the furthest I've ever gone, and I've learned some good lessons from it. And besides, it was fun :) Thanks again. So...I have acquired all three artifacts to open the Sanctum and found the vibrating square. I applied the candelabrum and it lit giving off a powerful light, I applied the bell but "it didn't make any sound." Then I read the book of the dead...but "something is wrong" and lots of monsters appeared. None of the items were cursed. What is going wrong? Does a Bell need a charge? I have looked for other answers but am not coming up with any other answers. Any help? Some help, please? I’m trying to complete my first ascension and I am close enough to taste it, maybe that’s my problem. I have collected all of the invocation artifacts and found the vibrating square. I put the candles on and lit them. Then I applied the bell “but there is no sound.” Then I read the book …”something is wrong “ and a mass of creatures appear. None of artifacts were cursed. I am wondering what I am doing wrong? It is the bell, does it need charges? Also, after doing this twice and finally killing all of the creatures and Rodney, now the Book of the Dead is cursed and I have no means to uncurse it. Any suggestions? he will come back as whatever class he was. Based on alignment and plain cance he has a possiblity of being hostile or peaceful. Never tame. I am playing a Slashem game where I wished for a statute of one of my former players. I polymorphed him and then tamed him. Taing will nt work on humans unless they are polymorphed. He died while polymorphed and reverted to being a tame necromancer. My current strategy for identifying items early on is just to quaff potions and read scrolls immediately. That way if they're detrimental I haven't lost much in the way of time or equipment, and if they're beneficial I have an early identification of them for later in the game. Obviously this method can be suicidal at times, and it doesn't always work. Potions in particular pose a problem, as not all of them can be quaff ID'd easily; I think there are like three of them that taste like slime mold juice. The obvious solution would be to price ID them, but I've only been playing for about a week now, so I'm not experienced enough to do that just yet. So what methods should I use to identify these items as safely as possible, and as early as possible? =_=_ Throne farming =_=_ Pet testing =_=_ Size =_=_ Talk:Nightmare she just reflected my death ray. The page should mention that her horn reflects [beams?]. I'm not a source-diver so i don't know if it's only death rays or more general 175.38.203.151 17:02, August 27, 2010 (UTC)bolo =_=_ Talk:Demon I went through and added invisible notes about not changing the generation section of the infobox, as it seems to happen a fair amount that a somewhat novice player encounters a polymorphed demon, looks it up on the wiki, and decides the wiki is wrong. This will be better, since people who might edit the articles will see the notes, but those just casually reading won't. If people disagree with this or think it's a bad idea, I don't mind if they undo it, but I think it's a good idea. -Ion frigate 21:06, August 27, 2010 (UTC) =_=_ Alchemic blast =_=_ File:Keyboard.png =_=_ Forum:Tiles mode on NAO? Like the title says, can you use tiles mode on NAO? It's probably the only thing keeping me from playing there, I can't handle just symbols, I can handle low quality graphics, but not symbols only. Not through a standard telnet connection, no. It would be possible if someone made a special interface client, but I don't know of any. --The Cheshire Cat 16:45, 8 December 2010 (UTC) =_=_ User:Pommessemmel =_=_ User talk:Pommessemmel =_=_ User:Timesavatar =_=_ User talk:Timesavatar I've got a problem in the mines. The map of one of the floors consists of two halves, connected by a single-tile hallway. On one side is the stairs up, and on the other is the stairs down. I'd like to continue exploring the mines, but there's a pit trap in the middle of the hallway, and I can't get my pet over it. Are there any good methods of doing this besides polymorphing the pet into something that can fly or tunneling a new hallway? If one is available or you have a scroll of earth, you could push a boulder into it. Never tried this but maybe you can displace your pet into the pit and block it so that it's only exit is on the other side. -Timesavatar Hi, welcome to NetHackWiki! Thanks for your edit to the :Forum:Method to get pet past a pit in the floor? page. =_=_ Forum:YASD First time into Gehennom. Got past Asmodeus, Jubilex and Baalzebub. Had recently tried polypiling, with some good results, including an Amulet of Magical Breathing. On the first level of Vlad's Tower, I ran into some giants. I had GoP, but I wanted to max my base strength in case a nymph ever stole them, so I chowed down. After the first one, I was satiated, so I dipped into my BoH for the AoMB, then got interrupted by some smalltime nasties. After dealing with them, I continued my meal, ignoring the warning messages... Have been playing NetHack on and off for about a year now. Once had a go at patching, but using Windows 7 gets in the way. Once I have my Linux laptop I'll try again. =_=_ Medusa level =_=_ Perm =_=_ Zen The difficulty in zen lies in the fact that you cannot identify the appearance and beatitude of most objects, and they are only shown as their object class - all potions are only shown as "a potion", wands as "a wand", etc. The exception to this is your starting inventory, which you always start with knowledge of. You cannot read scrolls while blind unless you learn their labels, e.g. buying scrolls from shopkeepers will have them name the labels for you. You also cannot use altars to find the BUC status of an object, as you cannot see if the objects glow and in what color. Exploration will be slow and tedious, especially in the early game. Moving blindly will anger a peaceful creature if you attempt to walk onto them without seeing them, even when using the safe-move function . A lawful or neutral zen player should be especially careful of committing accidental or intentional murder. Players are recommended to use the search command with almost every step at least. This will be the only way to get any sort of warning of an approaching monster, and it will speed up the "mapping" of the level as the search command will check each adjacent square for walls, items, or creatures, while just moving will only check the square you're about to step on. If you know (or reasonably suspect) there is a wall, then walk into it; walking into a wall tile will reveal it on the map without using up a turn. A player's primary goal will be to acquire a source of telepathy as soon as possible - the most commonplace and likely source of telepathy is a floating eye, which will begin appearing when the average of the player's dungeon level and experience level is 3. < !-- integer division cuts off any fractional parts-- > Players seeking a floating eye should not proceed much farther beyond the dungeon floors most likely to generate one - a Wizard fortunate enough to start with the detect monsters spell will have a much easier time locating an eye, but the rest will be forced to rely (appropriately) on blind luck. Players can also obtain telepathy via prayer with at least 6 Luck, a helm of telepathy or an amulet of ESP, but getting enough Luck without a luckstone is often challenging in the early game, and the other two items are not particularly common. It is advisable for a zen player to start without a pet, also set via the options file. A pet is extremely difficult to keep track of and distinguish from hostile monsters in the early game, and the player runs a serious risk of killing them accidentally. An alternative is to quickly ditch a starting pet on DL1 and proceeding into the dungeon, returning to re-tame the pet when telepathy is acquired. In either case, a zen player should eventually acquire a pet to identify the BUC status of items. Be careful not to eat zombie corpses, and keep an eye out for critical messages in this regard when fighting monster - you "destroy" zombies, but "kill" living enemies. Zombies also cannot be seen via telepathy. Shops are important for identifying the appearance of large numbers of items, especially scrolls and potions. A container to place the items in and a pet to steal the container back will speed up the process of re-acquiring items you've just sold to the shopkeeper for identification. The ay command only works if you can see the shopkeeper, either by telepathy or monster detection, or if he is angry. Alternatively, you may drop enough gold to cover your purchase and then teleport, jump or phase out, even without teleport control. The practical result of this is that a player will typically have no way to get an item out of a shop until telepathy is acquired. Bumping into a shopkeeper will anger them, even when using the command; since this will nearly always result in death, a zen player is best advised to simply avoid shops until they can properly use them. Water or lava tiles cannot be identified while levitating, so be careful on water levels such as Medusa level and use magic mapping if possible. Do NOT, under any circumstances, attempt to wear the Eyes of the Overworld in a zen game. Putting them on will produce the message "For the first time in your life, you can see!" and break the conduct. They are the only thing in the game that can do this. Because the Eyes only provide effects when worn, they aren't even worth carrying around. Only a handful of people are known to have ascended zen games, and most of them have been zen samurai; this post to RGRN announces the first known ascended zen tourist. Jo & atilde;o Santos is the only person known to have completed zen ascensions in all four of these roles. A nudist zen ranger has been ascended in UnNetHack, which allows all roles to try zen. Prior to NetHack 3.6.0, players had to set their own rules and use several workarounds, such as wearing blindfolds or permanently polymorphing into blind monsters. Few roles made the necessary items available from the start of the game, especially without start scumming, and even then you would be momentarily non-blind for a short time at the beginning to blind yourself. NetHack 3.6.0 adds the blind option to the configuration file; setting the option will make the player permanently, incurably blind, confirmed by using the #conduct extended command. ("You have been blind from birth.") This prevents the player from accidentally breaking the conduct; additionally, it is now possible to read the Book of the Dead while blind, in order to prevent the game being unwinnable. Only Samurai, Rogues, Wizards, and Tourists can start with a blindfold or towel, and therefore attempt zen conduct. Start scumming for one is not considered cheating. Generally, a Samurai is considered the easiest role for zen conduct due to their good starting armor and strong melee combat skills, which are important in the early parts of the game. A Wizard can start with several helpful items for the early game as well, such as a wand of fire or lightning for partially reliable engraving of Elbereth, or a ring of warning. The Rogue and Tourist are going to have a more difficult time, due to weaker melee skills and a lack of strong starting gear. The conduct is named for a school of Mahayana Buddhism that originated in China during the Tang dynasty. Zen Buddhism emphasizes rigorous self-restraint, meditation, and a direct understanding of "natures", specifically the "nature of mind" and the "nature of things", and encourages the expression of these insights for the benefit of others in daily life: UnNetHack adds functionality that allows players to optionally select certain conducts at the start of the game, tracks them, and punishes players for breaking them. If the player selects Zen Conduct, they begin the game wearing a cursed blindfold, that, if ever removed, breaks the conduct and summons some monsters around the player. To use the Book of the Dead, you can #invoke it. NetHack 4 offers a "permablind" option that gives blindness as an intrinsic, overriding any attempt to remove it. Like UnNetHack, #invoke also allows use of the Book of the Dead. The conduct cannot be broken by the Eyes of the Overworld in this version, as they no longer grant astral vision. =_=_ Zen Strategy =_=_ Forum:Check out this DL I made. Secret Doors are marked by an S. Other than those, all doors will be generated open (■). Dark spaces are spaces, and lit spaces are periods. The 2 rooms marked by G are "unofficial" vults, as they contain much gold on each square in those rooms, but no guard will come if you rob it, you also don't have to dig to go to it. There are also Chests at the places marked by C. There is a Haunted Temple where the underscore (_) is. There are 25 Ghosts roaming around the level, along with 20 random Z, 10 Vampires , 3 Vampire lords , 20 random M , 10 random W , 12 random s , 5 random c,and random amounts of other randomly generated monsters. There are 30 Spiderwebs scattered around the level, plus 5 Pits, 5 Spiked Pits, not including the 2 marked Spiked Pits on the far left and right. 5 Statue Traps, 10 Squeaky Boards, and 5 other random traps. The main goal is to stock up on your gold, since there is 2 rooms packed with gold. The main annoyance are the ghosts that are wandering around. =_=_ Talk:Wand of teleportation If this wand is blessed, can you choose where to teleport?- - DemonSlayerThe3 :: The Neutral Gnomish Wizard, with my kitten Ellinis! 19:48, September 5, 2010 (UTC) NOTE: no-teleport doesn't apply in wizmode. Fortunatly, bcode, being cool, was able to test this in explore mode. He can confirm: this is NOT a sequence break. If you get zapped with a wand on a no-teleport level you will NOT teleport. "You hit the high priest! The high priest zaps a wand of teleportation! A mysterious force prevents you from teleporting!" =_=_ Talk:Call Sometimes when something happens (i.e. after reading an unknown scroll of remove curse, the command prompt asks "Call a scroll labeled JUYED AWK YAKK: "), what and why does this happen?- - DemonSlayerThe3 :: The Neutral Gnomish Wizard, with my kitten Ellinis! 22:45, September 14, 2010 (UTC) Hi, welcome to NetHackWiki! Thanks for your edit to the :Forum:So... i get this blind fold next to the start stairs.... page. =_=_ You hear a splash =_=_ Talk:Lethe Gorge For anyone who's actually played SLethe/NetHack with Lethe patch, what happens if you use stone to flesh on the statues of Poseidon and "a fool"? I checked the source, but it doesn't say what they are. --Kahran042 02:22, September 7, 2010 (UTC) Interested in this question, does anybody know if one or both of these are player-monsters, or something different? Also, what if you stone-to-flesh the Rider statues? 108.196.206.15 16:10, 6 July 2012 (UTC) =_=_ One turn ascension =_=_ Dark one =_=_ Very lucky Dungeon Level 40. Maze on the left hand side of the screen, maze on the right and a large rectangular clear area in the middle. Problem is that I cannot find any way into the rectangular area. No doors I can find, unable to dig through the walls, can't dig down and cannot find any stairs downwards. =_=_ User:Lukky513/NetHack for total beginners This page is my own tutorial. Follow it, if you want to start playing NetHack and you don't know what to do. I will assume that you've already chosen your role, race, alignment and gender. This article should help you in it. Personally, I like being neutral human wizard, though if you want to be a wizard, you should rather start as elf or gnome, with elf being slightly better, while gnome is a bit easier. =_=_ Whicker =_=_ User:Sturmtiger I am interested in documenting certain parts of the Nethack. I am by no means a superstar Nethack champion, but I have ascended a few Valkyries and Wizards in vanilla Nethack under the names Strongsauce and Sturmtiger, the former of which seems to have been culled from NAO. =_=_ User talk:Sturmtiger =_=_ Talk:Figurine I'm a wizard. I created a figurine of a newt by killing a newt. Never seen it happen before. There was no figurine there, before I killed the newt.21:48, September 10, 2010 (UTC)Slarty 21:49, September 10, 2010 (UTC) Does alignment of the hero factor into whether or not a creature of given alignment is tame, peaceful, or wild when animated? --FJH 17:29, 7 December 2010 (UTC) =_=_ Recluse spider =_=_ Phase spider The D & D incarnation resembles a large white spider with dark green patterns, and a humanoid head with two eyes. It's an ambush predator, phasing from a parallel dimension to surprise its prey, hence the name. Phase spiders favor hit-and-run attacks, biting you and then teleporting away to prevent retaliation. This tactic is of questionable use against poison resistant characters, however. Their attack can teleport you, subject to teleport control. =_=_ Barking spider A barking spider is a monster added in SLASH'EM. As the name suggests, they will make the same noises as a dog when #chatted with. =_=_ Talk:Revive It sounds like you can (or the code is in there for it to be done) for a ghost corpse (?) to be recorporealized? Is there any in game situation where this may happen? I tried using Turn Undead on ghosts - obviously this just did damage to them. I also tried turning stone to flesh on ghost figurines and statues, but that predictably created meatballs. Is this something for bone levels (is it possible to force a bones level in Wizard mode by chance?) =_=_ Chatting =_=_ User:Thekaleb =_=_ User talk:Thekaleb =_=_ Wraith farming =_=_ MediaWiki:Wiki-navigation =_=_ Talk:Violet fungus =_=_ Forum:Big room and sokoban upstair? =_=_ User:Goffrie =_=_ User talk:Goffrie =_=_ Food store This treats only those cases that aren't restricted to monster inventory items or certain useless items. It's mostly interesting for pacifists, as they don't get any death drops. Specifically, I wanted to know how likely a 12-conduct character is to find holy water, a scroll of scare monster, a magic whistle and so on. You need the distribution of rooms per level, and room sizes. Rooms per level, from counting 10 games: 5(7/222), 6(28/222), 7(68/222), 8(83/222), 9(30/222), 10(4/222), 11(2/222). The mines shops can contain mimics. Trees can yield fruit once (1/6 chance of eucalyptus) when kicked repeatedly, then again (1/5 chance) when cut down. ,. =_=_ Forum:PuTTY terminal gone berserk I'm playing SLASH'EM on the server slashem.de. I was satiated, and a glowing eye used the stunning attack on me, causing 'satiated blind stunned' to appear on the status bar. This is longer than what would fit; however the server didn't handle this gracefully. The result was quite odd; the bottom line of the status kept slowly redrawing. It would display as much of the line as it could, then it appeared to start backspacing through the line until it hit the end, then would re-appear and start deleting again. At no point during this time was I able to enter any commands, e.g. to apply my unihorn and end the overflow problem. Furthermore, as I typed this up, the PuTTY terminal closed itself, probably since the server wasn't really responding to input. Attempting to rejoin the server unfortunately gives me the message "There is already a game in progress under your name. Destroy old game? [yn]". I'm relunctant to hit y because I assume that this will delete my save file as well. This happened to me once before, and I know that after a week or so the save file will get deleted anyways. This is the only server I've ever had this happen on; I've been disconnected from other servers (accidentally terminating the session, internet loss, etc) and I am instead asked if I wish to recover the game in progress. Overflowing the status bar on other servers also simply stops displaying part of it, rather than causing the whole thing to hang up. Are these server problems just related to some (mis)configuration on the server or a part of their modified codebase? And is there a way to definitely recover the save file? =_=_ Forum:Pets carring loads I've been searching for some time now for a centralised breakdown of the maximum safe enchantment limits of weapons and armor. There are scattered references of elven armor having high enchantment maximums, and occasional per-player-class mentions regarding weaponry. I have not, however, found any specific wiki pages dealing with this topic. As a matter of fact, I do believe I remember seeing mention of sorts of body armor purpotedly enchantable to beyond +7, though I cannot provide reference at this time, and it seems a little unbelievable even to me. I would like to envision a single page cross-referencing each and every bit of armor and armament broken down by player class (and alignment if such is warranted) to help the hapless explorer (with a surfeit of markers and blessed and uncursed blank scrolls, perhaps?) know when to stop enchanting that elven cloak, DSM, or helm of brilliance. If such a page exists, please pardon my inherent ineptitude at finding it and gimme a boot to the head in the right direction. If not, could those in the know kindly add their knowledge to this thread so that someone (perhaps I, perhaps another) could craft a wiki page dealing with this topic? =_=_ User:Chilemonkey =_=_ User talk:Chilemonkey =_=_ User:Airmack =_=_ User talk:Airmack =_=_ Killed by overexertion =_=_ Story The beginning of a player's story is described in the Introduction: the player must give the Amulet of Yendor to their god or die trying. There are some points in the game that extend or even contradict the plot described in the Introduction. However even with those extra details the story is still simple, perhaps deliberately so. Instead of an elaborate written plot, NetHack has a series of unique levels that the player must visit to gain certain items or perform certain actions necessary for ascension. The exact layout of NetHack's levels is described in the Mazes of Menace article. In NetHack, very few actions are mandatory, many features are randomized, and there are many ways to achieve almost anything. This adds to the strategic challenge and makes the game interesting to replay. As a side effect, there is almost no story in the sense of most other games. Indeed, a pre-written plot would hinder the random element of the gameplay. Without a script, the game is free to continue along any line the player wishes, with few actions having dramatic consequences. In the future, I might write an article how to go for a 12-conduct ascension. That means every single conduct at once. Until then, these are my collected notes. Everybody, feel free to edit. We should write here what makes it especially difficult to ascend a 12-conduct. There have been quite a lot 10-conducts for example. But why is this so much more difficult. People should get an idea just by reading what challenges have to be overcome how hard it is. Each challenge should link to its own section where (possible) solutions are offered. for others: buc early, get several pets, don't waste scare mosnter, don't run too far from your pets so you don't get cornered, name monster inventory items, autopickup projectiles, move only with "safe" commands, don't carry junk. Get a tin whistle from mine town. Is it better to go down with or without the pet? Don't waste time - complete each level so you won't have to come back. BUC-test in corridor ends. Stay out of monsters' line of fire, and especially don't get your pet hit with ranged attacks. Why didn't Jspeed fountain-dip the cursed magic whistle instead fo the dunce cap? Sokoban: drop stuff under boulder; cursed object in front of the pits, autopickup food, displace/whistle pets into the zoo. Don't whistle your good pets on a poyltrap. Leave them on a different level if need be. Lesson: make corridors with /dig, not > if stuck between mosnters. Jspeed discarded a titan, went for marilith & jabberwock & pet foocubus. He dropped a dupe down the sink. He doesn't fully explore levels, perhaps b/c of food problem and magic whistle. Dark mines: wall walking. And he's an orc - with infravision. Monster behind boulder: 55 turns total. Next time, throw the BoH with =SD and armor on the boulder, then wait there. Lesson: polymorph for a pet incubus. Monsters split tame puddings, but give them a puddingbane. Ring of PC might be superfluous if throne farming for potions. Other people's bonse aren't that bad. while sleep 0.7 ; do screen -S naopaci12b -X hardcopy dual.txt ; TURN=$( grep -Ea 'HP.*Pw.*AC.*Xp.*T' dual.txt | sed -E 's/.*Xp:[0-9/ ]*T:([0-9]*).*/\1/' ) ; REMAINDERLEFT=$[$TURN - 4 - 20 * ( ($TURN - 4 ) / 20) ] ; REMAINDERRIGHT=$[$TURN - 12 - 20*( ($TURN - 12) /20) ] ; ONTURN=$[ $REMAINDERLEFT * $REMAINDERRIGHT ] ; if [ $ONTURN -eq 0 ] ; then echo stay ; else if [ $REMAINDERLEFT -lt $REMAINDERRIGHT ] ; then echo Right hunger $[ $TURN + 20 - $REMAINDERRIGHT ] ; else echo Left hunger $[ $TURN + 20 - REMAINDERLEFT ] ; fi ; fi ; done Almost 8 hours of game play per game to get to the Oracle and below town, just to get killed with projectiles, after seeing three pets dies. That's not a good way to ascend. Lesson: Take better care of pets, go slow enough for them to heal. Things get easier once you have several. Perhaps also reroll for a scaring tool. I "wrote" an object generation spoiler to scratch just this itch. It lets you compute how often you'll get what you need, hence what you need to startscum for. In my opinion, it boils down to: you need 0) an elven wizard (some people do orcs), 1) a ring of slow digestions, 2) a scroll of scare monster, 3) at least one of holy water or a ring of polymorph control. So you're in to about 6000 startscummed games per game played. In the end, I decided not to scum for a drum/horn. I case it's a mistake, I'll notice that by dying. Those games aren't wasted, because it will give me practise. So I don't lose anything by not scumming for a drum/horn The second step is to ask paxed for permission. I got shown out of nethack.eu because my script was taxing the server too much. (which is another reason to practise with bones-stuffed games or make-believe games first) The third step then is to construct a reroller. I deleted mine in one of my "no more nethack" binges, so you'll have to write it. This takes some patience, but it's nothing compared with the amount of patience you need for the farming in a 12-condcut attempt. You can try pexpect (google for it), it's what the big minds recommend. Or, if you can't really code, you can use GNU screen to read the screen (-X hardcopy) and type things automatically (-X stuff jjjkkkjjkhlhh). That's how I did it. I used a simple bash shellscript to drive screen to drive nethack. Grep is a good way to test if nethack is displaying what you want it to display. And, BTW, you might want to edit your nethackrc to suppress anything you can, e.g. the character selection prompt or any startup messages. you can grap tjr12a's nethackrc You have to play with !bones if you want people to admire your acheivement. There's no other way to exclude seeded ascension kits etc. Basically, if you want to write a start scumming bot the shell script way, this dual-slow-digestion mini-script (above) can show you how to read stuff from nethack and check for favorable output. The fourth step is to "play", err, work. Since you're in for a lot of frustration, you might as well analyze each death and figure out how to prevent it. Roughly, (1) drums and horns (and mirrors) are your friend, (2) learn to dance around your pet for protection, (3) you're basically game-time speed running sinc eyour pets are slowsing you down that much, (4) you need to have a magic whistle, mine's end, the sokoban scrolls and bag, speed, and a throne (preferrably not quest home), and a cursed and a non-cursed unihorn, and a lot price-IDd potions set up until turn 15000. (5) David Damerell's object identification spoiler is your friend. It pays to memorize all the intricacies and quirks, since you will never, ever get a formal identification or altar test. http://www.chiark.greenend.org.uk/~damerell/games/nhid.html To max your Luck, combine it with gem pricing, the shopkeeper ID thing in http://nethackwiki.com/wiki/Gem#By_color thrones don't break a conduct, but they are a rare resource you need for farming. they are your only way to generate lots of monsters. So you want several on different dungeon depths. The castle throne in particular is your source of poison resistance (i.e. green dragon scales, made from dragons) you need to know the details of boulder fort care for that (i.e. get visible while you're summing. in an ideal world, reflection comes from the shield. you won't be casting spells beyond 2k turns, anyway. you can get the shield from perseus' statue, or if you're lucky an aleax, or medusa's random A. if you want to scum for books, charm monster and light are better IMHO. sleep won't serve you beyond your 2k turns. lit corridors stay lit. getting surprised by badass or bumpkill monsters is one of the bigger dangers. to compensate, you can play elf/orc, throw gold pieces down corridors to get a "you miss" message, and you can keep a pet army attached to your magic whistle. and you can remap the movement keys to cut down on bump kills. fast monster are particularily insidious, until you have an army of balrogs. I'm a bit torn whether you have to fully explore every level because the big problem is not having enough items. On the one hand, items are definitely your weak point. On the other hand, it just takes too damn long. You can always come back later, once you have several non-eating pets and a way to make nutrition. So I tend to explore levels in one circle (take every right turn etc), then descend. Nutrition can come from 4 things: (1) feel like a new elf (needs =poly and =PC), (2) alchemized blessed booze (needs a throne farm setup, a unihorn, lots of potions, and holy water), (3) dual =SD, (4) find a horn of plenty and the PYEC in a bones pile. But dual slow digestion is way too tedious for my taste. Ways to gain alignment record: 1) find a helm of opposite alignment (and a way to uncurse it). Steal things from shops as a chaotic, then repay as a lawful. 2) sleep with foocubi. You need to that anyway to level up (since your potions of gain level are needed cursed for the ascension run and/or to level up pets) or 3) play a healer, get alignment by healing up your pets, and then die because of lack of MR/=SD/... Problem: Fighting cockatrices. Just leave them alone, and they will fill up your throne farm. Solution: tame new monsters periodically, have one yellow dragon on your team. Don't have more because it will dilute your living fort. Keep in mind your stoning resistant pet will die every now and then. Without a pick-axe or teleportation, sessile monsters with passive attacks sometimes have been a bad problem for me. Often enough, my previous pacifists get a wand of teleportation only after Sokoban and Mine Town. (A pick-axe won't help you back out of Sokoban. Anyway, your pets need to be large to go get one in the Mines.) Unless you can pre-damage the exit-blocking jelly safely and enough so your cat will kill it in one turn, it's basically game over. Efficient travel is necessary. Hunger is a timer on your life. That's why playing a few game-time speed runs is good preparation. If your pet can't always take care of the monsters spawned in the meantime, you don't have Elbereth, and you can recharge nutrition only so many times, then efficient travel sounds much more attractive. Do the quest for the Eye of the Aethiopica. ... So, just walk. Don't have a horde of pets after you get a magic whistle, or more than 3 pets before. The late-game problem is: A hasted purple worm still won't defend me from the minotaur while it's eating a newt. Orcus cannot be swallowed. That why you need non-eating pets. Go for several balrogs. Multiple, to make levelporter traps less harmful. Most other polytrap output typically won't survive Gehennom. (Give vampire lords an elven cloak for the castle liches. That's about as far as they will last.) A neat polytrap trick is to split tame puddings. That depends on the chance of healer bones with lots of meatballs, though: you need to raise tameness of the new clones to 20 before it's a good idea to turn them into non-eating pets. Domesting animals will start failing below dungeon level 10. To whistle only one pet on the poltrap, leave the others on another level and visit every 74 turns. An abandoned pet loses one point of tameness on turn 75, see Dog.c#line448. That's important for non-eating pets. Non-eating pets are much more effective because they will actually fight, not eat when you most need them. Pacifist 101: The boundary between pure player skill and flaky luck is somewhere between level 10 and the quest portal. Further down, tame domestic animals seem to wear out faster and faster, until you finally can't even make new ones grow up before they die. A quick dive down to a polytrap is safe enough, but prolonged exposure leaves you defenceless. The solution: you improve pets with a polymorph trap, ideally into a balrog, or into things like a red demons, jabberwock, mind flayer, winged gargolye. Arch-liches are useless. Naturally, this procedure takes very long and can go wrong, especially if you insist on an ascension quality pet. This means you have to find a leash or magic whistle above that boundary, and it also handicaps classes that don't start with magic resistance. (A partial solution to the magic whistle problem is eucalyptus. Lock up your pet herbivores and kick both trees in mine town until you get fruit. Then cut them down with an axe for another shot at fruit. Also, don't let your pet horse eat the sokoban food, which can be eucalyptus.) Raise your stats before you level up. Magic fountains are typically available long before alchemy. You need the potions for alchemy and pets, anyway. Monsters *can* used ranged attacks while adjacent, but somehow I've never had it happen while they were also scared. I'm not vouching this scroll+fort idea will absolutely always work, but I've never had it fail. (Unfortunately, a player's relfection does not protects the scroll he's standing on.) Tenaya recommends not exploring on the same level with your worms. Leave them behind while you scout ahead and just make sure they don't go feral. Maybe use a demon (i.e. non-eater) for your full-time bodyguard. Only add one thing: in looking at Conducty's dump log, one can notice that his inventory is full of wands of sleeping and teleportation; and for good reason. Tame all domestic animals and leave them all on a safe level (upper Sokoban or some locked room) to go feral and collect later as needed. Problem: You'll burn though boatloads of wands of teleportation on the ascension run because you can't contract teleportitis. Solution: Use a dual =SD ring set, but you'll need those wands for Astral. You can take off slow digestion for periods of time; it's no big deal. Doing so just means that you need to do your polyself sooner. Two of the named demons can be bribed, remember, and Juiblex is trivial to kill with a pet. That leaves just Orcus: conflict, leave him scared but alive? Surviving Sokoban and then Mine Town without Elbereth turns out to be surprisingly easy. Learn the crucial and subtle art of luring pets (and opponents) around. Many of the tactics are documented in Maniac's Ascension Guide: Dance around your pets, put them between you and the attacker. If you suspect a monster ahead, travel with one pet going ahead in the corridor. As opposed to Maniac's, you never lead. Beware dead ends - run in circles if your pets goof off while a monster is chasing you. Doors and keys are important escape items. Don't displace your pets too often - in this test, that made me hungry by turn 10254. Pick up all food and tame as many animals as you can because your pets You can't protect your pets with Elbereth from the Sokoban mimics. Two fully grown cats/dogs can handle them one at a time, but you are dead if they wake them up right next to you. Alone, you throw gold at them, lure them to a better position, let them recloak while you are around a corner, and go get your pets. As always, you displace one pet into A level 3 wizard can normally only survive for long below Mine Town if treading on a string of Elbereth, or by extension on scare monster. (The same thing goes for bones, BTW.) You won't find two scrolls, you're lucky if you find one, but you really need scare monster eventually for your throne farm or as escape item. So you should collect all scrolls. Instead of drop-testing, you stash them in chests. As soon as you can, you should price-identify the scrolls, one by one in a container, and bless one of each $100 type. That way, you get to keep your first and only scroll of scare monster. If your pet likes a clear potion you find and I'm not sure if it's worth continuing down the Mines unless you have both a scroll of scare monster and a stack of holy water. (Update: it is, once you get armor and pets) Essentially, the numbers suggest a 12-conduct run is scumming for holy water, scare monster, rings of slow digestion and polymorph control, a magic whistle or a leash, and some means of polymorph. Why deal with out-of-depth levels if you can just retry? control. This is about the maximum you can reroll for. The wizard is because of the cloak and the starting gear, the elf because of infravision and sleep resistance, and females get more matching foocubi from water demons. Branchporting, ESP, intrinsic warning, and teleport control are good but less important arguments. In (46+-10)% of all games, a scroll of scare monster will show up by Sokoban and Mine Town, the rest I will #quit. So I simulated this with a bones file and played like in my previous test report. (Perhaps I should also consider restarting if no magic whistle shows up.) The first task is to get a pet good enough to survive any further down. In this game, a good deal of luck gave me a magic whistle and three known polytraps. I did eventually use up two of them for nutrition. You want to find polytraps fast to secure them before a gnome turns into a black dragon. A nearby boulder works, or you leave the level quickly after use. What are good strategies to locate them, especially if you don’t have the luxury of a herd of pets, an amulet of ESP + blindfold, a leashed pet, a ring of searching with high Luck, a crystal ball, or a wand of secret door detection? All eligible squares in each single ordinary room or an entire open level are equally likely to have a trap. Polytraps aren’t that rare: Each mines filler level has expected 0.737 polytraps and 54.4% chance of at least one. In normal rooms and corridor levels, there are expected 0.0182 polytraps per room, roughly 0.14 per level, and 13% chance of at least one on levels 8-11; 0.0219, 0.16, 15% on 12-17; 0.0273, 0.20, 18% on 18-23; 0.0365, 0.27, 23% on 24-29. The wizard quest home has expected 0.84 polytraps and 59.5% chance of at least one. “Roughly” means I counted the rooms per level in a few wizmode games. in nutrition. You can always use up the trap for nutrition and search exhaustively for another one. Before Gehennom, I believe a mix of eating and non-eating pets works best. Eventually, you will also want a stoning-resistant one in case you need to stay on one level for a long time. One option for Rodney is a wraith-powered purple worm, but I’m not sure if an alchemized titan isn’t better. It helps to keep track of pet tameness and abuse count, especially if you split puddings. You don’t want your titan to be resurrected hostile. In this game, a huge streak of luck gave me a titan, a balrog, and some weaker ones. They wielded the unicorn horns I wanted to have, which might be a blessing in disguise. At least, my magic whistle turned into an instakill weapon and a replacement for Elbereth spam. The second task is to find a source of polymorph. Surprisingly, many games do not have any sinks at all. The chance of a ring of polymorph in Sokoban, the Mines, or the first 10 levels is only around 50%. In this game, I used up spare polytraps until I could throne farm for a wand of polymorph. So the third task is to find one, preferably at a shallow dungeon level. The chance of a random throne room is 95-97% above Medusa, and 70-75% above level 14. Both are within reach if you have a good polytrap pet. If there is none or you need silver/green/red dragon scales, you may have to clear the Castle (see below). It would help if someone could find a way to get Neferet the Green off her seat before quest permission. You need powerful pets, the scroll of scare monster, holy water to pick it up afterwards, an uncursed scroll of earth from Sokoban, a reusable source of confusion, some gold, and optionally a cursed bag of holding. Farming is heavy lifting for your pets, so they should regenerate or heal themselves. At least one should be non-eating so it will actually fight. If your starting spells have not yet expired, a cursed unicorn horn can provide confusion. Dispose of all chests. The scroll of scare monster (and you) goes on the throne. You need to discourage monsters zapping fire at you, so you need a boulder fort to keep monsters adjacent. Give a wimpy monster an uncursed scroll of earth and a metal helmet if needed. Earth counts as “ranged” attack; so just let it tickle you. Don’t overwork your pets. If you lack a stethoscope, you may have to wizmode-test how fast you can go. Don’t whack pets with healing potions; that counts as abuse. You price-identify and use-test what you find, carefully not to waste anything monsters’ inventories won’t replenish. Potions: price-grouping; food store; #dip a unihorn, a poisoned, a non-poisoned missile, and an amethyst; apply oil; nymphs bring object detection; monster inventory; alchemy products. Don’t accidentally polymorph objects. It is hard to tell monster detection and gain energy apart without wasting them. See the wiki for rings and amulets. You have to pet-test and try on all armor you come across. It takes the least amount of testing if the likelihood of a cursed object in the stack is 50%. That means 5 pieces of armor, with known-uncursed, marked junk on top for pets to play with or (not) wear themselves. If applicable, binary search to single out one cursed object, then swap it out for one untested piece of armor. A stethoscope can tell you the total enchantment of what you later find on a monster’s corpse. In the test run I didn’t manage to get below AC -2 while wearing silver dragon scales. Helpful people on IRC have told me this is normal. Before you level up, you might want to max out your stats. You gain more power and health points this way, and you need less foocubi. With Luck and safety measures in place, I usually quaff from each fountain until I know if it is magic. A sack protects things from curses; lots of individually named gems distract nymphs; the magic whistle or The Scroll deal with snakes. (Don’t drown your pets.) Speed boots let you exploit a free turn. It is wise to continue dipping on shallower dungeon levels: You need unholy water anyway, the enlightenment effect is useful to identify jewelry, and you may depend on water demons to summon foocubi. Alchemized full healing takes the place armor class normally would. Use up gain level, not gain energy. Magic fountains probably become available before blessed gain ability. You also might want huge amounts of holy water for The Scroll, one blessed see invisible, and a few enlightenment for later. Object detection probably is best saved for maze levels. Much later, when you need a buff pet and can cancel, you can use the multistep recipe for gain level. Levitation is the only input you cannot directly make from monsters’ potions. If you dip stacks of water into anything else, you need “only” expected 190 tries to get levitation. Save two blessed bottles for the endgame to free up a ring or armor slot. (Random water alchemy becomes remarkably efficient with huge stacks, even better than polymorph. But we’re not extincting djinn here.) Gaining alignment is the hardest task. Even with a helm of opposite alignment, the only ways to gain alignment repeatedly without breaking any conducts are: The main problem is protecting the demons from your pets, while protecting yourself with your pets. In my test game, I played through the last three methods. Creating monsters was an accident waiting to happen. Besides, those damn monsters just didn’t want to read, and I didn't have a stethoscope to make them. Going to the Valley of the Dead didn’t work out well. I would have returned by a level teleport trap. Medusa stoned my balrog, and I fell through a trapdoor and got stomped by the minotaur. Finally, in the Valley, I couldn’t spot a matching foocubus. Worse, the lich made sure battle ensued, and I would not be able to level up a purple worm later. When a demon hits the player, it has a 1/13 chance of summoning a demon. Usually, the result is the same species, but there is a 1/7 chance of a random demon. Above dungeon level 16, these are predominantly foocubi. Incubi get summoned twice as often as succubi, due to rn2(2) in Makemon.c#line1336. The least difficult summoning demons are water demons, which coincidentally can be released from fountains. Have reflection, over 100 hit points, and a good supply of holy water, healing potions, and wands of teleportation if you try this. You need to lock your pets away; else they will kill your entire crop of demons. Movement tactics are a bit tricky. You need to avoid getting surrounded away from The Scroll. The biggest problem is the abysmal healing rate of a low-level wizard. While you are waiting, random monsters will spawn, you need to patrol with one of your pets, and it will kill some of those precious foocubi. It is a good idea to leave a few water demons on a different level as a backup. I was not sure my pets were high-level enough to attack Yeenoghu and Juiblex. My plan was to take a water demon down to Mine’s End to my pets as fast as possible (zapping a wand of digging). I would chase the named demons up the stairs with a silver wand while standing on The Scroll. It turned out silver damage was enough to kill them, but a towel worked perfectly fine. To return, I would have displaced my pets onto the level teleport traps, and finally used one myself. (With teleport control from leveling up. Even without telecontrol, it is unlikely to land on the demons’ level, and I could have tried again or quaffed cursed gain level.) Such return plans were not even necessary: my titan and my balrog reliably killed both named demons. At this stage of the game, a ring of levitation provides a fast method to travel down with several pets. Float over your hole, assemble them around you, and remove the ring. Wands of digging are available at a throne. Pick-axes don’t work because you can’t guarantee you will back to fetch your pets within 74 moves, and tameness cannot be increased for some pets. On the other hand, if you fall down a trapdoor in the early game and lose sight of your pet, you are likely hosed. Medusa can shoot herself with a wand if you are blindfolded, or invisible and reflecting. Without ESP, it takes some practice to pull off. This is how far my test game has progressed. I’m still not quite sure what pets I will take to Gehennom, and from where to get the patience polytrap dancing for a specific monster takes. Avoiding battles seems like a good basic plan. If you have reflection and poison resistance, only traps remain an issue with resistances. Unfortunately, trap detection is very limited, and extrinsic-granting jewelry is not that common. (In my test game, I am missing poison, conflict, polymorph, free action, and less important ones.) Poison: Avoid orcish line of fire. Magic cancellation helps cut down on instadeath from poisoned weapons. Dispose of all poisoned weapons. Orcs could even be extincted at a throne. Testing for poison resistance gear is not that obvious: You can alchemize poison using a non-recipe, and quaff it. Extrinsics: Various combinations of rings, amulets, dragon scales, a shield of reflection, an alchemy smock, and Firebrand yield the three crucial extrinsics poison, fire, and reflection. Dragon scales of choice can be made at the Castle throne. If the game gives you nothing, a foolhardy way to get a guaranteed shield of reflection is to summon an archon out of sight. It takes around 23 cursed scrolls or 22 wands on the castle level, which even has an Elbereth you can use. Magic trap taming an archon is remotely possible, but more than foolhardy. If your AC is -4, it deals around 31 damage per turn. The trap has 59% chance of taming it before exploding. It takes expected 12.2 tries for either to happen, not counting the chance to escape the trap. For an archon to spawn on the Castle level, you need to create expected 297 monsters, that means 22.8 cursed scrolls read by Purple worms can be leveled up using the cursed Book of the Dead. You have to do it on dungeon level 1; else you get tough zombies and dead pet worms. (You might even extinct master lichs that way.) Given how easily worms die, they might be a bit flaky as a Rodney tool. Leaving them behind most of the time sounds like a plan. (In this game, I don’t have conflict, and it doesn’t seem likely I will get it.) Reading Tenaya’s log, I was struck how similar his approach was to what I did in my 8- and 11-conduct runs. Independently coming up with similar ideas means good ideas. Any named demon will try to fetch the Amulet. The problem is either how to kill the demon afterwards, or how to transport and protect the demon until it retrieves the Amulet. Unfortunately, Juiblex and Yeenoghu have already been "used up" while farming water demons. Asmodeus at level 49 is particularily hard to kill and easy to pay off. Perhaps Orcus would work. The question how to survive the Sanctum still needs some thought. Please feel free to improve this notes collection. It's not yet an article. Contradictions are because the notes were collected at different times. The thing is, the early game / midgame distinction is superceded by (1) trying to get a powerful pet, (2) trying to collect magic whistle, rings, and certain useful items, (3) trying to get a farm set up for nutrition, (4) farming and alchemy, (5) quest, (6) exploring the rest of the dungeons, (7) the big unknown methods how to tackle gehennom and related challenges Early game could correspond to finding a polytrap and making 2-3 good pets. (Nutrition is definitely another phase.) The start would have to be, start with =oSD and other stuff you cannot make, keep an eye out for itmes (since you won't have the nutrition / pet health to collect it on a second trip), keep pet alive and tame a second one, go for the oracle (increased survaivability from level up), dive into mines, find poly trap, have a way to repeat the trap with it. After getting a pet that secures your immediate survival, next goals could be: collecting things you need to farm for booze. Collect way to make nutriton (polyself ringset, extra ring of =SD, collect all potions and price-ID them (drink fruit juice, booze only when blessed), get a magic whistle or at least 2 leashes, try on all armor, get a stethscope if you can, get 2 unihorns and curse one, price-ID every single randomly generated item (because that will help you know what you find in your throne farm), get the luckstone and some gems and toss them at a coaligned unicorn, get a decent collection of escape items, a mummy wrapping, the three intrinsics (see invisible, invisible, speed), collect all potions that could be levitation (for multi-step alchemy), just generally clear the dungeon without ever going out of your way. Level up to level 4 for sleep resistance, but be sure to keep any foocubi safe. Trap avoidance: Marvin recommends moving in a small number of patterns, so that you minimize the tiles you step on. Ebonhack seems to implement breadcrumbs, but I haven't been able to get it to work. Three contradicting goals: Find a polytrap as fast as possible in a location near some stairs, don't die to a trap, and formally identify all traps that could level teleport or polymorph your bodygaurds. The best way to learn is to watch a ttyrec of a pro, and try to predict what they are going to do next. =_=_ Talk:Killed by overexertion As far as I know, this death is unique to foocubi. And, unless I'm very much mistaken, doesn't it come from "You feel exhausted", which causes a few points of hp damage? I don't have wizard mode right now, but perhaps someone should check that. In any case, there's definitely a non-foocubi life-drainage death message, "killed by life drainage", which I think shows up for foocubi life-drained characters as well. -Ion frigate 02:55, September 25, 2010 (UTC) =_=_ Forum:Forcing with a cursed weapon? =_=_ Forum:Quest Leader Polymorphed What do i do? So this is my first char far enough to make it to the quest portal. As soon as i got next to the quest leader he moved and stepped into a polymorph trap. I dont think he gave me permission since i dont see a staircase. So how do i fix this problem? My char is a rogue and i had found an older bones file that had a Wand of Wishing 2 wishes left i believe and 1 wand of death with 8 charges left. If anyone can help i'd be very grateful. =_=_ User:Bargle12 I mostly play slash'em. My favorite char set is Monk,Doppelganger,Female,Neutral. I have not ascended any chars as of right now. < br / > =_=_ User talk:Bargle12 =_=_ Forum:Nethack mobile is, um, sub-optimal It might help if you were a little more specific about what you mean by "mobile". The android version is by Fredrik Farnstrom (farnstrom@gmail.com), but he's probably not the guy to contact for other values of "mobile". You might also see if there is some sort of menu selection that will show the "about" info, which will hopefully include the person to contact. =_=_ User:Vicshih =_=_ User talk:Vicshih =_=_ User:Init =_=_ User talk:Init =_=_ Forum:Best Pets? I'm at mines end, w/ my best shot yet at acending. I'm only level 10 but on dlvl 2 I miraculously scored a wand of wishing. (I got some speed boots that rotted alread and my SDSM and a boh). so I am at mines end with 4 dragons (B,Y,O,Bl) and a Mind Flayer, but i am sick of looking at these dragons already and idk if i am gonna wanna get soothing feelings all the way to ascention. Should I play around with this polymorph trap nemore or move on? also am I having trouble leveling because I have a 4 dragon goon squad? Should I thin it out? I have already made it down to medusas but couldent figure out how to not drown (pretty noob). Is level 10 too low to have covered all that ground? I feel like my pets will ascend b4 i do. What should I do? ....all help greatly appreciated._ I am running a neutral wizard and I can still wrest my 1 more wish. I just feel like with my dragons jumping on everything that moves, tis gonna take me a long time to level. They already tore up mine town and the oracle level. I have sacrificed but still havent gotten anything out of it. Thanks for all the tips and the thourogh answer.198.109.200.200 15:21, October 1, 2010 (UTC) < !-- Please put your content under this line. Be sure to sign your edits with four tildes ~~~~ -- > =_=_ Touch stone =_=_ Talk:Autopickup exception This will start the game with the small tiles, and auto-pickup only money. Then you must add to your ~/.bashrc (or appropriate shell rc) the following: =_=_ User:Bucketoftruth =_=_ User talk:Bucketoftruth =_=_ Likes gold =_=_ Options (SLASH'EM) The Slash'em config file for the GTK version of the game is a little different than the standard NetHack Options . This will start the game with the small tiles, and auto-pickup only money. Then you must add to your ~/.bashrc (or appropriate shell rc) the following: Show damage done by monsters, and sometimes the damage done by player. Only available if SLASH'EM was compiled with SHOWDMG option. =_=_ User:Dexter54 =_=_ User talk:Dexter54 =_=_ Talk:Touchstone =_=_ Talk:M2 NASTY The fact that the summon nasties-nasties and the < tt > M2_NASTY < /tt > -nasties are both called "nasties" tends to cause confusion. I'd like to split this page (which is mostly a list, anyway) into two because of that; it'd probably make sense for the list of "summoned" nasties to be on the summon nasties page, I think. The "flag" nasties could be left on this page, ideally with a note at the top. Alternatively, this page could be moved to M2_NASTY and nasty would be either a redirect to one of them or a disambiguation page (though people are probably more likely to search for information about summon nasties). Thoughts/complaints? —bcode & nbsp; < sup > talk & nbsp;| & nbsp;mail < /sup > 16:59, 26 November 2012 (UTC) =_=_ One-Eyed Sam =_=_ One-turn-ascension =_=_ Talk:One-Eyed Sam I redirected this page to Black Market#One-Eyed Sam. The information here seems to be a joke, consisting mostly of a mildly offensive reference to a term popularized by the movie Role Models, which has nothing to do with One-Eyed Sam or anything else nethack (although they are both about different types of geekdom). Unless someone can prove that Sam has more of backstory than "the grizzled one-eyed shopkeeper," none of that information belongs in the main article. -Ion frigate 19:17, October 11, 2010 (UTC) =_=_ User:The Cheshire Cat =_=_ User talk:The Cheshire Cat =_=_ Talk:Flute I think that the soft music trill toot descriptions should be @ floot, to save users time. I would have done it myself, except, that it seems quite likely to me that it was not done that way for some reason to which I am not ken20:49, October 16, 2010 (UTC)Slarty 20:50, October 16, 2010 (UTC) =_=_ Talk:Master Kaen Won't the quest artifact be disintegrated along with Master Kaen? Astral vision and slotless magic resistance are quite handy, so perhaps this strategy is more of a last-resort method. Tjr 22:25, October 18, 2010 (UTC) While wearing a ring of conflict, I only took 18hp damage from Master Kaen over ~10 turns of melee without sleep/paralysis/regeneration, but I didn't check the battle spam and can't see any longer if that was thanks to conflict encouraging him to hit other monsters instead or RNG favor and -27 AC. Maybe conflict should be suggested for meleeing him? --207.244.66.70 11:03, 27 February 2015 (UTC) Master Kaen is easy to beat: take down a wand of polymorph and polymorph him. He drops his stuff and is done; even better, read a scroll or zap a spell of charm monster and he'll even become your pet .... on the main page, it says, "we have 2,002 articles". when i click the 2,002, it takes me to http://wikistats.wikia.com/EN/TablesWikiaNETHACK.htm, which is a 404 not found page. lastly, i went to http://nethack.wikia.com/wiki/Special:AllPages but wasn't able to figure it out there, either. for example, what does it mean when the link is italicized? plus, it lists a lot more than 2,002 pages. (and yes, i also don't fully understand "all pages" versus "pages with prefixes"). If you want to parse that XML, you'll likely need to use a programming language, not just Linux shell commands. Perl or Python should probably work well. -- Qazmlpok 18:59, October 19, 2010 (UTC) =_=_ Wine Cellar =_=_ SDSM-versus-GDSM =_=_ User:Yeti218 =_=_ User talk:Yeti218 =_=_ User:Newskinsucks =_=_ User talk:Newskinsucks =_=_ Talk:War hammer I apologise if I am just unable to streight out BE BOLD, and also if I am wrong that the bias level of this article is just way out of line, and apon confirmation that I really outa man up, will remove said bias asap, or @ least, asac.Slarty 18:59, October 28, 2010 (UTC) The article seems to me to clearly be a rant/natter against how the war hammer is treated in nethack, as opposed to a)Dungeons and Dragons, and b)(so claimed) real life (I've not researched it, so have no idea how war hammers are in real life, or D & D for that matter, but there is more editorialising in the article about how someone feels war hammers should be in nethack than information about how war hammers actually ARE in nethack). Appearantly found a war hammer, and died wondering. Editorialising. Intermingling opinions with facts. There are I think @ least 4 dentences in this article that strike me as clearly complaints about nethacks treatment of war hammers.Slarty 23:45, October 28, 2010 (UTC) =_=_ Base item The base item of an artifact is the type of item that the artifact appears as. When an artifact is unidentified, it will be described as a named variation of its base item, e.g. "a blessed amulet of ESP named The Eye of the Aethiopica". Artifacts will have all the properties of their base items in addition to any of the artifact's special abilities. If your quest artifact or any other artifact that already exists in your current game would be found in a bones level, the bones artifact will be reverted to its normal base item. The following base items are not randomly generated on the floor or as death drops in a vanilla game of NetHack: In addition to bones, athames very infrequently appear in the starting inventory of a master lich, arch-lich or a player monster wizard, making it possible for the player to obtain at least one eventually. The other two are not randomly generated at all, and are generally only found in a bones level during a game where you have already generated their artifacts; these base items can also be obtained by wishing. Sting and Orcrist are special among artifacts in that they can be created by using the #name or #call command to name their base items. Any elven dagger can be named Sting to create it, while any elven broadsword can be named Orcrist to create it. Creating Sting and Orcrist early via naming is commonly used to "force" Stormbringer as the first sacrifice gift for a chaotic character, since naming both artifacts only leaves Stormbringer and Grimtooth as the remaining chaotic-aligned artifacts in the sacrifice gift pool; elves are a common choice for players attempting this, as they will never receive Grimtooth as a sacrifice gift. However, the chances of receiving an artifact as a sacrifice gift after the first are decreased, as are your chances of receiving an artifact via wishing. Each weapon also has its own pros and cons with regards to early creation; see the articles on Sting and Orcrist for more information on each. In NetHack 3.4.3 and earlier versions, naming artifacts could be used to distinguish the identities of certain base items such as luckstones; this is a result of the code to prevent non-artifacts being made into artifacts via naming. Specifically, attempting to give an object an artifact's name, outside of the aforementioned Sting and Orcrist, forces your hand to slip and mis-engrave it & mdash;but only if that object is of the same exact item type as the artifact's base item, e.g. naming a gray stone The Heart of Ahriman would only mis-engrave if it was a luckstone. As of NetHack 3.6.0, this is fixed by having any attempt to name an item in the same category fail and force your hand to slip (e.g. any gray stone will now mis-engrave using the above trick). Hi I've been playing this game off and on since I was in high school. I started playing again about a month ago. It had been a couple years since I last played so I'm glad this wiki was around to help respoil me. I wrote a little fanfiction for nethack recently so if you are bored take a look at http://www.fanfiction.net/s/6454399/1/The_Origins_of_the_Maze_of_Menace and http://www.fanfiction.net/s/7076680/1/The_Astral_Plane. The second story shows how to kill the Riders off in story form. =_=_ Talk:Human (monster) Could someone with a better working knowledge of the game describe what happens when a charecter from a previous game is unstoned. I just turned a necromancer who died from stone to flesh. His spell selection is much different than when I played him. It appears certain classes have spells and others don't by default. In the same room I turned to flesh a tourist and while he had spells in life in this game he has none. The section could also add that statues are the most common way humans pc types show up. To my knowledge Persues is always a statue on Medusa's level =_=_ About =_=_ Community Portal =_=_ Current projects =_=_ NethackWiki:How to help =_=_ Escape items =_=_ Template:Featured articles/November =_=_ User:Demonhard =_=_ User talk:Demonhard =_=_ Talk:Stupid Ascension Tricks =_=_ File:Keyboard shortcuts.svg =_=_ File:Wiki-wordmark.png =_=_ Template:Info =_=_ MediaWiki:Nologin =_=_ File:Nethackwiki-logo.svg I, Ilmari Karonen, author of this file, hereby waive all rights to it to the extent permitted by law and dedicate it to the public domain as specified in the Creative Commons CC0 Public Domain Dedication. =_=_ File:Nethackwiki-logo.png I, Ilmari Karonen, author of this file, hereby waive all rights to it to the extent permitted by law and dedicate it to the public domain as specified in the Creative Commons CC0 Public Domain Dedication. =_=_ MediaWiki:Deletereason-dropdown =_=_ File talk:Nethackwiki-logo.png Does it look good if you crank up the contrast a bit, or use Gaussian blur to create a white aura around darker letters? Tjr 02:24, 10 November 2010 (UTC) =_=_ Template:Featured articles/January =_=_ Template:Featured articles/February =_=_ Template:Featured articles/March =_=_ Template:Featured articles/April =_=_ Template:Featured articles/May =_=_ Template:Featured articles/June =_=_ Template:Featured articles/July =_=_ Template:Featured articles/August =_=_ Template:Featured articles/September =_=_ Template:Featured articles/October =_=_ Template:Featured articles/December =_=_ NetHackWiki:Community Portal/Archive4 This page contains old sections from NetHackWiki:Community Portal. If you want to carry on talking about these topics, post a new section on the current Community Portal page. This page is intended to be a static archive. Is there any kind list (like in en-wiki ) or something else here for cultural references in NetHack? I haven't found one myself, and it would really help me with the Finnish counterpart in Wikipedia. IMO, Special:Random is not very useful for most users, because there's so many source code articles, and those simply aren't interesting for the majority of people. I talked with some admins on the #wikia irc channel, and asked if there's a way to prevent the random page-link from showing the source code articles. Answer: move the pages to another namespace. The end result was that there's now a new namespace on wikia: Source Then the problem was to find someone with a bot that would move the pages. I discussed this with Paxed in the #nethack channel. I managed to configure a pywikipediabot to use User:Kernigh bot. I tested the bot by moving User:Kernigh/sandbox to User:Kernigh/sandcastle. Then Paxed converted GreyKnight's list into a shell script of < tt > python movepages.py -from:"x" -to:"y"; sleep 30 < /tt > commands . Before I run these commands, I need Wikia staff to give a bot flag to User:Kernigh bot to hide the huge number of moves from recent changes. I now propose that User:Kernigh bot receive a bot flag, run the commands, thus moving the source code pages into the Source: namespace. Is this okay, or does someone not want this to happen? --Kernigh 21:26, 24 February 2008 (UTC) I requested the bot flag (through Special:Contact, with a reference to this section of the community portal) and received the bot flag. A few hours ago, User:Kernigh bot began to move pages. The bot sleeps 30 seconds between moves. So far, the bot seems to work correctly. --Kernigh 00:39, 4 March 2008 (UTC) Special:Random still seems to choose pages in the Source-namespace. Apparently only staff can set what namespaces Special:Random chooses from (by marking them content or not-content), and if we decide to exclude Source, then it also means Source-pages will not count towards article count. I think we should ask the staff to exclude Source from Special:Random. --paxed 17:08, 24 April 2009 (UTC) My concern is that these are handled inconsistently. Most notably the standard dwarf (monster) is missing altogether. I am hoping someone responsible can decide upon a suitable convention and apply it across NetHackWiki. The dwarf (monster) todo page I created provides the relevant links. I apologise for the fact I couldn't fix it myself.--PeterGFin 14:27, 17 June 2007 (UTC) For the MR topic, it records only the MR of the player and not of the monster. I have no idea what base MR does for monster (well, some ideas, but not enough). Someone ought to add something about that. RegalStar 18:49, 6 January 2008 (UTC) Can someone make a small guide? There's only one guide I can find, http://failsure.net:8085/root/usr/src/pub/games/nethack/vms/vmsbuild.com , but it doesn't tell you how make a new class. Also, I need to know how to use makedefs. I try to run it, but it flashes for a second saying it has invalid arguments (0). It doesn't even say how to use it. (FYI, my source and tools are installed in C:\nh343\ and C:\MinGW\) How would I make it so a class has a revolver (the archilogiest had one, or am I just thinking that Indy had one, so Archy must have one? XD) and wipes (which I'd have to program in myself). I've played as Archeologist a few times, and to my knowledge there is no revolver, but there is a bull whip. if you dont want the save deleted, copy it to a different folder before reopening it. I saw someone added the minimum and maximum damages that Vorpal Blade and Battle-axe could do to their artifact/weapon template. I decided to write a template that could calculate those automagically given the d notation: See User:Paxed/Template:dice. Opinions, do we want to use it? (I'm obviously all for it) --paxed 15:19, 6 March 2008 (UTC) I'm new to contributing: I'm not sure exactly how the info punched into the monster box on the right comes out the way it does. Take the entry for Djinni: the box at the right has an "other attributes" section that lists in bullet points that a Djinni has a head, arms, and a torso, that it can pick up weapons, etc., but in the edit section it just has some values set. What I'd like to see is very specific information about exactly what equipment a monster can equip, especially after it has been tamed. For example, I had a pet Djinni, and it could wear a shield and gloves as well, and I believe it was equipping a cloak, but it wouldn't take any armor. I would have thought something that can wear a cloak could wear body armor. Without a wand of probing, I couldn't tell if it had something cursed on or if it simply couldn't equip it. If the latter is true, and it would be too complicated to work into the template, can anyone point to the best resource where I can find specifics on what a pet will wear and use? I'm thinking about adding an "As a Pet" section at the bottom of monster articles as I fool around with Polymorph traps. Floatingeye 04:15, 20 March 2008 (UTC) Ray, thank you for looking into it. Sapphire could be a better fit - I went for slate due to the relatively neutral tones. Remember users can choose their own skins, this would mainly be a change for what anonymous users see - monaco has a lot of improvements for "viewers" along with editors. Kirkburn (talk) 17:19, 11 April 2008 (UTC) The danger of this is that editors update only one page, and the info in both gets out of sync. This has happened in this case. Things are somewhat complicated by the fact that, although it is a featured article, Elbereth does not seem to follow the Style Guide particularly well; in particular, it merges fact and comment throughout. On Gender, I had need to disambiguate 3 links for the page itself and 2 redirects; neither Template:for nor Template:otheruses could do this. I created Template:For2 as a general purpose tool, after wikipedia:Template:for2 (documented at wikipedia:Wikipedia:Hatnotes#For (other topic)). Just in case you missed it, I put in a sizeable reply to Monsters which are also starting races above. Interhack an earlier attempt at multiplayer nethack. The project was put on hold in 2001 due to time constraints. While the latest version was 1.0.5 - it could barely be called complete. In order to maintain the turn-based aspect of Nethack, the developers came up with the idea of "sureal-time". In the original algorithm, monsters were "tied" to a particular player on the level. When that player moved, those monsters also moved. Unfortunately the developers still resorted to real time movement when players were in close proximity. The key problem with multiplayer was not a turn-based algorithm that would work. Multiple players introduce the need for new data structures, and effectively a complete re-write of Nethack code. Interhack was written in C++ as this was an ideal language for a world based on objects. And re-writing the code is no small task. Shouldn't this wiki mention Interhack? The multiplayer nethack, I mean. I know the project got abandoned, but it still had a stable 1.0.5 release in 2001. Hello people. This post does not really relate to NetHack, but I thought I'd ask for your help anyway. I recently got the Civilization IV game and subsequently (today) became an administrator of the Civ4 Wiki at Wikia. I recon NetHack and Civilization are both games of patience and long-term planning, so I think some other NetHackers might also be Civ-enthusiasts. In case anyone is willing to help, join the wiki and find something to do. For one, all but one articles about individual units are missing. You may use the Keshik page as an example and start filling data for the other units ( is a good source). Or create articles about resources or amend the articles about technologies. Or you may just wish me luck doing all that by myself. ;) --ZeroOne 00:09, 13 November 2008 (UTC) We should modify at least MediaWiki:Newarticletext and MediaWiki:Edittools so they contain more NetHackWiki-related help and templates. (I put in some suggestions on the talk pages of those two templates). --paxed 16:41, 17 November 2008 (UTC) I'm taking an interest in ZAPM following the /dev/null tournament, and have added a stub entry describing the most apparent similarities and differences. I am looking for some advice on how to manage some of the big changes - e.g. BUC is now "buggy, debugged, optimized" but is this worthy of separate pages? A redirect seems like a cop out to me. Also, there is little information (and no readily-accessible source) that I can easily dig in to, so I don't even know what NetHack version it is based off! I'll do my best, but before I go an pollute the namespace, I thought I'd seek a little advice. -- Kalon 00:29, 30 December 2008 (UTC) I was thinking that it would be nice to get this wiki a spotlight with w:Wikia:Spotlights: "Wikia Spotlights are images that appear on each Wikia page that link to other Wikia sites." For that, the following conditions should be met: I'm quite fond of the old MonoBook style we have, but what do you think? Have you overridden this choice and are you using the Monaco skin? I asked for the Wikia staff to enable the Recent changes patrol feature, which they did. This helps us fight vandalism, as now every unchecked edit appears with a red "!" next to it. When you click the diff-link, there's a "Mark as patrolled" link which then removes the exclamation mark, thus signalling the other users that the edit was legitimate. Any comments? & mdash;ZeroOne ( < small > talk < /small > & nbsp;/ & nbsp; < small > @ < /small > ) 08:00, 27 February 2009 (UTC) Lately I've been source diving a lot in different variants of NetHack and would like to enter some of the knowledge into NetHackWiki. Especially that concerning how the variants have tackled some shortcomings of NetHack (e.g. pudding farming or boring Gehennom). Now it is clear to me that large texts (like Lethes Gehennom) should be incorporated into the page of its variant or maybe even get their own article. But smaller changes like how a variant tries to prevent pudding farming should probably go into a new section. How should that section be called? Variant behaviour? Variant modification? Are a lot of people still playing the game and/or visiting Nethack? What is visit rate and edit rate on here? In particular, do questions get answered in a few days or less or is the community mostly dead? Thank you all for you responses. I am certainly not looking for WoW and have joined NetHackWiki and will contribute what I can to the community (though I have a lot to learn about formatting wikis). I have wanted to try SLASH'EM and checked out NetHackWiki's knowledge base a few months ago and found information on SLASH'EM sorely lacking... but this seems to have been remedied now so I'll try Vulture's Claw. Do you guys look down on people trying the fancy new interfaces? Anyway, nice to meet you all and thank again. DemonDoll 14:49, 20 May 2009 (UTC) As Slashem pages proliferate, we will reach a point where roughly 1/3 of all pages either have a Slashem section or a "pagename (SLASH'EM)" counterpart. I think Slashem should have its own namespace instead for cleanlyness, and there should be a template such that Slashem pages #include the vanilla page by default. Perhaps we should make a template < nowiki > {{ < /nowiki > NethackEncyclopediaFormatting|content < nowiki > }} < /nowiki > that fully formats the Nethack Encyclopedia paragraphs. I think the encyclopedia might look better black on light blue, in a script font (e. g. Apple Chancery), and with a box around it (e. g. similar to Wikipedia's < nowiki > < /nowiki > ) instead of the current typewriter font. Also, a template would/should automatically make sure appearance is consistent across pages while providing a single set of controls to fine-tune. Any opionion? Who could make such a template? -Tjr 03:55, December 31, 2009 (UTC) I've used the monaco skin to create a NetHackWiki styled skin - just copy and paste User:Zapwire/monaco.css to special:MyPage/monaco.css, clear cache, enjoy. Suggestions are welcome. --Zapwire (talk/blog/edits) 13:43, January 26, 2010 (UTC) Some people have difficultly saying monster names. Maybe we could include pronunciations for things? --Zapwire (talk/blog/edits) 16:47, February 1, 2010 (UTC) Wikia has a very poor track record of fixing things, so we are on our own. Paxed has already clawed back a lot of wasted space and changed the unreadable color for text. Similar discussions in other wikis: Grand Theft Auto, WoWWiki, Anti-Wikia_Alliance, Slashdot about preventing Wikia from using the wiki contents, Dungeons & Dragons, outcome Tjr 17:50, November 6, 2010 (UTC) NetHackWiki is moving away from Wikia. Http://nethackwiki.com will point to the new wiki as soon as possible. It currently redirects here, so you can already update your bookmarks. (For Perl fans, s/nethack.wikia.com/nethackwiki.com/ is enough.) This means the move messages will eventually be deleted as "vandalism". (They are by no means wiki-wide.)Tjr 16:30, November 10, 2010 (UTC) I'll change the template now. I'll also remove the text from the template page: "Wikia does not want us to add a banner via CSS that moves the content area down on all pages. One other wiki wasn't even allowed to link to their new site on the main page, but others were." - it's not quite accurate and doesn't fit without the current template content. I'll remove the similar notice from the main page, but leave the newsbox as-is. thanks -- Sannse < staff / > < small > (help forum | blog) < /small > 23:37, December 3, 2010 (UTC) =_=_ MediaWiki:Group-wikian =_=_ MediaWiki:Group-wikian-member =_=_ NetHackWiki =_=_ MediaWiki:Licenses =_=_ MediaWiki:Vector.css =_=_ Category:Top icon templates =_=_ MediaWiki:Modern.css =_=_ Protection runner =_=_ Protection run =_=_ Flint =_=_ MediaWiki:Watchlistedit-noitems Your watchlist contains no titles. If your account was imported from the old wiki at Wikia, follow these instructions to transfer your old watchlist over. =_=_ MediaWiki:Nowatchlist You have no items on your watchlist. If your account was imported from the old wiki at Wikia, follow these instructions to transfer your old watchlist over. Hi, DancingGenis, and welcome to NetHackWiki. I've reverted your edit to Wizard quest, since I don't see anything in the source suggesting that wizard NPCs would be generated with long swords. Of course, I could be wrong, but it just seems unlikely to me. Could I ask you what you were basing your edit on? Thanks, and happy hacking! --Ilmari Karonen 05:18, 11 November 2010 (UTC) =_=_ Medusa's island =_=_ Wizard (player monster) Like other player monsters, wizards are never randomly generated and are thus rarely seen. Apprentices can grow up into wizards; unlike apprentices, wizard player monsters are not actually capable of spellcasting. The hostile player monsters on the Astral Plane may include one or more wizards. Reading a cursed scroll of genocide as a wizard while confused will summon a number of wizard monsters, although they won't have their usual equipment. Using undead turning on the corpse or stone to flesh on the statue of a dead wizard left on a bones level will revive the corpse or statue as a player monster. Wizard corpses will also be found in the Valley of the Dead, and a statue of a wizard may appear on Medusa's Island. A peaceful wizard named Newt also appears on the final level of the wizard quest. The weapon's enchantment will be random between +0 and +3 (or between +4 and +8 if on Astral), and it will be either erodeproof or greased (but not both) with 33.3% probability each. Wizards on the Astral Plane will also receive a randomly generated ascension kit containing dragon scale mail and various other pieces of armor (as well as a cheap plastic imitation of the Amulet of Yendor, some gold and other items), and will have a 50% chance of having their weapon made into an artifact of the same type (if possible). If this results in them receiving Magicbane, its enchantment will be reduced to between +1 and +4 (since Magicbane is supposed to be less effective if overenchanted). Unlike other player monsters on the Astral, wizards will never have a shield, and they have a 50% chance of having either black or silver dragon scale mail with a cloak of magic resistance (instead of random DSM with a random cloak), and a 75% chance of having a helm of brilliance instead of a random helmet. =_=_ Category:Player monsters =_=_ Source:NetHack 3.4.3/dat/Arch.des Below is the full text to dat/Arch.des from NetHack 3.4.3. To link to a particular line, write < nowiki > {{ < /nowiki > sourcecode < nowiki > |Arch.des|123}} < /nowiki > , for example. =_=_ Source:NetHack 3.4.3/dat/Barb.des Below is the full text to dat/Barb.des from NetHack 3.4.3. To link to a particular line, write < nowiki > {{ < /nowiki > sourcecode < nowiki > |Barb.des|123}} < /nowiki > , for example. =_=_ Source:NetHack 3.4.3/dat/Caveman.des Below is the full text to dat/Caveman.des from NetHack 3.4.3. To link to a particular line, write < nowiki > {{ < /nowiki > sourcecode < nowiki > |Caveman.des|123}} < /nowiki > , for example. =_=_ Source:NetHack 3.4.3/dat/Healer.des Below is the full text to dat/Healer.des from NetHack 3.4.3. To link to a particular line, write < nowiki > {{ < /nowiki > sourcecode < nowiki > |Healer.des|123}} < /nowiki > , for example. =_=_ Source:NetHack 3.4.3/dat/Knight.des Below is the full text to dat/Knight.des from NetHack 3.4.3. To link to a particular line, write < nowiki > {{ < /nowiki > sourcecode < nowiki > |Knight.des|123}} < /nowiki > , for example. =_=_ Source:NetHack 3.4.3/dat/Monk.des Below is the full text to dat/Monk.des from NetHack 3.4.3. To link to a particular line, write < nowiki > {{ < /nowiki > sourcecode < nowiki > |Monk.des|123}} < /nowiki > , for example. =_=_ Source:NetHack 3.4.3/dat/Priest.des Below is the full text to dat/Priest.des from NetHack 3.4.3. To link to a particular line, write < nowiki > {{ < /nowiki > sourcecode < nowiki > |Priest.des|123}} < /nowiki > , for example. =_=_ Source:NetHack 3.4.3/dat/Ranger.des Below is the full text to dat/Ranger.des from NetHack 3.4.3. To link to a particular line, write < nowiki > {{ < /nowiki > sourcecode < nowiki > |Ranger.des|123}} < /nowiki > , for example. =_=_ Source:NetHack 3.4.3/dat/Rogue.des Below is the full text to dat/Rogue.des from NetHack 3.4.3. To link to a particular line, write < nowiki > {{ < /nowiki > sourcecode < nowiki > |Rogue.des|123}} < /nowiki > , for example. =_=_ Source:NetHack 3.4.3/dat/Samurai.des Below is the full text to dat/Samurai.des from NetHack 3.4.3. To link to a particular line, write < nowiki > {{ < /nowiki > sourcecode < nowiki > |Samurai.des|123}} < /nowiki > , for example. =_=_ Source:NetHack 3.4.3/dat/Tourist.des Below is the full text to dat/Tourist.des from NetHack 3.4.3. To link to a particular line, write < nowiki > {{ < /nowiki > sourcecode < nowiki > |Tourist.des|123}} < /nowiki > , for example. =_=_ Source:NetHack 3.4.3/dat/Valkyrie.des Below is the full text to dat/Valkyrie.des from NetHack 3.4.3. To link to a particular line, write < nowiki > {{ < /nowiki > sourcecode < nowiki > |Valkyrie.des|123}} < /nowiki > , for example. =_=_ Source:NetHack 3.4.3/dat/Wizard.des Below is the full text to dat/Wizard.des from NetHack 3.4.3. To link to a particular line, write < nowiki > {{ < /nowiki > sourcecode < nowiki > |Wizard.des|123}} < /nowiki > , for example. =_=_ Source:NetHack 3.4.3/dat/bigroom.des Below is the full text to dat/bigroom.des from NetHack 3.4.3. To link to a particular line, write < nowiki > {{ < /nowiki > sourcecode < nowiki > |bigroom.des|123}} < /nowiki > , for example. =_=_ Source:NetHack 3.4.3/dat/castle.des Below is the full text to dat/castle.des from NetHack 3.4.3. To link to a particular line, write < nowiki > {{ < /nowiki > sourcecode < nowiki > |castle.des|123}} < /nowiki > , for example. =_=_ Source:NetHack 3.4.3/dat/endgame.des Below is the full text to dat/endgame.des from NetHack 3.4.3. To link to a particular line, write < nowiki > {{ < /nowiki > sourcecode < nowiki > |endgame.des|123}} < /nowiki > , for example. =_=_ Source:NetHack 3.4.3/dat/gehennom.des Below is the full text to dat/gehennom.des from NetHack 3.4.3. To link to a particular line, write < nowiki > {{ < /nowiki > sourcecode < nowiki > |gehennom.des|123}} < /nowiki > , for example. =_=_ Source:NetHack 3.4.3/dat/knox.des Below is the full text to dat/knox.des from NetHack 3.4.3. To link to a particular line, write < nowiki > {{ < /nowiki > sourcecode < nowiki > |knox.des|123}} < /nowiki > , for example. =_=_ Source:NetHack 3.4.3/dat/medusa.des Below is the full text to dat/medusa.des from NetHack 3.4.3. To link to a particular line, write < nowiki > {{ < /nowiki > sourcecode < nowiki > |medusa.des|123}} < /nowiki > , for example. =_=_ Source:NetHack 3.4.3/dat/mines.des Below is the full text to dat/mines.des from NetHack 3.4.3. To link to a particular line, write < nowiki > {{ < /nowiki > sourcecode < nowiki > |mines.des|123}} < /nowiki > , for example. =_=_ Source:NetHack 3.4.3/dat/oracle.des Below is the full text to dat/oracle.des from NetHack 3.4.3. To link to a particular line, write < nowiki > {{ < /nowiki > sourcecode < nowiki > |oracle.des|123}} < /nowiki > , for example. =_=_ Source:NetHack 3.4.3/dat/sokoban.des Below is the full text to dat/sokoban.des from NetHack 3.4.3. To link to a particular line, write < nowiki > {{ < /nowiki > sourcecode < nowiki > |sokoban.des|123}} < /nowiki > , for example. =_=_ Source:NetHack 3.4.3/dat/tower.des Below is the full text to dat/tower.des from NetHack 3.4.3. To link to a particular line, write < nowiki > {{ < /nowiki > sourcecode < nowiki > |tower.des|123}} < /nowiki > , for example. =_=_ Source:NetHack 3.4.3/dat/yendor.des Below is the full text to dat/yendor.des from NetHack 3.4.3. To link to a particular line, write < nowiki > {{ < /nowiki > sourcecode < nowiki > |yendor.des|123}} < /nowiki > , for example. =_=_ Talk:Graphical user interface As there are a lot of different < nowiki > UIs < /nowiki > that Carbon can run under, it would probably be a good idea to have screen shots of it running on Platinum, and pre-OS 8. Perhaps earlier versions of OS X as well (I remember 10.2 had stripes on title bars. Madd the Sane (talk) 03:34, 27 April 2016 (UTC) =_=_ Arch.des =_=_ Barb.des =_=_ Bigroom.des =_=_ Castle.des =_=_ Caveman.des =_=_ Endgame.des =_=_ Gehennom.des =_=_ Healer.des =_=_ Knight.des =_=_ Knox.des =_=_ Medusa.des =_=_ Mines.des =_=_ Monk.des =_=_ Oracle.des =_=_ Priest.des =_=_ Ranger.des =_=_ Rogue.des =_=_ Samurai.des =_=_ Sokoban.des =_=_ Tourist.des =_=_ Tower.des =_=_ Valkyrie.des =_=_ Wizard.des =_=_ Yendor.des =_=_ You feel yourself slowing down =_=_ Category:NetHackWiki =_=_ File talk:Wikihack-cursed-logo.png =_=_ Wikihack =_=_ File:Wikihack logo.png =_=_ File:Wikihack-cursed-logo.png =_=_ File:Wikihack Wikia Spotlight.gif =_=_ Template:Monsym/monster =_=_ User talk:Strathmeyer =_=_ User:Strathmeyer =_=_ MediaWiki:Newusermessage-template =_=_ User talk:TjrBot =_=_ MediaWiki:Newuseredit-summary =_=_ Archeologist (player monster) Like other player monsters, archeologists are never randomly generated and are thus rarely seen. Students found on the archaeologist quest home level can grow up to become archeologists. Other archeologists are normally found on the Astral Plane, where they may appear among the hostile player monsters. < ref > < /ref > Most archeologists encountered in the main dungeon will turn out to be doppelgangers, which may temporarily assume their form; in either case, the game refers to them by the rank title appropriate for the monster's level. Reading a cursed scroll of genocide as an archeologist while confused will summon a number of archeologist monsters, although they won't have their usual equipment. Using undead turning on the corpse of a dead archeologist or using stone to flesh on an archeologist statue will revive the corpse or statue as a player monster. In addition to bones levels, archeologist corpses can be found in graveyards including those in the Valley of the Dead, and their statues may appear on Medusa's Island as well as in cockatrice nests. An archeologist on the Astral Plane will carry either a bullwhip (50%), a long sword (25%) or a randomly chosen melee weapon (25%). The weapon's enchantment will be random between +4 and +8, and it will be either erodeproof or greased (but not both) with 33.3% probability each. There is a 50% chance that the weapon will be made into an artifact of the same type, if possible. Like other player monsters on the Astral Plane, archeologists will also be equipped with 1d3 random offensive items, 1d3 random defensive items and 1d3 random miscellaneous items, as well as a randomly generated ascension kit containing dragon scale mail and various other pieces of armor (as well as a cheap plastic imitation of the Amulet of Yendor, some gold and other items). In UnNetHack, an archeologist corpse can sometimes be found under a boulder trap, and may be accompanied by the former adventurer's fedora and bullwhip; this is an homage to Indiana Jones. =_=_ Template talk:Welcome I gave the welcome bot user a bot flag, but welcoming still shows up on Special:RecentChanges when I hide bot edits. What's going wrong?Tjr 02:43, 12 November 2010 (UTC) =_=_ Barbarian (player monster) Like other player monsters, barbarians are never randomly generated and are thus rarely seen. They are normally found on the Astral Plane, where they may appears among the hostile player monsters. < ref > < /ref > Most barbarians encountered in the main dungeon will turn out to be doppelgangers, which may temporarily assume their form; in either case, the game refers to them by the rank title appropriate for the monster's level. Reading a cursed scroll of genocide as a barbarian while confused will summon a number of barbarian monsters, although they won't have their usual equipment. Using undead turning on the corpse of a dead barbarian or using stone to flesh on a barbarian statue will revive them as a player monster. In addition to bones levels, barbarian corpses can be found in graveyards including those in the Valley of the Dead, and their statues may appear on Medusa's Island as well as in cockatrice nests. A barbarian on the Astral Plane will carry either a two-handed sword, a battle-axe, a long sword or a randomly chosen melee weapon with 25% probability each. The weapon's enchantment will be random between +4 and +8, and it will be either erodeproof or greased (but not both) with 33.3% probability each. There is a 50% chance that the weapon will be made into an artifact of the same type, if possible. Like other player monsters on the Astral Plane, barbarians will also be equipped with 1d3 random offensive items, 1d3 random defensive items and 1d3 random miscellaneous items, a randomly generated ascension kit containing various pieces of armor as well as a cheap plastic imitation of the Amulet of Yendor, some gold and other items. The ascension kit given to barbarians will not include a shield if they are wielding a two-handed sword or a battle-axe, has only a 50% chance of including dragon scale mail instead of non-magical body armor, and will never include a helm of brilliance. =_=_ Caveman (player monster) They are normally found on the Astral Plane, where they may appears among the hostile player monsters. < ref > < /ref > Most cavemen and cavewomen encountered in the main dungeon will turn out to be doppelgangers, which may temporarily assume the form of a caveman or cavewoman; in either case, the game refers to them by the rank title appropriate for the monster's level. Reading a cursed scroll of genocide as a caveman or cavewoman while confused will summon a number of caveman or cavewoman monsters, although they won't have their usual equipment. Using undead turning on the corpse of a dead caveman or cavewoman or using stone to flesh on a caveman statue will revive them as a player monster. In addition to bones levels, caveman and cavewoman corpses can be found in graveyards including those in the Valley of the Dead,, and their statues may appear on Medusa's Island as well as cockatrice nests. A caveman or cavewoman on the Astral Plane will carry either a mace (75%), a club (12.5%), a long sword (6.25%) or a randomly chosen melee weapon (6.25%). The weapon's enchantment will be random between +4 and +8, and it will be either erodeproof or greased (but not both) with 33.3% probability each. There is a 50% chance that the weapon will be made into an artifact of the same type, if possible. Like other player monsters on the Astral Plane, cavemen and cavewomen will also be equipped with 1d3 random offensive items, 1d3 random defensive items and 1d3 random miscellaneous items, a randomly generated ascension kit containing various pieces of armor as well as a cheap plastic imitation of the Amulet of Yendor, some gold and other items. The ascension kit given to cavemen or cavewomen will never include a helm of brilliance. =_=_ Cavewoman (player monster) =_=_ Healer (player monster) Like other player monsters, healers are never randomly generated and are thus rarely seen. Attendants found in the healer quest can grow up to become healers. Other healers are normally found on the Astral Plane, where they may appear among the hostile player monsters. < ref > < /ref > Most healers encountered in the main dungeon will turn out to be doppelgangers, which may temporarily assume their form; in either case, the game refers to them by the rank title appropriate for the monster's level. Reading a cursed scroll of genocide as a healer while confused will summon a number of healer monsters, although they won't have their usual equipment. Using undead turning on the corpse of a dead healer or using stone to flesh on a healer statue will revive them as a player monster. In addition to bones levels, healer corpses can be found in graveyards including those in the Valley of the Dead, and their statues may appear on Medusa's Island as well as in cockatrice nests. A healer on the Astral Plane will carry either a quarterstaff with 75% probability or a unicorn horn, a scalpel, a long sword or a randomly chosen melee weapon with 6.25% probability each. The weapon's enchantment will be random between +4 and +8, and it will be either erodeproof or greased (but not both) with 33.3% probability each. There is a 50% chance that the weapon will be made into an artifact of the same type, if possible. Like other player monsters on the Astral Plane, healers will also be equipped with 1d3 random offensive items, 1d3 random defensive items and 1d3 random miscellaneous items, a randomly generated ascension kit containing various pieces of armor as well as a cheap plastic imitation of the Amulet of Yendor, some gold and other items. The ascension kit given to healers has a 75% chance of including either a helm of brilliance or a helm of telepathy instead of a random helmet, and will have only half the usual chance of including a shield (43.75% vs. 87.5%). =_=_ Knight (player monster) Like other player monsters, knights are never randomly generated and are thus rarely seen. A peaceful knight appears in each corner tower on the home level of the Knight quest, and the quest guardian pages can grow up into knights. Hostile knights are found on the Astral Plane, where they may appear among the hostile player monsters generated there. < ref > < /ref > the hostile player monsters on the Astral Plane may include one or more knights. < ref > < /ref > Most knights encountered in the main dungeon will turn out to be doppelgangers, which may temporarily assume their form; in either case, the game refers to them by the rank title appropriate for the monster's level. Reading a cursed scroll of genocide as a knight while confused will summon a number of knight monsters, although they won't have their usual equipment. Using undead turning on the corpse of a dead knight or using stone to flesh on a knight statue will revive them as a player monster. In addition to bones levels, knight corpses can be found in graveyards, including two guaranteed corspes in the Valley of the Dead, and their statues may appear on Medusa's Island. A statue of a knight named Perseus is guaranteed to appear in all versions of Medusa's Island, < ref > , , , < /ref > and has a independent chance per item to contain the following: A normally generated (i.e. not revived or reverse-genocided) knight will carry a long sword with 87.5% probability or a randomly chosen melee weapon with 12.5% probability. The weapon's enchantment will be random between +0 and +3 (or between +4 and +8 if on the Astral Plane), and it will be either erodeproof or greased (but not both) with 33.3% probability each. Like other player monsters, knights will also be equipped with 1d3 random offensive items, 1d3 random defensive items and 1d3 random miscellaneous items. Knights on the Astral Plane will also receive a randomly generated ascension kit containing various pieces of armor as well as a cheap plastic imitation of the Amulet of Yendor, some gold and other items, and will have a 50% chance of having their weapon made into an artifact of the same type (if possible). Unlike some player monsters on Astral, knights have only a 50% chance of wearing dragon scale mail instead of non-magical body armor. =_=_ Template:Moonphasenum This template calculates the moon phase as returned by . The return value is an integer from 0 to 7, with 0 meaning new moon and 4 meaning full moon. The template takes one optional parameter, < tt > time < /tt > , specifying the time for which the phase should be calculated. For details on valid time formats, see the documentation for the < nowiki > < /nowiki > parser function. The default time is the last time the page was parsed (which might be some time ago due to caching). =_=_ File:Moon phase 0.gif =_=_ File:Moon phase 1.gif =_=_ File:Moon phase 2.gif =_=_ File:Moon phase 3.gif =_=_ File:Moon phase 4.gif =_=_ File:Moon phase 5.gif =_=_ File:Moon phase 6.gif =_=_ File:Moon phase 7.gif =_=_ Template:Moon phase =_=_ Talk:Time The page claims that Friday, November 13th, 2014 should be new moon in NetHack, and indeed wikipedia:Table of lunar phases confirms that a new moon occurs at 15:15 UTC on November 14th, 2014. However, the {{moon phase}} template disagrees, and so does my own NetHack moon phase calculator based on the code from . Is this a bug in NetHack's moon phase calculation? --Ilmari Karonen 10:06, 12 November 2010 (UTC) And if so, does this damage stack with double damage from artifact weapons? This seems might like it could be a very effective strategy for getting through the Astral Plane at a low level, especially since you would be immune to Death's attacks as well. Just start the endgame at the hour of midnight while polymorphed into a vampire lord. --Bencoffman (talk) 18:11, 7 July 2013 (UTC) Besides real-world time, maybe the article should have a section on the simulated passage of time in the game: object and status timers, turn counters, comparative speeds of player and monsters, ... And also touching on the passage of time on other levels besides the one you're currently on. If I leave a level with a dwarf and a rock mole, and come back 2,000 turns later, what should I expect to find? Can a rock mole be generated and start remodelling in my absence? Will corpses rot away? That kind of thing. Netzhack (talk) 12:41, 2 January 2020 (UTC) =_=_ Beholder (monster) The beholder is a deferred feature in NetHack 3.6.0, a powerful monster in the eye/sphere class. Code for the creature appears in the source code but as of version 3.6.0 is commented out, so the monster will not be encountered in the Mazes of Menace. Beholders are implemented in the variants SLASH'EM (as a unique monster) and dNetHack and GruntHack (as a non-unique but rare monster), with some distinct properties in each. The Beholder is the quest nemesis for the Neutral Quest. It holds the Key of Neutrality, one of the three Alignment keys; you need two of these keys to unlock the indestructible doors in Vlad's Tower. If the Beholder is killed by means that would not prevent it from leaving a corpse & mdash;in other words, not by stoning, sliming, or disintegration & mdash;it leaves behind the Eye of the Beholder instead of a regular corpse. Since the Beholder is not difficult to kill by physical or magical means, it should be easy to kill it in such a way as to get the Eye. The Beholder combines the gaze attacks of various creatures: the catoblepas (instant death), bloodshot eye (stun), umber hulk (confusion), and chasme (sleep). It also has a damaging gaze attack which deals up to 24 damage. The easiest way to defeat the Beholder is to put on a blindfold or towel before entering its room, which will block all of its attacks. Even if you don't have telepathy, the Beholder is easy to find if you close the door behind you. Reflection will only protect against the gaze of death: blinding yourself is almost always preferable. Important Note: There is an interesting quirk (possibly bug) about the Beholder's death gaze attack when you have reflection - it will not be reflected at all if the Beholder cannot see you (for example, if you are invisible). With other gaze attacks what usually happens is that you are protected from the effects of the gaze but the monster is not hit by it (because it can't see the reflection), but in the case of the Beholder's death gaze, it simply bypasses reflection entirely if it cannot see you. This means that if you are invisible, reflection will not protect you from instant death. Since the random gaze attacks include death and petrification gazes as well as damaging elemental gazes, it is best not to go near one without reflection and a blindfold. In GruntHack, beholders pose a significant threat. They usually generate asleep, but when awake, they can instapetrify you, disintegrate you (the same kind of disintegration as gods do) and cancel your inventory. They're prime targets for genocide in Grunt. As in other variants, covering your eyes makes it nearly harmless with the exception of a relatively weak bite attack. Note that none of its attacks respect reflection. The beholder is a well-known creature from Dungeons & Dragons, one of the franchise's most iconic original creations. As described in the SLASH'EM encyclopedia entry (taken from a D & D manual), beholders have spherical bodies with a single large eye, ten smaller eyes on stalks above it, and a mouth full of teeth. The smaller eyes are used for offense or defense; each one has a different magical ability. Beholders are typically hostile to other creatures, and often hostile to one another. The artifact Eye of the Beholder is a pun on the saying "Beauty is in the eye of the beholder". (See the dNetHack encyclopedia entry, which quotes a similar phrase, though there is no artifact eye in that variant.) The word "beholder" is a less common (often poetic) synonym for "observer". =_=_ User:Paxed/JQueryWithUI =_=_ MediaWiki:Common.js/showhide.js if ( e.type === 'click' || ( e.type === 'keypress' & & ( e.keyCode === 13 || e.charCode === 32 ) ) ) =_=_ MediaWiki:Common.js/nhsympopup.js =_=_ Help:Assigning permissions By default, you will need to be a 'Bureaucrat' (in the 'Bureaucrat' group) before you can access the Special:UserRights page. The first user created when setting up a MediaWiki installation is a bureaucrat. Other users can always contact one of the bureaucrats to request a change of permissions. Find out who these people are at Special:ListUsers/bureaucrat. In a small wiki there might typically be only one such user or maybe two. The Special:UserRights page allows you (if you have access) to set which groups a user is in. A common task would be to put a user into the 'Sysop' group. This will grant the user various extra rights, such as deleting pages, and blocking users. See Help:Sysops and permissions for more details. Obviously giving a user such rights implies that you trust the user, both in terms of being non-malicious, and also as somebody with sufficient competence in using the wiki software, and in dealing with the wiki community. People hoping to become sysops should read Help:Sysops and permissions. However it should be noted that actions of a sysop user are (almost) entirely reversible, by other sysop users, and so it can be a good idea to dish out these extra permissions to a number of users in order to =_=_ Help:Blocking users To unblock a username or IP address, go to the active block list and click on the (unblock) link next to the user or IP you wish to unblock. Then, enter in an optional reason and click on the unblock button. A message should appear saying if the unblock was successful or unsuccessful. =_=_ Help:Bots A bot is a computer program that automatically retrieves or updates wiki pages when it is executed. In general, bots are used for repetitive maintenance tasks, whose volume and characteristics are too large to be performed manually by users. Developing and executing bots is normally outside the role of normal users, requires programming experience and must be done in coordination with the wiki's admins. Bots do not access the wiki through the normal graphical user interface. MediaWiki has an API (Application Programming Interface) available for this purpose. An API is a protocol for standardised communication between two computer programs. Check for more information. provides a framework for the development of bots, which are commonly used to perform maintenance tasks such as adding a footer to some categorized pages (), adding some wikilinks (), moving old contents of talk pages to subpages (), editing categories (), or managing templates (). Extension:MassEditRegex provides an alternative way to perform mass edits using regular expressions, through a special page in the wiki. Only admins can normally use this extension. =_=_ Help:Categories MediaWiki enables you to categorize pages and files by appending one or more Category tags to the content text. Adding these tags creates links at the bottom of the page that take you to the list of all pages in that category, which makes it easy to browse related articles. To add a page or uploaded file to a category, simply edit the page and add the following text (where Name is the name of the category you want to add it to). By default, a page is sorted under the first letter of its full name including the namespace. Also, MediaWiki groups accented characters separately from their unaccented version, so pages starting by À, Á, Ä, will be listed under separate headings, instead of under heading A. Sort keys are case-sensitive, and spaces and other characters are also valid. The order of the sections within a category follows the Unicode sort order. The sort key does not change the page title displayed in the category. Categories exist even if their page has not been created, but these categories are isolated from others and serve little purpose for organization or navigation. A category is created by creating a page in the Category: namespace. A category page can be created the same way as other wiki pages (see Help:Starting a new page); just add " < code > : < /code > " before the page title. To avoid extra work, try searching within your wiki before creating a new category. The list of all categories can be found in "" in the "" box of the sidebar. Unlike other wiki pages, it is not possible to rename (move) a category. It is necessary to create a new category and change the tag on every page. The new category will not have the older category's page history, which is undesirable if there are many revisions. Categories may belong to other categories in a hierarchy. Since category pages are much like any other page, a tag may be added to the bottom of a category page. It is a good idea to organize all categories into a hierarchy with a single top level category. The category structure can take the form of a tree with separate branches, but more often will have a graph structure. Generally, there should be a contiguous chain of parent-child links between each category and the top level category. The categories that a page is in are normally listed at the bottom of the page. A category can be hidden from this list by adding the magic word " < code > < nowiki > __HIDDENCAT__ < /nowiki > < /code > " to the category page. Hidden categories are not hidden from category pages (). To create a link to a category, use a leading colon before the category name (without this colon, the current page would be added to the category): Redirect pages that redirect to categories must also use the colon, otherwise they will be added to the category instead of redirecting. =_=_ Help:Deleting a page Typically you would delete a page if the contents are entirely inappropriate and do not match the purposes of the Wiki. In other situations, you would take a less extreme course of action, for example: An actual delete is generally necessary only if the title of the page is inappropriate. In other situations, a merge and redirect is more appropriate. Deciding on appropriate content/page titles can be a difficult aspect of Wiki organization, and one which can often provoke debates. If the merge or deletion you have in mind is one which might cause upset, you should propose the change first. Do this by leaving a note to give your reasons on the talk page. You might also establish a system for labeling the page with a delete/merge proposal template, to make everybody aware of your intentions. The 'What links here' toolbox feature (bottom of left sidebar) will tell you which other Wiki pages link to the current page. Always use this feature to check before proceeding with deleting. These related pages will need to be edited for their links to reflect the change. Normal users cannot permanently delete a Wiki page. This is a deliberate design feature, and is an important part of why wikis work. Every kind of editing operation can be reverted by any other user, and that includes resurrecting deleted content. It doesn't cause significant wasted space; and with nothing but a 'delete' label, the page is effectively deleted anyway. =_=_ Help:Editing pages The number one rule of wiki editing, is to be bold. Dive in and make changes. Other people can correct mistakes later, so have confidence, and give it a try! There can be all kinds of editing conventions, rules, and philosophy governing the editing of wiki pages, but the "be bold" rule overrides these! In general try to write clearly and concisely and make sure you are always aiming to do something which improves the wiki contents. An edit might be to contribute whole paragraphs or pages full of information, or it could be as simple as fixing a typo or spelling mistake. When you need to use some type of formatting e.g. new headings or bold text, you do this using wiki syntax. See Help:Formatting for some of the common types of formatting used. Before you save a change, you can enter a short note in the box describing your changes. Don't worry too much about this, or spend too much time thinking about it, but try to give a little description of what you just changed e.g. "fixed typo" or "added more information about sunflowers". =_=_ Help:External searches Note: Wikipedia has an interwiki prefix with a similar effect, so you can link to google results with < nowiki > Google:firstTerm+Second+etc < /nowiki > , although templates are still useful for linking other search engines. Note the application of MediaWiki magic word < code > urlencode < /code > . This grants us the convenience and elegance of entering the query string in a Wikipedia article in the same literal form we would enter it in Google search box, including spaces and quotation marks instead of representing them indirectly with < code > + < /code > and < code > %20 < /code > . =_=_ Help:Formatting Note: The usage of < code > #: < /code > and < code > *: < /code > for breaking a line within an item may also be controversial. MediaWiki ignores single line breaks. To start a new paragraph, leave an empty line. You can force a line break within a paragraph with the HTML tags < code > & lt;br / > < /code > . Some HTML tags are allowed in MediaWiki, for example < code > & lt;code > < /code > , < code > & lt;div > < /code > , < code > < nowiki > < span > < /nowiki > < /code > and < code > < nowiki > < font > < /nowiki > < /code > . These apply anywhere you insert them. An HTML symbol entity is a sequence of characters that produces one particular character. For example, < code > & amp;rarr; < /code > produces a right arrow " < code > & rarr; < /code > " and < code > & amp;mdash; < /code > produces an em dash " < code > & mdash; < /code > ". HTML symbol entities are allowed in MediaWiki and are sometimes used in advanced editing for two main reasons: to insert characters not normally available on keyboards: The following is a list of characters that can be produced using HTML symbols. Hover any character to find out the symbol that produces it. Some symbols not available in the current font will appear as empty squares. =_=_ Help:Images This page explains the image syntax when editing the wiki. You or another user must usually upload an image before you can use it on a page. Images that are stored on a MediaWiki server are usually rendered by using the < code > File: < /code > namespace prefix (but the legacy < code > Image: < /code > namespace prefix is still supported as a synonym) as the target of a MediaWiki link. The alternate < code > Media: < /code > namespace prefix is also usable to reference the original media file content (for rendering or downloading it separately, out of any MediaWiki page). Other formats used on Wikimedia, and commonly enabled elsewhere (These may require extra set up beyond what is enabled by default): The options can be given in any order. If the given options conflict each other, the latter is applied, except for the format options, where the options take the priority in the order of: frame; thumb (or thumbnail); frameless and/or border. If a parameter does not match any of the other possibilities, it is assumed to be the caption text. Caption text shows below the image in thumb and frame formats, or as mouseover text in border, frameless formats or when the format is omitted. Caption text displayed in the thumb and frame formats may contain wiki links and other formatting. In the other options, wiki-formatting will not work though transclusion will. When the height of an image in thumbnail is bigger than its width (i.e. in portrait orientation rather than lansdscape) and you find it too outstanding, you may try the option < code > upright < /code > , which will try to adjust its size to more desirable size by reducing the height instead the width. The alternative is to specify the desired maximum height (in pixels) explicitly. The vertical alignment options take effect only if the image is rendered as an inline element and is not floating. They alter the way the inlined image will be vertically aligned with the text present in the same block before and/or after this image on the same rendered row. On occasion it is desirable to stop text (or other inline non-floating images) from flowing around a floating image. Depending on the web browser's screen resolution and such, text flow on the right side of an image may cause a section header (for instance, < nowiki > == My Header == < /nowiki > ) to appear to the right of the image, instead of below it, as a user may expect. The text flow can be stopped by placing < nowiki > < br style="clear: both" / > < /nowiki > before the text that should start below the floatting image. All images rendered as blocks (including non-floating centered images, left- or right-floating images, as well as framed or thumbnailed floating images) are implicitly breaking the surrounding lines of text (terminating the current block of text before the image, and creating a new paragraph for the text after them). They will then stack vertically along their left or right alignment margin (or along the center line between these margins for centered images). The following table shows how to alter the link target (whose default is the image description page) or how to remove it. Changing the link does not alter the format described in the previous sections. It's easy to make a gallery of thumbnails only, not other images, with the < code > < nowiki > < gallery > < /nowiki > < /code > tag. The syntax is: If you put a colon ( < code > : < /code > ) before < code > : < /code > , the image will not be embedded and the link will lead to the description page of the file. Before using images in your page, the system administrator of your wiki must have and a user has to upload the file. System administrators may also set the wiki to accept files from , such as the Wikimedia Commons. For server side image resizing it is necessary to have a scaler configured (such as GD2, ImageMagick, etc.). You can link to an external file available online using the same syntax used for linking to an external web page. With these syntaxes, the image will not be rendered, but only the text of the link to this image will be displayed. Additional MediaWiki markup or HTML/CSS formatting (for inline elements) is permitted in this displayed text (with the exception of embedded links that would break the surrounding link): =_=_ Help:Links To add an internal link, enclose the name of the page you want to link to in double square brackets. When you save the page, you'll see the new link pointing to your page. If the page exists already it is displayed in blue, if it does not, in red. The first letter of the target page is automatically capitalized, unless otherwise set by the admins, and spaces are represented as underscores (typing an underscore in the link will have a similar effect as typing a space, but is not recommended, since the underscore will also be shown in the text). To avoid that effect, put the URL between < code > & lt;nowiki & gt; < /code > tags as in: Interwiki links are links with the internal link markup to a website registered in advance. For example, you can link to the Sunflower article on http://en.wikipedia.org by typing < code > < nowiki > wikipedia:Sunflower < /nowiki > < /code > , which will result in a link wikipedia:Sunflower. This is because < code > < nowiki > http://en.wikipedia.org/wiki/ < /nowiki > < /code > is registered to your wiki by default with the prefix of < code > wikipedia < /code > . This link may not work properly, if the admin of your wiki has changed the setting. Unlike internal links, interwiki links do not use page existence detection, so an interwiki link will appear blue even if the page does not exist on the remote wiki. Basically this is an abbreviation for longer URLs. A very similar link could be created as a normal external link by typing < code > < nowiki > big yellow flower < /nowiki > < /code > , but interwiki links allow you to type out an easy and compact link, almost as if you are linking to a page on your own wiki. Interlanguage links behave similar to interwiki links, except that they are listed in the sidebar. To create an interlanguage link from a page, just type < code > < nowiki > [[ < /nowiki > language prefix:pagename]] < /code > wherever you like in the page; the language prefix is the prefix specified at your wiki for the other language version (typically the ISO language code). If you want to make the interlanguage link to appear in the content of the page, you can add a colon before the language prefix, e.g. < code > < nowiki > :en:Sunflower < /nowiki > < /code > . =_=_ Help:Links/example =_=_ Help:Magic words Magic words are strings of text that MediaWiki associates with a return value or function, such as time, site details, or page names. This page is about usage of standard magic words; for a technical reference, see . Page-dependent magic words will affect or return data about the current page (by default), even if the word is added through a transcluded template or included system message. A behavior switch controls the layout or behaviour of the page and can often be used to specify desired omissions and inclusions in the content. Places a table of contents at the word's current position (overriding < nowiki > __NOTOC__ < /nowiki > ). If this is used multiple times, the table of contents will appear at the first word's position. Used on a category page, hides the category from the lists of categories in its members and parent categories (there is an option in the user preferences to show them). < !-- hiddencategory hiddencat hide category categories -- > On wikis with language variants, don't perform any content language conversion (character and phase) in article display; for example, only show Chinese (zh) instead of variants like zh_cn, zh_tw, zh_sg, or zh_hk. On redirect pages, don't allow MediaWiki to automatically update the link when someone moves a page and checks "Update any redirects that point to the original title". Variables return information about the current page, wiki, or date. Their syntax is similar to templates. Variables marked as " < span style="background:#FED;" > [expensive] < /span > " are tracked by the software, and the number that can be included on a page is limited. If a template name conflicts with a variable, the variable will be used (so to transclude the template :PAGENAME you would need to write < code > < tt > < nowiki > {{ < /nowiki > :PAGENAME < nowiki > }} < /nowiki > < /tt > < /code > ). In some cases, adding parameters will force the parser to treat a variable as a template; for example, < code > < tt > < nowiki > < /nowiki > < /tt > < /code > transcludes :CURRENTDAYNAME. Revision variables return data about the latest edit to the current page, even if viewing an older version of the page. The username of the user who made the most recent edit to the page, or the current user when previewing an edit Format the current page's title header. The value must be equivalent to the default title: only capitalization changes and replacing spaces with underscores. It can be disabled or enabled by ; disabled by default before 1.10+, enabled by default thereafter. Number of pages in the given namespace (replace index with the relevant namespace index). For instance, < tt > < nowiki > {{PAGESINNAMESPACE: < /nowiki > 14 < nowiki > }} < /nowiki > < /tt > will output the number of category pages. < tt > < nowiki > < /nowiki > < /tt > differs from < tt > < nowiki > < /nowiki > < /tt > in that the former includes redirects and disambiguation pages. Disabled by default, enable with . For more complex splitting, use < nowiki > {{ < /nowiki > #titleparts: < nowiki > }} < /nowiki > from ParserFunctions extension. The < tt > < nowiki > < /nowiki > < /tt > and < tt > < nowiki > < /nowiki > < /tt > magic words only work in namespaces that have subpages enabled. See for information on enabling subpages. Parser functions are very similar to variables, but take one or more parameters (technically, any magic word that takes a parameter is a parser function), and the name is sometimes prefixed with a hash to distinguish them from templates. This page only describes parser functions that are integral to the MediaWiki software. Other parser functions may be added by MediaWiki extensions such as the . For those see Help:Extension:ParserFunctions. Formats an unlinked date based on user "Date format" preference, and adds metadata tagging it as a formatted date. For logged-out users and those who have not set a date format in their preferences, dates can be given a default: < tt > mdy < /tt > , < tt > dmy < /tt > , < tt > ymd < /tt > , < tt > ISO & nbsp;8601 < /tt > (all case sensitive). If only the month and day are given, only < tt > mdy < /tt > and < tt > dmy < /tt > are valid. If a format is not specified or is invalid, the input format is used as a default. If the supplied date is not recognized as a valid date (specifically, if it contains any metadata such as from a nested use of these or a similar template), it is rendered unchanged, and no (additional) metadata is generated. < br/ > < small > Although the ISO 8601 standard requires that dates be in the Gregorian calendar, the ISO parameter in this function will still format dates that fall outside the usual Gregorian range (e.g. dates prior to 1583). Also, the magic word cannot properly convert between negative years (used with ISO 8601) and years BC or years BCE (used in general writing). < /small > Inserts a string of padding characters (character chosen in third parameter; default '0') of a specified length (second parameter) next to a chosen base character or variable (first parameter). The final digits or characters in the base replace the final characters in the padding; i.e. < nowiki > < /nowiki > produces . The padding string may be truncated if its length does not evenly divide the required number of characters. < br / > (fixed in ): multibyte characters are interpreted as two characters, which can skew width. These also cannot be used as padding characters. Outputs the correct inflected form of the given word described by the inflection code after the colon (language-dependent). Grammar transformations are used for inflected languages like Polish. See also . Internationalizes (translates) the given interface (MediaWiki namespace) message into the user language. Note that this can damage/confuse cache consistency, see bug 14404. Alias for XML-style parser or extension tags, but parsing wiki code. Inner content can be passed as first parameter, and attributes as subsequent ones: Warning : You must write < code > < nowiki > {{#tag: < /nowiki > < /code > tagname < code > < nowiki > || < /nowiki > < /code > attribute1=value1 < code > < nowiki > | < /nowiki > < /code > attribute2=value2 < code > < nowiki > }} < /nowiki > < /code > to pass an empty content. =_=_ Help:Managing files After you've uploaded a file, you can use it in an article, with some special wiki syntax to create the link. See Help:Images. Your file gets its very own “file description page” within the namespace of the wiki. You should edit this page to provide more information about the file. For example, many public wiki projects are quite sensitive to copyright issues, and so you should explain where you got the file from, and what its copyright status is, on the description page. Any other useful descriptive notes could also be added there. There are a number of special pages to help you view and manage files which have been uploaded. Go to “” (in the on the left) and then see... =_=_ Help:Moving a page Moving (renaming) a page means giving it another name. This is done by using the "" tab at the top. The tab is not visible if you are not logged in. Then simply enter the new name and click "". Normally you would want to leave the "" option ticked. The second point is important. By using the "" feature, you also move the editing history, which is desirable in most situations. The editing history allows people to see how the contents of the page were built up, and who contributed what. If you move contents around by copying and pasting (not using the move feature), you do not achieve this (see also Help:Tracking changes). Because the move operation leaves behind a redirect (see Help:Redirects), it should not result in any broken links, however you might want to hunt down pages or other redirects which link in to the redirect, and change their text to link directly to the new title. The "" feature, which can be used through the link in the (at bottom of the sidebar on the left) is useful when doing this. Deciding on a page title can be a difficult aspect of wiki organization, and one which can often provoke debates. If the move you have in mind is one which might cause upset or could be considered controversial, you should propose the move first. Do this by leaving a note to give your reasons on the talk page. You might also establish a system for labeling the page itself, with a move proposal template, to make everybody aware of your intentions. The page title "B" will still be left behind, as a redirect from "B" to "A". Any user can remove the redirect and propose that the page be deleted. However the final deletion will require sysop privileges (see Help:Deleting a page). =_=_ Help:Namespaces Pages on a MediaWiki wiki are grouped into collections called "namespaces", which differentiate between the purpose of the pages at a high level. Pages in certain namespaces can also have special properties or behave differently when they interact with other pages. Namespaces are indicated in page titles by prefixing the page name with " < tt > namespace: < /tt > ", so the prefix " < tt > : < /tt > " in this page's title ("") indicates that this page is in the namespace. Note, however, that colons and prefixes can also appear in page titles without indicating a namespace: The page Foo: is a page located in the mainspace because the namespace "Foo" does not exist. Similarly the page :Foo: is in the "" namespace. The standard MediaWiki installation has sixteen namespaces which can contain user-generated content; there are also two special namespaces which contain pages created 'on the fly' by the MediaWiki software. The standard namespaces are organised in pairs, with each pair containing a 'subject namespace' and a 'discussion namespace'. The namespaces are numbered from zero such that all subject namespaces have even indices, and all talk namespaces have odd indices. This namespace is an alias used for direct linking to media files: the link :Wiki.png links to just the image rather than the image description page, which would be ::Wiki.png. This namespace is used to group special pages, reports and interfaces that are generated 'on demand' by MediaWiki and which are not directly editable. It is not possible to create pages in this namespace except by modifying or extending the MediaWiki software. Namespace zero is the 'null' namespace, commonly called the "main namespace" or "mainspace". This namespace typically contains the bulk of the content pages in a wiki. This namespace generally has no special properties. Each user has a corresponding page in the namespace, which is linked to from edit histories, watchlists, recent changes, etc; wherever an individual user is uniquely identified. This page, and subpages of it, can be used by users to record information about themselves or to test and draft new content. Pages of the form " < tt style="whitespace:nowrap" > :UserName/Foo.js < /tt > " or " < tt style="whitespace:nowrap" > :UserName/Foo.css < /tt > " can only be edited by the user themselves or by administrators. This namespace is the talkspace associated with the namespace. Pages in this namespace are mainly used to leave messages for particular users or inform them of discussions that may be of interest to them. To facilitate this, when a page :UserName is edited, whenever the user 'UserName' loads a page, a notice is displayed at the top of the page informing them of the edit: This is a content namespace that is normally used for meta-discussions related to the operation and development of the wiki. It has no special properties. This is a talk namespace that is normally used for discussions related to the associated content pages. It has no special properties. The namespace is used to store metadata for images, videos, sound files and other media accessed via the namespace. Each file has a corresponding page in the namespace which is often used to hold licensing data. Linking directly to a page in this namespace instead includes the media file inline in the page: < tt style="white-space:nowrap" > < nowiki > [[ < /nowiki > < nowiki > :Wiki.png|right]] < /nowiki > < /tt > produces the image to the right. See Help:Images for more details of this link syntax. To create an internal link to the file page, you need to add a colon to the front of the namespace: < tt style="white-space:nowrap" > < nowiki > [[: < /nowiki > < nowiki > :Wiki.png|right]] < /nowiki > < /tt > produces ::Wiki.png. This is a talk namespace that is normally used for discussions related to the associated media files. It has no special properties. The MediaWiki namespace is used to hold system messages and other important content. For instance, the page :Edit (or :Vector-view-edit in the default "Vector" skin) contains the text that fills the "" tab at the top of every page. If that page exists, it overrides the default content, which is "edit this page". Similarly, :Common.css is the system message which holds the CSS code that is loaded for all users for each page. It has the special property that the entire namespace is fully protected and can only be edited by administrators. This is a talk namespace that is normally used for discussions related to the associated system messages. It has no special properties. The namespace is used to hold templates, blocks of text or wikicode that are intended to be transcluded in several other pages. To facilitate this it has the special property that it is the default namespace for transclusions: the wikicode < tt style="white-space:nowrap" > < nowiki > < /nowiki > < /tt > is equivalent to < tt style="white-space:nowrap" > < nowiki > {{ < /nowiki > : < nowiki > Foo}} < /nowiki > < /tt > . This is a talk namespace that is normally used for discussions related to the associated template pages. It has no special properties. This is a talk namespace that is normally used for discussions related to the associated help pages. It has no special properties. The namespace contains categories, dynamic lists of other pages. To facilitate this, linking directly to a category page does not output an inline link, but instead includes the page into the associated category page. So the code < tt style="white-space:nowrap" > < nowiki > [[ < /nowiki > < nowiki > :Help]] < /nowiki > < /tt > causes a category link to appear at the bottom of the page (at the bottom in the box marked ""). Clicking on that link takes you to the category page, where this page is visible in the category list. To create an inline link to a category page, you need to add a colon to the front of the namespace: < tt style="white-space:nowrap" > < nowiki > [[: < /nowiki > < nowiki > :Help]] < /nowiki > < /tt > produces ::Help. See Help:Categories for more details on category link syntax. This is a talk namespace that is normally used for discussions related to the associated category pages. It has no special properties. Namespace names can be translated into languages other than English and individual namespaces can be renamed, as set by a wiki's system admins. These names are known as the 'localized' namespace names. However, all namespaces have a 'canonical name', the original English name which will work on any installation of MediaWiki. So linking to User:Foo will always locate the user page for the user foo, whether the wiki is in French (where the localized name would be :Utilisateur:Foo), Russian (:Участник:Foo), or Hindi (:सदस्य:Foo). The canonical namespace names are given in the table to the right along with their localized names on this wiki. On some wikis there are also namespace aliases: alternative names that will also be resolved to the localised names. For instance, a wiki might define "T" as an alias for , such that typing T:Foo is equivalent to :Foo, saving a few characters and seconds. An actual example would be on the English Wikipedia, where "WP" is an alias for , which is the namespace "Wikipedia". By default, "Image" is an alias for , so < tt style="white-space:nowrap;" > < nowiki > Image:Wiki.png < /nowiki > < /tt > is equivalent to < tt style="white-space:nowrap;" > < nowiki > [[ < /nowiki > < nowiki > :Wiki.png]] < /nowiki > < /tt > . Some wikis may wish to organise their content in ways that do not fit into this standard set of namespaces. A wiki may define additional namespaces to facilitate this; these namespaces behave exactly like normal namespaces, and generally have indices greater than or equal to 100. These custom namespaces generally have no special properties. The magic word < tt > < nowiki > < /nowiki > < /tt > returns the value of the namespace the page is in. The JavaScript variable < tt > wgCanonicalNamespace < /tt > contains the full namespace name. The variable < tt > wgNamespaceNumber < /tt > contains the numerical index of the namespace. The < tt > < nowiki > < body > < /nowiki > < /tt > tag of the HTML page output is given two CSS classes that vary by namespace: A class < tt > ns-# < /tt > , where # is the index of the namespace, and < tt > ns-XXX < /tt > , where XXX is " < tt > subject < /tt > " for all content namespaces, " < tt > special < /tt > " for pages in the namespace, and " < tt > talk < /tt > " for talk namespaces. So CSS code such as the following can be used to change the appearance of an object based on its namespace: =_=_ Help:Navigation The sidebar is displayed on the left edge of the page below the site logo (if using the default MonoBook skin). This sidebar gives you access to important pages in the wiki such as Recent changes or Upload file. Clicking on the logo brings you back to the main page of the wiki. The links in the navigation section just below will take you to important pages of the wiki. These links can be configured by site administrators. The page tabs are displayed at the top of the page to the right of the site logo (if using the default MonoBook skin). These tabs allow you to perform actions or view pages that are related to the current page. The available default actions include: viewing, editing, and discussing the current page. The specific tabs displayed on your pages depend on whether or not you are logged into the wiki and whether you have sysop (administrator) privileges on the wiki. On special pages only the namespace tab is displayed. The user links are displayed at the top far right of the page (if using the default MonoBook skin). These tabs allow the logged-in user to view and edit their user page and wiki preferences. Additionally, the user links allow the user to quickly access their contributions to the wiki and logout. =_=_ Help:New images =_=_ Help:New pages New pages is a special page that lists recently created pages in reverse order of creation, with creation date and time, current size, user who created the page, and first edit summary. It also provides links to patrol these new pages when that feature is enabled. shownav Display result navigation links above and beneath the results, i.e, < br > "(Latest & #124; Earliest) View (newer 5) (older 5) (20 & #124; 50 & #124; 100 & #124; 250 & #124; 500)" =_=_ Help:Patrolled edits Patrolled edits are a feature which allows specific users to mark items in recent changes as having been "patrolled" or "approved". By default this is only available if you have sysop permissions. This feature is useful when reviewing recent changes for undesirable edits, link spam and vandalism. This allows people (with permission to do so) to coordinate their patrolling activity, such that edits get checked over once, with less wasted effort (different people checking the same edit). Patrolled edits can be hidden from recent changes by adding < tt > & hidepatrolled=1 < /tt > to the URL in the following form: Patrolled edits are enabled by default in MediaWiki 1.4 and later. To disable this, set in to < code > false < /code > . In MediaWiki 1.4, patrolled edits are enabled for all users. To restrict this to sysops, set $wgOnlySysopsCanPatrol in to < code > true < /code > . In MediaWiki 1.5 and later, patrolled edits are enabled for sysops. Use the configuration variable to assign this to new or existing user groups. See . In MediaWiki 1.6 through 1.8, there is a user preference available to users who are able to mark edits as patrolled. When set, this causes their edits to be patrolled automatically. In MediaWiki 1.9 this user preference has been removed and replaced by a new "autopatrol" right, assigned only to sysops by default. Also, users cannot mark their own edits as patrolled. The formatting of the unpatrolled edit marker can be altered using CSS. The exclamation mark displayed on the Recent changes log is styled using the < code > span.unpatrolled < /code > class. =_=_ Help:Preferences To change your password, enter your old password in the first box and your new password in the last two. If you want this site to remember your login, check Remember my login on this computer. Note that this function requires you to have cookies enabled in your browser, and if your cookie is cleared or expires you will no longer be remembered. From your preferences you can select what language you would like the interface to be in. Only the buttons like 'edit' and 'talk', in addition to a few pages in the sidebar, will be affected. The main text of the pages will not be changed by this for the vast majority of pages, although there are a few pages where it will, like some in the Wikimedia Meta Wiki. Here you can choose the skin you want to use. You can preview the available skins before choosing them, by clicking on the () link next to each skin. Please refer to Help:Skins for more details. Here you can control how mathematical equations described using the < code > < nowiki > < math > < /nowiki > < /code > tag will be displayed. Mathematical formulae uploaded as images or written outside the math tag will not be affected by this setting. Settings to control editing pages, including the size of the edit box displayed and whether to watch pages that you have edited or created automatically. Setting to control the behaviour of the watchlist (See Help:Watchlist) Most of these options are also available on the watchlist display itself, but by setting them in your preferences you control the default behaviour i.e. Every time you visit the watchlist it will do the same. Default settings for searches including how many results to display and how much context to show for each result. Check the boxes next to the namespaces which you want to show up, the first time that you search for something. You can override this when doing an actual search, by checking or unchecking the boxes at the bottom of the search results screen. =_=_ Help:Protected pages =_=_ Help:Protecting and unprotecting pages You can designate a page as a protected page by clicking the 'Protect page' tab, and supplying a comment (a brief textual description of why you are protecting the page). There are several reasons why a particular page might be protected. On public wikis, a protected page is usually one which has been repeatedly targeted with vandalism, or where it is believed that any vandalism would have an unusually severe impact. On corporate wikis, a page may be protected when the content has been frozen via an approval process. However there are also many good reasons for not protecting pages. As a sysop you must make this choice, and wield your power responsibly. =_=_ Help:Random page The random page feature allows users to view a wiki page at random. The default, and most convenient use is to show a random page in the main namespace, and is accessed through the Special:Random page. Users will be redirected to the selection. Users can also opt to view a random page in a namespace of their choice. This is achieved by specifying a namespace as a parameter to the page, i.e. Special:Random/Help will select a random page in the Help namespace; Special:Random/Category will show the contents of a random category, etc. =_=_ Help:Range blocks Range blocks are technical restrictions applied through Special:Block to a group of IP addresses that prevent them from editing, creating new accounts, sending email through the wiki interface, et cetera. Registered accounts editing from these IP addresses will also be blocked, unless you check the box to only block anonymous editors. Range blocking is enabled on all Wikimedia wikis; to enable it on other wikis, add " < code > = true; < /code > " in < tt > < /tt > . To block an IP range from Special:Block, enter the first IP address in the range followed by a forward slash and a Classless inter-domain routing (CIDR) suffix. You should avoid performing range blocks unless you understand what you are doing, or you may end up blocking tens of thousands of people who are not the problem! IP address are broken up into blocks of numbers. The most common block is 256 numbers. An example of this would be < tt > 148.20.57.0 < /tt > thru < tt > 148.20.57.255 < /tt > . Once it reaches < tt > 255 < /tt > the next number is < tt > 148.20.58.0 < /tt > . IP addresses can be broken up in to smaller or larger blocks. The smallest practical block is a block of 4. This could be one of the following: Of each block of 4 numbers, only two can be assigned to a computer. The first and last numbers of any block are reserved for network communication. These are level 30 blocks and can be expressed like this: In this block of 8 numbers only 6 can be assigned to a computer as, once again, the first and last numbers in a block are reserved for network communication. These can also be expressed as follows: Say this tells us that this IP address is assigned, along with a LOT of others in a < tt > /17 < /tt > range, to the Department of Defense. We certainly don't want to block a large block of the DoD! The rule of thumb is block as little as possible. Only block a range if there is a cluster of IP addresses giving a problem. Go to this site and enter < code > 148.20.57.34 < /code > into the first set of blanks. Now select Network Prefix Length and enter < code > 27 < /code > (this will give a block of 32 addresses) and click Calculate Network Information. This will show us a block of 32 IP addresses that include < tt > 148.20.57.34 < /tt > . (The first - network - and the last - broadcast - addresses will be displayed along with the usable addresses in the range.) You can use this tool to test ranges to be sure they are what you want before entering the information to initiate the block. CIDR notation is written as the IP address, a slash, and the CIDR suffix (for example, the IPv4 " < tt > 10.2.3.41/24 < /tt > " or IPv6 " < tt > a3:b:c1:d:e:f:1:21/24 < /tt > "). The CIDR suffix is the number of starting digits every IP address in the range have in common when written in binary. For example: " < tt > 10.10.1.32 < /tt > " is binary " < tt > 00001010.00001010.00000001.00100000 < /tt > ", so < tt > 10.10.1.32/27 < /tt > will match the first 27 digits (" < tt > < u > 00001010 < /u > . < u > 00001010 < /u > . < u > 00000001 < /u > . < u > 001 < /u > 00000 < /tt > "). The IP addresses < tt > 10.10.1.32 < /tt > – < tt > 10.10.1.63 < /tt > , when converted to binary, all have the same 27 first digits and will be blocked if < tt > 10.10.1.32/27 < /tt > is blocked. The first step in manually calculating a range is to convert the first and last IP address to binary representation. (This assumes you're not using a computer script, which can probably calculate the range for you anyway.) An IP address is composed of four groups of eight ones and zeros. Each group represents a number from 0 to 255. To convert a number to binary, you can use a reference table or know the value of each binary digit: Proceeding from left to right, fill in < tt > 1 < /tt > if the number is at least that value, and subtract that value (if it's not, fill in < tt > 0 < /tt > and don't subtract). For example, to calculate 240: The example below calculates the CIDR range between < tt > 69.208.0.0 < /tt > and < tt > 69.208.0.255 < /tt > . Note that this is a simple example; some groups of IP addresses do not so neatly fit CIDR suffixes, and need multiple different-sized blocks to block the exact range. The table below shows the IP blocks each CIDR suffix affects. Note that MediaWiki only supports blocking CIDR suffixes 16 & ndash;32. =_=_ Help:Recent changes Recent changes is a special page that lists recent changes in reverse order, with creation date and time, change in the page size, user who created the page, and edit summary. It also provides links to patrol these new edits when that feature is enabled. =_=_ Help:Redirects Redirects are used to forward users from one page name to another. They can be useful if a particular article is referred to by multiple names, or has alternative punctuation, capitalization or spellings. You may start a new page with the name you want to direct from (see Help:Starting a new page). You can also use an existing page that you are making inactive as a page by going to that page and using the "edit" tab at the top. In either case, you will be inserting the following code at the very first text position of the Edit window for the page: where pagename is the name of the destination page. The word "redirect" is not case-sensitive, but there must be no space before the "#" symbol. Any text before the code will disable the code and prevent a redirect. Any text or regular content code after the redirect code will be ignored (and should be deleted from an existing page). However, to put or keep the current page name listed in a Category, the usual tag for that category is entered or kept on a line after the redirect code entry. You should use the 'preview' button below the Edit window, or Alt-P, to check that you have entered the correct destination page name. The preview page will not look like the resulting redirect page, it will look like a numbered list, with the destination page in blue: If the pagename as you typed it is not a valid page, it will show in red. Until there is a valid destination page, you should not make the redirect. After making a redirect at a page, you can no longer get to that page by using its name or by any link using that name; and they do not show up in wiki search results, either. However, near the top of the destination page, a notice that you have been forwarded appears, with the source pagename as an active link to it. Click this to get back to the redirected page, showing the large bent arrow symbol and the destination for the redirect. There's generally no need to delete redirects. They do not occupy a significant amount of database space. If a page name is vaguely meaningful, there's no harm (and some benefit) in having it as a redirect to the more relevant or current page. If you do need to delete a redirect, e.g. if the page name is offensive, or you wish to discourage people from referring to a concept by that name, then you simply go to the redirect page as mentioned above, and follow the procedures at Help:Deleting a page. A double redirect is a page redirecting to a page which is itself a redirect, and it will not work. Instead, people will be presented with a view of the next redirect page. This is a deliberate restriction, partly to prevent infinite loops, and partly to keep things simple. However, you could look out for double redirects and eliminate them by changing them to be 1-step redirects instead. You are most likely to need to do this after a significant page move. Use the "what links here" toolbox link to find double redirects to a particular page, or use Special:DoubleRedirects to find them throughout the whole wiki. To prevent a page that redirects to a category from appearing in the category, precede the word "Category" with a colon: =_=_ Help:Searching The quickest way to find information in MediaWiki is to look it up directly. In the top right of your screen there is a box with two buttons under it labeled "" and "". If you click the “” button without filling in anything, you will be taken to “Special:Search” which gives you extra searching options (also available from any search results list) By default only the namespaces specified in your preferences will be searched. Logged-in users can change their preferences to specify the namespaces they want to search by default. This can be done by selecting and deselecting boxes in the ”search” section of user preferences. =_=_ Help:Signatures There are three default options. Four tildes are standard (full signature). Typing three tildes results in a username-only signature (without timestamp). Typing five tildes results in a pure timestamp (without username). The common format to type a signature – two hyphens (or a long dash) followed by four tildes ( < code > -- < nowiki > ~~~~ < /nowiki > < /code > ) – is derived from the computer network Usenet, where two hyphens mark a signature block. Note that the hyphens or dash are not inserted automatically and have to be entered (unless you customize your signature to include them, see an example in the next section). The actual signature string, the tildes, automatically get substituted with username (linked to the appropriate user page) and timestamp (time/date), when you save a signed edit. This helps other users to follow the chronological order of discussions, and to identify the author of a particular comment. Registered users can customize their signature (the part between the two hyphens and the timestamp) by changing the field "" in their preferences. By default, anything you enter there will be wrapped with < code > < nowiki > < /nowiki > < /code > . To use a special linking (without this automatic link), you have to enable “Raw signatures.” Then you can add Wiki markup and also HTML (as far as allowed on the wiki) as you like, but the maximum length is 255 characters. Please note that striking signatures are often disliked by other users. =_=_ Help:Skins A skin defines a look and feel for the MediaWiki interface. Although the look and feel varies between skins, in general all skins have the same interface components. Each skin can show the same interface component differently, by showing it in different colours or positioning it differently on the page. To try out the available skins and change skin, click on the my preferences link while logged in, then click on the "" tab. You can preview the available skins before choosing them, by clicking on the () link next to each skin. While you can choose whichever skin you like, bear in mind that some wikis will incorporate templates or layout elements that will not display as intended in some of these skins. Generally speaking, sticking with MonoBook (or whatever the wiki's default skin is) will ensure you see pages as intended. Users familiar with (CSS) can customize the current skin's file by creating a subpage of their userpage and naming it after the skin plus a .css postfix, "User:Yourname/monobook.css" for example. CSS placed in this sheet overrides the skin's CSS. This requires your site admin to have enabled this feature & mdash; if it is enabled, you will see advice text at the top of your custom CSS page about clearing your browser's cache. =_=_ Help:Special pages Special pages are pages that are created by the software on demand. They are located in their own namespace Special: and are not editable directly as other pages. =_=_ Help:Starting a new page There are several ways to start a new page. These can vary based on the type of page started, as well as the wiki and namespace. MediaWiki makes it very easy to link wiki pages using a standard syntax (see Links). If you (or anyone else) create a link to an article that doesn't exist yet, the link will be coloured red, < span style="color: #ba0000" > like this < /span > . You can use the wiki's URL for creating a new page. The URL to an article of the wiki is usually something like this: If you replace < code > ARTICLE < /code > with the name of the page you wish to create, you will be taken to a blank page which indicates that no article of that name exists yet. Clicking the "" page tab at the top of the page will take you to the edit page for that article, where you can create the new page by typing your text, and clicking submit. Don't forget to setup redirects when you create a page. If you think another person may search for the page you've created by using a different name or spelling, please create the proper redirect(s). See Help:Redirects Normally a new wiki page can be edited by other people (that is one of the main ideas of a wiki!) However, a sysop could 'protect' the page, if desired, to prevent normal users from editing it. =_=_ Help:Subpages By default, MediaWiki's subpage feature is turned off in the main namespace, but can be used on talk pages and user pages. See Help:Namespaces. In namespaces where the feature is switched off, any slashes (/) within a page name are simply part of the page name and do nothing special. In subpages, a link back to antecedent pages will automatically appear at the top. These links do not appear, however, if the antecedent pages have not yet been created. =_=_ Help:Subpages/subpage =_=_ Help:Subpages/subpage/sub-subpage =_=_ Help:Sysop deleting and undeleting Deleting a page is a straightforward operation for anyone with sysop permissions. Users without such permissions can still remove text from wiki pages, or propose/request that a page should be deleted. See Help:Deleting a page. Sysops should also be aware of the general advice given on Help:Deleting a page (In particular, note that there are many situations where a deleting is too drastic. Often a redirect is more appropriate for example) The care taken over these things might depend on the size of the wiki community, and how clear-cut the case for deletion is. Remember that only sysop users can undo a delete action, so to a normal user the information appears to be lost forever. Sysops should see a 'delete' tab at the top of every page. Click this to delete the page. You will be asked to confirm, and to supply a "Reason for deletion". This is a short textual description of why the page is being deleted. Your action will appear on the recent changes display, and in the deletion log (Special:Log). To undelete a page you must navigate to the exact page name of the page. You can find this in the deletion log (Special:Log) if you dont remember it. You should then see a link to "View or restore n deleted edits". Tick the box next to the revision you wish to restore. =_=_ Help:Sysops and permissions The way permissions are set-up on different wikis can vary, but the default MediaWiki installation has several different permissions available; most notably the sysop and bureaucrat permissions. Wikis are often set up to be freely and openly editable. This means anyone can edit the pages, often without even registering/logging in. This is only possible because wikis offer a unique kind of "soft security". By making it very simple to monitor edits, and revert changes to retrieve an older version of a page, a wiki doesn't need to be very restrictive at all. There are no permissions. Everyone is an administrator. You don't need permission to edit, and you are encouraged to "be bold", go forth and edit! By default MediaWiki provides extra functionality to a group of trusted users called 'sysops' (or known more generally as 'administrators') Most of the time this should go largely unnoticed by the normal users of a wiki community. Everyone can get involved in editing pages, and even undertaking drastic reorganisation of the wiki. The extra powers of a sysop user are intended for use in settling disputes and preventing repeated vandalism. The main thing a bureaucrat can do, which 'sysop' cannot, is promote users to be sysops (and demote sysops to normal users). See Help:Assigning permissions =_=_ Help:Tables Tables may be authored in wiki pages using either XHTML table elements directly, or using wikicode formatting to define the table. XHTML table elements and their use are well described on various web pages and will not be discussed here. The benefit of wikicode is that the table is constructed of character symbols which tend to make it easier to perceive the table structure in the article editing view compared to XHTML table elements. table header cell, optional. Consecutive table header cells may be added on same line separated by double marks ( < code > !! < /code > ) or start on new lines, each with its own single mark ( < code > ! < /code > ). table data cell, required! Consecutive table data cells may be added on same line separated by double marks ( < code > < nowiki > < /nowiki > < /code > ). The cells in the same row can be listed on one line separated by < code > || < /code > (two pipe symbols). If the text in the cell contains a line break, use < code > < nowiki > < br / > < /nowiki > < /code > instead. Table headers can be created by using " < code > ! < /code > " (exclamation mark) instead of " < code > | < /code > " (pipe symbol). Headers usually show up bold and centered by default. Placing attributes after the table start tag ( < code > {| < /code > ) applies attributes to the entire table. The default table formatting uses the "border-collapse: separate" model, which adds table cell spacing (which also separates the table outer border from its content cells). Even with a zero cellspacing, the borders of consecutive cells (and of the overall table container) will add up, so to get a one-pixel separation between cells, you need to selectively remove one or more of the four borders of cells. Table header cells do not explicitly specify which table data cells they apply to (those on their right on the same row, or those below them on the same column). When the table is rendered in a visual 2D environment, this is usually easy to infer. However when tables are rendered on non-visual medias, you can help the browser to determine which table header cell applies to the description of any selected cell (in order to repeat its content in some accessibility helper) using a scope="row" or scope="col" attribute on table header cells. In most cases with simple tables, you'll use scope="col" on all header cells of the first row, and scope="row" on the first cell of the following rows: The MediaWiki syntax for tables currently offers no support for specifying common attributes for columns (with the HTML element < code > & lt;col / & gt; < /code > ), column groups (HTML element < code > & lt;colgroup & gt;... & lt;/colgroup & gt; < /code > ) and row groups (HTML elements < code > & lt;thead & gt;... & lt;/thead & gt; < /code > , < code > & lt;tbody & gt;... & lt;/tbody & gt; < code > and < code > & lt;tfoot & gt;... & lt;/tfoot & gt; < /code > ). Those standard HTML elements are not accepted even in their HTML or XHTML syntax. =_=_ Help:Talk pages Every wiki page has an associated talk page which can be used for discussion and communicating with other users. Talk pages can be accessed by clicking the “” tab at the top of the page. Simply edit the page as normal to add your comment. A talk page is actually very similar to any other wiki page, but it is in the “” namespace, to keep it separate from the articles in the “” namespace (See Help:namespaces). As with any wiki page, you can edit it, link to it, and view the editing history. This page has a lot of detail about the web, but I really dont understand a single word of it, and it doesn't mention the spider once -- Bob Smith 18:07, 26 August 1991 (UTC) It is usually best to keep focused on the task of building a wiki article, and use discussion pages only to support this process. The topic of conversation should generally revolve around what needs to be done to make the associated article better. Remember that editing the article itself is often a more effective means of communicating. It can be more difficult, requiring you to balance your views alongside those of others, but it can also be more rewarding. This is how the community of wiki editors will make progress. Often it will feel more natural to engage in heated debate on a talk page (or indeed any other contact channel) but in fact the wiki article itself can offer a powerful means of reaching middle-ground. Think about how to portray both sides of the argument (e.g. listing advantages and disadvantages) and you may find the debate evaporates. A " page" is a talk page associated with somebody's " page" (See Help:User page). This is a place to leave messages for a particular wiki user. This can function as a kind of messaging system. Users receive the following prominent notification when new messages have been left on their talk page: They may be notified by email as well, although this cannot always be relied upon (since the email notification feature must be activated by supplying a valid email address, and clicking a confirmation link). If you don't get a response to your user talk page message, try looking for other contact details which they may have supplied on their user page. =_=_ Help:Templates Templates are standard wiki pages whose content is designed to be transcluded (embedded) inside other pages. Templates follow a convention that the name is prefixed with " < code > Template: < /code > ", assigning it to that namespace; besides this, you can create them like any other wiki page. in any other page, when that page is viewed the text "Hello! Welcome to the wiki." will appear instead of < code > < nowiki > < /nowiki > < /code > . The template content is "transcluded" into the other page, i.e. it is integrated in the page. and revisit any of the 100 pages where the template was used, you'll see the new text instead of the original one. In this way, you have changed the content of 100 pages without editing them, because the template is transcluded into these pages. This is the basic mechanism. There are several additional features of transclusion that enrich this mechanism and make templates very useful. In fact, an ordinary wiki page can also be used as a template, simply by specifying the namespace it resides in, so: To enrich the mechanism of transclusion, MediaWiki allows parameters to be passed to a template when it is transcluded. Parameters allow the template to produce different contents or have different behaviors. The thank you note will have a reason (in this case, "all your effort") and a signature ("Me"). Your objective is that any user is able to thank any other user, for any reason whatsoever. So that the note will look similar everywhere it is used, you can define a template called Template:Thankyou, for example. Although the note should look similar whenever a user thanks another user, its specific contents (i.e. the reason and the signature) will be different. For that reason, you should pass them as parameters. If we ignore the remaining elements to format the box and place the image, the core content of the template will be this: When using the template on a page, you fill in the parameter values, separated by a pipe char ( < code > | < /code > ). MediaWiki allows parameters to be passed to the template in three ways. In this case, template < code > < nowiki > < /nowiki > < /code > receives parameters < code > < nowiki > =all your effort < /nowiki > < /code > and < code > < nowiki > =Me < /nowiki > < /code > and produces: This time, template < code > < nowiki > < /nowiki > < /code > receives parameters < code > < nowiki > =your friendship < /nowiki > < /code > and < code > < nowiki > =Me < /nowiki > < /code > , though they have been supplied in inverse order, and produces: The third way of passing parameters is by name, instead of numbers. In this case, the template contents would be changed to: Within the template, we use < code > < nowiki > < /nowiki > < /code > and < code > < nowiki > < /nowiki > < /code > to identify each parameter, instead of a number. To pass these parameters by name, identify each parameter when passing it: In this case, template < code > < nowiki > < /nowiki > < /code > receives parameters < code > < nowiki > =being who you are < /nowiki > < /code > and < code > < nowiki > =Me < /nowiki > < /code > and produces: The advantage of using named parameters in your template, besides also being flexible in the order parameters can be passed, is that it makes the template code much easier to understand if there are many parameters. Since no parameters were passed in, the template presents the parameters themselves, instead of their respective values. In these cases, it may be useful to define default values for the parameters, i.e. values that will be used if no value is passed in. For example, if the template contents are changed to: The converse is < code > < nowiki > < includeonly > < /nowiki > < /code > . Text between < code > < nowiki > < includeonly > < /nowiki > < /code > and < code > < nowiki > < /includeonly > < /nowiki > < /code > will be processed and displayed only when the page is being included. The obvious application is to add all pages containing a given template to a category, without putting the template itself into that category. Templates often require CSS or other templates, so users frequently have trouble copying templates from one wiki to another. The steps below should work for most templates: =_=_ Help:Tracking changes MediaWiki offers a collection of special pages and tools to keep track of what is going on in the wiki. So you can watch for example: The most interesting special page is Special:RecentChanges. It displays all edits, file uploads, page moves, deletions and other actions done in the wiki. In the menu on top it offers a collection of links to customize your display: limit the number of changes shown, the number of days or restrict it to edits to a certain namespace. You can also hide edits marked as minor (don't forget that major changes can be flagged by a user as minor anyway). Following the timestamp, it shows the page size difference to the previous revision, then the user is mentioned, with a link to their user page and their talk page and contributions, or to their talk page only in the case of anonymous users. =_=_ Help:Transclusion Transclusion is generally the inclusion of the content of a document into another document by reference. In a Wikipedia context, it is the use of the template functionality of MediaWiki to include the same content in multiple documents without having to edit those documents separately. Template transclusion is the common way to use template messages, and is implemented by using a template tag, with the form: Occasionally one may want to use a template, but for one reason or another may not want to use transclusion. The automatic one-time copying of a template's code/text to the location of a template tag is called Template substitution or subclusion (substitution + transclusion). To subclude a template's code/text, the template tag is modified from the standard transclusion tag to a substitution tag, simply by adding < code > subst: < /code > , creating a tag with the form: < code > < nowiki > < /nowiki > < /code > . If the source is in the Main article namespace (e.g., "Cat"), you must put a colon (:) in front of the name, thus: < tt > < nowiki > < /nowiki > < /tt > If the source is in the Template namespace (e.g., "Template:Villagepumppages"), just use the name itself, alone, thus: < tt > < nowiki > < /nowiki > < /tt > To transclude any source page (within a single MediaWiki project, such as en:Wikipedia) within another target page, include the following code: For example, you might decide to place a welcome message on every newcomer's Talk Page. Transclusion creates a "live" link between the template-page and the target-page(s) upon which the message should appear. When the template is edited, all the target-pages are edited too. One can cut and paste the text to be transcluded into a subpage, then use the name of the subpage in the transclusion template. This approach can only be used with subpages from User, Talk or Wikipedia pages; currently, subpages cannot be created from main article pages. Example: you want to discuss the deletion and redirecting of Pussycat to Cat. First, create the subpage Talk:Pussycat/Let's delete Pussycat!, write your comment into it, then transclude it in Talk:Pussycat and Talk:Cat using the template < nowiki > < /nowiki > . Comments posted in either talk page will be shown in both. =_=_ Help:User page If you have registered, you can create your own user page. Your user page is linked in the top right. More importantly, others will see links to your user page from various places which assist wiki collaboration. This includes the “” and “” displays (See Help:Tracking changes). You can also link to your user page within text of a wiki page, which is mainly useful on talk pages when you sign your name. User pages are just as flexible as any other wiki page, and it's a page all about you, so generally people will leave you to freely write your user page in whatever format you like. It's a feature to help other people know who you are, and to bring the online community closer together. Think of it as a “profile” page. You might like to mention where you are from and what your job is. You can also state what your main areas of interest are in relation to the topic of the wiki, and describe contributions you have made or areas where you are interested in contributing. You can use your user page as a scratchpad. An area for developing ideas without cluttering the main namespace (see Help:Namespaces). If subpages are enabled (see Help:Subpages), you may find them useful for creating sub pages under your user page. However you should avoid expending too much effort within your own area of the wiki. Be bold! Edit the main wiki articles! If your wiki has a shared Sandbox page, you can also use it for quick (non-permanent) wiki experimentation. Every user page has an associated talk page; a " page". This is a special kind of talk page, for leaving messages directed at a particular user. See Help:Talk pages#User talk pages. =_=_ Help:Watchlist The watchlist feature is mainly useful on a very busy wiki where the “” display becomes too “high traffic.” On a typical low traffic wiki, you can normally see all of the editing activity across the whole wiki without feeling overwhelmed. On a more busy wiki you will find that many edits are taking place on pages which you personally find less interesting. To help track changes which are more interesting, start watching pages! Typically you would watch pages related to your interest areas, and also pages where your care most about the content. If you make a significant edit to a page, you might chose to watch the page, to see if there are any follow-up edits for example. Note that there is a “” tickbox provided on the editing screen for this purpose. On the watchlist display, some page names appear in bold. This indicates whether or not you have visited the page to see the change. It's a bit like read/unread emails in an email inbox. The “” display will also have some new bold highlighting, but for a different reason. Here bold is just indicating edits to pages on your watchlist. =_=_ Category:Help All English-language public-domain help pages should be categorized into :Category:Help (using < tt > < nowiki > Category:Help < /nowiki > < /tt > ), for documentation of the MediaWiki core interface, or :Category:Extension help (using < tt > < nowiki > Category:Extension help < /nowiki > < /tt > ) for extension documentation. Additional categories for further sorting is also helpful. This is needed because of later half-automated creation of the PD Help package from this category. =_=_ File:PD-Help icon.png =_=_ File:MediaWiki Skin Vector.png =_=_ Template:Languages This template should only be placed on pages that exist in more than one language, and it should be placed in the same location on each translation of the page. For example, on the Main Page you would include the text < tt > < nowiki > < /nowiki > < /tt > , both on Main Page itself, and on each of its language sub-pages. =_=_ Template:Languages/Lang This template is designed to simplify Template:Languages, by allowing a simpler syntax for adding new languages. Each language is included by calling this template with the following parameters: =_=_ Template:Languages/Title The cases are all poached from & namespace=8 here. We can't just transclude that system message, because it includes a < tt > $1 < /tt > . =_=_ Template:PD Help Page =_=_ Template:Bugzilla =_=_ Template:Help/Category Default value of will be < nowiki > < /nowiki > (which will be "fr", "ja", "th", for, "Page/fr", "Page/ja", "Page/th", respectively). This template is equivalent to < nowiki > < /nowiki > , but it compute < nowiki > < /nowiki > two times, while this template compute < nowiki > } < /nowiki > only once. =_=_ Template:Help/If en Use < nowiki > < /nowiki > with < nowiki > < /nowiki > for making linked footnotes. See Footnotes on Wikimedia Meta for details. =_=_ Help:Images/frame =_=_ Help:Images/size =_=_ Template:Warning The following includes the text passed to the template, and uses a table to stop the text flowing round the icon. =_=_ Template:Category Do not transclude this in PD help pages (Help namespace), since it seem to break the PD help guidelines, in that, this template name is too generic to be used in a fresh wiki installation. For PD help pages, use Template:Help/ instead. =_=_ Template:Help/Categories Do not transclude this in PD help pages (Help namespace), since it seem to break the PD help guidelines, in that, this template name is not suitable to be included in a fresh wiki installation. For PD help pages, use Template:Help/ instead. This work is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the license, or (at your option) any later version. This work is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. =_=_ Forum:Stopped? Not sure what command to access my game =_=_ Talk:The Sceptre of Might =_=_ Showbuc This patch adds a config option to always show BUC status if it is known. By default, "uncursed" is never shown to priests, or to anybody for items with known charges or enchantment. =_=_ Category:License templates =_=_ ShowBUC =_=_ MediaWiki:AJAXLogin.js =_=_ Sokobag =_=_ Reflectoban =_=_ Talk:Main Page This page is for discussing changes to the Main Page. To discuss this wiki in general, please use the Community Portal. The black box that previously contained only "Welcome to NetHackWiki" now also has a random rumor (which may stretch over 2 lines) and the moon phase. That's way too much IMO. Our own name should stand out prominently. --Tjr 13:55, 21 November 2010 (UTC) Right now the Community link on the right links to NetHackWiki:About. I think it should point to NetHackWiki:Community_Portal. --99.239.146.253 20:07, 27 December 2010 (UTC) Does anyone object to semi-protecting the main page? This wiki doesn't generally have spam problems, but I don't see any harm in protecting against the occasional drive-by IP edit. The CAPNTHLA should mean that few if any spammers will succeed in making active accounts. -Ion frigate 20:49, 26 December 2011 (UTC) Moved this to Forum:A stubborn option, and potion use; this page is about discussion of the main page, not about general wiki discussion (see NetHackWiki:Community Portal instead) or general NetHack discussion (see Forum:Watercooler instead). —bcode & nbsp; < sup > talk & nbsp;| & nbsp;mail < /sup > 18:16, 4 July 2013 (UTC) It's possible that this Wiki might be the first port of call for any new players. The game can seem pretty impenetrable at first. I would strongly suggest a prominent link to the Strategy page or other general instruction on how to play. E.g. a link to http://nethackwiki.com/wiki/Standard_strategy. Maybe it could go on the Popular pages menu. I thought of this because I'm trying to get some new players involved for Junethack. Wikid (talk) 08:04, 30 May 2014 (UTC) The action specified by the URL is invalid. You might have mistyped the URL, or followed an incorrect link. This might also indicate a bug in the software used by NetHackWiki. =_=_ Stridently =_=_ Fervently =_=_ File:NH-Alchemy-chain-heal.svg Drawn by Ilmari Karonen in yEd, post-edited in Inkscape. (Rsvg fails to render some lines in the yEd output, setting their stroke to solid black in Inkscape fixes this.) I hereby dedicate this drawing into the public domain. =_=_ File:NH-Alchemy-chain-water2gl.svg Drawn by Ilmari Karonen in yEd, post-edited in Inkscape. (Rsvg fails to render some lines in the yEd output, setting their stroke to solid black in Inkscape fixes this.) I hereby dedicate this drawing into the public domain. =_=_ MediaWiki:Print.css =_=_ User talk:Steed I have ascended eight times, all in 3.4.x: four Priests, and one each of Valkyrie, Tourist, Monk, and Wizard. All have been human, all but the Valkyrie male, and all but the Monk and Wizard ascended as Lawful (yes, even the Tourist). One Priest was genocideless. The Monk was vegan, no body armor or shield, and hit with wielded weapon twice (pick-axe accident). One personal quirk is that I almost never use reflection. =_=_ Severed hand In SLASH'EM, a severed hand is generally only seen as the base item for the Hand of Vecna. It has strong parallels with an eyeball. It is not randomly generated, but you can find a normal one in a bones level, or you can even wish for one. The game will always ask for confirmation if one attempts to eat a severed hand ("Are you sure you want to eat that? [ynq] (n)"), as eating any artifact severed hand will do 150-199 damage. However, the only artifact severed hand is the Hand of Vecna. When eaten, a severed hand gives 40 nutrition points with the message: "This severed hand is delicious!". Oddly enough, it isn't considered cannibalism to eat one, it's just meat. A non-Hand of Vecna severed hand can't be sacrificed. =_=_ Eye of the beholder =_=_ Eyeball An eyeball is a SLASH'EM comestible that serves as the base item for the Eye of the Beholder. It has strong parallels with a severed hand. It is not randomly generated, but you can find a normal one in a bones level if you already have the Eye of the Beholder, or you can even wish for one. Since eating any artifact eyeball does 150-199 damage, the game will always ask for confirmation upon attempting to eat one("Are you sure you want to eat that? [ynq] (n)"). However, the only artifact eyeball in the game is the Eye of the Beholder. When eaten, an eyeball gives 10 nutrition points with the message: "This eyeball is delicious!". In Contrast to the Eye of the Beholder, an eyeball can't be sacrificed. =_=_ Hand of vecna =_=_ User talk:Free =_=_ SLASH'EM source code =_=_ Talk:Take off In the mines, some random h are created. Random-in-a-class monster creation follows different rules than ordinary random monsters. Too difficult monsters are always possible, just very unlikely. (source:makemon.c#mkclass). Fortunately for you, this specific problem is very rare. Tjr 15:27, 17 November 2010 (UTC) =_=_ Difficult =_=_ Template:Random true rumor =_=_ Net hack =_=_ Sokoban level =_=_ Nethack timeline =_=_ MediaWiki:Contributing =_=_ Create familiar =_=_ Cure sickness =_=_ Forum:Help =_=_ FOOBIE BLETCH =_=_ GARVEN DEH =_=_ TEMOV =_=_ Vlads tower =_=_ Classes =_=_ Forgotten spell =_=_ User talk:Hacknet =_=_ File:Nethack-android-tileset.jpeg =_=_ File:Nethack-android-tty.jpeg =_=_ Nethacker =_=_ Wiki hack =_=_ Nethack wiki =_=_ Nethack spoilers =_=_ Nethack spoiler =_=_ Cursed armor =_=_ Game nethack =_=_ Nethack game =_=_ Nethack download =_=_ Download nethack =_=_ Nethack windows =_=_ Nethack for windows =_=_ Windows nethack =_=_ Nethack tiles =_=_ Online nethack =_=_ Nethack online =_=_ Nethack sokoban =_=_ Sokoban nethack =_=_ Nethack pet =_=_ Nethack armor =_=_ Linux nethack =_=_ Play nethack =_=_ Nethack android =_=_ Android nethack =_=_ Nethack for android =_=_ Nethack qt =_=_ Cursed artifacts =_=_ Qt nethack =_=_ Psp nethack =_=_ Nethack for psp =_=_ Nethack psp =_=_ Nethack level =_=_ Nethack guide =_=_ Command =_=_ Nethack commands =_=_ Standard strategy (slashem) =_=_ Standard Strategy (slashem) This is a small extension that adds the magic word _ < nowiki > _MIXEDSYNTAXHIGHLIGHT < /nowiki > __ and is used on the NetHackWiki source code pages to automatically hilite source lines with GeSHi (using SyntaxHighlight_GeSHi while still allowing interspersed wiki markup. =_=_ Menu controls Also on some menus in the tty and curses interfaces, pressing the symbol representing an item class ( ) will toggle all items in the corresponding item groups. The menu_objsyms option shows that in the menu headings. =_=_ User:DemonSlayerThe3rd thumb|266px|I < 3 NetHack! I am always a neutral female gnomish Wizard! My kitten's name is always Ellinis! Now off to my advetures! Hello, I'm DemonSlayerThe3rd, but on NAO, I had to put DemonSlayerThe3 since the whole DemonSlayerThe3 < strike > rd < /strike > wouldn't fit. I have never beaten NetHack yet. In fact, the farthest I've gotten is Sokoban Level 2. But anyway, if you need a picture of anything, I can make one for you. If your watching my game and I become idle for a bit, that's probably because I'm here looking something up, like what a brown mold does. If you find my ghost, please don't rename my pet if it's there. I myself are always a Neutral female Gnomish Wizard like in my picture. I hope I can meet you by watching one of your guy's games, or maybe even your ghost!✑DemonSlayerThe3rd♠ 19:02, September 18, 2010 (UTC) I know Japanese quite well. It's in fact, my second language, you can ask me anything about Japanese on my talk page. I have a Special Characters palette that has many other characters. If you need an arrow or som,ething let me know and I'll get one for you. =_=_ User talk:Polymorph =_=_ User:Polymorph =_=_ Locust If you encounter these before you have a unicorn horn, then Elbereth may help to avoid being hit; if you have no means of curing disease in your inventory, be prepared to pray after fighting these. Late in the game, these may be summoned by aligned priests who cast summon insects; your AC should be low enough by then to dodge the majority of locust attacks, so the unicorn horn remains a sufficient way to cure their disease. =_=_ NetHackWiki:Category =_=_ Talk:Introduction Requesting the Vulture intro mentioned in the article if anyone has it... apparently a series of images that illustrates the Guidebook text. =_=_ File:Vultures-intro1.png =_=_ File:Primer intento de granja de pudín.jpg =_=_ File:Vultures-eye-intro.gif This is the graphical introduction of Vulture's Eye, that mostly follows the text-based introduction of vanilla NetHack, although with some small changes to the plot. Created using gnome-screenshot and the GIMP; the source images of this follow the same licensing terms as NetHack itself. I don't think there was any/much creative input on my own part, but any input of mine to this that's copyrightable, I release to the public domain, or if that's not legally possible license it under the NetHack General Public License. =_=_ Forum:Crysknife for Rouge article? water911: Has anyone ever considered adding a crysknife to the Rouge section. I have never tried it, so I don't know if it works, but they have expert in knife skill and two-weaponing that on the offhand could be pretty useful, right? It is not on any of the weapon charts. =_=_ Talk:Apport =_=_ Talk:Confusion =_=_ Talk:Potion of see invisible =_=_ Hyphen =_=_ Slash'em monsters =_=_ User talk:Eatenbyrobots =_=_ Paralysed =_=_ Paralyzed =_=_ File:Gremlin farming screenshot.png I release any copyright I might have on this screenshot into the public domain. As a screenshot of a NetHack special level, it may constitute a derivative work of NetHack, in which case it falls under the NGPL. =_=_ Medusa's swamp =_=_ Medusa's Swamp =_=_ Daggerstorm =_=_ Attack wand A general name for the types of wand which deal damage directly (often duplicating the effect of a spell of the Attack school): wand of fire, wand of cold, wand of lightning, wand of magic missile, and wand of striking. Most of these types of wands also have uses in NetHack unrelated to their uses in attacking opponents directly. However, they all share that purpose and work much the same way when used for that purpose, and so are often grouped together in strategy advice. The fire horn and frost horn, while not being wands, also have similar uses to attack wands, and can be substituted for them in strategies that require them. =_=_ Help:Talk page =_=_ Source:Ref/ q1 path =_=_ Source:Ref/ q2 path =_=_ Source:Ref/ q3 path =_=_ Source:Ref/ q4 path =_=_ Source:Ref/a gname =_=_ Source:Ref/a monnam =_=_ Source:Ref/able to loot =_=_ Source:Ref/abuse dog =_=_ Source:Ref/accessible =_=_ Source:Ref/accessory has effect =_=_ Source:Ref/activate statue trap =_=_ Source:Ref/acurr =_=_ Source:Ref/acurrstr =_=_ Source:Ref/add autopickup exception =_=_ Source:Ref/add branch =_=_ Source:Ref/add class =_=_ Source:Ref/add damage =_=_ Source:Ref/add debug extended commands =_=_ Source:Ref/add door =_=_ Source:Ref/add erosion words =_=_ Source:Ref/add id mapping =_=_ Source:Ref/add level =_=_ Source:Ref/add menu cmd alias =_=_ Source:Ref/add mon to reg =_=_ Source:Ref/add one tobill =_=_ Source:Ref/add rect =_=_ Source:Ref/add rect to reg =_=_ Source:Ref/add region =_=_ Source:Ref/add room =_=_ Source:Ref/add sound mapping =_=_ Source:Ref/add subroom =_=_ Source:Ref/add to billobjs =_=_ Source:Ref/add to buried =_=_ Source:Ref/add to container =_=_ Source:Ref/add to migration =_=_ Source:Ref/add to minv =_=_ Source:Ref/add valid menu class =_=_ Source:Ref/add weapon skill =_=_ Source:Ref/addinv =_=_ Source:Ref/addinv core1 =_=_ Source:Ref/addinv core2 =_=_ Source:Ref/addtobill =_=_ Source:Ref/addupbill =_=_ Source:Ref/adj abon =_=_ Source:Ref/adjabil =_=_ Source:Ref/adjalign =_=_ Source:Ref/adjattrib =_=_ Source:Ref/Adjmonnam =_=_ Source:Ref/adjust prefix =_=_ Source:Ref/after shk move =_=_ Source:Ref/age spells =_=_ Source:Ref/aggravate =_=_ Source:Ref/align gname =_=_ Source:Ref/align gtitle =_=_ Source:Ref/align shift =_=_ Source:Ref/align str =_=_ Source:Ref/all but uchain =_=_ Source:Ref/alloc =_=_ Source:Ref/allow all =_=_ Source:Ref/allow cat no uchain =_=_ Source:Ref/allow category =_=_ Source:Ref/already wearing =_=_ Source:Ref/already wearing2 =_=_ Source:Ref/altar wrath =_=_ Source:Ref/Amonnam =_=_ Source:Ref/amulet =_=_ Source:Ref/Amulet off =_=_ Source:Ref/Amulet on =_=_ Source:Ref/An =_=_ Source:Ref/an =_=_ Source:Ref/angry guards =_=_ Source:Ref/angry priest =_=_ Source:Ref/angry shk exists =_=_ Source:Ref/angrygods =_=_ Source:Ref/animate statue =_=_ Source:Ref/antholemon =_=_ Source:Ref/any light source =_=_ Source:Ref/aobjnam =_=_ Source:Ref/append str =_=_ Source:Ref/Armor gone =_=_ Source:Ref/Armor off =_=_ Source:Ref/Armor on =_=_ Source:Ref/armor to dragon =_=_ Source:Ref/armoroff =_=_ Source:Ref/arti cost =_=_ Source:Ref/arti invoke =_=_ Source:Ref/arti reflects =_=_ Source:Ref/arti speak =_=_ Source:Ref/artifact exists =_=_ Source:Ref/artifact has invprop =_=_ Source:Ref/artifact hit =_=_ Source:Ref/artifact light =_=_ Source:Ref/artifact name =_=_ Source:Ref/artifact score =_=_ Source:Ref/artiname =_=_ Source:Ref/artitouch =_=_ Source:Ref/askchain =_=_ Source:Ref/assign graphics =_=_ Source:Ref/assign rogue graphics =_=_ Source:Ref/assign warnings =_=_ Source:Ref/assigninvlet =_=_ Source:Ref/at dgn entrance =_=_ Source:Ref/at your feet =_=_ Source:Ref/atconsole =_=_ Source:Ref/attach egg hatch timeout =_=_ Source:Ref/attach fig transform timeout =_=_ Source:Ref/attack =_=_ Source:Ref/attack checks =_=_ Source:Ref/attacks =_=_ Source:Ref/attacktype =_=_ Source:Ref/attacktype fordmg =_=_ Source:Ref/attk protection =_=_ Source:Ref/automiss =_=_ Source:Ref/autopick =_=_ Source:Ref/autoquiver =_=_ Source:Ref/awaken monsters =_=_ Source:Ref/awaken soldiers =_=_ Source:Ref/b trapped =_=_ Source:Ref/back to glyph =_=_ Source:Ref/bad location =_=_ Source:Ref/bad negation =_=_ Source:Ref/bad rock =_=_ Source:Ref/badoption =_=_ Source:Ref/badspot =_=_ Source:Ref/bagotricks =_=_ Source:Ref/ballfall =_=_ Source:Ref/bc order =_=_ Source:Ref/bclose =_=_ Source:Ref/bcsign =_=_ Source:Ref/beg =_=_ Source:Ref/begin burn =_=_ Source:Ref/bflush =_=_ Source:Ref/big to little =_=_ Source:Ref/bill box 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Source:Ref/protects =_=_ Source:Ref/prscore =_=_ Source:Ref/punish =_=_ Source:Ref/pushch =_=_ Source:Ref/put lregion here =_=_ Source:Ref/put monsters to sleep =_=_ Source:Ref/putting on =_=_ Source:Ref/qt montype =_=_ Source:Ref/qt pager =_=_ Source:Ref/query category =_=_ Source:Ref/query objlist =_=_ Source:Ref/quest chat =_=_ Source:Ref/quest info =_=_ Source:Ref/quest stat check =_=_ Source:Ref/quest talk =_=_ Source:Ref/race alignmentcount =_=_ Source:Ref/raceptr =_=_ Source:Ref/racial exception =_=_ Source:Ref/randalign =_=_ Source:Ref/randgend =_=_ Source:Ref/random dir =_=_ Source:Ref/random engraving =_=_ Source:Ref/random teleport level =_=_ Source:Ref/randomize =_=_ Source:Ref/randrace =_=_ Source:Ref/randrole =_=_ Source:Ref/rank =_=_ Source:Ref/rank of =_=_ Source:Ref/rank to xlev =_=_ Source:Ref/read config file =_=_ Source:Ref/read engr at =_=_ Source:Ref/read wizkit =_=_ Source:Ref/readchar =_=_ Source:Ref/readentry =_=_ Source:Ref/readlibdir =_=_ Source:Ref/readmail =_=_ Source:Ref/readobjnam =_=_ Source:Ref/ready weapon =_=_ Source:Ref/realloc obj =_=_ Source:Ref/really close =_=_ Source:Ref/reassign =_=_ Source:Ref/recalc wt =_=_ Source:Ref/recharge =_=_ Source:Ref/recover savefile =_=_ Source:Ref/redirect =_=_ Source:Ref/redist attr =_=_ Source:Ref/rehumanize =_=_ Source:Ref/rejectoption =_=_ Source:Ref/relink light sources =_=_ Source:Ref/relink timers =_=_ Source:Ref/relmon =_=_ Source:Ref/relobj =_=_ Source:Ref/remote burglary =_=_ Source:Ref/remove autopickup exception =_=_ Source:Ref/remove damage =_=_ Source:Ref/remove mon from reg =_=_ Source:Ref/remove mon from regions =_=_ Source:Ref/remove object =_=_ Source:Ref/remove rect =_=_ Source:Ref/remove region =_=_ Source:Ref/remove room =_=_ Source:Ref/remove rooms =_=_ Source:Ref/remove timer =_=_ Source:Ref/remove worm =_=_ Source:Ref/remove worn item =_=_ Source:Ref/reorder invent =_=_ Source:Ref/repair damage =_=_ Source:Ref/replace mon regions =_=_ Source:Ref/replace object =_=_ Source:Ref/replmon =_=_ Source:Ref/replshk =_=_ Source:Ref/rescham =_=_ Source:Ref/reset attribute clock =_=_ Source:Ref/reset hostility =_=_ Source:Ref/reset oattached mids =_=_ Source:Ref/reset occupations =_=_ Source:Ref/reset pick =_=_ Source:Ref/reset region mids =_=_ Source:Ref/reset remarm =_=_ Source:Ref/reset rndmonst =_=_ Source:Ref/reset trapset =_=_ Source:Ref/resetobjs =_=_ Source:Ref/resists blnd =_=_ Source:Ref/rest engravings =_=_ Source:Ref/rest regions =_=_ Source:Ref/rest room =_=_ Source:Ref/rest rooms =_=_ Source:Ref/rest worm =_=_ Source:Ref/restartcham =_=_ Source:Ref/restdamage =_=_ Source:Ref/restfakecorr =_=_ Source:Ref/restgamestate =_=_ Source:Ref/restlevchn =_=_ Source:Ref/restlevelfile =_=_ Source:Ref/restlevelstate =_=_ Source:Ref/restmonchn =_=_ Source:Ref/restnames =_=_ Source:Ref/restobjchn =_=_ Source:Ref/restore artifacts =_=_ Source:Ref/restore attrib =_=_ Source:Ref/restore cham =_=_ Source:Ref/restore dungeon =_=_ Source:Ref/restore light sources =_=_ Source:Ref/restore oracles =_=_ Source:Ref/restore saved game =_=_ Source:Ref/restore timers =_=_ Source:Ref/restore waterlevel =_=_ Source:Ref/restpriest =_=_ Source:Ref/restrap =_=_ Source:Ref/restricted spell discipline =_=_ Source:Ref/restshk =_=_ Source:Ref/resurrect =_=_ Source:Ref/revive corpse =_=_ Source:Ref/revive mon =_=_ Source:Ref/revive nasty =_=_ Source:Ref/reward untrap =_=_ Source:Ref/rhack =_=_ Source:Ref/rider cant reach =_=_ Source:Ref/right side =_=_ Source:Ref/rigid role checks =_=_ Source:Ref/rile shk =_=_ Source:Ref/Ring gone =_=_ Source:Ref/Ring off =_=_ Source:Ref/Ring off or gone =_=_ Source:Ref/Ring on =_=_ Source:Ref/rloc =_=_ Source:Ref/rloc engr =_=_ Source:Ref/rloc pos ok =_=_ Source:Ref/rloc to =_=_ Source:Ref/rloco =_=_ Source:Ref/rm waslit =_=_ Source:Ref/rnd class =_=_ Source:Ref/rnd defensive item =_=_ Source:Ref/rnd misc item =_=_ Source:Ref/rnd offensive item =_=_ Source:Ref/rnd rect =_=_ Source:Ref/rnd treefruit at =_=_ Source:Ref/rndcolor =_=_ Source:Ref/rnddoor =_=_ Source:Ref/rndexp =_=_ Source:Ref/rndghostname =_=_ Source:Ref/rndmonnam =_=_ Source:Ref/rndmonst =_=_ Source:Ref/rndtrap =_=_ Source:Ref/rne =_=_ Source:Ref/rnz =_=_ Source:Ref/rob shop =_=_ Source:Ref/rogue vision =_=_ Source:Ref/roguecorr =_=_ Source:Ref/roguejoin =_=_ Source:Ref/role gendercount =_=_ Source:Ref/role init =_=_ Source:Ref/root plselection prompt =_=_ Source:Ref/rot corpse =_=_ Source:Ref/rot organic =_=_ Source:Ref/rottenfood =_=_ Source:Ref/rouse shk =_=_ Source:Ref/row refresh =_=_ Source:Ref/run regions =_=_ Source:Ref/run timers =_=_ Source:Ref/rust dmg =_=_ Source:Ref/safe qbuf =_=_ Source:Ref/safe teleds =_=_ Source:Ref/saleable =_=_ Source:Ref/same price =_=_ Source:Ref/sanity check =_=_ Source:Ref/save artifacts =_=_ Source:Ref/save currentstate =_=_ Source:Ref/save dungeon =_=_ Source:Ref/save engravings =_=_ Source:Ref/save light sources =_=_ Source:Ref/save mtraits =_=_ Source:Ref/save oracles =_=_ Source:Ref/save regions =_=_ Source:Ref/save room =_=_ Source:Ref/save rooms =_=_ Source:Ref/save savefile name =_=_ Source:Ref/save timers =_=_ Source:Ref/save waterlevel =_=_ Source:Ref/save worm =_=_ Source:Ref/savebones =_=_ Source:Ref/savech =_=_ Source:Ref/savedamage =_=_ Source:Ref/savefruitchn =_=_ Source:Ref/savegamestate =_=_ Source:Ref/savelev =_=_ Source:Ref/savelev0 =_=_ Source:Ref/savelevchn =_=_ Source:Ref/savelife =_=_ Source:Ref/savemonchn =_=_ Source:Ref/savenames =_=_ Source:Ref/saveobjchn =_=_ Source:Ref/savestateinlock =_=_ Source:Ref/savetrapchn =_=_ Source:Ref/scatter =_=_ Source:Ref/schedule goto =_=_ Source:Ref/score wanted =_=_ Source:Ref/search door =_=_ Source:Ref/search special =_=_ Source:Ref/searches for item =_=_ Source:Ref/see lamp flicker =_=_ Source:Ref/see monsters =_=_ Source:Ref/see objects =_=_ Source:Ref/see traps =_=_ Source:Ref/see wsegs =_=_ Source:Ref/seemimic =_=_ Source:Ref/seetrap =_=_ Source:Ref/seffects =_=_ Source:Ref/select newcham form =_=_ Source:Ref/select off =_=_ Source:Ref/self invis message =_=_ Source:Ref/selftouch =_=_ Source:Ref/sellobj =_=_ Source:Ref/sellobj state =_=_ Source:Ref/sengr at =_=_ Source:Ref/sense trap =_=_ Source:Ref/set apparxy =_=_ Source:Ref/set artifact intrinsic =_=_ Source:Ref/set bc =_=_ Source:Ref/set bonesfile name =_=_ Source:Ref/set bonestemp name =_=_ Source:Ref/set corn =_=_ Source:Ref/set cost =_=_ Source:Ref/set crosswall =_=_ Source:Ref/set duplicate opt detection =_=_ Source:Ref/set entity =_=_ Source:Ref/set error savefile =_=_ Source:Ref/set itimeout =_=_ Source:Ref/set levelfile name =_=_ Source:Ref/set lit =_=_ Source:Ref/set lock and bones =_=_ Source:Ref/set malign =_=_ Source:Ref/set mimic blocking =_=_ Source:Ref/set mon data =_=_ Source:Ref/set moreluck =_=_ Source:Ref/set occupation =_=_ Source:Ref/set option mod status =_=_ Source:Ref/set repo loc =_=_ Source:Ref/set residency =_=_ Source:Ref/set savefile name =_=_ Source:Ref/set seenv =_=_ Source:Ref/set trap =_=_ Source:Ref/set twall =_=_ Source:Ref/set uasmon =_=_ Source:Ref/set wall =_=_ Source:Ref/set wall property =_=_ Source:Ref/set wall state =_=_ Source:Ref/set wc2 option mod status =_=_ Source:Ref/set wc option mod status =_=_ Source:Ref/set wear =_=_ Source:Ref/set wounded legs =_=_ Source:Ref/set wportal =_=_ Source:Ref/setgemprobs =_=_ Source:Ref/setmangry =_=_ Source:Ref/setmnotwielded =_=_ Source:Ref/setnotworn =_=_ Source:Ref/setpaid =_=_ Source:Ref/setrandom =_=_ Source:Ref/settrack =_=_ Source:Ref/setup waterlevel =_=_ Source:Ref/setuqwep =_=_ Source:Ref/setuswapwep =_=_ Source:Ref/setuwep =_=_ Source:Ref/setworn =_=_ Source:Ref/shade aware =_=_ Source:Ref/Shield off =_=_ Source:Ref/Shield on =_=_ Source:Ref/shieldeff =_=_ Source:Ref/ship object =_=_ Source:Ref/Shirt off =_=_ Source:Ref/Shirt on =_=_ Source:Ref/shk chat =_=_ Source:Ref/shk embellish =_=_ Source:Ref/shk move =_=_ Source:Ref/shk names obj =_=_ Source:Ref/shk owns =_=_ Source:Ref/shk your =_=_ Source:Ref/Shk Your =_=_ Source:Ref/shkcatch =_=_ Source:Ref/sho obj return to u =_=_ Source:Ref/shop debt =_=_ Source:Ref/shop keeper =_=_ Source:Ref/shop object =_=_ Source:Ref/shopdig =_=_ Source:Ref/shopper financial report =_=_ Source:Ref/should query disclose option =_=_ Source:Ref/show conduct =_=_ Source:Ref/show glyph =_=_ Source:Ref/show map spot =_=_ Source:Ref/show region =_=_ Source:Ref/shrine pos =_=_ Source:Ref/shrink worm =_=_ Source:Ref/shuffle =_=_ Source:Ref/shuffle all =_=_ Source:Ref/shuffle tiles =_=_ Source:Ref/silly thing =_=_ Source:Ref/simple look =_=_ Source:Ref/simple typename =_=_ Source:Ref/singular =_=_ Source:Ref/skill advance =_=_ Source:Ref/skill init =_=_ Source:Ref/skill level name =_=_ Source:Ref/skinback =_=_ Source:Ref/sleep monst =_=_ Source:Ref/slept monst =_=_ Source:Ref/slime dialogue =_=_ Source:Ref/slip or trip =_=_ Source:Ref/slots required =_=_ Source:Ref/snuff light source =_=_ Source:Ref/snuff lit =_=_ Source:Ref/sobj at =_=_ Source:Ref/sokoban detect =_=_ Source:Ref/some armor =_=_ Source:Ref/somegold =_=_ Source:Ref/somex =_=_ Source:Ref/somexy =_=_ Source:Ref/somey =_=_ Source:Ref/sort rooms =_=_ Source:Ref/sort valuables =_=_ Source:Ref/sp lev shuffle =_=_ Source:Ref/speaker =_=_ Source:Ref/spec ability =_=_ Source:Ref/spec abon =_=_ Source:Ref/spec applies =_=_ Source:Ref/spec dbon =_=_ Source:Ref/spec m2 =_=_ Source:Ref/special handling =_=_ Source:Ref/spell backfire =_=_ Source:Ref/spell let to idx =_=_ Source:Ref/spell skilltype =_=_ Source:Ref/spell would be useless =_=_ Source:Ref/spelleffects =_=_ Source:Ref/spelltypemnemonic =_=_ Source:Ref/splatter burning oil =_=_ Source:Ref/split mon =_=_ Source:Ref/split rects =_=_ Source:Ref/splitbill =_=_ Source:Ref/splitobj =_=_ Source:Ref/spoteffects =_=_ Source:Ref/stackobj =_=_ Source:Ref/stagger =_=_ Source:Ref/start corpse timeout =_=_ Source:Ref/start engulf =_=_ Source:Ref/start timer =_=_ Source:Ref/steal =_=_ Source:Ref/steal it =_=_ Source:Ref/stealamulet =_=_ Source:Ref/stealarm =_=_ 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Source:Ref/tool in use =_=_ Source:Ref/topologize =_=_ Source:Ref/topten =_=_ Source:Ref/topten print =_=_ Source:Ref/topten print bold =_=_ Source:Ref/toss up =_=_ Source:Ref/toss wsegs =_=_ Source:Ref/touch artifact =_=_ Source:Ref/touchfood =_=_ Source:Ref/trap detect =_=_ Source:Ref/trickery =_=_ Source:Ref/try disarm =_=_ Source:Ref/try lift =_=_ Source:Ref/trycall =_=_ Source:Ref/tt oname =_=_ Source:Ref/type to name =_=_ Source:Ref/u entered shop =_=_ Source:Ref/u init =_=_ Source:Ref/u left shop =_=_ Source:Ref/u on newpos =_=_ Source:Ref/u slip free =_=_ Source:Ref/u slow down =_=_ Source:Ref/u teleport mon =_=_ Source:Ref/u to e =_=_ Source:Ref/u wipe engr =_=_ Source:Ref/ugolemeffects =_=_ Source:Ref/uhave graystone =_=_ Source:Ref/um dist =_=_ Source:Ref/unbless =_=_ Source:Ref/unblock point =_=_ Source:Ref/unchanger =_=_ Source:Ref/uncommon =_=_ Source:Ref/uncompress =_=_ Source:Ref/unconscious =_=_ Source:Ref/uncurse =_=_ Source:Ref/undead to corpse =_=_ Source:Ref/under 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occupied =_=_ Source:Ref/vault tele =_=_ Source:Ref/version string =_=_ Source:Ref/view from =_=_ Source:Ref/view init =_=_ Source:Ref/violated vegetarian =_=_ Source:Ref/visible region at =_=_ Source:Ref/vision init =_=_ Source:Ref/vision recalc =_=_ Source:Ref/vision reset =_=_ Source:Ref/vobj at =_=_ Source:Ref/vomiting dialogue =_=_ Source:Ref/vtense =_=_ Source:Ref/wake nearby =_=_ Source:Ref/wake nearto =_=_ Source:Ref/wakeup =_=_ Source:Ref/walk path =_=_ Source:Ref/walkfrom =_=_ Source:Ref/wall angle =_=_ Source:Ref/wallification =_=_ Source:Ref/wallify map =_=_ Source:Ref/wallify vault =_=_ Source:Ref/wand explode =_=_ Source:Ref/wantdoor =_=_ Source:Ref/warn effects =_=_ Source:Ref/warning opts =_=_ Source:Ref/wary dog =_=_ Source:Ref/watch dig =_=_ Source:Ref/watch on duty =_=_ Source:Ref/water damage =_=_ Source:Ref/water friction =_=_ Source:Ref/water prayer =_=_ Source:Ref/wc2 supported =_=_ Source:Ref/wc set font name =_=_ Source:Ref/wc set window colors =_=_ 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=_=_ Source:Ref/wiz show vision =_=_ Source:Ref/wiz show wmodes =_=_ Source:Ref/wiz timeout queue =_=_ Source:Ref/wiz where =_=_ Source:Ref/wizdead =_=_ Source:Ref/worm known =_=_ Source:Ref/worm move =_=_ Source:Ref/worm nomove =_=_ Source:Ref/wormgone =_=_ Source:Ref/wormhitu =_=_ Source:Ref/worn wield only =_=_ Source:Ref/worst cursed item =_=_ Source:Ref/write ls =_=_ Source:Ref/write timer =_=_ Source:Ref/writeentry =_=_ Source:Ref/wrong elem type =_=_ Source:Ref/x monnam =_=_ Source:Ref/xkilled =_=_ Source:Ref/xlev to rank =_=_ Source:Ref/xname =_=_ Source:Ref/xprname =_=_ Source:Ref/y monnam =_=_ Source:Ref/yelp =_=_ Source:Ref/yn function =_=_ Source:Ref/yname =_=_ Source:Ref/Yname2 =_=_ Source:Ref/you aggravate =_=_ Source:Ref/You buf =_=_ Source:Ref/you have =_=_ Source:Ref/you unwere =_=_ Source:Ref/you were =_=_ Source:Ref/ysimple name =_=_ Source:Ref/Ysimple name2 =_=_ Source:Ref/yymmdd =_=_ Source:Ref/yyyymmdd =_=_ Source:Ref/zap dig =_=_ Source:Ref/zapdir to glyph =_=_ 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=_=_ Source:Ref/get mleash =_=_ Source:Ref/gethungry =_=_ Source:Ref/ghod hitsu =_=_ Source:Ref/goto hell =_=_ Source:Ref/grddead =_=_ Source:Ref/grow up =_=_ Source:Ref/guardname =_=_ Source:Ref/gulpmu =_=_ Source:Ref/hangup =_=_ Source:Ref/Hear again =_=_ Source:Ref/highc =_=_ Source:Ref/hitum =_=_ Source:Ref/hmon =_=_ Source:Ref/hmonas =_=_ Source:Ref/homebase =_=_ Source:Ref/In hell =_=_ Source:Ref/In mines =_=_ Source:Ref/In quest =_=_ Source:Ref/In V tower =_=_ Source:Ref/In W tower =_=_ Source:Ref/init dungeons =_=_ Source:Ref/intermed =_=_ Source:Ref/known hitum =_=_ Source:Ref/lcase =_=_ Source:Ref/ldrname =_=_ Source:Ref/lesshungry =_=_ Source:Ref/letter =_=_ Source:Ref/lined up =_=_ Source:Ref/losestr =_=_ Source:Ref/losexp =_=_ Source:Ref/lowc =_=_ Source:Ref/m initgrp =_=_ Source:Ref/m unleash =_=_ Source:Ref/makeroguerooms =_=_ Source:Ref/maze0xy =_=_ Source:Ref/mazexy =_=_ Source:Ref/mdamageu =_=_ Source:Ref/meatobj =_=_ Source:Ref/mergable =_=_ Source:Ref/missmu =_=_ 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=_=_ Levitating =_=_ Identifiable =_=_ Speed runner =_=_ Tiny-sized =_=_ UI =_=_ Used armor dealership =_=_ Second-hand bookstore =_=_ Liquor emporium =_=_ Antique weapons outlet =_=_ Delitacessan =_=_ Jewelers =_=_ Rare books =_=_ Lighting Store =_=_ Xlogfile xlogfile, or the extended logfile, is a compile-time option for NetHack that makes the game log more data at the end of a game than is stored by default in the regular logfile The xlogfile began as a patch for NetHack 3.4.3. It was incorporated into the mainline in NetHack 3.6.0. It is an optional feature, enabled by default, and can be removed by commenting out the definition of XLOGFILE in include/config.h. The data is saved into a file named < code > xlogfile < /code > in the same directory as the normal logfile. Each line contains several < tt > field=value < /tt > pairs, delimited by tabs. For example: =_=_ Extended logfile =_=_ Monster MR =_=_ User talk:Rnemo =_=_ Forum:Configuration File in OS X I'm not sure if this is the place for technical help, so if this isn't then I'll ask elsewhere. I've just been unable to get the config file to work with Nethack QT v3.4.3 on my Macbook running OS X version 10.5.8. I've read a few solutions online saying that I put Nethack Defaults.txt into the Library/Preferences folder and make sure that it's accessible to everyone. I've done those things, made my .txt file and tried it with and without the extension and every time I start up I get the same annoying default settings which I have to re-configure YASD after YASD. Gets tiring. I'm . . . not quite sure if I need to put the executable file in a certain directory or if perhaps I'm just too dumb to using the terminal to figure out how one properly installs NetHack. I can get the game to work fine but it juuuust can't seem to access the config file. Any ideas?--Eatenbyrobots 04:04, 25 November 2010 (UTC) =_=_ Rocks =_=_ ODSM =_=_ File:Underscore.JPG =_=_ Slashem monsters =_=_ File:Giant tick.png =_=_ File:Giant louse.png =_=_ File:Giant flea.png =_=_ File:Tsetse fly.png =_=_ File:Migo drone.png =_=_ File:Migo queen.png =_=_ File:Migo warrior.png =_=_ File:Yellow jacket.png =_=_ File:Black wasp.png =_=_ File:Giant wasp.png =_=_ File:Spitting beetle.png =_=_ File:Assassin bug.png =_=_ File:Killer beetle.png =_=_ File:Jiggling blob.png =_=_ File:Lava blob.png =_=_ File:Static blob.png =_=_ File:Burbling blob.png =_=_ File:Moldy pudding.png =_=_ File:Chicken.png =_=_ File:Cockatoo.png =_=_ File:Parrot.png =_=_ File:Pit bull.png =_=_ File:Dingo puppy.png =_=_ File:Large dingo.png =_=_ File:Death dog.png =_=_ File:Rabid wolf.png =_=_ File:Wolverine.png =_=_ File:Shadow wolf.png =_=_ File:Mist wolf.png =_=_ File:Glowing eye.png =_=_ File:Bloodshot eye.png =_=_ File:Blinking eye.png =_=_ File:Kamadan.png =_=_ File:Displacer beast.png =_=_ File:Caterwaul.png =_=_ File:Sabre-toothed cat.png =_=_ File:Hellcat.png =_=_ File:Dwarf thief.png =_=_ File:Duergar.png =_=_ File:Deep one.png =_=_ File:Deeper one.png =_=_ File:Deepest one.png =_=_ File:Dretch.png =_=_ File:Rutterkin.png =_=_ File:Nupperibo.png =_=_ File:Blood imp.png =_=_ File:Clear jelly.png =_=_ File:Yellow jelly.png =_=_ File:Orange jelly.png =_=_ File:Rancid jelly.png =_=_ File:Swamp kobold.png =_=_ File:Rock kobold.png =_=_ File:Kobold warrior.png =_=_ File:Kroo the Kobold King.png =_=_ File:Leprechaun wizard.png =_=_ File:Pixie.png =_=_ File:Brownie.png =_=_ File:Quickling.png =_=_ File:War orc.png =_=_ File:Great orc.png =_=_ File:Grund the Orc King.png =_=_ File:Snow orc.png =_=_ File:Demon orc.png =_=_ File:Lamb.png =_=_ File:Giant badger.png =_=_ File:Scramper.png =_=_ File:Sheep.png =_=_ File:Goat.png =_=_ File:Cow.png =_=_ File:Bull.png =_=_ File:Mangler.png =_=_ File:Jumbo the Elephant.png =_=_ File:Juggernaut.png =_=_ File:Catoblepas.png =_=_ File:Rabbit.png =_=_ File:Black rat.png =_=_ File:Rabid rabbit.png =_=_ File:Hellrat.png =_=_ File:Recluse spider.png =_=_ File:Barking spider.png =_=_ File:Carrion crawler.png =_=_ File:Nickelpede.png =_=_ File:Giant scorpion.png =_=_ File:Girtab.png =_=_ File:Shelob.png =_=_ File:Phase spider.png =_=_ File:Pegasus.png =_=_ File:Acid worm.png =_=_ File:Bloodworm.png =_=_ File:Tunnel worm.png =_=_ File:Rhumbat.png =_=_ File:Athol.png =_=_ File:Hellbat.png =_=_ File:Mongbat.png =_=_ File:Mobat.png =_=_ File:Harpy.png =_=_ File:Byakhee.png =_=_ File:Nightgaunt.png =_=_ File:Baby deep dragon.png =_=_ File:Deep dragon.png =_=_ File:Wyvern.png =_=_ File:Hydra.png =_=_ File:Disgusting mold.png =_=_ File:Black mold.png =_=_ File:Gnome thief.png =_=_ File:Deep gnome.png =_=_ File:Gnome warrior.png =_=_ File:Ruggo the Gnome King.png =_=_ File:Gnoll chieftain.png =_=_ File:Gnoll.png =_=_ File:Gnoll shaman.png =_=_ File:Gnoll warrior.png =_=_ File:Troll mummy.png =_=_ File:Ogre mage.png =_=_ File:Shadow ogre.png =_=_ File:Shoggoth.png =_=_ File:Genetic engineer.png =_=_ File:Doctor Frankenstein.png =_=_ File:King cobra.png =_=_ File:Asphynx.png =_=_ File:Two-headed troll.png =_=_ File:Black troll.png =_=_ File:Water hulk.png =_=_ File:Fire vampire.png =_=_ File:Star vampire.png =_=_ File:Wight.png =_=_ File:Ghoul mage.png =_=_ File:Ghast.png =_=_ File:Ghoul queen.png =_=_ File:Gug.png =_=_ File:Frankenstein's Monster.png =_=_ File:Gibberling.png =_=_ File:Grimlock.png =_=_ File:Drow.png =_=_ File:Gypsy.png =_=_ File:Shadow.png =_=_ File:Spined devil.png =_=_ File:Bearded devil.png =_=_ File:Bar-lgura.png =_=_ File:Chasme.png =_=_ File:Babau.png =_=_ File:Nabassu.png =_=_ File:Giant crab.png =_=_ File:Gila monster.png =_=_ File:Rhaumbusun.png =_=_ File:Basilisk.png =_=_ File:Komodo dragon.png =_=_ File:Bad egg.png =_=_ File:Killer tripe ration.png =_=_ File:Killer food ration.png =_=_ File:Pile of killer coins.png =_=_ File:Large pile of killer coins.png =_=_ File:Huge pile of killer coins.png =_=_ File:Nightmare.png You can now copy the screen in this flash telnet client as NetHackWiki markup. Just select the text with mouse, right-click on the client, select "Copy Selected Text As NetHackWiki markup" and paste into the Wiki. =_=_ Cockatoo A cockatoo is a new domestic monster in SLASH'EM. It can be tamed with vegan food, but it does not make a terribly good pet. Although comparable to a kitten or little dog, it cannot grow up. =_=_ Parrot A parrot is a monster introduced in SLASH'EM. It can be tamed with vegan food. It is slightly better in combat than a large dog, but cannot be reared from a smaller form. Due to what may be an oversight, it does not fly: do not displace it into water or lava! Parrots (as well as cockatoos) have some interesting things to say. Chatting with them produces one of the following messages: In Slash'EM Extended, which incorporates the Pirate patch while using SLASH'EM as a base, this creature, which belongs to the class of monsters, is known as an airborne parrot to distinguish it from the flightless class creature retained from SLASH'EM. =_=_ Pit bull A pit bull is a domestic monster added in SLASH'EM. It is similar to a large dog, but considerably stronger. While having a stronger dog is nice, by the time these animals appear you will probably want an even better pet. Like most domestic animals in SLASH'EM, pit bulls are unable to hurt a large variety of monsters, since they hit as a +0 weapon. =_=_ Dingo puppy A dingo puppy is a new monster in SLASH'EM. Aside from not being a domestic animal, it is identical to a little dog. If you do manage to tame one, it can grow up to become a dingo, and eventually a large dingo. While not a huge threat, these can extinguish some of the weaker starting roles in SLASH'EM. Ranged weapons are advised if you are low on HP. =_=_ Nhtohtml nhtohtml is a perl script created by Robert Sim which takes the monster data from NetHack source code files and creates HTML files for a bestiary website featuring information about the monsters. =_=_ Item class =_=_ Item classes =_=_ Object class =_=_ Object classes =_=_ NeXTSTEP tiles The NeXTSTEP tiles is a recreation of a tileset used on a NeXTSTEP system. This tileset can be used with NetHack 3.4.3. The tiles are 10x10 pixels in size. The NeXTSTEP NetHack used one image per monster symbol, so eg. all ants get one image, all blobs get another, and so on. The images have parts which are colored on the fly to make the distinction between different tiles. The original graphical NeXT port was done by Christoph Marquardt, and this new tileset was recreated from those tiles by User:Paxed. =_=_ Large dingo A large dingo is a new monster in SLASH'EM. Apart from not being a domestic animal, it is identical to a large dog. Should you tame a dingo, it may eventually grow up to become a large dingo. Large dingos are probably not a threat by the time one encounters them. They are not worth taming generally, as SLASH'EM provides plenty of domestic animals to tame which are stronger. =_=_ Death dog A death dog is a new type of canine appearing in SLASH'EM. It is only generated in Gehennom. Despite its name, it lacks any special abilities or resistances. Death dogs do a large amount of damage for a creature with only two hit dice. However, since they only appear in Gehennom, they are unlikely to kill many players. Be sure not to get surrounded, as they do tend to appear in groups. =_=_ Rabid wolf A rabid wolf is a new monster in SLASH'EM. They have slightly more hitpoints than regular wolves, and their bite is poisonous. These are not a huge threat, since they are no faster than a normal player. Take them down with ranged weapons if you lack poison resistance and/or magic cancellation, since their bite does have the potential to cause instadeath. =_=_ Wolverine Like its real-world counterpart, SLASH'EM's wolverines are capable of inflicting surprisingly large amounts of damage. Be careful when you see one, for they do inflict rather more damage than monsters that start appearing around the same time. Fortunately, they lack any resistances: charm monster is guaranteed to work, and poison may instakill them. =_=_ Template:Alignment =_=_ Game help =_=_ In-game help =_=_ Source:NetHack 3.4.3/dat/help Welcome to NetHack! ( description of version 3.4 ) =_=_ Source:NetHack 3.4.3/dat/hh =_=_ Source:NetHack 3.4.3/dat/history Adam Aronow Izchak Miller Mike Stephenson Alex Kompel J. Ali Harlow Norm Meluch Andreas Dorn Janet Walz Olaf Seibert Andy Church Janne Salmijarvi Pasi Kallinen Andy Swanson Jean-Christophe Collet Pat Rankin Ari Huttunen Jochen Erwied Paul Winner Barton House John Kallen Pierre Martineau Bill Dyer John S. Bien Ray Chason Bruce Cox Jon W{tte Richard Beigel Bruce Holloway Jonathan Handler Richard P. Hughey Bruce Mewborne Joshua Delahunty Rob Menke Carl Schelin Keizo Yamamoto Robin Johnson Chris Russo Ken Arnold Roderick Schertler David Cohrs Ken Arromdee Roland McGrath David Damerell Ken Lorber Ron Van Iwaarden David Gentzel Ken Washikita Ronnen Miller David Hairston Kevin Darcy Ross Brown Dean Luick Kevin Hugo Sascha Wostmann Del Lamb Kevin Sitze Scott Bigham Deron Meranda Kevin Smolkowski Scott R. Turner Dion Nicolaas Kevin Sweet Stephen Spackman Dylan O'Donnell Lars Huttar Stephen White Eric Backus Malcolm Ryan Steve Creps Eric Hendrickson Mark Gooderum Steve Linhart Eric R. Smith Mark Modrall Steve VanDevender Eric S. Raymond Marvin Bressler Teemu Suikki Gil Neiger Michael Allison Tom Almy Greg Olson Michael Hamel Warren Cheung Gregg Wonderly Michael Sokolov Warwick Allison =_=_ Source:NetHack 3.4.3/dat/opthelp BIOS allow the use of IBM ROM BIOS calls [FALSE] =_=_ Source:NetHack 3.4.3/dat/license =_=_ Source:NetHack 3.4.3/dat/wizhelp =_=_ Timeline of nethack =_=_ Source:NetHack 3.4.3/dat/quest.txt Note: This applies to NetHack 3.4.3 and the git-version of dgamelaunch, on linux. These instructions should be complete, but I haven't tested it lately. That usually means some dynamic library isn't present in the chroot. Use " < code > ldd nethack < /code > " to see what dynamic link libraries are needed. =_=_ Sobokan =_=_ Forum:Color of the player Hello everybody, I'm coding a small roguelike (just a hobby) and I'd like to know what the colors used for displaying the character (@) and its background are, as I haven't been able to find them through source-diving. Does anybody have more info ? =_=_ Talk:Spined devil I suppose it's an extra useful form because you summon tame demons (some hell-p has arrived). Not editing because I'm not a big SLASHEM player. --Tjr 21:35, 28 November 2010 (UTC) =_=_ Hurtle =_=_ Talk:Pegasus Pegasus is actually marked as unique (and his name as proper) in the source code, and was in all likelihood intended to be so: one does not usually revive Medusa. Pegasus is a single mythological figure as well; it's only D & D and so forth that made it into a generic term for a winged horse. -Ion frigate 23:25, 28 November 2010 (UTC) =_=_ Dark part of a room =_=_ Closed door =_=_ Confuse monster =_=_ Dig beam =_=_ Earth =_=_ Ugh! That potion tasted foul! =_=_ Kitty killer =_=_ Rock trap =_=_ Talk:Potion of sickness =_=_ Ulch! =_=_ Ulch =_=_ Froster The Froster is the Ice Mage quest guardian. Instead of having cold resistance, as one might expect, they have poison resistance. They are identical to the Igniter, the Flame Mage quest guardian. =_=_ Embalmer (monster) =_=_ Exterminator The They share the lower speed of their associated role, and have a somewhat higher base level than other quest guardians, but are otherwise unremarkable. =_=_ Igniter Igniters are the Flame mage quest guardians. They do not actually have fire resistance, but do have poison resistance. One could theoretically kill and eat them for that intrinsic, although it's probably not a good idea.Thay are identical to the Froster =_=_ Yeoman Warder =_=_ Water Mage The Water Mage is the Flame mage quest nemesis. Do not underestimate him; he is a high-level spellcaster. His base AC -10, the same as Master Kaen's. He is identical to the Earth Mage (the Ice mage quest nemesis). =_=_ Earth Mage The Earth Mage is the Ice mage quest nemesis. Do not underestimate him; he is a high-level spellcaster. His base AC -10, the same as Master Kaen's. He is identical to the Water Mage (the Flame mage quest nemesis). =_=_ Maugneshaagar Though defeating Maugneshaagar is not too difficult, you will want to prepare adequately before confronting him as his melee attacks pack quite a punch. Because Maugneshaagar starts on the opposite end of the level, you may (in the worst case) need to walk over to him, wake him up, and chase him back to the upstairs in order to kill him. If you can't teleport directly back to the upstairs, you will want to be prepared to take several beatings from him while you walk back to the stairs while he teleports back and forth to attack you. Surviving this punishment will require a strong AC (of -20, at least), supplemented by standard defensive tactics designed to give you time to heal, such as scrolls of scare monster, a reliable means of carving Elbereth, or a wand of extra healing. Maugneshaagar is not particularly sturdy, and a Necromancer with a highly enchanted Serpent's Tongue will find that it does not take many consistent hits to finish him off even with Maugneshaagar's poison resistance. Your reward will be The Great Dagger of Glaurgnaa, a great dagger whose most useful ability is to recharge your mana when invoked. =_=_ Chief Yeoman Warder =_=_ Van Helsing In the first appearance of the Undead Slayer role, in NetHack Plus, the quest leader was known as "Master Slayer". His stats were the same as the later Van Helsing, with only the name changing in later appearances. =_=_ Dark Lord =_=_ High Ice Mage =_=_ High Flame Mage =_=_ The Largest Giant The Largest Giant is a unique monster in SLASH'EM that appears on his special level. He hits harder than other giants and has a ton of hit points. His corpse conveys fire resistance, oddly enough, and he resists stoning. He's not a threat by the time you meet him, unless you have poor AC. In fact, the titans which frequently spawn on his level will likely be a greater concern. The Largest Giant can be useful as a pet: he is very strong, hits quite hard, and more importantly, naturally hits monsters as a +3 weapon. This last property is necessary to harm many monsters in SLASH'EM, although it is not enough to hurt Vecna or the strongest . He is quite easy to tame, given his low MR. Be sure to have a renewable source of taming (spell, harp) if you do though: he has a chance of spontaneously turning traitor. =_=_ Ruggo the Gnome King Ruggo the Gnome King is a unique monster added in SLASH'EM. He appears on his special level. In earlier versions of SLASH'EM, which were variants of versions of NetHack that did not yet separate races from roles, Ruggo was the gnome quest leader. =_=_ Kroo the Kobold King =_=_ File:Froster.png =_=_ File:Embalmer.png =_=_ File:Exterminator.png =_=_ File:Igniter.png =_=_ File:Yeoman Warder.png =_=_ File:Count Dracula.png =_=_ File:Colonel Blood.png =_=_ File:Water Mage.png =_=_ File:Earth Mage.png =_=_ File:Maugneshaagar.png =_=_ File:Chief Yeoman Warder.png =_=_ File:Van Helsing.png =_=_ File:Dark Lord.png =_=_ File:High Ice Mage.png =_=_ File:High Flame Mage.png =_=_ File:The Largest Giant.png =_=_ Probing =_=_ Probe =_=_ Talk:Wand of light What is the option discussed in "where it may be useful to mark where the player has been (though there is an option to make this redundant)"? Could someone add the name of this option, if indeed it is available in vanilla? Scorchgeek 23:40, 29 November 2010 (UTC) =_=_ Aphrodite She is effectively a tougher-to-kill nymph, with the same attacks but much lower AC and more hit dice. She is also slightly faster than an unhasted player. Aphrodite will only ever appear on the nymph level, which is generated 45% of the time, on level 23 or 24. It will have a number of random , including potentially brownies, pixies and quicklings. Aphrodite herself is not that difficult to defeat, as she can do no more harm than a regular nymph & mdash;she is simply more likely to hit you and can take a few more hits herself. By the time you meet her, though, you should have an attack wand or two to use. Even if she does steal an item(s), she will flee afterward like all nymphs; use telepathy to find her and kill her quickly before she regains her courage. In SLASH'EM, be careful if you lack see invisible, as running into a pixie while making your way to her will cause you no end of trouble - if you have telepathy, use it to identify where they are beforehand. While her level can potentially generate much earlier, the nymphs present in UnNetHack aren't nearly as threatening in comparison, so this isn't much of a concern. EvilHack's changes to various items makes the prospect of Aphrodite stealing anything from you markedly more dangerous, so you will want to deal with her as quickly as possible. =_=_ Grund the Orc King =_=_ Girtab Girtab, meaning "scorpion" in Sumerian, is a name for the binary star Kappa Scorpii. It symbolizes the state of Paraíba on the flag of Brazil. =_=_ Shelob Shelob comes from the Tolkien Universe. She is a huge spider who attacks Frodo and Sam at Cirith Ungol as they enter Mordor. =_=_ Cutthroat Cutthroat is a technique a Rogue gets on the 15th level in SLASH'EM. If you are wielding a bladed weapon, you will have a rn2(5) & nbsp; < + 1 chance of killing a target instantly. Otherwise, the target's HP is halved, then further reduced by an amount equal to the tech level. =_=_ Kiii Upon using this technique, you scream a battle cry ("KIIILLL!"), gain aggravate monster, +4 to hit, and double damage. These effects last for rnd(TECHLEVEL/6+1)+2 turns. =_=_ NetHackWiki:Technical issues This rule set should block all relevant URLs previously blocked, except that Images would be indexed. --Tjr 02:08, 22 November 2010 (UTC) Clicking log in on Avant Browser for XPSP3 (at work) produced 4 dialog boxes, only one of which was the actual Login in menu.--PeterGFin 08:56, 22 November 2010 (UTC) The links in our sitemap index are broken. Installing the latest version of generateSitemap.php from MediaWiki trunk and setting < tt > - < nowiki > -urlpath=http://nethackwiki.com/sitemap/ < /nowiki > < /tt > should fix it. --Ilmari Karonen 18:08, 1 December 2010 (UTC) I seems that when the PD help pages were imported from mediawiki.org, the import included the descriptions for the images used on those pages but not the actual images. See :File:M-en-sidebar.png for an example. (Note that images from Wikimedia Commons still work, because we have InstantCommons enabled. It's only the files from mediawiki.org itself which are broken.) --Ilmari Karonen 16:48, 2 December 2010 (UTC) Perhaps we should move the source-namespace articles so they correspond with the directories in the source tarball? eg. Source:Mines.des would be in Source:dat/Mines.des --paxed 12:21, 3 December 2010 (UTC) Using Firefox 3.5.15, whenever I'm editing a page and insert a link using the QuickLink (that is, typing < nowiki > [[ < /nowiki > and selecting an article link from the popup, the edit box view area moves to the top of the box. Cursor stays in correct place. Does anyone else see this? --paxed 16:34, 3 December 2010 (UTC) I tried to edit Gehennom (Lethe patch) to use ttymap blocks for the maps, bracketing them in & lt;div class="ttymap" & gt; & lt;replacecharsblock rules="ttymap" & gt; and & lt;/replacecharsblock & gt; & lt;/div & gt;. When I previewed with only one map so edited, I got a proper map; but with all maps so edited, the page timed out. Might ttymap be slowing the server down?--Ray Chason (talk) 07:25, 31 January 2013 (UTC) If you click on a link in the 3.6.0 source code it goes to the corresponding link in the 3.4.3 source code. For example on mklev.c line 703 if you click on mkstairs it takes you to Version 3.4.3 mkstairs. I think this is because the link is referenced as Source:Ref/mkstairs and there is a setting which defaults to version 3.4.3 rather than 3.6.0. When using the Appearance option "MathML with SVG or PNG fallback (recommended for modern browsers and accessibility tools)", I often get 502 Errors from mathoid.testme.wmflabs.org. I fixed it by instead switching the Math option to "PNG images". I looked at the current MediaWiki documentation for the Math extension, and it looks like they suggest using a different server for rendering math. Maybe NetHackWiki should use the URL mentioned in the documentation? & mdash; Winny (talk) 00:43, 5 June 2018 (UTC) I cannot add a new forum topic; create tab leads to a page without the Forum: namespace. The one I created Forum:octal isn't linked back to Forum:Watercooler. Lysdexia (talk) 04:59, 8 April 2019 (UTC) Same here. Steps to reproduce: (1) Visit the page "Forum:Watercooler". (2) Enter a topic name into the box next to "Add new topic". (3) Click button "Add new topic". (4) Result is a page with title "No such action" and text "The action specified by the URL is invalid. You might have mistyped the URL, or followed an incorrect link. This might also indicate a bug in the software used by NetHackWiki." I am using Chrome on a Ubuntu laptop. Furey (talk) 12:06, 26 May 2019 (UTC) A template for marking resolved issues e.g. at NetHackWiki:Community Portal/Bugs and feature requests. Less annoying than just striking out the text. See also {{resolved bottom}}. Companion template for {{resolved top}}. You can pass on optional parameter to append a custom note or signature to the message. =_=_ Orc (SLASH'EM) SLASH'EM adds several new types of orcs. While they all have more hit dice and speed than their vanilla counterparts, they have few special abilities. A war orc can only be generated in Gehennom or in Grund's stronghold, and also replace dwarf kings in the Gnomish Mines if the PC is a dwarf. It is the weakest of the new orcs, and has no particularly striking features. It is unlikely to be a threat, even if encountered in Grund's stronghold. A great orc can only be generated in Gehennom or in Grund's stronghold. While they have a fairly large amount of hit dice, they lack any special abilities and have only a modest melee attack. Snow orcs are occasionally found in the middle dungeon or Grund's stronghold. They can be be a modest threat due to their appearing in large groups and using weapons, although a player with speed can avoid them. They are cold resistant, and their corpses have a good chance of conveying that intrinsic. They do not have any other special abilities, however: their attacks are not cold-branded. Demon orcs can only be generated in Gehennom or in Grund's stronghold. They have a high chance of granting fire resistance, and resist fire. By the time one sees them, they are unlikely to be a threat, although early travelers to Grund's stronghold might wish to be cautious. =_=_ War orc =_=_ Great orc =_=_ Snow orc =_=_ Demon orc =_=_ Shadow A shadow is a monster added in SLASH'EM. They are not randomly generated and will only appear on the Lawful Quest, and in the Lost Tomb. They share many properties with shades. =_=_ Troll mummy A troll mummy is a new type of mummy added in SLASH'EM. Like a regular troll, a troll mummy has a chance of coming back to life after being killed. As their corpse is generated old, eating the corpse yourself is likely to make you sick, and only a pet ghoul or ghast will eat it. The troll mummy's size is also huge rather than large, preventing a pet digester from swallowing the troll and also destroying the corpse. Troll mummies are rarely too great a threat by the time you encounter them. If you are having trouble with their continued resurrection, eating them is possible & mdash;just be prepared to cure sickness. One should remember, of course, that in SLASH'EM unicorn horns must be enchanted to be reliable, although even a +0 unicorn horn is likely to cure the food poisoning in time. Also note that if the corpse is tainted, it will instantly disappear as soon as you start to eat it. It will thus not come back to life while you are eating it, as trolls frequently do. =_=_ Two-headed troll The two-headed troll is a monster added in SLASH'EM. Like all trolls, it is capable of resurrecting if any part of its corpse is left. In addition to the usual methods for handling trolls, beware that the second head means an additional bite attack, making two-headed trolls more dangerous to face in melee. =_=_ Black troll The black troll is a monster added in SLASH'EM. Like all trolls, there is a chance that a dead troll will come back to life. =_=_ Shadow ogre The shadow ogre is a monster added in SLASH'EM. They normally only appear in Grund's Stronghold. They are similar to ogre kings, but have a slightly higher base level and possess a drain life attack. Shadow ogres are not randomly generated; they appear only in Grund's Stronghold or possibly via polymorph. This may be due to an oversight, as they are not actually marked as not being generated, but lack a frequency altogether. Normally, monsters that lack a frequency but do not have the "not randomly generated" flag can still appear in aligned branches of the dungeon; however, shadow ogres are also marked as appearing only in Gehennom, which is unaligned, so they will not appear there either. Shadow ogres can be fairly dangerous: they are faster than an unhasted player, and hit fairly hard. If you lack magic cancellation, their life-draining touch can be devastating, although less so than those of a star vampire. They lack any resistances, so attack wands are a good option if you feel threatened. =_=_ Ogre mage The ogre mage is a monster added in SLASH'EM. It is essentially an ogre lord with an extra spellcasting attack. Due to what may be an oversight < ref > They aren't marked as G_NOGEN, but simply lack a frequency altogether. See Source:SLASH'EM 0.0.7E7F2/monst.c#line2916; this is a property they share with shadow ogres. < /ref > these are not randomly generated. They will usually only be found in Grund's Stronghold, where up to two may be generated. They can appear elsewhere due to polymorph, and also in aligned levels and branches of the dungeon. They don't have enough hit dice to cast the more threatening spells, but are quite capable of cursing your items. You may therefore want to kill them at range, particularly if you lack magic resistance. =_=_ Gnome (SLASH'EM) A gnome warrior is only generated in Gehennom and the Mine King's level. Gnome lords may grow up to become gnome warriors, instead of gnome kings. This change is mostly cosmetic, since gnome warriors are identical to gnome kings in almost every respect. A Gnome thief will only appear in Minetown. It is somewhat like a weak nymph, in that it has a lower base level, and one of its seduce/steal attacks is replaced with a plain weapon attack. < ref > Seduction and steal item attacks are treated the same way, per SLASH'EM 0.0.7E7F2/mhitu.c#line1586; the reason monkeys cannot seduce you is that they are animals. < /ref > They will also teleport away after a successful theft, just like a nymph. They do not teleport randomly, however, nor do their corpses convey teleportitis. =_=_ Gnome warrior =_=_ Deep gnome =_=_ Gnome thief =_=_ Treachery =_=_ GNU Free Documentation License The purpose of this License is to make a manual, textbook, or other functional and useful document "free" in the sense of freedom: to assure everyone the effective freedom to copy and redistribute it, with or without modifying it, either commercially or noncommercially. Secondarily, this License preserves for the author and publisher a way to get credit for their work, while not being considered responsible for modifications made by others. This License is a kind of "copyleft", which means that derivative works of the document must themselves be free in the same sense. It complements the GNU General Public License, which is a copyleft license designed for free software. 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If the Document does not specify a version number of this License, you may choose any version ever published (not as a draft) by the Free Software Foundation. If the Document specifies that a proxy can decide which future versions of this License can be used, that proxy's public statement of acceptance of a version permanently authorizes you to choose that version for the Document. An MMC is "eligible for relicensing" if it is licensed under this License, and if all works that were first published under this License somewhere other than this MMC, and subsequently incorporated in whole or in part into the MMC, (1) had no cover texts or invariant sections, and (2) were thus incorporated prior to November 1, 2008. The operator of an MMC Site may republish an MMC contained in the site under CC-BY-SA on the same site at any time before August 1, 2009, provided the MMC is eligible for relicensing. To use this License in a document you have written, include a copy of the License in the document and put the following copyright and license notices just after the title page: If you have Invariant Sections without Cover Texts, or some other combination of the three, merge those two alternatives to suit the situation. =_=_ Talk:The Candle of Eternal Flame Has anyone ever tried attaching this to the Candelabrum of Invocation? Doing so with a "normal" magic candle just turns it into an ordinary candle, so that wishing for 7 magic candles doesn't give you a permanent radius-4 light source. -Ion frigate 07:34, 2 December 2010 (UTC) Why would one polymorph the summoned fire elemental when polymorphed creatures in SLASH'EM revert to their original form? --User (talk) 19:47, 8 January 2018 (UTC) =_=_ Slashem source =_=_ NetHackWiki:Community Portal/Bugs and feature requests For compatibility, Template:Tl is a redirect to this template. You may use either name. (A long time ago on Wikipedia, before the introduction of ParserFunctions, was used for links with and for links without parameters. This is still traditional, but no longer needed, at least not on .) =_=_ Category:Workaround templates =_=_ Category:Internationalization templates =_=_ Category:Utility templates =_=_ Category:General wiki templates =_=_ Category:Info templates =_=_ Category:Image wiki templates =_=_ Category:Language templates =_=_ Category:External link templates =_=_ Category:Template examples =_=_ Grimlock SLASH'EM's grimlock is similar to a gibberling. They have a higher base level and lower AC but weaker attacks and also have no eyes. Like the gibberling, they are only notable for appearing in very large groups. Yet an other Dungeons and Dragons monster. The Grimlock are primitive, savage, pale-skinned and eyeless humanoids. D & D derived them from the "morlocks" of "the time machine" by H.G. Wells. =_=_ Gibberling The gibberling is a monster added in SLASH'EM. They are remarkable for appearing in very large groups, but are otherwise weak and likely will not be a large threat as they can only be generated in Gehennom. =_=_ Drow (monster) Drow possess a sleep attack, and their corpse has a decent chance of providing sleep resistance. They are also a playable race in SLASH'EM. In addition to elaborating on SLASH'EM's drow starting race, dNetHack adds several classes of drow that can be encountered in the Mazes of Menace. The generic drow now only appears when turn undead is used on a corpse from a drow zombie, similar to human and elf monsters in vanilla. Its stats are almost identical to those of the elf. The hedrow warrior attacks with weapons coated in sleep poison, and may also carry potions of sleeping. They use drow racial equipment, meaning that their armor may evaporate if they stand too long in the light. However, their cloaks offer good protection against light. Their spellcasting can be blocked by standing on an Elbereth square, and has shorter range and a longer cooldown than is typical. =_=_ Duergar The duergar is a monster added in SLASH'EM. It is basically a dwarf lord that is generated only in Gehennom. As such, it is not very threatening or interesting, not for a character that can reach Gehennom. =_=_ Hellcat =_=_ Sabre-toothed cat The sabre-toothed cat is a monster added in SLASH'EM. Given that they only move at speed 12, they're not normally a threat to a careful player who is unburdened or fast. However, they are significantly tougher than other felines you are likely to encounter, doing twice the damage of a tiger and having twice the hit points. A player who is not sufficiently prepared to engage one in melee may end up facing a YASD before he knows what is going on. =_=_ Dwarf thief The dwarf thief is a monster added in SLASH'EM. They are not randomly generated and will only appear in Minetown. It has a weapon attack and a theft attack; it can teleport away after a successful theft, but does not teleport randomly, and nor does its corpse convey teleportitis. These are considerably less of a threat than the nymphs they replace in Minetown. They tend to have slightly better AC than nymphs, but are half as fast, and have only one theft attack. Their inability to teleport randomly makes them considerably easier to track down and kill if they do steal something. They can occasionally be a source of dwarvish mithril coats or pick-axes for lawfuls who don't want to take a huge alignment hit mugging every dwarf they find for one. =_=_ Sheep The sheep, , is a domestic quadrupedal animal first introduced in SLASH'EM and ported to dNetHack. Sheep are compatible steeds for riding and can have a saddle applied to them. Sheep are always generated peaceful, and are often found in Sokoban. Lambs can also grow up into sheep at experience level 3. Dire sheep are somewhat more physically threatening than other types of sheep, and far more hostile. Each sheep has a 1/20 chance of dropping a woolen piece of cloth when killed. Sheep are generally trivial to tame, but their attacks and base level are usually too weak to be worth it. Additionally, they are herbivorous and somewhat more difficult to keep fed than most pets. =_=_ Lamb =_=_ Goat =_=_ MediaWiki:Aboutsite =_=_ MediaWiki:Opensearch-desc =_=_ MediaWiki:Tooltip-search =_=_ Daeva =_=_ Forum:Taming a unique creature I am playing Slashem as a archiologist and I wished for a statute of master kaen with the intent of taming him. =_=_ Bat (SLASH'EM) =_=_ Rhumbat =_=_ Athol =_=_ Hellbat =_=_ Mongbat =_=_ Mobat =_=_ Acid worm An acid worm is a monster added in SLASH'EM. It has an acidic spit, but is fairly slow and weak. =_=_ Bloodworm =_=_ Tunnel worm A tunnel worm is a type of worm appearing only in SLASH'EM which can tunnel through walls like a rock mole. =_=_ Smiting =_=_ Iron safe =_=_ Spell of knock Template:Refsrc and Template:Reffunc exist to add source code references which share a common style that can easily be adjusted as necessary. Please use these in the future; it's enough work to clean up the existing "bare" references without new ones being added. Another note: Your reference capitalized the beginning of the file name. Please do not do this, either. The file names are all-lowercase. There is no file named < code > Uhitm.c < /code > , only a file named < code > uhitm.c < /code > . (On the wiki and on some platforms, these refer to the same page/file. That doesn't change the above, though: netHack and NetHack refer to the same page, too, though the game is called NetHack, not netHack.) Thanks! —bcode & nbsp; < sup > talk & nbsp;| & nbsp;mail < /sup > 23:10, 6 February 2013 (UTC) Just to let you know, you added an apparently broken link to Bugs in NetHack 3.4.3 ([ diff]). —bcode & nbsp; < sup > talk & nbsp;| & nbsp;mail < /sup > 21:24, 7 April 2013 (UTC) =_=_ Source:Ref/bhit =_=_ Source:Ref/bhitm =_=_ Source:Ref/bhito =_=_ Source:Ref/bhitpile =_=_ Source:Ref/break statue =_=_ Source:Ref/burn floor paper =_=_ Source:Ref/buzz =_=_ Source:Ref/cancel monst =_=_ Source:Ref/destroy item =_=_ Source:Ref/destroy mitem =_=_ Source:Ref/dozap =_=_ Source:Ref/drag ball =_=_ Source:Ref/drain item =_=_ Source:Ref/exclam =_=_ Source:Ref/fracture rock =_=_ Source:Ref/get container location =_=_ Source:Ref/get mon location =_=_ Source:Ref/get obj location =_=_ File:Werepanther (human).png =_=_ Source:Ref/hit =_=_ Source:Ref/makewish =_=_ Source:Ref/melt ice =_=_ Source:Ref/miss =_=_ File:Werepanther (animal).png =_=_ File:Weretiger (animal).png =_=_ File:Weresnake (animal).png =_=_ File:Werespider (animal).png =_=_ Source:Ref/montraits =_=_ Source:Ref/obj resists =_=_ Source:Ref/poly obj =_=_ File:Weretiger (human).png =_=_ Source:Ref/probe monster =_=_ File:Weresnake (human).png =_=_ File:Werespider (human).png =_=_ Source:Ref/resist =_=_ Source:Ref/revive =_=_ Source:Ref/sasc bug =_=_ Source:Ref/spell damage bonus =_=_ Source:Ref/unturn dead =_=_ Source:Ref/weffects =_=_ Source:Ref/zap over floor =_=_ Source:Ref/zapnodir =_=_ Source:Ref/zappable =_=_ Source:Ref/zapyourself =_=_ Talk:Pet name Hachi, Slasher and Sirius have in-game encyclopaedia passages which would suffice for most readers (rather than sending them to Wikipedia).--PeterGFin 18:12, 4 December 2010 (UTC) =_=_ File:Rat King.png =_=_ File:Shimmering Dragon.png =_=_ File:Baby Shimmering Dragon.png =_=_ Template:Monsym/locust =_=_ File:Baseball bat.png =_=_ File:Silver mace.png =_=_ File:Great dagger.png =_=_ File:Dark elven dagger.png =_=_ Dark elven dagger =_=_ Template:Monsym/gray fungus =_=_ Gray fungus The gray fungus is a monster in SporkHack. Attacking it will likely cause it to release spores and give you a fatal illness. =_=_ Grey fungus =_=_ Template:Monsym/grey fungus =_=_ File:Asian pear.png =_=_ File:Assault rifle.png =_=_ File:Auto shotgun.png =_=_ File:Bandage.png =_=_ File:Bullet.png =_=_ File:Canvas spellbook.png =_=_ File:Cheese.png =_=_ File:Dark elven arrow.png =_=_ File:Dark elven bow.png =_=_ File:Dark elven mithril-coat.png =_=_ File:Dark elven short sword.png =_=_ File:Deep dragon scale mail.png =_=_ File:Deep dragon scales.png =_=_ File:Eyeball.png =_=_ File:Fishing pole.png =_=_ File:Fly swatter.png =_=_ File:Frag grenade.png =_=_ File:Gas grenade.png =_=_ File:Grenade launcher.png =_=_ File:Heavy hammer.png =_=_ File:Heavy machine gun.png =_=_ File:Holy wafer.png =_=_ File:Lab coat.png =_=_ File:Lightsaber.png =_=_ File:Medical kit.png =_=_ File:Mushroom.png =_=_ File:Orange robe.png =_=_ File:Pill.png =_=_ File:Pistol.png =_=_ File:Rapier.png =_=_ File:Rifle.png =_=_ File:Rocket launcher.png =_=_ File:Rocket.png =_=_ File:Rusty wand.png =_=_ File:Sandwich.png =_=_ File:Severed hand.png =_=_ File:Shotgun.png =_=_ File:Shotgun shell.png =_=_ File:Silver bullet.png =_=_ File:Silver long sword.png =_=_ File:Silver short sword.png =_=_ File:Sniper rifle.png =_=_ File:Spoon.png =_=_ File:Steel boots.png =_=_ File:Stick of dynamite.png =_=_ File:Submachine gun.png =_=_ File:Torch.png =_=_ File:Tortilla.png =_=_ File:Wide spellbook.png =_=_ File:Wooden stake.png =_=_ File:NetHackWiki-CAPNTHLA.png =_=_ Forum:Help in a messed up game =_=_ Fastest ascension =_=_ Fastest ascensions =_=_ Fast ascension =_=_ Hurtling =_=_ Grund's stronghold =_=_ Forum:Help in a mest up game =_=_ MediaWiki:Sharedupload-desc-here =_=_ MediaWiki:Gadgets-definition =_=_ MediaWiki:Gadget-nosigncheck.js =_=_ MediaWiki:Gadget-nosigncheck =_=_ MediaWiki:Gadget-section-editing =_=_ Talk:Genetic engineer I am polymorphed as a genetic engineer obviously yet I can not polymorph him. Is it something special about quest bosses? Also just as a aside is it possible to convert to in side the quest? There are obviously altars of all three alignments in the achieolgist quest. If I converted to Chaos how would that affect my the Quest? I am assuming nothing. Ndwolfwood 23:14, 7 December 2010 (UTC) =_=_ Talk:Destroy armor (monster spell) =_=_ Cavepeople =_=_ Talk:Never hit with a wielded weapon This is WIP- it will grow BH / MA skill level. Surely the Samurai is #2 choice?--PeterGFin 10:53, 11 December 2010 (UTC) The page currently tells you not to use certain things, but the only danger is accidental: shouldn't you just be more careful instead? -220.255.1.82 08:16, 31 May 2011 (UTC) Is pounding with a polearm considered hitting for the sake of Weaponless conduct? I feel this should be mentioned in the article since pounding is a special case when dealing with certain monsters.——𝓢𝑜𝓅𝒽𝒾𝒶 𝓜𝒶𝓀𝑜𝓉𝑜 (talk) 16:07, 2 May 2021 (UTC) =_=_ Great Dagger of Glaurgnaa =_=_ Identified Use < nowiki > < /nowiki > with < nowiki > < /nowiki > for making linked footnotes. See Footnotes on Wikimedia Meta for details. =_=_ Wounded leg =_=_ Talk:Do not pass go. Do not collect 200 zorkmids. A Container trap seems feasible. As a Priest I opened a chest in the first room with a fire trap (costing me 5 of 10 HP as potions boiled). Put it on the upstairs, unlocked with some bad RNG and you might have a fatality. --PeterGFin 20:46, 6 November 2011 (UTC) Some time ago I got this message when I was playing on another computer where autopickup was on (I always have it turned it off at my own PC). Hello < character name > the chaotic samurai, welcome to Slash'EM! k - < name of a random artifact that spawned on the tile next to me > . You are blasted by < artifact name > 's power! (30 pts.) You die... Do not pass go. Do not collect 200 zorkmids.--More-- =_=_ Monster (slashem) =_=_ The Storm Whistle The Storm Whistle is the ice mage quest artifact in SLASH'EM. It is a magic whistle with unique properties: when carried, it grants warning, teleport control and fire resistance. When #invoked, it summons a tame water elemental. It is lawful for wishing purposes. Warning and teleport control are nice, but overall this is one of the weaker quest artifacts. Water elementals aren't terribly useful pets, and its properties can be mostly or entirely superseded. =_=_ The storm whistle =_=_ Gothuulbe =_=_ Best of RGRN =_=_ Talk:Mold (SLASH'EM) I have never been splashed with acid by these monsters. I would guess that their acid attack was removed between the latest version of SLASH'EM and the one for which we have the source code, but perhaps something about their passive spore (poison) attack interferes with the acid attack? I could definitely see that being a possible bug. -Ion frigate 00:33, 25 January 2011 (UTC) Do corpses sometimes turn non-acidic over time? Brown puddings are acidic, but I'm pretty sure I can farm them for molds if I'm patient enough. Maybe it's just random molds spawning? (Seems unlikely since I'm at a high-ish level, and I'm getting much tougher random spawns) --AileTheAlien 18:48, 4 April 2011 (UTC) Is there an actual difference between a "Passive 1d8 poison" attack and a "Passive 0d4 poison" attack? As far as I can tell, they are identical (2/3 chance of spores being released, in which case there is a 1/30 chance of instadeath, a 1/6 chance of losing 3-5 points of strength, and a 4/5 chance of losing 6-15 HP). The 1d8/0d4 doesn't seem to be used anywhere. Am I missing something? =_=_ Forum:Stupid question =_=_ User:Ilmari Karonen/Color schemes Logo style: < ref > :File:Nethackwiki-logo.svg, tweaked by hand to look nice in site logo. < /ref > < br / > Bitcount: < ref > Lightness is proportional to sum of bits in color code plus one (assuming gamma=2.2; brown counts as 1.5 bits). < /ref > < br / > Bitcount tweaked: < ref > Same as above, except magenta is darkened by half a bit. < /ref > < br / > =_=_ Forum:Stupid questing =_=_ Helpless =_=_ Undead warning Undead warning is an intrinsic in SLASH'EM that is identical to the property given by the Sting, only instead of detecting orcs, it detects undead. =_=_ Forum:Nethack as a multiplayer mmo You could have a few players on a level at the same time by using an Initiative system, anything more and Nethack would change out of all recognition. Hence you could probably make a really cheap board game, potentially a 2-4 player Deathmatch mode with a lot of balance issues, but not a Massively Multiplayer Online Rogue-Like Game.--PeterGFin 18:58, 14 December 2010 (UTC) Interhack's multiplayer technique was quite clever in that it kept turn-based behaviour without the tedium of having to wait for the other player. There's a document here which describes how it works. --TPGreyKnight (talk) 22:30, 24 June 2012 (UTC) Doesn't AceHack have a multiplayer system now? I think that it requires waiting for the other player though, but I'm not positive. 108.196.206.15 10:38, 25 June 2012 (UTC) =_=_ ? of teleportation =_=_ Talk:Bow =_=_ Forum:Pet attack =_=_ Talk:Stone golem I cast stone to flesh on a 2 stone golem statue and I got meatballs. Is this something Slashem specific or is there a random chance I will get meatballs anytime I do this?--Ndwolfwood 22:01, 15 December 2010 (UTC) The fact a stone golem turns into a stone staute as opposed to a pile of rocks when slain dosen't seem consistent either. Is there a mythological or cultural reference for this similar to the clay golems being destroyed by cancelation due to the jewish mythology. I think the reason stone golem statues do not revert is so they can't be spammed for experience. Ndwolfwood 00:58, 16 December 2010 (UTC) =_=_ Forum:Pet atack =_=_ User talk:Adventurer1 =_=_ Levelporter =_=_ What a mess! =_=_ Forum:Demon Prince Summoning Slashem I've summoned Yeenhogh and he summoned Orcus and Orcus has summoned Jubilex. I can not get anyone to summon demogorgon though. He'd be way easier to defeat on a teleport level. In my case the archiolgist quest level with the three altars. I can't figure out a way to gate him in. I killed them so the point isvmoot however I would like to be able to try and pull it off in another game.Ndwolfwood 19:27, 16 December 2010 (UTC) =_=_ Rn2 rn2(x) < ref > < /ref > is a pseudo-random number function used in NetHack when a result should be unweighted. The range of values is between 0 and x-1 inclusive (that is, 0 ≤ rn2(x) < x). =_=_ Rn1 rn1( < var > x < /var > , < var > y < /var > ) is a pseudo-random number macro used in NetHack when a result should be unweighted. It is equivalent to rn2( < var > x < /var > ) & nbsp;+ < var > y < /var > . The range of values is between < var > y < /var > and < var > y < /var > & nbsp;+ < var > x < /var > & nbsp; & minus; & nbsp;1 inclusive (that is, < var > y < /var > & nbsp; & le; rn1( < var > x < /var > , < var > y < /var > ) & nbsp; & lt; < var > x < /var > & nbsp;+ & nbsp; < var > y < /var > ). =_=_ Rnd rnd( < var > x < /var > ) < ref > < /ref > is a pseudo-random number function used in NetHack when a result should be unweighted. The range of values is between 1 and < var > x < /var > inclusive (that is, 1 & nbsp; & le; rnd( < var > x < /var > ) & nbsp; & le; & nbsp; < var > x < /var > ). It is equivalent to rolling a die with < var > x < /var > sides. =_=_ Forum:Directions =_=_ Directions =_=_ Jeweled =_=_ Explosion dark 0 =_=_ Explosion dark 1 =_=_ Explosion dark 2 =_=_ Explosion dark 3 =_=_ Explosion dark 4 =_=_ Explosion dark 5 =_=_ Explosion dark 6 =_=_ Explosion dark 7 =_=_ Explosion dark 8 =_=_ Explosion dark 9 =_=_ Explosion fiery 1 =_=_ Explosion fiery 2 =_=_ Explosion fiery 4 =_=_ Explosion fiery 5 =_=_ Explosion fiery 6 =_=_ Explosion fiery 7 =_=_ Explosion fiery 0 =_=_ Explosion fiery 3 =_=_ Explosion fiery 8 =_=_ Explosion frosty 0 =_=_ Explosion frosty 1 =_=_ Explosion frosty 2 =_=_ Explosion frosty 3 =_=_ Explosion frosty 4 =_=_ Explosion frosty 5 =_=_ Explosion frosty 6 =_=_ Explosion frosty 7 =_=_ Explosion frosty 8 =_=_ Explosion magical 0 =_=_ Explosion magical 1 =_=_ Explosion magical 2 =_=_ Explosion magical 3 =_=_ Explosion magical 4 =_=_ Explosion magical 5 =_=_ Explosion magical 6 =_=_ Explosion magical 7 =_=_ Explosion magical 8 =_=_ Explosion muddy 0 =_=_ Explosion muddy 1 =_=_ Explosion muddy 2 =_=_ Explosion muddy 3 =_=_ Explosion muddy 4 =_=_ Explosion muddy 5 =_=_ Explosion muddy 6 =_=_ Explosion muddy 7 =_=_ Explosion muddy 8 =_=_ Explosion noxious 0 =_=_ Explosion noxious 1 =_=_ Explosion noxious 2 =_=_ Explosion noxious 3 =_=_ Explosion noxious 4 =_=_ Explosion noxious 5 =_=_ Explosion noxious 6 =_=_ Explosion noxious 7 =_=_ Explosion noxious 8 =_=_ Explosion wet 0 =_=_ Explosion wet 1 =_=_ Explosion wet 2 =_=_ Explosion wet 3 =_=_ Explosion wet 4 =_=_ Explosion wet 5 =_=_ Explosion wet 6 =_=_ Explosion wet 7 =_=_ Explosion wet 8 =_=_ Floor of a room =_=_ Food detection =_=_ Forked =_=_ Spiked =_=_ Gain constitution =_=_ Gain strength =_=_ Increase accuracy =_=_ Invisible monster =_=_ Locking =_=_ Lowered drawbridge =_=_ Make invisible =_=_ Ladder up =_=_ Ladder down =_=_ Molten lava =_=_ Nothing =_=_ Open door =_=_ Opening =_=_ Opulent throne =_=_ Raised drawbridge =_=_ Slow monster =_=_ Sleeping =_=_ Wand of sleeping =_=_ Sparkle shield 1 =_=_ Sparkle shield 2 =_=_ Sparkle shield 3 =_=_ Sparkle shield 4 =_=_ Staircase down =_=_ Boomerang, left =_=_ Boomerang, right =_=_ Warning 5 =_=_ Warning 4 =_=_ Warning 3 =_=_ Warning 2 =_=_ Warning 1 =_=_ Warning 0 =_=_ Flash beam =_=_ MediaWiki:Privacy =_=_ Talk:Werecreature (SLASH'EM) I have come across two randomly generated werespiders in slashem. One was in the black market I don't remeber were the other one was. Oddly I had genocided werespiders. The article states that weresnakes and werespiders are not randomly generatd. I am playing a extinctionist light game right now. I have genocided everything except n P and b. I have made number of other specsis go extinct so I think that since everything is dead the low problaity monsters are coming out. So its not that werespiders don't randomly generate its just they have a low likilyhood of doing so =_=_ File:Werespider.PNG =_=_ Talk:Reflection Playing sporkhack I found a spellbook of reflection. Can't find anything about it. Still playing, so I am assuming that the spellbook refers to this property, w/out qualification, but since I am doing so only tentatively, I personally should not make any correction of this.Slarty 21:06, 18 December 2010 (UTC) I have killed 120 weretigers but create monster still makes them. I have killed over 120 of a couple of the devas and angels and they have not come back. However, weretigers are still being created when I cast create monster. What is going on? I have never tried to run a extinction game before but from the wiki it sounds like they should not be generatedNdwolfwood 23:16, 18 December 2010 (UTC) =_=_ Ascended =_=_ Template:NAOplayer You can look up players on :Category:NAOplayer if they use this template. If you want to prevent such categorization, add the extra parameter "category=", like this: < nowiki > {{ < /nowiki > NAOplayer|Player name|category= < nowiki > }} < /nowiki > . =_=_ Robin Robin or FooRobin is a generic name for several shared accounts on the nethack.alt.org server. These accounts have a known password (usually "robin"), allowing anyone to play them. General rules for the Robin accounts include: The goal of DeathRobin is to get as many unique deaths as possible. This is the only Robin account you're encouraged to kill off (but don't #quit or escape). If you leave a game for someone else to continue, please #name an object or something to tell what death you were aiming for. An obvious pun inspired by the FooRobin accounts and the cowardly character from Monty Python and the Holy Grail, the goal of BraveSirRobin is to ascend pacifist with a knight. The password is 'robin'. Run away! These are all accounts on the nethack.xd.cm server. They are intended for playing Slash'EM Extended or SlashTHEM, because in Slash'EM Extended/SlashTHEM, having those usernames changes gameplay. For more information, see Slash'EM extended and SlashTHEM's main page. The passwords are all the same as the usernames. =_=_ RoundRobin =_=_ SquareRobin =_=_ DiamondRobin =_=_ DemiRobin =_=_ PacifistRobin =_=_ DeathRobin =_=_ FooRobin The regexp < code > /^ & lt;span id=\"line([0-9]{1,4})" > [0-9]{1,4}\. *(.*) & lt;\/span > $/ < /code > causes indentation using spaces to disappear; see e.g. Source:Pray.c#dosacrifice. Presumably, removing the first "*" (or replacing it with "?") would fix the problem. --Ilmari Karonen 07:10, 19 December 2010 (UTC) =_=_ Category:NAOplayer =_=_ Category talk:NAOplayer Is it possible to make the lookup categories easier to access, such as by mediawikiwiki:Extension:InputBox? --Tjr 13:36, 19 December 2010 (UTC) Better yet, is it possible to make the sortkey (the NAO nick) display on the category page, and get rid of the "query" categories NAOplayer/nick? --Tjr 14:22, 19 December 2010 (UTC) You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Screen =_=_ Talk:Teleportitis got it I think I lost teleportis fighting a hostile gypsy. Then regained it while getting the Hermit from another one and finally losing it. ThanksNdwolfwood 06:57, 21 December 2010 (UTC) =_=_ Fumble boot =_=_ Talk:Spellbook of magic missile If your character has reflection, the missile can bounce of you again. (Magic resistance is not enough.) This way, you could hit monsters more than twice with a single casting. --Tjr 16:12, 21 December 2010 (UTC) Their monster magic resistance is only 50, and I'm sure they don't have magic resistance, yet my magic missile spell always causes the "sparkle" animation if I zap a vampire lord, and the stethoscope shows I'm not doing any damage to him. What's up with that? Even sourcediving didn't give me an explanation so far... --Bluescreenofdeath (talk) 11:03, 13 October 2014 (UTC) The damage (xplev/2+1)d6 has xplev/2 rounded up or down? For example, at level 7, would my spell be doing 4d6 or 5d6? =_=_ MediaWiki:Portal-url =_=_ NetHackWiki talk:Policy You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Forum:Movement: is running the same as going? =_=_ Talk:Jumbo the Elephant =_=_ User talk:Bohemian Funk You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Source:Ref/zap hit =_=_ Source:Ref/spell hit bonus =_=_ Source:Ref/revive egg =_=_ Source:Ref/costly cancel =_=_ Source:Ref/cancel item =_=_ Source:Ref/obj shudders =_=_ Source:Ref/polyuse =_=_ Source:Ref/create polymon =_=_ Source:Ref/do osshock =_=_ Source:Ref/backfire =_=_ Source:Ref/zap steed =_=_ Source:Ref/zap updown =_=_ Source:Ref/boomhit =_=_ Source:Ref/zhitm =_=_ Source:Ref/zhitu =_=_ Source:Ref/destroy strings =_=_ Source:Ref/use grapple =_=_ Farmer =_=_ Deferred =_=_ Kop sergeant =_=_ Kop lieutenant =_=_ Kop kaptain The pink todo box created by this template doesn't play well with other info boxes ( and other similar elements ) when it's on the same horizontal position as them. Some examples that show what I'm talking about include the Barking_spider, Bearded_devil and Bar-lgura pages. Also the Foocubus page has a similar problem where the todo box and the Template:Wikipedia boxes are overlapping, which is where I noticed this. =_=_ User talk:Stevko You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Talk:Bribe From experience, wielding excalibur prevents bribery both at level generation and initial meeting. The prince is normally generated peaceful but I've seen them generated hostile according to telepathy if I was wielding ex. And if he was peaceful but I approach wielding ex, he goes hostile. I could be misremembering and I can't test this as I don't have wizard mode for a few days. -- Qazmlpok 00:45, 26 December 2010 (UTC) Do I remember correctly that pacifying a shopkeeper in Minetown will also pacify any angry watchpeople? Perhaps there should be a note. --195.157.154.29 12:45, 8 November 2012 (UTC) =_=_ User talk:Theonlyalterego You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User:Theonlyalterego =_=_ User talk:Stikonas You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. Hi, 83.202.170.188. I've reverted your change to Template:Monsters, even though I'm sure you thought you were just helpfully correcting a mistake. The problem is that the colors use by NetHack are not actually consistent between various ports, and so the monster templates just use the "nominal" colors. Ravens are indeed defined in monst.c as black; it's just that, on some systems, all black monsters and objects are actually shown as blue. In any case, even though you were reverted, please don't think that your contributions aren't appreciated. I'm glad that you tried to help, and I hope that you'll help us improve the wiki further. Thanks! --Ilmari Karonen 15:24, 26 December 2010 (UTC) =_=_ User talk:Newton You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Template:Right curly bracket I created this to see what would happen if the kbdsym template linked to the appropriate articles. So far it looks, good. Although the actual linking might use some improvement, since it's currently just using the std wiki link method < nowiki > < /nowiki > . I just put in the bare minimum ( or what I thought was ) of special character handling so that the rest could be handle by the page redirects, even though the template includes special links for the numeric pages ( and possibly others? ). =_=_ Talk:Doctor Frankenstein =_=_ Forum:Winning impossible with Wiz-Hum-Mal-Neu UPDATED 2014-08-27: First successful ascension on Thu Aug 7 22:03:59 EDT 2014. With persistence comes wisdom. Strategy helps too. A timelapse video is here - > youtu.be/8rtbvZc20kc . I have the entire capture, and a fairly accurate frame-by-frame image dump. I want to turn it into a walkthrough page on this wiki, linked fron the Wizard page. Seriously. I've been playing this off and on since 1996, and with focus over the last few months. I'm trying to learn a single character: Wizard. I've read the strategy on this wiki for Wizard, and I'm immediately stopped at step one: Sure, fine. You need an alter to determine BUC status. In 100 games, I've only TWICE lucked into finding altars in the first 4 levels of the game. Beyond those levels, I die almost instantly because I have no armor. Secondly, all this searching takes massive amounts of energy, and I die of starvation EVERY TIME. The only times I've managed to survive more than 30 minutes is when I'm lucky enough to be generated with the Ring of slow digestion (which has also happened twice in about 100 games). Since my success still depends 100% on luck of the items I'm generated with, and the map of levels 1 and 2, it makes me think I'm still missing something fundamental about the game. My "record breaking" run over the last hour is attached here: 2010_12_26_231115.ttyrec I thank you all for the help. I've tried before to fight down to Sokoban, and I have yet to succeed. I will try harder. Still, just about every time I hit this problem in the first few levels: You may want to try some movement tactics that use the speed system to avoid taking damage as much as possible...for instance, let monsters move next to you on their own initiative, allowing you to get the first hit. Also, you don't always need to recover all your HP before you keep moving. And as ais523 said, make liberal use of Elbereth. Personally, I actually go to the Gnomish Mines first, and rarely die because of it, but that's just personal preference. Scorchgeek 03:27, 6 January 2011 (UTC) I should also add that you should kill and eat a floating eye (though not using melee!) as soon as you can--once you have that and a blindfold/towel and start doing telepathy checks regularly, monsters won't be able to sneak up on you anymore. Also, I'd encourage you to join us on IRC: channel #nethack on Freenode. We'll be happy to give you more advice when you need it. (If you play on NAO, someone will probably be happy to watch your game and tell you where you should probably go next too.) Scorchgeek 03:48, 6 January 2011 (UTC) Leveling up using Wraiths and Foocubi is fairly safe with Magicbane, but be careful not to cancel the Foocubi by accident. I also tend to move my main stash to a container under one of the boulders in Sokoban as soon as I have The Eye of the Aethiopica. All players playing wizard have some favorite spellbooks, early and in the middle game mine are Magic Missile, Identify, Remove Curse, Charm Monster and Healing. These are nearly always useful. Some others like Create Monster, and Knock are very useful in certain situations: It is nice to have Create Monster when doing altar work, but most of the time it isn't hard to get Magicbane without it. Knock is nice early but looses most of it's power as soon as you find a Key, Lock-pick or Credit Card. (It is still useful in Minetown due to the guards) Extra Healing is very nice to have, but without the Healing spell to train the spell category it is dangerous to rely on it. Identify and Remove Curse suffers from the same kind of problem but are relatively easy to train in safe situations. My wish preferences are fairly standard (Silver Dragon Scale Mail, Speed Boots, PYEC ...) Ring, Wand and Amulet preferences are situation dependent. =_=_ Curse-test =_=_ Colors On some systems, NetHack can display monsters, objects and dungeon features in color. (This is not the same thing as the graphical display using tiles.) The exact appearance of these colors depends on many things, including the platform NetHack was compiled for, compile-time options, run-time options, your terminal settings and the monitor you're using. The colors for PuTTY can be changed in the putty settings, or you could use Windows Console colors editor which can also create a registry file for putty. rxvt colors can also be set via the X11 resources as seen in the xterm configuration below by using < tt > Rxvt*color4: lightblue < /tt > in < tt > ~/.Xdefaults < /tt > Similar to setting X11 resources, you can change the colors used by xterm, by putting eg. the following in < tt > ~/.Xdefaults < /tt > : And then doing < tt > xrdb -merge ~/.Xdefaults < /tt > to set the resource. Starting xterm after that will use the lightblue color. Changing the ANSI terminal colors in mintty doesn't seem possible using the GUI color options; you can, however, specify color preferences by editing < tt > ~/.minttyrc < /tt > . Colors are referred to by their ANSI names - < tt > Black < /tt > , < tt > Blue < /tt > , < tt > Red < /tt > , < tt > Magenta < /tt > , < tt > Green < /tt > , < tt > Cyan < /tt > , < tt > Yellow < /tt > and < tt > White < /tt > ; prefix these with < tt > Bold < /tt > when referring to the secondary, highlighted version of the color. You can output an OSC control sequence to change a color. The format is: < tt > Esc]Pnrrggbb < /tt > , where Esc means the escape character. nrrggbb is a sequence of 7 hexadecimal digits, where n is the color number, and rr, gg and bb are the red, green and blue parts of the color. This will set the fourth color (dark blue) to the RGB values 0, 0, and 255. To reset all colors, use this sequence: Internally, the colors in NetHack are specified using the 16 CLR_* color codes (including NO_COLOR, a dark gray used as the default color) defined in the file includes/color.h. The same file also defines a number of "logical" colors for different materials and effects which map to these 16 colors: for example, both leather and wood are defined to be CLR_BROWN. On systems where NetHack outputs text to be displayed in a terminal (rather than handling text rendering by itself), the internal color codes defined in color.h are mapped to ANSI escape codes or equivalent codes defined in the system terminfo. This mapping is specified in win/tty/termcap.c, and (for a mapping of 16 to 16 colors) is surprisingly platform-dependent. Notable quirks include: On some systems, NetHack directly maps the 16 internal color codes to RGB colors. On others, this task is left for the terminal emulator, while on some (mainly older) systems, the color choices may even be determined by the graphics hardware. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Asterisk =_=_ User talk:Rotazilla You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Talk:Explore mode Has anyone from the DevTeam thought it a good idea to enable one to enter explore mode before the DYWYPI prompt? The article doesn't make it clear whether you can leave bones in explore mode. Can you? --Bluescreenofdeath (talk) 16:36, 25 December 2020 (UTC) =_=_ Jewelry =_=_ Shift As with most roguelikes, NetHack has more than enough commands to necessitate using upper and lower case letters. One usually accesses upper case commands by means of the shift key, although pressing caps lock will do so as well. Note that using caps lock is generally undesirable, since lower case commands tend to be for more common actions. =_=_ Jewellery Thank you for your good edits. Would you mind using the preview function a bit more often to help keep the article histories and Special:RecentChanges readable? There are no advantages to a high edit count here (as opposed to Wikipedia). --Tjr 02:00, 2 January 2011 (UTC) =_=_ SLASH'EM artifacts The following is a list of SLASH'EM artifacts, including those present in vanilla Nethack. Note that some of the general artifact behaviors have been changed. Some of the individual artifacts have been changed as well. For example, the Sceptre of Might now only inflicts an extra 5 damage on cross-aligned monsters, instead of double damage. Alignment < ref name="art_align" > The hero's quest artifact and any guaranteed sacrifice gifts are adjusted to the hero's starting alignment. For example, for a wizard who starts chaotic, Magicbane, Deluder and The Eye of the Aethiopica are generated chaotic. See Source:SLASH'EM 0.0.7E7F2/artifact.c#line56. < /ref > Generated with One-eyed Sam (found in the black market). Cannot be randomly generated, granted by a god, or wished for, even if the black market hasn't yet been found. =_=_ Talk:Copper =_=_ Quick Blade Quick Blade is an artifact weapon in SLASH'EM. It is a lawful elven short sword with a +9 bonus to hit and a +2 bonus to damage against all monsters. Despite its name, it does not grant speed. Unfortunately, this weapon is likely to be useless in most games. Its principal advantage is its to-hit bonus, making for reliable (and hence, "quick", as compared to a less accurate weapon) damage against monsters with low AC. However, this advantage is only useful in the early game, where this weapon is rarely seen. Its damage bonus is not nearly enough even for SLASH'EM's mid-game, let alone the late game. A lawful character who receives it as a first sacrifice gift might find it useful for a while, but will definitely want to sacrifice for something better later on. Quick blades are an extremely rare type of non-artifact short blade in Crawl. Crawl uses a system of weapon speed; quick blades are the fastest weapons by a fairly large margin, being 67% faster than other short blades, giving about the same advantage that speed boots give in NetHack. Outside of being gifted by a god, the best chance of finding one is on the last level of the Elven Halls, which is likely the reason that Quick Blade is an elven short sword in SLASH'EM. =_=_ Deathsword Deathsword is a chaotic artifact two-handed sword in SLASH'EM. It gives +5 to hit and +14 damage against all humans. It is the second guaranteed sacrifice gift for barbarians; however, it will not be given to human, doppelganger or lycanthropic barbarians. It can be given to vampires, however. This weapon has too narrow a damage range to be that useful. One might think to use it against shopkeepers, but anyone embarking on such an endeavor would do well to remember that SLASH'EM's shopkeepers have had their base level doubled as compared to vanilla. Additionally, since they don't carry attack wands, they will gladly use their powerful melee attacks against you. One possible use for this weapon might be against the aligned priests in Moloch's Sanctum and the Astral Plane, but there are likely to be better options (two-weaponing, the best weapon in SLASH'EM, etc). Mostly, for non-human barbarians, this weapon just stands in the way of getting a better artifact. =_=_ Disrupter The first sacrifice gift for SLASH'EM's priests, Disrupter is a neutral mace which deals an extra 30 damage to undead, as well as having a +5 bonus to hit them. This weapon is well worth keeping for any SLASH'EM character, priest or otherwise, who is not restricted in maces. Its range is indeed somewhat limited, but most of the dangerous new spellcasters in SLASH'EM are undead, as are some old friends from vanilla. Its flat damage bonus means that one need not waste scrolls of enchant weapon on it; it will wipe undead out just fine at +0. It may however be a good idea to raise maces to skilled to ensure that Disrupter will hit fairly consistently. =_=_ Giantkiller Giantkiller, a neutral axe, replaces the long sword Giantslayer in SLASH'EM. It does double damage against giants of all types (monsters represented by , except for titans and ettins), and has a 15% chance per hit to cancel said monsters. This weapon is even more useless than its vanilla counterpart, since it has a much weaker base item. Giants are rarely dangerous enough to be a threat even in vanilla, and SLASH'EM does not introduce any new ones (save for the Largest Giant). Even if giants were a significant threat, this weapon is hardly more effective than a normal long sword against them - it's actually less effective at lower enchantments. =_=_ Firewall Firewall is a lawful athame which serves as a first sacrifice gift for flame mages in SLASH'EM. It provides fire resistance when wielded, and has +4 to hit and damage against monsters which are not fire-resistant. As an athame, it can engrave repeatedly and quickly without dulling, provided it is not cursed. It will work for most flame mages much as Magicbane works for wizards: as a moderately effective weapon, received as a first sacrifice gift, which is used for engraving Elbereth. Most flame mages will ultimately want a stronger weapon, however, since +4 damage is quite underwhelming in SLASH'EM's mid and late games. Firewall should definitely be kept for engraving Elbereth, however. Note that like its big brother Fire Brand, it can destroy potions and scrolls that monsters are carrying. =_=_ Bat from hell =_=_ The wallet of perseus =_=_ The wallet of Perseus =_=_ Wallet of perseus =_=_ Esc Instead of pressing escape once per turn at the < tt > --MORE-- < /tt > prompt, you might want to configure your MSGTYPE patch options in your config file. =_=_ ESC =_=_ Deep freeze =_=_ Talk:Pyrolisk If you use conflict or wraith corpses, does a pet pyrolisk make a viable (pacifist) strategy for Master Kaen, Ashikaga_Takauji, or other tough nemeses? --Tjr 13:45, 2 January 2011 (UTC) =_=_ Bimanual =_=_ One-handed =_=_ Two-hander =_=_ Two-handed A two-handed weapon requires both hands to wield. You cannot wear a shield or engage in two-weapon combat while wielding one. Hitting a monster with a two-handed weapon has a chance to shatter its wielded weapon. Monsters, including pets, can wield two-handed weapons if they have the strong attribute and are not wearing a shield, in addition to the usual restrictions, i.e. they must have a weapon attack, no cross-aligned artifacts, etc. Weapon Skill Cost Weight Prob & nbsp;(‰) < span class="explain" title="Damage to small/large monster" > Damage & nbsp;(S/L) < /span > Material Appearance Tile Glyph battle-axe axe 40 zm 120 10 d8+d4 d6+2d4 iron double-headed axe Image:Battle-axe.png dwarvish mattock pick-axe 50 zm 120 13 < sup > † < /sup > d12 d8+2d6 iron broad pick Image:Dwarvish mattock.png two-handed sword two-handed sword 50 zm 150 22 d12 3d6 iron Image:Two-handed sword.png tsurugi two-handed sword 500 zm 60 N/A d16 d8+2d6 metal long samurai sword Image:Tsurugi.png quarterstaff quarterstaff 5 zm 40 11 < sup > † < /sup > d6 d6 wood staff Image:Quarterstaff.png unicorn horn unicorn horn 100 zm 20 tool d12 d12 bone Image:Unicorn horn.png Two-handed weapons are infamous for their crippling effect when wielding a cursed one; wielding a cursed weapon while wearing a cursed shield has similar drawbacks. Spellcasting monsters (including Rodney) are often the most notorious culprits, as they can curse your items directly; while your hands are welded to a cursed two-hander, you cannot loot or apply containers, cast spells, change your cloak, body armor, or shirt, wear or remove rings, and several other activities. These handicaps also make it hard to get at your curse removal items, since you cannot cast spells and your uncursing items will usually be safely in your bag. Your god treats this as a major trouble for prayer purposes, making it a viable option provided your weapon was not cursed as a result of angering them. As of NetHack 3.6.0, you can empty your bag on the floor with the #tip command to reach your means of curse removal; it is best to prepare a bag of such items in advance for when prayer is inconvenient or unavailable (e.g. in Gehennom). Some people also drop on the ground in places you can easily branchport or level teleport to. As the #tip command was introduced in NetHack 3.6.0, variants based on older versions (such as SLASH'EM) may lack the command; this makes wielding a cursed two-handed weapon a much more serious problem in those games, and players may choose to avoid these weapons entirely. =_=_ Two-handed weapon =_=_ Frost resistance =_=_ Talk:Artifact weapon Gee pinkbeast! It's almost as if the damage categories I set up are a very efficient way for people to understand artifact weapons in a short, quick amount of space! Amazing! Can we do that please? Further it is not typical of an RPG to have a energy type weapon and have so few monsters resistant to that type of energy. Nethack is an outlier in that. You are wrong. Why are you obsessed with space? This is the internet, in case you haven't noticed space is infinite. Further I have no problem with you editing down the information that I've conveyed into less space. Instead, you revert the article like a bully, and DELETE new information I've added. Your idea that we can convey all the relevant information about artifact weapons in three small paragraphs is flat out wrong. Artifact weapons are among the most complicated functions in all of nethack. Why are you trying to restrict it's explanation into only three paragraphs? Why are you reverting articles without including pertinent information? That's called "being a terrible editor", by the way. ON THIS discussion page someone challenged the idea that "most" weapons are almost as good as "all" weapons. ON THIS PAGE. So your claim that it's "obvious" is blatantly wrong and should be given pride of placement on the page to clear up that confusion and miconception, which MANY people, INCLUDING people on this discussion page, continue to have. Space and time should be spent on that topic! Pinkbeast, your favored edit talks about weapon damage, it then talks about several irrelevant items of data, and then later talks about weapon damage again. It talks about guaranteed artifacts, talks about two weaponing, and then talks about guaranteed artifact weapons later. It places the rare and remote possibility that a monster will be generated with an artifact at the very beginning of the article. It puts a table smack dab in the middle of explanation. The reason he objected to the specific claim of 90% is because he did not believe that these "most" weapons were as effective as universal "all" weapons and wasn't at all aware of that statistic. Readers of the table aren't going to know that very few monsters are resistant, and it's not evident from the table, and is inconsistent with other RPG's, most of which have a lot of monsters with resistances. Your claim that it's unimportant how close "most" weapons are to "all" weapons is demonstrably false. This is a MAJOR misconception in Nethack that needs to be cleared up by the wiki. If you're further unaware about how widespread this misconception is, I'm happy to cite you numerous board posts where people argued against this understanding. While it may seem "obvious" or "natural" to you, it is not evident to most players. This is a function both of Nethack's huge bestiary and also monster frequency in Nethack, you might encounter 100 gnomes of various types, soldiers of various types, orcs, elves, bees or ants (no weapon resistances) but you might only encounter 2 energy vortexes the whole game (or none!). Steam vortexes have resistances, but you likely won't encounter except on the plane of air, where your armor class should be so good that it can't damage you. This is markedly different from the most popular RPG series of all time like Final Fantasy, Diablolo, The Legend of Zelda, where players regularly fight against monsters with resistances or immunities regularly. People don't know that monster resistances are rare and thus can't adequately evaluate which artifact weapons are good weapons. This needs to be corrected in the wiki. It's against what every other popular RPG does, and it's a source of misconception continually on board posts. I have supplied ample evidence that this is a common misconception. You have supplied nothing. This is absolutely the most annoying phenomenon I've ever seen in the Nethack community. First I fight for years, FOR YEARS to explain to people on the message boards that these "most" weapons are almost as good as "all" weapons. Then I have to fight for months to get the relevant data on the wiki because pinkbeast claims it's irrelevant and that everyone already knows that. I'm sure you thought that frost brand was a good weapon. You just didn't know that Frost brand (and other "most" weapons) were nearly just as good as "all" weapons. If you did know that you wouldn't have challenged the idea that Frost Brand works on more than 90% of the monsters you encounter. If you already knew that why challenge it? That's why this information needs to be included in the wiki. If we all agree with it, and if it's true, and if it's not known to players (such as yourself) and if nearly all other rpgs are the opposite of the way nethack is (where resistances are rare) why are we not putting that information in the wiki? That's not really supportable from the data. You are right that Greyswandir is unquestionably the best weapon, but only in the LATE game, maybe earlier if you get scrolls of enchant weapon early or before the castle. The best early game weapon is Mjollnir which does the most damage unenchanted of any weapon with no skill (even more than 2 handed weapons!) at an average damage of 16, fire brand and frost brand are only 9. There are rare circumstances where it's bad: against a resistant monster where it's base damage is only 1d4. But there are less monsters that are shock resistant, with much less frequency in the game than fire or frost resistant. But unenchanted in the early game with no skill it's doing far more damage than the two brands (fire and frost), and that's when you need damage output the most. The "Vs. large" in Nethack category is pretty unimportant because that category is again very rare, only 56 monsters are Large or bigger in nethack and their frequency is rare too. Of Firebrand and Frostbrand I'd say firebrand edges out to a win over frost brand, because frost brand doesn't do its damage on undead (a category of monster you meet early game with some frequency) and firebrand is bad against demons (a category of monster you meet near the late mid and end game when damage output is much less important). Many people think Excalibur is better than the brands. It's one point better than the brands unenchanted, 10 instead of 9 and works on all monsters as well as automatic searching (but doesn't find traps) and hallucination resistance. Demons are generated hostile to it. "Monsters can always find you" with Excalibur so invisibility is out. I'd say snickersnee for me is just the same as Excalibur because we're only talking about excalibur doing more damage to large monsters, which are rare and also are not an early game threat (are large monsters ever a threat?). The Tsurugi is a strange weapon because it's barely better than excalibur or snickersnee, and isn't a wish target of anyone and takes up two hands. It doesn't make much sense and isn't a good deal. When I'm ascending Samurai I just leave it and ascend with excalibur or snickersnee. Magicbane has a good argument for the best weapon in the game because it can engrave semipermanent elbereth in one turn, a lifesaver in the early game that keeps on giving. It's status effects allow you confuse and scare monsters into running away and to pile on more damage and spells. You can sometimes do more damage with magic bane because you get in so many unanswered hits, and it's the only sacrifice gift that grants magic resistance. Cleaver's ability to hit three monsters at a time, changes it's average damage output from 10 to 30. This is super lifesaving against many common early nethack killers: hordes of orcs bees ants soldiers, elves etc. Stormy's average damage is 11, but remember it gives YOU an average of 4 hit points PER HIT. That's really quite significant in the damage battle, you could even say the overall damage differential is 14, which is a hell of a lot of damage unenchanted. Some people don't like it because it hits their pet or kills an aligned priest or shopkeeper. Fair. (I play petless and always kill shopkeepers, so for me it's not a problem). The difference between these weapons is really very slight. The top tier is Greyswandir/Mjollnir (best late game/best early game). Then comes Magicbane, Snickersnee and Excalibur followed by Firebrand, then Frost Brand. Sceptre of Might and Staff of Aesculapius are also great but you usually have to have a great weapon to beat the quest nemesis to get them (I recently had a lawful priest find a wand of wishing and he got sceptre of might early game. SICK!). Certain things can change this if you have extra wishes, if you get an early second wish, or some artifacts can be a bad choice like frost brand for a neutral priest going on the quest to a giant graveyard. Anyhoo, the three damage categories all/most/narrow is an easy way to drive players to correct and good artifact weapons without a bunch of explaining like the above. Once they get an artifact weapon in the top two categories they can easily ascend with it, and like I said in my wiki there are alternatives too. Ascending with a rustproof blessed +7 weapon on expert (or a +7 silver weapon) is just fine. You're not missing out on a huge amount of damage, and AC -45 is going to make it so that the extra damage isn't so relevant. Running in the endgame is mostly what you do (not fighting) so that's another reason why a weapon on expert at +7 is just fine. Players in the wiki need to be steered twoards good solutions to their problems, and I believe my article does that. It addresses questions like what are the best artifacts as well as categories of damage output, data showing that the top tier artifacts are very similar, drawbacks and how to mediate them, and alternatives if you can't find an altar, which really frustrates players. That's something the current article doesn't do very well, not to mention it has poor organization, vauge speech, no topic headings, a chart interrupting the flow, talks about a topic, then abandons that topic and rejoins it, etc. Could someone explain this one too me a bit more? According to the Drain_life_(monster_attack) page "If a monster's level was zero, it dies. Otherwise, the monster's level is reduced by 1. Its maximum and current hit points are reduced by 2d6. If its hit points are reduced below 1, it dies." The The_Staff_of_Aesculapius page lists both the double damage and +d8 as bonuses against non-level drain resistant monsters. iirc from my source diving, weapons either get a damage bonus, +dx, or double damage; but both of those are stored in the same variable (0 bonus + bonus applied - > double damage), so the staff _can't_ have both. (See: []). Regarding splitting the columns, the quest artifact page is split, but since only the longbow would really benefit from a split on this page, while the entire table would be inflated, it doesn't seem like it would be worth it to me. In my mind the point of this page is to compare damage, not artifact bonuses. Then the double damage comes from the +0 you found in the artifact's definition (never read those definitions myself, glad to know it really is 0). Regarding the page, I sort of think the d8 should be added back in, with a note explaining its origin (assuming its correct). It's an integral part of the staff's damage, and relegating that detail to the staff's own page, and to the life draining page (which as far as I can tell doesn't correctly identify the +1d8 for life draining from the staff and stormy) seems to obscure decisions about what weapon to use. Then maybe the whole set of pages concerning drain life, life draining, and drain resistance could be reworked to be a tad more sensible/correct? It sounds fine to me, but if it's not too much trouble, could you point to the two places the 1d8 is applied to current hp? I could only ever find 1, right next to the maxHP reduction :( (this one http://nethackwiki.com/wiki/Source:Artifact.c#line1138). Blackcustard 21:58, 12 March 2011 (UTC) x2 damage & level drain to non-drain-resistant monsters (the draining itself causes an addition 1d8 damage to both current and max hp, and restores half that to your current hp, but this damage is NOT doubled.) Hungerless regeneration. Drain resistance. Healing, curses sickness, blindness, & sliming. Intelligent. The following is a separate change, and is probably out of scope for the artifact_weapon talk page, but I'll throw it out anyway. I don't think the figures given for the damage on http://nethackwiki.com/wiki/Spellbook_of_drain_life are correct (conflating 2d8 vs 2 * 1d8, not mentioning the 1d8 (NOT 2 * 1d8) max hp drain). And the drain life attack for stormy and the staff doesn't even have its own page. Those two and http://nethackwiki.com/wiki/Drain_life_%28monster_attack%29 are pretty similar, maybe they could be combined in someway? The spellbook still needs its own page for sure, but the description of damage and effects of all 3 sources could maybe fit in a nice table, with columns for vs. enemy and vs. player. Also, all the citations we've dug up on this talk page should probably be sprinkled into those other pages. So I did finally make some changes to the block of level drain related pages. I still feel like its all kind of a scattered mess, but at this point I'm not sure that's poor wiki organization so much as a direct reflection of the fact that level draining is a scattered mess in Nethack itself. Blackcustard 01:29, 16 June 2011 (UTC) To me, it's an important part of the damage that Grayswandir and Werebane can deal out. and Werebane can never inflict double damage without also causing silver damage. The only drawback I see is that right now, the number in paranetheses is for monsters that are "resistant", and one isn't so much "resistant" to silver as not vulnerable to silver. I added it in, because I think it's important to show how powerful Grayswandir can be, and how Werebane isn't the pathetic weapon that it otherwise appears to be. Thoughts? Derekt75 01:54, 17 December 2011 (UTC) That certain weapons affect all monsters (universal), most monsters (broad) and only some monsters (narrow) is nothing more than the english verbalization of their factual attributes on the weapons table. These designations are completely factual and make it easier for new player/all players to understand the relative strength and utility of artifact weapons. Universal, broad and narrow are just words in the english language describing what targets the weapon does extra damage to. I will edit the content down to minimal words. If you think that the content could use better word choice or that the same thing can be said with more brevity, you could EDIT the entry instead of wholesale deleting sections. -Magicbymccauley Bug sniper, the rule you are using is that facts which are rarely or rarely affect gameplay should be deleted. The article has this in it's beginning: I think that players are going to want to know about item destruction properties of artifact weapons and it isn't in the table. I think that's important. That assumes that a new player is going to know the interaction between aligned priests and getting an artifact weapon, which I don't think they will know. A new player will come to this page first right? Yes, they can. See: http://www.steelypips.org/nethack/343/mon1-343.html Resistant monsters are very rare. The only exception to that is possibly undead, as zombies and mummies are frequent, but those are monsters that usually can be killed easily with a normal weapon anyway. Also consider monster frequency, even for the rare monsters that are resistant, they are very rare. You may go an entire game without seeing a fire resistant hellhound, but you are guaranteed to see at least 50 gnomes, orcs, soldiers, etc. Certain monsters who are resistant also you might not encounter at all with 100% certainty (if you're not a priest you will never see the fire resistant Nalzok). There are certain resistant monsters that are guaranteed to appear in the game (Valley of the Dead, Plane of air etc). I've noted this in the wiki. By the way the idea that most new players have is the misconception that weapons like fire brand and frost brand and mjollnir aren't good weapons because they only affect some monsters. In reality they affect the vast majority of monsters and considering relative frequency well over 90% of monsters. Thus a weapon that works on everything but resistant monsters is ALMOST as good as one that works universally on all monsters. Exceptions exist but those exceptions should not be considered as a heavy factor in artifact weapon selection as the drawback is something that happens very rarely, not regularly. Players are confused about this as they don't know the statistical numeric layout of resistant monsters and the relative frequency of resistant monsters. It's a misconception I hope to correct with this edit. Three editors have commented here. None of them is in favour of this inclusion. Special:Contributions/Luxidream is also opposed to it. The reaction from IRC was also not positive - "who is wiki admin? and can just look at this and say lol this shits fucking stupid what the fuck", "wtf man what has happened to the artifact weapon article", "at the very least, label his section in big bold letters 'OPINION ONLY' or some such", and no, I'm not cherry-picking (and no, these are three different people none of whom is one of the editors involved here). Since it appears that no-one at all is in favour of it apart from you, I am going to remove it again. Please do not re-add it until there appears to be some actual support for including it. Pinkbeast (talk) 00:38, 11 August 2019 (UTC) No one has come up with a single objection fact wise, to anything in the article. The contention that several people don't like it (for unnamed reasons) is not a reason. Players need to know that some weapons do extra damage to all, some weapons do extra damage to most, and some weapons do extra damage only to some. The other list of facts, some of which are important (such as destruction of items) is important knowledge that has been deleted for some reason, while other unimportant facts (that artifacts have a negligible chance to appear in the hands of Archons) has been included. Please read the current iteration of the page. All traces of opinion has been removed. If there are other traces of opinion please let me know and I'll remove them. In terms of many artifact weapons of a particular energy affecting 90% of monsters, In terms of some artifact weapons destroying objects, in terms of some artifacts greatly increasing damage over time I'm willing to die on that hill. In terms of some alignments having worse access to artifact weapons I am willing to die on that hill. This is important factual game information about artifacts and it should be included on the page about artifacts. If you wish to edit the information, fix spelling or grammatical errors (which are not valid criteria for wholescale block deletions), you may do so. But unless you include this information somehow on the page, I will continue to add it. It's absolutely vital game information. Some of it is on the chart, but most of that information isn't. Wikipedia is a process of editing articles to include more vital information, not about block deleting information and lessening it in a fit of pique about grammatical errors. You also don't organize your article well, describing the damage properties of a weapon, saying three other irrelevant factoids and then going back to the damage properties. Needs to be organized as I've organized it. The "broad", "narrow" and "universal" are no longer categories they are just adjectives, and they are factually accurate. Don't remove them simply because you don't like those particular adjectives because they come from me. They are factually accurate and very well describe the damage properties. Hi, magicbymccauley here. I'm just going to tell you: the page isn't good and saying "frost brand hurts any monster that isn't frost resistant" isn't good information because a new or even average player doesn't know how many monsters ARE frost resistant. The description in the table doesn't give a new player a good assessment of how good frost brand is. Explaining to players that there are three categories of artifacts in nethack: ones that affect all monsters, ones that affect almost all (90%) of monsters and some that only affect a small subset of monsters is a CRUCIAL type of information about artifact weapons. They can work that out, but they can't work out that weapons such as frost brand, fire brand, mjollnir, etc work on almost every monster. No data is given on the page as to how effective these elemental weapons are and so by not including that information you're further confusing them. Directing them to another page is needlessly pedantic and silly. The MAIN question that a person accessing the Artifact Weapon page is: "What are the good artifact weapons? Is my artifact weapon that I have right now good enough? What's a good artifact weapon for this role/alignment?" Having a table that doesn't explain how strong overall each artifact weapon is does NOT help things. Implied is not as good as explained fully. There is no information as to how many monsters have resistance so there is no way a player can draw the conclusion that a weapon damages almost all (90%) of monsters. The three tiered classification instantly clarifies this. Please explain how it oversimplifies things and confuses the reader more than a table which says that the weapon damages those that aren't resistant and gives no information on how many monsters are resistant? With this description, the player can instantly see the strength of the artifact weapon they have as comparison to other artifact weapons, without scanning each weapon and then having to dive for information on how many monsters are resistant to what type of effect. A good point, I will add it. The instant mental question people have is "How do I compensate for the disadvantages of an artifact weapon that doesn't deal extra damage to x target." In the planes of course you want to run away from everything but that's obviously not always possible, you ARE going to get engulfed by an air elemental most likely, and for instance, the Death rider must be meleed most often (wand of death doesn't work). There are other options for Death like magic missile or missile weapons that are enchanted up. and have mjollnir, or if you have frost brand and are attacked by a group of frost wolves, or try to use your weapon on the Quest Nemesis who may be resistant to it. For Lawfuls, they are guaranteed Excalibur so long as they are level 5 and can dip a longsword in a fountain (1/5 chance, but guaranteed as long as you have enough fountains). Note that this does not unrestrict the longsword skill (as crowning and sacrificing does) Excalibur is also the crowning gift for Lawfuls. For Neutrals, Vorpal Blade is the crowning gift and though it can behead creatures and affects all monsters which have a head, it's damage bonus is only +1. Elves can guarantee Stormbringer as their first sacrifice gift if they name Sting and Orcrist First. Elven Rangers start out with an Elven dagger (which they can name) making this even easier for them. Note that of these guaranteed artifacts, all except Sting and Orcrist (which are guaranteed so long as you can find and name an Elven dagger or Elven broadsword) are in the top two damage categories, meaning that these guaranteed artifact weapons (excepting Orcrist and Sting) are worthy weapons possibly usable all the way to ascension. Wishing for artifacts is only guaranteed if one artifact or less already exists in the current Nethack game. Obviously when wishing for an artifact weapon, a player will want to wish for one from the top two damage categories. Wishing early in the game for an artifact so as to guarantee that the player will get it, may be a poor use of resources if they already have a good artifact weapon guaranteed by their first sacrifice or crowning gift.] Please leave the edit for a while to see if people like it. The way things were explained in the previous edit was very unorganized. Here I've edited out redundant information and bad explanations. What do you want me to do? I believe this edit is far better. Please read it though and decide. The topics are organized well now and no it's not taking up "Acres" of space. This is terrible writing. This talks about "risk wishing" but doesn't explain what the risk is. Vague. What does "finding something good enough" mean? Vague. How do you know if your artifact weapon is "good enough? Vague. Shouldn't this open a topic called "Weapon Drawbacks"? Shouldn't the drawbacks of weapons all be listed under one section, as I've done? First of all you talked about damage before. Then you went away from that for several sections. Then you are now going back to damage again. this is poor organization. Is it obvious? Why is it obvious? They are useful? Why are they useful. Are they more useful than other artifacts? Why? This is factually false. It is very difficult to obtain BOTH firebrand and frostbrand. Because of the random generation of artifacts from a list and that it becomes increasingly difficult to generate artifacts. While I can't give you exact percentages of how likely it is to get both firebrand and frostbrand in a game it is quite rare. As well you can't obtain a "pair" of weapons for all of the "most" weapons. There is no "pair" to mjollnir, or Stormbringer. Factually false. Misleading. Opinion. Artifacts can be placed into three general categories for damage purposes:Artifacts that deal additional damage to all targets, artifacts that affect most targets, and artifacts that only affect a very narrow group of targets. Artifacts that deal extra damage and affects all targets are as follows: Cleaver, Excalibur, Magicbane, Vorpal Blade, Snickersnee, Greyswandir, The Tsurugi of Murumasa. Artifacts that deal extra damage to most targets are as follows: Firebrand, Frostbrand, Mjollnir, The Sceptre of Might, The Staff of Aesculapis, Stormbringer. Artifacts that only affect a narrow range of monsters are as follows: Demonbane, Dragonbane, Giantslayer, Grimtooth, Ogresmasher, Orcrist, Sting, Sunsword, Trollsbane, Werebane. Some Artifact Weapons have additional drawbacks. Some destroy items carried by monsters (such as Mjollnir, Frostbrand, and Firebrand). These weapons also can be disadvantageous in specific levels (Firebrand on the plane of fire) or against certain dangerous monsters (Stormbringer against a Lich). However, resistant monsters are rare. 90% of monsters cannot resist fire/cold/shock. Monsters that can resist level drain are slightly more common (Undead and Demons). Very few monsters have resistances in the early game. However, in the late game the riders, the wizard, a quest nemesis, demons and many Elementals in the planes have resistances. For this reason, acquiring a second artifact weapon, or a normal weapon with which the player has expert skill and is enchanted to +7 that can be switched in is desirable. Several artifacts are guaranteed in Nethack provided certain conditions are met. Certain roles are guaranteed to receive a particular weapon as their first gift[6]: Valkyries receive Mjollnir, Barbarians receive Cleaver, Wizards receive Magicbane, and Samurai receive Snickersnee. For Lawfuls, they are guaranteed Excalibur so long as they are level 5 and can dip a longsword in a fountain (1/5 chance, but guaranteed as long as you have enough fountains). Note that this does not unrestrict the longsword skill (as crowning and sacrificing does) Excalibur is also the crowning gift for Lawfuls. For Neutrals, Vorpal Blade is the crowning gift and though it can behead creatures and affects all monsters which have a head, it's damage bonus is only +1. Elves can guarantee Stormbringer as their first sacrifice gift if they name Sting and Orcrist First. Elven Rangers start out with an Elven dagger (which they can name) making this even easier for them. Note that of these guaranteed artifacts, all except Sting and Orcrist (which are guaranteed so long as you can find and name an Elven dagger or Elven broadsword) are in the top two damage categories, meaning that these guaranteed artifact weapons (excepting Orcrist and Sting) are worthy weapons possibly usable all the way to ascension. Wishing for artifacts is only guaranteed if one artifact or less already exists in the current Nethack game. Obviously when wishing for an artifact weapon, a player will want to wish for one from the top two damage categories. Wishing early in the game for an artifact so as to guarantee that the player will get it, may be a poor use of resources if they already have a good artifact weapon guaranteed by their first sacrifice or crowning gift. It is useful to obtain an artifact weapon that provides a bonus against most or all enemies, such as Excalibur, early in the game. However, wishing for one may not succeed if artifacts have been generated already (perhaps without your knowledge), and uses a valuable wish which normally could be used to considerably improve your defenses. Some artifact weapons provide a useful resistance or other ability. For example, Stormbringer's level drain resistance means that you might wield it to clear the Valley of the Dead - it does no bonus damage to undead, but it essentially eliminates any threat they pose. Sunsword only deals bonus damage to undead, but can be useful as a light source. If a text CAN BE misread, that means it's unclear, vague writing. Writing should be clear, not vague, not up to interpretation and multiple readings ESPECIALLY for a wiki article.. In other words, you want to preserve a wiki page with factual mistakes, vague writing and poor organization. And if I do anything about it, you're going to block me and revert it to an inferior page. Can someone please tell me why we need a badly written, poorly organized article with factual inaccuracies as the PROTECTED page preventing further progress? Still waiting on pinkbeast to answer me as to how my reading of this badly written page is "misreading it", how the claim that acquiring both frost brand and firebrand is easy to do, and why the page should bring up damage, abandon the topic, re-engage the topic, talk about disadvantages, abandon that topic, re-engage that topic and not have any topic headings. It is NOT "generally possible" to "obtain a pair which can be switched between". That statement is factually false. It is very hard to acquire two weapons that deal damage to "most" monsters. Getting one is sometimes hard to do. (Especially for Chaotics). Here's an example that comes up pretty often, a dwarven Valkyrie. They can dip for Excalibur and obtain Mjolnir from sacrificing. An optimal player would probably use Mjolnir against most monsters because of its high damage bonus, and switch to Excalibur to fight enemies like aligned priests and angels who are shock resistant. As you can see, it's quite easy for most roles to supplement their artifact weapon with a different damage type. However, this is hardly ever necessary because a well enchanted Frost Brand, for example, would still hit as hard as a +7 long sword, one of the best ordinary weapons in the game. I routinely finish chaotic games using only Stormbringer. Wishing for an artifact weapon is a risk because it forgoes a potential wish for dragon scale mail or some other form of equipment that can protect against instant death. If you're wishing for an artifact at the Castle, you've already won NetHack, do whatever you want. Statements such as "obviously, these are useful" are quite clear to me. Weapons that do extra damage to everything are desirable. Weapons that deal extra damage to most monsters are also desirable. The current article makes it quite clear that the brands and Mjolnir are good weapons, and their minimal weaknesses can be compensated for. I would only add that it is not necessary to do so in order to win. There is no confusion about the effectiveness of these weapons compared to "banes" like Giantslayer in the article as written. Please don't accuse others of having personal reasons to block your edits. Everyone here is trying to make the wiki better, not just you. is still false. GENERALLY you're lucky to get one artifact weapon that can damage most monsters. Lawful Valkyrie is the exception not the rule. They have TWO guaranteed artifact weapons, which is one key reason they are the most ascended combination. GENERALLY that is not the situation. A player is trying to get a "most" or "all" artifact weapon if they can. Getting two, in most circumstances is rare, and in some circumstances impossible: Chaotics can get Stormbringer at crowning or from sacrificing. Getting a second artifact weapon to compliment Stormbringer isn't likely. Your Statements that normal weapons are almost as good as Artifact weapons was a section that I wrote and included in the wiki. Nor does that have anything to do with "accquiring a pair". Chaotics cannot easily get a brand alongside Stormbringer. That's very difficult with the list of artifacts chaotics have to contend with and the diminishing possibility of getting a brand with more sacrifices. You are wrong. Stating that you can generally get a pair of artifact weapons that damage most targets is inaccurate, vague, and bad writing. Yes, there is! The article as written assumes that the reader already knows everything about artifact weapons and how they function. The article is not being clear nor specific. You are making a self-referential fallacy, reading the article as someone with complete knowledge of nethack rather than reading it as if the person knows nothing (or knows very little) about nethack. That is unhelpful and myopic. I am well aware that Vorpal Blade can behead most monsters, but it's not a good compliment to resistant monsters since many can't be affected by Vorpal Blade's behaading attack. Sorry, you are still wrong. Describing with vague words such as "useful" and "powerful" doesn't specifically describe WHY such artifact weapons are powerful, nor does it give the reader context to understand it. Explaining that there are three categories of weapons that deal damage to all, most, and only some (and that weapons by and large can be put in those three categories) exactly explains the relative power of each weapon. You STILL have not explained by a wikipedia article that lists weapon damage for three different types of weapons, and categorizes sections into "Weapon Damage" "weapon drawbacks" and "guaranteed artifact weapons' is a worse idea than your bunch of vague meandering sentences that flit from topic to topic in a disorganized way. First of all, tables don't go in the middle of an article, tables go at the end of an article. Many users here want the table to go first or in the middle. That's not how wikipedia works. References and tables go at the end. Reading some text then having it interrupted by a table, and then reading more text is not a good way to convey information. THAT is how you organize an article. You don't organize it with a table in the middle, with information all over the place on different topics, etc. Pinkbeast, the situations you cite are paragraphs that fully explain something about an object, followed by a chart. These explanations are simple, and the charts are simple. The artifact weapon chart is exceedingly complex and you can't even understand what the chart is referring to, or how the chart is relevant without explanation of the chart first. Putting the chart first or putting it in between paragraphs that explain the chart is not good for conveying informaiton. I also have a point about other things. Before I got here the "Strategy" section on artifact weapons was a single sentence. I have had to battle to get even one more iota of information in the wiki. The editors here seem obsessed with brevity. Artifact Weapons are one of the most complicated things in nethack and interact with class, race, quest, variable effects of a sacrifice, alignment, crowning, wishing and so forth. You can't effectively explain all that in three short paragraphs. There's simply no way, especially to new players. All the editors have opposed my adjectives which describe three types of artifacts. This effectively allows a very good basis for new or even experienced players to assess the power of their artifact. Why have they opposed this? I don't know. The consensus seems to be "That's not how we've traditionally described artifacts in the past." Experienced players on here state that THEY understand what the wiki means, but that understanding only comes with the fact that they've ascended several times. They do not read it with the eyes of a beginner. The reason that wikipedia explains things (from general and important down to specific and not as important) is to accurately convey information. I'm not a wikipedia rules lawyer, I'm trying to convey information. When people go to something called NETHACKWIKI they expect to find something that explains things adequately and de-mystifies a topic. If that's not the aim of the admins here and instead traditionalism or gatekeeping is their aim, I think they should put the fact that they are attempting not to spoil nethack, and a link to something that will actually provide all the information and explain it. The claim that SEVERAL (three?) wikipedia editors agree that my edits are bad (and so shouldn't be included) is a bandwagon fallacy. Simply because people agree to do the article this way doesn't mean that's how it should be done. Instead the editors here have seen fit to revert the article entirely whenever I add information to it, in an attempt to preserve an article with LESS information in it. That isn't how it should be done, on wikipedia, or in any environemnt where you're trying to convey information to an audience. Again, this is traditionalism and gatekeeping. No one has explained why my topic headings are bad ones, or why the editors here seem bent on NOT having topic headings that effectively organize information. Can we talk about that? Why is this verbose and objectionable? Are we going to run out of bits and bytes by my article being 1 and 1/4 pages longer than the current version? Is someone going to die? What is the terrible horrible consequence of having my version be the page? Tone is right. The editors truly have "their own style". This is just super insulated editors not understanding how to write a wikipedia article for an audience that knows nothing about a topic, and instead writing a wiki article for an audience of 5 people who've all ascended 100 times. Okay, first off, gauntlets of power are never a mid tier wish, for any player they are a top tier wish for many, many classes. Usually I'd say that DSM should come first before an artifact or GOP or damage output of any kind, because damage output from an artifact that you can easily get from a nearby altar is readily available and you should just do that. The context we're talking about is "alternatives to artifact weapons" as in you can't find an altar and have a wish or multiple wishes available. ANYWAY, monks can't wear DSM or any mail for that matter. Monks can't get skill in any artifact weapon other than the staff of Aesculapius which is two handed, and might prevent use of a shield: sometimes a monk needs a shield for reflection or just because AC is so hard to get without body armor. So in a situation with no altar, no way to get skill in an artifact weapon, and you (say) aren't a neutral monk and can't get the staff (or need to use a shield), gauntlets of power are a fine, fine wish and alternative to an artifact weapon. (There are also many circumstances where you can't wish for an artifact, because you are going artiwishless or because two artifacts have been generated in the game because you went on your quest already or there were two crappy ones on the floor of the castle). But in any case, GOP is usually a fine wish for a Monk. The "it enhances spellcasting" is talking about gauntlets of dexterity in my reference, and anyway, this spoiler I cited is very well vetted and liked in the nethack community. Current article is 19 words. Mine is 20 words. Mine provides more information about artifacts (which alignment they go to) which belongs on the artifact page. The current page instead talks about the process of crowning, which should be part of the link people click, the process of crowning shouldn't be on the artifacts page. I don't understand how my article isn't clear and consise. It's way more clear and conveys more relevant information, in barely anymore space. The information in it is strictly about artifact weapons. This again just seems like you want to be a traditionalist and keep things the way they are rather than improve them. Can you please explain why having one more word about crowning than your article is a moral affront? Or why 3 and 1/4 pages is terrible but 2 pages is okay? DO YOU WANT TO DO THIS BRO? BECAUSE IT'S THUNDERDOME TIME! I'M GOING TO MAKE IT SHORTER THAN YOUR ARTICLE AND CONTAIN MORE INFORMATION. CAN YOU HANDLE THAT? WHAT WILL YOUR EXCUSE BE THEN? But I've gotten down to 1381 words to the current article's 992. There is no more concise left to be had. This was never about making the article better. You're just all of the opinion that change is bad, that making the article better is bad, that making the article more organized is bad and that including more information in the article is bad. Your excuses about why my article is bad is just disingenuous falsehoods. Still no answers, after dozens of posts about why a wikipedia article with no topic headings, which meanders from topic to topic and back again, or which has less pertinent information is a better wiki article. =_=_ Talk:Artifact With the current size of this table and the amount of information that could potentially be added to it ( and still be tremendously useful), I think it could deserve it's own page (eg List of artifacts). What are the pros and cons of moving this table to it's own page? Does the number of currently existing artifacts affect the chances of a new one being created, or is that just for wishing? The page suggests that selling artifacts is a chump's game, with shopkeepers underpaying and overcharging for such things. But, if you're in a situation where you're a well-armed combat wombat and you happen across a junk artifact (Ogresmasher was the one I happened across earlier today), what else should a person do with it? I'm certainly not going to wield it, and carrying it around is just making it harder not to be burdened. Is there an optimal strategy for what to do with useless artifacts? Delbow (talk) 06:01, 17 June 2012 (UTC) Curious whether that means Tsurugi now reduces AC as well, or just gives MC +1 -- Shrikey (talk) 18:01, 11 December 2015 (UTC) =_=_ Paranoid hit =_=_ Paranoid quit =_=_ Paranoid remove =_=_ Vt tiledata vt_tiledata is a community patch for NetHack that adds extra escape codes into the data stream, mainly intended for graphical frontends. The name vt_tiledata comes from the boolean option used in version 3.4.3 on NAO. The original patch, called Telnet Tiles, was made by Justin Hiltscher. That patch only sent one type of escape code, the version NAO used for 3.4.3 added some extra codes. All of the escape codes are in the format < tt > ESC [ N z < /tt > (3.4.3 patch) or < tt > ESC [ 1 ; N z < /tt > (3.6.1), where N can be one or more positive integer values, semicolon-seperated. For example, < tt > ESC [ 0 ; 120 z < /tt > (3.4.3 patch) or < tt > ESC [ 1 ; 0 ; 120 z < /tt > (3.6.1). Whenever NetHack outputs a tile, it will first output the start glyph code, then the escape codes for color and the glyph character itself, and then the end glyph code. =_=_ Showborn I'm not wanting to change the standards or even press other editors into using a certain standard, I'm simply trying to determine a standard that I can use, since I wasn't able to find a clear standard in the articles that use this template. Although if all interested editors can agree on a certain standard for certain usages, I'd be happy to see a note of that in the description of this template of even in the style guide if editors feel it's important enough. The RNG handed me one of the unfortunate games of nethack where there aren't enough candles in Izchak's store. Up till now I've kept Wishless and Polyless conduct so I'd prefer to not wish or poly for the needed candles. I have 4 candles, and going through every level didn't seem to give me any others. The only other decent source of candles I can think of is from a pudding farm. I've already set up a farm, but several hundred puddings later I haven't gotten any more candles. Are there any other good options for getting the candles while keeping conduct, or are my options limited to "Farm puddings" and "break wishless"? -- Qazmlpok 04:07, 2 January 2011 (UTC) =_=_ Artifacts - SLASH'EM =_=_ Heavy hammer A heavy hammer is a melee weapon introduced in SLASH'EM. It is similar to a war hammer, using the same skill, but does slightly more damage. It is not randomly generated, but instead serves as a base item for Mjollnir, instead of the weaker war hammer. Unfortunately, it is not much stronger, and Mjollnir remains a very weak weapon indeed against shock resistant monsters. Note that, because heavy hammers are made of the intrinsically erodeproof material "metal", a fully identified Mjollnir is not called the rustproof +7 Mjollnir, but merely the +7 Mjollnir. Don't waste scrolls of enchant weapon trying to rustproof it. =_=_ Rapier A rapier is a new melee weapon is SLASH'EM and DNethack. It uses the saber skill. As compared to a silver saber, it is lighter, has slightly lower base damage, and is made of metal rather than silver. It is thus also naturally erodeproof, but gets no bonus against silver-haters. Rapiers are never randomly generated in SLASH'EM, but they are in dNethack. A +1 rapier will always be found on a rogue in Grund's Stronghold. One could also wish for one, although a silver saber is superior in almost every respect. Rapiers receive only half the normal strength bonus to damage, but gain additional bonus damage from dexterity: (dexterity - 11)/2. They also only deal 1d4 to large, instead of SLASH'EM's 1d8. A comment in the source code indicates that this item was intended to serve as the base item for an artifact named Scalpel. It is not present in SLASH'EM's artilist.h, but SLASH'EM's artifact.c file contains commented-out code for such an artifact. It appears that Scalpel would have a chance of inflicting extra blows: with a 4/11 chance, it would add 1d8 + 1 + the weapon's enchantment damage, and then have a 4/11 chance of doing the same again indefinitely. The weapon is a reference to Fafhrd and the Gray Mouser. =_=_ Crown of Saint Edward =_=_ SLASH'EM artifact weapons Alignment < ref name="art_align" > The hero's quest artifact and any guaranteed sacrifice gifts are adjusted to the hero's starting alignment. For example, for a wizard who starts chaotic, Magicbane and The Eye of the Aethiopica are generated chaotic. See Source:Artifact.c#line54. < /ref > Mean Damage < ref name="damage" > Before any strength, skill, blessed, and silver bonuses. Assumes weapon enchanted to +7. Assumes monster is susceptible to special attacks, with the damage to resistant monsters in parentheses, if applicable. < /ref > =_=_ You have a peculiar feeling for a moment, then it passes. =_=_ You have a normal feeling for a moment, then it passes. =_=_ User talk:Fish You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Stake of Van Helsing =_=_ NetHackWiki:Did you know? This page is an attempt to collect interesting NetHack factoids for possible inclusion on the Main Page, loosely modeled on Wikipedia's "Did you know" setup. The idea is to make the main page more interesting and to attract casual visitors to look deeper. In the process, we might even be able to teach each other some interesting bits of NetHack trivia. If this page looks a bit unfinished, it's because it is. Right now, we first need to collect enough interesting "hooks" to have something to put on the Main Page. =_=_ NetHackWiki:Did you know =_=_ Template:Message This template can be used to display lists of NetHack messages with an (optional) explanation. It also generates anchors, so that the messages can be individually linked to from other pages. The message can now be linked to with < nowiki > #You feel limber! < /nowiki > , producing #You feel limber! The template encodes any special characters that would otherwise mess up the anchor, so you can (and should) include unescaped special characters into the message. =_=_ Eye of the Beholder =_=_ Talk:Eye of the Beholder =_=_ The Gauntlets of Defense =_=_ Talk:The Gauntlets of Defense =_=_ The Wallet of Perseus =_=_ Talk:The Wallet of Perseus =_=_ Nutrition/weight =_=_ Cheese Cheese is a type of food occasionally found in SLASH'EM. < ref > < /ref > It can be used to tame sewer rats, black rats, giant rats and pack rats. < ref > < /ref > Even though its material is listed as fleshy (presumably so that carnivorous monsters would eat it), eating cheese does not violate the vegetarian conduct. < ref > < /ref > Cheese has an excellent nutrition/weight ratio (250/2 = 125), second only to lembas wafers. =_=_ NetHackWiki:Ask an expert NetHack can be a monstrously complicated game, so it's not unnatural to seek help from time to time. Conventional sources of wisdom are: Additionally, a number of knowledgeable players are active on this wiki, so feel free to ask a question below and somebody is sure to answer it eventually. If you want to discuss a topic that is not about NetHack, please discuss it at the community portal. =_=_ NetHackWiki talk:Ask an expert =_=_ Akalapi =_=_ Category:SporkHack =_=_ Category:SporkHack items =_=_ Category:SporkHack monsters =_=_ Category:Body parts =_=_ Download =_=_ Category talk:SporkHack monsters In my single SporkHack game I was killed trying to escape a Nightmare (evil black fire horse), so would be interested as to what other DnD monsters have been imported.--PeterGFin 19:02, 4 January 2011 (UTC) =_=_ Ubuntu The NetHack packages provided in the Ubuntu repositories ( as of version 3.4.3-10.2ubuntu1 ) are based off of the Debian package and are functionally equivalent to it. =_=_ Warned =_=_ Petrify =_=_ Talk:Domestic animal The article claims hostile animals are not "hungry", and therefore accept only treats DOGFOOD (and not "acceptable food" ACCFOOD). However, I routinely tame cats and dogs with food rations. Somehow, Source:Dog.c#line781 seems to evaluate EDOG(mtmp)- > hungrytime as zero for non-tame monsters. Why? --Tjr I think cursed royal jelly, cream pies, and other cursed non-vegan people food is good enough food to suppress the "reluctantly" message from a dog (Source:Dogmove.c#line377), but not good enough for it to eat it (Source:Dogmove.c#line297, Source:Dogmove.c#line675). Can anybody confirm this? --Tjr 23:20, 10 January 2011 (UTC) This will also prompt shopkeepers to get out of the way if they are blocking the door preventing you from leaving their shop I belive that is wrong - m just makes the hero wait a turn, and shopkeepers occasionally move on their own. The same goes for pets that block a doorway etc. --Tjr 03:22, 6 January 2011 (UTC) =_=_ Uncursing =_=_ Meditating Some monsters are created meditating; these will not move or attack until you disturb them. Internally, the game splits it into STRAT_WAITFORU and STRAT_CLOSE. =_=_ Talk:Starvation Is this the best page to discuss early player food strategy? I've been following the Wizard survival discussion, hence Sokoban, which early corpses are safe, praying problems (getting the wrong thing fixed) could all use a discussion somewhere. Perhaps Starvation should be merged into a larger food strategy (Nutrition or Comestible?) article OR the Starvation section in Nutrition (which has redirects from fainting etc) and Comestible could be taken out for a link to a larger article here.--PeterGFin 13:07, 6 January 2011 (UTC) =_=_ Talk:Ascension There seems to be no Edit available for this subject. I wonder if "Ascension is the act of delivering the Amulet of Yendor to your god and winning the game" could be changed to "Ascension is the result of #offering the Amulet of Yendor to your god while standing on his altar in the Astral Plane, thus winning the game." --75.172.136.131 13:13, 6 January 2011 (UTC)John Rundle =_=_ Hide =_=_ Credit =_=_ Template talk:Message =_=_ Nosalnef =_=_ User talk:Chimera You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User:Paxed/ReplaceCharsBlock Predefined replacement rulesets can be used with < tt > < nowiki > < replacecharsblock rules="ttymap" > < /nowiki > < /tt > , which would load rules from . The lines after the first empty line in the ruleset template are ignored. Additional rules can be defined as normal. =_=_ Serpent's Tongue Despite its being a weak base item type and comparing unfavorably with many other artifacts at +0, a fully-enchanted Serpent's Tongue is among the best weapons in SLASH'EM from an average expected damage perspective. A +7 Serpent's Tongue will, in the best case scenario, do an average of: This gives it a total damage of 29 vs. small and 28 vs. large non-poison resistant foes with a 10% chance of instakill, plus any applicable strength, skill, and blessed damage bonuses. Compare this with an average of 31.5 / 30.5 for the Bat from Hell (club skill), 32.5 / 34.5 for Reaper (polearm skill), and 34.5 / 34.5 for Mjollnir (hammer skill), none of which can instakill, and of which Reaper is two-handed and Mjollnir's damage bonus doesn't apply to to shock-resistant foes. For these reasons, Serpent's Tongue is an excellent end-game choice for non-lawfuls either as a primary weapon, or as a secondary weapon for #twoweaponing. Note that lawfuls should avoid Serpent's Tongue as they will receive an alignment penalty for using poison. =_=_ Catacombs You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Escape spell =_=_ Divination spell =_=_ Enchantment spell =_=_ Matter spell =_=_ Look here =_=_ Talk:Far look What exactly does this term mean? Do we already have an article explaining it that it could be linked to? I'm assuming that "background symbol" is something like what we have listed in Dungeon feature, except that some dungeon features ( specifically floors, ice, air and sold rock ) are not usable in this command, so would they be considered background symbols? "Background symbol" is a term used in NetHack, so it probably wouldn't hurt to have a definition of it here on the NetHackWiki. =_=_ Talk:Ranged weapon =_=_ Source:Ref/ammo and launcher =_=_ File:Refcard.pdf =_=_ File:Nethack Keyboard Commands.pdf =_=_ Wine cellar =_=_ Epitaph =_=_ Base attributes The window shows current and starting race, role, gender and alignment, and deities. Current deity is marked with < tt > (c) < /tt > and starting deity with < tt > (s) < /tt > . In AceHack (and all variants that are based on it), the base attributes screen is extended with a lot more information: In addition to the information in the screen in vanilla NetHack, it also shows ability scores, stats about the player's encumbrance situation, experience points required to level up, and is one method of gaining access to other information about the character as well (inventory, intrinsics, vanquished creatures, conducts, and a breakdown of the player's score). This screen is also used in AceHack's descendants. =_=_ Base Attributes =_=_ Paralyze =_=_ Paralyzation =_=_ Paralysation You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Puppy =_=_ Attacking You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Talk:Green slime I finally managed to slime one of the riders. I burned through 5 amulets of life saving to do this. Even when I hit Pestilence he did not get slimed on the first couple hits. Does anyone know the odds of sliming a monster when you are polymorphed into a green slime? Everything else I hit turned into slime on the first touch. The only thing on the Astral Plane was priests and other human monsters though since made everything else either extinct or genocided.Ndwolfwood 03:49, 9 January 2011 (UTC) The odds of sliming is 1d4. Does that mean there's a 25% chance of a delayed instadeath if you read "The green slime touches you!"? Or is it a 1 in 4 chance after that? --Davek (talk) 17:44, 11 July 2014 (UTC) In the new NH 3.6 you can pick up the slime left by a green slime that dies. Anyone know what it's good for? 31.49.179.71 15:56, 24 December 2015 (UTC) =_=_ Diet You, as a monster endowed with free will, are restricted only by your physical capacity to consume. Still, your diet is determined by what you are. Most character types are omnivores, although monks are effectively herbivores, suffering an alignment penalty for eating non-vegetarian food. Being a carnivore or herbivore (or even inediate) does not restrict your ability to eat, but does make the respective food types more delicious. Most types of monsters eat only when tame, i.e., your pets; the exceptions are metallivores and other unique diets, which largely avoid safe comestibles. A pet encountering something it is capable of eating will decide whether to eat it according to its dietary preference and its degree of hunger, with due care to avoid harmful meals. A pet cat, for example, will eat a banana only when starving. Diet also determines which foods will tame a domestic animal and which foods a pet considers a treat. Thus it is helpful to be aware of the diets of your pets or potential pets you want to tame (that pony wants an apple, not a yucky tripe ration!), besides watching out for monsters that might go after your treasures (a rock mole ate my gold stash!). Most pets must continually eat to stave off starvation. Besides a normal state of contentment, a pet has two degrees of hunger. Hungry is what a stethoscope and #chatting indicate. Starving means the pet "is confused from hunger" or "you feel worried about" it, and implies the pet's maximum hit points are reduced to 25%. Beyond that, it will cease to be your pet, either dying or, if on another level, becoming hostile. Pets react differently to various foods according to how appealing they find it. From best to worst, the grades of food are as follows. < ref > Source:edog.h#line10 for definition of food grades < /ref > < ref > Source:dog.c#dogfood for food classification < /ref > Will be eaten if hungry, < ref > , < /ref > but the pet will seek it out only if starving. (Try throwing the food at the pet.) The minimum food grade needed for taming. The worst quality food that will to suppress the message "Foo moves only reluctantly." Will be eaten only if starving. < ref > Source:dog.c#dogfood technically reclassifies some of it as ACCFOOD when starving. < /ref > Otherwise, the pet wants to apport the food. Carnivores and herbivores evaluate food in very different ways, tabulated below. The obvious trend to bear in mind is that carnivores prefer meats and herbivores prefer vegetable matter. Omnivores generally apply the more favorable grade out of both. Carnivores are monsters that (when tamed) prefer to eat meat. Tripe and meat created with stone to flesh are considered treats. They will eat any safe corpses and eggs that they find on the ground. They will eat "people food" such as food rations, pancakes, or fortune cookies if they are hungry and vegetarian food such as fruit and melons if starving. They will not eat vegan corpses such as mold or lichens, nor will they eat tins. Herbivores are monsters that (when tamed) prefer to eat vegetable matter such as fruit, vegetables, fungi, and other plants. Apples and carrots are considered treats. They will eat safe vegan corpses such as lichens, mold, shriekers, blobs, and jellies if they find them lying on the ground. They will also eat melons, oranges, pears, wolfsbane, garlic, kelp fronds, and so on, but only when hungry. If they are very hungry, they will eat some people food like food rations, pancakes, and lembas. They will never eat meat products, meaty corpses, eggs, or tins. Metallivores subsist on metals, including not only metallic weapons and armor but also rings, amulets, and wands made of metal. In fact, a useful strategy is to polymorph into a metallivore to gain intrinsics by eating jewelry. They also eat tins of food, biting right through the tasty metal. Non-rustproof iron objects are considered treats. Unlike xorns and rock moles, rust monsters are restricted to the one metal that can rust, iron. Metallivorous monsters and players do not get hungry (unless they also eat meat or vegetables), but ring and amulet hunger still apply. Inediate monsters do not need to eat any kind of food to stay alive, and cannot eat anything. Most monsters that are undead, demonic, angelic, or otherwise magical in nature are inediate. Internally, the diet of a monster type is indicated by the flags M1_CARNIVORE and M1_HERBIVORE; both flags are set for an omnivore, and neither is set for inediates. The M1_METALLIVORE flag denotes a metallivore. Interestingly, a monster with M1_METALLIVORE but not M1_CARNIVORE or M1_HERBIVORE is considered inediate for in-game purposes. Slash'EM Extended features lithivorous monsters. Lithivores subsist on stones & mdash;not only rocks and gems, but also any other items made of mineral, bone, gemstone, or glass. Polymorphing into a lithivore allows the player to gain intrinsics by eating jewelry. Lithic objects are considered treats for lithivores. =_=_ Points =_=_ Talk:Diet =_=_ User talk:Inari You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ The door swings shut, and locks! =_=_ Template:Lightradius =_=_ Inventory letter =_=_ Statue trap =_=_ Source:Ref/befriend with obj =_=_ Template talk:Lightradius Could we have a similar template for other area effects, such as where a wand of secret door detection works and where you can jump to? --Tjr 00:39, 11 January 2011 (UTC) =_=_ Template:Jumpradius =_=_ Liquor store =_=_ Talk:Chained blitz =_=_ Talk:Paralyze Do we really nead this disambig page, given that the paralysis article already lists all of the causes? I propose a redirect to paralysis. --Tjr 13:08, 12 January 2011 (UTC) =_=_ Scrolls of scare monster =_=_ Worthless pieces of glass =_=_ MSGTYPE MSGTYPE is an option introduced in NetHack 3.6.0 which adds configuration options allowing the user to change how messages are displayed. For specific messages, it can force a < tt > --More-- < /tt > prompt, prevent messages from printing repeatedly, or prevent unimportant messages from printing at all. =_=_ Msgtype =_=_ Source:Ref/is flimsy =_=_ Indirect identification =_=_ Use testing =_=_ Template:Roles =_=_ Pack =_=_ Backpack =_=_ Elfrist Elfrist is a chaotically aligned orcish spear added in SLASH'EM. < ref > http://www.angelfire.com/trek/mazewest/spoilers/arti_007e6.txt < /ref > It is another artifact in the game that can be created by #name-ing, along with Sting and Orcrist. To do so type in #name, select a normal orcish spear, and name it Elfrist. To make sure you did it correctly, you may now try to name the spear into something completely different & mdash;all artifacts resist naming. Elfrist can also be given as a gift by sacrificing. This weapon is worth keeping if found, since its flat damage bonus large enough to use without raising your skill in spears. However, since elves, as monsters, in midgame are relatively weak enemies, it is almost never worth creating by naming. =_=_ Sword of Balance =_=_ Luckblade Luckblade, also written as Luck Blade, is a neutral artifact weapon found in some variants. It is introduced in SLASH'EM as an artifact short sword, and is changed to a broadsword in DynaHack, EvilHack and UnNetHack. Luckblade's flat damage and to-hit bonuses make it a worthwhile early gift, especially for Convicts. As an early luck item, it also provides a major boon even if it becomes outclassed as a weapon choice, although it remains a decent choice for twoweaponing for a good while. Outside of a silver saber, Luckblade may be preferable to most non-artifact weapons in this regard. A player who finds Luckblade early will have to balance the benefit of training it past basic versus spending precious skill slots on more powerful weapons, riding, #twoweapon, or spells. =_=_ The Sword of Balance The Sword of Balance is an artifact weapon added in SLASH'EM. It is neutrally aligned, and its base item is a silver short sword. It has +2 to hit and +5 to damage against cross-aligned monsters. This artifact is relatively weak, and will mostly make it more difficult for neutral characters in SLASH'EM to get a decent artifact weapon (a problem compounded by the multiple non-weapon sacrifice gifts that neutrals can receive). It only gets a modest damage bonus against non-neutrals, and is quite weak against the numerous always-hostile neutrals. One possible use is against the extremely tough werecreatures that appear in SLASH'EM, including werepanthers, weretigers, and werespiders, though Werebane is clearly a better choice for this. Another possible use for The Sword Of Balanced is for #twoweaponing, which is allowed for artifacts in SLASH'EM. Its silver damage is also quite useful in Gehennom, and its damage bonus makes it preferable to an ordinary silver saber. A weapon such as Skullcrusher or Doomblade will still outperform it as a secondary, however. Up until the latest version of SLASH'EM, this weapon could be #named in the manner of Sting or Orcrist. This was changed in the latest stable release < ref > http://slashem.sourceforge.net/stable.html < /ref > , however, to be no longer possible. =_=_ Talk:The Sword of Balance Sorry to have had to gut a lot of this article, but this weapon actually can't be #named. I've tried it in wizard mode many times; your hand always slips, even if you are neutral. The current release of SLASH'EM is 0.0.7E7F3; this site has the source for 0.0.7E7F2, and it seems most online spoilers are based on that version or earlier. That's why if you check the source code here, it actually does show that the Sword of Balance lacks the SPFX_RESTR flag, which prevents artifact naming. Evidently that flag was added between those two versions of SLASH'EM. -Ion frigate 07:39, 13 January 2011 (UTC) =_=_ Talk:SLASH'EM 0.0.7E7F2 source code This isn't actually the most current version of SLASH'EM. That would be 0.0.7E7F3, although it's not available for Macs (and probably never will be, development for SLASH'EM seems about as dead as it is for vanilla). Does anyone with more skill with these sorts of things now how to update it? It's probably worth doing, although this code might be worth keeping since the current version isn't available for all operating systems. FWIW, the newer version is just a bugfix it seems - this page lists the differences. -Ion frigate 07:44, 13 January 2011 (UTC) =_=_ Your sacrifice is consumed in a burst of flame =_=_ Your sacrifice is consumed in a flash of light =_=_ Your sacrifice is consumed in a flash of light! =_=_ Ncurses =_=_ Windowborders You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Moloch's sanctuary =_=_ ELBERETH =_=_ Special level (slashem) =_=_ Special levels (slashem) =_=_ Vomiting After a while, it will cause you to become confused, then stunned, and finally vomit and lose 20 points of nutrition. The final act of vomiting leaves you helpless for 2 turns, and actually cures food poisoning, though you cannot count on vomiting before you die: vomiting takes 14 turns, while food poisoning will kill you in 10 + 1d9 turns. =_=_ Nausea =_=_ Nauseated =_=_ Asidonhopo =_=_ Donation =_=_ Buried =_=_ Tinfoil hat =_=_ Extrinsics =_=_ Lizard (monster class) The lizard monster class contains monsters represented by the symbol . It is not to be confused with the monster known as the lizard, which is a member of this class. Most early lizards are unremarkable and easy to handle, including the lizard itself. Of the few that can actually trouble players, the chameleon's difficulty is entirely dependent on what it shapeshifts into, and it is fairly likely you may encounter it in an easy-to-dispatch form; the salamander, conversely, does not even appear in a game normally until Gehennom. In xNetHack, version 3.0 previously changed the glyph for this monster class to (lowercase L) to avoid using a punctuation glyph; leprechauns were merged into the class. This was reverted in version 6.0. < ref > See this commit. < /ref > =_=_ Underwater =_=_ Equipment =_=_ Change alignment =_=_ Locked =_=_ Firearms =_=_ You have a peculiarly sad feeling for a moment, then it passes. =_=_ Vault's guard =_=_ Summoning =_=_ Bones files =_=_ Level Teleport =_=_ Discover mode =_=_ Forum:Other NetHack forums and forum-like places A lot of isolated places host user discussion on NetHack. Let's connect them a bit. Likely I missed some places, given the fragmentation. Please add anything missing. =_=_ Divine Protection You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Holy Spear of Light The Holy Spear of Light is a rather useful artifact added in SLASH'EM < ref > http://www.angelfire.com/trek/mazewest/spoilers/arti_007e6.txt < /ref > . It is lawful, intelligent, has +5 to-hit and +10 damage to undead monsters: L, M, W, Z, ghosts and shades. The Spear's best use is its invocation, which permanently lights a section of the dungeon, and also damages undead and demons caught in the light. High level undead such as Vecna have a chance of resisting. Being a spear, it also provides the +2 to-hit bonus against kebabable monsters. The spear illuminates an area with a radius of 12 squares centered on the player. Note that this is larger than even a blessed scroll of light, with a 9-square radius, making the spear very useful for lighting your way. Non-spellcasters will probably want to blank all the extra scrolls of light they have. Note that the spear is intelligent and will therefore blast you if you are not Lawful. This damage will never actually kill these monsters; A minimum of one remaining hit point is ensured. This will also not anger any peaceful undead it affects or decrease tameness of tame undead. Note that if you are playing as a vampire or are polymorphed into an undead or demon, your hit points will be divided by 100, with no minimum cutoff of one hit point. Death from this hit point loss will not revert you to your normal form, and will instead kill you outright. =_=_ Talk:Menu controls Do they really work in vanilla? Testing with OS X /tiles, they don't do anything at the drop menu, and when manipulating containers. --Tjr 10:56, 15 January 2011 (UTC) =_=_ SDD =_=_ Template:Darkradius This template shows a radius of darkness around a darkness source. Takes one parameter, the radius. For example: < nowiki > < /nowiki > =_=_ Wand of create horde Try as hard as you can to keep these wands out of the hands of intelligent monsters; it is quite feasible for such a monster to fill most of the level with monsters that way, creating upwards of 200 monsters or so. In addition, they are worth keeping as they, combined with a burned Elbereth square, can be quite useful for sacrificing. =_=_ NetHackWiki talk:Templates =_=_ Talk:Conflict As I read the source, the call to Source:Ref/couldsee only checks if monsters are in your line of sight, and not if you (let alone the monster) is blind or blinded. So blind monsters should be affected by conflict, and monsters behind walls but seen with the eyes of the overworld should also. --Tjr 23:59, 15 January 2011 (UTC) Being stoned by a rubber chicken wielded by a Soldier is a stupid way of dying if the danger can be predicted and avoided. If you wear conflict then a (non-hostile) shopkeeper will hit you but will not zap his wands. Is this true of all wand-wielding monsters? It should be mentioned in the article anyway. Throwaway123 (talk) 23:34, 28 July 2018 (UTC) I've used a ring of conflict to soften up the monsters in David's Treasure Zoo at the top of Sokoban and in the Master Assassin's level of the Rogue Quest for years - the usual message is: "You hear noises". This seems to work when I'm on the other side of a wall, and can only see the monsters with ESP and a blindfold. I've used this tactic successfully in both Nethack and Slash'em. I'm sorry I was unclear - this has seemed to work (i.e., I get the "You hear noises" message) while I am in the corridor outside of the Sokoban treasure zoo with the door closed, and while I am in an adjacent room in the Master Assassin's level with an undiggable wall between my character and the monsters. If there are cockatrices in the treasure zoo, they have already created several statues when I first open the door. Okay - I guess that I've been misinterpreting the "You hear noises" message - not the first thing I've been mistaken about in these games. Thanks for clearing that up. =_=_ Opthelp =_=_ Template:Bugstatus =_=_ Wand of create horde (SLASH'EM) =_=_ Talk:Wand of create horde (SLASH'EM) =_=_ Mounting =_=_ Swallowed =_=_ Fumble =_=_ Trip =_=_ Intrinsic property =_=_ Dwarf (starting race) =_=_ Template:Guidebook Hello everyone, I got bored and looked at the Passtune page. There's a fair amount of discussion on algorithms, along with an online solver, but there isn't a dedicated program for people to download. I was wondering if people would be interested enough for me to upload it. I don't have my own webpage, so I'm not quite sure how that would work. But hey, I wrote the program, and it works pretty damn well. It's in Perl, and uses PerlTk for the GUI. The whole thing is less than 5kB. I also have a command-line format if anyone is interested in that as well. Actually, I think the Interhack plugin is in C and they were looking for one in Perl...you might try talking to them. It'd probably just be a little interface work to adapt it. Scorchgeek 21:02, 18 January 2011 (UTC) =_=_ Worthless glass =_=_ Arch priest =_=_ Cursesgraphics =_=_ Term cols =_=_ Term rows =_=_ Petattr =_=_ Guicolor =_=_ User:Ilmari Karonen/FacebookMetadata Facebook metadata is a MediaWiki extension for generating enhanced page metadata for Facebook and other sites supporting it. (See e.g. and .) In particular, it generates < tt > rel="image_src" < /tt > links to images used on the page and to the site logo. Note that this extension does not (so far) provide any direct Facebook integration such as "Like" or "Share" buttons. You'll need another extension for those. if ( $file & & $file- > canRender() & & $file- > getWidth() > = $min & & $file- > getHeight() > = $min ) { if ( $mediaType == MEDIATYPE_MULTIMEDIA & & $fileType == 'application/ogg' & & !$file- > getWidth() ) { =_=_ Monster spellcasting =_=_ Talk:Balrog For one thing, that's an awfully subjective term. But even subjectively speaking, it's hard to argue for a Balrog being the best. Sure, it does a lot of raw damage, but its damage over time is crippled by its speed of 5. A dragon does slightly more than half as much damage, but is almost twice as fast, so its DOT is very similar. And being faster, it's much more likely to keep up with you. A minotaur does even more damage than a Balrog and is three times as fast (granted, it doesn't fly). Arch-liches, purple worms, and Titans also have distinct advantages which can easily make them more useful than a Balrog. --Darth l33t 04:39, 18 January 2011 (UTC) =_=_ Drain for gain Drain for gain was a bug (SC343-10) that increases your maximum hit points and power by losing experience level (through some method of level drain) while having lower stats (in particular constitution and wisdom), then leveling up while having higher stats. By manipulating your stats before and after level drain, the amount of maximum HP and Pw you lose when losing levels could be made much smaller than the amount you gain when leveling back up. In NetHack 3.6.0, this bug was fixed by recording the HP/Pw increase at each level, instead of reducing it randomly based on Constitution and Wisdom. If you didn't gain any HP/Pw from other sources, draining a level will restore HP/Pw to exactly what it was before on each previous level. This effectively nullifies this strategy for HP or Pw gain by using things that increases/lowers constitution or wisdom, though it could still be used to do things like buy protection cheaply, or to "re-roll" better HP/Pw increases after you've increased your Con/Wis since the beginning of the game. At the beginning of the game, characters usually start with lower stats. Applying this strategy would allow your character to reach and exceed the maximum HP and Pw potential for average characters of the same level. It has effects comparable with or even surpassing those obtained through alchemy, nurse dancing and foocubi, without requiring the same resources. This strategy also allows you to play the game as a relatively low level character (but with a lot of HP and Pw) for a long time. This has several advantages: Basically, if for any reason you want to drain your own level, you might as well try reducing your constitution and wisdom before doing so. You will temporarily lower your maximum HP with each cycle; during the first cycle in the relatively early game your hp may become dangerously low. But after two or three cycles you will probably end up at XL1 with 40+HP, with at least 9 points of protection, making low HP a much lesser concern from then on. When you have only limited method of reducing stats (e.g. cursed and non-cursed unicorn horn which is usually only good for 1-pt CON reduction), the effect of HP gain may not be very obvious (or sometimes even a slight HP reduction). But if you keep gaining several experience levels before draining, eventually you will find your maximum HP increasing. Switching to methods of greater stat reduction later in the game (e.g. rings of gain constitution) will accelerate your gain by a lot. You can combine multiple methods of stat reduction to achieve a greater effect. e.g. Applying a cursed unicorn horn while wearing a -2 ring of gain constitution until you get an extra -1 CON. If you choose to lose level through a level-draining monster, you need to take caution not to die by over-draining yourself below XL1. This risk can be reduced by luring the monster into a controlled area (see below), zapping it with wand of slow monster, wearing an amulet of life saving, and/or using MSGTYPE if your game is compiled with it and you are using the tty interface. Consider putting the following lines in your options file: This will force a --MORE-- prompt every time you get drained a level. Then you could even hold down '.' next to a wraith without getting accidentally over-drained. Also always remember to replace MC-giving items immediately after you finish. You may need some pets around to protect you, or stop yourself to take care of other monsters that show up while you are draining levels. Gaining 1 or 2 experience levels when clearing distractions could be fine even without increasing your stats first, as you can drain them right back down afterwards, and having low stats means the fluctuation of maximum HP and power would also be relatively small. If you choose to play as a low-level high-HP character for an extended period of time, there are also several disadvantages, but most of them can be mitigated: To use this strategy, you first need to find some methods of reducing stats, and a method of level-draining yourself. Then you need to find a way to increase your stats and level back up. In most situations, the resources for doing those only need to be obtained once, and then the cycle can be repeated indefinitely (and in some cases rather quickly, too). d= < span title="Pets can protect you while you drain levels. They won't attack wraith when standing diagonally to the door." class="nhsym" style="background-color:lightgray; color:gray" > d < /span > After fixing your stats, just kill some monsters to level up and watch as you get more maximum HP and Pw than before. The HP and Pw gain per experience level for different roles and races is covered in detail in < ref > HP and power starting values, level increases, and regeneration in NetHack 3.4 < /ref > . Constitution is the only character stat related to HP gain per level. The effect of maximum HP bonus per level due to constitution is summarized in the following table: Wisdom is the only stat related to power gain per level. Every 2 WIS points has the approximate effect of adding d1 to the amount of power gain per level, this effect could be further multiplied depending on roles. (e.g. Wizards get a x2 multiplier. Do I have to be wielding the dart, in order for it to count toward experience in the skill? If so, do I only get credit for melee hits that I land, or do I also for thrown weapons that land a hit? =_=_ Drain For Gain =_=_ Forum:Converting ttyrec files into video I don't have a machine fast enough to record video from the desktop at anything greater than about 2 FPS. From what I've seen, the common way to make nethack videos is to record the desktop while playing back a ttyrec file at a certain speed. This doesn't work for me because my machine isn't fast enough to capture the desktop at a reasonable speed. =_=_ Talk:Drain for gain I think this article focuses too much on the "Drain to level 1" strategy. It seems to me that a better strategy is to repeat the routine of wearing equipment to decrease wisdom/constitution, losing a level by draining, wearing equipment to boost wisdom/constitution, and regaining the lost level by killing a weak creature. This will boost HP and Power while keeping the same level. An interesting observation I just made. I just danced back and forth between 14 and 15 with a wraith and three various +/- ringso of gain constitution and pumped my Hp with 400 more or so, but I lost all my Pw in the process. =_=_ User talk:Paxed/ReplaceCharsBlock Edit the page and see what was intended. If you can not see the effect let me know and I'll probably make a screenshot (under Google Chrome with whatever default font it uses). BTW, thanks for the cool extension! --Ylmson 18:19, 19 January 2011 (UTC) In the map for the Plane of Earth, the first line consists of 76 spaces. The parser ignores it because it of the way it separates the rules from the map. Consider splitting on exactly two new-line characters like "/\n\n/" or only ignoring literal spaces like "/\n *\n/". --99.239.146.253 06:58, 7 November 2011 (UTC) =_=_ Poke of ownage =_=_ Talk:Djinni =_=_ Corpseless Corpseless monsters are those that never leave corpses & #8212;such corpses simply do not exist in a normal game, and cannot be formed by any means: Internally, corpseless monsters are tagged with G_NOCORPSE, but the flag is also used for certain undead & #8212;zombies, mummies, and vampires & #8212;that revert to corresponding tainted ordinary corpses. For example, you cannot successfully wish for a "dead kobold zombie", since killing a kobold zombie simply yields a tainted dead kobold. It is possible to wish for corpses of corpseless monsters in wizard mode. These act exactly like normal corpses, with the weight, nutrition and intrinsics all drawn from monst.c. This includes monsters such as mummies and zombies, which would normally drop another type of corpse. You must wish for " < monstername > corpse"; the game will not recognize " < monstername > 's corpse." Mimics can also mimic corpses of corpseless monsters. =_=_ File:Amiga NetHack 2.3e.png =_=_ Forum:Price-ID at unwilling shops: manipulating object ID I have two non-stacking potions that could be levitation ($200), monster detection, or gain energy (both $150). This game does not have a shop that will buy potions. I need levitation to mass alchemize gain level and for the endgame, so I can't afford to use up the potions. Conducts make it impossible to produce more such potions (except a slim chance from random alchemy). In this situation, I'd like get a few more independent price quotes. That means manipulating object ID some way, because sell quotes are tied to that Source:Shk.c#line1898. Best would be two sequential object IDs, since at least one will be without the random surcharge. Thanks, that worked like a charm: I dropped a single potion from the stack until I got two different prices. (The holy and unholy water was necessary to make both potions stack.) This is also a trick to keep in mind when buying candles at Izchak's, since at that stage gold still matters and candles are expensive. --Tjr 06:26, 24 January 2011 (UTC) =_=_ Ascention kit =_=_ Demon gating You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Forum:How can I drop the enchantment of a Sceptre of Might? I have a +6 Sceptre of Might. With the double damage, I would really like to safely get it to a +7. I can't use engraving to drop the enhancement and it resists cursed scrolls of enchant weapon. Is there any other way to decrease the enchantment? --Krique 22:23, 23 January 2011 (UTC) =_=_ Speed run =_=_ Moria (roguelike) The Dungeons of Moria, often shortened to just Moria, is one of the earliest roguelike computer games, created in 1983 by Robert Alan Koeneke. Moria and its variants rival NetHack in popularity - many classifications divide roguelike games between "hacklikes" and "*bands", with the latter being named after Angband, the most famous Moria variant. Moria was also the first open source roguelike and was ported to many different computer platforms, which was a major achievement for the era. Rogue started as a binary for BSD, which was then a variant of Unix running on VAX hardware. Because Rogue did not include its source code and originally ran only on one platform, several Rogue clones came into existence. Moria was the first of these many Rogue clones, or roguelikes, created for computers running VMS. Meanwhile, a free Rogue clone known as Hack was made for Unix, from which NetHack would come to be; Hack added features such as persistent levels, pets, and shops, while NetHack changed the game even more with additions like dungeon branches. A port from VMS and Pascal to Unix was eventually created, known as Umoria - Angband is one of several Umoria variants - while another variant, called Imoria, was created based on the original Pascal version. Development of the original Moria essentially ended in the late 1980s, while development of other non-Angband variants of Moria would continue until 1993; there was brief attempt to revive Imoria after this year, and development of Umoria would end in 1995. On the other hand, development of Angband and its derivatives continue to this day. The Moria community considers Umoria, VMS Moria, and in later eras Angband, to be "vanilla" versions of the game in contrast to variants like ZAngband, IMoria, or Pmoria - these would be analogous to NetHack Plus or SLASH. Moria and most of its variants are set in Middle-earth, with the game taking its name from the underground city of Moria. Moria deviates from the structure of Rogue in many significant ways, with the most notable being the addition of a town above the dungeon. Unlike NetHack, where the dungeon is a long trek away from civilization, Moria has a town set right near the dungeon entrance. Due to the non-persistent floors, Moria generates a new level with new monsters and items every time you leave a floor and return to it at a later point, making staircases one-way; Angband would change this during its own development so that staircases could be re-used. Therefore, Moria players seeking to make stashes generally leave them in the town, where they may still be disturbed by the town's other inhabitants. Another significant change from the structure of Rogue was the shift of the main objective. Rather than retrieving the Amulet, the objective of the original Moria and variants that retain its name is to reach the bottom of the dungeon and defeat the Balrog, which completes the game. Both these changes and others, combined with the vastness of the dungeon and the impermanence of its floors, genereally means that the average Moria playthrough is of a similar length to NetHack if not longer. It may take weeks and months to play a Moria character from the beginning to either triumph over the Balrog or an inglorious death. In Moria, the town contains the bulk of the game's services and shops; central to Moria is the Scroll of Word of Recall, an item that warps you between town and the deepest visited dungeon level, reducing the time and danger of making a trip back to your stash. Some Moria variants expand on this feature: Angband and other *bands let you leave town to find other dungeons and towns, while Moria variant BOSS instead has you defeating one of the Boss's lieutenants, after which it automatically transports you to another town with a more difficult dungeon. Shopping in Moria mostly consists of interacting with a menu at each shop entrance, meaning that you cannot attack or rob shopkeepers, and other citizens cannot enter shops or take items. Items in shops are bought and sold fully identified, shopkeepers pay a base price for unidentified items, and their wares do not include cursed items; this is a useful way to ID the wider number of different potions, scrolls, and other items that Moria has compared to NetHack. The six shops are a general store, an armory, a weaponsmith, a temple, an alchemy shop, and a magic-users' store; while beginners can supply themselves well if they have money, the dungeon will often still be the more viable source of better and higher-enchanted items. Food supply is limitless and thus largely a non-factor, unless one is playing an "ironman game" that forgoes access to the town. In Moria, there are two ways to label dungeon levels: by number (1, 2, 3, 4) as in NetHack, or by depth where the measure is fifty times the level number (50 feet, 100 feet, 150', 200'). Moria dungeon levels are much larger than those found in NetHack, which are designed to fit on 80x24 terminals, and thus are split into panels. The map jumps to another panel as you approach the edge, and offscreen monsters might surprise you with attacks as you approach the edge. There is an option to center the screen on your hero (), as in Linley's Dungeon Crawl; the game typically disables this by default, so you may want to enable it prior to your first forays in. Larger levels mean larger rooms and longer corridors that take longer to explore, and it is not uncommon for some Moria players to take the first staircase they find instead of fully exploring a level. In Moria, ranged attacks from monsters can target you on any a square within their range, compared to NetHack and its eight-directional combat; Umoria variant Morgul allows the player to do so as well, as does Angband and its variants. Monsters cannot target the player around corners or pillars, allowing characters with sufficiently high speed to attack monsters and quickly dash out of their sight before they retaliate; this is known as "pillardancing". As you fight monsters in Moria, the game will gradually "memorize" their capabilities and store it in a "monster memory". This feature contains information such as how many times you killed each type of monster, how fast they move, what attacks it has, and what level it normally appears on depending on how many of that monster you've fought. This monster memory is the only thing besides options that persists even after character death. The lookup feature in vanilla NetHack only returns a literary quote associated with the monster in question; players must remember those monsters themselves, or else consult a bestiary of spoilers like the one hosted on this wiki. Some variants, such as Slash'EM Extended and xNetHack, add a monster lookup or a "Pokedex" that can be used to research the stats of a given monster. Moria objects and their generation have a few base similarities to NetHack items. NetHack and Moria players can wield weapons, wear armor, and put on rings and amulets; both games also have an active and a spare weapon slot, with a command to quickly swap the two. Weapons and armor can have enchantments that increase their damage or defense. In Moria, however, there are only 22 item slots from a to v, not counting currently worn equipment (as wearing something frees up that inventory slot). NetHack inventories have 52 slots - a to z and A to Z (not counting the # used when picking up a loadstone with a full inventory). NetHack additionally has a wide selection of gems and many miscellaneous tools, including containers such as bags and chests to hold many "screenfuls" of items. Saving slots in Moria is done by eventually replacing carried items with better ones, such as finding spellbooks with multiple spells, and amassing enough gold that they no longer need to gather junk to sell. Moria has no gems and fewer miscellaneous tools to worry about, and of those tools light sources have a dedicated slot; digging implements, which are second only in importance to lighting, can be put in the "spare weapon" slot. NetHack items can be blessed, uncursed or cursed, with beatitude having an effect on item usage (i.e., blessed items often have much more beneficial or less harmful effects, while cursed ones tend to have weakened useful effects or much worse detrimental ones). NetHack items can also have additional properties applied, such as erosion-proofing, greasing, and a set number of uses. While Moria items function similarly in that items can be cursed or noncursed, armor and weapons that are generated cursed have negative enchantments, and cursed weapons and armor cannot be removed, the curse itself does not actively degrade the item as in NetHack. In lieu of artifacts, Moria has "Ego" items; unlike artifacts, more than one of a given type of ego item can appear in a given game, and can have any number of extra properties; a scimitar might have a "Frost" brand, making it a Scimitar of Frost that does extra cold damage and provides cold resistance. A scroll of identify will not reveal all these advanced properties, and only gives the two-letter code for the ego-type; the manual contains the key that details what each of the ego-types do. Item generation probabilities remain uniform in NetHack across dungeon levels, though they differ between branches (e.g., item generation in the Gnomish Mines is slanted towards tools). In Moria, each item has an associated dungeon depth, and progressively more powerful items - higher-quality Ego items, weapons and armor with high enchantments, etc. - become more common as the hero descends deeper. NetHack naturally draws from J. R. R. Tolkien's setting and works among many others, and as such shares some other traits with Moria (e.g. the inclusion of lembas, mithril, etc.) NetHack has the balrog as a powerful regular enemy that generates in Gehennom and can be gated in by other major demons, but cannot perform gating itself. One of the hallucinatory monsters in NetHack - the & t=2 & s= & v= "ancient multi-hued dragon" - is directly credited to Moria in the source code. UnNetHack has the Ruins of Moria branch, which draws heavily from Middle-Earth and even features a unique balrog, Durin's Bane, as a boss monster. The third level also simulates a dungeon level found in a typical game of Moria. NetHack is free and open source software under its NetHack General Public License. Moria and its variants originally used a license which prohibited selling copies of the game. The practical effect of this is that operating systems like Debian originally classified NetHack as "free" and Moria as "non-free", and refused to include Moria when selling discs of the system. The Angband OpenSource Initiative was a successful attempt to change this: on January 9, 2009, < ref > http://groups.google.com/group/rec.games.roguelike.angband/msg/2db2fc9961d41c50 < /ref > Angband and Moria were completely dual licensed under the Moria license, and the GNU General Public License. (Moria had in fact been so dual licensed some time earlier, thanks to its lower number of contributors.) The Moria license also did not contain explicit permission to modify the game, but modification is a strong tradition of the Moria community. =_=_ Talk:Moria (roguelike) You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Fake wizard's tower =_=_ Source:Ref/player selection You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Kirin =_=_ Drain =_=_ Deathly sick =_=_ Talk:Sickness Sickness, illness, and disease are used almost interchangeably in ordinary use, but the game is somewhat consistent, both in descriptions to the player and in the code: The last item above (which I began to realize only after my planned changes were mostly complete) suggests that Disease deserves its own article, but the two are so intertwined that I'm not sure it would be of any practical benefit. Playing 3.4.3, I've come across something I've never seen: trying to untrap a dart trap I encountered the message "You feel very sick!" I cannot find any documentation on this. --User (talk) 04:09, 30 July 2018 (UTC) =_=_ Source:Ref/KEEPTRAITS =_=_ Random alchemy =_=_ MediaWiki:Recentchangestext =_=_ Talk:Silver There are bit of information about silver-haters scattered around silver, pet, armor, Shade, and perhaps other places. Where should they be consolidated? Why would pacifists be afraid of accidentally killing yeenooghu while wielding a wand? Added note about silver haters and items. Silver hating monsters won't touch silver shields as far as I can tell. The rest of that is on there. Blackcustard 17:08, 26 February 2011 (UTC) Playing SlashEM version 0.0.7E7F3, killed a were-foo that had silver arrows. Do they pick up stuff when in human form, or is it possible he was just spawned with it on his person? --AileTheAlien 23:18, 26 July 2011 (UTC) Is a "Strategy" section appropriate here? I'd like to add the tip: christen a silver wand or ring as "silver" so that you remember it's silver even after it's been identified. Netzhack (talk) 08:16, 12 November 2018 (UTC) =_=_ User talk:Corwinoid You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Light (monster class) All lights will explode in your direction if you are adjacent, permanently destroying the light; this causes a status afflication, but does no other damage. As lights cannot see invisible, if you are invisible or displaced, they may explode at an empty square with no effect on you. Lights have a special hard-coded set of body parts, with "hand" replaced with "ray", "handed" replaced with "rayed", and all other body parts replaced with "beam". < ref > < /ref > You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Win =_=_ Bug list =_=_ Forum talk:Watercooler =_=_ Runed dagger =_=_ Grabbing =_=_ Body armour =_=_ Talk:Toilet =_=_ Source:Arch.des =_=_ Source:Barb.des =_=_ Source:Bigroom.des =_=_ Source:Castle.des =_=_ Source:Caveman.des =_=_ Source:Endgame.des =_=_ Source:Gehennom.des =_=_ Source:Healer.des =_=_ Source:Help =_=_ Source:Hh =_=_ Source:History =_=_ Source:Knight.des =_=_ Source:Knox.des =_=_ Source:License =_=_ Source:Medusa.des =_=_ Source:Mines.des =_=_ Source:Monk.des =_=_ Source:Opthelp =_=_ Source:Oracle.des =_=_ Source:Oracles.txt =_=_ Source:Priest.des =_=_ Source:Quest.txt =_=_ Source:Ranger.des =_=_ Source:Rogue.des =_=_ Source:Rumors.fal =_=_ Source talk:Rumors.fal =_=_ Source:Rumors.tru =_=_ Source talk:Rumors.tru =_=_ Source:Samurai.des =_=_ Source:Sokoban.des =_=_ Source:Tourist.des =_=_ Source:Tower.des =_=_ Source:Valkyrie.des =_=_ Source:Wizard.des =_=_ Source:Wizhelp =_=_ Source:Yendor.des =_=_ Source:Align.h =_=_ Source:Amiconf.h =_=_ Source:Artifact.h =_=_ Source:Artilist.h =_=_ Source:Attrib.h =_=_ Source:Beconf.h =_=_ Source:Bitmfile.h =_=_ Source:Color.h =_=_ Source:Config1.h =_=_ Source:Config.h =_=_ Source:Coord.h =_=_ Source:Decl.h =_=_ Source:Def os2.h =_=_ Source:Dgn file.h =_=_ Source:Display.h =_=_ Source:Dlb.h =_=_ Source:Dungeon.h =_=_ Source:Edog.h =_=_ Source:Emin.h =_=_ Source:Engrave.h =_=_ Source:Epri.h =_=_ Source:Eshk.h =_=_ Source:Extern.h =_=_ Source:Flag.h =_=_ Source:Func tab.h =_=_ Source:Gem rsc.h =_=_ Source:Global.h =_=_ Source:Hack.h =_=_ Source:Lev.h =_=_ Source:Load img.h =_=_ Source:Mac-carbon.h =_=_ Source:Macconf.h =_=_ Source:Macpopup.h =_=_ Source:Mac-qt.h =_=_ Source:Mac-term.h =_=_ Source:Mactty.h =_=_ Source:Macwin.h =_=_ Source:Mail.h =_=_ Source:Mfndpos.h =_=_ Source:Micro.h =_=_ Source:Mkroom.h =_=_ Source:Monattk.h =_=_ Source:Mondata.h =_=_ Source:Monflag.h =_=_ Source:Monst.h =_=_ Source:Monsym.h =_=_ Source:Mttypriv.h =_=_ Source:Nhlan.h =_=_ Source:Ntconf.h =_=_ Source:Objclass.h =_=_ Source:Obj.h =_=_ Source talk:Obj.h =_=_ Source:Os2conf.h =_=_ Source:Patchlevel.h =_=_ Source:Pcconf.h =_=_ Source:Permonst.h =_=_ Source:Prop.h =_=_ Source:Qt clust.h =_=_ Source:Qtext.h =_=_ Source:Qt kde0.h =_=_ Source:Qttableview.h =_=_ Source:Qt win.h =_=_ Source:Qt xpms.h =_=_ Source talk:Qt xpms.h =_=_ Source:Quest.h =_=_ Source:Rect.h =_=_ Source:Region.h =_=_ Source:Rm.h =_=_ Source:Skills.h =_=_ Source:Spell.h =_=_ Source:Sp lev.h =_=_ Source:System.h =_=_ Source:Tcap.h =_=_ Source:Tile2x11.h =_=_ Source:Timeout.h =_=_ Source:Tosconf.h =_=_ Source:Tradstdc.h =_=_ Source:Trampoli.h =_=_ Source:Trap.h =_=_ Source:Unixconf.h =_=_ Source:Vault.h =_=_ Source:Vision.h =_=_ Source:Vmsconf.h =_=_ Source:Wceconf.h =_=_ Source:Winami.h =_=_ Source:Wingem.h =_=_ Source:WinGnome.h =_=_ Source:Winprocs.h =_=_ Source:Wintty.h =_=_ Source:Wintype.h =_=_ Source:WinX.h =_=_ Source:Xwindow.h =_=_ Source:Xwindowp.h =_=_ Source:You.h =_=_ Source:Youprop.h =_=_ Source:Allmain.c =_=_ Source talk:Allmain.c =_=_ Source:Alloc.c =_=_ Source:Apply.c =_=_ Source:Artifact.c =_=_ Source:Attrib.c =_=_ Source:Ball.c =_=_ Source:Bones.c =_=_ Source:Botl.c =_=_ Source:Cmd.c =_=_ Source:Dbridge.c =_=_ Source:Decl.c =_=_ Source:Detect.c =_=_ Source:Dig.c =_=_ Source:Display.c =_=_ Source:Dlb.c =_=_ Source:Do.c =_=_ Source:Dog.c =_=_ Source:Dogmove.c =_=_ Source:Dokick.c =_=_ Source:Do name.c =_=_ Source:Dothrow.c =_=_ Source:Do wear.c =_=_ Source:Drawing.c =_=_ Source:Dungeon.c =_=_ Source:Eat.c =_=_ Source:End.c =_=_ Source:Engrave.c =_=_ Source:Exper.c =_=_ Source:Explode.c =_=_ Source:Extralev.c =_=_ Source:Files.c =_=_ Source:Fountain.c =_=_ Source:Hack.c =_=_ Source:Hacklib.c =_=_ Source:Invent.c =_=_ Source:Light.c =_=_ Source:Lock.c =_=_ Source:Mail.c =_=_ Source:Makemon.c =_=_ Source:Mapglyph.c =_=_ Source:Mcastu.c =_=_ Source:Mhitm.c =_=_ Source:Mhitu.c =_=_ Source:Minion.c =_=_ Source:Mklev.c =_=_ Source:Mkmap.c =_=_ Source:Mkmaze.c =_=_ Source:Mkobj.c =_=_ Source:Mkroom.c =_=_ Source:Mon.c =_=_ Source:Mondata.c =_=_ Source:Monmove.c =_=_ Source:Monst.c =_=_ Source talk:Monst.c =_=_ Source:Mplayer.c =_=_ Source:Mthrowu.c =_=_ Source:Muse.c =_=_ Source:Music.c =_=_ Source:Objects.c =_=_ Source talk:Objects.c =_=_ Source:Objnam.c =_=_ Source:O init.c =_=_ Source:Options.c =_=_ Source:Pager.c =_=_ Source:Pickup.c =_=_ Source:Pline.c =_=_ Source:Polyself.c =_=_ Source:Potion.c =_=_ Source:Pray.c =_=_ Source:Priest.c =_=_ Source:Quest.c =_=_ Source:Questpgr.c =_=_ Source:Read.c =_=_ Source:Rect.c =_=_ Source:Region.c =_=_ Source:Restore.c =_=_ Source:Rip.c =_=_ Source:Rnd.c =_=_ Source:Role.c =_=_ Source:Rumors.c =_=_ Source:Save.c =_=_ Source:Shk.c =_=_ Source:Shknam.c =_=_ Source talk:Shknam.c =_=_ Source:Sit.c =_=_ Source:Sounds.c =_=_ Source:Spell.c =_=_ Source:Sp lev.c =_=_ Source:Steal.c =_=_ Source:Steed.c =_=_ Source:Teleport.c =_=_ Source:Timeout.c =_=_ Source:Topten.c =_=_ Source:Track.c =_=_ Source:Trap.c =_=_ Source:Uhitm.c =_=_ Source:U init.c =_=_ Source talk:U init.c =_=_ Source:Vault.c =_=_ Source:Version.c =_=_ Source:Vision.c =_=_ Source:Weapon.c =_=_ Source:Were.c =_=_ Source:Wield.c =_=_ Source:Windows.c =_=_ Source:Wizard.c =_=_ Source:Worm.c =_=_ Source:Worn.c =_=_ Source:Write.c =_=_ Source:Zap.c =_=_ Clone credit which produces this footnote. These references don't specify which version of NetHack they're referencing, nor which directory the file is in, and thus are somewhat ambiguous. Redirect pages will attempt to patch these problems up (via assuming NetHack 3.4.3, the statistically most common version at present). However, please try to specify at least the version explicitly, to avoid problems with future NetHack versions (most likely, for new references you don't want to cite 3.4.3 anyway). Unlike the old ambiguous references, these references will not break as new versions of NetHack are released, and also make it easy to identify which articles are referenced to an old version (and thus may contain out-of-date information). which produces this. This is not identical to specifying < code > version=NetHack 3.6.0 < /code > , but faster to write and saves space in the edit box. Alas, it would not eliminate the error message 'Page with an unversioned refsrc'. Again, as this is case-sensitive, "nethack" as a parameter name should have all small letters. If you are referencing NetHack 3.6.x source code, you must specify a directory (such as src/ or include/), otherwise the GitHub link will be broken, such as this one: SLASH'EM code is stored on this wiki without the use of subdirectories, so for the time being, you'll need to omit those when referencing SLASH'EM code. The above example looks like this. UnNetHack allows you to link to a particular revision, rather than a particular version. It looks like this. You will need to specify the subdirectory explicitly, because there is no filename list available for UnNetHack. =_=_ Template:Ttymap This is a predefined replacement ruleset for < nowiki > < replacecharsblock > < /nowiki > , mainly intended for coloring Des-file format style maps. For a heavier ruleset that can be used to create more complete screenshots, see . =_=_ Source:NetHack 3.4.3/dat/cmdhelp =_=_ Source:NetHack 3.4.3/dat/data.base =_=_ Source:NetHack 3.4.3/dat/dungeon.def =_=_ Data.base =_=_ Source:NetHack 3.4.3/win/tty/getline.c =_=_ Source:NetHack 3.4.3/win/tty/termcap.c =_=_ Source:NetHack 3.4.3/win/tty/topl.c =_=_ Source:NetHack 3.4.3/win/tty/wintty.c =_=_ D-notation =_=_ File:Rn2.svg =_=_ File:Rnd.svg =_=_ File:Rn1.svg =_=_ Category:Random number functions =_=_ Quests =_=_ MediaWiki:Double-redirect-fixed-maintenance =_=_ User:Ilmari Karonen/fixDoubleRedirects This is a (hopefully) MW 1.16 -compatible version of maintenance/fixDoubleRedirects.php. Remember to create MediaWiki:double-redirect-fixed-maintenance (as e.g. " < nowiki > Fixing double redirect from $1 to $2. < /nowiki > ") before running this script. =_=_ Forum:Nethack sans Elbereth The server that I play on (telnet://nethack.csh.rit.edu) has "Elbereth" compiled out, and has for several decades. I once disagreed with this, but after realizing that the scroll of scare monster does the same thing, I conceded that removing the Elbereth trick is more in tune with the spirit of the game, especially now that the trick is very well known. My question is: how much do people think this prohibition changes the game itself? Almost all advice and strategies mention it as an option. nethackwiki considers Elbereth to be a legitimate part of the game, while Polypiling and Farming are considered minor infractions on the Cheating page. Wow. It's conversations like this that make me realize just how little of the game I actually know. I'm still so focused on survival I can't say that I've developed much of any strategy other than "be afraid, be very afraid." I'll still try and win on CSH's server, which plays the homegrown BingeHack variant, and does not have Elbereth. I have a feeling the eventual ascension will be just a little bit sweeter. --Davek 01:44, 4 February 2011 (UTC) Elbereth has always been open to me, I have just never actually used it. Mostly because the only situations I find myself in where it would be useful, I would need to engrave quickly (with a wand of lightning or fire) or an athame (the only of which I ever have used being Magicbane). If I have either of those wands, it is far more likely that zapping them would take care of my immediate problem(s); and if I have ever had Magicbane, it's likely that my spells would do the trick. In fact, the only times I have found myself absolutely in need of an E-square; the offending creature wouldn't respect it anyway. All that said, I believe that Elbereth is one of those things not to rely on. Not to mention, it only saves you from direct melee attacks. Elbereth's got nothin on that GWTWOD. -- Ipslne 01:32, 11 February 2011 (UTC) =_=_ User:Paxed/Main Page =_=_ Source:NetHack 3.4.3/util/dgn comp.l =_=_ Source:NetHack 3.4.3/util/dgn comp.y =_=_ Source:NetHack 3.4.3/util/dgn main.c =_=_ Source:NetHack 3.4.3/util/dlb main.c =_=_ Source:NetHack 3.4.3/util/lev comp.l =_=_ Source:NetHack 3.4.3/util/lev comp.y =_=_ Source:NetHack 3.4.3/util/lev main.c =_=_ Source:NetHack 3.4.3/util/makedefs.c =_=_ Source:NetHack 3.4.3/util/panic.c =_=_ Source:NetHack 3.4.3/util/recover.c You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. I started playing Rogue back about 1983 or '84, a version packaged and sold (for about $15) by a software company which I've never heard of since. Once I got access to a modem, around 1992 or so, I found Hack, and from there, Nethack. I wouldn't say I played continually -- but I don't think there's been a year in the past 28 or so that I haven't spent at least a few lives trying to retrieve the Amulet of Yendor in some form or another. Every computer I've ever owned has had some version of the game installed on it. Magicbane, Demonbane, Sting, The Eye of the Aethiopica, The Eyes of the Overworld, two amulets of life saving, and 66481 piece of gold, after 40965 moves. =_=_ Maud Maud is the object of affection in a poem of the same name by Alfred Lord Tennyson. The poem describes the narrator's descent into fractured consciousness at the thought of his beloved. In NetHack, Maud's name occurs in various aspects of the game, most often as possible names for ghosts appearing on special levels and in haunted temples, as well as some of the player monsters on the Astral Plane. One of the unidentified scroll labels is DUAM XNAHT, or "THANX MAUD" written backwards, and is associated to the scroll of amnesia in the source code (although this has no effect on the chances of such a scroll having that label). Reading the scroll of amnesia itself causes you to forget several things and produces a message referencing the poem (either "Who was that Maud person anyway?" or "Thinking of Maud you forget everything else"). Naming yourself Maud produces the same effect, but with a different message about your mind turning inward on itself. =_=_ Fido You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Forum:Is there a NAO NethackQT version for mac? I am a new player and would like to play Nethack with other people for the community and question asking conveniences. However, my brain does not operate well with the text formats and I much prefer Tiles. Is there a way to play with Tiles on the NAO? Tilehack is what you are looking for. Not finding an actual running public site tonight. Not on the NAO as far as I know. =_=_ User:Paxed/RandomPageTitle This extension adds a new parser function < nowiki > < /nowiki > , which returns a random page title from pages belonging to category Foo. =_=_ Category:Monster symbols =_=_ File:Schroedinger's cat.png =_=_ Category:Featured article templates =_=_ Source:Monstr.c =_=_ Hellfire Hellfire is an artifact crossbow added in SLASH'EM. < ref > http://www.angelfire.com/trek/mazewest/spoilers/arti_007e6.txt < /ref > Along with Plague, it is one of two new missile-launching artifacts in SLASH'EM. It has a flat +5 to hit, +7 damage, and bolts fired from it cause explosions at the feet of its target, doing an additional 2d6 damage. Contrary to what one might expect, an exploding bolt isn't necessarily used up; the standard chances of breakage ("mulching" rates) apply. Hellfire also provides fire resistance when wielded. Since crossbows are relatively abundant, it's not uncommon to come across Hellfire lying about in the dungeon or in a weapon or armor shop. Hellfire is great for a character who wants to do a lot of ranged fighting, as it turns ordinary crossbow bolts into potent weapons. However, some caveats apply. Fired bolts explode in a 3x3 square, hitting anything in the area. Therefore, you should avoid firing Hellfire at point blank range, or when your target is adjacent to anything you don't want to hit, such as pets, aligned priests, and shopkeepers. Finally, it should be noted that crossbows are two-handed weapons and therefore a player using Hellfire frequently may want to avoid wearing shields so she can easily switch back and forth to melee mode. Finally, due to SLASH'EM's increased blasting damage, nonchaotics shouldn't bother with Hellfire since re-wielding the weapon each time you switch from melee to ranged combat will cause too much damage. Due to the presence of rapid-fire machine guns and the like in SLASH'EM, Hellfire is less powerful than some mundane alternatives for most roles. The exceptions are Rogue and Ranger, both of whom can reach expert in the crossbow skill and therefore use Hellfire as a viable alternative to firearms. =_=_ Talk:Schroedinger's Cat I'm not seeing anything in the source code to suggest this. Makemon.c#line623 doesn't show anything but a simple rn2(20). I can't comment on whether or not this is true from gameplay either, as quantum mechanics are rare enough and 5% is low enough that even seeing one box in a given game is somewhat unusual. Can anyone confirm/deny this claim? e.g. someone who has played an extinctionist game and thus has seen a lot of quantum mechanics but never more than 1 box. The article needs some cleanup anyways. It refers to the cat as a "unique monster", while it's just a regular housecat with a name. Additional stuff: The corpse is not named, that only happens if it's alive (so turn undead will create a regular housecat), the cat is always dead if the monster generation fails, e.g. extinct/genocided. There's a todo for "destroyed box" messages, but I don't believe those exist. There is a different message if you are blind and the cat is alive, however. It could be added that the "observation" is limited to opening the box, not any possible source of observation. -- Qazmlpok 21:20, 5 February 2011 (UTC) Adds a minor touch: If you ascend with a carried quantum box and the cat turns out to be alive, it will be included in the list of creatures that ascended with you. It will give the usual "The cat is alive/dead" messages, but I think it would in 3.4.3 as well just as a result of checking the container contents. Probing, telepathy, etc appear to still not do anything. -- Qazmlpok (talk) 16:57, 13 January 2016 (UTC) =_=_ Schroedinger's cat =_=_ Talk:Schroedinger's cat =_=_ Template:Ttymap2 This is a predefined replacement ruleset for < nowiki > < replacecharsblock > < /nowiki > . This ruleset defines all of the monsters, terrain and object classes needed to create tty screenshots. Each symbol in the map is two characters wide. =_=_ Talk:Shopkeeper services This template shows the monster symbol and makes it a link to that monster's page. Takes one parameter, the monster name. This is a simplified version of . =_=_ User talk:ChasonBot You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User:ChasonBot Its current task is to support the Next version project, by tagging existing pages that need to be reviewed for consistency with NetHack 3.6.0. (We did in fact see Duke Nukem Forever first.) Once this is done, it will tag new pages with a tag showing that the page is untagged. Incorporal (ghosts, shade, shadow), whirly (air elementals, all vortices), Tiny sized, amorpheous, or no limbs can wear nothing. < br / > This does NOT take into account the doppelganger's intrinsic AC bonus nor the monk's AC bonus. Both are lost for wearing body armor, monk's is also lost if wearing a shield. Divine protection is also not included, but that's trivial to add manually as it's just a flat bonus. MC is just from what can be worn, i.e. 3 from a cloak, 2 from a helm. Base monster resistance does NOT have any effect, from a simple source dive and from wiz testing a vampire's drain life while polymorphed into a master mind flayer (90 MR). Attacks are omitted as I do not know exactly how monster attacks work. A vampire mage (+0, claw 2d8 dl, bite 1d8 dl, spellcasting) gets THREE attacks - first attack is able to utilize the monk's intrinsic Hit-as bonus and deals ~20 damage, the other two attacks only hit monsters with enchantment resistance if they do not have drain resistance and the 1-in-3 chance connects. Then a crystal golem (+0, Weapon 8d12) can't do a thing to enemies with enchantment resistance. Maybe I get an additional useful attack if the form has no weapon attack? Attacks are omitted until DPS can be calculated from the speed (including speed boots over regular intrinsic speed) and usable attacks after factoring in resistances (e.g. arch lich do 0 damage to cold resistance) and enchantment resistances versus Hit As can actually be determined. But I dunno how that works just yet. Adding sorting for stuff would be nice, however it's hard to sort by resistances or usable equipment. Sorting by level, speed, DPS (once done), max AC, etc could be useful though. This is primarily for a SLASH'EM Monk Doppelganger game I have going that has every conduct except self-polymorph and pacifist. I have no fire resistance, and it's a shame how no good forms appear to give fire resistance. Especially with the lava mazes and absurd fire vampires. migo drone 7 12 - +0 poison 0 -27 2 Boots, Helmets, Gloves, Weapons, Shields migo warrior 10 18 - +0 poison -3 -30 2 Boots, Helmets, Gloves, Weapons, Shields migo queen 15 15 - +0 poison -3 -30 2 Boots, Helmets, Gloves, Weapons, Shields gremlin 5 12 - +0 poison 2 -33 3 Cloaks, Boots, Helmets, Gloves, Weapons, Shields gargoyle 6 10 - +0 petrification -4 -58 3 T-Shirt, Body armor, Cloaks, Boots, Helmets, Gloves, Weapons, Shields winged gargoyle 9 15 - +0 petrification -2 -29 2 Boots, Helmets, Gloves, Weapons, Shields statue gargoyle 4 9 - +0 death magic, sleep, poison, petrification 5 -49 3 T-Shirt, Body armor, Cloaks, Boots, Helmets, Gloves, Weapons, Shields jermlaine - +0 None -27 2 Boots, Helmets, Gloves, Weapons, Shields dwarf thief 2 6 - +0 None 10 -44 3 T-Shirt, Body armor, Cloaks, Boots, Helmets, Gloves, Weapons, Shields bugbear 3 9 - +0 None 5 -22 2 Boots, Helmets, Gloves, Weapons, Shields dwarf lord 4 6 - +0 None 10 -44 3 T-Shirt, Body armor, Cloaks, Boots, Helmets, Gloves, Weapons, Shields dwarf king 6 6 - +0 None 10 -44 3 T-Shirt, Body armor, Cloaks, Boots, Helmets, Gloves, Weapons, Shields duergar 4 6 - +1 None 10 -44 3 T-Shirt, Body armor, Cloaks, Boots, Helmets, Gloves, Weapons, Shields deep one 7 9 - +0 cold, poison 5 -49 3 T-Shirt, Body armor, Cloaks, Boots, Helmets, Gloves, Weapons, Shields mind flayer 9 12 - +2 None 5 -49 3 T-Shirt, Body armor, Cloaks, Boots, Helmets, Gloves, Weapons, Shields master mind flayer 13 12 - +0 None 0 -54 3 T-Shirt, Body armor, Cloaks, Boots, Helmets, Gloves, Weapons, Shields deeper one 15 12 - +0 cold, poison 0 -27 2 Boots, Helmets, Gloves, Weapons, Shields deepest one 30 15 - +0 cold, poison -5 -32 2 Boots, Helmets, Gloves, Weapons, Shields manes 1 3 - +1 sleep, poison 7 -20 2 Boots, Helmets, Gloves, Weapons, Shields lemure 3 3 - +1 sleep, poison 7 -20 2 Boots, Helmets, Gloves, Weapons, Shields quasit 3 15 - +1 poison 2 -25 2 Boots, Helmets, Gloves, Weapons, Shields tengu 6 13 - +1 poison 5 -22 2 Boots, Helmets, Gloves, Weapons, Shields kobold 0 6 - +0 poison 10 -25 3 Cloaks, Boots, Helmets, Gloves, Weapons, Shields large kobold 1 6 - +0 poison 10 -25 3 Cloaks, Boots, Helmets, Gloves, Weapons, Shields kobold lord 2 6 - +0 poison 10 -25 3 Cloaks, Boots, Helmets, Gloves, Weapons, Shields kobold shaman 2 6 - +0 poison 6 -29 3 Cloaks, Boots, Helmets, Gloves, Weapons, Shields swamp kobold 3 9 - +0 poison 10 -25 3 Cloaks, Boots, Helmets, Gloves, Weapons, Shields rock kobold 5 9 - +0 poison 10 -25 3 Cloaks, Boots, Helmets, Gloves, Weapons, Shields kobold warrior 7 9 - +0 poison 10 -25 3 Cloaks, Boots, Helmets, Gloves, Weapons, Shields wood nymph 3 12 - +1 None 9 -45 3 T-Shirt, Body armor, Cloaks, Boots, Helmets, Gloves, Weapons, Shields water nymph 3 12 - +1 None 9 -45 3 T-Shirt, Body armor, Cloaks, Boots, Helmets, Gloves, Weapons, Shields mountain nymph 3 12 - +1 None 9 -45 3 T-Shirt, Body armor, Cloaks, Boots, Helmets, Gloves, Weapons, Shields goblin 0 6 - +0 None 10 -25 3 Cloaks, Boots, Helmets, Gloves, Weapons, Shields hobgoblin 1 9 - +0 None 10 -44 3 T-Shirt, Body armor, Cloaks, Boots, Helmets, Gloves, Weapons, Shields hill orc 2 9 - +0 None 10 -44 3 T-Shirt, Body armor, Cloaks, Boots, Helmets, Gloves, Weapons, Shields Mordor orc 3 5 - +0 None 10 -44 3 T-Shirt, Body armor, Cloaks, Boots, Helmets, Gloves, Weapons, Shields Uruk-hai 3 7 - +0 None 10 -44 3 T-Shirt, Body armor, Cloaks, Boots, Helmets, Gloves, Weapons, Shields orc shaman 3 9 - +0 None 5 -49 3 T-Shirt, Body armor, Cloaks, Boots, Helmets, Gloves, Weapons, Shields orc-captain 5 5 - +1 None 10 -44 3 T-Shirt, Body armor, Cloaks, Boots, Helmets, Gloves, Weapons, Shields war orc 6 7 - +0 None 10 -44 3 T-Shirt, Body armor, Cloaks, Boots, Helmets, Gloves, Weapons, Shields great orc 9 7 - +0 None 10 -44 3 T-Shirt, Body armor, Cloaks, Boots, Helmets, Gloves, Weapons, Shields snow orc 9 12 - +0 cold 10 -44 3 T-Shirt, Body armor, Cloaks, Boots, Helmets, Gloves, Weapons, Shields demon orc 12 12 - +0 fire 10 -44 3 T-Shirt, Body armor, Cloaks, Boots, Helmets, Gloves, Weapons, Shields zruty (zruty) 9 8 - +1 None 3 -24 2 Boots, Helmets, Gloves, Weapons, Shields koala 7 4 - +0 poison 9 -18 2 Boots, Helmets, Gloves, Weapons, Shields Tasmanian devil 9 12 - +0 None 8 8 0 None wallaby 5 16 - +0 None 7 -20 2 Boots, Helmets, Gloves, Weapons, Shields wallaroo 6 20 - +0 None 8 -19 2 Boots, Helmets, Gloves, Weapons, Shields kangaroo 10 24 - +0 None 6 -21 2 Boots, Helmets, Gloves, Weapons, Shields couatl 8 10 - +0 poison 5 -22 2 Boots, Helmets, Gloves, Weapons, Shields Aleax 10 8 - +0 cold, electricity, sleep, poison 0 -54 3 T-Shirt, Body armor, Cloaks, Boots, Helmets, Gloves, Weapons, Shields byakhee 11 20 - +0 sleep, poison, cold 1 -26 2 Boots, Helmets, Gloves, Weapons, Shields nightgaunt 15 20 - +0 sleep, poison, cold -2 -29 2 Boots, Helmets, Gloves, Weapons, Shields plains centaur 4 18 - +0 None 4 -17 2 Helmets, Gloves, Weapons, Shields forest centaur 5 18 - +0 None 3 -18 2 Helmets, Gloves, Weapons, Shields mountain centaur 6 20 - +0 None 2 -19 2 Helmets, Gloves, Weapons, Shields stalker 8 12 - +0 None 3 -24 2 Boots, Helmets, Gloves, Weapons, Shields gnome thief 1 6 - +0 None 10 -25 3 Cloaks, Boots, Helmets, Gloves, Weapons, Shields gnome lord 3 8 - +0 None 10 -25 3 Cloaks, Boots, Helmets, Gloves, Weapons, Shields gnomish wizard 3 10 - +0 None 4 -31 3 Cloaks, Boots, Helmets, Gloves, Weapons, Shields deep gnome 5 10 - +1 None 10 -25 3 Cloaks, Boots, Helmets, Gloves, Weapons, Shields gnome warrior 5 10 - +1 None 10 -25 3 Cloaks, Boots, Helmets, Gloves, Weapons, Shields gnome king 5 10 - +0 None 10 -25 3 Cloaks, Boots, Helmets, Gloves, Weapons, Shields giant 6 6 - +1 None 0 -27 2 Boots, Helmets, Gloves, Weapons, Shields stone giant 6 6 - +2 None 0 -27 2 Boots, Helmets, Gloves, Weapons, Shields hill giant 8 10 - +2 None 6 -21 2 Boots, Helmets, Gloves, Weapons, Shields fire giant 9 12 - +2 fire 4 -23 2 Boots, Helmets, Gloves, Weapons, Shields frost giant 10 12 - +2 cold 3 -24 2 Boots, Helmets, Gloves, Weapons, Shields ettin 10 12 - +2 None 3 -24 2 Boots, Helmets, Gloves, Weapons, Shields titan 16 18 - +0 death magic -3 -30 2 Boots, Helmets, Gloves, Weapons, Shields storm giant 16 12 - +0 electricity 3 -24 2 Boots, Helmets, Gloves, Weapons, Shields minotaur 15 15 - +2 death magic 6 -21 2 Boots, Non-metal helmets, Gloves, Weapons, Shields jabberwock 15 12 - +1 None -2 -29 2 Boots, Helmets, Gloves, Weapons, Shields vorpal jabberwock 20 12 - +3 None -2 -29 2 Boots, Helmets, Gloves, Weapons, Shields Keystone Kop 1 6 - +0 None 10 -44 3 T-Shirt, Body armor, Cloaks, Boots, Helmets, Gloves, Weapons, Shields Kop Sergeant 2 8 - +0 None 10 -44 3 T-Shirt, Body armor, Cloaks, Boots, Helmets, Gloves, Weapons, Shields Kop Lieutenant 3 10 - +0 None 10 -44 3 T-Shirt, Body armor, Cloaks, Boots, Helmets, Gloves, Weapons, Shields Kop Kaptain 4 12 - +0 None 10 -44 3 T-Shirt, Body armor, Cloaks, Boots, Helmets, Gloves, Weapons, Shields lich 11 6 - +0 cold, sleep, poison, level drain 0 -54 3 T-Shirt, Body armor, Cloaks, Boots, Helmets, Gloves, Weapons, Shields demilich 14 9 - +0 cold, sleep, poison, level drain -2 -56 3 T-Shirt, Body armor, Cloaks, Boots, Helmets, Gloves, Weapons, Shields master lich 17 9 - +0 fire, cold, sleep, poison, level drain -4 -58 3 T-Shirt, Body armor, Cloaks, Boots, Helmets, Gloves, Weapons, Shields arch-lich 25 9 - +0 fire, cold, sleep, electricity, poison, level drain -6 -60 3 T-Shirt, Body armor, Cloaks, Boots, Helmets, Gloves, Weapons, Shields kobold mummy 3 8 - +0 cold, sleep, poison, level drain 6 -29 3 Cloaks, Boots, Helmets, Gloves, Weapons, Shields gnome mummy 4 10 - +0 cold, sleep, poison, level drain 6 -29 3 Cloaks, Boots, Helmets, Gloves, Weapons, Shields orc mummy 5 10 - +0 cold, sleep, poison, level drain 5 -49 3 T-Shirt, Body armor, Cloaks, Boots, Helmets, Gloves, Weapons, Shields dwarf mummy 5 10 - +0 cold, sleep, poison, level drain 5 -49 3 T-Shirt, Body armor, Cloaks, Boots, Helmets, Gloves, Weapons, Shields elf mummy 6 12 - +0 cold, sleep, poison, level drain 4 -50 3 T-Shirt, Body armor, Cloaks, Boots, Helmets, Gloves, Weapons, Shields human mummy 6 12 - +0 cold, sleep, poison, level drain 4 -50 3 T-Shirt, Body armor, Cloaks, Boots, Helmets, Gloves, Weapons, Shields ettin mummy 7 12 - +0 cold, sleep, poison, level drain 4 -23 2 Boots, Helmets, Gloves, Weapons, Shields giant mummy 8 14 - +0 cold, sleep, poison, level drain 3 -24 2 Boots, Helmets, Gloves, Weapons, Shields troll mummy 9 14 - +0 cold, sleep, poison, level drain 3 -24 2 Boots, Helmets, Gloves, Weapons, Shields ogre 5 10 - +0 None 5 -22 2 Boots, Helmets, Gloves, Weapons, Shields ogre lord 7 12 - +0 None 3 -24 2 Boots, Helmets, Gloves, Weapons, Shields ogre mage 7 12 - +0 None 3 -24 2 Boots, Helmets, Gloves, Weapons, Shields ogre king 9 14 - +1 None 4 -23 2 Boots, Helmets, Gloves, Weapons, Shields shadow ogre 10 14 - +0 None 0 -27 2 Boots, Helmets, Gloves, Weapons, Shields quantum mechanic 7 12 - +1 poison 3 -51 3 T-Shirt, Body armor, Cloaks, Boots, Helmets, Gloves, Weapons, Shields genetic engineer 12 12 - +0 poison 3 -51 3 T-Shirt, Body armor, Cloaks, Boots, Helmets, Gloves, Weapons, Shields disenchanter 12 12 - +0 None -10 -37 2 Boots, Helmets, Gloves, Weapons, Shields troll 7 12 - +1 None 4 -23 2 Boots, Helmets, Gloves, Weapons, Shields ice troll 9 10 - +1 cold 2 -25 2 Boots, Helmets, Gloves, Weapons, Shields rock troll 9 12 - +2 None 0 -27 2 Boots, Helmets, Gloves, Weapons, Shields two-headed troll 10 12 - +2 None 8 -19 2 Boots, Helmets, Gloves, Weapons, Shields water troll 11 14 - +2 None 4 -23 2 Boots, Helmets, Gloves, Weapons, Shields Olog-hai 13 12 - +2 None -4 -31 2 Boots, Helmets, Gloves, Weapons, Shields black troll 17 12 - +3 None -4 -31 2 Boots, Helmets, Gloves, Weapons, Shields umber hulk 9 6 - +1 None 2 -25 2 Boots, Helmets, Gloves, Weapons, Shields water hulk 11 6 - +1 None 2 -25 2 Boots, Helmets, Gloves, Weapons, Shields vampire lord 12 14 - +0 sleep, poison, level drain 0 -54 3 T-Shirt, Body armor, Cloaks, Boots, Helmets, Gloves, Weapons, Shields fire vampire 12 24 - +0 sleep, poison, cold, fire 0 -54 3 T-Shirt, Body armor, Cloaks, Boots, Helmets, Gloves, Weapons, Shields star vampire 18 18 - +0 sleep, poison, cold -5 -32 2 Boots, Helmets, Gloves, Weapons, Shields vampire mage 20 14 - +0 sleep, poison, level drain -4 -58 3 T-Shirt, Body armor, Cloaks, Boots, Helmets, Gloves, Weapons, Shields barrow wight 3 12 - +0 cold, sleep, poison, level drain 5 -49 3 T-Shirt, Body armor, Cloaks, Boots, Helmets, Gloves, Weapons, Shields wight 5 12 - +0 cold, sleep, poison, level drain 5 -49 3 T-Shirt, Body armor, Cloaks, Boots, Helmets, Gloves, Weapons, Shields wraith 6 12 - +2 cold, sleep, poison, petrification, level drain 4 -50 3 T-Shirt, Body armor, Cloaks, Boots, Helmets, Gloves, Weapons, Shields xorn 8 9 - +2 fire, cold, petrification -2 -29 2 Boots, Helmets, Gloves, Weapons, Shields monkey 2 12 - +0 None 6 -29 3 Cloaks, Boots, Helmets, Gloves, Weapons, Shields ape 4 12 - +0 None 6 -21 2 Boots, Helmets, Gloves, Weapons, Shields owlbear 5 12 - +1 None 5 -22 2 Boots, Helmets, Gloves, Weapons, Shields yeti 5 15 - +1 cold 6 -21 2 Boots, Helmets, Gloves, Weapons, Shields carnivorous ape 6 12 - +0 None 6 -21 2 Boots, Helmets, Gloves, Weapons, Shields sasquatch 7 15 - +1 None 6 -21 2 Boots, Helmets, Gloves, Weapons, Shields zruty (yeti) 9 8 - +1 None 3 -24 2 Boots, Helmets, Gloves, Weapons, Shields kobold zombie 0 6 - +0 cold, sleep, poison, level drain 10 -25 3 Cloaks, Boots, Helmets, Gloves, Weapons, Shields gnome zombie 1 6 - +0 cold, sleep, poison, level drain 10 -25 3 Cloaks, Boots, Helmets, Gloves, Weapons, Shields orc zombie 2 6 - +0 cold, sleep, poison, level drain 9 -45 3 T-Shirt, Body armor, Cloaks, Boots, Helmets, Gloves, Weapons, Shields dwarf zombie 2 6 - +0 cold, sleep, poison, level drain 9 -45 3 T-Shirt, Body armor, Cloaks, Boots, Helmets, Gloves, Weapons, Shields elf zombie 3 6 - +0 cold, sleep, poison, level drain 9 -45 3 T-Shirt, Body armor, Cloaks, Boots, Helmets, Gloves, Weapons, Shields human zombie 4 6 - +0 cold, sleep, poison, level drain 8 -46 3 T-Shirt, Body armor, Cloaks, Boots, Helmets, Gloves, Weapons, Shields ghoul 5 6 - +0 cold, sleep, poison, level drain 10 -25 3 Cloaks, Boots, Helmets, Gloves, Weapons, Shields ghoul mage 10 12 - +0 cold, sleep, poison, level drain 4 -31 3 Cloaks, Boots, Helmets, Gloves, Weapons, Shields ettin zombie 6 8 - +0 cold, sleep, poison, level drain 6 -21 2 Boots, Helmets, Gloves, Weapons, Shields ghast 4 6 - +0 cold, sleep, poison, level drain 10 -25 3 Cloaks, Boots, Helmets, Gloves, Weapons, Shields giant zombie 8 8 - +0 cold, sleep, poison, level drain 6 -21 2 Boots, Helmets, Gloves, Weapons, Shields skeleton 12 8 - +0 cold, sleep, poison, petrification, level drain 4 -50 3 T-Shirt, Body armor, Cloaks, Boots, Helmets, Gloves, Weapons, Shields ghoul queen 14 12 - +0 cold, sleep, poison, level drain 0 -35 3 Cloaks, Boots, Helmets, Gloves, Weapons, Shields gug 15 18 - +0 cold, sleep, poison, level drain 5 -49 3 T-Shirt, Body armor, Cloaks, Boots, Helmets, Gloves, Weapons, Shields straw golem 3 12 - +1 sleep, poison 10 -17 2 Boots, Helmets, Gloves, Weapons, Shields paper golem 3 12 - +0 sleep, poison 10 -17 2 Boots, Helmets, Gloves, Weapons, Shields wax golem 3 12 - +0 sleep, poison 9 -18 2 Boots, Helmets, Gloves, Weapons, Shields plastic golem 4 12 - +0 sleep, poison 9 -18 2 Boots, Helmets, Gloves, Weapons, Shields rope golem 4 9 - +1 death magic, sleep, poison 8 -19 2 Boots, Helmets, Gloves, Weapons, Shields gold golem 5 9 - +0 sleep, poison, acid 6 -21 2 Boots, Helmets, Gloves, Weapons, Shields leather golem 6 6 - +1 death magic, sleep, poison 6 -21 2 Boots, Helmets, Gloves, Weapons, Shields wood golem 7 3 - +1 death magic, sleep, poison 4 -23 2 Boots, Helmets, Gloves, Weapons, Shields flesh golem 9 8 - +2 fire, cold, electricity, sleep, poison 9 -18 2 Boots, Helmets, Gloves, Weapons, Shields clay golem 11 7 - +0 sleep, poison 7 -20 2 Boots, Helmets, Gloves, Weapons, Shields stone golem 14 6 - +0 sleep, poison, petrification 5 -22 2 Boots, Helmets, Gloves, Weapons, Shields glass golem 16 6 - +0 sleep, poison, acid 1 -26 2 Boots, Helmets, Gloves, Weapons, Shields iron golem 18 6 - +0 fire, cold, electricity, sleep, poison 3 -24 2 Boots, Helmets, Gloves, Weapons, Shields ruby golem 24 12 - +0 fire, cold, electricity, sleep, poison 3 -24 2 Boots, Helmets, Gloves, Weapons, Shields diamond golem 26 12 - +0 fire, cold, electricity, sleep, poison, magic 3 -24 2 Boots, Helmets, Gloves, Weapons, Shields sapphire golem 28 12 - +0 fire, cold, electricity, sleep, poison 3 -24 2 Boots, Helmets, Gloves, Weapons, Shields steel golem 30 15 - +0 fire, cold, electricity, sleep, poison 3 -24 2 Boots, Helmets, Gloves, Weapons, Shields crystal golem 32 15 - +0 fire, cold, electricity, sleep, poison, magic 3 -24 2 Boots, Helmets, Gloves, Weapons, Shields Woodland-elf 4 12 - +0 sleep 10 -44 3 T-Shirt, Body armor, Cloaks, Boots, Helmets, Gloves, Weapons, Shields Green-elf 5 12 - +0 sleep 10 -44 3 T-Shirt, Body armor, Cloaks, Boots, Helmets, Gloves, Weapons, Shields Grey-elf 6 12 - +0 sleep 10 -44 3 T-Shirt, Body armor, Cloaks, Boots, Helmets, Gloves, Weapons, Shields High-elf 7 12 - +0 sleep 10 -44 3 T-Shirt, Body armor, Cloaks, Boots, Helmets, Gloves, Weapons, Shields elf-lord 8 12 - +0 sleep 10 -44 3 T-Shirt, Body armor, Cloaks, Boots, Helmets, Gloves, Weapons, Shields Elvenking 9 12 - +0 sleep 10 -44 3 T-Shirt, Body armor, Cloaks, Boots, Helmets, Gloves, Weapons, Shields horned devil 6 9 - +0 fire, poison, level drain -5 -32 2 Boots, Non-metal helmets, Gloves, Weapons, Shields spined devil 5 18 - +0 death magic, fire, poison, level drain 1 -26 2 Boots, Helmets, Gloves, Weapons, Shields bearded devil 8 15 - +2 death magic, fire, poison, level drain 1 -26 2 Boots, Helmets, Gloves, Weapons, Shields succubus 6 12 - +0 fire, poison, level drain 0 -54 3 T-Shirt, Body armor, Cloaks, Boots, Helmets, Gloves, Weapons, Shields incubus 6 12 - +0 fire, poison, level drain 0 -54 3 T-Shirt, Body armor, Cloaks, Boots, Helmets, Gloves, Weapons, Shields barbed devil 8 12 - +0 fire, poison, level drain 0 -27 2 Boots, Helmets, Gloves, Weapons, Shields marilith 7 12 - +0 fire, poison, level drain -6 -27 2 Helmets, Gloves, Weapons, Shields bar-lgura 7 15 - +2 death magic, fire, poison, level drain -3 -30 2 Boots, Helmets, Gloves, Weapons, Shields chasme 8 21 - +2 death magic, fire, poison, level drain -1 -28 2 Boots, Helmets, Gloves, Weapons, Shields vrock 8 12 - +0 fire, poison, level drain 0 -27 2 Boots, Helmets, Gloves, Weapons, Shields babau 9 15 - +2 death magic, fire, poison, level drain -3 -30 2 Boots, Helmets, Gloves, Weapons, Shields hezrou 9 6 - +0 fire, poison, level drain -2 -29 2 Boots, Helmets, Gloves, Weapons, Shields bone devil 9 15 - +0 fire, poison, level drain -1 -28 2 Boots, Helmets, Gloves, Weapons, Shields ice devil 11 6 - +0 fire, cold, poison, level drain -4 -31 2 Boots, Helmets, Gloves, Weapons, Shields nalfeshnee 11 9 - +0 fire, poison, level drain -1 -28 2 Boots, Helmets, Gloves, Weapons, Shields nabassu 9 15 - +3 death magic, fire, poison, level drain -5 -32 2 Boots, Helmets, Gloves, Weapons, Shields pit fiend 13 6 - +0 fire, poison, level drain -3 -30 2 Boots, Helmets, Gloves, Weapons, Shields balrog 16 5 - +0 fire, poison, level drain -2 -29 2 Boots, Non-metal helmets, Gloves, Weapons, Shields giant crab 7 12 - +0 None 0 -27 2 Boots, Helmets, Gloves, Weapons, Shields salamander 8 12 - +0 sleep, fire -1 -49 3 T-Shirt, Body armor, Cloaks, Helmets, Gloves, Weapons, Shields =_=_ Beam Beams are similar to rays in that they affect a series of tiles in a specified direction over a limited range (or can be aimed at yourself). However, beams do not bounce, are not animated on screen, and in many cases will not auto-identify. Beams are halted by doors, with the exception of force bolts and wands of striking, which will destroy the door and affect the tiles behind it. The range of a beam wand is 6 to 13 squares. For each monster hit, range decreases by 3. For each square objects are affected, range decreases by 1. Beams don't bounce and can't be reflected. An angry god who fails to destroy you with lighting will try again with a wide-angle disintegration beam directed at you. =_=_ Storm Whistle =_=_ Protection spells =_=_ Body spells =_=_ Forum:YASD: rhaumbusun I thought I was totally spoiled until was killed by a minotaur, frozen by rhaumbusun behind the wall out of my normal line of sight. So all you future monks out there: Wear a ring of free action if you are (and I suppose most of you are) going to wear The Eyes of the Overworld. 80.186.4.214 09:05, 8 February 2011 (UTC) Sphara =_=_ Category:Articles needing version tags This category collects articles that have not been tagged for NetHackWiki:Next version. The template < nowiki > {{ < /nowiki > unknownversion}} adds an article to this category, and should be removed from the article once another tag has been placed. =_=_ User talk:Vidrax You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User:Vidrax =_=_ Ward against lightning Ward against lightning is a technique in SLASH'EM that monks get at level 15. This technique is given instead of intrinsic shock resistance, as in vanilla nethack. The technique gives shock resistance for 50-149 + the level of the technique turns. It can be used again after 500-1499 turns. =_=_ Ward against ice Ward against ice is a technique in SLASH'EM that monks get at level 13. This technique is given instead of intrinsic cold resistance, as in vanilla nethack. The technique gives cold resistance for 50-149 + the level of the technique turns. It can be used again after 500-1499 turns. =_=_ Ward against flame Ward against flame is a technique in SLASH'EM that monks get at level 11. This technique is given instead of intrinsic fire resistance, as in vanilla nethack. The technique gives fire resistance for 50-149 + the level of the technique turns. It can be used again after 500-1499 turns. =_=_ Vapor =_=_ Talk:Vampire Are players polymorphed into vampires affected by the blood in corpses coagulating after a few turns, like players who are of the vampire starting race? -AileTheAlien 03:31, 11 February 2011 (UTC) In version 3.6 I have seen fog clouds and vampire bats reconstitute as vampires and vampire lords after being destroyed. I'd edit the page but I don't know where the code is in the source to reference, so someone more experienced with source diving might want to do it? Funcrunch (talk) 19:38, 31 December 2015 (UTC) =_=_ Template:Random ttymap/ttymap2 =_=_ Template:Random ttymap/ttymap1 =_=_ Template:Random ttymap/ttymap3 =_=_ Template:Random ttymap/ttymap4 =_=_ Template:Random ttymap/ttymap5 =_=_ Template:Random ttymap/ttymap6 =_=_ Template:Random ttymap/ttymap7 =_=_ Template:Random ttymap This template shows a random ttymap "screenshot", chosen from pages belonging to a category. The category can be given as a parameter ( < nowiki > ) < /nowiki > , or if omitted, will default to < tt > Main Page rotation < /tt > . After ascending a ranger after 10 tries and a tourist after two, I took on Wizard. I learned a lot of lessons. =_=_ Template:Random ttymap/ttymap8 =_=_ Limb =_=_ Limbs =_=_ Template:Sourceref This template can be used to reference a named element of the source code, provided that a proper marker is present; use < nowiki > {{ < /nowiki > sourcecode}} to reference a numbered line. The named element need not be a function; it just has to have a redirect marker under Source:Ref, and a proper tag on the targeted page. =_=_ Debugging Shows the current value of a variable (in this example, ). Can also print complex structures, for example < tt > print *invent < /tt > or < tt > print u < /tt > . Set a break point on function . When NetHack next executes that function, gdb will stop NetHack and return to the gdb command line. =_=_ Debug =_=_ Talk:Master of Thieves The Master of Thieves is generated with quest leader flags for everyone except Tourists; for that role, the M3_WANTSARTI flag is added at character creation. Wiztesting indicates that the note about hostile MoT stealing the MKoT from rogues is entirely false, and should be removed. --70.239.199.8 Kallipygos on #nethack/NAO You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Gdb =_=_ CPM You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Talk:Hezrou I have been trying for a few thousand turns to displace my pet herzou onto a Polymorph trap, hopefully to change it into something faster and not inediate, using a magic whistle to position it. Every time I get it to step onto the trap, there is no effect; every time I step onto the trap, my magic resistance blocks it, which proves there's nothing wrong with the trap itself. According to the formula on the Magic resistance (monster) page, the herzou should only have about a 50% chance of resisting but mine has had < i > perfect < /i > evasion. =_=_ Double damage Even at +0, these weapons are twice as powerful as their base damage alone would suggest, but even greater benefits are to be had from enchanting them: a scroll of enchant weapon used on an artifact weapon with double damage is more effective than the same scroll used on a weapon without double damage (for Grayswandir that's twice as effective, since the doubled damage applies to all monsters.) This also works in reverse; if you ever come across a negatively enchanted -3 Grayswandir you might not want to use it, because it will deal 2*1d8 - 6 for an average of 3 damage (but will still do nicely against silver-haters). The damage calculation in NetHack is quite complex, but when concerned only with melee weapons, it is simple enough to describe. Reading hmon_hitmon and its sub-functions gives us the order in which bonuses are applied, and thus tells us which of these bonuses will be affected by double damage. Inside hmon_hitmon, the weapon/item in question is stored in the variable obj. The damage is stored in tmp, and this variable is modified as the function progresses, adding layer upon layer of NetHack combat functionality. hmon_hitman calls dmgval in weapon.c to get the base damage, enchantment bonus, and situation bonuses for the weapon.. dmgval adds bonuses for using blessed weapons against undead, axes against wooden monsters, and silver against silver hating monsters, but tests to see if the weapon will do double damage and divides these values by two in that case (so the bonuses are not doubled).. dmgval also subtracts damage due to erosion. Double damage and other special artifact effects (like Magicbane's specials and the Tsurugi's special, which could itself by double damage) are added in by artifact_hit in artifact.c.. Finally, hmon_hitmon adds on intrinsic damage bonuses and damage bonuses from rings of increase damage; followed by the bonus for skill in the weapon's class ; and lastly, poison damage is potentially added . Bare-hands or martial arts skill only grant their damage bonus if the d2 or d4 base damage is at least two -- effectively you are at unskilled 50% or 25% of the time. =_=_ Wand of healing The wand of healing is a wand added in SLASH'EM. Zapping yourself will heal 5d6 HP, up to the maximum and will exercise strength. Zapping a monster will heal 5d2 HP, +5 if the wand is blessed or cursed < ref > < /ref > . This means that a cursed wand of healing is more potent than an uncursed wand. =_=_ Wand of extra healing The wand of extra healing is a wand added in SLASH'EM. Zapping yourself will heal 6d8 HP, up to the maximum, cure hallucination, and will exercise strength and constitution. Zapping a monster will heal 5d4 HP, +10 if the wand is blessed or cursed < ref > < /ref > . This means that a cursed wand of extra healing is more potent than an uncursed wand. =_=_ User talk:Althathwe =_=_ User:Kerio/Junethack =_=_ Polypileless =_=_ User:Jafet/Monsters at a glance Class Name Diff Base lvl XP < sup > 1 < /sup > Speed AC MR Align Size Wgt Nutr Freq < sup > 2 < /sup > Geno Attack Fire Cold Sleep Dis Shock Pois Acid Stone +Fire +Cold +Sleep +Dis +Shock +Pois %Pois +Tele +Ctrl Shape Special type =_=_ Oviparious You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Speedrun =_=_ Ring of sleeping =_=_ Ring of gain dexterity A ring of gain dexterity is a ring in UnNetHack, SLASH'EM, and their derivatives. It increases your dexterity by its enchantment, which can be altered by charging. =_=_ Ring of gain intelligence =_=_ Ring of gain wisdom =_=_ Sokaban You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. If you are wondering why you haven't seen me on IRC, it's because I use the Mibbit client, and Freenode blocks it. You can usually find me in #havvy on irc.mibbit.net though, if you really need to get in contact with me, which I doubt on this wiki. I doubt I could convince you guys to move the channel to a server that doesn't block Mibbit. Oh by the way, I pointed a user who was using your wikia over here after they found the Dungeons and Dragons Wiki IRC channel. =_=_ You feel materially poor =_=_ You hear a sound reminiscent of a seal barking =_=_ You feel lackluster =_=_ You enter what seems to be an older, more primitive world =_=_ You hear the tones of courtly conversation You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. Do you play on NAO, and if so, do you have any improvement ideas which would make it easier for blind players to use? Or any ideas for the wiki? (Oh, and welcome :) --paxed 16:39, 5 March 2011 (UTC) re. User talk:paxed#Re:_Being_a_blind_player...: The time-option is saved into the save game, so setting that in the config file has no effect until you start a new game. --paxed 09:06, 7 March 2011 (UTC) I've just updated the NetHack used on nethack.alt.org, and it should support playing with a screen reader much better now; I added an option to turn off the status line updates ( < tt > botl_updates < /tt > ), and an option to show HP change notifications in the message lines ( < tt > hp_notify < /tt > ). --paxed (talk) 06:46, 13 May 2012 (UTC) I am User:Graham87 on the English Wikipedia. I used to edit here under the IP address 210.79.21.2. I am blind, and use the screen reader JAWS with a speech synthesiser to play NetHack and access the Internet. =_=_ Good luck does not time out for you =_=_ Bad luck does not time out for you =_=_ You hear a faint typing noise =_=_ You hear a jackal howling at the moon =_=_ You feel threatened. =_=_ You are surrounded by a shimmering light =_=_ You hear a sceptre pounded in judgment You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Calm steed Calm steed is a technique in SLASH'EM for Yeomen. The name and messages imply the ability to make a steed more tame, however due to what is likely a bug, the technique has no effect < ref > The technique simply calls tamedog with no object. This has no effect on an already tame monster < /ref > . Using the technique will set the timeout to 500-1499 turns. In Slash'EM Extended, the bug has been fixed and the technique adds a random amount of tameness points to the player's steed. A higher technique level increases the average amount of points gained; however, the tameness score can't exceed 20. In the version of SLASH'EM hosted on Hardfought, the bug has also been fixed, and the technique adds one tameness point to the player's steed. The tameness score can't exceed 20. =_=_ Forum:The new site problem The old site has "Roles" link ,and list subentries ,like "Archeologist - Barbarian - Caveman - Healer - Knight ....." < br/ > =_=_ Command undead =_=_ Summon undead =_=_ PI =_=_ Your hands glow a brilliant red =_=_ You see some air in the sink =_=_ You suddenly realize it is unnaturally quiet =_=_ Template:Drawbridgeradius =_=_ Forum:New 'Let's Play NetHack'-style ttyrec series I am starting a project of ascending every role alphabetically and including helpful hints as I play along for new/intermediate players. The difficulty level I'm aiming at is past the 'what the heck does q do' but before the 'I can ascend easily' moment. It might also be helpful for players who have managed to ascend roles like valkyrie with a bit of luck but then are stumped on other roles. I'm asking mostly for ideas of where I should post my link so I can get it out there. I've posted it on the GameSpot NetHack forums but haven't gotten it anywhere else (except saying it in #nethack). Also, if you want to check it out, I'd very much appreciate feedback--did I say too little, too much, did I play badly and not explain myself, whatever. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ You make scratch marks on the stone =_=_ You experience a strange sense of peace =_=_ You feel a sudden chill =_=_ The rat king =_=_ Kroo =_=_ Kobold king =_=_ Talk:Spellbook of summon undead Now that I'm actually playing a necromancer for the first time, I've noticed that this spell creates non-undead creatures surprisingly often. I think that this may be the result of trying to create a random - no ghosts are randomly generated, so I'm guessing that every time I get a random creature the RNG selected the ghost option, but couldn't create any. I'm not familiar enough with the makemon code to be positive. Could someone confirm this? -- Qazmlpok 00:08, 15 March 2011 (UTC) You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Forum:Options Is there any way to have all the NAO options without using telnet? I want to play Nethack even when i have no internet, but I've gotten so used to my color coded BUC and health alert colors I can't play without them. =_=_ Enchantment resistance You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. I Read About Your Nethack Variant Project , Coincidentally, Iv'e Been Working On My Own, Graphical Variant (i Find The yuhjklbn Control's Frustrating) I Think I Could Help With this so, Could you send A Download Link For The source Code? --Rancalred (talk) 22:14, 4 March 2013 (UTC) =_=_ Forum:About new site account Now, I forget my password,but when I click "Forgot your password" .It display "There is no e-mail address recorded" < br/ > =_=_ Source talk:NetHack 3.4.3/src/hacklib.c =_=_ Talk:You experience a strange sense of peace This redirect is broken, but I'm not sure where it is supposed to point to. 91.105.126.112 01:14, 17 March 2011 (UTC) =_=_ You smell charred flesh =_=_ Talk:Regeneration Do multiple regeneration sources stack? I have a ring of polymorph control, a wand of polymorph, an amulet of unchanging, and the Staff of Aesculapius. I'm wondering if it would be worth changing into a Vampire Lord for double regeneration. --130.214.9.245 17:06, 17 March 2011 (UTC) You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Divine gift =_=_ Talk:Special room (SLASH'EM) I have beaten SLASH'EM 10+ times and never seen one. Perhaps they were removed at some point? -Ion frigate 01:23, 19 March 2011 (UTC) =_=_ Vulture's =_=_ Talk:Vulture's You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ You break out in hives =_=_ Talk:Erinys The gypsy page states that the Justice card summons one if they are not extinct, but this page says that they can be summoned even if extinct--Jundavr (talk) 00:02, 9 July 2019 (UTC) I don't think that an erinys can be summoned with "summon nasties", despite erinys being "nasty" themselves. (The source code: summon nasties) < br/ > So the Wizard of Yendor or a Titan can just summon a barbed/horned devil, that then could summon an erinys with a melee attack. (A golden naga should never be able to cast "summon nasties", unless it is level 14 [its max] and drinks 2 non-cursed potions of gain level, so I don't count it.) The information is relevant because, if I am not mistaken, barbed/horned devils are not generated otherwise (except that from other lawful prince demons, or at creation time in some special levels: lairs, etc...), and that could be the only way to summon the remaining erinys if one fails to use the one guaranteed in Moloch's Sanctum. =_=_ Talk:Quantum mechanic I just got an expensive camera from a quantum mechanic. Is this coincidence, or do they randomly spawn one, continuing the physics joke? Playing on SLASH'EM latest stable. --AileTheAlien 22:51, 24 March 2011 (UTC) =_=_ Talk:Evil food Playing latest stable SLASH'EM, and I *just* got a tripe ration from a killer tripe ration I killed in Sokoban level 3. Looked in monst.c, but apparently that's just a file full of magic numbers and flags. --AileTheAlien 22:40, 26 March 2011 (UTC) =_=_ Wizard of Yendor's Tower =_=_ Talk:Scroll of magic mapping =_=_ Talk:Gender You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Talk:Cornuthaum In Slashem do the other magic using classes recieve the same benefits as a wizard?Ndwolfwood 07:18, 3 April 2011 (UTC) =_=_ Talk:Elemental Planes As of 2nd April 2011, 0.03% of player deaths recorded by NAO occurred on one of the four levels. By comparison the Astral Plane managed to slay around 1.5% of players.--PeterGFin 07:45, 3 April 2011 (UTC) If this is not a danger to use now (on the first level), was it at some point in the past? -Actual-nh (talk) 15:40, 5 February 2021 (UTC) =_=_ Talk:Troll mummy However, could you please exercise more restraint when deleting huge blocks of content from the wiki? For something like #adjust, your edit (https://nethackwiki.com/mediawiki/index.php?title=Adjust & curid=8312 & diff=97998 & oldid=78239) removed a ton of information that might be obvious to you, but was invaluable to me when I was a new player. Besides, if you "trust the reader to be inventive enough to figure out which letter she prefers to use for which item", then the silliness of "Y" for a stethoscope shouldn't matter. If someone chooses to be insulted by a list of suggestions, that's their own fault; it's easy enough to skip over. You should trust the reader to do that more than you trust them to figure out habits might not come naturally to them. Finally, don't forget that some people are more visual, so the suggestion of "Y" for a stethoscope makes sense, and I believe that the suggestions are a good mix of different kinds of mnemonics (visual, sound, verbal, in-game references, defaults, etc) that serve as inspiration. I absolutely disagree that suggestions themselves don't contribute to the wiki at all. The tone of nethackwiki is one of casual conversation that reflects the community's rgrn roots and the fact that the only other repository of knowledge we have in such a small community is IRC, which is inherently transient. You simply cannot aggressively chop information (if it doesn't hit a standard you like) when the number of contributors is so small and so many of us are on different timezones. The wiki is meant to be an encyclopedia, not a novel to be read through cover to cover. You do not need to keep it so aggressively lean that you cut actual information, and please don't assume that other people can figure things out because you did. Not everyone learns the same way, and I'm sure there is information in the wiki I never needed (and could have chopped) that you have found useful. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Efembe Efembe, the Mad Polypiler was a character played by Boudewijn Waijers around 1990, and was one of the reasons polypiling nowadays degrades objects. The name Efembe, by the way, comes from the game of Moria, where entering FMB at character creation would generate a male dwarven priest, which was Boudewijn's favorite character to play there. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User talk:Initpri You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Talk:Deathsword You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Telecontrol =_=_ Talk:Usage fee You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Curses You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. I am on an assention run and realize that I don't have the AoY anymore. I am worried that while polymorphing random amulets into amulets of lifesaving, I may have accidentally polymorphed the Amulet of Yendor. The wizard is still coming to me doesn't that mean that he didn't steal it? I am maximum level with HP=610 and Power=697 AC=-25 and all attribs maxed out and 10 AoLS so as long as I can get the AoY back assention should be easy =_=_ Invisible item (SLASH'EM) In SLASH'EM and Slash'EM Extended, some items may be created or turned invisible. These invisible items can only be found in containers or by walking over them unless you have the see invisible property, and are mostly the same in function as their normal variants. There is a chance that a randomly generated item will be created invisible, with the exception of mummy wrappings, zorkmids and boulders in Sokoban. < ref > < /ref > < ref > < /ref > Potions of see invisible can still be made invisible. The wand of wishing in the Castle will always be generated as invisible inside its container. If an invisible monster is killed in a way that leaves a corpse, the corpse will be created invisible. Zapping an object with a wand of make invisible or dipping it in a potion of invisibility will turn it invisible. Invisible items are rarely encountered and generally have no appreciable difference from their visible counterparts, e.g. an invisible blindfold or towel will still blind you as normal. < !--Invisible =/= transparent necessarily.-- > There are some exceptions, however: =_=_ Talk:Invisible item (SLASH'EM) There is a 1 in 1250 chance that a randomly generated object will be created invisible, unless it is a sokoban boulder, a mummy wrapping, or gold; line 430 of mkobj.c for the random chance, line 145 of obj.h for the exceptions. -- Qazmlpok 02:35, 20 April 2011 (UTC) =_=_ Randomized appearance (SLASH'EM) You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Forum:Bones bemusement playing locally, can see bones files in the NetHack folder. currently have bonD0.17, bonD0.22 and bonD0.28 (that last one was a bottomed out stash, can't wait to get back to its awesomeness.) get to level 10, it's a bones. where did this come from? still have three bones, none level 10. what's happening? --86.176.14.224 20:04, 20 April 2011 (UTC) You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Forum:Something very weird happened on my Archeologist Quest Specifically, this happened with the Quest Nemesis - The Minion of Whatsitsname. Well, it's a major demon, and my arc was #twoweaponing a +7 Grayswandir and a +6 Silver Sabre, so when I went against him in melee I slashed him once and poof, he teleported out of there, without even politely introducing himself to me or taking the Orb of Detection with him, so I promptly walked to that square and picked up the orb. Then the weird thing happened - after the usual text of "you got the quest artifact which looks shiny and powerful and you know you must protect it blah blah blah", a message appeared saying that "the body of the Minion of Whatsisname turned to dust". I put on a towel and sure enough, he ain't at the upstairs or anywhere to be found, and when I went back to the upstairs, the Bell of Opening is right there. So what happened here? Is the Quest nemesis supposed to autodie if you manage to send him packing to the stairs before he gets a chance to pick up the artifact? Or is it something specific to the Minion of Whatsitsname? RegalStar 04:52, 21 April 2011 (UTC) =_=_ Pudding farmer I have a pet unicorn (on my own machine) and it seems to be capped out at level 6 and 48 hp. Considering that it is a herbavore and avoids wraith corpses, is there any way I can get this beast a bit stronger? I want to ride it through the endgame if I can (I will genocide black dragons just to avoid my saddle being destroyed), but 48 hp seems far too weak for that. =_=_ Forum:Comandas starting with "^" are not working I've downloaded the nethack 3.4.3 and everytime i try to use a command that starts with "^", it doesn't work. In fact when I write "^" the screen blinks and doesn't appear nothing in the command line. =_=_ User talk:Antoniodamala You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Talk:Can of grease Rings tend to fall off if you have greasy fingers. Is that a way to remove a cursed ring? --Tjr 15:58, 25 April 2011 (UTC) Is it safe to grease your boots, or will they act like boots of fumbling when greased? --AileTheAlien 19:11, 24 August 2011 (UTC) =_=_ Featured articles =_=_ Featured article =_=_ Nameable fruit =_=_ Fruit name =_=_ Category:NetHack players You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Roles You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Draw blood Draw blood is a technique in SLASH'EM available to vampires. You must possess a medical kit with phials, be at least level 2, and be in your vampiric form to use this technique. Using the technique will use up one of the phials to create a potion of vampire blood and will drain a full level. The BUC of the potion is independent of the BUC of the kit, corresponding to that of the phial instead. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. Widely considered to be the most irritating player on NAO. Can't ascend without recklessly start scumming, leaves malicious bones purely for the purpose of griefing others and frequently banned from #nethack for shit posting. =_=_ Griefing Griefing is the deliberate irritation and harassment of other players, most often in online, multiplayer computer and video games. Although NetHack is a single player game, online public servers such as nethack.alt.org allow a degree of indirect interaction between players in the form of bones files. Although the goal of NetHack is to ascend, what constitutes fun remains a subjective notion. Griefing in NetHack public servers typically involves attempting to get other players killed by intentionally leaving malicious bones files for them to stumble upon. In some cases, the immediate death of another player is superseded by debilitation or mere annoyance. Regardless, NetHack griefers generally experience satisfaction in annoying other players, especially when a public announcement is made detailing the demise of their prey. Griefing in public servers is a relatively new trend and has increased awareness of the possibilty of griefing other players in NetHack. The actions of some specific individuals on nethack.alt.org has generated debate regarding the possibility of blocking the use of bones files from specific players on the server. At the moment, players may only elect not to use bones files at all. Bots can theoretically be designed to grief other players, which is a troublesome possibility due to bots' ability to perform much faster than human players and without exhaustion. Although there have so far been no instances of griefing bots in the wild, the possibility of such has intrigued both bot programmers and public server administrators. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Need +x to hit =_=_ Talk:Candelabrum of Invocation The spoilers say candles burn only half as long on the candelabrum. I think their life span gets halved each time you turn the thing on. Am I reading the source correctly? --Tjr 00:07, 8 May 2011 (UTC) I thought this might be a nod to the bell, book and candle required to enter Hell in Zork, given the age of the game. --121.73.146.144 11:58, 27 June 2013 (UTC) In my current 3.6.1 game I was unencumbered, I took 7 candles from BoH and became encumbered. I attached the candles to the candelabrum and stayed encumbered. I made a small modification to the Strategy section of the page reflecting this. =_=_ Talk:Water walking boots =_=_ User talk:Nightpenguin You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Pacify =_=_ Dungeon branch. =_=_ Abuse (pet) =_=_ Huge chunks of meat =_=_ Hebiwerie =_=_ Possogroenoe =_=_ Manlobbi =_=_ Adjama =_=_ Pakka Pakka =_=_ Kabalebo =_=_ Wonotobo =_=_ Sipaliwini =_=_ Annootok =_=_ Upernavik =_=_ Angmagssalik =_=_ Aklavik =_=_ Inuvik =_=_ Tuktoyaktuk =_=_ Chicoutimi =_=_ Ouiatchouane =_=_ Chibougamau =_=_ Matagami =_=_ Kipawa =_=_ Kinojevis =_=_ Abitibi =_=_ Maganasipi =_=_ Akureyri =_=_ Kopasker =_=_ Budereyri =_=_ Akranes =_=_ Bordeyri =_=_ Holmavik =_=_ Shopkeeper name You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Talk:Vibrating square The limits (5 from sides, 4 from lower/upper edge, etc.) count from the surrounding rectangle, including the undiggable wall, but not the farthest you can go with the farlook command, right? The code says 4 and 3 respectively, I guess they don't count the rectangular frame. --Tjr 00:35, 18 May 2011 (UTC) =_=_ Category During a bit of source diving, I found here that the "0" symbol can represent something called "4 magic shield symbols". Is this something in-game (like a shield effect) or a deferred feature? If it's in-game, should it be mentioned here? -- 87.115.218.229 18:01, 18 May 2011 (UTC) =_=_ Scrolls of charging =_=_ Leather bag =_=_ Talk:Tiles =_=_ Antimagic trap You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Talk:Baalzebub's Lair I possess the longest known ascension streak in NetHack 3.4.3. 29 ascensions in a row, on nethack.alt.org. I also have the fastest real-time ascension at 1 hour and 3 minutes on nethack.eu. I have commit access to UnNetHack and Junethack. I also wrote the Pinobot who lives on some NetHack channels in Freenode. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Talk:Unique monster This page says what unique monsters are, but it doesn't cover what in-game effects the G_UNIQ flag has. It certainly doesn't prevent more than one monster of the type being generated, as aligned priests growing up into high priests demonstrates; I imagine the effects are mostly cosmetic, e.g. killing Rodney produces "the Wizard of Yendor's corpse" as opposed to "a Wizard of Yendor corpse." It'd be interesting to perhaps list out all of these effects, in addition to whether or not there are any non-cosmetic effects. Does anyone know of any others? -Ion frigate 07:30, 26 May 2011 (UTC) =_=_ User talk:SamB You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Category:Main Page rotation =_=_ Forum:Sokoban problem on Level 2A I'm totally blind, and I play NetHack with a screen reader. I can generally get a good grasp of what's happening, and have gotten below Medusa's Island twice ... so I must be doing something right! :-) However, I'd like to be able to access Sokoban, so I can get the extra wands, rings, food etc (I often seem to be short on wands, in particular). Due to my use of a screen reader, I need to follow the solutions precisely, by copying them into a text editor and mapping the line/column location of each boulder with its counterpart on the NetHack window (which I found relatively easy once I got used to it). I made my first serious attempt at the puzzle tonight ... I managed to get through level 1b without any problems. I got through the first section of the solution of 2a and the first four parts of the second section without any trouble, but I had a problem with the instruction "B ll". I couldn't find a way to move to the position where I could push boulder B to the left! If I follow the given solution, boulder C is one space above boulder B, and boulder F is located immediately to the right of boulder C ... and there seems to be no way to get to the position below boulder C. Am I doing something terribly wrong, or is there an error in the solution? Is boulder F supposed to be moved down rather than up, or is it something else? While attempting to fix it up, I messed up the level even more, so there's no way to go back to that particular game. Graham87 15:25, 26 May 2011 (UTC) =_=_ Talk:Moloch's Sanctum How fast are the various demons typically, can we have a comparison table? I think Orcus has the major advantage that he frees up Asmodeus for bribing, and is easy to reach from the level below. Thus Orcus might be overall faster than Asmodeus, even if Asmodeus "feels" quicker at the actual job. --Tjr 19:25, 11 June 2011 (UTC) This definitely changes the strategy guide, but I'm not sure how that should be rewritten. I also don't know how to reference files in the dat/ directory. =_=_ Macro Example: If you want to make a macro for casting your first spell (for instance to cast Extra healing on yourself) There are already few macros in standard < tt > trigger.ahk < /tt > file. Seaching macro can be removed only by editing a file so, if you don't need it you'll have to edit it by yourself. =_=_ File:Macrosystem.jpg =_=_ Curse testing Welcome, and thank you for your excellent edits. Please feel free to log in or create an account. --Tjr 23:19, 29 May 2011 (UTC) =_=_ Category talk:Candidates for deletion I have added three categories for deletion. They were either unused or rarely used, and the pages using them now use more appropriate categories instead. --99.239.146.253 00:47, 30 May 2011 (UTC) =_=_ Forum:Redundant/missing "only in Gehennom" I noticed almost all of the monster articles for Gehennom-only monsters have "appears only in Gehennom" under Frequency in the sidebar. I was about to move "appears only in Gehennom" up from the attributes at the bottom of the sidebar to under Frequency to match the others when I realized that it wasn't mere text, but a flag, "hell=1". Suddenly I'm reconsidering what needs to be done. Changing a flag created for a purpose doesn't seem very appropriate, if anything you'd think it needs to be set on all of the other Gehennom monsters, even though I think the information is better suited under Frequency. =_=_ Talk:Change of state This article doesn't say anything which isn't common sense, and all of the instances of changes of state are covered on their respective pages. Furthermore, this article seems to imply that NetHack has some sort of overall system of keeping track of the phase of an object - which it doesn't: it just has a few different instances where things change phase, all handled separately. -Ion frigate 09:54, 30 May 2011 (UTC) You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Carrying capacity You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. I'm glad you came here, given the trouble it took to find the new URL. Unfortunately, openly advertizing on the old wiki would just result in a heavy-handed crackdown (erasing the remaining clues), and there's nothing short of a lawsuit that could close it down. Rest assured the only thing still going for the deprecated site is Google's love for the root domain. (This is a side effect of the Google < - > Wikipedia.org love affair. Details by Seomoz, more.) =_=_ User talk:FCannon You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Source:Ref/distu This template displays circles of radius up to 6 centered on the , using the Euclidean metric. It takes the radius squared, since the games sometimes uses non-integer radii. =_=_ Deluder Deluder is an artifact cloak of displacement in SLASH'EM. In addition to the normal effects of cloaks of displacement, it confers stealth when worn and acts as a luckstone when carried. It is the guaranteed second sacrifice gift for Wizards. =_=_ Forum:Slash'Em graphics problem So, I downloaded slash'em for the first time yesterday, on Windows. When I try to play with the default 16x16 tiles, every time I take any action random parts of the map flash black for a second. Needless to say, it's really distracting. Google shows threads on a handful of forums reporting this problem but I haven't found any solutions (try "slashem screen flashes" if you want to see what I mean). It doesn't happen with any other graphic set, but I've played so many hours of vanilla with this one that I'd really rather not change. Anyone know how to fix it, or at least what causes it? =_=_ Sword of Justice The Sword of Justice is a lawful artifact long sword in SLASH'EM. It has +5 to hit and +12 to damage to all cross-aligned monsters. It is the guaranteed first sacrifice gift for yeomen. It's a pretty good weapon: in terms of damage, it's actually on par with the Sceptre of Might in vanilla NetHack, and is far better than the version in SLASH'EM. It is particularly useful since almost no lawful monsters are always generated hostile, meaning that a character with a reasonably good alignment record will very rarely encounter a monster which is not subject to the Sword of Justice's extra damage. It is well worth sacrificing for if you're a yeoman. Like most non-quest artifacts, however, it's certainly not worth an artifact wish, especially since lawfuls can just dip for Excalibur anyway. =_=_ Reaper Reaper is a lawful artifact halberd in SLASH'EM. It has +5 to hit and +20 to damage when pounding. It is the guaranteed second sacrifice gift for yeomen. This weapon is tied with the Bat from Hell for the highest damage bonus in the game that works against any monster, and has a higher base damage. Unfortunately, it is somewhat less useful for most roles, since its damage bonus only applies when pounding or when attacking from a mount, and it requires both hands thus preventing two weapon combat. Its utility depends on your play style: if you are making thorough use of riding and polearms, it is possibly the best artifact weapon in the game. If instead you are simply playing as a straightforward fighter, it is better to use as a supplement to a more traditional melee weapon. Note that both Mjollnir at +24 and Disrupter at +30 have higher damage bonuses than Reaper, but Mjollnir's damage bonus doesn't apply to shock-resistant monsters, and Disrupter's only applies versus undead. =_=_ Plague Plague is chaotic-aligned and appears as a dark elven bow, and is It is +5 to hit and +7 to damage when fired. It also automatically poisons arrows fired from it, and confers poison resistance when wielded. In dNetHack, Plague is made from bone and can be invoked to temporarily treat arrows it fires as coated in sickening filth; these arrows have a 20% chance of killing non-sickness-immune creatures, who then explode. It also confers sickness resistance while wielded. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Talk:Whisperfeet Kicking around 30 times didn't get me any rumors, and there's nothing about Whisperfeet in SLASH'EM's artifact.c or dokick.c files. I might have missed something, but I don't think so; feel free to change it back if I'm wrong, however. -Ion frigate 09:44, 6 June 2011 (UTC) =_=_ Talk:Whetstone =_=_ Template:EarthquakeArea You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Talk:Spellbook of sleep =_=_ Talk:Invoke The "optimal time between invocations" is geared towards maximizing the number of invocations over a very large number of invocations. This made sense for the which made good sense for the liquid diet Tourist who was going to do the same thing for the entire game. Most strategies in the wiki are a bit more conservative, however. They read, eg, "95% of the time you'll get Q invocations in under P turns with such-and-such invocation strategy." Anyone think that such a table would be a good addition? --208.53.158.27 22:33, 12 June 2011 (UTC) =_=_ Sigil of tempest Sigil of tempest is a technique in SLASH'EM. When used, it creates 3x3 explosions around you centered in a 7x7 area (excluding the 3x3 area around you, so you will not be hit) instead of firing a ray. This technique affects all ray-based spells except . When used with sigil of control, the explosion can be controlled as if you cast or at skilled level or above in vanilla NetHack. Most ray-based spells in SLASH'EM, as well as fireball explosion, use six-sided damage dice. It seems sigil of tempest explosions were supposed to deal (XL/4 + bonus)d6 damage, however, due to what is probably a bug, they do only plain (XL/4 + bonus) damage < ref > cf. fireball code: < /ref > , resulting in single digit damage in most cases, making the technique mostly useless. =_=_ Sigil of discharge Sigil of discharge is a technique in SLASH'EM. When used, it expands most ray-based spells into 3x3 explosions, similar to the spirit bomb. However, the explosion's range is much longer (about 7-9 tiles). Although this technique turns rays into explosions, they still bounce when the explosion hit the wall. This technique has no effects on the . This technique can be very risky if there are tame/peaceful creatures around―unlike spirit bomb, your spells can still hit them if they are in the way! Similarly to sigil of tempest, the technique does very little damage, which is probably a bug: while ordinary rays in SLASH'EM do (XL/2 + bonus)d6 damage, discharged rays only do plain (XL/2 + bonus). The exception is the monster standing directly before you when you cast the spell: it recieves normal ray damage. =_=_ Life drain =_=_ File:NethackT.jpeg =_=_ File:NethackTTile.jpg =_=_ Source:Ref/newtrap =_=_ Farm =_=_ Talk:Sokoban prize I have been told you can get all the prizes if you zap teleportation at them and/or kick them until they are on the same square, then pick them all up via autopickup. Since they are deallocated as soon as you pick them up ("You hear something popping"), you better save and restore immediately. Alternatively, you could kick them onto the stairs down, then throw items until they fall down. They aren't special anymore once they leave the level. --Tjr 00:29, 20 June 2011 (UTC) =_=_ Monsters by speed =_=_ Talk:Zen =_=_ Bribing =_=_ Rodney's tower You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ For some reason, that tasted bland =_=_ Mind Flayer You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Game stages The first stage is the early game where survival and sometimes securing food is of supreme importance. For many roles, the starting pet is likely more powerful than the character itself. Securing basic armor and weaponry is a top priority; use your pet to test the BUC status of items before you use or wear them. Many new players have trouble finding enough food: when they are weak with hunger they should probably pray for nutrition and save their permafood for when they cannot pray. More experienced players will find they have enough food almost all the time and will want to eat the permafood and conserve their ability to pray. Safe corpses are preferable to both, of course. Above all else, take it slow and be careful! The early game can be the most difficult stage of NetHack. In the middle phase of the game, survival is less of a pressure and the game is about completing an ascension kit. The distinction between early game and midgame isn't clear. Depending on who is defining it, the transition point may be reaching Sokoban and Minetown, collecting the Sokoban prize, or the point at which you no longer fear team a. The floors between the Quest portal and the Castle are almost certainly midgame territory. In the late game, survival is almost guaranteed (bar those YASDs that an amulet of life saving could have saved you from), and the goal is to get the Amulet of Yendor and resurface. The late game is generally said to start either when you get the wand of wishing from the Castle, or when you begin exploring Gehennom; some players in some roles (e.g., Samurai) usually do the Quest after the Castle. Finally, on the run your final death is a (slim) possibility again while racing to ascend. Your character is likely fully equipped and very strong, but there are a few things to worry about. This stage of the game begins by recovering the Book of the Dead. It's worth noting that most players treat "end game" as a synonym for "ascension run", but NetHack itself reserves the title "End Game" for the Elemental Planes and the Astral Plane (though it uses "Elemental Planes" internally for the Astral Plane as well as the other four planes). Most players refer to those as just "the Planes". The terminology is a tad hazy. =_=_ C ration You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Talk:NetHack haiku Nethack generates some verses in haiku, but few convey any sentiment that would actually qualify them as poetry.--PeterGFin 19:25, 24 June 2011 (UTC) =_=_ Ascension run The ascension run is the final stage of the game. It begins by collecting the Book of the Dead and ends by ascending (or dying). =_=_ Talk:Draw energy Does this technique actually work? It incapacitates you for 15 turns, during which you will naturally gain energy. But do you gain more energy than just waiting for 15 turns, and do the listed environments actually change the increase? I've never noticed a difference between using this technique on plain ground (should be +1), an altar (should be full regeneration within 8 turns), or a grave (power loss). The draw energy function () is definitely getting called but I think the switch statement never does anything. Can anyone confirm this, e.g. with gdb? -- Qazmlpok 18:25, 25 June 2011 (UTC) =_=_ Fan labor This is a list of productive creative activities engaged in by fans. These activities can include creation of written works, visual or computer-assisted art, music, or applied arts and costuming. =_=_ Fanfiction =_=_ User talk:Axlexk You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Talk:Ascension run Not everybody takes on Rodney last. For example, in a Maud-style speed run, it can be perfectly reasonable to do the book first, and only then get the other artifacts, candles, and vibrating square. INHO the ascension run is when you plan to depend only on items you are carrying, and don't do anything that isn't strictly required to win the game. --217.253.250.21 21:42, 27 June 2011 (UTC) =_=_ Forum:Artifact count How does Nethack count artifacts for the purpose of wishing and gifting? Is it artifacts in existence or artifacts generated? So, for example, would there be any benefit to polymorphing or otherwise destroying artifacts to increase the chance to get other artifacts? -208.97.245.235 00:13, 30 June 2011 (UTC) You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Tonal =_=_ Vlad's =_=_ The Wizard of Yendor laughs fiendishly. =_=_ Baby dragon Baby dragons are a subset of dragons that appear in NetHack. All baby dragons are neutral, huge-sized, strong, and capable of flight. They have an AC of 2 and possess intrinsic resistances similar to their adult forms, but lack the adults' scales (along with the AC and resistances those would convey), their ability to use breath weapons, and the ability to see invisible. They are also intelligent and can pick up gold and gems, but have no hands. Baby dragons are only generated randomly and at level creation on floors that they are eligible for, i.e., the neutral-biased Oracle and Sokoban levels; they are excluded from the selection of random in levels that place them during initial creation. Like all baby monsters, they can also be hatched from dragon eggs, and grow up into their scaled adult forms. Baby yellow dragons and yellow dragon eggs appear on the fourth variant of Medusa's Island, under the care of a mother yellow dragon. Baby dragons have decent AC and a somewhat nasty bite, but are otherwise not much threat for a prepared player encountering them. Pet baby dragons are decent fighters, but can take quite a while to raise due to their low speed. They can be used as steeds, with the advantages of flight, fighting strength, and carnivorousness, which makes them easy to feed. However, their lack of speed ensures they will spend most of their time either catching up with you or eating corpses; even after making them fast (e.g., by zapping a wand of speed monster at them) and raising them to adulthood, their movement speed still pales in comparison to many other available steeds, though the flight and the breath weapon they gain may still make them a worthwhile choice. Players planning to make frequent use of dragon pets or steeds may want to carry a magic whistle. NetHack 3.0.0 introduces baby dragons and distinguishes between and their corpses by color, as well as those of the adult forms. =_=_ Talk:Right square bracket =_=_ Talk:Rock Do rocks and stones also deal their 1d3 damage if you use them as a melee weapon? --Bluescreenofdeath (talk) 08:35, 12 December 2013 (UTC) =_=_ Talk:Electric bug Did SLASH'EM change that? In Vanilla, breaking a wand of death does *not* kill you outright, as opposed to zapping yourself. All it does it the standard damage for breaking any wand, including a wand of nothing. In case SLASH'EM didn't change anything, & curid=14453 & diff=71370 & oldid=60126 this revision should be reverted. --Tjr 02:04, 6 July 2011 (UTC) =_=_ Upgrade =_=_ Talk:Puddingbane Does Magicbane make a good pacifist Puddingbane for the ascension run? What would you have to disenchant it to? --Tjr 15:43, 7 July 2011 (UTC) =_=_ Talk:Discoveries =_=_ Stink You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Talk:Vlad the Impaler I killed Vlad with my bare (well, gloved) hands because I accidentaly unwielded my weapon and I didn't even notice. Yeah. 89.74.172.22 23:19, 8 July 2011 (UTC) Well that was annoying. For some reason the level 18 Vlad I encountered could a) level port via reading a scroll of teleportation (I didn't confuse him), and then b) teleport to the upstair when I finally found him. I have never seen that before. I've always been able to bash him to death with a piece of glass without him teleporting away. Odd. --Davek (talk) 05:27, 2 October 2015 (UTC) Tempted to make a separate article on Vlad's appearance in dNetHack, but not sure if it'd be considered sensible to do... --Umbire the Phantom (talk) 08:23, 5 July 2021 (UTC) I really like nethack-qt, but the annoyingly huge attribute and status icons are blocking vital stats like health and power on my 10" netbook screen. Is there any way (besides hacking the source and recompiling) to disable them? < br > Berlioz on 93.203.18.158 11:57, 9 July 2011 (UTC) =_=_ Forum:Speed: turns versus actions =_=_ Forum:Speed: turns versus action =_=_ Forum:Summon insects =_=_ Displace =_=_ Forum:Revive the old Monster Quick Access Box I was wondering if the old monster overview/quick access box, which used to exist on the front page of the wiki some months back, before it was replaced by the random game scene screenshot, could be revived at least as an additional article/page, or as an addition the the page "Monster". Personally, I thought that box - amongst the other overview box that used to be on the start page - was the most useful and most frequently used feature of the wiki, and I was somewhat dissapointed to see it dissappear. It truly was the fastest way to lookup a monster, and having to browse the long list on the current Monster overwiev page, does take more time. When encountering any < colour > < character > , one look at that box and one single click brought you straight to the datasheet of the monster... super quick! :) =_=_ Nethack quaffing game =_=_ Baluchiterium =_=_ Talk:Amulet versus stone Due to a probably accidental line of code, a player vampire's bite attack, which is normally deactivated for stoning monsters, will be reactivated while wearing this amulet. This can make it easy to lose to a player who takes that chickatrice lightly because "I'm stoning resistant!" The main way to prevent this is to read battle spam messages carefully (which you should be doing anyway around a stoning monster, if not always.) This doesn't appear to be true, at least not in the latest version. I've tried it with a player vampire, non-vampire polymorphed into vampire, and non-vampire polymorphed into mind flayer. The touching attacks were not done while the amulet was worn, so it did not turn me to stone. Unless there's some other situation where the amulet does activate the attack, this bit should be removed. -- Qazmlpok 02:19, 15 July 2011 (UTC) =_=_ Talk:Need +x weapon to hit Don't beat a disenchanter with a wand. In one of my vanilla speedruns, I was still wielding the all-important wand of polymorph after uncursing it and found out the hard way disenchanters decrement wand charges. --Tjr 10:55, 15 July 2011 (UTC) Hi, can you add the en- and em-dashes for use here? They look better than double hyphens. OneWeirdDude 18:27, 15 July 2011 (UTC) =_=_ Talk:Mimic Is it really true they cannot mimick a boulder in a room? IIRC I've had that. Also, I can't believe the mimic code checks if there's a priest present before mimicking an altar. --Tjr 19:49, 16 July 2011 (UTC) The Fighting section mentions using Elbereth. My understanding is that Elbereth doesn't work on blind monsters (like mimics). Can anyone confirm this, specifically re: mimics? --Mackeyth (talk) 18:05, 9 June 2020 (UTC) =_=_ Wands of digging =_=_ Lessons learned the hard way Lessons learned the hard way was a huge Rodney entry. It was so large that it had to be removed from the database because Rodney would become unresponsive to everyone else whenever someone requested the entry. For a while it was hosted by GreyKnight, but now that the wiki exists we can put it where it really belongs. So here they are, loosely sorted by dungeon branch. frame|You die...(again) Some of the lessons don't apply to post-3.4.3 versions of NetHack, but may still apply to variants based on older versions. The history merge is done now, you can & action=historysubmit & diff=71666 & oldid=71298 admire your work. --Tjr 16:30, 18 July 2011 (UTC) =_=_ Scared =_=_ Forum:Mine's end i got to the mine's end or what i thing is the mine's end i am in vultures eye im a monk h m at lev 11. all the map is a giant maze with 2 secret doors at the botmoe left corner and ther where 2 lev teloportes over 2 lodestones (i did not pick them up) and i cant find a luckston anewhare there was a bunch of gem and books in the lev and a lot of monsters like vampiers wraiths and stuf like that. so am i in a difert verson of the mines end or not. There is also a small room in the upper-right corner with a secret door on the right-hand side, which can contain the luckstone. Did you check there? Also, if you have a way to uncurse something, you might just pick them up and see--two loadstones aren't ordinary generated, so chances are very good that one of them is the luckstone. Scorchgeek 14:58, 22 July 2011 (UTC) =_=_ Forum:Help in the end game =_=_ You feel sad for a moment =_=_ Magical explosion In the first case, your power will be slightly increased, possibly including your max power. There are many other explosions in the game with magical sources, but these are the only two which are explicitly described as "magical explosions." You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Looking-glass =_=_ Source:Ref/do vault You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Hard helmet =_=_ Talk:Teleportation Which monsters can teleport? Which have teleport control? Forum:Too darned smart had me wanting to check if the Titan could teleport, although I'm pretty sure they can't.--PeterGFin 15:50, 28 July 2011 (UTC) Reading a scroll of teleportation while confused results in a level-teleport rather than a regular teleport. Umber hulks and sergeants follow you from level to level, regardless of whether you levelported, jumped down a hole, or just used the stairs like a regular person. =_=_ Source talk:NetHack 3.4.3/src/spell.c The annotation for the effect around line 120 (You feel threatened) claims that this will make peacefuls attack you. This is a big difference from the aggravate monster and Spellbook#Failure effects of spellbook reading articles.--PeterGFin 15:55, 28 July 2011 (UTC) =_=_ Write =_=_ User talk:Ravenlight You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. Are there any 8x8 tilesets in 16 or 256 colors for Nethack, preferably as close to the standard tileset as possible? Google has turned up nothing and I'd like to try one for NethackDS without turning empty spaces into zombie heads. 174.106.246.231 01:58, 1 August 2011 (UTC) =_=_ Genocidal confusion =_=_ Talk:Weight My stash is on Dlvl 4. I have two blessed bags of holding on Dlvl...........28. each bag puts me to strained. "Im a pack rat" Ive tried to change i cant help it > . < . I tried to poly into a giant, stone giant, titan. Anything I can turn into to carry more? Im at 18/star star power guantlets are in stash i perfer dex ones. Alright though i appreciate the insight..........What symbol represents a spellbook in NetHack?(checking)+ If you have teleport control, a confused (usually) or cursed scroll of teleport can get you to DL4 rather quick. The Orb of Fate can levelport you, too. After you levelport to 4, you can dig down to get back. The The Eye of the Aethiopica can warp you to Sokoban, too. Derekt75 15:35, 2 April 2012 (UTC) I was going to add a statue of a dragon at 6750 (4500*1.5) as the "heaviest" object, but this might not be helpful if it invites the pedantry of considering the possible maximum contents etc, or even a superball. Any opinions?--PeterGFin (talk) 10:09, 21 July 2012 (UTC) =_=_ User talk:Musicdemon You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Talk:Magic whistle You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Talk:Level teleport Glancing at the source shows that it's possible to type in the name of an area during controlled levelport rather than strictly using the number. Wizard mode easily shows that this is the case; "minetn" takes you to Minetown, "The Oracle level" goes to the oracle level, "The Gnomish Mines" goes to the branching level of the dungeons of doom, etc. It's more restricted during normal play; a test in SLASH'EM explorer mode shows that it's not possible to levelport to an area you haven't visited yet. I think forgotten due to amnesia is fine. The article makes no mention of this, so I assume it was completely unknown. -- Qazmlpok 15:17, 8 August 2011 (UTC) =_=_ You feel you could be more dangerous! You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. Thank you for correcting the monster templates. I had no idea the situation is this bad. --Tjr 12:30, 13 September 2011 (UTC) I noticed you added nocorpse=1 to the vampire [lord] infobox. While true according to monst.c, this is still misleading; vampires do leave corpses, just not vampire corpses. Zombies and mummies act the same way, leaving corpses of their base type rather than a 'dwarf mummy corpse'. nocorpse=1 should be removed; if you'd like you could modify the template to include something like 'specialcorpse=1'. -- Qazmlpok 03:39, 20 September 2011 (UTC) Using Special:ReplaceText, I've compiled a list of monsters that still use the "old" non-numeric monster frequency. I can't just indiscriminately search-and-replace those because of the ambiguities you described. Does your script correctly account for weapon attacks? A lot of pages list them as "physical", which is something different. There's a thread about this earlier, but I'd like to thank you for your work on the wiki myself, too. The topic about the difference between the old and new wikis came up in RGRN, and I realised you've done more for the quality of the information in the wiki than pretty much anyone else here. All those small corrections really add up, and it's leading to a great product overall. Ais523 06:50, 19 February 2012 (UTC) I have not been on NAO recently because I have been playing SLASH'EM. I recently ascended my first SLASH'EM character (lawful female human Ice Mage), and I hope to be back on NAO soon! My most recent project was to ascend a Geek in NetHack: The Next Generation. Now that this is complete, I hope to be back on NAO soon. =_=_ Forum:Monster usable items =_=_ Mines' end =_=_ Talk:See invisible =_=_ Marker =_=_ Mc3 =_=_ Sceptre =_=_ Talk:Archeologist On NAO, the Archeologist can get to at least "basic" in long sword. This is not reflected on this page or the Long sword page. I don't think I did anything special to achieve that. --16:15, 28 August 2015 (UTC) =_=_ Platinum card You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Timeline =_=_ Talk:Electric eel =_=_ Talk:Magical item I've just edited the "Other Items" section to note that holy water is "magical" when it comes to polyfodder. A blessed scroll of blank paper or plain spellbook is as well, in fact I make it a point to prepare for polypiling sessions at the bottom of Vlad's Tower (my favourite place to polypile, second only to the altar in Orcus-town) by blanking and blessing potions and scrolls. I've never experimented with unholy/cursed potions or blank readables, but it might stand to reason that any enchantment--positive or negative--would make something "magical" in the polyfodder sense. Can someone verify this, or rather, has anyone already tried this before I finish my current game and delve into wizard mode to find out? Thanks! --chilemonkey =_=_ User talk:YaoiBlossom You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User talk:Steven aus You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User talk:StevenAus You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Forum:Compiling alt.org/competition style Nethack and variants It's not essential or the end of the world or anything, but what files do you need to compile a version of Nethack or variants similar to what alt.org or other competition sites/competitions use? If this is not allowed, I'll just practice with standard 3.4.3 or standard variants, but if it is allowed, I'd like to be able to practice in competition style to prepare myself for the real thing. What are the ground rules? Yes, sorry about that, I did actually use < when on the Windows command line. I successfully compiled the original 3.4.3 program following the instructions on the Compiling page, and on the Patching page, am up to: where I think nh343-nao.diff needs to replace the filename there. However, it says "NetHack is up to date" when compiling after the instructions there, and I can't see any difference in the binary (in fact it doesn't produce an updated binary). What do I need to do differently to get the .diff file to edit some of the source files and then be compiled into an updated binary? Well, I'm stumped. No matter what I do, it just says that NetHack is up to date. Any suggestions of what to do/try next? I've retried compiling, and also used TortoiseSVN to produce a nethack-3.4.3-orig folder, then copied those files into the relevant source folders, but when I try to use the http://alt.org/nethack/userdata/t/tjr4/tjr4.nh343rc file for my defaults.nh (with a few edits to turn on ncurses), it gives syntax errors for the MSGTYPE commands. However, the "NetHack 3.4.3 (Curses Interface)" installation works fine with the newer defaults.nh file, but I think it has a few differences to the nh343-nao.diff changes. I have tried all kinds of email addresses that I own, even those without full stops in the username, without dashes or underscores, but even a bog standard "email@company.com" is giving the error suggesting there is an invalid character in the email address. I have tried both with Pale Moon and IE9 and it gives the same errors. What is the cause of this problem? =_=_ Talk:Scroll of stinking cloud The damage table is appreciated, but I'm not certain that I'm reading it right. If I'm reading it right, the damage done by a blessed scroll is between 6 and 17 hit points, per turn, for 4 - 6 turns, then a reduced range with damage from 6 - 11 hp per turn for 2 turns, then another reduction in range, with 6 - 8 hit points of damage done for an another 2 turns. So a monster that is not poison-resistant who is at or adjacent to the epicenter of a blessed stinking cloud will take damage from the cloud from 48 HP at the minimum to 140 HP at the maximum. Or does such a monster suffer from 18 to 36 points of damage, total? The table could be interpreted that way, too. ——Emdoub (talk) 06:43, 29 September 2019 (UTC) =_=_ Template:CloudSize This template is intended to portray stinking clouds. It displays three concentric balls of radius up to 5 centered on the , using the L_1 norm / Manhattan taxicab distance. =_=_ Talk:Sliming =_=_ Jelly SLASH'EM =_=_ Mold SLASH'EM You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Source talk:NetHack 3.4.3/src/uhitm.c Potion.c lines 989 and 1031 mean you can kill a monster with a potion of healing even if it looks sound and hale again. However, the kill isn't checked, so you could kill monsters as a pacifist without breaking conduct. Am I missing something? --Tjr 13:53, 25 August 2011 (UTC) =_=_ Watch =_=_ User:YaoiBlossom =_=_ Sourcecode =_=_ Talk:Numbers used in the warning system Sometimes when I am pressing the directional keys 1-4, and 6-9, I accidentally press 5 once. I'm on a laptop so this happens more than not. The next directional key I press I find myself the farthest my character can go in that direction. I.e. I'm in a corridor and press 5, then 6 and I find myself at the end of the corridor or next to a monster if any is in my way. May someone please tell me what this is, and it should probably be noted here as well if it is anything. --YaoiBlossom - Devious Valkyrie 17:47, 26 August 2011 (UTC) =_=_ Sokobon Level 4a You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ As you kick the door, it crashes open =_=_ As you kick the door, it shatters to pieces =_=_ Talk:Gate Is this really a disambiguation? I don't really see how branchporting or demons could be related to "Gate". --YaoiBlossom - Devious Valkyrie 03:00, 29 August 2011 (UTC) =_=_ Gating =_=_ Killer coins =_=_ Price Identification =_=_ User talk:ManaUser You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Talk:Stick of dynamite =_=_ Talk:Potion of restore ability Can someone confirm that I have this right, and I'll add it to the page? Thanks Spontiff 13:17, 5 September 2011 (UTC) =_=_ Paralysis resistance =_=_ You feel full of awe You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Techniques =_=_ Forum:Slash'em for the first time I'm giving Slash'em a try for the first time and was hoping to get some advice. I'm an experienced NetHack player, having ascended most roles. I'm not an expert - I wouldn't even know how to try for a foodless or illiterate conduct, but I know a few tricks. Obviously, there are a lot of new items, special levels and whatnot, but are there any fundamental differences that I should be aware of? What's a good class/race to start with? The majority of my NetHack ascensions were wizards, followed by valks, a couple monks and knights and the rest just 1 to do it. Any advice would be helpful. Thanks! -208.97.245.230 16:50, 7 September 2011 (UTC) =_=_ You hear a muffled shatter =_=_ User talk:SenorPwnage You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Bugs in NetHack 3.4.3/Reports The official list of bugs in NetHack 3.4.3 gives very little information about the bugs in question. This page archives the known original bug reports sent to the DevTeam, to give more information and insight into the bugs. L3 Cache: 8 MB Probably irrelevant, but it's a Toshiba Satellite netbook with 3 GB memory and 4 GB swap, and an Intel U2700 1.3GHz processor. Ubuntu 13.04 (running Linux 3.8.0-31-generic), using gcc (Ubuntu/Linaro 4.7.3-1ubuntu1) 4.7.3. I tested two X11 tiles ports, and the bug appears on both: I found a reasonably major (spoiler?) bug in the NetHack 3.4.3 code during the process of making a tiles port for NetHack 4. (The bug had already been fixed in NetHack 4 via NitroHack; I don't have access to the development source of 3.4.4 or 3.5.0 to check if it's fixed there or not, and as such I can't send a patch because I don't have access to the codebase it's meant to patch against, and thus it wouldn't apply.) The issue is to do with custom user tilesets. In the X11 port of NetHack, the game loads the tileset from a path specified in NetHack.ad. Although this file is read-only and stored in the nethackdir, it's possible to override the X search path in order to use an alternative NetHack.ad, and thus an alternative tileset. This seems like a useful (possibly intended) feature, and not a bug. However, the code seem to implicitly assume that objects with the same unidentified description also have the same tiles. Simply changing the tileset to give different tiles where previously the tiles were the same effectively gives objects unique unidentified appearances, meaning that, say, bags, loadstones, and fake Amulets can be identified entirely via the tile you give them. Here's an example of this exploit being used on the X11 tiles version of NetHack (both "prefix/games/nethack", produced by compiling the 3.4.3 official source release, and "xnethack", the Ubuntu-packaged version): The game on the official NetHack source (which was in wizard mode for testing), I wished for a sack and a bag of holding, then threw both onto the ground. Here's the screenshot: < http://nethackwiki.com/wiki/File:Tiles-bugreport1-image1.png > . As you can see from the message buffer, the two bags are both indistinguishable to the character (I farlooked both of them), due to being unidentified. However, the difference in the bags is clearly visible to the player; the sack (tile 194) shows a "1", and the bag of holding (tile 196) shows a "3". This would allow a player to instantly recognise which bags were holding. In the securely installed game (which I played to prove that this exploit does not require the ability to modify game files), I started a Rogue, and threw my starting sack: < http://nethackwiki.com/wiki/File:Tiles-bugreport1-image2.png > In this case, the character knew its identity; but the point is to demonstrate that the exploit-containing tileset still works (you can see the "1" I drew on the sack). This exploit is more major than just bags; in particular, fake and real Amulets of Yendor have distinct tiles, as do loadstones. Other ports and variants of NetHack are likely to have a similar issue, if they use the same or similar tiles code to vanilla. (Interestingly, Slash'EM's default tileset actually has subtly different tiles for the various bags out of the box; I originally noticed this bug because NetHack 4's tileset is based on Slash'EM's, and although it's harder to reproduce in NetHack 3.4.3, it's still possible.) In particular, I strongly suspect that this bug exists on the widely-played Windows tiles version (which also has customizable tilesets). You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Talk:Infravision =_=_ Talk:Hole Pursuant to the phrase, "[a]ll eligible tiles of your destination level are equally likely," is there anywhere in the wiki that describes which tiles are eligible? Empirically, I suspect that the eligible tiles include anywhere within a room (in the Dungeons of Doom) and anywhere in a randomly-generated section of a Gehennom labyrinth. So, not a corridor, not a closet, not a vault -- but this is just an assumption based on where I've fallen from time to time. There are clearly special cases depending on where you're landing; I'm sure you can't just drop anywhere into the Castle or Medusa's Island or Juiblex's Swamp... or can you? Is the same list of "eligible tiles" used for levelporting and for dropping through holes? Is the quest nemesis layer of the Rogue Quest a special case? Delbow (talk) 21:43, 16 December 2015 (UTC) =_=_ FoD =_=_ Talk:Multiplying insect Do giant ticks appear anywhere naturally? As far as I can tell, only the louse and flea appear on the Lawful quest. 75.58.120.233 21:40, 14 September 2011 (UTC) You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Talk:Metallivore You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Talk:Ochre jelly Ochre jelly is called an amoeboid on the current page, which might make sense, but is the notion of amoeboid part of the code base too? =_=_ Cloudy area =_=_ Fog/vapor cloud =_=_ Unlink bones? =_=_ Unlink bones You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User talk:Xanamor You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Talk:Digestion When it says that the trapper utterly digests you, is that one more turn/hit of the digester? or is that one more turn of the game clock? In other words, since the trapper is slow, does being utterly digested mean you have a few turns to fix the problem? Derekt75 16:16, 22 September 2011 (UTC) =_=_ Talk:The Heart of Ahriman If I have a boots of levitation and the heart can be invoked, I'm better off choosing the heart to levitate, right? Boots or Rings require that I remove something else that's useful, and put on the levitation device, and then when I'm done remove the levitation device and put on the ring of free action or speed boots. Furthermore, before Rodney has been woken up, the heart is less likely to be removed by a monster while worn boots/rings might be removed by a foocubus, right? (As an aside, can such a foocubus encounter cause drowning? If not, why not, If so, why is that not listed under drowning?) Derekt75 16:58, 22 September 2011 (UTC) It's a good choice for neutral wizard to wish. As Rodney may steal the Eye. For other neutral character, the Eye is more desirable. ——Zgyt4033 (talk) 08:42, 22 August 2017 (UTC) Occasional player, occasional source diver, frequent lurker on Freenode's #nethack. Jack of all game genres, master of none. Known to wish for mundane tools instead of polypiling. =_=_ Talk:Samurai quest =_=_ Disarm =_=_ Rust monster or disenchanter Rust monsters and disenchanters can both degrade equipment. This monster class is a prime candidate for genocide. A rust monster corpse is safe to eat; however, eating a disenchanter is likely to be undesirable because it will remove one of your intrinsics. =_=_ Fungus or mold =_=_ Humanoid (monster class) =_=_ Pair of gloves =_=_ Disarm (technique) Disarm is a technique in SLASH'EM. It is available to all roles and races upon reaching skilled in any weapon skill. It is necessary to use a weapon to disarm a foe; bare hands and martial arts skills cannot be used to disarm foes and do not grant the technique. Unlike most techniques, there is no timeout. Disarm can only be used if you can see the target and the target's weapon. The target's weapon must not be cursed. If you are fumbling, there is an additional 90% chance of failure. The weapon is placed into your inventory, if possible. A petrifying corpse will kill you if you are not wearing gloves. =_=_ Monk (player monster) Like other player monsters, monks are never randomly generated and are thus rarely seen. The hostile player monsters on the Astral Plane may include one or more monks. < ref > < /ref > Reading a cursed scroll of genocide as a monk while confused will summon a number of monk monsters, although they won't have their usual equipment. Using undead turning on the corpse or stone to flesh on the statue of a dead monk left on a bones level will revive the corpse or statue as a player monster. The Valley of the Dead does not usually contain monk (or priest) corpses, except possibly in the graveyards. Like other player monsters, monks will also be equipped with 1d3 random offensive items, 1d3 random defensive items and 1d3 random miscellaneous items. Monks on the Astral Plane will also receive a cheap plastic imitation of the Amulet of Yendor, some gold and an ascension kit. =_=_ Priest (player monster) No priests or priestesses are normally found outside the Astral Plane, where they may appears among the hostile player monsters generated there. < ref > < /ref > Acolytes found in the priest quest can also grow up to become priests. Reading a cursed scroll of genocide as a priest or priestess while confused will summon a number of priests or priestesses, although they won't have their usual equipment. Using undead turning on the corpse or stone to flesh on the statue of a dead priest or priestess left on a bones level will revive the corpse or statue as a player monster. Priest and priestess corpses are not found in the Valley of the Dead, except possibly in the graveyards, and a statue of a priest or priestess may appear on Medusa's Island.. A priest or priestess on the Astral Plane will carry either a mace (50%), a long sword (25%) or a randomly chosen melee weapon (25%). The weapon's enchantment will be random between +4 and +8, and it will be either erodeproof or greased (but not both) with 33.3% probability each. There is a 50% chance that the weapon will be made into an artifact of the same type, if possible. In the ascension kit, the random cloak will be changed to a robe (3/4 chance), the random headgear will be changed to a helm of brilliance (3/8 chance) or to a helm of telepathy (3/8 chance), a shield will be included only 7/16 of the time (compared to 7/8 for most roles), and dragon scale mail will be replaced by other body armor half the time. Priests and priestesses will also be equipped with 1d3 random offensive items, 1d3 random defensive items and 1d3 random miscellaneous items, a randomly generated ascension kit containing various pieces of armor as well as a cheap plastic imitation of the Amulet of Yendor, some gold and other items. =_=_ Ranger (player monster) Like other player monsters, rangers are never randomly generated and are thus rarely seen. No rangers are normally found outside the Astral Plane, where they may appears among the hostile player monsters generated there. < ref > < /ref > Reading a cursed scroll of genocide as a ranger while confused will summon a number of ranger monsters, although they won't have their usual equipment. Using undead turning on the corpse or stone to flesh on the statue of a dead ranger left on a bones level will revive the corpse or statue as a player monster. Ranger corpses will also be found in the Valley of the Dead, and a statue of a ranger may appear on Medusa's Island. A ranger on the Astral Plane will carry either an elven dagger (50%), a long sword (25%) or a randomly chosen melee weapon (25%). The weapon's enchantment will be random between +4 and +8, and it will be either erodeproof or greased (but not both) with 33.3% probability each. There is a 50% chance that the weapon will be made into an artifact of the same type, if possible. Like other player monsters on the Astral Plane, rangers will also be equipped with 1d3 random offensive items, 1d3 random defensive items and 1d3 random miscellaneous items, as well as a randomly generated ascension kit containing dragon scale mail and various other pieces of armor (along with a cheap plastic imitation of the Amulet of Yendor, some gold and other items). =_=_ Rogue (player monster) Like other player monsters, rogues are never randomly generated and are thus rarely seen. A peaceful rogue named Pug appears on the final level of the Wizard quest. Other than that, no rogues are normally found outside the Astral Plane, where they may appear among the hostile player monsters generated there. < ref > < /ref > Reading a cursed scroll of genocide as a rogue while confused will summon a number of rogue monsters, although they won't have their usual equipment. Using undead turning on the corpse or stone to flesh on the statue of a dead rogue left on a bones level will revive the corpse or statue as a player monster. Rogue corpses will also be found in the Valley of the Dead, and a statue of a rogue may appear on Medusa's Island. A rogue on the Astral Plane will carry either a short sword (25%), an orcish dagger (25%), a long sword (25%) or a randomly chosen melee weapon (25%). The weapon's enchantment will be random between +4 and +8, and it will be either erodeproof or greased (but not both) with 33.3% probability each. There is a 50% chance that the weapon will be made into an artifact of the same type, if possible. There are no artifact short swords in the game, but plenty of artifact long swords, and a rogue's orcish dagger may turn out to be Grimtooth, if that artifact has not been generated yet. Like other player monsters on the Astral Plane, rogues will also be equipped with 1d3 random offensive items, 1d3 random defensive items and 1d3 random miscellaneous items, as well as a randomly generated ascension kit containing dragon scale mail and various other pieces of armor (as well as a cheap plastic imitation of the Amulet of Yendor, some gold and other items). =_=_ Samurai (player monster) Like other player monsters, samurai are never randomly generated and are thus rarely seen. They are normally found outside of the Astral Plane, where they may appear among the hostile player monsters generated there. < ref > < /ref > Most samurai encountered in the main dungeon will turn out to be doppelgangers, which may temporarily assume their form; in any case, the game refers to them by the rank title appropriate for the monster's level. Reading a cursed scroll of genocide as a samurai while confused will summon a number of samurai monsters, although they won't have their usual equipment. Using undead turning on the corpse or stone to flesh on the statue of a dead samurai left on a bones level will revive the corpse or statue as a player monster. Samurai corpses can be found in graveyards including those in the Valley of the Dead, and their statues may appear on Medusa's Island as well as in cockatrice nests. A samurai on the Astral Plane or in the Samurai quest will carry either a katana (50%), a long sword (25%) or a randomly chosen melee weapon (25%). The weapon's enchantment will be random between +4 and +8 on the astral plane, or between +0 and +3 otherwise, and it will be either erodeproof or greased (but not both) with 33.3% probability each. On the Astral Plane, there is a 50% chance that the weapon will be made into an artifact of the same type, if possible. Like other player monsters, samurai will also be equipped with 1d3 random offensive items, 1d3 random defensive items and 1d3 random miscellaneous items. The ones on the Astral Plane will also carry a randomly generated ascension kit containing dragon scale mail and various other pieces of armor (as well as a cheap plastic imitation of the Amulet of Yendor, some gold and other items). =_=_ Tourist (player monster) No tourists are normally found outside the Astral Plane, where they may appear among the hostile player monsters generated there < ref > < /ref > . Reading a cursed scroll of genocide as a tourist while confused will summon a number of tourist monsters, although they won't have their usual equipment. Using undead turning on the corpse or stone to flesh on the statue of a dead tourist left on a bones level will revive the corpse or statue as a player monster. Tourist corpses will also be found in the Valley of the Dead, and a statue of a tourist may appear on Medusa's Island. A tourist on the Astral Plane will carry either a a long sword (50%) or a randomly chosen melee weapon (50%). The weapon's enchantment will be random between +4 and +8, and it will be either erodeproof or greased (but not both) with 33.3% probability each. There is a 50% chance that the weapon will be made into an artifact of the same type, if possible. Like other player monsters on the Astral Plane, tourists will also be equipped with 1d3 random offensive items, 1d3 random defensive items and 1d3 random miscellaneous items, as well as a randomly generated ascension kit containing dragon scale mail and various other pieces of armor (as well as a cheap plastic imitation of the Amulet of Yendor, some gold and other items). =_=_ Priestess (player monster) =_=_ Valkyrie (player monster) Like other player monsters, valkyries are never randomly generated and are thus rarely seen. No valkyries are normally found outside the Astral Plane, where they may appear among the hostile player monsters generated there. < ref > < /ref > Reading a cursed scroll of genocide as a valkyrie while confused will summon a number of valkyrie monsters, although they won't have their usual equipment. Using undead turning on the corpse or stone to flesh on the statue of a dead valkyrie left on a bones level will revive the corpse or statue as a player monster. Valkyrie corpses will also be found in the Valley of the Dead, and a statue of a valkyrie may appear on Medusa's Island. A valkyrie on the Astral Plane will carry either a war hammer (50%), a long sword (25%) or a randomly chosen melee weapon (25%). The weapon's enchantment will be random between +4 and +8, and it will be either erodeproof or greased (but not both) with 33.3% probability each. There is a 50% chance that the weapon will be made into an artifact of the same type, if possible. Like other player monsters on the Astral Plane, valkyries will also be equipped with 1d3 random offensive items, 1d3 random defensive items and 1d3 random miscellaneous items, as well as a randomly generated ascension kit containing various other pieces of armor (as well as a cheap plastic imitation of the Amulet of Yendor, some gold and other items). The ascension kit of a valkyrie only has a 50% chance of containing dragon scale mail; the other 50% of the time, it will contain some other body armor. All player monster valkyries are chaotic, unlike player valkyries, which can be lawful or neutral; prior to NetHack 3.1.0, player valkyries could be chaotic. =_=_ Spotted jellies =_=_ Blue jellies You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Displaced =_=_ User talk:Puddingfarm You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User:Puddingfarm I'm just some guy who likes farming puddings for pleasure, power, and profit. My first experiences with Nethack started in 2006, where I spend thousands of turns hunting red molds as a wizard because I thought they restored HP. Since then, I've learned a lot more about Nethack, like how drawbridges are my bane and how the RNG gods summon soldier ants whenever they are bored, which is all the time. Despite these obstacles, I have managed to ascend several characters (a Monk (recently), a Samurai, and several Valkyries). I just started playing on alt.org (I miss my image interface), and hope to ascend more characters in the future. =_=_ Talk:Catoblepas =_=_ User talk:Joyous Cow You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. So I'm sitting at my stash contemplating my ascension run. (Actually more like a descension-ascension run - I've gotten down to the Valley of the Dead and I think I have everything I'll need to descend through Gehennom, map it as I go, get the amulet, and come back up all in one go. Someone tell me if this is bad idea for some reason.) =_=_ Talk:Holy Spear of Light You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Aerarium Please feel free to comment - the more people, the better. No voting yet on admin candidates, because we should reach consensus on the rest first, but nominations are welcome. --Tjr 00:51, 1 October 2011 (UTC) Everybody with a wiki account may say yes or no to each admin candidate, until October 23. Candidates with at leat 50% approval rates will become admin here and on the old wiki. --Tjr 17:01, 15 October 2011 (UTC) =_=_ Irc =_=_ Captcha =_=_ CAPTCHA =_=_ MediaWiki:Previewnote =_=_ Forum:Vampire . . . killed by vampire bite ? ? ? Slash'EM. Tell me how -- how -- does a vampire get killed by a vampire bite? OK -- it is considered poison, which is even more odd to me. Vampires are not alive and not adversely affected by poison. The only way a vampire can be killed by the bite of another vampire is drain it of all of its blood. I am not sure if I want this question answered. May be more of a gripe/complaint/venting... was going to start a "Discussion" under Vampire (starting character) page, but decided it may not be appropriate there. I was running from and angry shopkeeper, trying to get back my Bat from Hell (and most of my armor) from a water nymph, dodging a wraith (without an enchanted weapon), digging with my pick axe to move from level to level to avoid the aformentioned. . . only to walk into "I'm afraid the posion was deadly." (or whatever it says) -- when about to strike the final blow to that darned nymph! Grr. But I guess as real as NetHack and Slash'EM is in roguelikeville, I guess they are not entirely real. I *was* quaffing potions -- something which vampires cannot do -- ingest anything but blood. ;) :-) =_=_ File:Zap HitProbabilitiesAC32.svg Graph of probability of zap_hit() returning true for AC values from -32 to 20, and spell_bonus values from -7 to 14. A few lines are shown corresponding to AC values of a sample of target monsters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Heptagramless =_=_ AceHack AceHack is a variant of NetHack, focusing on gameplay very similar (although not quite identical) to vanilla NetHack, and an improved interface. Work on AceHack as a standalone variant stopped in 2012, after it was merged with NitroHack to form NetHack 4. At present, it is still in an unfinished alpha status, but is nonetheless playable. AceHack's codebase is mostly based on that of NetHack 3.4.3, but also contains code from UnNetHack (which in turn contains several changes that originally came from AceHack), SLASH'EM, and GruntHack, as well as versions of several patches (often rewritten ones). The few gameplay changes in AceHack (other than straightforward bug fixes, which tend to change gameplay when they fix exploits) are mostly designed to compensate for the removal of interface drawbacks, to reduce the chance of unavoidable bad luck, or to permit a simpler equivalent to what would otherwise be degenerate strategies, and err on the side of making the game easier: Additionally, the monster AI has been improved, particularly for pets. There were some unintentional balance changes as a side-effect of this, particularly for pacifists; the author intends to fix these before release. One highly notable change is that Elbereth no longer has any special effect; however, its effect is still available in AceHack, as the heptagram, which is identical to an engraved Elbereth, except that it's a symbol rather than a word, and does not exercise Wisdom. It can most simply be dust-engraved by pressing . Although AceHack tries to keep the gameplay much the same, it changes the goals of the game unrelated to winning/losing, such as scoring and conducts, to make them more interesting: Several more game modes are intended to be added to AceHack eventually (such as Adeon's "Heaven or Hell" variant); there is also a multiplayer version of AceHack under development (intended to eventually be merged with the main codebase), but it is not yet playable. There is also a plan to track more conducts than at present. AceHack has a philosophy of eliminating options that players will rarely want to change from the defaults, and making sure that the defaults for options are sane. There are typically fewer than ten options that can be changed from within the game, although the list of which options are available tends to change based on player feedback; options are kept only if there is widespread disagreement about what their default value should be (such as < tt > floorcolor < /tt > ), if they are needed for compatibility with certain types of terminal (such as < tt > color < /tt > or < tt > DECgraphics < /tt > ), or if their setting may need to be changed within a game (such as the < tt > pickup_types < /tt > ). AceHack's most radical changes are in its interface; most obviously, it makes much greater use of color than vanilla NetHack, to allow the player to determine facts about monsters and squares more easily without having to farlook. (For instance, background color is used to distinguish tame, peaceful and hostile monsters, and to show which squares have stairs under items.) The game's command system has also been redone (although most vanilla commands, apart from rarely-used ones like and , still work); the intent is to reduce the number of keystrokes required to type commands, and reduce the risk involved in typing on a laggy connection. The game also tries to detect some inherently dangerous actions (like walking into lava or meleeing a peaceful shopkeeper), and instead of displaying a yes/no prompt (which can easily be triggered by accident when using to move), requires a prefix; for instance, (or ) would be needed to deliberately move north into lava. (AceHack's default keybindings are a hybrid between the numpad and vi-keys control systems, with either working to move, and being used for command repeat as well as for extended commands.) There are also several convenience features such as opening doors merely by walking into them, and autoexplore. AceHack also contains a tutorial mode that teaches players the basics of the commands and gameplay. (It has since been copied by UnNetHack.) AceHack has several internal changes from NetHack; the main user-visible effects of this are a main menu which allows anyone to enter explore mode and (except on public servers) debug mode, and a different (and hopefully easier to use) build system. The interface/convenience improvements from Acehack, such as the more detailed base attributes screen and the autoexplore command, have been integrated into more recently-updated variants such as DynaHack, FIQhack, Fourk, and NetHack4. =_=_ Pound sign =_=_ Talk:Pound sign This is a regional difference. "Pound sign" is used in a lot of places in the US and Canada to refer to the hash mark. Since the symbol for the pound sterling is not used in NetHack, it seems more useful to redirect to the page they might have been looking for. This article would not have any content and only offer a link to the hash mark page anyway. --99.239.146.253 07:42, 11 October 2011 (UTC) =_=_ Talk:Tonal instrument Does anyone know about the "ifdef" codes that supposedly cause played notes to be audible? Is there an easy way to hear this? =_=_ Gold (material) Gold pieces are the currency used for zorkmids; the only other gold items are rings with the randomized appearance of "gold ring" and the Candelabrum of Invocation. Metallivores can eat gold items, except for the Candelabrum of Invocation; in practice, this is usually limited to rock moles eating any gold they encounter while tunneling through the dungeon, though it can also factor in eating gold rings. Gold golems are generated randomly in the dungeon, and may be created as the result of polypiling enough gold items. A noncursed scroll of gold detection will reveal all gold pieces and gold golems on the level; a blessed scroll will additionally detect items made of gold. The object materials system used in many variants incorporates gold items; in GruntHack, gold armor will have a -2 penalty to base AC, i.e. any armor with a base AC of 2 or less would have a base AC of 0 if made of gold. Leprechauns in some of these variants can also steal items made of gold as well as the player's money. Croesus will always wear a set of gold armor, and will sometimes be given a gold two-handed sword. =_=_ File:Telnet-icon.svg I, Ilmari Karonen, the sole author of this work, hereby dedicate it to the public domain, and waive all copyright and related or neighboring rights to this work to the extent permitted under law in the, under the terms of the Creative Commons CC0 1.0 Public Domain Dedication. =_=_ File:Telnet-icon.png I, Ilmari Karonen, the sole author of this work, hereby dedicate it to the public domain, and waive all copyright and related or neighboring rights to this work to the extent permitted under law in the, under the terms of the Creative Commons CC0 1.0 Public Domain Dedication. This is basically just :File:Telnet-icon.svg with a scaled-down MediaWiki HTTPS padlock icon on top of it. The padlock isn't even vectorized. Since the padlock is from MediaWiki, which is licensed under the GPL, so is this icon. This is basically just :File:Telnet-icon.svg with a scaled-down MediaWiki HTTPS padlock icon on top of it. Since the padlock is from MediaWiki, which is licensed under the GPL, so is this icon. =_=_ Category:Quest leaders =_=_ Category:Quest nemeses =_=_ Category:Quest guardians =_=_ Talk:Paste One thing that doesn't seem to be mentioned here, and it probably should be (rather than just linking to autohotkey), is that on windows ports, Ctrl+V conflicts with the wizard mode command for level teleporting. With vulture-nethack at least, this seems to make pasting very, very difficult, if not outright impossible(I've yet to find a way myself). -Graptor 74.83.239.195 00:44, 17 October 2011 (UTC) =_=_ Acehack =_=_ Heptagram =_=_ Question mark =_=_ Pacifist/screen Many attempted pacifist games end abruptly with accidentally bump-killing weak monsters, breaking pacifist conduct. One of the more extreme solutions to this problem is to use GNU Screen to remap the movement keys so they are all prefixed with . For example, pressing will actually send to the game. This eliminates the possibility of bump-killing (unless you're wielding Stormbringer, but that would be a silly weapon choice for a pacifist), but can make other activities, like inventory management or choosing a direction to apply a stethoscope or key, somewhat annoying. Simply create these three files and start nethack as above. The keys to turn pacifist mode on/off can be modified in ~/.screenrc-pacifist by replacing "F1" and "F2" with the keys of your choice. Type "k1" though "k9" to use the through keys, "k0" is , and "F1" and "F2" are the and keys, respectively. You can also use, for example, by typing "^o" and omitting the "-k" argument. =_=_ SplatTV =_=_ Pfsc =_=_ =opfsc =_=_ Forum:Interface Layout =_=_ Buc =_=_ User talk:Chunky Rice You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ You have an out of body experience =_=_ User talk:Crawldragon You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User talk:Rangi You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Talk:Sleep According to Comestible#Rotten food passing out as a result of eating rotten food is also a sleeping affliction and that article is linking here as such.--PeterGFin 12:42, 1 November 2011 (UTC) I find it very frustrating when a strong monster zaps me with a wand of sleep and then a weak monster kills me, and the high score table (or my shared grave in Hearse) just misleadingly says "killed by a grid bug" or whatever. It should say "while asleep" or "while sleeping", as it does with some other situations like paralysis. Squeaky (talk) 22:10, 23 July 2018 (UTC) You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Talk:Summon nasties The article says that monsters are created that are the same alignment as the caster or neutral, so I thought that I could polyself into a black dragon and disintegrate Medusa's pet titan(lawful) without fear of Lichs or MMFs(chaotic) being summoned. and then the MMF ate my brain a bunch of times before I could disintegrate him, too. :-( So, what does it mean that the summoned monsters are the same alignment or neutral? Thanks Derekt75 09:50, 3 November 2011 (UTC) =_=_ File:NH XP p Lvl.png =_=_ File:SLASH XP p Lvl.png =_=_ Category:NetHackWiki images =_=_ Jettyplay =_=_ Talk:Trident The long spear is a two handed Basic reach weapon. A medium character can use it to attack enemies two squares away, but not adjacent foes (You generally have to improvise for minimal damage, or lose a turn to drop the spear on the ground and draw a secondary weapon). Since it is two handed you apply a +50% strength bonus to damage. The trident is a one handed Martial weapon. It is used to attack adjacent enemies. You can also throw a trident without improvisation penalty. The weapon can be used with a shield or wielded two handed for a +50% strength bonus to damage. The trident is a below average martial weapon for damage output, but this is in theory offset by its flexibility. --PeterGFin 16:41, 5 November 2011 (UTC) (This material is SRD) =_=_ NetHackWiki:Replacecharsblock =_=_ Pool of water =_=_ Forum:Funny nutrition related error message Word for word, including the the missing period between (0) and "Program," including the uncapitalized "partly". The dev team didn't think of properly capitalizing everything, I guess. Partly-eaten wraiths apparently convey more nutrition than whole ones, which leads me to wonder about the mechanics of partly-eaten things. Do we have a page on that? Delbow 00:11, 7 November 2011 (UTC) =_=_ Portal =_=_ Forum:Fireproof Spellbooks? Is it possible to wield a spellbook as a weapon then read a scroll of Enchant weapon while confused to make the spellbook fireproof? I tried to figure this out myself in Wizard mode but then discovered the GUI I was using made it nigh impossible to enter Wizard mode (side question how do I enter wizard mode in Vulture's Eye?) =_=_ Plus-or-minus sign =_=_ User talk:Theorbtwo You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Forum:Vulture save files I'm new to Nethack and saved my first game without realizing that I would need to remember my character's name to load it again. I stupidly gave it a last name which I don't remember at all. I'm using Vulture and Windows 7, and after about an hour of googling I've utterly failed to find the save files that Vultures has been making, or any sort of log files or anything like that. If anyone could help me find my save it would be greatly appreciated. Thanks! 216.96.230.241 20:43, 11 November 2011 (UTC) =_=_ Kaen =_=_ Dragon (SLASH'EM) SLASH'EM adds two new dragons to the nine present in NetHack: the Shimmering and Deep dragons. Dragon scale mail made from their scales provide displacement and drain resistance respectively. While shimmering dragon scale mail gives displacement, the dragons themselves do not have displacement in the sense that the displacer beast or a player wearing a cloak of displacement does. Rather, they have a lower armor class than the typical dragon, -8 instead of -4, and are thus harder to hit, simulating displacement. Shimmering dragons' breath attack is magic missiles, and they thus possess player-style magic resistance. < ref > See SLASH'EM 0.0.7E7F2/mondata.c#line80; this is how monsters gain intrinsic magic resistance, with baby gray dragons being a special case < /ref > Their corpses do not confer any intrinsics. They are also a deferred feature in vanilla NetHack. Deep dragons have drain resistance and poison resistance, and their breath attack is poison gas. Their bite attack can also drain levels from their victims. Their corpses are poisonous, but have a 100% chance of giving poison resistance. Wearing deep dragon scale mail confers drain resistance, a property of considerably more importance in SLASH'EM than in vanilla, given the abundance of wands of draining. SLASH'EM baby dragons have a base level of 4 instead of 12. Also, unlike in NetHack, where baby dragons are never randomly generated except in aligned dungeon levels and branches (Oracle, Gnomish Mines, Sokoban, Medusa, Vlad's Tower), SLASH'EM randomly generates baby dragons on ordinary levels (with a frequency of "2"). This means that a SLASH'EM player will encounter baby dragons earlier and more frequently than a NetHack player. On the other hand, SLASH'EM adult dragons have a base level of 18 instead of 15, and many places that normally have guaranteed adult dragons in NetHack, such as Fort Ludios or The Castle, can now have baby dragons as well. As a result of the changed monster polymorph rules, increased difficulty of adult dragons, removal of most guaranteed adult dragons, and increased level difference between adult and baby forms, dragon scale mail is significantly harder to come across in SLASH'EM without using reverse genocide or a wish. SLASH'EM dragons also have additional characteristics not present in NetHack. For example, most baby dragons (all of them except deep, silver, shimmering) hit as a +1 weapon, and most adult dragons (all of them except silver and shimmering) hit as a +3 weapon. Interestingly, deep, blue, black, white, red, and orange adult dragons have a chance of turning traitor, while shimmering, gray, silver, green, and yellow ones do not. In other words, chaotic dragons can turn traitor, and lawful ones cannot, with one exception (orange). A good way to quickly evolve your pet baby dragon is to lay your dragon egg and hatch it before you reach the Rat King's level And have it kill the scores of mice and rats found there. You will find that your baby dragon can kill most of them in one shot without them even being able to retaliate. This strategy is very effective if you are playing as a doppelgänger and acquire polymorph control before reaching the Rat King's lair. =_=_ Talk:Dragon (SLASH'EM) I could not find a table of monster difficulties and base experience values for SLASH'EM monsters. I calculated the values by hand. I hope they're correct; I'll try to verify them as soon as possible. =_=_ Talk:Biodiversity patch You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Gnome King's wine cellar =_=_ User talk:Darth Edge You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User:Darth Edge =_=_ User:Darth Edge/Slash'Em Deaths =_=_ Major consultation =_=_ List of Major Consultations =_=_ Talk:Dwarvish mattock Why is this not a drawback? It still prevents them from wearing a shield, a source of 1-2+ AC and a possible source of reflection. -- Qazmlpok 00:16, 27 November 2011 (UTC) =_=_ Talk:Fire resistance =_=_ Talk:Yellow light An invisible light only has a chance to blind you, based on your level. First the 'damage' is calculated; this is 10d20 for the yellow light and normally is how long you are blinded. As it is invisible this value is divided by 2. There is a (your level) in damage chance that you won't be blinded and "You get the feeling it was not terribly bright." If you are blinded it is at least for only half as long. -- Qazmlpok 20:41, 7 March 2012 (UTC) You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Asian pear =_=_ Tortilla A tortilla is a new type of comestible in SLASH'EM < ref > < /ref > . It is considered vegetarian. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Minesend =_=_ Ascension Run =_=_ Talk:Ascension Run You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. I'm addicted to reading Nethack wiki. I read it almost everyday - whenever I don't have anything else to do. Strange, but true. S.K. the Mage St:18/14 Dx:23 Co:18 In:18 Wi:18 Ch:16 Neutral Name Level Category Fail D - enlighten 4* body 64% No Points Name Hp [max] =_=_ Talk:Junk Exactly what is meant by the last sentence in this line (on how to dispose of junk), "This is especially useful in corridors, along which pets that are reluctant to follow you"? They'll go after the junk? They are reluctant to move over the junk (cursed?)? Or what? -Actual-nh (talk) 04:44, 16 December 2020 (UTC) =_=_ Talk:Queen bee Queen bee eggs. They seem to hatch into killer bees, but killer bees will not grow up into Queen bees (at least, I just went from level 1 to 10 as a killer bee and got nothing). Is this worth mentioning in the article, for either? Delbow 19:21, 4 December 2011 (UTC) =_=_ Forum:Can all lost stats be recovered with unicorn horn? =_=_ Forum:Gaining levels while polymorphed and wearing Amulet of Unchanging If I gain a level while polymorphed and wearing the Amulet of Unchanging, will my hit points for this new form increase? I heard some people ascend as a master mind flayer, but it seems to me that the lack of HP would be a problem. =_=_ Forum:Pets never go wild In my last game I had a number of carnivore pets (4-5) which I eventually abandoned. The surprising part is that even after thousand and thousand of turns spent on different floors, they were still all tame when I returned to them! It seems from the page on tameness that pets at max tameness (20) can at most remain tame for 75 + 19 * 150 = 2925 turns. Yet, I remained separated from my pets for easily ten times as long, and they still remained tame. They didn't die of starvation either. =_=_ Forum:Wizard: Elf, Gnome or Human? Attribute-wise, I am unsure if the smaller carrying capacity of the elf and the reduced HP are worth the bonuses to intelligence and wisdom. =_=_ Forum:Hit point regeneration confusion Does this mean that characters level 10 or above get d(min[Con, level]) - 9 hitpoints, d(min[Con, level - 9]) hitpoints, or min[d(Con), level - 9] hitpoints? =_=_ Talk:Rogue level Odd thing happened on the Rogue level today. I tried to open a + door and received the message, "The door actually was a small mimic!" The mimic was then portrayed by the lower-case "m", something I had not thought possible with the Rogue level. Is it possible that this was a mimic which had fallen in a hole in the level above or something equally unexpected, or did the game actually spawn a lower-case monster? Delbow 03:09, 11 December 2011 (UTC) Somebody removed my clarification: "Trolls, however, will still rise if you bring along their corpse." Due to Source:Mon.c#line1548, trolls never leave a corpse on the Rogue level. So the only source of troll corpses is the player (or his pets) who might carry one. I believe the short version "however, trolls will still rise" is prone to misunderstandings: somebody could think trolls are an exception that leaves corpses. =_=_ Hp regeneration =_=_ Talk:Potion of speed That these "are good candidates for dilution" is a dubious claim given the important role these play in both major alchemical chains. Does anyone with a lot of experience actually dilute these?Thefifthsetpin 04:28, 13 December 2011 (UTC) Does the duration on these stack like with the spellbook of haste self? The haste self page explicitly mentions that the duration stacks for the spells, and this page doesn't mention it, so I assumed that one could *not* quaff !oSpeed to last for the whole ascension run in order to wear different boots, as you can with haste self. If the duration stacks, could we add this to the page? Coffeebug (talk) Randomized appearance determines many things, including which rings can be eaten. Yet, once identified it is hard to check the appearance of an item, at least in Vulture. How do I tell the material of the item? =_=_ Talk:Giant eel Giant eels may not be able to be randomly generated, but they CAN be created outside level generation. E.g. figurines, polymorph, wizard mode. Therefore it's worth mentioning explicitly in some form that only the ones that come with the level are going to be asleep. Not those extra ones. As Ion Frigate noted though they can't be randomly generated, so we don't want to imply that! Figured I'ld come here before making another change. =_=_ Major demon =_=_ Unique demon =_=_ Named demon =_=_ Talk:Bisection This page is silly. It's duplicating information on the tsurugi page, and as far as I know doesn't apply to any other weapon or page on the wiki in any variant. Why not just redirect to a description on the tsurugi page? Anyone who comes here to read about bisection is going to want to read about the tsurugi too. Blackcustard 15:07, 17 December 2011 (UTC) =_=_ Beheading Beheading is a property that appears in NetHack as well as its variants, where it is an object property that is sometimes referred to as "vorpal". In NetHack, the trait is solely associated with Vorpal Blade which is retained in variants; it is defined by < code > SPFX_BEHEAD < /code > . When a monster (including you) is hit with Vorpal Blade, there is a 5% chance that Vorpal Blade will behead the victim - this deals HP damage equal to twice their maximum HP, and thus is technically not considered an instadeath. A player polymorphed into a monster with a head will die and be returned to their base form. This chance does not change if the target monster has a headless form, but the sword will instead "miss < foo > wildly", dealing no damage. If the target is unsolid, the sword may slice "harmlessly" through its neck. If Vorpal Blade hits a jabberwock (including a player in the form of one), it will always behead them. As implied by a comment in the code, how many heads the monster actually has (e.g. ettins and their zombie/mummy forms) is ignored - so long as it meets the above conditions, Vorpal Blade can behead and kill it. Despite its name, the unused monster vorpal jabberwock does not have any beheading attacks and is simply a tougher jabberwock. Variants that implement the monster often give it this ability, and also make it so that Vorpal Blade always decapitates them as with normal jabberwocks, with the exception of SLASH'EM. In SLASH'EM, Vorpal Blade beheads foes 10% of the time instead of 5%, making it considerably more powerful. A similar weapon, Thiefbane, has a 10% chance of beheading any . The vorpal jabberwock will not be instantly beheaded by Vorpal Blade, and has the same 10% chance as any other monster. In Slash'EM Extended, the Zyborg quest artifact is the Verbal Blade, which can behead monsters like the similarly-named Vorpal Blade. The Ninja role has the Dragonclan Sword, a lawful katana which has a chance of beheading enemies, as their quest artifact. UnNetHack also makes use of the vorpal jabberwock, though the chance of its claw attacks decapitating targets is halved to 2.5%. GruntHack has the "vorpal" object property, which can only occur with bladed weapons. Single-handed weapons with the vorpal property function the same as Vorpal Blade, beheading solid non-headless targets with a 5% chance and always beheading jabberwocks. A two-handed vorpal weapon will instead bisect enemies as with The Tsurugi of Muramasa, having a 5% chance to instakill small creatures and cut deeply into large creatures. In DynaHack, the vorpal property functions the same as in GruntHack, except that it no longer occurs randomly. The same is true in FIQHack. In EvilHack, the vorpal jabberwock behaves very similarly to GruntHack's version. Cerberus is also made immune to instadeath in this manner, as he will instantly grow a new head in its place before the other two can be removed. dNetHack also has the vorpal object property, though it functions differently: the vorpal type is chosen based on the object's damage types, and vorpal weapons that are both slashing and piercing will decapitate the target. The chance to do so is 5%, as in vanilla NetHack. =_=_ Talk:Custom map symbols (historic) I compiled a modified form of display.c and was able to extract Nethack's default entries for the showsyms array, which is what you are setting with GRAPHICS. I have the defaults for DEC graphics, IBM graphics, and what Nethack calls ASCII, which is what you get with neither DEC nor IBM on (calling it ASCII is an abuse but w.e.). Il'd like to add them to the wiki, but maybe someone else could look at them first? Make sure I'm on the right track? DEC and IBM graphics are just preconfigured values for GRAPHICS, i.e. for this array. When you turn one of those on or off it overwrites the array and any entry you've made for GRAPHICS (until you reload the game). I tested that my entries for the DEC set were correct by verifying that the level did not change when I activated DEC graphics. I've also confirmed that my entry for IBM graphics is identical to the one on the page, minus the leading zeros. The advantage to listing these defaults is that you can start with DEC or IBM or what Nethack calls ASCII (it's what you get without DEC or IBM on), and then make just the changes you want. ASCII GRAPHICS: 32 124 45 45 45 45 45 45 45 45 124 124 46 45 124 43 43 35 35 46 35 35 60 62 60 62 95 124 92 35 123 125 46 125 46 46 35 35 32 35 125 94 94 94 94 94 94 94 94 94 94 94 94 94 94 94 94 94 34 94 94 94 94 124 45 92 47 42 33 41 40 48 35 64 42 47 45 92 124 124 92 45 47 47 45 92 124 32 124 92 45 47 IBM GRAPHICS: 32 179 196 218 191 192 217 197 193 194 180 195 250 254 254 43 43 240 241 250 176 177 60 62 60 62 95 124 92 35 244 247 250 247 250 250 35 35 32 35 247 94 94 94 94 94 94 94 94 94 94 94 94 94 94 94 94 94 34 94 94 94 94 179 196 92 47 42 33 41 40 48 35 64 42 47 45 92 179 179 92 45 47 47 45 92 179 32 179 92 45 47 DEC GRAPHICS: 32 248 241 236 235 237 234 238 246 247 245 244 254 225 225 43 43 251 231 254 35 35 60 62 249 250 95 124 92 35 123 224 254 224 254 254 35 35 32 35 224 94 94 94 94 94 94 94 94 94 94 94 94 94 94 94 94 94 34 94 94 94 94 248 241 92 47 42 33 41 40 48 35 64 42 47 239 92 248 248 92 243 47 47 239 92 248 32 248 92 243 47 Nethack comes packaged with 3 accessible graphics sets, a basic one that it calls ASCII, the IBM set, and the DEC set. There is also that MAC set. I haven't looked into exactly when it's used, but Il'd wager a guess it's used when Nethack is compiled for Macs :). There are also 2 sets for the rogue level, but that's obviously a special case. There are also two ways you can define your own graphics set. The boulder, dungeon, monsters, and traps attributes let you define symbols in plain text; and then the GRAPHICS option (and DUNGEON, OBJECTS, EFFECTS, TRAPS which are just subsets of GRAPHICS) forces you to use a numeric encoding but in return lets you set some special effects. Couple things though: 1. That traps option is bugged (causes display errors if you change it). 2. A custom graphics set defined with GRAPHICS is overwritten if you toggle IBMgraphics or DECgraphics in game (until you reload your game). Here's that mac graphics set I omitted earlier. The rogue ones are trickier since the dev's didn't see fit to just make arrays for them, instead it's sort of this combination of an array for objects and a list of assignments written out in long for everything else. I'll go after those too, maybe someone wants to play Nethack with Rogue graphics after all XD. MAC GRAPHICS: 32 248 241 236 235 237 234 238 246 247 245 244 254 225 225 43 43 251 231 254 35 35 60 62 249 250 95 124 92 35 123 224 254 224 254 254 35 35 32 35 224 94 94 94 94 94 94 94 94 94 94 94 94 94 94 94 94 94 34 94 94 94 94 248 241 92 47 42 33 41 40 48 35 64 42 47 239 92 248 248 92 243 47 47 239 92 248 32 248 92 243 47 Still organizing information really, I want to put a bunch of this on the wiki eventually but I'm not quite sure how to go about it yet. The rogue graphics were more complex, there are at least 4 versions depending on the platform Nethack was compiled for and whether IBM graphics is set. ROGUE LEVEL GRAPHICS, IBM: 32 124 45 45 45 45 45 45 45 45 124 124 43 43 43 43 43 35 35 46 35 35 37 37 60 62 95 124 92 35 123 125 46 125 46 46 35 35 32 35 125 94 94 94 94 94 94 94 94 94 94 94 94 94 94 94 94 94 34 94 94 94 94 124 45 92 47 42 33 41 40 48 35 64 42 47 45 92 124 124 92 45 47 47 45 92 124 32 124 92 45 47 ROGUE LEVEL GRAPHICS, NOT IBM: ROGUE LEVEL GRAPHICS, NOT IBM: 32 186 205 201 187 200 188 206 202 203 185 204 206 206 206 43 43 35 35 250 177 178 240 240 60 62 95 124 92 35 123 125 46 125 46 46 35 35 32 35 125 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 124 45 92 47 42 33 41 40 48 35 64 42 47 45 92 124 124 92 45 47 47 45 92 124 32 124 92 45 47 ROGUE LEVEL GRAPHICS, ALTERNATE SET, NOT IBM: 32 186 205 201 187 200 188 206 202 203 185 204 206 206 206 43 43 35 35 250 177 178 240 240 60 62 95 124 92 35 123 125 46 125 46 46 35 35 32 35 125 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 124 45 92 47 42 33 41 40 48 35 64 42 47 45 92 124 124 92 45 47 47 45 92 124 32 124 92 45 47 ROGUE LEVEL GRAPHICS, ALTERNATE SET, IBM: 32 124 45 45 45 45 45 45 45 45 124 124 43 43 43 43 43 35 35 46 35 35 37 37 60 62 95 124 92 35 123 125 46 125 46 46 35 35 32 35 125 94 94 94 94 94 94 94 94 94 94 94 94 94 94 94 94 94 34 94 94 94 94 1 24 45 92 47 42 33 41 40 48 35 64 42 47 45 92 124 124 92 45 47 47 45 92 124 32 12 4 92 45 47 According to the source, the alternate set, which more closely matches the original rogue, makes use of values that have been remapped to control characters on some operating systems, thus the set we see on the rogue level is the non-alternate set above. Need to test these. Of course the 2 non IBM sets are the same, as they should be. The differences are only in the IBM set. And I fixed a typo in one of those sets (left a space where I shouldn't have). Has anyone used the graphics option listed on the page? It's supposed to give IBM graphics, it agrees with the array I extracted from the code, according to my reading of the option setting code it should give IBM graphics, but it doesn't work for me. With putty configured to use code page 437 that graphic string gives jibberish but when I reset to ibm graphics from the options menu it looks fine. resetting to ibm graphics when your graphics string is set to that shouldn't change anything. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ =oSD You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. That Can't work, Because You Cant Go Upstairs on Level 1 Without The Amulet Of Yendor And No Character Is Generated With The Amulet Of Yendor In Their Starting Inventory. --Rancalred (talk) 17:35, 15 February 2013 (UTC) Astral Plane File:Astral Plane.gif But The Guardian Does Have The Same Appearance As Ashikaga Takauji --Rancalred (talk) 00:18, 17 February 2013 (UTC) Please List The Features Or Source Code Bits That would be Required to make it so. --Rancalred (talk) 23:47, 24 February 2013 (UTC) That is a very good argument, and I don't have a very good response to that. However, I do not wish to revive the old wiki. I wish to use the old wiki because wikia just. wont. delete. it. My idea was to turn the old wiki into a wiki for NetHack FanFictions. That way, the 'right' wiki would be this one, and the one for Reading stories would be the other. also, content that is known for Fact in NetHack would be effectively separated from content that is fanfiction, and might be wrong. Hey, I've been playing Falcon's Eye on and off for about five years now. I love certain aspects of the game, it is a challenge(more on that in a minute) and the graphics are great. The variety the game encompasses is truly amazing as well... So I play for a while, get TOTALLY disgusted over dying so much, put it away for 6-8 months then get back into it, only to get frustrated again... Another point, do you really die from hunger in like ten minutes?? In real life, one generally dies from hunger after five, six, whatever number OF DAYS!! This dopey game kills you off in five minutes. Again, not too bright when you apply some level of logic to it. Oh yeah, how do I get into my own Talk page? Wikis always confuse me, very rule laden and not always that intuitive, unless I'm really missing something, which may be the case. Look forward to your response.Glorb888 (talk) 13:17, 28 October 2017 (UTC) PS could've sworn I watch some of your games and/or chatted with you on IRC years ago (my handle on NAO: burpie). Hope all is well. Hi! I am bcode (you might know me as ilbelkyr from IRC) and I try to contribute to NetHackWiki whenever I get the chance. I ascended once in the :/dev/null/nethack tournament (Val-Dwa-Fem-Law), multiple times on NAO (wizards, mostly elven) and once on AUS (an elven wizard who used pudding farming). Those are all vanilla NetHack 3.4.3 with the obvious exception of AceHack, which is sufficiently close to vanilla to be listed here. I really need to play more NetHack, particularly now that 3.6 is out. dNetHack is also a pretty cool variant; think SLASH'EM-esque in terms of content, except somewhat more coherent and, more importantly, more balanced (due to the developer actively listening to his players, which is always a good thing). If you are looking for something slightly closer to vanilla, UnNetHack is worth a try as well. I help op a couple of IRC channels on freenode, including #nethack and #nethackwiki; it's generally a quite relaxed place that doesn't need a lot of moderation. You're always free to PM me ( < code > /query ilbelkyr < /code > ). Finally, I'm an administrator on this wiki. If you need administrator assistance, it's probably a good idea to use NetHackWiki:Community Portal or a relevant talk page; I try to monitor the recent changes queue, and other administrators do so as well. In more urgent cases, poking us in #nethackwiki might be the fastest way to get a response. =_=_ Talk:Lord Surtur You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. Hey, please don't spam the Main Page. If you're not going to contribute constructively, you will be blocked. Ais523 14:26, 26 December 2011 (UTC) You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Talk:Game stages =_=_ Archlich You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Permafood =_=_ The riders =_=_ The Riders =_=_ Instant death =_=_ Instant kill =_=_ Resistances =_=_ Were-creatures =_=_ Were-creature =_=_ Werefoos =_=_ Were-foo =_=_ Were-foos =_=_ Labyrinth =_=_ The planes =_=_ Branches =_=_ Wizard Lock =_=_ Talk:Wizard Lock You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Forum:(Sporkhack) Inexplicable YASD Now, we all know that Nethack and its' variants have the habit of instakilling the player for the smallest of things, like turning a corner and getting blasted by black dragon or stepping into a dart trap and getting hit with lethal poison. I played an elven Ranger and had just entered the area of the Ranger Quest, starting off by aggroing a peaceful centaur (thought they were hostile), easily mowing through them. I then tried to enter the forest grove, but the only entrance I could was too small to pass through with the equipment I carried, so I tried to burn the tree in my way with the last charge of my Fire wand, only to find out that these trees reflect beams. No real damage done, so I continued to slaughter the Centaurs in the area. One of them used a scroll of create monster and generated a whole ton of other centaurs. I have no idea how this is even possible and can only assume that this is something Sporkhack-specific, since the the wiki doesn't have anything on this and the entrance area looked very different from what is depicted there. I'm almost certain that it wasn't a wand of death that killed me, it said wand of striking. There also was no visible beam either, so that wouldn't be consistent with a WoD. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User talk:Chaswick You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User talk:Pantsless Hero You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Talk:High-elf =_=_ Guild of Disgruntled Adventurers You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Spell hunger =_=_ Create pool Create pool is a monster spell that is new to SLASH'EM. It is a mage spell that can be cast by monsters of level 13 or higher. As its name implies, it creates a pool at the hero's current location, which can be a cause of instadeath by drowning. Be aware that if the spell is cast at the Castle, it creates Lethe waters. In this case, the water damage to your equipment can be devastating, as it not only rusts but also reduces enchantment, among other things. Generally, one should always be flying or levitating at SLASH'EM's castle, if only to avoid accidents with the Lethe waters. =_=_ Call undead Call undead is a monster spell that is new to SLASH'EM. It is a mage spell that can be cast by all liches (and no other monsters). The effect of the spell is similar to reading the cursed Book of the Dead: it will create graveyard monsters (including ones that are not technically undead (demons)). Unlike the Book of the Dead, however, this spell does not have the 1/3 chance of creating a master lich. =_=_ Gauntlets of swimming Gauntlets of swimming are a new type of gloves added in SLASH'EM. While you may prefer to wear other types of gloves (such as gauntlets of power) in the early or mid game, gauntlets of swimming may be an attractive option (especially later in the game) because they allow you to survive the new monster spell, Create pool. Hi. I'm an okay NetHack player from Belgium. I've ascended Arc, Bar, Kni, Mon, Rog, Ran, Sam, Val, and Wiz (part NetHack, part AceHack). I also play Crawl and SLASH'EM sometimes. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. The old wiki could render an SVG, and a few articles (rnz is one) have SVG images. This wiki doesn't render them. Are SVGs b0rked, or is this just something that didn't carry over from the old wiki?--Ray Chason 17:16, 16 January 2012 (UTC) You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ NitroHack NitroHack is a modernized, network-capable fork of NetHack 3.4.3, maintained by Daniel Thaler. See also NetHack 4 and DynaHack, which are based on NitroHack. As of 3 August 2013, NitroHack appears to be unmaintained and the official web site has disappeared. The bulk of NitroHack's improvements, however, can still be seen in NetHack4. The GitHub repository remains accessible. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Talk:Acid blob =_=_ Talk:Quest portal Can the quest portal be in the same room as stairs? Shop? temple? 71.206.188.10 01:09, 20 January 2012 (UTC) =_=_ Meat ball =_=_ Line of fire =_=_ Notable ascension =_=_ Status colors You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User talk:TheTrueMikeBrown You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. I noticed you mentioned that a link to this wiki from the old one would be nice: The URL is mentioned as the newest news item on the old wiki, and that's about all we can do, because wikia. --paxed 16:36, 23 January 2012 (UTC) =_=_ Anti-matter vortex The anti-matter vortex is a very dangerous monster to encounter if one lacks disintegration resistance. Any weapon that hits it will be disintegrated, as well as the armor, and eventually the body of anyone who is engulfed by it. If the player does not have disintegration resistance, use Elbereth and teleport away, or use attack spells. Anything you hit it with will be disintegrated, so don't use ranged weapons unless you don't mind them being destroyed. =_=_ Talk:Anti-matter vortex I don't have access to an environment that would allow me to compile makedefs.c and run it against unnethack's monst.c. Therefore I did not fill in the monster difficulty. If there is an easier way to figure this out - tell me and I will do it. Otherwise, if another editor would like to get that data I would be supremely appreciative (additionally, I am fairly new at this wiki editing stuff, so I probably made some mistakes. If so, please tell me about them or fix them for me) TheTrueMikeBrown 15:50, 23 January 2012 (UTC) Looking at wikia, it appears that renaming an image is not possible for a non sysadmin user. I request that the following image File:Antimatter_vortex.png be moved to the new name File:Anti-matter_vortex.png. I moved the page to Anti-matter vortex, but to get the image to move, I will need some help TheTrueMikeBrown 17:51, 23 January 2012 (UTC) I just looked at UnNetHack's makedefs.c, and the function that is used to compute monster difficulty seems unchanged from vanilla's. Therefore, I would guess that nhtohtml will give the correct values for UnNetHack. --Erica 02:11, 29 January 2012 (UTC) Does disintegration resistance protect your stuff at all? If so, how much - does it block active disintegration of armor and body, but not passive disintegration of weapons, or only of your body, or of all three? Also, does reflectivity have any effect on its disintegration attack, like how reflective armor is never destroyed by the wide-angle disintegration beam (even though you may still be). -Ion frigate 20:11, 23 January 2012 (UTC) =_=_ Template:Monsym/anti-matter vortex =_=_ Antimatter vortex =_=_ Talk:Antimatter vortex =_=_ File:Antimatter vortex.png =_=_ Disintegrator The disintegrator is a type of monster added in the Biodiversity patch. Its attack chooses a random worn or wielded piece of equipment to disintegrate, including your main weapon; cloaks, body armor and shirts count as one possibility for this purpose. The selected item has a chance of 5% to resist the disintegration (50% for artifact weapons; 100% for invocation artifacts and your quest artifact). If this selects a body part that is not covered by armor, you are disintegrated. Disintegration resistance prevents this attack from disintegrating anything. Disintegrators also have the passive ability to disintegrate objects they are hit with, including gloves (but not rings) if fighting without a wielded object; as with the active attack, ordinary objects have a 5% chance of resisting while artifacts have a 50% chance. Disintegration resistance does not prevent this from happening. However, if you hit a disintegrator without gloves or a weapon and are not disintegration resistant, you disintegrate. Currently, stethoscopes applied to disintegrators do not disintegrate. As of the latest development version of UnNetHack, disintegrators are no longer generated and are not valid polymorph forms. Having them appear randomly was deemed too cruel even for (Un)NetHack. They are genocidable, so can be created by reverse genocide, wishing for a figurine, or animating a statue. The disintegrator appears in Slash'EM Extended too, where it is a lot less dangerous due to the lack of passive disintegration effects. In that variant, their main danger is the melee disintegration attack and the fact that disintegrators can randomly spawn everywhere. =_=_ Template:Monsym/disintegrator =_=_ Giant turtle The giant turtle, , is a reptile added in Sporkhack, UnNetHack, dNetHack, and EvilHack. It has the unusual property of blocking the player's line of sight like a boulder. Making the turtle invisible (such as with a wand of make invisible) makes it possible to see past it, even with the ability to see invisible. The untinned corpse of a giant turtle is very filling, providing more nutrition than a giant but less than a dragon, and can cure stoning like a lizard corpse. Tins of giant turtle, including home-made ones, are guaranteed to be "delicious and nutritious", appearing as "delicious soup made from giant turtle" and granting 200 nutrition (if not cursed). =_=_ Template:Monsym/giant turtle =_=_ Gold dragon The gold dragon, , is a monster that appears in NetHack. It has a younger form in the baby gold dragon, . Similar to the red dragon, it is fire-breathing, fire resistant, and infravisible. However, its body and scales do not convey fire resistance; instead, gold dragon scales and gold dragon scale mail act as a light source. Gold dragons first appeared in SporkHack, and were later added to SpliceHack and EvilHack. In all of them, the scales and scale mail provide light when equipped. In EvilHack, they additionally confer fire resistance and sickness resistance. =_=_ Template:Monsym/gold dragon =_=_ Baby gold dragon =_=_ Template:Monsym/baby gold dragon You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Wintty.c You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. I think the page you started, Player Myths, was a terrific idea. But I think the word "misconception" is more fitting than "myth" to the kind of assumption you debunked there, so I changed the page's title to Player's misconceptions, and also created a new section, reordered the others, added some links and revised it — I wrote about the changes on its discussion page. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Grab =_=_ User:Ais523/Expanded Intro An expanded introduction to NetHack I wrote, in an attempt to give more insight into how I consider the plot to go. People liked it, so it's here for public viewing… =_=_ Talk:Monster level =_=_ Gauntlets =_=_ Medusa island =_=_ Colour =_=_ Colours =_=_ Ink =_=_ Forum:Weapon 4d10 If Croesus deals weapon 4d10 damage with a two handed sword, is he dealing 4d10 damage, 1d12 damage, 4d10 + 1d12 damage, or some other combination? Derekt75 22:08, 1 February 2012 (UTC) The 4d10 damage is added to whatever a two-handed sword naturally deals, including any enchantment. --Tjr 01:52, 2 February 2012 (UTC) =_=_ Uncurse =_=_ Links =_=_ User talk:CookipediaChef You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User:CookipediaChef =_=_ User talk:Ilmari Karonen/fixDoubleRedirects You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User talk:Sharkey You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User talk:Vivok You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Talk:Master Assassin Elbereth. Does the Master Assassin respect it? Rogue backstab damage is so significant that this seems like an important distinction to be made. Delbow 20:53, 4 February 2012 (UTC) =_=_ User talk:Strider You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User talk:Swamps You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User talk:Chizzley You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User talk:Sleep You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User talk:HitmanPAC You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User talk:Masterlight2000 You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Summon insect =_=_ User talk:Inevitable You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Vi keys =_=_ Talk:UnNetHack I had a uncursed scroll of genocide and I read it. It only wiped out all mind flayers on my current level. Is this true with genocide in general or is it different based on BUC status. Also I got a magic lamp early on and I wished. The dijin said it could not grant magic items. What is the rule for this?Ndwolfwood 10:50, 12 February 2012 (UTC) edit that was answered Is this a Bug? The messaged recieved when you pick something up that will put you to the next carrying level is "You have a little trouble lifting..." for both burdened and stressed. Ndwolfwood 01:39, 13 February 2012 (UTC) However you do recieve a different message for strained Does the Castle have different versions of it? I showed up to what should be the castle level one level above the Valley and it looks much different than the normal castle. Wolfwood (talk) 22:22, 10 June 2012 (UTC) Even if I am going from unencumbered to stressed. Its the same message as I receive if I am going from unencumbered to burdened. The actual affects of being burdened and stressed are the same for me. Wolfwood (talk) 00:10, 11 June 2012 (UTC) I came across a Emerald called the Eye of Hera. Is it just a regular emerald called that? I tried invoking it and I can't seem to find a use for it. In addition to these being useful to updating the wiki/expanding the UnNetHack sections, as far as I can tell, these changesets could serve as rather fun stand-alone patches, but don't seem to be listed anywhere. Maybe articles could be created for them so that if someone wants to, for instance, add the new Bigrooms added to UnNetHack, they could go to this changeset and apply the changes as a diff dNetHack has a public YANI section that the wiki seems to enjoy contributing to. Might it be a good idea for Un to have a similar construct? What is the latest revision number that is considered to be part of version 5.1.0, as opposed to Development? I plan to flesh out some of the UnNetHack pages with content from the source, and I want to be sure I'm citing the correct version. UnNetHack contains a lot of relatively small changes from vanilla, like making it possible to remove iron bars with a thrown potion of acid. These tend to be mentioned on the pages for the related features (i.e. potion of acid, iron bars), but to the best of my knowledge, there's no central collection of differences from vanilla (apart from the change log, which isn't as user-friendly as the wiki would be) where a curious user could get a sense of how the gameplay compares to vanilla. Would it be a good idea to start a comprehensive list of changes, possibly on its own page? I imagine the list of changes on the main page should be restricted to the most significant ones. --Cherokee Jack (talk) 00:39, 26 July 2015 (UTC) Hm... that could be a good idea. I must admit that we haven't been great at keeping the Unnethack changelog completely current, so linking to that isn't sufficient, although it does have a large number of the changes. =_=_ Talk:TV Tropes =_=_ Erode =_=_ Source:Ref/sensemon =_=_ Source:Ref/mon warning =_=_ Source:Ref/mon visible =_=_ Source:Ref/see with infrared =_=_ Source:Ref/canseemon =_=_ Source:Ref/canspotmon =_=_ Source:Ref/knowninvisible =_=_ Source:Ref/is safepet =_=_ Source:Ref/canseeself =_=_ Source:Ref/senseself =_=_ Source:Ref/random monster =_=_ Source:Ref/random object =_=_ Source:Ref/random trap =_=_ Source:Ref/what obj =_=_ Source:Ref/what mon =_=_ Source:Ref/what trap =_=_ Source:Ref/covers objects =_=_ Source:Ref/covers traps =_=_ Source:Ref/display self =_=_ Talk:Maud Would a ttyrec of Maud quitting when the first altar he sees isn't coaligned be an acceptable citation? Burningled 17:54, 17 February 2012 (UTC) =_=_ Mitre =_=_ Talk:Potion of hallucination Is there some use to hallucinating when BUC testing? Does it keep you from violating the atheist conduct? If not, this trivia/strategy makes no sense... --AileTheAlien 06:39, 19 February 2012 (UTC) =_=_ Glasses =_=_ Juice =_=_ Forum:Pet will not attack Quest Leader Why would that make the game unwinable? The stairs are accessible so why could I not just go down and retrieve the Bell?Ndwolfwood 21:48, 24 February 2012 (UTC) =_=_ Talk:Saving =_=_ Chromatic dragon =_=_ Weapon-tool A weapon-tool is a tool that is especially useful as a weapon. Weapon-tools can be enchanted under the same rules as regular weapons, will weld to the hands if cursed, and have weapon skills. Note that the dwarvish mattock, despite being usable in exactly the same way as a pick-axe and using the same weapon skill, is actually classified as a weapon. Also, axes and battle-axes can be pplied to break down doors, but are not tools. =_=_ Horsemen You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Tunnelling monster =_=_ Tunneling monster A tunneling monster is a monster with the ability to bore tunnels through the normally solid dungeon. Tunneling monsters can tunnel through rock and closed doors, and chop down trees. Some monsters can only tunnel through rock while wielding a pick-axe or dwarvish mattock, and through trees while wielding an axe or battle-axe. Both picks and axes suffice for doors. Note that any monster that can tunnel at all can go through both rock and wood. Rock moles can eat trees and woodchucks can apparently chuck rock. If you polymorph into a naturally tunneling monster you will gain the ability to tunnel without a pick. You will still be able to use a pick, provided your new form has hands and is strong enough to carry it. Rock moles, for instance, generally cannot even lift a pick-axe. Your digging is handled separately however, even while in polyform. When a monster tunnels through a rock wall, there is a chance of producing the message "You hear crashing rock." When a monster tunnels through a closed door, there is a chance of producing the message "You feel an unexpected draft." Monsters that can tunnel have the M1_TUNNEL monster attribute. Monsters that require picks and axes also have the M1_NEEDPICK monster attribute in addition to M1_TUNNEL. No monster in vanilla NetHack has M1_NEEDPICK but not M1_TUNNEL. =_=_ You hear crashing rock =_=_ Tunnel =_=_ Digging monster =_=_ Tunneler =_=_ M1 TUNNEL =_=_ Tunneller =_=_ M1 NEEDPICK You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Longbow Note that despite the name, the base item for the Longbow of Diana is a normal bow, and not a yumi or a unique base item. =_=_ Talk:Spellbook of detect monsters =_=_ Spellcast =_=_ Talk:Spellcasting Playing as a Barbarian, I noticed a decrease in spell failure when removing an Elven shield. If I am reading the table correctly, this should not happen. Am I reading the formula incorrectly or is there a mistake? Yesennes 12:48, March 24 2016 (UTC) Using this modified formula explains why my Valkyrie cannot cast identify yet (failure=100%), using the original formula I should have a mall chance. The (initial) versions are both from 2006 (from the same author), the "older" tool has just been an intermediate development step for the actual tool. The actual tool is still maintained, the "older version" one is not. =_=_ Talk:Martial arts Would it be possible for someone to put together a chart showing just how much damage this attack inflicts over the various skill levels, similar to what is shown on the Excalibur page? Much thanks in advance to anyone capable and willing! Wizard mode testing proves that strength is added in. That makes grand master noticeably better than unskilled +0 Excalibur. Basic +7 Excalibur is much better than martial arts, though. Derekt75 03:05, 14 April 2012 (UTC) =_=_ Template talk:Escape spells I'm planning on adding a note to the spell templates listing what skill upgrades will affect the spell. For example: Spellbook Spell Level Direction Relative Probability Probability Conditional on Price Actions to read Skill Changes I'd put some text under spellbook explaining what "Skill Changes]] means. Before I spend the time to change all of the templates, does anyone want to suggest improvements on how I plan to do this? Derekt75 23:42, 8 March 2012 (UTC) =_=_ GruntHack GruntHack is a variant of NetHack, with the objective of extending and enhancing gameplay that exists in vanilla NetHack. It is a compilation of many third-party patches and some of the author's own best work. Some of the changes are similar to those in SLASH'EM or in NetHack brass, but GruntHack takes a different direction from either. The current release is 0.2.4 (git 51d75ee) - last build Mon Sep 17 01:15:36 2018 (at < span id="hardfought.org" > hardfought.org (HDF) < /span > ) Public servers - the original (running version 0.2.0 alpha 4) is available at http://grunthack.org/. Servers running the current updated release are available at hardfought.org (USA) and em.slashem.me (Europe), with respective IRC channels of #grunthack, #hardfought and #em.slashem.me on Libera. This variant was abandoned by its original developer in 2012. In February 2017, the game started receiving updates from community members Tangles, FIQ, jonadab and K2, with suggestions and help from other members. The updates have added some new UI patches and have fixed several long-standing critical bugs (see below). Work is still continuing. =_=_ User talk:Corundum You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User:Corundum You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Category:GruntHack =_=_ Object properties In many variants of NetHack, an object property is a magical attribute associated with a non-artifact item which does not normally have that property; for example, a leather cloak of fire resistance would have the "fire resistance" property. Only weapons (including weapon-tools), armor, rings, and amulets can have object properties. In GruntHack, randomly generated objects have a 1 in 100 chance of being generated with at least one property. A wish can apply a single non-detrimental property to the object wished for. Of those objects, each has a recursive 1 in 250 chance of having an additional property applied to it. Note that in the very last development version of GruntHack, the extra fire and frost damage was changed from 2x to d6. This is the version of object properties that was incorporated in DynaHack. The version of GruntHack that can be played on grunthack.org does not have these changes. dNetHack uses a completely different version of object properties compared to most other variants. Objects with properties cannot be wished for and for the most part cannot be added to existing objects. They are primarily found in the initial inventories of certain monsters, and are also generated during the creation of certain special rooms and levels. Most properties appear in the item name when identified, but some will appear when unidentified as well. Most weapon-enhancing properties add double damage of a certain type to the object when used as a weapon. Some of those come with a weaker form as well, which usually deals 2d6 damage instead. These bonuses only apply if you're making a valid weapon attack, so something like a flaming newt corpse grants no bonuses. These are exclusively extrinsic properties applied to items in any worn slot, including rings, amulets, and wielded items; offhanded items do not count. Fire X X provides fire resistance does 1d5 + 3 of extra fire damage Frost X X provides cold resistance does 1d5 + 3 of extra cold damage Shock X X provides shock resistance does 1d5 + 3 of extra shock damage Venom X X provides poison resistance does 1d2 + 10% chance of an additional 6-15 of extra poison damage, has a 10% chance to poison instakill Oilskin X acts as being permanently greased, can only be applied to cloth armor pieces (e.g. "oilskin cloth elven helm") ESP X X extrinsic telepathy when worn extrinsic telepathy when wielded Warning X X extrinsic warning when worn extrinsic warning when wielded Excellence X X charisma adjustment equal to the enchantment charisma adjustment when wielded based on BUC status (25/18/6 & ndash; blessed/uncursed/cursed) Hunger X X extrinsic hunger when worn extrinsic hunger when wielded =_=_ Category:GruntHack items =_=_ Felt marker The felt marker is a tool from GruntHack. It is mostly identical to a magic marker, except that it cannot be used to write scrolls or spellbooks; the writing simply fades from them if the player attempts to do so (preserving scrolls unlike the magic marker). =_=_ Spellbook of psi bolt The spellbook of psi bolt, in GruntHack, contains the spell psi bolt, derived from the vanilla monster spell of the same name. It is essentially a one-square-range immediate , dealing (xplev/2+1)d6 damage (halved when used against magic-resistant targets); higher-level spellcasters can therefore deal significant damage with this spell - a level 30 character deals 16d6 damage with magic missile, averaging 56 damage per hit. This spell's damage is doubled for Knights by carrying the Magic Mirror of Merlin. =_=_ Spellbook of lightning The spellbook of lightning, from GruntHack and SLASH'EM, teaches the lightning spell, largely identical to the wand of lightning except dealing (xplev/2+1)d6 damage to non-shock-resistant targets instead of the 6d6 of the wand. =_=_ Spellbook of poison blast At skilled and expert level, the spell may be targeted at a location no more than 10 squares away that is in sight and an open space. The explosion cannot be cast underwater or on the Plane of Water; if used while swallowed, it is automatically cast on your own location. Two to nine explosions are generated; the first is centered at the target location, and subsequent explosions are randomly placed on any of the nine squares around that point (unless swallowed). Each explosion affects the surrounding squares as the unskilled/basic spell, with the exception that the player suffers only the damage and not the additional poisoning effects. In SLASH'EM, the spellbook is a level 4 attack spell. As with all spells in SLASH'EM, skilled/expert will not change the cast type to explosions and the spell will always produce rays unless the sigil of tempest and sigil of control techniques are active. =_=_ Spellbook of acid blast At unskilled or basic skill, poison blast generates a ray akin to the acid blast of a yellow dragon; it deals (xplev/2+1)d6 damage to non-acid resistant targets and corrodes weapon and armor on an independent 1-in-6 chance for each. At skilled and expert level, the spell may be targeted at a location no more than 10 squares away that is in sight and an open space. The explosion cannot be cast underwater or on the Plane of Water; if used while swallowed, it is automatically cast on your own location. Two to nine explosions are generated; the first is centered at the target location, and subsequent explosions are randomly placed on any of the nine squares around that point (unless swallowed). Each explosion deals damage as the unskilled/basic spell; only the damage is dealt, and weapons and armor are not eroded. =_=_ Spellbook of touch of death The spellbook of touch of death, from GruntHack, teaches the touch of death spell, largely inspired by the vanilla monster spell of the same name. It is a one-square-range spell which instantly kills targets that are not non-living, demons, or magic resistant. =_=_ Dragon (GruntHack) In GruntHack, dragons are more fearsome than their vanilla counterparts; they deal twice as much damage with their clawing attacks (4d4 vs. 2d4) and possess an engulfing digestion attack. Baby dragons now have a 3d8 bite (up from 2d6) and two 2d4 clawing attacks. =_=_ Category:GruntHack monsters =_=_ Vampire mage (GruntHack) The vampire mage is a racial monster in GruntHack, from the deferred feature in NetHack. It is considerably stronger than a vampire lord, and is able to cast spells. =_=_ Racial monster Racial monsters refers to a feature in some variants that allows certain monsters to generate as various races. The feature appears in GruntHack and EvilHack. In addition to sharing the intrinsics of their respective base monsters, the various races yield an adjustment to the monster's level and difficulty for the purposes of monster generation. These adjustments are: =_=_ Zombie (GruntHack) Zombies in GruntHack are significantly more dangerous than their vanilla counterparts. They possess a sickness-inducing bite attack which has a 1-in-5 chance of draining intelligence (as the mind flayer), revive (as per trolls and the Riders), and can be generated as any monster race. Racial creatures killed by zombies or by the sickness from a zombie bite will themselves turn into the respective type of zombie. =_=_ Mage (GruntHack) Mages and shamans in GruntHack are racial monsters representing spell-casters. Mages may be humans, elves, gnomes, giants, or ogres; shamans may be orcs, kobolds, or ettins. =_=_ Lord (GruntHack) Lords and ladies are racial monsters that appear in GruntHack. They replace the kobold lord, gnome lord, dwarf lord, Elf-lord, and ogre lord. =_=_ King (GruntHack) Kings and queens are racial monsters of GruntHack, replacing the gnome king, dwarf king, Elvenking, and ogre king. At least one king or queen is guaranteed to be generated in a throne room. =_=_ Vorpal jabberwock (GruntHack) =_=_ Lady (GruntHack) =_=_ Shaman (GruntHack) =_=_ Queen (GruntHack) =_=_ User talk:JohnTheTallGuy You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ NetHack 4 NetHack 4 is a NetHack fork, created by combining AceHack and NitroHack. The "4" is part of the name, not a version number, and underlines the variant's aspirations to succeed vanilla NetHack 3.4.3. A public NetHack 4 server is available; it can be accessed via telnet nethack4.org or ssh nethack43@nethack4.org (login "nethack43", password "nethack43"). The source code repository is http://nethack4.org/media/nethack4.git NetHack 4 was originally announced on April Fools' Day 2012 as the last announcement in a series of three on rec.games.roguelike.nethack: Despite the presence of "NetHack 4" in all three of the announced release versions, the project is unrelated to UnNetHack and GruntHack. There have been two releases since, both beta versions; 4.3-beta1 was released at the end of May 2014, just in time for the Junethack tournament; and 4.3-beta2 was released on 2 April 2015, just after the April Fools' festivities had died down. The following is a list of differences between NetHack 4 and generic NetHack 3.4.3. Most changes are focused on the game interface and the organization of the source code rather than gameplay. A full list of changes against NetHack 3.4.3 is available in the NetHack 4 source distribution, or on the NetHack 4 website here. =_=_ Talk:Caveman quest IIRC, there are cavern-style randomly mapped filler levels in this quest, but they are not mentioned on this page. 75.25.42.215 00:10, 3 April 2012 (UTC) =_=_ Forum:SLASH'EM: tiles problem I tried to play SLASH'EM (windows version, latest stable) with big tiles, but the only tileset that gets displayed on my screen is the tiny one (the 16x16? the same default tileset of nethack btw). This is way too hard to play on a 1920x1080 resolution. Editing of the default.nh file didnt work, and the GTK port-vulture is isometric, so confusing. I dont know what to do anymore to change those bloody tiles, so if someone knows something, please let me know. A belated reply, but when you say "didn't work", what happened? The larger tiles didn't display? As a bit of self-promotion, I made an alternate SLASH'EM tile-set which can be seen here: . If you or anyone shows enough interest, I can supply a double-sized version. I'm sure this fellow gave up, but in case other people are trying to find this out later - if you just use the windows exe then tiles have the problems he described. you need to ~also~ get the MS-Windows 'GTK plug-in windowing interface', and to google up the most current version of hte GTK runtime environment. Then you can use all the PNG files that come with that windows exe file (or the version of 'absurd' this guy made. (or just save it as a BMP and set "OPTIONS=tile_file: < absurd > .bmp,tile_width: < x > ,tile_height: < y > "), dealing with the loss of the nifty 'transparency' feature but skipping the annoying GTK thing entirely) =_=_ Throne room monster You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User:SGrunt/GruntHack vanilla bug tracking Fruit names ending in "us" are incorrectly considered plural.There's a possibility that this will be left alone, given that addressing it may cause more problems than it's worth. If you self-genocide while polymorphed, the death message makes no sense.The message just before death is now "As you return to < racial > form, you die." Things that can kill you in the future (like stoning) can cause messages to show up out of order.The dialogue display is now immediately before the timer is decremented and checked, so if you die to stoning, the last message you see is now guaranteed to be "You are a statue." The game thinks trappers hide on the ceiling.This happened in two known cases: dislodging one with a drum of earthquake, and ambushing a creature while player is hiding as a trapper. Statues of unique monsters in bones files are not handled correctly.Where a corpse of the monster would disappear, the statue is converted to a doppelganger instead of remaining tied to the unique monster's data. In the ranger quest, monsters can end up off the map to the left.The special level loader introduced a two column gap to the left of the maze; it's been adjusted to not add that two column gap. On the Rogue level, tunnelling through rock doesn't leave a passage.This happened only with tame digging monsters, such as umber hulks. Since non-tame monsters can't dig on the Rogue level, pets can no longer dig on the Rogue level and this issue is addressed. A detailed write-up as to the cause of the bug is at C343-23. Fixed by checking if the guard is at his destination position and unable to move, and generating a new destination position if so. There's a d3 bonus to distance applied for objects sliding on ice; this bonus is now also applied to objects sliding through the air. There are several places that can't tell the diffence between a "hat" and a "helmet."All over the place. Currently soft helms as well as elvish helms ("hat" when unknown) dwarvish helms ("hard hat" when unknown) are referred to as hats. Cursed scroll of destroy armor on cursed armor doesn't always interact correctly.Employing a cursed scroll of destroy armor on an stat-adjusting item now lowers the stat bonus from the item properly. Dismounting and kicking a monster that jumps may result in landing on the wrong side of a wall.The relevant code now ensures that the monster can move to a tile adjacent to the player before actually moving it (otherwise it simply "blocks your clumsy kick" without moving). Worse than described: restoring a game where the player is wielding Sting while mounted would usually result in a crash as opposed to a display error. The equipping of inventory objects is now deferred until after monster chains as well as steed and stuck monster data has finished, ensuring the correct data is available for the specific warning code. Monster thrusting one of multiple wielded daggers gives misleading message.More a problem with the wielding than the attacking; the monster's only actually using one of the stack. As such, the wield message now refers to the stack in the singular. A rolling boulder falling into a pit you can't see only makes a sound if the hero is blind.You hear rumbling in the distance. You hear a distant CRASH! (Also, "the boulder fills a pit" when blind is now changed to "You hear a nearby CRASH!" if you could see where the boulder and pit are, or "You hear a distant CRASH!" otherwise; if you can't see the boulder or pit, how do you know that's what happened?) Killing your pet doesn't get you any experience when it should.Some special circumstance must apply here, as killing a pet normally in vanilla and in GruntHack does earns you experience. The boulder now finishes rolling before damage is dealt to the player, leaving the trap ready to be used again for the next unsuspecting victim should the player die and leave bones. Worn or wielded objects destroyed by dipping into lit potions of oil are not handled properly; this can result in odd game behavior. Listed as fixed on the assumption that this referred to a spurious "The gas spore starts to attack you, but pulls back" message which has been addressed. It's arguable whether the original message, "list which challenges you have adhered to", is grammatically incorrect (the author doesn't believe it is), but it's not necessarily very clear. GruntHack changes it to "list status of voluntary challenges", which is clearer, and does not suffer from grammar issues. Engulfer stoned swallowing hero polymorphed to cockatrice causes incorrect screen display. If hero has ball & amp; chain, game can panic. Wizkit loading was before the quest text was loaded, causing a crash when the "picked up the quest artifact" message tried to be displayed. Wizkit loading now takes places after quest text is loaded. You can drink from a sink, fountain, or while underwater while swallowed.In a similar vein, #praying on a cross-aligned altar also works. Experience may not be correctly gained for monsters causing nonphysical damage. Actually, the opposite is more likely to be true - monsters dealing only physical damage were probably gaining too much experience; cf. vanilla exper.c#line76 and the commentary on the site. Previously "You float gently to the < floor > ." even if flying; now if flying, it is "You lose some altitude." Tame monsters with multiple attacks may allow themselves to be killed through passive attacks.max_passive_damage assumed the monster would only make one attack; now it checks how many attacks the monster can make. Astral vision can confuse the command.Previously, monsters seen only with astral vision would also be listed as being seen with normal vision. If player aborts "In what direction?" question, prompt may remain displayed."Never mind" is now always displayed if this prompt is cancelled. Actually happened with any object prompt where wasn't a valid choice, e.g. ""; "Never mind." is now printed in those cases. In particular, there was no check to see if there were other boulders at the location for the purpose of unblocking it, so the square was unblocked when the first boulder was removed. Options IBMgraphics, DECgraphics, and MACgraphics interact oddly in the config file, resulting in odd listings from the O command. Workaround: only specify one option in the config file. Previously, you would consistently see "The corridor disappears", even if the corridor was already removed and/or not visible from where you are. Previously, "The guard (calms down and) picks up the gold." regardless of whether you just dropped the gold. That message is now only displayed if the gold is at your position (i.e. you just dropped it), with the message being "The guard picks up some gold" otherwise. While hallucinating, all explosion appearances are now randomised; a random monster name is substituted for "gas spore" when a gas spore explodes. Previously, after a touchstone was identified, you could only rub gems on it; it can now do so after the touchstone is identified. Message has poor grammar if hero killed when stealing cockatrice corpse from a monster.Previously "petrified by stolen < object > ", e.g. "petrified by stolen cockatrice corpse"; now "petrified by stealing < an object > ", e.g. "petrified by stealing a cockatrice corpse". Message when death caused by kicking an object can be too verbose. Presumably refers to "killed by kicking a runed broadsword named Stormbringer" and other artifact messages; death by kicking an object now treats the object as fully identified, e.g. "killed by kicking Stormbringer". Listed as fixed on the assumption that the bug refers to the absence of the described behaviour - swallowing a cockatrice whole in vanilla does not violate foodless conduct, but does in GruntHack. Listed as fixed on the assumption that this refers to the original message 09, "If The Tsurugi of Muramasa is not returned, we will all be ninja.", in comparison with message 14, "Lord Sato still lives! You have saved us from becoming ronin." Polymorphed spellbooks don't behave as intended.If the spell wasn't present in the spellcasting menu when you read the book, it is never blanked, regardless how many times it was already polymorphed. This bug also affects spells forgotten due to a non-blessed scroll of amnesia. Monsters can teleport to or be created outside of legal area in special levels.Examples are xorns off the map in Sokoban or ghosts on the edge of the map of the Astral Plane. The bug apparently means that stalkers should have a head; they're now considered humanoid (and an exception in mbodypart() to the rule that all elementals are amorphous has been made for them). Scroll of mail can be abused slightly.Perhaps this refers to the fact shopkeepers will eventually start charging for mail if you pick up enough of them. Damage by silver weapons is sometimes higher than intended when hero is polymorphed.Perhaps this refers to the fact players hit multiple times with the same weapon if polymorphed into a form with several weapon attacks, e. g. Aleax or marilith. Disintegration breath hitting equipment carried by monsters is not handled properly; if the monster life-saves the situation is worse; saddles are especially troublesome. Sacrifice on an altar can have unintended consequences.Perhaps this refers to the fact the corpse of a former pet does not vanish. The range of firing a crossbow bolt is now independent of strength, and the number of shots you can fire is dependent on strength (with gnomes getting a bonus in this respect); cf. this post by Pat Rankin. A magic portal may be deactivated if the game is saved due to hangup while changing levels. The official buglist mentions "Leave the level some other way then return to it." as a workaround. Changing alignment and held artifacts interact incorrectly.E. g. you still enjoy the when-carried benefits of artifacts you could not pick up due to your current alignment. With the new ways flammable items can be damaged (walking over lava (not just stepping on lava for the first time!) and hitting fire elementals), the author considers this fixed. Activating a shop-owned figurine sometimes don't entail shop charges.If you pick up and drop a cursed figurine, the timer will stay live. Will this eventually incur charges? Backstab bonus interacts incorrectly with thrown weapons and two-weapon mode. Two-weapon does not get backstab at all while each fired weapon does individually. Nymphs can steal things they can't pick up.They can steal Rider corpses from gelatinous cubes. The bug might instead refer to nymphs stealing things that they don't naturally pick up, like potions. Engulfer under influence of conflict or confusion can swallow a monster and not be affected by water/lava/trap under monster until next turn. Price of unpack shop items may change when hero is forced to buy. For example, hunger status has an effect on food prices. Drowning on the Plane of Water lists cause of death as "drowned in a moat."Now "drowned in the Plane of Water [by a < monster > ]". Bones data can contain odd characters from player's dogname, catname, or fruit options; this can cause odd terminal-dependent behavior.NetHack fails to sanitise characters taken from options. This was also the case for attacking walls, doors, etc. You now get a "You whack the < target > ." message in these cases, with some extra related behaviour. Cutting a long worm in two will crash the game if the cut takes the worm to 1 HP or if long worms had become extinct. The message given when multiple potions of acid explode refers to a single potion. Refers to stacks of acid exploding when you go for a swim. Secret door detection does not interact properly with features of the Planes of Water and Air. The next version promises to make wands of secret door detection find portals even behind clouds (but not update the screen). Alignment record is now set to -1 when putting on or removing a helm (this is what happens at the first step of #offering a co-aligned unicorn at a cross-aligned alter, changing the player's alignment permanently). Archeologists start out at basic skill level in sling. This is a side effect of their touchstone, which is considered sling ammunition. Wearing an amulet of restful sleep confuses internal sleep state bookkeeping. Perhaps related is the fact you can cure instrinsic restful sleep (from eating the amulet) by putting on and removing an amulet of restful sleep. Setting the fruit name fails if the new name is already known but happens to be not at the end of an internal list. A monster wearing a suit can still put on a shirt. The delay is there, but no extra message is displayed (akin to there being no message for cloaks in this case in vanilla). If player's hand slips while naming an object, 'z' is never picked as the new letter. This code is disabled in GruntHack. Travel () command can get stuck trying to plot a path past an interesting dungeon feature, for example, a trap or fountain. Stethoscopes can sometimes be used more often than intended. If you save and resume, you can use it again for free. On an aside, saving and restoring loses the movement points you gain from speed. Shopkeepers can polymorph into forms that don't let them do their jobs. A blue jelly shopkeeper will buy and sell, but it won't move to block or unblock the door. Cutting a level 0 long worm in half may lead to a worm with 0 HP, which may cause a crash. A macro defined in Source:vault.c, g_monnam, was consistently used with a "the" printed in front of it. This "the" is now incorporated into g_monnam, with a couple of edge cases now referring to just "guard". Hero can write a scroll not sufficiently identified. You now must have identified the scroll to be able to write it. Writing a scroll can give a badly phrased message if the scroll is known by its appearance. What is the badly phrased message in question? While blind, some actions resulting in "Wait! That's a monster!" for a mimic posing as a door do not update the display correctly. Mail daemons can be created when populating special levels with demons. Other types of monster that could not otherwise be randomly generated, such as orcs, giants, and woodchucks, were also subject to this; fixed by disabling the ability of the special level generated to ignore the G_NOGEN flag except for classes entirely made up of non-randomly-generated monsters (Kops and eels). Being disintegrated by divine wrath gives an inappropriate message. Instead of "You fry to a crisp" for the wide-angle disintegration beam, it is now "You crumble to dust". Weight of non-cursed bag of holding is sometimes off by one. Likely, this refers to multiple stacks of gold in any bag: two stacks of $49 weigh 0, but one stack of $98 weighs 1. Kops may not be dismissed if the shopkeeper changes levels. You might want to pacify the shopkeeper on his home level. If necessary, steal a gold piece and pay him off again. Unlit candelabrum becomes unlightable if candles have exactly one turn of fuel left and it was applied in the wrong location. Fix courtesy of the original reporter; also related is that the candelabrum penalty applies if on the invocation square and the invocation's already been performed, as with the Book and Bell. Hero can levitate and fly where it makes no sense. Listed as fixed on the assumption that this refers to the Plane of Water. To trigger this bug in unpatched variants, one needs to find a container the shopkeeper owns, fill it with enough items that the shopkeeper can't afford to pay for the items inside, then drop the bag to sell the contents. Artifacts granting drain resistance (Excalibur, Stormbringer) could be drained by drain life; this is no longer the case (also applies to GruntHack's thirsty / drain resistance objects). Previously, they dealt 1HP damage if not a healer without checking for poison resistance. The damage is now not dealt if you have poison resistance. If the player steps onto lava with non-fireproof water walking boots and can survive the lava burning damage, they were left standing on the lava without boots. Now the boots are destroyed immediately if they are not fireproof, leaving the player to fall into the lava. Monster's gold is now cleared before creating the statue (the value is saved to create the object inside the statue), so that the gold object doesn't stack with the monster's carried gold. Player can raise HP and Pw by dancing with vampires.The polyself bug; addressed by using the same formulas to adjust HP/Pw from polyself as when changing levels normally, with up to a +/- 10 adjustment (carried over from original behaviour). It's still possible to gain HP; it's just much, much more tedious (and in the long run your HP will come out even anyway). Escaping from lava can leave hero outside of time. Possibly fixed by the fix for C343-231, but without knowing how to abuse the bug, it can't be tested. Monsters seeking the Amulet attack temple priests to get it. The behaviour of covetous monsters has changed such that it's intended that they will attack anything between it and the Amulet where applicable. Under the Polish version of Windows 2000 SP4, screen output with a raster font shows wrong characters for many dungeon features. Attempting to start NetHack from within a zip utility doesn't work (this is not a bug) and gives a misleading error message < tt > panic Cannot open dungeon description - "dungeon" < /tt > (this is the bug). DLB doesn't work under VMS if a file used by NetHack and without a dot in its name matches a VMS logical name. If time_t changes from 32- to 64-bits due to (e.g.) compiler upgrades, save files will not be compatible between old and new builds. I realize the expression "chance to hit" is a regular part of D & D jargon, but nothing is lost by changing it to standard English ("chance of hitting" works just fine even on the page To-hit) along with the rest of the occurrences, most of which look like the product of simple (understandable) ignorance on the part of non-native English speakers, many of whom show a preference for infinitives where English idioms use gerunds. —Netzhack (talk) 14:11, 28 December 2016 (UTC) I'm making this change where the subsequent element is anything but a noun. Present-day English grammar has done away with the distinction between "like" (for nouns) and "as" (for anything else), except in the formal register. However, there is no reason not to make this wiki formally correct: the traditional use of "as" is still understandable to everyone. I'm not being overly pedantic here: I'm leaving the oldest and most common misuses of "like", such as "This tastes just like chicken" and "it works just like an uncursed potion". Netzhack (talk) 23:34, 23 January 2019 (UTC) This is technically true, but incomplete: in fact what the level parser is using there is a ter_selection_x, which can be a single coordinate, a line, a bunch of different types of shapes, a floodfill from a point, a bunch of other types of things (see lev_comp.y for a full list), or any combination thereof. Experimenting with this a bit, it seems that it's valid to do weird things like You're here because you've noticed I'm editing out many (not all) instances of the word "respectively" in this wiki. Here's why: The word "respectively" asks the reader to do the writer's work, mentally forming one-to-one relations between the elements of one set and those of another, where the writer has been to lazy to do so by means of normal sentence syntax. Sometimes the job is easy enough; sometimes it is a difficult mental task; sometimes it has already been done by semantics or other means. Examples: Too hard: "The Magic Mirror of Merlin and The Master Key of Thievery, the knight and rogue quest artifacts respectively, give you a rumor when applied or wielded." The reader has to parse a sequence of many nouns and figure out where the double-apposition started and ended. Easier to read: "The quest artifacts for the knight and rogue roles, the Magic Mirror of Merlin and the Master Key of Thievery, both give a rumor when applied or wielded." Without the "respectively", we don't tell the reader to mentally form a one-to-one relation, because it's irrelevant here. Silly: "The plasteel helmet, boots, and gloves might be useful to Jedi as an upgrade on a dwarvish iron helm, iron shoes or high boots, and leather gloves, respectively." This "respectively" is for readers with no semantic understanding of what they're reading. The nouns themselves create a one-to-one relation between the elements in the lists; there is zero danger of a reader misassociating them. There's no antecedent for "such". Puddings no longer provide sacrifice material as what? As *something* that no longer drops corpses. Change to an expression such as "therefore" or "hence". There's no antecedent for "such", no "thing just mentioned" & ndash; and no thing is intended anyway! Replace with something like "Consequently" or "For this reason". This makes no sense; there's no antecedent for "such". The phrase "as such" is being misused to mean "for that reason" or "this being the case". I'm one of the developers of NetzHack (note the 'z'), the German localized version of NetHack. Netzhack (talk) 08:16, 4 May 2015 (UTC) =_=_ Bugs in NetHack 4 Like other NetHack variants, NetHack 4 has bugs. This page used to track the status of the Bugs in NetHack 3.4.3 in NetHack 4, together with new bugs introduced in NetHack 4. The NetHack 4 project now uses a bug tracker; the bugs listed on this page will be migrated to the new tracker. Please report new bugs there instead of adding to this page; this page's listing is now quite obsolete. NetHack 4's developers would appreciate feedback on these bugs, especially the ones marked as "Unclear" (if anyone knows what these bug reports mean, please let us know!), and the ones marked as "Unknown" (where typically nobody knows what to do to reproduce the bug). Clearly singular -us words that someone might conceivably use as a slime-mold name include cactus, lotus, fetus, octopus, platypus, torus, walrus; clearly plural ones include caribous, kudzus, marabous, menus, zebus; ones that can be either include asparagus, acanthus; adjectives include citrus, nutritious. Asparagus (the only one that's widely considered a food in the English-speaking world) and lotus (due to famously being eaten in the Odyssey) are the only such words that are even vaguely likely to turn up (unless someone is being deliberately over-the-top silly, in which case they deserve whatever weird message the game gives them). In D & D, they apparently hide on the floor. Turns up in two known places: dislodging a trapper with a drum of earthquake, and ambushing a monster while in trapper form. Fixed by Grunt. Fix: https://github.com/tung/NitroHack/commit/5d40e9f86486141df827e2afef78e992c4aac01b (to reproduce levitate over pit, while blinded, drop something: "The food rations tumble into the pit.", "You hear The amulet of reflection tumbles downwards." ) The special level loader introduces a two column gap to the left of the main maze area; Jonadab thinks the monsters get generated back there. GruntHack fixes this by removing the two column gap in the special level loader. Refers to tame tunneling monsters, like umber hulks, rather than a player with a pickaxe. Non-tame monsters cannot dig on the Rogue level. Fixed in GruntHack by disabling the ability of tame monsters to dig on the Rogue level. If riding at the time, e.g. "You lead poor fire giant into a pit!". Fixed in GruntHack, though by a more complicated means than necessary for vanilla / NH4. According to Grunt, this happens in vanilla if an invisible purple worm swallows a shapechanger. Confirmed in NH4 with an invisible pet w and a chameleon. Wear gauntlets of fumbling and walk around among cockatrice corpses. "You see here a cockatrice corpse. You trip over it. You make a lot of noise!" Fixed in GruntHack, where tripping is unsafe if not wearing boots. Go to Juiblex's Swamp and start zapping around with a wand of cold. "The moat is bridged with ice! You hear a cracking sound." Fixed, along with several related misuses of "moat", in GruntHack by greater use of waterbody_name. There are some objects which are referred to in their descriptions as "hats" (elven leather helm - > "hat", dwarvish iron helm - > "hard hat", cornuthaum and dunce cap - > "conical hat"; one could argue that this applies to fedoras as well despite not having a separate description, as it's not a helmet). Several places in the code ("Fortunately, you are wearing a hard helmet"; "Your helmet blocks the attack to your head") always refer to the object in your armor slot as a helmet, even when it can't properly be described as a helmet (such as having a fedora block a mind flayer attack). Fixed by Grunt. This happens when you get the confirmation asking if you want to continue (because your encumbrance level would increase and you are over your threshold). Fixed in GruntHack. Also "a statue of a (monster) on a pit on the floor of the room" or "a pit on a stairway up". Fixed by Sean Hunt. Players throwing greased weapons have the same chance of them misfiring as if the object is cursed; monsters throwing projectiles suffer no penalty for throwing greased weapons at all. Fixed by Grunt. Vanilla: This might refer to the fact you won't break pacifist conduct if you branchport into an already-full level - pets and followers simply disappear. The pacifist page has a few more "safe" ways to kill things. Fixed in GruntHack by allowing the boulder to finish moving before dealing damage to the player (this leaves the trap ready to snare whoever next comes across the bones). Possible alternative solution: place the boulder where the player is before triggering the damage in the current code flow, leaving the boulder on top of the corpse. Worn or wielded objects destroyed by dipping into lit potions of oil are not handled properly; this can result in odd game behavior. For example, if you dip your (worn) thoroughly burned robe into lit oil until it's destroyed and then try to wear another cloak you can't, because you're already wearing the robe, even though you aren't. A spurious "starts to attack you, but pulls back" message is displayed, even though gas spores have only passive attacks. Fixed in GruntHack. Engulfer stoned swallowing hero polymorphed to cockatrice causes incorrect screen display. If hero has ball & chain, game can panic. Reproduced with a hostile trapper. The t remained on the display in its original location adjacent to the polyselfed hero for several turns, even though there was a statue of a trapper on the tile with the hero. Fixed by Grunt; ported by SEan Hunt Confirmed by quaffing from fountain while engulfed by purple worm. In a similar vein, #praying on a cross-aligned altar also works. Fixed by Grunt; ported by Sean Hunt. Warned as in from blessed scroll of food detection; no warning is given about it being "very dangerous", as with other monsters that cause petrification. (Medusa's corpse is also warned about incorrectly, warning about poison instead of petrification.) Fixed in GruntHack. Pit is formed, but the usual drawbridge-destruction effects do not occur. Fixed in GruntHack by having the drawbridge be destroyed with no other effects. Ported by Sean Hunt. The bug is in keepdogs() in dog.c, where the checks in lines 514-527 don't check for pets_only (set only in case of ascension or celestial disgrace escape). Fixed by Grunt. Bug relates to the nomovemsg variable being left set and unmul() being called later for an unrelated reason. An easy way to trigger it is to eat lizard corpses off the floor with nothing in inventory but worn armor in the presence of several hostile nymphs while your nutrition is between 1500 and 2000. When it asks if you want to stop eating, say no. (You'll stop anyway as soon as a nymph seduces you, but saying no causes nomovemsg to remain set.) Fixed by Grunt; ported by Sean Hunt. If you pick up some armor and are quoted a price then read a scroll of enchant armor before paying, the price does not change UNLESS you drop the armor and pick it up again, in which case it then does. Enchant weapon works the same way. Fixed by Grunt; ported by Sean Hunt. If you kill a monster with a wielded potion of blindness and get blinded in the process, the corpse is shown, but I'm not sure whether this is a bug and also not sure whether this is what the bug description refers to. Happens when you are riding at the time. Easily reproduced by zapping an attack wand downward. Fixed by Grunt; ported by Sean Hunt. NH4 does keep record of such prompts, and the answers, in the message window, but it doesn't remain anywhere it shouldn't. I was an XL7 human tourist, polymorphed into an elf, lost two levels to a vampire, polymorphed back to human, and was XL4. I then polymorphed to elf again, lost one level, polymorphed back to human, and my new form was too weak to survive. The function use_mirror (in apply.c) had the word "mirror" hardcoded in half a dozen messages, and there's one in uhitm.c as well. Grunt suggests fixing it by calling simple_typename(). Looks like this one has been fixed. The only remaining place where "mirror" is hardcoded is in the death reason, "gazing into a mirror", which is fine (because death identifies everything). This most likely refers to the Riders; if you try to swallow one whole, you're told "digesting any of it is fatal". If you or a monster are caught in the explosion, it is always called "the gas spore's explosion", one of the only situations wherein a monster's correct name is always used while you are hallucinating. Fixed by Grunt; ported by Sean Hunt. The error’s in zap.c; it checks to see if you’re in the shop, rather than whether the object is. Looks like somebody has already fixed this one, or at least changed and commented it. Some things can be rubbed on any unidentified gray stone but not on a formally identified touchstone. Fixed by Sean Hunt. Death message is "petrified by stolen cockatrice corpse"; it should be "petrified by a stolen cockatrice corpse". (Suspect this may have been fixed, but cannot test it right now due to possibly unrelated desyncs when attacking while polyselfed into a nymph.) Grunt says: I've thought that this refers to "killed by kicking a runed broadsword named Stormbringer" if the artifact was not identified, as opposed to "killed by kicking Stormbringer". The former behaviour has been acknowledged to be a bug to me in response to a related bug report of my own. The messages in question are ones issued upon entering certain levels for the first time. Arc, Cav, Tou, Wiz quests have issues that I noticed. Tame flaming and shocking spheres (at least) pick stuff up. Hostile ones don't, and you cannot if polyselfed into any kind of e, because you can't reach the floor. The first time you play the passtune, you get feedback no matter what. Subsequently, you only get feedback if you can see or if something interesting happens (e.g., a monster gets crushed). Actually, if you use a stethoscope in wizmode you see that their hunger is changed all at once when they start eating, and I'm pretty sure the corpse is removed at that time too; the only real multi-turn effect of a pet eating is the inability to move, which is redundant with sleep or paralysis. However, in recent savebreak, pets now eat in a single turn, which is Ticket 427. Quaff an uncursed potion of levitation and use a numeric prefix to rest for 9999 turns. This was previously listed as Confirmed but appears to be Fixed in savebreak Tested with black puddings. Refers to diagonal passages through rock only (they do fit between boulders ok). As of 2014 April, I can no longer reproduce this in savebreak. Perhaps it has been fixed? You bash a lock with a pickaxe (i.e. it is considered blunt), but pry with a mattock (i.e. bladed). Fixed by Sean Hunt. per Grunt: mon.c:583 still refers to the old invalid monster (more detail on rgrn). Fixed by Grunt; ported by Sean Hunt. I didn't reproduce the described bug, but I did discover that upon waking up the display is not properly updated until you move. The following do not have a gender specified (in monst.c): The Grand Master, The Arch Priest, The Minion of Huhetotl, Ixoth, Master Kaen, Nalzok, Scorpius, The Master Assassin, and the Dark One. At least some of them should. Also, the encyclopedia entries for Orion and for the Norn seem to imply they should be larger (currently they are sized as MZ_HUMAN). Falling into lava does destroy them, but zapping with a wand of fire doesn't seem to (neither when they are in the player's possession nor when they are on the floor), nor falling into a fire trap (while holding them in open inventory). Some of the capitalized entries in bogusmons should (and do) get the article ("The Ravenous Bugblatter Beast of Traal", "the Klingon", etc.), which is all very well, but others very clearly should not and yet currently do ("The Totoro", "The Barney the Dinosaur", "The Morgoth", "The Godzilla", "The Smokey the bear", "The King Kong"). The code needs a way to distinguish these two cases -- either two separate lists, or some kind of flag to indicate which ones that should not use "the". Allegedly fixed by Grunt; fix ported with fixups by Sean Hunt. Still not sure if it catches all cases. mbodypart uses vortex_parts for all v and E, but stalkers should probably get humanoid_parts instead. Fixed by Grunt; ported by Sean Hunt. A player on NAO reports, "The magic-absorbing blade stuns Chops! Chops are confused." (Chops was a named monster encountered on a bones level.) Have not yet tried to reproduce on NH4. has a patch for vanilla NetHack. Believed to be related to #chat, she'll say things like "Take off your shirt, please" even though she can't do use the "attack" around which those messages are flavored. Perhaps this refers to the fact shopkeepers will eventually start charging for mail if you pick up enough of them. Alternately, may refer to using the mail daemon on Astral to clear a path. Perhaps this refers to the fact players hit multiple times with the same weapon if polymorphed into a form with several weapon attacks, e. g. Aleax or marilith. Description is off: it's tame prisoners who have the problem. They say, "Sorry, I'm all out of wishes." (Hostile prisoners say, "This will teach you not to disturb me!") Disintegration breath hitting equipment carried by monsters is not handled properly; if the monster life-saves the situation is worse; saddles are especially troublesome. May refer to the fact that the message when you fall from the ceiling (when polyselfed into a piercer) goes straight into the old messages without passing go or collecting two hundred dollars. You can, however, see it with ^p. As best I can figure, this happens because you don't get a chance to move (which is probably by design; hostile piercers don't get a chance to move after falling either). Bug cannot be triggered in NH4 because it is impossible to be trapped while standing on the vibrating square: "You can't set a bear trap here." / "The floor here is too hard to dig." According to Aardvark Joe, your lamp will go out if the water hits your body, but never if the water hits the arm wielding the lamp itself. There should be a comma after the quotation. Traditional typesetting would do this: "No," replied the monk. Modern style (developed within the last thirty years) might put the comma outside the quote. NH4 currently does not have this database entry, however. Happens about three times out of ten. "You push the boulder and suddenly it disappears! You push the boulder and suddenly it disappears!" May be triggered when the levelport selects the level you and the boulder are currently on, and the code runs again to select a different destination. mnexto failed (do.c)? Program in disorder - perhaps you'd better save. rloc(): couldn't relocate monster Program in disorder - perhaps you'd better save. (As of 2014 April 25, I can no longer reproduce this in savebreak.) Could refer to the need to "mark" the square with an item (an artifact of the effect originally belonging to the scroll of scare monster), or that Kops only respect Elbereth when you're on it. If you start eating it, die as a result, and lifesave, you can finish it safely. (The same thing happens to some other sort of corpses, like rotten ones, but not nearly as obviously.) Tested with a tame scorpion hiding under an item. After traversing the stairs it was still hiding for a turn or two, even though there was nothing there to hide under. In vanilla, even the number of available inventory slots is no obstacle when polymorphed into a titan. In savebreak (as of 2014 April), you can keep picking up boulders until you run out of inventory slots, then it stops you. The container is listed, but its contents are not even if unpaid. Not sure exactly what the expected behavior would be here. You can #dip a shirt that's covered by DSM into holy water, but you cannot apply grease to DSM that's covered by a cloak. This has been altered in SporkHack and debated on rgrn. In Next version, Pat Rankin said, "As far as crossbows go, they were changed some time back to shoot for maximum distance regardless of strength or dexterity, and to require high strength to retain full multi-shot volleys." Can be accomplished by setting a land mine and waiting for a monster to trigger it (or I suppose you could trip it yourself). For example, if there's a grave on the tile directly inside the door of a shop, the keeper will not step there, making it easier than it should be for you to get in and out of the shop. You can walk in with a pick-axe in open inventory, for example, or walk out with shop merchandise (although in the latter case you face Kops and striking, and THEN the shopkeeper will finally step on the grave and come after you). I'm not sure exactly how this applies to priests, though. According to Aardvark Joe, "I suspect this bug refers to the fact that the code does not validate the location that you're trying to kick, and can end up accessing memory outside of the map structure, which can cause memory corruption. I'm able to recreate this in NH4 by kicking a location off of the edge of the map, and eventually end up with a segmentation fault." Unclear. I found one source that claims rats cannot vomit (IRL), but the same source also indicates that they do regurgitate. The distinction between these two verbs seems much too technical to be worth implementing in NetHack. Calling a monster a really really really long name appears to cause a crash, but I am not sure whether that is the same bug. Polyself into something that cannot wield (e.g. a hell hound). "You find you must drop your weapon!" This leaves an in-use leash on the ground. Your pet can even pick it up, carry it around, drop it, and it's still listed as "(in use)". Destroy a drawbridge by zapping a wand of striking or of digging downward while standing on the bridge. "The drawbridge collapses into the moat" without harming you, leaving you standing on the moat even if you are not properly equipped to stand there. Information has been posted to rgrn about the dev team's fix for this; to find the thread, search for phlebocratic postreticular apodiosis. This was Confirmed in NH4 at one point, but I can no longer reproduce it now. Fixed in AceHack. Reproduced in NH4 by zapping wands of speed and slow monster at a red mold (which is sessile, according to the wiki). For example, fire traps and red dragon breath burn worn items but not wielded items. Attacking a red mold also doesn't seem to burn your weapon. Note on the 3.4.3 bug says, if you pick up and drop a cursed figurine, the timer will stay live. Will this eventually incur charges? However, I don't know how to set a timer on a figurine in order to test this. Failed to reproduce with hostile, peaceful, or tame water elementals. As a polyselfed player, "A bear trap closes harmlessly through you", and the trap remains set. orionskullar reports that (on NAO) lycanthropy does not trigger while polyselfed but does persist through it and resumes as usual once you return to your original form. This sounds like Expected Behavior to me. You cannot polyself into a werefoo, because they're not valid polyforms. I tested the case where you are in wolf form then polyself: when the polymorph times out, you return to human form, implying that the lycanthropy timed out meanwhile. Not sure if this is a bug or not. Wizwished for and wore a +20 ring of increase damage and a ring of polycontrol, zapped poly, selected white unicorn, generated a J, attacked it; messages said I kicked it twice; it then hit me, returning me to human form, and a stethscope listed it at HP 60/68. Similar result as a warhorse, and also when explicitly using Ctrl-D to kick. Two-weapon does not get backstab at all while each fired weapon does individually. In conjunction with Class Overhaul, this is now deemed correct and will not be changed, because it significantly enhances the unique identity of the role, encouraging Rogues to play as intended. However, the fact that the bonus scales with experience level might be reconsidered. Possibly a consequence of buc-merging? To reproduce, kill something (lizard or lichen works well) and get a corpse. Then wait a long time. Kill the same thing again. If its corpse stacks, you will be unable to sacrifice either. Chests that contain pre-determined items (the /oW chest in the Castle and the amulet chests in Vlad's Tower) have the weight of an empty chest until they are looked into. It covers registration and login and that's it. This first appeared in NitroHack, when the protocol was implemented. The only real sources of information about the rest of the protocol, as far as I can tell, are nethack_server/src/clientcmd.c and libnethack_client/src/clientapi.c Hit /, say n, type luckstone. "This stone is enchanted to provide luck to its wearer, making several random events happen give slightly better results on average. In addition, it prevents luck wearing off over time." What does it mean to "happen give" results? You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Talk:NetHack 4 Can we get a link to a downloadable that doesn't have to be built or compiled or what have you? I mean, I know that NetHack has a long history of being omni-platform and mostly targetted to the extreme computer-savvy, so raw source is probably adequate for most folks... but there are some dummies like me who need someone to make a .exe for us. I'd love to play, as a longtime Rogue/NetHacker, but I'm just not competent enough for this. Delbow 16:01, 13 April 2012 (UTC) It may be nice to add explanation why it is called NetHack 4 (looks like official version) but is not mentioned on http://www.nethack.org/ 89.74.67.162 10:55, 9 May 2012 (UTC) It says here it was created by combining AceHack and NitroHack. Did it actually use all of the features from both, e.g., making floating eyes easier? 75.58.126.62 10:13, 21 May 2012 (UTC) In the 4.3-beta2 SDL version, playing with the unicode "tileset", is it possible to make text larger? Enlarging the window just makes Nethack4 change the layout to more rows and columns of the same size text. (I'm on Windows, but perhaps the question applies to other platforms as well.) 173.61.135.70 06:07, 4 April 2015 (UTC) Is it possible to destroy one of the Invocation items by dropping it on a sink and dropping a ring of hunger in the sink? You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Problem =_=_ User talk:IntadtRaptor You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Talk:Wizard's Tower Covetous liches attack Rodney? So... do all ones that happen to get randomly generated on the top level of the tower immediately go to attack him? I'm pretty sure I haven't seen that happen. 99.165.195.116 11:48, 18 April 2012 (UTC) =_=_ C343-23 =_=_ Panic NetHack panics when it reaches a state where it is completely impossible to continue the current session by terminating the game immediately with the messages "Oops... Suddenly, the dungeon collapses.", sometimes generating a backup saved game if the game can be recovered to a point where it is continuable. It is very rare for a normal game to result in a panic; however, several bugs in NetHack 3.4.3 revolve around panics, usually involving monsters or objects being destroyed under unusual circumstances; exceptions include C343-23, "Dungeon collapses after vault guard fails to lead you out.", and C343-383, "Applying a bullwhip while hero is at edge of map may cause a panic or crash." In NetHack 4, NetHack Fourk and FIQHack, a panic gives the player a choice of how to proceed. One option is to reload the game from a backup save (potentially allowing the game to continue, as long as the sequence of events leading up to the panic are not repeated). The other is to leave the save file in its current state, containing a record of all events up to the panic; this leaves the game unplayable in the short term, but may permit gameplay to resume from that point via playing on some future updated game executable in which the bug is fixed. =_=_ Suddenly, the dungeon collapses =_=_ Impossible NetHack generates an impossible message when something such as a monster or object reaches a state that it should not be possible to reach; it displays a short description of the problem, followed by "Program in disorder! (Saving and reloading may fix this problem.)". These messages are generated by the function . Some bugs generate impossible messages. For example, in Nethack 3.4.3, bug C343-33, "Sometimes a monster may remain hidden under a corpse that has rotted away.", can result in a player polymorphed into a hiding monster hiding under a non-existent object, generating the message "hiding under nothing?" when a monster tries to attack the polymorphed player. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Robe of power =_=_ Robe of protection =_=_ Robe of weakness =_=_ Robe (SLASH'EM) In SLASH'EM, robes in general are fairly different from their vanilla cousins. Firstly, they are no longer cloaks, but instead fill the body armor slot. Lighter even than leather armor, they do not interfere with spellcasting (as all other armors do in SLASH'EM, even dragon scale mail) or a monk's melee abilities or AC bonus (but will remove a doppelganger's AC bonus). Secondly, there are now magic robes, and all robes have a randomized appearance. Lastly, no robe provides any magic cancellation. The most basic robe is simply a piece of armor. It is the only robe that can be distinguished by price, costing 25 zm instead of 50. It is also frequently found being worn by wraiths. A robe of protection has a considerably higher base AC than other robes, but confers no special abilities. Its chief use is that it provides a decent amount of AC and does not interfere with spellcasting or a monk's martial arts abilities. Most characters will prefer a good mithril suit or dragon scale mail, but a monk or an early wizard might find one of these robes desirable. A robe of weakness is not a desirable item to wear: it sets your strength to 3. Its effect will cancel if combined with gauntlets of power. Unfortunately, it is not possible to distinguish these robes from robes of power or protection through price identification. Moreover, these robes are usually generated cursed, so trying on random base-cost 50 robes is not a good idea. In general, one should use an altar to identify cursed robes to avoid these; 3 strength is a major handicap. =_=_ Template:Robe top =_=_ User:Delbow/Tengu =_=_ User talk:AJCham You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User talk:Geoduck You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User:Geoduck I mostly play UnNetHack these days, and have ascended as a Barbarian. Back in my ye olde vanilla days, I managed to Ascend in about half of the classes. Have played SLASH'EM, and not gotten very far at all. I have also created alternate tilesets for both vanilla NetHack, SLASH'EM and UnNetHack that attempt to combine the compactness of ASCII with the extra info supplied by other tilesets. You can see them here. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Yellow Dragon =_=_ Dark elven mithril-coat A dark elven mithril-coat is a new type of armor in SLASH'EM. Frequently found on drow, it is functionally identical to dwarven mithril-coat. Note that unlike elven mithril coats, dark elven mithril coats cannot be safely enchanted to +7. =_=_ Dark elven bow =_=_ Fly swatter =_=_ Dark elven short sword In SLASH'EM the dark elven short sword is a kind of melee weapon. When unidentified, it appears as a black runed short sword. It is slightly more effective in combat than a normal short sword. It is made of wood, so it cannot corrode or rust. =_=_ Silver long sword A silver long sword is a type of weapon found in SLASH'EM. It shares all properties with the ordinary long sword, save that it is made of silver. It is therefore also inherently fooproof, and its weight also increases by 8. However, it is also ineligible to dip for Excalibur; doing so will not rust it, but does risk cursing it. In variants that implement object materials, such as SpliceHack and xNetHack, some items may be generated made from different materials. In these variants, a "silver long sword" is simply an ordinary long sword with a different material, not a distinct item type. This means it can be used to dip for Excalibur, though doing so will change its material to iron. < !--Verify: Do any variants allow non-base-material artifacts? If so, which ones?-- > Because iron and silver have the same relative weight, silver long swords weigh the same as iron ones. =_=_ Dark elven arrow In SLASH'EM, the dark elven arrow is the drow equivalent of the elven arrow. Dark elven arrows are carried by non-player drow and will be the starting arrows for a drow ranger. Like regular elven arrows, dark elven arrows are made of wood, and do the same amount of damage. However, the arrows made by surface elves have one practical advantage over their subterranean counterparts: SLASH'EM gives a 33% chance of adding an extra multishot when firing non-cursed elven arrows, a bonus which does not apply to dark elven arrows . It is unclear whether this was an intentional bias or just an oversight in the code. In any case, drow rangers may wish to trade off (or, given unwanted potions of gain level, upgrade) their starting arrows for regular elven arrows, or (for a to-hit bonus and better damage against large monsters) ya. =_=_ Conversion =_=_ User talk:PixelRat You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Talk:Clairvoyance =_=_ Scroll of detect magic The scroll of detect magic, from GruntHack, acts as a potion of object detection - though it is restricted to detecting magical items and items with abnormal magic properties - and also detects spellcasting monsters. An uncursed scroll of detect magic will show you the location of all magical items and items with object properties on the level, and flag any unidentified items revealed in this fashion with a "magical" prefix as though the player was a wizard. A blessed scroll will additionally identify the type of magical item and any object properties. Cursed scrolls also detect mimics mimicing objects, and will wake up any monsters detected (both spellcasters and mimics). =_=_ Talk:Bugs in NetHack 4 Regarding bug C341-10, I believe worm teeth and crysknives don't stack because vanilla can't pluralize tooth correctly. That pretty much goes against the spirit of the projectile bonus you get for those items. --Tjr 20:44, 1 May 2012 (UTC) C343-48: Killing your pet ... This might refer to the fact you won't break pacifist conduct if you branchport into an already-full level - pets and followers simply dissappear. The pacifist page has a few more "safe" ways to kill things. --Tjr 20:47, 1 May 2012 (UTC) Is there a way to make link anchors? I'd like to do (for example) this: < nowiki > Leashes can "teleport" pets through doors < /nowiki > . --Tjr (talk) 21:40, 9 May 2012 (UTC) Right now, the anchors to individual bugs aren't that useful, as they usually link midway through the description of the bug, due to the text that is anchored being vertically aligned to the middle. I suggest adding a class to the CSS in MediaWiki:Common.css that top-aligns all the < code > & lt;th & gt; < /code > s and < code > & lt;td & gt; < /code > s inside that table: It would also be nice if the description column wasn't so cramped in favour of the additional notes column, although that sounds harder to fix. Personally, I would put the additional notes in the description column, like so: You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Grunthack You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Junethack Junethack is a NetHack tournament. Started in 2011, it runs annually during June. It's also known as the NetHack Cross-Variant Summer Tournament. Junethack differs from other tournaments like the /dev/null/nethack tournament insofar as that the users play on participating public servers instead of dedicated tournament servers. This allows persistent accounts and facilitates the inclusion of variants. The #junethack IRC channel on irc.libera.chat is where all the developers and players hang out. Clans often have clan-specific channels for their members as well. The Junethack server software is written in Ruby, with the Sinatra web framework and datamapper as the database interface. The source code is released under GPL 3 and is available from GitHub. =_=_ JuNetHack =_=_ JunetHack =_=_ JuNethack =_=_ NetHack4 =_=_ Nethack 4 =_=_ Nethack4 =_=_ Nethack four =_=_ NetHack Four You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Tournament =_=_ Talk:Ranged attack You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Talk:Gauntlets of swimming This page should explain exactly how swimming works with gauntlets of swimming. I.e. is it more similar to water-walking or to a amulet of magical breathing? Are there limitations due to encumbrance? Will update, assuming my character survives for long enough --PixelRat (talk) 17:46, 14 May 2012 (UTC) This may be obvious, but I'm sometimes oblivious - is it possible to be drowned by say, a kraken, while wearing gauntlets of swimming? I wouldn't think so, but some of the features of Slash'EM are counter-intuitive. =_=_ Talk:Miscellaneous item Non-living monsters cannot get an amulet of life saving. That includes undead as a strict subset. For example, the proper elementals and the various vortices are non-living but not undead. --Tjr (talk) 08:17, 15 May 2012 (UTC) =_=_ Knives =_=_ Nicehack =_=_ NiceHack =_=_ Demonia Observers have watched Demonia perform slow, repetitive tasks that no human player would do. One game during May 2012 (or was it April?) took attention in #nethack@freenode, as Demonia became stuck on a level, trying to find a secret door or passage. Demonia searched the entire perimeter, checking every wall or corridor, and cycled around the map, continuing the search, without pause, for thousands of turns. A significant milestone was achieved on February 3, 2015, where Demonia made it into the Castle's entrance and again grabbed the attention of #nethack@freenode. Having no code for entering the castle, Demonia fruitlessly spent thousands of turns wandering around the maze portion. Perhaps future coding of Demonia will rectify this issue and set the bot closer towards ascension. Demonia typically plays as a Valkyrie, perhaps because this is one of the easiest roles. Demonia's survival tactics include engraving Elbereth, and praying to solve hunger after fainting. While Demonia has code for wishing, it has never been tested; in April 2013, while dipping a long sword to create Excalibur, a water demon offered a wish. Demonia wished for "2", possibly an attempted movement command at an unexpected wish prompt. =_=_ Arachnid This template creates an anchor in the text, so you can link to that location with < code > < nowiki > ... < /nowiki > < /code > syntax, or the template. It also turns the text into a link to that anchor for easy external linking; if you don't want that, use or . =_=_ Color alchemy =_=_ Box =_=_ Forum:Geoduck's tileset updated I have made some tweaks and improvements to my tileset, which is my attempt to create a sort of "ASCII plus", keeping the compactness and imagination of the original character set, while maybe hopefully giving a little more immediate information about what you're stealing/fighting/running from. This is version 4.0. If you're interested, or already use the pre-4.0 set, you can learn more here: http://cook.web.eschelon.com/nhack.html I only have sets for "vanilla" NetHack and SlashEM. If the UnNetHack or SporkHack powers-that-be ever come out with an official tile-list I can work with, I might be interested in doing those as well. I've added a version of the set for use with Patric Mueller's UnNetHack. (Thanks to Patric his help!) If interested, check the same page listed above. Made some tweaks to both the vanilla and UnNetHack sets; versions 4.2 and 1.1 respectively. Again, check my webpage above for more info. =_=_ Teleport at will =_=_ Teleporting at will You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Eroded =_=_ MP This template creates a link to an anchor in the text. You can use eg. or to create the anchors. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Eggs =_=_ SLASH'EM 0.0.7E7F3 source code gamename = "SLASH'EM" # NetHack or Hack or SLASH'EM license = "NGPL" # NGPL or CWI =_=_ Source:SLASH'EM 0.0.7E7F3/mondata.h Below is the full text to mondata.h from the source code of SLASH'EM 0.0.7E7F3. To link to a particular line, write , for example. =_=_ Source:SLASH'EM 0.0.7E7F3/dogmove.c Below is the full text to dogmove.c from the source code of SLASH'EM 0.0.7E7F3. To link to a particular line, write , for example. =_=_ Source:SLASH'EM 0.0.7E7F3/monst.c Below is the full text to monst.c from the source code of SLASH'EM 0.0.7E7F3. To link to a particular line, write , for example. =_=_ SLASH'EM 0.0.7E7F2 =_=_ SLASH'EM Vampire =_=_ SLASH'EM 0.0.7E7F3 =_=_ Source:SLASH'EM 0.0.7E7F3/apply.c Below is the full text to apply.c from the source code of SLASH'EM 0.0.7E7F3. To link to a particular line, write , for example. =_=_ Torch A torch is a new weapon-tool in SLASH'EM. A lit torch becomes your wielded weapon, and does fire damage to monsters. A new torch can stay lit for 600 to 899 turns < ref > < /ref > before it burns out. When a lit torch hits a monster without fire resistance, it deals 1 extra damage, plus an additional 1d3 damage if the monster resists cold. < ref > < /ref > It also has a chance of destroying potions, scrolls or spellbooks in the monster's inventory. To light a torch, apply it with . This wields the torch! A cursed torch will weld itself to your hand. You can't light a torch if you can't wield it (for example, when wielding a cursed weapon, or polymorphed into something without hands). To extinguish a wielded lit torch, either apply it again, or wield something else. You can't keep a lit torch in your pack; you will automatically extinguish the torch. However, you can drop or throw a lit torch, and it will stay lit. By dropping a lit torch, you can enjoy its light while you wield a better weapon. If you pick up a lit torch, you automatically extinguish it. The torch first appeared in a patch for NetHack 3.4.0. Then SLASH'EM 0.0.7E0 included this patch. < ref > history.txt in SLASH'EM < /ref > =_=_ Self polymorph =_=_ User talk:Bees You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Iron bar =_=_ Talk:Throw Does throwing a weapon count toward improving your skill with that weapon? < small > < span class="autosigned" > --Preceding unsigned comment added by 199.168.80.23 (talk • contribs) 22:35, 4 June 2012‎ (UTC) < /span > < /small > Are axes viable for Barbarian to throw? It'd give me a reason to keep the starting axe, and they are purported to be throwable. That is to say, they seem to imply they have a bonus of sorts. --Bodark (talk) 05:11, 11 February 2015 (UTC) =_=_ Talk:Invisibility You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Forum:Hero name change after save NetHack QT I'm using NetHackQt on Mac os 10.6.8. When I restart a game after saving it, the name of my character always changes to the default name. Does anyone have any idea on how to fix this? I can't find any information about it being a known bug. =_=_ User talk:Wolfwood You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Why do I keep dying? This page is an attempt to provide basic tips for survival and it specifically describes typical beginner misconceptions regarding NetHack. It is aimed at new players who feel like they can't get the hang of it and die early every game, so it will focus on the early game stage and deliberately ignore NetHack < nowiki > ' < /nowiki > s abundant corner cases. Follow the links if you want a complete strategy overview. It is assumed you have played (and died) a couple of dozen times and know how to open doors and do simple stuff like that. If you are still wondering what the funny means, then first have a look at the excellent Guidebook that comes with NetHack, play a few games to get the feel of it, read the Guidebook again—picking up the numerous hints you will have overlooked during the first reading—then come back here. You sometimes hear that NetHack is near impossible to win, because of the amount of exceptional luck that is required to win: it takes years to get just one lucky game, with an early wand of wishing and having everything else work out just right. That is a myth! If your survival depends on luck then you are following the wrong strategy. True, a few unavoidable deaths remain, like falling into a poisoned spiked pit, or the proverbial Gnome With the Wand of Death, but these are threatening only early, before countermeasures have been acquired. Truly outstanding players (such as Marvin) manage to ascend 80% of their games, and they do not get more wands of wishing than the rest of us. A large part of learning to play NetHack is acquiring safe habits. Never explore while Burdened or worse. Speed is a major issue. When you are Stressed, your average opponent can hit twice for your every chance to move, and your HP will just melt away. (If you do need to haul around heavy stashes of equipment, stick to known territory and be ready to shed weight at the sight of danger.) In such occasions, a wand of speed monster or speed boots are a big advantage, allowing you to hit (or escape) faster. Do not use the arrow keys, because they provide only orthogonal movement, requiring twice as many steps to reach a diagonal destination. If the vi-like (yuhjklbn) keys do not suit you, make a habit of using the number pad instead. Take advantage of diagonal movement keys. At the same time, type slowly and deliberately. You cannot run away more quickly from monsters by typing more quickly! Additionally, never hold down a key for autorepeat. When you hold down a key, you often stumble into something and try to attack or pass it faster than you can release the key. Instead, make use of the , , capital YUHJKLBN, and numpad commands to go in one direction until you discover something interesting. Also useful is . If you are running low on health and there are no monsters in the vicinity, rest and wait for your health to come back. The command will let you rest for a number of turns that you can specify. You will stop resting as soon as anything dangerous (or interesting) comes along. You may also find it useful to take notes on what you are doing. Besides the information's usefulness, it encourages you to be thoughtful. Beginners should also play purposefully: "just exploring", in the long run, is the same as "just running around until you get killed". If you find yourself doing this, look at your equipment and status to see what your immediate goals should be: "I need an effective projectile weapon", "I need to get my armor class down", "I need to identify this magic stuff I've collected", "I need fire/cold/magic resistance before I go much further" ... whatever's appropriate at the moment. Thinking this way will improve your game rapidly. On dungeon level 1, every deadly trap has an automatically generated corpse on it. This decreases by 25% with each Dlvl, meaning that Dlvl 5 and below will never have traps with an auto-corpse. However, while you're on the level a monster may stumble onto a trap and die, so if you see a mysterious corpse that you didn't kill, beware. Darts and spiked pits have a chance of being poisoned and can cause insta-death. Since it takes a while to gain intrinsic poison resistance or identify the necessary jewelry, an apron is a great find in the early game. (If this is a frequent problem for you, it may be worth trying playing a barbarian as your first role, since they get poison resistance at level 1.) Every level has a way down. (There are exceptions, but not in the early dungeon.) Look on the map for a large, empty area where an additional, undiscovered room might fit and search (as above) along adjacent walls or suspiciously shaped corridors. Or the stairs could be covered by an item—yes, NetHack does have mighty big fortune cookies! If a monster is sitting on top of the stairs, you will see them as soon as the monster is out of sight. If you're pretty sure you've explored the whole level and still don't see any stairs, use the #terrain command to view the map without monsters or objects. Pressing will also show the stairs since Nethack 3.6.0 even if there are objects on top of them. As you go deeper in the dungeon and level up, monsters that generate become more powerful. Monsters that can generate are determined by the average of your experience level and your dungeon level; see Monsters (by difficulty) for details. Even if you keep your experience level relatively low, you can still encounter difficult monsters as you venture deeper into the dungeon. If you are in a particularly deep area or a dangerous level such as the Oracle level, it may be in your best interest not to linger. Don't. A beginner who starved a couple of times might get the idea that drinking was also necessary. Unfortunately the Guidebook's advice on this matter is misleading ("Although creatures can survive long periods of time without food, there is a physiological need for water"). However, your character can in fact survive the whole game without drinking anything. There is no need to drink water. In fact, quaffing potions of water is a big waste of resources; you are much better off saving them to turn into . Eating corpses feels like Russian roulette. A kobold will poison you. A jackal "tastes terrible" but seems OK. But if you save another one for later, it'll give you deadly food poisoning. If you decide that eating corpses off the floor is uncivilized anyway and vow to stick to proper "people food", you'll probably starve before finding any. First, understand that there are two separate kinds of poisoning that you can get from food. The first is food poisoning ("FoodPois"), contracted from eating old ("tainted") corpses. This will always kill you, but avoiding it is simple: Eat your corpses fresh. 60 turns is the limit! Only lichens, lizards, and corpses kept in an ice box do not age. By the same logic, remember that zombies and other undead died long before you met them: they are walking food poisoning. If your pet kills an enemy out of sight and leaves a dwarf corpse, it was probably a dwarf zombie; otherwise your pet would have eaten it. The second kind is "regular" poison, which is simply a property of some monster types (e.g. kobolds). Corpses your pet dog or cat will eat are safe (with very few exceptions). Eating a poisonous corpse will lower your stats and HP, though it won't kill you directly. Unlike food poisoning, you can become resistant to this type, and in fact you should as soon as possible. This will also protect against spiked pits, Mordor orcs' poisoned arrows and, other sudden deaths. Barbarians, Healers, and orcish characters start out resistant; Monks gain the resistance at level 3; all others are safe as soon as "you feel healthy". (Watch out for other "you feel" messages, too, and learn their sources and effects.) Remember: NetHack is not real life. Though most of us would not eat a sewer rat or an uncooked jackal corpse, and would get ill if we did, it is not an issue for your character. Therefore, unless there is something intrinsically harmful about a particular corpse, such as the poisonous kobold or the instantly petrifying cockatrice, and unless it is more than 60 turns dead, it will probably be safe for consumption. Then of course there is also "proper" food. Eggs and tripe rations are for pets; keep the rest for hard times. In the roguelike community, such food is called "permafood", because it never rots. Finally, if you are already Weak or Fainting (not if you are merely Hungry), you can also #pray. You must take care not to anger your god, but if you really want to, it is quite possible to survive on prayer alone. Most real-life religions encourage you to pray regularly. But the Guidebook states clearly that you pray to the gods for help. The NetHack gods will be perfectly happy never to hear from you. If they regard you as constantly whining, they might become angry and eventually decide to put you out of your misery and send someone worthier to fetch the Amulet of Yendor for them. Used sparingly, prayer can get you out of tight spots. Before praying again, wait around 700–1400 turns, the longer the better. Sacrifice can shorten the time, and it may also get you gifts. Watching what corpses your cats and dogs eat will help you figure out which are safe—horses will not eat meat, and they can help you figure out which vegetarian corpses are safe (see diet). But there is more that your pet can do for you: Finding better equipment is vital (see "Leveling up" above), but you must not ear, ield or ut on anything that might be cursed, and altars for ascertaining that are scarce. Fortunately, your pet can indicate whether an item is cursed: just drop it on the floor where you can see it and wait. Pets will step on cursed items only reluctantly, if at all. If a pet walks over or picks up an item without a message appearing, it is safe to try on. Early on, pet-test most of the armor you find, to get your AC as low as you can. Furthermore, your pet can kill a nymph before she can rob you or kill a peaceful coaligned unicorn that you must not desecrate yourself. Eventually, your pet's natural aggression may get it killed by the Minetown watch captain (a large dog or cat will attack watchmen) or a shopkeeper (warhorses attack these), so keep it away from these powerful monsters or polymorph it. Armor, weapons and amulets are actually quite safe to try on after curse-testing them with your pet. A few items will autocurse, but they are rare and not life-threatening. Make sure you are capable of aying for the item if you decide to try it on in a shop, though. Rings are also safe if curse-tested, with three complications: . Never try them near a shop or if your pet is powerful enough to kill you in one hit. If you're really afraid of a polymorph, take off your torso armor. Remove the ring immediately on the next turn to keep the chance of anything going wrong to a minimum, unless you think you can handle being polymorphed or teleported around. Often, putting on a ring will tell you nothing and you will have to price-identify it or read a scroll of identify anyway. Wands are fun. Write Elbereth with your finger (to exercise Wisdom), then add to the engraving with a wand. Most will identify or at least give you hints. Six wands give no message at all, are not particularly powerful, and can be further identified with a few common items. Never, ever put wands that make engravings vanish in your bag of holding until you are absolutely sure the wand is a wand of teleportation or a wand of make invisible, and not a wand of cancellation—otherwise you will blow up your bag of holding and all of its contents. Potions are trickier. Potions of water are clear. Potions of oil light up when applied. By dipping some junk darts or arrows you may discover the potion of polymorph and the potion of sickness. Dipping a unicorn horn will turn three other harmful potions into water. Finally, you have to rule out the potions of . Monsters may throw them at you, and you can also quaff-test them by being sleep resistant and wearing a ring of free action. All other potions are safe to quaff, provided that they are not cursed. Scrolls are candidates for price identification, a complex and wearisome process. Fortunately, some of the most useful early-game scrolls are cheap and easy to price-identify. Drop the scroll at a shop (but don't actually sell it), and multiply the shopkeeper's offer by 2 (or 3 if you look like a tourist) to get the base price. (Some shopkeepers will offer only of the normal selling price for unidentified items, however.) The scroll of identify is the most easily recognizable, the most common, and the cheapest, with a base price of 20. The mostly useless scroll of light has a base price of 50, and the scroll of enchant weapon has a base price of 60. The scroll of remove curse and the scroll of enchant armor both have a base price of 80. Several other scrolls can be identified from other factors: The other scrolls are too complicated or risky to try out, so just read a blessed scroll of identify when you've collected enough. =_=_ Beginners' guide =_=_ Beginner's guide =_=_ Dying To participate, submit below a diff < ref > To create a diff, click on "View history" at your article. Then select both the version immediately before your edits and your last edit. Finally, click "Compare selected revisions". < /ref > you authored, e.g. a paragraph or an article. Please check basic spelling and grammar beforehand. Or improve and give feedback to somebody else’s work. I am going to “teach” every Saturday. At first, I will re-teach a course I am taking. This is an experiment for me, too. Therefore, feel free to improve my “corrections”. --Tjr (talk) 22:08, 10 June 2012 (UTC) =_=_ Early game =_=_ Reading =_=_ Zapping =_=_ Paying =_=_ Forum:Is this a Bug? Hi I am wearing fireproof water walking boots in Gehennon in a UnNethack game. I can not teleport on to lava which means when I am prompted to teleport I can't stay in one place. Is there a logic to this? Since wearing a amulet of breathing makes water a valid teleport sport one would think that wearing fireproof boots of water walking would make lava a valid teleport spotNdwolfwood (talk) 08:46, 12 June 2012 (UTC) =_=_ Talk:Disintegrator Since I don't know how to do wizard mode I sacrificed Cleaver for the sake of science to see if a Disintergrator could dissolve artifacts. They can. They also can eat gloves. I put on a junk ring to test and it did not dissolve after I attacked with bare hands. Can anyone confirm whether or not rings are unaffected by the things? I am playing UnNethack and apparently they are from the Biodiversity Patch that UnNethack ported overNdwolfwood (talk) 22:26, 13 June 2012 (UTC) This article talks about Biodiversity, Unnethack, and Slashem Extended. Each of these have their subtle differences. Can we please separate different games under their own headings? --Tjr (talk) 05:25, 5 July 2014 (UTC) You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. In your addition to Short sword, you mention that dual-wielding short swords at high skill can be equivalent or more powerful than an artifact weapon. This statement can be misleading because it also applies more strongly to weapons of similar power such as silver sabers and long swords, among others, as well as overlooking the fact that most artifact weapons can be wielded in the primary hand. To a new player, it may appear that the short sword is uniquely powerful when twoweaponed, which isn't the case. This should be revised or removed entirely for clarity. Toned it down a bit. Sometimes become irked with all the "garbage weapon" pronouncements when the proper answer is, "Well, it depends." Great believer that twoweaponing is essentially its own artifact. My orc rogues not infrequently will train up their starting short sword to expert. The rest of the game I twoweapon elven short swords with GoP averaging 37 damage against everything, everytime and with no exceptions. Well, except shades of course. Thanks for the input... =_=_ Talk:Disenchanter You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Talk:The Crown of Saint Edward You could give the crown to a tame Solar and with a nicely enchanted artifact weapon(e.g. Excalibur), maybe a shield of reflection, and an amulet of life saving that would make a pretty kick pet! Confused effects starting with BUC follow the same application pattern, substituting the confused effect. Cursed overrides confused in these cases and still applies the cursed effect. For more detail, consider following the link to the individual scroll page. For obvious reasons, Scrolls of Mail and Blank Scrolls have been left out. identify 1/5 chance to ID 1-4 or all items. Positive Luck yields minimum ID of 2 items. 21/25 chance to ID one item, 1/25 chance for more including all. 100% chance to ID one item ID the ID scroll. light Illuminate squares in a 9 unit radius Illuminate squares in a 5 unit radius Extinguish squares in a 5 unit radius BUC Extinguish enchant weapon Multiple enchantment increase +1 enchantment increase -1 enchantment decrease Blessed/Uncursed: Repairs and erodeproofs / Cursed: Removes erodeproofing enchant armor Multiple enchantment increase + blessing +1 enchantment increase + uncursing if cursed -1 disenchantment + cursed Blessed/Uncursed: Repairs and erodeproofs / Cursed: Removes erodeproofing remove curse Uncurse all cursed items in main inventory Uncurse all cursed items in use Uncurses punishment, disintegrates BUC Uncursed items have 50% chance to change BUC, 50% blessed or cursed if changed. confuse monster Applies 2-8 charges to melee attacks Applies 1 charge to melee attack Inflicts confusion status to the reader Blessed removes confusion, otherwise extends confusion 1-100 turns destroy armor Destroys one random piece of armor Destroys one random piece of armor Destroys one random piece of armor unless cursed, then -1 disenchantment to armor and you are stunned Blessed/Uncursed: removes erodeproofing / Cursed: erodeproofs. fire Inflicts 3-5 HP damage in 3x3 square area centered on the player Inflicts 2-3 HP damage in 3x3 square area centered on the player Inflicts 1-2 HP damage in 3x3 square area centered on the player Inflicts 1 HP damage to the player gold detection Detect gold objects (currently only rings), pieces, monsters Detect pieces, monsters Detect traps marked as gold BUC Detect traps magic mapping The whole level is mapped, and secret doors revealed The whole level is mapped 1/7 of the level's squares are mapped 1/7 of the level's squares are mapped amnesia Forget Current Level Forget Current Level + 1d(known)spells Forget Current Level + 1d(known)spells BUC Forget 6/7 Current Level at the expense of an extra spell (cursed's usual override, but confusion's spell penalty is also added!) create monster Create 1 monster 72/73 chance of 1 monster, 1/73 of 2-5 monsters 72/73 chance of 13 monsters, 1/73 chance of 14-17 monsters BUC monsters are acid blobs earth 8 Boulders surrounding you 3x3 square area of boulders centered on the player + 1d20 damage to player Boulder on top of player, + 1d20 damage to player BUC boulders are rocks charging Better chance of more charges Chance of more charges Increments Charge counter + drains Charges Gain Energy genocide Genocide class Genocide species Reverse genoicde species, choose or have it chosen for you BUC Species/class is your role punishment "You feel guilty." You are punished with an iron ball and chain You are punished with an iron ball and chain "You feel guilty." =_=_ Dungeon compiler =_=_ Level compiler =_=_ User talk:TPGreyKnight You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ NetHack 4 Network Protocol The protocol is based on JSON. Each client command and each server response is a single, valid JSON object in UTF8 encoding. =_=_ User:TPGreyKnight I just wanted to say that nethackwiki has really come a long way since its birth. Newer users might want to have a look at the early history of some pages to see what the humble beginnings were like. Today's pages are well-organised, well-presented, and occasionally quite funny < tt > :-) < /tt > . Good work everybody, and let's keep 'er lit! --TPGreyKnight (talk) 22:19, 24 June 2012 (UTC) =_=_ Greyknight =_=_ User:GreyKnight/Amusing wishes NetHack's wish parser can make sense of some very odd requests. Here are some things which totally work (the end result is left as an exercise for the reader). =_=_ User talk:Soundmate You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User talk:Raymoo You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User talk:Nethackish You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Zorkmids =_=_ Talk:Player monster Some people report live player monsters in the Valley. How can that happen? They are only ever created in Src:Ref/final_level for the Astral plane, and Source:Sp_lev.c#line815 for special level loading. But I don't see any player monsters in gehennom.des. --Tjr (talk) 20:04, 9 July 2012 (UTC) Did elf player monsters ever appear at any point in any version? If so, there's no note of it on their page. If not, it could probably be removed from said list, though iunno for sure. --Umbire the Phantom (talk) 01:23, 19 March 2019 (UTC) If I read mplayer.c correctly, the player monsters on the Astral Plane are almost exclusively male, with the sole exception being "priestess" and "cavewoman"... --Bluescreenofdeath (talk) 11:05, 19 March 2019 (UTC) If a quest guardian grows up, do they keep their original equipment or get those specified for a player monster of the appropriate type? -Actual-nh (talk) 16:12, 22 April 2021 (UTC) You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Spell resistance =_=_ User talk:WillyPillow You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Talk:Healing There should be a formula for healing rate as a function of constitution and/or level here somewhere. If it isn't known, then it needs to be found out... Does this wiki have a "no independent research" (i.e. in wizmode) policy? --67.176.198.143 14:39, 19 July 2012 (UTC) You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Talk:Castle This page seems to contradict the drawbridge page regarding what spaces are safe to open the bridge. This page states that the two spaces in front of the bridge are deadly if the drawbridge opens, but the drawbridge page has a diagram that indicates that only the one space immediately in front of the drawbridge is deadly. Hello, I was Playing Nethack, Dropping Excess Weight, when an Owlbear attacked me. I ran towards The down-stair Then zapped it with a Wand of Poly-morph Update:I Zapped Myself With the Wand of Poly-morph But than The Jaguar Ripped Thogh Both Sets of HP and i Died --Rancalred (talk) 18:49, 29 April 2013 (UTC) Per the style guide, multiple variants on a vanilla article should be organized under a ==Variants== section, so we should not have UnNetHack and SLASH'EM as two top-level sections. Since the UnNetHack content is lengthy and contains its own map and subsections, per the style guide I'd recommend moving it to a new Castle (UnNetHack) page, then linking to that page from the Variants section of this one. --Phol ende wodan (talk) 18:03, 28 March 2020 (UTC) Makes sense. Also, if the UnNetHack section now has all the possible Castle maps, someone should probably remove the todo at the bottom of the page. --Aximili (talk) 04:04, 30 March 2020 (UTC) =_=_ Qt Qt is a GUI toolkit developed by Trolltech and now controlled by the Qt Project. It is the native graphical API for KDE and as such is available for all of the main Linux distributions. NetHack offers an interface based on Qt. NetHack 3.3.0 through 3.6.0 is compatible with Qt through version 3. It is not compatible with Qt 4 or 5. Because Qt 5 is the current version, the older Qt interface is difficult to build on modern systems. Furthermore, the NetHack 3.6.0 source has a corrupt version of include/qt_xpms.h (bug S360-2); the version of this file from NetHack 3.4.3 must be substituted. NetHack 3.6.1 offers a revised interface compatible with Qt 4 and 5. With some modification, it can be made to build on Microsoft Windows and Mac OS X. NetHack 3.6.2 has the necessary files to build with Qt 5 on OS X. Unfortunately, the Windows build is broken. The Qt interface supports tiles and text display. It uses tiled mode by default, but the text mode display can be enabled by setting the ascii_map option. Due to a bug in the older Qt interface, it is necessary to redraw the map (press control-R) after changing ascii_map; this is fixed in the Qt 4/5 interface. The Qt interface supports a number of unique options in the configuration file; as only Unix supports Qt, this will be ~/.nethackrc . Some of these can be set from the Game|Qt Options... menu entry. The build of NetHack with GCC is badly broken in 3.6.2, and the makefile for Visual Studio lacks instructions for building the Qt interface. No build instructions for Windows are available at this time. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Naga hatchling =_=_ OOF =_=_ MediaWiki:Rumors.js =_=_ Quest level =_=_ Identifying wands You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Mjolnir =_=_ Talk:Dented pot =_=_ Juiblex express =_=_ Talk:Magic cancellation This page claims that the engulf power drain attack of an energy vortex is prevented by MC, but the energy vortex page claims that the engulf power drain attack doesn't work at all because it's not implemented. Bejonas (talk) 12:54, 9 August 2012 (UTC) =_=_ User talk:Wolfechu You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ IBMGraphics =_=_ Category talk:Spells =_=_ Category talk:Polymorph The Polymorph article is getting very, very long. Breakaway articles already exist that can't be easily reincorporated: this proposes to codify and structure the separate articles. To-do notes exist under Polymorph trap and under the Redirect for Polyself--PeterGFin (talk) 20:54, 11 August 2012 (UTC) =_=_ Sac =_=_ Saccing =_=_ Talk:Eel You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. In [ your recent edit to the Lawful Quest page] you added "(verify?)" after a statement. Please don't do that. There's for most of these cases (and for worse cases); in case you're not sure about whether something is true at all, just leave a note on the talk page. The issue with adding "(verify?)" is that it's basically saying "I'm not sure, actually, perhaps this should be verified?" which isn't a great message. does have a bit of this, too, but it's more "this still needs a reference, don't rely on it too much yet". (Also, it doesn't jump out at the reader as much.) Much more importantly, though, is a template; (verify?) is not, and for the reasons mentioned above likely wouldn't be a really good template. (A wiki filled with information that noone knows to be correct/incorrect isn't really helpful, after all.) This means it's easy for anyone to look at Special:WhatLinksHere/Template:Fact (specifically, the list of transclusions) and go through the pages listed there and "verify" the marked statements (or rather, add a source code reference – or remove the incorrect bit if it turns out to be incorrect, of course, though this shouldn't happen as much). Similar things apply to , though of course that's for greater issues. Thanks! —bcode & nbsp; < sup > talk & nbsp;| & nbsp;mail < /sup > 21:37, 22 February 2013 (UTC) I noticed your [ recent edit] to the Special level (SLASH'EM) page. Please add an edit summary when changing an article this much, especially (but not limited to) when removing this many bytes. (Of course, using edit summaries is generally a good idea, but this kind of edit might need them the most.) In this case, other edits show that this was eliminating redundant information after it had been copied to more specific pages, but without looking at those, the edit would seem rather strange, IMHO. —bcode & nbsp; < sup > talk & nbsp;| & nbsp;mail < /sup > 22:22, 8 April 2013 (UTC) =_=_ Minscore =_=_ Forum:Inexplicable death of Medusa =_=_ Category:SLASH'EM artifact weapons =_=_ User talk:BaronVonRamen You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Forum:YAFAP :D =_=_ Digging speed You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Forum:Wishing advice? So I just cleared the castle with my Valkyrie and got the wand of wishing. However, I'm having trouble deciding what to wish for (aside from a magic marker). Currently I have an amulet of reflection and no source of magic resistance, so I was considering getting a GDSM; however, this would make me lose MC3 from my elven mithril-coat. The other options I've considered are: Any advice on which would be the best option (or whether there are any that I've overlooked)? Am I overestimating the importance of MC3? I guess I shouldn't be so concerned with conserving wishes when I'll probably cark it before I have a chance to wish for anything else, but still. Erinne (talk) 15:16, 28 August 2012 (UTC) =_=_ User talk:TopDogRob You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Forum:2x Wands of wishing on Lev 1! I've stumbled on two wands of wishing in the shop (price id'd and then formally id'd with scrolls as wishing 0:2 and 0:3). Now that's a lot of wishes and I'm thinking that it would be better to spend then sooner rather than dyding with unused wishes. Also I haven't sacrificed yet so I can reliably score a couple of artifacts. I'm thinking the best idea is to use them up now and get well equipped to hopefully avoid some YASD. This means getting Reflection, Magic Resistance and some weaponry So given I can have 11 wished if I included scrools of charging how about: < br / > I haven't ascended yet and my best game got down to Orcustown before I wandered back up and got YASD while polypiling. Hence I'd like to give myself the best possible chance. You might want to consider wishing for a regular athame instead of Magicbane, since you already have a source of magic resistance. This allows for another artifact wish. =_=_ Talk:Rnz You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. The templates aren't edited often enough to need the link, and the people who should be editing templates know where to find them without the link. Also, the link shows up when printing the page. --paxed (talk) 14:31, 2 September 2012 (UTC) The link can be found that way, but it is still an extra step-- and I still don't see what the problem is with leaving it as it is. tahc < sup > chat < /sup > 01:41, 4 September 2012 (UTC) =_=_ Object identification =_=_ Object ID =_=_ Object id =_=_ Talk:Scalpel =_=_ Invocation items =_=_ Invocation artifact =_=_ Floating =_=_ Amphibious An amphibious monster is able to survive on both land and water. Such a monster is identified by the macro amphibious(ptr) which checks for either of the tags M1_BREATHLESS or M1_AMPHIBIOUS (see those articles for lists). Note that amphibiousness does not protect items from getting wet. =_=_ Some water evaporates =_=_ The water freezes. =_=_ Some water evaporates. =_=_ You push the boulder into the water =_=_ Now you can cross it! =_=_ It sinks without a trace! =_=_ There is a large splash as the boulder fills the water =_=_ There is a large splash as the boulder falls into the water =_=_ Template:Keyboard commands =_=_ You have a strange feeling for a moment then it passes =_=_ You have a strange feeling for a moment, then it passes =_=_ You have a peculiar feeling for a moment, then it passes =_=_ User talk:Willful You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Source:Dungeon.def =_=_ Category:Nethack-343 articles This category is for articles that pertain to NetHack 3.4.3 and that may need updating now that NetHack 3.6.1 is released. =_=_ Category:Articles by version =_=_ Category:Slashem-7E7 articles =_=_ Category:Variant-343 articles This category is for articles that pertain to variants of NetHack 3.4.3 (other that SLASH'EM or defuct variants) and that may need updating when the next version is released. See NetHackWiki:Next version for more details. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Fetch You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Lg =_=_ Forum:2x Wands of wining on Lev 1! =_=_ User talk:Monomachos You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User:Monomachos =_=_ User talk:Samt45 You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Talk:Towel Based on an experiment I tried in Wizard Mode, a wet towel, despite its low weight, does make a great Vladsbane. NetHack 3.6.0 adds the ability to use a wet towel as a weapon. Quick overview of what I'm seeing, if I'm not misreading the source: You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ You bash yourself! =_=_ Angelic malediction =_=_ Demonic malediction User:tungtn/Physical damage analysis -- My notes on physical damage inflicted by NetHack characters at various stages in the game, including where it comes from and where it goes. =_=_ Sokoban Level 1c The following solution may not be very fast or organized. Improvements welcome. Like all Sokoban levels it can be solved without making any boulders 'stick'. Pick up the two scrolls of earth and check under the final boulder in case an item happens to be underneath. UnNetHack's Sokoban branch has only three levels per game, collapsing the 'second' levels into the first floor, so the first level leads straight to the pool of third levels: =_=_ Sokoban Level 1d The following solution may not be very fast or organized. Improvements welcome. Like all Sokoban levels it can be solved without making any boulders 'stick'. UnNetHack's Sokoban branch has only three levels per game, collapsing the 'second' levels into the first floor, so the first level leads straight to the pool of third levels: =_=_ Sokoban Level 1e The following solution may not be very fast or organized. Improvements welcome. Like all Sokoban levels it can be solved without making any boulders 'stick'. The next boulder needs to be moved specifically to prevent getting the final boulders stuck, but from there the solution is straightforward: UnNetHack's Sokoban branch has only three levels per game, collapsing the 'second' levels into the first floor, so the first level leads straight to the pool of third levels: =_=_ Sokoban Level 1f Beware, this level has lava at the end of the first corridor of pits, which can spell a very quick end to a promising character, or, less gravely, a quick end to the boulder you were pushing. In SLASH'EM there is an extra boulder lying next to the lava pit. The following solution may not be very fast or organized. Improvements welcome. Like all Sokoban levels it can be solved without making any boulders 'stick'. UnNetHack's Sokoban branch has only three levels per game, collapsing the 'second' levels into the first floor, so the first level leads straight to the pool of third levels: =_=_ Sokoban Level 1g The following solution may not be very fast or organized. Improvements welcome. Like all Sokoban levels it can be solved without making any boulders 'stick'. All relevant boulders are replaced by letters so they can be referred to. Since untouched boulders are still shown as '0' (zero), letters 'O' and 'Q' are skipped for clarity. Pick up the two scrolls of earth and begin work on the other half of the boulder ring, starting with the boulders nearest to the pits: UnNetHack's Sokoban branch has only three levels per game, collapsing the 'second' levels into the first floor, so the first level leads straight to the pool of third levels: =_=_ Sokoban Level 1h The following solution may not be very fast or organized. Improvements welcome. Like all Sokoban levels it can be solved without making any boulders 'stick'. UnNetHack's Sokoban branch has only three levels per game, collapsing the 'second' levels into the first floor, so the first level leads straight to the pool of third levels: =_=_ Sokoban Level 1i The following solution may not be very fast or organized. Improvements welcome. Like all Sokoban levels it can be solved without making any boulders 'stick'. UnNetHack's Sokoban branch has only three levels per game, collapsing the 'second' levels into the first floor, so the first level leads straight to the pool of third levels: =_=_ Sokoban Level 1j The following solution may not be very fast or organized. Improvements welcome. Like all Sokoban levels it can be solved without making any boulders 'stick'. UnNetHack's Sokoban branch has only three levels per game, collapsing the 'second' levels into the first floor, so the first level leads straight to the pool of third levels: =_=_ Sokoban Level 1k The following solution may not be very fast or organized. Improvements welcome. Like all Sokoban levels it can be solved without making any boulders 'stick'. UnNetHack's Sokoban branch has only three levels per game, collapsing the 'second' levels into the first floor, so the first level leads straight to the pool of third levels: =_=_ Sokoban Level 1l The following solution may not be very fast or organized. Improvements welcome. Like all Sokoban levels it can be solved without making any boulders 'stick'. Pick up the scrolls of earth and prepare the top-most boulder to be pushed while opening up a passage in the lower right chamber: UnNetHack's Sokoban branch has only three levels per game, collapsing the 'second' levels into the first floor, so the first level leads straight to the pool of third levels: =_=_ Sokoban Level 1m The following solution may not be very fast or organized. Improvements welcome. Like all Sokoban levels it can be solved without making any boulders 'stick'. Check the room with iron bars for wands; a monster in the room with a wand can zap you in the corridors with pits. After that, use boulders from the upper chamber to fill in two more pits: UnNetHack's Sokoban branch has only three levels per game, collapsing the 'second' levels into the first floor, so the first level leads straight to the pool of third levels: =_=_ Sokoban Level 1n The main idea here is to fill in both lanes of pits in the center to make enough room to push boulders horizontally into one of the sets of pits near the lava pools. The following solution may not be very fast or organized. Improvements welcome. Like all Sokoban levels it can be solved without making any boulders 'stick'. The next boulder needs to be moved to prevent the remaining boulders from getting stuck, but from there the boulders of the upper right chamber can be used to finish the left lane of pits and fill in one of the sets of three pits near the lava pools, which you should be careful of: UnNetHack's Sokoban branch has only three levels per game, collapsing the 'second' levels into the first floor, so the first level leads straight to the pool of third levels: These pages have < nowiki > < ref > ... < /ref > < /nowiki > tags without a template inbetween. Most are "messy" citations to the source code. More interesting are plain http:// references to the spoilers, wikipedia, or Google Groups. Maybe spoilers should link to < nowiki > Scrl-343.txt < /nowiki > , Wikipedia to < nowiki > wikipedia:article < /nowiki > , and RGRN to bilious.alt.org/rgrn. After all, Google Groups might disappear sometime. IMHO we should store the messages ids on the wiki now, and perhaps think up a plan for later. Aklys, Aligned_priest, Alignment, Altar, Angband, Anger, Archeologist_(player_monster), Artifact_weapon, Athame, Barbarian, Barbarian_(player_monster), Black_light, Boulder, Bribe, Bugle, C-ration, Can_of_grease, Canine, Caveman, Caveman_(player_monster), Charging, Cloak_of_displacement, Closet, Cockatrice, Conduct, Conflict, Corpseless, Covetous, Demon, Dented_pot, Diet, Digging, Disintegration, Domestic_animal, Door, Double_Trouble, Double_damage, Dragon, Dragon_(SLASH%27EM), Drain_for_gain, Drum_of_earthquake, Dunce_cap, Elfrist, Elven_broadsword, Elven_short_sword, Eucalyptus_leaf, Excalibur, Experience_level, Extended_command, Farming, Flint_stone, Floating_eye, Fort_Ludios, Fungus, Gauntlets_of_power, Giant, Glass, Gnome_(SLASH%27EM), Goblin, Green_slime, Gypsy, Half_spell_damage, Healer_(player_monster), Hellfire, Helm_of_opposite_alignment, High_priest, Holy_Spear_of_Light, Invisible_item_(SLASH%27EM), Invoke, Jabberwock, Jumping_boots, K-ration, Katana, Knight_(player_monster), Leather_armor, Leather_drum, Level_teleport, Loadstone, Lycanthropy, MS-DOS, Magic_resistance, Magicbane, Manes, Migo, Minetown, Mold_(SLASH%27EM), Monk, Monk_(player_monster), Monster, Monsters_(by_size), Mood_ring, Moria, Naming_artifacts, NetHack_3.2.0, NetHack_3.2.1, NetHack_3.2.3, NetHack_3.3.0, NetHack_3.3.1, NetHack_3.4.0, NetHack_3.4.1, NetHack_3.4.2, NetHack_3.4.3, NetHack_units, Nickelpede, Non-teleport_level, Nymph, Offensive_item, Ogre_mage, Orcish_short_sword, Orcrist, Pacifist, Parrot, Perm, Pet, Phasing, Physical_size, Player_monster, Polymorph, Polymorph_trap, Potion_of_acid, Potion_of_blood, Potion_of_paralysis, Potion_of_polymorph, Prayer, Priest_(player_monster), Projectile, Quest, Ranger_(player_monster), Read, Religion, Riding, Ring_of_gain_dexterity, Ring_of_gain_intelligence, Ring_of_gain_wisdom, Ring_of_shock_resistance, Ring_of_sleeping, Rnl, Robe, Rock, Rogue_(player_monster), SLASH%27EM_Artifacts, Samurai, Samurai_(player_monster), Scare, Scissors, Score, Scroll_origins, Shield, Shop, Short_sword, Silver_short_sword, Sink, Sling, Small_shield, Special_level_(SLASH%27EM), Spellbook, Spellbook_of_drain_life, Stackable, Statue, Stealing_from_shops, Stormbringer, Studded_leather_armor, Talking_to_vampires, Telepathy, The_Magic_Mirror_of_Merlin, The_Mitre_of_Holiness, The_Sceptre_of_Might, The_Staff_of_Aesculapius, The_Sword_of_Balance, Throne, Tin_whistle, To-hit, Torch, Tourist_(player_monster), Towel, Trap, Trouble, UnNetHack, Unicorn_horn, Upgrading_objects, Valkyrie_(player_monster), Wallet_of_Perseus, Wand, Wand_of_create_horde, Wand_of_create_monster, Wand_of_digging, Wand_of_magic_missile, Wand_of_opening, Wand_of_secret_door_detection, Wand_of_striking, War_hammer, Weapon, Welcome_message, Whetstone, Wish, Wizard_(player_monster), Wizard_mode, Wizard_of_Yendor, Wizard_quest, Wraith, Yeenoghu, %5EZ. --Tjr (talk) 16:44, 22 September 2012 (UTC) This needs to be removed due to some pages linking to the header files, which are not in /src. Mindless, for example. I don't know how this was set up before, but it wasn't necessary to specify the directory at all for vanilla 3.4.3 stuff. < nowiki > < /nowiki > and < nowiki > < /nowiki > both worked equally well. I think doing that again for 3.6.0 files would be the best, but if that isn't an option/feasible or whatever, it at least needs some way of linking to the header files, not just the source files. -- Qazmlpok (talk) 04:47, 6 January 2016 (UTC) And the original problem is now being fixed via a bot (thanks, User:DizzyBot!). "src/" isn't inserted automatically any more; rather we use redirects, which effectively form a list of filenames. Once the bot has finished its work, both src/ and non-src/ links will work fine. (There will be some redlinks while the bot is running.) Ais523 (talk) 07:48, 6 January 2016 (UTC) This template basically combines < nowiki > < ref > < /nowiki > tags with what Template:Function does in analogy to Template:Refsrc. Similar to Template:Function, this template may be used for any element of the source code which has an anchor on the referenced page and not only functions. =_=_ Sokoban Level 3c The following solution may not be very fast or organized. Improvements welcome. Like all Sokoban levels it can be solved without making any boulders 'stick'. =_=_ Sokoban Level 3d The following solution may not be very fast or organized. Improvements welcome. Like all Sokoban levels it can be solved without making any boulders 'stick'. Note: If a creature, e.g. a pet, followed you up the stairs to this level you may find yourself placed outside the ring of boulders. In such a case, the level is still solvable following the first steps in a different order dependent on which side of A you landed. =_=_ Sokoban Level 3e The following solution may not be very fast or organized. Improvements welcome. Like all Sokoban levels it can be solved without making any boulders 'stick'. =_=_ Sokoban Level 3f The following solution may not be very fast or organized. Improvements welcome. Like all Sokoban levels it can be solved without making any boulders 'stick'. =_=_ Sokoban Level 3g The following solution may not be very fast or organized. Improvements welcome. Like all Sokoban levels it can be solved without making any boulders 'stick'. =_=_ Sokoban Level 4c This is one of the new possible maps for the final level of Sokoban in UnNetHack. It has 15 boulders and holes. Behind the holes is a treasure zoo, beyond which is a set of closets containing Sokoban prizes, only one of which can be picked up: a bag of holding, a cloak (of magic resistance or displacement) and an amulet (of reflection, life saving or ESP). The following solution may not be very fast or organized. Improvements welcome. Like all Sokoban levels it can be solved without making any boulders 'stick'. The level is now complete, allowing you to pick up one of the three randomly-chosen Sokoban prizes, each of which is on top of a burnt engraving of "Elbereth". =_=_ Sokoban Level 4d This is one of the new possible maps for the final level of Sokoban in UnNetHack and SLASH'EM (and successors). It has 16 boulders and holes. Behind the holes is a treasure zoo, beyond which is a set of closets. In UnNetHack, three of which contain Sokoban prizes, and only one of which can be picked up: a bag of holding, a cloak (of magic resistance or displacement) and an amulet (of reflection, life saving or ESP). In SLASH'EM, a random one contains an amulet of reflection. The following solution may not be very fast or organized. Improvements welcome. Like all Sokoban levels it can be solved without making any boulders 'stick'. The level is now complete, allowing you to pick up one of the three randomly-chosen Sokoban prizes, each of which is on top of a burnt engraving of "Elbereth". =_=_ Woodland elves =_=_ Woodland-elves =_=_ Abbots =_=_ Acid blobs =_=_ Acolytes =_=_ Aleaxes =_=_ Aligned priests =_=_ Angels =_=_ Apes =_=_ Apprentices =_=_ Archons =_=_ Arch Priests =_=_ Arch priests =_=_ Ashikaga Takaujis =_=_ Ashikaga takaujis =_=_ Asmodei =_=_ Attendants =_=_ Baalzebubs =_=_ Balrogs =_=_ Barbarians =_=_ Barbed devils =_=_ Barrow wights =_=_ Bats =_=_ Beholders =_=_ Black lights =_=_ Black puddings =_=_ Bone devils =_=_ Brown puddings =_=_ Bugbears =_=_ Carnivorous apes =_=_ Cave spiders =_=_ Centipedes =_=_ Chameleons =_=_ Charons =_=_ Chieftains =_=_ Chromatic Dragons =_=_ Chromatic dragons =_=_ Clay golems =_=_ Cobras =_=_ Couatls =_=_ Coyotes =_=_ Crocodiles =_=_ Croesi =_=_ Cyclopses =_=_ Dark Ones =_=_ Dark ones =_=_ Deaths =_=_ Demogorgons =_=_ Disenchanters =_=_ Dispaters =_=_ Dogs =_=_ Doppelgangers =_=_ Dwarf kings =_=_ Dwarf lords =_=_ Electric eels =_=_ Elf-lords =_=_ Elvenkings =_=_ Ettins =_=_ Fire giants =_=_ Flesh golems =_=_ Floating eyes =_=_ Frost giants =_=_ Gargoyles =_=_ Garter snakes =_=_ Gas spores =_=_ Geckos =_=_ Gelatinous cubes =_=_ Geryons =_=_ Ghosts =_=_ Ghouls =_=_ Giants =_=_ Giant bats =_=_ Giant beetles =_=_ Giant eels =_=_ Giant spiders =_=_ Glass golems =_=_ Goblins =_=_ Gold golems =_=_ Grand Masters =_=_ Grand masters =_=_ Gray oozes =_=_ Green-elves =_=_ Green slimes =_=_ Gremlins =_=_ Grey-elves =_=_ Grid bugs =_=_ Guards =_=_ Guides =_=_ Healers =_=_ Hezrous =_=_ High-elves =_=_ High priests =_=_ Hill giants =_=_ Hill orcs =_=_ Hippocrateses =_=_ Hobbits =_=_ Hobgoblins =_=_ Horned devils =_=_ Housecats =_=_ Humen =_=_ Hunters =_=_ Ice devils =_=_ Ice trolls =_=_ Iguanas =_=_ Imps =_=_ Iron golems =_=_ Ixoths =_=_ Jabberwocks =_=_ Jaguars =_=_ Juiblexes =_=_ King Arthurs =_=_ King arthurs =_=_ Knights =_=_ Kobolds =_=_ Krakens =_=_ Leather golems =_=_ Lemures =_=_ Leocrottas =_=_ Leprechauns =_=_ Liches =_=_ Lichens =_=_ Lizards =_=_ Long worms =_=_ Lord Carnarvons =_=_ Lord carnarvons =_=_ Lord Satoes =_=_ Lord satoes =_=_ Lord Surturs =_=_ Lord surturs =_=_ Lynxes =_=_ Mail daemons =_=_ Mariliths =_=_ Master Assassins =_=_ Master assassins =_=_ Master Kaens =_=_ Master kaens =_=_ Mastodons =_=_ Medusas =_=_ Mind flayers =_=_ Minion of Huhetotls =_=_ Minion of huhetotls =_=_ Minotaurs =_=_ Monks =_=_ Monkeys =_=_ Mordor orcs =_=_ Nalfeshnees =_=_ Nalzoks =_=_ Nazguls =_=_ Neanderthals =_=_ Neferet the Greens =_=_ Neferet the greens =_=_ Newts =_=_ Norns =_=_ Nurses =_=_ Ochre jellies =_=_ Ogres =_=_ Ogre kings =_=_ Ogre lords =_=_ Orc-captains =_=_ Orc shamen =_=_ Orci =_=_ Orions =_=_ Owlbears =_=_ Pages =_=_ Panthers =_=_ Paper golems =_=_ Peliases =_=_ Piranhas =_=_ Pit fiends =_=_ Pit vipers =_=_ Ponies =_=_ Priests =_=_ Prisoners =_=_ Purple worms =_=_ Pyrolisks =_=_ Pythons =_=_ Quantum mechanics =_=_ Quasits =_=_ Queen bees =_=_ Quivering blobs =_=_ Rangers =_=_ Rock moles =_=_ Rock trolls =_=_ Rogues =_=_ Rope golems =_=_ Roshis =_=_ Rothes =_=_ Rust monsters =_=_ Salamanders =_=_ Sandestins =_=_ Sasquatches =_=_ Scorpions =_=_ Scorpii =_=_ Shades =_=_ Shaman Karnovs =_=_ Shaman karnovs =_=_ Sharks =_=_ Shimmering dragons =_=_ Shriekers =_=_ Skeletons =_=_ Snakes =_=_ Stalkers =_=_ Stone giants =_=_ Stone golems =_=_ Storm giants =_=_ Straw golems =_=_ Thoth Amons =_=_ Thoth amons =_=_ Thugs =_=_ Tigers =_=_ Titans =_=_ Titanotheres =_=_ Tourists =_=_ Trappers =_=_ Trolls =_=_ Twoflowers =_=_ Umber hulks =_=_ Valkyries =_=_ Vampires =_=_ Vampire bats =_=_ Vampire lords =_=_ Vampire mages =_=_ Vlad the Impalers =_=_ Vlad the impalers =_=_ Vorpal jabberwocks =_=_ Vrocks =_=_ Warriors =_=_ Water demons =_=_ Water moccasins =_=_ Water trolls =_=_ Winged gargoyles =_=_ Wizards =_=_ Wizard of Yendors =_=_ Wizard of yendors =_=_ Woodchucks =_=_ Wood golems =_=_ Wumpuses =_=_ Xans =_=_ Xorns =_=_ Yeenoghus =_=_ Yellow lights =_=_ Yetis =_=_ Zruties =_=_ Air elementals =_=_ Arch-liches =_=_ Arch liches =_=_ Baby black dragons =_=_ Baby blue dragons =_=_ Baby crocodiles =_=_ Baby gray dragons =_=_ Baby green dragons =_=_ Baby long worms =_=_ Baby orange dragons =_=_ Baby purple worms =_=_ Baby red dragons =_=_ Baby shimmering dragons =_=_ Baby silver dragons =_=_ Baby white dragons =_=_ Baby yellow dragons =_=_ Black dragons =_=_ Black nagas =_=_ Black naga hatchlings =_=_ Black unicorns =_=_ Blue dragons =_=_ Brown molds =_=_ Captains =_=_ Cerberi =_=_ Chickatrices =_=_ Demiliches =_=_ Dingos =_=_ Dust vortices =_=_ Dwarf mummies =_=_ Dwarf zombies =_=_ Earendils =_=_ Earth elementals =_=_ Elf lords =_=_ Elf mummies =_=_ Elf zombies =_=_ Energy vortices =_=_ Ettin mummies =_=_ Ettin zombies =_=_ Famines =_=_ Fire ants =_=_ Fire elementals =_=_ Fire vortices =_=_ Fog clouds =_=_ Forest centaurs =_=_ Foxes =_=_ Giant ants =_=_ Giant mimics =_=_ Giant mummies =_=_ Giant rats =_=_ Giant zombies =_=_ Gnome kings =_=_ Gnome lords =_=_ Gnome zombies =_=_ Goblin Kings =_=_ Goblin kings =_=_ Golden nagas =_=_ Golden naga hatchlings =_=_ Gray dragons =_=_ Gray unicorns =_=_ Green dragons =_=_ Green elves =_=_ Green molds =_=_ Grey elves =_=_ Guardian nagas =_=_ Guardian naga hatchlings =_=_ Hell hounds =_=_ Hell hound pups =_=_ High elves =_=_ Horses =_=_ Human mummies =_=_ Human zombies =_=_ Ice vortices =_=_ Jackals =_=_ Kittens =_=_ Kobold lords =_=_ Kobold mummies =_=_ Kobold shamen =_=_ Kobold zombies =_=_ Kop Kaptains =_=_ Kop kaptains =_=_ Kop Lieutenants =_=_ Kop lieutenants =_=_ Kop Sergeants =_=_ Kop sergeants =_=_ Large cats =_=_ Large dogs =_=_ Large kobolds =_=_ Large mimics =_=_ Lieutenants =_=_ Little dogs =_=_ Long worm tails =_=_ Master liches =_=_ Master mind flayers =_=_ Masters of Thieves =_=_ Masters of thieves =_=_ Minions of Huhetotl =_=_ Minions of huhetotl =_=_ Mountain centaurs =_=_ Mountain nymphs =_=_ Oracles =_=_ Orange dragons =_=_ Orc captains =_=_ Orc mummies =_=_ Orc zombies =_=_ Pestilences =_=_ Plains centaurs =_=_ Priestesses =_=_ Rabid rats =_=_ Red dragons =_=_ Red molds =_=_ Red nagas =_=_ Red naga hatchlings =_=_ Sergeants =_=_ Sewer rats =_=_ Silver dragons =_=_ Small mimics =_=_ Soldiers =_=_ Soldier ants =_=_ Steam vortices =_=_ Wargs =_=_ Warhorses =_=_ Watch captains =_=_ Army =_=_ Water elementals =_=_ Water nymphs =_=_ Werejackals =_=_ Wererats =_=_ Werewolves =_=_ White dragons =_=_ White unicorns =_=_ Winter wolves =_=_ Winter wolf cubs =_=_ Wizards of Yendor =_=_ Wizards of yendor =_=_ Wolves =_=_ Wood nymphs =_=_ Yellow dragons =_=_ Yellow molds =_=_ Nethack Quaffing Game =_=_ Talk:Nethack Quaffing Game You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Wrestling =_=_ Template:Keyboard Commands You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Web trap =_=_ Talk:Horn of plenty The selection of which item a horn of plenty gives you is done in the function via a call to after picking potion (1/7 chance) or food (6/7 chance). picks from the entire class based on the priorities in objects.c; then modifies that selection. For potions, if a magical potion is initially selected, it is changed via a call to . Additionally called repeatedly until something other than sickness is selected. The original potion probabilities on the page assumed uses equal weight in making its selection. However, it uses the probability weights as mkobj. For example water has a 92 (out of 1000) probability, the magical potions have a combined probability of 742, and the non-magical potions excluding sickness have a combined probability of 216. If you assume selects equally you get 9.2 + 74.2 / 5 = 24. If probabilities are applied as they are in you get 9.2 + 74.2 * 92 / 216 = 40.8. When I changed numbers on the page I added links to the source code mentioned above. Also, I thought it would be useful to have overall probabilities, which is simply a matter of multiplying the class numbers by 1/7 for potions and 6/7 for food. --Skidragon2 (talk) 17:47, 7 October 2012 (UTC) You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. Hello! I’m Erik Mallinson. I can be found on App.net and Twitter where I seem to hashtag with #nethack a lot. I play on nethack.alt.org and this is my profile. =_=_ Forum:Skill from whacking things with a bow? Would I get credit toward the bow skill from hitting monsters with my bow? I’ve realized that a lot of creatures in the first few levels aren’t worth the arrows, but I still want to achieve expert skill in Bow as early as possible.--Erima (talk) 19:21, 10 October 2012 (UTC) You do not receive skill points for bashing monsters with a bow/crossbow. The wiki recommends not hitting monsters with your bow because you'd probably do better damage unarmed, let alone with a real weapon. Finding an uncursed dagger isn't hard, and training dagger is usually useful to complement bows. -- Qazmlpok (talk) 14:12, 11 October 2012 (UTC) =_=_ Game Stages =_=_ Talk:Game Stages =_=_ Talk:Bugs in NetHack 3.4.3/Reports =_=_ User talk:Xannon You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Brogue =_=_ Talk:Roguelike Names of video games, like names of albums and names of novels, should be in italics. It is not done consistently on this wiki. --99.239.147.0 20:45, 18 October 2012 (UTC) =_=_ Clear potions =_=_ Pink potion =_=_ Orange potion =_=_ Yellow potion =_=_ Emerald potion =_=_ Dark green potion =_=_ Cyan potion =_=_ Sky blue potion =_=_ Brilliant blue potion =_=_ Magenta potion =_=_ Purple-red potion =_=_ Puce potion =_=_ Swirly potion =_=_ Bubbly potion =_=_ Cloudy potion =_=_ Effervescent potion =_=_ Black potion =_=_ Golden potion =_=_ Brown potion =_=_ Fizzy potion =_=_ Dark potion =_=_ White potion =_=_ Murky potion =_=_ Parchment spellbook =_=_ Vellum spellbook =_=_ Ragged spellbook =_=_ Dog eared spellbook =_=_ Mottled spellbook =_=_ Stained spellbook =_=_ Cloth spellbook =_=_ Leather spellbook =_=_ White spellbook =_=_ Pink spellbook =_=_ Red spellbook =_=_ Orange spellbook =_=_ Yellow spellbook =_=_ Velvet spellbook =_=_ Light green spellbook =_=_ Dark green spellbook =_=_ Turquoise spellbook =_=_ Cyan spellbook =_=_ Light blue spellbook =_=_ Dark blue spellbook =_=_ Indigo spellbook =_=_ Magenta spellbook =_=_ Purple spellbook =_=_ Violet spellbook =_=_ Tan spellbook =_=_ Plaid spellbook =_=_ Light brown spellbook =_=_ Dark brown spellbook =_=_ Gray spellbook =_=_ Wrinkled spellbook =_=_ Dusty spellbook =_=_ Bronze spellbook =_=_ Copper spellbook =_=_ Silver spellbook =_=_ Gold spellbook =_=_ Glittering spellbook =_=_ Shining spellbook =_=_ Dull spellbook =_=_ Thin spellbook =_=_ Thick spellbook =_=_ Pearl ring =_=_ Iron ring =_=_ Twisted ring =_=_ Steel ring =_=_ Wire ring =_=_ Engagement ring =_=_ Shiny ring =_=_ Bronze ring =_=_ Brass ring =_=_ Copper ring =_=_ Silver ring =_=_ Gold ring =_=_ Wooden ring =_=_ Granite ring =_=_ Opal ring =_=_ Clay ring =_=_ Coral ring =_=_ Black onyx ring =_=_ Moonstone ring =_=_ Tiger eye ring =_=_ Jade ring =_=_ Agate ring =_=_ Topaz ring =_=_ Sapphire ring =_=_ Ruby ring =_=_ Diamond ring =_=_ Emerald ring =_=_ Circular amulet =_=_ Spherical amulet =_=_ Oval amulet =_=_ Triangular amulet =_=_ Pyramidal amulet =_=_ Square amulet =_=_ Concave amulet =_=_ Hexagonal amulet =_=_ Octagonal amulet =_=_ Aluminum wand =_=_ Balsa wand =_=_ Brass wand =_=_ Copper wand =_=_ Crystal wand =_=_ Curved wand =_=_ Ebony wand =_=_ Forked wand =_=_ Glass wand =_=_ Hexagonal wand =_=_ Iridium wand =_=_ Iron wand =_=_ Jeweled wand =_=_ Long wand =_=_ Maple wand =_=_ Marble wand =_=_ Oak wand =_=_ Pine wand =_=_ Platinum wand =_=_ Runed wand =_=_ Short wand =_=_ Silver wand =_=_ Spiked wand =_=_ Steel wand =_=_ Tin wand =_=_ Uranium wand =_=_ Zinc wand =_=_ ZELGO MER =_=_ JUYED AWK YACC =_=_ NR 9 =_=_ PRATYAVAYAH =_=_ DAIYEN FOOELS =_=_ LEP GEX VEN ZEA =_=_ VERR YED HORRE =_=_ VENZAR BORGAVVE =_=_ THARR =_=_ YUM YUM =_=_ KERNOD WEL =_=_ ELAM EBOW =_=_ ANDOVA BEGARIN =_=_ VE FORBRYDERNE =_=_ HACKEM MUCHE =_=_ VELOX NEB =_=_ Scroll labeled ZELGO MER =_=_ Scroll labeled JUYED AWK YACC =_=_ Scroll labeled NR 9 =_=_ Scroll labeled XIXAXA XOXAXA XUXAXA =_=_ Scroll labeled PRATYAVAYAH =_=_ Scroll labeled DAIYEN FOOELS =_=_ Scroll labeled LEP GEX VEN ZEA =_=_ Scroll labeled PRIRUTSENIE =_=_ Scroll labeled ELBIB YLOH =_=_ Scroll labeled VERR YED HORRE =_=_ Scroll labeled VENZAR BORGAVVE =_=_ Scroll labeled THARR =_=_ Scroll labeled YUM YUM =_=_ Scroll labeled KERNOD WEL =_=_ Scroll labeled ELAM EBOW =_=_ Scroll labeled DUAM XNAHT =_=_ Scroll labeled ANDOVA BEGARIN =_=_ Scroll labeled KIRJE =_=_ Scroll labeled VE FORBRYDERNE =_=_ Scroll labeled HACKEM MUCHE =_=_ Scroll labeled VELOX NEB =_=_ Scroll labeled FOOBIE BLETCH =_=_ Scroll labeled TEMOV =_=_ Scroll labeled GARVEN DEH =_=_ Scroll labeled READ ME You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Redraw screen Pressing will redraw the screen. This is useful if your screen becomes corrupted for any reason, such as a problem with your terminal or other software (for instance, using DECGraphics with Interhack is known to cause the screen to become corrupted upon exiting some menus). =_=_ User talk:Godska You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User:Godska Hi, I'm Rev. Jason, a 30-year-old gas station clerk from rural East Texas. I've been playing NetHack about 6 months, almost exclusively on iNetHack. So far, the farthest I've ever gotten is the Valley of the Dead. I don't discriminate; I like all combinations of role/race/sex/alignment. That applies to my love life too. I really enjoy playing hackysack, also known as footbag. If you aren't familiar with this sport, let me describe it: a group of longhair hippies stand in a circle and kick a beanbag, cooperatively trying to keep it from hitting the ground without using their hands. Most enthusiasts, including myself, are of the opinion that marijuana consumption is integral to the experience. It can also be played solo. My personal record is 1,492 kicks until it succumbed to the gravitational tug of the Earth. That may sound good to some of you, but the best trick I can pull off with any degree of reliability is the reverse jester. I also love the Final Fantasy series. I'm kinda behind the times; I still play on PlayStation2. I was playing Final Fantasy XII for the first time, and having a great time with it, but I abruptly stopped playing FFXII when I happened upon iNetHack in the Apple app store. I think I like to think that in another universe there is a Rev. Jason fork in which I am still devoted to FF, and another universe with a hackysack fork in which I'm a hackysack wizard. When and if I and these variants get to heaven, we will be recombined into the ultimate timekiller: Rev. FinalNetFantasyHackysack. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Talk:INetHack I don't think it's accurate to call iNetHack a variant. Gameplay is just like vanilla as far as I can tell, except it uses a touchscreen instead of a keyboard. It would be better to call it a port for iOS right? I plan to reword the beginning of the article later, unless someone tells me I'm wrong. Or if you beat me to the edit, that would probably be even better!——Godska (talk) 12:14, 2 November 2012 (UTC) =_=_ Facebook =_=_ Talk:Facebook =_=_ File talk:Wiki-wordmark.png It ain't pretty. It would be a shame to destroy a historic statue, though.——Godska (talk) 02:37, 4 November 2012 (UTC) You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Slash'em =_=_ Staggering blow Staggering blows are most common for Monks, as the role encourages playing without body armor or a shield; their martial arts knowledge lets them deal more than 1 damage with a higher chance, and they can get the highest skill in martial arts. =_=_ User talk:JMcAfreak You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ NetHack in Other Languages =_=_ Talk:Staggering blow IIRC the source says you have to deal more than 1 base damage, i.e., in your d2 roll for bare-handed combat or d4 for martial arts. --Tjr (talk) 15:05, 10 November 2012 (UTC) Bcode, your descriptions are absolutely great, with 'screenshots' and everything, kudos, but would it be ok for you to hide it until Dec 1? What do you think? --62.80.22.187 12:04, 19 November 2012 (UTC) =_=_ Forum:Platinum Yendorian Express Card Hello, I am new here, just want to ask. I am a gnomish neutral wizard, if I wish for the PYEC, will it allow me to use it? The wiki page kind of contradicts itself, saying I can, but the artifact page says it will blast me and evade my grasp. I kind of want to know before I wish for it and lose an artifact wish. Thanks! < span style="font-size: smaller;" class="autosigned" > --Preceding unsigned comment added by 69.161.85.209 (talk • contribs) 15:26, 12 November 2012‎ < /span > You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Bottom of the mines =_=_ Vikeys =_=_ Template talk:Keyboard commands Template:ASCII lists printable ASCII characters and symbols that (could) appear on screen (also control and alt); Template:Keyboard commands lists commands. E.g. note that ASCII links "Rr" to R but Keyboard commands differentiates between "R" Remove, "r" read, and "r" which is name completed to #rub in extended commands. The only reason they look similar is because Nethack is a console app with a heavy focus on the keyboard and the English alphabet. The templates really do quite different things. =_=_ Repeat previous messages =_=_ Repeat previous message =_=_ Repeat previous command This is only available if NetHack was compiled with REDO compile-time option, but this should be the case on nearly all installations. The repeat command interacts rather strangely with spellcasting: pressing after casting a directional spell will bring up the casting menu to select a spell again (as if you just pressed ), but when you select a spell, it will be cast in the same direction as your previous cast. It is not possible to repeatedly engrave Elbereth using this command: pressing after an engrave command will select the same item you previously engraved with, but will not reenter the same engraving text or skip asking if you want to overwrite the previous engraving. Also, if you try to repeat an command, nothing will happen the first time you press , and the second time you press it you will be told, "You don't have that object." This is probably a bug. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Archeologist/ru Archeologists are particularly suited to take advantage of the intrinsics granted by black puddings, and should be sure to kick a few sinks early in the game. First, ensure that the level has a loop you can have the pudding chase you around (you can dig one with your pick-axe if necessary). Then kick the sink until a pudding emerges, and hit it with your pick-axe or a junk metal weapon to get it to divide. Use your whip (which will not corrode) to hit it while it chases you around the loop. When you kill it, tin the corpse. Then hit the other pudding and get it to divide. Complete this until the last pudding fails to divide; you should have gained 3-4 levels and gotten at least as many tins of black pudding meat. Eat the tins for the intrinsics (poison resistance, shock resistance, and cold resistance). A good artifact weapon for you is Grayswandir, which does double-damage and silver damage. A normal silver saber is an excellent weapon - the watch captain in Minetown often carries one, so consider getting a pet to kill him for it. If you disarm him with your whip, that will help your pet, and will anger him but not anger other guards. Archeologists have several decent options for melee weapons available in the early game, but the lack of a good ranged weapon will really hurt in the beginning. Boomerangs can be advanced to expert, but your chances of finding one without polypiling aren't very good and their flight pattern is unusual. Slings can be advanced to skilled, but they are weak and rocks are very heavy. Darts and daggers are your other two plentiful options in the early game, both of which can be advanced to basic. Of these, daggers are probably the better option because you will never lose them. However if you find a large stack of darts with +2 or better enchantment, you might consider using those instead. So you will definitely want to give a skill slot to daggers (or possibly darts). Advancing pick-axe to expert is probably also a good idea, as a dwarvish mattock may be your primary weapon until you get an artifact. That artifact will hopefully be Grayswandir, so advance saber if you find one. That uses 12 skill slots so far, which you will have available at XL 13 - before you do the quest. Later on you may want expert (or skilled if you can get away with decent spell failure rates) divination for casting magic mapping and identify, and basic in two weapon combat for supplementing your artifact sword with a silver saber. That uses 19 skill slots, for which you must be XL 20. Boomerangs are a very powerful ranged weapon. They are probably the most powerful ranged weapon available to Archeologists in the game. Unfortunately they are also very rare. If you find one or two early on, it's probably worth advancing your skill to basic. Very late in the game (XL 20 or over) you might consider polypiling for them. A stack of +7 boomerangs can do a lot of damage if advanced to expert level. However, it's probably not worth advancing your skill in boomerangs past basic if you only have 1 or 2 of them--thus this is only a viable strategy late in the game. You should not rely on The Orb of Detection as a source of magic resistance; the Wizard of Yendor can easily steal it. Assuming you do not wish for another quest artifact or use Magicbane, that essentially requires you to wear either gray dragon scale mail or a cloak of magic resistance. In SLASH'EM, Archeologists may be doppelgangers, elves, or hobbits in addition to the vanilla roles. They can use the research technique at level 1. The starting equipment has also changed. They begin with a spellbook, one of , , , , or , 2 random scrolls, a 25% chance of a blindfold, a 25% chance of a towel if they did not get a blindfold, 25% chance of a leash, a 25% chance of a tin opener or a 25% chance of either an oil lamp or a torch if they did not get the tin opener, and a 12.5% chance of a magic marker. The starting fedora has also changed in SLASH'EM and gives +1 charisma and acts as a luckstone when worn. =_=_ You feel dead inside You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Melee attack =_=_ User talk:Funkopedia You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. Hi, your [ recent edit] to the Priest page added multiple < tt > < nowiki > < br / > < /nowiki > < /tt > to the page. There is usually no reason to use HTML linebreak tags; this case is no exception: it's an (unordered) list, for which there is wiki markup to use. In any case, thank you for your contribution! —bcode & nbsp; < sup > talk & nbsp;| & nbsp;mail < /sup > 08:12, 5 December 2012 (UTC) I think that KMH is Kevin Hugo's "signature" in the source code. Can anyone confirm this? (It's in the code; see trap.c line 494 and wield.c line 7.) --Rampion (talk) 01:21, 29 August 2017 (UTC) The wiki page for Vault Guards says that any items left behind in their temporary exit tunnels "vanish" when the tunnel closes. If you drop the Bell, Book or Candelabrum in there would they be taken out of the game? You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. Hi there! We don't know each other yet, but I'm the dev team of the Slash'EM Extended variant and use the "everything and the kitchen sink" approach. Thus, I'm always looking for new role/race/dungeon level YANIs that I can steal. May I steal and implement your Pirate and Diver roles as well as the Paradise Island map (and possibly others if you create any)? That would be very nice, and of course I'll say in the credits that they were originally your ideas! :-) --Bluescreenofdeath (talk) 08:47, 24 June 2014 (UTC) I enjoy making up proposed contributions to NetHack (YANI) and writing about them here. Anyone is welcome to use these ideas, modify them, whatever. I am Unskilled in coding and unlikely ever to learn, so I have no idea how any of these might be implemented, but would be very interested to try them out and would love to hear about it if you turn any of my ideas into a working patch. =_=_ Forum:Destroying Invocation Items =_=_ Nasty =_=_ Talk:Nasty You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User talk:Beerpilot You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Forum:Help With Water level?? Hello, I got to this swamp or water level and I can't figure out what I am supposed to do. There is a structure in the middle with no doors. There is no stairway down to the next level. I could sure use a clue if someone has one. I am using NetHack version 3.4.3 on UNIX. I am going to try to embed a file with a snap of the level (my first post so don't know how the embed thing will go). Thanks for fixing the file thing, I'll work on the sig also. I am probably one of the few Solaris nethack players around. I'm on a PC and SSH'd into a really big Oracle server. I snaped the pic with Snagit on the PC. It was a .txt file first because I tried to upload that, then found that the Wiki wanted an image. Been playing various versions of Hack, Nethack and Omega on UNIX for many years, still fun. =_=_ File:Dlvl26.jpg =_=_ User talk:Tipmon You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Forum:Combining multiple versions I only play Vanilla NetHack (for now), but I play in a variety of ways depending on my mood. I have four interfaces: < br / > The problem I have is... they all seem to keep their save files and bones files in their own separate locations. < br / > My Goal: Ideally, I could pop open Vulture and halfway down the dungeon run into a bones file from a game I played in ASCII. THEN I could save that game, and later open it up in nethackw if I felt like it. Basically have all the same source files but just change interfaces whenever I want. Is that even possible? =_=_ User talk:Chaozhero You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Forum:Status of the saddled Nightmare...tame, fast, carrying you. Status of the saddled Nightmare (lawful): Level 12 HP 24(24) Pw 78(78) AC -2, tame, fast, carrying you. Just had to see if it could be done. Next, time to see if I can put One Eyed Sam to work for me. So the last level on the wizard quest went something like this. Rode her down the stairs. Error (coveted item on the level). I dismounted her and she was gone before I hit the ground. Casted detect monster, and she was standing next to the dark one. I stepped onto the upstairs, and the dark one teleported next to me all bruised and bloodied. Nightmare also teleported back with the Eye of the Aethiopica. She dropped the amulet and finished the Dark One off in the next action before I could do anything else. So I was standing there on the upstairs with both the Eye of the Aethiopica and the Bell of Opening at my feet within three actions. I've never seen a warhorse do that.--67.168.228.21 00:46, 11 December 2012 (UTC) =_=_ User:Funkopedia I have never ascended, despite having pretty much memorized every spoiler. About the farthest I've ever gone is the bottom of Wizard Tower. I play random roles. I usually play disconnected, but am trying to build a presence on NAO so i can analyze my stats. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User talk:R0twang/Guide You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. Um, hi. I just noticed your user page and wanted to know whether you're serious or just trolling. This is a wiki about NetHack and as such, people reading your "guide" will most likely actually want to play NetHack — leaving aside the question whether you might be right or not. You also seem to be overstating the flaws of NetHack. (While I do think some of the things you listed may indeed be flaws, some people like NetHack for exactly some of the reasons you listed.) So far, that might be fine for a user page, though. NetHack is still in development; while perhaps not by the original DevTeam, there are multiple actively developed variants. This isn't a myth, and calling it "propaganda" is misinformed at best, a lie and itself propaganda at worst. (Perhaps good faith should be assumed here.) I am also unsure whether you realize that most people who could be targetted by your "guide" will not read it & ndash; it's on your user page, people are unlikely to read that unless they follow the recent changes. Of course, putting it anywhere else wouldn't work anyway as it doesn't go well with a wiki that is about NetHack in a mostly objective way, which is. Thus, I don't see the point in you putting it here (unless, as I wondered at the top, you're just trolling and created an account just to have a user page to put it on, safely out of the main namespace). I'd like some clarification on that. A serious question (in case you're not trolling, and actually read this): just why did you register here only to tell people you dislike NetHack and its promoters and they also should? No trolling here. I've been meaning to write a beginner's guide for a long time that doesn't pretend NetHack is the awesomest game ever made, gives fair warning about how painful it can be, and still helps a reader build up a character that has some chance of living. All the other beginner's guides have a sort of blind worship of NetHack and for years I have been wishing someone had given me a little more even-handed layout of the game when I was starting out. So I am trying to include all the stuff that I wish someone had told me when I first started. #1 being - no shame in reading the spoilers! Just do it! #2 - Dwarf Fortress is way less frustrating and more beautiful and under MUCH more active development. and #3 - here's how to start a game that MIGHT not end up in heartbreaking death (but probably will.) I haven't written #3 yet. That is indeed me on NAO. My relationship with NetHack is the definition of love/hate. I just minutes ago had a level 12 wizard killed by a gnome with a wand of death on NAO. I had been playing that wizard for 2 weeks. I do intend to end this beginner's guide with a paragraph about why I can't seem to stop playing. Knock the reader down and then stand them back up again - that's the plan. I put it on my user page specifically because I don't want people reading it yet, since it's unfinished. I was going to work on it from a couple of different locations, so I wanted it to be online. NetHack wiki just seemed like a good place to write it. After I finish, I'll see if anyone wants to post it somewhere where people are more likely to read it. I couldn't figure out a way to call it a "draft" that only I could read on here. If nethackwiki has that functionality, let me know, and I'd be happy to set it to draft while I work on it. Anyway, I hope you guys don't find it too annoying. This is really my way of taking revenge on a game that has caused me so much heartbreak and wasted so much of my time. But I'm hoping that when it is finished it is clear that it is more funny and useful to a beginner than just an annoying diatribe against NetHack. =_=_ User:R0twang/Guide I have only one truth that I can pass on to you my son: seek ye not the Amulet, for that way is the way of fools. But if fool ye be, go not into those dungeons pursuing glory, gold, or recognition of ye sad small life. For even if ye should succeed, those things shall become meaningless to thee. Go instead seeking death. For that is what ye shall find there, stacked in heaps of rotting corpses on ye left hand, and thine own profaned grave on ye right. Ok. So the first rule to enjoying NetHack? Don't start playing it. Seriously. NetHack sucks. I was a happy person before I started playing this game. You know what is a good game? Diablo. Go play that instead. Or maybe that's too simple and you seriously need overwhelming complexity in your life? Then Dwarf Fortress is for you! It's way prettier, way more sophisticated, and way more satisfying than NetHack. Go play that. (I'm kind of an open-source purist, and that kept me from Dwarf Fortress years ago. Don't make that mistake. The guys who develop Dwarf Fortress live in their mom's basement and work for donations. They are way more purist than you ever will be, even if they keep the code to themselves.) You read all those raving idiots on the internet talking about how NetHack is the greatest game ever created? You saw MoMA has it on their list of games being acquired for their permanent collection? You still want to play? I'm telling you, forget it. NetHack is soul-destroyingly heart-breakingly cruel. You know what game you can't win but somehow remains satisfying to play? Dwarf Fortress. You know what game you can win, but even if you do it is really a pretty big letdown? NetHack. One last reason to go start reading the quick-start guide to Dwarf Fortress right now: because you make mistakes typing. Dwarf Fortress doesn't care. NetHack does. One slip of the finger in NetHack, one character out of place, one y when you meant n (which are, of course, also directional keys,) and that's it - the character you put weeks of playing into is dead. And there are no second chances in NetHack. Dwarf Fortress rewards creativity and sophistication. NetHack punishes people who take chances, and rewards people who cringe in corners and type very very slowly and accurately. Think about that next time you are reading some zealot's post about how NetHack is the greatest game of all time. If you read all of this, and you still want to play, then I intend to write here a true beginner's guide to NetHack. Not like the crappy beginner's guides you see out there that leave some sense of mystery to the game. Forget those. NetHack is so stupid that even if you can get past _all_ the mystery, you will still die over and over and over again, in ever more excrutiating ways. I'm no elite player, I've ascended a few characters, and have come so _so_ painfully close a few times more. I suffered through this crap for years, and the point of this page is to save you that. I warned you, and if you are still going, then read on! And try to save yourself. One of the great things about NetHack is that there is no sound. This is a your opportunity for to really develop an awesome sophisticated music collection, because you are about to start wasting so many hours of your life playing such a stupid game. Find some good stuff, and crank it up! It will help keep you relaxed when you die as a result of hitting a floating eyeball while typing too fast for the 12th time in a row. Personally I highly recommend checking out Bathory's Viking Metal albums. You probably haven't heard them, and they are a piece of genius work that just rocks well with slaying in a dungeon. One thing other beginner's guides will tell you is to make liberal use of explore mode, which is supposed to be like a cheat mode where you can choose to come back to life after you die. That's crap. Explore mode is useless. Just having the ability to not die doesn't prevent you from getting into a situation where your character just dies over and over and over again, and there's nothing you can do about it but quit. I suffered this fate a half-dozen times before I realized how stupid explore mode is. Save yourself the trouble, just die like normal and start over again. Try not to have too many regrets. This is the single most important piece of advice for a beginner NetHacker. They call them "spoilers" but they really aren't. They are just guides to how to play the game which happen to be online and written by piles of different people. Don't think you need to be a purist (like I did) and not read them because some idiot in an online forum said that spoilers aren't noble and you should be able to figure out the game from the context inside the game. This is more total crap. After dying in the stupidest ways possible dozens of times, a buddy of mine told me to just break down and read the spoilers and as a result (after a few days of reading them) the game finally started to not suck. Get it? "Spoiler" is the wrong word because it has some kind of negative association from giving away cliffhanger movies. Nethack is not a cliffhanger movie, it is a pile of random crap that makes no sense until you have a guide to explain it to you. Just remember this: Spoilers = Nethack-not-sucking-so-much. There's _no_ shame in reading "spoilers." How do you know that for sure? Because even after you have read every spoiler you can find repeatedly, even after you have memorized every stupid joke and idiosyncracy in NetHack, even after you have become a codediver and you go deep in there to try to tease out how some dumb Monty-Python reference works, you are still going to die. Over and over and over again. There _are_ some unsporting and unfair exploits you can take advantage of to win in NetHack. Spoilers are not one of them. Spoilers are just the crap that the dev team should have included somewhere in the game anyway, but for your inconvenience, did not. Which brings me to: This is the biggest crap of them all. You hear it repeated over and over again online about NetHack. It is not true in any way. Much more accurate would be: "The Dev Team Thinks of Every Possible Stupid Reference to the HitchHiker's Guide To the Galaxy." That would be a true statement. Does the Dev Team think of anything that makes any sense whatsoever by some random person who might start playing Nethack? No, not at all. For instance, you have to eat in NetHack. Constantly. It's really _really_ annoying. Your character will get hungry every 5 minutes you are playing. And you can eat the corpse of all sorts of monsters. You just gobbled down a whole goddamn tiger raw, and 5 minutes later you are hungry again. And then you pass out, and a newt comes along and kills you. OK, so we'll give the Dev Team that one: you get hungry a lot. Heck, I get hungry a lot in real life! (I'm not eating whole tigers, but whatever.) But do you ever get thirsty? No. Never. In fact, drinking _anything_ in NetHack is generally a bad idea. Do _not_ drink potions (when you are getting started.) Do _not_ ever _ever_ drink out of a fountain. Holy crap is that a bad idea. Do not drink from sinks. Do not drink from any water feature you might find in the dungeon. You _can_ drink. Just don't. It's not like you'll ever get thirsty. You would think the Dev Team would give a beginning player some kind of hint about this, but they do not. Also, no, you cannot dip your towel in the fountain and use it as a whip. You know why? Because that would not be a stupid reference to HHGTTG or Monty-Python or Heisenberg's Uncertainty Principle, and so the Dev Team did not think of it. Also, don't eat tripe. Sure, tripe soup is delicious in real life. In NetHack it will probably kill you. The tripe is for your pets. I don't know how you are supposed to know that without reading the spoilers, but there it is. And you can't really train your pets, so don't keep throwing them tripe because you think they might learn a new trick. And just because the game keeps telling you that the corpses you eat are disgusting, don't take that as a sign you shouldn't eat them, you should. There's no way to cook your food. Cooking is something humans have been doing for 400,000 years, and is arguably the thing that _makes_ us human, but (while there is occasionally cooked food in the game in tins) you can't cook any food you find - because the Dev Team didn't think of that. You can #chat with other characters in the game, but they don't really say anything of note. Dialog isn't really part of the game. That drives a good friend of mine crazy, but I just chalk it up to another one of those things the Dev Team doesn't think of/can't be bothered with. Ok. Time to get started wasting a big chunk of your life. Fire up NetHack. I _highly_ recommend playing in the original ASCII mode. It is way more enjoyable than the graphical versions because the game isn't really on the screen, it's _in_ your head. It's almost magical. More like reading a book than playing a video game. You will learn a deep fear of purple lowercase "h"s. The first thing you will be asked is which role you want to play. Play Valkyrie. Don't question it, just do it. NetHack might technically be a "role-playing game" but you really don't want to play a "role." You want to play a character that isn't going to die. See "tourist" there on the list? You might think to yourself "hey, I don't know what I'm doing, maybe I should play a tourist because that's what I am and it will be easier, right?" You would be wrong. Toursists are in fact one of the _hardest_ roles to play. You will die shortly after seeing your first newt. Play a human for your race. Dwarves have good armor and are good eatin' so you'll want to kill and eat lots of them without your god getting pissed at you about canibalism. When you start you'll be in a room. You can figure out what everything is by using the / key. When you press it, the game will ask you, "Specify unknown object by cursor? [ynq] (q)". Just press y. I don't think I have ever said n to that question. I'm not even sure what it does. Move the cursor around until you are on something you don't know, and hit return and it will tell you. When you use it on monsters/pets it will ask you "More info? [yn] (n)" Just say n. That information is not useful for anything but figuring out which H.P. Lovecraft novel the Dev Team thought they were being clever by referencing. There is no information that will help you live. Ok, finally, you can start moving around. You can use arrow keys to move around, but it's worth the effort to learn to steer using hjkl. You're eventually going to be using like just about every goddamn key on the keyboard to control Nethack, so being able to use hjkl to steer your @ sign around will make you a much faster Nethack typer eventually. I always thought of it that way: in order to play Nethack, you first need to learn to TYPE Nethack. It's like some kind of other whole wacko Dvorak keyboard, and it is centered on the hjkl directional keys. If you can't get it just start pressing each of the keys: h, j, k, l, y, u, b, n. You'll see your @ sign move in all the different cardinal directions. It's annoying at first, but really, it will help you out a lot later. As a bonus, those are the same directional keys used in the text editor vim. (I once said to a friend "the nice thing about learning Nethack is now I can use the hjkl directionals in vim too!" He replied "Yeah, that's true. I hardly ever die in vim anymore!") Nice huh? You learn one arcane piece of ancient software, and you are well on your way to a second one to boot! Someday I'll have to write a beginner's guide to vim too. So now you're moving! Awesome. Look at you go, @ sign. The dungeon is randomly generated. That's the best part of Nethack - it's never the same game twice. Except for the parts that are. You'll have to play for a while to figure out what's random and what's not, but it's pretty nicely different every time you play. You'll start in a room with your pet. Maybe you'll see a brown 'd'. Nice! probably a jackal. Walk towards it. Stand next to it. Now walk INTO it. Ah! instead of walking you hit the jackal with your weapon. Cool huh? You only know that because the message at the top of the screen told you so. Whack the jackal a couple of more times and it should die. It will turn into a % sign. This is food. Move on top of the food and the message will tell you you are standing on a jackal corpse. Press e to eat it. In Nethack you pretty much want to eat everything. This is how you get "intrinsics" which are characteristics that make you invulnerable to things monsters that attack with cold, fire, electricity, poison, and a bunch of other nasty ways to die. Done? Great. Now that you know what corpses are good for you, and which ones are going to instantly kill you, you can actually get started playing the game. Oh wait. No we can't. Because first we have to talk about all the things the dev team just assumes you know because you played so much Dungeons & Dragons. You did, spend years rolling dice on the tabletop before you tried your hand at Nethack didn't you? Oh, you didn't? Neither did I. Turns out Nethack is more or less entirely based on the D & D system, which is insanely confusing if you don't know anything about it. I did not. It took a long time, and a lot of reading about OTHER games to figure out how Nethack's most basic stats worked. Because, you know, the dev team thinks of everything, like detailed instructions on how the game actually WORKS. Or not. The most fundamental thing being "turns". Every time you move your @ sign you are using a turn. For each turn you use, your pet gets to move one turn, and any monsters on the level get to move one turn. You can press '.' to just do nothing with your turn. By the time you finish a game of Nethack (if you ever do) you will have used hundreds of thousands of turns probably. Sounds simple, right? It isn't. There's also "speed". Say there's another monster in the room. For every turn you take, that monster moves 3 spaces, it has 3 turns for every 1 of yours. That's because that monster has a much faster speed than you. (Oh, maybe I should also say that in D & D world a "monster" is pretty much everything that isn't you and your pet.) At some point in the game you will REALLY want to get your speed up so that YOU get to move a bunch of moves for every move the monster has. Not being slow is a critical way to keep from dying. You don't have to read the spoilers about speed right now, but if you get anywhere with your character, you should remember to read up on speed at some point: You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Forum:Nethack with Wii Panorama View or Oculus HMD =_=_ Forum:Cursed Dart You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Forum:(SLASH'EM) What is this level . . .? Have been playing SLASH'EM for many many years - have never seen this level, what is it? There appeared to no special items or monsters. All the walls are solid rock. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Talk:Dungeons of Doom =_=_ Noteworthy ascensions You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Monsters with non-unique appearance This is a list of monsters whose appearance (i.e., combination of glyph and color) is non-unique. Variants may use different monster colors or allow you to change them (for example, using the MONSTERCOLOR option in UnNetHack and on nethack.alt.org). =_=_ MONSTERCOLOR =_=_ Wererat (animal) =_=_ Werewolf (animal) =_=_ Werejackal (animal) =_=_ Talk:Monsters with non-unique appearance Note that the different quest leader and nemesis can't appear in the same game. The quest leader and the nemesis also don't appear on the same level (unless you lead one up/downstairs?). --Bhaak (talk) 10:55, 20 December 2012 (UTC) You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Category:Encyclopedia =_=_ Wide awake =_=_ Caveperson =_=_ Forum:Demogorgon first-turn kill? I was playing NetHack under the Vulture interface. I started a game as a wizard, I think. I took a step away from the entrance stairs. "Do not pass go, do not collect 200 zorkmids." I was killed by something. I moused over the enemy to see what it was, and it was DEMOGORGON! How does this happen? (I remember creating big D during a wizmode game, but I don't think bones cross between wiz and non-wiz games.) You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Dungeon Crawl Stone Soup I'm a developer for that other roguelike, but Nethack (3.2.0 or so) is where I got my start as a complex roguelike player (though I played Castle of the Winds and Rogue years before that). You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Chardump =_=_ Dump You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Dwarven cloak =_=_ Des-file format (UnNetHack) Unlike vanilla format, the UnNetHack one is closer to a real programming language, the statements are executed in order, and there is some flow control. Function must be defined before it can be called. Function name can contain alphanumeric characters (a-z, A-Z and 0-9) and full stops (.) The level is saved as < tt > name.lev < /tt > file. The name can be up to 14 characters long. Using a < tt > %i < /tt > in the filename will be replaced with a sequential number, starting from 1, and counting upwards, for every LEVEL in that des-file that has a such variable. The message string is shown when player first enters the level. Each message line gets separated with a < tt > --more-- < /tt > -prompt in the game. Places stairs or a magical portal to a dungeon branch within an area covered by (x1,y1,x2,y2) and not covered by (x3,y3,x4,y4). Create a corridor from room to another room. direction is one of < tt > north < /tt > , < tt > south < /tt > , < tt > west < /tt > , or < tt > east < /tt > and tells which wall the corridor starts from and ends to. door_position is an integer value and tells how far from the top left of the room the corridor starts/ends. any_integer is a room number. There must be a door (or at least a doorway) in the starting wall position. Shuffles the array elements. The predefined alignment array < tt > align < /tt > is shuffled automatically at the start of the level code, and cannot be reshuffled. Places a magical portal within an area covered by (x1,y1,x2,y2) and not covered by (x3,y3,x4,y4). The portal will level teleport player to the level with the name "levelname". Define a region on the map with certain light-state and type. This allows defining irregularly-shaped rooms. See also and . is allowed within the level statements. Creates a room, with walls and floor. The room will be placed on a position defined both by pos and align. pos defines the rough position (in a 5-by-5 grid on the screen), and align defines the room position within that. is allowed within the level statements. NOTE: Creation of a randomly located room may fail, especially if there's little free space to fit it on the level. The level statements of a failed room won't be executed. Restricts the area where player can end up on the level when he level teleports or falls in there. Player will end up within an area covered by (x1,y1,x2,y2) and not covered by (x3,y3,x4,y4). Turns walls (in the whole map, or in the defined ) completely surrounded by other walls into solid stone < tt > ' ' < /tt > . Instead of and , you use this if you think that creates a good enough random map and you don't want to use any fixed map-parts. You define a map-part by "drawing" with map characters between the MAP and ENDMAP. The map can be up to 21 lines high and each line can be up to 76 chars long. Each line must also be the same length. You can also use numbers inside the map, but those will be ignored; they're considered as line numbers. Mazewalk turns map grids with solid stone ( < tt > ' ' < /tt > ) into floor ( < tt > '.' < /tt > ), or the given map character. From the starting position, it checks the mapgrid in the direction given, and if it's solid stone, it will move there, and turn that place into floor. Then it will choose a random direction, jump over the nearest mapgrid in that direction, and check the next mapgrid for solid stone. If there is solid stone, mazewalk will move that direction, changing that place and the intervening mapgrid to floor. Normally the generated maze will not have any loops. Pointing mazewalk at that will create a small maze of trees, but unless the map (at the place where it's put into the level) is surrounded by something else than solid stone, mazewalk will get out of that MAP. Substituting floor characters for some of the trees "in the maze" will make loops in the maze, which are not otherwise possible. Substituting floor characters for some of the trees at the edges of the map will make maze entrances and exits at those places. Mazewalk will only work if the solid stone mapgrids in the level (where the MAP was put down) are on odd-numbered squares, both horizontally and vertically. You don't have to worry about this unless your MAP is 21 rows high or 76 columns wide, in which case you'll have to either make the MAP smaller, or move the places where the solid stone squares are. MONSTER:'d', (4,4), "Idefix", peaceful, asleep, law, m_feature "boulder", female, invisible, cancelled, revived, avenge, stunned, confused, fleeing: 40, blinded: 20, paralyzed: 10, seen_traps: all In the third form the statements will be executed if the math expression or variable is non-zero. Using is not allowed within the statements, unless the IF-block is inside a command where BREAK is allowed. In that case the BREAK will make the execution jump to the end of the containing command. The BREAK keyword will make the script skip the rest of the statement block. Breaks can be used within s, -loops, es, To access one element of an array variable, use eg. < tt > $foo[0] < /tt > to access variable $foo's first element. Strings are any characters surrounded by double quotes. Strings can be concatenated with full stop. If you wish to concatenate an integer value, it must be first converted to string with the . A mathematical expression can consist of plain integer values, D-notations, variables of integer type, and the operands '+', '-', '*', '/', and '%'. For example: < tt > 1 + 2 < /tt > , or < tt > 3d6 * (2 + 3) < /tt > . A selection is a collection of points, represented by map coordinates. The < tt > selection < /tt > keyword is only needed when defining a variable of selection type. Grow a selection by adding the surrounding map points to it. The second form can take a list of directions, and the growth will pick points from those directions to grow into. Remove points from the selection. The first form picks (at random) 50% of the points in the selection, the second chooses points that are common to both selections, third one leaves only places that match the map character. Return 1 if there's a monster of certain class, or a certain type of monster, or any monster at the coordinates. < tt > level.mon_at(monster:'h', (5,5)) < /tt > matches any monster of class , < tt > level.mon_at(monster:('h', "hobbit"), (5,5)) < /tt > matches only a hobbit, < tt > level.mon_at(monster:random, (5,5)) < /tt > matches any monster. =_=_ Gremlin farming =_=_ Convict The Convict is a role added in the Convict Role patch and also in UnNetHack, Slash'EM Extended, SlashTHEM, dNetHack, DynaHack, SpliceHack, and EvilHack. It was designed to be more difficult than Tourist (statistically the most difficult class in vanilla NetHack), a goal at which it succeeds handily. Convicts always start out as chaotic. In the original patch they can be humans, dwarves, gnomes, or orcs. UnNetHack adds vampires as a starting option, and dNetHack adds elves, vampires, half-dragons, and incantifiers. Slash'EM Extended unrestricts all race and alignment combinations. A Convict also starts chained to an iron ball and with a sewer rat named Nicodemus (reference to Mrs. Frisby and the Rats of NIMH) as a pet, which can grow up to be unusually large. Additionally, convicts can pacify and tame other rats by #chatting with them. The convict quest sees you fighting Warden Arianna for the Iron Ball of Liberation, a heavy iron ball that grants magic resistance, stealth, searching and warning. When invoked, it allows phasing for a limited time. The downsides are its weight (almost as heavy as a normal iron ball) and the fact that it chains itself to the player every time its power is invoked. The Convict pantheon is made up of deities worshiped by human inhabitants of Faerûn in the Forgotten Realms campaign setting of Dungeons & Dragons. Ilmater is the god of martyrdom and perseverence. His followers seek to ease the suffering of others, even if it requires enduring suffering themselves. He is described as similar to the god Issek in the Fafhrd and the Gray Mouser series by Fritz Leiber. Grumbar is the Elemental Lord of Earth, known for constancy and changelessness, but also indifference. He is influenced by the god Grome in the Elric series by Michael Moorcock. Tymora is the goddess of good fortune, invoked by risk-takers and adventurers. She is inspired by the Greek goddess Tyche. Convicts start the game on the verge of becoming hungry, with no food in their inventory and no ability to pray for food. Their ability to descend through the dungeon looking for food is also limited by the iron ball chained to them, as they face death from falling down the stairs. It is advisable to always wield the ball before attempting to descend, as that will reduce the damage to 1-9 (average 5) instead of the 1-26 (average 11) you will take if the ball falls on you. You should wield the iron ball most of the time anyway, as it makes a superb weapon, doing d25 damage (average 13), which is higher than any non-artifact, even a dwarvish mattock – if you can hit with it. For a convict (and a convict only), fighting with the iron ball advances flail skill, which can eventually reach expert. The early game is dominated by a desperate search for food. It is therefore critical to get the most out of any food they do find. Convicts burn nutrition at half the normal rate while hungry or worse, meaning that you should wait to eat food rations and the like until you are at least weak with hunger. Convicts are also immune to sickness from level one, enabling them to eat tainted corpses. In particular this allows them to eat corpses left by zombies and mummies, and to finish every last bite of their kills without worrying about how long the corpse has been lying there. Races that are normally friendly to them (e.g. gnomes and dwarves to themselves and each other) are hostile to the Convict. This may influence the decision whether to do the Gnomish Mines or Sokoban first. The Minetown watch will also be hostile to Convicts, making the mines an even less appealing early destination. However, a short foray into the mines can yield good armor and numerous edible corpses. Convicts' difficulty in obtaining food and equipment is compounded by the fact that shopkeepers who see their striped shirts will not allow entry to their shops (even if later the shirt is removed or covered). An exception to this is the Black market, where convicts will receive a reduction in prices instead. Once free of the iron ball, a convict will want a weapon that is less heavy. A convict has a guaranteed first sacrifice gift called the Luck Blade, a chaotic short sword (broadsword in UnNetHack, DynaHack, and EvilHack) which also acts as a luckstone. Given that they will only be able to reach basic, however, this is likely to only be a viable weapon in the early game. Vampires get the advantage of being able to fly, so you will never take damage when going downstairs with the iron ball (wielded or not). The sickness resistance is not very useful for food, but it may be useful late-game. Unless you get incredibly lucky, you will most likely not make it to turn 600 without fainting. The monsters in the first few levels don't have much nutrition in their corpses, and since you only get 20% of the base nutrition it's even less. Getting lucky on the extra bite attack will give you a significant amount. Since this is unlikely, you may need to find a place to faint for 50-100 turns to make it to turn 600 in order to pray successfully. This goes a little contrary to the suggestions for vampires to constantly fight and for convicts to do whatever is necessary to find nutrition, but it may be necessary in some games. The gnomish mines are a feast for vampire convicts. Once you have your first prayer, slaughtering a bunch of gnomes and dwarves is relatively easy. It's important to make the most out of your regeneration and not get overwhelmed, so make sure you play cautiously. This will level you up quickly and get you to poison resistance (convict specific). Once you have that, it opens up a new set of corpses that can be drained. Minetown is especially dicey for vampire convicts, since the watch captain usually has a silver saber (50% chance) and is always hostile towards you. Since you are powerful and your iron ball does a lot of damage, it is feasible to kill the watch, but make sure to have an escape plan. You regenerate health faster than they do, so a hit and run strategy works well. Avoiding the watch captain until the rest are dealt with might be a good idea. Once you survive, vampires can be a great race. With intrinsic flying and regeneration, combined with the sickness immunity from a convict makes you a very strong late-game character. Your death effect immunity can even supplement MR in some cases. If you can get over the early-game hump, a vampire convict can be very rewarding. =_=_ Variants =_=_ Forum:Is there any evidence that SLASH'EM existed before 1998? Is there any evidence that SLASH'EM existed before 1998? I found but I was unable to find announcement post, the first date on slashem website is Jan 7 1998. Bulwersator (talk) 08:58, 12 January 2013 (UTC) You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Doppleganger I have recently enjoyed myself far too much by naming monsters "himself" and watching my pet go at 'em. ("The little dog bites himself!") This is exponentially better when you get different types of monsters attacking each other, either by having unusual pets or just generating conflict. My favorite so far: "The master lich touches herself!" In the early game when my attack skills are low, I also enjoy calling baddies "your girlfriend" so that when a melee blow doesn't land, I can read "You miss your girlfriend." True dat, Nethack. Downside: eventually it will say "Your girlfriend is killed!" Sadness. Or, name a dungeon denizen "Nobody ever" and when it attacks your also-creatively-named pet, you get messages like "Nobody ever hits the Spanish Inquisition!" or "Nobody ever misses the 1980s." Bonus: use it with a foocubus. "Nobody ever smiles at you seductively." Sadness x2. =_=_ The Staff of Asparagus =_=_ Vampire (starting race) The vampire appears as a starting race in many variants of NetHack. For a specific iteration, see one of the following articles: =_=_ Talk:Vampire (starting race) =_=_ Amulet/ru Wearing any amulet will increase the rate at which you get hungry, by an extra 1 nutrition per 20 turns. Carrying the Amulet of Yendor consumes an additional 1 nutrition per 20 turns, regardless of whether or not you are wearing it. All amulets have a weight of 20, are made of iron, and have a base price of 150 zorkmids, with two exceptions: the Amulet of Yendor is made of mithril and has a base price of 30000 zorkmids, and the cheap plastic imitation of the Amulet of Yendor is made of plastic and is worth 0 zorkmids. Amulets marked EAT can be eaten for a 1/5 chance of obtaining their effect permanently (providing you are polymorphed into a metallivore). Eating an amulet of unchanging will return you to your normal form. Other amulets can be eaten (except the fake Amulet which is made of plastic, and the real Amulet which is indestructible), but do not confer their effect. The ones generated 90.5% cursed are 9% uncursed and 0.5% blessed. All others are generated 5% cursed, 90% uncursed, 5% blessed. Its fake counterpart is found only on the Rogue level, in the inventories of certain high-level monsters, and in the bones files of people who had a real or fake amulet themselves; the real amulet will be replaced with a fake one. All amulets cost 150zm and weigh 20, so they cannot be distinguished using price identification. The appearance of the first 9 types of amulet in the table are randomized from the following descriptions: Non-cursed amulets are safe to try on; the effect may become obvious after a while, such as for the amulet of ESP, and you can always remove it if it is strangulation or restful sleep. The only risk is a small chance at changing genders, which is not a debilitating issue for the most part. Amulets of change and strangulation always formally identify themselves when worn. Every other amulet (other than the real and fake Amulets of Yendor) adds a line to the enlightenment screen, although some lines can have other sources: Amulets of ESP can be identified using the artifact naming trick, because they cannot be named “The Eye of the Aethiopica”. The real Amulet of Yendor, unlike the fakes, cannot be placed in a container ("The Amulet of Yendor cannot be confined in such trappings.") Above are the probabilities for the various types of amulet, on condition its cursedness is known and it is not ESP. The latter is excluded because ESP can always be tested for, instantly, even before curse-testing. Some players are opposed to the artifact naming trick. They can wear-test for ESP by far-looking at a nearby brainy monster. 27.3% of all non-cursed and 2.2% of all cursed amulets are ESP. Amulets cannot be destroyed by electric shocks, so unless stolen by a nymph or monkey they are reliable at conferring their effect. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Forum:Encyclopedia entries in golem articles are broken And I have no idea why and how to fix this - see Golem#Encyclopedia entries Bulwersator (talk) 12:14, 20 January 2013 (UTC) =_=_ User:Tungtn/Sokoban Level 1o This map would also feature in UnNetHack were it not for a (possible) bug in the level/dungeon specification. If it was featured, it could appear flipped horizontally or vertically. The following solution may not be very fast or organized. Improvements welcome. Like all Sokoban levels it can be solved without making any boulders 'stick'. In GruntHack, this would lead to the second level of Sokoban. In UnNetHack, Sokoban has only three levels per game, collapsing the 'second' levels into the first floor, so this would instead lead straight to the pool of third levels. =_=_ User:Tungtn/Sokoban Level 1p This map would also feature in UnNetHack were it not for a (possible) bug in the level/dungeon specification. If it was featured, it could appear flipped horizontally or vertically. The following solution may not be very fast or organized. Improvements welcome. Like all Sokoban levels it can be solved without making any boulders 'stick'. In GruntHack, this would lead to the second level of Sokoban. In UnNetHack, Sokoban has only three levels per game, collapsing the 'second' levels into the first floor, so this would instead lead straight to the pool of third levels. =_=_ Sokoban Level 3h The following solution may not be very fast or organized. Improvements welcome. Like all Sokoban levels it can be solved without making any boulders 'stick'. =_=_ Sokoban Level 3i The following solution may not be very fast or organized. Improvements welcome. Like all Sokoban levels it can be solved without making any boulders 'stick'. =_=_ Sokoban Level 3j The following solution may not be very fast or organized. Improvements welcome. Like all Sokoban levels it can be solved without making any boulders 'stick'. =_=_ Sokoban Level 3k The following solution may not be very fast or organized. Improvements welcome. Like all Sokoban levels it can be solved without making any boulders 'stick'. =_=_ User:Bcode/Monsters with non-unique appearance =_=_ User talk:Bcode/Monsters with non-unique appearance =_=_ Sokoban Level 4e This is one of the new possible maps for the final level of Sokoban in UnNetHack, GruntHack and EvilHack. It has 22 boulders and 18 holes, leaving 4 spare boulders. In UnNetHack, it may be flipped horizontally or vertically - the three sets of Sokoban prizes are a bag of holding, a cloak (of magic resistance or displacement) and an amulet (of reflection, life saving or ESP). The following solution may not be very fast or organized. Improvements welcome. Like all Sokoban levels it can be solved without making any boulders 'stick'. =_=_ Sokoban Level 4f This is one of the new possible maps for the final level of Sokoban in UnNetHack, DynaHack and GruntHack. It has 21 boulders and 18 holes, leaving 3 spare boulders. Behind the holes is a treasure zoo, beyond which is a set of closets containing Sokoban prizes, only one of which can be picked up: a bag of holding, a cloak (of magic resistance or displacement) and an amulet (of reflection, life saving or ESP). The following solution may not be very fast or organized. Improvements welcome. Like all Sokoban levels it can be solved without making any boulders 'stick'. =_=_ ToD =_=_ Dilapidated armory As an armory has random in it, out-of-depth monsters may be generated; this includes disenchanters, which can easily kill most characters at the shallowest possible depth of an armory. Each square in a dNethack armory has a chance of containing a random weapon, a chance of containing a random piece of armor, a second chance of containing a random weapon (~50% of these weapons will have positive enchantment between +1 and +3), and a second chance of containing a random piece of armor (~50% of which will have positive enchantment between +1 and +3). All forms of damage (rusted, corroded, rotted, or burnt) are eligible to occur to items in dNetHack armories. dNetHack armories contain between 1 and 2 rust monsters (generated sleeping) and 0 & ndash;2 brown puddings (dormant until the character comes into view). dNetHack dilapidated armories may be generated from dungeon level 2 & ndash;14, but only if rust monsters are not extinct or genocided. =_=_ Special room (UnNetHack) only appear in Gehennom - note that this means that they never actually randomly appear, since there are no random rooms-and-corridors levels in Gehennom. However, Asmodeus' level features six of them (from SLethe). =_=_ Talk:Dilapidated armory I think that it may be better to merge it to Special room (UnNetHack) Bulwersator (talk) 20:54, 25 January 2013 (UTC) =_=_ Forum:Add UnNetHack source code in Source namespace =_=_ Category:UnNetHack =_=_ User talk:Chris You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. Dude. The whole point of a wiki, is that pages are published half done. There is no point in having your wiki pages kept hidden until they are "ready".--Quantum Immortal (talk) 22:15, 27 April 2015 (UTC) When I started making dNethack pages, it was requested that I not put them in the main namespace. Given the amount of variant info that has gone into the mainspace since that time, and the fact that I have some players now, the pages that are currently under my namespace should pro~bab~ly get moved out to the main namespace where they are findable. Hi Chris -- thanks for a great variant, and your helpful tips along the way. I finally ascended playing as a Binder, VoR on the server. (George) Wikid (talk) 08:10, 10 May 2015 (UTC) What's the difference between the DNAO repo and the main dnethack one ? Other than the fact the latter doesn't compile on OS X, is the DNAO one behind or something? They both appear to have been updated within the last couple months, so I can't tell. dNAO has all the NAO patches merged (menu colors, dgamelaunch mail, etc.), and is the version that's actuall used on public servers. Also as said it readily compiles on Unix systems without much fidgeting. dNAO is actually the main repo where most of the new changes happen, while dnethack is to be several commits behind. but in all honestly I'm disappointed now it took me a good bit to install dnethack. I think my old version of DNAO was def. behind though, e.g. it didn't have dwarf anas implemented yet. Thanks for the notice though. Hi. Are there supposed to be both Sir Garland and Garland? And I note both are down as providing poison resistance, but neither leaves a corpse. Thanks! -Actual-nh (talk) 14:34, 3 January 2021 (UTC) You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. I notice that the indentation is present in the source; it's just not showing on the screen. Perhaps there's a better way, but here's a possible fix: place a non-breaking space (U+00A0) after the line number. That is: line number, one non-breaking space, no additional spaces, then the source with the indentation intact. The rendering will then preserve any spaces that follow. See Source:NetHack 3.6.0/src/zap.c for how this works.--Ray Chason (talk) 23:19, 10 December 2015 (UTC) Thanks Ray!! I'll be updating the pages with function headers and insert all the nbsp's as I do, like in Source:NetHack 3.6.0/src/apply.c. Dizzylizzy (talk) 02:46, 11 December 2015 (UTC) I'm . My first ascension was under the account , the first and only game on that account. It was a fluke, simply because I was too afraid to continue playing a game I had gotten pretty far on as dizzylizzy. :P Since then I've ascended most of the roles. I still haven't ascended priest, and I will eventually, when I get around to it. =_=_ User talk:Thehammer You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User:Thehammer =_=_ User:Chris A tinkerer by nature, I can't play a game without immediately getting the itch to modify it. My NetHack variant, dNetHack, is posted to GitHub under the name Chris-plus-alphanumericgibberish. =_=_ User talk:Locker You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Talk:Potion of fruit juice =_=_ Talk:NetHack in other languages Hey guys, a section on localization strategy might be nice, and might be useful to someone toying with the idea of translating NetHack into a new language. I know mine (NetzHack's) is different from Patric's (you insert an additional layer of abstraction for output string constants, if I read your code correctly), which I guess is probably different from Ray's, etc. How about if each of us writes a paragraph or two about our approach? — Netzhack (talk) 13:38, 4 February 2013 (UTC) Intended for use in the list of bugs in NetHack 3.4.3, to point to the Bilious database, and allow the links to be changed quickly if Bilious ever moves again. < /noinclude > =_=_ Data Librarian Data Librarian, or dlb, is a small utility program that is used to pack all static files NetHack needs into a single "data library" file. This is only used if NetHack was compiled with < tt > DLB < /tt > defined in config.h. Source code for this program is in util/dlb_main.c. =_=_ Dlb =_=_ Nhdat =_=_ Data librarian =_=_ DLB =_=_ Forum:ElberethElberethElb or ELBerethELBerethELB? In the Water demon and Escape item articles, the "ElberethElberethElb" entries were both changed to "ELBerethELBerethELB" back in August 2011. Is there a beneficial reason for changing the capitalization from "Elb" to "ELB"? =_=_ User talk:Handrocles You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User:Andronikus/Keybindings =_=_ User:Andronikus/dumplogs/03052008Handrocles =_=_ Forum:Heart of Ahriman There are several references in the Wiki about naming a gray stone The Heart Of Ahriman, to quickly identify it as a luckstone, if "Your hand slips". =_=_ User talk:Rancalred You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. That you encountered a master lich in dlvl 8... it was probably generated as a demilich, and then grew up to master lich. --paxed (talk) 17:29, 27 February 2013 (UTC) =_=_ ANTIMAGIC Sorry to ask, but is this article a joke? The linked-to game doesn't seem to be a NetHack variant at all. I doubt reimplementing NetHack in the given development environment is possible (that is, without a really, really great amount of work). —bcode & nbsp; < sup > talk & nbsp;| & nbsp;mail < /sup > 21:27, 16 February 2013 (UTC) =_=_ User talk:MageJohn You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Nudist =_=_ Cloak of mr =_=_ Chocolate You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. Most epic win: getting a +6 Excalibur, a +5 Mjollnir, +2 GoP, and +2 GDSM, dying, and then finding them in bones with the next six characters I played. =_=_ Forum:An Illustrative Example... =_=_ Cthulhu (UnNetHack) =_=_ Cthulhu (SLASH'EM) =_=_ Template:Monsym/Cthulhu (UnNetHack) =_=_ Template:Monsym/Cthulhu (SLASH'EM) This template exists to include whitespace at the beginning/end of the result of an < tt > < nowiki > {{#if: < /nowiki > condition|then|else < nowiki > }} < /nowiki > < /tt > . =_=_ Template:Monsym/cthulhu (UnNetHack) =_=_ Template:Monsym/cthulhu (SLASH'EM) =_=_ .des file format =_=_ .des =_=_ Forum:Wikia In hindsight, I think it's probably a good thing we left them, despite the search engine problems. After all, NetHack should not be a social network designed to addict people. But the press releases confirm (between the lines): that's the direction Wikia are firmly committed to. --Tjr (talk) 12:23, 24 February 2013 (UTC) =_=_ Vampire (starting race in UnNetHack) UnNetHack offers a new playable race, Vampire. Vampires are always chaotic and can play as a barbarian, convict, rogue, or wizard. Vampires offer a very different play experience from the other races. Vampires also have an extra attack – a bite – which can drain life if it hits. Since this second attack is available from the beginning, vampires start out as very good fighters. For all of these advantages, vampires are set back by their difficulty in obtaining nutrition. They cannot eat food in the way that non-vampire adventurers can: the vampire's only source of sustenance is blood from fresh corpses, potions of blood, and of vampire blood. On the upside, they can eat a corpse and still sacrifice it (e. g. for altar farming). Also, vampires are restricted in the two-weapon skill. Vampires also start with a small penalty to luck and alignment, -1 and -5 respectively. This means that vampires should not wish or pray before turn 600, and will need to kill a few monsters to gain positive alignment. The early game as a vampire is primarily about nutrition management. The vampire can only drink fresh blood for nourishment. There are five ways to gain nutrition as a vampire: draining the blood of freshly killed corpses (you have 3 turns before the blood coagulates and becomes useless), draining blood with the biting attack ("You feed on the lifeblood"), drinking potions of blood or vampire blood, #praying to fend off starvation, and polymorphing into a form that can eat. This means that for most of the early and midgame, the comestibles you find in the dungeon (food rations, tins, etc.) will be useless to you. Since nutrition drawn from sucking blood is much less than that gained by eating a corpse, avoiding starvation is the primary challenge for a vampire until you can get your hands on a ring of slow digestion. Vampires only have a 20% chance of gaining intrinsics from draining corpses; all corpses drained are subject to the 20% chance before considering any additional restrictions on gaining the intrinsic. For example a vampire draining a newt corpse has a 20% chance of possibly gaining power, but then must also pass the 33% chance a newt corpse has of conveying extra power. It is possible to gain strength by draining giant corpses, but one must pass both the 20% test for being a Vampire as well as meeting the 25% chance UnNetHack imposes on increasing strength. Combined with the vampire's inability to eat tins, the vampire's maximum strength of 19 will prove difficult to achieve without enhancement. On the upside, you are exempt from the penalties of cannibalism, like cavemen. You will face no penalties for eating cats, dogs, and humans, whether in your normal form or polymorphed (vampires are way beyond that level of evil). Additionally there is an alignment bonus for draining the corpse of another vampire if you are still chaotic. In practice this is only possible with the corpse of a vampire bat. If your character would start with food rations, you will start with potions of vampire blood instead. These are obviously much more difficult to replenish and also have the disadvantages of being heavy and susceptible to boiling. Later in the game you will find these potions as well as potions of blood on enemy vampires. Players coming to UnNetHack from SLASH'EM should remember that UnNetHack does not have #techniques or medical kits, so UnNetHack vampires, unlike their SLASH'EM counterparts, cannot use the draw blood technique to acquire vampire blood. If you choose to play as a vampire, you will want to pray to alleviate hunger often. Beware the vampire's starting alignment and luck penalty. This means waiting until you are weak before calling on your god. You will find yourself doing this often. (An atheist vampire would be an extremely challenging conduct.) A ring of slow digestion will help you out enormously, eliminating the need for regular prayer altogether. In fact, the combination of one of these rings with the "life blood' draining passive attack (to gain nutrition), one could go the entire game without eating, and thus fill the requirements for foodless, vegetarian, and vegan conducts. Vampires can draw sustenance from their bite attack against certain monsters. Note that since your to-hit ratios will improve as your level increases, and since you will be fighting monsters that take longer to kill, you will find yourself adding nutrition the more you fight. In order to mitigate this, vampires should plan to fight weak monsters hand-to-hand or with a weak weapon they are unskilled in (such as a knife) in order to get in as many bites as possible and thus maximize the nutrition they gain from every monster encounter. A vampire player should think of every monster she encounters as an essential source of food, and avoid killing large numbers of weak monsters at once via conflict, spells, wands, etc. Vampires should also avoid wearing rings unnecessarily. Projects like retrieving stashes, farming, and returning to the minetown temple are all much more risky when you need to be constantly fighting to survive. Take advantage of the vampire's intrinsic regeneration to drain corpses before you finish a battle. Sleep magic is also extremely useful. Carnivore pets will be useful only for a very brief segment of the early game – they will eat corpses that you need to drain. There is a difference between "blood" and "lifeblood". "Blood" is what certain monsters have in their corpses, available for draining after they are killed. Draining blood will give you approximately 20% of the nutrition of eating the entire corpse. Additionally, blood can be poisonous, acidic, or hallucinogenic as the corpse would be. "Lifeblood", on the other hand, is the nutrition that is drained through the bite attack during combat and provides 2d6*6 nutrition (42 on average) on a successful drain. It is always safe to eat (never poisonous or acidic) and is extractable from anything with life force, even if it doesn't leave a corpse or contain blood (such as flaming spheres, elementals, and grid bugs, but not undead). Vampires will automatically disable their secondary bite attack when fighting petrifying, disintegrating and sliming monsters, unlike in vanilla NetHack. Since vampires do not breathe, they cannot choke. As with the amulet of magical breathing, overeating may cause you to vomit and lose nutrition. It is always safe to choose "Yes" when asked if you want to continue eating when already overstuffed. This is important because you will almost always be eating lifeblood when you are fighting as a vampire. If you are overstuffed you will not die, but you will simply not drain with your bite until you can handle the nutrition. This is unlike in SLASH'EM, where you are at risk of occasionally losing a few turns in the midst of battle to alarm when you "choke". ("You regain your composure.") Since you will have a difficult time accumulating intrinsics as a vampire, getting oneself crowned is very useful. On the other hand, crowning will also increase prayer recovery time, which will put you at greater risk of starvation in the early and middle game. Note that vampires are immune to magical instadeath attacks like the touch of death, but will also take double damage from Sunsword, e.g. in the hands of an Archon. Flying is fun. Whereas levitation allows you to avoid traps, water and lava, but keeps you too high up to pick things up or otherwise interact with objects on the ground, flying gives you the best of both worlds. You will sail over traps and water and across the Plane of Air without having to mess around with boots, spells, rings or the amulet of flying. This is particularly convenient in the endgame as you race for the starting staircase. To enter a pit (to pick up items from inside) or use a hole (to escape) you must descend with . While in vanilla NetHack players polymorphed into vampires have to be extra careful around petrifying monsters, UnNetHack's vampire's are intelligent enough to "turn off" their bite attack against such creatures. However, any other action which would stone a normal player (kicking a cockatrice without boots, attacking it bare-handed, etc) will still stone a vampire. Vampires do have one additional difficulty around stoning monsters, though. Since they can only feed on fresh corpses, this makes lizard corpses all but useless: vampires cannot drain them if they are more than a few turns old. It is still worth it for them to carry one, if only for the protection they provide on the new moon. However, vampires will also need to find a potion of acid or spellbook of stone to flesh as a means to reverse stoning. Vampires can wield and wear silver items, but it blocks their natural regeneration ("You feel itchy"). Wearing gloves will negate this ("You feel relief"), and you can wear and wield these items without penalty. Thus a shield of reflection is of much less use to a vampire character without gloves. Also beware enemies with silver sabers, as you will be subject to the additional silver damage. In addition to choosing not to bite petrifying monsters, UnNetHack's vampires also have built in protection against Riders, green slimes, Medusa, and disintegrators. =_=_ Category:Stub =_=_ Trice corpse You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Forum:I get to YAFAP! Yay! =_=_ Random number god =_=_ Forum:A Nethack Variant Adventure Being a C programmer and an avid nethack fan, I figured, why not make my own variant? Since most of my friends don't care about my nethack musings, I figured, why not write a blog about it? You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Forum:How to determine the current Branch ? Nethack has several Branches, for Example The Dungeons of Doom and the gnomish Mines, but how is it possible to determine in which Branch you currently are ? If you save and reload your Game you get told about the Branch, so seems not to be a Secret, but how can this information be displayed without saving ? In the Status Bar, there is only the Level displayed, but not the branch. Sorry, this is probably a stupid quesetion, since I am new in Nethack, but honestly I can't find it out, neither in the Nethack Help nor in the Wiki. The page you created, "TtyMaster", was deleted because it had no content relevant to NetHack. I Googled the name and couldn't find what you might have meant. Perhaps you were on the wrong site? If it is in fact something relevant to NetHack, feel free to create it again.--Ray Chason (talk) 06:08, 8 March 2013 (UTC) =_=_ Fort knox This template creates an anchor in the text, so you can link to that location with < code > < nowiki > ... < /nowiki > < /code > syntax, or the template. It does not turn the text into a link - if you want that, use . =_=_ KMH =_=_ Kmh =_=_ User:Chris/dNetHack =_=_ File:Ebonhack default.png =_=_ EbonHack EbonHack is a graphical telnet frontend for NetHack created by David McCallum. The current version is 1.30 and can be downloaded from the EbonHack homepage. =_=_ Ebonhack =_=_ Soiled Soiled is a telnet client and a terminal emulator written in Haxe and can be compiled into Adobe Flash application for use on a website. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Previous messages =_=_ Previous message =_=_ Cast spells =_=_ Talk:Des-file format (UnNetHack) You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Ludios.des =_=_ Ludios.de =_=_ Submachinegun =_=_ Heavy machinegun =_=_ Talk:Non-teleport level I removed the bit about Ludios. Since there's only one level in the branch, where would you go, anyway. Maybe this isn't obvious to newbies, though? Then it should be re-added. =_=_ Talk:Why do I keep dying? The statement "weapons, armour and amulets are save", is very misleading, amulets can be very dangerous, even more than rings. They can be the Amulet of change or the Amulet of strangulation that are worse than any ring-sideeffekt. The Amulet of strangualation is always cursed, and even if you removed the curse somehow you still dangerous, if someone doesn't know why he is choking. An there is the Amulet of change, that disapears after use and changes your sex permanently. If you tried it on the effekt can't be undone in a simple way. The Amulet of change needn't to be cursed for doing that. In fact Amulets can be much worse than rings, so one should never use-test an Amulet, regardless of its BUC status. --79.210.110.17 21:57, 17 March 2013 (UTC) I did some updating to the article, but I don't know if everything is in accord to Nethack 3.6.0 — I'm a new player. Can someone please confirm it? You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Forum:NetHack story I wrote Valkorin's dreams had been troubled lately. Visions of strange monsters, dungeons, and traps had haunted him for two and a half weeks before he consulted his tribes medicine man. As Valkorin stepped through the tent flap, his blue gaze immediately took in the gathered herbs and animal skins of various types, hanging from the roof, as well as the walls. Because of the diffuse illumination, it took a while for him to register the fact that Totenhelm, the medicine man, was not even looking at him. In fact, he had his back turned to Valkorin. From his squatting position next to the fire pit in the center of the tent, Totenhelm was gazing complacently into the flames, not taking any sort of action. This went on for several minutes, Valkorin quite unsure whether Totenhelm was sleeping or not, and reluctant to disturb him, in case he was in deep prayer to their Elfin Gods. Totenelm suddenly started speaking, but Valkorin was not startled. The words somehow sounded right to Valkorin and he nodded, realizing a few seconds later that Totenhelm couldn't even see him. Totenhelm continued. "Our God Anhur has chosen you for a very special task Valkorin. You know of the Amulet of Yendor, don't you?" Totenhelm referred to he most powerful of the Gods' artifacts. It had orginally belonged to Marduk the Creator, first of the Gods. But after the Creation, Moloch the cruel god of the Underworld had stolen it, and returned to his shadowy realm of Gehennom, biding his time until the amulet returned to full power. Moloch successfully fended off the attempts of the other gods to retrieve the amulet, despite quite overwhelming odds. Valkorin's thoughts raced. He was the fourth born of his creche, but he had no idea what the rest of that prophecy was about. "It's not referring to me, is it?" Valkorin made for the tent flap. "It can't! I'm not ready for something like this! All I've come to see you about were my strange dreams!" Hesitantly, Valkorin took one step back in. Perhaps this really was his destiny. He'd hear the old Elf out and come to his own conclusion. Four years, and hard training had passed. Valkorin had camped in various locales for the last few nights, his only companion was his familiar, a kitten named Tama. His dreams led him farther and farther, until he reached some ruins. By nightfall, he had discovered a set of stairs leading far down, but it was far too late, and he was far too tired to begin his adventure. He made camp at that place, and prepared his belongings: A magical quaterstaff, his magic imbued robe, scrolls of teleportation and light, his spellbooks of force bolt and stone to flesh, a potion of invisbility and speed, some water, a ring of protection, and shock resistance, a wand of polymorph, and a bell. Valkorin fell asleep, his dreams untroubled for the first time since his training. He awoke feeling refreshed, and clambered down the stairs. His hour of destiny had arrived! A damp musty smell reached Valkorin's nostrils, as he entered the dungeon's first room. His beady gaze spied a glittering spellbook lying abandoned on the floor, and he made a beeline for it. New magic interested him greatly. He picked it up, and began studying it, but before he could begin to decipher the runes, he felt a strange sensation around his legs. Valkorin jumped, or rather, tried to when he discovered his legs to be encrusted in lichen. He couldn't move them at all, and sensation in them was fading fast. Desperately, he whacked it with his quaterstaff, and it fell off, recoiling in an animal-like fashion that surprised him. A few more hits, and the lichen collapsed. Valkorin sighed, shaken. The first creature he had enountered, and it had almost taken his life. He would need to be more careful. Valkorin sat down gently, massaging his legs until the feeling in them returned. Tama explored the dungeon meanwhile, taking an evident interest in the new smells. Once he was back to normal, Valkorin resumed studying the spellbook, this time a little more warily. The runes gradually informed him of a spell to detect monsters. Valkorin tested it out, and indeed, his mind registered the presence of Tama a few yards away, hidden by the rocks, and also of a small newt wondering around close by. Valkorin had learned that the corpses of newts could bring about an increased aptitude for magic if consumed, so he eagerly ran over to where he had detected it, pushing a boulder out of the way to get there. He also noticed some stairs leading down. Valkorin continued looking around the dungeons, hoping to find some things as useful as the spellbook had been. His search proved in vain however, all he found were a fizzy potion he could not identify, and a tripe ration. He shrugged and stowed it in his backpack. As he made his way back to the stairs he had seen leading down, Valkorin encountered a strange doglike creature, only it was on it's hind legs. "Kobold." he muttered. He had read all about them. Tama rushed ahead and killed it, protecting Valkorin. "thanks Tama. I owe you one." Valkorin said appreciatively. But Tama wasn't done, she dashed ahead and killed two goblins faster then Valkorin could prepare himself. "You're pretty good at this kitty." Tama purred as Valkorin pet him, then they both went down. As Valkorin ran down the stairs, the distant chime of a cash register caught his ear. This puzzled him. What was a sound like that doing here? He followed the sound hoping it would lead somewhere useful. Going through a narrow tunnel, a light came into veiw after a few twists and turns. Reaching it, Valkorin spied a man in smart attire and an apron. "A shopkeeper?" He thought, brows furrowing. Valkorin stopped, his blood running cold. How did this strange shopkeeper in this mad dungeon know his name? He took a cautious step forward. Something was clearly wrong. Not only with this shopkeeper, but with his shop too. Valkorin's ring of protection warned him of two mimics masquerading as rings. Valkorin cautiously stepped across the shop's threshold, only to be hit by a dagger. He whirled to the side, spying another goblin racing toward him. Presumably, Valkorin was not the only one "shopping" here. Valkorin hastily made some hand movements that released a bolt of pure force from his fingertips. It struck the goblin squarely in his chest, instantly killing him. Valkorin whirled to Wirix next. Wirix shrugged helplessly. "We might have been able to figure out his agenda, but you just went ahead and slaughtered him." Further questioning on matters of how he knew Valkorin's name were fruitless, so he turned his attention to the merchandise. Rings of all sizes and makes looked back at him. But the mimics disturbed him, so he quickly rooted them out, and killed them. Wirix didn't seem to mind. Fighting them, using both weapons and magic, gave him more experience. Looking back at the rings, Valkorin noticed he had no money. No matter, he loaded the moonstone ring he liked onto Tama when Wirix wasn't looking. He walked out, taking the ring back from Tama, Wirix none the wiser. Valkorin stopped running after he passed the third room. Tama had run off somewhere. He felt slightly defenseless without his companion animal. Valkorin encountered a door leading out of the room he stopped to catch his breath in. He tried to open it, but it hardly budged. "Not locked" he muttered. "Seems more like the hinges are old." He examined the door more closely, and sure enough, a closer inspection revealed the edges to be encrusted in lichen. Valkorin banged it with his quaterstaff, and it fell off dead. As he killed it, he felt momentarily awake. "It seems that I've become more experienced." he thought. "My latent Elvish powers are starting to awaken." After giddily killing another newt, Valkorin suddenly stumbled across a strange green beetle. It was quite unlike anything he had ever seen before. It jumped from area to area, seeming to either disappear and reappear instantaneously, or to be very fast. Valkorin didn't hesitate. He timed his strikes, and smashed the bug like he did the ones at home. It let out a strange staccato cry as he crushed it. This call seemed to attract it's fellows, for another one suddenly appeared in front of Valkorin. He crushed it like he had the other one. He turned the corner and spotted a large pile of coins. "Were they guarding it?" he thought as he shoveled them greedily into his purse. "Not much of a guardian. This might be easier then I thought!" Valkorin got back up, tucking his purse away, and spotting a door. He went over to it, only to find it locked. Irritated, he kicked it down with a big crash. Valkorin went through the new passageway, brushing cobwebs aside, through a few twists and turns, to another room. Strangely, this one was brightly lit by torches. Valkorin spotted some growth on the wall, similar to the lichen, but it was bright yellow. He went closer to inspect it. Walking around it it, he thought it looked a lot like mold. In fact, if he tapped it lightly with his quarterstaff, it released a small cloud of dust. Having fun with this new experience, Vakorin hit the mold a little too hard, and was enveloped in a huge cloud of dust, he tried not to breath it in, but it was too late, he had already inhaled some as he had caught his breath in surprise. It was a painful surprise, the dust seemed to shoot up his brain and light it on fire. Valkorin stumbled around, stunned, as the mold vibrated in what could only be agony. When he felt a bit steadier, Valkorin hit the mold again. This time, his aim was true, and the mold collapsed in on itself and died. As Valkorin left the room, going to the adjacent one, his stomach growled, and he noticed that he was feeling rather hungry. He hadn't eaten since morning, and he had no idea how much time had passed since he had started his travels in this crazy dungeon. Digging through his pack revealed only the tripe that he had found earlier. "Better then nothing." he said to himself, and began feasting on it. "Yak! Dog food!" he exclaimed. But he ate it anyway, too hungry to care, and besides, it's not like he had anything else. He had foolishly forgotten to pack food in along with the rest of his gear. Valkorin moved over to the room he was aiming for, and discovered that it contained more gold and also a smokey potion. Excited by his discovey, he quickly unsealed the potion, sniffed it's contents, and took a swig. Valkorin stopped in consternation. A floating eyeball seemed to be blocking his path, it's unwavering gaze looking at, and unnerving him. He hastily cast a force bolt on it, and it dropped to the ground. Valkorin saw nothing better to do with the corpse but to eat it, since he was still hungry. As he finished eating the floating eye's corpse, he felt a strange mental acuity. Strange. Before he could go much further, he found a food ration encrusted with lichen. He picked the lichen off, killing it, and he took both the food, and the lichen's remnants. Another floating eye blocked his path now, and he confidantly took it out as he had the previous one. Suddenly, Tama meowed, dropping a topaz ring. "Good kitty!" Valkorin called her, he took the ring, and split a food ration with her. It really hit the spot. Valkorin tried his new rings on, and discovered that the moonstone one seemed to improve his constitution. He could not divine what sort of enchantment the topaz one carried however. Valkorin explored this floor like he had the others. He didn't find much. More gold, and a section of floor that squeaked loudly when he stepped on it. He also found a dark green potion in a small room though. He tested it out. It was smooth, and it slid down his throat like oil, but it had no effect otherwise. He also found an Iguana which he quickly disposed of, and an egg. He put the egg in his pouch to warm up, perhaps it would hatch. Going to the stairs down, a gush of water erupting from the floor hit Valkorin. Fortunately, it did not seem to affect his cloak. Tama also got hit. Valkorin grabbed the gold as he descended the stairs, and he found himself in a dank stone room. There was a single door leading out, and he tried the door. It's old hinges resisted movement at first, but Valkorin eventually got his way. The door creaked open, and he stepped into the passage. Hearing water falling on coins distracted Valkorin at first, from the slight form staggering toward him. When he put his attention on it, Valkorin thought he saw a gnome. Good. Gnomes were helpful. But something seemed wrong. Movement seemed very labored for it, and as Valkorin rushed forward for possible assitance, he saw what was wrong. The gnome had died long ago, in fact, Valkorin could now see the rusty sword protruding from it's chest that had claimed it's life. Green rotted flesh outlined the gnomes features, and it's tattered almost nonexistant clothing flapped in a phantom breeze. The gnome swiped at Valkorin bruising him with it's sudden force.Valkorin jumped back with a cry, moving his quaterstaff between them. A few hits, and the gnome zombie dropped down, dead once more. He hoped it stayed that way. Breathing fast, Valkorin stepped into the light of the next room finding a fountain and some gold, explaining the source of the sounds he had heard earlier. He scooped the gold up, and knelt gratefully down to the fountain, eager for a drink, thirsty as he was. The tepid water was tasteless, but he drank on until the fountain ran dry. His thirst only patially sated, Valkorin tried the door leading out. An iguana wrapped in a towel blocked his way. Valkorin killed the iguana and picked the towel up. It was quite clean surprisingly enough. He stowed it in his pack after beating a little dust out of it. Another squeaky section of floor heralded his entrance into the next room. A statue of a homunculous stood against the wall to his right, and Valkorin stepped closer to inspect it. As he did, a shimmering cloud enveloped him and he felt like someone was helping him. A little unnerved Valkorin glanced around to ensure that nothing was amiss, then countinued his inspection. The craftsmanship was remarkable. The artist had managed to capture the grim set of a homunculus' jaw perfectly. In fact, if it hadn't been the color of stone, Valkorin would have mistook this statue for a real homunculous. "What was such a work of art doing here?" he wondered. Leaving the room, Valkorin opened a secret door he found. It led into a room with a pony and a gecko. Doubting he could handle a pony, even with magic, he threw the lichen corpse he had saved at it. The pony ate it, and seemed more kindly disposed toward him. It even helped him kill the gecko. A hobbit wandered over to Valkorin next. He made short work of it with Tama's help. As Valkorin backtracked, trying to find the stairs, he passed by a gray ooze on the floor. Probing it with his staff, it bit back at him, slightly wounding him, but not affecting his cloak. Valkorin killed it. Valkorin felt wise. He must have been observant. He also still felt tough. Hungry again, he decided he would eat the egg he had found earlier. "Ugh." It was rotten. Continuing on his way, Valkorin started to feel mildly nauseated and slightly confused. He couldn't seem to think straight, which was very inoppurtune since he spied a hill orc coming toward him. But he trusted Tama to fend it off while he recuperated. Valkorin wasn't disappointed. Tama killed the orc, and suddenly Valkorin vomited, able to move again. Never again would he eat a rotten egg. Valkorin was desperately hungry now. He was fainting. He quickly killed a giant rat he saw and ate it, but it didn't help much. He heard a crunching sound, and a rock mole came through the wall. He killed it too, and ate it, but this didn't help either. But he did take the glod and gems that the rock mole had no doubt picked up as it traveled through the rocks it ate. As he set off in serch of something else he could eat, Valkorin started fainting again. Tama killed another rock mole, but this one didn't leave a salvagable corpse, so Valkorin in desperation, prayed to Anhur. As he began praying, a shimmering light surrounded him. Finishing the prayer, Valkorin could tell that Anhur was pleased, and lo and behold, his stomach was no longer empty. It was full and content. Valkorin breathed a sigh of relief. Killing a goblin standing in his way and taking it's tripe ration from it's cold dead hands, Valkorin suddenly encountered a sink. "Here? In the middle of this stupid dungeon? What next?" Valkorin wondered when he would cease to be creeped out by this dungeon. He was a little curious if it still worked so he turned it on and took a drink from it to quench his thirst. The water was scalding! Valkorin sputtered and coughed, his tongue in agony. Mad, he kicked the sink. This turned out to be a grave error though. Or was it? The dish washer had returned, and she wasn't looking particularly angry. In fact, he was very attracted to her. The succubus, for that is indeed what she was, stepped closer and began to help Valkorin undress. Time seemed to stand still as the two lay in each others arms. It was very enjoyable for him, and he'll always remember her. The succubus demanded payment, but Valkorin refused. She disappered, saying "you'll regret this Valkorin!" Valkorin snorted. Unlikely. He hastily donned his cloak on again as he turned to face a new threat. A mountain nymph was rapidly approaching, a lustful and mischievious smile draped on her attractive features. Valkorin weaved an incantation and released another force bolt at her. He was worried, because he had heard tales of nymphs, they would seduce you, and when you were most vulnerable, they would steal your most valuable possession and teleport away. When the force bolt did little damage, Valkorin decided the best course of action would be to run and let Tama deal with it. Unlike him, Tama was immune to the nymphs' powers of seduction. But it wasn't that easy. Suspecting his imminent flight, the nymph sped up, until she was right on Valkorin's heels. Valkorin ran as fast as he could, but he couldn't shake her. Tama followed as well, biting the nymph until she bled to death. Valkorin paused to catch his breath after his mild exertion, then he searched the nymph's body. He had read that there were two things a nymph always carried with herself; a mirror and more usefully, a potion of object detection. He found it after a few seconds search. Hoisting the dark potion triumphantly, he labled it, and stowed it in his pack with his other belongings. But the battle wasn't over yet! Just as he turned the corner back to the sink, the succubus returned. She immediately started clawing Valkorin, who managed to dodge a few, but got heavily injured by the ones that got through nonetheless. "I'd like you to meet my friend Valkorin." The succubus said, dodging a force bolt and flashing him a wicked grin. A strange being hove into view. It was roughly humanoid in shape, but it's movements seemed mechanical and false. It was covered entirely in scraps of paper. Without a sound, it lunged toward Valkorin. Outnumbered, and considerably injured, Valkorin fled, but not before casting a last desperate force bolt at the succubus. The energy surrounded her, and it started to shimmer for a few seconds before completely dissipating. With a small grimace of annoyance, he turned the corner. This would prove a little harder then he had expected. Looks like he would have to rely more on his combat skills, something he was not too good at. At least he had Tama to help. Between the two of them, they made short work of both enemies. Searching among the wreckage of paper from the fallen golem, Valkorin found a blank piece of paper which looked salvageable enough to write a scroll on, should the need ever arise. He pocketed it, and after resting for a while to regain his strength, returned to the sink. On the way there, he encountered a hostile giant bat, a dog, another floating eye, and a hobbit. The hobbit seemed to be carrying Sting, a minor artifact. Valkorin was proud of this find. Returning to the sink, a centipede and a coyote were guarding it, so Valkorin killed them both, and ate the coyote's corpse which tasted terrible. Finished, he turned his attention back to the sink. Something had definitely happened when he had kicked it the fisrt time, so he tried again. Nothing happed at first, but suddenly-Flupp! Muddy waste popped up from the drain, and shimmering amidst it was an emerald ring. Valkorin pocketed it and continued kicking the sink. As the pipes vibrated noisily, a black ooze gushed up from the drain! A black pudding! Valkorin quickly put all his effort into killing it. This didn't prove too difficult with magic, combined with the fact that the pudding was rather slow in movement. Inspecting it's corpse, Valkorin determined it safe to eat, so he did. The meal did not prove toxic, but it did give him a bad case of stomach acid. Just as he finished eating it, a blinding flash of yellow light caught Valkorin unaware, and this proved too much for his retinas to handle, he was blinded, his shielding hand too late to reduce the effect. The blindness didn't last too long fortunately, and while it was in effect, Valkorin noticed something strange: He could sense the precise locations of monsters in his close vicinity, even though he was blind! He took two gnomes out in this way. With vision restored, Valkorin took some stairs leading down. *note to self: Make the gnomes mention the luckstone in their gnomish mines, and Valkorin thinks it will help him, so he goes down there. Valkorin was confronted by a hostile gnome, immediately upon descending the stairs to the Gnomish Mines. Killing it yeilded the apple the Gnome had been munching on prior to seeing you. What was it with these gnomes? Valkorin thought worridly. The ones he had known above ground were so friendly and helpful, why were these ones so different? He resolved to get the bottom of this matter. Valkorin saw a gnome lord to his left, this one hostile as well. Gnome Lords were like gnomes, except they were like nobles in the human world. As Valkorin stepped forward, the Gnome Lord grinned. Valkorin wondered why, but abruptly discovered the reason when a nozzle in the floor beneath his feet shot up some green sleeping gas. Being an elf, Valkorin was immune to this sort of trap. Valkorin grinned back at the now, shocked gnome lord, and killed him with a quick force bolt. Valkorin resumed his exploration of the brightly lit gnomish mines. Passing through a corridor, he marveled at the architecture of the place. Roughly hewn walls blended with the ceiling, and the torchlight scattered around ensured that not a single corner remained dark. Suddenly, a blinding light engulfed Valkorin, and he felt a wrenching sensation in the pit of his stomach. Some sort of teleportation trap he guessed. Thankfully, his magic robe seemed to protect him from it. The trap seemed to be guarding a box, as well as the rest of the mines. Valkorin quickly jimmied the the lock open, while crashing rock resounded around him. Busy gnomes. Can't leave well enough alone... The contents of the box turned out to be an egg and a ragged spellbook. Remembering his ordeal with the rotten egg, Valkorin resolved not to eat it. Instead, he turned his attention to the spellbook, eager to learn new magic. Turning a corner, Valkorin let out a whoop of joy. There, lined neatly in front of him, were two tunneling dwarves, a gnome overseeing them, and a hobbit. Valkorin cast force bolt and the invisble ray of energy plowed past them all, leaving no survivors. The loot turned out to be some weapons, armor, gold, and a pickaxe. Valkorin took the pickaxe and used it to make a passage for Tama to pass the teleport trap. He also tried feeding the egg to Tama, thinking she might be hungry, but he missed and it hit the wall instead. Splat! What a mess... This distraction was what led the Valkorin's demise. A gnome, a gnome lord and a dwarf cornered him, and attacked, all three at once. Valkorin desperately tried to fend them off, sustaining several heavy blows that seeped his precious lifeblood. The blood loss was beginning to take it's toll, Valkorin's vision was narrowing and darkening, and his movements were slowing down. Tasting blood in his mouth, Valkorin made a last desperate lunge at the gnome. It fell short and he collapsed to the ground, fading. "Damn you....Damn you all" Valkorin gasped with his last shuddering breath. =_=_ Forum:Chameleon Madness! Whilst playing SLASH'EM (current stable version), I encountered a chameleon in Sokoban's final level that morphed into a leprechaun wizard. That leprechaun wizard cast a spell of invisibility. The chameleon then morphed into a Summon Nasties monster (did not know what it was as I did not have See Invivible nor Telepathy). It remained invisible, and all of the nasties it summoned were invisible. The "E" word worked a few times, failed a couple of times. There was a Green Dragon and some other big and mean nasty. This character perished. Now, my question or reason for bringing this up is -- is this a bug? The way the invisibility carried over to the new morphed monster? More of a concern is, as to if it is a bug or feature, the summoned invisible creatures? That sounds buggy to me. =_=_ Scroll of flood In addition to random generation, a scroll of flood will be generated on top of a gravestone that reads "Apres moi, le deluge"; the phrase is French for "After me, the flood". Reading a scroll of flood causes a flood which creates pools of water around you. < ref > http://bilious.alt.org/?216 < /ref > If read while confused, the scroll instead removes a circle of water from around you, with the radius dependent on its BUC status. In Slash'EM Extended, the scroll of flood may be read by monsters as well; none of the pools will be created directly underneath the player in this case. =_=_ Ring of Increase Accuracy You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Refcard =_=_ Reference =_=_ Quick reference =_=_ Quick reference card =_=_ Home level =_=_ Locate level =_=_ Goal level =_=_ User:Bulwersator/UnNetHackPlus bug tracking Like other NetHack variants, UnNetHackPlus has bugs. This page tracks the status of the bugs in NetHack 3.4.3 in UnNetHackPlus, (new bugs introduced in UnNetHackPlus are tracked at https://github.com/Bulwersator/UnNetHackPlus/issues and UnNetHack bugs at http://sourceforge.net/apps/trac/unnethack/report/1). UnNetHackPlus' developer would appreciate feedback on these bugs, especially the ones marked as "Help" and "Useless" (if anyone knows what these bug reports mean, please let me know!). The bug has a fix available for it in some other variant, but that fix has not yet been merged into UnNetHackPlus. Monsters affected by stinking cloud always get angry at the hero even if the hero did not create the cloud. The bug is actually mostly fixed in NetHack 3.4.3, with one minor exception; the bug will still occur if loading a bones file from an older game in the 3.4 series. Skilled or expert caster of fireball/cone of cold can't target a monster known only by infravision or ESP. Fixed by Grunt. Fruit names ending in "us" are incorrectly considered plural. Clearly singular -us words that someone might conceivably use as a slime-mold name include cactus, lotus, fetus, octopus, platypus, torus, walrus; clearly plural ones include caribous, kudzus, marabous, menus, zebus; ones that can be either include asparagus, acanthus; adjectives include citrus, nutritious. Asparagus (the only one that's widely considered a food in the English-speaking world) and lotus (due to famously being eaten in the Odyssey) are the only such words that are even vaguely likely to turn up (unless someone is being deliberately over-the-top silly, in which case they deserve whatever weird message the game gives them). ki-rins and couatls can wear (and may have) armor. Shields, boots, gloves, and (non-metallic for ki-rin) helmets. Fixed by Grunt. If you self-genocide while polymorphed, the death message makes no sense. "You return to [racial] form. DYWYPI?" GruntHack changes this to "As you return to [racial] form, you die." Things that can kill you in the future (like stoning) can cause messages to show up out of order. "You are a statue. Your skin begins to peel away." Fixed in GruntHack. Monsters can hide under cockatrice corpses without getting stoned. Also: "You sit on the cockatrice corpse. It is not very comfortable." GruntHack contains a fix for this. It's not clear how to reproduce this. There's a FIXME at line 616 in weapon.c that could potentially be (indirectly) related. Cleric cast lightning doesn't blind as other lightning does. Refers to the monster cleric spell, CLC_LIGHTNING. GruntHack fixes this. The game thinks trappers hide on the ceiling. In D & D, they apparently hide on the floor. Turns up in two known places: dislodging a trapper with a drum of earthquake, and ambushing a monster while in trapper form. Fixed by Grunt. Unfortunately GruntHack fix depends on extension of structures introduced previously in this variant. Multiple unique monster problem also may be caused by corpses. If the unique monster in question doesn't normally spawn on that level, and was rather brought there from some other level (in the other game), zapping stone to flesh at it causes a segfault. Levitate over pit, while blinded, drop something: "The food rations tumble into the pit.", "You hear The amulet of reflection tumbles downwards." In the ranger quest, monsters can end up off the map to the left. The special level loader introduces a two column gap to the left of the main maze area; Jonadab thinks the monsters get generated back there. GruntHack fixes this by removing the two column gap in the special level loader. Trap messages referring to a named steed when hallucinating are poorly worded. If riding at the time, e.g. "You lead poor fire giant into a pit!". Fixed in GruntHack, though by a more complicated means than necessary for vanilla / NH4. If there is a food in a pit, you have to enter the pit to pick it up but not to eat it. Fixed in GruntHack. On polymorph, you can get the message "It turns into it". According to Grunt, this happens in vanilla if an invisible purple worm swallows a shapechanger. Confirmed in NH4 with an invisible pet w and a chameleon. UnNetHack Player polymorphed as a xorn can't pick up items in pits. You have to fall into a pit, which xorns can't. UnNetHackPlus+ After polymorphing into a xorn and returning to human form, player can be stuck in a pit that isn't there. After polymorphing into any non-phasing monster, you are reliably stuck in a nonexistant pit. Scaring a mimicing mimic gives an incorrect "turns to flee" message. Immobile monsters can have the "flee" status, but will not move away from you. Fixed by Alex Smith. When dying immediately on entering a level, the map may show you dying on the previous level. Notes: Can be reproduced by falling down a trap door with a wielded cockatrice corpse; bones will be saved on the destination level. You can untrap a monster in a pit while levitating. Source code comment ("This works when levitating too -- consistent with the ability to hit monsters while levitating.") You can trip over a cockatrice corpse safely. Wear gauntlets of fumbling and walk around among cockatrice corpses. "You see here a cockatrice corpse. You trip over it. You make a lot of noise!" Fixed in GruntHack, where tripping is unsafe if not wearing boots. A frozen swamp may be called a moat. Go to Juiblex's Swamp and start zapping around with a wand of cold. "The moat is bridged with ice! You hear a cracking sound." Fixed, along with several related misuses of "moat", in GruntHack by greater use of waterbody_name. There are several places that can't tell the diffence between a "hat" and a "helmet." There are some objects which are referred to in their descriptions as "hats" (elven leather helm - > "hat", dwarvish iron helm - > "hard hat", cornuthaum and dunce cap - > "conical hat"; one could argue that this applies to fedoras as well despite not having a separate description, as it's not a helmet). Several places in the code ("Fortunately, you are wearing a hard helmet"; "Your helmet blocks the attack to your head") always refer to the object in your armor slot as a helmet, even when it can't properly be described as a helmet (such as having a fedora block a mind flayer attack). When taking things out of a bag of holding, messages may say "lifting" instead of "removing." This happens when you get the confirmation asking if you want to continue (because your encumbrance level would increase and you are over your threshold). Fixed in GruntHack. GruntHack Cursed scroll of destroy armor on cursed armor doesn't always interact correctly.You can make the stats gain from putting on an enchanted helm of brilliance or gloves of dexterity permanent by cursing the armor and reading cursed destroy armor. If you hit a cockatrice with a weapon that breaks, you can be stoned. Reproduced by wielding a boomerang in melee combat with negative luck. Fixed in GruntHack. When blind and levitating, the hero can still discover stairs. Use the go down command. "You are floating high above the stairs." Fixed by Grunt Polymorphed or shapechanged monsters may get the wrong number of hit points. On polymorph, the ratio HP / max HP is preserved, perhaps this bug refers to rounding errors. GruntHack Weight of corpses on special levels may not be calculated correctly.This also goes for statues, e.g. the Oracle centaur statues. Dismounting and kicking a monster that jumps may result in landing on the wrong side of a wall. Kicking a monster makes them mnexto() you, then tries to flavour the resulting movement. In very confined spaces, mnexto() may not be able to find a space next to you after all. This applies to many monsters with speed > = 12 with a chance of 1/3 or 1/4 depending on how well you kicked, and the bug occurs whether it’s flavoured as “jumps” or “slides” or “floats” or whatever. (A subsidiary bug here: it can also be flavoured as “teleports”, yet trigger on a no-tele level.) Fixed by Grunt. GruntHack Monster thrusting one of multiple wielded daggers gives misleading message.The interface isn’t clear that wielding 6 daggers, or whatever, nevertheless means that you only attack with one. Also "[09:01] < Dentarthur > The soldier wields 14 spears!" (from #nethack) GruntHack Shopkeepers, doors, and traps interact oddly. For example, if you break a wand of digging on the entrance square, the shopkeeper will usually remove only some of the pits. Players throwing greased weapons have the same chance of them misfiring as if the object is cursed; monsters throwing projectiles suffer no penalty for throwing greased weapons at all. Killing your pet doesn't get you any experience when it should. Vanilla: This might refer to the fact you won't break pacifist conduct if you branchport into an already-full level - pets and followers simply disappear. The pacifist page has a few more "safe" ways to kill things. Fixed in GruntHack by allowing the boulder to finish moving before dealing damage to the player (this leaves the trap ready to snare whoever next comes across the bones). Possible alternative solution: place the boulder where the player is before triggering the damage in the current code flow, leaving the boulder on top of the corpse. Luck's effect on random events isn't always as intended.Several beneficial events are most likely with Luck=7, not maximum Luck. See rnl for details. unnethack Worn or wielded objects destroyed by dipping into lit potions of oil are not handled properly; this can result in odd game behavior. For example, if you dip your (worn) thoroughly burned robe into lit oil until it's destroyed and then try to wear another cloak you can't, because you're already wearing the robe, even though you aren't. Reproduced with a hostile trapper. The t remained on the display in its original location adjacent to the polyselfed hero for several turns, even though there was a statue of a trapper on the tile with the hero. Confirmed in NH4 by quaffing from fountain while engulfed by purple worm. In a similar vein, #praying on a cross-aligned altar also works. GruntHack Experience may not be correctly gained for monsters causing nonphysical damage. "Difficult" attacks it possesses make a monster worth more experience, but the way these bonus points are calculated underrates physical damage. UnNetHack You get confusing messages when you stop levitating while on a flying steed."You float gently to the lava." is probably the silliest variant. The messages don't consider the fact that you're flying. Warned as in from blessed scroll of food detection; no warning is given about it being "very dangerous", as with other monsters that cause petrification. (Medusa's corpse is also warned about incorrectly, warning about poison instead of petrification.) Fixed in GruntHack. To reproduce polymorph into vampire, wish for a pick-axe, apply said pick-axe down repeatedly. Alternatively, trigger a hangup-save after you finish digging and before you fall though. GruntHack Land mine explosion on a drawbridge doesn't work right. Bridge over lava is replaced with a pit. Related to 343-240. Bug relates to the nomovemsg variable being left set and unmul() being called later for an unrelated reason. An easy way to trigger it is to eat lizard corpses off the floor with nothing in inventory but worn armor in the presence of several hostile nymphs while your nutrition is between 1500 and 2000. When it asks if you want to stop eating, say no. (You'll stop anyway as soon as a nymph seduces you, but saying no causes nomovemsg to remain set.) If you pick up some armor and are quoted a price then read a scroll of enchant armor before paying, the price does not change UNLESS you drop the armor and pick it up again, in which case it then does. Enchant weapon works the same way. GruntHack If killed by the wish from a magic lamp (or similar situation) and a bones file is produced, the bones file has the lamp in the wrong state. If you kill a monster with a wielded potion of blindness and get blinded in the process, the corpse is shown, but I'm not sure whether this is a bug and also not sure whether this is what the bug description refers to. Message from angry shopkeeper giving a price when hero picks up an object has poor spacing and construction."For you, scum ; only 534 for this emerald ring." (note the extra space) When flying down a hole or a ladder, the messages are inaccurate.Doing this with a ladder while polymorphed actually produces no message at all. The message is most likely related to flying steeds, though; while riding a ki-rin, you climb up ladders, fly down ladders, and jump down holes, which is a clear inconsistency. (It's not clear which of the messages is correct.) I was an XL7 human tourist, polymorphed into an elf, lost two levels to a vampire, polymorphed back to human, and was XL4. I then polymorphed to elf again, lost one level, polymorphed back to human, and my new form was too weak to survive. Options IBMgraphics, DECgraphics, and MACgraphics interact oddly in the config file, resulting in odd listings from the O command. Workaround: only specify one option in the config file. Eating various brains which should have special handling, don't. You may eat brain of ghost and safely eat brains of Medusa and Riders as mind flayer. Cancelling objects in or near a shop doorway may make the shopkeeper think you are a thief.The error’s in zap.c, around line 794; it checks to see if you’re in the shop, rather than whether the object is. Sometimes you can't rub an arbitrary object on a touchstone.Perhaps this refers to the fact you cannot check for kicking boots and gauntlets of power once the touchstone has been formally identified. Fixed by Sean Hunt. Message when death caused by kicking an object can be too verbose. Grunt says: I've thought that this refers to "killed by kicking a runed broadsword named Stormbringer" if the artifact was not identified, as opposed to "killed by kicking Stormbringer". The former behaviour has been acknowledged to be a bug to me in response to a related bug report of my own. The messages in question are ones issued upon entering certain levels for the first time. Arc, Cav, Tou, Wiz quests have issues that I noticed. Some spheres pick up objects and some don't. Tame flaming and shocking spheres (at least) pick stuff up. Hostile ones don't, and you cannot if polyselfed into any kind of e, because you can't reach the floor. There's no feedback when an unseen drawbridge opens or closes. The first time you play the passtune, you get feedback no matter what. Subsequently, you only get feedback if you can see or if something interesting happens (e.g., a monster gets crushed). Pets may continue eating after being paralyzed or falling asleep. Actually, if you use a stethoscope in wizmode you see that their hunger is changed all at once when they start eating, and I'm pretty sure the corpse is removed at that time too; the only real multi-turn effect of a pet eating is the inability to move, which is redundant with sleep or paralysis. Running, searching, and resting should stop wnen levitation ends. Quaff an uncursed potion of levitation and use a numeric prefix to rest for 9999 turns. GruntHack or Creatures that can fit under doors can't fit through diagonal gaps. Tested with black puddings. Refers to diagonal passages through rock only (they do fit between boulders ok). GruntHack Mattock is mishandled when forcing locks. You bash a lock with a pickaxe (i.e. it is considered blunt), but pry with a mattock (i.e. bladed). The game panics if a magic trap tames a monster that just expelled the hero. per Grunt: mon.c:583 still refers to the old invalid monster (more detail on rgrn). Changing locations while asleep lets you see objects or read engravings." I didn't reproduce the described bug, but I did discover that upon waking up the display is not properly updated until you move. " Polymorphed spellbooks don't behave as intended.If the spell wasn't present in the spellcasting menu when you read the book, it is never blanked, regardless how many times it was already polymorphed. This bug also affects spells forgotten due to a non-blessed scroll of amnesia. Gender and/or size of some quest quest leaders and nemeses are wrong.By Jonadab: The following do not have a gender specified (in monst.c): The Grand Master, The Arch Priest, The Minion of Huhetotl, Ixoth, Master Kaen, Nalzok, Scorpius, The Master Assassin, and the Dark One. I'm guessing some of those should have a fixed gender. As for the size, the encyclopedia entries for Orion and for the Norn seem to imply they should be larger (currently they are MZ_HUMAN, i.e., medium size). Monsters can teleport to or be created outside of legal area in special levels.Examples are xorns off the map in Sokoban or ghosts on the edge of the map of the Astral Plane. GruntHack Using a cursed lamp while blind may give inappropriate messages.If it fails to light, even a blind character will observe that it "flickers for a moment". Player polymorphed into guardian naga spits the wrong kind of venom. "Your venom burns the dog!" (I guess this is acid.) However, when a guardian naga attacks me, "The venom blinds you." you can create fireproof candles by erodeproofing a wielded pick-axe, then polymorphing it. IIRC you can't wish for fireproof candles directly, and it doesn't make sense for a working candle to be fireproof Falling into lava does destroy them, but zapping with a wand of fire doesn't seem to (neither when they are in the player's possession nor when they are on the floor), nor falling into a fire trap (while holding them in open inventory). GruntHackProper names may be incorrectly preceeded by "the" when hallucinating. Some of the capitalized entries in bogusmons should (and do) get the article ("The Ravenous Bugblatter Beast of Traal", "the Klingon", etc.), which is all very well, but others very clearly should not and yet currently do ("The Totoro", "The Barney the Dinosaur", "The Morgoth", "The Godzilla", "The Smokey the bear", "The King Kong"). The code needs a way to distinguish these two cases -- either two separate lists, or some kind of flag to indicate which ones that should not use "the". Allegedly fixed by Grunt; fix ported with fixups by Sean Hunt. Still not sure if it catches all cases. Reading scrolls may give redundant feedback messages.Read cursed remove curse while confused: "As you read the scroll, it disappears." ... "The scroll disintegrates." Ray Chason Upstream Using Magicbane may cause an ungrammatical message.Possibly refers to monster names incorrectly being considered as plural forms, e.g. "Chops are confused." with a monster named "Chops" Cancelled nurses may give inappropriate messages. Believed to be related to #chat, she'll say things like "Take off your shirt, please" even though she can't do use the "attack" around which those messages are flavored. Scroll of mail can be abused slightly. Perhaps this refers to the fact shopkeepers will eventually start charging for mail if you pick up enough of them. Alternately, may refer to using the mail daemon on Astral to clear a path. Autopickup fails during a failed untrap attempt. Player is involuntarily repositioned onto the trapped tile, but items there are not automatically picked up. Damage by silver weapons is sometimes higher than intended when hero is polymorphed.Perhaps this refers to the fact players hit multiple times with the same weapon if polymorphed into a form with several weapon attacks, e. g. Aleax or marilith. There is a bug in description of the bug - it applies to tame prisoners (MS_DJINNI is mostly OK, but tame one - "Sorry, I'm all out of wishes." is weird). Wisdom is mishandled when rumors are used for random graffiti. getrumor() exercises or abuses wisdom, which doesn't really make sense when it's being used to generate random graffitti on the floor. Putting on the Eyes of the Overworld while blind gives an ungrammatical message. "You are blasted by the pair of lenses' power! You are now wearing an Eyes of the Overworld. You can see!" Also, the possessive form (the Eyes of the Overworld's), which shows up if you are blasted by their power when they are identified, is arguable. Jumping over an already seen trap may give an ungrammatical message. "You pass right over a anti-magic field." The message is also semantically odd for a falling rock trap, due to the word "over". No message is generated when attempting to name a monster that cannot be named by the player. Confirmed with shopkeepers. Meditating monsters continue meditating when affected by something which wakes sleeping monsters. For example, playing a leather drum does not awaken them. Specifying role and/or race and an invalid alignment in NETHACKOPTIONS or config file causes a misleading message. "Incompatible alignment." UnNetHack Temple donations and protection lost to gremlin attack interact incorrectly.Specifically, a gremlin steals only the effectiveness of divine protection, not the amount. Saving and restoring a game while punished and swallowed sometimes loses the ball and chain. I read an uncursed scroll of punishment, tried to pick up ball but it burdened me, so I set it back down, then I got swallowed by a purple worm, saved, restored, and the ball and chain were gone. Wielded light source may get missed by rust trap. According to Aardvark Joe, your lamp will go out if the water hits your body, but never if the water hits the arm wielding the lamp itself. Attacking a hidden monster sensed via ongoing monster detection is interrupted inapropropriately. "Wait! There's a snake hiding under an uncursed pear!" Yeah, I kind of knew that. UnNetHack The database entry for "monk" has a typo.There should be a comma after the quotation. Traditional typesetting would do this: "No," replied the monk. Modern style (developed within the last thirty years) might put the comma outside the quote. Pushing a boulder onto a level teleporter trap could cause repeated messages. Happens about three times out of ten. "You push the boulder and suddenly it disappears! You push the boulder and suddenly it disappears!" May be triggered when the levelport selects the level you and the boulder are currently on, and the code runs again to select a different destination. Hero arriving on a very crowded level may land on a monster causing game state corruption and possibly a crash. mnexto failed (do.c)? Program in disorder - perhaps you'd better save. rloc(): couldn't relocate monster Program in disorder - perhaps you'd better save. Hero grabbed or engulfed due to conflict should be released when conflict ends. Not only are you not released, but it's not obvious how to get out without harming your pet. Changes in hallucination state are not reflected properly when also mimicing. "Oh wow! Everything feels so cosmic!" ... "You return to human form! Far out! Everything is all cosmic again!" Again? Also, the hiding is not relevant here; this bug can also be reproduced when polyselfing into other blind monsters, e.g., a gelatinous cube. Divine gifts resulting from #offer are identified when blind.If Stormbringer is gifted to a blind character, it will still be described as a "black sword". "quoting Blindness#Object_appearances: "The special attacks of the Tsurugi of Muramasa and Vorpal Blade always tell you the artifacts's appearance.[22][23][24][25] The gift you would receive on crowning as neutral or chaotic are made "seen" if you are already holding it."" & curid=20755 & diff=83570 & oldid=78199 Certain items that should never be created in Gehennom can be created there. Most likely refers to spellbooks, although the circumstances are unknown. Possibly refers to objects generated in boxes/chests? Hero can be blinded while fainted. "You faint from lack of food. It explodes! You seem unaffected by it. You regain consciousness." Perhaps the dev team intended it to wake and blind you? Hero can "feel a bit steadier" while unconscious. Aardvark Joe says, eat a bat corpse, then quaff a potion of sleeping. poke vlad with magicbane until he's confused and wounded. Assume he's created with a scroll of teleportation. He will read it, and levelport to any random level in the Dungeons of Doom, Gehennom abvoe his tower, and his tower. & curid=20755 & diff=83570 & oldid=78199 Elbereth is sometimes ignored by monsters. Could refer to the need to "mark" the square with an item (an artifact of the effect originally belonging to the scroll of scare monster), or that Kops only respect Elbereth when you're on it. Missile which kills engulfer is temporarily lost when hero is expelled. May refer to the missile being placed on the ground after the player is, rather than before, which can be noticed via autopickup. Hero can die due to "burned by burning" or "drowned by drowning."A lot of similar combinations are possible by messing around with delayed_killer by stacking many delayed instadeaths on top of each other. Eating a Rider corpse doesn't work quite right.If you start eating it, die as a result, and lifesave, you can finish it safely. (The same thing happens to some other sort of corpses, like rotten ones, but not nearly as obviously.) Carrying too many items creates uselessly long prompts. Using a WIZKIT allows player to have too large amount of items, what results in prompts with repeated # sign (for example on dropping items). I do not consider it useless. Hero can sometimes carry too many boulders. Even the number of available inventory slots is no obstacle when polymorphed into a titan. Inventory display doesn't mention unpaid items in a container the hero owns. The container is listed, but its contents are not even if unpaid. Not sure exactly what the expected behavior would be here. A similar effect applies to monsters getting dressed, while wearing a cursed cloak / body armor. You can #dip a shirt that's covered by DSM into holy water, but you cannot apply grease to DSM that's covered by a cloak. UnNetHack Time is distorted while sinking into lava.Because lava sinking is checked once per player input (inexplicably), as opposed to once per player turn or once per time-consuming action. Moster teleported together with engulfed player: "%s suddenly disappears!". Monster teleported away, without player inside (happens in endgame) - no message. location of buggy code, this patch is not fixing second case Sacrifice on an altar can have unintended consequences.Perhaps this refers to the fact the corpse of a former pet does not vanish. The relationship between crossbow use and strength is wrong. This has been altered in SporkHack and debated on rgrn. In Next version, Pat Rankin said, "As far as crossbows go, they were changed some time back to shoot for maximum distance regardless of strength or dexterity, and to require high strength to retain full multi-shot volleys." Engravings can transfer between a moat and a drawbridge. Engrave on the bridge, then step away and play the passtune. Hero can create a pit in air. Can be accomplished by setting a land mine and waiting for a monster to trigger it (or I suppose you could trip it yourself). Related to C343-82. Priests will pick a random spot next to their altar, and try to go there whithout stepping into your line of attack. Game-play observation implies this "without" part also blocks them from stepping onto a (bones file) grave. For example, if there's a grave on the tile directly inside the door of a shop, the keeper will not step there, making it easier than it should be for you to get in and out of the shop. You can walk in with a pick-axe in open inventory, for example, or walk out with shop merchandise (although in the latter case you face Kops and striking, and THEN the shopkeeper will finally step on the grave and come after you). I'm not sure exactly how this applies to priests, though. Hero trying to kick beyond map edge is handled improperly. According to Aardvark Joe, "I suspect this bug refers to the fact that the code does not validate the location that you're trying to kick, and can end up accessing memory outside of the map structure, which can cause memory corruption. I'm able to recreate this in NH4 by kicking a location off of the edge of the map, and eventually end up with a segmentation fault." Engraving with an empty wand handles time wrong.If you cancel the engraving text prompt or are levitating, no time is spent. A magic portal may be deactivated if the game is saved due to hangup while changing levels. The official buglist mentions "Leave the level some other way then return to it." as a workaround. Cursed corpses wielded by monsters are not handled properly.Perhaps this refers to the fact wielded items are always dropped when a monster polymorphs. Ridden steeds are sometimes immune to gas traps. Specifically, if the player has intrinsic sleep resistance, it protects the ridden steed as well. Sleeping steeds can jump. I get "you can't see where to land", no matter how well lit things are. Once the horse wakes back up, I can see to land just fine. Polyporph mis-handles a used and wielded leash. Polyself into something that cannot wield (e.g. a hell hound). "You find you must drop your weapon!" This leaves an in-use leash on the ground. Your pet can even pick it up, carry it around, drop it, and it's still listed as "(in use)". GruntHack Probing may miss Schroedinger's cat.The cat is created only when the container is opened, but should be when it is observed. Force may work when hero can't reach lock being forced. For example, while wearing a ring of levitation, you can #force the lock on a chest, but you cannot #loot it. Hero on drawbridge when it's destroyed is not handled properly. Destroy a drawbridge by zapping a wand of striking or of digging downward while standing on the bridge. "The drawbridge collapses into the moat" without harming you, leaving you standing on the moat even if you are not properly equipped to stand there. Information has been posted to rgrn about the dev team's fix for this; to find the thread, search for phlebocratic postreticular apodiosis. ("It now calls spoteffects() for the hero or minliquid() for monsters. If the exposed terrain is water or lava, then the former bridge occupant will fall in (and hero might crawl out of the water); other under-bridge terrain is safe.") Game says monster speed changes even if monster can't move at all. Fixed in AceHack. Reproduced in NH4 by zapping wands of speed and slow monster at a red mold (which is sessile, according to the wiki). Changing alignment and held artifacts interact incorrectly.E. g. you still enjoy the when-carried benefits of artifacts you could not pick up due to your current alignment. Activating a shop-owned figurine sometimes don't entail shop charges.If you pick up and drop a cursed figurine, the timer will stay live. Will this eventually incur charges? GruntHack Rings do not show up in the "what do you want to charge?" prompt when they should. Applies to oil lamps, too. Backstab bonus interacts incorrectly with thrown weapons and two-weapon mode. Two-weapon does not get backstab at all while each fired weapon does individually. Nymphs can steal things they can't pick up.They can steal Rider corpses from gelatinous cubes. The bug might instead refer to nymphs stealing things that they don't naturally pick up, like potions. Engulfer under influence of conflict or confusion can swallow a monster and not be affected by water/lava/trap under monster until next turn. UH in UNH is unable to restore attributesUnicorn horn interacts incorrectly with ring of sustain ability. Non-cursed restores, but cursed does not decrement attributes. Price of unpack shop items may change when hero is forced to buy. For example, hunger status has an effect on food prices. Bones data can contain odd characters from player's dogname, catname, or fruit options; this can cause odd terminal-dependent behavior.NetHack fails to sanitise characters taken from options. Cutting a long worm in two will crash the game if the cut takes the worm to 1 HP or if long worms had become extinct. The message given when multiple potions of acid explode refers to a single potion. Refers to stacks of acid exploding when you go for a swim. It's possible to create an object of 0 gold pieces. You have to drop 4294967296 (MAXUINT+1) gold. Doing that twice crashes the game. Fixed on NAO. Secret door detection does not interact properly with features of the Planes of Water and Air. The next version promises to make wands of secret door detection find portals even behind clouds (but not update the screen). GruntHack Helm of Opposite alignment gives incorrect piety level. Currently, you retain your alignment record, e. g. it is possible to gain alignment for robbing a shop while chaotic and calming the shopkeeper while lawful. GruntHack Archeologists start out at basic skill level in sling. This is a side effect of their touchstone, which is considered sling ammunition. Wearing an amulet of restful sleep confuses internal sleep state bookkeeping. Perhaps related is the fact you can cure instrinsic restful sleep (from eating the amulet) by putting on and removing an amulet of restful sleep. If no co-aligned artifacts are available for gifting when required, gifting fails repeatedly. For example, this can mean trouble for elven priests who have named Sting and Orcrist in hopes of getting Stormbringer as their first sacrifice gift. Setting the fruit name fails if the new name is already known but happens to be not at the end of an internal list. Travel () command can get stuck trying to plot a path past an interesting dungeon feature, for example, a trap or fountain. Stethoscopes can sometimes be used more often than intended. If you save and resume, you can use it again for free. On an aside, saving and restoring loses the movement points you gain from speed, and makes your exercise prior to the save worth less. Shopkeepers can polymorph into forms that don't let them do their jobs. A blue jelly shopkeeper will buy and sell, but it won't move to block or unblock the door. GruntHack Auto-wielding a polearm may take no time. Does this also apply to pick-axes when you start digging? I am not sure whatever it should take time. GruntHack Cutting a level 0 long worm in half may lead to a worm with 0 HP, which may cause a crash. Fixed on NAO. GruntHack Hero polymorphed into a mimic with and hiding as an object does not unhide when polymorphing into a non-mimic. The same applies to pet mimics whistled over a polytrap. Putting on a ring of stealth never identifies it. A workaround is to check if putting on elven boots gives a message. GruntHack Hero can write a scroll not sufficiently identified. You can write any scroll you have named, even if you don't know the "scroll called FOOBIE NO IDEA" is the scroll you are trying to write. (original report) UnNetHackPlus One of the coyote names is spelled wrong. Nemesis ridiculii (from Soup or Sonic) is misspelled as Nemesis riduclii. While blind, some actions resulting in "Wait! That's a monster!" for a mimic posing as a door do not update the display correctly. Possibly, this refers to multiple stacks of gold in any bag: two stacks of $49 weigh 0, but one stack of $98 weighs 1. This might relate to shop-owned versus hero-owned gold. Kops may not be dismissed if the shopkeeper changes levels. You might want to pacify the shopkeeper on his home level. If necessary, steal a gold piece and pay him off again. Unlit candelabrum becomes unlightable if candles have exactly one turn of fuel left and it was applied in the wrong location. Hero can levitate and fly where it makes no sense. Stuck buried in lava while levitating... - I assume that it is this bug Hangup can be used to cheat.If you are slowly turning to stone and trigger a hangup after you are already immobile, you will be granted one action on restoring. Monsters that can't blow can still use a whistle. (breathless monsters) You can also use whistle with active amulet of strangulation UnNetHack Re-animating a statue containing gold produces too much gold.Works on former pets, shopkeepers, and other "special" statues. See the TAS writeup. It's possible to easily find the identity of a high priest on the Astral plane.This is the infamous Astral call bug. While blind and levitating, too much information may be presented. Does this refer to messages about monsters scared by an Elbereth engraving? Or typing to identify the stairs? Monsters seeking the Amulet attack temple priests to get it. > Why this is a bug? > > Because those monsters will also bring it to you, and you get to skip the entire Sanctum. The DevTeam even made the Sanctum unphaseable, so it's not intended to be skipped. > > > Probably the best way to fix this is by removing "those monsters will also bring it to you" part Under the Polish version of Windows 2000 SP4, screen output with a raster font shows wrong characters for many dungeon features. Attempting to start NetHack from within a zip utility doesn't work (this is not a bug) and gives a misleading error message < tt > panic Cannot open dungeon description - "dungeon" < /tt > (this is the bug). makedefs may fail to compile if < tt > sizeof(time_t) != sizeof(long) < /tt > makefiles were redone in UnNetHack DLB doesn't work under VMS if a file used by NetHack and without a dot in its name matches a VMS logical name. If time_t changes from 32- to 64-bits due to (e.g.) compiler upgrades, save files will not be compatible between old and new builds. Smartphone keyboard does not work. (Possible reference to: The XDA Cosmo aka HTC S620 is a Windows Mobile smartphone with a keyboard, yet Nethack insists on mapping every command to the twelve keys 0-9*#.) The hero can teleport on a non-teleport level: Get engulfed by a tame engulfer using conflict, end conflict, apply a magic whistle. Polymorphing a cloaked pet mimic (by whistling it onto a polytrap) does not unhide it, even if it turns into a non-mimic. You can reliably trigger clairvoyance (donation, cornuthaum, Amulet) by far-looking or wall-walking on turns divisible by 15 until your surroundings are mapped. Turns do not alternate correctly if the player has 24 movement energy exactly, and a monster has at least 24 movement energy. (Report) Lifesaving during slow engraving causes the engraving to appear on the ground before it should be completed, but (even if an Elbereth) not be effective at scaring monsters until it would have been completed. (rgrn post) Teleportitis while engraving has a similar effect: at the new location, you still work on the engraving on the old spot. Moving with the or ... commands into a warning symbol attacks (and stones you if applicable) if and only if it does not cover up an known from previous searching or movement. (see also: m, todo: document at cockatrice, warning, stethoscope.) Things are even more complicated if you are blind, or if there are invisible monsters you can't see. Testing a blind player with a peaceful shopkeeper: If you apply a stethoscope and it says Akalapi is there, and then "you move into it", without "Pardon me, Alikapi.", and he doesn't get angry. UnNetHack Picking up gold doesn't honor the setting of pickup_burden if the game is compiled without GOLD_OBJ (no prompt when the encumbrance level is exceeded). Demon gating produces somewhat more incubi than succubi, especially on lower dungeon levels. Cause: Makemon.c#line1352. (User:Ilmari Karonen computed exact number some time ago.) Jumping into portals with an item immediately before the portal prints messages out of order, and also autopickups the item (despite jumping over items not normally picking them up). (report) The travel command gets interrupted by engravings, even by dust engravings while blind. In every other respect, the game behaves as if you cannot feel the dust engraving while blind.(first observed by JoveHack) A player vampire lord who is wearing water walking boots and polymorphs into a non-flying form, will wet his stuff despite wearing water walking boots. A potion of levitation prevents this. (original report, source pointer, see also C343-193) Corpse stacking ignores age Easy to test with sacrificing - produce lizard corpse, drop on altar, wait till it is too old for sacrificing, produce new lizard corpse, drop it on altar. Corpses will stack and both will be too old for sacrifice. Now produce next lizard corpse and sacrifice it to confirm that "Nothing happens" is caused by old age of offered corpse. Pick up unpaid oil potion in shop, lit it, pay Fuel Tax, drop and sell it for more than you lost on Fuel Tax Two bugs relating to items vanishing from cursed bags of holding. 1) It doesn't use up a turn. 2) If it causes you to become unencumbered, the message saying so doesn't come until the following turn. Tame monsters create via #monster command as gremlin and ctrl + G in wizmode ignore hilite pet before their first move. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User:Bulwersator/UnNetHackPlus bug tracking/bugstatus =_=_ User talk:Bulwersator/UnNetHackPlus bug tracking The bug, unless I (and Grunt) misunderstand it, is that a statue of a unique monster, if left in a bones file, may be turned into the unique monster using or a statue trap. This is inconsistent as normally, some of these monsters are removed from bones, including their corpses (which could be revived). There is also the possiblity of generating the unique monster (say, Medusa on her level), then using on the statue to have two instances of the "unique" monster simultaneously present in your game. If you then turn both of these into statues and leave them in a bones file and that bones file is loaded, that game may have three Medusas, etc. I'm not sure why you "see no need" for GruntHack's fix (which actually only seems to fix it for specific monsters); it's consistent with wished-for statues of unique monsters, which will also turn into a doppelganger. —bcode & nbsp; < sup > talk & nbsp;| & nbsp;mail < /sup > 16:40, 23 March 2013 (UTC) it should be possible that the player doesn't forget anything when the "count * percent" is smaller than 50. Dancing with a mind flayer seems to prove that. The bug description is of course again quite unhelpful and even wrong. This is only true for flayers as there forget_objects(25) is used. If you are using scrolls of amnesia, you don't forget 2 discoveries as rn2(25) is used and that never will produce 25. --Bhaak (talk) 10:10, 22 April 2013 (UTC) =_=_ Spring of wolfsbane =_=_ Sprig of Wolfsbane You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Wand of fireball The wand of fireball is a new wand added in SLASH'EM, replicating the effect of the spell. When zapped, it generates a ray that stops on hit (even when hitting a wall), causing a single explosion. =_=_ This burns! =_=_ Template:Dagger skill table (SLASH'EM) =_=_ Passes walls You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Convict Role =_=_ Convict patch =_=_ Template:Alternate tilesets Additionally, an optional < tt > title < /tt > parameter may be specified to adjust the name used in the title in case the tile name is unsuitable (e.g. "XIXAXA XOXAXA XUXAXA / scare monster"). =_=_ File:RLTiles giant ant.png =_=_ File:PixelHack giant ant.png =_=_ File:Abigaba giant ant.png =_=_ File:Geoduck giant ant.png =_=_ File:Abigaba giant ant.PNG =_=_ User talk:MasterShizzle You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Tilesets =_=_ Staff of Aesculaipus =_=_ Abigaba tiles The Abigaba tiles (also called Chozo tiles) are a set of ASCII-derivative tiles for NetHack and SLASH'EM that are designed to provide an experience somewhere between a graphical game and an ASCII-game. Monsters are rendered according to the letter of the alphabet that with which they are represented, but with fonts, colors, and embellishments suggestive of what they represent. Most other items (weapons, potions, scrolls, dungeon features, etc.) are purely graphical. The key advantage of Abigaba tiles is that it is easy and intuitive for experienced players to learn what the tiles represent, while still providing a level of graphic detail that appeals to newer players. Abigaba tiles are available as an option on several ports of NetHack and SLASH'EM, including Dirk Zimmerman's iNetHack and SLASH'EM for iPhone and NetHack HD for iPad. =_=_ Abigaba =_=_ Chozo =_=_ Chozo tiles =_=_ Abigaba tileset =_=_ Chozo tileset =_=_ Why do I keep dying =_=_ WDIKD? =_=_ WDIKD =_=_ Invocation item =_=_ Talk:Cat This page is currently named "housecat", but it's actually about cats in general. I suggest moving it to cat; I can't do that currently because of [ Cat's edit history]. I think deleting cat for this purpose would be acceptable as it never had any content except for a redirect (initially to feline, now to housecat). =_=_ Housecat =_=_ Talk:Housecat =_=_ List weapons =_=_ List & reorder spells =_=_ List currently used tools =_=_ List currently worn amulet =_=_ List currently worn rings =_=_ List currently used weapons & armor =_=_ List currently worn armor =_=_ User blog:Zapwire =_=_ Creatures =_=_ Talk:Chat =_=_ Template:Level There is also a < tt > probability < /tt > parameter; specify this for levels that are not guaranteed to appear, like the Big Room in vanilla. The < tt > bones < /tt > , < tt > mapping < /tt > , < tt > teleport < /tt > , < tt > digfloor < /tt > and < tt > digwalls < /tt > parameters can be passed "yes" or "no". Alternatively, a note may be specified describing how the flag applies only partially (for example, mentioning teleport regions). If any of these parameters is left unspecified, it will be displayed as varies; this is intended for levels with multiple variants that have different flags, for example Mines' End. The flags common to all variants should still be specified. For levels with multiple variants, the < tt > variants < /tt > parameter should be specified as a list of variants (wikilinked to their more specific description, if possible). You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User talk:Church You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Dwarf/ru В NetHack или SLASH'EM вы можете играть за Дворфа. Вы будете выглядеть как (если не активируете showrace), но вы можете считать себя и и буквой . Хотя, использовать благословленный свиток геноцида для ликвидации пожирателей разума - плохая идея, так как это приведет к мгновенной смерти. Любопытно, что настоящий роли для Дворфа нет - Дикари примитивны, Археологи испытывающие отвращение к боям ученые, а Валькирии вообще женщины! Персонаж в привычном представлении воина/ремесленника/шахтера не доступен игроку в NetHack, по крайней мере в настоящее время. Эльфийский Странник и Орочий Варвар выглядят намного ближе к их типичному образу. В файле objects.c версии 3.4.3 ванильного NetHack так же определено несколько Дворфийских объектов. Все они перечислены ниже. Урон от оружия взят из weap-343.txt, а характеристики брони из armr-343.txt. Дворфийские предметы выглядят исключительными поделками из металлов. (В противоположность этим грубым поделкам Орков.) Мифриловый мундир никогда не ржавеет и не подвержен коррозии и имеет 3 единицы погашения магии, а так же на 1 очко защиты AC больше по сравнению с Эльфийским мифриловым мундиром, хотя безопасно зачаровать его можно только на +5, а Эльфийский можно зачаровывать до +7. Дворфийский плащ дает на 1 единицу AC меньше, чем Эльфийский и не добавляет внешней Скрытности. Дворфийский щит тяжелее Эльфийского, хотя и имеет тот же AC. =_=_ Template talk:Languages Maybe we should enable Japanese. There already is a Japanese language NetHack community. A read-only mirror is at http://nethack-users.sourceforge.jp/hackaholic/ On the one hand, the primary site blocks everybody located outside Japan, as an anti-spam measure. On the other hand, I'd like to lower barriers on our side. For example, Riding could get a subpage Riding/jp, which redirects to their article & sl=ja & tl=en & u=http%3A%2F%2Fnethack-users.sourceforge.jp%2Fhackaholic%2Findex.php%3F%25BE%25E8%25C7%25CF (translation). The redirect should use < nowiki > < a href="link" rel=nofollow > < /nowiki > since they & tid=23833 didn't update their links to Wikia. =_=_ Race/ru =_=_ Talk:Create pool You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Forum:Magicbane automatic first gift for wizard? =_=_ Template:Monsym/deep orc =_=_ Template:Monsym/durin's bane =_=_ Template:Monsym/watcher in the water =_=_ Template:Monsym/crystal ice golem =_=_ Template:Monsym/chillbug =_=_ Template:Monsym/blue slime =_=_ Template:Monsym/ice golem =_=_ Template:Monsym/dark angel =_=_ Template:Monsym/white naga =_=_ Template:Monsym/executioner =_=_ Template:Monsym/weeping angel =_=_ Template:Monsym/enormous rat =_=_ Template:Monsym/rodent of unusual size You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Template:Monsym/chromatic dragon (unnethack) =_=_ Template:Monsym/punisher You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Template talk:Alternate tilesets I am one of a growing number of NetHack players using smartphones and tablets to play the game. Most of us use one of various graphical tilesets because they are more friendly to the new media (I prefer the Abigaba/Chozo tileset myself). As such, I've long wanted to add alternate tiles to articles on monsters/items/etc. to make NetHackWiki more usable to people like me. I create the Template:Alternate_tilesets for this purpose, which produces a result like so: Hi! bcode and I have built a template that creates a collapsible floating table displaying alternate tilesets for a given monster/item/feature. We need to do a mass upload of the tiles to the wiki in order to get the template to work properly (currently looking like it will be ~7500 small image files). Rather than doing this the long way, we figured it would be more efficient and cleaner to work with you to upload them as a package. Can you let us know how you'd like to handle that? Hi, in response to your request to upload all those tiles: User:Paxed usually decides such things, since he's the one running the server. However, he's traveling right now, so please don't take it personally if you don't get a speedy reply. Once he's back, the quickest way to reach him is via irc.freenode.net in #nethack. That said, I'd vote to give you a bot account. You might want to prepare by making User:Prometheus77bot (or similar). --Tjr (talk) 19:20, 11 April 2013 (UTC) =_=_ QM =_=_ Talk:Asian pear Is there a bug filed against SLASH'EM about this item being called the "asian pear?" This would be more correctly called the "Asian pear" as Asian is a proper noun and thus capitalized. When referencing one of the continents by name such as in this instance, it is incorrect to lowercase the name. =_=_ Bugs in NetHack 4/trackerstatus This template is intended to help with the migration of the bugs listed on Bugs in NetHack 4 to the new tracker. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Arrows =_=_ Forum:Ascend with original (non-poly) pet in tow? Thanks for the tips! Pretty much what I thought, except for the stone to flesh trick, that's particularly devious.. Portable kitty! Shame there's no other ways to toughen them up, I guess polying is the best option after all. =_=_ Template:Rogue skill table (SLASH'EM) =_=_ Template:Paddle skill table (SLASH'EM) =_=_ Paddle The paddle is a new category of weapon in SLASH'EM, and is its own skill. The paddle skill is currently only used for the fly swatter. All roles except Ice mages, Necromancers, Rangers, and Valkyries can become proficient in the paddle skill. Somewhat amusingly, Priests can become expert, which evokes images of a strict theological school for children. =_=_ Talk:Astral vision The Eyes of the Overworld's illumination function don't seem to work in the (vanilla) Rogue level ("primitive world".) Anyone know if this is a bug or simply adherence to the original Rogue game? I only briefly noticed it, and didn't check if the monster/object locating functions are also disabled. -孟謙 =_=_ Template:Knight skill table (SLASH'EM) Hi, I'm Paul. I've been playing NetHack for decades, but only learned how to ascend thanks to the myriad of tips and information here on this site. Hell, I never even made it as far as Gehennom (notice the bad pun?) before I found this site, one YASD after another. I teach English (despite being trained as a botanist!) in Asia, and as such am a bit of a stickler for usage, grammar and spelling, but I vow to make most of my contributions of a more useful sort as I continue to play this most awesome game. Seriously, my students can't believe this is the ONLY computer game I play, but I do my best to describe to them its finer qualities over the graphics-bloated crap they waste their lives on these days. I even tried tiles once and found it less appealing than good ol' ASCII. I am on my own sort of "quest" to bring people back to the more cognitively challenging recreation (addiction?) that NetHack offers, though the language/culture barriers of my current state make it a challenge in and of itself. Wouldn't it be amazing if NH were translated into Chinese? A scary and appealing thought at the same time...hey DevTeam, are you reading this? =_=_ Bar-igura =_=_ Bar-Igura =_=_ Template:Priest skill table (SLASH'EM) =_=_ Template:Monsym/floating eye (UnNetHack) =_=_ Pirate The Pirate is a role added in the Pirate Role patch, which was developed using Nephi's preliminary Pirate patch as a base. Pirates are a melee focused class that may have trouble finding a good weapon. Their first sacrifice gift is the Marauder's Map, and their crowning gift is an artifact cutlass (scimitar), Reaver. Their default pet is either a parrot or a monkey. The pirate quest sees the Pirate traveling from the pirate stronghold of Tortuga to Shipwreck Island to retrieve the Treasury of Proteus from Blackbeard's Ghost. The Treasury will periodically polymorph its contents while carried. In addition, it grants magic resistance. It's described as so cursed, it sucks in lesser curses like a black hole (it blocks curses, similar to what Magicbane does). In dNetHack, artifacts generate 4 times as often as for other roles when you're a Pirate. Normally, each random item on the floor has a 5% chance of becoming an artifact if an artifact of that base type exists, but pirates increase that chance to 20%. However, they can only ever receive one sacrifice gift - the Marauder's Map. The patch treats the cutlass as a kind of scimitar. In real life, the cutlass is usually a much shorter sword than the scimitar, though both usually have conspicuously curved blades. Both are also related to the saber--the scimitar through the Persian shamshir and Turkish kilij, which were probably influenced by cavalry sabers used by the Byzantine Empire--but NetHack treats the scimitar/cutlass and saber as distinct weapons. NetHack is not real life. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Template:Firearms skill table (SLASH'EM) =_=_ Forum:Cannot compile Nethack/SlashEm using tiles. I've been trying to compile NetHack and Slash'Em from the source files but cannot get them to compile with the graphical tile set. I am using Windows 7, unpacked the source files using 7-Zip and used MinGW to compile. My goal is to play a slightly modded Slash'Em with the graphical tile set. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. I am currently playing a lawful priestess, and after clearing Sokoban and the Gnome King's cellar, I was faced with a conundrum. While I had relatively good armor (AC -3), I had no reflection, a blessed corroded +1 mace, and my spells are identify, detect food, and force bolt. My intrinsics are telepathy, see invis, and resist poison. As much as I had avoided even thinking of digging for victory in the past, it seemed like it was almost the obvious play. My quest artifact is worse than useless given my spell selection (I have a +2 orcish helm), and none of my three main problems (MR, reflection, weapon) have any obvious solutions, although polymorph control mitigates the MR problem and I could try and convert the minetown altar and hope I get a good artifact longsword from sacrifice. (which would cause problems getting the sceptre of might later) Success; got my first priest ascension (to go with my one valkyrie and one barbarian). The scroll of taming was my main plan for minotaurs, and there was one near where I landed on the castle level so it's a good thing I was prepared! My plan for getting the wand was to polymorph into a Xorn, snagging the wand then phasing back out. My Xorn form died, so I wound up going with the second of my plans: levelporting back to the top of the dungeon rather than using up another polymorph charge. In hindsight, that should have been my main plan anyways. Hurkyl (talk) 03:58, 28 April 2013 (UTC) You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Talk:Keystone Kop Can't you just steal some cheap junk and repay that, instead of the large fine? --Tjr (talk) 10:04, 28 April 2013 (UTC) Yes for the end-of-game disclosure of the born counter Source:Makemon.c#line802. No for extinction, since Kops and all other non-randomly-generated monsters never become extinct Source:Makemon.c#line804. --Tjr (talk) 13:12, 29 April 2013 (UTC) =_=_ Forum:+6 DSM? Converting dragon scales into dragon scale mail with a blessed scroll of enchant armor increases the enchantment of the resulting armor by 1. Does that increase come with the regular chance of evaporating a set that is already at +5, or is it a special case that allows you to get a guaranteed +6 suit of armor? =_=_ Talk:Speed boots The strategy section makes speed boots sound like an early-game crutch item that might end up in your ascension kit. In my experience, speed boots are used by about 90% of end-game characters, and the strategy should reflect that. I've never seen anyone use potions of speed as a substitute. They're heavy, not particularly common, last only 160 or so turns each, and unbagging and quaffing them takes time. If you do happen to have a decent sized stack of them, you'd probably prefer to alchemize them for more HP. The haste self spell works reasonably if you can get its success rate high enough, but not every character is a spellcaster, and unless you have the Eye you probably have other spells competing for your energy. You'll also probably drop and pick up the Amulet to save energy and nutrition, which, again, takes time and gives monsters a chance to surround you. So I'd like to rewrite the strategy section to present speed boots as the "default" ascension kit boots, and the spell and potion as alternatives that might work for specific characters. Does anyone disagree? --Darth l33t (talk) 15:00, 25 June 2021 (UTC) At 173 Junethack ascensions, and 144 usable games, a Chi-square P-value is .03263 for a relationship between Artifact Wishless and having possibly-wished-for speed boots during the EndGame. Proposed change to strategy section: If you don't plan on wishing for any artifacts, then speed boots may be a reasonable wish, although not the first priority. If you do plan on wishing for artifacts, (non-artifact) speed boots are less important than that. -Actual-nh (talk) 15:20, 29 June 2021 (UTC) At 173 Junethack ascensions, and 144 usable games, a Chi-square P-value is .03263 for a relationship between Artifact Wishless and having possibly-wished-for speed boots during the EndGame. Proposed change to strategy section: If you don't plan on wishing for any artifacts, then speed boots may be a reasonable wish, although not the first priority. If you do plan on wishing for artifacts, (non-artifact) speed boots are less important than that. -Actual-nh (talk) 15:20, 29 June 2021 (UTC) =_=_ Your surroundings change =_=_ Jedi The Jedi is a role added in the Jedi Class patch for SLASH'EM. A Jedi can play as a human, elf, or hobbit, and they are always lawful. The Jedi will meet the Jedi Master who tells him of a war between Lord Sidious and the Jedi over the Lightsaber Prototype, a lightsaber powered by the Force itself thus never running out of power. The Jedi must then fight along some of his fellow Jedi against the stormtroopers and Lord Sidious himself to gain possession of this powerful artifact which doesn't require charging, and can reflect beam attacks. The Jedi quest is quite difficult: Stormtroopers are tough foes, and most of the levels are wide open which makes it difficult to avoid getting surrounded. Lord Sidious is a summoner, and as is typical of quest nemeses will teleport to the stairs to heal if you wound him. While a Jedi has some nice advantages in the early game, including a powerful weapon (melee and ranged) and means to burn Elbereth, it is more difficult than most melee roles. In the early game, the Jedi should fight with his lightsaber, but only turn it on when necessary so as to conserve charges. The ability to burn Elbereth combined with a weapon that is not subject to corrosion makes kicking sinks and splitting black puddings with a junk weapon a great way to level up and gain some intrinsics. Since wearing anything other than a robe will nullify most of your advantages (including your lightsaber), you should try to find the best non-body armor you can and tough it out with the robe. Like playing a monk, an early wish is better spent on something other than dragon scale mail. A shield of reflection or amulet of reflection, speed boots, or a source of magic resistance are all good candidates. If you decide to wish for a quest artifact such as the Sceptre of Might or Crown of Saint Edward for your magic resistance, be sure you have enough hit points to withstand SLASH'EM's augmented blasting damage. Given that Jedi are lawful, they should dip for Excalibur as soon as possible, and take advantage of the extremely strong lawful artifacts (Sword of Justice, Snickersnee, and Grayswandir) that they can gain skill in. They should also sacrifice for minions as soon as possible. Once the Jedi gets past early game and gets the awesome quest artifact, they can become a very powerful melee and ranged fighter, albeit not much of a spellcaster. The reflection granted by the Lightsaber Prototype compensates for the penalty that Jedis have when wearing body armor. Even without the need for silver dragon scale mail, a Jedi still needs a source of magic resistance and drain resistance, two other extrinsics commonly conveyed by dragon scale mail. Magic resistance is commonly obtained using the cloak, but the other two are problematic. Note that in SLASH'EM artifact weapons can be dual-wielded, but when doing so you only get the extra wielding effects of your primary weapon, thus one cannot simultaneously have Excalibur's drain resistance and the Lightsaber Prototype's reflection. For this reason, a player might want to consider an amulet of drain resistance, or accepting the body armor penalty at higher levels (where it doesn't significantly affect gameplay) to wear dragon scale mail armor. This was done in Linux, most should be transferable to other platforms. You can probably recycle a lot of the bellow for other patches. Slash'EM Extended and SlashTHEM have the Jedi patch applied. In those variants they are also allowed to enhance their firearms skill up to Expert. =_=_ Jedi quest You start in the Jedi Temple, a tall building high up in the sky. The black spaces indicate air surrounding the temple rather than rock. The Jedi Master is at the point indicated by guarding a treasure chest containing a scroll of charging, another random scroll, and two additional random objects. There are four peaceful padawan and nine peaceful jedi, as well as eight stormtroopers patrolling the level. The stairs are randomly placed at one of the three marked positions. This level represents a sun, two water planets, two asteroids, and a barren planet made mostly of rock. There are fifteen random objects, fifteen storm troopers, and fifteen traps placed randomly on the level. The represents Lord Sidious, who is guarding the Lightsaber Prototype. The level is generated with ten randomly placed jedi and 20 randomly placed stormtroopers. Besides the three marked spiked pits (), there are ten other random traps on the level. =_=_ Talk:Intelligent =_=_ Lord Sidious Lord Sidious is the Jedi quest nemesis in the Jedi patch for SLASH'EM. He is a pushover, the real difficulty, is the army of stormtroopers that surround him. =_=_ Jedi Quest =_=_ Stormtrooper A stormtrooper is a new monster found in the Jedi quest in the Jedi patch for SLASH'EM. They are generated with a full set of plasteel gear (armor, gloves, boots, and helm) and either a heavy machine gun with 50 bullets or a submachine gun with 30 bullets. =_=_ Temple of Moloch =_=_ User talk:Darkqu You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Talk:Lord Sidious =_=_ The Lightsaber Prototype The Lightsaber Prototype is the Jedi quest artifact in the Jedi patch for SLASH'EM, the prize for defeating Lord Sidious and his army of storm troopers. It inherits excellent stats from its base item. Like any regular lightsaber, it provides very good base melee damage. Even at +0 it hits all monsters, even if they normally require an enchanted weapon to hit. It can also burn through doors, statues and solid rock in the manner of a pick-axe. Additionally, it has a +10 damage bonus and a +5 to hit bonus, it provides reflection when wielded, and an energy boost when #invoked. Unlike a regular lightsaber, it never runs out of power or needs charging, so it can be wielded indefinitely. If a Jedi, the player has the ability to throw and catch it back like with any lightsaber, similarly to the Valkyrie's ability to throw and catch Mjollnir. If you wish for this artifact, make sure you are at least lawful and able to withstand its artifact blast. It's an intelligent artifact, so it will blast you for quite a lot even if you are lawful because you aren't a Jedi, and you will be unable to even pick it up if you are not at least lawful. You can unrestrict lightsabers by wielding one when you get crowned. The additional +5 to hit bonus will also help a lot. With average damage of 26 vs. large (but only 21 vs. small), plus reflection, plus permanently burning Elbereth, plus burning through solid rock, plus hitting like a +4 weapon, plus the Jedi only ability to attack from range, this weapon even outclasses the infamous Bat from Hell. The lightsaber energy value that controls how many turns the lightsaber can be lit for uses the same internal variable as the invocation timeout, which may result in the Lightsaber Prototype working strangely when trying to invoke it. =_=_ Red lightsaber =_=_ Talk:The Lightsaber Prototype =_=_ Convict quest The convict quest sees you fighting Warden Arianna for the Iron Ball of Liberation. The quest leader is Robert the Lifer. You arrive in the portal in the upper left corner. There is a giant mimic near the entrance posing as a staircase. Your quest leader, Robert the Lifer, is at the point marked @. His room is a shrine with a chaotic altar. In addition, there are six inmates and 1-6 corrupt prison guards, randomly placed. Finally, there are four random webs and various prison debris (iron chains and heavy iron balls) scattered around. The entire level has undiggable walls. This level contains two inmates, four Keystone Kops, two Kop Sergeants, two Kop Lieutenants, and a Kop Kaptain. There is a barracks and a random shop in the indicated areas. The lower left room marked "supplies" contains an assortment of prison junk (iron chains and heavy iron balls) as well as an iron golem. The entire level has undiggable walls. There is an iron golem guarding the entrance to Warden Arianna's lair. Warden Arianna, with the Iron Ball of Liberation, waits in the center of the pentagram, surrounded by five lava demons (). Additionally, there is a chest in the lower-right corner of the lower-right chamber. Finally, there are six random fire traps. The entire level is undiggable. =_=_ Lava demon A lava demon is a new monster added in the Convict patch, incorporated into UnNetHack, DynaHack, dNetHack, Slash'EM Extended, and SlashTHEM. Lava demons are only generated in the Convict quest. Five lava demons appear on the goal level, at the points of a pentagram formed from lava tiles, with the quest nemesis, Warden Arianna, waiting in the center. =_=_ Talk:Lava demon =_=_ Lightsaber Prototype =_=_ Talk:Lightsaber Prototype =_=_ Warden Arianna =_=_ Talk:Warden Arianna =_=_ The Iron Ball of Liberation The Iron Ball of Liberation is the convict quest artifact in the convict patch and UnNetHack. It is the prize for completing the Convict quest. It is neutral for wishing purposes. Its base item type is a heavy iron ball, but it weighs only 300; this still makes it the heaviest quest artifact. When carried, the Ball confers warning, displacement, magic resistance, and automatic searching. When invoked, it allows its user to phase through walls, but at the cost of chaining itself to the user. A scroll of punishment may increase the Ball's weight. If the player is a convict, touching the Ball will erodeproof it and set its weight back to 300; this is an addition in UnNetHack. This unique artifact power essentially gives the player the ability to phase as if they were polymorph into a xorn, earth elemental, ghost, or shade. The player and all equipment may pass through otherwise solid material. Of course, water, lava, traps, etc. are still dangerous. The major problem with this artifact is obvious: it is extremely heavy. The weight is so much of an issue that many choose to abandon the ball and use other means for acquiring the benefits. =_=_ Iron Ball of Liberation =_=_ Talk:Kobold I have got the impression, that Kobolds often throw Cockatrice eggs at you. I'm not sure if theese are their starting inventory or they just picked them up. They also seem to pick up any Egg they find in the Dungeon, that they let hatch (if not Cockatrice). This leads to messages like "a centipede drops out of the Kobolds pack". As I remember, whenever something throwed a Cockatrice Egg at me it always was a Kobold. Is this just coincidence or intended ? I found nothing in the code, or spoilers related to staring inventory. --79.210.64.35 22:05, 3 May 2013 (UTC) =_=_ Category:Pages with broken file links =_=_ Vanilia NetHack =_=_ Vanilia =_=_ Template:Monsym/miner =_=_ Template:Monsym/lava demon =_=_ Template:Monsym/convict (monster) =_=_ Template:Monsym/robert the lifer =_=_ Template:Monsym/warden arianna =_=_ Template:Monsym/inmate =_=_ Template:Monsym/prison guard =_=_ Template:Metal =_=_ Moria =_=_ Talk:Moria =_=_ Category:Pages with unsourced statements =_=_ MediaWiki talk:Vector.css =_=_ Secret corridor =_=_ Hidden corridor =_=_ Morris =_=_ Template:Monsym/white naga hatchling You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Claws Currently it is necessary to click on "Latest discussions" on main page to access page that allows creation of topic. It is rather poor navigation to hide "add new topic" on page advertised as "Latest discussions". Additionally this additional click necessary to create new thread is a bit irritating. As there is available vertical space maybe adding "new topic" to main page may be a good idea? The only potential downside that I can imagine is that there is minimal risk of somebody blindly typing and pushing button just because it is possible. But I think that it is unlikely. =_=_ Core bug =_=_ Run =_=_ Help:Redirect A redirect is a page which has no content itself, but sends the reader to another article, section of an article, or page, usually from an alternative title. For example, if you type "Hidden corridor" in the search box, or follow the wikilink Hidden corridor, you will be taken to the article Secret passage, with a note at the top of the page: " < span style=font-size:85% " > ( < font color=grey > Redirected from < /font > Hidden corridor) < /span > ". This is because the page Hidden corridor contains the wikitext < tt > #REDIRECT & nbsp; < nowiki > Secret passage < /nowiki > < /tt > , which defines it as a redirect page and indicates the target article. It is also possible to redirect to a specific section of the target page, using the < tt > #REDIRECT & nbsp; < nowiki > Page name#Section title < /nowiki > < /tt > syntax. =_=_ Redirect =_=_ Asmodeus' lair =_=_ Talk:Shock resistance This is trouble some if, for example, one is reading up on Fire Brand or Mjollnir, and to get an idea of its effectiveness, follows the links from those pages to see what monsters are not fire/shock resistant, only to be taken to a page that has absolutely nothing to say about monster resistances. =_=_ Monster resistances title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid 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title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold 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title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid 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title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' =_=_ User talk:Stenno You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Template:Monsym/leviathan =_=_ Template:Monsym/tiamat =_=_ Template:Monsym/convict (player monster) =_=_ Template:Monsym/convict =_=_ Template:Monsym/baby tatzelworm =_=_ Template:Monsym/baby amphitere =_=_ Template:Monsym/baby draken =_=_ Template:Monsym/baby lindworm =_=_ Template:Monsym/baby sarkany =_=_ Template:Monsym/baby sirrush =_=_ Template:Monsym/baby leviathan =_=_ Template:Monsym/baby wyvern =_=_ Template:Monsym/baby guivre =_=_ Template:Monsym/tatzelworm =_=_ Template:Monsym/amphitere =_=_ Template:Monsym/draken =_=_ Template:Monsym/lindworm =_=_ Template:Monsym/sarkany =_=_ Template:Monsym/sirrush =_=_ Template:Monsym/guivre =_=_ Monster resistances (UnNetHack) title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' master mind flayer title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' arch-lich title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' title='Fire resistance' title='Cold resistance' title='Poison resistance' title='Sleep resistance' title='Shock resistance' title='Disintegration resistance' title='Acid resistance' title='Petrification resistance' title='Drain resistance' title='Magic resistance' =_=_ Template:Monsym/weeping archangel =_=_ User:Aaxelb/Monster resistances Here's the little script I wrote to generate the body of the monster resistances table (as well as the UnNetHack version). It uses Adeon's pinobot code. This page is as much for my own reference as for anyone else, and this was my first time playing with a purely functional language, let alone with Haskell, so please be gentle. To run this script, put it in a file (say, < code > resistancesTable.hs < /code > ) in the < code > pinobot/src < /code > directory, then: =_=_ Template:Monsym/chromatic dragon (UnNetHack) =_=_ Template:Monsym/floating eye (unnethack) =_=_ Template:Monsym/master mind flayer (UnNetHack) =_=_ Template:Monsym/arch-lich (UnNetHack) You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ File:Mac Nethack Carbon.png =_=_ MAXINT =_=_ Forum:Is it possible to patch NetHack in binary form? So I downloaded NetHack 3.4.3's binary release for Windows. Is it possible to compile it in such a form? Occultus (talk) 22:57, 8 May 2013 (UTC) =_=_ MediaWiki:Gadget-ReferenceTooltips.js if( !isTouchscreen & & ( window.pageYOffset || document.documentElement.scrollTop || document.body.scrollTop || 0 ) + $(window).height() > $( h ).offset().top + h.offsetHeight ) { =_=_ MediaWiki:Gadget-ReferenceTooltips.css =_=_ MediaWiki:Gadget-ReferenceTooltips Reference Tooltips: Roll over any inline citation to see reference information, instead of having to jump away from the article text. =_=_ Sokoban (SLASH'EM) Sokoban in SLASH'EM is largely the same as in Vanilla (see Sokoban). However, 15 additional maps have been added so that each level has 4-5 variants. As in Vanilla, the prize is either a bag of holding or an amulet of reflection. Both outcomes are equally likely. The amulet is more valuable than the bag because upgrading a sack or oilskin sack (with a potion of gain level or the gnome's tinker technique) can also produce a bag of holding. There are also new ways to cheat in Sokoban, such as the new liquid leap technique. However, many of these additional ways to cheat also incur a luck penalty. The entrance to Sokoban (an upstairs staircase) is located between levels 6 and 10 inclusive in the Dungeons of Doom, just below the Oracle. =_=_ Ring eating =_=_ User talk:Clothos You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Talk:Sprig of wolfsbane Odd. On NAO (3.4.3), despite max luck and both a cloak of MR and Magicbane, I somehow contracted lycanthropy and transformed into a wolf one turn after I had taken my wolfsbane out of my BoH. I ate the wolfsbane as a wolf, and nothing happened. Assuming I was somehow "cured," but left in wolf form, I was able to put on my ring of polymorph control and zap a /oPolymorph to return to human form. Two turns later I was asked if I wanted to turn into a wolf (still had on the =oPC). So clearly the wolfsbane did nothing. Thus the absolute statement "Eating a sprig of wolfsbane cures lycanthropy." is clearly subject to one or more of: restrictions (such as "does not apply when in wolf form"), a "chance to resist," or like nearly all actions within the dungeon, some odds of failure. Is there any actual cite for this? It looks rather dubious; I daresay someone believes it but that doesn't make it true. (In particular, if wolves were killed for preying on livestock, was it accomplished with wolfsbane or, say, bows?) =_=_ Source:Ref/get nh event =_=_ Source:Ref/nhbell =_=_ Source:Tty/wintty.c =_=_ Overenchant =_=_ Regenerate =_=_ Magic energy =_=_ Special monster =_=_ Higher score You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User talk:Hackmed You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ I crown thee... The Hand of Elbereth! =_=_ Thou shalt be my Envoy of Balance! =_=_ Thou art chosen to take lives for My Glory! =_=_ Thou art chosen to steal souls for My Glory! =_=_ Source:Ref/Oselect =_=_ Black Market =_=_ Talk:Black Market =_=_ One-eyed Sam =_=_ Talk:Rhaumbusun =_=_ Talk:Sacrifice Why is that considered incorrect information? In my own gaming experience, I've never been able to sacrifice partly eaten corpses. --Tjr (talk) 15:25, 1 June 2013 (UTC) The breakdown for your current chance to receive an artifact is a little unclear. The "Number of existing artifacts" suggests that destroying some of the artifacts in your game would increase the chances of receiving new ones, but people in #nethack tell me this is not the case. Also, artifact wishing considers how many artifacts have been generated so far, not the number currently existing, so I don't see why sacrifice gifts would either The bug is, that apparently it still moving as if it is attacking. It will teleport around you from time to time, getting in your way, blocking the corridor for a few turns etc... If you wield bloodthirsty stormbringer is maddening. =_=_ User talk:Ahri the Goddess You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User:Ahri the Goddess =_=_ Forum:Follower condition and keepdogs What decides whatever monster follows you to other level? It needs M2_STALK flag (this group of monsters is described in Follower article), but there are monster with this flag that refuse to follow you (for example Orcus or Cthulhu from UnNetHack). I thought that condition is M2_STALK, without M3_WAITFORU - but Vlad is happily following me and he have both flags. Source:Ref/keepdogs is a relevant function but I am not understanding what happens there (I thought that " & & !(mtmp- > mstrategy & STRAT_WAITFORU)" should keep Vlad from following). Bulwersator (talk) 16:00, 23 May 2013 (UTC) =_=_ Forum:Stone to flesh on a pile of statues =_=_ Metallivores =_=_ You hear a crunching noise. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Eviscerate Eviscerate is a technique available to lycanthropes in SLASH'EM that allows the player to grow wolf claws and let out a flurry of attacks that can be quite damaging to foes. It is thus a good technique for a low-level player to use in an emergency. In order to use the eviscerate technique, you must be in human form, not wearing gloves, and not wielding anything in your hand. You will attack up to four times, stun your foe, and do your normal barehanded damage (1d2 plus applicable strength, skill, and other bonuses) and extra damage between half of your current level and your current level + 1. Thus even a low-level lycanthrope can do significant damage; for example, a level 3 lycanthrope can attack up to four times for an average damage of 4.5 damage per hit, much higher if he has a high strength. A level 10 lycanthrope will hit up to four times for an average of 9.5 damage per hit. =_=_ Forum:Ttymaps on main page Currently :Category:Main Page rotation is very small and rather uninteresting. Is there a way to produce ttymap in an automatic way (maybe CSS dump in UnNetHack may be useful)? Also, I think that it may be interesting to add explanation below image - for example Template:Random ttymap/ttymap3 may have "Minetown, college variant." =_=_ Talk:Pit bull If a pit bull falls into a pit does it produce the same message like the Pit viper or Pit fiend ? --79.210.20.249 19:43, 25 May 2013 (UTC) =_=_ DoD =_=_ Dod You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Black market (UnNetHack) In UnNetHack, the black market is a special level with one or many shops which offer a wide variety of goods at extremely high prices. Magical items cost 25 times what they would in a normal shop, and non-magical items cost 15 times normal. Conflict has no effect within the black market, and scrolls of earth might not be as helpful as you would expect & mdash;50% of the time, they will do nothing. The magic portal to the black market, aka One-eyed Sam's Market, follows normal portal placement rules < ref > https://sourceforge.net/p/unnethack/git/ci/master/tree/src/mklev.c < /ref > (unlike Fort Ludios) and will appear on level 20 to 24 of the main dungeon. < ref > https://sourceforge.net/p/unnethack/git/ci/master/tree/dat/dungeon.def#l31 < /ref > One-eyed Sam is in charge of the black market and is very difficult to kill, even for ascension-ready characters. She wields the deadly two-handed sword Thiefbane in one hand and is equipped with most of an ascension kit & mdash;well-enchanted magic dragon scale mail, a shield of reflection, and speed boots, as well as an amulet of life saving. If you anger Sam, her assistants, or any black marketeers, all of them will turn hostile. An unfortunate bug exists that treats any named (or even previously named) monster as one of her assistants, so be very careful in using the #call command in the black market. Once Sam is angered, a group of soldiers will be summoned, and iron bars will drop from the ceiling around the magic portal (unless you are standing on it already). The bars are raised once Sam is dead (pacifying her does not count). If you are unable or unwilling to kill Sam, you can slip past the bars with the help of acid, phasing, or some polymorph forms. Black marketeers are weaker versions of One-eyed Sam. In the second version of the black market, each of the nine shops has a black marketeer in place of a shopkeeper. Each black marketeer wields an enchanted long sword and has a 50% chance of wearing each of the following: magic dragon scale mail, a shield of reflection, speed boots, and an amulet of life saving. One-eyed Sam has nine assistants that are generated with the level. They are initially asleep and peaceful, but they will awaken and become hostile if you anger Sam for any reason. Sam will also become angry if you attack one of her assistants. The first version is based on SLASH'EM's black market. Everything besides the narrow passage on the left is one large shop, with One-eyed Sam as the shopkeeper. The entire level is lit. Not every space in this shop will be stocked with an object. There are 400 objects in the shop on average. In the second version, One-eyed Sam is not a shopkeeper; she is merely a peaceful monster on the level. The black market is made up of nine shops: a general store, and one each of scroll, potion, wand, ring, armor, tool, weapon, and book shops. If you anger any of the black marketeers or One-eyed Sam, all nine black marketeers (and One-eyed Sam!) will also become hostile and leave their shops to attack you. The magic portal is placed randomly in the round room on the left. The round room and the shops are lit, and the rest of the level is dark. Three muggers are placed in the unlit passages. Since pets cannot accompany you through the portal to the black market, many give up on the idea. However, the hardware shop often has figurines, and some of those may be very worth purchasing (even with the huge mark-up). This pet can safely steal for you (see apport). If it is powerful enough, it may even be able to defeat the shopkeepers and One-eyed Sam, too. Standing next to your pet and pumping it with healing spells will not anger anyone. One option to at get anything you want from the black market is to use credit cloning. If you wander around the black market long enough, eventually some sort of baby dragon will be generated. If you drop your gold in a shop, it will pick it up and follow you outside, where you can kill it and take back your gold. With a spell or wand of undead turning, this process can be repeated many times, as baby dragons will always leave a corpse to revive. It is possible to build up hundreds of thousands of zorkmids in credit, more than enough to buy even a wand of wishing or a magic lamp. Pets cannot follow you through the portal to the black market, nor can they follow you out, and magical taming will not work here. It is still possible to acquire pets in the black market by feeding a domestic animal, waiting for an egg to hatch, or applying a (blessed) figurine. Once you have a pet, you can clear out the shop in the normal way, but this is a rather tedious procedure, given the size of the market. One-eyed Sam is a formidable opponent; the main danger is her Thiefbane which drains your life and has a 10% chance of decapitating you with each hit, killing you instantly. It is unlikely you would win against Sam in melee. Most of the strategies for dealing with Sam in SLASH'EM's black market do not work in UnNetHack. Sam resists poison, has teleport resistance similar to the riders, flies, and can break boulders. And as soon as you anger Sam, iron bars will drop from the ceiling around the magic portal, blocking it. In short, an unprepared character has almost no chance against her. If all else fails, either try to appease her with gold (first level variant only; Sam is not a shopkeeper in the second) or run. Polymorphing into an air elemental will allow you to both outrun Sam and slip through the iron bars. You can also reliably destroy iron bars with a wielded potion of acid. And if you're desperate, a chance of teleporting her out of the way might be the only gamble worth taking. Before UnNetHack 5.3.2, the layout of the classic Black Market was exactly the same as the Black Market that appeared in SLASH'EM. There were approximately 379 objects in the shop on average. =_=_ Black market =_=_ Talk:Black market =_=_ Template:Monsym/One-eyed Sam (UnNetHack) =_=_ Template:Monsym/one-eyed sam (UnNetHack) =_=_ Template:Monsym/black marketeer (SLASH'EM) =_=_ Template:Monsym/black marketeer (UnNetHack) =_=_ Black marketeer (UnNetHack) =_=_ Black marketeer (SLASH'EM) =_=_ One-eyed Sam (UnNetHack) =_=_ Flier =_=_ Notable games =_=_ Streak An ascension streak is a consecutive sequence of ascended games. A player must be able to win reliably to get a long streak. Therefore, streaks are a coveted display of player skill (along with (unofficial) conducts and speed runs). Only 9.6% of all winning accounts on NAO have a streak of three or more ascensions. There is nothing special about the individual games. Perhaps except that some people become more risk averse when they are close to a personal record. =_=_ Elbereth cage =_=_ Wyrm Caves =_=_ Candle of the Eternal Flame =_=_ Mail demon =_=_ Template:Monsym/master mind flayer (vanilla) =_=_ Forum:Handling monster color changes in UnNetHack =_=_ File:UnNetHackPlus 4.8 interface.png =_=_ File:UnNetHackPlus 4.8 Gnomish Mines.png =_=_ UnNetHackPlus UnNetHackPlus was a variant of UnNetHack 4.0.0, maintained by Bulwersator. The main intent of the fork was to put more randomness, challenges and fun into UnNetHack. UnNetHackPlus incorporates many changes from other variants and patchs as well as its own to form into a fun and balanced variant. =_=_ User:Chris/dNetHack/Artifacts =_=_ User:Chris/dNetHack/Monsters File:Corpse.png: The meat of a gelatinous cube (tin or corpse) grants immunity to fire, cold, electricity, acid, and sleep attacks for 50 rounds. Fast (speed 15). Its suction melee attack can inflict leg injuries, pull your weapon out of you hand, or even suck the head right off your shoulders. Very slow (speed 2). Has a paralysis touch attack (2d10), a passive paralysis gaze (1d20), and a claw attack (2d2). Death or promotion promotes a monoton somewhere on the level into a duton. Very slow (speed 3). Paralysis passive gaze (1d30), paralysis touch (3d10), claw attack (3d2), stunning kick (3d3). Death or promotion promotes a duton into a triton. Slow (speed 4). Passive paralysis (1d40), paralysis touch (4d10), claw (4d2), stunning kick (4d3), mage spells. Promotes a triton on death or promotion. Slow (speed 5). Passive paralysis (1d50), paralysis touch (5d10), claw (5d2), stunning kick (5d3), mage spells, sleeping gas breath weapon (5d5). Promotes a quaton on death. Fast (speed 16) and comes in packs. Does little damage, but has a paralyzing tickle attack. Can't tickle through cloaks or body armor, but can remove these items if given the chance. Ghouls are allied with the nightgaunts. Slow (speed 9) but strong in melee. The more deep ones are slain, the stronger the survivors will become. Deep ones are an offshoot of humanity. Strong melee fighter. The more deep ones are slain, the stronger the survivors will become. Deep ones are an offshoot of humanity. Has a strong bite attack, two level-draining claw attacks, and an electric breath attack. Can phase through walls. Vulnerable to cold, but resistant to fire. Slow (speed 10). Attacks with two level draining bite attacks per turn. Has a digestion attack. Spits acid. Can phase through walls. Can't be kept as a pet, she will revert to peaceful at the start of her next turn. Vulnerable to cold, but resistant to fire. Fast (speed 17). Fires volleys of enchanted silver arrows (which disappear after landing). Has a blinding gaze attack. Casts mage spells. Fast, slow, or stationary: Very fast (speed 48), but slower while observed by the character. Effective speed is determined by how many weeping angels the character is attempting to keep in sight at once. Attacks include a low damage gaze attack, an energy-draining touch, and a life-draining, level-teleporting touch. Rare, stupendously dangerous elemental being. Fast (speed 15). Its engulf attack wipes memories and makes magic items mundane. Weapons that strike it become less magical. May be armed with a wand of lightning. Casts mage spells. Can drain large amounts of intelligence in melee. Highly vulnerable to heat, immune to cold. Armed with a wand of lightning. Casts cleric spells. Drains a large amount of intelligence in melee. Highly vulnerable to heat, immune to cold. Strong melee fighter. The more deep ones are slain, the stronger the survivors will become. Deep ones are an offshoot of humanity. The Jabberwock creature class has been renamed to reflect the fact that it now includes a number of monsters from the poem jabberwocky. Toves are immune to becoming stuck or grabbed by an attacking monster. Toves will periodically dig holes in the ground. They are also a valid polymorph form. The call of the jubjub bird frightens all monsters on the level, and stuns the player. They are also a valid polymorph form. Bandersnatches are fast moving (speed 24) and have a long-necked bite attack. They become faster and hit harder when frightened. They are also a valid polymorph form. Enforcers of the Law that fugitives will be punished. Very fast (speed 24). Spawn in large numbers. Attack deals 1d4 electrical damage and entangles the target, preventing escape and frustrating counterattacks. Enforcers of the Law that one's personal principles will be upheld. Fast (speed 18). Attacks with a duplicate of your currently equipped weapon. Enforcers of the Law that mortals will die when killed. Fast (speed 15). Makes high-damage attacks with electricity and stunning fists. Slow (speed 6). Fires up to 12 arrows from range, and attacks with 4 weapon attacks in melee. Has acidic blood. An immobile slime with a fast (speed 18) attack speed. Contaminates targets with green slime on contact. Has a random breath attack. Fast (speed 16), phases through walls. Has a confusing gaze attack. Attempts to remain a knights-move away from its target. Headspike attack has a reach of 2 squares. Headspike is considered poisoned, drains wisdom, inflicts amnesia, and may smash the character's head, causing instant death. Poison resistance offers partial protection from the wisdom drain. If forced into melee, attacks with 4 additional attacks. Spawns in large groups. Steals items and intrinsics. Attempts to put its victims to sleep. May be spawned already under a variety of status ailments. Found on the pirate quest, and pursues Pirates with the Treasury of Proteus in the main dungeon. Wields rusty weapons to attack. Attacks with weapons coated in sleep poison, and may also carry potions of sleeping. They use drow racial equipment, meaning that their armor may evaporate if they stand too long in the light. However, their cloaks offer good protection against light. Drow matrons also use drow racial equipment, and cast priest monster spells, though they cast summon spiders instead of summon insects. Now use their heal attacks only on allied creatures. Tame nurses will heal players and pets, hostile nurses will heal monsters. Fast (speed 14). Hides itself from sight. Attacks with weapons if disturbed. 25% chance of a small stack of shuriken. On dying, will impart a random rumor and then explode for 4d4 damage. Fast (speed 18). Hides itself from sight. Attacks with weapons if disturbed, and is generated with a small stack of shuriken. On dying, will impart a random major consultation and then explode for 4d8 damage. This consultation does not grant the player extra experience, nor will it interfere with gaining extra xp from the Oracle. Only one garo master will be generated in the dungeon. Slow (speed 8). Makes high-damage weapon attacks. Has a cold gaze and uses cold magic. Explodes in a freezing burst when killed. Immobile, rapidly reproducing threat. 1d4 retaliatory damage when struck. Razorvine has no active attacks, but each plant has a 25% chance of filling an adjacent open square once every 10 turns. Immobile monster generated in large groups. Harmless in the darkness. If illuminated, targets the player with a 1d6 fire damage, blinding beam of light. Fast (speed 18). Move only when viewed by the player character. Have a paralysis touch attack and a engulfing attack that deals physical damage. Immobile monster with a fast attack speed (Speed 18). Has a long range poisonous bite attack (range 2) and 3 additional short-range poisonous bites, 1d4 damage+poison per bite. Can also spit venom as a ranged attack. Slow, rapidly multiplying threat. Dungeon fern spores explode in an acidic blast to attack. Dungeon ferns and dungeon fern sprouts are immune to these acidic explosions, but dungeon fern spores are not, potentially leading to chain reactions. Slow, rapidly multiplying threat. Swamp fern spores deal more damage than Dungeon fern spores. Swamp ferns explode in disease-type explosions. Swamp ferns and swamp fern sprouts are immune to Swamp fern spore explosions, but other swamp fern spores are not, potentially leading to chain reactions. Swamp ferns spread fungal diseases. Immobile monster without attacks. When killed, it releases a single scream that kills all monsters on the level that are susceptible to genocide and not resistant to death attacks. Magic resistance is no defense. Scream has a 1/13th chance of affecting the player character as well, otherwise it deals 1d13 damage. Magic resistance does not protect against the scream, only polymorphing into an undead, a demon, or binding to Ose is effective. =_=_ Forum:Cursed charging with PYEC? The article on Charging mentions you cannot use the PYEC for confused charging (gain energy). If it is cursed, can you use it as a cursed Scroll of charging? Also, for the Tourist to use it as blessed, does the card actually have to be blessed, or will an uncursed PYEC give blessed charging to Tourists? Yes, the cursed PYEC will act as a cursed scroll of charging. However, I'm not sure what cursed charging is actually good for. Yes, to get the blessed charging effect, you need to bless the PYEC and be a tourist. --Tjr (talk) 19:20, 31 May 2013 (UTC) =_=_ Ward (dNetHack) The ward system in dNetHack replaces and expands on the protective powers of Elbereth in vanilla NetHack. Wards are based primarily on character knowledge, rather than player knowledge. They are divided into two main types: engraved wards and magical staves. These are the primary type of ward. They are inscribed on the ground, and follow many of the standard rules for engraving. Wards are learned from spellbooks, scrolls, magic rings, gods, and (sometimes) the ground. Troubadours start the game knowing all the basic wards (Circle of Acheron, Hamsa, Elder Sign, Elder Elemental Eye, Sign of the Scion Queen, Cartouche of the Cat Lord, and Wings of Garuda). Wizards will also start the game knowing all, if any, wards contained on their starting spellbooks. All spellbooks contain mystic energy corresponding to the spell they teach; this is why they fade after being read too many times. The energy is held in the book by magical wards on the inside covers, and sometimes these wards incorporate symbols that can be used to directly ward off monsters. The symbol used is not dependent on the type of spellbook; two spellbooks of fireball, for instance, may be warded by two different wards. To study a spellbook's ward, press to bring up the read prompt, select the desired spellbook, and choose , study ward. Studying a ward is much like reading a spellbook; however, the character receives a +10 (+50%) bonus to their reading skill, making failures much less likely. If the character does fail to safely study the ward, the book is treated as one level lower when determining the consequences. Characters who begin the game with spellbooks also begin the game knowing the wards contained within. Unlike randomly generated spellbooks, spellbooks owned by starting characters are guaranteed to contain useful wards. Scrolls of [ward] (e.g. scroll of pentagram, scroll of elder sign) will teach the character the appropriate ward when read, as well as engrave the ward on the ground under the character. Many types of rings are eligible to be generated with decorative engravings. 33% of eligible rings are generated with engravings; of these, 1/4 are engraved with functional wards. Engraved rings can be read using , or via the apply menu (, choose , 'self' when prompted for a direction). A character may also learn wards by finding an intact copy engraved on the ground. Outside of bones files, this is only important in one or two cases. Zapping a wand of polymorph at a drawing may also generate a random ward, albeit with low probability. Each square can contain up to one type of ward in addition to a normal text engraving. Wards and engravings may be engraved by different methods (ie, you can have a burned-in ward and a dust-engraved message in the same square). Altering the ward or the text engraving obscures both, making you vulnerable until you finish the alteration. The amount of time it takes to engrave a ward is dependent on the number of strokes required to draw it. One stroke takes the same time as one character in a text engraving. The number of strokes required to draw a given ward can be learned from the encyclopedia. Wards can be reinforced up to a limit determined by the type of ward (typically seven). This works much the same way as engraving 'Elbereth' multiple times: if one of the wards gets scuffed, you will still be protected. If you begin drawing a ward on a square already containing a ward, you will be asked if you want to reinforce the existing ward or wipe it out and draw a different ward. Some wards will gain additional powers if reinforced. Wards are degraded in a slightly different way than text engravings. A ward may be 10% degraded, 25% degraded, or 50% degraded. If you choose to reinforce a ward in a square that contains degraded copies of the ward, you will repair one of the most-complete degraded copies rather than engraving a new ward from scratch. Magical staves are a special type of ward that is carved into a piece of wood rather than engraved on the ground. They are learned in the same way that regular wards are learned. Troubadours start knowing the Toustefna and Deprun staves. Dwarf characters begin the game knowing all magical staves, and start with a knife (to carve with) and a club (to carve on). To use a stave, carve it into a wooden weapon and drop the weapon at your feet (though this may seem counter-intuitive, it approximates the historical use of these signs better than just whacking your target with the weapon). To carve a stave apply () a knife or dagger (ie, any weapon that uses the knife or dagger skills). You will then be prompted to select the stave you wish to carve (or told that you don't know any staves). Next you will be prompted to select a wooden weapon to carve it into (or told that you don't have anything suitable for carving). If you choose to re-carve a weapon that already has a stave, you will chip off the existing stave before carving the new one. This process damages the weapon, and adds a turn to the time required to carve the stave. The following pages list the properties of all the wards and staves. Note that they are spoilers, as these properties may be learned in-game via experimentation and hearing true rumors. Seals are intimately associated with the Binder role, and much less important for everyone else. Drawing seals is done with or the extended command seal. A square can contain a ward or a seal, but not both. =_=_ Sheol Sheol is a dungeon branch originally added in UnNetHack, and later added in Slash'EM Extended and SlashTHEM, with some differences. It can be accessed by a stairway from the main dungeon in Gehennom and, in UnNetHack, from a portal in the Valley of the Dead. Sheol represents a kind of icy underworld (a "frozen-over" hell), in contrast to the fiery hell of Gehennom proper. It contains special ice-themed monsters, traps, and terrain types. Levels in Sheol feature a floor composed of regular ground, ice floors, water tiles, and, on lower levels, clouds. Sheol also contains two new types of ice-based walls, ice walls and crystal ice walls . Regular ice wall can be removed by fire or digging with any digging tool, but crystal ice wall is impervious to any form of removal except fire or the crystal pick at the end of the branch. Regular ice wall takes less time to clear than a regular (stone) wall. Removing either type of ice wall leaves a floor of ice behind. Sheol also contains a new type of trap, the cold trap, which in UnNetHack is generated only within this branch and certain special rooms. The cold trap's threat to players is analogous to the fire traps found elsewhere in Gehennom: they deal cold damage, which can destroy potions in the player's inventory. Sheol’s filler levels generate uniquely from the other levels of the Mazes of Menace: They generate in a waving motion from one side of the map to the other. The deeper in Sheol they are, the more narrow the passages. They are also fully lit. All filler levels are generated with two crystal ice golems, a blue slime, a punisher (50% of the time), and nine other random monsters, along with four random traps. They also contain a random gem, potion, amulet, scroll, wand, ring, spellbook, tool, and weapon, with an extra 33% chance of a wand of fire. Sheol’s middle level generates similarly to other filler levels, but with two differences; the portal connecting Sheol to the Valley of the Dead will be generated here, and there is an island on the side of the map containing the downstairs, opposite of the side containing the portal and upstairs. There is one filler level above and four filler levels below the middle level. The island will have a L, N, T, V, X, x, ‘, and @, meaning an encounter with a master lich is likely here. In addition, the level is generated with a crystal ice golem, a blue slime, and eight random monsters scattered across the level, along with six random traps. The level also contains a random gem, potion, amulet, scroll, wand, ring, and spellbook, and two random tools and weapons, in addition to two guaranteed wands of fire. At the bottom of Sheol lies a palace, separated into a top floor and bottom floor. Crystal ice wall blocks the path to the downstairs, which are randomly placed in the far side of the left wing, necessitating a wand of fire to clear the way. The courtyard the player arrives in is lit, but the rest of the level is dark. The two rooms blocked by doors and ice at the top of the level each contain one crystal ice golem and a chest with random loot. In addition, the room on the left will have two amulets, ten potions, and three scrolls, while the one on the right will have eleven scrolls and four potions. There will also be four chillibugs in the left and right wings, and three blue slimes, fourteen random monsters, six random traps, and two random spellbooks, rings, and wands placed throughout the level. At the bottom of Sheol awaits the Executioner, standing on his throne. Accompanying him are 8 blue slimes, 4 white nagas, 2 crystal ice golems, 2 ice golems, 3 dark angels, 11 random monsters, and 8 random traps placed throughout the level. The giant ice wall surrounding his throne also contains seven chests; the one furthest from the stairs contains a magic marker, the two that are the next furthest from the stairs each have a crystal pick, and the other four chests have random loot. Unlike the rest of Sheol, the entire level is dark. Beware of Father Dagon and Mother Hydra at the final Sheol level. They both are capable of +100 damage in one turn, so keep your guard up. Sheol is a term associated with the afterlife in Judaism. Depending on the context, it may be understood as the place where the wicked go after death (i.e. Hell), or as the destination of all who die, regardless of character (similar to the Greek Hades). English translations of the Tanakh (Hebrew Bible) sometimes translate the expression as "the grave". =_=_ Offering You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User:Chris/dNetHack/Branches Hell consists of three levels at fixed depths within gehennom. The Upper Hell level is the 11th level of gehennom, Lower Hell is the 14th level, and Nessus is the 17th level. =_=_ User:Chris/dNetHack/UniqueMonsters =_=_ User:Chris/dNetHack/dNethack Windowless Tower Monsters =_=_ User:Chris/dNetHack/Windowless Tower The tower is accessible from an upstair on the top floor of the Gnomish Mines, one level up from the mine's entry level. Level teleporting upward from the top level of the Mines will also deposit you in the Tower. Depending on the layout of the dungeon, the Tower may extend above Level 1. Level teleportation will function within the Tower, however, be aware that 1) the Tower's numbering skips from Level 1 to Level -1, and 2) Teleporting above the top floor of the Tower will result in a fall to your death. Expect to be greeted by a wave of peasant and wolf zombies immediately after entering the level. Though far from a dire threat, they are none-the-less more difficult than the typical random monster in the early game. However, it is possible for a vampire or horned devil to spawn here, which may pose a greater than average threat. Although the forest might at first seem a treasure-trove of vegan food, industrious kickers will be saddened to find that the trees contain only ravens. The walls are too hard to dig into, closing off the most easy route of entry. However, it is still relatively easy to break into the tower. A legion devil grunt () keeps watch over the front hallway from behind a set of iron bars. Players with striking can break the bars and confront him directly, bypassing the front hall. The is guarded by a werewolf, a nurse named Nyx, and a maid named Persephone. With her 12 speed and strong weapons, Persephone in particular is a dangerous opponent for a low-level character. They aren't that hard though. Cerberus lurks immediately inside the main door of the courtyard, along with two hell hound pups. Two random lesser demons and four other random monsters are also on the level. Four of the ten niches marked 'x' will contain the following: The ten niches marked 'x' contain (one randomly assigned to each): two hell hound pups, a winter wolf, two random demons, and the following items: Vlad the Impaler, with the Candelabrum of Invocation, occupies the throne; a magic chest is behind it. Each of the six marked niches contains a vampire in a coffin, in addition to another vampire just inside the closet. =_=_ Forum:Gremlins and yellow lights =_=_ Template:Monsym/mina harker You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Copyright =_=_ Copyrights =_=_ User:Chris/dNetHack/dnethack elbereth =_=_ File:Heptagram sketch.png =_=_ User:Chris/dNetHack/Heptagram =_=_ User:Chris/dNetHack/Hexagram =_=_ User:Chris/dNetHack/Pentagram Demons: i, E, greater demons, hellhounds, gargoyles, djinni, sandestini, salamanders. 50% to scare Chaos, 30% chance to scare Demogorgon and Lamashtu, and 11% chance to scare Asmodeus. It will never block Cthulhu, despite his symbol being that of a major demon. =_=_ User:Chris/dNetHack/Hamsa =_=_ File:Circle of Acheron.png =_=_ File:4fold Circle of Acheron.png =_=_ User:Chris/dNetHack/Circle of Acheron =_=_ User:Chris/dNetHack/Elder Elemental Eye =_=_ User:Chris/dNetHack/Sign of the Scion Queen Mother =_=_ User:Chris/dNetHack/Cartouche of the Cat Lord The Cartouche is reinforced by adding additional hieroglyphs to the name. As such, the number of strokes required is much more highly variable. However, since all hieroglyphs require less than 10 strokes, this is only important if you use a slow engraving method. =_=_ User:Chris/dNetHack/The Wings of Garuda =_=_ Quest.txt format quest.txt is a text data file residing in the NetHack source dat-directory. It contains text messages for the quest leaders, nemeses and guardians to say, and other texts related to the quests. It also contains angelic and demonic maledictions. The message that is subsequently displayed each time you reenter the quest branch, until you obtain the quest artifact, or are expelled. The message that is displayed if you enter the quest after having failed the alignment test too many times. This is an indication that the next time you meet your quest leader, you will be expelled from the quest and the portal to the branch will disappear. This message appears the first time you meet your quest leader. It is followed by a second one indicating if you have permission to embark on the quest, and, if not, the reason for your rejection. This message is not used in the current version of NetHack. It appears to be an alternative to #00016, perhaps used if the player has enough experience but has not passed the alignment test. At present, #00016 is used regardless of the reason for not allowing the player to proceed. This is what your quest leader says when you are permanently expelled from the quest for failing the alignment test too many times. It is immediately followed by your expulsion to the Dungeons of Doom and the removal of the portal leading to the quest branch. This is what your quest leader says when you are rejected due to inexperience. The quest leader says that you are not experienced enough to face the nemesis, and sends you back to the Dungeons of Doom to continue your training. In some quests the leader is helpful enough to tell you the name of the minimum rank you need (always corresponding to levels 14 & ndash;17) to embark on the quest. This is what your quest leader says when you are rejected due to less than pious alignment. Often includes a reference to your starting alignment to hint at what monsters you should kill or what actions you can take to reach an acceptable alignment. Following this, you are sent back to the Dungeons of Doom, but the portal to the quest branch is not removed, so you can return and try again. This is what your leader says when finally assigning you the quest. One of the longer pieces of text, this tends to provide some backstory to the quest and gives the names of the quest artifact, the quest nemesis, and often the nemesis's in-story place of residence. This message is displayed the first time you reach the intermediate or "locate" level of the quest. Often it just provides flavor, but sometimes it hints at special dangers on the level. This message is displayed the first time you reach the final level of the quest branch, the one on which you first meet the quest nemesis. Your quest leader greets you with this message when #chatted to after you obtain the quest artifact. Often this includes a statement that you are permitted to keep the artifact. This message is displayed if you throw the quest artifact at your quest leader. The artifact will immediately return to your inventory. This is what your quest leader says if #chatted to after acknowledging that you have the artifact and before you have the Amulet. Often this makes reference to your mission to get the Amulet. This is what your quest leader says if #chatted to while the Amulet is in your possession. Often this includes instructions on how to reach the Astral Plane and offer the Amulet to your deity. The messages can contain special characters that will be replaced at run-time with some other data. For example in a string " < tt > Hello, %p < /tt > " the " < tt > %p < /tt > " would be replaced by the player's name. The special replacement codes above can be immediately followed by some modifiers. For example " < tt > %NC < /tt > " would show "Neutral" - < tt > %N < /tt > shows normally "neutral", but the modifier < tt > C < /tt > capitalizes the first letter. =_=_ Quest.txt =_=_ Pit friend =_=_ Zruti You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. I noticed you seemed to be having some difficulty with Template:NAOplayer, so I made your user page transclude it (as that's the expected way to use it; I'm not sure why you'd have to put the template code there). I hope you don't mind that. —bcode & nbsp; < sup > talk & nbsp;| & nbsp;mail < /sup > 10:50, 10 June 2013 (UTC) =_=_ User:Chris/dNetHack/Elder Sign =_=_ User:Chris/dNetHack/Toustefna =_=_ User:Chris/dNetHack/Dreprun =_=_ User:Chris/dNetHack/Veioistafur =_=_ User:Chris/dNetHack/Thjofastafur =_=_ User:Chris/dNetHack/The Sigil of Cthugha =_=_ User:Chris/dNetHack/The Brand of Ithaqua =_=_ User:Chris/dNetHack/The Tracery of Krakal =_=_ User:Chris/dNetHack/The Yellow Sign =_=_ User:Chris/dNetHack/Gorgoneion =_=_ File:Alpha metroid.png =_=_ File:Ancient of death.png =_=_ File:Ancient of ice.png =_=_ File:Anuban Jackel.png =_=_ File:Anubite.png =_=_ File:Aoa droplet.png =_=_ File:Aoa.png =_=_ File:Argentum golem.png =_=_ File:Baby metroid.png =_=_ File:Beholder (dnethack).png =_=_ File:Chokhmah sephirah.png =_=_ File:Crow.png =_=_ File:Daemon.png =_=_ File:Death knight.png =_=_ File:Duton.png =_=_ File:Fallen angel.png =_=_ File:Gamma metroid.png =_=_ File:Gas spore (dnethack).png =_=_ File:Gevurah sephirah.png =_=_ File:Giant turtle.png =_=_ File:Glasya.png =_=_ File:Gnoll ghoul.png =_=_ File:Gnoll matriarch.png =_=_ File:Gug (dnethack).png =_=_ File:Heaven piercer.png =_=_ File:Hunting horror.png =_=_ File:Legion devils.png =_=_ File:Lethe elemental.png =_=_ File:Maid.png =_=_ File:Malkuth sephirah.png =_=_ File:Metroid queen.png =_=_ File:Metroid.png =_=_ File:Migo philosopher (dnethack).png =_=_ File:Migo queen (dnethack).png =_=_ File:Migo soldier (dnethack).png =_=_ File:Migo worker (dnethack).png =_=_ File:Bebelith.png =_=_ File:Darkness given hunger.png =_=_ File:Minotaur priestess.png =_=_ File:Monoton.png =_=_ File:Nessian pit fiend.png =_=_ File:Nightmare (dnethack).png =_=_ File:Omega metroid.png =_=_ File:Phantasm.png =_=_ File:Phantom fungus.png =_=_ File:Phase spider (dnethack).png =_=_ File:Priest of an Unknown God.png =_=_ File:Quaton.png =_=_ File:Quinon.png =_=_ File:Retriever.png =_=_ File:Shayateen.png =_=_ File:Shoggoth (dnethack).png =_=_ File:Siege ogre.png =_=_ File:Solar (dnethack).png =_=_ File:Son of Typhon.png =_=_ File:Swamp nymph.png =_=_ File:Treasury golem.png =_=_ File:Triton.png =_=_ File:Wood troll.png =_=_ File:Yesod sephirah.png =_=_ File:Zeta metroid.png =_=_ File:Spell golem.png =_=_ File:Alhoon.png =_=_ File:Apollyon.png =_=_ File:Arsenal.png =_=_ File:Axus.png =_=_ File:Baalphegor.png =_=_ File:Baalzebub (dnethack).png =_=_ File:Bael.png =_=_ File:Baphomet.png =_=_ File:Belial.png =_=_ File:Center of All.png =_=_ File:Chaos.png =_=_ File:Creature in the ice.png =_=_ File:Crone Lilith.png =_=_ File:Dagon.png =_=_ File:Daughter Lilith.png =_=_ File:Fierna.png =_=_ File:Garland.png =_=_ File:Graz'zt.png =_=_ File:Leviathan.png =_=_ File:Lucifer.png =_=_ File:Malcanthet.png =_=_ File:Mephistopheles.png =_=_ File:Mother Lilith.png =_=_ File:Pale Night.png =_=_ File:Sir Garland.png =_=_ File:Tiamat.png =_=_ File:Verier.png =_=_ File:Zuggtmoy.png =_=_ Template:Ranger skill table (SLASH'EM) =_=_ File:Iron bar.png =_=_ User:Chris/dNetHack/dNethack Ruined Temple The components shown above are embedded in a gnomish mines-style cavern level. A network of Maze-like passages may also be present. The up and down stairs are located close together at the bottom center of the map. The portal to the Chaos Quest is located in the top center of the map, marked. =_=_ User:Chris/dNetHack/dNethack Nightmare Temple =_=_ User:Chris/dNetHack/dNethack Chaos Temple Each of the temples contains random loot and some guaranteed monsters. The Earth and Fire Temples also contain Nightmare and some guaranteed more valuable loot, respectively. All of the levels are unlit, excepting the immediate area surrounding the trees on the Earth Temple level. All of the elemental crystal balls are generated only in the Chaos Temple. The source code hints that in the future, they'll only be generated if you killed the temple guardians of each temple, but that is not implemented as of yet. The Earth Temple is guarded by Lich, the Fiend of Earth. He is located on the downstairs in the outer section of the level. All walls are undiggable, and there is no way to get from the inside of the level to the outside while in the level itself. Lich's attacks are listed as summoning elemental (frost, fire, electricity) explosions at the player, warping space around the player (doing up to 100 damage, affected by both half physical and spell damage), paralyzing the player, and a deadly touch. Lich's symbol is an L. Nightmare is located at a random spot in the level (either section), with her horn as a drop. The Second Key of Chaos is also randomly placed (again, in either section). The Fire Temple is guarded by Kary, the Fiend of Fire. He is located on the downstairs again. The level is undiggable. The marked chests contain useful loot. The far left contains a blessed +3 katana named Sasuke's Blade (not an artifact, just a named sword). The bottom left contains a blessed potion of full healing, and the 2 chests in the "main" portion of the level contain a blessed +1 cloak of protection (top) and a blessed +1 ring of protection (bottom). The Water Temple is guarded by Kraken, the Fiend of Water. He is located at the top of the level, in the middle of the water protrusion. The marked water is consider pools, not moats, and thus can be evaporated. The entire level is undiggable. The Wind Temple is guarded by Tiamat, the Fiend of Wind, and a retriever named Warmachine. She is generated on the spot marked 'D', and he is generated asleep near the bottom on the marked spot. The level is undiggable. Tiamat can cause fiery, frosty, or electrical explosions, in addition to fiery pillars, poison gas, and a illness-inflicting touch. Tiamat's symbol is a D. The Temple of Chaos is guarded by Chaos himself. The magic portal down at the bottom leads back to the Chaos Quest entrance. Garland (not Sir Garland, but just Garland) is generated at the very middle of the map, frozen. As soon as you hit him, he becomes Chaos and hostile. Note that he will not move until you awaken him. If you don't want to fight him, just collect the elemental crystals and leave. However, you need him dead to pick up the Black Crystal. The 'empty spots' near the moats are air, not rock/stone. This is the same terrain as the Plane of Air. The clouds are just clouds, not poison gas. The 4 spots marked G are all statues of Sir Garland, and the outer statues are of (clockwise from top left) Kraken, Tiamat, Kary, Lich. The outer statues of the guardians are statues embedded in stone. You may need a wand of striking & wand of teleportation to get them out. All of the statues are generated cursed. The Black Crystal is generated on the unaligned (Chaos-aligned) altar, cursed. Each of the statues of the previous temple guardians contains their respective crystal balls. Chaos is very, very dangerous. He can destroy armor, drain your abilities, summon powerful & (such as mariliths and yochlols) to fight you, in addition to the elemental explosions the rest of the temple guardians have. He also will escape upstairs, teleport to the upstairs to heal, and cast haste self and cure self on himself. =_=_ User:Chris/dNetHack/dNethack Chaos Quest Monsters Nightmare's cursed unicorn horn attack inflicts a random status ailment, chosen from: blindness, confusion, stunning, hallucination, illness, or a one-point loss of a random attribute. Garland isn't any more threatening the second time around. Though he has gained a few levels, he should be much weaker than anyone capable of reaching him. He is armed with a runesword in this incarnation, rather than a longsword and a lance. =_=_ Talk:Lightsaber =_=_ Talk:Elf (monster attribute) You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User:Chris/dNetHack/Items =_=_ User:Chris/dNetHack/Rule Changes You can no longer become crowned before finishing your role quest. In order to be formally acknowledged as having completed the quest, you must speak to your quest leader while carrying the quest artifact. In addition, your luck must be at least 12, instead of at least 9. This means you need a non-cursed luckstone and maximum luck to be crowned. Repeated transgressions now reduce your maximum alignment record in addition to reducing your current record. The Hod Sephirah may appear to attack characters who earn many such reductions. Different roles and binder spirits grant different BAB. BAB grants a < modifier > *level bonus to-hit, so for example a level 30 barbarian would have +30 to-hit on each of his attacks. The roles that get each bonus are as following: In addition, Berith grants full BAB with any weapon (or none), Eurynome grants full BAB with no weapon, and Enki grants 3/4 BAB. In addition, lightsabers get full BAB with either extrinsic or active intrinsic telepathy, and 3/4 BAB otherwise. Score drop from abuse can no longer be cured with a unicorn horn. This makes sustain ability more useful, coupled with some new potential nasty stuff in Gehennom. Constitution and Wisdom changes apply HP/Pw changes that they would have given for level ups retroactively, discouraging drain for gain and making high bonuses more effective late-game. For constitution, you get +4 bonus HP at 19-20 con, +5 at 21-22, +6 at 23-24, +7 at 25 con. For wisdom, you get +(Wis/4) bonus power from every level-up. Characters with a natural strength limit of 19+ will have to go through the stages of 18/01 to 18/** before moving higher. Dexterity now contributes to AC, similar to other variants. The formula is (score-11)/2. As a rule, dex bonuses are not cumulative with body armor base AC, but penalties are. Some body armors allow up to 1/2 of the dex bonus to contribute to AC. Some resistances obtain by corpses now time out after 5000 turns. These are Fire, Cold, Shock, Sleep, Acid, Displacement, and Drain resistance. Resistances received from leveling up, racial bonuses (i.e. half-dragon breath) and from crowning do not time out. You will receive messages when one times out, and you can use the self-examination command (Ctrl-X) to receive clues about your current resistances. Expert now gives +5 to-hit and +5 damage (-2 to hit and +2 damage for two-weapon fighting). Expert riding gives +2 to-hit and +5 damage. Crossbows now function differently. High crossbow skill does not grant multiple shots, instead it increases the damage dealt by a single crossbow bolt. This extra damage is precision based, and so does not apply against amorphous, stationary, or incorporeal monsters; which are assumed to lack discernible weak-points. The player's defense is split into AC (armor class) and DR (damage reduction). Your average DR is displayed on the status line alongside your total AC. When hit, a random bodyslot is chosen, and the your DR in that slot is applied to the attack. Iron bars now break when struck by force bolt spells or wands of striking, but not pickaxes. They can also be eaten by some monsters (Malcolm Ryan). In addition to the role quest, every game now also features alignment quests. There is a lawful quest, a neutral quest and a chaotic quest, with the same layout and guaranteed loot in each game. They can be done regardless of your alignment. Do note that some of the 'loot' from the quests are intelligent artifacts, so the loot may not be usable by everybody. To win the game, you need to collect 3 alignment keys. These are related or scattered around the three quests, generally guarded by tough boss monsters. These keys unlock indestructible doors at the end of the Valley, and are consumed in the process. The specific keys don't matter, so you can get a key from each, 3 keys from one, or any combination. You can even do all 3 quests completely and just carry the extra 6 to Astral for score. Proofing, enchanting, charging, and poisoning services are only possible on specific kinds of shopkeepers. For example, weapon shops may enchant weapons, proof them, or poison them, but they will never charge wands or enchant armor. Tool shops may charge tools, but they will never charge wands. Curse removal and identification can be obtained anywhere. ID and charging services may be basic or premium. Premium service provides additional effects; premium identify will add BUC status or enchantment, for example, and is more expensive than basic. Premium charging may be used to "overcharge wands", giving them blessed charging but with 1 extra charge on top of that. However, premium charging is very rare, and only possible to find at wand shops. The Astral Call bug (based on Patric Mueller's patch) and Artifact ID bugs have been fixed (or those features have been removed). Quest artifacts and crowning artifacts can no longer be wished for by any class (not even your own crowning gift), and only your quest nemesis will deliberately steal your quest artifact, other monsters may steal the amulet and invocation items. The QA is therefore a much more dependable source of extrinsics. Artifact wishes are no longer affected by the current number of generated artifacts, sacrifice or otherwise, and there is a limited number of artifact wishes available. Note that despite this, some artifacts are unwishable, along with any artifacts that have already been generated in that game. There are a maximum of 3 artifact wishes in the game. One is unlocked from the start of the game. The second is obtained by sitting on the castle throne (the first time you do this will say "You feel worthy."). The third can be obtained by fulfilling a ritual involving the priests of an unknown god. Traps can be cancelled (Malcolm Ryan, tweaked). Zapping a wand of cancellation downwards while standing on a magical trap will disarm it. This applies to magic traps, teleporters, level teleporters, and polymorph traps. The original patch also included magic portals, dNethack removes this aspect. Hallucination now affects how objects are seen as well, until you pick it up (James). It doesn't affect your inventory view like some variants, but it does affect the "pick up what?" and "take out what?" prompts for containers and the floor. Weapons and armors can have different sizes and material. Most, but not all, weapons and armor can come in varying different materials. Note that different monsters (pets or hostile monsters) also have different sizes and body plans, so the same armor won't fit everything. The size of a weapon affects its damage and weight, and the size of an armor piece determines what body type can wear it. Ill-fitting armor can be resized with an upgrade kit. Starting equipment will automatically be of your size. The size of a weapon increases or decreases its damage die by 2 per size away from medium, with 'medium' being the base damage (human-sized). Higher sizes increase damage, and lower sizes decrease it. However, each size above your size is also -4 to hit, and a size greater than yours will automatically make the weapon two-handed. The material of an item determines its weight (mithril equipment is very light, gold is heavy) and whether they deal bonus damage against certain creatures (iron weapons deal bonus damage against iron haters, silver weapons deal bonus damage against silver haters). As a consequence, silver weaponry like silver daggers or silver spears no longer exist as separate items, there's only one "base" item type and a material can be applied to it. Artifacts are naturally generated with a specific material and size, which may be iron, silver, mithril, and more. Excalibur obtained by dipping in a fountain will always be whatever you dipped, and other nameable artifacts work the same way. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Fake wizard tower =_=_ User:Chris/dNetHack/Role Changes You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ The magical energy is released! =_=_ Talk:The Tsurugi of Muramasa I went ahead and added the relevant comparison calculation for Excalibur/Katana versus the Tsurugi, as was suggested in a todo. It may mostly be Samurai-specific information, but I'll leave it up to those more active on this wiki to decide if those calculations should be here or on the Samurai page under the strategy section. --12.207.212.134 17:24, 24 June 2013 (UTC) You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User talk:Hackemslashem You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. With a Necromancer who can get the Sigil of Tempest technique at level 13, will this technique work with wands as well? You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Forum:What to wish for? I'm playing as a lawful dwarven Valkyrie and just got the wand of wishing from the Castle. I have Excalibur and a silver saber, all the resistances you can get from eating corpses, telepathy, controlled teleportitis, an amulet of reflection, a bag of holding, and levitation and speed boots. I used my first wish on a blessed scroll of charging, my second on gray dragon scale mail. Normally I use my next one to get gauntlets of power, but in this game I somehow accidentally lost Mjollnir somewhere in the Dungeons of Doom, so there doesn't seem to be much point. Does anyone have any suggestions for what I should wish for? =_=_ Forum:What to Wish For? =_=_ User talk:Wanderhowtonamemyself You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Forum:Cannot find downstairs on non-mappable level 12 OK, I've been wandering around Dlvl 12 for a very long time now and cannot find a "downstairs". I used 2 scrolls of mapping, getting the "Your mind is full of crazy lines" message, wrongly assuming that the first was cursed. Then finally bailed to the wiki. To identify this level better when I entered I was in a large room in the center of the screen, with undead characters, which I continue to often run into, and have run into vampires twice (losing three levels, one of which I got back, natch). You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Template:Monsym/ilona szilagy =_=_ Template:Monsym/carmilla =_=_ Template:Monsym/axus for some reason, i cannot make NH display in fullscreen. if anyone feels generous and enlighten me, --that would be nice. =_=_ Template:Monsym/apollyon =_=_ Template:Monsym/arsenal =_=_ User:Chris/dNetHack/dNethack Law Quest Monsters Axus, guardian of the First Key of Law and lord of the autons, dwells on 4th level of the Law Quest, at the center of the library of law. It is likely to be generated peaceful for law-aligned players. Axus is immobile and does not attack. Though it counter-attacks anyone who engages it in melee combat, it can easily be killed with ranged attacks, and is not immune to death rays, though it does resist stoning and disintegration. In addition, any time a monoton auton is killed or promoted on his level, a new monoton will be created near Axus, meaning that while Axus lives the total number of autons on the level can't be decreased. Since new autons spawn at a rapid rate in the Library of Law, slow players can be overwhelmed by sheer weight of numbers. Finally, Axus will always leave a corpse when slain, and will rise from the dead after only a few turns. Do not attempt to eat the corpse, as doing so is deadly. Arsenal, guardian of the Second Key of Law, is found on the second floor of the Law Quest fortress. Players who can defeat the large number of soldiers found in the fortress will most likely have little trouble with Arsenal. Arsenal's unique attack, cannon barrage, fires 2d6 iron balls along random ranks in front of Arsenal. The attack's spread makes is a threat to nearby pets and to displaced players. Lady Oona is the guardian of the Third Key of Law, and lives in the Tower Donjon, the uppermost level of the Law Quest. Oona's elemental affinity changes from game-to-game, randomly choosing from fire, electricity, and cold. Her elemental affinity determines the type of vortices and spheres that spawn in the Law Quest. For example, flaming spheres indicate that Oona is fire-based. Her elemental affinity can also be determined by her color, for fire, for cold, and for electricity. Since her spellcasting attack deals 20d8 damage of the chosen element, confronting her without the appropriate elemental resistance is probably suicide. Lady Oona can be tamed, and makes a very powerful pet, albeit completely useless against enemies that resist her element type. As a human-sized angelic being, she can wear most forms of armor, including crystal plate mail and a cloak of magic resistance. Furthermore, she resists most forms of instant death, including disintegration, petrification, and polymorph. Apollyon, Angel of the Pit, used to be the guardian of the Third Key of Law, before being replaced by Oona in commit 3c5d881ff422723a19c7b44ad357fe88b61723cf. Apollylon's stats are still in the code, as well as Lucifer, who would be generated in Astral if you killed Apollylon. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Talk:The Iron Ball of Liberation Can you invoke it while punished? What if you're punished with a different ball? --Tjr (talk) 18:47, 9 July 2013 (UTC) =_=_ User talk:Dogfish You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Eoto You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ File talk:NetHack-Logo.svg =_=_ User talk:Death Memes You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Talk:Item (SLASH'EM) I encountered "steel boots" in SLASH'EM (randomly). Brown "[", which I thought was strange. Identified as jumping boots. --4.30.147.166 19:57, 12 July 2013 (UTC) You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. I noticed your [ recent edit] to the Amulet of life saving page. Please don't put requests to answer questions into articles like that; point out the missing information on the article's talk page instead. Thanks! —bcode & nbsp; < sup > talk & nbsp;| & nbsp;mail < /sup > 13:06, 13 July 2013 (UTC) =_=_ Corpsiferous You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ MB =_=_ Talk:Scroll of flood You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Punisher The Punisher is a monster found in the Sheol branch of UnNetHack. Each randomly generated Sheol level has a 50% chance of containing a Punisher upon generation. They are stationary, but cast powerful spells from the unique spell set AD_PUNI, which contains a selection of mage and clerical spells, as well as a melee-range spell that will punish the player. One is also created when you read a non-blessed scroll of punishment while confused. Punishers are the only members of the new "statue" monster class in UnNetHack, which uses the same character ( as ordinary statues and boulders. Punishers are visible via telepathy. Because they frequently cast summon nasties while the player is near, cannot be killed with instadeath attacks, and are otherwise troublesome to kill in straight-up combat, they are best evaded. Continued levitation is also advised, in case a fire-breathing dragon or monster with a wand of fire is created, which could melt the ice under you. You can also try to dig/fire through the ice walls to create a path to avoid them. =_=_ Blue slime The blue slime is a monster added in UnNetHack and is only generated in the Sheol branch. It boasts the unique ability to encase whatever it attacks in ice for several turns. By the time you reach Sheol, blue slimes should not be a challenge on their own. However their ability to freeze you in place can be quite harmful if a more powerful monster is near, such as a crystal ice golem. They should thus be fought alone if possible to avoid being turned into a punching bag for other monsters. =_=_ Chillbug The chillbug is a monster added in UnNetHack that is normally generated only in the Sheol branch. When not currently attacking, chillbugs regenerate health very quickly. Chillbugs can hit moderately hard, but by the time you reach Sheol they should be manageable. Just try not to get surrounded by the groups that they generate in. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. Thanks, and happy editing! —bcode & nbsp; < sup > talk & nbsp;| & nbsp;mail < /sup > 20:50, 21 July 2013 (UTC) Also, any content from NetHack, such as changelogs, needs proper attribution. This is normally done by writing {{NGPL}} at the bottom of the page. Ais523 (talk) 20:53, 13 February 2015 (UTC) =_=_ Forum:New monster idea - Cherub (detailed) =_=_ Acid hound An acid hound is a monster found on some SLASH'EM public servers that creates a pit when killed, most notable for causing trouble in Sokoban. I've posted several YANIs on RGRN, and I am frequently in #unnethack. Most of my work so far has been in improving the wiki, especially in regards to UnNetHack information. =_=_ Talk:Acid hound They don't discuss the acid hound at all, but from the patch diff, it looks like it implemented (or was patched against a version that implemented) the acid hound. As best as I can tell, the public server with this version mentioned in the RGRN thread is dead, but then again my PuTTY client has been acting up today... =_=_ Sheol.txt =_=_ User:Death Memes =_=_ Talk:Dark Angel Can't these generate outside of Sheol? In my recent ascension run, besides the ones I saw in Sheol, I encountered at least 2 others on the way up doing the "generate from upstairs after Rodney's death" thing. Do the stairs use new generation code, or pick Gehennom and Sheol monsters? Ihatesoldiera (talk) 19:24, 22 July 2013 (UTC) =_=_ Talk:Crystal ice golem =_=_ Crystal ice golem The crystal ice golem is a golem added in UnNetHack. This powerful creature is only randomly generated within the icy confines of Sheol, along with the somewhat less dangerous ice golem. They can't be tamed. The crystal ice golem shares some similarities with the crystal golem in SLASH'EM, as both have powerful melee attacks combined with random breath attacks. The crystal ice golem is slightly weaker than the SLASH'EM golem, presumably because it is made of ice rather than rock crystal: its base level is slightly lower (28, compared to 32), its MR is half that of the crystal golem, and it lacks fire resistance. However, its attacks are more powerful and it resists disintegration. =_=_ Dark Angel The dark Angel is a chaotic angelic being found in UnNetHack and Slash'EM Extended. In UnNetHack, dark Angels appear in Gehennom and Sheol. =_=_ Talk:Ice golem =_=_ Ice golem The ice golem is a golem added in UnNetHack. Ice golems have a cold-based breath attack and are only generated in the Sheol branch. =_=_ White naga The white naga and white naga hatchling are members of the naga monster class, added in UnNetHack. They resist cold and poison damage, and their corpses convey the same resistances. The adult form has a cold-based spit attack. Adult white nagas may be found randomly generated only in the ice-themed Sheol branch. Hatchlings can appear on aligned levels, as other baby monsters do, and can be hatched from eggs, however. =_=_ Talk:White naga =_=_ Talk:Executioner =_=_ Executioner The Executioner is a unique monster introduced in UnNetHack. He is incredibly deadly, possessing a solid -2 AC and two extremely strong weapon attacks that can each hit for a maximum of 50 base damage, and can only be outsped by a very fast player. The Executioner only appears in the lowest level of Sheol, and will always be generated with a cloak of magic resistance and the artifact battle-axe Cleaver; if Cleaver is already generated in that game, he will instead have a normal battle-axe. The Executioner can wipe out even ascension-ready players in a couple of turns, and is assisted by various other monsters on the same floor, particularly blue slimes that can freeze you in ice. In addition to intrinsic stoning resistance preventing use of footrice corpses, his starting cloak and decent monster magic resistance nullifies the wand of death and dampens or outright nullifies most spell-based approaches; he has further resistances to cold, fire, and poison. Carelessly approaching him in melee without proper protection can spell instant death even if you have an amulet of life saving, due to his speed and multiple attacks per turn. However, the Executioner's threat can be greatly reduced if you can liberate his weapon from his hands, especially if it is Cleaver; without the artifact's damage bonuses, his melee attacks are somewhat more manageable, but still very dangerous. The half physical damage attribute may save your life several times over compared to an actual amulet of life saving, especially if you can come into the fight unencumbered and wearing speed boots; this can give you valuable turns to retreat and/or use any means of healing you have available. You can also use a wand of teleportation against him to give you some breathing room; teleporting yourself will not work, as all of Sheol is a no-teleport level. Despite resisting many ranged forms of assault, the Executioner can still be picked off at a distance due to lacking any range of its own; you can block his path using boulders from a scroll of earth or any traps that may appear in the room, and then unleash a storm of your best projectiles to bring him down. Spider webs and bear traps can also temporarily pin the Executioner in place. Though he has solid MR, the Executioner also has no sleep resistance, and is just as vulnerable to paralysis as every other monster; if you can survive a round or two in melee and have sleep resistance and/or a ring of free action, you can hit him with a potion of sleep or paralysis to immobilize him long enough for a highly-enchanted artifact weapon to kill him. One player was able to successfully hit him with a spell of sleep and dispatch him with a well-enchanted Magicbane; this led to the suggested t-shirt message "I knocked off the Executioner and all I got was this lousy crystal pick". Polymorphing into a black dragon allows you to dispatch the Executioner with ease, as he does not resist disintegration, and two blasts of breath is enough to destroy his cloak and then disintegrate him; note that this will destroy his weapon as well, so do not resort to this if you wish to obtain it unless you can get it off his person beforehand. =_=_ Talk:Ruins of Moria Here is, as best as I can tell, the up-to-date code for the Ruins of Moria dungeon branch for UnNetHack (and also standalone patch?) This is my observation of Moria after two runs through it. I'm making a third run for purposes of this entry. Moria is innudated with orcs of all kinds especially deeps orcs. It also generates scrolls of teleport named Word of Recall. The first level you arrive in a big room. Outside the room has a good deal of lava and scattered gems. This level has no real special charecticis. This level stayed the same through out both trips. There is a staircase going upwards to the next level. Here is a screen shot. The second level is static. This level does not allow teleporting which is important due to the holes in the bridge described below. It appears to be a homage to Gandolf fighting the Balrog in LOTR. The level consists of one narrow bridge surrounded by lava. The bridge has two holes in the center. The bridge is also guranteed to have a burnt robe and burnt staff. A obvious reference to Gandolf's fight. The one confirmed monster is a unique demon called Durin's Bane. He is guranteed to be generated with a enchanted fireproof bullwhip. The whip has been enchanted +5 and +7 twice in my experience. He flies and is fairly strong in melee. He will fly out onto the lava at times so while I'd advised a player to take him out with wands/spells targeting while on lava makes you lose the bullwhip so I'd attack him solely while he is on the bridge. In order to proceed further one most have some means to fly levitate or a scroll of earth in order to plug up the holes in the bridge. As you are going up in Moria falling through the holes takes you to the first level. The third level appears to be a standard dungeon room except for the fact you are given the message the dungeon feels less persistent. However everytime you leave and reenter the level it changes. This means that any items or pets will be lost if you leave them on this level. ----00:30, 1 September 2014 (UTC) The fifth level is primarily woods. On oneside is the stairway down you come from. On the other is the stairwayup. On that side are a bunch of hostile orcs and trapped inside prisons are a large number of dwarfs. The sixth level has an assortment of chests, boxes, safes and once a icebox. It has had a altar on all three run throughs as well. However the layout of this level varies. The one guranteed monster is the Watcher in the Deep. He is basically a beefed up kraken. I suspect that he carries something on him that can be gotten from the water after killing him but I have not had the means to confirm that yetNdwolfwood 01:35, 1 September 2014 (UTC) I have visited these ruins only once yet. There was an uncursed Frost horn on that last level that allows to freeze water and dig out drops. This Watcher in the Water carried an uncursed Magic lamp and I suspect it always does so. The Bridge of Khazad-dum text states that it's the site of "the final desperate battle of The Fellowship of the Ring", but this isn't true in either the book or the movie - the story continues for some time before Fellowship comes to an end. --Phol ende wodan (talk) 15:00, 15 September 2018 (UTC) =_=_ Ruins of Moria The Ruins of Moria is a dungeon branch in UnNetHack, modeled after the Mines of Moria from J. R. R. Tolkien's The Lord of the Rings trilogy. It has six levels. In contrast to the book, the player explores Moria from the bottom up, eventually reaching the West-gate of Moria (also known as the Doors of Durin. During the journey, the player will find both masses of orcs, often with enchanted gear, and vast riches. There are six levels in the Ruins of Moria, numbered from the bottom-most one up. Minus the third, every level contains one or two cursed scrolls of teleportation named "Word of Recall"; this is an Angband reference. Raiding Moria is quite lucrative, especially when done early, but is also dangerous for the unprepared and inexperienced. On the other hand, a Gehennom-ready post-quest character should have few problems. The downstairs is in a large enclosed area with iron bars; there is a secret door on the lowest tile of the left wall, with the burned engraving “Herein lie the lower remnants of the Endless Stair” in front of it. 2d8 small pieces of unrefined mithril are buried in the enclosed area; outside the enclosed area are many pools of lava, littered with 30 piles of gems. Half of the monsters randomly generated while in this level will be of the orc monster class; 70% of those orcs will be Deep orcs. This level recreates the location of the final battle from The Fellowship of the Ring. The downstair and upstair are on the leftmost and rightmost ends of the level, respectively; between them is a narrow bridge flanked by huge lakes of lava. In the middle of the bridge is the corpse of a wizard along with a very burnt quarterstaff and burnt robe; there are also 2d4 dwarf corpses scattered around the level, as well as 2d2 cursed dwarvish mithril-coats that are buried underground, and 2d5 random objects. These corpses are intended to represent the fallen Fellowship. At the rightmost end of the bridge is Durin's Bane, a unique balrog; he is equipped with: a fireproof, uncursed bullwhip; a wand of speed monster; a cursed potion of paralysis; and, 33% of the time, a shield of reflection. 60% of monsters randomly generated after level creation will be orcs, and 70% of those will be Deep orcs. Unlike the other levels, the third floor is more of a "filler" rooms-and-corridors level. However, it is designed to resemble an actual level from the game Moria (even employing a similar style of fixed layout in previous versions), and as such is not a persistent level - you will get a hint regarding this upon arriving, where you are greeted with this message: This means that the level will be re-generated every time you enter it, with any items left on the ground being permanently lost; an engraving that has chance of appearing on this level reads "Why, oh why didn't I leave my items in the town?", alluding to this. As such, the level does not contain any randomly generated items, barring those included in the inventory of randomly generated monsters. If a unique item is left on the level, however, it will not change upon leaving and re-entering, since the unique items are required to be indestructible. While on the level, the flavor message "You feel the dungeon suddenly center itself around you!" occasionally appears - in Moria, the player is always in the center of the screen, with the dungeon "scrolling" around them. The fourth level is the Halls of Moria, which has four possible fixed layouts; most of them are in the style of cavernous halls of stone pillars with randomly placed stairs. The place is completely overrun by orcs, with 30+1d4 Deep orcs, 20+1d4 hill orcs, and 10+1d4 orc captains, in addition to 1d3 trolls, generated in locations scattered throughout the level at its creation; these monsters will always be generated hostile. There are 2d4 blessed dwarvish mithril-coats scattered about (which have positive enchantments up to +5), along with 10+3d5 random objects; 25% of the time, a lit oil lamp will be present. 90% of monsters randomly generated after level creation will be orcs, and 70% of those will be Deep orcs. In the intact variant of the Doors of Durin, the Twenty-First Hall has 21 rocks, a flint stone, and a lembas wafer. The caches in the north and south walls of the treasure room are lined with four chests each, containing 1d3 random objects per chest. The altar room contains a cross-aligned altar; there is also an ice box, two [iron safe]]s, and three large boxes, whose contents are randomly generated as normal. The Chamber of Mazarbul contains four dwarf statues and six chests, each containing a specific type of item: scroll, potion, wand, amulet, ring, or spellbook. Once cleared out, this version serves as an excellent temporary base because it has an altar. You can easily haul loot from lower levels to b/u/c test and sort. If you successfully convert the altar and have a means of flying or water walking, the lake is safe for diluting potions once the Watcher in the Water has been killed. If you have the patience, this is also a relatively secure environment for polypiling -- the corridor outside of the altar room is exactly 8 tiles in length and has a lockable door. The second, “ruined” version of the Doors of Durin is less bountiful than its counterpart. The Twenty-First Hall is filled with corpses instead of its normal contents, and the eight chests in the treasure room each only have a 50% chance of spawning. The altar room has a boulder place of the altar; the ice box, iron safes, and large boxes each only have a 75% to spawn. The statues in the Chamber of Mazarbul are smashed into piles of up to 25 rocks. * 10+2d5 boulders are scattered around the level; each boulder has a 10% chance to be replaced with a rock at level creation, and all non-secret doors have a chance to be replaces with boulders. The lake that the Watcher in the Water dwells in has 'flooded' enough for the waters to reach just outside the main gate. =_=_ Talk:Deep orc =_=_ Deep orc The deep orc is a more powerful orc added in UnNetHack, found especially within the Ruins of Moria. Groups of deep orcs are guaranteed to appear on several levels of Moria. =_=_ Talk:Durin's Bane =_=_ Durin's Bane Durin's Bane is a unique demonic monster from The Lord of the Rings which appears, in different forms, in UnNetHack (the Ruins of Moria branch) and dNetHack (the Dwarf Noble quest). In UnNetHack, Durin's Bane is found in the Ruins of Moria branch, on the second level, "The Bridge of Khazad-dûm". Its attributes are almost identical to those of an ordinary balrog, but it is faster and better equipped. It carries a wand of speed monster, a cursed potion of paralysis, and an enchanted fireproof bullwhip; it also has a 33% chance of having a shield of reflection. It will use its bullwhip to disarm you. Durin's Bane is the quest nemesis of the dwarf noble quest (Dnb). Unlike most quest nemeses, it is not covetous and therefore does not warp to the upstair. Durin's Bane is always equipped with a cursed +9 whip, a potion of speed, and a potion of paralysis. It also has triple the HP of most monsters of its level, so expect the battle to drag on for some time. Durin's Bane is a balrog that appears in J.R.R. Tolkien's The Fellowship of the Ring, where it attacks the Fellowship as they try to pass through the halls of Moria. It is the only balrog seen and described in Lord of the Rings (though balrogs also figure in some of Tolkien's other writings, such as the Silmarillion) and thus it has become a model for balrogs in other media, including NetHack: the passage describing the encounter with Durin's Bane is used as the encyclopedia entry for "balrog" in vanilla. This is retained even in variants that add Durin's Bane. The balrog that came to be known as "Durin's Bane" was a servant of the evil Morgoth. After Morgoth's defeat, the balrog concealed itself under the Misty Mountains, until it was disturbed or awakened by dwarves mining in their stronghold of Khazad-dûm (Moria). The dwarves gave the creature the name "Durin's Bane" after it killed their leader, Durin VI, in battle, which forced them to vacate Moria. The balrog remained in the complex after it was occupied by Sauron's orcs and trolls, and joined the occupying force in trying to kill the Fellowship of the Ring when they attempted to pass through Moria. A powerful foe, it was only defeated after a grueling fight to the death with Gandalf the Grey. Durin's Bane is described in The Fellowship of the Ring as a vast shadowy creature with a humanoid shape and spreading "wings". (Whether these wings are physical or merely a description of its shadow is up for debate.) It wields a blazing sword in one hand and a burning whip in the other. Vanilla NetHack makes the standard balrog one of the most powerful major demons, armed with a broadsword and bullwhip. It also has the ability to fly. In UnNetHack and dNetHack, the unique balrog Durin's Bane is modeled on the ordinary balrog, but has distinctive traits and equipment that make it an even more daunting opponent. =_=_ Talk:Watcher in the Water This guy is a unique, so we should see if there are any special notes, and should also add information about when/where it is generated. I have seen it in the lake at the last level of Ruins of Moria. Noticed nothing special about it. It carried a Magic lamp (which I think it is not a coincidence). ——Evg-zhabotinsky (talk) 13:28, 24 February 2015 (UTC) =_=_ Watcher in the Water In UnNetHack, the Watcher in the Water is found on the final level of the Ruins of Moria. It is similar to an ordinary kraken, but is faster, much stronger, and does not respect Elbereth. The Watcher carries a magic lamp as a sort of prize for the player for reaching the end of the branch, but retrieving it can be tricky because of the Watcher's power and the fact that the lamp will fall into the water when you kill it. Here are a few ways of killing the Watcher: If you didn't kill the Watcher over dry land, you'll then have to get the lamp out of the water. This can be done by: The Watcher is the "mid boss" of the dwarf noble (Dnb) quest. The main body of the Watcher attempts to remain at least 3 squares from the player at all times, and attempts to avoid being on the same line in order to frustrate ranged attacks. The main body will spawn tentacles with its gaze attack; up to a maximum of 6 swarms of snaking tentacles and 2 long sinuous tentacles will be generated. If the Watcher's main body is killed, all the tentacles die as well. Swarms of snaking tentacles are generated by the Watcher in the Water, and will attempt to drown the player. No more than 6 swarms will be generated at a time; however, destroyed tentacle swarms will be replaced by the Watcher's main body. Long sinuous tentacles are generated by the Watcher in the Water. They do not have a drowning attack; however, they have a strong two-square reach attack. No more than 2 of these tentacles will be generated at a time, and destroyed tentacles will be replaced by the Watcher's main body. The Watcher comes from the first part of The Lord of the Rings: The Fellowship of the Ring. It appears as a mysterious aquatic creature lurking in a pool outside the western entrance to the dwarvish realm of Moria, from which it attacks the main characters (the Fellowship) as they are about to enter. The encyclopedia entry describes the creature as it grabs Frodo, the protagonist, and tries to drag him underwater. The name "The Watcher in the Water" comes from a historical account the party discover later, which reveals that the monster also prevented Moria's defenders from escaping through that exit. Little is known about the exact nature of the creature, as the characters catch only a brief glimpse of it, but the detail of its having tentacles (at least twenty) suggests that it may be some kind of monstrous cephalopod. The passage describes the Watcher's tentacle as "fingered", which is inconsistent with real-life cephalopods, but this may simply be a metaphor meaning that the tentacle was curled like a finger. In vanilla NetHack, the passage describing the Watcher is used as the encyclopedia entry for the kraken, implying that the Watcher is assumed to be representative of that legendary creature, which is usually portrayed as a giant cephalopod. (UnNetHack changes the kraken's encyclopedia entry to an unrelated poem by Alfred, Lord Tennyson.) In both UnNetHack and dNetHack, the Watcher appears as a "boss" at the surface end of a series of levels inspired by Moria. =_=_ Talk:Weeping angel =_=_ Weeping angel Weeping angels are monsters originally added in UnNetHack. They also appear in dNetHack, Slash'EM Extended, and SlashTHEM. UnNetHack also includes a more powerful form, the weeping archangel. In UnNetHack, weeping angels have attacks that drain spellcasting energy, drain experience levels, and teleport the victim to another dungeon level. All these attacks are affected by magic cancellation. If two Weeping Angels attack each other under conflict, they will turn to stone ("The weeping angel and the weeping angel are permanently quantum-locked!") Weeping angels' gaze attack continues even locked in place. It causes d4 damage and exercises intelligence (the weeping angel's "reflection in your mind weakens you"), but is completely nullified by reflection (the weeping angel "is covering its face"). < ref > https://sourceforge.net/p/unnethack/git/ci/master/tree/src/mhitu.c#l2202 < /ref > UnNetHack also includes weeping archangels, which are more powerful than ordinary weeping angels. They are only generated in Gehennom and Sheol. Weeping archangels become extinct after seven have been generated. This is a likely reference to the seven archangels in some Christian traditions. Weeping angels appear in Slash'EM Extended as well. Their level-teleporting attack has been replaced by a cold attack in that variant. In dNetHack, weeping angels won't move while the player character can see them, but move exceedingly fast when unobserved. Despite their fast speed, they make at most one attack per game turn. While they are immobilized from observation, their AC is greatly amplified. They will stay in rooms and not venture into corridors, to avoid forcing the player into a permanent standoff in a dead-end corridor. Their angel's touch attack teleports the character to a higher dungeon level, and drains experience levels based on how many dungeon levels up the character is moved. The angel's touch attack can be blocked by both teleportation control and drain resistance. Weeping angels are dangerous to look at, however. Viewing a weeping angel without reflection may inflict weeping angel contamination, in which the remembered image of a weeping angel begins taking over the characters mind, eventually converting them into a new weeping angel. Characters contaminated by a weeping angel gradually lose wisdom to abuse. Once wisdom goes below 3, the character dies and rises from the grave as a new weeping angel. During the endgame, weeping angels will enter corridors. Their touch attack also no longer teleports you and is no longer resisted by teleport control. Weeping angels are inspired by a race of creatures from the BBC television series Doctor Who, which disguise themselves as inanimate statues in order to prey on the energy of other living creatures. A common method of feeding involves sending their prey into the past. To keep up their disguise, weeping angels in Doctor Who do not move while observed, but can move rapidly when not being observed. The weeping angel's method of feeding, and avoidance of moving when observed, have been incorporated into its NetHack counterparts in various ways. =_=_ Talk:Heaven or Hell The one thing I can add is that in UnNetHack, if you are playing HoH mode, you start the game with Amulets of Life-Saving pre-identified. I originally created Heaven or Hell for AceHack as a silly experiment (I think that was maybe 2011 or 2012? The mode can be found on acehack.de in addition to un.nethack.nu). There's also a HaH mode (Hell and Hell, OPTIONS=hell_and_hell) that is the same as Heaven or Hell except that only you have 1 hp; all the monsters have normal hp. No one has ever ascended in HoH mode but players have got as far as beating Vlad and doing the quest. =_=_ Talk:Town From what I can tell, it started out based closely on the Mall from SLASH'EM, but then changed significantly from then on. Also, based on the comments, it appears to be a nod to Angband - maybe the eventual article could mention that. The town contains a music shop. We should add this to the article, and possibly add it to the shop page as well. =_=_ Town The Town is a branch added to UnNetHack. It pays homage to the Town found at the top levels of Angband. Shopkeepers generated in town start with 1/4 the money of regular shopkeepers. A comment in the source-code notes "it's a poor town". The branch can be found from an upstairs from the level below the entrance to Sokoban. There is a filler level with three wide rivers so some way of crossing water is needed to reach the town. Only the general shop is guaranteed. The other shops each have a chance of 66%. There are three fountains and one sink. Only the tin shop is guaranteed. The other shops each have a chance of 66%. There are two fountains and one sink. =_=_ Dead tree Dead trees are a Dungeon feature found in UnNetHack, based on a similar feature in NetHack brass. They can be cut down in half the time of a regular tree. In addition to being randomly generated, if you hit a tree with some form of death attack, it will wither and become a dead tree. =_=_ Talk:Muddy swamp =_=_ Muddy swamp =_=_ Talk:Dragon Caves =_=_ Dragon Caves The Dragon Caves are a new branch in UnNetHack, brought over from NetHack brass R/S. They can be accessed by a stairway from the main dungeon in Gehennom and, in UnNetHack, from a portal in the Valley of the Dead. The terrain in The Dragon Caves is not randomly generated; each floor has the same layout every playthrough. Monsters, loot, and stair placement, however, is randomized. Each level in The Dragon Caves features a large number of dragons and some worms, as well as trees and the new muddy swamp : muddy swamps wets objects like moats do, but don't carry the risk of drowning and can be crossed without levitating, flying, or water walking if you’re willing to take water damage. The new Chromatic Dragons (not to be confused for the caveman quest nemesis) can be found on the final level of this branch, and their scales grant the bonuses of almost all other dragon scale mails, plus petrification resistance, but not magic resistance . All levels are dark, can be flipped horizontally and/or vertically, and, except for the final one, allow teleporting . PPPPP--- |............| |MMM....................--- -- PPPPP| --...........-- |M.--.......-------.......-- ----M PPP--- |..........--- ----|..T.---- --.......-------MMMM P--- |......----- ---.TT-- |..........MMMMMMMM Three Chromatic Dragons wait at the bottom of The Dragon Caves, guarding a stash on the opposite side of the level where the player enters from. The large river separating the player from the Chromatic Dragons necessitates finding a way to cross water if the player wants to reach the dragons and their stash. The stash is blocked by a boulder and each space in it contains 600 + 10d100 gold, a gem, a ring (80%), an amulet (40%), and a potion of gain level, gain ability, full healing, or enlightenment (60%) with the exception of the top space, which only has a gem and 600 + 12d100 gold. There are also piles of coins under the boulder and around the entrance of the stash, which will likely be picked up by the Chromatic Dragons by the time you meet them. In addition to the stash and Chromatic Dragons, there are also 22 D, 6 w, and 4 traps scattered throughout the level, in addition to 2d10 piles of 1d100 gold, 12 gems, 3 tools, weapons, potions, and scrolls, and 5 random objects. As dragons qualify for defensive items and miscellaneous items, are a high level, and many are generated in The Dragon Caves, this branch can be an excellent source of scrolls and potions (especially potions of full healing) simply because of all the loot the dragons themselves carry. The vast quantities of gold and jewelry, and the Chromatic Dragons themselves, are a bonus for going further into the branch. The immense number of dragons, of course, makes reflection a necessity if one even wants to consider coming into these caves, unless they want to get disintegrated. There's about a 30% < !-- 29.63% to be exact -- > chance that none of the three chromatic dragons drop their scales. The player is advised to stock up on wands of undead turning to slightly increase her odds. =_=_ Talk:Robert the Lifer =_=_ Talk:Sheol palace =_=_ Sheol palace =_=_ Talk:Bottom level of Sheol =_=_ Talk:Sheol middle level =_=_ Talk:Sheol Adeon has done a great job with Sheol. In keeping with Dante's Inferno, I thought it would be good if it had a further level that led straight to the top. It might consist of a single long narrow (dangerous?) winding corridor, where the length of the corridor is the number of intervening levels. At the end one might need the crystal pick to bust out -- either into a random square of Level 1 or perhaps into the first of the Elemental Planes. The chance to avoid all the usual junk on the way back might get more people going down Sheol. If it went straight to the Planes they would have to think about what they took with them because it would be hard to get back to their stash. Just a thought (dime-a-dozen!). =_=_ Talk:Punisher Both, really - I don't think it would have been in that list, but also this code-snapshot turned out to be from shortly before that was implemented. =_=_ Crystal ice wall Crystal ice walls can only be dug through with a crystal pick, and cannot be damaged with a regular pick-axe nor by a wand of digging. Fire, however, will melt the wall. =_=_ Ice walls =_=_ Talk:Crystal pick =_=_ Talk:Traproom =_=_ Traproom =_=_ Talk:Special room (UnNetHack) I was looking at the code in mkroom.c and it doesn't look to me like the note about only being generated in Gehennom is correct, though I may be missing something obvious... =_=_ Talk:Scorpius =_=_ Forum:Nethack Android Mobile: Change Colors I'm playing nethack on my android tablet using the ASCII tileset with color. The problem is that I cannot see (well barely) the brown color which is used for doors and various monsters. In the past, I have been able to set custom colors using the options file. However, when I edit my options file, I keep getting "Bad Syntax in OPTIONS". You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Talk:Potion of invulnerability =_=_ Invisiblity =_=_ Erodeproofing =_=_ User talk:Ninjaofquest You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ NetHackWiki:Download =_=_ Forum:Download the NetHackWiki It's now possible to download an XML dump of the articles on this wiki and the images, without resorting to scraping the site. The packages are updated once a week. --paxed (talk) 14:45, 5 August 2013 (UTC) I sometimes play Nethack without Internet access on my old netbook and I'd like to have the wiki available offline. Is there a light-weight way of using this XML dump on Linux? Installing a local web server with Mediawiki and everything is not an option for a machine this old. Or would you rather recommend recursively wgetting the whole nethackwiki.com for offline browsing or something else? --88.115.0.97 16:09, 13 January 2014 (UTC) Hi paxed, Is it possible to provide an openZIM formatted copy of NetHackWiki in addition to the XML dump? It would eliminate the headache of installing LAMP and mediawiki. Thanks. --Deadagain (talk) 13:49, 12 June 2015 (UTC) Oooh, thank you very much! Now I can throw away that ugly wiki scraper I had lying around. :D ——KeyboardFire (talk) 07:37, 19 June 2015 (UTC) You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Talk:Hunger (intrinsic property) You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Forum:Amulet of Yendor... disintegrated?? I was running up through Gehennom after retrieving the Amulet, and the Wizard accosted me as he tends to do. He stole the Amulet and teleported to the stairs. I chased him over, whereupon a black dragon ambushes the pair of us, his disintigration breath reflecting from my armor and hitting the Wizard, killing him instantly. Unfortunately, no Amulet of any kind dropped! Will the Amulet be present on the Wizard when he reappears? Or am I completely screwed? Thanks for your help! =_=_ Category:Bots Hi; I noticed your recent edits to the [ Property] and [ Djinni] pages. There you claimed that tame djinn give clairvoyance, which isn't true, so I reverted those edits. Could you tell me why you added that, or, if it's actually true (but wizard mode agrees it isn't), provide a source code reference? Perhaps you remembered it from a variant, too, though I can't think of any that makes having djinn pets give you clairvoyance. Thanks! —bcode & nbsp; < sup > talk & nbsp;| & nbsp;mail < /sup > 16:57, 8 August 2013 (UTC) =_=_ User:Stenno You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ File:Woodchuck-wrapper.png =_=_ Passtuen =_=_ Evil eye The evil eye is a new monster introduced in UnNetHack. It is a physically harmless monster in the same class as a floating eye, but it possesses a luck-stealing gaze. The luck-stealing gaze is not protected against by magic resistance but if you have a blessed luckstone, you will resist the effect 75% of the time. Hitting an evil eye with a cursed luckstone will heal it, and hitting it with a blessed luckstone will kill it in one hit. Holding up a mirror to an evil eye will cancel it and cause it to flee, as long as it is not blind, invisible, asleep, or already cancelled. The evil eye has been added to the list of monsters that can be summoned by the monster spell summon nasties. It can also be created if a player has attempted but purposefully violated Zen conduct. =_=_ Talk:Evil eye =_=_ Shambling horror =_=_ Talk:Shambling horror =_=_ Talk:Shambling horror (Sporkhack) =_=_ Shambling horror (Sporkhack) =_=_ Talk:Shambling horror (UnNetHack) =_=_ Shambling horror (UnNetHack) The shambling horror is a monster with properties randomized at the start of each game. They may be harmless, or they might be staggeringly dangerous. Depending on whether or not shambling horrors are generated with the demon flag, they may be summoned through demon gating and may summon other demons. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Talk:Yumi How can the Yumi shoot 2 ya at a time? It used to do it all the time when I first started playing Samurai, but doesn't anymore. Is it me? Or something I'm doing? =_=_ User talk:Jabberwock You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Dungeon fern The dungeon fern is an unassuming monster appearing originally in UnNetHack, though versions of it have also been incorporated into dNetHack, Slash'EM Extended, and SlashTHEM. It is sessile and has no physical attacks. However, when approached, it creates dungeon fern spores, the more dangerous cousins of gas spores. Dungeon fern spores attack their targets directly by bursting into stinking clouds. The explosion itself does no harm to the target, and the dangerous effects of the cloud are entirely mitigated by poison resistance or unbreathing. If you do not have either of these, standing at a diagonal to the spore when it bursts will give you a significant chance of being outside of the cloud when it forms. Attacking directly will cause the spore to explode properly, just like a gas spore. Exploding dungeon fern spores have a 1 in 3 chance of creating a new fern. There is a 1 in 6 chance that it will be a full-grown dungeon fern; otherwise, it will be a dungeon fern sprout, a lower-level dungeon fern which produces spores at a lower rate. It is important to destroy both kinds of ferns quickly unless you possess the means to contain out-of-control growth. Dungeon fern spores will target other monsters as well as the player, and in turn other monsters will attack fern spores on sight. A careful player can take advantage of this and lure spores toward otherwise difficult monsters without poison resistance. In UnNetHack, ferns are part of the monster class, which is defined (according to the what is and farlook commands) as "fungus, mold, or fern". UnNetHack features four different species of fern: the regular dungeon fern, the arctic fern, the blazing fern, and the swamp fern. The main differences among the four species are the types of damage caused by their exploding spores, and the terrain in which they can reproduce. The regular dungeon fern produces spores that deal physical damage when they explode. These spore explosions can produce new ferns and sprouts on floor and muddy swamp tiles. The arctic fern () resists cold damage, and its spores () deal cold damage when they explode. New arctic ferns and sprouts can only grow on water, ice, or swamp tiles. The blazing fern () resists fire damage, and its spores () deal fire damage when they explode. New blazing ferns and sprouts can only grow on lava tiles. The swamp fern () produces spores () that deal physical damage when they explode, like the dungeon fern. However, they will only produce new swamp ferns and sprouts on swamp tiles. In the Ruins of Moria, there is a 25% chance that a fraction of the tiles on the Forest level will be swamp. If so, four swamp ferns will be generated throughout the level. In UnNetHack, reading a blessed scroll of stinking cloud while confused will generate up to three nonspecific fern spores (), which can produce any of the four species of ferns, on appropriate terrain. (Reading a non-blessed scroll produces gas spores instead.) These spores are not otherwise randomly generated. Two types of ferns appear as monsters in dNetHack, along with their respective spores and sprouts: the dungeon fern and the swamp fern (here ). The former is identical to its UnNetHack counterpart, but the explosion of the dNetHack swamp fern spore () deals 4d8 damage instead of 2d4, and causes fungal diseases. Ferns are a group of real plants with characteristic leaves. They are primitive, having neither seeds nor flowers; they reproduce with spores, hence the spore attack in the game. =_=_ Talk:Dungeon fern =_=_ Forum:Boulder on down stairs ... in a corner... Since food is plentiful and she's got the altar, her first thought is not to worry too much and camp at the altar for a while. The tripe can be saved to re-tame the dog when the time comes. Thanks, you guys are awesome!! You may be amused to find out what actually happened... Chrysoberyl the Ranger camped out for some time at the Level 1 altar, passing the time by scribbling with her fingers in the dust "I will not block the only exit with boulders" on every floor tile in the room where the altar was. After all that she only ended up with an Axe called Cleaver... she didn't want to seem ungrateful to her Goddess, but honestly! Couldn't Venus have sprung for Magicbane after all that? But perhaps the Goddess works in other ways, for after some fruitless shooting (second-best) arrows at the boulder hoping to knock it downstairs, a dwarf suddenly burst through the wall... yes, through it! All the archery practice did pay off and after acquiring one fine dwarvish mattock, the problem was solved. Almost disappointed to lose the opportunity to try some of the more arcane methods suggested... never mind, I'm sure Chrysoberyl will find herself in some equally puzzling scrapes later on. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. Non-risk investment plans are not common now and every one seems to be interested in the subject to make more money in no time or in very less time as compared to other ways and modes of making money on the basis of investment in fund like securities available in the market. People want to have a trustworthy source of return on their invested money in terms of high gain at absolutely no risk or very low risk scenario in the form of fund in which the money needs to be invested for a certain period of time. The idea behind the non-risk investment plans is to attract more people to deposit their money for some time and gain interest or a percentage of profit in the form of return on the money spent on buying the fund or the scheme that is getting popular in the market. Hence, the people do not follow their instincts or do not go blindly to invest in the program available in the market, but, they completely check and understand the key points listed in the terms and conditions of the investment opportunity or scheme before making any decision to deposit their money for an year or so in terms of time that the scheme requires to be fruitful for the client or to get matured to provide benefits in terms of result as money multiplied to a certain number of times as promised. Hence, before making any decision about taking a policy or entertaining a fund, please be advised that it can be profitable and be non profitable as well as its profit bearing capacity depends on the market conditions also. investing =_=_ Pinobot =_=_ User talk:Samer You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Forum:Thank you NethackWiki for my YAFAP After playing Hack in college 25 years ago, I started playing Nethack on the Chrome Browser in January. Totally spoiled by this wiki, I ascended today with Samer, The level 27 Valkarie. Samer found a WoW on lvl 2. First wish was for a Ring of Levitation while stuck on an island during the quest. Then, of course, the first giant killed dropped a spare. Overall, the rest of the game was very kind allowing Samer to ascend with 2 WoWs (neither completely used) and 2 Amulets of Life Saving (obviously, never used). =_=_ Forum:Question about "optional" features What does it mean when something "may be compiled out the game"? Does this mean that there are versions of NetHack out there without important and prominent game elements such as sinks, Kops, Elbereth and the entire Tourist role? What's the purpose of this? Does this mean that these elements are optional? How does one go about disabling or enabling them? It doesn't seem possible from the config file. The features in question are set in the source's configuration header before compiling; you can change whether they're present or not via editing < tt > include/config.h < /tt > . Some variants allow you to set them via command-line options when compiling (Slash'EM, UnNetHack) or (for some of the options) in-game (NitroHack, NetHack 4). (Interestingly, SCORE_ON_BOTL is off by default; autopickup exceptions are also off by default but that's because the devteam weren't confident that that code worked properly.) Ais523 (talk) 17:12, 20 August 2013 (UTC) Thanks for answering my question. I always considered NetHack to have a tongue-in-cheek style, so I never really thought that some people would scoff at the game containing anachronisms. However, I want to ask something in very, very simple terms. Here is what I know of so far: I have an internet browser. I go to nethack.com and download NetHack 3.4.3 from their 'downloads' page. I get a ZIP file, which I extract by right-clicking. I open the file and run NetHack.exe and all of a sudden I'm playing the game. Nowhere during this process was I ever given the options of adding or removing these so-called optional features. Am I right in thinking that by the time I have the 'nethack.exe' file, am I too late? Because it has already been compiled at this point, right? How do I even get a chance to do anything to the file before I acquire it from the site? 86.145.203.49 11:55, 21 August 2013 (UTC) You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User:Chris/dNetHack/Artifacts/Necronomicon The Necronomicon is a legendary tome containing a large variety of magical formula. Despite the book's fearsome reputation, simply reading the book is not particularly dangerous. On the other hand, actually casting some of the spells found within can be suicidal. The Necronomicon can be used via invocation (i) or reading (r). A character can opt to read a known incantation out of the book or study the book in an attempt to find new incantations. Studying the Necronomicon abuses wisdom, and requires 100 rounds of undisturbed study. At the end of this period, the character makes a check (1d10+Int - 15 - # incantations known) to learn a new incantation. However, each learning of a new incovation beyond the 4th one (i.e. the 5th, 6th, 7th) has a chance to permanently bar you from learning any more invocations. Because of this, a character will get anywhere from 5 to 7 invocations from merely reading the text. Failure abuses intelligence and wisdom, success adds a randomly selected incantation to the list of known incantations. It is possible for the new incantation to be redundant with an already known passage, in which case it has no effect (and does not count for the invocations learned). Choosing to read a known incantation brings up a menu listing known passages, from which the desired incantation can be selected. In most cases, the character will still require a considerable number of undisturbed turns in order to read the incantation in full. Summoned monsters have a 50% chance of turning on their summoner if their level is greater than or equal to the summoner's level. Pets summoned tame beyond your pet limit will be friendly, and thus turn back to hostile/peaceful after a certain time. You learn how to draw the Circle of Acheron, Pentagram, Hexagram, Elder Sign, Hamsa, Elder Elemental Eye, Sign of the Scion Queen Mother, Cartouche of the Cat Lord, and Wings of Garuda Wards. Only 1 spirit is learned from either of the testament of whispers, therefore reading both provides knowledge of all 31 of the Spirits of the Near Void. =_=_ User:Chris/dNetHack/Artifacts/Rod of Seven Parts Unlike most artifacts, the Rod can be repeatedly invoked with no delay between uses. Instead, when invoked the Rod prompts the user for a command word. The power used is determined by the command word entered. The Rod's various powers reduce the Rod's enhancement bonus. Basic (one word) commands can reduce the Rod's enhancement down to a minimum of -7, advanced (multi-word) commands can only reduce the enhancement down to 0. Grants Levitation, as if for quaffing three blessed potions of levitation. After landing, the character may take off again by pressing ' < ' when not standing on the upstairs. Prompts for a target location. Causes 1+level/5 explosions centered on the indicated location, each worth d(level/2+1+int bonus). Each explosion deals fire, ice, or electricity damage, determined at random. Summons 1+level/5 pets (high level vortexes and elementals). Heals you fully, cures sickness and green slime. Allows you to levitate by pressing ' < '. Casts Charm Monsters. Scrolls of charging can be used to safely increase the Rod's enhancement to +7. The Rod's enhancement bonus is capped at +7, and the Rod will never be evaporated by attempts to overenchant it. Wielding the Rod in melee combat grants +1 enhancement per seven hits. The Rod will enchant itself up to +7 or your level/3, whichever is less. =_=_ User:Hhyloc/YANI Upon wearing the cloak, if you lack poison resistance, the cloak identify itself and delivers a poisoned attack (note that in UnNetHack poison does not cause instadeath, possible effects include HP reduction, max HP reduction, attributes reduction) and cause d3 (normal) damage each turn you wear it. If you wear it for at least 10 consecutive turns you gain poison resistance and the cloak become harmless "The poison on the cloak doesn't seem to affect you anymore.". If you have poison resistance the cloak has no effect, but gives the message "This cloak feels a little itchy." upon wearing. This does not identify the cloak. This cloak provides MC 3 but no base AC. Poisonous cloak is a way to gain poison resistance with some trade-offs, provided that you have enough HP to survived the cloak's effect. You can nullify these trade-offs with a ring of sustain ability, potions of gain ability, potions of healing or other attribute-enhancing items. The cloak can also be a substitute source of magic cancellation until you can find a cloak of magic resistance. True to its' source mythos, the hydra will grow more heads and become stronger when being attacked by bladed weapons, a blunt weapon or other kinds of attack (wands, ranged weapons) are required to kill it. Trolls will start the game with good AC (0 AC?), excellent STR and CON but poor DEX, WIS and INT. They will start with no body armor and unable to wear shirts, armor suits or cloaks, they can still wear helmets, gloves or boots however. In other words the troll is a semi-nudist conduct follower, no armor suit means no dragon scale mail, so while trolls will have an easy early-game, they will have trouble in the late-game compare to other races, this means troll will also rely more on protection AC to make up for the lack of armor. Another unique mechanic for the troll I'm suggesting is that upon death, troll have a chance to revive themselves - this make the Amulet of life saving less important, create room for other amulets such as reflection or ESP. Obviously this requires a lot of thoughts and careful balancing to prevent it from becoming OP or UP. I propose that troll have a 65% chance to revive upon death, if within 1000 turn the troll dies again, this chance will be lowered to 45%, 25% and eventually certain death. After the revive time-out the chance will increase to it previous value (from 25% to 45% to 65%). Turn the monster hit by this spell into a sewer rat with it’s attack capacity of said monster, however the original hitpoint remains intact (a sewer rat with 56HP for example), higher skill level increase the spell’s duration. Basically, this spell turn a dangerous monster into a less dangerous one but the hitpoint of that monster remains the same so you can’t one-shot it. Monster’s with magic resistance can resist this or make the duration shorter so I hope this spell will not become overpowered. This spell a method to by-pass high MR monster without resorting to drain level, this spell may become overpowered so that’s why it’s a level 5 spell. This spell also work nicely in tandem with cancellation spell. Enchantment school is missing high-level spells so I think this can be a fitting addition. Stealth is not a very useful extrinsic compare to invisibility or speed and half of the roles will get it as intrinsic at some point when they level up. That why it’s a level 1 spell – not powerful but easy to cast, I can see that this spell will be useful to low-level wizards to avoid tough sleeping monsters. Also, casting this spell at higher skill levels (maybe Skilled and Expert?) will give you muffed movement (nullifies squeaky board trap and fumble boots’ effect). Rain down rocks (1d3) upon your target, the exact number of rocks depends on the caster’s skill, I haven’t decided the damage yet but it should be somewhere between spellbook of magic missile and fireball. The spell will leave a pile of rock at the target’s feet. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Crystal pick The crystal pick is a much better pickaxe that appears only in Sheol. There is one guaranteed as a reward near the end of the branch, but it might be a good candidate for a non-magical wish. It is twice as fast at digging through walls, and is the only thing that can dig through crystal ice walls other than fire. In addition, the crystal pick is lighter than a regular pick-axe, and does impressive damage for a one-handed weapon. A crystal pick is made of metal, not glass. Like silver polish, steak sauce, or baby powder, its name indicates its intended use rather than its composition. Crystal picks do not rust or corrode. =_=_ Talk:Chromatic dragon (UnNetHack) You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Black Angel =_=_ Talk:Black Angel =_=_ Template:Monsym/black angel You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Uranium imp Uranium imps are a new minor demon added in UnNetHack. When a uranium imp is hit in melee, both the imp and the attacker are teleported together to a random location on the same level, so a fight with one can lead to hopping all over the level. A player with teleport control can sometimes choose the destination, but will still be accompanied there by the uranium imp. This power is nullified on non-teleport levels. Uranium imps don't deal dangerous amounts of damage, but their teleportation can land an unsuspecting player in a dangerous situation. Additionally, they can very easily separate adventurers from their pets. Teleport control isn't a perfect defense against the teleportation ability; of the time, the teleportation will be "too chaotic to control" and the location will be random despite teleport control. The chance is a reference to the source material for uranium imps & mdash;the number 413 keeps showing up throughout the story. However, you don't have to fight them & mdash;if you #chat with them, they will run away for 10 & ndash;30 turns. This is a reference to the uranium imp's source material, Homestuck, in which a bunch of imps are "defeated" by the main character yelling at them to leave. The source code acknowledges this reference with a comment "/* That is IT. EVERYBODY OUT. You are DEAD SERIOUS. */" before defining the fleeing behavior. =_=_ Talk:Uranium imp =_=_ File:Garo master.png =_=_ File:Garo.png You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User talk:Condonzack You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Nymph level (UnNetHack) In addition, some of the rooms might contain trees. Due to the Dungeon Growths patch, by the time the player has entered the ascension run, this level can potentially be somewhat overgrown, impeding movement. One thing to watch out for on this level is that your items will get stolen very easily, and you can end up spending many many turns chasing down nymphs to try to recover your inventory. Nymphs are often generated sleeping, but combat is noisy in UnNetHack and can wake sleeping monsters. To make matters worse, the various squeaky board traps scattered throughout the level make it very easy to accidentally wake up the nymphs. =_=_ User:Chris/dNetHack/Cerulean Sign The Cerulean Sign is a special hallucinatory ward that is functional. On the ground, it appears as a "cerulean weeping-willow". It is the Dungeons and Dragons equivalent of the Elder Sign, introduced in Lords of Madness. In dnethack, it acts as a 1-fold elder sign. =_=_ Alignment quests =_=_ Talk:Ward (dNetHack) Oh, you can scare monsters by (a)pplying a ring with a ward they are vulnerable to on it. So you can scare Mind Flayers etc by applying a ring with a Cerulean Sign on it at them. At the moment there is no special effect for just wearing the ring, though. =_=_ White naga hatchling =_=_ Talk:White naga hatchling =_=_ User:Condonzack This role is intended to fill several empty niches in UnNetHack. First, it is a role where you are expected to use offensive magic throughout the game. The only other role like this is Wizard. Priests are clearly defensive magic users, and Monks are generalists with their own playstyle unique playstyle. Spellswords are the adrenaline junkies of the adventurer world- dedicated to the rush of battle and the thrill of inflicting grievous wounds both magical and physical. They abandon the use of armor to focus on overwhelming power and untouchable speed. Spellswords, like monks, have strict penalties for wearing body armor. Wearing any body armor other than leather jacket or dragon scales (NOT dragon scale mail) makes them strained regardless of how much they are carrying. Due to their training in the use of magic and swordplay, Spellswords have a special ability related to using twohanded weapons. Maybe they use them one handed, or when the weapon is cursed still be able to use one hand. Maybe they have the curse absorbing power of Magicbane. They can reach expert in two-handed swords, axes,and polearms and skilled in quarterstaff, pick-axe, and unicorn horns. Two handed weapons are their speciality. Their quest artifact is a two handed sword that gives you pw for every point of damage it inflicts. Perhaps if it is flavored as able to absorb magical energy is should also give magic resistance and a chance at cancellation? Having just realized that they quest artifact reminds me of Celes from Final Fantasy 6, I think a slight FF6 theme could work well. So the Gods would be the original names for the FF6 warring triad- Sophia for lawfuls, Sefilos for Neutrals, and Zurvan for Chaotics. =_=_ File:Uranium imp.png =_=_ File:Weeping angel.png =_=_ Ice wall It can be dug through in half the time of a regular wall (although a Wand of digging will be completely ineffective), and can easily be melted. These should not be confused with Crystal ice walls, also found in Sheol, that cannot be dug through without a crystal pick. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ List of public nethack servers =_=_ List of public Nethack servers =_=_ List of public NetHack servers =_=_ Random vault (UnNetHack) Random vaults are a part of the level generation formula introduced in UnNetHack. The name is a misnomer: these are entirely unrelated to the hidden vaults filled with gold, and connect normally to the rest of the dungeon. The "normal random room" has a 40/41 chance of being selected. All the others have a 1/2050 chance of being selected. =_=_ Fern =_=_ Cold trap =_=_ Talk:Random vault (UnNetHack) Yeah, that wasn't super clear. What happens is that every room that is a random room is a random vault. The probability that any given random vault is vaultgen (that rndvault) / vaultgen (total for all rndvaults). That is when vaults show up and what vault is selected. After that happens, some vaults are flagged with "ordinary" instead of "normal". The vaults that are flagged with "ordinary", which includes the vault, "normal room", are eligible to be converted into a special room, according to the formula that determine special room selection. The vaults that are already special (like "massacre" or "temple of the gods") are not eligible for further conversion into special rooms, because they are already "special". Gold vaults are what you are used to from vanilla - unconnected rooms full of gold, with the guard and the possible Ludios portal, and all that. Putting this in caps for emphasis : ALL ROOMS IN THE MAIN DUNGEON BRANCH THAT AREN'T PART OF SPECIAL LEVELS (and aren't gold vaults) ARE RANDOM VAULTS What this means is that when UnNetHack creates a room, it has a ~1/2050 chance of being a "temple of the gods", a ~1/2050 chance of being a "massacre", a ~1/2050 chance of being a "4-leaf clover", and a ~2000/2050 chance of being a "random normal room". Technically, it is any level *in the main dungeon branch* that isn't created as part of a special level - other branches have separately defined algorithms for generating filler levels between the various preset ones, and Gehennom uses a modified version of Heck^2... perhaps there needs to be a description of why it makes the statements it does. --194.116.198.185 12:34, 15 October 2013 (UTC) In UnNetHack even predefined special levels may flip across the x axis, y axis, or both, such that levels such as the Castle can feel a bit different between games, while still using a predefined map. However, due to technical limitations, random vaults cannot be automatically flipped - the alternate orientations must be hardcoded, or else will be omitted. =_=_ Forum:Gold, gold galore Ok, so I got my first Wizard quest (the farthest I've ever gotten) and I have 50K in gold. Is there actually a use for it later on in the adventure? I've bought and oracle'd all I can.... =_=_ User talk:Chris/dNetHack/Items Cursed scroll of warding: "A ripple of dark energy spreads out across the [surface]" and all wards on the level are erased. Confused scroll of warding: Scribes a random ward, probably one that you DON'T already know, since the non-confused behavior is to scribe a CHOSEN ward that you DO know. Hallucinating scroll of warding: "A ripple of [random color] energy spreads out across the [surface]" and all wards on the level become hallucinatory wards. since the Noble role gets gender-specific starting equipment, shouldn't there be some bonus/penalty for cross-gender use? perhaps for the male characters in the underwear a +1 to hit with axes? --194.116.198.185 12:57, 3 February 2014 (UTC) O Chris, Mighty DM of dNethack, wilt thou grant thy wormlike minions an insight into the Sokoban Magic Chest? Wikid (talk) 06:17, 27 February 2016 (UTC) lol. Magic chests originated in DynaHack, and are magic containers that share their contents with each other. In dNethack, magic chests are tools, rather than dungeon features, and have 10 compartments to aid in stash organization. Use a key or lockpick to switch between compartments. So, for example, if you put your spare potions in the lock 1 compartment of the Sokoban chest, then travel to Vlad's Tower and look in the lock 1 compartment of that magic chest, you will find your spare potions inside. Magic chests are wishable; however, the chests are emptied out when you go to the Planes, so you can't access your stash in the endgame by wishing for one. --Chris (talk) 18:37, 27 February 2016 (UTC) You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Forum:Ascended all classes! Not just YAAP: When I offered the Amulet to Kos last night, it marked the successful conclusion of a 5-year quest to ascend every class at least once. There are obviously far better and frequent players than myself, but I had to share with those who might appreciate the accomplishment. :-) =_=_ User:Chris/dNetHack/YANIs Anachrononauts could have special keter spawn for them after they complete their Quest - basically quarut inevitables, because the player tries to change the flow of time and by the time they complete their Quest, they are enough of a threat to timeline the need to be dealt with. apply Acehack & co's interface updates! Especially the v "explore" command, and the sane defaults. (Please!! also moving into doors to open and unlock, etc etc―Glycan) jonadab: could also be that it keeps eroding the old stuff and not adding new properly, so maybe it erodes all over time? dunno, but the adding problem is a real thing =_=_ Asmo =_=_ Forum:Scroll of create monster read by a monster I was playing nethack as Val-Hum-Fem-Law. I went down to the floor above the Mine's End straight from the first floor and I had the maximum HP of 77 then. A gnome read a cursed scroll of create monster and I was surrounded by a crowd of unfamiliar, strong (for me) monsters. No Elbereth, praying, digging a hole down worked and I died. =_=_ File:Uvuudaum.png =_=_ File:Elder priest.png =_=_ Forum:Can I add startingskills to the rolepages In the Pages, that descrpie the different roles, the starting-skills are missing. If you give me the permission, I could add them. The reason is, that the starting-skills are less obvious, as it seems in the first place, because of the following idiosyncrasis : The interesting question is the format of that information. It would be nice to set an asterix in the skill table behind a skill that starts basic, and an ittalic line below that tells the reader that the asterix means. The problem is how to edit the skill tables ? In the pages there are macros used like "archeologist skill table" in curly brackets, but how to edit theese macros ? =_=_ User:Chris/dNetHack/dNethack Neutral Quest Monsters Argentum golems are potentially a very useful source of silver weaponry, particularly silver arrows. Each of the 8 argentum golems are generated with a random silver weapon and a small stack of silver arrows. Their arrow shooting attack consumes these arrows, meaning the character will have to kill the golem quickly to claim them. Guardian of the First Key of Neutrality, Center of All is generated randomly as part of normal monster generation, rather than in a guaranteed lair. Entering the golem level (Sum of All) in the neutral quest does, however, greatly increase the odds of Center of All appearing, so he will often appear in the neutral quest His loadstone attack is a grave threat. Thrown loadstones deal 1d30 damage and have a 1/3 chance of adding themselves to the target's inventory instead of dropping to the floor. In this way, Center of All can quickly immobilize his opponents. Though marked as hostile, the priests of the unknown god can't move and don't attack. If struck by an artifact, they will "tug gently" on it, and you will be asked whether you wish to release your grip on the artifact. If you let go, the priest will disappear and the relinquished artifact will be removed from the game; it no longer counts against the total number of artifacts generated for wishing purposes, and will not be re-generated. There are 5 priests of the unknown god in the game. The first is on the island in the headwaters of the lethe, immediately below the golem city Sum of All. The second is in the water south of the statue of the forgotten god, in the center of the temple complex level (6 levels below Sum of All). The third is located in the ruined temple on the third level of the Gulf on N'kai. The fourth and fifth are found in the temple complex at R'lyeh, on random altars. The guardians of the Second and Third Keys of Neutrality, Alhoons are master mind flayers that have risen as master liches. There are two alhoons in the game. The first lives on the second level of N'kai, the second lives in the temple complex at R'lyeh. Great Cthulhu is the second or third most dangerous creature in dnethack, and as such should be avoided rather than confronted. Great Cthulhu is generated asleep on one of the altars in R'lyeh, and plan A should always be to keep him that way. Great Cthulhu can be sensed from a distance as "an unknown monster causing you dread" regardless of whether or not you have warning. Should the character need to approach Great Cthulhu, it is vitally important to avoid looking at him. Extinguish light sources and remain at least two squares away or blind yourself. Great Cthulhu's gaze attack permanently reduces wisdom by 1d10 points, though not below 3. In this case, the character's wisdom is reduced to 3 and the character then takes 10 damage for each point of wisdom drain remaining. It is vitally important to remain at least 2 squares away from Great Cthulhu if at all possible, as his melee attack deals 400 damage and is essentially guaranteed to hit. Should combat become unavoidable, Great Cthulhu is actually decently easy to take down, thanks to his slow effective speed (Speed 3, despite the listed speed of 15) and lack of a ranged attack. Should he be stricken down, however, he will revive at full strength after only a few rounds. =_=_ User:Chris/dNetHack/dNethack Devil Lords Bael is a melee specialist, and can be threatening to even an ascension-ready character. His artifact two-handed sword, Genocide, deals a bonus d9 fire damage, and also deals 4d4 fire damage to all others of that creature on the floor. In addition to his listed attacks, he occasionally uses entirely different attack chains. The first includes a disintegration attack, which disenchants and evaporates your armor. The second is to hit you with every weapon he carries, which are enchanted to damage your worn armor. Dispater is a dangerous spellcaster, favoring the curse items and turn to stone monster spells. His fondness for turn to stone means that he should not be confronted without several lizard corpses in open inventory, as once the character begins to stiffen they have only a few turns to eat a lizard corpse before becoming a statue. Free action helps, as it gives you 3 more turns to counteract the stoning. His artifact weapon, the Rod of Dis, adds 1d8 damage to his attacks and stuns player characters. Characters can use it to tame nearby enemies and to knock enemies back in melee. Base level = 60. Difficulty = 35. AC = -16. DR = 16. MR = 75. Alignment 15. Normal speed (12). Mammon's wrap attack does present a drowning danger if he uses it while over the swamps of Minauros. Furthermore, he possesses a unique breath attack that can turn your inventory golden and petrify you, turning you into a golden statue (this can be cured by the normal means). His artifact short sword, Avarice, deals 2x damage and steals random items from the target. Base level = 25. Difficulty = 34. AC = -14. DR = 4. MR = 94. Alignment 14. Very fast (20). Fierna's damage output can be largely negated via fire resistance; however, her most dangerous ability is her high speed item theft rather than her raw damage. Belial presents different threats depending on the character's gender. Against female targets, he opens with an incubus-style extended seduction attack. The check is intelligence and charisma based, however, even characters with maximum int and cha have only about a 1/4 - 1/3 chance to come out ahead in this check, and characters can end up taking heavy damage during the seduction attempt even when they succeed on the check. Belial directs his considerable physical and magical combat abilities against male and genderless targets, as well as against females who resist his advances. His artifact weapon, the Fire of Heaven, is a 2x fire damage fire and lightning blasting silvered trident. In non-caveman games there's a chance for the Chromatic Dragon's lair to appear as the upper hell. Killing her drops the Chromatic Dragon Scales. Destroying the creature in the ice frees either Leviathan or Levistus in an icy blast. While the creature is sitting on downstair, it isn't required to actually destroy it to move on (try teleportation magic). Leviathan's physical attacks aren't threatening, however, his intelligence-draining, amnesia inducing engulf attack can be terrifying. Engulfed characters can free themselves by zapping a wand of digging. Leviathan's artifact, the Diadem of Amnesia, is one of the few that is of little use to its owner, being a dunce cap that can be invoked to toggle conflict. Levistus is a dangerous melee fighter and spell caster that can steal your items. His weapon, the Shadowlock, is a powerful cold-damage dealing artifact rapier that ignores equipped armor, but also deals damage to the wielder every hit. Verier's melee attacks are low damage, but potentially dangerous due to the sheer variety of status ailments he can inflict. Fortunately, Verier lacks teleportation, which coupled with his slow speed makes him easy to avoid. However, hurting Verier will cause demons to spawn, and killing it will cause a horde of demons to spawn. Daughter Lilith's artifact weapon, Thunder's Voice, is electrical in nature, which when combined with her theft attack can deprive the character of critical resources. Mother Lilith is most dangerous against male characters, against whom she employs a succubus-style extended seduction attack. The check is intelligence and charisma based, however, even characters with maximum int and cha have only about a 1/4 - 1/3 chance to come out ahead in this check, and characters can end up taking heavy damage during the seduction attempt even when they succeed on the check. Against female and genderless characters, as well as male characters that resist her advances, Mother Lilith employs a variety of physical attacks, including her artifact weapon, the permanently poisoned athame, Serpent's Tooth. Finally, Crone Lilith specializes in the curse items, weaken stats, death touch, and heal self monster spells, backing this magical might up with her life draining touch and silvered unicorn horn, Unblemished Soul. Baalzebub uses his stunning gaze to disorient foes before hacking them up in melee. His artifact weapon is the Wrath of Heaven, 2x electrical damage electricity and fire blasting silvered long sword. He also holds the All-seeing Eye of the Fly, an artifact helm of telepathy. Baalphegor and Mephistopheles are a tag team of fire and ice, able to quickly kill characters who lack one or both of those resistances. Mephisto's artifact is Cold Soul, a fire, ice, and electricity blasting ranseur. Baalphegor wields the Sceptre of the Frozen Floor of Hell, a cold elemental 2x damage cold blasting iron bar. Glasya is fast, but she does not teleport to meet you, making her far easier to deal with. Unless the character has acid resistance, she should be killed with ranged attacks. Asmodeus is probably the second or third most powerful creature in dnethack, and is certainly the most powerful creature that the character may be forced to confront. As such, when exploring Nessus it is best to check all the perimeter rooms for the true downstairs before checking the center room. If the perimeter check reveals that the true downstairs must be in the center room, the safest course of action is to just bribe Asmodeus to leave you alone. Be warned that demon lords in dnethack will demand a bribe of at least 9000 gold, and may demand between 9000 and 9999 gold no matter how much gold you have in your main inventory. The character must be immune to both fire and cold in order to survive even a few rounds while fighting Asmodeus (keep in mind that, because intrinsics gained from eating corpses now time out, this is considerably less of a given in dnethack than it is in vanilla). Assuming that the character can survive his fire and ice magic, the next challenge is surviving his other attacks long enough to do damage. The character should immediately burn a pentagram ward, which cuts his effective damage down to 1/9th of its full value. Asmodeus has a listed AC of -99. Each time he is attacked, a number between -9 and -99 is chosen as his current AC. Asmodeus is therefore quite difficult to hit, with between 2/3 and 1/2 of attacks missing him completely. The character will therefore need as high a to-hit modifier as possible in order to efficiently deal damage. Note the presence of Cure Self on Asmodeus's spell list. In order to do lasting damage to the Lord of the Nine, the character must do more than 10d8 damage for every 9 turns, on average. As Asmodeus takes more and more damage, stronger demon types begin to form from his shed blood, starting with manes and working up to Pit Fiends. If the character is standing on a burned pentagram ward, these are not an immediate threat, though the spell casting pit fiends can be troublesome. =_=_ User talk:Chris/dNetHack/YANIs infrequent spikes are more interesting than completely linear random ranges. For instance, on a weapon that does 1d20 bonus damage, no one will notice or care when it does 6 bonus damage one turn, and 9 on the next. But when that weapon rolls a 1 or 2, it might as well not even be magic. https://imgur.com/6vTZor6.png Both columns result in an average of 10.5 damage, but the right column will never "do nothing" by rolling a 1 or 2, it always adds at least a respectable 5 to the damage. And every now and then, it will entertainingly one-shot a creature by rolling 40, as well as producing a satisfying "crunch" on 1 in 4 hits. Further, these chunkier smacks could be tied to the spammy messages that are produced by artifacts like Frost/Fire Brand, and the smaller hits could be clean and messageless! --Testbutt (talk) 18:01, 30 June 2020 (UTC) =_=_ File:Dungeon ferns.png =_=_ File:Swamp ferns.png =_=_ User:Chris/dNetHack/dNethack Demon Lords Unlike most monsters with an engulfing attack, Juiblex, will only take damage equal to 10% of his current hp if an engulfed character escapes via a wand of digging. Pale Night is the most dangerous of the minor demon lords. Its reflexive seduction ability makes attacking it in melee foolish at best. A character attacking Pale Night in melee is exposed to its extended seduction attack. Pale Night's silhouette (which always appears to be of opposite gender to the character) will attempt to seduce the character into passing through its veil. The check to resist this seduction is Wisdom based, and penalized by Intelligence. If the character fails to resist the seduction, they step through the veil and encounter Pale Night's true form. Their armor (cloak, body armor, shirt, gloves, boots, and helm) are instantly disintegrated, and the character makes another Wisdom check. If this second check FAILS, they character stumbles back out from under the veil with no memory of what they saw. Their Wisdom is reduced by 1d10+1, and they loose their memory of 25% of objects and 25% of levels. Orcus favors the Raise Dead spell. He is spawned carrying a wand of death, and the character should attempt to kill him quickly and claim the wand. Graz'zt's melee attack is manageable, however his extended seduction attack (which he uses on both male and female characters) is extremely dangerous. The seduction check is based on Charisma, Constitution, and Intelligence. If the character fails the check, Graz'zt may steal some of their possessions and/or equip them with harmful equipment. If the character passes the check, Graz'zt may grant them wishes or genocide monsters; however, Graz'zt may simply attack male characters out of jealousy rather than granting a boon. Additionally, Grazz't has a tendency to summon hoards of monsters that can quickly overwhelm a player, so warding the upstairs and preparing an escape route are important considerations as well. Malcanthet's melee attack is manageable, however her extended seduction attack (which she uses on both male and female characters) is extremely dangerous. The seduction check is based on Charisma, Constitution, and Intelligence. If the character fails the check, their statistics will be drained in some way, possibly including amnesia or a reduction in maximum carrying capacity. If the character passes the check, Malcanthet may grant a variety of blessings, possibly including increases to AC, attack, damage, or maximum carrying capacity. However, she may simply attack female characters out of jealousy rather than granting a blessing. The Avatar of Lolth's most dangerous attack is probably her intrinsic theft attack, which can derive you of critical intrinsics. Other than that she's a powerful spellcaster with a preference for summoning spiders, and wields the Scourge of Lolth, an artifact bullwhip with bonus exploding die damage. Dagon's most dangerous quality is his armor-shredding tentacle attacks. Coupled with his high hp, these attacks can destroy critical parts of your ascension kit. Demogorgon is easily the most dangerous monster in dnethack, and as such should be evaded rather than confronted directly. The first time he appears in a game, his presence is announced by a full-screen message. It is possible to sneak through Demogorgon's home layer without having to confront the Prince of Demons, and this is perhaps the easiest way to deal with him in a game. Should Demogorgon appear unexpectedly on another level, the best option may be to use an escape item to flee the level in one turn. If retreat is not an option, the character MUST blind themselves within one turn of receiving the warning message. Demogorgon's gaze attacks can stun-lock the unprepared. Even with the gaze attacks negated, Demogorgon still has numerous strategies to kill the character. In any conflict with Demogorgon, the best option is to look for a way to retreat. Demogorgon can teleport adjacent to the characeter, but only does so 50% of the time (at random). The Queen of Demons, Lamashtu is second only to Demogorgon in danger. While less dangerous in melee, her clerical spellcasting includes Summon Angel and Summon Alien, which will quickly surround the player with moderately nasty enemies. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. Been playing on and off since 2005, and finally managed to ascend Ceromar, a Neutral Human Male (formerly female) Monk. Some highlights and observations... Pudding farming was involved. Since I'd never ascended, it seemed like fair game at least until my first ascension. It surely made the game easier, but what with not doing it to the extent many farmers seem to (for example, only getting one WoW out of it and maybe 10 blessed genocides- took out everything on the Genocide strategy page here and nothing more) it seemed like I was able to have an ascension kit and reasonable number of spares, but not that more. As a result, the turn count was around 250K. (It's not like there's a point in carrying around 10 Rings of Conflict.) Next Monk, no farming. After my first venture out of the pudding farm, a bag of holding was lost... somewhere in minetown while farming the altar. Oops. Then lost a +5 robe and +5 shirt in a polymorph accident. I think I put a bag of tricks in it. A lot of good stuff was lost (wands of death, two AoLS) but I just went back and farmed more. The RNG was out for revenge after that. Twenty-one wishes in total (lamps, the wand from farming and the castle wand) for The Blessed Eye of the Aethiopica (even learned to spell it!) and it never showed up, even though the chances should have been about 1/3 or 1/4 each time- and the only reason I picked Neutral over Chaotic was to wish for them. My only other wish was a blessed greased fireproof +2 GDSM. Oddly enough, this was my first time making it beyond DL18 or so- (my previous best game ended at Master Kaen) thanks to the spoilers here, everything beyond Medusa or so was a relative breeze (Amulet of Reflection+Finger of Death), the mazes were annoying but 500+ PW and Magic Mapping helped, and running around with dozens of pets from Charm Monster is always fun. Had no trouble meleeing Rodney to death half a dozen times on the sprint to the surface every time with a Blessed +7 Grayswandir and just chasing him and picking up the Amulet if he took it. Of the planes, only Fire and Astral posed a challenge- confused gold detection made rushing to the other portals easy enough, but Astral was a lot of trouble. Was wearing rings of Free Action and Slow Digestion by "default" (had intrinsic polycontrol from eating a ring earlier, immediately put on conflict when arriving, and visited all three altars before realizing the first one was the Neutral one. Also, after leaving the third one, realized I had on Slow Digestion and Levitation (from Fire and Water)... and had taken off Free Action upon arriving on Fire. Big oops.) Wearing: +5 Robe, GDSM, T-shirt, Helm of Brilliance, Gauntlets of Dexterity, Speed Boots, all blessed, fixed, and greased, Amulet of Reflection, Ring of Slow Digestion, Free Action, Eyes of the Overworld Probably going to take a break from Nethack for awhile, then to decide which role to try next- leaning towards a Wizard simply because lots of spellcasting suits my playstyle. (Which is why I played Monks- spellcasting + punching stuff.) =_=_ DynaHack DynaHack is a variant of NitroHack maintained by tungtn. It features more content (from UnNetHack) and significant changes to its interface and gameplay compared to NetHack. It started life as UnNetHack's content and gameplay transplanted onto NitroHack with its resizing ASCII interface, but has also come to roll in parts of NetHack 4, GruntHack, UnNetHackPlus and a few original changes. =_=_ File:Razorvine.png =_=_ File:Sunflower.png =_=_ File:Dreadblossom swarm.png =_=_ File:Viper tree.png =_=_ File:Mandrake.png =_=_ File:Devil's snare.png =_=_ File:Flux slime.png You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User:Chris/dNetHack/dNethack Endgame Monsters Guardian of the Amulet of Yendor, the elder priest of Moloch is a contender for the title of "second most dangerous monster in dnethack." Its raw melee damage is threatening, however, the real danger is its extended tentacle attack, which can destroy or remove a character's protective equipment. The elder priest should be killed at range if at all possible. Be warned, however, that the elder priest is immortal and will quickly revive after being slain. Lucifer appears on the Astral plane if the Lawful quest guardian Apollyon was killed. He will appear adjacent to the player when they first enter the plane, accompanied by an ancient of death, an ancient of ice, and a fallen angel. =_=_ File:Tiles-bugreport1-image2.png =_=_ File:Tiles-bugreport1-image1.png =_=_ Talk:Heck² patch You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Forum:Convert Vulture savegame to Nethack? Hi there. I have a very solid game in my house, where I have Vulture installed (human Valkyrie, Excalibur, blessed greased +2 SDSC, blessed greased +2 cloak of MR, blessed bag of holding). Instead of playing at home (I usually play other games such as New Vegas) I'd like to play here in the long dead times at office (when I don't study). Problem is, though I can use the normal nethack app since it's not very NSFW (particularly when not using tiles), Vulture is another matter entirely. =_=_ Forum:Blue Moon Firefox persona Somewhat Nethack topical on account of the relevance of the full moon... if anyone is running Firefox you can have this lovely "persona" skin featuring a detailed picture of the blue moon (13th full moon of the year) from New Year's Eve 2009... taken with a big-mofo lens by me on that night. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Eyes of overworld =_=_ Magic Memory Vault You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Forum:How to find Vlads Tower ? OK, despite having ascended several times, this time I am really screwed. I have explored everything from the Valley to the Vibriting square but cannot find the stairway to Vlad's tower. Either it is in a path that doesn't show up as unexplored because all surounding walls are explored or it's under an object. I haven't even a faint idea, on which level the stairway is. I could bite myself for having polypiled several crystal balls wich would be handy now. Any idea what to do ? Farming for a crystal-ball ? Reverse genociding elvenkings ? Buying clairvoyance ? Whishing for the Eye of Aethiopica ? Waking Rodney ? Getting mindflayed ? A crystal ball will not detect stairs IIRC. Reverse genociding elvenkings never carry crystal balls. Clairvoyance and magic mapping both will help you map, but if there's an object on the stairs, only the hilite_hidden_stairs NAO extension will help you. The Eye of Aethiopica will not take you to a branch you haven't already been. Rodney won't help you either. Getting mindflayed, and then magic mapping or clairvoyance-mapping the five levels, can be a drastic last-resort solution. --Tjr (talk) 19:28, 9 October 2013 (UTC) =_=_ User:Chris/dNetHack/YANIs/Hallucinatory Engravings You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. Currently, my most unluckiest death was, before I could even control my character. I spawned and due to auto equip, I picked up a powerful sword that I spawned on. Said sword blasted me to oblivion. This was the second game I ever played of nethack. Really great way to start the wonderful world of nethack..My first game, I died when I prayed after accidentally killing izchak. I thought little of it because I never knew he was important. Lets just say my god disintegrated me, my first character. Valkyre (talk) 10:27 22 september 2017 After finishing the Castle, I decided to travel up past Medusa to gather a few things out of my stash and polypile what I had available to me in preparation for Gehennom. I then started traveling down, but rather than use a wand of digging to get through Medusa, I decided to just fly over. I left my levitation boots in my stash, opting for the lighter levitation ring. An electric eel grabbed hold of me, shocking me and blasting my ring. Samurai do not swim well, it seems. Lesson learned: levitation boots are well worth the weight for the few areas that require them. Magicalfeyfenny (talk) 01:09, 28 January 2017 (UTC) Just had an elven lvl 15 Priest AC -25. Didn't have reflection when I got to Medusa so I wrapped a towel around my head and stormed in. As soon as I went down after her a succubus jumps me and forces me to remove nothing but my new shield. The rest goes without saying. The worst has to be having unexpectedly angered a shop keeper, I polymorphed him (surely he'll turn to an orc, gnome, acid blob, etc.) ... into a Titan. Dead in one turn. Then that bones file turned up weeks later, I recognized the level, but not the events. Sure enough, I round the corner and there he is barreling down on my level 4 character. And dead in a turn. The next worst has to be when I spent a couple hours in shops on levels 2,3, and 4 to painstakingly identify nearly everything in the game. Walked out of the shop on level 4, unlocked a door and got blasted by [something] with a wand of lightening. Needless to say, I spend much less time Id-ing everything in a shop until I've reached the oracle level and I'm heading to or have already been to minetown.Aheneve (talk) 05:50, 26 December 2013 (UTC) Remember, even those who have spent their ENTIRE FREAKING LIVES TRAINING TO RETRIEVE A MAGIC AMULET FROM A PLACE CALLED "THE MAZES OF MENACE" can meet their dooms falling off a horse. Not my death, but it's possible to die before you have a turn. Start with autopickup enabled, start on a cross-aligned artifact, get killed by artifact blast. See http://tasvideos.org/3080S.html Kufat (talk) 13:05, 27 December 2013 (UTC) Died by triggering a landmine and falling in the pit while wielding a cockatrice corpse.--Zgyt4033 (talk) 17:44, 21 January 2014 (UTC) Attacked a shapeshifter safely shifted into a sessile monster. it then decided to shift again into an arch-lich which immediately finger of deathed me. --194.116.198.185 13:06, 22 January 2014 (UTC) Some jerk on NAO died right on the up stairs with three pet arch-liches and a master mind flayer, and left me a bones file. It had been a fantastically lucky run right up to that point, too. --129.176.151.14 10:08, 16 February 2014 (UTC) Playing Nethack for Android, having the phone unlock in my pocket and zapping a wand inside the store, angering the shopkeeper who promptly killed me. into gnomish mines dlvl 8 (Unnethack) just below minetown, while I was fighting some gnomes, an INVISIBLE ARCH-LICH snuck up behind me. I fiqured it out, but then it summoned monsters and used touch of death on me. --Rancalred (talk) 21:22, 4 April 2014 (UTC) Dropped through a trapdoor into a level I'd already cleared, so the respawns shouldn't have been any problem for me. First step blinded me with a magic trap, and when something grabbed me, I assumed it was the owlbear I could see with telepathy. After a couple quick whacks failed, I realized I was being strangled by one of the question marks around me. So I stabbed around to find what I could hit, and by the time I poked the rope golem, I was already a turn away from death.98.172.189.77 14:52, 9 April 2014 (UTC) Two-way tie: (a) a captain in Moloch's Sactuary picked up the cockatrice I'd just killed, and I didn't realize what he'd done; (b) level teleport trap on Monk quest took me right to Kaen, who froze me in place with a spell. Gblack (talk) 04:33, 25 May 2014 (UTC) Coming back up from the castle (with unused wand of wishing) to replenish holy water before hitting Gehennom. I'm crossing the water (water walking boots) from Medusa's island to the upstairs and a succubus RUSHES me --"Let me rub your feet" -- thanks sweetheart. Mannc (talk) 15:26, 27 June 2014 (UTC) A black dragon was standing behind my quest leader. I thought that monsters on the quest level would be peaceful, so I did not sidestep away. The black dragon disintegrated my leader before I got close enough to chat! I did not die, but I might as well have. 72.177.25.244 13:42, 27 November 2014 (UTC) Opened a door on lvl 2 and was instantly zapped by a death-wand toting goblin.. Guess it was the gnome's day off 5.69.184.195 09:44, 29 November 2014 (UTC) Damn those polymorph traps and chameleons. An arc-lich on oracle level. A deep dragon (slashem) in mine's town, a star Vampire (slashem) at mines end, a giant slogoth at the quest.... Stupid deaths have been overconfidence at Ludios and with Demogorgon. I remember once i died at first level as a tourist by a falling rock trap...--Quantum Immortal (talk) 20:10, 1 December 2014 (UTC) First time anywhere near there, I finished Medusa, finished the castle, went back to do the quest, however, I was unused to having such power: I stuck with my mithril and amulet of reflect, when I should have wished sdsm and "oLS. On my way back down, a giant eel got me. Now, don't get me wrong: I was paranoid about them, so much so that I levitated with a towel on: but this was right in the beginning. I have cleared Medusa and thought of doing a little diving to clear potions and scrolls. Unfortunately my zoo was coming closer with every dive and were looking at their master doing his splashing in the water. So, there was no room for me on the shore any more and I have drowned. --88.217.180.246 22:59, 8 September 2015 (UTC) On the first level i dipped something into a fountain and a water demon appeared. Instead of attacking me it summoned friends and ended up getting Yeenoghu, 6 water demons, and 2 succubi. then since there were so many of them i died instantly. this fountain was in the room with the up staircase so right after i died i played again and got the bones file with Yeenoghu and the rest two times in a row. Got cornered by killer bees. Perhaps a stupid death, instead, as I completely forgot about the E-word. --Uruwi (talk) 05:31, 6 January 2016 (UTC) When I was rather new at NetHack I stepped on a rock trap not sure what to do I moved on to a bear trap and died in two turns--Skull (talk) 04:05, 12 January 2016 (UTC) Had been blessed by RnG with a wishing wand with a priest by the time i reached minetown, as well as a magic lamp in minetown. Wished for all around decent survival (SDSM, The eye, etc...) only to fall into a pit about 3 steps on the next level. The pit had spikes. The spikes were poisonous and ofc i got instantly killed. Not a death, but a very close one. I stepped on a trap door (about Dlvl 4, ~40 HP), and found myself in a shop. Unfortunately, the shop is closed for inventory. I have about 100 gp (nothing to pay door repair with), so I can't kick the door. Don't have a key. Don't have any means of teleportation or digging. Nor do I have anything to fight a shopkeeper with. So I'm stuck. I just waited there for some time, eating away my last meal and waiting for the inevitable. And then my savior, a dwarf, dug through the shop wall! I thanked the RNG, ran to the dwarf before he entered the shop, made short work of him and stepped out through the hole the dwarf had dug. 91.159.96.181 12:43, 20 February 2016 (UTC) Well, I just had a very interesting experience. It was on dungeon level two, and I was playing a lawful human Val. I think I'd leveled up to 4, but I'm not sure. Then I found this wand... so I engraved on the floor with it, and it didn't leave an inscription. I made a mental note that it was probably invisibility, and moved on. So in the very next room there's this goblin, and I think "Well, even if I make that goblin invisible, I can still beat him", so I decided that it was the perfect opportunity to confirm what I'd thought about the wand. (I'd just like to note here that, if I were really trying, I wouldn't have done this. This was a throwaway character I wasn't invested in.) I didn't even manage to hit it once. And sadly, that's probably one of the coolest-sounding deaths I have on my main NAO account, cause I tend to get stupid instadeaths between the mines and Sokoban. I'm playing for the first time in years, and recently had enjoyed a Valk that got Mjollnir and had the luck to find gaunts of power. Half-way through the quest I decided to take out a Titan at range. After my first throw of the hammer, I key up another only to find that I have nothing wielded. I'm not blind, or confused, and I have nothing at my feet. I wield my backup weapon and read to my horror, "The Titan picks up Mjollnir." The 1% chance of Mjollnir not returning I understand, but hitting the longshot while fighting a Titan? That was delightfully rude. A mix of unluck and foolish. Returned to saved game, got Weak by hunger, eaten all corpses around (even bad-to-eat ones) but still weak, then praying to avoid hunger. But I forgot I had prayed before saving and received a -1 level penalty. Then I tried to eat my last resources, a lizard corpse I was saving and a gray ooze glob I thought was poisonous. I ate the lizard corpse, still weak and then I was forced to ate the gray ooze, became sick, quaffed a potion of healing (extra healing was gone) and got a ghost from it, just to find I had a wand of monster creation inside a bag-- So I could have used it to create some food. That was extremely unlucky because it was the first time I got wishes (I use to become killed before level 8).——Gargarismo (talk) 12:43, 16 April 2016 (UTC) Forgot to say I was a healer with an amulet against poison when I died from the poison Illness... --Gargarismo (talk) 12:46, 16 April 2016 (UTC) I just had a great game going, but then I got to a drawbridge. A soldier had a wand of striking on the other side. Catullus (talk) 17:30, 12 June 2016 (UTC) Well, about three minutes ago, I had my absolute all-time stupidest death: I was in the level under mine-town, with decent armor and Mjollnir, and this salamander (not even a f*cking gnome!) just walked right up to me while I was battling some gnomes and zapped a wand of lightning at me. While I was blinded, it grabbed me and shot me a couple more times while I struggled with it. I prayed once, but in the end the Salamander knocked me down to couple of hp and killed me in melee. Most frustrating of all: I had an unidentified potion of extra healing in my inventory. JMarieStanton (talk) 12:21, 24 June 2016 (UTC) Picked up a wand, zapped it at a random jackal on the second floor, early game... eaten by black dragon next turn. Mr Foxx 10:10, 15 November 2016 (UTC) This was awhile ago, I was on nethack.alt.org and chatting on the irc channel while playing. On Minetown, there were TWO bones files in the same place due to a Centaur with a Wand of Death. Both of these players were warning me that they died do it. I added to the pile. What are the odds that both bones files were retained? --SophiaMakoto (talk) 07:30, 24 November 2016 (UTC) It was pretty recent, so I'll tell the entire game as I can remember: the first long game I ever had: was an elven wizard, rushed mines, got pet master lich from polytrap, pet grew up soon after into an arch-lich, killed everyone in minetown, except for Izchak, who I didn't let him even close. I gave all the gold I got, in parts, to the temple priest, and then let my arch-lich kill him. Got a +2 cape of protection. Converted the altar with another elf corpse and summoned Juiblex. Pet made short work of him, as well as Yeenoghu soon after, and I got spellbook of create monster thorugh prayer, so I farmed a lot on that altar. Went back to DL3 with my pet, killed the shopkeeper there (potion shop), scavenged the entire inventory, made tons of holy water with useless potion and reached max attributes with the gain ability ones, that were about 6 in total. GAME WAS EXCELLENT! After maxing out my luck and praying a few more times, I got crowned and got FoD (couldn't cast it yet, but oh well), so I started to enchance attack as I got out of the mines and progressed with the normal dungeon. Pet archlich stepped on a level teleport trap a few floors below bigroom and I didn't bother to look for him. One floor down I found a coaligned altar, and used my gold to max out my divine protection, and farmed on the altar there. I got a lot of spellbooks, even polymorph, and summoned several succubus using an elf corpses, so soon enough I was lv30, could polypile at will, had reflection(from sokoban), magic resist(magicbane), and could instakill everything with FoD. I made short work of the quest and got the eye. Went back to the coaligned temple and farmed a little more and raised my max Pw with the succubus that weren't cancelled. At that point I could even summon dragons, and made a SDSM. After polypiling a few unihorns I got magic marker, and blessed genocided liches(I didn't even remember about my pet anymore), so I wouldn't have trouble with them. I was at -41 AC, because I poly'd scrolls until I got enchant armor. Went to the castle, made short work of the guards, got wishing, asked for +3 rustproof blessed helm of brilliance and boots of speed, and blessed enchanted them soon after, then I recharged the wand and asked blessed BoH, so I could dump that sack and carry a lot more. Went back to stash in temple, made my final preparations (I even put a blessed scroll of scare monster in that spare sack so I could tip it in emergencies). Finally got to Gehennom for the first time(about 4 days of gameplay, I played just one hour or so a day). I lost all that progress because I killed a chickatrice, which dropped a corpse, and I decided to wield it and use as a rubber chicken(because chickatrice corpses are light and rare). Found a spiked pit. Used jumping spell to get over it. Landed two squares away from that pit, and fell into another. Petrified. I froze for a minute before start laughing at my stupid mistake. --Jundavr (talk) 00:07, 29 November 2016 (UTC) I started the game happenstance with a ring of slow digestion and regeneration as a wizard at spawn. I equipped both (the net hunger rate is 60% from the norm (1 hunger for each ring, every even turn for regeneration, 12/20)) to stay really hardy to damage until I get better rings. At DL6 level 8, doing very well because of being very hard to kill to hp damage. Open the door, walk into the doorway, ghoul I don't see around the corner hits me exactly once before I had a chance to be able to do anything to it, paralyzed. About 40 "The ghoul hits!" later I finally died. Death due to the absurd statistical improbability of having 50ish hp with regen, only getting hit by a ghoul once to cause terminal paralysis, and somehow stay paralyzed long enough to get beaten to death by a single ghoul, no other enemies showed up and I was not encumbered. Nethack 3.6.0. - Shikaku 06:19, 6 January 2017‎ UTC Earlier today I was killed by an actual gnome with the wand of death in Minetown! A literal gnome, not even a gnome lord. If you encounter a Bustling Town bones level with a chaotic altar on NAO, beware! Tomsod (talk) 19:58, 5 June 2017 (UTC) I was playing, on NAO, a monk who had leveled up a bit too quickly and got killed by a blue jelly on dungeon level 5 or 6 (a YASD in itself.) I started a new game right after that, this time a priestess, and played the first few levels a lot more carefully. Then I got to a level whose layout looked familiar (sink right next to the stairs with a long corridor to the east) and realized that Ratdiva the priest had found Ratdiva the monk's bones file. I was happy because RtM had plenty of gold and some good spellbooks and potions, but scared because RtP was level 2 and no match for the ghost, the blue jelly, the floating eye, and the incubus that RtM had summoned by kicking the sink until she got that ring of adornment, which was now cursed and stuck to RtP's hand by the incubus. So I retreated to that long corridor, which was now blocked at one end by the floating eye. My dog tried to attack it and got paralyzed, and RtM's ghost followed me and blocked the other side. I didn't have anything to burn a permanent Elbereth and writing in the dust didn't last long enough to get either the eye or the ghost out of the corridor before it got scuffed up. Long story short, Ratdiva was killed by the ghost of Ratdiva. Reincarnation is a bummer sometimes. --Ratdiva (talk) 18:14, 16 June 2017 (UTC) I was playing as a L2 wizard on NAO, and I hit a magic trap on level 2 that happened to act as a fire-trap when I stepped on it. Instadeath. JMarieStanton (talk) 16:43, 11 September 2017 (UTC) I was exhilarated because I've finally made it to the top floor of Sobokan for the first time. One of the boulders there was placed in the way, but I was strangely able to squeeze diagonally behind it without having to drop stuff. When I tried to examine what's going on, the boulder revealed itself as a giant mimic. I was torn to shreds in three hits. --DarklingArcher (talk) 19:51, 15 October 2017 (UTC) I count this one under learning experiences. Collected another inventory full of stuff, guess I'll head to a temple I know a few levels away to BUC-check it. Amber flashes, black flashes, pick everything back up. Keep the goodies, throw the baddies in a corner. Uh ... next time I'll *walk* to the corner and *drop* the baddies. You don't *throw* cursed items when there's a priest around. Netzhack (talk) 22:24, 23 October 2017 (UTC) =_=_ Talk:Colors xterm*VT100.color8: #404040 /* CLR_BLACK & NO_COLOR */ =_=_ User:Chris/dNetHack/Monsters/Monster Spell Lists dNethack incorporates L's Monster Spells Patch. Rather than replace the vanilla spells and spell list, dnethack uses these new spells to establish multiple alternate spell lists to add variety to monster casters. Each Mage-type monster casts from one of four spell lists. The Wizard of Yendor chooses a new random list each time he resurrects. Priests are divided up into constructive and destructive casters (constructives favor heal self, destructives favor inflict wounds). Their spell list is divided into blocks. The order that they recieve spells from each block is radomized based on their monster ID. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Spoon Applying a spoon will result in the message: "It's a finely crafted antique spoon; what do you want to do with it?" Despite the wording, this is not a prompt, so the player can't actually do anything special with it. In dNetHack, the spoon is made of iron and classified as a weapon-tool that uses the knife skill. It is the starting "weapon" of the Convict, and acts as the base item for the Convict's new quest artifact, the Iron Spoon of Liberation. Spoons are not randomly generated. They do 1d1 damage to both small and large targets, weigh 1 unit and have a base price of 1 zm. =_=_ Puddings =_=_ Unicorn or horse =_=_ Pudding or ooze =_=_ Talk:Drum Is it feasible to merge the leather drum and drum of earthquake articles into this one? Both are stubs. ——ASnail (talk) 10:08, 17 October 2013 (UTC)User:ASnail 18:08 UTC 17/10/2013 =_=_ User:Chris/dNetHack/bugs Kicking a monster with a lit candle using hammerfeet into a pit causes a flood of error messages. IIRC it was one per turn until I got off of that level. -Ozymandias Killing a giro crashes the game. After I kill it the giro gives a death speech, a bit of advice, explodes and the game promptly crashes. Yay. It doesn't do that anywhere near 100% of the time, so this could be fun to track down. Is there any additional context? Ie, any other monsters caught in the blast etc. It's also possible that this relates to their death drop, which is a low enough chance that it may not have been triggered before. This was my first run through the game minus a couple near immediate deaths. I killed the garo and restored the game when prompted. I killed the garo I believe four more times in melee combat with the same result. After that I got fed up and on restore moved on to the mines. Which then killed me with a juggernaut. That's a nice addition. Any advice dealing with those? Ndwolfwood 06:24, 18 October 2014 (UTC) Can you provide a stack trace from the garos? Killing a garo does not crash the game for me, nor does it crash dNAO. What system are you on? Juggernauts move in a straight line, turning periodically to face toward you. They can attack the three squares on their 'forward' facing: I don't know if this is a bug or not. However it seems a bit strange. I am on the Neutral Quest and my pet Solar kills Axus. I get the numerous "it gets angry" messages. I apply my magic whistle and summon my solar. He promptly attacks me. So my solar is behaving hostile yet still is highlighted as a pet and treated as one when applying a magic whistle. Is this a bug and if not how do I pacify my Solar. That is a bug, of the rather dumb sort > _ < . I guess nobody killed Axus with a pet nearby before. I'm uploading a fix for the root bug to github, but re-taming the Solar will require some additional error-recovery code. Are you playing on the public server? No I'm just playing off my laptop. Please don't go through the trouble of writing code to retame the Solar. As is I am getting the most fun I've had of any variant. Despite many many deaths at this point. The alignment levels are extremely well done. I am curious about the keys though. Why are there no Chaos keys? Also what are the Keys of Law for? I used the Neutral Keys to enter Gehenna but I can't find a purpose for the Keys of Law. Ndwolfwood 13:31, 10 November 2014 (UTC) The alignment keys are used to get into gehennom, as you found :). Any three alignment keys may be used for this purpose, in any combination, meaning that you don't need to fully explore all the alignment branches to beat the game. There is a set of Chaos keys in addition to the other alignments, the first two may be hidden a bit better than the other sets of keys, though :). So again I am not sure whether this is a bug or by design. In one of my games I am playing a samurai. I got a wish in minetown early on, got Platinum Dragon Plate and returned to the main dungeon due to being to weak to fight juggernauts. Throughout this period I am wielding my starting katanna and am receiving the various attack bonus on occasion from Platinum Dragon Plate. I recently completed the quest and found out the hard way that the Tsurgi is bloodthirsty. Accordingly I've been walking around barehanded and fighting without a weapon if the monster is weak. I have not once received Platinum Dragon Plate's attack bonus's while fighting unarmed. However I am still receiving them regularly when I toggle to fighting with the Tsurgi. Is Dragon Plate Armor designed to only hand out its bonuses when you are wielding a weapon? If so what is the rationale for this? That is also a bug. There is a big bifurcation in the damage-dealing code, handling unarmed vs armed combat. The function that adds the dragon plate effects is getting called in the armed combat side of the split but not the unarmed combat side. So I've got a Solar again and something that I realized may be a bug is that the Solar eating nosily on a regular basis which as a practical matter for gameplay makes it difficult to get him to go down levels with me. The reason that I believe that it might be a bug is that according to the wiki all "A"ngel class monsters do not eat. I also have yet to observe the Solar actually eat anything but that is probably due to inattentiveness on my part. You also could have intentionally changed the Solar on purpose to enage in that behavior for all I know but I figure that you made a bug page so that even potential bugs such as this are bought to your attention. Sorry for the late reply: There was a bug in the pet AI code that caused inediate pets like Solars to become hungry, even though they should not. It should be fixed now. I believe the behavior of Cthulhu's corpse is consistent with Rider corpses. The text that is displayed doesn't really line up with the actual behavior, I guess. I wonder if the devteam changed that in 3.5? I had another experience that may or may not be a bug. So I made it down to the Castle and I get in trouble. I pray and the first couple monsters back away. Thus my prayer was successful. Then a drow matron mother casts a variety of spells while I am praying which I thought should leave me protected from all attacks. During this barrage of spells I die. Are the high level spells designed to get around successful prayer or is this a bug?Ndwolfwood 18:26, 15 December 2014 (UTC) This would be a bug, but I can't replicate it and there is code in mcastu that should prevent it. Said code was added on Aug 27, so if the version you're using is older than that, that would explain it. On the other hand, this bug definitely existed before that, and it is possible that there is still a loophole in the caster code that sometimes allows them to cast at praying characters. The relevant commit: https://github.com/Chris-plus-alphanumericgibberish/dnethack/commit/ede70527877c78b88cea9741cf2f7a1463f7fc57 Can you check if that critical line ( if(mtmp- > mcan || mtmp- > mspec_used || !ml || u.uinvulnerable) ) appears in your copy of mcastu.c? I can't get the bug to replicate, and that being missing somehow would be the easiest explanation. Reading the etched rusty Second Key of Chaos generates an impossible message ("What weird effect is this (251) Program in disorder - you should probable S)ave and reload the game") Also, a U that spawned in the Neutral Quest tried tunneling through a tree which gave a message about something being undiggable, and prompting me to save and reload again. When two-weaponing with the Platinum Dragon Plate, if you disintegrate a monster on the first swing, the second one does through (foo disintegrates --More-- You hit the foo. You kill the foo!) Your soul was bound to Amon, Ose, Simurgh, Otiax, Andromalius, Acererak, the Council of Elements, Eden, Miska, and Numina ... So THAT'S what triggers that bug. Yesterday I thought I found a bug that was sometimes allowing monster spellcasters to do uncapped damage to Magic Resistant players, but I couldn't replicate it and figured that I must have misunderstood what happened. The spellcasting code rolls damage even for spells that don't normally do HP damage. If the code for such spells doesn't 0 out the damage variable, high level monsters can do stupid high amounts of damage. So, paradoxically, were it not for the magic resistance, Ose's death immunity would have saved that game. Best advice might be put on the AoLS before approaching Asmodeus and similar. Wikid (talk) 22:39, 25 April 2015 (UTC) I hope you've been able to squash that bug, because I'm about to go back to Gehennom. This time with AoLS! The dNethack Binder is a lot of fun to play. Thanks! Wikid (talk) 11:19, 3 May 2015 (UTC) The Jack thing is not intended, light sources in nethack are tricky > _ < . The Numina/twoweaponing thing is intended. I believe that the skill can still be useful if you polymorph into a form that can twoweapon, such as an elfking or marilith. Regarding Jack, everyone likes a permanent lightsource. Apart from Drow. Chew on that, Silver Star Carrying Matron! Wikid (talk) 09:36, 12 May 2015 (UTC) Garnet Rod bug: stopped time, went down stairs, monsters got a free hit in Wikid (talk) 08:38, 6 May 2015 (UTC) This is in the fuzzy area between bug and not-bug. Garnet Rod's timestop power doesn't actually freeze monsters right away, it lets them exhaust their current movement points first. When you moved down the stairs, you found monsters that hadn't used up all their movement points left over from when you were last on the level, and they got to use up those leftovers. Not a worry, that's interesting -- I'd just call it the in-game physics of stopping time Wikid (talk) 09:36, 12 May 2015 (UTC) It's hard to keep Iris bound -- any encounter with reflection breaks taboo. This also applies if blinded by a R'Lyeh facemask -- surely a bug? Wikid (talk) 11:43, 11 May 2015 (UTC) I just started playing again and just downloaded the game again. I got a wish via lamp in Dwarftown and I wished for Chromatic Dragon Scales. The game says it does not exist. I also tried for chromatic scale mail. Again the game says it does not exist. I only know of the artifact from the wiki. Same as to stormhelm. Does the armor simple not exist yet? Or is this a bug of some sort. Ndwolfwood 06:33, 16 October 2015 (UTC) Both armors exist and are wishable in the most recent version, however, if you are playing offline you may be using the graphical version. That version is now lagging very far behind the tty version, due to development shifting to the non-graphical online version, dNAO. I am intending to try to draw all the missing tiles and get the graphical version caught up to the online version. Hi Chris -- are you able to recover a crashed game? It's on nethack.xd.cm, user VoR. It crashed on the ChrisANG bones level! Wikid (talk) 08:05, 24 October 2015 (UTC) It should do an autorecovery the next time you start playing. If that is not working, I think your most recent save can be restored, but we have to talk to kerio. --Chris (talk) 15:30, 24 October 2015 (UTC) I got a recovery prompt but it went away and now it's prompting me to start a new game. Incidentally it was a water caves bones level with an altar with some sheaves of hay next to it at the lower left corner of the map, ChrisANG was killed by a warg. If you remember that one! Wikid (talk) 19:31, 24 October 2015 (UTC) I'm not sure if you saw this on IRC, but the dwarf locate level probably should not save bones, or something to that extent. Catullus (talk) 23:50, 26 October 2015 (UTC) I've emailed kerio -- thanks for that advice Chris! I'm still on my hitherto slimemoldless quest to ascend a Knight in dNethack Wikid (talk) 04:07, 27 October 2015 (UTC) Back in action thanks to Kerio. Your toxic bones file has been vapourised. Sokoban lost its AoR and gained a BoH. I was attacked by a lectern for the first time. Thanks Chris! Wikid (talk) 06:04, 28 October 2015 (UTC) At turn 50759 in my game, I got the message "Demogorgon casts a spell at you!" and I lost 395 hit points all at once (from 761 to 366). Is this a bug? From memory it's deliberate in light of the ability to enchant arbitrarily large stacks of missiles, if they became edible this would unbalance the role. Wikid (talk) 19:14, 9 December 2016 (UTC) --- Yes, I see... probably this could be resolved by taking item's type into calculations and setting little magic value for missiles... or just changing the message "You can not eat this" - it's confusing. --Transcendreamer (talk) 10:49, 11 December 2016 (UTC) As Wikid noted, it's to prevent players from enchanting large stacks of ammo to gain huge amounts of food. I'm not sure if I should change it. Unless ammo gave a really absurdly small amount of energy, it would be trivial to obtain ammo to game the system. On the other hand, there are a lot more prominent loopholes right now. ---Chris (talk) 17:40, 11 December 2016 (UTC) Dwarves are producing enormous number of rocks in mines by digging - is it made by design? Mines levels appear to be too much cluttered with rocks. --Transcendreamer (talk) 19:29, 15 January 2017 (UTC) I just started playing dnethack again and I am having the same issue as I noted a couple years ago regarding killing Garo. After I kill one the the garo gives a message and then the game crashes. Wolfwood (talk) 00:39, 7 July 2017 (UTC) As noted previously, I can't recreate this bug. What version are you using? ---Chris (talk) 13:58, 23 July 2017 (UTC) This is a transitional bug that was introduced because those two commands briefly had the same name in dNAO. Once you complete your current game, it shouldn't happen anymore. There are two workarounds: 1) you can skip turns with 's', 2) if you need to use the old '.' command for some reason (playing as clockwork?) it is available as the extended command #rest. --Chris (talk) 13:58, 23 July 2017 (UTC) < /s > However the book can still be read. Presumably it should either be a plain spellbook that can't be read or it should not be listed as plain. Wolfwood (talk) 06:39, 24 July 2017 (UTC) I just got a robes of the archmagi. In the artificat description in the wiki it says the robes grant reflection but in the game the robes do not. 18:57, 26 July 2017 (UTC) If you use a strong pet, like a warhorse, and load the whole contents of the shop into 1 BoH/sack then you can sell back everything in 1 turn. This doesn't work with gold however, the #loot menu appears to not let you choose to grab gold. Another bug? Also, not a bug but an oversight: it's possible to be gifted The Arkenstone or similar light-giving artifacts as a Drow. I was playing a Hedrow Priest, I had to ditch the Arkenstone because I can't turn the light radius off (except maybe a bag, but I didn't have one). Another bug: Elvish noble doesn't appear to recognize a "runed helm", despite elven helms being shown in "discoveries" (with the starting asterisk) from the race. Also, stepping onto a water trap and having it hit a fireproof elven spear (in this case, the Rod of the Elvish Lords) identifies the spear as fireproof, despite being hit by water. Elven spears are never going to rust from water either. I love dNethack, and would love to continue playing it. But over the last few days it seems like drow characters in illuminated rooms cannot see ANYTHING, as if they were under "blind" status. It used to be possible to see at least 1 square away in the light. Now all illuminated rooms are very difficult to navigate and I keep bumping into my pet and accidentally attacking it. This is oddly endearing, because I felt kinda sad about losing my pet. (gnome zombie killed gnome king, who returned and killed my pet) It was originally unsaddled, but it's now saddled again. And obviously, #riding works just as well on a zombie of a rideable creature. I threw a rock troll corpse into lava. The game said it burnt. Several turns later the troll rose up in the lava and then burned to a crisp again. Functionally it does not change the game much but it is still a bug. 05:55, 19 September 2017 (UTC) I did try a experiment. I threw a troll corpse into lave. I fired a wand of cold at the lava. I then dug a pit. The pit had a troll corpse in it. A corpse which should have burned to a crisp. 06:07, 19 September 2017 (UTC) I got engulfed into a metroid queen. Once inside she attacked me with her digestion attack. This crashed the game. The game said: HELP!!! I have a level 30 binder in the middle of completing the role quest. When I entered the last section of the quest, where I am supposed to convert 3 altars in order to access the final altar where I can meet Acerack, one of the angered priests or their respective god created an earthquake that destroyed one of the temples before I was able to convert it. So now only 2 of the 3 doors to the final altar are open and there is no way to open the last one. I tried with a confused scroll of consecration (the only one in the game) but it generated an altar of an alignment I already converted, so even if I converted a third alar the door to acerack's altar is still closed. I might not be able to complete the quest. Does it mean the game is unwinnable...? --Grocchini (talk) 15:50, 26 September 2017 (UTC)——Grocchini (talk) 15:50, 26 September 2017 (UTC) Last I checked, altars couldn't be destroyed by earthquakes? Shouldn't the last altar still be there? The temple may not exist, but the altar should still. Try converting that. Thank you, but unfortunately there is a pit now where there was supposed to be a temple. And due to my character being a binder I don't have access to the Silver Key (dnethack alternative to bell of opening). I tried all means to open the door to the nemesis, but nothing will work... --Grocchini (talk) 16:37, 26 September 2017 (UTC) Since some time this summer (2017) Drow characters act as if blind when standing in lit areas, rather than having a vision of 1 square. is this intended? Not sure if this is a bug, but I am trying to understand how Keter Sephiroth work, meaning that from reading their entry in this wiki it would seem to me that they are supposed to appear randomly but also based on a certain type of actions you take, such as breaking you role's internal laws or stealing in shops, etc. However, I have played quite a few games on dNethack now (as Binders moslty, ubt also Anachrononaut, Barbarian and Pirate) and it seems to me that these pesky creatures simply start to show up some time after your character reaches level 7 or 8. They are almost always a game over for me because even if my character is strong enough to bring down few they seem to endlessly multiply whenever at least one lashes on me. The only time they have ceased being a problem was one time I had a lvl 28 binder who could kill the malkuth Sephiroth in one hit and quickly dispach all of them. But whenever my character is less strong they force me to avoid them via teleport (because they chase you trhough levels otherwise). Grocchini: The keter appear as part of the standard monster generation if you have trespassed. Some are for shop-stealing, but you're likely encountering hod sephiroth (internal laws, i.e. monks and meat) or gevurah (cheating death). Malkuth are generated to accompany these. In addition, each keter has 1/5 chance to revive after death. There are counters increased for hod and gevurah sephiroth, based on how many times you've broken their laws. Binders start with the counters preset for 10 hod wantedness and 5 gevurah, so they have a chance of encountering them. Those keter are only generated if you are considered strong enough to handle them, so it's possible they are pent-up and thus are spawned when you reach the minimum XP level. Incantifiers look overpowered to me, having healing and force bolt spell from the start, I feel it's out of balance (not bug, just thoughts). ——Transcendreamer (talk) 13:28, 26 December 2017 (UTC) PS attempts at increasing enchantment of the "Smoky violet faceless robe" above +0 (as worn by the Shattered Ziggurat wizard) using b?oEA cause the game to crash Wikid (talk) 09:53, 8 July 2018 (UTC) Sourcediving indicates it's because they are supposed to act as helms of brilliance, i.e. +enchant to int and wis. But if you're not wearing a helmet it crashes, since the brilliance code only works for helmets apparently. You can get it to work by wearing any helmet, or only wearing it at +0. Enchanting or disenchanting will indeed crash without a helmet being worn. --EasterlyIrk (talk) 20:49, 8 July 2018 (UTC) That's helpful -- and one typically removes all other armour including helmets before reading ?oEA Wikid (talk) 00:57, 14 July 2018 (UTC) Somehow I achieved instakills on both Demogorgon and Asmodeus using my +5 double-bladed sun-white Infinity's Mirrored Arc. Well, I'm not complaining! I've had enough trouble with those two. But just so you know, Asmodeus was reading around 1548 hp at the time. Wikid (talk) 00:55, 14 July 2018 (UTC) Infinity's Mirrored Arc -- this thing is awesome -- instakilled a Dread Seraph as well! Too bad it can't last :-D Wikid (talk) 06:21, 14 July 2018 (UTC) Equipping Hellfire (crossbow) while two-weaponing without weapons as Lawful Monk reliably crashed the game for me. --PQ (talk) 17:05, 13 August 2018 (UTC) =_=_ Scroll of confuse monster/ru You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Ranged combat =_=_ Forum:Isidore the Marilith Mega Pet Emeritus I understand it is frowned upon to go after the Izchak, so I will stay away form his shop, since I got a blessed magic lamp (unrubbed) anyway. =_=_ Backstab In NetHack, backstab refers to the extra damage done by Rogues on fleeing monsters; attacks doing backstab damage are sometimes called sneak attacks. It is calculated as 1dxplevel. Only melee attacks count toward backstab damage. A basic means of utilizing backstabs is to inscribe Elbereth with a monster next to you, then step off to attack the monster as it turns to flee. This can be repeated ad infinitum, with the only limitation being your patience, but is probably not worth your time against monsters that you can kill easily. Musical instruments, mirrors, and all the other methods of scaring can be used to set up easy backstabs. In NetHack 3.4.3 and variants based on it, any weapon's damage against a fleeing monster while not wielding two weapons would qualify for the backstab bonus, including thrown objects such as daggers. This was changed in 3.6.0, with the combined bonuses of multiple flying daggers being seen as too powerful. In dNetHack, in addition to Rogues, backstab dice are available to Drow Anachrononauts, Convicts (only when wielding a spoon), any character with Andromalius bound, and lightsaber-wielders using the Juyo form. Backstab dice apply when the target is fleeing, trapped, unmoving, sleeping, stunned, confused, or blinded. With the Lifehunt Scythe, players can also backstab if the monster doesn't know their location. In xNetHack, backstab damage is limited by weapon skill; it can't go above d2/d4/d10/d20/d30 for Restricted/Unskilled/Basic/Skilled/Expert. Backstab damage applies when the monster is fleeing, trapped, frozen, unmoving, sleeping, stunned, confused, or blinded. =_=_ Inmate The inmate is a monster added in the Convict patch, implemented in UnNetHack, DynaHack, dNetHack, Slash'EM Extended, and SlashTHEM. The inmate is the Convict quest quest guardian. =_=_ Mythical insect =_=_ Elven boot =_=_ Forum:Ceiling collapse? Okay, so, I'm really curious about something. A certain bug (#C343-102) says something about the "ceiling collapsing". What is this actually referring to? The only things I know of that interact with the ceiling are certain objects thrown upwards and lurkers above, so I'm really super duper curious what this could possibly mean. Any ideas? Or is this something like "getting stuck outside time" where we'll be left in the dark forever? Aitherion (talk) 06:58, 28 October 2013 (UTC) =_=_ Forum:ID Bag Problem You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Forum:SLASH'EM Mall - maximum number of shops? Does anyone know what the maximum number of shops in the SLASH'EM mall is? I have the probability table list that shows the maximum theroretical number of shops is 11, and the level layout has room for 11 shops. But in reality the most I've seen is 6. Maybe someone who knows more about combinatronics & statistics can calculate the total probability of getting any given number of shops. Here's the probability table: =_=_ Pirate quest The Pirate quest sees you traveling from the pirate stronghold of Tortuga to Shipwreck Island to retrieve the Treasury of Proteus from Blackbeard's Ghost. For more information on the quest branch in general, see the quest article. The two-way magic portal back to the Dungeons of Doom is located at a random point amongst the houses of the pirate settlement on the left hand side of the map. Mayor Cummerbund is hiding in the caves at the center of the island. There are six of your pirate brethren in the pirate town and two more in the central caves. The downstair is located in the center of the Yendorian army fort at on the right-hand side of the map. The ocean is free of sea monsters, but there are twelve skeletal pirates and three ghosts attacking the pirate town and nine soldiers and one sergeant occupying the fortress. There is a potion shop, two weapon shops, and a tool shop on the south side of the island, along with a brothel containing one succubus and one incubus. This is a water filled open level, with three skeletal pirates and one ghost, three soldiers, 4 parrots, and 2 monkeys. The upstair is located on the far left edge of the map, while the downstair is located somewhere in the caves on the right hand side. There are six sharks in the water surrounding the island, as well as 15 random items and nine scimitars. The shoreline is held by eight skeletal pirates and one ghost. There are five random items scattered around the beach as well. Three ghosts, one damned pirate, and eleven skeletal pirates occupy the caverns around the downstairs. The wrecked ship in the center of the map contains the hidden passage connecting the caverns with the shore of the island, and is occupied by nine soldiers, a lieutenant, and a captain named "Captain Ketch." This is a dark cavern level, with seven traps, seven random items, three ghosts, one damned pirate and eleven skeletal pirates, and one lost sergeant. Blackbeard's Ghost is located at the center of the map, on a pile of loot containing the Treasury of Proteus, many piles of gold and gems, five scimitars, six random weapons, six random tools, and five chests. In addition to the passages shown on the map above, there is a network of random passages winding through the rock. The caldera is guarded by 15 human zombies, two random zombies, eight wraiths, one random wraithlike monster, 3 damned pirates, and nine skeletal pirates. The Pirate quest also appears in Slash'EM Extended, which has incorporated the Pirate patch. In this variant, all the watery quest levels have some giant eels and kraken in addition to the other pre-placed monsters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Spell casting =_=_ Shatter You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Source talk:NetHack 3.4.3/src/artifact.c The bonuses of artifacts are defined partly by artilist Artilist.h. This is an array of struct artifact structures. This structure has a struct attack attk field whose members are used in a way completely unlike how struct attack is used for monster descriptions. In this struct attack, the adtyp field tells both what type of elemental damage the bonus damage deals, and how a monster can resist the bonus damage; the damn field gives the to-hit bonus, and the damd field gives the damage bonus. The damage bonus applies only to particular monsters, and either adds 1dY extra damage where Y is the damd field, or doubles the normal damage that would be dealt by the weapon (if the damd field is zero). This is handled in artifact.c:artifact_hit. There's special handling for artifacts that drain life or behead or bisect. Magicbane gets extra special bonuses in addition to the normal damage bonus code path. This handles both the effects and the extra damage for the scare, confuse, stun, cancel, probe bonuses. One crazy part of this code is the action at a distance with the spec_dbon_applies static boolean variable of artifact.c. This variable tells whether the current weapon hit with an artifact can apply the special attack to the monster it's hit. The value of this variable is computed by artifact.c:spec_dbon, and is checked in artifact.c:artifact_hit which calls spec_dbon before. In case of Magicbane, spec_dbon_applies gets decided from a monmr roll, but this monmr roll doesn't go through the zap.c:resist function and doesn't add the level difference bonus unlike most monmr checks. (If the player is attacked, there is no monmr check, you resist if you have MR.) If spec_dbon_applies, Magicbane deals an extra 1d4 damage, and the special attacks are somewhat more likely. The cancel and scare effects have an extra monmr check (MR check for the player), which can negate the cancel or scare effect but not the associated damage. This latter monmr check is a normal one going through zap.c:resist, and so gets the level bonuses from the defender's level and constant 10 (normal for weapons) used as the attacker's level. Hey, my name is Sophia, also known as Athenian Goddess or Sophia Makoto. I am a college student in my 20s, majoring in Game Design Art. I've always been the idea-girl, so I specifically enjoy making concept art. I'm a "mediumcore" gamer and I particularly love strategy, simulation, and sandbox games. =_=_ Comments The NetHack source code has some illuminating and embarrassing comments. Here is a selection, just to get you the feeling. From pray.c for the function god_zaps_you, about what happens if your god decides to destroy you with a wide-angle disintegration beam but you are disintegration resistant. In spell.c function spelleffects, where it creates a stack of 20 spellbooks as a pseudo-objects that it passes to functions that normally expect a scroll or potion. This comment apparently has not changed since the days of Hack, apart from the addition of travel. By the time NetHack 3.4.3 was released, many of the possible values for < tt > flags.run < /tt > had an unclear purpose, and the comment really didn't help, at all. FIQ believes some of the values may not have been used even in Hack itself, but in another game originally distributed with hack, apparently called Quest, which used some of the same source files, did not require others, and had some extra source files of its own; this game, if it ever existed in complete form, has since been lost. =_=_ You would never recognize another one. =_=_ User talk:Yeti You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Forum:Gremlins "stealing" intrinsics You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. Hi there, I'm a gay man and a huge fan of Slash'EM Extended and just wanted to chime in that I really don't find the transvestite role to be offensive at all. If anything it seems like an affectionate tribute to drag queen culture, which is pretty self-parodic and tongue-in-cheek as is. Not sure if it counts for anything but it's just my two cents. Keep up the good work on your variant, it's a lot of fun! -BellisColdwine (talk) 18:34, 23 May 2014 (UTC) SO let me get this right. You find yourself playing a game where you need to kill thousands of people to win, stealing from shop is encouraged and human sacrifice is not only allowed but offers some advantages and your problem is with some gender bender charecter option. Mind you this coming from a came that is entirely in ACSII text so any offensive images have to be conjured up by your imagination. Maybe the problem is with your imagination and not with the game broNdwolfwood 02:22, 22 September 2014 (UTC) I love the transvestite role. As soon as I saw the description, had to try it. I decided to hurry down to mine town to see if I could tame all the guards. Along the way, I mounted my pet and kicked some serious ass with my hammer shoes. I love pounding weapons in rpgs, so this theme worked out great. Found a broadsword for my pet. We cleaved a path through gnomes until she got killed. No problem, by then I was Skilled in hammer and found some dwarven mail and a big shield. Kicking ass on foot until I got to Mine Town to see that it was being plundered by Orcs! I didn't know this could happen in Nethack?! Awesome. I bashed down iron bars and went for it. The only guard I found was polymorphed into a jelly. I put him out of his gelatinous misery. Damn orc thief took my hammer shoes. Went kung fu on their ugly faces barehanded. I chased that thief forever. I'd catch up, he'd rob me, I'd have to chase him again. Even saw the caption for the orc wielding my shoes! How dare he?! Tried to tame the orcs, blew it, killed another half dozen with a scimitar. Then one pulled a wand of fire and hosed me. YASD. One try at this made it my favorite new role. The transvestite is an butt kicking warrior class. I wish I could draw, because a man in heels smashing orc skulls with a flail would be a badass image. Love it. And thanks for all the new stuff you added to this game. I'm interested in your variant. I'm currently playing SLASH'EM and would love to play a SLASH'EM that has even more content. Have you considered porting the game to Linux? (generally this means it would work on Mac OSX as well). Also, it would be a good idea to upload the source to a CVS like GitHub, because supporters can submit patches (pull requests) and stuff like that easily. It's a very nice platform for collaborating on code. Race: Ghast - can only eat corpses which have a degree of rot on them. Fruit and normal rations can not be eaten. Not sure if this is the place to suggest this, but I think it would be a lot of fun to have a nymph-based player race with high charisma, intrinsic teleportitis, and the ability to steal items with the #borrow command. Most n's would start out peaceful to them. I don't know if this would be hard to implement but I thought it might make a good addition in a future version! --BellisColdwine (talk) 20:29, 30 June 2014 (UTC) Maybe you could feature your variant's article yourself, rather than politely suggesting it. It's definitely deserving. Unfortunately, nobody seems to be taking care of featured articles lately. --Tjr (talk) 13:06, 12 May 2014 (UTC) Nice work with your variant, but IMO you're turning this into a S'EM Extended -wiki. Is your variant really notable enough to spread all over? Consolidate the articles, eg. all the different player races/roles could be just two articles. Also categorize your articles! ----paxed (talk) 10:44, 13 May 2014 (UTC) I also would not mind one-stop shopping in regard to finding all of this variant flavor in one place. BsoD, is there a feedback mechanism for you knowing how many player/games/results? I can contribute my measly 20+ games played logfile, if you would like. --Diesalot (talk) 14:55, 15 May 2014 (UTC) My goal is to get to about 50 games played and I will share you my logfile in a way you would prefer. --Diesalot (talk) 12:43, 16 May 2014 (UTC) It's great you are adding info about your variant to the wiki. One more way to get vanilla players interested. It might be confusing to newbies if we talk about different variants on one pages. Therefore, would you please keep anything about Slash'EM Extended under a separate header "==Slash'EM Extended=="? Thank you, --Tjr (talk) 12:29, 5 June 2014 (UTC) Would making a tileset for this be simple? Would it just need the regular Slash Em tilesets, or would all the stuff you added need tiles too? I'm glad you're working on continuing the slashem project, but I have a few questions about your variant. Why do redguard girls release spores to poison me when I attack them? Also, why do I sometimes find jackboots that are encased in rock inside of shops sometimes? --Bug sniper (talk) 02:05, 23 July 2014 (UTC) As you can see in this screenshot, I was trying to select an item to identify. I was unable to select the gray stone because other objects were referenced with the same symbol. --Bug sniper (talk) 06:58, 24 July 2014 (UTC) The black market isn't any different from a standard level with a portal to it in your version. There are no shops at all on this level. I was expecting to see a shop as big as a dungeon level here. Good thing there are a lot of different roles in your game so I can try another once this is fixed. --Bug sniper (talk) 19:27, 29 July 2014 (UTC) Messing around in Wizard mode, noticed knife and dagger proficiencies are bugged somewhere. For player, they maxed out at Undefined, and an orc wielding a knife repeatedly triggered a "program in disarray, please contact Amy Bluescreenofdeath" message. Unfortunately, I haven't been able to reproduce, but figured I'd let you know. Also, I love Slash'em Extended. It's great. I've just started poking around in the source myself. Being from the USA though, some things don't quite work right immediately from the source file you posted. I'm having trouble getting the source to compile. http://imgur.com/r8rMzPd Truth be told I have no idea what I'm doing, let alone what I'm doing wrong. Figured you would know what's going on. Help? Thanks for updating Slash'EM - its my favorite variant of Nethack, and since you included the Jedi patch (which i've been wanting to play for the longest time), i've been grinding those out. The other day I ran into a bug - I had a Jedi that died on a Mines level with her lightsaber on, so when I came across her bones with another Jedi, Slash'EM dropped a "Program in disorder: ..." and said something about a lightsaber being lit (presumably my previous character). I brilliantly forgot to take any screenshots of this to track it, and have yet to replicate it in Wizard mode, but felt I should drop you a note anyway. Recently I've been having a very good run as a Nymphian diver, but as I continue through the game and encounter better-armed enemies my item-stealing ability is becoming a huge nuisance. As nice as it is when I can strip a nasty enemy of their crystal plate mail and wand of draining, it's incredibly tedious when I'm fighting through a crowd of low-level foes and have to repeatedly drop a bunch of knives, helmets and jackboots after every couple of combat actions to avoid becoming burdened. Perhaps it would be a good idea to change the Nymph race's item theft ability so that it's utilized through #chat, much like the Imperial race's pacification ability. Just a thought! BellisColdwine (talk) 19:44, 17 August 2014 (UTC) Anyway, I did make a bunch of improvements on the Jedi patch. If you're interested, I could send you a patch. The details are here: http://nethackadventure.blogspot.com/2013/02/jedi-patch-v05-for-slashem.html I'm not sure of a better way to contact you, so I hope my lack of familiarity with wiki platforms doesn't destroy your page. I like your patch a lot! I was actually thinking about the possibility of beam reflection myself the other day. I particularly want a chance to use that artifact double red saber... It's rather powerful but the mere fact that it's two-handed will probably serve to balance it somewhat. --BellisColdwine (talk) 19:15, 22 September 2014 (UTC) BSOD, thanks for the source for slashemextended. I haven't yet tried to port my patch to it, but will soon. Bellis, thanks for the comment. Both of you (or anyone for that matter) can get my patch at this link: https://drive.google.com/file/d/0Bz_RzIqJppG_OUcxRFh5SG9Idkk/view?usp=sharing The patch command should work without issue (just tried it with a fork of Debian), but I haven't tried building and installing on my current setup. I don't quite remember, but I wrote the patch on either FreeBSD or Arch Linux, and I'm using a fork of Debian currently. Hey, BSOD, have you ever tried building extended on a Linux system? Unless I'm doing some wrong, it doesn't seem to work in Linux currently. I can port it over if you'd like. One thing I particularly like about Slash'EM Extended is that while it's very, very easy to die it minimizes deaths caused by a simple typo. For example, you won't get yourself killed when your finger brushes against a number key and you step into a pool of lava. Recently my very, very promising imperial Jedi Eloise was killed on the 19th floor after trying to jump one tile too far while running to the downstairs from a Karmic dragon and a sphinx. If I was able to just put a tile or two between myself and my pursuers I could have gotten downstairs and healed up, but as it were the missed turn resulted in my death. I think it would be a welcome addition if you were to make it so that a "Too far!" message didn't cause you to miss a turn and would definitely be in the spirit of reducing typo-caused deaths. Just something to consider :) --BellisColdwine (talk) 19:07, 22 September 2014 (UTC) I had some thoughts on a couple potential additions to the game for future updates; feel free to use them or not! I know very little about coding so bear with me if my suggestions are impossible to actually implement :P. I thought a "scientist" class could be a fun add-on. It would start with a chemistry set and spellbook of chemistry, as well as a lab coat, gloves, a scalpel, some nasty potions (cyanide, radium, acid, sickness, or paralysis?) and maybe the research and tinker techniques. It would have relatively poor HP growth and weapons skills, but would have good power gain and be able to reach expert with matter spells and skilled with healing. Basically a more offensively-oriented healer-like class that can start using alchemy sooner than most characters. The other thing I thought would be cool would be to add a strong, unique artifact weapon for each alignment that is the first sacrifice gift ONLY after converting permanently to that alignment. Characters who had finished their quests and obtained the Bell of Opening could decide whether it was worth the trade-off of losing their divine protection and risking blast damage from their quest artifact and current weapon in order to access one of these special ones. Let me know what you think, and if any other S'EX players have ideas for more ways to spice up the game feel free to post them here :) -BellisColdwine (talk) 18:28, 25 September 2014 (UTC) Yikes! As if hallucination weren't nasty enough already :P Anyway, I'm excited to try out those new roles. I'm particularly looking forward to playing a scientist and brewing up some of the deadlier potions for a little chemical warfare. As always, thanks for your active updates and wonderfully open approach to community input. -BellisColdwine (talk) 01:13, 30 September 2014 (UTC) Hi Amy. Firstly, congratulations on an excellent game. Having played all the variants back to Hack and Amulet of Yendor in the 1980s (yes I'm old) I think SLASHEM Extended is a worthy successor to the roots of the genre. The sheer volume of character variations combined with the range of difficulty options (harder/easier) makes this game playable for many years to come. I had a Dungeon Collapse on me recently (version 0.72.7E7F2) which is cool in itself as I haven't had that happen since 1983 (Ah, memories!). The Bug I report has come from the Automaton again - My Clockwork Necromancer threw a rotten newt corpse to my pet Ghoul and bam! The Dungeon Collapses. I'm not sure if the officer's pet is really supposed to drop his pistol and make it so that I can duel-wield pistols form the start. Are you sure the officers are ready? --Bug sniper (talk) 01:21, 12 October 2014 (UTC) At the main dungeon level 12, I went down a staircase. It said that there was a warning, and that the game couldn't find a file and was making a maze level instead. The next level looked like a maze level. In this savefile, picking up the leather armor and putting it on will not change the AC that is displayed for you. --Bug sniper (talk) 14:24, 15 October 2014 (UTC) Yesterday I had an odd dungeon collapse glitch occur while playing a binder-- I quaffed a potion of polymorph and the game informed me that I turned into a monster called something like "A Pupil Experiment- Cut off your own ears" (no joke!). The dungeon collapsed immediately after, but thankfully I was able to recover the game by removing the ".e" from the name of my crashed save file. The odd monster I had polymorphed into appeared as a gray 7, and gave error messages upon attempting to attack, kick, or pick things up. Fortunately I was able to throw things just fine and unpolymorphed myself by tossing my weapon upwards several times. As a side note, that Albae Binder is doing very well now and I think I have a good chance of winning the game! She's dual-wielding the +7 Vorpal and Verbal blades for easy beheadings, has very low AC, is expert in two-weaponing, long sword, short sword, attack and matter magic, and has just obtained the castle wand. I have half a mind to wish for a blessed figurine of "A Pupil Experiment- Cut off your own ears" :D --BellisColdwine (talk) 19:04, 18 October 2014 (UTC) Edit: Never mind, I found him wandering around on floor 14 and neatly decapitated him.--BellisColdwine (talk) 01:17, 19 October 2014 (UTC) I seem to have run into what might be a game-ending bug: There's no Fake Wizard's Tower in Gehennom! I scoured the entirety of Gehennom looking for it but have had no luck whatsoever. I have encountered a couple of cave-style levels on floors eligible to contain the Fake Wizard's Tower, which makes me worried that one of these levels has in fact replaced the Fake Tower itself! I am also unable to find the vibrating square... The lowest level of Gehennom appears to have been replaced by a special floor consisting of a symmetrical room with a chamber full of water and an altar to Moloch in the middle. It's impossible to dig down there and I've stepped on every tile trying to find the vibrating square, including those occupied by water (I have swimming and unbreathing). I really hope that these special rooms haven't replaced vital components of Gehennom :X --BellisColdwine (talk) 20:56, 19 October 2014 (UTC) I was a lost soul acid mage doppelganger and I made it up to level 20 and character level 18. I was trying to end my hallucinations by polymorphing into something resistant to them. I was no longer familiar with vampire dazzlers so I tried polymorphing into a pseudosweet nymph since I saw from Monster_(Slash%27EM_Extended) that they also hallucination attacks and so might also be hallucination resistant. I bothered the gnoll crack-junkies from a tension room earlier so I was going to hallucinate for a very long time. This was after I used a power surge. I forgot what I became. I was forced to drop my weapon and armor and then the dungeon collapsed. For the first level, I used 4 acid orbs and the wand of acid to get to player level 2. The start is the hardest part because there are a lot of strong fast monsters that you have to get away from, which the liquid leap ability is useful for. For the first level, you have to save your acid orbs for monsters of levels less than 9. If you lose them all and all your power and you can't polymorph into something powerful, you're done for. Then I kept spamming acid orb every level to get to the next level, until around level 9. Then I drank the potions of gain level that I found, and I found quite a few of them. I then used the doppelganger's special ability to become a vampire dazzler, which is probably even better than a star or fire vampire now. It is very important to skip the deeper town level and special levels, and go up quickly so that nasty stuff doesn't spawn. --Bug sniper (talk) 01:15, 21 October 2014 (UTC) You might be able to continue with your game! I suffered a dungeon collapse from a polymorph bug last week but was able to recover my character by manually renaming the collapsed save file and removing the ".e". Best of luck! I might use some of your tips for my own lost soul characters :) --BellisColdwine (talk) 20:51, 21 October 2014 (UTC) I have got another crash at dungeon level 9. I was zapping a wand of bugging to get corpses to sacrifice. I was polymorphed into a fire vampire and attacking bugs bare-handed. The game crashed after I killed several bugs. This was not a panic save, so what I have are level files instead of a savefile at http://puu.sh/clegO/faa7f80494.zip. I have 2 more questions. Do gremlins steal a doppelganger's intrinsic polymorph control? And are summoned acid orbs supposed to carry things that they seem to be dropping when they explode? --Bug sniper (talk) 21:17, 21 October 2014 (UTC) I might as well point out a minor problem. I sometimes find keystone kops disguised as a terrain feature. When I try to move into them, they are not identified and I just get the message "Wait, there's a Keystone Inspector over there". This means that I miss the chance to see their glyph and someone who forgets to use the F key (me until now) will not be able to melee them. The same happens to hidden mimics, I think. As a seperate idea, maybe monkey suits. They help to tame primates but, until than, they will be include to enter the trap type where they can throw poo at you. --Bug sniper (talk) 10:02, 18 November 2014 (UTC) I'm trying to compile it on Linux. I managed to have the source to compile with some changes, but they are too many errors with the levels compilation. --Quantum Immortal (talk) 08:14, 24 December 2014 (UTC) edit a file with an external editor. The window of the lower right, is not an editor, it only displays changes. then you need to click "refresh file list", it appears as a hove over text over the circular arrow on the bar that has "commit" on its far right. You want to revert only one file? Click on the revision you are interested. Then right click on the file that you want to revert, then "Revert to revision". This is like an edit, that you haven't committed yet. Well, the amount of past archives is way too big and they often don't really differ except for a few things... Here's a zip archive with a good selection of old versions plus the current version: https://app.box.com/s/o4wg6cqb3w95losd4imfk8go98tyqfyv - it should be possible to build a "history timeline" of this, but if it's not enough, I can upload another archive with some "in-between versions" next Monday. --Bluescreenofdeath (talk) 06:49, 6 February 2015 (UTC) So, I was playing as an Acid Mage doppleganger, and I was stuck in a wall [had polymorphed into an xorn recently to escape some people.] I attempted to polymorph back into an xorn, but failed and polymorphed into a shock ant. My gloves and weapon fell to the floor, and then this error happened: I am new to Slash'EM extended (just realized that I could play it on ADE) and I just killed something invisible and now when I walk over it is says: "You feel here an invisible invisible badguy corpse." Two things. One: are there supposed to be two "invisible"s, but two, even if so, how should a character be able to KNOW if it's original form was invisible? I just had an ant throw a potion at me: "The ant hurls an orange potion {1}!", which seems a little bit contreversial. Bug? Maybe the ant CAN throw a potion because it only weighs 1? Aside from being thrown by an ant, the game just behaved normally as if a monster had thrown a potion of stun at me. Just thought I'd bring your attention to this. As far as I know, my current character does not have telepathy (a dwarven valkyrie), but as you can see in these two screenshots, the game seems to be behaving as if I am wearing a helm or amulet of telepathy (I can see the naga and kobold, but the mold has no brain). I don't have much expirience with Slash'EM extended, so I'm not sure if this is a bug or not, but I just thought I'd bring it to your attention. This is the second time it's happened: I go to the mines, come up to a giant spider, the giant spider reads a scroll named "FASTLY JUMP TO ENEMIES WITH INVISIBLES FIRSTLY" and then it goes back to the dgamelaunch menu and the game is crashed. Please fix this!! I was a doppleganger chaotic female Rogue, and I found a scroll of wishing. I wished for the Master Key of Thievery, tried to pick it up, got blasted, and then the game crashed. --AceSevenFive (talk) 21:37, 9 February 2015 (UTC) Retried with v98, went in wizard mode as a wizard, tried to wish for the Master Key of Thievery, game crashed when I got blasted. --AceSevenFive (talk) 14:16, 14 February 2015 (UTC) I am on my library's computer, and I accidentally hacked it (yeah, that's how weak these windows computers are), and so I ended up with working Slash'EM Extended. So I started up a game in wizard mode, and Ctrl-Wed for & ldquo;blessed greased fixed +20 Excalibur & rdquo; and it blasted me. I looked in my discoveries to make sure you didn't change it's alignment, but no, it was still lawful. Hello, I'm a big fan of Slash'Em Extended, and I was wondering how to go about editing everything! I have a ton of things I want to put in, namely a bunch of monsters from the Monster Hunter series, and add a few weres that I think could be pretty cool to come across. As for that bug, I came upon a Rat Man that was named "%s Rat Man" that crashed the game after I killed it. In past attempts to compile, however, I did follow the instructions on the Compiling page on this wiki. The .bat file I used actually compiled the game, and trying to start it after selecting the usual starting stuff gave me the error from my last post. The .bat that came with Slash'EM Extended's source gives me this error: http://prntscr.com/6j0uxn A compile I tried running while typing this up, using the .bat coding from the Compile page, also gave me this in the command line: http://prntscr.com/6j0wjo I'm not exactly sure what it means, or how to fix it. Trying to start the game ended up the same way as before. Would it help if I shared what I've edited? As for the Rat Man, I'm already well beyond it, I was able to get rid of it with a Scroll of Genocide. If I come across it again, though, I'll be sure to see what can be done! I figured out what the problem was with Rathalos! I had an M2 thing alongside an M3 thing, haha. I threw Rathalos in when I was first making these, and I didn't really know what I was supposed to do. I figured it out as I was getting errors for other things that actually stopped the compile. Rathalos is also one of the main monsters in the Monster Hunter series, and also one of my favorites! I just had to add him in. I do still get that error though. It doesn't always bring up $ object, I've seen a few others before, like ' in the most recent one. I'm going to see if a fresh extracted SEE works out right, and if it does, I'll just migrate stuff over. I was also wondering, do you know how to make eggs hatch different things? I know the Winged Gargoyle eggs can hatch either a normal or winged gargoyle, but I'm not very sure how to go about doing that for some of my own. I decided to play a Cockatrice Rocker. I figured that since the Rocker class makes you lithovoric, it would the petrification of corpses I try to eat a non-issue. Turns out the game disagrees with my theory. --AvzinElkein (talk) 16:09, 23 March 2015 (UTC) This applies to the server at https://nethack.xd.cm/. I had a gamer immunizer. I fell into a spiked pit and the game panic saved. It used version 1.0.9. By the way, thanks for all the changes you've made. I didn't have time to say respond earlier, but I'll look forward to seeing how you've implemented the ideas. --Bug sniper (talk) 04:56, 11 April 2015 (UTC) It sounds like the race has no positive qualities at all; no random monsters and reduced HP/Pw gains... --AvzinElkein (talk) 20:37, 12 April 2015 (UTC) There's no repository of any sort available for the Evil Variant. Although some small proportion of it has been coded, it's mostly just a set of ideas. (I think of it as somewhere I can send bad ideas to so that they can die without making their way into serious variants. Subsequently, other people started contributing ideas; I'm not sure any of those got implemented apart from the drawbridges that attack diagonally, and that was implemented with very sloppy code.) Ais523 (talk) 23:58, 17 April 2015 (UTC) In ./sys/unix/Makefile.top line 20 .You have to give a unix name to the program, currently, it is still slashem, and conflicts with an installed slashem.--Quantum Immortal (talk) 08:18, 19 April 2015 (UTC) I was wandering if wands of remove curse are supposed to remove curses from rings. I was using version 115. On the first zap, it removed a loadstone. On the second zap, my cursed boots were uncursed. Afterwards, nothing seems to have happened, even though I still got the message that I felt that someone was helping me. --Bug sniper (talk) 05:33, 25 May 2015 (UTC) I went down the stairs and the last things i saw were "Oops. -more-" I can't replicate it. I was using a school computer that resets the files everytime the computer restarts, so i lost the emergency save. I can't remember the race, but I do remember the role: Zyborg. Well, nighthorn turn to dust in SLASHTHEM. Probably it turns to dust here too. That's intended???--Quantum Immortal (talk) 02:25, 11 June 2015 (UTC) This is how normal people make software B[ . Normally, you have the development branch, where you put new ideas and experiments. There is a prerelease branch, where you DON'T add any new features, only bug fixing. When the prerelease was cleaned of the serious bugs and is deemed usable, then it becomes a stable version. You NEVER add new features in a prerelease or stable a version, you only remove bugs. Later, you take a copy of the development branch to become the new prerelease. When the prerelease become the new version, you stop fixing bugs for the old version.... And the cycle continues... Normal users use, the latest stable version, and see rarely serious bugs. More adventurous users can try the prerelease and report bugs. Currently Slashem extended is a big buggy sloppy mess because you keep adding new features in a single branch. There is also a convention with version numbers, that you completely messed up too... Hi. Your work with SLASH'EM Extended is awesome so I'm really sad that I have to report bug. It's about visuals. I encountered 'weird room' filled by water and lava tiles. In this room character's tiles wasn't 'cleared' from the map (it's about '@' and pet, not tested on monsters). When I left this room, newly explored corridors was... hm, 'weird' ;) - there was lack of '#'walls and character's tiles (again - my and my pet) 'remains' on room entrances. screenshot. After save/load whole level looks like these corridors. So, floor was displayed as should be, but other symbols (stairs, pools, etc.) wasn't displayed (so these was blank, black spaces). Still no walls. Unfortunately I didn't do screenshot. After another save/load everything looks good. I was reading indetify scroll (I don't know it's B/U/C status) when message 'You fall below the bottom of the page! You die..." showed and later "Do you want your possessions identified? < letters > [more]" appeared. After pressing [Enter] key, identification proceed as should and my character is still alive. A bit strange. I noticed that you recently added the JNetHack Fighter class, so I thought you might be interested in my attempt at translating it. --Kahran042 (talk) 13:39, 17 December 2015 (UTC) I don't mean to be a pest, but I have pretty much completed my updates to the Erdrick and User:Kahran042/YANI/DQ Slime quests, and would really like to see the new versions added to Slash'EM Extended. Again, I apologize if this is inconvenient for you, but I really do think that the new versions are better than the old ones currently in the variant. --Kahran042 (talk) 19:28, 10 April 2016 (UTC) There are just way too many roles and races in SLASHEM Extended for a first time player (or even a veteran Nethack/SLASHEM player) to choose from. Is it possible to perhaps streamline things a bit, such as with a series of sub-menus? Where "Easy Roles" are roles meant for beginning players, "Standard Roles" are the roles from Vanilla Nethack and SLASHEM (as well of comparatively balanced roles), Advanced Roles are roles that are difficult to play due to having unusual game mechanics, and Challenge Roles are "Harder Than Hard" roles that only exist to be challenging. I paid a tools shopkeeper for identification services on a potion. Sometimes, the shopkeeper says "Sorry. I guess it's not your lucky day." But this time, the shopkeeper instead said "Success! The potion resisted your identification attempt!" I don't think shopkeeper services should fail in that manner. This was for version 1.8.6.--Bug sniper (talk) 23:36, 26 February 2017 (UTC) As you have seen I've begun to add a table field for alignment in Monster (Slash'Em Extended). I dedided it was necessary when I suffered an involuntary altar conversion b/c my neutral avatar sacrificed too many neutral corpses. Which monsters qualified as suitable aligned? Your direct link to the github monster.c source made it possible to look it up. Well the masses of entries will cost some time to complete that. The order of monsters in the wiki table is not the same as in the source file, so you always have to use the search function. If you see any gaps or mistakes please correct it just like you did. By the way I noticed that there are no reliable rules for monsters being chaotic or lawful. I'd supposed that e.g. all were-creatures were chaotic. That would have clear logic rules. You'd guess reliably most of the time while gaming. But no, no such logical rigor anywhere. Could you imagine to work it over and set some logic rules into the monster relationships? I'd offer some help if you agree. Additionally I'd like to present you a bug I've stumbled recently upon. I had my precious +4 lab coat enchanted to erodeproof. But suddenly "Lou's sneaker", a lvl 1 rustmonster crossed my way and hit me. My fully identified coat now has the complete nonlogic description: "burnt fireproof +4 lab coat". I suppose that such contradiction shouldn't be possible. What do you say? Is it a bug? Can you easily correct the source code to stop that? Or do you say that it's a feature and Extended doesn't need logical, non-contradictory rules? -- Happy monday, I'm looking forward to your reply. -- Gus 13:51, 30 April 2018 (UTC) Have been starting a healer in SLEX v228 recently and stumbled upon lots of implants. I'm very, very unhappy that there are neither descriptions nor explanations for these additions to SLEX. What might do an implant of e.g. "winter", "terror", "dispatch" or "badass"? Inside gaming there is a more than just bad chance to identify an implant. "Implant identification only worked 1 times out of 19." tells the quitting/RIP report most of the times. Naturally I've looked around. The fitting list of "Item (Slash'EM Extended)" contains not the slightest hint on this class of objects. Well, I'd gladly write some remarks on those if I'd a chance to make reliable experiences while gaming SLEX. But nearly no identifying possible for ratios like "1 times out of 19". So the game internal database is knocked out, what to do now? The one and only hint by searching the complete nethackwiki found: the small and mostly forgotten SciFi roguelike ZAPM knows implants. I've played it a little bit and found out that ZAPM bionic implants most probably have nothing at all to do with SLEX implants. So even the ZAPM follower listing of RogueBasin's PRIME/Implants helps anyway. --- So that's you alone who should be able to explain a) the SLEX implants concept b) where did it come from? c) how to use it in gaming SLEX? Please help us/me out, and please do it without much time burning away. :)) -- Gus 13:28, 8 September 2018 (UTC) Hi Amy, a non-crash program disorder in SLEX 2.3.1 told me to inform you. I made a screenshot & uploaded it here: File:Lightblastbug231.png. (Just set it in wiki-brackets to read it.) I could play on, so I'm not really concerned. A quite small bug. -- By the way could you please tell me about origin and concept of "heavily cursed"? Beside three player roles in SLEX the complete nethackwiki doesn't hold any entries about this unknown concept. -- Gus 15:19, 28 September 2018 (UTC) Hey, Amy! < br > Some questions about Techniques in SLEX. I've noticed that Binder (role in Slash'em Extended) lists a lot of redlinks in the techniques column. That means that SLEX has expanded the concept with a lot of extra ideas. Maybe we/I should build a separate SLEX techniques article? -- This wiki offers 49 entries for techniques that cover all those that came as part of SLASH'EM which is obviously the origin of the concept. Well, how many more techniques did you install? You might give the weblink to the source file so I can look it up myself and see the details. (As long as I not even know the name of the src file I'm not keen on sourece diving.) -- Further on, I want to understand the internal log tables of techniques. What do those markers 'R' or 'O' indicate? -- By the way, I don't think that those 'huge timeouts' like you/SLASH did burden on Panic digging is any good for gamers' motivation. Timeout is okay IMHO but it should definitely be moderate instead of 'huge'. -- Gus 19:10, 2 October 2018 (UTC) The weird gnome/shoe named Emmelie's Sneakers harasses me. If I want to combat her I get a message "Wait, That's Emmelies Sneakers!" stopping my attack. I've even been code diving at raw.githubusercontent and found nothing in the monster description which could AFAIK be responsible for that behavior. Please, help me out! (still v235, not 237) -- Gus 08:31, 11 October 2018 (UTC) Please tell me the filename and webadress to source dive SLEX "Wand of Cancellation" myself. -- By the way, shouldnt the SLEX Xp levels not be changed to be more like SLASH instead of vanilla NH? -- And how would you play a Binder role who needs more skill slots for gaining intrinsics and obviously needs some level draining by Wand/spell or vampire type monsters? Thanks for usable tips. -- Gus 07:42, 16 October 2018 (UTC) Today, I had started an Asgardian Zyborg game, and like the idiot I was, died to food poisoning. I was looking through the special facts about my game, and noticed this message: The RNG hath decreed that this item was generated more often: laser beam ((null), freq bonus 8). I am just wondering whether laser beam (null) is an actual laser beam type, or if this is a bug. I'm not sure where the laser beam code would be on GitHub, so I decided to post this here. Thanks! Oh hey! I took the test and I scored 60/60! Well, that was after I studied for it. Before I studied for it, I only scored 10/60. Single bullets on Level 1. It has to be just single bullets. Also, Manila Phormium Pastrami Origami Viridian Quotidian Cork Chalky Sooty Rose-Scented Lavender-Scented Mint-Scented Pre-digested Rattling Epidermal Ciliated Cadmium Chromium Polaravian Microfiche. No scented ones! I can't believe there aren't any scented ones! Where does a nose go, I ask you!?! :-) :-) Wikid (talk) 06:21, 5 August 2019 (UTC) Woo-hoo! Way to go! Yes please, add by all means. I was quite happy with polaravian. Polar-avian for a spellbook. Not even Google knows. Get it? :-) Wikid (talk) 06:45, 5 August 2019 (UTC) I created a new branch with some possible hallucinatory colors and vampire messages. Check it out and see what you think of it: https://github.com/Kahran042/new-vampire-chat-and-hallucinatory-colors/tree/main --Kahran042 (talk) 18:47, 23 October 2020 (UTC) =_=_ QA You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User talk:Cockatrice corpse You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. This is mostly due to the weight of the thing and people should know the dangers of becoming burdened——Cockatrice corpse (talk) 01:07, 8 December 2013 (UTC) =_=_ User:Chris/dNetHack/dNethack Races In dnethack, potions of blood function closer to tins, ie, you will find potions of winter wolf blood etc. To a vampire, a potion of blood provides the same nutrition as the bloody corpse of the monster it was drawn from. Any race can drink a potion of blood for a chance to acquire any intrinsics that could be gained by eating the corpse of the monster the blood was drawn from. Drow receive either a cave spider or a baby crocodile as a starting pet. They may also saddle and mount giant spiders, crocodiles, giant turtles, and salamanders. Both armors are low weight and offer high AC, but evaporate when exposed to light. Fixed droven armor will still evaporate in light, but if it doesn't completely evaporate it will repair itself in dark areas. Droven Chain Mail also boosts spellcasting. Most drow begin play with one of these types of armor. Droven cloaks offer no AC but give Level 3 Magic Cancellation. Droven cloaks can be applied to create a spiderweb in an indicated square. Each use of the cloak lowers its Magic Cancellation by 1. If it reaches MC0, the cloak is used up. The cloak may also be applied at an existing web to remove the web and restore MC to the cloak. All drow begin play with a droven cloak. Droven weapons are high damage, but are constructed out of obsidian, meaning they will shatter if thrown. All droven weapons are generated coated in sleeping poison. Droven signet rings are actually poison-injection rings. When dipped into an eligible potion, the ring absorbs 30 doses of poison, which can be used by making unarmed attacks while wearing the ring. If two signet rings are worn, both apply their poison. Each ring also bears a specific crest. Rings engraved with the holy symbol of Lolth (a silver spider-like star) count as silver rings for attacking silver-hating monsters. All drow begin play with a signet ring loaded with sleeping poison. Signet rings are guaranteed to be of a valid type for starting players. Incantifiers may be neutral or chaotic, and may be of any role a human of those alignments could be (any role except Samurai and Knights). Incantifiers live on magic. They begin the game with over 900 energy, and use their energy total in place of their nutrition total. Incantifiers cannot eat regular food, including corpses and rations. Instead, they must drain items, including magic weapons and armor, wands, spellbooks, and scrolls to regain energy. Incantifiers may die of overeating, the same as any other race, though they explode rather than choke. Incantifiers can #untrap magic, polymorph, teleport, and level teleport traps (but not magic portals). Untrapping one of these traps grants 50 energy and may cause the Incantifier to explode. Incantifiers do not regain energy or HP normally. They regain energy by draining magic items, and must regain HP through spellcasting, potions, or other magical means. Clockwork automata do not recover HP normally, instead they must stand still ('.') and repair themselves. They will recover HP faster as they gain levels. They may also use potions or other magic to recover hp. Clockwork automata do not eat food. Rather, they must be wound up using any skeleton key. They are not able to do this themselves, instead they must either have one of their allies do it or pay another humanoid to have it done. Each turn is worth 10 nutrition. Worms that walk are sapient colonies of saprovorous vermin. They inhabit and reanimate dead bodies, inheriting many of the skills, attributes, and aptitudes of the deceased. =_=_ Forum:Help get me on track, please I've been casually playing Slashem for a few years. I've never made it very far until recently. My character stats are: I somehow ended up with a monadic deva of Shan Lai Ching as a pet which has been tearing my enemies apart ridiculously fast. I recently cleared out Castle where I got the wand of wishing and now I'm not sure where to go to find some end-game material. Am I even ready? I think I did the easy and medium Lawful Quest already, but it's been so long between game saves I honestly don't remember. Most of my problem with this game is that I play it infrequently - resumes could be months apart and I've usually forgotten where I was or what step I was on. Can anyone recommend a course of action I should take with this character? You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User:Chris/dNetHack/dNAOhack DONE (potions of blood needed a corpse_number, but the potion code already used that address under the name "fromsink") Potion of blood code still uses sink code? Stream of red fluid? DONE < bcode > Has the levelport thing with the Windowless Tower been fixed? (where the negative and zero level numbers don't work for levelporting as they're special-cased) You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. Important notice: As of today, 21 July 2021, I am officially retiring from the nethack community. As it turned out, my variant was deemed too offensive for the public, and so it's probably for the best if I leave before things get even more out of hand. The content below is preserved for the sake of posterity, although at this point I wouldn't really shed a tear if all mention of SLEX was wiped from the wiki. For me, it's time to move on with my life, as there are more important things to do than wasting my time with stupid nerdy video games. My Github projects are also frozen indefinitely now, don't expect to see updates on them anymore. Hi there, and welcome to my user page! My nickname is Bluescreenofdeath, but you can call me Amy, and I'm a Nethack player (who would have thought?). My favorite variant is SLASH'EM, in fact SLASH'EM is what I consider the "true vanilla", although 3.4.3 is vanilla too of course. 3.6.x I don't consider vanilla NetHack because of certain changes like statue glyphs looking like monsters, quest leaders becoming hostile and booting you out when you attack some irrelevant peaceful monster, and more; that is stuff I'd expect to find in variants, and therefore 3.6.x is a variant of vanilla NetHack in my book. I decided to form my own one-woman (actually we're currently two people) devteam for a variant called "Slash'EM Extended". SLASH'EM's original devteam told me they don't mind me making a variant of their variant, so Slash'EM Extended is the official successor now, although by now it's pretty different from regular SLASH'EM :-) Now, the aim of my variant is to add even more variation to the game than SLASH'EM does already, and also try to make the later parts of the game more challenging while reducing the risk of experiencing an early-game YASD. In particular, the player should never know whether they can ascend or not, no matter how good at the game they are - there should always be something that can cause a game over, even for a player in a full ascension kit. Nonetheless I've ascended 9 times in my own variant: neutral male illithid Scientist, chaotic female bastard Healer, neutral female doppelganger Monk, neutral male ironman Binder (wishless conduct!), neutral female ak Thief is dead! monk LostSoul, neutral female hemophage Korsair, chaotic male giant Foxhound Agent (polyselfless and genocideless conduct!), chaotic female nordish Barbarian (genocideless conduct!) and chaotic female phantom Cavewoman (genocideless, wishless, polyselfless and polyobjectless conduct!); none of those ascensions were in a version that has the expanded dungeon size though. I also ascended the samurai in Dynahack (thrice), NetHack 3.6.0 (twice), NetHack 3.4.3 (twice), Unnethack (twice), Nethack4 (twice), Nethack Fourk (twice) and Splicehack. I would have ascended a samurai in xnethack too (was a far-progressed one) but a savebreak ate that one. Also, I "ascended" a neutral droven nonbinary (null) (sic; actually a cartomancer) in splice due to a hall of fame bug but of course that wasn't an actual ascension ;) You can watch me play Slash'EM Extended here: http://forum.rpg.net/showthread.php?723346-(Let-s-Play!)-Slash-EM-Extended-a-NetHack-fork Tariru ascended an angel rogue in version v217 on April 11, 2018. Dumplog: https://www.hardfought.org/userdata/T/Tariru/slex/dumplog/1520798174.slex.txt And an incantifier fencer with wishless conduct intact, also in version v217 on April 28, 2018, starting a 2-ascension streak. Dumplog: https://eu.hardfought.org/userdata/T/Tariru/slex/dumplog/1523093480.slex.txt And a naga paladin in version v222 on May 11, 2018, increasing it to a 3-ascension streak. Dumplog: https://eu.hardfought.org/userdata/T/Tariru/slex/dumplog/1525123580.slex.txt And a spirit archeologist in version v222 on June 10, 2018 (during Junethack), increasing it to a 4-ascension streak. Dumplog: https://eu.hardfought.org/userdata/T/Tariru/slex/dumplog/1527945792.slex.txt Porkman ascended a redguard priest in version v261 on March 11, 2020. Dumplog: https://em.slashem.me/userdata/porkman/slex/dumplog/1578524542.txt He also ascended a reguard wizard on April 8, 2020, starting a 2-ascension streak. Dumplog: https://em.slashem.me/userdata/porkman/slex/dumplog/1584394928.txt Honorable mention goes to my splatted characters: a phantom ice mage who was killed by Famine one square from the high altar, a navi jester with whom I foolishly pressed space at the finger of death direction prompt on the Plane of Earth, a mazewalker topmodel who got swarmed and killed on the way up with the Amulet of Yendor, and a nemesis anachronounbinder who had just done the final Amulet of Yendor imbue but got killed by Ubernightmare before being able to escape. There's an IRC channel for discussion of Slash'EM Extended: #slashemextended - feel free to join and talk about the game! :) Numbers for the stat lovers: The current version of Slash'EM Extended has 34611 monster species, 6643 objects and object appearances, 2225 artifacts and 535 trap types. There is a total of 165 playable roles and 261 playable races. I'm also maintaining the DNHslex variant of dnethack. Additionally, BIGslex is playable on the em.slashem.me server: it's exactly like regular SLEX but with huge dungeon levels. Shift-O opens the options menu. The option to switch the movement keys between vi-like keys (hjkl) and the number pad is the number_pad option. Be sure to set it so that you can move around the dungeon comfortably! The options file is called defaults.nh on Windows and ~/.slashemextendedrc on Unix; it does not necessarily exist on a fresh install A list of Slash'EM Extended's new roles, including their key features and average difficulty rating. The Zyborg, Chevalier and Electric Mage roles are suitable for beginners, while the Convict, Bleeder and Courier are harder-than-hard roles that should be picked by experienced players only. The role selection menu does not work with the curses interface at the moment. A workaround is to start the game in tty mode, select a character, save and then change the configuration file to curses. A list of Slash'EM Extended's new races, including their key features and average difficulty rating. The Trollor and Asgardian races are suitable for beginners, while the Ungenomold and Alien races should be picked by advanced players only. Options, hotkeys and commands (recommended reading) shows the various new options and commands that aren't present in other variants. It is highly advised to familiarize oneself with them, since some parts of the game expect the player to use certain new commands (comparable to vanilla's #wipe command, which isn't used often but comes in handy in certain situations). A list of Slash'EM Extended's new items, including information about what they do. Slash'EM Extended also has lots of new randomized appearances for scrolls, potions and other items. A list of Slash'EM Extended's new traps, including information about their effects. Some traps are classified as "nasty"; they're very dangerous, and very hard to figure out without spoilers. Skills in Slash'EM Extended explains what the new skills do (recommended reading for players unfamiliar with the skills). There are a whole lot of new combat skills, some of which may be rather obscure to figure out without spoilers. Dungeon option templates for those who want to change the glyphs used to represent various dungeon features. Especially important if, for some reason, you don't want solid rock to be displayed as # and would rather have it be invisible like in vanilla NetHack. Appearance aptnesses are special effects of armor-class items that depend on their randomized appearance. These are also documented in the game. Dungeon overview shows the various dungeon branches in the game, including some details about what the goals in the various optional branches are, as well as special rules that may apply while the player is in certain subdungeons. Item materials details the effects of the various item materials present in the game, including showing which erosion effects can affect them. Monster and item egotypes shows what the different egotypes in the game mean. Egotype monsters are highlighted yellow, egotype items show as "an enchanted foo" to hint at the presence of a special property. A list of known bugs that should be removed in future versions. Players with coding knowledge are always welcome to help fixing them to make Slash'EM Extended even more enjoyable. Identifying rings and amulets shows the messages given when dropping rings down sinks, or dropping amulets down toilets. This can be used to identify jewelry. SLASHTHEM Extended - the variant inside a variant! This explains how to activate the special playing mode, as well as detailing the differences in gameplay it entails. Friday the 13th - playing on the unlucky day also makes SLASH'EM Extended much harder, and for those who don't want to wait for that date, there's another special playing mode that also enables these difficulty elements! There's an acquaintance of mine who has written a book about a roguelike game. Apparently that game doesn't really exist (but some parts of it remind me of NetHack, even though the guy says he didn't know about NetHack back when he wrote it; for example, it has monsters called "Gelatinouswürfel" which are totally not a NetHack gelatinous cube :D), yet I think it's fascinating to read, and quite some of Slash'EM Extended's features were actually inspired by reading that book. It's in German language though. & ie=UTF8 & qid=1400574235 & sr=1-1 & keywords=9783842318656 Available here. For a die-hard roguelike fan and especially a roguelike designer/programmer, this is a must read! There is also a spacewars fighter role in Slash'EM Extended v41 and higher versions in honor of the book; people appearing in the book are present in the form of quest leader, nemeses and gods of that new role. ;) =_=_ User talk:LordSeth You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User talk:Sealtomi You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Forum:Puddings and spiked pits =_=_ Dnethack =_=_ Grudge Note that there is a distinction in the FIQHack code between 'grudges' (entities attack each other on sight) and 'adjacent grudges' (entities only attack each other if they are next to each other). =_=_ User:Chris/dNetHack/dNethack Roles The Binder is a new role added directly to dNethack. Binders are a new type of spellcaster, that conduct rituals and follow special conducts in return for power. They face a difficult early game, though they can eventually achieve great power. The Binder is based on the class of the same name from the DnD 3.5 Tome of Magic. Tome of Magic Binders were, in turn, based on medieval magical traditions like that found in the Lesser Key of Solomon. The abilities of dnethack Binders are almost completely dependent on which spirits they have bound. The Convict is a role added in the Convict Role patch, by Karl Garrison. It was designed to be more difficult than Tourist; (statistically the most difficult class in vanilla NetHack), a goal at which it succeeds handily. The Pirate is a role added in the Pirate Role patch, which was developed using Nephi's preliminary Pirate patch as a base. Pirates are a melee focused class that may have trouble finding a good weapon. Their first sacrifice gift is the Marauder's Map, and their crowning gift is an artifact cutlass (scimitar), Reaver. Their default pet is either a parrot or a monkey. The Marauder's Map can be invoked to detect all items and artifacts on the current dungeon level. Pirates don't receive artifacts (other than the Map) as a reward for sacrificing, so they will need to keep their eyes open for good artifacts as they explore the dungeon. The Noble is a role added directly to dnethack. Humans, incantifiers, and vampires can be Nobles. Nobles are a melee-focused role that specializes in one-handed weapons. They can engage in some spellcasting if their ability scores are good enough. Nobles begin with a +2 rapier, +1 gloves, and +1 leather cloak. Noblemen start with a ruffled shirt, while Noblewomen start with a set of Victorian underwear. Their starting pet is a saddled pony. Their quest artifact is an artifact opera cloak (vampires) or ornamental cope (non-vampires). Note that this means that the base type of the Noble quest artifact changes from game to game. Drow Rangers, Rogues, Priests, and Wizards receive a quest based on their gender instead of their role. Once on the quest, they may choose to change alignments and assassinate their quest leader instead of their nemesis. Worms that Walk will be able to take over from dead characters that they run across, and can also occupy and revive monster corpses. Time Travelers come from a fantasy-future with guns, lasers, lightsabers, and psychic powers. They have damaged immune and digestive systems. If they remove their starting isolation suit they will contract deadly illnesses, and they can't eat food other than tins and potions. =_=_ User:Chris/dNetHack/dNethack Roles/Spirits =_=_ User:Chris/dNetHack/dNethack Roles/Psionic Powers Each group of powers is a skill that can be advanced to Grand Master. As the skill level is increased, new applications of the power become available (For example, an unskilled Psion can throw the top item of an indicated stack using Telekinesis. A Psion with basic skill in Telekinesis can also take the top item from an indicated stack). =_=_ User:Chris/dNetHack/Branches/Map This is a schematic map of the dnethack Mazes of Menace. No attempt was made to judge the actual size of the Dungeons of Doom. The other branches are scaled correctly, with the exception that runs of similar levels have been condensed down to three regardless of how many levels their are. =_=_ User:Chris/dNetHack/dNethack Outlands The teleporter to the Neutral quest is located outside the fortress, in amongst the trees. Except for a few shriekers, the area surrounding the fort is relatively safe. The fortress itself is home to a large contingent of Yendorian Army troops, as well as some deep ones. The two stores ("str") noted on the map contain weapons and wands. If an alert is issued, the soldiers will happily raid both stores for weaponry before coming after you. The top level of the neutral quest, this mercantile hub contains an armor shop, potion shop, four food shops, a cross-aligned shrine, and a beehive. This is a series of 4 woodland areas connected by magic portals. These portals can be seen from a distance, so a means of portal detection is not needed. However, this may still be a good time to use a crystal ball, or other means of trap detection too heavy to be considered for the endgame, since it will allow the portal to be located from across the level. The shrouded dispensary is accessible via a downstair from a random level. Spells are more difficult to cast on these levels. Spell failure rates are increased, by 20% per spell level on the first level, 30% per level on the second, 40% on the third, and by 50% per spell level on the fourth. The last Outlands area, the Sum of All, is a Cavern level with eight Argentum Golems in the center of the level around the stairs down to the Lost Cities. Once you have entered Sum of All, Center of All will spawn with greater probability. =_=_ Slash'EM Extended Slash'EM Extended (also known as "Sadistic Levels of Endless X-Citement", or SLEX for short) is a variant of SLASH'EM based on SLASH'EM version 0.0.7E7F2. The object of the game is the same: to fetch the Amulet of Yendor from the bottom of the Gehennom and offer it to your god. Compared to SLASH'EM, Slash'EM Extended contains several new roles and races for the player to choose from, several new special levels, a lot of new monsters, and other changes. The main dungeon is longer in Slash'EM Extended than in SLASH'EM, with the upper Dungeons of Doom being 50 levels in length followed by 50 levels of Gehennom, meaning that Moloch's Sanctum is on dungeon level 100. After claiming the Amulet of Yendor, the player also needs to complete a 100-level bonus dungeon before the actual ascension run begins, greatly increasing the length of the game. And most importantly, Slash'EM Extended is hard as hell!!! This variant is actively being developed by the dev team of User:Bluescreenofdeath (a.k.a. Amy) and User:Elronnd. The GitHub repository shows all the individual changes applied since version v97. It can be played online by using ssh to connect to the em.slashem.me server (homepage em.slashem.me). The IRC channel #em.slashem.me on Libera can be used for game discussion, bug reports etc. In addition, the em.slashem.me server also offers BIGslex, which is basically the same game as regular SLEX but with huge dungeon levels. This section is a must read for new players. It tries to give advice on a number of topics. If you never played a NetHack variant before, especially check out the bolded parts. Shift-O opens the options menu. The option to switch the movement keys between vi-like keys (hjkl) and the number pad is the number_pad option. Be sure to set it so that you can move around the dungeon comfortably! The options file is called defaults.nh on Windows and ~/.slashemextendedrc on Unix; it does not necessarily exist on a fresh install A list of Slash'EM Extended's new roles, including their key features and average difficulty rating. The Zyborg, Chevalier and Electric Mage roles are suitable for beginners, while the Convict, Bleeder and Courier are harder-than-hard roles that should be picked by experienced players only. The role selection menu does not work with the curses interface at the moment. A workaround is to start the game in tty mode, select a character, save and then change the configuration file to curses. A list of Slash'EM Extended's new races, including their key features and average difficulty rating. The Trollor and Asgardian races are suitable for beginners, while the Ungenomold and Alien races should be picked by advanced players only. Options, hotkeys and commands (recommended reading) shows the various new options and commands that aren't present in other variants. It is highly advised to familiarize oneself with them, since some parts of the game expect the player to use certain new commands (comparable to vanilla's #wipe command, which isn't used often but comes in handy in certain situations). A list of Slash'EM Extended's new items, including information about what they do. Slash'EM Extended also has lots of new randomized appearances for scrolls, potions and other items. A list of Slash'EM Extended's new traps, including information about their effects. Some traps are classified as "nasty"; they're very dangerous, and very hard to figure out without spoilers. Skills in Slash'EM Extended explains what the new skills do (recommended reading for players unfamiliar with the skills). There are a whole lot of new combat skills, some of which may be rather obscure to figure out without spoilers. Dungeon option templates for those who want to change the glyphs used to represent various dungeon features. Especially important if, for some reason, you don't want solid rock to be displayed as # and would rather have it be invisible like in vanilla NetHack. Appearance aptnesses are special effects of armor-class items that depend on their randomized appearance. These are also documented in the game. Dungeon overview shows the various dungeon branches in the game, including some details about what the goals in the various optional branches are, as well as special rules that may apply while the player is in certain subdungeons. Item materials details the effects of the various item materials present in the game, including showing which erosion effects can affect them. Monster and item egotypes shows what the different egotypes in the game mean. Egotype monsters are highlighted yellow, egotype items show as "an enchanted foo" to hint at the presence of a special property. A list of known bugs that should be removed in future versions. Players with coding knowledge are always welcome to help fixing them to make Slash'EM Extended even more enjoyable. Identifying rings and amulets shows the messages given when dropping rings down sinks, or dropping amulets down toilets. This can be used to identify jewelry. SlashTHEM Extended, the variant inside a variant! This explains how to activate the special playing mode, as well as detailing the differences in gameplay it entails. Friday the 13th, playing on the unlucky day also makes SLASH'EM Extended much harder, and for those who don't want to wait for that date, there's another special playing mode that also enables these difficulty elements! Numbers for the stat lovers: The current version of Slash'EM Extended has 34611 monster species, 6643 objects and object appearances, 2225 artifacts and 535 trap types. There is a total of 165 playable roles and 261 playable races. thumb|320px|The same quest nemesis, not acting lovely any longer. In fact, the attack shown here can be incredibly deadly and will even get stronger the more often it hits. thumb|320px|On the other hand, this room can actually get generated. Ranged attacks or spells are advisable to clear out all those nymphs. Magic cancellation now works differently. Here's the respective chances (percentages) of avoiding negative effects like drain life or disenchantment depending on the player's MC and spirituality skill: Armor pieces have MC values from 1 to 9, and the highest single value is the player's actual MC, which can be seen on the character stats display with the showmc option. There are a few ways to get more MC, e.g. by casting magic shield or being an inka, allowing the player's MC to reach values of 10 or higher. Slash'Em Extended has a successor called SlashTHEM, which stopped pulling bugfixes and features from Slash'EM Extended at version v100 though and instead decided to roll back most things to what they used to be like in SLASH'EM, and was confirmed by its developer to no longer be considered a fork of Slash'EM Extended. However, it is also possible to play "SlashTHEM Extended" by picking the Soviet race in Slash'EM Extended, which makes the game behave in a way similar to SlashTHEM. It ought be noted that SlashTHEM, unlike everything else in this timeline, does not add stuff based on SLASH'EM Extended, but rather reverts many of its changes and makes its own all-new changes instead, some of which were then ported to SLASH'EM Extended. Based on the raw amount of new features and other changes, SLASH'EM Extended has by far the most, while SlashTHEM has "only" slightly more than regular SLASH'EM. Also, the last commit to SlashTHEM was in July 2016, after which the project became abandoned, while SLASH'EM Extended kept being actively developed. The windows version may also run on Unix systems with Wine or other emulator tools. For UNIX systems: It should compile in Linux systems, they will probably be problems in BSDs and Macs. Here how to compile it on most unices. If it doesn't work then go make an issue or complain on IRC. =_=_ Forum:Lost Gray Dragon Scale Mail During Ascension Run In the Wizard's Tower for the first time ever, in my best game so far, I found a blessed scroll of enchant armor. I thought I was wearing my unenchanted cloak on top of my +4 GDSM. I was not. My only source of magic resistance evaporated. I used up all my wishes a long time ago. What should I do? Reverse genocide gray dragons? Brunhilde (talk) 01:56, 17 December 2013 (UTC) Update: Never mind! Used wand of death on the Rodney every time he showed up and expensive camera to make Death flee. So magic resistance isn't completely essential...Brunhilde (talk) 05:13, 17 December 2013 (UTC) =_=_ User talk:WaveDivisionMultiplexer You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. Right now, there are two sites: this improved wiki and the old WikiHack which just doesn't have all those improvements. Unfortunately, the userbase is split between these. It's essentially an unclean move. Your intention seems to be to improve the old wiki to support its users. The issue with that is that we already have an improved wiki. If you improve the old one, you either pointlessly duplicate work – time that's better spent on improving existing work – or you actively enlarge the divide in the community by essentially creating an actual second wiki, again using time you could have spent improving one wiki. Right now, people use the old wiki because they don't know about the move. They should probably use the new site instead to make sure they get accurate information. If you revive the old wiki, people will use it because they might have to. There won't be a definite answer to the question "which is the right wiki?" anymore: you might have to use both. Perhaps there would even be cross-wiki "wars". People will essentially compete (who doesn't want their favorite wiki to be the best one, after all?) while they could be collaborating in harmony. This means that you won't be able to look up things on "the" wiki anymore. You'll have to do so on both wikis and read carefully to make sure you get all the information, and perhaps some information will not be there at all. Please consider if that's really what you want. I'm explaining the worst case, but obviously such a split in the community would be harmful to any extent. =_=_ Forum:Nethack.alt.org switch between watched games Everytime I start watching a game, I can't figure out how to get back to the main menu or change games I'm watching. I always have to shutdown PuTTY and restart. =_=_ Forum:Nethack.alt.org: problem using ASCII for dungeon features I'm playing Nethack on the alt.org TTY server, but I'm having problems getting the dungeon to display the way I like it. I want to use ASCII 176 and 177 for the hallways instead of "#". However, entering the following in my options file only yields gibberish on the screen. Well, I figured out why the gibberish is coming out. The above as ASCII characters for a PC, Unix ASCII characters are here : http://www.idevelopment.info/data/Programming/programming_resources/PROGRAMMING_ascii_table.shtml You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. I'm using Nethack on two PCs, both running with windows. My goal is that both share the same directories for savegames, bones and record file, maybe the logfile as well. The PCs are not connected via LAN, and one of them is a notebook. Therefore I had the idea to store these files on dropbox, so they are synchronized. But how can I accopmplish that the record file is stored somewhere in the dropbox directory? The only way I see is to set HACKDIR to some path in my dropbox folder, but then I have to move more files, because HACKDIR is the default location for everything. Especially, I don't want to share the file defaults.nh, because it's different on both PCs, because they have different screen resolutions and so I use different font sizes. Thanks bcode for the suggestion with the link. A soft link didn't work, but a hard link did the trick. "mklink /h record c:\Dropbox\Nethack\record". =_=_ Keter Sephiroth The Keter Sephiroth (singular Keter Sephirah) are dNetHack's replacements for the Keystone Kops. The Keter are based on the Inevitables from 3rd edition Dungeons & Dragons. The naming system used for the Keter Sephiroth is based on the Kabbalah, but the symbolism of the Kabbalah otherwise has nothing to do with the Keter. The kingship enumerations take over the main functionality of the Keystone Kops in dNetHack; they are created in large numbers and attempt to block the character off from the stairs, trapping them on the current level. The Malkuth Sephiroth are significantly more dangerous than the Kops, however, as they are very fast (speed 24), can destroy wands with their electrical attacks, and grab the character, making it difficult to run away or engage in melee combat. Malkuth Sephiroth are the backbone of the forces of the Keter. They are never created alone; instead, squads of Malkuth accompany one or two of the higher Keter on their missions. The foundation enumerations lead the detachments of Keter sent against characters that rob shops. Once the alarm sounds, three detachments of Malkuth Sephiroth appear on the current level, each led by a Yesod Sephirah. One detachment appears around the thief, one around the downstair, and one on the upstair. Daat Sephiroth are the guardians of holiness, and attack those who defile themselves. If a priest or shopkeeper sees evidence of many spirit bindings, Daat will be summoned and the shopkeeper or priest angered: The fealty enumerations lead the detachments of Keter sent against characters that repeatedly violate their own internal laws (Knights that attack fleeing targets, Archeologists that dig up graves, etc). Each time a character violates such a law, an internal counter is incremented. The higher the counter, the greater the odds that a Hod Sephirah will be generated during normal monster generation. When a Hod Sephirah is generated, the counter is decremented, reducing the likelihood that additional Hod will be created. Hod Sephiroth attack with a duplicate of your currently wielded weapon, or with their own innate attacks if they determine that your weapon is obviously substandard. Their mirrored facades grant them reflection. The severity enumerations lead the detachments of Keter sent against characters that repeatedly cheat death, whether with an amulet of life saving or by rehumanizing after receiving fatal damage in a polymorph form. As with Hod and Gevurah Sephiroth, Chokhmah Sephiroth are controlled by a counter. This counter increments each time a Hod or Gevurah would be created, but is not actually created due to being too weak to face the character. The counter is never decremented. Chokhmah Sephiroth can duplicate the attacks of any of the lesser Keter. Additionally, Chokhmah Sephiroth grow in power with each Chokhmah that is sent out, increasing their speed, damage, magic resistance, and AC. =_=_ Forum:Dope Brownie I just found a "Dope Brownie". I've never seen one. Should I feed it to my dog? He eats almost anything. Thanks for resurrecting this! Speaking of weird messages, I recently read an unknown scroll while hallucinating (just for fun) and got the message "You feel in touch with the Universal Oneness." I can't find this message in the wiki! Any ideas? TK (talk) 20:20, 27 March 2020 (UTC) =_=_ Forum:Castle: TWO wands of wishing blessed +1 red dragon scale mail (made it myself to replace a +3 Dwarvish mithril coat for weight reasons) < br / > Now, since the Castle hadn't yet been cleared and I had needed to take care of a few things, I wished for the Eye of the Aethiopica and ported to Sokoban (I already had a blessed scroll of charging I'd been saving). < br / > Then, I had been in massive need of polypiling and had never found a wand of polymorph, so I wished for one. Whatever came out of polypiling would determine what the next wishes were. [ a strange game that only produced one scroll of enchant armor by time of the castle, no ring of conflict, no wands of polymorph, no magic markers, just one level earlier the first magic whistle, and no blessed scroll of identify had ever in the game ID'd everything in open inventory :( ] < br / > wish 3: The Sceptre of Might (for conflict as well as other benefits) -- Poof! didn't make the RNG < br / > wish 5: uncursed magic marker (two is better than one and this has the right BUC status) < br / > SDSM and swap out the shield of reflection so I can spellcast (particularly identify). The debate is that I can wait to find silver dragon scales soon or I can make yellow dragon scale mail for acid resistence and keep using the shield for reflection taking it off to spell cast. It would reverse the earlier wish for the shield of reflection, but an elven shield can be enchanted higher. I keep telling myself to either wear YDSM or wait for SD scales to show up and make my own. < br / > The Orb of Fate (for its benes), but having lost the Sceptre of Might earlier, a bit concerned about burning a wish. I could drop the crystal ball if I had this as well. < br / > Regarding the first point, it makes a LOT of sense to use < tt > & lt;br / & gt; < /tt > tags if its the first way you learned to create line breaks and your girlfriend is telling you to get in the car now to go to her parents house and your telling her "just give me 30 seconds!". :) But otherwise, yeah, having read the page now, you're right. Yes, I'm a Neutral Ranger, Level 21. I read about the Lawful thing a bit too late. And TBH, didn't really "get" what that meant until ... At this point, I haven't discovered a scroll of genocide, so thinking about getting a few blessed ones now. I think I'll wait to find a Silver Dragon to get its scales. If I don't find one, I'll reverse genocide for it, I suppose. As far as artifacts that exist, just Magicbane, the Longbow of Diana, and the Eye of the Aethiopica. I'm not sure if wishing for and not receiving the Sceptre of Might affects the Artifact tally or not. Thus far, I have wished for the 2 blessed scrolls of charging (a no brainer), and a can of grease to grease everything down. I may go for the spellbook of indentify since its a handy spell to have now, not so much for identifying what something is as much as how many charges it has and BUC status. Having extra wishes is perhaps one of the few luxuries in Nethack, so I shouldn't get too worked up about using them right away I suppose. What I ended up doing was moving all the chests in the castle down to the valley of the dead and confuse #looting the throne until I got some silver dragon scales. Then I enchanted everything up until my AC is now -41 and did alchemy until my HPs are around 375. =_=_ User:Fyr/YANI You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Talk:Reaver Hello, thanks for writing this page! Reaver actually gets another +1d8 damage from some code in weapon.c, making its total damage 3d8 instead of 2d8 (1d8 base + 1d8 listed artifact bonus + 1d8 special bonus). That may affect how it stacks up against the other crowning gifts. =_=_ File:Potion of blood (dnethack).png =_=_ File:Gold scroll of law.png =_=_ File:Sickle.png =_=_ File:Droven bolt.png =_=_ File:Droven dagger.png =_=_ File:Droven crossbow.png =_=_ File:Droven plate mail.png =_=_ File:Droven cloak.png =_=_ File:Droven chain mail.png =_=_ File:Droven short sword.png =_=_ User talk:Chessnuts You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User:Chessnuts =_=_ User talk:Thebobcampbell You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Forum:Arch-lich in wizard quest? Ugh. Best character so far in iNethack on my iPod Touch. Level 15 Wizard, 3 separate stashes of goodness. No co-aligned altars yet, though. I get to the first level of the Dark Tower in the Wizard Quest, and three or four steps away from the stairs, an arch-lich and two tengu teleport in next to me, with the arch-lich between me and the stairs, of course. I have teleport control, but no WoT, SoT, or RoT. :( Undiggable floor, no turn undead, no cockatrice corpse (do have gloves, though!). Looked up liches in the wiki and arch-lich is only supposed to appear only in Gehennom? How'd I get so lucky? Did a tengu step on a polymorph trap? You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Forum:What is the one true Nethack wiki? I see there's nethackwiki.com and nethack.wikia.com - which is the difference? The content seems very similar. nethackwiki.com seems a bit more pleasant visually. =_=_ Spiders =_=_ File:Drow matron.png =_=_ Potions of sleeping =_=_ File:Clockwork automaton.png =_=_ File:Pirate.png =_=_ File:Pirate brother.png =_=_ File:Skeletal pirate.png =_=_ File:Damned pirate.png =_=_ File:Githyanki pirate.png =_=_ Forum:Page idea: Notekeeping Decided to give it a go: Notetaking. We can always move it. Tjr, I didn't grok everything you suggested as you may be a more advanced player than me :-) =_=_ User:Chris/dNetHack/dNethack Castle =_=_ User:Chris/dNetHack/Branches/Lower Hell =_=_ User:Chris/dNetHack/Branches/Nessus Four of the five marked downstairs are non-functional decoys (chosen at random). Trying to go down the four fake downstairs stairs will give the message "These stairs don't go down!" and take you nowhere. =_=_ User:Chris/dNetHack/Branches/Lord Levels =_=_ User:Chris/dNetHack/Branches/Prince Levels =_=_ User:Chris/dNetHack/Branches/Upper Hell =_=_ Notetaking While this wiki provides information on universal facts ("is it safe to eat a kobold corpse?"), a player's notes serve to record information specific to the game they are playing that may change from game to game ("which floor has the entrance to Sokoban?"). The game provides a limited amount of in-game note-taking ability in the dungeon overview, which automatically tracks many things one would want to write down anyway. Naming items with intrinsics the character has gained or other useful facts is another common method. For other forms of note taking, a separate text-editing window, screenshots, or physical pen-and-paper can be used. NetHack 3.6.0 added the overview and annotate commands, which allow you to keep in-game notes of the dungeon overview. Dungeon features such as sinks, fountains, and altars, special rooms such as shops and temples, most special levels, and dungeon branches are automatically recorded. Although the best way to review a character's attributes is through various means of enlightenment, the character may not always have such means, particularly in the early game. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ DNetHack The first ascension of each role (on a public server) is being commemorated in-game with an entry in the hallucinatory gods list, eg "stth the Wizard." Drow Shared (Pri, Rog, Ran, Wiz) Tariru (Drow Priestess, sided with Eclavdra; He later ascended a Drow Rogue that sided with Seyll Auzkovyn) The new races in dNethack are incantifier, clockwork automaton, half-dragon, and drow. The new roles are Troubadour, Noble, Pirate, and Binder. Convict and Vampire are also implemented, but are insufficiently distinct from their incarnations in other variants to count. Note that you can play an incantifier Noble, an incantifier or drow pirate, and a Binder of any race. =_=_ User talk:Chris/dNetHack/dnethack elbereth Shouldn't Nazgul also fear Elbereth for all races? In the source material, a non-elf named Frodo invokes her name against their leader at Weathertop, and it is remarked (IIRC by Aragorn) that this was probably more effective than the bladed-weapon attack he also attempted. ——Jonadab (talk) 12:30, 7 January 2014 (UTC) Good point. This is now implemented. In fact, I had accidentally made it so Nazgul wouldn't respect Elbereth for ANY race, when I made them resurrect. =_=_ Forum:Thrown boulders The sidebar (navbar, to the left, under the wiki logo) used to have links to the Forum, various top-level frequently used pages, etc. Now it looks like a default MediaWiki sidebar. The MediaWiki:Sidebar edit history doesn't have any recent edits - something changed on the server? =_=_ User talk:Commensalist You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Talk:Black market (UnNetHack) In 5.1.0, you can not tame monster by spell in black market, but feed cat or dog still work. --Zgyt4033 (talk) 21:12, 11 January 2014 (UTC) It's possible to kill Sam and Black marketeers with strong pet. You can tame a domestic animal with food then polymorph it or cast create familiar spell to get it. Boulder fort can trap peaceful Sam, at least when the only way out is occupied by your character. Let your strong pet(s) finish her.--Zgyt4033 (talk) 04:25, 20 January 2014 (UTC) Has anyone tried stinking cloud as a way to kill One-Eyed Sam? I couldn't find any mention of it when I searched for it. But I also don't see any mention of Sam not needing air. --Fireball (talk) 11:19, 28 Feb 2017 (UTC) Question: in the variant of the black market with individual shops, Sam's assistants often step on the exit portal and leave the black market, ending up on a normal dungeon level. Are there any repercussions to killing the assistants outside of the black market? =_=_ User:WaveDivisionMultiplexer I'm an old netHack player, and one of the Bcrats on Wikihack. I haven't ascended yet, (Except on wizard mode's one turn ascension) but I've been close, many times. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Forum:Gems post Unicorn? =_=_ Forum:Cursed ordinary sack - concern? Not in Vanilla, but in UnNetHack a cursed bag doesn't protect its contents from the curse items spell - if the bag is targeted, a random item in the bag gets cursed instead. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Vorpal jabberwock (UnNetHack) =_=_ Forum:Air elemental damage What is the average damage per turn of an air elementals debris attack? The wiki page just mentions the 1d10 engulf damage, but doesn't discuss the debris damage, which is far worse. Also, how do I understand the speed factors in nethack. The Air Elemental is very fast with 36, but how many attacks does that translate to in the game? =_=_ File:Wards dNethack.pdf Runs the underlying server (which is an Amazon EC2 instance) for NAO and nethackwiki.com. Original author of dgamelaunch, the software that frontends nethack on NAO and now a few other servers. =_=_ Forum:Wikihack and fan-fiction So the discussion started off on The Main Page and I thought it necessary and frankly, more appropriate to continue it here, where users can see the discussion and state their opinions. I updated the community corner in order to inform users about the oncoming change and this website, edited the 'Current projects' and changed the theme. Now I'm planning to change quite a few things on the main page, and delete quite a few articles. Seems easy enough I guess. PS: I could use some help!-- < span style="border: Double 5px Black; background: #960B73; -moz-border-radius: 10em 15em 10em 15em; -webkit-border-radius: 10em 15em 10em 15em; border-radius: 10em 15em 10em 15em;" > < span style="color: #FCEC00; font: Palatino;" > Detonator Coil, suitable for a small nuclear device < /span > & nbsp; < span style="color: Black; font: Palatino;" > (Leave a message here) < /span > < /span > 14:31, 22 January 2014 (UTC) Might we consider changing the beginning of the intro text (the part starting with "NetHackWiki is a free community web site for the game NetHack that anyone can edit") to mention that the Wikia version is junk? The first sentence and a half shows up on the Google results page, so we might be able to catch people who are scanning the page if the two wikis come pretty close together. Scorchgeek (talk) 00:36, 15 February 2014 (UTC) I notice Google tends to give me the Wikihack page unless I specifically specify nethackwiki (one word) as a keyword. I also notice that it never gives me both for the same page, presumably due to automatic alternate url / mirror removal. Is there anything that can be done about this? -- 2.96.111.96 16:14, 3 April 2015 (UTC) =_=_ User:WaveDivisionMultiplexer/Sig =_=_ User talk:Garnet You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Artefacts =_=_ Artefact You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Forum:UnNetHack 5.1/Geoduck tileset released You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. I am playing a game and ended up in a vault with a ghost and a guard in it. The guard was peaceful toward me until I put a towel over my eyes to see what monsters were on the level (I saw a few), but then the guard said "Hey, I warned you!" and he attacked me. I killed him, but after the attack, I lost the telepathy intrinsic. Murdering the guard caused you to loose the telepathy intrinsic. Killing a guard is murder, even if the guard attacks first. =_=_ Forum:Cursed towel Ugh! How do you remove a cursed towel if you have no holy water? Stupid monster cursed it and I didn't notice it, now I'm stuck. Also, I can't pray. Just tried that and I displeased my Deity. =_=_ Forum:Packorder option My theory: your problem is "killing every single monster on every level". The game generates the monsters the first time you enter a level, and they are the tougher the higher *your level* is. So, you have spent a lot of time killing harmless and easy monsters while not finding particularly powerful gear - and the opposition generated is too tough for your starting level equipment. I haven't seen the source code so I don't know if this actually is the case, but it would make sense. =_=_ Talk:Plane of Earth =_=_ For some reason, you feel your presence is known. =_=_ File:Servant.png =_=_ File:Old Gypsy woman.png =_=_ File:Militant cleric.png =_=_ File:Adventuring wizard.png =_=_ File:Half-elf ranger.png =_=_ File:Rebel Ringleader.png =_=_ File:Peasant.png =_=_ File:Noblewoman.png =_=_ File:Nobleman.png =_=_ User talk:BarclayII You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User:Chris/dNetHack/dNethack Roles/Noble =_=_ File:Rapier (dnethack).png =_=_ File:Ruffled shirt.png =_=_ File:Victorian underwear.png =_=_ Noble quest This article is about the default Noble quest for human, vampire, and incantifier Nobles in dNetHack, and for all races in Slash'EM Extended and SlashTHEM. The Noble quest sees you traveling from your ancestral keep to retrieve the Mantle of Heaven or Vestment of Hell from the Rebel Ringleader. For more information on the quest branch in general, see the quest article. You arrive in the portal outside the walls of the keep. On the left side of the map are 5 hostile peasants, 3 hostile soldiers, and 1 hostile sergeant. On the right side are 3 peaceful peasants. Your quest leader, the old Gypsy woman, is at the point marked . You will need some method of crossing the moat to enter the castle. The throne on this level is special, as it is YOUR throne. Sitting on it while wearing your quest artifact brings up a menu allowing you to chose a variety of special effects. Each effect may only be used once. They are: These levels are Mines-style forest levels. Each level has 4 traps, two peaceful knights, three peaceful peasants, and 7 random hostiles. The peaceful monsters will attack hostile monsters. This level is a Mines-style forest level. Each level has 4 traps, one peaceful knight, and 7 random hostiles. The peaceful knight will attack hostile monsters. The rebel leaders () can be found in the large building to the north. 16 hostile peasants, a hostile captain, lieutenant, two hostile sergeants, and 6 hostile soldiers are distributed around the map, along with 3 other monsters. The large building on the right is a cross-aligned shrine. The graveyard contains multiple graves, but no undead or treasure (vampires can potentially recruit a number of followers by digging up the graves, however). You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Menu control You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User talk:5thSetPin You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User:5thSetPin =_=_ Talk:Spellbook of haste self Haste self is almost useless to its affiliated role: by the time they might be able to cast it, most barbarians will likely already have speed boots =_=_ Talk:Spellbook of create familiar Can you get top-tier pets with this, eg an Archon or a Ki-rin? Can you get those from a Spellbook_of_polymorph? And anyway, how many characters reach sufficient skill levels in both clerical and matter to have a choice between the two?5thSetPin (talk) 03:53, 17 February 2014 (UTC) =_=_ Statuscolor =_=_ Eating jewellery =_=_ Talk:Enchantment Where is the function that determines if an item can have an enchantment? For some reason I can't find it in the source. It seems certain rings have an oc_charged property (increase attribute, adornment etc.) while others do not, and probably weapons and armor have it, maybe wands too, but I'd like to allow tools, iron balls and iron chains to have an enchantment value without changing their base object type; where could that function be hidden? There's got to be some kind of function that checks whether an object is of a type that can have an enchantment, so I'd just need to add ball_class and others to that type... --Bluescreenofdeath (talk) 11:35, 19 February 2014 (UTC) There is no dedicated function that checks for whether an item can have an enchantment, the check is included in several places in the code (For enchanting weapons, it checks if the object is a weapon or a tool that can be used as a weapon). Just looking quickly, this is checked in read.c in the SCR_ENCHANT_WEAPON section (where erode-proofing is handled) and in chwepon in wield.c (where the actual enchanting of weapons is handled). You may also have to amend the code that displays object names (spe is ignored for object classes that can't be enchanted) and the code that handles attacks (again, spe is ignored for invalid types). You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Warrior (role) The Warrior is a role specific to Slash'EM Extended. They are a pure fighting-class similar to the knight, and can be any race or alignment. The Warrior's starting pet is a green nightmare that starts out with a saddle. However, unlike the Knight, a Warrior's riding skill starts out Unskilled, preventing the player from picking up items while riding unless the skill is advanced to Basic. The Warrior is a combat-oriented role. His high physical stats allow him to fight in melee most of the time while also allowing him to use a variety of ranged weapons. However, the complete lack of any spellcasting skills means the Warrior will have difficulty casting higher-level spells. They also don't get a lot of useful intrinsics or techniques by leveling up. The Warrior's quest artifact, The Magic Mirror of Jason, is extremely hard to obtain thanks to the quest nemesis' difficulty; basically, the quest forces the Warrior to fight a beefed-up version of Master Kaen. Being a drow can aid in the Warrior's melee fighting abilities, and a vampire Warrior can deal extra damage by feeding on enemies. The Warrior is based on the Gauntlet role with the same name. If the Warrior is weak from hunger, the game will display "Warrior needs food, badly!", which is a reference to Gauntlet's low health warning. =_=_ Alien The alien is a race specific to Slash'EM Extended that start with a cursed loadstone in their inventory. They can be any role and alignment, but they start with a & minus;20 alignment penalty and a & minus;2 Luck penalty. The alien is the "harder than hard" race; their level-up bonuses to health and mana are reduced in comparison to other races. An alien character will have a hard time no matter what role they choose, especially early on where the loadstone is a burden and the alignment and Luck penalties prevent them from praying successfully. Allowing a nymph or other item-stealing enemy to remove the loadstone is a good strategy for a starting alien character. An alien Convict, though, will have trouble with their encumbrance limit as they have both a loadstone and a heavy iron ball slowing them down. If the loadstone can be uncursed (by finding a scroll of remove curse for example), the alien character may use a sling to fire it at a monster and deal quite solid damage, as the loadstone does a whopping d40 damage in Slash'EM Extended. =_=_ Forum:My YASD stories (Slash'EM Extended) Well I just hope this is the right place to post these things, as I really like telling stories. Especially if they're about a YASD I had. These are about my own variant Slash'EM Extended (which is, obviously, based on SLASH'EM), so players of vanilla or other variants won't necessarily know about all the new features in this fork, but it's available for download in the article linked above. :) I'm going to add a date of death to those characters if I can remember it. Newer characters will probably get added to the top of this thread, so it doesn't take a lot of scrolling to see whether I posted something new. Visitors may use this thread to post their own stories of course, especially if they're about Slash'EM Extended too! ;) April 14th, 2014: randomizer, lawful male maian Healer died in the Dungeons of Doom on level 14, killed by a hallucinogen-distorted nethack horror After a long time of modding (current version v24 is out now, fixing lots of stuff, but this run was done with v21 which still had some bugs - see below), I finally started another game. Random character obviously, and that's what I got. The Healer was never my favorite character class, as it seems I usually get killed quickly if I'm playing as one. This one also happened to be of the Maian race, which has been added in v21; they start with uncurable teleportitis and cannot acquire teleport control. So I quickly got separated from my starting pet and certainly didn't have the patience to wait for it to catch up to me, only to be teleported away again just as the pet is finally making its way to the downstairs again. Worse even, I killed some random kestrel and ate its corpse, forgetting that they count as human, and for a maia this counts as cannibalism. Thanks to the lack of a usable pet, I had to wear-test items and quickly ended up with a cursed -1 ring mail and some cursed ring that I first thought was hunger, since I was consuming nutrition at a very fast rate. The ring actually turned out to be aggravate monster later; my other ring was one of regeneration though, so that was what caused me to go hungry all the time. Then I entered the gnomish mines and encountered lots of gnome lords; it seems I had leveled up a bit too much, and my +2 scalpel took forever to kill anything. A squad of arc bugs quickly found me, and I had no good way to kill them so I fled down deeper into the mines, battling lots of dangerous monsters when suddenly a deep gnome thief appeared. Honestly, I think that was an outta depth spawn as I can't imagine my level being so high as to allow them to spawn normally. The blasted thing stole my wand of sleep, and I don't remember if healers start with sleep resistance, but luckily it missed on its first zap and I managed to drive it off with a dust-Elbereth. With no way to take down the thief and get my wand back, I ran to the next downstairs and used it. The fact that most of these levels were unlit didn't make things easier for me. But I managed to get to Minetown, which was a very weird grotto town variant with lots of iron bars everywhere, and the local gnomes and dwarves were happy to use the shops' contents against me. They were throwing daggers and darts as well as firing arrows and crossbow bolts at me all the time but eventually I reached the altar, which was crossaligned (of course!). Well, at least I bought a bag of holding at the tool shop which the altar confirmed as uncursed, and put lots of stuff into it (no single other container had spawned yet, and actually, the only other container that ever spawned in this game was yet ANOTHER bag of holding which I didn't pick up of course, because that's an accident just waiting to happen). Now I descended even further down into the mines, hoping for good equipment. Instead I got brutally swarmed by gnomes, dwarves, elf zombies and kittens. In fact, one of the level had the worst kitten infestation I have ever seen, and I also broke my stethoscope while trying to see how much damage I was doing to the kitten. Even though they only have about 18 HP, it was taking forever to kill them. Worse, there were lots of item-stealing monsters around as well, including some damn nymphs of course, and eventually I had to use a zap of my cursed wand of teleportation on myself to get me out of a sticky situation; unfortunately the maia's intrinsic teleportitis doesn't allow a Ctrl-T teleport. With all those nasty monsters down there, and my attacks all dealing just 1 or 2 hit points worth of damage at this point, there was no way for me to get to the luckstone alive. Case in point was when I descended yet another set of stairs and "feeling a faint wave of psychic energy" after taking a few steps. No thank you, I'm heading back up to the main dungeon right now! Of course I still had to traverse the kitten-infested level, and after that, the one with all the elf zombies and arc bugs, but somehow I made it out alive and decided to go for Sokoban instead. The mall level was really annoying. For some reason this one had a kitten infestation too, and an adult blue naga was breathing lightning (thankfully this isn't Angband, or I would have gotten an "It breathes (more) You die... DYWYPI?" message with no way of defending myself) at me, causing me to fight all the damn kittens while blinded. I'm very lucky that no random watchmen wandered into my way and the naga eventually lost track of me with the swarms of kittens running after me, so after a mad dash to the downstairs (actually I'm surprised the nymph in that room didn't wake up, as I was still wearing the cursed ring of aggravate monster) I made my escape. I don't remember much about the next few levels, but what I do recall is that the stairs to Sokoban were in the Oracle room (this is possible in Slash'EM Extended). After some fighting with elf zombies and other monsters I entered them, but the first level was one that I hadn't seen before, and of course I screwed it up. Had to squeeze myself onto a boulder and blast some others with stone to flesh (at least the huge chunks of meat helpfully eased my food problems, since I was absolutely sure I couldn't pray), but on the upside the random wand was one of lightning! Yay! :-) After I had finished this level, I moved on to the next one, which had a severe bug, but I didn't notice at first. It was also a level that I hadn't seen before, and of course I had to use stone to flesh again. I also stupidly moved a boulder onto a hole that was obscured by a wand, rendering it lost forever, and knowing my luck it probably was a wand of wishing that I can't get now, AAAAARRRRRRRRRRRGGGGGGGGGHHHHHHHHHHH... There was an enemy trooper as well, which had escaped from the previous level thanks to my horribly bad damage output, and while pelting it with daggers/knives/darts with a boulder in between that thankfully prevented him from shooting back, many of my projectiles fell down the holes. But I pressed on and reached the third level of Sokoban. This level was relatively tame, and I didn't have to use too much stone to flesh on the boulders. Still, I just knew my luck and alignment record were rock bottom now and I couldn't even hope to be able to pray. Now I reached the final Sokoban level and thankfully didn't make any mistakes for once, securing the way to the treasure zoo, but first I wanted to go back and retrieve all my missiles to tackle the hordes of monsters inside. And that's when I noticed the second Sokoban level had a nasty bug that prevented the down staircase from appearing (this bug has been fixed now). So what could I do? There was no way to magically cause the stairway to appear, but I had a scroll of teleportation and when fighting the treasure zoo, eating some random corpse just so happened to give me confusion. I decided to take my chances and read the scroll... only to find out that Sokoban doesn't allow levelporting. Argh. Well, unless I somehow got my hands on a branchporting artifact and somehow made it work (and as a lawful character all of them would probably evade my grasp, and considering I was in Sokoban so I didn't have access to an altar in order to convert myself to neutral alignment, and even then, still needing a wish to cause a branchporting quest artifact to appear), I wasn't going to get out of Sokoban any more. So I could just as well clear out the zoo. Burning an Elbereth in a strategic place and taming a large cat proved to be more than sufficient for clearing out the zoo, save for a nearly unkillable slime that I just ignored because it didn't block me from reaching anything important anyway. The prize was an amulet of reflection which I immediately started wearing. Still, there was the problem of being unable to escape, so the only thing I could do was to keep fighting randomly spawning monsters and eating the corpses left by some elf zombies (they keep showing up for some reason?!) hoping for sleep resistance. Of course I got some yummy food poisoning instead. :D Well, somewhere in there I even managed to tame a statue gargoyle and allowed it to score some kills but then it got taken out by some random monster. I thought statue gargoyles are resistant to attacks that aren't done by a +1 or higher enchanted weapon? Since it didn't leave a corpse, I couldn't try out my wand of "no obvious effect" hoping for undead turning either. So I made my way back, passing a peaceful Grey-elf and finally ending up in that bugged level without a downstairs. Game over, right? Thank God that Slash'EM is open source. What I did was temporarily modifying the scroll of earth code (since I still had those scrolls from the first level), allowing them to create a set of stairs instead of boulders. That did the trick, and I made sure to revert that change so earth scrolls are working as intended again now. :) Really, I can't express the gratitude for the decision to make NetHack (and its forks) open source. If I had been playing ADOM, my character would be dead now, and what's even worse, ADOM doesn't allow you to recover a game after a crash either, which is a very bad thing in a game where death is permanent. Anyway, now my earth scrolls were gone but I finally retrieved all the daggers/knives/darts/spears and also got some bullets from that trooper's corpse (not that healers have any firearms skill anyway). Making my way further down the main dungeon, I tried to tame some large dogs/cats to help me out but their artificial stupidity just didn't make them do what I wanted. Actually I backtracked to the mall level and managed to recover some items that had been stolen by pesky nymphs, even taking out that annoying blue naga and taming another large cat hoping for it to steal some shop items for me, but the cat was acting stupid, wandering around aimlessly in an empty room. Didn't the stupid thing note all the tripe rations in my inventory, which are supposed to cause it to follow me more closely? Anyway, lacking a magic whistle, I just descended down the dungeon again. Meanwhile, my healer had reached experience level 10, skilled levels in dart/short sword/spear/knife and expert in dagger, and I was actually able to kill monsters. My main weapon was a blessed dagger of unknown enchantment but it was good enough to hit lemures and other "needs +X weapon to hit" monsters, and I had plenty of spears and darts for throwing. Also a stack of poisoned daggers, but using them reduces my alignment record even more, so I'm not throwing them unless there is a monster that requires me to hit it with the extra poison damage. Actually, I didn't even need to use them when a random leocrotta showed up, which amazed me because I still remember this character needing over a dozen swings (half of which would miss, too) for a little dog/kitten! Then I encountered a fungus farm on dlvl 11 or somewhere around that, and stupidly attacked a green mold in melee. Great, now my good blessed dagger was a rusty blessed dagger, reducing my melee damage output by one point (argh!). I also encountered a bugged brown mold that kept spamming the game with error messages but then I finally found the offending code and fixed it. Since I was getting very tired now, I decided to call it a night, so this healer will live to fight another day. I also found a random +4 or +5 (can't remember) hooded cloak and a red-eyed shield with good enchantment for some very nice AC boost (yay!). Current AC is a solid -20 or there-abouts. Still no way of getting rid of the aggravate monster ring though, and no attack spells or other forms of offensive magic. No luck at resistance roulette either. I'm also a bit worried about my lack of emergency items; all the healing potions and teleportation scrolls have been used up already and the game doesn't seem to give my any replacement ones. Well, at least I found speed monster and make invisible wands; the latter had been identified for me by a random legion devil grunt using it on itself. So I'm fast and invisible now, and poison resistant of course. See you next time! ;) --Bluescreenofdeath (talk) 07:38, 14 April 2014 (UTC) Converting some altars created several demons, but they got taken out. I made my way to the town level where the shopkeepers offered enchant weapon, enchant armor and fooproofing armor services! :) So I spent all of my cash there, improving my ring mail to a cursed +1 ring mail and also enchanting a stack of orcish spears to +1. Then I made my way back down the dungeon and encountered a very dangerous level with minotaurs. Since I had lost several promising characters to those things in the past, I knew now that I may not underestimate them; they can deal up to 88 (or something like that) damage in a single round of combat, and with only 127 max HP, they would make short work of me. They also soak up lots of damage themselves. And then this level became even more dangerous: Thankfully, a dwarf zapped a wand of digging, and I gladly jumped down the hole without the minotaurs and mind flayers catching up to me. Obviously I decided not to return to that level any time soon. Running around on the level below I randomly find an artifact weapon: It's a shame the healer doesn't have any useful weapon skills. All I could do was to put Mojo in my bag, so at least there would be no intelligent monster grabbing it. Making my way downstairs, I encountered some weird messages: Oh, so there's some shambling horrors walking around on that level. They seem to have a gaze attack that does nothing, too, so I quickly peeked at the source and saw that attack 35 is AD_SSEX, the succubus seduction attack, and obviously there is no gaze-based version of that ;). However, the shambling horrors were digging through the walls and using nasty butt/trample/lash attack combos in melee doing lots of damage to me, and they were also spamming the game with "mdig_tunnel: wall is undiggable" error messages, so I got out of there. Level 13 had another set of down stairs so I used those. Uhh... what the heck is a hostile coaligned unicorn doing here? Seems it was spawned in the zoo on the far right, but of course I didn't want to risk a luck/alignment penalty (sacrificing at the converted altars back at the beginning of this update had confirmed that I was actually able to pray safely). So I tossed some random piece of worthless glass at it. The zoo had lots of beasts including several spined/horned devils, which took a while to clear out, and I was rewarded with quite some cash despite the rock mole that had been eating some of it. I also got hit by another shambling horror type enemy that caused my shield to crumble away. :( Poof, 9 points of AC gone. Arrrrrrrgh. Then it dawned on me that this had been a disintegration melee attack, and I certainly didn't want to risk losing my highly enchanted hooded cloak, so I ran off since my healer was obviously not disintegration resistant. But the game spawned tons of monsters, including large amounts of metroids which weren't too threatening. Then suddenly a purple V appeared. I only got a look at it once, seeing that it was a vampire dazzler, and then got hit by its gaze attack that causes hallucination. Of course it tried to drain me as well. The vampire dazzler is a new supervampire added to Slash'EM Extended, and at this point in the game, it was so far outta depth that it wasn't even funny. They are level 28 or something (I had even found a new stethoscope but never thought about using it here, argh!) and require +X weapons to hit them, but I still tried to fight it. Got level-drained and whacked hard, eventually having to pray because all of my healing options were restoring less HP than I was losing per turn, and thanks to the hallucination I didn't know which one of my wands was teleportation. Thankfully, Athena decides to grant me a divine minion! Since I was still hallucinating I couldn't recognize it for what it was though: Well, it would be great if it actually was a tame Master Kaen (who would royally kick that annoying vampire's butt, that's for sure!), but in reality it probably was some sort of angel, so I hoped for it to help me fight the vampire. Uhh... Dear Mr. or Ms. Angel, why aren't you attacking the hallucinogen-distorted vampire dazzler?! I could really need some help here! The blasted vampire is draining all of my character levels! Okay, so the angel somehow doesn't want to attack the vampire. Nothing I could do other than escaping the level, making sure the angel was next to me. After using my unicorn horn, I saw that the divine minion was no angel at all, but merely a white unicorn that's not really very useful. They are only level 2 or 3 IIRC, so they certainly wouldn't attack a level 28 vampire, and even if they would, the vampire wouldn't be taking much damage. The vampire dazzler also had a healing spell that it was using on itself whenever my dagger had wounded him, so it was completely impossible to kill. I'm just very glad it didn't manage to follow me up the stairs, so I made my way down the other staircase again. The second artifact had been Whisperfeet (seen in a shop), but I never encountered the third one. No idea what it could have been. Never got off that aggravate monster ring either. R.I.P. randomizer the maian Healer, killed by a hallucinogen-distorted nethack horror. There wasn't much I could have done about that; the damn thing was dishing out so much damage per round, my useless healing spell could not keep up. It's very annoying that healing spells don't scale with character level, maybe that will get fixed in a future version... --Bluescreenofdeath (talk) 06:48, 15 April 2014 (UTC) February 19th, 2014: losgehts, lawful male doppelganger Flame Mage died in the Dungeons of Doom on level 16, killed by a chillbug Well, this run wasn't going great. Low strength made it hard to kill anything with that quarterstaff, low mana regeneration prevented me from spamming flame sphere/force bolt. Found a silver mace and used that for a while, then bumped into something in Minetown while blind. Despite using the "move, don't attack" command, it got angry at me. Tried to run back to the stairs when something was blocking the passage; turned out to be a monkey that had stolen a lizard corpse and an egg. After nuking that annoying monkey I managed to reach the stairs without the annoying enemy (it probably was a watchman) catching up to me. Tried to get to Sokoban instead. Got hit by some annoying hallucination (can't remember what that was, but maybe I accidentally ate some corpse that causes hallucination) on the Oracle level, killed some hallucinogen-distorted whatevers and ate their corpses. "Ulch - that meat was tainted! You feel deathly sick." Tried to pray to Earth. He didn't help me. Tried to polymorph into something that was sickness resistant (gnome zombie). Still not healed. Polymorph again. Back to doppelganger form, but still sick. Polymorph into "doppelganger". Finally got rid of that sickness, whew! That was way too close for comfort. By the way, I was low on health too, so a system shock would have killed me as well. Okay, found the stairs down... only to find out the level was a maze. Argh. It might take forever to find the Sokoban stairs there. And I didn't find it quickly. Somewhere in there I made the mistake of praying again, causing Earth to make me relearn my lessons and taking a ton and a half of experience points in the process. Damn it. Got down some more dungeon levels and found a shop with over a dozen of spellbooks, and I had a scroll of earth but didn't remember which one it was thanks to a goddamn mind flayer sucking 3 points of intelligence off of me. Anyway, kicked all the spellbooks away from the entrance, then randomly read a scroll (I think it was ELBIB YLOH or something now). It actually was the earth scroll! Now that the shopkeeper was buried in a shower of boulders, I grabbed and read all the spellbooks while shooing away some large mimics using Elbereth. Thanks to poison damage I was down to 4 STR (and no unicorn horn; the only unicorn that had appeared was a co-aligned one somewhere in the mines) so I didn't stand a chance even with my +4 silver mace. But I got the slow monster, cure sickness, healing and extra healing spells as well as some others. Now I just needed to dig out using my pick-axe and everything would be fine, right? Wrong. I didn't expect the damn shopkeeper to be able to jump out of the boulders! BAM, everything that I wasn't wearing was gone, and the shopkeeper dropped down the hole with me, happily blasting me with my own wand of fire now. And while I was resistant to fire thanks to being a Flame Mage, that didn't stop him from vaporizing my oilskin cloak, damn it! I tried to cast a fireball in his face but ended up damaging my plasteel armor, and since I was out of mana now, I made a run for it. A pile of killer coins appeared, thankfully blocking the shopkeeper from closing in on me as I ran through a corridor, and when I found the down stairs, I used it. However, now I was on another maze level with almost no equipment, and there were chillbugs and elven rogues. Thankfully they stole my ring of shock resistance and not the one of regeneration, but the chillbugs were doing more damage than what my healing spell could bring back, so even with the power surge technique I didn't stand a chance. Well, actually I nuked two chillbugs with my fireballs and seriously injured the remaining elf, but my armor was thoroughly burned now. One more hit and it would be vaporized. I tried a dust-Elbereth but the narrow layout of the maze (and probably more monsters lurking behind the visible ones) meant the chillbug continued to wail on me, and as I said already, my healing spell could not save me. The chest with all of my important scrolls and potions was gone too, that shopkeeper bastard had it in his inventory now. When I was down to single-digit HP, all I could do was to whack away at the chillbug in the vain hope of killing it, or rather, hopelessly cast that weak force bolt spell at it that kept missing anyway. R.I.P. It turned out there had been another chillbug behind that one too, as the "creatures vanquished" screen showed I had killed 2 chillbugs but 4 had been created, and I know they are generated in packs. I could have tried Elbereth but one of the annoying elfs was close by, too, so he would have killed me instead. Argh. Well, that game was borked anyway, maybe I'll have better luck next time. February 22nd, 2014: letsdieagain, neutral female droven Valkyrie, died in the Dungeons of Doom on level 17, killed by an invisible quaton, while helpless Yeah, I know what everyone is probably thinking, "first ascension role of any player"... well, suffice it to say that I didn't ascend, as evidenced by the fact that I died on dungeon level 17. In fact I didn't ascend ever and probably won't do it soon; my best game yet was one where I made it to the Gehennom and died there. Anyway, I quickly lost my starting pet and went down the Gnomish Mines alone, but a polytrap created a hell hound that was breathing fire, taking off huge chunks of my health. So I zapped my wand of "make monsters flee", ran back to the up stairs and didn't go back for a long while. Now I wanted to do Sokoban instead. On the way I made the mistake to randomly eat a monster corpse while hallucinating, getting an "Ulch - that meat was tainted, cannibal! You feel deathly sick." message. It probably was an elven zombie or something like that, and I was sure prayer wouldn't work. But there was a potion of extra healing in my inventory, which I used to cure myself. When I had reached Sokoban, I read a scroll of punishment. No, really. Since I always read-identify unknown scrolls, it's quite likely that I end up reading some "bad" scrolls sooner or later, and this one randomly decided to give me an iron ball with a weight of 1600 (10% chance of that happening). It even was a +1 iron ball too, but since the Valkyrie doesn't have the flail skill (and besides, only a Convict can train it by swinging iron balls or chains anyway) I was swinging a silver saber instead. The ball annoyingly hit me a few times when using stairs. But I made it to the treasure zoo which was filled with dragons and other nasty monsters, which were cleared by throwing lots of daggers. Got a bag of holding and started putting things inside. Now I went back to the level on which I had tamed a large cat, trying to find the down stairs on the Sokoban branch level, and that annoying level took forever to explore! After having explored about half the map, the cat stupidly attacked a jelly in melee and punched out its own lights, so I was alone again. The down stairs was literally in the last corner of the level that I explored. However, since I had squeezed myself in Sokoban several times without even intending to do so (maybe I should change it into a prompt asking the player: "You can squeeze yourself into a tiny opening. Do it? [yn] (n)") Well, actually I just did that now while writing this YASD story, and it's working, yeah! No more random luck decreases for trying to walk on a boulder just because there happens to be a monster behind it and the character stupidly decides to squeeze! But for this valkyrie I knew that my luck was very bad now, so I decided to go back to the mines for a luckstone. A rust monster ate away the annoying iron ball but also vaporized my helm and boots, which was very annoying. Thankfully I would get a genocide later and use it to wipe out all rust monsters. Well there was one coaligned unicorn on a lit level, and I had a cloak of invisibility too (which would later be replaced by a cloak of displacement), but all of my gems were junk. Argh. Anyway, the polytrap outta-depth abomination had changed back to a hobbit so I could proceed, taking off all my armor and then deliberately setting off the trap, which caused me to "feel like a new drow" anyway. Made it to Minetown where some interesting stuff happened. First off, I tamed a random horse and allowed it to kill many gnomes and other enemies to make it level up, intending to use it to rob some shops. The horse actually managed to remove some of those obnoxious watchmen so I could grab their stuff and sell it, but thanks to a cursed item the horse just would not step into the shop. There was a watchman corpse lying on top of the stack so I couldn't kick it away either. When I finally made up my mind and tried to grab that offending item, my horse got taken out by some random gnome or something. Argh. So I couldn't rob the shop at all now. But then, something amazing happened. While I was exploring the level, carting stuff to the cross-aligned altar for curse-testing and then selling useless items to the general store, a random hobbit dropped a blue dragon scale mail on death. Yeah, that's possible in my variant, but the chance of that happening is really low. I quickly took it to the altar to determine it's an uncursed +0 BDSM (I just love that acronym :-), so I could ditch that splint mail I had been wearing for ages. My AC was well into negative values now. But it gets even better. It turned out that among the Sokoban rings there were the following ones: Descending down the mines was relatively uneventful. Finally reached Mines End, and it was that nasty catacombs version with lots of vampires and undead, argh. Got level-drained by a vampire once but then my silver saber seared its flesh so I got my experience level back, then I fought more zombies and mummies than ever before and found a gray stone that passed the kick test. So I picked it up and continued exploring, but a trap door sent me to that incredibly difficult "digging" level where I had recently lost a promising samurai to Ruggo and his attack wand. Well, not this time! Using daggers and my silver saber, I defeated all of them. Ruggo had a total piece of crap wand this time anyway. Going back to Minetown now, where I used the general store's services to identify my gray stones. They were a whetstone and two luckstones, all of them uncursed. Since I don't know what a whetstone is good for anyway, I put it and one of the luckstones into my bag of holding and went back to that unicorn to throw a whole lot of gems at it. Quite some of them weren't junk, so my luck penalty should be gone now. Went back down the main dungeon, encountering zoos and leprechaun halls, and there was also a cockatrice that dropped a corpse. Now usually you cannot do this, but my variant allows the player to do the following: Yes, my character actually isn't dead! :D However, I lost my intrinsic speed and had to eat a lizard corpse to prevent death, which thankfully proved to be no problem as I just zapped myself with a wand of speed monster and found another lizard soon. Since the valkyrie really is terrible at spellcasting, every point of intelligence and wisdom counts, so my plan was to eat any cockatrice corpse that I came across, as long as I had lizard corpses and wasn't satiated to begin with. (Don't try to eat a basilisk corpse though, as that takes a lot more turns than it takes for the petrification process to finish, leaving the character with no way to survive!) Then I went back to the mall level where I had seen a shop with six wands that I wanted to rob. Well, one of them turned out to be slow monster, but the remaining ones were all unidentified yet, so I engrave-tested them all in the shop and read a scroll of teleport. Told you about the valkyrie being terrible at casting, remember? I had four watchmen lined up and magic missile didn't even hit ONE! But it gets worse, as that continued to happen until I was out of mana. Well, screw that useless spell, let's get out my daggers and silver saber again. Killed a bunch of bastards and a bunch of kops, then made it back to the stairs. For a long time nothing interesting happened as I was happily killing stuff with my saber and daggers, and also throwing some gems to a cross-aligned unicorn which subsequently got killed for its horn. Actually the kobold level was a bit annoying thanks to a swarm of mobats taking off lots of health of me, forcing me to burn some healing and teleport wand charges, but I was also identifying the enchantment on some of my weapons by using the weapon practice technique. On a side note, is there any other way (apart from identify scrolls) to determine the enchantment level of a weapon? Anyway, check out what I discovered: YEAH, baby! These were going to rip those monsters a new one, hahaha! So with my offensive power being even greater now, I continued slaying everything that tried to oppose me. However I ran into a zoo with lots of nasties, and I was wearing gloves of fumbling, causing them to wake up. Since I was able to throw up to three daggers in one turn, I accidentally hit a peaceful fire elemental and an acid blob with a stray shot. Now there weren't 5 blessed +8 daggers anymore, but only 4 blessed +8 daggers and one blessed rusty +8 dagger, argh. Anyway, I backtracked to the kobold level and allowed an elven rogue to take off my cursed gloves of fumbling, also slaying more of those annoying mobats, then went back to the mall level in order to rob even more shops. That stupid shopkeeper who I stole the wands from proved to be annoying. Even though I was wearing a +7 ring of increase accuracy, my attacks and magic missiles kept missing him. And the bastard was hitting me with a rubber hose, taking a third of my HP total in a single round of combat. He would have killed me if I hadn't zapped him with a teleport charge, but this caused him to end up in the general store with the other (peaceful) shopkeeper blocking the way, and he wouldn't move as long as I was invisible. The hostile shopkeeper tried to fire his shotgun at me from inside but didn't manage to hit me, so I was standing in the entrance trying to pelt him with attacks. It's a shame I didn't have a lucern hammer or other polearm but in hindsight I think it wouldn't have hit him anyway. Even my silver saber (which was +1 and at expert skill level) missed him all the time, so an unskilled polearm would stand no chance to hit him, ever. Eventually I tried to zap a wand of polymorph. It caused the peaceful shopkeeper (Inuvik) to transform into a hostile Inuvik the kobold warrior, who was firing his shotgun at me now (but kept missing anyway), but the other shopkeeper still was a shopkeeper. So I zapped the other shopkeeper again but somehow it just didn't seem to work, even though he didn't "sparkle" or "resist" or anything, what's up with that??? Since I had no way to take them down, I ran away with them following me, but got back to the shop in time to take everything that wasn't nailed down. Then I finally ran back to the down stairs and continued descending down the dungeon for real this time. Everything seemed to be going well until I reached dungeon level 17. There had been a few graveyards on some of the previous levels but luring the wraiths to other levels hadn't made them drop any corpses, so I was still at experience level 11. Anyway, I entered a room when something invisible showed up, and hitting it paralyzed me, allowing the damn thing to hit me with impunity. Obviously an AC of -12 wasn't enough to stop it from killing me, and I first had to go through all of my inventory and killed monsters before I finally saw the gravestone. It said that I had been killed by a quaton, which is a new monster type "borrowed" from dNetHack. Well, now I know those things are dangerous, and will be more careful in future! But then I saw my attributes: What the hell??? I seriously don't understand why my luck was that negative. How big is the luck penalty for murder as a neutral character? I mean, come on, I had thrown lots of good gems at unicorns! That's just not fair! But it might explain why I was still missing monsters now and then despite my accuracy bonus. Every point of negative luck acts like a -1 accuracy penalty, am I right? Well, damn it. I'll never get that lucky to randomly find a +7 ring and a bunch of +8 daggers ever again, probably. R.I.P. It turned out there had even been an amulet of life saving in my bag but I had been wearing one of magical breathing all the time... =_=_ User:Chris/dNetHack/Conducts As with many other variants, dNethack tracks the number of times you engrave Elbereth in addition to literacy vs illiteracy. However, since Elbereth only works for player elves, this is not often used. dNethack additionally tracks the number of times you engrave a ward. Unlike engraving Elbereth, engraving a ward does not violate the illiterate conduct. This conduct recognizes players who choose to forgo not only shopkeeper-identifications, but magical means of identification as well. Identificationless players instead rely solely on price-ID and empirical testing to ID their items. The increase in vegan monster corpses makes vegan ascensions moderately easier, although the need to discard the meat servings included with K- and C-rations reduces the nutrition/weight ratio of these rations. This conduct is easier in dnethack. Premium Heart and the Grandmaster's Robe improve unarmed attacks, and don't count as wielded weapons. Additionally, boomerangs can be multishot, even the double-damage artifact Windrider can be thrown more than one time per turn. =_=_ Shambling horror (Slash'EM Extended) In Slash'EM Extended, there are quite a bunch of shambling horror monsters. The following ones will have their properties randomized at the start of each game: Their names are references to NetHack variants; originally, the shambling horror was a Unnethack/Sporkhack monsters. The Unnethackplus and Slashem horrors will always try to avoid the player, similar to a unicorn. These creatures can randomly be harmless, dangerous or anything in between, depending on their random attacks; unlike Sporkhack/Unnethack, they can actually get rider-grade attacks (touch of death, illness or hunger) or random breath weapons (including disintegration). Approaching them without the respective resistances is like playing russian roulette; you'll never know if they have an instakill attack. Additionally, Slash'EM Extended has a bunch of shambling horrors with pre-defined attributes (some of them have been inspired by KoboldLord's excellent SporkHack Let's Play, having attributes that are very similar to what he randomly encountered during his runs): =_=_ Category:Slash'EM Extended =_=_ Your brain is on fire! =_=_ Forum:UnNethack5.1.0 unlucky fountain wish You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ File:Valkyrie YASD.jpeg =_=_ File:Randomrings.JPG =_=_ File:Buriedshopkeeper.JPG =_=_ File:Cockatricetastesterrible.JPG =_=_ User:Zuzak/Messages Assorted static < code > pline() < /code > messages, taken from the NetHack code from which NAO is running on (so the line numbers might be slightly out). =_=_ User:Zuzak/Messages/pline =_=_ Double Trouble... =_=_ A field of force surrounds you! =_=_ A sudden geyser slams into you from nowhere! =_=_ It develops a huge set of teeth and bites you! =_=_ A pillar of fire strikes all around you! =_=_ Severe wounds appear on your body! =_=_ Wounds appear on your body! =_=_ A freezing mist rises from the water and envelopes the sword. =_=_ From the murky depths, a hand reaches up to bless the sword. =_=_ Encyclopaedia You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. I understand why my edit seemed a bit drastic, but the text, as-is, contained some really ridiculous suggestions that I don't believe contribute to the wiki at all. (Putting your stethoscope on < tt > Y < /tt > because it looks like a stethoscope?! Come on.) I got started on my linux box, not really knowing what I was doing. The first game I played, I didn't know what searching was, so after my Female Elven Ranger wandered around a single room with no visible doors, I went up the up stairs and remained very confused. Eventually, after eating many bees and killing many rangers, I found the wiki and learned about E, but never really got past Mine Town. While on the West Coast, I played a lot of NAO. Now on the East Coast, it's a bit laggy for me. Other than my config files, there's not much here. and UnNethack on my phone is pretty neat. I wish it were linked up to servers so I could get other people's bones and see scores, and sometimes get help, but they're both pretty amazing. N'ara loses her pet dog to rothes while descending the dungeons of doom. She then decides to put on a large shield without curse-testing it first and winds up with a -4 cursed shield of unhelpfulness, and being forced to drop a lot of extra projectiles to avoid being burdened. After being attacked down to 6 HP and successfully praying to escape death on dlvl6, she goes back up the levels to find that the itchy shield also prevents healing, which is why her god didn't restore her HP. Fortunately, she finds an armor shop, where she purchases leather gloves, and a pair of -1 cursed boots. She heads down toward Minetown, slaughtering the gnome population as she goes, in hopes of creating holy water to remove the shield and cursed boots she is also wearing (AC 3 though). She gets there but a gnome decides to read an unfamiliar scroll that surrounds the both of them with about 6 other monsters, and she spends a good amount of time turning the resulting hostiles into hedgehogs of +2 elven arrows, even recruiting a large cat (which dies) and a pony (that she accidentally kills). Eventually, with her back against the wall in a room with one exit, N'ara faces off a naga. She brandishes her wand of striking and hits! only to also strike a Watchman in the background. Injured and unable to escape the angry man, and hoping to avoid murdering a peaceful, she zaps her wand of digging downward... So far so good. Two early sacrifices accidentally led to Mjolnir and Demonbane, so I am saving a long sword in case I dip for Excalibur later, but I want to keep the artifact count low until I can get a wish or two. Gear wise, Adun has been extremely lucky and have found a +3 dwarven helm, a +3 Elvish shield, and speed boots. I also purchased a t-shirt to complement my +0 Dwarven mithril armor, my Cloak of Magic resistance (Sokoban), and found leather gloves (Fort Ludios). I think I want power gloves, and more importantly, an amulet of reflection, possibly from killing a peaceful Aleax I found on dlvl10 with lots of neat fixed gear. Identification: Adun has a big pile of ! and ? to identify, as well as a few =. He found the !oH, but abusing alchemy won't work this game due to awkward colors. I also want to erode-proof and/or fix the burnt speed boots and rusty helm and need to enchant her Demonbane. I think it's a -1 Demonbane right now due to reading a cursed ?oEW. Need also to find !oRA to restore a bunch of points lost to poison and incubus, and abuse (Str, Con, Dex, Wis) Other stuff: have a magic whistle, wands of death, lightning, fire, digging, speed, probing, teleportation. Also bag of holding, magic lamp, pick-axe and unihorn, key, luckstone, pile of daggers, towel. Need: Holy water! Die to angering shopkeeper, or not paying attention to hit points. If she makes it past the early game, she will cut through everything like butter, until my poor valkyrie invariably dies to mind-flayer. =_=_ User:Willful You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Death Eater The Death Eater is a role specific to Slash'EM Extended. They are a spellcasting class similar to the Necromancer, and can be any race or alignment. A Death Eater will not gain any intrinsics from leveling up (unless their race grants them), but they start the game with the world fall technique. The Death Eater's starting pet is a lichen which, due to its very slow movement speed, is a fairly useless pet. The Death Eater is supposed to be a spellcaster, but his starting wand of death and amulet of life saving are more a liability than useful items, unless the player finds a way to uncurse them. Item-stealing enemies (nymphs for example) are especially annoying if they steal the wand or amulet, as they're very likely to use them up without a way for the player to retrieve them. The starting cloak of reflection also isn't a foolproof way to reflect a death ray; there is a 5% risk of the ray not being reflected. If there is no other way out of a sticky situation, the world fall technique may be useful; however, it can also kill the player's pet(s), and it doesn't work on unique monsters or those that are a higher level than the player character. The extremely long timeout of this technique also means that once it's been used, the player will have to do without it if another critical situation arises. The Death Eater quest is very difficult thanks to the large amount of spellcasting enemies. Harry Potter, the quest nemesis, can also steal items, use random breath weapons, and pelt the player character with melee and ranged attacks. Defeating him will yield the Elder Staff and the Bell of Opening. =_=_ Gangster The Gangster is a role specific to Slash'EM Extended. They are a ranged-combat class, and can be any race or alignment. A Gangster will not gain any intrinsics from leveling up (unless their race grants them), but they start the game with the create ammo technique. The Gangster's starting pet is a pile of copper coins which, due to its very slow movement speed, is a fairly useless pet. The Gangster is primarily a ranged fighter, and one of the main tasks for a beginning character would be to acquire some daggers to throw because bullets will run out eventually. A dagger (preferably a runed dagger or athame) may also be used as a melee weapon. By using the create ammo technique, a Gangster can create extra ammo for his gun now and then, but it's probably not a good idea to use bullets on weak enemies like lichens or newts. In the Gangster quest, a lot of monsters with guns and ammo will spawn, allowing the Gangster to stock up on ammo. The quest nemesis is one of the easier ones to beat, so it might be a good idea to do the quest early. The quest artifact is a stronger version of a regular gun. =_=_ Pokemon The Pokemon is a role specific to Slash'EM Extended. They are a spellcaster class, and can be any race or alignment. A Pokemon gains a lot of techniques and intrinsics by leveling up, and starts the game with their signature poke ball technique. The Pokemon's starting pet is a rothe, and will eventually evolve into a rhyhorn if it's leveled up enough. It can then evolve further into the rhydon and rhyperior forms. The Pokemon role doesn't have any weapon skills, but by leveling up, lots of techniques will be unlocked. Many intrinsics also mean the Pokemon doesn't have to get lucky at resistance roulette, but poison resistance still has to be obtained in some other way. All the spellcasting skills are available, too, so it may be a good idea to look for spellbooks and maybe dive for the Oracle level in the hope of gaining spells from smashing the statues. Melee combat will need to be done either bare-handed (a drow Pokemon will have an advantage here) or with a restricted weapon, unless the player gets lucky with sacrificing/praying and has an artifact weapon get created, which will unrestrict that weapon skill. One possible strategy is to use the poke ball technique a lot in order to gain many strong pets that aid in fighting enemies; finding a magic whistle would be very useful too. The Pokemon quest is one of the harder quests, thanks to the large amounts of poison breathing monsters, and there are also a lot of fierce melee attackers to fight. For the nemesis fight, fire resistance is important, but the nemesis can steal items from the player's inventory too, and it moves very fast, making it hard to kill with ranged attacks before it closes to melee range. If the player beats the quest, he will be awarded the Gauntlets of Illusion providing hallucination resistance, and the Bell of Opening. =_=_ Pokemon quest You arrive on the outside of the little moat. Your quest leader, Dr. Wusiji, is in the center of the moat, surrounded by eight Pokemon trainers. There are lots of koffings and rhyhorns running around. The lower filler levels are standard room and corridor levels. They contain lots of koffings and rhyhorns, as well as their advanced forms. Ho-oh is waiting on the throne in the center of the map, with the Gauntlets of Illusion. There are many random objects in the throne room, as well as a few items and traps placed randomly. Lots of koffings and rhyhorns, as well as their advanced forms are also randomly placed on the level. The Pokemon quest messages are written in Engrish. They were originally translated from Japanese to Chinese, and then to "English". The messages originate from a well-known bootleg version of Pokémon Crystal popularly known as "Pokémon Vietnamese Crystal". =_=_ User talk:Coffeebug You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Death Eater quest The player arrives to the right of the complex, and will be greeted by a squad of aurors. There are also some giant eels in the pond, and there are random traps scattered around the map. Inside the complex, the quest leader Bellatrix Lestrange awaits the player; there are peaceful fellow death eaters named Lucius Malfoy, Draco Malfoy, Amycus Carrow, Alecto Carrow, Walden Macnair, Antonin Dolohov, Barty Crouch and Yaxley too who might be involved in a fight with the aurors. This level contains a variety of traps (including one guaranteed polymorph trap), random objects and a bunch of aurors, one of which is named Ron Weasley. Harry Potter is waiting in the room on the lower left, with the Elder Staff, a pistol and lots of bullets. The level contains some random objects and traps, and is filled with lots of aurors which will each randomly have one of the following names: Ron Weasley, Hermione Granger, Katie Bell, Lavender Brown, Colin Creevey, Seamus Finnigan, Angelina Johnson, Neville Longbottom, Cormac McLaggen, Parvati Patil, Dean Thomas, Ginny Weasley, Fred Weasley, George Weasley, Lee Jordan, Percy Weasley, Oliver Wood, Cho Chang, Luna Lovegood, Padma Patil, Hannah Abbott, Cedric Diggory, Justin Finch-Fletchley, Zacharias Smith, Viktor Krum, Fleur Delacour, Fresh Dumbledore. Apart from their unique names, all of them are basically the same. =_=_ Auror The auror, , is an angelic being in Slash'EM Extended. They are powerful spellcasters, and a lot of them appear in the Death Eater quest. Aurors are nasty opponents thanks to the big variety of spells they can cast, including summon nasties, aggravate and summon insects. On the Death Eater quest they travel in packs, allowing them to quickly fill the level with summoned monsters, so the player should try to take them out quickly. Their high magic resistance means that using melee or ranged weapons is advised; however, the player needs a +1 or higher enchanted weapon to hit them. Taming an auror allows them to use some of their spells against other monsters, but they lack a melee/weapon attack, making a pet auror a bit less useful. =_=_ Template:Monsym/auror =_=_ Gangster quest The player arrives in the upper right corner and needs to make his way to the lower right; because the level is undiggable, the only way is around to the far left. Dave is the quest leader, and there are some peaceful fellow gangsters named Maja, Kiwi, Charravalga, Fridrika, Lynette and Giglio running around. The player can find three scrolls of punishment somewhere on the level, as well as four web traps, and there are hostile cuntgun troopers as well as a rifleman waiting to attack the player. The upper filler levels have the up and down stairs at opposite corners of the map, and there are web traps, cuntgun troopers and riflemen for the player to fight. There is a shop and a barracks on this level, as well as a squad of cuntgun troopers and a rifleman to fight. The lower filler levels are caves similar to the gnomish mines filler levels, and there are pit traps, falling rock traps and web traps scattered around as well as a few random corpses. The game will also spawn four riflemen named Big Bear, Tacitus, Ryu and Wolf, as well as cuntgun troopers named Yvara, JoJo, Sabine, Jyllia, Pete, Lenka, Lex, Evita, Liebea, Mohmar Deathstrike, Denshi Gasu, Tiger's Claw and Ingo. Amy Bluescreenofdeath awaits the player in the middle of the pools of lava, with Chekhov's Gun. There are also random tank breakers and a riot breaker on this level, as well as a chest and some random fire traps. =_=_ Cloak of reflection A cloak of reflection provides MC3 and reflection. Wear this, and you can reflect most ray-based attacks as well as monster gazes; there is a 5% risk of a ray not being reflected, though. This item only appears in Slash'EM Extended. A Death Eater's starting inventory always contains a cloak of reflection, but all other characters must identify the item during the course of the game. If the opera cloak randomly happens to be a cloak of reflection, the player has a chance of obtaining significant numbers of them by killing vampires, but it also means that all vampires have reflection, making them harder to kill. =_=_ World fall World fall (aka apocalypse/cataclysm) is a technique a Death Eater begins with in Slash'EM Extended. It can also be learned by a pokemon that has gained enough level-ups to reach experience level 18. The zyborg can randomly learn this technique on a level-up, and the binder will learn it if he advances his matter spells skill to expert. Pet users should be careful with this technique, as it might kill the player's pet(s) as well, and it may kill other peaceful monsters on the level, too. =_=_ Create ammo Create ammo is a technique a Gangster begins with in Slash'EM Extended. It can also be learned by a pokemon that has gained enough level-ups to reach experience level 15. Zyborgs can randomly learn this technique upon leveling up, and binders with expert firearms skill automatically learn it. A gunslinger player may want to use this technique a lot in order to always have some ammo for his guns; it's only useful for guns that use normal bullets, though. The maximum amount of bullets per use is 31 for a gangster that is at experience level 30. =_=_ Poke ball Poke ball is a technique a Pokemon begins with in Slash'EM Extended. Ungenomold players also start with the technique, and it can be randomly learned by a Zyborg on leveling up. If a Binder advances their whip skill to expert, they will also learn this technique. Using this technique causes the player character to throw a poke ball at an adjacent monster, taming it if successful, or moving on to the next adjacent monster if not; that means, if the player is completely surrounded by monsters on all sides, the ball can catch any of those monsters. Only one monster may be caught per ball, though, and regardless of the ball actually catching something or not, the technique will then have a random timeout of about 1000 turns before it can be used again. If the monster is unique or a quest nemesis, it cannot be caught. A monster flagged as "petty" will always be caught if the ball is thrown at it. Other monsters can only be caught if their level isn't higher than the technique's level, and if that is the case, there is a random chance of the ball actually catching it; the chance is higher if the technique's level is higher, and lower if the monster's level is higher. An exception is made for monsters that represent actual Pokemon, such as gyarados or rhyhorn: there's a chance of catching them even if the player's level is lower than theirs, and the chance of success is higher than it is for other creatures. Catching a monster makes it tame, similar to the charm monster spell but the monster's magic resistance doesn't stop the poke ball technique from working. =_=_ Gigant The gigant (sub-species of giant) is a playable race specific to Slash'EM Extended that start with a boulder in their inventory. They can be any role and alignment. A gigant can throw boulders and pick them up, and they gain fire resistance at XL 10, cold resistance at XL 15 and shock resistance at XL 20. However, a gigant starts with an uncurable hunger intrinsic and cannot use any item that gives slow digestion. The gigant can throw the boulder at enemies, as well as pick up extras, but due to the boulder's large weight, a polymorph trap will probably cause the player to be overloaded instantly. Also, unlike a player polymorphed into a giant, a gigant player character will not start out with 18/** strength automatically. The uncurable hunger means their early game will be harder as they will need a lot of food in order to survive, but the hunger may actually be a boon later on if the player wants to eat dragon, giant or troll corpses which may be very filling. Randomly spawned giants are peaceful to a gigant player, and their corpses can be eaten without a penalty. However, the inhabitants of The Giant Caverns will be hostile, and the random giants encountered in the valkyrie quest start out hostile, too. A gigant will get lots of hit points on leveling up, making them quite sturdy. They don't get a lot of mana though. =_=_ Kobolt The kobolt is a sub-species of kobold and a playable race specific to Slash'EM Extended. Kobolts start with stacks of daggers, spears and darts in their inventory, in addition to whatever equipment their role usually gets. They can be any role and alignment. A kobolt will learn the tinker technique at XL 10, and they start with poison resistance and an uncurable restful sleep intrinsic. There is no way for a kobolt to acquire any form of sleep resistance. At turn 6, the kobolt will fall asleep for the first time. If there is a dangerous monster in the first room (a rabbit or fox, for example), the player should either kill it quickly, or if that's not possible, be as far away from it as they can to avoid being mauled while asleep. After that, the kobolt will fall asleep again every once in a while, and items of sleep resistance or free action don't help, so the player should be extra careful around dangerous monsters like Demogorgon or Juiblex. Having a strong pet that will attack monsters while the player character is asleep can be very helpful. The tinker technique may be used to create better equipment, and poison resistance means the player doesn't need to fear instakill by killer bees or strength loss by eating their corpses, for example. Randomly spawned kobolds will be peaceful, but those on Kroo the Kobold King's level are not. Eating them doesn't net any penalty for cannibalism, though. The starting daggers and spears may be used as a melee weapon if the player's role doesn't usually start with a useful one, and the stack of darts may be useful if the player's role doesn't usually start with a ranged weapon. This might be especially beneficial for the Convict and other roles that don't have a lot of weapons in their starting inventory. =_=_ Ogro The ogro (sub-species of ogre) is a playable race specific to Slash'EM Extended that start with a club in their inventory, which is in addition to whatever the player's role usually starts with. They can be any role and alignment. An ogro learns techniques by leveling up: they start out with missile flurry, and they get berserk at XL 10, primal roar at XL 15 and critical strike at XL 20. Ogro characters also start with uncurable aggravate monster and are prevented from getting stealth. Apart from their techniques, ogro characters aren't that great. Their intrinsic aggravate monster means they will have to fight more often, but they may use their techniques for melee and ranged combat to increase their chances of survival. Any ogres that are randomly spawned will be peaceful for an ogro character. There is no penalty for eating them either. =_=_ File:YASD to nurses special attack.jpg Usually nurses are sweet and lovely, but here in Slash'EM Extended, they get a mean and dangerous special attack that can kill an unprepared character. =_=_ File:Kickingtrees.png =_=_ File:Hungryconvict.png =_=_ File:Turnonedeathweirdlevel.png =_=_ File:Darkjedi.png =_=_ File:Gehennomshoppingmall.png =_=_ File:Punchingoutcthulhu.png =_=_ File:Lavainstakillaverted.png =_=_ File:Slashemconvictpatch.png =_=_ File:Warriortypie.png =_=_ File:Waterminetown.png You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ MediaWiki:Spam-blacklist =_=_ EoA =_=_ Forum:Luckiest luck The one I always remember: I had just started a new game, and came across a floating eye, which triggered a sleep trap. Since I was only on level two or so, I decided to experiment, and took a swing at it. It turned out that, yes, even though it was asleep, the eye still paralyzed me. So fine, I stand there and wait to die. A nymph shows up, steals my wand of magic missile, and zaps it at me. The beam misses, goes past me, hits a wall, reflects back, misses me again, and hits the nymph, killing her instantly. I then unfroze and went on playing. I was dancing on a magic trap to boost my charisma, while wielding a cockatrice corpse to deal with the summonings. A foocubus showed up, and wielding a cockatrice corpse around one of those, well, "Take off your gloves...." I meant to type d-x; instead I typed e-x. "Ulch, that meat was tainted!" Food poisoning is fatal, but unlike stoning, it can be cured. That should have been a YASD.--Ray Chason (talk) 03:30, 15 March 2014 (UTC) Played a game that generated only one store in the entire Dungeons of Doom branch, a general store on level 3, which got to be a longer and longer hike until it ran out of money. After fighting my way to Minetown, I found UnNetHack's orcish occupation version of it, so no shops and no divine protection for sale. When I got to Town, it had loaded a bones file from a character who killed and looted everything. But I ran across his stash, alone and untouched, full of all loot gathered up the entire branch, including coin. When I got to his corpse, the contents of his cursed bag of holding was disappearing fast, and out of the stuff that remained were two magic lamps and a short stack of holy water. Damn, I knew that character was holding one magic lamp, didn't know he picked up another! 98.172.189.77 16:21, 9 April 2014 (UTC) =_=_ Forum:UnNethack5.1.0 hard time in Black market It's easy to steal with create familiar spell, even to take out some black marketeers. But One-eyed Sam is hard. With highly enchented armor her AC reached -29, my lv.30 mastodon and lv.24 titan with +4 long sword cannot even hit her. Any idea about deal with her without angering her? --Zgyt4033 (talk) 07:13, 12 March 2014 (UTC) Judging from the revision history, this guy is becoming an arms race between a developer who's so enamored of his character that he can't bear the thought of someone he never met playing a single player game getting the better of him and players who find a way to do it. If you kill Lord British, they'll build a better British. The best way (and funniest way) would be to revise the source so that kicking a worthless piece of glass at him while wearing fumble boots would get it lodged in his throat so that he suffocates on his own bleeding esophagus, and his pets would gather around mourning and screaming to the heavens "How could this be?!" 98.172.189.77 17:13, 10 April 2014 (UTC) Damn, I thought I had a perfect heist planned. All my coins and hundreds of gems were in a box next to the door out of the Black Market, I thought I could just pick it up on the way to the Astral Plane. When I decided to do it, I had over 42 cursed teleport scrolls and all the ritual items, but hadn't taken the Amulet yet. So between fending off incoming hostiles and regularly healing Pebbles, I tried to load all my assets into the bag of holding I was carrying. I only managed to get ~100k in coin and ~200k worth of gems, and to stay below Stressed I had to jettison a lot of my backup wands, food, potions and boots of water walking. And because I had so much credit with the store, that still wasn't robbery! What kinda heist is it if I'm taking less than I'm owed? Then an Rodney appeared and conjured even more monsters, including an arch-lich who conjured even more monsters, so I remounted tried to branchport out with anything I could take. But no, the Eye refused to get me out. So I worked my way to the outer corridor, fighting off nasties and random spawn, accidentally hitting One-Eyed Sam in my retreat. Zapping him with a wand of teleport placed him only 3 tiles away, but that was enough to get through the door, leaving a random monster's approach to cover my retreat. So I hacked my way through the monsters to the exit portal while the corridor filled with more monsters behind me, only to find that I still couldn't ride Pebbles through it. The portal wasn't barred because I hadn't actually stolen anything -- what a pathetic heist this turned out to be. I didn't want to abandon her, so I hacked at monsters along the corridor until I was sure 200 turns had passed, then tried Aethiopica again and again it failed to branchport me out, so I had to dismount to get through the portal, and though Pebbles was a tile away, she still didn't appear with me on Medusa's isle. I still had two more saddled dragons waiting for me near the vibrating square, but dammit, that was my baby. That was the one who hatched in my hands, called me daddy, and grew from a baby to a level 27 killing machine, and I couldn't rescue her! So I would call that robbery a loss; I gave up my little girl to get away with fewer treasures than I was owed. Fuck you, One-Eyed Sam.98.172.189.77 17:03, 19 April 2014 (UTC) =_=_ File:Tove.png =_=_ File:Jubjub bird.png =_=_ File:Bandersnatch.png =_=_ User talk:Wikid You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. Alright so I went through your list of various hallucinatory monsters and made them "real" - they're not actually in SLEX yet, but will be shortly. I took the liberty to make some changes and additions where I saw fit ;) Here: https://pastebin.com/raw/yggGqX97 - maybe a few things will be noteworthy. One is that they can all be generated randomly, because in SLEX monsters can generally be generated randomly with very few exceptions; another is that I made some rather high-level monsters because SLEX's Gehennom is deep enough to make them possible to generate randomly. Some dnethack-specific stuff had to be "slexified". Also note my use of SLEX-specific stuff like AD_RAGN, MS_STENCH or the various M3_FREQ_UNCOMMON flags. I'm very happy to have these new monsters, and I hope that you find the time to make more ♥ --Bluescreenofdeath (talk) 08:19, 5 August 2019 (UTC) =_=_ User:Wikid =_=_ File:Executioner.png =_=_ Lost soul The lost soul is a special character generation option in Slash'EM Extended. To play as one, the player needs to turn on the "lostsoul" option before the game starts, which is done via the OPTIONS=lostsoul line in the configuration file. This puts the character on Medusa's level instead of dungeon level 1, adds some identify scrolls and food rations to their inventory, and prevents any means of levelport or branchport. The player's goal is the same as usual: get the Amulet of Yendor and ascend; however, starting out at dungeon level 36-39 (depends on the exact depth of Medusa) as a level 1 character means most of these characters will die quickly. The standard strategy would be to try to get up to shallow dungeon levels quickly, relying on a lot of Elbereth and hoping for good stair placements; most random monsters will be out of depth for this character and cause a quick YASD. This idea has been derived from ToME (Tales/Troubles of Middle Earth), where the character generation dialog offers the choice of playing a Lost Soul. In that game, the player would start in the Halls of Mandos, a very difficult dungeon level, as a level 1 character that dies if something sneezes at it, often generating the "It breathes -More- You die..." message. =_=_ File:Jubilexswamp.jpg =_=_ You have a melancholy feeling for a moment, then it passes. =_=_ Attire charm Attire charm is a technique in Slash'EM Extended. It is the transvestite and topmodel role's signature technique. The zyborg role can randomly learn it upon leveling up, and the binder will get it if he advances his divination spells skill to expert. Using this technique causes the player character to strike a sexy pose at adjacent monsters, taming them if successful, or moving on to the next adjacent monster if not; that means, if the player is completely surrounded by monsters on all sides, any of those monsters may be tamed. There is a (techlevel) percentage chance (maximum 30 for a level 30 character) that more than one adjacent monster is tamed, and regardless of the technique actually charming something or not, the technique will then have a random timeout of about 2000 turns before it can be used again. If the monster is unique or a quest nemesis, it cannot be tamed. Also, the attire charm only works on "intelligent" monsters, that is, they must be human or humanoid (gnomes, orcs and similar monsters are humanoid for this purpose). The attire charm is guaranteed to charm a monster that fulfills all of these conditions. =_=_ Engulfed =_=_ Forum:Death from above? I just went down some stairs and appeared on the top level of the Wizard's Tower. On the maze part. Couldn't enter, of course, so I had to go all the way down to the base of the Fake Tower and then up from there to Rodney. It doesn't sound like a bug, I don't think. By "the maze part" you mean the part of the level outside the area mapped on the Wizard's Tower page, right? If you appeared inside the area mapped on the Wizard's Tower page, then it's a bug. I got started on my linux box, not really knowing what I was doing. The first game I played, I didn't know what searching was, so after my Female Elven Ranger wandered around a single room with no visible doors, I went up the up stairs and remained very confused. Eventually, after eating many bees and killing many rangers, I found the wiki and learned about E, but never really got past Mine Town. While on the West Coast, I played a lot of NAO. Now on the East Coast, it's a bit laggy for me. Other than my config files, there's not much here. and UnNethack on my phone is pretty neat. I wish it were linked up to servers so I could get other people's bones and see scores, and sometimes get help, but they're both pretty amazing. N'ara loses her pet dog to rothes while descending the dungeons of doom. She then decides to put on a large shield without curse-testing it first and winds up with a -4 cursed shield of unhelpfulness, and being forced to drop a lot of extra projectiles to avoid being burdened. After being attacked down to 6 HP and successfully praying to escape death on dlvl6, she goes back up the levels to find that the itchy shield also prevents healing, which is why her god didn't restore her HP. Fortunately, she finds an armor shop, where she purchases leather gloves, and a pair of -1 cursed boots. She heads down toward Minetown, slaughtering the gnome population as she goes, in hopes of creating holy water to remove the shield and cursed boots she is also wearing (AC 3 though). She gets there but a gnome decides to read an unfamiliar scroll that surrounds the both of them with about 6 other monsters, and she spends a good amount of time turning the resulting hostiles into hedgehogs of +2 elven arrows, even recruiting a large cat (which dies) and a pony (that she accidentally kills). Eventually, with her back against the wall in a room with one exit, N'ara faces off a naga. She brandishes her wand of striking and hits! only to also strike a Watchman in the background. Injured and unable to escape the angry man, and hoping to avoid murdering a peaceful, she zaps her wand of digging downward... So far so good. Two early sacrifices accidentally led to Mjolnir and Demonbane, so I am saving a long sword in case I dip for Excalibur later, but I want to keep the artifact count low until I can get a wish or two. Gear wise: Adun has been lucky and she's found a +3 dwarvish iron helm, a +3 Elven shield, and [[speed boots]. I also purchased a t-shirt to complement my +0 dwarvish mithril-coat armor, my cloak of magic resistance (Sokoban), and found leather gloves (Fort Ludios). I think I want power gloves, and more importantly, an "oR, possibly from killing a peaceful Aleax I found on dlvl10 with lots of neat fixed gear. Identification: Adun has a big pile of ! and ? to identify, as well as a few = and ". He found the !oH and its big brothers, but abusing alchemy won't work this game due to awkward colors. I also want to erode-proof and/or fix the burnt speed boots and rusty helm and need to enchant her Demonbane. I think it's a -1 Demonbane right now due to reading a cursed ?oEW. Need also to find !oRA to restore a bunch of points lost to poison and incubus, and abuse (Str, Con, Dex, Wis) Other stuff: have a magic whistle, wands of death, lightning, fire, digging, speed, probing, teleportation. Also bag of holding, magic lamp, pick-axe and unihorn, key, luckstone, pile of daggers, towel. Need: Holy water! Die to angering shopkeeper, or not paying attention to hit points. If she makes it past the early game, she will cut through everything like butter, until my poor valkyrie invariably dies to mind-flayer. =_=_ Wait =_=_ Run away! Run away! You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Talk:Vampire (starting race in UnNetHack) =_=_ Forum:Where to get compiled versions of NetHack 3.0 I played an old version of NetHack 3.0 a long time ago and have been wanting to revisit that early edition of the game. Of course I appreciate the new features and general stability of 3.4.3 but really enjoyed the simplicity and lawlessness of the 3.0 series. Unlimited spellcasting, polypiling mayhem, instadeath fires of the underworld, spellbooks of genocide, heh. I particularly love the way the Endgame level was structured; just a single level with just the right amount of challenge, and artful design as well. It was possibly my favorite level of any Roguelike game ever. I believe the version I played was either 3.0.3 or 3.0.4, judging from the descriptions on this website's game history. There was color, but rather primitive: All objects of a particular type were the same color. All of the monsters were red, except for yellow lights which were actually yellow. There were some features that had disappeared by version 3.0.10 (also known as 3.0j) such as osquips - a monster from the quadruped class. Anybody else ever see a version like this? Well, I've been searching the web for hours and have been unable to find a ready-to-use program. This site does have links to Ali's page with the sourcecode to all versions of the 3.0 series... but I wouldn't know how to go about making a working program out of these raw materials. Compiling a DOS program that is more than 20 years old seems a daunting task... do you run an old compiler within a DOS emulator? If anybody knows where one can find versions of NetHack 3.0 that are ready to use, I would most appreciate it. If not... well, if any experienced folks have advise on how to compile these old versions of NetHack, I'm willing to give it a try... Ray Chason - I don't have Linux on my machine, unfortunately. I've just got Windows XP. I tried using MinGW (a gigabyte-sized program...!) but don't know how to get it up and running. I'm trying out DJGPP and it seems easier to use. However, I would need guidance, as the instructions that come with the Nethack sourcecode only give you clues for using older compilers from ages past. Tjr - I second that! It would be great to have playable downloads of old NetHack here. I can't imagine why the DevTeam bothers to have several versions of 3.3 and 3.2 available on their site, when they are basically just inferior versions of 3.4, but then doesn't bother to provide any 3.0 or earlier versions - they are really a different experience than new NetHack, and despite the bugginess, are lots of fun and worth playing. My progress thus far, for those interested: I opted for making a batch file that starts DJGPP, as per the instructions, instead of messing around with my autoexec.bat. I've got DOSBox handy in case I have to run DJGPP within an emulator for proper results, but it seems like DJGPP might actually work in Windows XP through the batch file. I've extracted the NetHack sourcecode and arranged the file/subdir structure as outlined in the "install.dos" instructions. Now, I must choose a makefile in the src directory and modify it, as well as make.ini, to fit DJGPP's requirements. Install.dos tells you which file(s) and what modifications to make if you are using Microsoft C, Turbo C, and NDMake. But if you are intending to use a different compiler such as DJGPP, the instructions tell you that "you will have to adapt one of the Makefiles and the Make.ini file to your needs. Good luck." Isn't that nice, it even wishes me good luck. Fills me with confidence :-/ =_=_ Forum:UnNetHack 5.1.0/ Where is black market? In SlashEM, I know the portal to black market apear between level 22 and 23. And now I am playing UnNetHack, I CAN'T FIND THE PORTAL TO BLACK MARKET!! Where is the portal in UnNetHack? I wanna beat One-eyed-sam! =_=_ User talk:Diesalot You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Forum:Nethack 4 - pack order My Nethack 4 default pack order seems to have gone *poof*. I went through "options" and retyped in the default order and nothing changed. Has anyone run into this who can suggest possible solution? --Diesalot (talk) 13:41, 9 April 2014 (UTC) =_=_ Juiblex swamp =_=_ Talk:Juiblex's swamp You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Slash EM Extended =_=_ File:Astralcrossdresser.JPG =_=_ File:Courieronastral.JPG =_=_ File:Transvestiterole.JPG =_=_ File:Transvestitequestgoal.JPG =_=_ Argonian The argonian (sub-species of lizard) is a playable race specific to Slash'EM Extended. They can be any role and alignment, and start out with the healing hands technique. Argonians also have intrinsic swimming and unbreathing, allowing them to overeat and traverse water. Being an unbreathing race, argonians can eat as much as they like with no risk of choking to death. Their swimming allows them to pass water on Medusa's level and similar places, and they can't be drowned either. By using the healing hands technique, they can restore quite some hit points every once in a while. Lizard-type monsters (anything represented by a : character) are usually peaceful for an argonian character. Eating them is not considered cannibalism; eating humans is, though. =_=_ Gastly The gastly (sub-species of zombie) is a playable race specific to Slash'EM Extended. They can be any role and alignment, and they start with intrinsic cold resistance, sleep resistance, poison resistance, sickness resistance and unbreathing. Gastlies are also undead and mindless, and they can only eat old corpses. In melee combat they have a chance of paralyzing an enemy. Despite their load of starting intrinsics and special melee attacks, gastlies are hard to play. They start with some fresh corpses in their inventory which will eventually go bad (unless they're lichen), allowing them to be eaten, and if the player's role would start out with food rations, they will get converted to corpses too (sometimes boosting starting strength or constitution to allow the player to carry all of them without being burdened), but they will only give so much nutrition, after which the player needs to find more corpses. Then the player needs to prevent pets from eating the fresh corpses; one way of doing that would be picking them up, but some filling monsters like centaurs and dragons weigh a ton. =_=_ Insectoid The insectoid (sub-species of Team Ant) is a playable race specific to Slash'EM Extended. They can be any role and alignment, and they start with their signature Summon Team Ant technique. However, insectoids have no hands, so they will have difficulties when using weapons or doing any other action that requires hands. The insectoid can actually wield weapons and use them; however, equipping them only has a 33% chance of being successful. If this check fails, the player will lose a turn and be subjected to a nasty detrimental effect instead, so it's probably best to quickly find a good melee weapon (or be a role that starts with one, as it will start out equipped in foreclaw) and just use it all the time. Melee attacks will also poison non-resistant enemies sometimes, with a chance of instakilling them. Many other actions are harder to perform due to the lack of hands. If possible, the player should not do those things with dangerous monsters around because some of the side effects may be very dangerous. The Summon Team Ant technique should be used a lot as it provides the player with squads of pets; using it instantly at the start of the game may create a tame killer bee that can be useful early on, and one can hope to randomly get some migo or other high-level insects later in the game. Usually, Team Ant members start out peaceful to an insectoid character. They can also be eaten without a penalty. Blessed genociding a, though, is a bad idea that will instantly kill the player character with no chance of life saving. =_=_ Khajiit The khajiit (sub-species of feline) is a playable race specific to Slash'EM Extended. They can be any role and alignment, and they start with the eviscerate technique. A khajiit also does d4 instead of d2 damage while fighting unarmed. Khajiit characters are good unarmed fighters, but they can't hope to compete with the drow race. Their eviscerate technique can be used to further boost their unarmed attack strength for a while, but other than that, they are unremarkable. Most of the time, kittens and other felines will start out peaceful to a khajiit. Eating domestic ones will give aggravate monster though, and eating humans is considered cannibalism. =_=_ Maia The maia is a playable race specific to Slash'EM Extended. They can be any role and alignment, and they start with uncurable teleportitis and no way to acquire teleport control. Maian characters will randomly teleport around a lot; see the teleportitis article on ways to deal with it. Using rings of teleport control or eating tengu won't do anything though. The possibility of eating nymphs and leprechauns without risks may actually be viewed as an advantage. =_=_ Mould (race) The mould is a playable race specific to Slash'EM Extended. They can be any role and alignment, and they start with uncurable polymorphitis and no way to acquire polymorph control or unchanging. As a subspecies of fungus, moulds are also unbreathing, mindless, lacking limbs and a head, and have difficulties picking up items from the ground while in their natural form. A mould in their natural form has an increased chance of randomly polymorphing into something else. They can also stay in higher-level polymorph forms for a longer time before reverting back, and they can use the #youpoly command to change form at will (but without a way to choose what to polymorph into). A mould is severely crippled while not polymorphed; most actions that humans can perform, e.g. picking up an item from the ground or throwing a dagger, only have a 33% chance of success. Otherwise, the player is hit by a detrimental side effect that will make it even harder to do anything. However, polymorphitis has a chance of transforming the character into something that can actually fight monsters. Moulds don't experience the risk of "bad" polymorphs (system shock or polymorphing into a new version of oneself, which has the potential of instakilling a low-level character). Wearing a ring of polymorph control or an amulet of unchanging will not stop the mould from randomly polymorphing. Due to the difficulty of fighting anything while in mouldic form, this is probably a good thing. =_=_ Ungenomold The ungenomold (subspecies of fungus) is a playable race specific to Slash'EM Extended. They can be any role and alignment, and they start with uncurable polymorphitis and no way to acquire polymorph control or unchanging. Ungenomolds are also unbreathing, mindless, lacking limbs and a head, and have difficulties picking up items from the ground while in their natural form, all of which is irrelevant because upon starting the game, they instantly polymorph into a random monster and genocide their own species. Ungenomolds start with the following techniques: world fall, poke ball, research, weapon practice, calm steed, turn undead, blessing, draw blood and surgery. They also get intrinsic searching and warning at the start of the game, and a cursed wand of death is added to their inventory. Ungenomolds don't experience the risk of "bad" polymorphs (system shock or polymorphing into a new version of oneself, which has the potential of instakilling a low-level character), and in fact they won't shift out of their polymorph form after some time; rather, they will always stay polymorphed unless their hit points run out. Care should be exercised though, as they will instantly die if something reverts them back to ungenomoldic form, with no chance of life saving. It used to be possible to be reverted by praying while in a form without hands or by being zapped by a monster's wand of cancellation but those bugs have been fixed. Still, there is no way to prevent the genocide of the ungenomold species from happening, and a scroll of undo genocide won't revert it either. Wearing a ring of polymorph control or an amulet of unchanging will not stop the ungenomold from randomly polymorphing. The fact that they may never allow a monster to kill them while polymorphed means that weak polymorph forms like newts or lichen are like a death sentence; monsters will be quick to knock off the one single max hit point of such a form. If you're polymorphed into something useless and/or are on the verge of dying, try #youpoly! A set of dragon scales or a dragon scale mail increases the likelihood to polymorph into a dragon without breaking the armor. However, even while polymorphed into a dragon, ungenomolds can still randomly polymorph into something else, and if the new monster species is a nalfeshnee or other big monster, the player may break their dragon scales/scale mail. Therefore, ungenomolds should be paired with a role that has the polymorphing skill, as enhancing that reduces the risk that armor breaks when polymorphing into something big and gives a chance to simply slip out of the armor instead. =_=_ Navi The navi is a playable race specific to Slash'EM Extended. They can be any role and alignment, and they start the game wearing a pair of wedged sandals which, for a navi only, increase kicking damage when worn. A navi also does bonus damage with all weapons that use the spear skill. If they are a role that is proficient with spears, navi should try to use spear-class weapons. They can also be multishot in Slash'EM Extended, so a stack of them might be used for throwing. Especially early on, the navi may want to use the kick command often to deal extra damage to monsters. This advantage will be even more useful to a martial arts fighter, e.g. a monk. =_=_ Snakeman The snakeman (subspecies of snake) is a playable race specific to Slash'EM Extended. They can be any role and alignment, and they start with intrinsic poison resistance and swimming. Despite their name, they can also be female. Snakemen can wrap enemies in melee, preventing them from getting away. =_=_ Trollor The trollor (subspecies of troll) is a playable race specific to Slash'EM Extended. They can be any role and alignment, and they start with intrinsic sickness resistance and regeneration but cannot have fire resistance. If a trollor dies and is at least experience level 3, there is a 75% chance of reviving (similar to the life saving effect), but this will drain two character levels. Trollor characters are hard to kill thanks to regeneration and their ability to "cheat death" by reviving. However, they will take a significant hit to their maximum hit points and energy in the process, making it easier for monsters to kill them again, and there is always a 25% risk of the revival effect failing. Also, a trollor will get next to no hit points or energy on leveling up, so they may want to do some nurse dancing, eat lots of newt corpses and quaff potions that increase their max values. =_=_ Talk:Valkyrie quest Is the Norn required to complete the Quest? She disappeared after permitting me on it, and didn't reappear after I brought back the Orb. I exhausted the Orb's charges scrying for @ on every level, but couldn't find her. Got the Bell and Quest Artifact, is there anything I would need her for? Nope. Quest leaders are unneeded once you are allowed on the quest. The only thing you need from the quest to complete the game is the Bell. Quest leaders start walking around after permitting you into the quest, right? My guess is she wandered out of her fort and stepped on one of the fire traps over an icy square, drowning herself. It was stranger than that; she took one step away from the chest and just vanished. When I went looking for her, I kept getting messages about the quest guardians suddenly vanishing from the home level, but never got a message about the Norn. 98.172.189.77 02:54, 15 April 2014 (UTC) =_=_ File:Altarconversion.JPG =_=_ File:Minotaurlevel.JPG =_=_ File:Randommjollnir.JPG =_=_ File:Hostilecoalignedunicorn.JPG =_=_ File:Halluminion.JPG =_=_ File:Healerfinalattributes.JPG Slash'EM Extended players should beware of enemies that wear high heels. They can use a nasty melee attack that will get stronger every time the player gets hit by it, eventually dealing three-digit numbers of unresistable physical damage per round. =_=_ Appraisal Appraisal is a technique in Slash'EM Extended. Every character can use it right from the start of the game. Technically, it is granted by the player character's race, but every race is set to have it. The appraisal technique is a good way to determine the amount of charges left in wands or tools so the player doesn't run out of charges at a critical time, and it can also be used on a random non-BUC-tested ring (if it turns out to have a negative bonus, it's very likely to be cursed). However, the lengthy timeout means it cannot be re-used for quite some time, whereas using it on a weapon will yield a much shorter timeout, allowing the player to appraise lots of weapons to find the one with the highest enchantment. One downside of using it on weapons is that they may weld themself to the player's hands if cursed, so it would be a good idea to BUC test weapons on an altar first. Since there is no penalty for using the appraisal technique, it is almost always a good idea to use it often. =_=_ Electric Mage The Electric Mage is a role specific to Slash'EM Extended. They are a spellcaster class, and can be any race or alignment. An Electric Mage starts the game with equipment and abilities related to lightning magic, including shock resistance. Their starting pet is a shock hound pup. The Electric Mage is a battlemage similar to the flame/ice mage, with the main difference being that they specialize in lightning magic. Their starting pet is also shock resistant, making it much safer to use lightning spells/wands. Upon leveling up enough, the shock hound pup will grow into an adult shock hound which is very strong and capable of taking down lots of enemies. The Electric Mage quest mainly spawns shoggoths and blobs, and the player may suffer from acid damage quite often. Their quest nemesis, the ghost of Elvis Presley, isn't too hard to take out. =_=_ Transvestite The Transvestite is a role specific to Slash'EM Extended. They are a melee combat class, and can be any race or alignment. Some of their features may seem offensive to some players, but Amy Bluescreenofdeath (creator of Slash'EM Extended) explicitly states it's not meant to offend anyone; rather, the Transvestite role is just meant to be unique. Slash'EM Extended is just a video game; NHINRL. Also, the role's inclusion in the game does not represent any things that real-life transvestites do; instead, it's based on Amy's own bizarre fantasies. Transvestites start the game with very little equipment and no intrinsics, but they can use their signature attire charm technique while wearing high heels. If they are created female, they will instantly become male and identify the amulet of change in the process. However, they can use another amulet of change to revert back to female, which has some strategic implications (see below). The Transvestite's starting pet is either a little girl or a little boy, and they start with a saddle and basic riding skill which can be used on their starting pet. This is based on Elona, a video game where it's also possible to have a little girl as a pet and ride her. The Transvestite is a melee-oriented class, with a specialization in blunt weapons of all kinds. They also get damage bonuses while wielding any hammer; handheld footwear (like the starting wedged little-girl sandal) counts as a hammer and uses the hammer skill for this purpose. The starting pet will also have one of these in his/her inventory but doesn't start out wielding it; usually they will start wielding it if a monster wanders into view though. Players may choose to start riding the pet immediately; transvestites have a much higher chance of saddling/riding a pet compared to other roles. However, the pet only has a speed of 12, and while the player is still wearing wedge sandals or other high heels, he will be faster than the pet. If the player somehow loses their heels, their base speed of 10 and inability to use any other means of becoming fast/very fast makes it very useful to ride a speed 12 pet, though. Using an amulet of change to become female, and thus able to use speed boots, wands of speed monster and similar items on itself, may also be a good strategy; a Transvestite who started out female will recognize the amulet if it appears. The little boy/girl pet can evolve four times by leveling up. Reaching level 10, they grow up into a young adult boy/girl, which has a speed of 13 and does more damage. They will grow up again at level 15, becoming a young man/woman that does more damage, then become an adult gentleman/lady at level 20, reducing their speed to 11 but doing even more damage. Their final evolution comes at level 25, turning them into an old grandpa/granny who does yet more damage but only has a base speed of 6. This means the player may want to avoid their pet from gaining their last evolution, which can be done by zapping them with drain life or preventing them from killing too many monsters. Another useful ability of the Transvestite is the attire charm technique, which can be used to turn any humanoid monsters (including almost everything represented by the letter @) into a pet. It doesn't work on non-humanoid, unique or quest nemesis monsters though. By using the attire charm, the player can get lots of strong pets, and Slash'EM Extended also allows all of them to be saddled and ridden. The Transvestite quest is a relatively hard quest, but the swarms of humans spawning there may be turned into pets with the attire charm technique. However, Transvestites will have to fight Wendy, one of the most dangerous quest nemeses in the game, who will use the Lovely Pink Pumps as a deadly melee weapon, and she can also drain life with no chance of the player resisting, inflict severe trample damage and walk through walls. Taking her out quickly (possibly with a highly enchanted automatic firearm) is recommended. The Transvestite is not based on the real-life travesty/crossdressing subculture, but on Amy's own bizarre fantasies. Any similarities or dissimilarities with real-life transvestites are purely coincidental. =_=_ Chevalier (role) The Chevalier is a role specific to Slash'EM Extended. They are a melee/caster class, and can be any race or alignment. Chevaliers are a mix of the knight and priest roles. They can see the BUC status of all items, but they have to follow a code of conduct, meaning their alignment record will take a hit for hitting sleeping or fleeing monsters, eating while satiated or stealing from shops. A Chevalier also starts with a random baby dragon pet, a saddle, and basic riding skill. Chevaliers can use both melee and spellcasting; they also start out with a powerful pet, and have a higher chance of saddling/riding pets compared to other roles. Eventually the starting dragon will evolve into an adult dragon if it survives for long enough, making it very powerful. The player also has the advantage of seeing whether an item is cursed, and the blessing technique can be used to uncurse an otherwise-useful cursed item. However, don't steal from shops, eat while satiated, or attack a fleeing/sleeping monster, you caitiff! The Chevalier quest spawns lots of dragons and troll zombies, which are hard to kill. Also, Alduin is a very dangerous quest nemesis with lots of breathing/lash/trample attacks that can do great damage; a full set of elemental resistances is recommended for fighting him. =_=_ Courier Couriers are a harder-than-hard role. They start out slow (speed 10), don't get any useful intrinsics or techniques, and even start with some harmful intrinsics instead. Their starting equipment is quite useless too. And to top it off, couriers don't have a head, meaning they can't wear headgear at all; however, this makes them immune to mind flayer brain-sucking attacks. Their starting pet is a little dog. The courier is very hard to play, thanks to the harmful intrinsics that will cause hunger very rapidly, and conflict means using pets is a lot more dangerous. A courier also doesn't have a lot of useful weapon skills and is very bad at spellcasting; firearms may actually be the courier's main weapon if they can find enough bullets. Also, the lack of a head means a courier has a harder time getting AC. The Courier quest spawns lots of cazadores and jackals, the first of which can be quite dangerous. However, some random guy is one of the easier quest nemeses to defeat. The Withered Nine Millimeter is their quest artifact pistol that deals more damage than a regular pistol. =_=_ Talk:Transvestite As a gay dude who occasionally attends drag shows I found the role pretty funny and thought it offered a unique play experience what with the attire charm technique, plus it's a lot of fun praying to Lady Gaga. I can see how some people might get offended but this just seems like affectionate, good-natured humor. -BellisColdwine (talk) 21:17, 26 May 2014 (UTC) =_=_ Courier quest You arrive on the bottom right corner of the map. The quest leader, Yes-Man, is in the center area; there are also peaceful attendants around. On this level there are insects running around, including some cazadores. PPPP.... ....PPPPP. PLP... .PPLLLPP Some random guy is waiting in the center of this area, with the Withered Nine Millimeter. To enter, the player will have to get past the drawbridge either to the north or south of the lava moat. There are also fire traps and squeaky boards, as well as lots of cazadores and other insects on this level. =_=_ Transvestite quest Warning: Parts of this quest and role may be considered offensive to some players. Amy Bluescreenofdeath, the creator of Slash'EM Extended (currently the only NetHack variant featuring this role/quest), explicitly states that she doesn't mean to offend anyone with this. It's just a video game, not real life. Players who don't like it are advised to play other roles instead. The player arrives somewhere on the upper left corner of the map, and needs to make their way inside the complex to reach Crowned Drag Queen, the quest leader. Several attendants are walking around too. There are two main dangers on this level: drawbridges and eels, which can instakill unwary players. Lots of random monsters are spawned as well. Wendy is waiting in the throne room, with the Lovely Pink Pumps. There are also some peaceful knights and lots of loot on this level, as well as many random monsters. I haven't tried much mostly because I'm not sure how to go about this - I looked in the folder where the rest of the NetHack files are (the .exe file, etc), and I also tried searching for rumors.tru because I read somewhere that they were in the same directory? Not sure whether that last one would have worked, but it was worth a shot :D (I didn't find the bones files, or rumors.tru for that matter) You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Strangulation =_=_ The Norn =_=_ Forum:Some nasty Bugs happened in the Tourist locate level My Tourist Mecki descended into the locate-level with his trusty Firebrand and his well armed pet orc-captain Lemmy. I went into the first shop, to use it as a trench when all the Soldiers swarmed into the hallways. After some fighting, I whistled Lemmy into the shop, and walked out of the door, to tidy up some junk, that blocks the door. When my hitpoints run low, I tried to displace Lemmy, to take a breath, but it failed several times with the message, "You stop, Lemmy is in the Way". I tried to whistle him away, but he was on the only free square next to me, beacause the outside was crowded with soldiers. I assumed he was paralysed, and aplyed a stethoscope to him. It said, his only ailment was scared. In despairation I zapped the camera at all soldiers, fought them back a few squares and zapped a wand of digging (last charge) downwards. It didn't work, it didn't dig, it didn't say "the Floor is to hard", it just didn't work. I finally prayed, despite the Gods beeing angry and got killed while helpless. Then " < Shopkeeper > comes, looks at your Corpse and shakes his head", despite me neither angering him nor dying inside the shop. What happened ? What was going on with my pet ? Why did the Wand of Digging do nothing ? Why was the Shopkeeper angry, and why didn't he take my stuff ? =_=_ Talk:Magic resistance (monster) =_=_ Magic Marker You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Your body absorbs some of the magical energy =_=_ Gee! All of a sudden, you can see right through yourself =_=_ You walk very quietly Do lots of Elbereth -- mindflayers aren't really a worry -- until you or they go blind or you are stunned or confused or don't have a reliable way of engraving in one turn or aiming for non-E conduct Wikid (talk) 02:46, 17 May 2014 (UTC) I managed my first ascension recently as a Barbarian. AC was -32, two-weaponing +7 Stormbringer and +7 silver saber. Also had a ring of levitation, speed boots and potions of speed. Essential too IMHO are scrolls of gold detection and potions of confusion/booze to find the portals QUICKLY. I got to the correct altar I tried a genoless game in Slash'EM once; it ended in tragedy. After getting confused and having a very unpleasant run-in with a pair of master mind flayers, I staggered to safety with two hitpoints, four intelligence and virtually all of my items unidentified and tried to eat one of my tins of nurse meat. A blacklight caught me off-guard, but I persevered and attempted once more to open a tin. As it turns out I must have picked up another tin on my way through Gehennom. KABOOM!! The tin was booby-trapped. You die... =_=_ User:Diesalot =_=_ Your legs get new energy =_=_ Your feet are frozen to the floor! =_=_ You feel strong! =_=_ The hair on the back of your neck stands up =_=_ Talk:Slash'EM Extended On the server, I created the accounts gehenna, iwbtg, hippie, blindfox, dudley, and lostsoul. The passwords are the same as the usernames, and they are for anyone to use (these are the usernames that give special things). Please do not abuse!! Adding to the redditrobins even though it's not technically a redditrobin account. Useful information might include - version (your version #), date released, what did you change and/or add, are previous version Bones files supported Thanks for the feedback, I appreciate it all. I am now using your most recent version and will log as many games as I am able until your next update (I'll be sure to dump the 50 games I sent you from the next log file). My current Snake Valkyrie just found the first Noble artifact in Minetown - I have not wielded it (yet), but it could prove pretty helpful. --Diesalot (talk) 15:58, 28 May 2014 (UTC) Perhaps you have already squashed this - it is from your End of May 2014 version. When selling a crude short sword in a shop: Der Fehler ist in der Funktion replace() in PLINE.C . Die erzeugt einen String und Schreibt ihn immer in den gleichen globalen char vektor buffer[]. Wenn ein String, mit dem replace() mehrmals aufgerufen wird als Parameter von pline() auftritt, wird beim ersten Aufruf das Ergebnis in buffer zurückgeliefert, und beim zweiten Aufruf ist buffer somit der Parameter *st der Funktion replace(). Die Funktion replace() muss also einen String an Ort und Stelle verändern. Das geht solange gut, wie der einzusetzende String *repl kleiner als der zu ersetzende String *orig ist. Ist jedoch *repl größer, wird beim einsetzen von *repl, der zu erhaltende Schwanz von *st (das ja identisch mit buffer[] ist) überschrieben. Danach versucht sprintf() den Schwanz, der ja bereits überschrieben ist, an eine Stelle nach seinem Anfang kopiert. Es werden also in der Mitte des Strings Buchstaben gelesen, die ans Ende angefügt werden. Der String wird also immer länger, da der Lesezeiger von printf() immer wieder die bereits geschriebenen Buchstaben einliest und den String weiter verlängert, und somit den String bis ins Unendliche verlängert. Nun, der Ansatz das ganze zu korrigieren. Man muss dafür sorgen dass die Quelle von replace() niemals der Puffer ist. Dafür gäbe es mehrere Möglichkeit. replace() könnte mit strdup() eine Kopie erzeugen, die dann vom Aufrufer gelöscht werden muss, so wie es BASIC oder JAVA intern machen, diese Methode ist aber (wie BASIC und JAVA) extrem langsam. Der Aufrufer könnte nach jedem Aufruf eine Kopie mit strcpy() machen, das würde aber bedeuten, das bei jedem Aufruf von pline() massenhaft daten bewegt werden müssen, was noch langsamer ist. Mein Ansatz hingegen nutzt die Tatsache aus, dass es lediglich darum geht, das Quelle und Ziel unterschiedlich sind, also grundsätzlich nur zwei Puffer gebraucht werden. Damit garantiert wird, dass der Puffer bei einem Aufruf niemals der gleiche Puffer wie beim letzten Aufruf ist, reicht es aus, bei jedem Aufruf zwischen den beiden Puffern zu wechseln. Dazu nehmen wir einen globales char vektor buffer[], der 2*BUFSZ groß ist, und eine globale Variable flipflop, die angibt, ob wir die vordere oder die hintere Hälfte nehmen. Gleichzeitig dient flipflop als Wächter, der beim Pufferüberlauf von buffer[] überschrieben wird, und somit einen ungültigen Wert enthält, bei dem panic() aufgerufen wird. Sollte doch mal der Störfall auftreten, dass replace() mit dem Puffer, den sie jetzt nehmen würde als Quelle aufgerufen wird, dann ruft sie im Wizard-mode impossible() auf und liefert ansonsten den unveränderten String zurück. Weiterhin habe ich dafür gesorgt, dass replace() nicht wirksam ist, wenn program_state.in_impossible wahr ist, den impossible() ruft pline() auf. Ich habe die Funktion jetzt so geschrieben, dass sie auf Geschwindigkeit und Sicherheit optimiert ist, also warscheinliche Abbruchbedingungen und Störfälle zuerst geprüft werden, die Reihenfolge ist also für die Effizienz der Funktion entscheidend. Weiterhin ist wichtig, dass die lokalen Variablen von replace() nicht initialisiert werden, sonder ihren Wert erst erhalten, wenn wir wissen, dass sie auch gebraucht werden, also ein zu ersetztendes Wort aufgetreten ist. Weiterhin ist es Absicht, dass & replace_buffer[] mit (flipflop^=1)?BUFSZ:0 indiziert wird, und nicht mit (flipflop^=1)*BUFSZ, denn erstens würde das bei flipflop werten, die im Störfall größer als 1 sind eine Adresse auserhalb des Vektors zurückliefern und andere Aten zerstören, und zweitens dauert eine Multiplikation etwa 50 Rechenschritte, währen eine Fallunterscheidung etwa 10 Rechenschritte benötigt (Auch wenn die CISP-Architektur des 8086 Prozessors einen Assembler-Befehl zur Multiplikation ermöglicht, heist das noch lange nicht, dass eine Multiplikation schnell geht). Ich konnte die Funktion jetzt nicht ausprobieren, da ich keinen C-Compiler für WIN32 habe, aber es müsste funktionieren (Ansonsten bitte melden). Also, dass es nur einmal ersetzt wird, liegt daran, dass es in der ursprünglichen Version nur einmal (pro wort) geprüft wird, und das war auch schon vorher so (Im Wizard-Mode "You You You You" in den Staub schreiben, und beim Lesen kommt "Ye read : You You You You"). Wobei die Tatsache, dass sie was man auf den Boden schreibt übersetzt auch nicht umbedingt gut ist, denn wenn man "eyelbereth" auf den Boden schreibt, liest man "deadlightlbereth" und trotzdem müsste das Elbereth funktionieren. Es mehrmals zu ersetzten hat aber auch Nachteile, da man so mit der Fruit Option oder Engrave Strings erzeugen könnte "eyeeyeeyeeye..." die den Puffer zum Überlauf bringen (was mit panic() abgefangen wird, aber ohne panic() wäre es gefährlicher). Um es mehrmals zu überstzen, wäre es denkbar, am Schluss nochmal mit strncmp() zu prüfen, ob der String immernoch vorhanden ist, und wenn ja, *st auf *buffer setzen, und mit goto an den Anfang der Funktion zu springen. Dazu müsste man aber genau prüfen, ob das Ergebnis länger als BUFSZ ist. Ich werde mich mal drum kümmern. Eventuell auch strings in Anführungszeichen ignorieren, um Probleme mit "eyelbereth" zu vermeiden -- CK 79.225.101.242 12:27, 13 June 2014 (UTC) Executable file date: 16 July 2014 2:29 pm. On the level before the crash, I had a ant/nymph monster room (mostly nymphs). I disposed of most of them before I tried to descend. The room generated on level 4 of the main dungeon thread and if memory serves, there were 2 sets of downstairs (1 probably lead to the gnomish mines). --Diesalot (talk) 13:49, 17 July 2014 (UTC) Unfortunately, I can't give you anything else to go on. There were probably 10 mirrors, thanks to the nymphs. I had applied a few to better manage how many came after me. I think I left one of the tougher nymphs alive. The several killer bees and 1 soldier ant that I remember seemed especially weak - of course, I wasn't very deep - maybe that controls their toughness. I don't recall any items that were particularly unusual for that point of the game. Nothing really nasty was polymorphed or spawned. I only have 1 bones file for the current version, gnomish mines level 3, and I definitely was not in the mines. Sorry that this was not more helpful. --Diesalot (talk) 12:16, 18 July 2014 (UTC) I was playing a Bleeder Lynconthrope which was in the form of a Vampire. I got the above message frequently after being prompted with the "Drink Blood (y/n)?" prompt. --Diesalot (talk) 19:04, 30 July 2014 (UTC) Can I please have a rumor spoiler, telling me which rumors are true and which ones are false? --AvzinElkein (talk) 13:21, 20 July 2014 (UTC) Ok, I actually have 2 bugs to report. System is windows 7. First is that getting level drained is an insta kill, regardless of your current level. You get the message "X sinks it's teeth in and drinks your blood!" e.g. a sewer rat, followed by "Aloha, level Y!" e.g. 5, followed by the DYWYPI ending. It is getting pretty annoying. The second report is that the game restarts ~5 seconds after opening it. No idea what is causing it and it doesn't happen every time. Lastly, you may want to make a note on the main page that roles can reach skill level Expert on all skills available to them. Thanks, and I enjoy the game :) Also, something funky is happening with the potions. Dipping a potion of healing into a level gain only results in "Interesting..." BUT dipping them the other way round results in a "burned diluted potion of extra healing". Dipping items seems to work as expected, including upgrading, as does holy water. I can't for the life of me see any problems in source and I haven't done any editing. I'll continue the testing..--114.198.119.42 10:12, 5 August 2014 (UTC) O.K! Definitely an edge case, and I think I have cornered it! The insta die ONLY happens if a MONSTER level drains you with an INNATE attack AFTER a save load and BEFORE anything else affects your levels! (No levels up, no changing dungeon level, no other forms of level drain). I can reproduce this. Hence the initial problem of reloading AFTER reaching level 4 then getting bitten by a sewer rat and dying. Or a vampire and dying. This really points to an uninitialized or improperly initialized call/variable but seems to be a weird minor case. I'll start looking into the alchemy problems now.--114.198.119.42 13:30, 5 August 2014 (UTC) Well that was quick. Narrowed down the alchemy failure bug in that it only effected recipes involving 2 potions, where X is dipped INTO a potion of gain level, and only resulted in "interesting.." and no loss of potions. The cause? Because this is several else ifs before mixtype even gets called, nothing gets dipped into potions of gain level outside of this snippet. Same goes for potions of polymorph if you ever want to do alchemy with them. WOO! You are welcome!--114.198.119.42 14:28, 5 August 2014 (UTC) So my game crashed just now. I stepped on to a polymorph trap and turned into a monster I can't remember the name of. I'd never heard of it before though. The game crashed with the prompt please contact Amy to report this bug. I pulled this from my panic log. I haven't managed to pick roles: Rocker, Chevalier, Activisor (and probably some others), because their letters (r, c, a respectively) duplicate with vanilla/older roles: Rogue, Caveman, Archeologist respectively. Hello again. I'm playing PsiClkFemNeu Xp:10/6710 and now I'm on Dlvl:7. Windows SlashEM Extended tty Version 0.74.7E7F2 - last build Fri Oct 03 I quaffed a blessed polymorph potion and the dungeon collapsed. The monster I was trying to polymorph into is called "How About A Pupil Experiment - Cut Off Your Ears?" :) Then I had to change the extention of the samegame left after the collapse, loaded the game successfully and it appeared I've actually managed to polymorph into that thing. A critical bugfix update (v75) has just been uploaded. It fixes the chance of monsters walking into traps randomly crashing the game with a segfault. Let's hope there aren't other segfault bugs in the game as well... Savegame and bones files from previous versions are no longer compatible though. --Bluescreenofdeath (talk) 15:29, 8 October 2014 (UTC) I smacked a Grey Pudding or ooze (the one that makes you ill). I couldn't save myself from death, but I found my log file interesting: I'm on Linux, and am interested in porting it. As one step of that, would you accept patches to integrate your changes with the pre-existing SLASH'EM build system on windows? (i.e. sys/winnt, rather than the custom makefile added in src/). I'd probably do that in three phases - the first would be getting it to build at all with the sys/winnt buildsystem by migrating changes, the second would be full parity of build-time config options, and the third would be a patch to remove the src/ makefiles and add a doc for how to build with sys/winnt (which could be taken straight from SLASH'EM upstream's readme.txt, in all likelihood) --Eternaleye (talk) 11:22, 8 December 2014 (UTC) The cause is that after your modifications, there can be > 40 extended commands, but line 376 of cmd.c never got changed: Trying to change armour gives a message that dinos are restricted from wearing armour except boots and suits, but still the player has already some body armour being worn! Taking off body armour restricts wearing it again. This definitely is not logical at all. --Transcendreamer (talk) 22:31, 9 April 2017 (UTC) The Random Page button, which I use heavily to discover new things about nethack, feels like it results in 40% or 50% SLEX articles. Perhaps SLEX can take a page from other variants, and condense multiple small articles into one page? Monsters, especially, seem to be extremely numerous - when I'm Random Pageing, if I get a monster I find myself quickly scanning the page to see whether it's another single-fork-specific monster only, or found more generally in vanilla and/or multiple different forks. --Testbutt (talk) 20:07, 15 May 2017 (UTC) =_=_ Zyborg Zyborgs are supposed to be a role suited for beginners who want to get the hang of the game with reduced risk of dying. They start out moderately slow (speed 11), but this disadvantage is compensated for by their ability to learn random techniques from leveling up. Every time a Zyborg gains a level up (unless they already had that level before and got level drained), there is a 30% chance of getting a technique (unless that happens to be one they already know, in which case they get nothing). Zyborgs have about a 30% chance of gaining any random technique from leveling up. Powerful ones like world fall or poke ball have a reduced chance of being selected, though. Zyborgs can use any type of weapon and become proficient with it, as well as fight unarmed, ride a steed and use any type of spells. Their special spell is solar beam. Gaining levels quickly may be a good idea due to the chance of getting powerful techniques. The ability to eat metal items means a vampiric or ghast zyborg will have less food problems than usual for those races; if they can't find their usual food, the Zyborg may just eat some metal junk instead. Every diode is worth 10 points of nutrition, and eating the plate mail even gives a whopping 600 points (but that should only be done if a replacement armor is available). On the Zyborg quest, lots of dangerous monsters will spawn including grues, undead dragons, griffin rogues and wall monsters. The Master Brain is also a very nasty quest nemesis that can eat metal items, and if any intelligent monster decides to use the Verbal Blade quest artifact sword, RUN!!! It can behead and thus instakill the player. On the other hand, once the player gets it, Verbal Blade can be used to decapitate all monsters that have a head. =_=_ Asgardian The Asgardian is a playable race specific to Slash'EM Extended. They can be any role and alignment, and have a 30% chance of gaining a random intrinsic from leveling up (unless they already had that level and got level drained). However, Asgardians have a 5% chance of moving at half speed every time they make a move. Asgardians should try to level up a lot and hope for good intrinsics like resistances, slow digestion or teleport control. They may get unlucky and receive harmful intrinsics like hunger or polymorphitis instead, but most of the time the intrinsics gained are useful. An Asgardian also gets lots of hit points and mana from leveling up, making them a good choice for beginners. =_=_ NhTNG =_=_ Jedi patch =_=_ Noble The Noble is a role added in the Noble Role patch, which was implemented for dNetHack. It is also a playable role in Slash'EM Extended. Nobles are a melee-focused role that specializes in one-handed weapons. They can engage in some spellcasting if their ability scores are good enough. In Slash'EM Extended, they can be of any race, gender and alignment, and also reach expert firearms skill. However, their artifacts are less powerful. In this variant, they may choose to curse their ruffled shirt/victorian underwear on purpose, which is a good idea because wearing a cursed one grants a 25% chance of automatic life saving on death, with no penalties; this feature only exists in Slash'EM Extended version v45 or greater. In dNetHack, they can be Humans, Incantifiers, Vampires, Elves, Drow, or Dwarves. In this variant many races receive race-specific quests, artifacts, equipment, and skill lists for this role. This was the first set of races to be implemented, and is therefore the 'default' Noble configuration. This configuration is essentially the Vampire racial configuration, and is very (very very) loosely based on the classic Ravenloft D & D module. The Mantle of Heaven is an artifact ornamental cope that grants cold resistance when carried. When worn, it also grants shock resistance , half spell damage, and double the AC bonus of a non-artifact ornamental cope. As an ornamental cope, its base item type varies from game to game. If found in a bones file, it will be lawful The Vestment of Hell is an artifact opera cloak that grants fire resistance when carried. When worn, it also grants acid resistance, half physical damage, and double the AC bonus of a non-artifact opera cloak. As an opera cloak, its base item type varies from game to game. If found in a bones file, it will be chaotic. The Crown of the Saint King is an artifact gold circlet that causes all pets on a dungeon level to follow you when traveling between dungeon levels (normally, only adjacent pets will follow you between levels). When invoked, it shows the location of all pets on the current level, and increases their tameness. This can be useful for keeping inediate pets tame. As a gold circlet, its base item type varies from game to game, it may even be a Helm of opposite alignment. As with all gold circlets, it increases your charisma score by its enchantment bonus when worn. It can be safely enchanted at +5 or below, meaning it can safely reach +7. The Helm of the Dark Lord is an artifact visored helmet that causes all pets on a dungeon level to follow you when traveling between dungeon levels (normally, only adjacent pets will follow you between levels). When invoked, it shows the location of all pets on the current level, and increases their tameness. This can be useful for keeping inediate pets tame. As a visored helm, its base item type varies from game to game, it may even be a Helm of opposite alignment. As with all visored helms, it protects your eyes from the blinding attacks of Ravens. It can be safely enchanted at +5 or below, meaning it can safely reach +7. The Noble quest sees the Noble returning to their ancestral keep to put down a peasant revolt, by recovering their stolen quest artifact. Elven nobles can #turn undead like priests and knights, which can be helpful in their quest, but should do so carefully. The Drow Noble Quest sees the Drow PC traveling to Dra-Mur-Shou to steal their quest artifact from a rival drow noble. These titles were arrived at using the Drow Translator at the Chosen of Eilistraee site. However, there is no 'actual' drow conlang for the translator to draw from. These titles were arrived at using the Drow Translator at the Chosen of Eilistraee site. However, there is no 'actual' drow conlang for the translator to draw from. Mahal is a Vala from Tolkien's legendarium, Holashner is a burrowing Elder Evil from D & D, and Armok is a variable from Dragslay. =_=_ Geek The Geek is a role added in NetHack-The Next Generation and also in Slash'EM Extended. It is a melee role that's hard to play. This page lists the Geek role as seen in Slash'EM Extended. Geeks are a slow role (movement speed 10), and their starting equipment isn't great. Acquiring better items is mandatory to survive the early game. They have a good set of available weapon and spellcasting skills, and they may even train their riding skill if they get lucky and find a saddle; riding a warhorse (preferably one zapped by a wand of speed monster) is definitely preferable to walking around by foot. =_=_ Wand of punishment A wand of punishment, when zapped or engraved with, punishes you by chaining a heavy iron ball to you. If you are already punished, the iron ball gets heavier. This wand only exists in Slash'EM Extended. If your carrying capacity allows it, you may want to zap the wand of punishment repeatedly to get a very heavy iron ball that does more melee damage. However, a heavier ball is less useful for throwing as it will travel over a shorter distance. This wand may be especially useful to a Convict to get a replacement iron ball if the player somehow lost their starting one or inadvertently allowed a monster to unlink the chain. Iron balls use the flail skill in Slash'EM Extended, so a character with good flail skill may want to use iron balls regularly; however, non-Convicts need to train the skill with a regular flail first. Mainly, however, the wand of punishment is a bad item and it's better to avoid it entirely. Nymphs and rust monsters may help the player get rid of the ball and chain, or polymorphing into a rust monster and eating the ball. If you can't remove the ball, wield it before going down stairs to reduce the falling damage done by the collision. =_=_ Template:Monsym/Archnemesis =_=_ Template:Monsym/archnemesis =_=_ Archnemesis She is extremely difficult: hits hard and often, steals your items to teleport away with them, seduces you to steal multiple items in a single turn, and ignores Elbereth. Archnemesis is incredibly ferocious in a straight-up fight. Fortunately, she has weaknesses, and a wise Warrior will exploit them – in the words of Sun Tsu, "You may advance and be absolutely irresistible, if you make for the enemy's weak points." Archnemesis's weaknesses include her predictable behavior (teleporting to the upstair to heal), and her lack of key resistances (sleep, level drain, and poison). Your strategies should generally strive to play upon these weaknesses. Even with a good game plan, you may find Archnemesis a deadly opponent. You will want a very low AC to degrade her attacks (-20 is comfortable; you may get by with less), enough HP to survive multiple rounds of combat against her (200+), and a very high Luck to ensure that you are able to hit her. Being female makes you less susceptible to the multiple item-stealing attacks (consider using an amulet of change). All of this – and the strength of the other enemies you face on the Quest – indicates postponing this battle until you have had enough time to prepare for it. Generally, you will be strong enough after you have finished the Castle and retrieved the luckstone from Mine's End. Wield or throw a potion of paralysis while wearing a ring of free action or zap her with the sleep spell or wand. Make sure you can use this method multiple times to ensure her immobility – you may miss, or she may wake up before you finish killing her. Sleep is a keyword to defeat her even at level 14 – it is difficult to overstate the power of this lowly spell against Archnemesis. After rendering her helpless, be sure to hit her hard. Mjollnir is an excellent choice if you have it. But one or two of the stronger attack wands, such as Lightning, Fire or Cold will work nicely as well. About 12 shots total should suffice, again assuming your luck is sufficiently high and you don't have too many misses. Use the spell until she croaks. It is a good idea to do this on the level above and when she teleports away (to heal the modest HP damage that drain life does on top of the draining effect), go downstairs to heal yourself, preferably on a burned Elbereth. Fight Archnemesis mano-a-mano. Not recommended. Archnemesis has a higher base damage than any other monster, resulting in very stable and impressive damage, and her item-stealing attacks will strip you of the weapons and armor you need to stand up to her. You are therefore opposing her strengths with your weaknesses. If you decide to go this route, make sure you are female (use an amulet of change if you are not), have high health, low AC, and if at all possible, half physical damage. You may want to use the potion of invulnerability to make this fight easier. Remember, you still need to have a strong offense so you can take out Archnemesis before your invulnerability runs out. Archnemesis is not poison resistant. You may want to use a poisoned weapon (preferably a ranged one like a stack of highly enchanted darts) and hope for an instakill. =_=_ Something seems to be holding you Slash'EM Extended adds more monsters with the ability to hide under items. Not just snakes and spiders can do that now. =_=_ Lithivore The lithivore monster attribute exists only in Slash'EM Extended version v35 or higher. The presence of a YAFM in the vanilla source code for eating a flint stone & mdash;"Yabba-dabba delicious!" & mdash;suggests that the DevTeam may have considered including the ability to eat stone, but never implemented it, making this a deferred feature. Lithivores can eat any items made of glass, mineral, bone or gemstone. This includes all gems, rocks and gray stones, but also all potions, crysknives, certain rings and assorted other items. A non-Rocker player may polymorph into a lithivore to eat away an annoying loadstone that was slowing them down. Eating a potion is similar to quaffing one, e.g. eating a potion of paralysis will paralyze the player for a few turns. Lithic objects are considered a treat for pet lithivores, making them fairly easy to keep fed because rocks are plentiful and can be created by tunneling or digging monsters; a single rock provides 250 points of nutrition for a lithivore pet. Smashing a statue will also generate a large pile of rocks. Note however that some valuable tools, like unicorn horns, figurines and crystal balls, are made of lithic material and can disappear if a lithivore monster gets them. =_=_ Category:Slash'EM Extended roles =_=_ Category:Slash'EM Extended races =_=_ Talk:K-ration =_=_ Talk:Digging Can I dig faster with a +5 pick ax than with a +0? Does blessing affect anything? Delbow (talk) 21:48, 11 August 2015 (UTC) =_=_ You feel aggravated You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ You feel hidden You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Talk:Ladder YANI: Something to differentiate ladders from staircases. Ladders up should only be usable if you have free hands (ie not wielding a cursed two-handed weapon or a cursed one-handed weapon while wearing a shield), or if you can fly. =_=_ Spacewars fighter Spacewars Fighters start with sub-par equipment, but they can learn quite some techniques, most melee weapon skills and all spellcasting skills. Spacewars Fighters have a hard early game thanks to their low-quality starting equipment. They should try to get better weapons soon, as well as some spellbooks. A Spacewars Fighter can gain weapon skill for almost all melee weapons; ranged combat will probably have to be done either with spells (magic missile for example, if the book can be found) or daggers/spears. The Spacewars Fighter quest is a difficult quest that may require some preparation and special equipment. Traversing the quest levels will be much easier with a pick-axe, wand of digging, regular axe, a means of (preferably controlled) teleportation, cursed potions of gain level and possibly a way to walk through walls. Also, Arabella is a very dangerous quest nemesis that can cast a lot of spells, and up to four extra nemesis monsters (bonus bosses which aren't required to kill, but which will constantly try to annoy the player) may appear as well. On the other hand, the player may encounter a powerful ally on the quest goal level. The Helm of Storms is the quest artifact helmet that gives magic resistance and half physical damage when worn; this also applies if Arabella is the one wearing it, making the fight against her much harder. The Spacewars Fighter role is based on some obscure book about a fictitious roguelike, named & ie=UTF8 & qid=1400574235 & sr=1-1 & keywords=9783842318656 Marc's Abenteuer (written in German; the title means "Marc's Adventure"); quest design, leader and nemesis as well as their speech, and the names of the gods are heavily influenced by that book. The name "Spacewars Fighter" is a nod to the roguelike described in that book, which is called SPACE WARS (but no roguelike with that name actually exists). Starting equipment, quest level design and the nemeses' special abilities as well as the quest artifact are also based on Castle of the Winds, a roguelike game for Windows 3.1 (but it also runs on Windows XP and other newer operating systems). Upon death, in addition to the usual DYWYPI message, the game displays the original Castle of the Winds death message if a Spacewars Fighter dies. =_=_ Spacewars Fighter =_=_ Spacewars fighter quest You arrive in the middle of the village. Marc, your quest leader, waits to the east; there are also some attendants and a hostile hill giant shaman named Hrungnir. Taking out the hill giant quickly is recommended as it will otherwise cast spells and summon monsters. The village also has a fountain, two shops and a temple. Beware the drawbridge; it's recommended to either use a wand of striking or dig through the walls in order to reach the downstairs. P ..TP P ..TP P ..TP P ..TP P ..TP P ..TP P ..TP P ..TP P ..TP P ..TP P ..TP P ..TP P ..TP P ..TP The upper filler levels have lots of fountains, but also some random monsters and traps. Every pool square has a small chance of containing a sea monster. Stairs are placed randomly on the level, so the player will probably have to do some digging. Don't fall in the lethe water! The empty spaces in the center of this level hold four statues and four statue traps. This level is also no-teleport, and the player is likely to need an axe in order to chop the trees and move around. Polymorphing into a form that can fly over the trees will also work. Those who have a good standing with their god may try praying in order to get teleported to a random empty location, but with that method you'll rarely end up where you want, and you need to be surrounded by trees in order for it to work. Stairs are randomly placed on this level, as well as 120 statues and 120 statue traps. A method of detecting all the traps will be very useful here; alternately, the player may check the identities of statues and only step on those representing weak monsters. No monsters are generated upon entering the level for the first time, so the player may want to make a mad dash to the stairs to quickly get off the level before anything dangerous spawns. You appear in the top-left tower, and Arabella will be somewhere in the chaotic lower part of the level. Her exact starting location is random, but she will always start on top of the Helm of Storms quest artifact. Arabella will wait for you to come, so you need to dig, teleport or wallwalk in order to reach her, or find some other method to wake her up. Scattered around the level are lots of random monsters and traps, including heaps of shit that can slow down the player and damage worn boots. There's also an individual chance of each of Arabella's friends being spawned on a random empty location when the level is loaded: those are Anastasia (70% chance), Henrietta (50% chance), Katrin (40% chance) and Jana (30% chance). Finally, there's a 20% chance that Sizzle spawns next to the player upon entering; he always starts out tame, and if he gets generated, he will wield the Vorpal Blade unless it already got generated somewhere else. Sizzle will gladly help the player fight the nemesis and her friends if he appears. The quest messages for the Spacewars Fighter are based on Castle of the Winds, a roguelike game, as well as & ie=UTF8 & qid=1400574235 & sr=1-1 & keywords=9783842318656 Marc's Abenteuer, a book written in German language that tells of people playing a fictitious roguelike named SPACE WARS. In this quest, the dialogue shows that your quest leader and nemesis are capable of breaking the fourth wall. Arabella is also noticable because she's the only(?) nemesis who doesn't seem to hate and despise your character. =_=_ User talk:BellisColdwine You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Talk:Migo Regarding migo queens and summon insects: I'm pretty sure that both queen bees and migo queens cannot be generated by summon insects, so that piece of information should be removed. I could be wrong though, since I've only done the SLASH'EM Ascension Run once and I'm drawing from experience and the lack of queen bees in vanilla. Ihatesoldiera (talk) 18:28, 24 May 2014 (UTC) =_=_ Your knowledge of this spell is twisted Code-diving will answer that one, but I can point out that bashing enemies with a dagger trains dagger skill and that's apparent when throwing them. The empirical way to find out the answer is to spend half a day bashing with the launcher and see if your skill goes up. Wikid (talk) 08:40, 29 May 2014 (UTC) You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Summon team ant Summon team ant is a technique an insectoid character begins with in Slash'EM Extended. It may also be learned by the zyborg and pokemon roles, and the binder automatically receives it by advancing protection spells to expert. Using this technique creates a random amount of tame insects (any monster represented by the a glyph). A higher technique level increases the average amount of insects created. It will also print the message "Go Team Ant!" and have a random timeout of about 1000 turns after using. =_=_ Egg bomb Egg bomb is a technique the rocker role begins with in Slash'EM Extended. It may also be learned by the zyborg and pokemon roles, and a binder gains it upon reaching expert attack spells skill. Using this technique creates a stale cockatrice egg on the player's location, or sometimes several if the technique's level is high enough and the player is lucky. It will then have a random timeout of about 2000 turns. Picking up the egg(s) is not dangerous for a rocker thanks to intrinsic petrification resistance, but other roles should make sure they're wearing gloves. The game will also display the message "You create some stoning grenades." Don't use the egg bomb technique if you're blinded, wearing no gloves and lacking petrify resistance, unless you absolutely know what you're doing! =_=_ Summon Team Ant =_=_ You are surrounded by a light blue aura. =_=_ Binder =_=_ Rocker Rockers are experts at using slings, and they can also use cockatrice eggs as thrown weapons. Their petrification resistance helps to avoid annoying YASDs, and they can also eat rock. However, rockers start out slow (speed 10) and have a hard quest with the dangerous death metal orchestra leader nemesis guarding the rocker sling artifact weapon. The rocker's starting pet is a speedhorse. Rockers may want to use their egg bomb technique often to create stoning grenades; touching them isn't harmful. They only have about a 25% chance of stoning enemies in Slash'EM Extended, though. A rocker is also adept at using slings, being able to multishot a lot of rocks in a single turn, especially with missile flurry, a highly enchanted sling and a high sling skill. Since it's very easy to get large amounts of rocks, the sling may actually be the rocker's main weapon for most of the game. Hunger problems are easier to mitigate for a rocker compared to other characters, thanks to their ability to eat rock. Make sure you don't eat your main weapons or equipment though! The Rocker quest starts out with lots of lithivorous monsters that may eat the ammo you shoot at them; consider using melee weapons or non-lithic projectiles here. While progressing through the quest, spellcasting enemies will appear more often the closer you get to your nemesis, and there will be death metal freaks and drummers who like reading scrolls of lockout which may seal off your escape route. They will also zap you with fire and frost horns. On the plus side, if you have spare fruits you may tame lots of horses on the quest. Taking out the Death Metal Orchestra Leader quest nemesis allows you to use your artifact, the rocker sling. =_=_ You hear a mumbled curse =_=_ Talk:Wand of undead turning if it's a wand of cancellation, you've probably just cost yourself the game! Zap the wand near a container, if there is a directional prompt and you zap it at the container and still nothing happens, it is a wand of undead turning. [Note: locking, opening, and probing will self-identify when zapped at a container.] Again, if its a wand of cancellation, you did engrave-ID wrong. If you dust-E before engraving with the wand, you will get a 'vanish' message for cancellation (and invis, and teleport). And everything else is wrong too. Probing will ID on self-zap like /oUT, and i doubt that opening will ID when the container isn't locked. Even if it wasn't totally wrong, it would belong in the engrave-id article. From the point of view of a native English speaker, "unturn dead" is a stupid expression. The procedure turns dead things undead. Don't care if it's in hte source code; theat's no reason to put it in the Wiki. I'm going to remove it unless there's a really good linguistical argument not to. Netzhack (talk) 22:12, 17 October 2018 (UTC) Yeah, the linguistic joke here might be better expressed as "turn undead" vs "turn un-dead", instead of "turn undead" vs "unturn dead" Chris (talk) 00:19, 18 October 2018 (UTC) =_=_ Talk:Junethack Junethack runs from 01-30 June, but I can't find out out if a game has to both start and finish between those dates to be eligible. Can anyone confirm? Thanks! Wikid (talk) 22:24, 30 May 2014 (UTC) =_=_ You feel a strange sensation =_=_ User talk:Stphndemos You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User:Stphndemos You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User:Chris/dNetHack/dNethack Roles/Binder =_=_ User:Chris/dNetHack/dNethack Roles/Binder/Buer =_=_ User:Chris/dNetHack/dNethack Roles/Binder/Amon =_=_ File:Nemesisshinattack.jpg You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Topmodel The Topmodel is a role specific to Slash'EM Extended, which has been added in version v44. They are a melee/ranged combat class, and can be any race or alignment. Some of their features may seem disturbing, but Amy Bluescreenofdeath (creator of Slash'EM Extended) explicitly states it's meant to be fun and comedic. Also, the author doesn't try to condone or endorse the behavior shown in-game in any way. Slash'EM Extended is just a video game; NHINRL. Players who are sensitive to the subject of dietary restrictions are advised to play other roles instead. Topmodels start the game with moderately usable equipment, the attire charm technique and some intrinsics (see below). If they are created male, they will instantly become female and identify the amulet of change in the process. However, they can use another amulet of change to revert back to male, which has some strategic implications. Any topmodel who wears high heels is very fast, unbreathing, stealthy, telepathic, flying and warned. However, a female topmodel cannot gain these intrinsics in any other way (an exception is the amulet of ESP which still grants extra-sensory perception), and they are a very slow role (base speed 8 instead of the standard 12). Thus, taking off the starting heels is not recommended. The Topmodel's starting pet is a dark/redguard/thieving girl, and they start with a saddle and basic riding skill which can be used on their starting pet. However, their conduct means they must not eat while satiated and not eat meat, or else they are subjected to various harmful effects. See the strategy section for details. The Topmodel quest sees you fighting the Activist Leader for the Golden High Heels. It is also notorious for its extreme difficulty, basically forcing the player to postpone it until a complete ascension kit has been acquired. The status line shows you to be one of the following ranks when you reach the specified experience level (they are in no way meant to be offensive or humiliating): The Topmodel has a relatively hard early game, with the knife being a weak weapon that should be replaced by a better melee weapon. Riding combined with a polearm weapon may be a good choice. Using their starting rifle, topmodels may quickly take down dangerous opponents, but their create ammo technique doesn't arrive until they reach XL 10, so they will eventually run out of bullets. It is a bad idea to take off or otherwise lose the starting high heels, since the player will lose a lot of intrinsics and can't get them back unless they become male (with an amulet of change, for example) or put on another pair. The loss of the very fast attribute is especially crippling; without it, topmodels only have a base speed of 8, which is even slower than the already slow undead slayer, courier and similar roles. Monsters will be very quick to surround and kill you, and outrunning them will also be much harder. Even a very fast topmodel only has an average speed of about 13.3, which is worse than most "fast" characters (speed 16), and also just slightly better than a "fast" undead slayer (speed 12.5). Some of the intrinsics associated with the topmodel's heels will prove to be very useful. Warning shows almost all monsters as they move closer, flying allows the player to avoid traps, water and lava, and unbreathing means choking and drowning YASDs can't happen. If a blindfold or towel is acquired, the player will also get to use intrinsic telepathy, and stealth helps when trying to avoid dangerous foes. However, topmodels have a code of conduct to follow. They may not eat while satiated and are supposed to be vegetarian; breaking these rules will cause an alignment penalty and subject the player to a random detrimental effect. Which may be confusion, stun, blindness, hallucination, paralysis or in extreme cases, food poisoning (even if the food was otherwise safe to eat). Also, running around satiated will abuse all of strength, dexterity, constitution and wisdom, and if a topmodel actually overeats and chokes, they will suffer from an additional big alignment penalty! On the other hand, a topmodel can go hungry for much longer. Being hungry makes them burn nutrition at half the normal rate, being weak reduces it to one quarter, fainting reduces it to one eighth and being actually fainted causes nutrition to burn at 1/16 of the normal rate. All of that also works for the extra hunger caused by rings of hunger, conflict and regeneration. This allows topmodels to go without food for much longer than other characters (beware: this does not work in real life - NHINRL), and they exercise wisdom while hungry or worse, strength while weak or worse, and dexterity while fainting/fainted. No attributes are abused while hungry or worse. There is also a warning if the player is about to starve. If they actually do starve, topmodels still die normally unless they lifesave, though. The Topmodel quest is a very hard quest, teeming with transvestite enemies and obnoxious monsters called activists. Transvestites are dangerous due to their chance of spawning with potentially lethal attack wands, as well as their melee weapon and kick attacks. Activists are even worse; in fact, they're an especially nasty Slash'EM Extended monster that uses random gaze attacks including, but not limited to, death, disease, disenchanting, hallucination, disintegration and petrification. This means it might be a good idea to be blindfolded on the quest and use telepathy/warning to detect enemies; however, activists also stun you in melee and steal items. And if that wasn't enough, they are also metallivores and lithivores, allowing them to eat most projectiles a player might want to use on them. Finally, every activist always gets at least one potentially nasty scroll that will be used to thwart the player's progress. However, activists are vulnerable to instakills from poison, disintegration, wands of death and cockatrice corpses. Beating the Activist Leader quest nemesis is a real chore. He/she is guarded by several roomfuls of nasty monsters, many of which may spawn with random offensive items including wands of death. In order to reach him/her, the player might actually need a complete ascension kit, and the nemesis itself is basically an activist on steroids, using the same attack pattern but with at least 10 guaranteed random scrolls, covetous AI, very fast speed, good AC and magic resistance, and doing much more damage with all attacks. Unlike standard activists, the leader is resistant to petrification, death magic, sleep, disintegration and fire, so most instakill options are off the table. Freezing a pool and zapping a wand of fire at the leader while it is standing on the ice may actually be the best strategy, but it might destroy the quest artifact. =_=_ Topmodel quest Warning: Parts of this quest and role may be disturbing to some players. Amy Bluescreenofdeath, the creator of Slash'EM Extended (currently the only NetHack variant featuring this role/quest), explicitly states that she doesn't mean to step on anybody's toes with the addition of this role, and doesn't try to condone, endorse or encourage anyone or anything related to this quest. This especially means the ongoing conflict between topmodels, transvestites and activists in this quest - it is purely fictional, and members of these groups aren't supposed to fight each other in real life. Slash'EM Extended is just a video game, not real life, and this quest doesn't resemble any real-life circumstances. Players who are feeling uneasy about this quest are advised to play other roles instead. The player arrives somewhere on the upper left corner of the map, and needs to make their way inside the complex to reach Camp Porter, the quest leader. Several peaceful models are walking around too, which are named Kersey, Lissie, Rungud, Celina, Viktorija, Natalyana, Hannya, Mirri, Katia, Eleanor and Melissa; when chatted to, they will give a random message about the quest. However, this level also has transvestite player monsters, some activists, some random hostile @, and several dozen random ; that may attempt to drown the player. Stairs are placed randomly on this level. Random monsters are two transvestites, an activist, 3 random @, 10 random ;, 15 random q, 2 random d, 2 random f, a random c, 5 random n, 5 random m, 3 random p, 2 random r, 3 random s, a random t, 2 random u, 2 random w, 5 random z, a random B, 2 random C, a random N, 3 random S, 2 random Y and 5 random : placed anywhere on the map. All of them start out hostile, even if they are coaligned unicorns. The upstairs will be in the left half of the level while the downstairs is on the right; their exact locations are random. There's a hostile heavy weapon dude named Breaker on the spot marked @, who starts out asleep. Also, there are at least 40 random ;, 20 random B, 4 activists, 2 transvestites, 5 random @, 15 random n, 5 umber hulks and 2 random U placed on this level, as well as 10 pit traps and 10 spiked pits. This level is no-teleport, has undiggable floors and lethe water. In Slash'EM Extended version v45 or greater, stepping on any trap on this level will do some extra unspecified damage to the player even if the player doesn't trigger the trap itself, and stepping on any water square will do a random amount of damage as well as stun the player. Every time the player steps on water, the average stun length and damage done will go up (eventually dealing more than the player's maximum hit points worth of damage in a single turn), and all of these effects will still apply if the player has levitation or is flying. The upstair on this level is on the far left with the downstair on the far right. There are 10 activists, 10 transvestites, 20 random @ and 10 random B spawned on entering the level. Also, 50 boulders as well as 50 piles of rocks are randomly placed, as well as 10 random gems. And last but not least, 50 random traps are on this level as well. This level is no-teleport and has undiggable floors. There is no water to start with, but if any is created during the course of the game, it will be sparkling lethe water. The Activist Leader is waiting in the throne room, with the Golden High Heels. This throne room is also a living room, filled to the brim with random hostile @. There is a room filled with mimics on the lower right and an ADOM tension room filled with monsters of one specific, randomly-chosen type on the upper right. The f on the lower part by the secret doors are hostileporter block fungi, which start out asleep. In addition to the special room monsters, the game will also place some activists, transvestites and additional random @ on the level. There's a wide open plains around the map shown above; the player will appear somewhere to the right, but there's also a path around the complex (which has undiggable walls). Without wallwalking, the only entrances are on the eastern part of the complex. This quest is also very hard to beat. See Topmodel#Strategy for details on how to get to the nemesis and defeat it. =_=_ Forum:UnNethack 5.1.0: Medusa in the quest? Played as elven wizard. After entering quest portal, found myself on level surprizingly like Medusa island (much of water, snakes, eels, Perseus' statue, Medusa on top of stairs down, no sign of quest leader). I've stopped playing 3.4.3 10+ years ago, returned to the game just this year and chose to play UnNethack. I never entered Quest as wizard in UnNethack before today, so I deduced authors might make Medusa wizard's quest leader (wild idea, yes)and tried to chat her. Unluckily, I forgot to replace my amulet of flying with amulet of reflection, so she stoned me... though, I feel the game was ruined anyway. This page is supposed to be a rudimentary version history of Slash'EM Extended. Unfortunately there is no exact date/version number associated with most of these features; the ones at the top of this list are from recent versions, while the ones at the bottom have been there for a long time already. This list also isn't complete. There are many more features that make Slash'EM Extended unique, though; probably too many to list them all... Refer to the main Slash'EM Extended page to see an overview of the important ones. --Bluescreenofdeath (talk) 09:46, 6 June 2014 (UTC) I got the Amulet of Yendor after the Invocation ritual and now Rodney has stolen it and I cannot find him again. Thanks for the tips. I found Rodney, got the Amulet back and managed to make it to the Plane of Air where I was swamped with Js, As and Es -- I used up all my escape routes (wands, prayer, full healing) and didn't want to go alone so I broke my last wand of death and took some of them with me. Next time, more gold detect scrolls and confusion/booze. Mannc (talk) 10:32, 12 June 2014 (UTC) =_=_ Talk:Thick-skinned You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Pun A pun is a form of word play that suggests two or more meanings, by exploiting multiple meanings of words, or similar-sounding words, for an intended humorous or rhetorical effect. NetHack, and by extension its many variants, contains many puns & mdash;items or monsters that behave in ways which, while not necessarily consistent with a real-world or mythological origin, make sense based on an ambiguous reading of the name. Some punny features are the result of the development team seeking to add a distinct flavor to the game; others may originate from a different source material, and are more intrinsic to the item or monster in question. =_=_ User:Chris/dNetHack/dNAOhack xlog key =_=_ Canceling =_=_ File:DN Tour.png =_=_ File:DN Prince.png =_=_ File:DNethack Demigod.png =_=_ File:DNethack Demigod v2.png =_=_ File:OneKey.png =_=_ File:ThreeKey.png =_=_ File:NineKey.png =_=_ File:Demogorgon Trophy.png =_=_ File:Lucifer Trophy.png =_=_ File:Asmodeus Trophy.png =_=_ Talk:Potion of water =_=_ Forum:What NetHack mod is right for me? I kind of like the game NetHack, but I got a mod called Slash'EM, hoping it was going to be NetHack with extra awesomeness. However, the place I got it from (hopefully it's not Slash'EM itself) forced me to use the freaking tiles mode. I like the feel the text interface gives. I prefer a lighthearted game, nothing too serious. I like to see random things like "killed by elementary physics" and I loved reading the fortune cookie messages (especially the "They say" ones). =_=_ User:Chris/dNetHack/dNethack Roles/Binder/Ahazu Ahazu exists within a starry void known as Shattered Night. He seeks to draw as many creatures as possible into the night with him. =_=_ File:Seal of Andrealphus.jpg =_=_ User:Chris/dNetHack/dNethack Roles/Binder/Andrealphus =_=_ File:Seal of Andromalius.jpg =_=_ User:Chris/dNetHack/dNethack Roles/Binder/Andromalius The chosen objects are removed from the game. In their place, Andromalius gives you a third item drawn from the list. You may receive a tame sewer rat as your third item. You must not make use of any item that was stolen from a shopkeeper, nor directly steal from a shop. Warning: the binder's starting food and weapons are stolen, so (for example) eating the starting food will immediately unbind Andromalius. =_=_ File:Seal of Astaroth.jpg =_=_ User:Chris/dNetHack/dNethack Roles/Binder/Astaroth An eroded item (rusty, corroded, rotted, or burnt) item must be placed in the seal. The item is repaired as part of the ritual. Negative enchantment is also fixed, but a negatively enchanted item is not sufficient for the ritual to proceed, the item must be either rusty, corroded, rotted, or burnt. Astaroth's ritual is different when binding him into the Pen of the Void. In the Pen's ritual, the Pen itself must be rusty or corroded. =_=_ File:Seal of Balam.jpg =_=_ User:Chris/dNetHack/dNethack Roles/Binder/Balam =_=_ File:Seal of Berith.jpg =_=_ User:Chris/dNetHack/dNethack Roles/Binder/Berith =_=_ User:Chris/dNetHack/dNethack Roles/Binder/Chupoclops =_=_ File:Seal of Dantalion.jpg =_=_ User:Chris/dNetHack/dNethack Roles/Binder/Dantalion =_=_ User:Chris/dNetHack/dNethack Roles/Binder/Echidna =_=_ User:Chris/dNetHack/dNethack Roles/Binder/Eden The dome can be seen from a distance if you are tiny or smaller. It can be seen up close unless you are large or larger. =_=_ User:Chris/dNetHack/dNethack Roles/Binder/Enki =_=_ User:Chris/dNetHack/dNethack Roles/Binder/Eurynome You must not skip a turn with '.' Clockwork automatons are permitted to repair themselves with '.', but must be careful. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Template:Monsym/glowing dragon =_=_ Template:Monsym/baby glowing dragon =_=_ Glowing dragon A glowing dragon is a new dragon added in UnNetHack. Glowing dragon scales and glowing dragon scale mail act as a light source. =_=_ Baby glowing dragon =_=_ User:Fyr/YANI/Pirate The pirate is one of the player roles in NetHack. All pirates are chaotic and can be either humans or orcs. Pirates can get expert in dagger, scimitar (known to the pirate as a cutlass), saber, and whip, and also in two-weapon combat. Guidebook entry: Pirates are the scourge of the seven seas. They will stop at nothing to satisfy their unquenchable lust for gold and treasure, seeking riches even in the perilous subterranean dungeons. The pirate's pantheon is drawn from the spirits of Haitian Vodou (voodoo) - Erzulie Freda (lawful), the Marassa Jumeaux (neutral), and Papa Legba (chaotic). Pirates start with the ability to use vodou magic - by first #naming a figurine in your inventory and then #naming a monster of the same species with exactly the same name, the game prompts you "Do you want to bind the soul of this creature to your figurine of a < monster type > ?" If yes, then the monster will suffer effects based on what you do to the figurine, as follows: same as if the monster were hit by that potion (uses up the potion, even if no effect); exception: potions of water. holy or unholy water change the BUC status of the figurine as usual, with no effect on the monster or its inventory (uses up the potion as usual). Uncursed potions of water are also used up, causing items in the monster’s inventory get wet. if monster is not fire-resistant, it is destroyed (along with any inventory); if fire-resistant, it is freed from the magical binding (either way, the figurine is destroyed as usual) figurine is destroyed (e.g. by dropping a ring of hunger down a sink, looting a cursed bag of holding, polymorphing a container with the figurine inside, etc) or reanimated by a spell of stone to flesh instead of creating a new individual of that species, the #named monster is teleported to your side, and its attitude toward you is changed with the same BUC-dependent probabilities of normal figurine usage (same rules apply if the (cursed) figurine "self-animates") The quest sees you fighting Leviathan (a unique kraken) for The Pearl of Wisdom, an artifact ring. When carried in open inventory, the quest artifact provides magical breathing, half physical damage, brings your Wisdom to your racial maximum, and protects items in your inventory (though not inside any containers you are carrying) from water damage (including rust monster attacks). When #invoked, it acts as a blessed scroll of magic mapping. In addition, when worn it provides whatever effect pearl rings have in your game. The quest leader is Blackbeard, whom you meet on his ship, the Queen Anne's Revenge. As a former member of his crew, he needs your aid to recover the Pearl of Wisdom, a powerful artifact which was lost in a fight with the legendary giant kraken Leviathan. On the way to the Grotto of Souls, you pass through a graveyard level and fight many sea creatures and zombies. After killing Leviathan, you must find a way to retrieve the Pearl of Wisdom and Bell of Opening from underwater. Pirates start with Basic skill in dagger and longsword. They can reach Basic in pick-axe, short sword, and dart; Skilled in longsword, knife, axe, polearms, spear, and trident; and Expert in cutlass, dagger, whip, and saber. In addition, they can advance barehanded skill to Skilled and two-weapon to Expert, and can reach Basic in divination spells. =_=_ User:Fyr/YANI/Diver Guidebook entry: "Divers are intrepid explorers of the submarine world who enter the Caves of Doom in search of the legendary Sunken Sea. They bring the latest in SCUBA technology and waterproof equipment, but must exercise caution, as they are not quite as well-prepared for the dangers of dry land." The quest sees you fighting Moby-Dick for Maui’s Fishhook, a chaotic artifact grappling hook. Applying the Fishhook to a water square (pool or moat) turns the square into dry land (as if it had been filled with a boulder). As a weapon, it deals double damage to any aquatic creature (all ;, amphibians, snakes, etc). When carried, it provides magic resistance, warning, and automatic searching. Divers start with Basic skill in trident and net, and can advance to Expert in both (along with knife and flail). In addition, they can reach Basic in dagger and short sword, and Skilled in spear and javelin. They can also get to Basic level in divination and escape spells, and Skilled in bare handed combat. =_=_ Detect monster =_=_ User:Fyr/YANI/net A net is a weapon tool that, in addition to doing a small amount of damage, has a chance to entrap any monster of size small to large (smaller monsters slip through, and larger ones do not fit). The chance is dependent on luck and on your skill level with nets, and whether you are throwing the net or attacking with it in melee - throwing is more likely to succeed, but can only be attempted with a skill level of at least Basic. If the entrap attack is successful, the net is removed from your inventory and the monster is immobilized for 2d6+2 turns. While immobilized, it cannot move and it suffers a -10 to-hit penalty. If it is an intelligent monster wielding an edged weapon, then on each turn of immobilization it has a 10% chance to cut through the net (destroying the net and, of course, freeing the monster). Failing that, when the monster either struggles free or is killed, the net will be found on the ground. If you drop a blessed net into a pool or moat, you can now cross that square as if you were wearing water walking boots, but with a (20-Dex)/20 chance of falling into the water each time you step onto it, perform a melee attack while standing on it, or #dip anything into the water. The chance of falling in is raised to 50% for each of the above actions if you are fumbling, stunned, or both. The source code refers to this as "surfing the net" - another NetHack pun. =_=_ User:Fyr/YANI/Subterranean Ocean The Subterranean Ocean is a watery branch of the main dungeon. It is accessible from a down-stair at dungeon level 2, 3, or 4 (not from the same level as the entrance to the Gnomish Mines) and goes downward from there, rejoining the Mazes of Menace at a much lower depth. Monster generation in this branch is biased toward chaotic monsters. The Ocean consists of seven or eight levels, including two special levels (randomly selected from six possibilities). The bottom level of the Seas contains a stair down to a much lower level of the Mazes of Menace - specifically, to a second up stair located somewhere between level 20 and the last level above Medusa's Island (which occurs between level 21 and 28). The up stair is not on the same level as either the quest portal or the portal to Fort Ludios. This means that passing through the Ocean takes just 7-8 levels to get anywhere from 16 to 25 levels below your starting point. This could be helpful on a dig for victory, but be warned that for the unprepared adventurer, the Ocean can be significantly more difficult to descend - and more dangerous to explore - than the regular dungeon. All levels are eligible to leave bones. The walls and floors are diggable (except where specified on a couple of the special levels), but digging down anywhere in the branch has a 20% chance of creating a moat square, even if not adjacent to existing water. A "normal" level in the Subterranean Ocean consists of either randomly drawn irregular caves (similar to the Gnomish Mines) with large pools and rivers of water, or else an entire screen of water with several randomly drawn irregular islands. In the later case, the upstairs and the downstairs will always be on different islands, and you will need some way of crossing the water to reach the stairs to the next level. As in the Mines, for each level there is an independent 50% chance that it will be unlit. Each level contains two piranhas, two giant eels, two jellyfish, and one random ;. =_=_ User:Fyr/YANI/Tank Tanks are 2 by 2 sealed rooms that are randomly generated in the Dungeons of Doom and are not connected to other rooms/pathways (similar to a vault). They contain pools of water and 2-6 pieces of worthless glass in all four squares, and 1d4 - 1 aquatic animals. The Big Room and the Rogue level never contain any tanks. There is 67% chance it can be accessed through a closet that contains a teleporter, recognized by the engraving "ad aquarium" (Latin for to the water room) in front of it. Unlike a vault with its stock of gold, there is generally no reason to seek out a tank, and indeed they are more likely to be deadly (unless you can walk on water, are flying or levitating, or have magical breathing - although in the latter case, items in your inventory are at risk of water damage, and in any scenario, you will still need to deal with the creatures in the tank). If you can handle the pools and their inhabitants, then it can sometimes be helpful to #name-identify the worthless glass. Due to the similarity of the engraving for vault teleporters and tank teleporters - especially once those engravings begin to degrade - the unwary explorer might mistake one for the other. Woe betide the adventurer who jumps into that teleporter looking for gold, only to drown in a fish tank. =_=_ User:Fyr/YANI/Subterranean Ocean/Paradise Island On entering the level for the first time, you will get the message "You feel a warm tropical breeze, perfumed with the sweet scents of vanilla and passion flower." Buried in random locations somewhere on the island are 1d4 random cursed figurines and a locked sea chest containing lots of gold, several valuable gems, two random rings, one (stack of) silver weapon(s), an amulet of magical breathing, one magic lamp and one oil lamp. Reading a blessed scroll of magic mapping on the level (or casting the spell at Skilled or higher) causes an “X” to appear burned into the ground on the square where the chest is buried. The island is home to two tigers, three monkeys, three crocodiles, three random S, and two giant spiders, while the sea has a plethora of sea monsters. The treasure chest or figurines might be buried under a tree. =_=_ User:Fyr/YANI/Subterranean Ocean/Cascade Falls On entering the level for the first time, you will get the message "You hear the thundering of an immense waterfall." The sea on the left side of the map consists of regular moat squares, but the river on the lower right flows toward the row of holes on the lower right. Items and monsters in the river automatically get moved one space each turn in the direction of the holes, eventually falling through them (unless, in the case of a monster, it crawls out of the river or swims upstream). Pushing a boulder (or reading a scroll of earth) onto one of these holes will NOT plug the hole - rather, doing so destroys the boulder, with the message “The curtain of water pulverizes the boulder!” There is no downstair on the level; the holes are the only way down (although the floor is diggable). The upstair from the next level down deposits you randomly on dry land in the upper right section of the screen. The sea on the left has several sea monsters, and the land areas on the right have two crocodiles, a random D, two random items, one random trap (not a hole or trapdoor), =_=_ User:Fyr/YANI/Subterranean Ocean/Yerebatan Sarayi On entering the level for the first time, you will get the message "You hear the steady trickle of water down a drain." The stairs down is in one of the four possible marked locations, chosen at random; the other three spots each contain a large mimic posing as a down staircase. The pillars are all diggable, but if three squares are removed from any one pillar, you get a message that "The pillar seems dangerously weak." Any subsequent square removed from the same pillar will cause a structural collapse, with the same effect as beating a charged drum of earthquake. =_=_ User:Fyr/YANI/Subterranean Ocean/Lost Atlantis Note the two abandoned temples - one flooded, one on dry land - of random different alignments (unless your pantheon is Greek, in which case both temples are automatically Poseidon’s) and the abandoned toolshop and weapon shop. All iron items in the weapons shop are generated thoroughly rusted. There are three historic statues of random player monsters (two marked, the third randomly placed somewhere underwater). Randomly placed in the water are six mermaids and four mermen. =_=_ User:Fyr/YANI/Subterranean Ocean/Sunless Sea On entering the level for the first time, you will get the message "You hear the roar of the sea. That can't be right...." The on the island in the middle of the sea indicates a cache of treasure, composed of a chest, two random wands, two random amulets, two random rings, and three random gems; there are also four random objects located on the beach. There are five giant crabs on the beach. The marked monsters in the sea proper are all sharks; the sea also contains six other sharks and seven other random . The mark indicates a burnt message reading "The lamp washed into the sea while I slept! Woe and damnation!" and a random item. As the engraving suggests, there is a magic lamp located somewhere on the level. If the lamp is underwater, it can be moved to another location (hopefully land) with a zap from a wand of teleportation, or snatched with a bullwhip while levitating. Flying does not work for the bullwhip: vampires need a levitation item. Swimming or magical breathing will also work. A carefully applied or zapped wand of cold can provide ice to dig the lamp out as well. =_=_ User:Fyr/YANI/Subterranean Ocean/Caves of Ice On entering the level for the first time, you will get the message "You have a fleeting vision of Mount Abora." The walls and the solid rock between the caves are all undiggable. The floor of the caves is ice. The upper middle cave (with the fountain) contains two randomly placed fire traps. The coaligned priestess in the lower middle cave has, in addition to her usual starting equipment, a magic harp. (Note: Although there is an aligned priest here, the room is not a temple and there is no altar - therefore, #chatting to her will make her attack you.) =_=_ User:Fyr/YANI/sea monsters =_=_ User:Fyr/YANI/Gladiator Guidebook entry: Gladiators are professional fighters, trained and equipped to combat ferocious beasts and one another as a form of entertainment. If your alignment is non-negative, killing any human that starts out as hostile (i.e., when such killing is not murder), dog, jackal, wolf, lynx, panther, tiger, mumak, or mastodon adds 50+(1d20*XL) zorkmids to your inventory. (These types of animals would be hunted and killed in the arena for the amusement of the spectators.) The status line shows you to be one of the following ranks when you reach the specified experience level. The names are taken from gladiatorial styles, and when using weapons appropriate to their current rank (indicated in parentheses), gladiators receive a +4 to hit bonus and, if Unskilled, hit as if at Basic proficiency. Gladiators start with Basic skill in saber and bare handed combat, and can advance saber to Skilled. They can also reach Basic in pick-axe, unicorn horn, and crossbow; Skilled in knife, javelin, polearms, scimitar, flail, broadsword, two-handed sword, morning star, hammer, lance, and whip, as well as attack and escape spells; and Expert in longsword, short sword, dagger, spear, and trident, as well as two-weapon combat. The gladiator's quest leader is Tutor (a homonculus whose dialogue is humorously modeled after Burgess Meredith's role in the film "Rocky" as fight trainer Micky Goldmill). The quest sees you fighting the Champion of Pompeii for the Imperial Token, an artifact gold ring. When worn, the Token has whatever randomized effect gold rings have in your game. In addition, when carried, it conveys drain resistance and hungerless regeneration. For Gladiators only, #invoking it acts as the “aggravate monster” monster spell (wakes up all monsters on the level and has a one-fifth chance of unparalyzing paralyzed monsters on the level, with the message: "You feel that monsters are aware of your presence."). The quest goal level is the Colosseum, a large circular arena populated with several werecreatures and "prize money" animals (as listed above). The entire arena is always affected by conflict which cannot be turned off. =_=_ User:Fyr/YANI/Sea monsters A mermaid has a special "siren song" attack which she will deploy under the same circumstances that a mind flayer will use its psychic blast attack. When initiated, if you are not deaf then “You hear the wild singing of a mermaid.” If a random number between 2 and the mermaid's level (inclusive) is greater than 1/3 of your Charisma, then: if you are male, “You are irresistibly drawn to [the mermaid]’s side!” (teleports hero to a square next to the mermaid, even on a no-teleport level); if you are not male, you are stunned for 1d10 and confused for 2d10 turns. If you have a tame mermaid who uses the singing attack, it will target a random hostile monster. Likewise if you are polymorphed into a mermaid and use the attack with the #monster command. In these cases, the chance that the monster will resist is based on its magic resistance. If there are no hostile monsters on the level, you get the message "The song seems quite sad." The male version of a mermaid is slightly less dangerous, lacking the singing attack. They have a 2/3 chance of being generated with a trident. Thrown spears, javelins, arrows, and daggers that hit a whale enter its inventory. The monster will never put such weapons down, but they can be stolen by a nymph. Always generated peaceful. When killed in water in such a way that it leaves a corpse, a swordfish will always drop either a longsword or two-handed sword, unless it has been revived or is a polymorphed monster from a polymorph trap, in which case it has only a 1/20 chance of leaving one. The sword will be rustproof and enchanted to a random number between +1 and +3, and will automatically become blessed every time the player wields it. The sword is never recoverable if the monster is killed outside of water. Unlike other randomly generated weapons, there is no chance for the sword to be an artifact. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Forum:RZTiles =_=_ User:Fyr/YANI/Appearance aptness ring of adornment engagement ring give to or receive from a foocubus increase Charisma if not at maximum =_=_ Spacewars Fighter quest =_=_ Item (Slash'EM Extended) Artifact specs: +1 to-hit & double damage, half spell damage & speed when worn; massively increases hunger & damages the wielder. This two-handed sword does a huge amount of damage to big monsters. +2 to-hit. Made of glass, so throwing it will break it. Two-handed, but it outdamages all the other clubs by far. Potential candidate for wishing if the player has the club skill and is not opposed to the idea of wielding a two-handed weapon. Two-handed, high damage, +1 to-hit paddle weapon. Potential wishing candidate for players who can reach high skill levels in paddles and aren't opposed to wielding a two-handed weapon. Hammer-class melee weapon with low damage but good to-hit. It can heal the player if a monster uses it. Made of leather. Hammer-class melee weapon made of mithril. It can damage the player's maximum health if a monster uses it. Damage is a bit higher than heavy hammer. Hammer-class melee weapon made of leather. It can confuse the player if a monster uses it. Good small but bad large damage. Hammer-class melee weapon made of mineral. It can cause amnesia and intelligence loss if a monster uses it. Good large but bad small damage. Does about double the damage of a normal spear and has +2 to-hit to boot, but is made of glass and will shatter when used as a thrown weapon. These bullets deal extra damage if the player uses them to shoot monsters, but if the player is hit by one, it causes antimatter damage to their inventory. Shopkeepers may ban the player from entering the shop if they see it, and continue to block entry even if the player later removes or covers the shirt. Grants the ability to detect all monsters on the level until removed, but wearing this helmet prevents the character from eating food or quaffing potions. Autocurses when worn. Grants the ability to detect all monsters on the level until removed, plus fire/cold/shock resistance, but wearing this helmet prevents the character from eating food or quaffing potions, disables teleport control and disallows all forms of level teleportation. Autocurses when worn. The player will have slippery fingers while wearing this pair of gloves, which among other things prevents them from being taken off. Usually generated cursed, but uncursing them still doesn't allow them to be taken off so the player will be in big trouble. Worth 5 points of AC, made of dragon hide. The player hallucinates while wearing them, and they autocurse when worn. The transvestite and topmodel roles get bonuses for wearing them. Causes cats and dogs to hate you. High-heeled so you can kick the vermin to death. Mediocre AC and medium MC. Autocurses! Worth 4 points of AC, also grants maximum MC but putting them on or taking them off deals damage to the player. While wearing them, the player has damaged legs. Usually generated cursed. Worth 8 points of AC, also grants maximum MC, and the transvestite and topmodel roles get bonuses for wearing them. However, they autocurse when worn and randomly hurt the wearer for some points of damage and possibility of status effects. The player's items will be randomly cursed while it is worn, similar to the curse items monster spell. Autocurses when worn. Putting on any ring that gives one of these messages is a Bad Idea. If they're not already cursed to begin with, they will autocurse when worn. The wearer will come back to life upon death, with the amount of hit points they had before receiving the fatal hit. This potion is always bad to drink, but if it's more than 50 turns old, it will greatly damage the player's strength and cause sickness too. Quaffing it causes the loss of intrinsics and possibly item knowledge too. Can be thrown at monsters to cancel them; dipping items into it will remove enchantment, blessing etc. The player becomes deathly sick and loses a random amount of strength points, while also taking a lot of hit point damage. It may be used for throwing to severely poison a monster, though. The player feels like having their brain smashed out by a slice of lemon wrapped around a large gold brick. This may lower the player's intelligence, confuse them for up to 42 turns, cure lycanthropy and sometimes heal the player's hit points. The player may select a weapon or armor piece that can be enchanted (doesn't have to be worn). Then it does several things. First, if the enchantment was positive, it is set to +0. Then, the item's current enchantment will be increased by 1 if the scroll was blessed, or reduced by 1 if it was uncursed. And finally, a random amount of enchantment points is either added or subtracted from the item with equal probability. For best results, therefore, it should be used on items that are +0. Teleports the user to any random level in the Dungeons of Doom or Gehennom. This scroll does not work at all if the player already completed the invocation. The player may acquire an item, which is like wishing except the player can only specify the item class (weapon, armor, scroll etc.) to get. The player may specify an existing item (e.g. "potion of healing") or an item appearance (e.g. "sparkling potion"), so they can recognize them later. The player must be in a room for this scroll to work, in which case an altar is generated. BUC status determines the altar's alignment. The player may enter the name of an item (e.g. "scroll of create monster") to genocide it. This only prevents further copies of said item from spawning, though; existing ones will still be there. Genocided items cannot be wished for. However, genociding a second type of item will automatically ungenocide the first one, allowing that one to be generated again. This wand increases the player's level, but can be recharged only once. Zapping it while already at XL30 will continue to improve max HP and Pw. The player may place a stinking cloud on the map, which must be on a visible square and not too far away from the player's current location. Completely prevents all monsters from taking any action for a few turns. Other time-based effects, e.g. prayer timeout or the gradual fading of the protection spell still apply though. A very powerful wand that tries to disintegrate monsters and players it hits. Armor and shields can protect the victim, but on a successful disintegration the monster's inventory is disintegrated too. A very dangerous wand that will remove d(1000) points of nutrition from the player, possibly bumping them from "not hungry" into "fainting" status instantly. Monsters will keep zapping this wand while the player is fainted, possibly resulting in starvation. This wand will slowly turn the player into a green slime. No effect if the player is already in slimed condition. If the player targets themselves, this wand works exactly like a wand of polymorph. Monsters getting hit by the zap will gain an egotype instead. The target monster is level-ported to any random level in the Dungeons of Doom or Gehennom. This wand does not work at all if the player already completed the invocation. Zapping this wand gives a random wand effect, chosen from the following: light, secret door detection, create monster, create horde, wishing (only a 0.1% chance if that effect is chosen), enlightenment, detect monsters, detect objects, detect traps, identify, remove curse, punishment. The wand of wonder can also spontaneously explode when zapped. The player can acquire an item every time this wand is zapped, which means they can choose an item type (e.g. scroll, wand, tool...) and get a randomly generated item of that type. It can only be recharged once. Creates a copy of the target monster, unless it can't be cloned (e.g. if it's unique or a shopkeeper). Polymorphed players may zap themselves in order to create pets. This pick-axe can be applied to dig through walls, boulders or the floor, and it does a little more damage than a regular pick-axe. Wearing these lenses will not only improve your chances of finding something when using the search command, it also displays covetous monsters! =_=_ User:Chris/dNetHack/dNethack Roles/Binder/Eve =_=_ Monster (Slash'EM Extended) This page lists many of the monsters that are found in Slash'EM Extended. Some of them are also present in SLASH'EM or other variants. The full list is so long that it would probably blow up the wiki, and will therefore have to be accessed by looking at the source code directly: SLASH'EM Extended monst.c In Slash'EM Extended, there are no Gehennom-only monsters, nor are there monsters that can only be generated outside of Gehennom. Many monsters that couldn't be randomly generated in SLASH'EM (e.g. dwarf thieves) are eligible for random generation in Slash'EM Extended. Note that in recent Slash'EM Extended versions, the player can't polymorph into any monster that has a base level of at least 30. This restriction doesn't apply to monster polymorphs though. Weapon 1d4, tentacle 2d1 (drains intelligence), tentacle 2d1 (drains intelligence), tentacle 2d1 (drains intelligence), tentacle 2d1 (drains intelligence), tentacle 2d1 (drains intelligence) Weapon 1d4, tentacle 2d1 (drains luck), tentacle 2d1 (drains luck), tentacle 2d1 (drains luck), tentacle 2d1 (drains luck), tentacle 2d1 (drains luck) Weapon 2d4, tentacle 3d1 (drains intelligence), tentacle 3d1 (drains intelligence), tentacle 3d1 (drains intelligence), tentacle 3d1 (drains intelligence), tentacle 3d1 (drains intelligence) Weapon 1d4 (pushes the player away), weapon 1d4 (pushes the player away), butt 1d4 (pushes the player away), sting 1d4 (pushes the player away), scratch 1d4 (pushes the player away), lash 1d4 (pushes the player away) Claw 1d12 (sticky), claw 1d6 (corrodes items), claw 1d6 (rots items), claw 1d6 (corrodes items), claw 1d6 (rots items), passive disease Acid Mage, Diver, Spacewars Fighter, Transvestite, Gladiator, Courier, Rocker, Activistor, Healer, Lunatic, Drunk, Firefighter, Zyborg, Cook, Otaku, Doll Mistress, and Intel Scribe quest guardian =_=_ Category:Slash'EM Extended items =_=_ Category:Slash'EM Extended monsters =_=_ Forum:UnNethack 5.1.0: unsuccessfull wish I played as lawful human caveman and found a wand of wishing in a chest in Moria. I asked for "blessed rustproof +2 Mitre of Holiness" and got a message somewhat like "You almost felt an oject in your hands, but it disappears!" Does it mean the mitre already existed in the game? I found one bones level and there was nothing like that. I bought (and identified) a helm of brillance at Black Market, but it definitely can't be mitre? =_=_ User:BellisColdwine Hi there! I've been playing Nethack for about six years; I'm not particularly good at it but managed to eventually ascend every class in vanilla, as well as a knight in Slash'EM. Lately I've been playing a lot of Slash'EM Extended; it really brings back the sense of danger and bewilderment that made vanilla such an exciting experience when I was just starting out. Feel free to chat on my talk page! =_=_ NetHackWiki talk:Technical issues =_=_ User:Fyr/YANI/Religion I've always enjoyed how the Priest gods can be any of the other roles' gods, but I was disappointed that this is only a cosmetic difference - there is no actual difference between Blind Io and Mercury, or Loki and Huhetotl. =_=_ User:Chris/dNetHack/WardLookup =_=_ User:Chris/dNetHack/dNethack Roles/Binder/Fafnir You must have at least 1 gold in your open inventory at all times (including immediately after the binding ritual, so don't drop ALL your gold on his seal!). Note: this means you must be able to dig or teleport out of the vault. The guard will otherwise demand all the money in your open inventory, and you will be forced to drop it (breaking the seal). =_=_ Talk:Acid worm Of which, you can also die from if you do not have poison resistance. You get a "I'm afraid the poison was deadly." message if you die from the spittle. I have never,ever had acid damage in all my many years of playing Slash'EM. Just lucky, am I? (I apologize if this reply/edit is not done appropriately -- still learning.) --User (talk) 14:44, 3 July 2014 (UTC) =_=_ User:Fyr/YANI/Fortunes Most of the true rumors you get from fortune cookies are pretty useless, even to a relatively unspoiled player. Likewise with the "major consultations" of the Oracle, which also seem to draw from a very small pool. One way to make fortune cookies and Oracle consultations more valuable for all players would be to customize them to your game. These will be called fortunes, a sub-class of rumors. Like regular rumors, fortunes can be true or false. Random engravings on the floor (including ones you produce by adding to an engraving with a wand of polymorph) never produce a fortune. From a cookie, minor consultation, or rumor-generating quest artifact, the odds of getting a fortune instead of a regular rumor depend on luck: If the result is "regular rumor", then the truth / falseness is based on the BUC status of the source as usual. =_=_ User talk:Boltonhero You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User:Chris/dNetHack/YANIs/Brainstorming =_=_ User talk:Fyr/YANI/Religion =_=_ User:Chris/dNetHack/Junethack The new races in dNethack are incantifier, clockwork automaton, and drow. The new roles are Noble, Pirate, and Binder. Convict and Vampire are also implemented, but are insufficiently distinct from their incarnations in other variants to count. Note that you can play an incantifier Noble, an incantifier or drow pirate, and any race + Binder. =_=_ User:Chris/dNetHack/Pointers Watch out for team B! Crows are dangerous for the same reason ants are: they come in large numbers and are relatively fast. Vampire life drain is much more dangerous than in vanilla: It ignores MC. Use the Circle of Acheron to keep Vampires out of melee. Be very wary of drows and hedrows in the midgame -- they come in groups, are organized with a frontline that hits hard in melee as spellcasters in the back casts mage spells (hedrow) or clerical spells (drow) at you. Spellcasters beware: you can't aim your Fire/Frost Storm if they hide your surroundings with darkness, putting out your lights. This will put out lightsabers as well, and with the ability to keep casting this virtually infinitely they can be deadly if you don't have another weapon handy. Edderkops are mid-to-late game enemies which are constantly surrounded by a large darkness effect. They have powerful melee and ranged attacks that pierce armor. A character that can take on a group of drow may be in grave danger if they're instead fighting a small group of edderkops. Inspect creatures you don't recognize with the farlook command. There are three random horrors whose abilities and attacks are randomized each game, so inspecting them this way is the only (safe) way to know what they'll do. If you happen to be in a position to wish for a figurine of an Archon (or summon one via a candle of invocation), note that they are called Throne Archons in dNethack. Remember that there is a guaranteed set of crystal plate mail in Vlad's Tower, whose entrance is now located at the top of the Gnomish Mines. Crystal plate mail grants MC2, but can be enchanted to +7 and its enchantment is much more effective than for other armor (improving AC and DR by +1 per point) Sets of dragon scales can now be made into a dragon scale shield by reading confused enchant armor. Combining DSM and a shield of the same dragon color allows you access to said dragon's breath with #monster if the invocation timer for the items are good. Flying boots (which replaced boots of levitation) can be as useful as speed boots, particularly in the endgame where there are enemies that might create pits. Spell-casters have been made significantly more dangerous -- most of their spells can be cast at a distance now. There is also a selection of new spells. Some monsters later on in the game can shred your armor -- bebiliths plus the demon lords Demogorgon and Dagon. This works by progressively disenchanting your armor until it no longer provides any AC; in which the next blow destroys it outright. This new mechanic is also used for Destroy Armor, blasts of disintegration (not the wide-angle disintegration beam of gods), and partially by Destroy Weapon (it disenchants to +0, then destroys it). This ensures that writing a lot of ?oEA and enchanting all of your gear to very high levels doesn't necessarily last forever. Dragon breaths now ignore reflection, and all breaths except for disintegration never miss. Blasts of disintegration has been nerfed as a result to prevent them from being unfair (see above), and blue dragons can no longer blow up rings (they can still blow up wands!) Dragonbreath reflection can only be provided by a silver dragon scale shield or wielding Dragonlance. Combining a DSM with a matching dragon scale shield now allows you to use #monster to perform a dragonbreath based on an invocation timer for both items. Quests start easy and get harder. It is usually safe to explore the first level of an alignment quest branch as soon as you find it. The Neutral quest is harder than the other two, and contrary to the name, your alignment (neutral or not) matters very little. The Chaos quest has a big jump in difficulty at the very end, and the Neutral quest gets 'significantly' harder with the Lost Cities (after the argentum (silver) golems). The Law quest is arguably hardest at the very beginning, but isn't that hard if you have resistances. You'll need cold, sleep, and drain to get past Axus, and you'll want reflection to deal with the mass of soldiers (at least one of which will likely have a wand of death), and the appropriate resistance for Oona. In short, bring your resistances for Oona and the end of the Chaos quest. The neutral quest is safe to explore, but tread carefully once you reach the river. Unlike in vanilla, some form of ranged attack is highly recommended in dNethack. Here is a selection of ranged attack options for each role (does not include darts, javelins, or spears). =_=_ User:Chris/dNetHack/dNethack Roles/Binder/Huginn and Muninn Huginn and Muninn's seal may be drawn anywhere. The binding ritual reduces the binder's Int and Wis by one (though not below 3). =_=_ User:Chris/dNetHack/dNethack Roles/Binder/Iris The spirit's seal must be in a stinking cloud (it is not necessary for the cloud to be present while drawing the seal, nor for the binder to also be in the cloud). The veins on your arms bulge and shine with rainbow iridescence. When you attack in melee, the flesh on your arms opens, and the rainbows form tentacles that lash your foe. As long as at least 5 turns have passed since you last attacked in melee, you need only torso armor or a cloak to hide the veins. If at least one turn has passed, you need a cloak to hide the tentacles. The tentacles can't be hidden in the first turn an attack is made. =_=_ User:Chris/dNetHack/dNethack Roles/Binder/Jack =_=_ File:039-Seal-of-Malphas-q100-1349x1371.jpg =_=_ User:Chris/dNetHack/dNethack Roles/Binder/Malphas =_=_ User:Chris/dNetHack/dNethack Roles/Binder/Marionette =_=_ User:Chris/dNetHack/dNethack Roles/Binder/Mother =_=_ File:Seal of Naberius.jpg =_=_ User:Chris/dNetHack/dNethack Roles/Binder/Naberius Naberius must be addressed by one with at least 14 Int and Wis, while confused or having drunk at least one potion of booze per level. You must have drunk at least one potion of booze per three levels in order to keep Naberius bound. Drinking more than 3 potions of booze per level will not be counted. =_=_ User:Chris/dNetHack/dNethack Roles/Binder/Orthos Othos's seal must be drawn in front of a square with a hole, such that the Binder is facing the hole across the seal when attempting to bind the spirit. =_=_ User:Chris/dNetHack/dNethack Roles/Binder/Ose Ose's seal must be drawn underwater, and can only be addressed by a submerged binder. The water is drained away as part of the ritual. =_=_ User:Chris/dNetHack/dNethack Roles/Binder/Otiax =_=_ File:Seal of Paimon.jpg =_=_ User:Chris/dNetHack/dNethack Roles/Binder/Paimon Paimon requires that her seal be drawn around a spellbook. The summoner must face toward the northwest during the ritual, so that they are standing southeast. Paimon grants MC 3 and hungerless casting ala wizards (50% cost at int 15, 25% cost at 16-19, and no cost for int > 20). You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User talk:Croesus You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Talk:Golem Removed the image - no other monster page has them, and it seems inappropriate for a game that is widely celebrated for its lack of fancy graphics. Fyr (talk) 05:26, 9 July 2014 (UTC) =_=_ User:Chris/dNetHack/dNethack Roles/Binder/Shiro =_=_ User:Chris/dNetHack/dNethack Roles/Binder/Simurgh You are immune to falling through trap doors, pit traps, and holes (currently ineffective to the Earthquake spell due to a bug). =_=_ Arch-lichen The Arch-lichen is a monster added by the Arch-lichen patch. Slash'EM Extended has this patch implemented by default, with a few tweaks. Arch-lichen are extraordinarily hard to kill due to their numerous resistances and good AC. They also have reflection and can split in two if the player somehow manages to bypass their -78 AC with a melee weapon. On the Astral Plane, up to 10 pre-placed arch-lichen will be encountered, and there may also be one in Moloch's Sanctum waiting to ambush unwary players. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Lifesaving =_=_ Scroll of mass murder The scroll of mass murder only exists in NhTNG, Slash'EM Extended, and SlashTHEM. It is a weaker alternative to the scroll of genocide that only affects monsters on the same dungeon level as the player. It can be handy for emergencies to get rid of monster groups that are an immediate threat to the player. The scroll of mass murder is a very rare item; while read-identifying random scrolls is probably a bad idea, this scroll unambiguously identifies itself upon reading, as no other scroll gives the same prompt. If you don't know if the scroll is cursed, you may want to choose a monster that you can easily kill so if it's cursed and you're surrounded by the specified type of monster, you actually have a chance of surviving. On the other hand, in an emergency situation you'll want to choose the monster that's causing you trouble, hoping that the scroll isn't cursed. =_=_ Sparkling potion =_=_ File:Seal of Ose.gif =_=_ User:Chris/dNetHack/dNethack Roles/Binder/Tenebrous =_=_ Scrolls of light =_=_ Wands of light =_=_ User:Chris/dNetHack/dNethack Roles/Binder/Ymir =_=_ User:Chris/dNetHack/dNethack Roles/Binder/Dahlver-Nar =_=_ User:Chris/dNetHack/dNethack Roles/Binder/Acererak =_=_ User:Chris/dNetHack/dNethack Roles/Binder/Numina =_=_ Talk:Courier =_=_ Nobleman =_=_ Noblewoman =_=_ Death eater You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Bleeder Bleeders are designed to be a harder-than-hard role; their main disadvantage is taking double damage. They also randomly lose hit points from bleeding out, and sometimes their maximum hit points and mana are reduced as well. A Bleeder starts with some protection spells and otherwise sub-par equipment, but can advance all spellcasting skills to Expert, as well as all non-blunt weapons. The Bleeder quest can be very dangerous because some monsters' attacks become stronger the more often the player allows them to hit. However, the early game for a Bleeder may become easier thanks to the animated wedge sandal pet. Bleeders will want to move fast and waste no time, as they will periodically take damage, and the average amount of damage taken increases with the turn counter. Ideally one should try to ascend within about 50000 turns; the longer it takes, the more dangerous the random damage will be. Also, using potions of full healing, nurse dancing and similar means of increasing the amount of max hit points will be very helpful. On the other hand, thanks to taking double damage from everything that does damage, a Bleeder will have to be extra careful around monsters, traps and other dangerous things. Thankfully they gain large bonuses to hit points and mana upon leveling up, but their constitution usually starts out low so they should try to increase it by any means possible. It's imperative for a Bleeder to level up quickly since the random bleedout damage roll can occasionally be excessively high; this also tends to happen more often later in the game. The Bleeder's starting equipment isn't exactly good; finding a good sword, a stack of daggers, or basically anything better than a knife will be important. Both protection and resist poison are good early-game spells that may be used often to increase the chances of survival; botox resist will probably be too high-level for quite some time but helps when fighting Jubilex or Demogorgon. Of note is the Bleeder's ability to use potions of (vampire) blood: they are healed back to full HP by quaffing them. If it is vampire blood, the player's max HP increases by 1 as well. And also, a vampiric Bleeder (racial or polymorphed) will heal some hit points by draining the blood out of living or dead enemies. The Bleeder quest can be very dangerous, and once again it's a good idea to hurry up due to the proliferation of animated sexy leather pumps that will permanently increase the average bleedout damage taken by the player whenever their melee attack hits. The same is valid for the Bloody Beauties quest nemesis. If the player beats them (preferably in a quick way), they can use a hammer-class quest artifact that will drain life levels from enemies. Because the player will probably have a high average bleedout damage by that time, no time should be wasted after beating the quest; rather, the player should try to ascend as quickly as possible. The Bleeder is based on family trees of ancient nobility, where some bloodlines had lots of siblings with hemophilia. The general design of this class was conceived by Amy during a brainstorming session when she tried to intentionally make a harder-than-hard role that virtually no one would be able to ascend. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Talk:EbonHack Hey, so my save file on the NAO server has repeatedly corrupted while using ebonhack. Other players say that save corruption is an extremely uncommon occurrence, which makes me think that ebonhack is causing it somehow. I have vt_tiledata enabled and am using the default tileset. Perhaps something has changed on the server since the latest release of ebonhack to make it less stable? --98.232.21.23 00:18, 19 July 2014 (UTC) =_=_ DNethack You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Forum:HP keeps dropping Level 17 Wizard in Gehennom. For some reason my HPs continue to drop. I am not poisoned and a unicorn horn has no effect. Level remains constant. Any ideas to the cause and or cure sure would be appreciated. An Elven Wizard named Hmm.70.193.68.5 19:07, 22 July 2014 (UTC) For clarification, it is max HP that continues to drop. Was in upper 90s and now in 60s. This is Vulture-Nethack on top of vanilla version 3.4.3-14. The character is currently stressed. My best recollection is that max hp drops during a fight and does not return. I did have a nasty and prolonged battle with an Arch-lich. Hmm...```` I think you nailed it, Bellis. Continually stepped into fire traps without protection. Thanks for the info and the advice. Hmmm 70.193.68.5 19:30, 23 July 2014 (UTC) =_=_ User talk:Bug sniper You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Elph =_=_ Diver =_=_ Gladiator =_=_ Korsair =_=_ Acid Mage The Acid Mage is a role specific to Slash'EM Extended. They are a spellcaster class, and can be any race or alignment. An Acid Mage starts the game with equipment and abilities related to acid magic, including acid resistance. Their starting pet is an acid hound pup. The Acid Mage is a battlemage similar to the flame/ice/electric mage, with the main difference being that they specialize in acid magic. Their starting pet is also acid resistant, making it much safer to use acid spells/wands. Upon leveling up enough, the acid hound pup will grow into an adult acid hound which is very strong and capable of taking down lots of enemies. Compared to the other elemental mages, acid mages are at an advantage intrinsic-wise since acid resistance is otherwise very hard to obtain, however their starting wand cannot burn permanent Elbereths. The Acid Mage quest mainly spawns drow matrons and titans, and there are lots of pre-placed spellcasters as well making it one of the harder quests in the game. Beating the Lightningrod quest nemesis quickly is recommended since the quest goal level has obnoxious arch-titans hiding behind non-diggable walls, and they can freely summon monsters and cast other spells while the player is running around. However, the Lightningrod also moves very slowly and starts out surrounded by sessile monsters that are hard to take out. =_=_ Activistor Activistors start the game with bad equipment and don't get anything useful technique-wise. They start with the charm monster spell though and can eat both metal and rock. The Activistor also starts out slow (speed 10 instead of the standard 12), and if they kill any topmodel (hostile or not), they lose a lot of luck, nuke their alignment record, anger their god and receive a smiting. Last but not least, activistors start with up to 5 random intrinsics but unlike any other role they can be lost after some time. Activistors need to find a better weapon than their starting fly swatter if they want to stand a chance. One of the best choices might actually be finding a way to receive punishment and swing the heavy iron ball as it uses the flail skill. Eating the iron chain is also possible so the iron ball can be used without dragging it along, but beware the ball's weight. The Activistor should also try to use the charm monster spell often to acquire pets capable of fighting; the starting activistor pet is likely to eat valuable items made of metal or rock so it should probably be ditched quickly. The Activistor has a 1 in 10000 chance of being hit with an intrinsic stealing effect each turn; the message is "You hear maniacal laughter!", and an intrinsic may be lost, similar to being attacked by a gremlin. If the player is not wearing a ruffled shirt or victorian underwear, the chance of this effect is increased by a factor 10, so taking them off is not recommended unless the player deliberately wants to get rid of a harmful intrinsic. If the Activistor encounters any topmodel player monsters, they may not kill them directly; if they do, they receive a -5 luck penalty, lose 50 alignment records and 10 max alignment points, increase their god's anger by 3, and then receive a smiting. This becomes particularly important on the Quest, where hostile topmodels are abundant. On the plus side, the Activistor's charm monster spell is boosted to 100% effectiveness if it's used on a topmodel (everything else has a 75% chance of resisting before magic cancellation), so the player should use the spell to prevent accidental killings on the quest. The Activist Stick quest artifact is a fly swatter that grants warning of unique monsters when wielded; those are all monsters marked as G_UNIQ, which includes Aphrodite, The Largest Giant, the Oracle, Rodney, Demogorgon and several other dangerous enemies. All of these will always show up on the map if the player wields the stick and the unique in question is on the same dungeon level. =_=_ Bare-handed combat =_=_ Unarmed You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User talk:Fyr/YANI/Pirate First Pirate/Korsair ascension!!! https://www.reddit.com/r/nethack/comments/5mxalb/yaap_neutral_female_hemophage_korsair/ - in Slash'EM Extended they're a bit different than the original suggestion, but it turned out that the role is plenty strong enough to beat the game, and it was a lot of fun to play, too! :) --Bluescreenofdeath (talk) 12:06, 9 January 2017 (UTC) You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Forum:NetHack LIVE videos =_=_ Waterdemon =_=_ Talk:Status lines =_=_ Electric mage =_=_ Acid mage =_=_ Forum:AceHack Source Code Repository Site Closing I am new to the world of Nethack and I was looking around the site when I followed a trail that lead me to the site that hosts the development and source code of AceHack (Patch-tag.com) and the owner of Patch-tag is closing the site on August 5th. I might seem silly worrying about this, but I am concerned that the code for the game there will be lost. Also, the owner of Patch-tag is looking for someone to run the site if they so choose. it is a Darcs hosting site. Just figured I would put that out there in case anyone was interested. I know nothing about that area so I can't very well volunteer myself. If I am being a silly alarmist, please let me know. If there is something that can be done or should be done about it, then I would be happy to do what I can, if anyone cares. Oh! Then I spent 8 hours downloading source files for nothing X.X. I really should have checked back on this sooner. 131.247.224.175 05:04, 6 October 2014 (UTC) You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User talk:Paladin852 You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User talk:AldaCokergropd You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User:Bluescreenofdeath/Known Bugs This page lists known bugs of Slash'EM Extended that aren't fixed yet. Any information that may help fixing them is appreciated; this is especially true for serious bugs that crash the game or (even worse) break savegame files. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Forum:Pet djinni my c is a lawful human priest,safe to pray on a full moon. I have blessed SDSM (water demon wish) an +4 blessed mace, and a housecat (1st pet grown). I freed a djinni, and now have a pet djinni. The info on djinn is sparse, and pet djinn is nonexistent. I'm not complaining, but can I arm him, can I free him more, how can I maximize him before he turns on me? =_=_ Forum:Boomerang as ranged weapon? I think 1d9 damage of boomerangs is nice. Instead they can't be multishot, and using them in melee can break them. In NetHack, to survive, doing 1 on 1 fight on hallway is main strategy, but their tricky track make them use difficult. They can be effective only on fields and corners, not a hallway. And they are quite rare, so training and fighting serveral monsters by few boomerangs are hard! =_=_ Template:Random ttymap/ttymap9 =_=_ Template:Random ttymap/ttymap10 =_=_ Template:Random ttymap/ttymap11 =_=_ Template:Random ttymap/ttymap12 =_=_ Template:Random ttymap/ttymap13 =_=_ Template:Random ttymap/ttymap14 =_=_ HUP =_=_ User:Fyr/YANI/light stick A light stick is a light tool. Similar to candles, a single light stick has a light radius of 2, which increases by one for every additional power of 3 (as opposed to 7 for candles). Therefore, a stack of 3 light sticks will illuminate a 3 square radius, 9 a 4 square radius, 27 a 5 square radius and so forth. When you first #apply a light stick, it will burn for 300 turns. It cannot be extinguished: although it stops emitting light when placed inside a container, the 300-turn countdown continues. When expired, the light stick may be recharged with a scroll of charging or the PYEC. =_=_ Binder (role in Slash'em Extended) The Binder is a role added in dNetHack, but it is also a playable role in Slash'EM Extended where they don't actually bind spirits. This article is about the Slash'EM Extended implementation of the Binder role. Binders have a hard early game due to their negative starting alignment record and luck, which makes early prayers very likely to fail, and they also start with sub-par equipment. Once they gain some levels they may receive spellbooks though (33% chance of getting a random spellbook on leveling up) and start casting a lot. The Binder also gets intrinsics and techniques for advancing skills. Binders can train all of the following skills up to Expert skill level. If they reach "skilled" level, they get the intrinsic associated with that skill, and advancing a skill to "expert" grants the associated technique. Binders should make sure they train the right skills to get the intrinsics and techniques they want; in particular, reaching expert level in a skill as early as possible makes sure the associated technique can reach a high techlevel, but this may be hard to do. Controlled level drain may be useful here; however, there are only so many skill slots, so you might not be able to enhance all the skills you want. The Binder also needs to rely on getting lucky with random spellbooks; getting an offensive spell (force bolt, magic missile et. al.) will make the early game a lot easier. Beware, sometimes the level-up spellbooks are generated cursed! The Binder will also have to make sure not to get in trouble early on, due to their starting max alignment of -6 and negative luck, making it impossible to safely pray. Kill lots of hostile monsters to make sure your alignment record eventually reaches positive values. The Binder quest spawns lots of liches and skeletons, and the nemesis Acererak is a more powerful lich that can cast lots of spells making your life hard. If you can defeat him, you will get the Pen of the Void, a quest artifact athame that does extra damage. The Binder is based on a Dungeons & Dragons character with the same name, and the original NetHack implementation was done by User:Chris. =_=_ Binder (dNetHack role) The Binder is a role specific to dNetHack. Binders are spellcasters who conduct rituals and observe special conducts in return for power. They face a difficult early game, but can eventually achieve great power. The abilities of dNetHack Binders are almost completely dependent on what spirits they have bound. Binders always follow the gnostic alignment: no creatures are naturally friendly towards them. They can be of any race. Their quest artifact is The Pen of the Void. Binders are poor fighters initially, starting with poor quality weapons and low ability stats. The spirits they bind give them great flexibility in the mid- to late game. Binders are almost completely dependent on the spirits they bind. Binding is done by engraving the spirit's seal in a square, stepping to one side, and #chatting to the seal. In order for the binding to be successful, most spirits' seals must be drawn in a specific location, or when a specific type of item is lying on the square. For information about the spirits possible to bind, see Spirits (dNetHack). Binders have a certain number of spirit slots for them per level, while non-Binders can bind a maximum of one Spirit of the Near Void at a time. Binders learn a certain number of seals of spirits of the Near Void as they level up, eventually learning all 31. A Binder of 2nd level or higher without any spirits bound can temporarily bind any spirit whose seal they know for 5 turns. This power may be used once every 125 turns. Spirits bound with Gnosis Premonition are not unbound if their taboo is broken. Most spirits unrestrict one or more skills. While that spirit is bound, the Binder receives a +1 skill rank bonus in the noted skill, and can advance the skill to Skilled (for a cumulative maximum score of Expert). Skills are permanently unrestricted, but if the Binder advances beyond Basic, they lose access to those additional skill ranks while not bound to the spirit. Skills will be restored to the previous skill level when and if the spirit is rebound. When the spirit is unbound, the skill slots are freed up to allow enhancing other skills, but spirit-specific skill levels will be restored if you rebind the spirit. The special spirit Numina allows access to all skills up to Skilled, but does not grant bonuses in any skill. Binders have very bad starting stats. While most classes have 75 stat points distributed among the six ability scores, Binders have only 55. They start restricted in all skills, giving them & minus;2 to-hit and & minus;4 to damage, on top of their already substandard ability scores. They start with a base 11 HP, with a racial bonus: +2 for humans, +4 for dwarves, and +1 for gnomes. You gain 1d10 each level below level 15, and 2 HP thereafter. They start with a base power of 5, with a racial bonus: +2 for gnomes and +1 for humans. You gain 1 energy each time you gain a level. Binders use the Book of the Dead and Candelabrum of Invocation, but don't have the Bell of Opening. Instead, they must have Otiax bound (not into the Pen) and invoke the double-bladed Pen. This duplicates the effect of ringing the bell, and the Binder can then light the Candelabrum and read the Book in the normal way. Binders cannot get the Silver Key; instead they get the Hand-Mirror of Cthylla, which cannot perform the invocation as the Key can. For this reason, a Binder must complete the quest to ascend. All Binders worship the Void, a distant deity not recognized by any of the world's religions. For this, they are hunted by the servants of law, chaos, and neutrality alike, and are listed as belonging to the 'gnostic' alignment. Altars belonging to these gods may be converted as normal, resulting in altars to the Void. Binders cannot convert to another alignment (including using these altars), nor can other classes convert to the Void using a binder-converted altar in a bones file. Hostile quest guardians and player monsters belonging to the roles corresponding to the chosen gods will appear in the Binder quest. The Void cannot become angry at all. This makes prayer much safer, since a prayer too early will not anger the Void (but it still fails and won't grant protection). You can still make unholy water, it just will not anger the Void as a side effect. The Binder quest sees you fighting Acererak. Unlike other roles, the quest reward may be given before you actually complete the quest through sacrificing, but otherwise Acererak will generate with the Pen of the Void. A Binder cannot be permanently barred from the quest. Bad alignment will just send them away, but the number of failed attempts has no effect. This is to make the game always winnable, since the Silver Key doesn't appear for Binders. In the early game you want spirits with offensive powers that do not require attack rolls, as the early game Binder is pretty weak and has difficulty hitting targets. Your limited resources will also make some binding conditions difficult to meet. Of course, there is no guarantee that you will start the game knowing any of these, but the odds of knowing or quickly learning at least one are pretty good. Also a object to engrave with is needed so you want to find one fast. Amon The Gnomish Mines, or any level you've fully explored, are good places for binding. It's possible to die from failing to bind Amon at level 1. Amon's taboo is prayer, which some races like clockworks may rely on. Remember that you can still hurt yourself with reflected fire breath. Darkvision is helpful for the mines. Buer Very easy, just draw the seal anywhere No offensive powers, but increases survivability immensely. Martial arts means that you don't have to start searching for a better weapon just yet. Quite possibly the best early-game spirit possible. Echidna Can be bound on the first mine level. Her offensive power requires a to-hit roll; her reflexive attack is low-damage but early-game enemies don't have a lot of HP. Synergizes well with Buer or Eurynome for increased unarmed damage. Eden You need a fountain to bind Eden, which may only come at the Oracle or Minetown. Remember you can #untrap water/rust traps that you may find in the mines. Eden's offensive power is strong, but works best on slow targets. Overall, perhaps better as a second spirit than as a first spirit. Enki A large room isn't that hard to find. Enki's Geyser is acceptable damage, and he gives you multiple early-game weapon options. His teleportation can be used to escape in a pinch, but is not quite as useful in the Mines. Eurynome Shallow water can be used to bind Eurynome, or the ground floor of the Windowless Tower. If you're careful with the taboo, Eurynome's unarmed damage can be quite nice. In a pinch, her Shape the Wind can help you. Huginn and Muninn Just draw the seal anywhere. Their melee power doesn't require an attack roll, but blinds the target - unfortunately rendering them immune to wards. Mother You need a way to blind yourself, which is RNG-dependent. Her gaze attack is powerful, and paralyzes close targets. Magic resistance makes the lower mines substantially safer. Shiro You need 8 rocks to bind him, which is (only) 3 more than you start with. He grants invisibility and stealth, which are useful for avoiding foes, and his stone choir ability augments the offensive power of early game characters fairly well. He can also be used to cheat at Sokoban by filling the holes. Tenebrous Any corridor can be used to bind Tenebrous. Tenebrous's mark is difficult to hide, as it requires you to stand in darkness. Moreover, his early-game weapon skills and actives aren't always incredibly effective. At this point in the game, you will find that the damage output of your offensive spirit powers starts to lag behind enemy HP totals. Spirits' secondary powers, as well as the skills they grant, become correspondingly more important. By this point, you can probably bind any spirit you want. Eden Since this spirit grants reflection, it may be necessary to keep it bound until you can find an alternate source of reflection. Branchporting can be quite helpful to travel around. Tenebrous This spirit grants drain resistance. His Echos of the Last Word power is also useful for countering liches and vampires. Helpful for the quest, so that Acererak can't drain you to death. Binders don't strictly use either their wisdom or intelligence for spellcasting; it depends on what spirits they have bound. Wisdom spirits are Amon, Buer, Mother, and Simurgh, and intelligence spirits are Andrealphus, Naberius, Ose, and Paimon. If the Binder has more wisdom than intelligence spirits they'll use wisdom, and vice versa. If they've got equal, then they'll use the max of the two scores. If they have none bound, they will use the minimum of the two scores. With Numina bound, they will use the max with either equal numbers of int and wis spirits or one less for either (2 and 3, or 3 and 4, but not 2 and 4). The Binder is based on the class of the same name from the DnD 3.5 Tome of Magic. Tome of Magic Binders were, in turn, based on medieval magical traditions such as that found in the Lesser Key of Solomon. =_=_ Template:DNethackMonsters =_=_ Anuban jackal =_=_ Gnoll (dNetHack) The gnoll is a type of monster included in dNetHack, with quite a few differences from the gnolls of SLASH'EM. They have relatively damaging attacks and are generated with weapons. This basic gnoll warrior is strong by most standards, but will probably not be a huge threat to a character capable of reaching and surviving in the depths of Gehennom. This undead gnoll trades HP and melee damage for a paralyzing bite attack. However, the bite attack is blocked by MC. Players killed by one revive as ghouls. Anubites are stronger and faster than regular gnolls, but are still not a huge threat. As lycanthropes, they can summon werejackals. They do not summon regular jackals, but the summoned werejackals certainly can. =_=_ Category:DNetHack monsters This category contains articles about monsters found in dNetHack, both those that are unique to it and those that are found in other variants, but have been heavily modified in dNetHack. =_=_ Shoggoth (dNetHack) =_=_ You suddenly feel weaker! =_=_ You feel momentarily weakened. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Auton Autons are a type of monster added in dNetHack. They belong to the monster class, along with eyes and spheres, but have a hierarchical society that sets them apart from those solitary creatures. Autons exist in five ranks & mdash;monoton, duton, triton, quaton, and quinon & mdash;with monoton being the lowest and quinon the highest. An auton's difficulty and attack strength increase with its rank. Monotons have only a paralyzing gaze attack, similar to a floating eye, but dutons and tritons have melee attacks, quatons can cast spells, and quinons have a sleep-inducing breath attack. Autons are generated in groups of varying sizes, with those of a higher rank often appearing with an escort of lower-ranking autons. Autons try to preserve the numbers of their higher ranks, and whenever a higher ranking auton is destroyed, an auton of a lower rank on the same level may be "promoted" to take its place, transforming immediately into an auton of the same rank. Autons are randomly generated, but they appear in large numbers in the first part of the Lawful Quest branch. Their ruler, the entity Axus, resides in the Library of Law, and generates new monotons to replace any autons destroyed on that level. Killing Axus angers all autons on the level, and makes all autons generated afterward hostile. Tritons can deal a surprising amount of damage in melee, and their kick can make you unable to fight back. They are usually generated in small groups, accompanied by dutons and monotons. Like quatons, quinons are usually found singly, accompanied by groups of autons of lower ranks. They can be very dangerous, as they can stun you and put you to sleep, preventing you from fighting back. And the passive paralysis attack can be even more deadly than sleep, since only free action can prevent it. Axus, lord of the autons and guardian of the First Key of Law, dwells on the fourth level of the Law Quest, at the center of the Library of Law. It is likely to be generated peaceful for lawful-aligned players. Attacking Axus will anger all autons on the level, as well as all autons generated in the future. Axus is immobile and has no melee attacks; however, it has ranged attacks that can harm adventurers from a distance, making it difficult for cross-aligned players (for whom it will be hostile) even to approach it. Though it counter-attacks anyone who engages it in melee combat, it can easily be killed with ranged attacks, and is not immune to death rays, though it does resist stoning and disintegration. Axus cannot be killed permanently; it will always leave a corpse when slain, and will rise from the dead after only a few turns, like a Rider. Eating the corpse will kill you instantly. In addition, any time an auton is killed or promoted on his level, a new monoton will be created near Axus, meaning that while Axus lives the total number of autons on the level can't be decreased. Since new autons spawn at a rapid rate in the Library of Law, slow players can be overwhelmed by sheer weight of numbers. The encyclopedia entries for the autons indicate that they are modeled on a Dungeons & Dragons creature called the modron. Modrons are creatures that resemble geometric shapes with humanoid limbs, and inhabit Mechanus, one of the "outer planes" of the D & D universe. As the name of their home plane suggests, they are mechanistic beings, unquestioningly serving the cause of law. Like the autons, modron society is divided into a functional hierarchy. When one of the ruling modrons is destroyed, a series of promotions occurs to maintain the same number of members in each class, and a new modron is generated to maintain the total population number. This is the origin of the auton promotion system, although the immediate creation of a new monoton to maintain the total population is only seen in the Library of Law, in the presence of Axus. As ruler of the autons, Axus corresponds to Primus, the supreme ruler of the modrons. =_=_ Talk:Quadruped =_=_ Son of Typhon When slain, a son of Typhon leaves behind a leo nemaeus hide. The hide is a cloak that confers the half physical damage extrinsic. In Greek mythology, the Nemean lion (one of the offspring of Typhon and Echidna) was the first of the monsters slain by Hercules during his twelve labors. Its hide could not be cut by weapons, so he strangled it to death. He was then able to skin the lion with its own claws, and from that point on he used the impenetrable hide as armor. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User:Albannach/Price ID You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Invoke deity Invoke deity is a technique in Slash'EM Extended that was introduced in version v65. Every character can use it right from the start of the game. Technically, it is granted by the player character's race, but every race is set to have it. The Imperial race cannot use this technique at all, and it doesn't work in the Gehennom either since the player's god isn't available. None of the possible harmful effects will anger the player's god though. =_=_ User talk:Bluescreenofdeath/Known Bugs The inventory system is a tad odd. I get mutiple items that are marked #. This impacts game play because it makes selecting the item you want to use difficult i.e. if your weapon and wand are both marked # and you want to wield you sword you may end up wielding your wand instead. I manage to summon Jubilex twice in the same game so there are two peaceful Jubliex on the same level in my current game. That being said I am having a great time playing this variant. Thank You for writing it 16:20, 16 September 2014 (UTC)ndwolfwood Ndwolfwood 16:21, 16 September 2014 (UTC) =_=_ Bugs in NetHack 3.4.3 A bug is a problem in NetHack's source code. There are two lists of bugs for vanilla 3.4.3 provided by the DevTeam: one for nonspoiler bugs and one for spoiler bugs. Report bugs in vanilla NetHack directly to the DevTeam, either by emailing them, or using their contact form. Please also add them to the section below and consider adding your bug report to the list of bug reports, since the DevTeam's bug descriptions often are too vague to be helpful. A pet who normally would dig could pass through walls and solid rock on the Rogue level without leaving a tunnel in its wake. See commit . There's more than we knew: the message when a trap is removed may refer to an intact door reappearing. See commit The abuse in question is that they provide nutrition, if you are a gelatinous cube. Seriously. See commit . There is a bug in description of the bug - it applies to tame prisoners (MS_DJINNI is mostly OK, but tame one - "Sorry, I'm all out of wishes." is weird). See commits and for debugging, commit for a workaround for Windows, commits and for a more complete fix. Moster teleported together with engulfed player: "%s suddenly disappears!". Monster teleported away, without player inside (happens in endgame) - no message. See commits and . The bug as reported is too narrow to encompass the Norn/firetrap case, but I think the fix is broad enough to handle it anyway. The turning to stone thing may be unrelated; this bug may actually be about object destruction, see commits and especially . Also see commits , , and . C343-204 NM343-1 The hero can teleport on a non-teleport level: Get engulfed by a tame engulfer using conflict, end conflict, apply a magic whistle. NM343-3 It is impossible to paste (e. g. "ElberethElbereth") into the windows tiles build. This works on OS X, however. NM343-4 The game sometimes behaves as if a series of spurious non-attacking movement commands were typed after #looting a container. C343-391 ? NM343-7 Polymorphing a cloaked pet mimic (by whistling it onto a polytrap) does not unhide it, even if it turns into a non-mimic. NM343-8 You can reliably trigger clairvoyance (donation, cornuthaum, Amulet) by far-looking or wall-walking on turns divisible by 15 until your surroundings are mapped. UNL343-080 and UNL343-081 Jabberwocks can wield things and hit monsters with them, but monsters will not get petrified, take silver damage, etc. (Report) NM343-14 Turns do not alternate correctly if the player has 24 movement energy exactly, and a monster has at least 24 movement energy. (Report) NM343-16 Lifesaving during slow engraving causes the engraving to appear on the ground before it should be completed, but (even if an Elbereth) not be effective at scaring monsters until it would have been completed. (rgrn post) Teleportitis while engraving has a similar effect: at the new location, you still work on the engraving on the old spot. NM343-21 Moving with the or ... commands into a warning symbol attacks (and stones you if applicable) if and only if it does not cover up an known from previous searching or movement. (see also: m, todo: document at cockatrice, warning, stethoscope.) Things are even more complicated if you are blind, or if there are invisible monsters you can't see. Testing a blind player with a peaceful shopkeeper: If you apply a stethoscope and it says Akalapi is there, and then "you move into it", without "Pardon me, Alikapi.", and he doesn't get angry. UNL343-035 Wielding or alternate-wielding or quivering a potion of blindness will make you resist blindness from yellow lights and archons. (report) NM343-25 Picking up gold doesn't honor the setting of pickup_burden if the game is compiled without GOLD_OBJ (no prompt when the encumbrance level is exceeded). NM343-26 Demon gating produces somewhat more incubi than succubi, especially on lower dungeon levels. Cause: Makemon.c#line1352. (User:Ilmari Karonen computed exact number some time ago.) NM343-29 Jumping into portals with an item immediately before the portal prints messages out of order, and also autopickups the item (despite jumping over items not normally picking them up). (report) NM343-30 The travel command gets interrupted by engravings, even by dust engravings while blind. In every other respect, the game behaves as if you cannot feel the dust engraving while blind. (first observed by JoveHack) UNL343-051 UnNetHackPlus (note preceding refactoring Statues/figurines of golems hit with stone-to-flesh spell are supposed to turn into flesh golems, not meatballs. NM343-32 A player vampire lord who is wearing water walking boots and polymorphs into a non-flying form, will wet his stuff despite wearing water walking boots. A potion of levitation prevents this. (original report, source pointer, see also C343-193) NM343-34 UnNetHackPlus Missing foo_on/foo_off calls for objects with strange delay values (this bug was not detectable by players, but after adding special effects for wearing affected armor [for example: fedora] code was not working properly) C343-217 some testing: I threw 13 daggers at a fog cloud from inside; on the 13th dagger, "You destroy the fog cloud! You see here 12 blessed +0 daggers." but after that there were 13 daggers (as confirmed by the : command, too). So at least the message is wrong, even if the dagger isn't really lost. NM343-40 Corpse stacking ignores age. Easy to test with sacrificing - produce lizard corpse, drop on altar, wait till it is too old for sacrificing, produce new lizard corpse, drop it on altar. Corpses will stack and both will be too old for sacrifice. Now produce next lizard corpse and sacrifice it to confirm that "Nothing happens" is caused by old age of offered corpse. NM343-41 Pick up unpaid oil potion in shop, lit it, pay Fuel Tax, drop and sell it for more than you lost on Fuel Tax NM343-45 When a tileset other than the official tileset is used (which can be accomplished even in apparently secure setups), it's possible to distinguish between items with the same unidentified appearance (such as gems, bags, or musical instruments), or to tell the real Amulet of Yendor apart from imitations). (Report) NM343-47 Teleporting onto a sink while equipping levitation boots (e.g. due to a quantum mechanic attack) crashes the game. (Report) NM343-48Patch (Although this is the dnethack github repository, this is a general patch) If you dig downwards on a grave, you may dig up a corpse or a zombie, and may be punished with an alignment penalty. If you zap a wand of digging downwards on a hard-floored level, the same thing happens. But if you BREAK the wand of digging instead, it just creates pits. NM343-49 Reading a non-blessed scroll of amnesia is meant to forget at least one spell, and possibly all; instead it forgets exactly one spell.(Report) UNL343-002 Unlisted Exploding bag of holding can leave stale pointers in its wake. Fixed but apparently never listed, see commits and and and UNL343-005 Unlisted Confirmation for entering Gehennom can appear out of sequence if the hero has levelported down before using the Valley stairs See commit . UNL343-006 Unlisted Pets with keys get the wrong flag set and so do not use them, and related bugs. Fixed but apparently never listed, see commits and UNL343-008 Unlisted Player can informally determine the (type) identity of certain items without using resources or even turns. Fixed but apparently never listed, see commits , , , and . UNL343-010 Unlisted Certain objects can be destroyed more than once in lava, causing a panic Fixed but apparently never listed, see commit UNL343-011 Unlisted Messages about not being able to reach as an unskilled rider may be poorly worded in some cases. Fixed but apparently never listed, see commit UNL343-012 Unlisted Poorly worded message can occur as a result of human sacrifice when you cannot see invisible. Fixed but apparently never listed, see commit UNL343-013 Unlisted Uncreated statues of stoning-resistant monsters can count against extinction limits. Fixed but apparently never listed, see commit UNL343-014 Unlisted Level arrival messages can appear out of sequence. Can happen if player arrives via stairs while flying. This bug cannot be triggered in 3.4.3. See commit . UNL343-018 Unlisted Unidentified wands may give confusing messages about an object is on an open door. Rather arguable. See commit . UNL343-020 Unlisted Eating or polymorphing gold does not anger a vault guard; throwing the gold to him does. See commit for the eating part; see commit for throwing. UNL343-023 Unlisted Attribute gain or loss may be reported when it does not occur, due to equipment. See commit UNL343-027 Unlisted In the tty and Amiga ports, long query prompts could cause panics. Reported by NAO. See commits and commit . UNL343-028 Unlisted Shop queries can cause panics. See commits and , not sure if may also be related. UNL343-029 Unlisted Containers behave oddly in shops; contents are not always fully accounted for. See commits , , , , , , . UNL343-030 Unlisted Objects generated via use of unpaid items are not always owned by the shop when they should be. See commit . UNL343-032 Unlisted Deaths to cockatrices are sometimes reported incorrectly on tombstones and in bones. See commits and . UNL343-036 Unlisted Information can be leaked (in a minor way) when the game mentions an object you have not seen. See commit . UNL343-037 Unlisted Dipping worn items can cause results it should not. Cursed worn armor becomes not worn when polymorphed, see commit . Related to C343-229. UNL343-038 Unlisted Intended feedback was not given when sacrificing the Amulet on an ordinary altar. See commit . UNL343-040 Unlisted Activating a statue trap did not always result in an awake, hostile monster; also, statue traps count twice toward extinction. See commits and . UNL343-041 Unlisted Monsters did not use ranged attacks in some situations where they should. Shooting past boulders, like the player can do. See commits and . UNL343-044 Unlisted Engraving with an unseen empty wand can cause freed memory to be accessed. See commit . UNL343-048 Unlisted Artifacts whose base item is not type-identified are listed incorrectly in some cases. See commits and . UNL343-049 Unlisted Hero is not always subject to silver or bane damage when it would be appropriate. See commits , , and . UNL343-051 Unlisted Golem statues and figurines do not always revive as they should and in certain cases can cause a panic. See commit . UNL343-052 Unlisted Monsters that can be generated with a boulder are too common in Sokoban. #H165, see . UNL343-055 Unlisted Corpses rotting on ice use an incorrect formula. #H174, no actual effect in 3.4.3, because ROT_ICE_ADJUSTMENT is 2. See commit . UNL343-059 Unlisted Intelligent monsters are not smart enough to cure stoning or sliming when they could, and one method that should work for the player is not reliable. See commit for stoning. For sliming see commits k, , , , . UNL343-060 Unlisted Monsters sometimes don't hide when they should. When the hero is away for a while. See commit . UNL343-065 Unlisted The names of monster body parts are given incorrectly when the player is hallucinating. Bug report: when hero is hallucinating, mbodypart() references still describe the limbs/appendages/etc. of a monster's true form rather than of the type of monster which gets described to the player. UNL343-067 Unlisted Engulfing energy-drain attacks were not implemented, even though energy vortices are listed as having one. See commit . UNL343-073 Unlisted Thrown daggers are unbalanced compared to other ranged weapon options. See commit for a start; needs balance testing to see if more is needed. UNL343-074 Unlisted The same fall into a poisoned spiked pit trap could kill the player twice. #H2225, see commit . UNL343-076 Unlisted Magic cancellation was unbalanced, and the protection intrinsic was nearly meaningless. See commits , , , UNL343-077 Unlisted On some terminals, there is either no way for the user to send Meta-key combinations to NetHack, or else in doing so they can get confused with Esc-key sequences. See commits and . UNL343-078 Unlisted Shopkeepers do not assume ownership of pet-dropped items in certain cases when they should. See commit . UNL343-082 Unlisted Drawbridge code that meant to check whether the hero was asleep actually checked for restful sleep. See commit . UNL343-087 Unlisted The maximum number of fruit names could be reached too easily. See commits and . =_=_ Ascension kit (dNethack) The ascension kit is the nickname given to a set of items that are virtually required for a successful ascension. The dNethack ascension kit is similar to the vanilla ascension kit, but has some differences, due to new or increased threats to the player, the addition of new items, and changes to existing items. This article discusses the additional options and concerns presented by dNethack, and how they modify the standard ascension kit selection. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. Hi I've never played a role that depends on summoned creatures before. I just started my 5th or 6th acid mage game. In one of the previous games I learned the hard way that my acid spheres will attack shopkeepers and anger them. This game I came by a store and closed the door so my spheres could not enter. After I left one sphere entered the store and attacked the storekeeper. As I was already outside the store I summoned several more and killed the storekeeper. I assumed that I would suffer the penalty for murder. However, shortly afterwards I was surronded and about to die. As I had no other option I prayed assuming it would not work. However my god healed me and was well pleased. Did I miss something or is it not murder if one of your sphere murders a human for you?Ndwolfwood 04:16, 22 September 2014 (UTC) You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Forum:The 3.5.0 source code leak How is the wiki going to handle this incident? I could put up a summary of the most noticeable changes, and I'd love to see what other people can find as well. Even better would be putting up the source itself on the wiki, marked up like the official releases. I'm not sure if that's reasonable, though; since the code wasn't officially released, I'm not sure if the NetHack GPL applies to it. At the very minimum we could update the compiling instructions with any changes that apply to the leaked code. --Darth l33t (talk) 21:16, 23 September 2014 (UTC) I do think that it's worth at least covering here. At the very least we can have a few articles about new features in the leaked source code, even if they're unfinished. I think it shows an uncharacteristic lack of curiosity if a wiki doesn't cover a big event like this. - Crawldragon (talk|rog) 04:09, 26 October 2014 (UTC) You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User talk:Virus found You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Talk:Valley of the Dead In the current version of UnNethack I found a magic portal to Vlad's Tower on the middle bottom portion of the level. THere is a corresponding portal in Vlad's tower. Ndwolfwood 04:40, 1 October 2014 (UTC) Is this a reference to something? The Bible? I can only think of the valley of kings( egypt), but it seams far from this one.--Quantum Immortal (talk) 11:24, 28 November 2014 (UTC) =_=_ File:Binder Spirits online.ods =_=_ User talk:Sir Jaded You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Forum:How to file a bug report for Unnethack? =_=_ Talk:Locust I'm playing Un and just got a pet Locust, I'll update this page with information about how that works as soon as I see it. 216.241.37.87 18:45, 3 October 2014 (UTC) =_=_ User:Tungtn/Physical damage analysis The following notes cover NetHack, DynaHack (since I'm the DynaHack maintainer and I have a vested interest in improving it), and also a bit of UnNetHack, SporkHack and dNetHack. NetHack has been seen for a long time as broken, imbalanced and forever unfixable. I'd like to see if that's really the case. To-hit is NetHack's way of simulating combat accuracy. The way it works is that a target number is added together from all factors that would affect whether or not an attempted physical attack lands, like your experience level, your skill, your luck, the weapon's to-hit bonus, the weapon's enchantment, the monster's AC and armor, and a bunch of other things. If that target number is greater than a d20 roll, you get the hit, otherwise you miss. This system has a few outcomes: This sums to about +34 or +35 (before dexterity: 18 dex adds +4 to this, 25 dex adds +11). For perspective, monster AC values are pulled directly from Source:monst.c (only modified by worn armor which most monsters don't have; consult Source:worn.c#find_mac) and vary from 10 (gnomes and gnome lords) to -10 (Master Kaen). In other words, the worst target number for a hit with standard late game strategy is +24, which means that normal late game hits will never miss! Interesting quote from MetaFilter about experience level in to-hit in D & D (from John Harris, writer of the now-defunct roguelike column @Play): There are three speed levels relevant to standard strategy: normal (100%), fast (133%) and very fast (166%). There are three sources of very fast speed: speed boots, potions of speed and the haste self spell. Out of these options, speed boots are the only permanent (read: won't run out) source of very fast speed, so naturally they form part of the standard ascension kit. These notes on damage DO NOT account for speed, so if you see a damage number and you're fighting a monster that is normal speed, you need to increase that damage number by 66% to get damage-per-turn, rather than damage-per-player-action. Two-weapon is handled in a peculiar way: for each hit, you take the lesser of the skill of the hitting weapon and the two-weapon skill, then use the damage table in this section instead of the weapon skill table. Special note: If the base damage rolled for a weapon and its enchantment does 1 damage (the minimum), it won't train the skill, but more importantly it won't get bonus damage from skill either. For most skill damage tables this distinction is negligible, but martial arts is treated like a d4 weapon, meaning 1-in-4 martial arts hits don't get the skill damage bonus. I account for this difference for Monk martial arts, but I omit it elsewhere. The values that I've calculated express damage from D notation (or dice notation) give three values: minimum, average (mean) and maximum, like so: The way to calculate the average of dice in the form of xdy is x * (y + 1) / 2, e.g. the average of 3d5 is 3 * (5 + 1) / 2 = 9. Apart from the damage itself (tmp), the valid_weapon_attack flag is the most important variable of the whole function. In short, it determines whether the skill damage bonus is applied to the final damage, as well as whether the skill relevant to the attack (if any) is trained. The way valid_weapon_attack is set and used can be seen in this cut-down reproduction of the hmon_hitmon() function: Note the two places where < tt > valid_weapon_attack = (tmp > 1) < /tt > , i.e. valid_weapon_attack is only true if the basic damage roll does 2 or more damage. In the case of a valid weapon attack with a proper weapon, here's a cut-down summary of the dmgval() function: The most important parts here are the weapon roll at the very top, and where enchantment is directly included in damage. Pulling all this knowledge together reveals that a +0 weapon that rolls a 1 will not inflict bonus damage for skill, nor will it train the relevant skill. This means that low damage weapons train slower that high damage ones. Note also that a +1 weapon will always include skill bonus damage and train skill, and a negatively enchanted weapon will roll 1 much more often and therefore will makes skill bonus damage and skill training much less likely per hit. The skill bonus damage granted by NetHack is usually around +2 even at expert skill, so valid_weapon_attack makes very little difference in many cases, but for martial arts it makes quite a bit of difference, where grand master skill grants +9 damage. Recall that the martial arts damage roll in hmon_hitmon() is a d4: DynaHack and UnNetHack change the valid_weapon_attack condition from < tt > (tmp > 1) < /tt > to < tt > (tmp > 0) < /tt > , removing these biases for when to grant skill bonus damage and train skills from +0 weapons and martial arts entirely. The common tables linked below ignore skill and enchantment. The tables for long swords and Grayswandir consider enchantments and different skill levels for quick comparison to final damage figures for different roles. The values below are the average damage inflicted by various damage options available to each role in the late game. Check the role page links for damage breakdown and damage at other phases of the game. To put these damage numbers in perspective, it helps to know the maximum hit points of certain monsters. See Hit points#Monster for the exact details. Monster hit points are generally based on a monster's level: d8 per level. A monster's level is based on its intended level listed in monst.c, which is then modified by the current difficulty level (+1 for every 5 points of difference) and hero experience level (+1 for every 4 points of difference) in adj_lev(). Taking the initial hit points of a monster and dividing it by damage gives a rough idea of how tough a monster is in combat. Sources of damage from player attacks can be broadly divided into flat bonuses and multipliers. The main flat bonuses are, in rough descending order of impact: Except for silver and a handful of other tiny factors, these flat bonuses are modified by what I loosely refer to as multipliers, which amplify or diminish the flat bonuses to determine the final damage inflicted to monsters. The main multipliers are, in rough descending order of impact: Minimum, maximum and average late game damage. Damage for each combat option has been normalized by taking the average small/large damage, then the average of all distinct damage cases. Just looking at the late game damage options and how people on IRC talk about their experiences of Gehennom and what weapons they're using, you can get a rough idea of what people consider good damage and bad damage. The minimum damage that people are still comfortable fighting monsters in Gehennom is around 20 per hit (or 33 per turn with "Very Fast" speed), which is about the average damage done by +7 Stormbringer. Martial arts at grand master skill is considered weak, doing around 18 damage on average per hit (or 30 per turn with "Very Fast" speed). The point where combat starts to become trivial in Gehennom is around 35 damage per hit (or 58 per turn with "Very Fast" speed), which is about the average damage done by two-weapon +7 Frost Brand, +7 long sword in the worst case of a cold-resistant monster. This applies once for one-weapon combat for +2 damage at expert skill. Recall that one-weapon combat (with actual weapons) ranges from 20.5 minimum, 36.25 maximum and 25.71 average. Skill for one-weapon combat in this case therefore comprises 5.5-9.7%, average 7.8% of its late game damage. Martial arts is a skill exclusive to monks and samurai, both of whom start with it at basic skill. Samurai can advance the skill to master, while monks can advance all the way to grand master. Martial arts for samurai is vastly inferior damage-wise to any of their other combat options, so this section will only consider monks. This applies twice, once for each weapon hit for a total of +2 damage at expert skill. Recall that two-weapon combat damage ranges from 33.8 minimum, 59 maximum and 47.69 average. Skill for two-weapon combat therefore comprises 3.3-5.9%, average 4.1% of its late game damage. Ranged combat uses the same skill-to-damage table as one-weapon combat, but also permit multishot (at least for all ranged weapons that matter): the ability to fire/throw 1-to-n projectiles in a single attack round. The maximum multishot limit is determined as follows: In other words, expert multishot alone launches d3 projectiles for an average of 2, and stacking an extra bonus shot launches d4 projectiles for an average of 2.5. Getting to d5 projectiles for an average of 3 is only possible as an elven or orcish ranger with the right bow and arrows. Returning to bonus damage from skill, the +2 damage applies to each projectile that hits, which is an average of 2 to 3 times, leading to +4 to +6 damage per volley. Recall the bounds of ranged damage in the late game is 25 to 51.25 damage. Skill for ranged attacks therefore comprises 11.7-16% of its late game damage. The fact that skill matters so little would imply would imply that almost all late game characters would gravitate towards the same weapons, regardless of role. If that's so, why do all of the role pages in these notes have such different combat options? The combat options for each of the roles was mostly based on advice given in these wiki pages. There a couple of factors that explain this. The first is that players don't like to use weapons outside of their role's skill set, even going into the late game, as a habit carried from the early game where skills in fact do matter, due to their to-hit bonuses being noticeable/relevant in the early game. The other factor is availability/convenience, e.g. random sacrifice gifts, and Excalibur for lawful characters since they either start with or can get a long sword from a barrow wight and dip it into a fountain. Also note that due the high damage done by late game characters in general, there's no compelling need to get the most damaging weapon(s)/combat options. This is a specific instance of a more general pattern in NetHack gameplay, where players fall into old habits game after game because the mechanics put no pressure to push players out of their comfort zone and into variety. This is the result of NetHack being designed more around the idea of enabling actions than restricting them, but the idea of coercing players out of habit and into variety is fertile ground for variants. Fire Brand and Frost Brand are identical to Grayswandir in damage, except that their double damage can be resisted, they don't get silver damage, and they do slightly more damage against large monsters due to slightly higher damage dice that long swords get in that case. Grayswandir is arguably the strongest weapon in NetHack, but by how much? Consider that almost all +7 weapons get +7 to damage, while +7 Grayswandir gets +14 to damage, in other words, a difference of 7 points. If we consider that its base d8 damage from being a silver saber is doubled and line it up against other artifact weapons, we can estimate that Grayswandir has a 7 point advantage over other weapons, Fire Brand, Frost Brand and The Sceptre of Might aside. The difference in bonus damage from skill between unskilled (-2) and expert (+2) is 4 points, therefore Grayswandir is the most damaging weapon for almost all characters regardless of skill level! This fact is only cemented by the broken late game to-hit calculations and the fact that Grayswandir is unintelligent and therefore will not evade the grasp of any character. As a fun exercise, compare the damage done by Grayswandir in the linked page against many of the damage options in the individual role pages. Fire Brand and Frost Brand do damage similar to Grayswandir, as long as the target monster doesn't resist the artifact weapon's element. If the target monster does resist the element, the Brands essentially function as a long sword, which is their base item type. The following table lists examples of monsters that resist fire, resist cold or resist both: Frost Brand seems more effective than Fire Brand in Gehennom due to demons resisting fire, but Fire Brand seems better on the Astral Plane with its high concentration of angels. Neither will work better than a regular long sword against archons or Asmodeus. NetHack variants have historically made changes to the basic combat system laid out by NetHack, though they often go unnoticed by players due to the high randomness present in how accuracy and damage is dealt, the subtlety of the changes themselves, and the lack of understanding of how combat in NetHack works in general. In NetHack, (almost) all melee attack damage is modified by the character's strength attribute, ranging from -1 for strength 5 and under, all the way up to +6 for 18/** strength and up. SporkHack introduced the idea of making two-handed (or bimanual) weapons distinct, by doubling this modifier for such weapons. Therefore a character using a two-handed weapon will get a strength damage modifier of between -2 to +12, which moves two-handed weapons from doing mediocre damage in the late game to doing respectable damage. This bonus damage also partially offsets the typical downside for two-handed weapons: being cursed and causing "stuck hands" that prevents bag/container access and spell casting. In NetHack, the maximum damage bonus you can get from strength is +6 damage from 18/** strength; higher strength than that has no effect on damage. SporkHack made a subtle change for 25 strength, the strength level that you get when you wear gauntlets of power, by granting a +7 damage bonus for that point. This change was later ported into UnNetHack and DynaHack. It's only a 1 point difference in most cases (2 points if considering the two-handed strength modifier mechanic). The -5 to damage for restricted one-weapon/ranged skill has a pretty big impact, considering typical weapons range from d2 to d12 damage, or 1.5 to 6.5 damage on average, so in dNetHack you usually don't want to use weapons if their skill doesn't appear in your #enhance menu. The 1 extra damage for expert in one-weapon/ranged and two-weapon skill was included in the individual role pages, and they had almost no impact on the final damage for late game or even mid game combat options. It's not necessarily a bad change, but it'd have to have gone further to have an influence on combat option choices for players. The damage increases for skilled and expert riding are hard to gauge the impact of. They only kick in if the player is mounted, and most players in the late game aren't mounted due to the extra fuss of getting a steed that can survive the late game, and the incredible rarity of saddles, which are required for riding. At the time of writing, I've adopted these changes in DynaHack myself, but I'm open to going even further than what's been done here. Recall earlier in the brief section on "To-Hit" that the hidden "luck" attribute is one of the biggest contributors to a character's to-hit value: +13 at its highest, compared to 18 dexterity which gives +4, or 23 dexterity which gives +9. SporkHack reduces this by simply dividing the luck attribute by 3 for these calculations, so the it ranges from -4 to +4 instead of -13 to +13 as in NetHack. Incidentally this also makes early Sokoban "cheating" much less reset-worthy; enough attempts to fix a botched Sokoban level can make it impossible to hit anything in early game NetHack. I'm not sure if SporkHack changed anything about the way Sokoban works to tell if this mechanic has the impact I'm stating it has here. DynaHack independently simply removed the luck attribute from to-hit calculations altogether, though as of this writing, due to an oversight it only affects melee attacks (I will fix this when I have a chance to). DynaHack converts Sokoban cheating from a luck penalty into a conduct, a change it borrows from UnNetHack, so fixing botched Sokoban levels is far less punishing than it is in NetHack. Most NetHack players will be familiar with the random special rooms that are sometimes inserted into standard dungeon levels filled with sleeping monsters. The vast majority of the time each monster can be killed piecemeal by only attacking one of them at a time. The only other times the monsters will ever wake up is if a soldier decides to use a bugle in a barracks, and each monster on the entire level has a one-in-three chance to awaken whenever you step into a court room, swamp, morgue or zoo. Note that this is asymmetric: monsters hitting the player or each other will not awaken nearby monsters. This change is adopted verbatim in UnNetHack. DynaHack uses more-or-less the same process, but hitting with weapons with the special stealth property is also considered completely silent. Regardless of the particulars, noise awakening means that variants that implement this mechanic have good and bad ways to fight sleeping monsters in special rooms, unlike in NetHack where all the inhabitants can be slaughtered in their sleep, making these rooms much more interesting to deal with. Recall that whenever a character tries to attack a monster that a target number is added together from various factors such as the character's experience level, luck, weapon enchantment and the target monster's AC, which is then compared against a d20 roll to decide if the character's attack hits or misses. In SporkHack, in the case of melee attacks at least, being at restricted or unskilled in the relevant weapon/combat skill caps the hit value at 15, effectively capping attacks of that nature at 70% accuracy (Note: SporkHack's source code says 75%, but it's slightly incorrect since the hit condition is < tt > number & gt; rnd(20) < /tt > where < tt > rnd(20) < /tt > returns a number from 1 to 20 inclusive.) Non-weapon objects like cockatrice corpses count as restricted for this purpose. Placing a cap on to-hit values that sky-rocket in the late game is one of the most direct and noticeable ways to limit them in the late game (and a 30% miss chance will indeed be noticed) while having no impact on the early game. However, it sweeps the problem of how to-hit values are calculated to be so high in the late game to begin with under the rug. The cap also "flattens" all values above 15 down to 15, eliminating many of the intricacies present in the to-hit calculations, including the fixed to-hit modifiers in the skill tables. The problems with NetHack's combat system are not errors in the same way that bugs in the code are errors: there is no single point of failure, which means there are no obvious fixes that could be applied on their own. NetHack's combat system is badly designed, which means that fixing it requires replacing or reworking its design into a better design. If we drill down into what a "design" is, it can be loosely described the choice of numbers and rules about how they interact such that: The theory here is simple: If enemies can't be killed as quickly as they are in NetHack's current combat system, players will be required to adopt tactics more often. Having only a small set of top combat options causes players to end up with them game after game, which leads to boredom. Increasing the number of top combat options will allow players to aim for and end up with different combat options. There are three ways to do this: As hinted in the previous section, having a lot of combat options is an improvement, but is meaningless, since players naturally form habits about how to play the game, thus consciously asking for variety across games while subconsciously doing the same things game after game. To combat this habit-forming tendancy, the game itself must apply some pressure for players to diversify that overrides the effects of their subconcious habits. The topic of how much control the game rules have over the outcome of play versus the actions of the player themselves is strategy headroom (http://nethack4.org/blog/strategy-headroom.html) as described by ais523, which you should read because it does a far better job of explaining the concept than I ever could. Nonetheless, the key take-away from it is the dichotomy of freedom and variety. Players who tend to develop habits will be happier with low-headroom games that force them out of their comfort zones and experience more of the game's mechanics as a result. Players who find themselves frustrated at being punished for not playing the game in exact lock-step with the developers intentions will be happier with high-headroom games that give them breathing space to discover and overcome the game on their own terms. NetHack, on purpose or by accident, is a high headroom game, which makes it very hard to apply character-specific or circumstantial elements on the choices the players have without changing the nature of the game itself. Any changes along this line is likely to put off at least some players, which makes it tempting to simply do nothing and give some players their freedom whilst others fall victim to their habits. Whether or not this is acceptable depends on how much you agree with either of these statements: These statements at face value are contradictory: to accept one statement is to deny the other. But yet, it feels like there are a lot of players that could sympathize with both statements to some degree, so it must be possible to satisfy both of these statements at least partially. The biggest example of partial simultaneous fulfillment of both freedom of choice and variety is, funnily enough, NetHack's current combat system. One of the biggest things I noticed over the course of studying and breaking down the damage done in NetHack's late game is that players don't need to do the most damage; they only need to do enough damage. The most damaging weapon for chaotic characters to wield is +7 Grayswandir (23 average damage to all monsters before other factors), but players regularly get away with using +7 Stormbringer (18/17.5 average damage to non-drain resistant monsters before other factors). It's easy to just write this off as evidence of NetHack being a high headroom game, but that would be stopping too soon. Just because characters that use Stormbringer don't die significantly more often than those that wish for Grayswandir doesn't mean the decision is necessarily meaningless: Grayswandir still kills foes faster than Stormbringer, which changes the way the game plays. This duality of options being meaningfully different without the game punishing players for making "wrong"/"sub-optimal" choices is our ray of hope that variety can be introduced to NetHack without dictating play-style too much. With all that in mind, here are some ways that character selection and circumstances could be applied to add some variety across NetHack games: In looking at how NetHack decides how much damage the player does when attacking a creature, I've chased a mysterious rabbit down a very deep hole, and I don't feel like I've reached the end of it. However, I don't have enough time to keep chasing it, so I'm going to close this out for now in the hopes that somebody will look in-depth at what I haven't. The first big area that I wasn't able fully look into was to-hit. Going through all of these numbers and algorithms have convinced me that the skill to-hit modifier was supposed to reign in the big damage done by things like powerful artifact weapons and two-weapon, but the fact that to-hit calculations are broken makes them completely irrelevant, and is simultaneously the reason why it matters in the early game and why it doesn't in the late game. If anybody intends to look at to-hit more closely, I have a few tips: The other big thing I didn't look too much into was speed, again from earlier in these notes. Speed is essentially an "everything" multiplier, to the point where speed boots invalidate all other boots for all characters (except for spellcasters lucky enough to have the Haste Self spell and be able to cast it reliably). One thing that stuck out to me about speed boots is that not only are they a permanent source of Very Fast speed, but out of all the ways to get Very Fast speed (boots, potion, spell), it is the only one that IS permanent. This makes it feel like the Very Fast speed of speed boots was more an accident of intrinsic/extrinsic flag book-keeping than an intended meta-game effect, and that speed boots should perhaps only grant Fast speed instead. You may have noticed in the brainstorming section that the ideas are not particularly inspired, and a lot of them are focused on toning back on things rather than going all-out. This is partly due to my lack of creativity, but also because toning back on things is easier and therefore much more feasible to enact than introducing variety by adding tons of new things. Going all-out like this takes much more effort than adjusting what already exists, but it has the benefit that players notice new features, and they don't really notice new mechanics. Against all conventional wisdom, I've seen players ignore stability, game crashes, save file losses, server downtime, unfair deaths and temporary balance issues just to experience new things in dNetHack, for example. I don't feel that either approach is better or worse, or even that they're mutually exclusive, so dNetHack is worth looking at for an example of attacking the lack of variety in NetHack's gameplay from the other side, with some very interesting results. It's harder to do this with a variant like SLASH'EM because most of its changes were added essentially at random, in contrast to dNetHack's balance-conscious design. I should probably note once again that nothing in the brainstorming section is really a recommendation; it's just me playing with ideas. The reason this conclusion was delayed for so long was that the problem of damage in NetHack dovetails with the problem of accuracy in NetHack: you can't fix one without fixing the other. For example, if accuracy causes players to miss a lot, then damage on hit should not be reduced much. Flip it around, with accuracy being changed very little, and damage needs to be reduced by a lot. I have concrete numbers for damage, I don't have concrete numbers for to-hit, so I can't recommend any specific numbers without punting, which was what I was trying to avoid doing in DynaHack to begin with. Unfortunately, if I want to move on with DynaHack development, it looks like I'm going to have to punt... at least my punting now will be more educated guessing instead of plain old guessing. =_=_ User:Chris/dNetHack/dNethack Roles/Binder/Miska =_=_ User:Chris/dNetHack/dNethack Roles/Binder/Cosmos =_=_ User:Chris/dNetHack/dNethack Roles/Binder/Nudziarth Nudziarth's seal must be drawn in a square containing a non-artifact mirror. The mirror is destroyed as part of the ritual. =_=_ User:Tungtn/Physical damage analysis/Common weapon damage =_=_ User:Tungtn/Physical damage analysis/Long sword damage =_=_ User:Tungtn/Physical damage analysis/Common artifact damage =_=_ User:Tungtn/Physical damage analysis/Grayswandir damage =_=_ User:Tungtn/Physical damage analysis/Archeologist =_=_ You have fixed abilities. =_=_ User:Tungtn/Physical damage analysis/Barbarian =_=_ User:Tungtn/Physical damage analysis/Caveman =_=_ User:Tungtn/Physical damage analysis/Healer =_=_ User:Tungtn/Physical damage analysis/Knight =_=_ User:Tungtn/Physical damage analysis/Monk Note 2: Martial arts in NetHack rolls a d4, and you do NOT get the skill damage bonus if you roll a 1. In DynaHack no such exception applies. Note 3: The "no skill bonus for 1 damage" applies to ALL weapons if they roll a 1, but this can only happen if the weapon itself is +0 or lower and inflicts no artifact. =_=_ User:Tungtn/Physical damage analysis/Priest Seems like +7 Grayswandir is the best overall weapon for priests in terms of sheer damage output, even if it were at restricted skill: 27 average damage! It's unintelligent, so characters of any alignment can wield it (with artifact-blast). A +7 unicorn horn (20.5 average damage) is suprisingly competitive with artifact weapons, beating Vorpal Blade, Stormbringer (resisted), Mjollnir (resisted), Sceptre of Might (resisted), Staff of Aesculapius (resisted), Frost Brand (by a lot when resisted). It only beats them by a couple of points in those cases, so the artifact weapons are still better overall. A +7 unicorn horn in DynaHack does 26.5 average damage due to double strength damage bonus, which is on par with the other artifact weapons. =_=_ User:Tungtn/Physical damage analysis/Ranger Daggers do less damage than anything fired in the early game and should only be used to preserve ammo or train the dagger skill for later. Poisoned arrow damage (22.5 average for +0 expert ranger multishot) approaches average damage of +7 artifact weapons of late game characters! Making heavyshot work on crossbows the way they currently do in DynaHack actually REDUCES crossbow damage by 10% compared to NetHack where they multishot instead; definitely NOT intended. Heavyshot should probably be applied in hmon_hitmon() instead of dmgval(). Firing +7 poisoned arrows (silver if possible) is the way to go: it easily does damage comparable to even the mighty Grayswandir. A +7 silver spear does almost the same damage as +7 Stormbringer without the inconvenience of hitting peacefuls or increasing the artifact count. I don't know how other strong non-artifact weapons compare when enchanted to +7 though... maybe they're just as good? =_=_ User:Tungtn/Physical damage analysis/Rogue In the early game, thrown daggers out-damage the starting short sword. Poisoned darts do respectable damage if they hit monsters that don't resist poison. =_=_ User:Tungtn/Physical damage analysis/Samurai Note on yumi and ya: Samurai get +1 to-hit, +1 multishot and +1 damage (applied after artifact damage, if any) when firing ya from a yumi. =_=_ User:Tungtn/Physical damage analysis/Tourist Note: Tourist strength starts lower than most roles and therefore will almost always be a bit lower on average, meaning slightly lower damage on average in the early and mid game. It's worth comparing the unskilled damage here to the regular damage in User:tungtn/Physical damage analysis/Common weapon damage which shows that advancing to basic to lose the -2 damage from unskilled boosts damage by a lot. Tourists in the early game should favor weapons with high damage dice, in whatever form they come, since those weapons are the least impacted by the unskilled -2 damage penalty. =_=_ This cloak feels a little itchy. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User:Tungtn/Physical damage analysis/Valkyrie Note on strength: The median starting strength of valkyries is typically 18, and therefore will be the baseline for the early game. Note on Excalibur: I'm putting Excalibur in the early game section, because it can often be gained even before entering the mid game. Note on Mjollnir: When getting Mjollnir, a valkyrie is highly unlikely to have been training the hammer skill, therefore the mid game skill level for hammers is presumed to be basic and not expert, in contrast to other weapons. =_=_ User:Tungtn/Physical damage analysis/Wizard Note: Wizards need early game damage good enough to last until they get a good spell, or they gain access to an altar and get themselves Magicbane. =_=_ TDT =_=_ Potion of ESP A potion of ESP is a potion introduced in SLASH'EM. It grants intrinsic telepathy temporarily if uncursed and permanently if blessed. If cursed, removes intrinsic telepathy. =_=_ User:Chris/dNetHack/dNethack Roles/Binder/The Alignment Thing =_=_ User:Crawldragon G Despite having played NetHack for several years, I'd still consider myself something of a newbie. I'm in love with the richness and depth of the game as well as its humor value. I'm also something of an amateur programmer, so I do occasionally like to fiddle with the source code. If on my adventures on this wiki you'd like to chat with me, feel free to check in on my talk page. - Crawldragon (talk) 08:33, 28 March 2015 (UTC) If I seem to you to be pedantic about grammar, it's only because I'm a bit of a bibliophile, which is largely the reason I love NetHack so much :-) =_=_ User talk:Chris/dNetHack/dNethack Races =_=_ Talk:Frankenstein's Lab i have a maze around the lab, the stairs are in the maze. The doors aren't secret...--94.109.69.2 11:32, 20 October 2014 (UTC) =_=_ Underground rivers The Underground Rivers patch adds streams of water or lava to random rooms-and-corridors levels in the Dungeons of Doom. It is implemented in Slash'EM Extended by default but can be made to work for other NetHack variants as well. Taken from the readme: Dungeons below dlvl 13 occasionally have rivers, either of water or lava. The code doesn't check for blocking the way, so there's a chance you might need either cross the river or dig around it to get to the stairs. Special rooms are not affected by the river. =_=_ You feel vibrations. =_=_ Doesn't seem to move =_=_ Talk:Argonian Is there a way to make a race like this capable of breathing in water without making them breathless? I assume you did the breathless thing as an intentional design choice for gameplay reasons, but I'm curious if this was the only way (I'm under the impression there's a variable like < code > M1_AMPHIBIOUS < /code > which allows for breathing underwater) - Crawldragon (talk|rog) 01:28, 25 October 2014 (UTC) =_=_ User:Chris/dNetHack/dNethack Roles/Binder/The Unknown God You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ NetHack Scoreboard NetHack Scoreboard is a website available at https://nethackscoreboard.org/ that aggregates statistical data from several public NetHack and variant servers. The website currently offers lists of recent games, ascended games, streaks, best conduct games and z-score rankings (including multi-variant z-score table) and also individual player pages. All of the pages can be viewed either by individual variant or aggregated from all variants. Per-player data is aggregated by player name. Players who use different accounts on different servers will not have their stats combined into a single page. Experimental player name mapping feature is available on request. =_=_ Role difficulty/Variants Some NetHack variants add many roles of their own, and often change the behaviour of existing roles, substantially changing the information about role difficulty. This page contains the new information. SLASH'EM has several new roles with varying levels of difficulty. Also, some of the original roles are more or less difficult in SLASH'EM than in vanilla NetHack, due to differences in starting equipment, skills, abilities, and the character of the game. Below is a rough, subjective ordering of difficulty of various SLASH'EM roles, incorporating some stats on ascensions from the SLASH'EM server at slashem.crash-override.net. Note: Ascension rate equals the percentage of games for each role that ended in ascension on slashem.crash-override.net as of Feb. 13, 2013, given that (1) the race was not Doppelganger (too easy) or Vampire/Lycanthrope (too difficult), (2) the player had achieved at least one ascension on the server, and (3) at least 20 qualifying games had been played for that role. N/A indicates a sample size of < 20. In SLASH'EM, race is often more of a factor than role in determining success. In particular, Doppelgangers are far and away the most powerful race to play, Drow are extremely hardy in early game thanks to their barehanded sleep attack, and Vampires and Lycanthropes are extremely challenging. Normal. The starting +2 bullwhip makes an ok early weapon, the starting pickaxe simplifies exploration and allows early vault access, the starting touchstone allows early identification of valuable stones. Easy. Good AC and strong weapons make short work of early monsters. Lack of prayer means that mistakes can be fatal, though. Normal. Thoth Amon's spellcasting can pose a problem to non-magic resistant Barbarians, but his HP is unimpressive and a fast Barbarian can catch him off guard and kill him with the bonus melee attacks. Easy. The Barbarian's iterative attacks and full BAB gives them nearly unrivaled damage output. The quest artifact is very powerful, providing several necessary resistances and giving unlimited uncurse. MR and reflection are also provided, leaving the armor slots open for something like dNetHack's improved crystal plate mail. A fully enchanted crystal plate mail can give 30 AC! (16 base + 14 for enchantment) Hard. Bad starting weapons, bad AC, lousy stats. Lucky draws for the first three spirits simplify the early game, otherwise progress slowly through the dungeon and let your pet do the bulk of the fighting. Hard. The Binder needs to convert three temples, and thus have to deal with the three angry aligned priests, which are powerful on their own rights, as well as the minions summoned by the altars. The nemesis himself, Acererak, is a very tough foe with life-draining attacks and spell casting. Easy. Once a Binder reaches the level cap and unlocks all their spirits, they become extremely powerful. A Binder with Gauntlets of Power and melee spirits bound rivals the Barbarian's damage output. A Binder's overall power increases strongly with character level, unlike other roles who's overall power depends more on the equipment they find. Orcish Binders almost don't need equipment. Hard. The Chromatic Dragon possesses over 500 HP, -20 AC, very damaging attacks and various spells, including summon nasties. She can be warded off with a scroll of scare monster, but even then it can take a very long time before she finally goes down, and during this time the scroll can be destroyed by a stray fire bolt. Hard. Low starting nutrition and bad starting alignment makes early starvation a distinct threat. The heavy iron ball deals a lot of damage but has bad to-hit. Easy. Warden Arianna's combat power is unimpressive, though the various prison guards and the lava demon around her lair can hit hard. Normal. Convicts don't become unusually powerful, though the artifacts they pick up on the quest greatly increase their carrying capacity, and allow them to phase through walls, which opens up some unique options. Hard. Low damage starting weapon, low to-hit due to stats, and bad AC makes melee difficult. No offensive spells or starting ranged weapon makes melee difficult to avoid. Healing spells increase survivability, but low starting food makes starvation a worry. Hard. There are several dragons in each level, which can pose a problem for Healers lacking a decent weapon. More dangerously, the quest nemesis can wield the artifact against you, but he can be warded off. Hard. The quest artifact is a good weapon, but is two-handed and thus can be a liability in the lategame. Healers are saddled with a 1/2 BAB, which means they may have trouble hitting things in melee, even at level 30. Finally, they may have trouble casting attack spells, due to their low skill caps in those schools. Easy. Their quest artifact lets them cast very damaging magic missile and cone of cold spells. Blessed Excalibur is fine endgame weapon, as is the Rod of Seven Parts. Easy. Punch all the things. The need to avoid body armor means AC will be bad. The possible starting spells (healing, sleep or protection) all help with greatly increasing early game survivability. Normal. Master Kaen hits very hard, can cast spells and cannot be warded off with regular wards. Going toe-to-toe against him is usually suicide, so a Monk will need ways to damage him without retaliation. However, a well-enchanted Premium Heart, a means of sleep, and ideally free action can possibly make the quest easier. A triple Gorgoneion on the upstair might help as well. Normal. Martial arts are only so-so by default, but can be improved through artifacts. Monks are likely to be gifted artifact armor, most of which is quite good. Very Hard. The Madman begins the game stuck in a straitjacket (which prevents the use of hands), their gods start angry at them, they don't have a traditional pet, and occasionally find monsters disguised as other monsters. While skillful play can allow surprising progress to be made even in the face of all of these disadvantages, the Madman may ultimately depend on the RNG to provide a means of escaping the jacket. Playing as a Vampire can help the madman survive the early game. Normal. The madman needs a unicorn horn and a decent weapon to take on the quest, and care must be taken around the quest enemies. However, the nemesis, while resilient, is not a serious threat. Normal. Madmen have no strong pluses or minuses going in to the late game. They do, however, need to be careful about gaining too much insight too quickly. Madmen are a bit more incentivized than other roles to explore the depths of the Neutral Quest, which can be painful to vampires due to the amount of silver-damage found in the upper sections of the Neutral Quest. However, they also obtain a lot of the same rewards from their quest. Normal. The 2x damage First Gift and artifact cloak quest item can help the Noble fill out their ascension kit more easily than normal; however, they don't really increase the Noble's power beyond that of other well-prepared roles. Easy. AC starts ok and has room to be easily improved. The +2 starting spear makes short work of early enemies. The First Gift is a 2x damage melee weapon. As an Elf, can use Elbereth. Normal. The quest nemesis is a spell casting wraith with a draining gaze; however, it is able to be warded off. Normal. Your racial artifacts are quite strong, but your limited spell casting will make it difficult to eliminate dangerous enemies from a distance. Wands, strong pets, and warding will be of value to you in the late game. Easy. Very good starting AC, if only so-so weapons (The +2 whip is ok but not great, the crossbow is more powerful but will run out of ammo quickly). First gift is a 2x damage two-handed sliver melee weapon. Light-blindness does make the Gnomish Mines far more dangerous for drow than for other races. Insanely Hard. Abundant mind flayers, which can't be genocided due to the nature of the quest. Beware of long-ranged death from mind blasts. The nemesis is an Elder Brain, who will absolutely destroy unprepared characters, with powerful mage 'and' divine spells and a '2-square' reaching intelligence-draining attack. It's almost impossible to do without a wand of death for the nemesis, and a crystal helm (which blocks all head tentacle attacks) will help you keep your intelligence. Standing just out of range and spamming the fire storm spell can make this quest considerably easier. Normal. The 2x damage First Gift and artifact cloak quest item can help the Noble fill out their ascension kit more easily than normal; however, they don't really increase the Noble's power beyond that of other well-prepared roles. Easy, very similar to default nobles. The +2 starting rapier makes up for only so-so AC. First Gift is a 2x damage melee weapon. Normal. The quest nemesis can't be warded away, hits hard, and has a disease causing melee attack, but she is not resistant to death rays. She is equipped with both a wand of death and an amulet of life saving. Normal. The 2x damage First Gift and artifact cloak quest item can help the Noble fill out their ascension kit more easily than normal; however, they don't really increase the Noble's power beyond that of other well-prepared roles. Normal. Decent starting weapon but only so-so AC. As a dwarf, the mines are safer. First gift is good artifact armor, which also confers MR. Easy. Other than the Watcher in the Water, which can largely be avoided, there is little challenge to this quest. The hordes of orcs will be low level and a good source of random items, and Durin's Bane can be warded against or even simply tanked out if necessary. Normal. The artifacts from your Quest work well together and can bear you through much of the game if they need to. The lack of ranged weaponry, however, can lead to some dangerous situations in Gehennom, so a good selection of wands or some other source of ranged damage may be necessary as well. Normal. The high volume of undead can be taken care off with turn undead. The nemesis hits quite hard and can cast spells, but he can be warded off. Normal. The quest artifact is a bit weak, but that can be compensated for without too much trouble. The low skill caps can be troublesome, but Priests are at least a 3/4 BAB role. Priests can also invoke artifacts a bit more frequently than other roles. Priests also always receive the to-hit bonus granted by artifact weapons, even when attacking foes it would not normally apply vs. Normal. The Pirate's special rules for artifacts constrain them a bit, but their skill caps are fine, their crowning gift is decent, and their quest artifact converts some enemies into weaker pirate enemies. By the end of the game, they should have plenty of artifacts to choose from for their weapons. Getting expert saber is nice, but skilled-expert axe, flail, spear, trident, crossbow, and more means that almost artifact can be used well in the right hands. The sacrifice gift helps you identify these. Normal. The starting stack of daggers can be thrown to take out enemies from afar. Furthermore in dNetHack, the daggers can be dipped in the potion of sickness for a very damaging ranged option. Rogues can also have a small stack of daggers coated with paralysis venom (#dip into a potion of paralysis) to deal with more dangerous enemies. Normal. The Master Assassin is not a threat, however the cruel level design means a Rogue needs to be prepared when entering the quest. Normal. Rogues have a very damaging attack option in the form of highly enchanted thrown daggers, that can serve as the main weapon during the endgame. Normal. The cloak of displacement and bow can help easily avoid and take out early game foes, but the limited supplies of arrows must be managed carefully. Easy. Scorpius's disease attacks can be mitigated with a unicorn horn, and outside of it he's not very impressive in melee. Easy. Rangers can fire very damaging volleys of arrows from their quest artifact. Depending on alignment, the quest gift will be a small stack of unbreakable artifact ammo. Normal. The cloak of displacement and crossbow can help easily avoid and take out early game foes, but the limited supplies of bolts must be managed carefully. Gnomes take the quest early, however. Easy. Gnomes can enter the quest at level 6, and can easily complete the quest at that level. The quest can be reached from the Gnomish Mines by dropping down through any hole. The quest artifact is very powerful. Easy. The quest artifact is as good as the normal Ranger quest artifact, and helps stretch ammo supplies. The two bolts are each almost as powerful as a full volley from the Longbow. Normal. Ashikaga Takauji's instakilling attacks pose a very grave threat, but he's not magic resistant and thus should be taken out in one turn with a wand of death. Hard. They must rely on their limited supply of darts in order to fix their lack of melee weapons and bad AC. The weapons that they can become somewhat proficient on (unicorn horns and sabers) are also hard to find in the early game. Easy. Tourists have unlimited charging from the quest artifact, and can wish for future tech from the Anachrononaut role. Tourists are, however, a 1/2 BAB role, and therefore can have trouble hitting high AC opponents, so care must still be taken. Hard. No starting weapons (unless you're an orcish troubadour), bad weapon skills and weak AC means they have to rely on buffing pets and have them do the fighting. On the upside, Troubadours gain EXP observing their pets kill enemies. Troubadours can also build up skill with thrown daggers, which helps a lot in this phase of the game. Normal. Aglaope's main strategy is teleporting you to her, clawing and robbing you before teleporting away to heal. Troubadours possessing teleport control and an engagement ring can chase after her and beat her face in safety, otherwise she can be a very annoying foe. By this point, the Troubadour should probably be using a stack of daggers as their main attack. Hard. Troubadours' bad weapon skills continue to be a liability in this phase of the game, as as a 1/2 BAB role they may have trouble hitting high AC enemies. By this point their pets are probably very impressive, however. A crystal armored Tulani with an artifact weapon, buffed by your beastmaster skill and your songs, can kill almost anything in the game. The Troubadour may also wish for an Archon or Solar figurine. Easy. With fire resistance, the quest level and the nemesis's weapon poses little threat. Flying/levitation is essential to get past the lava pools. Easy. With all three Valkyrie weapons (Sol Valtiva, Mjollnir, and the Bow of Skadi) Valkyries have access to the three major elemental damage types. They can use Mjollnir and the Bow of Skadi in gehennom, and Sol Valtiva against angels and other non-fire-resistant foes. Lawful Valkyries can also use the Rod of Seven Parts. Hard. Low damage starting weapon, low to-hit due to stats, and bad AC makes melee difficult. Force Bolt can easily kill most early game threats, but weak power supply limits its use. Furthermore, most early game AC solutions hamper with spellcasting, so a Wizard looking to improve their AC usually have to give up Force Bolt. Their first gift, Magicbane, is a very decent melee weapon though. Normal. The Dark One's Flesh to Stone spell can cause delayed instant death, so several lizard corpses/stone to flesh spell is crucial. His other spells can be threatening, but with Magicbane most of them should be nullified. Easy. With the various attack spells (finger of death, magic missile and fireball/cone of cold) as well as the powerful Wizard-exclusive nameable artifacts, late game Wizards should be able to demolish everything in their way. Easy. The massive quantities of power make casting spells incredibly easy. Once he is confident, a incantifier wizard can easily clear the mines. Make sure to grab any enchanted items, and stash it for food later. Incantifier wizards can also quickly improve their AC by keeping an eye out for enchanted gear. And make sure to watch your HP, as incantifiers don't naturally regen health. Easy. Intrinsic magic resistance is nice, and the starting robe is quite useful for casting harder spells later. Keep an eye out for rings with positive extrinsics, and consider eating some to gain it. Rings of regeneration are very useful, as the extra hunger penalty doesn't seem to affect an incantifier For the quests, make sure to bring lizard corpses in addition to acid, to prevent the Dark One's Flesh-to-Stone spell. Lizards provide some resistance versus this, even if you can't eat them. Easy. Easy permanent intrinsics via ring eating, the Silver Key slows down food consumption massively (energy regen while carried), and the massive mana pool and spellcasting bonus provides easier casts of high-level spells. Slash'EM Extended has all of SLASH'EM's roles and also new ones with varying levels of difficulty. So far, the Scientist, Healer, Binder, Korsair, Foxhound Agent, Barbarian, Caveman, Rogue, Fencer, Paladin, Archeologist, Priest and Wizard have been ascended once each, and there are two Monk ascensions. Acid Mages are the acid-based counterpart of flame/ice/electric mages. They specialize in acid spells, and both they and their starting pet are acid resistant. Starting with a wand of acid, they can blast nasty enemies but unlike flame/electric mages cannot burn permanent Elbereths, making them a bit harder to play. Activistors start with poor equipment; the main thing they have going for them is the starting charm monster spell. They are also slow and restricted in most weapon skills, but they can advance all spellcasting skills to Expert and eat several types of non-food items. Still, Activistors are a hard role. Aklysts begin with a bunch of aklyses and can hit things at a diagonal 2-tile distance from the start (other roles would need expert club skill for that). Their quest artifact is an especially powerful aklys, and at high experience levels they gain the ability to see two squares in the dark, which allows the aklys to be used more effectively. Altmer can't get fire/cold/shock resistance, but they're excellent spellcasters that even start with a special form of energy regeneration which stacks on top of other forms of Pw regeneration. If they luck into getting some powerful spells they'll have an easy time overall, and they also get some great intrinsics from leveling up. Amazons are good archers. Enchanting their arrows and building up some points of luck will be important to prevent arrows from disappearing constantly, but their starting items ensure that they're capable of surviving some dangerous situations. If the Amazon makes it to her quest, some powerful hidden weapons may be claimed, and especially the quest artifact bow with its ability to create ammo will be very useful. Anachronists are good at using guns and start with lots of good equipment. Starting with a cloak of magic resistance is especially useful. Anachronounbinders start knowing no skills, but will unlock a new skill upon leveling up depending on which restricted skill has been used the most. If a skill is used often enough, it can be unrestricted with a cap of master or even better. Also, like Binders, they receive intrinsics upon reaching skilled, and receive techniques upon reaching expert in skills. Artists can engrave twice as many characters in a single turn compared to other characters, and with a higher chance of success even when impaired. Their conduct causes alignment penalties if they blank scrolls or break statues though. The artist starts with surprisingly good equipment too, but they're very slow. Astronauts gain a lot of useful intrinsics and techniques from leveling up. They are resistant to stat loss and the wrap attack used by eels and other sea monsters, and start with some ascension kit quality armor pieces. Barbarians have a bunch of extra combat techniques available, and it should be noted that they can now reach expert skill in attack and body spells which may make spells from those schools (including finger of death) viable to cast. Bards are a hard role with very weak starting equipment. Their lack of a starting weapon is a problem that should be corrected by finding a suitable weapon ASAP, and their wooden/tin instruments won't be of much use either. When leveling up, bards gain certain spellbooks that can come in handy. Binders can gain lots of intrinsics and techniques by enhancing their skills, but it will take a while, making the early game very difficult due to the lack of good equipment. However, leveling up may grant a Binder a random spellbook. They may get lucky and receive a useful one. Bleeders are the dictionary definition of a harder-than-hard role: they take double damage. This applies to just about any source of damage, so they effectively have half the amount of hit points shown on their status bar. Worse, Bleeders randomly lose HP, the random HP loss gradually becomes bigger as time passes, they randomly lose max HP and Pw, and their bad starting equipment means they probably won't be able to rush past the early game quickly to keep the nasty random HP loss at bay. To top it off, the Bleeder quest shows especially malicious design. Bleeders either hurry up and complete their quest as quickly as possible or they will simply die to random HP loss. They will also die if they linger after their quest instead of ascending ASAP, or basically, if they linger at any time, as the HP loss may randomly be higher than their max HP, leading to instadeath. Bloodseekers heal some hit points whenever they kill a monster, depending on the monster's level. They also start with a wand of fire and occasionally a scroll of teleportation, allowing them to escape from sticky situations more easily. Bosmer start with a bow and a stack of highly enchanted arrows, so unlike other archer roles they may not have to preserve their ammo until they can build up some luck. The starting poison resistance also helps in the early stages of the game, but their melee options are somewhat limited. Bullies can steal like a nymph when attacking monsters in melee, allowing them to prevent monsters from using their items so the bully can use them instead. They also start with moderately enchanted gear, but they move at a moderately slow speed, and their starting weapons aren't good either. Camperstrikers are a harder-than-hard version of the Spacewars Fighter, starting with heavily cursed equipment and also more likely to encounter nasty traps. Their quest is extremely nasty, too. Cartomancers can sometimes re-use a scroll after reading it, and also use a technique that duplicates scrolls with a certain chance. This lets them potentially get many more uses out of beneficial scrolls like enchant weapon/armor, teleportation, genocide and others. Cavemen are mostly unchanged from vanilla, but learn the polyform technique at experience level 20 that allows them to polymorph into a random monster. Cellar Children are a difficult role. They occasionally have bad equipment force-equipped and welded to them, and suffer from levelteleportitis. Whenever the latter strikes, they also get surrounded by some out of depth monsters. Cellar children start with blue spells, which screws with the player's interface, and they get certain other nasty trap effects intrinsically as they level up. Also, sticky cursed items are more common for them. If a cellar child is using a quarterstaff-class weapon, they don't suffer from unuseable hands if the staff gets cursed and will be able to cast even with a strength of 3; also, while wearing mage plate mail (which they start with), their spellcasting chances are increased considerably. Starting spells for a cellar child include healing and jumping. They may not attack fleeing or sleeping monsters (similar to the knight), and demonic taunts can deal damage to a cellar child. Chaos Sorcerors start with a bunch of chaos spells and have a better chance than anyone else to cast them successfully. Their quest also spawns many spellbooks for various chaos spells. Chevaliers are a fighter/cleric role with the ability to detect the beatitude of objects, bless them every once in a while and use healing and other clerical spells. They also start with an awesome baby dragon pet that can eventually grow up into an adult dragon. Chevaliers have to follow the knightly code of conduct though. Combatants know all the combat skills but none of the weapon or spellcasting skills, which basically restricts them to bare-handed combat/martial arts. They can reach grand master in every combat skill, which may offset their weakness with weapons and spells. Convicts (which are also playable in UnNetHack, dNetHack or with the Convict patch) are a harder-than-hard role that starts with a heavy iron ball chained to the player, a cursed striped shirt and negative alignment, luck and a high sin counter. Races that would usually be peaceful will be hostile to the Convict. Shopkeepers who see their striped shirt will not allow them into their shop, and watchmen as well as vault guards will attack them on sight. Cooks can always recognize detrimental food, and even on the off chance they do get sick from food poisoning they have a 50% chance of survival. Plus, cooks are fire resistant and can automatically disarm fire traps by setting them off with a 50% chance. However, their starting knife won't likely take them very far, and they suffer from a lack of decent weapon skills. Couriers are a harder-than-hard role that hungers extremely rapidly (about 7 extra points of nutrition get used up every other turn), always causes conflict and is slow to boot. They're immune to mind flayer intelligence drain attacks though, and start with a pistol and a knife. Cruel Abusers start with highly enchanted gear, allowing them to be strong early on both offensive- and defensive-wise, but their real difficulty comes from trying to beat the quest. If the cruel abuser kills their nemesis, their god will become very angry, and even if the player survives the deity's wrath, any newly spawned monsters will most likely be hostile, even if they're of a normally peaceful kind. This means the player should find a way to beat the quest without killing the nemesis monster, which may be very hard to do as the nemesis is a fragile level 1 monster with very little health. Dancers are much faster than other roles, which stacks with speed in/extrinsics and can allow them to easily outspeed monsters. When attacking a monster in melee, a combo counter starts going up that adds damage bonuses with each subsequent hit, but if the dancer doesn't hit a monster for a turn, the counter is reduced. If it reaches zero, the player is paralyzed for a couple of turns. Killing a monster resets the counter to zero. The dancer is also a glass cannon with reduced defensive abilities, but they receive a whole lot of techniques from leveling up. Death Eaters start out slow. Their main strength is spellcasting; they start with several high-level spells and a wand of death as well as an amulet of life saving and a cloak of reflection. If an early nymph shows up and steals some or all of those items, YASD is imminent. Demagogues start off with a mallet and plate mail. They know all the starting skills and have enough training in them to enhance them as soon as they level up, but actually using a skill will cause the training amount of that skill to decrease instead of increase, so the demagogue will eventually unlearn all skills. Demagogues learn skill-based techniques when the corresponding skill training counter is reduced to zero. Later in the game they can also #monster to temporarily turn into other roles, but the demagogue-specific rules still apply. Also, demagogues are harder than hard because they gain certain nasty trap effects from leveling up. Diablists are capable of enhancing all of the orb, claw and grinder skills, and start with weapons that use those skills, but they also have plenty of other skills available. They're meant to be a powerful melee-caster hybrid class. Dissidents may reveal invisible monsters when hitting them in melee, and invisible traps when stepping on them. They can backstab fleeing enemies, like the rogue class. Divers are an experimental role with moderate to high difficulty. They don't particularly excel at anything but don't suffer from serious drawbacks either; their starting equipment includes an oilskin cloak and an amulet of magical breathing among other things. Divers are notable for the ability to reach legendary skill with tridents. Doll Mistresses start out slow, and their starting equipment isn't exactly good either. However, among their starting items they have a worm tooth that can become a very powerful weapon if a scroll of enchant weapon is found, and the doll mistress also knows the attire charm technique from the beginning. When combined with the Navi race they can even start using it right away, allowing them to gain powerful pets. Furthermore, their big selection of starting food ensures they won't starve early on. Doom Marines are very good at using firearms, with an improved create ammo technique that can create various types of ammo at higher levels. They're also good with other weapons but bad at spellcasting. The Doom Marine quest can be a deathtrap for the unprepared though, due to the presence of arch-viles and cyberdemons that can make short work of a low-level character. DQ Slimes gain both positive and negative intrinsics from leveling up, and the negative ones are almost impossible to cure, plus they start with no equipment so the early game is very hard. Also, they move at a very slow speed. Dragonmasters can tame dragons by throwing food, have an increased chance of gaining intrinsics when eating dragon corpses, and their pet dragons are less likely to be turned hostile when the dragonmaster is wearing dragon scale mail. Plus they can reach grand master skill in two-weapon combat and certain one-handed weapons. Druids are very good at using bows, plus they start out with the spellbooks of charm monster and create familiar and can gain skill in many spell schools. Their possible melee weapon choices are rather limited though. Drunks benefit from quaffing booze and can always make more, but they also start with a large stack of random potions that may be full healing or other useful types. Other than that they get nothing special, and their starting weapon is particularly crappy, so they'll need to luck into finding good equipment or they'll have a hard time. Dunmer are yet another archer class that starts with +0 arrows, so they'll probably be better off using their enchanted dagger for a while. They can use some melee techniques after leveling up a few times though, which may help a little. Electric Mages are the lightning-based counterpart of flame/ice mages. They specialize in shock spells, and both they and their starting pet are shock resistant. Starting with a wand of lightning, they can easily survive the early game by burning a permanent Elbereth in critical situations. Elementalists start with a bunch of elemental spells and require less mana to cast spells from that school. Their quest also spawns many spellbooks for various elemental spells. Elphs are basically rangers on steroids, with even bigger multishot bonuses for their starting bow. When combined with the Elf race, they can really do massive damage in a single round of combat, making the early game very easy if the player doesn't unneccesarily waste arrows. Blessing them and enchanting them up with enchant weapon scrolls will make sure they almost never break. Empaths can occasionally probe monsters when attacking, and calm down frenzied ones. They have intrinsics, techniques and spells for detecting monsters, curing themselves and resisting sickness and other bad effects. Erdricks start with some moderately useful equipment but also some cursed ones that should be removed quickly. Their intrinsic free action is very useful and might save an ascension kit slot, plus they learn some good techniques from leveling up. However, they're moving at moderately slow speed. Failed Existences are a harder-than-hard role that starts with heavily cursed equipment and has an automatic 50% failure rate on many actions, including spellcasting, weapon combat and using techniques. Their luck also can't get better than 0, making it much harder to get a good to-hit rating to mitigate the effects of their 50% risk of automissing. And to top it off, they start with slowest movement speed. Feat Masters can tame any vortex by chatting to it, use the #jump command at will, and also use the liquid leap and jedi jump techniques. However, their starting equipment is quite crappy. Feminists are among the most difficult roles in the game, since they get permanent nasty trap effects from leveling up. What those effects are is pre-determined at game start (chosen from a list), and level draining oneself does not revert them. They also start the game wearing a cursed pair of boots that causes traps to spawn whenever a monster is generated. If the feminist's alignment record is negative, they have a special form of aggravate monster that is rather dangerous. Also, occasionally feminists get hit by the evil artifact effect, forcing them to wear a cursed artifact with downsides. Fencers specialize in the use of one-handed swords. Of note is that they can advance two-weapon combat to Master, allowing them to deal a lot of damage per round. Firefighters should be quite safe early on due to the guaranteed wand of fire which can burn Elbereths, and the scroll of fire is very useful if they run into a green slime with no other way to cure the sliming condition. Their starting stack of water is just waiting for an altar that allows converting it to holy water, so either a dive to Minetown (1 in 3 chance) or an early altar conversion may be viable strategies. The Firefighter's starting axe is not exactly the strongest weapon but they can advance a large variety of other weapon skills as well. Fjordes swim, but also encounter floods and sea monsters much more often and will sometimes tremble when attacked by a sea monster, making their to-hit and spellcasting chances worse. Their quest artifact protects items from getting wet. Form Changers are a polymorphitis role that does start with polymorph control, but none of the special effects of the doppelganger/shapeshifter. They also acquire polymorphitis later on, and since their polymorph control has a chance of failing, system shock or ripping valuable armor pieces apart are possible. Foxhound Agents are telepathic and clairvoyant, which helps while exploring and also allows them to avoid potentially dangerous monsters. Their starting equipment is average, but one of the foxhound agent's weaknesses is their complete lack of spellcasting skills. Gang Scholars have to fight lots of joke monsters, some of which can be rather dangerous. Their deities can occasionally fix bad status effects at random, and are more likely to grant artifacts as sacrifice gifts, plus the deity sometimes responds to the #pray command before the player actually starts to pray, informing them whether it's safe to pray. The gang scholar cannot obtain pets and doesn't start with one. Also, the gang scholar's quest nemesis has almost insurmountable defenses and becomes very dangerous when hurt. A cosmetical effect of playing the gang scholar is that Moloch is renamed to Anna and becomes female. Gangsters start with a submachine gun and bullets. They also have the very useful create ammo technique that allows them to create new ammo every once in a while, allowing them to shoot enemies with wild abandon. A gangster is good at using daggers, darts and crossbows too, which can be used on weaker foes to conserve ammo for the stronger ones. Geeks (a role from NhTNG) are very hard to play. They move slowly and don't have a lot of hit points or mana, and their starting electric sword is quite weak too. One of their advantages is that nasty trap effects time out twice as fast. Gladiators are an experimental role with moderate to high difficulty. They don't particularly excel at anything but don't suffer from serious drawbacks either; their starting equipment includes a shield of reflection though, which might come in handy. Goffs are constantly high on acid, and they're also very slow so they're very hard to keep alive. The first thing they need to do (unless their player read spoilers) is figuring out what their starting inventory actually is, and even if they find a way to stop the hallucinations (which is possible), their slow movement speed will make the entire game much harder. Finding an item that gives permanent speed (preferably "very fast", e.g. speed boots) should be the Goff's top priority. However, they also need to adhere to the "anorexia conduct" that puts restrictions on eating, and if that wasn't enough, they're also permanently vampiric meaning they can only drain fresh blood from corpses. This means that unless they find a ring of slow digestion, they'll constantly be low on food. Goldminers gain bonuses from wearing gnomish items, and start with a pick-axe. They also gain the same intrinsics and techniques that gnome race characters get. Graduates are basically a weaker version of the Geek, starting with useless wacky equipment and none of the intrinsics that make the Geek worth playing. They're also slow, but at least they have a camera that can be used to shoo away dangerous opponents. For a Graduate, the duration of nasty trap effects is quartered. Grenadonins are samurai with grenades, but also some additional twists. They occasionally experience alter reality effects and may gain or lose hybrid races at random, plus they also gain a specific set of intrinsic nasty trap effects from leveling up. Upon leveling up, a grenadonin may receive a random artifact. Grenades deal more damage and explode in a bigger radius if the player is a grenadonin, which includes grenades thrown by monsters, and grenade explosions don't destroy bullets or set off other grenades on the ground. Monsters are also more likely to spawn with grenades or firearms. The create ammo tech creates grenades for them instead of bullets. A grenadonin starts with several cursed items, some of which can be rather detrimental. Finally, all skills other than firearms train much slower for them. Gunners start with lots of guns and ammo, plus the ability to make more by using the create ammo technique, but if they try to melee monsters with anything that isn't a dagger, knife or firearm, they not only tax their alignment but suffer from a massive to-hit penalty too. This basically forces them to use only those types of weapons, and if they run out of bullets and don't have an enchanted dagger or knife yet, they're screwed. Hussies have to kill/hurt a male monster every once in a while or they suffer from bad effects. They can #monster to spread perfume and confuse monsters, or #sit to create a heap of shit (the latter is rather useless). Intel Scribes are a slow role that starts with a magic marker and several blank scrolls, but apart from that they're quite weak. Janitors can use #monster to remove items at their current location, and if enough weight units of items have been cleaned up, a garbage truck will be called that empties the player's "trash bin" after a random amount of turns. This increases the player's alignment record. If a janitor trespasses into a vault, the guard will just leave without demanding the player drop their gold. Jedis (also available with the Jedi patch for SLASH'EM) use lightsabers and have techniques to recharge them, move objects from a distance and do jumps. They can't get proficient at most other types of weapons though, and they either run out of lightsaber energy often or have to waste a turn every time a monster shows up to turn their saber back on. Jesters get a +3 damage bonus for using a rubber hose, which they also start with but later on they should switch to a real weapon. Their large amount of starting gems may be used to build up luck early on if a unicorn can be found, but occasionally some gems may be generated with high enchantments, making slings a possible weapon choice. However, sometimes one of the starting gems will be a cursed loadstone, and to top it off, jesters are also a slow-moving role. Justice Keepers are highly experimental characters that move moderately slowly; they don't start with a lot of equipment, but the ones they do get are well-enchanted. The Justice Keeper can reach grand master skill with lances and master skill in riding, making jousting a viable tactic. Knights are mostly unchanged from vanilla, but they are now the only role that has good odds of dipping for Excalibur when lawful. A chaotic knight has the unique ability of dipping for Dirge when chaotic (all other roles will just trash their long sword if they attempt that). Korsairs are an experimental role with moderate to high difficulty. They don't particularly excel at anything but don't suffer from serious drawbacks either; their starting equipment includes an amulet of magical breathing as well as a good stack of daggers. Korsairs can reach legendary skill with firearms. Ladiesmen will cancel foocubi less often and have a high chance of not paying them after an encounter, plus they can "seduce" nymphs, nurses and succubi by chatting to them, sometimes taming them. If that fails, they can still use the attire charm technique to tame any intelligent human(oid), and they start with quite some gold. Their downsides are that they may never as much as hit, let alone kill an intelligent female being, plus they're moving at slowest speed, making it much harder to escape from fast monsters. Librarians are capable of successfully reading cursed spellbooks, plus they can identify items more easily by using the research technique and start writing scrolls once they recharge their empty magic marker. The downsides are a slightly slower movement speed and a complete lack of weapon skills, making the librarian a very hard-to-play role. Locksmiths start the game with no weapon and no armor, and their (un)locking tools and wands won't help much in an actual combat situation so they need to turn up useful equipment quickly or they won't stand a chance. They're likely to have to rely on their starting pet for quite some time and engrave Elbereth often. Lunatics are a role-specific version of the Lycanthrope race; their wereform is randomly determined at the start of the game, but otherwise most of the Lycanthrope's quirks apply. So the player either has to find a way to control their random transformations or accept not always being able to wear/wield armor and weapons. Unlike characters who catch lycanthropy from being bit by a werecreature, their wereforms do more damage if the player's experience level is higher though. Mahou Shoujo always aggravate monsters and start out slow, but to make up for it, they also start with magic resistance and gain both teleport control and polymorph control by leveling up. Their real strength is spellcasting though. A Mahou Shoujo can always perform hungerless casting, their spell memory will last for a much longer time and all spells only cost half the usual amount of mana. The only disadvantage to this is that mahou shoujo always announce their spells, waking up monsters close by whenever they cast. Masons are solid fighters with a few spellcasting skills and can use a technique to create grave walls in a big radius to keep monsters away. Mediums cast spells but also use silver weapons to slay demons and vampires. They can use telekinesis, and will gain lots of Pw from leveling up. Midgets are similar to dwarves, starting with a very damaging dwarvish mattock and some robust dwarven armor including a mithril coat. They also gain access to some of the intrinsics and techniques that racial dwarves get. Mill Swallowers can eat organic items, which allows them to occasionally gain intrinsics from jewelry. In combat they have a multishot bonus with crossbows. Murderers are a harder-than-hard role that starts with a cursed two-handed weapon and lots of other cursed items. They need to get rid of as many cursed equipment as possible, and do so quickly, since some of those items have crippling negative effects. Musicians can use their magic harp to try to tame dangerous monsters, and their other instruments (including a drum of earthquake) may also be useful at times. They don't start with an actual weapon though, so they should try to find one quickly. If they manage to get surrounded by several strong monsters and tame them all at once with their harp they may be quite able to survive the early game. Mystics begin the game with randomized intrinsics and items. Whenever they level up, they may also learn a random technique. A Mystic may enhance any weapon or spellcasting skill to Expert level. Ninjas are similar to Rogues but with considerably worse starting items, so their early game won't exactly be easy. They get some useful intrinsics from leveling up though. Nobles (also available in dNetHack) are a melee role that mainly uses one-handed weapons. They start with a saddled pony, but their hit points and mana aren't great, making them a hard-to-play role. Occult Masters start with a bunch of occult spells and are hit by backlash less often when casting them. Their quest also spawns many spellbooks for various occult spells. Officers start with a pistol and some useful wands, which can be "doubled" by their starting pet that starts with the same items and immediately drops them on their first turn. This allows the Officer to dual-wield pistols from the start and gun down any dangerous enemies with the downside of doing crappy melee damage. Still, it's probably better than whacking enemies with a club that doesn't do any meaningful damage either, and may allow the Officer to survive long enough to find another useful weapon. Dual-wielding with a pistol in main hand and a strong melee weapon (e.g. silver saber) in the other hand enables the player to do well in both melee and ranged combat without having to switch weapons. Otaku are similar to tourists, which means shopkeepers will rip them off and they start with lots of food and gold, but also a katana and some useful weapon skills. The early game is therefore likely to be relatively easy for them. Paladins are basically enhanced knights who also get undead warning and demon warning, but their code of conduct is much harsher, giving larger penalties than the knight conduct. Attacking Izchak will cause instant death at the hands of the player's deity. However, the paladin's starting equipment is also better than the knight's, and they have a higher chance of successfully casting difficult spells. Pickpockets will aggravate monsters whenever their alignment record is negative, but their melee attacks can steal gold from monsters and all traps only have a 50% chance of triggering if a pickpocket steps on them. They start with some gold and stacks of daggers and knives. Pirates (also available in dNetHack) specialize in one-handed weapons and firearms; they have the ability to swim. However, their hit point and mana totals are usually pitiful, making them hard to play. Poison Mages start the game with poison-related spellbooks and wands, plus they are innately poison resistant. Combining this role with the Poisoner race can result in instadeath before you've moved, due to the starting poisonous cloak and the fact that the poisoner race overrides poison resistance. Pokemon are bad at using weapons, and they don't start with spells. A viable strategy would be to dig down to the Oracle and smash the statues in hope of finding spellbooks; they may also be combined with a race that gets unarmed damage bonuses and fight hand to hand. Pokemon can throw poke balls at random monsters for a chance of turning them into pets; if the monster has the "petty" string in their name, the ball will always work. Politicians are capable of sometimes taming soldiers by bribing them, and they sometimes receive extra gold when offering a corpse on an altar, but they don't gain alignment points for killing monsters. Also, they start with absolutely no weapon or spellcasting skills at all; instead, they come to the dungeon with lots of money and a bag of holding. Practicants have a rather diverse skill set and start with a chemistry set that allows them to make potions, but their starting weapon will eventually degrade into uselessness and should thus be replaced with a different one eventually. As long as the quest nemesis is not dead yet, the practicant will have to obey special rules or be forced to pay a fine (with the pay command); refusing to pay the zorkmids will cause bad effects. Certain actions can also result in other penalties, e.g. amnesia. Therefore, the practicant should try to hurry to find and beat the quest quickly. Preversioners start in the Green Cross subdungeon with little equipment, and have to make their way down to the bottom of that branch before they're able to leave and therefore access the main dungeon. They have a solid melee-spellcasting hybrid skill set. Prostitutes are relatively weak in combat, but they can #chat to intelligent monsters to have sex, which will cause the player to gain money instead of paying some. However, this prevents the chat command from interacting with the NPC in other ways, which means that divine protection cannot be bought. Also, claw attacks will paralyze the player, even while already paralyzed, which can cause chain paralysis. Psions are glass cannons with lots of techniques and intrinsics; leveling up enough allows them to detect monsters permanently, which is a huge boon considering that warning and telepathy have been nerfed in Slash'EM Extended. Their single-digit starting HP aren't going to improve much from leveling up though, so nurse dancing or full healing potions are probably required if a Psion is supposed to survive the later parts of the game. Psykers regenerate Pw quickly with no additional hunger, and are good at learning spells as well as keeping them in memory. They also start with useful spells and will gain several useful intrinsics and techniques from leveling up. Quarterbacks deal extra kicking damage and don't hurt their legs when kicking a hard dungeon feature. They also deal extra damage with club-class weapons and have extra to-hit with slings. Ringseekers are a role version of the hobbit race, which means they excel at using slings and also gain hobbit-themed intrinsics and techniques. Their skill selection is rather restricted though. Rockers are lithivores with petrification resistance. This would make them an excellent YASD-proof character were it not for the fact that they start out slow, and they also have a very hard quest to beat. They can repeatedly produce cockatrice eggs from thin air to use on enemies though. Sages are basically wizards that start with a mace instead of a staff; they're even more likely than wizards to successfully write unknown scrolls, but they don't receive some of the wizard's other benefits. Scientists start out with a chemistry set, a spellbook of chemistry and some bottles; they also know all potions that exist in the game, so they'll be able to make any potion they want, including invulnerability. Their highly enchanted starting armor might keep them safe for some time but their offensive options kind of suck; finding a good weapon early will be important. Secret Advice Members have a wand of banishment right from the start, which they can use to either send dangerous monsters to other levels or potentially on themselves as an escape item or to attempt to get to deeper dungeon levels more quickly. They're well-equipped to handle a variety of situations. Shapeshifters can #youpoly at will, and they start with semi-polymorph control allowing them to change into forms at will. Later they will gain full polymorph control which makes the polymorphs work when changing into a high-level form, too. Combining this role with a polymorphitis race can be very useful as it allows the player to control their polymorphs (to a certain degree) even if the race would normally prevent that. Slave Masters have a chance of starting with items that can be used in conjunction with pets, but generally they're very underwhelming. About the only thing they really have going for them is they gain teleport control by leveling up. Social Justice Warriors are a harder than hard role, and also rather randomized as they gain random techniques from leveling up, have randomized nasty trap effects depending on their experience level, are additionally subjected to random temporary nasty trap effects every once in a while, and start the game with a randomized skill set that may or may not be good. Spacewars fighters start out woefully underequipped, but they also get a lot of money so they might be able to buy what they need. They suffer from a relative lack of ranged options though, and their quest can be annoying. This is especially true if they allow their quest nemesis to banish them to the depths of Gehennom, possibly even right into Demogorgon's lair. However, with good preparation the Spacewars Fighter quest isn't too hard to beat. Supermarket Cashiers are a slow role that starts with teleportitis, which they won't be able to control unless they level up a lot of times or find a source of teleport control. They start with some gold though, and at experience level 18 they also learn the martial arts techniques. Thalmor are a kind of battlemage class that gets solid stats, starting equipment and intrinsics. They also start with a useful pet that may make the early game quite easy. Topmodels are relatively good fighters that start out with a rifle, but bullets may be hard to come by. They also get lots of great intrinsics at the start of the game, including flying, unbreathing, warning and more. Additionally, the Topmodel may use the attire charm technique to convert intelligent human(oid)s into pets. However, Topmodels are the slowest role of all, also all of their powers are lost if they take off or lose their high heels, and they need to follow the "anorexia conduct" or they will suffer from negative effects including, but not limited to, vomiting, food poisoning, stat point loss, negative alignment record and eventually being unable to pray safely. Topmodels also face some of the most obnoxious random monsters ever in their quest, and their nemesis commands armies of nasty monsters too. Tossers start with plenty of javelins which they get a multishot bonus for, plus they can use javelins with full effectivity in melee and are also much more likely to find more stacks of javelins randomly generated. Transsylvanians are a harder-than-hard role that starts with heavily cursed equipment. Their items will gradually curse themselves, and the starting footwear causes hallucination and a random nasty effect. However, while wielding "hammer shoes" (which they also start with) they resist hallucinations. It is imperative for transsylvanians to wear high heels at all times since they move at half speed if they don't, and they're already a slow role so this will make them really slow! They can use the attire charm technique to acquire pets, however they will also run into random boss monsters more often. Transvestites excel at fighting with weapons that use the hammer skill. They should wear high heels at all times for extra speed; if they don't, they will be slow and have a hard time overall. Also, the attire charm technique may be used to turn any adjacent human or humanoid monster (except uniques, quest nemeses and shopkeepers, but including things like gnomes or orcs) into pets. The transvestite starts with a saddle and has increased chances of successfully mounting a steed. Twelphs are dark elves, starting with droven equipment that also gets bonuses to hit, multishot or AC when worn by a twelph. They can fire lots of dark elven arrows from their dark elven bow, cutting down even the strongest foes in a few volleys, and so they make great archers. Unbelievers are completely unable to cast spells, but they make up for it with innate magic resistance, and monsters cannot cast spells either. They also cannot pray to the gods, and cannot offer corpses on altars. Unbelievers are good at melee and have some ranged weapon skills as well. Undertakers begin the game with a useless scalpel that should be ditched for a real melee weapon, and they can turn undead both by using the technique and zapping the wand of undead turning so they may sometimes resurrect a fallen pet. Unless they luck into good equipment, they'll probably need to use pets in order to survive the early game. Users of Stand are very slow, and the only thing they start with is a tooled horn which they will probably need until some suitable equipment can be found. They are generally hard to play. Walscholars are much more likely to encounter really dangerous trap types, and will occasionally have cursed equipment force-welded to them. They can use the diamond barrier technique to create grave walls, but digging out grave walls taxes their alignment. Walscholars start with some diamonds and will need to use them up if they want to use the diamond barrier technique; after using the technique, they can freely walk through grave walls for a while. Wandkeepers are slow but start with a lot of wands, always see how many charges they have, and also resist fire, cold, shock and sleep, plus they get a bunch of other useful intrinsics from leveling up. Warriors are great at using melee weapons and good at ranged combat too, but they can't learn any spellcasting skills. The warrior starts with a saddled green nightmare steed. Their main difficulty is beating the Quest, thanks to their nemesis basically being a Master Kaen on steroids. If you used to have difficulty beating Master Kaen, the Archnemesis will probably be next to impossible to defeat. Wild Talents start with a very randomized inventory and random skills, not necessarily the ones for their starting items. Their quest artifact is a random melee weapon, and they can gain random intrinsics (25% chance) when leveling up. Like Zyborgs, they may get random techniques when they level up. (20% chance per level) XelNaga get very many intrinsics and techniques from leveling up, and at experience level 15 they also have a passive acid attack that damages monsters. They also deal extra damage with bare hands, but lack starting items and also don't have weapon skills. Yautja sometimes go berserk when attacking in melee, and start with a good selection of equipment. They also gain several useful intrinsics from leveling up. Yeomen no longer suffer from the bug where their calm steed technique did nothing, and are otherwise similar to vanilla with some additional combat techniques. YSexymates move at slowest speed, and they only have access to a select few skills. But they are one of very few characters that gain access to both the poke ball and attire charm techniques at once, and their starting pair of feminine pumps is guaranteed to be +7 which, in combination with the ability to reach expert skill in martial arts, allows the YSexymate to make short work of early game monsters. They will have a hard time with dragons and other thick-skinned opponents, though their starting pet is also very strong, dealing up to 32 unarmed damage per round. Zookeepers start with three blessed scrolls of taming, allowing them to turn dangerous monsters into pets. They also get tripe rations and leashes which further aids them in gaining and maintaining pets, but unless they randomly find a magic marker and a way to blank scrolls, their taming scrolls will only last so long, so the player should make the most out of them. Confusion may allow the scrolls to tame a much bigger amount of monsters, turning them against the ones that resist. Other than that, the starting bullwhip should be discarded as soon as a real weapon appears, and the zookeeper also needs to find some armor if he wants to survive. Zyborgs are an easy to play role suitable for beginners, with good armor and access to all skills, including martial arts at grand master skill level. They even get random techniques from leveling up, and they are also metallivores, greatly reducing the risk of early starvation. Zyborgs are moderately slow though, and they also have a very hard quest to beat. The quest artifact has a chance of beheading monsters with a head, and it can also be picked up by intelligent monsters and used against the player. =_=_ Goff For the unspoiled player, the Goff also presents an interesting puzzle to figure out. Since the unspoiled experience can't ever be had again as soon as one was spoiled (unless one is suffering from amnesia in real life), players who want to figure out the Goff role on their own are advised to stop reading at the marked spoiler section below. The Goff obviously starts out hallucinating. This messes up the display, jumbles around the gods' names, and even prevents the player from seeing what their starting items really are. Worn items include an amulet, a weapon and some pieces of armor, plus there's a stack of 100 objects in a quiver and some potions and scrolls. It is possible to stop the hallucinations, and that's the first task the player has to perform if they want to get going. Players who still want to figure out how the Goff role works are advised to turn back now. Only read this if you don't care, have already figured out the Goff role's quirks or are desperately looking for a solution after some unsuccessful attempts to get the role to work. :) Okay, so obviously the player needs to figure out what to do. Quitting out of the game doesn't correctly identify the player's possessions due to the hallucination; for many of the items only the randomized descriptions (e.g. "an occult amulet" or "a scroll labeled APOCALYPSE") are displayed, and no enchantment or BUC status is shown. Looking at the discoveries shows one identified item type while everything else is unknown. Often there doesn't seem to be a starting pet either; however, the pet is actually a ninja boy/girl hiding underneath an item that gets generated next to the character! Because the pet is likely to hide underneath items again and again, and also because the player is hallucinating, it's probably better to leave it behind anyway. Now the player still needs to figure out what their items actually do; all the armor items cannot be taken off, so it's likely that one of them is causing the hallucinations, right? ;) In fact, it's the pair of hippie heels that causes hallucination while worn. Find a way to take them off, and the Goff becomes much more playable. Goffs are a harder-than-hard role. The first thing they need to do is find a way to get rid of the cursed pair of hippie heels if they ever want to see what their items actually are, so they're probably stuck hoping for a random scroll of remove curse, or encounter a hallucinogen-distorted item-stealing monster and drop everything that can be dropped to increase the chances that the boots are stolen. But even if they manage to get rid of their boots, they still have other problems: Their movement speed is only 9, making them very slow unless they find a way to speed themselves up (preferably speed boots), they're permanently vampiric so they can only drain blood from corpses but (unless polymorphed into a vampire or playing a racial vampire) they lack a blood-draining melee attack, and they also need to follow the anorexia conduct that penalizes them for drinking blood from meaty monsters. On the plus side, they burn nutrition at a slower rate if they're already hungry or worse. The Goff quest isn't too dangerous, but it has some monster-filled parts that will take a while to clear. Their quest artifact can be quite useful as it grants both half physical damage and half spell damage. =_=_ User talk:Tungtn/Physical damage analysis UnNetHack and dNethack both also try to reduce the influence of luck on to-hit by reducing the likelihood that a character has max luck. In both games, luckstones only cause luck to time out more slowly, they don't stop it timing out altogether (dNethack got this from UnNetHack, but changes the timeout to be more rapid). Both games also feature (different sets of) enemies that can reduce luck. I also recently fixed the to-hit bonus for monks making unarmed attacks. There are a few ways to boost unarmed attack damage in dNethack, as well. Most notably, the Gauntlets of Spell Power add silver damage to unarmed attacks, and the Premium Heart makes unarmed attacks do 2x damage (both artifacts are also gauntlets of power). After reading this series, I'm planning to increase the damage bonus for Expert weapon skill to +5, and lower the damage modifier for Expert two-weapon combat to +0. I may also do something to reduce the strength bonus to attacks during two-weapon combat, but haven't decided what yet. Though this is not directly relevant to physical attack damage, dNethack also attacks the "late game hits will never miss" problem from two different angles: DnD has also struggled with the problem of AC vs to-hit over the course of its history, a good summary of the approach that is currently being tried in 5th edition (aka DnD Next) can be found here. The bounded accuracy solution (in brief, removing almost all scaling bonuses from the game) would probably work with vanilla's AC values. The approach that I'm currently trying out in dNethack doesn't use that idea, though. One thing I've been trying to do is draw a sharper distinction between gehennom, the dungeons, and the endgame dungeons, in terms of the types and difficulties of monsters that show up. So under this system, the fairly sharp divide between demon and angel AC and the AC of everything else is desirable as they are supposed to be noticeably more difficult than everything else. That said, I think most characters can still expect to hit everything all the time[1], so :-/ I think the cumulative effect of the various changes I've made to two weapon combat has been to make it only somewhat better than a two handed weapon, instead of vastly superior as it was before. Since the max damage bonus for two-weapon is now +0, vs +5 for a single weapon, and since two handed weapons get 2x the strength bonus whereas two-weapon combat don't get a strength bonus on their off hand attack (max 8 points), a two weapon combatant needs to find at most 13 additional points of damage to make two weapon combat worth it. The off-hand weapon can be enchanted to +7, leaving just 6 points that must come from other sources. Silver hitting silver-hating is therefore enough to make it worthwhile, and a lot of roles that get a first sac gift are allowed to use that artifact in their off-hands, which is usually also enough to make it worthwhile. Finally, a problem that I just noticed is that there are no silver two handed weapons, meaning that vs silver hating two-weapon combat gives you +21 average damage, if you can find two silver weapons. So, again, :-/ The stats assumed here are pretty low, 18 strength gives a +2 bonus all by itself, and dex gives a 1 point bonus for every point above 14 (so the +3 above assumes either 18 str and 15 dex or thereabouts). Gauntlets of dexterity can therefore improve to-hit by up to 5 points. Rings of increase accuracy can be used to further increase to-hit in a pinch. Tourists in particular can charge up two such rings for when they need to hit stuff. I believe that it was deliberate rather than a book-keeping accident for the boots of speed to grant Very Fast speed: if the boots only granted Fast speed, they would be useless for the 7 roles that gain Fast speed as an intrinsic, as well as to any character who eats a Q or finds a single wand of speed monster. Possibly this suggests that intrinsic and extrinsic speed should both individually give only Fast speed, and should stack to give Very Fast speed. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Forum:I found part 15 of Hack 1.0 I thought you guys may want to know. It builds on 4.2 BSD ok, although it has a hard time finding mklev.. But it does run. My interest in nethack comes from the inclusion of rogue onto 4 BSD's game directory and exploring what popular games were available during the early 1980's on UNIX platforms. I also maintain a poorly named sourceforge project [4BSD for the Digital VAX] which has become a setup package for [SIMH] and various UNIX operating systems onto Windows. The goal is to make it incredibly simple to start running ancient UNIX along with various [pre-built package tapes of old software, including hack/nethack]. I'm not that much into IRC but from time to time I hang out on chat.taucher.net #BSD . Usually I'm the one running some ancient IRC client on some ancient emulated OS. =_=_ Forum:I can't find the Amulet in dnethack I am in Moloch's Sanctum and have slain Moloch's Elder High Priest. The amulet is not on his person or anywhere else in the Sanctum. Does dnethack have something additional you have to do in order to obtain the amulet? Any advice on this? You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Talk:Dudley's dungeon =_=_ Talk:Scramper Does anyone have any idea what the creative origins for the scramper might be? I can't find anything on them.--67.174.161.86 00:19, 8 November 2014 (UTC) You should be aware that your IP address is not exclusively yours; someone else may log in later with the same address, or your IP provider may give you a different one. If you want to create a user page, you might consider creating an account. You don't have to, but it will mean that your user page really is yours. The name "Fizzbin" is available here.--Ray Chason (talk) 03:05, 9 November 2014 (UTC) =_=_ Forum:SLASH'EM: Scrampers I already asked about this on the article's discussion page, but I figured I may as well make a topic here as well. I was curious, do scrampers have any sort of creative origin that anyone knows of or are they just a SLASH'EM dev invention?--67.174.161.86 04:09, 9 November 2014 (UTC) =_=_ Fg =_=_ Stopped nethack =_=_ + Stopped nethack =_=_ There is already a game in progress under your name. Destroy old game? =_=_ Ctrl-Z =_=_ Crash =_=_ The game crashed =_=_ Recovering =_=_ Recovering a crash =_=_ Power cut =_=_ Power outage =_=_ Crashed =_=_ Tchulhu =_=_ Chulhu =_=_ Thulhu =_=_ Chluchlu =_=_ Chluhu =_=_ User:Wooble/Unique deaths =_=_ Forum:How do I run the graphical interface for NetHack4 on linux? You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User talk:Chmohit You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Trap (Slash'EM Extended) The Slash'EM Extended variant makes some changes to existing traps and adds several trap types that are not present in other variants. Webs display as to avoid confusion with amulets, and they're more likely to spawn with a spider which is no longer guaranteed to be a giant spider; it can even be a scorpion or other s-class monster that doesn't spin webs. Many traps that do damage will do more damage to the player if they're generated deep in the dungeon, which means arrow traps and suchlike are no longer meaningless to high-level, high-HP characters. Also, some traps can randomly disappear if players or monsters trigger them repeatedly. Statue traps can have special properties in Slash'EM Extended. They have a 20% chance of being invisible, hiding them from players who lack the see invisible intrinsic; an 8% chance of being hidden underneath a zorkmid, a 7.2% chance of being hidden underneath a boulder, a 6.48% chance of being hidden underneath any random item, a 4.86% chance of being hidden underneath a (cloaked) mimic, a 7.64% chance of being hidden underneath a fungus (biased towards sessile ones), a 4.58% chance of being hidden underneath a jelly (biased towards sessile ones), and a 2.75% chance of being hidden underneath any random monster (which is likely to walk off the trap though). All of these additions are meant to make it more likely for a player to not see the statue in advance and be surprised by the trap. Spoiler alert: There are lots of traps that have been added in Slash'EM Extended. Some of them are very hard to figure out, so this section is a massive spoiler. ice trap (from Unnethack) - does cold damage (less if cold resistant) to a player walking into it, sometimes freezing them and/or shattering potions in their inventory. spear trap (from Sporkhack) - does a high amount of damage to the player. A player polymorphed into a thick-skinned monster removes the trap without taking damage, and a levitating character or one polymorphed into an unsolid monster doesn't take damage either. ceiling collapse trap (from Sporkhack) - only triggers once, and drops a shower of rocks and boulders on the player. The damage done by this trap can be very high; a worn hard helmet mitigates the effects a bit, but it can still be instant death if the player's maximum hit points aren't high. magic beam trap (from Sporkhack) - fires a random beam at the player or monster triggering it. The type and direction of the beam is always the same for a given trap, and it is removed after being triggered often enough. heap of shit - hazardous for players by doing acid damage (less if acid resistant), possibly damaging the player's worn boots (lower chance if they're erodeproof or of a type that can't be eroded, but it can still happen). Can remove the player's intrinsic or temporary speed or cause paralysis (free action usually prevents the latter). However, monsters triggering this trap experience no harmful effects; instead, they speed up if they weren't fast already, so it might actually be a good idea to displace a pet onto a heap of shit. Flying or levitating players won't trigger this trap. If it is triggered often enough, it disappears. glyph of warding - deals a moderate amount of damage. The damage is randomly selected to be physical, fire, cold, or shock damage; if the player is resistant to the selected element, the trap will do no damage at all. However, the player will also suffer from an additional bad effect every time a glyph of warding is triggered. There is a 10% chance of it disappearing if the player triggers it, and it's also possible to untrap a glyph of warding (20% base success rate), which may reward the player with 4 experience points. blade trap - also known as "scything blade", does some damage to whoever triggers it, and more if the target has a head. Unsolid beings are immune to this trap. It can also be untrapped with a 25% chance, which rewards the player with 3 points of experience. bolt trap - acts like an arrow trap except it fires crossbow bolts that do more damage compared to arrows. Untrapping a bolt trap turns it into a stack of crossbow bolts that can be picked up, and it can also run out of projectiles if triggered repeatedly. acidpool - a ground-based trap that does acid damage (less if acid resistant) to the player. It can also corrode some of the player's worn armor, and monsters can trigger it as well. Flying or levitating monsters and players don't trigger this trap, and it can be untrapped for a chance of acquiring potions of acid. waterpool - a ground-based trap that does damage unless the player is levitating, flying, swimming, waterwalking or unbreathing. Levitation, waterwalking and flying protect the player's inventory, otherwise there is a 5% chance that items become wet, including lethe damage if the current dungeon level has lethe water. Monsters walking into this trap take a low amount of damage and have a chance of removing the trap, and the player can also untrap it for a chance of acquiring potions of water. poison gas trap - poisons the player to do damage and sometimes randomly reduce an attribute. For non-poison resistant players, the poison can also be deadly, resulting in instadeath. Unbreathing makes the player completely immune to this trap. Monsters triggering it will take a small amount of damage unless poison resistant or unbreathing, sometimes removing the trap in the process. shock trap - does lightning damage (less if shock resistant) to a player walking into it. There's a good chance of the player being numbed for a time, and wands and rings in the player's inventory may explode. vulnerability trap - will temporarily disable a random in/extrinsic of the player. It can also choose to disable something the player doesn't have (yet); e.g. if it disables fire resistance on a non-resistant player, it means the player won't be fire resistant even if he later eats a red dragon corpse or puts on a ring of fire resistance as long as the effect is still active. However, internally, the player does still gain the resistance from eating corpses or putting on items, and they start working as soon as the vulnerability times out. If the trap decides to disable an attribute that's already disabled, the timer until that intrinsic will work again is increased. lava trap - transforms into lava upon being triggered and also turns random nearby squares into lava. The player doesn't instantly fall in, though, so if there is still some adjacent land, the player can easily save themselves. Flying and levitation also prevent the player from dying to this trap. death trap - does exactly what it says on the tin. Actually, most of the time, the player will just take damage to their HP and max HP, but occasionally it can instakill. Magic resistance reduces the damage taken and removes the instakill possibility. famine trap - makes the player more hungry if triggered. It is very possible to be bumped from "Not Hungry" to "Weak" or even "Fainting" instantly! stone to flesh trap - casts the stone to flesh spell on the player, possibly transforming valuable lithic items into useless food. Rings are especially endangered, since most of them are made of mineral. quicksand - causes random amounts of damage to the unlucky player who steps into it. Flying or levitating characters have a chance of being unaffected, but sometimes they will trigger this trap anyway, and the damage done can sometimes be highly excessive. gravity trap - makes the player's inventory much heavier for a period of time. The actual weight added to the player's encumbrance is equal to the number of turns for which the effect will last, which means that it will gradually time out, but if the initial value is high, the player may be temporarily pushed into stressed encumbrance or even worse. recursion trap - permanently changes the player's role and/or race. This trap is removed once triggered, so there is no way to trigger it repeatedly until the player becomes their favorite role/race combo. Also, if the player ascends after triggering it, the resulting high score entry will say that they ascended as whatever new role or race they were, even though the Ctrl-X screen also remembers the starting role/race. warp zone - banishes the player to any random level in the Dungeons of Doom or Gehennom. Players with the Amulet of Yendor are immune, mainly to make sure they cannot use it to bypass levels on the Ascension Run. throwing star trap - shoots a shuriken at whoever triggered it. Can be untrapped to receive a stack of shuriken, or triggered repeatedly until it runs out. The shuriken can also be poisoned, so non-resistant players beware. MC trap - The player's magic cancellation will temporarily be weaker once this trap is triggered. Triggering it repeatedly will cause the effect to stack, potentially reducing the MC value by even more. There are items that give more than 3 points of MC, though, and wearing such an item can allow the player to still have MC3 despite the trap. bar trap - creates iron bars around the player, which are difficult to get rid of. There are a select few weapons capable of bashing down iron bars, and a confused scroll of barrhing will also help. Only triggers once. loudspeaker - whenever anyone walks on it, the game displays fake messages, and any loudspeaker on the current dungeon level will also blurt out random messages every once in a while to confuse the player with stuff like "You are slowing down." or "Demogorgon stings you!" bullet trap - fires bullets at whoever triggered it. Untrapping it can generate a stack of bullets for the player to grab. fart trap - causes random bad effects and displays messages that belong into adult visual novel territory. Untrapping it is possible, but very difficult. Digging a pit on the square will not work. petrification trap - The player turns to stone and will need to eat a lizard corpse or otherwise depetrify themselves. With petrification resistance, the player is safe from its effects, however. slime trap - The player turns into a green slime. Setting oneself on fire is one of the possible ways to prevent the end result. lycanthropy trap - like being infected by a werewolf; lycanthropic races are immune. The player will always become a wereWOLF, as opposed to e.g. a wererat. elemental trap - does fire, cold, and shock damage to the player, each with their own chances of item destruction happening. escalating trap - does more damage the more often it's triggered. The escalation counter is global for all such traps, and is also shared by the "escalating damage" attack possessed by some monsters. sin trap - replicates the nasty effects from the Seven Deadly Sins' melee attacks, including item teleportation and other bad stuff. On the Vibrating Square level, each of the Seven Deadly Sins is generated with a sin trap underneath. destroy armor trap - can destroy a worn piece of armor, but magic resistance, the item being blessed, the item's positive enchantment, and some other factors give a saving throw. earthquake trap - only triggers once, and causes an earthquake like a drum of earthquake, with the magnitude depending on the current monster difficulty. The affected area is randomly littered with pits. horde trap - summons a bunch of monsters around the player accompanied by the cryptic message "e Pale Wraith with a lightning stroke.". glyph of guarding/protection/animation/summoning/massive damage/number seven - like the glyph of warding but also causes various other bad effects when triggered. Can be untrapped. The color of this glyph is actually different depending on the exact type of trap. magnet trap - All iron items are removed from the player's inventory and randomly pushed to nearby squares. This includes worn items, which can be a useful way of getting rid of a cursed item, but only if the material of that item is specifically iron; all other items, even those made of other types of metal, are unaffected. fumarole - every turn the player spends on or adjacent to a fumarole, they will be hit by poison, dealing damage (unless poison resistant) and possibly draining strength. The poison also has the usual small chance of being fatal. Locating this trap via searching may help to avoid it, although doing so requires the player to be affected by it continuously as the search command only finds adjacent traps. rodney trap - If the Wizard of Yendor has not been awakened yet, triggering this trap wakes him up prematurely and sets a timeout for the random harassment that will go on until the player ascends. nexus trap - Will randomly phase door, teleport or levelport the player, or scramble their stats. While it's theoretically possible to do nexus trap dancing hoping for a beneficial stat swap (e.g. if the player has a strength of 8 and a charisma of 21 and is hoping to get the two of them to swap), there's a chance that this trap is deleted upon triggering. superthing from level 55 - Standing on or next to this trap will paralyze the player for up to 5 turns. Farlooking this trap displays "Rien ne va plus!" and paralyzes the player for up to 20 turns. trap of opposite alignment - only triggers once, and makes a lawful player chaotic or in reverse; neutral characters become either lawful or chaotic. The player's divine protection is erased in the process, and "Your mind oscillates briefly." is displayed. sincount trap - Displays "You feel sinful...", and increases the amount of sins by one, plus the player loses 5 points of alignment record. pet trap - If the player triggers it, nothing happens. However, any pet that walks on this trap will die instantly. Can also affect a ridden steed. piercing beam trap - Like a magic beam trap, fires a beam at the player who triggers it, however the player's reflection (if present) is also deactivated so the beam cannot be reflected. There's a 5% chance for this trap to disappear every time it is triggered. wrenching trap - Has a random effect from the following list: teleport the player on the same dungeon level; aggravate monsters; temporary blindness; player loses all gold carried in the open; temporary confusion; be poisoned, lose strength and player's gloves might suffer from corrosion damage; up to 25 points of HP damage; player's inventory items are randomly cursed. These are all duplicates of potential backfires when reading a spellbook. strew trap - Randomly drops some of the player's items and pushes them to random nearby squares; potions and other items made of fragile material will probably break in the process. Additionally, the player is surrounded by monsters, which might use some of the scattered items against the player. Triggering this trap displays the message "You are greatly startled by a sudden sound." fountain trap - Mimics most of the effects of quaffing from a fountain, however certain effects (e.g. getting a wish) cannot occur. The actual effect is randomized every time the player triggers this trap. There is a 1 in 6 chance per use that this trap disappears. throne trap - Mimics most of the effects of sitting on a throne, however certain effects (e.g. getting a wish) cannot occur. The actual effect is randomized every time the player triggers this trap. There is a 1 in 6 chance per use that this trap disappears. anoxic pit - Like a pit trap, but being stuck inside without magical breathing will deal 3*experience level damage to the player each turn with the message "The air in the anoxic pit does not contain oxygen! You can't breathe!" arabella speaker - whenever anyone walks on it, the game displays fake messages, and any loudspeaker on the current dungeon level will also blurt out random messages every once in a while to confuse the player with stuff like "You are slowing down." or "Demogorgon stings you!". Visible by default. Farlooking it displays "NETHACK.EXE caused a General Protection Fault at address 000D:001D." and paralyzes the player for d30 turns. filler trap - Only triggers once. Displays "The floor around you vibrates in a strange way." and rolls a random trap type, then places a bunch of traps of the type it rolled on random squares. premature death trap - Grants temporary premature death when triggered. Whether or not the player will die from this effect depends on the mood of the RNG. trembling trap - Increases the player's "trembling" amount, a hidden stat seen only in enlightenment that reduces to-hit and spellcasting chances. This effect times out very slowly. techcap trap - Increases the timeout of a random technique, so the player has to wait until it can be used again. hybrid trap - Randomly adds or removes a hybrid race, which can have significant effects on gameplay depending on which one it rolls. miguc trap - Paralyzes the player for a couple of turns and summons a monster, which can then start attacking the helpless player. directive trap - Only triggers once, and permanently changes one of the directives for the player's pets. The directives are "can the pet collect items?", "can the pet attack monsters, and if yes, can it attack peaceful ones too or only hostile ones?", "can the pet eat food off the ground?", "can the pet try to follow the player?", and "what is the percentage chance that enemy attacks are redirected to the player's steed?". If the player lacks the directive technique and also doesn't know the directive spell, this trap can result in being severely screwed over because there's no way to force the directive to be changed again. elder tentacling trap - only triggers once, and summons a hostile elder priest next to the player. The elder priest is the most dangerous monster in the game and capable of easily wiping out even an otherwise ascension-ready character. pentagram trap - Mimics a random pentagram effect when triggered. This trap has a 1 in 6 chance of disappearing when triggered. item nastification trap - Puts a nastytrap curse on one of the player's worn armor pieces. This trap only triggers once; if the player isn't wearing any armor, the trap triggers anyway and just disappears without doing anything. It should be noted that this trap can also remove other object properties that were on the affected armor piece, so e.g. an "enchanted (of free action) plate mail" can become "enchanted (of Team Nastytrap) plate mail". psi trap - Mimics the effect of psi attacks, i.e. the player is usually hit by a status effect and may also occasionally lose intelligence and wisdom, or suffer from amnesia, or be hit by other bad effects. These traps are useful to the player in some way. Unlike regular traps, they're generally displayed by the glyph. While the game still gives a warning message if the player is about to trigger one, it can often be good to set them off on purpose. artifact jackpot trap - Creates a random artifact when triggered. If the artifact in question is a weapon, armor piece, ring, amulet or implant, its base type will be rerolled to a random other eligible item, which can result in e.g. "morning star named Excalibur" or "plasteel cloak named Deluder". The item in question will retain the specific effects of that artifact. Also, the skill associated with the created artifact will be unlocked if the player didn't have it, with a cap of Basic, or if the player already knew the skill, there is a chance that the cap increases by one. This trap will only trigger once. good artifact trap - Creates a random artifact when triggered. The skill associated with the created artifact will be unlocked if the player didn't have it, with a cap of Basic, or if the player already knew the skill, there is a chance that the cap increases by one. This trap will only trigger once. nurse trap - only triggers once, and increases the player's maximum HP. If the player's max HP is less than 10 times their experience level, the increase is bigger. Below this point are the "nasty" traps. These are the reason why the spoiler warning exists; figuring out how they work is very difficult without looking at the source code or reading spoilers. First of all, they don't reveal themselves or show a message even if the player triggers them, so a player new to Slash'EM Extended may be clueless as to where the effects are coming from. Secondly, most of these traps' effects are status effects with a long timeout that can be cured only by applying a switcher (rarely generated tool-class item; 1 out of 1000 randomly generated tools will be one, and a cursed one will just dissolve with no effect 50% of the time) or by waiting for the timeout to expire. And last but not least, most of these traps screw with the player's interface in some way or another, making the game much harder to play. Most of these traps cannot be removed by untrapping them, although it is possible to find them by searching. In fact, these traps may be a reason why automatic searching is less of a liability in Slash'EM Extended version v83 and higher (which is when the nasty traps got added) - statue traps are generated a lot less often due to the existence of new traps, and finding the new nasty traps without triggering them can save the player from lots of trouble. Some of these traps are so nasty that their generation frequency is reduced in comparison to other traps. The Geek role has halved duration for negative status effects caused by these traps, and the Graduate role only suffers from their effects for one quarter of their usual duration. Monsters are immune to all of these traps and can freely walk over them unphased. display trap - Triggering it while not already under its effect causes the display loss condition that displays as "Your display failed" on the enlightenment screen. While under the effect, the player's status line at the bottom of the screen stops working and may even disappear completely, so the player can't tell which dungeon level he is on or how many hit points/mana they have left, and status conditions like "Slime" or "FoodPois" are no longer displayed either. When restoring the game with a character that suffers from display loss, instead of telling the player which dungeon level they return to, it displays a generic YAFM. weakness trap - Triggering it while not already under its effect causes the weakness condition that displays as "Being weak from hunger damages your health" on the enlightenment screen, and if the player's hunger condition is weak or worse while under the effect, they will silently lose HP every turn. Sometimes their max HP is damaged too, and eventually the player will die. What's especially nasty about this trap is the fact that there is no message even if the player is using showdmg, meaning that the player might not even notice their health dropping; having statuscolors turned on might help to prevent death though. menu trap - Triggering it while not already under its effect causes the menu bug condition that displays as "You have the menu bug" on the enlightenment screen. While under the effect, certain commands like "loot" or "show previous message" stop working and instead show that the selected command is unavailable, so the player can't perform certain types of actions. However, being under this trap's effect also allows the player to come back to life after death, as long as the player wasn't genocided and didn't die by brainlessness. Doing so will drain two experience levels (or fail if the player's level is lower than 3, resulting in DYWYPI) and remove all of the player's items, erase all entries from their spellbook and summon several types of monsters around them. Thus, the player is very likely to die again quickly, which means this trap isn't really usable as a "poor man's amulet of life saving". DSTW trap - Triggering it while not already under its effect causes the DSTW condition that displays as "Your potions don't always work." on the enlightenment screen, and if the player quaffs a potion while under the effect it may randomly do nothing. status trap - Triggering it while not already under its effect causes the status bug condition that displays as "You can't cure status effects." on the enlightenment screen, and status effects like hallucination, confusion etc. cannot be cured any more if the player is hit by them while under the trap's effect. Also, if the player triggers the trap while already having a status effect, that status effect also won't be possible to cure. The only solution is to wait out the duration of status effects instead. auto destruct trap - Triggering it while not already under its effect causes the auto destruct condition that displays as "An auto destruct mechanism was initiated" on the enlightenment screen. While under the effect, the player can no longer perform multi-turn actions that can be interrupted, e.g. reading a spellbook or digging with a pick-axe, as they will be interrupted every turn. caster trap - Triggering it while not already under its effect causes the casting problem condition that displays as "You have blood mana" on the enlightenment screen, and spells become more difficult to cast the lower the player's current HP is in relation to their max HP. If the player is near death while under this effect, their spells are all at least 90% likely to fail, which can be fatal if the player relies on being able to cast healing spells. sound trap - Triggering it while not already under its effect causes the deafness condition that displays as "You have a hearing break" on the enlightenment screen, and the player won't be able to hear for a while, causing messages like "You hear some noises in the distance" to not appear. memory trap - Triggering it while not already under its effect causes the memory loss condition that displays as "There is low local memory" on the enlightenment screen. While under the effect, most messages shown by the status line at the top of the screen no longer display their actual text, saying "Warning: Low Local Memory. Freeing description strings." instead. This makes it very easy to miss important messages, since lines like "Your limbs are stiffening." or "The invisible Demogorgon stings you!" are transformed into the generic low local memory message too. unidentify trap - Triggering it while not already under its effect causes the unidentify condition that displays as "Your possessions sometimes unidentify themselves" on the enlightenment screen, and while under the effect, items in the player's inventory sometimes lose their known BUC status, fire/rustproof status, enchantment value and (for blinded players only) appearance. difficulty trap - Triggering it while not already under its effect causes the difficulty condition that displays as "The difficulty of the game was arbitrarily increased." on the enlightenment screen, and the difficulty for random monster spawns is increased by 10 for the duration of the effect. speed trap - Triggering it while not already under its effect causes the speed bug condition that displays as "You have the speed bug" on the enlightenment screen. While under the effect, the player's movement speed will randomly be increased or decreased every time the player performs any action that takes time, but with a bias to decreased speed, giving monsters a chance to get in some additional attacks. The effect of fast and very fast attributes is reversed while under the speed bug effect, so the player actually moves more slowly with speed boots than without. rot13 trap - Triggering it while not already under its effect causes the rot13 condition that displays as "A rot13 cypher has been activated for lowercase letters." on the enlightenment screen, and while under the effect all pline messages are mangled so they'll look like this: YBH UNIR N YVGGYR GEBHOYR YVSGVAT N +1 URNIL VEBA ONYY {1200}. shades of grey trap - Triggering it while not already under its effect causes the shades of grey condition that displays as "Everything displays in various shades of grey" on the enlightenment screen, and most items and other dungeon features will be displayed either white, gray or black, depending on their actual color. For player characters with infravision it disables color vision completely, which means monsters will also be displayed in shades of grey instead. inventory trap - Triggering it while not already under its effect causes the inventory loss condition that displays as "There is not enough memory to create an inventory window" on the enlightenment screen. While under the effect, trying to open the inventory screen in any way (including hitting * or ? on prompts like "What do you want to eat?") displays "Not enough memory to create inventory window", and the inventory doesn't open. This makes it very hard to efficiently manage one's inventory, and performing actions that ask for an item become much harder to perform. Using scrolls of identify doesn't even allow the player to select anything. stairs trap - Triggering it while not already under its effect causes the trapped staircases condition that displays as "Stairs are always trapped." on the enlightenment screen, and whenever the player takes a staircase while the effect is active, upon emerging on the new level they are immediately surrounded by monsters. Stairs traps also prevent players from going back for a couple turns: before obtaining the amulet, the use of upstairs is prevented; with the amulet in the player's possession, downstairs cannot be used. uninformation trap - Triggering it while not already under its effect causes the uninformation condition that displays as "The game gives insufficient amounts of information." on the enlightenment screen, and as long as the effect is active, all items will have very crude descriptions that don't tell what they actually are. So "a blessed fireproof scroll of scare monster named Emergency Backup" will just display "a scroll", for example. Egotype monsters are also no longer highlighted yellow and don't have the egotype descriptions appended to their name, although their egotypes will still be in effect. blood loss trap - Triggering it while not already under its effect causes the blood loss condition that displays as "You are bleeding out." on the enlightenment screen, and while under the effect, you randomly take bleedout damage. Occasionally the game will increase the average bleedout damage, or damage your maximum HP. Refer to Bleeder for more information. respawn trap - Triggering it while not already under its effect causes the respawning condition that displays as "Killing monsters will cause them to respawn somewhere on the level." on the enlightenment screen, and whenever a monster is killed while it is active, there's an 80% chance that a monster of the same type is generated somewhere on the level, a 10% chance that two monsters of that type are generated, and the remaining 10% nothing happens. This, coupled with the natural monster respawn rate, can cause dungeon levels to become crowded very quickly, and it includes boss monsters and even the Riders too, so you may end up with a dozen hostile Death clones on the Astral Plane! However, some players might want to abuse this trap for sacfesting, especially if crossaligned unicorns are around. captcha trap - Triggering it while not already under its effect causes the captcha condition that displays as "You sometimes have to solve captchas." on the enlightenment screen, and every once in a while the player will have to solve a captcha. Failure to do so will reduce the maximum HP and Pw and paralyze the character for a few turns. farlook trap - Triggering it while not already under its effect causes the farlook bug condition that displays as "Farlooking peaceful monsters angers them." on the enlightenment screen, and if the player tries to farlook a monster that is peaceful but not tame, the monster in question becomes hostile. bank trap - Triggering it while not already under its effect causes the bank bug condition that displays as "Your money will wander into a mysterious bank." on the enlightenment screen, and money in your open inventory will automatically disappear while the effect is active. Even zero-turn actions aren't safe from this, so you can't quickly put money into a container after picking it up. The money isn't deleted completely, though; rather, the game saves the amount you stored, and if you reach a predetermined random limit, a (very difficult) boss monster will spawn on the level, holding all the gold. Kill it to get it back, but beware - if the trap effect is still active, you'll just lose all the money again, so make sure you kill the boss after it has timed out! map trap - Triggering it while not already under its effect causes the map bug condition that displays as "The map doesn't display correctly." on the enlightenment screen, and regular dungeon floors are invisible while it's active. disenchantment trap - Triggering it while not already under its effect causes the recurring disenchantment condition that displays as "Your possessions disenchant themselves spontaneously." on the enlightenment screen, and as long as it's active, you will randomly get the message "Your equipment seems less effective". This tries to disenchant stuff in your main inventory. Wands, spellbooks and magic markers all count as being enchanted for this purpose and may lose charges, and of course your weapons and armor may also get disenchanted. verisiert! - Triggering it while not already under its effect causes the rapid respawn condition that displays as "Monster respawn speeds up rapidly." on the enlightenment screen, and as long as the effect is active, natural monster respawn rate is much faster than it would otherwise be. chaos trap - Triggering it while not already under its effect causes the chaos terrain condition that displays as "The terrain slowly becomes ever more chaotic." on the enlightenment screen, and random normal floor tiles will become ice, water, lava, trees, air or iron bars while the effect is active. engraving trap - Triggering it while not already under its effect causes the disengraving condition that displays as "Monsters don't respect Elbereth." on the enlightenment screen, and Elbereth doesn't scare monsters while the effect is active. magical device trap - Triggering it while not already under its effect causes the device bug condition that displays as "Zapping a wand can cause it to explode." on the enlightenment screen, and while it's active, any wands zapped by the player have a significant chance of exploding. book trap - Triggering it while not already under its effect causes the book bug condition that displays as "Reading spellbooks confuses you." on the enlightenment screen, and if you read a spellbook while the effect is active, you will be confused first. This has a large chance of you not being able to learn the spell contained in the book, and sometimes you might also destroy the book! level trap - Triggering it while not already under its effect causes the level bug condition that displays as "Monsters become stronger if many of their species have been generated already." on the enlightenment screen, and whenever a new monster is generated while the effect is active, that monster will be higher in level (and therefore have more HP, hit dice etc.) if many of its species have been generated already. This can allow gnomish wizards to be high enough in level to cast touch of death! quiz trap - Triggering it while not already under its effect causes the quiz condition that displays as "You have to partake in the Great NetHack Quiz." on the enlightenment screen, and every once in a while the game will give you a NetHack-related question that you have to answer correctly. If the wrong answer is given, you suffer from a random bad effect. trap of no return - Triggering it while not already under its effect causes the anti-teleportation condition that displays as "You cannot teleport at all." on the enlightenment screen, and as long as it's active, you cannot teleport. This includes intra-level teleportation, level teleportation and branchporting. egotrap - Triggering it while not already under its effect causes the egoism condition that displays as "Monsters always spawn with egotypes." on the enlightenment screen, and all newly generated monsters will always have at least one egotype. fast forward trap - Triggering it while not already under its effect causes the fast forward condition that displays as "Time goes by faster." on the enlightenment screen, and the turn counter will advance more quickly while it's active. The main effect of this is that if you're going for a speed ascension, you might not be able to successfully do it and end up with an average-turncount ascension instead. limitation trap - Triggering it while not already under its effect causes the turn limitation condition that displays as "You are getting your ascension turn limit reduced whenever you take damage." on the enlightenment screen, and losing hit points while under the effect reduces the time limit for ascension by the same number of turns. If you exceed the limit and still haven't ascended yet, the RNG will make random bad stuff happen to make your life hard, and those effects get more frequent the more you exceed the limit. random message trap - Triggering it while not already under its effect causes the random messages condition that displays as "You are reading random messages." on the enlightenment screen, and while active, it has a large chance of replacing messages with random ones. This means you might not see actually important messages like "You are turning into a green slime" or "You feel deathly sick."! desecration trap - Triggering it while not already under its effect causes the desecration condition that displays as "Altars malfunction whenever you try to use them." on the enlightenment screen, and dropping stuff on an altar or otherwise interacting with it while under the effect has a much greater chance of removing the altar. Even if the altar doesn't get removed, it might summon a bunch of monsters that don't drop corpses, or cause other negative effects. dropless trap - Triggering it while not already under its effect causes the dropless condition that displays as "You are not going to get death drops from monsters." on the enlightenment screen, and monsters don't generate death drops when killed while under the effect. They may still drop the stuff they started with, though. invisible trap - Triggering it while not already under its effect causes the invisible traps condition that displays as "You are not going to see traps." on the enlightenment screen, and all traps that are generated while you're under this effect will be completely invisible. There is no way to make such traps invisible, so if you enter the Elemental Planes while under the effect, you need to step on each square hoping to stumble into the magic portal. hate trap - Triggering it while not already under its effect causes the hate condition that displays as "Pets hate you with a fiery passion." on the enlightenment screen, and trying to tame monsters while under the effect will not work. dropcurse trap - Triggering it while not already under its effect causes the dropcurse condition that displays as "Dropping items causes them to autocurse." on the enlightenment screen, and if you drop an item while under the effect, it instantly becomes cursed. Throwing or firing something counts as dropping it, too. nakedness trap - Triggering it while not already under its effect causes the nakedness condition that displays as "You are effectively naked." on the enlightenment screen, and as long as the effect is active, your AC is always 10 regardless of the amount of armor you're wearing, so monsters will almost always hit you. antilevel trap - Triggering it while not already under its effect causes the anti-experience condition that displays as "You are unable to gain experience." on the enlightenment screen, and while under the effect, you cannot gain experience points. The only way to level up in that case may be consorting with foocubi or using potions of gain level. rebellion trap - Triggering it while not already under its effect causes the rebellion condition that displays as "Pets can spontaneously rebel and become hostile." on the enlightenment screen, and as long as it's active, your pets may randomly become hostile. crap trap - Triggering it while not already under its effect causes the diarrhea condition that displays as "You have diarrhea." on the enlightenment screen, and if you are satiated while under the effect, you will randomly have to take a shit, which paralyzes you for a few turns. The time required to take off your armor and/or cloak gets added to the paralysis duration. trap of walls - Triggering it while not already under its effect causes the wall trap condition that displays as "Dungeon regrowth is excessively fast." on the enlightenment screen, and while under the effect, squares that have been dug out will turn back into solid rock much faster. Also, random solid rock tiles will be appearing more often in places that used to have open floor. Be sure to always carry a pick-axe or have another way of dealing with walls. black ng wall trap - short for "black nothing-goes wall". Triggering it while not already under its effect causes the black ng wall condition that displays as "Blacky and his NG walls are closing in." on the enlightenment screen, and a hostile Blacky is summoned somewhere on the current dungeon level. This is the "grand daddy" of all nasty traps, for unlike the other nasty traps, the timeout caused by this trap is actually a delayed instakill. Upon triggering the trap, the timer is set to 500 - (current level difficulty * 3) (doubled for Geeks, quadrupled for Graduates), and if the timer runs out, the player takes damage equal to their maximum amount of hit points. A polymorphed player takes damage equal to their maximum amount of polymorphed hit points first. It's still possible for this damage to be reduced (about 33% chance), so if all else fails the player can hope to survive on random chance, and the damage while polymorphed undergoes a separate check so polymorphing actually increases the chance of survival by a fairly large amount. In order to stop the timer, the player needs to kill the Blacky or allow it to be killed by something. A side effect of this trap is that the entire screen display becomes monochrome, displaying all glyphs in a black color to indicate that something is wrong; however, if the player is also hallucinating, the hallucination colors overwrite the monochrome ones. superscroller trap - Triggering it while not already under its effect causes the superscroller condition that displays as "You have the superscroller." on the enlightenment screen, and glyphs on the screen randomly disappear while under the effect. This makes it very difficult to play the game, but there will always be an "active superscroller trap" generated on the current dungeon level that can be untrapped to reverse the superscroller effect. Stepping into an active superscroller trap while not under the superscroller effect will trigger it, though. automatic switcher - Stepping on it works like a switcher except there's no message; that means, all the nasty trap effects a player is currently suffering from are cancelled, and the automatic switcher disappears. Triggering it while not being under any nasty trap effect doesn't remove it, so if the player finds one, they should remember its location so they can come back later when it's really needed. trap %s - triggering this trap displays a random rumor with a bias towards false ones, and it has a 10% chance of transforming into a rock trap which doesn't trigger automatically on the same turn. The trap %s can be untrapped, rewarding the player with 1 point of experience. super nupesell nix area - a trap that usually cannot be triggered by the player at all, since it blocks movement. If the player somehow manages to get onto its square (e.g. by using #jump or the air dash technique), it has no effect. The main purpose of this trap is to prevent the player from stepping onto a square whether the trap is visible or not; monsters can freely walk over it as long as it's not on a terrain type that they can't pass. Only %a%s can go there! - Stepping on this trap randomly deletes items on the floor of the current dungeon level, with no message. Invocation tools and other critical items (ones that would make the game unwinnable if they are lost) are immune. ntll - Triggering this trap displays a prompt that reads "nt|| - Not a valid save file". It is deliberately made to look as if it only accepts the "y" answer, but in reality, any answer other than "n" paralyzes the player for 127 turns and is thus a technical instadeath, like running into a floating eye in vanilla NetHack. spacewars trap - Only triggers once, and creates random nasty traps and monsters that would spawn in arabella rooms on the current dungeon level. There is a 1% chance that this trap also displays the message "You see:" when triggered, otherwise there is no message at all. disconnect trap - Triggering it while not already under its effect causes the disconnected stairs condition that displays as "Staircases are disconnected." on the enlightenment screen, and then going to another dungeon level will place the player on a random location, as opposed to on the staircase. interface screw trap - Triggering it while not already under its effect causes the interface screw condition that displays as "The main game display does not update automatically." on the enlightenment screen, which means that the game window updates only if the player presses Ctrl-R to refresh the screen. entire level trap - Triggering it while not already under its effect causes the entire level condition that displays as "Monster types that used to be rare are common now." on the enlightenment screen, and then the "uncommon by factor X" flags for monsters are ignored, meaning that all the monsters that would only spawn rarely become effectively more common. Since these are usually more dangerous than common monsters, this is likely to result in the game becoming much harder. sound effect trap - Triggering it while not already under its effect causes the sound effect bug condition that displays as "Things that happen will play 'sound effects'." on the enlightenment screen. This trap has mostly cosmetic effects as certain in-game events will display additional messages that are supposed to be onomatopoeias of sound effects. lootcut trap - Triggering it while not already under its effect causes the lootcut effect that displays as "Monsters delete their musable items when killed." on the enlightenment screen. While under that effect, monsters that spawned with musable items will delete those items upon death instead of dropping them. monster speed trap - Triggering it while not already under its effect causes the monster speed bug effect that displays as "Monsters are moving faster." on the enlightenment screen. While under that effect, all monsters have 50% chance per turn to move 50% faster than they normally would. enmity trap - Triggering it while not already under its effect causes the enmity effect that displays as "Monsters always spawn hostile." on the enlightenment screen. While under that effect, newly spawned monsters are generally hostile even when they're of a species that would normally be always peaceful. momma trap - Triggering it while not already under its effect causes the momma bug effect that displays as "Your momma will repeatedly be insulted." on the enlightenment screen. While under that effect, the game displays random "your momma" jokes, and the MSGTYPE option can no longer be used to hide messages. hard mode trap - Triggering it while not already under its effect causes the hard mode effect that displays as "All damage you take is doubled." on the enlightenment screen. While under that effect, the player takes double damage and therefore effectively has half as many HP as the status line says. secret attack trap - Triggering it while not already under its effect causes the secret attack bug effect that displays as "Monsters occasionally use their secret attacks." on the enlightenment screen. While under that effect, monster attacks that just deal plain physical damage have a 1% chance of turning into any random other damage type, like monsters with the "random attack" type. eater trap - Triggering it while not already under its effect causes the eater bug effect that displays as "Monsters can eat all items they encounter." on the enlightenment screen. While under that effect, monsters are capable of eating every item they move over (except indestructible ones like the Amulet of Yendor, obviously). When a monster eats something in this way outside of the player's field of view, the game says "You hear a chewing sound." covetousness trap - Triggering it while not already under its effect causes the covetousness bug effect that displays as "Covetous monster AI fires each turn." on the enlightenment screen. While under that effect, monsters with covetous AI will use that AI every turn, as opposed to having only a 1 in 10 chance of using it. not seen trap - Triggering it while not already under its effect causes the not seen bug effect that displays as "The walls became invisible." on the enlightenment screen. While under that effect, wall tiles are no longer displayed. This affects both the walls of rooms as well as solid rock tiles. antisearch trap - Triggering it while not already under its effect causes the antisearch effect that displays as "The search command never finds anything." on the enlightenment screen. While under that effect, using the search command does nothing, i.e. it can't find traps, doors or corridors anymore. homicide trap - Triggering it while not already under its effect causes the homicide effect that displays as "Monsters build new traps for you to blunder into." on the enlightenment screen. While under that effect, every newly spawned monster will create a new random trap underneath its spawn location unless there already is a trap on that square. nasty nation trap - Triggering it while not already under its effect causes the nastynation bug effect that displays as "All trap types except beneficial ones are equally likely to generate." on the enlightenment screen. While under that effect, all detrimental traps that would normally have reduced spawning chances will no longer have that spawn chance reduction, meaning they're all equally likely to generate. Since traps are normally more rare the more detrimental they are, this results in the player encountering much more dangerous traps on average. wakeup call trap - Triggering it while not already under its effect causes the wakeup call bug effect that displays as "Peaceful monsters may spontaneously turn hostile." on the enlightenment screen. While under the effect, every peaceful monster on the current dungeon level has a 1 in 10000 chance to spontaneously turn hostile whenever it moves. grayout trap - Triggering it while not already under its effect causes the grayout bug effect that displays as "The display intermittently becomes all gray." on the enlightenment screen. While under the effect, the game display always becomes covered with gray # glyphs for 5 turns, followed by 10 turns of regular display; this cycle repeats as long as the trap effect goes on. During the turns that have the player's vision obscured by the # glyphs, areas the player explores are not marked as seen; most notably this includes unseen water or lava squares. lag trap - Triggering it while not already under its effect causes the lag bug effect that displays as "The game lags." on the enlightenment screen. While under the effect, every time the player enters any command (movement, opening inventory etc.), there's a 1 in 3 chance that their input is simply discarded. de-light trap - Triggering it while not already under its effect causes the delight bug effect that displays as "Tiles that you're walking on automatically become unlit." on the enlightenment screen. While under the effect, lit tiles that the player character stands on will automatically become unlit. filtering trap - Triggering it while not already under its effect causes the filtering bug effect that displays as "Certain messages may be replaced with generic ones." on the enlightenment screen. While under the effect, messages that start with "You", "Your", "You feel", "You can't", "The" or "There" don't display on the top line, and are instead replaced with random messages. flicker strip trap - Triggering it while not already under its effect causes the flicker strip bug effect that displays as "The bottom status line only displays garbage strings." on the enlightenment screen. While under the effect, the bottom status lines are replaced with fleecy-colored garbage strings; when looking closely, the player can still see their HP and Pw values, and pressing Ctrl-X shows some additional information that would normally be visible on the status line too. hyperbluewall trap - Triggering it while not already under its effect causes the hyperbluewalls effect that displays as "Walls are blue, and walking into them hurts you." on the enlightenment screen. While under the effect, walls and solid rock are displayed with a bright blue color, and bumping into a wall (which normally does nothing) now deals d10 damage and has a chance (lower if the player is wearing a helmet) of damaging intelligence or wisdom, or rarely it can also cause amnesia. nolite trap - Triggering it while not already under its effect causes the nolite bug effect that displays as "Staircases and object piles are no longer highlighted." on the enlightenment screen. While under the effect, tiles can no longer be highlighted if there is something special on that square (e.g. a pile of objects, a staircase obscured by an item, or a monster with egotypes). paranoia trap - Triggering it while not already under its effect causes the paranoia bug effect that displays as "There is no confirmation if you walk into traps, water or lava." on the enlightenment screen. While under the effect, walking into water or lava gives no confirmation prompt anymore, and neither does attempting to walk into other harmful terrain or known traps. Also, bumping into a peaceful monster will cause the player to attack, but bumping into a tame one still displaces it as normal. fleecescript trap - Triggering it while not already under its effect causes the fleecescript bug effect that displays as "Inventory item descriptions appear in fleecy colors, which is actually not all that problematic. :-)" on the enlightenment screen. While under the effect, the player's inventory screen, spellcasting menu, and also many other menus including the options, techniques etc., display each line in a random color. If the player is additionally hallucinating, it can happen that every single letter is fleecy-colored. interrupt trap - Triggering it while not already under its effect causes the interrupt effect that displays as "The read, quaff, zap and apply commands now take several turns to use and can be interrupted." on the enlightenment screen. While under the effect, every act of reading, quaffing, zapping or applying an item will paralyze the player for a few turns. message suppression trap - Triggering it while not already under its effect causes the message suppression effect that displays as "The top status line doesn't display anything." on the enlightenment screen. While under the effect, the top status line never displays any messages; this includes prompts such as "Really walk into the lava?" or "What do you wish for?". stuck announcement trap - Triggering it while not already under its effect causes the stuck announcement effect that displays as "The bottom status line only updates if you explicitly tell it to do so." on the enlightenment screen. While under the effect, the bottom status line will not update as the game goes on, but only if the player presses Ctrl-R. bloodthirsty trap - Triggering it while not already under its effect causes the bloodthirsty effect that displays as "There is no confirmation if you walk into a peaceful monster." on the enlightenment screen. While under the effect and wielding a weapon, walking into a peaceful monster will cause the player to attack, similar to the effects of wielding Stormbringer. maximum damage trap - Triggering it while not already under its effect causes the maximum damage bug effect that displays as "Monster attacks always deal maximum damage to you." on the enlightenment screen. While under the effect, monsters whose attacks deal xdy damage will always deal the maximum (x*y) amount of damage if they hit the player, so e.g. a large dog (which normally deals 2d4 damage) will always deal the maximum 8 damage. latency trap - Triggering it while not already under its effect causes the latency bug effect that displays as "There is background latency." on the enlightenment screen. While under the effect, every time the player enters a command (such as a directional movement key or opening the inventory), the game lags for a small random amount of frames before it processes the input. knowledge trap - Triggering it while not already under its effect causes the knowledge bug effect that displays as "All traps look the same and you can't tell them apart." on the enlightenment screen. While under the effect, all traps look like fleecy-colored # glyphs and the ^ command will only say "This is a trap." The warning message when walking into a known trap will also no longer say what type of trap it is. highscore trap - Triggering it while not already under its effect causes the highscore bug effect that displays as "The game continuously spawns spacewars monsters and nasty traps." on the enlightenment screen. While under the effect, there's a 1 in 300 chance per turn that the game either makes a nasty trap or an insideroom monster somewhere on the current level; the latter can be division jedis, huge ogre thieves or other really dangerous monsters who can instakill the player. EVC trap - Triggering it while not already under its effect causes the evencore effect that displays as "The game will spawn fake invisible monster markers." on the enlightenment screen. While under the effect, every time the player enters a command, even one that doesn't take time like opening the inventory or an invalid command, a fake I marker (usually reserved for showing the location of unseen monsters) spawns somewhere on the screen. It's generally considered a bad idea to dispel them by walking into them, because doing so wastes a turn; instead, use Ctrl-U or #removeimarkers to get rid of them without using in-game time. underlayer trap - Triggering it while not already under its effect causes the underlayer bug effect that displays as "Invisible monster markers are not visible, but bumping into them uses up a turn." on the enlightenment screen. While under the effect, I markers that denote the remembered location of unseen monsters are no longer displayed on the screen, but the player loses a turn (and doesn't attack even if there is actually a monster on that square) when bumping into such an invisible I marker. damage meter trap - Triggering it while not already under its effect causes the damage meter bug effect that displays as "The game won't tell you exactly how much damage an attack does." on the enlightenment screen. While under the effect, the top status line won't say how much damage the player took when losing HP. arbitrary weight trap - Triggering it while not already under its effect causes the arbitrary weight bug effect that displays as "You can't see your carry capacity or the weight of items." on the enlightenment screen. While under the effect, the bottom status line no longer displays how much an item weighs, and item weights are no longer displayed in inventory either. fucked info trap - Triggering it while not already under its effect causes the fucked info bug effect that displays as "You can't see what character you are playing." on the enlightenment screen. While under the effect, the bottom status line no longer displays what character class the player is, and Ctrl-X won't display it either. heap trap - Triggering it while not already under its effect causes the heap effect bug effect that displays as "Messages are repeated randomly." on the enlightenment screen. While under the effect, every message on the top status line is repeated a random number of times, creating many additional --More-- prompts especially when the messages are long, and since it's not possible to predict how many repetitions of a message there'll be, this can lead to the player skipping past a message with an actual prompt such as "Really attack Izchak? (y/n)" because only the last repetition of such a message will actually prompt the player for input. tron trap - Triggering it while not already under its effect causes the tron effect that displays as "You can't walk in the same direction twice in a row." on the enlightenment screen. While under the effect, the player cannot use the same movement direction they used during their previous turn, which includes but is not limited to movement, directional attacks, and direction prompts when e.g. using a directional spell. Not using a direction at all during a turn resets the "last used direction" to "no direction", which is important if the player is trying to walk down a corridor (which usually requires the player to use the same direction repeatedly). elongation trap - Triggering it while not already under its effect causes the elongation bug effect that displays as "Monsters' hug attacks, ranged weapons and breaths can hit you from very far away." on the enlightenment screen. While under the effect, monsters can use ranged attacks from infinitely far away. This is particularly dangerous for monsters with hug attacks, because they will hit the player through walls and from the other end of the map, whereas stuff like thrown darts or arrows shot with a bow will require a clear firing lane with the monster lined up with the player, but those will also have infinite distance. destruction trap - Triggering it while not already under its effect causes the destruction effect that displays as "Item destruction may happen randomly." on the enlightenment screen. While under the effect, there is a 1 in 100 chance per turn that the player's inventory is hit by fire, cold, shock or poison, determined randomly. melee prefix trap - Triggering it while not already under its effect causes the melee prefix bug effect that displays as "If you simply walk into monsters to attack, you lose a turn." on the enlightenment screen. While under the effect, bumping into a monster won't attack it, but instead says "You bump into < monster > .", causing you to lose a turn without harming the monster. The F command needs to be used to attack a monster while this trap effect is active; simply bumping into a monster repeatedly "wondering why it doesn't seem to die" (and continuing to do so even when the monster is about to kill you) is a terrible idea. automore trap - Triggering it while not already under its effect causes the automore bug effect that displays as "There are no --More-- prompts." on the enlightenment screen. While under the effect, --More-- prompts are cleared automatically, so if there's several messages separated by such prompts, they fly by so fast that they're impossible to read, and the previous message command also doesn't work anymore so the player is rather likely to miss important messages. unfair attack trap - Triggering it while not already under its effect causes the unfair attack bug effect that displays as "Monsters will occasionally use very unfair attacks on you." on the enlightenment screen. While under that effect, monster attacks that just deal plain physical damage have a 1% chance of turning into any random other damage type, like monsters with the "RNG intervention attack" type, which is more likely to roll the really dangerous attack types compared to the "random attack" type (so this trap is more dangerous than the secret attack trap). trap of longing - Triggering it while not already under its effect causes the longing effect that displays as "The game bombards you with 'sexy' messages." on the enlightenment screen. While under the effect, there is a 1 in 50 chance per turn that the top line displays a "sexy" message about some girl and how beautiful she is. quaversal trap - Triggering it while not already under its effect causes the quaversal effect that displays as "Unless you're standing on specific tiles, the entire screen is black." on the enlightenment screen. While under the effect, the entire playing field will go black if the player stands on certain squares, and only when standing on certain other squares the playing field will be visible. There is no indication what these tiles are, just like with the quasar trap. appearance shuffling trap - Triggering it while not already under its effect causes the appearance shuffling effect that displays as "The randomized appearances of items are occasionally shuffled." on the enlightenment screen. While under the effect, there is a 1 in 2000 chance per turn that randomized appearances of armor pieces, scrolls, potions etc. are re-shuffled; while this is mostly cosmetical, it can confuse players who have previously suffered amnesia and forgot item identifications, and the materials of certain items as well as the effect of some random appearances might also change. For example, healing potions that used to be smoky potions could randomly become milky potions when this effect triggers. choiceless trap - Triggering it while not already under its effect causes the choicelessness effect that displays as "Direction prompts often don't allow you to select anything." on the enlightenment screen. While under the effect, there is a chance that a directional prompt (e.g. when firing a ranged weapon or zapping a directional wand) doesn't let the player choose anything and instead goes in a random direction. The chance of not getting such a prompt is between 20% and 80%; the more Pw a player has remaining in relation to their maximum, the greater the chance that there is no prompt, meaning that the best chance of actually getting a prompt (important when e.g. trying to cast a healing spell on oneself) is when the player has only little Pw left. goldspell trap - Triggering it while not already under its effect causes the goldspells effect that displays as "You often can't choose which spell you want to cast." on the enlightenment screen. While under the effect, pressing Z to cast a spell has 90% chance of simply choosing a random spell that the player knows and casting it. If this selects a spell for which the player doesn't have enough mana, nothing happens, however it can also select a forgotten spell and attempt to cast that, potentially resulting in unwanted status effects. The player can use the #spelldelete command to delete unwanted spells from their list of spells (and thereby remove the risk of the goldspells effect selecting them), but this can only be done for forgotten spells. deprovement trap - Triggering it while not already under its effect causes the deprovement effect that displays as "Leveling up no longer increases your maximum HP and Pw." on the enlightenment screen. While under the effect, leveling up doesn't increase the player's maximum HP and Pw, except when the new experience level is below 10 and even then only with a certain chance that decreases the higher the new level is. gushlush trap - Triggering it while not already under its effect causes the gushlush effect that displays as "To-hit, spellcasting chances and some other stuff always assume that you're experience level 1." on the enlightenment screen. While under the effect, many calculations that give stronger effects based on the player character's level will always act as if the player was experience level 1, which means that e.g. damage-dealing spells become much weaker. This trap only affects calculations where a higher experience level would be beneficial to the player character. dangerous terrain trap - Triggering it while not already under its effect causes the dangerous terrains effect that displays as "Standing next to dangerous terrain may confuse or stun you with no warning." on the enlightenment screen. While under the effect, standing next to dangerous terrain has a chance for the player to suddenly be afflicted with stun and confusion; this chance is higher the more dangerous tiles are adjacent to the character. All of the following types of terrain count for this purpose: water, water tunnel, crystal water, moorland, shifting sand, lava, styx river, nether mist, stalactite and rain cloud. Also there is no message if this does result in being stunned and confused, so if the player is playing fast, they may well accidentally move and end up stepping into the harmful terrain tile. gravation trap - Triggering it while not already under its effect causes the gravation effect that displays as "Random monster spawns use aggravate monster rules." on the enlightenment screen. While under the effect, randomly spawned monsters receive a bonus to the maximum level they can be, just like aggravate monster effects do, meaning the player is more likely to see higher-level monsters. exploding dice trap - Triggering it while not already under its effect causes the exploding dice effect that displays as "Monster attacks use exploding dice for damage calculations." on the enlightenment screen. While under the effect, monsters attacking the player have an iterating 1 in 6 chance to add the base damage of their attack to the total amount of damage they do, meaning they deal more damage on average and have an increasingly smaller chance to do much more than they normally would. shrouded identity trap - Triggering it while not already under its effect causes the shrouded identity effect that displays as "Identifying items is much harder." on the enlightenment screen. While under the effect, identifying an item has an unconditional 90% chance of failing, which is on top of any other random chances of not identifying the item. feeler gauges trap - Triggering it while not already under its effect causes the feeler gauges effect that displays as "Monsters always know where you are and come straight for you." on the enlightenment screen. While under the effect, monsters will always move towards the player, even if they can't see the player character and even if they're non-hostile or of a type that normally doesn't approach. life saving trap - Triggering it while not already under its effect causes the life saving bug effect that displays as "Monsters occasionally lifesave when killed." on the enlightenment screen. While under the effect, hostile monsters have 20% chance of lifesaving when killed. autopilot trap - Triggering it while not already under its effect causes the autopilot effect that displays as "You're on autopilot." on the enlightenment screen. While under the effect, every time the player issues a command (including ones that don't take in-game time, such as opening the inventory or pushing a button that isn't actually mapped to any command) there is a chance that the player's command is discarded and a random command used instead; the random command has 90% chance of being a directional movement key and can otherwise be any from a number of other commands such as apply, eat, pay etc. There is always at least a 1% chance that the player's command is replaced with a random one, and the higher the player's contamination is, the more often it happens, capped at 50% (90% in evilvariant mode). Having at least 600 contamination has a 1% chance of displaying "Client < playername > sent a bogus command packet.", and while playing evilvariant mode this also causes the game to save and exit (forcing the player to load it again); having at least 1000 contamination additionally has a 1% chance of displaying "Client < playername > sent an unreadable command packet.", and while playing evilvariant mode this also ends the game with a DYWYPI. In the latter case, even life saving cannot save the player. force trap - Triggering it while not already under its effect causes the mysterious force effect that displays as "The dirty mysterious force full of dirt is back." on the enlightenment screen. While under the effect, going up a set of stairs has a chance of sending the player down instead, potentially for several levels; the effect is greatest for lawful characters and smallest for chaotic ones. monster glyph trap - Triggering it while not already under its effect causes the monster glyph change effect that displays as "Monsters rapidly change glyphs." on the enlightenment screen. While under the effect, monsters are displayed as random glyphs, similar to the hallucination status effect, and messages will always refer them as "monster" instead of their actual name, making it impossible for the player to know what monster they're actually fighting. changing directive trap - Triggering it while not already under its effect causes the changing directives effect that displays as "The directives you've given to your pets will change randomly." on the enlightenment screen. While under the effect, there's a 1 in 100 chance per turn that the behavior of the player's pets is changed: this can turn the ability of pets to collect items on or off, or make it so that the pet can attack everything, peaceful monsters only or no monsters at all, turn the pet's ability to eat food off the floor on or off, make it so that the pet does or doesn't try to follow the player, or change the odds for attacks to be redirected to a ridden steed to any value from 0% to 100%. If this trap causes the pet's behavior to change, the effect of that will persist even after the trap effect itself ends. Player characters without the directive technique/spell may well be completely unable to change the directives back to their original values. container kaboom trap - Triggering it while not already under its effect causes the container kaboom effect that displays as "Opening a container causes bad stuff to happen." on the enlightenment screen. While under the effect, opening any container causes effects similar to the ones that trapped containers can have; if this rolls the explosion effect, the actual container is unharmed, unlike real container traps. left inventory trap - Triggering it while not already under its effect causes the left inventory bug effect that displays as "Items that leave your inventory will be unidentified." on the enlightenment screen. While under the effect, items that leave the player's inventory (regardless of how, so this includes not only dropping the item but also putting it in a container, having it stolen by a monster etc.) may cause certain aspects of the item to be unidentified, which can affect the knowledge of the item's enchantment value, visible appearance, rustproofing-or-not, BUC status, or base type. Also, as long as this trap effect is active, dropping non-BUC-identified items on an altar does not train the spirituality skill. tarmustrokingnora trap - Triggering it while not already under its effect causes the tarmustrokingnora effect that displays as "Searching may cause a new trap to spawn." on the enlightenment screen. While under the effect, pressing the search button may cause a new trap to spawn at a random location on the current level, but only on walkable squares that don't have a trap on them yet. Whenever this effect triggers, a timer is set to a random number from 1 to 100, which is the amount of turns that have to pass before searching will create another trap, so the player cannot simply mash the search key and cause a trap to come into existence on every turn. failure trap - Triggering it while not already under its effect causes the failure effect that displays as "The messages 'nothing happens' or 'never mind' become dangerous." on the enlightenment screen. While under the effect, whenever the game displays the message "Nothing happens" or "Never mind", the player is hit by a random bad effect. satan trap - Triggering it while not already under its effect causes the satan effect that displays as "Satan made it so that changing dungeon levels paralyzes you for a turn." on the enlightenment screen. While under the effect, changing dungeon levels always paralyzes the player for one turn, which includes not only using stairs but also trap doors, level teleportation and other methods. rememberance trap - Triggering it while not already under its effect causes the rememberance effect that displays as "Spells with low spell memory are harder to cast." on the enlightenment screen. While under the effect, spells with less than 100% spell memory have their success rate multiplied by the amount of memory they have left, so e.g. a spell with 75% memory has 75% of the usual success chance. The lower a spell's remaining memory is, the harder it becomes to cast, as even a 100% success (=0% fail) spell will have only as much success chance as its spell memory, so the aforementioned spell with 75% spell memory will have 75% success chance (if it already had only 50% success chance before this trap effect, it'll then have 37% success chance and so on). pokelie trap - Triggering it while not already under its effect causes the pokelie effect that displays as "The pokedex lies to you." on the enlightenment screen. While under the effect, the pokedex shows wrong stats for monsters; it's deterministic what it displays, but re-randomized when the pokelie effect ends, so the next time it triggers, it'll display different wrong stats. dywypi trap - Triggering it while not already under its effect causes the dywypi problem effect that displays as "If you lifesave, you have to give the correct answer or you die anyway." on the enlightenment screen. While under the effect, dying will always display a DYWYPI prompt, even if the player has life saving. If any answer other than 'n' is given on that prompt, the player's game ends despite the life saving. manler trap - Triggering it while not already under its effect causes the manler effect that displays as "The manler is chasing you." on the enlightenment screen. While under the effect, a rapidly-changing faux monster is visible on the playing field that cannot be harmed in any way, and which moves once per game turn. Often it moves in a random direction, but it also has a 20% chance of specifically moving towards the player, so if the player waits for long enough, the faux monster will eventually catch them. Being caught by the faux monster causes the player to take a bunch of damage and get hit with 5 random effects, and then the faux monster teleports and starts chasing the player again. doorning trap - Triggering it while not already under its effect causes the doorning effect that displays as "Doors are dangerous." on the enlightenment screen. While under the effect, moving onto a door tile (regardless of the state of the door; this includes doorways that have no actual door) has 10% chance of hitting the player with various trap effects, including possibly blasts of fire, aggravate monster, lightning damage, water damage, a boulder falling on top of the player, or random bad effects. Additionally, the door square and the eight surrounding squares will be filled with random traps that cannot be made visible at all, which can be very dangerous. elm street trap - Triggering it while not already under its effect causes the elm street effect that displays as "The game behaves as if it were Friday the 13th." on the enlightenment screen. While under the effect, the game behaves as if it were Friday the 13th. monnoise trap - Triggering it while not already under its effect causes the monnoise effect that displays as "Monsters make noises." on the enlightenment screen. While under the effect, many monsters have a 1 in 250 chance per turn to make noises when they're near the player, some of which can also adversely affect the character. rang call trap - Triggering it while not already under its effect causes the rang call effect that displays as "The presence of boss monsters increases your sanity." on the enlightenment screen. While under the effect, every time a boss monster moves on the current dungeon level, there's a 5% chance that the player's sanity increases by one. This includes peaceful and tame boss monsters moving around. movemork trap - Triggering it while not already under its effect causes the movemork effect that displays as "Monsters are generated with movement energy." on the enlightenment screen. While under the effect, monsters will spawn with enough movement energy to make one move after being spawned (normally they'd have to wait a turn before they can move for the first time). If the player starts the game while under this trap effect, there's one turn of paralysis before the game starts. sanity treble trap - Triggering it while not already under its effect causes the sanity treble effect that displays as "Sanity effects will increase your sanity by a much higher amount than usual." on the enlightenment screen. While under the effect, every time the player's sanity increases, the amount of incoming sanity is multiplied by d20. stat decrease trap - Triggering it while not already under its effect causes the stat decrease bug effect that displays as "The soft cap for your attributes is much lower." on the enlightenment screen. While under the effect, the soft caps for the player's stats are reduced by 10, meaning that an attempt to increase them starts failing at a much lower value (the actual soft caps for stats are determined by both the character's role and race). This subset of nasty traps is characterized by the fact that only one of them can be active at a time; higher-tier spell color traps suppress lower-tier ones. Traps in this category are given in descending order, meaning that if the player triggers several of them, the one at the top of this list will be in effect while the lower ones are suppressed until the one at the top times out (however, the timeouts are in fact running for the suppressed ones too). If the player character knows at least one spell, it's easy to find out whether a spell color trap effect is active by pressing + to open the spell menu or Z to open the casting menu: instead of "Known spells" or "Choose which spell to cast", the game will say "Your spells are < color > ", and the corresponding effect(s) from the list below are in effect. red spell trap - Triggering it while not already under its effect causes the red spell condition that displays as "Your spells became red" on the enlightenment screen. While under the effect, there is a 1 in 10 chance per turn that the top line displays a garbage string, and every regular messsage on the top line also has a 1 in 10 chance of being replaced with a garbage string (which can result in the player missing an important message), plus casting a spell has a 1 in 3 chance of hitting the player with a cursed unicorn horn effect. The latter can potentially result in becoming deathly sick or losing stats, among other things. platinum spell trap - Triggering it while not already under its effect causes the platinum spell condition that displays as "Your spells became platinum" on the enlightenment screen. While under the effect, tiles can randomly look like iron bars, obscuring what is really there, and these fake iron bars are still capable of stopping the player's movement just like real iron bars; it is advisable to refresh the screen with Ctrl-R if the faux iron bars are blocking movement. Also, casting a spell with too little mana will cast it anyway, with no confirmation, and deal damage to the player's HP and maximum HP. You can die from this if you try to cast a spell with only little health. metal spell trap - Triggering it while not already under its effect causes the metal spell condition that displays as "Your spells became metal" on the enlightenment screen. While under the effect, walls will randomly display as either cyan or bright cyan, and all metallic items are inherently rustproof while the effect is active but all non-metallic items can rust. Also, metallic armor pieces will no longer cause spellcasting penalties, but every armor slot that isn't covered with a metallic item will give the amount of spellcasting penalty that an iron piece of equipment would give without this trap effect. Annoyingly, this also applies to slots in which the character is wearing nothing, which includes the shield slot even when dual-wielding or using a two-handed weapon, so unless the character is specifically wearing a metallic shield or playing a role that gets no shield spellcasting penalties, there will be a penalty. violet spell trap - Triggering it while not already under its effect causes the violet spell condition that displays as "Your spells became violet" on the enlightenment screen. While under the effect, magenta or bright magenta monsters have +20 spawn frequency, and casting a spell pushes the player one or more squares into a random direction. The latter can potentially be useful in a corridor when there's only one direction in which the character can be pushed (e.g. because the other direction is blocked by a monster), but in open areas, the randomness of both the direction and pushing distance probably make it much less useful. yellow spell trap - Triggering it while not already under its effect causes the yellow spell condition that displays as "Your spells became yellow" on the enlightenment screen. While under the effect, the spellcasting menu tells the player that they have "yellow spells", and actually casting them consumes twice the usual amount of mana. Another nasty effect of this trap is that the main playing screen no longer updates correctly, causing visual artifacts to appear sometimes that makes it difficult to see what is really there and what is not. The farlook function gets fooled by the artifacts, too. These are traps that have various female names, and like nasty traps, cause long-lasting ongoing effects when triggered. Curing their effects requires a bitcher, which (like the switcher used for curing nasty trap effects) is an extremely rare tool-class item; alternately their effects need to be waited out. Unlike nasty traps however, these traps do reveal themselves and print a message when triggered, and a different message when their effects end. femmy trap - while active, the game will spawn random fart traps, heel traps and farting monsters over time. The latter are likely to be out of depth. Message when triggering it is "Now, the dungeon will be more feminine for a while!", message when it times out is "The dungeon no longer seems feminine.". madeleine trap - while active, intelligent female monsters with kick attacks have +100 to-hit against the player, which means their attacks are practically guaranteed to hit. This applies to all of their melee attacks, not just the kick attack itself. Message when triggering it is "Your shins can expect to get kicked repeatedly by all the girls and women now!", message when it times out is "Your shins are no longer super sensitive to being kicked by women.". marlena trap - while active, every glyph on the screen has a 10% chance of being displayed in green, regardless of what color it would normally have. Message when triggering it is "Green is the new favorite color, it seems!", message when it times out is "The dungeon is less green now.". anastasia trap - while active, random shit traps spawn over time and the player triggers them even while flying or levitating. Message when triggering it is "Suddenly, you feel that you're going to step into a heap of shit.", message when it times out is "You come back to your senses and realize that stepping into a heap of shit is, well, shit.". jessica trap - while active, the player's constitution is reduced by 5, monsters with lashing attacks have a chance of dealing extra damage to the player, and monsters with touch attacks can cause the player character to fart, which results in random bad effects. Message when triggering it is "Your butt cheeks suddenly feel very tender, and in fact, a similar thing is happening to your entire body!", message when it times out is "You no longer have super tender butt cheeks, or a super tender body for that matter.". solvejg trap - while active, the player is randomly hit with the aggravate monster spell effect, and has +5 charisma as well as intrinsic aggravate monster. Trying to use the chat command can untame pets, turn peaceful monsters hostile, and frenzy hostile monsters. The player cannot have stealth while this trap effect is active. Message when triggering it is "You suddenly have a very grating, aggravating voice, and you start to emit a beguiling odor! In fact, you're super sexy and sweet now!", message when it times out is "At last, your voice is normal again, although you're also considerably less sexy than you used to be.". wendy trap - while active, newly spawned intelligent female monsters have more max HP, and all intelligent female monsters have +d20 melee to-hit against the player while the player's melee to-hit against them is reduced by d20. Message when triggering it is "All the female denizens of the dungeon will show you their true power, and it will happen very soon!", message when it times out is "You survived the wrath of the women, and feel safe from them now.". katharina trap - while active, intelligent female monsters who find a toilet can use it to paralyze the player from infinitely far away, and their farting distance is also greatly increased (normally it requires them to be adjacent). Message when triggering it is "You feel that the girls and women are getting ready to use their sexy butts as weapons.", message when it times out is "The female dungeon inhabitants decide to make their butts Geneva-compliant again.". elena trap - while active, monsters using high heel attacks or farting attacks against the player have a chance of using them several times in a single turn, making them potentially much more dangerous. Message when triggering it is "You long for beautiful sexy women with tender butt cheeks and lovely high heels.", message when it times out is "Your lust for pretty women fades. Aww...". thai trap - while active, walking over a toilet while not hungry causes the player to take a shit, which reduces nutrition and can cure food poisoning (if present) but reduces the character's alignment record by 20. The player's strength and dexterity are reduced by 2, and all monsters can use toilets to paralyze the player. Message when triggering it is "You feel that you'll want to use the toilet more often. Also, somehow your physique seems weaker now...", message when it times out is "You no longer need to constantly go to the toilet, and also your physique seems normal now.". elif trap - while active, the player is repeatedly hit by a random effect chosen from the following four possibilities: lose some HP and drop the currently wielded weapon (unless it's cursed); random bad effect; -1 maximum hit point; +1 maximum hit point. The net loss/gain of maximum HP averages out to zero, so this trap cannot be used to gain excessive amounts of maximum HP. Message when triggering it is "A ghostly girl (named Elif) starts following you around, and apparently she wants to play with you!", message when it times out is "The lovely ghostly girl named Elif disappears, telling you that she enjoyed the time she spent with you.". nadja trap - while active, trying to attack an intelligent female monster causes the player to take damage, even if the attack missed. The average amount of damage done by this effect increases the more often it's triggered, and times out very slowly over time. Message when triggering it is "You feel that you angered the womanhood. If you now hit a woman, you will be hit with retribution!", message when it times out is "The women are no longer angry at you, and you may hit them again. Don't get it wrong though - I didn't say that you *should*, just that you're no longer hit with retribution if you do - they will still fight back!". sandra trap - while active, intelligent female monsters who have kick attacks can always attack the player with winter stilettos in melee, even if they're not actually wearing any, which deals more damage the more often it hits; the variable for this type of damage times out very slowly over time. Message when triggering it is "You just know that your legs are going to be ripped open by very sharp-edged combat boot heels.", message when it times out is "Somehow, you're still alive. Your legs are now safe from any imaginary winter stilettos.". natalje trap - while active, the player has intrinsic sleep resistance and free action, +10 charisma and the ability to paralyze enemies for one turn by kicking them, but must move to a different square once every 7 turns. Failure to do so will reduce charisma by one, or if the player's charisma is already at the minimum, reduce both current maximum HP by five, which can kill a low-HP player character. Also, regardless of whether the player had enough charisma or not when they failed to move to a different square in time, their inventory items are randomly damaged. It should be noted that if the player is paralyzed or otherwise unable to move, the timer keeps running anyway, potentially resulting in the player losing charisma and suffering item damage with no way to prevent it. However, multi-turn occupations are interrupted if the player has only a few turns left to shuffle their position. Message when triggering it is "You gotta dance! You've suddenly become super sexy and attractive, and neither sleep nor paralysis can stop you in your tracks. And you can kick your enemies to stomp their toes flat. But if you ever stand still for too long, a bunch of bloodthirsty female painted toenails is going to hurt your beautiful skin, so make sure you keep moving!", message when it times out is "After dancing for a long time, you are exhausted. And thus, at last you may rest again. But your sexiness and all the other benefits fade.". jeanetta trap - while active, intelligent female monsters with kick attacks will deal extra damage when their kick hits, with the average amount of this extra damage increasing every time it hits. Message when triggering it is "Lots of shreds of skin will be scraped off your shins, and the girls will enjoy it.", message when it times out is "Jeanetta is done collecting your skin shreds. Better don't visit her trophy hall unless you got a strong stomach.". yvonne trap - while active, floor tiles may randomly turn into toilets over time, and walking over one while not hungry will cause the player to take a shit. This results in paralysis for a while; normally 5 turns, and if the player is wearing armor or a cloak, the duration of taking off those items is added to the duration (but they're not actually unequipped). As a result of using the toilet, the player loses some nutrition and may have their food poisoning cured (if present). Message when triggering it is "You feel that people are building toilets for you to use.", message when it times out is "There are no more toilets being built specifically for you.". maurah trap - while active, the player has to fart every once in a while, which results in a random bad effect. Message when triggering it is "Your sexy butt signals that it wants to produce beautiful farting noises!", message when it times out is "Your butt is no longer as sexy as before, and will no longer fart unless you tell it to do so.". meltem trap - while active, all intelligent female monsters can use farting attacks against the player. Message when triggering it is "All the girls want to use their sexy butt cheeks as weapons now!", message when it times out is "The girls exhausted their farting gas.". sarah trap - while active, there's a chance each turn that a stinking gas cloud forms somewhere on the current dungeon level, with the message "You hear tender air current noises." These clouds can anger peaceful monsters, and if they kill a pet or always peaceful human, it counts as the player killing the monster, with the usual penalties. Message when triggering it is "You can already imagine the farting noises you're gonna hear.", message when it times out is "Apparently the farting gas is depleted.". claudia trap - while active, the player has intrinsic confusion resistance and tiles may randomly turn into clouds, with a chance of spawning certain high-level monsters on those cloud tiles. Also, every once in a while the player will become heavily confused for d20 turns. Message when triggering it is "Suddenly you feel a little confused, and also feel like stroking the sexy butt cheeks of a woman in wooden sandals.", message when it times out is "Your sexy butt cheek wood confusion ends.". ludgera trap - while active, monsters with loud farting attacks will randomly spawn over time. Message when triggering it is "You'll certainly like to listen to the disgusting toilet noises.", message when it times out is "At last the disgusting toilet noises ceased.". kati trap - while active, intelligent female monsters with kick attacks will deal extra damage to the player, and have a small chance of asking the player to clean their shoes. Answering "no" does nothing, while answering "yes" causes the character to be busy for 200 turns and turns the monster peaceful. If the player is interrupted during that time, a yes/no prompt is given whether the player wants to abort their activity; actually aborting it turns all non-tame monsters on the current dungeon level hostile. However, while the player is busy, monsters will usually walk away instead of towards the character, making it more likely to finish the activity without being disturbed. Message when triggering it is "You feel like being kicked by sexy girls and cleaning their shoes.", message when it times out is "You vow to never clean a girl's shoes again.". nelly trap - while active, intelligent female monsters have a ranged damage-dealing hug attack in addition to their other attacks that they can use against the player. Message when triggering it is "You fear that the women are going to crush you with a hug.", message when it times out is "Good thing you survived the dangerous female hug attacks.". eveline trap - while active, intelligent female monsters move at 1.5 times their regular speed. This applies to peaceful and tame ones too, and can therefore be useful in theory if the player has a pet that qualifies. Message when triggering it is "It seems that the women are running faster.", message when it times out is "Apparently the women stopped running.". karin trap - while active, intelligent female monsters with kick attacks can kick the player in the nuts even if the player doesn't have any, and potentially do so several times in the same turn, or occasionally also heal the player, but more often than not, the amount of damage is higher than the amount healed. Message when triggering it is "All the women want to knee you in the delicate nuts now!", message when it times out is "Your nuts no longer have to fear getting kicked by female knees constantly.". juen trap - while active, the player has extrinsic free action, and intelligent female monsters with kick attacks have a chance of paralyzing the player with a kick. This particular paralysis ignores free action and has a chance of being applied even while the player is already paralyzed, potentially resulting in chain paralysis. Message when triggering it is "Oh no, your shins are almost broken!", message when it times out is "You finally took a trick from your emergency bag of tricks to heal your almost broken shins.". kristina trap - while active, intelligent female monsters can use burn attacks against the player in melee in addition to their other attacks. Message when triggering it is "Urgh, you can already smell the stench of stinking cigarettes!", message when it times out is "Finally the damn cigarettes got extinguished.". lou trap - while active, monsters with kick attacks have a chance of randomly withering the player's inventory items when their kick hits. This erodes the affected items, even if they're erosionproof, and can result in thoroughly eroded items being destroyed. Message when triggering it is "These damn people want to use your precious clothing to brush off their dirty shoes!", message when it times out is "You swear that you'll kill the next asshole who brushes your cloak with their dirty shoes.". almut trap - while active, intelligent female monsters have an additional melee attack that causes the player to drop their weapon, unless it's cursed. Message when triggering it is "The girls feel like kicking your hands bloodily with their sneakers!", message when it times out is "Apparently you managed to save yourself from the bloodthirsty girl turn shoes.". julietta trap - while active, the player may randomly be affected with other feminism trap effects that will last for a while. A message is given if this causes a new trap effect to activate. Message when triggering it is "Now you'll be subjected to Julietta's torture, and she'll subject you to random punishments from time to time.", message when it times out is "It seems that Julietta finally got bored and decides to annoy other people instead of you.". arabella trap - while active, random traps will spawn over time on the current dungeon level, including in wall tiles, and they have a greatly increased chance of being nasty traps. Message when triggering it is "Oh no, the master of nasty traps is laying out her snares to get you!", message when it times out is "You're relieved to have gotten over the nastiness. Beware, there may still be some traps around.". kristin trap - while active, intelligent female monsters can use random high heel attacks against the player in melee, regardless of what footwear (if any) they're actually wearing. Message when triggering it is "You feel that there are women around who really like various high heels.", message when it times out is "The women got bored of the multitude of high heels.". anna trap - while active, perfume monsters have +50 spawn frequency, and the player will trigger shit traps even while flying or levitating. Message when triggering it is "Oh, it seems that the hussies are on the loose!", message when it times out is "There's an announcement saying that the hussies no longer consider you a target. Phew.". ruea trap - while active, random monsters that use conversion sermon will spawn over time. Message when triggering it is "You get the feeling that some women are trying to convert you.", message when it times out is "The women gave up their attempts to convert you.". dora trap - while active, monsters with claw attacks spawn more often and may damage the player's worn boots (no special effect if none are worn). This can result in the boots being destroyed if the attack hits often enough, and if the player's shoes are high-heeled, the odds of them being damaged by this effect are much higher. If it actually succeeds in destroying the player's high heels, the character will go berserk, increasing the player's melee damage output for a while but resulting in heavy confusion and stun when the berserk timer ends. Message when triggering it is "Ack! There's birds on the loose, and they want to eat your shoes!", message when it times out is "There's a loud flapping noise indicating that the evil shoe-hating birds are leaving the dungeon.". marike trap - while active, monsters with squeaky farting attacks have +10 spawn frequency, and hostile farting monsters of all types will lifesave with 80% chance when they're killed. Message when triggering it is "You want to endlessly listen to squeaking farting noises.", message when it times out is "Aww, apparently you no longer want to listen to squeaking farting noises. But why? You didn't even come yet...". jette trap - while active, random feminism traps spawn much more often. Message when triggering it is "The power of feminism compels you.", message when it times out is "The power of feminism seems to be decreasing. Don't feel safe just yet, though.". ina trap - while active, the player character has anorexia and -3 strength and constitution. Dying while having a temporary ina trap effect active will cure it, which helps only if the player is able to lifesave, but the game remembers how long the trap effect would have continued, and if the player vomits for any reason while the timer hasn't run out yet, the ina trap effect immediately becomes active again with an even longer timeout. Message when triggering it is "Oh my god, you are now afflicted with the life-threatening disease known as anorexia!", message when it times out is "Since you didn't vomit for a week, your anorexia condition disappears. But here's a newsflash: you could have instantly healed the condition by simply dying (don't try that at home).". sing trap - while active, random shoe monsters will spawn over time, and those particular shoe monsters will ask the player to clean them when they're in melee range. This results in a yes/no prompt; if the player refuses by saying "no", it results in 5 turns of paralysis (which ignores free action), turns all peaceful monsters on the level hostile and frenzies them. However, saying "yes" will turn the shoe monster peaceful and set a long-lasting occupation; if the player is interrupted during that time, a yes/no prompt is given whether the player wants to abort their activity, and actually aborting it turns all non-tame monsters on the current dungeon level hostile. However, while the player is busy, monsters will usually walk away instead of towards the character, making it more likely to finish the activity without being disturbed. Message when triggering it is "A heinously evil woman plans to force you to clean the shit from all kinds of female shoes...", message when it times out is "You got enough and decide to end the evil woman's slavery reign by bashing her face with a platform boot that has cow dung on the soles. After striking her down, you flee from your prison and don't look back.". victoria trap - while active, female monsters with kick attacks have +20 spawn frequency, and such monsters may also randomly spawn over time in addition to the regular random generation. Message when triggering it is "There's some karate women who want to demonstrate their combat capabilities to you.", message when it times out is "You finished playing with the karate women.". melissa trap - while active, intelligent female monsters have item-stealing melee attacks that they can use against the player in addition to their regular attacks. If the monster is of a species that is always female, this theft attack has an increased chance of actually stealing something. Message when triggering it is "You suddenly feel that the women in this dungeon are quite attractive...", message when it times out is "It dawns on you that being seduced by women isn't a good thing, because they might steal your stuff.". anita trap - while active, intelligent female monsters have a bleeding-inducing melee attack that they can use against the player in addition to their regular attacks. Message when triggering it is "The women want to slit your legs with razor-sharp high heels! Be afraid of them!", message when it times out is "You survived the dangerous high heels... for now.". henrietta trap - while active, moving around has a small chance to create a shit trap underneath the player if there is no trap underneath the location the player moved to, and the newly created trap immediately triggers. Also, regardless of whether the trap was generated or not, the player will also fumble, losing a turn. While this trap effect is active, the player triggers shit traps even while flying or levitating. Message when triggering it is "You feel that someone is going to open the zippers of your boots, making you fumble into a heap of dog shit.", message when it times out is "At last, you wised up and decided to switch to a pair of boots without zippers.". verena trap - while active, the player may randomly be affected by one of the following five effects every once in a while as long as their current HP is at least half of the maximum amount: take massive melee damage; be confused for a while; be paralyzed for up to 10 turns (ignores free action); be blinded for a while; take bleeding damage for a while. Each of this events also deals physical damage, with the first result dealing five times as much as the others. However, if the player character has less than 20% of their health left, there's a random chance that the player is healed up a bit. Message when triggering it is "Oh no, some annoying blonde girl starts to follow you around. Sigh. Why can't you get a clever companion instead?!", message when it times out is "Now you're so annoyed that you slap that annoying blonde girl right in the face, knocking her out. Maybe now she'll leave you alone, she already caused enough annoyance anyway.". =_=_ Forum:Wikia nethack nethack.wikia.com However, it's not possible to deface the wikia wiki: somebody already tried the stealth tactics, and they [sent a bot to undo it all http://nethack.wikia.com/index.php?limit=500 & tagfilter= & title=Special%3AContributions & contribs=user & target=Rappy+4187 & namespace= & year=2013 & month=7]. --Tjr (talk) 16:31, 23 January 2015 (UTC) The %s trap in Slash'EM Extended (yes, that's the name of this trap). Untrapping it grants a single point of experience. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User:Jonadab/Sandbox1/commit =_=_ User talk:Winterknight You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User talk:ComputerDruid You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. It turns out that the reason why trying to edit Sokoban and Sokoban (SLASH'EM) was timing out was because using substitutions like < code > < nowiki > default= < /nowiki > < /code > was creating a lot of transclusions of , which overloaded the parser. Removing those template calls from the substitutions, and instead setting the default char color using a single template around the whole & lt;replacecharsblock & gt;, fixed it. http://www.transparent.com/learn-japanese/phrases.html is one of sheer millions of resources that can help you understand why "hoochoo" is completely wrong. That page has in-line hyperlinks that play .au audio files when clicked; of particular interest to you would be "Ohayō gozaimasu," which features three distinct o vowels which, despite being rendered differently, are all pronounced the same - long o. Frankly, I hope you can understand my annoyance at having to bring you this information. That someone needed to go out of their way to provide you a correction as obvious as this is a strong indication that you don't have any business editing any articles on the subject of Japanese pronunciation. Moreover, this is not the first time you've "corrected" something language-related that wasn't actually an error: https://nethackwiki.com/mediawiki/index.php?title=Asmodeus & diff=prev & oldid=96349 The phrase "dark-skinned and -haired" line, which you contested, is perfectly fine. That you personally weren't familiar with this "synthax" [sic] should have been an indicator to you that your language skills are impaired, to say nothing of the fact that the majority of your edits have grammatical, spelling, punctuation, and factual errors, both in the article content themselves and in the text of your revision summaries. You attempted to justify your reformatting of the aforementioned line by saying "dark-skinned and dark-haired" was "international" English, which is laughable, as there is no international English standard. The line is appropriate in both North American and Commonwealth (British) English, to name only two standards out of dozens. Hello! I've noticed that you had added some incorrect encyclopedia entries to several pages (Aleax, Green slime, Garter snake). I've corrected these for you now, but for future reference, you can verify the veracity of the encyclopedia entries that you insert into the wiki by using the what is command. =_=_ Restore game =_=_ How to restore game =_=_ How to restore a game =_=_ Shlushlu =_=_ Chlushlu =_=_ Bloodthirsty =_=_ Wikia =_=_ Wikinethack Let's stay on-topic. Ads for the variants, upcoming tournaments, roguebasin, freenode chat, NAO, advice, "do edit the wiki", etc are fine with me. --Tjr (talk) 16:18, 23 January 2015 (UTC) After the learning curve, I normally ascended: Valkyrie, samurai, wizard, barbarian, tourist. In deed, The Heart of Ahriman was a worthless peace of crap B[ . I almost ascended an archaeologist, but the day I changed keyboard, I made a typo near the end of Gehemon and put everything in the bag of Holding. Including my +7 Graywandir, orb of detection and .... my wand of cancellation O_O . I just quit it :( . Now I just started with SLASH'EM. I first ascended a savescumed neutral dopleganger valkyrie. I normally ascended a lawful human valkyrie. Right now I'm at the castle as a chaotic human Wizard. I'll probably ascend him too. =_=_ Forum:Luckiest near-death experience? Playing slash'em on mobile with a puny low-lvl character, I was absent-mindedly jabbing the screen to go left in a minetown shop, and managed to bump into the shopkeeper then select the 'yes' button to attack before realising. Punishment for such a stupid error should have been swift - the keeper pulled out a wand of death and zapped at me, but somehow I managed to duck both the zap AND the returning rebound.. The shopkeeper? Not so lucky at dodging. His loot set me up quite nicely for a short run down the mines before YASD caught up and put me down properly. My luckiest moment is, when I was playing as a dwarvish valkyrie, in Sokoban 4th floor, a master lich appeared and it summoned a bunch of tough monsters, including an adult green dragon. With fortune on the Mjollnir, I finally succeeded to defeat all of them. My HP was close, it had reached only 3 points. --NDos (talk) 13:23, 30 January 2015 (UTC) You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Stronghold =_=_ Spellbook of enlighten =_=_ Spellbook of acid stream =_=_ File:Abuserrole.JPG You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Wizard hat You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Stopped =_=_ 1 + Stopped =_=_ 1+Stopped You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Source:Ref/query classes =_=_ Fake Wizard's Towers =_=_ Hit Points =_=_ Bag of Holding =_=_ Potion of salt water =_=_ Canceled =_=_ Nephi's grudge patch You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User talk:Acidblob You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Expert pudding farming First, you need to find a level with either a Sink or method of generating a black pudding. A Sink can be kicked multiple times and always has a chance of spawning a pudding before it breaks. Be aware that it is possible to spawn a foocubus before a pudding, so be prepared. Ideally you want to find a level with an altar for offerings. However, this won't be all that useful. Once you start farming fast, you won't need an Altar as every non-quest artifact has a chance of being dropped. Once you have located a method of spawning a Pudding (or found a level with one available), the next thing you need to do is prepare your farming location. Ideally an Elbereth engraved stairs is a good choice, as it allows you to leave the level if necessary. A common farming locations may look like this: The only advantage this offers is that you can no-longer be targeted easily by attack wands. However this creates an issue where large monsters may block the passage of Black Puddings. Once you have a farming location setup. Drop a chest and engrave 'Elbereth' on you Home square. Now Generate a Black Pudding and begin by splitting it slowly. You will find that if you aren't careful, that you may be able to kill off the initial puddings if they aren't given enough time to regain their health. Once you have a large amount of puddings ready you can begin automation. If you don't wish to use some sort of bot, you can make your farming on some servers easier by using MSGTYPE and AUTOPICKUP options. Once you have a small farm going, you can begin an automation process. On some servers, this is significantly easier than vanilla nethack due to the MSGTYPE addition. The following auto-pickup options will pickup all money, potions, wands, rings, amulets and scrolls. It also has some exceptions that will pickup magic markers and magic lamps. When you stand on your Pudding square, you will automatically pickup all the items above, you can then move back to your Elbereth square and put all of the following items back in your chest. Repeat this as many times as you like, Ideally you want to end this just before you become hungry, and end it with a 'Sy' so that your game is saved. NAO has issues in the past with long farming sessions where it may corrupt your game. Saving and quitting occasionally seems to prevent this. Of all the above, the wand of digging situation can be the most frustrating to deal with. If a monster manages to pickup and use a wand of digging on your Pudding square the contents of that square get scattered several dungeon levels below you. It also creates a hole that you need to fill. Be sure to carry a scroll of earth in case this situation arrives. In the situation above, lets assume a boulder was also thrown at you and has landed on your Elbereth Square. First, make sure there are no items on your square that can be destroyed by a striking blast. Use your pickaxe (not your wand of striking) to destroy the boulder(s) to the left. Move left and then use your wand of striking to destroy the boulder on your Elbereth Square. Occasionally you are going to want to 'clean' your pudding square. NAO doesn't deal well with 100's of pages. The easiest way to do this is with a wand of polymorph. Make sure you have a bunch of AC, HP and a decent weapon and stand on your pudding square and zap downwards. This will cause a few items to be destroyed. Be careful of generated golems though! After a while, you will get an abundant supply of smokey potions, magic lamps and maybe a few wands of wishing. While wands of wishing can be used while you are standing on your Elbereth square, the potions and lamps both required a empty tile for a Genie to be generated. Instead of using potions or lamps on your Elbereth square, use them on your pudding square while your Elbereth square is empty. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. The Polearm article looks really nice. I propose to upgrade it to featured. This stands even if it may be incomplete (it doesn't seem like it).--Quantum Immortal (talk) 16:34, 18 December 2014 (UTC) =_=_ Bolt =_=_ Blecch =_=_ Blecch! You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Talk:Angel Wizard mode says otherwise, I was standing five squares away and got zapped with a magic missile. My wand of probing confirms the angel does not have a wand of magic missile in his inventory. --Bluescreenofdeath (talk) 00:19, 21 December 2014 (UTC) =_=_ Sparkling water =_=_ Sparkling water or molten lava =_=_ Sparkling water or molten lava (sparkling water) =_=_ Lethe water You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User talk:Vikingjs You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Talk:Candy bar Candy bar should totally fill out a niche role in comestible foods by giving you a bit of power when you use it, like five points at most. A quick 1 turn snack that lets you spurt out another spell afterwords would be cool, and make me even more inclined to grab it. Besides, candy bars are little energy pockets, chocolates, nuts, nougats, junk like that? It fits well enough. I don't imagine it being good, just a neat little thing that gives you another tool to extend your life, I suppose. --Bodark (talk) 17:00, 3 January 2015 (UTC) Intermediate hacker with an expansive knowledge of whatever's written on here. Values spears over sabers, wishes for throwing stars over a marker. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User talk:Darkmaelstrom101 You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Talk:Sokoban (SLASH'EM) Yea, sorry for deleting some content. The server is too slow and i was trying to hack around. I'll fully restore it when the server is responsive again.--Quantum Immortal (talk) 19:57, 11 January 2015 (UTC) =_=_ Cornucopia Sokoban in SLASH'EM is largely the same as in Vanilla (see Sokoban). However, 15 additional maps have been added so that each level has 4-5 variants. As in Vanilla, the prize is either a bag of holding or an amulet of reflection. Both outcomes are equally likely. The amulet is more valuable than the bag because upgrading a sack or oilskin sack (with a potion of gain level or the gnome's tinker technique) can also produce a bag of holding. There are also new ways to cheat in Sokoban, such as the new liquid leap technique. However, many of these additional ways to cheat also incur a luck penalty. The entrance to Sokoban (an upstairs staircase) is located between levels 6 and 10 inclusive in the Dungeons of Doom, just below the Oracle. =_=_ Ordinary major demons =_=_ Talk:Grimlock =_=_ User:Chris/dNetHack/changelogs/dnethack 3.8 You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Template:Monsters/expanded This is a fully transcluded copy of , using no subtemplates. If any of the monster templates are changed, you can regenerate this copy by going to Special:ExpandTemplates, typing < code > < nowiki > < /nowiki > < /code > into the input box, clicking OK and copying and pasting the output to this page below this message (following the < code > & lt;/noinclude & gt; < /code > tag). =_=_ Forum:Request: Racial/Religion Pros/Cons for Roles The Wizard and Rogue pages have a nice pros and cons section on why a player might choose an Elf vs. a Gnome vs. a Human, etc. Many of the other roles do not have this discussion. I think it would be a nice addition to the wiki if each role had a section where the pros/cons of different race (and if significant, religion) choices were discussed. For example, the Archaeologist, Priest, and Caveman pages don't have this comparison. Maybe it's not as significant for some roles, but it is part of "rolling up a character" so some advice to consider would be useful. =_=_ Talk:Race Suggestion: move variant races to their own article (similar to what has been done on the Role_difficulty article)? Maybe I'll do it myself if I find some spare time. --Bluescreenofdeath (talk) 11:54, 30 January 2015 (UTC) Daggers are cool. They are easy to get, have good to-hit, and don't require a launcher. They are not poisonable, though. < br/ > A normal, an orcish, or an elven dagger weighs 10, and a silver dagger weighs 12. They are much heavier than an arrow or a dart. < br/ > They always have been the cause of burdening, so I want to get answer to this question. < br/ > Sidenote: According to my calculation, the only role whose best ranged weapon is daggers (esp. silver daggers) is Valkyrie. Any other roles have better weapon to use for. This table seems to assume no strength damage bonus (see "table of attribute adjustments" in weap-343.txt, or ), i.e. STR between 8 to 15 inclusive. In the late game (which these calculations otherwise seem to be for), most characters should have their stats pretty close to maximized, which improves the damage significantly for most weapons, but crucially, not for missiles fired from a launcher (i.e. arrows, bolts and sling stones; see ). Thus, while e.g. low-strength Rogues can maximize their damage output with poisoned crossbow bolts, a late-game Rogue with 18/** STR is much better off throwing daggers. —Ilmari Karonen (talk) 14:12, 3 February 2015 (UTC) Katanas are very hard to find, so what is the best second option? I suppose there are long swords, but I want confirmation. In my opinion Fire Brand is terrible, and Frost Brand slightly less so, because they kill all those items you'd otherwise be getting from defeated opponents. Maybe the table should also present a "best weapon that does not destroy valuable loot" (so Mjollnir is also nonexistant, obviously). --Bluescreenofdeath (talk) 08:23, 20 August 2019 (UTC) Also I think you're overestimating the undesirability of the artifact blast. My neutral and chaotic characters often end up with Grayswandir, and occasional 5 points of damage don't inconvenience me at all. Possibly it's because I don't switch to a different weapon often; if I had to use a bow as well, I can see how it would be annoying. Tomsod (talk) 09:42, 27 August 2019 (UTC) This is unrelated, so forgive me. Unless I am badly missing something, there seems to be an issue with the Add new topic button. =_=_ Race/Slash'EM Extended Slash'EM Extended has all of SLASH'EM's races, as well as added ones not present in other variants. In this variant, every race (with very few exceptions) has maximum stats of 25 for every stat, and every combination of role, race, alignment and gender is possible. Starting with version v108 the player can also opt to play hybrid races: certain races can be added after the player has selected their base race, which means the player character will also experience some of the hybrid races' effects, but they usually either make the game more difficult or only have cosmetic effects. If a hybrid-eligible race has effects that are strictly beneficial to the player, they will only be in effect when that race is the player character's main race. Races in bold letters are eligible for hybridization. The new races are: =_=_ User talk:AceSevenFive You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Talk:Fire pillar You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Forum:Mirroring the wiki I'm from the Computer Science House at RIT, and we maintain our own fork of Nethack (mostly just insert inside jokes into it). =_=_ Talk:Lycanthropy Simply put, the Abuse of Terminology section seems a bit unnecessary and pedantic to me. Does anyone else feel like it should be there? - Crawldragon (talk|rog) 02:44, 4 February 2015 (UTC) While playing version 3.6 and wearing a ring of invisibility, I was bitten by a werewolf. I got the "You feel feverish" message, followed immediately by "You can't handle your ring of invisibility anymore! Your body seems to unfade..." (I ate a spring of wolfsbane next, so never did transform to a werewolf.) Thanks to alawibaba on reddit's /r/nethack for pointing me at the source where the transformation interval is discussed. Added a section on it here just now. https://www.reddit.com/r/nethack/comments/frjszt/lycanthrophy_how_often_do_you_transform_and_ow/ =_=_ Forum:Wikia hethack nethack.wikia.com You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ You feel much, much better! =_=_ Great Cthulhu Great Cthulhu is the second or third most dangerous creature in dNetHack, and as such should be avoided rather than confronted. Great Cthulhu is generated asleep on one of the altars in R'lyeh, and plan A should always be to keep him that way. Great Cthulhu can be sensed from standard warning distance (13 & times;13) as "an unknown monster causing you dread" regardless of whether or not you have warning. Beware of squeaky boards near the upstair, as these can cause him to awaken. You may also want a wand of opening to lower the drawbridge, as the wand of striking will make a loud noise. If he spawns in one of the hidden side rooms, he will not be able to get out due to his large size. Should the character need to approach Great Cthulhu, it is vitally important to avoid looking at him. Extinguish light sources and remain out of sight or blind yourself. Great Cthulhu's gaze attack permanently reduces wisdom by 1d10 points, though not below 3. In this case, the character's wisdom is reduced to 3 and the character then takes 10 damage for each point of wisdom drain remaining. You will also suffer amnesia, including losing 25% of all spell memories. For this reason, it's best not to light up the level (it is naturally dark). Sustain ability prevents both the drain and damage, but not the amnesia. It is vitally important to remain at least 2 squares away from Great Cthulhu if at all possible, as his melee attack deals around 250 damage on average and is essentially guaranteed to hit. If you use a potion of object detection to find the Silver Key, make sure you make a note of where it was. Amnesia will cause you to forget its revealed location. If Cthulhu is awakened, your best strategy is to grab the Silver Key and sprint away as fast as possible. Cthulhu comes from the works of H.P. Lovecraft. The encyclopedia entries are excerpts from Lovecraft works. It's an important monster, giving its name to the "Cthulhu mythos" universe. =_=_ Center of All Center of All is a monster from the dNetHack variant, a powerful unique neutral outsider that guards the First Key of Neutrality. Center of All is generated randomly as part of normal monster generation, rather than in a guaranteed lair. If the player has not entered Sum of All (the final level of the neutral quest outlands, where the argentum golems primarily reside) when he is generated, he will be peaceful to you, and levelport away after enough time. Once you've entered Sum of All, he'll become hostile, wherever he is, and will no longer levelport away (but he won't levelport to you either). Center of All is permanently invisible and can easily surprise players who do not have the ability to see invisible. He'll also cast from the Aurumach Rilmani spell list, which can be quite lethal for characters without their resistances. Note that like an Aurumach, he is generated with a good weapon and some armor. He always +4 large concordant gear, including a golden bardiche, along with leather armor, golden war hat, low boots, leather gloves, and robe. The concordant property doubles that item's DR when hit by a non-neutral monster, but halves DR versus neutral monsters. Besides dealing serious damage in melee, Center of All is able to throw cursed loadstones at his opponents. These thrown loadstones deal 1d30 damage and have a chance of adding themselves to the target's inventory instead of dropping to the floor. In this way, Center of All can quickly weigh down and immobilize his opponents. =_=_ User talk:Tourist Supremacy You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Nymph Level You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Slash'EM extended =_=_ Shogoth =_=_ Gem alchemy =_=_ Vlad tower You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Talk:Death Eater You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Leaked development version =_=_ Swimming =_=_ User talk:MarsGodOfWar You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User talk:AustinHack You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. In all your years of experience, what would you say was your most dragged out run, in terms of stretching your resources as thin and wide as possible to keep together a fractured character? =_=_ User talk:Hackerb9 You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. Hi there. This change is wrong: https://nethackwiki.com/mediawiki/index.php?diff=104441 & oldid=104037 & rcid=53623 - NetHack 3.4.3 does not have any unicode/UTF8 capability. Perhaps you meant the heavily patched version that is on nethack.alt.org? --paxed (talk) 19:30, 15 December 2016 (UTC) =_=_ User:Hackerb9 You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Forum:Char got stoned, can i somehow get the inventory? =_=_ Forum:Unrestricted skill slots this use of "unrestricted" to mean "not Restricted" instead of the more usual "without restrictions" gets every single new player every time. perhaps a change of terminology is called for. the thought that "this is broken" will bring people here, though, and by the time you reach it it's unlikely to cause you to walk away. so it's not really bad as such... --195.2.244.193 13:19, 6 March 2015 (UTC) =_=_ User talk:UnicodingUnicorn You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Sliming resistance =_=_ Cthulhu Mythos =_=_ H.P. Lovecraft Howard Phillips Lovecraft (August 20, 1890 - March 15, 1937), was the original creator of the Cthulhu mythos. Other authors have also contributed. Several NetHack variants contain monsters derived from the Cthulhu mythos (although vanilla NetHack doesn't.) =_=_ Category:Cthulhu Mythos =_=_ Dungeon Growths The Dungeon Growths patch, written by Pasi Kallinen, adds code that enables plant life of various forms to grow and spread in the dungeon. It is most notably incorporated into the popular UnNetHack variant of the game. The patch considers certain plant-based items to be herbs. When left on an appropriate tile for a long time, these items have a chance of multiplying. Trees will also occasionally drop a single "ripe" fruit onto an adjacent tile. This can be any kind of 'fruit' you can get by kicking a tree, including eucalyptus leaves. Trees in the dungeon can potentially seed trees to nearby squares. While this growth is slow, it can mean that unattended trees can become dense forests by the time levels are revisited in the ascension run. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Talk:Polymorphitis Given if wearing dragon scales / armour the polymorph is into that dragon form, then if wearing the ring it is effectively a perpetual polymorph into the dragon, as at 1% per turn it's most likely that there would be a new polymorph before the timeout expires. Thoughts? Wikid (talk) 08:04, 23 February 2015 (UTC) D'Oh! "You turn into a crocodile. You break out of your armor" is the answer to that one. No perpetual dragon polymorph. Wikid (talk) 18:49, 23 February 2015 (UTC) =_=_ Guild This page offers some general hints on how to play Slash'EM Extended without dying all the time. Of course some deaths are unavoidable, but following the advice offered here is the first step to survival. It's mainly meant for newbies who aren't experienced with this NetHack variant yet. You can also join the #slashemextended or #em.slashem.me IRC channels on Freenode - I am often there, and even if I'm not, other players might be able to help you if you have any questions. You might also want to check out Options, hotkeys and commands (recommended reading) as it shows the various new options and commands that aren't present in other variants. It is highly advised to familiarize oneself with them, since some parts of the game expect the player to use certain new commands (comparable to vanilla's #wipe command, which isn't used often but comes in handy in certain situations). You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Talk:Wide-angle disintegration beam Is all your armor considered to be "under" an amulet of reflection? In other words, if you are wearing an AoR, will the WADB destroy any of your armor? Which pieces? --Kevin Wayne (talk) 16:38, 24 February 2015 (UTC) You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. Hi, is there a way to disable the rogue level(as in make it not appear,while a normal level at its place)? The tileset does not work on it and while I can handle bad graphics if the gameplay is good, I draw the line at ASCII... Thanks! I did it properly this time. However,when I run install.bat, it tell me there is no disk and that I must insert one? But When I run it, it say: Il n'y a pas de disque dans le lecteur. Insérez un disque dans le lecteur I:.(It's in french,it mean: There is no disk in the disk drive. Insert a disk in the drive I:.) =_=_ Scroll strategy Scrolls are represented by and have a weight of 5. Each one has a different effect when you read it, some effects highly desirable, some not. Most of them are useful in some way, and this page isn't comprehensive by any means. Be creative! Scrolls of enchant weapon are common, useful, and easy to price ID, with their unique base price of 60. Like most scrolls, they're better used when blessed, but the player's immediate survival is often much more important than hoarding resources for a future that might not come. Don't be afraid of "wasting" these before getting an artifact weapon or holy water. Weapons enchanted above +5 have a substantial chance of evaporating if you attempt to enchant them further. The scroll of enchant armor is one of the most valuable scrolls in the game. Better AC greatly reduces damage to the player and is one of the primary factors that influence player progression. Even without a powerful weapon, a player with a very good AC can last for quite a while. Early in the game, they're best used on items that you'll likely keep, such as any gloves or helm, or any magical armor such as a cloak of magic resistance or speed boots. If the player lacks magic resistance or polymorph control, it is not advised to enchant items in the shirt, body armor, or cloak slot, as these can be destroyed if the player is unfortunate enough to step on a polymorph trap. Fortunately, like enchant weapon, enchant armor is very easy to price identify, only sharing its base cost of 80 with remove curse, a scroll that is also safe to read identify. Be sure to curse-test both this and the enchant weapon scroll before reading, though. so be careful. These scrolls are rare, so save the ones you have. They are relatively cheap to write for their utility, however, so consider using magic marker charges on them. The scroll of teleportation is a good escape item, particularly in the early game where most levels do not prohibit teleporting. Cursed scrolls can be convenient if the player doesn't have another means of level teleportation or branchporting. They're extremely common as a defensive item that monsters are eligible to carry, so most of them can be blanked. Monsters are likely to identify this scroll for you early on. The scroll of genocide is very powerful, and how you choose to use it depends on its BUC status. See genocide. It has potential utility at any point in the game, and can be used as an escape item, to produce dragons for their dragon scale mail, or to wipe out entire classes of powerful monsters. Although its base scroll class of 300 can be very dangerous, all of them can be safely read identified if they are blessed. A scroll of scare monster is a powerful item indeed. Unlike most scrolls, its most powerful effect occurs when it is dropped, scaring all monsters except for A and the Riders. After the Elbereth nerf that occurred in 3.6.0, these can save your life against anything from killer bees to Demogorgon. It's a good idea to have one in a container that you can #tip in an emergency. There is a guaranteed scroll under the Sokoban prize. Although it is cursed, and will crumble when you pick it up, it allows you to identify them easily. Scrolls of identify should be kept and used. Even if they are cursed, they still allow you to identify one item, and identifying items can show you the enchantment, identity, and BUC status of the item. They are the cheapest scroll, and are usually easily discernible due to their frequency in generation. Use them to identify items that are difficult to identify safely or discern from others in their price ranges, such as rings and amulets. The scroll of remove curse can be used to remove curses on wielded and worn items if it is uncursed, uncursing the player's entire inventory when blessed. They see use in removing curses in otherwise useful armor and rings, and uncursing accidentally worn items or loot from bones files. Later in the game, they can be used to create unholy water or to mitigate the effect of curse items. Although it can be difficult to identify due to its common base price of 100, the scroll of confuse monster can be used in a pinch to attempt to confuse an attacker. It becomes far less useful later, serving only as a source of confusion for the player should they need it. A scroll of taming is rare and difficult to identify as well, but many earlygame monsters lack good monster MR, making them vulnerable to taming's charm monster effect. This can be used to get moderately powerful pets or just to escape a sticky situation. Many players rely on the scroll of magic mapping in Gehennom. Manually exploring Gehennom is a chore that most players choose to streamline, although this is strictly a luxury and shouldn't be prioritized. Earlier in the game, their main usage is to navigate dark levels in the Gnomish Mines or to locate vaults more easily. While near useless in the early game, the scroll of gold detection is valuable on the Elemental Planes to locate portals. scroll is cursed, it will lower the enchantment of the armor instead), destroying the armor. Later in the game, cursed scrolls of destroy armor can be used to fooproof armor if read when confused. The scroll of light may see marginal use at the very beginning of the game, but is otherwise worthless. Its effect is easily superseded by any source of light, such as oil lamps, the wand of light, or candles. It is easy to identify and type name due to its unique base price of 50. The scroll of fire may be blanked, as it is far too weak to be of any use in combat and can damage inventory items. It can be used to cure sliming in a pinch until you have better means available. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ File:Chaosmonkey.PNG =_=_ + Stopped slashem =_=_ 1+ Stopped slashem =_=_ User talk:Vitorgghz You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User:Chris/dNetHack/dNethack Roles/Binder/Council You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Forum:Cancellation wand vs. bag of holding I was getting ready to ascend a lvl 29 Barbarian -25 AC twoweaponing +7 FireBrand and +6 silver saber along with +6 FrostBrand of putting a wand of cancellation into my main bag. I had already dropped the other 2 BoHs and was looting and sorting on lvl 1 in preparation of the ascent. Oh well -- Stochastic giveth and Stochastic taketh away. Might I suggest a warning similar to running if (Is_mbag(current_container) & & & objects[current_container- > otyp]- > oc_name_known & & (obj- > otyp == WAN_CANCELLATION || obj- > otyp == BAG_OF_TRICKS || obj- > otyp == BAG_OF_HOLDING) & & & objects[obj- > otyp]- > oc_name_known) { Cool - thanks very much. I've read the pages you linked. Thanks too for the script; I knew I had screwed up instantly but was examining a HUGE inventory (3 BOH)and it just got by me. Will let you know how it works after playing a quick Wiz mode game. Thx again. Mannc (talk) 01:44, 12 March 2015 (UTC) =_=_ Gazetteer The gazetteer is a collection of level spoilers by Dylan O'Donnell. Originally available at www.spod-central.org/~psmith/nh/gazetteer, the domain name (or server) doesn't seem to exist anymore. It is, however, still available here and on the internet archive. Frobbozz is an IRC bot that is meant to give annoying information that might save < b > many < /b > lives of newbies. It is not yet in an even < b > remotely < /b > usable state. The source is always available here. The reason that it randomly says either & ldquo;schroeder & rdquo; or & ldquo;smiley & rdquo; is because in an earlier implimentation, for reasons that are not known, it said those. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Dawnhack =_=_ Geoduck =_=_ Wasp Wasps are SLASH'EM monsters resembling killer bees. They are very fast, always appearing in large swarms and possessing the overall glyph of along with other insects. Wasps and Bees are different orders of insects. Not to be confused with each other. Among other things, wasps tend to be predators, bees just feed on nectar and pollen. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ You have a feeling of inadequacy. =_=_ File:Wizard of Yendor absurd128.png John Shaw, the creator of the Absurd NetHack Tileset, has requested that persons distributing the tileset give credit and link to the original site. =_=_ Tile absurd =_=_ User talk:Indiana Jones You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Source:SLASH'EM 0.0.7E7F3/align.h Below is the full text to align.h from the source code of SLASH'EM 0.0.7E7F3. To link to a particular line, write , for example. =_=_ Talk:Sokoban Level 4b It's stated in the [3.4.0 article] that this level was unsolvable without cheating. Can anyone expound on that point? Delbow (talk) 00:54, 22 March 2015 (UTC) =_=_ The staff of Misspelling =_=_ File:Nurse dancing in soko.png You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Talk:Thiefbane =_=_ Leocrota If I zap myself with a wand of speed monster, eat a Quantum Mechanic corpse, put on some speed boots, reach level 7 as a Barbarian, quaff a potion of speed, etc. do those speed intrinsics/extrinsics all stack so I become some sort of uber-fast character, or is there just one level of speed and you either have it or you don't? You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Wand strategy Management of wands is an important part of the game. Some wands are useful early in the game but become nearly useless later. Some wands are frequently carried for immediate use, while others are often kept in stashes. Wands are heavier than rings or scrolls (though only a third the weight of potions), so choices must be made. Wand of wishing: See the wand's page for full details. These wands are always good to have. It's hard to beat getting an item of your choice, and you'll likely end up using a few charges before Gehennom to obtain rare and necessary extrinsics. However, there are strategies in which people save a wish for as late as the Astral Plane. Wand of death: A very powerful offensive tool. Particularly valuable as a last-ditch weapon when facing a difficult opponent, or for efficiently dispatching the Wizard of Yendor and other endgame threats. Wand of secret door detection: Often stashed until the end game, when it is useful for finding the secret door in Moloch's Sanctum and the portals in Endgame. Wand of digging: These are the fastest way to cut through rock, which is helpful in some situations, such as the Plane of Earth, or as an escape item when zapped downwards. A digging tool (such as a pick-axe) can do the same things, but is much slower. Wand of fire and wand of lightning: Although useful for their attack potential early on, their real value lies in their ability to burn permanent Elbereth squares. Wand of teleportation: Useful both as an escape item and for teleporting enemies away. Prized for crowd control. While you can't teleport yourself in no-teleport areas, it can always be zapped at enemies to teleport them. Wand of polymorph: Since self polymorph is of limited duration (and random without a source of polymorph control), this wand is useful early on for polymorphing pets or polypiling, and later in order to polyself into a metallivore for jewelry eating. Wand of striking and wand of magic missile: The low damage potential of these wands for ranged attacks makes them less useful as the game progresses. Early on, they are worth keeping, especially if you don't have good ranged options. You're likely to find many of these, so the best strategy is to use and drop as they are not worth recharging. Keep in mind that they are likely to miss against monsters with good AC, especially the wand of striking. The wand of striking can also be used to break boulders. Wand of slow monster: Early in the game, this wand can be used to cripple fast monsters, allowing you to escape or use hit and run tactics. As monster MR increases later in the game, they become less useful, but still have a niche in that they can disrupt engulfing vortices and air elementals. Wand of create monster: When sacrificing repeatedly for a gift, the wand of create monster eliminates the wait for a random monster to come along. Wand of sleep: Eventually monsters you will encounter will be too powerful to be bothered by sleep spells, and some monsters are never vulnerable, but from early to midgame, this is a handy part of your ranged toolkit. Probably not worth recharging. Wand of cold: Although useful for offensive purposes early on, the wand is useful later for freezing water if no levitation source is available. Wand of enlightenment: The usefulness of this wand depends on whether you have an identification source (for ring/amulet identification) and how well you keep notes on intrinsics you receive. Some players keep this wand in their stash rather than carrying it. Unless you are starved for identification and rely on this wand exclusively for discerning magic items' properties, you are unlikely to need to recharge it. Wand of make invisible: This is typically a single-use wand: you zap yourself to gain the invisibility intrinsic. Note that zapping pets does not confer a benefit. Wand of undead turning: This wand's chief value is in reviving corpses, which is useful in limited scenarios, such as bringing back fallen pets or killing a dragon again to try for its dragon scale mail. Wand of speed monster: Zapping yourself (or your pet) with this wand gives you the speed intrinsic. These tend to be wands used once. Wand of opening: There are some minor uses such as getting un-engulfed or removing punishment but is otherwise a prime candidate for polyfodder. Wand of locking: Can create doors in empty doorways, which is sometimes useful. Apart from that skeleton keys are simpler and can be used infinitely. =_=_ User talk:DarkVexon You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Arioch When chaotic players are crowned, they receive the title "Glory of Arioch". This title shows up as one of the character's properties seen through enlightenment. The name originally appears in the Bible within the Book of Genesis as the name of the "King of Ellasar", who participated in the Battle of the Vale of Siddim. In the Elric series by English author Michael Moorcock, Arioch is the Chaos Lord served by the family line of Elric of Melniboné, the wielder of Stormbringer, which is why the title and weapon are both granted upon crowning a chaotic character. =_=_ People of secondary interest to NetHack This article is a list of various notable people of secondary interest to the game of NetHack, explaining each person's works and the contributions to the game that they inspired. Douglas Adams(11 March 1952 – 11 May 2001) was an English author, screenwriter, essayist, humorist, satirist and dramatist. Adams is best known as the author of The Hitchhiker's Guide to the Galaxy, a work of science fiction comedy which originated in 1978 as a BBC radio comedy and developed into a "trilogy" of five books that sold more than 15 million copies in his lifetime and generated several adaptations. These stories chronicle the adventures of one Arthur Dent, though to be the last survivor of the Earth's destruction by a Vogon constructor that was making way for a hyperspace bypass - he is rescued from Earth's destruction by Ford Prefect, a humanoid alien writer for the in-universe Hitchhiker's Guide to the Galaxy, and the pair travel around the galaxy. In NetHack, there are a few references to The Hitchhiker's Guide to the Galaxy, with the most primary one being the towel, a multipurpose tool. While not as ridiculously useful as in The Hitchhiker's Guide, it still has various relevant applications: among them are blinding yourself, wiping glop or grease off your person, removing engravings on the floor, and wetting the towel to whip at monsters. The Ravenous Bugblatter Beast of Traal and the microscopic space fleet are two hallucinatory monsters that were adapted from The Hitchhiker's Guide. In 1994, Sebastian Klein released NetHack: The Next Generation, a variant of NetHack 3.1.3 that draws much more heavily from the works of Douglas Adams and adapts them to the Whole Sort of General Mish Mash that is the variant's geek culture influence. Dune is the best-selling science fiction novel of all time and considered to be among the classics of the genre. Set in the distant future, it explores various themes: humanity's evolution; planetary science and ecology; and the intersection of religion, politics, economics and power in a future where humankind has undertaken the colonization of space. The most noteworthy features adapted from Dune are the long worm, its teeth and the crysknives that can be fashioned from them. A quote from Frank Herbert's The Dosadi Experiment also provides the encyclopedia entry for the gas spore and its fellow spheres. Michael Moorcock (b. 18 December 1939) is an English writer of science fiction and fantasy who has published literary novels, and is also a successful musician. His best selling works are the "Elric of Melniboné" stories centered around the titular sorcerer, who is a deliberate reversal of clichés associated with Tolkien-inspired fantasy adventures. As emperor of Melniboné, the frail and anemic albino Elric can call upon Arioch - a Lord of Chaos, Duke of Hell and the traditional patron of their rulership who alternates between aiding Elric and antagonizing him. Elric is also the wielder of the demonic black blade Stormbringer, which is similarly his greatest asset and greatest hindrance: it confers enough strength and vitality for Elric to shake off his otherwise-required herbal regimen, as well as augmenting his fighting prowess - but the blade instead feeds on the souls of intelligent beings. A recurring theme in the relationship between sword and wielder is how this codependency brings doom to everything Elric holds dear despite his best intentions. A significant amount of Moorcock's influence on fantasy is based in his portrayals of metaphyisical conflict between Law and Chaos. Among many other things, this is responsible for part of the chaotic alignment's portrayal in NetHack''. Stormbringer is also the weapon gifted to a crowned chaotic character, who their god declares a soul-stealer for "the Glory of Arioch", which may reflect Elric's role as the Eternal Champion. =_=_ Michael Moorcock You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Source:NetHack 3.4.3/include/tile.h Below is the full text to win/share/tile.h from NetHack 3.4.3. To link to a particular line, write [[tile.h#line123| < nowiki > tile.h#line123 < /nowiki > ]], for example. =_=_ The ice-cold blade freezes the =_=_ Forum:Change the way code browsing works I propose to change the way code browsing works. I propose to have it be like the actual code of nethack: e.g. a README, a link to a dat directory, a src, etc. etc. In addition, other things would be nice, for example, have links in .c files to their corresponding .h files (and vice versa), or perhaps even side-by-side view, have links to the tileset in tile.c, stuff like that... --Elronnd (talk) 16:55, 5 April 2015 (UTC)Elronnd =_=_ SlashTHEM SlashTHEM is a variant of Slash'EM Extended version 75 currently maintained and developed by Soviet5lo. Originally called & ldquo;Slash'EM Extended Mod & rdquo;, its name was then changed to SlashTHEM, short for & ldquo;Super Lotsa Added Stuff Hack & mdash;The Heavily Extended Mod & rdquo;. SlashTHEM's primary goals are to make all of the added roles and races feel unique to each other, and balance the game back to Slash'EM levels. A Changelog of differences between versions can be found here, while a changelog of differences before version numbers were used is found here. Some notable examples include: Be careful of item stealing monsters, they are a good deal of them. If SLASH'EM loves baby dragons, SlashTHEM loves stealing monsters (true in version 0.7). You can defend from some of them by zapping your entire inventory with a wand of make invisible. Probably the worst are the mermaid, deep sea thieving fish and the swamp nymph. The mermaid and deep sea thieving fish are sea monsters so good luck getting your stuff back even if you kill them. There are some others, but these are the most frequent. The swamp nymph has a passive illness attack, so you should attack her with ranged weapons. The weight cap is much higher, and lots of objects are lighter. So you can carry much more, with weight been less of a problem. Early in the game, you can carry a box to put your stuff inside, in the same manner as a bag. You can carry around an icebox with several corpses in it without being burdened. With a bag of holding, you can pick up all the junk you find for selling to shops or polypiling. The wallet of Perseus is really overkill. You can get all resistances, at least extrinsically. You can even get petrification and illness resistances, which are otherwise impossible to get in SLASH'EM. On the other hand, all resistances are more important than before because of new monster attacks. In the Lawful Quest, be prepared with scare monster scrolls for the mind flayer room, because you can't engrave on the floor of the cloud bank any more. Bring a tinning kit, scroll of charging or some other way to charge the guaranteed tinning kit. At least bring an icebox or two and put the dragons and mind flayer corpses in, for later. Because of all the new monsters, it is more difficult to get telepathy, you can very well not have it even in the mid-game. The guaranteed mind flayers are the most probable source of telepathy now. The dragon corpses are now even more valuable for any missing intrinsic, especially sleep and disintegration (new monster attacks). Dragon corpses are so big, though, that they may grow mold while you are eating them. In general, water levels are filled with numerous sea monsters. You should be prepared with telepathy, or at least warning and ranged attacks. Quite a few of them have stealing attacks or are lycanthropes. In Gehennom, in the Sheol branch, beware of father Dagon and mother Hydra at the final sheol level. They both are capable of +100 damage in one turn, so keep your guard up. In Moloch's Sanctum, beware of Cthulhu. He can strike for +100 of damage, amnesia attacks and ignores Elbereth. When defeated he explodes in a stinking cloud only to reform in some turns. Once you have the amulet, get out of there as fast as possible, preferably with a cursed potion of gain level. Apparently, it's not as hard to compile on *nix as Slash'EM Extended once was, so compiling at home is more feasible. Here how to compile it on Ubuntu variants, and probably other UNIX systems. The final result is available above for download. Compiling on Mac OS X is very similar to compiling on Linux, but this section is meant to clear up ambiguity which may cause problems. You're done! If all went well, you should be able to open a new Terminal window with "Command-N", and type `slashthem` to start the game. You may receive some errors about an invalid username/game name. If this happens, edit "Makefile" (inside the slashem directory) and comment out "GAME = slashem" and uncomment "GAME = slashem.prg". Run it once like that, and then un-comment/re-comment and run again. It may require a terminal restart to be active though. The most likely bug to come across is probably related to missing dependencies. Most of these can be resolved through Homebrew, a package manager for Mac OS X. This attempts to install all of the SlashThem dependencies. Once this process is complete, you may go back through the installation instructions. =_=_ Ascension.run ascension.run is a public NetHack server. The server is currently hosted by deepy and administered by kerio, though the domain belongs to Adeon. A successor to acehack.de, the server was originally named nethack.xd.cm but was renamed to nethack.dank.ninja, because xd.cm just wasn't dank enough. Then someone discovered that the domain name ascension.run was available. nethack.dank.ninja has been known as nethack.xd.cm in the past, acehack.de before that, and originally acehack.eu. Nethack.xd.cm hosted the following games: It also previously hosted Slash'EM Extended, but this was removed after the variant began to deliberately implement Evil Patch Ideas and the Evil Variant Sokoban levels Although the site has made some questionable design decisions in the past, the current appearance is quite conservative and unlikely to offend anyone. =_=_ Naohack =_=_ Talk:Apprentice In the Lonely Tower, the wizard home level, I bumped into an invisible apprentice, angered it, and subsequently killed it. Can apprentices cast the Disappear spell? Because that would be rather unfortunate. < br / > On an unrelated note; "That was probably a bad idea..." was appended to the ordinary "You murderer!" message. Wizard-testing suggests that this is only given for killing quest friendlies, whereas the quest leader yields "That was a bad idea.". Confirmation?_Train (talk) 17:09, 3 April 2015 (UTC) =_=_ Forum:Weight decreases when I attach candles to candelberum So I am at the vibrating spot and I am about to perform the ritual. I take out my candles from my bag of holding. At this point I become burdened. I then attach my candles to the candelabrum. My weight goes back to being unencumbered. Is this a bug? The candles are not lit so there is no reason their weight should decrease due to attaching them. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Negative gold Negative gold is a side effect of integer overflow. If a stack of more than 2147483647 gold pieces is ever created, it becomes negative because it is interpreted as a signed integers. (In some 64-bit builds, you need a considerably larger stack to produce the effect; 64-bit negative gold is not widely understood, because some of its effects are based on all 64 bits and and some on only the bottom 32.) A stack of negative gold has several strange properties. In wizard mode, wish for the highest possible amount of gold (2147483647). Then, wish for 1 more gold piece. When combined, the stack turns into -2147483648 gold. You can then optionally wish for more gold to make it more manageable. In unpatched versions of NetHack 3.4.3, it was also possible to produce negative gold using a bug in the implementation of the stone to flesh spell. If you cast the spell at a monster who was petrified with gold in inventory and who has ever been tame, the monster will be unpetrified with two stacks of gold in inventory. Although this normally only produces linear growth, because the bug only duplicates one stack, taming the monster can manipulate it to drop and pick up the stacks, merging them. Enough doublings will overflow the stack to a negative size, This is normally done with a nymph, which has infinite carry capacity and thus can carry the very large stacks of gold produced. The bug was patched out on most public servers and by most variants, and was fixed in NetHack 3.6.0. =_=_ Forum:Level dimentions? I am considering making a new level for NetHack to supplement Vlad's tower. Does anyone know the dimentions of a level or if there is an interface for planning out a new level online? =_=_ User talk:Chris/dNetHack/dNethack Roles/Binder/Eden I dried up a fountain by dipping -- Goodbye Level 10. Your link with Eden is broken Wikid (talk) 04:28, 6 April 2015 (UTC) =_=_ User talk:Webbj74 You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Program in disorder - perhaps you'd better =_=_ User talk:Paxed/HowTo AddNewRoomType You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Striped shirt The striped shirt is a type of shirt added in the Convict Patch, and found in all variants that include the Convict role: UnNetHack, DynaHack, dNetHack, Slash'EM Extended, and SlashTHEM. Convicts begin the game wearing a cursed striped shirt as a prison uniform. As a part of the Convict's armor ensemble, the striped shirt is equivalent to the existing shirts, the T-shirt and Hawaiian shirt. It has a base armor count value of 0 (but will contribute its enchantment value to the wearer's AC total) and can be worn under regular torso armor. This will only happen if there is a worn, uncovered striped shirt. Shopkeepers will not notice shirts under torso armor or a cloak, and they will not object if a scruffy visitor tries to sell them something that looks suspiciously like a discarded prison uniform. However, shopkeepers who have seen a customer in stripes even once will remember the sight and continue to refuse access, even after the customer removes the shirt or covers it up. In UnNetHack, black marketeer One-eyed Sam is an exception: if she sees a customer wearing a striped shirt, she will reduce her prices. Along with finding something to eat and appeasing your deity, losing the conspicuous prison uniform is one of the first tasks on the Convict's to-do list for the early game. Unfortunately, the Convict's former captors at Castle Waterdeep Dungeon have cleverly given their inmates cursed uniforms, so unfortunately you can't just peel it off. Note that even without a visible striped shirt, you may still attract the attention of vault guards and the authorities in Minetown, on the basis of facial recognition alone ("Hey! You are the one from the wanted poster!"). They will not recognize you if you are polymorphed (or, in dNetHack, if your face is covered by something other than a pair of lenses). =_=_ Forum:Help finding .dat file I am pretty new at looking at the code for NetHack, so I need some help. How do I access the dat file with all of the .des files in it? =_=_ Clockwork Automaton (starting race) Clockwork Automata may be Archeologists, Binders, Knights, Monks, Priests, Samurai or Troubadours. (As androids, they can be Anachrononauts.) They are neutrally or lawfully aligned. Clockwork automata do not recover HP normally, instead they must stand still ('.') and repair themselves. They will recover HP faster as they gain levels. They may also use potions or other magic to recover hp. Their stats can't be abused or exercised. Clockwork automata do not eat food. Rather, they must be wound up using any skeleton key. They are not able to do this themselves, instead they must either have one of their allies do it or pay another humanoid to have it done. Each turn is worth 10 nutrition. Clockwork automata do not breathe and start out with resistance to stoning, poison and sickness. They gain shock res at XL5, cold res at XL10 and fire res at XL15. Upgrades are not mutually exclusive: you can have one of each and some can be taken multiple times. Any upgrade action consumes an upgrade kit, and other components where applicable as noted below: You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User talk:Chris/dNetHack/Artifacts Greetings Chris -- dNethack is great -- I'm not sure if it's etiquette for me to edit these pages in your subdirectory. Anyhow, I noticed that twoweapon is not unrestricted for Binders when gifted Blade Dancer's Spear and Dagger. Wikid (talk) 22:28, 10 April 2015 (UTC) =_=_ Luck Blade You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Source:Hack 1.0/rumors Below is the full text to rumors from the source code of Hack 1.0. To link to a particular line, write [[Hack 1.0/rumors#line123| < nowiki > Hack 1.0/rumors#line123 < /nowiki > ]], for example. =_=_ Hack 1.0/rumors =_=_ Source:Hack 1.0/data Below is the full text to data from the source code of Hack 1.0. To link to a particular line, write [[Hack 1.0/data#line123| < nowiki > Hack 1.0/data#line123 < /nowiki > ]], for example. =_=_ Hack 1.0/data =_=_ Drow (starting race) In SLASH'EM, the drow race is most noted for their bare-handed sleep attack. While SLASH'EM's regular elves are lawful or neutral, drow are chaotic. Drow are elven but they are unlike other elves. When drow fight bare-handed, their melee attacks will sometimes put monsters to sleep; this makes them an excellent choice for new SLASH'EM players. Like other elves, player drow gain sleep resistance at experience level 4. Unlike other elves, drow do not have infravision, nor are they infravisible. Drow are dark elves, more out-of-place at the surface than in the dungeon. Drow can take the roles of Barbarian, Flame Mage, Ice Mage, Necromancer, Priest, Ranger, Undead Slayer, or Wizard; they play chaotic for all of them. During the early game, drow survive well if they fight bare-handed. Monsters will wake soon after the drow puts them to sleep, but not if the drow attacks repeatedly. In this way, the drow can win many fights without taking any damage after the monster slept. Even if surrounded, the drow's sleep attack helps them fight multiple opponents or flee into a corridor. Drow who forget to try bare-handed combat will find the game much more difficult. However, many monsters have sleep resistance and must be dealt with differently. Drow with high bare-handed combat skill can even take down shopkeepers in hand-to-hand battles without taking a hit. The trade-off for this remarkable power comes later, when the drow finds its maximum stat scores limited. (Though the limits are the same as other elves) A droven Barbarian is an easy race-role combination and allows the player to begin fighting bare-handed before switching to a better weapon like a battle-axe or artifact. Drow may be any role that elves can be (Anachrononauts, Convicts, Nobles, Pirates, Priests, Rangers, or Wizards). They are always chaotic. Drow can see perfectly in the dark, but can only see 1 square in the light and can't see into lit areas. They can create a patch of darkness using the #monster command, or explore lit rooms slowly. Using the #monster command consumes 10 power. If the player has less than 10 max power, then it costs all of what they have. As a result, the first couple dungeon/experience levels can be slow, waiting for your power to recharge. Drow receive either a cave spider or a baby crocodile as a starting pet. They may also saddle and mount giant spiders, crocodiles, giant turtles, riding lizards, and salamanders. Drow Nobles receive either a saddled giant cave spider or a saddled riding lizard, depending on gender. Instead of improved elven Wisdom, drow receive a bonus to maximum Charisma. Otherwise they have the same limits as elves (including boosted Dexterity which both races have in dNetHack). Droven armor (both droven plate mail and droven chain mail) is made of a material that degrades when exposed to light, eventually evaporating completely. Fixed droven armor still evaporates, but will regenerate while in the dark. Unfixed droven armor does not regenerate. Cloaks with magic cancellation protect against the light, so a MC3 cloak is a virtual necessity when exploring lit rooms. It is worth it to try to keep your starting armor intact. Both armors are non-metallic, low weight, and offer high AC. Droven chain mail also boosts spellcasting. Most drow begin play with one of these types of armor. All Drow start with a droven cloak made of spiderwebs. These cloaks offer no AC but give level 3 magic cancellation. Droven cloaks can be (a)pplied to an adjacent square to create a web there. Each use of the cloak lowers its magic cancellation by 1. If it reaches MC0, the cloak is used up. The cloak may also be applied at an existing web to remove the web and restore MC to the cloak. Droven weapons are high damage, but are made of fragile obsidian, meaning they will shatter if thrown or (in the case of droven crossbow bolts) fired. All starting droven weapons are coated in sleeping poison. The lone exception to this is the droven crossbow, which is made of more durable stuff. Droven crossbows also bear the silver holy symbol of Lolth, so they deal an additional 1d20 silver damage if used to bash silver-hating creatures. All drow also begin play with a droven signet ring. This is a new randomized appearance for rings, so the magical properties of the ring vary from game to game, but all signet rings function as poison-injection rings. When #dipped into an eligible potion, the ring absorbs 30 doses of poison, which can be inflicted on opponents through barehanded combat while wearing the ring. If two signet rings are worn, both apply their poison. The signet rings given to starting drow are pre-loaded with sleeping poison. Signet rings also bear specific crests, and sometimes the holy symbols of drow deities. Rings engraved with the holy symbols also count as silver rings when attacking silver-hating monsters. Rings that have a spiderweb design on them add +5 to unarmed attacks. dNetHack's drow race is based on SLASH'EM's drow. The bare-handed sleep attack that the SLASH'EM drow are known for became the poison-injecting signet rings. =_=_ Category:DNethack =_=_ WikiHack =_=_ Low Light Vision Low Light Vision is a special intrinsic property possessed by some races in dNethack. Characters with low light vision see farther in dark rooms, and the illumination radii of light sources are multiplied by a like amount. =_=_ Elvish Racial Quest The Elvish Racial Quest is a revival of the defunct Elf quest in dNetHack. It sees the elvish PC challenge the Necromancer for the Palantir of Westernesse. For more information on the quest branch in general, see the quest article. You arrive via the quest portal in a random spot in the forest outside the central area. Your quest leader, Galadriel, is located in the center of the map, standing on a Chaotic altar. A number of goblins and Mordor orcs are located in random places on the map. Your quest guardians will quickly dispatch any that make their way into the central area. This level is a Mines-style forest level. There are many spiders on the map, including 3 mirkwood spiders and a single mirkwood elder. There are a large number of goblins and Mordor orcs, as well as three Ogres, in the central cavern. In addition, there are large numbers of spiders in random locations on the map, including 11 mirkwood spiders and 3 mirkwood elders, as well as 4 driders. The original elf quest appears to have been set in the last days of the First Age of the Sun and the Moon (since the Quest Leaders are Earendil and Elwing, who only lived on Earth during that time), and featured a nondescript Goblin King as the nemesis. This version of the quest is set during the Third Age, roughly concurrent with the Hobbit. Galadriel and Celeborn are the quest leaders, and the nemesis is Sauron in his guise of the Necromancer. The Quest changes history, as the Elvish PC recovers Sauron's Palantir, which would prevent him from using it as his Eye, and from corrupting Denethor and making a treaty with Saruman. The locate level of this quest, the Drider Caves, is reused in the Drow Racial Quest and the Hedrow Racial Quest with different up- and down-stair positions; suggesting that Dol Guldur, the Grove of Eilistraee, and Firestorm Peak are all in the same world, and relatively close by one-another. =_=_ File:Dread Seraph Chasm.png =_=_ NetHackWiki:Elronnds signature.css =_=_ User talk:Coolwanglu You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Services =_=_ Template:SLASH'EMtimeline =_=_ You feel threatened =_=_ PC/IX Hack =_=_ Firebrand =_=_ Sun sword You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. on SCON ( < span class=plainlinks > dumplogs, config file, ttyrecs, games on high score list) < includeonly > Category:SCONplayerCategory:SCONplayer/ < /includeonly > < noinclude > =_=_ Talk:SlashTHEM You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User talk:KeyboardFire You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User:KeyboardFire You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. To reproduce, you need to be running the same version of UnNetHack as the server was running at the time. Eg. get the latest UnNetHack source, then run "git checkout -b oldrun 3eb89b113f185985184642e21b01f6cd0c7e1bb9". Compile as normal. For reference, I compiled on an up-to-date amd64 Debian sid system. Using the default rc with 2 changes. Add Paste the following into the game. N.B. you may have to quit after it desyncs in Moria the first time, to populate the high score table. The second attempt should be an ascension. PWaiia qbw? O+!= cM 2 j47. 9 Da sa?O +!/h aioa !lmno aghirs fghi Df . aioa !p abc=( Da b2gDEde M zh > Fg6 8888za. kh744. 6668 aU ax rc aiia ?2F! rF 47 Za3 3 j33. 63 j666.zZ6 6 aioa 23i qb gl =_=_ Talk:Mirror =_=_ The Orb of Weight =_=_ User talk:Chris/dNetHack/dNethack Roles/Binder/Ose You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. I played for a while, and now i'm in the mid game(without cheating). I think elbereth could be nerfed. There is illness resistance that could deal with demogorgon. Vecna is basically a tougher lich (i didn't killed him yet). I had to fight an arch-Lich and he reduced my streaght from 8.07 to 8, then the unicorn horn said "you feel great" at 8.05. Thats normal? Because of all the new monsters, unicorns are rare, so it's an annoyance when the horns turn to dust. I have only one spare left. And because of all the new scrolls, enchant weapon is quite rare, i didn't bother enchanting it either. Maybe you should revert the turn to dust for unicorns.--Quantum Immortal (talk) 18:23, 3 June 2015 (UTC) First of all, I want to say that I love the idea of this mod, especially making the new classes actually distinct from each other. However, I do have one problem with it. Specifically, I noticed that the Bleeder quest artifact was changed to the Scalpel of the Bloodlettter. However, it's kind of important that the artifact be the Bloody Beauty, due to the text when you defeat the nemesis: Started as a simple modification to allow Gastly characters to eat human corpses without cannibalism penalty and to be immune to rotten corpse effects. It grew over time, so I placed it onto GitHub in January of 2015. =_=_ User talk:Barb.Neu You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Nonliving =_=_ NetHack Fourk NetHack Fourk is a NetHack variant based on the NetHack 4 codebase but with a more experimental approach to gameplay changes (but still conservative compared to heavily modified variants like SLASH'EM and dNetHack). In addition to the NetHack 4 interface and AI enhancements, Fourk has made a number of gameplay changes. These fall into four major categories: Gnomes have increased skill caps for club and crossbow, orcs have increased skill caps for scimitar, and dwarves have increased skill caps for pick-axe. Arc Bar Cav Hea Kni Mon Pri Rog Ran Sam Tou Val Wiz Arc Bar Cav Hea Kni Mon Pri Rog Ran Sam Tou Val Wiz Arc Bar Cav Hea Kni Mon Pri Rog Ran Sam Tou Val Wiz Arc Bar Cav Hea Kni Mon Pri Rog Ran Sam Tou Val Wiz =_=_ Half-dragon (starting race) =_=_ Talk:Half-dragon (starting race) =_=_ User talk:Yablesnack You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Ascenscion kit =_=_ Talk:Brown pudding This article says that you can protect yourself from the brown pudding's rotting attack by wearing a cloak. It should mention that the attack can also rot your cloak. (As written it seems to imply that it can only rot body armor.) Checking my current version (i.e. 3.6.2 mobile) indicates that it shares an encyclopedia entry with the other blobs, puddings, and oozes, and this is the only page that uses this quote in any context - nothing else comes up in a search for "The Magic Pudding", not even on the spoiler pages. Should I just go ahead and remove this? --Umbire the Phantom (talk) 12:19, 17 February 2020 (UTC) =_=_ Eladrin Eladrin are chaotic angels in dNetHack. Each type has a humanoid form and an energy form. They will shift to the energy form once their HP drops below 50%, and may return to their humanoid forms once their HP goes back above 50%. Eladrin typically don't drop their equipment when changing to their energy form, and will re-equip their weapons and armor automatically as they return to their humanoid forms. Eladrin are typically highly resistant to physical damage. In their humanoid form, they are protected by their armor, in energy form they take base weapon damage. All Eladrin but Tulani can appear in throne rooms, with an elvenking/elvenqueen presiding over. Some of the types of Eladrin are generated on the Planes as well. Tulani are one of the most dangerous Eladrin types. They have powerful equipment, and cast 9d6-damage random element spells (chosen from fire, cold, and shock). Tulani make good pets, as they are human sized and start with good equipment. They are not generated with a weapon of any kind, so you may need to give them a mattock or two-handed sword. One high-caste Eladrin is always generated on the Plane of Water. Gae are one of the most dangerous Eladrin types. They have unique equipment, a unique attack form, and cast single-target elemental spells. Gae make good pets, as they are human sized and start with good equipment. One high-caste Eladrin is always generated on the Plane of Water. Dracae Eladrin are semi-unique ancient Eladrin precursors. They are never generated randomly, instead only appear in certain defined locations, and even then only in 1/8th of games. They rapidly birth additional Eladrin with non-standard equipment sets. =_=_ Manticore The manticore is a feline in dNetHack with multiple melee attacks, a poisonous sting, and a paralyzing ranged attack. Without free action or some other means of resistance, the manticore's ranged paralysis attack is not to be taken lightly, as a player could be quickly incapacitated and killed. =_=_ Edderkop Edderkops are a deceptively dangerous humanoid that can be encountered in dNetHack. Their shadow-based attacks ignore most forms of AC, meaning that they hit often and for high damage each time. Their ranged attack is also more dangerous than that of other monsters, as the shadow bolts appear in your square and therefore will never be blocked by another monster that happens to be in the edderkop's line of fire. Additionally, the shadow bolts leave behind a web trap in your square, potentially leaving you trapped. As they are capable of firing a bolt every turn, they will cheerfully sit back out of your reach and blast you to death with shadow bolts. Edderkops, as the servants of the Black Web Entity, will fight with any drow they encounter. Edderkops tend to be able to defeat drow in these conflicts. =_=_ Lamashtu Demon Queen Lamashtu appears in dNetHack. She is very fast and gets multiple attacks in each turn. Her melee attacks consist of a level-draining bite, a touch attack capable of teleporting pieces of armor off your body to a random location on the level, and a touch attack capable of teleporting you to a random location on the level. Of these, only the last is affected my magic cancellation. Lamashtu can inflict a wide variety of harmful effects including disease, hallucination, stunning, curse inventory items, destroy armor, touch of death, and punishment. She is vulnerable to silver. Lamashtu casts from both a 50% favored spell list and from a standard clerical monster spell list. Her favored spell list consists of summon angel, summon devil, summon alien, nightmare, filth, curse items, death touch, and evil eye. =_=_ Sokouban =_=_ Legion devil Legion devils are the soldiery of Hell in dNetHack, found in large numbers in Gehennom, particularly in the lairs of the Lords of the Nine. Though they are certainly not harmless, most characters can cut down anything short of a captain without really noticing it's there. Legion devils are guaranteed a wand, with captains being guaranteed two, with equal probability for any type. Prior to dNetHack 3.8.0, this could include a wand of wishing, making said wands far more common than usual. =_=_ Aoa Both the full-sized aoa and droplet have a disenchanting touch and passive attack. However, adequately prepared adventurers may find them useful because their corpses are considered vegan and can be eaten for a possible increase in spellcasting power. The aoa is a highly reflective sphere of pure magic. Eating an aoa corpse or a tin of aoa may increase the character's current energy by 10, or set their current energy to their maximum energy minus 40, whichever is greater. The character then gains a further 6d10 energy. If the character would gain more energy than their maximum, their maximum energy is increased by 10. If the character has or less of their energy remaining, these effects are guaranteed; otherwise there is a 33% chance that nothing occurs. As with all jellies, the corpse of an aoa droplet is considered vegan. A highly reflective drop of pure magic. Eating an aoa droplet corpse or a tin of aoa droplet may increase the character's current energy by 4d10. If the character would gain more energy than the maximum, their maximum energy is increased by 4. If the character has or less of their energy remaining, these effects are guaranteed; otherwise there is a 33% chance that nothing occurs. As with all jellies, the corpse of an aoa droplet is considered vegan. =_=_ Glasya Glasya is a unique monster in dNetHack. She is fast, but does not teleport to meet you, making her far easier to deal with. Unless the character has acid resistance, she should be killed with ranged attacks. =_=_ Blood bloater The blood bloater is an amorphous monster that can be encountered in dNetHack. It has a vampiric level drain attack, which is not blocked by magic cancellation. If a blood bloater successfully drains a level, it will divide into two. =_=_ Winged kobold Winged kobolds appear in dNetHack. As their name implies, they are kobolds that can fly. They also have a breath weapon similar to a half-dragon. =_=_ Dryad =_=_ Naiad Naiads have the same appearance as a water nymph in regular NetHack, but are slightly stronger than vanilla nymphs (and the dNetHack dryad, which is roughly equivalent to a vanilla nymph). They also have a tendency to "collapse into a puddle of water" when badly wounded by an attack, dying immediately, but wetting and potentially rusting any weapon used to make the attack. =_=_ Oread Oreads are slower than other dNetHack nymphs, but have better AC. This can make them easier to deal with overall, if a bit harder to kill if your primary weapon gets stolen. =_=_ Swamp nymph Swamp nymphs cast spells in addition to stealing items. If one steals your source of magic resistance, you could be in for a world of hurt. Swamp nymphs have the additional trait of sometimes "collapsing into a noxious fluid" when badly wounded by an attack. If this happens, the swamp nymph dies immediately, but if you made the attack in melee, you become deathly ill. =_=_ Heaven piercer =_=_ Enormous rat =_=_ Rodent of unusual size =_=_ Talk:Lamashtu Woo-hoo! GOTCHA Lamashtu -- had to use every dirty trick in the book -- branchport to a level without upstairs -- time stop with Garnet Rod -- apply Mirror of Cthylla -- be made of silver -- potions of paralysis -- be immune to sickness and level drain -- not necessarily all in that order Wikid (talk) 02:47, 9 May 2015 (UTC) Lamashtu too strong for my knight -- feel free to delete the one line review at the end of the article! Wikid (talk) 07:37, 8 June 2015 (UTC) This time I got Lamashtu with a trio of Gorgoneia and a blessed scroll of scare monster on the upstairs on level 1. There's nothing to match prior preparation and planning. In fact it seems that an Angel that she summoned and I tamed finished her off. Tata Lamashtu. Wikid (talk) 09:32, 6 January 2016 (UTC) =_=_ Mirkwood spider Mirkwood elders are ancient, blood-sucking spiders. Their vampiric bite attack drains a level on 1 out of every 3 successful attacks, regardless of magic cancellation. =_=_ Metroid Metroids are a group of monsters in dNetHack. They belong to the trapper or lurker above monster class, which has been renamed the trapper, lurker, or metroid class. Death rays will not kill metroids (except baby metroids). Instead, the energy will stimulate the metroid to bud or divide, creating one or more new metroids or baby metroids, depending on the development stage of the parent metroid. Baby metroids are the weakest form of metroid, and are not normally generated. Metroid eggs hatch into baby metroids. If a metroid egg hatches in your inventory, the resulting baby metroid will always be tame. Baby metroids are too young to divide, and will therefore die if zapped with a wand of death. They also do not have a life-draining bite. Metroid queens wander around their dungeon level, laying eggs at irregular intervals. If zapped with a wand of death, a metroid queen will bud off three metroids. =_=_ User:Elronnd/NAO =_=_ User:Elronnd/NAO/1 =_=_ User talk:Foobar You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Talk:Dilithium crystal =_=_ Hunting horror Unlike long worms, hunting horrors never grow more than two tail segments, and will quickly regrow if one or both segments are lost. The severed tail of a hunting horror will also never become a new horror. Hunting horrors move erratically, similar to giant bats, and have a strong melee attack. Because of this, it can be beneficial to target the tail segments, which are not dangerous. =_=_ Bebelith Bebeliths are a type of fantastic insect that can be encountered in dNetHack. Their biggest threat to the adventurer is their armor-damaging shred attack. Each successful hit attempts to disenchant a single piece of worn armor. If a piece of armor has been disenchanted to the point that its net contribution to AC is 0, the next shred attack that hits the item will destroy it. Artifacts are immune to destruction by bebelith shred attacks, but not disenchantment. Bebeliths follow the same movement rules as grid bugs; they cannot move diagonally. Players can therefore use positioning to kill them without taking a hit. =_=_ Lillend Lillends are generated with six masks in their inventory, and may substitute the attacks of the creature shown on a mask for their natural attack routine. Additionally, their songs buff nearby monsters. As a pet, a lillend's songs will buff other tame monsters, but will not buff the player. Lillendi will sing along with the player character, improving their songs. Lillendi also share the Troubadour's write me a saga special: each time they observe an allied monster gain experience, they also gain experience. =_=_ Oona Lady Oona is the guardian of the Third Key of Law in dNetHack. She lives in the Tower Donjon, the uppermost level of the Law Quest. Oona's elemental affinity changes from game to game, randomly choosing from fire, electricity, and cold. Her elemental affinity determines the type of vortices and spheres that spawn in the Law Quest. For example, flaming spheres indicate that Oona is fire-based. Her elemental affinity can also be determined by her color, for fire, for cold, and for electricity. Since her spellcasting attack deals 16d8 damage of the chosen element, confronting her without the appropriate elemental resistance is probably suicide. Even with the appropriate elemental resistance, Oona can deal damage via her lament song and her two weak physical attacks. Lady Oona can be tamed, and makes a very powerful pet, albeit less useful against enemies that resist her element type. Her weak physical attacks can be greatly boosted through proper equipment, possibly including an artifact weapon and gauntlets of power. As a human-sized angelic being, she can wear most forms of armor, including crystal plate mail and a cloak of magic resistance, and as a lawful creature she can wield lawful artifacts, such as Excalibur. Furthermore, she resists most forms of instant death, including disintegration, petrification, and polymorph. When facing foes that are vulnerable to her element type, she will attack with her spell. When facing foes that resist her element, she will use her songs. Note that she will not drop the Third Key of Law until she is killed, so you will need to kill her if you want all 9 keys. Oona will always be generated with a +3 metallic stiletto and a +3 metallic long sword. They all have the axiomatic weapon property, which adds +d8 against non-lawful creatures, in addition to a varying elemental damage for another +d8. If Oona is cold-based, the stiletto will be "forge-hot" (flaming) and the long sword "arcing" (shocking). If Oona is fire, the stiletto will be "arcing" and the long sword "crystalline" (freezing). If Oona is shock, the stiletto will be "crystalline" and the long sword "forge-hot". These are acceptable weapons in their own right, but more importantly the sword can be #named into Claideamh or Kusanagi no Tsurugi (for Samurai only), in addition to being dippable to become Excalibur. This can make quite a strong end-game weapon, depending on the elements you roll. =_=_ Sprow Sprow are drow who have been converted into a humanoid & ndash;spider hybrid. Unlike the similar driders, sprow have the least advantageous aspects of each creature, with a humanoid torso, but arms and legs replaced by pairs of spider legs. The transformation, which renders the drow unable to pick up items and use weapons, is understood to be a form of punishment. =_=_ Drider Driders are drow who have been converted into a humanoid & ndash;spider hybrid, retaining the humanoid upper body but replacing the legs with an eight-legged spider body. Unlike the similar sprow, driders have arguably the best aspects of both creatures, but because of their deformity they are outcasts from drow society, and the transformation is generally considered a form of punishment. =_=_ Pseudodragon Pseudodragons are a species of dragon-like creatures in dNetHack, which can eventually grow to rival the true dragons in size and power. Some half-dragon roles start with pseudodragons as pets. Pseudodragons are a creation of Dungeons & Dragons. They resemble true dragons superficially, but are usually far smaller and far more docile, which makes them suitable as familiars (pets) for wizards. They do not usually grow to the sizes they can have in dNetHack. =_=_ Lethe elemental =_=_ Trap (Slash'EM Extended =_=_ The Pen of the Void The Pen of the Void is an artifact athame that appears in dNetHack and Slash'EM Extended. It is the guaranteed first sacrifice gift for the Binder, and is enhanced into their quest artifact. Before the quest nemesis is slain, the Pen is a normal athame, though it can be enchanted to only +5 max (attempts to overenchant the Pen simply fail). In this form, the pen can store one spirit (as detailed below) and has no #invoke effect. Reading the Pen will show that it was once a dual-bladed athame, but the second blade has been snapped off. Note that for a non-binder the Pen will always be single bladed, as the double bladed form requires you have both killed your nemesis and also are a Binder. After the quest nemesis is slain, the Pen deals double damage, can be enchanted to +10, and can store two spirits. The effects of each spirit also increase. In this form the Pen can be #invoked to activate the Void Chime power. Reading the Pen will show that it now has both blades. Invoking the restored Pen activates the Void Chime power. For the next 5 turns, any spirits stored in the blade count as being bound to the character as well, and all spirits bound to the player count as being in the Pen. While the Void Chime is sounding, breaking a spirit's taboo does not unbind it. The Void Chime also resets the cooldowns of all spirit powers. If a Binder with no free slots attempts to bind a spirit while wielding the Pen of the Void, the spirit may instead be stored in the Pen. The spirit's binding timeout is set as normal, and its seal appears on the Pen. Spirits stored in the Pen do not grant their usual abilities, and the character is not subject to their taboos. Instead, each spirit modifies the Pen in some way. If the Pen is still single-bladed, you may only bind one spirit inside it. The dual-bladed pen can store two spirits. Reading the pen will tell you what spirits are inside it. =_=_ Bleeder quest The Bleeder quest sees you fighting the Bloody Beauties for Bloody Beauty. For more information on the quest branch in general, see the quest article. The two-way magic portal back to the Dungeons of Doom is at the marked point at the top right. The diseased heir occupies the throne; there are four unfortunate victim corpses in the same room, and two more each in the hidden alcoves (the upper of which contains a chest, the lower the downstair). There are three marked giant eels in the river and there are eleven random monsters on the right bank of the river, in front of the crossing with the marked spiked pit. This is a dark open level, with four random monsters; five unfortunate victim corpses; eight other random objects; and four random traps. There are two random monsters on the island, six random monsters in the large room of the main building, ten random monsters just behind the secret entrance to the caves, and another random monster in the back cavern; there are a further eight random monsters placed randomly around the level. In addition to the four marked spiked pits, there are four other random traps on the level. The two hidden side rooms above and below the entrance hall of the main building contain seven and five random objects respectively; there are a further three random objects in the back cavern near the downstair. There are also twelve unfortunate victim corpses placed randomly throughout the level. The Bloody Beauties, with the Bell of Opening and the Bloody Beauty, are at the marked cross-aligned altar. Randomly placed on the level are twenty-seven random monsters; thirty unfortunate victim corpses; fourteen other random objects; and six random traps. The walls of the Lair are undiggable; teleportation is permitted. =_=_ You feel revitalised. =_=_ Phantom fungus Phantom fungi are a high-level species of fungus that can be encountered in dNetHack. They are invisible, mindless, and engage in hit-and-run attacks. =_=_ Dwarf quest The Dwarf quest saw you fighting Smaug for the Arkenstone. For more information on the quest branch in general, see the quest article. The two-way magic portal back to the Dungeons of Doom is at the marked point at the top left. Thorin is on the throne, and there are five dwarf warriors and a chest in the same building. There is also a dwarf warrior in the upper-left building. There town is besieged by four orc-captains, a warg, a wolf, a random o, and a random t. There is also a randomly-placed trap. The entire level has an undiggable floor. This is an open level, with nine random o, four random T; sixteen boulders (fragments of the mountain), nine other random objects; and five random traps. The stairs are located at the marked positions; the entrance to the walled-in area with the downstair is blocked by a boulder and contains eight orc-captains, a wolf, five wargs, and an Olog-hai; there is another Olog-hai in the exterior area. The level also contains fourteen random objects and four random traps. The entire level is no-teleport and has undiggable walls. This is a cavernous level, with four orc-captains, two other random o, two Olog-hai, a random T; a jade stone, a fluorite stone, a jasper stone, an amethyst stone, a garnet, an opal, a topaz stone, an amber stone, a dwarvish mithril-coat, a dwarvish iron helm, a dwarvish mattock, a dwarvish cloak, a dwarvish roundshield, a random piece of armor, three other random objects, two falling rock traps, a rolling boulder trap, and three other random traps, all placed randomly. The upstair is at the marked point. Smaug is at the point marked D with the Arkenstone and an emerald; he is also surrounded by his horde of gems, composed of (clockwise, starting northwest of Smaug) a dilithium crystal, a stack of a diamond and an amber stone, a jade stone, a sapphire, an aquamarine, and a turquoise stone. The entire level is no-teleport and has undiggable walls. =_=_ Elf quest The Elf quest saw you fighting the Goblin King for The Palantir of Westernesse. For more information on the quest branch in general, see the quest article. The magic portal is at the marked point. Earendil/Elwing is at the point marked , where there is also a chest and a chaotic altar , surrounded by eight High-elves. The circle is under siege by six Uruk-hai and ten goblins. There is a pit at each entrance to the circle, and there are also two random traps on the level. This is a cavernous level, with four goblins, an Uruk-hai, an ogre, a random o; seven random objects; and four random traps. The stairs are at the marked positions. The central room contains four Uruk-hai, twelve goblins, and three ogres, and the marked traps are a pit, a spiked pit, a squeaky board, and a magic trap; the level also has a goblin, an ogre, a random o, a random O, two random traps, and fifteen random items. The entire level has undiggable walls and floor. Teleportation is permitted. Note that due to the lack of actual walls, magic mapping the level will only show you the location of the down stairs. These are cavern levels, with three Uruk-hai, a goblin, two ogres, and one random o; eleven random objects; and four random traps. The Goblin King, with the Bell of Opening and the Palantir of Westernesse, occupies the throne, where there is also a chest; surrounding him are six Uruk-hai and two goblins; there are also two ogres in the room. In each of the corner chambers is a goblin and an ogre; there are an additional two Uruk-hai, two goblins, two ogres, two random o and one random O placed around the level. Each of the Uruk-hai and goblins in the Goblin King's room is standing on a random object; there are five further random objects located randomly around the level, as well as six traps. It should be noted that in SLASH'EM, High-elves have an alignment of 9; this is likely because in SLASH'EM, elves are lawful by default. =_=_ Drow quest The Drow quest saw you fighting Earendil for The Tentacle Staff. For more information on the quest branch in general, see the quest article. The magic portal is at the marked point. Lolth is at the point marked , where there is also a chest and a chaotic altar, surrounded by eight drow. The circle is under siege by sixteen Grey-elves. There is a pit at each entrance to the circle, and there are also two random traps on the level. This is a cavernous level, with five Grey-elves, a mist wolf, and one random d; seven random objects; and four random traps. The stairs are at the marked positions. The central room contains sixteen Grey-elves, and the marked traps are a pit, a spiked pit, a squeaky board, and a magic trap; the level also has a Grey-elf, seven random d, two random traps, and fifteen random items. The entire level has undiggable walls and floor. Teleportation is permitted. Note that due to the lack of actual walls, magic mapping the level will only show you the location of the down stairs. These are cavern levels, with four Grey-elves, two mist wolves, and one random d; eleven random objects; and four random traps. Earendil, with the Bell of Opening and the Tentacle Staff, occupies the throne, where there is also a chest; surrounding him are eight Grey-elves; there are also two mist wolves in the room. In each of the corner chambers is a Grey-elf and a mist wolf; there are an additional four Grey-elves, two mist wolves, and three random d placed around the level. Each of the Grey-elves in Earendil's room is standing on a random object; there are five further random objects located randomly around the level, as well as six traps. =_=_ Hobbit quest The Hobbit quest saw you fighting Gollum for the One Ring. For more information on the quest branch in general, see the quest article. The two-way magic portal back to the Dungeons of Doom is at the marked point at the bottom right. Bilbo Baggins is on the throne, and there are two proudfoots and a chest in the same building. Inside the chest are an elven mithril-coat, four food rations, and two random rings. There are four proudfoots surrounding the building. Seven of the eight other buildings each contain a peaceful hobbit, and the remaining one is a lawful temple. The hobbit in the upper-rightmost house is standing on the downstair. The town is also populated by two peaceful dwarves, a peaceful gnome, and two peaceful Green-elves, all randomly placed. The X mark indicates an engraving reading "Farmer Maggot's Orchard. Private property. Keep out!", and the enclosed area behind it contains two stacks of two apples each, two oranges, a carrot, a banana, a pear, a melon, and Farmer Maggot himself. Each is placed randomly at one of the numbered marks in the enclosure. There are two giant eels in the river; other hostile monsters are three kobolds, two large kobolds, a swamp kobold, a rock kobold, a kobold lord, an Uruk-hai, a goblin, a hobgoblin, a cave spider, a giant spider, two other random s, two Nazgul, a barrow wight, and one other random W, all placed at random. The level also contains six pits, two spiked pits, and a rolling boulder trap. The entire level is no-teleport and has a hard floor; all of the walls are undiggable except for the ones around the orchard. This is an ice-plain level, containing a large kobold, a rock kobold, a swamp kobold, two wargs, two wolves, two killer bees, two cave spiders, a giant spider, two random o, three random h, two random a, two random s; nine random objects; two rolling boulder traps, two pit traps, and four other random traps. The stairs are at the marked positions. The central room contains four Uruk-hai, twelve goblins, and three ogres, and the marked traps are a pit, a spiked pit, a squeaky board, and a magic trap; the level also has a goblin, an ogre, a random o, a random O, two random traps, and fifteen random items. The entire level has undiggable walls and floor. Teleportation is permitted. Note that due to the lack of actual walls, magic mapping the level will only show you the location of the down stairs. This is a cavernous level, with a goblin, two Uruk-hai, two ogres, a random o, two random T, four random s, and two random a; eleven random objects; and four random traps, all placed randomly. The upstair is at the marked point. Gollum is on the throne with the One Ring and a chest, surrounded by four swamp kobolds and two random o. All eight spaces adjacent to the throne contain a random object. The lake surrounding the throne contains a giant eel, an electric eel, and two other random ;. The area filled with is considered a beehive. The level also contains two random o, four random k, a random r, two random W, a random Z, four giant ants, four fire ants, a random h, five random objects, and six random traps. The entire level is considered a swamp and has undiggable walls; teleportation is allowed. Farmer Maggot was notable as the only unique quest monster who was neither a leader nor a nemesis. Despite always being hostile, his only "attack" was a harmless passive attack. A comment on his monster data states that "he's making a guest appearance from Angband", and as an Angband reference, his attack has a commented out "AT_MOAN" effect. =_=_ Gnome quest The Gnome quest saw you fighting Lareth for The Pick of Flandal Steelskin. For more information on the quest branch in general, see the quest article. The two-way magic portal back to the Dungeons of Doom is at the marked point in the middle. Ruggo the Gnome King is on the throne, accompanied by six random G. There are also ten ogres and ten drow randomly placed throughout the level. This is a cavern level, with five drow, seven ogres, and a random O; seven random objects; and four random traps. The two side chambers to the left of the secret door each contain four drow and an ogre, and the side chamber in the middle top part of the level contains five drow and an ogre. The level also contains four drow, seven random O; fifteen random objects; and six random traps. The entire level has undiggable walls and floor; teleportation is permitted. Lareth, with the Bell of Opening and the Pick of Flandal Steelskin, is on the marked unaligned altar; the altar room is considered a temple to Moloch. The level contains ten drow, seven ogres, fourteen random objects, and six random traps. The walls of the Lair are undiggable; teleportation is permitted. In combat, the Pick deals double damage to cross-aligned targets not resistant to fire ("The fiery pick burns < foo > !"), compensating somewhat for the weakness of its base item. Compare Fire Brand, a stronger base item with the same bonus and no alignment restrictions. As a pick-axe, it takes just one hand to wield, unlike the dwarvish mattock. =_=_ Lycanthrope quest The Lycanthrope quest saw you fighting Sir Lorimar for The Staff of Withering. For more information on the quest branch in general, see the quest article. The two-way magic portal back to the Dungeons of Doom is at the marked point on the island. The High Lycanthrope occupies the throne; there are four fiends in the same room, and two more each in the side alcoves, the upper of which contains a chest. The downstair is on the far side of the lake, which contains three giant eels. The level also contains four Woodland-elves, four forest centaurs, and six random traps. This is a dark open level, with four Woodland-elves, three forest centaurs, and a random C; eight random objects; and four random traps. The level contains five Woodland-elves, three forest centaurs and two random C; six random objects; four spiked pits, and four other random traps. These are cavern levels, with four Woodland-elves, three forest centaurs, and a random C; four random objects; and four random traps. Sir Lorimar, with the Bell of Opening and the Staff of Withering, is at the marked unaligned altar. There is also a chest in the altar room. Randomly placed on the level are four Woodland-elves, three forest centaurs, and a random C; five random objects; and four random traps. The walls of the Lair are undiggable; teleportation is permitted. =_=_ User:Kahran042/What's wrong with the Ranger quest This mapped area forms the left half of the level; the right half is empty ground, containing the two-way magic portal back to the Dungeons of Doom. Orion is at the point marked , where there is also a chest, surrounded by eight hunters; there are six forest centaurs flanking each set of iron bars, a minotaur outside the entrance to the centre of the grove, and six plains centaurs and two scorpions placed randomly within the grove. In addition to the marked pit trap at the entrance to the grove and the two marked arrow traps at the entrance to the centre, there are two bear traps and one spiked pit placed randomly. Warning: It is highly likely that one of the centaurs you have to deal with while travelling through the maze (on your way in or out) will have a wand of death or other attack wand. Have reflection to deal with this problem. The entire level is no-teleport, and has undiggable walls (at the back of the grove centre) and floor, and petrified trees that are unable to be chopped down, but you can phase through them as a xorn. This is a woodland level (essentially, a cave with trees instead of rock), with two mountain centaurs, three forest centaurs, one scorpion, and one random C; seven random objects; and four random traps. There is a wumpus sleeping at the downstair; four giant bats, four forest centaurs, eight mountain centaurs, four scorpions and two random s are located randomly, as are eight random objects, and two spiked pits, two teleport traps, and two arrow traps. The entire level has undiggable walls and floor. Teleportation is permitted. Note that due to the lack of actual walls, magic mapping the level will only show you the location of the down stairs. The design of this level is an homage to the early text adventure game Hunt the Wumpus. That game featured a cave with 20 dark rooms, 3 connecting passages per room, bats, 2 bottomless pit traps, and a sleeping wumpus. If you fall in a pit trap here, you will be told, "Fortunately it has a bottom after all..." The object was to avoid the hazards, deduce the location of the wumpus, and shoot an arrow at the wumpus to win. These are cavern levels, with four mountain centaurs, two scorpions, and one random C; eleven random objects; and four random traps. where there is also a chest; surrounding him are six forest centaurs and two mountain centaurs. In each of the corner chambers is a mountain centaur and a scorpion; there are an additional two forest centaurs, two mountain centaurs, two scorpions, two random C and one random s placed around the level. Each of the centaurs in Scorpius' room is standing on a random object; there are five further random objects located randomly around the level, as well as six traps. =_=_ Spl2-343.txt DISTANCE : 9 12 15 18 =_=_ Amul-343.txt amulet of ESP : 150 20 175 : Y imitation AoY : 0 20 0 : Amulet of Yendor : 30000 20 0 : =_=_ User:Kahran042/Temporary SLethe Gehennom area =_=_ Art1-343.txt ARTIFACT ITEM COST GENER ALN +HIT +DAM ATTACK DEFEND Demonbane long sword $2500 aborw L +d5 x2 demons Excalibur long sword 4000 bcdw L ! +d5 +d10 lev, search Grayswandir silver saber 8000 borw L +d5 x2 silver hallu Snickersnee katana 1200 borw LS +0 +d8 Sunsword long sword 1500 aborw L +d5 x2 undead Mitre Holiness helm brllnce 2000 bq w LP! undead, fire T Muramasa tsurugi 4500 bq w LS! +0 +d8 bisect luck Cleaver battle axe 1500 b orw NB +d3 +d6 Giantslayer long sword 200 b orw N +d5 x2 giants Magicbane athame 3500 b orw NW +d3 +d4 magic mgc, curse Mjollnir war hammer 4000 b orw NV +d5 +d24 elec Vorpal Blade long sword 4000 bcorw N +d5 +d1 behead S Aesculapius quarterstaff 5000 b q w NH! +0 x2 lev lev, regen Eyes Overworld lenses 2500 b q w NM! mgc PYEC credit card 7000 b q w NT! mgc, spell Orb of Fate crystal ball 3500 b q w NV! luck spell, phys Eye Aethiopica amulet ESP 4000 b q w NW! mgc, spell Grimtooth orcish dagger 300 b orw C +d2 +d6 Orcrist elv brdswd 2000 bnorw C +d5 x2 orcs Sting elv dagger 800 bnorw C +d5 x2 orcs warn, web Stormbringer runesword 8000 bcorw C ! +d5 +d2 lev lev M Key Thievery skeleton key 3500 b q w CRo! warn, phys Dragonbane broadsword 500 borw +d5 x2 dragon Fire Brand long sword 3000 borw +d5 x2 fire fire Frost Brand long sword 3000 borw +d5 x2 cold cold Ogresmasher war hammer 200 borw +d5 x2 ogres Trollsbane morning star 200 borw +d5 x2 trolls Werebane silver saber 1500 borw +d5 x2 were were ARTIFACTS 0 1 2 3 4 5 6 n =_=_ Art2-343.txt Damage 2d4 3d4 4d4 4d4 5d4 5d4 6d4 -- Enchant +0 +1 +2 +3 +4 +5 +6 +7 +8 +9 more Scare roll 4 4 4 2 2 2 1 1 1 0 0 Cancel roll 2 2 2 1 1 1 0 0 0 0 0 Die roll 1 Can Can Can Can Can Can Sca Sca Sca * * Die roll 2 Can Can Can Sca Sca Sca * * * * * Die roll 3 Sca Sca Sca * * * * * * * * Die roll 4 Sca Sca Sca * * * * * * * * Roll 5-8 * * * * * * * * * * * ARTIFACT SKILL ABCH KMPRaRo STVW SMALL LARGE DEMON DAVE CLASS EX FB GS MB MJ SB EARLY GAME LATE GAME Arc - - E b - - GS GS Bar s s b b E s MJ FB Cav - - - b s - MJ/(FB)/(EX) (FB)/(GS)/MJ Hea - - b s - - SoA/MB/(MJ)/GS SoA/(FB)/GS Kni E E s b b s FB/MJ/EX FB Mon - - - - - - None None Pri - - - - E - MJ/(FB)/(EX) (FB)/MJ/(GS) Ran - - - E b - MB/LoD MJ Rog s s s E b s MJ/SB/MB FB/GS Sam E E b b - s ToM/FB/EX FB Tou b b s E b b MJ/MB GS/FB Val E E b E E s MJ/EX FB/MJ Wiz - - - E - - MB (FB)/(GS) =_=_ Food-343.txt Meat : : Fruits and vegetables : : People food : : C-ration : 20 10 0 : 300 30 1 K-ration : 25 10 0 : 400 40 1 =_=_ Gems-343.txt Valuable gems : : Stones : : NUMBER OF LUCKITEMS BAD LUCK GOOD LUCK BONUS LUCK None Times out Times out 0 (no message) =_=_ Pot1-343.txt POTION COST WGT PROB APPEARANCE =_=_ Pot2-343.txt DJINN: 0 1 2 3 4 5 n > =120 DIPPED INTO RESULT any potion same type No effect. "Interesting..." than X of poly) (may resist: "Nothing happens." anything lit oil Explosion and/or damage oil/magic lamp other oil Lamp is filled and made non-magic All other combinations No effect. "Interesting..." =_=_ Ring-343.txt RING COST WGT PROB CHG RING MESSAGE meat ring "Several flies buzz around the sink." adornment "The faucets flash brightly for a moment." protection "The sink glows silver/black for a moment." stealth "The sink seems to blend into the floor for a warning "The sink glows white for a moment." see invisible "You see some air in the sink." free action "You see the ring slide right down the drain!" levitation "The sink quivers upward for a moment." regeneration "The sink looks as good as new." conflict "You hear loud noises coming from the drain." polymorph "The sink momentarily looks like a fountain." =_=_ Rint-343.txt =_=_ Tabs-343.txt amulet of ESP : 150 20 175 : Y imitation AoY : 0 20 0 : Amulet of Yendor : 30000 20 0 : Dagger : : Knife : : Axe : : Pick-axe : : Short sword : : Broadsword : : Long sword : : Two-handed sword : : Scimitar : : Saber : : Club : : Mace : : Morning star : : Flail : : Hammer : : Quarterstaff : : Polearm : : Spear : : Javelin : : Trident : : Lance : : Bow : : Sling : : Crossbow : : Dart : : Shuriken : : Boomerang : : Whip : : Unicorn horn : : Two weapon combat : -- -- none : NONE -- Riding : -- -- none : NONE -- Bare-handed combat : -- -- hand : NONE -- Martial arts : -- -- hand : NONE -- WEAPON (Table 2) ABCH KMPRaRo STVW +HIT SDAM SAVG LDAM LAVG Dagger : bbbs b--E E bEEE Knife : b-sE b--s E ss-s Axe : -Es- s--s - -bEs Pick-axe : Esb- b--b - -bs- Short sword : bE-s s--b E EEsb Broadsword : -s-- s--- s sbs- Long sword : -s-- E--- s EbE- Scimitar : ss-b b--- s bsb- Saber : Eb-b s--- s bsb- Club : ssEs b-E- s ---s Mace : -sEb s-E- s -b-b Morning star : -sb- s-Eb b -b-- Flail : -bs- b-Es b sb-- Hammer : -Es- b-Eb b -bE- Polearm : --sb s-ss b sbss Spear : -sEb sbss b bbsb Javelin : --sb sbsE - bbbb Trident : -ssb b-sb - -bbb Lance : ---- E-b- - sbs- Bow : -bs- b-bE - Eb-- Sling : s-Es --bE - -bbs Crossbow : ---- sbbE E -b-- Dart : b--E --bE E -E-E Shuriken : ---s -bbs s Eb-b Boomerang : E-E- --bE - -b-- Whip : E--- ---b - -b-- Unicorn horn : s-bE --s- - -s-- Riding : bb-- E--b b sbsb Bare-handed combat : EMMb E-bb E -sEb d2 1.5 d2 1.5 Martial arts : ---- -G-- - M--- d4 2.5 d4 2.5 ARMOR COST WGT PR AC M EFFECT APPEARANCE Shirts : : Hawaiian shirt : $ 3 5 8 : 0 C Shops -- T-shirt : 2 5 2 : 0 C Shops -- Suits : : Dragon suits : : red dragon scales : 500 40 0 : 3 D Fire -- white dragon scales : 500 40 0 : 3 D Cold -- orange dragon scales : 500 40 0 : 3 D Sleep -- green dragon scales : 500 40 0 : 3 D Poison -- yellow dragon scales : 500 40 0 : 3 D Acd -- gray dragon scales : 700 40 0 : 3 D Magic -- red dragon scale mail : 900 40 0 : 9 D Fire -- white dragon scale mail : 900 40 0 : 9 D Cold -- orange dragon scale mail: 900 40 0 : 9 D Sleep -- green dragon scale mail : 900 40 0 : 9 D Poison -- yellow dragon scale mail: 900 40 0 : 9 D Acd -- gray dragon scale mail : 1200 40 0 : 9 D Magic -- Cloaks : : mummy wrapping : 2 3 0 : 0 C #Vis -- oilskin cloak : 50 10 10 : 1 C ###Water slippery cloak alchemy smock : 50 10 9 : 1 C #Poi+Acd apron cloak of invisibility : 60 10 10 : 1 C ##Invis *opera cloak clk of magic resistance : 60 10 2 : 1 C ###Magic *ornamental cope elven cloak : 60 10 8 : 1 C ###Stlth faded pall robe : 50 15 3 : 2 C ###Spell -- Helmets : : dunce cap : 1 4 3 : 0 C Stupid conical hat helm of brilliance : 50 50 6 : 1 I Int+Wis *etched helmet hm of opposite alignment: 50 50 6c: 1 I Align *crested helmet helm of telepathy : 50 50 2 : 1 I ESP *visored helmet Gloves : : gauntlets of dexterity : 50 10 8 : 1 L Dex *padded gloves gauntlets of fumbling : 50 10 8c: 1 L Fumble *riding gloves gauntlets of power : 50 30 8 : 1 I Str *fencing gloves Shields : : Uruk-hai shield : 7 50 2 : 1 I white-handed Boots : : elven boots : 8 15 12 : 1 L Stlth *mud boots kicking boots : 8 15 12 : 1 I Kick *buckled boots fumble boots : 30 20 12c: 1 L Fumble *riding boots jumping boots : 50 20 12 : 1 L Jump *hiking boots speed boots : 50 20 12 : 1 L Speed *combat boots Meat : : Fruits and vegetables : : People food : : C-ration : 20 10 0 : 300 30 1 K-ration : 25 10 0 : 400 40 1 SCROLL COST WGT PROB MRKR APPEARANCE SPELLBOOK COST WGT PROB LVL READ MRKR BONUS APPEARANCE Book of the Dead : 10000 20 0 : 7 0 0 papyrus magic missile : 200 50 45 : 2 2 20 Wiz cone of cold : 400 50 10 : 4 21 40 Val cure sickness : 300 50 32 : 3 6 30 Hea+ restore ability : 400 50 25 : 4 15 40 Mon+ clairvoyance : 300 50 15 : 3 6 30 Sam detect treasure : 400 50 20 : 4 15 40 Rog magic mapping : 500 50 18 : 5 35 50 Arc charm monster : 300 50 20 : 3 6 30 Tou remove curse : 300 50 25 : 3 10 30 Pri+ turn undead : 600 50 16 : 6 48 60 Kni haste self : 300 50 33 : 3 8 30 Bar invisibility : 400 50 25 : 4 15 40 Ran dig : 500 50 20 : 5 30 50 Cav POTION COST WGT PROB APPEARANCE RING COST WGT PROB CHG TOOL COST WGT PROB CHG APPEARANCE Containers : : Unlocking tools : : Light sources : : Instruments : : Bell of Opening : 5000 10 0 : 3 silver bell Traps : : Weapon-Tools : : Valuable gems : : Stones : : =_=_ Tool-343.txt TOOL COST WGT PROB CHG APPEARANCE Containers : : Unlocking tools : : Light sources : : Instruments : : Bell of Opening : 5000 10 0 : 3 silver bell Traps : : Weapon-Tools : : bag of tricks 1-20 charges No Yes Bites you / creates monsters. TOOL LOCK UNLOCK DOOR BOX ROGUE credit card No Yes 2*Dex Dex 20/20 lock pick Yes Yes 3*Dex 4*Dex 30/25 Kicking -- No Fragile No frost horn Same as a wand of cold other than dealing 6 to 66 fire horn Same as a wand of fire other than dealing 6 to 66 =_=_ Wan2-343.txt cold There is an explosion of cold with (8 * charges) death There is an explosion of death with (16 * charges) digging There is an explosion from 1 to (4*charges) damage. fire There is an explosion of fire with (8 * charges) light There is an explosion from 1 to (4*charges) damage. lightning There is an explosion of lightning with (16 * polymorph There is an explosion from 1 to (4*charges) damage. sleep There is an explosion from 1 to (4*charges) damage. slow monster There is an explosion from 1 to (4*charges) damage. =_=_ Abil-343.txt =_=_ Crwn-343.txt =_=_ Drgn-343.txt =_=_ Hppw-343.txt Arc Bar Cav Hea Kni Mon Pri Ran Rog Sam Tou Val Wiz Arc Bar Cav Hea Kni Mon Pri Ran Rog Sam Tou Val Wiz Arc Bar Cav Hea Kni Mon Pri Ran Rog Sam Tou Val Wiz XL: 1 2 3 4 5 6 7 8 9 10 TURNS: 15 11 9 8 7 6 5 5 4 3 Arc Bar Cav Hea Kni Mon Pri Ran Rog Sam Tou Val Wiz =_=_ Intr-343.txt =_=_ Invt-343.txt =_=_ Prst-343.txt =_=_ Stat-343.txt Player Class STR INT WIS DEX CON CHA REM Archeologist 7-20 10-20 10-20 7-10 7-20 7-10 27 Barbarian 16-30 7- 6 7- 7 15-20 16-30 6- 7 8 Caveman 10-30 7- 6 7- 7 7-20 8-30 6- 7 30 Healer 7-15 7-20 13-20 7-15 11-25 16- 5 14 Knight 13-30 7-15 14-15 8-10 10-20 17-10 6 Priest 7-15 7-10 10-30 7-15 7-20 7-10 30 Monk 10-25 7-10 8-20 8-20 7-15 7-10 28 Ranger 13-30 13-10 13-10 9-20 13-20 7-10 7 Rogue 7-20 7-10 7-10 10-30 7-20 6-10 31 Samurai 10-30 8-10 7- 8 10-30 17-14 6- 8 17 Tourist 7-15 10-10 6-10 7-15 7-30 10-20 28 Valkyrie 10-30 7- 6 7- 7 7-20 10-30 7- 7 27 Wizard 7-10 10-30 7-10 7-20 7-20 7-10 30 Player Race STR INT WIS DEX CON CHA =_=_ Time-343.txt =_=_ Xplv-343.txt XL: XP : Archeologist : Barbarian : Caveman : Healer : XL: XP : Knight : Monk : Priest : XL: XP : Ranger : Rogue : Samurai : Tourist : XL: XP : Valkyrie : Wizard : =_=_ Bone-343.txt The Castle Gnomish Mines level 1 (maybe)** Mines' End Sokoban (all levels) Quest home and goal levels Fort Ludios Vibrating Square level Moloch's Sanctum Big Room Rogue Level Valley of the Dead Asmodeus' Lair Juiblex' Swamp Baalzebub's Lair Orcus-town Wizard's Tower middle level =_=_ Foun-343.txt =_=_ Gods-343.txt Dwarves (Law): Arc Cav Val Elves (Cha): PriRan Wiz Gnomes (Neu): Arc CavHea Ran Wiz Humans (Cha): Bar MonPriRanRog Wiz Orcs (Cha): Bar RanRog Wiz =_=_ Mon1-343.txt SPECIES LEV SPD AC MR RESISTS ATTACKS o Mordor orc 3 5 10 0 W1d6 o Uruk-hai 3 7 10 0 W1d8 A Aleax 10 8 0 30 csep W1d6 W1d6 1d4 A Angel 14 10 -4 55 csep W1d6 W1d6 1d4 M2d6M A Archon 19 16 -6 80 fcsep W2d4 W2d4 G2d6b 1d8 M4d6+ D baby gray dragon 12 9 2 10 2d6 D baby silver dragon 12 9 2 10 2d6 D baby red dragon 12 9 2 10 f 2d6 D baby white dragon 12 9 2 10 c 2d6 D baby orange dragon 12 9 2 10 s 2d6 D baby black dragon 12 9 2 10 d 2d6 D baby blue dragon 12 9 2 10 e 2d6 D baby green dragon 12 9 2 10 p 2d6 D baby yellow dragon 12 9 2 10 a* 2d6 D gray dragon 15 9 -1 20 B4d6M 3d8 1d4 1d4 D silver dragon 15 9 -1 20 c B4d6C 3d8 1d4 1d4 D red dragon 15 9 -1 20 F B6d6F 3d8 1d4 1d4 D white dragon 15 9 -1 20 C B4d6C 3d8 1d4 1d4 D orange dragon 15 9 -1 20 S B4d25S 3d8 1d4 1d4 D black dragon 15 9 -1 20 D B4d10D 3d8 1d4 1d4 D blue dragon 15 9 -1 20 E B4d6E 3d8 1d4 1d4 D green dragon 15 9 -1 20 P B4d6P 3d8 1d4 1d4 D yellow dragon 15 9 -1 20 a* B4d6A 3d8 1d4 1d4 K Keystone Kop 1 6 10 10 W1d4 K Kop Sergeant 2 8 10 10 W1d6 K Kop Lieutenant 3 10 10 20 W1d8 K Kop Kaptain 4 12 10 20 W2d6 P gray ooze 3 1 8 0 FCPa* 2d8R P brown pudding 5 3 8 0 CEPa* 0d0r P black pudding 10 6 6 0 CEPa* 3d8R (0d0R) P green slime 6 6 6 0 cepa* 1d4@ (0d0@) R rust monster 5 18 2 0 0d0R 0d0R (0d0R) R disenchanter 12 12 -10 0 4d4" (0d0") T troll 7 12 4 0 W4d2 4d2 2d6 T ice troll 9 10 2 20 C W2d6 2d6C 2d6 T rock troll 9 12 0 0 W3d6 2d8 2d6 T water troll 11 14 4 40 W2d8 2d8 2d6 T Olog-hai 13 12 -4 0 W3d6 2d8 2d6 V Vlad the Impaler 14 18 -3 80 sp W1d10 1d10V W Nazgul 13 12 0 25 csp W1d4V B2d25S X xorn 8 9 -2 20 fc* 1d3 1d3 1d3 4d6 Z kobold zombie 0 6 10 0 csp 1d4 Z gnome zombie 1 6 10 0 csp 1d5 Z orc zombie 2 6 9 0 csp 1d6 Z dwarf zombie 2 6 9 0 csp 1d6 Z elf zombie 3 6 9 0 csp 1d7 Z human zombie 4 6 8 0 csp 1d8 Z ettin zombie 6 8 6 0 csp 1d10 1d10 Z giant zombie 8 8 6 0 csp 2d8 2d8 Z ghoul 3 6 10 0 csp 1d2. 1d3 Z skeleton 12 8 4 0 csp* W2d6 1d6 < D Chromatic Dragon 16 12 0 30 FCSDEPa* B6d8z M0d0+ 2d8- 4d8 4d8 1d6 H Cyclops 18 12 0 0 * W4d8 W4d8 2d6- D Ixoth 15 12 -1 20 F* B8d6F 4d8 M0d0+ 2d4 2d4- s Scorpius 15 12 10 0 P* 2d6 2d6- 1d4# H Lord Surtur 15 12 2 50 F* W2d10 W2d10 2d6- =_=_ Mon2-343.txt o Mordor orc 5 1 Lrg -5 medium 1200 200 Yes 33 o Uruk-hai 5 1 Lrg -4 medium 1300 300 Yes 33 A Aleax 12 1* 7 medium 1450 0 No 0 A Angel 19 1* 12 medium 1450 0 No 0 A Archon 26 1* 15 large 1450 0 No 0 D baby gray dragon 13 0 0 huge 1500 500 Yes 100 D baby silver dragon 13 0 0 huge 1500 500 Yes 100 D baby red dragon 13 0 0 huge 1500 500 Yes 100 D baby white dragon 13 0 0 huge 1500 500 Yes 100 D baby orange dragon 13 0 0 huge 1500 500 Yes 100 D baby black dragon 13 0 0 huge 1500 500 Yes 100 D baby blue dragon 13 0 0 huge 1500 500 Yes 100 D baby green dragon 13 0 0 huge 1500 500 Yes 100 D baby yellow dragon 13 0 0 huge 1500 500 Yes 100 D gray dragon 20 1 4 gigant 4500 1500 Yes 100 D silver dragon 20 1 4 gigant 4500 1500 Yes 100 D red dragon 20 1 -4 gigant 4500 1500 Yes 100 D white dragon 20 1 -5 gigant 4500 1500 Yes 100 D orange dragon 20 1 5 gigant 4500 1500 Yes 100 D black dragon 20 1 -6 gigant 4500 1500 Yes 100 D blue dragon 20 1 -7 gigant 4500 1500 Yes 100 D green dragon 20 1 6 gigant 4500 1500 Yes 100 D yellow dragon 20 1 7 gigant 4500 1500 Yes 100 K Keystone Kop 3 X Lrg 9 medium 1450 200 Yes 33 K Kop Sergeant 4 X Sml 10 medium 1450 200 Yes 33 K Kop Lieutenant 5 X 11 medium 1450 200 Yes 33 K Kop Kaptain 6 X 12 medium 1450 200 Yes 33 P gray ooze 4 2 0 medium 500 250 Yes 50 P brown pudding 6 1 0 medium 500 250 Yes 33 P black pudding 12 1 0 large 900 250 Yes 100 P green slime 8 1# 0 large 400 150 Yes 100 R rust monster 8 2 0 medium 1000 250 Yes 50 R disenchanter 14 2# -3 large 750 200 Yes 100 T troll 9 2 -3 large 800 350 Yes 100 T ice troll 12 1* -3 large 1000 300 Yes 100 T rock troll 12 1 -3 large 1200 300 Yes 100 T water troll 13 X -3 large 1200 350 Yes 100 T Olog-hai 16 1 -7 large 1500 400 Yes 100 V Vlad the Impaler 18 X -10 medium 1450 0 No 0 W Nazgul 17 1 -17 medium 1450 0 Yes 0 X xorn 11 1 0 medium 1200 700 Yes 33 Z kobold zombie 1 1 -2 small 400 50 Yes 33*# Z gnome zombie 2 1 -2 small 650 50 Yes 33*# Z orc zombie 3 1 Sml -3 medium 850 75 Yes 33*# Z dwarf zombie 3 1 Sml -3 medium 900 150 Yes 33*# Z elf zombie 4 1 Sml -3 medium 800 175 Yes 33*# Z human zombie 5 1 Sml -3 medium 1450 200 Yes 33*# Z ettin zombie 7 1 -4 huge 1700 250 Yes 100*# Z giant zombie 9 1 -4 huge 2050 375 Yes 100*# Z ghoul 5 1 -2 small 400 0 Yes 0 Z skeleton 14 X 0 medium 300 0 No 0 D Chromatic Dragon 23 X -14 gigant 4500 1700 No 100 H Cyclops 23 X -15 huge 1900 700 No 100 D Ixoth 22 X -14 gigant 4500 1600 No 100 s Scorpius 17 X -15 medium 750 350 No 33 H Lord Surtur 19 X 12 huge 2250 850 No 100 =_=_ Scor-343.txt =_=_ Sink-343.txt =_=_ Spider cave =_=_ Spiders cave You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ DNetHack artifacts Artifacts in dNetHack can be divided into two broad categories: wishable and non-wishable. Wishable artifacts include those artifacts that can be given as divine gifts, including the vanilla crowning gifts but excluding new crowning gifts. Non-wishable artifacts include any quest artifacts, as well as any first gifts for race-specific role/race combinations (dwarf noble, drow shared, etc.). Artifacts belonging to late-game enemies like demon or devil lords are unwishable, as are any found on alignment quests. Randomly found artifacts do not affect the odds of gifted or wished artifacts later. For the rules for wishing for artifacts, see dNetHack artifact wishing. (Spoilers!) Warning: Both this and its vampire noble counterpart (The Helm of the Dark Lord) can be helms of opposite alignment. Be wary about trying them on. Warning: Both this and its non-vampire noble counterpart (The Crown of the Saint King) can be helms of opposite alignment. Be wary about trying them on. One artifact book is always given to Illurien of the Myriad Glimpses, along with the first alhoon. In addition, the true wizard's tower, Moloch's Sanctum, and the Library of Law (the lair of Axus) each have a 10% chance to have one of the artifact books. In all locations, the artifact book placed will be any of the three that has not be generated yet. If more than 3 are placed, a normal spellbook of secrets will be there instead (which is completely useless). These are found with a 10% chance inside the true wizard's tower. It's a 10% chance for them all to spawn together, not for each. The first eight generated Throne Archons will spawn with a random one of these, with Sunsword and Demonbane possible as well. There is no specific order to the spawns. All of the angelic weapons are lawful intelligent, silver, and are large size. They all have +1d7 to hit and +1d10 damage, and grant protection vs blinding. They all will dust gremlins and stone trolls, and blind struck targets with a 1/3 chance. They all grant searching when wielded, and light up like Sunsword. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Sl-arti.txt Class: Shows to what race the artifact "belongs". Others may get blasted I: What, if anything, is achieved by Invoking it. Axe of Durin |D | Battle Axe | - | - | - |- | +5 |x2 Demonbane |k | Long Sword | DEMONS | - | - |- | +5 |+d30 Dragonbane |k | Braodsword | DRAGONS | - | - |- | +5 |+d30 Excalibur |k | Long Sword | - | d,s,se |(i) |- | +5 |+d6 Firewall |f | Athame | fire | fire-res | - |- | +4 |+d4 Giantkiller |c | Axe | GIANTS | - | - |- | +5 |+d30 Grayswandir |a | Silver-Saber | - |hallu.-res| - |- | +7 |+d7 Ogresmasher |g | War Hammer | OGRES | - | - |- | +5 |+d30 Quick Blade |e | Elven Short S | - | - | - |- | +9 |+d2 Reaper |y | Halberd | - | - | - |- | +5 |+d20 Skullcrusher |c | Club | - | - | - |- | +3 |+d10 Snickersnee |s | Katana | - | - | - |- | +5 |+d8 Sunsword |p | Long Sword | UNDEAD | d,light |(i) |- | +5 |+d12 Sword of Justice |y | Long Sword |NONALIGNED| - | - |- | +5 |+d12 Trollsbane |d | Morning Star | TROLLS | - | - |- | +5 |+d30 Werebane |a | Silver-Saber |WERE < foo > | - | - |- | +5 |+d20 Disrupter |p | Mace | UNDEAD | - | - |- | +5 |+d30 Fire Brand |f | Long Sword | fire | cold-res | - |- | +5 |+d5 Frost Brand |i | Long Sword | cold | fire-res | - |- | +5 |+d5 Luckblade |g | Short Sword | - | luck | - |- | +5 |+d5 Magicbane* |w | Athame | stun* | mag.res | - |- | +3 |+d4 Mjollnir* |v | Heavy Hammer | shock | - | - |- | +5 |+d16 Sword of Balance |- | Silver Short S |NONALIGNED| - | - |- | +2 |+d5 Vorpal Blade |- | Long Sword | behead** | - | - |- | +5 |+1 Deluder |w | Cloak of Displ. | - |st,luck | - |- | - |- Gauntlets o Defense|m | Gauntlets o Dex.| - |1/2HP-Dam | - |in| - |- Mirrorbright |h | Shield of Refl. | - |hallu.res | - |- | - |- Whisperfeet |t | Speed Boots | - |st,luck | - |- | - |- Bat from Hell |r | Baseball Bat | - | - | - |- | +3 |+d20 Cleaver |b | Battle Axe | - | - | - |- | +3 |+d10 Deathsword |b | Two-Tanded Sword| HUMANS | - | - |- | +5 |+d14 Deep Freeze |i | Athame | cold | cold-res | - |- | +5 |+d5 Doomblade |l | Orcish Short S | plunge+**| - | - |- | +0 |+d10 Grimtooth |n | Orcish Dagger | - | - | - |- | +2 |+d12 Hellfire("Rambo") |- | Crossbow |exploding-| fire-res | - |- | +5 |+d7 Houchou |- | Spoon | fatal | - | - |- | - |- Plague |e | Dark Elven Bow |poisonous-|dr-Str-res| - |- | +5 |+d7 Serpent's Tongue |n | Dagger | poison***| - | - |- | +2 |*** Stormbringer |e | Runesword |drain life| d |(i) |- | +5 |+d2 Name: Alignment: Object-class: wielded/ Carried: Invoked: The Eye of the Beholder N Eyeball - - death-gaze The Hand of Vecna C Severed hand - c,regen summon- The Key of Law L Skeleton Key - i - The Key of Chaos C Skeleton Key - i - The Key of Neutrality N Skeleton Key - i - Nighthorn L Unicorn Horn reflection - - Wallet of Perseus L Bag of Holding - - - Bell of Opening Silver Bell - - the bell Book of the Dead Papyrus Spellbook- - read it- > death-gaze: If your luck is < -9: "The Eye turns on you!" -- You die! =_=_ Itlachiayaque Itlachiayaque is an artifact introduced in L's Itlachiayaque Patch, where it acts as a replacement for the Archeologist quest artifact, The Orb of Detection. Itlachiayaque replaces the Orb of Detection in UnNetHack, dNetHack, Fourk, xNetHack, and SlashTHEM. It is lawful for wishing purposes, and its base item is a shield of reflection. When carried, Itlachiayaque confers ESP, fire resistance and half spell damage - additionally, it does not inhibit spellcasting for an Archeologist wearing it. When invoked, it duplicates the effects of a blessed scroll of stinking cloud, allowing the player to create a temporary seven-tile diameter mass of poison clouds. Archaeologists invoking the artifact in UnNetHack and xNetHack can center it on a designated visible tile - other roles will end up being the "target" of the resulting cloud. In xNetHack, Itlachiayaque has quite a few differences from other variants - it is made out of gold and confers warning and fire resistance while carried, rather than ESP and half spell damage. When invoked, it prompts the player to choose from two different effects: they can create a poison cloud as normal, or gaze into the surface to look for an object, monster, or furniture symbol just like a crystal ball. Itlachiayaque effectively exchanges the Orb's magic resistance for reflection, but at the cost of blocking the player's off-hand for twoweaponing Archeologists and other roles. Fire resistance, telepathy and half spell damage are welcome, though the former can easily be acquired intrinsically before the quest in most variants. The invoke ability is an improvement on the Orb's invisibility - the stinking cloud is efficient in clearing masses of enemies that lack poison resistance, and should be useful in barracks and treasure zoos. Players should be warned that the quest nemesis, the Minion of Huhetotl, is almost guaranteed to put on the shield and subsequently benefit from its reflection - avoid using ray attacks that can be reflected back at you. Itlachiayaque is the name of an object, either a mirror or a shield, carried by the Aztec god Tezcatlipoca (whose name literally translates to "fiery mirror"). =_=_ User:Chris/dNetHack/Artifacts/The Pen of the Void =_=_ User talk:Chris/dNetHack/dNethack Roles/Psionic Powers Nice plan. I like how the psionic groups mix across different schools of magic, e.g. Psychometabolism invisibility (escape) and finger of death (attack). Roll on monster psionics, e.g., psionic monkeys "you hear an ook-ook-ook" (System Shock 2 homage) Wikid (talk) 09:35, 22 May 2015 (UTC) =_=_ Template:Ttymaplight This is a predefined replacement ruleset for < nowiki > < replacecharsblock > < /nowiki > , mainly intended for coloring simple Des-file format style maps. For a heavier rulesets that can be used to create more complete screenshots, see and . =_=_ Tove Toves are a new type of "Jabberwockian" that can be encountered in dNetHack. On every move, they have a 5% chance of digging a pit in the ground ("The tove gyres and gimbles into the ground"). If a tove digs in a square that already contains a pit, it creates a hole and falls through to the next level. Toves can only dig downward; they cannot tunnel through walls. They are immune to grab and swallowing attacks. Toves are a valid polymorph form. A player polymorphed into a tove can dig with #monster, is immune to grab and swallowing attacks, and can also quickly open tins without a tin opener. =_=_ Jubjub bird The jubjub bird is a monster in dNetHack. They periodically "scream shrill and high", frightening all monsters on the level and stunning the player character. Any pets that are frightened by the scream also have their tameness increased by one. =_=_ Bandersnatch Bandersnatchii are monsters in dNetHack. They can't be frightened; instead they become "frumious", increasing their speed to 36 and doubling their damage. =_=_ User:Chris/dNetHack/Monsters/Keter Sephiroth =_=_ Baelnorn Baelnorns are elven liches that can be encountered in dNetHack. They are closely associated with dungeon ferns, having an acid-element touch attack and the dungeon fern's spore-creating ability. =_=_ Death knight Death knights are monsters in dNetHack. They specialize in physical rather than magical attacks, but are otherwise similar to master liches. =_=_ Drow mummy =_=_ Half-dragon mummy =_=_ Siege ogre The siege ogre is a monster in dNetHack. Siege ogres are slow, but have a lot of attacks. In ranged combat they fire 1d12 arrows per attack. They also have an acidic passive attack. =_=_ Flux slime =_=_ Darkness given hunger =_=_ Wood troll Wood trolls can be encountered in dNetHack. Their corpses are vegan, so they can be eaten by players trying to keep a vegan conduct (taking care not to overeat, of course) or by herbivorous pets. =_=_ User:Kahran042/Fighter quest translation This is perhaps my most ambitious project yet - translating the quest data for the class "Fighter," which only appeared in JNetHack and is a shout-out to the anime Bishoujo Senshi Sailor Moon. The quest itself sees you fighting Jedeite (should be Jadeite) for the Silver Crystal. The Princess of Moon is on the throne. There are four planetary fighters in the throne room, and there is another planetary fighter in each of the four corner rooms. The planetary fighters are each given a random name - Mercury, Venus, Mars, Jupiter, Saturn, Uranus, Neptune, and Pluto. The lower-left room also contains four chests. The castle is besieged by six random Z and six random S. The level also contains five pits, placed at random. The entire level is no-teleport and has undiggable floors and walls. The room behind the doors near the second engraving contains nine random potions. There are also seven random S, eight random Z, four random objects, and eight random traps on this level. The entire level has undiggable walls and floors; teleportation is prohibited. Jedeite, with the blessed Silver Crystal and the Bell of Opening, is at the center of the circle of lava. The level also contains nine random S, nine random Z, fourteen random objects, and six random traps. The entire level has undiggable floors; teleportation is permitted. Unfortunately, I'm not really good at translating entire sentences in Japanese. If anyone here is more Japanese-savvy than me, would you mind giving me some help here? You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Doppelganger quest The Doppelganger quest sees you fighting Transmuter for The Medallion of Shifters. For more information on the quest branch in general, see the quest article. Oddly enough, despite xorns not being one of the quest monsters, they are prominently mentioned in two of the Master Shifter's encouragements. The two-way magic portal back to the Dungeons of Doom is at the marked point to top left. The Master Shifter is in the large room in the center left part of the building, with a chest next to him; there are also eight shifters in the room. There are eight chameleons and four guardian nagas surrounding the Circle. In addition to the two marked polymorph traps in the small maze-like area, there are four random other traps on the level. This is an "ordinary" room-and-corridor level, with six rooms. The level contains three chameleons, a guardian naga, three random :, a random N, eight random objects, and four random traps. This level contains fourteen chameleons, nine guardian nagas, fifteen random objects, and six random traps. The entire level has undiggable walls and floor. Teleportation is permitted. These are "ordinary" room-and-corridor levels, with six rooms. Each level contains two chameleons, two random :, three random N, nine random objects, and four random traps. The above core of the level is surrounded by empty lava plain. The Transmuter, with the Bell of Opening and the Medallion of Shifters, is on the marked unaligned altar; also in the mapped area are nine chameleons, nine guardian nagas, fourteen random objects; four fire traps, and two other random traps. Teleportation is permitted. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User talk:Jubilex You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User:Jubilex O: Bag (of holding) -- This comes from one of my first games with a BoH, an it kind of stuck after clearing a lepercaun hall (sequence aOib. happened a lot) No Points Name Hp [max] =_=_ Forum:Females superior to males? Female players get to polymorph into foo, and reliably lay eggs in exchange for nutrition, and the end product is the foo that you've laid. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ SlashTHEM artifacts Archeologist first sacrifice gift, confers fire resistance and half spell damage; invoke to create a stinking cloud, targeted on yourself if you're not an Archeologist. From Aztec mythology. Also present in dNetHack and recent versions of UnNetHack. Knight first sacrifice gift, +8 to hit and +2 damage against thick-skinned targets; functions as a luckstone. Invoke to detect all pets on level and increase tameness of pets within line of sight. Appears in the Middle English poem Alliterative Morte Arthure as the second sword of King Arthur (after the better-known Excalibur). First gift given to Samurai. +4 to hit, +12 damage. From dNetHack, which in turn got it from the Final Fantasy series, which in turn come from the historical Kiku-ichimonji swords. Ninja first sacrifice gift, +2 to-hit and +3 damage, with 10% chance of dealing an additional 5d6; invoke to toggle invisibility Noble first sacrifice gift, +1d3 to-hit and double damage; invoke to detect pets on the level and increase tameness of pets within line of sight Acid Mage quest artifact, grants shock resistance, warning and teleport control while carried; invoke to summon a tame (greater) earth elemental. Binder quest artifact, grants searching, teleport control and magic resistance while carried; invoke for energy boost. Borrowed, in modified form, from dNetHack. Cthylla is an entity introduced by Brian Lumley, writing in H.P. Lovecraft's Cthulhu Mythos. Bleeder quest artifact, replacing Bloody Beauty; +9 to-hit and +10 damage, plus +8 drain damage; grants half physical damage while wielded and regeneration while carried; invoke to heal Chef quest artifact, +6 to-hit and +20 damage; ESP and acid resistance while carried, fire resistance while wielded; invoke to sharpen Chevalier quest artifact, +5 to-hit and double damage against cross-aligned monsters; grants hallucination resistance and regeneration while wielded, drain resistance, warning and half spell damage while carried; invoke to bless. Electric Mage quest artifact, grants acid resistance, warning and teleport control while carried; invoke to summon a tame (greater) air elemental Firefighter quest artifact, replacing Fire Brigade Reel; grants protection and warning while worn, in addition to base item's cold resistance, and half spell damage and half physical damage while carried; invoke to create a tame (greater) water elemental Gangster quest artifact, replacing Chekhov's Gun; +5 to-hit and +7 damage; grants stealth, warning, and magic resistance while carried, fire resistance while wielded; functions as a luckstone. Invoke to detect all pets on level and increase tameness of pets within line of sight. Gladiator quest artifact, grants regeneration and fire resistance while worn, drain resistance while carried; invoke to detect all pets on level and increase tameness of pets within line of sight Korsair quest artifact, grants shock resistance and half physical damage while worn, magic resistance while carried; provides magic mapping when invoked Locksmith quest artifact, grants searching, telepathy, warning, stealth, and magic resistance; functions as a luckstone; invoke to untrap doors and containers. Arsene Lupin is a fictional gentleman thief invented by writer Maurice Leblanc. Lunatic quest artifact, replacing Vampire Killer; +3 to-hit and +5 damage, plus +8 draining damage, versus cross-aligned monsters; grants cold resistance while carried; invoke for energy boost. From the Lycanthrope racial quest in early versions of SLASH'EM. Musician quest artifact, grants warning, stealth, and drain resistance while carried, speaks when used (cf. Master Key of Thievery); invoke for taming Ninja quest artifact, replacing Dragonclad Sword. +8 to-hit and +8 damage. Grants drain resistance while carried. Invoke to create shuriken. From dNetHack. Officer quest artifact, replacing Shiny Magnum; grants telepathy, teleport control and drain resistance while carried; invoke to detect all pets on level and increase tameness of pets within line of sight Psion quest artifact, replacing Gauntlets of Offense; grants ESP and half physical damage while worn, magic resistance while carried; invoke for energy boost Rocker quest artifact, replacing Rocker Sling, +5 to-hit and double damage. Grants half physical damage while wielded. Invoke to trigger phasing. Will instantly kill any giant. Undertaker quest artifact, replacing Black Death, which is now a regular artifact. +8 to-hit, +10 damage plus life draining; grants cold resistance, regeneration, half physical damage, and teleport control while wielded. Invoke to bless. Warrior quest artifact, +7 to-hit and +9 damage; grants cold resistance while wielded, half physical damage and magic resistance while carried. Invoke for levitation. Svyatogor is a character in the bylina (folk epic) of the Slavic hero Ilya Muromets. Generated on the Blacksmith. +15 to-hit and +15 damage, with a 20% chance of doing an additional 6d6 damage and destroying potions, scrolls, and spellbooks. Grants fire resistance while wielded. =_=_ SlashTHEM items Shopkeepers may ban the player from entering the shop if they see it, and continue to block entry even if the player later removes or covers the shirt. Worth 5 points of AC, made of dragon hide. The player hallucinates while wearing them, and they autocurse when worn. The transvestite and topmodel roles get bonuses for wearing them. Worth 4 points of AC, also grants maximum MC but putting them on or taking them off deals damage to the player. While wearing them, the player has wounded legs. Usually generated cursed. The wearer will come back to life upon death, with the amount of hit points they had before receiving the fatal hit. Before version 0.7.0: Has no effect when worn by the player but grants reflection to monsters that wear it. After version 0.7.0: Slows spell memory loss to 2/3 of the normal rate and protects against amnesia. (Inspired by the Ring of Memory patch.) The player becomes deathly sick and loses a random amount of strength points, while also taking a lot of hit point damage. It may be used for throwing to severely poison a monster, though. The player feels like having their brain smashed out by a slice of lemon wrapped around a large gold brick. This may lower the player's intelligence, confuse them for up to 42 turns, cure lycanthropy and sometimes heal the player's hit points. The player may acquire an item, which is like wishing except the player can only specify the item class (weapon, armor, scroll etc.) to get. The player may specify an existing item (e.g. "potion of healing") or an item appearance (e.g. "sparkling potion"), so they can recognize them later. The player must be in a room for this scroll to work, in which case an altar is generated. BUC status determines the altar's alignment. Zapping this wand gives a random wand effect, chosen from the following: light, secret door detection, create monster, create horde, wishing (only a 0.1% chance if that effect is chosen), enlightenment, detect monsters, detect objects, detect traps, identify, remove curse, punishment. The wand of wonder can also spontaneously explode when zapped. The player can acquire an item every time this wand is zapped, which means they can choose an item type (e.g. scroll, wand, tool...) and get a randomly generated item of that type. It can only be recharged once. Creates a copy of the target monster, unless it can't be cloned (e.g. if it's unique or a shopkeeper). Polymorphed players may zap themselves in order to create pets. =_=_ SlashTHEM traps Many traps that do damage will do more damage to the player if they're generated deep in the dungeon, which means arrow traps and suchlike are no longer meaningless to high-level, high-HP characters. Also, some traps can randomly disappear if players or monsters trigger them repeatedly. heap of shit, which is hazardous for players by doing d(4, 4) + rnd((level_difficulty() / 2) + 1) points of damage (less if acid resistant), possibly damaging the player's worn boots (lower chance if they're erodeproof or of a type that can't be eroded, but it can still happen). There is a 5% chance for the player to lose intrinsic and non-permanent extrinsic speed, and a 10% chance (1% with free action) to be paralyzed for rnd(10) turns. However, monsters triggering this trap are experiencing no harmful effects; instead, they speed up if they weren't fast already, so it might actually be a good idea to displace a pet onto a heap of shit. Flying or levitating players won't trigger this trap, and there's a 2% chance for it to disappear if a player triggered it as well as a 5% chance for it to disappear if a monster stepped on it. spear trap (from Sporkhack), doing rnd(10)+ rnd(level_difficulty() + 1) points of damage to the player. A player polymorphed into a thick-skinned monster removes the trap without taking damage, and a levitating character or one polymorphed into an unsolid monster doesn't take damage either. ceiling collapse trap (from Sporkhack), which can be triggered by the player only and also triggers only once, dropping a shower of rocks and boulders on the player. Up to 200 rocks/boulders are generated, each of which adds to the damage taken (2% chance for each to be a boulder instead of a rock), and the ones landing on the player's square do 0-1 points of damage (+2d4 if a boulder). If the player is wearing a hard helmet, the damage is divided by 2; however, rnd((level_difficulty()*2) + 1) points of damage are added to the final damage done to the player. This means a player character who is low on hit points already may be killed instantly by walking into this trap. ice trap (from Unnethack), doing d(4, 4) + rnd((level_difficulty() / 3) + 1) points of damage (less if cold resistant) to a player walking into it, with a 10% chance of the player being frozen for (5 * damage taken from the trap) turns and a 1 in 33 chance of shattering potions in the player's open inventory. magic beam trap (from Sporkhack), which fires a random beam at the player or monster triggering it. Possible beam types are magic missile, sleep ray, lightning bolt, fire bolt, cold bolt, poison gas, acid ray, solar beam, or death ray/disintegration blast. There is a 5% chance for the trap to disappear if a player triggered it, and a 14.3% chance for it to disappear if a monster triggered it. =_=_ SlashTHEM monsters This page lists all the monsters that are found in SlashTHEM 0.7 . Some of them are also present in SLASH'EM or other variants. Weapon 1d4, tentacle 2d1 (drains intelligence), tentacle 2d1 (drains intelligence), tentacle 2d1 (drains intelligence), tentacle 2d1 (drains intelligence), tentacle 2d1 (drains intelligence) Weapon 1d4, tentacle 2d1 (drains luck), tentacle 2d1 (drains luck), tentacle 2d1 (drains luck), tentacle 2d1 (drains luck), tentacle 2d1 (drains luck) Weapon 2d4, tentacle 3d1 (drains intelligence), tentacle 3d1 (drains intelligence), tentacle 3d1 (drains intelligence), tentacle 3d1 (drains intelligence), tentacle 3d1 (drains intelligence) Weapon 0d0 (drain life), passive 1d1 (drain life), claw 5d7, claw 4d4 (poison), claw 4d4 (drain dexterity), claw 4d4 (drain constitution) =_=_ User:Kahran042/YANI As you may or may not know, I'm fond of ferrets, so when I attempted and failed to make my own branch, I included them as pets, and added some other mustelids, to boot. They would all use r glyphs, and the glyph would be changed to "rodent or mustelid". Also possibly mink and stoats, but I'm not sure what kind of properties they would have. Maybe mink corpses would have an above-average gold value, or mink would have a seduction attack as a shoutout to Minerva Mink? Based on the monster classes from various Dragon Warrior/Quest games, this class would start out on the level of some of Slash'EM Extended's "harder than hard" classes, but would become super-powerful at higher levels. I'm not sure of what powers, exactly, it would have, but one of them would probably be the ability to breathe fire, since that's a common ability among playable slime classes in DQ. Another level up ability I thought of is the ability to temporarily polymorph into a random or . Based on the light novel series and anime Accel World, I have more stuff for this than the Wanderer, but less than the Dragon Quarrior-themed classes - basically, just some quest stuff. Although I designed these to be hallucinatory, if you have a way of implementing them as actual monsters and want to do so, feel free. SO SURE AM I OF MY DEFENSES THAT I GIVE YOU THIS CLUE: "CONTRA-DEXTRA AVENUE" PS - TREBOR SUX! /* Wizardry */ To the one who holds the book. Skeith is looking for me. There is no time. Please, help me. /* .hack */ =_=_ M1 AMPHIBIOUS An amphibious monster can survive equally well on land and in water. Somewhat confusingly, mondata.h defines an amphibious monster as having either of the M1_AMPHIBIOUS and M1_BREATHLESS tags in monst.c. =_=_ Breathless Being breathless allows players to travel underwater, making them amphibious.. Furthermore, breathless players cannot choke on food, but will instead "vomit voluminously" and lose 1000 nutrition. Breathlessness protects from sleeping gas traps and stinking clouds. It does not protect from a worn amulet of strangulation unless the player is also mindless; the messages change but the player still dies from lack of blood flow. =_=_ Sokoban (UnNetHack) Every instance of Sokoban in UnNetHack has only three levels -- the vanilla maps for levels one and two may all be used to create level one. The final level offers a guaranteed bag of holding, a cloak of magic resistance or displacement and an amulet of reflection, life saving or flying. When one of these objects is picked up, the other two are destroyed. From UnNetHack 4.1.1 onwards, cheating in Sokoban does not incur a Luck penalty. Instead, solving Sokoban without cheating is tracked as a new conduct. To compensate, only one scroll of earth on the first level is guaranteed. =_=_ Sokoban (NetHack Fourk) NetHack Fourk introduces a number of additional Sokoban levels. Player feedback so far suggests that these are on average easier than the vanilla ones. Additionally, the luck penalty does not apply if you are carrying a non-cursed luckstone and can also be dodged via hallucination, at the cost of having a hallucinatory boulder drop on your head (which in some cases can even be useful). Early versions of NetHack Fourk also had a partial version of Through the Cracks as a possibility here. For 4.3.0.2, the north rooms were added and it was moved to the third level of Sokoban (see below). =_=_ Talk:Spacewars fighter quest The Master Assassin doesn't seem to have anything against you, with his hatred apparently reserved for the Master of Thieves. --Kahran042 (talk) 10:18, 10 June 2015 (UTC) =_=_ Category:Slash'EM Extended quests =_=_ User:Kahran042/YANI/Erdrick The erdrick is one of the player roles in SLASH'EM. Erdricks may be humans, elves, or hobbits and can be lawful or neutral. The quest sees you fighting the Dragonlord for the Ball of Light, a lawful artifact crystal ball. Unfortunately, I'm not sure of exactly what the Ball should do, other than somehow act as a light source and have some sort of power against demons and/or dragons. Erdricks start with Basic skill in quarterstaff and long sword, and can advance to Expert in long sword and boomerang. In addition, they can reach Basic in club and axe, and Skilled in spear. They can also get to Basic level in matter, healing, and escape spells, and Skilled in bare handed combat. To anyone who implements these renames, feel free to make any changes you want. My only request is that you not use the (IMHO) cringeworthy spell names from the DS translations. =_=_ User talk:Kahran042/YANI/Erdrick By “The erdrick is one of the player roles in SLASH'EM. Erdricks may be humans, elves, or hobbits.”,I assume you mean that this is a YANI that you have specifically for SLASH'EM? It would be nice to make that a little bit clearer < span style="background:green;border-radius:15px 0 0 8px" > Elronnd < /span > < span style="background: orange;border-radius:0 8px 15px 0" > (talk) < /span > 19:30, 10 June 2015 (UTC) You say that they get skill with sword, but it isn't clear what you mean by "sword". Short sword? Long sword? Two-handed sword? Tsurugi? =_=_ User:Elronnd/YANI You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Creosote =_=_ Thorin =_=_ Smaug =_=_ Slithy Slithy is a property which monsters can have. It is explained in the code as meaning having a "serpent body", but is also used by some non-serpentine monsters such as jellyfish and sharks. Slithy monsters have no legs, so they cannot kick, wear boots, ride a steed, or jump (except with the spell). =_=_ User talk:Cherokee Jack You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User:Cherokee Jack A casual gamer, I like NetHack for the creativity of its fan base, in generating and sharing so many patches and forks. I have little experience in coding (except in BASIC) but some experience as a writer. My goal in starting an account on this wiki is to get some practice writing for the web while contributing to good article quality for other NetHack players (and perhaps sharing YANI or two of my own). About the user name: No, I am not really Cherokee. My user name is a reference to the character "Cherokee Jack" in the 1966 cult film Red Zone Cuba aka Night Train to Mundo Fine, immortalized by movie-riffing show Mystery Science Theater 3000, of which I am also a fan. Does anyone know where I could find copies of the code for NetHack: The Next Generation or the Bard patch? These are variants/patches I've tried to document on the wiki, but without the source for either, I had to reconstruct the content from notes left by the programmers and appearances in dNetHack or Slash'EM Extended. If anyone could point me to copies of the original code for either, I would appreciate it very much. =_=_ Strong Some monsters are strong. Unlike player strength, this is a Boolean property; either the monster is "strong" or it isn't. Strong monsters may (1/4 chance) be able to avoid being pulled around with a grappling hook, and instead pull around the player. =_=_ User talk:Kahran042/YANI Cool idea for a new pet option! In the book The Compleat Angler, Izaak Walton mentions fishermen domesticating otters and training them to catch fish. Maybe taming an otter would give you an amphibious pet that can fight sea monsters? The skunk's poison attack could create small stinking clouds (like a cursed scroll). This could be a SMoP, since I don't know of any patches that make stinking clouds a monster attack (except possibly Cthulhu creating a stinking cloud on death in SLethe, etc., or poison breath leaving stinking clouds in UnNetHack), but it might be cool. Here are some excerpts from The Compleat Angler (chapter II, "On the Otter and the Chub") on otters, as possible material for an encyclopedia entry: These are copied from the Wikisource text of the 5th edition, in the order in which they appear in the original. Once Junethack is over and SLASH'EM Extended is no longer on feature freeze, I'll add new monsters again. But I have no idea what e.g. a "gopher" is even supposed to be, and therefore, specifying what attacks, flags etc. they should have would help since otherwise I have to make something up and the end result will not be what you had in mind when thinking up those monsters :) --Bluescreenofdeath (talk) 21:11, 25 June 2017 (UTC) As for the the woodchuck variants, they would be based on the existing woodchuck monster, but with the appropriate abilities described. If you have any specific questions, feel free to ask. --Kahran042 (talk) 13:00, 27 June 2017 (UTC) =_=_ Ant (SLASH'EM Extended monster) =_=_ Giant tick (Slash'EM Extended monster) =_=_ Rod of Lordly Might The Rod of Lordly Might is an artifact added in variants that include the Noble role (dNetHack, Slash'EM Extended, and SlashTHEM). It is the guaranteed first sacrifice gift for Nobles and lawful for wishing purposes. In all variants that include it, the Rod is generated as a mace. In dNetHack, however, it can be invoked to transform it into any of a number of one-handed melee weapons (axe, lance, rapier, spear, and the starting mace). Besides changing form, the Rod has several additional invocation effects in that variant, some of which are accessible only while the Rod is in a particular form. In the development version of dNetHack, three races have unique first sacrifice gifts for Nobles that replace the Rod. Droven Nobles and Elven Nobles receive the Sceptre of Lolth and the Rod of the Elvish Lords, respectively, which share the same limited invocation effects as the Rod of Lordly Might but have racial weapons as their base items and alternate forms. Dwarf Nobles receive the Armor of Khazad-dum. Using the "Become Ladder" command while engulfed will reduce the engulfing monster's HP to 1, with a few exceptions. If the monster is Juiblex, Leviathan, or a rare metroid queen, its health will only be reduced by 25%. In SlashTHEM, invoking the Rod reveals the location of all pets on the level, and increases the tameness of those that are within line of sight. =_=_ User:Bluescreenofdeath/Failed Existence =_=_ Clarent Clarent is an artifact sword in GreyKnight's Clarent Patch. The "other" sword from Arthurian legend (after Excalibur), Clarent is a proposed replacement for Excalibur as the lawful crowning gift, given that Excalibur can already be created easily by #dipping a long sword into any fountain. When invoked, Clarent reveals the location of all pets on the level and increases the tameness of those within line of sight. In dNetHack, Clarent is a lawful long sword, the crowning gift for Knights. It has a +2+1d12 to-hit and +1d20 damage bonus versus thick-skinned creatures. It also has +2 to-hit bonus versus phasing creatures. When wielded by a Knight, Clarent does not resist being held second to other artifact weapons. In SlashTHEM, Clarent's base item class is short sword, as in the patch. It is the first sacrifice gift for Knights and has a fixed +8 to-hit and +2 damage bonus versus thick-skinned creatures. In addition, it functions as a luckstone while carried. SlashTHEM inherits SLASH'EM's lack of restrictions on dual-wielding artifacts, so Clarent can be held second to another artifact weapon by any role. Clarent appears in the medieval poem Alliterative Morte Arthure alongside Caliburn (i.e. Excalibur) as a sword associated with King Arthur. In popular culture it is often identified with the sword that Arthur pulled from the stone, while Excalibur is identified with the sword Arthur received from the Lady of the Lake. In the Clarent Patch, when Clarent is given to a crowned player, it appears embedded in a nearby wall, door, or tree, in a reference to the sword's mythos. It can be retrieved using the #untrap command, if the player is devoutly lawful. Its function as a digging tool also references the legend. =_=_ Kiku-ichimonji Kiku-ichimonji is an artifact katana from SlashTHEM and dNetHack. It simply does +4 to hit and +12 damage. It is the first sacrifice gift for Samurai in these variants. The swordsmiths normally inscribed the character "Ichi" (一,one) as their signature. They further received permission to append the Imperial Chrysanthemum crest (菊, kiku). The artifact weapon is inspired by the Final Fantasy series, in which Kiku-ichimonji is typically one of the more powerful weapons of the Katana class. =_=_ User:Kahran042/YANI/Erdrick quest The User:Kahran042/YANI/Erdrick quest sees you fighting the Dragonlord for the Ball of Light. Its home, locate, and goal levels are based on areas in the Dragon Warrior/Dragon Quest series. For more information on the quest branch in general, see the quest article. Although it might be a SMOP, random monster generation on this quest should be limited to those that appear in Dragon Warrior I - Slimes, Slimebeths, Metal Slimes, Drakees, Magidrakees, Drakeemas, ghosts, skeletons, wizards, knights, werewolves, scorpions, giant scorpions, gold golems, stone golems, Dragons, Kith Dragons, and Darth Dragons. King Lorik is on the throne, and there are six royal guards on the path from the entrance to the throne room, a peaceful shopkeeper in the southwestern room, and a watchman at the back gate. The marked rooms are a coaligned temple, a weapon store, and a general store. If possible, the owner of the weapon shop should always be named Taloon. The above core of the level is surrounded by empty swamp, containing the upstair a little way to the right of the mapped area. The two marked large mimics are both imitating down staircases as a reference to the maze of stairs that makes up most of Charlock in the actual game. The gate is guarded by two knights, each with an axe, and there is a wizard on the throne, accompanied by a werewolf and a Dragon. There are also three random traps in the hallway leading to the throne room. The Dragonlord is on the throne, with the Ball of Light and the Bell of Opening. The northwest, northeast, and southeast corner chambers contain, respectively, a Dragon, Kith Dragon, and Darth Dragon. The room north of the up stairs contains ten random traps, and the room north of the trap room contains four chests and a stone golem. In general, both King Lorik and the Dragonlord should show some degree of Wrong Genre Savvy, thinking that it's a traditional console RPG rather than a computer roguelike, possibly also making references to the Grand List of Console RPG Cliches. darkness. Now, < playername > , thou must help us recover the Ball of Light and restore peace to our land. A Dragonlord draws near! Command? < ref > The lack of quotation marks is intentional, since it's intended to be seen as part of the game's narration. < /ref > =_=_ Incantifier (dNetHack starting race) You can play dNetHack as an incantifier. Incantifiers can be any alignment or role, like humans. You will see yourself as , and are considered the human or elf monster class for game purposes. Incantifiers are only available in the dNetHack variant. Incantifiers do not recover hit points (HP) or energy (Pw) over time; in fact, they lose energy instead of nutrition. Incantifiers can gain energy by draining certain magical items, a special racial ability. Other than that, they can only gain hit points and energy through magical means or gaining levels. While they cannot eat corpses in order to gain other intrinsics, they are able to gain intrinsics by draining (uaffing) potions of blood. Potions of blood can be created in dNetHack by applying a tinning kit to the corpse of a monster that has blood. Beware: incantifiers count as human, and draining a potion of human blood is cannibalism for them. Incantifiers can gain intrinsics by eating rings and amulets. They can eat any magical jewelry, regardless of the material it is composed of (since they are actually draining the jewelry's magic, not physically consuming the item). Their chance to gain intrinsics, and the intrinsics that they can gain, are the same as for eating jewelry after polymorphing into a form that can do so. Incantifiers also gain energy from eating jewelry, and should take care not to overeat while trying to acquire intrinsics in this way. Incantifiers are sensitive to the magic contained in items. They can always see the enchantment level of weapons and armor and can tell if wands are out of charges. Incantifiers are magivores. They consume magic to live. Everything that causes a gain or loss of nutrition causes incantifiers to gain or lose energy instead. Incantifiers have vastly greater maximum energy than other races, starting with over 1,800 and gaining much more per experience level. With a few exceptions, incantifiers do not eat food. Instead, the at command allows them to drain items of their enchantment, gaining energy in the process. Incantifiers can drain positively enchanted weapons (except stackable weapons, to prevent players from using stack enchantment to create a virtually inexhaustible power supply) and armor, charged wands, spellbooks, rings, amulets, and scrolls. Each drained enchantment point of weapon or armor is worth around 250 energy, as is each drained scroll, spellbook, ring or amulet. Each wand charge is worth around 50 energy. On weapons and armor this has the same effect as casting drain life on the item. On spellbooks it increments the read counter, like studying the spell, turning them into blank paper when it reaches maximum. Scrolls are turned blank immediately and wands are merely emptied. Rings and amulets are destroyed. Incantifiers can #untrap magic, polymorph, teleport, and level teleport traps (but not magic portals). Untrapping one of these traps grants 500 energy. Incantifiers may die of overeating, the same as any other race, though they explode rather than choke. They will become satiated at about half their max energy, but can continue "filling up" to the maximum safely - but not a single point further! Rings of slow digestion have no effect on incantifiers when worn, but can be drained for energy as with other rings. The only exceptions to incantifiers' prohibition on normal food are corpses and tins which can provide energy when eaten, specifically: newt, aoa, and aoa droplet. Incantifiers can drain these items for energy as if they were magical, destroying them. These items can even be drained safely when it would put the incantifier over their maximum energy, causing their maximum energy to increase instead of causing the incantifier to explode. Incantifiers are innately very adept at spellcasting, even more so than wizards. No matter their role, all incantifiers have a number of advantages in this regard. Incantifiers can reach expert skill in all seven schools of magic. Their initial skill level in each school is still determined by their role. Incantifiers always begin the game with a spellbook of force bolt and a spellbook of healing in addition to any spellbooks that their role normally begins with. If the starting inventory for your role already includes a spellbook of force bolt (wizards) or a spellbook of healing (healers and possibly monks), it is replaced by a random spellbook from a school that is not restricted for your role. For most roles, incantfiers begin the game with a robe instead of the role's usual body armor or cloak and scrolls of food detection in place of regular food. The details of substituted items and affected roles are listed in the following table: Regular item Substitute Affected roles Cloak of magic resistance Robe Wizard Cloak of displacement Robe Ranger Leather armor Robe Caveman/cavewoman, rogue, valkyrie Leather jacket Robe Archeologist, pirate Ring mail Robe Barbarian Splint mail Robe Samurai Food ration Scroll of food detection Archeologist, barbarian, monk, nobleman/noblewoman, valkyrie Cram ration Scroll of food detection Binder, pirate, ranger Tripe ration Scroll of food detection Binder Banana Scroll of food detection Pirate Orange Scroll of food detection Troubadour, monk Potion of booze Scroll of food detection Troubadour, pirate =_=_ Potion of clairvoyance A potion of clairvoyance is a SLASH'EM-specific potion. If uncursed, it grants a single application of clairvoyance, revealing all corridors, walls, and stairs in a 19x11 region around you < ref > < /ref > . Like magic mapping, this does not reveal secret doors, traps, or objects. Unlike magic mapping, however, this works even if the level is designated non-mappable. Unlike the clairvoyance spell, this form of clairvoyance is not blocked by wearing a cornuthaum while not a wizard. In a contest between the new-to-SLASH'EM potion of clairvoyance and the existing scroll of magic mapping, magic mapping wins out in most categories. The clairvoyance effect provided by the potion reveals the same tiles as magic mapping, but only in a small fraction of the map, centered on the player. Intrinsic clairvoyance from the blessed potion potentially increases the area that can be mapped, if the player is moving constantly to cover new area for the duration of the potion's effects (which the layout of the level, or its contents, may not permit), and does not fail the 50% roll every 15 turns. Even so, an uncursed scroll of magic mapping (or the spell) can still reveal the entire level in one turn, and in SLASH'EM a blessed scroll detects objects as well, saving the player a potion of object detection to boot. And scrolls weigh 1/4 as much as potions, making a stack of scrolls of magic mapping a better choice for one's kit. At best a potion of clairvoyance can save the player a few turns searching for secret passages when he/she has no form of magic mapping or is on a non-mappable level where attempting magic mapping would confuse you ("Your mind is filled with crazy lines!"). Most non-mappable levels in SLASH'EM have preset layouts, but the potion may be useful if the player is unfamiliar with the layout and does not wish to consult a map. =_=_ User:Kahran042/Elf quest =_=_ User:Kahran042/Doppelganger quest =_=_ User:Kahran042/Dwarf quest =_=_ User:Kahran042/Drow quest =_=_ User:Kahran042/Gnome quest =_=_ User:Kahran042/Hobbit quest =_=_ User:Kahran042/Lycanthrope quest =_=_ User:Kahran042/Smaug =_=_ User:Kahran042/Thorin =_=_ Lareth Lareth the Beautiful was the antagonist of the AD & D module The Village of Hommlet, a cleric of Lolth known as "the dark hope of chaotic evil". As such, he refers to himself as the "Dark Hope" in one of his maledictions. =_=_ Gollum =_=_ Bilbo Baggins =_=_ Clockwork automaton =_=_ Petty =_=_ Forum:Identification help... I am playing as a (promising) dwarven Valkyrie, and I am having problems for identification. There are no stores that I can find except Izchak's and a food store in Minetown. How can I identify my items? Please help! I know what most of my wands are (Engrave-test), but I still need to identify almost all of my scrolls (I only know teleport, earth and create monster) and I need to identify my rings (I only know adornment and teleportation (unfortunate typo)) Yep... 1 candle in Minetown, and no candles anywhere else... I only noticed after I used up all of my wishes. Didn't have any way to polymorph, so polypiling was out too. This was my most promising game as of now... =_=_ Satiation =_=_ Chromatic dragon (UnNetHack) Chromatic dragons are a type of dragon introduced in UnNetHack. They share the same assortment of breath attacks and resistances as the Chromatic Dragon, the Cave(wo)man quest nemesis, who is renamed Tiamat in UnNetHack; however, they have a lower difficulty level and lack Tiamat's spellcasting and sting attacks. Although chromatic dragons are not considered unique monsters, they are not randomly generated, nor can they be genocided (or reverse genocided). They are only found at the bottom of the Dragon Caves, a new branch added to Gehennom, where several are guaranteed to appear in a lair. Chromatic dragons are the only dragons in UnNetHack to lack a baby form; chromatic dragon eggs will hatch into fully-grown dragons. Like all dragons, they may drop their scales upon death. Chromatic dragons are the source of chromatic dragon scale mail for many players; the scales and their mail confer the resistances of every variety of dragon scale mail, including petrification resistance (conferred by the 'stone dragon', which has a randomized name) and reflection. A wish for a statue of a figurine of a chromatic dragon is also worth considering, either to obtain scales in some manner or else keep as pets, and is the only way to generate them outside of the Dragon Caves; all statues are non-magical, so it is valid for a wish from a magic lamp. As of UnNetHack 5.2.0, these resistances also include magic resistance, since omitting it was a bug, however any chromatic dragon-related wishes (including for statues or figurines) are now disallowed. In earlier versions, players could attempt to acquire chromatic dragon scales without entering the Dragon Caves by wishing for one or more chromatic dragon eggs; this option was eliminated as of development version r1580. =_=_ User:Kahran042/Fighter The fighter is a role exclusive to JNetHack. They are based on the Sailor Senshi from the anime Bishoujo Senshi Sailor Moon. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Forum:Jedi patch compilation I patched and compiled slashem with the Jedi patch. But something went wrong, and i can't save. The save directory is missing too. If i compile with the JEDI and LIGHTSABER undefined, then save works again. How i compiled [] --Quantum Immortal (talk) 11:58, 22 June 2015 (UTC) =_=_ Marauder's Map The Marauder's Map is the first sacrifice gift for the Pirate role, incorporated into dNetHack, Slash'EM Extended, SlashTHEM, and SpliceHack. It is also the only artifact that Pirates can receive as a sacrifice gift. The map is unusual among artifacts in that its base item is a scroll of magic mapping, which is normally single-use. Reading this scroll does not destroy it. To compensate, however, reading the map only reveals the surroundings of the user (as by clairvoyance), instead of complete magic mapping. When #invoked, the Map first detects all objects on the level, then detects artifacts. The second check partially compensates for Pirates' inability to receive sacrifice gifts other than the Map. Because their deity won't give them additional artifacts, Pirates can only wish for artifacts or find them while exploring. The Map's invocation effect provides a way to check a level for generated artifacts the Pirate may have missed. The Marauder's Map is inspired by the object of the same name from the Harry Potter series by J. K. Rowling: a map which Harry receives from Fred and George Weasley in Harry Potter and the Prisoner of Azkaban. At first sight, the map appears to be a blank parchment, but when activated by a special incantation the parchment becomes a map of Hogwarts School, which reveals not only many of the school's secret rooms and passageways, but also the presence and identity of people within the school, whose names appear on the map at their exact location. Despite their shared mythos, there is no special connection between the Marauder's Map as incorporated in the Slash'EM Extended version of the Pirate role, and the Harry Potter-inspired Death Eater role. =_=_ Treasury of Proteus =_=_ The Treasury of Proteus The Treasury of Proteus is the quest artifact for the Pirate role, incorporated into dNetHack, Slash'EM Extended, and SlashTHEM. Its base item is a chest, but it weighs just 150 units & mdash;the same as a crystal ball & mdash;which is one-quarter of the weight of a regular chest. The Treasury has the unique property of occasionally polymorphing items that have been placed inside it, according to the rules for polypiling objects. (This never creates golems, but items still can shudder or merge as usual.) This offers users a means of polypiling items without a wand, spell, or potion. While carried, the Treasury protects items in the player's inventory from becoming cursed (just like Magicbane when wielded). The explanation given for this is that the Treasury itself is so heavily and intrinsically cursed that it sucks in lesser curses like a black hole. (Indeed, the Treasury is generated cursed.) It also grants magic resistance. The Treasury of Proteus is chaotic for bones and wishing purposes. As a quest artifact, it is intelligent and will blast non-Pirates who touch it. While the player is carrying the Treasury, hostile pirates will begin to appear as part of the random monster generation. If the player is not in Gehennom, the Elemental Planes, or the Astral Plane, skeletal pirates may be randomly generated. While the player is in Gehennom, these will be replaced by demonic damned pirates, and when the player reaches the end game, astral githyanki pirates will begin to appear. These pirates are generated instead of other monsters, rather than in addition to them, are not particularly difficult for the areas in which they appear, and attack other monsters and fight among themselves even as they pursue you. Overall, then, this is a beneficial effect. In the Pirate patch code, having the Treasury in open inventory sets a flag named "ukinghill". A comment explains that this means that the player is "king of the hill", so implicitly the other pirates are pursuing the player in order to kill him/her and take the treasure. Proteus is a god in Greek mythology who is associated with the sea. He is known for his ability to change form as desired, which he often uses to escape mortals who seek him for his ability to foretell the future. Hence the Treasury's property of polymorphing objects entrusted to it. =_=_ Blackbeard's Ghost Blackbeard's Ghost is a monster added in the Pirate role patch, implemented in dNetHack, Slash'EM Extended, and SlashTHEM. He is the Pirate quest nemesis. =_=_ Mayor Cummerbund Mayor Cummerbund is a monster added in the Pirate role patch, implemented in dNetHack, Slash'EM Extended, and SlashTHEM. He is the Pirate quest leader. Mayor Cummerbund is generated with a leather cloak, high boots and leather gloves. He also has a 33% chance of having a rustproof cutlass (scimitar), a 33% chance of having a fireproof leather jacket, and a 66% chance of having a fireproof buckler (small shield). It is not clear if the quest is meant to take place before, after, or during Cummerbund's tenure as Dread Pirate Roberts, but in light of the tone of the encyclopedia entry chosen for him, it seems likely that it takes place after he has retired from full-time piracy to become leader of the pirate community on Tortuga. =_=_ Pirate brother Their main distinction from most other quest guardians (with the exception of the thugs in the Rogue quest) is that they like gold, and are therefore likely to be generated carrying some. =_=_ Category:SlashTHEM =_=_ Category:Pirate patch =_=_ Category:Convict patch =_=_ Robert the Lifer Robert the Lifer is a monster added in the Convict patch, implemented in UnNetHack, DynaHack, dNetHack, Slash'EM Extended, and SlashTHEM. He is the Convict quest leader. According to the quest text, Robert the Lifer serves as the prison chaplain of Castle Waterdeep Dungeon, apparently as a priest of the chaotic deity Tymora (from the Forgotten Realms mythology). His title of lifer implies that he is serving a life sentence there. He is the creator of the Iron Ball of Liberation. =_=_ Prison guard The Prison guard is a non-unique but non-randomly-generated monster added in the Convict patch. Prison guards are generated only in the quest, as a challenge to the Convict seeking the Iron Ball of Liberation. When a prison guard confronts the player, it will demand a bribe ("The prison guard demands < bribe amount > to avoid re-arrest"). The expected bribe is the player's experience level * 500 zorkmids. Like the Minetown watch and vault guards, prison guards are coded as mercenaries and outfitted as such. The prison guard's target AC is -2, the same as for a Yendorian lieutenant. Like watch captains, prison guards have a 50% chance of being generated with a silver saber instead of a long sword. =_=_ Miner The miner is a monster added in the Convict patch. Miners are tunneling monsters that need an item of the pick-axe class to work. They are never randomly generated, and only appear in the Convict quest. =_=_ Murderer (role) The Murderer is a role specific to Slash'EM Extended, which has been added in version v123. They are a harder-than-hard role, and can be any race or alignment. Gameplay for them is similar to the Convict but much harder. Murderers start the game with cursed or negatively enchanted equipment and some (mainly harmful) intrinsics (see below). They also start out punished. The murderer's starting pet is a sewer rat which can grow up into a rodent of unusual size. However, they begin the game on the verge of being hungry, and unlike Convicts, their metabolism isn't slowed yet they still start with negative alignment and luck so an early prayer will not work. The Murderer quest sees you fighting the Upper Bull for the Pitch Blade. It is also notorious for its extreme difficulty, basically forcing the player to postpone it until a complete ascension kit has been acquired. For the murderer role, the early game will be harder than hard due to the numerous bad items. Getting rid of them will be necessary if the player wants to stand a chance; in particular, the starting sniper rifle is two-handed and will prevent the player from using their hands. This also means the player cannot wield the heavy iron ball right away; it will probably be necessary to kick a lot until the rifle can be uncursed or otherwise removed. Nymphs or other item-stealers will be very helpful provided they don't steal the player's starting wands/potions/scrolls and use them against the player. Later in the game, when most of the bad items have been removed, the Murderer needs to turn up a good weapon to kill monsters with. Flail-class weapons (especially iron balls/chains) at legendary skill level may be the best melee option, and if the player can cancel their starting stack of knives to turn them into uncursed +0 ones, they may become a useful ranged weapon that can be advanced to expert. The Murderer quest nemesis is fairly easy to beat if the player has free action; without it, the nemesis will often use paralysis melee attacks. However, there are many big special rooms on the quest which may be filled with nasty opponents, potentially making it very hard to get anywhere. The nemesis surrounds himself with tons of monsters too. =_=_ Category:Noble patch =_=_ Parrot (Pirate patch) The parrot is a monster added in the Pirate patch, as a possible starting pet (along with the monkey from vanilla) for the Pirate role. This parrot is significantly different from the parrots that can be found in SLASH'EM, which belong to the monster class (with footrices, chickens, and cockatoos) and are flightless. The Pirate's parrot can fly and belongs to the monster class, along with bats, though like the raven it is considered a bird. In fact, its attributes are almost identical to those of the raven, except that it has a slightly weaker bite attack and no blinding attack, and is herbivorous. The presence of two "parrots" with significantly different characteristics poses a challenge for variants that include both the SLASH'EM parrot and the Pirate patch. Slash'EM Extended and SlashTHEM, which add the Pirate patch (along with other patches and original content) to SLASH'EM, avoid confusion by renaming the Pirate parrot an airborne parrot. =_=_ Airborne parrot =_=_ Korsair quest The Korsair quest sees you traveling from Blackbeard's ship Queen Anne's Revenge to the Grotto of Souls to retrieve the Pearl of Wisdom from Spearathan. For more information on the quest branch in general, see the quest article. The two-way magic portal back to the Dungeons of Doom is located at a random point amongst the houses of the pirate settlement on the left hand side of the map. Blackbeard is hiding in the kaves at the kenter of the island. There are six of your pirate brethren in the pirate town and two more in the kentral kaves. The downstair is located in the kenter of the fort at on the right-hand side of the map. The ocean kontains four giant eels and a kraken. There is a potion shop, two weapon shops, and a tool shop on the south side of the ship, along with a brothel kontaining one succubus and one incubus. There are also seven heavy iron balls scattered throughout the level, representing used kannonballs. The upstair is located on the far left edge of the map, while the downstair is located somewhere in the kaves on the right hand side. There are six sharks, four giant eels, and a kraken in the water surrounding the island, as well as 15 random items and nine scimitars. The wrecked ship in the kenter of the map kontains the hidden passage konnecting the kaverns with the shore of the island. Despite Kaptain Ketch being prominently mentioned in the quest text, he does not appear here, unlike in the Pirate quest. In his place is a gyarados named red jinde fish. This is a dark kavern level, with seven traps, seven random items, four giant eels, a kraken, and sixteen other random monsters. Spearathan is located at the kenter of the map, on a pile of loot kontaining the Pearl of Wisdom, many piles of gold and gems, five scimitars, six random weapons, six random tools, and five khests. Each khest kontains two piles of gold and four random gems. In addition to the passages shown on the map above, there is a network of random passages winding through the rock. The kaldera is guarded by 39 random monsters. =_=_ User:Chris/dNetHack/dNethack Roles/Noble/Noble quest =_=_ Category:YANI This category contains pages that list YANIs. If you have a user page containing YANIs, make sure to add < code > < nowiki > Category:YANI < /nowiki > < /code > to the bottom of the page. =_=_ User:Jubilex/YANI =_=_ Convict (player monster) No convicts are normally found outside the Astral Plane, where they may appear among the hostile player monsters generated there < ref > < /ref > . Reading a cursed scroll of genocide as a Convict while confused will summon a number of convict monsters, although they won't have their usual equipment. Using undead turning on the corpse or stone to flesh on the statue of a dead convict left on a bones level will revive the corpse or statue as a player monster. Convict corpses will also be found in the Valley of the Dead, and a statue of a convict may appear on Medusa's Island. A convict on the Astral Plane will carry either a long sword (50%) or a randomly chosen melee weapon (50%). The weapon's enchantment will be random between +4 and +8, and it will be either erodeproof or greased (but not both) with 33.3% probability each. There is a 50% chance that the weapon will be made into an artifact of the same type, if possible. Like other player monsters on the Astral Plane, convicts will also be equipped with 1d3 random offensive items, 1d3 random defensive items and 1d3 random miscellaneous items, as well as a randomly generated ascension kit containing dragon scale mail and various other pieces of armor (as well as a cheap plastic imitation of the Amulet of Yendor, some gold and other items). In dNetHack, the convict's preferred weapon is a flail (75%), versus a long sword (12.5%) or other weapon (12.5%). In Slash'EM Extended, it is always a heavy iron ball. =_=_ Template:Comment =_=_ Weeping archangel =_=_ Glowing dragon scale mail Glowing dragon scale mail is one of two new dragon scale mails added in UnNetHack. By default, glowing dragon scales and glowing dragon scale mail function as light sources . Prior to version 5.0.0, the glowing dragon's scales conferred petrification resistance. As of version 5.0.0, however, the breath types and resistances of all dragons (except the chromatic dragon) are randomized, so the resistance conferred by glowing dragon scales depends on the breath type assigned to the glowing dragon. Note that in UnNetHack, dragon scale mail is considered a magical item, so it cannot be wished for, according to the rules for wishing in UnNetHack. Dragon scales, however, are acceptable. A note in the source code explains that this is because magic (a scroll of enchant armor) is required to produce the mail, but the scales are produced "naturally". Also, it is possible to wish for the scales that produce a specific resistance only if the appearance of that type is known, but it is possible to wish for scales from any dragon regardless of whether its resistance is known. Because "glowing dragon" is an appearance, glowing dragon scales can be wished for without knowing what resistance they give. =_=_ Glowing dragon scales =_=_ Chromatic dragon scale mail Chromatic dragon scale mail is one of two new dragon scale mails added in UnNetHack. The scales are dropped by generic chromatic dragons. Tiamat (the Caveman quest nemesis, and a unique chromatic dragon) also drops chromatic dragon scales. Chromatic dragon scale armor confers the extrinsic resistances of almost all dragon scale armors: fire, cold, sleep, disintegration, shock, poison, acid, stone, and even the reflection conferred by silver dragon scale mail. It does not confer magic resistance in versions prior to 5.2.0. In spite of this limitation, chromatic dragon scale armor is a valuable find, even for a player who has already acquired all intrinsic resistances. It provides reflection and two resistances that cannot be obtained intrinsically, petrification and acid. Having these extrinsics supplied by a single piece of equipment frees up other slots, such as the off-hand (shield of reflection), neck (amulet of reflection), and cloak (alchemy smock), for other items. Balancing chromatic dragon scale's utility is its scarcity. Neither the scales nor the armor can be wished for, so they can only be obtained from chromatic dragons, which are only generated in the new Dragon Caves branch off Gehennom. Even then those dragons are not guaranteed to leave scales, so no player is guaranteed to get this armor in any game. Before commit r1580 it was possible to bypass the prohibition on wishing for chromatic dragon scale armor by wishing for one or more chromatic dragon eggs, which would hatch into full-grown chromatic dragons. Since this version, however, chromatic dragon eggs have also been made non-wishable. Wishing for a statue (or figurine) of a chromatic dragon, however, is allowed. (Note, as of 5.2.0, these items are also non-wishable) dNetHack adds "Chromatic Dragon Scales" as an unaligned artifact armor, with base item black dragon scales. It grants resistance to fire, cold, shock, disintegration, poison, drain, sickness, acid and stoning. It does not give reflection or magic resistance. It is also 50% heavier than standard scales, 225 vs 150. It can be made into a shield or mail as usual. It doesn't give the extra bonuses associated with DSM in dNetHack. =_=_ Chromatic dragon scales =_=_ Skeletal pirate =_=_ Damned pirate =_=_ Githyanki pirate =_=_ Old Gypsy woman The old Gypsy woman is a monster added in the Noble patch, implemented in dNetHack, Slash'EM Extended, and SlashTHEM. She is the quest leader for the default Noble quest & mdash;the quest which human, vampiric and incantifier Nobles receive in dNetHack, and all Nobles receive in Slash'EM Extended and SlashTHEM. She is unusual among quest leaders in that, while the quest text seems to imply that she is an ally and possibly a past mentor to the player, like other quest leaders, she does not belong to the same "role" as the player & mdash;that is to say, she is not a Noble herself. She is not generated on the throne in the home level, as that belongs to you, and she considers it a cruel joke to be offered the quest artifact, the symbol of your authority. ("How cruel you are to taunt an old woman. My curse, the curse of all my kin, prevents me from ever finding a home of my own.") Although the old Gypsy woman is incorporated into Slash'EM Extended and SlashTHEM as the Noble quest leader, she does not provide fortune-telling services like a SLASH'EM gypsy & mdash;though her messages do incorporate the use of Tarot cards. =_=_ Servant A servant is a monster added in the Noble patch, implemented in dNetHack, Slash'EM Extended, and SlashTHEM. Servants are the quest guardians for the default Noble quest & mdash;the quest which human, vampiric and incantifier Nobles receive in dNetHack, and all Nobles receive in Slash'EM Extended and SlashTHEM. Six peaceful servants will be generated inside the keep on the home level. They will fight the hostile soldiers and peasants on the level if they come in contact. =_=_ Peasant A peasant is a monster added in dNetHack, Slash'EM Extended, and SlashTHEM. Peasants are not randomly generated; they only appear on certain quests. Peasants are the quest guardians of the Binder quest in dNetHack, although unusually they are not located on the home level with the quest leader, but on the locate level. Peasants also appear on certain levels of the Noble quest, both as peaceful and hostile creatures. They are relatively slow and weak, and the hostile (rebellious) ones in the Noble quest pose little threat to the player, except possibly in combination with each other and with the other hostile s that appear on the quest. In dNetHack peasants are generated armed with one of the following items: sickle, scythe, knife, club, axe, or voulge & mdash;crude weapons, mostly improvised from farming and household tools, and of little use to a well-equipped Noble. =_=_ Rebel leader The peasant revolt at the heart of the default Noble quest, implemented in dNetHack, Slash'EM Extended, and SlashTHEM, is led by the Rebel Ringleader and three other unique monsters: the adventuring wizard, the militant cleric, and the half-elf ranger. The Rebel Ringleader is the true quest nemesis, as it is she who carries the quest artifact (the Mantle of Heaven or Vestment of Hell) and the Bell of Opening, and it is her death that produces the "nemesis death" message. Be warned, however, that the other unique monsters will teleport to and pick up the Bell and the Quest artifact if given the chance. She is well-armed with a silver saber, gray dragon scale mail, small shield, and high boots. The saber may be especially dangerous to a vampiric Noble. The adventuring wizard has a quarterstaff, leather armor, a robe, and low boots. His spells of choice are Sleep, Magic Missile, and Summon Sphere. The militant cleric has a mace, plate mail, a large shield, and iron shoes. He is able to heal himself or allies, and use the clerical attack spell fire pillar. The half-elf ranger has two elven short swords, an elven bow, a quiver of blessed silver arrows and mostly elven armor & mdash;elven mithril coat, elven leather helm, elven cloak, and high boots. =_=_ Rebel Ringleader =_=_ Adventuring wizard =_=_ Militant cleric =_=_ Half-elf ranger =_=_ The Mantle of Heaven The Mantle of Heaven is one of the quest artifacts for the Noble role, implemented in dNetHack, Slash'EM Extended, and SlashTHEM. In dNetHack it is the quest artifact specifically for human and incantifier Nobles. Vampiric Nobles share the same quest design but seek the Vestment of Hell as their goal instead. In dNetHack the Mantle is an artifact ornamental cope which grants cold resistance when carried, and shock resistance and half spell damage when worn, in addition to whatever benefit is provided by the cloak with the "ornamental cope" randomized appearance in the game: displacement, invisibility, magic resistance, protection. Also, its armor class is double that of its base item. Wearing the Mantle also allows the Noble to #sit in the special throne in the ancestral keep for a number of perks, including a free wish, a genocide, some random pets and an identification. As the Mantle has a randomized cloak as its base item, its usefulness may vary between games. While there are no cloaks with randomized appearances in dNetHack that are a liability to their wearer, some cloak types may be especially useful combined with the other extrinsics of the Mantle. If its base item is a cloak of protection, then the Mantle adds a formidable base of six points to your AC plus enchantment and maximum magic cancellation, eliminating the need for Victorian underwear. Other base cloaks offer only two points of base AC and MC2, but displacement, invisibility, or magic resistance may still be desirable extrinsics in addition to the default cold and shock resistance, and half spell damage. The Rod of Lordly Might (scepter/first sacrifice gift), the Mantle of Heaven (robe/quest artifact), and the Crown of the Saint King (coronet/crowning gift) complete the Human or Incantifier Noble's regalia. =_=_ Mantle of Heaven =_=_ The Vestment of Hell The Vestment of Hell is one of the quest artifacts for the Noble role, implemented in dNetHack, Slash'EM Extended, and SlashTHEM. In dNetHack it is the quest artifact specifically for vampiric Nobles. Human and incantifier Nobles share the same quest design but seek the Mantle of Heaven as their goal instead. In dNetHack the Vestment is an artifact opera cloak which grants fire resistance when carried, and acid resistance and half physical damage when worn, in addition to whatever benefit is provided by the cloak with the "opera cloak" randomized appearance in the game: displacement, invisibility, magic resistance, protection. Also, its armor class is double that of its base item. Wearing the Vestment also allows the Noble to #sit in the special throne in the ancestral keep for a number of perks, including a free wish, a genocide, some random pets and an identification. In vanilla NetHack, the "opera cloak" random appearance has a magenta tile (). The Noble patch changes the color of this tile to black (). As the Vestment has a randomized cloak as its base item, its usefulness may vary between games. While there are no cloaks with randomized appearances in dNetHack that are a liability to their wearer, some cloak types may be especially useful combined with the other extrinsics of the Vestment. If its base item is a cloak of protection, then the Vestment adds a formidable six points to your AC, not counting enchantment, plus maximum magic cancellation, eliminating the need for Victorian underwear. Other base cloaks offer only two points of default AC and MC2, but displacement, invisibility, or magic resistance may still be desirable extrinsics in addition to the default fire and acid resistance, and half physical damage. The Vestment's acid resistance by itself is quite nice, as there are few other items that confer it & mdash;notably the alchemy smock, which the Vestment can easily replace. (In this respect the Vestment may have an advantage over its non-vampiric counterpart, the Mantle of Heaven.) The Vestment can also replace the much heavier dNetHack-specific Leo nemaeus hide as a source of the half physical damage intrinsic. The Rod of Lordly Might (scepter/first sacrifice gift), the Vestment of Hell (robe/quest artifact), and the Helm of the Dark Lord (coronet/crowning gift) complete the Vampiric Noble's regalia. =_=_ Vestment of Hell You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Activistor quest The Activistor quest sees you traveling from the Activist Home to retrieve the Activist Stick from Imelda's Ghost. For more information on the quest branch in general, see the quest article. You arrive in the portal in the upper left corner. Activist Speaker is at the point marked @, with spellbooks of charm monster and teleport away. His room is a shrine with a chaotic altar. In addition, there are six attendantss, a hostile giant mimic, and 1-6 other hostile random monsters, randomly placed. Finally, there are four random webs. The entire level has undiggable walls and floors, but teleportation is allowed. This level contains twenty hostile topmodels named Tonilia, Claire, Maricia, Sontaire, Trycja, Svantje, Jynnifyr, Betti, Jora, Verene, Lamy, Yasni, Krista, Noko, Fridrika, Great Jaguar Claw, Irya, Madeleine, Anita, and Nina and twelve other random monsters. There is a living room (human hall) and a golem hall in the indicated areas. The lower left room marked "supplies" contains an assortment of prison junk (iron chains and heavy iron balls) as well as an iron golem. The entire level has undiggable walls and floors and is no-teleport. These are cavernous level containing 22 random monsters, a pick-axe, a brass lantern, 4 miner corpses, a random tool, six pits, four falling rock traps, and two webs. The floor is undiggable, but teleportation is allowed. Imelda's Ghost is randomly placed at one of the three regions marked with the Activist Stick. The and on the right side indicate two golem halls and a living room. The level also contains 22 hostile topmodels named Kersey, Lissie, Celina, Rungud, Viktorija, Hannya, Natalyana, Mirri, Katia, Eleanor, Melissa, Esruth, Jasajeen, Everella, Kirja, Inge, Manola, Nicoletta, Nellina, Natascha, Xeni, and Mariya, six other random monsters, and fire traps. The walls surrounding the left side are undiggable; teleportation is allowed. =_=_ Lolth Lolth was the quest leader for the defunct Drow quest in SLASH'EM, in which she also replaced Erevan Ilesere as the chaotic deity for the Elf pantheon. =_=_ Wandering pirate Wandering pirates are monsters that appear in dNetHack and the Pirate patch. When carrying the Pirate quest artifact, the Treasury of Proteus, wandering pirates will occasionally appear and fight the player for the Treasury. These monsters are otherwise not randomly generated in the game, although skeletal pirates will randomly appear in the Pirate quest, and several skeletal pirates and damned pirates are guaranteed to appear on certain levels of the quest. Wandering pirate generation uses a mechanism separate from ordinary monster generation. While the player has the Treasury in open inventory, there will be a 20% chance that whenever a new monster is randomly generated, it will be replaced with one or more wandering pirates. Wandering pirates will always be of a type appropriate for the theme of that part of the dungeon: damned pirates in Gehennom, githyanki pirates in the end game, skeletal pirates elsewhere. The difficulty, attack strength, and armor quality of the type of wandering pirate the player encounters increase with the stage of the game where they appear, but otherwise they are significantly weaker than the monsters that could have been generated otherwise, especially because of their lack of special abilities or attacks. Although they all implicitly want the Treasury, none of the three types is designated as covetous, so they can't teleport to the Pirate carrying the artifact, and none of the monsters have a thieving attack. They will also fight with other monsters and one another. By preventing more difficult monsters from being generated, this effect of carrying the Treasury may actually be more helpful than harmful to the player. Also, in dNetHack they provide a way to acquire more bullets for the Pirate's starting flintlock, as anything firearms-related is otherwise incredibly rare in this variant. Skeletal pirates first appear during the Pirate quest. In addition to making up about 55% of all hostile monsters randomly generated in the quest, several are guaranteed to appear on each level of the quest. They will continue to appear as wandering pirates after the player leaves the quest. Skeletal pirates are generated with a rusty cutlass (scimitar) or knife and a rotted leather jacket or pair of high boots. In dNetHack they also get some rusty bullets and either a rusty flintlock or another knife. Damned pirates appear as wandering pirates while the player is traveling through Gehennom with the Treasury. In addition, a few are guaranteed to appear on the lower levels of the quest. Damned pirates are generated with a cursed cutlass and a rotted and cursed leather armor. In dNetHack they also get some bullets and a cursed flintlock. Githyanki are humanoids from Dungeons & Dragons. Bred from human slaves by the illithids (mind flayers), they later revolted and established their own society on the Astral Plane. =_=_ Pirate (player monster) A pirate is a player monster added in the Pirate patch, corresponding to the Pirate role. Like other player monsters in vanilla NetHack, pirates are never randomly generated and are thus rarely seen. No pirates are normally found outside the Astral Plane, where they may appear among the hostile player monsters generated there. < ref > < /ref > Reading a cursed scroll of genocide as a Pirate while confused will summon a number of pirate monsters, although they won't have their usual equipment. Using undead turning on the corpse or stone to flesh on the statue of a dead pirate left on a bones level will revive the corpse or statue as a player monster. Pirate corpses will also be found in the Valley of the Dead, and a statue of a pirate may appear on Medusa's Island. A pirate on the Astral Plane will carry either a long sword (50%) or a randomly chosen melee weapon (50%). The weapon's enchantment will be random between +4 and +8, and it will be either erodeproof or greased (but not both) with 33.3% probability each. There is a 50% chance that the weapon will be made into an artifact of the same type, if possible. Like other player monsters on the Astral Plane, pirates will also be equipped with 1d3 random offensive items, 1d3 random defensive items and 1d3 random miscellaneous items, as well as a randomly generated ascension kit containing dragon scale mail and various other pieces of armor (as well as a cheap plastic imitation of the Amulet of Yendor, some gold and other items). =_=_ User:Jubilex/YANI/Vlad alternatives When entering this level, there will probably be some flavor text about how you can see the walls of Dis towering above you, and above that, you can see the iron tower rising into the gloom above. The stairs will be on the left side of the map, in the maze. Demon gating is twice as powerful here (This comes from how the demonic police force is active here, and will want to keep the peace i.e. killing the troublemakers (you)) There are also a few puns, from the DISenchanters and DISlocators (Quantum Mechanic) The imps will Dis you. One of the stairs up is a mimic. In the outer ring, there are some monsters with attack wands and breath weapons. Pack reflection! Instead of being placed in solid rock, the iron tower is placed in air Tartarus is a series of Gnomish mines filler levels, possibly with lava streams going through them. There would be some titans and other monsters which were banished to it. The Candelabrum would probably be placed randomly on the last level, along with some kind of primordial monster from greek mithology, possibly one of the Hekatonkheires (100 armed giants. I'm thinking about giving him a nasty boulder throwing attack, as well as a supply of boulders to go with it.) =_=_ File:RacialTiles.png =_=_ File:Master Shifter.png =_=_ File:Thorin.png =_=_ File:Lolth.png =_=_ File:Bilbo Baggins.png =_=_ File:High Lycanthrope.png =_=_ File:Transmuter.png =_=_ File:Smaug.png =_=_ File:Lareth.png =_=_ File:Sir Lorimar.png =_=_ File:Shifter.png =_=_ File:Dwarf warrior.png =_=_ File:Fiend.png =_=_ File:Farmer Maggot.png =_=_ File:Gollum.png =_=_ High Lycanthrope =_=_ Sir Lorimar =_=_ Master Shifter =_=_ Transmuter =_=_ Wandering Pirate =_=_ Drow Noble Quest The Drow Noble quest sees you returning to your house fortress to exterminate a colony of mind flayers and retrieve the Web of the Chosen. For more information on the quest branch in general, see the quest article. The Quest leader is located on the throne to the south. Both the portal and the downstair are located on the left-hand side of the map. The throne on this level is special, as it belongs to those chosen by Lolth. Sitting on it while wearing your quest artifact brings up a menu allowing you to chose a variety of special effects. Each effect may only be used once. They are: There are many worms and fungi scattered around this level, as well as Umber Hulks. The downstair is located randomly. As with the throne on the Home level, the throne here will allow you to use its powers on demand after you recover your quest artifact. This level contains some random monsters. The upstair in the outer ring, the downstair is located somewhere in the center. The quest nemesis, the Elder Brain, hovers over a pool of water in the center of this level. Beware, for the brain casts two spells per turn and has a brain-sucking attack with a two-square reach. Once the brain is dead, you will need some way to get the bell of opening out of the pool. In addition to the brain, there are 16 mind flayers and 2 master mind flayers scattered about the level, as well as Umber Hulks and grimlocks. A'gone, the current owner of the Quest artifact, is locked up in one cells on the edge of the level, her mind having been destroyed by the 'flayers. You will need Force bolt or a wand of striking to break the iron bars of the cells, so that you can slay her and claim the artifact for your own. T I M E . . . =_=_ Monster carrying capacity where cwt is the monster's weight, if cwt is not 0. The weight of a human is 1450 for this calculation. If the monster is strong and weighs less than a human, then the monster's carrying capacity is set to 1000. where msize is 0 for tiny, 1 for small, 2 for medium, 3 for large, 4 for huge, and 7 for gigantic. Humans have medium (2) size. Note that despite the source code comment mentioning corpseless monsters, the formula based on monster size is only used for monsters with a cwt of 0. Thus, a corpseless lich, with medium (2) size and 1200 weight, has a carrying capacity of 413, not 500. A wraith, with medium size and 0 weight, has a carrying capacity of 500. In effect, the carrying capacity of a non-zero-weight monster is < math > \frac{\text{cwt}}{2.9} < /math > if a monster is not strong, and < math > \frac{\text{max}(\text{cwt}, 1450)}{1.45} < /math > if a monster is strong. =_=_ Normal mechanism =_=_ Failed Existence The Failed Existence is a role specific to Slash'EM Extended, which has been added in version v123. They are a harder-than-hard role, and can be any race or alignment. Playing it makes the Convict seem like a walk in the park. The difficulty may be comparable to the Bleeder or even worse. Failed existences start the game with cursed or negatively enchanted equipment, the attire charm technique and some (mainly harmful) intrinsics (see below). The starting footwear enables the use of their attire charm technique but also randomly damages them, and some of their intrinsics are very hard to get rid of. The failed existence's starting pet is a dark/redguard/thieving girl. However, their conduct means they must not eat while satiated and not eat meat, or else they are subjected to various harmful effects. See the strategy section for details. The Failed Existence quest sees you fighting Irina for the Unobtainable Beauties. It is also notorious for its extreme difficulty, basically forcing the player to postpone it until a complete ascension kit has been acquired. Due to the large amount of crippling quirks combined with the cursed starting equipment, failed existences have a borderline unplayable early game. The knife should be removed ASAP, probably with the help of one of Slash'EM Extended's many item-stealing monsters. Removing the aggravate monster intrinsic is more difficult; usually doing so involves gremlins or other intrinsic-stealing monsters. The random bad effects and vulnerability can only be cured by applying a (preferably noncursed) switcher; those are so rare that they usually need to be wished for. Beware, the luck stat won't go higher than zero, so don't use a wish if anything reduced your luck lately (even if it was just by one point), unless you're absolutely sure (enlightenment) that your luck isn't negative! Also, the starting footwear, while giving 20 points of AC, maximum magic cancellation and the ability to use the attire charm technique, will randomly hurt the player while worn. One of the possible effects is a reduction of maximum HP while another one is intelligence drain a la mind flayer, complete with amnesia effects, so it's probably better to get them removed ASAP. Putting them back on after removing the curse will cause them to autocurse, so beware! Due to the difficulty of fighting and spellcasting, the failed existence will probably need to resort to kicking a lot, so early kicking boots will be very useful. It may be worthwile to pick the Navi race for the bonus to kicking damage while wearing wedged sandals (which also allow the player to use attire charm), but that still requires the starting footwear to be removed. Even the Curser race might be useful for its starting blessing technique, though it means that 80% of all items are automatically generated cursed. The Quest is a difficult place with lots of obstacles, and if the player makes it to the quest nemesis, they need to contend with the various item-stealing and spellcasting attacks of the nemesis. Irina is also resistant to many types of damage, making the fight much harder. =_=_ User:Bluescreenofdeath/Murderer =_=_ Eyeless In general, eyeless monsters are protected (or prevented, depending on perspective) from things that affect through the eyes; particularly, many sources of blindness. They have no apparent trouble finding and subsequently killing you; however, whatever sense they move by does not carry over to polymorphed players, who are simply made permanently blind. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Dungeon fern sprout =_=_ Dungeon fern spore =_=_ Punish =_=_ This tastes like castor oil. =_=_ You are being punished for your misbehavior! =_=_ User talk:Foocubus You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. Hey guys! Im a new nethack player yet ive had silly deaths happen. One run I was doing decently as a male chaotic wizard ... not sure of race... but I was doing well... untill I fell into a pit, and went down to a pretty dangerous looking floor. I was getting some time with a [succubus] and was being attacked by tough monsters and died. I found it funny because A. I was naked in a floor out of my leauge. B. First encounter with Prior stated M rated monster, and C. I was having a good run and was a bit overleveled, and the game decided to be such a jerk to me, I wasnt mad, I was laughing my ass off! Humor in your own expence... beautiful. Tell your own experiences and remember to sign your name! =_=_ Category:UnNetHack monsters =_=_ Forum:YAFAP! I finaly did it! I finally ascended yesterday as a dwarven Valkyrie! I want to thank the wiki for giving me useful stuff, especially around how to solve sokoban levels and the planes. I will be posting all of the stats and stuff on my user page. No. I am trying to ascend a priest (Lovecraft the Posideon-worshiping cultist). They keep dying. The farthest I got is the quest. =_=_ Acid Mage quest The Acid Mage quest ses you fighting the Lightningrod for Slow Blade. For more information on the quest branch in general, see the quest article. The magic portal is at the marked point. Acidsnort is at the point marked , where there is also a chest and a chaotic altar, surrounded by eight attendants. There is a pit at each entrance to the circle. The level also contains 16 random monsters and two random traps. The stairs are at the marked positions. The marked traps are a pit, a spiked pit, a squeaky board, and a magic trap; the level also has 23 random monsters, two random traps, and fifteen random items. The entire level has undiggable walls and floor. Teleportation is permitted. Note that due to the lack of actual walls, magic mapping the level will only show you the location of the down stairs. X.. + X.. The Lightningrod, with the Bell of Opening and Slow Blade, occupies the throne, where there is also a chest; surrounding him are eight shocking spheres and eight other random monsters, marked with . There are also six arch-titans embedded in the walls, from where they can freely cast spells and summon monsters while protected from the player. The points in the corner rooms marked with each indicate a random monster. Each of the shocking spheres in the Lightningrod's room is standing on a random object; there are five further random objects located randomly around the level, as well as six traps. =_=_ Small piece of unrefined mithril The small piece of unrefined mithril is a new gem-like object added in UnNetHack. When unidentified, it appears as a silvery metal stone. Its main significance to the player is its great value, more than twice that of the most valuable gem, the dilithium crystal. It is coded as a stone, however, instead of a gem. Unrefined mineral is not part of the ordinary gem generation. It is only guaranteed to appear in the Ruins of Moria, where 2d8 pieces will be found buried on the first level & mdash;perhaps a dwarvish stash, or ore that the dwarves did not reach. Although it represents the rare and valuable mithril that makes up elven and dwarvish mithril-coats, unrefined mithril is technically made of mineral. It cannot be eaten or damaged by burning, rust or corrosion, so this makes little difference to the player. =_=_ Orc (monster attribute) All orcs, including player orcs, are allowed to multishoot when shooting orcish arrows from an orcish bow. Orcs also do not get penalized for eating tripe rations or committing cannibalism. As of 3.6.0, if the Orcish Town variant of Minetown is generated in a game, named orcs will be generated carrying loot that would normally appear in Minetown, such as keys, candles, depleted wands and even a long sword or silver saber. =_=_ Orc =_=_ Talk:Orc =_=_ Forum:Fighter patch As you may know, I've been working on translating the quest data from the JNetHack exclusive Fighter patch from Japanese. What I've done so far is here: Would anyone with knowledge of Japanese be willing to help me with this project? --Kahran042 (talk) 16:56, 9 July 2015 (UTC) =_=_ Electric Mage quest The Electric Mage quest sees you fighting Elvis Presley for The Thunder Whistle. For more information on the quest branch in general, see the quest article. The two-way magic portal back to the Dungeons of Doom is at the marked point at the top right. Guitar Hero occupies the throne; there are four shockers in the same room, and two more each in the hidden alcoves (the upper of which contains a chest, the lower the downstair). One random ; is in the upper part of the river, and two in the lower; there are eleven shoggoths on the right bank of the river, in front of the crossing with the marked spiked pit. This is a dark open level, with a shoggoth, two random P, and a random b; eight random objects; and four random traps. There are two random P on the island, four random P and two random b in the large room of the main building, four random p and two random b just behind the secret entrance to the caves, and another random b on the downstair; there are a further two shoggoths, two random P, and four random b placed randomly around the level. In addition to the four marked spiked pits, there are four other random traps on the level. The two hidden side rooms above and below the entrance hall of the main building contain seven and five random objects respectively; there are a further three random objects in the back cavern near the downstair. These are cavern levels, with a shoggoth, seven random P, and four random b; eleven random objects; and four random traps. Elvis Presley, with the Bell of Opening and the Thunder Whistle, is at the marked cross-aligned altar. Randomly placed on the level are two shoggoths, sixteen random P, and eleven random b; fourteen random objects; and six random traps. The walls of the Lair are undiggable; teleportation is permitted. =_=_ User:Kahran042/YANI/DQ Slime quest The DQ Slime quest sees you fighting the legendary hero for The Slime Crown. For more information on the quest branch in general, see the quest article. The magic portal is at the marked point. The Slime Emperor is at the point marked , where there is also a chest and a coaligned altar , surrounded by eight globules (). The circle is under siege by six humans and four dwarves, and there is a hostile adventuring party to the right, composed of a knight named Mauro, a barbarian named Dragor, a priest named Erohe, and a wizard named Anestus; all of their names are anagrams of Gundam protagonists. There is a pit at each entrance to the circle, and there are also two random traps on the level. This is an arboreal level, with four humans, a dwarf, a High-elf, a random @; seven random objects; and four random traps. The village's gate is guarded by two watchmen and a watch captain. The village itself contains twelve humans, two dogs, a housecat, and a cow, as well as a weapon shop, an armor shop, a general store, and a cross-aligned temple. The shaded area containing the down stairs is dark. The legendary hero, with the Bell of Opening and the Slime Crown, occupies the throne, where there is also a chest; he is accompanied by a wizard, priest, rogue, High-elf, and dwarf. the Slime Crown, and will surely keep it on his person, until he gets a better piece of headgear and sells it. =_=_ Zyborg quest The Zyborg quest sees you fighting Master Brain for The Verbal Blade. For more information on the quest branch in general, see the quest article. The above core of the level is surrounded by empty ground. The two-way magic portal back to the Dungeons of Doom is at the marked point below the castle walls. Mister Mulberry occupies the throne, where there is also a chest; there are six attendants in the throne room, a peaceful attendant in each corner tower, and twelve random . on the north side of the castle. In addition to the two marked sleeping gas traps inside the doors, there are four other random traps within the mapped area. The above core of the level is surrounded by empty swamp. The area around the neutral altar is considered a temple, and has its attendant aligned priest; also in the mapped area are eighteen random . and nine random ∞. In addition to the marked magic traps around the Isle's borders, there are seven anti-magic traps. The area also contains fifteen random objects. Master Brain, with the Bell of Opening and the Verbal Blade, is at the point marked . Randomly placed on the level are eighteen random . and nine random ∞. In addition to fifteen random objects that are located at the back of the small cave leading off Master Brain's cavern, there are a further six random objects on the level. The marked traps in the entrance to the lair are spiked pits; there are five further random traps. Area to the right of the spiked pits is dark. The walls are undiggable; teleportation is permitted. =_=_ Devil's snare In UnNetHack, the Devil's Snare (note capitalization) belongs to the monster class, which is now defined as "xorns and harmful vegetation". As in the source (see "Origin"), the Devil's Snare is repelled by bright lights. A flash of light (from an expensive camera or broken wand of light) will paralyze, harm, and possibly even kill the plant ("The Devil's Snare shrivels"). This hatred of light is similar to gremlins. If the plant is holding the player, the flash will force it to release you ("The Devil's Snare falls away from you"). The dNetHack version of the devil's snare is faster than its UnNetHack counterpart and has the added threat of being able to conceal itself. This makes it a sort of living trap that unsuspecting players can step into. The fictional Devil's Snare comes from the Harry Potter series by J. K. Rowling. In the series, the Devil's Snare is a sentient plant that attacks those who touch it, by wrapping its vines around them in an attempt to strangle them. It prefers a damp, dark environment and is repelled by fire or bright light, so those caught in Devil's Snare can use spells that produce light or fire to force the plant to release them. In the book (and adaptations) the Devil's Snare's strangling attack is stimulated by struggling; it is actually possible to escape from the plant simply by relaxing, which causes the plant to release its victim. This feature of the plant does not seem to have been incorporated into any of its NetHack versions. Interestingly, there is a real plant, Datura stramonium, that is sometimes called "Devil's snare". It is also known as "Jimson weed". It lacks the fictional plant's strangling ability, but it is still dangerous to humans because of its toxicity. =_=_ Group With a 2 in 3 chance, they're generated in groups of 2-11; otherwise, a group size of 2-4 is used. The average group size is thus 5. =_=_ User talk:Thegrapesoda You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Talk:Devil's snare You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. Although this category has loads of stuff that can be mentioned, one important thing worth mentioning about Orissa are its historical monuments. There are numerous such remnants which keep alive the culture and history of Orissa and some of these are Rajkanika Palace, Dhenkanal Palace, and Brundaban Palace. The Odisha Samaya provides the latest Oriya news about these historical places. In this post, we will talk about two of the aforementioned palaces and their history and features. This palace has been constructed in 1909 and has been the pride of Orissa ever since. The main objective of building this palace was to create employment opportunities for people living at that time and this objective was successfully fulfilled. The amazing thing about this place was that this was conceptualized and its foundation was laid by a British architect and still it has become a symbol of the history and culture of Orissa. Also, the British expert has constructed the palace keeping in mind all those things that symbolize the Indian traditions and this palace is no different from other such palaces constructed by Indians. This palace also has a museum which often comes up in Orissa news for its rare pictures and antiques collection. This is the only fort-palace in Orissa and it has survived numerous wars and attacks wrought on the state. In fact, the objective of building this palace was to be able to locate the enemies and analyze their movement during periods of unrest. This was built in the latter part of the 19th century and one can look at the entire city from the top of this palace. This palace too has a number of paintings and items such as swords which speak volumes about the time during which it was built. Today, the palace is used as a guest house; however, the essence and soul of the palace has not been lost and it still bears witness to the history of Orissa. Of special note is the royal library which holds a vast array of books from different parts of the world. =_=_ Eating =_=_ LD =_=_ Level difficulty =_=_ Forum:Bag or this is normal? Hello. I am newbite and wanted to ask. Game behaves as intended, or is still room to be filled symbols? And if it's still a bug, how to fix it? If you are a newbie, be warned that, that variant is very difficult. You may want to start with normal NetHack instead.--Quantum Immortal (talk) 05:19, 31 July 2015 (UTC) I am trying to play as a cultist in vanilla NetHack, by making a priest and making him worship Posideon (the closest I could get to the Great Cthulhu). Is it cheating to restart characters again and again in hopes of getting Posideon? Is this like startscumming? =_=_ Kitchen sink =_=_ You have a sense of deja vu. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User:Jubilex/YANI/Faustian Bargans There are a variety of benefits you can get from a Faustian Bargain, ranging from money to other worldly goods (a wish, perhaps?) There are a variety of detriments which come with a Faustian Bargain. The first, obviously is it breaks atheist conduct (when you drop the lit candle on the altar). Then, when you engrave the phrase to summon Mephistopheles, your god will get pissed at you (Anger, -Alignment, -luck). The bargain itself also has drawbacks, ranging from alignment penalty and anger to death in 30,000 turns (no life saving). You can no longer pray (Your god disowns you), if you die you go straight to hell (No score). The only way to get your favor with your god back is to ascend, which will still only give you a half score. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Drow matron =_=_ Module:Coderef =_=_ Module:Coderef/doc This module aims to replace the entirely template-based code powering the overly complex Template:Sourcecode and Template:Refsrc (and their friends, Template:Function and Template:Reffunc). The eventual goal is to make those templates merely invoke this module. =_=_ Ruffled shirt =_=_ Victorian underwear =_=_ Noble (player monster) A nobleman or noblewoman is a player monster added in the Noble role patch, corresponding to the default version of the Noble role (as opposed to the elf, drow, and dwarf versions in dNetHack). No noblemen or noblewomen are normally found outside the Astral Plane, where they may appears among the hostile player monsters generated there. < ref > < /ref > Reading a cursed scroll of genocide as a noble while confused will summon a number of noblemen or noblewomen, although they won't have their usual equipment. Using undead turning on the corpse or stone to flesh on the statue of a dead noble left on a bones level will revive the corpse or statue as a player monster. Nobleman and noblewoman corpses may be found in the Valley of the Dead, and a statue of a noble may appear on Medusa's Island. A nobleman or noblewoman on the Astral Plane will carry a rapier. The weapon's enchantment will be random between +4 and +8, and it will be either erodeproof or greased (but not both) with 33.3% probability each. There is a 50% chance that the weapon will be made into an artifact of the same type, if possible. Like other player monsters on the Astral Plane, nobles will also be equipped with 1d3 random offensive items, 1d3 random defensive items, 1d3 random miscellaneous items, some gold, and a cheap plastic imitation of the Amulet of Yendor. The noble's ascension kit will include chain mail and an opera cloak, as well as other randomly selected pieces of equipment. < ref > < /ref > < ref > Monsters' Equipment Spoiler by Boudewijn Waijers, Topi Linkala and Philip Potter < /ref > =_=_ Nobleman (player monster) =_=_ Noblewoman (player monster) =_=_ Plasteel armor Four pieces of plasteel armor & mdash;helm, body armor, gloves, and boots & mdash;are added in the Jedi patch for SLASH'EM (incorporated into the variants Slash'EM Extended and SlashTHEM and available as an independent patch). These make up the iconic armor of the stormtrooper and, along with a heavy machine gun or submachine gun and ammunition, are part of their automatic starting inventory in the patch. Because articles of plasteel armor are made of plastic, none of them except the body armor impedes spellcasting, and the body armor interferes significantly less than comparable metallic armor. Plasteel is a fictional material from the Star Wars series. It is, as its name suggests, a compound of plastic and steel. More precisely, it is a plastic reinforced with the fictional alloy durasteel. The Imperial Stormtroopers' armor is made of thin plates of plasteel, lightweight but providing adequate protection against physical damage. Plasteel is also the name of a durable steel compound in the Dune universe, as well as a real-life composite of steel and fiberglass used to make automobile chassis. The plasteel helm has a natural armor class of 3, one point more than the best non-magical helm, the dwarvish iron helm. However, the plasteel helm covers the entire head and lacks a visor, which imposes some restrictions on its wearer. To do any of these things you must take off the helmet. A cursed plasteel helm can therefore be a nuisance or even a threat if the wearer has to eat or drink but has no way to uncurse the helm. Plasteel body armor has a natural armor class of 6, equivalent to splint mail, banded mail, bronze plate mail, or the dwarvish mithril coat, but weighs significantly less than any of them & mdash;with the exception of the dwarvish mail, which weighs the same. Being made of plastic, it interferes less with spellcasting than any of these armors, but it does not provide any magic cancellation. Plasteel gloves have a natural armor class of 2, one point more than leather gloves & mdash;and weigh even less than leather gloves. They will not rot, but they can burn. Plasteel boots are equivalent to iron shoes and high boots, with a natural armor class of 2, but weigh significantly less than either (8 units, compared to 25 for iron shoes and 20 for high boots). As a general rule, all types of plasteel armor offer a respectable armor class with a relatively low weight, no interference with spellcasting (except in the case of the body armor, where it is less than most alternatives), and no danger of rust or corrosion (though there is the possibility of fire damage from wands of fire, fire elementals, etc.) However, plasteel armor is not likely to be part of a player's ascension kit wish list, because it is only found on stormtroopers, who are only found on the Jedi quest (except in Slash'EM Extended, where they may be randomly generated), and even if it can be found, there are better options. Jedi will find plenty of plasteel armor from the many stormtroopers they fight during the quest, but not all of it will be useful to them. The body armor will be useless to the Jedi, until late in the game when the penalty for wearing body armor other than a robe can be ignored, and even then the Jedi will probably have found some dragon scale mail, which offers a higher armor class (nine versus six) plus a needed extrinsic like magic resistance or drain resistance. Players other than Jedi who find plasteel armor in a game that includes the Jedi patch (e.g. in Slash'EM Extended) might want to hold onto the body armor if they do not yet have crystal plate mail, a mithril-coat, or dragon scale mail, but only if no better options are available. As for the other pieces, the helmet, boots, and gloves might be useful to Jedi as an improvement on a dwarvish iron helm, iron shoes or high boots, and leather gloves. But they will probably want to trade them off for magical alternatives (e.g. helm of telepathy, boots of speed or water walking, gauntlets of dexterity, etc.) as soon as those become available, unless a few extra points of armor class are desired more than extrinsics. In summary, plasteel armor is a good nonmagical choice for any armor slots you haven't been able to fill with your desired magical items, but it is probably not useful enough to change your ascension kit wish list. =_=_ Plasteel gloves =_=_ Plasteel boots =_=_ Plasteel helmet =_=_ Plasteel helm You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Padawan The padawan is the Jedi quest guardian; four appear in the center room of the quest home level, along with the Jedi Master. (Several Jedi player monsters also appear on the home level and throughout the quest.) The Jedi quest is designed so its quest guardians and peaceful monsters play a more active role than most quest guardians: the NPC Jedi and padawan will help the player somewhat by attacking stormtroopers on sight. Conversely, stormtroopers will attack Jedi and padawan. In the Star Wars canon, padawan are members of the Jedi Order in the second stage of training, after the "younglings" or initiates, and before the Jedi Knights. =_=_ Padawan (player monster) =_=_ Jedi Master The Jedi Master is a monster added in the Jedi patch, included in Slash'EM Extended and SlashTHEM. < ref > Benjamin Schieder's Jedi Patch < /ref > The Jedi Master is the Jedi quest leader. He appears in the center room of the home level, accompanied by four padawan. =_=_ Jedi (player monster) A Jedi is a player monster, corresponding to the Jedi role, added in the Jedi patch and variants of NetHack that include it (Slash'EM Extended and SlashTHEM). Most player monsters are never randomly generated (except in variants which enable random generation of player monsters) and only appear on the Astral Plane (or, in SLASH'EM and variants, the Guild of Disgruntled Adventurers), or if the player reads a cursed scroll of genocide while confused, uses undead turning on the corpse of one (found in the Valley of the Dead or a bones level), or casts stone to flesh on a statue of one found on Medusa's Island. The Jedi role is unusual in that a number of peaceful player monsters are guaranteed to appear on several levels of the quest, where they will join the player in fighting the stormtroopers and Lord Sidious. NPC Jedi (and, on the home level, padawan) will attack stormtroopers and even Lord Sidious on sight. In return, stormtroopers and Lord Sidious will attack Jedi, when they are not attacking you. =_=_ Category:Jedi patch You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Talk:Alignment key =_=_ User:Nht/Junethack15 Set Seed Speedrun Notes These are the notes for my 2nd successful attempt at speedrunning UnNetHack seed 7920473 during Junethack 2015. This is the 'route' that I followed, indicating the level and (x,y) coordinates of points of interest. It provides enough spare markers/wishes/potions/scrolls to allow for mistakes and bad luck. Turn count on ascension was 1015 as told by the dumplog. This turncount can be improved dramatically, both on this seed, and by better seed selection. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Biodiversity patch/Priest quest The Biodiversity patch contains alternate home levels for the Priest quest, depending on the origin of the pantheon the Priest serves (e.g. Mesoamerican for the Archeologist, Celtic for the Knight, etc.) There are alternate home levels for all of the pantheons except the Barbarian (whose pantheon comes from the Conan series by Robert E. Howard), Monk (from Chinese mythology), Rogue (from Fafhrd and the Gray Mouser by Fritz Leiber) and the Samurai (from Shinto). This level includes an opened drawbridge over the river on the right side of the map. There are two dart traps inside the temple and four random traps throughout the level. Because the Caveman pantheon is taken from Babylonian religion, the Caveman pantheon home level represents a ziggurat, a layered structure built for Mesopotamian temple complexes. The temple includes statues of a sirrush (black dragon), a rothe, and two lions. Because the patch does not include lions as monsters, the last two are simply destroyed if stone to flesh is cast on them. The gap at the lower end of the outer wall of the temple contains a boulder beside a pit. There are two dart traps inside the temple, in addition to four random traps throughout the level. This map is also used for the Ranger pantheon, which is drawn from Roman mythology. A comment in the source indicates that this level represents a "pantheon" in a different sense of the word (i.e. a temple with images of multiple & mdash;not necessarily all & mdash;gods, like the Pantheon in Rome). The level map is a modified version of the home level of the Healer quest (the floor plan of the temple, in particular, is the same as that of the Temple of Epidaurus). The river around the temple in the center of the map poses an obstacle for the Priest trying to reach the Arch Priest, but a resourceful player should not have difficulty finding a way across & mdash;levitation, jumping, water walking, a wand of fire or cold, a scroll of earth, etc. The center of the map has eight boulders, which can be used to bridge the water once the Priest gets inside. Note that some of the water tiles on this map are pools and some are moats. Those below the temple are largely moats, with pools around the edges, while those above the temple and on either side are mostly pools. The main difference is that pools can be boiled away with rays or explosions of fire, while moats can't. The map for the Discworld pantheon home level is blank and lacks code for generating monsters & mdash;including the quest leader and quest guardians. A comment in the code indicates that the temple here includes references to each of the nine worlds of Norse mythology. The temple contains statues of the Norn, a lindworm (white dragon) named Nidhogg, Freyr, a storm giant named Thyrm, Nerthus, a dwarf king named Modsognir, Lord Surtur, an ogre named Hel, and a leviathan (blue dragon) named Jormungand. Of these, Freyr and Nerthus do not correspond to creatures in the game; their statues will be destroyed if stone to flesh is cast on them. Instead of the usual twelve human zombies, the temple is being besieged by eleven human mummies and three zombies. There will also be two random and three randomly located scorpions. =_=_ Forum:Wizard's 1st gift blessing and got it along with "An object appears at your feet!". It was a blessed spellbook of sleep. Does the almighty RNG look at inventory / past deeds / lucky escapes / etc. when She/He makes a decision on a gift? I was hoping for Magicbane / decent weapon when I saw the message but no joy. I already had a spellbook of sleep as well. =_=_ The Jedi Master Both nethackwiki.com and NAO lived on e1.alt.org until recently. The wiki has moved to e3.alt.org, and is working much faster than before. NAO (and http://alt.org) are moving to e4.alt.org, a very fast c4.large Amazon EC2 instance in Virginia, USA. This NAO move is happening at 1900 on Tuesday, Aug 11 2015. I (dtype (talk)) am just tracking some of the issues that are popping up and wanted to put up a place to track the todo's. =_=_ Sphinx =_=_ Waterspout gargoyle =_=_ Pooka =_=_ Satyr =_=_ Labyrinth trapper =_=_ Gold bug =_=_ Will o' wisp =_=_ Bannik =_=_ Leshy =_=_ Quark =_=_ Umbral hulk =_=_ Hunger hulk =_=_ Nosferatu =_=_ Blemmye =_=_ Otyugh =_=_ Poltergeist =_=_ Camperstriker Camperstrikers start with heavily cursed equipment, but they can learn melee weapon skills and all spellcasting skills. They have several quirks that make them a harder than hard role; the Convict is a really easy role by comparison. Camperstrikers have a hard early game thanks to their low-quality starting equipment. They should try to get better weapons soon, as well as some spellbooks. A Camperstriker can gain weapon skill for almost all melee weapons; ranged combat will probably have to be done either with spells (magic missile for example, if the book can be found) or daggers/spears. First they should look for a way to uncurse their starting items though. Due to the abundance of nasty traps, the player needs a way of detecting them; the spellbook or wand of entrapping will do so, but may require a wish. Otherwise, the player might have to search several times before taking each step. Also, the spellbook of identify will be very useful to avoid all the cursed items that will be generated. Using the phase door technique to escape from sticky situations is recommended, since it only receives a timeout 1 out of 4 times so the player might use it repeatedly until they land in a safe area. The Camperstriker quest is a difficult quest that may require some preparation and special equipment. Traversing the quest levels will be much easier with a pick-axe, wand of digging, regular axe, a means of (preferably controlled) teleportation, cursed potions of gain level and possibly a way to walk through walls. Also, Arabella is a very dangerous quest nemesis that can cast a lot of spells, and four extra nemesis monsters (bonus bosses which aren't required to kill, but which will constantly try to annoy the player) will appear as well. The Amulet of Kings is the quest artifact amulet that gives drain resistance when worn and can be invoked for creating portals. The Camperstriker role is based on some obscure book about a fictitious roguelike, named & ie=UTF8 & qid=1400574235 & sr=1-1 & keywords=9783842318656 Marc's Abenteuer (written in German; the title means "Marc's Adventure"); quest design, leader and nemesis as well as their speech are heavily influenced by that book. The name "Camperstriker" is a pun on the FPS game "Counter-Strike". Starting equipment, quest level design and the nemeses' special abilities as well as the quest artifact are also based on Castle of the Winds, a roguelike game for Windows 3.1 (but it also runs on Windows XP and other newer operating systems). Upon death, in addition to the usual DYWYPI message, the game displays a fake Blue Screen of Death if a Camperstriker dies. =_=_ Camperstriker quest You arrive in the middle of the village. Marc, your quest leader, waits to the east; there are also some attendants and a hostile hill giant shaman named Hrungnir. Taking out the hill giant quickly is recommended as it will otherwise cast spells and summon monsters. The village also has a fountain, two shops and a temple. Beware the drawbridge; it's recommended to either use a wand of striking or dig through the walls in order to reach the downstairs. The upper filler levels have lots of fountains, but also some random monsters and traps. Every pool square has a small chance of containing a sea monster. Stairs are placed randomly on the level, so the player will probably have to do some digging. Don't fall in the lethe water! There are 10 smart trappers placed somewhere on this level. The empty spaces in the center of this level hold four statues and four statue traps. This level is also no-teleport, and the player is likely to need an axe in order to chop the trees and move around. Polymorphing into a form that can fly over the trees will also work. Those who have a good standing with their god may try praying in order to get teleported to a random empty location, but with that method you'll rarely end up where you want, and you need to be surrounded by trees in order for it to work. Stairs are randomly placed on this level, as well as 120 statues and 120 statue traps. A method of detecting all the traps will be very useful here; alternately, the player may check the identities of statues and only step on those representing weak monsters. There are also 20 random traps and 20 smart trappers placed on this level. The big room to the bottom is an inside room with lots of random terrain, nasty traps and certain dangerous monsters. Also, each of the three towers contains a ton of random @, which will instantly surround the player on arrival. You appear in the top-left tower, and Arabella will be somewhere in the chaotic lower part of the level. Her exact starting location is random, but she will always start on top of the Amulet of Kings quest artifact. Arabella will wait for you to come, so you need to dig, teleport or wallwalk in order to reach her, or find some other method to wake her up. Scattered around the level are lots of random monsters and traps, including heaps of shit that can slow down the player and damage worn boots. There's also Arabella's friends to spawn on some random empty location when the level is loaded: those are Anastasia, Henrietta, Katrin and Jana, all of which would be dangerous quest nemeses all by themselves. They are not covetous but more than capable of posing a challenge with their various special attacks and spells. The quest messages for the Camperstriker are based on Castle of the Winds, a roguelike game, as well as & ie=UTF8 & qid=1400574235 & sr=1-1 & keywords=9783842318656 Marc's Abenteuer, a book written in German language that tells of people playing a fictitious roguelike named SPACE WARS. In this quest, the dialogue shows that your quest leader and nemesis are capable of breaking the fourth wall. Arabella is also noticable because she's the only(?) nemesis who doesn't seem to hate and despise your character. Doing so will cause them to use their scrolls/wands of trap creation. The better thing to do would be killing them quickly and then detecting traps instead of running into them. Each of them is basically a full-blown quest nemesis with lots of special attacks and spellcasting. They are not covetous, but all of them have wallwalking so outrunning them will be difficult. The wand will send the player away, possibly dumping them in the Gehennom; sometimes the game will also panic, segfault or freeze. Coming into contact with Lethe water is never a good idea, except maybe if there's a wand of wishing in there. In this case, the only thing that will probably be found in there is kelp fronds. The priest starts out hostile. Trying to chat to him will just waste a turn, allowing the priest to attack the player. =_=_ Crow Crows are a bird added in dNetHack. They are similar to ravens in their appearance (both appear as ), behavior, and attacks, with some important differences. A player who has bound Malphas gains a +2 bonus to AC and to-hit for every crow on an adjacent tile. The player also has the active power to summon a tame crow. When Malphas is bound into the Pen of the Void, there is a chance that an enemy killed with the Pen will be replaced by a tame crow. The probability is 5% before the quest nemesis has been killed and the Pen restored, and 10% after the quest. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Golem (dNetHack) Some of these golems, along with existing ones, are likely to be found early in the Neutrality Quest branch, around the golem level Sum of All. A living lectern is an animated spellbook on a wooden stand. When destroyed, it drops 2d3 clubs and a random spellbook. One living lectern is guaranteed to appear in a ruined library at the top of the Lost Cities segment of the Neutrality Quest. There is a 25% chance of a second appearing there as well. In addition, 1d4 living lecterns are placed in waterlogged libraries. A spell golem may be thought of as a paper golem with writing on it. When destroyed, it drops 1-8 random scrolls. When destroyed, a treasury golem drops 2d4 random gems and a Luck-dependent amount of gold (up to 400, twice the maximum for a gold golem). When destroyed, argentum golems drop 1d3 stacks of 5d10 silver slingstones. In addition, they are generated with a silver dagger, which has a 1-in-6 chance of being replaced with a silver saber, and a large stack of silver arrows, which they will fire in volleys. Any silver arrows fired in this manner are destroyed. =_=_ Talk:NetHack =_=_ Forum:Twitch plays Nethack You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Living lectern =_=_ Spell golem =_=_ Treasury golem =_=_ Argentum golem =_=_ Retriever =_=_ Plant (dNetHack) The plant class is a monster class added in dNetHack. Monsters in this class are represented by (left curly bracket). Razorvine grows quickly, and if left unattended can take over entire dungeon floors. It has trouble spreading through narrow passages, however. Only razorvine patches at full HP spread, and new patches are created at 1/2 HP. Razorvine patches only grow into adjacent empty squares, so only the patches at the edge of a group grow. Razorvines on deeper dungeon levels grow more quickly than razorvines on shallow levels. Sunflowers attack by focusing ambient light, so only sunflowers in lit squares can attack. The sunflowers' attack does fire damage, as well as blinding the character. Dreadblossoms swarms only move if the player character can see them. Blind yourself to render them harmless. However, once the swarm has engulfed you, it will continue to attack until you escape. Players killed by one will arise as one in their bones file. When a mandrake dies, it emits a deadly shriek. This shrieks kills all living (i.e. not undead or nonliving) monsters on the level with less than 101 HP (including you!). Be careful not to hit one if you can't resist the shriek, as it is instadeath otherwise. =_=_ Razorvine =_=_ Weeping willow =_=_ Sunflower =_=_ Dreadblossom swarm =_=_ Viper tree =_=_ Mandrake =_=_ Cave lizard Some drow roles may receive a baby cave lizard as a starting pet. (Prior to the addition of cave lizards these roles received baby crocodiles instead.) =_=_ Small cave lizard =_=_ Large cave lizard =_=_ Baby cave lizard You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Phantasm Instead of a life-draining attack, phantasms possess a sleep-inducing attack, an item-stealing seduction attack, and an intrinsic-stealing attack like a gremlin's. The last is perhaps the most dangerous, given how much more difficult it is to acquire permanent intrinsics in dNetHack. Unlike gremlins, phantasms can use their intrinsic stealing attack at any time of day. Phantasms have only 1d10 HP, and do not heal naturally. 50% of phantasms are permanently invisible. 33% are intrinsically fast, and another 33% are intrinsically slow. 50% are blind when created; roughly 75% of these will recover their sight after 1 & ndash;29 turns, while the other ~25% are permanently blind. They may be created with other debilitating defects as well, but these are less impactful. Sleep resistance can lessen how much a group of phantasms can steal from you between moves. The intrinsic form may be more desirable here than an extrinsic source (e.g. orange dragon scale mail), as sleep resistance is one of the few intrinsics that cannot be stolen. As undead, phantasms can be warded off using the Circle of Acheron ward, the most common in the game and the fastest to engrave. However, blinded creatures do not respect wards, and 12.5 to 50 percent of phantasms are blind (depending on how long it has been since they were created). =_=_ Hunting horror tail =_=_ Minotaur priestess The minotaur priestess is a spellcasting version of the common minotaur, added in dNetHack. The priestess shares the regular minotaur's 2d8 head-butt melee attack, but attacks with clerical spells instead of the additional claw attacks. Although they can use magic, minotaur priestesses are not considered intelligent enough to use unicorn horns, amulets, potions of gain level, or unlocking tools. Minotaur priestesses are only randomly generated in Gehennom. As servants of the demon lord Baphomet (like regular minotaurs), several will appear on his level, if it appears. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Forum:Ranking the wuest artefacts the Quest and the end game. If lawful, Excalibur is a very good weapon and coupled with a silver saber (both fully =_=_ User:Chris/dNetHack/Wards =_=_ User talk:Chris/dNetHack/Wards =_=_ Gizmo Gizmos are a group of new monsters in dNetHack that use the symbol but are not gnomes. Using farlook on a monster with this symbol will reveal that it belongs to the monster class "gnome or gizmo". Although they differ widely in their characteristics and attacks, gizmos share the common trait that they are nonliving machines. As a result they do not need to eat or breathe, and they are not affected by poison, petrification, disease, or death magic. Many resist level drain as well. On the other hand, they do not naturally regenerate health. Clockwork soldiers are created by tinker gnomes through their tinker attack. They proceed in predominately straight lines, attacking anything that gets in front of them. With each step, a clockwork soldier has a small chance of changing its course of travel incrementally to the left or right at random. A clockwork soldier will therefore spend much of its time stuck in corners. Faberge spheres are created by tinker gnomes through their tinker attack, moving in predominately straight lines like clockwork soldiers and dwarves. As with clockwork soldiers, they have a tendency to get stuck in corners. Faberge spheres are the gizmo equivalent of regular spheres: they explode when destroyed, or when they self-destruct to cause damage to a target. Their explosion is a little less damaging than an -type sphere's (3d6 damage rather than 4d6), but the damage is physical rather than energy-based (fire, cold, shock, etc.), so it cannot be resisted by energy resistance. They are faster than ordinary spheres (16 instead of 13) but have a lower base level, so they give less experience when destroyed. Firework carts are created by tinker gnomes through their tinker attack, moving in predominately straight lines like clockwork soldiers and dwarves. As with clockwork soldiers, they have a tendency to get stuck in corners. A firework cart explodes in a large display of multicolored blasts when killed or when it strikes a monster. Juggernauts proceed in predominately straight lines, attacking anything that gets in front of them and digging through any walls in their way, much like a clockwork dwarf. When on the level, a message is shown: "You hear (loud) scraping (in the distance)." They share this message with their brethren, Id Juggernauts (see below) However, Juggernauts will home in on the character, adjusting their vector of travel to move towards them. In addition, Juggernauts can attack into the two directions neighboring their direction of travel, as shown below: Hellfire orbs are not created by any enemy. Instead, the character may fashion pet hellfire orbs from the remains of a hellfire colossus. =_=_ Clockwork soldier =_=_ Clockwork dwarf =_=_ Faberge sphere =_=_ Firework cart =_=_ Clockwork factory =_=_ Golden heart =_=_ Id juggernaut =_=_ Scrap titan =_=_ Hellfire colossus =_=_ Hellfire orb =_=_ Tinker gnome Tinker gnomes have the same base level and difficulty as gnomish wizards, but do not cast spells. Instead, they cause trouble for their opponents by creating gizmos. Besides this ability, they have a single melee attack identical to that of a regular gnome. =_=_ Hooloovoo The hooloovoo is a monster added in dNetHack. It is part of the class, which in dNetHack indicates an "unknown abomination". Hooloovoo are able to move over open ground and phase through solid rock; however, they are most comfortable on constructed walls, typically confining themselves to the edges of rooms. The hooloovoo comes from the series The Hitchhiker's Guide to the Galaxy, where it is described as a hyper-intelligent shade of the color blue. Little is said about hooloovoo, except that one participated in the construction of the starship Heart of Gold. This may be why the dNetHack hooloovoo is a tinker. =_=_ Forum:Demogorgon summoned in Sanctum =_=_ Forum:Defered monsters in Monsters template The template Template:Monsters really needs the defeared monsters in it? It has the beholder, the vampire mage and a few others... 5 in total.--Quantum Immortal (talk) 22:34, 25 August 2015 (UTC) =_=_ Forum:Patching help =_=_ Forum:Help me solve this Rodney mystery! Hey everyone, I've been playing NetHack on and off for 20 years, I've got a bunch of ascensions under my belt and I'm going for my first wish-lessons now. Something happened today which I'd never seen happen, ever before. Can you help explain it? I was in Gehennom on my way up, when Rodney attacked me. Boom, he took my amulet of Yendor AND the eye of aethiopica. Arch-lich cursed my bag of holding so I had to drop it and my holy water potions boiled from a fire beam. I was losing HP fast to all the nasties, and was trying to charm as many of them as I could. But it was a losing fight. My HP and spell points went all the way down to 5. So then I sandwiched myself between a yellow dragon and a wall until I could recover HP. Then I ventured out and... No Wizard. I finally reached the up staircase. There, right on top of the staircase, I saw... TAH-DAH the dead wizard along with my two amulets. The other monster probably did take the Amulet of Yendor, and the one with Rodney is a cheap imitation. --88.217.180.246 15:26, 8 September 2015 (UTC) =_=_ User:Fyr/YANI/Water trap This trap will create a pool when triggered. Flying or levitating over it will not set it off, so water walking is the only way to trigger the trap without falling into the resulting pool. Successful #untrapping will create the pool on your square instead of the trap location, and so is not recommended. Gremlins will intentionally trigger the trap and use the pool to multiply. To remove: Set it off or get a monster to do so, then push a boulder into the pool to fill it in. =_=_ Forum:Geoduck Tile site offline/moving Due to long and complicated circumstances, my ISP nuked the rickety old website where I was offering my alternate NH tileset. So I'm looking for a new home, and the set will be offline and unavailable for a couple of days, probably. Geoduck (talk) 19:42, 28 August 2015 (UTC) You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Forum:Can I hit and run unseen enemies? Is there some way to melee attack an arbitrary adjacent tile without a known foe present? Ranged attacks, pounding, and kicking of course require this explicit use, but I can't find any optional way to do so with normal melee weapons. Alternately, perhaps some way to temporarily disable the "Wait!" message when an unseen monster is bumped into? 66.91.236.73 20:40, 31 August 2015 (UTC) =_=_ Garo Garo are a member of the ghost monster class, added in dNetHack, Slash'EM Extended, and SlashTHEM. To differentiate between different members of this class, the ASCII tile for the class has been changed to (a period). Regular garo start with two stilettos and have a 25% chance of carrying shurikens. When they die, they divulge a rumor and then explode for 4d4 damage. The rumor is true 75% of the time. Garo have a 1% chance of leaving a garo mask behind after death. Only one garo master will be generated. It carries shurikens and two cursed stilettos. When it dies, it divulges a single major consultation, then explodes for 4d8 damage. This major consultation does not interfere with XP gains from consulting with the Oracle. It is guaranteed to leave behind a garo master mask after death. =_=_ Garo master =_=_ Notable Players =_=_ Uvuudaum Until the player becomes a demigod (by killing the Wizard of Yendor), uvuudaums will peacefully float around the level, meditating. Even if provoked from their meditation, they will soon return to being peaceful. However, they will cease their meditation once the player is on the ascension run, and will be hostile. Uvuudaums have intrinsic life saving, though it can activate no more than once every 34 turns. They also heal 25 HP per turn and have 10 intrinsic damage-reduction Uvuudaums receive +20 to hit, and deal an extra 3d7 damage to curse-sensitive enemies (primarily Angels) and an extra 4d9 damage to holy-hating enemies (primarily demons and undead). =_=_ Drow zombie =_=_ Half-dragon zombie =_=_ Dread seraph Dread seraphs are monsters in dNetHack. They are found sealed in sepulchers in the Dungeons of Doom. Approximately of dungeon levels below level 13 will contain a sepulcher. Sepulchers are 5x5 rooms with double-thick walls, leaving one square in the center for the seraph itself. The walls are undiggable, and the inner set are unphaseable as well. For most of the game, dread seraphs will lie dormant in their sepulchers, though their presence on a level causes corpses to rise from the dead as zombies or skeletons. Once the player kills the Wizard of Yendor or picks up the Amulet of Yendor for the first time, the dread seraphs will wake up. When the player next visits a level containing a dread seraph in a sepulcher, an earthquake will occur and a chasm will open, freeing the seraph. If a dread seraph drops below of his maximum HP or becomes crazed, it will begin to pray. After 5 moves, it will be restored to full health and cured of any status ailments. At the same time, it will apply a studied debuff to you, equal to its monster level (typically 54). Unlike players, the seraph is not invulnerable while praying. Dread seraphs have significant health pools (1500+) and take damage from weapon attacks, so it is usually a better idea to leave the level than to try to kill one. =_=_ User talk:Hackedhead You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Slex =_=_ Maid The maid is a human monster that appears in dNetHack. The maid's statline is partially based off that of the nurse. Maids will 'tidy up' the dungeon by picking up any and all loose items. A maid that picks up a cursed item has an 80% chance to uncurse it - the rest of the time, she will banish it to hell by drawing a semi-permanent pentagram ward in ink. Maids are guaranteed to get four daggers, with a 1% chance of an additional silver dagger. They have different additional armor and weapons based on what role you are playing when you encounter them: =_=_ NHS =_=_ Hedrow warrior =_=_ Hedrow wizard =_=_ Embraced drowess =_=_ Hedrow blademaster =_=_ User talk:Pet Rosinante You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Forum:Player gets first move when entering a magic portal? In SLASH'EM, I had a very promising pacifist going. Got a djinni from a smoky potion (which I initially liked because you can really beef them up armor and weapon-wise). Rubbed a blessed lamp, found on second level of the Gnomish Mines, just to see if it was a magic lamp. The first try results in a wish -- got the traditional/expected Solar. I had nearly every tool a pacifist could want (except of all things -- a magic whistle!). Finished Gnomish Mines, Sokoban -- had 2 amulets of life saving and amulets of ESP and reflection! Had a 2 rings of conflict (!), a ring of free action and levitation. Had all of the essential rings except polymorph control and slow digestion. The food supply was fabulous! I was on dungeon level 16 and my leashed Solar activates a magic portal ("Awwww...crap!"). I follow it, and it is smack dab in the middle of where Vecna is! I did not even know _that_ was possible. I burn Elbereth with a wand, locate the portal, and escape with my Solar. Sun the Solar quickly dispatches some invisible creature that followed (who dropped a opera cloak, so I assumed it was a vampire of some sort). The cloak was also awesome as I have yet to find any cloaks other than dwarvish and elven (the latter is great, yes, but I wanted magic resistance or displacement). Now, not sure why, but, my Solar 2 turns later goes right back into the portal! Grr! I *had* to get him back -- as he was the major reason I got this far. I go back into the portal, I saw the map -- and the next thing that I saw was the "Hit < Enter > to end." prompt. I know I did not hit the Escape key! Besides, even I did -- do I not get the first move upon entering the portal? My plan was to enter and immediately burn Elbereth. The 'logfile' says I was killed by a ghoul mage (there was one right next to me). Even stranger was that my Solar was like 15-20 spaces from the portal -- why? I would have had quite a difficult time getting him back even if I was able to burn Elbereth immediately after entering. =_=_ Binder quest (dNetHack) The Binder quest sees you traveling to the Tower of Woe to defeat Acererak. For more information on the quest branch in general, see the quest article. Many of the random humans will be quest guardians from the roles from whose pantheons the lawful, neutral, and chaotic gods of your game are taken. Depending on which pantheons those are, they may be more or less of a threat to you. Some may have extra melee attacks (pirate brothers, roshi, warriors) or spellcasting abilities (abbots, acolytes, apprentices, and guides). You arrive in the portal outside the walls of the library. Your quest leader, the strange corpse (Dahlver-Nar, the first Binder), will be found inside the library, at the point marked . Note that all of the doors to the library are actually empty doorways. The library contains five cursed scrolls of scare monster embedded in the walls of solid rock. These can be dislodged with a wand of teleportation, but because each one is cursed you will not be able to pick it up without it disintegrating. Scattered throughout the level are sixteen peaceful shades, which in the ASCII interface are easy to mistake for rock. Although these are found on the home level and are peaceful, like quest guardians, they are not really quest guardians - i.e., they will not give you messages when you #chat with them. These levels are open, with random outcroppings of solid rock. Each level has three random objects, four random traps, two hostile liches, and six other random hostile monsters. The locate level contains a hostile captain, lieutenant, two hostile sergeants, and six hostile soldiers, nine other monsters, and 16 peaceful peasants. The peasants are the real quest guardians and will reply with messages if you #chat with them. The layout is mostly identical to the goal level of the Noble quest, except that the shrine has a down staircase behind the altar. This level is an ordinary room-and-corridor level, with six rooms, three of which are morgues filled with hostile undead. The other three contain one wraith and one human zombie. Two of the morgues and two of the other rooms contain one random trap. Behind the secret door to the Tower of Woe is a long hall flanked by two pairs of barracks, a decorative room with a fountain, a prison (with eight peaceful prisoners), and four shops (a bookstore, scroll shop, food shop, and one random). The secret rooms off the barracks on the left contain random blessed weapons; those on the right contain random wands. The three smaller rooms in the center right are shrines randomly assigned to the three alignments. The altar in the larger room to the far right is unaligned. The quest nemesis, Acererak, is not automatically generated, but appears when the unaligned altar is converted through sacrifice. This room, in turn, can only be accessed once all three of the altars in the shrines have been converted. Since these are all temples, you will have to deal with the angered priests. The last altar is attended by a random and three skeletons. The upstair is located somewhere at the left end of the map. Besides the undead and the humans generated with the special rooms, nine random monsters are scattered throughout the level. =_=_ Swamp fern =_=_ Swamp fern sprout =_=_ Swamp fern spore =_=_ Strange corpse In dNetHack, #chatting with the corpse when ready for the Quest reveals that it belonged to Dahlver-Nar, the first Binder, who became a binding spirit himself. Talking to the corpse not only allows you to use the down staircase, but automatically binds his spirit and teaches you his seal. There is no message indicating that his spirit has been bound, so Binders may be surprised later when they check their base attributes and learn that they have teeth beneath their skin. As a quest leader, the corpse does not seem to be so much a mentor who provides the player with instructions and encouragement, as a mere mouthpiece through which an unnamed entity or collection of entities informs you about Acererak. After you are accepted for the quest, it does not say anything else & mdash;not even if you return victorious from defeating the quest nemesis, or stop by to visit it with the Amulet of Yendor. The strange corpse has a single melee attack, but its speed of 0 makes it effectively sessile and unable to defend itself. However, its very low natural AC and high magic resistance make it difficult to fight. =_=_ Acererak In dNetHack it is possible to have the quest artifact, the Pen of the Void, even before you encounter Acererak. This is because the Pen is also the Binder's first sacrifice gift. Whether the Pen is in the possession of Acererak or of the player, defeating the quest nemesis restores it to its double-bladed form, making it a double damage weapon and increasing the effects of spirits bound into it. Defeating Acererak also teaches you his seal, so you can bind him as a spirit. In SlashTHEM Acererak guards the new quest artifact, a version of the Hand Mirror of Cthylla. The Pen is relegated to the Binder's first sacrifice gift. Acererak comes from the D & D Greyhawk campaign setting. He is a demilich, the main antagonist of the Tomb of Horrors module. His becoming a binding spirit (or "vestige") after his defeat comes from the 3rd edition Tome of Magic. =_=_ Talk:Plane of Water =_=_ Broken shadow The broken shadow is an undead monster added in dNetHack. Broken shadows are visually identical to shades and have paralyzing and slowing touch attacks like shades, but they are slower than shades and their attacks are less powerful. =_=_ Forum:DNethack bug? I am playing as a binder on dNAOHack. I have bound Eden, so I was using Purifying blast all of the time. However, one of the times I used it, a drayad interrupted me halfway through. The blast never went off, and I am still have 3 base AC. What happened? =_=_ User talk:Char212 You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Exile (player monster) The exile is the player monster equivalent of the Binder role in dNetHack. It is also the lowest rank title for a Binder. Like other player monsters, exiles are never randomly generated and are thus rarely seen. No exiles are normally found outside the Astral Plane, where they may appear among the hostile player monsters generated there. < ref > < /ref > Reading a cursed scroll of genocide as a Binder while confused will summon a number of exiles, although they won't have their usual equipment. Using undead turning on the corpse or stone to flesh on the statue of a dead exile left on a bones level will revive the corpse or statue as a player monster. Exile corpses may be found in the Valley of the Dead, and a statue of an exile may appear on Medusa's Island. An exile on the Astral Plane will get a scythe as a weapon. Its enchantment will be random between +4 and +8, and it will be either erodeproof or greased (but not both) with 33.3% probability each. There is a 50% chance that it will be made into an artifact, if possible. The exile will also have an elven mithril-coat and a leather cloak for armor. Like other player monsters on the Astral Plane, exiles will also be equipped with 1d3 random offensive items, 1d3 random defensive items, 1d3 random miscellaneous items, some gold, and a cheap plastic imitation of the Amulet of Yendor. < ref > < /ref > < ref > Monsters' Equipment Spoiler by Boudewijn Waijers, Topi Linkala and Philip Potter < /ref > =_=_ Fallen angel Its attacks and stats are nearly identical to those of the un-fallen angel. The fallen angel, however, can be found in Gehennom. =_=_ Ancient of ice The ancient of ice is a slow but powerful demon in dNetHack. It has a more powerful variant in the ancient of death. In addition to a high-damage weapon attack, it uses cold-themed monster spells and a gaze attack that deals cold damage. When destroyed, it explodes in a freezing blast. Unlike most other demons, ancients of ice will summon groups of nupperibos instead of additional major demons. Ancients of ice breathe in heat and breathe out cold. If a non-fire-resistant target is within 4 squares of an ancient of ice, the ancient will suck some heat out of it, dealing level/3 d8 damage (i.e., between 5d8 and 10d8). After inhaling heat, if one or more non-cold-resistant targets are within 8 squares and lined up with the ancient, it will exhale a blast of cold breath towards a chosen target. Hostile ancients will target the player character with high priority, unless the character is immune to cold. If the character is not a valid target, the ancient will choose the closest valid target instead. Tame ancients of ice make powerful pets, in large part due to the rarity of targets able to resist both fire and cold. Additionally, ancients of ice are humanoid (though of large size) and therefore can use all types of equipment. Ancients can reach a maximum of 30th level. =_=_ Ancient of death The ancient of death is a very slow but powerful demon in dNetHack. Compare to the cold-based and less powerful ancient of ice. Its weapon attacks are high-damage and can drain levels and even behead its target. When destroyed it explodes, dealing physical damage. It has a very low AC, and thus can be very hard to hit. Ancients of death breathe in life and breathe out death. If a living (ie, not undead or a golem or other nonliving creature) target is within 4 squares of an ancient of death, the ancient will suck some life out of it, dealing level/3 d4 damage (ie, between 5d4 and 10d4). After inhaling life, if one or more targets that are sensitive to death magic are within 8 squares, the ancient will exhale death at one such target. Hostile ancients will target the player character with high priority, unless the character is 100% immune to death magic (death spells are able to partially penetrate magic resistance, dealing 4d4 damage). If the character is not a valid target, the ancient will choose the closest valid target instead. Tame ancients of death make powerful pets, in large part due to the rarity of targets able to resist their breath. Ancients can reach a maximum of 30th level. =_=_ Nessian pit fiend It is a more powerful version of the pit fiend and has most of the same attacks. In dNetHack the regular pit fiend's second weapon attack is replaced with a claw attack, and instead of a grabbing attack it has a spellcasting attack and a poisonous bite that reduces strength. In addition to these, the nessian pit fiend has a passive attack that deals fire damage to anyone who attacks it in melee. Nessian pit fiends get their name from appearing, along with a number of lesser pit fiends, in Nessus, at the court of Asmodeus. A single nessian pit fiend (dubbed a "traitor pit fiend") also appears in the court of Demogorgon. =_=_ Shayateen =_=_ FIQHack Arc Bar Cav Hea Kni Mon Pri Ran Rog Sam Tou Val Wiz =_=_ User talk:Robertparker13 You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Forum:Apple iCar =_=_ Jermlaine The jermlaine is a monster that first appeared in SLASH 6, the precursor to SLASH'EM. It is not part of NetHack 3.4.3. Code for the monster appears in the source for SLASH'EM, but the code is commented out, making it a deferred feature. The jermlaine is a weak creature with a single melee attack. A single jermlaine is relatively harmless, but the large groups of jermlaine which usually appear are a bigger threat. =_=_ Forum:Invisible item tactics? (Slash'em) I've just messed around in wizard mode quickly and having a gnome attack me while it stood on an invisible piece of glass, then moving away to a knights-move distance, seemed to permanently freeze the gnome as long as I stood there. Not sure on the exact conditions to trigger but there could be some worthwhile applications if thit can lock down some of the stronger enemies (maybe E-word ignoring ones). =_=_ Galltrit The galltrit is a monster that first appeared in SLASH 6, the precursor to SLASH'EM. It is not part of NetHack 3.4.3. Code for the monster appears in the source for SLASH'EM, but the code is commented out, making it a deferred feature. The galltrit comes from D & D. It is a tiny (about six inches tall) blood-sucking gremlin. The in-game galltrit is no smaller than an ordinary gremlin, however. =_=_ Jellies =_=_ The Medallion of Shifters The Medallion of Shifters is the Doppelganger quest artifact in NetHack Plus and SLASH 6. Its base item is an amulet of ESP. In addition to extrinsic telepathy, the Medallion grants protection from shape changers when worn. Invoking the Medallion returns the message "You feel more observant." and returns shape changers to their normal form, even if you are not wearing the amulet. =_=_ Shifter =_=_ The Pick of Flandal Steelskin =_=_ The Staff of Withering The Staff of Withering is the Lycanthrope quest artifact in NetHack Plus and SLASH 6. It is also the quest artifact for the SlashTHEM version of the Lunatic role, which has a quest adapted from the former Lycanthrope quest. Its base item is a quarterstaff. The Staff's attack can drain life from its targets ("The Staff of Withering draws the life from < target > !"). When carried, the Staff grants cold resistance. When invoked, it provides a boost in spell energy, similar to the Mitre of Holiness. =_=_ Fiend =_=_ The Tentacle Staff The Tentacle Staff is the Drow quest artifact in SLASH 6. Its base item is a quarterstaff. In this variant, a Drow is simply an Elf with a chaotic starting alignment; lawful or neutral Elves are simply known as Elves. The Staff's attack can drain life from its targets ("The writhing tentacles draw the life from < target > !"). When carried, the Staff grants magic resistance, fast energy regeneration, and half spell damage. When invoked, it allows the player to level teleport, similar to the Orb of Fate. The variant dNetHack contains an artifact flail named the Tentacle Rod, which is a quest artifact for renegade Drow Priests, Rangers, Rogues, and Wizards. It lacks the Staff's drain life attack and other properties, but it can deal multiple attacks and inflict status ailments on targets. It also decreases the chance of spell failure and absorbs curses while wielded. =_=_ The One Ring =_=_ The Mantle of Knowledge The Mantle of Knowledge was the Monk quest artifact in NetHack Plus and SLASH 6. Its base item was a helm of brilliance. In addition to increasing the wearer's wisdom and intelligence, as a helm of brilliance, the Mantle granted magic resistance and extrinsic ESP while carried. When invoked, the Mantle gave an energy boost equivalent to the Mitre of Holiness. When the Monk role was first included in vanilla, in NetHack 3.3.0, the quest artifact was the arguably more desirable Eyes of the Overworld, which grant a new property: astral vision. The earliest versions of SLASH'EM adapted the 3.3.0 code, so the Mantle was supplanted by the Eyes in the SLASH lineage as well. At present the Mantle's only appearance in an active variant is in SlashTHEM, in which it is the quest artifact for the Psion role, not the Monk. In an improvement on the original, the Mantle now grants half physical damage while worn. ESP is now a benefit of wearing the Mantle, and magic resistance a benefit of carrying it. When invoked it provides an energy boost. =_=_ Category:Defunct objects (SLASH'EM) This category contains articles about objects that used to be in SLASH'EM but have since been removed, as well as objects that were present in ancestors of the variant but were not carried over into it. =_=_ Category:Defunct features (SLASH'EM) This category contains articles about defunct features specific to SLASH'EM, including features that were present in the variant but have since been removed, as well as features that were present in ancestors of the variant but were not carried over into it. =_=_ The Eye of Vecna =_=_ Lord Vlad the Impaler You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. I've not tried most of the variants. I played SLASH'EM for a while, but it crashed hard on me in the middle of a big game, so I gave up on it. Still holding out hope that the DevTeam will deliver an update in my lifetime. Shel was the queen of a proud tribe of orcs in the southern mountains of G'hel. At her birth, the tribe shaman predicted she would one day bring glory to Kos. She was respected as a warrior and as a leader. She and her husband Kh'unar had raided many human camps and brought wealth and fortune to her clan. One night, everything changed. She woke up to screams and battle calls. Her tribe was under attack by a party of human knights. Members of the guild met almost every night at a local tavern, and soon she began hearing the stories: of the vast underground dungeon that extended deep into the surface, where the Master of Thieves resided with an army of trained thugs. And of the amulet. She knew that she needed to succeed where so many others had died and failed. She was a queen, destined to become a demigoddess. Okay, this one made it all the way through! Got lucky - first altar was the right one. Ascended as Paladin, level 30, on the lawful altar. Final stats: =_=_ Nethack-qt =_=_ Forum:A NetHack Server with a twist: gems are actually valuable! I've spent the weekend hacking together a patch for NetHack 3.4.3 that actually puts some real-world value on the gems in the game. It attaches a "private key" to each gem, which you can then import into an RDSH wallet. Those shares can then be used as tickets into a sweepstakes I am running, or exchanged on the open market for Digitalcoin (DGC) or Bitcoin (BTC). The process is still very manual, i.e. the private key needs to be manually imported, and the funds manually transferred. An exchange exists to trade RDSH for DGC, but it's terminal-based (much like NetHack itself). The server is compiled with only a few other patches (menucolors, statuscolors). I would love if people could help me test the system, and help inspire me to make it more user friendly. Send me a DM on twitter @ddombrowsky if interested, or summon the mail daemon for Klintos on NAO if I happen to be playing. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Efreeti =_=_ Dao =_=_ Marid =_=_ Mantle of Knowledge =_=_ Dwarf warrior =_=_ Master Slayer =_=_ User talk:MasterVash You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User:Jonadab/ClassOverhaul This page is the dumping ground for all ideas related to overhauling NetHack's class system for better differentiation between its classes. It is based on dtsund's original class overhaul proposal, and except where otherwise noted consists of his own non-definitive suggestions. Text from the original proposal, slightly updated from its original form to be more detailed in places and incorporate some received feedback, is below. NetHack's class (or "role") system is in dire need of an overhaul. Too often, there is little distinguishing one class from another; the differences between Valkyrie, Barbarian, Caveperson, and Samurai, for instance, are not so much huge differences in playstyle so much as they are relatively minor technical details. Little thought seems to have been put into determining specific, distinct playstyles and designing classes around these. Rather, the game's class system seems to have accreted somewhat haphazardly over time. Here, I present an attempt to fix this. I have assembled here a list of playstyles, and retooled the existing classes to fit them. In some cases, classes are more or less identical to their predecessors; in others, however, more drastic changes were made. Thrown daggers are currently altogether too powerful; they should serve as a comparitively weak ranged option for classes that have nothing else, inferior to dedicated ammo-based ranged attacks like darts and bows. The current state in which daggerstorms can be one of the game's most powerful attacks, in some cases even more powerful than a volley of arrows, should be rectified. One possible fix would be to remove multishot from thrown daggers. Spell schools, and to a lesser extent spell levels, appear to have been organized around flavor rather than to serve game mechanics. Currently, they are organized thus: Detect Food, Cure Blindness, and Restore Ability were struck from the roster because nobody has ever cast them in the history of ever. Magic Missile has its damage scale according to skill with Attack magic, doing 1/4 damage at Unskilled and scaling linearly up to full damage at Expert. Skilled-level Detect Unseen confers its wide-range searching effect for a period of time rather than once. The Clairvoyance spell allows you to see through walls to a limited range for a period of time, akin to a wide-angle Eyes of the Overworld. Drain Life now additionally drains the equipped gear of targeted monsters with no chance to save. The rest of the document has been written under the assumption that these changes have been made. The split between Int casting and Wis casting should be removed. It removes mechanical consistency for the sake of flavor and at the expense of gameplay to boot. Additionally, Wisdom should have a vastly greater effect on Pw regeneration, allowing some classes to restore their magic much more quickly than others at the outset). Maxed-out Wisdom should confer Pw regeneration roughly equivalent to one-quarter to one-half of an Eye of the Aethiopica. Elevating Wisdom should be as difficult as raising Intelligence currently is. Allowing classes to have spellcasting prowess decoupled from Pw regeneration at the start would be a good thing, helping distinguish classes who can occasionally use potent magic from those who can spam, but only with lower-level spells. To better differentiate between what spells are castable by a given class and what spells aren't, being restricted in a spell school should (perhaps) incur a significant failure penalty when attempting to cast spells in that school. I would go as far as to say that this penalty, skill level, experience level, Int, and worn armor should be the only factors contributing to success rate. I propose the following algorithm for Pw regeneration, which is intended to make increases in Wis significant at nearly all Wis levels. To accomplish this, the number of turns it takes to regenerate a point of Pw decreases exponentially at low Wis and linearly at high Wis: The unknown spellbook bug should be fixed, making polypiling a significantly poorer source of new spells. However, it should also be made much easier to obtain new spellbooks by other means; perhaps a library special level with many spellbooks a few levels prior to Medusa's Island would be in order, and spellbooks either from statues or as tribute from the floor god could be made more common. Other solutions to this problem may come to the reader's mind. No Quest nemesis should respect Elbereth. The majority of the ones who do have no way of attacking a player standing on an E-square, and the exceptions to that are countered hard by reflection. While Quest nemeses don't need to be uniformly difficult fights (and one or two of them are altogether too dangerous right now), defeating one should at least feel climactic. On the other hand, their covetousness mechanic should be removed. When you *are* strong enough to kill a nemesis, covetous teleportation is more obnoxious than threatening with halfway decent play, and when you aren't, it makes it too hard to flee. In some cases, the HP of a Quest nemesis might be increased somewhat to compensate for the removal of their regenerative tactics. Magicbane should be effectively useless as a damaging weapon and probably shouldn't be an endless source of cheap, clean Elbereth either; it'd still be an excellent wielded artifact without these (perhaps it could be turned into a knife). Riding skill needs to matter more above Basic, or else be discarded. Alignment penalties should be reworked to be something players should care about. Specific proposals for these adjustments are beyond the scope of this document. Relatively little needs to be changed in this case, save the aforementioned blanket nerf to thrown daggers (which would reduce their ranged combat potential noticeably). As-is, the Valkyrie, from start to finish, already epitomizes the melee game. They may now achieve Expert in any melee weapon type, but aside from the boosts to Two Weapon Combat and Saber, this is unlikely to matter much in practice. The changes to Ranger are less minor than those to Valkyrie and are geared toward further ensuring they favor ranged combat above all other options. Significantly, they are worse spellcasters than in vanilla NetHack. God gifts: First sacrifice gift guaranteed to be the Bottomless Quiver, a Chaotic magical tool which provides a number of arrows when applied if it has nonzero charges. The Bottomless Quiver will not be given as a sacrifice gift to non-Rangers; it may be wished for, but gives non-rangers only half as many arrows. The arrows produced will be ordinary arrows 80% of the time, silver arrows otherwise. It can be recharged indefinitely. Quest: The Home level is to have its terrain completely redesigned. The person who designed the original Home level is to be tracked down and shot. Given the change to the Longbow of Diana below, Scorpius should probably be more threatening, though the removal of his Elbereth sensitivity might suffice for this. Quest artifact: The Longbow of Diana, when invoked, now provides the same effect as a blessed scroll of enchant weapon. +1 multishot over an ordinary longbow. No other changes. Other details: Rangers get the same multishot bonus they normally do. Their spellcasting penalty should be such that they can get to Sleep with relative ease, Cancellation with a bit more difficulty, and Charm Monster with heroic effort. Much of the Wizard's design is cruft left over from the days before the Wizard Patch was incorporated, introducing the modern spellcasting system. The result is a class which, despite ostensibly being the game's magic specialist class, is optimally played with rather little magic early on. The changes here are intended to give focus to the class, and in particular both allow and require it to lean harder on magic in the early stages of the game. God gifts: First sacrifice gift guaranteed to be Magicbane, subject to the nerfing mentioned above. Crowning gift remains a spellbook of finger of death, and will not unrestrict long sword skill. Other details: Wizards should typically start out with maxed-out Wisdom, which (according to the above rebalancing) would give them much greater innate Pw regeneration than in vanilla. Wizards will no longer have any advantage in writing unknown books or scrolls over other classes. However, they do retain hungerless casting. Comments: That wizards start with enough Wisdom for fast Pw regeneration is important; in the absence of most of their starting gear, as well as no prospect to compensate with daggerstorming, they'll need to lean much more heavily on their starting magic spells. Having ready access to four spells, however, gives them much more raw power than they otherwise enjoy, and should be enough to make up for the absence of their usual rings, wands, and so on. Including Magic Missile as a starting spell is intended to make sure Wizards have something to use when Force Bolt becomes inadequate; retaining the cloak of magic resistance lets them be unafraid of ricochets. One of the relatively few things distinguishing Samurai from Valkyrie in vanilla is its prowess with ranged weapons. As most Samurai players nevertheless content themselves with melee games, this aspect of their design should be more heavily emphasized. Quest: Ashikaga Takauji's weapon is changed as noted below. The Donjon of Ashikaga Takauji now permits teleportation, and Ashikaga himself can teleport at will, favoring places a short distance away from the player in a cardinal direction while he still has remaining ya. The Shogun's Castle should have a small to medium stash of replacement ya. Quest artifact: Yoichi's Yumi. Lawful yumi, +1d5 to-hit bonus over an ordinary yumi, +1 multishot over an ordinary yumi, teleports the player adjacent to the target when the target is hit by a ya (overriding no-teleport levels), and can be invoked for a controlled teleport (not overriding no-teleport levels). Currently, Barbarians are functionally equivalent to Valkyries who have decided to trade away many of their advantages to start with poison resistance. Allowing them to realistically supplement their inferior melee attacks with Attack magic (and *only* Attack magic) would make for fine compensation while giving them a distinct niche. Stats: The Barbarian's spell penalty and starting Int should be good enough to permit casting Force Bolt at early stages, but perhaps not flawlessly at level 1. Their starting Wis, and thus their Pw regeneration rate, should be quite low. Endgame and even late-midgame Barbarians should have no trouble whatsoever casting Fireball or Cone of Cold; Finger of Death should be within their reach. Quest artifact: The Heart of Ahriman now confers double spell damage rather than stealth, similar to the Magic Mirror of Merlin for Knights in vanilla. The code for this should be augmented to support Fireball and Cone of Cold at Skilled and Expert. It can be invoked to halve the distance between current and maximum Pw, as with the Mitre of Holiness. In vanilla NetHack, priests have a distinct identity as a class that has difficulty killing things, but has a wide variety of useful survival and non-combat tools. This identity is preserved, with minor adjustments, here. Comments: The Priest's starting Wisdom should be reasonably high, but their Intelligence should be low enough to prevent them from casting high level spells *too* easily. Despite their robe, they should have to work at it if they want to cast Polymorph. In vanilla NetHack, Rogues are best off using ranged attacks (mostly thrown) and have a variety of tools enabling them to fight dirty. Keeping and enhancing this identity was the guiding philosophy underlying the changes made to the class here. Quest: In addition to being difficult to reach, the Master Assassin should be nearly impossible to kill via conventional means - not because he'll kill you first, because he certainly won't, but because he's too durable and tends to spam self-healing magic. His stoning resistance should be supplemented by poison resistance. The level's leprechauns should be replaced by nymphs and moved closer to the nemesis, for reasons that will be clear shortly. Rogues are expected to take the Bell of Opening and the Master Key of Thievery via more underhanded means. Unlike most quest nemeses, the Master Assassin should be generated asleep, rather than meditating, giving players the opportunity to teleport him off of the items (especially since Rogues have intrinsic stealth). Failing this, polymorphing into a nymph, taming some nearby nymphs, or putting the nymphs under the influence of conflict will allow the player to steal the key items from an awake nemesis. If the player must resort to direct combat, it is essential to disable the nemesis with sleep or paralysis to prevent him from healing. If nothing else, death rays should still work against him. Quest artifact: The Master Key of Thievery loses warning. Instead, when the bearer throws a dart or shuriken, the projectile is automatically poisoned. Other details: In addition to dealing with the daggerstorm nerf, Rogues no longer have a multishot bonus with thrown daggers. They retain their backstab, however, and it also applies to attacks via thrown darts and shuriken. Monks can do a little bit of everything: they can cast spells of all schools, hit well in melee, and gain a wide variety of useful intrinsics as they level up. Little was changed here, save to extend the class's versatility to include projectiles. Intrinsics: Poison resistance (level 3), Stealth (level 5), Warning (level 7), Searching (level 9), Fire resistance (level 11), Cold resistance (level 13), Shock resistance (level 15), Teleport control (level 17). God gifts: First sacrifice gift guaranteed to be gauntlets of power. Crowning gift guaranteed to be a helm of brilliance. Other ideas may occur to the reader. Comments: The choice of shuriken for the Monk's projectile weapon is not merely flavor; the rarity of shuriken forces Monks wishing to use them to do so sparingly. While Monks are decent at just about everything, they shouldn't be the best at anything. Stats: Archeologists should generally have poor HP, but good Pw and Pw regeneration. They should be able to cast spells in the Enchantment, Escape, and Divination schools with ease. Quest: Completely overhauled, and rather distinct from any other class Quest. All levels of the Quest save Home are maze floors, and the Quest nemesis is not necessarily located on the final floor; he can be found in a random location on one of the other floors. Defeating him in combat is easy, bordering on trivial, but the mazes are populated by difficult, hard-hitting monsters which most players will need to avoid (see below). All walls and floors are diggable, except for the floor on the bottom level, and all levels may be magic mapped. In addition to the Quest artifact, the nemesis (possibly a corrupt archeologist, who doesn't think the Orb of Detection belongs in a museum and would rather sell it?) carries a supply of replacement grappling hooks, as they are rare. Quest artifact: The Orb of Detection may now be invoked to temporarily phase through walls, rather than toggle invisibility. It should be possible to phase through Moloch's Sanctum and the walls of the Wizard's Tower (global change). No other changes. Other details: Grappling hooks are now much lighter and may stack with one another. Archeologists specifically may apply them to nearby holes to create "climbing shafts": two-way passages between floors, effectively serving as alternate staircases. The destination square for the climbing shaft, and the square from which the Arc can climb back up, is the closest square on the next floor down in X/Y coordinates to the shaft (the author acknowledges that this will require a significant rework of the level code). Shops are ineligible to be destinations. Archeologists may dig through walls using a pick-axe in a single turn, and through a floor in three. When breaking through the floor, an Archeologist with a nonzero number of grappling hooks in his or her main inventory is given a y/n prompt to throw a grappling hook up to the edge of the pit. TODO: Give Archeologists some means of gaining experience aside from fighting. Wizards, above, lost much of their domination over the item game. As no other class fits such an item-heavy theme either, the game has room for an additional class to fill the niche. They have basic melee skills, since they can't kill everything with wands. Quest: I got nothin'. Average rooms-and-corridors, nemesis of average difficulty, perhaps. It was suggested in #nethack4 that their quest be golem-themed, which seems appropriate to me. Quest artifact: The Pen of Leonardo. Lawful artifact magic marker that writes the desired spellbook or scroll without fail, charges permitting. Starts with 99 charges, is recharged to 99. Grants double wand damage when carried, can be invoked for charging as from the PYEC. Caveman/Cavewoman, in vanilla NetHack, is yet another of those "basically Valkyrie but worse" melee classes. This would be fine if it were intended as a challenge role, but Tourist and (in some variants) Convict both fit that better. Here, I propose to change it into something dramatically tankier and stronger, but with severe restrictions other characters don't have to deal with. Intrinsics: Sickness resistance (level 1), Speed (level 7), Warning (level 15). Sickness resistance is new. +2 innate AC per level up to level 8, and +1 thereafter. +1 damage per attack every three levels. Quest: Given their new restrictions, they could certainly do with a good attack, even despite their added intrinsics. It should be possible to find at least one trident during the quest, as that's one of the best options a Caveperson has for twoweaponing; perhaps horned devils are common Quest foes. Other details: Cavepersons are incapable of communicating in modern terms. This means they are incapable of reading scrolls or spellbooks (the Book of the Dead's ancient runes are contemporary for him, though), cannot engrave Elbereth, cannot chat except during the Quest, and cannot name creatures to genocide or items to wish for. When given a wish, a Caveperson may only indicate what he or she wants by gesturing to an existing item in his or her inventory, duplicating it. They can, however, pray. Owing to their primitive nature, they have a pet-like ability to sense curses; this may help them find naturally enchanted armor. Healers are designed to rely on pets, and for the most part this is already true of their early-game play. It could stand to be encouraged a little bit more later on, but this is pretty much already accomplished by the spell school reorganization allowing them to cast Create Familiar. Intrinsics: Sickness resistance (level 1), Poison resistance (level 1), Warning (level 15). Sickness resistance was added partly because the Healer's theme, but mostly because they lost Stone to Flesh to the Matter school and need something else to compensate for the loss of that easy source of food. God gifts: First god gift guaranteed to be a decent but not overpowered pet, like an aleax. Subsequent gifts may also be pets. Quest: Unchanged. The loss of covetous AI is especially important here, given the Cyclops's level-draining melee attacks and the new immunity to Elbereth. Other details: Healers might be given the ability to use cursed figurines as uncursed, uncursed as blessed, and blessed with 100% reliability, flavored as healing a cursed being. Eucalyptus leaves (present to allow pet recall) should be tweaked so that the entire stack is not unblessed when one is blown. Knights are already designed effectively as mounted fighters; as with the Healer, all they really need are a few minor tweaks to help encourage this throughout the game. Stats: Largely unchanged. Their Int and Wis should both be low; their HP should too, to ensure they have a noticeable disadvantage compared to Valkyries. God gifts: First god gift guaranteed to be the Lance of Longinus, a Lawful artifact lance. Identical to an ordinary lance, save that it cannot be broken. Quest artifact: The Magic Mirror of Merlin, instead of telepathy, magic resistance, and double spell damage, confers reflection and controlled flight to the bearer and any steed he or she may be riding. When invoked, it summons a familiar, biased toward warhorses. Tourists already have a weak early-game paired with a somewhat versatile late-game; no significant changes need to be made here, as the class is already working as intended and has a unique identity. It was objected that Barbarians should not be casting spells, for flavor reasons. I had an alternative proposal for them, as follows. The major premise is that Barbarians have a deep-seated distrust of magic. This is probably best considered a challenge role. Barbarians will be tanky, along similar lines to Cavepersons (albeit less so) but will differ from them in making different tradeoffs to get it. Barbarians can communicate just fine but have such a high distrust of magic (realized as spellcasting penalty) that they cannot usefully cast even level-one spells, no matter how high their intelligence and wisdom become. (Yes, this makes two roles that can't cast spells.) Additionally, they are to be restricted in wand use, for the same flavor reason, and should probably incur a small alignment penalty any time they zap one. Additionally, the character will outright refuse to wield magic weapons (i.e., artifacts), or wear magic armor or jewelry. (Whether dragon scale mail is considered magic for this purpose is an open question to be resolved by balance considerations; I can make a coherent flavor argument either way.) Barbarians can get to at least Basic in practically any melee weapon but can only reach Expert in a few, most notably broadsword and axe. (This reduces their melee options compared to Valkyries; in particular, they should be limited to at most Basic skill in longsword and dagger.) Two-handed sword skill is negotiable. Their first sacrifice gift is to be a non-artifact +7 broadsword or axe, I don't care which, and subsequent gifts should also be enchanted weapons (in which they are NOT already restricted) and enchanted non-magical armor. The flavor is that Barbarians consider +n weapons to just be really sharp or whatever and +n armor to just be really high-quality stuff, which is good, as long as it doesn't have any magical properties. In contrast, things like Boots of Speed are magical and not to be trusted. The major exception is the cloak of magic resistance: because it protects against magic, Barbarians are quite happy putting it on, because they don't like magic and want to be protected from it. Shields or reflection are also considered acceptable, since they're basically just really highly polished metal. Barbarians are to have essentially no ranged combat options to speak of. Besides the restriction on wands, they are also to be restricted in ranged weapon skills. As compensation, they get an adrenaline rush whenever they sustain damage that brings them below some percentage (perhaps 20%, perhaps 40%; we can tweak this for balance) of their MaxHP. This makes them temporarily very fast (equivalent to wearing speed boots) for some number of turns. Taking damage repeatedly causes the number of turns remaining to stack up. The formula for how long it lasts can be tweaked for balance. Barbarians can engrave Elbereth (if they can get their Int or Wis or whatever the formula calls for high enough to do it successfully, or if they start well in advance). This is to be flavored as a religious activity -- invoking the name of a diety -- which is different from magic. They can also pray, donate to aligned priests, sacrifice, and all that jazz. Barbarians are no more religious than the average person in a fantasy setting, but they do not distrust religion in the way they distrust magic. Cavepersons, in contrast, have no particular distrust of magic, so they can use all magic items (except the ones that require reading, obviously) and (like most roles) start with Basic skill in wand use and can get to at least Skilled. (Which roles can get to Expert is left as a balancing exercise for later.) Cavepersons can also get skill in some ranged weapons, sling at the very least, but have worse weapon skill options (in particular, no sword skills). Cavepersons are presumably tankier than Barbarians and in general are more versatile in the late game, except for the restrictions on reading, writing, and engraving. Barbarians should have fewer max HP than (similarly-leveled) Cavepersons but regenerate faster. The exact numbers can be tweaked for balance. Their offensive damage potential should work out similar, after accounting for their use of better weapons and two-weapon combat, balanced against the Cavepersons' innate damage bonus that increases as they level up. Similarly, the Barbarians' receipt of enchanted armor from sacrifice is balanced against the Caveperson's innate AC bonus as they level up. For flavor, Barbarians should probably start with a different kind of pet from most other roles -- perhaps an intelligent sidekick even -- but I don't know the relevant literature well enough to suggest anything specific. Something from that old Hanna Barbara series that I only half remember, maybe. Chris_ANG proposed that Barbarians are really meant to be the original all-melee best-melee role (what Valk has become), and that Valk were intended as a cold-themed hybrid, with decent melee but also (limited) spellcasting and ranged combat abilities. Relatively little needs to be changed in this case, but melee weapon options should be improved until they are strictly better than for all other roles, including Val and Sam; and spellcasting and ranged combat can be made even worse for Barbarian than they were in previous versions. The new Barbarian epitomizes the melee game. They may now achieve Expert in any of the major melee weapons, including longsword and saber, as well as in two-weapon combat. Additionally, the Barbarian can now be any alignment, for two reasons: it is now intended for new players and will allow them to experiment with the different alignments; and lawful Barbarians can potentially dip for Excalibur. Additionally, Barbarians can now be Dwarves, for the better physical stats, which fits with their melee role. God gifts: Cleaver itself is largely unchanged (its damage bonus may be increased, perhaps to +1d12; double damage would be overpowered, I think, but we want Cleaver's late-game damage to be comparable to other options); but additional changes are to be introduced to make two-handed weapons a more attractive option in the late game, roughly equal to two-weapon combat in desirability. (For a start on that, see ticket #625.) As a crowning gift, Barbarians are to receive a new artifact Claymore (two-handed sword), comparable in power to the Tsurugi of Muramasa. Mostly unchanged. The chest on quest home is now guaranteed to contain a +1 longsword, which lawful Barbarians may use to obtain Excalibur. Quest artifact: The Heart of Ahriman now grants a +2d5 damage bonus as well as stealth when carried and uncurses your inventory (if you are a Barbarian) or whatever you are wielding (otherwise) and blesses itself when #invoked. As before it is an intelligent neutral Barbarian artifact luckstone, so lawful and chaotic characters cannot wish for or use it, and it will blast neutral non-Barbarians. It deals double damage and has the to-hit bonus when slung or thrown, for whatever that's worth. The Valkyrie's melee prowess will be gently nerfed, to make it strictly worse than the new Barbarian; and other capabilities, such as the ability to do limited spellcasting, will be slightly emphasized, particularly with regard to attack magic. It shall now be possible for Valkyries to cast Cone of Cold reasonably. Valkyries have decent ranged combat abilities, clearly better in this regard than Barbarian, but not as good as Samurai (or of course Ranger). Race: Human. (Dwarf is removed for two reasons: first, it doesn't fit with the new emphasis on improved non-melee options; and second, there are strong flavor reasons why an always-female role definitely should not include dwarves.) God gifts: When thrown by a Valkyrie (and only by a Valkyrie) and caught, Mjollnir will no longer destroy your own inventory if you have shock resistance. (It still destroys monster inventory as before; and if you do not have shock resistance, it will behave exactly as in 3.4.3 when thrown.) To compensate for this buff, its damage bonus is reduced to +1d18. The chance of not returning when thrown is unchanged. Quest: Mostly unchanged. The chest on the quest home level shall always contain spellbooks of magic missile and cone of cold. Other details: The Valkyrie's spell-casting penalty shall be adjusted so that a post-Castle Valkyrie (in the absence of speed running or conducts) can reasonably expect to be able to cast cone of cold reliably. Rather than removing multifire from thrown daggers entirely, I propose to rebalance the damage for projectiles and restrict multi-fire heavily by role. The actual number of missiles fired shall be initially calculated at 1dn, where n is the max-multi counter calculated above, as before; however, it shall then be capped at 4 for Rangers and at 3 for everyone else. Having the extra bonuses is still beneficial, as it increases the likelihood of a max-sized volley. If Tourists are capped at Basic in Dagger (which they probably should be), they will need a significantly larger supply of darts, or perhaps some kind of non-break bonus, to compensate for the loss of multi-fire dagger. If Wizards not being able to get Expert in Magicbane is deemed unacceptable, Athame could become a distinct skill from Dagger, or dagger-throwing could become a distinct skill from dagger-wielding. Additionally, the damage on arrows should be increased so that the average damage from a volley of arrows (fired from a bow) is strictly greater than the average damage from the same number of thrown daggers. Then the damage from quarrels fired from a crossbow should be increased until the average is higher than for a same-sized volley from an ordinary bow and arrow. Sling damage may need a buff as well, but that can be balanced around the needs of the roles intended to use slings, chiefly Caveperson. Further, the supply of ordinary rocks in the dungeon should be increased by having mineralize() sprinkle them around on the floor of the dungeon in rooms, corridors, caverns, wherever; or else rocks should not break. It's silly to have a sling-user constantly worried about running out of rocks. These are ideas - needs a bit of balancing to weigh what we take away vs what special things he gets. My goal was to think about some way to really make the Caveman radically different than other roles rather than just "Valkryie only harder". =_=_ Ward =_=_ Bard The Bard is a role added in the Bard patch. It has been included in the variants Slash'EM Extended, SlashTHEM, and (as the Troubadour role, starting in v. 3.10) dNetHack. One of the distinctive features of the Bard patch is the option of casting enchantment spells as songs, performed on a musical instrument. The musical versions of the spells have some advantages and disadvantages over their regular versions. The patch gives several roles this ability, but the Bard excels at it. This feature has been carried over into some of the variants that include the Bard role. In Slash'EM Extended, Bards can recognize the spellbooks for all enchantment spells, but do not start with the books or know the spells. Thanks to their wealth of adventuring lore, they start the game with the knowledge of several randomly selected items. In dNetHack, Troubadours' lore also includes knowledge of several basic wards: Circle of Acheron, Hamsa, Elder Sign, Elder Elemental Eye, Sign of the Scion Queen Mother, Cartouche of the Cat Lord, the Wings of Garuda, and the Toustefna and Dreprun staves. Drow Troubadours will get droven chain mail and a droven cloak instead of a leather cloak. Half-dragon will always get a leather drum as their starting instrument. The Bard's special spell is sleep. Spell success is determined by intelligence in Slash'EM Extended. In SlashTHEM, spell success is determined by charisma. In Slash'EM Extended, the Bard can reach expert in all of the skills above (except Musicalize Spell, which is not incorporated), plus unicorn horn and firearms. Escape spells are replaced by body spells, as in SLASH'EM. In SlashTHEM, escape spells are replaced by body spells; otherwise, the maximum skill levels are the same as in the patch. This variant includes the Musicalize Spell feature (as "Music"), starting in version 0.8. The Bard's distinctive advantage is mastery of a skill called Musicalize Spell, which gives the character the ability to perform magical songs. For the most part this is just a special way of casting enchantment spells, by (a)pplying a musical instrument instead of using the spell menu (though there is one song, "Inspire Courage", which is unlike any regular enchantment spell). For roles who can reach at least Basic in the skill, this will bring up a menu with the option of casting a spell in addition to the existing options of improvising or playing a series of notes. Spells performed as songs have two advantages over spells cast in the usual way. First, songs require no energy to perform, and second, songs affect all monsters in an area, instead of all monsters in a specified direction. However, the advantages of using songs are balanced by several disadvantages: Note that "Inspire Courage" does not mimic an existing enchantment spell; however, the character still needs to know a specific spell (cause fear) in order to use it. In the patch, Monks and Priests can advance the Musicalize Spell skill to Basic, while Tourists can advance it to Skilled. In SlashTHEM, Musicians and Rockers can also reach Expert in Music. In this variant, characters can perform any song without having to know the corresponding spell. Note: The chance is only capped to 0/100% after all bonuses have been applied, so you can still get to 100% success chance with the Lyre of Orpheus. The Booze technique allows the Bard to simulate the effects of drinking booze without needing the potion ("You procure some refreshing drinks.") This provides some nutrition. Early game is all about training up your musicalize skill by spamming it as much as possible, with the ultimate goal of getting Musicalize up to expert as quickly as possible. Use Lullaby on every enemy your pet fight to limit damage to your pet, and heal your pet with Meditative Healing as much as possible. As you begin to progress deeper in to the dungeon and find slightly stronger monsters, consider using Lethargy and Friendship to slow them down and capture them. Keep your eyes peeled for a magic whistle as this is essential to keeping your pets in position as you travel through the dungeon. When possible, upgrade your Beast Mastery skill to maximize your pets' effectiveness. Exercise your dexterity as much as possible in the early game to build up this trait. As increased dexterity decreases the chance of failure from your Musicalize skills, most importantly the Friendship spell, you will need this trait at maximum as quickly as possible. As you progress through the mid game, keep a look out for an altar you can sacrifice on (or convert) and try to get your hands on the Singing Sword, which is essential for the mid game. Rushing the castle so you can get a few wishes, if you haven't received any already, is a good idea - that will allow you to take your time on the other quests once you're better equipped. As you get stronger in the mid game, you should be constantly recruiting the most dangerous monsters you can find as pets. Mind flayers, dragons, orc kings, and even a few elementals are all good pets in this part of the game. The master mind flayer on throne at the start of the Neutral Quest is particularly good if you can get him - just make sure to surround yourself with enough disposable pets that you won't get hit with every attack. You may have to lure strong monsters into isolation from other nearby monsters to capture them as nearby monsters may interrupt your musical spellcasting. The mid game is a good time to consider using scrolls of genocides to exterminate monsters that will instakill your pets. Purple worms, trappers, and cockatrices should all be eliminated if you're not going to use them yourself. In general, as you progress deeper towards the late game, more and more monsters will shout down your Musicalize spells, making it difficult to heal monsters or recruit new monsters. All but the strongest of monsters should be considered disposable, and you should be constantly using your pets to protect you with their lives. When you actually complete your own quest, make sure to ring the Bell of Opening once to teach it to your Singing Sword - the five percent change of instantly killing monsters will be essential for killing demon princes and other strong monsters. Demon princes in Gehennom will be a problem, and should be avoided as much as possible. Archons and other strong pets (like Lady Oona or Tulani Eladrim) that have lasted you well will not survive demon princes in a toe-to-toe fight. If you have to fight, ward a square, as a scared demon prince often won't attack either you or your pets. Good monsters to keep an eye out for include master mind flayers, orcs of the ages of the stars, Angband orcs, and ancient nagas. Ancient nagas particularly can be useful in Nessus, as these can kill Nessian pit fields quickly without triggering their summon nasties spell, though they may turn on you. Be careful in capturing pets that might turn traitor, but don't be afraid to include a few in your entourage - traitors will distribute their attacks against other pets as well as yourself, at which point you can just heal your pets with Meditative Healing. In Moloch's Sanctum, feel free to avoid fighting the elder priest - you can wait for the Wizard of Yendor to spawn and then steal the amulet from him. Just make sure you have enough wands of death to kill him quickly as you make your final escape. The Bard quest sees the Bard traveling to the island of Anthemoessa to fight the siren Aglaope for the Lyre of Orpheus. The Bard is inspired in large part by the bard character class in Dungeons & Dragons, and similar characters. =_=_ User talk:Ingo321 =_=_ Drunk This article is about the Drunk role that appears in some variants of NetHack. For the effects of quaffing a non-blessed potion of booze, see confusion. The Drunk first appeared in an early version of SLASH'EM (NetHack-- 3.0.10) but was dropped from the code at the time the quest branch was ported into that variant. The role was later revived and given a quest in Slash'EM Extended. The Drunk enjoys several unique benefits from drinking potions of booze, in addition to the 10-30 points of nutrition that normally come from the potion. Drunks get an extra 100 points of nutrition from drinking booze, regardless of its BUC status, and are also healed by up to rnz(20 + experience level) points. Drinking booze will still cause confusion and abuse wisdom, however. NetHack-- 3.0.10 was based on NetHack 3.0.10, which predated the skill system, so Drunks could use any weapons. The Slash'EM Extended version of the role has a narrower weapon selection: The Drunk's special spell is detect food, which unfortunately does not reveal the location of potions. Spell success is determined by intelligence. The Booze technique allows the Drunk to simulate the effects of drinking booze without needing the potion ("You procure some refreshing drinks.") For most roles this would be useful mainly as a source of nutrition or deliberate confusion, but for Drunks the technique is even more beneficial because of the health and increased nutrition that Drunks get from booze. The random assortment of starting potions, while not guaranteed to be desirable, may give the Drunk starting knowledge of several harmful or beneficial potions, so the player can know from the beginning of the game which ones to collect or leave. The potions may also be useful for alchemy. In Slash'EM Extended, the status line shows you to be one of the following ranks when you reach the specified experience level: The quest sees the Drunk fighting Colin Moriarty (possibly this one) for the Cloak of Neutrality, a neutral opera cloak which grants energy regeneration, drain resistance, and acid resistance. SLASHTHEM gives the Drunk a new quest artifact, the Gourd of Infinity, a neutral horn of plenty which grants ESP, half physical damage, hallucination resistance, and drain resistance while carried, and can be invoked to charge objects (compare the Platinum Yendorian Express Card). In SlashTHEM, the lawful deity is Fufluns, the Etruscan counterpart of Dionysus. Apollo appears as the neutral deity for Bards instead. The Drunk's first appearance was in SLASH'EM precursor NetHack-- 3.0.10, as one of nine new roles in addition to the twelve in the contemporary version of NetHack. The discussion thread in which the authors first announced the variant suggests that some of the new roles were taken from a list proposing a role for every letter of the alphabet. See here for the relevant post. After the release of NetHack 3.1.3 in 1993, NetHack-- was updated to NetHack-- 3.1.3 by porting some of the changes from NetHack-- 3.0.10 into a patch for the newest version. Due to some changes in the vanilla code, however, some content was removed to improve compatibility with NetHack. Most significantly, NetHack 3.1 had seen the addition of the Quest branch. To avoid the challenge of fitting full-length quests for the roles that had been added in NetHack-- 3.0.10 into the patch code, those roles were simply left out of the patch. The Drunk role, along with the other eight new roles in NetHack-- 3.0.10, made its reappearance in the variant Slash'EM Extended. It was also carried over, with some tweaks, into SlashTHEM, a variant of Slash'EM Extended v75. =_=_ User talk:Skull =_=_ User:Skull =_=_ Anachrononaut The Anachrononaut (roughly, 'sailor against time') is a role added in dNetHack version 3.11.0. The Anachrononaut character comes from an apocalyptic future, and has been sent on a mission to prevent the end of the world, through means initially unknown to them. To aid them in this task, they have been equipped with a variety of future tech, and can obtain more from their quest home level. Humans, Incantifiers, Vampires, Elves, Drow, Clockwork Automations (Androids), and Half-Dragons can be Anachrononauts. Each race receives a different set of starting equipment. Anachrononauts can neither pray nor sacrifice, but they can still buy protection or use altars to check BUC status. Their quest artifact is the The Annulus, and they are the only role that can use lightsaber forms. All Anachrononauts are unable to eat corpses and can only consume prepared food. Incantifier Anachrononauts also start the game with Telepathy. This is a blessing and a curse as it will significantly increase the difficulty of the Quest due to the overwhelming presence of mind flayers and master mind flayers that will now be able to "lock onto your telepathy" to mass damage you from a distance. Furthermore, female Drow have their souls bound to the Black Web, which grants them some active powers like Binders. To be specific, "some powers" means you have shadowblades that do 4d8 damage if you're unarmed, and you have some cooldown-based powers (a ranged web bolt and a point-blank AOE) that you can access if you press . Anachrononaut skill sets fall into two categories: Android and everyone else. The basic skill set listed below applies to all non-Android races, with specific variations noted below the table. The Android skill set is listed in the second table. Elven and incantifier Anachrononauts will have martial arts unlocked to Grandmaster. Drow will have it unrestricted to Grandmaster, but it will remain as bare-handed combat. Elves will also have enchantment spells unrestricted to expert. What skills you start with at basic is dependent on your starting weapons. Humans start with firearms and lance, dwarves with firearms and hammer, male drow with bare handed combat, firearms, and short sword, female drow with bare handed combat, firearms, and crossbows, elves with bare handed combat and firearms, half-dragons with firearms, vampires with firearms and short swords, and incantifiers with martial arts, saber, and the Shii-cho lightsaber form. The Anachrononaut is tougher than the majority of other quests and has the added challenge that it is possible that the quest giver can be killed prior to giving out the quest - thereby eliminating the possibility of doing the quest! Anachrononauts are assigned a pantheon of gods randomly chosen from the other roles at the start of the game. However, Anachrononauts cannot pray or sacrifice to any of these gods, as the only god in the future is Ilsensine, and She is not prayed to. In general, Anachrononauts have a fairly easy early game. Future tech provides Anachrononauts with a combination of low starting AC, powerful melee and ranged weaponry, and useful tools. The specific difficulty will vary somewhat based on the particular race (and sometimes gender) a player chooses, as this will affect both equipment and race-specific abilities and bonuses. Elves may be the most difficult class to play early game, as they start with higher AC than many other Anachrononauts and many enemies in the Gnomish Mines wield iron weapons that do extra damage to Elves. The highest priority for Anachrononauts in the early game is to obtain a tinning kit or other food sources, if they are not provided with one in their starting equipment. Because Anachrononauts cannot pray, it is easy to starve in the dungeon once protein pills run out. Sokoban typically solves this problem in the short term by providing a huge amount of food rations and other types of prepared food essential for Anachrononauts. Given the volume and weight of food rations, stashing food rations at the initial Sokoban level or in other strategic locations (like a magic chest) may be advisable, especially if the final Sokoban level does not contain a bag of holding. A tinning kit is of lesser value to an Incantifier or Android Anachrononaut, but still valuable for producing potions of lizard blood from lizard corpses; these can be used like potions of acid against petrification in the mid and end game. Anachrononauts have a difficult mid game, as future tech weaponry and armor becomes less overpowered against more difficult foes. Most powered weapons and blasters, for example, will need to be recharged, at the cost of valuable and limited power packs. Though bullet fabricators provide a means to resupply mechanical guns, the +0 bullets created in this way will only do so much damage, and carrying around a massive supply of highly-enchanted bullets for regular use may be impractical. As a result, a better weapon and improved damage reduction should be top priorities for the mid game. The best weapon for Anachrononauts from this point on will almost certainly be the lightsaber. Lightsabers are 3x melee weapons when lit and can be used for a long time before needing to be recharged, especially if a player turns the lightsaber off when not being used in combat. However, if a lightsaber was not included in the player's starting equipment, the only place one can be obtained is the Anachrononaut Quest, as future tech can generally not be wished for. For non-Android characters, the Anachrononaut Quest has substantial rewards, but is dangerous even for players with a full set of ascension gear. On the left side of the home level is the Last Bastion, which includes two supply rooms filled with free future tech (including lightsabers), as well as a guaranteed deli (filled with protein pills and other prepared food) and a well-stocked bookstore. On the right side of the home level is the downstairs, which will spawn hoards of mind flayers and other dangerous horrors that will try to home in on your Quest leader - Sara, the Last Oracle - and try to kill her. It is entirely possible for these monsters to overwhelm the Last Bastion and kill Sara before you can trigger the quest, making it impossible to get your Quest artifact, the Annulus. Though the Annulus is not necessary to complete the game, it is necessary for a full-scoring ascension. For Android characters, the Quest leader is already dead, and nothing at all prohibits you from making your descent towards the Annulus. However, the Last Bastion has been overrun, and the chests with free future tech items will have fewer items to offer you. The difficulty of the Quest will be dramatically increased for Anachrononauts with Telepathy, as these levels contain large numbers of non-genocidable mind flayers who can find and damage you via your latent telepathy. Incantifier Anachrononauts in particular should hold off on trying to the quest until they have huge amounts of health or damage reduction to withstand the mental assault. If you are strong enough to get the Annulus, it is a silver chakram that can be transformed into several different forms, including that of a double-bladed lightsaber that (unlike most double-bladed lightsabers) can be wielded with one hand. The Annulus can be invoked for infinite recharging and can be used effectively for the rest of the game, especially if enchanted to +7. The Annulus must be applied twice to ignite and then activate its double-bladed form, and special care must be taken to re-ignite it if an enemy spellcaster extinguishes it using a spell of darkness. Non-Android Anachrononauts using lightsabers can also select a lightsaber form. Lightsaber forms are specific fighting styles that grant extra benefits, such as extra damage, dragon-breath reflection, or automatic counterattacks. While the Annulus can be used as a primary weapon, it is important to remember that you will have to sacrifice it on the Astral Plane before ascending in order to achieve a full-scoring ascension. Consequently, having a backup weapon, such as one of the lightsabers from the Last Bastion, will be necessary as well. A fast player without a full set of ascension gear could choose to raid the future tech from the Last Bastion and flee through the portal back to the Dungeons before hoards of monsters start spawning from the downstairs. If doing so, you would be well advised to wait until you're at least level 14 so you can unlock the Quest at the same time. With respect to damage reduction, you have good odds of obtaining at least some form of half damage reduction from the Chaos Quest artifacts. If the Lord of the Rings version of the Chaos Quest is present in the game, you can get the Mantle of Wrath, which provides half spell damage. If the Final Fantasy version of the Chaos Quest is present in your game, the The Earth Crystal can provide slotless half physical damage reduction. If neither of these are possible, a good early wish can always be spent on the Shield of the Resolute Heart, half physical damage reduction gauntlets of dexterity that won't interfere with spell casting. One of the changes to the Anachrononaut game is that there is no Bell of Opening that can be obtained from the Quest. Instead, Anachrononauts will need to get the Silver Key from the last level of the Neutral Quest to use in its place in the invocation ritual. Doing so is best avoided until a player has a full set of ascension gear. Monsters in the second half of the Neutral Quest are a variety of highly dangerous Lovecraftian horrors, including nightgaunts, edderkops, and shoggoths, to name a few. Even worse, the last level of the Neutral Quest - where the Silver Key resides - also houses Great Cthulhu, who can easily kill a player with either his 400 damage melee attack or his permanent wisdom draining attack. Thankfully, Cthulhu is generated sleeping, and the Silver Key provides branchporting that can be used to immediately escape once it has been obtained. Traversing the lower levels of the Neutral Quest is likely to cause damage to your Sanity. Consequently, you will need some way to either restore your sanity or stave off the random hallucinations that occur when players start to go insane. Blessed potions of restore ability will restore 20 points of sanity, and potions of sleeping and potions of booze also provide a small sanity boost. Once in Gehennom, the difficulty of the end game will depend upon the demon lords and ladies generated and which of them you choose to battle. Discretion is the better part of valor here - avoid picking fights with demons who might finish off an otherwise promising character. Having an excellent source of ranged damage, especially area of effect damage, can be also be highly useful. A well-enchanted, fully automatic arm blaster is a good choice, but high-level attack spells are a better one: spell casters with high levels of skill in attack spells can learn firestorm and blizzard as bonuses for reading the fireball and cone of cold spell books, respectively. Incantifier Anachrononauts can truly shine here, wiping out vast hoards of monsters with repeated spell casts, especially if they have found or wished for a spell book of finger of death. Likewise, Androids can simply throw the Annulus over and over again at extreme range and have it simply return to their hand so long as they are not confused, stunned, or hallucinating, though this must be used with caution lest the Annulus fall into a pit of lava or be forgotten on the ground in some other dangerous spot and be lost. Once the vibrating square has been located, Anachrononauts must execute the revised invocation ritual: first, wield the Silver Key, then, light the Candelabrum of Invocation, and finally, read the Book of the Dead. Retracing your steps to the surface and making your way through the Elemental Planes is largely the same as in vanilla Nethack (but watch out in case any dread seraphs awaken along the way!). Then, once you have made it to the Astral Plane, you have two choices: either complete your mission to save the future and then ascend, or leave the future to its fate and just ascend. Saving the future is optional, but it is necessary to receive a full score for your ascension. To save the future, you must find Ilsensine's altar and eject her from it by sacrificing the Annulus. Ilsensine's altar is well defended by her attendants, Lugribossk and Maanzecorian, who will spawn huge numbers of monsters to try to fend you off. You may need wands of teleportation to disburse the crowds and wands of death to put the attendants to a swift end before you can eject Ilsensine once and for all. Once you have access to the altar, invoke the Annulus to eject Ilsensine once and for all. As a rule, future tech cannot be wished for, not even by Anachrononauts. Tourists, however, ARE able to wish for future tech, and may want to wish for a lightsaber. Some types of future tech will degrade if left in a bones pile, possibly even becoming nonfunctional. Worn in the shirt slot, a bodyglove protects against disease and provides MC3. It does not contribute to AC unless enchanted. Force pikes are powerful melee weapons that can also be used like polearms. Force pikes are one-handed and use the lance skill (and can therefor also be used to joust, though they are just as likely to break as a normal lance). They are a powered weapon, consuming 1 charge per successful hit. A hit from a charged force pike deals 2d6+6 damage to a small target, and 2d8+8 damage to a large target. An uncharged force pike deals 1d6 damage to small targets and 1d8 to large ones. A force pike can be recharged an unlimited number of times. Blessed charging sets the force pike's charge to 100, uncursed to 80-99, and cursed to 10. Unlike most ranged weapons, a heavy blaster bolt continues traveling if it misses its first target, so you must always keep in mind what you're using to backstop your shots. Additionally, a heavy blaster bolt has a 20% chance of blowing apart rock walls, potentially angering shopkeepers. Blasters are also quite noisy, waking sleeping monsters on the level. Arm blasters ("hard white bracers") are arm-mounted weapons, and incompatible with metal gauntlets, such as gauntlets of power and orihalcyon gauntlets. Blaster bolts reflect from targets with reflection. Blaster bolts are extremely inaccurate, and will almost always miss targets with low or negative AC. An arm blaster can only be recharged 4 times. Moreover, there is only a single fresh arm blaster to be found on the Anachrononaut home level, one fresh arm blaster on the quest locate level, and 3 scattered around the goal level. This means there are only 5 fresh arm blasters in a standard Anachrononaut game, not counting the one a human starts with. The Anachrononaut quest guardians also carry arm blasters, but theirs are mostly drained and already 4x recharged. Blessed charging sets the blaster's charge to 100, uncursed to 80-99, and cursed to 10 (essentially wasting one of the 4 recharges). Therefore, to get the most shots out of your arm blaster, you will need a source of blessed charging. The hand blaster is a smaller, handheld version of the arm blaster. A blaster bolt from a hand blaster deals 3d6+6 damage to a small target, or 3d8+8 to a large target, in addition to a 3d6 damage explosion. Hand blasters can't be set to burst fire or automatic mode. Hand blasters can also be recharged only 4 times; however, there are several fresh hand blasters on the Anachrononaut home level, and 10% of the changed spawn wielding hand blasters. In addition, two hand blasters are spawned on the goal and lower filler levels of the Anachrononaut quest. A SMG is a firearm with both single- and auto-fire modes, reaching a maximum of five projectiles at expert on auto. A raygun is a beam-type firearm that uses charges and can be charged an unlimited amount of times. Settings are sleep (1 charge), heat (fire damage, 2 charges), kill (death ray, 10 charges) and disintegration (disintegration ray, 20 charges). A power pack recharges items in the same manner that a scroll of charging does (though using a power pack while confused does not result in the character recharging themselves). As the future tech of the Anachrononaut is explicitly magical in nature, power packs can be used to recharge normal items, and scrolls of charging can be used to recharge future tech. Power packs cannot be blanked as they are classified as tools. A bullet fabber is a tool that can be applied to transform rocks into bullets. Silver rocks will produce silver bullets. Silver bullets can be transformed into rockets and back. Normal bullets can be made into shotgun shells and back. Possibly somewhat surprisingly, it does not need to be charged. A hypospray can be used to inject ampules. (These are like potions, but cannot be diluted as they are classified as tools. Blessing them produces a blessed potion effect, but they can't be used in alchemy.) Ampules are also found in the Anachrononaut role quest. Offensive ampules like sleep or polymorph can only be used against adjacent monsters. The Anachrononaut role draws inspiration from a number of different fantasy and sci-fi franchises, including Terminator, Star Wars, Star Trek, Underworld, and Dungeons and Dragons (most notably the classic D & D adventure Expedition to the Barrier Peaks). The Firearms module for SLASH'EM provided a lot of the foundational code for the future tech. =_=_ Recharge =_=_ Mindless monsters =_=_ Mindless monster =_=_ Multiply =_=_ Category:Offensive items =_=_ Category:Defensive items =_=_ Firefighter The Firefighter first appeared in an early version of SLASH'EM (NetHack-- 3.0.10) but was dropped from the code at the time the quest branch was ported into that variant. The role was later revived and given a quest in Slash'EM Extended. SLASHTHEM adjusts some of the Firefighter's weapon skills (notably restricting long sword, dagger, and knife) and restricts some of the spell skills: In Slash'EM Extended, the status line shows you to be one of the following ranks when you reach the specified experience level: The quest sees the Firefighter fighting Eddie the Pyro for the Fire-Brigade Reel, a lawful rubber hose which grants half spell damage and half physical damage while carried, deals additional cold damage when used as a weapon, and can be invoked to summon a tame water elemental. SlashTHEM gives the Firefighter a new quest artifact, the Fire Chief Helmet, a lawful fire helmet, which grants half spell damage and half physical damage while carried, and protection and warning while worn. It also can be invoked to summon a tame (greater) water elemental. The Firefighter's first appearance was in SLASH'EM precursor NetHack-- 3.0.10, as one of nine new roles in addition to the twelve in the contemporary version of NetHack. The discussion thread in which the authors first announced the variant suggests that some of the new roles were taken from a list proposing a role for every letter of the alphabet. See here for the relevant post. After the release of NetHack 3.1.3 in 1993, NetHack-- was updated to NetHack-- 3.1.3 by porting some of the changes from NetHack-- 3.0.10 into a patch for the newest version. Due to some changes in the vanilla code, however, some content was removed to improve compatibility with NetHack. Most significantly, NetHack 3.1 had seen the addition of the Quest branch. To avoid the challenge of fitting full-length quests for the roles that had been added in NetHack-- 3.0.10 into the patch code, those roles were simply left out of the patch. There is some evidence that the developer(s) of SLASH may have wanted to bring back some of the roles, including the Firefighter, as the DAT folder for SLASH 6 contains unused maps for quest levels for this and other roles that are not actually present in the version. The quest leader would have been "Chief", the nemesis a unique elemental named Fire, and the quest artifact a fire helmet called the Fire Chief Helmet. The code for the maps indicates that the quest would feature numerous salamanders and efreeti. The Firefighter role, along with the other eight new roles in NetHack-- 3.0.10, made its reappearance in the variant Slash'EM Extended. It was also carried over, with some tweaks, into SlashTHEM, a variant of Slash'EM Extended v75. =_=_ Fire helmet The fire helmet is a type of helm that appears in Slash'EM Extended and SlashTHEM. It is based off an early item with a similar description in SLASH 6. Its unidentified appearance is randomized in both games; in SlashTHEM, its default appearance is a red shiny helmet, while in Slash'EM Extended its default is a "red helmet". In SlashTHEM, all Firefighters start with a fire helmet; their quest artifact, the Fire Chief Helmet, is an artifact fire helmet. For SlashTHEM Firefighters, who start the game with intrinsic fire resistance, their starting fire helmet is effectively a heavier orcish helm; as such, it will at least suffice for protection from falling rocks and piercers until they find a better helm, such as a dwarvish iron helm from the Mines or the Fire Chief Helmet, whose extrinsics more than compensate for the base item. Roles without intrinsic fire resistance will likely want this as a temporary source, usually to tide them over until they can obtain it from another source (e.g. killing fire ants and eating their corpses). Players attempting both foodless and crownless conducts might want to hold on to any fire helmets they find if there are no other sources of fire resistance; otherwise, once you have the property you can replace it at your leisure, usually with a helm of brilliance or helm of telepathy. Humanoid pets will appreciate the fire helmet's fire resistance, and few other items (such as the cornuthaum and zipper boots) can provide any beneficial extra effects for pets. =_=_ Graduate The Graduate is a role in the variants Slash'EM Extended and SlashTHEM. It may be seen as a more challenging version of the Geek role from NetHack: The Next Generation. The Graduate is based on an even earlier "Geek" role which appeared in an early version of SLASH'EM (NetHack-- 3.0.10) but was dropped from the code at the time the quest branch was ported into that variant. The role was later revived, renamed, and given a quest in Slash'EM Extended. One advantage Graduates have in Slash'EM Extended is that they suffer from the effects of nasty traps for only a quarter of their usual duration. The Slash'EM Extended Graduate has a remarkably wide range of skills and is unrestricted in most weapon skills, except pick axes, spears, tridents, boomerangs, and all swords except the two handed sword: SlashTHEM replaces the spoon with a +3 sharpened pencil and the sack with an ugly backpack. It is significant to note that these are both items from the old Geek role in NetHack-- 3.0.10. The pencil is a weak dagger-type weapon, but a useful tool that can engrave like an athame. In Slash'EM Extended, the status line shows you to be one of the following ranks when you reach the specified experience level: The quest sees the Graduate fighting Student Leader for the Master Boot Disk, a neutral pack of floppies which confers reflection when carried, and can be invoked for phasing. The Graduate seems to have its origins in the Geek role in NetHack-- 3.0.10 (a precursor to SLASH'EM), not to be confused with the Geek role added in NetHack: The Next Generation. The Geek was one of nine new roles in NetHack--, in addition to the twelve in the contemporary version of NetHack. The discussion thread in which the authors first announced NetHack-- suggests that some of the new roles were taken from a list proposing a role for every letter of the alphabet. See here for the relevant post. The post hints that the Geek role, like its NhTNG counterpart, is a tribute to the NetHack player. After the release of NetHack 3.1.3 in 1993, NetHack-- was updated to NetHack-- 3.1.3 by porting some of the changes from NetHack-- 3.0.10 into a patch for the newest version. Due to some changes in the vanilla code, however, some content was removed to improve compatibility with NetHack. Most significantly, NetHack 3.1 had seen the addition of the Quest branch. To avoid the challenge of fitting full-length quests for the roles that had been added in NetHack-- 3.0.10 into the patch code, those roles were simply left out of the patch. There is some evidence that the developer(s) of SLASH may have wanted to bring back some of the roles, including the Geek, as the DAT folder for SLASH 6 contains unused maps for quest levels for this and other roles that are not actually present in the version. The quest leader would have been "Stallman" (possibly this one), the nemesis a named "Gates", and the quest artifact a credit card called the Magic Calculator. The code for the maps indicates that the quest would feature numerous , , , and . The Geek role, along with the other eight new roles in NetHack-- 3.0.10, made its reappearance in the variant Slash'EM Extended, renamed the Graduate, probably to avoid confusion with the better-known Nh-TNG role. The connection between the old Geek role and the new Graduate role is more clear in SlashTHEM, which gives the Graduate the Geek's paraphernalia, a sharpened pencil and an ugly backpack. There does not appear to be any connection between the Graduate role and the 1967 American film of the same name. =_=_ Sharpened pencil A sharpened pencil is the starting "weapon" for the Graduate role in SlashTHEM, carried over from the Geek role in NetHack-- 3.0.10 (not to be confused with the Geek role in NetHack: The Next Generation). (The Slash'EM Extended Graduate gets a spoon instead.) As a weapon, the sharpened pencil uses the dagger skill, but only deals 1d2 damage to large and small monsters alike, making it inferior to a real dagger. Its redeeming quality is that it can be used to engrave without getting dull, making it a kind of poor hacker's athame. This means that Graduates can reliably engrave Elbereth from the start of their game. Even after they find a better weapon, they may wish to keep the pencil as an engraving tool, fireproofing it if desired. =_=_ Meatballs =_=_ Meat balls =_=_ Vlad the impaller =_=_ Orihalcyon gauntlets A pair of Orihalcyon gauntlets provides magic resistance; this makes you immune to many of the nastier traps, and any wand of striking or magic missiles fired by an enemy. Orihalcyon gauntlets are made of rustproof metal. As the only other metal gloves are the gauntlets of power, which have an obvious effect when worn, a touchstone can be used to unambiguously identify orihalcyon gauntlets. =_=_ Locksmith The Locksmith first appeared in an early version of SLASH'EM (NetHack-- 3.0.10) but was dropped from the code at the time the quest branch was ported into that variant. The role was later revived and given a quest in Slash'EM Extended. In Slash'EM Extended, the status line shows you to be one of the following ranks when you reach the specified experience level: The quest sees the Locksmith fighting Burglar Ed for the Nocturnal Key, a chaotic skeleton key which grants hallucination resistance and functions as a luckstone when carried. When used, it gives a random rumor, similar to the Master Key of Thievery. It can be invoked to branchport. SlashTHEM gives the Locksmith a new quest artifact, the Lockpick of Arsene Lupin, a neutral lockpick. When carried, it grants telepathy, stealth, warning, and magic resistance, and functions as a luckstone. When used, it gives a random rumor, and it can be invoked to untrap a door or container with 100% success. changes from NetHack-- 3.0.10 into a patch for the newest version. Due to some changes in the vanilla code, however, of the Quest branch. To avoid the challenge of fitting full-length quests for the roles that had been added in =_=_ Musician The Musician first appeared in an early version of SLASH'EM (NetHack-- 3.0.10) but was dropped from the code at the time the quest branch was ported into that variant. The role was later revived and given a quest in Slash'EM Extended. In Slash'EM Extended, Musicians start with a pet Green-elf. In SlashTHEM, this is changed to a tame little dog or kitten. In Slash'EM Extended, the status line shows you to be one of the following ranks when you reach the specified experience level: The quest sees the Musician fighting Draco the Sharpshooter for the Blackharp, a chaotic magic harp which grants warning, teleport control, and drain resistance while carried. SlashTHEM gives the Musician a new quest artifact, the Harp of Harmony, a lawful magic harp which grants warning, stealth, and drain resistance while carried, and speaks a random rumor when played. It can be invoked to tame monsters. The Musician's first appearance was in SLASH'EM precursor NetHack-- 3.0.10, as one of nine new roles in addition to the twelve in the contemporary version of NetHack. The discussion thread in which the authors first announced the variant suggests that some of the new roles were taken from a list proposing a role for every letter of the alphabet. See here for the relevant post. After the release of NetHack 3.1.3 in 1993, NetHack-- was updated to NetHack-- 3.1.3 by porting some of the changes from NetHack-- 3.0.10 into a patch for the newest version. Due to some changes in the vanilla code, however, some content was removed to improve compatibility with NetHack. Most significantly, NetHack 3.1 had seen the addition of the Quest branch. To avoid the challenge of fitting full-length quests for the roles that had been added in NetHack-- 3.0.10 into the patch code, those roles were simply left out of the patch. The Musician role, along with the other eight new roles in NetHack-- 3.0.10, made its reappearance in the variant Slash'EM Extended. It was also carried over, with some tweaks, into SlashTHEM, a variant of Slash'EM Extended v75. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Geek quest The Geek quest sees you fighting Bill Gates for the NetHack Sources. For more information on the quest branch in general, see the quest article. Inside the upper enclosure are monsters whose glyphs spell out "May the force be with you", and inside the side room of the lower one are monsters spelling out "WELCOME" in the same way. Spaces are represented by random . The walls on the level are diggable, so all are hobbits and the is a sewer rat, to avoid generating dwarves or rock moles that could tunnel through the walls. The is a young unicorn (presumably so the Geek cannot exploit a coaligned unicorn, or tame a pony/horse), the is a fairly harmless baby lich, and the is a wraith. The level contains an amulet of ESP and a blindfold ("to ensure that the player can see the artwork"), two potions of Jolt Cola, a wand of digging, and eight random objects, all randomly scattered throughout the level. There are also four random traps. The upstair is at a random location somewhere on the level. The downstair is located at one of the six numbered spots; the others contain an amulet of life saving, an amulet of strangulation, two giant mimics imitating the downstair, and a polymorph trap. The walls are diggable and teleportation is permitted, so the two enclosed spaces should not be difficult to reach if necessary. The floor is non-diggable, however. The upstair is located in the lower right corner. Bill Gates and the NetHack Sources are at the throne in the center of the spiral. =_=_ File:Quest1.png =_=_ File:GeekQuestText2.png =_=_ File:GeekQuestText3 - sucess.png =_=_ File:Quest5.png =_=_ File:Questrecover.png =_=_ File:GeekQuest2.png =_=_ File:Questfinal.png =_=_ File:Questtext dead gates.png =_=_ File:GeekQuestrecover.png =_=_ User:Bcode/dNetHack This is a place for me to put notes about dNetHack, some of which might be useful for others or potentially helpful resources for new articles. It's not all that organized… =_=_ Ninja (role) This article is about the Ninja role that appears in Slash'EM Extended and SLASHTHEM. "Ninja" is also one of the NetHack Samurai rank titles. For the monster in NetHack 3.6.0, see Ninja. The role draws on two earlier Ninja roles, one a defunct feature in NetHack which was eventually replaced by the Rogue, and the other part of NetHack-- 3.0.10, an ancestor of SLASH'EM. In NetHack, "Ninja" and "Kunoichi" are the male and female rank titles of a Samurai from experience levels 6 to 9. In SLASH'EM Extended the male title is changed to Ninja Gaiden; the female title remains Kunoichi. In SlashTHEM, the equivalent rank title is "Kumigashira" (which translates roughly to "squad leader"). The SlashTHEM Ninja will know the starting shuriken as "hira-shuriken" (flat shuriken), as part of an expanded list of Japanese item names. This reflects the fact that the term "shuriken" was historically also used to refer to other thrown (and sometimes wielded) weapons, not only the star-shaped projectiles associated with the term in Western culture. Darts are known as "bo-shuriken" (stick shuriken). In Slash'EM Extended, the status line shows you to be one of the following ranks when you reach the specified experience level: The quest sees the Ninja fighting Jaquio for the Dragonclan Sword, a lawful katana which has a chance of beheading enemies, like the Vorpal Blade. SLASHTHEM gives the Ninja a new quest artifact, Fuma-itto no Ken, a chaotic ninja-to (broadsword) which adds +8 to-hit and +8 to damage, grants drain resistance while carried, and can be invoked to create a stack of hira-shuriken. This weapon was adapted from an artifact of the same name from dNetHack. The Slash'EM Extended Ninja's pantheon is taken from the Nehwon mythos created by Fritz Leiber (also the source for the Rogue pantheon): Two early versions of NetHack contained "Ninja" roles. Regular NetHack contained a Ninja role from versions 1.3d to 2.3e, which was replaced in 3.0.0 by the Rogue role, making it a defunct feature. NetHack-- 3.0.10, a variant of version 3.0.10, and a precursor of SLASH'EM, included a revived Ninja role in addition to the Rogue role. The vanilla Ninja had a much simpler inventory than the current role, consisting of a katana, +1 leather armor, and up to 25 shuriken. NetHack-- gave the Ninja the wakizashi, potions of sickness and invisibility, lockpick, and intrinsic stealth that are associated with the role in Slash'EM Extended and SlashTHEM, so it seems that the current incarnation of the role is based primarily on the NetHack-- version. The NetHack-- Ninja was one of nine new roles in that variant, in addition to the twelve in the contemporary version of NetHack. The discussion thread in which the authors first announced the variant suggests that some of the new roles were taken from a list proposing a role for every letter of the alphabet. See here for the relevant post. After the release of NetHack 3.1.3 in 1993, NetHack-- was updated to NetHack-- 3.1.3 by porting some of the changes from NetHack-- 3.0.10 into a patch for the newest version. Due to some changes in the vanilla code, however, some content was removed to improve compatibility with NetHack. Most significantly, NetHack 3.1 had seen the addition of the Quest branch. To avoid the challenge of fitting full-length quests for the roles that had been added in NetHack-- 3.0.10 into the patch code, those roles were simply left out of the patch. The Ninja role, along with the other eight new roles in NetHack-- 3.0.10, made its reappearance in the variant Slash'EM Extended. It was also carried over, with some tweaks, into SlashTHEM, a variant of Slash'EM Extended v75. =_=_ Ugly backpack An ugly backpack is a container in SlashTHEM, which forms part of the starting inventory of the Graduate role. The Slash'EM Extended Graduate starts with a sack instead. The ugly backpack is mostly equivalent to a sack, though it is more valuable than one, with a base price of 50 zm, compared to the sack's price of 2 zm. It is not randomly generated. The item comes from the Geek role in NetHack-- 3.0.10, not to be confused with the Geek role in NetHack: The Next Generation. NetHack-- was a precursor to SLASH'EM. =_=_ Officer The Officer first appeared in an early version of SLASH'EM (NetHack-- 3.0.10) but was dropped from the code at the time the quest branch was ported into that variant. The role was later revived and given a quest in Slash'EM Extended. NetHack-- did not include firearms, so originally the Officer's only starting means of defense/offense was a club and the two wands, which were probably meant to represent sidearms. Both current incarnations of the role have the wands, even though the Officer now gets a gun. The SlashTHEM Officer starts with the club wielded. In NetHack--, the Officer's starting food was a stack of doughnuts, which were replaced in Slash'EM Extended with Hacker's Foods, a comestible borrowed from NetHack: The Next Generation as part of the starting inventory of the Geek role. SlashTHEM reintroduces doughnuts both as the Officer's snack, and as a food item that can be randomly generated. In Slash'EM Extended, Officers start with a pet player monster officer, complete with gear, which guarantees the player access to a second pistol. In SlashTHEM, this is changed to a (unarmed) tame little dog. In Slash'EM Extended, the status line shows you to be one of the following ranks when you reach the specified experience level: The quest sees the Officer fighting Grandpa Tank Breaker for the Shiny Magnum, a lawful pistol with to-hit and physical damage bonuses. SlashTHEM gives the Officer a new quest artifact, the Whistle of the Warden, a lawful magic whistle which grants telepathy, teleport control, and drain resistance while carried. It can be invoked for "leadership", revealing the location of all pets on the level and increasing the tameness of those within line of sight. The Officer's first appearance was in SLASH'EM precursor NetHack-- 3.0.10, as one of nine new roles in addition to the twelve in the contemporary version of NetHack. The discussion thread in which the authors first announced the variant suggests that some of the new roles were taken from a list proposing a role for every letter of the alphabet. See here for the relevant post. After the release of NetHack 3.1.3 in 1993, NetHack-- was updated to NetHack-- 3.1.3 by porting some of the changes from NetHack-- 3.0.10 into a patch for the newest version. Due to some changes in the vanilla code, however, some content was removed to improve compatibility with NetHack. Most significantly, NetHack 3.1 had seen the addition of the Quest branch. To avoid the challenge of fitting full-length quests for the roles that had been added in NetHack-- 3.0.10 into the patch code, those roles were simply left out of the patch. The Officer role, along with the other eight new roles in NetHack-- 3.0.10, made its reappearance in the variant Slash'EM Extended. It was also carried over, with some tweaks, into SlashTHEM, a variant of Slash'EM Extended v75. =_=_ User talk:Catullus You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Doughnut Doughnuts are probably most often seen as the starting food for Officers, who begin the game with a stack of six doughnuts in their inventory. This is a feature carried over from NetHack-- 3.0.10, the source of the role. Officers in Slash'EM Extended pack Hacker's Foods instead. Doughnuts can be found randomly generated, but they are quite rare, with the same probability of appearing as a pill or tortilla. =_=_ Undertaker The Undertaker is a role in the variants Slash'EM Extended and SlashTHEM. Undertakers are knowledgeable about all things related to corpses, including the use of wands of undead turning and tinning kits. The Undertaker first appeared in an early version of SLASH'EM (NetHack-- 3.0.10) but was dropped from the code at the time the quest branch was ported into that variant. The role was later revived and given a quest in Slash'EM Extended. In NetHack--, the Undertaker's starting armor was an expensive suit, which occupied the shirt slot. In Slash'EM Extended this was replaced with Victorian underwear, another shirt-type armor borrowed from the Noble role. SLASHTHEM reintroduced the expensive suit as the starting shirt for the Undertaker. The quest sees the Undertaker fighting Seducer Saint for Black Death, a chaotic halberd which adds a life drain bonus to attacks. SlashTHEM gives the Undertaker a new quest artifact, the Pick of the Grave, a neutral pick axe which adds a life drain bonus to attacks and grants cold resistance while worn and regeneration, half physical damage and teleport control while carried. (Black Death is now an ordinary artifact halberd that can be given as a sacrifice gift or found randomly generated.) Invoking the Pick blesses it, repairs any damage and erodeproofs it, and, if its enchantment is less than +3, raises it to that value. This effect cannot be used while the Pick is equipped, however, so this is not a way to free your weapon hand if the Pick gets cursed while wielded. The Undertaker's first appearance was in SLASH'EM precursor NetHack-- 3.0.10, as one of nine new roles in addition to the twelve in the contemporary version of NetHack. The discussion thread in which the authors first announced the variant suggests that some of the new roles were taken from a list proposing a role for every letter of the alphabet. See here for the relevant post. After the release of NetHack 3.1.3 in 1993, NetHack-- was updated to NetHack-- 3.1.3 by porting some of the changes from NetHack-- 3.0.10 into a patch for the newest version. Due to some changes in the vanilla code, however, some content was removed to improve compatibility with NetHack. Most significantly, NetHack 3.1 had seen the addition of the Quest branch. To avoid the challenge of fitting full-length quests for the roles that had been added in NetHack-- 3.0.10 into the patch code, those roles were simply left out of the patch. The Undertaker role, along with the other eight new roles in NetHack-- 3.0.10, made its reappearance in the variant Slash'EM Extended. It was also carried over, with some tweaks, into SlashTHEM, a variant of Slash'EM Extended v75. =_=_ Zookeeper The Zookeeper is a role in the variants Slash'EM Extended and SlashTHEM. Zookeepers start with items & mdash;including tripe rations, scrolls of taming, and leashes & mdash;that make it easy for them to acquire and maintain pets. The Zookeeper first appeared in an early version of SLASH'EM (NetHack-- 3.0.10) but was dropped from the code at the time the quest branch was ported into that variant. The role was later revived and given a quest in Slash'EM Extended. NetHack-- 3.0.10 was based on NetHack 3.0.10, which predated the skill system, so Zookeepers could use any weapons. The Slash'EM Extended version has a more restricted skill set: The quest sees the Zookeeper fighting Fearful Triceratops for Liontamer, a lawful bullwhip which has +5 to-hit and +8 damage versus felines. This is an artifact from NetHack--. SLASHTHEM gives the Zookeeper a new quest artifact, the Golden Whistle of Nora, a lawful magic whistle which grants warning, half physical damage, and ESP, and can be invoked for taming. Liontamer is now the first sacrifice gift for Zookeepers. The Zookeeper's first appearance was in SLASH'EM precursor NetHack-- 3.0.10, as one of nine new roles in addition to the twelve in the contemporary version of NetHack. The discussion thread in which the authors first announced the variant suggests that some of the new roles were taken from a list proposing a role for every letter of the alphabet. See here for the relevant post. After the release of NetHack 3.1.3 in 1993, NetHack-- was updated to NetHack-- 3.1.3 by porting some of the changes from NetHack-- 3.0.10 into a patch for the newest version. Due to some changes in the vanilla code, however, some content was removed to improve compatibility with NetHack. Most significantly, NetHack 3.1 had seen the addition of the Quest branch. To avoid the challenge of fitting full-length quests for the roles that had been added in NetHack-- 3.0.10 into the patch code, those roles were simply left out of the patch. There is some evidence that the developer(s) of SLASH may have wanted to bring back some of the roles, including the Zookeeper, as the DAT folder for SLASH 6 contains unused maps for quest levels for this and other roles that are not actually present in the version. The nemesis would have been a named "The Great Black Ape", and the quest artifact would have been a magic whistle called The Golden Whistle. (Lord Carnarvon appears as the quest leader, probably a holdover from the Archeologist quest.) The code for the maps indicates that the quest would feature numerous felines and apelike creatures. The Zookeeper role, along with the other eight new roles in NetHack-- 3.0.10, made its reappearance in the variant Slash'EM Extended. It was also carried over, with some tweaks, into SlashTHEM, a variant of Slash'EM Extended v75. =_=_ Expensive suit The expensive suit is the starting armor for the Undertaker role in SlashTHEM. This is a feature carried over from NetHack-- 3.0.10, the source of the role. The Slash'EM Extended Undertaker starts with Victorian underwear instead. Like other "shirts", the expensive suit has an AC of 0, and so does not add to your armor class unless enchanted. However, the suit has a magic cancellation of 2 and gives a +2 bonus to the wearer's charisma. These benefits make the expensive suit a better choice for the "shirt" slot than the T-shirt and Hawaiian shirt: instead of raising prices, shopkeepers will actually charge lower prices because of the customer's increased charisma from the stylish suit. Whether the suit is better than Victorian underwear, which grants MC 3 at the cost of a penalty to AC, depends on the player's circumstances. A player who has no other choice of MC 3 armor & mdash;for example, a spellcaster, Monk, or Jedi who cannot wear a mithril coat and wants to wear a cloak other than a cloak of protection or magic resistance, or a player who simply has not found any other MC 3 armor & mdash;may prefer the underwear for its magic cancellation. But in general, the suit's charisma bonus makes it arguably the best "shirt" in the game. The expensive suit is the base item for an artifact, the Gambler's Suit. This unaligned artifact grants protection while worn, acts as a luckstone, and grants an extra +3 charisma, in addition to the standard charisma bonus. =_=_ User:Cherokee Jack/Changes in UnNetHack from NetHack 3.4.3 Many of The Banes have been modified. All of them except Sunsword grant warning of their target monsters, and Dragonbane, Giantslayer, Werebane, Ogresmasher, and Trollsbane all have a 20% chance of killing their target monsters instantly. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User talk:Dograt You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Orb Two variants whose code became the base for SLASH'EM, NetHack Plus and SLASH 6, feature three glass orbs in addition to the crystal ball - the orb of enchantment, the orb of charging, and the orb of destruction. The orbs are a deferred feature - their code can still be found in the SLASH'EM source, but has been commented out with the note that these had "potential for abuse". NetHack brass includes the orb of charging and the orb of destruction, but the orb of enchantment is replaced by an orb of maintenance that can be used to repair erosion on a selected object. Also, all glass orbs in NetHack brass weigh 75 units. The crystal ball can still be distinguished from the other three by price identification. EvilHack introduces the eight-ball, an orb that is made of plastic. It serves as the base item for the Magic 8-Ball, an artifact tool carried by the Oracle. =_=_ Orb of enchantment The orb of enchantment was a tool that appeared in NetHack Plus and SLASH 6. It appeared as a glass orb when unidentified. In SLASH'EM, the orb is a deferred feature - its code can still be found in the SLASH'EM source, but has been commented out with the note of "potential for abuse". Applying a charged orb of enchantment alters the enchantment of your primary wielded weapon, somewhat similar to a scroll of enchant weapon; this only works on items in the weapon and weapon-tool class. The effect varies dependent on the orb's beatitude: The maximum for enchantment via the orb is +5 - if a weapon that was +4 would have gained 2 points of enchantment, it will cut off at +5, and the orb will have no effect on a +5 weapon. =_=_ Orb of charging The orb of charging was a tool that appeared in NetHack Plus and SLASH 6, and also appears in NetHack brass. It appears as a glass orb when unidentified. In SLASH'EM, the orb is a deferred feature - its code can still be found in the SLASH'EM source, but has been commented out with the note of "potential for abuse". Applying a charged orb of charging allows you to select and recharge an item, similar to a scroll of charging, and auto-identifies the orb. The effect is dependent on the beatitude of the orb. All non-crystal ball glass orbs have a base price of 750 zm and weigh 75 aum, making it somewhat easier to tell an actual crystal ball apart from the other magical orbs (outside of NetHack brass, where the crystal ball also weighs 75 aum). Beyond this, the three non-crystal ball orbs can be distinguished by identification or use-testing - the latter is risky due to the change of a glass orb being an orb of destruction. =_=_ Orb of destruction The orb of destruction was a tool that appeared in NetHack Plus and SLASH 6, and also appears in NetHack brass. It appears as a glass orb when unidentified. In SLASH'EM, the orb is a deferred feature - its code can still be found in the SLASH'EM source, but has been commented out with the note of "potential for abuse". Applying an orb of destruction simply causes it to explode, destroying the orb and dealing 12d6 damage. The damage is of the same type as that of magic missiles, and thus can be completely negated by magic resistance. Whether the orb is charged or not does not seem to have any impact on its effect. All non-crystal ball glass orbs have a base price of 750 zm and weigh 75 aum, making it somewhat easier to tell an actual crystal ball apart from the other magical orbs (outside of NetHack brass, where the crystal ball also weighs 75 aum). Beyond this, the three non-crystal ball orbs can be distinguished by identification or use-testing - this is risky, since you may end up activating this orb. =_=_ Pack of floppies The pack of floppies is a tool in NetHack: The Next Generation. When unidentified, it appears as a box containing little plastic cards. Geeks start with a pack of floppies in their inventory. Most roles will have no use for a pack of floppies. However, the computer-savvy & mdash;namely, Geeks (and, in Slash'EM Extended and SlashTHEM, Graduates) & mdash;are able to "read" the contents of floppies by applying them. This process allegedly involves looking at the magnetic surface, so it cannot be done if the player is blind. When you "read" the disk, you will see one of six things on it: Most of these messages have no other effects. However, if you find "Microsoft Windows 3.1", you "shriek in pain" and become confused for 50-100 turns. If you find "Bill Gates", "You feel horrible", but there is no other effect. Because some scrolls give beneficial effects if read while confused, confusion is sometimes a desirable status, so the pack of floppies can actually be very useful to roles that are able to use it. Just apply it until you come across Windows, read your scroll(s), and then apply a non-cursed unicorn horn to cure the confusion. It can be used as a substitute for a cursed unihorn, with the advantage that there is no risk of unwanted effects like attribute loss or illness (other than 'feeling horrible', which does not affect gameplay). The Nethack Sources is the Geek quest artifact, a neutral-aligned pack of floppies that grants searching, ESP, and regeneration while carried. It can be invoked to identify items, presumably by very fast source diving. The Master Boot Disk is the quest artifact for the Graduate role in Slash'EM Extended and SlashTHEM, a neutral-aligned pack of floppies that grants reflection while carried and can be invoked for phasing. (The Graduate role comes from a different role also called the Geek, which was renamed to avoid confusion with the NHTNG role.) Floppy disks are a dated (1980s-1990s) form of data storage, consisting of circular pieces of a flexible material (hence "floppy disks") on which the data is magnetically recorded. With more efficient storage media such as flash drives and cloud storage available to modern computer users, floppies are now rarely seen, except occasionally on icons for saving files in computer programs, and some present-day computer users have probably never used a floppy disk, or even a computer that has a floppy drive. However, during the early years of NetHack's development, floppy disks would have been a standard medium for storing and exchanging files, including personal copies of the NetHack source and patches, so they appear as part of the starting inventory of the Geek, a tribute to NetHack players. The name "floppy disks" is somewhat ironic. The flexible disc-shaped component is rarely seen outside of a rigid plastic protective case, from which it is normally never removed; instead, the entire case is slipped into the floppy drive. Thus what are called "floppy disks" are actually stiff and rectangular & mdash;hence the "little plastic cards" of the unidentified appearance. =_=_ Category:NetHack: The Next Generation =_=_ Hacker's Food The Hacker's Food is a comestible in NetHack: The Next Generation. It also appears in the variants Slash'EM Extended and SlashTHEM, which include elements of NHTNG. Hacker's Foods are the starting food for Geeks, who begin the game with two of them in their inventory. They make good rations, as they are as filling as food rations, but can be eaten in a single turn, like the K-ration or C-ration. Hacker's Foods can be found randomly generated, but they are quite rare, with the same probability of appearing as a pill or tortilla. =_=_ Redo =_=_ File:ZGeekQuestText5.png =_=_ Electric sword The electric sword is a weapon originally in NetHack: The Next Generation, but now present in Slash'EM Extended and SlashTHEM. A +1 blessed electric sword is the starting weapon for the Geek role. The electric sword uses the long sword skill. As a member of that class it is a little better than the katana, with more damage to both small and large targets, and a bigger to-hit bonus, but it is even rarer. It is made of iron and should be rustproofed if you intend to keep it past the early game. Despite what its name might suggest, the electric sword does not deal shock damage. There is a neutral-aligned artifact electric sword, Shocker, which does deal an additional +1d3 damage against enemies that are not shock-resistant. Electric swords have a to-hit bonus (+d10) against , but since the only member of that monster class in NHTNG is the quantum mechanic, this advantage is not especially useful there. The class-targeted to-hit bonus is a little more useful in the Slash'EM Extended and SlashTHEM incarnations of the Geek role, where the Q class contains many more members. =_=_ Tooth of an algolian suntiger The tooth of an algolian suntiger is a weapon originally found in NetHack: The Next Generation, but now present in Slash'EM Extended and SlashTHEM. It has striking similarities to the crysknife & mdash;a high-damage knife-type weapon of biological origin & mdash;and might possibly be the Douglas Adams equivalent of it (though the tooth of an Algolian Suntiger, while significant in The Hitchhiker's Guide to the Galaxy, is not described as a weapon there). As its name suggests, it may be dropped on death by algolian suntigers. The algolian suntiger tooth is an even better weapon than the vanilla crysknife, dealing 1d15 damage against small and large targets, more than the crysknife's 1d10, and has a to-hit bonus of +5, compared to the crysknife's +3. Unlike the worm tooth, the algolian suntiger tooth is an excellent weapon from the time it's dropped by its former owner, and can be used as-is from the time it's picked up, with no need to enchant it first. Best of all, the tooth requires no special treatment, so it will not revert to a useless item if it is ever dropped or put in a container. The tooth's potential as a weapon is balanced by its rarity: the probability of its being dropped by a slain algolian suntiger is 1 in 75. The tooth can be found as a randomly generated weapon, but with a low probability. The tooth of an algolian suntiger appears in Slash'EM Extended and SlashTHEM, along with other features from NetHack: The Next Generation. However, in these variants the tooth has lost its superiority over the crysknife because the latter now deals 1d20 to small and 1d30 to large, as in SLASH'EM. The probability of getting a tooth from an algolian suntiger is low (1 in 75), while a long worm is guaranteed to drop a worm tooth, so the only advantages the algolian suntiger tooth has in these versions are its higher to-hit bonus and its stability. The tooth of an algolian suntiger is made of mineral, so one left on the ground may get devoured by one of the creatures that can eat stone in these variants. (The crysknife is also made of mineral, but is likely to revert to an inedible worm tooth before any lithivore can find it.) In The Hitchhiker's Guide to the Galaxy, the "tooth of an Algolian Suntiger" is an ingredient in the Pan-Galactic Gargle Blaster, which "spreads the fires of the Algolian suns deep into the heart of the drink". This is all that is said of Algolian Suntiger teeth, or, for that matter, of Algolian Suntigers. =_=_ Chemistry set The chemistry set is a tool in NetHack: The Next Generation, Slash'EM Extended, and SlashTHEM, which provides a new way to get specific potions that is analogous to making scrolls with the vanilla magic marker: Unlike writing scrolls, making potions requires knowledge of chemistry. Potions made by the player are "selfmade" and have a luck-dependent chance of being defective. Before you can use a chemistry set with certainty, you need to be familiar with chemistry. This can be learned by successfully reading a spellbook of chemistry. As long as you have the chemistry "spell" in your repertoire, you can use chemistry sets. Note that this is not a functional spell, and attempting to cast it will only produce a funny message ("You call upon your chemical knowledge. Nothing happens."). Trying to use a chemistry set without knowing chemistry will always fail in NHTNG. In Slash'EM Extended you have a 33% chance of being able to make a Before you can make a new potion, you must have an empty bottle to contain it. The first thing that happens when you use a chemistry set is that you will be prompted to select a container from your inventory. Empty bottles can be found as randomly generated tools, but a much more common source of bottles is quaffing potions, which will sometimes leave behind the empty container. ("You are left with the empty bottle.") If the potion was taken from a stack, so a new inventory slot is needed for the bottle, but there is no room in your pack, the bottle will drop to the floor. Bottles acquired in this way are naturally uncursed, regardless of the BUC status of the original potion. If the chemistry set doesn't have enough charges to make your desired potion, the bottle will explode ("You seem to have made a mistake!") dealing 10 damage, or 25 if the chemistry set was cursed. Getting killed by such an explosion will give the report that you were killed by an "alchemic blast". Potions made using chemistry sets are flagged "selfmade" (compare homemade tins) and can be defective. When you quaff one, there is a small chance that it will be "bad" (due to an error in the preparation) and possibly have harmful effects, poisoning you for up to 20 hit points OR making you nauseated. A death resulting from poisoning from a selfmade potion will be attributed to "bad chemical knowledge"; however, you will not lose any health if you have poison resistance. The probability that a selfmade potion will be "bad" and the probability that quaffing it will have a negative effect are each luck-weighted, so the higher your luck, the less likely you are to suffer harmful effects from quaffing your own potions. The maximum number of charges a chemistry set can have is 117. This may have something to do with the number of elements on the current periodic table (118). =_=_ Spellbook of chemistry =_=_ Bottle You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Gauntlets of typing Gauntlets of typing are the starting armor for the Geek role in NetHack: The Next Generation, Slash'EM Extended, and SlashTHEM. Their only distinctive trait, as gauntlets, is having a base AC of 2, one more point than leather gloves. They are also made of leather, making them essentially improved leather gloves. In Slash'EM Extended and SlashTHEM these are equivalent to the plasteel gloves from the Jedi patch, except that they can rot. =_=_ Forum:Collapsing Dungeon? I was a lawful human valkrie with mjollnir, a wand of death, a ring of regeneration, and gloves of power. i drank a potion and it turned me into a green slime and collapsed the dungeon around me. "You turn into a green slime. The dungeon collapses around you!" what did i do? --Ingo321 (talk) 14:29, 23 October 2015 (UTC) The message in question means that there was a bug in the game that made it impossible to continue. So you'd want to try to figure out what caused the bug so that it could be fixed. Unfortunately, 3.4.3 is not very good at recording state during a panic. Ais523 (talk) 13:03, 27 October 2015 (UTC) =_=_ Potion of cyanide The potion of cyanide is a dangerous potion originally from NetHack: The Next Generation, which also appears in Slash'EM Extended and SlashTHEM. Quaffing it has several bad effects: it makes you ill, reduces your strength by up to 10 points, and costs a significant amount of health: 4d16 (4-64) if cursed, 2d16 (2-32) if uncursed, or 2d8 (2-16) if blessed. The illness is classified as "vomitable" (like food poisoning) and can be cured if you can induce yourself to vomit (or, in Slash'EM Extended or SlashTHEM, find & mdash;or make & mdash;a toilet). Of course, a noncursed unicorn horn can help as well. A thrown potion of cyanide reduces the health of its target & mdash;a monster or yourself & mdash;to one-fifth of its current value. If the target had less than 10 health to begin with, it dies. Inhaling the vapors of a broken potion of cyanide will have the same effect on you. In Slash'EM Extended, monsters will throw these at the player, which can lead to YASD if the player then runs into something dangerous without healing the damage; for example, a player with 50 max HP may find themselves suddenly at 10 HP and be killed by an otherwise harmless iron piercer. Poison resistance does not protect against the harmful effects of cyanide poisoning. In game terms this may mean that poison resistance only protects you from biological toxins, not from inorganic poisons like cyanide. Cyanide compounds are often said to have a bitter odor, hence the hallucinatory message. In popular culture this bitter odor or taste is often used as a clue that food or a beverage has been poisoned with cyanide (for example, in Roald Dahl's short story "The Landlady"). While it is true that cyanide has a bitter odor, it can only be sensed with a special chemoreceptor which many people lack. So if for whatever reason you suspect your food or drink might have been spiked with cyanide, don't trust your sense of smell to tell you if it's safe! The potion of cyanide figured in the NHTNG version of Schroedinger's box. In the thought experiment, the box contained a mechanism that would kill a cat, by breaking a container of cyanide, if a certain quantum event occurred. Therefore, in NHTNG, if the player opened the box and discovered that the cat was alive, the box would contain a potion of radium (representing the quantum system being monitored) and an intact potion of cyanide. But if the box was open and the cat was dead, the box would contain a potion of radium and the corpse of a cat, but there would be no potion of cyanide, because it had been used up. When Schroedinger's cat was added to regular NetHack, the potions of radium and cyanide were omitted from the code, because these items were not carried over. =_=_ Potion of radium The potion of radium is a dangerous potion originally from NetHack: The Next Generation, which also appears in Slash'EM Extended and SlashTHEM. Quaffing it makes you ill, with up to fifty turns to live. The illness is classified as "vomitable" (like food poisoning) and can be cured if you can induce yourself to vomit (or, in Slash'EM Extended or SlashTHEM, find & mdash;or make & mdash;a toilet). Of course, a noncursed unicorn horn can help as well. A target & mdash;a monster or yourself & mdash;hit by a thrown potion of radium has its health reduced to one-quarter of its current value. If you are hit by a potion of radium, it will never lower your health below 1 point, but monsters hit by the potion will be killed if it lowers their health to a fraction of 1. Inhaling the vapors of a broken potion of radium will have the same effect on you. In Slash'EM Extended, potions of radium can be thrown by monsters. Radium was one of the first radioactive elements to be discovered, and is still probably one of the best known. Its most stable isotope or form, radium-226, gradually breaks down into radon, releasing radiation in the process; radon also breaks down in a similar manner. Its appearance in NetHack: The Next Generation grossly understates its potential dangers to human health. In NHTNG, swallowing radium causes immediate illness, which will cause you to die after fifty turns, but can be cured by making yourself vomit. In real life, you might not die within hours after swallowing radium; however, ingesting it would probably result in a portion of it remaining in the body, where it would continue to release radiation as it decayed, killing cells and damaging DNA, which in turn could cause cancer and other diseases that could kill you years later. Vomiting would probably not be effective at preventing accumulation in the tissues, except possibly if all of the radium was regurgitated before it could reach the intestines. Also, NHTNG implies that one could safely carry radium in a (presumably) glass bottle, without any damage to one's health. In real life, merely holding radium, without special containers or protective clothing, would expose the body to harmful radiation, as many early researchers discovered when they observed skin damage after they had carried samples of radium close to their bodies for hours. The potion of radium figured in the NHTNG version of Schroedinger's box. In the thought experiment, the box contained a mechanism that would kill a cat, by breaking a container of cyanide, if a certain quantum event occurred. Therefore, in NHTNG, if the player opened the box and discovered that the cat was alive, the box would contain a potion of radium (representing the quantum system being monitored) and an intact potion of cyanide. But if the box was open and the cat was dead, the box would contain a potion of radium and the corpse of a cat, but there would be no potion of cyanide, because it had been used up. When Schroedinger's cat was added to regular NetHack, the potions of radium and cyanide were omitted from the code, because these items were not carried over. =_=_ Potion of extreme power The potion of extreme power is a potentially useful potion originally in NetHack: The Next Generation, which also appears in Slash'EM Extended and SlashTHEM. =_=_ Potion of recovery The potion of recovery is a potentially useful potion originally in NetHack: The Next Generation, which also appears in Slash'EM Extended and SlashTHEM. At first glance, the potion of recovery seems redundant, as there is already a potion of "full healing" from vanilla. But recovery has one advantage over full healing: as long as it is not cursed, it will always raise your health to its maximum, while full healing, despite what its name implies, only adds 400 HP to your current total, cutting off at the maximum. However, this advantage is only likely to be relevant to a player who has managed to get a max health in excess of 400. Otherwise, a potion of recovery is no more useful than a potion of full healing. Indeed, full healing has several advantages over recovery: Thus you may find full healing more useful than recovery. If you do find any potions of recovery, however, you may wish to keep them and quaff them instead of potions of full healing whenever your health gets dangerously low, saving full healing for its other benefits, like regaining lost experience levels, or curing status ailments when you don't have a good (non-cursed) unihorn handy. If you can spare any holy water, bless your potions of recovery for the max HP gain, though the increment will rarely be as much as a potion of full healing will give. At any rate, blessing a potion of recovery carried in open inventory will make it less likely to be cursed (and therefore useless) by the time you need it. =_=_ Potion of heroism The potion of heroism is a useful potion originally from NetHack: The Next Generation, which also appears in Slash'EM Extended and SlashTHEM. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User:Ingo321 I started playing vanila when i was 8 then stopped until 15. I like playing in graphical mode. My favorite characters are in order Valkrie, wizard, barbarian, and ranger. currently on DOD as lvl 14 lawful human valkrie with mjollnir, +2 greyswandir, and +3 excalibur and stats 18/34 16 17 9 11 8. i'm playing in explore mode for my first ascension ever to figure out the game. =_=_ Zuggtmoy =_=_ Baphomet =_=_ Daughter Lilith =_=_ Mammon =_=_ Malcanthet =_=_ Mother Lilith =_=_ Belial =_=_ Graz'zt =_=_ Crone Lilith =_=_ Leviathan =_=_ Creature in the ice =_=_ Mephistopheles =_=_ Pale Night =_=_ Baalphegor =_=_ Dagon =_=_ Verier =_=_ Potion of Jolt Cola The potion of Jolt Cola is a potion in NetHack: The Next Generation which also appears in Slash'EM Extended and SlashTHEM. The Geek role starts with four potions of Jolt Cola. Quaffing Jolt Cola cures hallucination and, if non-cursed, gives you 5 points of health. If the increase would give you more than your current maximum, and the potion is blessed, your maximum health is adjusted to match your current health; otherwise, your health cuts off at the maximum. A blessed potion has a 10% chance of giving an extra experience level instead of health. Jolt Cola is a real brand of soft drink, originally manufactured by The Jolt Company, Inc., of Rochester, New York. Its marketing emphasizes the drink's high caffeine content. Though originally produced in the United States, it is well known in many other countries where it has been made and sold. It has a strong fan base among programmers and university students, which perhaps explains its association with the programmer-inspired Geek role. The connection between Jolt Cola and programming is referenced in The Jolt Awards, an annual competition held by the coding website DrDobbs.com. The competition uses a logo similar to the brand logo, and Jolt Cola is served at the awards ceremony. =_=_ Potion of Pan Galactic Gargle Blaster The potion of Pan Galactic Gargle Blaster is a very distinctive potion in NetHack: The Next Generation which also appears in Slash'EM Extended and SlashTHEM. Quaffing a Pan Galactic Gargle Blaster will make you feel "like having your brain smashed out by a slice of lemon wrapped around a large gold brick." This will have the practical effect of making you confused for 6d7 turns. (Significantly the maximum number of turns that can be rolled is 42.) If the potion is cursed, it has a 25% chance of lowering your intelligence by one point as well. A blessed Pan Galactic Gargle Blaster may have some beneficial effects. It has a 25% chance of curing lycanthropy, like wolfsbane or holy water (naturally lycanthropic races in Slash'EM Extended will revert to their humanoid forms, unless they have unchanging), and restoring your health to its maximum. This will give the message "You feel remembered of very, very strong liquor." (Or, if hallucinating, "You feel remembered of Zaphod Beeblebrox.") The Pan-Galactic Gargle Blaster is a notorious cocktail from the series The Hitchhiker's Guide to the Galaxy by Douglas Adams. Invented by Zaphod Beeblebrox, sometime President of the Galaxy, the drink's recipe uses ingredients from various planets, including the tooth of an algolian suntiger, which spreads "the fires of the Algolian suns deep into the heart of the drink." The series, its adaptations, and interviews with Douglas Adams indicate not only that consumption of the Pan-Galactic Gargle Blaster might be detrimental to human health, but also that preparing it on Earth might be prohibited by various environmental and weapons treaties, and by the laws of physics. =_=_ User talk:CakeNinja You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Forum:A Nethack-dedicated console? Oh dear. I'd pay whatever it takes for someone to make a NetHack-dedicated device... I don't care that many may think "bah, I can play a rogue-like anytime on my Smartphone". Well, that obviously would show that they don't understand the need for a big keyboard/ASCII screen combination. Long story short; I've been trying for a long time to satiate this Roguelike-angst? of a NetHack portability. And even though there are currently many interesting and well ported (on hand-held devices) options out there, (being the Nintendo DS one of my favorites) all the known alternatives lack the most important hardware feature, which is a full (or at least medium) size keyboard, because a virtual keyboard, well, doesn't feel the same... I have not tried an ultra compact computer for which I know versions of NetHack have worked before (like the Psion5, Ben NanoNote or Zaurus handheld) but having looked at them they give me the impression they wouldn't be very comfortable to play with. I mean Nethack deserves a quality keyboard, which I know makes it even harder to turn into a portable, but at least a decent size keyboard would do the trick. So far I've tried two alternatives that I would love to be able to make them work with NetHack, but I'm afraid I don't have the technical knowledge; I bought an Alphasmart Dana (Running PalmOS) but the game version (PalmOS version) doesn't use up all the screen wide-size and it gets chopped height-size (too narrow 70x20 characters[560x160 pixels]) it's a shame because the device has a great quality keyboard, and it feels fantastic to type on. Later I bought a Quickpad pro (That runs DOS) Nethack didn't work (I tried many versions of DOS NetHack) but I managed to run the original Rogue... unfortunately the screen is not big enough (again, perhaps Rogue as well as NetHack requires 24x80 characters minimum and this device has 60x16 lines only [480x128pixels]), so that was another broken dream... Both devices run forever on regular AA batteries and the LCD gave it the Old-school feeling I was looking for :( Does anybody have any suggestions, or have heard about this idea before? Does anybody have the knowledge to tweak NetHack so it would "fit" into one of these devices? HELP! Otherwise I guess my next step would be to find a Chinese manufacturer that makes keyboards and/or LCD screens and see if they understand this crazy dream of mine. Who knows? Maybe it is feasible to manufacture a medium quality all-in-one Keyboard/Screen with our Legendary Favorite game? I'M SERIOUS! You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Glib =_=_ Scroll of consecration The scroll of consecration is a scroll in NetHack: The Next Generation which also appears in dNetHack, Fourk, Slash'EM Extended and SlashTHEM. When read, the scroll attempts to create an altar at your location. How much control you get over its alignment depends on the scroll's BUC status: The scroll asks you to select the alignment of the altar to create. This includes the option to create an unaligned altar dedicated to Moloch. The scroll creates a co-aligned altar, unless you are polymorphed into a demon. In that case the altar will always be chaotic, regardless of your own alignment. Altars cannot be built in corridors (where furniture will never be found naturally) or on the Astral Plane. The latter would theoretically permit you to win the endgame without reaching one of the high altars, so appropriately this sort of behavior will incur an alignment penalty. The behavior is different in dNetHack - a cursed scroll doesn't produce any altar, and a confused reading randomizes the alignment. You will find one free copy of this scroll in the magic chest. Reading the scroll while confused will generate another magic chest, which is linked to the other magic chests as usual. =_=_ Scroll of undo genocide The scroll of undo genocide is a scroll introduced in NetHack: The Next Generation, and also appears in Slash'EM Extended and SlashTHEM. When read, regardless of BUC status, the scroll self-identifies and prompts you to select a genocided monster to ungenocide. The species selected will no longer be treated as genocided and can be randomly generated again. This scroll will not revive species that have become unavailable due to extinction; it only applies to those that have been deliberately genocided. Thus the scroll cannot be used to ensure that more than 120 of a certain monster can exist. Specifying an invalid species & mdash;this includes species that have not been genocided, and the species that cannot be ungenocided (the Ungenomold) & mdash;five times in a row will result in nothing being ungenocided. The undo genocide scroll is only of any use to a player who has genocided at least one species, so it will be meaningless to a genocideless player. Otherwise, it will only be useful on the rare occasion that you regret having exterminated a useful monster (e.g. the mind flayer, for the intelligence or telepathy gain from eating the corpse), or you want to recover one useful species from a class you have wiped out. Reversing all of your genocides will not restore genocideless conduct; even though you made "amends" for your actions, you still benefited during the time when those monsters could not be generated. =_=_ Scroll of reverse identify The scroll of reverse identify is a scroll in NetHack: The Next Generation which also appears in Slash'EM Extended and SlashTHEM. It provides a novel way to identify items you may not have picked up or even seen in your game. When read, the scroll of reverse identify prompts you for an item to identify. Instead of asking you to select an item in your main inventory, as with a standard scroll of identify, it will ask you to enter the name of a generic item (gauntlets of power) or an item description (hiking boots). Entering the name of an item returns its appearance in the game, and entering a description returns the identity of the item with that randomized appearance. In either case, you do not need to have an example of the item in your inventory. This prompt offers more liberty for discovering new items than the regular scroll: you can learn the appearance of an item you want so you can recognize it when you see it (an alternative to wishing for the item), or you can retroactively identify an item you saw or picked up and lost (useful for unidentified scrolls and potions lost to fire or wetting, or rings destroyed by electricity). =_=_ Bag of digestion Every time you loot or apply a bag of digestion, each of the items inside has a chance of disappearing, as with a cursed bag of holding. Unlike the bag of holding, the bag of digestion will still "eat" items even if non-cursed; the BUC status merely determines the probability that each item inside will disappear when you loot it: As with a bag of holding, you will have to pay for any unpaid items destroyed by a bag of digestion in a shop. The bag of digestion weighs and costs as much as the bag of holding and bag of tricks, making price identification of unknown bags slightly more challenging in variants that include this item. A (charged) bag of tricks can be distinguished by applying it, but the bag of holding and bag of digestion will both behave as ordinary containers. Be careful not to put any valuables into unidentified bags with a base price of 100! One way to determine which type of bag you have & mdash;short of identification & mdash;might be to determine its BUC status by curse-testing, uncurse it if necessary, and, once you are certain that it is not cursed, put junk items inside and loot it several times. If an item disappears even though the bag is non-cursed, you can be sure that you have a bag of digestion. You may get faster results if the bag is uncursed rather than blessed (since an uncursed bag is twice as likely to destroy an item) and if you put in more than one item. If you put a single item into an uncursed bag, there is a 10% chance that it will disappear the next time you loot the bag, but if you put in five, the probability that at least one of them will disappear will be 40%, and if you put in ten, the probability will be 65%. Worthless glass may be useful for testing for a bag of digestion, as it's lightweight and available in different colors, naturally forming multiple stacks. For obvious reasons, using a bag of digestion to store your items is risky. Since use as a container is out of the question, the only possible use for a bag of digestion is as a garbage disposal, for destroying troll corpses and items like attack wands that you don't want to keep but don't want monsters to get. Putting all of your unwanted wands into a bag of digestion and looting it until they disappear may be less tedious than zapping each one until it's burned out. You may wish to curse the bag so it empties faster. =_=_ Amulet of second chance This item is a dubious substitute for the existing amulet of life saving. If you want to resume playing after getting killed, it's far better to do so with full health, especially if you died from low hit points rather than, say, an instakill from poison, illness, or touch of death. Still, you may want to wear this if you don't have an amulet of life saving, though, as a randomly generated amulet is about twelve times more likely to be life saving than second chance, you'll probably find life saving first. =_=_ God-o-meter The god-o-meter is a tool in NetHack: The Next Generation, which also appears in Slash'EM Extended and SlashTHEM. When unidentified, it appears as a highly-complicated electronic device. The god-o-meter is a device that gives you hints about your prayer timeout. When applied successfully, it will emit a black flash if your prayer timeout is nonzero (that is, it's not safe to pray), and an amber flash if it is zero (it is safe to pray). In wizard mode, there is a 10% chance that the device will also display the number of turns in your prayer timeout. However, the device will only work if blessed. Otherwise, it will increase your prayer timeout by 0-99 turns if uncursed, or 0-199 if cursed. If you are playing as the Haxor race in Slash'EM Extended, these penalties are reduced to 0-49 if uncursed and 0-99 if cursed. Every time you use a god-o-meter, there is a 5% chance that it will explode, increasing your prayer timeout by 0-19 turns (or 0-9 if you are playing as a Haxor). This is not affected by BUC status. =_=_ Hitchhiker's Guide To The Galaxy Applying the HHGTTG while not hallucinating will simply confuse you for 1-10 turns ("So many knobs to turn! So many buttons to press!") Applying it while hallucinating will display a (false) rumor. When unidentified, the Hitchhiker's Guide To The Galaxy appears as a highly-complicated electronic device. This is the same appearance as the god-o-meter, though any randomly generated highly-complicated electronic device can be assumed to be a god-o-meter since the Hitchhiker's Guide cannot be randomly generated (its probability of being generated is 0). Are there any other days that influence Nethack like winter solstice, Halloween, midsummer nights eve, or christmas?--Ingo321 (talk) 21:05, 31 October 2015 (UTC) =_=_ Computer parts As part of its programming theme, NetHack: The Next Generation includes four items that are electronic or electrical components: the IC (integrated circuit, or "chip"), the diode, the transistor, and the relay. (These items also appear in Slash'EM Extended and SlashTHEM, along with other features from NHTNG.) All four items are part of the tool class, but are nonfunctional. Applying any non-artifact computer part will return the message "You don't understand anything about electronics !!!" (or, if hallucinating, "Hmm... is this stuff edible?") This will happen even for Geeks and Graduates, who despite their familiarity with software apparently do not understand the hardware of the computers they use. All four items are made of iron and have white-colored symbols. They differ in unidentified appearance and in value, with base cost apparently decreasing with technological obsolescence. Note that a cursed IC only has a base price of 250 zm when selling to a shopkeeper. In Slash'EM Extended and SlashTHEM, even non-cursed ICs sell for 500 zm, making them significantly less valuable. Hostile computers (the PDP-9, PDP-11, Vax, and Cray) will drop 5-14 random components when destroyed; each item has an equal probability of being a diode, transistor, or IC. The relay is the base item for the Burned Moth Relay, an artifact which gives protection while carried. When applied, it gives a message which identifies its base item ("There's a little badly burned moth in that relay!"). Geeks and Graduates get an additional message: "You feel remembered of the old times" (or, if hallucinating, "of when the net was flat"). As mentioned above, computer parts do not have any significant function when applied. Some of them, especially ICs, are relatively valuable, so they might be worth collecting to sell (like precious gems) if you have found a general store or tool shop. =_=_ Diode =_=_ Transistor =_=_ IC =_=_ Relay =_=_ Spellbook of finger The spellbook of finger, in Slash'EM Extended and SlashTHEM, teaches the finger spell. This level 2 divination spell, not to be confused with finger of death, has the same effect as a wand of probing, revealing a target monster's status and inventory, as well as buried items and the contents of statues and containers. There are a few significant differences, however: Despite these shortcomings, the spell can be a reasonable substitute for the wand of probing or stethoscope, whenever checking up on your pets or examining non-sleeping hostile monsters from a distance. Unlike the wand of probing, it can be used indefinitely, as long as you have no restrictions on spellcasting and have sufficient energy. The stethoscope can also be used indefinitely, but does not reveal inventory, can only be used on adjacent monsters, and, in Slash'EM Extended, has a 1% chance of breaking whenever it is used. =_=_ Wand of acid The wand of acid, added in Slash'EM Extended and SlashTHEM, shoots an acidic ray, similar to a yellow dragon's breath attack. Attempting to engrave with a wand of acid returns the message "The bugs on the < floor > seem to be covered in goo!" which can be used to identify the wand, though the wand does not self-identify. Engravings made this way are non-permanent. =_=_ Wand of wonder The wand of wonder originally appeared in NetHack: The Next Generation. It was inspired by a similar item in the roguelike Angband, which had a random effect whenever zapped, drawn from the effects of any other wand in that game. =_=_ Forum:Paying off Shopkeepers =_=_ File:Behold the Hordes!.png =_=_ Lethe Elemental =_=_ User:Chris/dNetHack/Branches/Brine Flats The large area to the left is random corridor and floor tiles, effectively a large open area. The level is filled with a large number of demons, grimlocks, gnolls and anubites, so expect to be swarmed from all sides upon entering. The drawbridges are generated LOWERED, so Lamashtu will be able to see you and descend upon you if you move into the area directly in front of them. Sneak into the moat area to the side and use a wand of locking or the spell of wizard lock to close the drawbridge before moving across if you don't want to face her. =_=_ Forum:Scroll distribution =_=_ Segfault NetHack segfaults in certain rare situations where a function expects the game to be in a state that it is not. This always indicates a bug in the code (with the exception of the game features in Slash'EM Extended that are intentionally designed to corrupt memory). The most common reason is the nonexistence of something that a function assumes will exist. Depending on the operating system used, the behavior can be slightly different; on Windows, Nethack closes and often displays a message saying "NETHACK.EXE has stopped working"; on Linux, you normally get a "Segmentation fault" error message printed at whatever location the cursor happens to be onscreen (followed by a prompt); and most public servers will handle the segmentation fault internally and just send you back to the launch screen (eu.un.nethack.nu additionally sends a message to its IRC channel when this happens). A segfault will leave files on disk exactly as-is, without any attempt to save the game. In most cases (i.e. any codebase that is not derived from NitroHack, with the INSURANCE compile-time configuration option set and the in-game checkpoint option set), the game will be left in a state where it needs recovery, and after recovery, will return the game to the state at which it was in when the player entered their current dungeon level, or saved (whichever is more recent). In the case where the game can detect an impossible state before it happens, you get a panic instead. This has clearer messages than a segfault, and often recovers in a different way, because the game has a chance to handle it. (For example, sometimes you will get an "emergency save" file created.) If you are working on developing a NetHack variant (or NetHack itself!) on Linux or Mac OS X, you can configure your terminal so that a segfault leads to a useful "core dump" file that can be opened in a debugger to allow you to know what went wrong. The command to use depends on the operating system and shell you are using. For Linux with < tt > bash < /tt > , you can use this command before running the program: In DynaHack and NetHack 4 (and theoretically in NitroHack, although the mechanism normally fails in practice), the game will normally be able to recover from a segfault automatically (returning to the start of the turn in DynaHack, or the exact point of the segfault in NetHack 4), although if the bug that caused it has not been fixed in the meantime, the game will normally segfault in the exact same way again. =_=_ Special level (NetHack: The Next Generation) The variant NetHack: The Next Generation adds six special levels not present in regular NetHack. Some of these levels also appear in the variants Slash'EM Extended and SlashTHEM. The Forge, located between levels 15 and 19 of the Dungeons of Doom, is the home of the Blacksmith, who can forge selected artifact weapons for you. It has an 80% chance of being generated. The School, located between levels 8 and 12 of Gehennom, contains teachers, pupils, and a principal. It has an 80% chance of being generated. The Computer Level, located between levels 8 and 12 of Gehennom, contains several hostile computers. In NHTNG, this is also the only place where certain (mostly nonfunctional) objects will appear. It has an 80% chance of being generated. The Key Level, located between levels 5 and 9 of Gehennom, is the home of the nymph queen, the guardian of the Key of Access, which can be invoked to branchport. It also contains numerous nymphs and leprechauns, all generated awake. It has an 80% chance of being generated. The Dragon Level, located between levels 1 and 5 of Gehennom, is the home of the Dragon Lord, who drops an artifact set of dragon scales which can be invoked for a breath attack. It has an 60% chance of being generated. The Hitchhiker's Level, located one to two levels above Medusa's Island, is a tribute to Douglas Adams and his Hitchhiker's Guide to the Galaxy series. It contains a number of monsters that represent characters from the series or otherwise allude to it. =_=_ The Computer Level The Computer Level is a special level present in NetHack: The Next Generation, which has also been added to Slash'EM Extended and SlashTHEM. The Computer Level is notable for its hostile computers, and for several items which in NHTNG are only generated on the level. The layout of the Computer Level is simple: a big room with the upstairs and downstairs in small enclosures in opposite corners. Randomly located throughout the level are a PDP-9, PDP-11, VAX, and a Cray (all using the symbol); a news daemon, a printer daemon, and a UNIX Kernel (all using the symbol), and six bugs and two heisenbugs (all ). In Slash'EM Extended there is a second variation of this level in which the designated computers and bugs are replaced by random monsters that use the x symbol, and the daemons and UNIX Kernel are replaced by random & . A third contains the original monsters as well as: a random I, two random sea monsters, and a number of boulders, eggs, scrolls, corpses, and other items. In NHTNG these items are only generated on the Computer Level, and are all (with the exception of the wand of bugging) nonfunctional, only displaying a humorous message when worn/read. They will disappear from your inventory if you leave the level with them. In Slash'EM Extended and SlashTHEM these items may be randomly generated, do not disappear from your inventory, and have more serious implications for gameplay. Putting on the ring of timely backup returns the message "You feel absolutely safe." This sense of security is misleading, as the ring does not affect you in any way, except occupying one of your ring slots. In Slash'EM Extended monsters can use the ring of timely backup to heal themselves, reducing its enchantment by one point each time. Reading the scroll of root password detection reveals the supposed "root password" of your computer: "xyzzy" if uncursed, "memalezu" if blessed, and "jsdfljfdsh" if cursed. This revelation does not impact your gameplay in any way, except using up a turn. In Slash'EM Extended and SlashTHEM, a monster that reads this scroll can levelport. Many unique monsters (including demon princes and lords) will be generated with this scroll, which they will use to escape the player if their health gets low. XYZZY is also the random text label associated with this scroll in the code, though as the scroll appearance is randomized this will rarely be its actual appearance. "Xyzzy" is a reference to Colossal Cave Adventure, one of the first adventure video games. Entering the command "xyzzy" in a certain room of the cave sends the player immediately to another room some distance away, effectively serving as a shortcut. The word has been referenced in many games (and even some non-game programs) as an homage to this early game. Putting on the amulet of data storage returns the message: "You feel full of knowledge." and taking it off will display "You feel intellectually poor." As ominous as this may sound, it does not affect you in any way. In Slash'EM Extended the amulet of data storage functions as an amulet of reflection when worn by a monster, but not when worn by the player. In SlashTHEM (post version 0.7.0) the amulet slows spell memory loss to 2/3 of its usual rate and protects against the effects of amnesia, when worn by the player. This function is inspired by the Ring of Memory patch. Zapping a wand of bugging creates 1-6 creatures, each of which has a 66% chance of being a bug and a 33% chance of being a heisenbug. =_=_ Ring of timely backup =_=_ Scroll of root password detection =_=_ Amulet of data storage =_=_ Wand of bugging =_=_ User:Elronnd/aNetHack aNetHack is my variant. It is on the conservative side, if only because of my lack of coding skills. It pursues similar goals to UnNetHack, GruntHack, and Slash'EM (yes, you read that right). Its mission statement is "Be interesting, but don't be Slash'EM Extended. Some highlights from the changelog: =_=_ Talk:Lizard Is the lizard corpse's special properties a Dragonlance reference? Theres so many other AD & D references, I always assumed it was. If so, would that be worth making a note on the main page? --166.176.184.33 03:25, 13 November 2015 (UTC) I cannot find any information for this and it seems like it would be rather helpful to know for others as well. You eat a lizard corpse, in battle, to remedy in-process stoning, becoming "partly eaten." Does that said partly eaten corpse still work for said stoning, or must it be a new, uneaten lizard? I do not want to try this "in the field" and I've not messed around with Wizard mode in years. There are times when lizards are scarce, and in a game like SLASH'EM with its added stoning monsters, it can be quite scary! =_=_ Item (NetHack: The Next Generation) NetHack: The Next Generation, a variant of NetHack 3.1.3, added a large number of items. Many of these have been incorporated into other variants (Slash'EM Extended and SlashTHEM). One item, the "ring of health", later appeared in mainstream NetHack (starting in 3.3.0) as the ring of gain constitution. If non-cursed, raises HP and maximum by 1-10 points (1-20 if blessed). If cursed, reduces HP and maximum by 1-10 points. Sickens you, reduces strength by up to 10 points, and costs a significant amount of health, depending on its BUC status. If thrown at a target or inhaled, reduces the target's health to 20% of its current value. If non-cursed, cures hallucination and heals 5 HP. If blessed, has a 10% chance of granting a level up. If cursed, lowers health by 0-9 HP. Reveals the appearance of a selected unidentified item, or the identity of an item with a specified random appearance. You do not need to have an item of the type in your inventory. Attempts to create an altar at the player's location. If uncursed, it will be coaligned; if blessed, the player can choose its alignment; if cursed, it will be unaligned (dedicated to Moloch). Behaves differently from the SLASH'EM wand of draining. This wand reduces the target's HP by half of its maximum, reducing the user's current health by the same number of points. (Inspired by a wand in Angband.) You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User:Catullus =_=_ Wand of fear The wand of fear is a wand in SLASH'EM < ref > < /ref > . Zapping it at a target causes the target to become scared and flee (" < foo > suddenly panics!") < ref > < /ref > . Monsters with sufficient MR may resist being scared, and undead targets will not be affected. The wand has a base value of 200, equal to that of the wands of cancellation, create monster, polymorph, and teleportation. Attempting to engrave with a wand of fear returns the message "The bugs on the < floor > run away!" The wand will not self-identify, though this is the only wand that will have this effect. The wand of fear gives combat pragmatists a new option for scaring away monsters they do not want to fight. Its advantages are that it does not depend on vulnerable environmental factors (like Elbereth or a dropped scroll of scare monster), does not require spellcasting energy (as casting cause fear or turn undead would), and does not awaken sleeping monsters (as a tooled horn or leather drum would). Its disadvantages are that it is limited by its number of charges, only affects monsters that are zapped with it, can be resisted, and has no effect on the undead. In spite of these disadvantage, a wand of fear can be a useful escape item in certain situations, as when there is a single enemy you want to scare away, one that has a low magic resistance and is not undead. As with other methods of scaring monsters, players should remember that fleeing monsters can still use ranged attacks, and that attacking a fleeing opponent is a cowardly act for Knights. =_=_ User talk:Chris/dNetHack/dNethack Windowless Tower Monsters NB the summary lists for the other vampires (Ilona, Carmilla, Vlad) refer to Mina Harker Wikid (talk) 21:13, 21 November 2015 (UTC) =_=_ Racial equipment The array of weapons, armor, and other items available in NetHack and its variants include many items that are associated with one of the starting races, and may be considered racial equipment. Items may be linked to a specific race because (1) they are described as belonging to (made/used by) that race (e.g. dwarvish and elven mithril-coats) and/or (2) because they are more likely to be part of the starting inventory of monsters and players of that race (e.g. the aklys and crossbow for gnomes) than other pieces of equipment. Racial equipment is an informal concept in vanilla. In the objects code, there are no variables (besides the object names) that mark items as belonging to any particular race. Racial associations only impact gameplay (1) during character generation, when some roles may receive racial substitutes for standard items (e.g. an elven dagger or orcish dagger instead of a regular dagger), and (2) when firing racial arrows from a racial bow: some races get bonuses (for example, to-hit, damage, or multishot) when using a matching bow and arrows. Apart from this case, there is no in-game incentive to use racial equipment. Players might choose to use items specifically associated with their race out of personal preference, or adherence to an unofficial conduct. A pragmatist, however, would probably ignore racial associations and pick the option with the best properties (often weapons or armor of dwarven or elven craftsmanship). Some variants (e.g. UnNetHack) add other incentives to use race-specific equipment. Wearing your race's armor may grant an extra point of AC per article, or give you a bonus to charisma. No items in NetHack are specifically said to be unique to the human race. Perhaps humans make the items that are not specifically described as elven, dwarvish, gnomish, or orcish. The fact that human craftsmanship in NetHack does not seem worth mentioning might be in keeping with humans' general averageness as a starting race. Elven weapons are described as "runed" and are made of wood, which is intrinsically rustproof. As a general rule elven armor has lower AC values than its dwarven equivalents, but all types of elven armor can be safely enchanted to +7. With the exception of the mithril coat, all elven armor is non-metal, and susceptible to rotting and fire. The properties of elven weapons suggest they may be either made of or at least inspired by D & D's ironwood. Dwarvish armor options generally offer some of the highest base AC values in the game. The dwarvish mithril-coat is inferior only to the iron and crystal plate mails, and dragon scale mail, but its good weight-to-AC ratio gives it an advantage over the plate mails. The dwarvish cloak is a possible exception to the advantages of dwarvish armor, with its base AC of zero. The dwarvish mattock is one of the most powerful non-artifact weapons. Gnomes receive +1 multishot bonus when firing bolts out of a crossbow, and require less strength than other races to guarantee full amount of shots from it, making it something akin to a racial item. Indeed, gnomish Rangers will start with crossbow and bolts. In UnNetHack non-player gnomes have a chance of being generated with a candle, especially if on a dark level of the mines. Gnomes in dNetHack may get a "gnomish pointy hat" (which appears as a conical hat) which contains a candle and can be used as a temporary light source. Orcish armor and weapons are characteristically described as "crude". The base AC of orcish armor is generally one point less than that of its generic equivalent & mdash;even studded leather armor is better than an orcish ring mail. Shield < ul > < li > orcish shield < /li > < li > Uruk-hai shield < /li > < /ul > / red-eyed shield / white-handed shield 1 AC You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Forum:Polymorphing a Long Worm =_=_ Forum:YASD from food poisoning *while carrying unihorn* Well, last night on NAO, I was playing a lawful valkyrie, and it was literally my best game so far. (I've been playing for five years but I'm still a beginner.) I was level 11, AC of -7, and I had telepathy, searching, reflection and displacement, some nice wands, and plenty of food. I was still on speaking terms with Tyr, which is weird... In short, I was in great shape. I had been down to about Dlvl 10, and I was clearing out Sokoban for the rings and scrolls of Earth. I was on Sokoban level 2, and in the big room with the upstair, there was a gray unicorn, some orcs, and some winter wolf cubs. It took me a while, but I killed everything, got the unihorn, then hit "99s" to build my health back up. And then I decided to eat one of the wolf corpses for possible cold resistance... (which, in retrospect, I might have already had.) That was stupid, and I knew it was stupid when I did it. It shouldn't have been fatal, because I had the horn, for crying out loud! But instead of applying it, I assumed a character of my level could shrug off food-poisoning. So I hit "99s" again. You know the rest. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Category talk:Watercooler I had a blessed bag of holding and put it into another blessed bag of holding. The result was I ended up with no bag of holding, just the stuff in main inventory. It was few games ago so no bad feelings about it since I managed to ascend. No, that is not a bug. There are certain items which cannot go inside a bag of holding, consult it's article for more details.Catullus (talk) 13:15, 29 November 2015 (UTC) I'm in situation that on the Medusa Island there are waiting for me next to the stairs: Titan summoning nasties, 2 master mindflyiers, 2 minotaurs, ettin, some dragon (not black so he could disintegrate)... plus there are 3 demilichies on the floor. Till now I was looting thrones and polyping scrolls in hope to get scroll of genocide. I became (barbarian) lvl 28 through all the droped potions with ac -28, 311hp, +7 Sunsword, +2 silver saber, gdsm, amulet of reflection... You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Archonstorm While Archons are formidable foes all on their own, a disproportionate number may spawn if the player has genocided several other high-level monsters; the Archon is also more liable to summon another Archon via the summon nasties spell as a result. In a worst-case scenario, this can become a chain of summons that grows exponentially and fills most of the level with Archons. This usually occurs on the Elemental Planes in the endgame, but is most commonly seen on the Plane of Fire, as it is the most open of the eligible levels; it also occasionally happens on the Plane of Air, and very rarely on other planes. The player caught in an Archonstorm is likely doomed: even if they have a means of driving off the Archons and gaining breathing room, they are very likely to be swarmed and surrounded by the other Archons and remaining nasties. Conflict may or may not have any effect due to the Archons' monster magic resistance, and unless your AC is incredibly high, you may be struck down before you can get clear of them. As such, Archonstorms in particular are a major reason why it is discouraged to perform excessive genociding of monsters. =_=_ Advent calendar The Advent Calendar is a patch by Patric Mueller, originally written against NetHack 3.4.3. It has been incorporated into several variants, including UnNetHack, DynaHack, NetHack Fourk, and possibly others. The patch adds a special level, the Advent Calendar, which is only reachable during the month of December, via a magic portal on one of the early levels in the main Dungeons of Doom branch. The portal is only generated in December. The level itself contains 24 small rooms, each protected by undiggable, unphaseable walls and an initially locked artifact door, which is indestructible and cannot be bypassed or unlocked by normal means. Unlike the artifact doors in SLASH'EM and dNetHack, no corresponding artifact key is generated, so the doors cannot be opened until they unlock. Engravings on the ground outside each door number them from 1 to 24. Additionally, pieces of colored glass are scattered around the level for atmosphere, and there are several trees. Each door unlocks if the level is visited on the corresponding day of the month. Most of the doors contain a minor treat, such as a piece of food; however, the twenty-fourth door contains a "Christmas present", which is typically a more desirable item -- in some cases a magic tool. The Christmas present in room 24 can be any one of the following, in order of appearance in the source code: =_=_ Forum:Crowning Can you still get your god to give you artifacts after you're crowned in vanilla?--Ingo321 (talk) 15:34, 2 December 2015 (UTC) =_=_ Talk:Advent calendar It wasn't until I tried to look it up on your wiki that I realised the level was called Advent Callendar You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. I just started playing NetHack and i am now stuck on a floor. I believe this to be a corridor even tho i am not sure and if so i have no idea of what to press to go thru it. Please help. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Nethack.xd.cm You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Forum:My opinion on dNethack So I kept hearing about dNethack, and I got curious! It seems to be a lot less popular than, say, SLASHEM, and what I'd heard made it sound a lot like a black sheep among the Nethack variants. I downloaded the Windows binary from Chris' webpage and toyed with it for about twenty minutes. I also read a lot of the wiki pages on it, and here's a few thoughts: Also, there are some really laughable ideas, like giving Gnomes pointy hats (I don't think the Gnomes in Nethack were ever based on garden gnomes.) Things like this detract from the rather carefully cultivated tone of Nethack, in my opinion. On the same note, do Weeping Angels from Doctor Who *really* have a place in a Nethack variant? The same goes for monsters from Zelda and Metroid, as much as I like Metroid. On the other hand, I *really* like a lot of the ideas that have been added. Clockwork Automaton as a starting race is fun, but I'm still unclear on how winding works. (Can your starting pet do it?) As much as I want to nitpick about tone, Pirate is absolutely delightful, especially the fact that it starts with a pet monkey. I like a lot of the DnD monsters, especially the ones that have their origins in Lovecraft. Binder seems like it'd be a bit clunky, but it shows a lot of potential as a class. I like that the magic system seems to be moving away from the generic Vancian system of DnD and Vanilla Nethack, with the Wards being a really refreshing addition, and the Binder class having a completely different system of magical effects. Troubadors are a nice but somewhat dated touch. I certainly like it at least as much as I do SLASHEM, but it still needs some improvement. A word to the developer: if you add the hitpoint bar from NAO, I'll be your biggest fan, I absolutely will. I am really liking dnethack! The updated gehenom is nice (and very hard), and I really like the alignment quests (especially neutral) In the game I am playing now, I accidentally awoke cthulhu, which was one of the most exiting nethack experiences of all time. dNethack is my favourite variant. The Binder class is a tour-de-force. No-one else has done anything like it in terms of moving away from Vancian magic. Chris has made Gehennom a lot harder by introducing real Boss fights. One strategy is to branchport the & and abandon it in some branch somewhere. You can't expect that every character will win all these fights. The alignment quests are replayable. Neutral is epic, with its psi-blasting illithid army in R'Lyeh. I don't mind about the typos -- they'll come right in time. I am VoR on nethack.xd.cm. ***** Thanks for posting, Wikid (talk) 19:49, 19 December 2015 (UTC) PS Can anyone say the location of the First Key of Chaos? It's said to be "well hidden". Wikid (talk) 19:22, 20 December 2015 (UTC) Thanks -- interestingly it seems that it becomes nameable only after the Third Key comes into existence. I guess that would be at the same time as Chaos is spawned. The way to test that would be to try naming a skeleton key before and after killing final level Garland. Wikid (talk) 23:15, 20 December 2015 (UTC) =_=_ NetHack 3.6.0 NetHack 3.6.0 is the 30th public release of NetHack and the 26th by the DevTeam. It was announced and released on the official NetHack website on 7 December 2015. < ref > nethack.org - Home Page < /ref > NetHack 3.6.0 is readily available from the official NetHack website. Binaries are provided for MS Windows (version 7 or later) and Mac OS X (version 10.7 "Lion" or later), and the source code is available, so people can port NetHack 3.6.0 to other platforms, something the DevTeam encourages in the release notes. Ray Chason has managed to get the DJGPP DOS port working; it is available on github. NetHack 3.6.0 is described by the DevTeam as consisting of "a series of foundational changes in the team, underlying infrastructure and changes to the approach to game development". < ref > http://nethack.org/v360/release.html < /ref > It focuses on these internal changes more than on the addition of new content, but there are still some features introduced in this version, including many small changes throughout the game. This version also added references to various lines from Terry Pratchett's Discworld novels to the game, as a tribute to the author, who passed away in the year of this version's release. The adventurer has experience, hit points, magical energy, armor class, alignment, and the six major attributes. He may advance to experience level 30. The initial pet is a little dog for Cavemen, Rangers, and Samurai, a kitten for Wizards, a saddled pony for Knights, and a random choice of a kitten or little dog for all others (or the user's choice in his options). The main trunk of the dungeon begins at level 1, where the game begins, and proceeds down stairs to Medusa's Lair and the Castle. From there, it is necessary to enter a trap door to the Valley of the Dead. Further stairs down eventually lead to the invocation level. Performing the invocation ritual at the vibrating square opens the stairs to the Sanctum. With the Amulet of Yendor in hand, the adventurer may ascend from level 1 into the Plane of Earth; thence s/he may proceed through magic portals to the planes of Air, Fire, and Water, and thence to the Astral Plane. Offering the Amulet of Yendor on the correct high altar wins the game. A wand of wishing is guaranteed in the Castle, in its modern position, protected by Elbereth, a cursed Scroll of scare monster, and a chest. Potions in NetHack 3.6.0 have randomized appearances (except for water), occurring as one of , or as tiles image:ruby potion.png image:pink potion.png image:orange potion.png image:yellow potion.png image:emerald potion.png image:dark green potion.png image:cyan potion.png image:sky blue potion.png image:brilliant blue potion.png image:magenta potion.png image:purple-red potion.png image:puce potion.png image:milky potion.png image:swirly potion.png image:bubbly potion.png image:smoky potion.png image:cloudy potion.png image:black potion.png image:golden potion.png image:brown potion.png image:fizzy potion.png image:dark potion.png image:white potion.png image:murky potion.png. They are: Wands in NetHack 3.6.0 have randomized appearances, occurring as one of , image:glass wand.png image:balsa wand.png image:crystal wand.png image:maple wand.png image:pine wand.png image:oak wand.png image:ebony wand.png image:marble wand.png image:tin wand.png image:brass wand.png image:copper wand.png image:silver wand.png image:platinum wand.png image:iridium wand.png image:zinc wand.png image:aluminum wand.png image:uranium wand.png image:iron wand.png image:steel wand.png image:hexagonal wand.png image:short wand.png image:runed wand.png image:long wand.png image:curved wand.png image:forked wand.png image:spiked wand.png image:jeweled wand.png. They are: Spellbooks in NetHack 3.6.0 have randomized appearances (except for blank paper, novels, and the Book of the Dead), occurring as one of , or tiles image:parchment spellbook.png image:vellum spellbook.png image:ragged spellbook.png image:dog eared spellbook.png image:mottled spellbook.png image:stained spellbook.png image:cloth spellbook.png image:leather spellbook.png image:white spellbook.png image:pink spellbook.png image:red spellbook.png image:orange spellbook.png image:yellow spellbook.png image:velvet spellbook.png image:light green spellbook.png image:dark green spellbook.png image:turquoise spellbook.png image:cyan spellbook.png image:light blue spellbook.png image:dark blue spellbook.png image:indigo spellbook.png image:magenta spellbook.png image:purple spellbook.png image:violet spellbook.png image:tan spellbook.png image:plaid spellbook.png image:light brown spellbook.png image:dark brown spellbook.png image:gray spellbook.png image:wrinkled spellbook.png image:dusty spellbook.png image:bronze spellbook.png image:copper spellbook.png image:silver spellbook.png image:gold spellbook.png image:glittering spellbook.png image:shining spellbook.png image:dull spellbook.png image:thin spellbook.png image:thick spellbook.png. They are: Rings in NetHack 3.6.0 have randomized appearances, occurring as one of ; tiles are image:wooden ring.png image:granite ring.png image:opal ring.png image:clay ring.png image:coral ring.png image:black onyx ring.png image:moonstone ring.png image:tiger eye ring.png image:jade ring.png image:bronze ring.png image:agate ring.png image:topaz ring.png image:sapphire ring.png image:ruby ring.png image:diamond ring.png image:pearl ring.png image:iron ring.png image:brass ring.png image:copper ring.png image:twisted ring.png image:steel ring.png image:silver ring.png image:gold ring.png image:ivory ring.png image:emerald ring.png image:wire ring.png image:engagement ring.png image:shiny ring.png. They are: Blinding venom ( image:blinding venom.png) and acid venom ( image:acid venom.png) are also listed as objects, but they only exist while in flight, or when a wizard mode wish requests them. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ File:Tiles16x16.png =_=_ Forum:Nethack song =_=_ Template:Nethack-360 =_=_ Category:Nethack-360 articles This category is for articles that pertain to NetHack 3.6.0 and that may need updating now that NetHack 3.6.1 is released. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Talk:Giant (monster attribute) The strength from Giant corpses has been nerfed in 3.6.0. It's now considered an instrinsic, and therefore given conditionally: For example, fire giants can either give fire resistance or strength now, but not both. There's equal chance of the two benefits being chosen, however even if the giant gives no other instrinsics, strength is always a 50% chance. =_=_ File:Plane of Air.png You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Novel Novels are a special type of book introduced in NetHack 3.6.0. They were added as a tribute to Terry Pratchett, the author of the Discworld series, who passed away in 2015, the year of NetHack 3.6.0's release. When unidentified, a novel appears as a paperback book. Though they do not teach spells, novels are considered spellbooks and can be written with a magic marker, taking 5 & ndash;9 charges to do so. This is subject to failure if novels have not been identified. Reading a novel causes NetHack to display a quote from a Discworld book. The first novel you read gives you 20 points of experience; subsequent novels have no additional effect. Reading novels breaks illiterate conduct. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Talk:Moloch I would remove the "It's probably just propaganda." It looks unprofessional, and it's mildly inflammatory if you happen to be Christian. =_=_ File:Glob of black pudding.png =_=_ File:Glob of brown pudding.png =_=_ File:Glob of gray ooze.png =_=_ File:Glob of green slime.png =_=_ File:Paperback novel.png =_=_ File:Dark part of a room 2.png =_=_ File:Poison cloud.png =_=_ File:Valid position.png =_=_ File:Vibrating square.png =_=_ Glob A glob is an item introduced in version 3.6.0 of NetHack, replacing corpses as the remains of black puddings, brown puddings, gray oozes, and green slimes. Monsters that leave globs will not drop any other items besides the ones in their inventory at the time of death. Unlike corpses, globs cannot be sacrificed. If two globs of the same type are on the same or adjacent floor squares, or in the same inventory or container, they will coalesce into a larger glob. Larger globs have greater weight and nutritional value. Globs are described as "small" if their weight is 100 or less, "large" if 301 or more, and "very large" if 501 or more. All globs are acidic to eat and break vegan conduct. They can become tainted and cause food poisoning, just as corpses do, but will never fully rot away. Globs of black pudding additionally break vegetarian conduct when eaten, as a pun on the blood sausage dish sometimes being called "black pudding". Globs replacing corpses makes pudding farming far less effective, thus rendering it obsolete as a farming strategy in post-3.4.3 versions of NetHack and variants based on them. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. Went through Gehennom without Fire resistance. Wasted a charge of WoW before entering planes on 2 blessed tins of red dragon meat. Wasted another charge of WoW on 2 blessed potions of full healing. Wasted final charge of WoW on ultimately unneeded Helm of opposite alignment Much better prepared, found another 0:3 WoW in Orcus Town. Accidentally evaporated several pieces of armor, but had way more wishes than needed in order to recover. Wished for chickatrice corpse on Astral Plane. Had found Helm of opposite alignment at some point in dungeon, saved an extra wish. =_=_ NetHack 3.4.3 source code =_=_ Source:NetHack 3.6.0/include/align.h Below is the full text to align.h from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/include/align.h#line123| < nowiki > Source:NetHack 3.6.0/include/align.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/include/amiconf.h Below is the full text to amiconf.h from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/include/amiconf.h#line123| < nowiki > Source:NetHack 3.6.0/include/amiconf.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/include/artifact.h Below is the full text to artifact.h from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/include/artifact.h#line123| < nowiki > Source:NetHack 3.6.0/include/artifact.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/include/artilist.h Below is the full text to artilist.h from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/include/artilist.h#line123| < nowiki > Source:NetHack 3.6.0/include/artilist.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/include/attrib.h Below is the full text to attrib.h from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/include/attrib.h#line123| < nowiki > Source:NetHack 3.6.0/include/attrib.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/include/beconf.h Below is the full text to beconf.h from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/include/beconf.h#line123| < nowiki > Source:NetHack 3.6.0/include/beconf.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/include/bitmfile.h Below is the full text to bitmfile.h from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/include/bitmfile.h#line123| < nowiki > Source:NetHack 3.6.0/include/bitmfile.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/include/botl.h Below is the full text to botl.h from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/include/botl.h#line123| < nowiki > Source:NetHack 3.6.0/include/botl.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/include/color.h Below is the full text to color.h from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/include/color.h#line123| < nowiki > Source:NetHack 3.6.0/include/color.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/include/config.h Below is the full text to config.h from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/include/config.h#line123| < nowiki > Source:NetHack 3.6.0/include/config.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/include/config1.h Below is the full text to config1.h from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/include/config1.h#line123| < nowiki > Source:NetHack 3.6.0/include/config1.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/include/context.h Below is the full text to context.h from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/include/context.h#line123| < nowiki > Source:NetHack 3.6.0/include/context.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/include/coord.h Below is the full text to coord.h from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/src/coord.h#line123| < nowiki > Source:NetHack 3.6.0/src/coord.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/include/decl.h Below is the full text to decl.h from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/include/decl.h#line123| < nowiki > Source:NetHack 3.6.0/include/decl.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/include/def os2.h Below is the full text to def_os2.h from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/include/def_os2.h#line123| < nowiki > Source:NetHack 3.6.0/include/def_os2.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/include/dgn file.h Below is the full text to dgn_file.h from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/include/dgn_file.h#line123| < nowiki > Source:NetHack 3.6.0/include/dgn_file.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/include/display.h Below is the full text to display.h from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/include/display.h#line123| < nowiki > Source:NetHack 3.6.0/include/display.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/include/dlb.h Below is the full text to dlb.h from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/include/dlb.h#line123| < nowiki > Source:NetHack 3.6.0/include/dlb.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/include/dungeon.h Below is the full text to dungeon.h from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/include/dungeon.h#line123| < nowiki > Source:NetHack 3.6.0/include/dungeon.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/include/engrave.h Below is the full text to engrave.h from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/include/engrave.h#line123| < nowiki > Source:NetHack 3.6.0/include/engrave.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/include/extern.h Below is the full text to extern.h from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/include/extern.h#line123| < nowiki > Source:NetHack 3.6.0/include/extern.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/include/flag.h Below is the full text to flag.h from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/include/flag.h#line123| < nowiki > Source:NetHack 3.6.0/include/flag.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/include/func tab.h Below is the full text to func_tab.h from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/include/func_tab.h#line123| < nowiki > Source:NetHack 3.6.0/include/func_tab.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/include/gem rsc.h Below is the full text to gem_rsc.h from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/include/gem_rsc.h#line123| < nowiki > Source:NetHack 3.6.0/include/gem_rsc.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/include/global.h Below is the full text to global.h from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/include/global.h#line123| < nowiki > Source:NetHack 3.6.0/include/global.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/include/hack.h Below is the full text to hack.h from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/include/hack.h#line123| < nowiki > Source:NetHack 3.6.0/include/hack.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/include/lev.h Below is the full text to lev.h from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/include/lev.h#line123| < nowiki > Source:NetHack 3.6.0/include/lev.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/include/lint.h Below is the full text to lint.h from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/include/lint.h#line123| < nowiki > Source:NetHack 3.6.0/include/lint.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/include/load img.h Below is the full text to load_img.h from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/include/load_img.h#line123| < nowiki > Source:NetHack 3.6.0/include/load_img.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/src/allmain.c Below is the full text to allmain.c from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/src/allmain.c#line123| < nowiki > Source:NetHack 3.6.0/src/allmain.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/include/mac-carbon.h Below is the full text to mac-carbon.h from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/include/mac-carbon.h#line123| < nowiki > Source:NetHack 3.6.0/include/mac-carbon.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/include/macconf.h Below is the full text to macconf.h from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/include/macconf.h#line123| < nowiki > Source:NetHack 3.6.0/include/macconf.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/include/macpopup.h Below is the full text to macpopup.h from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/include/macpopup.h#line123| < nowiki > Source:NetHack 3.6.0/include/macpopup.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/include/mac-qt.h Below is the full text to mac-qt.h from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/include/mac-qt.h#line123| < nowiki > Source:NetHack 3.6.0/include/mac-qt.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/src/alloc.c Below is the full text to alloc.c from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/src/alloc.c#line123| < nowiki > Source:NetHack 3.6.0/src/alloc.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/include/mac-term.h Below is the full text to mac-term.h from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/include/mac-term.h#line123| < nowiki > Source:NetHack 3.6.0/include/mac-term.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/include/mactty.h Below is the full text to mactty.h from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/include/mactty.h#line123| < nowiki > Source:NetHack 3.6.0/include/mactty.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/include/macwin.h Below is the full text to macwin.h from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/include/macwin.h#line123| < nowiki > Source:NetHack 3.6.0/include/macwin.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/include/mail.h Below is the full text to mail.h from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/include/mail.h#line123| < nowiki > Source:NetHack 3.6.0/include/mail.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/src/apply.c Below is the full text to apply.c from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/src/apply.c#line123| < nowiki > Source:NetHack 3.6.0/src/apply.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/include/mextra.h Below is the full text to mextra.h from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/include/mextra.h#line123| < nowiki > Source:NetHack 3.6.0/include/mextra.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/include/mfndpos.h Below is the full text to mfndpos.h from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/include/mfndpos.h#line123| < nowiki > Source:NetHack 3.6.0/include/mfndpos.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/include/micro.h Below is the full text to micro.h from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/include/micro.h#line123| < nowiki > Source:NetHack 3.6.0/include/micro.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/include/mkroom.h Below is the full text to mkroom.h from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/include/mkroom.h#line123| < nowiki > Source:NetHack 3.6.0/include/mkroom.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/src/artifact.c Below is the full text to artifact.c from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/src/artifact.c#line123| < nowiki > Source:NetHack 3.6.0/src/artifact.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/include/monattk.h Below is the full text to monattk.h from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/include/monattk.h#line123| < nowiki > Source:NetHack 3.6.0/include/monattk.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/include/mondata.h Below is the full text to mondata.h from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/include/mondata.h#line123| < nowiki > Source:NetHack 3.6.0/include/mondata.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/include/monflag.h Below is the full text to monflag.h from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/include/monflag.h#line123| < nowiki > Source:NetHack 3.6.0/include/monflag.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/include/monst.h Below is the full text to monst.h from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/include/monst.h#line123| < nowiki > Source:NetHack 3.6.0/include/monst.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/include/monsym.h Below is the full text to monsym.h from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/include/monsym.h#line123| < nowiki > Source:NetHack 3.6.0/include/monsym.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/include/mttypriv.h Below is the full text to mttypriv.h from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/include/mttypriv.h#line123| < nowiki > Source:NetHack 3.6.0/include/mttypriv.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/include/ntconf.h Below is the full text to ntconf.h from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/include/ntconf.h#line123| < nowiki > Source:NetHack 3.6.0/include/ntconf.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/src/attrib.c Below is the full text to attrib.c from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/src/attrib.c#line123| < nowiki > Source:NetHack 3.6.0/src/attrib.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/include/obj.h Below is the full text to obj.h from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/include/obj.h#line123| < nowiki > Source:NetHack 3.6.0/include/obj.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/include/objclass.h Below is the full text to objclass.h from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/include/objclass.h#line123| < nowiki > Source:NetHack 3.6.0/include/objclass.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/include/os2conf.h Below is the full text to os2conf.h from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/include/os2conf.h#line123| < nowiki > Source:NetHack 3.6.0/include/os2conf.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/include/patchlevel.h Below is the full text to patchlevel.h from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/include/patchlevel.h#line123| < nowiki > Source:NetHack 3.6.0/include/patchlevel.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/src/ball.c Below is the full text to ball.c from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/src/ball.c#line123| < nowiki > Source:NetHack 3.6.0/src/ball.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/include/pcconf.h Below is the full text to pcconf.h from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/include/pcconf.h#line123| < nowiki > Source:NetHack 3.6.0/include/pcconf.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/include/permonst.h Below is the full text to permonst.h from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/include/permonst.h#line123| < nowiki > Source:NetHack 3.6.0/include/permonst.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/include/prop.h Below is the full text to prop.h from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/include/prop.h#line123| < nowiki > Source:NetHack 3.6.0/include/prop.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/include/qt clust.h Below is the full text to qt_clust.h from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/include/qt_clust.h#line123| < nowiki > Source:NetHack 3.6.0/include/qt_clust.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/include/qt kde0.h Below is the full text to qt_kde0.h from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/include/qt_kde0.h#line123| < nowiki > Source:NetHack 3.6.0/include/qt_kde0.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/src/bones.c Below is the full text to bones.c from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/src/bones.c#line123| < nowiki > Source:NetHack 3.6.0/src/bones.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/include/qt win.h Below is the full text to qt_win.h from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/include/qt_win.h#line123| < nowiki > Source:NetHack 3.6.0/include/qt_win.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/include/qt xpms.h Below is the full text to qt_xpms.h from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/include/qt_xpms.h#line123| < nowiki > Source:NetHack 3.6.0/include/qt_xpms.h#line123 < /nowiki > ]], for example. The top of this file is missing (bug S360-2). The Qt port will not compile unless this file is repaired. This damage, and the clang-format tags, are the only changes from the NetHack 3.4.3 version of the file. =_=_ Source:NetHack 3.6.0/src/botl.c Below is the full text to botl.c from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/src/botl.c#line123| < nowiki > Source:NetHack 3.6.0/src/botl.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/include/qtext.h Below is the full text to qtext.h from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/include/qtext.h#line123| < nowiki > Source:NetHack 3.6.0/include/qtext.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/src/cmd.c Below is the full text to cmd.c from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/src/cmd.c#line123| < nowiki > Source:NetHack 3.6.0/src/cmd.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/include/qttableview.h Below is the full text to qttableview.h from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/include/qttableview.h#line123| < nowiki > Source:NetHack 3.6.0/include/qttableview.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/include/quest.h Below is the full text to quest.h from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/include/quest.h#line123| < nowiki > Source:NetHack 3.6.0/include/quest.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/src/dbridge.c Below is the full text to dbridge.c from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/src/dbridge.c#line123| < nowiki > Source:NetHack 3.6.0/src/dbridge.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/include/rect.h Below is the full text to rect.h from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/include/rect.h#line123| < nowiki > Source:NetHack 3.6.0/include/rect.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/include/region.h Below is the full text to region.h from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/include/region.h#line123| < nowiki > Source:NetHack 3.6.0/include/region.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/include/rm.h Below is the full text to rm.h from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/include/rm.h#line123| < nowiki > Source:NetHack 3.6.0/include/rm.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/include/skills.h Below is the full text to skills.h from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/include/skills.h#line123| < nowiki > Source:NetHack 3.6.0/include/skills.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/src/decl.c Below is the full text to decl.c from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/src/decl.c#line123| < nowiki > Source:NetHack 3.6.0/src/decl.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/include/sp lev.h Below is the full text to sp_lev.h from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/include/sp_lev.h#line123| < nowiki > Source:NetHack 3.6.0/include/sp_lev.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/include/spell.h Below is the full text to spell.h from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/include/spell.h#line123| < nowiki > Source:NetHack 3.6.0/include/spell.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/include/sys.h Below is the full text to sys.h from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/include/sys.h#line123| < nowiki > Source:NetHack 3.6.0/include/sys.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/src/detect.c Below is the full text to detect.c from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/src/detect.c#line123| < nowiki > Source:NetHack 3.6.0/src/detect.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/src/dig.c Below is the full text to dig.c from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/src/dig.c#line123| < nowiki > Source:NetHack 3.6.0/src/dig.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/include/system.h Below is the full text to system.h from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/include/system.h#line123| < nowiki > Source:NetHack 3.6.0/include/system.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/include/tcap.h Below is the full text to tcap.h from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/include/tcap.h#line123| < nowiki > Source:NetHack 3.6.0/include/tcap.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/include/tile2x11.h Below is the full text to tile2x11.h from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/include/tile2x11.h#line123| < nowiki > Source:NetHack 3.6.0/include/tile2x11.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/include/timeout.h Below is the full text to timeout.h from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/include/timeout.h#line123| < nowiki > Source:NetHack 3.6.0/include/timeout.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/include/tosconf.h Below is the full text to tosconf.h from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/include/tosconf.h#line123| < nowiki > Source:NetHack 3.6.0/include/tosconf.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/src/display.c Below is the full text to display.c from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/src/display.c#line123| < nowiki > Source:NetHack 3.6.0/src/display.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/include/tradstdc.h Below is the full text to tradstdc.h from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/include/tradstdc.h#line123| < nowiki > Source:NetHack 3.6.0/include/tradstdc.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/include/trampoli.h Below is the full text to trampoli.h from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/include/trampoli.h#line123| < nowiki > Source:NetHack 3.6.0/include/trampoli.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/include/trap.h Below is the full text to trap.h from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/include/trap.h#line123| < nowiki > Source:NetHack 3.6.0/include/trap.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/include/unixconf.h Below is the full text to unixconf.h from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/include/unixconf.h#line123| < nowiki > Source:NetHack 3.6.0/include/unixconf.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/include/vision.h Below is the full text to vision.h from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/include/vision.h#line123| < nowiki > Source:NetHack 3.6.0/include/vision.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/include/vmsconf.h Below is the full text to vmsconf.h from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/include/vmsconf.h#line123| < nowiki > Source:NetHack 3.6.0/include/vmsconf.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/include/wceconf.h Below is the full text to wceconf.h from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/include/wceconf.h#line123| < nowiki > Source:NetHack 3.6.0/include/wceconf.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/src/dlb.c Below is the full text to dlb.c from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/src/dlb.c#line123| < nowiki > Source:NetHack 3.6.0/src/dlb.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/include/winami.h Below is the full text to winami.h from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/include/winami.h#line123| < nowiki > Source:NetHack 3.6.0/include/winami.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/include/wingem.h Below is the full text to wingem.h from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/include/wingem.h#line123| < nowiki > Source:NetHack 3.6.0/include/wingem.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/include/winGnome.h Below is the full text to winGnome.h from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/include/winGnome.h#line123| < nowiki > Source:NetHack 3.6.0/include/winGnome.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/src/do.c Below is the full text to do.c from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/src/do.c#line123| < nowiki > Source:NetHack 3.6.0/src/do.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/include/winprocs.h Below is the full text to winprocs.h from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/include/winprocs.h#line123| < nowiki > Source:NetHack 3.6.0/include/winprocs.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/include/wintty.h Below is the full text to wintty.h from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/include/wintty.h#line123| < nowiki > Source:NetHack 3.6.0/include/wintty.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/include/wintype.h Below is the full text to wintype.h from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/include/wintype.h#line123| < nowiki > Source:NetHack 3.6.0/include/wintype.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/include/winX.h Below is the full text to winX.h from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/include/winX.h#line123| < nowiki > Source:NetHack 3.6.0/include/winX.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/include/xwindow.h Below is the full text to xwindow.h from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/include/xwindow.h#line123| < nowiki > Source:NetHack 3.6.0/include/xwindow.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/src/do name.c Below is the full text to do_name.c from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/src/do_name.c#line123| < nowiki > Source:NetHack 3.6.0/src/do_name.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/include/xwindowp.h Below is the full text to xwindowp.h from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/include/xwindowp.h#line123| < nowiki > Source:NetHack 3.6.0/include/xwindowp.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/include/you.h Below is the full text to you.h from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/include/you.h#line123| < nowiki > Source:NetHack 3.6.0/include/you.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/src/do wear.c Below is the full text to do_wear.c from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/src/do_wear.c#line123| < nowiki > Source:NetHack 3.6.0/src/do_wear.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/include/youprop.h Below is the full text to youprop.h from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/include/youprop.h#line123| < nowiki > Source:NetHack 3.6.0/include/youprop.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/src/dog.c Below is the full text to dog.c from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/src/dog.c#line123| < nowiki > Source:NetHack 3.6.0/src/dog.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/src/dogmove.c Below is the full text to dogmove.c from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/src/dogmove.c#line123| < nowiki > Source:NetHack 3.6.0/src/dogmove.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/src/dokick.c Below is the full text to dokick.c from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/src/dokick.c#line123| < nowiki > Source:NetHack 3.6.0/src/dokick.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/src/dothrow.c Below is the full text to dothrow.c from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/src/dothrow.c#line123| < nowiki > Source:NetHack 3.6.0/src/dothrow.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/src/drawing.c Below is the full text to drawing.c from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/src/drawing.c#line123| < nowiki > Source:NetHack 3.6.0/src/drawing.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/src/dungeon.c Below is the full text to dungeon.c from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/src/dungeon.c#line123| < nowiki > Source:NetHack 3.6.0/src/dungeon.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/src/eat.c Below is the full text to eat.c from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/src/eat.c#line123| < nowiki > Source:NetHack 3.6.0/src/eat.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/src/end.c Below is the full text to end.c from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/src/end.c#line123| < nowiki > Source:NetHack 3.6.0/src/end.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/src/engrave.c Below is the full text to engrave.c from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/src/engrave.c#line123| < nowiki > Source:NetHack 3.6.0/src/engrave.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/src/exper.c Below is the full text to exper.c from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/src/exper.c#line123| < nowiki > Source:NetHack 3.6.0/src/exper.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/src/explode.c Below is the full text to explode.c from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/src/explode.c#line123| < nowiki > Source:NetHack 3.6.0/src/explode.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/src/extralev.c Below is the full text to extralev.c from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/src/extralev.c#line123| < nowiki > Source:NetHack 3.6.0/src/extralev.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/src/files.c Below is the full text to files.c from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/src/files.c#line123| < nowiki > Source:NetHack 3.6.0/src/files.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/src/fountain.c Below is the full text to fountain.c from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/src/fountain.c#line123| < nowiki > Source:NetHack 3.6.0/src/fountain.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/src/hack.c Below is the full text to hack.c from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/src/hack.c#line123| < nowiki > Source:NetHack 3.6.0/src/hack.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/src/hacklib.c Below is the full text to hacklib.c from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/src/hacklib.c#line123| < nowiki > Source:NetHack 3.6.0/src/hacklib.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/src/invent.c Below is the full text to invent.c from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/src/invent.c#line123| < nowiki > Source:NetHack 3.6.0/src/invent.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/src/light.c Below is the full text to light.c from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/src/light.c#line123| < nowiki > Source:NetHack 3.6.0/src/light.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/src/lock.c Below is the full text to lock.c from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/src/lock.c#line123| < nowiki > Source:NetHack 3.6.0/src/lock.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/src/mail.c Below is the full text to mail.c from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/src/mail.c#line123| < nowiki > Source:NetHack 3.6.0/src/mail.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/src/makemon.c Below is the full text to makemon.c from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/src/makemon.c#line123| < nowiki > Source:NetHack 3.6.0/src/makemon.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/src/mcastu.c Below is the full text to mcastu.c from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/src/mcastu.c#line123| < nowiki > Source:NetHack 3.6.0/src/mcastu.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/src/mhitm.c Below is the full text to mhitm.c from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/src/mhitm.c#line123| < nowiki > Source:NetHack 3.6.0/src/mhitm.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/src/mhitu.c Below is the full text to mhitu.c from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/src/mhitu.c#line123| < nowiki > Source:NetHack 3.6.0/src/mhitu.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/src/minion.c Below is the full text to minion.c from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/src/minion.c#line123| < nowiki > Source:NetHack 3.6.0/src/minion.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/src/mklev.c Below is the full text to mklev.c from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/src/mklev.c#line123| < nowiki > Source:NetHack 3.6.0/src/mklev.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/src/mkmap.c Below is the full text to mkmap.c from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/src/mkmap.c#line123| < nowiki > Source:NetHack 3.6.0/src/mkmap.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/src/mkmaze.c Below is the full text to mkmaze.c from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/src/mkmaze.c#line123| < nowiki > Source:NetHack 3.6.0/src/mkmaze.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/src/mapglyph.c Below is the full text to mapglyph.c from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/src/mapglyph.c#line123| < nowiki > Source:NetHack 3.6.0/src/mapglyph.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/src/mkobj.c Below is the full text to mkobj.c from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/src/mkobj.c#line123| < nowiki > Source:NetHack 3.6.0/src/mkobj.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/src/mkroom.c Below is the full text to mkroom.c from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/src/mkroom.c#line123| < nowiki > Source:NetHack 3.6.0/src/mkroom.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/src/mon.c Below is the full text to mon.c from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/src/mon.c#line123| < nowiki > Source:NetHack 3.6.0/src/mon.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/src/mondata.c Below is the full text to mondata.c from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/src/mondata.c#line123| < nowiki > Source:NetHack 3.6.0/src/mondata.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/src/monmove.c Below is the full text to monmove.c from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/src/monmove.c#line123| < nowiki > Source:NetHack 3.6.0/src/monmove.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/src/monst.c Below is the full text to monst.c from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/src/monst.c#line123| < nowiki > Source:NetHack 3.6.0/src/monst.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/src/mplayer.c Below is the full text to mplayer.c from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/src/mplayer.c#line123| < nowiki > Source:NetHack 3.6.0/src/mplayer.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/src/mthrowu.c Below is the full text to mthrowu.c from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/src/mthrowu.c#line123| < nowiki > Source:NetHack 3.6.0/src/mthrowu.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/src/muse.c Below is the full text to muse.c from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/src/muse.c#line123| < nowiki > Source:NetHack 3.6.0/src/muse.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/src/music.c Below is the full text to music.c from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/src/music.c#line123| < nowiki > Source:NetHack 3.6.0/src/music.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/src/objects.c Below is the full text to objects.c from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/src/objects.c#line123| < nowiki > Source:NetHack 3.6.0/src/objects.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/src/objnam.c Below is the full text to objnam.c from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/src/objnam.c#line123| < nowiki > Source:NetHack 3.6.0/src/objnam.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/src/o init.c Below is the full text to o_init.c from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/src/o_init.c#line123| < nowiki > Source:NetHack 3.6.0/src/o_init.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/src/options.c Below is the full text to options.c from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/src/options.c#line123| < nowiki > Source:NetHack 3.6.0/src/options.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/src/pager.c Below is the full text to pager.c from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/src/pager.c#line123| < nowiki > Source:NetHack 3.6.0/src/pager.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/src/pickup.c Below is the full text to pickup.c from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/src/pickup.c#line123| < nowiki > Source:NetHack 3.6.0/src/pickup.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/src/pline.c Below is the full text to pline.c from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/src/pline.c#line123| < nowiki > Source:NetHack 3.6.0/src/pline.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/src/polyself.c Below is the full text to polyself.c from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/src/polyself.c#line123| < nowiki > Source:NetHack 3.6.0/src/polyself.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/src/potion.c Below is the full text to potion.c from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/src/potion.c#line123| < nowiki > Source:NetHack 3.6.0/src/potion.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/src/pray.c Below is the full text to pray.c from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/src/pray.c#line123| < nowiki > Source:NetHack 3.6.0/src/pray.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/src/priest.c Below is the full text to priest.c from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/src/priest.c#line123| < nowiki > Source:NetHack 3.6.0/src/priest.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/src/quest.c Below is the full text to quest.c from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/src/quest.c#line123| < nowiki > Source:NetHack 3.6.0/src/quest.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/src/questpgr.c Below is the full text to questpgr.c from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/src/questpgr.c#line123| < nowiki > Source:NetHack 3.6.0/src/questpgr.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/src/read.c Below is the full text to read.c from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/src/read.c#line123| < nowiki > Source:NetHack 3.6.0/src/read.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/src/rect.c Below is the full text to rect.c from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/src/rect.c#line123| < nowiki > Source:NetHack 3.6.0/src/rect.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/src/region.c Below is the full text to region.c from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/src/region.c#line123| < nowiki > Source:NetHack 3.6.0/src/region.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/src/restore.c Below is the full text to restore.c from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/src/restore.c#line123| < nowiki > Source:NetHack 3.6.0/src/restore.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/src/rip.c Below is the full text to rip.c from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/src/rip.c#line123| < nowiki > Source:NetHack 3.6.0/src/rip.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/src/rnd.c Below is the full text to rnd.c from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/src/rnd.c#line123| < nowiki > Source:NetHack 3.6.0/src/rnd.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/src/role.c Below is the full text to role.c from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/src/role.c#line123| < nowiki > Source:NetHack 3.6.0/src/role.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/src/rumors.c Below is the full text to rumors.c from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/src/rumors.c#line123| < nowiki > Source:NetHack 3.6.0/src/rumors.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/src/save.c Below is the full text to save.c from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/src/save.c#line123| < nowiki > Source:NetHack 3.6.0/src/save.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/src/shk.c Below is the full text to shk.c from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/src/shk.c#line123| < nowiki > Source:NetHack 3.6.0/src/shk.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/src/shknam.c Below is the full text to shknam.c from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/src/shknam.c#line123| < nowiki > Source:NetHack 3.6.0/src/shknam.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/src/sit.c Below is the full text to sit.c from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/src/sit.c#line123| < nowiki > Source:NetHack 3.6.0/src/sit.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/src/sounds.c Below is the full text to sounds.c from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/src/sounds.c#line123| < nowiki > Source:NetHack 3.6.0/src/sounds.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/src/sp lev.c Below is the full text to sp_lev.c from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/src/sp_lev.c#line123| < nowiki > Source:NetHack 3.6.0/src/sp_lev.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/src/spell.c Below is the full text to spell.c from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/src/spell.c#line123| < nowiki > Source:NetHack 3.6.0/src/spell.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/src/steal.c Below is the full text to steal.c from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/src/steal.c#line123| < nowiki > Source:NetHack 3.6.0/src/steal.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/src/steed.c Below is the full text to steed.c from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/src/steed.c#line123| < nowiki > Source:NetHack 3.6.0/src/steed.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/src/sys.c Below is the full text to sys.c from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/src/sys.c#line123| < nowiki > Source:NetHack 3.6.0/src/sys.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/src/teleport.c Below is the full text to teleport.c from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/src/teleport.c#line123| < nowiki > Source:NetHack 3.6.0/src/teleport.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/dat/Arch.des Below is the full text to Arch.des from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/dat/Arch.des#line123| < nowiki > Source:NetHack 3.6.0/dat/Arch.des#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/dat/Barb.des Below is the full text to Barb.des from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/dat/Barb.des#line123| < nowiki > Source:NetHack 3.6.0/dat/Barb.des#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/src/timeout.c Below is the full text to timeout.c from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/src/timeout.c#line123| < nowiki > Source:NetHack 3.6.0/src/timeout.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/dat/bigroom.des Below is the full text to bigroom.des from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/dat/bigroom.des#line123| < nowiki > Source:NetHack 3.6.0/dat/bigroom.des#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/dat/castle.des Below is the full text to castle.des from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/dat/castle.des#line123| < nowiki > Source:NetHack 3.6.0/dat/castle.des#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/src/topten.c Below is the full text to topten.c from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/src/topten.c#line123| < nowiki > Source:NetHack 3.6.0/src/topten.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/dat/Caveman.des Below is the full text to Caveman.des from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/dat/Caveman.des#line123| < nowiki > Source:NetHack 3.6.0/dat/Caveman.des#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/dat/endgame.des Below is the full text to endgame.des from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/dat/endgame.des#line123| < nowiki > Source:NetHack 3.6.0/dat/endgame.des#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/src/track.c Below is the full text to track.c from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/src/track.c#line123| < nowiki > Source:NetHack 3.6.0/src/track.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/dat/gehennom.des Below is the full text to gehennom.des from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/dat/gehennom.des#line123| < nowiki > Source:NetHack 3.6.0/dat/gehennom.des#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/dat/Healer.des Below is the full text to Healer.des from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/dat/Healer.des#line123| < nowiki > Source:NetHack 3.6.0/dat/Healer.des#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/src/trap.c Below is the full text to trap.c from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/src/trap.c#line123| < nowiki > Source:NetHack 3.6.0/src/trap.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/dat/Knight.des Below is the full text to Knight.des from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/dat/Knight.des#line123| < nowiki > Source:NetHack 3.6.0/dat/Knight.des#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/dat/knox.des Below is the full text to knox.des from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/dat/knox.des#line123| < nowiki > Source:NetHack 3.6.0/dat/knox.des#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/dat/medusa.des Below is the full text to medusa.des from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/dat/medusa.des#line123| < nowiki > Source:NetHack 3.6.0/dat/medusa.des#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/dat/Monk.des Below is the full text to Monk.des from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/dat/Monk.des#line123| < nowiki > Source:NetHack 3.6.0/dat/Monk.des#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/dat/oracle.des Below is the full text to oracle.des from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/dat/oracle.des#line123| < nowiki > Source:NetHack 3.6.0/dat/oracle.des#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/dat/mines.des Below is the full text to mines.des from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/dat/mines.des#line123| < nowiki > Source:NetHack 3.6.0/dat/mines.des#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/dat/Priest.des Below is the full text to Priest.des from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/dat/Priest.des#line123| < nowiki > Source:NetHack 3.6.0/dat/Priest.des#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/dat/Ranger.des Below is the full text to Ranger.des from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/dat/Ranger.des#line123| < nowiki > Source:NetHack 3.6.0/dat/Ranger.des#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/dat/Rogue.des Below is the full text to Rogue.des from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/dat/Rogue.des#line123| < nowiki > Source:NetHack 3.6.0/dat/Rogue.des#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/dat/Samurai.des Below is the full text to Samurai.des from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/dat/Samurai.des#line123| < nowiki > Source:NetHack 3.6.0/dat/Samurai.des#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/dat/sokoban.des Below is the full text to sokoban.des from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/dat/sokoban.des#line123| < nowiki > Source:NetHack 3.6.0/dat/sokoban.des#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/dat/Tourist.des Below is the full text to Tourist.des from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/dat/Tourist.des#line123| < nowiki > Source:NetHack 3.6.0/dat/Tourist.des#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/dat/tower.des Below is the full text to tower.des from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/dat/tower.des#line123| < nowiki > Source:NetHack 3.6.0/dat/tower.des#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/dat/Valkyrie.des Below is the full text to Valkyrie.des from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/dat/Valkyrie.des#line123| < nowiki > Source:NetHack 3.6.0/dat/Valkyrie.des#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/dat/Wizard.des Below is the full text to Wizard.des from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/dat/Wizard.des#line123| < nowiki > Source:NetHack 3.6.0/dat/Wizard.des#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/dat/yendor.des Below is the full text to yendor.des from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/dat/yendor.des#line123| < nowiki > Source:NetHack 3.6.0/dat/yendor.des#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/src/uhitm.c Below is the full text to uhitm.c from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/src/uhitm.c#line123| < nowiki > Source:NetHack 3.6.0/src/uhitm.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/src/vault.c Below is the full text to vault.c from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/src/vault.c#line123| < nowiki > Source:NetHack 3.6.0/src/vault.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/src/version.c Below is the full text to version.c from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/src/version.c#line123| < nowiki > Source:NetHack 3.6.0/src/version.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/src/vision.c Below is the full text to vision.c from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/src/vision.c#line123| < nowiki > Source:NetHack 3.6.0/src/vision.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/dat/rumors.tru Below is the full text to rumors.tru from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/dat/rumors.tru#line123| < nowiki > Source:NetHack 3.6.0/dat/rumors.tru#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/dat/rumors.fal Below is the full text to rumors.fal from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/dat/rumors.fal#line123| < nowiki > Source:NetHack 3.6.0/dat/rumors.fal#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/src/weapon.c Below is the full text to weapon.c from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/src/weapon.c#line123| < nowiki > Source:NetHack 3.6.0/src/weapon.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/src/were.c Below is the full text to were.c from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/src/were.c#line123| < nowiki > Source:NetHack 3.6.0/src/were.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/dat/oracles.txt Below is the full text to oracles.txt from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/dat/oracles.txt#line123| < nowiki > Source:NetHack 3.6.0/dat/oracles.txt#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/src/wield.c Below is the full text to wield.c from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/src/wield.c#line123| < nowiki > Source:NetHack 3.6.0/src/wield.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/src/windows.c Below is the full text to windows.c from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/src/windows.c#line123| < nowiki > Source:NetHack 3.6.0/src/windows.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/src/wizard.c Below is the full text to wizard.c from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/src/wizard.c#line123| < nowiki > Source:NetHack 3.6.0/src/wizard.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/src/worm.c Below is the full text to worm.c from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/src/worm.c#line123| < nowiki > Source:NetHack 3.6.0/src/worm.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/src/worn.c Below is the full text to worn.c from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/src/worn.c#line123| < nowiki > Source:NetHack 3.6.0/src/worn.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/src/write.c Below is the full text to write.c from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/src/write.c#line123| < nowiki > Source:NetHack 3.6.0/src/write.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/src/zap.c Below is the full text to zap.c from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/src/zap.c#line123| < nowiki > Source:NetHack 3.6.0/src/zap.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/src/u init.c Below is the full text to u_init.c from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/src/u_init.c#line123| < nowiki > Source:NetHack 3.6.0/src/u_init.c#line123 < /nowiki > ]], for example. =_=_ Talk:DNetHack I've tried all the variants in Junethack but dNethack is my pick. (1) Binder class is a real achievement (2) alignment quests are most satisfying (3) helpful developer! The demon princes really are boss fights and tend to work against vanilla-tasting speed ascensions -- you need to be ready for them. Wikid (talk) 20:10, 10 December 2015 (UTC) Does anyone know what the "Br" value is that now appears in the status line? I started out with Br: 3, and now I'm at Br: 5. Hey Chris, what is the "Orc of the ages of stars"? It seems like something I just drove straight over the top of in the endgame. That's a really poetic name for an Orc, did I just trash something beautiful in your game without even noticing it? Thanks! Wikid (talk) 08:25, 15 October 2016 (UTC) Well, I found out the answer -- I should have looked up my Tolkien! Wikid (talk) 08:35, 3 December 2016 (UTC) I'm looking forward to a Mithardir spoiler :) -- no success so far in locating the Boss and the Third Key of Chaos. :) Trying to figure out how to use those tiles and slabs :) Thanks! Wikid (talk) 11:09, 1 January 2020 (UTC) Yeah... The slabs are permanent upgrades, read them to activate the upgrade (Check #monster after reading the slabs). The tiles are consumables. You can read the slabs without IDing them first, but the tiles have to be IDed before they can be used. Once something is IDed, you can check the inventory (i) screen for the item for a detailed explanation ('i'-letter-'I'). Nice work -- thank you! A trio of Gorgoneia and a dropped scroll of scare monster seemed to work okay with the boss :) Wikid (talk) 02:20, 2 January 2020 (UTC) You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Talk:NetHack 3.6.0 You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Deafness Being deaf will prevent you from hearing things, with several sound-related messages no longer printing and others using an alternate message; as of NetHack 3.6.2, this also includes verbal messages for seduction and charming, which still printed due to a bug. It is indicated by the word Deaf on the status line. The most common source of deafness is the monster-summoning effect of a magic trap; you may also end up deafened once you begin fainting from hunger. Applying a leather drum or an uncharged drum of earthquake will deafen you as well. While deafness does not factor directly into any monster's attacks, most contextual messages hinting what is on your current floor will not appear, which may hinder you slightly. In addition, you will not hear any combat sounds either, which includes your pets fighting monsters or other monsters zapping wands. In addition to simply going away over time, deafness is trivial enough to cure with a unicorn horn. Despite posing relatively little threat on its own, it should be cured as soon as possible in order to efficiently keep track of your surroundings; this can help you avoid being surprised by monsters that you would otherwise have heard, e.g. a gelatinous cube eating and engulfing items. =_=_ Talk:Vlad's Tower =_=_ Talk:Medusa's Island =_=_ Forum:New Geoduck tileset for NH 3.6.0 With the release of NetHack 3.6.0, I've revamped my graphical tileset to work with the new version. If you enjoy playing the game with tiles and want to check it out, the new set can be found at my new(ish) website: =_=_ User talk:ManofWax You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User:Ray Chason/Pages needing version tags These pages need to be updated, but do not have the < nowiki > < /nowiki > tag: These pages relate to SLASH'EM, and should be tagged < nowiki > < /nowiki > (or perhaps considered historic, but some relate to other variants as well): These relate to other variants, and should be tagged with < nowiki > or < /nowiki > : =_=_ Talk:Yet Another New Idea You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Tip Tipping a bag of tricks or horn of plenty will use up all its charges in one turn, producing multiple monsters or comestibles as appropriate. Tipping over an ice box will render all the corpses within unfit for sacrifice. Tipping is especially useful when you have no hands free, and you need to retrieve some curse removal item from your bag. It will also allow you to drop a stashed scroll of scare monster from its bag with a single action. If you are in a hurry and/or using a (preferably spare) container, tipping can be used to sell off junk and other items quickly in shops, or else mass-identify their beatitudes on an altar. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. Mostly I hope to fix spelling/grammar errors that might crop up. I'm also not bad with mediawiki markup, having edited pages on mediawiki installations since version 1.2, dating back 11 years to July 2004. If you want to reach me, leave a note on the talk page or reach me on the freenode IRC network (memo works best, I do not accept unsolicited private messages). =_=_ Paperback =_=_ User talk:Yetisyny You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User talk:DizzyBot You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Forum:Please port to older Windows versions Hi, could someone please port the newly released vanilla NetHack 3.6.0 to older Windows versions such as Windows XP, and have it also work on older CPUs (my CPU is an AMD Sempron 2800+ which doesn't support the SSE2 instruction set)? If you use the GNU GCC compiler for Windows (I recommend MinGW instead of Cygwin, and in particular recommend the MinGW distribution called TDM-GCC and suggest the 32-bit version), well that will produce executables that work as far back as Windows 98 and Windows NT 4.0 on CPUs as far back as the 386, while still being perfectly compatible with the newest 64-bit Windows 10. The best IDE for C/C++ on either Windows or Linux (not Mac OS X though sorry) is Code::Blocks and its Windows version integrates very well with TDM-GCC. In fact Code::Blocks provides builds that have TDM-GCC bundled with it (if you use an older version of Code::Blocks with a newer version of TDM-GCC you'll have problems). Right now other than the nightly builds there is also a release candidate out right now for the latest Code::Blocks which should work fine with the latest TDM-GCC (the last stable Code::Blocks from 2013 obviously doesn't work with the latest TDM-GCC from 2015). I'd suggest the latest Code::Blocks 15.12 Release Candidate 1 (WITHOUT bundled MinGW) as the IDE, used with the latest TDM-GCC 32-bit bundle 5.1.0-3 distribution of MinGW-GCC as the compiler. That oughta be able to compile NetHack 3.6.0 or anything else written in C or C++, even stuff using the latest language features like C11 or C++14, and compile it so it works even on really old computers. Anyway someone please compile and build a NetHack 3.6.0 port for older 32-bit Windows versions, for people who aren't using Windows 7 yet. With the above instructions you ought to be able to build NetHack 3.6.0 to run on any Windows version as far back as Windows 98 (maybe even 95?) or Windows NT 4.0 on any CPU as far back as a 386. That'll be fine not just for me with my early-2005 32-bit AMD CPU running Windows XP, but people on computers from back in the 1990s still running Windows 9x if there are still any of those around (I've seen stuff online from Windows 98 enthusiasts who apparently still exist and still use Windows 98 even today in 2015, so if you think I am out of date using Windows XP just think about the Windows 98 enthusiast community, or for that matter, the people who still use DOS). Porting NetHack to all sorts of platforms has always been a big part of its history so not even having a version that works on 32-bit Windows XP is kinda ridiculous. Anyway I think it's likely plenty of NetHack developers or developers of various NetHack variants might read this and have the programming skills to pull it off (there might be some compiler warnings and/or errors and only folks like you who know the NetHack code inside and out would have an easy time of getting things to work). I'm more of a C++ developer than a vanilla C developer and I have a tough time with memory management in vanilla C plus I don't know the NetHack source code and it takes awhile to get up to speed on a project so I figured someone else might be better suited to getting this compiled correctly than me. Anyway thanks for reading this everyone, I hope one of ya manages to port this to older versions of 32-bit Windows. Oh, and for the people who program variants... it'd also be nice if you compiled your variants to work on older versions of Windows and work with older CPUs, and didn't use Microsoft's compilers, instead using the trusty MinGW-GCC compilers, specifically the handy TDM-GCC distribution which is all-in-one and works quite well. Oh and hopefully NetHack 3.6.0 doesn't use any APIs that require Windows 7 or later or Vista or later such as DirectX 11. If so that would make things tougher as the last version of DirectX supported by Windows XP (as well as Windows 98, ME, and 2000) is DirectX 9.0c. That's just one example of a new API in the Windows NT 6.x kernel that might possibly be used in NetHack 3.6.0 and prevent it from being compatible with Windows XP or even older versions. Hopefully NetHack 3.6.0 uses as few new APIs as possible... it's still written in vanilla C, I think, and it's written to be cross-platform, so I don't expect they would use too many new APIs from Windows. More news: I compiled NetHack 3.6.0 for 32-bit or 64-bit Windows using TDM-GCC 5.1.0 and compilation options to optimize for minimal file size (options like -Os and -s, with GCC, and using the strip command afterwards) and further reduced file size using the free open-source UPX software, and packaged it in a 7z archive (use the free open-source program 7-zip to unpack it, 7z archives have better compression than zip, rar, etc.). It should work on anything as far back as Windows 98 or Windows NT 4.0 and it might possibly work on Windows 95, and its only CPU requirement should be a 386 or later. The download link is here: https://www.sendspace.com/file/23ir4k. That is a temporary download link that lasts for 30 days (from December 16, 2015 to either January 14 or 15, 2015). My specific build options were "cflags = -mms-bitfields -fomit-frame-pointer -Os -mtune=generic -m32" and "lflags = -fomit-frame-pointer -Os -mtune=generic -m32" which I changed in Makefile.gcc, then after building I used the "strip -s" command to strip unnecessary info from the files and then I used UPX 3.91w with the "--best --ultra-brute --compress-icons=0" options to compress the files afterwards, then I used 7-zip 15.12 for the compression with the highest maximum settings... and for the non-executable files I used the ones from the Windows download so that the line-endings would be correct for the Windows platform (the line-endings for the non-executable files that come with the source code all have UNIX-style line endings which don't show up correctly in Windows Notepad). Anyway the download link is https://www.sendspace.com/file/23ir4k and there you can get a version that works fine in older versions of 32-bit or 64-bit Windows and older CPUs, going back to Windows NT 4.0, Windows 98, and 386 CPUs, and it's compressed to take up as little disk space as possible. The downside to the small size is it doesn't have any debugging information in the files, this is more aimed at end users than people who run things in symbolic debuggers, since people who know how to use symbolic debuggers also know how to compile their own binaries. If you don't trust my binary for whatever reason just follow my instructions from the last paragraph and build your own using the NetHack 3.6.0 source code (follow what it says in the README, including running the /sys/winnt/nhsetup.bat batch file, then modify the Makefile.gcc file in the /src directory with the cflags and lflags I list above, then run the MinGW make command exactly how it says in the instructions in /sys/winnt/Install.nt, then copy over the files that don't have .exe or .dll extensions from the Windows binary distribution of 3.6.0 from nethack.org into your /binary directory (but don't overwrite the .exe or .dll files!), then run "strip -s" on all your .dll and .exe files, then run UPX 3.91w with the options from that previous paragraph on all the .dll and .exe files, then pack it up into a .7z or .zip or .rar or whatever archive format you prefer, if ya want to do this yourself. And if you want to be able to use a debugger just leave out the steps about changing the cflags and lflags in Makefile.gcc, using "strip -s", and using UPX, don't do ANY of those 3 extra steps, just follow the directions in the source code EXACTLY (other than the extra step of copying the non-.dll and non-.exe files from the Windows binary distribution into your /binary directory so that the line-endings are correct, that step is still necessary). Your executable files will be 10 times as big, but they'll have all the debugging information you need. Kinda pointless if you ask me since I don't use symbolic debuggers and file size bloat kinda bugs me, but whatever floats your boat. Anyway it turns out an IDE (integrated development environment) isn't even needed, all you need to compile and build this is TDM-GCC from http://tdm-gcc.tdragon.net/. Oh and if for some reason you want to make a 64-bit build you should get the 64-bit version of TDM-GCC, it can make those, but I made a 32-bit build since it works on both 32-bit and 64-bit versions of Windows and there isn't really any advantage to making a 64-bit build other than a very minor performance improvement, at the cost of losing compatibility with all 32-bit editions of Windows. If you want a 64-bit version of it compiled, don't ask me, because I don't have any systems with 64-bit Windows on them so I wouldn't be able to test any 64-bit builds I cross-compiled to see if they actually work. The build I uploaded to https://www.sendspace.com/file/23ir4k does work, on any 32-bit or 64-bit Windows except possibly it might have problems on Windows 95, only because TDM-GCC 5.1.0 which I compiled it with apparently might not produce executables compatible with Windows 95. Since that download link will expire and disappear after 30 days, in mid-January, automatically, I'd suggest that if anyone really wants my build they download it and then upload it to some other website... I don't really know the best place to host executables, I use that sendspace site because it's easy but the 30-day limit is kind of an annoyance. =_=_ User:DizzyBot This bot is operated by the user Dizzylizzy. The purpose of this bot is to update and maintain the 3.6.0 (and now 3.6.1) source code pages for things like code indentation and minor tweaks to ensure a consistent and complete display of the files. These edits shouldn't spam the Recent Changes page (sorry paxed!), so I use this account to do the work. =_=_ User talk:Lord1953 You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User talk:VedVid You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User:Yetisyny I'm an open source programmer and wiki editor and my username on both SourceForge and Wikipedia is Yetisyny just like here. The main thing I program is actually a roguelike game called "Liberal Crime Squad", you can look that up online if you want, I'm one of several developers on it, not the lead developer or anything. I've compiled the new (as of December 2015) NetHack 3.6.0 to work on older versions of Windows and older CPUs and it's available at https://www.sendspace.com/file/23ir4k. It should work on anything as old as a 386 CPU and on any Windows version back to Windows 98 or Windows NT 4.0. For more information see the forum thread about it here where I also discuss stuff like the options and process I used to build it so other people can reproduce those steps themselves if they want. The download link was created on December 16, 2015 and expires after 30 days so that means it'll expire some time around January 14 or 15, 2016. Hopefully someone can find a better place to host that download before then, for people using older versions of Windows or using older CPUs. Personally I needed this because my main computer doesn't support the SSE2 instruction set which the official NetHack 3.6.0 Windows binary currently requires (although maybe they will fix this soon), and so I compiled a version that doesn't require it so that I can play NetHack 3.6.0. I hope other people enjoy it too. Since it works in Windows 98, and you can run Windows 98 from the DOSBox emulator, this means you can run my version of NetHack 3.6.0 inside the DOSBox emulator, on any operating system that supports DOSBox. So that is neat. =_=_ Exp You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Tile.h =_=_ Source talk:NetHack 3.6.0/src/options.c If you see a better heading breakup for the functions, or see a place where there needs to be a subsection, please please make the edit. This page needs good, clear documentation. I am just a bot and don't know what I'm doing, bleep bloop. DizzyBot (talk) 15:55, 17 December 2015 (UTC) You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. I don't know if you noticed, but I did leave a comment on User talk:Phol ende wodan/Combat system overhaul. It's not a bunch of minor things, but seems to me a major (but likely fixable) problem. --Truculent (talk) 07:56, 10 November 2017 (UTC) I can use that template, sure, but I'm not certain whether my edits are complete, since I don't have the time or knowledge to do a full source dive. I'm just scanning the readme and Sourceforge commits and confirming what I can from the source. Should I wait until more users have had a look before updating the template? --Darth l33t (talk) 15:45, 28 April 2018 (UTC) I've made some further changes, particularly reordering things to be, well, closer to the way I had them. If you disagree please feel free to change them further, or we could discuss them here - I say here because if we do it on Talk:Orcus we'll have endless rambling interjections. Pinkbeast (talk) 14:18, 21 September 2019 (UTC) I remember you said a parameter to change, I *thought* it was dark_room, but I can't access IRC right now (server connection keeps failing). Silly of me re link on cloak. (Distraction from waiting on COVID test result, possibly...) --Actual-nh (talk) 14:18, 20 November 2020 (UTC) I'm very sorry about that mistake re xNetHack - I'm quite certain that some variant or another did that, but evidently my interest in xNetHack resulted in my misremembering. -Actual-nh (talk) 22:38, 15 December 2020 (UTC) Wielding a silver longsword while being crowned doesn't produce a silver Excalibur. Apparently just the vanilla version instead. Aw. Haven't had a chance to test it with the "watery tart" yet though... Just checking - am I reading the xNetHack page correctly (and it being correct, I assume) that xNetHack is using the FIQHack progression? Otherwise, a new column is needed for the Experience Level tables. Thanks! -Actual-nh (talk) 01:11, 7 February 2021 (UTC) In a full year of playing xNetHack I have never found a single ring of Slow Digestion. Is it just my bad luck or have the probabilities been jiggled? Tried this for the first time and seems to have worked. I now have yellow-scaled +4 mithril elven ring mail. But it threw this exception: obfree: deleting worn obj(78: 536870912) Program in disorder. Saved as suggested. Current game for AlleyOop on hardfought... --Every (talk) 17:42, 1 April 2021 (UTC) If the dungeon and player level add up to an odd number, round toward the dungeon level. -Actual-nh (talk) 18:37, 29 April 2021 (UTC) I am somewhat confused as to why, if one's alignment has changed such that one can't do the quest without killing the quest leader, this would make one's new deity upset; see Talk:Quest#Killing_your_quest_leader for more discussion. Could you clarify this? Thanks! -Actual-nh (talk) 00:10, 29 May 2021 (UTC) Current xnh Caveman quest failed to properly generate (apparently some problem with Lua). Quest leader, altar etc are there but the map looks like something from Gehennom. The two downstairs are kind of interesting though. The victim is Cavefolk on hardfought. I have a screen capture if that would be of help... --Every (talk) 21:47, 31 May 2021 (UTC) Hi. I'm not seeing that in the 3.7.0 commits (and there's one that rather contradicts it); is it something the (core) devs have confirmed is definitely going to happen? The container and stash pages were conflicting; I apologize if I fixed the conflict incorrectly. -Actual-nh (talk) 21:56, 15 June 2021 (UTC) The current combination of no displacement and iron hatred are brutal on elven rangers. I have a graveyard full of elven corpses to attest to that. Essentially, not only can everything see where you are but can also deal the functional equivalent of poison damage near and far. Since materials and material-hatred seem well ingrained into xnh, I would like to suggest this balancing factor for elven rangers: Simply let them generate with a +2 cloak of displacement like the other races... --Every (talk) 15:56, 18 June 2021 (UTC) =_=_ User talk:JMarieStanton Hi, Ryan! No, I haven't played XLarn. It costs money, doesn't it, being on Steam? I'm in college right now, so I rarely have a spare dollar, but I'll remember it for the future! And no, I don't have a Steam account, but if I did, I would friend you! Ms. J. Marie Stanton, Professional Valkyrie (talk) 16:00, 20 October 2017 (UTC) Ah gotcha. Yeah Steam is technically free (I think you may need to put a credit card in to have full functionality), but XLarn is five bucks. Anyways, something to keep in mind for the future! By the way, I'm in the process of responding to your most recent forum question! --Ms. J. Marie Stanton, Professional Valkyrie (talk) 16:13, 20 October 2017 (UTC) Either of you interested in hanging out on IRC? Better for realtime communication than talk pages. --Phol ende wodan (talk) 16:24, 20 October 2017 (UTC) Check out the page, it lists a lot of interesting channels. You can either get an IRC client or go to webchat.freenode.net in a browser. There's also a nethack channel on the reddit roguelikes discord server, but that channel is pretty heavy on FIQhack discussion since FIQ has convinced everyone there to play it. --Phol ende wodan (talk) 17:05, 20 October 2017 (UTC) =_=_ User:JMarieStanton Hi, I'm James Marie Stanton! (I'm female, in case you're wondering. James is a family name.) I play on NAO sometimes, (), and before they axed the version I was good at, I was getting ready to try the quest. Well, this one time, I had everything going for me. I was a lawful human valk with terrific items and leveled up to 11, and I managed to get some Dwarvish mithril and burn two enchant scrolls on it, and together with my starting shield, I had (I think) -7 AC, plus a ring of reflection, cloak of displacement, and intrinsic telepathy. It was incredible. I felt invincible. I plowed through the upper mines, made a well-protected stash in a locked room in Minetown, and went back up to start working on the main dungeon. I picked up some incredible items from a double bones level and another bones level immediately under it, iirc, and managed to uncurse a bag of holding that had a bunch of money, two wands of striking with charges, and some gems left in it from some other NAO player. So I went back up and cleaned out Minetown better, and moved a lot of useful stuff from my stash into my bag. Then I just went all-out, bought most of the useful stuff from the shops and stashed it. The next evening, I logged back in. I returned to the main dungeon and thought I'd clear out sokoban. I used the walkthrough because I suck at puzzles, according to my old excel teacher. Anyways, I ran the first two puzzles pretty quickly, and then I had a relatively long fight just outside the big room with the upstair at the end of Sokoban 2. There were a bunch of winter wolf cubs, a grey unicorn, and some orcs, and they all came pouring out at me. I sent their souls to Niflheimr, so to speak, and got the unihorn. I was ecstatic! Soon I'd be ready for the quest, and I'd never even seen past dlvl. 10 before! I hit "99s" to recover some health. (Don't judge me. A guy chewed me out on the forum for using that, but it's what my ex-boyfriend taught me, the one who got me hooked on Nethack in the first place. He had multiple zen ascensions and at least one foodless ascensions, so I think he knew what he was talking about.) Then I made my first mistake. I ate a (now stale) winter wolf cup corpse, hoping to get cold resistance. This was stupid on a number of levels, because innate cold resistance is one of perks of being a Valkyrie, plus, I knew as soon as I did it that the corpse was now probably 120+- turns old. But I learned my lesson, and I've since had a number of games where I made decent Sokoban runs before dying. I'm really thinking about doing a serious, carefully planned run soon and trying to make it to the quest. I don't like that, for some reason, I can't use #kick anymore. I play NAO on a laptop without a numberpad, so when I find a locked door and I don't have an axe or pick, I literally have to turn numberpad on, kick the door down with "k", then turn it back off so I can move. It's ridiculous! Also, it seems like they added a lot of features just for the sake of adding stuff. I haven't seen anything that improves playability! #Terrain is a cool feature, and it might be kinda helpful later in the game, but it seems like it would fit better in a game like Dungeon Crawl Stone Soup than in Nethack. And #tip, which empties a container onto the floor, seems like a broken feature: having both hands stuck to a cursed weapon is something you have to be very careful to avoid in the late game. Now, you can get items out of sacks without using your hands, severely reducing the challenge there. The same goes for making the vibrating square a trap. On the other hand, Elbereth is now broken! It no longer does half of the things we counted on it doing. Magic resistance is now more rare, farming is nerfed, and lord knows what else! Part of what made 3.4.3 truly great was the carefully tuned difficulty level! You can't just change things randomly and expect it to be as good as the last version! I actually really liked most of the changes. #Terrain is great for finding a staircase hidden by a dart some kobold threw at you. And the two-handed curse always felt crueler to me than it had to be. Some artifact weapons are much more sensible choices in the late game because of this. Magic cancellation is better as it is now as well, forcing you to sacrifice displacement or MC cloak for a previously useless cloak of protection. Elbereth was always a bit game breaking for me as it was, which is why I wanted to compile it out. Now it is far less of a universal solution, and more like one last attempt before you are killed. This feels less like cheating to me than it did in 3.4.3. And scrolls of scare monster are more useful. Alchemy has been nerfed to my surprise as well. Now only 3 of a stack are converted. I feel this is understandable, but I'm not convinced this is for the better. Probably won't use it as much in the mid to late game. When I tried it on NAO, there was no curses interface option. I've grown quite accustomed to this, and I find it's extremely helpful to use it, especially on a laggy connection where I can easily just look back to see recent messages instead of doing ^P. However that really is just a cosmetic issue, I am supposed to get an upgrade to my internet soon which would mean a lot less lag, and I suspect that something like that could easily work its way into 3.6.0 at some point in the future, so it isn't something I'll fret over. Just the same, I'll wait for that new, less laggy internet connection before I try out 3.6.0 on NAO. I might compile a copy on my home machine to try it out in the meantime, but I've been too lazy to do this thus far. I am liking a lot of the changes, but I am really getting frustrated by pets now only being able to pick up 1 item at a time. Quite strange. Why was this done? Is this an attempt to stop credit cloning and make stealing from shops in general a bit more difficult? Or, is it a trying make things a bit more realistic, as most pets would have difficulty picking up multiple items in real-life situations? The downside is the dungeon becomes absolutely _littered_ with rocks all over the place. Not much of a problem with items such as arrows, daggers or darts as I tend to use or sell those. It does however create a minor annoyance of pets picking up my loot piles at stairs, having to pick up individual darts, etc. The one thing that bugs me about 3.6.0 is that it's no longer possible to coax a demon prince into killing the Sanctum priest for you. That's removing fine _strategy_ in favor of mindless slashing, the exact opposite of what NetHack should encourage. Anyone making it to the Sanctum is surely able to clear its graveyard and tackle those priests, it just takes a bit of work. And someone clever enough and making the effort of luring e.g. Orcus down there and relieve him of the Amulet afterwards deserved skipping that bit of work as a reward for employing good strategy. Even though an unintended shortcut, things like this add variation and fun to the game without unbalancing it and should be kept. Other than that, similar to Dtarnish above, I like most of 3.6.0. They crippled Elbereth badly, but they plan to fix in 3.6.1. I find the MC changes harsh, especially as I like wizards (starting MR cloak: 2%→70% attacks succeed), but I can understand why they're doing it: what's the point in programming lots of cool monster attacks and strategy like stoning→lizard/acid and sliming→fire/"oUnchange if everyone is 98% safe anyway, many even from the start. The credit cloning change hit me - well, that means the early game has become even harder, I'll have to cope. But I wholeheartedly agree with them blocking farming. And I love #overview and all those many user interface improvements. I only hope they release 3.6.1 very soon fixing the inferior Statuscolors and bugs like Rodney waking early, unkillable wolves, Vorpal Blade and self-genocide. --Luna (talk) 14:46, 10 December 2017 (UTC) Technical note: The curses interface actually already is a separate windowport. It does not use the TTY code at all. --Karl (talk) 20:03, 18 March 2018 (UTC) For me, the 3.6 and later versions will always be variants of the vanilla 3.4.3. NetHack. I can't understand how and why the old DevTeam was taken over by the new hacks (pun intended, kind of) and why they were allowed to sabotage the game. Saltman (talk) 14:35, 5 August 2020 (UTC) =_=_ User talk:Ray Chason/Pages needing version tags What exactly is the function of the version tags? I see that most of the pages for variants are tagged "variant-343", except for the pages for SLASH'EM, which have their own tags (and according to the SLASH'EM article, are based on 3.3.1). Would it be helpful to have separate tags for other variants that have large numbers of pages, or for features (like the Convict role) that originated as a patch, but are now in multiple variants? The rollover text for the tag could include the note that these are based on 3.4.3. I am thinking of a scenario in which a 3.4.3 variant is updated by porting in the changes from 3.6.0, making it (indirectly) a 3.6.0 variant. In that case having a separate tag might simplify the process of updating the variant number. In any case, Slash'EM Extended and SLASHTHEM should probably have their own tags, since their base is SLASH'EM, not 3.4.3.--Cherokee Jack (talk) 18:04, 18 December 2015 (UTC) =_=_ Forum:Distancing from the Wikia site https://en.wikivoyage.org/wiki/Wikivoyage:Search_Expedition#How_to_improve_an_article.27s_search_ranking - Wikivoyage is in a similar situation of being a community-driven fork/schism/separation of a lingering wiki (Wikitravel). The fourth improvement point (the one entitled "Make sure the content is unique") is informative reading, it rings true in that it was only after my significant edits and bestowal of a new lede upon Jay Fenlason's Hack that it started appearing in Google results in addition to the Wikia one, rather than the only the Wikia one showing up. This could all be old news, but I thought it might be illuminating to at least someone. -- HarJIT (talk) 18:22, 18 December 2015 (UTC) =_=_ Nethack 3.6.0 =_=_ NetHackWiki talk:Next version What exactly is the function of the version tags? I see that most of the pages for variants are tagged "variant-343", except for the pages for SLASH'EM, which have their own tags (and according to the SLASH'EM article, are based on 3.3.1). Would it be helpful to have separate tags for other variants that have large numbers of pages, or for features (like the Convict role) that originated as a patch, but are now in multiple variants? The rollover text for the tag could include the note that these are based on 3.4.3. I am thinking of a scenario in which a 3.4.3 variant is updated by porting in the changes from 3.6.0, making it (indirectly) a 3.6.0 variant. In that case having a separate tag might simplify the process of updating the variant number. In any case, Slash'EM Extended and SLASHTHEM should probably have their own tags, since their base is SLASH'EM, not 3.4.3.--Cherokee Jack (talk) 18:04, 18 December 2015 (UTC) =_=_ User:Darth l33t/Medusa's Island (3.6.0) Medusa's Island is the home of Medusa. It is ineligible to leave bones files. The entire level is non-teleportable. It is 1 to 4 levels above the Castle and therefore between dungeon level 21 and 28. Monster creation on this level is biased towards chaotic monsters. Medusa is waiting on the down stairs; there is a random snake in each of the top and bottom corridors of her hall, two water trolls in the water to the right of the level, three giant eels and three jellyfish in the water to the left of the level, and ten random other monsters. In addition to the two marked squeaky boards, there are five other random traps on the level. The statue of Perseus has (independently) a 75% chance of containing a cursed +0 shield of reflection, a 25% chance of +0 levitation boots, a 50% chance of a blessed +2 scimitar, and a 50% chance of a sack; up to five other statues of player-monsters with names and classes from the top ten score list may be randomly created in Medusa's chamber, and will be empty. The seven random other statues around the level will contain any equipment their monster type might usually be issued with, but will not have the usual chance of containing a random spellbook. Medusa is waiting on the down stairs; there are a titan and a gremlin in the entrance hall, six electric eels and three jellyfish in the water to the left of the level, four stone golems and two cobras immediately outside Medusa's room, a random and a yellow light in the back room of Medusa's hall, and a further thirteen random monsters distributed fairly evenly across the level. In addition to the marked magic trap, there are four other random traps on the level. The statue of Perseus has (independently) a 25% chance of containing a cursed +0 shield of reflection, a 75% chance of +0 levitation boots, a 50% chance of a blessed +2 scimitar, and a 50% chance of a sack; up to five other statues of player-monsters with names and classes from the top ten score list may be randomly created in Medusa's hall, and will be empty. The eight marked statues outside Medusa's room will contain any equipment their monster type might usually be issued with, but will not have the usual chance of containing a random spellbook. There are marked boulders in the entrance hall and on the right-hand island; the latter has a random wand beneath it. The walls of both the entrance hall and Medusa's hall are undiggable. The wand is possibly a reference to NetHack 2.3e and earlier versions of NetHack. These versions did not have the Castle; instead, they placed the wand of wishing in one of the upper mazes, in a dead-end square with a boulder on top. The up stairs are on the top-center island. Only one of the marked stairs is the actual down stairs with Medusa waiting on them; another is actually the statue of Perseus, and the third is actually a fountain. Thirty hostile ravens populate the level, as well as two giant eels, two jellyfish, two wood nymphs, and two water nymphs. Two scrolls of blank paper are at the marked location, as well as eight random items scattered around the level. Two rust traps, two squeaking boards, and one other trap are randomly placed. The statue of Perseus has (independently) a 75% chance of containing a cursed +0 shield of reflection, a 25% chance of +0 levitation boots, a 50% chance of a blessed +2 scimitar, and a 50% chance of a sack; up to five other statues of player-monsters with names and classes from the top ten score list may be randomly created in Medusa's chamber, and will be empty. The seven random other statues around the level will contain any equipment their monster type might usually be issued with, but will not have the usual chance of containing a random spellbook. The up stairs are on the islands on the right. Only one of the marked stairs is the actual down stairs with Medusa waiting on them; another is actually the statue of Perseus, and the other two are empty. The marked yellow dragon is generated asleep, and may have up to two babies sleeping by her. She also nests on one to three yellow dragon eggs, which may hatch (awake and hostile) by the time you reach them. Also inhabiting the level are two giant eels, two jellyfish, four each adult and baby black nagas, and 14 random snakes, which may include pythons as capable of drowning you as the eels. Eight random objects and seven random traps are randomly placed. The crystal ball below the kraken is underwater. The statue of Perseus has (independently) a 75% chance of containing a cursed +0 shield of reflection, a 25% chance of +0 levitation boots, a 50% chance of a blessed +2 scimitar, and a 50% chance of a sack; up to five other statues of player-monsters with names and classes from the top ten score list may be randomly created in Medusa's chamber, and will be empty. The seven random other statues around the level will contain any equipment their monster type might usually be issued with, but will not have the usual chance of containing a random spellbook. Note that depending on Medusa's position, you may catch sight of her through the iron bars; take the appropriate precautions before entering her complex. A notable difference in SlashTHEM, is the far greater number of sea monsters in the level (and other water levels). A few of these new sea monsters, have stealing and lycanthropy attacks. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Talk:Oona The text says Oona can be tamed but the table says Oona cannot be tamed. ? I imagine that MR 77 makes it quite hard though. Wikid (talk) 07:57, 20 December 2015 (UTC) =_=_ User talk:Chris/dNetHack/UniqueMonsters =_=_ Symset Starting in NetHack 3.6.0, the symset option selects one of several symbol sets for display of a text-mode map for the normal dungeon. The roguesymset option does the same for the Rogue level. The file "symbols", placed in the directory where NetHack is installed, defines the available symbol sets. The user may edit this file to change existing symbol sets or to define new symbol sets. The symset option supersedes IBMgraphics, DECgraphics and MACgraphics. Those options are still recognized for backward compatibility. It also replaces the variables named under Custom map symbols, except that BOULDER is still accepted. The symbols file supports limiting a symbol set to the main dungeon, but no preconfigured symbol set is restricted this way. The symbols file is a plain text file and can be edited by the user. Blank lines are ignored. Comments begin with '#' and continue to the end of the line. Lines consist of either the keyword "finish" standing alone or a keyword, a colon or equals sign, and a value. Keywords are not case sensitive. The character may be a single printable character other than backslash (which begins an escape), caret (which indicates a control character; you probably don't want this) or '#' (which begins a comment), or it may be an escape sequence. C-style escape sequences of the form '\123' are interpreted as octal, '\x45' as hex and '\d123' as decimal. '\Mx' gives a "meta" character, with the eighth bit set. The moat, the floor and the fountain are displayed with their ASCII symbols. The floor is an ASCII period, and displays low with respect to the @ sign on the left. =_=_ Roguesymset =_=_ File:DECgraphics-360.png =_=_ File:IBMgraphics-360.png =_=_ File:IBMgraphics 2-360.png =_=_ File:IBMgraphics 1-360.png =_=_ File:IBMgraphics 2.png =_=_ Forum:Roguelikes I played ToME for a while, but never got very far. Tried to play ADOM, and it seemed like a great game, but I never got to the point where it sucked me in like nethack did. I like any good roguelike I can get my hands on. I've beaten ToME a few times when it was Tolkein-based, but have yet to wrap my head around the new ToME. I do enjoy Angband itself, but is probably my least favorite and prefer variants more (the aforemewntioned ToME, Zangband, FAangband). I've beaten ADoM a handful of times and the gameplay can get incredibly exciting. I tend to go through phases where for several months it will be NetHack/variants, ADoM, ToME, Crawl or Angband/variants. Right now, I am trying 3.6.0, taking a break from SLASH'EM. I have several characters in line (Archaeologist, Knight, Rogue) to ascend in SLASH'EM, but have yet to ascend in Vanilla. Am taking my time on those SLASH'EM characters as I do not want to screw them up. I do agree with Crawl not being very balanced -- it sucks to have a rather promising character only to have be absolutely crushed by an out-of-depth monster. Right now NetHack and ADOM are my Roguelikes of choice, but I always enjoy experimenting with new ones. I actually really like Larn, and I should probably get around to making a serious attempt at beating it, but like NetHack it's very difficult. Speaking of difficulty, though I really enjoy ADOM I actually find it significantly more difficult to figure out how to play than NetHack. It's one of those games where you can play for weeks and still die in the first quest because you don't know what your class does. I mean, nobles? Merchants? Seriously? My favorite Roguelike by far is Omega, because I like the combat system, but it's kind of weird in the sense that I can never figure out what I'm supposed to be doing. I know how to play it, but the game never seems to give me any instructions, so my character just piddles around trying not to starve to death and then gets critted by a random monster. I also like DoomRL; it's a good coffee break Roguelike, and I think a very faithful interpretation of Doom as a top-down turn-based action game. Kind of sucks that Bethesda decided to feed it a cease and desist letter, but that doesn't seem to have had any impact on the game other than it being distributed under a slightly different name. Other random Roguelikes I enjoy include ZAPM (science fiction NetHack with a very twisted sense of humor) and ZigClimb (a Roguelike written in one thousand characters). I also like Angband but I have a hard time taking it seriously (if that makes sense). Mostly what I like about Angband is the ability to pull the inventory and map screens into separate windows. I find that very cool; I wish other Roguelikes did that. =_=_ Bugs in NetHack 3.6.0 A bug is a problem in NetHack's source code. There are two lists of bugs for vanilla 3.6.0 provided by the DevTeam: one for nonspoiler bugs and one for spoiler bugs. Report bugs in vanilla NetHack directly to the DevTeam, either by emailing them, or using their contact form. Please also add them to the section below and consider adding your bug report to the list of bug reports, since the DevTeam's bug descriptions often are too vague to be helpful. Dismounting and kicking a monster that jumps may result in landing on the wrong side of a wall. Kicking a monster makes them mnexto() you, then tries to flavour the resulting movement. In very confined spaces, mnexto() may not be able to find a space next to you after all. This applies to many monsters with speed > = 12 with a chance of 1/3 or 1/4 depending on how well you kicked, and the bug occurs whether it’s flavoured as “jumps” or “slides” or “floats” or whatever. (A subsidiary bug here: it can also be flavoured as “teleports”, yet trigger on a no-tele level.) Travel () command can get stuck trying to plot a path past an interesting dungeon feature, for example, a trap or fountain. Possibly related bug Dark grey objects on black can't be displayed by some terminals (we know this applies to Mac OS X's Terminal) so they seem like they are not there. Workaround: set OPTIONS=!use_darkgray to use dark blue instead. Dying while helpless (which can be any of several different things) with a high enough score to be added to the record file corrupts the record file. While blind and levitating, too much information may be presented. Does this refer to messages about monsters scared by an Elbereth engraving? Or typing to identify the stairs? Or to the ability to identify ground types (ice, floor, altar, grave, etc.) when hovering over them? Lava doesn't destroy all boots it should. Only water walking boots are destroyed by stepping in lava (if not fireproof). All other flamable boots survive. Ray Chason The file qt_xpms.h is corrupt. The top of include/qt_xpms.h is missing; the Qt interface will not build without it The Eyes of the Overworld database text contains '... and finally there is "the Eyes of the Overworld".', which looks a bit odd from in-game. =_=_ File:RogueIBM.png =_=_ File:RogueEpyx.png =_=_ User talk:Chris/dNetHack/Hamsa Does Hamsa protect against stoning by Medusa and against Cthulhu's wisdom lowering gaze attack? ... there's one way to find out ... Also, what happens if you burn a maximally reinforced Hamsa in the doorway to a shop :-) Wikid (talk) 19:02, 23 December 2015 (UTC) =_=_ User talk:Shadow8472 You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Forum:Inventory sorting It seems that the displayed sort order of the (i)nventory has changed for the public server at NAO. I am used to see the letters in alphabetical order and since I do not use fixinv, old stuff is usually at the top of the list and new stuff at the bottom. (I also do not use sortpack). Now it's somehow partly sorted by items but the letters are more or less random. Since I didn't change my configuration it seems that the default behavior was changed. Unfortunately, I can't find any option to enable sorting by inventory letters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Overview The final output of #overview, displaying everything you've learned about the dungeon so far, is available as one of the screens of information offered after the question 'Do you want your possessions identified?' The game keeps count of the features you have seen. Two shops are reported as "some shops" while three or more shops are "many shops". Special levels are listed, with the rogue level called a "primitive area". If the castle passtune is known and you have seen the castle level, then the passtune is printed. The name, role, and type of death of bones are listed if you have seen the location where the deceased died. =_=_ Source:NetHack 3.6.0/dat/symbols Below is the full text to symbols from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/dat/symbols#line123| < nowiki > Source:NetHack 3.6.0/dat/symbols#line123 < /nowiki > ]], for example. =_=_ Custom map symbols Beginning with NetHack 3.6.0, the configuration file can customize the map symbols using lines of the form SYMBOLS=symbol name:character. You can set multiple symbols per line, separated by commas, for example: The character is likewise formatted as in the symset file. It can be a single literal character or an escape code having the form \x00 for hex, \000 for octal or \d000 for decimal. =_=_ Talk:Custom map symbols You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Talk:Trouble I'm not sure how best to present the information in the table, though. The page on Prayer will also need to be updated. =_=_ Source:NetHack 3.6.0/dat/bogusmon.txt Below is the full text to bogusmon.txt from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/dat/bogusmon.txt#line123| < nowiki > Source:NetHack 3.6.0/dat/bogusmon.txt#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/dat/data.base Below is the full text to data.base from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/dat/data.base#line123| < nowiki > Source:NetHack 3.6.0/dat/data.base#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/dat/dungeon.def Below is the full text to dungeon.def from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/dat/dungeon.def#line123| < nowiki > Source:NetHack 3.6.0/dat/dungeon.def#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/dat/engrave.txt Below is the full text to engrave.txt from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/dat/engrave.txt#line123| < nowiki > Source:NetHack 3.6.0/dat/engrave.txt#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/dat/epitaph.txt Below is the full text to epitaph.txt from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/dat/epitaph.txt#line123| < nowiki > Source:NetHack 3.6.0/dat/epitaph.txt#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/dat/quest.txt Below is the full text to quest.txt from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/dat/quest.txt#line123| < nowiki > Source:NetHack 3.6.0/dat/quest.txt#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.0/dat/tribute Below is the full text to tribute from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/dat/tribute#line123| < nowiki > Source:NetHack 3.6.0/dat/tribute#line123 < /nowiki > ]], for example. =_=_ Botl.h =_=_ Context.h =_=_ Annotate The text you give will be visible with the #overview command. When you return to a level for which you have set an annotation, you receive the message, You remember this level as < annotation > . Annotation allows you to leave useful messages to yourself that #overview does not provide, such as where you've found a co-aligned unicorn, warnings to watch out for nasty monsters, or the location of the entrance to the Wizard's Tower. =_=_ User:DizzyBot/pray demo A space-separated list of specific situations where alternate prompting is desired. The default is < tt > paranoid_confirmation:pray < /tt > . =_=_ User:DizzyBot/numpad demo With < tt > number_pad < /tt > set to < tt > 1 < /tt > , < tt > 2 < /tt > , < tt > 3 < /tt > , or < tt > 4 < /tt > , counts need to be prefixed with ( to search 50 times). Also, some extended commands are available in a short form ( performs #loot, performs #untrap, etc). =_=_ Tileset/tile2360.py This page contains a program that is meant to be downloaded and run on the user's computer. Editing is limited to logged-in users to discourage introduction of malicious code. Here is a Python program that will take a NetHack 3.4.3 tileset in BMP format and convert it to a form usable with 3.6.0. If you have a Mac or Linux, you probably already have Python (or can install it with your package manager). Windows users can run this with ActiveState Python. Use < code > ./tile2360.py -h < /code > for a complete list of options. Most tilesets convert without needing any options; the program assumes that the image contains 40 tiles per row and that tiles are square, unless the tile size is given. The output file name just adds "-360" before the ".bmp" suffix, unless the command line specifies a different name. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Source:Botl.h =_=_ Source:Context.h =_=_ Source:Lint.h =_=_ Source:Mextra.h =_=_ Source:Sys.h =_=_ Source:Sys.c =_=_ Bogusmon.txt =_=_ Engrave.txt =_=_ Epitaph.txt =_=_ Source:Symbols =_=_ Source:Tribute =_=_ Source:Bogusmon.txt =_=_ Source:Data.base =_=_ Source:Engrave.txt =_=_ Source:Epitaph.txt =_=_ Category:NetHack 3.6.0 source code =_=_ User talk:Fga401 You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Talk:Gnome (monster class) In 3.6 I've seen several gnomes drop lit candles after being killed in the mines. Perhaps this feature was brought in from UnNetHack? Funcrunch (talk) 21:03, 31 December 2015 (UTC) =_=_ Talk:Wumpus This appears to no longer be true in 3.6.0. In wizard mode I'm able to ride a wumpus over water without falling off. Which does seem counteruntuitive if they are sticking to the ceiling. -- Qazmlpok (talk) 04:44, 3 January 2016 (UTC) Wizard mode shows that there seems to be an inconsistency - while pet wumpuses can exist on water, if you polymorph into one and try to cross water you'll fall in. --Bluescreenofdeath (talk) 11:28, 19 April 2017 (UTC) =_=_ User talk:Chris/dNetHack/Rule Changes =_=_ Talk:Ice The way the timeout is determined is kinda odd, so I don't know what the actual probabilities are. If I'm not misreading the source: =_=_ Source:Nethack 3.6.0/src/mapglyph.c =_=_ Forum:Escape from the Master Assassin's lair in dNethack I've never done the Rogue Quest before, but apparently a level teleport will get you out of the Master Assassin's lair. Except it doesn't. Is that a dNethack thing or is it also like that in vanilla? Playing as VoR at nethack.dank.ninja. I finally got out of there after ~100,000 turns. Ate chameleon corpses and tin in hope of polymorphing into Xorn. That obviously didn't happen. I should have saved the tin in the event of later discovery of =oPC. Then a long phase of waiting and fainting and praying to see what monsters would spawn for magic treasure. Lots of Quest monsters spawned, mainly leprechauns, guardian nagas, and naiads. Interestingly, there was a single mandrake. Death drops were predominantly potions of healing-type, and object detection, occasional gain level. A water elemental blanked a couple of potions. I achieved skill with matter spells, but could not cast polymorph even with a robe. I learnt to fight with longswords and crossbows, and how to two-weapon. A slow rise in levels made me anxious about inadvertent crowning. Then a black pudding spawned, and I had my first go at pudding farming. I filled up the whole level, including the inaccessible parts, with puddings. But they had zero death drops. That was a disappointment, so I got rid of all the puddings. By this time the room had mostly filled with leprechauns. I was pretty fed up and at the point of chaotic risk-taking. So I slew that mandrake. Everything on the level died, apart from some autons in the other rooms. Luckily (12/13) I survived. That netted a whole lot more potions, including a swirly one that turned out to be polymorph, but minotaurs can't phase. But then I thought, how about taking the names away and seeing if they will stack? Sure enough, the !oW divided into 3 stacks. I dipped a single potion of gain level into the smallest of the water stacks. "Your potion of gain level glows with a black aura". Hooray! Rogues have to be resourceful, even after 100,000 turns in jail. I, uh, broke this recently --'. I stopped levelport from working in anything other than the main dungeon, on the grounds that it didn't really make sense for most of the quests. I forgot that this would have a bad effect on the closed portions of the Rogue quest. I should probably revise that change to limit the RANGE of levelports outside the main branch. --Chris (talk) 23:14, 4 January 2016 (UTC) I quite liked the idea of being sent on a looong mission by the Master of Thieves, with a nasty surprise at the end :-) Wikid (talk) 23:35, 4 January 2016 (UTC) Chris I reckon should you just add the new rule to the Quest Leader's monologue -- that'll check if people are paying attention! "And by the way, if you're thinking of getting back here with a cursed scroll, think again. I sent that sonufa- called "VOR" on this mission 3 years ago, and he's still down there." :-) Wikid (talk) 02:08, 5 January 2016 (UTC) =_=_ Talk:Keter Sephiroth So, do these things ever go away? The Malkuth Sephirah at the very least don't seem to respect extinction, and none of them are genocidable. Their high speed, numbers, and the lack of magic cancellation means that it is literally impossible for me to wear rings - they just turn to dust in under a minute. -- Qazmlpok (talk) 02:30, 5 January 2016 (UTC) The Sephiroth don't respect extinction and aren't genocidable, but most types only spawn in specific circumstances and eventually stop spawning (the exception is gevurah, whose spawn frequency gradually approaches 5% as a function of lifesaving and rehumanization and never decreases, and the convict quest, which spawns malkuth as a quest monster). Rings should no longer turn to dust as a result of electrical damage. The precompiled graphical version of the game is several versions behind the source code/online versions, though (Catching the graphical version back up is my current project). I'm not sure if this is relevant or not; but, though the use of wizard and/or explore modes is not discouraged, the existence of gevurah sephiroth means that if the player chooses not to die too many times, the dungeon tends to get taken over by large numbers of gevurah. I'm pretty sure, destroy_item in zap.c now just immediately returns if it is told to destroy rings via electricity. That sounds like there's a hole in the gevurah code, you now get up 6 rehumanizations (or 1 lifesave and 2 rehumanizations) before the gevurah come after you.... You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Source:NetHack 3.4.3/align.h =_=_ Source:NetHack 3.4.3/amiconf.h =_=_ Source:NetHack 3.4.3/artifact.h =_=_ Source:NetHack 3.4.3/artilist.h =_=_ Source:NetHack 3.4.3/attrib.h =_=_ Source:NetHack 3.4.3/beconf.h =_=_ Source:NetHack 3.4.3/bitmfile.h =_=_ Source:NetHack 3.4.3/color.h =_=_ Source:NetHack 3.4.3/config.h =_=_ Source:NetHack 3.4.3/config1.h =_=_ Source:NetHack 3.4.3/coord.h =_=_ Source:NetHack 3.4.3/decl.h =_=_ Source:NetHack 3.4.3/def os2.h =_=_ Source:NetHack 3.4.3/dgn file.h =_=_ Source:NetHack 3.4.3/display.h =_=_ Source:NetHack 3.4.3/dlb.h =_=_ Source:NetHack 3.4.3/dungeon.h =_=_ Source:NetHack 3.4.3/edog.h =_=_ Source:NetHack 3.4.3/emin.h =_=_ Source:NetHack 3.4.3/engrave.h =_=_ Source:NetHack 3.4.3/epri.h =_=_ Source:NetHack 3.4.3/eshk.h =_=_ Source:NetHack 3.4.3/extern.h =_=_ Source:NetHack 3.4.3/flag.h =_=_ Source:NetHack 3.4.3/func tab.h =_=_ Source:NetHack 3.4.3/gem rsc.h =_=_ Source:NetHack 3.4.3/global.h =_=_ Source:NetHack 3.4.3/hack.h =_=_ Source:NetHack 3.4.3/lev.h =_=_ Source:NetHack 3.4.3/load img.h =_=_ Source:NetHack 3.4.3/macconf.h =_=_ Source:NetHack 3.4.3/mac-carbon.h =_=_ Source:NetHack 3.4.3/mac-qt.h =_=_ Source:NetHack 3.4.3/mac-term.h =_=_ Source:NetHack 3.4.3/macpopup.h =_=_ Source:NetHack 3.4.3/mactty.h =_=_ Source:NetHack 3.4.3/macwin.h =_=_ Source:NetHack 3.4.3/mail.h =_=_ Source:NetHack 3.4.3/mfndpos.h =_=_ Source:NetHack 3.4.3/micro.h =_=_ Source:NetHack 3.4.3/mkroom.h =_=_ Source:NetHack 3.4.3/monattk.h =_=_ Source:NetHack 3.4.3/mondata.h =_=_ Source:NetHack 3.4.3/monflag.h =_=_ Source:NetHack 3.4.3/monst.h =_=_ Source:NetHack 3.4.3/monsym.h =_=_ Source:NetHack 3.4.3/mttypriv.h =_=_ Source:NetHack 3.4.3/nhlan.h =_=_ Source:NetHack 3.4.3/ntconf.h =_=_ Source:NetHack 3.4.3/obj.h =_=_ Source:NetHack 3.4.3/objclass.h =_=_ Source:NetHack 3.4.3/os2conf.h =_=_ Source:NetHack 3.4.3/patchlevel.h =_=_ Source:NetHack 3.4.3/pcconf.h =_=_ Source:NetHack 3.4.3/permonst.h =_=_ Source:NetHack 3.4.3/prop.h =_=_ Source:NetHack 3.4.3/qt clust.h =_=_ Source:NetHack 3.4.3/qt kde0.h =_=_ Source:NetHack 3.4.3/qt win.h =_=_ Source:NetHack 3.4.3/qt xpms.h =_=_ Source:NetHack 3.4.3/qttableview.h =_=_ Source:NetHack 3.4.3/qtext.h =_=_ Source:NetHack 3.4.3/quest.h =_=_ Source:NetHack 3.4.3/rect.h =_=_ Source:NetHack 3.4.3/region.h =_=_ Source:NetHack 3.4.3/rm.h =_=_ Source:NetHack 3.4.3/skills.h =_=_ Source:NetHack 3.4.3/sp lev.h =_=_ Source:NetHack 3.4.3/spell.h =_=_ Source:NetHack 3.4.3/system.h =_=_ Source:NetHack 3.4.3/tcap.h =_=_ Source:NetHack 3.4.3/tile.h =_=_ Source:NetHack 3.4.3/tile2x11.h =_=_ Source:NetHack 3.4.3/timeout.h =_=_ Source:NetHack 3.4.3/tosconf.h =_=_ Source:NetHack 3.4.3/tradstdc.h =_=_ Source:NetHack 3.4.3/trampoli.h =_=_ Source:NetHack 3.4.3/trap.h =_=_ Source:NetHack 3.4.3/unixconf.h =_=_ Source:NetHack 3.4.3/vault.h =_=_ Source:NetHack 3.4.3/vision.h =_=_ Source:NetHack 3.4.3/vmsconf.h =_=_ Source:NetHack 3.4.3/wceconf.h =_=_ Source:NetHack 3.4.3/winami.h =_=_ Source:NetHack 3.4.3/wingem.h =_=_ Source:NetHack 3.4.3/winGnome.h =_=_ Source:NetHack 3.4.3/winprocs.h =_=_ Source:NetHack 3.4.3/wintty.h =_=_ Source:NetHack 3.4.3/wintype.h =_=_ Source:NetHack 3.4.3/winX.h =_=_ Source:NetHack 3.4.3/xwindow.h =_=_ Source:NetHack 3.4.3/xwindowp.h =_=_ Source:NetHack 3.4.3/you.h =_=_ Source:NetHack 3.4.3/youprop.h =_=_ Source:NetHack 3.4.3/allmain.c =_=_ Source:NetHack 3.4.3/alloc.c =_=_ Source:NetHack 3.4.3/apply.c =_=_ Source:NetHack 3.4.3/artifact.c =_=_ Source:NetHack 3.4.3/attrib.c =_=_ Source:NetHack 3.4.3/ball.c =_=_ Source:NetHack 3.4.3/bones.c =_=_ Source:NetHack 3.4.3/botl.c =_=_ Source:NetHack 3.4.3/cmd.c =_=_ Source:NetHack 3.4.3/dbridge.c =_=_ Source:NetHack 3.4.3/decl.c =_=_ Source:NetHack 3.4.3/detect.c =_=_ Source:NetHack 3.4.3/dig.c =_=_ Source:NetHack 3.4.3/display.c =_=_ Source:NetHack 3.4.3/dlb.c =_=_ Source:NetHack 3.4.3/do.c =_=_ Source:NetHack 3.4.3/do name.c =_=_ Source:NetHack 3.4.3/do wear.c =_=_ Source:NetHack 3.4.3/dog.c =_=_ Source:NetHack 3.4.3/dogmove.c =_=_ Source:NetHack 3.4.3/dokick.c =_=_ Source:NetHack 3.4.3/dothrow.c =_=_ Source:NetHack 3.4.3/drawing.c =_=_ Source:NetHack 3.4.3/dungeon.c =_=_ Source:NetHack 3.4.3/eat.c =_=_ Source:NetHack 3.4.3/end.c =_=_ Source:NetHack 3.4.3/engrave.c =_=_ Source:NetHack 3.4.3/exper.c =_=_ Source:NetHack 3.4.3/explode.c =_=_ Source:NetHack 3.4.3/extralev.c =_=_ Source:NetHack 3.4.3/files.c =_=_ Source:NetHack 3.4.3/fountain.c =_=_ Source:NetHack 3.4.3/hack.c =_=_ Source:NetHack 3.4.3/hacklib.c =_=_ Source:NetHack 3.4.3/invent.c =_=_ Source:NetHack 3.4.3/light.c =_=_ Source:NetHack 3.4.3/lock.c =_=_ Source:NetHack 3.4.3/mail.c =_=_ Source:NetHack 3.4.3/makemon.c =_=_ Source:NetHack 3.4.3/mapglyph.c =_=_ Source:NetHack 3.4.3/mcastu.c =_=_ Source:NetHack 3.4.3/mhitm.c =_=_ Source:NetHack 3.4.3/mhitu.c =_=_ Source:NetHack 3.4.3/minion.c =_=_ Source:NetHack 3.4.3/mklev.c =_=_ Source:NetHack 3.4.3/mkmap.c =_=_ Source:NetHack 3.4.3/mkmaze.c =_=_ Source:NetHack 3.4.3/mkobj.c =_=_ Source:NetHack 3.4.3/mkroom.c =_=_ Source:NetHack 3.4.3/mon.c =_=_ Source:NetHack 3.4.3/mondata.c =_=_ Source:NetHack 3.4.3/monmove.c =_=_ Source:NetHack 3.4.3/monst.c =_=_ Source:NetHack 3.4.3/monstr.c =_=_ Source:NetHack 3.4.3/mplayer.c =_=_ Source:NetHack 3.4.3/mthrowu.c =_=_ Source:NetHack 3.4.3/muse.c =_=_ Source:NetHack 3.4.3/music.c =_=_ Source:NetHack 3.4.3/o init.c =_=_ Source:NetHack 3.4.3/objects.c =_=_ Source:NetHack 3.4.3/objnam.c =_=_ Source:NetHack 3.4.3/options.c =_=_ Source:NetHack 3.4.3/pager.c =_=_ Source:NetHack 3.4.3/pickup.c =_=_ Source:NetHack 3.4.3/pline.c =_=_ Source:NetHack 3.4.3/polyself.c =_=_ Source:NetHack 3.4.3/potion.c =_=_ Source:NetHack 3.4.3/pray.c =_=_ Source:NetHack 3.4.3/priest.c =_=_ Source:NetHack 3.4.3/quest.c =_=_ Source:NetHack 3.4.3/questpgr.c =_=_ Source:NetHack 3.4.3/read.c =_=_ Source:NetHack 3.4.3/rect.c =_=_ Source:NetHack 3.4.3/region.c =_=_ Source:NetHack 3.4.3/restore.c =_=_ Source:NetHack 3.4.3/rip.c =_=_ Source:NetHack 3.4.3/rnd.c =_=_ Source:NetHack 3.4.3/role.c =_=_ Source:NetHack 3.4.3/rumors.c =_=_ Source:NetHack 3.4.3/save.c =_=_ Source:NetHack 3.4.3/shk.c =_=_ Source:NetHack 3.4.3/shknam.c =_=_ Source:NetHack 3.4.3/sit.c =_=_ Source:NetHack 3.4.3/sounds.c =_=_ Source:NetHack 3.4.3/sp lev.c =_=_ Source:NetHack 3.4.3/spell.c =_=_ Source:NetHack 3.4.3/steal.c =_=_ Source:NetHack 3.4.3/steed.c =_=_ Source:NetHack 3.4.3/teleport.c =_=_ Source:NetHack 3.4.3/timeout.c =_=_ Source:NetHack 3.4.3/topten.c =_=_ Source:NetHack 3.4.3/track.c =_=_ Source:NetHack 3.4.3/trap.c =_=_ Source:NetHack 3.4.3/u init.c =_=_ Source:NetHack 3.4.3/uhitm.c =_=_ Source:NetHack 3.4.3/vault.c =_=_ Source:NetHack 3.4.3/version.c =_=_ Source:NetHack 3.4.3/vision.c =_=_ Source:NetHack 3.4.3/weapon.c =_=_ Source:NetHack 3.4.3/were.c =_=_ Source:NetHack 3.4.3/wield.c =_=_ Source:NetHack 3.4.3/windows.c =_=_ Source:NetHack 3.4.3/wizard.c =_=_ Source:NetHack 3.4.3/worm.c =_=_ Source:NetHack 3.4.3/worn.c =_=_ Source:NetHack 3.4.3/write.c =_=_ Source:NetHack 3.4.3/zap.c =_=_ Source:NetHack 3.4.3/Arch.des =_=_ Source:NetHack 3.4.3/Barb.des =_=_ Source:NetHack 3.4.3/bigroom.des =_=_ Source:NetHack 3.4.3/castle.des =_=_ Source:NetHack 3.4.3/Caveman.des =_=_ Source:NetHack 3.4.3/endgame.des =_=_ Source:NetHack 3.4.3/gehennom.des =_=_ Source:NetHack 3.4.3/Healer.des =_=_ Source:NetHack 3.4.3/Knight.des =_=_ Source:NetHack 3.4.3/knox.des =_=_ Source:NetHack 3.4.3/medusa.des =_=_ Source:NetHack 3.4.3/mines.des =_=_ Source:NetHack 3.4.3/Monk.des =_=_ Source:NetHack 3.4.3/oracle.des =_=_ Source:NetHack 3.4.3/Priest.des =_=_ Source:NetHack 3.4.3/Ranger.des =_=_ Source:NetHack 3.4.3/Rogue.des =_=_ Source:NetHack 3.4.3/Samurai.des =_=_ Source:NetHack 3.4.3/sokoban.des =_=_ Source:NetHack 3.4.3/Tourist.des =_=_ Source:NetHack 3.4.3/tower.des =_=_ Source:NetHack 3.4.3/Valkyrie.des =_=_ Source:NetHack 3.4.3/Wizard.des =_=_ Source:NetHack 3.4.3/yendor.des =_=_ Source:NetHack 3.4.3/rumors.tru =_=_ Source:NetHack 3.4.3/rumors.fal =_=_ Source:NetHack 3.4.3/oracles.txt =_=_ Source:NetHack 3.6.0/align.h =_=_ Source:NetHack 3.6.0/amiconf.h =_=_ Source:NetHack 3.6.0/artifact.h =_=_ Source:NetHack 3.6.0/artilist.h =_=_ Source:NetHack 3.6.0/attrib.h =_=_ Source:NetHack 3.6.0/beconf.h =_=_ Source:NetHack 3.6.0/bitmfile.h =_=_ Source:NetHack 3.6.0/botl.h =_=_ Source:NetHack 3.6.0/color.h =_=_ Source:NetHack 3.6.0/config.h =_=_ Source:NetHack 3.6.0/config1.h =_=_ Source:NetHack 3.6.0/context.h =_=_ Source:NetHack 3.6.0/coord.h =_=_ Source:NetHack 3.6.0/decl.h =_=_ Source:NetHack 3.6.0/def os2.h =_=_ Source:NetHack 3.6.0/dgn file.h =_=_ Source:NetHack 3.6.0/display.h =_=_ Source:NetHack 3.6.0/dlb.h =_=_ Source:NetHack 3.6.0/dungeon.h =_=_ Source:NetHack 3.6.0/engrave.h =_=_ Source:NetHack 3.6.0/extern.h =_=_ Source:NetHack 3.6.0/flag.h =_=_ Source:NetHack 3.6.0/func tab.h =_=_ Source:NetHack 3.6.0/gem rsc.h =_=_ Source:NetHack 3.6.0/global.h =_=_ Source:NetHack 3.6.0/hack.h =_=_ Source:NetHack 3.6.0/lev.h =_=_ Source:NetHack 3.6.0/lint.h =_=_ Source:NetHack 3.6.0/load img.h =_=_ Source:NetHack 3.6.0/mac-carbon.h =_=_ Source:NetHack 3.6.0/macconf.h =_=_ Source:NetHack 3.6.0/macpopup.h =_=_ Source:NetHack 3.6.0/mac-qt.h =_=_ Source:NetHack 3.6.0/mac-term.h =_=_ Source:NetHack 3.6.0/mactty.h =_=_ Source:NetHack 3.6.0/macwin.h =_=_ Source:NetHack 3.6.0/mail.h =_=_ Source:NetHack 3.6.0/mextra.h =_=_ Source:NetHack 3.6.0/mfndpos.h =_=_ Source:NetHack 3.6.0/micro.h =_=_ Source:NetHack 3.6.0/mkroom.h =_=_ Source:NetHack 3.6.0/monattk.h =_=_ Source:NetHack 3.6.0/mondata.h =_=_ Source:NetHack 3.6.0/monflag.h =_=_ Source:NetHack 3.6.0/monst.h =_=_ Source:NetHack 3.6.0/monsym.h =_=_ Source:NetHack 3.6.0/mttypriv.h =_=_ Source:NetHack 3.6.0/ntconf.h =_=_ Source:NetHack 3.6.0/obj.h =_=_ Source:NetHack 3.6.0/objclass.h =_=_ Source:NetHack 3.6.0/os2conf.h =_=_ Source:NetHack 3.6.0/patchlevel.h =_=_ Source:NetHack 3.6.0/pcconf.h =_=_ Source:NetHack 3.6.0/permonst.h =_=_ Source:NetHack 3.6.0/prop.h =_=_ Source:NetHack 3.6.0/qt clust.h =_=_ Source:NetHack 3.6.0/qt kde0.h =_=_ Source:NetHack 3.6.0/qt win.h =_=_ Source:NetHack 3.6.0/qt xpms.h =_=_ Source:NetHack 3.6.0/qtext.h =_=_ Source:NetHack 3.6.0/qttableview.h =_=_ Source:NetHack 3.6.0/quest.h =_=_ Source:NetHack 3.6.0/rect.h =_=_ Source:NetHack 3.6.0/region.h =_=_ Source:NetHack 3.6.0/rm.h =_=_ Source:NetHack 3.6.0/skills.h =_=_ Source:NetHack 3.6.0/sp lev.h =_=_ Source:NetHack 3.6.0/spell.h =_=_ Source:NetHack 3.6.0/sys.h =_=_ Source:NetHack 3.6.0/system.h =_=_ Source:NetHack 3.6.0/tcap.h =_=_ Source:NetHack 3.6.0/tile2x11.h =_=_ Source:NetHack 3.6.0/timeout.h =_=_ Source:NetHack 3.6.0/tosconf.h =_=_ Source:NetHack 3.6.0/tradstdc.h =_=_ Source:NetHack 3.6.0/trampoli.h =_=_ Source:NetHack 3.6.0/trap.h =_=_ Source:NetHack 3.6.0/unixconf.h =_=_ Source:NetHack 3.6.0/vision.h =_=_ Source:NetHack 3.6.0/vmsconf.h =_=_ Source:NetHack 3.6.0/wceconf.h =_=_ Source:NetHack 3.6.0/winami.h =_=_ Source:NetHack 3.6.0/wingem.h =_=_ Source:NetHack 3.6.0/winGnome.h =_=_ Source:NetHack 3.6.0/winprocs.h =_=_ Source:NetHack 3.6.0/wintty.h =_=_ Source:NetHack 3.6.0/wintype.h =_=_ Source:NetHack 3.6.0/winX.h =_=_ Source:NetHack 3.6.0/xwindow.h =_=_ Source:NetHack 3.6.0/xwindowp.h =_=_ Source:NetHack 3.6.0/you.h =_=_ Source:NetHack 3.6.0/youprop.h =_=_ Source:NetHack 3.6.0/allmain.c =_=_ Source:NetHack 3.6.0/alloc.c =_=_ Source:NetHack 3.6.0/apply.c =_=_ Source:NetHack 3.6.0/artifact.c =_=_ Source:NetHack 3.6.0/attrib.c =_=_ Source:NetHack 3.6.0/ball.c =_=_ Source:NetHack 3.6.0/bones.c =_=_ Source:NetHack 3.6.0/botl.c =_=_ Source:NetHack 3.6.0/cmd.c =_=_ Source:NetHack 3.6.0/dbridge.c =_=_ Source:NetHack 3.6.0/decl.c =_=_ Source:NetHack 3.6.0/detect.c =_=_ Source:NetHack 3.6.0/dig.c =_=_ Source:NetHack 3.6.0/display.c =_=_ Source:NetHack 3.6.0/dlb.c =_=_ Source:NetHack 3.6.0/do.c =_=_ Source:NetHack 3.6.0/do name.c =_=_ Source:NetHack 3.6.0/do wear.c =_=_ Source:NetHack 3.6.0/dog.c =_=_ Source:NetHack 3.6.0/dogmove.c =_=_ Source:NetHack 3.6.0/dokick.c =_=_ Source:NetHack 3.6.0/dothrow.c =_=_ Source:NetHack 3.6.0/drawing.c =_=_ Source:NetHack 3.6.0/dungeon.c =_=_ Source:NetHack 3.6.0/eat.c =_=_ Source:NetHack 3.6.0/end.c =_=_ Source:NetHack 3.6.0/engrave.c =_=_ Source:NetHack 3.6.0/exper.c =_=_ Source:NetHack 3.6.0/explode.c =_=_ Source:NetHack 3.6.0/extralev.c =_=_ Source:NetHack 3.6.0/files.c =_=_ Source:NetHack 3.6.0/fountain.c =_=_ Source:NetHack 3.6.0/hack.c =_=_ Source:NetHack 3.6.0/hacklib.c =_=_ Source:NetHack 3.6.0/invent.c =_=_ Source:NetHack 3.6.0/light.c =_=_ Source:NetHack 3.6.0/lock.c =_=_ Source:NetHack 3.6.0/mail.c =_=_ Source:NetHack 3.6.0/makemon.c =_=_ Source:NetHack 3.6.0/mapglyph.c =_=_ Source:NetHack 3.6.0/mcastu.c =_=_ Source:NetHack 3.6.0/mhitm.c =_=_ Source:NetHack 3.6.0/mhitu.c =_=_ Source:NetHack 3.6.0/minion.c =_=_ Source:NetHack 3.6.0/mklev.c =_=_ Source:NetHack 3.6.0/mkmap.c =_=_ Source:NetHack 3.6.0/mkmaze.c =_=_ Source:NetHack 3.6.0/mkobj.c =_=_ Source:NetHack 3.6.0/mkroom.c =_=_ Source:NetHack 3.6.0/mon.c =_=_ Source:NetHack 3.6.0/mondata.c =_=_ Source:NetHack 3.6.0/monmove.c =_=_ Source:NetHack 3.6.0/monst.c =_=_ Source:NetHack 3.6.0/mplayer.c =_=_ Source:NetHack 3.6.0/mthrowu.c =_=_ Source:NetHack 3.6.0/muse.c =_=_ Source:NetHack 3.6.0/music.c =_=_ Source:NetHack 3.6.0/o init.c =_=_ Source:NetHack 3.6.0/objects.c =_=_ Source:NetHack 3.6.0/objnam.c =_=_ Source:NetHack 3.6.0/options.c =_=_ Source:NetHack 3.6.0/pager.c =_=_ Source:NetHack 3.6.0/pickup.c =_=_ Source:NetHack 3.6.0/pline.c =_=_ Source:NetHack 3.6.0/polyself.c =_=_ Source:NetHack 3.6.0/potion.c =_=_ Source:NetHack 3.6.0/pray.c =_=_ Source:NetHack 3.6.0/priest.c =_=_ Source:NetHack 3.6.0/quest.c =_=_ Source:NetHack 3.6.0/questpgr.c =_=_ Source:NetHack 3.6.0/read.c =_=_ Source:NetHack 3.6.0/rect.c =_=_ Source:NetHack 3.6.0/region.c =_=_ Source:NetHack 3.6.0/restore.c =_=_ Source:NetHack 3.6.0/rip.c =_=_ Source:NetHack 3.6.0/rnd.c =_=_ Source:NetHack 3.6.0/role.c =_=_ Source:NetHack 3.6.0/rumors.c =_=_ Source:NetHack 3.6.0/save.c =_=_ Source:NetHack 3.6.0/shk.c =_=_ Source:NetHack 3.6.0/shknam.c =_=_ Source:NetHack 3.6.0/sit.c =_=_ Source:NetHack 3.6.0/sounds.c =_=_ Source:NetHack 3.6.0/sp lev.c =_=_ Source:NetHack 3.6.0/spell.c =_=_ Source:NetHack 3.6.0/steal.c =_=_ Source:NetHack 3.6.0/steed.c =_=_ Source:NetHack 3.6.0/sys.c =_=_ Source:NetHack 3.6.0/teleport.c =_=_ Source:NetHack 3.6.0/timeout.c =_=_ Source:NetHack 3.6.0/topten.c =_=_ Source:NetHack 3.6.0/track.c =_=_ Source:NetHack 3.6.0/trap.c =_=_ Source:NetHack 3.6.0/u init.c =_=_ Source:NetHack 3.6.0/uhitm.c =_=_ Source:NetHack 3.6.0/vault.c =_=_ Source:NetHack 3.6.0/version.c =_=_ Source:NetHack 3.6.0/vision.c =_=_ Source:NetHack 3.6.0/weapon.c =_=_ Source:NetHack 3.6.0/were.c =_=_ Source:NetHack 3.6.0/wield.c =_=_ Source:NetHack 3.6.0/windows.c =_=_ Source:NetHack 3.6.0/wizard.c =_=_ Source:NetHack 3.6.0/worm.c =_=_ Source:NetHack 3.6.0/worn.c =_=_ Source:NetHack 3.6.0/write.c =_=_ Source:NetHack 3.6.0/zap.c =_=_ Source:NetHack 3.6.0/Arch.des =_=_ Source:NetHack 3.6.0/Barb.des =_=_ Source:NetHack 3.6.0/bigroom.des =_=_ Source:NetHack 3.6.0/castle.des =_=_ Source:NetHack 3.6.0/Caveman.des =_=_ Source:NetHack 3.6.0/endgame.des =_=_ Source:NetHack 3.6.0/gehennom.des =_=_ Source:NetHack 3.6.0/Healer.des =_=_ Source:NetHack 3.6.0/Knight.des =_=_ Source:NetHack 3.6.0/knox.des =_=_ Source:NetHack 3.6.0/medusa.des =_=_ Source:NetHack 3.6.0/mines.des =_=_ Source:NetHack 3.6.0/Monk.des =_=_ Source:NetHack 3.6.0/oracle.des =_=_ Source:NetHack 3.6.0/Priest.des =_=_ Source:NetHack 3.6.0/Ranger.des =_=_ Source:NetHack 3.6.0/Rogue.des =_=_ Source:NetHack 3.6.0/Samurai.des =_=_ Source:NetHack 3.6.0/sokoban.des =_=_ Source:NetHack 3.6.0/Tourist.des =_=_ Source:NetHack 3.6.0/tower.des =_=_ Source:NetHack 3.6.0/Valkyrie.des =_=_ Source:NetHack 3.6.0/Wizard.des =_=_ Source:NetHack 3.6.0/yendor.des =_=_ Source:NetHack 3.6.0/bogusmon.txt =_=_ Source:NetHack 3.6.0/data.base =_=_ Source:NetHack 3.6.0/dungeon.def =_=_ Source:NetHack 3.6.0/engrave.txt =_=_ Source:NetHack 3.6.0/epitaph.txt =_=_ Source:NetHack 3.6.0/oracles.txt =_=_ Source:NetHack 3.6.0/quest.txt =_=_ Source:NetHack 3.6.0/rumors.tru =_=_ Source:NetHack 3.6.0/rumors.fal =_=_ Source:NetHack 3.6.0/symbols =_=_ Source:NetHack 3.6.0/tribute You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Category:Pages with unversioned Sourcecode templates =_=_ Category:Pages with unversioned Refsrc templates =_=_ Category:Pages with unversioned Reffunc templates =_=_ Category:Pages with unversioned Function templates =_=_ Deaf =_=_ Talk:Vampire bat This is backwards; rather than being vampire bats, they're vampires in the shape of bats. Such shapeshifted vampires will retain various strengths and weaknesses of their main form that vampire bats (and fog clouds, and wolves) don't have, e.g. level drain resistance and weakness to silver. They can also be differentiated from real bats via a stethoscope; it should add the line ", shapechanger" to vampires (and chameleons and other shapeshifters). There's a ton of source references to functions pickvampshape and is_vampshifter, which is why I haven't tried to write up how the new shapeshifting works. -- Qazmlpok (talk) 16:58, 7 January 2016 (UTC) However, it also seems that genociding vampires will not disallow the bat-to-vampire transition. Using that logic, the statement appears to be correct (otherwise genociding vampires would destroy any shapeshifted ones). -- Davek (talk) 01:15, 15 June 2019 (UTC) =_=_ Talk:Glob Do globs grant intrinsics? Limited testing in wizard mode suggests they do not, but it's possible I've just been unlucky, given that globs of green slime *do* turn you into slime as well. --Quietust (talk) 22:05, 9 January 2016 (UTC) You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Spellbook of Magic Missile You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Magic cancellation (3.4.3) Magic cancellation, or MC for short, is a property of some pieces of armor which protects the player from certain non-damage effects caused by a monster attacking and touching the player with some part of its body. Examples include poison from killer bee stings, lycanthropy caused by werejackal bites, and the green slime's sliming attacks. Such attacks are referred to as special melee attacks in this article. A precise list of the special melee attacks that magic cancellation protects against is provided in the section below. A player is protected from special melee attacks by an aura of magic cancellation if one of the pieces of armor worn has magic cancellation. Each piece of armor has a magic cancellation number (MC number) ranging from 0 to 3, where 0 is the lowest (worst) and 3 is the highest (best). Note that magic cancellation is not cumulative — the player's magic cancellation is the maximum of that provided by any single piece of armor worn. This means that if you are wearing a chain mail with MC 1, and a dwarvish cloak with MC 2, then your magic cancellation is 2. Having the highest (best) magic cancellation means that only 1/50 of special melee attacks will succeed (assuming they would hit otherwise). This makes magic cancellation a high priority trait. Magic cancellation must not be confused with cancellation caused by a wand or spell, nor with magic resistance. See section Difference between magic cancellation, cancelling a monster, and magic resistance for further details. Understanding how magic cancellation works requires some understanding of how an attack works in NetHack. An attack has two characteristics: attack type (e.g. bites and stings) and damage type (e.g. physical or poisonous). A soldier ant for instance, has two attacks: a bite which does 2d4 physical damage (i.e. ordinary damage), and a sting which does 3d4 poison damage. Magic cancellation will not protect against the 2d4 physical damage from the bite, nor will it prevent the 3d4 damage caused by the sting. It will however protect against the special effects from the poisonous sting, which randomly includes hitpoint reduction, attribute reduction, and instadeath. There is no obvious pattern to what magic cancellation does and doesn't protect against. Shortly put, magic cancellation protects against certain attack types that deal a certain type of damage. This relation is shown in the table below. To be prevented by magic cancellation, both the attack type and damage type must be in the < span style="background-color:#ffdead;" > orange area < /span > of the table. If either the attack type or damage type is outside the orange area, magic cancellation will have no effect on the attack. In earlier versions of the game, the idea was that some types of armor covered your entire body surface, so the attacker effectively could not touch you despite his successful attack. Over time, with the addition of the cornuthaum and many types of special attacks, this point has become moot, and the current explanation can only be "it's magic". If all these tests are passed, the player will suffer the special effect. In the case of fire, cold, and shock, there is further a test for determining if any inventory items are damaged or destroyed. Magic cancellation is very useful, as can be seen from the following example. If you are wearing one of the best armors in the game, the gray dragon scale mail, you are are attacked by a vampire, then 1/3 of the vampire's successful bites cause you to lose a level. If however you wear an easy-to-find orcish cloak (MC 2) over the armor, the probability of the vampire's bites causing level drain will drop to < math > \frac{1}{3}\times\frac{52}{150}\approx 11.6\% < /math > . An even better magic cancellation, such as that of an oilskin cloak (MC 3), would reduce the probability to < math > \frac{1}{3}\times\frac{3}{150}\approx 0.7 \% < /math > . All cloaks, some pieces of body armor, and the cornuthaum provide non-zero magic cancellation. All other items in the game provide zero magic cancellation. The following list contains all the pieces of armor with non-zero magic cancellation: Magic cancellation is a property of armor that reduces the probability of certain special monster melee attacks of succeeding. A monster can also be cancelled by zapping a wand or a spell of cancellation. This is somewhat different from magic cancellation. Cancelling a monster completely removes the monster's ability to perform its special melee attacks, while magic cancellation only reduces the probability of those attacks succeeding against the player. Also, the attacks affected by cancelling a monster are not exactly the same as those prevented through magic cancellation. See the article on cancellation to compare effects. Magic cancellation is not the same as magic resistance. Magic resistance is an extrinsic that protects against spell, wand, and trap effects and damage. It is important to remember that cloaks of magic resistance also provide the highest level of magic cancellation. Also note that the magical cancellation is different from intrinsic resistances against fire, cold, and shock damage. If you suffer fire damage while fire resistant, you won't be dealt hit point damage, but there is still a chance of items such as scrolls, spellbooks, and potions being destroyed. Magic cancellation on the other hand won't prevent the damage, but it will reduce the probability of item-destroying effects occurring. Magic cancellation is a high priority trait, because it protects against many early game killers such as killer bees and soldier ants. Although orcish and dwarvish cloaks have no effect on AC, they both confer MC 2, which protects against roughly two thirds of special melee attacks. That makes them useful until mithril-coats and the rarer MC 3 cloaks are found. Most players strive to have maximum magic cancellation (MC 3), but some favour the benefits conferred by a cloak of displacement (MC 2) while wearing dragon scale mail (MC 0). =_=_ Orcish town You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User talk:Emeraldragon You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Talk:Tileset/tile2360.py You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User talk:Chris/dNetHack/Artifacts/Rod of Seven Parts Hm, interesting. It appears that the phrase is typically spelled "Fiat justitia ruat caelum"; however, "coelum" is used for the Rod of Seven Parts in DnD. Wikipedia lists the phrase as "Fiat justitia, ruat cœlum/coelum/cælum/caelum (spellings)", and Wiktionary lists coelum as "medieval spelling of caelum ‎(“sky, heaven”)". You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User:Chris/dNetHack/dNethack Paths of Law The magic portal to the quest branch will be located at one of the three marked spaces in the interior. The stairs up and down will be located in two of the outer rooms. On passing through the magic portal, the hero will arrive at the Paths of Law, the first section of the Lawful Quest. The Paths of Law has three levels. Each one is a randomly generated combination maze/cavern level. The stairs up to the next level are always in the center, but the portal arrival point on the first level and the stairs on the following levels can be located anywhere on the level. =_=_ User:Chris/dNetHack/dNethack Dungeon of Ill-Regard After the Paths of Law, the next level of the Lawful Quest in dNetHack is the Library of Law and the Dungeon of Ill-Regard. Axus, overlord of the autons and guardian of the First Key of Law, resides in the center of the level. Killing any auton on the level while Axus is alive will cause a new one to spawn beside him. Killing Axus will make all autons on the level, as well as all autons generated in the future, hostile. In addition to Axus, there are nine monotons, seven dutons, five tritons, two quatons, and two quinons, all randomly located on the level. Additional autons may spawn through random monster generation. Embedded in the interior walls are gold scrolls of law, which can be dislodged by kicking or teleporting them. These are heavy (50 units, equivalent to ten scrolls or a spellbook) but may be useful to well-aligned lawful players. In addition, there will be seven random scrolls on the level. If the Necronomicon has not been generated yet, it has a 10% probability of being generated on this level, at a random location. There may also be one or two random spellbooks, each with a 10% probability of being generated. As in the Paths of Law, the stairs up are located near the center, beside Axus, while the stairs down can be located anywhere along the perimeter of the level. =_=_ User:Chris/dNetHack/dNethack Arcadia Taking the upstairs from the Dungeon of Ill-Regard in dNetHack's Lawful Quest leads to the forested Arcadia, where you find the Arcadian Fortress. The second Key of Law is carried by the unique golem Arsenal on the second floor of the fortress, while the third Key can be found at the top of the tower. The levels of the Arcadian Road are connected by magic portals that are not initially visible, but are always located in the same (predictable) places. T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T.............................^ T T T T T T T T T T T T T T T T T T T T T T T...T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T...T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T...T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T...T T T T T T T T T T T T T T The large tree-filled area is maze-walked, and the staircase down to the Dungeon is randomly placed somewhere on the level. The magic portal to the next level is located at the position marked. There are also eight soldier ants, sixteen random a, and eight random objects placed randomly on this level. T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T The large tree-filled areas are maze-walked, and the magic portals to the previous and next levels are marked. There are also eight soldier ants, eight random a, three soldiers, and one sergeant, placed randomly. Four items are placed randomly around the level. T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T }}---+--... T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T }F......-.. T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T }F......-.. T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T }}---F+-... T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T }}---F+-... T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T }F......-.. T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T }F.....--.. T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T }}---+--... The forested areas, once again, are maze walked. There are twelve soldier ants, four random a, six soldiers and two sergeants placed randomly, as well as two platoons of soldiers (one sergeant and six soldiers) in each of the circles. In addition, there are two soldiers in the marked locations. The portals to the previous and next levels are marked as well. The portal to the previous level is marked. This level marks a fork in the quest, with two ways to reach the next level: a staircase at the right end, between the two barracks, and a ladder in the circular room at the bottom. The staircase leads to the second floor of the fortress, where you encounter Arsenal, while the ladder leads to the Arcadian Tower and ultimately to Oona. Each of the six circular enclosures inside the entrance has a sergeant and three soldiers. There are also sixteen soldier ants placed randomly, and sixteen random items placed randomly. The larger part of this level, accessed from the first floor by the stairway up, is a dead end, albeit the location of Arsenal and the Second Key of Law. To continue to the higher levels of the Arcadian Tower you will need to take the ladder up from the first floor, which will put you in the enclosure in the lower left. In addition to the (filled) rooms, there are four soldiers and four soldier ants around the level. The antholes are full of soldier ants. =_=_ User:Chris/dNetHack/dNethack Arcadian Tower The Arcadian Tower is the final section of the Lawful Quest in dNetHack. It is accessed through the ladder on the first floor of the Arcadian Fortress. Here you find Oona, the Third Key of Law, and the Rod of Seven Parts. The first two levels of the Tower are nearly identical, and the third is only slightly different from them. The fourth and final floor is home to several well-equipped Eladrin. Each of the statues (except the djinni) is a statue trap with heavily enchanted gear inside. The djinni is named "Qadeej, of the Wind Dukes of Aaqa" and contains one of the prizes for completing the Lawful Quest, the Rod of Seven Parts. Archeologists beware: All of the statues are historic, and the alignment record penalty for destroying historic sculptures is increased in dNetHack. You may wish to put off visiting the Tower until after your quest, unless you are confident you can recover your alignment score in time. Oona is found near the djinni statue. Her tile is shown as white, but she will actually appear as , , or , depending on her elemental affinity, which is randomized at the start of the game. She guards the third and last Key of Law. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. Since enter is also what I use to confirm selections, cycle through messages and the like, it is very easy to accidentally press enter once too much, which can be very annoying. Would anyone know how to solve this?__Train (talk) 12:40, 2 February 2016 (UTC) You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Anachrononaut quest Welcome to the end of the world! Enemies on the Anachrononaut home level will home in on the quest leader - Sara, the Last Oracle - and attempt to kill her. New enemies spawn around the downstair, and so will have to march across the length of the level to reach Sara. Should she die before granting quest access to the player, you will be unable to retrieve the Annulus and consequently unable to achieve a full-scoring ascension. The marked Deli contains a tinning kit for sale, as well as a lot more food than is typical. The marked Bookstore contains more books and scrolls than is typical, including a Spellbook for the non-standard spell Lightning Bolt. The storage rooms contain a lot of useful future tech, including grenades and grenade launchers (1), blasters (1 arm, 4 hand) (2), shotguns and rifles with ammo (3), lightsabers (4), digging tools (5), oilskin sacks and a bag of holding (6), hyposprays and ampules (7), bullet fabbers (8), and plasteel armor/bodyglove/jumpsuits (9). The box marked 0 has non-futuristic tools, such as expensive cameras and towels. The upstair is placed randomly in the outer ring of the level. A large number of mind flayers are placed in the hidden rooms surrounding the center pool. An elder brain is at the center of these levels, on top of the downstair. The Annulus is placed randomly on the level, though never in the same square as one of the elder brains. Since it is placed last, it will be visible on top of any pile it lands on, and can therefore be found using object detection. =_=_ Orihalcyon gauntlet =_=_ Forum:HP help How do you get more than ~200 HP? I am quaffing all of the HP potions I come across and leviling up. How do I get the 500+ HP that people ascend with? =_=_ Shrouded dispensary The Shrouded Dispensary is a one-level branch located off of one of the outland levels in the dnethack neutral quest. It is home to many books, but beware -- killing Illurien will give a nice book, but also start wizard-style harassment. Illurien of the Myriad Glimpses is generated with a random artifact spellbook (the Necronomicon, the Book of Infinite Spells or the Book of Lost Names. The Minotaur and Minotaur priestess are each generated with 3 spellbooks. There are also 13 rust traps placed randomly. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Illurien of the Myriad Glimpses Illurien of the Myriad Glimpses is a unique monster in dNetHack. She guards an artifact spellbook in the shrouded dispensary, a side-branch of the Neutral Quest. Her unique engulfing attack inflicts amnesia and rusts worn armor. It does double damage against targets with blood ("A mist of blood is torn from your skin and swept into the cloud!"). After Illurine dies for the first time, she will cause you trouble for the rest of the game. Every 250 & ndash;1250 turns, Illurine will cast aggravate monster on you (25% chance), resurrect or levelport to your current level (25% chance), or do nothing (50% chance). Once you reach the Astral Plane, Illurine will cease her harassment. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Terry Pratchett Sir Terence David John "Terry" Pratchett (April 28, 1948 - March 12, 2015) was an English fantasy author, best known for his series of novels set on the Discworld. The Discworld mythos had an important influence on NetHack, especially on the Tourist role, which has a Discworld pantheon and a quest with characters (Twoflower, the Master of Thieves) and a setting (Ankh-Morpork) from the series. Pratchett passed away from Alzheimer's in early 2015. NetHack 3.6.0, released later that year, contains a tribute to the author: novels named after works in the Discworld series. Novels belong to the book item class and can be found in bookstores. Reading a novel displays a quotation from Pratchett's writings, and the first novel read gives 20 experience points. =_=_ User:Chris/dNethack/dNethack Items Rakuyos are unusual kinds of weapons not normally generated. They also have extra properties, which only are active at certain insight levels. All rakuyos can be enchanted to +10. By applying, a rakuyo can be unlatched into a rakuyo-saber and a rakuyo-dagger, which can be relatched together by wielding the saber, offhanding the dagger, and applying either item. The items must be identical other than base item type to fit together. All 3 types of rakuyo have the extra insight bonuses. All of the following weapons are classified as future-tech, and are do not spawn randomly. They are only wishable by tourists, with the exception of any wishable artifacts with one of their base types. All vibroweapons are charged weapons. They have max of 99 charges and no recharge limit. Successful hits will drain one charge. Unless otherwise specified, a charged weapon deals an extra dice of damage and has a flat bonus equal to half the die size. Force weapons are a special kind of vibroweapon. When charged, all force weapons deal an extra dice and a half of irrestible energy damage. Force whips get an additional +2/1d4+2 energy damage to small/large monsters. All dragon scale mails are 5 AC, 4 DR, and always made of dragonhide. They weigh 150 units and never randomly generate. Dragon scales are the same, but 1 AC and 2 DR. Both dragon scale mails and dragon scales now grant additional properties to their base resistances. The 'opera cloak' appearance grants +1 to charisma when worn by a vampire. The other random appearances are 'tattered cape', 'ornamental cope', and 'piece of cloth' and have no special properties. All dragon scale shields are 3 AC and 0 DR, and are always made of dragonhide. They weigh 75 units and never randomly generate. They grant the same properties as the matching scale mail or scales, and are made by reading confused enchant armor while wearing dragon scales. When worn with the body armor of the matching color, you can #monster to use the corresponding breath weapon for 15 power. This power sets a rnz(100), or rnz(80) if you are a Caveman, cooldown on both armor pieces. Artifacts do not have a timeout. =_=_ Template:Commit =_=_ User:Bluescreenofdeath/Egotypes This page lists the various egotypes that monsters and items can have in Slash'EM Extended, including descriptions of what they do. Every monster can be created with egotypes, in which case it will be highlighted yellow. Monsters can also gain egotypes via the wand or potion of mutation, and lose them by getting cancelled. Only armors (including gloves, boots, helmets, shields, cloaks and shirts) can currently have an egotype, and every item can only have one egotype. They can be generated with them, or occasionally an item will gain a random egotype by a scroll of enchant armor. Unidentified armors with egotypes display as "an enchanted foo". In order to determine the nature of the enchantment, the player can either identify the item or wear it. Beware: Not all egotypes are beneficial, and the armor might be cursed, so wear-testing them is not always a good idea. Wear an egotype armor in order to get the enchantment's effect. Currently, monsters do not gain any special effects from these. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Movement Movement is the act of changing the player character's position on the map. That can be done using direction keys, travel, jumping, or teleportation. Pressing a direction key moves you one square in that direction. With modifiers or prefixes it can move more than one square. The following table shows what happens if you use a particular modifier and encounter something during movement. =_=_ Bugs in NetHack 3.6.0/Reports sometimes when I am playing Nethack for windows pixel count 1152 x 864 and it randomly crashes, I can't seem to detect a pattern. =_=_ User:Tungtn/H4248 - Stop the Wizard of Yendor from stealing the current role's quest artifact Aside: I'm looking forward to public issue tracker to submit things like this to, because bugs and feature suggestions to NetHack are in the public interest, and coordinating them in private runs counter to that. As the title says, currently the Wizard of Yendor ("Rodney") will try to steal the player's quest artifact, in the same logic that makes him steal the Amulet and invocation items. This makes your current role's quest artifact the WORST artifact to rely on for powers or resistances, e.g. rangers DON'T want to rely on the Longbow of Diana for reflection. Many players simply leave their quest artifact on the ground because they'd never want to rely on it, specifically because Rodney can steal it. This makes e.g. rangers play less ranger-like, reducing role uniqueness. This also encourages quest artifact wishing, which homogenizes the gameplay styles of different roles, since the available selection of quest artifacts is almost entirely independent of the role. I and other players/developers have long suggested removing Rodney's ability to steal the current role's quest artifact, giving players more incentive to use the role-unique artifacts and thus increase gameplay variety across roles. This is in fact already the status quo in the popular dNetHack variant for exactly this reason, and is also the case in my own DynaHack variant. Here is a patch I just put together that makes this happen: =_=_ User:Chris/dNethack/Lightsaber Forms =_=_ User talk:Chris/dNethack/Lightsaber Forms =_=_ User:Tungtn/Suggestion: Set up NetHack git push announcements to nethack-dev via GitHub May I suggest setting a bot to announce NetHack git repo pushes to the #nethack-dev IRC channel on freenode.net, now that it's on GitHub? =_=_ Forum:VR Interface I use Vulture-Nethack and love it. With VR most likely picking up soon, how cool would a VR port be? I'm referring to lower dungeon levels as I am not good at this game. Erfworld is an example of a person being transported to a turn-based world. Admittedly the turns there are longer than a Nethack turn. But it shows that all the things that people do (converse, plan, hope), with the exception of certain key moves, can be constrained within a turn-based system. There are certain moves you just wouldn't be able to make until your opponent had their turn. Wikid (talk) 05:27, 22 February 2016 (UTC) =_=_ Forum:Native Graphical Interface for Slash'em Extended (or other mods?) Hi. Anyone got a clue how to run Slash 'em extended in the same native graphical interface as Vanilla Nethack (or the old Slash'em ) uses? 76.8.86.194 15:17, 23 February 2016 (UTC) Yeah. I was referring to the ASCII style interface, not the tiles. What I also like about it is the mouseable function that shortpaths you to places. Any further clues towards that are appreciated. Thanks and compliments for Slash'em extended. I feel honored talking to the person behind it. 76.8.86.194 19:24, 24 February 2016 (UTC) =_=_ Talk:Scroll of consecration Just checked how Fourk and SLEX deal with those cases. In Fourk on any non-free square or in corridor the scroll is wasted with nothing happens message. This applies to traps (including vibrating square), non-space tiles, another altar and so on. If the altar or magic chest is generated inside a shop or a temple (attended or not) no special things happen. Creating a magic chest inside a shop may be a way to loot it and get shopkeeper to relinquish all gold. SLEX also does not create an altar if the square is not a room or corridor, giving the message "You feel claustrophobic!". Also no reactions for building an altar in shop or temple. =_=_ Forum:Drawbridge issue. =_=_ Talk:Drow (starting race) How do they work? Reading quest.txt and dnethack artifact list suggests that you can turn traitor, and may have (up to 4?) different quest artifacts. Some Race/Role combinations receive special quests. Some of these substitute quests are shared between multiple roles: The Drow general quests and the Elf quest. The quest nemesis in the Drow general quests (Drow Priest, Ranger, Rogue, and Wizard, male and female variants) will give you the option to turn traitor after introducing themselves. If you accidentally decline, they will repeat the offer if #chatted to. If you do turn traitor, the nemesis becomes your quest leader and the original leader becomes the new nemesis. In cases where there are two quest artifacts, your quest leader will give you the option to trade in the default artifact for an alternate when you (t)hrow them the quest artifact. For example, the original Drow quest leader will allow you to trade the Silver Starlight for the Wrathful Spider. These trades are non-refundable. =_=_ User talk:Zenter You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Talk:Spear In the 3.6 gnomish cavewoman game I finished yesterday, it seemed every 2nd or 3rd elf I killed had a spear. I had no trouble amassing a stack of them even without polypiling. Was this just pure chance? This game was the first time I've actually used a spear as a (backup/ranged) weapon (surprisingly effective when multishot at expert skill, even before enchanting). Funcrunch (talk) 00:59, 1 March 2016 (UTC) =_=_ User talk:Flag On The Moon You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User:Flag On The Moon A casual NetHack player with an interest in learning how to code. Following the development of several of the active variants & mdash;and the release of NetHack 3.6.0 & mdash;has given me ideas for a few alternative roles, and I'm sharing the concepts here as YONI (Yet Other New Ideas). Some are reinterpretations of roles that already exist in variants, while others are new. In the future I would like to upload some of these roles as patches, once I've learned how to make a patch. I have some familiarity with coding through reading the source, but I still have yet to learn how to compile. My current "compiler" is a word processor that I'm using to type up diff files. If these roles ever reach the status of working patches, I may post them on Bilious. In the meantime I'll share the concepts and quests, as they take shape, on my namespace. My interpretation of a short-lived NetHack-- role that was later picked up by Slash'EM Extended. This started out as a new quest for the existing role with different maps and text, but as I worked on it I developed my own concept of how a firefighter would approach the Mazes of Menace, and decided to make it into a role patch for NetHack 3.6.0. There isn't a finished patch yet to upload, but I have some code written for one. The Firefighter is a melee-focused role with intrinsic fire resistance and bonuses to disarming traps and untrapping monsters. Firefighters are unrestricted in all two-handed melee weapons and several large bladed weapons, riding and fighting with two weapons, and a few strategic classes of spells. However, they are restricted in all but a few ranged options. They can be humans, dwarves, or gnomes, and can be lawful or neutral. My Firefighter quest keeps the same basic plot as the Slash'EM Extended one, but changes a few character and location names for flavor, and redesigns maps to add challenges suited to search and rescue personnel. The quest monsters are changed to canines and quadrupeds, in keeping with the forest setting and the role's emphasis on melee combat, but there are still plenty of fire elementals, fire vortices, and a few salamanders. =_=_ User:Flag On The Moon/Firefighter This is a concept for a Firefighter role as a patch for NetHack 3.6.0. The Firefighter was one of nine roles added in the variant NetHack-- 3.0.10, but does not seem to have been used in any other variants until it was revived for Slash'EM Extended. I feel the firefighting profession has some features that would translate well into navigating the dangers of the Mazes of Menace, so this is my interpretation of what the Firefighter would look like as a role for vanilla. My concept for the Firefighter as a role emphasizes the firefighter's training in navigating dangerous environments for search and rescue purposes. Important themes: The Firefighter's gameplay niche can be summarized as "hazard specialist". As melee fighters with a specific elemental immunity, Firefighters resemble Valkyries, but their way of interacting with their environment makes them similar to Archeologists. Firefighters are a melee role, and their weapon selection emphasizes weapons that are tools or can be used analogous to tools. They excel at axes and reach a respectable Skilled level with pick-axes, and they are unrestricted in all two-handed weapons, as well as the useful long sword and saber. Their ranged options are very limited: they are unrestricted in dart, spear, knife (which can be thrown), and their only unrestricted launcher is the bow. (This increases their benefit from disarming dart and arrow traps.) They reach expert in flail so they can use grappling hooks. They can also reach Basic in whips, nominally so they can use rubber hoses. This is adapted from the SLASHTHEM starting package. The original NetHack-- Firefighter had an axe, potions of water, a wand of fire, and scrolls of fire. SLASHTHEM added a fire helmet (from SLASH) and cloak of quenching (from Slash'EM Extended), each of which grants fire resistance. I replaced these with an ordinary (but erodeproof) helmet and cloak, because this version of the role is intended for regular NetHack and I do not feel that it is necessary to add either item as part of the patch, and because the fire resistance would have been redundant with the role's starting intrinsic resistance. I also added iron boots, as part of the occupational safety gear. The axe was given a small enchantment to make it a slightly better weapon in the very early game. I removed the scrolls of fire but not the wand of fire, because that can be justified as a way to make firebreaks. (Nevertheless, Firefighters start off able to recognize scrolls of fire, so they shouldn't have to identify them by read-testing, unless they suffer memory loss.) Finally, I added a grappling hook as a utility item that the Firefighter can use to aid escaping from traps, or to snatch items from tiles they don't want to enter. The helmet, cloak, and iron boots give the Firefighter a starting AC of 6. Body armor should be picked up as soon as possible. The Firefighter's starting pet is a little dog with the default name of Pongo. (In the modern day dalmatians don't make very good service dogs, because they tend to suffer from deafness. But they look good as mascots.) The Firefighter starts with a base HP of 13, with a racial bonus of +2 for humans, +4 for dwarves, +1 for gnomes, and a base power of 1, with a racial bonus of +2 for gnomes and +1 for humans. Firefighters gain +d8 HP each time they level up until level 10, then afterward gain +1 per level. There is no cutoff level for energy gain; the Firefighter's role modifier is always +1 (as for an Archeologist). There is no spell failure bonus for emergency spells, a +2 penalty for wearing a shield, and a +9 penalty for wearing metallic body armor. The Firefighter's spellcasting attribute is intelligence, and special spell is teleport away. This leaves 20 attribute points to be assigned. Typical starting attributes are 18/01 / 9 / 9 / 12 / 14 / 12. The pantheon for this version of the Firefighter role is taken from Pacific Northwest mythology, the folklore of the First Peoples living along the Pacific coast of the US and Canada. Indianische Sagen von der Nord-Pacifischen Kuste Amerikas (Indian Myths & Legends from the North Pacific Coast of America) by Franz Boas (1858-1942) was used as a reference. These are influential beings that appear in the myths of multiple cultures under different names, but I use the Kwak'wala language names (spoken by the Kwakwaka'wakw or "Kwakiutl") as representative examples. These are other ideas that may not apply or be in the spirit of vanilla NetHack, but I thought I'd list them anyway. Hi there! I hope you won't mind me applying some of your YANIs to SLASH'EM Extended? There are quite a bunch that would fit, and I hope you'll come up with more! :-) --Bluescreenofdeath (talk) 19:18, 5 April 2016 (UTC) =_=_ User talk:Tungtn/H4248 - Stop the Wizard of Yendor from stealing the current role's quest artifact =_=_ User:Red kangaroo/YANIs/Items/Ring of protection from foo Firstly, I'd like to say that the wards system from dNetHack is wonderful way how to replace Elbereth and I really love how it works. Based on the idea of different wards protecting the player from different threats, I came up with an idea of improving/adding several rings to improve and replace the current behaviour of the ring of protection from shape changers, which I feel is nearly useless as it fills a small and rarely encountered niche and generally is found or identified too late to be of any use. Anyway, rings of protection from foo are an auxiliary system to the wards system, increasing your chances to have a countermeasure to a situation where you need an extra edge against a powerful opponent. While these rings won't directly save you by scaring all monsters as Elbereth or a ward would, they have several effects making you safer around specific monster types. ring of protection from humanoidsWards against all humanoids (dwarves, elves, gnomes, goblins, hobbits, humans and orcs), but not monstrous humanoids or giants. ring of protection from magiWards against all spellcasting monsters, not only blocking melee attacks, but also any spells directed at the player (does nothing against buffs and summoning). ring of protection from monstersWards against monstrous humanoids and hybrids (centaurs, kobolds, gnolls, minotaurs, nagas and zruty, plus also merfolk or harpies). ring of protection from plantsWards against fungi, plus other plant monsters (treants, ferns, giant spores, maybe even wood trolls and vegetarian oozes). =_=_ User:Red kangaroo/YANIs/Monsters Last change is something I don't thing is necessary, but would supplement the changes above. Firstly, NetHack seems to try and fill all letters with various monsters (see z and Q), yet the I class (capital "i") remains empty. While it serves as an unseen monster symbol, it would be nice to have an actual monster for this letter. Therefore: Nymphs are completely interchangeable as of now. Not cool, especially as they have a potential to be very different from each other. Somewhat similar to the half-dragons of dNetHack, draconians are humanoid draconic warriors capable of using either weapons and armor or their breath weapons to destroy foes. They may be included either in humanoid, or lizard monster class. All draconians have several traits in common: =_=_ User:Flag On The Moon/Firefighter quest My conceptual Firefighter quest sees you traveling to Ash Mountain to recover your lost quest artifact, while investigating a mysterious forest fire that seems to have a will of its own. The Ash Mountain featured in this quest is fictional, but possibly located somewhere in northwestern North America. According to Wikipedia, there are real locations named Ash Mountain in British Columbia, California, and Montana. The real-life (not extinct or fantastic) animals represented in the quest are generally consistent with the Pacific Northwest. The island forms the center portion of the level, with blank space on either side. The portal is located on the left side, which is randomly seeded with trees, and the downstair is located on the right side, which is seeded with trees and fog/vapor clouds. The island itself is in the shape of an international firefighting symbol. Hotshot, your quest leader, stands on a chest inside the lookout in the center of the camp, with three quest guardians (volunteers) placed on either side. There is also a peaceful nurse located somewhere on the level, and possibly (with a 50% chance of each) a peaceful coyote, lynx, raven, and garter snake. Throughout the level are eight fire elementals, four fire vortices, four dust vortices, and one air elemental. There are also two bear traps, two arrow traps, and two pits & mdash;the work of hunters. In addition, there is a giant mimic disguised as one of the four fountains around the lookout. This is a woodland level, a mines-type map with trees instead of rock. There are four canines, two quadrupeds, two random snakes, two sasquatches, six fire elementals, and four fire vortices. There are also four bear traps and four pits. There may be (with a 75% chance of each item) two helmets, two axes, two rubber hoses, and (with a 25% chance of each) two volunteer corpses. The upstair puts you outside the resort. Directly in front of the doors is a statue of a sasquatch over a fountain. To continue on your quest, you must find the entrance to the wine cellar at the right. This is a secret door to the long corridor at the top of the map, which may be located in any one of the six marked locations (behind the raven statue, in one of the four rooms flanking the "records" room, or in the kitchen). There will be a stash of gold hidden behind a secret passage at the left end of the corridor. The wine cellar contains three potions of booze with three random potions hidden underneath them, and a giant mimic imitating the downstair. The true downstair is in the cave below it. Throughout the lodge building are twenty fire traps, ten falling rock traps, and twelve random objects. Throughout the entire level are twelve fire elementals and eight fire vortices. There is also an iron piercer generated in the corridor between the wine cellar and the cave with the downstair. This is a cavern level, with four bats/birds, four spiders, eight piercers, eight fire elementals, and up to four earth elementals (with a 50% chance of each). There are also four falling rock traps, six pits, and two webs. Scattered around the level are four tools and four other random objects. This level is a kind of obstacle course that must be passed if you want to have the first strike against your quest nemesis. The first room contains 20-24 randomly located traps. (Four have only a 50% chance of being generated.) Six will be fire traps, and the rest will be random. Only one of the three secret doors will actually be generated, so you will have to search around to find the passage to the next room. In front of the center door is a statue of a red dragon, which has a 90% chance of being a statue trap. The next room contains a lava maze, which can be bypassed if you have levitation or fireproof waterwalking boots. Twelve gas spores will be generated in the maze. These cannot attack you but may block your path. Bear in mind that their explosions are noisy and may cause the nemesis to warp to your side while you are surrounded by lava. Your quest nemesis, Wildfire, occupies the throne in the final room, with the Bell of Opening, the quest artifact, and a guard of four salamanders. Your quest leader is Hotshot (), a sort of ersatz Smokey Bear. He uses the human or elf symbol for ease of recognition, but has the animal monster attribute. I envision Wildfire (), the quest nemesis, as a sort of sentient fire vortex, an intelligent being composed of fire that can adopt or discard humanoid features like arms as necessary. He is huge, headless, breathless, and unsolid, but also humanoid and strong. In concept he can both engulf the player and swing a two-handed sword, which could make fighting him an unusual experience. =_=_ User:Red kangaroo/YANIs/Dungeon/Computer Level The player arrives at the desiganted magic portal. Randomly on the level are placed four special items: amulet of data storage, ring of timely backup, scroll of root password detection and wand of debugging. These items are not otherwise randomly generated, but may be wished for with the exception of the wand. Grid bugs here are scaled in damage and difficulty to pose a challenge to the player, plus for each grid bug killed, the rest is made slightly more difficult again and the spawn rate increases. The player needs to kill a certain number of grid bugs to defeat the "wave", after which a floppy disc is generated randomly on the level. Any number of waves can be defeated and each creates a single floppy disc, but each requires slightly more grid bugs killed and the grid bugs themselves are, of course, steadily more dangerous. To achieve the goal of this special level, the player needs to get at least four floppy discs and insert them into the four computer terminals (by #looting the terminal and selecting a floppy disc to insert). Each floppy disc inserted increases the difficulty and spawn rate of grid bugs again. Additional floppy discs may be inserted into the same terminal, but only after at least one floppy disc is inserted into each terminal is the goal achieved, so doing this only results in more difficult fight. =_=_ User:Red kangaroo/YANIs/Items This is a list of ideas I had for new items, or a way to rework and hopefully improve items existing either in vanilla or one of the variants. I'd also like for a new effects to be added to cursed items, to make preventing your equipment from getting cursed more than an annoyance and swap prevention. As a property of weapons, silver is very powerful. However, only a very limited number of weapons is silver, making many choices obsolete by the virtue of losing the +1d20 damage that does make a difference. I'd suggest adding more silver weapons for the skills that have none, as SLASH'EM and dNetHack already done is some way. The unicorn horn needs more weapons in its weapon class, just as other weapon skills with a single weapon. They are overly specific and mostly not interesting enough options to justify spending skill slots. Thus, I suggest moving unihorn into the Stakes skill, plus adding several weapons to increase the viability of the class. I always liked the idea of adding belts as a new type of armor to NetHack. Slight balancing might be necessary, however, as this would allow the player to achieve lower AC. I think the three rings of damage resistances are vastly underused, and it's mostly because how easy are these resistances acquired intrinsically. Combining them into a single ring should make it a more viable and desirable item, plus I really like the idea or corpse-gained intrinsics timing out as in dNetHack to make your rings even more important. Wands could use a bit of special treatment in regards to their BUC - cursed wands do not work correctly as the curse is interfering with their magic, causing unpredictable results of a zap. Every zap of any cursed wand is 20% of time replaced by one of the following effects: =_=_ User talk:Red kangaroo/YANIs/Items You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Talk:DNetHack artifacts Here's a link to a discussion/brainstorming document for dNethack artifacts, with an authorship colour legend at the top of the pad. I really like the way normal armors were rebalanced so you are encouraged to actually try a different late-game or ascension set than a GDSM/SDSM. Both mithril-coats and plate mails in dNet rock, each in a specific way that makes them competitive with DSM. However, and there is where I see the flaw in design, there are the artifact dragon scale mails. They simply have no competitor - their effects are very strong and they are a huge boon for any character of the right alignment. But as dNet allows you to wish for them, I find them to be the new GDSM/SDSM. If there were no artifact DSM, I'd think about what armor to go for in the end-game, especially now that MR/reflection can be taken from other sources. But with artifact DSM, the first wish goes to one of them and I won't take them of for the rest of the game no matter what. They have both great defensive and offensive capabilities, so no normal armor can really compare. Anyway, I think this should be addressed, especially as with the many weapon artifacts and broadened ascension kit in dNet, it seems the goal is to make more choices viable. I'd never suggest to nerf the armors, they are very nice the way they are. Instead, one of the following might work: I personally like the third idea, even though it's the most drastic. It makes you live with what you can get, with a rare chance to cheat fate if you get to a /wish soon enough. With more random artifacts, you'd also get to use them more, as with not guaranteed wished-for artifacts, you might actually stick with a non-standard randomly generated artifact instead of wishing for the one you like the best / always use. As of version 3.13, the artifact dragon scale mails are unwishable and found in only some games. The Platinum Dragon Plate shows up (guarded by the Platinum Dragon) in a short sub-branch above the Law Quest in 1/8th of games. The Chromatic Dragon Scales are now dropped by the Chromatic Dragon. Cavemen will therefore always get this artifact after killing their quest nemesis. Other roles will find the Chromatic Dragon on the first "Hell" level in gehennom in 1/8th of games (independent of the Platinum Dragon showing up). Thanks doyoumind for Reddit post explaining that the studied debuff increases damage dealt by other monsters of that kind. Wikid (talk) 19:21, 2 October 2016 (UTC) Ah, actually it increases damage dealt and to-hit for anyone attacking the victim. So if you have 'studied 10' anything that attacks you gets +10 to-hit and deals +10 damage on a hit. The studied debuff goes away at a rate of 1 point per move, and is also decreased by 1 for any successful attack against you. Ditto for you attacking a monster with the studied debuff; you get increased to-hit and damage.--Chris (talk) 19:27, 2 October 2016 (UTC) The Staff of the Archmagi seems to have been compiled out of the current version, i.e., there is no effect of thusly naming a quarterstaff as a level 30 wizard. Whereas the Hat and Robe don't seem to be nameable, i.e., they either already exist somewhere in this game, or they can no longer be created by naming. I thought Rodney might be wearing them, so I tried stealing his clothes as an oread, but Rodney didn't seem to be wearing anything. Comments? Wikid (talk) 06:40, 8 July 2018 (UTC) Rodney has them in his tower (not worn iirc) in 10% of games. Also they're overpowered as shit so of course they aren't nameable. I can't test right now but they should still be in the game, try wizmode wishing. Also the robe is the cha monk crowning gift (law/neu get GM robe). --EasterlyIrk (talk) 09:05, 8 July 2018 (UTC) Oh also the staff is now called "the Staff of Wild Magic", it was renamed for some reason. I had forgotten that but the page is updated now. --EasterlyIrk (talk) 20:36, 8 July 2018 (UTC) Hah! Can't name that one either ("Staff of Wiud Magic"). Either because it already exists in the game or (more likely to my mind), level 30 Wizard naming privileges have been revoked. It must be a lot harder to get these non-wishable artefacts. Perhaps I messed up the Crowning Wikid (talk) 20:53, 8 July 2018 (UTC) The source hints that they just aren't possible to get outside of the wizard's tower so I moved them there on the wiki page. IIRC the robe was _going_ to be the crowwning gift for wiz, but it was changed to one of the artifact spellbooks (a random one). Sadly, I don't think you can get them in the current version. --EasterlyIrk (talk) 20:58, 8 July 2018 (UTC) =_=_ User talk:Achilles You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Ranged attacks You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User:Red kangaroo/YANIs/Items/Potion of booze A quick flavour idea that draws at the nice quirk of both Samurai and Pirate roles: they both have some of their items renamed to reflect their differing origins. =_=_ Talk:Dread seraph You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Forum:Uncursed scroll of enchant armor =_=_ Living lecturn You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User:Red kangaroo/YANIs/Crafting =_=_ User:Red kangaroo/YANIs/Items/Dragon armor Dragon scales of given color offer a basic resistance, plus if they are transformed into a piece of dragon armor (scale mail, shield, gauntlets or helmet) and blessed, they gain an additional power. Gauntlet powers have a chance to activate on any attack made by the player, while helmet breaths are used with #invoke command. =_=_ Monster attribute Qualitative properties are descriptive and non-numerical. Quantitative properties such as monster difficulty and weight are excluded from the category of monster attributes. In the source code, attributes are defined by Boolean flags rather than variables, which means that they are either present or absent for any given monster. Innate properties are characteristic of all monsters of that type from the moment they are generated. Properties like intrinsic speed or acquired invisibility that monsters can obtain from items or spells are not considered monster attributes. Not all monster attributes translate into positive intrinsics. Polymorphing into a monster without eyes will cause you to be blind, as long as you remain in that polymorph form. Template:Attributes & ndash; has a comprehensive table of all attributes, by their name in the source code and how they are indicated in the monster information table You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Pits =_=_ Talk:Auton I don't think it was me that killed Axus. As a Troubadour, I tamed Axus and many autons, and took them with me on a trip to Arcadia. There in the Fortress we fought with Arsenal and his army. Somewhere in the fray, Axus was struck down. I collected the First Key of the Law from Axus' corpse. When Axus revived, Axus was not happy with me -- still tame, but treacherous. Axus and its autons followed me back down the stairs and through the portals, encircling me every time. Stunned, shocked and level drained, I eventually succumbed. Only after death did I think of other possibilities. Draw a Hamsa, perhaps. Or wait until the taming charms wore off before going through any portal. Or perhaps lure Axus into the Arcadian Tower, and squash out its corpse with confused scroll acid blobs. Wikid (talk) 09:30, 19 March 2016 (UTC) You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User:Red kangaroo/YANIs/Dungeon/Castle Reworking the Castle into a three level dungeon branch, going upwards from the first "moat level" found where the Castle in vanilla is. The maze on the right side has diggable walls, with the exception of the wall separating it from the castle. The castle has undiggable walls. The floor is undiggable everywhere. Teleportation is not permitted. Getting into the Valley in this map is easy. However, going upstairs from the Valley deposits the player next to the hole in the left-uppermost prison room, making escape more tricky. The holes in the moat have a sucking effect similar to the Sokoban holes, forcing the player down if he or she tries to levitate or fly over it. If the player doesn't feel like invading the castle through the double drawbridge or if he or she has destroyed the drawbridge, it's possible to dissolve the iron bars in the lower bastion with a potion of a wand of acid and use this entrance. Alternatively, the holes can be filled with boulders. The prisoners, the priests and the aligned priest are peaceful. Each of the captains marked is guaranteed at least one attack wand, with a chance of up to three. The courtyard in the middle of the castle contains 20 random monsters from the h, n, H, L, O, T and V classes, or random player monsters with guaranteed good equipment. The pool also contains a kraken and two random sea monsters. The four marked chests all stand upon a burned Elbereth / cursed scroll of scare monster and contain a random wand, but the wand of wishing was moved up to the third floor of the Castle. The altar and the aligned priest are co-aligned, but the room is not a temple, so #chatting to the priest will anger him or her. Only one of the upstairs on the left side of the level is present and leads to the upper dungeon, the other is replaced with a titan. The stairs behind the secret door in the throne room lead to the second level of the Castle. Direct path to the fortress is somewhat obstructed - the player needs to either cut down a tree, or jump over the gap in the upper path. Filling the moat with a boulder is not the best idea, as the lethe water might splash the player. The anteroom (marked ) is filled with random army members, plus has six randomly placed trapdoors. The two next rooms are then full or random armor and weaponry, respectively. The corridor has 10 random monsters of the hHLMNOTV and @ classes. The throne room contains gnome kings, dwarf kings, Elvenkings and ogre kings (all with better-than-average equipment), one king cobra and one queen bee, plus a master lich on the throne. Each of the captains marked is guaranteed at least one attack wand, with a chance of up to three. Outside of the fortress, the following monsters are randomly placed: 2 water nymphs, 4 water elementals, 4 water demons, 2 water trolls, 2 water hulks, 2 rust monsters, 2 waterspout gargoyles, 2 krakens, 4 pirates, 2 mermaids and a single lethe elemental. The level also has random snakes, lizards and sea monsters, plus with a 25% chance, it contains a gremlin. The eight chests marked inside of the bastions are all decoys - they are all trapped and contain a single junk item each: a thoroughly rusty arrow, a cursed -2 dunce cap, a scroll of amnesia, a cursed ring of aggravate monster, a cursed ring of doom, a wand of nothing (0:-1), a -3 rock or a cursed loadstone. There are three other chests behind the secret doors in the throne room, those stand upon a burned Elbereth / cursed scroll of scare monster and contain a random wand in addition to other loot, but the wand of wishing was moved up to the third floor of the Castle. The mazes have diggable walls, but the inner wall separating the fort from the mazes and the fort walls are undiggable. The floor is undiggable everywhere and teleportation is not permitted. Stairs from the dungeon are generated in one of the two mazes and going upstairs from the Valley will deposit the player in the other maze. Upward stairway to the next level of the Castle is placed randomly inside of the barracks, while the corridor surrounding the barracks has six randomly placed trapdoors. Only one of the four secret doors in the wall separating the fort from the mazes is actually present each game. The acid pools also randomly generate clouds of acidic mist. The eight marked captains are all guaranteed at least one attack wand and may have up to three. In addition to the ones generated inside of the barracks, 30 Yendorian army members are placed randomly in the mazes, along with 30 random monsters of the hjCDEHLMNORTVW classes. There are two chests placed randomly inside of the barracks, which stand upon a burned Elbereth / cursed scroll of scare monster and contain a random wand, but the wand of wishing was moved up to the third floor of the Castle. The walls are diggable except for the central tower with the upstairs. The floor is undiggable and teleportation is not permitted. The moats all over the level have a chance of containing either a pool of water (30%), mud (does not drown, but can make the player stuck or rot and rust items; 50%) or sludge (does not drown, but causes sliming; 20%). Randomly on the level are placed 30 Yendorian army members, each with a high chance of getting an attack wand, 1d5 player monsters with good equipment, 2 rusalkas, 2 floating eyes, 4 water elementals, a storm giant, a water demon, a green slime, 4 random dragons, 2 dungeon ferns and 2 swamp ferns, 1d8 weeping willows, 1d2-1 dreadblossom swarms, 2d3 viper trees and 2d6 devil's snares, plus random S and ; class monsters. The three marked chests all stand upon a burned Elbereth / cursed scroll of scare monster and contain a random wand, but the wand of wishing was moved up to the third floor of the Castle. =_=_ User:Red kangaroo/YANIs/Items/Duct tape Duct tape would be a new charged tool that allows the player improvise some items from other items at his or her disposal. Some of the recipes below should allow the player to offset a malicious RNG or to access an item of comparable value and/or use. Some are more for fun. Some are rather useless, but hey, we have wands of nothing! It prompts to select two items either in the player's inventory, or under his or her feet. Using these two items, a new item is then crafted. This takes between 50 and 500 turns, decreased by high Dex, but the player always gives up after 200 turns. If the two items selected cannot be combined, the crafting always fails and the items are not used up. The BUC of the resulting item is a combination of the component items. Both successful and failed use of duct tape uses charges. If some of the recipes are considered too powerful to be accessed freely, a blueprint scroll may be required to learn the recipe. For example, a blueprint of magic lamp (unidentified same as any other scroll) would allow the player to craft a magic lamp using the recipe below, but without reading it, combining the two items would fail with no effect. Alternatively, more powerful recipes may require more charges from the duct tape. =_=_ Vampire (starting race in dNetHack) There's a belief among some players, (and I think this comes from a false rumour in-game), that if you name your weapon after the first monster you kill with it, it gets some kind of buff. It's not true, of course, but sometimes, if the first monster I kill with a (non-artifact) weapon is something with a decently cool name, I do name it something with that in it. Like "Jackaltooth" or summat like that... But I often just name my long sword "Sunbeam" or a katana "Silverleaf." Or if I have two non-artifact swords I'm dual-wielding, I'll call them "Telperion" and "Laurelin", (the Trees of Light from the Silmarillion), because I'm a total Tolkien girl. I like to name the first uncursed dagger I find "Lockbuster." I also 'adjust' it to 's' (for all lock-opening items) because I find 'a'pply 's' is an easy sequence. I also name the first digging tool/weapon "Earthslayer" if a "killing" class (Rogue, Barbarian, Ranger, etc.) and "Earthmover" or "Excavator" if a "peaceful" class (healer, monk, tourist, archaeologist). I also 'adjust' a digging tool to 'x.' I then know to always use 's' and 'x' respectively with less risk of wielding a cursed weapon. I also name daggers when wielding and quivering them to make it easier to keep them organized, with proper stacking. The wielded dagger is typically related to slicing flesh (Fleshbane, etc.) and the quivered daggers are related to air travel (Airfire). If I end up using a orcish dagger to force open chests for any length of time due to lack of keys, it gets named 'chestbane'. Likewise, if I'm so flush with enchant weapon scrolls that I end up enchanting and erodeproofing a pickaxe in the midgame, it becomes 'vaultbane' or 'rockbane'. Wolfechu (talk) 20:36, 29 May 2016 (UTC) Good topic. I once had a stack of 12 fixed +7 daggers called "USPostalService". One thing I'd like to see is if you name a monster, the name would reappear in the list of monsters vanquished at the end of the game, e.g. 40 Monkeys ... 1 Monkey called Boris". Wikid (talk) 05:54, 4 June 2016 (UTC) I do in real life, not Nethack (except for Sting and Orcrist on occasion). My dagger had its name engraved on it when I purchased it. HRT (pronounced hurt). My hand and a half is thereby named Harm..Count (talk) 03:20, 7 June 2016 (UTC) =_=_ File:Convict.png =_=_ File:Robert the Lifer.png =_=_ File:Warden Arianna.png =_=_ File:Inmate.png =_=_ File:Miner.png =_=_ File:Prison guard.png =_=_ File:Lava demon.png =_=_ Orctown =_=_ File:Enormous rat.png =_=_ File:Rodent of unusual size.png You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User talk:HBane You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Stumbling horror =_=_ Wandering horror =_=_ Your skin glows and fades You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Forum:YASD - Started with a blessed scroll of genocide, ended up surrounded by monsters I decided to start another NetHack game as usual (chaotic female human wizard) and opened up my inventory. One of the scrolls turned out to be a blessed scroll of genocide! I pocketed that scroll and climbed down, fighting monsters and picking up useful items. At about B4 or 5, I was killing off some monsters when a rothe appeared. I force bolted it and tried eating its corpse when... another rothe appeared! At that time I had only 1 HP left, so I whipped out that scroll and genocided all q's (good grief; on an earlier run I lost a lot of health to a mumak and died trying to complete Sokoban level 3). I retreated back to a corner, spam-engraving Elbereth to exercise my wisdom. Fast forward to descending to B7, despite having relatively little health left. There was some other monster plus a pony. As soon as I killed the other one, I tried throwing a food ration at the pony but apparently that doesn't work. I retreated into a corridor; luckily, there was a carrot sitting around in another room so I picked it up and threw it to the pony, letting it deal with the monsters there. The pony promptly got slain, leaving an Uruk-hai, whom I force-bolted again. I decided to search out the corridors and opened a different door to the entering room, revealing a long worm. There was still a spare Uruk-hai standing there, and I wasn't sure if I could hold against it, so I decided to take the stairs up. I retreated into a corner at B6, not far from the stairs down to B7, and spam-engraved more Elberethes while waiting to recover HP and power. But suddenly I turned into a wererat, reducing my 42 HP down to a mere 14, as well as crushing me under all the items I held and preventing me from spamming Elberethes. I decided to wait it out, hoping that I'd turn back into a human, but a jackal made its way into the same room. A raven came in. I decided to pray as a last measure. It was less than 400 turns since my last prayer, but Anhur seems to have pitied me and I became human again. I tried force-bolting the raven, but ran out of power and had to resort to melee. Big mistake again. Got < s > confused < /s > stunned (sorry, I'm playing a Japanese translation) and blind from fighting ravens, and noticed from telepathy that every room and almost every corridor was filled with monsters, many of which I definitely wasn't prepared to deal with. I kept trying to fight ravens flying into my room, but because of my confusion I couldn't hit it. Meanwhile, my HP was running out. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User:HBane =_=_ User:HBane/scratchpad =_=_ Mirkwood elder =_=_ Blob of preserved organs You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Explode =_=_ Mindless thrall =_=_ Mad seer =_=_ Elder priest The elder priest plays the part of high priest of Moloch in dNetHack, guarding the Amulet of Yendor in Moloch's Sanctum. The elder priest is a terrifying figure with a paralyzing gaze, clerical spellcasting abilities, and a distinctive melee attack which destroys your worn armor. In addition, the priest is covetous and will try to steal the Amulet, the invocation artifacts, and your quest artifact. If destroyed, the priest will quickly revive like a Rider. The elder priest is generated with a blessed +3 quarterstaff, blessed +3 cloak of magic resistance, potions of full healing and extra healing, and a leather drum and wooden flute. Unlike in vanilla, the Wizard of Yendor is capable of killing the elder priest if you can lure him in (such as with the guaranteed 12 turn appearence after you perform the invocation). Given its encyclopedia entry, the elder priest who guards the Amulet of Yendor in dNetHack is probably the high priest that appears in H. P. Lovecraft's The Dream-Quest of Unknown Kadath. The high priest is a mysterious but disturbing figure shrouded in yellow silk, which sits alone in a temple on the Plateau of Leng in Lovecraft's Dreamlands, and communicates with visitors by playing an ivory flute. Commentators on Lovecraft's writings have speculated that this being is either a servant of Nyarlathotep, or an avatar of the "crawling chaos" itself. SLASH'EM Extended introduced an elder priest in version 2.1.3, who waits in the temple at the topmost level of the Yendorian Tower. He is optional, but players might want to fight him to get the unique robe he's carrying, which gives +5 increase damage and accuracy, 20% better spellcasting chances, reflection, magic resistance and faster skill training when worn. However, the elder priest is the single most dangerous monster in the game. In addition to the tentacle attack that he also gets in dNetHack, he has vorpal, bisection, data delete and ragnarok attacks in melee, and no amount of AC can prevent him from hitting with them. Plus the elder priest has a lot more health than he has in dNetHack and will become covetous once attacked, allowing him to teleport to the player and attack. His tentacle attack has also been made more dangerous, allowing it to randomly curse or steal the player's items at will, among other things. Using ranged weapons on him will result in the elder priest swatting the projectile away 14 out of 15 times. And to top it off, he may start to load a laser cannon when lined up with the player, which will be ready to fire 20 turns later and hits the player with multiple unreflectable disintegration beams as well as dealing a lot of unresistable physical damage. When playing in Evil Variant mode (which is done by picking the evilvariant race, which is also eligible as a hybrid race), all temple priests are replaced with elder priests, including the guaranteed-hostile priests of Moloch on the Valley of the Dead and the Sanctum. However, only the one at the top of the Yendorian Tower will have the unique robe. =_=_ Priest of an unknown god The priests of an unknown god are monsters in dNetHack that are more a feature of the dungeon than a threat to the player. They have no offensive or defensive abilities, but when you strike one with an artifact (or #chat while wielding one), they will "tug gently" on it, and you will be asked if you want to let go of the item. If you let go, both the priest and the artifact will disappear from the game, and an earthquake will occur around you. Artifacts that have been removed in this way will never be generated again in the same game. Giving away a gifted artifact will anger the god that gave it to you. Any artifact that's guaranteed to appear in a certain location (Rod of Seven Parts, demon lord artifacts, etc.) or that can be necessary to complete the game (Pen of the Void, Silver Key, Annulus) cannot be given away. Broadly speaking, if it's wishable, giftable, or randomly findable, it can be given. Non-weapon artifacts can be given away, but they must be wielded as if they were weapons If a priest of an unknown god is killed in any other way, it will resurrect after a few turns, like one of the Riders. Five priests of an unknown god are guaranteed to appear in dNetHack, all of them in the Neutral Quest, below the Outlands: The priests' ability to remove artifacts from the game makes them a way to manage unwanted artifacts. dNetHack doesn't count randomly generated artifacts towards the wishing numbers, but it does count them towards sacrifice, so a character who really wants a specific sacrifice gift could try to donate unwanted gifts to that end. There are some benefits to giving away artifacts you aren't going to use, even if you're not planning on sacrificing. Giving away 5 artifacts will unlock a special seal for Binders, in addition to allowing any character to wish for another (generally their third wished) artifact. Be mindful that destroying an artifact that was given to you by your deity as a sacrifice gift will anger your deity. =_=_ Daemon =_=_ Daughter of bedlam =_=_ Yochlol Yochlols can transform into a vortex monster called a stinking cloud; being engulfed by them in this form has the same effects as being caught in a gas plume of poison clouds. Yochlol are lesser demonic abominations from the Forgotten Realms D & D setting, known as the "Handmaidens of Lolth". They were natural shapeshifters that could take on oozing and gaseous forms, as well as arachnid and humanoid ones. =_=_ Unearthly drow =_=_ Fierna =_=_ Aldinach =_=_ Bael =_=_ Kostchtchie Kostchtcie appears as a demon lord in many Dungeons & Dragons settings such as Greyhawk and Pathfinder. His moniker is the Prince of Wrath, and he is the demon lord of giants, cold and revenge. He was once a mortal man who was born severely deformed, and being ostracized from the people he lived around caused him to become just as 'ugly' inside as he was considered outside. In Pathfinder, this drove him to go on a brutal murder spree that claimed the lives of his family; Forgotten Realms extends this to every woman who ever mocked him, as well as his former tribe's chieftain. He is based on Koschei, as most versions have him attain immortality from a deal with Baba Yaga in some form, and some of them involve him sealing his soul in the core of a nested object such as a set of skulls. Upon attaining immortality, he transformed into a monstrous giant and continued wreaking vengeance upon those who scorned him until he was struck down by the celestial paragon Gwynharwyf, after which he reincarnated in the Abyss as a demon lord. =_=_ Shaktari =_=_ Avatar of Lolth She uses a custom seduction attack that rolls against your CHA and INT. Failing this check results in her either doing a poisonous bite that will instakill an unresistant player, or a level-draining bite. Passing the check results in a number of powerful rewards, including granting a wish to the player or giving intrinsic to-hit and damage bonuses. Her spellcasting is special for players who have the droven pantheon and thus have Lolth as their chaotic god. In this case, the Avatar of Lolth's spellcasting angers Lolth, who may then smite you. =_=_ Obox-ob =_=_ Water dolphin =_=_ Burning fern =_=_ Burning fern sprout =_=_ Burning fern spore =_=_ Black flower =_=_ Sara, the Last Oracle =_=_ Pindar =_=_ Eclavdra =_=_ Galadriel =_=_ Dain II Ironfoot =_=_ Mother =_=_ Drow novice =_=_ Damaged arcadian avenger =_=_ Orc warchief =_=_ Lugribossk =_=_ Maanzecorian =_=_ Aglaope For her main attack, Aglaope has 5 songs. Three buff monsters on the current dungeon level, and two of them debuff your pets. Each of these songs, in addition to having their affects, cancels your current song and warps you to Aglaope. From there, she uses her theft attack and 4d4 Lyre-stealing claw. It's best to bring a magic whistle to summon your pets, and an engagement ring to prevent her seduction theft. This warping is not affected by magic resistance or magic cancellation, or teleport control. Defeating Aglaope can be of variable difficulty. A player without an engagement ring and teleport control will have to struggle through her constant warping and seduction attacks. On the other hand, a player with a hoard of high-level pets, especially such as dragons, ancient nagas, or master mind flayers, can make extremely short work of her. =_=_ Seyll Auzkovyn =_=_ Daruth Xaxox =_=_ Nimune =_=_ Bolg =_=_ Elder brain =_=_ A'gone =_=_ A'salom =_=_ Great High Shaman of Kurtulmak =_=_ Lich, the Fiend of Earth =_=_ Kary, the Fiend of Fire =_=_ Kraken, the Fiend of Water =_=_ Tiamat, the Fiend of Wind =_=_ Sir Garland =_=_ Garland =_=_ Chaos =_=_ Alhoon The alhoon is a powerful and deadly monster that appears in dNetHack and EvilHack. An alhoon is a mind flayer which managed to become a lich, and shares traits of both monsters - mixing the cold touch, casting and life drain of the lich with the tentacles and intelligence drain of the mind flayer. =_=_ Arsenal The Arsenal is the guardian of the second key of law in dnethack. It has a unique cannonade attack, which throws iron balls. It is found in the Arcadian Fortress. =_=_ Apollyon Apollyon and Lucifer were in dnethack in a prior version, but are no longer used. They are still in the code, however. =_=_ Lucifer Lucifer and Apollylon were both in dNetHack until a recent(ish) revision. They are still in the code, however. Lucifer would be generated on Astral if you killed Apollylon. =_=_ Trooper =_=_ Rhymer =_=_ Drow matron-mother =_=_ Hedrow master-wizard =_=_ Drow alienist =_=_ Gromph =_=_ Dantrag Dantrag is a unique quest guardian that appears in dNetHack. He is a hedrow wizard that guards the right tower of the home level in the hedrow's shared quest. However, despite possessing two stronger weapon attacks, Dantrag does not pose a major threat, especially since a non-traitorous hedrow won't be fighting him regardless. =_=_ Celeborn =_=_ Stjarna-alfar =_=_ Sister =_=_ Gnome comrade =_=_ Orc warrior =_=_ Dokkalfar eternal matriarch =_=_ Serpent-necked lioness =_=_ Priest of Ghaunadaur A priest of Ghaunadaur is an advanced type of shoggoth that can be found in dNetHack. In addition to their regular attacks, priests of Ghaunadaur are capable of using clerical magic. =_=_ Eye of doom =_=_ Changed The changed and warrior changed are creatures in dNetHack normally encountered only on the Anachrononaut quest. They are humanoids that have been corrupted by exposure to the Far Realms of Insanity. Once a changed is dropped below 50% health, it will stop healing naturally and begin releasing small poison clouds while losing 1 HP per turn. When a changed dies, it produces a large stinking cloud. =_=_ Deminymph =_=_ Neverwas Neverwere may be generated on the Anachrononaut quest. Random monster generation in this quest branch has about a 2.6786% probability of creating a neverwas. =_=_ Intoner The intoner, , is a monster that appears in dNetHack. It is a high-level undead nymph; in addition to its thieving attacks, it can use weapons and arcane spellcasting. Intoners may appear on the Anachrononaut quest; random monster generation in this quest branch has about a 0.5953% probability of creating an intoner. =_=_ Demonic black widow =_=_ Dark young =_=_ Ammit =_=_ Arcadian avenger =_=_ Mahadeva =_=_ Priestess of Ghaunadaur =_=_ Warrior changed =_=_ Forum:NetHack Book =_=_ User talk:Kroisos You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User:Red kangaroo/YANIs/Dungeon Dungeons of Doom | Gehennom Sheol Tartarus Dis =_=_ User:Red kangaroo/YANIs/Items/Artifacts I really like the Itlachiayaque patch, as it gives archeologists a thematically appropriate quest artifact. However, why not to reuse their (reworked) vanilla artifact as a first gift? The powers are changed mostly because I don't feel they actually work with the detection flavour. =_=_ Magical eye The magical eye, , is a monster that appears in SporkHack and EvilHack. In both games, it has several gaze attacks, and resists damage from the main three elements (i.e., fire, cold and shock damage). In EvilHack, the magical eye is a combination of its counterpart from SporkHack above and the evil eye from UnNetHack. Here, it is skittish, meaning it will evade and kite its target where possible. It also cannot be tamed or genocided. =_=_ Snark =_=_ Boojum You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User talk:Red kangaroo/YANIs/Monsters First of all, I think that the symbols are fine the way they are. However, if anyone does use these ideas, I have a few thoughts on them. First of all, if anything, gremlins should keep g, and gargoyles should be moved to ', since gremlins had the symbol first. Also, there is a monster for capital I - stalkers, which were pointlessly moved to E when the symbol was misappropriated as a "visual indicator". If you want more monsters for the class, SLASH'EM's displacer beasts also used the symbol in some older versions. Again, these are just the thoughts of a lowly source diver. Take them as you will. --Kahran042 (talk) 19:37, 10 April 2016 (UTC) =_=_ Ego =_=_ Forum:Randomly Polymorphing Pet: Has this happened to anyone else? I was playing version 3.4.3 and got attacked by a warhorse on dungeon level 8. Tamed it by throwing a pear at it and carried on my merry way... only for it to polymorph into a warg seconds later (no, there was NOT a polymorph trap on the floor, and I didn't zap any wands at it either). It proceeded to become a titan, en ettin, a balrog, a lich, a sewer rat, a gridbug, a dragon, and several other creatures in quite quick succession before becoming a shocking sphere and exploding. :( RIP. =_=_ Dream quasielemental Dream quasielementals are shapeshifters in dNetHack. They polymorph just like chameleons, but with a 1/3 chance of turning into their base form instead each polymorph, so they'll often be encountered as their true selves. In their base forms, they also hate iron, which can make them easier to dispatch. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Forum:Help to configure defaults.nh file to add sounds to the game =_=_ User talk:GunyokiAndCream You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User sounds =_=_ SOUNDDIR You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Caitiff You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User talk:Buried You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ DNetHack/other new features =_=_ Crash-override.net =_=_ Em.slashem.me You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Status hilites Status hilites are a feature added in NetHack 3.6 that allows the player to configure the display colors of status indicators and conditions. In 3.6.0, it was considered an experimental feature and was not compiled in by default, and it was improved greatly in NetHack 3.6.1. The trigger sets the conditions where the hilite displays. (You can leave out the trigger entirely in order to set the "always" trigger.) The color and attributes control what it displays as when the trigger is active. Note that hilite_status will display colors regardless of whether you have the color option enabled. Comparisons are based on the strings used, not your experience level, so going from an XL 1 "Rambler" to an XL 3 "Sightseer" will count as a decrease. When specifying absolute values, 1-18 are per normal. Then, 18/01 is actually 19, 18/02 is actually 20, and so on through 18/99 being actually 117, as far as hilite_status is concerned. 19 strength corresponds to 119, and so on all the way up to 25 strength corresponding to 125. The ordering is Lawful < Neutral < Chaotic if you want to use up or down rules. Text matches must be either "Lawful", "Neutral", or "Chaotic". Since armor class gets better as it decreases, the trigger for a "good" change is down and the trigger for a "bad" change is up. The following colors are valid: black, red, green, brown, blue, magenta, cyan, gray, orange, lightgreen, yellow, lightblue, lightmagenta, lightcyan, and white. They can be combined with the following attributes by using an & sign: bold, inverse, underline, blink, dim, and normal. (Your terminal may not render some of these properly.) The information in this section is based primarily on reading the source. Due to a bug and some other minor limitations, some things cannot be tested. The threshold is the value over which it will be displayed as up-color and under which it will be displayed as down-color, or the special operator "updown". These fields mean and behave exactly what and how you'd expect: dexterity, constitution, intelligence, wisdom, charisma, score, gold, power, power-max, armor-class, time, hitpoints, and hitpoints-max. However, hilite_status uses the game's internal representation of your attributes, which results in some counterintuitive quirks for other fields. These need a little explanation: Thresholds are not allowed for title, alignment, and dungeon-level. So, you cannot have different colors for different alignments, and you cannot highlight being above/below a certain level of the dungeon. The only allowed comparison is "updown"; when they change, they are highlighted as if they went up. You are considered "over" if you have any of the statuses in the bitmask you specify and "under" if not. To make your bitmask, take your desired conditions in the table above and add their numbers together. "updown" will highlight as its "up" color when you gain any status, and as its "down" color when you lose any status. (Note that it won't be visible when all your status afflictions disappear, because then there is no text to highlight.) You can also specify "bold", "inverse" or "normal" as colors, which have the respective effect on white text. They can't be combined with any of the colors. To play 3.6.0 with hilite_status enabled, you will probably need to compile it yourself in order to play with it locally. Most distributions of NetHack 3.6.0 likely have it disabled. =_=_ Talk:Status hilites paxed mentioned on IRC that in their current development tree, hilite_status got a major reworking and most of what's described here has been drastically changed. There's enough here for people to make basic configs; probably best to wait for 3.6.1 and update for that.Roothorick (talk) 18:09, 25 April 2016 (UTC) You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Forum:Cursed bag of holding howto Then I make a second pass, emptying it so I can remove the curse later, without it weighing me down until then. Losing one, two, rarely 3 items, seems to be a good investment, versus waiting for a wand of Cancellation, or a gelatinous cube, which may never show up in the course of a game. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User:Darth l33t/Big Room (3.6.0) The Big Room is just that. A big room. It is filled with monsters and random items scattered throughout. Because of its size, it is easy for a player to inadvertently find himself surrounded by monsters; therefore, caution should be exercised, especially for weaker players. The Big Room will not be generated in every game. It has a 40% chance of appearing in the dungeon. If it does appear, it will be on dungeon level 10, 11 or 12. Upon your arrival, hostile monsters will spot you from much or all of the room, and will immediately move toward you. It is easy to find yourself surrounded. Conflict is extremely effective, because of the large crowd of monsters that will be near you and each other. Elbereth will of course be very useful as well. Initially do not move off the stairs, so that you can leave the level quickly and heal if necessary-- and be cautious of those monsters which can follow you up or down. If you fell into the level through a hole or trap door and are nowhere near the stairs, it may be wise to dig through the floor and return from the down stairs. Another useful idea can be to use a scroll of earth to create a boulder fort around the upward stairs. Fire through the boulders with ranged attacks, or create a one-square gap in the fort so that only one square is free for the monsters to approach. In desperate situations, breaking wands can be an effective but dangerous last resort. A wand of lightning or wand of fire can be broken to deal massive damage to multiple monsters. However, these wands will also hurt the player, possibly resulting in death, so this is only recommended for prepared players. In addition, wands of lightning can destroy your wands and rings when broken, and wands of fire can burn scrolls and boil potions. Each Big Room contains 15 random objects, six random traps, and 28 random monsters. Except as noted, all walls and terrain features are un-diggable, although the floor is not. There's a 50% chance for this room to have a terrain feature in the center, in one of the following patterns: This Big Room has niches in the outermost walls and two large columns within it. The initial monsters appear in positions marked M, rather than scattered through the level. The iron bars have a 40% chance of being replaced by a single terrain type, one of lava, moat, trees, clouds, walls, or ordinary floor. The blank space is solid rock. There's a 33% chance for the clouds to be replaced by a single terrain type, one of lava, moat, trees, walls, or iron bars; if so, 5% of the new terrain will become ordinary floor. Unlike other layouts, walls and rock are diggable and trees may be chopped down. A maze of ordinary floor will be drawn through the terrain, connecting all parts of it. The up stairs to to the Dungeons of Doom will never be in the maze, and level teleporting or falling from above will never place you inside it. The down stairs, up stairs to Sokoban, and quest portal may be in the maze. Note that as a maze level, this layout is guaranteed to contain a minotaur < ref > . < /ref > . Big Room #1 first appeared in its empty variant in NetHack 3.1.0. Rooms #2 through #5 first appeared in NetHack 3.2.0. The other rooms, and the variants of #1, appeared in NetHack 3.6.0. UnNetHack contains a large number of additional variants for Big Room, and they all now contain a few guaranteed candles scattered throughout the level You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Forum:Blessed genocide "B" in 3.6.0 Does not seem to get rid of vampire bats (even though the info after genocide states it does). If one then blessed genocides "V", the (whatever % of) vampire bats have nothing to resurrect into and so just keep coming back to life and can't be gotten rid of. Can anyone else verify this? You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Forum:Slash'em Lethe, B-76, I'm Stuck! This isn't my first time down here, but I can't remember how to get passed this level. If you know, please help! I listed the things I tried so far under the image link. There are no downstairs or portals (I checked under all the items, used magic mapping, and tried a search for '^' as well as ' > ' [although it has come to my attention that last attempt was a silly endeavor]). I couldn't find a vibrating square and recall it was on an open-maze level anyhow. I tried going back a few levels to see if I missed the correct branch but couldn't find anything I hadn't gone through other than Rodney's tower. I made it past the quest one time as a monk. One of my characters battled his way down to the last level of Gehennom before being killed by a master mind-flayer. I didn't discover much about surviving . . . I was completely clueless about everything from advancing skills to BUC testing at altars until I found this wiki and it blew my mind :) I've had some excellent runs but invariably I blow it. Most recently I was completely prepared to take down the Wizard as a level 23 Valkyrie and choked on a wraith corpse (I deserved that one - ) I'm on my way down to Lord Surtur right now with the +7 Excalibur, reflection, boots of speed and a -18 AC, I feel pretty confident this time. While somewhat reluctant to admit it, I have been playing since the days it was just 'Hack' and have yet to ascend. I have won several other roguelikes, but not NetHack or any of its variants. It probably does not help that I have been sadomasochistically playing SLASH'EM much more than NetHack the past 10 years (I just like all of the added levels, techniques, etc.). That said, I am rather close to ascending 3 characters in SLASH'EM (Archaeologist, Knight and Rogue) but am taking my time. Also, I am darn close to ascending a Valkyrie in 3.6.0 and a Priest on my phone (3.4.3). My problem with not ascending is mostly attributed to my bad habit of playing NetHack like it is a live action game and not the chess match turn-based game that it really is. I have been able to be more thoughtful in my games lately however. I have probably had 100+ ascendable characters over my lifetime, but always seem to goof it up somehow . . . I have never ascended on NAO. I did ascend a couple of times 25 years ago playing an earlier version on my non-networked home PC - so the only Bones I ever found were my own, for example - and the characters who ascended were a barbarian and a samurai. Since discovering NAO I have played exclusively Tourists, which start with significant fighting and defence disadvantages but do start with tripe (to train the pet for shoplifting) and 4 scrolls of magic mapping and a lock-picking tool. My reasons for repeated failure are numerous, ranging from overconfidence (leading to YASDs) to ridiculously poor luck (a game a few days ago ended when a relatively puny monster on a lower Mines level walked over a polymorph trap and became a mastodon, one of the rarest but also strongest monsters in the game). It would appear that ascending a Tourist is very, very hard ... but that's why I keep playing as a Tourist. I think when I do achieve an ascension with my Tourist it will be that much more satisfying. Darcyj (talk) 23:49, 7 May 2016 (UTC) I first played Hack on an old Unix TRS-80 back in 1986. I ascended my first character on 3.4.3 (on a local machine, not NAO) about a year ago. TWO THINGS factored into that ascension immensely: I stopped playing NetHack like it was Duke Nuke'Em and this wiki. I first played Rogue in 1981 at Purdue. I've played several roguelike games since. I first played NetHack on an Amiga in 1988. My first ascension was last year, 2015, on NAO. That was 27 years of NetHack for my first ascension. I had only retrieved the Amulet of Yendor once before in all of those years and didn't make it out that time. I've not ascended a second time yet. Thank you for this post. I hit the forum to ask the same question and saw this. On and off for a couple of years and nowhere close. Usually level 10 and die. Almost every time I can look at my inventory or recent strategy and see my mistakes. There was almost always a way to stay alive. Oh, I almost ascended once. Ran through in wizard mode and sacrificed to the wrong altar at the very end. Chose not to die 50 something times after wishing for everything I wanted. I may be at this for a while. Count ```` Playing lawful human valkyries exclusively for the past couple months - I figure it's the easiest class to ascend and I really enjoy hacking away in melee - I've managed to get myself killed in the castle on three separate occasions since first posting. I'm there right now and have no levitation capability so I'm taking it much more slowly than I usually do. I find I'm generally more than physically strong enough to handle anything by exp. level 15 as a valkyrie so YASDs account for nearly all my deaths. At least I'm consistently (slowly) improving my game. Yep, I'm in the same boat, also for around 15 years. I've only ever once made it to whatever the special level is that's beneath the entrance to Sokobahn. It was full of soldiers, if memory serves. I'm somewhat relieved to hear I'm not the only one to go so long without ascension (or even getting remotely close, in my case.) I comfort myself with rumours I hear that the early game is the hardest part, in some ways. I have a peculiar view of what I consider 'allowed' spoilers. If I can understand how to accumulate a table of values or outcomes from my own play, then I try to. For example armour AC, scroll price identification, results of eating different corpses. =_=_ User talk:VampireConvict You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User talk:Shieldmaiden You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. The appearance aptness was introduced in version v170 of Slash'EM Extended or there-abouts, and means that certain types of armor with randomized appearances will have special attributes. Such attributes can be good or bad, and may influence the player's decisions when building their ascension kit. In almost all cases the randomized appearance of items will only have their special effect if the player is actually wearing them, meaning that monsters wearing them don't get their effects. =_=_ MKOT You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User talk:Funcrunch You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User:Funcrunch I am . I have ascended every role, race, and alignment in (vanilla) version 3.4.3, and have been a survivor (no amulets of life saving used up) in all of my NAO wins thus far. I've also ascended with nine of the twelve official conducts (not all at once!) in 3.4.3. The conducts I haven't attempted (and doubt that I will anytime soon) are illiterate, foodless, and pacifist. My best behaving win to date was a six-conduct Monk (vegan, vegetarian, weaponless, artifact-wishless, polyselfless, polypileless). I nearly always try for artifact-wishless and polyselfless conducts, only breaking the former to wish for Grayswandir in an atheist ascension. In 3.6.0/3.6.1 so far I have ascended: Priestess (x2), Wizard, Valkyrie (x2), Ranger (x3), Cavewoman (x2), Monk (x2), Archeologist, Rogue, Healer, and Tourist. On June 28, 2016, I achieved my goal of ascending with all 38 possible combinations of role, race, and alignment. See my NAO dashboard (does not show the conducts that I achieved before NAO got xlogfile installed after the Great Crash of 2008, including that six-conduct Monk, atheist and genocideless Priestesses). I've been playing Nethack since 1993, version 3.1. My favorite role is the Priestess. (I almost always play female characters, solely so that I can lay eggs if I step on a polytrap before acquiring magic resistance and happen to get polymorphed into a useful form.) In the edit summary of & diff=126324 & oldid=126323 one of your recent edits to dNetHack artifacts, it states that "we're not doing that" in reference to using multiplication signs (×) rather than the letter x to indicate multiplication. Would you mind pointing me to the discussion where this was agreed on? It seems someone forgot to add it to the style guide & mdash;the closest thing is "Consider consulting Wikipedia's Manual of Style", which prescribes the use of × over x or *. If NHW users have decided on a different convention, our style guide should be updated to reflect that. — Ardub23 (talk) 22:38, 23 July 2019 (UTC) =_=_ User:Darth l33t/Demon Lords and Princes Above the ranks of the minor and major demons are several unique, named demons. They are divided into lords and princes, the latter being of higher rank. All demon lords and princes are covetous, and will warp to you when they detect you, and to the up stairs to flee and heal. They will pick up the Amulet of Yendor if they can, and attack any monster carrying it other than the high priest of Moloch and the Wizard of Yendor. Orcus additionally covets the Book of the Dead. Lawful demon princes are generated peaceful. When one detects you, it will warp to you and demand some portion of your carried gold. If you pay it off, it will vanish from the game; if you refuse, or have no gold, it will turn hostile. You may shortchange it up to 39 gold with a chance of success. If the demon has the Amulet, the bribe will always be more than you have, so that the demon and Amulet aren't removed from the game. Wielding Excalibur causes lawful princes to be generated hostile, so they won't ask for a bribe. They will turn hostile if you wield Excalibur when they would demand a bribe, or if fooled by your displacement. Four of the demons have their own lairs in Gehennom. All four lairs are guaranteed to be generated, which means you're almost certain to see all four demons if your character gets that far. However, all four lairs can also leave bones, so it's possible for a demon not to appear in its own lair if it was previously dispatched or led away. Each demon is unique, so it will also be absent if generated by other means (e.g. sacrifice or other demons). Although some of the most powerful monsters by the numbers, most unique demons aren't a huge threat, because they appear late in the game, when players have had plenty of time to prepare for them. Asmodeus is nearly impotent against a fire- and cold-resistant character, for example, and Baalzebub's gaze won't penetrate a blindfold or towel. Characters playing for speed, who don't have good AC or all the resistances, may have more difficulty. Orcus' spells can cause trouble for even magic-resistant characters, and Demogorgon, should he appear, can kill almost anyone. Pacifists may also have trouble finding pets willing to attack such high-level creatures -- all demons are level drain resistant. So I've been playing Nethack for ~6 years. I've only made it to the first quest level once, and I've only run Sokoban a few times. But I'm getting better. My Lawful Human Valkyrie (or sometimes Samurai, Knight, or whatever) has just finished the mines. Usually, I've got Mithril and a cloak and iron shoes, plus the starting +3 shield, for an AC around -3 or -4. I'll have my starting sword, a pick-axe, and usually an offensive wand or two; whatever the loot from Mine's End was; and a whole mess of unidentified gems. I'll leave most of my potions, scrolls, and whatever else I've found that's too heavy to carry in a stash in Minetown, protected by a locked door and the E-word. (Yeah, by the way, I usually play 3.4.3, so Elbereth still works in this context.) My question is: What early-to-mid-game goals should I prioritize after the mines? Getting a good artifact weapon and better armor? Finishing Sokoban for the scrolls? What's my next step towards getting ready for the quest? I want to write something more in-depth, but, Gnomish Mines or Sokoban (depending on class) are early priorities. The bag of holding or amulet of reflection in Sokoban can change a game's outcome greatly. If you need help solving the puzzles in Sokoban, do not be afraid to use the wiki to avoid the luck penalty. Early wishes are usually determined by what is present in Sokoban (GDSM vs. SDSM, or a wish for a BoH). Also, the luckstone at Mine's End helps a player considerably, some more than others (ranged weapons are greatly protected from destruction by luck). If you enjoy playing Valkyries, make sure to have a stack of daggers and train them up as quickly as possible. Killing things at a distance, especially tougher monsters, is key to survival in NetHack. I usually try to collect as many Elven daggers as possible, they do nice damage and will not rust, corrode or be eaten my metallivores. Also, once level 5, a lawful Valkyrie should almost always go after Excalibur. Which is "easily" obtained by dipping in a fountain. It can be risky as a water demon can be dangerous as well as being surrounded by poisonous water moccasins. Finally, get as much protection as you can ---- price identify items at general store and get Protection from a priest (look up Protection Racket on the wiki). Gold is nearly useless in NetHack with a well-trained pet ;-). Thanks for the response. I'd known some of this, but the dagger thing is news to me. I generally haven't bothered much with ranged combat, but I'll definitely stock up on daggers ASAP in my current game. Isn't Mjollnir more useful than Exalibur? I've gotten it a couple of times... Mjollnir is basically a damage stick - it does that, and little else. Excalibur is also comparable in terms of damage, but also gives you drain resistance and automatic searching when wielded. Excalibur is also probably less effort to get for a lawful character. Either one, fully enchanted, will see you through the entire game. Wolfechu (talk) 20:32, 29 May 2016 (UTC) After finding B/U/C status of your armor (altar or pet), sell/drop at a weapon or general store. A regular dwarvish helm will sell for around 10z (depending on Charisma), and enchanted one will sell for 13z or more depending on its enchantment. Select 'n' so that you do not _actually_ sell the enchanted item! This is *really* useful when yo have a stack of 100 pieces of armor from the Gnomish Mines. Takes so much more time to try on each piece of armor. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User talk:Funnykoala You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User talk:Widmo You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. As for the actual capitalization, I've poked User:Chris about this; I know I never know if it's meant to be dNetHack or dNethack, and he originally created the page as User:Chris/dNetHack. Thanks, bcode & nbsp; < sup > talk & nbsp;| & nbsp;mail < /sup > 15:45, 3 June 2017 (UTC) You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Effigy You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User talk:Mcowper You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. This is Uruwi, AKA Fluffy8x AKA blue_bear_94. My current run is a dwarven Valkyrie clocking in at near a half million turns. So, two out of the four ascensions I've had since 3.6.0 have had Rodney leaving his tower and coming after me before I even go near him. I know this is a known bug, and there's a fix coming in 3.6.1, but is there a strategy to avoid the bugger doing this for the time being? Is there something specific I'm doing to aggravate him? Or should I avoid going into Wizard's Tower level range until I'm ready to start my ascension run? =_=_ User:Fyr/YANI/Shaman Guidebook entry: Shamanism is a practice that involves reaching altered states of consciousness in order to perceive and interact with a spirit world and channel its transcendental energies into this world. The shaman's special spell is clairvoyance. Shamans start with Basic proficiency in divination spells and can advance to Expert in that school. They can also gain Skilled proficiency in clerical, enchantment, and healing spells, and Basic in attack and escape. Shamans start with Basic skill in longsword and can advance it to Expert. They can also reach Expert in two-weapon combat; Skilled in short sword, quarterstaff, scimitar, broadsword, and two-handed sword; and Basic in hand-to-hand combat and riding. =_=_ Wands Balance Patch The Wands Balance Patch is based on an essay by NetHack4 developer Alex Smith, Wand balance in NetHack. The proposal outlined therein was implemented by FIQHack and it was later merged into NetHack Fourk as well. Note that the two implementations have slight differences, generally minor. In addition to the changes to wands, the wand rebalance made monsters zap each other with helpful wands (polymorph sometimes, invisibility and speed monster), and made monsters zap enemies with slow monster and undead turning. (FIQHack has further changes to monster AI in general.) The purpose of the patch is to make wands more useful later on and avoid GWTWOD cases (which is an issue with a lot of wands, not just death). Most of the wands in NetHack cease to be very useful as the game progresses. Attack wands have fixed damage that might be effective in the early game, but later on the damage is so small that zapping them might be a waste of turns. Utility wands remain a bit more useful, but even they have fixed, quite boring behaviour, often supplanted by spells. To improve wands in NetHack, this patch makes wands scale. The effects are no longer fixed, but become more powerful with the newly introduced wands skill. Players gain this skill by using wands. Additionally, the effective skill can be affected by the wand's beatitude: For purposes of overcoming monster MR, the wands use the following power values in FIQHack (Fourk still works like vanilla in this regard): If a target (but not a wall) is reflecting, abort the ray and create an explosion centered on the target. Explodes at the end of the ray. If a target (but not a wall) is reflecting, abort the ray and create an explosion centered on the target. Explodes at the end of the ray. Death unless death resistant, otherwise drain one level unless drain resistant; explosions will only deal 50% of current HP + 6d6 in FIQHack Can teleport on noteleport level unless self-zapped. Doing so allows no controlled teleportation (4k) / Cannot teleport on noteleport levels (FH) Can teleport on noteleport level unless self-zapped. Doing so allows no controlled teleportation (4k) / Cannot teleport on noteleport levels. You are prompted for where to teleport hit monsters (FH) You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. Hi there! I've seen you play on the em.slashem.me server; would you like to join the Junethack tournament? It's rather easy to set up an account, and will allow you to compete with other players for fun. We also have an IRC channel on Freenode: it's called #em.slashem.me and has a couple of players who can be asked for hints on how to play. :-) --Bluescreenofdeath (talk) 22:24, 3 June 2016 (UTC) =_=_ Exploremode You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User talk:Count You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Forum:Very Difficult Gnomish Mine generation On the first level of Gnomish Mines there is no downstairs. It is a new moon. I have played hundreds of games and this has never happened. I do have a scroll of Magic Mapping. The downstairs are in a room that can only be accessed by stripping down or using a pick axe. No pick axe or maddox on any of the kills. But there is a teleport trap. Take off the cape of magic resistance and on first try I am there. The pets follow. Same deal on the next level but no teleport trap. I do have a wand of teleport with three charges. The second got me there. Pets followed. The next few levels seem to be normal. I'm gonna have to locate a pick to return. Anyone else had levels like that? If not for the wand, sure death by starvation. Count (talk) 03:06, 7 June 2016 (UTC) You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Forum:Altar conversion pattern?! So I was playing 3.6.0 as a lawful dwarven Valkyrie when I came across an altar to Loki. I tried to convert it and Tyr's power decreased. This happened every single time I tried converting chaotic to lawful. Furthermore, I always succeeded in converting neutral to lawful and chaotic to lawful. Like this: Chaotic beats Lawful beats Neutral beats Chaotic beats... I think there's a pattern, although I myself doubt it seeing as the game is so random. =_=_ User talk:Fgs1410 You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User talk:Chris/dNethack/dNethack Items I had weeping angel contamination and I applied an effigy but no weeping angel appeared. I had wished for a blessed effigy but I didn't BUC test it before use. I had been crowned. Enlightenment pre- and post crowning did not say anything about contamination. I had worn a ring of sustain ability for about 10K moves. My hunch is that crowning removes weeping angel contamination but I can't be sure. Spoil me? It sounds like you didn't actually contract weeping angel contamination. You can get hit by the WA's gaze attack a few times without being infected. If you do contract contamination, both enlightenment and self-examination (Ctrl-x) will report that you have the image of a weeping angel in your mind, with the exact text varying based on how close you are to dying. Effigies will always cure contamination, if you contracted it, but in the case of a sub-critical dose of angel gaze they do not zero out the counter. Of course, in the case of a sub-critical dose the counter will zero out on its own after a few rounds. Super -- thanks. My wisdom did drop by a few points earlier in the game, and each time it dropped I got a message about the image of the Weeping Angel in my mind. That's when I started wearing the ring of sustain ability. So I'm sure I was contaminated. But by the time I tried enlightenment (and before crowning) it seems to have gone. It looks like it timed out? Or was it a B?oRC that I used? Wikid (talk) 16:55, 15 June 2016 (UTC) Ah; yeah, any source of remove curse will cure contamination, so that is probably what happened. Scrolls are actually better than effigies for this, because the scrolls don't generate new weeping angels to deal with. --Chris (talk) 17:16, 15 June 2016 (UTC) That's too bad in a way -- I liked the whole idea that only the effigy will fix it, and then you have to fight the angel again. Remove Curse is relatively easy to find otherwise. Mind you, if it hadn't been for the ring of sustain ability, I would probably be telling a different story. Wikid (talk) 19:06, 15 June 2016 (UTC) YDSM appears to have been nerfed -- no acid added to attacks. Also, approx 100 turn timeout on DSM/DSS breath weapon makes it not really feasible. Wikid (talk) 01:59, 10 December 2016 (UTC) Yeah, I eliminated the bonus damage from DSM. The breath attack timeouts are low enough to start most fights with a breath attack, which is not nothing. However, the only one that's GOOD (ie, worth building around) is probably the black dragon's disintegration breath. Chris (talk) 17:46, 11 December 2016 (UTC) Man, I miss the old version of YDSM. Acid and stone resistance, and acid added to all attacks. Acidic multi shot arrows! Those were the days. Most creatures don't resist acid. Can it come back as an artefact? Wikid (talk) 23:06, 25 February 2017 (UTC) You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Talk:Deluder You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Forum:Nethack 3.6.0 tileset nevanda 32x32 =_=_ Fungi =_=_ Webbing Webbing is an attack effect used by some monsters in dNetHack. When these attacks connect with a target, they create a web trap at the target's location, entangling the target. ("The webbing sticks to you. You're caught!") While their attacks are coded differently, the edderkop's shadow bolts create web traps at their targets, and the Avatar of Lolth has a seduction attack which results in webbing. The same strategies used to deal with the webs generated in vanilla are also applicable to extricating yourself from and cleaning up the webs left by monster attacks. If you are encountering many monsters with webbing attacks (for example, on a quest), it may be worthwhile to name Sting and wield it to cut yourself free, at the cost of incrementing the number of artifacts that have been created. High strength (natural or obtained from gauntlets of power) can also help you tear free from webs. =_=_ Talk:Spellbook of fireball Yes, a GruntHack "bug fix" to fireball/cone of cold allowed them to be cast at detected monsters with telepathy, monster detection or similar. This means *any* monster within 10 squares, including anything behind walls.. This affects: =_=_ User talk:Nethacker You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. Hi, thanks for your detailled Monk stategy writeup. I just noticed that, contrary to what you wrote, SDSM does not hinder spellcasting, at least not in vanilla. I don't know if you maybe had some NetHack variant in mind? In that case you should note that distinction. Cheers, Luna (talk) 17:59, 16 December 2017 (UTC) Any news yet on nethack 3.6.1? Or does anyone know where I can get a version with this bug fixed? I'm stuck in the Valley of the Dead and seriously can't move for all the unkillable beasties ringing me about. =_=_ Future tech You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User talk:Nethacker2 You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Ilmater =_=_ Grumbar =_=_ Tymora You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Talk:Standard strategy I fixed a broken link in Standard strategy and then some minor editing, but that's about all I can do — I've been playing Nethack for just a few days. But I think this article is very important, one of the first that the newcomers to the game and this wiki will read. Can someone confirm whether it's already updated for NetHack 3.6.0 — and whatever be the case, check if there are any changes to be made? =_=_ User talk:Samaritan You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User:Samaritan I am new to Nethack, so, besides mostly reading this Wiki, I have been doing some minor editing and adding to it as learn; I hope to eventually become knowledgeable enough to contribute in more relevant ways. Chaotic human wizard. I had food figured out in the beginning: started with a ring of slow digestion and found a tinning kit earlier, so I thought I just had to keep myself alive, but my kitten picks a fight with a small dog, I jump in to help and, unable to force bolt the latter without hitting the former, ended up beaten to death. I lost my cool, otherwise I could just have engraved Elbereth with the magic marker I also started with... talk about YASD. =_=_ Player Myths =_=_ Player's Misconceptions =_=_ Talk:Player Myths I believe the word "misconception" is more fitting than "myth" to describe the kind of mistaken assumption this page was created to debunk, thus I created a new page, titled accordingly ("Player's misconceptions"), and redirected this one to it. --Samaritan (talk) 18:24, 26 June 2016 (UTC) =_=_ Player's misconceptions The Guidebook's advice on this matter is misleading, stating that "although creatures can survive long periods of time without food, there is a physiological need for water". Though that is true for real life, it surely does not apply for the game, where there is absolutely no need to drink water at all — instead of being healthy, quaffing from fountains can be downright dangerous. Some corpses are, indeed, inherently dangerous and should not be eaten. Any other corpse should be eaten while it is still fresh, if you plan to eat it at all. If you save a corpse to eat later, it will almost certainly be tainted and give you food poisoning. Lizard and lichen corpses are exceptions to this rule, as they last indefinitely. Remember: NetHack is not real life. Though most of us would not eat a sewer rat or a (uncooked!) jackal's corpse — and would most probably get ill if we did — that is not an issue for your alter ego in the game. Therefore, if a corpse is fresh, unless there is something intrinsically harmful about the monster that dropped it — such as the kobold, which is poisonous, or the cockatrice, which causes stoning — it will probably be safe for consuming. There is no specific penalty for eating a pet's corpse after the creature is already dead, but there are several similar things that do have bad effects: In fact, the formula that determines the chance of successfully reading a spellbook is the same for all roles (and, just for completeness, all races and alignments). The only advantage Wizards have in reading books is that, when attempting to read an uncursed book with less than 100% chance of success, they are given a warning and prompted whether to continue reading. The actual success chance, however, is the same as for all other roles. Metal does tend to hinder casting, but some types of metallic armor have much less effect than many players may think. For example, a Wizard with 18 Int can wear a metal helmet, boots, or gloves and can still cast low-level spells with 0% failure, and will only see a small increase in fail rate for higher-level spells. Shields and metallic body armor interfere with casting the most. Actually, Chaotic characters get alignment and Luck penalties for most of the same things that characters of other alignments do, such as killing coaligned peaceful monsters or killing always-peaceful humans. See the Alignment record page for more details on alignment penalties and bonuses. There is no specific penalty (or bonus, for that matter) for #offering human corpses — they are just standard sacrifices. Of course, sacrificing one's own race has its peculiarities, but humans are not a special case. Non-chaotic humans are the only characters who should never sacrifice a human corpse. Further, the result is capped at 1000. Therefore, if (Str + Con) > = 38, carry capacity is maxed, and all races other than elf can reach this without Gauntlets of power or any other additional equipment. =_=_ Player Misconceptions =_=_ Player misconceptions =_=_ Talk:Player's misconceptions This page was originally titled "Player Myths", but I believe the word "misconception" is more fitting to the kind of mistaken beliefs it attempts to debunk, hence the creation of this updated version — and making the old one redirect here. Though the assumption the page tackles may be shared with experienced players, they will probably be common about new players, so I ordered each item in the text according to the level of experience they are dealing with (thinking that drinking water is necessary and thus and quaffing from every single fountain seems like an earlier mistake than being mistaken about gauntlets of power, for instance) =_=_ Category:Articles for beginners The pages in this category offer information that may be specially useful to a beginner who is just getting started with Nethack — though they may also be useful, and even intended, to more advanced players. =_=_ Category talk:Articles for beginners As written in the description, there is no need for the pages in this category be formally written for new players only; if you think something would be useful for someone starting playing Nethack, even if the content may be considered somewhat advanced, please add it to the category. =_=_ Standard Strategy You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User talk:MyNameWasTaken You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User:MyNameWasTaken =_=_ Frequently Asked Questions =_=_ Rogue (Game) =_=_ Talk:Rec.games.roguelike.nethack FAQ The FAQ was posted as plain text, so I "wikified" it; I didn't change its content, due to copyright restrictions, I just used markup language to change how it is exhibited at this wiki, link it to other articles etc. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Talk:Scroll of light Now that a scroll of light creates pets if read while confused (in NetHack 3.7), how about zapping them with a wand of polymorph or leading them onto a polymorph trap? This sounds like a risky, but potentially quite powerful tactic. - Andrio Celos (talk) 06:15, 9 April 2020 (UTC) =_=_ User:Flag On The Moon/Maps One feature of the Biodiversity patch is that the home level of the Priest quest depends on the pantheon of the player. Here are some additional home levels for pantheons that did not have them in the patch. The Japanese pantheon home level is based on a Shinto shrine. The Arch Priest and several acolytes start in the haiden, the hall of worship. Behind it is the honden, the sanctuary of the kami. Inside the honden is a chest containing a mirror. The outer gate and the door of the sanctuary are flanked by statues of large dogs, representing komainu, "lion-dogs", guardian figures. Maps for a quest set in and around Venice. Inspired by the use of a real-world setting in the SLASH'EM Yeoman quest. There is a random ring (possibly drawn from a shortlist of especially desirable ones) "lost" on a water tile in the lagoon. This is an allusion to the annual Marriage of the Sea ceremony . A swamp level, as in the Healer quest. This represents crossing from Venice to mainland Italy. Normally one would take a boat or some other means of transportation to get across, but this quest supposes that the island is under quarantine, so you must make the passage on your own. At the locate level, you reach mainland Italy at Forte Marghera (built in the early 1800s). The simplified layout of the fort features four barracks and two blockhouses manned by centaurs. There is also an adult dragon of a random color. Your quest nemesis resides in a garden in Padua (freely modeled on the real Orto botanico di Padova, founded in 1545), surrounded by shriekers and random molds. The real-life Orto botanico is surrounded by university buildings, a large public square with numerous sculptures, and a basilica dedicated to the patron saint of Padua. These were not included, to keep the map simple and symmetrical. The jail holds a thug, a mugger, and a player monster rogue, all generated peaceful. At the other side of the police station are a (trapped) evidence locker (with tins of yellow mold and potions of hallucination) and an armory with two rooms. The outer room of the armory contains leather armor, clubs, low boots, and a few random weapons and pieces of armor; the secret room contains more valuable firearms and ammunition. In addition to randomly generated monsters, there are six muggers, six wood nymphs, and a feral dog. Some random potions discarded on the ground. The club is frequented by peaceful NPCs from all the vanilla quests (students, chieftains, neanderthals, attendants, pages, abbots, acolytes, hunters, roshi, guides, warriors, apprentices), with several nymphs to entertain them. The target of your raid, Professor Vice, stands over a sink in the center room on the right side, and is generated with a lab coat, two potions of hallucination, and three potions randomly selected from the following list: sickness, acid, confusion, paralysis. He occupies a small room with no doors aligned with him orthogonally or diagonally, so it is very difficult to take him by surprise without getting into melee range. (He resists poison, so a stinking cloud won't help.) He has a hallucination-causing melee attack, a physical melee attack, a thieving melee attack, and a passive hallucination-causing attack. The entire level is a kind of informal fungus farm, with a large number of random corpses, including several player monster corpses, and at least a dozen fungi, including yellow molds, violet fungi, and shriekers, already present at level generation. The shriekers have attracted four purple worms, which are placed randomly around the level and will gladly swallow pets or pluck you off your steed. The five side rooms contain (1) a succubus, (2) an incubus, (3) a gaggle of six nymphs, (4) trolls, and (5) pudding corpses. The closets behind your nemesis contain (1) a hostage, (2) a huge pile of killer coins, and (3) his pet shoggoth, generated hiding. The placement of each of these features is randomized, so tread carefully. The hall behind the nemesis contains potions, random treasure, mimics, and (evidence of more illicit behavior) a thoroughly rusty thoroughly corroded -3 orcish dagger. the prey of evil. The sun has set. They will find my body but will not have my soul. Maps for a quest that homages the 1992 Alone in the Dark video game, which is considered one of the pioneers of the survival horror genre. The original Alone in the Dark sees the protagonist trying to determine the source of the evil that controls a haunted mansion in 1920s Louisiana. In the process, you collect items that you need to find and destroy the source, while fending off undead and Lovecraftian monsters. The four chests contain several guaranteed items: a bow, an oil lamp, a potion of oil, and a scroll of earth. The upper filler level is the second floor of the house, which includes a sculpture gallery (filled with statue traps) and a library with a secret room (and a lich). The locate level is the ground floor of the house. The house map is surrounded by darkened swamp land instead of air. All walls are non-phasable. There are three routes from the upstair to the downstair. The central corridor contains several random traps, but if they turn out to be harmless or easily disarmed, you can get through that way. Otherwise you can take the left path, through the large graveyard, or the right path, past the mid-boss (a vampire lord or, if the Pirate role is present, a pirate player monster with a guaranteed silver saber). The shades in the large room on the right are peaceful and give quest guardian messages if #chatted with. The statue of the water nymph is named "Lady Astarte" and contains silver arrows. It is the centerpiece of a garden infested with spiders or scorpions. The lair of the quest nemesis is surrounded by a maze, prompting the first-time message, "You have dropped into a place that resembles your conception of Hell." The nemesis, Captain Pregzt, stands on an altar to Moloch in the center of a small island. Unusually for a quest nemesis, he is non-covetous and in fact completely sessile; however, he is a potent spellcaster and shoots fireballs that cannot be reflected. He is shielded by several deep ones in the water. He hates silver, so if you can clear a path to him, you can attack him from range with any silver projectiles you might have acquired by this point. He also (ironically?) lacks fire resistance. The chests behind the island contain Pregzt's treasure. Besides this, there are several pieces of random treasure scattered throughout the maze. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User talk:Flag On The Moon/Maps That Venice quest could probably work well for some sort of Merchant class. Just my little thought. --Kahran042 (talk) 23:14, 6 July 2016 (UTC) =_=_ User talk:Sleepwalk You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User talk:YakumoRising You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Disgusting nest =_=_ User talk:SleepyEng You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Minor problem =_=_ Minor problems =_=_ Major problem =_=_ Major problems =_=_ Problems =_=_ Weapon skill =_=_ User talk:Akheon23 You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Forum:Nethack 1.3d revived for Windows For anyone interested, I had managed to get the older OS/2 EMX 0.8b to work with RSXNT allowing me to use GCC 1.40 on Windows. I took the 1.3d revived source =_=_ User talk:Chris/dNetHack/WardLookup You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User talk:Wendy the Valkyrie You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Forum:Ineffective grease While playing (3.6.0)lawful caveman I was attacked by a rust monster. Hitting the rust monster with an uncursed greased +6 mace caused rust on the weapon but the grease never dissolved. The weapon was still greased after it became thoroughly rusted. I verified this in wizard mode; then tested this in 3.4.3 and the grease protects the weapon. Checking the bug list finds some rust associated anomalies but not this specific one. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. Playing 15 years, never ascended. I comfort myself with the rumours I hear that the early game is in some ways the hardest part. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User talk:Starfox01 You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User talk:DexStar You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User talk:Axia You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Forum:XanaHack A few months ago, while browsing this Wiki and reading about NetHack variants, I stumbled upon NetHack brass official homepage. Yes, it's in Japanese, but I happen to know the language a little, so I didn't leave immediately and looked through it. The bottom of the page contained a link simply named 'XanaHack', that led to this page. XanaHack archive (containing x86 Windows binary) can be downloaded by clicking on the fourth screenshot. I played it several times and really loved it. It seems to be an alternative GUI version as opposed to a gameplay veriant per se, but I may be wrong - a thorough investigation is needed. I didn't find any info about it here, on this wiki, so it is probably an overlooked gem. I get the feeling that it is based on NetHack 3.4.3, and the version of XanaHack itself is 0.03. I think that the development is halted, and we are dealing with alpha (or beta) version here. It has some nice and even cute features like background music, sound effects and tiles, with player and monsters even being animated. Player weapons, armour and status changes are also roughly reflected by tiles. Again, I didn't notice any gameplay changes (though I'm quite inexperienced when it comes to NetHack, so it may be my fault), but I think there are some bugs present too, unfortunately: the inventory can get glitchy if you pick a lot of items - the game for some reason can assign two items to the same letter of the same case, and after that one of the items becomes completely un-droppable. The 'adjust' command doesn't help, and when you try to drop the bugged item, the game just says that it does not exist in your inventory. It spoils the impression, of course, but I think it can't be helped, since it's just probably unfinished. The changelog (can be found in the game's folder in the file called 'change.txt') seems to indicate some fixed bugs related to the new interface and some minor changes... (you can press Ctrl+F in-game to get a centered mini-map of the current dungeon level). The project is probably abandoned, and even the Japanese people themselves (meaning those who know about NetHack) don't seem to be aware of XanaHack existence. If you have access to NicoNico Douga (kinda like the Japanese YouTube), please take a look at this video as well: http://www.nicovideo.jp/watch/sm1282403. This is a footage of XanaHack's gameplay (wasn't made by me). I would be glad to know more about this mysterious variant of NetHack (even if it will be just your personal opinion/impressions) from anyone who is interested! I think that we might add the information about XanaHack on this Wiki too, either as a separate page, or within the 'NetHack variants' chart. Axia (talk) 22:44, 6 September 2016 (UTC) =_=_ User talk:ReynTheLord You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User talk:Wingedcatgirl You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User talk:PrimevalWalrus You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User talk:Magicbymccauley You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You are now trying to force through this edit in spite of the opposition of five other editors. The inevitable consequence of this is you'll be blocked from editing. Pinkbeast (talk) 14:51, 11 August 2019 (UTC) The point of protecting said page is to establish consensus instead of a continuous cycle of reverts; creating a new page in article space both misses that goal and creates redundancy. Please don't do that. As I'm hoping you did this out of an honest desire to improve the wiki, I've moved the page to your userspace, where it's still accessible so you can use it as a sandbox or refer to what you've written when trying to contribute to the artifact weapon page. You can find it at User:Magicbymccauley/Better artifact. Thank you. —bcode & nbsp; < sup > talk & nbsp;| & nbsp;mail < /sup > 06:44, 27 August 2019 (UTC) Putting it on the magibymccauley section is fine thank you. I'll put a link to it on the talk page of the regular artifact page when I'm done. People then can compare the two and their structure and then decide. In the spirit of assuming good faith, I do hope you have been sincerely trying to improve the wiki. However, pushing through your changes no matter the resistance is not the way. We are not perfect, and if you believe that you could improve how we are managing the wiki, please let us know politely – but simply imposing your vision on the project, while asserting without a clear and level-headed supporting argument that our approach is wrong, is not how consensus works, which is ultimately how this wiki tends to operate. Regards, bcode & nbsp; < sup > talk & nbsp;| & nbsp;mail < /sup > 17:57, 1 September 2019 (UTC) You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Forum:How do you see an items usages/how do you select an item in Inventory? Ex: Open Inventory, press c for shield, and then I am brought to a menu where I can drop/examine/wield/etc the shield with one of the keys. Is this option still available and how is it turned on? =_=_ User talk:Chris/dNetHack/dNethack Demon Lords If she is not there, Pale Night's level has the ~50% chance of things rising as zombies. Pale Night or a Dread Seraph being on any level causes the full ~90% chance of rising as a zombie. VoR slew Demogorgon! Similar secrets to the slaying of Demon Queen Lamashtu -- the first part was done passively by having Eden bound. It helped to be a level 30 Monk and have sickness resistance. Pick up a stack of old robes from Moloch's Temples -- at least 4 were rent to pieces. Have about 700 HP and several "oLS mainly for the reassurance. Branchport into a small map -- Sokoban. Chase Demogorgon up to the top floor and there is nowhere further to run. Wikid (talk) 08:24, 13 October 2016 (UTC) =_=_ Forum:Polymorph and unicorns A level in the Gnomish Mines with a polymorph trap that monsters keep jumping into. I went down lower, then when I came back up found an aligned Unicorn that doesn't run away much at all and eats gems like popcorn. Greetings fellow hacker, I , as you likely figured, am Natenex, amateur Nethacker Ascension count 0. Feel free to edit this page to talk to me, may fortune follow you, the wind be at your back, and and the moon forever full. Until next time farewell and happy hacking. ——Natenex (talk) 21:33, 6 November 2016 (UTC) =_=_ Category:DNetHack artifacts You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User talk:SolarFlare You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User:SolarFlare I added a new feature for *hack called Wounding (I have a diff for SlashTHEM, but it can be implemented in other variants as well). A weapon with WOUNDING will "wound" a monster with a 20% probability. If wounded, a monster will "bleed" a certain amount of damage per turn which will eventually lead to its death. In addition, I added a new chaotic longsword artifact with the Wounding feature. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Forum:My pet killed Izchak.... However, when I brought the troll back to minetown, he suddenly became very determined to attack Izchak. Wanting to respect Izchak and not really thinking about better solutions, I try to displace the troll to stop the dumbass from attacking Izchak, but he apparently was very determined, and unfortunately, Izchak was dead within a few turns, and then his corpse was eaten. Pretty pissed off with my troll, I burned a message on where Izchak died and then abandoned the troll on that level. =_=_ Talk:Blob of preserved organs You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User talk:Pirate Ivy You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User talk:Foobie You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. I used to just work at getting a wand of polymorph, creating a pile off armor I find there then adding scrolls/potions/wands/rings/amulets I carry, at the Fort and the Castle, but now I'll add using Home. As I play neural Barbarians exclusively pretty much all I run into is Trolls and Ogres. They seldom are carrying armor, which is a shame, otherwise Home would be close to Heaven.... ;-) I used to skip Home on the way down, then come back when I thought I was strong enough to have a chance to complete the Quest. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Shadowlander's torch =_=_ Shadowlanders's torch You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Talk page =_=_ User talk:Steampunkerooni You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ File:Luigifan YAFM.png You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Standard strategy (dNetHack) This page is designed as a supplement to the Standard strategy page for vanilla NetHack. It suggests a path through the game that works well for many roles. You may also wish to consult the role difficulty chart. If you are even more unlucky, you are now blocked from descending farther into the dungeon by the Big Room level. Tengu are are possible spawns in the first section of the Law Quest, with the first cavernous level being the most likely. If you have the food and patience, it's almost always worthwhile to hang out there until you have both intrinsics. This allows you to safely clear large portions of the neutral and chaos quests, as well as your own quest. The Temple of Chaos ("chaos1") is the original chaos branch, and has artifacts that grant slotless extrinsic fire resistance, cold resistance, shock resistance, half physical damage, and magic resistance. It also has a runesword on the first level that has a chance to become Stormbringer. However, it can be exceedingly difficult without resistances - to collect each artifact you must kill a unique themed Fiend. They have large health pools (800+) and hit hard. Defeating each fiend will allow you to pick up the elemental crystals located at the beginning of the quest. Overall, it is probably the worst Chaos quest for a weak player in the mid-game, since there's really no loot you can grab easily. This branch has two easily accessed altars, if the RNG was not kind enough to provide one in the upper dungeon. It also allows teleporting on all levels, so you can use your teleportitis/teleport control combo to skip many of the levels (notably, Lich & Kary's levels cannot be skipped due to the downstair locations). The second alignment key is located somewhere on Lich, the Fiend of Earth's level, and the third one is dropped from Chaos. Mithardir ("chaos2") is the second possible branch. It is primarily a desert, followed by a series of catacombs (very tight room and corridor levels). The main loot are consumables with temporary effects called syllables, and the Words of Creation. The words provide slotless flying, waterproofing, and regeneration for all pets. Overall, this quest is mediocre for the average midgame player, since there's no guaranteed sources of magic resistance or the like. However, the first level has many shops on it. They're special kinds of shop only found on this level, and can include useful items like amulets, armor, and weapons. You can also find "living masks" ("gilled jellyfish" when unidentified), face-slot items that grant magical breathing when worn. If you're lucky, you'll find an artifact weapon or an amulet of reflection/nullify magic that can help you keep moving forward. Mordor ("chaos3") is the third and final possible branch. It is a forest, followed by some dark garrison levels, followed by some dark cavernous levels and finally a tower-like borehole. It is by far the best possible chaos branch for an otherwise stuck midgame player. The forest levels have plenty of rings on them, which can be very useful ones like teleport control or teleport, free action, conflict, sustain ability, and more. Shelob's lair has an assortment completely random items, and will almost always have at least something useful. The main enemies for most of it are elves, mordor orcs, and Coure Eladrin. The biggest threats in this branch are the Nazgul on the fortress levels, and the Angband orcs on the borehole section. This effectively locks Lungorthin and his artifacts away for now, until you can come back at a much higher level and clear it. Unfortunately, this means you have no guaranteed magic resistance available - but if you're lucky you'll find a solution to that in Shelob's lair. Lastly, there is a guaranteed lawful altar on the ford level at the end of the forest section. The guardian is a ford guardian, effectively a grove guardian with minor spellcasting. You can expect Noviere Eladrin and the like on attempted conversions, so it's quite possibly very safe to use. Most Quests contain a Magic Resistance item, either the quest object itself grants magic resistance, or there is some other source of magic resistance nearby. Quest difficulty varies greatly from role to role. If you have the Mordor quest, it's worth clearing up to Shelob's lair to see if you can snag a source of magic resistance from there. Alternatively, you may be able to find a wand of death or similar item that could help you clear the quest. If you have the Mithardir quest, you should check the shops on the first level, and possibly the first Word of Power (flying can be helpful for some quests, like the Healer quest or the Bard quest). If you have shock resistance, it's possible to sprint past Axus in the Law Quest - however, you'll likely get drained a couple levels. If you have drain resistance and shock resistance you should be fine. Note that Axus has a passive paralysis attack similarly to floating eyes or other autons but that lasts for much longer, so be careful not to attack him in melee. Sleep resistance may be necessary for getting through the quinions, and a unihorn will be useful to cure stunning brought on by either Axus or his entourage. If you do kill him, make sure to grab the First Key of Law off his corpse while you're there. Beware, as he will resurrect after a few turns, and any attempt to destroy his corpse will result in his immediate resurrection instead. The Tulani Eladrin at the end of the Tower of Law have cloaks of MR, but you need to be strong enough to kill them, and they are quite tough. They cast elemental spells. Beware them releasing the other Eladrin, you may be able to fight a Tulani, but how about two of them plus a couple other kinds? There are lots of soldiers in the upper Law Quest, so unless you have reflection you will also be risking sudden death from a wand of death. If you go for the tower and are lawful, it's almost always a good idea to grab the Rod of Seven Parts. dNetHack adds the Lost Tomb, the Sea, and the Temple of Moloch as single level branches. The downstairs are located anywhere from the Oracle to the Castle, so you may be able to find one early. The Lost Tomb has a collection of scrolls, spellbooks, and potions mostly, and can provide you with some useful ones occasionally. You may be able to find a scroll of genocide to use reverse genocide with here. The Temple of Moloch is quite hard to clear properly, but can be trivialized with careful controlled teleportation. You can teleport straight into the locked back room, and remain safe, if you know where to teleport to. This may or may not be useful but it's worth checking if possible. If you don't have controlled teleportation this is not at all recommended - you'll likely be wiped out in a heartbeat by one of the hostile priests of Moloch. The Sea is the last resort solution, but a reasonable chance at a wish via magic lamp can certainly help you acquire magic resistance. If you have the Sunless Sea or the Sunken City variants, you may have to be very careful - the sharks or deep ones respectively may be too strong for you. The Peanut Island and Paradise Island variants are much easier compared. You'll need a way of either crossing water or lowering a drawbridge intact for the former, and a means of blessed magic mapping for the latter. Alternatively, you can try to push down the dungeon in pursuit of more loot, with the Castle wand as a backup plan. Use telepathy to scout for hard monsters, and a digging implement to bypass tough rooms. On the other hand, you can make the Castle wand the primary plan instead of the backup plan, and use your digging implement to skip most of the dungeon. See the Digging for victory article for more advice. Quaff every fountain until it dries up, sit on every throne until it disappears, quaff all smoky potions, search high and low for magic lamps. A way of removing curses is useful, if not essential for this. There is a guaranteed magic marker in the early part of the Lost Cities, and if you can snag a magic marker you may be able to write one. You're likely better off finding a scroll from somewhere else though, unless you're a Wizard with good odds of writing an unknown scroll. The Neutral Quest may be the hardest of all the alignment quests. If you don't need the Silver Key, then you can probably get by with only the keys from the Lawful/Chaotic quests. This region is quite variable in difficulty. The basic levels consist of mines-style forests, populated largely by neutral quadrupeds and centaurs. However, neutral spiritual beings (Rilmani and Kamerel) can also generate here. Vampire characters will also need to watch out for Argentum (silver) golems. It is a good idea to have some form of monster detection before venturing into these levels, so that dangerous monsters can be avoided, and interesting features can be more quickly found. Therefore, it is typically dangerous to enter the Neutral Quest as soon as it is found. However, powerful artifacts can ocasionally be found in the upper quest, so it is a good idea to explore it eventually. The Neutral Quest spikes in difficulty massively when you get the the beginning of the Lethe Waterway. Lovecraftian monsters start appearing, ranging from the tricky nightgaunts (paralyzing and armor stealing tickle attack) to the deadly edderkops (practically undodgeable poisonous shadow attack, and ranged web-spawning shadow bolts). Deep and deeper ones may also appear. They are roughly equivalent to the Yendorian army (soldiers and co.), but more difficult. They can swim, and will get stronger the more are slain. They appear in groups, sometimes with a stronger deeper one nearby. Deepest ones are very rare, but a highly formidable threat. Shoggoths may appear, but this is rare. If one is spotted, your best choice is likely to flee immediately. They are very different from Slash'em shoggoths, with an armor and head sucking attack, in addition to the strong acid touch/passive attacks. These are powerful monsters, equivalent to master liches. However, being a form of undead mind flayer, they also have the brain-eating int-draining tentacle attack. For the most part, they're identical to master liches. One of these is found on the second level of the Gulf of N'kai, and the second at the temple complex in R'lyeh. They each guard a key of neutrality, the first and second respectively. These monsters are technically hostile, but don't move and can't attack. You can remove artifacts from the game (with the exception of the Anachronaut and Binder quest artifacts, and the Silver Key) by hitting them with it. They will "tug gently" on the artifact, and if you let go it will be removed from the game (along with the priest). If the artifact was a gift, you will anger the god who gave it. This area contains the second Alhoon, 2 priests of the unknown god, The Silver Key, and the Great Cthulhu. All of these are scattered around the temple altars, of which there are three. If you make it this far then the Silver Key is absolutely worth grabbing. It grants fast energy regen, in addition to teleport and polymorph control, automatic searching, and branchporting abilities. Even if the Key is placed next to Cthulhu, it can still be recovered as long as the player is careful. Cthulhu poses his own dangers, see his article for more info. In essence: he will revive infinitely, has a 400 damage melee attack, and merely seeing him drains 1d10 points of wisdom, which can't be recovered with a potion/spell of restore ability. Luckily, he is generated asleep and is very slow, but confronting him is generally a unwise choice. He can always be sensed from a distance as an "unknown creature causing you dread". The Neutral Quest is very deep, and levelports will be restricted to 1 level up or down unless the Silver Key is held in open inventory. Because of this, players typically don't venture into the Lost Cities until they are ready to go all the way to R'lyeh. Once the Silver Key is obtained, it is common to immediately invoke it to branchport out of the quest, especially if Cthulhu is awake. You will go through at least 6 unique demons to get to the vibrating square. These are divided into 6 levels, in the listed order. Each level is chosen from a random list of maps, which is the lair of the listed demon(s). Nessus is always the same map, but the location of the staircase is randomized. For the vast majority of the demons, you will need practically a full ascension kit. In addition, it may be a good idea to bring an extra set of armor. Dagon in particular can shred your armor, and so can the Elder Priest. If you don't have 20+ cursed potions of gain level, or entirely clear every single level before exiting, you'll need something to get back up with in case anything destroys your armor. The downstair is located in one of the five rooms. Depending on which one, a fight with one of the three bosses may be forced. Daemon and Glasya are in two random outer rooms, and Asmodeus is in the center. Glasya has an intrinsic stealing ability, in addition to powerful acid attacks. She is fast, and best killed at range. Luckily, she doesn't teleport to meet you. Daemon is much more powerful, being a combination of a death knight and arch-lich. His silver saber deals an extra 1d99 damage against dwarves, humans, and elves, and silver damage vs vampires. Asmodeus is incredibly powerful, unlike his vanilla iteration. He can quickly kill you if you lack either fire or cold resistance, and if you're not standing on a burned pentagram ward (which limits his damage to around 1/9 of it otherwise). See the main article on him for more details, but it comes down to: The last challenge is the Elder Priest. He has a paralysis gaze, tentacle attacks that will destroy your armor, in addition to clerical spellcasting and quest artifact/invocation items/amulet theft. It's best to kill him with ranged attacks, mainly because of the tentacle attacks. He is always generated with a cloak of magic resistance, which means a wand of death will not work. He is sleep and stoning resistant, though he is not disintegration resistant. Be warned that he will revive after a couple turns, so grabbing the amulet and quaffing a cursed potion of gain level is a good idea. This is mostly the same as the vanilla endgame. Just remember that the Plane of Water will contain deep(er,est) ones, and the dNetHack Archons are changed slightly. Don't be slowed in the Plane of Air, or the Archons may rapidly finish you off with their silver arrows. Binders and Anachronauts have their own endgame tweaks (or large changes in the Anachronaut case). Since the release of NetHack 3.6.0 there has been a push to update all of the version-specific articles to be consistent with the 3.6 series. Many features have not changed, so not all pages need changes in content. However, if you wanted to make any general improvements to all articles on the wiki, this would be a good opportunity. Earlier this year I tried out ADOM for the first time and, while I am still fond of NetHack, I'm impressed by the amount of organization in the other roguelike's wiki. All pages for objects and monsters (that I have seen) have a consistent table of contents. For example, every monster has a section on what happens if you eat its corpse, even the monsters that don't leave corpses (in that case, it simply says that the monster doesn't leave one). Many NetHack features already have essential information like this in their articles, but there is a lot of variation in the names and contents of the sections, so unless the information is in the infobox or clearly signaled by a subheading, you may have to search through the body text to find it. I think it would be helpful to have a standard organization scheme for feature-centered articles on this wiki. There is a proposed standard table of contents on the NetHackWiki style guide, which I think logically organizes the contents of many articles: Obviously not every section will be used in any given article & mdash;"Maps" is not usually relevant to articles about items or monsters & mdash;and some articles might require additional sections and subsections for completeness. But I think this is a good start. =_=_ User:Cherokee Jack/Editing philosophy The basic outline is the standard table of contents proposed by the NetHackWiki style guide. Additional headings likely to be useful are given in italics. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User talk:LinkVanyali You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User talk:Mr Foxx You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Category:DNethack Quests =_=_ Category:DNethack Law Quest =_=_ Category:DNethack Alignment Quests =_=_ Category:DNethack Chaos Quest =_=_ Category:DNethack Gehennom =_=_ Category:DNethack Dungeon Branches =_=_ Category:DNethack Special Levels =_=_ Category:DNethack Neutral Quest =_=_ Category:DNethack Roles =_=_ Male Drow Noble Quest The Male Drow Noble quest sees you traveling to the fortress of a rival Drow clan to retrieve the Cloak of the Consort from A'salom. For more information on the quest branch in general, see the quest article. You arrive on the left-hand side of the map. No enemies spawn on this map, though monsters may wander through the quest portal. The quest leader hiding at the north end of the fortress. The downstair is on the right-hand side of the map. There is a large group of hostile drow spread throughout the fortress on the right, with a strong group in the central room. The quest nemesis is alone in a room on the lower right. The quest object is located in the marked chest. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Dwarf Noble quest The Dwarf Noble quest (formerly known as the Dwarf Noble 'B' quest) sees you traveling from the Lonely Mountain to retrieve the The War-mask of Durin from the Moria. For more information on the quest branch in general, see the quest article. The latter half of the quest is based on (and uses levels drawn from) the Ruins of Moria branch in UnNetHack. The quest leader is sitting on the throne to the north. Both the arrival portal and the downstair are located outside the mountain. These are dark, spider filled forest levels. There is a large amount of random loot here, most of it in spider webs. There are 9 mirkwood spiders and 3 mirkwood elders in random places on this level, as well as a large number of giant spiders. The upstair is located on the left, and the downstair on the right. First, the character will have to deal with the Watcher in the water (). The Watcher will not approach the shore, instead attacking with a limitless number of regenerating tentacles. The simplest solution is to flee into Moria, as neither the Watcher nor its tentacles will be able to reach very far beyond the threshold. In order to enter Moria, the character must uncover the secret door and open the indestructible artifact door beyond (). To open the artifact door, stand next to it, #chat at the door, and type "Mellon" at the prompt. Once inside Moria, the character should pick up their quest artifact, the War-mask of Durin, from the spot marked . Additionally, there is a large amount of random treasure scattered around the level, which the player may wish to store in the Magic Chest (). These levels contain a small army of hill orcs, orc shamans, and orc-captains. The pillars may contain a few Chunks of unrefined mithril. The upstair is located on the left, and the downstair on the right. In contrast to the Locate level, the Goal level is extremely straightforward. There is a small horde of hostile hill orcs and orc-captains to either side of the upstair. The Quest nemesis, Durin's Bane, will wait in the center of the bridge until either attacked or you move adjacent to him. Beware of his +9 bullwhip, which he will use to disarm you, and his high HP, which allows him to outlast you. Unlike most nemeses, Durin's Bane will not warp to the upstair when damaged. The marked magic portal links back to the Home level. Be warned that this is a one-way trip! The portal on the Home level leads back to the Dungeons of Doom, rather than to here; and unless the Watcher was permanently dealt with it likely now blocks a return trip through the Quest. Make sure you don't forget the Bell of Opening after slaying Durin's Bane! =_=_ Gnomish Ranger Quest The Gnomish Ranger Quest is a revival of the defunct Gnome quest. It sees the Gnomish Ranger challenge the Great High Shaman of Kurtulmak for the Rogue Gear-spirits. For more information on the quest branch in general, see the quest article. This quest is tightly tied to the Gnomish mines. All holes and trap doors in the mines lead to the Home level, and the upstair on the Home level leads to Minetown. The quest portal still links to the Dungeons of Doom at the usual depth. Gnomes of at least 6th level will be accepted on the quest, and at that point they are likely to be able to complete it, as well. At least 20 alignment is still required, however. The main quest enemies are kobolds, though the occasional i spawns as well. Sometimes a giant spider may generate guarding a web trap. Ruggo the Gnome King is located on the throne; however, he is no longer the quest leader. Instead, the damaged Arcadian Avenger is the quest leader. She is hidden in the closet behind Ruggo's throne. The downstair and portal are located randomly in the maze of corridors, the marked upstair leads to a random spot in Minetown. Until the quest is completed, the upstair is partially collapsed, and the character will not be able to squeeze up it if they are burdened. This is a Mines-style level. Indeed, these levels are almost identical to mines levels, down to the guaranteed random tool. This is a Mines-style level. Indeed, these levels are almost identical to mines levels, down to the guaranteed random tool. The Great High Shaman of Kurtulmak is located on the altar to Kurtulmak on the left-hand side of the level. Despite his grandiose title, the Shaman has the same statistics as a regular kobold shaman, and is quite likely to die in one hit. The Shaman's spellcasting, however, is genuinely dangerous, as he summons lawful & to fight you. =_=_ Dwarf Knight quest The Dwarf 'Knight' quest (formerly known as the Dwarf Noble 'A' quest) is a revival of the defunct Dwarf quest. It sees you traveling from the Lake Town into the Lonely Mountain to retrieve the The Armor (and treasure-horde) of Erebor. For more information on the quest branch in general, see the quest article. The portal is located on the shore to the left. The quest leader is located on the throne in the central building. The other buildings contain two food shops, a potion shop, and a ring shop. The Black Arrow is located somewhere in the water around Lake Town, you will need some way to retrieve it if you want to use it. The quest leader is standing on a sack containing the Key of Erebor, a minor artifact. Make sure to retrieve the key before setting out on the quest, or you will have to backtrack. The upstair is randomly located outside the mountain. Note that the front entrance is collapsed, leaving the artifact door on the left as the only way in. The Key of Erebor must be used to open the door, if you don't have it you will have to return to the Home level and pick it up. The level is deserted except for Smaug, who is asleep on the downstair with the Quest artifact (but not the bell of opening). The central room also contains a huge pile of treasure. No enemies will spawn on the level until Smaug is slain. These are mostly-standard room-and-corridor levels, however, they do not contain downstairs. The character must jump down through holes to advance. A huge army of orcs is located at the south end of this level, including the quest nemesis, Bolg, who carries the bell of opening. There is no upstair on this level, preventing retreat. There is a portal back to the Home level located under a boulder at the south end of the level. =_=_ Drow Racial quest The Drow Racial quest sees you traveling from your family's fortress to kill Seyll Auzkovyn and retrieve her Silver Starlight. When the character does confront Seyll, she will give her the option to switch sides and instead assassinate Eclavdra, the original quest leader. For more information on the quest branch in general, see the quest article. This level contains 8 driders, large numbers of giant spiders, 7 mirkwood spiders, and 3 mirkwood elders in addition to a large amount of random loot, much of it in spider webs. The upstairs appear somewhere outside the central area where Seyll waits. Note that Seyll will offer to let the player switch sides, in which case she becomes the new quest leader, Eclavdra becomes the quest nemesis, and the Tentacle Rod becomes the quest artifact. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User talk:Vaultboy You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Monoton =_=_ Duton =_=_ Triton =_=_ Quaton =_=_ Quinon =_=_ Ball of light =_=_ Ball of radiance =_=_ Dwarf cleric Dwarf clerics are female dwarf lords found in dNetHack. There primary role is supporting other monsters. They cast mass cure spells, protection spells, and call other monsters on the level to you via aggravation. =_=_ Dwarf queen Dwarf queens are female dwarf kings found in dNetHack. Their primary role is supporting other monsters. They cast mass cure spells, protection spells, and call other monsters on the level to you via aggravation. =_=_ Anubite =_=_ Legion devil sergeant =_=_ Legion devil soldier =_=_ Legion devil grunt =_=_ Legion devil captain =_=_ Aoa droplet =_=_ Yuki-onna Yuki-onnas ("snow women" from Japanese folklore) are a playable nymph added in dNethack. They have a passive cold attack, and can use their nymph theft attack on enemies by attacking unarmed. However, they are vulnerable to iron weapons and have low HP. They can be Binders, Monks, Samurai, Troubadours, and Valkyries. =_=_ Angband orc Angband orcs, found in dNetHack, are much stronger than regular orcs, being survivors from the First Age. In most cases, they appear only in the company of an orc of the ages of stars. As such, they will probably not be encountered until the ascension run, at which point the character will probably be more than strong enough to deal with them. However, Angband orcs do randomly generate in the Borehole, the lowest section of the Tolkien-themed Chaos quest. Angband orcs encountered at this point in the mid-game should not be taken lightly due to their high damage output. =_=_ Orc of the ages of stars Orcs of the ages of stars, found in dNetHack, are much stronger than regular orcs, being survivors from before the First Age and the original stock from which all orcs descend. They appear only in the company of Angband orcs, and will most probably not be encountered until the ascension run. They are a possible throne room overlord, and possibly the most dangerous one encounterable. =_=_ Baby metroid =_=_ Alpha metroid =_=_ Gamma metroid =_=_ Zeta metroid =_=_ Omega metroid =_=_ Metroid queen =_=_ Singing sand =_=_ Dancing flame =_=_ Luminous cloud =_=_ Mote of light =_=_ Archon (dNetHack) In dNetHack, Archons are a group of related monsters, the most common type of lawful angel. The vanilla Archon is known as a Throne Archon in dNetHack. As with most other angelic monsters, Archons will only be generated in the Planes. =_=_ Justice Archon =_=_ Sword Archon =_=_ Shield Archon =_=_ Trumpet Archon =_=_ Warden Archon =_=_ Throne Archon =_=_ Light Archon =_=_ Archon Hebdomad The Archon Hebdomad is the ruling council of the Archons in dNetHack. They are powerful unique angels, intended to play a role similar to the demon lords. At present, the members of the Hebdomad are present in the code but can't be encountered in the game. =_=_ Barachiel =_=_ Domiel =_=_ Erathaol =_=_ Astaphaios =_=_ Raziel =_=_ Sealtiel =_=_ Zaphkiel =_=_ Giant Eagle =_=_ Movanic Deva =_=_ Monadic Deva =_=_ Astral Deva =_=_ Surya Deva =_=_ Graha Deva =_=_ Dancing blade =_=_ Coure Eladrin =_=_ Noviere Eladrin =_=_ Bralani Eladrin =_=_ Firre Eladrin =_=_ Shiere Eladrin =_=_ Ghaele Eladrin =_=_ Tulani Eladrin =_=_ Eladrin Lords and Ladies The Eladrin Lords and Ladies are the rulers of the Eladrin in dNetHack. They are powerful unique angels, intended to play a role similar to the demon lords. At present, the Lords and Ladies are present in the code, but most can't be encountered in the game. Ascodel is the exception. Damage dealt to these tentacles is not passed on to Keto, and if one is destroyed she can produce a replacement on her next turn. If Lady Keto transforms into her energy form, any tentacles on the field become random elementals. They do not transform back with her; instead, she will produce two new tentacles. =_=_ Gwynharwyf =_=_ Furious whirlwind =_=_ Ascodel =_=_ Bloody sunset =_=_ Faerinaal =_=_ Ball of gossamer sunlight =_=_ Queen Mab =_=_ Coterie of motes =_=_ Keto =_=_ Wide-clubbed tentacle =_=_ Ancient tempest =_=_ Queen of Stars =_=_ Eternal light =_=_ Battle-bat =_=_ Warbat =_=_ NetHack 3.6.1 NetHack 3.6.1 is the 31st public release of NetHack and the 27th by the DevTeam. It was announced and released on the official NetHack website on 27 April 2018. NetHack 3.6.1 is readily available from the official NetHack website. Binaries are provided for MS Windows (version 7 or later), and the source code is available, both from nethack.org and from GitHub, so people can port NetHack 3.6.1 to other platforms, something the DevTeam encourages. NetHack 3.6.1 was the first release to be made publicly available on GitHub as it was being developed, a pattern that is expected to continue for future updates. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Chiropteran You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Tiny pseudodragon =_=_ Riding pseudodragon =_=_ Large pseudodragon =_=_ Winged pseudodragon =_=_ Huge pseudodragon =_=_ Gigantic pseudodragon =_=_ Deep wyrm Eating the corpse of a deep wyrm is beneficial, similar to eating a wraith corpse. Be careful about choking to death, as they are much more filling! =_=_ Deep wyrmling You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Talk:Houchou The paragraph about Nintendo in the Origins section is heavily editorialized. This should be revised to cover Nintendo's reasons neutrally. --Phol ende wodan (talk) 23:44, 14 December 2016 (UTC) You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Forum:Table of Contents overhaul: Roles Building on Cherokee Jack's recent Forum:ToC overhaul post, it would be nice if we could additionally standardize the table of contents for roles, and hopefully their Strategy sections as well. Sections for role pages don't fit into the suggested list at all, but every role has a similar set of sections. In no particular order: The Strategy sections for roles, as they exist, are all over the place. Some (Rogue, Ranger) are just a simple bulleted list, whereas others (Valkyrie, Priest) attempt to break it up by general phase of the game. Knight is complicated and has a lot of subsections about the steed, because the steed is important to that role, and a lot of the strategy revolves around it. Weapon strategy ranges from being interwoven with nonweapon strategy to being given its own major section. I would like to try to get all Strategy sections into the same format, as well. The Valkyrie strategy section is probably the best structured. It is divided into sections for the early game, midgame, and late game, each of which is subdivided into weapon strategy, armor strategy, objectives, and general advice. Of course, not all of these apply to all roles, and spellcasting strategy needs to be put in for spellcasting roles. Armor strategy is probably not important enough to merit its own subsection, since many aspects of it are the same for all roles and armor selection largely depends on what you find. Weapon strategy, though, is useful for all roles except perhaps Monk. =_=_ ZAPM items In ZAPM, price offered is not influenced by charisma & mdash;you can't charm a robot, after all. Selling prices are always of base prices, and buying prices are always base prices. Unlike NetHack, any type of shop will buy any item. So you can price-ID your canisters in a computer shop, for instance. Floppy disks appear as and are roughly analogous to NetHacks scrolls. They are unusable without a computer. If the computer is buggy, it may eat the disks. Like NetHack, some floppy disks have different effects according to "BUC" status and if the hero is confused. lifeform detection 50 potion of monster detection If buggy, detects yourself; if nonbuggy, detects lifeforms on the level. If buggy, gives YAFM; if nonbuggy, detects droids on the level. enhance armor 100 scroll of enchant armor If buggy, "enhances" worn armor by & minus;1 with no minimum; if debugged, debugs worn armor and enhances it by +1, to a maximum of +3; if optimized, optimizes worn armor and enhances it & mdash;possibly by several points & mdash;to a maximum of +5. Fooproofs worn armor and repairs damage. enhance weapon 100 scroll of enchant weapon If buggy, "enhances" wielded weapon by & minus;1 with no minimum; if debugged, debugs wielded weapon and enhances it by +1, to a maximum of +3; if optimized, optimizes wielded weapon and enhances it & mdash;possibly by several points & mdash;to a maximum of +5. Fooproofs wielded weapon and repairs damage. transportation 100 scroll of teleportation If buggy, teleports you unsafely, possibly resulting in instant death; if debugged, teleports you relatively safely; if optimized, you make a controlled teleport. Same as normal, but will never give a controlled teleport. Canisters appear as and are roughly equivalent to NetHack'''s potions. However, canisters have no effect when thrown. Some may be applied as well as quaffed. If you have a canister of super glue stuck to your tongue, you are unable to quaff anything. Armor class works differently than NetHack. 10 is still the base, but the value is increased with worn armor, so equipping something with armor class 1 results in character AC of 11. As in NetHack, armor can be enhanced (enchanted), and enhancement may be negative. elven dagger 10 400 wooden dagger +0 1d4 piercing & mdash; Although wooden in appearance, this item is actually made of steel. light saber 1500 600 energy sword +1 2d6 slashing, 1d6 burning & mdash; Will frequently destroy floppy disks on struck monsters. Grants a better form of reflection, deflecting blaster bolts and peas in addition to lasers. football 25 400 prolate spheroid 0 1d6 concussive & mdash; Reusable, radius 0. This item is classified as a grenade and, if found while blind, will be described as such. pea shooter 50 800 wimpy pistol 0 1d4 force & mdash; The only gun that does not require ammunition. pulse rifle 400 3000 assault rifle +0 1d8 piercing bullet Apply to switch between single and triple fire modes. railgun 800 2000 railgun +0 3d10 piercing slug Takes one and a half turns to fire. Ammo is hard to come by. Roughly analogous to NetHack's rings, ZAPM'' allows you to have five implants in your skull. You can also have implants in your ear and eye. health monitor cranium 300 & minus;15% Grants low hit point warning, colors hit points display. Purely UI effect. cortex crossover cranium 400 & minus;15% Inverts movement keys. Purely UI effect. Pairs of this implant cancel each other out. Eye of the BOFH eye 1000 0% Grants night vision, allows free passage through retina scanner door. Unique item. Applying an empty ray gun fills it from a canister, giving the gun 2d6 charges. (Bugginess and fuel type do not matter.) If a canister is not listed here, it will ruin a ray gun. Empty ray guns cost 200 buckazoids, disintegration costs 2000, and all others cost 800. All ray guns appear as "[color] ray gun" when unidentified. They auto-identify upon use. healing ray gun canister of (full) healing 4d8 healing "damage" Angers monsters as if you attacked them. A canister of full healing is not any better than regular healing. restoration ray gun canister of restoration 4d8 restoring "damage" Damage does not matter & mdash;it always triggers regular restoration effect disintegration ray gun cansiter of antimatter disintegration ray destroys almost everything on its path Rough equivalent to a black dragon's disintegration breath. fission power plant 1000 & mdash; Stores up to 100 units of energy and regenerates 0.2 per turn. fusion power plant 1000 & mdash; Stores up to 100 units of energy and regenerates 0.4 per turn. roll of duct tape 5 & mdash; Single-use universal repair tool for droids or doors. Works at +2 to repair skill. droid caller 400 magic whistle Summons your pet droids. If buggy, summons all robots on level and turn them hostile, so don't test in Robot Town. restraining bolt 200 scroll of taming Attach it to a bot to attempt to make them a pet. Does not work on clerkbots. Sometimes drops again if pet bot gets destroyed. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Talk:Touch of death From the code change, actually, it doesn't actually bother doing the HP loss if the max HP loss would put your max HP to 0 or less. This matters because of things like polyself reversion. Umbire, I will edit that part unless you'd like to correct it? -Actual-nh (talk) 16:44, 20 May 2021 (UTC) =_=_ User talk:Wumpus7 You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Talk:Leaked development version =_=_ Near look The colon, , is the near look command. It is used to look at the square you are currently standing on. Unlike the far look command, you will get an accurate description of any dungeon features, traps, and objects on the square. Using this command takes no in-game time, unless you are blind, in which case it counts as a turn. This command is mainly useful for viewing information about the current square when there are a lot of objects or you have forgotten what is on the square, and you don't want to take turns moving off and back on. If you are blind, you will determine what objects are on the square by feeling around on the ground, the same as when you move onto a square containing objects. This can cause YASD if there happens to be a cockatrice corpse on the square and you are not wearing gloves, so be careful. =_=_ User talk:SpellDealer You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Barb You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ You mime dropping something. =_=_ User talk:Warhammer You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User talk:MajesticMystic You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. There is a function in the code called uptodate that will read from the beginning of the save file to get the version info and will check the version number with a call to a function named check_version. Seems there are two numbers it checks: VERSION_COMPATIBILITY and VERSION_NUMBER. If the version number read from the file does not fall in that range, you'll get a "Version mismatch for file < whatever the filename is > ." message. Maybe you could use a hex editor to fudge the version number in the save file, but who knows what unintended consequences that may have. Otherwise, you could try running a 32-bit virtual machine with your old 32-bit version of slashem and load the save that way. In practice, my two options seem a bit excessive for trying to rescue a slashem save. -- G7nation Just to be clear about your environment, you are using a 64-bit distro with the 32-bit libraries installed. If that's the case, then the game should run fine assuming those 32-bit libs are the same version as your 32-bit binary. You mention the game works. That's good, because it narrows this down to a permission problem, not a linker problem. My saves are stored in /usr/share/slashem/save just because of how I installed slashem. In your case it's /var/games/slashem/save. Maybe try adding write permission directly to the save file if it doesn't already have them. I will show you the permissions I have on my slashem directory and maybe you can try to match them in your setup. The user I run the game from is "greg" (coincidentally, my first name). I have two save files for characters named "greg" and "rogue": Ok, i actually solved what i wanted to do. I simply installed the 32bit version of slashem in my 64bit system. In linux mint, the command is: This will automatically remove the 64 bit version, and install the 32 bit version and everything will be correctly configured. Then you just need to copy over the save file in /var/games/slashem/save .So now, the save files are compatible with my 32bit laptop. I'll add a burp in the save scum article.--Quantum Immortal (talk) 23:04, 29 January 2017 (UTC) In slashem, i play samurai. I usually don't bother with pets. But for once i tried with a minion deva (slashem) (powerful angelic been). At first, it didn't attack shop keepers, i thought that it was surely powerful enough, it's probably one of the differences with pets and don't attack them (wrong). As i start going down the dungeon, at level ~10, i run in to an armor shop, that sells armor enchantment (slashem). I told to my self, that is fucking great, i'll have AC -30 already. I get in to have a look, what other stuff he sells. Then the deva comes and kills him in two turns :'( --Quantum Immortal (talk) 19:11, 22 January 2017 (UTC) =_=_ Dungeon overview You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Kiting =_=_ User talk:Death, Destroyer of Worlds You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Talk:Bugs in NetHack 3.6.0 Since colorblind users are having difficulties distinguishing red and green, I suggest we change the red Open status to a lavender color (#B57EDC). This would allow those with Red-Green or Blue-Yellow colorblindness, the most common types, to better differentiate. Lavender is also a light enough color so it would keep the black text readable. I feel like a darker purple would make it difficult to read, and blue would obviously not help people with Blue-Yellow colorblindness.--𝓢𝑜𝓅𝒽𝒾𝒶 𝓜𝒶𝓀𝑜𝓉𝑜 (talk) 08:35, 27 January 2017 (UTC) I made my personal article with reports I've sent myself at User:FIQ/DevTeam. Perhaps a better approach would be to add onto Bugs_in_NetHack_3.6.0#Bugs_not_mentioned_on_the_DevTeam.27s_website? I was only just made aware of it. This way, if others feel like doing the same thing (documenting their reports), they can all be consolidated into a single list. --FIQ (talk) 08:57, 8 September 2017 (UTC) =_=_ User talk:Magicalfeyfenny You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Ceiling While not explicitly a dungeon feature, the ceiling is a part of the game where certain monsters or traps can be located. Most instances mentioning the ceiling are flavor text; the player rarely interacts with the ceiling. Some special levels (such as some Quest home levels or the Plane of Air) do not have one since they are considered outside. Piercers and lurkers above hide on the ceiling until something stumbles onto their square. A hard helm will protect the player from a piercer's damage, but beware that pets will be instakilled by lurkers. Because wumpuses' feet stick to the ceiling, they can move over water tiles without drowning. Quaffing a cursed potion of gain level causes you to "rise up, through the ceiling" unless you are on dungeon level 1 without the amulet, the endgame levels, Sokoban, the top floors of the Wizard's and Vlad's tower, the top floor of the Quest, and Fort Ludios. Zapping a wand of digging or the spell upwards will cause a rock to fall on your head, but attempting to dig by any other means has no effect since you are unable to reach the ceiling. There is a chance that you may trigger a special type of trap door when kicking a throne. The message when this happens is, "The floor opens up under you!" followed by "The hole in the ceiling above you closes up." This is the only method of triggering this trap. No new traps are present in SLASH'EM, but rust traps will become fountains when untrapped. It is not clear if they are still considered ceiling traps. In Slash'EM Extended, there is a monster spell called piercing ceiling which summons piercers around the player. The ceiling collapse trap from SporkHack is present with the same effect. In xNetHack, some levels (including most quest levels) are flagged as "outdoors". Scrolls of earth do not work on outdoor levels, and ceiling traps such as rust and falling rock traps won't generate. Throwing an object upwards will also not be shown as hitting a ceiling. =_=_ User talk:Godska is me You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ You hear sinister laughter as you fall asleep =_=_ Minor troubles =_=_ Major troubles =_=_ SLASH'EM Extended =_=_ User talk:CharlieBr0wn You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User:CharlieBr0wn You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Forum:Geoduck Graphic Tile Set V. 6.0 I have done up and posted version 6.0 of my NH graphic tile-set for 3.6.0. As always, the set is an attempt to combine the compactness of the original ASCII while hopefully offering a little more immediate info about what you are dealing with. This version also ups the size of the individual tiles by a few pixels, to 25x15. If you want more info, you can visit my page here: I've posted an updated version, 6.1, with a few tweaks to make potions and rings more distinctive. ----Geoduck (talk) 04:52, 10 April 2017 (UTC) You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Forum:Destroying Artifacts If you have max artifacts, can you destroy one somehow to get another artifact. For that matter. how do you destroy anything. Possible? --Ingo321 (talk) 20:56, 6 February 2017 (UTC) You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User talk:Thugvon You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Boolean =_=_ Mythical/fantastic insect =_=_ Magic item =_=_ User talk:Steakaddictsanonymous You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User talk:Lord Voldemar You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User talk:Fireball You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. n0 and n0m on nao. Ascended a wizard, healer, and arc, in that order, and now mostly plays Un on his phone. Believes that Un is a better successor to 343 than 360. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ SlashTHEM Extended SlashTHEM Extended is the unofficial "variant inside a variant" that can be played in Slash'EM Extended. It can be accessed by either picking the soviet race (either as main or hybrid race), or adding the following options line to the configuration file: In this mode, many aspects of the game behave as if it were SlashTHEM, but with the difference that all the Slash'EM Extended monsters, items, traps etc. are still in the game. It also renames all item names to Russian, which can make the game rather confusing; using the in-game item description function (by hitting an item's corresponding letter while in the inventory screen) will help, and the player can also #name items and give them their original English name. Certain actions will also give Russian messages, either in addition to the standard ones or replacing them. A loose, probably incomplete list of effects by playing in "soviet mode" can be seen below. =_=_ Beginner's guide to NetHack sources MZ_GIGANTIC 7 /* off the scale */ =_=_ Beginner's guide to nethack sources =_=_ User talk:BadHacker You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User talk:Winny You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. I see you've linked to your NAO user page. There's actually a template for that – – that you might be interested in, generating output like "". =_=_ User talk:Primer81 You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User talk:Amp-The-Champ You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Nothing interesting happens. =_=_ Nothing interesting seems to happen. =_=_ The neighborhood is friendlier. =_=_ The neighborhood is unfriendlier. =_=_ Talk:Branch The Fort Ludios line was changed to say it is always available, but no references were given. I looked at the source code and could not find any changes that would make it appear in every game. I also checked the fixes360 file (a list of all the changes) released with the source code and the only reference to Fort Ludios is with wizard mode handling. =_=_ User talk:Mrfunguy You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User talk:Tower07 You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Scroll of wishing A scroll of wishing is an item that exist in NetHack Fourk and Slash'EM Extended. In Fourk, they can't be wished for and don't generate randomly, but 3 are guaranteed at Orcus, Vlad's Tower's top floor and Wizard's Tower's top floor. In addition, some castle variants, rather than having the guaranteed wand of wishing has a couple of scrolls of wishing instead. In Fourk, scrolls of wishing when blessed give slightly higher quality wishes than normal wishes do in that amount and enchantment adds +2 to the random check to see if you get just a single one, or just +0. This means that wishing for +3 is guaranteed, wishing for 3 of something is guaranteed, and you can potentially wish for something up to +7, or 7 of something. Cursed scrolls will not give any wish. You can also wish for a magic lamp with them if blessed. In Slash'EM Extended, scrolls of wishing are generated randomly but can't be wished for. They behave like normal wishes, except the BUC status of the scroll matters: blessed scrolls always give you a wish even with maximum negative luck, and cursed scrolls will not give you a wish no matter what (but can give you a cursed artifact that automatically gets equipped on your character). =_=_ User talk:NateTheNate You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User talk:OlaRune You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. I'm glad that korean translations are being added, but is there a way to filter out /ko pages when i'm looking at https://nethackwiki.com/wiki/Special:RecentChanges ? --Testbutt (talk) 14:30, 3 July 2020 (UTC) OR, a way to filter a specific user? Glad you found it useful! After having to troll through the dNethack source code for any number of bits of information in order to ascend my Incantifier Anachrononaut, I felt an update was in order. =_=_ Category:DynaHack =_=_ User:FIQ/FIQhack =_=_ Pom You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User talk:Mr.Scruffy The Great You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Category:Non-protected verbatim spoilers This category lists archived spoiler files that are not currently protected from editing, but probably ought to be. Do not add pages to this category manually; Template:Verbatim spoiler applies this category automatically where appropriate. Keep in mind that this listing might be slightly outdated due to performance optimizations in the MediaWiki software; see wikipedia:Help:Category#Categories_and_templates and wikipedia:Wikipedia:FAQ/Categorization#Why_might_a_category_list_not_be_up_to_date.3F for technical details. Making a null edit to the page(s) in question may or may not help. Caution: As this is not an ordinary wiki page edited by the community, this spoiler may contain outdated or otherwise inaccurate information.Category:Spoiler files < /includeonly > < noinclude > This template is used to mark spoiler files kept on the wiki with a note including instructions not to alter the content. It also adds pages to :Category:Spoiler files, as well as placing them in the maintenance category :Category:Non-protected verbatim spoilers unless the page is fully edit-protected to avoid mistakes. A license note or source link is not applied by this template and must be provided separately. See NetHackWiki:Spoiler files for more general information on how to handle spoiler files on NetHackWiki. =_=_ NetHackWiki:Spoiler files Spoiler files are often of historical importance to NetHack and it is in the interest of the community to preserve them. In cases where the license permits us to do so (see NetHackWiki:Copyrights for details), we may mirror them on NetHackWiki for reference and archival purposes; this avoids the content becoming inaccessible should the original location of the spoilers disappear. Before adding a spoiler file to the wiki, you should ensure you are allowed to do so. See NetHackWiki:Copyrights if you are unsure. Spoiler files are preserved as-is and should not be edited. Template:Verbatim spoiler should be used to include a note to this effect on the page. Additionally, the appropriate licensing template should be included at the bottom of the page. The actual spoiler text itself is normally wrapped in < code > < nowiki > < pre > < /nowiki > < /code > tags as the original format typically relies on monospaced display for alignment of tables and similar figures. Finally, a tag is applied at the bottom of the page as the text is archived in its original state. Spoiler file archives are typically protected from editing to avoid mistakes as the pages are meant to remain static. :Category:Non-protected verbatim spoilers keeps track of properly marked spoiler files that have not been protected by an administrator. =_=_ User:Bcode/Style guide ideas You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User:Bcode/Sandbox You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ NetHackWiki:Abuse filter A list of filters can be found at Special:AbuseFilter; this is also where administrators can configure filters. Special:AbuseLog shows actions that have triggered filters. All abuse filters will log the matched action to Special:AbuseLog. This cannot be disabled. In addition, a filter may have more user-visible results: While the abuse filter interface allows to revert actions taken by any given filter, it is usually desirable to avoid false positives before they happen. To this end, the management interface provides excellent tools to test filters against recent edits before actually applying them. If a filter matches erroneously, you should contact an administrator. In case you were mistaken for a spammer, you might have been automatically blocked by the filter; in this case, you can edit your own talk page or poke someone in #nethackwiki on IRC. =_=_ User:Abuse filter =_=_ Fourk =_=_ User talk:Platypus You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Forum:Slash'em Ex. Inventory question I recently started playing Slash'em extended and have run into a small problem. Some items in my inventory are marked with a # instead of a letter. This makes those items very hard to use. I thought perhaps I had run out of letters to use for items but even after dropping most of my inventory the problem persisted. Apologies if this isn't the right place for this, I looked around online and couldn't find any information on this. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Failed Existence quest Warning: Parts of this quest and role may be disturbing to some players. Amy Bluescreenofdeath, the creator of Slash'EM Extended (currently the only NetHack variant featuring this role/quest), explicitly states that she doesn't mean to step on anybody's toes with the addition of this role, and doesn't try to condone, endorse or encourage anyone or anything related to this quest. This especially means the ongoing conflict between topmodels, transvestites and activists in this quest - it is purely fictional, and members of these groups aren't supposed to fight each other in real life. Slash'EM Extended is just a video game, not real life, and this quest doesn't resemble any real-life circumstances. Players who are feeling uneasy about this quest are advised to play other roles instead. Gruff Co-Worker, the quest leader, is also one of the most obnoxious NPCs in the entire game. By comparison, the Master of Thieves is the nicest person on the planet. Also, Irina, despite being the quest nemesis, is much more polite than the quest leader. The player arrives somewhere on the upper left corner of the map, and needs to make their way inside the complex to reach Gruff Co-Worker, the quest leader. Several models are walking around too. Despite being the quest friendlies, they start out hostile, and killing them is a Bad Idea. Chatting to them makes them utter maledictions. This level also has undead activistors and undead feat masters, and several dozen random ; that may attempt to drown the player. Gruff Co-Worker starts out hostile; he will attack the player on sight, and the only way to even see the actual quest dialogue is to pacify him, e.g. with the spell of charm monster. Stairs are placed randomly on this level. Random monsters are two undead activistors, an undead feat master, 3 random @, 10 random ;, 15 random q, 2 random d, 2 random f, a random c, 5 random n, 5 random m, 3 random p, 2 random r, 3 random s, a random t, 2 random u, 2 random w, 5 random z, a random B, 2 random C, a random N, 3 random S, 2 random Y and 5 random : placed anywhere on the map. All of them start out hostile, even if they are coaligned unicorns. The upstairs will be in the left half of the level while the downstairs is on the right; their exact locations are random. There's a hostile heavy weapon dude named Breaker on the spot marked @, who starts out asleep. Also, there are at least 40 random ;, 20 random B, 4 undead feat masters, 2 undead activistors, 5 random @, 15 random n, 5 umber hulks and 2 random U placed on this level, as well as 10 pit traps and 10 spiked pits. This level is no-teleport, has undiggable floors and lethe water. Stepping on any trap on this level will do some extra unspecified damage to the player even if the player doesn't trigger the trap itself, and stepping on any water square will do a random amount of damage as well as stun the player. Every time the player steps on water, the average stun length and damage done will go up (eventually dealing more than the player's maximum hit points worth of damage in a single turn), and all of these effects will still apply if the player has levitation or is flying. The upstair on this level is on the far left with the downstair on the far right. There are 10 undead activistors, 10 undead feat masters, 20 random @ and 10 random B spawned on entering the level. Also, 50 boulders as well as 50 piles of rocks are randomly placed, as well as 10 random gems. And last but not least, 50 random traps are on this level as well. This level is no-teleport and has undiggable floors. There is no water to start with, but if any is created during the course of the game, it will be sparkling lethe water. Irina is waiting in the throne room, with the Unobtainable Beauties. This throne room is also a living room, filled to the brim with random hostile @. There is a room filled with mimics on the lower right and an ADOM tension room filled with monsters of one specific, randomly-chosen type on the upper right. The f on the lower part by the secret doors are hostileporter block fungi, which start out asleep. In addition to the special room monsters, the game will also place some undead activistors, undead feat masters and additional random @ on the level. There's a wide open plains around the map shown above; the player will appear somewhere to the right, but there's also a path around the complex (which has undiggable walls). Without wallwalking, the only entrances are on the eastern part of the complex. This quest is also very hard to beat. See Failed Existence#Strategy for details on how to get to the nemesis and defeat it. Warning: Parts of the quest dialogue might be disturbing. Slash'EM Extended is only a video game (NHINRL); the author of Slash'EM Extended doesn't condone or endorse the behaviour described in this quest, and it isn't her intention to offend any real-life topmodels, transvestites, activists or members of any other group of people. Amy wants all real-life people to be able to live a peaceful life, as opposed to having to fight each other. The quest leader, Gruff Co-Worker, is very evil and mean. Most of his messages can only be seen if the player pacifies him, but even then, he shows such hostility and aggressiveness in his messages that you might as well not bother and just take the downstairs without ever speaking to him. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Talk:Scroll of remove curse =_=_ Talk:Artifact YANIs When 3.6.1 is released, several ideas on this page will become part of the actual NetHack code and presumably not YANIs anymore. When this happens, should we remove them from this page? Alternatively we could move them to their own section, but I'm inclined to say that they wouldn't be notable enough anymore (other patch ideas that were eventually merged into vanilla don't have history sections on other pages like that) to occupy their own section. --Phol ende wodan (talk) 15:56, 13 May 2017 (UTC) =_=_ User talk:Aximili You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. Thanks for all the effort you've made thus far to streamline things on a wiki level, it's a great thing to see. --Umbire the Phantom (talk) 10:36, 12 December 2019 (UTC) =_=_ User:Aximili =_=_ Forum:Guidebook CSS change I'm kind of unhappy with the guidebook template as it currently is. Specifically the dashed border: it looks weirdly off, and I think it should be changed to a solid border which looks cleaner. (An example of it in use is Wizard.) Also, a couple of color tweak proposals: it should be made slightly yellower and less pink. The background should go from #f8f0f0 to #f5f3f0, and the border from #dfd0d0 to #e0d9d1. --Phol ende wodan (talk) 14:32, 14 May 2017 (UTC) Another thing I noticed is that for narrower browser sizes, the 60% width of both the .nhguidebook and .nhencyclopedia classes can make lines wrap very oddly (since they actually render the line breaks, leading to lines with one or two words on them). This could be fixed either by using some non-percentage unit like ems. Alternatively the templates could be changed to ignore line breaks and other whitespace, but that would probably break most of the encyclopedia entries. --Phol ende wodan (talk) 15:36, 14 May 2017 (UTC) You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Talk:Vecna Polymorph trap turned me intro Vecna? Level 4 of Gnomish mines, 1 up from the entrance (dNethack). Is this a confirmed bug? Or not a bug? --EasterlyIrk (talk) 17:47, 16 May 2017 (UTC) =_=_ Magic chest You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Talk:Scroll of scare monster Was playing through turns too fast, picking up and putting down the scroll to see if it disintegrated to identify, when I noticed what I think was briefly flashing across my screen that my pet cat fled from me (!!). Was playing too fast like I said, so I may have misread it, but once I or someone else verifies that pets can get scared by scare monster scrolls, it might be worth including as it would make identification that much easier in 3.6.0 Amp-The-Champ (talk) 15:11, 23 May 2017 (UTC) I know it says peaceful monsters can be scared now, I just thought that little wrinkle that pets count too would aid people making the game that little bit easier. I know I'd still have my scroll if I knew better... But first I have to verify.Amp-The-Champ (talk) 15:14, 23 May 2017 (UTC) =_=_ User:Amp-The-Champ Been playing Nethack on and off for a long time, still trying to get my first ascension. I not terrible, but I still consider myself pretty amateur hour. Currently playing as AmpTheChamp, see my record if you like: I balance a few games at a time. I can play Nethack in the in game browser of some other games during downtime, which is cool. Current favored class is a tourist. I generally die doing things I know I shouldn't. =_=_ Talk:Plane of Air You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Talk:Asgardian Since "Asgard" means the home of the Æsir, "Asgardian" would mean "denizen of the home of the Æsir", which is an Æs. So there's no need for the word "Asgardian" to exist in the language. It's like saying "Germanian" for someone from Germany. Gee whiz, don't kids learn Old English in school any more? Netzhack (talk) 12:23, 27 August 2017 (UTC) =_=_ Legion Legion constantly produces hordes of zombies in the squares surrounding him, including many legionnaire zombies. Because of his study gaze, these zombies will be more dangerous than usual. Damaging him also produces more zombies. After being damaged a few times, Legion will relocate to the upstair. As it does not otherwise move, this can prevent the character from retreating from the quest. =_=_ Talk:Sokoban Level 4c =_=_ Talk:Pom =_=_ Talk:DNethack Hi again! As per Talk:Pom, I believe it's better to keep this redirect around. In particular, given the confusion about the correct capitalization, I believe this one is not unlikely to be used in external links as well. There is precedent for this type of redirect with Nethack as well. Special:Search is smart like that, but otherwise, page titles are case-sensitive, so dNeThAcK (as an exaggregated example) as a link won't work. (The first letter is exempt from the rule so you can titlecase words. Jackals and jackals both work, for example. It'd be pretty annoying if you had to use < code > < nowiki > Jackal < /nowiki > < /code > all the time!) =_=_ Bearhug =_=_ User talk:Pythondude325 You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ XP Level =_=_ User talk:Intronaut You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User talk:Pwyles You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Forum:Slash'em Clockwork automaton questions I am recently switched playing a new character. A clockwork Jedi! I am struggling with how to upgrade my body and gain nutrition with the skeleton key. I was hoping scrolls of charging might work but so far I've had no luck.--Featheta (talk) 17:55, 7 June 2017 (UTC) I am playing slash'em online but that would explain why the things I read about in the wiki aren't available. So far I've only gained nutrition buy praying. After a misstep my God is displeased with me and I starve. =_=_ User talk:PositivistDragon You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Talk:Large box Playing 3.6.0, I just learned that I couldn't fit a large box into a BOH. This sparks the following questions for me: You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User talk:Ratdiva You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. I'm fully aware of the fact that many players consider SLEX to be unbalanced. And also some who never played it but have only read about it and played other variants will probably happily say that SLEX is unbalanced. But I think what they really mean is that SLEX is unfair. Because at least with my definition of balance, SLEX is a well-balanced game. Of course it's not perfectly balanced, and whenever I add new stuff there's a good chance it will be unbalanced at first, but that's why playtesting is required and patches are made. When I see others play my game, I always try to evaluate game balance in the progress and think about ways to improve it if I feel that it's not working correctly. But I guess I should define what makes a game "balanced" in my book. Yes, they do actually exist in SLASH'EM Extended - contrary to popular belief, this variant doesn't simply implement every patch that will run, and Amy doesn't put every idea anyone has ever had into the game. No 100% guarantee to win - If it's possible for a sufficiently skilled player to reach a point where they can be pretty sure they'll win most of the time, we have to fix that by making a bunch of random game-ending things that can happen to them unpredictably and entirely without warning, so that they never know whether they can win or not, no matter how good at the game they are. (Credits go to jonadab for saying this, and it's actually entirely true.) The Consumable/Renewable Principle: When consumable and renewable resources provide similar effects, the effects of the consumable resources should generally be stronger. (quoted from aosdict's design principles) The DevTeam Thinks Of Everything: Provide non-standard behavior in every conceivable situation where the player might expect non-standard behavior. (quoted from aosdict's design principles) Not Too Many Unfair Deaths: Instadeath from poison attacks/spikes/what have you should be so rare that you can theoretically play through the entire game and win without having the appropriate resistance. These instadeaths should not be eliminated completely though, so as to keep the incentive to gain the resistance. No Interface Screw Deaths: The player should not get instakilled by a single typo (note that deaths related to actual interface screw traps are fully intentional and do not fall under this rule). No Stalling: The player should not be able to keep taking turns indefinitely without making progress in the game. (quoted from aosdict's design principles) High Headroom: When the player faces a strategic problem, they are not punished heavily for picking a single suboptimal choice. (quoted from aosdict's design principles) Balance through diversity: Instead of painfully trying to fine-tune the balance of every single thing, focus on adding more variety to the game, and nerf or buff obviously unbalanced things appropriately. No one-trick ponies: If the player is capable of waltzing through the entire game using one single strategy on every monster in every battle, it's boring. The player should have to mix tactics and use a variety of skills, weapons, spells etc. depending on the monsters they face. It seems to be possible to make it so that the dungeon can have more than 127 levels in a given game. This commit is my first successful attempt at this, creating a dungeon with over 300 levels, of which more than 200 are special levels, just for testing purposes. Visiting levels with internal IDs greater than 127 works, saving and loading on them works too, and while there might be some subtle bugs I'm fairly certain those can also be ironed out. Long story short, this allows us to greatly expand the size of the dungeon. (As it turns out, it's actually much simpler to make it work; NeroOneTrueKing helpfully pointed out that redefining all xchars as ints neatly fixes the errors that would otherwise happen when having over 127 levels.) Now SLEX has had the maximum possible amount of dungeon levels for a long time, only because I couldn't figure out how to break the 127 limit; with that issue out of the way now, I want to greatly increase the size of the game by adding more subdungeons and everything. Since the average game length will also increase, I'll have to adjust internal timers like slex's ascension turn limit or the turn counts at which monster respawn speeds up, to ensure that they'll not fire too early. Also, since an ascension will then likely take many more turns than before, all previously established turncounts become meaningless; it won't do any good to compare a 45k turn ascension on the old dungeon with a 100k one on the new, longer dungeon. The following proposal is more like a scratchpad than a genuine proposal; it will list ideas that I have for overhauling slex's dungeon, not all of which will necessarily be implemented. Since I've already started with the actual implementation, I'll update this document occasionally. Currently, the main dungeon is 72 levels long, with Medusa on 36-39 and the castle on 40, which marks the end of the Dungeons of Doom. Below that is the Valley of the Dead, marking the beginning of Gehennom on 41, and 71 has the vibrating square with 72 being the sanctum. This overhaul shall increase the length of the main dungeon to 100 levels, placing the castle on 50 while Medusa stays at her current depth of 36-39; the levels in between her lair and the castle might get filled with additional special levels. Gehennom will then span levels 51-100, with the vibrating square on 99 and sanctum on 100. Due to the bigger size of Gehennom, more demon/devil lairs are needed. I'm planning to make all-new ones for a bunch of demons I added, and spawn a few randomly selected ones per game. Also, a few new special levels at certain "key depths" might be added. Plans include a level filled with walls where digging is required at 13, a town-like level at 31, a hard-to-traverse level with permanent interface screws at 55, a full-screen level 70 room at 70 (of course :D), another interface-screwy level at 71 possibly filled with certain nasty traps (or maybe the player will just have certain nasty trap effects permanently while on that level?), and sort of a "destroyed town" at 88, possibly using Orcustown-like code to make the game spawn deserted shops. Maybe also a "roaddoom" level in Gehennom that is basically just a highway with grass on the sides. And a very trappy level in the Dungeons of Doom with killer bees, RMB loss traps, superthings from level 55 and possibly other hazards. The player absolutely must visit the Quest and Vlad's Tower to collect the MacGuffins; Rodney's tower and the sanctum are also mandatory but they're in the main dungeon anyway. All the other dungeon branches are entirely optional, although Sheol is where the entrance to Vlad is hidden, which means that by extension Sheol has to be traversed in every game as well. I'm proposing a few additions though. After beating the Quest and claiming the Bell of Opening (regardless of how the player does this; stealing it from the nemesis should remain a possibility), the player will be able to enter a magic portal that's randomly placed on level 2-6 of the Quest, meaning it cannot be on the start or goal level. This portal will already exist before the quest is complete, but I want to make it so that it can only be entered if the player possessed the Bell of Opening at least once. This portal takes the player to a new branch named "Subquest", which is 10 levels in length and has levels that are basically the same as the regular Quest branch, except minus the leader/nemesis or other quest-specific monsters; they're replaced with random monsters instead. The important part is that no level teleportation is possible on this branch at all. Somewhere on level 6-10 of this branch there will be a yellow staircase that leads to the Bell Cave, which the player will have to enter in order to "imbue" the Bell of Opening; as long as that has not been done, the bell simply won't work when applied. Picking up the bell for the first time must give a very clear message telling the player about it, to ensure that the player will do the new subquest, and possibly the other invocation tools should give similar messages so the player doesn't try to perform the invocation as long as the bell imbuing subquest is incomplete. Entering the Bell Cave will automatically imbue the bell if it was in the player's inventory at that point, but then the player will be placed on a random square in the Bell Cave, which is supposed to be a cave with several graveyards (a bit similar to the Valley of the Dead, perhaps?), and teleportation is not permitted meaning that the player will have to fight their way back out of there. Moloch's Sanctum will likewise have a new magic portal leading to an area called "Yendorian Tower". The player will have to traverse it before being able to win the game, and for that purpose even clearer messages are needed; any time the player uses an upstair outside of the tower while having the Amulet of Yendor and not having completed the Tower yet, there shall be a full-screen message telling them that they need to do the Yendorian Tower first. The Yendorian Tower will start at dungeon level 100 (equivalent to the depth of the Sanctum) and go up all the way to dungeon level 1, and it has to be filled with special levels to make it interesting. Maybe it will spawn a bunch of demon/devil lairs that have not been spawned in Gehennom due to the randomized selection, too. What the player needs to do here is to find several yellow downstairs somewhere - they should be on a completely random level from 1 to 99, and the player must be holding the Amulet of Yendor when entering them, which will "imbue" it. Once all those branches have been visited, the player will get a message telling them to use the upstair on the regular dungeon level 1 to reach the Planes (the Yendorian Tower itself does not have such a stair, so it cannot be used to skip the actual ascension run). The portal to the Yendorian Tower itself should only work if the player has possessed the Amulet of Yendor at least once. Since it would be very bad if the player then had to walk back all those 100 dungeon levels again, imbuing the Amulet should place the player at the bottom (first) floor of the Yendorian Tower where they can get back to the Sanctum and begin the ascension run. The effect of maxing out the monster spawn rate and having them spawn on the upstairs constantly should trigger only after the player already imbued the amulet. However, Rodney's harassment will already be in effect while the player is traversing the Yendorian Tower. I think it should happen less often as long as the amulet is not fully imbued yet, and maybe the same should be the case for the remaining negative effects caused by carrying the amulet; for example, horizontal teleportation should only be prevented 33% of the time. rikersan wants to have an elder priest on the topmost Yendorian Tower level, who is entirely optional but probably holds a powerful artifact. If this is implemented, the elder priest should have all the abilities it has in dnethack but also be able to use bisection, vorpal, data delete and ragnarok attacks in melee, and probably also ranged attacks since otherwise it would be too easy. And if the player somehow still manages to kill him, it should probably be a junethack achievement. Imbuing the amulet should also be a junethack achievement, but imbuing the bell should probably not be one since it's not all that much more work compared to getting the bell in the first place. However, defeating the elder priest should be an achievement. When the player picks up the Amulet of Yendor for the first time and has never lifesaved up to that point, they should be given a 1-up, and imbuing the amulet should give a 1-up as long as the player lifesaved at most once up to that point. Comment from Amy: It's true that the elder priest will screw you over even if you have a full ascension kit, at least if you allow him to melee you, but the game should not crash. If it does, REPORT THE ERROR!!! The worst thing you can do is get a crash bug and keep it to yourself, because that way it might never get fixed. GUYS, REPORT CRASH BUGS TO ME --Bluescreenofdeath (talk) 07:55, 23 March 2018 (UTC) One of the main reasons to make a NetHack fork certainly is that you're bored with the vanilla game, and feel that it's too easy to win, or perhaps more to the point, there are a few narrow strategies that will make you win, so the player basically has to follow a certain "road" that will lead to success with 99% certainty. Once you assembled your ascension kit and have poison resistance, reflection and magic resistance, you've pretty much "won" the game already, and the only way to lose is by personally screwing up. Further precautions can be taken to increase the chance of success even more, e.g. by genociding the nastiest monsters in the game - purple liches (hard to kill, curse your stuff, summon nasties etc.), footrices (with them gone, petrification is virtually a non-threat), semicolons (only appear in a few predetermined areas and can easily be killed with an oilskin cloak, but genociding them means you never need to worry about them again). But, thing is, once your character has the three key in/extrinsics, you're pretty much set. It's just a matter of time until you get to the wand of wishing (unless you completed the set by actually going for the wand of wishing), and then you wish for speed boots, gauntlets of power, a helm of telepathy, or whatever other parts of the ascension kit you didn't already randomly stumble upon. The slog through Gehennom is thus just that: a long boring slog - since you already have everything you need, there's no incentive to actually explore those levels. You don't absolutely need any crucial items any longer, and you get enough potions of full healing and scrolls of enchant armor just by killing random monsters, so topping off your character isn't a problem either. Heck, if you're really desperate, you could just hang around and farm random monsters to get those consumables. Pudding farming isn't even necessary in vanilla, I've never done it and I could ascend the samurai in my sleep by now. The only threats during the ascension run are Rodney and the Riders, and very theoretically Demogorgon if something summons him but if you kill the major demon lords quickly enough then the chances of that happening are next to none. Everything else you can either cut through like a hot knife cuts through butter, or in the case of the huge clusters of monsters on Moloch's sanctum or the Astral Plane, nullify them completely with a ring of conflict. So that's where variant developers come in, saying "But if the late game is so easy and boring, we have to make it harder!" And so, variant developers change things. They fiddle with lategame balance, trying to make the game challenging for the experienced players again. Problem is, while the result may be more challenging, it's not really more interesting - Gehennom remains the boring slog. Well, thing is, once you have a complete ascension kit, you've won the game already. Some variants try to "fix" that problem by reducing the amount of guaranteed wishes you are handed, which may lead to missing ascension kit pieces in Gehennom... but thing is, you're not supposed to be in Gehennom without reflection and magic resistance (and if you are and get killed due to lacking them, it's entirely your fault), and so, in the case of doubt you'll just have to farm random monsters for a longer time until you can finally get hold of those coveted items. Even if it means hanging around at a depth where dragons are just barely in depth to be spawned randomly, and farm them until you get the required color of scales. Or polypile for a source of magic resistance. With enough patience, you will get the necessary kit for Gehennom, and then you've won the game. And it doesn't help when variants add in random difficulty spikes that force you to be alert for certain parts of Gehennom. I'm referring to vorpal jabberwocks in Unnethack of course (which you'd be wise to genocide, since their instakill attack is just so completely out of place considering how you can basically steamroller every other randomly spawned monster type in Un), and Dagon and the elder priest of Moloch in dnethack (which can completely fuck you up even if you're basically stepping on everything else along the way). The latter two cases are even worse, since they're mandatory fights, and their difficulty level and the danger of their attacks is absolutely off the charts while other big bosses like Mammon or the Avatar of Lolth go down easily enough and still others that would otherwise be dangerous like Asmodeus or Pale Night can just be avoided entirely. And the miscellaneous rule changes that variants do, well, they're not helping much either. Because the problem is that those rule changes are static. Sure, non-wand wishes in Unnethack can only yield crap items that aren't strictly necessary for the ascension kit, wands are never safe from lightning attacks in Nethack Fourk while they are in open inventory, and the blessed scroll of genocide only genocides a single species in Dynahack. All those things make the game harder, but they make the game harder in a predictable way; they're changing the rules of the game, so to speak, and once you've fully spoiled yourself about the changed rules, getting an ascension is no harder than it is in vanilla, you just need to adapt your playing style to the changed rules. Non-wand wishes being crap? Well, just use the (still guaranteed in Un) wand of wishing to get what you need, and if necessary polypile for whatever you're still missing. Wands getting destroyed by the spiteful change of the "wand destruction patch" where nothing (and I repeat, NOTHING) can save your wands from lightning? Well, just carry them in a container all the time, and be prepared to have to waste a turn getting them out whenever you actually want to zap one. Scrolls of genocide being nerfed? Just need to farm for a longer time until you can finally genocide everything that warrants being genocided, and you're good to go. Thing is, just like Vanilla NetHack has been solved ages ago and can be played by the cookie cutter approach to almost-guarantee an ascension (there's of course early game randomness like the gnome with the wand of death or poisoned spiked pits, but that's why you have won only as soon as you're resistant to ray wands, touches of death, and poison instakills), knowing the rules of a variant allows you to use a similar cookie-cutter approach and also ascend almost every game. The rules themselves may be different, but they're still laid out in a way that allows fully spoiled players to ensure victory, hence why I say they're "static". Gehennom is still a long, boring slog in all of them. Because you're running around with an ascension kit, and few (if any) dangers remain. A fully kitted out player character can fight minotaurs head-on and won't even be dented. It takes outerspace crap like the elder priest of Moloch's cloak-of-magic-resistance-trashing tentacle attack from dnethack, the vorpal jabberwock's bisecting beak in Unnethack, or a samurai reading a scroll of genocide in FIQhack, to kill you, and all of these just feel very "slapped on" (for lack of a better term). It's like the developers just don't know how to make the average gameplay harder, so they resort to adding just a few random difficulty spikes and calling the result "a variant that strives to make the late game of NetHack more challenging". Thing is, you (as a player) need to be fully alert at some very specific places in those variants, while everything else is just the same boredom. Sure, the revamped Gehennom levels might be nice to look at, and I'm absolutely grateful for the work that has been put in by the designers of all the beautiful new demon lairs which I gladly stole for my own variant, SLASH'EM Extended. But in terms of gameplay, they're just as dull as the rest of it, or in cases where the variant developer somehow didn't strip the most obnoxious and bullshit feature of vanilla NetHack (the mysterious force), they can be actually even MORE dull because who wants to trek through a set of long, winding corridors several times during the ascension run where the Wizard of Yendor is literally the only thing that can still pose a danger? As if Asmodeus' fort wasn't annoying ENOUGH in vanilla! That's where SLASH'EM Extended truly shines amidst all the other variants. Yes, I know, 9 out of 10 readers are laughing their butts off right now, but I'm dead serious. One of the stated design goals of my variant is to make the game harder in a way that makes ascension not guaranteed, no matter how skilled of a player you are. Yes, you read that right: SLASH'EM Extended is not meant to be entirely fair. That does not mean it's not balanced, though. Many players who have asserted that SLASH'EM Extended supposedly wasn't balanced seems to be because they're frustrated that "perfect play" doesn't ensure their victory. Well, let me just reiterate that: SLASH'EM Extended isn't supposed to hand you a guaranteed ascension with "perfect play", because there is no perfect play! While cookie-cutter approaches may exist, the randomness of the game means there's always something that can screw you over. No matter how much you try to overprepare, things can still go wrong. You might hit an invisible teleporting items trap that decides to teleport a crucial piece of your ascension kit out of your inventory on a level with a xorn that will eat said piece. You can get unlucky and have a random elf-lord show up who reads a scroll of destroy armor and randomly gets past your multitude of saving throws to blow up your kick-ass artifact silver dragon scale mail that grants magic resistance on top of the reflection its base item type confers. Or maybe a covetous arch-lich just happens to have the thief egotype, strips you of your only source of reflection, and then reads a cursed scroll of teleportation that he randomly spawned with, forcing you to search the entire dungeon to reclaim the item while you're open to disintegration beams and everything. Things like those will keep you on your toes, combined with lots of new, stronger monsters in Gehennom that ensure you can't steamroller everything just because you have an ascension kit! In fact, vanilla NetHack tops out the monster list with the arch-lich and archon, no other randomly generated monster is more dangerous than those, and archons are rare, don't appear in Gehennom and usually spawn peaceful if you're lawful, while arch-liches are genocidable so you may just choose to never encounter those at all. And few, if any, of the remaining monsters are any threat at all. You see, NetHack could really benefit from a few really high-level, ungenocidable foes. But they'd have to be varied in type and attack patterns, or you'd just end up with a few "fuck you" monster types that stick out like a sore thumb from the mass of mincemeat that the other monsters are. Unnethack's vorpal jabberwocks are actually a prime example there: if summoned by Rodney or an arch-lich, they can end your otherwise impossible-to-lose game in the blink of an eye, yet all the other monsters in the game are either no threat at all or, at worst, no more threatening than in vanilla, so it's just "genocide it or avoid it at all costs", and that's not very interesting, IMHO. I guess it means wearing an amulet of life saving at all times if you decide to not genocide them, and stocking up on spares, and the net result is that it's a puzzle with few solutions - you either have such a solution or you're doomed. Or, of course, you get lucky and never have one spawn. But what if every monster class, or even just every other one, had one threatening, high-level member? And not all of them were genocidable? It would be a whole different ballgame, I tell you! And SLASH'EM Extended does exactly that, by adding so many monsters that there's always something that can kill you, *if* it gets spawned. Sure, the pokedex will warn you about their attacks, and so you'll usually know what to expect, but there's so many different types of monsters and attacks that you can't ever have full insurance against everything. Maybe a high-level nymph spawns and strips you of your important pieces of equipment in a critical situation. Or an insanely powerful lich that you cannot genocide teleports into your face, spamming highly damaging psybolts, cursing your gear and summoning nasties. Or, you know, a very fast zombie with tons of hit points that keeps making you deathly sick with his melee attack! The possibilities are really endless, and varied, and it's this sort of randomness that makes SLASH'EM Extended's lategame really shine, compared to the dull repetitive boredom that is vanilla and other variants. Sorry, dear developer colleagues. I commend your efforts and I don't want to belittle your variants - you've certainly put lots of hours into making them, and every such variant has at least some features I really like - but if I have to make an absolute comparison of how boring Gehennom is, then I have to say that in my variant it's certainly the least boring by far. I could probably go on for hours, detailing all the little things and bits of randomness that makes SLASH'EM Extended what it is now, but I think you get the picture. Thing is, I do strive to keep the game balanced, even though it might not look like that at first (or maybe even second, third and fourth) glance. It's not as if you'd trigger a screen-obscuring checkerboard trap every other level. It's not as if scrolls of antimatter in monsters' hands were so common as to ensure the destruction of your entire inventory. And it's not as if having an inventorylessness stone thrown into your inventory was the end of the world. Few of the nasty things I put into the game will kill you outright, there are numerous ways to get rid of bad items, there are ways to detect most of the traps, and you can wait out the nasty ones or even wish for a switcher that will instantly fix all nasty trap effects once applied. I do my best to ensure the game is still playable. But, just one important thing to note: ascension isn't guaranteed. You will need a high frustration tolerance if your goal is to ascend SLASH'EM Extended, and you have to be aware of the fact that you will lose characters to unfair things, including stuff that's completely out of your control. And even then, the plethora of items, spells, techniques, pets etc. that you can gain may see you through in situations where your demise seems inevitable. Remember: Unless you get killed as a phantom ice mage due to a covetous death-ray-resistant Famine one square away from the high altar on the Astral Plane, you haven't suffered from the most frustrating death in existence. It happened to me. I didn't throw the keyboard through the monitor, cut myself with a knife, or jump off a bridge (reactions listed in increasing order of severeness). Instead, I rolled a throwaway character (problematic transvestite) a few hours later and kept enjoying the game. Sure, I was sad at the loss of that very promising character. But then I realized that it's just the way SLASH'EM Extended works, and why waste my time mourning and biting my nails for days when I could instead be playing again? I just made my peace, accepted that death is a part of the game, and proceeded to get that new character killed off too. :) Whatever you do, whichever variant you're playing, and however boring Gehennom happens to be for you: have fun playing, and best of luck! =_=_ Talk:Tinker Gnome ranger playthorugh, first time using a gnome so I was excited about tinker. First time I used was to create a magic whistle, which worked just fine. All subsequent uses, like on cloaks, arrows, a harp and a few more objects that SHOULD be upgradable according to the Upgrade page, didn't work. I used the technique, the turns passed normally but I ended up with the same object I started with. I tried to make another magic whistle and it didn't work too. I'm considering that it has a chance to work (depending on tech level maybe?) and I got lucky on the first time. Still gotta do wizmode testing. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User talk:Lantern You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User:Lantern You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User:Chris/dNetHack/Anachrononaut Astral Plane You can ascend normally without saving the future, or save the future (and then die), but to achieve a full scoring ascension you must save the future before ascending. This would require seeking out Ilsensine's high altar, dealing with its two attendants and then invoking the Annulus in its silver chakram form while standing on top of the high altar, thus ejecting Ilsensine from this universe. Note that this will destroy the Annulus, so bring some backup weapons! Once you are done, you can seek out the coaligned high altar and win the game. =_=_ User talk:YanitaGolightly You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Talk:Ground slam =_=_ Potion quaffing effects You can quaff only one potion at a time. The potion is always used up (you cannot quaff only part of a potion, or quaff the same potion twice). Most potions are identified when you quaff them. In some cases, "You have a peculiar feeling for a moment, then it passes." (if hallucinating, you feel "normal feeling" instead), and the potion is not identified. These cases will be marked as "peculiar feeling". There are also case when the potion is not identified without peculiar feeling. They are also mentioned in text. If you quaff milky or smoky potion, whatever is true identity, there are additional effects. These precede the main effects of the potion. Milky potion may produce a hostile ghost, while smoky potion may produce a djinni. The chance is 1/(13+2n) in both cases, where n is the number of ghosts or djinn already produced. Djinni may grant you a wish (chance 80% for blessed smoky potion, 20% for uncursed, 5% for cursed). See Smoky and milky potions for more information. Uncursed: "You feel self-knowledgeable...", displays your intrinsics and features in a new window. After you close the window, "The feeling subsides." If already invisible, or blind, it is "peculiar feeling". Otherwise, "Gee! All of a sudden, you can see right through yourself" if see invisible, or "Gee! All of a sudden, you can't see yourself" otherwise. If hallucinating, the message is instead "Far out, man! You can see right through yourself" or "Far out, man! You can't see yourself" If cursed, become invisible for (more) 31-45 turns, and obtain aggravate monster intrinsics. "For some reason, you feel your presence is known." Undiluted fruit juice provides 10, 20, 30 points of nutrition if cursed, uncursed, blessed. Diluted fruite juice provides half of this nutrition. Works like an uncursed potion, with one additional effect. If there are sleeping or frozen monsters, it wakes and unfreezes them. "Monsters sense the presence of you." Detects objects at your level. If nothing to detect, not identified. Exercises wisdom. See potion of object detection for more information Uncursed and no sustain ability: Select a random ability, and increase by 1, with proper message. If this is impossible, because its value is already maximal, repeat. If after 6 attempts, all abilities were maximal possible, "Your (ability) is already as high as it can get." Blessed and no sustain ability: increase all abilities by 1, with proper messages. For abilities which are already maximal, "Your (ability) is already as high as it can get." Blessed or uncursed: increases your experience level by 1. "Welcome to experience level X." If uncursed, you obtain the minimal experience needed for your new level. If blessed, your new experience will be a random number between minimal and maximal experience for your new level. You gain 4d4, 6d4, 8d4 hit points for cursed, uncursed, blessed potion. If your new HP is higher than the maximal HP, you gain 1 to the maximal HP (unless the potion is cursed), and HP is set to the maximal HP. If not cursed, cures blindness. If blessed, also cures vomiting. Exercises constitution. You gain 4d8, 6d8, 8d8 hit points for cursed, uncursed, blessed potion. If your new HP is higher than the maximal HP, you gain 0,2,5 to the maximal HP for cursed, uncursed, blessed potion, and HP is set to the maximal HP. Cures blindness. Unless cursed, also cures vomiting. Cures hallucination. Exercises strength and constitution. You gain 400 hit points. If your new HP is higher than the maximal HP, you gain 0,4,8 to the maximal HP for cursed, uncursed, blessed potion, and HP is set to the maximal HP. Cures blindness. Unless cursed, also cures vomiting. Cures hallucination. Exercises strength and constitution. For a blessed potion, if the experience level is below maximal achieved, gain one level of experience. Uncursed or blessed: restore 3*(2d6) (uncursed) or 3*(3d6) (blessed) points of magical energy. If the energy becomes higher than the maximal energy, set it to the maximal energy. Quaffing from a lit lamp, unless your monster likes fire: abuse wisdom, get 1d4 (if fire resistant) or 3d4 (otherwise) points of damage. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. OK, I'm a simple guy, play Neutral Barbarians exclusively, and don't use/need many things the game provides, except as polypile material. But one day some version of a Lich was created in one of the lower levels of the Gnomish Mines, with the biggest problem being that it constantly created new high level monsters, like the Titan on one Medusa level, some monsters being Black Dragons, and the result was a bones level I kept running into that I couldn't get past, either eventually getting killed by not retreating up the stairs fast enough or getting disintegrated. Or maybe there was a ghost on the stairs that I couldn't kill fast enough to use them. I started only going down as far an Minetown, then retreating back up to the main branch, trying to build a character good enough to survive the < whatever > Lich, then the gang he'd created. I was expecting the mother of all bones levels, but unfortunately the Black Dragons must have disintegrated much of it trying to kill the many versions of me. This very-high-level-Lich showing up earlier than I'd expect has made me a fan of a ring I never thought I'd have much of a use for, but that is another story. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Forum:Wiki download links broken I can't seem to download the links from this page. The images have a permission issue and the other one seems to be malformed. =_=_ Api.php =_=_ Talk:Monster (Slash'EM Extended) That's on accessing the cached, anonymous version of the page. Trying to access it (or any diffs) on my logged in session, the wiki returns an HTTP 500 after about 50 seconds. Thank you! —bcode & nbsp; < sup > talk & nbsp;| & nbsp;mail < /sup > 00:58, 9 July 2017 (UTC) It worked just fine on mine. The ones tested were a 2.7 GHz with Windows XP and Mozilla Firefox, and a 3 GHz with Windows 7 and Internet Exploder. Keep in mind that the latter frequently hangs for me when trying to view large diffs on Github. It had zero trouble with the 1.6 MB page here, though. --Bluescreenofdeath (talk) 14:40, 10 July 2017 (UTC) This has been bugging me ever since I read the source code, but I'll ask it now. What exactly does the scroller master do? --Kahran042 (talk) 16:34, 11 August 2017 (UTC) =_=_ Object property You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User:Phol ende wodan/YANI/IRC archive DEPRECATION WARNING: This page has been deprecated in favor of the new YANI Archive. This page will no longer be updated and will probably eventually be removed. This page lists YANIs that have been discussed on several NetHack-related IRC channels on Freenode, so they don't end up ignored and forgotten. Attribution will be listed whenever possible. I make no claim to any of the ideas. Feel free to add any other YANIs from IRC to this page, and to use or implement any of them as you see fit. How these are retrieved: I log the #nethack, #nethack-dev, #hardfought, ##nethack-discord, ##nethack-variants, and #nethack4 channels. (If people are discussing YANIs on channels not listed here, let me know!) The logs are searched for strings like "yani", "yet another", and "feature request", with some surrounding context. Sometimes there's enough discussion of an idea to warrant more than a row in the table, and so it gets own section here. The main idea here is to make the identification game less regimented. Currently, a rational player (who will not take the risks associated with direct use-ID) is restricted to indirect use-ID (and monster use-ID) of most objects until such time as they can find a general, book, or scroll shop, at which point they can price-ID the scroll of identify and other items. Once identify is known (and could be blessed), the good items (as determined by price ID) can be fully identified. This is problematic because it's not at all a gradual process, and it feels like it should be. Some ideas have been floated to remove price ID outright (presumably, a shopkeeper would pay the same amount for each item of an object class as they currently do with amulets). This has some advantages; price ID is tedious, encourages stashing to some extent (because stashing near a shop where you can ID new things is good), and roguelike players who don't primarily play NetHack tend to hate its price ID system. In this case, either the scroll of identify should start out identified for all characters, so that identification doesn't take forever to get off the ground, or some other mechanic should be added so identify is easy to pick out for spoiled players. If price ID is not to be changed, it should become less regimented and predictable, and less necessary of a strategy. The entire idea of price tiers doesn't appear to be based on anything much, and having items nicely organized into tiers makes it easy to disregard entire classes of items once their base prices are known. Ideas include: Items (perhaps only heavily randomized object classes, so NOT armor) can be inspected somehow, or else come pre-inspected, and your character is able to conclude that the item is one of several possible things from that object class. The number of these possible things can depend on role, and the "fakes" are randomized every game. The problem: casting utility spells at high failure rate, such as identify at 95% fail, is a mere inconvenience to players, since they can sit in a closet with a stack of food and wait for their Pw to recharge until they succeed. This is not really a problem with combat spells, since the penalty for failing to cast the spell correctly is a disadvantage in combat, where time matters. Advanced spell forms are slightly problematic. Certain spells (fireball and cone of cold) which have advanced versions automatically kick in when the player is Skilled or above, and can't be cast using the lesser form even if the player wants to. Instead of books having spestudied charges which leads to a lot of issues with polypiling, you read them once and they disappear, but you get 3 times the spell memory. The wield slot is fairly underused among object classes, and there are a number of interesting bonuses we can add to spells if the corresponding spellbook is wielded. More powerful and more expensive spells which have some esoteric effects you can't get otherwise. The main differences between ritual and normal spellcasting are that they consume valuable, hopefully non-renewable components, take a number of turns to cast instead of taking effect instantly, and may require you to be in or set up certain circumstances. Ritual spells come in spellbooks like usual, but aren't stored in your spell list. Instead, reading the spellbook prompts you if you want to begin its ritual and tells you the necessary ingredients and circumstances you need to satisfy as preconditions. If you meet all the conditions and answer yes, you initiate the ritual. (For simplicity, this should probably burn up / expend all the components instantly.) You cannot begin a ritual while in the process of casting another ritual; this should probably be implemented as a precondition. Apart from the component cost, rituals act as a constant drain on your Pw until the ritual is complete. If something distracts you in the middle of the ritual, you can go take care of it and then resume the ritual as long as you have the Pw left to finish it. (You could also drink gain energy during the ritual.) The only way for a ritual to fail, possibly backfiring with bad effects, is for you to run out of Pw while it is incomplete. In addition to its preconditions, each ritual also has some postconditions: common to all rituals is that you have been casting the ritual for at least some length of time, but there may be others, such as standing on the square where you began the ritual, or have another item, or kill a monster, or something. There may also be other conditions such as "moving off the space where the ritual started breaks and halts the ritual". Would be a pretty neat addition as a service that offers things the player can't do on their own (probably not a shopkeeper service though), and some things they could do on their own but lack the resources. In particular, silvering has a lot of potential if the object materials patch is used. Also see #Crafting on this page. Point buy is an idea originally from ais523 that is intended to address startscumming by unrandomizing starting stats and inventory and letting the user spend points on stats and equipment however they like. dtsund's class overhaul proposal also addresses unrandomization of starting inventory by simply removing all the random chances to get items, but doesn't involve point buy. Would require overhauls of several systems, but it's at least fun to discuss what the mechanics of such a role would be, and it's now being more seriously considered for dNetHack (for up-to-date discussion, see https://etherpad.net/p/dNethack_Alchemy). A really great Alchemist implementation would probably involve a full alchemy overhaul which adds herbs and fungi, harvesting ingredients from corpses, cooking, and interesting ways to combine everything. The challenge with making this is how to make it useful for other roles and not just the alchemist. Intended to be a more balanced form of SLASH'EM's doppelganger race, druids are highly attuned to nature and possess innate shapeshifting abilities. NetHack's alchemy system is balanced around the assumption that the player will not hold onto nearly every potion in the game, turn them to water, and polypile them into alchemy ingredients; however, this is not hard to do. Should the player do this, they can amass hundreds of hit points worth of full healing potions, or all the gain ability potions required to max out every stat, or get dozens of potions of holy water. The color alchemy and gem alchemy patches are unsatisfactory, as is any system that ties alchemy recipes to the random appearance of potions. This is because it makes the game choose at the beginning whether powerful potions can be produced out of junk potions/gems, or out of expensive potions/gems, or not at all; all before the player gets a chance to learn how alchemy will work in this game. It has a large impact on overall strategy that the player can't discover until probably the midgame. At the same time, having hardcoded alchemy rules is unsatisfactory because it's inflexible and carries a heavy spoiler requirement. Cantrips are level 0 spells that cost d2 or d3 power to cast. In order not to let them be unbalancing, they don't train skill and are mostly useless, except in certain circumstances or for low-Pw spellcasters who can't do much of the bigger stuff yet. ais523 suggests that good candidates for cantrips might be things that have little combat use, and whose effects could be duplicated by backtracking or other tedious things, but would be useful to avoid boredom. Given their cheapness, they should probably not train skills, and may not even need spell schools. Most ideas for cantrips seem to be a little too powerful and would do better off as normal spells (and are added to this page as YANIs for separate spells); however, those that seem like they would fit are listed here. Monster intelligence and AI strategies should be much more fleshed out than the current definition of "having hands and neither mindless nor animal". A clear way to do this is to implement different degrees of intelligence or even just an Int stat for monsters, which affects their strategy for doing certain actions like fleeing (do they flee intelligently like monkeys do, or in a random direction?) and using items (a dumb monster might try to read a scroll of fire and burn itself to death). Very intelligent monsters calculate whether it is more advantageous in terms of damaging the enemy versus taking damage themselves to pursue a target in melee, keep a safe distance and attack from range, or flee. Complex solutions would involve the monster storing lots of data about which attacks it has seen its opponents perform; however, this might get memory-intensive and expand save files quite a bit. A possible algorithm that relies only on game state and is based on FIQhack's dragon AI algorithm is as follows: Monsters that spawn in groups are currently completely individualistic and try nothing more complex than charging towards the player and hitting in melee once they get there. This makes it easy for the player to cheese what would otherwise be tough battles, e.g. by standing in a doorway and killing them one by one, or by kiting them. There are some proposals for smarter AI: Golem AI/strategy could be selected from a set of possible directives when the monster is created. They follow this directive completely and literally, which may result in some interesting behaviors. The player can #chat to the golem to have it mumble its directive. The current resistance system is unsatisfying, because most resistances separate the effects of something into a binary outcome: worse effects with no resistance, ameliorated effects with it. Most resistances also are eat-once-and-be-protected-forever, which is uninteresting in the long term. Proposed solutions to this generally assume that there will be some distinction between resistance and immunity, which offers better (or total) protection but is not normally obtainable as a permanent intrinsic effect. This also enables partial resistances (as found in SporkHack) to be used, though some ideas still treat them as binary - either you have it or you don't. FIQHack recently implemented a form of this. Probably the most important sort of craftsman for many characters. There could be multiple types, each specializing in one type of metal, or just one type that does everything. Traps don't scale very much (floor traps' having minimum dungeon levels for random generation is about it), and this hurts their balance. Since a trap will have the same flat effect in all situations, it tends to become unthreatening to a player sooner or later, and then having it appear in the rest of the game is pointless. Conversely, some trap effects are too deadly to early characters. In Gehennom, the traps have probably literally been designed by demons, yet the only difference between Gehennom and the rest of the dungeon is the existence of fire traps. Container traps' effects also scale based on dungeon level (ideally on the level a container generated, not on the current level, so a player can't levelport a chest up to level 1 and cheese the trap.) In addition to adding some more effects, also add some effects which cosmetically are the same as other ones, but are more or less damaging. This would, however, make untrapping containers even more useless than it is now; perhaps a trap should stay armed even after you set it off. Another idea is to give certain traps an arming item, like a potion of oil for the fire effect and a land mine for the explosion effect. Successfully untrapping it will deposit the arming item into the container. Instead of making all trapped doors explode and stun the player, add more varied door traps. The trap should be determined based on depth. It should also be selected deterministically based on the coordinates of the door (a convenience so that a trapped door will always have the same trap effect without having to store which trap it is.) Additionally, new traps can also be used with more door states, rather than have all traps trigger by trying to open the door. Nondestructive traps could also remain on the door until the door is untrapped, rather than vanishing. Hingeless door: either falls on top of you and deals 1d(DL/2) damage, or (more likely) falls the other way and you fall over on top of it. Either way, you are stunned for a few turns. The door becomes D_BROKEN. Knob burns your hand for 1d(DL) damage and causes you to drop your weapon. Gloves reduce damage and prevent the drop. Surround the player with Z that are buffed by having intrinsic monster detection, being blinded so Elbereth won't work, and being hasted 19+ Fire terrain is a square that is on fire. It displays as an . (Depending on how nasty this will be to non-color players, the glyph should perhaps be changed.) Extend air terrain to be used outside the Plane of Air, representing a chasm or abyss. If you step on air without levitation or flying, you fall to your death ("killed by gravity"), unless you're on the Plane of Air (where there's no place to fall to). The obvious glyph is but wouldn't work because players are used to thinking of it as rock; other possibilities are or , or giving the player a warning when they would be stepping out into open air. Alternatively, don't let the player move into air terrain unless they confirm it. The Watch start with a small amount of gold, and will throw it at a player of the opposite gender while the player is disrobing Blank spellbooks in flooded libraries generate with the "number of times read" counter full, so they can't be polypiled into readable books. Scroll of detect magic shows magic fountains on the level as well as magical items. Fountains discovered this way are then displayed as "magic fountain" when near or farlooked. Wizards can see them as magic fountains already without needing to detect magic. Merge the P and b monster classes, on the grounds that puddings and blobs are both classes of amorphous monsters that are sparsely populated. This was followed by a long discussion with several people about monster class rearrangement in NetHack Fourk. Necromancer patch / necromancer class added to dNetHack, including: creating skeleton armies, binding the undead via rituals similar to the Binder, launching rocks that contain small petrified animals that transform into undead animals, bone chains, encrusting undead minions with different jewels to grant them different powers Opening a cursed bag of holding does not tell you what has disappeared, or it just says "Things have disappeared from the bag!" without describing them Role whose quest artifact's base item is a helm of opposite alignment. (This is apparently in SLASH'EM Extended, but so are probably half the things on this list and I'm not going to bother cross-checking everything.) Conflict affects things in a radius. The ring of conflict is a chargeable item, affecting this radius. Wearing multiple rings of conflict stacks the effects. Monster status "discord", which causes a monster to be seen as a target and be attacked by other enemies. On the player, discord is the same as wielding Stormbringer. Discord is available through the spellbook of discord. The Bell of Opening is carried by your quest leader, who gives it to you when you return to them with the quest artifact. This solves the problem of making a game unwinnable by permanently changing alignment, since you can also get it by killing the quest leader. Should the leader leave the level (by levelporting down, for example), they are considered derelict of duty and the player can start the quest. Leprechauns steal anything made of gold, in addition to plain gold pieces. (In vanilla, the only gold item is the gold ring, but variants have other gold items.) More acid resistance sources in FIQHack, to balance yellow dragons' exploding acid breath. Possibly a ring or amulet of acid resistance. Pets on the Astral Plane always go with you when you ascend, regardless of whether they're adjacent or leashed to you. Roditaur: new humanoid monster that has an oversized rat's head and four arms. Has a powerful bite attack and four weapon attacks. Gehennom should be half as long, 10-12 levels, and should be mostly or all unique levels that are randomly chosen from a larger set Level sounds on every level with a branch stairs. For spoiled players, the main benefit of this is to help locate the stairs to Vlad's Tower. Chicken eggs identify as such when you formally ID them, and all eggs of a known type stay identified for the rest of the game. See invisible operates on a scale that determines what level of invisible monsters the player is allowed to see. (A low-level monster that drinks a potion of invisibility should be visible even with weak see invisible, an arch-lich casting disappear should require very strong see invisible.) Invisibility should do this too and have a scale as well (one notable place on the scale being that invisibility is kept only until the invisible thing takes an offensive action). If rings of invisibility and see invisible are made chargeable, this is an obvious avenue for them. Asmodeus and Baalzebub demand gold proportional to their difficulty or monster level, not the player's wallet. Possibly, if the player does not pay, they remain on the downstairs and will not move until the player has paid, which allows the player to return with the requisite amount of gold. Instead of pushing pets out of the way as they do other monsters, the Riders can trample over pets, instakilling them. You can wear an empty bag over your head to blind yourself, but this sets charisma to 6. If you wear an oilskin sack on your head, it starts a strangulation timer. If you wear a bag of tricks on your head, you get YAFM and instadeath, or possibly it just constantly bites your head. When invisibility is about to time out, give the player a warning message "You thought you saw yourself for a moment" ("You seem to unfade for a moment" if you can see invisible, "You feel introspective for a moment" if hallucinating. Untrapping a lavender trap gets you potions of lavender essential oil. Ants naturally dislike lavender oil, so ants will flee from a player that has been sprayed by a lavender trap or used a potion of lavender oil. Special room "ruined church" that contains ghosts, pieces of glass scattered around the floor, maybe an altar, maybe a spellbook, and blank paper/scrolls of junk mail scattered around the floor Tripe rations should not generate randomly very often, but they should appear in the inventories of monsters that like tripe, such as orcs. Luck's effect on whether a projectile breaks is nerfed. Instead, the enchantment is the primary factor, and is not just simply "+2 or above". Any gaze attack which is prevented by blindness (one which is visual in nature) is prevented by hallucination, or at least the effects are reduced or mitigated. Possibly archons' blinding gaze should be exempted from this, with the hallucinatory message being "The power of the Aurora overwhelms you!" While wielding a polearm and attempting to move in a direction where there is a monster 2 spaces away, attack with the polearm instead of moving. Also attempt an attack for monsters 2 spaces away diagonally if polearms are Expert. To hit a monster a knight's move away, it still has to be applied. If preceded by the M key, don't try to attack. Add some effect to Snickersnee so that it's not just a slightly better katana. Ideas include confusion resistance, stunning resistance, displacement. Buff late-game undead, because undead's significance in Gehennom tends to be pointless since they aren't scary by the time the adventurer gets there. Gnomes get a racial bonus using aklys and crossbow. Should probably be done by affiliating an item type with a certain race, adding this as a new object attribute, and only specifying it on racial items (elven armor, orcish weapons, the aklys and crossbow, etc.) A skill system with more intermediate levels, such as Unskilled - > Basic - > Competent - > Skilled - > Advanced - > Expert - > Master - > Grand Master. Roles which are good with melee weapons (Bar, Val, Kni?, Cav?) should be able to see the enchantment of their weapon after using it for a while, or perhaps right when wielding it. Alternatively, seeing the enchantment of a weapon should be based on skill: basic will reveal enchantment on 1% of hits, skilled on 10%, expert as soon as you wield the weapon. Allow the player to disable things that display on the status lines, like ability scores, gold, dungeon level, and experience level, none of which have to be monitored constantly like HP or Pw do. Bull rush command that lets a player shove a target monster back one or more squares. The relative size of the monster and player and the strength of the player are important factors. The character might move into the space of the displaced target. Maximum HP should have some ceiling that depends on your race/role combination, proportional to what you would get by leveling up to 30 as that race/role. Artifact arrow that auto-returns to your pack and cannot break. But there is only one of it, so it can't be multishot. Wind dragons, a cyan D whose breath is a wind beam: it doesn't damage you, but blows you backward, and can't be reflected. Their scales grant flight, which now confers resistance against knockback and Newton's Third Law. Some roles get food appraisal as a permanent intrinsic. Caveman at level 6, Tourist at level 10, maybe Healers at level 1 but they already get poison resistance so maybe not. The effectiveness of the protection spell depends on how your off-hand is being used (open is better than carrying a shield, which is better than using it to wield a weapon). If your off-hand is free, the spell gives you a "spectral shield". The game should allow you to reread a spellbook and relearn the spell whenever you want. The prompt should be "You know < spell > quite well already. Read the book anyway? (yn)" Archeologists should start with searching rather than having to get to XL 10 for it. To compensate, they now get stealth at XL 10 instead of 1. Searching finds everything in your range, but takes multiple turns. The s command by default will take this many turns and will either tell you about all the hidden things around you or tell you that there is nothing interesting; you can specify a numeric prefix to search for less than that if you want. Armor should make use of its corpsenm (monster index) for efficiency and to do interesting things that are not currently done. For example, this would allow dragon scales and scale mail to be merged into two items that use the various dragon monster indexes to figure out its special effects, and it would allow for fireproof low boots created from polypiling a crocodile corpse to be flavored differently. In variants where applying dragon properties to other pieces of armor is being considered or planned, this would provide an easy way to do so. Some version of key breaking, perhaps when trying to use a cursed key. However, this should not go the SLASH'EM route of allowing any unlocking device to break, since that just makes the player carry around extra keys. Skeleton keys should be made of bone and can break. Perhaps add a new key that is not breakable but is rarer than skeleton keys (stealing some of skeleton keys' probability). Stealing from shops via your pet doesn't directly anger the shopkeeper, but the shopkeeper is aware of it and raises their prices to compensate and eventually won't let you reenter the shop. Alternatively, the shopkeeper simply will block the entrance as long as any monster in the shop is carrying unpaid items, but this could be circumvented with a magic whistle. Add a dogcatcher, who will come and impound your pet if it misbehaves (stealing from shops, killing Minetown citizens) and you don't get it leashed before a certain amount of time has passed. Add a silvery potion, either as a random appearance or a dedicated potion like dNetHack's potion of silver starlight, which will silver ammunition dipped into it, perhaps temporarily. It might also silver other weapons (spears, daggers) or other items. Random appearances have the possible problems of the potion potentially having a defined dip effect already (polymorph, for example), and it potentially not appearing in the game if there are extra random appearances. Dipping fragile silver items, like silver arrows, into a potion of acid could create a silvery potion. Make T-shirt messages not depend only on the object id, so that two shirts generated shortly after one another don't have predictable messages. NetHack4 impossible() should not imply that the save file is corrupted, and the distinction between impossible() and panic() should be less blurry. Change the impossible() message (in NetHack 3.x and variants) so that it doesn't imply the user should quit the program (thus destroying their save file). Moving in Sokoban by jumping and hurtling from an iron ball doesn't actually work to bypass boulders in 3.6, so it shouldn't incur a Luck penalty. Throwing a cockatrice corpse into water turns it into a hard floor, or possibly ice, with the corpse buried in the new floor. Blessed potions of gain ability allow you to choose which stat to increase. Possibly, since this would ordinarily be a nerf, max that stat or give you a few points in it. Mind flayers seek out your pets to eat their brains and turn them into thralls, which makes them effectively a pet of the mind flayer instead. Whenever a player is killed by a mind flayer, they become a thrall in their bones file. In FIQhack, this means they leave an active hostile player monster in the bones with 100% chance instead of 33%. Remove instances of "bad RNG" contributing to forms of instadeath or a disproportionate bad effect for a RNG decision made mostly or completely independently of the player's decisions, because they just add randomness or variance to the outcome of the game: Add spell of summon pets, a level 2 or 3 matter spell that duplicates the effects of a magic whistle. The name needs work. Getting lifesaved has permanent detrimental effects. Perhaps it reduces the stat maximum for an attribute as well as the attribute's current value, like Wis or Con (Con is preferred, because it hits both carrying capacity and regeneration), and if the attribute it would reduce is 3 or below, life saving does not work at all. It could also possibly drain 1d3+1 levels. Bards as a monster, who spawn in a group of same-race monsters with a (sometimes but not usually) magical instrument, and they keep their distance and play songs to buff their allies. Disintegration blasts don't reflect from a wall; they dig it out instead. If the wall is undiggable, the ray merely stops - it never reflects. You can #loot trees to get less fruit than you might by kicking it, but the chance of getting bees is much reduced. This might fail, in which case you might fall out of the tree and abuse Dexterity or something similar. If polymorphed into a Y, it has a 100% chance of success; if a human or elf, probably 80%; if an orc, 40-50%; if a gnome or a dwarf, 1-5%. The list of monsters that ignore Elbereth should be increased, but the list of monsters that ignore scare monster should remain the same or decrease (3.6.0 Quest nemeses excepted). Perhaps scare monster should be renamed to "scare creature", as it scares humans and elves, which are not really monsters. Reduce the amount of gold generated on the floor, and probably also that buried under the floor and in rock so it doesn't incentivize the player digging out a level. This is an attempt at gold rebalance. Quest artifacts, and probably all artifacts, blast other monsters when they enter their inventory, subject to the same checks and chances as the player (however, the artifact will never evade their grasp). This is most likely to be observed when the Quest nemesis or the Wizard of Yendor steals a Quest artifact from the player. A new "illusion" monster spell, which makes the caster or an allied monster appear as another monster until something disrupts the illusion (you attack it, it attacks you, it takes damage from some other source). Monsters specifically cast it when you cannot see the target monster. The illusion favors nasty monsters, but low-level spellcasters may only be able to create illusions of somewhat higher level monsters. A potentially evil addendum is that high-level spellcasters may use the spell to make themselves or other powerful monsters appear to be weaker monsters. Fire and cold should both work as a cone, and should spread out over distance and possibly hit multiple targets, but with damage decreasing over distance. A Word of Recall spell, which after a sizeable delay (3d5 or 5d6 turns) levelports you to one of several possible locations: Minetown, dungeon level 1, the Oracle, the Castle, the Quest. You will not travel anywhere you have not already visited. Does not work if you have the Amulet. The ring of protection from shape changers should apply to the wearer as well as other monsters; if the wearer has lycanthropy, they will not transform; if the wearer is a different shapechanger like a vampire, they cannot transform. All characters should start with a minimum of 11 HP, so they don't get one-shot by a falling rock trap on turn 1. Race and polyform should not be distinct; they should be merged into a single permonst or corpsenm-like variable. Role is independent of race, and perhaps every monster should be described with a monster/role pair, with the role being null for most monsters (i.e. gnomish wizards are just gnomes that are also wizards). This might eliminate the entire concept of player race, internally, but transferring some of the racial effects on players (e.g. elves' sleep resistance at XL 4) might be tricky. Split curse resistance off from magic resistance. Curse resistance is granted only as an extrinsic by a couple of artifacts, including Magicbane, and maybe some mundane item that isn't any good otherwise (a mummy wrapping?), and behaves like Magicbane's curse resistance does currently ("You feel a black aura surround the < item > .") Half spell damage without curse resistance no longer helps limit the number of cursed items, and a curse may still manage to bypass resistance, with current probabilities. There could also be an amulet versus curses. Implement "spoiler novels", cheap books like 3.6 novels that contain spoilers. (Not described in what form the spoilers would be. Several true rumors?) Invisibility works completely when the invisible monster and the detecting monster are far away. When within 5 (or 4?) squares of each other, its location is known to within 1 space (fuzzing the real location by 1 space in all directions). When the invisible monster takes a direct offensive action, or with some probability when it is adjacent, its position becomes known. It still appears as I, but the I will move wherever the monster goes until it becomes 5 or more spaces away, at which point invisibility once again works fully. This could work differently if the invisible monster is stealthy. Since boulders are round (clearly so; any character regardless of low Strength can roll it easily), and corridors are presumably not round, you can always squeeze yourself into the opening between the boulder and the corner of the passage. Inventory weight does not matter, because any reasonable character would push their knapsack through the opening first, rather than trying to go through while carrying it. Finger of death is renamed to touch of death, and works equivalently to the monster spell (melee range only, and it may fail). Because of this, its level should be reduced, which for some people means that there should be a replacement level 7 attack spell (ball/ring spells might work here). In UnNetHack and other variants with a black market, you never hear "You hear someone cursing shoplifters" in the black market, unless you have angered One-Eyed Sam. Remove the bell from the list of musical instruments that Elf characters can receive at the start of the game. This is because it's atonal and its only half decent use is to attract pets (note that elves can't get tin whistles, so clearly summoning pets is not important enough to qualify something for initial inventory). New artifact Aegis: is a bronze roundshield (which is supposed to have Medusa's or another gorgon's face impressed on the front). Can be invoked sideways at a monster, which petrifies it or, failing that, causes it to flee (regardless of difficulty or monster MR). Can be invoked downwards to burn a Gorgoneion in the floor. Possibly grants stoning resistance or gaze resistance while equipped. Thrones will not disappear in a puff of logic unless at least one interesting effect from sitting on them has happened. Saddlebags, a rarely generated container that can be applied to a saddled mount and then have gear put into it, allowing the player to offload some of their weight onto the mount. While they are as nonmagical as a sack, they have a higher base cost and weight. You can loot it on an adjacent mount by using the directional #loot command. Knights may start with one. Make all magic portals on the Elemental Planes immediately visible. The challenge should be surviving for long enough to get to the portal, not wandering around till you find it. This is because "Hunt for the Magic Tile" already exists on the vibrating square level, and is not very compelling. Implement a strangulation or "can't breathe" timer, which unifies strangulation, suffocation, food choking, rope golem choking, and drowning, and also provides a clean way for monsters to have a suffocation attack. Ankh-Morpork levels in the Tourist quest should be populated with some peaceful humans, dwarves and trolls. However, the levels should also then avoid having lots of narrow corridors so it's not incredibly frustrating to traverse them. You take fire damage from standing next to lava, levitating or flying over it, or walking on it. Damage from standing next to it is (number of adjacent tiles)d8, whereas being over or on lava has rather higher damage. Fire resistance does not prevent this damage completely. If you eat the corpse of something and a monster of that same class sees you, it becomes angry. (This is from ADOM). For Luck balance, there should be some Luck-based effects that are really good at low Luck but get kind of meh at high Luck. Poison is either changed or extended so that it is a lasting status condition that gives you negative HP regeneration, or some other source of this property is added. Skeletons, or any monster with the MS_BONES sound, rattle their bones periodically, which frighten the player into helplessness for a few turns. Potion equivalent of extra healing for magic power, or else some consumable way to recover 20-40 power in one go; the normal potion of gain energy is currently more useful for raising maximum power than it is for restoring it. This new thing need not be more effective than gain energy is at raising maximum energy. (Perhaps "potion of restore energy", which does not raise maximum at all.) Attempt to address the ascension kit problem: make the highest-tier, really good quality, +8 or +9 gear be generated on the toughest monsters or even bosses deep in Gehennom. The high enchantment makes it incredibly hard to get through normal means, even if the base gear is wished for elsewhere. Overall difficulty would need a bump if the average player is expected to pick up and use some of this gear. Pets eat at a consistent rate that does not depend on their speed, so the number of turns to eat something depends only on corpse size. Pets should also stop eating when hostile monsters approach. Reduce the cost of a major Oracle consultation; the current price could be too high for unspoiled players to consider it worth it. A Barbarian rage mechanic (possibly an effect on Cleaver replacing its current damage bonus) where a damage bonus is assessed based on how long ago you last killed a monster. Originally a buff to Vorpal Blade where it beheads anything it hits if the last behead was N turns ago, but this is unbalanced. Land mines should blast the player away in a random direction, not make them not move and fall into a pit. Add some region code preventing monsters from generating in (or even better, moving into) the pit corridors in Sokoban until the level is solved. Replace Venus with Diana and Mercury with Apollo in the Ranger pantheon. This is nice because Apollo and Diana are actual gods of archery, and it removes the Mercury/Hermes conflict with the Healer pantheon. Liches drop or are generated with fairly good magical items, like potions, scrolls, spellbooks and even wands, to incentivize not genociding them. Mummy traps, a new trap type that generates with a very desirable item: highly enchanted gear, magic markers, items with object properties, etc. However, when you pick it up or interact with it in any way like teleporting it or having a pet collect it, a bunch of mummies appear around you (they would obviously need to be more threatening than they are right now). Also can have a "mummy room", a special room that contains one mummy trap and nothing else. Djinni (except on the Plane of Air) may drop a scroll or wand of wishing when killed. But when you kill a djinni, all future djinni will spawn hostile. Add rare drops to some monsters, with a very low probability (around 0.1%). These could be artifacts or otherwise unattainable items. There should be one major monster of each alignment that is ungenocideable: Archon for lawful, deep ettin for neutral, arch-lich for chaotic. Make candle stacking for more light actually useful and realistic: the number of candles required for another square of radius increases quadratically instead of exponentially, so 1 candle gives radius 2, 4 give radius 3, 9 give radius 4, 16 give radius 5, etc. Later extended into a more general idea allowing light sources of any type to stack: candles each give 5 lumens (because a single candle's light reaches up to sqrt(5) squares from the center), lamps give 10 lumens, potions of oil 2, and the full Candelabrum gives 20. To compute your total light radius, add up all the lumens and take the square root. Change the Knight quest artifact to be the Holy Grail. When quaffed from, something good happens; perhaps it needs to have charges or #invoking it fills it up so you can drink from it (and you don't have to drink from it immediately, allowing strategic choices). Should give magic resistance when carried. Possibly gives the effect of a random potion when quaffed: always a "good" potion when blessed, a random one if uncursed, and a "bad" potion if cursed. Or it blesses items dipped into it. Make the Magic Mirror of Merlin give slotless reflection instead of magic resistance; this is more thematic and makes for more interesting strategy. Rebalance armor so that all "mail" armor and most of the iron body armor in general is not useless. Ideally, the worst iron armor (orcish chain mail) should be considerably better than studded leather, but they are equivalent. The ideal balance, keeping leather armors and all weights constant and not accounting for to-hit or damage reduction, is probably something like the mails going up to 9 or 10 AC, and splint and plate getting up to around 14, but this is not possible to implement without changing the combat system. If you try to eat an artifact and it blasts you to death, put YAFM in the death message: "killed by trying to eat the [artifact]". Monsters that are in a "wait for the player" state should use different AI for decision-making (i.e. not using their teleport control to attack the player). Pool rooms, a special room type that consists of a perimeter of normal floor surrounding a region of water taking up the rest of the middle of the floor. It is populated with sea monsters and some sunken treasure. It could also contain a fake bones pile, a pun on "bones pool". Level teleport in the Quest never goes down unless you have beaten the nemesis and never goes up unless you have shown the artifact to your quest leader. Wearing a cloak of displacement allows you to displace pets 100% of the time and also peacefuls; this still works if you are confused, stunned or hallucinating. Player monsters, crossaligned priests, and hostile angels on the Astral Plane are able to steal the Amulet from you. Should they get it, they will try to make a beeline to their high altar to sacrifice it. The player is also able to steal the Amulet back, though; and wearing the Amulet acts as one turn of protection against it being stolen; an attempt to steal it will just remove it from your neck. If something else ascends, your game ends in an escape. However, all these monsters are hostile towards the Amulet-bearer, not you; so if it gets stolen from you, the pressure will let up a bit. Invisible monsters wearing a mummy wrapping show up as an I (you don't get to see what they actually are), but an I that moves and doesn't persist on the map. Sickness resistance negates the effects of potions of sickness. However, a cursed potion of sickness will now give you fatal illness instead of the normal poison effects. If the hero has see invisible while ascending, swap the line "An invisible choir sings, and you are bathed in radiance..." out for some other YAFM. Perhaps even something as subtle as "A visible choir". Blessed potions of polymorph, when quaffed, grant you immediate polymorph control over just that one polymorph either 50% or 100% of the time. To compensate, cursed potions of polymorph will ignore changing into a dragon and will try several times to roll a monster that will make you break out of your armor. Or the cursed potion could have a wildly variable duration, so you have no idea when it will end and cannot rely on it. Attempts to analyze good instadeaths versus bad instadeaths (loosely defined as ones that are instant hard-to-avoid deaths that aren't really similar to running out of HP): You can go to the Astral Plane early, and by waiting around there long enough, eventually a player monster will spawn with the real Amulet, at which point you must prevent them from ascending and claim the Amulet yourself. In variants or proposals where you can kill your quest leader to get the Bell of Opening, if you have permanently converted alignment already, killing your Quest leader does not give you a massive alignment penalty. Decide once and for all whether alignment record should be god-specific or god-agnostic, because NetHack currently tries to do both and fails. Things like the massive penalty for killing a Quest leader make way more sense for lawfuls than chaotics. Lawful and neutral gods are angered (or do something angry) if you consort with a foocubus on their altars or in their temples. Zapping a corpse with a wand of cold will increase its decomposition timer (making it take longer to rot). If already rotten, only scales it back to rotting age. Add in master lichens as a real monster, which are only a bit more threatening than normal lichens (maybe speed 2 or 3, have a passive sticky attack like mimics) but have an increased difficulty so that they generate deeper in the Dungeons, and are a source of nonrotting corpses. Possibly, the passive sticky attack should also be given to regular lichens. Add a scroll of air (as well as the scroll of flood, which is renamed to the scroll of water) so that there is one scroll for each element. When read normally, it could give a message "You feel a fresh breeze" and either reset your strangulation counter or give you temporary breathlessness. (Breathlessness seems like a potion effect more than a scroll effect, but then again, during those times when you need emergency breathlessness, you're probably not capable of quaffing a potion.) If you read any of the water, earth, fire, and air scrolls while confused, it summons elementals, whose tame/peaceful/hostile state depends on the beatitude of the scroll. If you read it while on the Plane of Water, it either creates a new air bubble if you're not in one, or expands your bubble permanently if you are in one. If cursed and in a bubble, the bubble shrinks to one space. SpliceHack has since implemented the scroll of air as an burst of wind that shoves adjacent monsters away in all directions. Erosion has more than four states, though it still only displays as "eroded", "very eroded", or "thoroughly eroded"; different rusting sources can cause different levels of rust (e.g. dipping a long sword in a fountain or getting hit by a rust trap would probably only cause a small amount of rust, whereas a rust monster might cause a lot.) This would enable a more fair way to have things "erode away completely" like they do in Grunthack, since you would be able to disengage any thoroughly eroded piece of gear before it was at serious risk of vanishing. Cut all map sizes in des files down to at most 20 lines tall, so that there is extra space for messages and status line in an 80x24 terminal. Few levels currently use all 21 lines. Give the player a slightly different warning if they attempt to go up on the DL1 upstairs after handling the Amulet, if they do not have the real one. Gods' "Prove thyself worthy or perish" message is flavored as "Prove thyself worthy, because I can do no more for you". On the Planes, the gods' balance of power prevents your deity from granting you any extra help (apart from sending angels when you arrive in Astral). If this were not the case, one would expect to be able to breeze through the Planes, with your god smiting down any enemy that might threaten you getting them their Amulet. Prayer will not work, though it will still break atheist conduct. Farlook allows you to see a list of all items on a square as if each were the only item on that square. Items hidden under others are not obscured. Also works if there is a monster standing on the square; you can still see the items under it. Store type "sushi restaurant", which sells ; corpses, kelp fronds, various sushi rolls, and sushi mats, tools which allow you to combine kelp and ; corpses into higher-nutrition sushi rolls. Sushi rolls include kraken sushi, eel wrap, and shark tempura. You can #force boulders where there is a monster behind the boulder to displace it, or crush it if it is in/on a pit or a hole. Based on Strength, only works if monster is medium or smaller. Always displaces unsolid monsters, of course. A lamp with the same unidentified appearance and base cost as a magic lamp. It is a charged magical tool (has a lifetime, comparable to an oil lamp) that sheds no light, but instead detects unseen in its range whenever it is turned on. This includes invisible monsters, secret doors, and all traps. It also allows vision to penetrare through clouds. Change the sickness instadeath to a HP-based form of damage, since it is very obscure about how long you have left to live and can be drastically reduced. When rock-eating is implemented (or in variants that already have it), eating a luckstone gives you -1, +1, or +2 Luck depending on the beatitude of the stone. The game should ask to confirm when you try to throw something that is not intended to be thrown (for example, if you unwielded your bow and are now trying to throw arrows). Polymorph traps do not instantaneously polymorph you; instead they start a short timer during which the player has time to either stop the polymorph from occurring (through healing potions, or prayer, or some other decently common consumable) or put on a ring of polymorph control or amulet of unchanging. However, magic resistance no longer protects against this effect. Add more non-magical ways to get pets that are better than what your starting pets can level into. Such as pet stores with figurines, or being able to tame watchmen by paying them money, or by healing a monster at low HP. Attempting to move healers out of the petmastering role: they now have skilled medical knowledge that enables them to hit monsters in melee with a scalpel or knife to inflict a "bleeding" status effect which will cause the monster to lose HP continuously. Any role is able to do this with a scalpel, but the effect is much more limited than it is for Healers. This means that for a Healer, combat now consists of hitting a monster to make it bleed, then disengaging and keeping away from it in the hope that it dies on its own. The Staff of Aesculapius no longer drains, instead it heals the damage it would have dealt (unless the Cyclops has it, in which case it drains life like normal.) Additionally, the Staff of Aesculapius no longer has level-draining powers. Instead it has a drain HP attack that heals the wielder. Add herblore (possibly as a non-combat skill). This allows you to brew various potions using herbs and potions of water. Healers are quite good at it, and their quest contains many herbs. Requires actually implementing herbs, which cannot be planted or grown like in ADOM. Yellow lights possibly have a light radius of larger than 1. Also add white lights, , which are very bright, have a radius of 3 or 4, with a blinding gaze attack and no explosion attack (unless keeping the explosion attack is too thematic to the y class, in which case it should blind for a long time). The player is given the ability to seduce peaceful characters in a fairly weak, non-magical way (to get better shopkeeper prices and such). This is initiated if you #chat to them while wearing no armor. Works best when the target is the same race as you, you are opposite genders, and you have high Charisma. Possibly, seducing a priest in a temple risks the god smiting you. You can wish for magic items that have a "bane" versus one specific monster type. The weapon deals massive damage to that monster type but has no other advantages. A flying monster with a displacement attack, which attacks from water in order to displace you into water. Also a bull monster that charges at you, and will either displace you if you pass a Dex save or gore you. Expert and higher martial arts lets you hit twice, but only if your first attack hits and you are wearing no shield. War hammers are a two-handed weapon, with much higher damage than they currently have. Slashing and (maybe) piercing weapons no longer get a Str bonus to damage, only bludgeoning ones do. Probably need to rebalance weapon damage types and attribute bonuses completely. The Archeologist quest has either a lot of fairly weak artifacts or a lot of mundane items (golden staffs, death masks, sacrificial daggers etc) that are worth a lot of money in the locate and goal levels of their quest. If Orcish Town is generated, guarantee a "peaceful" Mines' End where all the inhabitants, surviving shopkeepers, watchmen and the priest have fled. Chatting to the priest will make him ask you to clear the orcs out of Orcish Town, upon which chatting to him again will make him grant you a protection boon and give you a luckstone. Alignment record changes: chaotics get -1 penalties over time for failing to do any chaotic behavior, neutrals get +1 alignment bonuses more slowly over time by not doing anything, and lawfuls get neither of these and need to get their bonuses on their own. Alternatively, lawfuls accumulate bonuses by doing nothing (not breaking the law). The Norn and Valkyrie quest friendlies have different messages if you talk to them after having been changed into a man. Lizard scales, available as a drop from killing a lizard, are wearable as AC 1 body armor. They can be upgraded into lizard scale mail, which has AC 3. This armor protects you from petrification. Add a field to struct rm (or possibly reuse the flags field which is 5 bits) that determines the type of tree that is on that space, if typ == TREE. This enables you to control what kind of tree it is, and what kind of fruits you will get by kicking it, and whether you can get bees from it. Also add a level flag that allows a level designer to specify that all trees on the level should be barren. Include a kitchen sink in plans that add a separate reward level above the top level of Sokoban, or in that level (so that anyone wearing a cursed ring of levitation there has some recourse to get back down). Female oviparous monsters sometimes drop eggs of their species when killed. The chance is reduced if the monster was dead and revived. Make the "Destroy old game? [yn]" prompt harder to destroy a game than simply hitting y. Probably ask "Are you sure?" and force the user to type out yes. Ring and amulet hunger should be counted all on turns that are a multiple of 20, to close the two-slow-digestion-rings loophole. The ring of slow digestion has no ring hunger, but instead prolongs hungering by a factor of 20 (presumably hunger decreases only on multiples of 20 turns). Wearing 2 of them prolongs it by a factor of 400. When killed by a monster that brings you back as something else (zombie, vampire, green slime), you might not die; you may continue playing in that form with permanent intrinsic unchanging. This might make it actually beneficial to get killed by a vampire, so the chance of continuing can't be 100%, or else it can only work in a limited set of mostly-uncontrollable circumstances (like maybe a vampire's or zombie's bite takes you down to exactly -1 health). Green slime death is probably okay to stay at a 100% chance, though. Also needs some thought for how the unchanging squares with being a vampire and wanting to #monster into different forms. Perhaps intrinsic unchanging, unlike extrinsic, allows a monster to change into its normal alternate forms, but nothing else. Some other downsides should possibly be present too, like you don't get your normal amount of HP and are stuck with the amount given by your new form. Artifact YANI: the Phial of Galadriel. It is a potion of starlight that has some neat carry effects and drink effects. Reduce gnomes' Str and Con caps, but ensure they get decent Dex and Int. They should be obviously different to play than humans (rather than being mostly superior). Dwarves should have a Wis cap of 16. Elves' Dex cap should be higher than humans'. Expert lightning doesn't create a lightning explosion on the first target it hits; it creates chain lightning instead that may hit adjacent targets. The scroll of remove curse's blessed effect is transferred to its uncursed effect. The blessed effect is now to uncurse everything in inventory, and then bless a few items. The cursed effect now randomly curses inventory as the curse items spell would do. May need to make this scroll rarer or more expensive to write in order to keep it balanced. The Master Assassin has an instakill attack (though not unpreventable; the player should be able to prepare and protect themselves some way). Add a scroll of polymorph. Blessed polymorphs you with polymorph control over this one occasion; uncursed polymorphs normally; cursed polymorphs you and everything adjacent to you. If you're hallucinating and get the "You can't handle < artifact > !" message, it gives a YAFM referencing A Few Good Men (presumably "You can't handle the truth!"). Killer bees should hurt even more than they do currently, and their sting should poison 100% of the time, but they instantly die when they sting. Replace the passtune boon with something more useful, since it is only marginally useful to spoiled players. Then, let the Oracle provide the passtune as either a major consultation or as a service. The Oracle can also be used to tell you which prize is at the end of Sokoban. Replace Sokoban with some other game like mahjongg. Instead of a pass/fail, you can achieve a degree of success. Doing really well nets you both the amulet and the bag, doing slightly less well lets you choose, but ordinarily you will get only one. Wearing gloves prevents you from making touch attacks. Affects monsters too, so monsters that have touch attacks will avoid wearing gloves. Skills should be exercised even when damage output is 1 (but cutoffs would probably need an increase). Skill level cutoffs should probably be rebalanced anyway; for example, it should take longer to train long swords than it does for broadswords, and this could add an extra dimension to weapon choice. Unicorn horn skill is also trained by curing things with it, and its chance of fixing something increases with skill level. All Sokoban levels add extra spaces to the corridors to let you push spare boulders all the way into the room if you so wish, which lets you handle monsters zapping wands of digging in the doorway or corridor. Polymorph traps always choose a form considered to be "playable" - has hands, or is fast enough to run from threats, or is well-defended enough to sustain damage until transforming back, must have speed > 0 - but you do not re-form with your original HP when your polyform is killed, you merely die. Make Elbereth work the same as it did in 3.4.3 for animals or mindless creatures, but intelligent foes won't be scared by it, they merely won't attack in melee. Make instadeaths more consistent with respect to life saving: brainlessness destroys only the brain but cannot be life saved, whereas disintegration destroys everything but can be life saved. One or both of these should be changed. Implement ZAPM super glue, which can be used to glue the elder priest's tentacles together so he can't attack the player with them. The scroll of create monster, when blessed, says "This is a scroll of create monster." and allows you to choose between 0 and 8 monsters to create. The chance of breaking items inside a container by kicking it is based on Str - Dex. The idea is that more force is likely to smash something, but more control will make it less likely. When a god decides to give you a gift and you are already wielding a weapon of the same type, the wielded weapon becomes the gift, and retains its original enchantment and beatitude. Erosionproofing is still added if the weapon doesn't have it. Nerf the spellbook of identify so that it only type-identifies items (beatitude, enchantment, and charges will not be considered). If you want to learn these things, you must use scrolls of identify. Alternatively, blessed scrolls of identify could be buffed, for example they always give a full identification of everything in inventory, or they identify several additional object classes that are not yet in your discoveries list. Monsters should not be able to unlock, open, and move into the space of a door all in one turn, or move and eat in one turn. Give a YAFM when confused and trying to read a scroll of blank paper: "Being confused, you mispronounce the lack of words..." You can break and destroy a loadstone in inventory by applying a pickaxe to yourself, or #rubbing the pickaxe on the loadstone. Several things relating to making the upper dungeon feel more "eroded" or exposed to the elements/other adventurers, in keeping with NetHack flavor that other people have been seeking the Amulet: Falling rock traps are flavored as unstable ceiling (so that the flavor doesn't get weird for situations like large open levels) and the message changed accordingly. Alternatively, create a separate unstable ceiling trap for that purpose. In the uppermost levels of the dungeon, add (non-guaranteed) fake bones piles which contain starting equipment from some role. Gear is eroded or biased towards negative enchantment, most magical items are removed, and perhaps one or two non-starting items are added. Then the whole pile is mostly cursed as usual. Certain monsters (intelligent ones like Elvenkings that are smart enough to realize you probably will kill them) turn peaceful or generate peaceful depending on your XL. If an undead monster tries to put on an amulet of life saving, it will be either undead turned or destroyed, or brought back to life. Yumis are treated as "very well-crafted bows", and allow elf or orc multishot to be used with them (as opposed to the current where you need to use an elvish/orcish bow). The Longbow of Diana is now a yumi. Rather than giving Monks a flat -20 to-hit for armor, base it on the armor delay - the factor that determines how long armor takes to take off or put on. Covetous warping only works on teleportable levels. It should also count as a regular teleport and cost Pw for the warping monster. Fire and frost horns don't shoot rays of fire or cold: instead, they temporarily grant you the appropriate Brand effect (resistance, double fire/cold damage). Increase the damage of slung touchstones. Slung luckstones are low-damage but have a chance of getting "lucky" hits that do much more damage or instakill monsters. Reduce the base price of the scroll of blank paper to something low and unique. It should probably cost less than the scroll of identify, but not be incredibly cheap. Cursed potions of gain ability give you an ability point in something by taking it away from one of the other scores. When you fail to write a scroll because you ran out of ink, it will become a "garbled scroll" instead of disappearing. Garbled scrolls can't be read (or possibly they could be read, for a number of generally negative weak magical effects), but they can be re-blanked so the scroll can be written again. This could also happen when you fail to write a scroll by not knowing it. There is a slim chance, probably less than 10%, that you end up writing some random scroll instead of a garbled scroll. Polymorphs from polytraps, on monsters, revert on death/time out ala player polymorph. This is to prevent the mines having a balrog forever, or your nice pet archon becoming a leprechaun permanently. Dragons, and probably all MZ_HUGE monsters, can't enter corridor tiles or go through open doors because they're too big. (This would probably mean that corrmaze levels in Gehennom would need to be removed or not generate huge monsters.) Kicking down a door may damage a creature standing on the other side. This is guaranteed if you are wearing kicking boots. Reorganize which roles get which special spells, based on the change that every role should always have a 0% failure rate at casting its special spell. To avoid the annoyance of disrobing in a closet to cast utility spells, add a bit to spellbooks that represents whether it is a non-combat, utility spell. Such spells have a much reduced armor penalty, but take several turns to cast. The demon lords take no interest in you until you are on the ascension run with the Amulet. At which point they attack. Maximum HP depends totally on three factors: function(role, race, XL) + function2(XL, Con) + (all bonuses or penalties from other sources, like nurses, full healing potions, fire traps, etc), with some diminishing returns on the third factor. The ascension run through the Dungeons of Doom (the instant you come back into your god's sphere of influence) is trivially easy: your god will regularly smite any enemy that dares attack you, and will ignore prayer timeout when answering prayer (but only to fix problems; if timeout is not 0, the god will not grant you any boons.) However, once you reach the Planes, the other gods step in and start interfering with the god so that they can't directly help you anymore. These other gods don't want to kill you since you're still bringing the Amulet closer to them. But when you reach Astral, the other gods will do all they can to kill you, relieve you of the Amulet, and bring it to their own high altar. Your god sends you several A (might be Aleaxes, ki-rins or possibly even Archons) instead of just one, but you are now faced with elite teams of player monsters, priests, and A sent by the other gods, who have amulet-stealing attacks. The gods' struggle to each get the Amulet manifests in all sorts of ways: disintegration beams blasting at you but being redirected onto a hapless monster nearby, inventory cursing, lightning bolts, resurrecting the corpses of dead player monsters or priests, and so on. Split containers into a dedicated object class, whose symbol is [. (Mimics can still be [ because the traditional disguise of a mimic is a chest.) Reduce the level of the spell of create familiar to 2, and give it a dedicated list of summonable monsters based on skill level: Unskilled creates only kittens and little dogs, Basic will pick a random non-fully-grown dog, cat or horse, Skilled will not create kittens, ponies, or little dogs but otherwise will choose any d, u, B, or f that isn't a unicorn. Expert will choose from the Skilled list, plus any q or w. If not doing that, as a more minor change, don't create any monster that is always hostile. In the last level of the Dungeons of Doom (normally the Castle), the powers of your god and Moloch are approximately equal, and prayer may or may not work here. (The Valley is strictly Moloch's territory.) Wishing for an artifact drains two charges from a wand of wishing. If it's a wrest wish or from a source that only gives one wish like a djinni, you merely get the base item type instead. If racial shopkeepers are implemented, they give the player discounts. This could be in the form of a direct buy price reduction (must be capped at 50% of the base cost though to prevent farming) or treating the player as if they had higher Charisma. If the shopkeeper hates your race (for example, elves versus orcs), they will also block the entrance to the store as if you were carrying a pickaxe. Valkyries offering fire giant or frost giant corpses get double the sacrifice value. Possibly this could be generalized to other roles sacrificing "enemy" monsters. Change trap symbols and colors to be more unique: holes should go on their own glyph, level teleporters should be , trap doors are . Aquaman role/race, which starts with magical breathing, a +1 trident, and an oilskin sack. Only regenerates health when in water. If a race, should be able to walk around on dry land (so merfolk are probably out, perhaps merlings or half-merfolk would work). Can drown surrounding enemies. Starts with scrolls of flood. If you end the game by ascending, you get a fixed score instead of one based on the maximum dungeon level reached. Complementary YASI: this fixed score is zero, so that true zero-point ascensions are possible. Monsters can move through secret corridors as if they were normal floor, and use secret doors as if they were normal doors (even unlocking them if they have a tool). If the player sees this happening, the corridor/door is made unsecret. Wizard-mode ability to wish for "generic ascension kit", which instantly gives you (and auto-equips?) a bunch of gear for an ascension kit. If you have all three invocation items and have not yet performed the invocation, the Oracle always gives you the message about going to the bottom of Gehennom and performing the invocation. If you have the Amulet, she will give you an otherwise unreceivable message about continuing upward through the Elemental Planes. Throwing a tin of cockatrice meat at a monster who will normally eat through the metal will instantly stone it, if the monster is stoneable. The Master Assassin offers you the Bell of Opening if you will leave him in peace and let him keep the Master Key. If the player wants to play a chaotic good rogue, they are able to go back and kill the Master of Thieves (without immediately being kicked out of the quest), after which the Master Assassin will give you the Master Key. Interface option to shorten "blessed", "uncursed" and "cursed" to three letters so that you get more use out of the inventory sidebar. Ogresmasher doesn't need bonuses versus ogres, or confer beneficial properties. It is simply an oversized sledgehammer with such terrible crushing power that it splatters anything it's swung at. On top of modest damage bonuses, it has chances to instakill sufficiently small monsters, and may inflict negative status effects on large monsters like stunning or slowness (or bleeding, if that is implemented). Probably better if war hammers are made into two-handed weapons. Don't print a message or interrupt anything when your Pw reaches full while you are maintaining a spell, if you haven't actually cast a spell manually since the last time it was restored. The fireball spell's unadvanced form creates a single fire explosion at a targetable square, rather than a ray that explodes, so you can cast it at squares that aren't directly aligned with you. Petrification is a contact poison secreted by cockatrices, and only partially stones the body part it touches. If you touch one with your hands, you cannot use your hands anymore, etc. The blessed scroll of gold detection also detects gems, and possibly type-identifies any pieces of worthless glass on the level as well (more to prevent interface annoyance than anything else). Artifact chaotic amulet "Amulet of Splendor": provides every single amulet effect, as well as unchanging-ignoring controlled polyself when invoked. Wearing it conveys life saving (this WILL disintegrate the amulet if used), magical breathing, unchanging, poison resistance, ESP, reflection, strangulation (doesn't kill you due to magical breathing but maybe it makes it so you can't eat food or something while wearing it, or it autocurses), restful sleep, and gender change for as long as you wear the amulet. Base type is a cheap plastic imitation of the Amulet of Yendor. Remove the ability of ID scrolls to give a full inventory ID, or make blessed ones give a guaranteed type-ID of everything in inventory. Confused blessed scrolls of ID give a full ID of charges, beatitude, and enchantment on all items in inventory, but NOT type-identification. A Minesweeper minigame where you start in an empty zone with a pickaxe. You can always move diagonally through gaps without dropping anything. The amount of mines next to a tile are represented by rock piles on the ground, and you can throw single rocks to embed them in walls to flag mines. Every mine hit causes an explosion that damages, wounds legs, scatters inventory, and penalizes Luck. Give all roles a warning when they might fail to read a spellbook, but make the numbers involved much less useful than the Wizard's warning. (Possibly, just give players "difficult to comprehend" when success chance is less than 100% and nothing else, and buff Wizard warning to add more levels: "somewhat difficult", "difficult", "very difficult", "extremely difficult"). Evil version of the Eye of the Aethiopica: it allows you to cast spells using HP when your Pw is depleted. Dropping an item on an altar to Moloch may, in some cases, curse the item. Ideally this should not be exploitable, so things like a very small chance per drop of an item would not be good. Maybe tied to object ID number if that can't be exploited. Books no longer have a 1/3 chance of disintegrating when failing to read them; instead, a cursed book will always disintegrate. Quantum mechanics' hits toggle your speed instead of teleporting you if you have teleport control. (You already know your position, so your velocity must become uncertain.) Golems hate existence so much that they attack all other creatures, but the other creatures don't hate golems, so they just defend. This is a special case of implementing one-way grudges. Zombies always try to path in a straight line towards the player (assuming they can see or otherwise are aware of the player), and get stuck on terrain. The Oracle now prompts the user to ask a question. Her oracularities now have associated keywords (a many-to-many relationship); if you use keywords, she will select an oracularity matching as many of them as possible. If she doesn't know what you're asking about, she gives you a random oracle. This could even be leveraged to ask about information that's normally hidden from the player; for example, asking about the Sokoban reward or the location of branch stairs. The Oracle has the same item as the prize in Sokoban, so you can pay her to tell you what the prize is (because she'll have it with her). This opens up a strategic choice where players can decide whether to kill her and skip Sokoban, or not. She will need to be quite stronger than her current abilities are, with passive attacks that work even at range. Alternatively, she could carry the other Sokoban item, depending on how formidable she is. Elementals fire back weapons you throw at them with additional force (so, usually, additional damage): water elementals in a geyser, fire elementals burning with primal flame, air elementals in a gust, earth elementals in a shower of rocks (or they just incorporate the weapon into themself and become stronger, dropping it on death). Water elementals deal active water damage to the player, more broadly than rust monsters: blanks scrolls, dilutes potions, extinguishes candles, etc. Special room that contains a demon gate in the center. This continually spawns monsters who try to defend the gate; the player has to make it through the spawns to destroy it or block it off. The gate could be implemented as a magic portal to a special challenge level like an ADOM-style vault. Priests can #offer anywhere (that they can normally, so not in Gehennom), with no need for an altar. (This may be strictly worse than altar sacrifice - maybe it only reduces prayer timeout, not by as much as it would normally, and can't give artifacts or make holy water.) Sokoban provides a choice between an oilskin bag of holding and an amulet of reflection and magical breathing. Neither of these is very likely to generate randomly. Shopkeepers type-identify any item they sell you. (This allows the player to type-identify an item by selling it and buying it back.) Rebalance Fort Ludios so that it can realistically only be completed after finishing the Castle. One way to do this is to make soldier AI better, another way is to put the entry and exit portals on opposite sides of the level (or put the exit portal inside the fort), so the player can't return to the Dungeons of Doom when things get hairy. The goal of doing this is to delay a large power spike due to collecting all of its gold until the player is truly ready for it. Rogues have a 20% (or 10%, or whatever is balanced) chance of stealing a random lightweight item (say, less than 5 aum) out of a monster's inventory with every successful melee hit they make. This chance is increased if they are hitting with no wielded weapon or have no secondary weapon or shield, and maybe should scale with experience level too. When a monster kills a monster that it grudges, it gets some bonus like a small HP boost or a level up. Consuming "smoked" meat from a tin may release a djinni. (To prevent farming, tins created by polypiling or from horns of plenty might need to be limited to the homemade-or-rotten that player-made tins can be.) Revenant race. Only available for roles you have died playing and didn't leave bones. Gets death resistance and unbreathing from XL1, has an automatic counterattacking kick. Any starting gear is scattered randomly across dungeon level 1. No pet. On the Plane of Water, fire wands and fire spells expand your bubble, and throwing a bag of holding out into the water creates a new huge bubble (as a large but finite amount of the water is sucked into it). Kicking a lightweight object into a wall will cause it to "rebound" or "clatter" (for wooden objects) off the wall, not just "Thump!". The object might move a couple spaces. Levels between Medusa and the Castle generate with roving contingents of the Yendorian Army, and have large open areas if they are maze levels. Bows might break, like boomerangs, when you whack things with them in melee. (Will require an AI rewrite so 500 gnomes don't break their bows on you.) The scroll of scare monster, on the ground, will do a check versus monster magic resistance before it actually scares them. Have different summon nasties lists, based on what monster is doing the summoning. If a demon summons, you get mostly demons; if an undead summons, you get mostly undead. Needs some more lists for lawful summoners like titans or Archons and Quest nemesis spellcasters. The current list is kept for the Wizard of Yendor. Single-level branches whose portals, found in vaults, disappear after one use; they are subdivisions of the Magic Memory Vault, and modeled after ADOM "vaults". These are basically challenge levels, smaller and less rewarding than Fort Ludios (the master branch), that contain some nice loot and harder-than-usual monsters. Portals to them can also be found in vaults in Gehennom. Fort Ludios is a visit-once level: once you leave by the exit portal, the Dungeons of Doom portal disappears and the level becomes inaccessible forever. (Maybe if you leave any of the invocation items or the Amulet there, the portal refuses to let you out so the game doesn't become unwinnable.) Restore the Amulet Delivery Service to the game: demon lords in the Sanctum, but not the Wizard, will fight the current holder of the Amulet of Yendor for it. Only do this if lugging a demon lord down to the Sanctum is considerably harder than just fighting through the Sanctum is itself, and no demon lord is actually guaranteed to win against the High Priest. Ranged attacks can be directed at the . space. If this ends up killing you, the death reason is "shot [him/her]self in the foot". New role, the "Renegade", where your goal is to destroy the Amulet of Yendor. You start the game with the Bell of Opening (you found it as a child and had your mind opened), you are unaligned so all the gods hate you. No quest. When a monster decides whether you are peaceful and makes race or alignment checks to do so, they do it based on polyform, current alignment, and when they first spot you as opposed to when they are first created. If the player polymorphs into an orc and some other orcs are hanging out in an unexplored room across the level, they should be peaceful to the character as long as the character is polymorphed into an orc (but will turn hostile when she changes back). In variants with reviving undead, you can apply a weapon > at a dead zombie's corpse to destroy its brain (for simplicity, this destroys the entire corpse) and prevent it from reviving. This may take several turns. In variants that have multiple selectable Sokoban prizes, one prize is multiple random rings and a random amulet, but there's no way to see what they are without sealing off the other prizes. Find some justification for making the flavor of Sokoban a branch where the ceiling collapsed and opened up pits and dropped rocks everywhere. Eating a cockatrice corpse only petrifies you 85% or so of the time, the rest of the time it "tastes like chicken". If you attempt to put on a helm of opposite alignment in the Astral Plane, your god is angered and disintegrates it off your head before your alignment changes. Squares containing burning candles ignite flammable monsters that move onto them. However, such monsters should stay away from spaces they can see have a burning candle. Charging a potion of fruit juice turns it into a potion of see invisible. Dipping fruit juice into confusion turns it into a potion of booze. Trap failure should be based on stats like Dexterity and maybe role and XL, not Luck. Also, success chance of writing an unknown scroll or spellbook should use Intelligence and not Luck. Revamp Astral so that the challenges to player mobility, options, and time don't all depend on being crammed in by monsters. One idea is to have spellcasters that summon force fields / temporary walls to block your progress. Remove the scroll of stinking cloud in favor of a potion that when shattered releases a stinking cloud. Drinking this makes you vomit or become ill. Jumping either acts on a timeout and can't be done right after a previous jump, or else it takes a full turn's worth of movement points (more so than the existing mechanic of reducing movement points to 0). Differentiate between poison, which comes solely from ingesting it, and venom, which comes from getting toxins in your bloodstream from a bite, claw, or sting. Monsters like spiders can be both poisonous to eat and venomous when attacking. Implicitly #untrap a chest when opening it (check it once for traps, not enough to guarantee there are no traps, but if one is found, prompt to attempt removing it.) Change the confused effects of the scroll of punishment: blessed mollifies your god if angry, uncursed increases anger by 1, cursed increases anger by 1 and your god smites you. Demon lords that accept a bribe don't actually go anywhere. They get out of the way if they were previously in the way, but otherwise they have their movement points set to 0 for as long as they are peaceful, and don't warp to you. Change the definition of polyselfless conduct to "You have never intentionally changed form." If you step on a hitherto unknown polymorph trap and have an uncontrolled polymorph, the conduct is not broken. Set the minimum dungeon level for polymorph traps to a deeper level, to perhaps 12 or 15. Polymorph traps now polymorph you in spite of magic resistance, but you can acquire some property (not as strong as polymorph control) that makes it much more likely or guaranteed that you will polymorph into a form that will preserve your armor and your hands. Make monster sleep work more like player sleep, where being attacked / taking damage is quite likely to end the sleep. Then sleep is not basically a duplicate of paralysis. Ammunition that is +X will break if and only if it scores a hit on a monster above a certain difficulty. The formula suggested was that it can only break when 5X+3 < difficulty, but this is just a wild guess at the numbers and isn't balanced. Buff zombies, to make them more of a threat. Import FIQHack zombification (a zombie bite will place you 90-100 turns away from turning into a zombie, each additional bite decreases the timer by around 10 turns, but it will go away by itself if the timer doesn't dip below 40); boost their difficulty, but keep their HD low; allow them to revive themselves less frequently than trolls, but also revive themselves whenever another zombie steps over their corpse. Mummies have a curse item attack that would probably make them not fun to have in their current quantities. So mummies are not randomly generated; they appear in graveyards and some special levels like the Catacombs and the Archeologist quest, but otherwise do not appear. Special room that is lined (not filled) with statues of you, and contains no monsters, items, traps, or anything else interesting. All doors in contain traps that will make them lock behind you. Intended only to make the game more creepy. You occasionally get an alignment bonus if your alignment record is negative and you are Weak, because you are doing hunger penance. (Possibly only works for lawfuls, since chaotic gods are unlikely to approve of weakness.) Challenge rooms that occasionally get embedded into Gehennom levels. They are sealed off somehow, perhaps with solid stone you need to dig through to enter. They are not intended to be required, and contain some sort of reward. Rooms might include: Every spellcaster should have its own list of spells it can cast. (Archons and possibly nalfeshnees should be casting clerically aligned spells rather than mage spells.) Summoning spells examine how many summoned monsters are currently on the level, and cap it at some point so the level can't fill up with more and more summonstormed monsters. Intelligence can be abused and exercised, but unlike other stats, exercise will never bring it above its base value (or the value you have raised it to through gain ability). Sources of abuse: mind flayer brain eating, zombie attacks. Sources of exercise: reading spellbooks, writing spellbooks, writing scrolls. You can engrave on walls or doors. Elbereth doesn't work unless you're standing on it. You can read it by standing on the nearest space. Random graffiti, if it generates on a floor square next to a wall or door, may say "Something is written on the wall here." instead of the floor. Graffiti could render as or something similar. Black pudding globs convey only one of the three intrinsics they currently convey (maybe shock resistance), and brown pudding globs convey another (maybe cold resistance). In shops, picking up an item spawns a peaceful monster that vanishes once you pay for the item properly. If you make any attempt to steal, it turns hostile. (The general principle: the more you want to steal, the harder it is to do so.) Restructure Gehennom as follows: the main trunk consists of the Valley, then 5-7 filler cavern/lava levels interspersed with two bribable demon lairs, then the Vibrating Square level (also cavern/lava), then the Sanctum. The Vibrating Square level contains six revealed portals, one of which leads to the Wizard's Tower, one of which leads to Vlad's Tower, and the others all lead to demon lairs in which you can't leave the level until the demon is defeated. Dart and arrow traps are much more likely to generate if the trap is next to a wall. Alternatively, when generating a dart or arrow trap, look for a wall tile in line within 3 squares that contains the launching mechanism; if no such tile exists, the trap cannot generate. The player must then untrap the wall square, or dig it out, to remove the trap. Entering the Valley and entering the second level of Gehennom (as well as possibly entering other branches) give the hero an automatic level up. Strictly separate the AD_SITM and AD_SEDU stealing attacks (hostile theft vs. charming to hand over an item), and remove the is_animal checks from the stealing code. Nazgul cannot be killed "incorrectly" (unclear on what this needs to be, perhaps stabbing them with a barrow-wight's knife, or being female). If you happen to kill one incorrectly, it will be killed without giving experience and its inventory will be deleted (minus unique items). The Nazgul born counter then ticks down by one, so it can be spawned again elsewhere by the normal mechanism. The number of levels a trap door will take you down is deterministic for every trap door. Possibly also extend the trapdoor and migration code to allow deterministically placing coordinates of things that fall through a trap door as well. Alternatively, make saltwater not an actual potion, and just use saltwater as a flavor reason for why the player can't intentionally dilute potions to water. (Can use a separate flavor argument, that potions are generally corked while not used, to explain away the lack of dilution for water damage.) Also, make most potions cancel into non-water base potions (such as confusion and hallucination to booze), with the notable exception of polymorph. It's also harder or impossible to get water from random alchemy or polymorph. Modify Sokoban maps so that a monster can never get stuck in an awkward place except by the player doing something foolish. Possibly make the corridors leading to the goal double-sized or have alcoves off to one side where a monster can move. In Orcish Town, there should be peaceful orcish racial shopkeepers with actual shops (who will happily sell you the human shopkeeper corpse on their floor.) When you attempt to interact with (or possibly explicitly search) a door or container, you get "There [are no traps / is a trap] on this [door / container]." Change Vorpal Blade to do very high damage (on the order of x3 or x4) when it critical hits, in order to remove YAAD potential in monster hands. Replace the decapitation message with "Your Vorpal Blade goes snicker-snack!" Find some other message to replace this existing message (when you are neutral crowned but already holding Vorpal Blade). In order to make extrinsic regeneration scale better, it acts as a multiplier to your natural regeneration rate. x2 is an option but may be too high; x1.5 might work better. Another idea is to make it so that regeneration gets better the closer you are to dying of HP loss, formally: if current HP = X * maxHP, regeneration will heal you at a rate of (2 - x) times its normal rate. The ability to chat with intelligent pets and give them basic strategy directives, such as what type of attack they should be favoring. A demon lord who lives in Gehennom who you can sell your soul to in order to gain levels. This will have drastic effects on your score (or something) at the end of the game. Use 3.6.0's randline function to trace a path between the upstairs and downstairs of each level. Along this path, remove or relocate any traps, and (in early levels, perhaps up until the Oracle) convert any secret doors or passages along the path into regular ones. Fountains, sinks, and other dungeon features can generate inside shops. Using them in any way incurs a usage fee. Destroying them incurs a larger charge to be paid immediately, or the shopkeeper will get mad. Remove the scroll of genocide, or else institute some awful (divine?) punishment for genociding monsters, because it is a heinous act. (This would help with symmetry for monsters using genocide.) Thrones have an affiliation with a monster. Only the affiliated monster can sit on it and use it. It starts out as the king monster generated on the throne. If the monster dies, its killer becomes the new affiliated monster. This would need some flavor for why the king doesn't just sit on it and use it until it vanishes; there are a few possible ways to handle that. One is that though the throne effects are good, the king is flavored as not wanting to lose the throne. Another is that throne rooms will start empty except for the king and maybe a couple guards, and the king does in fact use the throne's powers against you (without risk of it vanishing since he is the original owner, or something). You can light a greased sword on fire. Attacks with it will deal fire damage for a few turns until it burns out. If you press Escape while being grabbed by a monster, at a time when you could normally enter input (so not in the middle of messages), you get the message that says "You cannot escape from the < monster > !" Escape as its own key should be used as an actual escape command, so you can do things like try to get out of pits and engulfers with it. Random engraving: "This ASCII tile was donated by < user > .", where user is either a name of someone that has contributed to nethack in real life, or just pulled from the high score list. Scale monsters' hit dice bonuses based on their size. In order to reduce the high amount of variance monster HP currently has, monster HP is now computed by this formula: < code > (HD)d4 + HD*2*(size) < /code > , where size is 0 for MZ_TINY, 1 for MZ_SMALL, and so on. The game makes fully clear to the player, in-game, how the skill system works and what the consequences of investing points in a skill means. Merge the damage versus small and damage versus large stats of weapons, since they don't really matter that much and add mostly pointless complexity. Damage should be more dependent on skill than on the size of the target monster. The only problem is how to stop the highest-damage weapons from becoming used by everyone because they're so optimal; perhaps skill should do something drastic like add an extra die with every skill level, allowing you to have weapons that are decent at low skill (by having multiple small base dice) but poorer at high skill (because adding more small dice doesn't work as well). Gnomes spawned with a sufficiently high starting level, or else just a fixed percentage of gnome lords and a different fixed percentage of gnome kings, generate with a touchstone. Long worms should be much faster than they currently are, and they get a damage bonus for each tail segment that is lined up behind their head. You can put rocks into a sack, oilskin sack, or bag of holding and then wield it and swing it at enemies. (This uses flail skill.) Damage depends on the total weight of the rocks. Clerical spell that gives you a certain duration of a property that steals enemies' maxHP and heals you when you hit things in melee. In variants with felt markers, allow them to write spellbooks and scrolls of mail - the other scrolls are the only thing they can't write. The hero can either not write unknown scrolls and spellbooks at all (writing by appearance is still fine as long as the appearance is known), or else the chance of writing one increases with every scroll and spellbook the hero identifies. The chance of failing to polymorph into a target monster (whether chosen randomly or intentionally) depends on the base level of that polyform relative to your own level. In variants with object materials: replace the shield of reflection with a "polished shield", which is nonmagical. It can come in any material, but only brass, copper, silver, and gold are shiny enough to make it also confer reflection. (That is, you can have a polished wooden shield or a polished iron shield, but the material just isn't lustrous enough.) Hands holding a quarterstaff or wands don't count as being occupied for the purposes of calculating spellcasting penalty. (Perhaps generalize wands to any other non-weapon.) Player monsters can randomly be named Dudley. If Dudley ever comes across a scroll of genocide, he will immediately genocide newts. Metal wands and rings never explode due to shock damage, as does the ring of shock resistance regardless of its material. Disenchanters can eat magical items for food. (Goes for pets and players polymorphed into them. Not specified whether this should give the player intrinsics.) Tile that indicates, somehow, that it is suspicious-looking - it might conceal a secret door or something else discoverable, or it might be nothing, but it's a clearer hint to the player than usual. This would work well in a tiles windowport, but it's not clear how it could be done in ASCII. Instead of a mslow flag in the monst struct, use a signed char called "speedbon" which represents the amount of speed offset that the monster should have from its normal speed. This allows for more nuanced speed mechanics, like zapping a wand of speed monster or slow monster multiple times and having the effects stack. Random earthquakes. Same effects as drums of earthquake, except not triggered by anything and not necessarily centered on the hero or anything special. Earthquakes (from any source) now can collapse diggable walls (turning them into floor spaces without pits) and drop rocks and boulders out of the ceiling. No effect in any Plane except Earth. Possibly, to limit this, a finite number of earthquakes can happen on any given level (after which it either collapses entirely, or just fails to produce more free rocks and boulders.) Healing potions don't give you different HP maximum increases depending on their beatitude any more. Instead, if they would have taken you above your maximum, your HP maximum is increased by that amount, to a maximum of +1 (healing) / +2 (extra healing) / +4 (full healing). Non-intrusive ways to tell new players important parts of the game, like how to use #enhance. For instance, "You feel more confident in your skills. (Use #enhance to advance this skill.)" The hunger property, instead of doubling hunger rate, halves any nutrition you get from any source, making it marginally more useful for eating large corpses. There is some sort of ritual you can do to store a soul (ghost, or monster's or pet's soul from its corpse before it rots) in an item, and later release it into a freshly killed corpse to make the soul inhabit that body. Torches, which can be created by dipping a club into a potion of oil. Torches are their own item, not just a "lit club" (though possibly the lamplit flag could be used for this), and have a light radius of 3. Deals additional fire damage to monsters it hits, but may go out. May light the hero on fire if they fall down the stairs with a lit torch in inventory. Add a "fruit" database entry: "They say this is edible. Some adventurers have strange tastes." and tweak the database code to recognize a typed-in fruit name in the game as this entry. Some weapons' unidentified appearances are shared with other weapons, so characters who start the game without knowledge of many weapons have to play a bit of an ID game with them. For instance, scimitar and katana could just be changed to "curved sword". This has problems, though: it doesn't translate very well to tiles, and it's vulnerable to weight-ID if two weapons with different weights share the same description. Ring of carrying: new chargeable ring that multiplies the weight of the player's inventory by (1 - (0.05 * enchantment)) when worn. Stacks with a second ring. Initial charge and beatitude is set the same as any other charged ring. Change rne() so that it doesn't depend on the player's experience level: instead it depends on the current level depth. Specifically, change its theoretical maximum from max(XL/3, 5) to max(depth/5, 5). Add a "magivore" monster flag, or else hardcode this for disenchanters: they can feed on magical items like incantifiers do (though without the Pw gain, just for nutrition). Ring of fast living: gives an experience multiplier and increases hunger rate drastically, multiplies your damage but also multiplies damage you take. Sokoban will either contain a prize of three amulets (one reflection, one versus poison, one other), or three bags (one holding, one oilskin, one other). Frost lamp, a tool which gives out a radius 3 cold aura. Water and lava within the radius freeze and then revert once out of the radius. Fiery monsters take damage from being in the radius. Eventually runs out and has to be recharged. Frost Brand is made of platinum and deals triple damage to monsters that are fire resistant but NOT cold resistant. Fire Brand is made of gold and deals triple damage to monsters that are cold resistant but NOT fire resistant. Small spellbooks. Take extra time to read if the player's size is not MZ_SMALL or smaller. Any spellbooks a gnomish character starts with and any spellbooks generated in Minetown shops are small. A spellbook generated otherwise has some fixed chance to be generated small. All sinks spawn with a ring buried beneath them. If you kick the sink and get the "Flupp! Muddy water" message, the sink will spit out one of the rings buried under it. This removes the need for the S_LRING flag, and also allows players a non-destructive way to retrieve rings they dropped down the sink. Kicking a sink can also dislodge a small swarm of sewer rats, or snakes. Unlike puddings which are one per sink, these don't stop coming until they're extinct. Add a defence/evasion skill, which is practiced by having monsters miss the player (while not wearing torso armor?) and grants an AC bonus when enhanced. Jumping outside the jumping range ("Too far!") should not cost a turn, and the interface should make the jumping range clear, perhaps by highlighting all the squares you can jump to. Or else if you try to jump to some square outside the jumping range, you'll jump as far as possible in that direction within the jumping range. Skeletons, or any other monster with MS_BONES, don't paralyze you by rattling their bones if you're hallucinating; instead you get a message about it playing the xylophone. Provide an option to label branches with the branch name instead of using "Dlvl:" all the time. Also allow it to be shortened to "DL", with no colon, for those who want extra space in the status bar. Attacking in melee with an unsuitable weapon like a launcher should negate the player's Str bonus or monster's weapon attack bonus. Make blessed identify give no more type-identification than uncursed identify, but it will identify the beatitude and spe of all its items. Uncursed identify will identify the beatitude and spe of some, but not all, items. Gold objects deal extra blessed damage and extra cursed damage (i.e. extra damage from wielding a blessed weapon versus undead will be enhanced if the weapon is gold). Spiked pits and a lower percentage of pits generate with an item or two buried. When you fall into one, any buried items are automatically exposed. The most commonly generated items here are a few gold or an eroded weapon. Covetous monsters can warp to the up stairs only if they know where the up stairs are. Demon lords would know this in their own lairs, but not otherwise, and monsters randomly spawned on a level may or may not. If you have divine protection and become near death from a timed instadeath or low HP, some or all of your protection may automatically convert itself into a cure: "You suddenly feel the power of [deity] surround you! You feel limber/cured/much better/etc." This should probably work for a narrow range of symptoms (probably not HP loss, possibly any major trouble). Intrinsic see invisible now works only at a range of 2-3 squares. Extrinsic see invisible works at the current see invisible range (unlimited as long as you can see the space normally). Turn trying to open a door into an occupation: if you get attacked or otherwise distracted while trying to open the door, you will stop, but you don't have to constantly keep trying and failing to open it. A Gehennom Gnome Fortress, like a demon lair except with gnomes. The gnomes are physically weak but have strong crossbow attacks (and clockwork minions). The monster spawn rate gradually decreases the longer you spend on a level. (May not apply if you have the demigod flag set or are carrying the Amulet.) Remove the extra healing, cure blindness, and cure sickness books. The healing spell scales with skill level. At skilled it also cures blindness, and at expert it cures both blindness and sickness. Debilitating wound system that expands on wounded legs. Includes wounded arms and various types of disease and poison, all of which provide various debuffs. Quaffing any healing potion cures all of these at once on top of its usual HP healing. Rogues can build and set traps, more types of traps than just plain pits and land mines and bear traps. Traps may consume some types of items to be set, like a sleeping gas trap will consume potions of sleeping. This should probably not be totally reversible through #untrapping. Intended so the player can pick their battles and set up traps in an advantageous position. You can cast spells from HP when you have insufficient Pw. Each point of HP is worth 2 points of effective Pw. Doing this a lot or in large quantities may drain your HP max. Move angelic and demonic maledictions out of quest.txt; they have nothing to do with the quest. They should probably still live somewhere in the dat folder. Blessed figurines always make the monster turn out tame. Uncursed ones make a tame monster 80% of the time and peaceful 20% of the time. Cursed ones make a tame monster 20% of the time and a hostile monster 80% of the time. Blessed scrolls of identify, if the player selects a container, will bring up a second menu that allows items in the container to be identified. The confused scroll of identify, if non-cursed, identifies a random unknown object class and adds it to your discoveries list, even if you've never seen any of that object. Make fireballs like old-school D & D: the explosion isn't a certain radius; instead it has a defined volume, and will expand out from its origin point via random breadth-first search. This makes it dangerous to use in confined areas. Temporary hit points and Pw: your maximum goes above its normal bounds for some time, before returning to normal. If your normal maximum changes for some reason, the temporary maximum changes by the same amount. There are two proposals for how the effect should end: Lure, which attracts monsters to you. Could be a magical non-consumable item, or a charged item that amounts to spraying yourself with scents. The Amulet of Yendor should also have this effect, at its maximum level at all times. Scroll that tells you the dungeon overview for the next 5 levels of the dungeon. If blessed, shows more levels; if cursed, shows fewer levels or omits details. Dungeon branch or level filled with toxic contact gas (breathless doesn't help, or only helps a little) so that you constantly take damage and must bring a lot of healing with you. The deeper you go, the worse the gas becomes, but the loot gets better. Casting a forgotten spell to confuse yourself consumes some Pw, perhaps one point per spell level, or just a random amount. Additional temporary effects accompany drinking a potion of booze. The effects wear off when the confusion does (so if you extend it by, say, drinking a potion of confusion, the effects are prolonged). There is consensus that there should be both positive and negative effects; all of the following have been proposed: Ring or amulet that causes your spellcasting to draw on HP instead of Pw. Each point of HP is worth 2 Pw points. If cursed, doubles spell Pw costs. If blessed, energy regeneration will regenerate HP until full before regenerating Pw. Make the amount of bonus movement points from temporary speed directly dependent on its remaining duration. Also provide diminishing returns where giving yourself more speed boosts on top of already having temporary speed gives you less extra duration than it otherwise would, until eventually you can't get any more duration than 1 per turn. These bonus movement points should also stack directly with all other speed sources, and be visible to the user in the status bar. The Orb of Detection can detect the presence (but not location) of artifacts on the level. Possibly this is an Archeologist-only power. Deployable barricade on a tile. Blocks movement; must be attacked or kicked several times to be destroyed. Presumably lightweight to actually carry around. Very rarely, when eaten, candy bars have a Golden Ticket inside, which does something good like grant a wish. (Requires some method of not being farmable; possibly, polypiled candy bars have obroken set, and obroken candy bars never have a ticket in them.) Reduce the impact of a single master mind flayer attack, so that they don't just spawn out of nowhere (e.g. via harassment) and one- or two-hit kill a character with low Intelligence. If you polymorph, and are not helpless, all of your torso armor that has a delay of 1 or less and isn't stuck under slower armor is automatically removed. This includes all cloaks and shirts. More harassment effects: the chance of respawning the Wizard is a fixed 1/7 and the rest of the effects are equal probability. Multiple non-duplicate effects may happen at the same time. Mind flayers have to grapple your head before they can successfully suck your brain, forcing them to spend a turn doing this. If you have a greased helm, this gives you at least one extra turn to act since they will not be able to grapple your head until the grease dissolves. Potion throwing is a skill, and #enhancing it will let you get stronger effects out of thrown potions. Later game monsters may throw potions with this skill enhanced. If traps throw potions, they always do so at Unskilled. Overhaul poison so that its effects are less random: some might still cause instadeath, but it would only be found in the late game or via bosses like Demogorgon and Scorpius; early game poison shouldn't drain multiple stat points at once. You can set some fixed inventory letters in the rc file, so you don't have to adjust them manually. In its simplest form, this would apply only to starting inventory, and would allow things like a Tourist's credit card to be guaranteed to be placed on a familiar letter. Sensitive eyes attribute or status: you can see farther in the dark, but anything that creates light such as the scroll or a camera will blind you. Nymphs are weak spellcasters and may generate with a few enchantment spells or have hardcoded ones like sleep and charm monster. The higher your skill is with your wielded weapon, the lower the chance is that an enemy will yank it out of your hand with a bullwhip. When "Sting cuts through a web!", the web is destroyed. Currently it only allows you to escape the web in 1 turn and does not destroy it. Grand Master martial arts skill allows you to (attempt to) force-fight boulders and statues to shatter them with your bare hands. Make Big Stick (Cav quest artifact in Fourk) deal two bonus attacks which may or may not hit (but it still all appears to be one hit). If both bonus attacks hit, the target is stunned and confused. Clubs may stun monsters that they hit. Perhaps the chance increases with skill, such as 0% unskilled, 10% basic, 20% skilled, 40% expert. The maximum difficulty a monster can be generated at is independent of player experience level. Only the level difficulty (and perhaps other player-independent stats) matter. The details of how the curve of monster difficulty compared to level difficulty should look are up to debate; NetHack4's is a piecewise function that climbs slowly until level 10 and thereafter is (level difficulty - 5). You can convince peaceful intelligent monsters to join your cause (taming them) via #chat. The outcome depends on several factors: yours and the monster's alignment (lawfuls have a very hard time recruiting chaotic monsters), yours and the monster's level, your Charisma, and possibly others. Failing might turn the monster hostile, or do nothing (but you can't try again). More complex behavior could possibly be implemented with the monster demanding something from you or making you do something. Also, give bonuses if the monster you are trying to convince is of your own race. Healers start with higher Intelligence (perhaps at the cost of their high starting Charisma, which they don't need as much). Priests could stand to have guaranteed a bit more Int and monks a bit more Wisdom, as well. There are some rare non-farmable ways to exercise Intelligence. Learning a new spell, getting a major Oracle consultation for the first time, probably more stolen from the many ways to exercise Wisdom. Tins give min(regular tin nutrition constant, corpse nutrition) nutrition when homemade, to fix things like killer bee corpses granting 5 nutrition but going up to 50 when tinned. Polymorph beams stop at the first square on which there's an object or a monster they affect. In addition, golem formation is made much more aggressive and item-destructive to discourage one-large-stack polypiling. Specify the amount of wand charges a wand should generate with per wand. Polymorph wands should get fewer charges than other beam wands, for instance. In order for a random item to drop as a death drop, it must be able to have been carried by the monster. This means that newts and such won't get many death drops and the ones they do will be small. Special level or branch that is populated by dinosaurs and an intelligent reptilian humanoid called sleestaks. There is an artifact somewhere in here that is guarded by the dinosaurs and sleestaks. Manes and lemures should count as undead rather than demons, and should perhaps be moved to the ghost or wraith monster class. Helms of opposite alignment use a hash function for determining what alignment they'll set a neutral to, instead of just using object ID mod 2. Monster hallucination, if implemented as a status, should be rather stronger than confusion: when confused, monsters can still see what the other monsters around them are, but when hallucinating they ought to see the same random monsters as the player does, and lash out at any of them. Polymorph, teleport and levelport traps should disappear once used by any monster (including the player). Or else they have a low-ish chance of disappearing per each use. The scroll of create monster now summons only 1 monster (occasionally 2 or 3). The beatitude determines whether they will turn out allied with the reader (blessed), created normally with the usual probabilities of being peaceful (uncursed), or whether they will be hostile to the reader or omnicidal (cursed). Better ghost scaling in general. Ghosts should have a wide range of strength levels, and should be capable of posing problems even to late game characters. The more ghosts you summon by repeatedly entering a haunted temple, the stronger they get. A "reset button" for Sokoban, which restores all the original holes and resets all the original boulders, and places the player on the downstairs. Probably not activatable after the level is solved. Flavored as some sort of mechanism. Enchantments on armor and weapons time out (rather slowly). Also, any erosion damage to a positively enchanted item will be absorbed by that positive enchantment, which then vanishes in proportion to the amount of erosion. Perhaps the enchant scrolls should be made more common or cost less ink to balance this. Vapors from the potion of polymorph should cause a brief or minor polymorph. Possibly the "you feel like a new foo" effect. Player monsters, rather than just being randomly hostile, actually try to quest for the Amulet, and they do this even when you're not on the same level. If you wait on the Dlvl1 upstairs for long enough, player monsters will enter and quest downwards, and eventually one will come back up having retrieved the Amulet. If the player monster with the Amulet leaves the dungeon or reaches their own high altar without you, you lose. Anachrononaut divine interactions (alignment record changes, murder penalties, etc) are all recorded and saved by the game, but have no effect since they have no god. Once they save the future and their god is restored, all of these catch up to them at once. Get rid of the enchant armor and enchant weapon scrolls. Artifacts have fixed enchantment values. Higher-enchanted gear spawns as depth increases. Give unicorn horns a to-hit penalty: they are not a manufactured weapon, and are not designed to be wielded in your hand. Healers can use an uncursed unicorn horn as if it's blessed. They could also get the unicorn applied passively every turn as long as it's wielded (with or without gloves on). Dipping a ring of polymorph control into a potion of polymorph allows you to control the ring it turns into (not its enchantment though, if the ring is enchantable). Peaceful priests and angels of your own god on Astral help you out by attacking hostiles. Possibly only if your alignment is good. Have a value that tracks the next turn Luck will check its timeout. Once the timeout ticks, it will re-randomize this value to some other turn. When hallucinating, you hear monsters that can speak say funny things. Possibly only when #chatted to; they say "O great wise [bogusmon], how may I help us defend us all against wicked adventurers who quest for the sacred Amulet?" One or two Orcish Town exits are blocked by boulders instead of iron bars. This allows the player to get inside when they're ready without requiring digging or acid, but won't allow the orcs to escape. Change the Ranger quest artifact to an infinite quiver that can produce an endless supply of arrows, rocks, or crossbow bolts, preferring to match to whatever the hero's wielded weapon is. This benefits gnomes who want to use crossbows. Dipping mundane tools into potions of gain energy charges them with the same beatitude as the scroll would. Possibly extend to magical tools and wands, but only allow the uncursed charging effect. Different game ending messages than "You die...". Pull in some from other games: "WASTED", "YOU DIED", "FATALITY", "Game Over", "Your bones are scraped clean by the desolate wind, your Vault will now surely die", "Haha noob" Potion of antivenom/antidote which cancels out any Str loss from poison. (Not really that useful if poison is simple Str loss; blessed restore ability is superior, but if poison is an actual status effect, it would be more useful.) Conflictless conduct: never have a monster attack another monster while influenced by conflict. Would be best if you can safely ring-test conflict, perhaps it gives some message like "You feel aggravation" or "You feel irate" when wearing it (these messages would be shared with the ring of aggravate monster so as not to be unambiguous). Confused genocide doesn't kill you; instead it genocides something close to what you named, like the opposite case of a monster letter. When fountains dry out, they become empty fountains instead of disappearing (possibly symbol?). There is something you can do to restore the water to a dry fountain. When you get arrested by the Watch or a guard, you are teleported to a prison level, from which you must escape. Greased items that get exposed to fire become flaming for a certain number of turns afterwards (and then the grease is gone). Small room with a door near the start of each Sokoban level for you to place your pet in while you work. Item called "message in a bottle" that sometimes generates near water sources. You can read it to get a random rumor. Burnt offerings: via some mechanism, you get the corpse smoldering on the altar. When sacrificed, it is treated as higher difficulty. When you finish eating a food ration while hallucinating, the game produces the message combination "That food really hit the spot! The spot hits the food ration. The food ration is destroyed!" If a leashed pet falls down a trapdoor, the player may be able to pull it back out, depending on Strength and the weight of the pet. Pets cannot move and eat in 1 action. Also, pets eating food off the ground merely makes it partly eaten, rather than completely destroying it. Fire trap effects, fire explosions, and camera flashes light up a larger area, but only momentarily, before it goes back to darkness. Dreaming about more than just noises that are really happening: stuff like fantasy dreams where you dream that you ascend to the status of Demigoddess, etc. Digging into blobby engulfers splits them rather than reduces their HP to 1. (Still reduces HP to 1 on things like purple worms.) Silver variants of gear should cost more, and "precious" rings should have some kind of surcharge too, above the base cost of that type of ring. High level spellcasting monsters should have stone-to-flesh in their arsenal. Then they can use it on statues which come to life, always fighting on their side. They should also attempt to cast Charm Monster on your pets, with success inversely proportional to the pet's level. The description for the katana says it can be used as a two-handed sword. Maybe #twoweapon could be adapted for this, i.e. use both hands on the weapon for an extra damage bonus based on strength, at the expense of being able to use a shield. The quest-text associated with the Sceptre of Might suggests it confers strength. So the +n Sceptre of Might acts like a +n ring of gain strength. Saving saves the previous N messages, so that one can find out what happened recently upon returning to a game after a long break. Option to make the confirmation letter "Y" instead of "y" so that you don't accidentally hit people when moving in the "y" direction. Rangers can #chat to certain animalistic monsters to calm them and make them peaceful (but not tame). Possibly generalize this into a skill that can be achieved by Cavemen, Monks and Tourists too. Drinking multiple potions of booze in a short time span has progressive effects: first confusion as normal, then vomiting, then sending the drinker to sleep or losing some (resistable) HP via alcohol poisoning. Also add in monster (dwarf, orc, leprechaun) booze-drinking behavior, complete with drinking songs as level sounds when a monster is intoxicated. You can polish metallic shields by rubbing a towel on them. While it is polished and erosion-free, it provides reflection; but once it gets hit with some form of erosion it loses its polish and can't be polished unless the erosion is removed. If you eat a cursed C- or K-ration when hallucinating, you get an MRE YAFM: "That wasn't a meal, it wasn't ready, and you shouldn't have eaten it." Dropping a lit candle on a coaligned altar gives you some message about your standing with your god and your ability to pray safely. The candle is consumed in the process, and possibly the BUC matters (with a cursed candle plus an angry god ending in a fiery explosion). Some unspecified bad thing happens if you try this on a crossaligned altar. Reading a spellbook while confused may teach you a random spell but only set your memory of it to 1000 turns. It can also reduce memory of all other spells by 1000. Alternatively, it has no real effect, and just prints a message "You were holding the spellbook upside down... You learn the spell of 'kcol draziw'." (a random spell name printed backwards). When Schroedinger's Box is probed or has a stethoscope applied to it, it either reveals the housecat corpse inside or releases the live housecat as normal. Alternatively, stethoscopes give "You hear a characteristic WOM WOM WOM sound" as a reference to Bob the Angry Flower, and probing gives you "The box contains a cat that is neither alive nor dead nor alive nor dead nor... You resolve to call the YSPCA later." Credit cards act as holding containers for gold. Not literally, but if you have credit in a shop and apply the card towards the shopkeeper, they can put the credit on your card, which you can then use to pay at other shops. Paying with a credit card has a 3% transaction fee, minimum 1 zorkmid. Each card also has a "credit limit" which is the maximum amount of gold you can put on it. Randomly generated cards may have some (small) preexisting balance on them, but you might get the Kops called if you try to pass it off as your own, or if you pay with a cursed credit card. A possible evil extension is that occasionally your card is invalid because the owners took all the money and fled to [other roguelike]. Priests and demon lords cannot be paid in credit. Gold that you have on a credit card doesn't count towards score. Killing a vault guard zeroes all your credit card accounts. Shopkeepers gradually over time replenish their in-inventory gold, but only if Ludios is not yet generated. Any gold that is replenished to shopkeepers is removed from Ludios' large vault when it generates. Wand breaking effects that depend on the number of remaining charges use (charges+1) instead of (charges), to account for the wrest charge. The helm of opposite alignment has no effect on neutrals (except autocursing). Alternatively, some helms may turn lawful and chaotic characters neutral. Gradually, over time, you lose points of Charisma due to accumulating dirt and scars and generally looking worse. This can be fixed with the usual restore ability methods, by entering water (possibly #sitting on fountains should do this), by getting hit by a rust trap (this only restores one point at a time), or by #wiping with a towel (which may have limited effectiveness). Dipping a blank scroll or spellbook into a potion of gain ability turns it into some random scroll or spellbook. The BUC of the resulting object uses the same formula as magic markers. Could also do this for wands of nothing, which become some random wand, without changing their charge count. Rings of regeneration are chargeable. While positively enchanted ones drain nutrition to increase your life, negatively enchanted ones sap your life to increase your nutrition. You have a small Dexterity-based chance of catching a potion thrown at you instead of having it break on you (this chance is zero if you cannot see the thrower.) Dipping a wand of lightning in a pool of water electrocutes nearby monsters in connected pools of water, and possibly you. Swimming skill: how well you can swim on top of water and carry weight at the same time. At Unskilled you can carry very little, but it quickly increases beyond that. If you pray at low HP with a hostile monster in the vicinity, your deity might decide to "fix" the problem by smiting them to death. A Big Room variant that is an idyllic scene with a nice river cutting through it with some scattered trees and maybe a couple fountains and a lake. Idyllic except for the usual bunch of monsters, of course. Phoenixes: birds with fire resistance and who may automatically resurrect on death, or else revive from their corpse/ashes similar to trolls. Wind trap: when you step on it, your wielded weapon and any items on the square are blown up by a gust and fall back on your head. You get a small Pw boost (similar to newts, or perhaps not boosting max Pw)? by eating the corpse of a spellcasting monster. Vortices, or possibly all whirly monsters, scatter items to different squares when they pass over them (using the throwing code, so items may shatter and creatures may be hit by them). Magic missiles, and possibly other rays, stop at the first creature they hit and don't continue to other creatures behind it. Lesser and greater scrolls of enchant weapon. The lesser enchant by 1 point up to a maximum of +2 (uncursed) or +3 (blessed); the greater enchant by 1-3 points to a maximum of +5 (uncursed) or +7 (blessed). Confused scroll of consecration consecrates your weapon, which blesses and fooproofs it and maxes/increases its enchantment with no possibility of evaporating. Possibly, turn it into an artifact as well. The Master Key of Thievery can be wielded and makes 3-4 stealing attempts per hit. Alternatively, it can be wielded in the offhand while twoweaponing and make 1-2 stealing attempts per hit. Rebalance multishot damage so that multishooting +7 projectiles doesn't give a massive damage bonus over a single +7 melee weapon. Possibly only apply the damage bonus to the first projectile. When you complete your Quest and return the artifact back to your Quest leader, and if you return to them with the Amulet, you are rewarded with a (one-time) hero's feast. This restores HP and fills your nutrition to just below Satiated (and increments the turn counter?) If you have enough Str, you can dig with your bare hands, but it takes much longer and may incur HP damage. Restore ability sources (including unihorns) only restore stat points up to their starting values, not to the highest values reached. Alternatively, restore up to the average of the starting and maximum value, rounded down. You can't produce more holy or unholy water by dipping. Instead, each water can be dipped into a largeish but finite number of times. For most calculations that involve the depth of the Sanctum (score, level difficulty with the Amulet) use a constant 50 in place of the Sanctum depth. Drop bears: possibly t-class monsters that hide on the ceiling, generating next to or near trees. They are unimpressive in combat, except for the nasty amount of damage they deal with their initial dropping attack. Can only go back to hiding when next to a tree. If you're polyselfed to a lithivore, worthless glass tastes terrible but valuable gems taste delicious. Each gray stone gives a different YAFM: "Yabba-dabba delicious" for flint, "That was a heavy meal" for loadstone, "The stone's texture is delightful/distasteful" for touchstone, ??? for luckstone. Spellcasters who curse items also have a separate way to remove your knowledge of items' beatitude, so you don't know what might have just been cursed. Muzzles that can be put on pets so they stop eating food off the floor. Uncursed ones block their eating 90% of the time; blessed 100%; and cursed ones weld to the pet's face and prevent it from eating anything until it starves or the curse is removed. When Fire and Frost Brand come into contact with water due to rust traps or dipping them in fountains, print a message about the water instantly evaporating or freezing. If either is dipped into a fountain, it dries it up. Rings carried by Nazgul are all artifact rings of invisibility. They autocurse and also confer telepathy, see invisible and aggravate monster. Rodneybane weapon: has a giant bonus against the Wizard (only) and negates the Amulet's extra Pw drainage. Located in some heavily guarded location. Poisonous tree frogs, which only generate in trees. Applying darts or arrows to them can coat the darts or arrows with poison, but the poison can also get on your hands. Artifact Callandor, a glass long sword or crystal sword in dNetHack. Lawful, provides double spell damage when wielded. Possibly only gifted to male characters. Slime terrain or puddles of slime, left behind when Ps move around. It either deals damage or erodes footwear to stand in it. Caltrops: a nonmagic tool with multiple charges that creates a "caltrop trap" on your space, which damages / immobilizes / slows the first monster to enter it. Rangers and rogues excel at using them and possibly get some bonuses from them. Bluff monster: a shapeshifter that is biased towards powerful forms and nasties, but it actually retains the weak attacks and HP and AC of its regular form. Alarm trap on doors: it makes a noise to alert nearby monsters, and also summons a squad of ogres or Kops or whatever on one of the stairs. Magic lamps and regular lamps can generate as various different materials. For rare material variants, a djinni that comes out of a magic lamp of that material and grants a wish will return back inside it one or two times, thereby granting multiple wishes. When potions break on the ground, they leave puddles of that potion. Pets can drink this puddle to get the effects. They also give effects (vapor effects, plus acid burning) to any monster standing in them, which is nice because it makes it harder for the player to stand in one place and fight a horde of enemies. Not defined what should happen if multiple potions mix in one spot - alchemize perhaps. Command that marks a given map square with something that's visible on the map but doesn't exist in the actual game. Once you enter the Fort Ludios vault, several guards or Kops will appear from the portal and try to come hunt you down. The treasure found in random graves should be more treasure-like or the sort of items that get buried in graves in real life, rather than just random objects. Fire giants can walk through lava. (Probably an addition to the "all water is fairly shallow so all giants can 'swim'" idea.) Instead of infinite rechargeability (that opens up a lot of exploits and farming like smoky potion farming and infinite altar farming with the Platinum Yendorian Express Card), horns of plenty now stop being rechargeable after 7 recharges. When you are polymorphed into a sea monster, you can sit on fountains and drink potions of water to regenerate HP. New artifact: The Trident of Poseidon. Chaotic (only because Poseidon is in-game). While carried, grants magical breathing, swimming, and protects items from water damage. When wielded, confers water walking. Double damage versus aquatic monsters, and gets a damage bonus versus all that scales with the amount of water squares adjacent to you. Invoke to get an UnNetHack-style flood. When you throw ammo without the proper launcher, the game makes it clear that you're doing it wrong, e.g. "You clumsily throw the arrow". This also abuses Wisdom. Wearing armor made of gold increases your Charisma by 1 or 2 for each piece worn (possibly even bypassing racial maximums). Object property "frost walker", which only generates on boots. When worn, lava cools into solid floor and water freezes into ice in a radius 1 around the wearer. Optional if they unfreeze afterwards. Alternatively, make this an artifact pair of water walking boots. Ghosts lose their physical touch attack in favor of a reusable attack that scare-paralyzes you. Possibly, if this is unflavorful due to it just being the same ghost, change their AI to make them turn invisible after a certain amount of time being visible and not next to the player. Then they path towards you, and if you either stumble into them or they are next to you and get a move, they turn visible, paralyzing you. Since the actual action of them appearing out of nowhere would be what frightens you, see invisible would negate the effect. Wearing gauntlets of power, you can snag a boulder and pull it with a grappling hook. If in Sokoban this incurs a penalty. If you manage to get an aligned priest to wear a helm of opposite alignment, he becomes a priest of a different god. (Not defined what this should do to Moloch priests; maybe their heads explode?) Archeologists (maybe gnomes too) start the game with all valuable and worthless gems (but not gray stones) identified. If this is too powerful, perhaps they only begin the game with all worthless glass identified. Engraving (or ward) that is bad/cursed, and it causes bad things to happen on or around it. Anti-Elbereth of sorts. Monsters may deliberately engrave it to hurt the player. Customizable, player-named "hat" armor that uses a similar system to slime molds, except it is 0 AC helm-slot armor. Archeologist fedoras are set to this by default, and the fedora item is removed and replaced with the more generic "hat", which is hard-set to fedora for Arc's starting hat. Luggage pet for Tourists. Has very high carry capacity and doesn't drop items of its own accord. Fights like a normal pet. Either it is immune to damage but has a low maximum level to compensate, or if overwhelmed, it doesn't die but instead turns into a normal "luggage" object that will eventually reanimate. Spell that creates temporary weapons and armor made of energy: good base stats, but no magical properties, and vanish after some amount of time. Not defined whether they should be enchantable; probably they should but the enchantment will vanish along with the rest of it. Monks, and possibly other roles, can learn martial arts techniques out of spellbooks similar to dnethack wards and SLASH'EM bard spells. Weight the probability of Orcish Town down lower than 1/7. Possibly as a starting point, reintroduce Frontier Town as minetn-8 so that the probability will become 1/8. F corpses can be dipped into potions to make different potions: juice + violet fungus = booze, juice + yellow mold = sickness, water + green mold = acid. (Note the existence of the Brewing Patch, which dissolves most F in juice to produce confusion, hallucination, booze, sleeping, and healing.) Later suggested recipes which involve dipping a corpse in acid to dissolve it: If you used to have the Amulet but now don't for some reason, your death message gets "(without the Amulet)" appended to it. When beginning the game in permahallu mode, after the "welcome to NetHack!" message, give the message "NetHack is filmed in front of a live studio audience." Gloves that give a boost to multishot somehow: either increase the maximum by 1, or reroll the roll if it happened to be 1, or something. There's debate on how not to overpower multishot with an item like this. Non-weapon stethoscope skill, which gives less information than it currently does at Unskilled (perhaps just HP), the same amount of information as currently at Basic, more information like pet tameness and apport at Skilled, and a full probe at Expert. AC you have from your polyform should not stack with AC you have from armor. The game should compute both, take the max, and then add on AC from other factors like protection. Generalize health food stores into a special type of role-specific shop. This shop isn't an actual shop; it signals the level generator to transform it into a different specific type of shop depending on the player's role. The role-specific shops contain role-helpful items like health food does for Monks. They can be found randomly generated with probability around 5%. If a role doesn't have a specific type of shop associated, the shop becomes a general store instead. Doppeldoll: an artifact figurine that when applied turns into a tame clone of yourself with copies of all your weapons and armor. Non-cursed rings of hunger don't drain excess nutrition when you are Hungry, and slow digestion rings don't slow your digestion when you're oversatiated. Resistance rings, if worn while using barehanded ungloved combat, get a damage bonus of the elemental type they provide resistance to. Armor of lifesaving. Works as expected; more interesting than an amulet because it leaves you more vulnerable after disintegrating. This could possibly be an (extremely rare) object property. General artifact-stealing attack; like the Wizard's quest-artifact-steal attack but applicable to all artifacts and without Amulet of Yendor theft baked in. Archeologist player monsters might use this ("That belongs in a museum!"). Hallucinatory trap names for when you look at traps while hallucinating: "slime pit", "jack-in-a-box", "buzzsaw trap", "spiked floor", "axeblade trap", "queasy board", "revolving wall", "uneven floor", "anti-anti-magic field", "ice trap", "finger trap" Alchemic golem, which is basically made out of potions. Its melee attacks expose you to random potion or potion vapor effects. Killing it drops a few random potions and causes more random vapor effects. It can spontaneously explode when it hits something, with a greater chance when you hit it in melee. The explosion obviously also causes multiple random vapor effects to the area, and scatters potions around (by throwing them, so they tend to smash if they hit anything). Some, most, or all roles begin the game with high or maxed Luck. Of course, without a luckstone, this times out over a few thousand turns. Thrown potions of sickness create a stinking cloud centered on the spot they break. If the potion were diluted, the cloud is either smaller or disperses faster. Delicatessen shopkeepers chide you if you eat something while in their shop that doesn't belong to them and that you didn't buy from them. "Buy something or get out!" King Arthur gets the same resistance suite that the player gets for crowning, and the Grand Master and Master Kaen get the suite of intrinsics that high-level monks get. Usage fees can never exceed the original cost of an item, and when you buy the item, any usage fee is removed (it's only charged if you use the item without buying). Desks as dungeon furniture: they can store items like a container, and acts like a table if you are on top of it (if levitating you can interact with it and things on it). Sometimes generates a magic marker inside. Writing scrolls or spellbooks at a desk has some bonus: maybe a higher chance of writing unidentified, or a slightly reduced or capped ink cost. Possibly put one or more in the College of Archaeology, and Warden Arianna's office for Convicts. Unconsecrated or minor altars. They are either to some unnamed lesser god, or to no one in particular. They can be converted to your god like normal, but don't have any penalty for kicking or attempting to engrave or anything while still unconsecrated. Structure speed on a four-tier system: normal, fast (available intrinsically), very fast (available extrinsically via speed boots), and extremely fast (available only via consumables). If you apply a mirror at an empty square and that square is a "corner", you gain temporary vision in the perpendicular line around that corner. If it's a T-junction you look both ways. There is a "Done." at the end like detect monsters has. Applying a pruning hook (or possibly any polearm) to a space containing a tree, assuming there's no monster occupying that space, it triggers the regular bees/fruit from the tree without needing to kick it. The Longbow of Diana has different effects based on which alignment you are (or perhaps it's just different artifact bows, only one of which appears). Lawfuls get an Apollonian bow which shoots gold arrows which have higher base damage. Neutrals' bow fires silver regular arrows. Chaotics' bow automatically poisons fired arrows. Intrinsic teleportitis is no longer binary; you build it up by getting the intrinsic from multiple corpses. With more of it built up, the random teleports happen more frequently. However, the effect wears off over time and eventually fades completely (with some message like "You feel less jumpy", so the hero knows they can't Ctrl-T at will anymore). Deafness protects against cockatrice hissing and therefore their stoning. (This might be too powerful; it might need to just reduce the chance of stoning rather than eliminating it altogether.) You can stomp your foot by kicking at the ground. This causes noise around you depending on how much weight you're carrying. Cannot be done over a certain encumbrance. The spellcasting menu automatically (by default) assigns letters to spells in a fixed order, rather than alphabetically in the order the player learned them. For instance, ordering by school, then by ascending level, then by name. Or even just in objects.c order. This guarantees that unless the player rearranges the menu, they will always have the same letters from game to game. Playing a wooden harp (and possibly a wooden flute) near intelligent peacefuls may cause them to give you some money or items from their inventory, but there's also a chance that they become hostile (without an alignment penalty though). You can invoke the Amulet on Moloch's high altar to destroy it; this does something good later for you (more points? prestige?) but Moloch will now harrow and hound you down all the way back through Gehennom even more fiercely than usually. If you escape the dungeon, a short blurb prints describing your post-dungeon career. This factors in your material wealth (gold, gems, and other things you escaped with), deity anger (they will be mad at you for abandoning the mission regardless, but if already angry before your escape you will not live long outside the dungeon), and alignment record (bad alignment could cause you to get spurned by your peers), along with possibly more factors. When remove curse uncurses things in your inventory, those things glow amber (or feel warm if blind). The scroll is identified only if at least one thing went from known-cursed to known-uncursed. Random closets that have secret doors (but not no door at all) can sometimes generate a random item inside, or possibly a dungeon feature like a sink. Unchanging prevents you from starting to turn to stone (it already prevents starting to turn to slime), and if you are in the process of turning to either, it halts the process but does not cure it. Special candle found generated in Gehennom. While one is lit on a level, it suppresses spawn rates and makes the difficulty about what it is now (without the candle lit it is much harder). They should be fairly nonrenewable, perhaps wishable but not polymorphable. This limits your duration of time in "easy Gehennom" before it gets harder. The candles work the same outside Gehennom, but are less useful (maybe they specifically suppress demon spawns). Entering '*' at the prompt for genocide does a this-level genocide attempt of all creatures. Cursed reverse genocides random monsters, blessed kills all monsters level-wide subject to a resistance roll, and uncursed does the same but in a smaller radius. You can haggle with shopkeepers to sell items. They'll make an initial lowball offer, you can counter with something, they can counter it, eventually converging to a mutually agreed price. Sometimes refusing to go lower can convince the shopkeeper to accept the higher price; sometimes the shopkeeper will refuse to go higher. If you make an offer _lower_ than their current offer, give them a YAFM '[shk] raises his/her eyebrow. "Deal."' Dropping a lit candle on a (coaligned?) altar gives you a message giving a clue to your alignment (and/or god anger, luck, etc), by flaring up or flickering or going out or whatever. Confuse monster scrolls grant more charges than castings of the spell do. This means that the uncursed scroll should grant several charges, and the blessed one even more. Reduce the level of create familiar significantly, and make it only able to create replacement pets and possibly similar low-difficulty monsters, and not work if you already have any pets. Add a 7th-level clerical spell, "create minion", that summons tame/allied minions of your god. A compass item, which when invoked points up or down depending on where the stairs to Vlad's Tower are. It spins around if you're on the level itself or inside the tower. Instead of the Wizard of Yendor stealing all quest artifacts, he can only steal ones that don't belong to your role, since you didn't actually earn them. The #attributes screen tells you how long it has been since you started the game in wallclock time, for speedrun checking. Allow the player to complete the Invocation as long as they have ever had 7 different candles in the game, even if they don't have any right now. Flavoring this as the candle stubs being kept around and sputtering to life for long enough to do the invocation, immediately snuffing them afterward. Weapon differentiation - possibly a replacement of the old D & D "damage vs. small / damage vs. large" system currently in use. Weapons would do the same damage regardless of what size the target is, but might get a damage bonus or penalty based on if the target is vulnerable or resistant to piercing, slashing, or whacking/blunt weapons. Being resistant to this weapon type means that the damage is halved; being vulnerable to it means that the damage is multiplied by 1.5. Some obvious examples: Whenever a lich is created, a special phylactery amulet is created somewhere on the level. When the lich is killed, the phylactery begins a timer to resurrect into the lich again. The player can somehow destroy it to finish the lich off once and for all. Replace the mysterious force with "dark energy", which starts pooling from the high altar of Moloch soon after you get the Amulet, and thereafter from the downstairs of a given level. If you are caught by the dark energy, you start taking a bunch of damage, limiting the amount of time you can spend on levels after getting the Amulet. Cursed scrolls of wishing give the usual cursed wish effect - the item comes out cursed regardless of beatitude, wishing for positives gives you negatives, etc. Add spheres that give buff effects and deal no damage to whatever they explode at. They target tame monsters if tame, and hostile monsters if hostile. There is a spell that summons them. Monks get a small amount of free bonus movement points when they kill a monster bare-handed, and also gain a small amount of free bonus movement points while making movement actions and not wearing body armor. You can eat cloaks of protection and invisibility to get those intrinsically. Eating a cloak of protection is equivalent to eating a +3 ring of protection. The mysterious force triggers every certain amount of turns; this sends you either back to the downstairs of your current level or the upstairs of the level below. Changing levels resets the timer. Stepping on a squeaky board near a sink may spawn one or more sewer rats on the sink. Alternatively, sinks may occasionally just spawn a sewer rat on their own. When a spellbook's ward is studied, it is possible to get a non-failure, non-success result of "you're not skilled enough to tell if there is a useful ward here". This is done by throwing the player's Int, XL, and possibly other stats into some deterministic function along with the book's object id and the ward it actually contains. Gauntlets of force guarantee that any #force attempt will succeed, and will not break your weapon or items in the container being forced. Allow the game administrator to put a random value that will be mixed into the game's seed into the sysconf file, so that RNG-predicting manipulation can't be used. Artifact wand of striking whose damage increases with its recharge count. Its odds of exploding on a recharge are lower than usual for wands. Artifact blank spellbook that guarantees success when writing in it and can be read infinitely without blanking. However, it can never be blanked or cancelled. Or possibly it generates as a random type of spellbook, and can only be blanked if not yet read. Dipping potions deliberately into water turns them into water in one go, without a need to dip twice. You get a message about pouring out the old potion and filling the bottle with water. Nerf the effects of diluted potions in order to disincentivize diluting them and fix alchemy abuses. Start with healing potions: a diluted healing potion of any type heals only half as much as otherwise, and either confers half as much max HP as an undiluted potion or possibly no max HP at all. When alchemizing with diluted potions, half of the amount dipped will bubble or steam off as water, wasting those potions entirely (e.g. 6 diluted healings + gain energy = 3 diluted extra healings). Unless you are blind, all boxes are obviously locked or unlocked once you see them. There is no need to first loot a chest only to learn that it's locked. If you dip for Excalibur while using a helm of opposite alignment to be lawful and the attempt would succeed, the Lady of the Lake notices that something is wrong. She emerges from the fountain, grabs your sword, turns it into Excalibur, and rips off your helmet. This allows non-lawfuls to get Excalibur, but only by defeating her. New artifact Imaginary Widget: Random non-polearm weapon type. Deals double damage to monsters that don't exist in real life (e.g. foxes and mastodons and giant eels are real; wargs and mumaks and krakens are not). In cases where Vorpal Blade won't decapitate because the monster is headless, it does double damage instead with the message "Vorpal Blade goes snicker-snack on the foo!" Make the Castle a side branch, putting two down staircases on Medusa, one of which goes to the Valley and the other of which goes to the Castle branch, first preceded by several maze levels. Track monsters that you have named. If you genocide a class of monsters that contains any you have named, notify the player of their death. God gifts come pre-identified: artifacts automatically become known (so that you get "the Giantslayer" rather than "a long sword named Giantslayer"; non-artifacts automatically become type-identified. The scroll and spellbook of web allow you to fire a web projectile or beam in a direction. If it hits a wall, it creates a web on the space before it; if it hits a monster it creates a web on the monster's space and immediately entangles it. If it goes far enough without hitting anything, it creates a web at the end of its range. Psuedodragons that are tiny D-class monsters. They may be the starting pet of Wizards, but don't grow up. Instead, they have some kind of telepathic/psychic/magic-enhancing passive ability that scales with their level. Elven daggers and arrows (and really any pointy wooden weapon) has a 5% chance of instakilling any vampire who is not wearing body armor. Digging through a vault wall counts as 5 tiles (for digging time or wand of digging purposes, and dulls your digging tool's enchantment by 3. Dungeon branches that are completely submerged: their levels have a special level flag that treats you as underwater no matter what the terrain is. Would work better if a breath timer were implemented rather than instant drowning if a magical breathing source is lost. Trying to go down the stairs leading into the branch without the ability to survive underwater is equivalent to jumping into a pool: you will get wet and then crawl out (still on the stairs), without changing levels. Karma stone: a type of gray stone that, if it is blessed or cursed, can be rubbed on another item to transfer the blessing or curse to that item, making the stone uncursed in the process. Cursed karma stones in inventory eventually transfer their curse to a random item on their own; the stone might remain cursed after doing this. The loadstone in the Mimic of the Mines is replaced with one of these. If an empty bag of tricks can function as a sack: don't destroy the contents when it gets recharged. Instead, just make the contents inaccessible until it becomes empty again. Also, add a possible random effect to using the bag while charged: it spits out one of its contents at random. In item classes which have multiple price tiers (scrolls, spellbooks, potions, rings, etc), unidentified items will sell for the lowest price tier and cost the highest price tier. Since polearms are designed for use against mounted enemies, they get bonuses versus all u and C monsters. Also mounted enemies, if in a variant that has monster riding. Turn kicking a door into an occupation: you'll keep kicking it until you get interrupted somehow, or successfully kick it down. Move Sokoban much later in the dungeon, and make time not pass there. This Sokoban would consist of larger levels, but the boulder puzzles don't cover the whole level. Priest characters are allowed to choose the pantheon of gods they follow. This gives them Basic proficiency in one or two of the skills of that pantheon's corresponding role. Stomping boots. While wearing these, you may instakill and move into the square of all monsters in the a, s, and x classes. Procedurally generate the game-equivalent of Elbereth each game, and make it fairly likely to appear somewhere in the Dungeons of Doom. Cursed amulets of life saving allow you to remain in the game, at the cost of bringing you back as a skeleton. Shopkeepers recognize items that they originally owned but were stolen from them by pets, etc. They reclaim ownership of those items if you return to the shop with them, or possibly get angry. Shopkeepers track your petty thefts, and automatically anger if you steal a valuable single item or 50% of their stock or items totaling more than 1000 zorkmids. If you stand on a pile of objects that are all the same class, replace the "objects" in the message "There are several objects here" with the name of that class. E.g. "There are several weapons here". Also do this even more specifically if they're all the same object type: "There are several daggers here". Dragonbane behaves like in DCSS: it gains enchantment, safely and for free, upon killing dragons, maybe up to a higher maximum than usual. Remove ulevel as a factor from the logic that determines how large a newly generated monster group will be. Instead, scale the group size based on depth. (And to take this further, groups created by magical means such as create monster should be independent of both factors). Artifact "Shade Cloak": cloth cloak that is always tattered (has 1 level of unfixable erosion), confers (not-very-fast) speed and drain resistance. Invoke effect is temporary phasing and the incorporeality of a shade. Metroid nest: a 1-level branch appearing in 1/8 of games. Contains hostile metroids and a metroid queen. It contains some futuretech gear as a reward. Instakill effects deal a large amount of HP damage rather than instakilling, and give an appropriate message when something survives them. Allow multiple randomized item descriptions to correspond to the same actual item identity (e.g. a yellow potion and a red potion might both be healing). Make zruties eat every sort of food off the ground, including tainted corpses but not cockatrice corpses. Make them MZ_GIGANTIC and block line-of-sight. Give them a bull-rush attack that runs you over like a boulder trap but with more damage. Player status called Terrified: it acts like confusion and stunning in that it makes you move in uncontrolled ways, except that it pathfinds away from whatever is scaring you. Shopkeeepers can summon a minion or clone to guard any second door into their shop if one should happen to exist. Premonition system: under various conditions (crystal balls, clairvoyance, dreaming while you sleep, the Oracle) you can receive a premonition of something that will appear later in your game (this could be almost anything: a monster, object, dungeon feature, special room, etc) which then has a very high chance to generate subsequently. Bringing back different types of keys for different sorts of locks. This is not the old random key shapes and random lock shapes system; the discussion concluded that special keys should be used for a few specific purposes: game progression, a one time use reward, or some non-unique type of door where each key is one-time use or limited use. In particular, this third one could be used in Gehennom to block off areas, with "soul keys" or something similar that open special doors there and are generated with demons. Gehennom doors could also involve a blood ritual requiring some sort of expenditure of resources or damage to the player. Implement directional #loot for objects embedded in a wall where the object is a spellbook and the room type is LIBRARY. Monster generation in the Quest treats your level as the maximum of your actual level and the minimum level required to receive the Quest. Give Sunsword an invoke effect that creates permanent light in a radius like the wand of light. "PRAISE THE SUN" optional. Partial intrinsic teleportitis works as regular teleportitis except you teleport less frequently. (When a teleport would trigger, roll your percentage; if the roll fails, nothing happens.) Shopkeepers of stores besides general stores will identify any item that can be sold by their shop for a fixed price. General store shopkeepers either don't identify anything, or can identify everything for you with an exponentially increasing price. Remove the special damage bonus skill tables for bare-handed and martial arts combat. In place of them, scale up the die size based on skill: bare hands damage is a d2 at unskilled, a d3 at basic, etc. and martial arts doubles this die size, for a d4 at unskilled, a d6 at basic, and so on up to a d14 at grand master. Note that this still gives pretty poor damage output. Possibly it should be 2 dice being rolled (with the die size changing as described here). Invoking artifacts for invisibility makes you visible again if you are already permanently invisible. Also, move the Orb of Detection's invoke invisibility ability to some lesser artifact because it's a lame power for a quest artifact. To make zombies more bearable than giving you immediate deathly illness or brain drain, do it like D & D where they need to grapple you before biting you. Do this by giving them a sticky grab attack, and ignoring the existence of their bite attack if they aren't already grappled on to you. Adjust NetHack's monster speed system to accommodate the additional property that if your speed is greater than a monster's, it is impossible for that monster to move 2 turns in a row before you get to act. Restrict bones files from being loaded (possibly just discarding the bones file) if they contain monsters that are far out of difficulty for the player encountering them. Deafness multiplies your spell failure rate by a constant amount, due to maybe not getting the pronunciation right because you can't hear yourself. Define a new set of ability score maximums which represents the highest the score can reach via exercise. These caps are always equal to or higher than the existing maximums, which represent the highest a stat can be increased to through potions of gain ability or other stat-boosting effects. In some cases, the exercise maximum should stay the same and the non-exercise maximum may need to be decreased. Monster spell (or song, for bard-patch variants) that temporarily causes allies to grow up by one growth stage, regardless of its level (e.g. a little dog under this effect will become a dog, a demilich will become a master lich). Artifact unaligned touchstone called Grinder: rubbing it on or applying it to an object repairs one level of rust or corrosion but decreases enchantment by 1 (which can go negative). Invoking it cancels a single object. Make it impossible to portal-dance in Fort Ludios and beat it easily by putting a second exit portal in the fort and some sort of one-way gate in the starting room which has no other exits and the original exit portal. Pets eat corpses incrementally, not all at once, and you can interrupt their eating by moving them off the corpse (e.g. swapping places). The corpse becomes progressively partly eaten as they eat it. Interrupting their eating deducts tameness points from them equal to how many they would have gained if they had been allowed to finish eating normally. Elven characters can read the runes on runed objects (which presumably don't say much of interest, except possibly a runed wand will say what it is). Refactor to-hit mechanics into a simple 1d(attacker's bonuses) versus 1d(defender's bonuses) computation, where the attacker hits if their roll is higher. Illithids and illithid-race players can only eat brains and corpses that have brains. If you kill a monster after eating its brain, its corpse offers no nutrition. Covetous warpers can only warp to the location of the item they covet. This means that if you are carrying it, they can warp to you all they want, but they can't warp back and forth to the stairs. Cartomancers start with the create monster card identified and they have a whole bunch of them containing various early to mid game monsters in starting inventory. Arrows fired from The Longbow of Diana will never break and will automatically return to you. It also counts as your racial bow regardless of your race. An option to #terrain that shows spaces you have stepped on. (There is also popular demand for a NetHack4-like display of this on the regular map.) Add a TDTTOE message about swinging your dead cat if you start hitting things with a wielded cat corpse. Also have a separate message "There isn't enough room to swing your dead cat" if there are 4 or more walls adjacent to you. Oilskin cloaks prevent you from getting entangled in webs. Greased cloaks do too, but the grease may wear off in the process. In certain cases, you can see what telepathic monsters can see in a radius of 2 or 3 centered on the monster, assuming it fails a saving throw versus you reading its mind. A spell that creates a tame speed 0 monster that gives you permanent vision in a radius around it. Level 5 or 6 divination spell. In an effort to make unicorn horns not infinitely useful but also preserve their other good qualities: Split the unicorn horn into two items, the horn, a simple tool which now has a number of charges, and a "unicorn spear" / "hardened unicorn horn" which is a weapon. Both items have the same base damage, are two-handed, and use the unicorn horn skill, but reading a scroll of enchant weapon while wielding a unicorn horn will transform it into the weapon version like how crysknives work. The weapon cannot be used to cure ailments. Invoking the Longbow of Diana gives a temporary buff of "piercing", in which all your projectiles (not only those fired from the bow) pierce through monsters and continue flying. Monks can gain intrinsic immunity to just about everything by leveling up, but most of these are nullified if the monk is wearing body armor. Merge magic cancellation and monster magic resistance into a single stat "magical protection" which determines how easy it is for the magical portion of attacks to reach you and deal effects. All races have a low innate MP, but armor can raise it higher. Most monsters' innate MP resembles their current monster magic resistance. Shopkeepers should pay you a small fee for killing a mimic that was generated in their shop. (Or at least give you the corpse for free). Spellbook of probing, in the divination school, that works like the wand but only works at touch range. Zapping it at yourself at skilled grants enlightenment. Crystal plate mail is so transparent to magic that it provides no magic cancellation and can't be enchanted, disenchanted, canceled, destroyed with destroy armor, or cursed with curse items. Possibly extend this to any armor made out of crystal (GEMSTONE). Also possibly it always generates as +0, because anything otherwise would imply that it had been enchanted previously. Fix the problem with Aleaxes creating a copy set of your gear which can then be used as polyfodder by flagging the armor that gets generated with an Aleax to polymorph only into non-magical items. Excalibur starts out much weaker than it currently does, but you can perform further feats to enhance its power and give it more abilities as the game progresses. Such feats include: slaying a dragon, returning to King Arthur having finished the Quest, getting crowned as a lawful, re-dipping it into a fountain at a high experience level. When hallucinating, replace "You hear a chugging sound" with either "You hear a steam locomotive passing by" or "You hear someone chant 'Chug, chug, chug!'" Foocubi gain a level when you get a negative result from them. This should perhaps be extended to other types of enemies with draining powers. Allow configuration of a list of monsters that the player should be prompted to confirm fighting before automatically attacking. Fighting with F bypasses this check. Possibly with an option, disable auto-attacking by walking into a hostile monster; this will instead ask to confirm attacking the monster. The standard key for fighting monsters is F. Chatting with a shopkeeper makes them offer to appraise your inventory; if you accept, they will automatically type-name all your unidentified items with the price they would buy it for. When either you or a creature is brought below 10% HP while wearing an amulet of life saving, it begins to glimmer. Add some mechanic that allows you to pay for training to unrestrict a skill and bring it to Basic. Players of any role are also able to get riding training. You can only use cursed potions of gain level once or twice while carrying the Amulet. After a few uses, it will start to pull you back down as you rise up, wasting the potion. The Staff of Necromancy: a quarterstaff artifact that deals double damage to non-drain-resistant creatures (but doesn't life-drain them as the Staff of Aesculapius does), grants cold resistance and curse resistance when wielded, and can be invoked to raise one vertebrate corpse on your square as a tame skeleton. Internally mark all of your starting gear with a special flag; if you die before receiving the quest, any items marked with this flag get degraded when placed into your bones pile: things like magical armor becoming nonmagical, wands lose charges, scrolls may fade, and spellbooks are made too faint to read more than once. At the start of the game, three artifacts are selected as potential divine gifts, and you will never get any other artifact than these three by regular sacrificing. These three artifacts must not hate the player's race and ideally will provide a good balance in terms of power and utility. Gods can also grant non-artifacts as gifts, which no longer count against your odds of receiving an artifact. Also, the chance of getting an artifact is biased against low-level characters who have not made many sacrifices and towards high-level characters who have. Placing bag-of-holding-explosion-causing items into a bag of holding blows up the item that is trying to be placed inside, but does not harm the bag itself. If the item causing the explosion is a second bag of holding, its contents end up inside the outer bag. Pressure plate traps that cause all the doors of the current room to close and lock (doorways without doors could turn into iron bars or, on deep enough levels, all doors could turn into iron bars). Triggering this automatically removes the trap. Generated very rarely, and has special generation that occasionally makes it appear just inside a door to a throne room. The cost for buying protection is based on your maximum level reached, not your current level, to prevent draining for gain. Add several types of tape, which can be applied to mute yourself. While mute, you cannot cast spells, but you have a chance of not speaking the incantation when you read a scroll (resulting in the scroll becoming identified but not used up; none of its effects happen). There are four types of tape which randomly generate: Scotch tape (generating blessed 75% of the time and cursed 25%), packing tape (always uncursed), duct tape (50% blessed, 50% cursed), and Flex Tape (25% cursed, 75% uncursed). Tape may fail to prevent you from reading a scroll, with a message "The magic of the scroll forces your mouth to move against the tape." followed by the normal scroll reading messages. The chance of this happening is 2% if the tape is blessed, 12% if uncursed, and 50% if cursed. When taking off blessed tape, there is a 75% chance you take it off normally, but a 25% chance that you rip it off instead, dealing 2 damage. When uncursed, there is an equal chance of taking it off, ripping it off, and having it be stuck on your face. When cursed, there's a 99% chance that it's stuck on your face, but a 1% chance that you tear it off, dealing 15 damage. Every ten turns you spend wearing tape, it might fall off on its own (5% chance), falling on the floor. Finally, every time you put on or take off tape, there is a 15% chance that it lose its stickiness, fall off if you put it on, and turn into an "odd strip of material", which can be used as a blindfold. Odd strips of material cannot be generated randomly. Hi there, I'm Phol ende wodan, more commonly known as , (and also on hardfought.org) and on IRC as aosdict or aos. If you want to contact me, messaging me on IRC is a good bet, but you can also < span class=plainlinks > [ leave a message on my talk page] < /span > and I'll probably see it soon after. I enjoy discussing NetHack game design, and frequently talk about it in the #hardfought channel on Freenode. My biggest ongoing project is listening to the design discussions that happen on IRC and sifting through them to find new ideas, or YANIs. The YANI Archive is the curated collection of these ideas. I primarily play vanilla 3.6 with a sprinkling of some variant play for Junethack. I have 20-30 vanilla ascensions in all 13 roles, most of which are on NAO, as well as two ascensions for GruntHack (both dwarven valkyries), and one ascension each for UnNetHack (vampire wizard), NetHack 4 (elven wizard), xNetHack (dwarven valkyrie), and FIQHack (dwarven valkyrie). Probably need to get into Fourk and dNetHack at some point, too. The Interhack Principle: If the player can fix a problem by wrapping the game in a better UI, that problem should not be in the game. The Consumable/Renewable Principle: When consumable and renewable resources provide similar effects, the effects of the consumable resources should generally be stronger. Fair Deaths Only: In reasonable circumstances, it should not be possible for the player to be killed with no prior warning and no opportunity to prevent it. This is a whimsical attempt to try and quantify NetHack variants based on how much of a "kitchen sink variant" they are - a term usually associated with adding lots of new stuff to the game. (Of course, NetHack is already famous among roguelikes as containing everything and the kitchen sink.) The measure I propose for kitchen sinkiness is the amount of "new stuff" changes a variant makes on top of vanilla divided by the total amount of gameplay changes a variant makes on top of vanilla. A "new stuff" change is loosely defined as an added monster, item, trap, terrain, artifact, special level, role, race, intrinsic, damage type, et cetera - the sort of changes that take advantage of NetHack's existing code systems. Only gameplay changes are considered, and things like UI improvements or internal code changes don't count. All "new stuff" changes are, of course, gameplay changes. To illustrate a bit, adding a race would be "new stuff"; allowing a role to play as a race it can't in vanilla would not. Adding an artifact would be "new stuff"; adding an applied effect to an artifact that doesn't currently have one would not. Un-deferring a feature or resurrecting a defunct feature would be "new stuff", since the feature is not currently in vanilla. It can get murkier if the variant introduces something, and then starts making more complicated changes on top of it, such as the SLASH'EM techniques system, or the object properties system, where it's hard to tell whether each new technique or property in that system should count as "new stuff". Vanilla, and any hypothetical variant that makes zero gameplay changes on top of vanilla, are defined as having 0 kitchen sinkiness. A hypothetical variant that adds *solely* new stuff would have 1 kitchen sinkiness. If there were a variant that removed things from vanilla and didn't add anything else for some reason, then I suppose its kitchen sinkiness would go negative. Importantly, kitchen sinkiness is not a measure of game balance, and is ignorant of what the actual changes are and how they interact with the other features of the variant. Without actually going through variant codebases to puzzle out and quantify their amounts of gameplay changes, here is a rough guess at where they fall on the scale of kitchen-sinkiness: FIQHack DynaHack Vanilla Fourk SpliceHack SLASH'EM Some patches NetHack4 (e.g. add 1 new item) You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User talk:Olddole You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User talk:Coogins You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Lonely Tower =_=_ The Lonely Tower You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User:Bluescreenofdeath/Dungeon option This is for the SLASH'EM Extended rcfile, in case players want to change what the dungeon looks like. First, this line is required: Then, the following part MUST be put at the end of your rcfile or it will not work correctly. The last line makes solid rock be displayed as the # glyph: You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. Thus, the behavior is consistent with that of SLASH'EM. The only difference is that the effect is fully resisted by magic resistance in SLASH'EM, but only 95% resisted in SLASH'EM Extended. Could you edit the variant information to reflect this? -- Luxidream (talk) 16:01, 13 October 2018 (UTC) =_=_ Special room (dNetHack) The marked Z is a Dread Seraph. For most of the game, Dread Seraphs will lie dormant in their sepulchers, though their presence on a level causes corpses to rise from the dead as zombies or skeletons. When the character visits a level containing a sepulcher and has the Amulet or has killed The Wizard, the Seraph will wake up. dNetHack adds a separate type of vault, similar to gold-containing vanilla vaults. They contain monsters to guard the treasure inside 4 chests. Each chest contains 2d4 magic items (25% of which will be a random piece of magic armor, the other 75% of which will be any magical item). It's possible, albeit with the same chance as any other item, for the chests to contain artifacts. Any artifact that cannot be put into a container will not be generated, however. Additionally, extra chests with normal chest items may be generated in each square. Dilapidated armories contain 1-2 sleeping rust monsters and 1-3 brown puddings, and random armor and weapons with various levels of erosion. dNetHack swamps contain all the things vanilla swamps do, but they can also contain swamp ferns. Be wary! Left unchecked, a swamp fern can quickly take over a whole level. Rivers aren't special "rooms" per se, but they are generated the same way. Rivers can be generated anywhere. With a chance, the river will run horizontally, otherwise vertically. Rivers are guaranteed never to block your path to any room (a trail of floor will be left where the river would be blocking). They can spawn sea monsters and kelp fronds just like other water. Islands are similar to gardens, but contain a moat of water along the inside wall. If below level 12, lava may be present instead. They also contain a square marked "X" with a chest of treasure (gold) buried underneath it. One lone tree is always next to the X. Unlike in vanilla, dNetHack throne room monsters are often (75%) themed after a specific ruler. Ruler types and corresponding monsters are, in a roughly sorted level of difficulty: Rulers are chosen according to their difficulty. The chosen ruler will not have a difficulty greater than the average of your level and the dungeon level difficulty + 5, and will not be lower than of the dungeon level difficulty. If no prospective ruler fits these criteria, dNetHack will fall back on the standard set of throne room monsters. =_=_ Talk:Special room (dNetHack) =_=_ User talk:ShatteringAurora You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Alignment key (dNethack) dNetHack adds alignment quests/keys similar to SLASH'EM, but substantially more complicated. Each quest contains 3 keys instead of one, and almost all of them have a boss you need to fight. You need 3 keys to open the doors to Gehennom, so it's not necessary to gather all of them. The First Key of Law is found in the Dungeon of Ill-Regard, and is guarded by Axus. He has a powerful stunning reflexive melee attack, so it's best to kill him from a distance if possible. He is _not_ magic resistant, so a wand of death will work on him. After you kill him, he'll revive in a couple turns, and eating his corpse is fatal. Axus (and the autons on the level) is usually generated peaceful for lawful characters. The Etched Second Key of Law is found in Arcadia, and is guarded by Arsenal. He throws iron balls at you (2d6), showers you with magic missiles (2d6), and has a powerful kick (8d2). He is a form of golem (or at least shares the glyph), and is resistant to death magic and all major elemental damage, though with decent AC and magic resistance he shouldn't pose a threat. The Third Key of Law is found in the Arcadian Tower, and is guarded by Lady Oona. She has 2 melee physical attacks (2d8 each), but the real kicker is an active 16d8 elemental damage spell, and passive elemental damage. Her affinity is chosen randomly each game, from fire, cold, and electricity. Some players opt not to kill her, and instead tame her. She makes a powerful pet, and is humanoid and thus can wear most kinds of armor. The First Key of Neutrality is guarded by Center of All. He can be found anywhere in the main dungeon, appearing as part of standard monster generation (albeit with an extremely low chance). However, the bottom level of the Outlands has a greatly increased chance for him to spawn. If he spawns before you have reached this level, he will always be peaceful, and will levelport randomly. When he does this, he leaves behind a footprint burned into the floor. Alhoons are the guardians of the Second and Third Keys of Neutrality. They are not unique like the other guardians, but a type of monster. However, only the 2 guardian alhoons ever spawn. They are a form of undead master mind flayer, similar to a master lich. They cast the mage spells and have the cold touch of liches, combined with a intelligence draining tentacle attack. The first alhoon is on the Gulf of N'kai (3 levels under Sum of All, where Center of All often spawns). The second is at the temple complex at R'lyeh, a level or two below that. The First Key of Chaos does not have a guardian that will drop it on death. It's well-hidden instead. If you don't want to figure it out yourself, please consult the First Key of Chaos spoiler page. The Second Key of Chaos is randomly placed somewhere in the Earth Temple. It can be in either the outside or inside section. You may want to deal with Lich, Fiend of Earth before trying to find it. The Second Key of Chaos is randomly placed on the second level of the Last Spire, guarded by the First Wraithworm. The First Wraithworm can be a pain to deal with, especially for melee combatants, as he randomly blows you about the room and is difficult to hit. As such, it should not be attempted recklessly by weaker characters, and is best delayed until you are ready. The Second Key of Chaos will be randomly placed either in Minal Morgul, the Mordor Fortress, or the Spider Cave, whichever level a player visits first. Chaos himself has the Third Key of Chaos. Unless you really need it, or are already planning to get The Black Crystal, then you may want to get a different alignment key to open the doors instead. He's a powerful spellcaster, able to heal himself, summon high-level & , and cast other monster spells. His most dangerous part is his massive health pool. He spawns with around 1500 hp, so any fight with him will take a very long time. He's at the Chaos Temple, at the very end of the other elemental temples. When he is killed, you are also able to pick up The Black Crystal (which grants slotless MR). The Third Key of Chaos will be dropped by the first Aspect of The Silence killed by a player (not necessarily the first to spawn). Aspects of The Silence appear on the final level of the Mithardir Catacombs and players should be well prepared to deal with them before attempting to recover the key. The Third Key of Chaos is guarded by Lungorthin, Lord of the Balrogs. Lungorthin can easily defeated by engraving a ward on the up ladder and hitting him repeatedly as he comes near. =_=_ First Key of Chaos spoiler The First Key of Chaos is not generated in the dungeon. Instead, it can be created by naming a standard skeleton key "(The) First Key of Chaos". Chaotic characters can do this at any time, characters of other alignments must generate Chaos, the last boss of the Chaos quest, before they can create this key. Technically, only the Third Key of Chaos needs to be generated, so a bones file will work as well. =_=_ MediaWiki:Abusefilter-warning-newuser-extlinks Wait a moment! You are adding one or more external links, and you seem to be new to this wiki. We would appreciate you taking a moment to review this advice: You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ MediaWiki:Tag-newuser-extlinks You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. This version of the proposal was revised in 2017, after making the original, obsolete 2014 version of the proposal public < ref > http://jonadab.jumpingcrab.com/nethack-stuff/nethack-dungeon-overhaul-proposal-jonadab-001b.txt < /ref > < ref > https://nethackwiki.com/wiki/User:Jonadab/Dungeon_Overhaul_Proposal_Draft_1 < /ref > . This revised version will include changes needed because the state of the art has changed in three years (e.g., 3.6 has already addressed certain issues and added certain features, such as wide mazes), as well as changes due to feedback from other variant developers and interested parties, including complete independent proposals by ais523 < ref > http://nethack4.org/pastebin/dungeon-redesign.txt < /ref > < ref > https://nethackwiki.com/wiki/User:Ais523/Dungeon_Overhaul_Proposal < /ref > and FIQ < ref > http://home.fiq.se/overhaul.txt < /ref > and comments by aosdict < ref > https://nethackwiki.com/wiki/User:Phol_ende_wodan/DungeonOverhaul/Jonadab < /ref > < ref > https://nethackwiki.com/wiki/User:Phol_ende_wodan/DungeonOverhaul/ais523 < /ref > , Chris_ANG < ref > https://gist.github.com/Chris-plus-alphanumericgibberish/8be492edc05282c0933ce869e172ca7b < /ref > , Elronnd < ref > https://elronnd.net/proposal.txt < /ref > , and others. However, this is still a preliminary draft and by no means final. It is my hope that others will write their own proposals, leading to further revisions and refinements. The early dungeon will effectively be rather similar to version 3.6, with a handful of minor changes. Some of the special levels will have changes, but nothing that alters their overall position or function in the dungeon (except that there will be alternatives to completing Sokoban). The mid-game dungeon will have a few more changes. Some of these will be intended to relieve monotony; others will be geared toward accommodating what we want to do lower down, for the late game. The mid-game will finish up (after Medusa) with a small handful of maze levels (perhaps 3-4), followed by the terminus, which will have several variants (one of which will be the existing, familiar Castle of Yendor). The terminus will grant fewer wishes on average than previously, potentially leaving the player wanting some of the things that can be found below. Gehennom is where the really big changes are, including all-new filler level generation algorithms. The middle portion of Gehennom will now feature alternative paths, allowing the player to choose which dangers to face (and which loot to pursue). As a result of this, the total number of levels in the game will increase, but the minimum number of levels that the player must traverse will not increase very much, if at all. Gehennom will contain a number of potential wish sources to make up for the reduction at the terminus. Several of the special levels in Gehennom will be found at different depths than previously, and there are a couple of new ones, as well as a couple of new optional branches reachable from Gehennom. Changes have also been made to the Sanctum and to the Elemental Planes, in order to make them more interesting and less anticlimactic. As a consequence they are also somewhat more dangerous than in previous versions, but not beyond what a late-game character should be able to handle, provided the endgame is approached with caution and respect; and it is hoped that they will be less tedious (due to the removal of Summon Ants). However, by default, players will still not get bones on special levels with important features that would be disrupted; this includes the Oracle level and Minetown, as well as places like Sokoban, Medusa's Island, etc. The bones option will now have three possible values: 0 = never load bones, 1 = load bones on normal levels (default), and 2 = load bones wherever they are available. Players who are willing to play through bones even on special levels will thus need to set the option to a non-default value to enable that. Levels with one or more branch entrance or portal that can occur at a range of depths (e.g., Gnomish Mines entrance, quest portal, Ludios portal, etc.), can be made bones-eligible simply by removing the branch entrance when saving a bones level. If the extra set of stairs or the portal is the only special thing about the level, then ipso facto it becomes a normal, non-special bones level with the branch entrance removed. If the level is special in some other way (as can sometimes happen when a branch entrance is randomly placed on a level that happens to be special for an unrelated reason), then it remains a special bones level, but without the branch entrance. The first level of each branch (whose entrance can occur at multiple depths), containing the branch exit, can (unless there is some other reason for it to be ineligible to leave bones) be saved as bones with its branch exit intact; it will only be loaded when the branch is at the same depth. A notable exception to this is the Quest Home level, which may need to remain bones-ineligible if it contains things that are strictly necessary to complete the game (in particular, if the Bell of Opening is moved to the quest leader's possession, as has been proposed by several developers). The Gnomish Mines will have very similar overall structure to version 3.6, although I do propose (below) some changes to the details of individual levels. Sokoban will now be one of several Parallel Branches, which will run upward in parallel to reach the same goal; players will only need to complete one of these, as the internal rewards for each of them are minor in comparison to the overall reward at the end. The question of what the branches that run parallel to Sokoban (and thus serve as alternatives to it) should be is open. I propose a three-dimensional maze as one option (a Perl script has been written to demonstrate how such a thing might be generated < ref > https://github.com/tsadok/level-generator-perlscripts/blob/master/3dmaze.pl < /ref > ). ais523 proposes a series of fights for cursed potions of gain level (which must each in turn be used to get the next one), a concept he calls the Arena < ref > http://nethack4.org/pastebin/dungeon-redesign.txt < /ref > . There may be other possibilities as well. I propose that two such branches be added, in addition to the traditional Sokoban, so that there are three branches running in parallel; and the player can obtain the main prize (the bag of holding, the amulet of reflection, or what have you) by completing any one of these parallel branches. Internally, Sokoban does not need to change its overall structure very much. I do propose that there be a larger number of possible variants for each level in Sokoban (or, they could be generated randomly as ais523 proposes), and I propose some additional tweaks to make traditional completion of Sokoban feel somewhat more genuinely optional, so that players who do not care for it have better freedom Regular filler levels in the early Dungeons of Doom will be room and corridor levels, much as before, with a small number of minor enhancements (such as the occasional non-rectangular room, see existing implementation in either Delphi barely needs to change at all, being one of the better special levels and Working As Intended. I particularly like that Delphi is not instantly recognizable when you reach the level; in fact, I frequently recognize Delphi by the sounds, or sometimes even by the larger number and difficulty of monsters, before reaching the visually recognizable portion of the layout. Since reaching Delphi is often an important milestone (both for the guaranteed fountains and also because it signals the Sokoban entrance, if not because of the actual Oracle), this lack of instant recognition provides a meaningful sense of searching, watching for signs, and thus anticipation. This is good. I do think Delphi could do with having multiple versions (possibly including one where the Oracle's area is a diamond shape rather than a cardinally-aligned rectangle), but the basic idea should remain the same. The main change for the Big Room is that its depth range is altered so that it is guaranteed not to occur before or on the same level with the entrance to Sokoban and the other Parallel Branches. One rationale here is that players should have the option to complete that section early, before entering the Mines, and having the entrance be in the Big Room makes that difficult, especially for new players. More experienced players should be finding their challenges somewhat deeper into the dungeon or may choose to skip the parallel branches altogether. ais523 provides < ref > http://nethack4.org/pastebin/dungeon-redesign.txt < /ref > an additional rationale for allowing a deeper maximum depth for this level: it provides interesting variety in the dungeon layout. When I wrote my original proposal in 2014, I concluded that adding more BigRoom variants was unnecessary, due to the fact that more than half the time it's not generated at all anyhow; thus, when the Big Room is generated, it naturally feels like variety. Combined with the fact that there are already several versions of it, I decided no further versions were needed. However, I have since added several additional versions of the Big Room to Fourk, purely because I could, and I now feel that in general, having more versions of special levels is in general a good thing. The Big Room isn't a high priority for this (unless it is to be made always-present as in ais523's proposal), but that doesn't mean there's no value in it at all. As before, in any given game, there is to be at most one Tribute level in the middle dungeon; however, the Rogue level will NOT occur in every single game: either the Rogue level will be only one of several possibilities (with the others each being designed to look and feel like a different game: possibilities include Moria or Angband, ADOM, Larn, etc., and the player encounters only one of these tributes in any given game game); or else sometimes the tribute level might only be generated a percentage of the time. (Ideally I would prefer the former solution, multiple tribute levels, one of which is selected per game, if surplus developer time were available; but I recognize that doing good tribute levels would be a lot of effort, so simply omitting the tribute level some of the time is an easier-to-accomplish alternative.) Role-specific quest branch and level changes are to be dealt with on a role-by-role basis in the Class Overhaul proposal or elsewhere; they are beyond the scope of this document. One universal Quest change that has been proposed, and which I agree with, is to place the Bell of Opening initially in the quest leader's inventory and have him give it to the player upon being shown the quest artifact (or other evidence of quest completion, e.g., the quest leader's corpse, or maybe even a tin thereof). (The UI for showing the quest leader your evidence would simply be to #chat with him while holding it in inventory.) With this change, the player has the choice of completing the quest, or taking the Bell of Opening from the leader against his will (by theft, or by killing him). The quest artifact provides incentive for doing things the "right" way, but failure to qualify for the quest does not make the game unwinnable, especially if the forcible removal of the player from the quest branch is nerfed or eliminated. Note that angering the quest leader before unlocking the quest would leave it locked, even if the quest leader is killed, so you do forfeit the quest artifact if you do that. Medusa's Island is to have a larger number of variants (instead of four, at least six) and is to occur 3-5 levels above the terminus of the Dungeons of Doom (i.e., there should be 2-4 levels between Medusa and the final level at the bottom). I thought about removing the no-teleport restriction from Medusa's Island either entirely or removing the restriction only when Medusa has been killed but concluded that having a non-teleport water level between the upper and lower dungeons is strategically significant and should be retained. Players who dig past Medusa should need to find a way to traverse it (typically, levitation; or levelport; or scrolls of earth; or whatever; there are actually a lot of ways to deal with this) before they can return upstairs e.g. to get the stuff they left in their stash or to revisit Minetown. This makes bypassing the level by digging past it a tradeoff that has a downside. So Medusa's Island stays no-teleport, even when Medusa has been killed, the same as in 3.6. The levels between Medusa and the terminus are to be mazes and are to have item generation and monster generation probabilities that are different than the rest of the Dungeons of Doom and also different from Gehennom (the details can be worked out later). Some of these mazes may have passage widths or corridor widths of more than 1 tile. ais523 proposes making this actually a separate branch: I'm ambivalent about that, but it might make it easier to implement different item generation probabilities. The terminus of the Dungeons of Doom is to occur at roughly the same depth as in version 3.6, or maybe very slightly lower to accommodate an extra maze or two, but no more. I know some variants (notably Slash'em) move it significantly lower, but I do not believe this is the correct solution to making Gehennom less boring. You'll note that I have not called the terminus "the Castle". This is because there are to be several versions of it. In addition to The Castle of Yendor (which is very similar to the Castle from version 3.6), I suggest Aladdin's Palace (which contains a magic lamp and probably also a scroll of wishing), Doctor Jeckyl's Laboratory (which has a lot of potions and at least one scroll of wishing), and the Ken Arnold Memorial Library (predictably rich in books and scrolls, including at least one scroll of wishing, and at least one of each of the 300zm scrolls and maybe also a marker). There are also some other alternative castles available, which may be worth including. (Fourk has a couple more, which were cherry-picked from another variant that may have got them from Bilious; there may be others.) I am open to suggestions for more versions, if they are both genuinely different from the others and yet also similarly balanced in terms of difficulty and loot. All versions of the terminus will have several things in common. The terminus will always be at the bottom of the main dungeon, below the maze levels, and will contain some mechanism for entering the Valley of the Dead (and thus Gehennom), usually in the form of trapdoors or holes (which can be flavored in various ways, e.g., in the Library there are holes in the bathrooms). It will always contain a chest on a burned Elbereth square, which contains something important the player is very likely to want. It should always offer the player at least one wish. The terminus will always feature threatening monsters, including a high probability of several types of monsters the player will likely not have seen up to this point. (The details may vary, e.g., Aladdin's Palace should obviously have a djinni.) Gehennom is to start with the Valley of the Dead, as before; although there will now be several (at least four) versions of the Valley map. Below the Valley, much is to change. The special levels in Gehennom will each have multiple variants, and they will appear in different places from version 3.6. Gehennom is now to be divided into three major portions, Upper, Middle, and Lower Gehennom. The mazes are entirely gone from Gehennom (banished to the much smaller, aforementioned maze zone above the Castle). Filler levels in Upper and Lower Gehennom will be generated using the ais523-algorithm < ref > https://groups.google.com/forum/#!topic/rec.games.roguelike.nethack/QGZK_Y-NjB8 < /ref > Gehennom cavern generator, with some minor adjustments. A Perl script is available that demonstrates this algorithm < ref > https://github.com/tsadok/level-generator-perlscripts/blob/master/ais-caverns.pl < /ref > , and it can also be seen in Fourk < ref > https://github.com/tsadok/nhfourk/blob/master/libnethack/src/mkaiscav.c < /ref > . One advantage of this algorithm is that it naturally provides variety as the depth parameter changes, so that near the top of Gehennom the levels are fairly open (almost as much so as in the Mines) and at the bottom they are much more cramped (but still feature small open areas in their topology, so that the player can still be surrounded). Alternately, it is possible to reverse this progression by calculating the depth number slightly differently, or it could simply be made random so that any given level of Gehennom can be more open or more closed. If we split Middle Gehennom out as I propose, I prefer not making the openness of the Upper and Lower Gehennom levels random, because this way taking a chunk out of the middle makes Lower Gehennom feel very noticeably different from Upper Gehennom, without the need to add any extra code to accomplish this. There can now be lakes of water and/or lava, with probabilistic bias toward water at earlier levels and lava deeper in; the probability will also be slanted toward larger quantities of liquid terrain at deeper levels. In some cases it may be necessary for the player to cross water or lava, but usually it will be possible to go around. The probability numbers are to be tweaked so that levels with no water or lava occur sometimes, but levels with multiple regions of water or lava also occur. Lava should generally be lit, but water and floor areas should usually be dark, and corridors in Gehennom should always be generated dark. Monster generation in Gehennom is to change somewhat. Item generation in Gehennom is to change significantly (in a way that makes it more distinct from the rest of the dungeon, not less; the details can be tweaked for balance, but on the whole Gehennom should tend to offer the player items that are rare up to this point). Also, at least one monster will gain an additional attack, in order to make the lava more interesting. There are various possibilities here. One idea for this is to give salamanders a two-turn attack that grabs you and then drowns you in lava, similar to what eels can do in water except that it's lava rather than water. Another idea is to borrow GruntHack's mechanic wherein lava generates stinking clouds around it from time to time or, possibly better, chose a fairly common kind of demon and give it the ability to do something that causes the lava to be stirred up in some way, perhaps allowing it to temporarily overflow its banks for one turn and fire-damage anyone standing next to it and maybe cause feet to become stuck in the floor, similar to a bear trap effect with different flavor. Giving one type of demon (perhaps the one with the head-butt attack, horned devil IIRC) a knock-back effect might also prove tactically interesting, if they tend to spawn on levels with lava. Basically, lava should be at least a little bit scary to even stand next to, not because of the potential for typographical errors (paranoid_water should apply to lava for sure) but because of actual gameplay mechanics. Because Gehennom is no longer composed mostly of mazes, there will be fewer minotaurs and therefore somewhat fewer wands of digging. To compensate for this, the "it only digs one tile down here" effect is gone: wands of digging in Gehennom (and in the mazes for that matter) work just like they do in the main dungeon (except in non-diggable areas on special levels, of course). Upper Gehennom is to begin with the Valley of the Dead and features up to two additional special levels: the Garden of Temptation (which is new and has only a 50% chance of being generated) and Orcus Town (which is similar to 3.6 but now has multiple versions; also, the filler content on the left side uses the new generator, so it's not a maze). The remainder is filled in with filler levels. (The main reason for moving Orcus Town to an earlier place is to prevent it from being too greatly overshadowed by Lower Gehennom's Black Market.) The entrance to Vlad's Tower, if it remains in Gehennom (rather than being moved to an earlier place in the game as others have been proposed) will be in Upper Gehennom, on one of the filler levels. In this case, Vlad himself is to be buffed up and given a draining attack that works both at range and point-blank (probably flavored as spitting vampire blood, which works like venom in the sense that it is never left laying around on the floor as an object the player can pick up or handle; this has been implemented in Fourk). The level with the ladder to Vlad's Tower is eligible to leave bones, but the ladder will be removed, creating a normal bones level, similar to what was done for Mines and Sokoban branch stairs. I can't think of a good set of alternate versions of the Vlad's Tower levels that preserves the general feel of the branch and yet is still genuinely different, on a level-by-level basis, from the existing versions. Unless someone else can come up with such a set, I propose that Vlad's Tower be left as an exception to the "special levels should have alternate versions" rule. Think of it as the exception that proves the rule. The loot in Vlad's Tower is also basically unchanged, or perhaps buffed slightly. (Yes, I know, some of it isn't very useful at this stage of the game. I don't consider this important, because Vlad's Tower is a small area, easy to deal with quickly once you reach it, and the main motivation for going there is the Candelabrum. I'm not aware of any player who really dislikes playing through Vlad's Tower. It doesn't take long enough to be boring.) Middle Gehennom is to feature two sub-branches, which run parallel to each other; the player can choose whether to traverse one of them (and if so which) or both. The last level in Upper Gehennom (i.e., Orcus Town) is to have two sets of downward branch stairs, one of which leads to the Fire Pits sub-branch and the other to the Swamp of Death sub-branch. These sub-branches are each to contain the same total number of levels, including two demon lairs each and several (maybe 3) branch-themed filler levels (fire-themed or swamp-themed as the case may be), and the down stairs at the bottom of each of them should lead to the same level, the start of Lower Gehennom. Trapdoors, holes, and levelport traps near the bottom of Upper Gehennom can potentially deposit the player in either the Fire Pits or the Swamp of Death, but only on the first level of either, which is a filler level. Levelport by other means (such as with a scroll), however, can drop the player onto any level in Middle Gehennom; which sub-branch the player lands in is random, even with teleport control. (Branchport, however, instead of listing one option for The Fire Pits are to be fire themed and will be the easier of the two paths, but less rewarding. The filler levels in the Fire Pits will have a lot of lava and be inhabited mostly by fire-resistant monsters, many of which have fire attacks (some of which, hopefully, are only partially resistable with fire resistance; the "wand balance" proposal would help significantly here, and the proposal to make intrinsic resistances only reduce damage helps more, as well as making extrinsic fire resistance desirable in this area). Two demons will have lairs here, but these lairs are redesigned to fit the fire/pit theme, and it won't be the same two demons every single time. Possibilities include Asmodeus, Baalzebub, Yeenoghu, or Dispater; it may also be desirable to flesh out this list with some additional possibilities. As Chris notes < ref > https://gist.github.com/Chris-plus-alphanumericgibberish/8be492edc05282c0933ce869e172ca7b < /ref > , it is good if the various "boss" monsters the player may have to face are dangerous in different ways. Some further creative work may be needed here. The Swamp of Death will be swamp themed and will be more dangerous, but also more rewarding, than the Fire Pits. There will be more monsters and more dangerous monsters here than in the Fire Pits. Two demons have lairs here: the first is Juiblex, and the second is Demogorgon, whose lair contains either a guaranteed magic lamp or possibly even a scroll of wishing, and various other loot. In general, Swamp of Death levels should have more and better items available than the Fire Pits levels, but be inhabited by more challenging enemies. Particularly common enemies in the swamp are to include various water monsters (including ones with drowning attacks), snakes (including pythons), decay-themed monsters (such as green slimes), couatls, jabberwocks, and on-average higher level demons than in the Fire Pits, and a higher percentage of spell casters. Liches, if they haven't been genocided, should be more common in the Swamp of Death than anywhere else in the game. Tengu should probably also be common in the Swamp of Death (because the prospect of tengu corpses may provide an extra incentive for taking the more difficult path, if the player does not have intrinsic teleport control yet). Lower Gehennom consists of a mixture of filler levels (several of which contain embedded features: this is where the Wizard's Tower and fake wizard towers live) and special levels, chiefly the Black Market. The last level in Lower Gehennom appears like an ordinary (ais-caverns style) filler level, but instead of being generated with a down stair it contains the Vibrating Square, which works just about the same as in 3.6. Moloch's Sanctum will dispense with most of the riff-raff (possibly by giving the level a flag that causes clerical spellcasters to avoid Summon Insects) and make the High Priest himself more dangerous. My original (2014) thinking for this was a special attack that turns random tiles in your general vicinity to lava, as well as a melee attack that does shock damage (which is partially resistable but can still destroy rings and maybe wands) and the destroy armor monster spell. Salamanders with their new drowning attack, to make the lava even more dangerous, can be considered if additional difficulty is wanted, but that may not be necessary. I am not firmly settled on this specific proposal for making the High Priest of Moloch more dangerous; I am very open to considering other means of doing so. But I definitely want to get rid of the ants, because all they do is make completing the level take two hours (because you can't walk, because there is always some stupid low-level thing standing where you want to go) without adding any significant difficulty. In some cases "Filler" may allow for more than one consecutive filler level. In some cases "Filler" may also be zero levels, if all the filler levels for the sub-branch in question are elsewhere. For example, in Upper Gehennom, there are 5-6 levels total, and the Garden of Temptation, if generated, can be anywhere between the Valley and O-Town. Any of the filler levels can have the entrance to Vlad's Tower, even the one that replaces the Garden when it is not generated. Note, however, that both sub-branches in Middle Gehennom have the same number of levels (to keep numbering consistent) and always start with a filler level. The entrance to the Gnomish Mines is to occur at the same depth as in version 3.6. The branch is to be the same length as in 3.6 and contain two special levels, Minetown and Mine's End, each at the same depth as in version 3.6. Filler levels in the Gnomish Mines are to be very similar to version 3.6. The first level of the Mines is to be lit, guaranteed, but subsequent levels have the same lighting odds as in version 3.6. Monster generation in the Gnomish Mines is to be very similar to version 3.6, and item generation may also be rather similar to 3.6, except where changes are needed for balance reasons. For reasons discussed later (under Sokoban), I propose that each filler level in the Mines receive a 50% chance of an additional random ring and, independently, a 50% chance of an additional random wand. Rather than having Gnomes carry light sources, as so many variants do, I propose that (non-undead) dwarvish monsters in the Mines sometimes carry one, usually a candle, occasionally a brass lantern. The flavor explanation for this is that while Gnomes do not need light for anything themselves, but they need light e.g., to appraise gem qualities. This is why they carry light sources in the Mines in particular. Perhaps they buy them in Minetown. The real (play balance) reason for giving light sources to dwarves, not Gnomes, is that dwarves are fewer in number (in the Mines) than Gnomes, so it's a less drastic change. This is also the reason for only giving them light sources sometimes, and only in the Mines, and usually just a single candle. For an example of a variant that gives stacks of candles to Gnomes, see NetHack4. This is clearly too much, as the player can easily burn two candles at once the entire time they're in the Mines, not bothering to turn them off in lit areas, and still have dozens of them left over afterward. There's a difference between having enough candles that the player can actually use them for light some of the time (which ever did in 3.4.3 because they were so rare and lasted so short a time), versus having so many candles that they're effectively an infinite resources, as in NetHack4. Somewhere in between, we should be able to find balance. Minetown in principle is to be roughly the same as in version 3.4.3 (note: not 3.6), with a few tweaks. The randomly-generated portions of Frontier Town, Town Square, Alley Town, College Town, and Bazaar Town are now cavern-like, rather than being composed of rooms and corridors. Additionally, all doors in Minetown are well-oiled, so you will not hear them open from outside line-of-sight. Due to these two changes, players arriving via the stairs may not always immediately know that they have reached the Minetown level. Perhaps a more controversial change, I propose that one general store be guaranteed to be generated in Frontier Town, Town Square, and Bazaar Town. This is intended to ensure (barring bones -- more on that in a moment) that the player always has the option to do price-checking in a reasonably convenient manner that does not require credit cloning. Just needing to drag everything to the level is enough hassle. The reason for excluding College Town from this list is simply that the guaranteed book shop allows price-checking scrolls and thus unambiguously identify the uniquely-priced scroll of identify, which is adequate to bootstrap the identification process. (The other three Minetown variants already guarantee the general store, so no change is required there.) Orctown, though I kind of like it as a level (out of context), very clearly does not belong as a Minetown variant, because its balance characteristics are grossly different from the other Minetown levels, both in terms of risk and also reward (and in opposite directions, no less): not only does getting this Minetown potentially deny the user the chance to get any divine protection before reaching the Castle, but worse, it also _simultaneously_ may deny the user any chance to safely identify most kinds of objects (wands are a notable exception) without using a wish to do so (and, note, I intend for wishes to be significantly less common at Castle depth). Without the chance to price-check scrolls and find the scroll of identify, the player is left with a range of remarkably bad choices: use-identifying items completely blind like a rank beginner is probably the least painful of these options, and although some roguelikes are designed for and balanced around this strategy (see e.g. Brogue), NetHack is very clearly not, as it goes out of its way to put game-ruining items in just about every item-appearance group. (The major exceptions are wands, courtesy of the engraving trick, non-cursed weapons and armor, blessed books, and kick-tested gray stones.) Scrolls are important in NetHack. Illiterate is one of the harder conducts for mostly this reason, Elbereth being a secondary consideration. Randomly preventing the player from using any of them until the Castle is cruel in the extreme, especially as the player will inevitably keep hoping against hope for a shop, and the odds of finding one keep getting worse and worse the further into the dungeon you get. Just killing the player outright about 5% of the time when they reach Minetown would be less torturous. (Orctown occurs more than 5% of the time in 3.6; but sometimes you already found a shop in the main dungeon.) Combining this with the lack of a temple to buy protection until the Valley is just mean. Orctown could perhaps be converted, with minor changes, into a Mine's End level, instead; but I personally feel that Khor's Orc Temple version of Mine's End is more interesting and therefore better, so my preference is to just revert Orctown. Additional changes to the Mines are proposed mainly in order to meaningfully differentiate the various Minetown versions from one another (see the specific level sections later in this document). It is my hope that this can be done without altering the overall balance quality of Minetown. Since Minetown is a special level (and one of the more strategically important ones at that), bones are not loaded here by default; players who want to be able to encounter bones in Minetown must set the bones option to 2. Mine's End is to be similar to 3.6, except that the Mimic of the Mines is to be replaced with something else, perhaps Khor's Orc Temple version of Mine's End. Mimic has always been the boring version of Mine's End, both in terms of danger (it poses no more risk than a Mines filler level, unless you are terrified of mimics for some reason) and also in terms of reward (apart from the luckstone itself, it has little to offer). At least the two are in balance (less risk but also less reward), but I feel that Mimic is not very well in line with the other versions, and its design is visually not very interesting, and on top of that it's extremely similar to other levels found elsewhere in the game. So I propose that it be replaced. All versions of Mine's End are now eligible to save bones, but bones are not loaded for Mine's End unless the bones option is set to 2. With a default setting of 1, the player will never see Mine's End bones, the same as any other special level. Others have proposed moving the entrance to Vlad's tower, or some other level containing him, to the Gnomish Mines. I am not strongly opposed to this but also do not feel that it is necessary. With a little buffing, I think Vlad and his tower can be made reasonable later in the game, close to their present location; and I think the Mines contain an adequate amount of special interesting stuff as they stand, or will do if Mimic of the Mines is replaced with something better; I don't think the Mines really need Vlad, nor do I think he really needs to be that early in the game. With that said, this isn't a very important issue to me. If consensus shifts towards moving Vlad, I'll put up a token argument and then live with it, because I have bigger fish to fry. The basic room-and-corridor design for main-dungeon filler levels is largely unchanged for the time being, with only minor enhancements. (Eventually some more radical enhancements might be considered here, perhaps something vaguely along the lines of the sort of thing Brogue does, design-wise, but that is less urgent and can be postponed.) Falling rock traps should not be generated in the main dungeon until dungeon level four. This gives both the player and their starting pet a chance to kill enough monsters to level up a couple of times and thus have enough HP to not die instantly from one rock. (In other branches, falling rock traps can be generated at any dungeon level, as before. One enhancement that is relatively easy to make, adds a little variety and visual interest to the layouts, and does not disrupt game balance to any significant extent, is to allow some rooms to have a non-rectangular shape. There are at least two different existing implementations of this: a procedural one in Fourk, and the one in Un that is based on a library of stock non-rectangular rooms. They give somewhat different results. Either or both could be considered as possible approaches here. Delphi is in principle fine as it stands, except that the Oracle should charge less. (Players reaching this depth in the dungeon should be able to afford at least one major consultation, if they have picked up all the gold on the floor so far.) Also, the Oracle's repertoire of consultations could be expanded somewhat. If desired, minor alternate versions of the special room at the center can be considered, possibly including one that is diamond-shaped rather than an orthogonally aligned rectangle, but the basic idea of the level is already Working As Intended. Note that, because this is a special level, bones will no longer be loaded here by default; if players want to encounter bones on special levels, they must set the bones option to 2. The Big Room, if generated (same probability as in 3.6), should be at least two levels below Delphi. I don't care whether this is accomplished by changing the max depth of Delphi or the min depth of the Big Room. (Fourk does the latter.) One way or the other, it should always be possible to reach the Sokoban entrance without going into the Big Room. ais523 has proposed that the maximum depth of the Big Room be increased, as a way of adding variety to the dungeon layout, and to the Big Room itself (since it would then sometimes have a higher-level selection of monsters). I can't think of any significant counter-argument to this, so I guess I agree with it, though it's not particularly important to me. He also proposes making the Big Room always generate. I'm not sure I see the point of this. To me, the Big Room is not strategically important enough to need to be guaranteed in this manner, and I like having some special levels that don't always appear, for variety. The level below Delphi now contains four up stairs (one regular and three branch). The regular one leads to the Delphi level. One branch stair leads to Sokoban, as before. Two other branch stairs now lead up to two additional optional branches that run parallel to Sokoban. All three of these Parallel Branches connect at the top, reaching the same prize goal level. It is worth noting here that the statue of Perseus (at Medusa's Island) is now guaranteed to contain both a shield of reflection and a bag (usually a plain sack, or possibly in some cases an oilskin sack), so players who press on can be assured of finding both these items there. The amulet of reflection or the bag of holding that you can get by completing one of the Parallel Branches would be nicer, and could be obtained without going so deep; but it is possible to live without. In the past, if you skipped Sokoban, you risked facing the Castle with no bag and/or no reflection. This is now no longer the case. Level difficulty (for monster generation purposes) for all four levels in Sokoban will be the same as that of the main dungeon level with the branch stair to Sokoban. Each level of Sokoban is to have at least three versions, preferably four or more. Perhaps some of the better ones from Fourk may be cherry-picked, or others can be designed. (Alternately, Sokoban levels could be randomly generated on the fly as ais523 proposes. With alternative routes to reach the same prize, players who dislike Sokoban can now simply just skip it.) The fourth level of Sokoban, instead of the prize, now contains the branch up stairs to the single prize/goal level that serves all of the Parallel Branches. Additionally, once a given Sokoban level has been completed, its luck penalties and other Sokoban-specific restrictions (e.g., against rolling boulders diagonally) shall be lifted. Further, as discussed elsewhere in this proposal, the average number of wands and rings in the Mines will be very slightly increased, so that players who choose to forego Sokoban will not be missing as large a percentage of the available wands and rings in the early game. I propose that each filler level in the Mines has a 50% chance of an additional random ring and, independently, a 50% chance of an additional random wand. (It is understood that players who do both Sokoban and the Mines will thus get a few more rings and wands in the early game than was typical in version 3.6; but I do not believe this difference will be significantly unbalancing, since rings and wands also occur as death drops anyhow and become more common later in the game.) All four Sokoban levels are to be made bones-eligible. However, the bones option shall default to 1, which means only load bones on normal levels. If the bones option is set to 0, that means never load bones at all, and setting it to 2 means they can be loaded even on special levels. Only players who have deliberately set the bones option to 2 can ever see Sokoban bones. By default, Sokoban bones will not be loaded. Finally, every version of every Sokoban level is to be given a name, which is to show up in #overview by default, once the level has been visited, unless the player renames it (using #annotate). This minor change has no impact within the game itself but is intended to facilitate conversations about the game. Currently we find ourselves referring to things like "Sokoban level 2a", which indeed is slightly ambiguous since not all spoilers present the levels in the same order. (In particular, Steelypips and the wiki are at odds about this nomenclature.) Giving them all official names does away with that. The proposed new levels will be given names later in this document, as they are presented. However, I propose here names for the existing levels: Whatever new Sokoban levels are added shall have names as well (unless they are all generated randomly at runtime, in which case players will just have to take screenshots or something). ais523 proposes an alternative-to-Sokoban branch called The Arena. I am undecided as to what I think of this, I think mostly because I have not thought through the possibilities for what its specific match-ups or challenges would be. With some work and attention to detail with regard to this, I think the idea might have potential, but I'm not yet sure. If so, the Arena could be one of the Parallel Branches. Another possibility for one of the Parallel Branches would be a three-dimensional maze. A Perl script has been written that demonstrates an example of what such a maze might potentially look like < ref > https://github.com/tsadok/level-generator-perlscripts/blob/master/3dmaze.pl < /ref > . Nabokos was my original proposal for a parallel-to-Sokoban branch, but the details were boring, so I am now withdrawing that specific branch proposal. We can do better. Below the entrances to the Parallel Branches, the player may begin to encounter a wider variety of special rooms than was common The bug that causes antholes and cockatrice nests to barely ever be generated will be fixed, and their minimum starting depth will be reduced. I can imagine a player reaching dungeon level 12 and still being unprepared to deal with ants, but such a scenario would necessarily be abnormal in some way, perhaps due to conduct play, poor strategy, or RNG disfavor realized through multiple trap doors. In a typical game, it is reasonable for antholes to start showing up as early as DL11 or two levels below Delphi, whichever is earlier. Cockatrice nests should be possible by DL14, if not sooner, while they still have the potential to be dangerous and not just a free source of petrifying corpses. Dragon halls, if we don't wish to reserve them for Gehennom, seem like an obvious enhancement and could feature (sleeping) Great Dragons and normal adult dragons (and possibly baby dragons, maybe even dragon eggs) of the same color, and thematic loot. Great Dragons are a step up from normal adult dragons. Besides having higher stats and so being harder to kill, they also have more powerful attacks, possibly including breath attacks that are only partially resistable and/or not rendered entirely harmless by reflection (like what the wand balance proposal suggests), or themed melee attacks (e.g., for red dragons a melee attack that does fire damage), so that reflection does not make them entirely harmless to the player. Thematic loot would include gold and gems of course but also some items themed to the element corresponding with the dragons' color, e.g., fire-themed items (scroll of fire, wand of fire, ring of fire resistance, potions of oil or booze, and maybe even a spellbook of fireball) if the dragons are red, poison-themed items if the dragons are green, acid-themed if yellow, etc. Dragon halls can start occurring a few levels before Medusa and should be given priority (for being generated) over the low-level "easy" special room types. For example, if a leprechaun hall would be generated, but the dungeon level is deep enough for a dragon hall, the dragon hall should be generated instead of the leprechaun hall. Statue halls are another possibility: the walls would be lined with statues, a few of which would be statue traps. These would mainly be for flavor, however; the gameplay significance of statue traps that are obvious and can be easily avoided is basically nil. At least one variant has pool rooms, which have a one-tile-wide floor around the edge, and the middle is filled with either water (POOL terrain) or lava. These could be considered for occasional inclusion. I like the way Brogue has puzzle rooms, but the specific details of how they work in Brogue are not a good fit for NetHack, so if we wanted to do something like that we would have to design them basically from scratch. As yet I have not thought through exactly how something like that might work in NetHack. Developer time permitting (but at lower priority than many of the other changes proposed), there will now be a "bank" of several possible tribute levels, each one being a tribute to a particular roguelike game other than NetHack. In any given game you get one. The Rogue level is retained as one of these possibilities. Each tribute level will have its own floor layout style designed to look like the other game's levels, its own symbol mappings to resemble the other game, its own monster generation rate and set of rules for which monsters can generate, its own object generation rules, and its own set of special features. The Rogue level itself does not need to change, IMO. It's unique enough to be interesting for some players and, being only one level, is and quick to breeze through for the rest: there's nothing difficult about it, and it takes like two minutes to fully explore. Also, the fact that it has not kept up with all the most recent changes in the game is kind of the point here; updating and enhancing the level as part of a dungeon overhaul seems like it would spoil that dynamic. In particular, the Rogue level should be exempt from new features such as non-rectangular rooms, new special rooms, etc. The main special feature of the Rogue level is the guaranteed fake bones pile with the cheap plastic amulet. An Angband tribute level might be reasonable to introduce as another possibility. It should obviously be larger than a normal NetHack level and scroll as you explore it and will use a generation algorithm designed to make it look like a typical Angband level. Obviously the Angband level would be non-persistent, though this could perhaps be implemented by writing code to remove all the monsters and (non-unique) objects, reset all the terrain, and regenerate the level whenever the player arrives. An ADOM tribute level would likely need to refer to a particular dungeon in ADOM, perhaps something made to resemble (one level only of) the infinite dungeon or, if it doesn't create difficulty problems, (one level of) the puppy cave. Would a Crawl tribute level be practical at all? Larn? Others? These are questions I cannot answer, because I am not enough of a gamer to have played all the games. (I've attempted DCSS but have not gotten very far in it.) The original proposal included a bunch of sample generated levels. These are omitted here for brevity. If you really want to see them, see the original proposal here: http://jonadab.jumpingcrab.com/nethack-stuff/nethack-dungeon-overhaul-proposal-jonadab-001b.txt =_=_ User:Chris/game resources When designing new monsters for your variant, it is helpful to keep in mind the various resource pools that the character has. Strategic resources can't be recovered very quickly, and therefore loss of one of these resources affects the player's strategy. In theory, nethack has lots of different strategic resources, though most of them are either rarely damaged, trivially fixed, or are prevented by one of the mandatory resistances. These resources exist, and at least some of them could be targeted by attacks, but no vanilla monster directly targets them. =_=_ Studied Studied is a status ailment or debuff found in dNethack. Targets that have been studied are easier to hit, and take more damage from melee attacks. Multiple instances of this debuff typically don't stack; instead, the more severe of the two studied values is used. Examples of monsters that can apply this debuff are autons ('the foo studies you carefully.') and orc captains ('The foo curses and urges < his/her > followers on.'). You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Talk:Binder (dNetHack role) Do Binders really have a chance to get a stack of cram rations? It looks like they only get one. Actually, it looks none of the Binder loadouts have random stacks. They're all of explicitly specified quantity. Unless I'm wrong - still learning my way around reading C.--Mackeyth (talk) 08:38, 24 June 2020 (UTC) =_=_ Talk:Leocrotta Beware the leocrotta! Even a lev 11 Barbarian w/ Cleaver and intrinsically 'fast' suffered YASD. Reason: couldn't imagine to lose. But: intrinsic character speed means just 16 compared to speed 18 of a normal leo, that resulted in 6(!) leo attacks against one, thus two turn times and good bye bright light of life. So I'll weight speed a little more. -- Gus 20:21, 5 August 2017 (UTC) This document outlines some of the balance issues with vanilla NetHack, and discusses possible fixes to them. I'm trying to address big issues first, so smaller ones can be considered in light of the fixes to the big issues. Possible fixes for each balance issue aren't intended to be a pool from which only one could be chosen; any amount of them could be taken together, though some might contradict each other. If an idea is described that I know came from a variant, proposal, or some other outside source, it'll be noted as such. If not, it's something I came up with myself. However, it's quite likely that many of the ideas are similar or identical to things others have thought of, and I simply didn't know about it at the time. This document is a work in progress. Ideas and balance considerations will be added as I devote more attention to them. Imbalance in a game can lead to boredom and annoyance. When a game isn't balanced very well, it's easier to identify the best available strategies. The player might feel compelled to pursue these strategies because they objectively give the highest chance of winning, which can become boring. Then, if the player tries to pursue an optimal strategy but can't, they can get annoyed. A similar topic has been discussed before; in terms of that essay, imbalances cause the headroom of part of the game to decrease. In NetHack, the game provides a large amount of variety through random generation of levels, objects, and monsters. It's a very replayable game because the player must adapt to their current situation with the resources they have available, which are rarely the same. Yet this is much more true for some parts of the game than others: in the late game, for example, large components of most strategies converge (wear dragon scale mail, be able to death-ray the Wizard of Yendor at short notice, and save up scrolls of gold detection to locate the Planes portals, to name a few examples). There's no requirement to do these things, but they sure make the game easier to win. The end goal of balancing a game should be to make it more strategically interesting and fair while preserving its variety as much as possible. Balancing might involve reducing variety, but hopefully only the bad kind. However, there are some issues with implementing balance fixes that lie in player approval of the fix: the majority of rebalances here take the form of nerfs, and nerfing things tends to build up distaste with the variant or version they are implemented in. The better balance does not stand on its own, and a variant consisting mostly of balance fix nerfs and nothing else is unlikely to be very popular. NetHack is supposed to have hunger driving the player deeper into the dungeon, but currently there is so much food that this only really happens in the early game. Idea #7: steeply decrease the chance of soldiers carrying C and K rations. Clearing out Fort Ludios should net the player only a few of each. Idea #3: (Chris suggestion) generate few "magical" items outside Gehennom, and very many in it. Thus, the player has to explore Gehennom to gather the components of their ascension kit. Also perhaps make demon lords optional, but they each guard a specific ascension-kit item, which the player can fight them for. Gold has little use after buying 9 points of protection (at post-quest experience levels). If you can afford another point, you can probably afford to buy everything useful from every shop in the game. Yet it continues to be scattered all over Gehennom. In the midgame, to-hit stops mattering and you don't really miss anything again. Tends to be a contributing factor to the fact that a lot of roles play the same way after the midgame. Also affects the balance of single weapon vs single weapon + shield vs double-handed weapon vs twoweaponing. Idea #4: overhaul the entire AC, damage, and to-hit system. This flippant comment has evolved into an actual proposal to overhaul the entire AC, damage, and to-hit system. Idea #6: (UnNetHack implementation) Flat 25% chance of missing when fighting with an unskilled weapon. This has annoyed many players trying to wield cockatrice corpses. Spellcasting roles have to conserve spells and play as bad melee fighters because energy regenerates too slowly in the very early game. Idea #2: Energy regeneration (as provided by the Eye of the Aethiopica) regenerates one per turn, not d2 or d3 or d4 per turn. Idea #4: (planned Fourk implementation) Dragon scales are cloak-slot armor that provide 0 AC and only their special effects. They can be enchanted onto the body armor worn underneath. Idea #5: (Red kangaroo suggestion) Make the player choose between good AC (plate mails), full magic cancellation (mithril-coats adjusted for less weight and less AC), and good intrinsics (dragon scale mails adjusted for more weight and much less AC, but with non-GDSM/SDSM having additional properties). AC determining both whether you get hit and your damage reduction is odd and different from how other games do it. Idea #1: (Fourk implementation) If a monster barely hits you, damage is heavily reduced on top of anything your armor does. If it hits you more cleanly, your armor is the only thing that reduces damage. This makes evasiveness and the monster's to-hit matter. Idea #2: Remove the gains from killing monsters, and slowly gain alignment points for turns spent while your prayer timeout and god anger are zero. Idea #1: (Fourk implementation) Provide scrolls of wishing or magic lamps at various points in Gehennom. Of course, a scroll is good for only one wish. These scrolls are un-polypileable, take more than 99 marker charges to write, but they might be an extremely rare naturally generated find. The level of a spell doesn't correspond very well to its utility. This, in particular, is incomplete and is going to end up being a huge section or possibly even its own page. Idea #2: there is a limit to how much a certain spell can be cast in a certain period of time, probably related to its level. This is backed up by D & D: complex and powerful spells tend to require components and preparation. Including components is too complex for NetHack, of course, but preparation (in the form of a timeout) is easy enough. Idea #3: Involve a role-specific stat in any diminishing returns so that roles which tend towards higher max HP will still end up with higher max HP than more fragile roles after nurse dancing or potion quaffing. Idea #1: Unicorn horns are not infinite (they have charges, maybe?). Spending them frivolously to regain attributes might be what amounts to a waste of valuable resources. It's quite dangerous to read unknown spellbooks. Characters that could get at least some benefit from spells (i.e. some fighter roles like Rangers, Rogues and Samurai) generally have little incentive to pick up books, waste scrolls of identify on them, or lug them to a shop to price-ID. The one class that gets warnings, Wizard, is the class that has to pick up and read as many spellbooks as possible anyway. Idea #1: remove the ability to get these as intrinsics. Getting them as extrinsics (rings, cloak, perhaps a new item modeled after SporkHack's helm of sight which grants extrinsic see invisible) is the only way to get them permanently. A blessed potion or stalker corpse is still good for a few hundred turns. A wand of make invisible probably less than that due to their abundance, and the spell even less because it's fully reusable. Idea #3: Nerf poison instadeath so it's no longer an instadeath. Variant solutions include permanent Str and Con damage, permanent maxhp damage Idea #3: (jonadab's dungeon overhaul proposal) Monsters generated in the Planes do not respect genocide, and you cannot re-genocide them when you get there. It works on more or less all @ in 3.6. It was buffed as a compensation for making Elbereth far less useful than it was in 3.4.3. Lots of stuff doesn't really have a sensical weight. Potions are an exception to this, as their weight is working as intended (according to jonadab). Characters get away with training up only a few skills, which underutilizes the skill slot system. Some roles tend to fall into combat styles that are numerically better but don't make that much sense flavor-wise. Idea #4: allow Basic polearm users to hit where Skilled users can now (knight's move away), and allow Skilled polearm users to hit where Expert users can now (two spaces diagonally). Idea #7: (NeroOneTrueKing suggestion) Make skills a tree, instead of an array, like advancement trees in other games. So getting a scimitar and training it to Basic isn't a waste of a skill slot if you plan to specialize in long sword: instead it trains a generic "sword" skill which can be trained only up to Basic, and once past Basic you can then leave the scimitar alone and train long sword up to Skilled and Expert. This suggestion was well received when proposed, but it would require some major architecture changes. Idea #2: (some variants' implementation) Blessed gain ability doesn't increase each score by 1, instead it increases one score one or two points. Idea #1: (GruntHack implementation) Blank scrolls can't be polypiled; if you blank all the junk scrolls you won't have enough marker charges to do anything useful with them. Potions are still problematic because a supply of holy water is useful even if it can't be polypiled. Idea #2: (several variants' implementation) Decide that the Mimic of the Mines is not interesting enough to warrant a level, and replace it with some other level (e.g. Fourk replaces it with the Orc Temple). The rate of ammo breakage (or "mulching") is detrimental to ranged combat, and leads to ranged characters favoring melee weapons or daggerstorming instead of using projectiles. Idea #1: (Fourk implementation) Skill level and skill cap in the relevant projectile's skill factors into breakage rates. Enchantment is more important, and Luck and blessing do not matter at all. Specifically, restriction in a skill makes projectiles very likely to break unless saved by positive enchantment, and decent skill makes projectiles unlikely to break unless negatively enchanted. Additionally, hard stones are less likely to break and cursed objects are more likely. This refers specifically to instadeath magic, not Death's special HP and maxHP draining attack when you have magic resistance. The presence of an instant, unavoidable instadeath attack in the game is a serious design problem, and influences several other design problems and balance issues. Idea #1: (FIQ) remove all sources of death magic from the game, including the monster spell touch of death and the player spell finger of death, and make wands of death not generate, except with Orcus who still gets his wand as normal. Idea #2: (FIQ) Remove death magic completely and buff disintegration and add new sources of disintegration in the late game, as a replacement. Idea #4: Make the only sources of death magic happen after a certain point in the game - such as only once you reach Gehennom. ais523 brought this up. The number of difficulty-appropriate monsters attacking you simultaneously should generally take the same number of turns to kill you throughout the game. However, this is not the case as it currently stands: a low-level character can get doomed by being surrounded even by weak monsters like jackals and newts, while an endgame character can wade through mobs of hostile priests and angels in the End Game for many turns without being at serious risk. Since there are so many things that I felt I had to comment, I made an entire page for them: User:Bluescreenofdeath/Balance_issues_comment - nothing of what I say in there is an absolute "must do" or "must not do" or anything, it's just my thoughts and everyone is free to use them or ignore them, I just wanted to write them down :) --Bluescreenofdeath (talk) 12:10, 8 August 2017 (UTC) =_=_ Category:Design This category contains essays, proposals, and suggestions relating to the game design of NetHack that have been posted on the wiki. I also had one very promising orcish wizard who cleared Gehennom all the way down to the vibrating square and only needed to get the Book and the Candelabrum before the final push, but then I YASD'd against Vlad. Yeah, really... Don't laugh! =_=_ User:Jonadab/Dungeon Overhaul Proposal Draft 1 This is an obsolete version of the proposal, from 2014. (Yes, it was written before the leak happened.) We originally intended to wait "a few weeks" until NetHack 4 version 4.3.0 was released, then have several people write proposals, then read each other's proposals, discuss, revise our own proposals, etc. But development slowed and then stalled, and "a few weeks" became more than two years, and by now the proposal is already significantly obsolete in some ways. Nonetheless, perhaps making it public now will spur some discussion among variant developers that may eventually lead to some positive work being done. The original proposal included a bunch of sample generated levels. These are omitted here for brevity. If you really want to see them, see the original proposal here: http://jonadab.jumpingcrab.com/nethack-stuff/nethack-dungeon-overhaul-proposal-jonadab-001b.txt =_=_ User:Phol ende wodan/Monster letter rearrangement One source of moderate annoyance in the Mazes of Menace is that sometimes you can't identify a monster from a distance. Is that a dwarf king, or a master mind flayer? Is that a jackal that I can kill easily, or a werewolf that's going to summon help and tear me to pieces? Of course, farlook will inform the player of what the monster is, but it's not too useful of an interface. Another confusing thing is that some monster letters are not letters at all, but punctuation marks. Punctuation is not quite as prominent to the human eye, especially on a map that mostly consists of punctuation marks. This is particularly problematic when apostrophes, semicolons, and blank spaces represent some of the more perilous monsters in the game. This is a proposal to change monster colors and some classes in vanilla or a vanilla-like variant to fix those problems. It's based partially on a discussion with jonadab and several others with regards to this in Fourk; partially on User:Red_kangaroo/YANIs/Monsters#Class_symbols. Note that NetHack 4 has done a similar rearrangement. This assumes that few or no monsters are going to be added to what already exists in vanilla. When discussing this with regards to Fourk, that was not the case. These aren't really necessary unless you wanted to add a new monster class and needed a letter freed up, but they work thematically. Ettins would normally remain brown and minotaurs would be recolored, but they are being forced to yellow because ettin mummies and zombies need a color. Conflict with the mail daemon is rare enough not to matter. Since they are the only common demon who spellcasts, bright blue is very preferable. Geryon Has a poison attack; this is not really significant or unique but it makes sense for at least one poisonous demon to be green. Death, Famine, and Pestilence To mark them as the strongest and most fearsome (guaranteed) bosses in the game. There is also an argument for making them normal magenta and Demogorgon bright magenta, since he is actually more dangerous than the Riders. Since these do not behave so differently, unify them under one letter. The description could be changed to "a - an arthropod" if we want to be pedantic about the fact that spiders are not insects. In order for h to be uncrowded somewhat. K for dwarves makes sense for the same reasons that Q for elves does - the name they call themselves in Tolkien lore is Khazad. Works well with the s-into-a merge above, because then there is no conflict on K. Also clears up the minor issue of dwarf kings deserving magenta. This would require removing zruties entirely. However, there is very little distinctive about the zruty, and there is so little lore about them that it's not really even possible to tell what other class they should be moved into. z is attractive because nobody would really miss zruties, and the class is otherwise empty. Sea monsters on z is primarily to move them off of punctuation; you could tenuously call the class "zea monsters" but that's really stretching it and not something I'd put in the actual game. This page is meant to be my commentary to User:Phol ende wodan/Balance issues because it is too big for the discussion page and would suffocate all the other comments, therefore I'm making it into its own page. Here I will express my thoughts about the balance issues aosdict has described in his document, and often also offer new or alternate ideas for "fixing" them. Almost everything I suggest will either already be in SLASH'EM Extended, or is planned to be working like my suggestion one day. This document will probably be updated irregularly, or whenever I see new stuff getting added to aosdict's document that I feel like commenting. Disclaimer: None of these suggestions are absolute "you must do it this way" instructions or anything, they are just my thoughts. Which will be biased, probably, but I hope my comments doesn't actually sound offensive to anyone. If they do, I'm sorry. =_=_ User:Chris/Nonweapon skills One possible way to improve the function of the skill system is to give players more skills that they will want to spend points on. The skills bellow are inspired by some of 1st and 2nd edition D & D's nonweapon proficiencies (which actually use a different resource than weapon proficiencies do). =_=_ User:Phol ende wodan/Combat System Overhaul Draft 1 This is a proposal for an overhaul to NetHack's entire to-hit, armor, and damage reduction system. The current system originates from early versions of D & D; this is great for D & D players but not great for NetHack game balance. On top of this, there are many adjustments made to the original system - for instance, battles in early D & D are generally several-on-one or several-on-several instead of one-on-thousands, and enchanted gear is rare and hard to come by - but the net effect is to create a crufty system of mechanics that does not work well in the modern game. I believe that the best way to restore balance is by removing the existing system and building up a new one from scratch, instead of trying to change lots of values and algorithms to try and get it right. This is a work in progress and it should be considered a first draft. All of the primary mechanics are present, though, and I don't expect to edit this much more apart from tweaking numbers and minor rules. Balances are likely off. Please post on the talk page to tell me how something here is wrong. The to-hit formula is in the center of everything. The vanilla version is being thrown out completely, and replaced with a version that uses a normally (bell curve) distributed random variable instead of a d20. In order to hit, the random number must initially beat a 0, but various to-hit bonuses and penalties on the attacker's and defender's side push this target into negative numbers (representing an attacker advantage) or positive numbers (representing a defender advantage). Monsters' AC is split into two stats which serve independent purposes: evasiveness, which counts as a to-hit bonus to their defense, and AC, which reduces damage done to them. Shields now behave very differently from other pieces of armor. Instead of adding to AC, they now contribute directly to to-hit as a bonus in the defender's favor. AC still exists as an attribute on all non-shield pieces of armor, but it no longer has a positive impact on to-hit. (It may negatively impact to-hit against a defender due to being heavy and unwieldy.) Its only purpose now is damage reduction. Many adjustments to fighting mechanics and weapons are being made. In particular, twoweaponing is being nerfed, two-handed weapons are being buffed greatly, and throwing missiles requires a free hand. Armor skill is basically a measurement of how well you can move and fight while wearing armor. Having armor skill reduces the effective weight of worn armor and reduces its to-hit penalties (to a minimum of zero). All roles can train to at least Basic, and some fighter roles start out with Basic. Armor skill is trained by the sum of all penalties of worn armor, (except shields, and before reductions are applied) each time you make a weapon attack, and each time an enemy's attack misses. The cutoffs for Basic, Skilled and Expert are not defined at this time. It shouldn't take too long to train to Basic. Skilled and Expert shield users can perform a shield bash by applying their shield in a direction. This does d2 damage (plus silver damage from the shield of reflection, of course) and has a chance of knocking back the enemy one space depending on its size (always for tiny and small monsters, 90% of the time for medium monsters, 40% of the time for large monsters, and 10% of the time for huge monsters). If the enemy is knocked back, it has a 1/3 chance to be stunned (1/2 if at Expert skill). I feel like this should involve strength too, but I also think it's complicated enough as is. When an enemy attacks the player and makes a to-hit check, a bonus for the shield will be computed. If the to-hit check fails by less than this number, it can be assumed that the player used their shield to fend off the attack. Shield skill is trained every time this happens. (Possibly don't factor in the bonus from the shield's enchantment to this cutoff; otherwise it'd be fairly easy to train shield skill with a highly enchanted shield. Maybe that's a valid fringe strategy, though.) The cutoffs for Basic, Skilled, and Expert are not defined at this time. Under current mechanics, it is quite hard to train while Unskilled, so the Basic cutoff should probably be quite low. Valkyries' starting shield enchantment might get reduced to compensate for the fact that they start with a shield and Basic shield skill, probably to +1 or +2. Priests' starting shield is already +0. Additionally, I think Barbarians' and Valkyries' skill maximums (on both tables) might need to be moved around a bit. Monsters that receive a bonus from "shield skill" include orcs, dwarves, elves, and most humans (Basic), trained soldiers, watchmen, and angels (Skilled), and priests (Expert). Evasiveness is an inherent value of a monster form that determines how easy it is to score a hit. It partially replaces monster base AC as a stat. Its natural value is zero, corresponding to AC 10 in vanilla (a naked human with no special skills or bonuses), but unlike AC, it increases as it improves. It should generally correlate with monster difficulty, though outliers might apply in special cases: a gelatinous cube would be less able to evade and so should have a lower evasiveness than a standard monster of its level, while killer bees are very good at evading and so should have higher evasiveness. (Perhaps the speed and size to-hit penalties can be appropriately balanced so that this stat isn't needed, but I don't really think so; I think the ability to tweak and fine-tune these values on a per-monster basis is a good thing.) All examples of evasiveness here will be integers, but as described below, there's no particular reason why it has to be except maybe simplicity. Most types of armor, especially body armor, confer a penalty which makes the wearer easier to hit. This penalty increases for heavier armor. Shields, however, are a tool used to ward off and block blows; wearing a shield will directly increase your evasiveness. Dragon armor is not included in this list because it will probably be modified drastically. I would also like to add one or two additional armors like a crystal scale mail (penalty 2). Standard large shield: heavier than the small one, and metallic, but gives better defense. Note that it will be fairly lighter than it is in vanilla, but still heavier than the Uruk-hai shield. Shield bonus is then calculated by the following: (Skill is the actual value used in the code, except that Restricted counts as 1 instead of 0.) To do this, rather than using a uniform distribution like the 1d20 roll to-hit currently uses, generate a Gaussian random number with mean 0 (standard deviation will depend on what ends up being a reasonable range of bonuses). A distribution of this shape satisfies the above constraints, and it does so smoothly and continuously. It also enables the various bonuses and penalties to meaningfully be non-integer values (divisions below are only integer division if it's being used for a die roll or something). The loose balance goal I'm aiming for is that the player should start off not able to hit quite reliably, and should still not be fully reliable at hitting everything at any point in the game except maybe the very late game. Bosses in particular should offer more challenge. Note that changing from vanilla balance to this to-hit system could be a pretty hard sell - overall, it's a nerf, and players might be loath to play a game where you can't be sure of hitting consistently after dungeon level 20 or so, after years of playing a game where you can. Physical to-hit is calculated by subtracting the total attacker bonus from the total defender bonus, and comparing that to a normally distributed random value. Note that these aggregate "bonuses" might be negative, though not usually. In mathematical terms, a hit is scored if < math > gaussian_rnd(mean=0, stdev=who knows) > (total defender bonus) - (total attacker bonus) < /math > . A notable omission from this list is weapon enchantment. Enchantment no longer applies as a to-hit bonus, and is primarily used now for damage (though other calculations involving it like the chance of a projectile breaking are still in use too). The Dexterity attack bonus has separate values for each point of Dexterity, so this table doesn't show all of them, but it increases by 0.25 for each additional point of Dexterity. Applies to whatever skill the attack is being made with, whether that is melee, ranged, or a spell. Does not apply to shields, see the Shield bonus section for the calculation. Evasiveness only helps you avoid getting hit. If you do get hit, it is your AC that determines how much the incoming damage will be reduced. Monsters and armor, as before, have a predefined AC, but now it serves only to reduce damage. This is a distinct factor from evasiveness and armor penalties. Previously, this proposal involved damage reduction also being based on how much the attacker hit by: a "clean" hit would score more damage than a hit that just barely landed. However, this entwined evasiveness with damage reduction in a way that greatly favored evasiveness, so that mechanic has been removed. The mechanic I propose for damage reduction is that you will always reduce < code > AC / 8 < /code > points of damage, and you have a < code > (AC mod 8) * 12.5 < /code > % chance to reduce one more point. This way, every point of AC is a real contribution towards damage reduction. (The choice of 8 is arbitrary, but it should work well enough.) This will have the effect that damage reduction becomes overall less useful than vanilla in the endgame, since a player won't be getting an average of 20 reduction from their -40 AC. I consider this to be a good thing. The damage reduction also won't vary very much, which could be a good or a bad thing depending on your view. AC, of course, starts at zero for a naked human, and monsters have various positive amounts of it to compensate for the fact that their body reduces damage naturally without needing armor. However, since AC no longer plays a role in evasiveness, it will generally be less than it is in vanilla; instead of the +3 a jackal would get by transferring it over from vanilla, a jackal has no natural damage reduction. When assigning AC to a monster, consider how much its body naturally absorbs or negates damage. In general, AC should probably not be very high for monsters that have non-negative ACs in vanilla, since they would not have reduced any damage from a successful hit. Erosion of a weapon used, instead of making a to-hit penalty, also contributes to damage reduction. Damage will be reduced by 1d(max erosion) - 1 points on each hit. The damage formula in which erosion counts as a penalty to enchantment no longer considers erosion. Fighting styles need an improvement. There's too much of an incentive to get a high-damage +7 single-handed artifact and twoweapon it with a +7 silver saber or other high-damage weapon, maybe with a stack of +7 darts on the side, because that gives the highest damage at the best accuracy. Weapons, in general, should be rebalanced so that there is a general sliding scale from high-accuracy, mediocre-damage weapons to low-accuracy, high-damage weapons, as far as one-handed weapons go. Two-handed weapons alone get the benefit of having both decent accuracy and high damage. Monsters might also be coded as having a vulnerability to certain types of damage (bludgeoning, piercing, or slashing). Ranged weapons, particularly ones that can be multishot, should have mediocre accuracy and mediocre damage, or possibly can be made better at the expense of multishot (possible example: crossbow bolts fired from a crossbow deal a lot of damage, but cannot be multishot.) Shield-based fighting styles: Under this combat system overhaul, shields are good. Very good. They are the single most effective part of your defensive kit, particularly if you can gain good skill in them. They occupy one hand, though, so your other options are more limited. You can have a decent one-handed weapon, keep your hand free for throwing weapons or casting spells, or have two one-handed weapons to switch between. Two-handed-weapon-based fighting styles: Two-handed weapons provide good accuracy and high damage at the expense of blocking the player from the benefits of wearing a shield and making spellcasting slightly more difficult. Dual-wielding fighting styles: Twoweaponing will remain the most versatile style in terms of which weapons the player chooses to wield, and probably will retain its spot as the style with the highest damage output. However, it will be hampered by large to-hit and damage penalties, requiring a large investment of skill points, and having no real ranged options. Spellcasting fighting styles: Spellcasting success rate is optimized by having two free hands, but the system is lenient enough to tolerate one light weapon without any consequences. A character fighting in this style will be able to use such a weapon or a thrown weapon with relative ease. But you lack any sort of good defense or damage output. Ranged fighting styles: They overlap with shield-based and spellcasting fighting styles. As long as both of your hands aren't occupied with a melee weapon, you can wield a launcher and possibly switch it out for an offhanded melee weapon. In the late game, the player should still not be hitting completely reliably in all cases, but it's very annoying to see misses like that, especially if you are used to vanilla and hitting everything by this point. One way to make (near) misses more palatable to late game players is to flavor them as something that would have hit, but the defender did something directly or passively that prevented you from actually scoring a hit. Examples: Come to think of it, I don't see much reason why these shouldn't be used for monster attacks against the player as well. More realistic than a single damage reduction stat would be to have three armor stats on top of evasiveness, which describe the armor's effectiveness at blocking piercing, slashing, and bludgeoning damage. Discussed in IRC; this seems like too much complication for too little gameplay benefit. Even if it were only implemented on the monster side of things, it would encourage players to carry around one slashing, one bludgeoning, and one piercing weapon and switch to whichever one is most useful for the next monster; I don't want optimal gameplay to be annoying. A successful hit randomly targets one of the armor slots within the attacker's reach. The armor slots are hands, feet, head, and torso (as always, all heroes wear indestructible unremovable magic pants, and the monsters are smart enough not to target that part of the body). The following factors determine what a monster can hit: Cosmetically, messages do not change; a message is still "The goblin hits!" instead of "The goblin hits your hands!" because this is not Dwarf Fortress. Tiny monsters are most common in the early game, and include some dangerous ones like rabid rats and all of the ants. Having them only able to attack feet is problematic because characters in the early game can go a while without finding shoes. Perhaps greaves-slot armor should be added, or more roles could start with walking shoes. The idea of some weapons being very good but carrying a speed penalty was bandied about on IRC, but this probably shouldn't tamper with NetHack's speed system unless we can be really sure it won't break other mechanics horribly. Hi! < !-- And yes, this is an external link – MediaWiki can't internally link to diffs or old revisions as far as I'm aware. It can link to plenty of special pages, though, e.g. the page deletion page. -- > < span class="plainlinks" > [ I've taken the liberty] < /span > of turning the link in your document into an internal wikilink, rather than an external one. There are various advantages to using internal links whenever possible and I didn't see a need for this specific link to be external, so I hope you don't mind. —bcode & nbsp; < sup > talk & nbsp;| & nbsp;mail < /sup > 07:28, 8 August 2017 (UTC) You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ You get a bad feeling about this. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User:Phol ende wodan/Skill balance proposal This will draw on dtsund's Class Overhaul proposal, though I don't intend for it to become a class overhaul proposal itself. I'll be trying to stick to skills as much as possible. This also assumes that the combat system overhaul has been implemented on top of vanilla NetHack, or at least the armor and shield skill parts of it. The most radical part of this proposal comes from a suggestion by NeroOneTrueKing. Instead of representing skills as an array, where all skills are enhanced separately from the get-go, skills will be represented by a tree, similar to advancement trees in other games. Thus, weapons that are not used very differently are lumped together for Basic or maybe even Skilled level, and specialize only at Expert. It still takes one point to level to Basic, two to level to Skilled, and three to level to Expert. If you are skilled in heavy swords, that is equivalent to being skilled in long sword in vanilla, because long sword is a subset of heavy sword skill. The spell skill tree could look like this, but I can also see the merits of keeping each spell school separate. A couple weapon skills are so far gone that they will never get enhanced by anyone, ever, because there's no point in leveling them. They're close enough to other attacks that the skills can be merged together without too much of a problem. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Guardian angel =_=_ User:Red kangaroo/YANIs/Dungeon/Vlad's Tower If possible, all of the chests are coffins (as in UnNetHack) and neither Vlad nor the Candelabrum is initially generated - only once the player opens the right coffin, Vlad is generated with the Candelabrum in his inventory. Two random chests are replaced, one by the stairs, the other by a throne. If this is not possible, then a third chest is replaced by Vlad and the Candelabrum under his feet. Instead of being coffins, all other chests have a random V generated over them. Vlad is on the throne. One of the six secret closets contains the Candelabrum and a vampire lord, the rest of the closets have a chance of a chest and/or random V. The four marked chests have deliberately useless/harmful loot, or they may be coffins like in UnNetHack. Theoretically, the Candelabrum could be sitting right next to the stairs, but you never know until you look for it. ;) Vlad is on the throne. The five ranom V have a chance to have a cheast generated with them in their closet. Two random monsters with ranged attacks are generated in the two closets enclosed by iron bars. One of the marked chests is replaced with the Candelabrum. =_=_ User talk:Jonadab/Dungeon Overhaul Proposal Draft 1 =_=_ Military barracks =_=_ User talk:Phol ende wodan/Monster letter rearrangement Frustration issues are elements of NetHack that are distinctly Not Fun for a large portion of the player base, and that players have no choice in confronting or are compelled to do. Things that slow down the game and have no inherent gameplay benefit. Note that there are many things in NetHack that are frustrating just because the RNG decided not to be helpful to the player in a certain game, e.g. finding no scrolls of enchant weapon or armor until Gehennom, or having no general stores or temples in the whole Dungeons of Doom. If something is only inconsistently frustrating, it is probably better classified as a balance issue. Strategies like pudding farming that are boring but voluntary are more difficult to classify. It may depend on the amount of pressure the game puts on the player to undertake that strategy (pudding farming is generally less necessary than stash management, for example). The strategy for dealing with frustration issues is often different from the strategy for dealing with balance issues: while balance issues should be resolved through tweaking mechanics to fix the imbalance, frustration issues should usually be removed in a way that is palatable to players. This is because frustration tends to lead to boredom, and a game should try to minimize the amount it bores its players. As with any game change, it's going to be impossible to satisfy everyone. Some people don't find these things frustrating and like the additional difficulty it provides. The goal here, however, is to analyze NetHack's sources of frustration and suggest ways they might be removed or replaced without detracting from the game for the large majority of players. Note that the this document is directed at issues in vanilla NetHack. I am aware that many variants have already gone out of their way to fix them. Whether it's stumbling around below Medusa or trekking through Gehennom, you're going to be seeing a lot of mazes in a complete game. Nearly all mazes appear on the main branch of the dungeon; the only exception is the Catacombs, which ironically is a fairly good example of how a maze can be done well. And walking through mazes just isn't fun for a character who's used to the standard Dungeons of Doom layout. For the below points, I'm primarily referring to the randomly generated mazes below Medusa and in Gehennom, not the Catacombs, though some points apply to both. The simplest thing to do is make Gehennom not mazes, by replacing them with caverns or something. I can hold my nose for the at most 3 levels between Medusa and the Castle being mazes, as long as the player doesn't have to go and do twenty more levels like that. Another option is to draw on the Catacombs' example and insert rooms and open areas into mazes, which primarily makes it more interesting (short-term goal of finding the way into a room, particularly if it contains stairs) and more open (open areas can serve as a junction for many paths and facilitate exploration). An experience level of 14 is required for the Quest. NetHack's experience point curve means that most heroes will reach the Quest itself at level 10 or 11, so then they must either continue further into the dungeons or try to find alternate sources of gain level. However, it's pretty hard to get to XL 13 by killing monsters, and it's really hard to get to XL 14 by killing monsters, especially without farming, so the solution nearly always involves luring wraiths, consorting with foocubi, or collecting potions of gain level. The game doesn't provide a reliable source of any of these, as it probably shouldn't. In the worst cases, players might be forced to go as deep as the Castle or the Valley of the Dead. This is rooted in two balance issues: one, many characters don't ever need to level up past level 14, and two, gaining levels through normal experience is so hard that experience points effectively don't matter past level 13 or 14, since the only realistic way to gain more levels is through effects that raise you another level. Amnesia falls into the category of interface screws. Forgetting discoveries and level maps can be mitigated by taking screenshots of the discovery list and each map, or playing back a ttyrec. It's a perfectly solid strategy, but not fun at all to execute; yet doing it is an objective improvement to the game. Three items - a charged bag of tricks, a charged wand of cancellation, and a bag of holding - destroy a bag of holding and all of its contents when placed into it. This cannot happen without the player explicitly commanding it, but it is very easy to do by accident (fat-fingering the wrong key, or putting all wands in without noticing one is called "vanish copper"). The later this happens in the game, the more devastating it is to the player, and it can set an ascension-ready character back tens of thousands of turns. For a late-game character, the source of frustration is that they must either push on while severely limited in resources, or spend a lot of time gathering new ones. (Particularly if they were carrying around unspent wishes in the bag.) Cold, fire, and shock damage that manages to hit the player destroys potions, scrolls, and rings and wands that are being carried around in inventory. This is a minor frustration issue since putting these things in a bag protects them, but it is annoying for the optimal strategy to be to keep all or as many as possible of these objects in a bag, from the moment they're picked up till the moment they're needed. Shock damage is not very common, but it can be particularly frustrating when an errant electric eel or energy vortex destroys the player's only source of levitation or free action. (Exacerbated in variants like FIQhack where lightning blasts may cause lightning explosions which are not protected by reflection.) Does anyone particularly like feeling slightly accomplished for traversing another level of Gehennom on the way up with the Amulet, and then having it all be for nothing as you are kicked back down to a random location one, two, or three levels deeper? Worse still, having nothing that can prevent it and it happening unpredictably at random? If you're unlucky, you'll be knocked back repeatedly, sometimes all the way back down to the vibrating square level, and you'll often be placed in unexplored maze, forcing you to have to find your way back to the upstairs. Because of all these things, you can't really claim to have made any progress on the ascension run until you reach the Valley of the Dead and the mysterious force stops working. The force also disproportionately hits lawful characters; they are the only ones that can be knocked back three levels at a time. As best as I can determine, this seems to be a result of confusion on the alignment axis, where Gehennom/Moloch are undisputably evil, but chaotics are also considered to be evil compared to lawfuls and neutrals, so Gehennom/Moloch don't have as much "resistance" to them when they're taking the Amulet away. If, for alignment balance reasons, chaotics should have an easier time on the ascension run than lawfuls and neutrals, there are better ways to do it. This level has the potential to be very annoying. A spoiled player will know that there is no passage between the four chambers of the level, only one contains the Master Assassin, and a different one contains the upstairs. There are several methods of dealing with this; one involves falling through the ceiling, which requires cursed potions of gain level or levelport, others involve using a drum to wake him up, others rely on other instruments which require gaining even more levels, others involve self-polymorph into a phasing monster or master mind flayer, which needs polymorph control. It's entirely possible for a Rogue not to have these resources, and until they do get them, the quest is blocked. Worse, a Rogue that falls through the ceiling by accident into one of the inaccessible areas without the means to return will be stuck for a very long time. A choke point is a place where there is a diagonal opening through which the character can move, but only if carrying less than a certain amount of gear. In order to pass through, the player must drop all of their things on one side or throw them through (risking fragile item breakage) until they are carrying little enough weight to pass. Normally, the player can just dig out one of the adjacent spaces and make this unnecessary, but in Mines' End (Mimic of the Mines) and the Caveman quest home level, the walls are undiggable. Mines' End is less bad since the player only needs to go in briefly if at all, but the Caveman quest sticks its downstairs behind two choke points. Considered by some to be the worst status problem in the game. Assuming you don't have the means to immediately cure it, once you contract it and start transforming into handless, weak monsters at random intervals, your game is almost always stuck until you can get the means to cure yourself. You can't effectively traverse the dungeon in your werecreature form because you can't carry your gear with you, and even if something does kill you back to your normal form, you are now facing a hostile monster with no armor, no weapon, and no supplies. Often, the only good option is to sit on your pile of dropped gear and wait to transform back so you can pick everything back up, re-equip everything, and try to get a little further before your next transformation. There is no good result that comes of this, unless you become a werewolf, summon many tame wolves, and happen to have a magic whistle to herd them all, but more commonly you simply die from being vulnerable or manage to wait it out long enough to pray. Compounding the problem is the fact that this usually happens pretty early in the game, when the player is not prepared for a werecreature unless they can take it out at range. Also quite annoying and apparently serving no purpose when applied to a peaceful monster, as in Juiblex or Yeenoghu being summoned through chaotic same-race sacrifice. Their constant warping (and following) only makes them get in your way, almost as if they're trying to pick a fight. =_=_ Draw bridge =_=_ Yecch! This stuff tastes like poison. =_=_ User:Winny =_=_ Metamorphosed nupperibo =_=_ Ancient nupperibo =_=_ Gnoll ghoul =_=_ Migo worker =_=_ Migo soldier =_=_ Migo philosopher =_=_ Gnome queen =_=_ Gnome lady =_=_ Use darkgray =_=_ Use darkgrey =_=_ Talk:Ant (SLASH'EM Extended monster) File:Ant.png is kinda odd, I don't even think it belongs on this wiki. I also don't think SLEX has a tile for ants. It may be best to remove the image entirely, but I don't have those privileges. This is what it looks like: =_=_ Talk:Eladrin For anybody looking to tame a Eladrin from the tower: Giving a tame Tulani Masamune works great, in addition they'll generally wipe out the rest of the Eladrin for you (giving you some nice crystal equipment, wands of striking, and potions of full healing). If you don't have one yet, each Tulani has a cloak of MR, so the one that you didn't tame may be a good source of that. =_=_ Talk:Priest of an unknown god Kinda major spoiler, so I'm not putting it on the main binder page: The Unknown God is learned by regifting 5 artifacts (1 for every priest). I personally think that's a bit excessive, as the spirit doesn't grant that much benefit, but that's just me. Keep in mind that you can use nameable artifacts for this purpose (Sting, etc.). There should be more than enough for the priests. =_=_ User:Phol ende wodan/YANI DEPRECATION WARNING: This page has been deprecated in favor of the new YANI Archive. This page will no longer be updated and will probably eventually be removed. This page is an list of YANIs I've come up with. Feel free to use and implement them as you see fit. This page used to contain an archival list of YANIs from IRC; I've moved it to User:Phol ende wodan/YANI/IRC archive. Though this page contains plenty of ideas I've proposed on IRC that didn't get input from others. Wishes are very powerful things, and I don't see any reason why they have to be limited to objects. I see this as a place to add interesting wishes with effects you can't get anywhere else. Map geometry is right center, and the left portion containing the upstairs will be normal caverns. The main monsters here are hostile (renegade?) G and h, with some "extra help" in the form of mercenary soldiers. The loot is in the form of armor and weapons in storerooms, with the gems and possibly luckstone in storerooms rather than scattered around. A random wand of opening is placed somewhere in the left side of the level, so the player can open the drawbridge. The dark + are secret doors. The four groups of red + are secret doors, but only one per group will actually be a door. All ^ are random traps. The * marked in magenta are possible locations for the luckstone. The brown ( are chests with the usual contents, and the marked ) is a blessed +2 two-handed sword. The two green @ are lieutenants. Talismans are slotless amulet-class objects that can be "activated" for their effect, which expires after 4000 + 64d50 turns. Once a talisman runs out, it either turns into a non-magical talisman (which cannot be restored to its magical state) or disintegrates, I'm not sure which. Once activated, they cannot be switched off to conserve their lifetime. They can, however, be charged to extend their life by a few hundred turns while activated. There is no limit to the number of talismans a player can have active at once. Something would probably have to be done so an ascension-ready player can't fire up a bunch of talismans at once before entering the Planes or Moloch's Sanctum. Perhaps there is a steadily increasing chance, dependent on the number of active talismans in inventory, that a talisman will disintegrate when a new one is activated or a previously activated one enters inventory. Any active talisman might disintegrate, not necessarily the new one. Having two active at a time is safe, but anything more is not. New set of short staff weapons. They either use a new "short staff" skill or just Quarterstaff skill (which would be renamed to Staff skill). They are inferior to quarterstaves as a melee weapon (a quarterstaff is a long heavy staff intended for pummeling; this is about half as long and held in one hand), doing d2 damage versus small and d1 damage versus large monsters, but they weigh only 10. There is one mundane staff that has no special abilities; the others are magical staffs that enhance a certain spell school when wielded by reducing spellcasting penalties and power and hunger costs for that school's spells. The Staff of Aesculapius' base item is now a staff of healing instead of a quarterstaff. Wood golems may drop these staffs in addition to quarterstaffs. Wizards will start with a staff of attack instead of a quarterstaff, or possibly a walking stick, depending on whether the Wizard early game is survivable with a plain walking stick. While a staff is unidentified, it will not affect spell failure rates, so it is not trivial to identify. When you first successfully cast a spell of the staff's school while wielding it, you get the message "The staff attunes itself to your < school > magic", and the staff becomes identified. A set of gems that are very rare compared to other gems, and have magical properties. Their colors are randomized from all the available colors, and a blessed touchstone will mark them only as "magical < color > stone" without identifying what sort of magic it has. An uncursed touchstone will show colored streaks, the same as other valuable gems. All of these gems can be use-IDed, but the only other way to figure out what it is is formal identification. Polypiling rocks or gems will never generate a magical gem, and magical gems will always become mundane rocks or gems when polypiled. =_=_ User:Phol ende wodan/YANI/External You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User talk:GermanBarbarian You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Damage reduction You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. I have ascended once in 3.6.0 as a Wizard, thanks to this wiki and the advice of people on freenode #nethack. I may have ascended as a Valkyrie in the 1990's, but don't remember the details. Currently I'm experimenting with other roles. Have an option to show weights and sort by weight in inventory, so that instead of the usual Weapons, Armor, Comestibles, etc. order, they would be sorted from whatever category is heaviest, to whatever is lightest. Same thing in your bag. I would want to turn this on temporarily, in-game, when I was burdened, then turn it off again after dropping a cache somewhere. Few things are as tedious as looking up the price of each scroll, wand and potion in a table based on your charisma, version of nethack, etc., then renaming the items in your inventory based on what you discovered in a shop. This is something computers do much better than people. I'd love to see the game keep track of this information for you so that once you've seen an item in a shop, it will say, "Base price 100" next to the item description or something. You could make this a game option, and even report it as a conduct if turned on. Just like there is "f = fire" for projectiles, there should be a "p = attack with polearm" or "l = attack with lance/polearm" for polearms. Apply, remember the letter of the (already wielded) polearm, don't mistype, respecify that I want to hit the only nasty in range, or same monster that I hit last time... It's just a pain. Pole arms are great weapons and a great idea, but I'd rather throw daggers for sheer convenience. Maybe even interpret direction keys so that if you go toward a nasty with a pole-arm wielded, you get, "attack this nasty (y/n/c)". It just isn't very fun picking up every little piece of junk and making 7 huge piles, with groups of less than 5 items, trying to mix up the composition of each pile... Having done this a few times now, I will place a bigger premium on accumulating magical armor and tools, so maybe it will get better. Maybe one monster would pick up magical armor around the level and horde it next to some certain item or dungeon feature. The same monster or a different one might do the same with magical tools. Another monster could make and sort piles in a line near that feature. You could either find and tame these monsters and set them loose on a level. Or wish for a "blessed figurine of an obsessive-compulsive hoarder." Maybe they attack once you poly the piles? A "neurotic yip dog" could dig a hole, then run around arranging all the items at the bottom of the hole, perfect for polypiling? Hey, there's already a woodchuck. There could be a pack-rat. Bring it down to the Castle level and clean up! Surely someone in the Inadvisably Applied Magic department can come up with some way to make this more fun and/or less tedious. =_=_ Talk:Beginner's guide to NetHack sources This page is not at all up to date. The Des-file formatting has changed quite a bit since this was written and the necessary Makefile changes aren't included. --Rampion (talk) 21:19, 28 August 2017 (UTC) =_=_ Des-file format (NetHack 3.4.3) NOTE: This is a guide to the des-file format for NetHack version 3.4.3. NetHack 3.6 and above use different syntax, and it would be confusing to store the differences on one page. Edit this page only for language or technical details relevant to 3.4.3. Go here for information about the most recent version of the file format. The des-file format is the language which is used to describe the special levels for NetHack. It is compiled into a binary file by lev_comp. It is not a real programming language: there is no flow control, and the order in which different NetHack features are created is fixed. There are two types of levels you can create: mazes and rooms. For you "draw" one or more maps with ASCII characters and then describe the monsters, objects and so on that are in the map (example: Bigroom.des). For , you describe rooms and their contents (example: Oracle.des). The maze-levels are easier to make and understand, and room-type levels do not offer as much control over the level. lev_comp will create a .lev-file for each MAZE and LEVEL definition in the file. These .lev-files will be loaded into NetHack to make the special levels. The .lev-files NetHack loads are actually defined in dungeon.def. Maze-type levels begin with , followed with optional , optional , 0 or more s and up to 9 maze-parts, each of which consists either of or and , followed by zero or more the random register initializers, one of each (, , ), followed by zero or more of the map details (everything else, eg. , , , etc.) This causes the level map to be initialized with a random map generator, similar to how the random Gnomish Mines look like. Instead of and , you use this if you think that creates a good enough random map and you don't want to use any fixed map-parts. You define a map-part by "drawing" with map characters between the MAP and ENDMAP. The map can be up to 21 lines high and each line can be up to 76 chars long. Each line must also be the same length. You can also use numbers inside the map, but those will be ignored; they're considered as line numbers. With this command you can set up to 10 coordinate-pair registers, which you can access by using < tt > place[N] < /tt > instead of a pair of coordinates in any other command. The registers are shuffled at level creation time. With this command you can set up 10 monster symbol registers, which you can access by using < tt > monster[N] < /tt > instead of a monster symbol in any other command. The registers are shuffled at level creation time. With this command you can set up 10 object class symbol registers, which you can access by using < tt > object[N] < /tt > instead of a object class symbol in any other command. The registers are shuffled at level creation time. Places a magical portal within an area covered by (x1,y1,x2,y2) and not covered by (x3,y3,x4,y4). The portal will level teleport player to the level with the name "levelname". Restricts the area where player can end up on the level when he level teleports or falls in there. Player will end up within an area covered by (x1,y1,x2,y2) and not covered by (x3,y3,x4,y4). Places stairs or a magical portal to a dungeon branch within an area covered by (x1,y1,x2,y2) and not covered by (x3,y3,x4,y4). Mazewalk turns map grids with solid stone ( < tt > ' ' < /tt > ) into floor ( < tt > '.' < /tt > ). From the starting position, it checks the mapgrid in the direction given, and if it's solid stone, it will move there, and turn that place into floor. Then it will choose a random direction, jump over the nearest mapgrid in that direction, and check the next mapgrid for solid stone. If there is solid stone, mazewalk will move that direction, changing that place and the intervening mapgrid to floor. Normally the generated maze will not have any loops. Pointing mazewalk at that will create a small maze of trees, but unless the map (at the place where it's put into the level) is surrounded by something else than solid stone, mazewalk will get out of that MAP. Substituting floor characters for some of the trees "in the maze" will make loops in the maze, which are not otherwise possible. Substituting floor characters for some of the trees at the edges of the map will make maze entrances and exits at those places. Mazewalk will only work if the solid stone mapgrids in the level (where the MAP was put down) are on odd-numbered squares, both horizontally and vertically. You don't have to worry about this unless your MAP is 21 rows high or 76 columns wide, in which case you'll have to either make the MAP smaller, or move the places where the solid stone squares are. Room-type levels begin with , followed by optional , optional , 0 or more s, followed by optional random register initializers ( and ), followed by 0 or more and definitions (and the contents for those rooms), followed by . Creates a room. The room will be placed on a position defined both by pos and align. pos defines the rough position (in a 5-by-5 grid on the screen), and align defines the room position within that. NOTE: Creation of a randomly located room may fail, especially if there's little free space to fit it on the level. Contents of such a room won't be created either. Names the previously defined ROOM or SUBROOM. Subrooms need to know the name of their parent room, this has no other meaning. Assigns a creation chance to the previously defined ROOM or SUBROOM. The room walls and doors will get created no matter what, this just tells whether the room contents will be created. < tt > int < /tt > should be in the 0-100 range. Only non-ordinary rooms can have this. Creates a door with certain state on the previously defined ROOM or SUBROOM. Note that Room DOOR format is different from MAZE-level . The following commands are common to both MAZE and ROOM-type levels. For the MAZE-levels, the coordinates used are the previously defined MAP, for ROOM-levels, it's either the previously defined ROOM or SUBROOM. This defines a container that you can put items in. It accepts exactly the same parameters as . Normal content generation for this object is suppressed. Optionally, you can put < tt > [NN%] < /tt > right after < tt > MONSTER < /tt > to make the monster generation optional. NN is a percentage chance of the monster being generated when the level is created. Optionally, you can put < tt > [NN%] < /tt > right after < tt > OBJECT < /tt > to make the object generation optional. NN is a percentage chance of the object being generated when the level is created. Optionally, you can put < tt > [NN%] < /tt > right after < tt > TRAP < /tt > to make the trap generation optional. NN is a percentage chance of the trap being generated when the level is created. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. Below is a list of messages sent to the DevTeam for anyone interested, starting from August 28th 2017. Most, but not all, concern bugs in NetHack 3.6.0. Rogues seem to start with a lockpick with the spe 9. Why is that? Is it for historical reason (was introduced with 3.3.1 [wiki note: incorrect, it was introduced in 3.0] it seems), or was it just a typo? While backporting a FIQhack change into a bilious patch for 3.6.0, I reordered some of the musables (as part of the patch). Notably, MUSE_WAN_TELEPORTATION was changed to 13 from 15. The source didn't like this; this made MUSE_FIRE_HORN and MUSE_WAN_TELEPORTATION the same value which interfered in using offensive items. The MUSE_WAN_TELEPORTATION entry should probably be removed from m.has_offensive, because it can't actually be reached. While I don't know the history of this symset and the reason the original author of the windowport didn't just make DECgraphics work in first place over adding cursesgraphics, one solution would be to add it as a secondary DECgraphics symset, a bit like how IBMgraphics has 3 different variations. Would that work as solution to the problem brought up about the cursesgraphics symset in 027ce7c8b9c04f2ad64632a107536cd173dfb07f? A lot of players end up using weapons when playing Monks eventually due to their comparably weak martial arts (despite the bonuses). To improve their martial arts, I suggest making the enchantment of your gloves matter if fighting bare-handed, at least if doing so with martial arts with Gauntlets of Power. Lycanthropy prompts are very sudden, and answering y can potentially destroy armor (werewolf lycanthropy). So it should be possible to set up paranoid for that prompt. I don't know how frequently (if at all?) you follow the GitHub pull request list for your GitHub mirror at https://github.com/NetHack/NetHack/pulls . There's plenty of PRs there that should be noncontroversial (bug fixes/similar) where merging should be straightforward. Player monsters are flavoured as basically being other advanturing players. Chatting with them even implies they are players. As such, they should ignore conflict, since conflict has no effect on players (for obvious reasons). There's also other things that could be done for enhanced symmetry (delayed stoning, skills, casting player spells...) but they're not nearly as easy (and noncontroversial) to change. thitu, which is called from scatter among other things, lacks correct handling for potions, meaning you don't get the proper effect for them (potionhit()). I know at least one case where this matters: landmine scattering items, potions not being destroyed (1% saving throw), flings into the player's direction and has no potion effect. Due to improper updating of dieroll in uhitm, dieroll is not corectly updated when throwing things. This has several effects, but the major one is that you can "charge up" a behead with Vorpal by beheading in melee and then throwing it. Assuming it hits, it will behead 100% of the time until you do another melee attack, allowing you to behead, pick up, behead, rinse and repeat. Eyes of the Overworld's database entry contains this wording: "... and finally there is "the Eyes of the Overworld".". From in-game when asking about single artifacts, this wording is a bit odd and should probably be removed. SLASH'EM) instead of something that is based on NH4 is that for various object prompts such as eating, dipping, and so Elbereth vanishes if you anger a monster. Makes sense. However, there needs to be a check for flags.mon_moving, because otherwise, Elbereth can vanish from something passive (from your side), like them stumbling into a trap you made (This might be the only one, not sure). Also, some minor feedback for the bug reporter: It would be useful if "NetHack came from" included a public server to clarify reports coming from NAO, hardfought, or similar. In addition to this, the new NetHack version field for recent releases in the form seems a bit flawed. I build NetHack releases using `make install` after fetching the updated source tree. After doing this, version is still rather unspecific (moreso than I assume you want, at least): Curses attempts to disable DECgraphics configuration but doesn't quite succeed. In addition to this, you can (uselessly) enable it ingame. Instead of properly removing the option (or just removing the checks, since that wouldn't really be any different from how tty handles it), I removed the checks that tries to disable it, but also made the Curses windowport able to handle DECgraphics correctly. This was done by slightly modifying the curses_convert_glyph function to have a operation mode that handles DECgraphics fully. Also, a minor typo I found while doing this: dat/symsets confuses the up/dnladder symbols with each other in DECgraphics for the comments (but I believe the actual symbol used is correct). To reproduce: get a tame grid bug to become trapped in a pit or bear trap, and attempt to displace it out of the trap diagonally until it untames. When this happens, it will render as the player's symbol. This is caused by the logic that untames a pet displacing out of a trap, and calls newsym() on the pet's location so it doesn't render it as tame anymore, happening before the logic that checks whether the player and pet can actually swap places. At the time, though, domove() has also assumed that the player has already moved to that spot (it needs to get unmoved later), hence newsym() renders the player there instead. Unrelated issue I noticed and am not sure whether it is a bug - there is a spoteffects() call later in domove that always gets called regardless of whether the player moved. In situations like this where the player did not move, this can lead to messages such as "You stop. Your grid bug can't move diagonally. There is a bear trap here. A bear trap closes on your foot!" (which also involves pets that can't move diagonally). There are at least some polymorphable forms that can wear armor (that they possibly shouldn't be able to) by using the P command. This was tested with a polyself to quivering blob and putting on boots. In this form, the W command prints "Don't even bother." without even trying to let the player pick an item, whereas the P command asks the player what they want to put on (listing jewelry and not armor, as usual) but still accepts the inventory letter of armor as valid, and allows the character to wear that armor. When the player is polymorphed into an iron golem, a rust trap gives the impression of triggering twice. The first gush of water hits an armor slot like normal, and doesn't deal any damage to the iron golem form. The second gush of water always hits "you" and causes the guaranteed-kill rust damage. This causes message combinations such as "A gush of water hits your left arm! A gush of water hits you! You are covered in rust!" --Phol ende wodan (talk) 15:26, 1 January 2018 (UTC) Immersion in water deals 2d6 damage to mh and mhmax, and will not rehumanize if you are unchanging. Continued immersion in water will repeat this damage on 20% of movement turns, but if you decide to rest in one place underwater, you will take no further damage. A rust trap will deal full maximum monster form HP (saved by half physical damage), and will not rehumanize if you are unchanging. There appears to be no code handling rusting from a rust monster's passive attack, so you can hit a rust monster barehanded as an iron golem with no problems. This is not necessarily a problem that needs to be fixed, but is there a good justification for keeping the behavior this way? When the whatis command is used with a plural string, it behaves oddly. The code that produces the overlaying window with the encyclopedia text runs twice, which in most cases leads to a second, empty, window being displayed after the first one. This can be seen with e.g. typing "kittens" into the prompt - the first window shows up with the encyclopedia entry for "kitten", and then after dismissing the --More-- prompt, another --More--, as part of an empty window, shows up on its own. The code decides to check the encyclopedia for both the singularized and non-singular forms if they differ, which makes sense, but I'm not sure why it decides to call display_nhwindow() twice. Actually, looking closer, it seems that this is partially a result of found_in_file not being reset to FALSE properly on the second pass, but applying that fix results in "I don't have any information on those things." being printed instead of the second window being displayed. To reproduce, find a corridor leading into a room, preferably one that doesn't branch in the vicinity or have multiple doors. Make sure the door is closed and unlocked, create a hostile gnome or goblin out in the corridor, then teleport into the room and position yourself anywhere along the same wall as the door is on, but not adjacent to the door. (I tested this 8 squares away from the door and it still happened, so I doubt the distance matters as long as it's not adjacent.) Rolling boulder traps behave inconsistently between monsters and players; specifically, a levitating or flying player will trigger the trap but a flying monster won't. (A monster that levitates but doesn't fly will in fact trigger the trap; however, I think the code assumes that all floaters have M1_FLY.) The exact mechanism of what causes the "Click!" and the trap to be set off isn't made clear, but the fact that flying monsters are immune implies that it's a ground-based trap. The intent seems to be that you can move into the adjacent pit without having to climb out of the first one, and this works properly - the only problem is that the pit gets triggered when you ought to have no distance to fall. The panic("floodfill stack overrun") in selection_floodfill is being triggered when the floodfill area encompasses most of the level, even though the function is intended to support a full-level floodfill. To reproduce, add FLAGS:inaccessibles to the Bar-fila level which will trigger a floodfill from the stairs. Bar-fila is just a big open rectangle so it's ideal for making this happen, though it would probably also work in the Big Room too. This is caused by points being added to the stack multiple times, which on a mostly open level will of course exceed ROWNO * COLNO. The way the function is organized, it refuses to add a point to the stack if it already exists in the /selection/ - but it doesn't check whether it's already in the stack. Possible fixes are either adding that check for whether a point exists in the stack, or maybe just moving the "add to selection" code into SEL_FLOOD. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User talk:Yapi123 You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User talk:Monosiere You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Forum:Attacked in Sanctuary Temple I am in Minetown playing dnethack. I am in a co-aligned sanctuary temple. At first the temple was acting as a sanctuary for me. I went to the door killed several monsters and retreated. At this point the monsters where able to enter the temple and attack me. What has happened? I've never had this happen to me before Wolfwood (talk) 23:46, 7 September 2017 (UTC)ndwoldwood =_=_ Object materials Object materials is the name of a system that allows various objects to generate made of something different from their ordinary base material. It was first introduced in NetHack brass, and L later made it into a standalone patch that can be found here. Variants that incorporate some kind of object materials include GruntHack, dNetHack, xNetHack, SpliceHack, and EvilHack; GruntHack's implementation is much different from that of L's patch, and thus different from other variant implementations. The general purpose of the patch is to increase the variance in equipment that a player may come across in NetHack and/or its variants, as well as the strategies employed with such items. This can have diverse effects on a given game: one hero may realize too late that their gold wand of death was a valid target for an overlooked leprechaun; another may employ a pair of mithril short swords to slice their way through hordes of orcs; still others may try to assemble an all-silver full-body set of armor to thoroughly demon-proof themselves before entering Gehennom; and aspiring casters will try to wear as much non-metallic clothing as possible. Artifacts, including artifact weapons, tend to have a set base material; it is sometimes possible to name or create certain artifacts such as Sting and Excalibur, with a weapon of the desired material, though whether this is allowed depends on the variant. In games with some form of object materials included (typically variants), monsters also have various interactions with each type of object, the more common of which are listed below. Material hatred is used to refer to any particular material that deals extra damage to a certain type of monster, much like the standard interactions between werecreatures and silver (e.g. elves may have an aversion to iron weapons). Golems that are generated randomly or via polypiling in games with object materials may death drop items made of that material among the pile of objects left behind as their standard "corpse". Leprechauns in games with object materials are usually given the ability to steal items made of gold in addition to gold coins. When calculating a piece of armor's total AC, a material bonus is calculated, which is usually < code > current material AC - base armor material AC < /code > . If this material bonus is negative, it will decrease the base AC of the armor, to a minimum of 0. Thus, higher material AC is better. The material AC values are: When calculating the base cost of an object, the cost is multiplied by a factor of < code > current material cost multiplier / base object material cost multiplier < /code > . The multipliers are: In xNetHack, the list of eligible items is much larger compared to the original patch, and uses more complex lists of possible materials for each type of object. Certain items are renamed due to having a material-specific name; in practice, this generally takes the form of removing the material from the name (e.g. silver saber ➡ saber). Glass Always shatters when thrown, and occasionally shatters when used in melee or as armor. However, it is possible to shatterproof glass weapons and armor via the normal methods of erodeproofing, such as confused scrolls of enchant weapon. Bladed glass weapons have a +3 damage bonus. Glass helms offer metal-like protection against falling objects, but may shatter if hit by a heavy object. Glass body armor may also shatter if hit by a heavy thrown object. Wood Burn, rot Wooden bladed weapons have a & minus;1 damage penalty. Wooden helms offer metal-like protection against falling objects. Bone Burn Can hit shades, bypassing their usual immunity to physical attacks. Positively enchanted bone armor will intercept a level drain that hits you, instead draining a point of enchantment from the armor. Bone helms offer metal-like protection against falling objects. Copper Corrode Bonus damage to fungi and monsters with disease/decay attacks; copper armor can sometimes nullify falling ill (stacking 20% chance with each piece of copper armor worn) Below is a table that lists the density, price and AC modifiers of each material. To calculate the weight of an object, multiply its item type's weight by the density of its actual material and divide it by the density of its base material; the densities may be inexact due to deliberate changes for gameplay balance. (Assume that an object of a given material is made solidly of that material.) For example, chain mail has a base material of iron, so a set made of mithril will weigh = as much, whereas gold chain mail will weigh 1.5 times as much. The same is done to calculate price modifiers, e.g., a set of mithril chain mail costs = 5 times as much as a regular one; note that most items made of their base material will weigh and cost the same as they did previously, i.e. the base prices and weights in the object's statblock were not changed. For calculating object AC bonuses, subtract the base material's AC from the actual material's AC and add the result to the armor's regular AC bonus. A floor of 0 is applied, as a poor material cannot make the set of armor worse than wearing no armor at all; if the armor is metal, its floor is 1 instead. The resulting value is then effectively the new "base" as far as erosion is concerned & mdash;for instance, an iron small shield will grant 2 points of AC instead of 1, but it will go down to 0 when it gets very rusty or thoroughly rusty, instead of bottoming out at 1. Wished-for objects can only have their object material specified in wizard mode, and will otherwise have the normal base material they generate with. In xNetHack, silver-hating code has been generalized so that it can be applied to any group of monster types for any specific material. Silver hatred itself works the exact same as it does in vanilla, with silver items dealing d20 damage to werecreatures, vampires and major demons, and silver items cannot be handled by any such monster, including by a silver-hating player. Elves (including elvish players), nymphs, and lesser demons hate 'cold iron', which applies to all iron in the game; this does not apply to undead variants of iron-hating monster (e.g. elf zombies). Fungi and monsters that use disease or decay attacks, including Pestilence, hate copper. Elvish players in particular benefit from much of the above rules, which include common-sense additions to prevent too-frequent direct contact with iron. All elven weapons, including Sting and Orcrist, now have a base material of copper instead of wood; all iron items in a role's starting inventory will be made of copper for elves. Additionally, some items' base materials have been tweaked to make certain artifacts and objects in general safer for elves to handle: EvilHack's implementation of object materials uses modified code taken from xNetHack. As with xNetHack, an object's material affects its weight, its cost in a shop, how much protection it can grant as armor, how damage it delivers as a weapon, and what types of damage and decay it is subject to (if any). Material hatred is retained and expanded on as well. In addition, various material types will further affect spellcasting failure percentage, as well as magic cancellation rating. In EvilHack, the material type of a desired item can be chosen if the category of object allows for it. Artifacts are the exception, as are a few other items. In the below table, iron is the baseline on which every other material is based. Density is an arbitrary value, as is cost - e.g., an item made of iron weighs X amount, while the same item made of cloth would be one-eighth its weight; an item made of iron costs X amount, while the same item made from gemstone will cost 50 times that amount. For armor class, a poor material can never make the wearer's AC worse if it's in an undamaged state. Liquid 10 0 1 Wax 15 1 1 Veggy 10 1 1 Flesh 10 3 3 Paper 5 1 & minus;2 damage penalty (all) 2 burn, rot can be made fireproof via wielding object and reading a scroll of enchant weapon when confused (if object is armor, read a scroll of enchant armor while confused and wearing said object) Cloth 10 2 3 burn, rot can be made fireproof via wielding object and reading a scroll of enchant weapon when confused (if object is armor, read a scroll of enchant armor while confused and wearing said object) Leather 15 3 5 burn, rot can be made fireproof via wielding object and reading a scroll of enchant weapon when confused (if object is armor, read a scroll of enchant armor while confused and wearing said object) Wood 30 4 & minus;1 damage penalty (slash) 8 burn, rot can be made fireproof via wielding object and reading a scroll of enchant weapon when confused (if object is armor, read a scroll of enchant armor while confused and wearing said object) Bone 25 5 20 burn can be made fireproof via wielding object and reading a scroll of enchant weapon when confused (if object is armor, read a scroll of enchant armor while confused and wearing said object), grants magic cancellation level 3 (MC3) for orcs when worn as body armor Dragonhide 20 8 200 deteriorate inherently fixed, but is subject to decay via the monster spell 'destroy armor' Iron 80 5 10 corrode, rust can be made rustproof via wielding object and reading a scroll of enchant weapon when confused (if object is armor, read a scroll of enchant armor while confused and wearing said object), bonus damage against elves, player as an elf cannot heal if iron armor or weapon touches their skin Metal 75 5 +1 damage bonus 15 deteriorate referred to as 'steel', inherently fixed, but is subject to decay via the monster spell 'destroy armor' Copper 85 4 10 corrode can be made corrodeproof via wielding object and reading a scroll of enchant weapon when confused (if object is armor, read a scroll of enchant armor while confused and wearing said object) Silver 90 5 30 deteriorate inherently fixed, but is subject to decay via the monster spell 'destroy armor', bonus damage against demons, werefoo, vampires and shades Gold 120 3 +1 damage bonus (whack) 60 deteriorate inherently fixed, but is subject to decay via the monster spell 'destroy armor' Platinum 120 4 +1 damage bonus (whack) 80 deteriorate inherently fixed, but is subject to decay via the monster spell 'destroy armor' Mithril 30 6 +2 damage bonus (slash, pierce) 50 deteriorate inherently fixed, but is subject to decay via the monster spell 'destroy armor', grants magic cancellation level 3 (MC3) for elves when worn as body armor (MC2 for all other races), bonus damage against orcs, player as an orc cannot heal if mithril armor or weapon touches their skin Plastic 20 3 & minus;2 damage penalty (all) 10 burn can be made fireproof via wielding object and reading a scroll of enchant weapon when confused (if object is armor, read a scroll of enchant armor while confused and wearing said object) Glass 60 5 +3 damage bonus (slash, pierce) 20 fracture can be made shatterproof via wielding object and reading a scroll of enchant weapon when confused (if object is armor, read a scroll of enchant armor while confused and wearing said object) Gemstone 55 7 +3 damage bonus (slash, pierce) 500 referred to as 'crystal', immune to erosion Mineral 70 6 +2 damage bonus (slash, whack) 10 deteriorate referred to as 'stone', inherently fixed, but is subject to decay via the monster spell 'destroy armor', grants magic cancellation level 3 (MC3) for orcs when worn as body armor As in GruntHack, all objects have a probability of generating with a given set of materials; this also limits what object materials can be applied to items you wish for (e.g., wishing for dragonhide plate mail won't work, as plate mail base material is iron or metal). In dNetHack, most (but not all) weapons and armor can come in varying different materials; armor is also differentiated by size and body plan, requiring even more consideration for what a given player should seek out. As usual, the material of an item determines its weight (mithril equipment is very light, gold is heavy) and whether they deal bonus damage against certain creatures (iron weapons deal bonus damage against iron haters, silver weapons deal bonus damage against silver haters). Artifacts are naturally generated with a specific material and size, which may be iron, silver, mithril, and more. Obtaining Excalibur by dipping in a fountain will always have its material be that of the dipped long sword, and other nameable artifacts work the same way. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Evil Patch Idea An Evil Patch Idea, often abbreviated to EPI, is a YANI for NetHack that is considered to be a terrible idea either by its creator or the community, because if it were implemented, it would greatly increase the amount of frustration or annoyance in the game while having no particular redeeming qualities: a way for the game designers to be evil to the players. Usually, Evil Patch Ideas do not make the game literally unwinnable, but they might make it practically unwinnable. They are usually conceived on the spur of the moment and shared for amusement. Others may suggest modifications to make the ideas even more evil. Originally, they were intended to serve only as a graveyard of bad ideas that were fun to discuss, but the developer of Slash'EM Extended does actively review EPIs and consider them for inclusion in Slash'EM Extended. The Evil Variant is a hypothetical variant that combines all of the Evil Patch Ideas into one single variant of NetHack. Slash'EM Extended is also sometimes called the Evil Variant (out of all existing variants), although it refrains from implementing some of the more egregiously evil patch ideas except in evilvariant mode (see below). At some point, a real Evil Variant was under development, intended as a sort of parody of ridiculous artificial difficulty; however, it was never published and is no longer being developed. Also not to be confused with EvilHack, a variant under development by K2, which is satisfied with being as evil as a hybrid of GruntHack and SporkHack features. Slash'EM Extended offers an "evil variant mode", which is enabled by picking the evilvariant race or hybrid race, and which causes some of the more egregiously evil patch ideas to be in full effect. The game might be nearly unwinnable in that mode due to the high concentration of evil patch ideas that work strictly against the player's favor. The Evil Variant shows an overview of features seen in that mode. =_=_ EPI =_=_ Evil Variant =_=_ Talk:Brass interface patch The link is dead. To my knowledge, people have attempted to find it earlier, but in vain. Perhaps the article should be changed appropriately by whoever tried? --FIQ (talk) 05:59, 11 September 2017 (UTC) =_=_ Talk:Elder priest Don't fight this thing in melee. Even if the entire game so far has been a cakewalk, spending a turn while next to this thing will, at the very least, result in you not having a cloak of magic resistance anymore, and possibly much worse than that. In particular, DO NOT swap out a ring of free action for levitation after losing MR, or you'll be chain-paralyzed to death like I did. Kill him at range, no matter how many unskilled shuriken it will take your samurai to do so, then quickly snatch the amulet and use cursed gain level since going back through the 200 pits and 50 umber hulks and xorns will not work, the elder priest will resurrect before you even get out of his temple and then you're screwed. --Bluescreenofdeath (talk) 07:16, 11 September 2017 (UTC) =_=_ Gifts =_=_ Price-identify =_=_ User talk:Captain You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Forum:Glitch? Mjollnir randomly appearing So my internet was down, and I felt like Nethack, so I dug up an old 3.4.3 distro I had lying around and played a game or two (I get killed early if I don't have the NAO colored health-bar, unfortunately.) Something weird happened in one game: I a female Ranger on Dlvl. 2, and I went into a shop. I couldn't afford anything, so I walked out, and lo and behold, right outside the shop was the uncursed Mjollnir. I don't know if it had been lying somewhere and my pet had picked it up and dropped it, or if it just randomly appeared, but anyways, it was there. I actually got pretty far wielding it, but it felt wrong being a ranger and using it. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Forum:How do I beat Pale Night? Hello friends. I am playing dnethack and Pale Night the Demon Lord keeps killing me. I have tried just about everything to beat her. She teleports me around with her gaze and I am on a no teleport level. Despite being very fast and unemcumbered she will hit me and teleport me without giving me a chance to attack. She appears to be disintergration proof, stone proof and slime proof. Cancelling her does not work either. Can anyone give me some tips. Also does anyone have her stats? I would like to know her MR level 22:47, 20 September 2017 (UTC) First off: why? Pale Night is entirely optional, and doesn't even drop a cool artifact. Second, are you sure that's actually Pale Night? She doesn't have a teleporting gaze, only drain/confusing gaze. In fact, I don't think a tele gaze is even implemented (EPI maybe?). Also, the code says it has an MR of 97. This shouldn't matter that much though. Its AC is pretty low, randomized from -66 to -6. What class are you? I am definitely getting hit by teleportation right after the confusion attack. I am a convict. I tried to beat her in previous game and I keep getting her in a bones file now. In fact there are two graveyard markers on her level now. So it's not like I have a choice. If she did not teleport she would not be that hard. I could just make a boulder fort at the upper stairs and blast her with wands. But with the teleport she throws me all over the level and it is no teleport. Even if I lure her up the level above her is no teleport as well. Wolfwood (talk) 02:56, 25 September 2017 (UTC) According to some other people from IRC, that's called abduction. It will teleport you and Pale Night at the same time, and no-teleport won't affect it. My best advice would be to put on an engagement ring (to block the seduction instakill) and use the same strategy as any other spellcasting demon lord. --EasterlyIrk (talk) 04:44, 28 September 2017 (UTC) You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User talk:Valkyre =_=_ User:Valkyre =_=_ Forum:Debug assertion failed! =_=_ Intelligent monster An intelligent monster is, generally, a non-animal, non-mindless monster. There is no actual flag for intelligence in the source code; however, certain behaviors such as item use and dungeon feature use are allowed only if a monster is non-animal and non-mindless. Certain monsters are intelligent, but might appear otherwise because they do not have hands with which to use items and wear armor; however, they may still use applicable dungeon features, like escaping with stairs, or jumping into holes, or using polymorph traps. Floating eyes and dragons are examples of such monsters. =_=_ Forum:How to beat Pale Night (Dnethack)? =_=_ Mulching =_=_ Spell maintenance Spell maintenance is a feature originating in FIQhack, but which is also present in dNetHack. It allows you to maintain self-buffing spells continuously without needing to recast it every now and then, in exchange for it draining your energy reserves over time (which can potentially be outregenerated if your energy regeneration is fast enough). This energy cost will generally be twice the spell's level (or four times for light and protection) every 5 turns, but can be more with the Amulet or with a failure rate higher than 0%. Spell maintenance can wear off if your energy runs out, you become confused, or at random if your failure rate with the spell is high enough. Unlike normal spellcasting, in FIQhack (but not dNetHack), maintained spells will not drain any hunger over time. It will, however, also not exercise any skill. =_=_ FIQhack =_=_ User:Phol ende wodan/DungeonOverhaul/Jonadab This is a set of comments I drafted in response to Jonadab's dungeon overhaul proposal when he made it public in the summer of 2017. The comments were made with only cursory knowledge of NetHack Fourk, and what had been implemented since the proposal was written. This is very interesting. I envision small one-off levels reachable by a stair - randomly generated, not true branches, but inaccessible any other way than by finding a random extra stair to it. Agreed, though it might be a bit odd if, for example, a player dies on one of the upstairs on the level with the Sokoban stairs, and those get removed. Should probably always choose the branch stairs to remove instead of picking randomly. Hmm, how about levels that are entirely rooms (every room is adjacent to only other rooms), can get from room to room by doors or secret doors. Same number of objects placed. Special rooms work the same. Vaults are 2x2 rooms that have no doors; either this is the only possible room with no doors, or other rooms can generate without doors as long as one can still get from the upstairs to the downstairs. Closets either don't exist or exist through some clever placement algorithm that allows them to stick out the side of a room. The per-room frequency of altars, sinks, fountains. traps etc is decreased, so the overall frequency of these on a level stays the same. Maybe slightly more objects generate because the level has more space and it's harder to explore the whole level. I propose that the effective depth of each Sokoban level should be the same as the level where the stairs to it are. 3.4.3 makes it too easy by decreasing the difficulty as you progress, 3.6.0 makes it too hard by increasing the difficulty (which doesn't scale with finding altars or better gear like descending the normal dungeon would). Keeping it static makes it still pursuable before doing the Mines, but doesn't make monsters too wimpy, especially in the zoo. Big Room could be an early trial ground for "applying random generation to large parts of levels". A few of the variants in 3.6.0 do a little of this, but I think nothing more complex than mazes. I don't think it's worth the effort of implementing different roguelikes' look-and-feel. NetHack is directly descended from Rogue, so it's at least somewhat justified to have a direct tribute to it. However, other roguelikes (besides forks and descendants of NetHack) have little to no substantial relation to the game. It's also annoying enough, as a new player, figuring out what the Rogue level is, and how it works. Personally, when I first discovered it, I got very confused trying to open the doorways with no door. The benefits of adding tributes to other games are very, very small compared to the added complexity to the developers and the added complexity to the player. In the existing Rogue level, there's not even any gameplay benefit, apart from the meager bones pile. There's not much reason to add more gameplay benefits here, either. I'd probably even go further and say the Rogue tribute level shouldn't be guaranteed to appear. I don't see any reason why it's important to have in every game, apart from the fact that it's a tribute. Maybe only a 30% chance of generating it or something. I think you get interesting strategy either way. However, 2-4 guaranteed levels between Medusa and the terminus seems long, perhaps because I'm envisioning it the same way as such levels are now in vanilla - usually mazes. It's really cool when you get a room-and-corridor level with a shop or a temple under Medusa, though. Alternatively, make Medusa's level undiggable floor (it fills in with water regardless of where you dig, perhaps?) and remove the teleport restriction after she is killed. I think I like it better the way it is, though. Required maze levels (on the main branch of the dungeon) that have nothing special in them are a Bad Thing in my book, for several reasons: These complaints are more aimed at the Gehennom-of-endless-repetitive-dreariness mazes, but most of it still applies to possible maze levels between Medusa and the terminus. I like this. Most variants tend towards a cavernous Gehennom, and they're on the right track. I don't quite like Un's "gnomish mines except with lava instead of rock" thing, and I don't like Grunt's "gnomish mines except with random lava pools and rivers and rock instead of walls" thing. Proposed top of Vlad's Tower: let it contain an open area where Vlad sits, rather than a corridor where you can bounce rays back at him and he can't do anything about it. How about just a big square with the three closets on each edge, with Vlad and his throne in the middle. For bonus points, randomize which six towers contain the vampires on chests and the one with the stairs. (3.6.0's lead should be followed here and two chests should contain 4d2 candles.) With the open area to fight in, Vlad's AI tries to move him to places you can't hit him with a ray twice, and he will stay out of melee range if possible. (Grunt gives him a polearm to battle with; this would work well here.) To dispense with the riffraff, consider nerfing summon insects. A swarm of priests of Moloch is a good obstacle; a swarm of ants is just annoying at that point. Is there a plan to remove the graveyard? Also see later notes on summon insects (permit it everywhere but the Sanctum and the Astral Plane) and riffraff disposal. Alternatively, if the first level of the Mines is unlit, guarantee a lighting tool (not a magic lamp) a couple steps away from the stairs. This is independent of the normal tool that generates in the Mines. The Lower Mines should be completely unlit (Mines' End special areas excepted), with the player expected to find light sources in Minetown or have otherwise obtained them. To balance this, Upper Mines levels now have only a 1/3, 1/4 or 1/5 chance of being unlit (not sure which is best balanced). I feel like this will add to the player's perception of the Lower Mines as a more dangerous area, as well as provide a justified increase in difficulty when descending below Minetown. If Orcish Town were to be included as well, it could contain a guaranteed general store (which has been ransacked of anything of value, of course), and the shopkeeper has barricaded himself in with boulders. This is more of a 3.6.0 improvement, but I think it's pretty well balanced to round out the complaints about Orcish Town. Falling rock traps should still be generated at level 1, but their damage is capped at half the monster's maxHP, rounded up. Something else to remove YAAD-causing traps from the early levels is to prevent magic traps from generating till level 4 or 5. One mostly cosmetic change for variety: "corridors" in these levels or on some of these levels aren't corridor tiles cut out of rock, they're floor tiles bounded by walls. Rock moles and the like will still dig corridor tiles through rock. It's not clear what "... if they have picked up all the gold so far" means, does this include starting gold? A Healer will probably be able to buy at least 2 consultations under vanilla prices, a Tourist may as well. In any case, yes, I propose that the cost of a major consultation should be 400 or 500 zorkmids, perhaps increasing by a certain amount with each new major consultation. Major consultations should be more accessible to unspoiled players. Randomly generating Sokoban is all the rage these days, and it's closer to completion than it was when this document was first written. I'm holding out for the game to be able to fully generate four levels of increasing difficulty within the game and not relying on an external program. I'd also take the option that allows generating a lot of .des files for Sokoban and letting the local player or server admin change them out as desired. Either one adds randomly generated content, eliminates "sameness", and eliminates the possibility of spoilers. I disagree with the idea that Sokoban should generate only one of three random prizes. One of the most frustrating things Sokoban can do to a game is to give you a second bag of holding or amulet of reflection when you really wanted something else, and makes all that pushing boulders around (or traversing Nabokos) seem pointless. Several variants fix this by generating all possible prizes, but only letting the player take one, and that's how I think Sokoban should work in general. Ring of polymorph control is an interesting third-prize substitute for the cloak of magic resistance some variants add as a third prize. It's better versus polymorph traps than the cloak, but won't be as good later in the game if the player still hasn't found another source of magic resistance and is now facing spellcasters. Still, that problem doesn't go away in vanilla, so I think a ring of polymorph control as one prize works. Disagree about the luckstone. First, they're not all that uncommon in the early dungeon or upper Mines. This could be made into a tighter constraint by using the achievement system instead of merely carrying a luckstone; i.e. you must have actually been to Mines' End and picked up the luckstone in order to remove this penalty. However, I more generally disagree with the entire idea that completing Mines' End gives one a free pass to essentially cheat one's way through Sokoban. The whole point here is that the player must work their way through one of two branches, plus the zoo, to claim the reward; making the only remaining obstacle the zoo cheapens the prize. Additionally, I feel that it will encourage players to finish the mines before even trying Sokoban or Nabokos. But keep the copious food limited to Sokoban. For certain characters, going after Sokoban for its food is a strategic decision. Guaranteeing shield of reflection is backed up in the myth and works well, I think, since shields are probably the weakest reflection source. Bag is also fine, if it can't be immediately informally identified, which it can't really if it's an oilskin bag or a sack. I don't really like how bones:2 allows everything to be bones. Personally, I think the game loses something if Minetown were bones-ineligible, and I'd love to have bones on just about every special level, but I'd hate Sokoban bones because the dead character would probably have messed it up. Under this system there is no way to say I want to have Minetown bones but not Sokoban, and making it a compound option to specify which levels should be ineligible would reveal spoilers. I think Sokoban is best kept bones-ineligible. This would be a good place to move the 3.6.0 Sokoban level depth increase; i.e. if the stairs to Nabokos are on level 7, the first level of Nabokos has an effective depth of 8, the second has a depth of 9, and so on. Also remove death-drops in Nabokos, or greatly reduce the chance of one; otherwise people will still try to clear Nabokos for them. Each level will have 16-50 monsters at generation, averaging about 5 or 6 death drops. These provide a rational incentive to clear Nabokos after doing Sokoban, which should not exist. They might even hang out in Nabokos afterwards to farm more monsters since they don't have to walk all the way across the screen to where something else was generated. See above - I disagree on this, levels after Medusa are not as interesting because the player is usually just trying to get to the terminus. It should be 1-2 or 1-3 levels above. See notes above about mazes. The player should not be required to traverse mazes. They are best off as a separate branch or optional branch. Below Medusa should be something that is not maze filler, I would leave it as normal room-and-corridor levels for now. If any mazes MUST be on the main dungeon, a few levels of them here is certainly better than all of Gehennom, though. This is pretty unbalanced with respect to wishes, compared to the other variants. It's fine to reduce the number of wishes at the terminus, but this contains 2 guaranteed wishes whereas the other variants contain zero. It's all well and good to say this is the equivalent of finding a (0:3) wand at the Castle, but the others might be like finding a (1:2) or (1:1) wand there. I seem to recall someone complaining about an implementation of this in Fourk because it only has an 80% chance of a wish, which can really leave you hurting if you don't get it. Same thing. Needs that guaranteed wish. Also, it'd be pretty annoying to find this as a Valkyrie or Barbarian who doesn't care about spells. Worse, an illiterate character would get absolutely nothing useful from this. Pack rats would have a lot of trouble with this place from their compulsion to take as many potions as they can carry. With the below comment about guaranteed wishes, I think a (1:0) wand of wishing and not so many guaranteed smoky potions would be better flavor-wise than a scroll; e.g. Doctor Jeckyl didn't realize one could wrest the wand. My issue with the variants is that they replace wishes with other items, which may or may not be useful to the adventurer depending on role or conduct (especially true for the Library). And randomly placing a level variant that isn't very useful to the adventurer can be very annoying; the community responses to Orcish Town in 3.6.0 demonstrate that much. There should be at least one guaranteed wish at the terminus, and possibly one non-guaranteed wish. A good method is to provide a scroll of wishing or (1:0) wand of wishing. The Valley seems to me to be one of the first places where random generation of substantial parts of the level should be tested. I envision tapering ravines in particular, filled with undead. Seems very rewarding for a level that won't appear 50% of the time. Especially if the statues all have a chance of spellbooks. Imagine if the Big Room guaranteed a magic lamp; that would make 40% of players very lucky and the rest annoyed they didn't get it. I feel like a 100% chance of a magic lamp on a level that occurs 50% of the time would be more frustrating than a 50% chance of a magic lamp on a level that occurs 100% of the time, even though the probabilities are the same. Either this level needs to be guaranteed in Upper Gehennom, or placed in the Swamp of Death, or have the amount of goodies reduced, or somehow guarantee another magic lamp in Upper Gehennom if it doesn't appear. What happens if you stone to flesh Aphrodite? What kind of monster is she? Like the Unnethack Aphrodite? Edit: yes, she'll be imported from SLASH'EM or UnNetHack. In connection with the AI change I propose above, Vlad should be able to use such an attack from any square within a 3 square radius. (Animating the attack is then difficult but doesn't really add all that much, I think.) This is to allow him to try to stay out of melee range, but still be able to attack at range. It shouldn't be bones-eligible because making it eligible opens up the possiblity that the player might not face Vlad. Re-generating Vlad if he is not on the level seems silly, and doing that to the Candelabrum too is also silly. I do agree that slamming a load of guaranteed wishes on the adventurer at the Castle is not the way to go, but having virtually no wishes be guaranteed is not the way to go either. This can make a game very difficult at random. I think Fourk didn't actually follow this strategy, and it provides scrolls of wishing at various points in Gehennom instead of lamps? Air elementals seem a bit misplaced to generate specifically here. Sure they beef up the monster difficulty, but I don't think of swamps as windy or airy places. As in vanilla Juiblex's Swamp, there should be all P and b too. Also perhaps keep lichens since they are a decay-themed monster. Why not just have all normal pits be "anoxic" if generated in the Swamp? I don't really see the need for a new trap. I think the Black Market isn't really very necessary; there are a ton of special cases it creates, and the only important gameplay benefit is you have to lug a lot of gold there to maybe get a needed item in your ascension kit. Seems contrary to the sentiment that you shouldn't need much gold after you finish buying protection. Also, it doesn't work for flavor reasons. Why is the most powerful monster in the game the shopkeeper in the black market? Even in UnNetHack, One-eyed Sam is less scary than Cthulhu and Demogorgon (though still scarier than the Wizard, which I find problematic). Why is the black market so deep in Gehennom? Who else shops there? If it's at such an important junction, why don't the Gehennom residents kit themselves out there? How do they manage to make sales often enough to stay in business if an item costs a significant fraction of all the gold in the entire dungeon? Why couldn't they just ascend on their own if they're this powerful? There should be some special level at the top of Lower Gehennom, but not the black market. If it must be in the game, it shouldn't be required to traverse. The zoo could be filled with nasties. Edit: The plan is for the zoo to be filled with demons. Fine. And traps. Not fine, see below. Generate this guardian next to the player when the player picks up the lamp or enters the tower. The player shouldn't be able to use telepathy to identify the tower as the fake one. If the player shouldn't be able to use object detection either, generate the guardian with the lamp in its inventory when the player steps into the center of the tower, unsure of whether the portal is there or not. Intrinsic slow digestion is overkill; if the player manages to get and level up a purple worm capable of eating the guardian, let it. Yes, although I think the priests are fine as long as they don't cast summon insects. Paralyze, tower of flame, open wounds, geyser, and curse items are all quite good spells and present a decent challenge we shouldn't do away with just to get rid of the ants. Resistances include magic resistance and reflection. Also shock resistance, so when Moloch blasts the player with lightning for harming his servant he doesn't kill said servant (this is a protection against future effects of divine lightning that might bypass reflection). Lava attack means that the player will probably just quaff a blessed potion of levitation or cast skilled levitation beforehand. The attack is not a bad idea, but if he spams it a lot, every player will feel like they should do this. I think the trick is to make him not use it enough that a lot of the surrounding terrain will become lava in a fair length fight. I thought the graveyard in the Sanctum was being removed as part of the "riff-raff": it's mostly stuff that goes down in one or two hits (zombies, mummies, wraiths) and if it gets awakened, all it really does is block the player from returning to the stairs. Fair enough. So this would be implemented not simply as scrolls of genocide having no effect on the Planes, but rather when generating a monster on the planes, don't respect its genocided status. (What about extinction though? Still respects that? It probably should respect extinction, but I could go either way on it.) I would implement moving clouds that obscure vision, but do not display the # character on blocked-sight tiles behind the cloud which are not part of the cloud itself (which I find really annoying). This is, I think, what 3.6.0 has with just that small rendering fix. Static, nonrandom clouds are boring. There needs to be some way to safeguard the player entering the plane who does not have levitation, flying, water walking, or swimming from drowning immediately. That has the potential to be one of the worst YAADs, particularly because you don't know whether the Plane of Water is the one coming up next. It'd also be basically impossible to learn without either reading spoilers or getting a splat. I feel that all the portals should drop you in "safe" areas where you can collect yourself before proceeding. I would make the fire terrain not universal. Use the island generation algorithm to generate "islands" of either solid floor or empty air, in which you can take out flammables, park pets, etc. The entry portal deposits you on one island and the destination portal is also on an island. Cave-ins happen on non-rock AND non-floor (and non-portal) tiles. The generated bits of floor should be safe, else they'd all collapse before the player ever got to them. Easiest solution is to block the AI from summoning insects on Moloch's Sanctum and the Astral Plane; I think it works well enough on other levels, if you anger an aligned priest or in the Priest quest, for instance. Lots of this already exists in vanilla, right? The highly enchanted armor, weapons, even some artifacts. Chickatrice corpses may be a bit too evil, if they can still instapetrify the player. I would look at variants like FIQHack for ideas on generating threatening player monsters. Are non-Death riders still vulnerable to wands of death? If so, they won't be much of a big threat. They should probably resist death magic, have player-style MR (I wouldn't suggest that since it makes magic missile ineffective), or have reflection. Not sure I like Conquest as described here, though making one of the riders a straight up normal-weapon juggernaut is an interesting idea. I think the main reason is because War and Conquest are very similar, whereas Pestilence's sickness attack is more unique and scary, as it's the only one with a delayed instadeath. Plus, despite the source material, popular culture has had the four riders named as Death, Famine, Pestilence and War for a while. I like these additional win conditions. Particularly since they don't make the standard ascension any harder. The other two remind me a bit of the dNetHack anachrononaut, who can choose to save the future by destroying one of the other high altars. With the Plane of Fire as proposed here, a crystal ball is virtually required for those who can't cast detect unseen. The clean way to do this is make any recharging of a wand of wishing blow it up, and generate wishing with a charge count of 0 (because it indeed has not been recharged). However, I can imagine arguments for consistency with vanilla and variants, making it explode when the charge counter increases beyond 1. Adding more stuff to identify in Gehennom isn't that much of a challenge when most spellcasters will have got their hands on a book of identify by now, and even those who don't will probably have or be able to make a few blessed ID scrolls. The mysterious force will have to be modified as per this version anyway; what if it hits you in Orcus Town? Do you go to the Fire Pits or the Swamp of Death? From a frustration prevention standpoint, replacing the mysterious force with the Amulet blocking intra-level teleport is a big win. The force feels like a kludgy way of drawing out the ascension run, and I think it'd be accurate to say most everyone hates getting booted back down to lower levels. Meanwhile, players like me stockpile teleport scrolls and leave them at the Castle, so once we reach that stash we can be all the way up through the Dungeons of Doom in fifty turns, not counting crossing Medusa. Making this replacement makes traversing Gehennom on the ascension run take about as long as the Dungeons of Doom, which is a good thing. If it's still too fast, something like Unnethack's making monsters spawn on the upstairs specifically is also a possibility. The non-teleport restriction could just go away once the player gets "So be it." and enters Gehennom proper. This is an easier "completion" condition than the Terminus. It's also annoying how you can't levelport down past it already, so e.g. going from a stash high in the Dungeons of Doom to a low level in Gehennom requires two levelports. Maybe this levelport restriction could be removed once you pass into Gehennom as well. It would also be interesting if passing into Gehennom was the trigger to remove non-teleport status at the Terminus, though it's probably not a good idea. Given that in 3.6.0 the luck penalties are removed when the puzzle is completed, this trigger already exists, and it's pretty popular. I'd remove the restriction once the puzzle's finished. To reply to the argument that it's a strategically significant non-teleport level, Sokoban isn't really intended to be a place where unicorns or other teleporting monsters can be easily hunted; that's just a consequence ofthe fact that it's been non-teleport since its creation. Demon zoo in the Wizard's Tower, assuming it doesn't specifically block wishing from being generated: It could make a few players wildly lucky and generate 1-3 wands of wishing, but the average player wouldn't find one. Among 63 randomly generated wands, it's a 72.9% chance of none being wishing, a 23.1% chance of one, a 3.6% chance of two, a 0.37% chance of three, and a 0.027% chance of four. Yes, it's only a little less likely for the player to find three random wands of of wishing in the zoo than it is for a single random wand on the floor to be wishing. Probably the zoo is intended specifically not to generate wands of wishing and that just isn't described here. Dr. Jeckyl's Laboratory: Assuming the player collects 50 smoky potions and no djinni have been created yet, and also accounting for the 20% chance that a djinni from a blessed smoky potion does not grant a wish, the probability of getting no wishes from quaffing all 50 potions is 4.17%. If the player gets 40 potions, the chance of no wishes is 7.9%. The probability of getting one wish from 50 smoky potions is 13.7%; from 40 potions it is 20.7%. Since the chance of getting a djinni decreases with each one created, a simple binomial distribution isn't good enough to calculate further probabilities, but suffice it to say that the Laboratory has the most volatile number of wishes, with two, three, four and even five-wish outcomes remaining statistically significant. This is exacerbated by the fact that the wish delivery method is potions, which have their own randomly assigned effects on the player and on monster behavior. The food problem could be addressed by only generating permafood items on levels above the Oracle or the Quest or something, and when polypiled and generated from horns of plenty and so on. I think the dungeon design is indeed a large part of the difficulty curve. Most existing proposals favor overhauling Gehennom to make it harder and leaving the early dungeon relatively untouched, to bump up the difficulty of the late game. This proposal is no different, and that's a good thing. Not sure I like the spaces the player has to squeeze or dig through to access, though I suppose this is the Mines and that should be expected. Seems like the same problem on a smaller scale: won't they take and use some scrolls (I guess mainly teleportation, or possibly earth) the player would have liked to have? Of course, in FIQHack or Grunt, where monsters can read basically any scroll against you, this would be much worse. I can see other uses for sirens than this level: Medusa's Island, for one, could have a couple, as could any Gehennom level that generates water. Honestly, an attack which paralyzes and drags the player one square towards the siren has a lot of possible nasty uses. I agree that the vanilla path through the tower is unnecessarily winding, which is frustrating. Remove sources of frustration at all costs! Proposed new branch: The Mazes of Mystery - branch of Gehennom for those who actually like mazes. Generates several lit 3x3 rooms in each level, each containing a chest. Chest contents are biased towards scrolls and spellbooks, and may contain tools. Rooms might have multiple exits and might have secret doors generated where their doorway would be. Between the rooms is unlit maze filler, but it's not a perfect maze, some loops are allowed. Unlike standard Gehennom mazes, walls are undiggable. Levels are unmappable. Not sure whether the floor should be diggable. The stairs are placed a certain distance away from each other, perhaps in rooms. I don't really see a "prize" for such a branch, so it doesn't dead-end like most branches. I see it as an optional path you can take to descend lower into Gehennom, like the Fire Pits and Swamp of Death. Of course, it needs to have some pretty dangerous things added to it to keep up with the increased difficulty of Gehennom. Also can contain differently shaped and other types of rooms too, that contain things besides chests. Such as a statue of Theseus. =_=_ User talk:DarklingArcher You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User talk:Barthouse You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User:Ais523/Dungeon Overhaul Proposal Note: There are some parts of this proposed dungeon that were omitted, such as the Wizard's Tower, simply because they were forgotten about. Readers of the proposal assumed that they work reasonably similarly to vanilla. We were originally planning to have a competition with respect to dungeon redesign. That's rather fallen by the wayside, but that doesn't mean that we nonetheless can't write submissions for it and discuss it unofficially. Here's my plans for what the NetHack dungeon could ideally look like. The "main branch" throughout the early game and mid game is, as before, the dungeons. These are entered via stairs from the surface, and where the player starts the game proper. The level generator for this is fine; it could be improved but isn't bad at the moment, and an improvement would likely just be for visual variety rather than aiming to substantially change the problems that the level design poses. I would, however, substantially reduce or remove the probability of dead ends generating early; they aren't that interesting and can lead to problems when adding monsters that the player isn't meant to fight (as a dead end may mean they have no option). As before, the Dungeons have various special levels scattered throughout them (in addition to branch entrances, which are considered separately below): The Oracle remains in the game, but with a tightened (and shallower) level range; her level always appears as level 5 or 6. The purpose is the same as before, to give a milestone in the very early game (which should show in the xlog, please!), to provide a method of giving information to unspoiled players, and to serve as a location for lawful players to make many attempts at getting Excalibur if they wish. The big room is now guaranteed, but has a much wider depth range (being able to appear anywhere between the Oracle and Medusa); it's interesting pretty much wherever it shows up, so varying the depth is a good way to preserve the variety that's currently given via the chance of it not generating, but needs to be on the main branch to force the character to go through it (there's no reward so it wouldn't be worth doing otherwise, and this seems like a better option than adding one). The most interesting/fun variants are those which are very open and have few obstacles to vision, (such as the lit-rectangle and elliptical variants), so those should be favoured in the rotation. (Perhaps there should be other variants too that fit this description, such as a room with tiny, regularly-spaced pillars.) The rogue level is an amusing and pleasantly surprising thing to have in the game, and worthwhile on that basis, but its actual gameplay isn't all that different from regular gameplay. Unlike most special levels, it also doesn't really serve as a milestone. As such, the rogue level now only generates in a small proportion of games (maybe 20%), and is otherwise unchanged; that should make it more surprising when it turns up. Fort Ludios is similar to previous versions, being a one-level branch accessed via a magic portal in a vault somewhere in the lower half of the Dungeons. Because it's already a place that many players find fun to visit but can be safely skipped, it'd be worth trying to increase the probability with which it generates, ideally to 100% (I know there are technical issues with this but they're likely resolvable). The general idea of the map works pretty well (although I'd probably change the entrance room, which is one of the most awkward sizes it could be; it needs to either be a corridor or else to drop the player in open space). As usual, being able to make the details slightly random would be a good thing, although it's a lower priority here than elsewhere. One change which I think would be very worthwhile would be to change the Minesweeper reference to an actual Minesweeper minigame. This could be done via changing the sizes of the stacks of gold to reflect the number of adjacent mines (and placing mines so that every square had an adjacent mine and so that every square was reachable without stepping on mines). The mines themselves would be undetectable except by stepping on them, triggered automatically when stepped on or hovered over, and covered by a single gold piece. Triggering any mine would cause the remaining gold in the treasure room to fall through cracks in the floor, giving a big incentive to solve the puzzle rather than just tanking the traps. We'd need to give a hint as to how all this works (probably via both Oracle consultation and an engraving outside the room itself). Note that there's been a suggestion in #nethack4 that a reference to the Infocom text adventure games in NetHack would be desirable, but preferably a really subtle one (that's more interesting than just adding hallucinatory monsters). I'm informed that many such games used the number 69105 somewhere as an easter egg, and it struck me that the total number of gold pieces in the Ludios treasure room is of around that magnitude as it is; we might want to make it a constant 69105 in order to continue the reference. The deeper Dungeons could probably do with other special levels which change up the "feel" of the gameplay somewhat without fundamentally changing the actual strategic rewards. (The Rogue Level is a good example of this.) In other words, you go through them on the way down and again on the way up, but probably don't trawl through them repeatedly all that offen. If the level requires the player to learn/understand how it functions in order to play properly, it should probably be in every game so that unspoiled players can figure out how it works over time. If it doesn't, it should probably generate with only a small probability to help maintain the novelty. The last level / branch ending of the Dungeons is now Medusa's Island. This has similar considerations to existing versions of NetHack, serving (in terms of the feel of the dungeon) as an obvious landmark location, and (in terms of strategy) as an "item test" that requires the player to deploy a means of crossing water (at a point in the game which is early enough that they may well not have a permanent source, and thus need to use consumables). The level is predominently formed of water, with several islands, some of which contain ruined buildings. There's now guaranteed to be a path from the stairs to Medusa's island itself that doesn't cross any more than two water tiles in one go; this means that a character crossing using jumping boots doesn't have to worry about the instadeath caused by colliding with a monster after two squares of a three-square jump. Ideally, the level would be randomly generated, rather than using fixed special-level maps, although keeping to the same general principles as the existing levels. The titan in one variant is probably overkill (it's interesting but this is the wrong level to put it on; I'd recommend moving it elsewhere or removing it). Guaranteed items in the level include a blessed potion of monster detection on the entrance island (as an additional clue to Medusa's presence for people who think the inclusion of Medusa in the game is unfair to unspoiled players, and as a way for experienced players to check the locations of sea monsters; note that the item could also come in handy later, so there are definitely reasons to not use it), a number of statues in the room prior to Medusa herself (the existing clue that there's a petrifying monster going around), and the statue of Perseus in Medusa's room itself. The statue is now guaranteed to contain a sack, and either a shield of reflection or cursed boots of levitation. Medusa herself is the same as before, staying in a room with closed doors and guarded by squeaky boards. (For flavour, can we give them a sound other than the usual ones? In 3.6.0, most squeaky boards play musical notes; making these hiss or something could be interesting.) She's no longer alone in her room, having a retinue of fairly weak snakes (for flavour reasons; the player's unlikely to have much trouble killing them). This level can be left, entering the first level of the Maze, using a branch ladder in Medusa's room (which is as usual two-way, also making it possible to climb up from the Maze to the Dungeons). It's also possible to dig down through the floor (when not adjacent to water), likewise ending up in the Maze. Holes and trapdoors do not naturally generate on the level, so the player will only fall as a consequence of digging down themselves (or frightening a monster into doing it for them). Just like at present, the Mines have the shallowest entrance of any optional branch; the branch stairs are on Dungeons:2-4, making the first level of the Mines one of Mines:3-5. The mines filler levels are not that different from in existing versions of NetHack. One change is that the mines have no natural light at all; rather, the light predominantly comes from a type of glowing fungus (in ASCII, bright cyan F would make sense as a symbol; and "luminescent fungus" would do as a name) which illuminates an area around it. The fungus also gives poison resistance when eaten (with a fairly low probability), tempting players to darken the area. The gnomes generate with candles (as in 3.6.0 and many NetHack variants), to ensure that making the game unwinnable via candle shortage takes ridiculous effort (i.e. is only likely to be done intentionally), and for flavour reasons too. (It'd be nice if the gnomes could use the candles, but that's been shown to have unworkable logistical problems due to inventories getting cluttered with many candles of different lengths. Additionally, it would be nice if the player could viably use the candles as a light source, meaning they probably need a longer burn time. Perhaps the best option would be to have just a few statuses for candle length: "long candle", "short candle", "candle stub", with each length having a very small random chance of going to the next length down (or burning out if a stub) every turn it's lit?) Mines filler levels below Minetown are broadly the same as those above, but contain less luminescent fungus. Additionally, levels of gold and gems in the branch as a whole are similar to 3.4.3, but bottom-weighted (i.e. less generating at shallower depths, more generating at deeper depths). There's also a guaranteed, pre-identified polymorph trap on one of the shallower filler levels in the lower Mines (in addition to the possibility of secret polymorph traps anywhere they're in-depth); the idea is that the polymorph trap adds both danger to the level, and serves as a minor reward once cleared. Minetown is generally similar in nature to 3.4.3, containing several shops, an attended temple, and watchmen with a watch captain. (Orctown has proven to have been very unpopular/unenjoyable.) The shopping situation now consists of two guaranteed shops (Izchak's lighting store and a delicatessen) plus two random shops. All the shops are, however, fairly small, with an initial stock of maybe 6-12 items. The temple still exists, but now always has a neutral altar. (It seemed flavourly appropriate to have an altar that gnomes would use, and having guaranteed alignments for the early-game altars helps to differentiate characters from each other a bit more strongly.) It might be interesting to see if it's possible to generate Minetown layouts similar to 3.4.3's randomly. Extra variety would not be a bad idea in this case, because what's important is what the level contains, not that the player recognises the layout. The Catacombs has changed from being a Mine's End variant to a guaranteed (but short) branch in its own right. It's a single level accessed via downwards branch stairs somewhere near the bottom of the Mines (from one of the last two filler levels). The level has a similar (but not identical) layout to previous versions, consisting of a small number of randomly placed medium-sized (but not identically-sized) square rooms, with the area outside the rooms filled with semimaze (i.e. a locally mazelike structure which globally has multiple paths from place to place; think of a maze where gaps are made in the walls in order to ensure that no two points are too far apart following corridors). There's no luckstone here; rather, the level contains (as before) a number of spellbooks randomly scattered around. The level continues to be populated by undead. (It can also generate slightly to moderately out-of-depth undead, but only rarely, and only if they move more slowly than the player does.) The staircase (the only stairs on the level, as it's effectively a "branch end") is in one of the rooms; a different (randomly chosen) room is the throne room of Vlad the Impaler, who has identical stats to 3.4.3 apart from no longer being covetous. Vlad has no special death drops himself, but his throne room's throne chest contains two guaranteed cursed scrolls of teleport, in addition to three random scrolls and typical chest inventory. Unfortunately, the chest is situated on a level teleporter (as a reference to the level teleporters beneath the gray stones in the 3.4.3 version of the map). Vlad is aware of the level teleporter and will not step on it voluntarily. The throne room also, of course, contains a throne; this is a special throne that always gives a full ID of inventory the first time it's used, without vanishing (future uses give random results and can vanish, i.e. it turns into a normal throne after being used once). The basic idea of this branch is to be a way for spellcasters to get properly started with their spellcasting, whilst having rewards large enough that they don't feel like a waste to get even for non-spellcasters, but small enough that skipping the branch doesn't leave you missing out on anything you badly needed. I also wanted to give Vlad somewhere to live where he could actually be somewhat scary. The idea of Mines' End in vanilla is reasonable enough, but the actual set of maps needs quite some review. The Gnome King's Wine Cellar is good enough as levels go (although could do with being less hardcoded), but the Mimic of the Mines is fairly tedious and unrewarding, and the Catacombs is out of place (and thus moved to a separate branch here). As such, what Mines' End really needs is more layouts, loosely based on the Gnome King's Wine Cellar. That means a reward of a luckstone, several highly valuable gems available (but unidentified), probably some decoy loadstones, a fountain, and a separate reward that's somewhat offbeat but nonetheless mildly useful (in the case of the wine cellar, it's six potions of booze + 3 random potions; other ideas involve stacks of blank paper (perhaps from paper golems); less commonly used tools (perhaps a room containing several musical instruments, some of which are magic?); a stable containing a couple of saddled horses, together with a sack of food for them; and armour of an uncommonly used base type at around +3 enchantment.) Presently, NetHack has Sokoban, which always branches off one level after the Oracle. In this proposal, Sokoban's location in the dungeon is used for two parallel branches, one of which is a slightly modified Sokoban, and one of which is a new branch named The Arena. Both branches have the same end destination, the Crater Clearing (which is technically part of the Arena in much the same way that the Valley in vanilla is technically part of Gehennom), so a player can attempt either branch depending on how much they like solving Sokoban puzzles. Note that if the Arena is solved, Sokoban can then be completed backwards (which is much easier than completing it forwards) to get at its rewards, giving another option for Sokoban-haters. The branch as a whole is accessed via upwards branch stairs from Dungeons:7 (which connect to Arena:6). Sokoban is a 4-level branch that acts as a bypass of the Arena, and has a fixed depth, always occupying depths 2, 3, 4, and 5. It's accessed at both ends from the Arena using stairs; Sokoban:5 is accessed from Arena:6, and Sokoban:2 (when completed) provides access to Arena:1. In these plans, Sokoban has randomly generated levels (because players who like Sokoban prefer them, and players who dislike Sokoban will probably now take the alternative). The level generator creates the levels in such a way that a puzzle needs to be solved, pushing boulders into holes to reach the upstairs. The boulders are given different names and tiles from regular boulders, being more cube-shaped, and thus have two special rules (you can't push them diagonally and you can't squeeze diagonally past them). At the end of each level is a fairly large empty room containing the upstairs; monster generation is biased to drop monsters here most of the time, so the difficulty of combat is based on how long you take to solve the puzzle. Unlike in the current version of NetHack levels of Sokoban don't have "special physics" nor a penalty for cheating. However, some forms of cheating at the puzzle are prevented using mechanics that already exist from elsewhere in the game: There are, however, two special mechanics. First, it's impossible to take potions of gain level into the branch from outside. This is capable of identifying the potions, and intended to help people understand how the Arena works. It also has a nice side effect of removing an obvious (and highly accessible) method of cheating. Second, pets will not enter the branch, or follow the player within the branch, voluntarily, but will not lose tameness due to separation from the player while the player is in Sokoban (this is mostly just quality of life, as pet management in Sokoban is really boring). As an exception, pets will follow the player into or within the branch if the player has used a whistle recently or the pet is leashed. In addition to the aforementioned potions, each Sokoban level contains a random ring, and a moderate amount of food (but less than is currently the case; it has too much at the moment); and the first level contains two scrolls of earth halfway through. Sokoban no longer contains random wands (those were moved to the Arena). The Arena is a 6-level branch occupying depths 1 to 6. Arena:5 to Arena:2 is the Arena proper. Arena:6 consists of a single room containing the stairs from Dungeon:7, the stairs to Sokoban:5, and a cursed potion of gain level; it contains nothing else by default (monsters don't generate in the Arena, and other items don't generate with this level specifically), thus helping to save people from getting far too worried about securing their stashes. Arena:1 is the Crater Clearing, described below. The Arena has no regular stairs or ladders at all (only branch stairs), and (unlike most branches) does not generate new monsters over time. Movement downwards is accomplished via the use of pre-identified holes (every level has one), meaning the branch is always possible to leave unless you decide to be idiotic and use scrolls of earth or the like; level teleport works (if uncontrolled, it always moves downwards, just like in Sokoban). Movement upwards can only be accomplished using cursed potions of gain level (or controlled level teleport); such potions which generate in the branch have amusing #names in order to encourage people to use them immediately. The aim of each level is, therefore, to kill a monster to get at a cursed potion of gain level in its inventory, allowing access to the next level. (It follows from this that until the player can bring in c!oGL from elsewhere, or gains a controlled level teleport source, they only get one try at the Arena.) Each level of the Arena is large for a room but small for a dungeon level; a number of different patterns are used (with both open and cramped layouts existing). In addition to the escape hole, it contains a random wand, an item or set of items that provides a nonmagical ranged attack (polearm, camera, bow and arrows, etc.), and a nonintelligent monster or pack of monsters (who won't use the c!oGL or the wand that generates due to being nonintelligent); the c!oGL is in the inventory of one of the monsters. A level can also contain traps, but no trapdoors, holes, or level teleporters will generate other than the escape hole, and the more dangerous kinds of trap will be preidentified. Rewards from clearing the level, besides the items gathered, include the experience you get from the kill, which can be quite sizeable in some cases. The monster or monsters is drawn from a special encounter table for the Arena, intended to give fights that a character at Arena depth can't win without expending resources. This includes a range of different threats; a player might for example be facing a slow but very powerful enemy at some depths (needing to, e.g., expend ammo ranged-kiting it; I'm assuming melee kiting doesn't work for whatever reason), but be outsped at other depths (perhaps needing to act quickly to lead the attacker into a trap while it's still trying to catch up to the player). A special level within The Arena, and a "branch end" at that; it's a more flavourful replacement for the Sokoban zoo. Arena:1 is flavourwise a place where a meteor hit the ground above the dungeon, opening up a crater with inaccessibly steep sides (thus it's outside and has a view of the sky, relevant for messages that talk about the ceiling, but doesn't serve as an exit from the dungeon). The level generation is fairly open, consisting of solid rock (which is actually rock, and shows as such in tiles builds) around the outside, and many trees (more commonly around the outside), possibly with small pools dotted around. The level doesn't fill the whole screen, but is nonetheless fairly large (a little larger than one floor of the Wizard of Yendor's Tower). The level contains a large number of depth-appropriate monsters, and unlike the rest of the Arena, favours intelligent monsters (although basically anything of the right difficulty can generate here). It also likes to generate monsters in groups, even if they don't normally generate in groups. Gold is common here (both on the ground and in monster inventories). There's a guaranteed good item (amulet of reflection, bag of holding, maybe others of similar value?) in the inventory of a random monster, although it isn't distinguished as being anything special (so the player may not be able to identify it immediately). Of course, there are likely to be plenty of other items available via the intelligent monster inventory. The Crater Clearing contains branch stairs to Sokoban:2, and a pre-identified hole trap that leads to Arena:2. Other level-changing traps (other holes, trapdoors, level teleporters) do not generate, and nor do traps that flavourwise require a ceiling to function. The Quest is broadly fine as a branch already. Several individual Quest levels (e.g. Rogue-goal, Ranger-start) are problematic and need changing; I'm not particularly planning to go into that level of detail, though. One thing I explicitly *don't* want to change is the level 14 barrier (which is changed in many variants); one of the main strengths of NetHack's balance is that it gates various areas of the game behind things that you can get elsewhere, and levels is a good example of that. 14 is just high enough that it's possible to get there by grinding in the Valley, or via item (2 potions of gain level is normally enough, as you naturally reach about level 12 going through the Dungeons), meaning that it hits a sweet spot where you can get the Quest unlock with or without items but probably not upon first reaching it. This also means that the quest home level serves as a milestone in its own right (e.g. for getting fire resistance as a valkyrie), but the rest of the quest can be come back to later, thus serving as a separate part of the game. However, giving an alternative to bypass things like the grind to 14 is still useful. As such, I'd favour giving the Bell of Opening to the quest *leader* (whilst leaving the quest artifact with the quest nemesis); they can be killed for the Bell, giving the resources required to complete the game, regardless of whether the quest is even unlocked. They'll only give up the Bell peacefully if the quest is complete (in the sense of getting the quest artifact), though. This might be useful for speedruns, and is definitely useful in cases that would otherwise be unwinnable. (Quest expulsion would need to be changed or removed; the current cases of expulsion don't function well anyway, with nobody practically failing the alignment test 7 times.) Formerly an unofficial (and sometimes absent) part of the game, The Maze is now a branch in its own right, and part of the "straight down" path from the dungeon entrance to the Amulet. It consists of three to five filler levels, plus the Castle as a branch end, and is entered from Medusa's Island (via stairs or via digging a hole.) The top level of the Maze, containing the branch ladder up to the Dungeons, is mostly a filler level but does contain a special room surrounding the ladder itself. The room contains several player-monster statues (with no contents), and serves as a reminder of Medusa's presence for people who are (for whatever reason) approaching her room from below. Maze filler levels are, of course, mazes (just like Gehennom filler in 3.4.3). Four minotaurs are scattered throughout the filler levels (this means that when the branch is only three levels deep, one of the levels will have two minotaurs); additional minotaurs can also generate here, but only rarely, and this is the only branch where they generate. The monster set for the branch also favours monsters that are naturally capable of digging, phasing, or otherwise cheating at the maze (it seems reasonable that they'd be more likely to enjoy living in one, and also means that the player can be attacked from unexpected directions and that the maze will tend to gain multiple paths over time). Traps in this branch do not generate on the direct path from stairs to stairs, meaning that they serve indirectly as a clue that the player's going the wrong way. However, items are biased towards generating in dead ends, giving the player more of a reason to explore them anyway. This branch is a good place to put interesting/experimental traps that don't generate elsewhere. One example could be a wall trap, that places a wall on the square the player just came from and then deletes itself (this would replace a wall, and only in cases where two dead ends met end-on, so that the player would not be permanently trapped even after the wall was created). Secret doors should probably be avoided in the branch. The last level of the Maze is a special level (probably the best-known in NetHack). This consists of a small amount of maze filler at one side, followed by the Castle itself. It's surrounded by a moat (which, unlike Medusa's Island, consists of too many consecutive water squares to make it possible to jump around the Castle, and has a front entrance (via a drawbridge) and a back entrance (which has a fixed land bridge and a regular door); the back entrance isn't accessible without swimming or levitating round the castle, or level teleporting down and climbing back up. All this is the same as before. One notable change is that the branch ladder up from the Valley is now bidirectional; if you get behind the Castle, you can climb down a ladder into the Valley without needing to use a trapdoor. The Castle's general shape is still the same, although the internal details now vary (e.g. a barracks door might be in a different place, the storerooms in different orientations, or the paths to the corner towers might be connected differently). Instead of being in fixed positions, the trapdoors instead generate guarding "doors that aren't regularly used", i.e. any door in the Castle, other than the entrance door and doors to the barracks, could have a trapdoor generate on one side or the other. The trapdoors can also generate adjacent to the throne. Typically, the level would only have one or two trapdoors. (The idea is to come as a surprise to unspoiled players and occasionally catch out spoiled players too, whilst meaning that trapdoor-luring strategies need a little more thought.) The Castle's monster set is much the same as before, but most of the monsters (and the liches in particular) start initially asleep, giving the possibility to attempt to do the level via stealth. However, there's quite a chance that the level will wake at some point; the few patrols (a few soldiers scattered inside the Castle) that are awake will be given bugles. Monsters in the courtyard outside, and the sea creatures in the moat, likewise start awake. The barracks doors start unlocked, meaning that the soldiers can leave if they are woken. Note that it may be interesting to vary the monster set from time to time, e.g. introducing other monster categories to replace the soldiers (but still with barracks of their own). The Castle's rewards are, however, somewhat less useful than before (it's hard to keep them as useful while maintaining any semblance of game balance). The wand of wishing is replaced by a pre-identified magic lamp and an amulet of life saving; still valuable, but nowhere near as much. Additionally, the Castle throne is a special throne that's guaranteed to give a wish, and not vanish, the first time that it's used (and thereafter acts as a normal throne). This gives an expected 1.8 wishes upon reaching the Castle, about ⅓ as much as the previous expected 6 wishes. Note that the storerooms are still present, and there are still four random adult dragons in their general area guarding them; the dragons here are now guaranteed to drop scales, effectively acting as a partial replacement for a dragon scale mail wish. A very short branch consisting entirely of special levels. This handles the "transition" from the rest of the game into Gehennom, and categorises the levels that partially act as though they were inside Gehennom, and partially act as though they were outside. Notably, prayer and religious actions don't work here (as though the player were in Gehennom), but most other actions work the same way as in the Maze or the Dungeons. This branch also serves as a barrier to long-distance travel; it is not possible to level or branch teleport within the branch nor past the branch (you can level or branch teleport into it, but will end up very near the entrance in the direction you're going, as if you'd entered via the stairs and staggered a few spaces). The Valley of the Dead is the first level of the Gateway, and is reached via branch ladder or trapdoor from the Castle (and has a branch ladder back up to near the Castle back entrance). It consists of a large number of graveyards connected by wide corridors, with the accompanying undead monsters. Traps are common, but not particularly dangerous, and often block the path entirely. The far end of the level contains an attended unaligned temple. So far, just the same as before. The main difference is that the layout is no longer fixed, but rather generated randomly (like most of the other levels), still keeping to a Valley-like level generator. There'd normally be two or three different routes through. The exit stairs, leading to the River of the Dead, are near the temple but not necessarily accessed via the temple itself (they might be in a side route). The main purpose of this level is to serve as an area to grind experience (for, e.g., the Quest; it's important that it gives enough experience if fully cleared to grind from 12 to 14), and to serve as a clear transition between the first and second halves of the game. The River of the Dead is a new level whose purpose is to limit the rate at which trips can be made into and out of Gehennom (and in particular, to prevent the player carting an entire "upper dungeon" stash down to Gehennom with them; that's not only very tedious, it'd also make it almost impossible to maintain the game balance). The level is dominated by the River itself, which is very wide, and is devoid of items and living enemies (the occasional stray undead enemy would be fine and add a bit of flavour, especially if it was very weak and didn't generate elsewhere, e.g. "raven zombie"). Instead of being made just of water, it's made of something that makes it very dangerous to enter or levitate over, with visible gas coming off it. (IIRC there's something like this in a patch, or possibly Slash'EM; if not, we could design it. At the very least, it should cause major item damage over time, which would be a good reason to avoid going through it.) Because the river strongly discourages crossing it directly, there's a ferryman provided (unique monster, probably @ or & ; probably best to use a generic rather than mythological name) who is willing to ferry the player across. (Note that it shouldn't be *impossible* to cross without paying, e.g. in case the player kills the ferryman; it should just that be that the cost typically isn't worth it. Perhaps it's an antimagic gas that drains charges from items and makes noncharged items nonmagical; a bag of holding suddenly becoming a sack could be a real problem.) Crossing by ferry requires paying a fee. The fee in question is fairly reasonable on the way into Gehennom, but much more expensive on the way out. The exact fee is proportional to total inventory weight (flavourwise because a heavy boat is more dangerous/difficult to row, gameplay-wise so that players are rewarded for thinking about what they need to carry). For a typical player (at this stage of the game, that's probably "with a maxed-out carry capacity, and at the top of Unburdened"), I'd expect the prices to be around 8000zm to enter Gehennom, and 32000zm to leave. The level contains stairs up to the Valley of the Dead at one side of the river, and branch stairs down to Gehennom at the other end. (The whole "Are you sure you wish to enter?" thing would make more sense being said by the ferryman (or not at all; there's much more clues in the level design now) rather than at the stairs, because it'd be very expensive to turn back at the stairs and because it makes more sense. Even though it does get rid of one of the best-known YAFMCs.) A "shortcut" branch that once active enables an alternative path from the Maze to Gehennom, without having to obey the restrictions of the Gateway; this is the main reward for solving it, and it's designed to be a reasonable branch to skip entirely. It consists of nine levels, and has a branch entrance on a random Maze level and an exit ten levels deeper, somewhere in Gehennom. It cannot, however, be fully activated without entering it from both sides. Once activated, it's considered as the "main path" through the dungeon as long as you are in, below, or above it; level teleportation to a number within its range will take you to a Madness level, and level and branch teleportation will ignore the Gateway block (because they can conceptually go via Madness levels instead). Players cannot teleport to a Madness level unless they've already visited it, and all levels closer; this mechanic is partly to avoid people using it as a shortcut out of Gehennom without solving the branch, and partly to avoid characters being trapped on a level with no staircases. Along similar lines, level-changing traps do not generate on the branch, and holes cannot be dug in the floor. Each Madness level is a fairly small circular level (around the size of Vlad's Tower in vanilla; it might need to be a little bigger). However, upon initially entering it, there is probably nothing in the level but the stairs via which you entered it, making the level appear as an empty circle with nothing but the player and a staircase; while in this mode, no monsters generate on the level. This is because content of each level conceptually only exists while the player has a certain trinsic (or trinsic- or timeout-like property); gaining the trinsic causes a level to be generated around the player on the spot (including a set of stairs to the next level), losing that trinsic causes everything that was generated to permanently vanish. As an exception, certain actions can cause generated objects, monsters and terrain to become real, and stay even after the level dissipates; a monster will become real if it's tamed or killed, and an item will become real if it's placed in the inventory of the player or of a tame monster, or deathdropped by a dead monster. The stairs to the next level will become real if they're used. If an illusory monster picks up a real item, the item will drop to the ground when the monster disappears. Note that any items that generate here will inherently be infinitely farmable; this is probably a good thing as long as the items themselves aren't too game-breaking, because it makes it possible for the player to look for something specific if they're desperate enough. Because the level is empty while the player doesn't have the trinsic in question, a "completed" Tower level will therefore have nothing but two staircases and any items that the player has dropped and tame monsters that the player has left behind. As such, a level is trivial to traverse once complete, meaning that the level becomes a shortcut over time (although a complete level will still flare back up into life when the appropriate trinsic is gained). The branch therefore works as a shortcut branch because although it's the same number of levels as the "main dungeon" route, each level is much shorter, and thus the path is much shorter. The trinsic required for each level is hinted at by an engraving on (or rarely, adjacent to) the stairs, e.g. "Sometimes only the blind can see". Typically speaking, the trinsic would be either negative (e.g, blindness, hallucination), or else rarely used (e.g. monster detection, being polymorphed). It's probably best to avoid things with semi-permanent negative consequences, such as god anger. The actual level that's generated can vary a lot, and is often in-theme to the chosen trinsic, and/or generated to create ironic situations. For example, a level generated while blind might contain mindless monsters and the occasional chickatrice (forcing the player to remember the location of its corpse). A level that required food poisoning to traverse might be a maze of iron bars (i.e. the entire maze is visible upon generation) with no monsters or items, designed so that the shortest path through the maze would allow the player to take the exit with only one turn left to cure the poisoning. (This may be a bad idea without a clear indication of how long the food poisoning timeout is, but is included as an example of how the themeing works.) A level generated while stunned might just place the exit stairs right next to the player, needing luck to stumble into them before the stunning ends. There probably also shouldn't be a 1-to-1 relationship between trinsics and level themes (although the same trinsic will always create the same level theme on any given game); it'd be fun to have the occasional amusing-but-harmles situation like a player putting on a blindfold and discovering they're surrounded by yellow lights, but only if it's a rare variant that happens as a surprise. The central (fifth) level of the branch is special, having no relevant trinsic, and an engraving that simply says "Not yet.". The only way to solve this level, therefore, is to approach it from both sides (as the stairs you enter from always become permanently real), connecting the tower into a single continuous tower. The level has a few real items scattered around to serve as a minor reward, but nothing major; my current plan is to place an amulet of lifesaving, plus a few random items. The basic idea of Gehennom with this redesign is to a) make the main branch less tedious, and b) move depth out of the main branch and into side branches, set up in such a way that typical strategies are likely to jump around between branches (so that the likely monotony of late-game branches becomes less of a problem). The branch is therefore only 14-18 levels long, considerably shorter than before. Most of the levels are filler levels. The level generator for these levels is substantially changed, generating a number of open areas (larger but not giant towards the top, smaller towards the middle, and starting to open up again at the bottom), and with a network of tunnels around the edges of the areas and connecting them. Many of the tunnels are secret, with all their connections into more open space guarded by secret doors. Gehennom still has the same special rules as in existing NetHack: religious actions don't work, just like in the Gateway. (Again, like in existing NetHack, this restriction only applies to Gehennom and the Gateway specifically; branches from Gehennom are safe to pray in.) Gehennom filler levels contain a similar monster set to before. However, I'm hoping that changes to, e.g., the damage formula can make the differences between the monsters that exist there more apparent; if not, the monsters may need to have their stats changed to differentiate them better. Some specific notable changes are that the monsters are changed to be less affected by reflection, magic resistance and magic cancellation (either by changing the monsters or the mechanics); and that elemental attacks typically partially bypass intrinsic resistances (with extrinisic resistances still blocking them). The basic aim here is to prevent the player being able to tank most of the incoming attacks using items they already have, needing to explore Gehennom and the surrounding branches to help gain relevant equipment. As such, the quality of items that generate here is better than it would be in the pre-Castle branches, and rare items are more common. It may be necessary to add a number of extra items to the game in order to give Gehennom a selection of items of its own. The Gehennom main branch favours generating gold, gems, and consumables, although nonconsumable equipment generates too at a rarer rate. Filler levels can, of course, also contain traps. This isn't very effective in the current versions of NetHack, serving mostly to block pathing, because traps don't really scale as the game goes on. In the new version of Gehennom, the traps will have to be rather nastier to be relevant; unlike traps in the Maze, which can be quite complex and interesting and mini-puzzles by themselves, traps in Gehennom are more of a straightforward depth-resistance thing (i.e. designed to force unprepared characters to waste resources or retreat). Unlike previously, bosses (both the existing bosses of Gehennom special levels (other than the Wizard of Yendor), and newly designed bosses that don't necessarily have to be similar to the existing ones) can appear randomly on filler levels rather than necessarily needing their own lair or to be summoned by a lesser demon. (The current lairs are not really a good fit for the game anyway; apart from the ruined town, they don't play significantly differently from filler levels, but are rather more tedious to walk through after they're already complete.) These are, if necessary, redesigned to ensure that they present a notably different challenge from other monsters; for example, they could have unusual defences (e.g. immunity to most forms of attack), or use unusual forms of attack that force characters who don't have appropriate counters to them to escape via running away or using escape items. The above is a special case of something more general: Gehennom should have something of the "depth/resistance" balance property used by many roguelikes, becoming much more dangerous at specific depths if the player is lacking in certain relevant items (be they extrinsics, consumables, or something else). This ties into the theme of giving the player incentives to explore rather than diving, and also into the theme of encouraging players to take breaks to enter side branches. (That said, when nearer the bottom of the dungeon, diving may well be a better strategy than facing the presumably nightmarishly difficult monsters that exist.) Amongst the filler levels are a few branch entrances, but also a few special levels. The special levels are intended to give the player a chance to restock, regroup, make stashes, etc., and thus are notably easier in terms of than the surrounding filler levels, at least once cleared. (NetHack levels typically can't be cleared – they start with very few monsters and most of the encountered monsters are generated over time – but special levels start with their own stock of monsters and thus are easier once cleared than they are to begin with, despite the fact that monsters continue to generate after clearing them.) The shallowest of these "restock levels" is the Black Market, explained in much more detail below (although it can't be used to make a stash, the entrance to the Tower of Madness has a similar depth, and serves as a good stash location in its own right). There are two other such levels, one approximately halfway and one three-quarters of the way through Gehennom, and each drawn from a rotation of special levels appropriate for restocking. Typical features of these levels include terrain beneficial to the player (sinks, fountains, unaligned altars, etc.), storerooms containing specific consumables (possibly guarded), and safe areas which can be easily secured against arriving monsters. Note that the level can be harder from the point of view of traversing it, even if there's less risk from the monsters in the area; for example, being disconnected or requiring levitation are both reasonable. There are a couple of existing Gehennom special levels (the swamp and the ruined town) that can reasonably be adapted into restock levels. However, a larger selection is likely to be beneficial. The Black Market (inspired by the Slash'EM branch) is the first special level in Gehennom, appearing 1 or 2 levels below the level containing the branch to the Tower of Madness (thus ensuring that the Black Market is always on the ascension run route, whichever way you take it). It's basically a shop that covers an entire level, with a very large stock of items (although unlike typical shops, not every square starts with an item). Buy prices here are much, much higher than in most shops; sell prices are possibly a little higher, but not by much. However, the shopkeeper (One-Eyed Sam) has effectively unlimited gold to buy things from the character (this means that identified gems can be converted into gold here, making it possible to use them to purchase other items or to pay the ferryman), but will buy only score-bearing items (i.e. gems, artifacts, and invocation items; selling invocation items during the ascension run might even be a potentially viable tactic to get enough gold for an emergency purchase). The basic idea here is to give gold a use late-game, and to effectively replace some of the wishes that are missing from the Castle via letting the player buy a few items to help round out their ascension kit, or alterntiavely buy any consumables that they might happen to badly need; buying only score-bearing items removes any incentive to collect and sell the entire contents of the dungeon (an incentive that's removed for other shopkeepers by their limited gold holdings). Of course, with a level-sized shop, there would be notable problems if the player could steal the whole thing. As such, there are several protections against this. Credit cloning is impossible because the shop spans the whole level, and thus has no "outside"; pets will not be able to take unpaid items up or down the stairs, or through a level teleport (they'll drop them before changing level). The floor is too hard to dig in. While the character owes the shopkeeper, they'll be unable to use any form of teleportation, and the stairs will be blocked off by "enforcer" monsters that are allied to One-Eyed Sam (basically, an ogre-type monster with out-of-depth stats); these treat the stairs much like regular shopkeepers treat their shop doorway, blocking the stairs as long as the player has unpaid items. One-Eyed Sam him/herself has boss-level stats, and is capable of following the player anywhere but Astral and respawning if killed (much the same way as the Wizard of Yendor); once angered, the only way to prevent him/her harrassing the thief indefinitely (and regain the ability to teleport!) is to pay any debt incurred (a scroll of taming does not work in this case); debt and unpaid items from the Black Market are tracked forever, even in cases where a theft would otherwise be counted as "successful" by the game and clear the unpaid flag. He/she notably has an attack that turns the floor beneath and around the player (in, perhaps, a lantern radius shape) into lava, destroying or damaging any items there (and making them very hard to pick up as a side effect); this makes it almost impossible to loot the level with an angry Sam (especially as if you levitate to avoid the lava, you can't pick up items). To avoid potential problems with bones files, the Black Market is not bones-eligible, and One-Eyed Sam will not appear in bones files either. The penultimate level of Gehennom. The level is laid out using the filler level generation algorithm, but has a few notable differences. First, there's a drop in the difficulty of the monsters (placing the difficulty at about that of mid-Gehennom), and no bosses. Second, the level is unnaturally dark; no square on the level is naturally lit (although that's nothing special for Gehennom), nonmagical light sources fail to function entirely, and magical light sources are interfered with (scrolls and wands of light have a reduced radius, as do magic lamps and the Candelabrum; the spell of light is more expensive in Pw than normal and also reduces maxPw when cast here), although light emitted by monsters still functions as normal (mostly to allow an alternative method of solving the level). Most notably, though, the level has no downstairs, and it's impossible to travel below here by any means until the downstairs are created. The aim of the level is to find the "vibrating square". This is a square chosen at random (that's in a room, not a corridor, and isn't near an edge of the level). It cannot be found until it the vibrating square is lit, at which point an identified "vibrating square" trap (which does nothing) is placed on the square as a method of marking the location. It's then possible to do the Invocation on the square (light Candelabrum, ring Bell, read Book) in order to change it into the downstairs that leads to the Sanctum. The deepest (but not last!) level of the game. This already functions pretty well (once the "amulet delivery service" glitch was fixed; the other tricks used on this level, such as "level teleport in, cursed potion of gain level out" are interesting and not broken and thus can probably safely be left in). The main problem that the level is suffering from is having a fixed layout, which causes some parts of the level to be irrelevant once you've memorized it. As such, this level could do with having more variants that aren't immediately distinguishable, or (ideally) a random generator of its own. The level basically consists of a few rooms, the last of which contains an interior room that's an unaligned temple, surrounded by fire traps and accessed by a secret door. Some of the rooms contain just a few priests (including the entrance, and the courtyard surrounding the temple, but possibly others too); at least one room that has to be passed through on the way is packed with demons and undead. The High Priest here actually works pretty well as a boss (basically just based on the very large melee damage he or she deals; the standard priest behaviour is less interesting). As usual, he/she has the genuine Amulet of Yendor, which is the main reason to come here. I'd recommend giving the High Priest a guaranteed cloak of magic resistance (death-raying bosses is an interesting tradeoff when they respawn, but not really when they don't; note that other instakills still work here), and otherwise leaving the boss fight unchanged. After the Amulet is obtained, a few changes are made to Gehennom. The mysterious force no longer drags players back downwards, but several changes are needed to compensate for this. There are two categories of negative effects that affect the player during the ascension run; both of these are periodic effects that take place on a turncount timer (meaning that the faster you move through Gehennom, the less you're affected). This serves both as a method of rewarding players who choose to spend time terraforming Gehennom (giving another way in which players can prepare; many players seem to like this sort of playstyle), and as a method of positive feedback (if you get in trouble, you're likely to get into more trouble); positive feedback is desirable late in permadeath games as it gives a method of increasing the amount of risk/tension involved and makes management of escape items (which the player will have a lot of by that point) more important. The first category of effects are "collapsing Gehennom" effects; removing the Amulet from its previous location causes the place to become less stable. This manifests in occasional shifts in terrain, typically ones which block the most direct path to the stairs (calculated via pathfinding or perhaps simply crow-flies direction; a particularly insane player can use this as a method to help locate the upstairs if they've never visited the level before). These effects involve both wall/floor collapses (similar to a localised drum of earthquake effect), and ceiling collapses (creation of a large number of boulders, and monsters falling down along with and among them; the effects can happen separately or together. The basic aim here is to prevent the player simply walking along a pre-prepared escape route on every level, whilst giving a flavourful way to add more difficult combat situations. Note that collapsing Gehennom effects can and probably sometimes should generate miniboss-level monsters that weren't previously in the dungeon. Ideally, these would *not* covetous teleportation (so that it's possible to simply outrun them if you take a wide berth around the location of the collapse). The second category of effects are more direct interference with the player; unlike collapsing Gehennom effects, which are basically just the branch losing a mild amount of structural integrity, this is flavoured more like the Wizard of Yendor or some similar force actively trying to stop the player. It's a generalisation of the `intervene` system used by the Wizard of Yendor in 3.4.3. One notable change is that it happens considerably more frequently than it used to (as a consequence of the Mysterious Force being removed, ascension runs are shorter, so interventions have to happen more frequently than they used to); in order to avoid hurting unspoiled players who do Gehennom out of the optimal order, this increase in frequency only applies once the Amulet is first collected. (Or perhaps only while the Amulet is in inventory? It'd be interesting to trigger an effect as long as it had been X turns since the previous effect and the Amulet is in inventory, especially as it means that dropping the Amulet and later picking it up might well instantly trigger an effect, which seems very flavourful). In addition to the increase in intervention frequency, there's also more variety in the intervention effects. One effect that the game needs in some volume (although less than 3.4.3!) is something that causes the player to go through a level on the ascension run more than once (giving more of an incentive to connect the stairs). Probably the best way to do this is to just swap the main staircases on the level with a probability that increases the nearer the player is to the upstairs (ideally with a message that's also used for something else, so that the player can't just automatically backtrack); this also has the advantage that it discourages just waiting at the upstairs for a Gehennom collapse event to occur, a strategy which could otherwise make collapses mostly irrelevant. There's plenty of scope for other interesting actions, though (e.g. unequipping some of the player's items, random negative status effects, teleporting the player but not the Amulet); basically anything that could cause a player to rethink their plans either strategically or tactically. (Semipermanent effects need some care here, as they could make slower ascension strategies unviable; things that can be dealt with using consumables, like Rodney reappearance (semipermanent as he's stronger each time) and item cursing, are probably OK, but it's best not to expand the list too much.) Finally, there are a few positives during the ascension run, too; not everybody hates you, after all. If One-Eyed Sam is still alive and has a good opinion of the player (probably defined as "has never been angered and has made at least one transaction"), he or she defends the player (by attacking the player's attackers, taking care to avoid collateral damage to the player) as they go through the Black Market. (It should be pretty fun seeing enemies falling into summoned lava!) Of course, there are obvious ways this can go wrong (if the enemy had the Amulet at the time, you're going to have to dig it up and then buy it back), and should you happen to be on the ascension run with an angry Black Market, you're going to have to go through it on the way up, which is likely not present at all. The collapsing-Gehennom effects cease once the player is outside Gehennom. The interventions continue all game, but become less common/dangerous once in the upper Dungeons and in the Planes (basically because the player has other things to deal with in the Planes, and interventions in the Dungeons are unlikely to kill or really affect the player and so too many would just get tedious). This also makes it reasonable for the player to make one last trip to their "upper dungeon stash", which (if they didn't complete the Tower of Madness) they may not have visited in a very long time, and for unspoiled players to talk to their Quest leader due to taking the instruction "get the Amulet of Yendor" too literally. Eternity is a branch accessed by branch downstairs on a shallow Gehennom level (level 2-6 from the start of Gehennom, but not the same level as the Black Market, nor as the entrance to the Tower of Madness), consisting of 8-10 levels. The design is similar to that of room-and-corridor levels, except that the corridors are a bit wider (thus effectively being long, thin, and possibly diagonal rooms of their own); the current plan for the level generator is to generate a room-and-corridor level, then make every square orthogonally adjacent to a corridor into a room tile of its own. This is the "Mines of Gehennom", a branch that's accessible early, and intended to be interspersed with the main branch (i.e. it'd be unusual to do the whole thing in one go). The major gimmick of this area is that, although it's possible for players and monsters to move around, time doesn't pass. The only things that happen at turn boundaries are the refilling of movement points on players and monsters, (to avoid an obvious unfair instadeath) helplessness timing out, and (for gameplay reasons) monsters spawning. This notably means that HP and Pw don't regenerate inside the branch, timers don't run, and short-term spell and potion effects can be kept around indefinitely (but negative status will be too). To give a strong clue as to what's going on, the turn counter doesn't increase inside the branch either (and should probably change colour). Ideally, time wouldn't pass inside the branch even while the player was outside the branch, but that might be fairly hard to program. The aim of the gimmick is to cause a shift in gameplay priorities inside the branch; unlike the mostly tactical Gehennom, where the effects of combat disappear quickly, they're semipermanent in this branch (lasting until you leave it). Leaving the branch is also a simple way to make time pass again and cure your issues, encouraging multiple dips into the branch rather than doing it all at once. Note that this means that monsters need to be rather easier on average here than they are in Gehennom; we're aiming for a "death by a thousand cuts" type of scenario. Additionally, spellcasting monsters (and any monster that relies on `mspec_used`) do not generate here, because they would only be able to cast one spell ever (thus flavourwise they wouldn't like being in the branch, and gameplaywise they'd be disproportionately easy to beat). Special terrain features do not generate here. Visually, the area should have a very "clean" look, partly because that seems reasonable for an area where time doesn't pass, partly to make a contrast to the piles of corpses and deathdropped items marking where monsters died. Because this branch is not part of Gehennom, prayer is possible here. While in the branch, being at less than full HP or Pw are considered minor troubles (in addition to the existing consideration of, e.g., blindness as a minor trouble). This means that prayer can be used as a method of fixing the lack of regeneration. The branch's item set tends towards nonconsumable items (this is partly because nonconsumable items are more useful in Gehennom than here, and the consumables that generate in Gehennom are more useful here than there, and partly for flavour reasons). Gold and normal gems don't generate here (they seem out of theme, and are common in Gehennom, so this helps to make a contrast). It's also reasonable for corpses to generate here; that wouldn't make sense in any other branch, but is very reasonable here (especially as corpses will, unless eaten, remain indefinitely, and nobody needs to eat while they're here unless they're casting hungering spells or the like). There's also an item that generates only in this branch, and is one of the main reasons for coming here: time essence. This is a magical type of gem; in addition to being valuable (thus being usable for score at the end of the game, or saleable to buy things in the Black Market), it can be applied in order to "freeze time" for a moment (thus being very valuable in the late game). This allows the player to take several actions in the same turn, without monsters being able to respond. Time essence rarely generates with filler levels, just lying on the ground. This is approximately halfway through Eternity, and rather more open than most levels in the branch; it's likely to be a handcrafted special level with a fairly regular structure (possibly with a few variants). Golems are very common here, and may generate peaceful even if they normally wouldn't. (Other monsters can also generate, but in lower quantities.) Unlike most of the levels in the branch, where consumables are rare, there are guaranteed to be some consumables helpful in the branch here (e.g. status-curing and healing potions). As such, this serves as a useful "pit stop", at least the first time. Magic traps are also common here, and have Pw restoration as a fairly common additional effect (which the golems with breath weapons can use to recharge their ability to breathe). The level has a guaranteed lawful altar (although there's nothing preventing characters of other alignments simply converting it). The altar is not attended by a priest, but is in a fairly securable area. Because being below full HP is a minor trouble in this branch, it should be possible to heal up via carting corpses to the altar (from this level and elsewhere; note that they don't decay in this branch, so will be sacrificable forever) and using them to regain prayer timeout. (Possible enhancement: the act of sacrificing itself gives you partial HP and Pw recharges, proportional to the value of the sacrificed monster.) This is the last level of Eternity. It's a medium-sized octagonal room, and the scene of a boss fight. The decor / flavour is themed around reflectivity (e.g. mirrors are fairly likely to generate here). The boss is the Infinite Dragon, who's similar to a silver dragon (but a separate monster, much like Ixoth is similar to a red dragon but a separate monster). It has much higher HP and accuracy than a typical silver dragon, and its breath has much higher range (and it can bounce it off walls, meaning that some thought is needed to stay out of range of the breath weapon). It also summons monsters over time (perhaps a new sort of monster designed for the fight). Unlike everything else in the branch, its HP and special attacks regenerate normally over time (meaning that it can't be worn down over the course of multiple trips). The Infinite Dragon's scales (which are always dropped) give reflection and immunity to haste, slow and paralysis; while wearing them, you always get exactly 1 action per turn, except in cases where occupations are faked using helplessness. If worn inside Eternity, the player takes actions at the same rate a speed 12 monster would, and although the turn counter remains frozen, the player's HP and Pw regenerate like they normally would rather than remaining constant (likewise, any status effects that would typically time out do so). Infinite dragon scales (by themselves or as an armour) are thus meant to be a niche/side option that most players will avoid (as speed is a property that most players want to be able to use), The main reason players will come here, though, is for the wand of wishing (which is in the Infinite Dragon's initial inventory). This always contains exactly three wishes (which with vanilla wand of wishing mechanics, would make it generate at (1:2) charge). The basic idea here is to move some of the Castle wishes to later in the game (as Eternity is intended to be done in parallel with Gehennom), whilst giving a major reason to actually attempt the branch (although it plays differently from Gehennom, it doesn't have a major genre shift or anything that changes the fundamentals of the game). This branch has an upwards entrance somewhere deep in Gehennom (in the bottom third). The main gimmick of the branch is that magic doesn't function here; specifically, all items act as though they were cancelled (without actually cancelling the item; it goes back to normal upon leaving the branch), magical items that are normally unaffected by cancellation (e.g. amulets) cease to have any properties, and the player's current Pw is locked at 0 (with all monsters acting as though they were cancelled too). It's probably best for this to show up on the interface too in some way or another; either showing the cancelled stats of items, or else abstracting away their properties (perhaps by giving !dknown descriptions, because the material an item's made of is more relevant than the item itself over here). Note that a side effect of this is that entering this branch can be used as a simple way to unequip cursed equipment, which is probably a good thing (as it makes two-handed weapons less dangerous at the point of the game where they're most likely to get randomly cursed). The branch is made entirely of filler levels, which are the same size as Vlad's Tower levels (i.e. pretty small) but more open (perhaps damaged versions of the old Vlad's Tower maps with walls removed?), and with frequent pre-identified trapdoors (Vlad *was* here, after all; this also serves as an escape item equivalent as most actual escape items don't function here, and serves to add some tactics to the branch because strategy isn't very relevant here). The enemy selection consists of a mix of humanoid-ish monsters with weapons (often not particularly good ones), slow-moving monsters that hit hard, and enemies which are resistant to certain weapon types (as weapon selection is much more important here than elsewhere). Flavourwise, this should basically be seen as "a bunch of demons and undead and their pets". Items here tend towards those which are useful when nonmagical (weapons and armour), and are more commonly cursed or negatively enchanted than elsewhere (as it wouldn't matter to the people who live here). As a result, this branch is very much somewhere you go through to get to the end, rather than somewhere you spend time grinding. Additionally, the monster generation rate is high, but typically only while you *aren't* on a level (i.e. if you kill monsters and leave the level, they come back). The top level of the branch (which is short, probably 3 or 4 levels) is still laid out as a filler level, but instead of random enemies, contains what's basically a unique long worm as the boss (that starts out "pre-lengthened" to a fairly long length). It can only attack using its head (meaning that careful placement is important), has attack power proportional to its length (meaning that cutting it in half can be a viable strategy), and has speed chosen so that an intrinsically-fast player moves faster than it on average but it will double-turn such a player sometimes (this implies a speed of around 15). It drops a selection of gold objects when killed, including the Candelabrum of Invocation (which it presumably gathered because it just likes gold). The surface, internally "level 0" (but perhaps not for UI purposes), is basically a tutorial level. The game starts here, with the player having only a minimal subset of their starting inventory, and with a level designed specifically for the player character's class, to teach them the relevant basics of gameplay for that class in particular. The level is entirely scripted, and only takes up about 2/3 of the screen vertically (in order to allow the rest of the screen to be an extended message area giving explanations on what to do both in terms of in-game actions and in terms of the commands used to achieve them). Ideally this is done in a flavoured way, with quest friendlies giving advice; however, it's situated at an "above the Dungeons" location, not at the Quest home location. After teaching the player the basics of how their character works, they can enter the dungeon at Dungeons:1 via a set of downstairs. However, the ` > ` command here is special, and just ends the tutorial and places the character into the Dungeon with their standard starting inventory, fully healed, etc., regardless of what happened in the tutorial (and even whether they reached the downstairs or not); this both means that playing the tutorial can't get you an advantage, and that the tutorial can be skipped by players who already know how to play. (A "press ` > ` to skip the tutorial" message is permanently onscreen while the tutorial is ongoing.) The tutorial always appears, but skipping it is likely to end up part of an experienced player's muscle-memory. Of course, NetHack players being what they are, there are likely to be attempts to sequence-break the tutorial. Attempts that make the game impossible to complete should likely lead to amusing (and unique!) death messages. In particular, it should be possible to run off the map and never go into the dungeon at all, with a corresponding epitaph. The surface also makes a couple of cameos later in the game. Most notably, after escaping the Dungeon, the quest friendlies (who have been camping round the entrance) comment on the escape before the game ends. This serves partly as flavour, and partly to help explain to new players what an escape actually means. They also (for TDTTOE reasons) comment on the result of a level teleport into the closer negatives. (Note that it's possible that a lifesaved teleport into the -1 to -9 range could be made survivable, rather than being an automatic escape, now that a separate surface level exists; the player could be given the option of leaving or going back inside.) Finally, upon leaving the Dungeon with the Amulet, a portal (leading to the Planes) appears on the surface level. I'm unsure whether the player should enter it automatically, or whether they should have the choice to *not* ascend and just escape with the Amulet; in the latter case, there should at least be some resistance from the quest friendlies (to not offering the Amulet to the appropriate deity if the player is of the original alignment, or against the player if they've converted; HoOA may be a special case here). At any rate, the character should feel a strong urge / attraction to move towards the portal, flavourwise, as the relevant deities are rather likely to want it on Astral. The Elemental Planes is the first "postgame" branch, accessed from the surface when the player has the Amulet of Yendor. This is a branch consisting of four special levels (nominally not part of the normal numbering system, although they're likely called -1 to -4 in things like xlogfile reports). Just like before, the branches have no stairs or portal back, and the aim on each level is to reach a portal to the next level. As such, the Planes are essentially movement puzzles with some amount of combat involved. The Plane of Earth is always first; the other three appear in random order. (Placing Earth first makes it possible to use the entry chamber for a setpiece that wouldn't function on other planes.) Each of the Planes can be magic-mapped (allowing players to determine their layout even though all the layouts are now randomized), and the portals can be detected via standard portal detection means. The Plane of Earth is always the first elemental plane. The starting area is a small and compact chamber containing the Wizard of Yendor (who drops a spellbook of dig on death), an Elvenking (who drops a pickaxe on death), and a random player-monster (whose death drops a cheap plastic imitation of an Amulet of Yendor, a blessed potion of monster detection, an uncursed scroll of magic mapping, and a cursed scroll of gold detection). The basic idea here is to provide a fight that can't reasonably be run from, and some basic resources for the Planes (the player might or might not be carrying more useful portal detection with them). Notably, there's no guaranteed wand of dig here; those things are fairly plentiful as it is, and the player will have very little future use for them, so adding an extra one doesn't really make sense. The level itself, apart from the starting chamber, consists mostly of a scattering of medium-sized open spaces (maybe about 20 squares in area) that do not have compact shapes (i.e. they never get very wide), surrounded by diggable rock and the occasional undiggable obstacle (which could be iron bars or could be some sort of rock created for the occasion; it'd have to look different to regular rock when magic-mapped). The portal to the next Plane is somewhere in the opposite quarter of the map from where the player starts (this is a change from previously). The level does not naturally generate items useful in combat (although gems are scattered all over the level (typically fairly low-valued ones), rocks are very common, and gold generates in a smaller amount, with boulders existing but rarer still), and open spaces other than the one where the player enters can contain the occasional rare pit trap (flavoured as being naturally generated) or rock trap (ditto, the rocks don't come from a trapdoor but from the unstable earth above). In general, this has the feeling of a naturally generated area, rather than manmade like the Dungeons are. Digging works differently from before; instead of pickaxes digging a cavern and creating monsters (which is fairly tedious and such a bad option compared to the others that few playesr ever do it), pickaxes can dig through diggable walls here in a single turn (i.e. 1 action + the rest of the turn). Meanwhile, wands and spells of digging have a limited range here, digging only 2-3 squares in the direction zapped (helping to ensure that the level can't be done using a single wand and that the player can't move too fast). Aside from the initial battle, the challenge here consists of a number of monsters who make this plane their home. The "popcorn" enemies, that are mostly there for flavour, include several xorns (scattered around the level), and in the chambers other than the starting chambers, some additional metal- and rock-themed monsters (iron golems, rock and iron piercers, and rock trolls; not rock moles, though, because they'd eat the chambers larger before the player got there). The main challenge, though, comes from earth elementals, which are *very* powerful on this Plane (with hundreds of hitpoints, enough accuracy to consistently hit an endgame player, and dealing around 120 base damage on hit; they're also sped up to speed 12). The idea is that the player will benefit from outrunning/dodging them, rather than fighting them (although items like wands of death will work in emergencies); the potion of detect monsters can be used to track their location (at least for a while), and the player is probably hasted and thus able to outrun them on open ground (but they have the speed advantage if the player has to dig). Hopefully, the goal of figuring out how to avoid earth elementals is an interesting one. The density is large enough that they'll inevitably encounter the player en route to the portal, but they start far enough away from the starting chamber that they're unlikely to interfere with the initial battle. The Plane of Air works very well already and hardly needs changing. The only change I'd make from 3.4.3 would be to the cloud layout, making it random rather than predetermined; the map generator should always generate an obvious thin point in the clouds that's only three squares wide ("obvious" in that you can tell where it is just by looking at the clouds from the start of the level), and a cloud-free route through that's rather indirect or maze-like. (I'd also ensure that the level is lit, for both flavour and gameplay reasons, but IIRC it is already; if not, though, I'd want to change that.) The Plane of Fire is noticeably changed in gameplay (the 3.4.3 version is fairly tedious, especially with respect to messages). The core layout of the plane (floor and lava, with many fire-immune and fire-using enemies) is still the same, as it's a good "base" for the level, but many other things change. There are some minor changes to do with flavour. Squares are unlit unless over or adjacent to lava, in which case they're lit. (IIRC many fiery monsters illuminate the area around them too; that's even more flavourful.) Fire elementals here move faster (speed 24) and hit harder (dealing some damage even through fire resistance), but are nonetheless not expected to be a significant threat; additionally, every hit burns (or worsens the burn on) two non-fireproof items in main inventory which have an appropriate material, even if they wouldn't normally burn (e.g. sacks); this is just flavour as most such items that wouldn't "naturally" burn in this situation have no erosion effects defined anyway. There are also some notable changes to deal with message spam. Fire traps are removed from the level, as they cause way too much trouble with fire-resistant monsters and the player is probably not inconvenienced by them anyway (this also means that the cursed scroll of gold detection can be used on Fire if the player wants to); they also aren't great flavourwise because it's unclear why pillars of flame would be touch-triggered. Additionally, the monsters here (and especially fire elementals) are highly resistant to or immune to conflict (again to cut down on messages; they mostly can't hurt each other anyway). On to the actual gameplay of the plane. The character starts very near (6-7 squares from) one edge of the plane (probably the east, for consistency with vanilla); the portal is equally near to the other edge. "Behind" the character (i.e. nearer the near edge, further from the portal) is an advancing inferno that covers the entire height of the level, is initially two squares wide, and gradually (on any given turn, each inferno square has a 2 in 3 chance of making an orthogonally adjacent square that isn't currently an inferno into an inferno). Once a square becomes inferno, it never turns back. Inferno is effectively on the "regions" layer of the map (like stinking clouds are), so can exist "above" a floor, lava, or portal tile. Whenever inferno expands onto the character's tile or the character takes a time-consuming action that leaves them on an inferno tile, they die (if not fire-resistant) or take heavy damage (if fire-resistant), likely on the order of 60 damage or so (that isn't resisted by half damage because it's neither physical nor a spell). As such, this level is pretty much a race to reach the portal before the inferno does; dawdling here is likely to end the game fairly quickly. In order to slow down the player's sprint to the portal, the enemies of the plane (most of which are irrelevant damage-wise) are evenly distributed across the level and moderately dense; being able to kill them quickly is advisable. (They should probably have HP in the range that allows them to die to 1-2 blasts of a wand of cold, likely the most effective area attack against them available to non-spellcasters.) The existing Plane of Water is very tedious to do by moving around within the bubbles; in 3.4.3 you can just go over the bubbles, in 3.6.0 you can't, and people rarely go between the bubbles. However, underwater combat is the obvious thing to do with this Plane, and so this design focuses on it. The level still consists of bubbles surrounded by water, and (like 3.6.0) the bubbles are conceptually three-dimensional (with water "above" them) so the water can't be levitated over. However, there are considerably fewer bubbles (only 4 or 5, each around as large as the largest bubbles in vanilla NetHack); the starting bubble is isolated at one end of the level, with the other bubbles scattered over the far side. One of them contains the portal. The starting bubble contains a guaranteed water nymph who deathdrops an amulet of magical breathing in an oilskin sack (the basic equipment required to get through the level, and a strong clue as to what you're meant to do). Apart from that, the monsters are much the same as before. Again, water elementals are made stronger here for flavour reasons, this time raising them to stats that will give a notable challenge to the player (especially as many of their standard tactics may not work underwater!), whilst not being worthy of a boss. Other monsters capable of swimming are here too, but probably won't give too much trouble; note that most healing sources don't work well underwater (even the amulet of life saving doesn't work as you can't take off the amulet of magical breathing to put it on), so care will be needed in balancing combat here as escape options are very limited compared to normal. The Astral Plane is, for most characters, the final test that determines who will win and who will lose. The general idea, of forcing the player to fight their way to an altar and then back out to check the next one, is a good one. It would be great if the player could somehow be forced to always check multiple altars, but it's hard to think of a non-arbitrary way to do this; the arbitrary way, and the way I'd go for if no better option presents itself, is to cheat via only selecting the identity of an altar once the player has enough information to deduce what it is. The general enemy makeup here is fairly good already, posing a real challenge to players who have only moderate preparation. Unfortunately, very highly prepared players can sometimes just breeze through tanking everything, which is a problem. Making the player stats too irrelevant would *also* be a problem, though, so the best compromise is probably to ensure that all three Riders have an attack that "levels" max HP (via taking off max HP, more so if it's already high). Death already has an attack like this; in this proposal, the other Riders' attacks also have the max-HP-reduction effect that Death gets, and Death's attack gets a level-drain side effect to compensate (incidentally, it makes sense if Death has the weakest special attack, being the hardest Rider to kill). None of these attacks can be blocked by magic cancellation, of course. The situation with conflict also needs some changes; it should ideally be an option rather than something that's clearly the best. One change it needs is a general improvement to conflict resistance among all monsters on the level (not immunity, just enough that it's noticeably less effective). Another change, which would make the plane more friendly to unspoiled players, is to summon several (most likely 4) guardian angels upon arrival, and make them so that instead of disappearing when conflicted (and sending in weaker replacements), they always attack the player's character while conflicted (whilst remaining tame) but go back to normal if conflict is removed. The player will therefore have the option of killing them (with likely penalties) or somehow ditching them in order to keep conflict, or else removing conflict to keep them on their side; and wearing conflict onto the plane by mistake won't force the player into a decision early. If the player's alignment record is poor, the same number of angels still appear, but fewer are tame (some will be angels of other gods and thus hostile), with only one tame (and three hostile) angels at 0 or negative alignment (one for each relevant deity). Apart from that, few changes are made to Astral in the common case; it mostly functions very well, so not much needs changing. However, there are some rarer cases, to do with conducts; see the sections below. Upon offering the genuine Amulet, the player is taken to one final level, simply called "Endgame". Assuming the player ascended correctly, this is an unloseable level whose purpose is to make for a more satisfying ending to the game than a few lines of text. As such, the player's stats at ascension (for, e.g., the dumplog and for scoring purposes) are recorded prior to Endgame. While in Endgame under ascension conditions, the player is conceptually already an immortal demigod. This is represented game-mechanically by ensuring that nothing bad can happen to the character; most notably, damage increases the character's maxHP rather than reducing the character's current HP (so the "amount of damage the character has taken" increases by the expected amount upon taking damage, but there's no way to die to damage). Status conditions, lost abilities, etc., automatically heal themselves in a few turns; instadeaths reverse themselves instantly; eroded items repair themselves; and in general the feeling of invincibility should be quite clear. Prayer (and other religious actions) do not function here; the game refuses to acknowledge the command. The interventions caused by killing the Wizard of Yendor no longer occur either (they'd be very out of place, and also the Amulet has now been permanently rehomed so he has no reason to interfere any more). The level itself is mostly a featureless void which has a very high monster generation rate (which gets higher the fewer monsters are remaining, and which is willing to generate monsters in view of the player). Every now and then, something from the character's history will appear nearby for a few turns and then disappear again; perhaps a door with a wall on it, the room containing the player's stash, or some other notable area. The monsters themselves are likewise from the character's history, being taken from the character's kill records (i.e. if the character killed 4 newts, up to 4 newts can appear here). The monsters appear in roughly depth order, with the effective depth from which the monsters generate increasing over time (mostly independently of how many monsters the player kills, although it speeds up if there are no more monsters of an appropriate depth to generate); when the effective depth catches up to Astral, a (pre-identified) portal appears over the other end of the level from the player's current location, and taking the portal ends the game. Note that not every monster the character has killed will necessarily generate here; killing the entire dungeon all over again would be far too tedious. This is basically just a sample that should be reminiscent of what the player's done so far. One very unusual feature of the level is the message area. It doesn't show gameplay-related messages at all (they're kind of irrelevant in the victory lap). Instead, it gives a monologue by the player's character in first person, ideally poetry discussing the nature of ascension or something like that; it should appear in a different colour or font if the windowport is capable of it. This is timed to end at the same time the portal appears, describing the character's ascension. (In windowports that uses the message area for things like prompts, this still works; the intention isn't to restrict the use of any game commands.) The basic idea is that of a cutscene which gives the player some monsters to kill while it's going on. If ascending correctly gives you an unloseable endgame, there's a flipside to that; donating the Amulet on the wrong altar gives you an unwinnable endgame. This is still Endgame, but all its special advantages are twisted into disadvantages; instead of good things spontaneously happening to the character, bad things do (starting out gently at first but gradually getting worse and worse). The endgame monologue is likewise much more downbeat and depressing than in the "true ending" version. Once the player gets here, it's no longer possible to win; the portal out never spawns. (Skipping the level with ` < ` and attempting to quit the game also fail: this is probably worth a message like "You can't. It is cursed." in the message area even though that isn't otherwise in use. Saving the game is still supported as a simple means of quitting the game executable.) So the aim here isn't to win; it's to survive as long as possible (something that's worth score for the Endgame performance, much the same way that the player is scored on Endgame performance after an ascension). In addition to the inability to see messages interfering with the player, there are more direct assaults on the character, both for flavour, and aimed to ensure that the character dies eventually even if every monster is defeated; all these are minor/infrequent at first and become more powerful as time goes on. Instead of damage increasing maxHP, damage reduces current HP, but maxHP reduces over time (without changing current HP) at a rate proportional to the amount of damage taken (the maxHP reduction stops while the player is undamaged); thus, damage gradually becomes permanent. Negative status effects get inflicted on the character for no reason. Items in inventory erode (even if they're normally immune to erosion) and eventually break. Likewise, ability scores decrease over time. (This combination means that even with the best possible character for surviving this sort of thing, eventually the player will end up in Ill or FoodPois status with no way to cure it remaining, and die of their sickness.) Deaths in this version of Endgame lead to the normal death message for that kind of death, plus "(in celestial disgrace)" as a supplementary death reason. Some voluntary challenges ("conducts"), if maintained, change the nature of the endgame in gameplay terms. (All tracked conducts also have some effect, major or minor, on the endgame monologue; ideally it should be written specifically to allow subtle changes like replacing "saw" with "heard" for a Zen player.) The most obvious is pacifist play. This doesn't directly change anything, but it does mean that Endgame will have no monsters (because it has no list to generate from). In such a case, its progression through the levels will run very quickly (as a consequence of the lack of monsters to generate). The game also takes care to prevent players breaking conducts in Endgame; for a foodless character, for example, any food in their inventory will disappear, monsters will leave no corpses, and the like. This is partly for gameplay reasons (breaking a conduct here would really suck), and partly for flavour reasons (the character is effectively already shaping the world around them by their choices). This also expands to preventing monsters breaking conducts the player hasn't broken; for example, a polyselfless player will effectively have protection from shape changers while on the level. The biggest change, though, happens for an atheist character. This actually affects things a level "early"; upon arriving on Astral, the character will find it entirely empty, with only walls, floors, and doors (which are still locked); no items or monsters generate here in this version. Each of the altars is replaced with a magic portal (and all three portals go to Endgame; it doesn't matter which you take). As TDTTOE, an attempt to pray in this state will produce a message along the lines of "Nobody answered...". For atheists, therefore, Astral is not the final "boss level" at all; Endgame is. Unlike in other branches of the game, this is now very much a real level; it's still mechanically the same, but there's no outside force helping or hurting the character, it's just them against a really large horde of monsters. The portal only appears once every monster that generated has been killed (although like before, this doesn't force the player to re-kill every monster they've killed; only a representative subset actually appear in the level). I'm currently unsure whether there should be an "ascension poem" for this case, or whether the game should just show its normal game messages. (Incidentally, this also means that for an atheist pacifist ascension, the last tricky part is on the Elemental Planes. Trying to do the new versions of those as a pacifist is likely to be nightmarish, though.) =_=_ User talk:The Golden God You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Yasi =_=_ User:Phol ende wodan/YANI/YASI This page is an attempt to list YASIs that come up on several NetHack-related IRC channels. I have made this list separate from my other list. Attribution will be listed wherever possible, and feel free to add any more that aren't here. While YASIs are not intended to be taken seriously, they might still find some use if listed here. Opening a cursed bag of holding does not destroy the items, but it redistributes them around the level, or perhaps the entire dungeon. Dropping a ring of polymorph control down a sink, then a ring of polymorph, turns the sink into a regularly erupting geyser. Donkeys that carry around the player's loot. If you kick a pet donkey, you get the YAFM "You kick your own ass!" Potion of un-dilution. Does nothing when quaffed or thrown. Only effect is that when you dip a diluted stack of potions into it, they become undiluted. Priest players, if they are at XL 30 (with the "High Priest(ess)" rank title), can kill their own high priest and take over, becoming the new high priest. Chicken soup that cures constitution loss when consumed. When thrown at a shade, wraith or ghost, it is instakilled (chicken soup is good for the soul). Dipping a thirsty weapon into water or a potion of blood makes it satisfied. Hitting things with a satisfied weapon removes their hunger. Burying a troll corpse results in a troll zombie, which is twice as likely to reanimate. Sticking a troll corpse in an ice box results in an ice troll emerging from the box. Dumping a troll in lava results in a lava troll. Dumping a troll corpse in water results in a water troll. Locking a troll corpse in a box results in a freedom fighter troll, who goes around liberating all the other trolls from their boxes. Tasp: charged ranged tool that works on monsters that have a mind and are not immaterial. It paralyzes for one turn, dealing no damage, and has a small chance of taming. To keep the monster tame, you have to keep tasping it occasionally. Applied to yourself, it cures hallucinations by electroshock therapy. Add a corpse swinging skill, which increases your odds of hitting with a wielded corpse. Only Cavemen can get skill in it. Deli shopkeepers sometimes have a tinning kit in inventory. If a monster dies in their shop, they will instantly tin its corpse and drop the tin in their shop for sale. Potion of solipsism: gives every other monster on the level temporary phasing because you're not sure whether they're figments of your imagination or not. The Candelabrum of Invocation, if it contains 7 candles of invocation, can be used to do the invocation without the other invocation items / from anywhere in the dungeon Pets you get from other players' bones files that were the pets of the dead adventurer are harder to make do what you want, like in Pokemon. Wand of alignment conversion, which will convert the alignment of both altars and priests tending those altars, so the priest may not get angry. Also a potion of change alignment. Winter wolves can grow up into spring wolves, which can coil their body and launch themselves several spaces in one linear move to attack, damaging you from the impact and landing next to you. Pinball monster: Has a fast speed, rolls around and bounces into walls, and occasionally teleports. Uses the S_BOULDER symbol. If you kick it, it changes direction. Amulet of undead turning. If you die while wearing it, you rise from the grave as a zombie. If an undead monster dies while wearing it, it has the same effect as an amulet of life saving. Related: a cursed amulet of life saving will save you if and only if you are undead. Also related: an amulet of death saving, which has the same randomized appearance as life saving, which saves undead and instakills any living creature that wears it. If your terminal is big enough, whenever the game makes a die roll, you must watch an ASCII-art animation of the die roll. Potions of wonder can give the "Yendor" property to any amulet upon dipping, which gives it the properties of the Amulet of Yendor. Some locked doors may open easily from one side (because they have a deadbolt or other easy latch). Secret doors or formerly secret doors have no method of opening on one side and must be kicked down. Ring of illness: a ring that causes the fatal illness timer to start, and autocurses when worn, but will reliably cure illness when removed. Remove Quest nemeses' petrification resistance, because making it feasible to play around with a c corpse means the player might YASD with it. At most one treasure zoo in the game is actually called "David's treasure zoo", and it contains a player monster named David. Make a Strength check for bugling the notes A, B, D or F, since such notes are theoretically possible to play on a bugle but require you to blow almost impossibly hard. At most one treasure zoo in the game is actually designated and introduced to the player as "David's treasure zoo". This zoo contains a player monster named David. Zombies pregenerate with a given number of eyes and ears, like you would see in Dwarf Fortress. Slashing attacks have a chance to remove their ears and piercing attacks have a chance to remove their eyes. With no ears or eyes left, they become deaf or blind respectively. A negative "anticoagulation" intrinsic, which prevents your wounds from healing up, so bleeding effects continue draining HP, and probably eventually kill you. The 119th monster of its type that gets killed drops an artifact that instakills any monster of that type, except there can only ever be one more of it generated. Reading spellbooks while hallucinating lets you learn hallucinatory spells, which can only be cast while hallucinating and have funny messages but no gameplay effect. Bucket, a tool inspired by Minecraft. When applied to an adjacent water or lava square, it scoops up all the fluid, turning it to a normal floor tile, and can be applied somewhere else to dump it. Carrying a lava bucket in inventory does not harm the player. Magic markers that write in invisible ink. A scroll written with invisible ink appears to be blank unless you can see invisible, in which case you can read it. Pokedex-like feature that can give you limited information about enemies you have seen, but can only give you full information when you "capture" it by tinning its corpse. Altars to Elbereth. They are colored green, and sacrificing to Elbereth angers your own deity but makes engraving Elbereth more effective. Shopkeeper role where the whole adventure is flavored as collecting a lot of loot, including the Amulet of Yendor, to stock your shop. The quest leader is One-Eyed Sam, the quest nemesis is the Master of Thieves. Again. Nigerian Prince monster. Asks for a lot of gold, and promises to return with much more than what you pay him. Totally. Guaranteed. NetHack Caption Contests - a random jumble of characters is posted, and people have to come up with a story for it. Eating footrice in a polyform that is immune to stoning can give you intrinsic petrification resistance. This turns instapetrifications into slow petrifications, and makes slow petrifications take longer. A game mode where you play as the High Priest of Moloch, and the game sends a swarm of ever-more-powerful adventurers to come kill you. Lord Surtur should wield Fire Brand if it is not already generated, because his mythology has him wielding a flaming sword. The Rogue quest artifact is now the "Robbin' HUD", which gives you all sorts of neat status displays for how you can steal from monsters. Birthday candles, an extremely rare tool that if you light it and then snuff it, it grants a wish and then disappears. Unidentified description is "a candle". Add "eye of misspelling" and "staff of misspelling" as valid wishes for the Eye of the Aethiopica and the Staff of Aesculapius. Woodchuck race, which is basically playing the game permanently polymorphed into a woodchuck, with no benefits on top of those conferred by the polyform. Whenever a purple worm goes "Burrrrp!" and there is a lawful speaking monster within some range, the lawful monster says "Say excuse me!" In December, boulders become ice boulders which can be melted, and rocks become snowballs that you can throw at enemies to deal cold damage. You can invoke the Amulet to grant wishes, but this forces you to continue doing so every 50 turns, with an increasing chance of killing you outright every time you do so. You can give the Amulet to your pet so it can ascend instead of you, giving you a suboptimal but still good ending. Magic chests contain one of each type of gray stone at the beginning of the game, so you can skip Mines' End if you're prepared to maybe get a loadstone. All races now have their own language, which you have to be able to read to play the game effectively: Gaelic for Knights, Japanese for samurai, English for tourists, Nordic runes for valkyrie. All input including wishes must be specified in this language too. Health food stores sell hippie stuff like crystals (pieces of worthless glass and low-value gems like amethysts) and hallucinogens (tins of violet fungus and yellow mold), potions of hallucination. The initial contents of a magic chest contain one of each type of gray stone, so you can skip Mines' End if you're willing to take the chance of getting unlucky and picking a loadstone. Lawful characters get an alignment bonus if they come across a bones pile, dig a pit, put the corpse in it, and fill it in, or "build a cairn" by dropping a huge pile of rocks on top of the corpse. The game intentionally generates monsters in inconvenient places in Sokoban or makes them read scrolls of earth if your Luck is bad. Polymorph traps have an increased probability to generate sessile monsters so they don't go completely crazy in a crowd of monsters. Artifact Iron Boots from Zelda. The base type is a pair of iron shoes, and they make you very heavy and speed 3 when worn. The Staff of Saint Patrick, a quarterstaff that has bonuses versus snakes, acts as a luckstone, and will turn snakes (instead of undead) when wielded and the player #turns. Cursed two-handed weapons only weld to one hand, and do not prevent you from opening containers and casting spells; they are no worse than a one-handed weapon. To-hit and damage get large penalties for a quarterstaff welded to your hands, since quarterstaff fighting involves moving your hands along the staff a lot. Priests can offer the Amulet of Yendor on the altar in their quest home level (the Arch Priest is probably pretty similar to a high priest). Pavlovian conditioning for pets; if you abuse it after it eats corpses you want, it will learn not to eat those corpses. You can only offer the Amulet when it's blessed. Attempting to offer it otherwise will raise it from cursed to uncursed or from uncursed to blessed. Wand of fishing: asks you what you wish for, but it will only accept objects that you dropped into water previously. Ice plate mail: shatters easily, deals cold damage to you and other monsters, melts if you take fire damage or enter Gehennom, or just eventually anyways. The message "The hair on the back of your neck stands up" does not print if you are a Rogue and have ever picked up the Master Key, because the quest text describes the hair on the back of your neck falling out when you do this. You can make an evil alliance with the Wizard of Yendor to seek the Amulet. Until it inevitably falls apart when one of you actually gets it. Eating apples causes nurses and quantum mechanics to flee, because an apple a day keeps the (MD or PhD) doctor away. If playing as a troll in FIQHack and you die, your corpse lies there for as long as any troll corpse would and intelligent monsters will try to throw it in water or lock it in a box or eat it to dispose of you. Replace the intro text's "It is written in the Book of < Deity > " with the name of some player who has won a sufficiently long streak. Zapping a greased wand may slip. This gives it an equal 1/11 chance of zapping it in each direction (counting up, down, and at self.) To move pets that are polymorphed into sessile forms, you must plant them in a pot, which can then be carried around with you. Crossbows deal the same amount of damage regardless of skill... and damage is similar to a full barrage of arrows. Gnomes, of course, spawn with crossbows. The Gnomish Mines are now better known as the Gnomish Shooting Range. The game parses your rc file to see whether you have menucolors set that apply to item beatitudes, and change the color of amber or black altar flashes to match those. If the player ever manages to create a lava square on the Plane of Water, it instantly turns into a boulder. In addition to luck, alignment record, and anger, also track a fourth stat, karma. If your karma is very high when you die, you respawn on dungeon level 1 in the form of a cow. Rolling backpack, a container that you can drag behind you. Items in a rolling backpack don't have any weight but it is inconvenient to use: you must step back onto it to #loot it, you have to pick it up to bring it up stairs, if you try to roll it downstairs it will probably crash into you and make you tumble down the remaining stairs. Long worms automatically eat any corpse that they produce with their bite attack, and automatically gain a tail segment like in the game Snake. Add another artifact war hammer Bugbane, which does more damage the smaller the target monster is and has bonuses against x and a. Its material is plastic. Is first sacrifice gift for Tourists. Potion of holey water, which eventually leaks away and disappears. Also bags of holeding, which cause items to fall out of them periodically. Wand of capitalization, which changes monsters it is zapped at from lowercase to uppercase. If cursed, of course, it turns monsters lowercase instead. The value of a corpse sacrifice is proportional to how hungry you are, and is worthless if you're Satiated or not hungry at all. Wand of trapping that you can zap at doors and chests to trap them. If the beam doesn't end up hitting either, it'll place a random trap on the floor square where the beam ended. Doppelganger variant where it takes on the form, name, and behavior of one of your pets until you get to sufficiently low HP or the original pet comes within sight, at which point it reverts to being hostile and attacks you. There is a random guaranteed library halfway through the dungeon that has books, scrolls, and a librarian who can identify them for a fee. Cursed speed boots force you to run everywhere, exhausting you and preventing you from doing things like stopping to pick up items. Silver dragon scales have all the effects of a mirror when applied. Silver dragons breathe mirror shards instead of cold. If you destroy silver dragon scales, you suffer the same Luck penalty as breaking a mirror. All black gems give black flashes when dropped on an altar. Amber stones always give an amber flash when dropped on an altar. Time Stop spell: you gain a ton of movement points. This allows you to take lots of actions without anything else happening. Homeopathic potions, such as a potion of sickness that has been diluted in water so much that it now has healing properties. Can be sold in health food stores. You can hammer the 95 Theses into the door of a temple, which increases your Wisdom but makes you unable to pay priests for benefits in the future. The high priest of Moloch is under sanctuary in his own temple, so you can't attack him. You have to find some way to kill him from outside the temple. Pirate characters suffer from permanent monster displacement on all monsters, since they have only one eye (or wear an eyepatch) and lack depth perception. Spellbook of "Giant Foot", which causes a giant foot to stomp down above and crush the target. Its randomized appearance is "pythonic". Cheap plastic imitations of the quest artifact, which if presented to the quest leader fool them into thinking you completed the quest. Potion of vain ability: you act as if all your ability scores are at maximum even though they aren't to any outside observer. Concussive gauntlets (possibly anachrononaut gear): add their enchantment to unarmed attack damage, very high chance of dealing staggering or weapon-shattering blows, allow punching through walls. Steam vortex monsters, with a capital S. When one engulfs you, you need to make a micropayment to get DLC that allows you to escape. Alternatively, for something that could actually be done in-game, a vortex that scatters and loses your zorkmids. Spell that decreases the weight of an item in inventory by some random amount. If the weight becomes 0 the item flies out of your inventory at the speed of light, never to be seen again. If it becomes negative, it turns into antimatter and annihilates you instantly. Amulet of Vendor, which allows you to #chat to other monsters to sell them things. Also, it tries to sell you things and give you advertisements. Praying mantis, . When you reduce it to low HP it prays and becomes momentarily invincible before restoring to full health. Elves respect (and flee from) the name of Eärendil, but since you can't type diacritics into the game you can't engrave it. Chests of holding: apply the same weight reduction to their contents as bags of holding do, but still have the same base weight as a chest. Implement the Nac Mac Feegle from Discworld. They are n class monsters but are male, not female; they are very small and hit strongly. They have a MS_CRIVENS sound, which verbalizes "Crivens!" when you chat to them. Dartboard terrain feature, which lets you throw darts at it to exercise dart skill, and the darts don't disappear in the process. Nasty (probably boss-specific) artifact degrading attack. Only has an effect if you have an artifact in inventory; turns one artifact in inventory into its base item. Intelligent artifacts might resist. Handling a rust monster corpse with iron gloves will rust them, and kicking it with iron boots will rust them. Also, disenchanter corpses disenchant gear used the same way. Artifact Magic Belt from the Oz books. Gives a wish when applied; can be applied as many times as you want. Scroll of Scheherazade: it forks and puts you into a new nethack game. If you win this game, you get a wish in the original one. Of course, within the new game you can find and read more of these scrolls... When you, polyed into a water elemental, get engulfed by another water elemental, you fuse into a giant water elemental with combined HP and inventories. Make the spell list work like Pokemon: "You are trying to learn the spell 'jumping'. But, you can't learn more than four spells. Forget an old spell to make room for 'jumping'?" Scroll of bad jokes, which makes nearby monsters either peaceful or hostile based on your Charisma, and scroll of Vogon poetry, which causes pain to all hearing monsters and causes them to flee. Boots of booting. They let you boot other players on the system or public server you are playing on out of the game. Artifact weapon that creates a hole under anything it hits (assuming the floor is diggable), causing them to plunge into it. In the Mines and other rocky/earthy levels, thrown daggers and darts and other piercing weapons can end up embedded in the wall. Spell of cause dread, which is more subtle and less direct than cause fear. Affected monsters will turn and flee much earlier than normal. Giants specifically cannot use small shields, and tiny or small monsters that attack them can only give them wounded legs instead of HP damage, and they cannot be decapitated by anything wielding Vorpal Blade if it isn't Large, and small or tiny monsters they kick are launched across the room. When a bag of holding explodes, it wakes up the Wizard of Yendor, no matter where he or the hero is in the dungeon. Fool's gold golem: looks identical to a gold golem and even displays as "gold golem" when farlooked, but has the stats and attacks of an iron golem. Literal polearm: a pole with an arm attached to it. The arm can hold a weapon, which extends your melee range to two tiles. Polearm with a sling on the end, like a lacrosse stick. Can be used to throw sling-style ammo to greater distances than slings can. Anti-gremlin that multiplies in lit squares, is instakilled by the darkness effect of the cursed scroll of light, and gives you intrinsics with its attack. Potion of desperation: level teleports you to dungeon level 1, resets your experience level to 1, and destroys all of your items. Heavy armor skill. Enhancing it reduces penalties for to-hit, encumbrance and spellcasting. The only way to train it is by moving, fighting, and spellcasting in heavy armor. Giants can shoot boulders through a sling. Boulders shot this way may crash through the walls or the floor they hit. Rustbane, an artifact weapon that is always rustproof and does double damage to monsters that cause rust. It also removes rust from armor worn by monsters hit with it. If your luck is negative when you dip for Excalibur: "From the watery depths, a hand reaches up to confiscate your sword. You are hit by the blessed rustproof Excalibur!" Scroll of absolute value. When read and given an item which is negatively enchanted, it flips it to the same magnitude but positive. If Magicbane catches a curse when you are playing in the tty interface, the game automatically switches into the curses interface. Transactions that involve handing over more than 500 zorkmids take 1 turn per 500 zorkmids handed over, rounding up. If your Intelligence is lower than 10, you may either overpay or shortchange by mistake, and shortchanging makes the other person angry. Eating a candy bar may return you to your normal form when polymorphed, as a reference to Snickers "You're not you when you're hungry!" ads. Stone to fleshing an altar creates a meat altar to the Lizard God. Stone to fleshing a wall creates a wall of flesh, which is easier to dig through. Potion of addiction: when you drink it, you have a limited amount of time to find and drink another before going through severe withdrawal. Monsters that drink it will violently search out other potions. Mitres (bishop/pope hats) as a common item. They have a base AC of 0 but make it less likely that your god is displeased when you pray. If you are standing on your high altar with the Amulet of Yendor, you can press < to ascend. Chromatic dragon scales can be obtained by polypiling a pile of every single color of dragon scales, which creates a chromatic dragon with nine times as much HP as a standard dragon, a random breath attack, and many random claw and bite attacks. When it dies it drops its chromatic scales. A Big Room variant where you start in an enclosed cage in the middle of the map with a ring of conflict, and on opposite sides are two groups of monsters all from the same glyph. Altars with cushions on them so if you drop things on it without realizing you're levitating, it doesn't break. Also, if you are dropping items while levitating and there is a soft item in the pile on the floor, dropped items don't break. Digging, destroying doors, and using scrolls of earth may cause a health and safety inspector to appear and complain that you aren't wearing iron boots and a hard hat and a mummy wrapping for visibility. Implement an automagnet like many other games have; gold and items lying on the floor get magically sucked into your inventory from a couple spaces away. Use a counter to track how many "effective wishes" have been generated through the whole course of the game (a magic lamp 1, a 0:2 wand of wishing 6). The counter also ticks up when you get a wish from another source. It ticks down when you "lose" a wish somehow, such as a blessed magic lamp failing to produce a wish. When the counter is high, wishing items generate less frequently (the counter ticks down when a wishing item fails to generate because the counter is too high). Reviving monsters (trolls, zombies in some variants) cannot revive if they are killed in ways that thematically should prevent them from reviving, such as being killed with fire. If you are polyselfed into a demon, you might at any moment get whisked off to some combat scene in Gehennom via demon gating. Magic wishile, a spell that grants the monster it hits a wish. Costs 300 Pw to cast and only works on intelligent hostile monsters. Detect when a death was caused by a pet not getting out of the way and append "while blocked by a pet" to the death message. Implement a Pokemon shinies rule. 1 out of every 8192 monsters will render as a random different color than normal, which has no purpose except to confuse you. =_=_ YASI =_=_ User:Phol ende wodan/DungeonOverhaul/ais523 This is a set of comments I drafted in response to ais523's dungeon overhaul proposal when he made it public in the fall of 2017. This is probably a good idea, though I'm not sure how the Excalibur part would be affected if only Knights were able to dip from it like some people want to do. Agree with bhaak - the Rogue level could probably be removed entirely, it contains nothing of particular interest to the (spoiled) player. If I encountered it while exploring the dungeon on the 20% chance, I would say "aww man, not this level again" and feel like the RNG cheated me out of a level's worth of special rooms and loot. The level's value for unspoiled players is minimal, and does not make a strong enough argument for keeping it in the game I may have said this in my response to jonadab's proposal, but I like the idea of the portal dropping you on the opposite side of the level from the exit portal, so you can't use it to return to the Dungeons and take a breather whenever you feel like. I like the idea of Minesweeper being an actual minigame a lot, but it's missing a couple of implementation details - in particular, do spaces with no adjacent mines have no gold on them, or a relatively small sum? If every space were covered by at least one gold piece, how does the player know where to go next? Doesn't seem fair to have the challenge potentially lost before it's begun simply due to RNG. Unlike in Minesweeper, the player is limited in where they can first step, and I'm not sure if you planned to include the mechanic in which if the player's first guess is a mine, the mines will be reshuffled such that there is no mine on that space. Other notes: jumping over mines should be allowed because you get no information about the space while passing over it, but levitating or flying over mines should not work ("Air currents below you trigger a land mine!") because you can nearlook it to see if there is 1 gold piece there. I think farlook might also need to be slightly modified, since it does currently distinguish between one or multiple gold pieces, or mines could just have 2 gold pieces on them instead of one. Hmm. If loot or dungeon features aren't changed up at all, I'm not sure how compelling the levels would be. (The Big Room doesn't have much difference in the way of loot, but it lets you see most or all of it at once so you don't have to hunt it down.) Personally, I like more and better varied special rooms as the mechanism for more variety in the deeper Dungeons. I probably don't agree with the people who say an unwarned Medusa is unfair to unspoiled players, since it's a death you probably won't repeat. (Same goes for cockatrices, mind flayers, purple L, and other sources of instadeath.) There would have to be many luminescent fungi in a Mines level to do any reasonable job of lighting it up. Also, I stand by my comments on jonadab's proposal that the upper Mines to lower Mines transition would be underscored by the upper Mines being fully lit and the lower Mines being unlit (and I think he already did that in Fourk). Luminescent fungus corpses would be interesting if they retained some light, and the radius of the light decreases as the corpse ages. < -- YANI Don't gnomes in 3.6.0 use their candles? Don't unnethack gnomes do this as well? I don't think it's an unworkable problem. Candle statuses could also be implemented as a less informative version of NH4 candles, where they still have a fixed number of turns but their description depends on that number of remaining turns. (Presumably, when the candle changes status, you give the player a message, e.g. short candle to stub has "Your candle's flame flickers low!") I don't think I like the idea of randomly burning down to the next length, because that puts your candle life at the RNG's mercy, where I feel this sort of thing should be deterministic. Also, this is not really related to dungeon design, but an idea that occurred to me is that the increased light radius formula needs some rebalancing. Currently nobody lights up 7 candles at once because it only makes them as good as a lamp, and it's better to use them all one by one for more lifetime; it should be easier to get a radius of 3 and fairly feasible to get a radius of 4 (requiring 49 candles is absurd). Extend this to any sort of peaceful monster will become hostile if it sees you anger a peaceful of its class, so it works on dwarves, gnomes, orcs, elves, gremlins, etc. Humans, or at least "always peaceful" humans, should probably be an exception; you don't want the Minetown priest attacking you if they see you kill a watchman. I've made some effort to make Orctown more palatable by giving it a barricaded general store and better loot, but this has not been tested. I wouldn't be that sad to see it go. I think jonadab's idea for a guaranteed general store, even if small, is pretty good and I would favor it over the two random shops idea here, but this is in context of the current identification game where a guaranteed general store is very good to have. There has been some discussion about making identification less reliant on shops. Interesting. This will certainly influence strategy advice for starting alignment, since only neutral characters can expect a guaranteed coaligned temple. I would say that this might force some artifact rebalancing to occur, since neutrals already have the best artiwishing choices. With that and a coaligned temple, they seem too powerful. YANI: have the Oracle stand on an altar. You could only access it by killing or teleporting her. The problem is that it makes sense for this altar to be neutral too (certainly not lawful or chaotic, unless it's just random). An easy way to make semimaze without actually changing the maze algorithm is to do what the Catacombs do now and add "rooms" which are really just hubs of empty walless space which connect to multiple maze paths. The level teleporter seems kind of annoying since with current behavior, it would require either magic resistance or the willpower to trigger the trap and then maybe trek back from level 2 or 3 all the way down (and yes, the existing Catacombs have this problem). It'd be nice if you could get the cursed teleport before levelporting, but an early character isn't likely to have teleport control anyway. Also, with current monster AI, Vlad would step on the teleporter once you get him to sufficiently low health. Keeping it in purely because it's a reference to the old Catacombs doesn't seem like a good enough reason to me, and I'm not convinced of the argument here for its gameplay benefit. The only problem I think might occur here is that most non-spellcasters might decide it's not worth it fighting legions of undead just to get some mostly useless spellbooks and a few scrolls. There are some obstacles with bringing "non-spellcaster" and "spellcaster" roles together; I'm not expecting this proposal to address them, but it would improve the Catacombs if the lines weren't drawn so solidly. Right, the Mimic of the Mines is not fun at all. I don't quite like the long straight corridors of the Wine Cellar, after a very organic looking branch, nor do I like the somewhat out of place quarter-circle of rock containing the luckstone which must be dug out to reach it. In short, I think this proposal is fine in terms of loot (though the loot being a stable would be annoying if your role can't benefit much from riding, though admittedly that's only a couple of them) but could use a whole different level layout. What is the verdict here on effective level difficulty? 3.4.3 says use the exact Dlvl, 3.6.0 says treat it as descending further, I prefer keeping the level difficulty constant for Sokoban but not sure what this should use. Could we do something like dnethack and make them a separate object, a boulder-like "square crate" which still uses S_BOULDER? That way, instead of defining special rules for boulders in Sokoban, you only have to define special rules for square crates, anywhere. Is there any way to make the fight with the monsters at the end not let the player have, or be able to retreat to, a controlled choke point? As is, the choke point into each Sokoban room makes the fight rather easy. Idea: If this is implemented following the "square crate" object from earlier, trying to fill Sokoban holes with boulders from scrolls of earth results in "There is a thud as the boulder falls down the hole. It disappears without a trace!" and the hole is not filled. I think that both of the ideas for the Arena and Sokoban work if the player can bring in their own cursed gain level. By the time they actually have enough to bypass the branch, they will likely not actually need the prize. Having one and strategically using it to bypass one level seems okay. This Dlvl 6 level seems kind of like a kludge just to make the Arena mechanics work, and a very boring level by itself. Couldn't it be spiced up with something? Since there is no monster generation, could a game be rendered unwinnable by having no digging tools, no potions of gain level, no levelport, and having filled the hole with a scroll/scrolls of earth? Idea: if the player has flying and presses < while on this level, the game will say "Fly out of the dungeon. Are you sure? [yn]" and answering yes will count as an escape (perhaps if the player has the Amulet, it either prevents this or lets the player enter the Planes as normal.) I disagree with the level 14 barrier on the grounds that it annoys players to have to put off the Quest and usually compels them to grind in the Dungeons for wraiths or potions of gain level. Doing the Quest before passing Medusa, unless forced to do otherwise, is ingrained in most people. The obvious solution to the expulsion problem is that the leader and all of the friendlies turn hostile instead of expelling you. Then, you have to kill the leader anyway. I really, really dislike required mazes, for reasons I have already written down (in particular: magic mapping, detect treasure, and digging make the mazes very easy for some characters and very tedious for the others). The good thing is that there seems to be a general sentiment that the 3.4.3 perfect mazes are bad and need improvement. However, some of the things in this proposed branch, such as items generating in dead ends, act as motivation for the player to spend even more time tediously exploring everything. Traps generating on the wrong paths is a good idea; yet anyone who wants items is going to have to explore past the trap anyway. So 1.8 wishes on average, but only one guaranteed, and fairly good non-wish gear as well. Will need to read the rest of this to see the full wish balance implications. (This is much, much simpler than jonadab's Terminus, and I am happy about that.) Edit: Okay, the Tower of Madness allows you to bypass it, but that a) seems sort of like it cheapens the barrier set up here, and b) seems like most players would then prioritize the Tower in order to obtain easy levelporting back to a stash or altar or something. Squeaky boards would probably be the most aggravating type of trap you could put here, because otherwise the graveyards are trivial to clear out with stealth, and seem to fit the "common but not dangerous" theme here. I also want to add more difficult later-game undead, which would presumably make the Valley scarier if it were able to generate difficulty-appropriate monsters. What are the arguments for not using mythological names? Is it about not locking this to a certain pantheon? I don't think naming this river the River Styx and naming the ferryman Charon really breaks that immersion, they are both very well known and still work with the Gehennom = Hell = Underworld concept. Actually, using generic names seems like the developers want you to think of the Styx/Charon but can't use them, for unknown reasons. Idea: put some stray undead on the Dungeon side, and put one or two demons or other Gehennom inhabitants on the other side. They should both roam around aimlessly if the player is not on their side of the river, and not charge towards the player from the other side of the water. You could add the "Do you wish to enter?" prompt to the stairs leading down from the Castle, if you wanted to keep the YAFMC. So this does allow players to bring stashes to Gehennom, and things like that, while only having crossed the River once? It seems like it undermines the point of the River. This is an interesting concept, but I don't know how technically difficult it'd be to make an illusory generated level that can vanish in the blink of an eye. Infinitely farmable items means infinitely farmable gold and credit in shops. Though this doesn't seem to be much of a problem in normal play. It'd only really be a problem if a specific valuable type of monster deathdrop (like dragon scales, or unicorn horns) could be farmed here. Perhaps only monster inventory drops as real items, and special monster drops and the 1/6 random item chance don't appear here. You would also not want to put consumable items on the floor in a way that can be farmed here. Now this is getting interesting. Worth noting that negative intrinsics to which resistance can be gained permanently (like if Healers started the game with sickness resistance, or if poison were a necessary component) should not be used. One thing I don't see in Gehennom proposals by anyone except Amy: special rooms. Gehennom-specific special rooms would be really interesting, and would fit into this level generator really nicely. Do you propose to add "The heat and smoke are gone" and "It is hot here. You smell smoke..." to every branch out of Gehennom? I've heard the extra items proposal before, but the authors never seem to agree on what the extra items should be and why they should generate only in Gehennom when they would also create interesting and varied gameplay if they appeared in the upper dungeon. Any examples of such traps? Like unresistable (so intrinsics don't matter) unblockable (so dexterity or other stats don't matter) high-damage traps? Or magic traps that summon nasties, not just difficulty-appropriate monsters? Just be cautious the traps don't get too Gehennom Fun Patch-style. Bosses spawning randomly on filler levels is good, but something needs to be done about covetousness so the player doesn't face a boss 2 turns after coming down the stairs. Also, I think special levels are fine, as long as they're not "boring lair that is a system of rooms surrounded by maze", these are demon lords with a penchant for evil, and their lairs should be consequently evil. If there aren't enough levels in Gehennom to give everyone a lair, maybe the bosses could be placed in large special rooms, rather than requiring their own level. I think the prevailing strategy among NetHack players is to overprepare until you are reasonably well-prepared to survive anything the game will throw at you. So creating a gauntlet of nightmarishly difficult monsters deep in Gehennom is likely to encourage what would currently be overpreparing. Not sure if there's a good way to turn non-speedrunning players away from this strategy for the average player. Design like this also encourages some of the problems we see with ascension kits: there are a limited amount of ways to bundle all the "necessary" protective effects into one set of gear. On the other hand we don't want to encourage "golf bag strategy" - carrying lots of extra gear and swapping pieces out to best suit each encounter. I think biasing them more towards "regroup" would be better - there shouldn't be too much free stuff there, though perhaps more than in an ordinary Gehennom level. I have many problems with the Black Market, mostly described in my responses to jonadab's proposal, but also applicable to the markets in Unnethack. Briefly, they necessitate creating supposed-to-be-invincible monsters (which applies to both Sam and the enforcers in this case), which don't make much sense from a flavor or gameplay standpoint. They also require creating a lot of new mechanics which only exist on that level (and yeah, this is just design, but lots of new mechanics aren't generally a good thing). maxPw reduction seems ever so faintly cruel to people who don't know about it, and it doesn't really make much sense except as a sort of kludge to stop the player from casting it all over the place. Cursed potions of gain level are a clever way to escape once you get the amulet, but I think level teleporting in should still land the player near the stairs. I prefer robe + shield of reflection for the High Priest, and perhaps he could be buffed a little, but overall, yes. He probably shouldn't be as bad as Cthulhu, or the Elder Priest, or jonadab's proposed High Priest. I like the idea. Gives a feeling of urgency to the ascension run. For extra danger, make the collapses able to occur (not any more likely, but still possible) above the player, bringing down boulders and rocks on their head. This would certainly not work well in vanilla Gehennom, but I think it works well enough in cavernous levels. For best effect, I think collapses should be pretty frequent - only enough to spend up to a thousand turns or so per level before boulder-breaking becomes a necessity. Suffers from the fact that since time is important, most players will ignore such monsters and take a few hits while running past them to the upstairs. At some point (perhaps once out of Gehennom), the challenge could become more focused on battling monsters who are trying to stop you from getting to the stairs and out of the dungeon, and less about speeding past all threats. Monster generation rate does have different parameters when u.udemigod is true, but the implications of monsters respawning in a level I'm not sure about. It seems like it would just add more stuff for the player to slog through. Also, Unnethack's monster spawning on the upstairs can get quite annoying, particularly if you're bringing a pet who likes to eat. Same black market complaint: flavor-wise, One-Eyed Sam probably likes you, but would gain much more by killing you (which his stats allow him to do easily), taking the Amulet, and using its fantastic power to challenge the gods, or something. Monsters that gives you detrimental status effects should be fairly common, then. Though what happens to bad timers like stoning, sickness, food poisoning and the like? I guess if you're alive in here, you have as long as you need to cure them? Do things like the Wizard harassing you and Gehennom collapses still happen in here? Also, it would be funny if something (new monster, or whatever) in this branch freezes you in time forever. This would end your game, but you achieve "immortality", the same as ascending. (In FIQhack, of course, leaving bones on such a level would result in a player monster with a paralysis timer, which of course never times out). No Pw regeneration means that either potions of gain energy / some other means of regaining energy need to be stronger than they currently are, or else spellcasters without good physical combat options will have a very hard time here. (Even though the monsters are less difficult, presumably they won't be total wimps.) This stuff had better be rare, because you don't want a player to spam it on Astral and breeze through without any challenge. Even if it is rare, a player could save it for extra-special encounters and use them to destroy whatever foe they are facing. I wonder if golems should get angry if you attacked a peaceful golem in this level, similar to the gnomes in the Mines. Hmm, the guaranteed lawful altar makes an appearance at last, but this is awfully late compared to the other two. Don't think I like HP and Pw recharging from plain sacrifice; it doesn't affect atheist characters in either case. The Infinite Dragon should be very intelligent in bouncing rays, and have AI that favors staying out of line with the player so it can breathe at them from a safe place where the player won't see it coming. I think it should probably not have frost breath if something more thematic could be used. Perhaps paralysis breath, or slowing breath, or freezing-the-hero-in-time breath (not an instadeath). Is the wand the reason for the level name? Anyway, I am not sure the player should get three wishes dumped on them at once. (Still better than vanilla's 5-7 wishes, though.) Perhaps one wish (using a scroll of wishing?) could be obtained at the Golem Shrine, one wish could be obtained from the Infinite Dragon, and one wish could be moved elsewhere. Seeing Pw locked at 0 would be quite jarring if I didn't know it was coming. Perhaps continue to show it at its current level, and simply block Z from working. What happens if you try to use a wand or magical tool here? I doubt it would consume a charge, but it shouldn't go all the way and disintegrate the wand either. What about if you read a scroll, drink a potion, etc? They would be consumed without any effect? Yeow, I assume all beneficial properties of armor, including extrinsic resistances, are suppressed here. In that case, the danger is that players will feel compelled to obtain as many intrinsics as they can before trying this tower, which while never a bad idea probably shouldn't be actively encouraged. Note that any (natural, not magical) elemental damage is likely to be disproportionately damaging here. Ice devil attacks, for example. Since they can't be resisted by normal means. I don't think the current combat system provides much for resistance to different weapon types. I toyed with the idea for a bit in my proposal but left it out because of golf bag strategy. Of course, golf bag strategy might not be a bad thing here, since you can just pick up some gear and ditch it when you leave. Note that in vanilla, the only gold objects that exist are the Candelabrum, gold pieces, and the gold ring. (Okay, there's also the gold spellbook and golden potion, but realistically, some other objects might want to be made gold, or new gold items added, or the object materials patch applied, or something.) PLEASE no mandatory tutorial. Even if it could be disabled in options, I don't like it defaulting to on. And of course, if it defaulted to off, nobody would use it. A tutorial might make sense in NetHack 4, but this is NetHack. It doesn't care whether you die or not. It also isn't going to tutor you to make the game easier. I think the Guidebook works fine as a source of education for new players. Also make rock traps potentially drop a boulder on the player's head instead of a rock, which the player is likely to shrug off like nothing. Boulders should also generate embedded in rock occasionally, which are obstacles the player should route around (or blast through, but that'd take longer). This will be bad if the earth elementals decide to converge on the player all at once in a narrow corridor, blocking their escape, like they do in vanilla. Perhaps they only give chase if they sense the player near them. It'd be interesting if this attack (and nothing else, except maybe the below inferno) could take items from "thoroughly burnt" to "burned away" and destroy them, like in Grunthack. That basically requires you to use gold detection. Even a crystal ball is dangerous to use, because you might be out of it long enough for the inferno to reach you, and you can forget about using the erratic Amulet for anything. I really like the idea of the advancing wall of fire, but not so much its execution. Not sure I like it. One improvement I can think of is to surround the exit portal with several monsters, making it highly likely one of them will wander onto the portal and automatically reveal it (and even if they don't, a player that knows this will be able to guess well enough.) Not sure I'd consider it a balance issue that the number of altars to check is basically down to RNG. On one hand, getting the first altar on the right try can score a good first ascension for new players who wouldn't survive getting to all three. On the other hand, it can reduce the challenge for someone who can definitely handle one altar, but might not make it to two or three. There is a problem with enemy makeup: it is disproportionately Team Ant due to priests. This is not fun and makes it even more of a wade through enemies than it would be otherwise. I favor blocking the priest AI from selecting this spell on Astral (and in the Sanctum too). I like the idea of player monsters not being affected by conflict whatsoever. FIQ, I believe, has gone even farther and proposed that the angels and priests (or anything not affected by Elbereth?) not be affected either, which would make conflict pretty marginal, and perhaps that's the way it should be. What if you blow up your bag of holding or something? I imagine it doesn't reconstitute with all of its contents intact. Not that it really matters here, but it'd be annoying to have to punch everything to death because you were a smart aleck and decided to destroy all your gear. Should monster summoning work here? What if you managed to beat the odds and survive an Archonstorm? Are they going to show up at the end of Endgame (with the highest difficulty) and create another one? Also, would unique monsters generate here? Overall Endgame thoughts: I do not much like it, but I can see how preferences might vary. I don't really like the idea of a cutscene in a turn-based game, and I don't like the on-the-nose way it pits score against patience. If the bonus score were removed so there is no consequence to press < immediately for the impatient player, it'd be much more palatable. Also, "Endgame" is perhaps not the best name for said level, if only because In_endgame() is already widely used for the whole Planes region. Not sure the game should take this much effort to say "your ending was bad and you should feel bad". It's a lot crueler than simply dying on Astral. Wait, Endgame can break conducts? That's ridiculous, especially since all the end-of-game stats have already been recorded. It'd be much simpler to just ignore conduct breaking here; lots of other things are being ignored. Okay, the prospect of an empty Astral is just spooky. I like that. Though, in this case, you still haven't acknowleged the gods, so where do you end up if you overcome all these final obstacles and enter the portal? Do you still ascend? You don't appear to gain Immortality... You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User:TNT/News =_=_ User talk:TNT/News To fetch this automatically, you can use something like this on a Unix system (you may have to install lynx and/or sed): =_=_ User talk:Jack Of Clubs You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User talk:WarriorX90 You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User:Phol ende wodan/BardScratchpad This is a proposal to add a new role to NetHack, the Bard, and ensure it has interesting and varied gameplay. Many community members have expressed interest and contributed ideas towards the addition of such a role. The Bard is not intended to be particularly similar to the Troubador role in dNetHack or the Bard in SLASH'EM, though it takes some ideas from the patch. The issues with those implementations are that bards cannot effectively play to their main strength (area buffs and debuffs through magical songs) early in the game, and their game is somewhat still based on the player taking an active hand in combat. Instead, the Bard needs to excel at performing songs to empower their allies and harm their enemies from the get-go, and starting with a little dog or kitten is not going to cut it. Thus, the Bard begins the game leading a party of three other adventurers, which are tame NPC player monsters of various other roles. The Bard is the obvious leader because they are the only one under the player's direct control, but the others are expected to do nearly all of the fighting. Instead of using music to duplicate the effects of a limited set of spells, the Bard uses new songs, which are focused less on helping the player directly and more on affecting an area in the player's favor. Songs can be played by any role, but the Bard excels at it. This is not yet a complete proposal, and some components are not fleshed out yet. If you have ideas or criticisms, please post them on the talk page. The magic whistle serves to prevent headaches in herding all of the other adventurers to the stairs, and the wand of undead turning is a somewhat kludgy solution to the problem of one of the other adventurers dying. The Bard is thus granted two free resurrections of the allies before they need to either find another wand or master the Elegy to the Fallen. Not quite sure on what this should entail. Probably Orpheus should be involved somewhere, either as the quest leader or in the artifact (taking the idea of the Lyre of Orpheus). The quest should either be themed around a competing musician, or around something that wants to bring silence across the world and end all music. I have some half-formed ideas about having the quest be a journey into increasingly magically silent locations, with monsters that cause deafness. The Bard's abilities will become less and less useful as this quest progresses. Either way, the quest artifact should probably be a magic flute or harp, so it enjoys the benefits of having magical charges and being able to play all songs. Then it would probably have some additional carry affects, and its invoke effect could be to recharge itself. The Bard is expected to kill very few things on their own. Because of this, gaining levels normally will be very arduous. Therefore, the Bard gets a special role bonus of experience sharing: the player receives one-quarter of the experience points from any monster killed by their allies. This is raised to one-half of the experience points if the Bard is playing music at the time. The player is therefore able to see whenever a pet kills something even when it is out of sight, but this is fine, because the Bard can probably hear it anyway; see below. Another small role bonus of the Bard is very good hearing. This allows them to hear which gears turn and which tumblers click when attempting the passtune ("You hear a tumbler click on the second note. You hear a gear turn on the fourth note."), so they can figure it out faster. Their good hearing also enables them to detect where a monster stepped on a squeaky board trap, and the game will place an on that location if they can't already see it, regardless of how far away it is. Music skill is the biggest factor in whether you will succeed at playing the sequence of notes you intended to. The goal with this is to make music accessible to other roles, and not only for the Bard. The Bard is the only role that can reach Expert music skill. The Tourist can reach Skilled, and the Archeologist, Monk, Rogue, Valkyrie and Wizard can reach Basic. This skill is trained by playing a full turn's worth of notes correctly, or by practicing songs from a songbook. It will need approximately 200 trainings to get to Basic, 1000 to get to Skilled, and 4000 to get to Expert. Music skill level should probably also scale the effects of songs, but the details for this are not worked out yet. The party members are intended to be somewhat weaker and more poorly equipped versions of their own roles. In general, the game should give the party one melee fighter (Knight, Valkyrie, Barbarian, Samurai, Monk, Caveman), one ranged fighter (Ranger, Rogue, possibly Tourist), and one magic user (Wizard, Healer, Priest). The Tourist, Healer, and Archeologist start out so weak that it might be a challenge to keep them alive in this game, so they might be ineligible. The inclusion of friendly spellcasters in the party means that some work probably needs to be done with monster spellcasting, so they don't just charge into every battle and try to punch everything to death. The adventurers' race will match the Bard if possible, and will be done in such a way that no starting team will contain both elves and orcs. Their starting equipment will be reduced in such a way that the Bard should not want to take their gear for himself and ditch everything else, and so that early bones are not overly rich with items. This involves taking away any magical items they would normally get. They also each get at least 2 food rations, so the Bard doesn't have to run around finding food for 4 different people right at the beginning. Songs are the main feature of the Bard, and they provide a variety of magical effects that indirectly influence the outcome of a battle in the Bard's favor. Because the player usually needs to be playing the song for these effects to matter, the player can't take advantage of them on their own. There are some combat-agnostic or non-combat songs, but their uses are limited. The idea is that any song should be good to use with the starting party (unlike some starting spells). Each song is a randomized-per-game sequence of ABCDEFG notes, of varying length. Producing the music depends only on playing the sequence of notes correctly; it doesn't actually matter how well you know the song. Thus, it is possible to play a song without actually knowing it. However, brute-forcing is discouraged both by having more useful songs be too long to attempt within a reasonable amount of time, and by making many songs not identify in typical safe circumstances for brute forcing. Songs are indeed a form of magic, and have an associated Pw cost, but it is not very high. Pw drains slowly, one point per a certain number of notes, as you play the song. If out of Pw, you are still be able to play the notes, but magical effects won't happen. Songs can be learned via songbooks. These are class items of weight 20 that contain one of the sequences of ABCDEFG notes that corresponds to an actual song. Playing these notes is equivalent to playing the known song. You produce the corresponding effects either at the end of the song (for songs without continuous effects) or on each turn where you played all five notes properly (for songs with continuous effects). The longer a song is, the more complex and powerful it is, and the harder it is to play correctly. (This is accomplished by evaluating the success of each note in the song). Song lengths are fuzzed somewhat, so they cannot be trivially identified based on length. Existing musical effects (pacifying nymphs and snakes, putting monsters to sleep, charming monsters) are either migrated to short songs or dropped (see below). Balancing songbooks against spellbooks for generation purposes might be a bit difficult. They can both be used by any role, but spellcasters are likely to get frustrated when they get songbooks they can't use rather than spellbooks, and bards are likely to get frustrated when they get spellbooks they can't cast instead of songbooks. Possibly, the book generation rate needs to be increased. Songbooks do not go blank through repeated use, and can be used for practice indefinitely. However, polypiling a songbook will always produce a spellbook with one read charge remaining, so you cannot farm different songs through polypiling. Songs also do not have memory like spells do; once you know a song you know it for good. Amnesia will not remove it from the song menu, either. Songs are intended to be melodic, which means that leather drums get a bit shafted here. Drum songs could be randomized using three or so notes (different sounds produced by hitting different parts of the drum) but that's not a great solution. It is now impossible to play flutes, harps, or bugles while wearing gauntlet-slot armor, for obvious logistical reasons. The message is "You can't play your < instrument > with gloves on." You cannot play songs on a drum either while wearing gloves, though you can still beat a deafening row or use a drum of earthquake. As mentioned above, magic harps and flutes don't have their current effects of taming and sleeping. Instead, they guarantee that you will play every note successfully, for up to a maximum of 10 turns. I think this will be useful for both bards and other roles. All instruments require two hands to play; if you are wielding a weapon or wearing a shield, you will not be able to use your instrument. However, you do not actually need to wield your instrument in order to play it; this is in fact a Bad Idea, since it may break the instrument. The existing system of monster equipment and item use is not really sufficient for a bard, who has to manage three other characters' gear as well as their own. Some substantial changes are required to make this less of the headache it would currently be. These don't apply only to the bard; any role will be able to take advantage of the new system. Second, while allies will still pick up gear from the floor and equip it, they will by default favor any item the player has given to them (this would probably be accomplished with an object flag that is set when the player gives the ally somehing and removed when the player takes it out of inventory), in order to prevent cases like an adventurer on the Plane of Fire taking off his player-given red dragon scales in favor of some nice AC 8 plate mail, and they will never drop such an item. An option will be needed to restore the vanilla behavior, if the player wants to let his allies be pragmatic about their choices of gear. Third, allies will never use items that the player has not formally identified (because they don't know what it is either), and they will only use items defensively, unless the item was given by the player, in which case they may decide to use it offensively. Implementing strategies where an ally in distress uses unidentified items, as a player might, is likely to backfire. I am not sure whether allies should use miscellaneous items, because they are likely to do so when not strategically significant, and this is probably more annoying. Fourth, to avoid player headaches, allies will never wield or wear known cursed gear. Player monsters might need to be able to detect curses passively (without being a priest); this is consistent with other pets, but seems out of place for other starting adventurers. It might be necessary to avoid having the game turn into a lug-everything-to-an-altar-fest, though. A possible middle ground is that allies will pick up cursed gear when its beatitude is unknown, but will not wield or wear it. Intelligent pets will never attack always-peaceful monsters or peacefuls of the same monster symbol (humans and elves use different monster symbols, and can attack each other). Tame player monsters (perhaps this should extend to all intelligent pets as well) will never attack peacefuls, either, unless aggravated. Intelligent pets will never eat food off the floor if they have suitable food in inventory, and will not pick up corpses. They also will never commit cannibalism (eating any corpse or tin of a monster with the same monster symbol), which prevents the party from eating the corpse of one of their fallen buddies. The bug (?) where a pet that takes one bite of a corpse fully destroys the corpse, regardless of how long it actually spends eating, should probably also be fixed so that it only changes it to a partly eaten corpse. All player monsters are omnivorous (this could probably be accomplished by making all the base races omnivorous so no special case is needed.) We do not want players to have to type out songs manually at any point. The song menu should list every song that the player knows is an actual song (having studied its songbook), and allow the player to play it with a single button press. It should also list things like chance of failure, Pw cost, and minimum number of turns to play. Interruptions to music are going to be tricky to get in a form that satisfies everyone. Perhaps this will require interrupts to be classified into "weak" or "strong" versions, wherein a weak interrupt (e.g. becoming hungry, or a monster across the room opening a door) will not stop the song, whereas a strong one (e.g. taking a hit from a monster, having a monster move adjacent, or becoming Weak) will stop it, and force the song to be restarted. Or instead of weak and strong, they could simply be numeric, and give the player an option to control which level of interruption they would like to stop their current occupation. Makes tame player monsters temporarily attack peacefuls. Other pets will ignore their usual HP and level checks for whether they should fight a monster, and will always attack any monster they can reach that is not the player or another pet. Healing Hymn 10-15 2 Yes Allies and player Regenerate 1 hit point per turn for the duration of the song Never Aria of Dismay 13-18 1/3 Yes Hostiles Occasionally flee for d2 turns, not long enough to escape the fight, but long enough for allies to get some hits in. Never Elegy to the Fallen 25-30 1 No Corpses of dead pets Returns the corpse to life Only if it returns a corpse to life Lay of Protection 4-8 1/3 Yes Allies Treats as if they have 1 extra point of AC. Not sure if this should scale up with skill level. Never Ballad of Perplexity 8-13 1/4 Yes Hostiles Occasionally confuse for d4 turns When you see a monster become confused Lullaby 13-18 1/3 Yes Hostiles Occasionally put to sleep for d4 turns When you see a monster fall asleep Minuet of Light 4-8 1/3 No Allies Allies in range become light sources of radius 2 for the next d20+20 turns When you see this affect an ally Elegy to the Fallen is not intended to be mastered till around the Quest, but may be possible to use somewhat before then. Obviously, if the bard dies, none of the other party members will be able to play the song to resurrect them. There should be a song like Inspire Courage, which increases ally damage, but it should either scale or have more complicated and powerful versions. Drawing on notes from the bard patch's author, it seems like the main way to balance songs is to make their effect small, or not linger long after the song stops being played. Bard bones may be problematic, since the next player will encounter three fairly well-equipped player monsters. Perhaps they could simply hang around the grave listlessly and are peaceful unless someone else steps onto the grave, at which point they turn hostile. Also problematic, for class distinctiveness purposes, is that the Bard is usurping the Healer's role as de facto petmaster. Healers are now strictly worse at pet-wrangling, and don't really have any combat method they excel at anymore compared to other roles (healing isn't really that useful in combat). Combat avoidance is a possible route for them to take instead, but the class overhaul proposal calls for that to be Archeologists' specialty. I'm tempted to add some silly but useless effect for when the Bard is playing a song, or improvising, while standing on a squeaky board that has an sharp or flat note sound; this enhances the range of notes they can play, obviously. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. So save-scumming is evil: I'd never say otherwise. The whole point of Nethack is one character=one try. Trying to manipulate the game so that you have more than one chance with a given character is the very definition of poor sportsmanship. I have never save-scummed in my life, as far as I can remember. That being said, Nethack is an absurdly difficult game, with a very precise game balance: Nethack is not only unfair, it's unfair to a very specific degree. Nethack doesn't commonly throw the player anything that an expert couldn't handle. That is to say, it's tough, but it's not cruel (no matter what we might say after having YASD). =_=_ Talk:Qt In the meantime, if you're like me and hate all the other Linux UIs (while not wanting to go back to console mode), I recommend running the Win32 UI under WINE; a few minor graphical glitches aside, I've been able to play it up to a YASD on the Astral Plane without any problem.--TNT (talk) 22:32, 10 October 2017 (UTC) For how to use Qt on macOS, the instruction "use hint file" is so vague it is unusable. I've just spent hours on this. The hint files are Makefiles. I've managed to enter the makefile in the XCode project as a subproject and compile it. This after hours of trying to figure out what "use the hint file" meant. But it still does not make my Nethack executable use Qt. What does "use hint file" meant? Can someone who know please tell in a way that makes sense to someone who does not already know? Thank you. =_=_ User talk:Meathead013 You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. In one of the mines in mine town I hired a warrior for 5000 credits, all the money I had. Anyway, he's now intermittently attacking me and my pets. Apparently Berserker in this game means attack who's ever near you including your allies. Which is kind of stupid to be honest but that's the way it is I guess. What variant are you playing? This isn't any variant of nethack I recognize. Nethack also uses gold, instead of credits, and doesn't have any hireable mercenaries (particularly not lawyers). --EasterlyIrk (talk) 16:28, 11 October 2017 (UTC) =_=_ User talk:Aaron Rotenberg You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User talk:StinkyGreene You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User talk:Jonadab/ClassOverhaul I agree that the original proposed caveman restrictions are too harsh. I think a Caveman should still be capable of wishing and genocide, since they are too good to be removed entirely. Shops are still usable by the Caveman, so no problem there. The caveman cannot #chat to aligned priests, except for the one in the Quest, so priest services are also still on the board for the most part (after reaching XL14, that is). The flavor for wishing is as follows: a wish does not require you to verbalize "I wish for...", nor does it require you gesturing to an item. Instead, all the character needs to do is think really hard about what they wish to have more than anyone else. This means either that the Caveman can wish normally, or perhaps the Caveman can wish for any item they know in their discoveries list, with no restrictions for enchantment, erosionproofing, etc. The flavor for genocide is similar. The Caveman only needs to imagine the monster they want to genocide, and it will be done (note that they can never get a blessed genocide). The exact mechanics of communicating to the character that they have the opportunity to genocide. If we still want to have a restriction on this, it can be limited to any monster the player has previously seen (or killed, which may be easier to implement since the game already tracks that.) =_=_ Forum:What is considered 'early game'? I hear talk that NetHack's 'early game' is by far the biggest challenge to overcome. So, what constitutes 'early game' in NetHack? What is the point at which the game generally gets either more forgiving, or I assume you become OP enough to get on a little easier? =_=_ Forum:Inventory Management Ok, so I'm a new player. Bottom line, I'm looking for tips on inventory management. I just finished Sokoban and then went back to the Gnomish Mines where I cleared out OrcTown. C'mon, this is crazy. I have entirely too much stuff. I can't even lug around the 5k in gold/Zorkmids. I have the GoP, but even trying to put stuff into a bag doesn't really help and I still end up Burdened. What's the ideal strategy here? I'm playing a Val so I'm dropping all spell books. I'm ID'ing scrolls and potions as much as possible. I'm carrying a good amount of food, but nothing obscene. Thanks in advance for any insight you can provide, or any links to articles (here or elsewhere) that my provide some strategy. Well, the answer is, shortly, that you're going to have to hide some of your stuff. If OrcTown is totally clear of hostiles, find a room, put anything you don't imminently need inside, then close it and lock it from the outside. If you find yourself needing any of it, you can always go back, since OrcTown should be pretty easy to get to once you clear out the upper mines. Drop all but about 500 gold in there too, using the command "dX$," where X is the number of gold pieces you want to drop. I'd say write Elbereth on the square you drop the stuff on, but the new devteam messed up Elbereth, so you don't have that trick anymore. Grumble grumble... You should find out what the best armor in your inventory is... for Valks I recommend mithril, of which you may have found none, or as many as three or four. If you have none, use chain mail, which you should also have found. It's the best compromise between AC and weight barring mithril. Scale mail, plate mail are too heavy and ring mail is too weak, but if you only have one of those, run with it. Wear the best cloak you've found, helmet, hard shoes (the most enchanted piece of each), and keep your starting shield. Put a dwarvish helmet, shield, the second-best piece of body armor and some hard shoes in your stash for backup and sell the rest. After you've settled on your armor, here's the hard part: if you can't carry it with your armor and still be un-encumbered, you don't need it. Gems should be in your stash rather than your inventory, any unidentified scrolls, potions, amulets and rings (if you're not about to ID them). Keep two food rations if you can, and any rings you're actively wearing. One offensive wand is good if you can carry it, maybe two, but any other wands need to be in your stash. If you're still encumbered, your Valkyrie might have the lowest possible strength stat, in which case you're going to have real problems... Potions are slightly safer, but there's still the chance you might be paralyzed, damaged by acid, sickened, or made permanently invisible. You also might get polymorphed into a helpless form, destroying your body armor in the process. If you have a ring of polymorph control, you might be able to take the other risk factors. Maybe. Price ID'ing works here too. Rings and amulets are the absolute worst about this. Cursed invisibility? Not pleasant. Cursed teleport? Game-ending, unless you get lucky and manage to uncurse it. The same goes for cursed polymorph. There's an amulet of strangulation, and it's usually cursed. And I don't think Price ID'ing is usually as helpful here. Scrolls of identify are usually 26 gold, and they're the only ones that are. Make it a high priority to buy every one you find. Hi, I was hoping I could shed some light on your STR stat. You said they were "25 (current, base: 14, max: 18/01)" I'm pretty sure that means that you are wearing Gauntlets of Strength, and therefore have a current value of 25. Without the Gauntlets your STR would be your base (14) and if you took off your Gauntlets and tried to naturally raise STR as high as you could, you would only be able to achieve 18/01. As for your inventory woes, my strategy is to set up a "stash" - one or two containers in a safe location. Different players have different requirements for their stash locations. Some like it on the Sokoban levels where boulders are abundant and where teleporting is not allowed. I like to set it up on a higher level, usually near the downstairs somewhere near levels 3 or 4 so that it is easy to reach from OrcTown and Sokoban while setting up the early game. Tips: A wand or spell of Locking is great because you can seal up your room and leave it unreachable to most monsters. You can inscribe Elbereth, or use a scroll of scare monster under your containers to keep monsters off of them. I also drop a cursed junk item on the same space as my containers to keep my pets from stepping on them, because if they're strong enough they will pick it up and relocate it for you. Thanks Crazyteeth, that is helpful. I still don't understand the actual STR stat, though. I have read the Wiki like 100 times and I can't make heads or tails of it. So, STR 18/01 means 18 and 1% towards 19? I can't even begin to explain what I think it is because I have no idea. I know STR caps at 25, but I never get numbers between 18 and 24. This game is HEAVILY influenced from the D & D rules at the time (2.0?). The STR system comes directly from D & D. In D & D a stat jump from 18 to 19 is huge and normally 19+ stats were reserved for non-player monsters or characters. It was possible for PCs (player characters) to obtain 19 in a couple of stats depending on their race and initial stat roll, but this was somewhat rare, and no baseline rules included a possibility to obtain a 19+ STR (originally). So I think this was a way to reward a STR-based character that rolled a natural 18 for STR by allowing him to roll again with percentile dice and get his new adjusted STR of 18/**. Which would be a higher number and give better bonuses as such, but would not reach the level of 19 (demi-god stats), even at 18/00. It is not a percentage of advancement towards 19, just an added bonus that improves based on a scale of 1-100. For instance a Wizard that rolled a STR of 18 could never get 18/01 or higher at creation because he is not a STR-based class, but later in the game if he were to get a STR increase, it wouldn't even touch the /** scale, he would jump right into 19 from 18 (IE super stick of STR +1) The new stat is treated, on a list, just as you would treat any other incremental advancement of a stat: don't get hung up on the /**. You just treat the next set of /** ranges as you would a regular increase of numbers in a chart. so your bonuses grow with each new step up the /** chart. Also, the stat blocks are the same until you hit the next block. meaning 18/01 is the same at 18/50 and everything in between. The next magical number you would want to hit would be 18/51 for the next increase in bonuses. In retrospect, as I write this, I think it makes more sense when you look at it from a new D & D player's perspective. You aren't aware of all the stats, and that giants have up to 25 STR and that gods and monsters can have inflated stats and all that. You just want to have a good time rolling your character and that dude called the DM over there said your stats can range from 3 to 18. So when you get all excited for hitting the cap 18 STR on your warrior and then the DM says, nice now roll percentile dice, it just becomes "how it works". All you know is that your 18/23 STR is better than the rogue's 18 STR. (Suck it rogue!) Yeah you are right that it makes more sense in that context. It's a deeper rule; a rule set on top of another rule. The problem with NetHack is how they throw it at you right out of the starting gate. I like putting a stash of items next to the downstairs of the level before I am currently on, if items make me burdened. Especially while exploring the Mines. It makes it so there is almost no way a monster can grab that wand of death you stashed. Sell what you can in Minetown (if OrcTown was not generated) and return your stash(es) to sell/Price ID the next batch. --User (talk) 20:57, 10 January 2018 (UTC) The first server (hardfought.org) was the master server where players registered their accounts; the other two remote servers synced the accounts from the main server (once per minute), and did not allow registrations themselves. Configuration files (rcfiles) were not synced automatically, but the dgamelaunch menu on each remote server could be used to copy the rcfile from the master server. There was also a web-based rcfile editor available at https://www.hardfought.org/nethack/rcedit/rcedit-dn36, which was the recommended way to create a configuration file. The state of challenges was shared between the servers. At the time of the tournament, the best way to contact the tournament organisers was via the #devnull_nethack or #hardfought channels on the Freenode IRC network. (Nowadays, #hardfought is almost certainly a better choice.) =_=_ Nemesis =_=_ User:Phol ende wodan/Quest level redesign This is a proposal to modify the levels of the various Quests to make them more thematic and less bland and boring. The current Quests don't really emphasize this very much in their level design. Currently most of the interesting portions of the Quest are the home, locate, and goal special levels, as well as the specialized set of monsters that occupy the branch. But the filler levels in particular tend to be either boring cavern levels, boring cavern-fill-with-water-or-lava levels, or boring room-and-corridor levels, and about eleven of the thirteen quests finish in some sort of cave or underground building. Ideally, every quest's filler levels would use unique generation algorithms, or algorithms with parameters that can be tuned to generate sufficiently distinct levels. Additionally, the Quest seems to use the concept of the downstair somewhat oddly; it makes most of the quests seem like they consist of descending into the basement of whatever structure is on the home level. No quest is actually flavored like this. The downstair is, of course, necessary to make level traversals work, but since the player can't use the downstair until given the Quest anyway, there's no particular reason it needs to be contained inside a structure. This proposal will also take the opportunity to revise the special levels as appropriate to remove annoyances, such as the infamous Ranger home level. It will additionally make minor changes to quest flavor or narrative where appropriate if the levels could be more compelling that way. The goal here is not a full Quest overhaul, so things like leaders, nemeses, and artifacts will not really be covered. This assumes that none of those will be changing; perhaps the quests could become even more unique and varied if I used the freedom to change any of this, but the scope of this proposal is large enough as it is. The Archeologist special levels are nothing particularly amazing, but they are pretty good. Given the ridiculously low stakes of the quest (oh no, budget cuts!), I'm not sure why the College of Archeology is a fancy building in a big field that has a moat with dangerous sea monsters in it. The level could be redesigned to fit a college-type setting better, with other buildings, walkways, trees and maybe a fountain or two. Since the quest does not take place in the College of Archeology's basement, the downstairs will be placed somewhere on the left edge of the map, opposite the portal (or else the right edge and the portal will be placed on the left edge). The upper filler levels consist of the Archeologist on a trek to get to the Tomb of the Toltec Kings. As such, the current room-and-corridor levels make no sense; the player isn't going through a dungeon to get there, they are walking across the surface. Therefore, these levels should be changed to resemble a jungle, with many trees, swampy areas of water and sea monsters, and probably some boulders and rock outcroppings. Possibly dead branches, in the form of +0 quarterstaffs, could be scattered about, which would provide extra hiding places for the many snakes. Stairs should be on opposite ends of the map. These levels should pregenerate with jungle-type monsters like snakes (various kinds including pythons), jaguars, tigers, lynxes, crocodiles, eels, etc. The Tomb of the Toltec Kings is a pretty good level, but suffers from appearing like a square building in a big open field. If it was intended to be some sort of a step pyramid, it doesn't act like one, because you can't see inside as one would expect to be able to look up a pyramid's slope. NetHack lacks the terrain types and concept of height to make a realistic pyramid, so perhaps it should just be reshaped into a tomb entrance carved out of a mountainside on one end of the map, with the upstairs being on the other edge, and the jungle terrain persisting until tapering off near the entrance. There are some well-ordered human or clay golem statues outside, and some more statues inside. Inside the tomb are all the nasty traps one would expect to find in such a place, and the pits and spiked pits outside remain. Something else that is unnecessary but neat would be making small crypt rooms with human mummies (the Toltec Kings themselves). Now the Archeologist is actually descending into a tomb, so the downward direction makes sense again. Room-and-corridor levels do work, to some extent, but ideally this would use a new "tomb" filler level generator which generates adjoining non-rectangular rooms with short or no corridors, heavily biases towards secret doors instead of ordinary ones (it'd be neat if you had to come back with the Orb of Detection and use its powers to find all the nooks and crannies you missed), and places lots and lots of traps. Several bats are pregenerated in these levels, a fair bit of loot biased towards gold and gems instead of items, and probably several (sleeping) mummies as well. The Crypt is fine as levels go, but lacks something in that large portions of it aren't really necessary and it only takes about 20 steps to reach the Minion of Huhetotl. It could be enlarged and reshaped to be less radial (though a sunlike shape of the starting room would be cool). The easiest solution would probably be to randomize the location of him and the altar, but adding in more interesting traps, treasure (because how can an archeological expedition not have lots of gold, gems, and ancient artefacts to loot?) and mummies is also something that could work. Later on I had another idea for a better direction to take the quest storyline in (while the above is an improvement, it still follows the same bland quest pattern as all the others). Instead, pattern the story after Raiders of the Lost Ark: the College of Archeology is not in any danger and does not contain any enemies (perhaps not even any hostile spawns); Lord Carnarvon's quest hook is that they've discovered that a rival team of ruthless archeologists has located the quest artifact (probably no longer the Orb of Detection) and is after it. The rival team is better-funded, more numerous, and won't hesitate to kill you (though their leader, the new quest nemesis, might have some lines offering for you to join them instead). You must retrieve the artifact before they can get away with it. The Barbarian quest contains a single upper filler level - an empty plain spanning the whole map - and standard caverns for lower filler levels. The feel of these levels is sort of empty plain without much vegetation, which means that in general there should not be as much of an impetus to fill them with stuff. The Camp of the Duali Tribe is pretty good, except that of course the downstair should be moved to the left edge of the map. The trees on the right side of the map should be made more sparse so that there are only five or six of them. The somehow magically-not-filled-with-water spiked pit interrupting the river will be replaced by a normal water space, and several boulders will be generated on the right side of the level which can be used to cross. The outbuildings should be a bit more scattered than they currently are, some of the quest friendlies should be placed there, and none of the structures should have doors, because this is a camp. The upper filler level is supposed to be a desert, so its openness fits. The stairs, of course, should be restricted to be placed on opposite edges of the level. Maybe some rock outcroppings or boulders could be placed here, but it's not very important. However, there is not much of a reason for it to be dark that I can see, so it should be made lit up again. The left side of the Duali Oasis is pretty much fine, except there should not be land bridges connecting the island to the opposite shores. It's sufficient to make a "ford" where the river gets broken up enough to walk across either above or below the island, and put two or three trees on the island. (Shallow water would be nice here, as well.) The river is moved to the right until it becomes the centerpiece of the level, and the various outbuildings are circled around the island. They generate with doors open. The big hall with the items in the storerooms is still on the right side of the river, and contains two normal open doors on either end. The rest of the quest is fairly sparse in loot, so perhaps the storerooms here should get some additional loot. Some of the ogres and trolls could be placed in the outbuildings. The rock on the far side of the level is removed, with just the downstairs on the right edge. Lower filler levels are savannah levels, which is basically the same desert + outcroppings + boulders, with a very few scattered trees, with stairs on left and right edges of the map as usual. (If grass terrain is added, the floor should be grass, as well.) These levels could be dark unlike the upper filler; this could be flavored in the locate level entry text as being during sunset. The goal level continues the savannah filler theme, but Thoth Amon is in a tight cluster of small buildings on the far right side of the map, standing on a cross-aligned altar as before. The buildings are ruined and have doorways without doors. The exact arrangement of these buildings is not important, except that Thoth Amon is not visible until you get pretty close to him. When he sees you he will attack immediately. There are no monsters in the buildings nor around their far side; the buildings are instead fairly heavily trapped. Should you become trapped, Thoth Amon will also wake up and attack. The Caves of the Ancestors have a similar minor problem as other cavern special levels: there is a fair amount of dead space that is not important to traversing the level, unless some desirable item generated there. Other than that, the main logistical problem with the level is that the stairs take you even deeper into the caves, while clearly they are not the same caves as the Dragon's Lair. Shaman Karnov's recounting of the attack and other quest text indicates that the Dragon herself attacked from outside, and then retreated with the Sceptre of Might to her own cave somewhere else. Therefore, part of the right side of the home level should actually be outside the Caves, with the magic portal placed in an antechamber near the entrance, and the stairs should be on the open right edge of the map, meaning you have to go into the Caves to be assigned the quest and come back out again to go to the next level. Parts of the caves may need to be shifted around since the current chambers on the left and bottom will not have any use anymore. And the diagonal choke point should be abolished forever. Because you have to move from one cave to the next, the upper filler levels should be mostly open. The type of terrain here could really be anything - trees, water, ice, clouds, rocks - as long as it's sufficiently wilderness. A good suggestion by someone was to make these levels heavy snowstorm - moving clouds, ice, little vegetation, low visibility - based on the Cro-Magnon climate. Similarly, the Dragon's Lair should be a large cave entrance with an open left side of the level tapering down to it, not a full-level cave system. Its narrow corridors should be widened a bit and the pathway to the downstairs should be fairly straight, because as the quest text states, this is how the gigantic Chromatic Dragon travels to and from her lair. The secret door makes no sense and should be removed. A bugbear corpse or two (carrion) and some semipermanent and burnt engravings of things like "----" and "///" and "\|/" (claw and burn marks) scattered along this route might not be out of place. The dead space in the caverns should, again, be cut back on or given something interesting. Like the Barbarian, the trek through the lower filler levels is just a descent into a nondescript cave for the most part, so cavern fill works here but doesn't really have any strong flavor. More carrion and burn marks are probably good to have, but the level overall still seems bland. Tiamat's Chamber is fine; you can't really go wrong with a large open area here for a boss fight. The hexagon is a little odd for a dragon's lair because it's such a regular shape, but it doesn't seem like much of a problem. Tiamat herself should perhaps not speak, being a dragon, when the other dragons in the game can't speak. The Temple of Epidaurus is mostly fine, but the building should probably be enlarged a bit to make its silly tiny 1-wide rooms at least 2-wide. As always, the downstair should be at the edge of the level, probably opposite the magic portal. The Healer quest's filler levels suffer not so much from blandness as they do from lack of individuality. The swamp fill used (actually cavern fill that uses water instead of rock) is duplicated in the Knight and the Samurai quests, and doesn't have much relating it to the Healer and their mission. It's a pity there's no real feature for ruins, since bits of stonework and broken arches and pillars and things like that seem like they would be pretty thematic here. Since wall fragments are the best we have right now, perhaps it could be populated with some of those, using the REPLACE_TERRAIN command with low probability (also, this could be done on all the levels of this quest). This would break up lines of sight and possibly make it marginally more interesting than levitating or walking directly over to the downstairs once all the monsters are taken care of. Trees could also be used for this purpose. It would be great if there could be some other obvious terrain indicating pollution or disease on the levels, but such terrain does not currently exist. (Some of the random items on the levels could be replaced by guaranteed potions of sickness, which is not much but it's something.) The Temple of Coeus is not very important, and its main effect is to guarantee a priest for Healers to donate gold to; the building itself could do with being a little less regular and not have a pointless antechamber with secret doors. The level's name seems a bit odd, since Coeus is not mentioned at all and the actual temple is to the chaotic god Poseidon. If it were made more Poseidon-themed, sea monsters and water elementals could be the predominant monsters on the level. The temple should be more open than it is now, and the stairs should go on opposite ends of the level, instead of descending into the basement of the Temple. But the larger problem is this doesn't really feel like a locate level; it doesn't have all that much Quest significance, and doesn't serve as a clear halfway point of the quest. The lower filler levels are much the same as the upper ones, and have a similar problem to what is mentioned above: since the locate level doesn't really represent a midpoint, it's hard for these levels to find their identity as a more dangerous version of the upper filler, and consequently it's hard to determine how they should differ. The Isle of the Cyclops does not have that much of a challenge if all you want to do is kill the Cyclops and retrieve the Staff, since the Cyclops is not asleep and will pick it up and warp to you within a few turns. You don't even have to move anywhere. The Cyclops could be generated asleep and placed in some buildings, but that doesn't really add anything either. Since he's supposed to be using the power of the Staff to draw the life out of everything else nearby, the level should ideally reflect this. Maybe he's got prison cells with quest friendlies behind the bars, or something. A special rule of this level (which may be better paired with Staff balance changes that trade away its level-drain effect for something else): your natural HP regeneration does not work on this level, and you constantly lose 1 HP per turn, as long as the Cyclops is alive and has the Staff. Insofar as quest monsters go, they are pretty bland. The dragons seem out of place, and should probably be cut down or removed (unless there is some strong flavor reason for putting dragons in this quest that I am not aware of), and while there is an obvious attempt to include poisonous monsters like snakes and rats, poison is never a threat to the Healer. Better would be if there were a common monster with a disease attack, and this monster were made predominant on the levels instead of unthreatening giant rats. Camelot Castle is fine, but its long 1-wide corridors should probably be widened, and the stairs should definitely be moved out of the castle to one end of the map. Perhaps it chould be changed to accommodate more trappings of a medieval castle: a moat, (open) drawbridge, gatehouse, and courtyard with a fountain (in case the Knight wants to get Excalibur here); it could also be made less of a boring rectangle than it currently is. The surrounding empty field is pretty boring, and should get something interesting, possibly hallmarks of the battle with Ixoth that recently happened here, like knight and quasit corpses. Due to the next levels being water-themed, the terrain on the edge of the map with the stairs should probably have some scattered water in it. Upper filler levels are identical to the Healer filler levels, and similarly lack identity. There should probably be some scattered carrion and random burn marks on the floor similar to in the Caveman quest. They should actually perhaps not be water levels, but land instead, with the first water being the Isle of Glass. The Isle of Glass is fine, but it goes overboard with the number of magic traps. If the goal here is to block all land-based access to the island with magic traps, more water should be added instead. Of course, the downstair should not be smack in the center of the island since the quest does not go beneath the island, though it would be nice if you were still forced to cross through the temple on your way. Possibly, since the isle is a steep rocky summit, it could be a rough oblong shape with walls around the base and containing the temple inside, though this would probably make it feel like a cave. Since you are supposed to "locate" the downstairs when you climb the Isle, maybe the downstairs could be generated/revealed only when you reach the shrine area. As a very unnecessary pun, perhaps some pieces of glass could be scattered around the level or the island. Another possible way to take the locate level (and slightly change the flavor of the quest) is to replace the Isle of Glass with a fortress of traitor knights (possibly led by Mordred?) you must get through, who are allied with Ixoth. Lower filler levels similarly need something to distinguish them from other water-cavern fill levels, but NetHack probably does not have the terrain or objects for this. This part of the Quest is flavored as crossing a body of water or swampland to reach the Dragon's Lair; a pure water level with few scattered islands might actually be better here, requiring levitation or flight in order to reach the goal level. If new terrain types could be added, importing UnNetHack's muddy swamp terrain or some other sort of less-than-solid ground terrain could be added. The Dragon's Lair has the feel of a rough-hewn cavern occupied by a dragon and his hoard, and works very well, especially since Ixoth does not automatically sense you and run towards the cavern entrance. Similarly to the Chromatic Dragon, the cave should have claw and burn marks and carrion (maybe knight player monster corpses?) scattered around. Ixoth could potentially be placed a little farther back into his pocket of the cavern, and the hoard could be given some guaranteed piles of gold (because come on, he's a dragon), but overall this is a good level. Similar to the other non-humanoid nemeses, he should probably not speak, only roar and take angrily-flavored actions. (Though it could be decided that dragons can speak but the common ones prefer not to, or the nemesis dragons are in a class by themselves, or something.) The Monk has one of the worst and least flavorful quests in the game. All of its special levels are copies of other roles' special levels, most of the quest text is minimally edited from the Priest text, and the filler levels are standard room-and-corridor. Therefore, most of the quest, even its text, should be overhauled completely. Starting at the quest flavor (noting that most of this is copied from the Priest quest): Master Kaen has assailed the Monastery of Chan-Sune with a horde of elementals. He killed the bearer of the Eyes of the Overworld and carried them back to the Monastery of the Earth-Lord, beneath which he lurks. It's not specified what he wants with them, except maybe generic world conquest. The Grand Master needs them back so that the monks can drive off the elementals. The Monastery of Chan-Sune needs to be a different structure, or the Great Temple in the Priest quest needs to be. Perhaps neither should be kept; the level design is boring. The monastery's design should draw on the real-life Shaolin Monastery. This would mean some trees and statues in orderly rows approaching the main entrance, and perhaps a fountain here and there, with the same general pattern around the building. Perhaps there should also be a long wall crossing the level vertically before the approach to the temple proper. Inside, one would expect perhaps a longish hall with two rows of pillars with the Grand Master at the far end. (Incidentally, can his name be changed to Bodhidharma?) The pagoda forest from the real-life monastery could also be added, in the form of 1x1 and 2x2 areas of wall (there isn't really any better terrain) off to one side; bonus points if digging these causes an alignment penalty. Some other structures could also be added, but they should ideally be more interesting than an empty walled rectangle with one door. And as always, the downstairs should be opposite the Monastery, not inside it. The filler levels need to be thrown out entirely; the Monk is no longer in a dungeon and should not be traversing one here. The upper filler is an overworld journey to the Monastery of the Earth-Lord, and should feel sufficiently Eastern and mountainous; of course, NetHack has problems with depicting height in any way, so that is not really possible. The level should be crossed from left to right, and should have the general aesthetic of normally peaceful wilderness; with things like scattered trees, small pools, natural springs (a fountain with a line of water going off the edge of the map?) and maybe some protrusions of rock from the edge of the map towards the center (might be accomplished by using a cavern fill that is more enthusiastic to carve out rock than the standard algorithm). The Monastery of the Earth-Lord could go a few different ways. The original plan was to have it be a smallish structure at the right side of the map, where the hero would have to ascend a series of fairly wide switchbacks to access it (a level design very friendly to the xorns and earth elementals that populate it, and very unfriendly to the Monk); however, the lack of usable elevation would hamper this again. Switchbacks could still be implemented as walls, but then they would basically be flavored as actual walls built on the switchbacks. It could be a mostly underground structure built into surrounding rock, which works with the theme of being an earth temple, but the backup plan for the Tomb of the Toltec Kings is already very similar (not that that should stop it; it would just require the structures to be significantly different). In either case, the quest does turn downwards after this, so the downstairs should be inside the Monastery itself. Lower filler levels are underground, and unlike many of the other special levels, they actually *are* the basement of a structure; however, they should not simply use the standard dungeon fill they have now. Rooms randomly and chaotically attached directly to each other, containing random pillars and walls, would be good here, and additionally, some lava pools could be added after everything else is generated, indiscriminately replacing the terrain (except the stairs). The random traps here are randomly chosen from fire traps, trap doors, falling rock traps, and land mines. Master Kaen's level should not copy the Priest quest's, though the lava theme itself is fine. It should take longer to reach him than just standing on the stairs and making noise. Possibly some rooms on the left side of the level, the deepest structural part of the Monastery, could give way to lava plain on the right side. Or else the level could be built such that it is the deepest part of the Monastery, with Kaen sitting in some lava-filled rooms. There also does not really need to be an altar on this level. The Great Temple suffers the same problems as the Monastery, since they are the same level, namely: it's a big rectangular box in a big field with a few scattered trees, and a lot of the space inside the box is useless. The first thing to do is open it up more, to two or even four directions (like the Temple of Nalzok, actually). The altar should be at the center, with side rooms minimized. Either the interior or exterior wall should be crenellated like Vlad's Tower is, except with niches 1 space deep instead of 2, with statues in these niches. If inside, the statues should be of priests, acolytes, and minion-type monsters; if outside, they should be random monsters or gargoyles. The surrounding terrain should be upgraded from its vaguely forest aesthetic to what a thriving Great Temple would normally look like - some outbuildings, well-ordered trees (maybe even fenced-in orchards, maybe even a small beehive with a few peaceful bees), a fountain or three, and perhaps a small graveyard (not filled with undead, just six or so neatly arranged headstones in a partitioned-off area). The downstairs are on the far right of the level, opposite the entry portal. Upper filler levels are an overworld journey across unspecified land to the Temple of Nalzok, thus the room-and-corridor fill should be replaced. For this fill, a forlorn aesthetic would work well, making for a trek through dark and foggy open lands with scattered graveyards (the real kind populated with undead), some of which must be crossed in order to walk across the level. The upstairs will be placed along the left edge of the level, and the downstairs within a graveyard hugging the right edge. These graveyards should be around the same total size as the three graveyard rooms that exist in the current filler levels, and should be mostly fenced in. Happily, NetHack does have suitable terrain for doing this - iron bars, which are appropriate for graveyards. The whole level should be dark and have random scattered clouds and lines of petrified trees (adding a hedge terrain would be nice here too); this adds to the flavor of the quest. The dungeon apparently specifies that there should be only one upper filler level, but it does not have to stay that way. The Temple of Nalzok is mostly fine, though one could make an argument that most of the empty space on the left of the level is underused, and the temple should be shifted left, with some trees and clouds scattered around the right side (or mirrored, since the hero would expect to be arriving from the left). The large graveyard is fine, but it should get a derelict fence surrounding it (accomplishable by manually specifying a fence with a couple gaps and then calling REPLACE_TERRAIN on it to destroy some of the bars at random and put normal floor there instead). Again, the entire level should be dark. The fact that the quest again descends into the basement of a temple is annoying; perhaps this level should be a sort of outpost of Nalzok instead of The Temple of Nalzok. How about the hero arrives in the upper left, cut off from the rest of the level by a narrow (crossable) stream, with one other small graveyard somewhere on the far left, with the rest of the level being a mountain pass on the right side (marked by undiggable rock tapering in from the top and bottom of the map) guarded by the two priests of Moloch in an unaligned temple, the same as what exists now, but with no surrounding graveyard. (Locate level name: "The Demon Pass".) This would allow the upper filler algorithm to be reused for the lower filler levels, and then the more elaborate Temple of Nalzok would be the goal level, complete with large surrounding graveyard, one or two hostile priests of Moloch, and Nalzok himself on an altar in the center. If Nalzok's Lair is instead to be kept as a generally lava-themed level, apart from other improvements similar to those given to Master Kaen, give it a special property: the level behaves as part of Gehennom, blocking prayer and other bonuses you would normally enjoy, and demons and similar denizens may appear here. The Ranger quest consists of forest traversal until the Cave of the Wumpus, then descent into the Cavern of Scorpius. This is not really well-flavored for either the Ranger or Scorpius to go into yet another cave, so the quest will be changed to be entirely horizontal. Instead of descending into the Cave of the Wumpus, the player must pass through it instead and come out the other side. The Home level needs to die forever. I think the concept of moving from a lightly forested area into a heavily forested area and then a grove is fine, but the single-wide forest corridors everywhere must go. I think that Khor's proposed level works fine with only a couple of modifications (using REPLACE_TERRAIN to randomize the trees on the right side because why not, making the trees form less of an obvious border, and sticking the downstair on the left edge). Also, there should be a peaceful large dog named Sirius generated near Orion (the real deal, not the puppy you start with), and there should be a coaligned altar in the grove (the level is themed as a place of worship to your god, it seems very odd not to have an altar). I have worked with jonadab on an algorithm to generate realistic Ranger filler levels, and it is currently pretty good. It does not generate strictly separate trees and floor like the current cavern fill; instead it generates a fairly dense but still navigable forest with some pools and rivers, and also a wideish guaranteed tree-free path between the stairs (which is not usually obvious that it is the correct path). Upstairs would naturally be placed at the right edge, and downstairs at the left. Some boulders should also probably be scattered here and there. The Cave of the Wumpus is fine, but should more clearly be a journey through the cave and out the other side. Forest filler should be used on the left and right sides of the level, with the cave itself still being plain unwalled rock. (If maintaining the current flavor text for entering the level, perhaps there should be no filler on the entry side, with the cave being right up against the edge.) The current cave layout is not particularly good for a sideways traversal of the cave; perhaps the 20 rooms need to be rearranged, and there's no reason the map couldn't be expanded, either. It could even be a full-level map with only a small region of open area by the exit. Terrain between the rooms should probably be corridors instead of the floors it is now. The wumpus is not generated in any particular room; it might be in any, except for the starting room. As a special mechanic (and to make the wumpus actually threatening), it is able to instakill you with its normal melee attack on this level only. The lower filler levels use the same forest filler as the upper ones, but the level is now dark with some scattered clouds here and there (fog). Scorpius' Cavern is, of course, discarded. He's not constructing a subterranean complex like the quest text says. He doesn't need a throne. He's a scorpion. The design of this level will be informed partly by whatever better motivation we can find for him, but assume for now that he has just retreated here to the deepest, darkest part of the forest to plan his next move or something. Thus, this is a dark, even foggier forest level like the fillers, with no water (or else a lot of non-random water that you have to cross, like a wide river with stepping stones). That's not to say that there shouldn't be some signs of fortification: in particular, iron bars should be generated here and there between trees for centaurs to use as arrow-slits, and there should be rather more boulders generated here than in the rest of the forest. Scorpius himself sits in a small glade near the left edge of the level, with his entourage of scorpions and centaurs. Quest text: the motivation for the quest is lacking a bit. It doesn't explain why retrieving the Longbow of Diana will help break the siege (especially since you immediately leave with it), and Scorpius' motivation to steal it is only that he likes it. Also, Scorpius being a scorpion, really shouldn't speak. His maledictions and other associated bits of text should be turned into angry hisses and whatever other sounds a giant scorpion would make. The flavoring of the Rogue quest is excellent. The leader feels unique. The motivation is realistic. The nemesis actually doesn't want to kill you. It is, overall, unlike any other quest. This does not mean its levels are great, though. It uses a fairly bland locate level and a confusingly complex home level, and boring room-and-corridor filler. (The goal level is good, but has some problems too.) First, the Thieves' Guild Hall (which the game should call Ransmannsby since the whole level is not the guild hall). As with the other special levels in this quest, the main danger is a chameleon transforming into an out-of-difficulty monster like an arch-lich and destroying the player, so their placement here is not great; the three special levels could stand to do with fewer of them, or none. The overall problem with the level design is that it is almost all alleys (hard to move and maneuver in, which seems odd for a Rogue not to be able to do) and there is a lot of dead space; most houses are not worth exploring unless you are trying to find all the items. Widening at least some of the paths to 2 spaces is a good start. Then, there is a clear attempt to design the level with lots of secret doors and clever passages; random generation could make exploring and finding the secret doors a key component of uncovering the level. Specifically, things like randomly blocking a street with walls but opening up a pathway that goes through a back door in a secret closet in the back room of a nearby house, and fake secret doors that look like they lead somewhere but actually just lead into a dead end wall (except occasionally they do, and the dead end wall is actually another secret door that leads in). Additionally, there should be at least one small shop here, such as a 2x2 general store. (I don't think it's possible to create a store with a shopkeeper but no goods, but if it were, that would be ideal - the thieves have already stolen everything from him!) If importing monsters from other games is allowed, the SLASH'EM and UnNetHack mugger (from a competing thieves' guild), perhaps buffed up a bit to Quest difficulty, would seem at home here. It's not defined whether the Thieves' Guild and the Assassins' Guild are in separate towns, but assuming that they are means that the filler levels need not be town filler, which would interfere with the planned Tourist fill. In this case, upper filler levels can be a simple inter-town roadway. Stairs are at opposite ends of the level, as usual, and the game generates a somewhat winding path from one to the other, ensures no obstacles are placed within one or two squares' radius of this path, and the rest of the level on the parts not near the roadway, could be forest, water, walled rock, open space, whatever. (Grass and hedge terrain would be very nice fillers here as well.) Strategically, a level like this will probably be more difficult to play because it will be easier to get mobbed by the level's nymphs. If game mechanics made this possible, there could be a chance of generating a stopped coach or horseman (with peaceful horse) or something on or near the road, in case anyone wants to play highwayman. The locate level is also completely replaced, because while its level is unique, it's not really that interesting or different from a cavern level. Instead of being already inside the Assassin's Guild Hall, i is the entrance to the other town it is located in, plus a portion of the town. It contains the end of the road, with a walled bridge (covered bridge?) crossing over a 4-wide or 5-wide river, with the town walls close by. The town gate is 2 spaces wide. The key mechanic of this level is that there are sessile watchmen posted in front of the gate, in such a way that you cannot walk through without being adjacent to one. They will challenge you when you try to enter, and will require you to obtain their permission to pass. If you walk into the gateway (the last acceptable space) without permission, they will say "Ahem! You are not authorized to enter this town." If they observe you entering without permission (if you move from a space in their line of sight to one inside the town), they will become angry and blow their whistles to anger all the other watchmen in the town. The downstairs into the Assassin's Guild will be well-hidden, in a back room or secret area off one of the alleyways. Its location will be randomized among the several available places. There should also be a stable here with several horses; if you tame a horse in the sight of a watchman, they will be angered. Lower filler levels are floors and subfloors of the guild hall itself, so while ordinary room-and-corridor fill could work, it does not feel quite right. For this purpose, I propose a different room-and-corridor generation algorithm: rooms that are either adjacent, or connected by a straight hallway (which is like a 1xn room lined with walls, using normal floor, and with doors on either end). The hostiles here should also be primarily "assassin" monsters; nymphs and leprechauns will probably still have to make an appearance but should be cut back from what they are now. The goal level is mostly the same as the current goal level, with some tweaks. First, the level is made teleportable (it isn't currently), but the Master Assassin's entire area is now a unteleportable region similar to the Wizard's Tower: you cannot teleport into or out of it, though unlike the Wizard's Tower you may still fall into it from above. The benefit of doing this is that now the two regions that used to be completely inaccessible by normal means have teleport traps in them, which the player can use to eventually return to the region containing the upstairs, removing a massive source of frustration for players who fall to one of the inaccessible areas and lack the means to escape. Changes to the regions are as follows: The Master Assassin has a unique motivation here: he wants to keep the Master of Thieves from getting the Master Key of Thievery at all costs, not for any personal gain, but because the Master of Thieves would use the Key for evil. He does not particularly want to kill you, and is willing to be reasonable with you. Therefore, he is generated peaceful; if you wake him up he will warp to you only once, and will not do it again unless you anger him. If you #chat to him either before or after angering him, he will offer to give you the Bell of Opening if you will go away and let him keep the Key. If you accept he will let you have it, and be pacified (and you can still go back and kill him for the Key later if you want to). Moving next to the Master of Thieves when holding the Bell but not the Key will anger him Flavor for this quest consists of feuding daimyos Lord Sato and Ashikaga Takauji, with Ashikaga having recently assailed the Castle of the Taro Clan and stolen the Tsurugi of Muramasa. Lord Sato needs it back before the emperor arrives and forces him to commit seppuku for failing in his duty, so he sends you out alone after it. The motivation here could use some work, but the real question is why he doesn't send more than one person, when one alone could easily die. The friendlies don't seem to be needed to defend against the roving ninja, as is the flavor in other quests. It might make for an interesting mechanic if half of the roshi on the level were automatically tamed and could accompany you on the quest. The Castle of the Taro Clan is very boring. It appears to be intended to be on some sort of hill overlooking a town, from the entry text. It has little in the way of fortifications and basically nothing interesting inside. (This should NOT be a loot-heavy level, since the rest of the quest is quite rich with it, but that is no excuse for the castle being basically six empty rooms attached to Lord Sato's chamber.) The castle should be shrunk down and maybe given some mildly interesting surrounding features, like trees. It should probably not have a moat. Inside the castle, there could be a number of interesting rooms: a kitchen with a sink, a lawful altar, a fountain, a library (with two or three spellbooks in it), an empty barracks (not a special room) with beds and things like that. But none of these rooms really need to be as big as they are currently, so the castle can safely be made smaller. To the left of the castle, a wall stretches from the top to the bottom of the level; beyond this wall is forest (and possibly one ninja). There could be a doorway in the wall, or not. On the right side of the level, the stream is moved left somewhat, and the downstairs are placed in the top right corner. I'm not sure if some empty small buildings should go in this sector to show that this is the town. The upper filler level is crossing whichever terrain happens to lie between the Taro Clan's town and Ashikaga's fortress. This could really be anything, and it's vague enough that I feel like reusing one of the fillers from the other quests, like the Rogue road filler, would be fine. There should be one or two ninja added to this level. The Shogun's Castle (according to his encyclopedia entry, Ashikaga is a shogun as well as a daimyo, in which case he probably has the authority to take and keep the Tsurugi lawfully and is not particularly beholden to the emperor, but I digress) is pretty good already. I don't quite like the design of the corner towers, as they seem to be dead space; adding iron bars seems like it would help make them more useful, especially if the ninja were moved into the outer chambers of the castle where they could toss shuriken at you. Then, the castle should have a moat and at least one drawbridge; it is supposed to be hard to gain access to it, and walking around one corner and opening a door doesn't cut it. Perhaps the entire castle should be stretched vertically by 1 space so that it is an odd number of spaces high, which would permit a drawbridge to be added and keep the symmetry, probably on the right side of the castle opposite where the player enters. Then, the exterior just needs some more detail than the plain field it currently is; trees are fine but something more imposing would be even better. Possibly the whole right side of the level is a large lake that connects to the moat. Somewhere in this castle should be a stash of ya that the player can restock with, or some of the enemy samurai here will carry some. The lower filler levels are excellent as is, except the secret doors should really just be regular doors, and the upper levels ought to match or be smaller than the footprint of the castle in the locate level. Ideally, the rest of the quest would be ascending the castle, not descending it, and the stairs in the Shogun's Castle would be going up, not down, but there are technical reasons why that can't be done (it'd need a whole overhaul of the dungeon code). The stairs should also generate a certain distance away from each other - the level's pointless if they are right near each other. The goal level is okay, and doesn't really have any flavor other than the topmost/bottommost floor of the castle where Ashikaga waits. Perhaps some cloud terrain could be scattered around this level with low probability. The edge should be ringed with walls, not rock. Apart from that, I cannot think of much else to change. Giant spiders as the main quest monsters don't make much sense; these should be changed to leprechauns, nymphs, monkeys, and other thieving monsters, or human thieves/muggers - tourists are known for getting pickpocketed. Leprechauns generated in this quest should carry no gold (though watchmen should). The home level should look more like the outskirts of a vast city, not a single largish guarded building across a river. Most of the space on the bottom and the left is pointless, so this area should be shrunk to allow for a more interesting city design. This will include a wall across the upper portion of the level, encompassing the top right corner and maybe the top left and bottom right corners as well. The hero will arrive in the lower left corner, outside a gate guarded by two sessile watchmen (these do not try to bar your entry like in the Rogue quest). Since this is Ankh-Morpork, the river should "flow" through the city and out its walls (muddy swamp or sludge terrain would be even better than water, though, since the river Ankh is definitely mostly not water), with a bridge across it inside the walls. The friendlies and Twoflower should occupy one smallish building near the gates, and the stairs should be somewhere inside the walls along the top right edge, perhaps at the end of the main road. All roads should be more than 1 tile wide because of the fairly high number of peacefuls, and some of them (like the main road inside the gate) should go at an interesting angle instead of having everything be orthogonal. The graveyard outside the city is placed somewhere else outside it, probably still across the river, or else it should be moved into the city. The no-teleport restriction is lifted. Some of the rooms from the current locate level are moved into the home level, including at least one of its shops, possibly one of the barracks and maybe the zoo. Monsters on this level include one or two roaming watchmen and several peaceful dwarfs, trolls, and humans, some of which are generated inside empty houses. Upper filler levels should be town-themed; this quest occurs entirely within the city. I believe L wrote a generator for town-style filler levels, and this can be either used or adapted for these filler levels. Again, most roads should be 2 tiles wide and 1-tile walkways should be reserved for short alleys only. The player proceeds from the lower left to the upper right. No particular special rooms should be added here, because if they are randomly generated it makes it harder to balance the quest loot. The locate level is now The Shades, and the goal level is now the Thieves' Guild Hall. This is because one would expect to find the Master of Thieves in the Thieves' Guild Hall, whereas the Shades are a dangerous region of the city one would expect to have to pass through to reach the guild hall. The level is now traversed left to right. The police station is moved to the lower left side of the level, and its Kops are removed; it is populated with 2-3 peaceful watchmen and a watch captain instead. Special rooms on this level are the treasure zoo, two graveyards (one of which is stolen from the goal level) with some trees, two shops, the secret throne room, and the abandoned temple. When redesigning this level, lots of twisty back alleys and secret back rooms, none of which are actually needed to traverse the level, should be added. Various interesting things can be placed in such spots, like a sink or two, a disused altar, an out-of-depth or unexpected enemy like a vampire lord or a werewolf, a foocubus, a group of hostile trolls, etc. There are three foocubi in the back room of one of the houses. Several houses here have iron bars for windows. This is a prime place to use iron doors, if they can be added. Also, if any more Discworld references are desired, this is a prime place to add them. The Thieves' Guild Hall should consist of a small portion of the level cut off by the river in the upper left corner, in which the hero arrives, with two bridges crossing it to the right and bottom. Buildings persist on both sides and across the level, with their complement of mostly peaceful dwarves, trolls, and humans, and the Thieves' Guild Hall, while about three or four times larger than the surrounding buildings, is not particularly unique or imposing; it does not even stand by itself, as other unrelated buildings are attached to it. A stable similar to the Rogue quest would not be out of place here. There should be some subtle hints to the wandering player, such as a double door, that this building is the destination. There are no "friendly" special rooms here; there are three barracks in the surrounding buildings, with no doors in the doorways, and there is a leprechaun hall in the Thieves' Guild. The Guild itself contains a simple arrangement of rooms, including an antechamber, a large common area, a secret door to the Master of Thieves' chamber, and a secret door in the back of the Master of Thieves' chamber leading to the vault, which contains the leprechaun hall, two chests with random contents, and also a room of gems. In the common area will be a few nymphs and maybe a rogue player monster or two. It would be ideal if a new trap type could be added here that would set off a loud alarm noise; this would be placed just inside the door to the guild such that it would wake up the Master of Thieves, the leprechauns, any nearby nymphs, and the nearby barracks if the player has not already cleared them out. The ice theme on the home level is great, as are the interruptions of fiery lava and water (having lava and water next to each other is a little odd but the scale of this level won't really allow for more detail). However, the Shrine of Destiny needs work - it should be more than a boring rectangle. There are various building designs possible, but what needs to be clarified is what the usual purpose of the Shrine of Destiny. The Warriors that currently occupy it are temp workers from Valhalla, and not normal attendants. Does the Norn usually just sit here by herself with the Orb of Fate, or are there any other people around? If she is alone here, the shrine should be probably a bit smaller than it is. If there are some other regulars, there might be a few stark living areas. Perhaps there can also be a small round room with an indoor tree, or something. It would be nice if the chest (or a chest, more could be added) also contained a guaranteed spellbook of cone of cold. Another possibility for this level is to put the Shrine in a mountain pass (it's already on a hill as per the text), with it in a small clear space in the central part of the map and large protrusions of rock coming out of the top and bottom of the map, with the downstairs somewhere on the right edge. Some monsters will be on the portal side, but more on the stairs side. Maybe you have to pass through the building to cross the level, but maybe not.In either case, the portal should be on the left side of the map and the downstairs on the right. Upper filler levels are fine if not rather bland. It'd be cool if it could be a "snowstorm" level, but it would take some pretty large changes to make a realistic snowstorm, and Surtur and his entourage have recently come through here - perhaps their fire powers vaporized any snowstorm taking place. I see no reason for this to be a big open field with *no* obstructions of any sort. Certainly there should still be some scattered lava vents, and maybe a cold unfrozen pond. Maybe also some "islands" of walled rock, so while the level is still an ice field, it is broken up somewhat. There could be a tree here and there, too (though it bearing tropical fruit when kicked is wrong...) Stairs are on opposite edges of the map, as always, perhaps with the upstair on the top and the downstair on the bottom, placed pretty far apart horizontally. The locate level and the rest of the Quest should be themed as Muspelheim, the Norse world of fire and Surtur's home, instead of the boring "cave of Surtur" (and the finally-assigned-the-quest text should be updated accordingly, maybe noting how you need to journey "far to the south"). The locate level, then, is the gateway to Muspelheim. Assuming the entryway is small, this will probably still have a "cave entrance" feel, in spite of any other details that can be provided. Perhaps it can be a large straight wall, with giants manning the parapets. (Alas, they cannot throw boulders down at you from the parapets, since there is no terrain that allows this.) Another possible route for this level is for it to be based after the Bifröst bridge, the rainbow, connecting Midgard and Asgard (though here it leads towards Muspelheim). In Norse legends, the bridge will be broken when the Muspelheim forces ride over it during Ragnarok (which is now starting according to the Norn), so the bridge would be broken in this level after Surtur and the other giants have passed over it with the Orb of Fate. Then, this level consists of a wide irregular void (not sure whether it should act like a hole dropping you to the next level, or an eternal fall and instadeath, or something else) spanning the whole level from top to bottom, with the ice terrain on the left and the fiery Muspellheim terrain and a horde of fire giants on the right. Crossing the void is the straight bridge, which is missing a large chunk from the middle and may have a few floating fragments remaining (maybe enough to cross by jumping with jumping boots, or maybe it's randomly replaced terrain). You can fly or levitate (or possibly jump) across the bridge. The first time you enter this level having killed Lord Surtur, or if you kill him while on the level, the bridge is fully restored. Lower filler levels are in Muspelheim proper, and should be appropriately fiery. I want them to be more than boring lava-cavern fill, but at the same time, there's not really any other terrain that could be used here, is there? The lava should not be quite so pervasive as it is now. The player should certainly not have to walk across one-square-wide isthmuses of solid floor like they may have to in the current level. One easy way to generate the level would be to use cavern fill and grow the area of solid floor by 1 in all directions, but this may still be too lava-heavy. Fire terrain (something I want to have anyway) would be very helpful here, since it would be less lethal than the lava. Scattered boulders (ammo for the giants!) would be good here too. Stairs are on the left and right edges of the map as usual. The goal level should be continuing this general Muspelheim aesthetic, but of course it contains Surtur's house/fortress. I don't think it should be as challenging to enter as it is now; the difficulty of crossing the bridge and maneuvering on levels containing lava should suffice for obstacles. Thus, there should not be any drawbridges. Surtur's fortress itself is an imposing squarish (but not perfectly rectangular!) structure on the right side of the map, where Surtur himself waits on a throne surrounded by several fire giants. The rest of the level is the same lava-and-boulders as the lower filler levels, probably using the same algorithm. The killing-him message should be changed (he literally just "screams in agony, then dies" for no apparent reason, after the "You kill Lord Surtur!" message). Quest monsters should probably be more fire giants than fire ants. The ants are kind of secondary to the giants, who Surtur is the actual leader of. This is a tricky quest to redesign because it is pretty vague. The quest proceeds from the Lonely Tower to the Tower of Darkness, then into a medium-sized lair or dungeon with some prisoners. The quest lacks identity mainly because it uses standard dungeon fill. The Lonely Tower has an okay overall design, but it is a bit boring inside, with no real interesting part except the throne. The narrow twisty corridor that is usually blocked by several apprentices should be abolished. An interesting take on this is that the magic portal, being created by Neferet, could be in one of the empty rooms of the tower (quest entrance text would need to be changed, maybe you see the monsters out a window or something), so you don't actually have to find the entrance (which is kind of annoying to do as-is). I think the overall round shape of the tower does a decent job. Outside the tower, there should be the usual assortment of monsters. The tower and perhaps a region around it should be lit; the rest of the level should be dark. The fog hanging around should be randomized, and the stairs exit to the right. There should be a few trees scattered around, too. I have no opinion on the pond, it seems rather pointless but then again it serves to add a feature to an otherwise mostly featureless level. Upper filler levels proceed left to right through a dark valley, with a narrow 1-wide stream of water running across from left to right without much meandering. The entire map is dark and uses a simple fill algorithm that makes the top and bottom edges rough solid rock. Perhaps there should be some ruined houses here, small rectangular or round structures with their walls randomly replaced with normal ground, and a few scattered trees near the rock walls. There are more wisps of cloud here and maybe some larger contiguous areas. (Maybe add some fog cloud monsters too, why not?) The existing Tower of Darkness is fairly boring; the greatest danger here is falling in the moat by accident. To fix it, it should first be made less square; a sorcerer's tower seems like it should be round (as the Lonely Tower is, come to think of it). Then, the stream and valley the player has been following should taper out here; the tower is nestled in the upper reaches of the valley, and the rock sides close in on it but then open up into a circular area in which the tower is built. (Slightly inspired by the geography of Isengard.) There is no moat anymore, since the tower is at the top of a valley. Clouds and darkness persist here. There is one secret door randomized around certain points on the perimeter of the tower (you will have to use secret door detection or else search a lot to find it; unlike the Lonely Tower, you have never been here before). The interior of the tower is redesigned to be an actual functional building; nobody builds their house in a series of narrow concentric rings. Have some rooms with a sink, and the staircase in a reasonable place. The dungeon prisoners are moved here so that if the tower can somehow be made to go upwards instead of down, they won't inexplicably be on the top level. Possibly, there should be a powerful minion of the Dark One situated here preventing further approach. Like the Samurai quest, this quest really ought to turn upwards here and ascend the tower to have an epic duel with the Dark One at the top, but unfortunately that is not possible with the way the dungeon currently works. In any case, lower filler levels are intermediate floors of the Tower of Darkness, so they maintain the same footprint as the tower base in the locate level, and have a series of directly connected rooms (making a filler algorithm for this would be nice), populated with the usual items and monsters. The goal level should be fairly simple, with the same tower footprint. This level of the tower is more open, with perhaps only a short narrow corridor (representing a long staircase) connecting the stairs and the door to the main room, in which the Dark One sits. Or possibly a two-wide ring around the central chamber, with the door location randomized. He should not be on a chaotic altar anymore. Other monsters should not be too populous, either (though as an aside, it'd be sort of neat if the Dark One cast a unique "summon ravens" spell to blind you). At the opposite side of the chamber from the door you enter by are several spellbooks (may or may not want to put these in chests), which serve as the primary loot for this quest because it's lacking a bit otherwise. Quest monsters should be a little more biased towards spellcasting monsters than they currently are; bats and xorns are not that compelling of an enemy for wizards. Barrow wights are a pretty good choice here, but so are liches and golden nagas. Things that would be nice or necessary to add to make these things work, in rough order of how easy they are to add in: =_=_ User talk:Inan You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Forum:OrcTown Ugggg!!! I keep getting OrcTown generated in the mines instead of a functional village. It seems that getting this bad bit of luck is kind of crippling to early game. You miss out on all the shops, ID opportunities, lamp-purchasing, and so on. Is there any silver lining to getting OrcTown? The last two runs where I got OrcTown, I cleared it out. Yeah, you get a lot of swag - but I still think it's a far worse deal than a town proper. The altar is ok, but it's always unaligned as far as I can tell. I think I'd rather take the 1/3 chance that it's co-aligned. Anyways, what are your thoughts? Any way I could get 'more' out of OrcTown than just clearing it out for loot? Thank you for the quick response. Yeah, this makes sense. I didn't think of mass sacrificing orcs, but that could be a silver lining, of sorts. This is a predefined replacement ruleset for < nowiki > < replacecharsblock > < /nowiki > , mainly intended for coloring Des-file format style maps. It is a slimmed-down alternate version; no characters in the generated map will be links. There are a couple changes as well to cut down on confusion; secret doors and corridors display as black door and corridor glyphs instead of S and H. =_=_ User:Phol ende wodan/LevelsScratchpad TT...T } ... ....... ... .... ....T ..|.X.......X.|.. TT... {} ....T. .....T ... T.... ... ...--..--S--..--E. T.... .......T ...... ... ....... .. ....|..|...|..|... T...T .... ....T ..... .... ...E.. .. ...+..SE > ES..+... T...T T... ..... T... ....T. ...... .. ....|..|...|..|..E T... ..... ....T ..... .......}.T ....... T...... .... T....E...T. ..... ..... ..T..}......X... T.............E.... TTT...}. }}......}} ..}......T. ................ Level is entirely dark. Non-diggable. Teleportable, but everything to the right of the right graveyard fence is blocked by a teleport region that also blocks falling or levelporting from above into it. Whole level is dark. Diggable walls, undiggable floor, no-teleport. Nearly all of the right side of the level uses a teleport region to block levelportation or falling in from above. The theme of this level is the rainbow Bifröst bridge, which in Norse legend is prophecied to be broken when Muspellheim's forces ride over it at the start of Ragnarok. Conveniently, the Valkyrie quest is based on Surtur, the leader of Muspellheim, trying to begin Ragnarok, so this works very nicely. The empty space on this level is air, not rock, terrain. Unlike on the Plane of Air, if you try to step out onto it, you will fall to your death. However, it can be levitated or flown over without any problems. Paradoxically, the clouds constitute walkable terrain as well, though anyone who actually goes out to them is perfectly capable of crossing the level. The primary gimmick of this level is that once you reenter this level with Surtur dead, or if you kill him while on it, the gaps in the bridge are magically restored. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. Please don't add irrelevant external links to pages. It makes you look like a spammer, and you're highly likely to be blocked if you do it again. Ais523 (talk) 00:41, 8 November 2017 (UTC) You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Forum:Grue is a bad game mechanic So I'm really excited to take part in next month's devnull challenge. I've been playing on that server the last few days and getting the hang of the special challenges. I gotta say that I was leary at first, but they are a welcome addition. Except Grue. Grue has killed me 2 out of 4 runs so far. The first time was just plain not fair. They need to warn you that 'you will actually die for realsies if you keep going'. It should just start hurting you every step until you die (Don't Starve style). This way we'd at least have some proper feedback for the Grue mechanic. The second time I died, I knew what I was doing but a candle wouldn't light. Ehhh, felt cheap even then. It's so anti-climactic. I fought my way through 16 dungeon levels only to be eliminated in a whisper. =_=_ Forum:Message: "The (monster) looks rather numb" =_=_ User talk:Willracer You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User talk:JoeTheTimeTraveler You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Forum:Interesting death message =_=_ Hilite status =_=_ Talk:Hilite status I'd love to have a bit more accessibility to NetHack. I have a laptop, but I almost wish I could just play on a tablet or something. I also have an iPhone, but the iNetHack 2 app is... Well... Not that ideal or accessible in my opinion. Movement is super clunky and tedious. Now if I could connect a bluetooth keyboard we'd probably be in business. Maybe I am missing something with this app because reviews are generally great, although few. It feels like it needs an movement interface and not just clicking in the general direction - clumsy at best. Maybe I need to play it longer. I'd love to hear impressions. I'm not buying an iPad just for this, but I could pick up an Amazon Fire. Does anyone play using a Fire and bluetooth keyboard? Thoughts? I don't have a PSP or Vita, and likely wouldn't get one for NetHack because again I really think some level of keyboard access is mandatory. Idk, let me know what you all think. Yeah I agree. Thanks for the response. I'm wondering, though, about a bluetooth keyboard with a small-ish tablet like the Amazon Fire. Hmm. I may try it. So on HardFought.org (and like it says in the help file), ctrl+direction auto explores a bit. This doesn't work for me at all on alt.org. I've tried messing with a ton of PuTTY settings, still nothing. =_=_ User talk:Godska is me again You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User:Chris/dNetHack/Projects =_=_ Gehenom =_=_ User talk:Bugpowder You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Forum:Stupid, stupid, stupid,,,,, Get to Mine's End and find a Red Dragon and a baby Red Dragon, so I start looking for the Polymorph trap, You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. One of your recent edits has got the spam filter a bit concerned. The problem seems to be that you're adding a number of "external" links; they're actually internal, but because you're using external link syntax the spam filter can't tell that. Also, marking a link as external when it's internal is only going to confuse readers. There are variations of this if you want the link target and text to be different, e.g. < code > < nowiki > grid bugs < /nowiki > < /code > produces grid bugs and < code > < nowiki > < /nowiki > < /code > produces (i.e. you can specify anything you like after the < code > | < /code > in a link). You can also use internal link syntax for links to Wikipedia: < code > < nowiki > wikipedia:NetHack < /nowiki > < /code > produces wikipedia:NetHack, < code > < nowiki > NetHack < /nowiki > < /code > produces NetHack. =_=_ User talk:Phol ende wodan/Combat System Overhaul Draft 1 Just a comment on the generation of samples from a normal distribution for use in the to-hit calculation, following up on a short conversation on IRC. Some methods of doing this: For example, by the wikipedia:Marsaglia polar method, or see links in that article for a couple of other methods. This is simple, but might have a couple of drawbacks. First, apparently there is some opposition to using floating point numbers inside NetHack, on the grounds that different platforms implement them differently, so the results could vary between platforms. I'd be inclined to say "so what?" if the differences are minor and confined to pseudo-random results, but I'm not on the dev team. Also, I think there are already platform-dependent differences in how NetHack computes random numbers. Looking at Source:NetHack 3.6.0/src/rnd.c, everything seems to be based on the Rand() function, which is ultimately provided by the operating system, and intended to return a random integer in the range 0 to RAND_MAX inclusive, for some OS-dependent value RAND_MAX. On my Linux desktop, RAND_MAX is 2147483647, but I suspect on some of the old platforms supported by NetHack, it might be as low as 32767. This will affect the distribution of the return values from rn2 and the other functions in rnd.c. Second, this depends on having a way to generate samples from a uniformly-distributed real-valued distribution. For example, as the common drand48 function does. Do the older platforms supported by NetHack provide functions similar to drand48? If not, it might be necessary to include such a function in NetHack. But this is probably available somewhere. The to-hit calculation seems to take the form < math > sample > bonus < /math > , where < math > sample < /math > is a random sample from a Gaussian distribution, where the distribution is fixed into the source code, and < math > bonus < /math > is the sum of all the applicable bonuses, and has the form < math > K/160 < /math > , for some integer < math > K < /math > . If we assume that the sample will never be more than 10 standard deviations away from the mean (the probability of exceeding this is around < math > 10^{-23} < /math > ), then a table showing the probability of a hit for each < math > K < /math > would have about 1600 * stddev entries. It should be feasible to precompute this table and insert it in the NetHack source code. Then the to-hit calculation can be done with just a single sample from a uniform distribution. They could just be floating point numbers. This has the same considerations as in the previous method, but is more efficient. Or we could pick some large integer N, approximate the probability as a rational number k/N, and store k in the table. Then the to-hit check becomes just rn2(N+1) > k. But an improved version of rn2 should be used. With the existing rn2, the value of RAND_MAX from my Linux desktop, and N = < math > 10^9 < /math > , small results will be 50% more likely than large results. If RAND_MAX is 32767, the results will be horrible. As an extreme example, consider plate mail. Wearing plate would cause a large weight burden, and significantly increase the chances of being hit. And for what benefit? At most one point of damage reduction. Why would anyone ever wear plate? You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Willpower =_=_ Health food You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Forum:Monster attack damage Hello! I'm curious, how is monster attack damage determined? For example, a Balrog is listed with "Weapon 8d4, Weapon 4d6," neither of which seem related to the damage I would do with a broadsword or bullwhip. In particular, I'm trying to decide whether to give Magicbane to my pet Balrog or to my pet Titan. Does anyone know how the damage would compare for each? Thanks!TK (talk) 00:20, 14 November 2017 (UTC) =_=_ Fiqhack =_=_ So this is how you repay loyalty? =_=_ Fiddlehack =_=_ User talk:Chie You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Necromancer (Quest Nemesis) The Necromancer is a fairly simple quest nemesis. He is classified as a wraith, and is one of the few "non-standard" monsters to hate silver. Silver arrows work well for elven rangers, but he isn't particularly hard for priests, nobles, or wizards either. You'll want drain resistance (preferably) or a blindfold, as his life-draining gaze can quickly lower your level. Keep in mind he also has the ability to drain you with spells, so a blindfold will not fully replace drain resistance. =_=_ Forum:Blanking spellbooks You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Template:Monsym/agalope =_=_ Talk:Aglaope Aglaope is not quite as simple as she might seem from her stats, check out aglaopesong() in wizard.c, and the wizard movement code where it's called. To summarize, though, she warps the player to her instead of the other way around (separates the bard from their pets), at the same time she either buffs all the monsters on the current dungeon level or debuffs all the bard's pets. If her theft attack hits, she teleports away from the player, preventing counterattacks. Teleport control does not defend against the warping, so good AC or an engagement ring (prevents the theft) is recommended, as well as a magic whistle (to rally your pets).--Chris (talk) 22:59, 19 November 2017 (UTC) =_=_ Template:Monsym/aglaope =_=_ Quest artifact theft In dNetHack, an attack with the quest artifact theft attribute deals physical damage and steals either the quest artifact or the Amulet of Yendor from the player character. In the source code, it is denoted by 'AD_SQUE', and possessed by all nemeses. =_=_ Talk:Potion of amnesia What is the possible range for the length (number of tail segments) of a long worm? Is there a way to make them grow longer? If you dig out the walls, could you eventually get a single long worm to fill up the entire level? You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User talk:Woodfighter You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. Hi Woodfighter! The section Variants is the place for information specific to NH Fourk. Would you care to add a sentence there instead of putting parentheses elsewhere in the article? Netzhack (talk) 11:28, 21 November 2017 (UTC) You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. New player looking to begin my (probably years long) quest to ascend without using the wiki. I've read the actual Wikipedia page on NetHack, the guidebook, and one NetHackWiki page on the Lichen (i was wondering if that was some form of a lich) I'm a super noob. To the point where I have to keep the guidebook open to see how to move (J is up...right?) I really have no experience with anything like this besides Pixel Dungeon, which is a more self explanatory version of Rogue and NetHack, for IOS and Android I believe. Oh right, okay. I'm currently playing Rogue, Human, and Male as my main setup. I know, cliche, but I love being a rogue. For now, until I get pretty used to the game, I'll be sticking with him. I will branch out eventually though. Anyways, that's pretty much it. Tips will not be appreciated (unless it's something I ask for because I'm incredibly dumb and the solution is incredibly simple) Made it to level 7 today. Died by getting two shotted from full health by something with a wand that I couldn't see. Oh well. Also started using the search/identify tool more. Also learned that lawful altars will tell you if an item is cursed or not if you drop something on it. Still haven't made it past the gnomish mines. Always get buttfucked by like 4 or 5 hobbits and gnomes at the same time. Rogue's throwing daggers are handy. Still can't figure out how to use the 500 bows and arrows that drop from the enemies in the mine. Oh well. Back to the guidebook. =_=_ Forum:Protection from eating rings This is just a quick reading with no testing; I might be missing stuff. And I'm sure I'm not describing the edge cases properly (i.e. 7 current protection, eat a +5 ring. You're guaranteed to hit 10, and have a chance of getting higher). This function is also used by increase accuracy and damage. -- Qazmlpok (talk) 16:33, 23 November 2017 (UTC) You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User:Winny/ZAPM If you find a tribble, don't kill it. let it reproduce and farm XP from it. It'll get you at least to XP level 10 if you're patient (and don't let yourself get surrounded). If you find a monolith, don't kill it. "Attack" it bare-handed. Most of the time it shall frighten you, but it'll give you a free XP level eventually, then disappear. Because it frightens you, don't attempt the free XP around monsters that can kill you. =_=_ User:Winny/ZAPM Source =_=_ Category:ZAPM =_=_ User:Winny/Log =_=_ FIQHack/Pointers Items that formerly granted a "resistance" such as rings or object properties on armor, grant full immunity. Races and roles that have starting "resistances" get immunities in FIQhack as well, but level-up resistances, and any other sources of a resistance only halve the damage. Items that grant a resistance or an immunity will be labeled appropriately if you are confused, and the Oracle offers enlightenment as a service for gold! Monsters cast spells like players do, which means they'll hit you with all their best spells until they run out of power. Even the lowly gnome wizard can now be packing force bolt and drain life! On the plus side, powerful spellcasting monsters such as liches no longer have dangerous melee-range spells such as destroy armor and drain strength. However, they are perfectly capable of casting problematic spells like slow monster and fireball/cone of cold. Elbereth can give you far less safety, as casters and monsters with ranged attacks or wands will be happy to stay away and bombard you. Prepare accordingly. All DSM except for silver and gray have been buffed. If you can get reflection and magic resistance elsewhere, consider blue DSM, which grants speed, or orange, which grants free action, in additional to providing valuable immunities. Easily the most important change in FIQhack is the introduction of object properties - while they're not as insane as GruntHack's items, for many characters, object properties can be a valuable source of immunities. Most magical armor and jewelry have relatively mundane properties, but they can be easily identified using a source of enlightenment. The advantages of possessing numerous immunities can make Fort Ludios an appealing location for players looking to fill out their kits. The above can now ignore reflection, so you'll want not just reflection, but also resistances or immunities to all elemental damage types, if possible. Keep in mind that crowning has been buffed and provides intrinsic acid resistance. At least either fire or cold immunity is recommended. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ FIQHack/YANIs You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Talk:Usenet You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. Based on https://nethackwiki.com/wiki/User:Jonadab/ClassOverhaul, I want the Healer to be renamed to Tamer or Shepherd, and go even further toward "personal pacifism / guide pets through the dungeon". Gnomes seem a weird choice for Shepherd (and Healer!) from a flavor perspective. If gnome, it seems like it should be a different pet as well. (Minor!) This could be as silly as just calling a cat a 'cave kitten = > ... = > smilodon' or something for gnomes. I like Wizards: mapping, det. treasure, ID and teleport turn Gehennom mazes into a shopping spree instead of being tedious, and missileing everything is cool. I leave the dead Sanctum priest "2 bits for an ale" and massively enjoy unleashing purple worms on Astral. Burrrrp! :-) And I do hoard and overprepare. NAO stats fail to include 1 additional ascension, because NetHack segfaulted during final dumplog. Had had lots of fun throwing both kinds of venom objects at riders and also wanted to take some with me, but turns out venom in your BoH crashes the program when the contents are listed at the very end. So did it again 1 game later, this time took all the venom out before offering. :-) Best game to date was a foodless weaponless polyselfless monk, who spent quite a while praying for telepathy and polymorphing darts into shuriken. Might've managed it 2 games earlier, but hit someone with my pick-axe. Could've ed ! You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Forum:Magic whistles via polypile I sometimes play pacifists as I like the challenge and not actively killing anything in terms of role-playing. However, several of them have a hard time finding a whistle before the castle, whereas all of my regular characters typically find 4 or 5 before the castle. I cannot help but be paranoid and think their is RNG programming against my Conduct. Does a tool have to be magical to get a magic whistle via polypile? I have zapped 100's of items at this point, via a wand, and have yet to receive any. I have yet to encounter many unicorns due to my low level. I always use stacks of six in rows of 7. The guidebook states: "As magic whistles are fairly common magical tools, it is a good idea to collect them. You can then try to polypile your surplus ones into magic markers." =_=_ Variant paranoia Variant paranoia is a phenomenon that can occur when a player begins playing a new NetHack version or variant. It occurs when the player believes that certain events are due to deliberate changes made in the variant whereas they are actually just happening randomly. These usually only happen when the player thinks a change has been made against the player's favor. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. I reverted your edit to the Wizard page because teleport at will isn't stored with the rest of the intrinsics; it's special-cased in dotele(). Wizards do get it at level 8. See teleport.c, line 518. --Phol ende wodan (talk) 17:12, 13 December 2017 (UTC) =_=_ Talk:Fan labor =_=_ User:Phol ende wodan/SpellsOverhaul This is a proposal to rework NetHack's spells so that they scale more smoothly with skill, are more usable with roles that can't excel in them, are less dependent on experience level, and do not duplicate the effects of consumable resources. The primary feature of this proposal is that most spells have both "lesser" and "greater" forms; the greater form is higher level but has stronger effects. Both spell forms are found in the same spellbook, and can be read separately. The player can choose which of the two forms to cast. (If they find themselves casting only one most of the time, the spell rearrange menu will allow the player to configure whether it should default to the lesser form, the greater form, or prompt the user.) Spell schools are changed as well, mostly drawing on the spell portion of the class overhaul proposal. In particular, this removes Clerical spells. Several of the other spells also move between schools, sacrificing some flavor to gain gameplay. This proposal is not for a full spellcasting overhaul. Assume that power regeneration, skill caps, spell failure rates, and any other mechanics all work the same as they do in vanilla. This was written with monsters-casting-player-spells in mind, so assume that monsters will receive only spells from this list instead of their normal assortment. Any spell effect that references "resisting monsters" refers to the monster getting a chance of resisting based on its monster magic resistance. Your caster level for these purposes is not simply your experience level; it gains bonuses for skill: +0 for Restricted/Unskilled, +5 for Basic, +10 for Skilled and +15 for Expert. Casting greater spell forms may give more bonuses, which will be noted there. Temporary intrinsics granted by these spells do not stack with any other temporary source of that intrinsic; they will just set it to the maximum of their own value and the current value. Any formula that directly uses "skill" as a variable uses the values 0 for Restricted or Unskilled, 1 for Basic, 2 for Skilled, and 3 for Expert. Rolls 6 dice of damage. Die size depends on skill level: d4 unskilled, d6 basic, d8 skilled, d10 expert. Resisting monsters take half damage. Drain (skill+2)/2 levels from monster (0 if it resists), and deal (levels drained + 1)d6 damage. Limited to melee range. Drains items on the ground and in monsters' inventories. Same effects, but the spell is now a beam that will not stop at the first monster. Also restore the caster's HP by half of the total HP lost by each monster. Current basic effects; fires a ray that explodes in a fireball/cold blast when it hits anything. Range of the ray increases by 2 per skill level. Melee range touch of death. Lucky for the monster, it might not work! The usual monsters are immune (undead, demons, angelics). Monsters who successfully resist once attempt to resist again: if they fail this, they are drained 2 levels; if they succeed, they take (skill+4)d6 damage. Same effects as the touch of death, except that if a monster single-resists and then fails, they are still killed. Two resists and a fail drains 2 levels; three resists deals (skill+6)d6 damage. Lights up an area within line of sight whose radius scales with skill level: 4 for unskilled, 6 for basic, 9 for skilled, 12 for expert Reflectable ray that "explodes" when it hits something non-reflecting or at the end of its ray, causing everything adjacent to be blinded and lighting the area in a radius as per skill level (lighting it in line of the space where it explodes, not your space.) Detects unseen things in a radius scaling with skill level (same radii as with light); however, the farther from you a space is, the lower the chance it is detected. Rough scaling of this is 100% next to you down to about 25% at the far edge. Type-identifies a number of items in inventory scaling with skill level. 1 for unskilled, d2+1 for basic, d4+1 for skilled, d6+1 for expert. Maps a radius around you and all dungeon features: 2 unskilled, 4 basic, 6 skilled, 8 expert. Does not detect secret doors. Puts non-resisting monsters to sleep for (skill + 4)d8 turns. Skill bonuses versus monster magic resistance apply, with a further +10 bonus. Temporarily pacifies adjacent non-resisting hostile monsters (for (2+skill)d8 turns). Skill bonuses versus monster MR apply, with a further +Cha bonus. If trying to pacify an angry shopkeeper or aligned priest, has a further +30 bonus. Melee range. Target becomes invisible and stealthy for (skill*2 + 6)d6 turns. If already intrinsically invisible, offers to end invisibility instead. Cancels a nonresisting monster in melee range and all objects on its square. Skill bonuses versus monster magic resistance apply, plus a +20 bonus. Restores 4d(skill+1) lost skill points, and if your maximum HP is less than its former maximum, increases 1d4 maxHP up to that former level. Beam spell. The only spell that can be cast while confused or stunned. Target monster has three separate (skill+1)/4 chances of clearing blindness, clearing confusion, and clearing stunning. Resurrects a corpse on your space with its maximum HP cut to half and its current HP set to 1/3 of that. Only works on monsters whose base level is (skill+1)/2 times your experience level. Resurrects a corpse on your space with full maximum HP and full HP. No level limitations. A pet resurrected in this way will always come back tame. If Unskilled, opens an unlocked door. If Basic or above, unlocks doors and containers. If Skilled or above, also opens the door. Can be targeted on any doorway in line-of-sight and in radius 3*(skill+1). When it hits a door, notifies you of any unseen monsters within 2 squares of the door (showing as ). If a door or a container is trapped, it notifies you and asks you whether you want to remove the trap. Always unlocks. Always closes and locks, and creates a door if not there. Forces items and monsters off the square to adjacent squares. (If a monster can't move off the square, it becomes embedded in the door.) Can be targeted on any doorway in line-of-sight and in radius 3*(skill+1). At Skilled or above, door becomes secret. Creates a monster of the appropriate list depending on skill with a boosted base level and maximum HP, scaling based on your XL. Polymorph beam 3 spaces long. Morphs objects on the ground. Nonresisting monsters polymorph randomly. nted from polymorphing into something of significantly higher difficulty. Same effects, except the player is allowed to choose what form any nonresisting monsters are turned into, so long as that form is of lower or equal difficulty. If they refuse to choose, use the same random logic as above. Jumps. Range scales based on skill: Unskilled is 2 spaces orthogonally, Basic is 2 spaces in any direction, Skilled is that plus knight's moves, Expert is that plus 3 spaces orthogonally (equivalent to current jumping boots). Jumps. Range scales based on skill, using current jumping spell distances. Additionally, the jump may pass through hiding monsters or monsters underwater. Teleports one adjacent nonresisting monster and any objects on that space, if the level allows teleportation. Skill bonuses versus monster MR apply. Teleports self if targeted at self. This is deliberately cheaper than Ctrl-T teleport. Ray of lightning that, whenever it hits a reflecting target, may send the beam in a random direction, and whenever it hits a nonreflecting target and has more distance to go, may spawn up to (skill+1) beams in random directions. Deals 8d6 shock damage. Repairs erosion on a player-selected item. 50% chance of repairing one level if Unskilled, one level guaranteed if Basic, two if Skilled, three if Expert. Beam spell, first monster it hits will be shoved backwards up to 1d(skill+1) squares. Shoving a monster could be similar to dealing it a staggering blow. Summons up to (skill+1) tame monsters around a hostile targetable monster. The monsters' level can be no higher than half your XL. Summons up to (skill+2) tame monsters around a hostile targetable monster. The monsters' level can be no higher than your XL. This is a mini-proposal for a flanking algorithm which could be used in to-hit calculations. It relies only on the state of the map: which monsters are around a defender, whether they are hostile, and what terrain is around the defender. It produces a value from 0 (not flanked at all) to 7 (surrounded on all 8 sides by hostile monsters). There are only eight primary directions of attack in NetHack. The amount by which a defender is flanked can be quantified by the maximum arc in which the defender is not threatened by anything. Balancing out the flanking bonus slightly are walls or other spaces adjacent to the defender that the defender cannot move to; a defender in the open can dodge more easily than if they are cornered or backed up against a wall. The accessibility of terrain is determined by whether the defender can move there without consequence (water or lava are accessible if the defender is levitating, for example.) The strategy implications of flanking mean that players will be incentivized to fight in doorways, corridors, and other choke points where they can't get flanked very easily. Open levels like the Big Room and the Gnomish Mines and things like magic traps and werecreatures become more dangerous. In vanilla, experienced players already use this strategy because it means fewer things can attack you at the same time. This might exacerbate its dominance as a melee combat strategy, but it's also tactically the right thing to do in real life, so I'm ambivalent on the issue. It also means that if you plan to run through hordes of enemies, like the standard strategy for the ascension run, you will likely suffer many large flanking penalties, which is probably good. Monster AI might also benefit from a change where intelligent enemies may hang back and let their compatriots catch up so they can all attack you at once and flank you. The largest arc with no threat is 7 (northeast clockwise to northwest). Flanking bonus = (7 - 7) + 0 + 0/2 = 0. The largest arc with no threat is 6 (east clockwise to northwest). Flanking bonus = (7 - 6) + 0 + 0/2 = 1. The largest arc with no threat is 4 (south clockwise to northwest). Flanking bonus = (7 - 4) + 0 + 0/2 = 3. The largest arc with no threat is 3 (southwest clockwise to northwest). The space behind the defender is not a trap or terrain, so it does not get any extra bonus. Flanking bonus = (7 - 3) + 0 + 0/2 = 4. The largest arc with no threat is 0 (there is no direction with no threat). The space behind the defender is not a trap or terrain, so it does not get any extra bonus. Flanking bonus = (7 - 0) + 0 + 0/2 = 7. The largest arc with no threat is 1 (an "arc" consisting only of southwest). The space behind the defender is not a trap or terrain, so it does not get any extra bonus. Flanking bonus = (7 - 1) + 0 + 0/2 = 6. The largest arc with no threat is 7 (northeast clockwise to northwest), and the space behind the defender is blocked, and both spaces on either side of it are also blocked. Flanking bonus = (7 - 7) + 1 + 2/2 = 2. The largest arc with no threat is 7 (northeast clockwise to northwest), and the space behind the defender is blocked, and one of the spaces on either side of it is also blocked. Flanking bonus = (7 - 7) + 1 + 1/2 = 1.5. The largest arc with no threat is 3 (southeast clockwise to southwest), and the space behind the defender is blocked, and both of the spaces on either side of it are also blocked. Flanking bonus = (7 - 3) + 1 + 2/2 = 6. The largest arc with no threat is 3 (southeast clockwise to southwest). The space behind the defender is not a trap or terrain, so it does not get any extra bonus. Flanking bonus = (7 - 3) + 0 + 0/2 = 4. The largest arc with no threat is 4 (east clockwise to southwest). The space behind the defender is not a trap or terrain, so it does not get any extra bonus. Flanking bonus = (7 - 4) + 0 + 0/2 = 3. The flanking bonus seems kind of low for a player so hemmed in, but it's worthwhile to point out that both of the jackals will get the full +2 when they attack for a flanking bonus of 5. The largest arc with no threat is 7 (southeast clockwise to northeast). The space behind the defender is not a trap or terrain, so it does not get any extra bonus. Flanking bonus = (7 - 7) + 0 + 0/2 = 0. =_=_ User:Phol ende wodan/Combat system overhaul This is a proposal for an overhaul to NetHack's to-hit, armor, and damage reduction system. The current system originates from early versions of D & D; this is great for D & D players but not great for NetHack game balance. On top of this, there are many adjustments made to the original system - for instance, battles in early D & D are generally several-on-one or several-on-several instead of one-on-thousands, and enchanted gear is rare and hard to come by - but the net effect is to create a crufty system of mechanics that does not work well in the modern game. I believe that the best way to restore balance is by removing the existing system and building up a new one from scratch, instead of trying to change lots of values and algorithms to try and get it right. This is a work in progress and it should be considered a second draft. All of the primary mechanics are present, though, and I don't expect to edit this much more apart from tweaking numbers and minor rules. Balances are likely off. Please post on the talk page to tell me how something here is wrong. The to-hit formula is in the center of everything. The vanilla version is being thrown out completely, and replaced with a version that uses a normally (bell curve) distributed random variable instead of a d20. In order to hit, the random number must initially beat a 0, but various to-hit bonuses and penalties on the attacker's and defender's side push this target into negative numbers (representing an attacker advantage) or positive numbers (representing a defender advantage). In the first draft of this proposal, shields contributed directly to evasiveness with their own mechanic for this; now they are merely armor pieces which will happen to have a high proportion of EV. Monsters' AC is split into two stats which serve independent purposes: evasiveness, or EV, which counts as a to-hit bonus to their defense, and damage reduction, or DR, which reduces damage done on successful hits. Armor's AC stat is likewise split into EV and DR. Evasiveness is an inherent value of a monster form that determines how easy it is to score a hit. It partially replaces monster base AC as a stat. Its natural value is zero, corresponding to AC 10 in vanilla (a naked human with no special skills or bonuses), but unlike AC, it increases as it improves. It should generally correlate with monster difficulty, though outliers might apply in special cases: a gelatinous cube would be less able to evade and so should have a lower evasiveness than a standard monster of its level, while killer bees are very good at evading and so should have higher evasiveness. (Perhaps the speed and size to-hit penalties can be appropriately balanced so that this stat isn't needed, but I don't really think so; I think the ability to tweak and fine-tune these values on a per-monster basis is a good thing.) To do this, rather than using a uniform distribution like the 1d20 roll to-hit currently uses, generate a Gaussian random number with mean 0. I don't know what standard deviation should be yet; that will depend on what ends up being a reasonable range of bonuses. A distribution of this shape satisfies the above constraints, and it does so smoothly and continuously. NetHack is allergic to floating point numbers; this is fine, because Gaussian distributions can be approximated well enough with an average of uniformly distributed random numbers. But if we decide that non-integer quantities are okay at any point, a Gaussian distribution also enables the various bonuses and penalties to meaningfully be non-integer values. The loose balance goal I'm aiming for is that the player should start off not able to hit quite reliably, and should still not be fully reliable at hitting everything at any point in the game except maybe the very late game. Bosses in particular should offer more challenge. Note that changing from vanilla balance to this to-hit system could be a pretty hard sell - overall, it's a nerf, and players might be loath to play a game where you can't be sure of hitting consistently after dungeon level 20 or so, after years of playing a game where you can. Physical to-hit is calculated by subtracting the total attacker bonus from the total defender bonus, and comparing that to a Gaussian-distributed random value. Note that these aggregate "bonuses" might be negative, though not usually. In mathematical terms, a hit is scored if < math > gaussian_rnd(mean=0, stdev=who knows) > (total defender bonus) - (total attacker bonus) < /math > . MAY REMOVE THIS: A notable omission from this list is weapon enchantment. Enchantment no longer applies as a to-hit bonus, and is primarily used now for damage (though other calculations involving it like the chance of a projectile breaking are still in use too). Evasiveness only helps you avoid getting hit. If you do get hit, it is your AC that determines how much the incoming damage will be reduced. Note that this applies only to physical forms of damage; elemental or magical damage is not reduced. First, reduce damage if a weapon or projectile is eroded (instead of making a to-hit penalty). Damage will be reduced by 1d(max erosion) - 1 points on each hit. The vanilla damage formula in which erosion counts as a penalty to enchantment no longer considers erosion. Then moving on to the primary damage reduction mechanic: a monster can hit any one of your armor slots, and the armor you have equipped in that slot is the only armor that will count for damage reduction. The (preliminary) chances of a given attack hitting a given slot are expressed in the table below. When a slot is chosen, if the user is wearing armor there, damage will be multiplied by a factor of < code > 0.9^(total DR) < /code > . Armor enchantment counts for +1 DR per point of enchantment. If you are polymorphed and your polyform has some intrinsic level of damage reduction, your DR is the maximum of DR from your armor and DR from your polyform. (Monsters and armor now have a DR stat in addition to their EV stat, replacing AC, which indicates how resistant their body is to damage.) If the resulting damage would deal over half of your current HP, some other effect happens which might reduce the amount of damage further (though this may still kill you.) Gloves 10% Reduce damage by 50% and get wounded arms for 3d2 turns: a condition which severely hurts your to-hit and damage from fighting with your arms, and could also prevent your shield from adding its bonuses. Cloak 5% Reduce damage by 25%. Originally this made you drop your cloak but that is probably too evil; it's been suggested that this get merged into the torso attack slot. =_=_ User talk:Phol ende wodan/Combat system overhaul Stuff like (Dex-10)/4 creates odd step functions where many stat gains are worthless but ones like 17- > 18 are gold. This is either an argument for multiplying all numbers (inc. the SDev) by 4 or for using floats instead of ints.---Chris (talk) 00:20, 19 December 2017 (UTC) Players will say bad words if you make them drop their equipment. It is quite likely to be missed in combat spam, and if it is it's a pain to find it. This is one of the reasons nightgaunts are hated in dNethack.---Chris (talk) 00:20, 19 December 2017 (UTC) =_=_ Nymphs You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User talk:Rockola You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Talk:Carrot I'm using NetHackWiki for reference as I play. However, I will make (minor) edits here and there when I notice a page that could be improved. =_=_ Talk:Melee Other than trying to move onto a monster's square, is there another way to melee attack? For example, if I am starving while my god is angry, and I want to eat my pet.——Godska is me again (talk) 20:49, 25 December 2017 (UTC) You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Talk:Javelin Javelin uses the spear skill, and its unidentified description is throwing spear, so should this be merged into the Spear page?——Godska is me again (talk) 01:53, 28 December 2017 (UTC) Most of the classes had the javelin skill taken off of their Skill Tables, but they seem to have missed removing the javeline skill on Knights and Priests, and a description reference up top on the Ranger page. =_=_ Talk:Rust monster This page says that the rust monster's passive attack rusts your weapon. The passive attack page says that passive attacks are in response your melee attacks. That should mean that throwing weapons is safe, right? I just tested that hypothesis with a junk sword, and it rusted. So, there is information missing from one of these pages.——Godska is me again (talk) 03:46, 28 December 2017 (UTC) You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Template:Trap I have been playing since I found a disc at a computer show named 'Hack' in 1985. I have yet to ascend. I'd like to consider myself an advanced player, and yet I make a lot of stupid mistakes. I have made a sincere effort to play carefully and treat NetHack as the chess match it is. Having accomplished this, I now have several characters which are completely ascend-able —— about 4 in NetHack and 8 in SLASH'EM (either local or server) —— and cannot pull the trigger. I get so far with a character and just stop. I must resolve to get past this fear of making the stupid mistake and ascend someone! Honestly, I think my first ascension could be a pacifist, of all things! You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Potion of wonder A potion of wonder is a potion exclusive to FIQHack and Slash'EM Extended. The only similarity between the two is the name -- a potion of wonder in Slash'EM Extended simply functions as a random potion when quaffed. In FIQHack, it can have a variety of effects when quaffed, but its primary use is to imbue weapons, armor, and accessories with object properties. When quaffed, a noncursed potion will permanently give the player one intrinsic, while cursed potions remove an intrinsic. Blessed potions will never grant the player an intrinsic they already have. The intrinsic lost or gained will be explicitly stated to the player. Possible intrinsics that can be acquired far exceed the number that can be normally gained. These include: Weapons, armor, weapon-tools, and jewelry, including unicorn horns, will consume the potion when dipped, attempting to give the item a random object property appropriate to its class if the potion is noncursed and removing one if it is cursed. Quaffing the potion can be tempting, as many of the intrinsics are otherwise unattainable and can be quite alluring such as magic resistance and reflection. However, with such a variety of options, it's highly unlikely that you will obtain specific desirable intrinsics while risking dangerous ones such as polymorphitis and slowness. It's probably better to use this to give ordinary, replaceable equipment properties, as they can be easily discarded if they gain a useless or harmful property. =_=_ Template:Footnote =_=_ Damage type Every attack in NetHack has a defined damage type. This determines how the attack affects the target when it hits (as opposed to attack type, which determines how the attack makes contact with the target). There are many damage types and many effects for the wide assortment of monsters in NetHack. They are defined in monattk.h and used to specify monster attacks in monst.c. Many damage types actually cause no HP damage; instead, the damage dice are used for the duration of an effect. However, the code is often inconsistent with when this applies. Combining some attack types with certain damage types may lead to some unexpected effects. For example, giving a monster a weapon attack with a blinding damage type will cause it to blind the player as intended when the weapon hits, but it will not actually deal any damage. A blast of missiles. Player-style magic resistance negates this damage. All monsters that have an attack with this damage type act as if they have player-style magic resistance innately. only gray dragons, Angels, Yeenoghu, the Oracle Fire resistance negates this damage. It may also burn up scrolls, potions, and spellbooks in inventory. fire ant, red naga Disintegrates, starting with armor but eventually instakilling. Death magic from the wand of death and spell also uses this damage type. only black dragon Most common type of poison. In addition to increased HP damage, also lowers strength. May instakill non-resistant. Poison resistance negates all HP and strength damage. On monsters, all forms of poison are the same. green dragon, soldier ant, snake Acid resistance negates this damage. On passive attacks only, it may also corrode worn or wielded items. acid blob, yellow dragon, ochre jelly Causes the target to become blinded. Depending on the attack type, various pieces of equipment may block this attack, such as a visored helm preventing blinding from ravens and spat venom. yellow light, dust vortex, Archon Slows the target down. On the player, this removes intrinsic speed or reduces the player to slow speed. On monsters, this reduces permanent speed to 2/3 of its normal value. only skeleton, shade Mostly the same effects as an anti-magic field. On the player, this will drain Pw, and maximum Pw if current Pw is 0. However, unlike an anti-magic field, this will cause HP damage if maximum Pw is 0. Happens only 25% of the time. only energy vortex Attempts to start a slow petrification process, subject to the 10% chance of hissing. However, if the attack type is AT_GAZE (Medusa), the petrification is instantaneous. only chickatrice, cockatrice, Medusa Steals a single item from the target. Monsters that steal will then flee; animals will try to run away, all other monsters will try to teleport away. Nymphs may cause you to take off a piece of armor, immobilizing you for several turns, and steal extra items for each turn you are immobilized. only monkey, nymph Currently the same as AD_SITM. The source calls this attack "seduction", but it is not the same damage type as the better known seduction type AD_SSEX. only nymph The target randomly teleports somewhere else on the level, subject to teleport control, unless the level is no-teleport. only quantum mechanic Causes a random piece of worn armor to rust, which may fail if it is blessed, rustproof, or not rustable. As a passive attack, tries to rust the gear that made contact. Instakills iron golems. only gray ooze, rust monster Only works when engulfing. Since monster engulfing is not implemented, when most monsters are digested, they will die instantly. only trapper, lurker above, purple worm Against monsters (always) and the player (in most situations), damage is converted to physical. However, if the player is naked and wielding no weapon, heals the player by 1d7 points, cures sickness, and may increase maximum HP, exercise Strength, and exercise Constitution. This may cause the attacker to disappear or flee. Additionally, if the player is a Healer, the attacker will never deal damage even if they have weapons and armor equipped. only nurse Assumed to be tentacle brain-sucking by the code. No effect on headless monsters. Wearing a greased helm will apply the HP damage but no further effect; a non-greased helm will also do this 7/8 of the time. Should the attack succeed, the target's brains will be eaten; the player loses Int and suffers amnesia, whereas monsters take an extra 1d10 damage. only mind flayer, master mind flayer Attempts to rot a random piece of worn armor. As a passive attack, tries to rot the gear that made contact. Instakills wood golems and leather golems. only brown pudding Special attack: 15% chance of an instadeath unless you have player-style magic resistance, 30% chance of no effect, and 65% chance of dealing all of its damage to maximum HP in addition to current HP. only Death Special attack: makes you hungrier by 1d40 + 40 points unless you are fainted from lack of food, abuse Constitution, and also deal its full complement of HP damage. only Famine If the target is already a green slime, incorporeal, flaming, or has unchanging, it does not start to turn to slime; monsters will still take damage from this but not the player. Other monsters have a 25% chance of turning into a green slime instantly and a 75% chance of taking the damage with no further effect. The player will both take damage and start turning to slime with 10 turns to go. only green slime On the player, disenchant a piece of gear (if a passive attack, disenchant the gear that made contact.) Monster disenchanting is not implemented, so monsters just take it as physical damage. only disenchanter Casts a random clerical spell appropriate to the caster's level. No effect when the player is the attacker. aligned priest, high priest, Master Kaen Casts a random mage spell appropriate to the caster's level. The player can never cast monster spells, so it has no effect when the player is the attacker. lich, orc shaman, Wizard of Yendor Not actually a damage type. When a monster attacks with AT_BREA and AD_RBRE (the Chromatic Dragon is currently the only such monster), it will set the damage type, and thus the type of breath, to a random damage type between AD_MAGM and AD_ACID. only the Chromatic Dragon No effect on monsters at all. On the player, 5% chance of stealing a valuable item from inventory, otherwise no effect. Items are stolen in the preferred order of: any quest artifact, the Amulet of Yendor, the Bell of Opening, the Book of the Dead, and the Candelabrum of Invocation. quest nemeses, demon lords, the Wizard of Yendor If the attacker isn't a gremlin or it isn't night, no additional effect. On the player, attempts to remove a random intrinsic. On monsters, 10% of the time, attempts to cancel the monster. Instakills clay golems if the attack hits, including when the player is one. only gremlin =_=_ Stone resistance You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User talk:Thedoc1030 You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Mulch =_=_ Bug Hall of Fame Sometimes, bugs appear in NetHack or a variant that break the game in a completely ludicrous way. Such bugs are preserved here for posterity. =_=_ NetHackWiki:Next version pool =_=_ NetHackWiki talk:Next version pool =_=_ User talk:Demogorgon22 You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User:Fyr/YANI/Lunatic The lunatic is one of the player roles in NetHack. Lunatics can be humans, orcs or gnomes and can be Neutral or Chaotic. In the quest, you return to the Bedlam Asylum, where the quest leader, the Chief Psychiatrist, attempts to persuade you to commit yourself to stay "just until your head clears up a little." If less than level 14, she is not especially worried and suggests that you might feel better on your own soon, but once you reach level 14 she becomes very concerned and insists that you undergo treatment in the Clinic, which is found deep within the facility. In the Clinic, the quest nemesis is the Mad Doctor, who believes that you are a danger to society and attempts to kill you. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. ShivanHunter has showed during TNNT 2018 that it was possible in the development version of NetHack 3.6.2 to encounter corpses of monsters that do not normally leave corpses. This occurs when a monster migrates to another floor, such as by falling down a hole or trap door, but there is no space on that floor for them to arrive. This also occurs in NetHack 3.6.1. In the game where they found this out, they then proceeded to ascend with two tins of grid bug meat. The dumplog is here. =_=_ Forum:The Yendorian Army's alignment From a role-playing perspective, it is really interesting that soldiers are Chaotic. It seems at first somewhat inconsistent with the conceptualization of alignments in the alignment article on this wiki: if Chaotic players/creatures are those that "prefer individual action" in "contrast to the lawful characters' like of social settings and orderly group activity," the a disciplined, rank-conscious army acting toward a common single-minded purpose should be almost a paradigmatic case of Lawful behavior. How then can we conceive of these guys as Chaotics? Personally, I like to think of them as fitting a particular negative stereotype of soldiers that you see sometimes in movies about the Vietnam War. More directly relevant to Nethack, the encyclopedia entry is helpful - it explains that the Army has been "trained by the Wizard [of Yendor] himself"; I suspect he finds a perverse sort of humor in instructing his mercenaries with such a self-contradictory system of internal morality. =_=_ FIQHack/Monster spellcasting In FIQHack, instead of having their own dedicated monster spell lists, monster spellcasting instead use the same spellcasting rules as the player. Monsters have energy (Pw), just like players do. They gain or lose Pw as they level up, in an approximation of the player formula: Who Base Emergency Shield Suit Stat Wizard of Yendor 1 -3 1 10 Int nurses 8 -3 1 10 Int dedicated casters 3 -1 1 10 Int everyone else 8 -1 1 10 Int Monsters always use their intelligence with casting (their Intelligence - before any helm of brilliance's effects - is always 20 for the Wizard of Yendor, 18 for dedicated casters, or 11 for everyone else). In addition, monsters represented by an A don't get the normal penalty to casting from using a large shield. Whenever a monster is generated, it is assigned a list of spells. This is done by selecting among the spells with equal probability for each of them - potentially rolling the same spell more than once - a certain number of times: 10 + rn2(XL+5) for dedicated casters, rn2(XL/3) for everyone else. This spell is then added to the monster's spell roster with a probability of (2 + Spell level + Skill level) / 6. Skill level is 0 (unskilled), 1 (basic), 2 (skilled), or 3 (expert). In addition, monsters with at least Basic skill in attack spells are guaranteed force bolt. FIQHack has a flag for monsters that count as "dedicated casters". Those mostly (but not quite) align with monsters that could spellcast in vanilla. In FIQHack, any non-mindless non-animal monster can cast spells if they acquire them, either on generation or by reading books, but these monsters can generally do so more reliably: Aside from being an excellent fighter, Kaen has mastered spells to speed himself up, heal himself, and catch those who try to flee. The Wizard of Yendor is, similarly to other general spellcasters, generated with a random list of spells each game. However, he has one guaranteed spell: =_=_ User talk:Ranchyang96 You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Hardfought Hardfought is a NetHack community with its own servers, similar to NAO. Hardfought currently hosts three servers - United States (east coast, same locale as NAO server), London, UK and Sydney, AU and currently has the most diverse set of NetHack variants of any public server. Notably, all variants in the Junethack tournament are represented there, save one (DNHSlex). Hardfought has its own IRC channel on Libera, #hardfought. This is also linked with the #nethack-hardfought channel on the roguelikes Discord. The Beholder bot announces important events, deaths, and ascensions, and Pinobot can be used to find information on enemies across NetHack variants. To play on Hardfought, ssh to the server closest to your location. You can also play in your browser using one of the web client links below. A note on connecting - as of Oct 12th 2018, you can connect to all Hardfought servers via IPv6 (ssh, https). =_=_ Forum:Ubuntu terminal displays bold texts instead of actual bright colors?? I wanted to use my own color palettes, so I right-clicked on the Ubuntu terminal and went to Profiles - > Profile Preferences - > Palette - > Color Palettes, and set the colors. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Forum:Nethack 3.6.0 isn't working with Nevanda 32x32 tiles Hey everyone! So about a year ago I was playing UnNethack on my kindle fire and using the built in Nevanda tileset, which I grew to love. Now I'm trying to use the same tileset on a HP Probook 11 G2, and having a bit of trouble getting the Nevanda (https://nethackwiki.com/wiki/File:Nevanda.png) tiles to work. I followed the instructions exactly. I opened the defaults.nh file in notepad, added the "OPTIONS=tile_file:nevanda_3.6.0_x32.bmp,tile_width:32,tile_height:32" line,and made sure that it wasn't led by a "#". I converted the tileset to a bitmap image, then made sure the filename was "nevanda_3.6.0_x32.bmp" in order to match them so that it would find the right file. From my end it looks exactly as it should, but when I run nethack, it greets me with a message saying, "Cannot load tiles from file. Reverting back to default." and then proceeds normally, starting a game, but using the default tiles, which I personally don't like. Help would be VERY much appreciated! Apparently a Tengu teleported in, grabbed the horn, and blasted me in the long corridor at the top...... No place to escape. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User talk:Sethroti You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ M2 STALK You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ SLEX =_=_ User:Bluescreenofdeath/Sinks and toilets In SLASH'EM Extended, rings can be identified by dropping them down a sink, just like in vanilla NetHack, but the chance that the ring is regurgitated and not lost was increased to 50%. Additionally, version 2.1.7 introduced the ability to identify amulets by dropping them down a toilet, which can sometimes cause the amulet to be cursed (no message is given if that happens) or rusted (with "The < amulet > rusts!" message). Amulets are preserved with a 75% chance, but the remaining 25% the amulet is not only lost, the player also gets surrounded with hostile out of depth monsters. If you can't handle those monsters, consider using phase door via technique or scroll, or another form of teleportation; a sufficiently high-level character with teleportitis can press Ctrl-T to teleport at will. Testing amulets on a no-teleport level may be a Bad Idea. Rings of searching and slow digestion will never be lost; all other rings will be lost down the drain with 50% probability. There is a 75% chance that the amulet will be preserved. If that happens, there is a 33% chance that it becomes cursed with no message, so a previously pet-tested amulet may become unsafe after testing it this way, and a separate 33% chance that the amulet rusts if it was made of a rustprone material. A thoroughly rusty amulet will always rust away when dropped down a toilet. If the amulet was not preserved, "Something comes out of the toilet!" and d6 hostile out of depth monsters are summoned. The toilet looks delicious! You wonder whether you can eat it. (If hallucinating, also says "In fact, it seems to have turned into an edible bra! Mmmmmmmmmmmmm... candy!") =_=_ ZAPM Item Prices You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Forum:Greased weapons and spashing vs hitting You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Forum:Gray ooze? I was playing a Wizard Doppelganger in slash'em yesterday when I ran into gray ooze. I had polymorphed into a chasme and was down to 8 hit points. I never take gray oozes seriously so I just started bashing it. However, the gray ooze bit me and I reverted back in human form. Originally, I thought the gray ooze had killed me since they can hypothetically do up to 16 damage. But strangely, my max hit points didn't seem to go down like they normally do when you die in a different form so I thought maybe I just reverted back naturally. The weird part was that I was very low on hit points. Anyway, I got polymorph control and became a vorpal jabberwock. I had around 75 hit points when I again ran into a gray ooze. When the ooze attacked me, I again turned back into a human. Though my hit points were low (around 20), my max hit points weren't affected. Anybody know what is happening? =_=_ XNetHack It is intended to keep up with the development version of vanilla NetHack, and will regularly merge in its latest commits. It has also drawn inspiration from SpliceHack, EvilHack, NetHack Fourk, GruntHack, SliceHack, and various patches from the 3.4.3 era. The hardfought hterm also supports the tiles version of xNetHack, and it is the recommended method if you want to play with tiles. Select the "xNetHack" tileset and the "Square" font. For players who wish to play xNetHack locally on Windows, the .exe files are located in the GitHub release files under "xnethack_mswindows.zip" (starting with version 6.0). Here is the most recent release. xNetHack's source can be found on Github, should you want to compile it yourself. It also has an IRC channel for game discussion and support: #xnethack on irc.libera.chat (and it is also on-topic in the #hardfought channel). This page is the least frequently updated source of new information about xNetHack; the changelogs are updated more often, and the commit messages are guaranteed to be totally up-to-date. Some changes in xNetHack will cause massive annoyance to anyone who assumed that something worked just like vanilla and played the game accordingly. To try and prevent this, here is a list of such changes: Spells can no longer fail. Instead, vanilla's percentage chance of failure is translated into an inflated Pw cost, using the following formula. It is intended to be simpler and rely less on a bunch of role-specific stats. Arc Bar Cav Hea Kni Mon Pri Ran Rog Sam Tou Val Wiz Pw regeneration is also overhauled, using FIQHack's algorithm. You get the sum of the following sources of Pw per turn (fractions carry over for the next turn): The object materials patch, which allows objects to exist as a different material from their object type's base material and which allows for all sorts of interesting ways to do things. Many types of objects can have a different material selected when they are generated. The list of eligible items is much larger than in the original patch, and the lists of possible materials for each type of object are more complex. Glass Always shatters when thrown, and occasionally shatters when used in melee or as armor. However, it is possible to shatterproof glass weapons and armor via the normal methods of erodeproofing, such as confused scrolls of enchant weapon. Bladed glass weapons have a +3 damage bonus. Glass helms offer metal-like protection against falling objects, but may shatter if hit by a heavy object. Glass body armor may also shatter if hit by a heavy thrown object. Gold Blunt gold weapons have a +2 damage bonus. Leprechauns can steal any item made of gold from your inventory, not just gold coins. Wood Burn, rot Wooden bladed weapons have a & minus;1 damage penalty. Wooden helms offer metal-like protection against falling objects. Bone Burn Can hit shades, bypassing their usual immunity to physical attacks. Positively enchanted bone armor will intercept a level drain that hits you, instead draining a point of enchantment from the armor. Bone helms offer metal-like protection against falling objects. Copper Corrode Bonus damage to fungi and monsters with disease/decay attacks; copper armor can sometimes nullify falling Ill (stacking 20% chance with each piece of copper armor worn) Artifacts always have one specific material. Usually this is just the base object's default material, with a few exceptions: Sunsword is gold; Grayswandir, Werebane, and Demonbane are silver; and the Platinum Yendorian Express card is platinum. Wishes are not allowed to specify the object material, except in wizard mode. Wished-for objects always have the base material (unless they're one of the artifacts listed above). Mithril-coats were a tricky issue, as they were material-specific and weren't left like that. They have been replaced with elven ring mails (2 AC, made of copper by default) and dwarvish ring mails (4 AC). When these are made out of mithril, they behave identically to mithril-coats. Elves' and dwarves' armor might not generate as mithril, but whenever a hobbit gets an elven ring mail, it is always mithril. Dwarf lords and kings that happened to get a dwarvish ring mail have an increased chance of it being mithril. Certain items are renamed due to having a material-specific name. Mostly this just takes the form of removing the material from the name, but consult objects.c to be sure. One important case is that since regular bells can now be silver, a "silver bell" is not the Bell of Opening & mdash;that is now an "engraved silver bell" when unidentified. To compute the weight of an object, multiply its item type's weight by the density of its actual material and divide it by the density of its base material. Note that the densities may be inexact due to deliberate changes for gameplay balance. (In general, it's assumed that an object of a new material is made solidly of the new material). For example, a mithril chain mail, which has a base material of iron, will weigh = as much as a regular chain mail, whereas a gold chain mail will weigh 1.5 times as much. To compute the price of an object, do the same multiplication. A mithril chain mail costs = 5 times as much as a regular one. Note that most items made of their base material will weigh and cost the same as they did before object materials were added; in other words, the base prices and weights in the object's statblock weren't changed. To compute the AC bonus of an object, subtract the base material's AC from the actual material's AC, then add this to the regular AC bonus of the armor. This has a floor at 0, because a poor material can't make the armor worse than wearing no armor at all; if the armor is metal, its floor is 1 instead. The resulting value is then effectively the new "base" as far as erosion is concerned & mdash;for instance, an iron small shield will grant 2 points of AC instead of 1, but it will go down to 0 when it gets very rusty or thoroughly rusty, instead of bottoming out at 1. The silver-hating code has been generalized so that it can be applied to any group of monster types for any specific material. By default, this deals d6 damage to them on contact (d3 if it's the player handling an object) and cause messages like "The [monster] flinches at the touch of [material]!" and "The [material] broadsword hurts to touch!" Also by default, if the player hates a material, they are still capable of handling an object made of it (it's not literally untouchable). Due to a vanilla bug, the player is always capable of picking up an object made of a hated material with no bad effects. Monsters will not wear objects that are made of a material they hate. Elves (including elvish players), nymphs, and lesser demons hate cold iron (which is all iron in the game). Undead variants of monsters that hate iron such as elf zombies, however, do not hate iron. Iron hatred uses the defaults described above. If you are playing as an elf, any iron items in your starting inventory will be converted to copper. Fungi and monsters that use disease or decay attacks, as well as Pestilence, hate copper. This uses the defaults described above. Hatred of silver does not use the defaults described above; it works the exact same as it does in vanilla, dealing d20 damage and being un-handleable by a silver-hating player. To make things easier for elvish players in particular, some common-sense rules have been added so that the player doesn't directly touch items as often. If you wield something made of hated material while wearing gloves, or wear body armor made of hated material while wearing a shirt, this does not count as touching them and you will not take damage. Filler levels (non-special and non-vibrating-square) that have a full-level maze now generate rooms into the maze. Some of these may have walls removed, creating large open areas; others may have doors that align with the regular maze passages. In Gehennom, these rooms are now Gehennom-exclusive special rooms: For mazes between Medusa and the Castle, rooms still generate, but any special rooms will be Dungeons of Doom special rooms (swamps, treasure zoos, leprechaun halls, and so on). There are significant changes to themed rooms on top of what currently exists in vanilla 3.7.0-dev. The level parser has been enhanced to allow themed rooms and their subrooms to be filled or designated as special rooms, and to apply minimum and maximum level difficulty cutoffs to control when a theme room can generate. A few vanilla rooms are tweaked, and many new rooms have been added (some based on UnNetHack and EvilHack random vaults). New door traps: Replacing the KABOOM!! stunning door trap. The available traps depend on the current level difficulty. All of the following impact monsters and players as symmetrically as possible. Zaps for d(level difficulty × 2) + 1 shock damage. Damage is reduced by 75% for shock resistance. The trap is automatically removed. Classic bucket-propped-above-a-door prank. ()+1 items in your inventory are randomly wetted; containers and their contents are safe. The trap is automatically removed. Door is rigged without hinges, falling away from you. You crash on top of the door and are stunned for 2d4 turns. Destroys the door. You break a tripwire, dropping a boulder out of the ceiling on you (it will drop on the door space if you open the door from a distance). The trap is automatically removed. Burns you for d(level difficulty) damage. If you have fire resistance, damage is halved. If you are wearing any gloves, damage is halved again and the gloves may be eroded. If you are specifically wearing "padded gloves", damage is entirely negated (because they are designed for heat). Causes a fiery explosion dealing d(level difficulty) damage centered on the door. The explosion is normal (it may burn your inventory and is resistable normally, no special effects). Destroys the door. Iron doors (, , ) are doors that cannot be destroyed by most means of brute force. This includes digging rays, picks, non-metallivore tunneling, giant smashing, force bolts, or kicking. All other ways of interacting with doors normally (opening, unlocking, untrapping, etc) work the same on them. They can be trapped with the same traps as any other door. Certain methods of destroying doors do work on iron doors: falling into a chasm from an earthquake, being blown up by a land mine, being chewed through by a metallivorous tunneler, being disintegrated by a disintegration ray. They are randomly generated on filler levels: if (level difficulty > 10 + 1d50), a door will be generated as iron. They currently only exist in the Castle as far as special levels are concerned. Sentient arising from the dead: Occasionally when you die to vampires, green slimes, mummies, or anything else that would have made you arise from the grave, you turn into that monster but retain your sanity, and continue playing with permanent intrinsic unchanging. In xNetHack, zombies are also able to arise from the grave. FIQHack XP curve: This is an XP curve that keeps the player gaining experience levels through the late game, for a typical playing style of killing lots of monsters. Up until level 10 it's the same as vanilla, and thereafter with triangle numbers: 5000 XP to go from 10 to 11, 6000 from 11 to 12, and so on. Weapon names for good weapons: A feature ported from NetHack Fourk. Non-cursed weapons that generate with +2 (or +1 rustproof) or better enchantment have a chance of being given a random vaguely macho object name, such as "Monster Slayer" or "[weapon] of Glory", or a name indicating they belonged to someone from the high score list. These are not artifacts and have no special qualities; the only thing the name denotes is that this weapon has a good enchantment, which makes it visible to players who might otherwise ignore it. The higher the enchantment, the higher the chance is that the weapon gets a name. Names are never given to weapons that are cursed or below +2 (except for rustproof and +1). Polyinit mode: You can begin the game permanently polymorphed into any non-unique, non-player-monster monster (even ones that you can't polymorph into normally, like Archons, but take note that the game is not totally stable if you do). Do this by setting OPTIONS=polyinit:[monster] in your config file. Similar to sentient arising from the dead, this gives you permanent intrinsic unchanging, and you will die when your HP runs out. This is a non-scoring game mode. Artiwishing/artigifting rebalance: As mentioned above, the odds of you getting a wished artifact are dependent only on the amount of artifact wishes you have previously made. Ditto for artifact gifts; the odds for a gift are dependent only on the number of (artifact) gifts you have already received. This means that artifacts you create by naming and artifacts you find randomly generated or in bones will not count against you when wishing or getting gifts. However, to compensate for this, the chances of a successful artifact wish are reduced. Your odds of getting an artifact on a wish are < math > \frac{1}{artiwishes + 1} < /math > , which gives odds of 1, , , ... instead of vanilla's 1, 1, , , ... The Grudge Patch: Ported from 3.4.3 with some changes. Various monsters "grudge" each other, attacking each other even if they are both hostile to the player. It also allows non-pets to attack pets that they grudge on their own initiative; however, pets that grudge each other will not attack each other. The grudging pairs of monsters are: Moldy growths on corpses: Ported from SLASH'EM. Corpses that are old enough to possibly be tainted when eaten may spontaneously go moldy and grow a random F-class monster on them. About 5% of corpses will turn moldy. If the corpse was already an F-class monster, it won't grow mold. If the corpse is acidic, it can only produce green mold. Malcolm Ryan's Brewing Patch: Ported and incorporated. This lets you dip mold corpses in potions of fruit juice to begin fermenting them; after a while they will turn into other types of potion. Green mold turns to acid, yellow mold turns to confusion, violet fungus turns to hallucination, brown mold turns to sleeping, and red mold turns to booze. If the mold is cursed, it creates sickness. The Zombie Apocalypse: Zombie corpses will occasionally revive by themselves, similar to trolls but with a lower overall chance. Zombies and liches can now turn things they kill into zombies: when they make a melee kill on a monster that has a zombie form, it will immediately turn into that zombie form. If the killer was tame, the new zombie will be too; otherwise it will be hostile. Also extends the Grudge Patch to this: zombies will grudge monsters that they can zombify, and vice-versa. Monster intrinsics: Monsters that eat intrinsic-conferring corpses can gain intrinsics from them with the same odds as the player has. Currently, they are only capable of gaining telepathy and the various resistances (not teleport control, strength gain, etc). Most monsters that eat corpses are pets, but non-pet gelatinous cubes and purple worms are also capable of it. Cooperative telepathy: If you are telepathic (intrinsically or extrinsically), you can see all other monsters on the level that are telepathic, without needing to be blinded or for them to be within a certain range. This includes monsters that aren't naturally telepathic but have gained it by other means, such as by eating corpses or wearing an amulet of ESP. Cooperative telepathy works both ways: if you can see some other monster with it, that monster knows exactly where you are and won't be fooled by displacement or invisibility. Ammo breakage revisions: Like in NetHack Fourk, the chance of breaking thrown or fired ammunition depends mainly on your current and maximum level in the ammo's associated skill. Negatively enchanted and cursed ammo breaks more often, whereas positively enchanted and blessed ammo breaks less often, but these factors are less significant than your skill levels. Monster maximum HP and size changes: Monster hit die size depends on their actual size. Medium monsters use a d8, as before. Tiny use a d5, Small use a d7, Large a d10, Huge a d14, and Gigantic a d18. Dragons no longer use a special maximum HP formula, and the Riders get 40+8d8 rather than 10d8. A number of monster sizes are also adjusted: Player sexuality option: You can specify a desired sexual orientation for your character in your config file with OPTIONS=orientation:[orientation]. This can be "straight"/"heterosexual", "gay"/"homosexual", or "bi"/"bisexual". Your orientation influences which foocubi can seduce you. Bisexual characters can be seduced by any foocubus, so to balance this, foocubi roll twice after each encounter to see if they get a severe headache. When you summon a foocubus by kicking a sink, it will always be an appropriate gender for seducing you. dtsund-DSM: Named after the person who originated the idea, this is a system in which dragon scale mail is replaced by regular body armors with scales fused onto them. Engravings can be seen from a distance, via magic mapping or just looking at the square from across a room or similar. The glyph is a tilde, the same as the Vibrating Square. The color depends on the sort of engraving it is: Monster lookup is more or less ported directly from FIQHack; object lookup is new. These allow you to use the / (whatis) command to see a bunch of detailed information about the monster or object you're looking up. It is displayed above the encyclopedia entry. Information for monsters is things like size, speed, attacks, resistances, and intrinsics conferred. Information for objects varies more based on class, but contains things like weight, base cost, whether it's magical, base AC, weapon skill, and weapon damage. A message will be printed for unambiguity: "You avoid stepping into the [liquid]." The first time this happens in a game, it will notify you that you can use m-movement to enter the liquid intentionally. Other than that, many monsters are recolored so that there are no duplicate monster glyphs. The following is a full table of monster glyph differences: You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Standard strategy/ru Если вам не нравится раскладка в стиле vi, то можно включить опцию цифровой клавиатуры, которая позволит вам использовать цифровую клавиатуру для управления движением персонажа. Чтобы это сделать, нажмите и выберите опцию из меню. На некоторых серверах (для примера, NAO) эта опция включена по умолчанию. Какая из опций управления движением "лучше" — дело лишь собственных предпочтений. Когда вы столкнетесь с монстром, сперва загляните в вики, чтобы определить, стоит ли с ним сражаться. Попытка передвижения на занимаемую монстром клетку приводит к тому, что вы атакуете его. При сражении следите за своими очками здоровья (HP) и когда останется половина от максимума — убегайте для лечения (не ждите, пока у вас останется 1 очко здоровья!). Исцеление происходит медленно, пока вы исследуете подземелье или отдыхаете . Написание "Elbereth" на земле остановит большинство монстров от нападения на вас и заставит их сбежать, пока слово остается неповрежденным. Во время чрезвычайной ситуации вы можете написать его в пыли на полу нажав , затем , затем "Elbereth" но это недолговечно — есть способы сделать надпись более долговечной, поэтому стоит узнать больше о написании. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. My current character is a lvl 30 Val, and by luck from a couple of bones levels, I've ended up with the following in my stash: also permanently invisible, and i have a couple of magic lanterns, and a 1:0 wand of wishing I found in a bones pile (one wish of which I will probably need to use to get the candles I need (as the ones I got in mine town were in the BOH that got destroyed... and I only managed to score 5 via polly-piling) My question is should I stick with the GDSM and cloak of protection and amulet of reflection, or would it be better to switch to the SDSM with the cloak of magic resistence, to free up the amulet spot for an amulet of lifesaving, or the amulet of magical breathing (magical breathing would have saved my previous val from being drowned by a kraken at the top of the tower...) I can't figure out if the MC3 from the cloak of protection is worth it with my characters current stats HP:444, AC:-41 Thanks for your reply. I didn’t think the vampires would be an issue while I’m wielding Excalibur? Disenchanters shouldn’t be an issue as I genocided them. A green slime took out another previous character before I knew about sliming, so I read up on that, and as long as I have a wand or scroll of fire on hand, I should be able to deal with that if it occurs, or alternatively, I have a bunch of magic markers and blank scrolls in my stash so maybe genociding them is worthwhile. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Talk:Ice box Using #tip on a randomly generated ice box (with its many corpses still inside) will rend all the corpses undecomposable. Apparently they still age, but never disappear. Didn't wiztest it yet, but it happened in a game as a tourist, where I took an ice box from a store to use as stash and several thousand turns later the corpses that were left at the store (tipped out of the box) didn't disappear, and eating any of them would cause FoodPois. --Jundavr (talk) 03:48, 22 March 2018 (UTC) You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Xnethack You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User:Phol ende wodan/SearchingProposal Searching works by computing the chance that you find something (a trap, a secret corridor or door, a hidden monster, etc) each time searching is triggered. This can be triggered manually via the search command, or every turn if the character has automatic searching. There are only a few variables involved in the character's success: primarily their Luck, but also whether they are wearing lenses, and the enchantment on their wielded Excalibur. The #untrap command on doors and chests to search for traps uses a similar system in general, but different specific formulas (involving XL and status impairment as their only variables). This has some statistical problems: since it is never possible to guarantee for any one search that all possible hazards have been found, it is never possible to guarantee that no hazard exists. The more times you search and find nothing, the more likely it is that there is actually nothing. This encourages players to search many times to obtain a high degree of confidence that no such hazard exists, which violates a common design principle: the optimal strategy for the player to take should not be tedious to perform. Other lesser problems with the specific formula used are that it puts far too much emphasis on the importance of luck (FIQ pointed out that with even a small amount of negative luck, it can take thousands of turns to find something), and that it doesn't incorporate any relevant ability scores, such as Wisdom or Intelligence or even Dexterity. FIQHack uses a buffed search algorithm that works more than 1 square away from you, but with a diminishing probability of finding anything at greater distance. It also makes rings of searching chargeable, for giving a larger bonus. Secret doors and secret passages are guaranteed to be found in a single search if your Luck is non-negative and you are adjacent to the feature. Traps next to you can be found, guaranteed and in one search, only if you have a +4 bonus from ring(s) of searching. In all other cases, you still have a random per-search chance of failing to find something. Overall, the system fixes some situations where vanilla searching can get aggravating (for instance, spawning in a room with no visible exits and taking dozens or hundreds of turns searching the walls to find the secret door), but it still retains some of the issues, like being able to keep searching and searching and still have a non-zero chance of finding a hidden trap. The most commonly suggested unimplemented idea for fixing searching is some sort of a system in which after a finite number of turns spent searching, your character is guaranteed to have found all possible hidden things. The number of turns could be dependent on several character-based factors: a Rogue with high stats could take very few turns to guarantee no still-hidden items, whereas a starting Caveman could take very long to do this. The problem with this, or any system that guarantees that you will find everything hidden, is that optimal gameplay still consists of searching everywhere. The only functional difference is the slight improvement that you can now be sure there isn't still a trap lurking around that you failed to find over and over again. The main goal is to get rid of any incentives for the player to search something repeatedly. Ideally, they shouldn't really have to use the search command for routine dungeon exploration at all. To this end, all searchable things now have an associated obscurity, which represents how hard it is to find. Obscurity is computed based on several things, and is independent of player stats: The search command is made directional, so that searching doors and boxes (if the player selects a square with a box on it) is intuitive. The obscurity for secret doors and passages is low enough that they can always be revealed by a deliberate search for all characters (so that characters don't get trapped by undetectable doors or corridors). Ultimately, this does not resolve the problem with optimally searching every floor space once. However, at least it means that a single search is sufficient. A couple people have commented that this problem seems to be intractable unless the cost of searching everything is raised, possibly by making the hunger clock tighter. Chris also recommends that a way to display where monsters have stepped be implemented before or along with this proposal, as that would cut down on the need to search in front of you. =_=_ Ring of carrying In xNetHack, the ring changes your carrying capacity by 5% per point of enchantment. Negatively enchanted rings will decrease it and positively enchanted rings will increase it. In FIQHack, it increases or decreases the wearer's carrying capacity by 50 per enchantment. It can also be used by monsters, and it can be eaten to acquire the effect intrinsically (33% of the time, as per usual ring eating rules). =_=_ FIQHack/New HP growth FIQHack revised how HP and Pw/energy growth works. Like in vanilla, every role and race has a starting HP and Pw. Unlike vanilla, the value is fixed. Otherwise, everything else from vanilla was scrapped. Instead, HP and Pw is determined consistently based on your Constitution (for HP)/Wisdom (for energy) which gives a growth modifier based on your role and race, which is combined. Attribute changes will retroactively update max HP and Pw (but not current, apart from lowering it if max HP becomes smaller than current) as if you had that from XL1. In 2019, to allow for an easier earlygame, early levels (1-10) get a x1.5 boost to modifier bonuses (21-30 gets a x0.5 penalty to compensate), giving a larger HP/Pw growth earlygame. This also applies to monsters. In 2021, HP (but not Pw) growth was rebalanced to generally give much more HP than previously, especially early on. It was also improved in order for Constitution-boosting items to give a more noticeable boost, potentially making gain constitution a more competitive item lategame. Monsters also have growth tables, The vast majority uses a "generic" table, dragons have their own table. The Chromatic Dragon and Ixoth have the HP table from dragons and the Pw table from casters. On top of the HP/Pw growth listed, generated monster HP and Pw is also fuzzed to 0.75x-1.25xof their value on creation, to add variety. Demon lords and golems retain their special HP. Elementals always have 25 Con in their home plane, and their HP is doubled on top of that. Player monsters use the appropriate HP/Pw growth table for their role, and the human growth table for their race (Other monsters lack race growth, hence why their HP/Pw growth in general is larger than the player role ones). Monster leveling (usually seen with pets) increase max HP as it always did until it reaches the HP growth for the next level. Once they can't gain levels anymore, they will continue to gain max HP until their max HP is 1.5x of what it would be from HP growth alone. For example, a large cat, at 13 Con, would grow up until level 9 with 44HP. They would then continue to gain max HP until it reaches 66 (44 * 1.5) being slightly less than what it would have been in vanilla context (where their HP growth caps out at 72). You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ NetHack 3.6.0 System Requirements The latest version of Nethack has been successfully tested on computers with Intel Pentium or better running Linux, or Windows, and Intel 80386 or better boxes running Linux, or macOS (not including video game consoles). It is also possible to play NetHack on a public NetHack server on any system. To ensure smooth data transfer, clear cookies on a Mac as described here, or here if you work on Windows. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Forum:Future NetHack competitions I really enjoyed the /dev/null tribute tournament, and was wondering if there is any interest or plans for a successor competition, or really any competition involving NetHack for this year (2018)? - Winny (talk) 02:15, 1 April 2018 (UTC) You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User talk:Valkar You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. I have added what I believe is the correct encyclopedia entry on the "Dwarf (monster)" page, if it is incorrect please let me know. Edit: Never mind, I have just realized that said entry is already on the "Dwarf" page. I will remove what I added. --Valkar (talk) 15:36, 4 April 2018 (UTC) =_=_ User:Valkar Hello, Valkar here! I recently found Nethack and instantly fell in love with it. I'm still working on ascending, but I figured I'd attempt to share some of my resources for the benefit of others! :D =_=_ User talk:Bughunter669 You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. Require trainer to unlock next level, not guaranteed to get Expert in an given skill in any given playthrough - adapt to what you have? A.I. can demonstrate idiocy... (if the wand of mm didn't work the first time, it won't work the second. AND STOP HITTING YOUR FRIENDS) might be the hardest thing to improve =_=_ User:Phol ende wodan/Tubs Comments Yep. Removing frustration and tedium is a main goal of xnethack. I wrote a list describing some here: User:Phol ende wodan/Frustration issues Hmm. There are frustrating and non-frustrating applications of these. Finding the secret door to Moloch's Sanctum is not really frustrating, whereas getting stuck in the starting room on DL1 because there are no obvious exits is frustrating. I don't think removing them outright is the way to go, because I have some plans that depend greatly on hidden doors and passages (see User:Phol ende wodan/LevelsScratchpad#The Tomb of the Toltec Kings (Arc locate level)). Personally, I also agree with several other devs that we should fix the branches we have to improve them (Gehennom) before looking towards making any new ones. Vanilla philosophy seems to cling to wanting to preserve the sharp divide between spoiled and unspoiled play, but I think this hurts the community by catering to a tiny fraction of players. Most players want to be competent at the game and don't have the patience to figure out everything for themselves. It's not the 90s anymore, either; spoilers are readily accessible. I think the solution is to make more interesting filler algorithms, rather than more special levels which I think is what youre implying here? I'm planning to do a number of different filler algorithms that will currently be used only in the Quest. There probably should be some means of moving around the dungeon that is accessible earlier than the crazy powerful controlled levelport, yes. Locking in branches sounds like a terrible idea, consider the Mines; it's quite common that you want to complete it partially and then go back and return later. A.I. can demonstrate idiocy... (if the wand of mm didn't work the first time, it won't work the second. AND STOP HITTING YOUR FRIENDS) might be the hardest thing to improve They are great, but my main reservation is there doesn't seem to be a nice interface-friendly way to make it work that doesn't involve extended commands, and there's no good way to show how close they are to being usable again. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User talk:The eternal paradox You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User:Phol ende wodan/FavorProposal On the big list of ideas for overhauling these systems, there are also some other categories. In the interest of keeping this proposal as minimal as possible while also being comprehensive, it does not include them. They may still be considered as additions to this, but aren't necessary to make this work. Sacrificing only increases favor (and converts altars); it does not grant gifts. You obtain gifts by asking your god for them, e.g. via prayer when you have no troubles. Prayer timeout is not changed at all, in how it is calculated and set every time you pray. The difference is that praying before the timeout is gone can still work, depending on the amount of favor you have; see below. However, it is no longer possible to reduce prayer timeout through sacrifice. This proposal assumes that the nutrition system has previously been changed such that there is a finite amount of permafood in the dungeon, and there is no way for the player to survive indefinitely (ignoring extinction, assuming monsters generate indefinitely) by eating only monster corpses. A stat that represents your standing with your god. Positive values indicate that your god is happy with you; negative values indicate that your god is unhappy with or angry at you. Favor takes over from Luck for a lot of religion-based effects, such as deciding whether you'll get a gift from your god. It doesn't have to be so granular as anger is in vanilla. The domain of possible favor values is, tentatively, -10,000 to +10,000. At 0, your god is indifferent towards your progress; at the maximum, they are prepared to seat you at their right hand when you ascend; at the minimum, they are barely restraining themselves from busting out the wide-angle disintegration beams. Favor has no timeouts, and will only be changed by your character taking actions that concern your god or your devotion to your role or alignment. Characters begin the game with +500 favor, as they have been heralded from birth as their god's instrument. (Possibly, Priests will start with extra favor, and separately, possibly the 500 should be fuzzed a bit). If your favor is negative when you pray, you do not become invulnerable, and your god smites you when the prayer is finished, with effects determined by how in disfavor you are. The effects are the same as vanilla, with the added penalty that your favor is reduced even further. Converting yourself at an altar is mostly the same: you must pray on a crossaligned altar while in disfavor with your god. Possibly you need to be below a certain threshold of disfavor. In order to enter the Quest, you must have a certain positive amount of favor, as the equivalent to the current testing for pious alignment record. The one exception is if you have so far been atheist; in this case, you are not beholden to the gods, so this test is skipped. (This is to prevent atheists being forced to play the game in a way that satisfies the god they don't believe in). In general, the terminology used is that troubles are ailments your character has that get fixed by your god, gifts are physical items granted by your god (currently only artifact weapons), and boons are any sort of benefit (including gifts) granted by your god. You will only ever get beneficial effects from your god when your favor is positive. When your god does so, some favor will be spent, decreasing it (the god has provided for you, and expects you to be more competent after receiving their aid). Fixing problems will generally spend less favor than giving you things; for example, fixing a minor trouble like a single lost ability point would cost very little favor, comparatively. In general, you need to have the requisite amount of positive favor in order to get some effect from prayer; this prevents favor from being dropped below 0 by getting the effect. The order in which troubles are fixed is not changed from vanilla; this table doesn't denote the order in which they'll be fixed. Overtaxed or worse, and your Strength is 4 points below where it should be As much as you have to restore the requisite Str Praying with enough positive favor and no troubles can result in your god giving you a gift or a boon, if you are favored enough. Like fixing troubles, this subtracts the listed amount of favor from your current favor. Effects resolved when you are disfavored by a god and try to interact with it. These effects are more or less the same in vanilla with some minor changes; the important part is the favor ranges. The exact amount of favor gained or lost will be fuzzed up or down by a random amount of up to 20% of the listed amount or 20 points, whichever is greater. If this fuzzing would make the favor change contrary to its intended purpose (say a +5 favor change got fuzzed to a negative number for a Positive effect), the favor change will be 0. In the following table, let X = 1 for Chaotic, 2 for Neutral, and 3 for Lawful. Let Y = X-2 = -1 for Chaotic, 0 for Neutral, and 1 for Lawful (for simplicity). If you sacrifice in such a way that you lose favor, you get only the message "The altar trembles. < god > seems to disapprove." regardless of where your favor ended up. If hallucinating, you get "The altar's massage function activates." You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User talk:Grabiner You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. If you have items that should never be in your bag of holding, assign them the same letters for capital and lower case. As a Tourist, I was carrying out a sacrifice-fest at an altar, with X - a bag of tricks available for unlimited recharges with the PYEC. I also had Z - a wand of cancellation. The game isn't lost, because a lot of my stuff was outside the bag by this point; I had so many blank scrolls and potions of holy water that I left most of them in stash, my spellbooks are in stash, and there is another bag of holding in Sokoban. But it will take a long time to recover many of the lost items; my potions of levitation, boots of water walking, most of my wands, and all of my teleportation scrolls are lost. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User:Fyr/YANI/One Ring The Ring of Sauron or the One Ring is an artifact ring of invisibility. It is chaotic for wishing purposes. If not formally identified, it appears as "an engraved [random appearance] ring" or "an engraved ring of invisibility." Formally identifying the artifact automatically identifies rings of invisibility as well. When carried in your inventory, the One Ring confers magic resistance and special hunger effects: if your nutrition is 150 or higher, it doubles the rate at which you burn nutrition. When worn, in addition to the base effect (making you invisible), the One Ring also allows you to see other invisible creatures and to find hidden features. Further, it "attracts" Nazgul: if Nazgul are not extinct, then any time the game tries to randomly generate a Wraith while you are wearing the One Ring there is a 10% chance of creating a Nazgul instead. Finally, the ring is treacherous. Every turn, there is a chance that it will spontaneously remove itself from your finger, drop from your inventory onto the floor, or even teleport itself to a random location on the level. The chances of this happening depend on its beatitude and whether you are wearing it: Blessed < li > Remove 1/256 < /li > < li > Drop 1/256 < /li > < li > Teleport 0 < /li > < li > Drop 1/256 < /li > < li > Teleport 1/256 < /li > Uncursed < li > Remove 1/99 < /li > < li > Drop 1/121 < /li > < li > Teleport 1/121 < /li > < li > Drop 1/256 < /li > < li > Teleport 1/256 < /li > Cursed < li > Remove 1/66 < /li > < li > Drop 1/99 < /li > < li > Teleport 1/99 < /li > < li > Drop 1/66 < /li > < li > Teleport 1/66 < /li > A hobbit will have a 5% chance upon generation of carrying the One Ring, but only after you have chatted to a peaceful or tame hobbit and received the message "The hobbit asks you about the One Ring." In Gehennom this is increased to a 10% chance. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Forum:A black dragon at Mines? Really? I was a human lawful Valkyrie. I felt confident for Gnomish Mines. I even had a plate mail at the early game, and since I like to do two-weapon combat, I chose a random pick-axe as a second weapon. I got both long sword skill and pick-axe skill to Skilled, and was happy doing two-weapon combat. And when I got past Minetown and going to Mine's End... I nearly panicked. Since I possessed neither disintegration resistance nor reflection, I decided to melee it, because dragons never use their breath weapon to adjacent enemies. But I had no chance to it, even a prayer didn't help. DYWYPI? Besides, I was only XL 7 at that time. It must be unlikely such high-level monster to appear there, right? Have you ever had such an experience? --NDos (talk) 13:19, 28 April 2018 (UTC) I had a level in Gnomish Mines that has some flavor of Lich that constantly created new monsters, acting very like the Titan on the Medusa level, and Black Dragons were included. Would have created a truly massive bones level except those Black Dragons kept disintegrating much of it. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Template:Nethack-361 You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Category:Nethack-361 articles This category is for articles that pertain to NetHack 3.6.1 and that may need updating when the next version is released. =_=_ Forum:Choosing between Dlvl and XPlvl increases I'm in the early stages of an extinctionist game. Elf Wizard who started off with spellbook of monster creation and ring of slow digestion. I also quickly found a drain life spellbook, so I'm sticking to Dlvl 1 and draining myself back down to experience level 10 whenever I reach 11. The plan is to extinct everything with difficulty up to 5, then allow myself to gain a couple levels so that difficulty-6 creatures start appearing, wipe them out, go up to 7, etc. The question is, should I gain those levels in terms of experience, going deeper into the dungeon, or one of each? Gaining xp levels would make some spellcasting (e.g. Magic Missile) more powerful, and also mean I'll have to drain myself less frequently as it will take longer to reach those thresholds (even with more experience per kill for higher-level monsters, I think the thresholds rise faster). It also provides a few more HP and Pw, but by that time I'll have so many blessed full healing potions that's a marginal difference. On the other hand, descending to higher dungeon levels could accelerate finding useful items - though again, there will be so many death drops that this hardly makes a difference. I suppose it might be nice to find some special rooms like barracks before soldiers are extinct, although I'm not sure how useful those really are. I should also mention there's an altar on Dlvl 1 that I'm enjoying... so I guess I'm leaning toward just staying here until I reach XPlvl 30 and kill everything with a difficulty up to 15. Is there anything I'm missing that might make the other path a better option? =_=_ Gun =_=_ Guns =_=_ Binding keys In your options file, it is possible to change the default key bindings of some special commands, menu accelerator keys, and extended commands. Keybinding lines begin with < tt > BIND= < /tt > or < tt > BINDINGS= < /tt > , followed by a comma-separated list of the format < tt > key:command < /tt > . There can be many < tt > BIND < /tt > entries. The key for binding can be a single character ( < tt > x < /tt > ), a control key ( < tt > ^x < /tt > ), a meta key ( < tt > M-x < /tt > ), or a three-digit decimal ASCII code. Below are the special commands you can rebind, as found in the Guidebook. Some of them can be bound to the same keys as others with no problems, while others are in the same "context" and only one entry would behave as intended. Unlike extended commands, special commands can only be bound to a single key. =_=_ Commands In NetHack, a command is an action you want the game to perform. This includes actions your character might do, gathering information about your character or the game, or even modifying the behavior of the game itself. In previous versions of NetHack, commands were separated into two main categories: normal commands, which predominantly were by default bound to single character keys, and extended commands, which were somewhat less common and either didn't have a default keybinding or were executed with a modifier key like or . These "extended commands" are entered by typing and entering the command name. NetHack 3.6.1 does not make a meaningful distinction between normal commands and extended commands, providing most normal commands with an "extended" form, and can be entered either by their respective keybinding or the extended way. 3.6.1 also adds the custom keybinding system, where players can arbitrarily re-bind commands to particular keys or key combinations. When setting these, the "extended" format command name is used. For more information see the binding keys main article. When entering commands with the prefix, some commands will autocomplete after only a few letters. This behavior can be modified with the AUTOCOMPLETE option. Turn undead. < ref > This command is related to the D & D concept of "undead turning"; it does not cause your character to suddenly become an undead monster! < /ref > =_=_ PRIME =_=_ You are guarded. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Forum:Blow off the Amulet? So, I am at a somewhat familiar place... My wizard has the Bell, I am more than powerful enough to get the candle-holder... But I know that once I wake the Wizard, my life will get difficult. Shouldn't I just make a life for myself down hetre? I cleared out Ft. Ludios, that's a nice place. Has anyone tried to make a living in the Mazes of Menace without getting the Amulet? =_=_ Key binding =_=_ Forum:Place to play 3.4.3 with NAO-style mods? Well, some of you know my (perhaps ill-conceived) disliking for 3.6.x. Maybe it's just that I feel like we're playing without a net now, now that we're in a different version than the one that's been around for decades. I personally tried 3.6.0 and decided that most of the changes were unnecessary and intrusive. I know I'm in the minority here, but I decided to stick it out with 3.4.3 as long as possible, or until I saw a real improvement in the latest version. Now, I have windows binaries of both 3.4.3 and 3.6.0 on my computer, but I normally play on Alt dot Org, because I like the set of mods (I rely on healthbar, for one thing) and because I enjoy getting other player's bonesfiles and having a community leaderboard. I was glad, of course that NAO was keeping 3.4.3 as an option, and I was more than a little disappointed when it was announced that it was being removed at the end of this month. Does anyone know of any other public telnet servers that offer a similar mod package and setup to NAO, but that haven't gone to 3.6.x? You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Source:NetHack 3.6.1/src/allmain.c Below is the full text to allmain.c from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/src/allmain.c#line123| < nowiki > Source:NetHack 3.6.1/src/allmain.c#line123 < /nowiki > ]], for example. =_=_ Source code Source code is the code of a program that is not yet compiled into an OS-usable binary. NetHack is programmed in C, a portable language that compiles on many systems. The NetHack programmers, the DevTeam, are a dedicated but conservative bunch, releasing new versions very infrequently. The latest NetHack sources are available at (http://www.nethack.org/v361/download-src.html). Earlier versions are available at (http://www.nethack.org/common/index.html). NetHackWiki provides an annotated version of the NetHack 3.6.1 source code. The original source code is distributed under the NetHack General Public License; our annotations use the GNU Free Documentation License. Read Project:Copyrights for detailed copyright information. Here at NetHackWiki, anyone, including you, can annotate the source code. You can get an overview of the sources by reading the Beginner's Guide To NetHack Sources or just dive in! As of now, automatic function name links redirect to 3.4.3 source functions. A fix in in progress for automatic function citations with Source:Ref to link to 3.6.0 functions. Dizzylizzy (talk) 22:24, 3 January 2016 (UTC) =_=_ Source:NetHack 3.6.1/include/align.h Below is the full text to align.h from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/include/align.h#line123| < nowiki > Source:NetHack 3.6.1/include/align.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/include/display.h Below is the full text to display.h from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/include/display.h#line123| < nowiki > Source:NetHack 3.6.1/include/display.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/include/mac-term.h Below is the full text to mac-term.h from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/include/mac-term.h#line123| < nowiki > Source:NetHack 3.6.1/include/mac-term.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/include/ntconf.h Below is the full text to ntconf.h from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/include/ntconf.h#line123| < nowiki > Source:NetHack 3.6.1/include/ntconf.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/include/region.h Below is the full text to region.h from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/include/region.h#line123| < nowiki > Source:NetHack 3.6.1/include/region.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/include/vision.h Below is the full text to vision.h from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/include/vision.h#line123| < nowiki > Source:NetHack 3.6.1/include/vision.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/include/amiconf.h Below is the full text to amiconf.h from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/include/amiconf.h#line123| < nowiki > Source:NetHack 3.6.1/include/amiconf.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/include/dlb.h Below is the full text to dlb.h from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/include/dlb.h#line123| < nowiki > Source:NetHack 3.6.1/include/dlb.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/include/macconf.h Below is the full text to macconf.h from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/include/macconf.h#line123| < nowiki > Source:NetHack 3.6.1/include/macconf.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/include/obj.h Below is the full text to obj.h from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/include/obj.h#line123| < nowiki > Source:NetHack 3.6.1/include/obj.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/include/rm.h Below is the full text to rm.h from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/include/rm.h#line123| < nowiki > Source:NetHack 3.6.1/include/rm.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/include/vmsconf.h Below is the full text to vmsconf.h from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/include/vmsconf.h#line123| < nowiki > Source:NetHack 3.6.1/include/vmsconf.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/include/artifact.h Below is the full text to artifact.h from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/include/artifact.h#line123| < nowiki > Source:NetHack 3.6.1/include/artifact.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/include/dungeon.h Below is the full text to dungeon.h from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/include/dungeon.h#line123| < nowiki > Source:NetHack 3.6.1/include/dungeon.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/include/macpopup.h Below is the full text to macpopup.h from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/include/macpopup.h#line123| < nowiki > Source:NetHack 3.6.1/include/macpopup.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/include/objclass.h Below is the full text to objclass.h from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/include/objclass.h#line123| < nowiki > Source:NetHack 3.6.1/include/objclass.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/include/skills.h Below is the full text to skills.h from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/include/skills.h#line123| < nowiki > Source:NetHack 3.6.1/include/skills.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/include/wceconf.h Below is the full text to wceconf.h from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/include/wceconf.h#line123| < nowiki > Source:NetHack 3.6.1/include/wceconf.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/include/artilist.h Below is the full text to artilist.h from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/include/artilist.h#line123| < nowiki > Source:NetHack 3.6.1/include/artilist.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/include/engrave.h Below is the full text to engrave.h from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/include/engrave.h#line123| < nowiki > Source:NetHack 3.6.1/include/engrave.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/include/mactty.h Below is the full text to mactty.h from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/include/mactty.h#line123| < nowiki > Source:NetHack 3.6.1/include/mactty.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/include/os2conf.h Below is the full text to os2conf.h from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/include/os2conf.h#line123| < nowiki > Source:NetHack 3.6.1/include/os2conf.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/include/sp lev.h Below is the full text to sp_lev.h from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/include/sp_lev.h#line123| < nowiki > Source:NetHack 3.6.1/include/sp_lev.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/include/winGnome.h Below is the full text to winGnome.h from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/include/winGnome.h#line123| < nowiki > Source:NetHack 3.6.1/include/winGnome.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/include/attrib.h Below is the full text to attrib.h from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/include/attrib.h#line123| < nowiki > Source:NetHack 3.6.1/include/attrib.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/include/extern.h Below is the full text to extern.h from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/include/extern.h#line123| < nowiki > Source:NetHack 3.6.1/include/extern.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/include/macwin.h Below is the full text to macwin.h from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/include/macwin.h#line123| < nowiki > Source:NetHack 3.6.1/include/macwin.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/include/patchlevel.h Below is the full text to patchlevel.h from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/include/patchlevel.h#line123| < nowiki > Source:NetHack 3.6.1/include/patchlevel.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/include/spell.h Below is the full text to spell.h from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/include/spell.h#line123| < nowiki > Source:NetHack 3.6.1/include/spell.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/include/winX.h Below is the full text to winX.h from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/include/winX.h#line123| < nowiki > Source:NetHack 3.6.1/include/winX.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/include/beconf.h Below is the full text to beconf.h from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/include/beconf.h#line123| < nowiki > Source:NetHack 3.6.1/include/beconf.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/include/flag.h Below is the full text to flag.h from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/include/flag.h#line123| < nowiki > Source:NetHack 3.6.1/include/flag.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/include/mail.h Below is the full text to mail.h from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/include/mail.h#line123| < nowiki > Source:NetHack 3.6.1/include/mail.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/include/pcconf.h Below is the full text to pcconf.h from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/include/pcconf.h#line123| < nowiki > Source:NetHack 3.6.1/include/pcconf.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/include/sys.h Below is the full text to sys.h from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/include/sys.h#line123| < nowiki > Source:NetHack 3.6.1/include/sys.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/include/winami.h Below is the full text to winami.h from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/include/winami.h#line123| < nowiki > Source:NetHack 3.6.1/include/winami.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/include/bitmfile.h Below is the full text to bitmfile.h from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/include/bitmfile.h#line123| < nowiki > Source:NetHack 3.6.1/include/bitmfile.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/include/func tab.h Below is the full text to func_tab.h from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/include/func_tab.h#line123| < nowiki > Source:NetHack 3.6.1/include/func_tab.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/include/mextra.h Below is the full text to mextra.h from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/include/mextra.h#line123| < nowiki > Source:NetHack 3.6.1/include/mextra.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/include/permonst.h Below is the full text to permonst.h from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/include/permonst.h#line123| < nowiki > Source:NetHack 3.6.1/include/permonst.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/include/system.h Below is the full text to system.h from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/include/system.h#line123| < nowiki > Source:NetHack 3.6.1/include/system.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/include/wingem.h Below is the full text to wingem.h from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/include/wingem.h#line123| < nowiki > Source:NetHack 3.6.1/include/wingem.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/include/botl.h Below is the full text to botl.h from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/include/botl.h#line123| < nowiki > Source:NetHack 3.6.1/include/botl.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/include/gem rsc.h Below is the full text to gem_rsc.h from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/include/gem_rsc.h#line123| < nowiki > Source:NetHack 3.6.1/include/gem_rsc.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/include/mfndpos.h Below is the full text to mfndpos.h from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/include/mfndpos.h#line123| < nowiki > Source:NetHack 3.6.1/include/mfndpos.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/include/prop.h Below is the full text to prop.h from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/include/prop.h#line123| < nowiki > Source:NetHack 3.6.1/include/prop.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/include/tcap.h Below is the full text to tcap.h from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/include/tcap.h#line123| < nowiki > Source:NetHack 3.6.1/include/tcap.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/include/winprocs.h Below is the full text to winprocs.h from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/include/winprocs.h#line123| < nowiki > Source:NetHack 3.6.1/include/winprocs.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/include/color.h Below is the full text to color.h from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/include/color.h#line123| < nowiki > Source:NetHack 3.6.1/include/color.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/include/global.h Below is the full text to global.h from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/include/global.h#line123| < nowiki > Source:NetHack 3.6.1/include/global.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/include/micro.h Below is the full text to micro.h from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/include/micro.h#line123| < nowiki > Source:NetHack 3.6.1/include/micro.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/include/qt clust.h Below is the full text to qt_clust.h from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/include/qt_clust.h#line123| < nowiki > Source:NetHack 3.6.1/include/qt_clust.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/include/tile2x11.h Below is the full text to tile2x11.h from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/include/tile2x11.h#line123| < nowiki > Source:NetHack 3.6.1/include/tile2x11.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/include/wintty.h Below is the full text to wintty.h from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/include/wintty.h#line123| < nowiki > Source:NetHack 3.6.1/include/wintty.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/include/config.h Below is the full text to config.h from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/include/config.h#line123| < nowiki > Source:NetHack 3.6.1/include/config.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/include/hack.h Below is the full text to hack.h from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/include/hack.h#line123| < nowiki > Source:NetHack 3.6.1/include/hack.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/include/mkroom.h Below is the full text to mkroom.h from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/include/mkroom.h#line123| < nowiki > Source:NetHack 3.6.1/include/mkroom.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/include/qt kde0.h Below is the full text to qt_kde0.h from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/include/qt_kde0.h#line123| < nowiki > Source:NetHack 3.6.1/include/qt_kde0.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/include/tileset.h Below is the full text to tileset.h from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/include/tileset.h#line123| < nowiki > Source:NetHack 3.6.1/include/tileset.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/include/wintype.h Below is the full text to wintype.h from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/include/wintype.h#line123| < nowiki > Source:NetHack 3.6.1/include/wintype.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/include/config1.h Below is the full text to config1.h from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/include/config1.h#line123| < nowiki > Source:NetHack 3.6.1/include/config1.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/include/integer.h Below is the full text to integer.h from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/include/integer.h#line123| < nowiki > Source:NetHack 3.6.1/include/integer.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/include/monattk.h Below is the full text to monattk.h from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/include/monattk.h#line123| < nowiki > Source:NetHack 3.6.1/include/monattk.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/include/qt win.h Below is the full text to qt_win.h from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/include/qt_win.h#line123| < nowiki > Source:NetHack 3.6.1/include/qt_win.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/include/timeout.h Below is the full text to timeout.h from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/include/timeout.h#line123| < nowiki > Source:NetHack 3.6.1/include/timeout.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/include/xwindow.h Below is the full text to xwindow.h from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/include/xwindow.h#line123| < nowiki > Source:NetHack 3.6.1/include/xwindow.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/include/context.h Below is the full text to context.h from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/include/context.h#line123| < nowiki > Source:NetHack 3.6.1/include/context.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/include/lev.h Below is the full text to lev.h from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/include/lev.h#line123| < nowiki > Source:NetHack 3.6.1/include/lev.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/include/mondata.h Below is the full text to mondata.h from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/include/mondata.h#line123| < nowiki > Source:NetHack 3.6.1/include/mondata.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/include/qt xpms.h Below is the full text to qt_xpms.h from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/include/qt_xpms.h#line123| < nowiki > Source:NetHack 3.6.1/include/qt_xpms.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/include/tosconf.h Below is the full text to tosconf.h from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/include/tosconf.h#line123| < nowiki > Source:NetHack 3.6.1/include/tosconf.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/include/xwindowp.h Below is the full text to xwindowp.h from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/include/xwindowp.h#line123| < nowiki > Source:NetHack 3.6.1/include/xwindowp.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/include/coord.h Below is the full text to coord.h from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/include/coord.h#line123| < nowiki > Source:NetHack 3.6.1/include/coord.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/include/lint.h Below is the full text to lint.h from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/include/lint.h#line123| < nowiki > Source:NetHack 3.6.1/include/lint.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/include/monflag.h Below is the full text to monflag.h from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/include/monflag.h#line123| < nowiki > Source:NetHack 3.6.1/include/monflag.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/include/qtext.h Below is the full text to qtext.h from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/include/qtext.h#line123| < nowiki > Source:NetHack 3.6.1/include/qtext.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/include/tradstdc.h Below is the full text to tradstdc.h from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/include/tradstdc.h#line123| < nowiki > Source:NetHack 3.6.1/include/tradstdc.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/include/you.h Below is the full text to you.h from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/include/you.h#line123| < nowiki > Source:NetHack 3.6.1/include/you.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/include/decl.h Below is the full text to decl.h from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/include/decl.h#line123| < nowiki > Source:NetHack 3.6.1/include/decl.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/include/load img.h Below is the full text to load_img.h from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/include/load_img.h#line123| < nowiki > Source:NetHack 3.6.1/include/load_img.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/include/monst.h Below is the full text to monst.h from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/include/monst.h#line123| < nowiki > Source:NetHack 3.6.1/include/monst.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/include/qttableview.h Below is the full text to qttableview.h from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/include/qttableview.h#line123| < nowiki > Source:NetHack 3.6.1/include/qttableview.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/include/trampoli.h Below is the full text to trampoli.h from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/include/trampoli.h#line123| < nowiki > Source:NetHack 3.6.1/include/trampoli.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/include/youprop.h Below is the full text to youprop.h from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/include/youprop.h#line123| < nowiki > Source:NetHack 3.6.1/include/youprop.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/include/def os2.h Below is the full text to def_os2.h from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/include/def_os2.h#line123| < nowiki > Source:NetHack 3.6.1/include/def_os2.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/include/mac-carbon.h Below is the full text to mac-carbon.h from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/include/mac-carbon.h#line123| < nowiki > Source:NetHack 3.6.1/include/mac-carbon.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/include/monsym.h Below is the full text to monsym.h from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/include/monsym.h#line123| < nowiki > Source:NetHack 3.6.1/include/monsym.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/include/quest.h Below is the full text to quest.h from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/include/quest.h#line123| < nowiki > Source:NetHack 3.6.1/include/quest.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/include/trap.h Below is the full text to trap.h from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/include/trap.h#line123| < nowiki > Source:NetHack 3.6.1/include/trap.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/include/dgn file.h Below is the full text to dgn_file.h from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/include/dgn_file.h#line123| < nowiki > Source:NetHack 3.6.1/include/dgn_file.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/include/mac-qt.h Below is the full text to mac-qt.h from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/include/mac-qt.h#line123| < nowiki > Source:NetHack 3.6.1/include/mac-qt.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/include/mttypriv.h Below is the full text to mttypriv.h from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/include/mttypriv.h#line123| < nowiki > Source:NetHack 3.6.1/include/mttypriv.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/include/rect.h Below is the full text to rect.h from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/include/rect.h#line123| < nowiki > Source:NetHack 3.6.1/include/rect.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/include/unixconf.h Below is the full text to unixconf.h from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/include/unixconf.h#line123| < nowiki > Source:NetHack 3.6.1/include/unixconf.h#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/dat/Arch.des Below is the full text to Arch.des from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/dat/Arch.des#line123| < nowiki > Source:NetHack 3.6.1/dat/Arch.des#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/dat/Ranger.des Below is the full text to Ranger.des from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/dat/Ranger.des#line123| < nowiki > Source:NetHack 3.6.1/dat/Ranger.des#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/dat/bogusmon.txt Below is the full text to bogusmon.txt from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/dat/bogusmon.txt#line123| < nowiki > Source:NetHack 3.6.1/dat/bogusmon.txt#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/dat/gehennom.des Below is the full text to gehennom.des from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/dat/gehennom.des#line123| < nowiki > Source:NetHack 3.6.1/dat/gehennom.des#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/dat/rumors.fal Below is the full text to rumors.fal from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/dat/rumors.fal#line123| < nowiki > Source:NetHack 3.6.1/dat/rumors.fal#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/dat/Barb.des Below is the full text to Barb.des from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/dat/Barb.des#line123| < nowiki > Source:NetHack 3.6.1/dat/Barb.des#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/dat/Rogue.des Below is the full text to Rogue.des from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/dat/Rogue.des#line123| < nowiki > Source:NetHack 3.6.1/dat/Rogue.des#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/dat/castle.des Below is the full text to castle.des from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/dat/castle.des#line123| < nowiki > Source:NetHack 3.6.1/dat/castle.des#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/dat/knox.des Below is the full text to knox.des from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/dat/knox.des#line123| < nowiki > Source:NetHack 3.6.1/dat/knox.des#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/dat/rumors.tru Below is the full text to rumors.tru from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/dat/rumors.tru#line123| < nowiki > Source:NetHack 3.6.1/dat/rumors.tru#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/dat/Caveman.des Below is the full text to Caveman.des from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/dat/Caveman.des#line123| < nowiki > Source:NetHack 3.6.1/dat/Caveman.des#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/dat/Samurai.des Below is the full text to Samurai.des from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/dat/Samurai.des#line123| < nowiki > Source:NetHack 3.6.1/dat/Samurai.des#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/dat/data.base Below is the full text to data.base from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/dat/data.base#line123| < nowiki > Source:NetHack 3.6.1/dat/data.base#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/dat/medusa.des Below is the full text to medusa.des from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/dat/medusa.des#line123| < nowiki > Source:NetHack 3.6.1/dat/medusa.des#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/dat/sokoban.des Below is the full text to sokoban.des from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/dat/sokoban.des#line123| < nowiki > Source:NetHack 3.6.1/dat/sokoban.des#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/dat/Healer.des Below is the full text to Healer.des from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/dat/Healer.des#line123| < nowiki > Source:NetHack 3.6.1/dat/Healer.des#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/dat/Tourist.des Below is the full text to Tourist.des from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/dat/Tourist.des#line123| < nowiki > Source:NetHack 3.6.1/dat/Tourist.des#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/dat/dungeon.def Below is the full text to dungeon.def from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/dat/dungeon.def#line123| < nowiki > Source:NetHack 3.6.1/dat/dungeon.def#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/dat/mines.des Below is the full text to mines.des from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/dat/mines.des#line123| < nowiki > Source:NetHack 3.6.1/dat/mines.des#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/dat/tower.des Below is the full text to tower.des from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/dat/tower.des#line123| < nowiki > Source:NetHack 3.6.1/dat/tower.des#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/dat/Knight.des Below is the full text to Knight.des from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/dat/Knight.des#line123| < nowiki > Source:NetHack 3.6.1/dat/Knight.des#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/dat/Valkyrie.des Below is the full text to Valkyrie.des from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/dat/Valkyrie.des#line123| < nowiki > Source:NetHack 3.6.1/dat/Valkyrie.des#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/dat/endgame.des Below is the full text to endgame.des from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/dat/endgame.des#line123| < nowiki > Source:NetHack 3.6.1/dat/endgame.des#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/dat/oracle.des Below is the full text to oracle.des from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/dat/oracle.des#line123| < nowiki > Source:NetHack 3.6.1/dat/oracle.des#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/dat/yendor.des Below is the full text to yendor.des from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/dat/yendor.des#line123| < nowiki > Source:NetHack 3.6.1/dat/yendor.des#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/dat/Monk.des Below is the full text to Monk.des from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/dat/Monk.des#line123| < nowiki > Source:NetHack 3.6.1/dat/Monk.des#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/dat/Wizard.des Below is the full text to Wizard.des from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/dat/Wizard.des#line123| < nowiki > Source:NetHack 3.6.1/dat/Wizard.des#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/dat/engrave.txt Below is the full text to engrave.txt from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/dat/engrave.txt#line123| < nowiki > Source:NetHack 3.6.1/dat/engrave.txt#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/dat/oracles.txt Below is the full text to oracles.txt from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/dat/oracles.txt#line123| < nowiki > Source:NetHack 3.6.1/dat/oracles.txt#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/dat/Priest.des Below is the full text to Priest.des from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/dat/Priest.des#line123| < nowiki > Source:NetHack 3.6.1/dat/Priest.des#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/dat/bigroom.des Below is the full text to bigroom.des from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/dat/bigroom.des#line123| < nowiki > Source:NetHack 3.6.1/dat/bigroom.des#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/dat/epitaph.txt Below is the full text to epitaph.txt from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/dat/epitaph.txt#line123| < nowiki > Source:NetHack 3.6.1/dat/epitaph.txt#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/dat/quest.txt Below is the full text to quest.txt from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/dat/quest.txt#line123| < nowiki > Source:NetHack 3.6.1/dat/quest.txt#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/dat/symbols Below is the full text to symbols from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/dat/symbols#line123| < nowiki > Source:NetHack 3.6.1/dat/symbols#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/dat/tribute Below is the full text to tribute from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/dat/tribute#line123| < nowiki > Source:NetHack 3.6.1/dat/tribute#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/src/dog.c Below is the full text to dog.c from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/src/dog.c#line123| < nowiki > Source:NetHack 3.6.1/src/dog.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/src/lock.c Below is the full text to lock.c from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/src/lock.c#line123| < nowiki > Source:NetHack 3.6.1/src/lock.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/src/mthrowu.c Below is the full text to mthrowu.c from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/src/mthrowu.c#line123| < nowiki > Source:NetHack 3.6.1/src/mthrowu.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/src/region.c Below is the full text to region.c from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/src/region.c#line123| < nowiki > Source:NetHack 3.6.1/src/region.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/src/topten.c Below is the full text to topten.c from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/src/topten.c#line123| < nowiki > Source:NetHack 3.6.1/src/topten.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/src/alloc.c Below is the full text to alloc.c from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/src/alloc.c#line123| < nowiki > Source:NetHack 3.6.1/src/alloc.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/src/dogmove.c Below is the full text to dogmove.c from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/src/dogmove.c#line123| < nowiki > Source:NetHack 3.6.1/src/dogmove.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/src/mail.c Below is the full text to mail.c from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/src/mail.c#line123| < nowiki > Source:NetHack 3.6.1/src/mail.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/src/muse.c Below is the full text to muse.c from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/src/muse.c#line123| < nowiki > Source:NetHack 3.6.1/src/muse.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/src/restore.c Below is the full text to restore.c from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/src/restore.c#line123| < nowiki > Source:NetHack 3.6.1/src/restore.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/src/track.c Below is the full text to track.c from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/src/track.c#line123| < nowiki > Source:NetHack 3.6.1/src/track.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/src/apply.c Below is the full text to apply.c from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/src/apply.c#line123| < nowiki > Source:NetHack 3.6.1/src/apply.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/src/dokick.c Below is the full text to dokick.c from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/src/dokick.c#line123| < nowiki > Source:NetHack 3.6.1/src/dokick.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/src/makemon.c Below is the full text to makemon.c from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/src/makemon.c#line123| < nowiki > Source:NetHack 3.6.1/src/makemon.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/src/music.c Below is the full text to music.c from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/src/music.c#line123| < nowiki > Source:NetHack 3.6.1/src/music.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/src/rip.c Below is the full text to rip.c from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/src/rip.c#line123| < nowiki > Source:NetHack 3.6.1/src/rip.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/src/trap.c Below is the full text to trap.c from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/src/trap.c#line123| < nowiki > Source:NetHack 3.6.1/src/trap.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/src/artifact.c Below is the full text to artifact.c from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/src/artifact.c#line123| < nowiki > Source:NetHack 3.6.1/src/artifact.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/src/dothrow.c Below is the full text to dothrow.c from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/src/dothrow.c#line123| < nowiki > Source:NetHack 3.6.1/src/dothrow.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/src/mapglyph.c Below is the full text to mapglyph.c from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/src/mapglyph.c#line123| < nowiki > Source:NetHack 3.6.1/src/mapglyph.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/src/o init.c Below is the full text to o_init.c from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/src/o_init.c#line123| < nowiki > Source:NetHack 3.6.1/src/o_init.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/src/rnd.c Below is the full text to rnd.c from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/src/rnd.c#line123| < nowiki > Source:NetHack 3.6.1/src/rnd.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/src/u init.c Below is the full text to u_init.c from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/src/u_init.c#line123| < nowiki > Source:NetHack 3.6.1/src/u_init.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/src/attrib.c Below is the full text to attrib.c from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/src/attrib.c#line123| < nowiki > Source:NetHack 3.6.1/src/attrib.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/src/drawing.c Below is the full text to drawing.c from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/src/drawing.c#line123| < nowiki > Source:NetHack 3.6.1/src/drawing.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/src/mcastu.c Below is the full text to mcastu.c from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/src/mcastu.c#line123| < nowiki > Source:NetHack 3.6.1/src/mcastu.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/src/objects.c Below is the full text to objects.c from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/src/objects.c#line123| < nowiki > Source:NetHack 3.6.1/src/objects.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/src/role.c Below is the full text to role.c from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/src/role.c#line123| < nowiki > Source:NetHack 3.6.1/src/role.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/src/uhitm.c Below is the full text to uhitm.c from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/src/uhitm.c#line123| < nowiki > Source:NetHack 3.6.1/src/uhitm.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/src/ball.c Below is the full text to ball.c from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/src/ball.c#line123| < nowiki > Source:NetHack 3.6.1/src/ball.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/src/dungeon.c Below is the full text to dungeon.c from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/src/dungeon.c#line123| < nowiki > Source:NetHack 3.6.1/src/dungeon.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/src/mhitm.c Below is the full text to mhitm.c from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/src/mhitm.c#line123| < nowiki > Source:NetHack 3.6.1/src/mhitm.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/src/objnam.c Below is the full text to objnam.c from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/src/objnam.c#line123| < nowiki > Source:NetHack 3.6.1/src/objnam.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/src/rumors.c Below is the full text to rumors.c from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/src/rumors.c#line123| < nowiki > Source:NetHack 3.6.1/src/rumors.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/src/vault.c Below is the full text to vault.c from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/src/vault.c#line123| < nowiki > Source:NetHack 3.6.1/src/vault.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/src/bones.c Below is the full text to bones.c from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/src/bones.c#line123| < nowiki > Source:NetHack 3.6.1/src/bones.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/src/eat.c Below is the full text to eat.c from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/src/eat.c#line123| < nowiki > Source:NetHack 3.6.1/src/eat.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/src/mhitu.c Below is the full text to mhitu.c from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/src/mhitu.c#line123| < nowiki > Source:NetHack 3.6.1/src/mhitu.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/src/options.c Below is the full text to options.c from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/src/options.c#line123| < nowiki > Source:NetHack 3.6.1/src/options.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/src/save.c Below is the full text to save.c from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/src/save.c#line123| < nowiki > Source:NetHack 3.6.1/src/save.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/src/version.c Below is the full text to version.c from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/src/version.c#line123| < nowiki > Source:NetHack 3.6.1/src/version.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/src/botl.c Below is the full text to botl.c from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/src/botl.c#line123| < nowiki > Source:NetHack 3.6.1/src/botl.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/src/end.c Below is the full text to end.c from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/src/end.c#line123| < nowiki > Source:NetHack 3.6.1/src/end.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/src/minion.c Below is the full text to minion.c from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/src/minion.c#line123| < nowiki > Source:NetHack 3.6.1/src/minion.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/src/pager.c Below is the full text to pager.c from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/src/pager.c#line123| < nowiki > Source:NetHack 3.6.1/src/pager.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/src/shk.c Below is the full text to shk.c from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/src/shk.c#line123| < nowiki > Source:NetHack 3.6.1/src/shk.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/src/vision.c Below is the full text to vision.c from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/src/vision.c#line123| < nowiki > Source:NetHack 3.6.1/src/vision.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/src/cmd.c Below is the full text to cmd.c from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/src/cmd.c#line123| < nowiki > Source:NetHack 3.6.1/src/cmd.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/src/engrave.c Below is the full text to engrave.c from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/src/engrave.c#line123| < nowiki > Source:NetHack 3.6.1/src/engrave.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/src/mklev.c Below is the full text of mklev.c from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/src/mklev.c#line123| < nowiki > Source:NetHack 3.6.1/src/mklev.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/src/pickup.c Below is the full text to pickup.c from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/src/pickup.c#line123| < nowiki > Source:NetHack 3.6.1/src/pickup.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/src/shknam.c Below is the full text to shknam.c from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/src/shknam.c#line123| < nowiki > Source:NetHack 3.6.1/src/shknam.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/src/weapon.c Below is the full text to weapon.c from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/src/weapon.c#line123| < nowiki > Source:NetHack 3.6.1/src/weapon.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/src/dbridge.c Below is the full text to dbridge.c from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/src/dbridge.c#line123| < nowiki > Source:NetHack 3.6.1/src/dbridge.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/src/exper.c Below is the full text to exper.c from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/src/exper.c#line123| < nowiki > Source:NetHack 3.6.1/src/exper.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/src/mkmap.c Below is the full text to mkmap.c from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/src/mkmap.c#line123| < nowiki > Source:NetHack 3.6.1/src/mkmap.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/src/pline.c Below is the full text to pline.c from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/src/pline.c#line123| < nowiki > Source:NetHack 3.6.1/src/pline.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/src/sit.c Below is the full text to sit.c from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/src/sit.c#line123| < nowiki > Source:NetHack 3.6.1/src/sit.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/src/were.c Below is the full text to were.c from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/src/were.c#line123| < nowiki > Source:NetHack 3.6.1/src/were.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/src/decl.c Below is the full text to decl.c from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/src/decl.c#line123| < nowiki > Source:NetHack 3.6.1/src/decl.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/src/explode.c Below is the full text to explode.c from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/src/explode.c#line123| < nowiki > Source:NetHack 3.6.1/src/explode.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/src/mkmaze.c Below is the full text to mkmaze.c from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/src/mkmaze.c#line123| < nowiki > Source:NetHack 3.6.1/src/mkmaze.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/src/polyself.c Below is the full text to polyself.c from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/src/polyself.c#line123| < nowiki > Source:NetHack 3.6.1/src/polyself.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/src/sounds.c Below is the full text to sounds.c from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/src/sounds.c#line123| < nowiki > Source:NetHack 3.6.1/src/sounds.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/src/wield.c Below is the full text to wield.c from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/src/wield.c#line123| < nowiki > Source:NetHack 3.6.1/src/wield.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/src/detect.c Below is the full text to detect.c from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/src/detect.c#line123| < nowiki > Source:NetHack 3.6.1/src/detect.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/src/extralev.c Below is the full text to extralev.c from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/src/extralev.c#line123| < nowiki > Source:NetHack 3.6.1/src/extralev.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/src/mkobj.c Below is the full text to mkobj.c from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/src/mkobj.c#line123| < nowiki > Source:NetHack 3.6.1/src/mkobj.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/src/potion.c Below is the full text to potion.c from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/src/potion.c#line123| < nowiki > Source:NetHack 3.6.1/src/potion.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/src/sp lev.c Below is the full text to sp_lev.c from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/src/sp_lev.c#line123| < nowiki > Source:NetHack 3.6.1/src/sp_lev.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/src/windows.c Below is the full text to windows.c from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/src/windows.c#line123| < nowiki > Source:NetHack 3.6.1/src/windows.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/src/dig.c Below is the full text to dig.c from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/src/dig.c#line123| < nowiki > Source:NetHack 3.6.1/src/dig.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/src/files.c Below is the full text to files.c from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/src/files.c#line123| < nowiki > Source:NetHack 3.6.1/src/files.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/src/mkroom.c Below is the full text to mkroom.c from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/src/mkroom.c#line123| < nowiki > Source:NetHack 3.6.1/src/mkroom.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/src/pray.c Below is the full text to pray.c from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/src/pray.c#line123| < nowiki > Source:NetHack 3.6.1/src/pray.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/src/spell.c Below is the full text to spell.c from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/src/spell.c#line123| < nowiki > Source:NetHack 3.6.1/src/spell.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/src/wizard.c Below is the full text to wizard.c from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/src/wizard.c#line123| < nowiki > Source:NetHack 3.6.1/src/wizard.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/src/display.c Below is the full text to display.c from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/src/display.c#line123| < nowiki > Source:NetHack 3.6.1/src/display.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/src/fountain.c Below is the full text to fountain.c from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/src/fountain.c#line123| < nowiki > Source:NetHack 3.6.1/src/fountain.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/src/mon.c Below is the full text to mon.c from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/src/mon.c#line123| < nowiki > Source:NetHack 3.6.1/src/mon.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/src/priest.c Below is the full text to priest.c from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/src/priest.c#line123| < nowiki > Source:NetHack 3.6.1/src/priest.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/src/steal.c Below is the full text to steal.c from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/src/steal.c#line123| < nowiki > Source:NetHack 3.6.1/src/steal.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/src/worm.c Below is the full text to worm.c from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/src/worm.c#line123| < nowiki > Source:NetHack 3.6.1/src/worm.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/src/dlb.c Below is the full text to dlb.c from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/src/dlb.c#line123| < nowiki > Source:NetHack 3.6.1/src/dlb.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/src/hack.c Below is the full text to hack.c from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/src/hack.c#line123| < nowiki > Source:NetHack 3.6.1/src/hack.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/src/mondata.c Below is the full text to mondata.c from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/src/mondata.c#line123| < nowiki > Source:NetHack 3.6.1/src/mondata.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/src/quest.c Below is the full text to quest.c from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/src/quest.c#line123| < nowiki > Source:NetHack 3.6.1/src/quest.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/src/steed.c Below is the full text to steed.c from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/src/steed.c#line123| < nowiki > Source:NetHack 3.6.1/src/steed.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/src/worn.c Below is the full text to worn.c from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/src/worn.c#line123| < nowiki > Source:NetHack 3.6.1/src/worn.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/src/do.c Below is the full text to do.c from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/src/do.c#line123| < nowiki > Source:NetHack 3.6.1/src/do.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/src/hacklib.c Below is the full text to hacklib.c from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/src/hacklib.c#line123| < nowiki > Source:NetHack 3.6.1/src/hacklib.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/src/monmove.c Below is the full text to monmove.c from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/src/monmove.c#line123| < nowiki > Source:NetHack 3.6.1/src/monmove.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/src/questpgr.c Below is the full text to questpgr.c from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/src/questpgr.c#line123| < nowiki > Source:NetHack 3.6.1/src/questpgr.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/src/sys.c Below is the full text to sys.c from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/src/sys.c#line123| < nowiki > Source:NetHack 3.6.1/src/sys.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/src/write.c Below is the full text to write.c from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/src/write.c#line123| < nowiki > Source:NetHack 3.6.1/src/write.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/src/do name.c Below is the full text to do_name.c from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/src/do_name.c#line123| < nowiki > Source:NetHack 3.6.1/src/do_name.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/src/invent.c Below is the full text to invent.c from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/src/invent.c#line123| < nowiki > Source:NetHack 3.6.1/src/invent.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/src/monst.c Below is the full text to monst.c from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/src/monst.c#line123| < nowiki > Source:NetHack 3.6.1/src/monst.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/src/read.c Below is the full text to read.c from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/src/read.c#line123| < nowiki > Source:NetHack 3.6.1/src/read.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/src/teleport.c Below is the full text to teleport.c from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/src/teleport.c#line123| < nowiki > Source:NetHack 3.6.1/src/teleport.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/src/zap.c Below is the full text to zap.c from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/src/zap.c#line123| < nowiki > Source:NetHack 3.6.1/src/zap.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/src/do wear.c Below is the full text to do_wear.c from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/src/do_wear.c#line123| < nowiki > Source:NetHack 3.6.1/src/do_wear.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/src/light.c Below is the full text to light.c from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/src/light.c#line123| < nowiki > Source:NetHack 3.6.1/src/light.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/src/mplayer.c Below is the full text to mplayer.c from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/src/mplayer.c#line123| < nowiki > Source:NetHack 3.6.1/src/mplayer.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/src/rect.c Below is the full text to rect.c from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/src/rect.c#line123| < nowiki > Source:NetHack 3.6.1/src/rect.c#line123 < /nowiki > ]], for example. =_=_ Source:NetHack 3.6.1/src/timeout.c Below is the full text to timeout.c from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/src/timeout.c#line123| < nowiki > Source:NetHack 3.6.1/src/timeout.c#line123 < /nowiki > ]], for example. =_=_ NetHack 3.6.1 source code =_=_ Source:NetHack 3.6.1/align.h =_=_ Source:NetHack 3.6.1/amiconf.h =_=_ Source:NetHack 3.6.1/artifact.h =_=_ Source:NetHack 3.6.1/artilist.h =_=_ Source:NetHack 3.6.1/attrib.h =_=_ Source:NetHack 3.6.1/beconf.h =_=_ Source:NetHack 3.6.1/bitmfile.h =_=_ Source:NetHack 3.6.1/botl.h =_=_ Source:NetHack 3.6.1/color.h =_=_ Source:NetHack 3.6.1/config.h =_=_ Source:NetHack 3.6.1/config1.h =_=_ Source:NetHack 3.6.1/context.h =_=_ Source:NetHack 3.6.1/coord.h =_=_ Source:NetHack 3.6.1/decl.h =_=_ Source:NetHack 3.6.1/def os2.h =_=_ Source:NetHack 3.6.1/dgn file.h =_=_ Source:NetHack 3.6.1/display.h =_=_ Source:NetHack 3.6.1/dlb.h =_=_ Source:NetHack 3.6.1/dungeon.h =_=_ Source:NetHack 3.6.1/engrave.h =_=_ Source:NetHack 3.6.1/extern.h =_=_ Source:NetHack 3.6.1/flag.h =_=_ Source:NetHack 3.6.1/func tab.h =_=_ Source:NetHack 3.6.1/gem rsc.h =_=_ Source:NetHack 3.6.1/global.h =_=_ Source:NetHack 3.6.1/hack.h =_=_ Source:NetHack 3.6.1/lev.h =_=_ Source:NetHack 3.6.1/lint.h =_=_ Source:NetHack 3.6.1/load img.h =_=_ Source:NetHack 3.6.1/mac-carbon.h =_=_ Source:NetHack 3.6.1/macconf.h =_=_ Source:NetHack 3.6.1/macpopup.h =_=_ Source:NetHack 3.6.1/mac-qt.h =_=_ Source:NetHack 3.6.1/mac-term.h =_=_ Source:NetHack 3.6.1/mactty.h =_=_ Source:NetHack 3.6.1/macwin.h =_=_ Source:NetHack 3.6.1/mail.h =_=_ Source:NetHack 3.6.1/mextra.h =_=_ Source:NetHack 3.6.1/mfndpos.h =_=_ Source:NetHack 3.6.1/micro.h =_=_ Source:NetHack 3.6.1/mkroom.h =_=_ Source:NetHack 3.6.1/monattk.h =_=_ Source:NetHack 3.6.1/mondata.h =_=_ Source:NetHack 3.6.1/monflag.h =_=_ Source:NetHack 3.6.1/monst.h =_=_ Source:NetHack 3.6.1/monsym.h =_=_ Source:NetHack 3.6.1/mttypriv.h =_=_ Source:NetHack 3.6.1/ntconf.h =_=_ Source:NetHack 3.6.1/obj.h =_=_ Source:NetHack 3.6.1/objclass.h =_=_ Source:NetHack 3.6.1/os2conf.h =_=_ Source:NetHack 3.6.1/patchlevel.h =_=_ Source:NetHack 3.6.1/pcconf.h =_=_ Source:NetHack 3.6.1/permonst.h =_=_ Source:NetHack 3.6.1/prop.h =_=_ Source:NetHack 3.6.1/qt clust.h =_=_ Source:NetHack 3.6.1/qt kde0.h =_=_ Source:NetHack 3.6.1/qt win.h =_=_ Source:NetHack 3.6.1/qt xpms.h =_=_ Source:NetHack 3.6.1/qtext.h =_=_ Source:NetHack 3.6.1/qttableview.h =_=_ Source:NetHack 3.6.1/quest.h =_=_ Source:NetHack 3.6.1/rect.h =_=_ Source:NetHack 3.6.1/region.h =_=_ Source:NetHack 3.6.1/rm.h =_=_ Source:NetHack 3.6.1/skills.h =_=_ Source:NetHack 3.6.1/sp lev.h =_=_ Source:NetHack 3.6.1/spell.h =_=_ Source:NetHack 3.6.1/sys.h =_=_ Source:NetHack 3.6.1/system.h =_=_ Source:NetHack 3.6.1/tcap.h =_=_ Source:NetHack 3.6.1/tile2x11.h =_=_ Source:NetHack 3.6.1/timeout.h =_=_ Source:NetHack 3.6.1/tosconf.h =_=_ Source:NetHack 3.6.1/tradstdc.h =_=_ Source:NetHack 3.6.1/trampoli.h =_=_ Source:NetHack 3.6.1/trap.h =_=_ Source:NetHack 3.6.1/unixconf.h =_=_ Source:NetHack 3.6.1/vision.h =_=_ Source:NetHack 3.6.1/vmsconf.h =_=_ Source:NetHack 3.6.1/wceconf.h =_=_ Source:NetHack 3.6.1/winami.h =_=_ Source:NetHack 3.6.1/wingem.h =_=_ Source:NetHack 3.6.1/winGnome.h =_=_ Source:NetHack 3.6.1/winprocs.h =_=_ Source:NetHack 3.6.1/wintty.h =_=_ Source:NetHack 3.6.1/wintype.h =_=_ Source:NetHack 3.6.1/winX.h =_=_ Source:NetHack 3.6.1/xwindow.h =_=_ Source:NetHack 3.6.1/xwindowp.h =_=_ Source:NetHack 3.6.1/you.h =_=_ Source:NetHack 3.6.1/youprop.h =_=_ Source:NetHack 3.6.1/allmain.c =_=_ Source:NetHack 3.6.1/alloc.c =_=_ Source:NetHack 3.6.1/apply.c =_=_ Source:NetHack 3.6.1/artifact.c =_=_ Source:NetHack 3.6.1/attrib.c =_=_ Source:NetHack 3.6.1/ball.c =_=_ Source:NetHack 3.6.1/bones.c =_=_ Source:NetHack 3.6.1/botl.c =_=_ Source:NetHack 3.6.1/cmd.c =_=_ Source:NetHack 3.6.1/dbridge.c =_=_ Source:NetHack 3.6.1/decl.c =_=_ Source:NetHack 3.6.1/detect.c =_=_ Source:NetHack 3.6.1/dig.c =_=_ Source:NetHack 3.6.1/display.c =_=_ Source:NetHack 3.6.1/dlb.c =_=_ Source:NetHack 3.6.1/do.c =_=_ Source:NetHack 3.6.1/do name.c =_=_ Source:NetHack 3.6.1/do wear.c =_=_ Source:NetHack 3.6.1/dog.c =_=_ Source:NetHack 3.6.1/dogmove.c =_=_ Source:NetHack 3.6.1/dokick.c =_=_ Source:NetHack 3.6.1/dothrow.c =_=_ Source:NetHack 3.6.1/drawing.c =_=_ Source:NetHack 3.6.1/dungeon.c =_=_ Source:NetHack 3.6.1/eat.c =_=_ Source:NetHack 3.6.1/end.c =_=_ Source:NetHack 3.6.1/engrave.c =_=_ Source:NetHack 3.6.1/exper.c =_=_ Source:NetHack 3.6.1/explode.c =_=_ Source:NetHack 3.6.1/extralev.c =_=_ Source:NetHack 3.6.1/files.c =_=_ Source:NetHack 3.6.1/fountain.c =_=_ Source:NetHack 3.6.1/hack.c =_=_ Source:NetHack 3.6.1/hacklib.c =_=_ Source:NetHack 3.6.1/invent.c =_=_ Source:NetHack 3.6.1/light.c =_=_ Source:NetHack 3.6.1/lock.c =_=_ Source:NetHack 3.6.1/mail.c =_=_ Source:NetHack 3.6.1/makemon.c =_=_ Source:NetHack 3.6.1/mapglyph.c =_=_ Source:NetHack 3.6.1/mcastu.c =_=_ Source:NetHack 3.6.1/mhitm.c =_=_ Source:NetHack 3.6.1/mhitu.c =_=_ Source:NetHack 3.6.1/minion.c =_=_ Source:NetHack 3.6.1/mklev.c =_=_ Source:NetHack 3.6.1/mkmap.c =_=_ Source:NetHack 3.6.1/mkmaze.c =_=_ Source:NetHack 3.6.1/mkobj.c =_=_ Source:NetHack 3.6.1/mkroom.c =_=_ Source:NetHack 3.6.1/mon.c =_=_ Source:NetHack 3.6.1/mondata.c =_=_ Source:NetHack 3.6.1/monmove.c =_=_ Source:NetHack 3.6.1/monst.c =_=_ Source:NetHack 3.6.1/mplayer.c =_=_ Source:NetHack 3.6.1/mthrowu.c =_=_ Source:NetHack 3.6.1/muse.c =_=_ Source:NetHack 3.6.1/music.c =_=_ Source:NetHack 3.6.1/o init.c =_=_ Source:NetHack 3.6.1/objects.c =_=_ Source:NetHack 3.6.1/objnam.c =_=_ Source:NetHack 3.6.1/options.c =_=_ Source:NetHack 3.6.1/pager.c =_=_ Source:NetHack 3.6.1/pickup.c =_=_ Source:NetHack 3.6.1/pline.c =_=_ Source:NetHack 3.6.1/polyself.c =_=_ Source:NetHack 3.6.1/potion.c =_=_ Source:NetHack 3.6.1/pray.c =_=_ Source:NetHack 3.6.1/priest.c =_=_ Source:NetHack 3.6.1/quest.c =_=_ Source:NetHack 3.6.1/questpgr.c =_=_ Source:NetHack 3.6.1/read.c =_=_ Source:NetHack 3.6.1/rect.c =_=_ Source:NetHack 3.6.1/region.c =_=_ Source:NetHack 3.6.1/restore.c =_=_ Source:NetHack 3.6.1/rip.c =_=_ Source:NetHack 3.6.1/rnd.c =_=_ Source:NetHack 3.6.1/role.c =_=_ Source:NetHack 3.6.1/rumors.c =_=_ Source:NetHack 3.6.1/save.c =_=_ Source:NetHack 3.6.1/shk.c =_=_ Source:NetHack 3.6.1/shknam.c =_=_ Source:NetHack 3.6.1/sit.c =_=_ Source:NetHack 3.6.1/sounds.c =_=_ Source:NetHack 3.6.1/sp lev.c =_=_ Source:NetHack 3.6.1/spell.c =_=_ Source:NetHack 3.6.1/steal.c =_=_ Source:NetHack 3.6.1/steed.c =_=_ Source:NetHack 3.6.1/sys.c =_=_ Source:NetHack 3.6.1/teleport.c =_=_ Source:NetHack 3.6.1/timeout.c =_=_ Source:NetHack 3.6.1/topten.c =_=_ Source:NetHack 3.6.1/track.c =_=_ Source:NetHack 3.6.1/trap.c =_=_ Source:NetHack 3.6.1/u init.c =_=_ Source:NetHack 3.6.1/uhitm.c =_=_ Source:NetHack 3.6.1/vault.c =_=_ Source:NetHack 3.6.1/version.c =_=_ Source:NetHack 3.6.1/vision.c =_=_ Source:NetHack 3.6.1/weapon.c =_=_ Source:NetHack 3.6.1/were.c =_=_ Source:NetHack 3.6.1/wield.c =_=_ Source:NetHack 3.6.1/windows.c =_=_ Source:NetHack 3.6.1/wizard.c =_=_ Source:NetHack 3.6.1/worm.c =_=_ Source:NetHack 3.6.1/worn.c =_=_ Source:NetHack 3.6.1/write.c =_=_ Source:NetHack 3.6.1/zap.c =_=_ Source:NetHack 3.6.1/Arch.des =_=_ Source:NetHack 3.6.1/Barb.des =_=_ Source:NetHack 3.6.1/bigroom.des =_=_ Source:NetHack 3.6.1/castle.des =_=_ Source:NetHack 3.6.1/Caveman.des =_=_ Source:NetHack 3.6.1/endgame.des =_=_ Source:NetHack 3.6.1/gehennom.des =_=_ Source:NetHack 3.6.1/Healer.des =_=_ Source:NetHack 3.6.1/Knight.des =_=_ Source:NetHack 3.6.1/knox.des =_=_ Source:NetHack 3.6.1/medusa.des =_=_ Source:NetHack 3.6.1/mines.des =_=_ Source:NetHack 3.6.1/Monk.des =_=_ Source:NetHack 3.6.1/oracle.des =_=_ Source:NetHack 3.6.1/Priest.des =_=_ Source:NetHack 3.6.1/Ranger.des =_=_ Source:NetHack 3.6.1/Rogue.des =_=_ Source:NetHack 3.6.1/Samurai.des =_=_ Source:NetHack 3.6.1/sokoban.des =_=_ Source:NetHack 3.6.1/Tourist.des =_=_ Source:NetHack 3.6.1/tower.des =_=_ Source:NetHack 3.6.1/Valkyrie.des =_=_ Source:NetHack 3.6.1/Wizard.des =_=_ Source:NetHack 3.6.1/yendor.des =_=_ Source:NetHack 3.6.1/bogusmon.txt =_=_ Source:NetHack 3.6.1/data.base =_=_ Source:NetHack 3.6.1/dungeon.def =_=_ Source:NetHack 3.6.1/engrave.txt =_=_ Source:NetHack 3.6.1/epitaph.txt =_=_ Source:NetHack 3.6.1/oracles.txt =_=_ Source:NetHack 3.6.1/quest.txt =_=_ Source:NetHack 3.6.1/rumors.tru =_=_ Source:NetHack 3.6.1/rumors.fal =_=_ Source:NetHack 3.6.1/symbols =_=_ Source:NetHack 3.6.1/tribute You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ You feel sluggish You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Source:Ref/regen hp =_=_ Source:Ref/interrupt multi =_=_ Source:Ref/argcheck =_=_ Source:Ref/nhdupstr =_=_ Source:Ref/dupstr =_=_ Source:Ref/leashable =_=_ Source:Ref/check jump =_=_ Source:Ref/is valid jump pos =_=_ Source:Ref/get valid jump position =_=_ Source:Ref/display jump positions =_=_ Source:Ref/find poleable mon =_=_ Source:Ref/get valid polearm position =_=_ Source:Ref/display polearm positions =_=_ Source:Ref/use pole =_=_ Source:Ref/setapplyclasses =_=_ Source:Ref/shade glare =_=_ Source:Ref/defends when carried =_=_ Source:Ref/arti immune =_=_ Source:Ref/bane applies =_=_ Source:Ref/finesse ahriman =_=_ Source:Ref/abil to adtyp =_=_ Source:Ref/abil to spfx =_=_ Source:Ref/what gives =_=_ Source:Ref/glow color =_=_ Source:Ref/Sting effects =_=_ Source:Ref/retouch object =_=_ Source:Ref/untouchable =_=_ Source:Ref/retouch equipment =_=_ Source:Ref/count surround traps =_=_ Source:Ref/mkot trap warn =_=_ Source:Ref/is magic key =_=_ Source:Ref/has magic key =_=_ Source:Ref/role abil =_=_ Source:Ref/check innate abil =_=_ Source:Ref/innately =_=_ Source:Ref/is innate =_=_ Source:Ref/from what =_=_ Source:Ref/extremeattr =_=_ Source:Ref/uchangealign =_=_ Source:Ref/ballrelease =_=_ Source:Ref/sanitize name =_=_ Source:Ref/fixuporacle =_=_ Source:Ref/get strength str =_=_ Source:Ref/do statusline1 =_=_ Source:Ref/check gold symbol =_=_ Source:Ref/do statusline2 =_=_ Source:Ref/bot via windowport =_=_ Source:Ref/evaluate and notify windowport field =_=_ Source:Ref/evaluate and notify windowport =_=_ Source:Ref/status eval next unhilite =_=_ Source:Ref/status initialize =_=_ Source:Ref/status finish =_=_ Source:Ref/init blstats =_=_ Source:Ref/compare blstats =_=_ Source:Ref/anything to s =_=_ Source:Ref/s to anything =_=_ Source:Ref/percentage =_=_ Source:Ref/fldname to bl indx =_=_ Source:Ref/hilite reset needed =_=_ Source:Ref/reset status hilites =_=_ Source:Ref/merge bestcolor =_=_ Source:Ref/get hilite color =_=_ 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present =_=_ Source:Ref/autopick testobj =_=_ Source:Ref/do loot cont =_=_ Source:Ref/reverse loot =_=_ Source:Ref/boh loss =_=_ Source:Ref/removed from icebox =_=_ Source:Ref/container gone =_=_ Source:Ref/explain container prompt =_=_ Source:Ref/u handsy =_=_ Source:Ref/traditional loot =_=_ Source:Ref/dotip =_=_ Source:Ref/tipcontainer =_=_ Source:Ref/dumplogmsg =_=_ Source:Ref/dumplogfreemessages =_=_ Source:Ref/custompline =_=_ Source:Ref/You see =_=_ Source:Ref/execplinehandler =_=_ Source:Ref/float vs flight =_=_ Source:Ref/check strangling =_=_ Source:Ref/dopoly =_=_ Source:Ref/polysense =_=_ Source:Ref/ugenocided =_=_ Source:Ref/udeadinside =_=_ Source:Ref/make slimed =_=_ Source:Ref/make stoned =_=_ Source:Ref/make deaf =_=_ Source:Ref/H2Opotion dip =_=_ Source:Ref/mongrantswish =_=_ Source:Ref/critically low hp =_=_ Source:Ref/stuck in wall =_=_ Source:Ref/newepri =_=_ Source:Ref/free epri =_=_ Source:Ref/inhistemple =_=_ Source:Ref/mon aligntyp =_=_ Source:Ref/forget temple entry =_=_ Source:Ref/piousness =_=_ Source:Ref/prisoner speaks =_=_ Source:Ref/find qarti =_=_ Source:Ref/find quest artifact =_=_ Source:Ref/qtext pronoun =_=_ Source:Ref/skip pager =_=_ Source:Ref/deliver splev message =_=_ Source:Ref/learnscrolltyp =_=_ Source:Ref/learnscroll =_=_ Source:Ref/erode obj text =_=_ Source:Ref/tshirt text =_=_ Source:Ref/apron text =_=_ Source:Ref/get valid stinking cloud pos =_=_ Source:Ref/is valid stinking cloud pos =_=_ Source:Ref/display stinking cloud positions =_=_ Source:Ref/drop boulder on player =_=_ Source:Ref/drop boulder on monster =_=_ Source:Ref/cant revive =_=_ Source:Ref/region stats =_=_ Source:Ref/region danger =_=_ Source:Ref/region safety =_=_ Source:Ref/restobj =_=_ Source:Ref/restmon =_=_ Source:Ref/restcemetery =_=_ Source:Ref/rest levl =_=_ Source:Ref/get plname from file =_=_ Source:Ref/restore msghistory =_=_ Source:Ref/restore menu =_=_ Source:Ref/validate =_=_ Source:Ref/reset restpref =_=_ Source:Ref/set restpref =_=_ Source:Ref/zerocomp mgetc =_=_ Source:Ref/zerocomp minit =_=_ Source:Ref/zerocomp mread =_=_ Source:Ref/def minit =_=_ Source:Ref/def mread =_=_ Source:Ref/randrole filtered =_=_ Source:Ref/setrolefilter =_=_ Source:Ref/gotrolefilter =_=_ Source:Ref/clearrolefilter =_=_ Source:Ref/role selection prolog =_=_ Source:Ref/role menu extra =_=_ Source:Ref/rumor check =_=_ Source:Ref/get rnd text =_=_ Source:Ref/tricked fileremoved =_=_ Source:Ref/savelevl =_=_ Source:Ref/def bufon =_=_ Source:Ref/def bufoff =_=_ Source:Ref/def bflush =_=_ Source:Ref/def bwrite =_=_ Source:Ref/def bclose =_=_ Source:Ref/zerocomp bputc =_=_ Source:Ref/zerocomp bufon =_=_ Source:Ref/zerocomp bufoff =_=_ Source:Ref/zerocomp bflush =_=_ Source:Ref/zerocomp bwrite =_=_ Source:Ref/zerocomp bclose =_=_ Source:Ref/savecemetery =_=_ Source:Ref/saveobj =_=_ Source:Ref/savemon =_=_ Source:Ref/store plname in file =_=_ Source:Ref/save msghistory =_=_ Source:Ref/store savefileinfo =_=_ Source:Ref/set savepref =_=_ Source:Ref/clear unpaid obj =_=_ Source:Ref/deserted shop =_=_ Source:Ref/pick pick =_=_ Source:Ref/is unpaid =_=_ Source:Ref/make happy shoppers =_=_ Source:Ref/get cost of shop item =_=_ Source:Ref/special stock =_=_ Source:Ref/alter cost =_=_ Source:Ref/billable =_=_ Source:Ref/append honorific You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Source:Ref/cad =_=_ Source:Ref/veggy item =_=_ Source:Ref/shkveg =_=_ Source:Ref/mkveggy at =_=_ Source:Ref/neweshk =_=_ Source:Ref/free eshk =_=_ Source:Ref/stock room goodpos =_=_ Source:Ref/Shknam =_=_ Source:Ref/shkname is pname =_=_ Source:Ref/is izchak =_=_ Source:Ref/mon is gecko =_=_ Source:Ref/book cursed =_=_ Source:Ref/rejectcasting =_=_ Source:Ref/spell aim step =_=_ Source:Ref/spell cmp =_=_ Source:Ref/sortspells =_=_ Source:Ref/spellsortmenu =_=_ Source:Ref/spellretention =_=_ Source:Ref/solidify map =_=_ Source:Ref/splev stack init =_=_ Source:Ref/splev stack done =_=_ Source:Ref/splev stack push =_=_ Source:Ref/splev stack pop =_=_ Source:Ref/splev stack reverse =_=_ Source:Ref/opvar new str =_=_ Source:Ref/opvar new int =_=_ Source:Ref/opvar new coord =_=_ Source:Ref/opvar free x =_=_ Source:Ref/opvar clone =_=_ Source:Ref/opvar var conversion =_=_ Source:Ref/opvar var defined =_=_ Source:Ref/splev stack getdat =_=_ Source:Ref/splev stack getdat any =_=_ Source:Ref/variable list del =_=_ Source:Ref/lvlfill maze grid =_=_ Source:Ref/lvlfill solid =_=_ Source:Ref/shuffle alignments =_=_ Source:Ref/count features =_=_ Source:Ref/remove boundary syms =_=_ Source:Ref/set door orientation =_=_ Source:Ref/maybe add door =_=_ Source:Ref/link doors rooms =_=_ Source:Ref/fill rooms =_=_ Source:Ref/get unpacked coord =_=_ Source:Ref/get location coord =_=_ Source:Ref/m bad boulder spot =_=_ Source:Ref/pm to humidity =_=_ Source:Ref/replace terrain =_=_ Source:Ref/fill empty maze =_=_ Source:Ref/sp level loader =_=_ Source:Ref/sp level free =_=_ Source:Ref/splev initlev =_=_ Source:Ref/frame new =_=_ Source:Ref/frame del =_=_ Source:Ref/spo frame push =_=_ Source:Ref/spo frame pop =_=_ Source:Ref/sp code jmpaddr =_=_ Source:Ref/spo call =_=_ Source:Ref/spo return =_=_ Source:Ref/spo end moninvent =_=_ Source:Ref/spo pop container =_=_ Source:Ref/spo message =_=_ Source:Ref/spo monster =_=_ Source:Ref/spo object =_=_ Source:Ref/spo level flags =_=_ Source:Ref/spo initlevel =_=_ Source:Ref/spo engraving =_=_ Source:Ref/spo mineralize =_=_ Source:Ref/spo room =_=_ Source:Ref/spo endroom =_=_ Source:Ref/spo stair =_=_ Source:Ref/spo ladder =_=_ Source:Ref/spo grave =_=_ Source:Ref/spo altar =_=_ Source:Ref/spo trap =_=_ Source:Ref/spo gold =_=_ Source:Ref/spo corridor =_=_ Source:Ref/selection opvar =_=_ Source:Ref/selection getpoint =_=_ Source:Ref/selection setpoint =_=_ Source:Ref/selection not =_=_ Source:Ref/selection logical oper =_=_ Source:Ref/selection filter mapchar =_=_ Source:Ref/selection filter percent =_=_ Source:Ref/selection rndcoord =_=_ Source:Ref/selection do grow =_=_ Source:Ref/set selection floodfillchk =_=_ Source:Ref/floodfillchk match under =_=_ Source:Ref/floodfillchk match accessible =_=_ Source:Ref/selection floodfill =_=_ Source:Ref/selection do ellipse =_=_ Source:Ref/line dist coord =_=_ Source:Ref/selection do gradient =_=_ Source:Ref/selection do line =_=_ Source:Ref/selection do randline =_=_ Source:Ref/selection iterate =_=_ Source:Ref/sel set ter =_=_ Source:Ref/sel set feature =_=_ Source:Ref/sel set door =_=_ Source:Ref/spo door =_=_ Source:Ref/spo feature =_=_ Source:Ref/spo terrain =_=_ Source:Ref/spo replace terrain =_=_ Source:Ref/generate way out method =_=_ Source:Ref/ensure way out =_=_ Source:Ref/spo levregion =_=_ Source:Ref/spo region =_=_ Source:Ref/spo drawbridge =_=_ Source:Ref/spo mazewalk =_=_ Source:Ref/spo wall property =_=_ Source:Ref/spo room door =_=_ Source:Ref/sel set wallify =_=_ Source:Ref/spo wallify =_=_ Source:Ref/spo map =_=_ Source:Ref/spo jmp =_=_ Source:Ref/spo conditional jump =_=_ Source:Ref/spo var init =_=_ Source:Ref/spo shuffle array =_=_ Source:Ref/sp level coder =_=_ Source:Ref/maybe absorb item =_=_ Source:Ref/put saddle on mon =_=_ Source:Ref/maybewakesteed =_=_ Source:Ref/stucksteed =_=_ Source:Ref/sys early init =_=_ Source:Ref/sysopt release =_=_ Source:Ref/sysopt seduce set =_=_ Source:Ref/scrolltele =_=_ Source:Ref/levitation dialogue =_=_ Source:Ref/phaze dialogue =_=_ Source:Ref/peek timer =_=_ Source:Ref/obj has timer =_=_ Source:Ref/spot stop timers =_=_ Source:Ref/spot time expires =_=_ Source:Ref/spot time left =_=_ Source:Ref/timer stats =_=_ Source:Ref/formatkiller =_=_ Source:Ref/discardexcess =_=_ Source:Ref/writexlentry =_=_ Source:Ref/encodexlogflags =_=_ Source:Ref/encodeconduct =_=_ Source:Ref/encodeachieve =_=_ Source:Ref/get rnd toptenentry =_=_ Source:Ref/mu maybe destroy web =_=_ Source:Ref/trapnote =_=_ Source:Ref/launch drop spot =_=_ Source:Ref/launch in progress =_=_ Source:Ref/force launch placement =_=_ Source:Ref/feeltrap =_=_ Talk:Source code For ages, the function-linking feature of the src/*.c pages was broken and incomplete. Finally, all files from the src/ subdirectory have had their function definitions identified, and when you click on a function call, it *should* link you to the relevant function definition. If you see a function call not marked or a link not properly working (for example, sending you to the respective function in the 3.4.3 source), please make the relevant edit or hit me up, dizzylizzy in #nethackwiki on Freenode. It's been a long time coming and now it's all pretty. Props to DizzyBot for being a champ. I'd like to see something that gives an overview of how the different source files work together. I'd like to see a diagram of the software architecture of Nethack. I'd be happy to work on a page like that, for my own understanding. I suppose a computer scientist could frame this question in a better way. Does this make sense? Where to start? Wikid (talk) 08:08, 15 August 2019 (UTC) Here's a snapshot of a mind map of the *.c files, what do you think? The map itself expands to show the *.h files, I can post that later. Wikid (talk) 19:57, 18 August 2019 (UTC) < /p > File:Nethack.6.2.MindMap.jpg =_=_ Source:Ref/climb pit =_=_ Source:Ref/fire damage chain =_=_ Source:Ref/lava damage =_=_ Source:Ref/acid damage =_=_ Source:Ref/water damage chain =_=_ Source:Ref/openholdingtrap =_=_ Source:Ref/closeholdingtrap =_=_ Source:Ref/openfallingtrap =_=_ Source:Ref/conjoined pits =_=_ Source:Ref/clear conjoined pits =_=_ Source:Ref/adj nonconjoined pit =_=_ Source:Ref/uteetering at seen pit =_=_ Source:Ref/sink into lava =_=_ Source:Ref/sokoban guilt =_=_ Source:Ref/maybe finish sokoban =_=_ Source:Ref/hitum cleave =_=_ Source:Ref/theft petrifies =_=_ Source:Ref/light hits gremlin =_=_ Source:Ref/newegd =_=_ Source:Ref/free egd =_=_ Source:Ref/blackout =_=_ Source:Ref/vault summon gd =_=_ Source:Ref/vault gd watching =_=_ Source:Ref/early version info =_=_ Source:Ref/insert rtoption =_=_ Source:Ref/copyright banner line =_=_ Source:Ref/q1 path =_=_ Source:Ref/q4 path =_=_ Source:Ref/q2 path =_=_ Source:Ref/q3 path =_=_ Source:Ref/howmonseen =_=_ Source:Ref/weapon descr =_=_ Source:Ref/mwepgone =_=_ Source:Ref/wet a towel =_=_ Source:Ref/dry a towel =_=_ Source:Ref/were beastie =_=_ Source:Ref/set ulycn =_=_ Source:Ref/cant wield corpse =_=_ Source:Ref/mwelded =_=_ Source:Ref/wl new =_=_ Source:Ref/wl addhead =_=_ Source:Ref/wl addtail =_=_ Source:Ref/genl can suspend no =_=_ Source:Ref/genl can suspend yes =_=_ Source:Ref/win choices find =_=_ Source:Ref/addto windowchain =_=_ Source:Ref/commit windowchain =_=_ Source:Ref/genl getmsghistory =_=_ Source:Ref/genl putmsghistory =_=_ Source:Ref/nhwindows hangup =_=_ Source:Ref/hup exit nhwindows =_=_ Source:Ref/hup nhgetch =_=_ Source:Ref/hup yn function =_=_ Source:Ref/hup nh poskey =_=_ Source:Ref/hup getlin =_=_ Source:Ref/hup init nhwindows =_=_ Source:Ref/hup create nhwindow =_=_ Source:Ref/hup select menu =_=_ Source:Ref/hup add menu =_=_ Source:Ref/hup end menu =_=_ Source:Ref/hup putstr =_=_ Source:Ref/hup print glyph =_=_ Source:Ref/hup outrip =_=_ Source:Ref/hup curs =_=_ Source:Ref/hup display nhwindow =_=_ Source:Ref/hup display file =_=_ Source:Ref/hup cliparound =_=_ Source:Ref/hup change color =_=_ Source:Ref/hup set font name =_=_ Source:Ref/hup get color string =_=_ Source:Ref/hup status update =_=_ Source:Ref/hup int ndecl =_=_ Source:Ref/hup void ndecl =_=_ Source:Ref/hup void fdecl int =_=_ Source:Ref/hup void fdecl winid =_=_ Source:Ref/hup void fdecl constchar p =_=_ Source:Ref/genl status init =_=_ Source:Ref/genl status finish =_=_ Source:Ref/genl status enablefield =_=_ Source:Ref/genl status update =_=_ Source:Ref/dump fmtstr =_=_ Source:Ref/dump open log =_=_ Source:Ref/dump close log =_=_ Source:Ref/dump forward putstr =_=_ Source:Ref/dump putstr =_=_ Source:Ref/dump create nhwindow =_=_ Source:Ref/dump clear nhwindow =_=_ Source:Ref/dump display nhwindow =_=_ Source:Ref/dump destroy nhwindow =_=_ Source:Ref/dump start menu =_=_ Source:Ref/dump add menu =_=_ Source:Ref/dump end menu =_=_ Source:Ref/dump select menu =_=_ Source:Ref/dump redirect =_=_ Source:Ref/choose stairs =_=_ Source:Ref/has aggravatables =_=_ Source:Ref/sanity check worm =_=_ Source:Ref/size wseg =_=_ Source:Ref/worm cross =_=_ Source:Ref/wseg at =_=_ Source:Ref/wearslot =_=_ Source:Ref/bypass objlist =_=_ Source:Ref/nxt unbypassed obj =_=_ Source:Ref/label known =_=_ Source:Ref/new book description =_=_ Source:Ref/learnwand =_=_ Source:Ref/stone to flesh obj =_=_ Source:Ref/ubreatheu =_=_ Source:Ref/lightdamage =_=_ Source:Ref/flashburn =_=_ Source:Ref/zapsetup =_=_ Source:Ref/zapwrapup =_=_ Source:Ref/skiprange =_=_ Source:Ref/burn floor objects =_=_ Source:Ref/disintegrate mon =_=_ Source:Ref/dobuzz =_=_ Source:Ref/start melt ice timeout =_=_ Source:Ref/melt ice away =_=_ Source:Ref/wishcmdassist =_=_ Forum:Building Nethack on OS X for Dummy Hello friends! Is anyone interested in writing a walkthrough of building 3.6.1 on Mac OS X? Been looking forward to having Status Hilites with 3.6.1 after failing to figure out how to build 3.6.0, only to find that's the only option with 3.6.1! Also just for the sake of being able to use the new version (who doesn't want to tame monkeys with bananas?). I just tried doing all that, but I think I must still be missing something. There are a bunch of new files, but I'm not sure how to run the new NetHack. I tried the NetHackTerm application that already existed on my computer, and got the error message "Unable to open SYSCF_FILE." Any thoughts? Interesting. I believe this is a bug in the current development version of NetHack that is in git. Not sure what the correct fix is; however, you can get past this by editing include/config.h - remove line 193, where it says I noticed there were no "man" and "lib" folders in the new "Nethack" folder. I tried copying the man and lib folders in from the Nethack 3.6.0 folder, and now Nethack 3.6.0 runs when I open NetHackTerm! What should I type in terminal in order to execute "make clean; make all; make install" within the Nethack folder? Should I somehow open the Nethack folder first using terminal? (It doesn't look like something I'd want to run on my whole computer! Although that statement might not even make sense, for all I know.) One additional question: do you know if there is a way to move my bones and record files from the old Nethack or nethackdir folders into the new ones? What are those files called? Locate your old nethackdir and cd to it. Bones files start with 'bones'. Not sure about record, look around (the 'ls' command is your friend). The copy command is called 'cp', so to copy the bones files, you would execute =_=_ Forum:Sleeptalking Shopkeep :) =_=_ Astral =_=_ Forum:Lava on level 10? Today Level 10 turned out to be an island surrounded by water with a big pool of lava in the middle. I notice that the different room aren't random, at least for me, even less so than Minetown and Mine's End. I've been playing Nethack for a very very very long time and am bored by the latter part of the game, which feels more like an endurance contest and not nearly as fun as keeping a new character alive and building it up. So I go thru the "big room" levels a lot and virtually never see anything besides #3 and #4. I'd say I've only seen #5 once, might have seen #6 once, and seeing #9 for the first time is what started this. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Archives =_=_ Source:Ref/361/moveloop =_=_ Source:Ref/361/regen hp =_=_ Source:Ref/361/do positionbar =_=_ Source:Ref/361/interrupt multi =_=_ Source:Ref/361/argcheck =_=_ Source:Ref/361/fmt ptr =_=_ Source:Ref/361/heapmon init =_=_ Source:Ref/361/nhalloc =_=_ Source:Ref/361/nhfree =_=_ Source:Ref/361/nhdupstr =_=_ Source:Ref/361/dupstr =_=_ Source:Ref/361/use camera =_=_ Source:Ref/361/use towel =_=_ Source:Ref/361/its dead =_=_ Source:Ref/361/use stethoscope =_=_ Source:Ref/361/use whistle =_=_ Source:Ref/361/use magic whistle =_=_ Source:Ref/361/um dist =_=_ Source:Ref/361/number leashed =_=_ Source:Ref/361/o unleash =_=_ Source:Ref/361/m unleash =_=_ Source:Ref/361/unleash all =_=_ Source:Ref/361/leashable =_=_ Source:Ref/361/use leash =_=_ Source:Ref/361/get mleash =_=_ Source:Ref/361/next to u =_=_ Source:Ref/361/check leash =_=_ Source:Ref/361/use mirror =_=_ Source:Ref/361/use bell =_=_ Source:Ref/361/use candelabrum =_=_ Source:Ref/361/use candle =_=_ Source:Ref/361/snuff candle =_=_ Source:Ref/361/snuff lit =_=_ Source:Ref/361/catch lit =_=_ Source:Ref/361/use lamp =_=_ Source:Ref/361/light cocktail =_=_ Source:Ref/361/dorub =_=_ Source:Ref/361/dojump =_=_ Source:Ref/361/check jump =_=_ Source:Ref/361/is valid jump pos =_=_ Source:Ref/361/get valid jump position =_=_ Source:Ref/361/display jump positions =_=_ Source:Ref/361/jump =_=_ Source:Ref/361/tinnable =_=_ Source:Ref/361/use tinning kit =_=_ Source:Ref/361/use unicorn horn =_=_ Source:Ref/361/fig transform =_=_ Source:Ref/361/figurine location checks =_=_ Source:Ref/361/use figurine =_=_ Source:Ref/361/use grease =_=_ Source:Ref/361/use stone =_=_ Source:Ref/361/reset trapset =_=_ Source:Ref/361/use trap =_=_ Source:Ref/361/set trap =_=_ Source:Ref/361/use whip =_=_ Source:Ref/361/find poleable mon =_=_ Source:Ref/361/get valid polearm position =_=_ Source:Ref/361/display polearm positions =_=_ Source:Ref/361/use pole =_=_ Source:Ref/361/use cream pie =_=_ Source:Ref/361/use grapple =_=_ Source:Ref/361/do break wand =_=_ Source:Ref/361/add class =_=_ Source:Ref/361/setapplyclasses =_=_ Source:Ref/361/doapply =_=_ Source:Ref/361/hack artifacts =_=_ Source:Ref/361/init artifacts =_=_ Source:Ref/361/save artifacts =_=_ Source:Ref/361/restore artifacts =_=_ Source:Ref/361/artiname =_=_ Source:Ref/361/mk artifact =_=_ Source:Ref/361/artifact name =_=_ Source:Ref/361/exist artifact =_=_ Source:Ref/361/artifact exists =_=_ Source:Ref/361/nartifact exist =_=_ Source:Ref/361/spec ability =_=_ Source:Ref/361/confers luck =_=_ Source:Ref/361/arti reflects =_=_ Source:Ref/361/shade glare =_=_ Source:Ref/361/restrict name =_=_ Source:Ref/361/attacks =_=_ Source:Ref/361/defends =_=_ Source:Ref/361/defends when carried =_=_ Source:Ref/361/protects =_=_ Source:Ref/361/set artifact intrinsic =_=_ Source:Ref/361/touch artifact =_=_ Source:Ref/361/arti immune =_=_ Source:Ref/361/bane applies =_=_ Source:Ref/361/spec applies =_=_ Source:Ref/361/spec m2 =_=_ Source:Ref/361/spec abon =_=_ Source:Ref/361/spec dbon =_=_ Source:Ref/361/discover artifact =_=_ Source:Ref/361/undiscovered artifact =_=_ Source:Ref/361/disp artifact discoveries =_=_ Source:Ref/361/Mb hit =_=_ Source:Ref/361/artifact hit =_=_ Source:Ref/361/doinvoke =_=_ Source:Ref/361/arti invoke =_=_ Source:Ref/361/finesse ahriman =_=_ Source:Ref/361/artifact light =_=_ Source:Ref/361/arti speak =_=_ Source:Ref/361/artifact has invprop =_=_ Source:Ref/361/arti cost =_=_ Source:Ref/361/abil to adtyp =_=_ Source:Ref/361/abil to spfx =_=_ Source:Ref/361/what gives =_=_ Source:Ref/361/glow color =_=_ Source:Ref/361/Sting effects =_=_ Source:Ref/361/retouch object =_=_ Source:Ref/361/untouchable =_=_ Source:Ref/361/retouch equipment =_=_ Source:Ref/361/count surround traps =_=_ Source:Ref/361/mkot trap warn =_=_ Source:Ref/361/is magic key =_=_ Source:Ref/361/has magic key =_=_ Source:Ref/361/adjattrib =_=_ Source:Ref/361/gainstr =_=_ Source:Ref/361/losestr =_=_ Source:Ref/361/poisontell =_=_ Source:Ref/361/poisoned =_=_ Source:Ref/361/change luck =_=_ Source:Ref/361/stone luck =_=_ Source:Ref/361/set moreluck =_=_ Source:Ref/361/restore attrib =_=_ Source:Ref/361/exercise =_=_ Source:Ref/361/exerper =_=_ Source:Ref/361/exerchk =_=_ Source:Ref/361/init attr =_=_ Source:Ref/361/redist attr =_=_ Source:Ref/361/postadjabil =_=_ Source:Ref/361/role abil =_=_ Source:Ref/361/check innate abil =_=_ Source:Ref/361/innately =_=_ Source:Ref/361/is innate =_=_ Source:Ref/361/from what =_=_ Source:Ref/361/adjabil =_=_ Source:Ref/361/newhp =_=_ Source:Ref/361/acurr =_=_ Source:Ref/361/acurrstr =_=_ Source:Ref/361/extremeattr =_=_ Source:Ref/361/adjalign =_=_ Source:Ref/361/uchangealign =_=_ Source:Ref/361/ballrelease =_=_ Source:Ref/361/ballfall =_=_ Source:Ref/361/placebc =_=_ Source:Ref/361/unplacebc =_=_ Source:Ref/361/bc order =_=_ Source:Ref/361/set bc =_=_ Source:Ref/361/move bc =_=_ Source:Ref/361/drag ball =_=_ Source:Ref/361/drop ball =_=_ Source:Ref/361/litter =_=_ Source:Ref/361/drag down =_=_ Source:Ref/361/no bones level =_=_ Source:Ref/361/goodfruit =_=_ Source:Ref/361/resetobjs =_=_ Source:Ref/361/sanitize name =_=_ Source:Ref/361/drop upon death =_=_ Source:Ref/361/fixuporacle =_=_ Source:Ref/361/can make bones =_=_ Source:Ref/361/savebones =_=_ Source:Ref/361/getbones =_=_ Source:Ref/361/get strength str =_=_ Source:Ref/361/do statusline1 =_=_ Source:Ref/361/check gold symbol =_=_ Source:Ref/361/do statusline2 =_=_ Source:Ref/361/bot =_=_ Source:Ref/361/xlev to rank =_=_ Source:Ref/361/rank to xlev =_=_ Source:Ref/361/rank of =_=_ Source:Ref/361/rank =_=_ Source:Ref/361/title to mon =_=_ Source:Ref/361/max rank sz =_=_ Source:Ref/361/botl score =_=_ Source:Ref/361/describe level =_=_ Source:Ref/361/bot via windowport =_=_ Source:Ref/361/evaluate and notify windowport field =_=_ Source:Ref/361/evaluate and notify windowport =_=_ Source:Ref/361/status eval next unhilite =_=_ Source:Ref/361/status initialize =_=_ Source:Ref/361/status finish =_=_ Source:Ref/361/init blstats =_=_ Source:Ref/361/compare blstats =_=_ Source:Ref/361/anything to s =_=_ Source:Ref/361/s to anything =_=_ Source:Ref/361/percentage =_=_ Source:Ref/361/fldname to bl indx =_=_ Source:Ref/361/hilite reset needed =_=_ Source:Ref/361/reset status hilites =_=_ Source:Ref/361/merge bestcolor =_=_ Source:Ref/361/get hilite color =_=_ Source:Ref/361/split clridx =_=_ Source:Ref/361/parse status hl1 =_=_ Source:Ref/361/is ltgt percentnumber =_=_ Source:Ref/361/has ltgt percentnumber =_=_ Source:Ref/361/splitsubfields =_=_ Source:Ref/361/is fld arrayvalues =_=_ Source:Ref/361/query arrayvalue =_=_ Source:Ref/361/status hilite add threshold =_=_ Source:Ref/361/parse status hl2 =_=_ Source:Ref/361/query conditions =_=_ Source:Ref/361/conditionbitmask2str =_=_ Source:Ref/361/match str2conditionbitmask =_=_ Source:Ref/361/str2conditionbitmask =_=_ Source:Ref/361/parse condition =_=_ Source:Ref/361/clear status hilites =_=_ Source:Ref/361/hlattr2attrname =_=_ Source:Ref/361/status hilite linestr add =_=_ Source:Ref/361/status hilite linestr done =_=_ Source:Ref/361/status hilite linestr countfield =_=_ Source:Ref/361/count status hilites =_=_ Source:Ref/361/status hilite linestr gather conditions =_=_ Source:Ref/361/status hilite linestr gather =_=_ Source:Ref/361/status hilite2str =_=_ Source:Ref/361/status hilite menu choose field =_=_ Source:Ref/361/status hilite menu choose behavior =_=_ Source:Ref/361/status hilite menu choose updownboth =_=_ Source:Ref/361/status hilite menu add =_=_ Source:Ref/361/status hilite remove =_=_ Source:Ref/361/status hilite menu fld =_=_ Source:Ref/361/status hilites viewall =_=_ Source:Ref/361/status hilite menu =_=_ Source:Ref/361/doprev message =_=_ Source:Ref/361/timed occupation =_=_ Source:Ref/361/reset occupations =_=_ Source:Ref/361/set occupation =_=_ Source:Ref/361/popch =_=_ Source:Ref/361/pgetchar =_=_ Source:Ref/361/pushch =_=_ Source:Ref/361/savech =_=_ Source:Ref/361/doextcmd =_=_ Source:Ref/361/doextlist =_=_ Source:Ref/361/extcmd via menu =_=_ Source:Ref/361/domonability =_=_ Source:Ref/361/enter explore mode =_=_ Source:Ref/361/wiz wish =_=_ Source:Ref/361/wiz identify =_=_ Source:Ref/361/wiz makemap =_=_ Source:Ref/361/wiz map =_=_ Source:Ref/361/wiz genesis =_=_ Source:Ref/361/wiz where =_=_ Source:Ref/361/wiz detect =_=_ Source:Ref/361/wiz level tele =_=_ Source:Ref/361/wiz mon polycontrol =_=_ Source:Ref/361/wiz level change =_=_ Source:Ref/361/wiz panic =_=_ Source:Ref/361/wiz polyself =_=_ Source:Ref/361/wiz show seenv =_=_ Source:Ref/361/wiz show vision =_=_ Source:Ref/361/wiz show wmodes =_=_ Source:Ref/361/wiz map levltyp =_=_ Source:Ref/361/wiz levltyp legend =_=_ Source:Ref/361/wiz smell =_=_ Source:Ref/361/wiz intrinsic =_=_ Source:Ref/361/wiz rumor check =_=_ Source:Ref/361/doterrain =_=_ Source:Ref/361/enlght line =_=_ Source:Ref/361/enlght combatinc =_=_ Source:Ref/361/enlght halfdmg =_=_ Source:Ref/361/walking on water =_=_ Source:Ref/361/cause known =_=_ Source:Ref/361/attrval =_=_ Source:Ref/361/enlightenment =_=_ Source:Ref/361/background enlightenment =_=_ Source:Ref/361/characteristics enlightenment =_=_ Source:Ref/361/one characteristic =_=_ Source:Ref/361/status enlightenment =_=_ Source:Ref/361/attributes enlightenment =_=_ Source:Ref/361/minimal enlightenment =_=_ Source:Ref/361/doattributes =_=_ Source:Ref/361/youhiding =_=_ Source:Ref/361/doconduct =_=_ Source:Ref/361/show conduct =_=_ Source:Ref/361/bind key =_=_ Source:Ref/361/commands init =_=_ Source:Ref/361/dokeylist putcmds =_=_ Source:Ref/361/dokeylist =_=_ Source:Ref/361/cmd from func =_=_ Source:Ref/361/size obj =_=_ Source:Ref/361/count obj =_=_ Source:Ref/361/obj chain =_=_ Source:Ref/361/mon invent chain =_=_ Source:Ref/361/contained stats =_=_ Source:Ref/361/size monst =_=_ Source:Ref/361/mon chain =_=_ Source:Ref/361/misc stats =_=_ Source:Ref/361/wiz show stats =_=_ Source:Ref/361/sanity check =_=_ Source:Ref/361/wiz migrate mons =_=_ Source:Ref/361/bind specialkey =_=_ Source:Ref/361/txt2key =_=_ Source:Ref/361/key2txt =_=_ Source:Ref/361/parseautocomplete =_=_ Source:Ref/361/reset commands =_=_ Source:Ref/361/accept menu prefix =_=_ Source:Ref/361/ch2spkeys =_=_ Source:Ref/361/rhack =_=_ Source:Ref/361/xytod =_=_ Source:Ref/361/dtoxy =_=_ Source:Ref/361/movecmd =_=_ Source:Ref/361/dxdy moveok =_=_ Source:Ref/361/redraw cmd =_=_ Source:Ref/361/prefix cmd =_=_ Source:Ref/361/get adjacent loc =_=_ Source:Ref/361/getdir =_=_ Source:Ref/361/show direction keys =_=_ Source:Ref/361/help dir =_=_ Source:Ref/361/confdir =_=_ Source:Ref/361/directionname =_=_ Source:Ref/361/isok =_=_ Source:Ref/361/doherecmdmenu =_=_ Source:Ref/361/dotherecmdmenu =_=_ Source:Ref/361/add herecmd menuitem =_=_ Source:Ref/361/there cmd menu =_=_ Source:Ref/361/here cmd menu =_=_ Source:Ref/361/click to cmd =_=_ Source:Ref/361/get count =_=_ Source:Ref/361/parse =_=_ Source:Ref/361/hangup =_=_ Source:Ref/361/end of input =_=_ Source:Ref/361/readchar =_=_ Source:Ref/361/dotravel =_=_ Source:Ref/361/wiz port debug =_=_ Source:Ref/361/yn function =_=_ Source:Ref/361/paranoid query =_=_ Source:Ref/361/dosuspend core =_=_ Source:Ref/361/is pool =_=_ Source:Ref/361/is lava =_=_ Source:Ref/361/is pool or lava =_=_ Source:Ref/361/is ice =_=_ Source:Ref/361/is moat =_=_ Source:Ref/361/db under typ =_=_ Source:Ref/361/is drawbridge wall =_=_ Source:Ref/361/is db wall =_=_ Source:Ref/361/find drawbridge =_=_ Source:Ref/361/get wall for db =_=_ Source:Ref/361/create drawbridge =_=_ Source:Ref/361/e at =_=_ Source:Ref/361/m to e =_=_ Source:Ref/361/u to e =_=_ Source:Ref/361/set entity =_=_ Source:Ref/361/e nam =_=_ Source:Ref/361/E phrase =_=_ Source:Ref/361/e survives at =_=_ Source:Ref/361/e died =_=_ Source:Ref/361/automiss =_=_ Source:Ref/361/e missed =_=_ Source:Ref/361/e jumps =_=_ Source:Ref/361/do entity =_=_ Source:Ref/361/close drawbridge =_=_ Source:Ref/361/open drawbridge =_=_ Source:Ref/361/destroy drawbridge =_=_ Source:Ref/361/unconstrain map =_=_ Source:Ref/361/reconstrain map =_=_ Source:Ref/361/browse map =_=_ Source:Ref/361/map monst =_=_ Source:Ref/361/trapped chest at =_=_ Source:Ref/361/trapped door at =_=_ Source:Ref/361/o in =_=_ Source:Ref/361/o material =_=_ Source:Ref/361/do dknown of =_=_ Source:Ref/361/check map spot =_=_ Source:Ref/361/clear stale map =_=_ Source:Ref/361/gold detect =_=_ Source:Ref/361/food detect =_=_ Source:Ref/361/object detect =_=_ Source:Ref/361/monster detect =_=_ Source:Ref/361/sense trap =_=_ Source:Ref/361/detect obj traps =_=_ Source:Ref/361/trap detect =_=_ Source:Ref/361/level distance =_=_ Source:Ref/361/use crystal ball =_=_ Source:Ref/361/show map spot =_=_ Source:Ref/361/do mapping =_=_ Source:Ref/361/do vicinity map =_=_ Source:Ref/361/cvt sdoor to door =_=_ Source:Ref/361/findone =_=_ Source:Ref/361/openone =_=_ Source:Ref/361/findit =_=_ Source:Ref/361/openit =_=_ Source:Ref/361/detecting =_=_ Source:Ref/361/find trap =_=_ Source:Ref/361/mfind0 =_=_ Source:Ref/361/dosearch0 =_=_ Source:Ref/361/dosearch =_=_ Source:Ref/361/warnreveal =_=_ Source:Ref/361/sokoban detect =_=_ Source:Ref/361/reveal terrain getglyph =_=_ Source:Ref/361/dump map =_=_ Source:Ref/361/reveal terrain =_=_ Source:Ref/361/rm waslit =_=_ Source:Ref/361/mkcavepos =_=_ Source:Ref/361/mkcavearea =_=_ Source:Ref/361/dig typ =_=_ Source:Ref/361/is digging =_=_ Source:Ref/361/dig check =_=_ Source:Ref/361/dig =_=_ Source:Ref/361/holetime =_=_ Source:Ref/361/fillholetyp =_=_ Source:Ref/361/digactualhole =_=_ Source:Ref/361/liquid flow =_=_ Source:Ref/361/dighole =_=_ Source:Ref/361/dig up grave =_=_ Source:Ref/361/use pick axe =_=_ Source:Ref/361/use pick axe2 =_=_ Source:Ref/361/watch dig =_=_ Source:Ref/361/mdig tunnel =_=_ Source:Ref/361/draft message =_=_ Source:Ref/361/zap dig =_=_ Source:Ref/361/adj pit checks =_=_ Source:Ref/361/pit flow =_=_ Source:Ref/361/buried ball =_=_ Source:Ref/361/buried ball to punishment =_=_ Source:Ref/361/buried ball to freedom =_=_ Source:Ref/361/bury an obj =_=_ Source:Ref/361/bury objs =_=_ Source:Ref/361/unearth objs =_=_ Source:Ref/361/rot organic =_=_ Source:Ref/361/rot corpse =_=_ Source:Ref/361/bury monst =_=_ Source:Ref/361/bury you =_=_ Source:Ref/361/unearth you =_=_ Source:Ref/361/escape tomb =_=_ Source:Ref/361/bury obj =_=_ Source:Ref/361/wiz debug cmd bury =_=_ Source:Ref/361/magic map background =_=_ Source:Ref/361/map background =_=_ Source:Ref/361/map trap =_=_ Source:Ref/361/map object =_=_ Source:Ref/361/map invisible =_=_ Source:Ref/361/unmap invisible =_=_ Source:Ref/361/unmap object =_=_ Source:Ref/361/map location =_=_ Source:Ref/361/display monster =_=_ Source:Ref/361/display warning =_=_ Source:Ref/361/warning of =_=_ Source:Ref/361/feel newsym =_=_ Source:Ref/361/feel location =_=_ Source:Ref/361/newsym =_=_ Source:Ref/361/shieldeff =_=_ Source:Ref/361/tmp at =_=_ Source:Ref/361/swallowed =_=_ Source:Ref/361/under water =_=_ Source:Ref/361/under ground =_=_ Source:Ref/361/see monsters =_=_ Source:Ref/361/set mimic blocking =_=_ Source:Ref/361/see objects =_=_ Source:Ref/361/see traps =_=_ Source:Ref/361/curs on u =_=_ Source:Ref/361/doredraw =_=_ Source:Ref/361/docrt =_=_ Source:Ref/361/newsym force =_=_ Source:Ref/361/show glyph =_=_ Source:Ref/361/clear glyph buffer =_=_ Source:Ref/361/row refresh =_=_ Source:Ref/361/cls =_=_ Source:Ref/361/flush screen =_=_ Source:Ref/361/back to glyph =_=_ Source:Ref/361/swallow to glyph =_=_ Source:Ref/361/zapdir to glyph =_=_ Source:Ref/361/glyph at =_=_ Source:Ref/361/get bk glyph =_=_ Source:Ref/361/type to name =_=_ Source:Ref/361/error4 =_=_ Source:Ref/361/check pos =_=_ Source:Ref/361/more than one =_=_ Source:Ref/361/set twall =_=_ Source:Ref/361/set wall =_=_ Source:Ref/361/set corn =_=_ Source:Ref/361/set crosswall =_=_ Source:Ref/361/set wall state =_=_ Source:Ref/361/set seenv =_=_ Source:Ref/361/unset seenv =_=_ Source:Ref/361/t warn =_=_ Source:Ref/361/wall angle =_=_ Source:Ref/361/readlibdir =_=_ Source:Ref/361/find file =_=_ Source:Ref/361/open library =_=_ Source:Ref/361/close library =_=_ Source:Ref/361/lib dlb init =_=_ Source:Ref/361/lib dlb cleanup =_=_ Source:Ref/361/lib dlb fopen =_=_ Source:Ref/361/lib dlb fclose =_=_ Source:Ref/361/lib dlb fread =_=_ Source:Ref/361/lib dlb fseek =_=_ Source:Ref/361/lib dlb fgets =_=_ Source:Ref/361/lib dlb fgetc =_=_ Source:Ref/361/lib dlb ftell =_=_ Source:Ref/361/dlb init =_=_ Source:Ref/361/dlb cleanup =_=_ Source:Ref/361/dlb fopen =_=_ Source:Ref/361/dlb fclose =_=_ Source:Ref/361/dlb fread =_=_ Source:Ref/361/dlb fseek =_=_ Source:Ref/361/dlb fgets =_=_ Source:Ref/361/dlb fgetc =_=_ Source:Ref/361/dlb ftell =_=_ Source:Ref/361/dodrop =_=_ Source:Ref/361/boulder hits pool =_=_ Source:Ref/361/flooreffects =_=_ Source:Ref/361/doaltarobj =_=_ Source:Ref/361/trycall =_=_ Source:Ref/361/polymorph sink =_=_ Source:Ref/361/teleport sink =_=_ Source:Ref/361/dosinkring =_=_ Source:Ref/361/canletgo =_=_ Source:Ref/361/drop =_=_ Source:Ref/361/dropx =_=_ Source:Ref/361/dropy =_=_ Source:Ref/361/dropz =_=_ Source:Ref/361/obj no longer held =_=_ Source:Ref/361/doddrop =_=_ Source:Ref/361/menu drop =_=_ Source:Ref/361/dodown =_=_ Source:Ref/361/doup =_=_ Source:Ref/361/currentlevel rewrite =_=_ Source:Ref/361/save currentstate =_=_ Source:Ref/361/goto level =_=_ Source:Ref/361/final level =_=_ Source:Ref/361/schedule goto =_=_ Source:Ref/361/deferred goto =_=_ Source:Ref/361/revive corpse =_=_ Source:Ref/361/revive mon =_=_ Source:Ref/361/donull =_=_ Source:Ref/361/wipeoff =_=_ Source:Ref/361/dowipe =_=_ Source:Ref/361/set wounded legs =_=_ Source:Ref/361/heal legs =_=_ Source:Ref/361/newedog =_=_ Source:Ref/361/free edog =_=_ Source:Ref/361/initedog =_=_ Source:Ref/361/pet type =_=_ Source:Ref/361/make familiar =_=_ Source:Ref/361/makedog =_=_ Source:Ref/361/update mlstmv =_=_ Source:Ref/361/losedogs =_=_ Source:Ref/361/mon arrive =_=_ Source:Ref/361/mon catchup elapsed time =_=_ Source:Ref/361/keepdogs =_=_ Source:Ref/361/migrate to level =_=_ Source:Ref/361/dogfood =_=_ Source:Ref/361/tamedog =_=_ Source:Ref/361/wary dog =_=_ Source:Ref/361/abuse dog =_=_ Source:Ref/361/droppables =_=_ Source:Ref/361/cursed object at =_=_ Source:Ref/361/dog nutrition =_=_ Source:Ref/361/dog eat =_=_ Source:Ref/361/dog hunger =_=_ Source:Ref/361/dog invent =_=_ Source:Ref/361/dog goal =_=_ Source:Ref/361/find targ =_=_ Source:Ref/361/find friends =_=_ Source:Ref/361/score targ =_=_ Source:Ref/361/best target =_=_ Source:Ref/361/dog move =_=_ Source:Ref/361/could reach item =_=_ Source:Ref/361/can reach location =_=_ Source:Ref/361/wantdoor =_=_ Source:Ref/361/finish meating =_=_ Source:Ref/361/quickmimic =_=_ Source:Ref/361/kickdmg =_=_ Source:Ref/361/maybe kick monster =_=_ Source:Ref/361/kick monster =_=_ Source:Ref/361/ghitm =_=_ Source:Ref/361/container impact dmg =_=_ Source:Ref/361/kick object =_=_ Source:Ref/361/really kick object =_=_ Source:Ref/361/kickstr =_=_ Source:Ref/361/dokick =_=_ Source:Ref/361/drop to =_=_ Source:Ref/361/impact drop =_=_ Source:Ref/361/ship object =_=_ Source:Ref/361/obj delivery =_=_ Source:Ref/361/otransit msg =_=_ Source:Ref/361/down gate =_=_ Source:Ref/361/getpos sethilite =_=_ Source:Ref/361/getpos help keyxhelp =_=_ Source:Ref/361/getpos help =_=_ Source:Ref/361/cmp coord distu =_=_ Source:Ref/361/gloc filter classify glyph =_=_ Source:Ref/361/gloc filter flood =_=_ Source:Ref/361/gloc filter floodfill =_=_ Source:Ref/361/gloc filter init =_=_ Source:Ref/361/gloc filter done =_=_ Source:Ref/361/gather locs interesting =_=_ Source:Ref/361/gather locs =_=_ Source:Ref/361/dxdy to dist descr =_=_ Source:Ref/361/coord desc =_=_ Source:Ref/361/auto describe =_=_ Source:Ref/361/getpos menu =_=_ Source:Ref/361/getpos =_=_ Source:Ref/361/new mname =_=_ Source:Ref/361/free mname =_=_ Source:Ref/361/new oname =_=_ Source:Ref/361/free oname =_=_ Source:Ref/361/safe oname =_=_ Source:Ref/361/christen monst =_=_ Source:Ref/361/alreadynamed =_=_ Source:Ref/361/do mname =_=_ Source:Ref/361/do oname =_=_ Source:Ref/361/oname =_=_ Source:Ref/361/objtyp is callable =_=_ Source:Ref/361/docallcmd =_=_ Source:Ref/361/docall xname =_=_ Source:Ref/361/docall =_=_ Source:Ref/361/namefloorobj =_=_ Source:Ref/361/rndghostname =_=_ Source:Ref/361/x monnam =_=_ Source:Ref/361/l monnam =_=_ Source:Ref/361/mon nam =_=_ Source:Ref/361/noit mon nam =_=_ Source:Ref/361/Monnam =_=_ Source:Ref/361/noit Monnam =_=_ Source:Ref/361/noname monnam =_=_ Source:Ref/361/m monnam =_=_ Source:Ref/361/y monnam =_=_ Source:Ref/361/Adjmonnam =_=_ Source:Ref/361/a monnam =_=_ Source:Ref/361/Amonnam =_=_ Source:Ref/361/distant monnam =_=_ Source:Ref/361/bogusmon =_=_ Source:Ref/361/rndmonnam =_=_ Source:Ref/361/bogon is pname =_=_ Source:Ref/361/roguename =_=_ Source:Ref/361/hcolor =_=_ Source:Ref/361/rndcolor =_=_ Source:Ref/361/hliquid =_=_ Source:Ref/361/coyotename =_=_ Source:Ref/361/noveltitle =_=_ Source:Ref/361/lookup novel =_=_ Source:Ref/361/throw obj =_=_ Source:Ref/361/ok to throw =_=_ Source:Ref/361/dothrow =_=_ Source:Ref/361/autoquiver =_=_ Source:Ref/361/dofire =_=_ Source:Ref/361/endmultishot =_=_ Source:Ref/361/hitfloor =_=_ Source:Ref/361/walk path =_=_ Source:Ref/361/hurtle jump =_=_ Source:Ref/361/hurtle step =_=_ Source:Ref/361/mhurtle step =_=_ Source:Ref/361/hurtle =_=_ Source:Ref/361/mhurtle =_=_ Source:Ref/361/check shop obj =_=_ Source:Ref/361/toss up =_=_ Source:Ref/361/throwing weapon =_=_ Source:Ref/361/sho obj return to u =_=_ Source:Ref/361/throwit =_=_ Source:Ref/361/omon adj =_=_ Source:Ref/361/tmiss =_=_ Source:Ref/361/thitmonst =_=_ Source:Ref/361/gem accept =_=_ Source:Ref/361/hero breaks =_=_ Source:Ref/361/breaks =_=_ Source:Ref/361/release camera demon =_=_ Source:Ref/361/breakobj =_=_ Source:Ref/361/breaktest =_=_ Source:Ref/361/breakmsg =_=_ Source:Ref/361/throw gold =_=_ Source:Ref/361/off msg =_=_ Source:Ref/361/on msg =_=_ Source:Ref/361/toggle stealth =_=_ Source:Ref/361/toggle displacement =_=_ Source:Ref/361/Boots on =_=_ Source:Ref/361/Boots off =_=_ Source:Ref/361/Cloak on =_=_ Source:Ref/361/Cloak off =_=_ Source:Ref/361/Helmet on =_=_ Source:Ref/361/Helmet off =_=_ Source:Ref/361/Gloves on =_=_ Source:Ref/361/wielding corpse =_=_ Source:Ref/361/Gloves off =_=_ Source:Ref/361/Shield on =_=_ Source:Ref/361/Shield off =_=_ Source:Ref/361/Shirt on =_=_ Source:Ref/361/Shirt off =_=_ Source:Ref/361/Armor on =_=_ Source:Ref/361/Armor off =_=_ Source:Ref/361/Armor gone =_=_ Source:Ref/361/Amulet on =_=_ Source:Ref/361/Amulet off =_=_ Source:Ref/361/learnring =_=_ Source:Ref/361/Ring on =_=_ Source:Ref/361/Ring off or gone =_=_ Source:Ref/361/Ring off =_=_ Source:Ref/361/Ring gone =_=_ Source:Ref/361/Blindf on =_=_ Source:Ref/361/Blindf off =_=_ Source:Ref/361/set wear =_=_ Source:Ref/361/donning =_=_ Source:Ref/361/doffing =_=_ Source:Ref/361/cancel doff =_=_ Source:Ref/361/cancel don =_=_ Source:Ref/361/stop donning =_=_ Source:Ref/361/count worn stuff =_=_ Source:Ref/361/armor or accessory off =_=_ Source:Ref/361/dotakeoff =_=_ Source:Ref/361/doremring =_=_ Source:Ref/361/cursed =_=_ Source:Ref/361/armoroff =_=_ Source:Ref/361/already wearing =_=_ Source:Ref/361/already wearing2 =_=_ Source:Ref/361/canwearobj =_=_ Source:Ref/361/accessory or armor on =_=_ Source:Ref/361/dowear =_=_ Source:Ref/361/doputon =_=_ Source:Ref/361/find ac =_=_ Source:Ref/361/glibr =_=_ Source:Ref/361/some armor =_=_ Source:Ref/361/stuck ring =_=_ Source:Ref/361/unchanger =_=_ Source:Ref/361/select off =_=_ Source:Ref/361/do takeoff =_=_ Source:Ref/361/take off =_=_ Source:Ref/361/reset remarm =_=_ Source:Ref/361/doddoremarm =_=_ Source:Ref/361/menu remarm =_=_ Source:Ref/361/destroy arm =_=_ Source:Ref/361/adj abon =_=_ Source:Ref/361/inaccessible equipment =_=_ Source:Ref/361/def char to objclass =_=_ Source:Ref/361/def char to monclass =_=_ Source:Ref/361/init symbols =_=_ Source:Ref/361/update bouldersym =_=_ Source:Ref/361/init showsyms =_=_ Source:Ref/361/init l symbols =_=_ Source:Ref/361/init r symbols =_=_ Source:Ref/361/assign graphics =_=_ Source:Ref/361/switch symbols =_=_ Source:Ref/361/update l symset =_=_ Source:Ref/361/update r symset =_=_ Source:Ref/361/clear symsetentry =_=_ Source:Ref/361/dumpit =_=_ Source:Ref/361/save dungeon =_=_ Source:Ref/361/restore dungeon =_=_ Source:Ref/361/Fread =_=_ Source:Ref/361/dname to dnum =_=_ Source:Ref/361/find level =_=_ Source:Ref/361/find branch =_=_ Source:Ref/361/parent dnum =_=_ Source:Ref/361/level range =_=_ Source:Ref/361/parent dlevel =_=_ Source:Ref/361/correct branch type =_=_ Source:Ref/361/insert branch =_=_ Source:Ref/361/add branch =_=_ Source:Ref/361/add level =_=_ Source:Ref/361/init level =_=_ Source:Ref/361/possible places =_=_ Source:Ref/361/pick level =_=_ Source:Ref/361/indent =_=_ Source:Ref/361/place level =_=_ Source:Ref/361/init dungeons =_=_ Source:Ref/361/dunlev =_=_ Source:Ref/361/dunlevs in dungeon =_=_ 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Source:Ref/361/mkmonmoney =_=_ Source:Ref/361/m initinv =_=_ Source:Ref/361/clone mon =_=_ Source:Ref/361/propagate =_=_ Source:Ref/361/monhp per lvl =_=_ Source:Ref/361/newmonhp =_=_ Source:Ref/361/newmextra =_=_ Source:Ref/361/makemon rnd goodpos =_=_ Source:Ref/361/makemon =_=_ Source:Ref/361/mbirth limit =_=_ Source:Ref/361/create critters =_=_ Source:Ref/361/uncommon =_=_ Source:Ref/361/align shift =_=_ Source:Ref/361/rndmonst =_=_ Source:Ref/361/reset rndmonst =_=_ Source:Ref/361/mk gen ok =_=_ Source:Ref/361/mkclass =_=_ Source:Ref/361/mkclass poly =_=_ Source:Ref/361/adj lev =_=_ Source:Ref/361/grow up =_=_ Source:Ref/361/mongets =_=_ Source:Ref/361/golemhp =_=_ Source:Ref/361/peace minded =_=_ Source:Ref/361/set malign =_=_ Source:Ref/361/newmcorpsenm =_=_ Source:Ref/361/freemcorpsenm =_=_ Source:Ref/361/set mimic sym =_=_ Source:Ref/361/bagotricks =_=_ Source:Ref/361/mapglyph =_=_ Source:Ref/361/encglyph =_=_ Source:Ref/361/genl putmixed =_=_ Source:Ref/361/cursetxt =_=_ Source:Ref/361/choose magic spell =_=_ Source:Ref/361/choose clerical spell =_=_ Source:Ref/361/castmu =_=_ Source:Ref/361/cast wizard spell =_=_ Source:Ref/361/cast cleric spell =_=_ Source:Ref/361/is undirected spell =_=_ Source:Ref/361/spell would be useless =_=_ Source:Ref/361/buzzmu =_=_ Source:Ref/361/mon nam too =_=_ Source:Ref/361/noises =_=_ Source:Ref/361/missmm =_=_ Source:Ref/361/fightm =_=_ Source:Ref/361/mdisplacem =_=_ Source:Ref/361/mattackm =_=_ Source:Ref/361/hitmm =_=_ Source:Ref/361/gazemm =_=_ Source:Ref/361/engulf target =_=_ Source:Ref/361/gulpmm =_=_ Source:Ref/361/explmm =_=_ Source:Ref/361/mdamagem =_=_ Source:Ref/361/paralyze monst =_=_ Source:Ref/361/sleep monst =_=_ Source:Ref/361/slept monst =_=_ Source:Ref/361/rustm =_=_ Source:Ref/361/mswingsm =_=_ Source:Ref/361/passivemm =_=_ Source:Ref/361/xdrainenergym =_=_ Source:Ref/361/attk protection =_=_ Source:Ref/361/hitmsg =_=_ Source:Ref/361/missmu =_=_ Source:Ref/361/mswings =_=_ Source:Ref/361/mpoisons subj =_=_ Source:Ref/361/u slow down =_=_ Source:Ref/361/wildmiss =_=_ Source:Ref/361/expels =_=_ Source:Ref/361/getmattk =_=_ Source:Ref/361/mattacku =_=_ Source:Ref/361/diseasemu =_=_ Source:Ref/361/u slip free =_=_ Source:Ref/361/magic negation =_=_ Source:Ref/361/hitmu =_=_ Source:Ref/361/gulp blnd check =_=_ Source:Ref/361/gulpmu =_=_ Source:Ref/361/explmu =_=_ Source:Ref/361/gazemu =_=_ Source:Ref/361/mdamageu =_=_ Source:Ref/361/could seduce =_=_ Source:Ref/361/doseduce =_=_ Source:Ref/361/mayberem =_=_ Source:Ref/361/passiveum =_=_ Source:Ref/361/cloneu =_=_ Source:Ref/361/newemin =_=_ Source:Ref/361/free emin =_=_ Source:Ref/361/monster census =_=_ Source:Ref/361/msummon =_=_ Source:Ref/361/summon minion =_=_ Source:Ref/361/demon talk =_=_ Source:Ref/361/bribe =_=_ Source:Ref/361/dprince =_=_ Source:Ref/361/dlord =_=_ Source:Ref/361/llord =_=_ Source:Ref/361/lminion =_=_ Source:Ref/361/ndemon =_=_ Source:Ref/361/lose guardian angel =_=_ Source:Ref/361/gain guardian angel =_=_ Source:Ref/361/do comp =_=_ Source:Ref/361/finddpos =_=_ Source:Ref/361/sort rooms =_=_ Source:Ref/361/do room or subroom =_=_ Source:Ref/361/add room =_=_ Source:Ref/361/add subroom =_=_ Source:Ref/361/makerooms =_=_ Source:Ref/361/join =_=_ Source:Ref/361/makecorridors =_=_ Source:Ref/361/add door =_=_ Source:Ref/361/dosdoor =_=_ Source:Ref/361/place niche =_=_ Source:Ref/361/makeniche =_=_ Source:Ref/361/make niches =_=_ Source:Ref/361/makevtele =_=_ Source:Ref/361/clear level structures =_=_ Source:Ref/361/makelevel =_=_ Source:Ref/361/mineralize =_=_ Source:Ref/361/mklev =_=_ Source:Ref/361/topologize =_=_ Source:Ref/361/find branch room =_=_ Source:Ref/361/pos to room =_=_ Source:Ref/361/place branch =_=_ Source:Ref/361/bydoor =_=_ Source:Ref/361/okdoor =_=_ Source:Ref/361/dodoor =_=_ Source:Ref/361/occupied =_=_ Source:Ref/361/mktrap =_=_ Source:Ref/361/mkstairs =_=_ Source:Ref/361/mkfount =_=_ Source:Ref/361/mksink =_=_ Source:Ref/361/mkaltar =_=_ Source:Ref/361/mkgrave =_=_ Source:Ref/361/mkinvokearea =_=_ Source:Ref/361/mkinvpos =_=_ Source:Ref/361/mk knox portal =_=_ Source:Ref/361/init map =_=_ Source:Ref/361/init fill =_=_ Source:Ref/361/get map =_=_ Source:Ref/361/pass one =_=_ Source:Ref/361/pass two =_=_ Source:Ref/361/pass three =_=_ Source:Ref/361/flood fill rm =_=_ Source:Ref/361/wallify map =_=_ Source:Ref/361/join map =_=_ Source:Ref/361/finish map =_=_ Source:Ref/361/remove rooms =_=_ Source:Ref/361/remove room =_=_ Source:Ref/361/mkmap =_=_ Source:Ref/361/iswall =_=_ Source:Ref/361/iswall or stone =_=_ Source:Ref/361/is solid =_=_ Source:Ref/361/extend spine =_=_ Source:Ref/361/wall cleanup =_=_ Source:Ref/361/fix wall spines =_=_ Source:Ref/361/wallification =_=_ Source:Ref/361/okay =_=_ Source:Ref/361/maze0xy =_=_ Source:Ref/361/bad location =_=_ Source:Ref/361/place lregion =_=_ Source:Ref/361/put lregion here =_=_ Source:Ref/361/baalz fixup =_=_ Source:Ref/361/fixup special =_=_ Source:Ref/361/maze inbounds =_=_ Source:Ref/361/maze remove deadends =_=_ Source:Ref/361/create maze =_=_ Source:Ref/361/makemaz =_=_ Source:Ref/361/walkfrom =_=_ Source:Ref/361/mazexy =_=_ Source:Ref/361/bound digging =_=_ Source:Ref/361/mkportal =_=_ Source:Ref/361/fumaroles =_=_ Source:Ref/361/movebubbles =_=_ Source:Ref/361/water friction =_=_ Source:Ref/361/save waterlevel =_=_ Source:Ref/361/restore waterlevel =_=_ Source:Ref/361/waterbody name =_=_ Source:Ref/361/set wportal =_=_ Source:Ref/361/setup waterlevel =_=_ Source:Ref/361/unsetup waterlevel =_=_ Source:Ref/361/mk bubble =_=_ Source:Ref/361/mv bubble =_=_ Source:Ref/361/newoextra =_=_ Source:Ref/361/dealloc oextra =_=_ Source:Ref/361/newomonst =_=_ Source:Ref/361/free omonst =_=_ Source:Ref/361/newomid =_=_ Source:Ref/361/free omid =_=_ Source:Ref/361/newolong =_=_ Source:Ref/361/free olong =_=_ Source:Ref/361/new omailcmd =_=_ Source:Ref/361/free omailcmd =_=_ Source:Ref/361/mkobj at =_=_ Source:Ref/361/mksobj at =_=_ Source:Ref/361/mkobj =_=_ Source:Ref/361/mkbox cnts =_=_ Source:Ref/361/rndmonnum =_=_ Source:Ref/361/copy oextra =_=_ Source:Ref/361/splitobj =_=_ Source:Ref/361/unsplitobj =_=_ Source:Ref/361/clear splitobjs =_=_ Source:Ref/361/replace object =_=_ Source:Ref/361/unknwn contnr contents =_=_ Source:Ref/361/bill dummy object =_=_ Source:Ref/361/costly alteration =_=_ Source:Ref/361/mksobj =_=_ Source:Ref/361/set corpsenm =_=_ Source:Ref/361/start corpse timeout =_=_ Source:Ref/361/maybe adjust light =_=_ Source:Ref/361/bless =_=_ Source:Ref/361/unbless =_=_ Source:Ref/361/curse =_=_ Source:Ref/361/uncurse =_=_ Source:Ref/361/blessorcurse =_=_ Source:Ref/361/bcsign =_=_ Source:Ref/361/weight =_=_ Source:Ref/361/rnd treefruit at =_=_ Source:Ref/361/mkgold =_=_ Source:Ref/361/mkcorpstat =_=_ Source:Ref/361/corpse revive type =_=_ Source:Ref/361/obj attach mid =_=_ Source:Ref/361/save mtraits =_=_ Source:Ref/361/get mtraits =_=_ Source:Ref/361/mk tt object =_=_ Source:Ref/361/mk named object =_=_ Source:Ref/361/is flammable =_=_ Source:Ref/361/is rottable =_=_ Source:Ref/361/place object =_=_ Source:Ref/361/obj ice effects =_=_ Source:Ref/361/peek at iced corpse age =_=_ Source:Ref/361/obj timer checks =_=_ Source:Ref/361/remove object =_=_ Source:Ref/361/discard minvent =_=_ Source:Ref/361/obj extract self =_=_ Source:Ref/361/extract nobj =_=_ Source:Ref/361/extract nexthere =_=_ Source:Ref/361/add to minv =_=_ Source:Ref/361/add to container =_=_ Source:Ref/361/add to migration =_=_ Source:Ref/361/add to buried =_=_ Source:Ref/361/container weight =_=_ Source:Ref/361/dealloc obj =_=_ Source:Ref/361/hornoplenty =_=_ Source:Ref/361/obj sanity check =_=_ Source:Ref/361/objlist sanity =_=_ Source:Ref/361/mon obj sanity =_=_ Source:Ref/361/where name =_=_ Source:Ref/361/insane object =_=_ Source:Ref/361/check contained =_=_ Source:Ref/361/sanity check worn =_=_ Source:Ref/361/obj nexto =_=_ Source:Ref/361/obj nexto xy =_=_ Source:Ref/361/obj absorb =_=_ Source:Ref/361/obj meld =_=_ Source:Ref/361/pudding merge message =_=_ Source:Ref/361/isbig =_=_ Source:Ref/361/mkroom =_=_ Source:Ref/361/mkshop =_=_ Source:Ref/361/pick room =_=_ Source:Ref/361/mkzoo =_=_ Source:Ref/361/mk zoo thronemon =_=_ Source:Ref/361/fill zoo =_=_ Source:Ref/361/mkundead =_=_ Source:Ref/361/morguemon =_=_ Source:Ref/361/antholemon =_=_ Source:Ref/361/mkswamp =_=_ Source:Ref/361/shrine pos =_=_ Source:Ref/361/mktemple =_=_ Source:Ref/361/nexttodoor =_=_ Source:Ref/361/has dnstairs =_=_ Source:Ref/361/has upstairs =_=_ Source:Ref/361/somex =_=_ Source:Ref/361/somey =_=_ Source:Ref/361/inside room =_=_ Source:Ref/361/somexy =_=_ Source:Ref/361/search special =_=_ Source:Ref/361/courtmon =_=_ Source:Ref/361/squadmon =_=_ Source:Ref/361/save room =_=_ Source:Ref/361/save rooms =_=_ Source:Ref/361/rest room =_=_ Source:Ref/361/rest rooms =_=_ Source:Ref/361/cmap to type =_=_ Source:Ref/361/sanity check single mon =_=_ Source:Ref/361/mon sanity check =_=_ Source:Ref/361/undead to corpse =_=_ Source:Ref/361/genus =_=_ Source:Ref/361/pm to cham =_=_ Source:Ref/361/make corpse =_=_ Source:Ref/361/minliquid =_=_ Source:Ref/361/mcalcmove =_=_ Source:Ref/361/mcalcdistress =_=_ Source:Ref/361/movemon =_=_ Source:Ref/361/meatmetal =_=_ Source:Ref/361/meatobj =_=_ Source:Ref/361/mpickgold =_=_ Source:Ref/361/mpickstuff =_=_ Source:Ref/361/curr mon load =_=_ Source:Ref/361/max mon load =_=_ Source:Ref/361/can carry =_=_ Source:Ref/361/mfndpos =_=_ Source:Ref/361/mm aggression =_=_ Source:Ref/361/mm displacement =_=_ Source:Ref/361/monnear =_=_ Source:Ref/361/dmonsfree =_=_ Source:Ref/361/replmon =_=_ Source:Ref/361/relmon =_=_ Source:Ref/361/copy mextra =_=_ Source:Ref/361/dealloc mextra =_=_ Source:Ref/361/dealloc monst =_=_ Source:Ref/361/m detach =_=_ Source:Ref/361/mlifesaver =_=_ Source:Ref/361/lifesaved monster =_=_ Source:Ref/361/mondead =_=_ Source:Ref/361/corpse chance =_=_ Source:Ref/361/mondied =_=_ Source:Ref/361/mongone =_=_ Source:Ref/361/monstone =_=_ Source:Ref/361/monkilled =_=_ Source:Ref/361/unstuck =_=_ Source:Ref/361/killed =_=_ Source:Ref/361/xkilled =_=_ Source:Ref/361/mon to stone =_=_ Source:Ref/361/vamp stone =_=_ Source:Ref/361/m into limbo =_=_ Source:Ref/361/mnexto =_=_ Source:Ref/361/maybe mnexto =_=_ Source:Ref/361/mnearto =_=_ Source:Ref/361/m respond =_=_ Source:Ref/361/setmangry =_=_ Source:Ref/361/wakeup =_=_ Source:Ref/361/wake nearby =_=_ Source:Ref/361/wake nearto =_=_ Source:Ref/361/seemimic =_=_ Source:Ref/361/rescham =_=_ Source:Ref/361/restartcham =_=_ Source:Ref/361/restore cham =_=_ Source:Ref/361/restrap =_=_ Source:Ref/361/hideunder =_=_ Source:Ref/361/hide monst =_=_ Source:Ref/361/mon animal list =_=_ Source:Ref/361/pick animal =_=_ Source:Ref/361/decide to shapeshift =_=_ Source:Ref/361/pickvampshape =_=_ Source:Ref/361/isspecmon =_=_ Source:Ref/361/validspecmon =_=_ Source:Ref/361/validvamp =_=_ Source:Ref/361/select newcham form =_=_ Source:Ref/361/accept newcham form =_=_ Source:Ref/361/mgender from permonst =_=_ Source:Ref/361/newcham =_=_ Source:Ref/361/can be hatched =_=_ Source:Ref/361/egg type from parent =_=_ Source:Ref/361/dead species =_=_ Source:Ref/361/kill eggs =_=_ Source:Ref/361/kill genocided monsters =_=_ Source:Ref/361/golemeffects =_=_ Source:Ref/361/angry guards =_=_ Source:Ref/361/pacify guards =_=_ Source:Ref/361/mimic hit msg =_=_ Source:Ref/361/usmellmon =_=_ Source:Ref/361/set mon data =_=_ Source:Ref/361/attacktype fordmg =_=_ Source:Ref/361/attacktype =_=_ Source:Ref/361/noattacks =_=_ Source:Ref/361/poly when stoned =_=_ Source:Ref/361/resists drli =_=_ Source:Ref/361/resists magm =_=_ Source:Ref/361/resists blnd =_=_ Source:Ref/361/can blnd =_=_ Source:Ref/361/ranged attk =_=_ Source:Ref/361/mon hates silver =_=_ Source:Ref/361/hates silver =_=_ Source:Ref/361/passes bars =_=_ Source:Ref/361/can blow =_=_ Source:Ref/361/can chant =_=_ Source:Ref/361/can be strangled =_=_ Source:Ref/361/can track =_=_ Source:Ref/361/sliparm =_=_ Source:Ref/361/breakarm =_=_ Source:Ref/361/sticks =_=_ Source:Ref/361/cantvomit =_=_ Source:Ref/361/num horns =_=_ Source:Ref/361/dmgtype fromattack =_=_ Source:Ref/361/dmgtype =_=_ Source:Ref/361/max passive dmg =_=_ Source:Ref/361/same race =_=_ Source:Ref/361/monsndx =_=_ Source:Ref/361/name to mon =_=_ Source:Ref/361/name to monclass =_=_ Source:Ref/361/gender =_=_ Source:Ref/361/pronoun gender =_=_ Source:Ref/361/levl follower =_=_ Source:Ref/361/little to big =_=_ Source:Ref/361/big to little =_=_ Source:Ref/361/big little match =_=_ Source:Ref/361/raceptr =_=_ Source:Ref/361/locomotion =_=_ Source:Ref/361/stagger =_=_ Source:Ref/361/on fire =_=_ Source:Ref/361/olfaction =_=_ Source:Ref/361/mb trapped =_=_ Source:Ref/361/monhaskey =_=_ Source:Ref/361/mon yells =_=_ Source:Ref/361/watch on duty =_=_ Source:Ref/361/dochugw =_=_ Source:Ref/361/onscary =_=_ Source:Ref/361/mon regen =_=_ Source:Ref/361/disturb =_=_ Source:Ref/361/release hero =_=_ Source:Ref/361/monflee =_=_ Source:Ref/361/distfleeck =_=_ Source:Ref/361/m arrival =_=_ Source:Ref/361/dochug =_=_ Source:Ref/361/itsstuck =_=_ Source:Ref/361/should displace =_=_ Source:Ref/361/m digweapon check =_=_ Source:Ref/361/m move =_=_ Source:Ref/361/dissolve bars =_=_ Source:Ref/361/closed door =_=_ Source:Ref/361/accessible =_=_ Source:Ref/361/set apparxy =_=_ Source:Ref/361/undesirable disp =_=_ Source:Ref/361/stuff prevents passage =_=_ Source:Ref/361/can ooze =_=_ Source:Ref/361/can fog =_=_ Source:Ref/361/vamp shift =_=_ Source:Ref/361/monst init =_=_ Source:Ref/361/dev name =_=_ Source:Ref/361/get mplname =_=_ Source:Ref/361/mk mplayer armor =_=_ Source:Ref/361/mk mplayer =_=_ Source:Ref/361/create mplayers =_=_ Source:Ref/361/mplayer talk =_=_ Source:Ref/361/thitu =_=_ Source:Ref/361/drop throw =_=_ Source:Ref/361/monmulti =_=_ Source:Ref/361/monshoot =_=_ Source:Ref/361/ohitmon =_=_ Source:Ref/361/m throw =_=_ Source:Ref/361/thrwmm =_=_ Source:Ref/361/spitmm =_=_ Source:Ref/361/breamm =_=_ Source:Ref/361/m useupall =_=_ Source:Ref/361/m useup =_=_ Source:Ref/361/thrwmu =_=_ Source:Ref/361/spitmu =_=_ Source:Ref/361/breamu =_=_ Source:Ref/361/linedup =_=_ Source:Ref/361/m lined up =_=_ Source:Ref/361/lined up =_=_ Source:Ref/361/m carrying =_=_ Source:Ref/361/hit bars =_=_ Source:Ref/361/hits bars =_=_ Source:Ref/361/precheck =_=_ Source:Ref/361/mzapmsg =_=_ Source:Ref/361/mreadmsg =_=_ Source:Ref/361/mquaffmsg =_=_ Source:Ref/361/m use healing =_=_ Source:Ref/361/find defensive =_=_ Source:Ref/361/use defensive =_=_ Source:Ref/361/rnd defensive item =_=_ Source:Ref/361/find offensive =_=_ Source:Ref/361/mbhitm =_=_ Source:Ref/361/mbhit =_=_ Source:Ref/361/use offensive =_=_ Source:Ref/361/rnd offensive item =_=_ Source:Ref/361/find misc =_=_ Source:Ref/361/muse newcham mon =_=_ Source:Ref/361/use misc =_=_ Source:Ref/361/you aggravate =_=_ Source:Ref/361/rnd misc item =_=_ Source:Ref/361/searches for item =_=_ Source:Ref/361/mon reflects =_=_ Source:Ref/361/ureflects =_=_ Source:Ref/361/mcureblindness =_=_ Source:Ref/361/munstone =_=_ Source:Ref/361/mon consume unstone =_=_ Source:Ref/361/cures stoning =_=_ Source:Ref/361/mcould eat tin =_=_ Source:Ref/361/munslime =_=_ Source:Ref/361/muse unslime =_=_ Source:Ref/361/cures sliming =_=_ Source:Ref/361/green mon =_=_ Source:Ref/361/awaken monsters =_=_ Source:Ref/361/put monsters to sleep =_=_ Source:Ref/361/charm snakes =_=_ Source:Ref/361/calm nymphs =_=_ Source:Ref/361/awaken soldiers =_=_ Source:Ref/361/charm monsters =_=_ Source:Ref/361/do earthquake =_=_ Source:Ref/361/generic lvl desc =_=_ Source:Ref/361/do improvisation =_=_ Source:Ref/361/do play instrument =_=_ Source:Ref/361/atconsole =_=_ Source:Ref/361/speaker =_=_ Source:Ref/361/tone =_=_ Source:Ref/361/rest =_=_ Source:Ref/361/objects init =_=_ Source:Ref/361/strprepend =_=_ Source:Ref/361/nextobuf =_=_ Source:Ref/361/releaseobuf =_=_ Source:Ref/361/obj typename =_=_ Source:Ref/361/simple typename =_=_ Source:Ref/361/obj is pname =_=_ Source:Ref/361/distant name =_=_ Source:Ref/361/fruitname =_=_ Source:Ref/361/fruit from indx =_=_ Source:Ref/361/fruit from name =_=_ Source:Ref/361/reorder fruit =_=_ Source:Ref/361/xname =_=_ Source:Ref/361/xname flags =_=_ Source:Ref/361/minimal xname =_=_ Source:Ref/361/mshot xname =_=_ Source:Ref/361/the unique obj =_=_ Source:Ref/361/the unique pm =_=_ Source:Ref/361/add erosion words =_=_ Source:Ref/361/erosion matters =_=_ Source:Ref/361/doname base =_=_ Source:Ref/361/doname =_=_ Source:Ref/361/doname with price =_=_ Source:Ref/361/doname vague quan =_=_ Source:Ref/361/not fully identified =_=_ Source:Ref/361/corpse xname =_=_ Source:Ref/361/cxname =_=_ Source:Ref/361/cxname singular =_=_ Source:Ref/361/killer xname =_=_ Source:Ref/361/short oname =_=_ Source:Ref/361/singular =_=_ Source:Ref/361/an =_=_ Source:Ref/361/An =_=_ Source:Ref/361/the =_=_ Source:Ref/361/The =_=_ Source:Ref/361/aobjnam =_=_ Source:Ref/361/yobjnam =_=_ Source:Ref/361/Yobjnam2 =_=_ Source:Ref/361/Tobjnam =_=_ Source:Ref/361/Doname2 =_=_ Source:Ref/361/yname =_=_ Source:Ref/361/Yname2 =_=_ Source:Ref/361/ysimple name =_=_ Source:Ref/361/Ysimple name2 =_=_ Source:Ref/361/simpleonames =_=_ Source:Ref/361/ansimpleoname =_=_ Source:Ref/361/thesimpleoname =_=_ Source:Ref/361/bare artifactname =_=_ Source:Ref/361/otense =_=_ Source:Ref/361/vtense =_=_ Source:Ref/361/singplur lookup =_=_ Source:Ref/361/singplur compound =_=_ Source:Ref/361/makeplural =_=_ Source:Ref/361/makesingular =_=_ Source:Ref/361/badman =_=_ Source:Ref/361/wishymatch =_=_ Source:Ref/361/rnd otyp by wpnskill =_=_ Source:Ref/361/rnd otyp by namedesc =_=_ Source:Ref/361/readobjnam =_=_ Source:Ref/361/rnd class =_=_ Source:Ref/361/Japanese item name =_=_ Source:Ref/361/suit simple name =_=_ Source:Ref/361/cloak simple name =_=_ Source:Ref/361/helm simple name =_=_ Source:Ref/361/mimic obj name =_=_ Source:Ref/361/safe qbuf =_=_ Source:Ref/361/shuffle tiles =_=_ Source:Ref/361/setgemprobs =_=_ Source:Ref/361/shuffle =_=_ Source:Ref/361/init objects =_=_ Source:Ref/361/obj shuffle range =_=_ Source:Ref/361/shuffle all =_=_ Source:Ref/361/find skates =_=_ Source:Ref/361/oinit =_=_ Source:Ref/361/savenames =_=_ Source:Ref/361/restnames =_=_ Source:Ref/361/discover object =_=_ Source:Ref/361/undiscover object =_=_ Source:Ref/361/interesting to discover =_=_ Source:Ref/361/dodiscovered =_=_ Source:Ref/361/oclass to name =_=_ Source:Ref/361/doclassdisco =_=_ Source:Ref/361/rename disco =_=_ Source:Ref/361/reglyph darkroom =_=_ Source:Ref/361/match optname =_=_ Source:Ref/361/nh getenv =_=_ Source:Ref/361/initoptions =_=_ Source:Ref/361/initoptions init =_=_ Source:Ref/361/initoptions finish =_=_ Source:Ref/361/nmcpy =_=_ Source:Ref/361/escapes =_=_ Source:Ref/361/rejectoption =_=_ Source:Ref/361/string for opt =_=_ Source:Ref/361/string for env opt =_=_ Source:Ref/361/bad negation =_=_ Source:Ref/361/change inv order =_=_ Source:Ref/361/warning opts =_=_ Source:Ref/361/assign warnings =_=_ Source:Ref/361/feature alert opts =_=_ Source:Ref/361/set duplicate opt detection =_=_ Source:Ref/361/duplicate opt detection =_=_ Source:Ref/361/complain about duplicate =_=_ Source:Ref/361/clr2colorname =_=_ Source:Ref/361/match str2clr =_=_ Source:Ref/361/attr2attrname =_=_ Source:Ref/361/match str2attr =_=_ Source:Ref/361/query color =_=_ Source:Ref/361/query attr =_=_ Source:Ref/361/msgtype2name =_=_ Source:Ref/361/query msgtype =_=_ Source:Ref/361/msgtype add =_=_ Source:Ref/361/msgtype free =_=_ Source:Ref/361/free one msgtype =_=_ Source:Ref/361/msgtype type =_=_ Source:Ref/361/hide unhide msgtypes =_=_ Source:Ref/361/msgtype count =_=_ Source:Ref/361/msgtype parse add =_=_ Source:Ref/361/test regex pattern =_=_ Source:Ref/361/add menu coloring parsed =_=_ Source:Ref/361/add menu coloring =_=_ Source:Ref/361/get menu coloring =_=_ Source:Ref/361/free menu coloring =_=_ Source:Ref/361/free one menu coloring =_=_ Source:Ref/361/count menucolors =_=_ Source:Ref/361/parse role opts =_=_ Source:Ref/361/illegal menu cmd key =_=_ Source:Ref/361/parseoptions =_=_ Source:Ref/361/parsebindings =_=_ Source:Ref/361/oc to str =_=_ Source:Ref/361/add menu cmd alias =_=_ Source:Ref/361/get menu cmd key =_=_ Source:Ref/361/map menu cmd =_=_ Source:Ref/361/show menu controls =_=_ Source:Ref/361/doset add menu =_=_ Source:Ref/361/opts add others =_=_ Source:Ref/361/count apes =_=_ Source:Ref/361/doset =_=_ Source:Ref/361/handle add list remove =_=_ Source:Ref/361/special handling =_=_ Source:Ref/361/get compopt value =_=_ Source:Ref/361/dotogglepickup =_=_ Source:Ref/361/add autopickup exception =_=_ Source:Ref/361/remove autopickup exception =_=_ Source:Ref/361/count ape maps =_=_ Source:Ref/361/free autopickup exceptions =_=_ Source:Ref/361/load symset =_=_ Source:Ref/361/free symsets =_=_ Source:Ref/361/parsesymbols =_=_ Source:Ref/361/match sym =_=_ Source:Ref/361/sym val =_=_ Source:Ref/361/option help =_=_ Source:Ref/361/next opt =_=_ Source:Ref/361/fruitadd =_=_ Source:Ref/361/choose classes menu =_=_ Source:Ref/361/set option mod status =_=_ Source:Ref/361/set wc option mod status =_=_ Source:Ref/361/is wc option =_=_ Source:Ref/361/wc supported =_=_ Source:Ref/361/set wc2 option mod status =_=_ Source:Ref/361/is wc2 option =_=_ Source:Ref/361/wc2 supported =_=_ Source:Ref/361/wc set font name =_=_ Source:Ref/361/wc set window colors =_=_ Source:Ref/361/set playmode =_=_ Source:Ref/361/is swallow sym =_=_ Source:Ref/361/append str =_=_ Source:Ref/361/self lookat =_=_ Source:Ref/361/mhidden description =_=_ Source:Ref/361/object from map =_=_ Source:Ref/361/look at object =_=_ Source:Ref/361/look at monster =_=_ Source:Ref/361/lookat =_=_ Source:Ref/361/checkfile =_=_ Source:Ref/361/do screen description =_=_ Source:Ref/361/do look =_=_ Source:Ref/361/look all =_=_ Source:Ref/361/dowhatis =_=_ Source:Ref/361/doquickwhatis =_=_ Source:Ref/361/doidtrap =_=_ Source:Ref/361/whatdoes help =_=_ Source:Ref/361/whatdoes cond =_=_ Source:Ref/361/dowhatdoes core =_=_ Source:Ref/361/dowhatdoes =_=_ Source:Ref/361/docontact =_=_ Source:Ref/361/dispfile help =_=_ Source:Ref/361/dispfile shelp =_=_ Source:Ref/361/dispfile optionfile =_=_ Source:Ref/361/dispfile license =_=_ Source:Ref/361/dispfile debughelp =_=_ Source:Ref/361/hmenu doextversion =_=_ Source:Ref/361/hmenu dohistory =_=_ Source:Ref/361/hmenu dowhatis =_=_ Source:Ref/361/hmenu dowhatdoes =_=_ Source:Ref/361/hmenu doextlist =_=_ Source:Ref/361/domenucontrols =_=_ Source:Ref/361/dohelp =_=_ Source:Ref/361/dohistory =_=_ Source:Ref/361/simple look =_=_ Source:Ref/361/collect obj classes =_=_ Source:Ref/361/query classes =_=_ Source:Ref/361/fatal corpse mistake =_=_ Source:Ref/361/rider corpse revival =_=_ Source:Ref/361/check here =_=_ Source:Ref/361/n or more =_=_ Source:Ref/361/menu class present =_=_ Source:Ref/361/add valid menu class =_=_ Source:Ref/361/all but uchain =_=_ Source:Ref/361/allow all =_=_ Source:Ref/361/allow category =_=_ Source:Ref/361/is worn by type =_=_ Source:Ref/361/pickup =_=_ Source:Ref/361/is autopickup exception =_=_ Source:Ref/361/autopick testobj =_=_ Source:Ref/361/autopick =_=_ Source:Ref/361/query objlist =_=_ Source:Ref/361/query category =_=_ Source:Ref/361/count categories =_=_ Source:Ref/361/carry count =_=_ Source:Ref/361/lift object =_=_ Source:Ref/361/pickup object =_=_ Source:Ref/361/pick obj =_=_ Source:Ref/361/encumber msg =_=_ Source:Ref/361/container at =_=_ Source:Ref/361/able to loot =_=_ Source:Ref/361/mon beside =_=_ Source:Ref/361/do loot cont =_=_ Source:Ref/361/doloot =_=_ Source:Ref/361/reverse loot =_=_ Source:Ref/361/loot mon =_=_ Source:Ref/361/mbag explodes =_=_ Source:Ref/361/boh loss =_=_ Source:Ref/361/in container =_=_ Source:Ref/361/ck bag =_=_ Source:Ref/361/out container =_=_ Source:Ref/361/removed from icebox =_=_ Source:Ref/361/mbag item gone =_=_ Source:Ref/361/observe quantum cat =_=_ Source:Ref/361/container gone =_=_ Source:Ref/361/explain container prompt =_=_ Source:Ref/361/u handsy =_=_ Source:Ref/361/use container =_=_ Source:Ref/361/traditional loot =_=_ Source:Ref/361/menu loot =_=_ Source:Ref/361/in or out menu =_=_ Source:Ref/361/dotip =_=_ Source:Ref/361/tipcontainer =_=_ Source:Ref/361/dumplogmsg =_=_ Source:Ref/361/dumplogfreemessages =_=_ Source:Ref/361/pline =_=_ Source:Ref/361/custompline =_=_ Source:Ref/361/Norep =_=_ Source:Ref/361/You buf =_=_ Source:Ref/361/free youbuf =_=_ Source:Ref/361/You =_=_ Source:Ref/361/Your =_=_ Source:Ref/361/You feel =_=_ Source:Ref/361/You cant =_=_ Source:Ref/361/pline The =_=_ Source:Ref/361/There =_=_ Source:Ref/361/You hear =_=_ Source:Ref/361/You see =_=_ Source:Ref/361/verbalize =_=_ Source:Ref/361/raw printf =_=_ Source:Ref/361/impossible =_=_ Source:Ref/361/execplinehandler =_=_ Source:Ref/361/set uasmon =_=_ Source:Ref/361/float vs flight =_=_ Source:Ref/361/check strangling =_=_ Source:Ref/361/polyman =_=_ Source:Ref/361/change sex =_=_ Source:Ref/361/newman =_=_ Source:Ref/361/polyself =_=_ Source:Ref/361/polymon =_=_ Source:Ref/361/break armor =_=_ Source:Ref/361/drop weapon =_=_ Source:Ref/361/rehumanize =_=_ Source:Ref/361/dobreathe =_=_ Source:Ref/361/dospit =_=_ Source:Ref/361/doremove =_=_ Source:Ref/361/dospinweb =_=_ Source:Ref/361/dosummon =_=_ Source:Ref/361/dogaze =_=_ Source:Ref/361/dohide =_=_ Source:Ref/361/dopoly =_=_ Source:Ref/361/domindblast =_=_ Source:Ref/361/uunstick =_=_ Source:Ref/361/skinback =_=_ Source:Ref/361/mbodypart =_=_ Source:Ref/361/body part =_=_ Source:Ref/361/poly gender =_=_ Source:Ref/361/ugolemeffects =_=_ Source:Ref/361/armor to dragon =_=_ Source:Ref/361/polysense =_=_ Source:Ref/361/ugenocided =_=_ Source:Ref/361/udeadinside =_=_ Source:Ref/361/itimeout =_=_ Source:Ref/361/itimeout incr =_=_ Source:Ref/361/set itimeout =_=_ Source:Ref/361/incr itimeout =_=_ Source:Ref/361/make confused =_=_ Source:Ref/361/make stunned =_=_ Source:Ref/361/make sick =_=_ Source:Ref/361/make slimed =_=_ Source:Ref/361/make stoned =_=_ Source:Ref/361/make vomiting =_=_ Source:Ref/361/make blinded =_=_ Source:Ref/361/make hallucinated =_=_ Source:Ref/361/make deaf =_=_ Source:Ref/361/self invis message =_=_ Source:Ref/361/ghost from bottle =_=_ Source:Ref/361/dodrink =_=_ Source:Ref/361/dopotion =_=_ Source:Ref/361/peffects =_=_ Source:Ref/361/healup =_=_ Source:Ref/361/strange feeling =_=_ Source:Ref/361/bottlename =_=_ Source:Ref/361/H2Opotion dip =_=_ Source:Ref/361/potionhit =_=_ Source:Ref/361/potionbreathe =_=_ Source:Ref/361/mixtype =_=_ Source:Ref/361/dodip =_=_ Source:Ref/361/mongrantswish =_=_ Source:Ref/361/djinni from bottle =_=_ Source:Ref/361/split mon =_=_ Source:Ref/361/critically low hp =_=_ Source:Ref/361/stuck in wall =_=_ Source:Ref/361/in trouble =_=_ Source:Ref/361/worst cursed item =_=_ Source:Ref/361/fix worst trouble =_=_ Source:Ref/361/god zaps you =_=_ Source:Ref/361/fry by god =_=_ Source:Ref/361/angrygods =_=_ Source:Ref/361/at your feet =_=_ Source:Ref/361/gcrownu =_=_ Source:Ref/361/pleased =_=_ Source:Ref/361/water prayer =_=_ Source:Ref/361/godvoice =_=_ Source:Ref/361/gods angry =_=_ Source:Ref/361/gods upset =_=_ Source:Ref/361/consume offering =_=_ Source:Ref/361/dosacrifice =_=_ Source:Ref/361/can pray =_=_ Source:Ref/361/dopray =_=_ Source:Ref/361/prayer done =_=_ Source:Ref/361/doturn =_=_ Source:Ref/361/a gname =_=_ Source:Ref/361/a gname at =_=_ Source:Ref/361/u gname =_=_ Source:Ref/361/align gname =_=_ Source:Ref/361/halu gname =_=_ Source:Ref/361/align gtitle =_=_ Source:Ref/361/altar wrath =_=_ Source:Ref/361/blocked boulder =_=_ Source:Ref/361/newepri =_=_ Source:Ref/361/free epri =_=_ Source:Ref/361/move special =_=_ Source:Ref/361/temple occupied =_=_ Source:Ref/361/histemple at =_=_ Source:Ref/361/inhistemple =_=_ Source:Ref/361/pri move =_=_ Source:Ref/361/priestini =_=_ Source:Ref/361/mon aligntyp =_=_ Source:Ref/361/priestname =_=_ Source:Ref/361/p coaligned =_=_ Source:Ref/361/has shrine =_=_ Source:Ref/361/findpriest =_=_ Source:Ref/361/intemple =_=_ Source:Ref/361/forget temple entry =_=_ Source:Ref/361/priest talk =_=_ Source:Ref/361/mk roamer =_=_ Source:Ref/361/reset hostility =_=_ Source:Ref/361/in your sanctuary =_=_ Source:Ref/361/ghod hitsu =_=_ Source:Ref/361/angry priest =_=_ Source:Ref/361/clearpriests =_=_ Source:Ref/361/restpriest =_=_ Source:Ref/361/align str =_=_ Source:Ref/361/piousness =_=_ Source:Ref/361/mstatusline =_=_ Source:Ref/361/ustatusline =_=_ Source:Ref/361/on start =_=_ Source:Ref/361/on locate =_=_ Source:Ref/361/on goal =_=_ Source:Ref/361/onquest =_=_ Source:Ref/361/nemdead =_=_ Source:Ref/361/artitouch =_=_ Source:Ref/361/ok to quest =_=_ Source:Ref/361/not capable =_=_ Source:Ref/361/is pure =_=_ Source:Ref/361/expulsion =_=_ Source:Ref/361/finish quest =_=_ Source:Ref/361/chat with leader =_=_ Source:Ref/361/leader speaks =_=_ Source:Ref/361/chat with nemesis =_=_ Source:Ref/361/nemesis speaks =_=_ Source:Ref/361/chat with guardian =_=_ Source:Ref/361/prisoner speaks =_=_ Source:Ref/361/quest chat =_=_ Source:Ref/361/quest talk =_=_ Source:Ref/361/quest stat check =_=_ Source:Ref/361/dump qtlist =_=_ Source:Ref/361/construct qtlist =_=_ Source:Ref/361/load qtlist =_=_ Source:Ref/361/unload qtlist =_=_ Source:Ref/361/quest info =_=_ Source:Ref/361/ldrname =_=_ Source:Ref/361/intermed =_=_ Source:Ref/361/is quest artifact =_=_ Source:Ref/361/find qarti =_=_ Source:Ref/361/find quest artifact =_=_ Source:Ref/361/neminame =_=_ Source:Ref/361/guardname =_=_ Source:Ref/361/homebase =_=_ Source:Ref/361/qtext pronoun =_=_ Source:Ref/361/msg in =_=_ Source:Ref/361/convert arg =_=_ Source:Ref/361/convert line =_=_ Source:Ref/361/deliver by pline =_=_ Source:Ref/361/deliver by window =_=_ Source:Ref/361/skip pager =_=_ Source:Ref/361/com pager =_=_ Source:Ref/361/qt pager =_=_ Source:Ref/361/qt montype =_=_ Source:Ref/361/deliver splev message =_=_ Source:Ref/361/learnscrolltyp =_=_ Source:Ref/361/learnscroll =_=_ Source:Ref/361/erode obj text =_=_ Source:Ref/361/tshirt text =_=_ Source:Ref/361/apron text =_=_ Source:Ref/361/doread =_=_ Source:Ref/361/stripspe =_=_ Source:Ref/361/p glow1 =_=_ Source:Ref/361/p glow2 =_=_ Source:Ref/361/is chargeable =_=_ Source:Ref/361/recharge =_=_ Source:Ref/361/forget single object =_=_ Source:Ref/361/randomize =_=_ Source:Ref/361/forget objects =_=_ Source:Ref/361/forget map =_=_ Source:Ref/361/forget traps =_=_ Source:Ref/361/forget levels =_=_ Source:Ref/361/forget =_=_ Source:Ref/361/maybe tame =_=_ Source:Ref/361/get valid stinking cloud pos =_=_ Source:Ref/361/is valid stinking cloud pos =_=_ Source:Ref/361/display stinking cloud positions =_=_ Source:Ref/361/seffects =_=_ Source:Ref/361/drop boulder on player =_=_ Source:Ref/361/drop boulder on monster =_=_ Source:Ref/361/wand explode =_=_ Source:Ref/361/set lit =_=_ Source:Ref/361/litroom =_=_ Source:Ref/361/do class genocide =_=_ Source:Ref/361/do genocide =_=_ Source:Ref/361/punish =_=_ Source:Ref/361/unpunish =_=_ Source:Ref/361/cant revive =_=_ Source:Ref/361/create particular =_=_ Source:Ref/361/init rect =_=_ Source:Ref/361/get rect ind =_=_ Source:Ref/361/get rect =_=_ Source:Ref/361/rnd rect =_=_ Source:Ref/361/intersect =_=_ Source:Ref/361/remove rect =_=_ Source:Ref/361/add rect =_=_ Source:Ref/361/split rects =_=_ Source:Ref/361/inside rect =_=_ Source:Ref/361/inside region =_=_ Source:Ref/361/create region =_=_ Source:Ref/361/add rect to reg =_=_ Source:Ref/361/add mon to reg =_=_ Source:Ref/361/remove mon from reg =_=_ Source:Ref/361/mon in region =_=_ Source:Ref/361/free region =_=_ Source:Ref/361/add region =_=_ Source:Ref/361/remove region =_=_ Source:Ref/361/clear regions =_=_ Source:Ref/361/run regions =_=_ Source:Ref/361/in out region =_=_ Source:Ref/361/m in out region =_=_ Source:Ref/361/update player regions =_=_ Source:Ref/361/update monster region =_=_ Source:Ref/361/visible region at =_=_ Source:Ref/361/show region =_=_ Source:Ref/361/save regions =_=_ Source:Ref/361/rest regions =_=_ Source:Ref/361/region stats =_=_ Source:Ref/361/reset region mids =_=_ Source:Ref/361/expire gas cloud =_=_ Source:Ref/361/inside gas cloud =_=_ Source:Ref/361/create gas cloud =_=_ Source:Ref/361/region danger =_=_ Source:Ref/361/region safety =_=_ Source:Ref/361/find lev obj =_=_ Source:Ref/361/inven inuse =_=_ Source:Ref/361/restlevchn =_=_ Source:Ref/361/restdamage =_=_ Source:Ref/361/restobj =_=_ Source:Ref/361/restobjchn =_=_ Source:Ref/361/restmon =_=_ Source:Ref/361/restmonchn =_=_ Source:Ref/361/loadfruitchn =_=_ Source:Ref/361/freefruitchn =_=_ Source:Ref/361/ghostfruit =_=_ Source:Ref/361/restgamestate =_=_ Source:Ref/361/restlevelstate =_=_ Source:Ref/361/restlevelfile =_=_ Source:Ref/361/dorecover =_=_ Source:Ref/361/restcemetery =_=_ Source:Ref/361/rest levl =_=_ Source:Ref/361/trickery =_=_ Source:Ref/361/getlev =_=_ Source:Ref/361/get plname from file =_=_ Source:Ref/361/restore msghistory =_=_ Source:Ref/361/clear id mapping =_=_ Source:Ref/361/add id mapping =_=_ Source:Ref/361/lookup id mapping =_=_ Source:Ref/361/reset oattached mids =_=_ Source:Ref/361/restore menu =_=_ Source:Ref/361/minit =_=_ Source:Ref/361/mread =_=_ Source:Ref/361/validate =_=_ Source:Ref/361/reset restpref =_=_ Source:Ref/361/set restpref =_=_ Source:Ref/361/zerocomp mgetc =_=_ Source:Ref/361/zerocomp minit =_=_ Source:Ref/361/zerocomp mread =_=_ Source:Ref/361/def minit =_=_ Source:Ref/361/def mread =_=_ Source:Ref/361/center =_=_ Source:Ref/361/genl outrip =_=_ Source:Ref/361/rn2 =_=_ Source:Ref/361/rnl =_=_ Source:Ref/361/rnd =_=_ Source:Ref/361/d =_=_ Source:Ref/361/rne =_=_ Source:Ref/361/rnz =_=_ Source:Ref/361/validrole =_=_ Source:Ref/361/randrole =_=_ Source:Ref/361/randrole filtered =_=_ Source:Ref/361/str2role =_=_ Source:Ref/361/validrace =_=_ Source:Ref/361/randrace =_=_ Source:Ref/361/str2race =_=_ Source:Ref/361/validgend =_=_ Source:Ref/361/randgend =_=_ Source:Ref/361/str2gend =_=_ Source:Ref/361/validalign =_=_ Source:Ref/361/randalign =_=_ Source:Ref/361/str2align =_=_ Source:Ref/361/ok role =_=_ Source:Ref/361/pick role =_=_ Source:Ref/361/ok race =_=_ Source:Ref/361/pick race =_=_ Source:Ref/361/ok gend =_=_ Source:Ref/361/pick gend =_=_ Source:Ref/361/ok align =_=_ Source:Ref/361/pick align =_=_ Source:Ref/361/rigid role checks =_=_ Source:Ref/361/setrolefilter =_=_ Source:Ref/361/gotrolefilter =_=_ Source:Ref/361/clearrolefilter =_=_ Source:Ref/361/promptsep =_=_ Source:Ref/361/role gendercount =_=_ Source:Ref/361/race alignmentcount =_=_ Source:Ref/361/root plselection prompt =_=_ Source:Ref/361/build plselection prompt =_=_ Source:Ref/361/plnamesuffix =_=_ Source:Ref/361/role selection prolog =_=_ Source:Ref/361/role menu extra =_=_ Source:Ref/361/role init =_=_ Source:Ref/361/Hello =_=_ Source:Ref/361/Goodbye =_=_ Source:Ref/361/init rumors =_=_ Source:Ref/361/getrumor =_=_ Source:Ref/361/rumor check =_=_ Source:Ref/361/get rnd text =_=_ Source:Ref/361/outrumor =_=_ Source:Ref/361/init oracles =_=_ Source:Ref/361/save oracles =_=_ Source:Ref/361/restore oracles =_=_ Source:Ref/361/outoracle =_=_ Source:Ref/361/doconsult =_=_ Source:Ref/361/dosave =_=_ Source:Ref/361/dosave0 =_=_ Source:Ref/361/savegamestate =_=_ Source:Ref/361/tricked fileremoved =_=_ Source:Ref/361/savestateinlock =_=_ Source:Ref/361/savelev =_=_ Source:Ref/361/savelevl =_=_ Source:Ref/361/bufon =_=_ Source:Ref/361/bufoff =_=_ Source:Ref/361/bflush =_=_ Source:Ref/361/bwrite =_=_ Source:Ref/361/bclose =_=_ Source:Ref/361/def bufon =_=_ Source:Ref/361/def bufoff =_=_ Source:Ref/361/def bflush =_=_ Source:Ref/361/def bwrite =_=_ Source:Ref/361/def bclose =_=_ Source:Ref/361/zerocomp bputc =_=_ Source:Ref/361/zerocomp bufon =_=_ Source:Ref/361/zerocomp bufoff =_=_ Source:Ref/361/zerocomp bflush =_=_ Source:Ref/361/zerocomp bwrite =_=_ Source:Ref/361/zerocomp bclose =_=_ Source:Ref/361/savelevchn =_=_ Source:Ref/361/savecemetery =_=_ Source:Ref/361/savedamage =_=_ Source:Ref/361/saveobj =_=_ Source:Ref/361/saveobjchn =_=_ Source:Ref/361/savemon =_=_ Source:Ref/361/savemonchn =_=_ Source:Ref/361/savetrapchn =_=_ Source:Ref/361/savefruitchn =_=_ Source:Ref/361/store plname in file =_=_ Source:Ref/361/save msghistory =_=_ Source:Ref/361/store savefileinfo =_=_ Source:Ref/361/set savepref =_=_ Source:Ref/361/free dungeons =_=_ Source:Ref/361/freedynamicdata =_=_ Source:Ref/361/swapin file =_=_ Source:Ref/361/swapout oldest =_=_ Source:Ref/361/copyfile =_=_ Source:Ref/361/co false =_=_ Source:Ref/361/money2mon =_=_ Source:Ref/361/money2u =_=_ Source:Ref/361/next shkp =_=_ Source:Ref/361/shkgone =_=_ Source:Ref/361/set residency =_=_ Source:Ref/361/replshk =_=_ Source:Ref/361/restshk =_=_ Source:Ref/361/clear unpaid obj =_=_ Source:Ref/361/clear unpaid =_=_ Source:Ref/361/setpaid =_=_ Source:Ref/361/addupbill =_=_ Source:Ref/361/call kops =_=_ Source:Ref/361/inside shop =_=_ Source:Ref/361/u left shop =_=_ Source:Ref/361/remote burglary =_=_ Source:Ref/361/rob shop =_=_ Source:Ref/361/deserted shop =_=_ Source:Ref/361/u entered shop =_=_ Source:Ref/361/pick pick =_=_ Source:Ref/361/same price =_=_ Source:Ref/361/shop debt =_=_ Source:Ref/361/shopper financial report =_=_ Source:Ref/361/inhishop =_=_ Source:Ref/361/shop keeper =_=_ Source:Ref/361/tended shop =_=_ Source:Ref/361/onbill =_=_ Source:Ref/361/is unpaid =_=_ Source:Ref/361/delete contents =_=_ Source:Ref/361/obfree =_=_ Source:Ref/361/check credit =_=_ Source:Ref/361/pay =_=_ Source:Ref/361/home shk =_=_ Source:Ref/361/angry shk exists =_=_ Source:Ref/361/pacify shk =_=_ Source:Ref/361/rile shk =_=_ Source:Ref/361/rouse shk =_=_ Source:Ref/361/make happy shk =_=_ Source:Ref/361/make happy shoppers =_=_ Source:Ref/361/hot pursuit =_=_ Source:Ref/361/make angry shk =_=_ Source:Ref/361/cheapest item =_=_ Source:Ref/361/dopay =_=_ Source:Ref/361/dopayobj =_=_ Source:Ref/361/paybill =_=_ Source:Ref/361/inherits =_=_ Source:Ref/361/set repo loc =_=_ Source:Ref/361/finish paybill =_=_ Source:Ref/361/bp to obj =_=_ Source:Ref/361/find oid =_=_ Source:Ref/361/get cost of shop item =_=_ Source:Ref/361/get cost =_=_ Source:Ref/361/contained cost =_=_ Source:Ref/361/contained gold =_=_ Source:Ref/361/dropped container =_=_ Source:Ref/361/picked container =_=_ Source:Ref/361/special stock =_=_ Source:Ref/361/set cost =_=_ Source:Ref/361/alter cost =_=_ Source:Ref/361/unpaid cost =_=_ Source:Ref/361/add one tobill =_=_ Source:Ref/361/add to billobjs =_=_ Source:Ref/361/bill box content =_=_ Source:Ref/361/shk names obj =_=_ Source:Ref/361/billable =_=_ Source:Ref/361/addtobill =_=_ Source:Ref/361/append honorific =_=_ Source:Ref/361/splitbill =_=_ Source:Ref/361/sub one frombill =_=_ Source:Ref/361/subfrombill =_=_ Source:Ref/361/stolen container =_=_ Source:Ref/361/stolen value =_=_ Source:Ref/361/sellobj state =_=_ Source:Ref/361/sellobj =_=_ Source:Ref/361/doinvbill =_=_ Source:Ref/361/getprice =_=_ Source:Ref/361/shkcatch =_=_ Source:Ref/361/add damage =_=_ Source:Ref/361/remove damage =_=_ Source:Ref/361/repair damage =_=_ Source:Ref/361/shk move =_=_ Source:Ref/361/after shk move =_=_ Source:Ref/361/is fshk =_=_ Source:Ref/361/shopdig =_=_ Source:Ref/361/makekops =_=_ Source:Ref/361/pay for damage =_=_ Source:Ref/361/costly spot =_=_ Source:Ref/361/shop object =_=_ Source:Ref/361/price quote =_=_ Source:Ref/361/shk embellish =_=_ Source:Ref/361/shk chat =_=_ Source:Ref/361/kops gone =_=_ Source:Ref/361/cost per charge =_=_ Source:Ref/361/check unpaid usage =_=_ Source:Ref/361/check unpaid =_=_ Source:Ref/361/costly gold =_=_ Source:Ref/361/block door =_=_ Source:Ref/361/block entry =_=_ Source:Ref/361/shk your =_=_ Source:Ref/361/Shk Your =_=_ Source:Ref/361/shk owns =_=_ Source:Ref/361/mon owns =_=_ Source:Ref/361/cad =_=_ Source:Ref/361/sasc bug =_=_ Source:Ref/361/veggy item =_=_ Source:Ref/361/shkveg =_=_ Source:Ref/361/mkveggy at =_=_ Source:Ref/361/mkshobj at =_=_ Source:Ref/361/nameshk =_=_ Source:Ref/361/neweshk =_=_ Source:Ref/361/free eshk =_=_ Source:Ref/361/shkinit =_=_ Source:Ref/361/stock room goodpos =_=_ Source:Ref/361/stock room =_=_ Source:Ref/361/saleable =_=_ Source:Ref/361/get shop item =_=_ Source:Ref/361/Shknam =_=_ Source:Ref/361/shkname =_=_ Source:Ref/361/shkname is pname =_=_ Source:Ref/361/is izchak =_=_ Source:Ref/361/take gold =_=_ Source:Ref/361/dosit =_=_ Source:Ref/361/rndcurse =_=_ Source:Ref/361/attrcurse =_=_ Source:Ref/361/mon in room =_=_ Source:Ref/361/dosounds =_=_ Source:Ref/361/growl sound =_=_ Source:Ref/361/growl =_=_ Source:Ref/361/yelp =_=_ Source:Ref/361/whimper =_=_ Source:Ref/361/beg =_=_ Source:Ref/361/mon is gecko =_=_ Source:Ref/361/domonnoise =_=_ Source:Ref/361/dotalk =_=_ Source:Ref/361/dochat =_=_ Source:Ref/361/add sound mapping =_=_ Source:Ref/361/play sound for message =_=_ Source:Ref/361/spell let to idx =_=_ Source:Ref/361/cursed book =_=_ Source:Ref/361/confused book =_=_ Source:Ref/361/deadbook =_=_ Source:Ref/361/book cursed =_=_ Source:Ref/361/learn =_=_ Source:Ref/361/study book =_=_ Source:Ref/361/book disappears =_=_ Source:Ref/361/book substitution =_=_ Source:Ref/361/age spells =_=_ Source:Ref/361/rejectcasting =_=_ Source:Ref/361/getspell =_=_ Source:Ref/361/docast =_=_ Source:Ref/361/spelltypemnemonic =_=_ Source:Ref/361/spell skilltype =_=_ Source:Ref/361/cast protection =_=_ Source:Ref/361/spell backfire =_=_ Source:Ref/361/spelleffects =_=_ Source:Ref/361/spell aim step =_=_ Source:Ref/361/throwspell =_=_ Source:Ref/361/losespells =_=_ Source:Ref/361/spell cmp =_=_ Source:Ref/361/sortspells =_=_ Source:Ref/361/spellsortmenu =_=_ Source:Ref/361/dovspell =_=_ Source:Ref/361/dospellmenu =_=_ Source:Ref/361/percent success =_=_ Source:Ref/361/spellretention =_=_ Source:Ref/361/initialspell =_=_ Source:Ref/361/solidify map =_=_ Source:Ref/361/splev stack init =_=_ Source:Ref/361/splev stack done =_=_ Source:Ref/361/splev stack push =_=_ Source:Ref/361/splev stack pop =_=_ Source:Ref/361/splev stack reverse =_=_ Source:Ref/361/opvar new str =_=_ Source:Ref/361/opvar new int =_=_ Source:Ref/361/opvar new coord =_=_ Source:Ref/361/opvar free x =_=_ Source:Ref/361/opvar clone =_=_ Source:Ref/361/opvar var conversion =_=_ Source:Ref/361/opvar var defined =_=_ Source:Ref/361/splev stack getdat =_=_ Source:Ref/361/splev stack getdat any =_=_ Source:Ref/361/variable list del =_=_ Source:Ref/361/lvlfill maze grid =_=_ Source:Ref/361/lvlfill solid =_=_ Source:Ref/361/set wall property =_=_ Source:Ref/361/shuffle alignments =_=_ Source:Ref/361/count features =_=_ Source:Ref/361/remove boundary syms =_=_ Source:Ref/361/set door orientation =_=_ Source:Ref/361/maybe add door =_=_ Source:Ref/361/link doors rooms =_=_ Source:Ref/361/fill rooms =_=_ Source:Ref/361/rnddoor =_=_ Source:Ref/361/rndtrap =_=_ Source:Ref/361/get location =_=_ Source:Ref/361/is ok location =_=_ Source:Ref/361/get unpacked coord =_=_ Source:Ref/361/get location coord =_=_ Source:Ref/361/get room loc =_=_ Source:Ref/361/get free room loc =_=_ Source:Ref/361/check room =_=_ Source:Ref/361/create room =_=_ Source:Ref/361/create subroom =_=_ Source:Ref/361/create door =_=_ Source:Ref/361/create secret door =_=_ Source:Ref/361/create trap =_=_ Source:Ref/361/noncoalignment =_=_ Source:Ref/361/m bad boulder spot =_=_ Source:Ref/361/pm to humidity =_=_ Source:Ref/361/create monster =_=_ Source:Ref/361/create object =_=_ Source:Ref/361/create altar =_=_ Source:Ref/361/replace terrain =_=_ Source:Ref/361/search door =_=_ Source:Ref/361/dig corridor =_=_ Source:Ref/361/fix stair rooms =_=_ Source:Ref/361/create corridor =_=_ Source:Ref/361/fill room =_=_ Source:Ref/361/build room =_=_ Source:Ref/361/light region =_=_ Source:Ref/361/maze1xy =_=_ Source:Ref/361/fill empty maze =_=_ Source:Ref/361/sp level loader =_=_ Source:Ref/361/sp level free =_=_ Source:Ref/361/splev initlev =_=_ Source:Ref/361/frame new =_=_ Source:Ref/361/frame del =_=_ Source:Ref/361/spo frame push =_=_ Source:Ref/361/spo frame pop =_=_ Source:Ref/361/sp code jmpaddr =_=_ Source:Ref/361/spo call =_=_ Source:Ref/361/spo return =_=_ Source:Ref/361/spo end moninvent =_=_ Source:Ref/361/spo pop container =_=_ Source:Ref/361/spo message =_=_ Source:Ref/361/spo monster =_=_ Source:Ref/361/spo object =_=_ Source:Ref/361/spo level flags =_=_ Source:Ref/361/spo initlevel =_=_ Source:Ref/361/spo engraving =_=_ Source:Ref/361/spo mineralize =_=_ Source:Ref/361/spo room =_=_ Source:Ref/361/spo endroom =_=_ Source:Ref/361/spo stair =_=_ Source:Ref/361/spo ladder =_=_ Source:Ref/361/spo grave =_=_ Source:Ref/361/spo altar =_=_ Source:Ref/361/spo trap =_=_ Source:Ref/361/spo gold =_=_ Source:Ref/361/spo corridor =_=_ Source:Ref/361/selection opvar =_=_ Source:Ref/361/selection getpoint =_=_ Source:Ref/361/selection setpoint =_=_ Source:Ref/361/selection not =_=_ Source:Ref/361/selection logical oper =_=_ Source:Ref/361/selection filter mapchar =_=_ Source:Ref/361/selection filter percent =_=_ Source:Ref/361/selection rndcoord =_=_ Source:Ref/361/selection do grow =_=_ Source:Ref/361/set selection floodfillchk =_=_ Source:Ref/361/floodfillchk match under =_=_ Source:Ref/361/floodfillchk match accessible =_=_ Source:Ref/361/selection floodfill =_=_ Source:Ref/361/selection do ellipse =_=_ Source:Ref/361/line dist coord =_=_ Source:Ref/361/selection do gradient =_=_ Source:Ref/361/selection do line =_=_ Source:Ref/361/selection do randline =_=_ Source:Ref/361/selection iterate =_=_ Source:Ref/361/sel set ter =_=_ Source:Ref/361/sel set feature =_=_ Source:Ref/361/sel set door =_=_ Source:Ref/361/spo door =_=_ Source:Ref/361/spo feature =_=_ Source:Ref/361/spo terrain =_=_ Source:Ref/361/spo replace terrain =_=_ Source:Ref/361/generate way out method =_=_ Source:Ref/361/ensure way out =_=_ Source:Ref/361/spo levregion =_=_ Source:Ref/361/spo region =_=_ Source:Ref/361/spo drawbridge =_=_ Source:Ref/361/spo mazewalk =_=_ Source:Ref/361/spo wall property =_=_ Source:Ref/361/spo room door =_=_ Source:Ref/361/sel set wallify =_=_ Source:Ref/361/spo wallify =_=_ Source:Ref/361/spo map =_=_ Source:Ref/361/spo jmp =_=_ Source:Ref/361/spo conditional jump =_=_ Source:Ref/361/spo var init =_=_ Source:Ref/361/spo shuffle array =_=_ Source:Ref/361/sp level coder =_=_ Source:Ref/361/load special =_=_ Source:Ref/361/equipname =_=_ Source:Ref/361/somegold =_=_ Source:Ref/361/findgold =_=_ Source:Ref/361/stealgold =_=_ Source:Ref/361/stealarm =_=_ Source:Ref/361/remove worn item =_=_ Source:Ref/361/steal =_=_ Source:Ref/361/mpickobj =_=_ Source:Ref/361/stealamulet =_=_ Source:Ref/361/maybe absorb item =_=_ Source:Ref/361/mdrop obj =_=_ Source:Ref/361/mdrop special objs =_=_ Source:Ref/361/relobj =_=_ Source:Ref/361/rider cant reach =_=_ Source:Ref/361/can saddle =_=_ Source:Ref/361/use saddle =_=_ Source:Ref/361/put saddle on mon =_=_ Source:Ref/361/can ride =_=_ Source:Ref/361/doride =_=_ Source:Ref/361/mount steed =_=_ Source:Ref/361/exercise steed =_=_ Source:Ref/361/kick steed =_=_ Source:Ref/361/landing spot =_=_ Source:Ref/361/dismount steed =_=_ Source:Ref/361/maybewakesteed =_=_ Source:Ref/361/stucksteed =_=_ Source:Ref/361/place monster =_=_ Source:Ref/361/sys early init =_=_ Source:Ref/361/sysopt release =_=_ Source:Ref/361/sysopt seduce set =_=_ Source:Ref/361/goodpos =_=_ Source:Ref/361/enexto =_=_ Source:Ref/361/enexto core =_=_ Source:Ref/361/tele jump ok =_=_ Source:Ref/361/teleok =_=_ Source:Ref/361/teleds =_=_ Source:Ref/361/safe teleds =_=_ Source:Ref/361/vault tele =_=_ Source:Ref/361/teleport pet =_=_ Source:Ref/361/tele =_=_ Source:Ref/361/scrolltele =_=_ Source:Ref/361/dotele =_=_ Source:Ref/361/level tele =_=_ Source:Ref/361/domagicportal =_=_ Source:Ref/361/tele trap =_=_ Source:Ref/361/level tele trap =_=_ Source:Ref/361/rloc pos ok =_=_ Source:Ref/361/rloc to =_=_ Source:Ref/361/rloc =_=_ Source:Ref/361/mvault tele =_=_ Source:Ref/361/tele restrict =_=_ Source:Ref/361/mtele trap =_=_ Source:Ref/361/mlevel tele trap =_=_ Source:Ref/361/rloco =_=_ Source:Ref/361/random teleport level =_=_ Source:Ref/361/u teleport mon =_=_ Source:Ref/361/stoned dialogue =_=_ Source:Ref/361/vomiting dialogue =_=_ Source:Ref/361/choke dialogue =_=_ Source:Ref/361/levitation dialogue =_=_ Source:Ref/361/slime dialogue =_=_ Source:Ref/361/burn away slime =_=_ Source:Ref/361/phaze dialogue =_=_ Source:Ref/361/nh timeout =_=_ Source:Ref/361/fall asleep =_=_ Source:Ref/361/attach egg hatch timeout =_=_ Source:Ref/361/kill egg =_=_ Source:Ref/361/hatch egg =_=_ Source:Ref/361/learn egg type =_=_ Source:Ref/361/attach fig transform timeout =_=_ Source:Ref/361/slip or trip =_=_ Source:Ref/361/see lamp flicker =_=_ Source:Ref/361/lantern message =_=_ Source:Ref/361/burn object =_=_ Source:Ref/361/begin burn =_=_ Source:Ref/361/end burn =_=_ Source:Ref/361/cleanup burn =_=_ Source:Ref/361/do storms =_=_ Source:Ref/361/kind name =_=_ Source:Ref/361/print queue =_=_ Source:Ref/361/wiz timeout queue =_=_ Source:Ref/361/timer sanity check =_=_ Source:Ref/361/run timers =_=_ Source:Ref/361/start timer =_=_ Source:Ref/361/stop timer =_=_ Source:Ref/361/peek timer =_=_ Source:Ref/361/obj move timers =_=_ Source:Ref/361/obj split timers =_=_ Source:Ref/361/obj stop timers =_=_ Source:Ref/361/obj has timer =_=_ Source:Ref/361/spot stop timers =_=_ Source:Ref/361/spot time expires =_=_ Source:Ref/361/spot time left =_=_ Source:Ref/361/insert timer =_=_ Source:Ref/361/remove timer =_=_ Source:Ref/361/write timer =_=_ Source:Ref/361/obj is local =_=_ Source:Ref/361/mon is local =_=_ Source:Ref/361/timer is local =_=_ Source:Ref/361/maybe write timer =_=_ Source:Ref/361/save timers =_=_ Source:Ref/361/restore timers =_=_ Source:Ref/361/timer stats =_=_ Source:Ref/361/relink timers =_=_ Source:Ref/361/formatkiller =_=_ Source:Ref/361/topten print =_=_ Source:Ref/361/topten print bold =_=_ Source:Ref/361/observable depth =_=_ Source:Ref/361/discardexcess =_=_ Source:Ref/361/readentry =_=_ Source:Ref/361/writeentry =_=_ Source:Ref/361/writexlentry =_=_ Source:Ref/361/encodexlogflags =_=_ Source:Ref/361/encodeconduct =_=_ Source:Ref/361/encodeachieve =_=_ Source:Ref/361/free ttlist =_=_ Source:Ref/361/topten =_=_ Source:Ref/361/outheader =_=_ Source:Ref/361/outentry =_=_ Source:Ref/361/score wanted =_=_ Source:Ref/361/prscore =_=_ Source:Ref/361/classmon =_=_ Source:Ref/361/get rnd toptenentry =_=_ Source:Ref/361/tt oname =_=_ Source:Ref/361/nsb mung line =_=_ Source:Ref/361/nsb unmung line =_=_ Source:Ref/361/initrack =_=_ Source:Ref/361/settrack =_=_ Source:Ref/361/gettrack =_=_ Source:Ref/361/burnarmor =_=_ Source:Ref/361/erode obj =_=_ Source:Ref/361/grease protect =_=_ Source:Ref/361/maketrap =_=_ Source:Ref/361/fall through =_=_ Source:Ref/361/animate statue =_=_ Source:Ref/361/activate statue trap =_=_ Source:Ref/361/keep saddle with steedcorpse =_=_ Source:Ref/361/mu maybe destroy web =_=_ Source:Ref/361/dotrap =_=_ Source:Ref/361/trapnote =_=_ Source:Ref/361/steedintrap =_=_ Source:Ref/361/blow up landmine =_=_ Source:Ref/361/launch drop spot =_=_ Source:Ref/361/launch in progress =_=_ Source:Ref/361/force launch placement =_=_ Source:Ref/361/launch obj =_=_ Source:Ref/361/seetrap =_=_ Source:Ref/361/feeltrap =_=_ Source:Ref/361/mkroll launch =_=_ Source:Ref/361/isclearpath =_=_ Source:Ref/361/mintrap =_=_ Source:Ref/361/instapetrify =_=_ Source:Ref/361/minstapetrify =_=_ Source:Ref/361/selftouch =_=_ Source:Ref/361/mselftouch =_=_ Source:Ref/361/float up =_=_ Source:Ref/361/fill pit =_=_ Source:Ref/361/float down =_=_ Source:Ref/361/climb pit =_=_ Source:Ref/361/dofiretrap =_=_ Source:Ref/361/domagictrap =_=_ Source:Ref/361/fire damage =_=_ Source:Ref/361/fire damage chain =_=_ Source:Ref/361/lava damage =_=_ Source:Ref/361/acid damage =_=_ Source:Ref/361/water damage =_=_ Source:Ref/361/water damage chain =_=_ Source:Ref/361/emergency disrobe =_=_ Source:Ref/361/drown =_=_ Source:Ref/361/drain en =_=_ Source:Ref/361/dountrap =_=_ Source:Ref/361/untrap prob =_=_ Source:Ref/361/cnv trap obj =_=_ Source:Ref/361/move into trap =_=_ Source:Ref/361/try disarm =_=_ Source:Ref/361/reward untrap =_=_ Source:Ref/361/disarm holdingtrap =_=_ Source:Ref/361/disarm landmine =_=_ Source:Ref/361/disarm squeaky board =_=_ Source:Ref/361/disarm shooting trap =_=_ Source:Ref/361/try lift =_=_ Source:Ref/361/help monster out =_=_ Source:Ref/361/untrap =_=_ Source:Ref/361/openholdingtrap =_=_ Source:Ref/361/closeholdingtrap =_=_ Source:Ref/361/openfallingtrap =_=_ Source:Ref/361/chest trap =_=_ Source:Ref/361/t at =_=_ Source:Ref/361/deltrap =_=_ Source:Ref/361/conjoined pits =_=_ Source:Ref/361/clear conjoined pits =_=_ Source:Ref/361/adj nonconjoined pit =_=_ Source:Ref/361/uteetering at seen pit =_=_ Source:Ref/361/delfloortrap =_=_ Source:Ref/361/b trapped =_=_ Source:Ref/361/thitm =_=_ Source:Ref/361/unconscious =_=_ Source:Ref/361/lava effects =_=_ Source:Ref/361/sink into lava =_=_ Source:Ref/361/sokoban guilt =_=_ Source:Ref/361/maybe finish sokoban =_=_ Source:Ref/361/erode armor =_=_ Source:Ref/361/attack checks =_=_ Source:Ref/361/check caitiff =_=_ Source:Ref/361/find roll to hit =_=_ Source:Ref/361/attack =_=_ Source:Ref/361/known hitum =_=_ Source:Ref/361/hitum cleave =_=_ Source:Ref/361/hitum =_=_ Source:Ref/361/hmon =_=_ Source:Ref/361/hmon hitmon =_=_ Source:Ref/361/shade aware =_=_ Source:Ref/361/m slips free =_=_ Source:Ref/361/joust =_=_ Source:Ref/361/demonpet =_=_ Source:Ref/361/theft petrifies =_=_ Source:Ref/361/steal it =_=_ Source:Ref/361/damageum =_=_ Source:Ref/361/explum =_=_ Source:Ref/361/start engulf =_=_ Source:Ref/361/end engulf =_=_ Source:Ref/361/gulpum =_=_ Source:Ref/361/missum =_=_ Source:Ref/361/hmonas =_=_ Source:Ref/361/passive =_=_ Source:Ref/361/passive obj =_=_ Source:Ref/361/stumble onto mimic =_=_ Source:Ref/361/nohandglow =_=_ Source:Ref/361/flash hits mon =_=_ Source:Ref/361/light hits gremlin =_=_ Source:Ref/361/knows object =_=_ Source:Ref/361/knows class =_=_ Source:Ref/361/u init =_=_ Source:Ref/361/restricted spell discipline =_=_ Source:Ref/361/ini inv =_=_ Source:Ref/361/newegd =_=_ Source:Ref/361/free egd =_=_ Source:Ref/361/clear fcorr =_=_ Source:Ref/361/blackout =_=_ Source:Ref/361/restfakecorr =_=_ Source:Ref/361/grddead =_=_ Source:Ref/361/in fcorridor =_=_ Source:Ref/361/findgd =_=_ Source:Ref/361/vault summon gd =_=_ Source:Ref/361/vault occupied =_=_ Source:Ref/361/invault =_=_ Source:Ref/361/move gold =_=_ Source:Ref/361/wallify vault =_=_ Source:Ref/361/gd move =_=_ Source:Ref/361/paygd =_=_ Source:Ref/361/hidden gold =_=_ Source:Ref/361/gd sound =_=_ Source:Ref/361/vault gd watching =_=_ Source:Ref/361/version string =_=_ Source:Ref/361/getversionstring =_=_ Source:Ref/361/doversion =_=_ Source:Ref/361/doextversion =_=_ Source:Ref/361/early version info =_=_ Source:Ref/361/insert rtoption =_=_ Source:Ref/361/comp times =_=_ Source:Ref/361/check version =_=_ Source:Ref/361/uptodate =_=_ Source:Ref/361/store version =_=_ Source:Ref/361/get feature notice ver =_=_ Source:Ref/361/get current feature ver =_=_ Source:Ref/361/copyright banner line =_=_ Source:Ref/361/vision init =_=_ Source:Ref/361/does block =_=_ Source:Ref/361/vision reset =_=_ Source:Ref/361/get unused cs =_=_ Source:Ref/361/rogue vision =_=_ Source:Ref/361/new angle =_=_ Source:Ref/361/vision recalc =_=_ Source:Ref/361/block point =_=_ Source:Ref/361/unblock point =_=_ Source:Ref/361/dig point =_=_ Source:Ref/361/fill point =_=_ Source:Ref/361/q1 path =_=_ Source:Ref/361/q4 path =_=_ Source:Ref/361/q2 path =_=_ Source:Ref/361/q3 path =_=_ Source:Ref/361/ q1 path =_=_ Source:Ref/361/ q4 path =_=_ Source:Ref/361/ q2 path =_=_ Source:Ref/361/ q3 path =_=_ Source:Ref/361/clear path =_=_ Source:Ref/361/view init =_=_ Source:Ref/361/close shadow =_=_ Source:Ref/361/far shadow =_=_ Source:Ref/361/right side =_=_ Source:Ref/361/left side =_=_ Source:Ref/361/view from =_=_ Source:Ref/361/do clear area =_=_ Source:Ref/361/howmonseen =_=_ Source:Ref/361/give may advance msg =_=_ Source:Ref/361/weapon descr =_=_ Source:Ref/361/hitval =_=_ Source:Ref/361/dmgval =_=_ Source:Ref/361/oselect =_=_ Source:Ref/361/select rwep =_=_ Source:Ref/361/select hwep =_=_ Source:Ref/361/possibly unwield =_=_ Source:Ref/361/mon wield item =_=_ Source:Ref/361/mwepgone =_=_ Source:Ref/361/abon =_=_ Source:Ref/361/dbon =_=_ Source:Ref/361/wet a towel =_=_ Source:Ref/361/dry a towel =_=_ Source:Ref/361/skill level name =_=_ Source:Ref/361/slots required =_=_ Source:Ref/361/can advance =_=_ Source:Ref/361/could advance =_=_ Source:Ref/361/peaked skill =_=_ Source:Ref/361/skill advance =_=_ Source:Ref/361/enhance weapon skill =_=_ Source:Ref/361/unrestrict weapon skill =_=_ Source:Ref/361/use skill =_=_ Source:Ref/361/add weapon skill =_=_ Source:Ref/361/lose weapon skill =_=_ Source:Ref/361/weapon type =_=_ Source:Ref/361/uwep skill type =_=_ Source:Ref/361/weapon hit bonus =_=_ Source:Ref/361/weapon dam bonus =_=_ Source:Ref/361/skill init =_=_ Source:Ref/361/setmnotwielded =_=_ Source:Ref/361/were change =_=_ Source:Ref/361/counter were =_=_ Source:Ref/361/were beastie =_=_ Source:Ref/361/new were =_=_ Source:Ref/361/were summon =_=_ Source:Ref/361/you were =_=_ Source:Ref/361/you unwere =_=_ Source:Ref/361/set ulycn =_=_ Source:Ref/361/setuwep =_=_ Source:Ref/361/cant wield corpse =_=_ Source:Ref/361/ready weapon =_=_ Source:Ref/361/setuqwep =_=_ Source:Ref/361/setuswapwep =_=_ Source:Ref/361/dowield =_=_ Source:Ref/361/doswapweapon =_=_ Source:Ref/361/dowieldquiver =_=_ Source:Ref/361/wield tool =_=_ Source:Ref/361/can twoweapon =_=_ Source:Ref/361/drop uswapwep =_=_ Source:Ref/361/dotwoweapon =_=_ Source:Ref/361/uwepgone =_=_ Source:Ref/361/uswapwepgone =_=_ Source:Ref/361/uqwepgone =_=_ Source:Ref/361/untwoweapon =_=_ Source:Ref/361/chwepon =_=_ Source:Ref/361/welded =_=_ Source:Ref/361/weldmsg =_=_ Source:Ref/361/mwelded =_=_ Source:Ref/361/wl new =_=_ Source:Ref/361/wl addhead =_=_ Source:Ref/361/wl addtail =_=_ Source:Ref/361/genl can suspend no =_=_ Source:Ref/361/genl can suspend yes =_=_ Source:Ref/361/def raw print =_=_ Source:Ref/361/win choices find =_=_ Source:Ref/361/choose windows =_=_ Source:Ref/361/addto windowchain =_=_ Source:Ref/361/commit windowchain =_=_ Source:Ref/361/genl message menu =_=_ Source:Ref/361/genl preference update =_=_ Source:Ref/361/genl getmsghistory =_=_ Source:Ref/361/genl putmsghistory =_=_ Source:Ref/361/nhwindows hangup =_=_ Source:Ref/361/hup exit nhwindows =_=_ Source:Ref/361/hup nhgetch =_=_ Source:Ref/361/hup yn function =_=_ Source:Ref/361/hup nh poskey =_=_ Source:Ref/361/hup getlin =_=_ Source:Ref/361/hup init nhwindows =_=_ Source:Ref/361/hup create nhwindow =_=_ Source:Ref/361/hup select menu =_=_ Source:Ref/361/hup add menu =_=_ Source:Ref/361/hup end menu =_=_ Source:Ref/361/hup putstr =_=_ Source:Ref/361/hup print glyph =_=_ Source:Ref/361/hup outrip =_=_ Source:Ref/361/hup curs =_=_ Source:Ref/361/hup display nhwindow =_=_ Source:Ref/361/hup display file =_=_ Source:Ref/361/hup cliparound =_=_ Source:Ref/361/hup change color =_=_ Source:Ref/361/hup set font name =_=_ Source:Ref/361/hup get color string =_=_ Source:Ref/361/hup status update =_=_ Source:Ref/361/hup int ndecl =_=_ Source:Ref/361/hup void ndecl =_=_ Source:Ref/361/hup void fdecl int =_=_ Source:Ref/361/hup void fdecl winid =_=_ Source:Ref/361/hup void fdecl constchar p =_=_ Source:Ref/361/genl status init =_=_ Source:Ref/361/genl status finish =_=_ Source:Ref/361/genl status enablefield =_=_ Source:Ref/361/genl status update =_=_ Source:Ref/361/dump fmtstr =_=_ Source:Ref/361/dump open log =_=_ Source:Ref/361/dump close log =_=_ Source:Ref/361/dump forward putstr =_=_ Source:Ref/361/dump putstr =_=_ Source:Ref/361/dump create nhwindow =_=_ Source:Ref/361/dump clear nhwindow =_=_ Source:Ref/361/dump display nhwindow =_=_ Source:Ref/361/dump destroy nhwindow =_=_ Source:Ref/361/dump start menu =_=_ Source:Ref/361/dump add menu =_=_ Source:Ref/361/dump end menu =_=_ Source:Ref/361/dump select menu =_=_ Source:Ref/361/dump redirect =_=_ Source:Ref/361/amulet =_=_ Source:Ref/361/mon has amulet =_=_ Source:Ref/361/mon has special =_=_ Source:Ref/361/which arti =_=_ Source:Ref/361/mon has arti =_=_ Source:Ref/361/other mon has arti =_=_ Source:Ref/361/on ground =_=_ Source:Ref/361/you have =_=_ Source:Ref/361/target on =_=_ Source:Ref/361/strategy =_=_ Source:Ref/361/choose stairs =_=_ Source:Ref/361/tactics =_=_ Source:Ref/361/has aggravatables =_=_ Source:Ref/361/aggravate =_=_ Source:Ref/361/clonewiz =_=_ Source:Ref/361/pick nasty =_=_ Source:Ref/361/nasty =_=_ Source:Ref/361/resurrect =_=_ Source:Ref/361/intervene =_=_ Source:Ref/361/wizdead =_=_ Source:Ref/361/cuss =_=_ Source:Ref/361/get wormno =_=_ Source:Ref/361/initworm =_=_ Source:Ref/361/toss wsegs =_=_ Source:Ref/361/shrink worm =_=_ Source:Ref/361/worm move =_=_ Source:Ref/361/worm nomove =_=_ Source:Ref/361/wormgone =_=_ Source:Ref/361/wormhitu =_=_ Source:Ref/361/cutworm =_=_ Source:Ref/361/see wsegs =_=_ Source:Ref/361/detect wsegs =_=_ Source:Ref/361/save worm =_=_ Source:Ref/361/rest worm =_=_ Source:Ref/361/place wsegs =_=_ Source:Ref/361/sanity check worm =_=_ Source:Ref/361/remove worm =_=_ Source:Ref/361/place worm tail randomly =_=_ Source:Ref/361/random dir =_=_ Source:Ref/361/size wseg =_=_ Source:Ref/361/count wsegs =_=_ Source:Ref/361/create worm tail =_=_ Source:Ref/361/worm known =_=_ Source:Ref/361/worm cross =_=_ Source:Ref/361/wseg at =_=_ Source:Ref/361/setworn =_=_ Source:Ref/361/setnotworn =_=_ Source:Ref/361/wearslot =_=_ Source:Ref/361/mon set minvis =_=_ Source:Ref/361/mon adjust speed =_=_ Source:Ref/361/update mon intrinsics =_=_ Source:Ref/361/find mac =_=_ Source:Ref/361/m dowear =_=_ Source:Ref/361/m dowear type =_=_ Source:Ref/361/which armor =_=_ Source:Ref/361/m lose armor =_=_ Source:Ref/361/clear bypasses =_=_ Source:Ref/361/bypass obj =_=_ Source:Ref/361/bypass objlist =_=_ Source:Ref/361/nxt unbypassed obj =_=_ Source:Ref/361/mon break armor =_=_ Source:Ref/361/extra pref =_=_ Source:Ref/361/racial exception =_=_ Source:Ref/361/cost =_=_ Source:Ref/361/label known =_=_ Source:Ref/361/dowrite =_=_ Source:Ref/361/new book description =_=_ Source:Ref/361/learnwand =_=_ Source:Ref/361/bhitm =_=_ Source:Ref/361/probe monster =_=_ Source:Ref/361/get obj location =_=_ Source:Ref/361/get mon location =_=_ Source:Ref/361/montraits =_=_ Source:Ref/361/get container location =_=_ Source:Ref/361/revive =_=_ Source:Ref/361/revive egg =_=_ Source:Ref/361/unturn dead =_=_ Source:Ref/361/cancel item =_=_ Source:Ref/361/drain item =_=_ Source:Ref/361/obj resists =_=_ Source:Ref/361/obj shudders =_=_ Source:Ref/361/polyuse =_=_ Source:Ref/361/create polymon =_=_ Source:Ref/361/do osshock =_=_ Source:Ref/361/poly obj =_=_ Source:Ref/361/stone to flesh obj =_=_ Source:Ref/361/bhito =_=_ Source:Ref/361/bhitpile =_=_ Source:Ref/361/zappable =_=_ Source:Ref/361/zapnodir =_=_ Source:Ref/361/backfire =_=_ Source:Ref/361/dozap =_=_ Source:Ref/361/zapyourself =_=_ Source:Ref/361/ubreatheu =_=_ Source:Ref/361/lightdamage =_=_ Source:Ref/361/flashburn =_=_ Source:Ref/361/zap steed =_=_ Source:Ref/361/cancel monst =_=_ Source:Ref/361/zap updown =_=_ Source:Ref/361/zapsetup =_=_ Source:Ref/361/zapwrapup =_=_ Source:Ref/361/weffects =_=_ Source:Ref/361/spell damage bonus =_=_ Source:Ref/361/spell hit bonus =_=_ Source:Ref/361/exclam =_=_ Source:Ref/361/hit =_=_ Source:Ref/361/miss =_=_ Source:Ref/361/skiprange =_=_ Source:Ref/361/bhit =_=_ Source:Ref/361/boomhit =_=_ Source:Ref/361/zhitm =_=_ Source:Ref/361/zhitu =_=_ Source:Ref/361/burn floor objects =_=_ Source:Ref/361/zap hit =_=_ Source:Ref/361/disintegrate mon =_=_ Source:Ref/361/buzz =_=_ Source:Ref/361/dobuzz =_=_ Source:Ref/361/melt ice =_=_ Source:Ref/361/start melt ice timeout =_=_ Source:Ref/361/melt ice away =_=_ Source:Ref/361/zap over floor =_=_ Source:Ref/361/fracture rock =_=_ Source:Ref/361/break statue =_=_ Source:Ref/361/destroy item =_=_ Source:Ref/361/destroy mitem =_=_ Source:Ref/361/resist =_=_ Source:Ref/361/wishcmdassist =_=_ Source:Ref/361/makewish =_=_ Source:Ref/343/moveloop =_=_ Source:Ref/343/stop occupation =_=_ Source:Ref/343/display gamewindows =_=_ Source:Ref/343/newgame =_=_ Source:Ref/343/welcome =_=_ Source:Ref/343/do positionbar =_=_ Source:Ref/343/alloc =_=_ Source:Ref/343/fmt ptr =_=_ Source:Ref/343/heapmon init =_=_ Source:Ref/343/nhalloc =_=_ Source:Ref/343/nhfree =_=_ Source:Ref/343/use camera =_=_ Source:Ref/343/use towel =_=_ Source:Ref/343/its dead =_=_ Source:Ref/343/use stethoscope =_=_ Source:Ref/343/use whistle =_=_ Source:Ref/343/use magic whistle =_=_ Source:Ref/343/um dist =_=_ Source:Ref/343/number leashed =_=_ Source:Ref/343/o unleash =_=_ Source:Ref/343/m unleash =_=_ Source:Ref/343/unleash all =_=_ Source:Ref/343/use leash =_=_ Source:Ref/343/get mleash =_=_ Source:Ref/343/next to u =_=_ Source:Ref/343/check leash =_=_ Source:Ref/343/use mirror =_=_ Source:Ref/343/use bell =_=_ Source:Ref/343/use candelabrum =_=_ Source:Ref/343/use candle =_=_ Source:Ref/343/snuff candle =_=_ Source:Ref/343/snuff lit =_=_ Source:Ref/343/catch lit =_=_ Source:Ref/343/use lamp =_=_ Source:Ref/343/light cocktail =_=_ Source:Ref/343/dorub =_=_ Source:Ref/343/dojump =_=_ Source:Ref/343/jump =_=_ Source:Ref/343/tinnable =_=_ Source:Ref/343/use tinning kit =_=_ Source:Ref/343/use unicorn horn =_=_ Source:Ref/343/fig transform =_=_ Source:Ref/343/figurine location checks =_=_ Source:Ref/343/use figurine =_=_ Source:Ref/343/use grease =_=_ Source:Ref/343/reset trapset =_=_ Source:Ref/343/use stone =_=_ Source:Ref/343/use trap =_=_ Source:Ref/343/set trap =_=_ Source:Ref/343/use whip =_=_ Source:Ref/343/use pole =_=_ Source:Ref/343/use cream pie =_=_ Source:Ref/343/use grapple =_=_ Source:Ref/343/do break wand =_=_ Source:Ref/343/uhave graystone =_=_ Source:Ref/343/add class =_=_ Source:Ref/343/doapply =_=_ Source:Ref/343/unfixable trouble count =_=_ Source:Ref/343/hack artifacts =_=_ Source:Ref/343/init artifacts =_=_ Source:Ref/343/save artifacts =_=_ Source:Ref/343/restore artifacts =_=_ Source:Ref/343/artiname =_=_ Source:Ref/343/mk artifact =_=_ Source:Ref/343/artifact name =_=_ Source:Ref/343/exist artifact =_=_ Source:Ref/343/artifact exists =_=_ Source:Ref/343/nartifact exist =_=_ Source:Ref/343/spec ability =_=_ Source:Ref/343/confers luck =_=_ Source:Ref/343/arti reflects =_=_ Source:Ref/343/restrict name =_=_ Source:Ref/343/attacks =_=_ Source:Ref/343/defends =_=_ Source:Ref/343/protects =_=_ Source:Ref/343/set artifact intrinsic =_=_ Source:Ref/343/touch artifact =_=_ Source:Ref/343/spec applies =_=_ Source:Ref/343/spec m2 =_=_ Source:Ref/343/spec abon =_=_ Source:Ref/343/spec dbon =_=_ Source:Ref/343/discover artifact =_=_ Source:Ref/343/undiscovered artifact =_=_ Source:Ref/343/disp artifact discoveries =_=_ Source:Ref/343/Mb hit =_=_ Source:Ref/343/artifact hit =_=_ Source:Ref/343/doinvoke =_=_ Source:Ref/343/arti invoke =_=_ Source:Ref/343/artifact light =_=_ Source:Ref/343/artifact has invprop =_=_ Source:Ref/343/arti cost =_=_ Source:Ref/343/innate =_=_ Source:Ref/343/adjattrib =_=_ Source:Ref/343/gainstr =_=_ Source:Ref/343/losestr =_=_ Source:Ref/343/change luck =_=_ Source:Ref/343/stone luck =_=_ Source:Ref/343/set moreluck =_=_ Source:Ref/343/restore attrib =_=_ Source:Ref/343/exercise =_=_ Source:Ref/343/exerper =_=_ Source:Ref/343/exerchk =_=_ Source:Ref/343/reset attribute clock =_=_ Source:Ref/343/init attr =_=_ Source:Ref/343/redist attr =_=_ Source:Ref/343/postadjabil =_=_ Source:Ref/343/adjabil =_=_ Source:Ref/343/newhp =_=_ Source:Ref/343/acurr =_=_ Source:Ref/343/acurrstr =_=_ Source:Ref/343/adjalign =_=_ Source:Ref/343/ballfall =_=_ Source:Ref/343/placebc =_=_ Source:Ref/343/unplacebc =_=_ Source:Ref/343/bc order =_=_ Source:Ref/343/set bc =_=_ Source:Ref/343/move bc =_=_ Source:Ref/343/drag ball =_=_ Source:Ref/343/drop ball =_=_ Source:Ref/343/litter =_=_ Source:Ref/343/drag down =_=_ Source:Ref/343/no bones level =_=_ Source:Ref/343/goodfruit =_=_ Source:Ref/343/resetobjs =_=_ Source:Ref/343/drop upon death =_=_ Source:Ref/343/can make bones =_=_ Source:Ref/343/savebones =_=_ Source:Ref/343/getbones =_=_ Source:Ref/343/xlev to rank =_=_ Source:Ref/343/rank to xlev =_=_ Source:Ref/343/rank of =_=_ Source:Ref/343/rank =_=_ Source:Ref/343/title to mon =_=_ Source:Ref/343/max rank sz =_=_ Source:Ref/343/botl score =_=_ Source:Ref/343/botl =_=_ Source:Ref/343/describe level =_=_ Source:Ref/343/bot2 =_=_ Source:Ref/343/bot =_=_ Source:Ref/343/doprev message =_=_ Source:Ref/343/timed occupation =_=_ Source:Ref/343/reset occupations =_=_ Source:Ref/343/set occupation =_=_ Source:Ref/343/popch =_=_ Source:Ref/343/pgetchar =_=_ Source:Ref/343/pushch =_=_ Source:Ref/343/savech =_=_ Source:Ref/343/doextcmd =_=_ Source:Ref/343/doextlist =_=_ Source:Ref/343/extcmd via menu =_=_ Source:Ref/343/domonability =_=_ Source:Ref/343/enter explore mode =_=_ Source:Ref/343/wiz wish =_=_ Source:Ref/343/wiz identify =_=_ Source:Ref/343/wiz map =_=_ Source:Ref/343/wiz genesis =_=_ Source:Ref/343/wiz where =_=_ Source:Ref/343/wiz detect =_=_ Source:Ref/343/wiz level tele =_=_ Source:Ref/343/wiz mon polycontrol =_=_ Source:Ref/343/wiz level change =_=_ Source:Ref/343/wiz panic =_=_ Source:Ref/343/wiz polyself =_=_ Source:Ref/343/wiz show seenv =_=_ Source:Ref/343/wiz show vision =_=_ Source:Ref/343/wiz show wmodes =_=_ Source:Ref/343/enlght line =_=_ Source:Ref/343/enlght combatinc =_=_ Source:Ref/343/enlightenment =_=_ Source:Ref/343/minimal enlightenment =_=_ Source:Ref/343/doattributes =_=_ Source:Ref/343/doconduct =_=_ Source:Ref/343/show conduct =_=_ Source:Ref/343/cmdlist =_=_ Source:Ref/343/extcmdlist =_=_ Source:Ref/343/debug extcmdlist =_=_ Source:Ref/343/add debug extended commands =_=_ Source:Ref/343/count obj =_=_ Source:Ref/343/obj chain =_=_ Source:Ref/343/mon invent chain =_=_ Source:Ref/343/contained =_=_ Source:Ref/343/mon chain =_=_ Source:Ref/343/wiz show stats =_=_ Source:Ref/343/sanity check =_=_ Source:Ref/343/wiz migrate mons =_=_ Source:Ref/343/rhack =_=_ Source:Ref/343/xytod =_=_ Source:Ref/343/dtoxy =_=_ Source:Ref/343/movecmd =_=_ Source:Ref/343/get adjacent loc =_=_ Source:Ref/343/getdir =_=_ Source:Ref/343/help dir =_=_ Source:Ref/343/confdir =_=_ Source:Ref/343/isok =_=_ Source:Ref/343/click to cmd =_=_ Source:Ref/343/parse =_=_ Source:Ref/343/end of input =_=_ Source:Ref/343/readchar =_=_ Source:Ref/343/dotravel =_=_ Source:Ref/343/wiz port debug =_=_ Source:Ref/343/yn function =_=_ Source:Ref/343/is pool =_=_ Source:Ref/343/is lava =_=_ Source:Ref/343/is ice =_=_ Source:Ref/343/is drawbridge wall =_=_ Source:Ref/343/is db wall =_=_ Source:Ref/343/find drawbridge =_=_ Source:Ref/343/get wall for db =_=_ Source:Ref/343/create drawbridge =_=_ Source:Ref/343/e at =_=_ Source:Ref/343/m to e =_=_ Source:Ref/343/u to e =_=_ Source:Ref/343/set entity =_=_ Source:Ref/343/e nam =_=_ Source:Ref/343/Enam =_=_ Source:Ref/343/E phrase =_=_ Source:Ref/343/e survives at =_=_ Source:Ref/343/e died =_=_ Source:Ref/343/automiss =_=_ Source:Ref/343/e missed =_=_ Source:Ref/343/e jumps =_=_ Source:Ref/343/do entity =_=_ Source:Ref/343/close drawbridge =_=_ Source:Ref/343/open drawbridge =_=_ Source:Ref/343/destroy drawbridge =_=_ Source:Ref/343/decl init =_=_ Source:Ref/343/o in =_=_ Source:Ref/343/o material =_=_ Source:Ref/343/do dknown of =_=_ Source:Ref/343/check map spot =_=_ Source:Ref/343/clear stale map =_=_ Source:Ref/343/gold detect =_=_ Source:Ref/343/food detect =_=_ Source:Ref/343/object detect =_=_ Source:Ref/343/monster detect =_=_ Source:Ref/343/sense trap =_=_ Source:Ref/343/trap detect =_=_ Source:Ref/343/level distance =_=_ Source:Ref/343/use crystal ball =_=_ Source:Ref/343/show map spot =_=_ Source:Ref/343/do mapping =_=_ Source:Ref/343/do vicinity map =_=_ Source:Ref/343/cvt sdoor to door =_=_ Source:Ref/343/findone =_=_ Source:Ref/343/openone =_=_ Source:Ref/343/findit =_=_ Source:Ref/343/openit =_=_ Source:Ref/343/find trap =_=_ Source:Ref/343/dosearch0 =_=_ Source:Ref/343/dosearch =_=_ Source:Ref/343/sokoban detect =_=_ Source:Ref/343/rm waslit =_=_ Source:Ref/343/mkcavepos =_=_ Source:Ref/343/mkcavearea =_=_ Source:Ref/343/dig typ =_=_ Source:Ref/343/is digging =_=_ Source:Ref/343/dig check =_=_ Source:Ref/343/dig =_=_ Source:Ref/343/holetime =_=_ Source:Ref/343/fillholetyp =_=_ Source:Ref/343/digactualhole =_=_ Source:Ref/343/dighole =_=_ Source:Ref/343/dig up grave =_=_ Source:Ref/343/use pick axe =_=_ Source:Ref/343/use pick axe2 =_=_ Source:Ref/343/watch dig =_=_ Source:Ref/343/mdig tunnel =_=_ Source:Ref/343/zap dig =_=_ Source:Ref/343/bury an obj =_=_ Source:Ref/343/bury objs =_=_ Source:Ref/343/unearth objs =_=_ Source:Ref/343/rot organic =_=_ Source:Ref/343/rot corpse =_=_ Source:Ref/343/bury monst =_=_ Source:Ref/343/bury you =_=_ Source:Ref/343/unearth you =_=_ Source:Ref/343/escape tomb =_=_ Source:Ref/343/bury obj =_=_ Source:Ref/343/wiz debug cmd =_=_ Source:Ref/343/vobj at =_=_ Source:Ref/343/magic map background =_=_ Source:Ref/343/map background =_=_ Source:Ref/343/map trap =_=_ Source:Ref/343/map object =_=_ Source:Ref/343/map invisible =_=_ Source:Ref/343/unmap object =_=_ Source:Ref/343/map location =_=_ Source:Ref/343/display monster =_=_ Source:Ref/343/display warning =_=_ Source:Ref/343/feel location =_=_ Source:Ref/343/newsym =_=_ Source:Ref/343/shieldeff =_=_ Source:Ref/343/tmp at =_=_ Source:Ref/343/swallowed =_=_ Source:Ref/343/under water =_=_ Source:Ref/343/under ground =_=_ Source:Ref/343/see monsters =_=_ Source:Ref/343/set mimic blocking =_=_ Source:Ref/343/see objects =_=_ Source:Ref/343/see traps =_=_ Source:Ref/343/curs on u =_=_ Source:Ref/343/doredraw =_=_ Source:Ref/343/docrt =_=_ Source:Ref/343/show glyph =_=_ Source:Ref/343/clear glyph buffer =_=_ Source:Ref/343/row refresh =_=_ Source:Ref/343/cls =_=_ Source:Ref/343/flush screen =_=_ Source:Ref/343/back to glyph =_=_ Source:Ref/343/swallow to glyph =_=_ Source:Ref/343/zapdir to glyph =_=_ Source:Ref/343/glyph at =_=_ Source:Ref/343/type to name =_=_ Source:Ref/343/error4 =_=_ Source:Ref/343/check pos =_=_ Source:Ref/343/more than one =_=_ Source:Ref/343/set twall =_=_ Source:Ref/343/set wall =_=_ Source:Ref/343/set corn =_=_ Source:Ref/343/set crosswall =_=_ Source:Ref/343/set wall state =_=_ Source:Ref/343/set seenv =_=_ Source:Ref/343/t warn =_=_ Source:Ref/343/wall angle =_=_ Source:Ref/343/readlibdir =_=_ Source:Ref/343/find file =_=_ Source:Ref/343/open library =_=_ Source:Ref/343/close library =_=_ Source:Ref/343/lib dlb init =_=_ Source:Ref/343/lib dlb cleanup =_=_ Source:Ref/343/lib dlb fopen =_=_ Source:Ref/343/lib dlb fclose =_=_ Source:Ref/343/lib dlb fread =_=_ Source:Ref/343/lib dlb fseek =_=_ Source:Ref/343/lib dlb fgets =_=_ Source:Ref/343/lib dlb fgetc =_=_ Source:Ref/343/lib dlb ftell =_=_ Source:Ref/343/dlb init =_=_ Source:Ref/343/dlb cleanup =_=_ Source:Ref/343/dlb fopen =_=_ Source:Ref/343/dlb fclose =_=_ Source:Ref/343/dlb fread =_=_ Source:Ref/343/dlb fseek =_=_ Source:Ref/343/dlb fgets =_=_ Source:Ref/343/dlb fgetc =_=_ Source:Ref/343/dlb ftell =_=_ Source:Ref/343/dodrop =_=_ Source:Ref/343/boulder hits pool =_=_ Source:Ref/343/flooreffects =_=_ Source:Ref/343/doaltarobj =_=_ Source:Ref/343/trycall =_=_ Source:Ref/343/dosinkring =_=_ Source:Ref/343/canletgo =_=_ Source:Ref/343/drop =_=_ Source:Ref/343/dropx =_=_ Source:Ref/343/dropy =_=_ Source:Ref/343/obj no longer held =_=_ Source:Ref/343/doddrop =_=_ Source:Ref/343/menu drop =_=_ Source:Ref/343/dodown =_=_ Source:Ref/343/doup =_=_ Source:Ref/343/currentlevel rewrite =_=_ Source:Ref/343/save currentstate =_=_ Source:Ref/343/badspot =_=_ Source:Ref/343/goto level =_=_ Source:Ref/343/final level =_=_ Source:Ref/343/schedule goto =_=_ Source:Ref/343/deferred goto =_=_ Source:Ref/343/revive corpse =_=_ Source:Ref/343/revive mon =_=_ Source:Ref/343/donull =_=_ Source:Ref/343/wipeoff =_=_ Source:Ref/343/dowipe =_=_ Source:Ref/343/set wounded legs =_=_ Source:Ref/343/heal legs =_=_ Source:Ref/343/initedog =_=_ Source:Ref/343/pet type =_=_ Source:Ref/343/make familiar =_=_ Source:Ref/343/makedog =_=_ Source:Ref/343/update mlstmv =_=_ Source:Ref/343/losedogs =_=_ Source:Ref/343/mon arrive =_=_ Source:Ref/343/mon catchup elapsed time =_=_ Source:Ref/343/keepdogs =_=_ Source:Ref/343/migrate to level =_=_ Source:Ref/343/dogfood =_=_ Source:Ref/343/tamedog =_=_ Source:Ref/343/wary dog =_=_ Source:Ref/343/abuse dog =_=_ Source:Ref/343/cursed object at =_=_ Source:Ref/343/dog nutrition =_=_ Source:Ref/343/dog eat =_=_ Source:Ref/343/dog hunger =_=_ Source:Ref/343/dog invent =_=_ Source:Ref/343/dog goal =_=_ Source:Ref/343/dog move =_=_ Source:Ref/343/could reach item =_=_ Source:Ref/343/can reach location =_=_ Source:Ref/343/wantdoor =_=_ Source:Ref/343/kickdmg =_=_ Source:Ref/343/kick monster =_=_ Source:Ref/343/ghitm =_=_ Source:Ref/343/container impact dmg =_=_ Source:Ref/343/kick object =_=_ Source:Ref/343/kickstr =_=_ Source:Ref/343/dokick =_=_ Source:Ref/343/drop to =_=_ Source:Ref/343/impact drop =_=_ Source:Ref/343/ship object =_=_ Source:Ref/343/obj delivery =_=_ Source:Ref/343/otransit msg =_=_ Source:Ref/343/down gate =_=_ Source:Ref/343/getpos help =_=_ Source:Ref/343/getpos =_=_ Source:Ref/343/christen monst =_=_ Source:Ref/343/do mname =_=_ Source:Ref/343/do oname =_=_ Source:Ref/343/realloc obj =_=_ Source:Ref/343/oname =_=_ Source:Ref/343/ddocall =_=_ Source:Ref/343/docall =_=_ Source:Ref/343/rndghostname =_=_ Source:Ref/343/x monnam =_=_ Source:Ref/343/l monnam =_=_ Source:Ref/343/mon nam =_=_ Source:Ref/343/noit mon nam =_=_ Source:Ref/343/Monnam =_=_ Source:Ref/343/noit Monnam =_=_ Source:Ref/343/m monnam =_=_ Source:Ref/343/y monnam =_=_ Source:Ref/343/Adjmonnam =_=_ Source:Ref/343/a monnam =_=_ Source:Ref/343/Amonnam =_=_ Source:Ref/343/distant monnam =_=_ Source:Ref/343/rndmonnam =_=_ Source:Ref/343/roguename =_=_ Source:Ref/343/hcolor =_=_ Source:Ref/343/rndcolor =_=_ Source:Ref/343/coyotename =_=_ Source:Ref/343/throw obj =_=_ Source:Ref/343/dothrow =_=_ Source:Ref/343/autoquiver =_=_ Source:Ref/343/dofire =_=_ Source:Ref/343/hitfloor =_=_ Source:Ref/343/walk path =_=_ Source:Ref/343/hurtle step =_=_ Source:Ref/343/mhurtle step =_=_ Source:Ref/343/hurtle =_=_ Source:Ref/343/mhurtle =_=_ Source:Ref/343/check shop obj =_=_ Source:Ref/343/toss up =_=_ Source:Ref/343/throwing weapon =_=_ Source:Ref/343/sho obj return to u =_=_ Source:Ref/343/throwit =_=_ Source:Ref/343/omon adj =_=_ Source:Ref/343/tmiss =_=_ Source:Ref/343/thitmonst =_=_ Source:Ref/343/gem accept =_=_ Source:Ref/343/hero breaks =_=_ Source:Ref/343/breaks =_=_ Source:Ref/343/breakobj =_=_ Source:Ref/343/breaktest =_=_ Source:Ref/343/breakmsg =_=_ Source:Ref/343/throw gold =_=_ Source:Ref/343/off msg =_=_ Source:Ref/343/on msg =_=_ Source:Ref/343/Boots on =_=_ Source:Ref/343/Boots off =_=_ Source:Ref/343/Cloak on =_=_ Source:Ref/343/Cloak off =_=_ Source:Ref/343/Helmet on =_=_ Source:Ref/343/Helmet off =_=_ Source:Ref/343/Gloves on =_=_ Source:Ref/343/Gloves off =_=_ Source:Ref/343/Shield on =_=_ Source:Ref/343/Shield off =_=_ Source:Ref/343/Shirt on =_=_ Source:Ref/343/Shirt off =_=_ Source:Ref/343/Armor on =_=_ Source:Ref/343/Armor off =_=_ Source:Ref/343/Armor gone =_=_ Source:Ref/343/Amulet on =_=_ Source:Ref/343/Amulet off =_=_ Source:Ref/343/Ring on =_=_ Source:Ref/343/Ring off or gone =_=_ Source:Ref/343/Ring off =_=_ Source:Ref/343/Ring gone =_=_ Source:Ref/343/Blindf on =_=_ Source:Ref/343/Blindf off =_=_ Source:Ref/343/set wear =_=_ Source:Ref/343/donning =_=_ Source:Ref/343/cancel don =_=_ Source:Ref/343/dotakeoff =_=_ Source:Ref/343/doremring =_=_ Source:Ref/343/cursed =_=_ Source:Ref/343/armoroff =_=_ Source:Ref/343/already wearing =_=_ Source:Ref/343/already wearing2 =_=_ Source:Ref/343/canwearobj =_=_ Source:Ref/343/dowear =_=_ Source:Ref/343/doputon =_=_ Source:Ref/343/find ac =_=_ Source:Ref/343/glibr =_=_ Source:Ref/343/some armor =_=_ Source:Ref/343/erode armor =_=_ Source:Ref/343/stuck ring =_=_ Source:Ref/343/unchanger =_=_ Source:Ref/343/select off =_=_ Source:Ref/343/do takeoff =_=_ Source:Ref/343/take off =_=_ Source:Ref/343/reset remarm =_=_ Source:Ref/343/doddoremarm =_=_ Source:Ref/343/menu remarm =_=_ Source:Ref/343/destroy arm =_=_ Source:Ref/343/adj abon =_=_ Source:Ref/343/def char to objclass =_=_ Source:Ref/343/def char to monclass =_=_ Source:Ref/343/assign graphics =_=_ Source:Ref/343/switch graphics =_=_ Source:Ref/343/assign rogue graphics =_=_ Source:Ref/343/dumpit =_=_ Source:Ref/343/save dungeon =_=_ Source:Ref/343/restore dungeon =_=_ Source:Ref/343/Fread =_=_ Source:Ref/343/dname to dnum =_=_ Source:Ref/343/find level =_=_ Source:Ref/343/find branch =_=_ Source:Ref/343/parent dnum =_=_ Source:Ref/343/level range =_=_ Source:Ref/343/parent dlevel =_=_ Source:Ref/343/correct branch type =_=_ Source:Ref/343/insert branch =_=_ Source:Ref/343/add branch =_=_ Source:Ref/343/add level =_=_ Source:Ref/343/init level =_=_ Source:Ref/343/possible places =_=_ Source:Ref/343/pick level =_=_ Source:Ref/343/indent =_=_ Source:Ref/343/place level =_=_ Source:Ref/343/level map =_=_ Source:Ref/343/init dungeons =_=_ Source:Ref/343/dunlev =_=_ Source:Ref/343/dunlevs in dungeon =_=_ Source:Ref/343/deepest lev reached =_=_ Source:Ref/343/ledger no =_=_ Source:Ref/343/maxledgerno =_=_ Source:Ref/343/ledger to dnum =_=_ Source:Ref/343/ledger to dlev =_=_ Source:Ref/343/depth =_=_ Source:Ref/343/on level =_=_ Source:Ref/343/Is special =_=_ Source:Ref/343/Is branchlev =_=_ Source:Ref/343/next level =_=_ Source:Ref/343/prev level =_=_ Source:Ref/343/u on newpos =_=_ Source:Ref/343/u on sstairs =_=_ Source:Ref/343/u on upstairs =_=_ Source:Ref/343/u on dnstairs =_=_ Source:Ref/343/On stairs =_=_ Source:Ref/343/Is botlevel =_=_ Source:Ref/343/Can dig down =_=_ Source:Ref/343/Can fall thru =_=_ Source:Ref/343/Can rise up =_=_ Source:Ref/343/get level =_=_ Source:Ref/343/In quest =_=_ Source:Ref/343/In mines =_=_ Source:Ref/343/dungeon branch =_=_ Source:Ref/343/at dgn entrance =_=_ Source:Ref/343/In V tower =_=_ Source:Ref/343/On W tower level =_=_ Source:Ref/343/In W tower =_=_ Source:Ref/343/In hell =_=_ Source:Ref/343/find hell =_=_ Source:Ref/343/goto hell =_=_ Source:Ref/343/assign level =_=_ Source:Ref/343/assign rnd level =_=_ Source:Ref/343/induced align =_=_ Source:Ref/343/Invocation lev =_=_ Source:Ref/343/level difficulty =_=_ Source:Ref/343/lev by name =_=_ Source:Ref/343/br string =_=_ Source:Ref/343/print branch =_=_ Source:Ref/343/print dungeon =_=_ Source:Ref/343/is edible =_=_ Source:Ref/343/init uhunger =_=_ Source:Ref/343/eatmdone =_=_ Source:Ref/343/food xname =_=_ Source:Ref/343/choke =_=_ Source:Ref/343/recalc wt =_=_ Source:Ref/343/reset eat =_=_ Source:Ref/343/touchfood =_=_ Source:Ref/343/food disappears =_=_ Source:Ref/343/food substitution =_=_ Source:Ref/343/do reset eat =_=_ Source:Ref/343/eatfood =_=_ Source:Ref/343/done eating =_=_ Source:Ref/343/maybe cannibal =_=_ Source:Ref/343/cprefx =_=_ Source:Ref/343/fix petrification =_=_ Source:Ref/343/intrinsic possible =_=_ Source:Ref/343/givit =_=_ Source:Ref/343/cpostfx =_=_ Source:Ref/343/violated vegetarian =_=_ Source:Ref/343/costly tin =_=_ Source:Ref/343/opentin =_=_ Source:Ref/343/start tin =_=_ Source:Ref/343/Hear again =_=_ Source:Ref/343/rottenfood =_=_ Source:Ref/343/eatcorpse =_=_ Source:Ref/343/start eating =_=_ Source:Ref/343/fprefx =_=_ Source:Ref/343/accessory has effect =_=_ Source:Ref/343/eataccessory =_=_ Source:Ref/343/eatspecial =_=_ Source:Ref/343/foodword =_=_ Source:Ref/343/fpostfx =_=_ Source:Ref/343/edibility prompts =_=_ Source:Ref/343/doeat =_=_ Source:Ref/343/bite =_=_ Source:Ref/343/gethungry =_=_ Source:Ref/343/morehungry =_=_ Source:Ref/343/lesshungry =_=_ Source:Ref/343/unfaint =_=_ Source:Ref/343/is fainted =_=_ Source:Ref/343/reset faint =_=_ Source:Ref/343/sync hunger =_=_ Source:Ref/343/newuhs =_=_ Source:Ref/343/floorfood =_=_ Source:Ref/343/vomit =_=_ Source:Ref/343/eaten stat =_=_ Source:Ref/343/consume oeaten =_=_ Source:Ref/343/maybe finished meal =_=_ Source:Ref/343/done1 =_=_ Source:Ref/343/done2 =_=_ Source:Ref/343/done intr =_=_ Source:Ref/343/done hangup =_=_ Source:Ref/343/done in by =_=_ Source:Ref/343/panic =_=_ Source:Ref/343/should query disclose option =_=_ Source:Ref/343/disclose =_=_ Source:Ref/343/savelife =_=_ Source:Ref/343/get valuables =_=_ Source:Ref/343/sort valuables =_=_ Source:Ref/343/artifact score =_=_ Source:Ref/343/done =_=_ Source:Ref/343/container contents =_=_ Source:Ref/343/terminate =_=_ Source:Ref/343/list vanquished =_=_ Source:Ref/343/num genocides =_=_ Source:Ref/343/list genocided =_=_ Source:Ref/343/random engraving =_=_ Source:Ref/343/wipeout text =_=_ Source:Ref/343/can reach floor =_=_ Source:Ref/343/surface =_=_ Source:Ref/343/ceiling =_=_ Source:Ref/343/engr at =_=_ Source:Ref/343/sengr at =_=_ Source:Ref/343/u wipe engr =_=_ Source:Ref/343/wipe engr at =_=_ Source:Ref/343/read engr at =_=_ Source:Ref/343/make engr at =_=_ Source:Ref/343/del engr at =_=_ Source:Ref/343/freehand =_=_ Source:Ref/343/doengrave =_=_ Source:Ref/343/save engravings =_=_ Source:Ref/343/rest engravings =_=_ Source:Ref/343/del engr =_=_ Source:Ref/343/rloc engr =_=_ Source:Ref/343/Epitaphs =_=_ Source:Ref/343/make grave =_=_ Source:Ref/343/newuexp =_=_ Source:Ref/343/enermod =_=_ Source:Ref/343/experience =_=_ Source:Ref/343/more experienced =_=_ Source:Ref/343/losexp =_=_ Source:Ref/343/newexplevel =_=_ Source:Ref/343/pluslvl =_=_ Source:Ref/343/rndexp =_=_ Source:Ref/343/explode =_=_ Source:Ref/343/scatter =_=_ Source:Ref/343/splatter burning oil =_=_ Source:Ref/343/roguejoin =_=_ Source:Ref/343/roguecorr =_=_ Source:Ref/343/miniwalk =_=_ Source:Ref/343/makeroguerooms =_=_ Source:Ref/343/corr =_=_ Source:Ref/343/makerogueghost =_=_ Source:Ref/343/fname encode =_=_ Source:Ref/343/fname decode =_=_ Source:Ref/343/fqname =_=_ Source:Ref/343/validate prefix locations =_=_ Source:Ref/343/fopen datafile =_=_ Source:Ref/343/set lock and bones =_=_ Source:Ref/343/set levelfile name =_=_ Source:Ref/343/create levelfile =_=_ Source:Ref/343/open levelfile =_=_ Source:Ref/343/delete levelfile =_=_ Source:Ref/343/clearlocks =_=_ Source:Ref/343/open levelfile exclusively =_=_ Source:Ref/343/really close =_=_ Source:Ref/343/close =_=_ Source:Ref/343/set bonesfile name =_=_ Source:Ref/343/set bonestemp name =_=_ Source:Ref/343/create bonesfile =_=_ Source:Ref/343/cancel bonesfile =_=_ Source:Ref/343/commit bonesfile =_=_ Source:Ref/343/open bonesfile =_=_ Source:Ref/343/delete bonesfile =_=_ Source:Ref/343/compress bonesfile =_=_ Source:Ref/343/set savefile name =_=_ Source:Ref/343/save savefile name =_=_ Source:Ref/343/set error savefile =_=_ Source:Ref/343/create savefile =_=_ Source:Ref/343/open savefile =_=_ Source:Ref/343/delete savefile =_=_ Source:Ref/343/restore saved game =_=_ Source:Ref/343/plname from file =_=_ Source:Ref/343/get saved games =_=_ Source:Ref/343/free saved games =_=_ Source:Ref/343/redirect =_=_ Source:Ref/343/docompress file =_=_ Source:Ref/343/compress =_=_ Source:Ref/343/uncompress =_=_ Source:Ref/343/make lockname =_=_ Source:Ref/343/lock file =_=_ Source:Ref/343/unlock file =_=_ Source:Ref/343/fopen config file =_=_ Source:Ref/343/get uchars =_=_ Source:Ref/343/adjust prefix =_=_ Source:Ref/343/parse config line =_=_ Source:Ref/343/can read file =_=_ Source:Ref/343/read config file =_=_ Source:Ref/343/fopen wizkit file =_=_ Source:Ref/343/read wizkit =_=_ Source:Ref/343/check recordfile =_=_ Source:Ref/343/paniclog =_=_ Source:Ref/343/recover savefile =_=_ Source:Ref/343/copy bytes =_=_ Source:Ref/343/floating above =_=_ Source:Ref/343/dowatersnakes =_=_ Source:Ref/343/dowaterdemon =_=_ Source:Ref/343/dowaternymph =_=_ Source:Ref/343/dogushforth =_=_ Source:Ref/343/gush =_=_ Source:Ref/343/dofindgem =_=_ Source:Ref/343/dryup =_=_ Source:Ref/343/drinkfountain =_=_ Source:Ref/343/dipfountain =_=_ Source:Ref/343/breaksink =_=_ Source:Ref/343/drinksink =_=_ Source:Ref/343/revive nasty =_=_ Source:Ref/343/moverock =_=_ Source:Ref/343/still chewing =_=_ Source:Ref/343/movobj =_=_ Source:Ref/343/dosinkfall =_=_ Source:Ref/343/may dig =_=_ Source:Ref/343/may passwall =_=_ Source:Ref/343/bad rock =_=_ Source:Ref/343/invocation pos =_=_ Source:Ref/343/test move =_=_ Source:Ref/343/findtravelpath =_=_ Source:Ref/343/domove =_=_ Source:Ref/343/invocation message =_=_ Source:Ref/343/spoteffects =_=_ Source:Ref/343/monstinroom =_=_ Source:Ref/343/in rooms =_=_ Source:Ref/343/in town =_=_ Source:Ref/343/move update =_=_ Source:Ref/343/check special room =_=_ Source:Ref/343/dopickup =_=_ Source:Ref/343/lookaround =_=_ Source:Ref/343/monster nearby =_=_ Source:Ref/343/nomul =_=_ Source:Ref/343/unmul =_=_ Source:Ref/343/maybe wail =_=_ Source:Ref/343/losehp =_=_ Source:Ref/343/weight cap =_=_ Source:Ref/343/inv weight =_=_ Source:Ref/343/calc capacity =_=_ Source:Ref/343/near capacity =_=_ Source:Ref/343/max capacity =_=_ Source:Ref/343/check capacity =_=_ Source:Ref/343/inv cnt =_=_ Source:Ref/343/money cnt =_=_ Source:Ref/343/digit =_=_ Source:Ref/343/letter =_=_ Source:Ref/343/highc =_=_ Source:Ref/343/lowc =_=_ Source:Ref/343/lcase =_=_ Source:Ref/343/upstart =_=_ Source:Ref/343/mungspaces =_=_ Source:Ref/343/eos =_=_ Source:Ref/343/strkitten =_=_ Source:Ref/343/s suffix =_=_ Source:Ref/343/xcrypt =_=_ Source:Ref/343/onlyspace =_=_ Source:Ref/343/tabexpand =_=_ Source:Ref/343/visctrl =_=_ Source:Ref/343/ordin =_=_ Source:Ref/343/sitoa =_=_ Source:Ref/343/sgn =_=_ Source:Ref/343/rounddiv =_=_ Source:Ref/343/distmin =_=_ Source:Ref/343/dist2 =_=_ Source:Ref/343/online2 =_=_ Source:Ref/343/pmatch =_=_ Source:Ref/343/strncmpi =_=_ Source:Ref/343/strstri =_=_ Source:Ref/343/fuzzymatch =_=_ Source:Ref/343/setrandom =_=_ Source:Ref/343/getlt =_=_ Source:Ref/343/getyear =_=_ Source:Ref/343/yymmdd =_=_ Source:Ref/343/yyyymmdd =_=_ Source:Ref/343/phase of the moon =_=_ Source:Ref/343/friday 13th =_=_ Source:Ref/343/night =_=_ Source:Ref/343/midnight =_=_ Source:Ref/343/assigninvlet =_=_ Source:Ref/343/reorder invent =_=_ Source:Ref/343/merge choice =_=_ Source:Ref/343/merged =_=_ Source:Ref/343/addinv core1 =_=_ Source:Ref/343/addinv core2 =_=_ Source:Ref/343/addinv =_=_ Source:Ref/343/carry obj effects =_=_ Source:Ref/343/hold another object =_=_ Source:Ref/343/useupall =_=_ Source:Ref/343/useup =_=_ Source:Ref/343/consume obj charge =_=_ Source:Ref/343/freeinv core =_=_ Source:Ref/343/freeinv =_=_ Source:Ref/343/delallobj =_=_ Source:Ref/343/delobj =_=_ Source:Ref/343/sobj at =_=_ Source:Ref/343/carrying =_=_ Source:Ref/343/currency =_=_ Source:Ref/343/have lizard =_=_ Source:Ref/343/o on =_=_ Source:Ref/343/obj here =_=_ Source:Ref/343/g at =_=_ Source:Ref/343/mkgoldobj =_=_ Source:Ref/343/compactify =_=_ Source:Ref/343/taking off =_=_ Source:Ref/343/putting on =_=_ Source:Ref/343/getobj =_=_ Source:Ref/343/silly thing =_=_ Source:Ref/343/ckvalidcat =_=_ Source:Ref/343/ckunpaid =_=_ Source:Ref/343/wearing armor =_=_ Source:Ref/343/is worn =_=_ Source:Ref/343/ggetobj =_=_ Source:Ref/343/askchain =_=_ Source:Ref/343/fully identify obj =_=_ Source:Ref/343/identify =_=_ Source:Ref/343/menu identify =_=_ Source:Ref/343/identify pack =_=_ Source:Ref/343/obj to let =_=_ Source:Ref/343/prinv =_=_ Source:Ref/343/xprname =_=_ Source:Ref/343/ddoinv =_=_ Source:Ref/343/find unpaid =_=_ Source:Ref/343/display pickinv =_=_ Source:Ref/343/display inventory =_=_ Source:Ref/343/count unpaid =_=_ Source:Ref/343/count buc =_=_ Source:Ref/343/dounpaid =_=_ Source:Ref/343/this type only =_=_ Source:Ref/343/dotypeinv =_=_ Source:Ref/343/dfeature at =_=_ Source:Ref/343/look here =_=_ Source:Ref/343/dolook =_=_ Source:Ref/343/will feel cockatrice =_=_ Source:Ref/343/feel cockatrice =_=_ Source:Ref/343/stackobj =_=_ Source:Ref/343/mergeable =_=_ Source:Ref/343/doprgold =_=_ Source:Ref/343/doprwep =_=_ Source:Ref/343/doprarm =_=_ Source:Ref/343/doprring =_=_ Source:Ref/343/dopramulet =_=_ Source:Ref/343/tool in use =_=_ Source:Ref/343/doprtool =_=_ Source:Ref/343/doprinuse =_=_ Source:Ref/343/useupf =_=_ Source:Ref/343/let to name =_=_ Source:Ref/343/free invbuf =_=_ Source:Ref/343/reassign =_=_ Source:Ref/343/doorganize =_=_ Source:Ref/343/invdisp nothing =_=_ Source:Ref/343/worn wield only =_=_ Source:Ref/343/display minventory =_=_ Source:Ref/343/display cinventory =_=_ Source:Ref/343/only here =_=_ Source:Ref/343/display binventory =_=_ Source:Ref/343/new light source =_=_ Source:Ref/343/del light source =_=_ Source:Ref/343/do light sources =_=_ Source:Ref/343/find mid =_=_ Source:Ref/343/save light sources =_=_ Source:Ref/343/restore light sources =_=_ Source:Ref/343/relink light sources =_=_ Source:Ref/343/maybe write ls =_=_ Source:Ref/343/write ls =_=_ Source:Ref/343/obj move light source =_=_ Source:Ref/343/any light source =_=_ Source:Ref/343/snuff light source =_=_ Source:Ref/343/obj sheds light =_=_ Source:Ref/343/obj is burning =_=_ Source:Ref/343/obj split light source =_=_ Source:Ref/343/obj merge light sources =_=_ Source:Ref/343/candle light range =_=_ Source:Ref/343/wiz light sources =_=_ Source:Ref/343/picking lock =_=_ Source:Ref/343/picking at =_=_ Source:Ref/343/lock action =_=_ Source:Ref/343/picklock =_=_ Source:Ref/343/forcelock =_=_ Source:Ref/343/reset pick =_=_ Source:Ref/343/pick lock =_=_ Source:Ref/343/doforce =_=_ Source:Ref/343/doopen =_=_ Source:Ref/343/obstructed =_=_ Source:Ref/343/doclose =_=_ Source:Ref/343/boxlock =_=_ Source:Ref/343/doorlock =_=_ Source:Ref/343/chest shatter msg =_=_ Source:Ref/343/getmailstatus =_=_ Source:Ref/343/md start =_=_ Source:Ref/343/md stop =_=_ Source:Ref/343/md rush =_=_ Source:Ref/343/newmail =_=_ Source:Ref/343/is home elemental =_=_ Source:Ref/343/wrong elem type =_=_ Source:Ref/343/m initgrp =_=_ Source:Ref/343/m initthrow =_=_ Source:Ref/343/m initweap =_=_ Source:Ref/343/mkmonmoney =_=_ Source:Ref/343/m initinv =_=_ Source:Ref/343/clone mon =_=_ Source:Ref/343/propagate =_=_ Source:Ref/343/makemon =_=_ Source:Ref/343/mbirth limit =_=_ Source:Ref/343/create critters =_=_ Source:Ref/343/uncommon =_=_ Source:Ref/343/align shift =_=_ Source:Ref/343/rndmonst =_=_ Source:Ref/343/reset rndmonst =_=_ Source:Ref/343/mkclass =_=_ Source:Ref/343/adj lev =_=_ Source:Ref/343/grow up =_=_ Source:Ref/343/mongets =_=_ Source:Ref/343/golemhp =_=_ Source:Ref/343/peace minded =_=_ Source:Ref/343/set malign =_=_ Source:Ref/343/set mimic sym =_=_ Source:Ref/343/bagotricks =_=_ Source:Ref/343/mapglyph =_=_ Source:Ref/343/cursetxt =_=_ Source:Ref/343/choose magic spell =_=_ Source:Ref/343/choose clerical spell =_=_ Source:Ref/343/castmu =_=_ Source:Ref/343/cast wizard spell =_=_ Source:Ref/343/cast cleric spell =_=_ Source:Ref/343/is undirected spell =_=_ Source:Ref/343/spell would be useless =_=_ Source:Ref/343/buzzmu =_=_ Source:Ref/343/mon name too =_=_ Source:Ref/343/noises =_=_ Source:Ref/343/missmm =_=_ Source:Ref/343/fightm =_=_ Source:Ref/343/mattackm =_=_ Source:Ref/343/hitmm =_=_ Source:Ref/343/gazemm =_=_ Source:Ref/343/gulpmm =_=_ Source:Ref/343/explmm =_=_ Source:Ref/343/mdamagem =_=_ Source:Ref/343/noattacks =_=_ Source:Ref/343/sleep monst =_=_ Source:Ref/343/slept monst =_=_ Source:Ref/343/mrustm =_=_ Source:Ref/343/mswingsm =_=_ Source:Ref/343/passivemm =_=_ Source:Ref/343/attk protection =_=_ Source:Ref/343/hitmsg =_=_ Source:Ref/343/missmu =_=_ Source:Ref/343/mswings =_=_ Source:Ref/343/mpoisons subj =_=_ Source:Ref/343/u slow down =_=_ Source:Ref/343/wildmiss =_=_ Source:Ref/343/expels =_=_ Source:Ref/343/getmattk =_=_ Source:Ref/343/mattacku =_=_ Source:Ref/343/hurtarmor =_=_ Source:Ref/343/diseasemu =_=_ Source:Ref/343/u slip free =_=_ Source:Ref/343/magic negation =_=_ Source:Ref/343/hitmu =_=_ Source:Ref/343/gulpmu =_=_ Source:Ref/343/explmu =_=_ Source:Ref/343/gazemu =_=_ Source:Ref/343/mdamageu =_=_ Source:Ref/343/urustm =_=_ Source:Ref/343/could seduce =_=_ Source:Ref/343/doseduce =_=_ Source:Ref/343/mayberem =_=_ Source:Ref/343/passiveum =_=_ Source:Ref/343/cloneu =_=_ Source:Ref/343/msummon =_=_ Source:Ref/343/summon minion =_=_ Source:Ref/343/demon talk =_=_ Source:Ref/343/bribe =_=_ Source:Ref/343/dprince =_=_ Source:Ref/343/dlord =_=_ Source:Ref/343/llord =_=_ Source:Ref/343/lminion =_=_ Source:Ref/343/ndemon =_=_ Source:Ref/343/do comp =_=_ Source:Ref/343/finddpos =_=_ Source:Ref/343/sort rooms =_=_ Source:Ref/343/do room or subroom =_=_ Source:Ref/343/add room =_=_ Source:Ref/343/add subroom =_=_ Source:Ref/343/makerooms =_=_ Source:Ref/343/join =_=_ Source:Ref/343/makecorridors =_=_ Source:Ref/343/add door =_=_ Source:Ref/343/dosdoor =_=_ Source:Ref/343/place niche =_=_ Source:Ref/343/makeniche =_=_ Source:Ref/343/make niches =_=_ Source:Ref/343/makevtele =_=_ Source:Ref/343/clear level structures =_=_ Source:Ref/343/makelevel =_=_ Source:Ref/343/mineralize =_=_ Source:Ref/343/mklev =_=_ Source:Ref/343/topologize =_=_ Source:Ref/343/find branch room =_=_ Source:Ref/343/pos to room =_=_ Source:Ref/343/place branch =_=_ Source:Ref/343/bydoor =_=_ Source:Ref/343/okdoor =_=_ Source:Ref/343/dodoor =_=_ Source:Ref/343/occupied =_=_ Source:Ref/343/mktrap =_=_ Source:Ref/343/mkstairs =_=_ Source:Ref/343/mkfount =_=_ Source:Ref/343/mksink =_=_ Source:Ref/343/mkaltar =_=_ Source:Ref/343/mkgrave =_=_ Source:Ref/343/mkinvokearea =_=_ Source:Ref/343/mkinvpos =_=_ Source:Ref/343/mk knox portal =_=_ Source:Ref/343/init map =_=_ Source:Ref/343/init fill =_=_ Source:Ref/343/get map =_=_ Source:Ref/343/pass one =_=_ Source:Ref/343/pass two =_=_ Source:Ref/343/pass three =_=_ Source:Ref/343/flood fill rm =_=_ Source:Ref/343/wallify map =_=_ Source:Ref/343/join map =_=_ Source:Ref/343/finish map =_=_ Source:Ref/343/remove rooms =_=_ Source:Ref/343/remove room =_=_ Source:Ref/343/mkmap =_=_ Source:Ref/343/iswall =_=_ Source:Ref/343/iswall or stone =_=_ Source:Ref/343/is solid =_=_ Source:Ref/343/extend spine =_=_ Source:Ref/343/wallification =_=_ Source:Ref/343/okay =_=_ Source:Ref/343/maze0xy =_=_ Source:Ref/343/bad location =_=_ Source:Ref/343/place lregion =_=_ Source:Ref/343/put lregion here =_=_ Source:Ref/343/fixup special =_=_ Source:Ref/343/makemaz =_=_ Source:Ref/343/walkfrom =_=_ Source:Ref/343/move =_=_ Source:Ref/343/mazexy =_=_ Source:Ref/343/bound digging =_=_ Source:Ref/343/mkportal =_=_ Source:Ref/343/movebubbles =_=_ Source:Ref/343/water friction =_=_ Source:Ref/343/save waterlevel =_=_ Source:Ref/343/restore waterlevel =_=_ Source:Ref/343/waterbody name =_=_ Source:Ref/343/set wportal =_=_ Source:Ref/343/setup waterlevel =_=_ Source:Ref/343/unsetup waterlevel =_=_ Source:Ref/343/mk bubble =_=_ Source:Ref/343/mv bubble =_=_ Source:Ref/343/mkobj at =_=_ Source:Ref/343/mksobj at =_=_ Source:Ref/343/mkobj =_=_ Source:Ref/343/mkbox cnts =_=_ Source:Ref/343/rndmonnum =_=_ Source:Ref/343/splitobj =_=_ Source:Ref/343/replace object =_=_ Source:Ref/343/bill dummy object =_=_ Source:Ref/343/mksobj =_=_ Source:Ref/343/start corpse timeout =_=_ Source:Ref/343/bless =_=_ Source:Ref/343/unbless =_=_ Source:Ref/343/curse =_=_ Source:Ref/343/uncurse =_=_ Source:Ref/343/blessorcurse =_=_ Source:Ref/343/bcsign =_=_ Source:Ref/343/weight =_=_ Source:Ref/343/rnd treefruit at =_=_ Source:Ref/343/mkgold =_=_ Source:Ref/343/mkcorpstat =_=_ Source:Ref/343/obj attach mid =_=_ Source:Ref/343/save mtraits =_=_ Source:Ref/343/get mtraits =_=_ Source:Ref/343/mk tt object =_=_ Source:Ref/343/mk named object =_=_ Source:Ref/343/is flammable =_=_ Source:Ref/343/is rottable =_=_ Source:Ref/343/place object =_=_ Source:Ref/343/obj ice effects =_=_ Source:Ref/343/peek at iced corpse age =_=_ Source:Ref/343/obj timer checks =_=_ Source:Ref/343/remove object =_=_ Source:Ref/343/discard minvent =_=_ Source:Ref/343/obj extract self =_=_ Source:Ref/343/extract nobj =_=_ Source:Ref/343/extract nexthere =_=_ Source:Ref/343/add to minv =_=_ Source:Ref/343/add to container =_=_ Source:Ref/343/add to migration =_=_ Source:Ref/343/add to buried =_=_ Source:Ref/343/container weight =_=_ Source:Ref/343/dealloc obj =_=_ Source:Ref/343/obj sanity check =_=_ Source:Ref/343/where name =_=_ Source:Ref/343/isbig =_=_ Source:Ref/343/mkroom =_=_ Source:Ref/343/mkshop =_=_ Source:Ref/343/pick room =_=_ Source:Ref/343/mkzoo =_=_ Source:Ref/343/fill zoo =_=_ Source:Ref/343/mkundead =_=_ Source:Ref/343/morguemon =_=_ Source:Ref/343/antholemon =_=_ Source:Ref/343/mkswamp =_=_ Source:Ref/343/shrine pos =_=_ Source:Ref/343/mktemple =_=_ Source:Ref/343/nexttodoor =_=_ Source:Ref/343/has dnstairs =_=_ Source:Ref/343/has upstairs =_=_ Source:Ref/343/somex =_=_ Source:Ref/343/somey =_=_ Source:Ref/343/inside room =_=_ Source:Ref/343/somexy =_=_ Source:Ref/343/search special =_=_ Source:Ref/343/courtmon =_=_ Source:Ref/343/squadmon =_=_ Source:Ref/343/save room =_=_ Source:Ref/343/save rooms =_=_ Source:Ref/343/rest room =_=_ Source:Ref/343/rest rooms =_=_ Source:Ref/343/undead to corpse =_=_ Source:Ref/343/genus =_=_ Source:Ref/343/pm to cham =_=_ Source:Ref/343/make corpse =_=_ Source:Ref/343/warn effects =_=_ Source:Ref/343/minliquid =_=_ Source:Ref/343/mcalcmove =_=_ Source:Ref/343/mcalcdistress =_=_ Source:Ref/343/movemon =_=_ Source:Ref/343/meatmetal =_=_ Source:Ref/343/meatobj =_=_ Source:Ref/343/mpickgold =_=_ Source:Ref/343/mpickstuff =_=_ Source:Ref/343/curr mon load =_=_ Source:Ref/343/max mon load =_=_ Source:Ref/343/can carry =_=_ Source:Ref/343/mfndpos =_=_ Source:Ref/343/mm aggression =_=_ Source:Ref/343/monnear =_=_ Source:Ref/343/dmonsfree =_=_ Source:Ref/343/replmon =_=_ Source:Ref/343/relmon =_=_ Source:Ref/343/m detach =_=_ Source:Ref/343/mlifesaver =_=_ Source:Ref/343/lifesaved monster =_=_ Source:Ref/343/mondead =_=_ Source:Ref/343/corpse chance =_=_ Source:Ref/343/mondied =_=_ Source:Ref/343/mongone =_=_ Source:Ref/343/monstone =_=_ Source:Ref/343/monkilled =_=_ Source:Ref/343/unstuck =_=_ Source:Ref/343/killed =_=_ Source:Ref/343/xkilled =_=_ Source:Ref/343/mon to stone =_=_ Source:Ref/343/mnexto =_=_ Source:Ref/343/mnearto =_=_ Source:Ref/343/poisontell =_=_ Source:Ref/343/poisoned =_=_ Source:Ref/343/m respond =_=_ Source:Ref/343/setmangry =_=_ Source:Ref/343/wakeup =_=_ Source:Ref/343/wake nearby =_=_ Source:Ref/343/wake nearto =_=_ Source:Ref/343/seemimic =_=_ Source:Ref/343/rescham =_=_ Source:Ref/343/restartcham =_=_ Source:Ref/343/restore cham =_=_ Source:Ref/343/restrap =_=_ Source:Ref/343/mon animal list =_=_ Source:Ref/343/pick animal =_=_ Source:Ref/343/select newcham form =_=_ Source:Ref/343/newcham =_=_ Source:Ref/343/can be hatched =_=_ Source:Ref/343/egg type from parent =_=_ Source:Ref/343/dead species =_=_ Source:Ref/343/kill eggs =_=_ Source:Ref/343/kill genocided monsters =_=_ Source:Ref/343/golemeffects =_=_ Source:Ref/343/angry guards =_=_ Source:Ref/343/pacify guards =_=_ Source:Ref/343/mimic hit msg =_=_ Source:Ref/343/set mon data =_=_ Source:Ref/343/attacktype fordmg =_=_ Source:Ref/343/attacktype =_=_ Source:Ref/343/poly when stoned =_=_ Source:Ref/343/resists drli =_=_ Source:Ref/343/resists magm =_=_ Source:Ref/343/resists blnd =_=_ Source:Ref/343/can blnd =_=_ Source:Ref/343/ranged attk =_=_ Source:Ref/343/hates silver =_=_ Source:Ref/343/passes bars =_=_ Source:Ref/343/can track =_=_ Source:Ref/343/sliparm =_=_ Source:Ref/343/breakarm =_=_ Source:Ref/343/sticks =_=_ Source:Ref/343/num horns =_=_ Source:Ref/343/dmgtype fromattack =_=_ Source:Ref/343/dmgtype =_=_ Source:Ref/343/max passive dmg =_=_ Source:Ref/343/monsndx =_=_ Source:Ref/343/name to mon =_=_ Source:Ref/343/gender =_=_ Source:Ref/343/pronoun gender =_=_ Source:Ref/343/levl follower =_=_ Source:Ref/343/grownups-array =_=_ Source:Ref/343/little to big =_=_ Source:Ref/343/big to little =_=_ Source:Ref/343/raceptr =_=_ Source:Ref/343/locomotion =_=_ Source:Ref/343/stagger =_=_ Source:Ref/343/on fire =_=_ Source:Ref/343/mb trapped =_=_ Source:Ref/343/watch on duty =_=_ Source:Ref/343/dochugw =_=_ Source:Ref/343/onscary =_=_ Source:Ref/343/mon regen =_=_ Source:Ref/343/disturb =_=_ Source:Ref/343/monflee =_=_ Source:Ref/343/distfleeck =_=_ Source:Ref/343/m arrival =_=_ Source:Ref/343/dochug =_=_ Source:Ref/343/itsstuck =_=_ Source:Ref/343/m move =_=_ Source:Ref/343/closed door =_=_ Source:Ref/343/accessible =_=_ Source:Ref/343/set apparxy =_=_ Source:Ref/343/can ooze =_=_ Source:Ref/343/monst init =_=_ Source:Ref/343/monstr init =_=_ Source:Ref/343/developers =_=_ Source:Ref/343/dev name =_=_ Source:Ref/343/get mplname =_=_ Source:Ref/343/mk mplayer armor =_=_ Source:Ref/343/mk mplayer =_=_ Source:Ref/343/create mplayers =_=_ Source:Ref/343/mplayer talk =_=_ Source:Ref/343/thitu =_=_ Source:Ref/343/drop throw =_=_ Source:Ref/343/ohitmon =_=_ Source:Ref/343/m throw =_=_ Source:Ref/343/m useup =_=_ Source:Ref/343/thrwmu =_=_ Source:Ref/343/spitmu =_=_ Source:Ref/343/breamu =_=_ Source:Ref/343/linedup =_=_ Source:Ref/343/lined up =_=_ Source:Ref/343/m carrying =_=_ Source:Ref/343/hits bars =_=_ Source:Ref/343/precheck =_=_ Source:Ref/343/mzapmsg =_=_ Source:Ref/343/mreadmsg =_=_ Source:Ref/343/mquaffmsg =_=_ Source:Ref/343/find defensive =_=_ Source:Ref/343/use defensive =_=_ Source:Ref/343/rnd defensive item =_=_ Source:Ref/343/find offensive =_=_ Source:Ref/343/mbhitm =_=_ Source:Ref/343/mbhit =_=_ Source:Ref/343/use offensive =_=_ Source:Ref/343/rnd offensive item =_=_ Source:Ref/343/find misc =_=_ Source:Ref/343/muse newcham mon =_=_ Source:Ref/343/use misc =_=_ Source:Ref/343/you aggravate =_=_ Source:Ref/343/rnd misc item =_=_ Source:Ref/343/searches for item =_=_ Source:Ref/343/mon reflects =_=_ Source:Ref/343/ureflects =_=_ Source:Ref/343/munstone =_=_ Source:Ref/343/mon consume unstone =_=_ Source:Ref/343/awaken monsters =_=_ Source:Ref/343/put monsters to sleep =_=_ Source:Ref/343/charm snakes =_=_ Source:Ref/343/calm nymphs =_=_ Source:Ref/343/awaken soldiers =_=_ Source:Ref/343/charm monsters =_=_ Source:Ref/343/do earthquake =_=_ Source:Ref/343/do improvisation =_=_ Source:Ref/343/do play instrument =_=_ Source:Ref/343/atconsole =_=_ Source:Ref/343/speaker =_=_ Source:Ref/343/objects init =_=_ Source:Ref/343/strprepend =_=_ Source:Ref/343/nextobuf =_=_ Source:Ref/343/obj typename =_=_ Source:Ref/343/simple typename =_=_ Source:Ref/343/obj is pname =_=_ Source:Ref/343/distant name =_=_ Source:Ref/343/fruitname =_=_ Source:Ref/343/xname =_=_ Source:Ref/343/mshot xname =_=_ Source:Ref/343/add erosion words =_=_ Source:Ref/343/doname =_=_ Source:Ref/343/not fully identified =_=_ Source:Ref/343/corpse xname =_=_ Source:Ref/343/cxname =_=_ Source:Ref/343/killer xname =_=_ Source:Ref/343/singular =_=_ Source:Ref/343/an =_=_ Source:Ref/343/An =_=_ Source:Ref/343/the =_=_ Source:Ref/343/The =_=_ Source:Ref/343/aobjname =_=_ Source:Ref/343/Tobjnam =_=_ Source:Ref/343/otense =_=_ Source:Ref/343/vtense =_=_ Source:Ref/343/Doname2 =_=_ Source:Ref/343/yname =_=_ Source:Ref/343/Yname2 =_=_ Source:Ref/343/ysimple name =_=_ Source:Ref/343/makeplural =_=_ Source:Ref/343/makesingular =_=_ Source:Ref/343/wishymatch =_=_ Source:Ref/343/readobjnam =_=_ Source:Ref/343/rnd class =_=_ Source:Ref/343/Japanese item name =_=_ Source:Ref/343/cloak simple name =_=_ Source:Ref/343/mimic obj name =_=_ Source:Ref/343/shuffle tiles =_=_ Source:Ref/343/setgemprobs =_=_ Source:Ref/343/shuffle =_=_ Source:Ref/343/init objects =_=_ Source:Ref/343/shuffle all =_=_ Source:Ref/343/find skates =_=_ Source:Ref/343/oinit =_=_ Source:Ref/343/savenames =_=_ Source:Ref/343/restnames =_=_ Source:Ref/343/discover object =_=_ Source:Ref/343/undiscover object =_=_ Source:Ref/343/interesting to discover =_=_ Source:Ref/343/dodiscovered =_=_ Source:Ref/343/Bool Opt =_=_ Source:Ref/343/Comp Opt =_=_ Source:Ref/343/match optname =_=_ Source:Ref/343/nh getenv =_=_ Source:Ref/343/initoptions =_=_ Source:Ref/343/nmcpy =_=_ Source:Ref/343/escapes =_=_ Source:Ref/343/rejectoption =_=_ Source:Ref/343/badoption =_=_ Source:Ref/343/string for opt =_=_ Source:Ref/343/string for env opt =_=_ Source:Ref/343/bad negation =_=_ Source:Ref/343/change inv order =_=_ Source:Ref/343/graphics opts =_=_ Source:Ref/343/warning opts =_=_ Source:Ref/343/assign warnings =_=_ Source:Ref/343/feature alert opts =_=_ Source:Ref/343/set duplicate opt detection =_=_ Source:Ref/343/duplicate opt detection =_=_ Source:Ref/343/parseoptions =_=_ Source:Ref/343/oc to str =_=_ Source:Ref/343/add menu cmd alias =_=_ Source:Ref/343/map menu cmd =_=_ Source:Ref/343/doset add menu =_=_ Source:Ref/343/doset =_=_ Source:Ref/343/special handling =_=_ Source:Ref/343/get compopbt value =_=_ Source:Ref/343/dotogglepickup =_=_ Source:Ref/343/add autopickup exception =_=_ Source:Ref/343/remove autopickuo exception =_=_ Source:Ref/343/count ape maps =_=_ Source:Ref/343/free autopickup exceptions =_=_ Source:Ref/343/option help =_=_ Source:Ref/343/next opt =_=_ Source:Ref/343/fruitadd =_=_ Source:Ref/343/choose classes menu =_=_ Source:Ref/343/set option mod status =_=_ Source:Ref/343/set wc option mod status =_=_ Source:Ref/343/is wc option =_=_ Source:Ref/343/wc supported =_=_ Source:Ref/343/set wc2 option mod status =_=_ Source:Ref/343/is wc2 option =_=_ Source:Ref/343/wc2 supported =_=_ Source:Ref/343/wc set font name =_=_ Source:Ref/343/wc set window colors =_=_ Source:Ref/343/is swallow sym =_=_ Source:Ref/343/append str =_=_ Source:Ref/343/lookat =_=_ Source:Ref/343/checkfile =_=_ Source:Ref/343/do look =_=_ Source:Ref/343/dowhatis =_=_ Source:Ref/343/doquickwhatis =_=_ Source:Ref/343/doidtrap =_=_ Source:Ref/343/dowhatdoes core =_=_ Source:Ref/343/dowhatdoes =_=_ Source:Ref/343/help menu =_=_ Source:Ref/343/dohelp =_=_ Source:Ref/343/dohistory =_=_ Source:Ref/343/simple look =_=_ Source:Ref/343/collect obj classes =_=_ Source:Ref/343/query classes =_=_ Source:Ref/343/check here =_=_ Source:Ref/343/n or more =_=_ Source:Ref/343/add valid menu class =_=_ Source:Ref/343/all but uchain =_=_ Source:Ref/343/allow all =_=_ Source:Ref/343/allow category =_=_ Source:Ref/343/allow cat no uchain =_=_ Source:Ref/343/is worn by type =_=_ Source:Ref/343/pickup =_=_ Source:Ref/343/is autopickup exception =_=_ Source:Ref/343/autopick =_=_ Source:Ref/343/query objlist =_=_ Source:Ref/343/query category =_=_ Source:Ref/343/count categories =_=_ Source:Ref/343/carry count =_=_ Source:Ref/343/lift object =_=_ Source:Ref/343/safe qbuf =_=_ Source:Ref/343/pickup object =_=_ Source:Ref/343/pick obj =_=_ Source:Ref/343/encumber msg =_=_ Source:Ref/343/container at =_=_ Source:Ref/343/able to loot =_=_ Source:Ref/343/mon beside =_=_ Source:Ref/343/doloot =_=_ Source:Ref/343/loot mon =_=_ Source:Ref/343/mbag explodes =_=_ Source:Ref/343/in container =_=_ Source:Ref/343/ck bag =_=_ Source:Ref/343/out container =_=_ Source:Ref/343/mbag item gone =_=_ Source:Ref/343/observe quantum cat =_=_ Source:Ref/343/use container =_=_ Source:Ref/343/menu loot =_=_ Source:Ref/343/in or out menu =_=_ Source:Ref/343/pline =_=_ Source:Ref/343/Norep =_=_ Source:Ref/343/You buf =_=_ Source:Ref/343/free youbuf =_=_ Source:Ref/343/You =_=_ Source:Ref/343/Your =_=_ Source:Ref/343/You feel =_=_ Source:Ref/343/You cant =_=_ Source:Ref/343/pline The =_=_ Source:Ref/343/There =_=_ Source:Ref/343/You hear =_=_ Source:Ref/343/verbalize =_=_ Source:Ref/343/raw printf =_=_ Source:Ref/343/impossible =_=_ Source:Ref/343/align str =_=_ Source:Ref/343/mstatusline =_=_ Source:Ref/343/ustatusline =_=_ Source:Ref/343/self invis message =_=_ Source:Ref/343/set uasmon =_=_ Source:Ref/343/polyman =_=_ Source:Ref/343/change sex =_=_ Source:Ref/343/newman =_=_ Source:Ref/343/polyself =_=_ Source:Ref/343/polymon =_=_ Source:Ref/343/break armor =_=_ Source:Ref/343/drop weapon =_=_ Source:Ref/343/rehumanize =_=_ Source:Ref/343/dobreathe =_=_ Source:Ref/343/dospit =_=_ Source:Ref/343/doremove =_=_ Source:Ref/343/dospinweb =_=_ Source:Ref/343/dosummon =_=_ Source:Ref/343/dogaze =_=_ Source:Ref/343/dohide =_=_ Source:Ref/343/domindblast =_=_ Source:Ref/343/uunstick =_=_ Source:Ref/343/skinback =_=_ Source:Ref/343/mbodypart =_=_ Source:Ref/343/body part =_=_ Source:Ref/343/poly gender =_=_ Source:Ref/343/ugolemeffects =_=_ Source:Ref/343/armor to dragon =_=_ Source:Ref/343/itimeout =_=_ Source:Ref/343/itimeout incr =_=_ Source:Ref/343/set itimeout =_=_ Source:Ref/343/incr itimeout =_=_ Source:Ref/343/make confused =_=_ Source:Ref/343/make stunned =_=_ Source:Ref/343/make sick =_=_ Source:Ref/343/make vomiting =_=_ Source:Ref/343/make blinded =_=_ Source:Ref/343/make hallucinated =_=_ Source:Ref/343/ghost from bottle =_=_ Source:Ref/343/dodrink =_=_ Source:Ref/343/dopotion =_=_ Source:Ref/343/peffects =_=_ Source:Ref/343/healup =_=_ Source:Ref/343/strange feeling =_=_ Source:Ref/343/bottlename =_=_ Source:Ref/343/potionhit =_=_ Source:Ref/343/potionbreathe =_=_ Source:Ref/343/mixtype =_=_ Source:Ref/343/get wet =_=_ Source:Ref/343/dodip =_=_ Source:Ref/343/djinni from bottle =_=_ Source:Ref/343/split mon =_=_ Source:Ref/343/in trouble =_=_ Source:Ref/343/worst cursed item =_=_ Source:Ref/343/fix worst trouble =_=_ Source:Ref/343/god zaps you =_=_ Source:Ref/343/fry by god =_=_ Source:Ref/343/angrygods =_=_ Source:Ref/343/at your feet =_=_ Source:Ref/343/gcrownu =_=_ Source:Ref/343/pleased =_=_ Source:Ref/343/water prayer =_=_ Source:Ref/343/godvoice =_=_ Source:Ref/343/consume offering =_=_ Source:Ref/343/dosacrifice =_=_ Source:Ref/343/can pray =_=_ Source:Ref/343/dopray =_=_ Source:Ref/343/prayer done =_=_ Source:Ref/343/doturn =_=_ Source:Ref/343/a gname =_=_ Source:Ref/343/a gname at =_=_ Source:Ref/343/u gname =_=_ Source:Ref/343/align gname =_=_ Source:Ref/343/hallu gname =_=_ Source:Ref/343/align gtitle =_=_ Source:Ref/343/altar wrath =_=_ Source:Ref/343/blocked boulder =_=_ Source:Ref/343/move special =_=_ Source:Ref/343/temple occupied =_=_ Source:Ref/343/histemple at =_=_ Source:Ref/343/pri move =_=_ Source:Ref/343/priestini =_=_ Source:Ref/343/priestname =_=_ Source:Ref/343/p coaligned =_=_ Source:Ref/343/has shrine =_=_ Source:Ref/343/findpriest =_=_ Source:Ref/343/intemple =_=_ Source:Ref/343/priest talk =_=_ Source:Ref/343/mk roamer =_=_ Source:Ref/343/reset hostility =_=_ Source:Ref/343/in your sanctuary =_=_ Source:Ref/343/ghod hitsu =_=_ Source:Ref/343/angry priest =_=_ Source:Ref/343/clearpriests =_=_ Source:Ref/343/restpriest =_=_ Source:Ref/343/on start =_=_ Source:Ref/343/on locate =_=_ Source:Ref/343/on goal =_=_ Source:Ref/343/onquest =_=_ Source:Ref/343/nemdead =_=_ Source:Ref/343/artitouch =_=_ Source:Ref/343/ok to quest =_=_ Source:Ref/343/not capable =_=_ Source:Ref/343/is pure =_=_ Source:Ref/343/expulsion =_=_ Source:Ref/343/finish quest =_=_ Source:Ref/343/chat with leader =_=_ Source:Ref/343/leader speaks =_=_ Source:Ref/343/chat with nemesis =_=_ Source:Ref/343/nemesis speaks =_=_ Source:Ref/343/chat with guardian =_=_ Source:Ref/343/prisoner speaks =_=_ Source:Ref/343/quest chat =_=_ Source:Ref/343/quest talk =_=_ Source:Ref/343/quest stat check =_=_ Source:Ref/343/dump qtlist =_=_ Source:Ref/343/construct qtlist =_=_ Source:Ref/343/load qtlist =_=_ Source:Ref/343/unload qtlist =_=_ Source:Ref/343/quest info =_=_ Source:Ref/343/ldrname =_=_ Source:Ref/343/intermed =_=_ Source:Ref/343/is quest artifact =_=_ Source:Ref/343/neminame =_=_ Source:Ref/343/guardname =_=_ Source:Ref/343/homebase =_=_ Source:Ref/343/msg in =_=_ Source:Ref/343/convert arg =_=_ Source:Ref/343/convert line =_=_ Source:Ref/343/deliver by pline =_=_ Source:Ref/343/deliver by window =_=_ Source:Ref/343/com pager =_=_ Source:Ref/343/qt pager =_=_ Source:Ref/343/qt montype =_=_ Source:Ref/343/doread =_=_ Source:Ref/343/stripspe =_=_ Source:Ref/343/p glow1 =_=_ Source:Ref/343/p glow2 =_=_ Source:Ref/343/is chargeable =_=_ Source:Ref/343/recharge =_=_ Source:Ref/343/forget single object =_=_ Source:Ref/343/forget objclass =_=_ Source:Ref/343/randomize =_=_ Source:Ref/343/forget objects =_=_ Source:Ref/343/forget map =_=_ Source:Ref/343/forget traps =_=_ Source:Ref/343/forget levels =_=_ Source:Ref/343/forget =_=_ Source:Ref/343/maybe tame =_=_ Source:Ref/343/seffects =_=_ Source:Ref/343/wand explode =_=_ Source:Ref/343/set lit =_=_ Source:Ref/343/litroom =_=_ Source:Ref/343/do class genocide =_=_ Source:Ref/343/do genocide =_=_ Source:Ref/343/punish =_=_ Source:Ref/343/unpunish =_=_ Source:Ref/343/cant create =_=_ Source:Ref/343/create particular =_=_ Source:Ref/343/init rect =_=_ Source:Ref/343/get rect ind =_=_ Source:Ref/343/get rect =_=_ Source:Ref/343/rnd rect =_=_ Source:Ref/343/intersect =_=_ Source:Ref/343/remove rect =_=_ Source:Ref/343/add rect =_=_ Source:Ref/343/split rects =_=_ Source:Ref/343/inside rect =_=_ Source:Ref/343/inside region =_=_ Source:Ref/343/create region =_=_ Source:Ref/343/add rect to reg =_=_ Source:Ref/343/add mon to reg =_=_ Source:Ref/343/remove mon from reg =_=_ Source:Ref/343/mon in region =_=_ Source:Ref/343/clone region =_=_ Source:Ref/343/free region =_=_ Source:Ref/343/add region =_=_ Source:Ref/343/remove region =_=_ Source:Ref/343/clear regions =_=_ Source:Ref/343/run regions =_=_ Source:Ref/343/in out region =_=_ Source:Ref/343/m in out region =_=_ Source:Ref/343/update player regions =_=_ Source:Ref/343/update monster region =_=_ Source:Ref/343/replace mon regions =_=_ Source:Ref/343/remove mon from regions =_=_ Source:Ref/343/visible region at =_=_ Source:Ref/343/show region =_=_ Source:Ref/343/save regions =_=_ Source:Ref/343/rest regions =_=_ Source:Ref/343/reset region mids =_=_ Source:Ref/343/create msg region =_=_ Source:Ref/343/enter force field =_=_ Source:Ref/343/create force field =_=_ Source:Ref/343/expire gas cloud =_=_ Source:Ref/343/inside gas cloud =_=_ Source:Ref/343/create gas cloud =_=_ Source:Ref/343/find lev obj =_=_ Source:Ref/343/inven inuse =_=_ Source:Ref/343/restlevchn =_=_ Source:Ref/343/restdamage =_=_ Source:Ref/343/restobjchn =_=_ Source:Ref/343/restmonchn =_=_ Source:Ref/343/loadfruitchn =_=_ Source:Ref/343/freefruitchn =_=_ Source:Ref/343/ghostfruit =_=_ Source:Ref/343/restgamestate =_=_ Source:Ref/343/restlevelstate =_=_ Source:Ref/343/restlevelfile =_=_ Source:Ref/343/dorecover =_=_ Source:Ref/343/trickery =_=_ Source:Ref/343/getlev =_=_ Source:Ref/343/clear id mapping =_=_ Source:Ref/343/add id mapping =_=_ Source:Ref/343/lookup id mapping =_=_ Source:Ref/343/reset oattached mids =_=_ Source:Ref/343/mgetc =_=_ Source:Ref/343/minit =_=_ Source:Ref/343/mread =_=_ Source:Ref/343/center =_=_ Source:Ref/343/genl outrip =_=_ Source:Ref/343/rn2 =_=_ Source:Ref/343/rnl =_=_ Source:Ref/343/rnd =_=_ Source:Ref/343/d =_=_ Source:Ref/343/rne =_=_ Source:Ref/343/rnz =_=_ Source:Ref/343/validrole =_=_ Source:Ref/343/randrole =_=_ Source:Ref/343/str2role =_=_ Source:Ref/343/validrace =_=_ Source:Ref/343/randrace =_=_ Source:Ref/343/str2race =_=_ Source:Ref/343/validgend =_=_ Source:Ref/343/randgend =_=_ Source:Ref/343/str2gend =_=_ Source:Ref/343/validalign =_=_ Source:Ref/343/randalign =_=_ Source:Ref/343/str2align =_=_ Source:Ref/343/ok role =_=_ Source:Ref/343/pick role =_=_ Source:Ref/343/ok race =_=_ Source:Ref/343/pick race =_=_ Source:Ref/343/ok gend =_=_ Source:Ref/343/pick gend =_=_ Source:Ref/343/ok align =_=_ Source:Ref/343/pick align =_=_ Source:Ref/343/rigid role checks =_=_ Source:Ref/343/promptsep =_=_ Source:Ref/343/role gendercount =_=_ Source:Ref/343/race alignmentcount =_=_ Source:Ref/343/root plselection prompt =_=_ Source:Ref/343/build plselection prompt =_=_ Source:Ref/343/plnamesuffix =_=_ Source:Ref/343/role init =_=_ Source:Ref/343/Hello =_=_ Source:Ref/343/Goodbye =_=_ Source:Ref/343/init rumors =_=_ Source:Ref/343/getrumor =_=_ Source:Ref/343/outrumor =_=_ Source:Ref/343/init oracles =_=_ Source:Ref/343/save oracles =_=_ Source:Ref/343/restore oracles =_=_ Source:Ref/343/outoracle =_=_ Source:Ref/343/doconsult =_=_ Source:Ref/343/money2mon =_=_ Source:Ref/343/money2u =_=_ Source:Ref/343/next shkp =_=_ Source:Ref/343/shkname =_=_ Source:Ref/343/shkgone =_=_ Source:Ref/343/set residency =_=_ Source:Ref/343/replshk =_=_ Source:Ref/343/restshk =_=_ Source:Ref/343/clear unpaid =_=_ Source:Ref/343/setpaid =_=_ Source:Ref/343/addupbill =_=_ Source:Ref/343/call kops =_=_ Source:Ref/343/inside shop =_=_ Source:Ref/343/u left shop =_=_ Source:Ref/343/remote burglary =_=_ Source:Ref/343/rob shop =_=_ Source:Ref/343/u entered shop =_=_ Source:Ref/343/same price =_=_ Source:Ref/343/shop debt =_=_ Source:Ref/343/shopper financial report =_=_ Source:Ref/343/inhishop =_=_ Source:Ref/343/shop keeper =_=_ Source:Ref/343/tended shop =_=_ Source:Ref/343/onbill =_=_ Source:Ref/343/delete contents =_=_ Source:Ref/343/obfree =_=_ Source:Ref/343/check credit =_=_ Source:Ref/343/pay =_=_ Source:Ref/343/home shk =_=_ Source:Ref/343/angry shk exists =_=_ Source:Ref/343/pacify shk =_=_ Source:Ref/343/rile shk =_=_ Source:Ref/343/rouse shk =_=_ Source:Ref/343/make happy shk =_=_ Source:Ref/343/hot pursuit =_=_ Source:Ref/343/make angry shk =_=_ Source:Ref/343/cheapest item =_=_ Source:Ref/343/dopay =_=_ Source:Ref/343/dopayobj =_=_ Source:Ref/343/paybill =_=_ Source:Ref/343/inherits =_=_ Source:Ref/343/set repo loc =_=_ Source:Ref/343/finish paybill =_=_ Source:Ref/343/bp to obj =_=_ Source:Ref/343/find oid =_=_ Source:Ref/343/get cost =_=_ Source:Ref/343/contained cost =_=_ Source:Ref/343/contained gold =_=_ Source:Ref/343/dropped container =_=_ Source:Ref/343/picked container =_=_ Source:Ref/343/set cost =_=_ Source:Ref/343/unpaid cost =_=_ Source:Ref/343/add one tobill =_=_ Source:Ref/343/add to billobjs =_=_ Source:Ref/343/bill box content =_=_ Source:Ref/343/shk names obj =_=_ Source:Ref/343/addtobill =_=_ Source:Ref/343/splitbill =_=_ Source:Ref/343/sub one frombill =_=_ Source:Ref/343/subfrombill =_=_ Source:Ref/343/stolen container =_=_ Source:Ref/343/stolen value =_=_ Source:Ref/343/sellobj state =_=_ Source:Ref/343/sellobj =_=_ Source:Ref/343/doinvbill =_=_ Source:Ref/343/getprice =_=_ Source:Ref/343/shkcatch =_=_ Source:Ref/343/add damage =_=_ Source:Ref/343/remove damage =_=_ Source:Ref/343/repair damage =_=_ Source:Ref/343/shk move =_=_ Source:Ref/343/after shk move =_=_ Source:Ref/343/is fshk =_=_ Source:Ref/343/shopdig =_=_ Source:Ref/343/makekops =_=_ Source:Ref/343/pay for damage =_=_ Source:Ref/343/costly spot =_=_ Source:Ref/343/shop object =_=_ Source:Ref/343/price quote =_=_ Source:Ref/343/shk embellish =_=_ Source:Ref/343/shk chat =_=_ Source:Ref/343/kops gone =_=_ Source:Ref/343/cost per charge =_=_ Source:Ref/343/check unpaid usage =_=_ Source:Ref/343/check unpaid =_=_ Source:Ref/343/costly gold =_=_ Source:Ref/343/block door =_=_ Source:Ref/343/block entry =_=_ Source:Ref/343/shk your =_=_ Source:Ref/343/Shk Your =_=_ Source:Ref/343/shk owns =_=_ Source:Ref/343/mon owns =_=_ Source:Ref/343/sasc bug =_=_ Source:Ref/343/shtypes =_=_ Source:Ref/343/init shop selection =_=_ Source:Ref/343/mkshobj at =_=_ Source:Ref/343/nameshk =_=_ Source:Ref/343/shkinit =_=_ Source:Ref/343/stock room =_=_ Source:Ref/343/saleable =_=_ Source:Ref/343/get shop item =_=_ Source:Ref/343/take gold =_=_ Source:Ref/343/dosit =_=_ Source:Ref/343/rndcurse =_=_ Source:Ref/343/attrcurse =_=_ Source:Ref/343/mon in room =_=_ Source:Ref/343/dosounds =_=_ Source:Ref/343/growl sound =_=_ Source:Ref/343/growl =_=_ Source:Ref/343/yelp =_=_ Source:Ref/343/whimper =_=_ Source:Ref/343/beg =_=_ Source:Ref/343/domonnoise =_=_ Source:Ref/343/dotalk =_=_ Source:Ref/343/dochat =_=_ Source:Ref/343/add sound mapping =_=_ Source:Ref/343/play sound for message =_=_ Source:Ref/343/spell let to idx =_=_ Source:Ref/343/cursed book =_=_ Source:Ref/343/confused book =_=_ Source:Ref/343/deadbook =_=_ Source:Ref/343/learn =_=_ Source:Ref/343/study book =_=_ Source:Ref/343/book disappears =_=_ Source:Ref/343/book substitution =_=_ Source:Ref/343/age spells =_=_ Source:Ref/343/getspell =_=_ Source:Ref/343/docast =_=_ Source:Ref/343/spelltypemnemonic =_=_ Source:Ref/343/spell skilltype =_=_ Source:Ref/343/cast protection =_=_ Source:Ref/343/spell backfire =_=_ Source:Ref/343/spelleffects =_=_ Source:Ref/343/throwspell =_=_ Source:Ref/343/losespells =_=_ Source:Ref/343/dovspell =_=_ Source:Ref/343/dospellmenu =_=_ Source:Ref/343/isqrt =_=_ Source:Ref/343/percent success =_=_ Source:Ref/343/initialspell =_=_ Source:Ref/343/set wall property =_=_ Source:Ref/343/rnddoor =_=_ Source:Ref/343/rndtrap =_=_ Source:Ref/343/get location =_=_ Source:Ref/343/is ok location =_=_ Source:Ref/343/sp lev shuffle =_=_ Source:Ref/343/get room loc =_=_ Source:Ref/343/get free room loc =_=_ Source:Ref/343/check room =_=_ Source:Ref/343/create room =_=_ Source:Ref/343/create subroom =_=_ Source:Ref/343/create door =_=_ Source:Ref/343/create secret door =_=_ Source:Ref/343/create trap =_=_ Source:Ref/343/noncoalignment =_=_ Source:Ref/343/create monster =_=_ Source:Ref/343/create object =_=_ Source:Ref/343/create engraving =_=_ Source:Ref/343/create stairs =_=_ Source:Ref/343/create altar =_=_ Source:Ref/343/create gold =_=_ Source:Ref/343/create feature =_=_ Source:Ref/343/search door =_=_ Source:Ref/343/dig corridor =_=_ Source:Ref/343/fix stair rooms =_=_ Source:Ref/343/create corridor =_=_ Source:Ref/343/fill room =_=_ Source:Ref/343/free rooms =_=_ Source:Ref/343/build room =_=_ Source:Ref/343/light region =_=_ Source:Ref/343/load common data =_=_ Source:Ref/343/load one monster =_=_ Source:Ref/343/load one object =_=_ Source:Ref/343/load one engraving =_=_ Source:Ref/343/load rooms =_=_ Source:Ref/343/maze1xy =_=_ Source:Ref/343/load maze =_=_ Source:Ref/343/load special =_=_ Source:Ref/343/equipname =_=_ Source:Ref/343/findgold =_=_ Source:Ref/343/stealarm =_=_ Source:Ref/343/remove worn item =_=_ Source:Ref/343/steal =_=_ Source:Ref/343/mpickobj =_=_ Source:Ref/343/stealamulet =_=_ Source:Ref/343/mdrop obj =_=_ Source:Ref/343/mdrop special objs =_=_ Source:Ref/343/relobj =_=_ Source:Ref/343/rider cant reach =_=_ Source:Ref/343/can saddle =_=_ Source:Ref/343/use saddle =_=_ Source:Ref/343/can ride =_=_ Source:Ref/343/doride =_=_ Source:Ref/343/mount steed =_=_ Source:Ref/343/exercise steed =_=_ Source:Ref/343/kick steed =_=_ Source:Ref/343/landing spot =_=_ Source:Ref/343/dismount steed =_=_ Source:Ref/343/place monster =_=_ Source:Ref/343/goodpos =_=_ Source:Ref/343/enexto =_=_ Source:Ref/343/enexto core =_=_ Source:Ref/343/tele jump ok =_=_ Source:Ref/343/teleok =_=_ Source:Ref/343/teleds =_=_ Source:Ref/343/safe teleds =_=_ Source:Ref/343/vault tele =_=_ Source:Ref/343/teleport pet =_=_ Source:Ref/343/tele =_=_ Source:Ref/343/dotele =_=_ Source:Ref/343/level tele =_=_ Source:Ref/343/domagicportal =_=_ Source:Ref/343/tele trap =_=_ Source:Ref/343/level tele trap =_=_ Source:Ref/343/rloc pos ok =_=_ Source:Ref/343/rloc to =_=_ Source:Ref/343/rloc =_=_ Source:Ref/343/mvault tele =_=_ Source:Ref/343/tele restrict =_=_ Source:Ref/343/mtele trap =_=_ Source:Ref/343/mlevel tele trap =_=_ Source:Ref/343/rloco =_=_ Source:Ref/343/random teleport level =_=_ Source:Ref/343/u teleport mon =_=_ Source:Ref/343/stoned dialogue =_=_ Source:Ref/343/vomiting dialogue =_=_ Source:Ref/343/choke dialogue =_=_ Source:Ref/343/slime dialogue =_=_ Source:Ref/343/burn away slime =_=_ Source:Ref/343/nh timeout =_=_ Source:Ref/343/fall asleep =_=_ Source:Ref/343/attach egg hatch timeout =_=_ Source:Ref/343/kill egg =_=_ Source:Ref/343/hatch egg =_=_ Source:Ref/343/learn egg type =_=_ Source:Ref/343/attach fig transform timeout =_=_ Source:Ref/343/slip or trip =_=_ Source:Ref/343/see lamp flicker =_=_ Source:Ref/343/lantern message =_=_ Source:Ref/343/burn object =_=_ Source:Ref/343/begin burn =_=_ Source:Ref/343/end burn =_=_ Source:Ref/343/cleanup burn =_=_ Source:Ref/343/do storms =_=_ Source:Ref/343/kind name =_=_ Source:Ref/343/print queue =_=_ Source:Ref/343/wiz timeout queue =_=_ Source:Ref/343/timer sanity check =_=_ Source:Ref/343/run timers =_=_ Source:Ref/343/start timer =_=_ Source:Ref/343/stop timer =_=_ Source:Ref/343/obj move timers =_=_ Source:Ref/343/obj split timers =_=_ Source:Ref/343/obj stop timers =_=_ Source:Ref/343/insert timer =_=_ Source:Ref/343/remove timer =_=_ Source:Ref/343/write timer =_=_ Source:Ref/343/obj is local =_=_ Source:Ref/343/mon is local =_=_ Source:Ref/343/timer is local =_=_ Source:Ref/343/maybe write timer =_=_ Source:Ref/343/save timers =_=_ Source:Ref/343/restore timers =_=_ Source:Ref/343/relink timers =_=_ Source:Ref/343/topten print =_=_ Source:Ref/343/topten print bold =_=_ Source:Ref/343/observable depth =_=_ Source:Ref/343/readentry =_=_ Source:Ref/343/writeentry =_=_ Source:Ref/343/free ttlist =_=_ Source:Ref/343/topten =_=_ Source:Ref/343/outheader =_=_ Source:Ref/343/outentry =_=_ Source:Ref/343/score wanted =_=_ Source:Ref/343/prscore =_=_ Source:Ref/343/classmon =_=_ Source:Ref/343/tt oname =_=_ Source:Ref/343/nsb mung line =_=_ Source:Ref/343/nsb unmung line =_=_ Source:Ref/343/initrack =_=_ Source:Ref/343/settrack =_=_ Source:Ref/343/gettrack =_=_ Source:Ref/343/burnarmor =_=_ Source:Ref/343/rust dmg =_=_ Source:Ref/343/grease protect =_=_ Source:Ref/343/maketrap =_=_ Source:Ref/343/fall through =_=_ Source:Ref/343/animate statue =_=_ Source:Ref/343/activate statue trap =_=_ Source:Ref/343/keep saddle with steedcorpse =_=_ Source:Ref/343/dotrap =_=_ Source:Ref/343/steedintrap =_=_ Source:Ref/343/blow up landmine =_=_ Source:Ref/343/launch obj =_=_ Source:Ref/343/seetrap =_=_ Source:Ref/343/mkroll launch =_=_ Source:Ref/343/isclearpath =_=_ Source:Ref/343/mintrap =_=_ Source:Ref/343/instapetrify =_=_ Source:Ref/343/minstapetrify =_=_ Source:Ref/343/selftouch =_=_ Source:Ref/343/mselftouch =_=_ Source:Ref/343/float up =_=_ Source:Ref/343/fill pit =_=_ Source:Ref/343/float down =_=_ Source:Ref/343/dofiretrap =_=_ Source:Ref/343/domagictrap =_=_ Source:Ref/343/fire damage =_=_ Source:Ref/343/water damage =_=_ Source:Ref/343/emergency disrobe =_=_ Source:Ref/343/drown =_=_ Source:Ref/343/drain en =_=_ Source:Ref/343/dountrap =_=_ Source:Ref/343/untrap prob =_=_ Source:Ref/343/cnv trap obj =_=_ Source:Ref/343/move into trap =_=_ Source:Ref/343/try disarm =_=_ Source:Ref/343/reward untrap =_=_ Source:Ref/343/disarm holdingtrap =_=_ Source:Ref/343/disarm landmine =_=_ Source:Ref/343/disarm squeaky board =_=_ Source:Ref/343/disarm shooting trap =_=_ Source:Ref/343/try lift =_=_ Source:Ref/343/help monster out =_=_ Source:Ref/343/untrap =_=_ Source:Ref/343/chest trap =_=_ Source:Ref/343/t at =_=_ Source:Ref/343/deltrap =_=_ Source:Ref/343/delfloortrap =_=_ Source:Ref/343/b trapped =_=_ Source:Ref/343/thitm =_=_ Source:Ref/343/unconscious =_=_ Source:Ref/343/lava effects =_=_ Source:Ref/343/hurtmarmor =_=_ Source:Ref/343/attack checks =_=_ Source:Ref/343/check caitiff =_=_ Source:Ref/343/find roll to hit =_=_ Source:Ref/343/attack =_=_ Source:Ref/343/known hitum =_=_ Source:Ref/343/hitum =_=_ Source:Ref/343/hmon =_=_ Source:Ref/343/hmon hitmon =_=_ Source:Ref/343/shade aware =_=_ Source:Ref/343/m slips free =_=_ Source:Ref/343/joust =_=_ Source:Ref/343/demonpet =_=_ Source:Ref/343/steal it =_=_ Source:Ref/343/damageum =_=_ Source:Ref/343/explum =_=_ Source:Ref/343/start engulf =_=_ Source:Ref/343/end engulf =_=_ Source:Ref/343/gulpum =_=_ Source:Ref/343/missum =_=_ Source:Ref/343/hmonas =_=_ Source:Ref/343/passive =_=_ Source:Ref/343/passive obj =_=_ Source:Ref/343/stumble onto mimic =_=_ Source:Ref/343/nohandglow =_=_ Source:Ref/343/flash hits mon =_=_ Source:Ref/343/knows object =_=_ Source:Ref/343/knows class =_=_ Source:Ref/343/u init =_=_ Source:Ref/343/restricted spell discipline =_=_ Source:Ref/343/ini inv =_=_ Source:Ref/343/clear fcorr =_=_ Source:Ref/343/restfakecorr =_=_ Source:Ref/343/grddead =_=_ Source:Ref/343/in fcorridor =_=_ Source:Ref/343/findgd =_=_ Source:Ref/343/vault occupied =_=_ Source:Ref/343/invault =_=_ Source:Ref/343/move gold =_=_ Source:Ref/343/wallify vault =_=_ Source:Ref/343/gd move =_=_ Source:Ref/343/paygd =_=_ Source:Ref/343/hidden gold =_=_ Source:Ref/343/gd sound =_=_ Source:Ref/343/version string =_=_ Source:Ref/343/getversionstring =_=_ Source:Ref/343/doversion =_=_ Source:Ref/343/doextversion =_=_ Source:Ref/343/comp times =_=_ Source:Ref/343/check version =_=_ Source:Ref/343/uptodate =_=_ Source:Ref/343/store version =_=_ Source:Ref/343/get feature notice ver =_=_ Source:Ref/343/get current feature ver =_=_ Source:Ref/343/vision init =_=_ Source:Ref/343/does block =_=_ Source:Ref/343/vision reset =_=_ Source:Ref/343/get unused cs =_=_ Source:Ref/343/rogue vision =_=_ Source:Ref/343/new angle =_=_ Source:Ref/343/vision recalc =_=_ Source:Ref/343/block point =_=_ Source:Ref/343/unblock point =_=_ Source:Ref/343/dig point =_=_ Source:Ref/343/fill point =_=_ Source:Ref/343/clear path =_=_ Source:Ref/343/do clear area =_=_ Source:Ref/343/give may advance msg =_=_ Source:Ref/343/hitval =_=_ Source:Ref/343/dmgval =_=_ Source:Ref/343/oselect =_=_ Source:Ref/343/select rwep =_=_ Source:Ref/343/select hwep =_=_ Source:Ref/343/possibly unwield =_=_ Source:Ref/343/mon wield item =_=_ Source:Ref/343/abon =_=_ Source:Ref/343/dbon =_=_ Source:Ref/343/skill level name =_=_ Source:Ref/343/slots required =_=_ Source:Ref/343/can advance =_=_ Source:Ref/343/could advance =_=_ Source:Ref/343/peaked skill =_=_ Source:Ref/343/skill advance =_=_ Source:Ref/343/enhance weapon skill =_=_ Source:Ref/343/unrestrict weapon skill =_=_ Source:Ref/343/use skill =_=_ Source:Ref/343/add weapon skill =_=_ Source:Ref/343/lose weapon skill =_=_ Source:Ref/343/weapon type =_=_ Source:Ref/343/uwep skill type =_=_ Source:Ref/343/weapon hit bonus =_=_ Source:Ref/343/weapon dam bonus =_=_ Source:Ref/343/skill init =_=_ Source:Ref/343/setmnotwielded =_=_ Source:Ref/343/were change =_=_ Source:Ref/343/counter were =_=_ Source:Ref/343/new were =_=_ Source:Ref/343/were summon =_=_ Source:Ref/343/you were =_=_ Source:Ref/343/you unwere =_=_ Source:Ref/343/setuwep =_=_ Source:Ref/343/ready weapon =_=_ Source:Ref/343/setuqwep =_=_ Source:Ref/343/setuswapwep =_=_ Source:Ref/343/dowield =_=_ Source:Ref/343/doswapweapon =_=_ Source:Ref/343/dowieldquiver =_=_ Source:Ref/343/wield tool =_=_ Source:Ref/343/can twoweapon =_=_ Source:Ref/343/drop uswapwep =_=_ Source:Ref/343/dotwoweapon =_=_ Source:Ref/343/uwepgone =_=_ Source:Ref/343/uswapwepgone =_=_ Source:Ref/343/uqwepgone =_=_ Source:Ref/343/untwoweapon =_=_ Source:Ref/343/erode obj =_=_ Source:Ref/343/chwepon =_=_ Source:Ref/343/welded =_=_ Source:Ref/343/weldmsg =_=_ Source:Ref/343/def raw print =_=_ Source:Ref/343/choose windows =_=_ Source:Ref/343/genl message menu =_=_ Source:Ref/343/genl preference update =_=_ Source:Ref/343/nasties =_=_ Source:Ref/343/wizapp =_=_ Source:Ref/343/amulet =_=_ Source:Ref/343/mon has amulet =_=_ Source:Ref/343/mon has special =_=_ Source:Ref/343/which arti =_=_ Source:Ref/343/mon has arti =_=_ Source:Ref/343/other mon has arti =_=_ Source:Ref/343/on ground =_=_ Source:Ref/343/you have =_=_ Source:Ref/343/target on =_=_ Source:Ref/343/strategy =_=_ Source:Ref/343/tactics =_=_ Source:Ref/343/aggravate =_=_ Source:Ref/343/clonewiz =_=_ Source:Ref/343/pick nasty =_=_ Source:Ref/343/nasty =_=_ Source:Ref/343/resurrect =_=_ Source:Ref/343/intervene =_=_ Source:Ref/343/wizdead =_=_ Source:Ref/343/random insult =_=_ Source:Ref/343/random malediction =_=_ Source:Ref/343/cuss =_=_ Source:Ref/343/get wormno =_=_ Source:Ref/343/initworm =_=_ Source:Ref/343/toss wsegs =_=_ Source:Ref/343/shrink worm =_=_ Source:Ref/343/worm move =_=_ Source:Ref/343/worm nomove =_=_ Source:Ref/343/wormgone =_=_ Source:Ref/343/wormhitu =_=_ Source:Ref/343/cutworm =_=_ Source:Ref/343/see wsegs =_=_ Source:Ref/343/detect wsegs =_=_ Source:Ref/343/save worm =_=_ Source:Ref/343/rest worm =_=_ Source:Ref/343/place wsegs =_=_ Source:Ref/343/remove worm =_=_ Source:Ref/343/place worm tail randomly =_=_ Source:Ref/343/random dir =_=_ Source:Ref/343/count wsegs =_=_ Source:Ref/343/create worm tail =_=_ Source:Ref/343/worm known =_=_ Source:Ref/343/setworn =_=_ Source:Ref/343/setnotworn =_=_ Source:Ref/343/mon set minvis =_=_ Source:Ref/343/mon adjust speed =_=_ SpliceHack SpliceHack is a variant of NetHack 3.7.0 and in part of SLASH'EM, developed by AntiGulp. The goal of SpliceHack's development is to create a balanced variant that is easy to pick up and play without extensive use of outside materials, which also incorporates a very large number of new and dynamic monsters, items, and features. SpliceHack is actively developed, and regularly incorporates ideas and feedback from the community. Discussion of SpliceHack occurs on the Hardfought IRC channel. Bugs can be reported there or on the issues page. If one is familiar with vanilla NetHack, SpliceHack plays extremely similarly. New players may want to examine the list of new roles and races, the rules changes or the SpliceHack strategy guide. Regardless of whether one plays online or offline, SpliceHack comes with a fully functional tileset, and can be played in tiles or in ASCII mode. Choosing a role and race in a new variant can be intimidating. In SpliceHack alone, there are 13 races and 18 roles to choose from. Beginners are encouraged to read the roles and races page. Alternatively, relatively easy combinations for beginners include: =_=_ Source:Ref/343/update mon intrinsics =_=_ Source:Ref/343/find mac =_=_ Source:Ref/343/m dowear =_=_ Source:Ref/343/m dowear type =_=_ Source:Ref/343/which armor =_=_ Source:Ref/343/m lose armor =_=_ Source:Ref/343/clear bypasses =_=_ Source:Ref/343/bypass obj =_=_ Source:Ref/343/mon break armor =_=_ Source:Ref/343/extra pref =_=_ Source:Ref/343/racial exception =_=_ Source:Ref/343/cost =_=_ Source:Ref/343/dowrite =_=_ Source:Ref/343/bhitm =_=_ Source:Ref/343/probe monster =_=_ Source:Ref/343/get obj location =_=_ Source:Ref/343/get mon location =_=_ Source:Ref/343/montraits =_=_ Source:Ref/343/get container location =_=_ Source:Ref/343/revive =_=_ Source:Ref/343/revive egg =_=_ Source:Ref/343/unturn dead =_=_ Source:Ref/343/costly cancel =_=_ Source:Ref/343/cancel item =_=_ Source:Ref/343/drain item =_=_ Source:Ref/343/obj resists =_=_ Source:Ref/343/obj shudders =_=_ Source:Ref/343/polyuse =_=_ Source:Ref/343/create polymon =_=_ Source:Ref/343/do osshock =_=_ Source:Ref/343/poly obj =_=_ Source:Ref/343/bhito =_=_ Source:Ref/343/bhitpile =_=_ Source:Ref/343/zappable =_=_ Source:Ref/343/zapnodir =_=_ Source:Ref/343/backfire =_=_ Source:Ref/343/dozap =_=_ Source:Ref/343/zapyourself =_=_ Source:Ref/343/zap steed =_=_ Source:Ref/343/cancel monst =_=_ Source:Ref/343/zap updown =_=_ Source:Ref/343/weffects =_=_ Source:Ref/343/spell damage bonus =_=_ Source:Ref/343/spell hit bonus =_=_ Source:Ref/343/exclam =_=_ Source:Ref/343/hit =_=_ Source:Ref/343/miss =_=_ Source:Ref/343/bhit =_=_ Source:Ref/343/boomhit =_=_ Source:Ref/343/zhitm =_=_ Source:Ref/343/zhitu Hi there! I'm Agulp, more commonly known as AntiGulp. I develop and maintain the variant SpliceHack. I spend most of my time developing SpliceHack and playing vanilla NetHack, but I have a soft spot for SLASH'EM as well. In the future, I'm hoping to spend more time improving my skills in different variants. Feel free to discuss SpliceHack or suggest features on my talk page. I am always more than happy to receive feedback. =_=_ Source:Ref/343/burn floor paper =_=_ Source:Ref/343/zap hit =_=_ Source:Ref/343/buzz =_=_ Source:Ref/343/melt ice =_=_ Source:Ref/343/zap over floor =_=_ Source:Ref/343/fracture rock =_=_ Source:Ref/343/break statue =_=_ Source:Ref/343/destroy strings =_=_ Source:Ref/343/destroy item =_=_ Source:Ref/343/destroy mitem =_=_ Source:Ref/343/resist =_=_ Source:Ref/343/makewish =_=_ Source:Ref/343/ckmailstatus =_=_ Source:Ref/343/readmail =_=_ Source:Ref/343/GemStone =_=_ Source:Ref/343/alt spellings =_=_ Source:Ref/343/somegold =_=_ Source:Ref/343/stealgold =_=_ Source:Ref/343/q1 path =_=_ Source:Ref/343/q2 path =_=_ Source:Ref/343/q3 path =_=_ Source:Ref/343/q4 path =_=_ Source:Ref/343/ q1 path =_=_ Source:Ref/343/ q2 path =_=_ Source:Ref/343/ q3 path =_=_ Source:Ref/343/ q4 path =_=_ Source:Ref/343/view init =_=_ Source:Ref/343/close shadow =_=_ Source:Ref/343/far shadow =_=_ Source:Ref/343/right side =_=_ Source:Ref/343/left side =_=_ Source:Ref/343/view from =_=_ Monster (SpliceHack) This page lists all the monsters found in SpliceHack that do not appear in NetHack. Some of these monsters might vary from their representations in other variants. Note that most of the information presented here can be obtained about any creature in SpliceHack by using the far look command. The information displayed by this command is considered the single source of truth about monsters. nova fox 10 1 12 Kick 2d3, Touch 1d3 shock, Kick 2d3, Passive 0d4 fire bad clone 20 1 22 Weapon 3d8, Claw 3d8, Tentacles 1d2, Tentacles 1d2, Tentacles 1d2 Failure Eidolon 20 Not randomly generated, unique 24 Passive 3d4 cold, Claw 3d4 teleport, Claw 3d4, Touch 2d4 cold umbral hulk 10 2 14 Claw 3d4, Claw 3d4, Bite 2d5 confusion, Gaze 3d4 blind vampire mage 20 1 26 Claw 2d8 drain life, Bite 1d8 drain life, Spell-casting 2d6 nosferatu 20 1 25 Claw 2d8 drain life, Bite 1d8 drain life, Gaze 2d6 paralysis bone beast 20 Not randomly generated 24 Claw 4d6, Claw 4d6, Touch 1d6 slowing, Passive create skeletons aspect of Zuggotomoy 5 Not randomly generated 7 Claw 1d6 poisonous (dexterity), Claw 1d6 poisonous (dexterity), Passive 1d6 bar-lgura 7 1, appears in small groups 10 Claw 1d6, Claw 1d6, Bite 2d12 kidnap Zuggotomoy 22 Not randomly generated, unique 27 Claw 2d6 poisonous (dexterity), Claw 2d6 poisonous (dexterity), Tentacles 2d6, Passive 3d4 Buer 23 Not randomly generated, unique 28 Bite 4d6, Claw 2d6, Claw 2d6, Claw 2d6, Claw 2d6, Claw 2d6 Kostchtchie 24 Not randomly generated, unique 30 Weapon 3d10 knockback, Weapon 2d8 fumbling, Hug 2d12 Baphomet 25 Not randomly generated, unique 32 Weapon 3d7, Claw 3d7, Head butt 3d8, Breath 1d6 intrinsic-stealing Malcanthet 37 Not randomly generated, unique 42 Gaze 4d6 blind, Weapon 2d6, Claw 2d6, Claw Seduction (see article) Mephisto 49 Not randomly generated, unique 53 Head butt 4d4, Spell-casting 4d4 fire, Claw 2d4 Envy 35 Not randomly generated, unique 77 Claw 4d10 intrinsic-stealing, Claw 4d10 intrinsic-stealing, Touch drowning Wrath 35 Not randomly generated, unique 77 Weapon 4d4, Weapon 4d4, Weapon 4d4, Spell-casting 2d6 magic missile Sloth 35 Not randomly generated, unique 77 Head butt 10d10 slowing, Gaze stun, Bite 3d4 sleep Pride 35 Not randomly generated, unique 77 Claw 5d4, Claw 5d4, Touch 6d6 psychic, Touch 2d2 scratching, targets legs elder kraken 30 Not randomly generated 34 Claw 2d4, Spell-casting 4d4, Hug 2d6 drowning, Bite 5d4 Greed 35 Not randomly generated, unique 77 Weapon 8d8, Claw 4d4 drain energy, Claw 2d4 steal item, Claw 2d4 steal gold Gluttony 35 Not randomly generated, unique 77 Bite 5d8 hunger, Engulfing 2d10 digestion, Engulfing 3d10 acid, Engulfing 4d10 sliming Lust 35 Not randomly generated, unique 77 Touch 5d2 calm, Touch 5d2 disarm, Touch 2d2 tickle, Touch 2d2 seduction Drakemother 25 Not randomly generated 30 Breath 6d6 fire, Bite 3d8, Claw 1d4, Claw 1d4 knockback Slipscale the Betrayer 15 Not randomly generated, unique 19 Weapon 2d6, Weapon 2d6, Claw 2d6 amulet-stealing Voanairruth 15 Not randomly generated, unique 21 Breath 4d6 cold, Bite 3d8, Claw 1d4 amulet-stealing, Claw 1d4 amulet-stealing Warden Arianna 20 Not randomly generated, unique 25 Weapon 1d25, Weapon 1d25, Claw 1d6 amulet-stealing Blackbeard's Ghost 15 Not randomly generated, unique 19 Weapon 2d6, Weapon 2d8, Claw 2d6 amulet-stealing deep one 7 2, appears in large groups 9 Claw 1d6, Claw 1d6, Bite 2d4 mind flayer telepath 11 1 16 Weapon 1d4, Tentacles 2d1 intelligence drain, Spell-casting 1d4 psychic, Spell-casting 1d4 psychic deeper one 15 2, appears in small groups 18 Claw 3d4, Claw 3d4, Bite 4d6 vampiric mind flayer 12 1 16 Weapon 1d4, Bite 1d8 drain life, Tentacles 2d1 intelligence drain, Tentacles 2d1 intelligence drain, Tentacles 2d1 intelligence drain dream thief 14 2 18 Spell-casting 5d5 psychic, Claw intrinsic-stealing, Claw steal item, Claw seduce acid worm 4 1, appears in small groups 7 Spit 2d4 acid, Bite 1d4 poison vent wurm 15 2 21 Bite 2d8, Engulfing 1d10, Passive 0d8 fire, Breath 1d2 poison, Explode 3d4 fire crevasse wurm 15 2 21 Bite 2d8, Engulfing 1d10, Passive 0d8 cold, Breath 1d2 cold, Explode 3d4 cold movanic deva 12 1 21 Weapon 3d4 fire, Weapon 3d4 fire, Claw 3d4, Spell-casting 2d6 (clerical) Planetar 29 1 38 Weapon 4d4, Weapon 4d4, Gaze 3d6 blind, Claw 2d8, Spell-casting 4d6 Solar 39 1 49 Weapon 5d4, Weapon 5d4, Gaze 5d6 blind, Claw 5d8, Spell-casting 5d6 filth dragon 25 1 31 Breath 4d6 poison, Bite 3d8, Claw 1d4 disease, Claw 1d4 disease shimmering dragon 15 1 20 Breath 4d6 magic missile, Bite 3d8, Claw 1d4, Claw 1d4 ooze dragon 25 1 31 Breath 4d6 acid, Bite 3d8, Engulfing 3d6 acid, Claw 1d4, Claw 1d4 void dragon 25 Not randomly generated 31 Breath 4d6 cold, Bite 3d8, Claw 2d4 disintegration, Claw 2d4 disintegration hundred handed one 20 1 27 Weapon 1d6, Weapon 1d6, Weapon 1d6, Weapon 1d6, Weapon 1d6, Weapon 1d6 Ancient Brain 15 Not randomly generated, unique 21 Spell-casting 2d4 psychic, Spell-casting 2d4 psychic, Spell-casting 2d4 psychic, Spell-casting =_=_ Item (SpliceHack) SpliceHack contains many new items. The probabilities of vanilla items have been adjusted to make room for them, but efforts have been made to maintain proper balance, particularly in regards to item identification. Sacrificing on an altar while wielding a bone knife increases the potency of the sacrifice, but if it is cursed then the sacrifice will count as same race. Can be used in melee as well as applied like a polearm with equal effectiveness. Arguably the most useful non-artifact weapon in SpliceHack. Drawing from a deck of fate can grant one of 22 different effects, which range from a wish to deadly situations. Use in a serious run is not recommended. Can be worn on the face like a blindfold. When worn, you transform permanently into the type of creature the mask is of. A mask's BUC status degrades when taken off. Cursed masks will break and damage you when used. Originally from SLASH'EM. In SpliceHack, wishing pills do not exist, so the bag cannot be used to gain wishes. Tipping it out will ruin the contents. This item is found in the Ice Wastes, and can only be thrown once. Hitting an enemy causes it to explode and deal massive cold damage. Contains a very large number of potions of booze. Quaffing from the keg will drink a potion, but applying the keg will consume all the potions, potentially killing the player via alcohol poisoning. Creates an engraving that will explode when read by you or another creature; this can anger peaceful monsters. This engraving is randomized each game, and will explode regardless of how it was created. Cursed scrolls will cause you to read the engraving. Allows you to place a web in a location. Cursed scrolls cause you to web yourself. Reading while confused will summon some spiders. Generates a loyal clone of you. Reading this while confused generates a doppelganger, and reading a cursed scroll creates a hostile clone. Found in the Dark Forest. When rubbed, it sheds light. The amount of light is dependent on the phase of the moon. The fuller the moon, the larger the light radius. =_=_ Forum:Yellow lights fleeing? =_=_ Junethack/FAQ You can join the tournament right up until it ends; even if you miss the very start, there's still plenty of time to play. In fact, after signing up, any games that you played on a participating server entirely during June will retroactively become eligible for the tournament, so you can start playing now and decide whether or not to join later. Consider joining a clan as all clan trophies are designed such that even a new player of NetHack is never detrimental to the clan and might even be able to contribute towards the clan score. Typically, this is because your game hasn't ended yet, or has ended very recently. Junethack operates by reading games' xlogfiles, which only record a game after it is complete. Additionally, it only checks periodically for new data, rather than constantly, so there may be a lag of several minutes before a completed game is registered. You could either check out the NetHack subreddit, the #junethack channel on the Libera IRC network, or the Roguelikes discord channel. The public server needs to have a xlogfile (included and enabled by default in NetHack since 3.6.0) that is accessible from the web. Not required but nice to have is if the URL of the dumplogs on your public server can be deduced from the xlogfile data so that they can be linked from the Junethack site. Most public servers use a combination of game starting time in unix epoch time and the player name. A trophy or achievement in Junethack needs a winning condition, a small image (54 by 54 pixels), a name, and a description. Your variant needs to encode the winning condition unambiguously in the xlogfile. The 12 classic xlogfile conditions (ascended, entered Astral Plane, entered Elemental Planes, obtained the Amulet of Yendor, performed the Invocation Ritual, obtained the Book of the Dead, obtained the Bell of Opening, obtained the Candelabrum of Invocation, entered Gehennom, defeated Medusa, obtained the luckstone from the Mines, obtained the Sokoban Prize) are already encoded in the standard xlogfile and need no extra code.` Historically, achievements were encoded in bitfields in the xlogfile patch. This is rather cumbersome and errorprone to decode, even more so if you consider the different variants that might use the same bits for different conditions. Look at achieveX or conductX in NetHack 3.7, or encodeachieveX() in Slashem Extended, or the various extended fields in UnNetHack. There are colored blank templates of the right size for the achievement images are in the repository. The achievement images don't need to be artistically fancy or even great (just look how some of the existing ones look like). If your skills fail you completely, you can add a request like "make it a yellow & ". Simple images can be done programmatically from the Ruby scripts in the icons directory. The colors can be anything although most images follow the 16 standard terminal colors and the symbol can be almost anything due to Unicode. For an example which makes adding new achievements very easy, look at this CSV for notdNetHack specific achievements which contains everything needed. Adding support the last 2 trophies was just this commit. =_=_ Template talk:NAOplayer Is this category intended and do people use it? I notice it every time I browse User pages, and it seems to always an uncreated page. - Winny (talk) 18:06, 28 May 2018 (UTC) You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User talk:Fishhoek You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Source:Ref/360/moveloop =_=_ Source:Ref/360/stop occupation =_=_ Source:Ref/360/display gamewindows =_=_ Source:Ref/360/newgame =_=_ Source:Ref/360/welcome =_=_ Source:Ref/360/do positionbar =_=_ Source:Ref/360/alloc =_=_ Source:Ref/360/fmt ptr =_=_ Source:Ref/360/heapmon init =_=_ Source:Ref/360/nhalloc =_=_ Source:Ref/360/nhfree =_=_ Source:Ref/360/nhdupstr =_=_ Source:Ref/360/dupstr =_=_ Source:Ref/360/use camera =_=_ Source:Ref/360/use towel =_=_ Source:Ref/360/its dead =_=_ Source:Ref/360/use stethoscope =_=_ Source:Ref/360/use whistle =_=_ Source:Ref/360/use magic whistle =_=_ Source:Ref/360/um dist =_=_ Source:Ref/360/number leashed =_=_ Source:Ref/360/o unleash =_=_ Source:Ref/360/m unleash =_=_ Source:Ref/360/unleash all =_=_ Source:Ref/360/leashable =_=_ Source:Ref/360/use leash =_=_ Source:Ref/360/get mleash =_=_ Source:Ref/360/next to u =_=_ Source:Ref/360/check leash =_=_ Source:Ref/360/beautiful =_=_ Source:Ref/360/use mirror =_=_ Source:Ref/360/use bell =_=_ Source:Ref/360/use candelabrum =_=_ Source:Ref/360/snuff candle =_=_ Source:Ref/360/snuff lit =_=_ Source:Ref/360/catch lit =_=_ Source:Ref/360/use lamp =_=_ Source:Ref/360/light cocktail =_=_ Source:Ref/360/dorub =_=_ Source:Ref/360/dojump =_=_ Source:Ref/360/is valid jump pos =_=_ Source:Ref/360/display jump positions =_=_ Source:Ref/360/jump =_=_ Source:Ref/360/tinnable =_=_ Source:Ref/360/use tinning kit =_=_ Source:Ref/360/use unicorn horn =_=_ Source:Ref/360/fig transform =_=_ Source:Ref/360/figurine location checks =_=_ Source:Ref/360/use figurine =_=_ Source:Ref/360/use grease =_=_ Source:Ref/360/reset trapset =_=_ Source:Ref/360/use stone =_=_ Source:Ref/360/use trap =_=_ Source:Ref/360/set trap =_=_ Source:Ref/360/use whip =_=_ Source:Ref/360/find poleable mon =_=_ Source:Ref/360/display polearm positions =_=_ Source:Ref/360/use pole =_=_ Source:Ref/360/use cream pie =_=_ Source:Ref/360/use grapple =_=_ Source:Ref/360/do break wand =_=_ Source:Ref/360/add class =_=_ Source:Ref/360/setapplyclasses =_=_ Source:Ref/360/doapply =_=_ Source:Ref/360/unfixable trouble count =_=_ Source:Ref/360/init artifacts =_=_ Source:Ref/360/save artifacts =_=_ Source:Ref/360/restore artifacts =_=_ Source:Ref/360/artiname =_=_ Source:Ref/360/mk artifact =_=_ Source:Ref/360/artifact name =_=_ Source:Ref/360/exist artifact =_=_ Source:Ref/360/artifact exists =_=_ Source:Ref/360/nartifact exist =_=_ Source:Ref/360/spec ability =_=_ Source:Ref/360/confers luck =_=_ Source:Ref/360/arti reflects =_=_ Source:Ref/360/shade glare =_=_ Source:Ref/360/restrict name =_=_ Source:Ref/360/attacks =_=_ Source:Ref/360/defends =_=_ Source:Ref/360/defends when carried =_=_ Source:Ref/360/protects =_=_ Source:Ref/360/set artifact intrinsic =_=_ Source:Ref/360/touch artifacts =_=_ Source:Ref/360/arti immune =_=_ Source:Ref/360/bane applies =_=_ Source:Ref/360/spec applies =_=_ Source:Ref/360/spec m2 =_=_ Source:Ref/360/spec abon =_=_ Source:Ref/360/spec dbon =_=_ Source:Ref/360/discover artifact =_=_ Source:Ref/360/undiscovered artifact =_=_ Source:Ref/360/disp artifact discoveries =_=_ Source:Ref/360/Mb hit =_=_ Source:Ref/360/artifact hit =_=_ Source:Ref/360/doinvoke =_=_ Source:Ref/360/arti invoke =_=_ Source:Ref/360/finesse ahriman =_=_ Source:Ref/360/artifact light =_=_ Source:Ref/360/arti speak =_=_ Source:Ref/360/artifact has invprop =_=_ Source:Ref/360/arti cost =_=_ Source:Ref/360/abil to adtyp =_=_ Source:Ref/360/abil to spfx =_=_ Source:Ref/360/what gives =_=_ Source:Ref/360/glow color =_=_ Source:Ref/360/Sting effects =_=_ Source:Ref/360/retouch object =_=_ Source:Ref/360/untouchable =_=_ Source:Ref/360/retouch equipment =_=_ Source:Ref/360/adjattrib =_=_ Source:Ref/360/gainstr =_=_ Source:Ref/360/losestr =_=_ Source:Ref/360/poisontell =_=_ Source:Ref/360/poisoned =_=_ Source:Ref/360/change luck =_=_ Source:Ref/360/stone luck =_=_ Source:Ref/360/set moreluck =_=_ Source:Ref/360/restore attrib =_=_ Source:Ref/360/exercise =_=_ Source:Ref/360/exerper =_=_ Source:Ref/360/exerchk =_=_ Source:Ref/360/init attr =_=_ Source:Ref/360/redist attr =_=_ Source:Ref/360/postadjabil =_=_ Source:Ref/360/check innate abil =_=_ Source:Ref/360/innately =_=_ Source:Ref/360/is innate =_=_ Source:Ref/360/from what =_=_ Source:Ref/360/adjabil =_=_ Source:Ref/360/newhp =_=_ Source:Ref/360/acurr =_=_ Source:Ref/360/acurrstr =_=_ Source:Ref/360/extremeattr =_=_ Source:Ref/360/adjalign =_=_ Source:Ref/360/uchangealign =_=_ Source:Ref/360/ballrelease =_=_ Source:Ref/360/ballfall =_=_ Source:Ref/360/placebc =_=_ Source:Ref/360/unplacebc =_=_ Source:Ref/360/bc order =_=_ Source:Ref/360/set bc =_=_ Source:Ref/360/move bc =_=_ Source:Ref/360/drag ball =_=_ Source:Ref/360/drop ball =_=_ Source:Ref/360/litter =_=_ Source:Ref/360/drag down =_=_ Source:Ref/360/no bones level =_=_ Source:Ref/360/goodfruit =_=_ Source:Ref/360/resetobjs =_=_ Source:Ref/360/sanitize name =_=_ Source:Ref/360/drop upon death =_=_ Source:Ref/360/fixuporacle =_=_ Source:Ref/360/can make bones =_=_ Source:Ref/360/savebones =_=_ Source:Ref/360/getbones =_=_ Source:Ref/360/bot1 =_=_ Source:Ref/360/bot2 =_=_ Source:Ref/360/bot =_=_ Source:Ref/360/xlev to rank =_=_ Source:Ref/360/rank to xlev =_=_ Source:Ref/360/rank of =_=_ Source:Ref/360/rank =_=_ Source:Ref/360/title to mon =_=_ Source:Ref/360/max rank sz =_=_ Source:Ref/360/botl score =_=_ Source:Ref/360/describe level =_=_ Source:Ref/360/status initialize =_=_ Source:Ref/360/status finish =_=_ Source:Ref/360/init blstats =_=_ Source:Ref/360/anything to s =_=_ Source:Ref/360/s to anything =_=_ Source:Ref/360/compare blstats =_=_ Source:Ref/360/percentage =_=_ Source:Ref/360/set status hilites =_=_ Source:Ref/360/clear status hilites =_=_ Source:Ref/360/assign hilite =_=_ Source:Ref/360/status notify windowport =_=_ Source:Ref/360/get status hilites =_=_ Source:Ref/360/clridx to s =_=_ Source:Ref/360/status hilite menu =_=_ Source:Ref/360/doprev message =_=_ Source:Ref/360/timed occupation =_=_ Source:Ref/360/reset occuptations =_=_ Source:Ref/360/set occupation =_=_ Source:Ref/360/popch =_=_ Source:Ref/360/pgetchar =_=_ Source:Ref/360/pushch =_=_ Source:Ref/360/savech =_=_ Source:Ref/360/doextcmd =_=_ Source:Ref/360/doextlist =_=_ Source:Ref/360/extcmd via menu =_=_ Source:Ref/360/domonability =_=_ Source:Ref/360/enter explore mode =_=_ Source:Ref/360/dooverview or wiz where =_=_ Source:Ref/360/wiz wish =_=_ Source:Ref/360/wiz identify =_=_ Source:Ref/360/wiz map =_=_ Source:Ref/360/wiz genesis =_=_ Source:Ref/360/wiz where =_=_ Source:Ref/360/wiz detect =_=_ Source:Ref/360/wiz level tele =_=_ Source:Ref/360/wiz mon polycontrol =_=_ Source:Ref/360/wiz level change =_=_ Source:Ref/360/wiz panic =_=_ Source:Ref/360/wiz polyself =_=_ Source:Ref/360/wiz show seenv =_=_ Source:Ref/360/wiz show vision =_=_ Source:Ref/360/wiz show wmodes =_=_ Source:Ref/360/wiz map levltyp =_=_ Source:Ref/360/wiz lvltyp legend =_=_ Source:Ref/360/wiz smell =_=_ Source:Ref/360/wiz rumor check =_=_ Source:Ref/360/doterrain =_=_ Source:Ref/360/enlght line =_=_ Source:Ref/360/enlght combatinc =_=_ Source:Ref/360/enlght halfdmg =_=_ Source:Ref/360/walking on water =_=_ Source:Ref/360/cause known =_=_ Source:Ref/360/attrval =_=_ Source:Ref/360/enlightenment =_=_ Source:Ref/360/background enlightenment =_=_ Source:Ref/360/characteristics enlightenment =_=_ Source:Ref/360/one characteristic =_=_ Source:Ref/360/status enlightenment =_=_ Source:Ref/360/attributes enlightenment =_=_ Source:Ref/360/minimal enlightenment =_=_ Source:Ref/360/doattributes =_=_ Source:Ref/360/youhiding =_=_ Source:Ref/360/doconduct =_=_ Source:Ref/360/show conduct =_=_ Source:Ref/360/add debug extended commands =_=_ Source:Ref/360/cmd from func =_=_ Source:Ref/360/size obj =_=_ Source:Ref/360/count obj =_=_ Source:Ref/360/obj chain =_=_ Source:Ref/360/mon invent chain =_=_ Source:Ref/360/contained =_=_ Source:Ref/360/size monst =_=_ Source:Ref/360/mon chain =_=_ Source:Ref/360/wiz show stats =_=_ Source:Ref/360/sanity check =_=_ Source:Ref/360/wiz migrate mons =_=_ Source:Ref/360/reset commands =_=_ Source:Ref/360/accept menu prefix =_=_ Source:Ref/360/rhack =_=_ Source:Ref/360/xytod =_=_ Source:Ref/360/dtoxy =_=_ Source:Ref/360/movecmd =_=_ Source:Ref/360/dxdy moveok =_=_ Source:Ref/360/redraw cmd =_=_ Source:Ref/360/get adjacent loc =_=_ Source:Ref/360/getdir =_=_ Source:Ref/360/help dir =_=_ Source:Ref/360/confdir =_=_ Source:Ref/360/directionname =_=_ Source:Ref/360/isok =_=_ Source:Ref/360/click to cmd =_=_ Source:Ref/360/parse =_=_ Source:Ref/360/hangup =_=_ Source:Ref/360/end of input =_=_ Source:Ref/360/readchar =_=_ Source:Ref/360/dotravel =_=_ Source:Ref/360/wiz port debug =_=_ Source:Ref/360/yn function =_=_ Source:Ref/360/paranoid query =_=_ Source:Ref/360/dosuspend core =_=_ Source:Ref/360/is pool =_=_ Source:Ref/360/is lava =_=_ Source:Ref/360/is pool or lava =_=_ Source:Ref/360/is ice =_=_ Source:Ref/360/is moat =_=_ Source:Ref/360/db under typ =_=_ Source:Ref/360/is drawbridge wall =_=_ Source:Ref/360/is db wall =_=_ Source:Ref/360/find drawbridge =_=_ Source:Ref/360/get wall for db =_=_ Source:Ref/360/create drawbridge =_=_ Source:Ref/360/e at =_=_ Source:Ref/360/m to e =_=_ Source:Ref/360/u to e =_=_ Source:Ref/360/set entity =_=_ Source:Ref/360/e nam =_=_ Source:Ref/360/E phrase =_=_ Source:Ref/360/e survives at =_=_ Source:Ref/360/e died =_=_ Source:Ref/360/automiss =_=_ Source:Ref/360/e missed =_=_ Source:Ref/360/e jumps =_=_ Source:Ref/360/do entity =_=_ Source:Ref/360/close drawbridge =_=_ Source:Ref/360/open drawbridge =_=_ Source:Ref/360/destroy drawbridge =_=_ Source:Ref/360/decl init =_=_ Source:Ref/360/o in =_=_ Source:Ref/360/o material =_=_ Source:Ref/360/do dknown of =_=_ Source:Ref/360/check map spot =_=_ Source:Ref/360/clear stale map =_=_ Source:Ref/360/gold detect =_=_ Source:Ref/360/food detect =_=_ Source:Ref/360/object detect =_=_ Source:Ref/360/monster detect =_=_ Source:Ref/360/sense trap =_=_ Source:Ref/360/detect obj traps =_=_ Source:Ref/360/trap detect =_=_ Source:Ref/360/level distance =_=_ Source:Ref/360/use crystal ball =_=_ Source:Ref/360/show map spot =_=_ Source:Ref/360/do mapping =_=_ Source:Ref/360/do vicinity map =_=_ Source:Ref/360/cvt sdoor to door =_=_ Source:Ref/360/findone =_=_ Source:Ref/360/openone =_=_ Source:Ref/360/findit =_=_ Source:Ref/360/openit =_=_ Source:Ref/360/detecting =_=_ Source:Ref/360/find trap =_=_ Source:Ref/360/dosearch0 =_=_ Source:Ref/360/dosearch =_=_ Source:Ref/360/sokoban detect =_=_ Source:Ref/360/reveal terrain =_=_ Source:Ref/360/rm waslit =_=_ Source:Ref/360/mkcavepos =_=_ Source:Ref/360/mkcavearea =_=_ Source:Ref/360/dig typ =_=_ Source:Ref/360/is digging =_=_ Source:Ref/360/dig check =_=_ Source:Ref/360/dig =_=_ Source:Ref/360/holetime =_=_ Source:Ref/360/fillholetyp =_=_ Source:Ref/360/digactualhole =_=_ Source:Ref/360/liquid flow =_=_ Source:Ref/360/dighole =_=_ Source:Ref/360/dig up grave =_=_ Source:Ref/360/use pick axe =_=_ Source:Ref/360/use pick axe2 =_=_ Source:Ref/360/watch dig =_=_ Source:Ref/360/mdig tunnel =_=_ Source:Ref/360/draft message =_=_ Source:Ref/360/zap dig =_=_ Source:Ref/360/adj pit checks =_=_ Source:Ref/360/pit flow =_=_ Source:Ref/360/buried ball =_=_ Source:Ref/360/buried ball to punishment =_=_ Source:Ref/360/buried ball to freedom =_=_ Source:Ref/360/bury an obj =_=_ Source:Ref/360/bury objs =_=_ Source:Ref/360/unearth objs =_=_ Source:Ref/360/rot organic =_=_ Source:Ref/360/rot corpse =_=_ Source:Ref/360/bury monst =_=_ Source:Ref/360/bury you =_=_ Source:Ref/360/unearth you =_=_ Source:Ref/360/escape tomb =_=_ Source:Ref/360/bury obj =_=_ Source:Ref/360/wiz debug cmd bury =_=_ Source:Ref/360/magic map background =_=_ Source:Ref/360/map background =_=_ Source:Ref/360/map trap =_=_ Source:Ref/360/map object =_=_ Source:Ref/360/map invisible =_=_ Source:Ref/360/unmap object =_=_ Source:Ref/360/map location =_=_ Source:Ref/360/display monster =_=_ Source:Ref/360/display warning =_=_ Source:Ref/360/feel newsym =_=_ Source:Ref/360/feel location =_=_ Source:Ref/360/newsym =_=_ Source:Ref/360/shieldeff =_=_ Source:Ref/360/tmp at =_=_ Source:Ref/360/swallowed =_=_ Source:Ref/360/under water =_=_ Source:Ref/360/under ground =_=_ Source:Ref/360/see monsters =_=_ Source:Ref/360/set mimic blocking =_=_ Source:Ref/360/see objects =_=_ Source:Ref/360/see traps =_=_ Source:Ref/360/curs on u =_=_ Source:Ref/360/doredraw =_=_ Source:Ref/360/docrt =_=_ Source:Ref/360/show glyph =_=_ Source:Ref/360/clear glyph buffer =_=_ Source:Ref/360/row refresh =_=_ Source:Ref/360/cls =_=_ Source:Ref/360/flush screen =_=_ Source:Ref/360/back to glyph =_=_ Source:Ref/360/swallow to glyph =_=_ Source:Ref/360/zapdir to glyph =_=_ Source:Ref/360/glyph at =_=_ Source:Ref/360/get bk glyph =_=_ Source:Ref/360/type to name =_=_ Source:Ref/360/error4 =_=_ Source:Ref/360/check pos =_=_ Source:Ref/360/more than one =_=_ Source:Ref/360/set wall =_=_ Source:Ref/360/set corn =_=_ Source:Ref/360/set crosswall =_=_ Source:Ref/360/set wall state =_=_ Source:Ref/360/set seenv =_=_ Source:Ref/360/unset seenv =_=_ Source:Ref/360/t warn =_=_ Source:Ref/360/wall angle =_=_ Source:Ref/360/readlibdir =_=_ Source:Ref/360/find file =_=_ Source:Ref/360/open library =_=_ Source:Ref/360/close library =_=_ Source:Ref/360/lib dlb init =_=_ Source:Ref/360/lib dlb cleanup =_=_ Source:Ref/360/lib dlb fopen =_=_ Source:Ref/360/lib dlb fclose =_=_ Source:Ref/360/lib dlb fread =_=_ Source:Ref/360/lib dlb fseek =_=_ Source:Ref/360/lib dlb fgets =_=_ Source:Ref/360/lib dlb fgetc =_=_ Source:Ref/360/lib dlb ftell =_=_ Source:Ref/360/dlb init =_=_ Source:Ref/360/dlb cleanup =_=_ Source:Ref/360/dlb fopen =_=_ Source:Ref/360/dlb fclose =_=_ Source:Ref/360/dlb fread =_=_ Source:Ref/360/dlb fseek =_=_ Source:Ref/360/dlb fgets =_=_ Source:Ref/360/dlb fgetc =_=_ Source:Ref/360/dlb ftell =_=_ Source:Ref/360/dodrop =_=_ Source:Ref/360/boulder hits pool =_=_ Source:Ref/360/flooreffects =_=_ Source:Ref/360/doaltarobj =_=_ Source:Ref/360/trycall =_=_ Source:Ref/360/polymorph sink =_=_ Source:Ref/360/teleport sink =_=_ Source:Ref/360/dosinkring =_=_ Source:Ref/360/canletgo =_=_ Source:Ref/360/drop =_=_ Source:Ref/360/dropx =_=_ Source:Ref/360/dropy =_=_ Source:Ref/360/dropz =_=_ Source:Ref/360/obj no longer held =_=_ Source:Ref/360/doddrop =_=_ Source:Ref/360/menu drop =_=_ Source:Ref/360/dodown =_=_ Source:Ref/360/doup =_=_ Source:Ref/360/currentlevel rewrite =_=_ Source:Ref/360/save currentstate =_=_ Source:Ref/360/goto level =_=_ Source:Ref/360/final level =_=_ Source:Ref/360/schedule goto =_=_ Source:Ref/360/deferred goto =_=_ Source:Ref/360/revive corpse =_=_ Source:Ref/360/revive mon =_=_ Source:Ref/360/donull =_=_ Source:Ref/360/wipeoff =_=_ Source:Ref/360/dowipe =_=_ Source:Ref/360/set wounded legs =_=_ Source:Ref/360/heal legs =_=_ Source:Ref/360/newedog =_=_ Source:Ref/360/free edog =_=_ Source:Ref/360/initedog =_=_ Source:Ref/360/pet type =_=_ Source:Ref/360/make familiar =_=_ Source:Ref/360/makedog =_=_ Source:Ref/360/update mlstmv =_=_ Source:Ref/360/losedogs =_=_ Source:Ref/360/mon arrive =_=_ Source:Ref/360/mon catchup elapsed time =_=_ Source:Ref/360/keepdogs =_=_ Source:Ref/360/migrate to level =_=_ Source:Ref/360/dogfood =_=_ Source:Ref/360/tamedog =_=_ Source:Ref/360/wary dog =_=_ Source:Ref/360/abuse dog =_=_ Source:Ref/360/droppables =_=_ Source:Ref/360/cursed object at =_=_ Source:Ref/360/dog nutrition =_=_ Source:Ref/360/dog eat =_=_ Source:Ref/360/dog hunger =_=_ Source:Ref/360/dog invent =_=_ Source:Ref/360/dog goal =_=_ Source:Ref/360/dog move =_=_ Source:Ref/360/could reach item =_=_ Source:Ref/360/can reach location =_=_ Source:Ref/360/wantdoor =_=_ Source:Ref/360/finish meating =_=_ Source:Ref/360/quickmimic =_=_ Source:Ref/360/kickdmg =_=_ Source:Ref/360/maybe kick monster =_=_ Source:Ref/360/kick monster =_=_ Source:Ref/360/ghitm =_=_ Source:Ref/360/container impact dmg =_=_ Source:Ref/360/kick object =_=_ Source:Ref/360/really kick object =_=_ Source:Ref/360/kickstr =_=_ Source:Ref/360/dokick =_=_ Source:Ref/360/drop to =_=_ Source:Ref/360/impact drop =_=_ Source:Ref/360/ship object =_=_ Source:Ref/360/obj delivery =_=_ Source:Ref/360/otransit msg =_=_ Source:Ref/360/down gate =_=_ Source:Ref/360/nextmbuf =_=_ Source:Ref/360/getpos sethilite =_=_ Source:Ref/360/getpos help =_=_ Source:Ref/360/getpos =_=_ Source:Ref/360/new mname =_=_ Source:Ref/360/free mname =_=_ Source:Ref/360/new oname =_=_ Source:Ref/360/free oname =_=_ Source:Ref/360/safe oname =_=_ Source:Ref/360/christen monst =_=_ Source:Ref/360/do mname =_=_ Source:Ref/360/do oname =_=_ Source:Ref/360/oname =_=_ Source:Ref/360/objtyp is callable =_=_ Source:Ref/360/docallcmd =_=_ Source:Ref/360/docall =_=_ Source:Ref/360/namefloorobj =_=_ Source:Ref/360/rndghostname =_=_ Source:Ref/360/x monnam =_=_ Source:Ref/360/l monnam =_=_ Source:Ref/360/mon nam =_=_ Source:Ref/360/noit mon nam =_=_ Source:Ref/360/Monnam =_=_ Source:Ref/360/noit Monnam =_=_ Source:Ref/360/m monnam =_=_ Source:Ref/360/y monnam =_=_ Source:Ref/360/Adjmonnam =_=_ Source:Ref/360/a monnam =_=_ Source:Ref/360/Amonnam =_=_ Source:Ref/360/distant monnam =_=_ Source:Ref/360/bogusmon =_=_ Source:Ref/360/rndmonnam =_=_ Source:Ref/360/bogon is pname =_=_ Source:Ref/360/roguename =_=_ Source:Ref/360/coyotename =_=_ Source:Ref/360/throw obj =_=_ Source:Ref/360/ok to throw =_=_ Source:Ref/360/dothrow =_=_ Source:Ref/360/autoquiver =_=_ Source:Ref/360/dofire =_=_ Source:Ref/360/endmultishot =_=_ Source:Ref/360/hitfloor =_=_ Source:Ref/360/walk path =_=_ Source:Ref/360/hurtle step =_=_ Source:Ref/360/mhurtle step =_=_ Source:Ref/360/hurtle =_=_ Source:Ref/360/mhurtle =_=_ Source:Ref/360/check shop obj =_=_ Source:Ref/360/toss up =_=_ Source:Ref/360/throwing weapon =_=_ Source:Ref/360/sho obj return to u =_=_ Source:Ref/360/throwit =_=_ Source:Ref/360/omon adj =_=_ Source:Ref/360/tmiss =_=_ Source:Ref/360/thitmonst =_=_ Source:Ref/360/gem accept =_=_ Source:Ref/360/hero breaks =_=_ Source:Ref/360/breaks =_=_ Source:Ref/360/release camera demon =_=_ Source:Ref/360/breakobj =_=_ Source:Ref/360/breaktest =_=_ Source:Ref/360/breakmsg =_=_ Source:Ref/360/throw gold =_=_ Source:Ref/360/off msg =_=_ Source:Ref/360/on msg =_=_ Source:Ref/360/toggle stealth =_=_ Source:Ref/360/toggle displacement =_=_ Source:Ref/360/Boots on =_=_ Source:Ref/360/Boots off =_=_ Source:Ref/360/Cloak on =_=_ Source:Ref/360/Cloak off =_=_ Source:Ref/360/Helmet on =_=_ Source:Ref/360/Helmet off =_=_ Source:Ref/360/Gloves on =_=_ Source:Ref/360/wielding corpse =_=_ Source:Ref/360/Gloves off =_=_ Source:Ref/360/Shield on =_=_ Source:Ref/360/Shield off =_=_ Source:Ref/360/Shirt on =_=_ Source:Ref/360/Shirt off =_=_ Source:Ref/360/Armor on =_=_ Source:Ref/360/Armor off =_=_ Source:Ref/360/Armor gone =_=_ Source:Ref/360/Amulet on =_=_ Source:Ref/360/Amulet off =_=_ Source:Ref/360/learnring =_=_ Source:Ref/360/Ring on =_=_ Source:Ref/360/Ring off or gone =_=_ Source:Ref/360/Ring off =_=_ Source:Ref/360/Ring gone =_=_ Source:Ref/360/Blindf on =_=_ Source:Ref/360/Blindf off =_=_ Source:Ref/360/set wear =_=_ Source:Ref/360/donning =_=_ Source:Ref/360/doffing =_=_ Source:Ref/360/cancel don =_=_ Source:Ref/360/stop donning =_=_ Source:Ref/360/count worn stuff =_=_ Source:Ref/360/armor or accessory off =_=_ Source:Ref/360/dotakeoff =_=_ Source:Ref/360/doremring =_=_ Source:Ref/360/cursed =_=_ Source:Ref/360/armoroff =_=_ Source:Ref/360/already wearing =_=_ Source:Ref/360/already wearing2 =_=_ Source:Ref/360/canwearobj =_=_ Source:Ref/360/accessory or armor on =_=_ Source:Ref/360/dowear =_=_ Source:Ref/360/doputon =_=_ Source:Ref/360/find ac =_=_ Source:Ref/360/glibr =_=_ Source:Ref/360/some armor =_=_ Source:Ref/360/stuck ring =_=_ Source:Ref/360/unchanger =_=_ Source:Ref/360/select off =_=_ Source:Ref/360/do takeoff =_=_ Source:Ref/360/take off =_=_ Source:Ref/360/reset remarm =_=_ Source:Ref/360/doddoremarm =_=_ Source:Ref/360/menu remarm =_=_ Source:Ref/360/destroy arm =_=_ Source:Ref/360/adj abon =_=_ Source:Ref/360/inaccessible equipment =_=_ Source:Ref/360/def char to objclass =_=_ Source:Ref/360/def char to monclass =_=_ Source:Ref/360/init symbols =_=_ Source:Ref/360/update bouldersym =_=_ Source:Ref/360/init showsyms =_=_ Source:Ref/360/init l symbols =_=_ Source:Ref/360/init r symbols =_=_ Source:Ref/360/assign graphics =_=_ Source:Ref/360/switch symbols =_=_ Source:Ref/360/update l symset =_=_ Source:Ref/360/update r symset =_=_ Source:Ref/360/clear symsetentry =_=_ Source:Ref/360/dumpit =_=_ Source:Ref/360/save dungeon =_=_ Source:Ref/360/restore dungeon =_=_ Source:Ref/360/Fread =_=_ Source:Ref/360/dname to dnum =_=_ Source:Ref/360/find level =_=_ Source:Ref/360/find branch =_=_ Source:Ref/360/parent dnum =_=_ Source:Ref/360/level range =_=_ Source:Ref/360/parent dlevel =_=_ Source:Ref/360/correct branch type =_=_ Source:Ref/360/insert branch =_=_ Source:Ref/360/add branch =_=_ Source:Ref/360/add level =_=_ Source:Ref/360/init level =_=_ Source:Ref/360/possible places =_=_ Source:Ref/360/pick level =_=_ Source:Ref/360/indent =_=_ Source:Ref/360/place level =_=_ Source:Ref/360/init dungeons =_=_ Source:Ref/360/dunlev =_=_ Source:Ref/360/dunlevs in dungeon =_=_ Source:Ref/360/deepest lev reached =_=_ Source:Ref/360/ledger no =_=_ Source:Ref/360/maxledgerno =_=_ Source:Ref/360/ledger to dnum =_=_ Source:Ref/360/ledger to dlev =_=_ Source:Ref/360/depth =_=_ Source:Ref/360/on level =_=_ Source:Ref/360/Is special =_=_ Source:Ref/360/Is branchlev =_=_ Source:Ref/360/builds up =_=_ Source:Ref/360/next level =_=_ Source:Ref/360/prev level =_=_ Source:Ref/360/u on newpos =_=_ Source:Ref/360/u on rndspot =_=_ Source:Ref/360/u on sstairs =_=_ Source:Ref/360/u on upstairs =_=_ Source:Ref/360/u on dnstairs =_=_ Source:Ref/360/On stairs =_=_ Source:Ref/360/Is botlevel =_=_ Source:Ref/360/Can dig down =_=_ Source:Ref/360/Can fall thru =_=_ Source:Ref/360/Can rise up =_=_ Source:Ref/360/has ceiling =_=_ Source:Ref/360/get level =_=_ Source:Ref/360/In quest =_=_ Source:Ref/360/In mines =_=_ Source:Ref/360/dungeon branch =_=_ Source:Ref/360/at dgn entrance =_=_ Source:Ref/360/In V tower =_=_ Source:Ref/360/On W tower level =_=_ Source:Ref/360/In W tower =_=_ Source:Ref/360/In hell =_=_ Source:Ref/360/find hell =_=_ Source:Ref/360/goto hell =_=_ Source:Ref/360/assign level =_=_ Source:Ref/360/assign rnd level =_=_ Source:Ref/360/induced align =_=_ Source:Ref/360/Invocation lev =_=_ Source:Ref/360/level difficulty =_=_ Source:Ref/360/lev by name =_=_ Source:Ref/360/unplaced floater =_=_ Source:Ref/360/unreachable level =_=_ Source:Ref/360/tport menu =_=_ Source:Ref/360/br string =_=_ Source:Ref/360/print branch =_=_ Source:Ref/360/print dungeon =_=_ Source:Ref/360/recbranch mapseen =_=_ Source:Ref/360/get annotation =_=_ Source:Ref/360/donamelevel =_=_ Source:Ref/360/find mapseen =_=_ Source:Ref/360/forget mapseen =_=_ Source:Ref/360/save mapseen =_=_ Source:Ref/360/load mapseen =_=_ Source:Ref/360/remdun mapseen =_=_ Source:Ref/360/init mapseen =_=_ Source:Ref/360/interest mapseen =_=_ Source:Ref/360/recalc mapseen =_=_ Source:Ref/360/mapseen temple =_=_ Source:Ref/360/room discovered =_=_ Source:Ref/360/dooverview =_=_ Source:Ref/360/show overview =_=_ Source:Ref/360/traverse mapseenchn =_=_ Source:Ref/360/seen string =_=_ Source:Ref/360/br string2 =_=_ Source:Ref/360/endgamelevelname =_=_ Source:Ref/360/shop string =_=_ Source:Ref/360/tunesuffix =_=_ Source:Ref/360/print mapseen =_=_ Source:Ref/360/is edible =_=_ Source:Ref/360/init uhunger =_=_ Source:Ref/360/eatmupdate =_=_ Source:Ref/360/food xname =_=_ Source:Ref/360/choke =_=_ Source:Ref/360/recalc wt =_=_ Source:Ref/360/reset eat =_=_ Source:Ref/360/touchfood =_=_ Source:Ref/360/food disappears =_=_ Source:Ref/360/food substitution =_=_ Source:Ref/360/do reset eat =_=_ Source:Ref/360/eatfood =_=_ Source:Ref/360/done eating =_=_ Source:Ref/360/eating conducts =_=_ Source:Ref/360/eat brains =_=_ Source:Ref/360/maybe cannibal =_=_ Source:Ref/360/cprefx =_=_ Source:Ref/360/fix petrification =_=_ Source:Ref/360/intrinsic possible =_=_ Source:Ref/360/givit =_=_ Source:Ref/360/cpostfx =_=_ Source:Ref/360/violated vegetarian =_=_ Source:Ref/360/costly tin =_=_ Source:Ref/360/tin variety txt =_=_ Source:Ref/360/tin details =_=_ Source:Ref/360/set tin variety =_=_ Source:Ref/360/tin variety =_=_ Source:Ref/360/consume tin =_=_ Source:Ref/360/opentin =_=_ Source:Ref/360/start tin =_=_ Source:Ref/360/Hear again =_=_ Source:Ref/360/rottenfood =_=_ Source:Ref/360/eatcorpse =_=_ Source:Ref/360/start eating =_=_ Source:Ref/360/fprefx =_=_ Source:Ref/360/bounded increase =_=_ Source:Ref/360/accessory has effect =_=_ Source:Ref/360/eataccessory =_=_ Source:Ref/360/eatspecial =_=_ Source:Ref/360/foodword =_=_ Source:Ref/360/fpostfx =_=_ Source:Ref/360/leather cover =_=_ Source:Ref/360/edibility prompts =_=_ Source:Ref/360/doeat =_=_ Source:Ref/360/bite =_=_ Source:Ref/360/gethungry =_=_ Source:Ref/360/morehungry =_=_ Source:Ref/360/lesshungry =_=_ Source:Ref/360/unfaint =_=_ Source:Ref/360/is fainted =_=_ Source:Ref/360/reset faint =_=_ Source:Ref/360/newuhs =_=_ Source:Ref/360/floorfood =_=_ Source:Ref/360/vomit =_=_ Source:Ref/360/eaten stat =_=_ Source:Ref/360/consume oeaten =_=_ Source:Ref/360/maybe finished meal =_=_ Source:Ref/360/Popeye =_=_ Source:Ref/360/panictrace handler =_=_ Source:Ref/360/panictrace setsignals =_=_ Source:Ref/360/NH abort =_=_ Source:Ref/360/NH panictrace libc =_=_ Source:Ref/360/NH panictrace gdb =_=_ Source:Ref/360/done1 =_=_ Source:Ref/360/done2 =_=_ Source:Ref/360/done intr =_=_ Source:Ref/360/done hangup =_=_ Source:Ref/360/done in by =_=_ Source:Ref/360/panic =_=_ Source:Ref/360/should query diclose option =_=_ Source:Ref/360/diclose =_=_ Source:Ref/360/savelife =_=_ Source:Ref/360/get valuables =_=_ Source:Ref/360/sort valuables =_=_ Source:Ref/360/odds and ends =_=_ Source:Ref/360/artifact score =_=_ Source:Ref/360/done =_=_ Source:Ref/360/really done =_=_ Source:Ref/360/container contents =_=_ Source:Ref/360/terminate =_=_ Source:Ref/360/dovanquished =_=_ Source:Ref/360/list vanquished =_=_ Source:Ref/360/num genocides =_=_ Source:Ref/360/num extinct =_=_ Source:Ref/360/list genocided =_=_ Source:Ref/360/delayed killer =_=_ Source:Ref/360/find delayed killer =_=_ Source:Ref/360/dealloc killer =_=_ Source:Ref/360/save killers =_=_ Source:Ref/360/restore killers =_=_ Source:Ref/360/wordcount =_=_ Source:Ref/360/bel copy1 =_=_ Source:Ref/360/build english list =_=_ Source:Ref/360/random engraving =_=_ Source:Ref/360/wipeout text =_=_ Source:Ref/360/can reach floor =_=_ Source:Ref/360/cant reach floor =_=_ Source:Ref/360/surface =_=_ Source:Ref/360/ceiling =_=_ Source:Ref/360/engr at =_=_ Source:Ref/360/sengr at =_=_ Source:Ref/360/u wipe engr =_=_ Source:Ref/360/wipe engr at =_=_ Source:Ref/360/read engr at =_=_ Source:Ref/360/make engr at =_=_ Source:Ref/360/del engr at =_=_ Source:Ref/360/freehand =_=_ Source:Ref/360/doengrave =_=_ Source:Ref/360/sanitize engravings =_=_ Source:Ref/360/save engravings =_=_ Source:Ref/360/rest engravings =_=_ Source:Ref/360/del engr =_=_ Source:Ref/360/rloc engr =_=_ Source:Ref/360/make grave =_=_ Source:Ref/360/newuexp =_=_ Source:Ref/360/enermod =_=_ Source:Ref/360/newpw =_=_ Source:Ref/360/experience =_=_ Source:Ref/360/more experienced =_=_ Source:Ref/360/losexp =_=_ Source:Ref/360/newexplevel =_=_ Source:Ref/360/pluslvl =_=_ Source:Ref/360/rndexp =_=_ Source:Ref/360/explode =_=_ Source:Ref/360/scatter =_=_ Source:Ref/360/splatter burning oil =_=_ Source:Ref/360/explode oil =_=_ Source:Ref/360/roguejoin =_=_ Source:Ref/360/roguecorr =_=_ Source:Ref/360/miniwalk =_=_ Source:Ref/360/makeroguerooms =_=_ Source:Ref/360/corr =_=_ Source:Ref/360/makerogueghost =_=_ Source:Ref/360/fname encode =_=_ Source:Ref/360/fname decode =_=_ Source:Ref/360/fqname =_=_ Source:Ref/360/validate prefix locations =_=_ Source:Ref/360/fopen datafile =_=_ Source:Ref/360/set lock and bones =_=_ Source:Ref/360/set levelfile name =_=_ Source:Ref/360/create levelfile =_=_ Source:Ref/360/open levelfile =_=_ Source:Ref/360/delete levelfile =_=_ Source:Ref/360/clearlocks =_=_ Source:Ref/360/strcmp wrap =_=_ Source:Ref/360/open levelfile exclusively =_=_ Source:Ref/360/really close =_=_ Source:Ref/360/nhclose =_=_ Source:Ref/360/set bonesfile name =_=_ Source:Ref/360/set bonestemp name =_=_ Source:Ref/360/create bonesfile =_=_ Source:Ref/360/cancel bonesfile =_=_ Source:Ref/360/commit bonesfile =_=_ Source:Ref/360/open bonesfile =_=_ Source:Ref/360/delete bonesfile =_=_ Source:Ref/360/compress bonesfile =_=_ Source:Ref/360/set savefile name =_=_ Source:Ref/360/save savefile name =_=_ Source:Ref/360/set error savefile =_=_ Source:Ref/360/create savefile =_=_ Source:Ref/360/open savefile =_=_ Source:Ref/360/delete savefile =_=_ Source:Ref/360/restore saved game =_=_ Source:Ref/360/plname from file =_=_ Source:Ref/360/get saved games =_=_ Source:Ref/360/free saved games =_=_ Source:Ref/360/redirect =_=_ Source:Ref/360/docompress file =_=_ Source:Ref/360/nh compress =_=_ Source:Ref/360/nh uncompress =_=_ Source:Ref/360/make compressed name =_=_ Source:Ref/360/make lockname =_=_ Source:Ref/360/lock file =_=_ Source:Ref/360/unlock file =_=_ Source:Ref/360/fopen config file =_=_ Source:Ref/360/get uchars =_=_ Source:Ref/360/adjust prefix =_=_ Source:Ref/360/parse config line =_=_ Source:Ref/360/can read file =_=_ Source:Ref/360/read config file =_=_ Source:Ref/360/fopen wizkit file =_=_ Source:Ref/360/wizkit addinv =_=_ Source:Ref/360/read wizkit =_=_ Source:Ref/360/fopen sym file =_=_ Source:Ref/360/read sym file =_=_ Source:Ref/360/parse sym line =_=_ Source:Ref/360/set symhandling =_=_ Source:Ref/360/check recordfile =_=_ Source:Ref/360/paniclog =_=_ Source:Ref/360/recover savefile =_=_ Source:Ref/360/copy bytes =_=_ Source:Ref/360/assure syscf file =_=_ Source:Ref/360/debugcore =_=_ Source:Ref/360/choose passage =_=_ Source:Ref/360/read tribute =_=_ Source:Ref/360/Death quote =_=_ Source:Ref/360/floating above =_=_ Source:Ref/360/dowatersnakes =_=_ Source:Ref/360/dowaterdemon =_=_ Source:Ref/360/dowaternymph =_=_ Source:Ref/360/dogushforth =_=_ Source:Ref/360/gush =_=_ Source:Ref/360/dofindgem =_=_ Source:Ref/360/dryup =_=_ Source:Ref/360/drinkfountain =_=_ Source:Ref/360/dipfountain =_=_ Source:Ref/360/breaksink =_=_ Source:Ref/360/drinksink =_=_ Source:Ref/360/uint to any =_=_ Source:Ref/360/long to any =_=_ Source:Ref/360/monst to any =_=_ Source:Ref/360/obj to any =_=_ Source:Ref/360/revive nasty =_=_ Source:Ref/360/moverock =_=_ Source:Ref/360/still chewing =_=_ Source:Ref/360/moveobj =_=_ Source:Ref/360/dosinkfall =_=_ Source:Ref/360/may dig =_=_ Source:Ref/360/may passwall =_=_ Source:Ref/360/bad rock =_=_ Source:Ref/360/cantsqueezethru =_=_ Source:Ref/360/invocation pos =_=_ Source:Ref/360/test move =_=_ Source:Ref/360/wiz debug cmd traveldisplay =_=_ Source:Ref/360/findtravelpath =_=_ Source:Ref/360/trapremove =_=_ Source:Ref/360/u rooted =_=_ Source:Ref/360/domove =_=_ Source:Ref/360/overexertion =_=_ Source:Ref/360/invocation message =_=_ Source:Ref/360/switch terrain =_=_ Source:Ref/360/pooleffects =_=_ Source:Ref/360/spoteffects =_=_ Source:Ref/360/monstinroom =_=_ Source:Ref/360/in rooms =_=_ Source:Ref/360/in town =_=_ Source:Ref/360/move update =_=_ Source:Ref/360/check special room =_=_ Source:Ref/360/dopickup =_=_ Source:Ref/360/lookaround =_=_ Source:Ref/360/doorless door =_=_ Source:Ref/360/crawl destination =_=_ Source:Ref/360/monster nearby =_=_ Source:Ref/360/nomul =_=_ Source:Ref/360/unmul =_=_ Source:Ref/360/maybe wail =_=_ Source:Ref/360/losehp =_=_ Source:Ref/360/weight cap =_=_ Source:Ref/360/inv weight =_=_ Source:Ref/360/calc capacity =_=_ Source:Ref/360/near capacity =_=_ Source:Ref/360/max capacity =_=_ Source:Ref/360/check capacity =_=_ Source:Ref/360/inv cnt =_=_ Source:Ref/360/money cnt =_=_ Source:Ref/360/digit =_=_ Source:Ref/360/letter =_=_ Source:Ref/360/highc =_=_ Source:Ref/360/lowc =_=_ Source:Ref/360/lcase =_=_ Source:Ref/360/ucase =_=_ Source:Ref/360/upstart =_=_ Source:Ref/360/mungspaces =_=_ Source:Ref/360/eos =_=_ Source:Ref/360/str end is =_=_ Source:Ref/360/strkitten =_=_ Source:Ref/360/copynchars =_=_ Source:Ref/360/chrcasecpy =_=_ Source:Ref/360/strcasecpy =_=_ Source:Ref/360/s suffix =_=_ Source:Ref/360/ing suffix =_=_ Source:Ref/360/xcrypt =_=_ Source:Ref/360/onlyspace =_=_ Source:Ref/360/tabexpand =_=_ Source:Ref/360/visctrl =_=_ Source:Ref/360/strsubst =_=_ Source:Ref/360/ordin =_=_ Source:Ref/360/sitoa =_=_ Source:Ref/360/sgn =_=_ Source:Ref/360/rounddiv =_=_ Source:Ref/360/distmin =_=_ Source:Ref/360/dist2 =_=_ Source:Ref/360/isqrt =_=_ Source:Ref/360/online2 =_=_ Source:Ref/360/pmatch internal =_=_ Source:Ref/360/pmatch =_=_ Source:Ref/360/pmatchi =_=_ Source:Ref/360/pmatchz =_=_ Source:Ref/360/strncmpi =_=_ Source:Ref/360/strstri =_=_ Source:Ref/360/fuzzymatch =_=_ Source:Ref/360/setrandom =_=_ Source:Ref/360/getnow =_=_ Source:Ref/360/getlt =_=_ Source:Ref/360/getyear =_=_ Source:Ref/360/yymmdd =_=_ Source:Ref/360/yyyymmdd =_=_ Source:Ref/360/hhmmss =_=_ Source:Ref/360/yyyymmddhhmmss =_=_ Source:Ref/360/time from yyyymmddhhmmss =_=_ Source:Ref/360/phase of the moon =_=_ Source:Ref/360/friday 13th =_=_ Source:Ref/360/night =_=_ Source:Ref/360/midnight =_=_ Source:Ref/360/sortloot cmp =_=_ Source:Ref/360/objarr init =_=_ Source:Ref/360/objarr set =_=_ Source:Ref/360/assigninvlet =_=_ Source:Ref/360/reorder invent =_=_ Source:Ref/360/merge choice =_=_ Source:Ref/360/merged =_=_ Source:Ref/360/addinv core1 =_=_ Source:Ref/360/addinv core2 =_=_ Source:Ref/360/addinv =_=_ Source:Ref/360/carry obj effects =_=_ Source:Ref/360/hold another object =_=_ Source:Ref/360/useupall =_=_ Source:Ref/360/useup =_=_ Source:Ref/360/consume obj charge =_=_ Source:Ref/360/freeinv core =_=_ Source:Ref/360/freeinv =_=_ Source:Ref/360/delallobj =_=_ Source:Ref/360/delobj =_=_ Source:Ref/360/sobj at =_=_ Source:Ref/360/nxtobj =_=_ Source:Ref/360/carrying =_=_ Source:Ref/360/currency =_=_ Source:Ref/360/have lizard =_=_ Source:Ref/360/u have novel =_=_ Source:Ref/360/o on =_=_ Source:Ref/360/obj here =_=_ Source:Ref/360/g at =_=_ Source:Ref/360/compactify =_=_ Source:Ref/360/splittable =_=_ Source:Ref/360/taking off =_=_ Source:Ref/360/putting on =_=_ Source:Ref/360/getobj =_=_ Source:Ref/360/silly thing =_=_ Source:Ref/360/ckvalidcat =_=_ Source:Ref/360/ckunpaid =_=_ Source:Ref/360/wearing armor =_=_ Source:Ref/360/is worn =_=_ Source:Ref/360/safeq xprname =_=_ Source:Ref/360/safeq shortxprname =_=_ Source:Ref/360/ggetobj =_=_ Source:Ref/360/askchain =_=_ Source:Ref/360/fully identify obj =_=_ Source:Ref/360/identify =_=_ Source:Ref/360/menu identify =_=_ Source:Ref/360/identify pack =_=_ Source:Ref/360/learn unseen invent =_=_ Source:Ref/360/obj to let =_=_ Source:Ref/360/prinv =_=_ Source:Ref/360/xprname =_=_ Source:Ref/360/ddoinv =_=_ Source:Ref/360/find unpaid =_=_ Source:Ref/360/free pickinv cache =_=_ Source:Ref/360/display pickinv =_=_ Source:Ref/360/display inventory =_=_ Source:Ref/360/display used invlets =_=_ Source:Ref/360/count unpaid =_=_ Source:Ref/360/count buc =_=_ Source:Ref/360/tally BUCX =_=_ Source:Ref/360/count contents =_=_ Source:Ref/360/dounpaid =_=_ Source:Ref/360/this type only =_=_ Source:Ref/360/dotypeinv =_=_ Source:Ref/360/dfeature at =_=_ Source:Ref/360/look here =_=_ Source:Ref/360/dolook =_=_ Source:Ref/360/will feel cockatrice =_=_ Source:Ref/360/feel cockatrice =_=_ Source:Ref/360/stackobj =_=_ Source:Ref/360/mergable =_=_ Source:Ref/360/doprgold =_=_ Source:Ref/360/doprwep =_=_ Source:Ref/360/noarmor =_=_ Source:Ref/360/doprarm =_=_ Source:Ref/360/doprring =_=_ Source:Ref/360/dopramulet =_=_ Source:Ref/360/tool in use =_=_ Source:Ref/360/doprtool =_=_ Source:Ref/360/doprinuse =_=_ Source:Ref/360/useupf =_=_ Source:Ref/360/let to name =_=_ Source:Ref/360/free invbuf =_=_ Source:Ref/360/reassign =_=_ Source:Ref/360/doorganize =_=_ Source:Ref/360/invdisp nothing =_=_ Source:Ref/360/worn wield only =_=_ Source:Ref/360/display minventory =_=_ Source:Ref/360/display cinventory =_=_ Source:Ref/360/only here =_=_ Source:Ref/360/display binventory =_=_ Source:Ref/360/new light source =_=_ Source:Ref/360/del light source =_=_ Source:Ref/360/do light sources =_=_ Source:Ref/360/find mid =_=_ Source:Ref/360/save light sources =_=_ Source:Ref/360/restore light sources =_=_ Source:Ref/360/relink light sources =_=_ Source:Ref/360/maybe write ls =_=_ Source:Ref/360/light sources sanity check =_=_ Source:Ref/360/write ls =_=_ Source:Ref/360/obj move light source =_=_ Source:Ref/360/any light source =_=_ Source:Ref/360/snuff light source =_=_ Source:Ref/360/obj sheds light =_=_ Source:Ref/360/obj is burning =_=_ Source:Ref/360/obj split light source =_=_ Source:Ref/360/obj merge light sources =_=_ Source:Ref/360/obj adjust light radius =_=_ Source:Ref/360/candle light range =_=_ Source:Ref/360/arti light radius =_=_ Source:Ref/360/arti light description =_=_ Source:Ref/360/wiz light sources =_=_ Source:Ref/360/picking lock =_=_ Source:Ref/360/picking at =_=_ Source:Ref/360/lock action =_=_ Source:Ref/360/picklock =_=_ Source:Ref/360/breakchestlock =_=_ Source:Ref/360/forcelock =_=_ Source:Ref/360/reset pick =_=_ Source:Ref/360/pick lock =_=_ Source:Ref/360/doforce =_=_ Source:Ref/360/stumble on door mimic =_=_ Source:Ref/360/doopen =_=_ Source:Ref/360/doopen indir =_=_ Source:Ref/360/obstructed =_=_ Source:Ref/360/doclose =_=_ Source:Ref/360/boxlock =_=_ Source:Ref/360/doorlock =_=_ Source:Ref/360/chest shatter msg =_=_ Source:Ref/360/getmailstatus =_=_ Source:Ref/360/md start =_=_ Source:Ref/360/md stop =_=_ Source:Ref/360/md rush =_=_ Source:Ref/360/newmail =_=_ Source:Ref/360/ckmailstatus =_=_ Source:Ref/360/readmail =_=_ Source:Ref/360/is home elemental =_=_ Source:Ref/360/wrong elem type =_=_ Source:Ref/360/m initgrp =_=_ Source:Ref/360/m initthrow =_=_ Source:Ref/360/m initweap =_=_ Source:Ref/360/mkmonmoney =_=_ Source:Ref/360/m initinv =_=_ Source:Ref/360/clone mon =_=_ Source:Ref/360/propagate =_=_ Source:Ref/360/monhp per lvl =_=_ Source:Ref/360/newmonhp =_=_ Source:Ref/360/newmextra =_=_ Source:Ref/360/makemon rnd goodpos =_=_ Source:Ref/360/makemon =_=_ Source:Ref/360/mbirth limit =_=_ Source:Ref/360/create critters =_=_ Source:Ref/360/uncommon =_=_ Source:Ref/360/align shift =_=_ Source:Ref/360/rndmonst =_=_ Source:Ref/360/reset rndmonst =_=_ Source:Ref/360/mk gen ok =_=_ Source:Ref/360/mkclass =_=_ Source:Ref/360/mkclass poly =_=_ Source:Ref/360/adj lev =_=_ Source:Ref/360/grow up =_=_ Source:Ref/360/mongets =_=_ Source:Ref/360/golemhp =_=_ Source:Ref/360/peace minded =_=_ Source:Ref/360/set malign =_=_ Source:Ref/360/newmcorpsenm =_=_ Source:Ref/360/freemcorpsenm =_=_ Source:Ref/360/set mimic sym =_=_ Source:Ref/360/bagotricks =_=_ Source:Ref/360/mapglyph =_=_ Source:Ref/360/encglyph =_=_ Source:Ref/360/genl putmixed =_=_ Source:Ref/360/cursetxt =_=_ Source:Ref/360/choose magic spell =_=_ Source:Ref/360/choose clerical spell =_=_ Source:Ref/360/castmu =_=_ Source:Ref/360/cast wizard spell =_=_ Source:Ref/360/cast cleric spell =_=_ Source:Ref/360/is undirected spell =_=_ Source:Ref/360/spell would be useless =_=_ Source:Ref/360/buzzmu =_=_ Source:Ref/360/mon nam too =_=_ Source:Ref/360/noises =_=_ Source:Ref/360/missmm =_=_ Source:Ref/360/fightm =_=_ Source:Ref/360/mdisplacem =_=_ Source:Ref/360/mattackm =_=_ Source:Ref/360/hitmm =_=_ Source:Ref/360/gazemm =_=_ Source:Ref/360/engulf target =_=_ Source:Ref/360/gulpmm =_=_ Source:Ref/360/explmm =_=_ Source:Ref/360/mdamagem =_=_ Source:Ref/360/paralyze monst =_=_ Source:Ref/360/sleep monst =_=_ Source:Ref/360/slept monst =_=_ Source:Ref/360/rustm =_=_ Source:Ref/360/mswingsm =_=_ Source:Ref/360/passivemm =_=_ Source:Ref/360/xdrainenergym =_=_ Source:Ref/360/attk protection =_=_ Source:Ref/360/hitmsg =_=_ Source:Ref/360/missmu =_=_ Source:Ref/360/mswings =_=_ Source:Ref/360/mpoisons subj =_=_ Source:Ref/360/u slow down =_=_ Source:Ref/360/wildmiss =_=_ Source:Ref/360/expels =_=_ Source:Ref/360/getmattk =_=_ Source:Ref/360/mattacku =_=_ Source:Ref/360/diseasemu =_=_ Source:Ref/360/u slip free =_=_ Source:Ref/360/magic negation =_=_ Source:Ref/360/hitmu =_=_ Source:Ref/360/gulp blnd check =_=_ Source:Ref/360/gulpmu =_=_ Source:Ref/360/explmu =_=_ Source:Ref/360/gazemu =_=_ Source:Ref/360/mdamageu =_=_ Source:Ref/360/could seduce =_=_ Source:Ref/360/doseduce =_=_ Source:Ref/360/mayberem =_=_ Source:Ref/360/passiveum =_=_ Source:Ref/360/cloneu =_=_ Source:Ref/360/newemin =_=_ Source:Ref/360/free emin =_=_ Source:Ref/360/monster census =_=_ Source:Ref/360/msummon =_=_ Source:Ref/360/summon minion =_=_ Source:Ref/360/demon talk =_=_ Source:Ref/360/bribe =_=_ Source:Ref/360/dprince =_=_ Source:Ref/360/dlord =_=_ Source:Ref/360/llord =_=_ Source:Ref/360/lminion =_=_ Source:Ref/360/ndemon =_=_ Source:Ref/360/lose guardian angel =_=_ Source:Ref/360/gain guardian angel =_=_ Source:Ref/360/do comp =_=_ Source:Ref/360/finddpos =_=_ Source:Ref/360/sort rooms =_=_ Source:Ref/360/do room or subroom =_=_ Source:Ref/360/add room =_=_ Source:Ref/360/add subroom =_=_ Source:Ref/360/makerooms =_=_ Source:Ref/360/join =_=_ Source:Ref/360/makecorridors =_=_ Source:Ref/360/add door =_=_ Source:Ref/360/dosdoor =_=_ Source:Ref/360/place niche =_=_ Source:Ref/360/makeniche =_=_ Source:Ref/360/make niches =_=_ Source:Ref/360/makevtele =_=_ Source:Ref/360/clear level structures =_=_ Source:Ref/360/makelevel =_=_ Source:Ref/360/mineralize =_=_ Source:Ref/360/mklev =_=_ Source:Ref/360/topologize =_=_ Source:Ref/360/find branch room =_=_ Source:Ref/360/pos to room =_=_ Source:Ref/360/place branch =_=_ Source:Ref/360/bydoor =_=_ Source:Ref/360/okdoor =_=_ Source:Ref/360/dodoor =_=_ Source:Ref/360/occupied =_=_ Source:Ref/360/mktrap =_=_ Source:Ref/360/mkstairs =_=_ Source:Ref/360/mkfount =_=_ Source:Ref/360/mksink =_=_ Source:Ref/360/mkaltar =_=_ Source:Ref/360/mkgrave =_=_ Source:Ref/360/mkinvokearea =_=_ Source:Ref/360/mkinvpos =_=_ Source:Ref/360/mk knox portal =_=_ Source:Ref/360/init map =_=_ Source:Ref/360/init fill =_=_ Source:Ref/360/get map =_=_ Source:Ref/360/pass one =_=_ Source:Ref/360/pass two =_=_ Source:Ref/360/pass three =_=_ Source:Ref/360/flood fill rm =_=_ Source:Ref/360/wallify map =_=_ Source:Ref/360/join map =_=_ Source:Ref/360/finish map =_=_ Source:Ref/360/remove rooms =_=_ Source:Ref/360/remove room =_=_ Source:Ref/360/mkmap =_=_ Source:Ref/360/iswall =_=_ Source:Ref/360/iswall or stone =_=_ Source:Ref/360/is solid =_=_ Source:Ref/360/extend spine =_=_ Source:Ref/360/wallification =_=_ Source:Ref/360/okay =_=_ Source:Ref/360/maze0xy =_=_ Source:Ref/360/bad location =_=_ Source:Ref/360/place lregion =_=_ Source:Ref/360/put lregion here =_=_ Source:Ref/360/fixup special =_=_ Source:Ref/360/makemaz =_=_ Source:Ref/360/walkfrom =_=_ Source:Ref/360/mazexy =_=_ Source:Ref/360/bound digging =_=_ Source:Ref/360/mkportal =_=_ Source:Ref/360/fumaroles =_=_ Source:Ref/360/movebubbles =_=_ Source:Ref/360/water friction =_=_ Source:Ref/360/save waterlevel =_=_ Source:Ref/360/restore waterlevel =_=_ Source:Ref/360/waterbody name =_=_ Source:Ref/360/set wportal =_=_ Source:Ref/360/setup waterlevel =_=_ Source:Ref/360/unsetup waterlevel =_=_ Source:Ref/360/mk bubble =_=_ Source:Ref/360/mv bubble =_=_ Source:Ref/360/newoextra =_=_ Source:Ref/360/dealloc oextra =_=_ Source:Ref/360/newomonst =_=_ Source:Ref/360/free omonst =_=_ Source:Ref/360/newomid =_=_ Source:Ref/360/free omid =_=_ Source:Ref/360/newolong =_=_ Source:Ref/360/free olong =_=_ Source:Ref/360/new omailcmd =_=_ Source:Ref/360/free omailcmd =_=_ Source:Ref/360/mkobj at =_=_ Source:Ref/360/mksobj at =_=_ Source:Ref/360/mkobj =_=_ Source:Ref/360/mkbox cnts =_=_ Source:Ref/360/rndmonnum =_=_ Source:Ref/360/copy oextra =_=_ Source:Ref/360/splitobj =_=_ Source:Ref/360/unsplitobj =_=_ Source:Ref/360/clear splitobjs =_=_ Source:Ref/360/replace object =_=_ Source:Ref/360/bill dummy object =_=_ Source:Ref/360/costly alteration =_=_ Source:Ref/360/mksobj =_=_ Source:Ref/360/set corpsenm =_=_ Source:Ref/360/start corpse timeout =_=_ Source:Ref/360/maybe adjust light =_=_ Source:Ref/360/bless =_=_ Source:Ref/360/unbless =_=_ Source:Ref/360/curse =_=_ Source:Ref/360/uncurse =_=_ Source:Ref/360/blessorcurse =_=_ Source:Ref/360/bcsign =_=_ Source:Ref/360/rnd treefruit at =_=_ Source:Ref/360/mkgold =_=_ Source:Ref/360/mkcorpstat =_=_ Source:Ref/360/corpse revive type =_=_ Source:Ref/360/obj attach mid =_=_ Source:Ref/360/save mtraits =_=_ Source:Ref/360/get mtraits =_=_ Source:Ref/360/mk tt object =_=_ Source:Ref/360/mk named object =_=_ Source:Ref/360/is flammable =_=_ Source:Ref/360/is rottable =_=_ Source:Ref/360/place object =_=_ Source:Ref/360/obj ice effects =_=_ Source:Ref/360/peek at iced corpse age =_=_ Source:Ref/360/obj timer checks =_=_ Source:Ref/360/remove object =_=_ Source:Ref/360/discard minvent =_=_ Source:Ref/360/obj extract self =_=_ Source:Ref/360/extract nobj =_=_ Source:Ref/360/extract nexthere =_=_ Source:Ref/360/add to minv =_=_ Source:Ref/360/add to container =_=_ Source:Ref/360/add to migration =_=_ Source:Ref/360/add to buried =_=_ Source:Ref/360/container weight =_=_ Source:Ref/360/dealloc obj =_=_ Source:Ref/360/hornoplenty =_=_ Source:Ref/360/obj sanity check =_=_ Source:Ref/360/objlist sanity =_=_ Source:Ref/360/mon obj sanity =_=_ Source:Ref/360/where name =_=_ Source:Ref/360/insane object =_=_ Source:Ref/360/check contained =_=_ Source:Ref/360/sanity check worn =_=_ Source:Ref/360/obj nexto =_=_ Source:Ref/360/obj nexto xy =_=_ Source:Ref/360/obj absorb =_=_ Source:Ref/360/obj meld =_=_ Source:Ref/360/isbig =_=_ Source:Ref/360/mkroom =_=_ Source:Ref/360/mkshop =_=_ Source:Ref/360/pick room =_=_ Source:Ref/360/mkzoo =_=_ Source:Ref/360/fill zoo =_=_ Source:Ref/360/mkundead =_=_ Source:Ref/360/morguemon =_=_ Source:Ref/360/antholemon =_=_ Source:Ref/360/mkswamp =_=_ Source:Ref/360/shrine pos =_=_ Source:Ref/360/mktemple =_=_ Source:Ref/360/nexttodoor =_=_ Source:Ref/360/has dnstairs =_=_ Source:Ref/360/has upstairs =_=_ Source:Ref/360/somex =_=_ Source:Ref/360/somey =_=_ Source:Ref/360/inside room =_=_ Source:Ref/360/somexy =_=_ Source:Ref/360/search special =_=_ Source:Ref/360/courmon =_=_ Source:Ref/360/squadmon =_=_ Source:Ref/360/save room =_=_ Source:Ref/360/save rooms =_=_ Source:Ref/360/rest room =_=_ Source:Ref/360/rest rooms =_=_ Source:Ref/360/cmap to type =_=_ Source:Ref/360/sanity check single mon =_=_ Source:Ref/360/mon sanity check =_=_ Source:Ref/360/undead to corpse =_=_ Source:Ref/360/genus =_=_ Source:Ref/360/pm to cham =_=_ Source:Ref/360/make corpse =_=_ Source:Ref/360/minliquid =_=_ Source:Ref/360/mcalcmove =_=_ Source:Ref/360/mcalcdistress =_=_ Source:Ref/360/movemon =_=_ Source:Ref/360/meatmetal =_=_ Source:Ref/360/meatobj =_=_ Source:Ref/360/mpickgold =_=_ Source:Ref/360/mpickstuff =_=_ Source:Ref/360/curr mon load =_=_ Source:Ref/360/max mon load =_=_ Source:Ref/360/can carry =_=_ Source:Ref/360/mfndpos =_=_ Source:Ref/360/mm aggression =_=_ Source:Ref/360/mm displacement =_=_ Source:Ref/360/monnear =_=_ Source:Ref/360/dmonsfree =_=_ Source:Ref/360/replmon =_=_ Source:Ref/360/relmon =_=_ Source:Ref/360/copy mextra =_=_ Source:Ref/360/dealloc mextra =_=_ Source:Ref/360/dealloc monst =_=_ Source:Ref/360/m detach =_=_ Source:Ref/360/mlifesaver =_=_ Source:Ref/360/lifesaved monster =_=_ Source:Ref/360/mondead =_=_ Source:Ref/360/corpse chance =_=_ Source:Ref/360/mondied =_=_ Source:Ref/360/mongone =_=_ Source:Ref/360/monstone =_=_ Source:Ref/360/monkilled =_=_ Source:Ref/360/unstuck =_=_ Source:Ref/360/killed =_=_ Source:Ref/360/xkilled =_=_ Source:Ref/360/mon to stone =_=_ Source:Ref/360/mnexto =_=_ Source:Ref/360/maybe mnexto =_=_ Source:Ref/360/mnearto =_=_ Source:Ref/360/m respond =_=_ Source:Ref/360/setmangry =_=_ Source:Ref/360/wakeup =_=_ Source:Ref/360/wake nearby =_=_ Source:Ref/360/wake nearto =_=_ Source:Ref/360/seemimic =_=_ Source:Ref/360/rescham =_=_ Source:Ref/360/restartcham =_=_ Source:Ref/360/restore cham =_=_ Source:Ref/360/restrap =_=_ Source:Ref/360/hideunder =_=_ Source:Ref/360/hide monst =_=_ Source:Ref/360/mon animal list =_=_ Source:Ref/360/pick animal =_=_ Source:Ref/360/decide to shapeshift =_=_ Source:Ref/360/pickvampshape =_=_ Source:Ref/360/isspecmon =_=_ Source:Ref/360/validspecmon =_=_ Source:Ref/360/validvamp =_=_ Source:Ref/360/select newcham form =_=_ Source:Ref/360/accept newcham form =_=_ Source:Ref/360/mgender from permonst =_=_ Source:Ref/360/newcham =_=_ Source:Ref/360/can be hatched =_=_ Source:Ref/360/egg type from parent =_=_ Source:Ref/360/dead species =_=_ Source:Ref/360/kill eggs =_=_ Source:Ref/360/kill genocided monsters =_=_ Source:Ref/360/golemeffects =_=_ Source:Ref/360/angry guards =_=_ Source:Ref/360/pacify guards =_=_ Source:Ref/360/mimic hit msg =_=_ Source:Ref/360/usmellmon =_=_ Source:Ref/360/set mon data =_=_ Source:Ref/360/attacktype fordmg =_=_ Source:Ref/360/attacktype =_=_ Source:Ref/360/noattacks =_=_ Source:Ref/360/poly when stoned =_=_ Source:Ref/360/resists drli =_=_ Source:Ref/360/resists magm =_=_ Source:Ref/360/resists blnd =_=_ Source:Ref/360/can blnd =_=_ Source:Ref/360/ranged attk =_=_ Source:Ref/360/mon hates silver =_=_ Source:Ref/360/hates silver =_=_ Source:Ref/360/passes bars =_=_ Source:Ref/360/can blow =_=_ Source:Ref/360/can be strangled =_=_ Source:Ref/360/can track =_=_ Source:Ref/360/sliparm =_=_ Source:Ref/360/breakarm =_=_ Source:Ref/360/sticks =_=_ Source:Ref/360/cantvomit =_=_ Source:Ref/360/num horns =_=_ Source:Ref/360/dmgtype fromattack =_=_ Source:Ref/360/dmgtype =_=_ Source:Ref/360/max passive dmg =_=_ Source:Ref/360/same race =_=_ Source:Ref/360/monsndx =_=_ Source:Ref/360/name to mon =_=_ Source:Ref/360/name to monclass =_=_ Source:Ref/360/gender =_=_ Source:Ref/360/pronoun gender =_=_ Source:Ref/360/levl follower =_=_ Source:Ref/360/little to big =_=_ Source:Ref/360/big to little =_=_ Source:Ref/360/raceptr =_=_ Source:Ref/360/locomotion =_=_ Source:Ref/360/stagger =_=_ Source:Ref/360/on fire =_=_ Source:Ref/360/olfaction =_=_ Source:Ref/360/mb trapped =_=_ Source:Ref/360/monhaskey =_=_ Source:Ref/360/mon yells =_=_ Source:Ref/360/watch on duty =_=_ Source:Ref/360/dochugw =_=_ Source:Ref/360/onscary =_=_ Source:Ref/360/mon regen =_=_ Source:Ref/360/disturb =_=_ Source:Ref/360/release hero =_=_ Source:Ref/360/monflee =_=_ Source:Ref/360/distfleeck =_=_ Source:Ref/360/m arrival =_=_ Source:Ref/360/dochug =_=_ Source:Ref/360/itsstuck =_=_ Source:Ref/360/should displace =_=_ Source:Ref/360/m move =_=_ Source:Ref/360/dissolve bars =_=_ Source:Ref/360/closed door =_=_ Source:Ref/360/accessible =_=_ Source:Ref/360/set apparxy =_=_ Source:Ref/360/undesirable disp =_=_ Source:Ref/360/stuff prevents passage =_=_ Source:Ref/360/can ooze =_=_ Source:Ref/360/can fog =_=_ Source:Ref/360/vamp shift =_=_ Source:Ref/360/most init =_=_ Source:Ref/360/dev name =_=_ Source:Ref/360/get mplname =_=_ Source:Ref/360/mk mplayer armor =_=_ Source:Ref/360/mk mplayer =_=_ Source:Ref/360/create mplayers =_=_ Source:Ref/360/mplayer talk =_=_ Source:Ref/360/thitu =_=_ Source:Ref/360/drop throw =_=_ Source:Ref/360/ohitmon =_=_ Source:Ref/360/m throw =_=_ Source:Ref/360/m useupall =_=_ Source:Ref/360/m useup =_=_ Source:Ref/360/thrwmu =_=_ Source:Ref/360/spitmu =_=_ Source:Ref/360/breamu =_=_ Source:Ref/360/linedup =_=_ Source:Ref/360/lined up =_=_ Source:Ref/360/m carrying =_=_ Source:Ref/360/hits bars =_=_ Source:Ref/360/precheck =_=_ Source:Ref/360/mzapmsg =_=_ Source:Ref/360/mreadmsg =_=_ Source:Ref/360/mquaffmsg =_=_ Source:Ref/360/find defensive =_=_ Source:Ref/360/use defensive =_=_ Source:Ref/360/rnd defensive item =_=_ Source:Ref/360/find offensive =_=_ Source:Ref/360/mbhitm =_=_ Source:Ref/360/mbhit =_=_ Source:Ref/360/use offensive =_=_ Source:Ref/360/rnd offensive item =_=_ Source:Ref/360/find misc =_=_ Source:Ref/360/muse newcham mon =_=_ Source:Ref/360/use misc =_=_ Source:Ref/360/you aggravate =_=_ Source:Ref/360/rnd misc item =_=_ Source:Ref/360/searches for item =_=_ Source:Ref/360/mon reflects =_=_ Source:Ref/360/ureflects =_=_ Source:Ref/360/munstone =_=_ Source:Ref/360/mon consume unstone =_=_ Source:Ref/360/cures stoning =_=_ Source:Ref/360/mcould eat tin =_=_ Source:Ref/360/munslime =_=_ Source:Ref/360/muse unslime =_=_ Source:Ref/360/cures sliming =_=_ Source:Ref/360/green mon =_=_ Source:Ref/360/awaken monsters =_=_ Source:Ref/360/put monsters to sleep =_=_ Source:Ref/360/charm snakes =_=_ Source:Ref/360/calm nymphs =_=_ Source:Ref/360/awaken soldiers =_=_ Source:Ref/360/charm monsters =_=_ Source:Ref/360/do earthquake =_=_ Source:Ref/360/do improvisation =_=_ Source:Ref/360/do play instrument =_=_ Source:Ref/360/atconsole =_=_ Source:Ref/360/speaker =_=_ Source:Ref/360/objects init =_=_ Source:Ref/360/strprepend =_=_ Source:Ref/360/nextobuf =_=_ Source:Ref/360/releaseobuf =_=_ Source:Ref/360/obj typename =_=_ Source:Ref/360/simple typename =_=_ Source:Ref/360/obj is pname =_=_ Source:Ref/360/distant name =_=_ Source:Ref/360/fruitname =_=_ Source:Ref/360/xname =_=_ Source:Ref/360/xname flags =_=_ Source:Ref/360/minimal xname =_=_ Source:Ref/360/mshot xname =_=_ Source:Ref/360/the unique obj =_=_ Source:Ref/360/the unique pm =_=_ Source:Ref/360/add erosion words =_=_ Source:Ref/360/doname base =_=_ Source:Ref/360/doname =_=_ Source:Ref/360/doname with price =_=_ Source:Ref/360/not fully identified =_=_ Source:Ref/360/corpse xname =_=_ Source:Ref/360/cxname =_=_ Source:Ref/360/cxname singular =_=_ Source:Ref/360/killer xname =_=_ Source:Ref/360/short oname =_=_ Source:Ref/360/singular =_=_ Source:Ref/360/an =_=_ Source:Ref/360/An =_=_ Source:Ref/360/the =_=_ Source:Ref/360/The =_=_ Source:Ref/360/aobjnam =_=_ Source:Ref/360/yobjnam =_=_ Source:Ref/360/Yobjnam2 =_=_ Source:Ref/360/Tobjnam =_=_ Source:Ref/360/Doname2 =_=_ Source:Ref/360/yname =_=_ Source:Ref/360/Yname2 =_=_ Source:Ref/360/ysimple name =_=_ Source:Ref/360/Ysimple name2 =_=_ Source:Ref/360/simpleonames =_=_ Source:Ref/360/ansimpleoname =_=_ Source:Ref/360/thesimpleoname =_=_ Source:Ref/360/bare artifactname =_=_ Source:Ref/360/otense =_=_ Source:Ref/360/vtense =_=_ Source:Ref/360/singplur lookup =_=_ Source:Ref/360/singplur compound =_=_ Source:Ref/360/makeplural =_=_ Source:Ref/360/makesingular =_=_ Source:Ref/360/wishymatch =_=_ Source:Ref/360/rnd otyp by wpnskill =_=_ Source:Ref/360/readobjnam =_=_ Source:Ref/360/rnd class =_=_ Source:Ref/360/Japanese item name =_=_ Source:Ref/360/suit simple name =_=_ Source:Ref/360/cloak simple name =_=_ Source:Ref/360/helm simple name =_=_ Source:Ref/360/mimic obj name =_=_ Source:Ref/360/safe qbuf =_=_ Source:Ref/360/shuffle tiles =_=_ Source:Ref/360/setgemprobs =_=_ Source:Ref/360/shuffle =_=_ Source:Ref/360/init objects =_=_ Source:Ref/360/obj shuffle range =_=_ Source:Ref/360/shuffle all =_=_ Source:Ref/360/find skates =_=_ Source:Ref/360/oinit =_=_ Source:Ref/360/savenames =_=_ Source:Ref/360/restnames =_=_ Source:Ref/360/discover object =_=_ Source:Ref/360/undiscover object =_=_ Source:Ref/360/interesting to discover =_=_ Source:Ref/360/dodiscovered =_=_ Source:Ref/360/oclass to name =_=_ Source:Ref/360/doclassdisco =_=_ Source:Ref/360/rename disco =_=_ Source:Ref/360/reglyph darkroom =_=_ Source:Ref/360/match optname =_=_ Source:Ref/360/nh getenv =_=_ Source:Ref/360/initoptions =_=_ Source:Ref/360/initoptions init =_=_ Source:Ref/360/initoptions finish =_=_ Source:Ref/360/nmcpy =_=_ Source:Ref/360/escapes =_=_ Source:Ref/360/rejectoption =_=_ Source:Ref/360/badoption =_=_ Source:Ref/360/string for opt =_=_ Source:Ref/360/string for env opt =_=_ Source:Ref/360/bad negation =_=_ Source:Ref/360/change inv order =_=_ Source:Ref/360/warning opts =_=_ Source:Ref/360/assign warnings =_=_ Source:Ref/360/feature alert opts =_=_ Source:Ref/360/set duplicate opt detection =_=_ Source:Ref/360/duplicate opt detection =_=_ Source:Ref/360/complain about duplicate =_=_ Source:Ref/360/clr2colorname =_=_ Source:Ref/360/attr2attrname =_=_ Source:Ref/360/query color =_=_ Source:Ref/360/query attr =_=_ Source:Ref/360/msgtype2name =_=_ Source:Ref/360/query msgtype =_=_ Source:Ref/360/msgtype add =_=_ Source:Ref/360/msgtype free =_=_ Source:Ref/360/free one msgtype =_=_ Source:Ref/360/msgtype type =_=_ Source:Ref/360/msgtype count =_=_ Source:Ref/360/msgtype parse add =_=_ Source:Ref/360/add menu coloring parsed =_=_ Source:Ref/360/add menu coloring =_=_ Source:Ref/360/get menu coloring =_=_ Source:Ref/360/free menu coloring =_=_ Source:Ref/360/free one menu coloringcount menucolors =_=_ Source:Ref/360/parseoptions =_=_ Source:Ref/360/oc to str =_=_ Source:Ref/360/add menu cmd alias =_=_ Source:Ref/360/map menu cmd =_=_ Source:Ref/360/doset add menu =_=_ Source:Ref/360/doset =_=_ Source:Ref/360/handle add list remove =_=_ Source:Ref/360/special handling =_=_ Source:Ref/360/get compopt value =_=_ Source:Ref/360/dotogglepickup =_=_ Source:Ref/360/add autopickup exception =_=_ Source:Ref/360/remove autopickup exception =_=_ Source:Ref/360/count ape maps =_=_ Source:Ref/360/free autopickup exceptions =_=_ Source:Ref/360/load symset =_=_ Source:Ref/360/free symsets =_=_ Source:Ref/360/parsesymbols =_=_ Source:Ref/360/match sym =_=_ Source:Ref/360/sym val =_=_ Source:Ref/360/option help =_=_ Source:Ref/360/next opt =_=_ Source:Ref/360/fruitadd =_=_ Source:Ref/360/choose classes menu =_=_ Source:Ref/360/set option mod status =_=_ Source:Ref/360/set wc option mod status =_=_ Source:Ref/360/is wc option =_=_ Source:Ref/360/wc supported =_=_ Source:Ref/360/set wc2 option mod status =_=_ Source:Ref/360/is wc2 option =_=_ Source:Ref/360/wc2 supported =_=_ Source:Ref/360/wc set font name =_=_ Source:Ref/360/wc set window colors =_=_ Source:Ref/360/set playmode =_=_ Source:Ref/360/is swallow sym =_=_ Source:Ref/360/append str =_=_ Source:Ref/360/self lookat =_=_ Source:Ref/360/object from map =_=_ Source:Ref/360/look at object =_=_ Source:Ref/360/look at monster =_=_ Source:Ref/360/lookat =_=_ Source:Ref/360/checkfile =_=_ Source:Ref/360/do screen description =_=_ Source:Ref/360/do look =_=_ Source:Ref/360/look all =_=_ Source:Ref/360/dowhatis =_=_ Source:Ref/360/doquickwhatis =_=_ Source:Ref/360/doidtrap =_=_ Source:Ref/360/dowhatdoes core =_=_ Source:Ref/360/dowhatdoes =_=_ Source:Ref/360/docontact =_=_ Source:Ref/360/help menu =_=_ Source:Ref/360/dohelp =_=_ Source:Ref/360/dohistory =_=_ Source:Ref/360/simple look =_=_ Source:Ref/360/collect obj classes =_=_ Source:Ref/360/query classes =_=_ Source:Ref/360/fatal corpse mistake =_=_ Source:Ref/360/rider corpse revival =_=_ Source:Ref/360/check here =_=_ Source:Ref/360/n or more =_=_ Source:Ref/360/add valid menu class =_=_ Source:Ref/360/all but uchain =_=_ Source:Ref/360/allow all =_=_ Source:Ref/360/allow category =_=_ Source:Ref/360/allow cat no uchain =_=_ Source:Ref/360/is worn by type =_=_ Source:Ref/360/pickup =_=_ Source:Ref/360/is autopickup exception =_=_ Source:Ref/360/autopick =_=_ Source:Ref/360/query objlist =_=_ Source:Ref/360/query category =_=_ Source:Ref/360/count categories =_=_ Source:Ref/360/carry count =_=_ Source:Ref/360/lift object =_=_ Source:Ref/360/pickup object =_=_ Source:Ref/360/pick obj =_=_ Source:Ref/360/encumber msg =_=_ Source:Ref/360/container at =_=_ Source:Ref/360/able to loot =_=_ Source:Ref/360/mon beside =_=_ Source:Ref/360/do loot cont =_=_ Source:Ref/360/doloot =_=_ Source:Ref/360/reverse loot =_=_ Source:Ref/360/loot mon =_=_ Source:Ref/360/mbag explodes =_=_ Source:Ref/360/in container =_=_ Source:Ref/360/ck bag =_=_ Source:Ref/360/out container =_=_ Source:Ref/360/mbag item gone =_=_ Source:Ref/360/observe quantum cat =_=_ Source:Ref/360/container gone =_=_ Source:Ref/360/explain container prompt =_=_ Source:Ref/360/u handsy =_=_ Source:Ref/360/use container =_=_ Source:Ref/360/traditional loot =_=_ Source:Ref/360/menu loot =_=_ Source:Ref/360/in or out menu =_=_ Source:Ref/360/dotip =_=_ Source:Ref/360/tipcontainer =_=_ Source:Ref/360/pline =_=_ Source:Ref/360/Norep =_=_ Source:Ref/360/You buf =_=_ Source:Ref/360/free youbuf =_=_ Source:Ref/360/You =_=_ Source:Ref/360/Your =_=_ Source:Ref/360/You feel =_=_ Source:Ref/360/You cant =_=_ Source:Ref/360/pline The =_=_ Source:Ref/360/There =_=_ Source:Ref/360/You hear =_=_ Source:Ref/360/You see =_=_ Source:Ref/360/verbalize =_=_ Source:Ref/360/raw printf =_=_ Source:Ref/360/impossible =_=_ Source:Ref/360/align str =_=_ Source:Ref/360/mstatusline =_=_ Source:Ref/360/ustatusline =_=_ Source:Ref/360/self invis message =_=_ Source:Ref/360/pudding merge message =_=_ Source:Ref/360/set uasmon =_=_ Source:Ref/360/float vs flight =_=_ Source:Ref/360/check strangling =_=_ Source:Ref/360/polyman =_=_ Source:Ref/360/change sex =_=_ Source:Ref/360/newman =_=_ Source:Ref/360/polyself =_=_ Source:Ref/360/polymon =_=_ Source:Ref/360/break armor =_=_ Source:Ref/360/drop weapon =_=_ Source:Ref/360/rehumanize =_=_ Source:Ref/360/dobreathe =_=_ Source:Ref/360/dospit =_=_ Source:Ref/360/doremove =_=_ Source:Ref/360/dospinweb =_=_ Source:Ref/360/dosummon =_=_ Source:Ref/360/dogaze =_=_ Source:Ref/360/dohide =_=_ Source:Ref/360/dopoly =_=_ Source:Ref/360/domindblast =_=_ Source:Ref/360/uunstick =_=_ Source:Ref/360/skinback =_=_ Source:Ref/360/mbodypart =_=_ Source:Ref/360/body part =_=_ Source:Ref/360/poly gender =_=_ Source:Ref/360/ugolemeffects =_=_ Source:Ref/360/armor to dragon =_=_ Source:Ref/360/polysense =_=_ Source:Ref/360/itimeout =_=_ Source:Ref/360/itimeout incr =_=_ Source:Ref/360/set itimeout =_=_ Source:Ref/360/incr itimeout =_=_ Source:Ref/360/make confused =_=_ Source:Ref/360/make stunned =_=_ Source:Ref/360/make sick =_=_ Source:Ref/360/make slimed =_=_ Source:Ref/360/make stoned =_=_ Source:Ref/360/make vomiting =_=_ Source:Ref/360/make blinded =_=_ Source:Ref/360/make hallucinated =_=_ Source:Ref/360/make deaf =_=_ Source:Ref/360/ghost from bottle =_=_ Source:Ref/360/dodrink =_=_ Source:Ref/360/dopotion =_=_ Source:Ref/360/peffects =_=_ Source:Ref/360/healup =_=_ Source:Ref/360/strange feeling =_=_ Source:Ref/360/bottlename =_=_ Source:Ref/360/H2Opotion dip =_=_ Source:Ref/360/potionhit =_=_ Source:Ref/360/potionbreathe =_=_ Source:Ref/360/mixtype =_=_ Source:Ref/360/dodip =_=_ Source:Ref/360/mongrantswish =_=_ Source:Ref/360/djinni from bottle =_=_ Source:Ref/360/split mon =_=_ Source:Ref/360/critically low hp =_=_ Source:Ref/360/in trouble =_=_ Source:Ref/360/worst cursed item =_=_ Source:Ref/360/fix worst trouble =_=_ Source:Ref/360/god zaps you =_=_ Source:Ref/360/fry by god =_=_ Source:Ref/360/angrygods =_=_ Source:Ref/360/at your feet =_=_ Source:Ref/360/gcrownu =_=_ Source:Ref/360/pleased =_=_ Source:Ref/360/water prayer =_=_ Source:Ref/360/godvoice =_=_ Source:Ref/360/gods angry =_=_ Source:Ref/360/gods upset =_=_ Source:Ref/360/consume offering =_=_ Source:Ref/360/dosacrifice =_=_ Source:Ref/360/can pray =_=_ Source:Ref/360/dopray =_=_ Source:Ref/360/prayer done =_=_ Source:Ref/360/doturn =_=_ Source:Ref/360/a gname =_=_ Source:Ref/360/a gname at =_=_ Source:Ref/360/u gname =_=_ Source:Ref/360/align gname =_=_ Source:Ref/360/halu gname =_=_ Source:Ref/360/align gtitle =_=_ Source:Ref/360/altar wrath =_=_ Source:Ref/360/blocked boulder =_=_ Source:Ref/360/newepri =_=_ Source:Ref/360/free epri =_=_ Source:Ref/360/move special =_=_ Source:Ref/360/temple occupied =_=_ Source:Ref/360/histemple at =_=_ Source:Ref/360/inhistemple =_=_ Source:Ref/360/pri move =_=_ Source:Ref/360/priestini =_=_ Source:Ref/360/mon aligntyp =_=_ Source:Ref/360/priestname =_=_ Source:Ref/360/p coaligned =_=_ Source:Ref/360/has shrine =_=_ Source:Ref/360/findpriest =_=_ Source:Ref/360/intemple =_=_ Source:Ref/360/forget temple entry =_=_ Source:Ref/360/priest talk =_=_ Source:Ref/360/mk roamer =_=_ Source:Ref/360/reset hostility =_=_ Source:Ref/360/in your sanctuary =_=_ Source:Ref/360/ghod hitsu =_=_ Source:Ref/360/angry priest =_=_ Source:Ref/360/clearpriests =_=_ Source:Ref/360/restpriest =_=_ Source:Ref/360/on start =_=_ Source:Ref/360/on locate =_=_ Source:Ref/360/on goal =_=_ Source:Ref/360/onquest =_=_ Source:Ref/360/nemdead =_=_ Source:Ref/360/artitouch =_=_ Source:Ref/360/ok to quest =_=_ Source:Ref/360/not capable =_=_ Source:Ref/360/is pure =_=_ Source:Ref/360/expulsion =_=_ Source:Ref/360/finish quest =_=_ Source:Ref/360/chat with leader =_=_ Source:Ref/360/leader speaks =_=_ Source:Ref/360/chat with nemesis =_=_ Source:Ref/360/nemesis speaks =_=_ Source:Ref/360/chat with guardian =_=_ Source:Ref/360/prisoner speaks =_=_ Source:Ref/360/quest chat =_=_ Source:Ref/360/quest talk =_=_ Source:Ref/360/quest stat check =_=_ Source:Ref/360/dump qtlist =_=_ Source:Ref/360/construct qtlist =_=_ Source:Ref/360/load qtlist =_=_ Source:Ref/360/unload qtlist =_=_ Source:Ref/360/quest info =_=_ Source:Ref/360/ldrname =_=_ Source:Ref/360/intermed =_=_ Source:Ref/360/is quest artifact =_=_ Source:Ref/360/neminame =_=_ Source:Ref/360/guardname =_=_ Source:Ref/360/homebase =_=_ Source:Ref/360/qtext pronoun =_=_ Source:Ref/360/msg in =_=_ Source:Ref/360/convert arg =_=_ Source:Ref/360/convert line =_=_ Source:Ref/360/deliver by pline =_=_ Source:Ref/360/deliver by window =_=_ Source:Ref/360/skip pager =_=_ Source:Ref/360/com pager =_=_ Source:Ref/360/qt pager =_=_ Source:Ref/360/qt montype =_=_ Source:Ref/360/deliver splev message =_=_ Source:Ref/360/learnscrolltyp =_=_ Source:Ref/360/learnscroll =_=_ Source:Ref/360/erode obj text =_=_ Source:Ref/360/tshirt text =_=_ Source:Ref/360/apron text =_=_ Source:Ref/360/doread =_=_ Source:Ref/360/stripspe =_=_ Source:Ref/360/p glow1 =_=_ Source:Ref/360/p glow2 =_=_ Source:Ref/360/is chargeable =_=_ Source:Ref/360/recharge =_=_ Source:Ref/360/forget single object =_=_ Source:Ref/360/forget objclass =_=_ Source:Ref/360/randomize =_=_ Source:Ref/360/forget objects =_=_ Source:Ref/360/forget map =_=_ Source:Ref/360/forget traps =_=_ Source:Ref/360/forget levels =_=_ Source:Ref/360/forget =_=_ Source:Ref/360/maybe tame =_=_ Source:Ref/360/is valid stinking cloud pos =_=_ Source:Ref/360/display stinking cloud positions =_=_ Source:Ref/360/seffects =_=_ Source:Ref/360/drop boulder on player =_=_ Source:Ref/360/drop boulder on monster =_=_ Source:Ref/360/wand explode =_=_ Source:Ref/360/set lit =_=_ Source:Ref/360/litroom =_=_ Source:Ref/360/do class genocide =_=_ Source:Ref/360/do genocide =_=_ Source:Ref/360/punish =_=_ Source:Ref/360/unpunish =_=_ Source:Ref/360/cant revive =_=_ Source:Ref/360/create particular =_=_ Source:Ref/360/init rect =_=_ Source:Ref/360/get rect ind =_=_ Source:Ref/360/get rect =_=_ Source:Ref/360/rnd rect =_=_ Source:Ref/360/intersect =_=_ Source:Ref/360/remove rect =_=_ Source:Ref/360/add rect =_=_ Source:Ref/360/split rects =_=_ Source:Ref/360/inside rect =_=_ Source:Ref/360/inside region =_=_ Source:Ref/360/create region =_=_ Source:Ref/360/add rect to reg =_=_ Source:Ref/360/add mon to reg =_=_ Source:Ref/360/remove mon from reg =_=_ Source:Ref/360/mon in region =_=_ Source:Ref/360/clone region =_=_ Source:Ref/360/free region =_=_ Source:Ref/360/add region =_=_ Source:Ref/360/remove region =_=_ Source:Ref/360/clear regions =_=_ Source:Ref/360/run regions =_=_ Source:Ref/360/in out region =_=_ Source:Ref/360/m in out region =_=_ Source:Ref/360/update player regions =_=_ Source:Ref/360/update monster region =_=_ Source:Ref/360/replace mon regions =_=_ Source:Ref/360/remove mon from regions =_=_ Source:Ref/360/visible region at =_=_ Source:Ref/360/show region =_=_ Source:Ref/360/save regions =_=_ Source:Ref/360/rest regions =_=_ Source:Ref/360/reset region mids =_=_ Source:Ref/360/create msg region =_=_ Source:Ref/360/enter force field =_=_ Source:Ref/360/create force field =_=_ Source:Ref/360/expire gas cloud =_=_ Source:Ref/360/inside gas cloud =_=_ Source:Ref/360/create gas cloud =_=_ Source:Ref/360/region danger =_=_ Source:Ref/360/region safety =_=_ Source:Ref/360/find level obj =_=_ Source:Ref/360/inven inuse =_=_ Source:Ref/360/restlevchn =_=_ Source:Ref/360/restdamage =_=_ Source:Ref/360/restobj =_=_ Source:Ref/360/restobjchn =_=_ Source:Ref/360/restmon =_=_ Source:Ref/360/restmonchn =_=_ Source:Ref/360/loadfruitchn =_=_ Source:Ref/360/freefruitchn =_=_ Source:Ref/360/ghostfruit =_=_ Source:Ref/360/restgamestate =_=_ Source:Ref/360/restlevelstate =_=_ Source:Ref/360/restlevelfile =_=_ Source:Ref/360/dorecover =_=_ Source:Ref/360/restcemetery =_=_ Source:Ref/360/rest levl =_=_ Source:Ref/360/trickery =_=_ Source:Ref/360/getlev =_=_ Source:Ref/360/get plname from file =_=_ Source:Ref/360/restore msghistory =_=_ Source:Ref/360/clear id mapping =_=_ Source:Ref/360/add id mapping =_=_ Source:Ref/360/lookup id mapping =_=_ Source:Ref/360/reset oattached mids =_=_ Source:Ref/360/restore menu =_=_ Source:Ref/360/minit =_=_ Source:Ref/360/mread =_=_ Source:Ref/360/validate =_=_ Source:Ref/360/reset restpref =_=_ Source:Ref/360/set restpref =_=_ Source:Ref/360/zerocomp mgetc =_=_ Source:Ref/360/zerocomp minit =_=_ Source:Ref/360/zerocomp mread =_=_ Source:Ref/360/def minit =_=_ Source:Ref/360/def mread =_=_ Source:Ref/360/center =_=_ Source:Ref/360/genl outrip =_=_ Source:Ref/360/rn2 =_=_ Source:Ref/360/rnl =_=_ Source:Ref/360/rnd =_=_ Source:Ref/360/d =_=_ Source:Ref/360/rne =_=_ Source:Ref/360/rnz =_=_ Source:Ref/360/validrole =_=_ Source:Ref/360/randrole =_=_ Source:Ref/360/randrole filtered =_=_ Source:Ref/360/str2role =_=_ Source:Ref/360/validrace =_=_ Source:Ref/360/randrace =_=_ Source:Ref/360/str2race =_=_ Source:Ref/360/validgend =_=_ Source:Ref/360/randgend =_=_ Source:Ref/360/str2gend =_=_ Source:Ref/360/validalign =_=_ Source:Ref/360/randalign =_=_ Source:Ref/360/str2align =_=_ Source:Ref/360/ok role =_=_ Source:Ref/360/pick role =_=_ Source:Ref/360/ok race =_=_ Source:Ref/360/pick race =_=_ Source:Ref/360/ok gend =_=_ Source:Ref/360/pick gend =_=_ Source:Ref/360/ok align =_=_ Source:Ref/360/pick align =_=_ Source:Ref/360/rigid role checks =_=_ Source:Ref/360/setrolefilter =_=_ Source:Ref/360/gotrolefilter =_=_ Source:Ref/360/clearrolefilter =_=_ Source:Ref/360/promptsep =_=_ Source:Ref/360/role gendercount =_=_ Source:Ref/360/race alignmentcount =_=_ Source:Ref/360/root plselection prompt =_=_ Source:Ref/360/build plselection prompt =_=_ Source:Ref/360/plnamesuffix =_=_ Source:Ref/360/role selection prolog =_=_ Source:Ref/360/role menu extra =_=_ Source:Ref/360/role init =_=_ Source:Ref/360/Hello =_=_ Source:Ref/360/Goodbye =_=_ Source:Ref/360/init rumors =_=_ Source:Ref/360/getrumor =_=_ Source:Ref/360/rumor check =_=_ Source:Ref/360/get rnd text =_=_ Source:Ref/360/outrumor =_=_ Source:Ref/360/init oracles =_=_ Source:Ref/360/save oracles =_=_ Source:Ref/360/restore oracles =_=_ Source:Ref/360/outoracle =_=_ Source:Ref/360/doconsult =_=_ Source:Ref/360/dosave =_=_ Source:Ref/360/dosave0 =_=_ Source:Ref/360/savegamestate =_=_ Source:Ref/360/tricked fileremoved =_=_ Source:Ref/360/savestateinlock =_=_ Source:Ref/360/savelevl =_=_ Source:Ref/360/bufon =_=_ Source:Ref/360/bufoff =_=_ Source:Ref/360/bflush =_=_ Source:Ref/360/bwrite =_=_ Source:Ref/360/bclose =_=_ Source:Ref/360/def bufon =_=_ Source:Ref/360/def bufoff =_=_ Source:Ref/360/def bflush =_=_ Source:Ref/360/def bwrite =_=_ Source:Ref/360/def bclose =_=_ Source:Ref/360/zerocomp bputc =_=_ Source:Ref/360/zerocomp bufon =_=_ Source:Ref/360/zerocomp bufoff =_=_ Source:Ref/360/zerocomp bflush =_=_ Source:Ref/360/zerocomp bwrite =_=_ Source:Ref/360/zerocomp bclose =_=_ Source:Ref/360/savelevchn =_=_ Source:Ref/360/savecemetery =_=_ Source:Ref/360/savedamage =_=_ Source:Ref/360/saveobj =_=_ Source:Ref/360/saveobjchn =_=_ Source:Ref/360/savemon =_=_ Source:Ref/360/savemonchn =_=_ Source:Ref/360/savetrapchn =_=_ Source:Ref/360/savefruitchn =_=_ Source:Ref/360/store plname in file =_=_ Source:Ref/360/save msghistory =_=_ Source:Ref/360/store savefileinfo =_=_ Source:Ref/360/set savepref =_=_ Source:Ref/360/free dungeons =_=_ Source:Ref/360/freedynamicdata =_=_ Source:Ref/360/swapin file =_=_ Source:Ref/360/swapout oldest =_=_ Source:Ref/360/copyfile =_=_ Source:Ref/360/co false =_=_ Source:Ref/360/money2mon =_=_ Source:Ref/360/money2u =_=_ Source:Ref/360/next shkp =_=_ Source:Ref/360/shkgone =_=_ Source:Ref/360/set residency =_=_ Source:Ref/360/replshk =_=_ Source:Ref/360/restshk =_=_ Source:Ref/360/clear unpaid =_=_ Source:Ref/360/setpaid =_=_ Source:Ref/360/addupbill =_=_ Source:Ref/360/call kops =_=_ Source:Ref/360/inside shop =_=_ Source:Ref/360/u left shop =_=_ Source:Ref/360/remote burglary =_=_ Source:Ref/360/rob shop =_=_ Source:Ref/360/deserted shop =_=_ Source:Ref/360/u entered shop =_=_ Source:Ref/360/pick pick =_=_ Source:Ref/360/same price =_=_ Source:Ref/360/shop debt =_=_ Source:Ref/360/shopper financial report =_=_ Source:Ref/360/inhishop =_=_ Source:Ref/360/shop keeper =_=_ Source:Ref/360/tended shop =_=_ Source:Ref/360/onbill =_=_ Source:Ref/360/is unpaid =_=_ Source:Ref/360/delete contents =_=_ Source:Ref/360/obfree =_=_ Source:Ref/360/check credit =_=_ Source:Ref/360/pay =_=_ Source:Ref/360/home shk =_=_ Source:Ref/360/angry shk exists =_=_ Source:Ref/360/pacify shk =_=_ Source:Ref/360/rile shk =_=_ Source:Ref/360/rouse shk =_=_ Source:Ref/360/make happy shk =_=_ Source:Ref/360/make happy shoppers =_=_ Source:Ref/360/hot pursuit =_=_ Source:Ref/360/make angry shk =_=_ Source:Ref/360/cheapest item =_=_ Source:Ref/360/dopay =_=_ Source:Ref/360/dopayobj =_=_ Source:Ref/360/paybill =_=_ Source:Ref/360/inherits =_=_ Source:Ref/360/set repo loc =_=_ Source:Ref/360/finish paybill =_=_ Source:Ref/360/bp to obj =_=_ Source:Ref/360/find oid =_=_ Source:Ref/360/get cost of shop item =_=_ Source:Ref/360/get cost =_=_ Source:Ref/360/contained cost =_=_ Source:Ref/360/contained gold =_=_ Source:Ref/360/dropped container =_=_ Source:Ref/360/picked container =_=_ Source:Ref/360/special stock =_=_ Source:Ref/360/set cost =_=_ Source:Ref/360/alter cost =_=_ Source:Ref/360/unpaid cost =_=_ Source:Ref/360/add one tobill =_=_ Source:Ref/360/add to billobjs =_=_ Source:Ref/360/bill box content =_=_ Source:Ref/360/shk names obj =_=_ Source:Ref/360/billable =_=_ Source:Ref/360/addtobill =_=_ Source:Ref/360/append honorific =_=_ Source:Ref/360/splitbill =_=_ Source:Ref/360/sub one frombill =_=_ Source:Ref/360/subfrombill =_=_ Source:Ref/360/stolen container =_=_ Source:Ref/360/stolen value =_=_ Source:Ref/360/sellobj state =_=_ Source:Ref/360/sellobj =_=_ Source:Ref/360/doinvbill =_=_ Source:Ref/360/getprice =_=_ Source:Ref/360/shkcatch =_=_ Source:Ref/360/add damage =_=_ Source:Ref/360/remove damage =_=_ Source:Ref/360/repair damage =_=_ Source:Ref/360/shk move =_=_ Source:Ref/360/after shk move =_=_ Source:Ref/360/is fshk =_=_ Source:Ref/360/shopdig =_=_ Source:Ref/360/makekops =_=_ Source:Ref/360/pay for damage =_=_ Source:Ref/360/costly spot =_=_ Source:Ref/360/shop object =_=_ Source:Ref/360/price quote =_=_ Source:Ref/360/shk embellish =_=_ Source:Ref/360/shk chat =_=_ Source:Ref/360/kops gone =_=_ Source:Ref/360/cost per charge =_=_ Source:Ref/360/check unpaid usage =_=_ Source:Ref/360/check unpaid =_=_ Source:Ref/360/costly gold =_=_ Source:Ref/360/block door =_=_ Source:Ref/360/block entry =_=_ Source:Ref/360/shk your =_=_ Source:Ref/360/Shk Your =_=_ Source:Ref/360/shk owns =_=_ Source:Ref/360/mon owns =_=_ Source:Ref/360/cad =_=_ Source:Ref/360/sasc bug =_=_ Source:Ref/360/init shop selection =_=_ Source:Ref/360/veggy item =_=_ Source:Ref/360/shkveg =_=_ Source:Ref/360/mkveggy at =_=_ Source:Ref/360/mkshobj at =_=_ Source:Ref/360/nameshk =_=_ Source:Ref/360/neweshk =_=_ Source:Ref/360/free eshk =_=_ Source:Ref/360/shkinit =_=_ Source:Ref/360/stock room =_=_ Source:Ref/360/saleable =_=_ Source:Ref/360/get shop item =_=_ Source:Ref/360/shkname =_=_ Source:Ref/360/shkname is pname =_=_ Source:Ref/360/is izchak =_=_ Source:Ref/360/take gold =_=_ Source:Ref/360/dosit =_=_ Source:Ref/360/rndcurse =_=_ Source:Ref/360/attrcurse =_=_ Source:Ref/360/mon in room =_=_ Source:Ref/360/dosounds =_=_ Source:Ref/360/growl sound =_=_ Source:Ref/360/growl =_=_ Source:Ref/360/yelp =_=_ Source:Ref/360/whimper =_=_ Source:Ref/360/beg =_=_ Source:Ref/360/mon is gecko =_=_ Source:Ref/360/domonnoise =_=_ Source:Ref/360/dotalk =_=_ Source:Ref/360/dochat =_=_ Source:Ref/360/add sound mapping =_=_ Source:Ref/360/play sound for message =_=_ Source:Ref/360/spell let to idx =_=_ Source:Ref/360/cursed book =_=_ Source:Ref/360/confused book =_=_ Source:Ref/360/deadbook =_=_ Source:Ref/360/learn =_=_ Source:Ref/360/study book =_=_ Source:Ref/360/book disappears =_=_ Source:Ref/360/book substitution =_=_ Source:Ref/360/age spells =_=_ Source:Ref/360/rejectcasting =_=_ Source:Ref/360/getspell =_=_ Source:Ref/360/docast =_=_ Source:Ref/360/spelltypemnemonic =_=_ Source:Ref/360/spell skilltype =_=_ Source:Ref/360/cast protection =_=_ Source:Ref/360/spell backfire =_=_ Source:Ref/360/spelleffects =_=_ Source:Ref/360/throwspell =_=_ Source:Ref/360/losespells =_=_ Source:Ref/360/spell cmp =_=_ Source:Ref/360/sortspells =_=_ Source:Ref/360/spellsortmenu =_=_ Source:Ref/360/dovspell =_=_ Source:Ref/360/dospellmenu =_=_ Source:Ref/360/percent success =_=_ Source:Ref/360/spellretention =_=_ Source:Ref/360/initialspell =_=_ Source:Ref/360/solidify map =_=_ Source:Ref/360/splev stack init =_=_ Source:Ref/360/splev stack done =_=_ Source:Ref/360/splev stack push =_=_ Source:Ref/360/splev stack pop =_=_ Source:Ref/360/splev stack reverse =_=_ Source:Ref/360/opvar new str =_=_ Source:Ref/360/opvar new int =_=_ Source:Ref/360/opvar new coord =_=_ Source:Ref/360/opvar new region =_=_ Source:Ref/360/opvar free x =_=_ Source:Ref/360/opvar clone =_=_ Source:Ref/360/opvar var conversion =_=_ Source:Ref/360/opvar var defined =_=_ Source:Ref/360/splev stack getdat =_=_ Source:Ref/360/splev stack getdat any =_=_ Source:Ref/360/variable list del =_=_ Source:Ref/360/lvlfill maze grid =_=_ Source:Ref/360/lvlfill solid =_=_ Source:Ref/360/set wall property =_=_ Source:Ref/360/shuffle alignments =_=_ Source:Ref/360/count features =_=_ Source:Ref/360/remove boundary syms =_=_ Source:Ref/360/maybe add door =_=_ Source:Ref/360/link doors rooms =_=_ Source:Ref/360/fill rooms =_=_ Source:Ref/360/rnddoor =_=_ Source:Ref/360/rndtrap =_=_ Source:Ref/360/get location =_=_ Source:Ref/360/is ok location =_=_ Source:Ref/360/get unpacked coord =_=_ Source:Ref/360/get location coord =_=_ Source:Ref/360/get room loc =_=_ Source:Ref/360/get free room loc =_=_ Source:Ref/360/check room =_=_ Source:Ref/360/create room =_=_ Source:Ref/360/create subroom =_=_ Source:Ref/360/create door =_=_ Source:Ref/360/create secret door =_=_ Source:Ref/360/create trap =_=_ Source:Ref/360/noncoalignment =_=_ Source:Ref/360/m bad boulder spot =_=_ Source:Ref/360/create monster =_=_ Source:Ref/360/create object =_=_ Source:Ref/360/create altar =_=_ Source:Ref/360/replace terrain =_=_ Source:Ref/360/search door =_=_ Source:Ref/360/dig corridor =_=_ Source:Ref/360/fix stair rooms =_=_ Source:Ref/360/create corridor =_=_ Source:Ref/360/fill room =_=_ Source:Ref/360/build room =_=_ Source:Ref/360/light region =_=_ Source:Ref/360/maze1xy =_=_ Source:Ref/360/fill empty maze =_=_ Source:Ref/360/sp level loader =_=_ Source:Ref/360/sp level free =_=_ Source:Ref/360/splev initlev =_=_ Source:Ref/360/frame new =_=_ Source:Ref/360/frame del =_=_ Source:Ref/360/spo frame push =_=_ Source:Ref/360/spo frame pop =_=_ Source:Ref/360/sp code jmpaddr =_=_ Source:Ref/360/spo call =_=_ Source:Ref/360/spo return =_=_ Source:Ref/360/spo end moninvent =_=_ Source:Ref/360/spo pop container =_=_ Source:Ref/360/spo message =_=_ Source:Ref/360/spo monster =_=_ Source:Ref/360/spo object =_=_ Source:Ref/360/spo level flags =_=_ Source:Ref/360/spo initlevel =_=_ Source:Ref/360/spo engraving =_=_ Source:Ref/360/spo mineralize =_=_ Source:Ref/360/spo room =_=_ Source:Ref/360/spo endroom =_=_ Source:Ref/360/spo stair =_=_ Source:Ref/360/spo ladder =_=_ Source:Ref/360/spo grave =_=_ Source:Ref/360/spo altar =_=_ Source:Ref/360/spo trap =_=_ Source:Ref/360/spo gold =_=_ Source:Ref/360/spo corridor =_=_ Source:Ref/360/selection opvar =_=_ Source:Ref/360/selection getpoint =_=_ Source:Ref/360/selection setpoint =_=_ Source:Ref/360/selection not =_=_ Source:Ref/360/selection logical oper =_=_ Source:Ref/360/selection filter mapchar =_=_ Source:Ref/360/selection filter percent =_=_ Source:Ref/360/selection rndcoord =_=_ Source:Ref/360/selection do grow =_=_ Source:Ref/360/set selection floodfillchk =_=_ Source:Ref/360/floodfillchk match under =_=_ Source:Ref/360/floodfillchk match accessible =_=_ Source:Ref/360/selection flood =_=_ Source:Ref/360/selection do ellipse =_=_ Source:Ref/360/line dist coord =_=_ Source:Ref/360/selection do gradient =_=_ Source:Ref/360/selection do line =_=_ Source:Ref/360/selection do randline =_=_ Source:Ref/360/selection iterate =_=_ Source:Ref/360/sel set ter =_=_ Source:Ref/360/sel set feature =_=_ Source:Ref/360/sel set door =_=_ Source:Ref/360/spo door =_=_ Source:Ref/360/spo feature =_=_ Source:Ref/360/spo terrain =_=_ Source:Ref/360/spo replace terrain =_=_ Source:Ref/360/generate way out method =_=_ Source:Ref/360/ensure way out =_=_ Source:Ref/360/spo levregion =_=_ Source:Ref/360/spo region =_=_ Source:Ref/360/spo drawbridge =_=_ Source:Ref/360/spo mazewalk =_=_ Source:Ref/360/spo wall property =_=_ Source:Ref/360/spo room door =_=_ Source:Ref/360/sel set wallify =_=_ Source:Ref/360/spo wallify =_=_ Source:Ref/360/spo map =_=_ Source:Ref/360/spo jmp =_=_ Source:Ref/360/spo conditional jump =_=_ Source:Ref/360/spo var init =_=_ Source:Ref/360/opvar array length =_=_ Source:Ref/360/spo shuffle array =_=_ Source:Ref/360/sp level coder =_=_ Source:Ref/360/load special =_=_ Source:Ref/360/equipname =_=_ Source:Ref/360/somegold =_=_ Source:Ref/360/findgold =_=_ Source:Ref/360/stealgold =_=_ Source:Ref/360/stealarm =_=_ Source:Ref/360/remove worn item =_=_ Source:Ref/360/steal =_=_ Source:Ref/360/mpickobj =_=_ Source:Ref/360/stealamulet =_=_ Source:Ref/360/maybe absorb item =_=_ Source:Ref/360/mdrop obj =_=_ Source:Ref/360/mdrop special objs =_=_ Source:Ref/360/relobj =_=_ Source:Ref/360/rider cant reach =_=_ Source:Ref/360/can saddle =_=_ Source:Ref/360/use saddle =_=_ Source:Ref/360/can ride =_=_ Source:Ref/360/doride =_=_ Source:Ref/360/mount steed =_=_ Source:Ref/360/exercise steed =_=_ Source:Ref/360/kick steed =_=_ Source:Ref/360/landing spot =_=_ Source:Ref/360/dismount steed =_=_ Source:Ref/360/maybewakesteed =_=_ Source:Ref/360/stucksteed =_=_ Source:Ref/360/place monster =_=_ Source:Ref/360/sys early init =_=_ Source:Ref/360/sysopt release =_=_ Source:Ref/360/sysopt seduce set =_=_ Source:Ref/360/goodpos =_=_ Source:Ref/360/enexto =_=_ Source:Ref/360/enexto core =_=_ Source:Ref/360/tele jump ok =_=_ Source:Ref/360/teleok =_=_ Source:Ref/360/teleds =_=_ Source:Ref/360/safe teleds =_=_ Source:Ref/360/vault tele =_=_ Source:Ref/360/teleport pet =_=_ Source:Ref/360/tele =_=_ Source:Ref/360/scrolltele =_=_ Source:Ref/360/dotele =_=_ Source:Ref/360/level tele =_=_ Source:Ref/360/domagicportal =_=_ Source:Ref/360/tele trap =_=_ Source:Ref/360/level tele trap =_=_ Source:Ref/360/rloc pos ok =_=_ Source:Ref/360/rloc to =_=_ Source:Ref/360/rloc =_=_ Source:Ref/360/mvault tele =_=_ Source:Ref/360/tele restrict =_=_ Source:Ref/360/mtele trap =_=_ Source:Ref/360/mlevel tele trap =_=_ Source:Ref/360/rloco =_=_ Source:Ref/360/random teleport level =_=_ Source:Ref/360/u teleport mon =_=_ Source:Ref/360/stoned dialogue =_=_ Source:Ref/360/vomiting dialogue =_=_ Source:Ref/360/choke dialogue =_=_ Source:Ref/360/slime dialogue =_=_ Source:Ref/360/burn away slime =_=_ Source:Ref/360/nh timeout =_=_ Source:Ref/360/fall asleep =_=_ Source:Ref/360/attach egg hatch timeout =_=_ Source:Ref/360/kill egg =_=_ Source:Ref/360/hatch egg =_=_ Source:Ref/360/learn egg type =_=_ Source:Ref/360/attach fig transform timeout =_=_ Source:Ref/360/slip or trip =_=_ Source:Ref/360/see lamp flicker =_=_ Source:Ref/360/lantern message =_=_ Source:Ref/360/burn object =_=_ Source:Ref/360/begin burn =_=_ Source:Ref/360/end burn =_=_ Source:Ref/360/cleanup burn =_=_ Source:Ref/360/do storms =_=_ Source:Ref/360/kind name =_=_ Source:Ref/360/print queue =_=_ Source:Ref/360/wiz timeout queue =_=_ Source:Ref/360/timer sanity check =_=_ Source:Ref/360/run timers =_=_ Source:Ref/360/start timer =_=_ Source:Ref/360/stop timer =_=_ Source:Ref/360/peek timer =_=_ Source:Ref/360/obj move timers =_=_ Source:Ref/360/obj split timers =_=_ Source:Ref/360/obj stop timers =_=_ Source:Ref/360/obj has timer =_=_ Source:Ref/360/spot stop timers =_=_ Source:Ref/360/spot time expires =_=_ Source:Ref/360/spot time left =_=_ Source:Ref/360/insert timer =_=_ Source:Ref/360/remove timer =_=_ Source:Ref/360/write timer =_=_ Source:Ref/360/obj is local =_=_ Source:Ref/360/mon is local =_=_ Source:Ref/360/timer is local =_=_ Source:Ref/360/maybe write timer =_=_ Source:Ref/360/save timers =_=_ Source:Ref/360/restore timers =_=_ Source:Ref/360/relink timers =_=_ Source:Ref/360/formatkiller =_=_ Source:Ref/360/topten print =_=_ Source:Ref/360/topten print bold =_=_ Source:Ref/360/observable depth =_=_ Source:Ref/360/discardexcess =_=_ Source:Ref/360/readentry =_=_ Source:Ref/360/writeentry =_=_ Source:Ref/360/writexlentry =_=_ Source:Ref/360/encodexlogflags =_=_ Source:Ref/360/encodeconduct =_=_ Source:Ref/360/encodeachieve =_=_ Source:Ref/360/free ttlist =_=_ Source:Ref/360/topten =_=_ Source:Ref/360/outheader =_=_ Source:Ref/360/outentry =_=_ Source:Ref/360/score wanted =_=_ Source:Ref/360/prscore =_=_ Source:Ref/360/classmon =_=_ Source:Ref/360/tt oname =_=_ Source:Ref/360/msbmunt line =_=_ Source:Ref/360/nsb unmung line =_=_ Source:Ref/360/initrack =_=_ Source:Ref/360/settrack =_=_ Source:Ref/360/gettrack =_=_ Source:Ref/360/burnarmor =_=_ Source:Ref/360/erode obj =_=_ Source:Ref/360/grease protect =_=_ Source:Ref/360/maketrap =_=_ Source:Ref/360/fall through =_=_ Source:Ref/360/animate statue =_=_ Source:Ref/360/activate statue trap =_=_ Source:Ref/360/keep saddle with steedcorpse =_=_ Source:Ref/360/dotrap =_=_ Source:Ref/360/trapnote =_=_ Source:Ref/360/steedintrap =_=_ Source:Ref/360/blow up landmine =_=_ Source:Ref/360/launc drop spot =_=_ Source:Ref/360/launch in progress =_=_ Source:Ref/360/force launch placement =_=_ Source:Ref/360/launch obj =_=_ Source:Ref/360/seetrap =_=_ Source:Ref/360/feeltrap =_=_ Source:Ref/360/mkroll launch =_=_ Source:Ref/360/isclearpath =_=_ Source:Ref/360/mintrap =_=_ Source:Ref/360/instapetrify =_=_ Source:Ref/360/minstapetrify =_=_ Source:Ref/360/selftouch =_=_ Source:Ref/360/mselftouch =_=_ Source:Ref/360/float up =_=_ Source:Ref/360/fill pit =_=_ Source:Ref/360/flat down =_=_ Source:Ref/360/climb pit =_=_ Source:Ref/360/dofiretrap =_=_ Source:Ref/360/domagictrap =_=_ Source:Ref/360/fire damage =_=_ Source:Ref/360/fire damage chain =_=_ Source:Ref/360/acid damage =_=_ Source:Ref/360/water damage =_=_ Source:Ref/360/water damage chain =_=_ Source:Ref/360/emergency disrobe =_=_ Source:Ref/360/drown =_=_ Source:Ref/360/drain en =_=_ Source:Ref/360/dountrap =_=_ Source:Ref/360/untrap prob =_=_ Source:Ref/360/cnv trap obj =_=_ Source:Ref/360/move into trap =_=_ Source:Ref/360/try disarm =_=_ Source:Ref/360/reward untrap =_=_ Source:Ref/360/disarm holdingtrap =_=_ Source:Ref/360/disarm landmine =_=_ Source:Ref/360/disarm squeaky board =_=_ Source:Ref/360/disarm shooting trap =_=_ Source:Ref/360/try lift =_=_ Source:Ref/360/help monster out =_=_ Source:Ref/360/untrap =_=_ Source:Ref/360/openholdingtrap =_=_ Source:Ref/360/closeholdingtrap =_=_ Source:Ref/360/openfallingtrap =_=_ Source:Ref/360/chest trap =_=_ Source:Ref/360/t at =_=_ Source:Ref/360/deltrap =_=_ Source:Ref/360/conjoined pits =_=_ Source:Ref/360/clear conjoined pits =_=_ Source:Ref/360/uteetering at seen pit =_=_ Source:Ref/360/delfloortrap =_=_ Source:Ref/360/b trapped =_=_ Source:Ref/360/thitm =_=_ Source:Ref/360/unconscious =_=_ Source:Ref/360/lava effects =_=_ Source:Ref/360/sink into lava =_=_ Source:Ref/360/sokoban guilt =_=_ Source:Ref/360/maybe finish sokoban =_=_ Source:Ref/360/erode armor =_=_ Source:Ref/360/attack checks =_=_ Source:Ref/360/check caitiff =_=_ Source:Ref/360/find roll to hit =_=_ Source:Ref/360/attack =_=_ Source:Ref/360/known hitum =_=_ Source:Ref/360/hitum =_=_ Source:Ref/360/hmon =_=_ Source:Ref/360/hmon hitmon =_=_ Source:Ref/360/shade aware =_=_ Source:Ref/360/m slips free =_=_ Source:Ref/360/joust =_=_ Source:Ref/360/demonpet =_=_ Source:Ref/360/theft petrifies =_=_ Source:Ref/360/steal it =_=_ Source:Ref/360/damageum =_=_ Source:Ref/360/explum =_=_ Source:Ref/360/start engulf =_=_ Source:Ref/360/end engulf =_=_ Source:Ref/360/gulpum =_=_ Source:Ref/360/missum =_=_ Source:Ref/360/hmonas =_=_ Source:Ref/360/passive =_=_ Source:Ref/360/passive obj =_=_ Source:Ref/360/stumble onto mimic =_=_ Source:Ref/360/nohandglow =_=_ Source:Ref/360/flash hits mon =_=_ Source:Ref/360/light hits gremlin =_=_ Source:Ref/360/knows object =_=_ Source:Ref/360/knows class =_=_ Source:Ref/360/u init =_=_ Source:Ref/360/restricted spell discipline =_=_ Source:Ref/360/ini inv =_=_ Source:Ref/360/newegd =_=_ Source:Ref/360/free egd =_=_ Source:Ref/360/clear fcorr =_=_ Source:Ref/360/blackout =_=_ Source:Ref/360/restfakecorr =_=_ Source:Ref/360/grddead =_=_ Source:Ref/360/in fcorridor =_=_ Source:Ref/360/findgd =_=_ Source:Ref/360/vault occupied =_=_ Source:Ref/360/invault =_=_ Source:Ref/360/move gold =_=_ Source:Ref/360/wallify vault =_=_ Source:Ref/360/gd move =_=_ Source:Ref/360/playgd =_=_ Source:Ref/360/hidden gold =_=_ Source:Ref/360/gd sound =_=_ Source:Ref/360/vault gd watching =_=_ Source:Ref/360/version string =_=_ Source:Ref/360/getversionstring =_=_ Source:Ref/360/doversion =_=_ Source:Ref/360/doextversion =_=_ Source:Ref/360/insert rtoptions =_=_ Source:Ref/360/comp times =_=_ Source:Ref/360/check version =_=_ Source:Ref/360/uptodate =_=_ Source:Ref/360/store version =_=_ Source:Ref/360/get feature notice ver =_=_ Source:Ref/360/get current feature ver =_=_ Source:Ref/360/copyright banner line =_=_ Source:Ref/360/vision init =_=_ Source:Ref/360/does block =_=_ Source:Ref/360/vision reset =_=_ Source:Ref/360/get unused cs =_=_ Source:Ref/360/rogue vision =_=_ Source:Ref/360/new angle =_=_ Source:Ref/360/vision recalc =_=_ Source:Ref/360/block point =_=_ Source:Ref/360/unblock point =_=_ Source:Ref/360/dig point =_=_ Source:Ref/360/fill point =_=_ Source:Ref/360/q1 path =_=_ Source:Ref/360/q4 path =_=_ Source:Ref/360/q2 path =_=_ Source:Ref/360/q3 path =_=_ Source:Ref/360/ q1 path =_=_ Source:Ref/360/ q4 path =_=_ Source:Ref/360/ q2 path =_=_ Source:Ref/360/ q3 path =_=_ Source:Ref/360/clear path =_=_ Source:Ref/360/view init =_=_ Source:Ref/360/close shadow =_=_ Source:Ref/360/far shadow =_=_ Source:Ref/360/right side =_=_ Source:Ref/360/left side =_=_ Source:Ref/360/view from =_=_ Source:Ref/360/do clear area =_=_ Source:Ref/360/howmonseen =_=_ Source:Ref/360/give may advance msg =_=_ Source:Ref/360/weapon descr =_=_ Source:Ref/360/hitval =_=_ Source:Ref/360/dmgval =_=_ Source:Ref/360/oselect =_=_ Source:Ref/360/select rwep =_=_ Source:Ref/360/select hwep =_=_ Source:Ref/360/possibly unwield =_=_ Source:Ref/360/mon wield item =_=_ Source:Ref/360/mwepgone =_=_ Source:Ref/360/abon =_=_ Source:Ref/360/dbon =_=_ Source:Ref/360/wet a towel =_=_ Source:Ref/360/dry a towel =_=_ Source:Ref/360/skill level name =_=_ Source:Ref/360/slots required =_=_ Source:Ref/360/can advance =_=_ Source:Ref/360/could advance =_=_ Source:Ref/360/peaked skill =_=_ Source:Ref/360/skill advance =_=_ Source:Ref/360/enhance weapon skill =_=_ Source:Ref/360/unrestrict weapon skill =_=_ Source:Ref/360/use skill =_=_ Source:Ref/360/add weapon skill =_=_ Source:Ref/360/lose weapon skill =_=_ Source:Ref/360/weapon type =_=_ Source:Ref/360/uwep skill type =_=_ Source:Ref/360/weapon hit bonus =_=_ Source:Ref/360/weapon dam bonus =_=_ Source:Ref/360/skill init =_=_ Source:Ref/360/setmnotwielded =_=_ Source:Ref/360/were change =_=_ Source:Ref/360/counter were =_=_ Source:Ref/360/were beastie =_=_ Source:Ref/360/new were =_=_ Source:Ref/360/were summon =_=_ Source:Ref/360/you were =_=_ Source:Ref/360/you unwere =_=_ Source:Ref/360/setuwep =_=_ Source:Ref/360/cant wield corpse =_=_ Source:Ref/360/ready weapon =_=_ Source:Ref/360/setuqwep =_=_ Source:Ref/360/dowield =_=_ Source:Ref/360/doswapweapon =_=_ Source:Ref/360/dowieldquiver =_=_ Source:Ref/360/wield tool =_=_ Source:Ref/360/can twoweapon =_=_ Source:Ref/360/drop uswapwep =_=_ Source:Ref/360/dotwoweapon =_=_ Source:Ref/360/uwepgone =_=_ Source:Ref/360/uswapwepgone =_=_ Source:Ref/360/uqwepgone =_=_ Source:Ref/360/untwoweapon =_=_ Source:Ref/360/chwepon =_=_ Source:Ref/360/welded =_=_ Source:Ref/360/weldmsg =_=_ Source:Ref/360/mwelded =_=_ Source:Ref/360/wl new =_=_ Source:Ref/360/wl addhead =_=_ Source:Ref/360/wl addtail =_=_ Source:Ref/360/genl can suspend no =_=_ Source:Ref/360/genl can suspend yes =_=_ Source:Ref/360/def raw print =_=_ Source:Ref/360/win choices find =_=_ Source:Ref/360/choose windows =_=_ Source:Ref/360/addto windowchain =_=_ Source:Ref/360/commit windowchain =_=_ Source:Ref/360/genl message menu =_=_ Source:Ref/360/genl preference update =_=_ Source:Ref/360/genl getmsghistory =_=_ Source:Ref/360/genl putmsghistory =_=_ Source:Ref/360/nhwindows hangup =_=_ Source:Ref/360/hup exit nhwindows =_=_ Source:Ref/360/hup nhgetch =_=_ Source:Ref/360/hup yn function =_=_ Source:Ref/360/hup nh poskey =_=_ Source:Ref/360/hup getlin =_=_ Source:Ref/360/hup init nhwindows =_=_ Source:Ref/360/hup create nhwindow =_=_ Source:Ref/360/hup select menu =_=_ Source:Ref/360/hup add menu =_=_ Source:Ref/360/hup end menu =_=_ Source:Ref/360/hup putstr =_=_ Source:Ref/360/hup print glyph =_=_ Source:Ref/360/hup outrip =_=_ Source:Ref/360/hup curs =_=_ Source:Ref/360/hup display nhwindow =_=_ Source:Ref/360/hup display file =_=_ Source:Ref/360/hup cliparound =_=_ Source:Ref/360/hup change color =_=_ Source:Ref/360/hup set font name =_=_ Source:Ref/360/hup get color string =_=_ Source:Ref/360/hup status update =_=_ Source:Ref/360/hup int ndecl =_=_ Source:Ref/360/hup void ndecl =_=_ Source:Ref/360/hup void fdecl int =_=_ Source:Ref/360/hup void fdecl winid =_=_ Source:Ref/360/hup void fdecl constchar p =_=_ Source:Ref/360/genl backward compatibility =_=_ Source:Ref/360/genl status init =_=_ Source:Ref/360/genl status finish =_=_ Source:Ref/360/genl status enablefield =_=_ Source:Ref/360/genl status update =_=_ Source:Ref/360/genl status threshold =_=_ Source:Ref/360/amulet =_=_ Source:Ref/360/mon has amulet =_=_ Source:Ref/360/mon has special =_=_ Source:Ref/360/which arti =_=_ Source:Ref/360/mon has arti =_=_ Source:Ref/360/other mon has arti =_=_ Source:Ref/360/on ground =_=_ Source:Ref/360/you have =_=_ Source:Ref/360/target on =_=_ Source:Ref/360/strategy =_=_ Source:Ref/360/tactics =_=_ Source:Ref/360/aggravate =_=_ Source:Ref/360/clonewiz =_=_ Source:Ref/360/pick nasty =_=_ Source:Ref/360/nasty =_=_ Source:Ref/360/resurrect =_=_ Source:Ref/360/intervene =_=_ Source:Ref/360/wizdead =_=_ Source:Ref/360/cuss =_=_ Source:Ref/360/get wormno =_=_ Source:Ref/360/initworm =_=_ Source:Ref/360/toss wsegs =_=_ Source:Ref/360/shrink worm =_=_ Source:Ref/360/worm move =_=_ Source:Ref/360/worm nomove =_=_ Source:Ref/360/wormgone =_=_ Source:Ref/360/wormhitu =_=_ Source:Ref/360/cutworm =_=_ Source:Ref/360/see wsegs =_=_ Source:Ref/360/detect wsegs =_=_ Source:Ref/360/save worm =_=_ Source:Ref/360/rest worm =_=_ Source:Ref/360/place wsegs =_=_ Source:Ref/360/remove worm =_=_ Source:Ref/360/place worm tail randomly =_=_ Source:Ref/360/random dir =_=_ Source:Ref/360/count wsegs =_=_ Source:Ref/360/create worm tail =_=_ Source:Ref/360/worm known =_=_ Source:Ref/360/worm cross =_=_ Source:Ref/360/setworn =_=_ Source:Ref/360/setnotworn =_=_ Source:Ref/360/wearslot =_=_ Source:Ref/360/mon set minvis =_=_ Source:Ref/360/mon adjust speed =_=_ Source:Ref/360/update mon intrinsics =_=_ Source:Ref/360/find mac =_=_ Source:Ref/360/m dowear =_=_ Source:Ref/360/m dowear type =_=_ Source:Ref/360/which armor =_=_ Source:Ref/360/m lose armor =_=_ Source:Ref/360/clear bypasses =_=_ Source:Ref/360/bypass obj =_=_ Source:Ref/360/bypass objlist =_=_ Source:Ref/360/nxt unbypassed obj =_=_ Source:Ref/360/mon break armor =_=_ Source:Ref/360/extra pref =_=_ Source:Ref/360/racial exception =_=_ Source:Ref/360/cost =_=_ Source:Ref/360/label known =_=_ Source:Ref/360/dowrite =_=_ Source:Ref/360/new book description =_=_ Source:Ref/360/learnwand =_=_ Source:Ref/360/bhitm =_=_ Source:Ref/360/probe monster =_=_ Source:Ref/360/get obj location =_=_ Source:Ref/360/get mon location =_=_ Source:Ref/360/montraits =_=_ Source:Ref/360/get container location =_=_ Source:Ref/360/revive =_=_ Source:Ref/360/revive egg =_=_ Source:Ref/360/unturn dead =_=_ Source:Ref/360/cancel item =_=_ Source:Ref/360/drain item =_=_ Source:Ref/360/obj resists =_=_ Source:Ref/360/obj shudders =_=_ Source:Ref/360/polyuse =_=_ Source:Ref/360/create polymon =_=_ Source:Ref/360/do osshock =_=_ Source:Ref/360/poly obj =_=_ Source:Ref/360/stone to flesh obj =_=_ Source:Ref/360/bhito =_=_ Source:Ref/360/bhitpile =_=_ Source:Ref/360/zappable =_=_ Source:Ref/360/zapnodir =_=_ Source:Ref/360/backfire =_=_ Source:Ref/360/dozap =_=_ Source:Ref/360/zapyourself =_=_ Source:Ref/360/ubreatheu =_=_ Source:Ref/360/lightdamage =_=_ Source:Ref/360/flashburn =_=_ Source:Ref/360/zap steed =_=_ Source:Ref/360/cancel monst =_=_ Source:Ref/360/zap updown =_=_ Source:Ref/360/zapsetup =_=_ Source:Ref/360/zapwrapup =_=_ Source:Ref/360/weffects =_=_ Source:Ref/360/spell damage bonus =_=_ Source:Ref/360/spell hit bonus =_=_ Source:Ref/360/exclam =_=_ Source:Ref/360/hit =_=_ Source:Ref/360/miss =_=_ Source:Ref/360/skiprange =_=_ Source:Ref/360/bhit =_=_ Source:Ref/360/boomhit =_=_ Source:Ref/360/zhitm =_=_ Source:Ref/360/zhitu =_=_ Source:Ref/360/burn floor objects =_=_ Source:Ref/360/zap hit =_=_ Source:Ref/360/disintegrate mon =_=_ Source:Ref/360/buzz =_=_ Source:Ref/360/melt ice =_=_ Source:Ref/360/start melt ice timeout =_=_ Source:Ref/360/melt ice away =_=_ Source:Ref/360/zap over floor =_=_ Source:Ref/360/fracture rock =_=_ Source:Ref/360/break statue =_=_ Source:Ref/360/destroy item =_=_ Source:Ref/360/destroy mitem =_=_ Source:Ref/360/resist =_=_ Source:Ref/360/wishcmdassist =_=_ Source:Ref/360/makewish After my last Lvl 30 val was overwhelmed by summon nasties monsters on the way back up with the amulet, I’ve got a new Val with potential. By luck I’ve managed to find 7 magic lamps and a WOW with 1 final charge from several bones levels, and I’ve yet to reach the castle level. The bones files have also kitted me out with all the armor I need, which is now fully enchanted and rust/fire proof, I have Excalibur and Molnjir, and a silver saber. I’ve a bunch of magic markers in my stash. Also, there are already 6 Artifacts in game. Excalibur, Mjollnir, Demonbane, Dragonbane, Sting, Magicbane, and I have the Orb of Weight. Isn't that going to affect the chance of getting an artifact by wishing? It's impossible to polymorph into a genocided form. Attempting will just yield a message saying "You feel rather [monster]ish". As for what to wish for, in my experience magic marker is something you'll never really have enough of; even if you don't have any more scrolls you want to write you can always use them frivolously to attempt writing spells you might want to cast, or surplus gold detection for Water, or more mapping scrolls, or such. Alternatively you can use them on rings of increase damage or protection or such and eat them in hope of gaining stats, though they really don't matter all that much once you have enough of them. YakumoRising (talk) 15:23, 3 June 2018 (UTC) Havn't used any of those wishes yet... completed castle level, and Valley of the Dead. (No access to Fort Ludos in this game :( ) Found another bones pile in the valley of the dead which contained The Eye of the Aethiopica, but I can't touch it, keep getting blasted... oh well, the BOH was full of spell books and potions rings and stuff... looks like the previous owner was a hoarder... More armor from that pile... now stored in my stash... just reading up on ascension kit items... As I've never ascended before, I'd be happy just to ascend, so won't try anything tricky for this run... I've got a blessed figurine of an Archon... Havn't applied that yet, as last time I had one of those, I fell through a trapdoor, and by the time I got back to the level with my pet Archon, it had gone wild... so was going to save it until I start having trouble with summoned nasties... Magic markers sounds like the way to go then. Managed to do quite well with this game. In Gernheim, this time I did not carve up the mazes as I did with my previous failed Ascention run, Which meant many of the summoned nasties were stuck on other branches of the maze. I managed to lvl teleport to my stash level, then forgot to collect all the gold in my stash. Never saw the wizard after that so made it back to lvl 1 easily, then proceeded up. Got all the way to the portal to the astral plain with the 7 magic lamps and castle WoW intact, saved the game to read up on what to do, then reloaded the game only to find the save game file was now corrupt. ARGH!!! =_=_ Targeting You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Splicehack You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Kamerel Hudor Kamerel can't move, and are invisible while over water or shallow water. They are generated with Mirrors that enable them to bypass the Outland's spell failure chance. They cast the open wounds monster spell. Sharab Kamerel are generated with Mirrors that enable them to bypass the Outland's spell failure chance. They cast the psi bolt monster spell. Sharab Kamerel have monster displacement (which causes 50% of all melee attacks to miss them) and are resistant to most physical attacks (in the same way that Shades resist most attacks). Unlike shades, Sharab Kamerel are not vulnerable to silver, but they are vulnerable to both blessed and cursed items. Ara Kamerel are generated with Mirrors that enable them to bypass the Outland's spell failure chance. They cast the open wounds monster spell. In addition, they are generated with a Kamerel Vajra, a special type of lightsaber. In the hands of an Ara Kamerel, a Vajra is a 3x lightsaber weapon that does and additional 6d6 lightning damage and blinds the target. Ara Kamerel have transcended the regular universe, and are now present only as reflections of their higher selves. If an Ara Kamerel is destroyed, it is able to convert any gold golem on the level into a new version of itself, albeit without its special equipment. Hostile and peaceful Ara Kamerel are anchored to the current dungeon level and don't move between levels while unincarnate. Tame Ara Kamerel are anchored to the player character and will follow them between dungeon levels, and will reincarnate into any gold golem the player comes across. =_=_ Hudor Kamerel =_=_ Amm Kamerel =_=_ Ara Kamerel =_=_ Sharab Kamerel =_=_ Rilmani Plumachs will cast the solid fog monster spell. Creatures in the fog have their speed reduced by . When a Plumach casts solid fog, it becomes canceled. =_=_ Plumach Rilmani =_=_ Ferrumach Rilmani =_=_ Cuprilach Rilmani =_=_ Argenach Rilmani =_=_ Mercurial essence =_=_ Brimstone essence =_=_ Hydrargyrumach Rilmani =_=_ Aurumach Rilmani =_=_ Roundshield =_=_ Category:DNethack Items =_=_ Mirrorblade Mirrorblades are kamerel mirror-weapons. When using a mirrorblade, if the target of the attack is wielding a weapon, and the full weapon damage of that weapon (including enchantment, material bonuses, and beatitude bonuses, but excluding strength and skill) is higher than the base damage of the mirrorblade (1d6 or 1d8), the full weapon damage of the target's weapon is used as the base damage of the mirrorblade. =_=_ Kamerel Vajra =_=_ Crystal sword Crystal swords are weapons in dNethack that are similar to long swords and train the associated skill, but possess double the base damage. They are much heavier and cost more as well. Being crystal, they are made of glass and will break if thrown, dropped while levitating, kicked, etc.. =_=_ Infinity's Mirrored Arc =_=_ Staff of Twelve Mirrors =_=_ Sansara Mirror =_=_ Soulmirror =_=_ Mirrorbrand =_=_ Derived undead In some variants, "Undead" is a property that may be acquired by other creature types, instead of or in addition to being a hard-coded property of certain monsters. Zombies are found in groups throughout the Dungeons of Doom. Most natural monsters that leave corpses can be found as zombies. Zombies have a tendency to get up again after being killed (~50% chance), and the corpses of monsters injured by zombies will also rise from the dead as zombies. In addition, the dead walk in the presence of a dread seraph. Zombies are resistant to piercing and bludgeoning weapons, and do double normal damage in melee. However, they tend to move slower than living monsters. Monsters with natural speeds greater than 6 will have their speed reduced by half, to a minimum of 6. Zombies are mindless and immune to cold, sleep, and poison. As undead, they take extra damage from blessed weapons. Zombies suffer a 2-point penalty to AC. Skeletons are only found on a few special levels. Skeletons don't leave corpses when killed, so they will not revive. However, the corpses of monsters injured by skeletons may rise from the dead as zombies. Skeletons are resistant to piercing and slashing weapons, and gain a slowing melee attack. However, they tend to move slower than living monsters. Monsters with natural speeds greater than 6 will have their speed reduced by , to a minimum of 6. Skeletons are mindless and immune to cold, sleep, and poison. As undead, they take extra damage from blessed weapons. Skeletons receive a 2-point bonus to AC. Crystal Dead are only found on one special level. Vitreans leave glass statues when killed and don't rise from the dead. Vitreans are mindless and immune to cold, sleep, and poison. As undead, they take extra damage from blessed weapons. Vitreans receive a 6-point bonus to AC. Only Kamerel are eligible to become Witnesses, and Kamerel are not eligible to become zombies. Kamerel Witnesses can be found throughout the upper levels of the neutral quest. Witnesses do not leave corpses, but have intrinsic life saving which triggers 50% of the time. Each time a Witness is revived by its intrinsic life saving, it gains 4 levels. =_=_ User:DarklingArcher Hi folks, I'm DarklingArcher. I play on NAO from time to time, my favourite class is Elven Ranger. While I haven't played on my own account since 2017, I often play to get new unique deaths for DeathRobin, because y'know, Losing is Fun. So far I managed to get over 100 new unique deaths, sometimes involving out-of-depth monsters, so don't whine if you encounter an out-of-depth sandestin near DeathRobin's bones pile in Minetown or somewhere around Dlvl:10. =_=_ Map inclusion (dNethack) Map inclusions are essentially special rooms that don't fit the template of typical rooms, usually by not occurring in room-and-corridor levels and/or not being bounded by walls. Inclusions may contain one or more of the existing special room types. The center room contains either an unaligned altar or a buried iron chest in the center square. If present, the chest will contain: The spire is guarded by 1 to 7 Hudor Kamerel and 1 to 5 Sharab Kamerel. All Kamerel generated on this level will be survivors, not witnesses. The towers are guarded by 1 to 7 Hudor Kamerel witnesses. All Kamerel generated on this level will be witnesses Contains plenty of bronze plate mail, upgrade kit, and clockwork components, as well as 0-3 hellfire components and 0-3 subethaic components. May also contain one or more attack wands (fire, lightning, striking, or death). You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. I tried to find the best colour choice for tty version of NetHack. Please visit the following git project: https://github.com/DannyuNDos/Sparsest-16-Colours --NDos (talk) 00:30, 14 June 2018 (UTC) You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User talk:SteevXX You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Pants =_=_ User:Bluescreenofdeath/Techniques Techniques originated in SLASH'EM but have been expanded in Slash'EM Extended. Many additional techniques were added and attempts were made to better integrate them into the game. Using a technique can now train the corresponding "techniques" skill if the player character has it, and with higher skill the average timeout of techniques is lower so they can be used more often. When a technique becomes available again, the player now gets a message telling them about it. Also, every character starts with at least a few basic techniques and can learn specific ones by enhancing the right skills. Other than that, the techniques learned upon leveling up depend on the chosen role and race. Some characters may learn random techniques from leveling up, and artifacts exist that allow the player to learn additional ones. =_=_ Smell The following other messages are associated with a sense of smell. These appear even if you are in a form that cannot smell monsters. =_=_ Shallow water A square of standing water shallow enough for a leprechaun to wade through without drowning but tall enough to soak through your shoes. Items dropped on it take water damage, and it can't be dug through (because it's muddy). =_=_ Forum:Cursed two-handed weapon effects Cursed. Darn. Not a mistake I've made in a very long time. My pet getting killed almost instantly by an arrow trap as the game started did help. =_=_ Ax You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ DNHslex DNHslex, also called dNetHack SLEX, is a fork of dNetHack created by AmyBSOD. It is playable on the em.slashem.me server, and a Windows binary is available here. Currently there are 5 recorded ascensions: three by Demo, one by malor and one by amateurhour. Ascended combinations were Mon-Hlf-Mal-Neu, Bar-Orc-Fem-Law, Mon-Dwa-Mal-Cha, Bar-Orc-Fem-Cha and Ana-Dwa-Fem-Cha. File:DN Tour.png dNetHack Tour: Played a game (at least 1000 turns) with all the shiny new races and roles in dNetHack. The new races in dNetHack are incantifier, clockwork automaton, half-dragon, and drow. The new roles are Troubadour, Noble, Pirate, and Binder. Convict and Vampire are also implemented, but are insufficiently distinct from their incarnations in other variants to count. Note that you can play every possible permutation of these new roles and races (unlike regular dNetHack). =_=_ Talk:Map inclusion (dNethack) Seeking spoilers – what do people know about the “Smoky violet faceless robe”. I’m picking 4 points base AC bonus, enhanced casting as per robe, and protection from brain-eating attacks. Anything else? Thanks! Wikid (talk) 00:21, 8 July 2018 (UTC) =_=_ User talk:Cognificent You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User talk:Hornpipe2 You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Roles and races (SpliceHack) SpliceHack has a number of new roles and races available. Furthermore, some combinations of role and race are not allowed in vanilla are acceptable in SpliceHack. Human Angel Elf Infernal Merfolk Drow Dwarf Gnome Ghoul Orc Lycanthrope Vampire Changeling Archeologist X X X X X X X X X Barbarian X X X X X X X X Caveman X X X X X Dancer X X X X X X Cartomancer X X X X X X X X X Convict X X X X X X X X X Dragonmaster X X X X Healer X X X X X X X X X Knight X X X X Monk X X X X X X X Priest X X X X X X X X X X X Pirate X X X X X X X X X Rogue X X X X X X X X X X X Ranger X X X X X X X X X X X X Samurai X X X Tourist X X Valkyrie X X X X Wizard X X X X X X X X X X X X X =_=_ Delider You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Forum:Flowers... Candygram... Landshark! =_=_ User talk:Antares You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Minesflayer You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Forum:Nethack Discord Server Please let me know if you have any questions below, and I hope to see you over there :D < /s > You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Valkyrie/SLASH'EM Given that the Orb of Fate's critical half physical damage can be superseded by the Hand of Vecna (which also provides hungerless regeneration), you may want to stash this item in your bag to save on carrying capacity, pulling it out only to levelport, or find the portals in the planes in the endgame. The half spell damage and warning can be useful, however, particularly if you do not have extrinsic telepathy. =_=_ Rogue/SLASH'EM Rogues can steal gold from monsters with the #borrow command. This is not terribly useful, as at low levels where gold matters there are much more efficient ways of getting it (e.g. credit cloning with your oilskin sack), and the amount of gold stolen is only your level x 25-50. Finally, it has a chance of angering peacefuls, most of whom are dangerous in the early game. Try to get the Great Dagger of Glaurgnaa (chaotic Necromancer great dagger) if you can, because can drain levels from monsters and gives you magic resistance when carried. The early game for SLASH'EM rogues is about finding an altar and doing a sac-fest for the Bat from Hell. Once you have this item, you will be very strong in melee through the end game. Additionally, Rogues start with a lot of gold, which can be used to run the protection racket or buy some decent equipment in Minetown or the Mall (though Rogues will pay a markup of 3x the normal rate). Other than that, the early game is played much the same as in Vanilla ... acquire daggers in the Gnomish Mines, advance skill to expert, pummel foes from range as they approach. This is slightly more difficult if you start with the pistol and bullets instead of daggers, but a careful approach to fighting weaker foes should allow you to get a stack of daggers and decent dagger skill relatively quickly. Use a scroll of teleportation to get out of scrapes, and poison your stack of daggers with your potion of sickness for maximum effectiveness. The mid-game is also similar to Vanilla, but since non-lycanthrope and non-doppelgangers rogues can two-weapon, and SLASH'EM allows two-weaponing with artifacts, it's worth trying to get one of the stronger artifact weapons (or a strong non-artifact such as a silver saber, silver long sword, or crysknife) as a second to use with the bat. Doomblade, Serpent's Tongue, and Stormbringer are all good choices here, as is the Great Dagger of Glaurgnaa if you have a wish. You will also encounter Yendorian army members in the mid-game, from whom you can and should collect as many bullets as possible and enchant up to +7, then keep an assault rifle or two handy for use in mowing down powerful opponents. Rogues and Undead slayers are the only roles that can achieve expert in firearm skill, which gives a chance of up to two extra shots fired per round. A rogue who is expert in firearms, firing +7 bullets from an assault rifle will fire 5-9 shots per round (average 7) and do 1d20 + 7 damage per hit (average 17.5), for an incredible average of 122.5 damage per round. Using silver bullets for special occasions (Demogorgon, etc.) would add an additional 73.5 average damge to that. In the late game, you may want to reverse-genocide gypsies and wish for a few stacks of silver daggers for use in Gehennom. Thrown weapons can strike from behind as well, so a stack of +7 silver daggers becomes an extremely powerful weapon against the demon princes. Between the bat, your silver daggers, and your assault rifles, you should be nigh-unstoppable in the end game. =_=_ Knight/SLASH'EM Knights start the game extremely well-equipped and with strength maxed out at 18/**. However, their equipment is very heavy, and they are likely to become burdened quickly unless you swap out the plate mail and large shield for some lighter options. Due to the high strength, Knights start the game with a large damage bonus, which makes SLASH'EM's usually challenging early game quite manageable. Additionally, Knights are the only role with reliable access to Excalibur, the Valkyrie's long sword having been replaced with a spear. On the whole, the early game is much the same as in Vanilla; Knights have a strong offense but weak HP growth and other stats (other than strength). Due to Excalibur's enhanced strength, Knight is probably the easiest role to play for the early game. Because corpses become moldy in SLASH'EM, it is much easier to keep the knight's horse fed than in Vanilla. When you are Satiated or have enough food rations, leave corpses lying around rather than eating them, and ensure that you lay corpses out next to each other rather than allowing them to stack. This will allow you to "farm" for fungi, as when you return to previously cleared levels you will find an abundance of lichen, red molds, brown molds, shriekers, black molds, and disgusting molds that you can feed to your horse. Lichen corpses in particular can be carried with you indefinitely and fed to your horse later; other fungi will revive from your knapsack. In the mid-game, Knights will want to acquire another strong artifact such as Grayswandir, the Sword of Justice, or Snickersnee for two-weaponing. Additionally, Knights should #pray or sacrifice to get minions. As early as level 7, they will have access to powerful movanic devas; at level 10 they can get more-powerful monadic devas, which coupled with a magic whistle, give the knight a powerful retinue that can mow down even powerful foes like trolls and dragons. In the later game, SLASH'EM knights do suffer from a distinct disadvantage as compared to Vanilla. While the Magic Mirror of Merlin still doubles damage from magic missile, knights cannot gain skill in attack spells. Combined with armor penalties for wearing any armor, including dragon scale mail, a level 30 knight with maxed out stats (including a +5 HoB) will have a 57% failure rate for that spell. Removing body armor reduces this penalty to 12%. The only way to get to a 0% failure rate for the spell is a robe of power, which can be found on aligned priests or obtained by polypiling, upgrading, or a wish. Since robes are body armor in SLASH'EM, and a shield of reflection will further interfere with spellcasting, a Knight who uses this strategy will need to rely on an amulet of reflection, wielding Nighthorn, or repeatedly putting on and taking off a shield of reflection to get the valuable reflection extrinsic. Knights should continue to sacrifice for minions in the late game, as they can get ki-rins, astral devas, archons, planetars, and solars, the last three of which will clear out hordes of nasties with no effort whatsoever. =_=_ Ranger/SLASH'EM In SLASH'EM, Rangers can be doppelgangers, drow, elves, gnomes, hobbits, humans, lycanthropes, and orcs. Elves, gnomes, and hobbits are always neutral, drow, lycanthropes, and orcs are always chaotic, and doppelgangers and humans can be either. As in Vanilla, Rangers are weak in melee but very strong in ranged combat. In the early game it is critical to acquire new missile weapons, enchant them, and max out your luck as quickly as possible so that you don't run out of ammunition. Arrows, darts, and daggers are all good candidates for an early ranger to invest in. Elven rangers will have a distinct advantage in the early game because SLASH'EM gives additional multishot benefits for the elven bow and elven arrows. An elven ranger can have a chance of firing a volley of up to six arrows at a time from his second turn (if he wields his bow on his first turn). Additionally, SLASH'EM gives additional multishot benefits for enchanted bows. A chaotic ranger has an advantage in sacrifice weapons, having access to powerful gifts like Bat from Hell, Doomblade, Serpent's Tongue, and Stormbringer. A neutral ranger will have a more difficult time finding a decent melee weapon, as only Magicbane, Mjollnir, and Cleaver are worth their salt as a main melee weapon of the neutral sacrifice gifts. Thus, a ranger should focus on training bow and either dagger or dart skills and building up a stack of blessed, enchanted arrows and daggers/darts, and use them as his primary weapon until he gets a better alternative such as a crysknife (much improved over Vanilla). For these reasons it may be worth going straight for the luckstone at Mine's End before trying sokoban, and any clear potions costing 100 zorkmids should be altar-tested at Minetown and, if blessed, used to bless your main stack of arrows. Once the ranger has a decent weapon from the midgame on, a ranger plays much like any other role but should continue to rely on ranged attacks. It is better to enchant a stack of (preferably elven) arrows to +7 than to spend the enchantment on a melee weapon, as you will be able to fire up to 6 shots per round with a +7 bow (9 if you are an elf firing elven arrows with a +7 elven bow), with an average damage of 10.5 per hit (double if firing silver arrows at silver-haters) plus any applicable strength and skill bonuses. To put this in perspective, an elven ranger, expert in bow, firing +7 elven arrows from a +7 elven bow will fire 4.3 arrows per round, for an average of 3.5 base damage + 7 enchantment bonus + 2 skill bonus = 54 damage per turn. If firing blessed +7 silver arrows from a +7 elven bow at Demogorgon will fire an average of 3.7 arrows per turn, for an average of 3.5 base damage + 7 enchantment bonus + 2 skill bonus + 2.5 blessed bonus + 10.5 silver damage = 93.5 damage per turn. This is comparable with the damage that can be achieved with firearms. =_=_ Talk:Lord Sato You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User talk:Throwaway123 You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Shambling horror (dNetHack) =_=_ Forum:Rock moles and chests/boxes BTW, when I figures out that boxes/chests could be useful to me beyond whatever might be in them I quit breaking into them before I found a non-destructive way to open them. Among my other achievements is getting killed by GWTWOD in Minetown. Very unfortunately, the dumplog appears to be missing. Oh well. I also conceive and write patches on occasion: User:Tomsod/YANIs and patches. If someone actually playtests them, please leave a remark in my page talk! I will be pleased. =_=_ User:Tomsod/YANIs and patches I have several clever ideas on how to improve NetHack (don't we all?) and aim to make them into actual patches over time. In terms of balance, the wand becomes about as useful as a wand of locking: while a secret door is giant-proof, you need to actually close the door first, so it's not strictly superior. Surprisingly, wands of locking actually already have similar behavior in vanilla, but only on the Rogue level (for the lack of locked doors there). EDIT: DevTeam has fixed the bug. You can get their fix here; patch 3.6.1 with it, then with my patch, and just ignore rejects. Alternatively, here's a combined fix + patch against 3.6.1 that shouldn't cause errors. dNetHack actually implemented a similar idea with their Unknown God priests. With how many artifacts that variant has, it does seem even more necessary! Probably #bite or something. I have read recommendations to save K-rations into endgame because their not immobilizing you for several turns is apparently a major strategic advantage. Well, what logically forbids your hero from eating just a half of their lembas wafer when time is at a premium? You can even already do that, just not purposefully. The only downside with this idea is balance: it removes the only flaw of a lembas wafer, making it into the uberfood. Yes, it has already been proposed before, but I intend to write an actual patch. Coding-wise, it should be my most ambitious one (for this game, that is). Anyway, the Luggage appears as an artifact chest when it is gifted to you. As soon as you touch it, it transforms into a tame unique monster. It has the resistances of a golem, high MR, the digesting attack of a purple worm (but probably lower base level), and you can #loot it to store items inside. There are downsides, though: When read, you are prompted for a message that is then engraved on the up stairs, to be hopefully read by your successor. Beatitude affects quality of message (burned/carved/written in dust). Blessed scrolls may also read themselves when you die. Confused reading creates a headstone. While mostly useful on public servers, you can possibly engrave Elbereth with it? It's mostly for improving your bones, though. EDIT: and I wrote the patch. The scroll shares the 50 zm price slot with the scroll of light, so it's easy to ID in the early game when you're most likely to leave bones. Also sometimes generates on top of graves. When you die, have a chance to leave bones, and have at least one blessed scroll of epitaph in open inventory, there's a 50% chance of it reading itself for the usual effect. Non-blessed scrolls miswrite some letters, so Elbereth is not guaranteed. The scroll correctly chooses the upstair, downstair, portal or ladder that leads towards DL 1. There seem to be no bugs. Not sure about the name. Maybe 'commie'? There must be a word for 'a person who deliberately avoids using money', I just don't know it. For completeness, this conduct should also track regular buying/selling, donation to priests, paying to foocubi, bribes, vault guards and Oracle. Feels restrictive enough to qualify for a proper conduct. Restore ability is quite useless and everyone acknowledges that. Similarly to getting an unique (artifact) weapon for other roles, Monks could get a unique (not randomly generated) spell that is otherwise only obtainable through wishing. I think that restore ability was chosen because it's the highest-level spell of Monks' highest-proficiency spell school. So, enter new spell: rejuvenation. Healing level 7 (or 6?), non-directional (self only), mostly duplicates full healing, except for max HP increase (of course), and heal amount is level-dependent (say, XLd10). At skilled restores drained levels, like blessed potion. Also restores attributes (we've come full circle!) and cures wounded legs. Not too cheesy, I hope? Or maybe it doesn't have to be unique, just rare? Wizards get their finger of death after all and nobody's complaining. EDIT: or if it is too OP, I could make it give temporary regeneration instead. Possibly improved regeneration, since at high levels PCs tend to recover ~3 HP/turn on their own and plain regeneration (0.67 HP/turn) becomes no big deal. EDIT2: another spell idea: iron skin, which gives half physical damage and some natural AC (not cumulative with body armor) for several hundred turns. It does feel very Monk-y, although it probably doesn't fit into the Healing school, which invalidates some of the above arguments. Perhaps "stone skin"? There is the "stone to flesh" Healing spell, after all. "Stone form"? (And make it give petrification resistance as well!) Something to think about, for sure. This isn't really my idea, but I sort of want to code it. Voodoo was proposed as part of Fyr's Pirate YANI, and while (gelatinous cube called SLASH'EM Extended) did implement that role, I believe Amy had never coded the voodoo part. Well, I wanna try! Making it a special ability of a single role out of like 100 is a bit wasteful, so let it be a spell, available to all, that Korsairs simply start with. Since figurines are rare, Korsairs (and a select few other roles/races) will also get a mold technique that attempts to create a figurine of a monster you have seen before. Bonus for having killed or maybe eaten, large bonus for taking a picture or polymorphing into one. A good roll gives you a blessed figurine, partial failure gives you a cursed one; critical failure gives either nothing or a figurine of some blob. To bind the figurine, wield it and cast the spell at an appropriate monster. The monster may or may not resist; perhaps at high skill levels the spell has a high chance to ignore MR. Voodoo seems somewhat gimmicky overall, and the MR piercing should make it sufficiently useful. One effect I do not want to replicate is insta-taming by applying the figurine: it seems a bit OP (you get a pet AND you remove an enemy, all ignoring MR); instead applying will 'stick a pin' in it, doing damage. In fact, 'selfmade' figurines should have some penalty when used for pet-creating purposes, because balance. < !-- Look at me, writing about balance in SLASH'EM Extended with a straight face! Coding this patch should be educational. -- > Perhaps sticking a pin or kicking will have a BUC-dependent chance to shatter the figurine, to prevent pinning the monster to death too easily. What are 'explosions of cold' anyway? Cold things don't explode! You have named this spell a cone, you should stick to it: The diagonal one looks slightly malformed, but such is life. The wide ray will not bounce (it would be difficult to implement) and will deal less than d6 damage, but higher than the current d1 on skilled. Perhaps d3 or d4. Hit monsters will not decrease the ray's range as much; perhaps not at all, but then the ray must be made shorter in general. Otherwise, it's just three rays of cold animated in parallel. On a side note, the variants that have other elemental spells also could benefit from giving them some flavor: explosions of lightning or poison don't make much sense either. Skilled lightning could act like chain lightning, changing direction on each hit to target other (non-immune?) monsters; poison spell can very easily be made to imitate stinking cloud. Basically, it's an enchanted wax candle that continuously casts detect unseen in its light radius, detecting traps and doors and illuminating invisible monsters (so you can actually see them). Of course, since it's just a wax candle, it has a light radius of 2, lasts only 400 turns, and cannot be recharged -- the original (chargeable) lamp idea seemed a bit OP to me (traps, by nature, shouldn't be too easy to evade). So, if you find one in Izchak's shop, it can help when dealing with the odd invisible enemy, or to avoid polymorph traps and trap doors, but it won't change your game like a magic lamp might, thus it needn't be so rare. Later in game it can, perhaps, substitute for a confused scroll of gold detection, but should probably be polypiled instead. EDIT: I wrote it! Here's the patch against 3.6.2. In addition to the effects described above, the candle also reveals hidden monsters and illuminates buried and underwater treasure. Also, blessed guiding candles have increased light radius -- by the midgame, when you can liberally bless objects, a radius 2 light is probably too useless. And cursed candles work like ordinary wax candles until uncursed. Another interesting side-effect of the candle is that it allows monsters to see you if you're invisible, because you're illuminated as well. This patch turned out to be larger than I expected. Firstly, buried objects are not stored per-tile, so I felt it necessary to optimize locating buried treasure instead of looping through the entire buried object list for every illuminated square on every map redraw. As such, I added a flag denoting whether the current square has anything under it. There were no free bits for a new flag, though, so I optimised the 3.6 re-diggable trapdoors flag away. Now it's in wall flags. I've tested this patch extensively, but it's fairly large so there're probably still some other bugs somewhere. Time will tell. EDIT2: I made some tweaks and fixes. I've fixed Castle re-diggable trapdoors flag a bit (it erroneously disappeared after digging a pit in the square in question). It also turned out that the flag never was in danger of conflicting with wall flags, but it could conflict with door flags if Castle had trapdoors in doorways. Thankfully, it is not the case. On a more technical note, the previously uploaded patch version was munched by Pastebin because of an empty (but necessary) last line. I had to reorder patch chunks to prevent this. Create familiar is not, strictly speaking, a completely useless spell: while it's essentially a combination of create monster and charm monster, the 'charming' part ignores monster MR, so it's not reducible. Still, to get a decent pet that is hard to tame otherwise (perhaps a ki-rin or an Archon), one pretty much has to fill up entire level with pets, which are then abandoned. I find that distasteful. The idea is to bring the spell closer to its D & D origins, where you would summon just one creature ever (until it died, anyway), but it would be magically linked to you and would provide various benefits above that of a regular pet. So, on the first cast the spell would roll a monster that is co-aligned to you (a common theme in D & D familiar mechanics) and is not too low-level -- so, hopefully no kitties (or lichens). Having the monster be at or above your level would be ideal, but since non-unique monsters only go up to level 25, it's not practical. So, perhaps above half your level with a bias towards higher levels still. The spell may possibly still fail, e.g. by casting it as a lawful in Gehennom, where no lawfuls can spawn, but that's reasonable. Also, some filter on monster type might be sensible, since having a dwarf familiar feels improper. (Or a blue jelly.) But, you say, that's still more or less a 'summon random pet' spell, so what's stopping me from summoning and brutally slaughtering multiple unfit familiars until I get my Archon? Well, some D & D editions had various penalties for allowing your familiar to die (up to a save-or-die effect), so I don't even have to invent anything! I think a penalty to Con and maximum HP seems fair enough in NetHack reality. And check this out: this spell improves on Skilled, becoming a 'summon specific pet' spell, so you can still get your Archon -- without any animal abuse, even! (Or, more likely, a ki-rin, looking at who can cast Skilled clerical spells.) It still can fail if the monster cannot (or is unlikely to) be generated randomly -- you, in essence, are 'calling' for a monster that must already live in this dungeon. (I'll need to tweak the probabilities so that summoning rare monsters won't be too easy -- but, in optimal conditions, still practical.) Lastly, the above death penalty necessitates some improvement to weak familiars' survivability. That is also present in D & D -- I believe the familiars got boosted HP in some editions, among other things. Need to think what will it be, specifically. Overall, the idea is to shift the spell from 'a horde of kittens' to 'just one, but powerful, companion', and the implementation seems to fit? I have some doubts over whether the Skilled version is too OP and/or abusable, but many spells improve dramatically on that skill level, so it's not that odd. Also it's a 6th-level spell. Polymorph is a 6th-level spell, and it's probably the most abusable spell in the game! Might still want to do something about the starting inventory, or else it will be a Sunsword-conjuring spell. Inspired by D & D, this is a spell that removes all sound in the affected area, making spellcasting impossible, among other things. The original spell allowed a saving throw, but where's the fun in that? No, the only escape is literally leaving the circle! Or just waiting it out. Besides, too many perfectly good monster spells are completely negated by MR, turning fearsome liches into minor nuisances. That will not do. The mechanics are as follows: the monster, standing safely away, casts the spell at your location; it affects a circular area, but the silence is 'thickest' at the center, gradually weakening towards the perimeter. Each turn, silenced tiles decrement their silence counter until it's zero and you can hear and speak again. As the counter is higher the closer to center, this has the effect of the circle gradually shrinking. The effects of silence are many. They're somewhat easier to implement in 3.6.1, which has deafness and restrictions on silent spellcasting. Basically: The last point adds nuance: why would a monster who likely relies on spellcasting shoot itself in the foot by casting this spell? Especially if you're a barbarian. I can see two use cases: (1) monster is running away, so it doesn't care if your surroundings are silenced. It's not going to melee you anyway. (2) Monster can see you're a spellcaster (we'll need some heuristic based on the number of learned spells and casting failure) and you're unlikely to run away yourself, being engaged in combat with someone else. (This will check the amount of adjacent monsters and walls.) In that case it'll hang out at a safe distance and spawn nasties. Sounds like a winning strategy! In general, spellcasters should be wary of entering a silenced area, unless they think they can defeat you in physical combat. (The heuristic here needs thought.) And if they don't, they'll become scared while in it. One important note is that the only vanilla non-melee offensive monster spells are summon nasties and summon insects, so the silence spell should be above them in level to preclude monsters having no means of attacking after silencing you. This makes it available to clerical casters on a much lower level, which fits nicely with D & D where silence is a clerical spell. Now, such a rich mechanic can afford to be reused. So, let's also add a scroll of silence, to make the effect (ab)usable by the player! In practice, bearing in mind the above paragraph, it'll likely make spellcasters to run/teleport away instead of fighting you on your terms, but maybe they're trapped, or you just need a safe space? So, what the uncursed scroll does is create a circle of silence around you. Duh. But the blessed scroll actually allows you to center the circle, like the blessed scroll of fire! And the cursed scroll just makes you deaf. (The joke here is that the message is the same -- "All sound fades around you.") And let's make the confused reading remove silence -- scrolls can still be "cogitated" while silent, so that's okay. Uncursed in an area, blessed in the entire level, cursed still deafens you. So there's still some protection against silence, and that's the kind of protection I like -- having to carry a lizard corpse, a wand of fire, holy water and half a dozen other items on you at all times is an integral NetHack experience. Speaking of protection, an amulet of vocalization would also be nice. Simply put, it allows you to cast spells while silent. The amulet slot is contested already, but it should have some use cases. Spellcasting monsters also can use it. Making it digestible would probably be unfair: as I don't intend to give any monster intrinsic vocalization (not even to liches which logically should have it), the player shouldn't have it either. In summary, this can make lich fights a bit more interesting/annoying for unprepared players that rely on spells heavily, but like most NetHack hazards, it can be avoided by packing necessary items. The scroll can also make fighting an odd Titan a bit easier. Started as a silly idea of a "backwards" role that starts with the Amulet of Yendor and has to bring it to the Sanctum, it has since grown considerably more fleshed out. Infidels are evil, ultra-chaotic cultists of Moloch that have a lot of unique quirks, and special winning conditions (I was inspired by the Anachrononaut role here). I'd say they're harder than average, as while they start with good equipment, they cannot pray reliably, cannot buy protection until the Valley, must find a convertible altar before the turn 7000 or so, encounter less peaceful monsters, have two role-specific hostile monsters that can generate out-of-depth, and the quest nemesis is fairly tough. Infidels are not supposed to be a challenge like Convicts, however; they're just extra quirky. Ascending an atheist Infidel can be a challenge, though. The patch is done, tested, and polished, and can be downloaded here (apply against 3.6.5). It must be noted that the patch lacks tiles for all the new monsters, as I can't draw to save my life. EDIT: I somehow managed to overlook a statusline glitch that displayed Infidels as lawful. This is despite it being evident every time I tested the patch! Ugh. The corrected version can be downloaded here. EDIT2: fixed a major bug wherein Moloch crowning wasn't preserved after a save and restore. Also, black unicorns were erroneously considered coaligned to Infidels. Also also, the patch is now against 3.6.6, although the difference is not noticeable. Download here. EDIT3: a few more tweaks. Notably, demonic crowning now preserves mental faculties, so former orcs will still have 16 max Int and Wis. Also, Infidels can now properly drop cursed loadstones. Also, I backported a commit from 3.7 that allows you to ring the Bell of Opening (on the vibrating square only) even if you're hurt by silver. Obviously, it's very important in the context of this patch! The updated patch is here. EDIT4: a bunch more tweaks and bugfixes, mostly stolen from User:K2's EvilHack implementation of the role. Among them: removed many murder-related alignment penalties for unaligned infidels; peaceful covetous monsters don't follow the player around anymore (and in particular, demon princes have ceased wishing "good hunting" to crowned Infidels like every turn); some changes to Moloch's prayer boons (mostly cosmetic, but he now curses armor instead of blessing the weapon, and water prayer produces unholy water); Amulet energy drain is reduced by about 3/4th for Infidels; and I added some actual tiles for the new monsters. Download from here. This patch changes the behavior of foocubi to be more reasonable: they no longer actively try to seduce you while hostile, and when you initiate an encounter with them, they ask for money upfront. The second change is merely sensible, but the first one removes a fairly distasteful game mechanic, as, if you think about it, what hostile foocubi try to do is quite rape-y. Instead of the seduction attack, foocubi now have a life-draining bite, like with SEDUCE=0. They have a chance to be pacified with a bribe or an applied mirror, as well as the usual magical methods. Also, if you carry a lot of gold in open inventory, foocubi may be generated peaceful. The price the foocubus will ask for depends on your Charisma and XL, and lies between 200 and 1000 zm. Tame foocubi will work for free. In addition to making game saner, this patch also provides a decent money sink for the mid-late game, as by Castle most players have far more gold than they can use. The patch against 3.6.6 can be downloaded here. As always, I'm unhappy with the dialogue, but as I don't know how actual people talk, this can't be helped. =_=_ User talk:Tomsod/YANIs and patches This is pretty interesting and provides a good use for the wand after the player's already gotten themselves permanently invisible, fixing the zap-once-and-never-use-again issue. I have some concerns about it on Astral: by secret-door-ifying the (initially locked) doors there, you could prevent all monsters, even the Riders, from getting through them. If that can be fixed somehow, since there's a patch provided I'd possibly add it into xNetHack. And I'll also mention it to AntiGulp in case he's interested in adding it to SpliceHack as well. --Phol ende wodan (talk) 23:08, 5 August 2018 (UTC) This is an idea that has done the rounds but in practice I fear there is less need for it than one might think. Ordinarily if you are being actively attacked the eating process will be interrupted after one turn anyway (which means lizard corpses normally are multiple-use) and if you aren't you probably wanted to eat all of your lembas wafer anyway. You should bring K-rations not because they take only one turn but because you probably don't have an unlimited supply of lembas. Changing lembas's time to eat to 3 turns would make K-rats superior in one respect; more nutrition/time, potentially useful when fighting Famine or casting very nutrition-intensive spells. Pinkbeast (talk) 22:42, 2 September 2019 (UTC) Bite could be abused to eat most of a corpse that gives a negative intrinsic upon finishing the corpse, like bat/stalker stun or teleportitis. There is also the case where the player is stunned but may not be under direct attack, like a booby trapped door or a slow gnomish wizard. --Luxidream (talk) 21:03, 3 September 2019 (UTC) I would be as well for EvilHack, AntiGulp and I have been discussing this on IRC today. Nice spin for a new role. OK, I rebased the patch onto 3.7, as of... June 9, I believe. Hopefully nothing major has changed since then. (As I checked this, I noticed a recent commit that is probably a good idea to integrate into my 3.6-based patch. Last-minute changes, hooray!) Here's the rebase. I obviously made no effort to account for SpliceHack code specifically, as that is your area of competence, Agulp. (Also please look at the mentioned 3.7 commit. I haven't realized that crowned Infidels may have trouble with invocation until I saw it, but it does need fixing.) I won't "officially" publish the rebase until the 3.7 release, at which point it'll probably need to be updated. In addition to the aforementioned patch, I also made a few more minor changes that I backported to the 3.6 version; again, I will upload the updated 3.6 patch immediately. I should be done with the changes for now. Tomsod (talk) 03:43, 3 July 2020 (UTC) Initial commit of the Infidel role patch (version 1.3) is now a part of EvilHack - https://github.com/k21971/EvilHack/commit/6972e3e6208edd2dfa281e00c5ecc83a3d2f7423 - Tomsod, there were a couple bugs I found and fixed during a brief period of playing the role. Shoot me an email, I can go over what I found. You should be able to deduce what was fixed/changed from the commit versus your latest patch. K2 (talk) 13:44, 8 July 2020 (UTC) Tomsod, I have a question about being inediate. When an infidel is crowned and they change into their demonic form, they no longer get hungry if they just stand around for an indefinite amount of turns doing nothing. But other actions will still cause hunger (spellcasting, causing conflict, wearing a ring of hunger, self-teleport, etc). Plus our inediate demon can still eat food and corpses. Was this your intent, or just an oversight? As it stands currently, inediate is really only a different approach to slow digestion. For information sake, if the player poly's into another form that is considered inediate (example: vampire), the same behavior is observed. K2 (talk) 17:44, 10 July 2020 (UTC) Tomsod, EvilHack 0.6.0 was just released and is available for play on all of the Hardfought servers. Your Infidel patch is part of this update. K2 (talk) 04:50, 20 July 2020 (UTC) This sounds wonderful! Especially in variants which insist on "realistically" giving gnomes a fantastically limited carry capacity. It could be a thematically-appropriate reward to hide on a mimic-heavy level, in a treasure zoo, or even as an alternative to Ludios when Ludios doesn't spawn. D & D even has a somewhat-similar spell: https://5etools.com/spells.html#tenser's%20floating%20disk_phb --Testbutt (talk) 18:09, 7 July 2020 (UTC) =_=_ Talk:XNetHack With the normal Minesflayers removed, what about adding a new Mine's End with a (master) mindflayer? I know they are deadly, but so is the minotaur in one of the Mine's End variants. And Minesflayers are kind of tradition by now. :) Hi! I was reading through xNetHack's change list, and upon you mentioning remaking mithril-coats I was struck with an idea: why not just make 'elven' and 'dwarven' into another kind of object properties, like material? It generalizes pretty well: elves start with elven items. Those can be enchanted to +7, don't get penalties from being made from wood (as opposed to iron) < ref > Or you could make a special "ironwood" material which combines wood and iron properties. That would be more lore-accurate. < /ref > , and elven weapons get a d(+1) against small creatures (e.g. d5 instead of d4, like elven daggers). Orcs start with crude items, which get d(-1) against small creatures and -1 to AC. Dwarves start with masterwork items. Masterwork armor gets +1 AC. With weapons it's trickier: dwarvish short swords get d(+1), and dwarven spears get d(+2). And DnD masterwork weapons just act as +1 that doesn't stack with enchantment. < ref > Because all enchanted weapons are assumed to be masterwork by default. < /ref > +1 seems the most appropiate to me, but anything works. Most racial items fit rather well with this mechanic, with exceptions for elven short swords which are d(+2) and dwarven weapons, which are inconsistent as mentioned before. As for mithril-coats, it works perfectly: EMC are elven, mithril ring mails which thus get +1 AC and can be enchanted to +7; DMC are masterwork mithril ring mails and thus get +2 AC but no enchantment bonus. Although if you want to keep them as MC3, you will need to tweak mithril material properties. I see that uncursed and especially blessed wands have a higher chance to be wrested in xNetHack, so, going by the logic of beatitude, it's intended to benefit the player. But I don't see how it does? The only wand I have ever wrested is wishing, and you removed that mechanism. Most other utility wands are better recharged (polymorph) or broken (create monster), or are common enough not to bother. And for attack wands 1 in 7 chance is still not good enough. Heck, even keeping the wand in one's bag is not good enough sometimes, I'm not going to waste 7 turns unsuccessfully zapping while a leocrotta tramples me! In fact, I can see how the increased wrest chance can be harmful: in vanilla, I could afford to polypile things without identifying the wand's charges. In xNetHack, I probably won't dare, especially if the wand is blessed. That probably extends to all blessed rare wands, although in case of the wand of death it's a mixed blessing, at least. So, what does this change intend to accomplish? I'm quite curious. Tomsod (talk) 08:15, 16 April 2019 (UTC) In xNetHack, is there any advantage for casters of small shields over elven shields (the latter being neither bulky nor metallic)? -Actual-nh (talk) 00:04, 26 April 2021 (UTC) =_=_ Nethack Fourk =_=_ User:Bluescreenofdeath/Evil Variant The evilvariant mode of SLEX tries to turn the game into the Evil Variant - that is, it implements some of the most evil patch ideas from the IRC, and some player-hostile features from other NetHack variants. Sometimes those are specifically made even worse than they are in their respective original variants. I had a go at optimising the Sokoban 2a solution. I used a modified version of nhss to get a move list. I worked the & oldid=97945 previous version out at 755 keypresses, and & oldid=123558 my version at 585. I've put the move lists below here. You should be able to paste these into nhss using a copy of level 2a. You can't paste hundreds of keys into NetHack and expect nothing to go wrong. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Talk:Yendor bouquet found this on a wikipedia talk page, supposedly from Michael Toy, one of the creators of Rogue. (No proof that it is in fact Michael Toy, but assuming it is.) Copying here in case wikipedia happens to delete it: The idea was that the dungeon had been constructed by a wizard, and that the quest was to retrieve his lost amulet. In a weak attempt at humor, the all-mighty wizard who creates the dungeon is given the name "Rodney" spelled backwards. Rodney was selected at random, in an instant, as a very unlikely name for a powerful wizard. Through the brilliant (or so it seemed when I was 19), technique of reversing the letters of his name, this secret joke was now "hidden" in a very reasonable "fantasy sounding" name of Yendor. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User talk:Piter.nicolaas You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ NetHack 3.6.2 NetHack 3.6.2 is the 32nd public release of NetHack. It was released on May 7th, 2019. It primarily contains bug fixes for NetHack 3.6.1 with minimal gameplay or interface changes. NetHack 3.6.2 is available from the official NetHack website, and continuing the practice from 3.6.1, the Git repository of the source code is available to browse on GitHub. From this repository, anyone can download and build a copy of 3.6.2. NetHack 3.6.2 official public release can be played online at NAO, with the option to copy over your rc config file from 3.6.1 to 3.6.2. The Hardfought build (363-hdf) is keeping with tradition, running the latest bleeding-edge development code released by the DevTeam - 3.6.3-1 'Beta' (last build Tue Nov 19 23:42:38 2019 UTC - git commit 24ff713). You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Nethack 3.6.2 =_=_ Talk:Monster creation Something I just realised: if major demons can only generate in Gehennom, but lawful creatures are forbidden there, does that mean that horned devils, barbed devils and erinys, being lawful demons, never randomly generate? They can appear in graveyards and some devil lairs, which may account for the few kills I have in my dumplogs, but it looks like even high score ascensions, which aim to kill 120 of everything, also only have at most a dozen kills of them. However, I dimly recall meeting an erinys in an ordinary level, and thus am doubtful. If those 3 monsters really don't generate, though, their pages should probably mention that. Tomsod (talk) 20:18, 19 August 2018 (UTC) You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ File:Chozo32.png Chozo / Abigaba full 32x32 tileset, as a PNG image. Retrieved from archive.org; according to the page this is intended for NetHack 3.4.2. =_=_ Category:Arrows =_=_ Forum:Will monsters loot sacks? =_=_ Category talk:Variants I feel like this page should be a category for actual variants - not a bunch of assorted things that appear in variants like Black market (SLASH'EM). Pages like that can be marked as categories for their own variants, but not in the Variants category. --Phol ende wodan (talk) 23:37, 24 August 2018 (UTC) You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User talk:DisappointedHacker You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User talk:DocWebster You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Standard strategy (SpliceHack) The standard strategy for SpliceHack is very similar to the standard strategy for playing vanilla NetHack. It is entirely possible to ascend without using any sort of alternate strategy. That being said, the endgame in SpliceHack is dangerous, and there are a number of things you can do to make your journey to ascension that much easier! This guide covers the main differences between the strategy for NetHack ascension and SpliceHack ascension. The early game in SpliceHack is extremely similar to vanilla NetHack. The biggest things to watch out for are a few very weak new monsters, such as lemurs and death maggots. Also, try to keep your pets away from porcupines, as this is a good way to lose a companion very early. The object materials patch means that you can generally assemble a fairly strong set of equipment. Try to get at least one silver item early on, since it can help you against demons later. Additionally, floating eyes are rarer than in vanilla, so keep an eye out for one in order to obtain blind telepathy. SpliceHack's midgame is where the differences from vanilla are most apparent. Numerous branches are available to the player, as described in a section below. Many of the new monsters will be encountered in this portion of the game, some of which are very threatening. Make sure to look up the stats of unfamiliar monsters using the colon key to avoid dying to something preventable. Although by no means necessary, it may be a good idea to find some sort of source of sonic resistance (earmuffs from the icy wastes, resonating shields, purple dragon scale mail, Sonicboom) and possibly psychic resistance (helm of mindarmor, way to become mindless). SpliceHack has a much larger selection of artifacts, more details about which can be found on the SpliceHack artifacts page. Offering at altars can therefore grant you one of many items. Keep in mind that the success of wishing for artifacts in SpliceHack is based on how many artifacts you have been granted or wished for, and does not include those that were randomly generated. Gehennom is structured slightly differently than vanilla, and you will likely encounter the lairs of at least a few unique demons. When they ask for a bribe, they may ask you for an artifact or offer to play a game of chance with you. Thus, it is a very good idea to keep any spare artifacts or decks of cards in your inventory to ward off potentially deadly encounters. The endgame of SpliceHack is simultaneously calmer and more hectic than vanilla. On one hand, the mysterious force is gone. On the other, performing the ascension ritual spawns all nonexistent major demons on random levels. Warning and telepathy can be invaluable during the ascension run in order to avoid running into any of them around a corner. Move as quickly as possible to minimize your chances of an encounter. If you do run into a major demon, you may be able to use your high speed and that they are not covetous in order to run away. The Elemental Planes are largely the same as vanilla, although the Plane of Water has a few guaranteed monsters and is slightly harder than in vanilla. The Astral Plane, however, is extremely hectic. A greater number of player monsters spawn here than in vanilla, and unlike vanilla they are capable of stealing the Amulet from you and fleeing. Should any of them manage to make it to a coaligned altar, that's game over. Be very careful around player monsters and kill them from a distance if necessary. The final difference to be aware of is the Riders. Although their stats are unchanged, each of them rides a unique, high-level horse. While the horses present little threat on their own, they take a few turns to kill, which could be enough time for the Rider to resurrect. Pets in SpliceHack are much more valuable than in vanilla, and an effort should be made to keep your pet alive as long as possible. In the early game, pets function largely the same as in vanilla, but can become very powerful in the midgame and late game. Because pets can gain intrinsic resistances from corpses and cast spells, it is very viable to take a pet with you from the start of the dungeon into Gehennom. Additionally, the intelligent pets patch and addition of new monsters makes the selection of desirable pets much larger. Here are a few of the best monsters to tame: You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Forum:Statue option? In 3.6.1 (NAO variation), is there an option to make the statues look like they did in previous versions? Whenever I see an enemy symbol, I go into threat mode, and it makes me mad when I see that it's a statue. My terminal doesn't have great colors, and I'd rather have the statues back as "'" than have to screw around with the color setting. Is there a way to do this? I was never too clear on some of the configuration settings. Thanks, Ms. J. Marie Stanton, Professional Valkyrie (talk) 15:24, 13 September 2018 (UTC) =_=_ Forum:The most kawaii rogue-like :P You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ File:SpliceDragons.png You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User talk:Vivit You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User:Chris/monster oddities A while ago, I carried out the "great reflagging" in dNethack, which required me to examine each creature individually and sort its tags into the new categories. This close scrutiny revealed a number of oddities, which in some cases may be purposeful, but in other cases may be oversights. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User talk:Bagueera You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ File:Lightblastbug231.png Screenshot of text log of a recent game in Windows SlashEMExtended tty Version 2.3.1. Tiny bug maybe. Could play on. Just the log told me I should tell it to Amy. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Statue of Perseus =_=_ Thorin II Oakenshield This template is intended to be used in either of two scenarios: a page entirely about a variant with no identifying information, or in the rare case where there is unspecific information about variants in a == Variants == section. Editors: If you know which variant this page is describing, please clarify which one(s) it is about, and then remove this template. =_=_ The November NetHack Tournament The November NetHack Tournament, abbreviated as TNNT, is a NetHack tournament that takes place during the month of November. It has been run every November since 2018. Its main page can be found at https://www.hardfought.org/tnnt/. Unlike Junethack, which takes a broader focus on multiple NetHack variants, TNNT focuses primarily on the vanilla game, while still being open and accommodating to all skill levels. Like Junethack, TNNT is played on public servers, allowing players on those servers to reuse their existing accounts. Currently the three Hardfought servers are the only ones on which TNNT is available to be played. Likewise, TNNT supports clans, allowing a group of players to coordinate and pool their accomplishments in a competition for the highest-scoring clan. Because of its vanilla focus, TNNT offers very in-depth scoring. At the core, ascensions are worth 50 points each, which can be boosted by conducts, speedrunning, and streaks. There are also numerous individual and clan trophies which can be earned for more points. TNNT is not purely NetHack 3.6.6; there are a few changes to the game that will gradually continue to expand in future years, but the game will still remain the same as vanilla at its core. Fundamental game mechanics will stay the same - weapons and armor stats and properties, roles and races, spells and their effects and levels, monster abilities and behavior, so on and so forth. The changes that players will see and experience are in the way of optional custom content and/or branch levels added to the game, without changing the mechanics or usability of existing content. The #tnntstats command allows you to check the progress of achievements that require doing things multiple times or doing a set of different things. The #snacks command allows you to see types of food you have and have not eaten yet this game, for the achievements that rely on eating a lot of types of food. The #species command allows you to view all of the eligible monster species you have killed or not killed, for achievements that rely on what types of monsters have been killed. In 2016 and prior years going all the way back to the early 2000s, the :/dev/null/nethack tournament was run each November. However, in 2017, after the release of NetHack 3.6.0, the devnull organizer krystal announced that the tournament would be shutting down permanently. Several players coordinated with the hardfought server admins to quickly put together a one-off tribute tournament, which was held in November 2017; but the expectation was that in subsequent years some new tournament would be developed to take its place, which ended up becoming TNNT. TNNT is not trying to reproduce the system or unique challenges offered by devnull, and has instead been designed from the ground up. =_=_ User:Vivit You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. I was playing a normal game of 3.6.1 and I found Orcish Town. I fought some orcs and I found a corpse of an orc. It populated as "a hill orc corpse named Thosugris of Aithosogul". =_=_ User talk:Ashpool You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Forum:Engrave Test and Elbereth In 3.6 Do I have to engrave a new elbereth on a new square each time i want to engrave test,or do i only have to engrave again in the same square? =_=_ Forum:Changes to pet Polytrap behavior? Thank you, Andrios. Even dogs and cats (with 0%MR) were landing on the trap and not transforming...unless they were transforming into identical dogs and cats!...maybe. Maybe they're also dodging the trap, just as a pit and landmine can be avoided (maybe i'll code-dive for that). In general, there just seemed to be a lot less pet-poly happening on the poly-trap than in the old days...but maybe it's my imagination. Thidwick (talk) 01:46, 7 November 2018 (UTC) You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User talk:ShivanHunter You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Your head suddenly aches very painfully =_=_ TNNT =_=_ Tnnt =_=_ User talk:Ais523/Dungeon Overhaul Proposal You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Glory of Arioch =_=_ Forum:Piously Aligned but god displeased when praying? Category:watercoolerI'm a level 10 dwarven valkyrie right now and I just applied a stethoscope to check my alignment, which said I was piously aligned. I have a luckstone from the mine's end, but whenever I pray it just says that my god is displeased. What should I do? < span style="font-size: smaller;" class="autosigned" > --Preceding unsigned comment added by Sladepeter (talk • contribs) 16:42, 3 November 2018 (UTC) < /span > =_=_ Dirge Dirge is an intelligent artifact weapon that appears in SporkHack and EvilHack. It is chaotic-aligned, and its base item is a long sword. Chaotic knights who sacrifice a member of their own race on a chaotic altar while wielding a long sword will have it turned into Dirge. It can also be given to chaotic characters as a sacrifice gift. Dirge has +5 to-hit and is permanently poisoned: it deals an extra 1d6 of damage as all poisoned weapons do, but also doubles the base and enchantment damage against non-poison resistant monsters, resulting in incredible amounts of damage versus the right targets. The average damage calculations in the following table do not include bonuses from weapon skills, strength, or from using a blessed weapon against undead or demons. It also does not include the 10% chance to instantly kill non-poison resistant monsters. In EvilHack, Dirge is now acidic instead of poisonous, and is made of mithril. It trades the ability to instantly kill monsters for the ability to deal double acid damage versus non-acid resistant monsters, and also grants acid resistance when wielded. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User talk:Guiwald You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Bind =_=_ Binding =_=_ Bindings Playing 3.6.1, I returned from the Gnomish Mines with the luckstone, and tried to convert an altar. After four failures, my Luck would be -1, so I couldn't pray anyway, and decided to drop the luckstone (dropping my Luck temporarily to -4) so that my Luck would recover. On the sixth try, I finally converted the altar, and now wanted the luckstone back, but discovered that the luckstone wasn't where I had left it. I searched the level in case my cat had picked it up and dropped it somewhere else, but I couldn't find it. So where could it go? I found a rock mole, but despite the name, rock moles don't eat stones. There doesn't appear to be anything alive on the level which could have picked it up. There is a trap door on the level, so it's possible that a monster picked it up and then fell into the trap; if so, I'll find it a level or two down. Is there any other way a luckstone can vanish? You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User talk:Mr Zero You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Forum:Yeenoghu escaped the dungeon! Is that normal? A bug? The demon lord Yeenoghu just escaped the dungeon on level one after he was summoned by another demon in the Valley of the Dead. I then branchported to Sokoban (and brought him where me), where he then fled down, which apparently is possible according to a suggested change to the Covetous page. Although that page also says under the Movement header that "monsters cannot escape the dungeon entirely." Once we got back to the main Dungeons of Doom branch, he fled repeatedly upstairs as I teleport control teleported to chased him until he escaped the dungeon completely at level 1. =_=_ User talk:Flytrap You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Talk:Robin You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. In past versions I virtually never saw magic cloaks, so was always waiting to get a wish for grey dragon scale mail, and would quit games if I stepped on a polymorph trap and lost hours of good armor. Magic cloaks seem to be a lot more common. Opponents seem to hit harder/faster. There is a rhythm, and it seems I often die one turn before I expect I'd need to pray. Can't select "A"-all when wanting to empty my sacks all at once, which is annoying and time-consuming. Seems it would have been more work to take that option out than to leave it in. Can't make the top area of the screen bigger, so I no longer eat tins as I can't tell what is in them as there is only one line of comment and it immediately scrolls off for tins. I play this a lot, as I'm watching TV, when the program isn't one I care for. I probably already well over 100 hours of play with 3.6.1, probably closer to 200. I've played Nethack for decades, but never messed with the conf file much. I almost *never* saw magic cloaks. As rare as Helms of Telepathy, which feels about the same now as I haven't seen one yet. There is a night and day difference in the armor I find in Gnomish Mines. I'd always thought that having "plus" armor be already bless or carried by higher level monsters made sense, but never saw that. Maybe I read too many David Drake books. =_=_ Convert There are two ways to convert yourself to a different alignment. An altar can also be converted to your alignment, provided it is not in Gehennom or a high altar. If you make a normal sacrifice on a non-coaligned non-high altar outside of Gehennom while your alignment record is not negative, there is a chance that you will convert the altar to your alignment. (The altar to Moloch in Orcish Town can also be converted.) A same-race sacrifice on a lawful or neutral altar is also guaranteed to convert it to chaotic. =_=_ Orcish Town =_=_ User talk:SammyP113 You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. What's the best thing you've ever polymorphed a pet into? I just used wand of polymorph on level 1 and got an Olog-hai from my starting kitten. =_=_ Forum:Allow Orcish Town to be an Option! Please! Make it a conduct? Something?! It was an interesting, failed, idea. Why no temple? Why no shops? I can go a whole game with NO shops (nothing before Orcus Town, anyway). Orcish Town screws pacifists in so many ways, which is an already quite difficult challenge. Why not make the level have orcs, but with the opportunity to save the town, or at least parts of it, from destruction? As you enter the level, give a message something like "You hear orcish war cries.", or maybe something more vague (as that is NetHack's general style). "You feel a sense of urgency!" Now that would be a FUN thing to do! If you rescue a shopkeeper, they give you a random item from their shop. Rescue the priest? S/He bestows a random blessing (protection point, clairvoyance). The guards give you a "Get Out of Jail Free" card (just kidding). --User (talk) 10:13, 27 November 2018 (UTC) You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Noise Some actions produce noise, waking sleeping monsters in a certain radius. Not all of them are actually auditory in nature, but for the sake of simplicity all are listed here. Most sources of noise do not rouse victims of temporary magical sleep (which is more akin to paralysis in nature). In general, you should avoid noise when dealing with crowds of naturally-sleeping monsters, such as in special rooms. The following events produce noise: Monster cries after being hit with or a potion of acid 3.2 & times; sqrt(monster level) around the monster Walking near a monster without stealth can also wake it up. The monster must be in line of sight and within 10 squares; without aggravate monster there's only a 14% chance per monster move of it waking up. While this is presumably caused by you "making noise", it differs from above events in that the effect is continuous and is applied to each monster separately. =_=_ Holding You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Forum:Macro implementation (Windows 10, nh 3.6) I'm curious if (and how) there are successful recent implementations of the AutoHotKey macro method described at the Wiki "Macro" page. In 3.6.0, running under Windows 10, I created the runmeonce and trigger ahk scripts, etc, but there is no NHLauncher.exe executable with which to start nethack in the nh distribution, and within the nethack UI (I tried both the "traditional" and windows graphical versions) CTRL+M does not launch the macro creator interface window. =_=_ Talk:Monsters (by experience) Almost every monster is worth less experience as of 3.6.0. This is because the bug at Source:NetHack_3.4.3/src/exper.c#line76 was fixed - every monster missing an attack is now worth (lvl) fewer experience points, per attack. For example, Demogorgon has four attacks, and therefore two "missing" attacks. At level 50, he is worth 100 less exp compared to 3.4.3. Very few monsters use all 6 attack slots (marilith is the only one that comes to mind), so almost everything is worth fewer exp now. -- Qazmlpok (talk) 17:04, 2 December 2018 (UTC) =_=_ Template talk:SLASH'EMtimeline I've tentatively changed the timeline, for one main reason: previously, it was looking like SLASHTHEM was an actual successor of SLASH'EM Extended (hereby shortened to SLEX) when it really isn't. Sure, SLASHTHEM was based on an old version of SLEX, so it is technically a variant, but not only did it not pull any of SLEX's later changes at all, it also systematically reverted at least 90% of the SLEX-specific stuff. I don't have exact numbers, but both from watching the project's github commits and from actual gameplay it feels like it's rather similar to regular SLASH'EM, while (as of the time of this writing) its differences to SLEX are huge. Also, I talked to Soviet5lo about this back in 2016(?) (can't remember the exact date) and he also said he no longer considers SLASHTHEM to be a variant of SLEX. So I edited the timeline to show that both SLEX and SLASHTHEM are variants of SLASH'EM. If there is disagreement with this change, feel free to revert/discuss! --Bluescreenofdeath (talk) 11:21, 3 December 2018 (UTC) You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Sysconf The system-wide configuration file, sysconf, is a plain text-file, usually in the same directory as NetHack binary, and it allows the system admin to change some settings compiled into the game. Only available if NetHack was compiled with SYSCF. Commenting this out or setting the value to 0 constructs lock files with UID and playername, so each user may have one game at a time, but number of different players is not limited. Number of bones file pools. The pool you belong to is determined at game start. You will load and save bones only from that pool. Generally useful for public servers only. Changing this might make existing bones inaccessible. Disabled by setting to 0, or commenting out. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Talk:Division =_=_ Forum:Does NetHack need a terminology cleanup? =_=_ User talk:Warpguncody You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. Unless the pages you are creating for SLASH'EM deities have interesting content that would warrant their own pages (such as special game mechanics that occur when playing with a certain god, other than the regular mechanics for that role and alignment), there isn't a need for separate pages for each god. Pages whose only content is "X is the [alignment] god for [role] in SLASH'EM" without even an encyclopedia entry for the god are useless, and redlinks to them should be removed rather than given a useless page. Arguably there could be a "God (SLASH'EM)" page, but I don't think that's needed either since the information can fit onto the regular God page just fine. --Phol ende wodan (talk) 00:42, 3 October 2019 (UTC) Please consider not making wide-ranging changes to pages' lead sections without discussing it with others. Please also remember that in English sentences start with capital letters. Pinkbeast (talk) 23:24, 14 October 2019 (UTC) Hi, you've been adding a lot of articles with lists of rank titles recently. For example, Elementalist. Can you please specify what variant they appear in? Even just a sentence like "The Elementalist is a role in VariantName." would be helpful. --03:14, 17 August 2020 (UTC) My main concern here is that you're cluttering the wiki's main namespace with low-quality, useless pages that don't follow NetHackWiki style guidelines. Either put in the effort to add useful content to the pages and follow basic rules like capitalization, or stop creating these pages. --Phol ende wodan (talk) 00:53, 19 August 2020 (UTC) =_=_ Forum:YAFM followed by YASD I stepped on a polymorph trap on Medusa's level with polymorph control, and chose to polymorph into a vampire lord. After dispatching Medusa, I broke Perseus's statue and found the shield of reflection. This should have allowed me to swap out my amulet of reflection for an amulet of life saving, but I discovered it didn't. I tried to wear the shield to uncurse it, but "You can't handle your shield of reflection." TDTTOE; vampires can't wear anything made of silver. So I stayed a vampire lord for the fighting power and AC, intending to switch shields and amulets when my polymorph timed out. But before that happened, "The black blade draws the life force from the cockatrice! You bite the cockatrice! You turn to stone. DYWYPI?" Grabiner (talk) 04:13, 31 December 2018 (UTC) You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User:Phol ende wodan/WardProposal This is a proposal describing a system of wards in vanilla or near-vanilla NetHack. A ward system overhauls and replaces Elbereth mechanics; it consists of several different symbols that ward against different sets of monsters and have to be discovered during play. DNetHack has a successful implementation of a ward system already, but it is rather too complicated and hard to keep track of, and probably wouldn't work too well if implemented directly in vanilla. Nevertheless, it's a much better starting point than trying to make a system totally from scratch. Thus, this proposal will draw heavily on dNetHack's ward system. There is also a minor flavor point to make regarding Elbereth: it inexplicably works on monsters that by rights shouldn't be able to read it because they either lack sight or intelligence. Nothing in NetHack, besides the scaring effect, suggests that writing the text "Elbereth" on the ground actually imbues it with any mystical power. (Wards dodge this problem by having symbolic magical or occult significance.) Overall, the mechanic may have worked out better in the era where one would learn about Elbereth by word of mouth and not know its full extent, but in the current day where for game balance we assume that all players are fully spoiled, it doesn't really hold up. Wards are engravings that the player may inscribe on a square. Internally, they will exist in the engr struct, and will be mutually exclusive with writing text on the square. Since they are engravings, they can exist as any of the usual types: dust, carving, graffiti, burn, etc. Also like any engraving, they can also be randomly teleported around the map with a teleport wand. Each type of ward scares different types of monsters, takes a different amount of actions to draw (roughly correlating with its complexity), and must be learned separately. Importantly, no ward can be drawn in a single action, though engraving with wands will still always use one charge. The only wards you can use are those that your character has discovered in the game so far. This can happen two ways: finding a square that already contains a ward, or studying a spellbook and the ward it uses to contain its magic. Reading a spellbook now gives the player a menu offering choices to read the spell (as normal), or study the ward. As in dNetHack, studying a spellbook's ward carries similar risks to reading the spell, but with a large flat boost to your success rate and with the book effectively being one level lower than its spell for failure results. Wards do not have recall time like spells, though amnesia might still cause you to forget them. Not every spellbook will contain a useful ward: some randomly generated books, all blank books, and all player-written books, contain thaumaturgical wards which are "good for spells and not much else". Wards erode just like any engraving of their type does (i.e. really fast for dust-engraved wards, occasionally for carved wards, and never for burned wards). Instead of degrading the quality of their text directly, wards track their intactness as a percentage. A ward that is X% intact will only ward away monsters X% of the time. There might be some grace buffer provided to newly written wards: a freshly engraved one will internally be at 110% or something, so that it won't become less than perfect instantly. Probably the exact percentage won't be shown to the player; instead, ranges of percentages will map to adjectives like "scuffed", "marred", "degraded", "very degraded", and "faint". Re-engraving a ward onto a space that has an eroded copy of it will restore the intactness of that ward; this may take fewer actions than it normally takes to draw, depending on how bad it is. Getting interrupted while drawing a ward will result in a ward with less than 100% intactness. There are several possibilities for how wards should interact with NetHack 3.6 changes to Elbereth. The most generous is to keep them like they are in dnethack, where they work the same as 3.4.3 Elbereth and you can attack scared enemies while standing on them with no consequence. We can probably rule out 3.6.0 erosion mechanics, where a monster getting scared could erode the ward without action on the player's part, for its unpopularity if nothing else. Given that wards are intentionally less powerful than Elbereth, 3.6.1's two penalties of a substantial alignment penalty and automatic disintegration of the ward seems like it would be too harsh. Tentatively, attacking a monster that is scared by a ward you are standing on will confer an alignment penalty, but will not affect the ward (apart from regular erosion due to your action). The encyclopedia will have an entry for each ward describing what it is and what it repels, so that a player encountering the ward for the first time, or still learning them, will be able to have an in-game source of information about them. In choosing wards, this tries to stick to simple geometric shapes or real-life historical designs. Many of dNetHack's wards already fit into this category. Note that there is one exception to the listed monsters a ward will scare: it will never scare any unique monster. This is a rough translation of NetHack 3.6's making Elbereth not work in Gehennom, which primarily means that you can't use it for boss fights. This is a plain protective circle which scares all undead (all L, M, V, W, Z, ghosts, and shades). It takes two actions to write. The dnethack name is "Circle of Acheron"; I'm not sure if that name should be kept or not. The nice thing about that name is that it relates to the undead-repelling properties of the ward (the river Acheron encircles the first circle of Hell in the Inferno). It can be found in a spellbook of any spell level. This is the equivalent of Elbereth. Trying to engrave "Elbereth" on a space will instead engrave a Vardan ward. It takes two actions to write. It works similarly to Elbereth in dnethack, scaring only orcs, wargs, trolls, and Nazgul. It is not found in any spellbooks, but may be found on the ground, and elvish characters (and spoiled players) start the game knowing it. It will probably be controversial that players can still engrave Elbereth without their character knowing about it in-game, but I feel that this is the best way to ease the transition for players used to vanilla Elbereth, and avoid complaints of Elbereth being removed entirely. This resembles a pine branch with five smaller twigs branching out. It scares all b, j, m, p, t, w, y, P, U, and ; (subject to revision). It can be found in spellbooks of level 3 or higher. This is a pentagon or circle enclosing a five-pointed star. It scares all i, & , and hell hounds. It takes two actions to write, and is found in spellbooks of level 5 or higher. Possibly, priests start the game knowing it. This is the most versatile and powerful ward, consisting of a heptagon enclosing 7/2 and 7/3 heptagrams. It scares all monsters except A and starting races: humans, gnomes, dwarves, orcs, and elves. It takes five actions to write, and is only found in spellbooks of level 7. This is about on par with the Heptagram, and depicts a Medusa face. It scares all monsters except A, & , S, golems, and humans. As in dNetHack, it is never found in spellbooks, but three copies of it are randomly scattered on Medusa's level. Unlike dNetHack, it won't randomly fail to scare a monster. It takes 10 actions to write. I feel like seven wards is about the limit of complexity a vanilla player would reasonably expect to see, but at the same time they don't seem to cover common monsters very evenly. These are some other ward possibilities that didn't quite make the cut. =_=_ User talk:Phol ende wodan/WardProposal I personally like this idea and would like to see it in vanilla. Elbereth strategies are so easy that they border on cheesy, and properly implemented wards could work much better. =_=_ Skull A skull is, in SporkHack, an item that may be left behind in a bones pile when a bones file is created. It may also be generated in a sealed closet instead of a human corpse. Skulls from bones piles will carry the name of the dead adventurer, and cannot be renamed. They are made out of bone. In a bones pile, the skull does not replace the previous adventurer's corpse, and is only dropped 2/3 of the time. It never drops if the player is in a form that is unsolid or headless. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Category:SpliceHack =_=_ User talk:WarTech You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. NetHack 3.4.3 - Whenever I'm fighting a bunch of demons, why do I keep finding that after a while I'm fighting bare-handed and my weapon is on the floor? You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ TermIll =_=_ Termill The following information pertains to an upcoming version (). If this version is now released, please verify that it is still accurate, then update the page to incorporate this information. When adding an upcoming template, be as specific as possible - you won't necessarily have a handy source reference to cite, so describe it as clearly as you can. =_=_ Category:Upcoming This category contains articles that have been marked with the template. When a new version is released, the upcoming templates will need to be removed and the changes they describe incorporated into the page. I was dancing with a succubus, wielding Stormbringer to protect myself against level drain. There was also a black unicorn on the level, and as I was invisible, the unicorn moved randomly and would not teleport away if cornered. I wanted to avoid accidentally hitting the unicorn, either with Stormbringer or while attacking another nearby creature; I also attacked it once and needed to pacify it. A worthless piece of glass was ideal for this, as the unicorn would catch it, drop it, and teleport away. Real gems would be kept by the unicorn, so I would run out of them. (Real gems would also increase my Luck, but it was already maxed out.) Grabiner (talk) 04:59, 29 January 2019 (UTC) You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User talk:Facebook Ad IQ Academy You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User talk:Lucent Skin Eye Cream Reviews You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User talk:Lean Belly Secret Review You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User talk:Success Mastery Academy Reviews tab You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User talk:Lean Belly Secret Review Tab You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User talk:Success Mastery Academy Review Tab You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User talk:Lucent Skin Eye Cream Review Tab1 You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User talk:Success Mastery Academy Reviews Tab1 You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User talk:Traffic Bots Review You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User talk:RaceOption Review Tab You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. Took off, removed, and dropped everything I could, leaving the sword and a ring I could not remove because of the sword. Oh dear! My last character I named Vivaldi, and I named my cat Violin. Now it came to pass that I picked up a Cloak of MR, and while at the bottom of the gnomish mines, I found a polymorph trap, and managed to turn my cat into a grey dragon. I figured I could abandon the grey dragon at a pinch to gain dragon scale mail.... but somewhere along the line, my pet ate a corpse that changed my grey dragon to a white dragon... meanwhile, I finally found an altar on DL19 so decided to make my stash there and spent a bit of time dragging several boxes of stuff down to DL19. so after spending some time at the altar on DL19, I ended up with some blessed scrolls of identify that I used and found I had a wand of polymorph, so I decided to see if I could turn my white dragon back into a grey dragon. Several zaps later, and I managed to turn my pet into a titan... Bugger... cant polymorph it further due to its MR... so went exploring around DL19 to discover lots of swampy rooms, and an electric eel... the electric eel drowns me, and I leave a bones file... So... next time that bones level gets loaded, if the Titan kills me I will have been killed by Vivaldi's violin :D =_=_ User talk:EndHack You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User talk:The stop snoring and sleep apnea program review You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User talk:RandomName341917 You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User talk:Silverwing235 You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ File:VariantHistoryGraph.jpg Graph that shows the timeline of NetHack and the assortment of variants and historically important patches that have derived from it. Node coloration is arbitrary. Black arrows represent whole-codebase contribution; gray arrows represent inspiration or smaller amounts of features. Borderless nodes represent variants that were abandoned and then picked up again by someone else. ".x" generally denotes multiple releases in one year that aren't significant enough for them to be split up. Inspiration arrows deliberately left off for SLEX, since including all of them would crowd the graph to the point of insanity. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Template:VariantInfo This template is for creating an infobox that provides brief important information about a variant of NetHack. Use it like this: The "lastupdate" parameter is optional, and is used to record the last date that variant received an update. This is intended mostly for stale variants and patches that aren't actively developed and haven't seen an update in a while. Putting these dates on active variants will just make the page content be out-of-date a lot more often. There is also an "unmaintained" parameter not shown here; setting < tt > unmaintained=True < /tt > will make the infobox show "formerly maintained by" instead of "maintained by". =_=_ Forum:Charlie the Clamberer Charlie is my infant nephew —- I think his Dad is doing less Nethack and more childcare these days. :-) Wikid (talk) 03:14, 3 March 2019 (UTC) =_=_ Hardfought.org You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Banes =_=_ Your arm tingles =_=_ User talk:Bone.Saw You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User talk:Crypto Coin Sniper You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User talk:Bella Radiance You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User talk:Print Profit You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User talk:Ethereum Code You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. like this: I was a level 16 Arc with 157 HP and an AC of -11 in the Arc quest, with EVERY SINGLE a matter of 3 or 4 turns, my HP went from 157 to 114 to 53 to 24 to dead - REALLY? The Minion summoned nasties (nothing TOO scary), and they did some of the damage, but with my AC of -11, I would have expected To the point of the title of this post - every change from 3.4.3 to 3.6.0 which I have encountered has just carrying it. The portal in the Plane of Water appeared beneath me, I showed up in the Astral Plane When facing the Minion, there was nothing with crazy damage that I recall - a couple of ogre kings and an Olog-hai were the toughest things I can remember. Still, tho - at AC -11, I would expect some hard hits, some soft hits, and some misses. And, yes, the effect of 'Elbereth' scuffing every time it causes a monster to flee really does render it quite worthless. You generally don't resort to 'Elbereth' unless you're down to your last few HP and need to just stand quietly and (hopefully) regenerate several. In defense of the dev team, I have read about a '#tip' extended command, which would be in the player's favor. I just haven't survived in a game long enough to need to use that one ... The gripe about the scroll labels is really the most minor one I have, and probably comes from my "you kids get off my lawn!" side. Just seemed like a change for change's sake - it didn't improve the game and actually eliminated a tiny bit of the feel of the "old" game. The one very minor part of gameplay that is affected by changing the scroll names is the muscle memory that is built into my hands for typing in the names of the scrolls. I actually use the scroll labels in my price ID naming scheme, so the (again) very minor nitpick is that it took away very slightly from the "classic" feel of the game and has made my typing muscles learn new dances ... "Hey! Close the door! Were you raised in a barn?" =_=_ User talk:Apex Cleanse You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User talk:Word on the Wind You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Forum:Homosexual Foocubi? Regarding bi players and Foocubi at the same time, my thought was to simply generate half of them canceled to prevent exactly that. Ace being able to ignore seduction I feel balances out with not being able to stat-dance, in my head it sounds more like an option that enforces a Conduct, "You were asexual." similar to how there's a permanently blind option for Zen Samurai. Regarding the Ring of Adornment, I don't super feel a need to change anything? As it currently is, if female you get it put on you, if male it's taken from you. The other interaction can't happen. If mucking with the interaction -had- to happen, I'd say it should be a Int/Cha check similar to how they try to strip you. 50/50 chance for them to try to move the ring one way or another, if you succeed the check you'd get the prompt "Don't you think this ring would look great on me/you?" Word on the Wind (talk) 22:07, 5 March 2019 (UTC) Regarding just a direct homosexual option, I take it you're considering things for your fork. Supposing that someone just wanted to have that in vanilla NetHack how complicated would you say it would be to make a patch for it? Word on the Wind (talk) 19:36, 6 March 2019 (UTC) I have no expectations of it being made a part of the core game in any short order. I'd be satisfied with just having a patch available to anyone who wanted it. If I knew anything about the code I'd do it myself. Edit: Foocubi popping out of kicked sinks slipped my mind. For consistency whatever would be an adequate seducer should emerge.Word on the Wind (talk) 20:14, 6 March 2019 (UTC) Riding the line of thought that it'd be simple to do, are there any resources I could be directed to in the goal of making such a patch? As said I'm not a programmer so unless I get some direction I'm not really going to be able to achieve much. With some direction however I'm fairly confident that I could figure it out. Word on the Wind (talk) 20:51, 9 March 2019 (UTC) Step 1: build your own nethack executable from source. A Google search for "how to build Nethack from source" will help with that. This will likely be easier on Linux than on Windows or MacOS. Step 3: change the "if" statement that compares genagr and gendef. Right now it succeeds if the genders are different (more accurately, if their sum is 1). You want this test to succeed if genders are the same. Such a patch doesn't sound too hard, but there's another thing you need to be wary about: there are a few ways to accidentally change sex in NetHack, so if you're unlucky you may still have to deal with incubi. I myself ran into this problem in my last ascension, having changed sex after an especially unlucky polyself attempt. I had collected over a dozen of succubi and intended to raise my level with their help after a protection racket, but of course I triggered this 2% chance of feeling like a new woman and of course I didn't think to save a spare amulet of change and of course I didn't bother hoarding incubi -- I ended up burning a wish on the amulet and from now on I will always have one in my stash. So, my point is, simply making your character homosexual does not preclude incubi if you're not resourceful enough. It's hypothetically possible to make an option to have your PC always prefer < specific sex > regardless of their own sex, but it's imbalancing in that it removes the main annoyance of the amulet of change, which I described before. I just wanted to mention that as of the most recent version, SpliceHack allows the user to select their sexuality. Incubi and succubi respect the player's orientation, and only attempt to seduce players with compatible sexualities. It's not a perfect implementation, but it exists for the same reason cited by Word on the Wind, in that I'm a woman with no interest in incubi, and I would like the gameplay to reflect that part of me. More importantly, it's nice to provide options for other LGBTQ players. --Agulp (talk) 16:42, 27 January 2020 (UTC) Worth mentioning here: the most recent version of xNetHack, 5.0, adds player sexuality support, via config option. It works mostly like Splicehack except for two things: no asexual option (for the reasons mentioned above) and bisexual players, rather than having 50% of foocubi generate cancelled, have foocubi "roll twice" to become cancelled. --Phol ende wodan (talk) 00:46, 3 March 2020 (UTC) Couldn't foocubi just be made non gender specific, and have around half of them ignore you? LlamaLegate (talk) 19:28, 5 March 2020 (UTC) The [queer characters patch](https://bilious.alt.org/?66) for 3.4.3 has Conducts for straight, gay, and celibate. The demons don't care what you want and always attack you. They are twice as likely to get headaches as vanilla foocubi. Spleen (talk) 20:52, 22 March 2020 (UTC) =_=_ Forum:Ascention kit dilemma I have a lvl30 Val who has located the vibrating square and tower portal so ready to do the invocation. But before I went to the tower to get the Book of the Dead, I returned to my stash to empty my bag of everything I didnt need, and was looking through my stash to see if there was anything I should take with me and found I have about 8 AoLS. To make use of them I would need to remove my AoR, but reflection is important so I would need a different source. I have a silver shield in my stash so could use that which would boost my ac to -50, but would prevent twoweapon, or I could enchant one of the silver dragon scales in my stash to replace the gdsm but then I would need a source of MR which I could swap out my cloak for a cloak of magic resistance, but that would lower my MC to 1 and my AC to -41, and I would need to use the very last wish from my WoW to acquire, as I have not seen one in this game. (I still have a blessed magic lamp for one more wish as well) Demonbane, frostbrand dragonbane,snickersnee and mjollinr are also in my stash, so not sure if it is worth trying to get Greyswindr Decided to go with the SDSM as I also had a ring of protection. Charging that got my AC to -46 and also gave me +1 MC so with the CoMR that was MC2 Mannaged t get all the way up, took ages to find thr portal in the plane of water. Then on the astral plane I went to thr right and found an alter that I was sure I had Correctly id'd as the lawful one, only to find when I offerrd the amulet, it was Odins. Bugger! Will take better care id'ing next time. On reflection, sticking with the GDSM might have been better as it would have enabled me to swap in my robe for the times i wanted to do magic. Also, more scrolls of gold detection... For what its worth, I figured out why I misidentified the alter. I used far look and saw "aligned". It didn't occur to me that that wasnt a valid ID. Far look on the astral plain does not identify the alignment. Note to self - use close look next time!! You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. hey bud, a few of the edits you've made lately seem to remove content without adding clarity. i appreciate you fixing my edit on the basilisk's fiery gaze, but all you did was remove the message about potions; it would have been nice if you'd moved it to someplace you think is more appropriate instead of just deleting it. all that accomplishes is that now if someone searches "boils and explodes!" they'll get nothing. i'd rather be able to find the information and debate about whether it's on the wrong page, than find nothing at all. you also removed my note that using an axe to try to break a statue is probably a bad idea. since there is a line in the current source code with YASD for this (that does not currently appear to work), it probably is a bad idea, especially if it's enabled in a future release. Are you referring to the "Elements of Style" I mentioned in my summary, or what? (The original is older than that, although at the rate that relatively-formal English changes I question whether anything less than a hundred or so years old should really be considered overall out of date... especially the "rule" I was doing a special application of, "omit needless words". Not something I'm great at, but I try when I see something (to me) obvious.) I'm not offended, BTW. -Actual-nh (talk) 16:10, 1 August 2021 (UTC) =_=_ Talk:Great Cthulhu =_=_ Talk:Necromancer (Quest Nemesis) Frequent player, avid reader, fan of rougelikes in general and Nethack in particular. I chat and post now and then about my experiences on the NetHack subreddit, currently as Umbire, and on the Discord/IRC chats as Umby/Umbire. You may see for yourself and judge me accordingly. :B =_=_ EvilHack EvilHack is a variant initially based on NetHack 3.6.2, created by Keith Simpson (also known as User:K2). Work on EvilHack began on October 20th 2018, and it was released for public play in April of 2019 on the Hardfought public NetHack servers. The Github repository for EvilHack can be found at https://github.com/k21971/EvilHack; a direct link to the change log can be found here, and is updated on a regular basis. The latest build of EvilHack incorporates the official release build of NetHack 3.6.6 as well as several bugfixes from NetHack 3.7.0 (EvilHack version 0.7.0-0 Beta, last build Fri Jul 30 02:31:08 2021 UTC - git commit b056299). To download the official release (version 0.6.0), which includes Windows binaries, visit this link. EvilHack was designed from the outset to be a much more difficult game to win than vanilla NetHack. The inspiration for this game mainly comes from the variants GruntHack and SporkHack, incorporating many of the same features that make those variants difficult in their own right. Some of those features have remained the same (for example, SporkHack's reflection changes), but many have been altered to set them apart and provide the player with a new experience. Elements from other variants have been included as well, such as from Slash'EM, SpliceHack, UnNetHack, and xNetHack. There is also a significant amount of custom content that has been developed that is not found in any other variant. In the near future, much more custom content will be added, mainly in the way of optional branch quests. It is not impossible to ascend EvilHack (there have been many ascensions, summarized at this page on the NetHack Scoreboard), but there are several aspects of this game that the player might take for granted from vanilla NetHack that can easily end a promising run. In general, monsters are tougher and have more hit points, they can fight more intelligently, and they can and will use a variety of items and spells against you that previously only the player could use. Players that lean heavily on using Elbereth will need to re-think their strategy, especially during the early game. Some improvements have been made for the player as well, so there is an attempt at balancing game play, but overall, this variant will be a significant challenge for even the seasoned player. From the variant author & ndash; a special thank you to community members Tangles, aosdict, AntiGulp, NCommander, jonadab, Demo, hothraxxa, jt, elenmirie, raisse, Grasshopper, ShivanHunter, Ogomt, riker, amateurhour, microlance, mobileuser, Tomsod, qt, various members of the DevTeam, and everyone else who play tested and provided invaluable feedback and code fixes. EvilHack would not have progressed as far as it has without their help and constructive criticism. There are many more changes as well, but the above list will give you a good idea as to what to expect. More in-depth descriptions of various facets of EvilHack can be found below (and will probably be a work-in-progress for quite some time). Several aspects of how the game functions have been altered for EvilHack, some minor, and some having a significant impact on how the game plays. Some of these changes will require players to re-think certain strategies that have worked for them in the past for vanilla NetHack. The player cannot successfully engrave Elbereth until they have learned it in-game first. There is ample feedback given should the player attempt to engrave Elbereth and not be successful because of not having learned it yet. There are several ways the player can 'learn' how to engrave Elbereth & ndash; reading it (from an already existing engraving, or from a rumor in a fortune cookie) or hearing it (consultation from the Oracle, whispered to from various artifacts that give rumors). Because of this change, some of the Mines' End levels have a guaranteed engraving that the player can find and read. This plus the closets in Sokoban will most likely be the easiest/fastest way for the player to learn Elbereth. Conflict negates Elbereth. Several more creatures are immune to the effects of standing on a scroll of scare monster or other means of being frightened magically & ndash; from vanilla NetHack these include the Wizard of Yendor, lawful minions, Angels, the Riders, humans, shopkeepers inside their shops, priests inside their temples, and any unique monsters. EvilHack adds to this list & ndash; Archangels, honey badgers, player monsters, and anything that is mindless. Any monsters affected by conflict are also immune. Reflection in EvilHack is partial, meaning that having reflection can minimize the effects of whatever it is that's being reflected, but will not negate it altogether. This currently only affects players, not monsters. Some examples: being hit by a wand of magic missile, some of the ray will reflect, but not all of it, and the player will take reduced damage. Or if hit by a wand of death, the ray is reflected, but the player will take some damage and will 'feel drained', losing a small amount of maximum hit points. Dragon breath behaves the same way, with only some of it being reflected and the damage dealt is reduced, with resistances factored in. Being hit by a black dragon's disintegration breath while not having disintegration resistance & ndash; its breath will be reflected, but the player will take some physical damage. Take note - the magic missile attack employed by Angels, Yeenoghu and the Oracle is no longer negated via magic resistance (half-spell damage reduces its damage output), which means the player will still take damage from this attack type, even with reflection. This alone makes the Astral Plane a very dangerous level. The player should take steps to ensure they do not get surrounded by a group of angels while making their way to the correct high altar. Gaining intrinsic resistances from eating corpses is no longer binary (all or none), but is instead incremental, and how much resistance a player gets is based off of the corpses weight. The spread is 5% to 50% resistance gained per corpse & ndash; eating a killer bee corpse would confer 5% poison resistance, but eating a green dragon corpse would give 50% of the same. Also, if a corpse can offer multiple resistance, the player will receive all of them, so eating a flesh golem corpse would give an incremental resistance boost to fire/cold/shock/sleep/poison all at once. Tinning corpses 'remembers' its weight, so tinning a couple black dragon corpses is the safest way to get 100% disintegration resistance. Damage reduction from various attacks is determined by how much partial resistance the player has to it. For instance, having 50% cold resistance means the player will only take half-damage from any cold-based attack. Having 5% disintegration resistance will protect the player from being disintegrated completely, but they will take a substantial amount of physical damage. A note about poison instadeath & ndash; it can still occur if the player has less than 35% poison resistance, otherwise instead of an instadeath, they take a significant amount of physical damage based on how much poison resistance the player has. Pets can also gain intrinsics from eating corpses & ndash; their method is still all or none and not incremental as it is for the player. Sacrificing for artifacts has been significantly changed in EvilHack & ndash; there is a chance that the your deity will gift you a regular item instead of an artifact. The odds of being gifted an artifact go up as you increase in experience level. At experience level 4, there's a 10% chance for an artifact gift, and the chances increment exponentially from there. By the time you reach experience level 26, if a gift were to be generated, and non-quest artifacts are still available, the chance is 100% to receive an artifact. Should you receive a regular object instead of an artifact, it will either be a weapon or a piece of armor, and for primary spellcasting types (healer/priest/wizard/infidel), there's a chance to receive a spellbook also. The armor or weapon received will always be blessed, enchanted, fixed, and there is a 1 in 8 chance that a desirable object property will be added to that object. Care is taken to ensure that the object gifted is made of a material that will not harm you (elves won't receive anything made of iron, orcs won't receive anything made of mithril). There are also rules in place to make sure your deity doesn't give you something that you can't or wouldn't want to use (read: a wizard getting plate mail). Prayer timeout and the chances of receiving another gift are affected in the same way as if you had received an actual artifact. The same rules apply in regards to wishing for an artifact in EvilHack just as they do in vanilla NetHack - the more artifacts that exist, the lower the chances of successfully wishing for one. One significant difference however, is that the odds are high that when an artifact is wished for, it comes with its owner, and the owner is none too happy about it. The odds of getting the owner with your very first artifact wish if no other artifacts yet exist, is about 50/50. Any subsequent artifact wishes greatly increase the odds of getting the owner with the artifact. What type of artifact owner should one expect? That depends on what kind of artifact you wish for - if it's a quest artifact, you'll always get the quest leader associated with the quest that artifact is a part of (an exception is made if a Tourist wishes for the Master Key of Thievery, as the Master of Thieves is their quest nemesis). If you wish for a regular artifact, a player monster appears as its owner. Regardless of what type of owner shows up, they are of a high enough level to be taken seriously and will not be easy to defeat, plus the artifact you just wished for will be used by its owner against you. Make sure to be prepared to fight should you decide to make a wish for an artifact. Take note - various artifacts (Lifestealer, the Magic 8-ball, Butcher, the Bag of the Hesperides, and the Wand of Orcus) can never be wished for, but neither do they count as artifacts that exist when wishing for artifacts, as all are guaranteed to appear in the game. The only significant change to Sokoban in EvilHack is at the final level. All three closets in the sokoban zoo have a prize behind each door, but you will not be able to tell exactly what that prize is until you pick it up. Once one door is opened, the other two doors disappear and are replaced with a section of wall, cutting off access to those closets. On the off chance more than one door is opened or destroyed and/or a monster has picked up and moved a sokoban prize, once a prize is picked up or touched by you, the other two magically disappear. You can use a potion of object detection, a crystal ball, or the spell detect treasure to see what types of prizes are behind each door, but that will only show you what the object type is, not what it is specifically. There are two different items that can spawn behind each door, with a 50/50 chance of it being one item or the other. Those items are: Since magic markers will never spawn randomly in-game, sokoban is potentially one of only two sources where a marker is guaranteed to be (the high priest in the Sanctum has the only other guaranteed magic marker). The gnomish mines now have a chance for rivers to run through each level. The deeper you descend into the mines, the greater the chance for a river to form. The rivers that are created are comprised mostly of pools, but about a quarter of the water tiles created are shallow water instead, which you can walk over without fear of falling in or drowning. These rivers are infested with jellyfish and piranha (and sometimes water moccasins and water trolls deeper down), which can be a significant hazard to a lower-level player with few hit points. The way that the rivers spawn is somewhat random, just as the mine layout is random. Depending on how the river is generated, you may have an easy time going from the upstairs to the downstairs, or you may find the river blocking easy passage to the next staircase. This will test ones ingenuity and resourcefulness, but there are several means available to navigate around or over these rivers. There is a 1% chance that instead of a regular river being created, a river of raw sewage is made instead. Sewage is much like shallow water, in that you can easily walk over it without falling in or drowning. However, sewage slows the player's movement, and giant cockroaches and giant leeches tend to hide in raw sewage. Monster spawn rates will start to increase as you reach various milestones within the game. Normally a new monster will spawn once every 70 turns or so. Here's how that changes: And finally, once you've performed the invocation, all denizens of the dungeon are aware of what has happened, and the spawn rate increases to 8 & times; of normal. Nasties will also start to spawn on each levels upstairs as you start to make your way back out of the dungeon with the Amulet of Yendor. Twoweaponing has been changed so that the weight of your offhand weapon combined with your skill in twoweaponing has a significant bearing on how successful you'll be in landing a hit. As you increase your skill in twoweaponing, heavier weapons become a viable option to use in your offhand without penalty. That penalty is & minus;30 to-hit, and you'll receive feedback stating that your offhand weapon is too heavy to wield successfully as you try to use it. Below is a listing of what weights and weapons are acceptable per your skill in twoweaponing: Shopkeepers are no longer limited to just one race (human) & ndash; they now have a wide range of races they can spawn as, and what they charge the player for goods sold (and what they agree to pay for items bought) can be affected by their race as well as the players' race. This makes price ID'ing much more dynamic, but also more difficult to predict. The different races that shopkeepers can be are human, elf, dwarf, hobbit, gnome, orc, giant, centaur, nymph, and mind flayer. Below is a detailed matrix explaining the price adjustments the player can expect to see when dealing with various shopkeeper races. Your race Human & times; & times;10 & times; & times; Elf & times; & times; & times;3 & times;10 Dwarf & times; & times; & times; & times;10 & times; & times; Orc & times; & times;2 & times;2 & times; & times;10 & times; & times;3 Gnome & times; & times; & times;10 & times; & times; Illithid & times;2 & times;2 & times; & times; & times; Centaur & times; & times;10 & times; Hobbit & times;3 & times;10 & times; & times; Giant & times; & times;10 & times; Combinations are marked with either an L, N or C denoting a playable alignment. Any blank field means that race & ndash;role combination is not allowed. Many alignment combinations have been unlocked as well vs vanilla NetHack, allowing for some race & ndash;role combinations you normally wouldn't expect to see (a neutral Dwarvish Healer for instance, or a chaotic Elven Knight, etc). Infidels always start as unaligned (U), and Convicts always start as chaotic (C) regardless of their race. EvilHack adds four new playable races to the game: centaur, giant, hobbit, and illithid. Each have their own strengths and weaknesses: EvilHack adds a variety of new artifacts, weapons, armor and other usable objects, as well as some edits to a few existing objects. The vast majority of these objects take advantage of the object materials code incorporated from xNetHack, and have the potential to be generated made of a material other than its standard base material. The exception to this rule are artifacts & ndash; their material type is hard-coded and cannot be altered, even via a wish. The object materials patch exists in several variants & ndash; the code used for EvilHack was taken from xNetHack and then modified. An object's material affects its weight, its cost in a shop, how much protection it can grant as armor or how damage it delivers as a weapon, and what types of damage and decay it is subject to (if any). Certain monsters are adverse to various material types, and spellcasting failure percentage can also be affected. Some materials can affect your magic cancellation rating as well. When items are wished for, their material type can also be chosen if the object category allows for it - artifacts are the exception, as are a few other items. In the below table, iron is the baseline on which every other material is based. Density is an arbitrary value, as is cost - e.g., an item made of iron weighs X amount, while the same item made of cloth would be one-eighth its weight; an item made of iron costs X amount, while the same item made from gemstone will cost 50 times that amount. For armor class, a poor material can never make the wearer's AC worse if it's in an undamaged state. Liquid 10 0 1 Wax 15 1 1 Veggy 10 1 1 Flesh 10 3 3 Paper 5 1 & minus;2 damage penalty (all) 2 burn, rot can be made fireproof via wielding object and reading a scroll of enchant weapon when confused (if object is armor, read a scroll of enchant armor while confused and wearing said object) Cloth 10 2 3 burn, rot can be made fireproof via wielding object and reading a scroll of enchant weapon when confused (if object is armor, read a scroll of enchant armor while confused and wearing said object) Leather 15 3 5 burn, rot can be made fireproof via wielding object and reading a scroll of enchant weapon when confused (if object is armor, read a scroll of enchant armor while confused and wearing said object) Wood 30 4 & minus;1 damage penalty (slash) 8 burn, rot can be made fireproof via wielding object and reading a scroll of enchant weapon when confused (if object is armor, read a scroll of enchant armor while confused and wearing said object) Bone 25 5 20 burn can be made fireproof via wielding object and reading a scroll of enchant weapon when confused (if object is armor, read a scroll of enchant armor while confused and wearing said object), grants magic cancellation level 3 (MC3) for orcs when worn as body armor Dragonhide 20 8 200 deteriorate inherently fixed, but is subject to decay via the monster spell 'destroy armor' Iron 80 5 10 corrode, rust can be made rustproof via wielding object and reading a scroll of enchant weapon when confused (if object is armor, read a scroll of enchant armor while confused and wearing said object), bonus damage against elves, player as an elf cannot heal if iron armor or weapon touches their skin Metal 75 5 +1 damage bonus 15 deteriorate referred to as 'steel', inherently fixed, but is subject to decay via the monster spell 'destroy armor' Copper 85 4 10 corrode can be made corrodeproof via wielding object and reading a scroll of enchant weapon when confused (if object is armor, read a scroll of enchant armor while confused and wearing said object) Silver 90 5 30 deteriorate inherently fixed, but is subject to decay via the monster spell 'destroy armor', bonus damage against demons, werefoo, vampires and shades Gold 120 3 +1 damage bonus (whack) 60 deteriorate inherently fixed, but is subject to decay via the monster spell 'destroy armor' Platinum 120 4 +1 damage bonus (whack) 80 deteriorate inherently fixed, but is subject to decay via the monster spell 'destroy armor' Mithril 30 6 +2 damage bonus (slash, pierce) 50 deteriorate inherently fixed, but is subject to decay via the monster spell 'destroy armor', grants magic cancellation level 3 (MC3) for elves when worn as body armor (MC2 for all other races), bonus damage against orcs, player as an orc cannot heal if mithril armor or weapon touches their skin Plastic 20 3 & minus;2 damage penalty (all) 10 burn can be made fireproof via wielding object and reading a scroll of enchant weapon when confused (if object is armor, read a scroll of enchant armor while confused and wearing said object) Glass 60 5 +3 damage bonus (slash, pierce) 20 fracture can be made shatterproof via wielding object and reading a scroll of enchant weapon when confused (if object is armor, read a scroll of enchant armor while confused and wearing said object) Gemstone 55 7 +3 damage bonus (slash, pierce) 500 referred to as 'crystal', immune to erosion Mineral 70 6 +2 damage bonus (slash, whack) 10 deteriorate referred to as 'stone', inherently fixed, but is subject to decay via the monster spell 'destroy armor', grants magic cancellation level 3 (MC3) for orcs when worn as body armor Not all objects can randomly generate as any material. There are rules in place that determine the probability of what type of material an object will generate with. You can also use the tables below to determine what material you can wish for based on the object (e.g. wishing for dragonhide plate mail won't work, since plate mail base material is iron or metal). The object properties patch exists in a handful variants & ndash; the code used for EvilHack was taken from GruntHack and then modified significantly. An object property is a magical attribute associated with an item & ndash; in other variants that have object properties, the number of magical properties and the number and types of items they can be applied to is rather broad, and finding such properties on these items is not uncommon. In EvilHack, the number of magical properties is less, the types of objects they can be applied to are fewer, and the chances of finding such items at random is greatly diminished. Some details concerning Evilhack's object properties: Fire X X provides fire resistance does 1d5 + 3 of extra fire damage Frost X X provides cold resistance does 1d5 + 3 of extra cold damage Shock X X provides shock resistance does 1d5 + 3 of extra shock damage Venom X X provides poison resistance does 1d2 + 10% chance of an additional 6-15 of extra poison damage, has a 10% chance to poison instakill Oilskin X acts as being permanently greased, can only be applied to cloth armor pieces (e.g. "oilskin cloth elven helm") ESP X X extrinsic telepathy when worn extrinsic telepathy when wielded Warning X X extrinsic warning when worn extrinsic warning when wielded Excellence X X charisma adjustment equal to the enchantment charisma adjustment when wielded based on BUC status (25/18/6 & ndash; blessed/uncursed/cursed) Hunger X X extrinsic hunger when worn extrinsic hunger when wielded Found wielded by Vlad the Impaler, drains levels and also grants drain resistance when wielded. Does not count against artifact wishing. The 'Dark Knights' sword, can only be obtained by chaotic Knights by sacrificing a same race monster on a co-aligned altar while wielding either a long sword or an elven long sword. Does additional acidic damage as well as conferring acid resistance when wielded. Is made of mithril. Found wielded by Kas, the Sword of Kas delivers a significant amount of damage, especially against creatures not of its alignment, and is made of gemstone. It is also permanently coated in poison, and does extra poison damage against monsters that are not resistant. Wielding this sword confers stoning resistance and giant strength (25). It is bloodthirsty just like Stormbringer, and wielding this sword against liches does double damage (triple damage against Vecna). Does not count against artifact wishing. The ultimate rumor generator. Applying the Magic 8-Ball delivers a rumor; whether that rumor is true or not depends on its BUC status. Reading the Magic 8-Ball randomly generates one of twenty responses one would find from the real-life commercial product. This artifact is held by the Oracle. Confers warning when carried, and if it's blessed, there's a 0.001% chance that it will grant the user a wish when applied. Does not count against artifact wishing. Xiuhcoatl replaces The Orb of Detection as the Archeologist quest artifact. The atlatl is part of the spear family, and this artifact has its roots in ancient Aztec lore. Can be thrown, and it will return to the thowers hand just like Mjollnir, but a dexterity of 18 or greater is required for this to happen. Xiuhcoatl does a massive amount of fire damage to monsters that are susceptible to fire, and confers fire resistance when wielded, ESP when carried, and can be invoked for levitation. The Ring of P'hul replaces The Heart of Ahriman as the Barbarian quest artifact. The Ring of P'hul is a ring of free action, confers magic resistance when worn and disease resistance when carried. Luck Blade is the first sacrifice artifact gift for the convict role. It acts as a luckstone when in open inventory, and is made of steel. In other variants, Luck Blade is traditionally a short sword & ndash; for EvilHack it's a broadsword. The Iron Ball of Liberation is the convict role quest artifact. When carried, it provides magic resistance, stealth, searching, and warning. Invoking this artifact allows the player to temporarily phase through matter much like a xorn. If not shackled by the Iron Ball of Liberation, the player will be re-shackled to it every time it is invoked. Gjallar replaces The Orb of Fate as the Valkyrie quest artifact. It has the same artifact properties, but it is now a tooled horn instead of a crystal ball and doesn't have half spell damage. Blowing the horn will wake up any sleeping monsters on that level, and its scare radius is larger than that a regular tooled horn. Any monsters directly adjacent to the player when they use Gjallar have a 20% chance of being briefly stunned, and any non-Valkyrie players using it may become temporarily deaf. If playing as a gnomish Ranger, the Crossbow of Carl replaces The Longbow of Diana as the Ranger quest artifact. It shares all of the same abilities and properties of the former, except it is now a crossbow instead of a bow. Invoking the crossbow produces crossbow bolts instead of arrows. In the hands of a gnomish ranger, its weight is the same as a bow (24 aum), for all others it has the same weight as a regular crossbow. An artifact trident that warns of Angels, confers automatic searching and half-spell damage, and does extra fire damage to targets that are susceptible. There is a 5% chance that a Balrog may spawn with this artifact. This is the bag given to Perseus by the Hesperides (nymphs) to aid him in his quest to defeat Medusa. It was used to store and carry Medusa's head. The bag's base type is a bag of holding, confers protection (one level of MC), is made of dragonhide, and greatly reduces the weight of items placed in it, even more so than a regular bag of holding. It also repels water just like an oilskin sack. Can be found with the captive pegasus at the end of the Ice Queen's branch. Does not count against artifact wishing. This massive triple-headed flail belongs to the demon lord Yeenoghu. Legend states that Butcher was created from the thighbone and skin of a god Yeenoghu killed. The base item is a triple-headed flail which is so large it requires two hands to wield if human-sized, and its damage output is greater than even a dwarvish mattock. Butcher has a stun attack, much like what Magicbane does, but unlike Magicbane, Butcher does not also cause fear or cancellation. Yeenoghu spawns with this artifact and will use it. Does not count against artifact wishing. A wand in name only, the infamous weapon of the demon prince Orcus, its base item is a heavy mace which is made of obsidian and topped with a huge skull. Appears in Orcus' inventory as he spawns. Any living creature struck by this artifact will either have their maximum hit points drained, or if not magic resistant, a small chance of being killed outright. The base item delivers a fair amount of damage in its own right - wielded by Orcus, its damage output is significant. The Wand of Orcus can never be picked up by the player, and will harm the player in the attempt (can only be wielded by Orcus himself or another demon). Does not count against artifact wishing. The first sacrifice gift for Infidels, Secespita is a slightly improved ritual copper knife. It can restore a small amount of magical energy to the one that wields it if used to kill anything living. Secespita also acts as an utility artifact: wielding it while sacrificing a corpse improves its sacrifice value by 50% (rounded down). This is especially useful for Infidels, as they are required to make sacrifices to Moloch on a regular basis to avert his wrath. Secespita is unaligned for Infidels, chaotic for all other roles (bones/wishing purposes). The Idol of Moloch is the Infidel quest artifact, which is an artifact figurine of a horned devil (representing Moloch himself). It will be unaligned to Infidels, but for wishing and bones purposes it's chaotic. It confers magic resistance and half spell damage when carried. In addition to these two properties, Infidels will benefit from improved energy regeneration while carrying it, but only if they're piously unaligned. If their alignment is lower, but still positive, this effect will be proportionately reduced; for Infidels in bad standing with Moloch (or with changed alignment), and for all other roles, the energy regeneration will not be improved at all. In addition, carrying this item removes the penalties Infidels have when converting altars and praying above Gehennom. Invoking the Idol while standing on an altar instantly converts it to Moloch; invoking or applying it otherwise summons a random major demon, much like an ordinary figurine, except the Idol will not be expended. These two powers respect an invocation timeout. The Eye of Vecna is an extremely powerful artifact that is an actual body part that comes from Vecna himself. In this setting, Vecna must be destroyed in order to obtain the Eye, and even then, there is only a 50% chance that it will drop. When carried, the Eye of Vecna confers cold resistance, ESP, astral vision, and half spell damage. When invoked, it causes the Eye to death gaze at all monsters within visual range, either greatly reducing their hit points or killing them outright if they don't have magic resistance. Using the Eye this way can be detrimental, as each use drops the players luck and alignment by three points, and abuses wisdom. Invoking the Eye too often can cause it to turn on the player instead, killing them. The Eye of Vecna can be eaten, but doing so is strongly discouraged. It can also be sacrificed on an altar for maximum value. Cannot be wished for. This bit was taken from SporkHack and then heavily modified & ndash; all DSM has a secondary extrinsic effect when worn. What's new for EvilHack that you won't find elsewhere, is that the dragons these scales come from enjoy many of the same secondary extrinsics. Blue dragons are faster, red dragons hit harder, hitting a black dragon has a small chance of disintegrating the weapon you hit it with, etc. Probably one of the most under-utilized pieces of body armor around & ndash; decent AC and no material spellcasting penalties, but its so heavy, wizard-types will steer clear of it even if DSM isn't available. I've attempted to address these shortcoming in EvilHack, giving it much more utility and hopefully making it into a viable choice for spellcasters other than the standard DSM. As of EvilHack version 0.7.0, chromatic dragon scales have been made available. The only way to obtain them is to defeat Tiamat, who is now a demon prince that potentially inhabits a lair deep within Gehennom. Tiamat will not leave a corpse, and the scales cannot be wished for, so if she doesn't drop them upon her death (1 in 3 chance), the chance to obtain them is lost. A one-handed axe of dwarven make whose damage output is comparable to that of a long sword. Can be used to disarm its target (wielded weapon or worn shield) by applying it, much the same as using a bullwhip. Racial soldiers are a thing in EvilHack, and the elven types needed a long sword they could wield since elves have an aversion to iron. Lighter than its iron counterpart, but susceptible to fire damage. Damage output is on par with a katana. Base object for the artifact the Sceptre of Might, can appear randomly. Damage output is significantly more than its weaker cousin the mace. Base object for the artifacts Mjollnir and Ogresmasher, can appear randomly. Damage output is significantly more than its weaker cousin the war hammer. Base object for the artifact the Wand of Orcus, does not appear randomly. Damage output is slightly better than a mace. The Staff of Divination confers a 50% boost to spellcasting any divination-based spells when wielded. This staff and others like it can help non-casters attempt to cast certain spells that normally would have been either extremely difficult or impossible to cast otherwise. The Staff of Matter confers a 50% boost to spellcasting any matter-based spells when wielded. It is also slightly lighter than its counterparts. The Staff of War confers a 50% boost to spellcasting any attack-based spells when wielded. It is heavier than its counterparts, but also has an extra d2 to-hit bonus. A secure container that can only be 'cracked' using a stethoscope. Cannot be physically locked again once it's been unlocked. Can appear randomly. A rare and magical type of container that cannot be locked, unlocked or forced open by any physical means (this includes the Master Key of Thievery). The only way to open or lock this container is by magical means & ndash; a wand of opening or the spell 'knock' to unlock, or a wand of locking or the spell 'wizard lock' to secure. Otherwise, a crystal chest is immune to all other forms of magic, meaning it cannot be probed, cancelled, or polymorphed. This makes it the ideal container for the player to use to stash useful gear, as intelligent monsters will unlock and loot regular containers if given the chance, nor do monsters currently know how to use locking/unlocking magic. Crystal chests do not generate as trapped, and they can appear randomly. Barding is armor for steeds. Throughout history, barding came in several shapes and sizes. In this setting, imagine barding protecting your steed's head/neck and flank all the way back to the start of where the saddle would be. It is applied to your steed just as you apply a saddle, and just like saddles, it's 'one size fits all'. The material the barding is made from determines how much extra AC protection it gives your steed, it cannot be enchanted (iron, the softer/more dense metals & ndash; 3 AC, steel & ndash; 4 AC, mithril & ndash; 5 AC). It also affords some protection to your steeds head against any attacks that target it (zombie bite attack, mind flayer tentacle attack, etc). This spell shoots a powerful lightning bolt as a ray from the caster. Effects are basically the same as a wand of lightning, damage output uses the same scale as the spells fireball and cone of cold. A serious damage-causing spell, will transition from a ray to an area of effect spell much like the spells fireball and cone of cold, damage output is on the same scale to creatures that do not resist acid. Can corrode objects in a monsters (and your) inventory. When cast, repairs one level of damage to any worn piece of armor. Will not make armor items fixed, but will bring them back to a new undamaged state. This spell is significant, as the monster spell 'destroy armor' can un-fix and damage your armor to the point that it's destroyed completely, even armor that is inherently erodeproof. Creates a tame flaming sphere that will explode itself on any nearby enemies. Will dissipate if not used in a timely manner. Creates a tame freezing sphere that will explode itself on any nearby enemies. Will dissipate if not used in a timely manner. Spellbook weights are now based on their level, the logic being the higher level the spell, the more pages needed to hold the formula. Level 4 spellbooks weigh the same as vanilla spellbooks; lower level weight less, higher level books weigh more. EvilHack introduces several new monsters & ndash; some pulled in from other variants, others are custom creations not found in any other variant. Several stock monsters have also been changed to varying degrees. This section lists all of the new monsters introduced in EvilHack, and is just a brief overview of each monster and any outstanding abilities or features each has. The order listed here is the same order as these monsters appear in src/monst.c. A small but dangerous flying insect that spawns in small groups. They can bite and sting, the latter of which can make the player terminally ill. Tiny, fast flying insect that spawns in large groups. Their bite is weak but has a small chance of poisoning the player much like a rabid rat, but affecting their constitution instead of dexterity. Being surrounded by a large group of these can be a serious problem for a lower level player. Much like a queen bee, a queen ant is only found in antholes guarded by either giant ants, soldier ants, or fire ants. Queen ants have a tough exoskeleton, bite hard and deliver a venomous sting. Small and fast, giant cockroaches are only found in areas with raw sewage & ndash; they do not spawn randomly. Giant cockroaches have a poisonous bite similar to a rabid rat, and can hide under objects. Small mangy dog that is slightly stronger but a bit slower than a little dog. Its bite attack is the same poisonous bite that a rabid rat employs. The most powerful of the lycanthropes, weredemons are lesser demons that have been infected by a werewolf. They can change form into a hell hound and back again into demonic form, and can summon hell hounds or other demons to defend it. Like all other lycanthropes, they can infect others with lycanthropy. Weredemons are the only demon-class monster that can spawn outside of Gehennom. One of a pair of German Shepherd dogs that guards Kathryn the Ice Queen. Bourbon is smaller but faster than her counterpart Ozzy. Cannot be killed, but can be defeated and forced to submit (becomes peaceful). Cannot be tamed or genocided. One of a pair of German Shepherd dogs that guards Kathryn the Ice Queen. Ozzy is slower but bigger than his counterpart Bourbon. Cannot be killed, but can be defeated and forced to submit (becomes peaceful). Cannot be tamed or genocided. Cerberus is a unique monster that guards the gates to Gehennom. It has three powerful bite attacks, and can breathe fire. Cerberus is immune to Vorpal Blade as it has three heads - if one head is cut off, it grows back before the hero has a chance to remove the other two. Cannot be tamed or genocided. If woken up, one of the most dangerous creatures in the game. Beholders spawn asleep 80% of the time. They are slow, and cannot be detected by any means other than direct viewing or via warning - beholders will always show as a via warning, regardless of their level. It has a strong bite attack along with several different gaze attacks (slow, sleep, disintegration, stoning, cancellation), all of which can be negated by simply blinding oneself. Cannot be tamed nor genocided. A serious nuisance, especially when encountered with other monsters. Harasses the player with six different gaze attacks at its disposal (slow, sleep, stun, fire, cold, luck) and is skittish, meaning it will evade and kite its target, making the magical eye somewhat difficult to kill. Eating its corpse will randomly increase or decrease the player's Luck by 2 points. Cannot be tamed nor genocided. A truly terrifying creature, alhoon's are rogue master mind flayers that sought our ultimate magical power, sacrificing their souls and becoming something akin to an arch-lich. Alhoon's do not have as many tentacle attacks as their mind flayer brethren, but they can cast powerful spells. They enjoy all of the strengths and weaknesses associated with being undead. Ice nymph's are basically the same as any other nymph, except that they are immune to cold-based attacks and only spawn in the Ice Queen's Realm or on Geryons level. Weak monster spellcasting goblin, much the same as a kobold shaman. Eating its corpse (or any monster spellcasters corpse) can confer intrinsic telepathy. One of the few monsters in EvilHack that can ride a steed. Slightly stronger than a regular goblin, always spawns riding a wolf and are created in small packs. Goblin outriders are usually equipped with some form of ranged attack. Not a serious threat by itself, but along with its steed and forming in small packs, can be a concerning threat. A gigantic creature, and is the strongest of the S_QUADRUPED class. It can deal significant damage with twin tusk attacks, and it can use its trunk to grab onto and crush its target. Woolly mammoths are resistant to cold, and it is the only creature that can be ridden by player giants. Will only spawn in the Ice Queen's Realm. Larger, stronger, and faster than a giant rat, which can grow up into these if given the chance. Spawns in small groups. A fearless, nasty rodent that loves to eat the lumps of royal jelly found in a beehive. Can tunnel through rock, and has a significant bite and claw attack. Killer bees are its natural enemy. Can spawn randomly, but any level generated with a beehive has a good chance of spawning 1d4 honey badgers. Incentive to get to that beehive before they do. Slightly stronger than a cave spider and has a poisonous bite. Spawns in small groups. Can jump at the player from a small distance. A truly nasty monster, giant centipedes are larger than humanoids and are very fast. They have a serious venomous bite, and can wrap themselves around the player to prevent escape. An evil type of horse that is the starting default steed for the 'Dark Knight' player role, and is roughly equivalent to a pony that a regular Knight starts with, other than its poisonous bite. Can grow up into a Nightmare. A slightly stronger version of the Lesser nightmare, and is roughly on par with a horse in terms of hit points and speed. Can grow up into a Cauchemar. Not flagged as a unique monster, but there is only one (or possibly two) in existence, and can only be found in the Ice Queen's Realm. Pegasi are strong horse-like creatures that have huge wings and can fly. Has two strong kick attacks and a nasty bite. Can be tamed and ridden. Unique monster, and is the steed ridden by Death. Powerful in its own right, as are all of the Riders' steeds. Has a level-draining bite attack along with multiple kicking attacks. Is the only undead steed, as no living creature could endure such proximity to Death for any period of time and live. Unique monster, and is the steed granted to the player once they enter the Astral Plane (in lieu of an Angel minion) if their alignment record is of sufficient level (fervently aligned or greater). The player is War, one of the four Riders, hence the red horse. The red horse is stronger than the steeds that the Riders employ, and has a decent chance of surviving along with the player if it's taken care of. Has a fire-based bite attack, along with multiple kicking attacks. Spawns with a blessed saddle. Giant leeches are only found in raw sewage, and prefer to hide in pools of sewage if available. They can hide in raw sewage and sneak-attack unsuspecting players that get too close. Their bite causes them to stick to you, but because of their size, a player with a giant leech latched onto them may find it difficult to get away. About as strong as an Archon, and are only found on the Astral Plane. Can cast clerical-based spells and can grab the player, not allowing them to escape. Cannot be tamed nor genocided. An eldritch ki-rin is one that started its celestial life as a normal lawful ki-rin, and at some point lost its way and started following a path of darkness. In nearly all aspects, they are identical to their lawful brethren. The differences are that their alignment is strongly chaotic, they have unrestricted access to the dungeons (they can appear in Gehennom), and their appearance is extremely dark. Cannot be genocided, and cannot be tamed by lawful knights, but are excellent steeds for chaotic knights. A shimmering dragon has a natural displacement intrinsic (which its scales can confer if worn), and has a breath attack the same as a gray dragon. The baby form of this dragon also exists. A gold dragon is much like a red dragon with a fire-based breath attack and is fire resistant. But it is also resistant to sickness-inducing attacks, and its scales confer sickness resistance to the player when worn. Its scales also light up when worn. The baby form of this dragon also exists. A sea dragon is made primarily of water & ndash; its breath attack is a torrent of water that slams into its target, inflicting physical damage. Sea dragons are drawn to water and prefer to be in it rather than be on land. They are the only dragon that cannot fly, but they are also the only dragon that can swim and breathe underwater. Their engulfing attack can drown the player if they do not have a means of not requiring to breathe. Hitting it with unprotected iron weapons can cause those weapons to rust. Its scales confer magical breathing and the ability to swim. The baby form of this dragon also exists. Like a dragon, but isn't one. The fell beast is the steed of the Nazgul. Has a fairly strong claw and bite attack. Cannot be tamed nor genocided. The new starting pet for the wizard player role. Is fast, can fly, and has a poison stinger at the end of its tail. Can grow up into an elder pseudodragon. Does not spawn randomly & ndash; the only way to obtain one is to either start with one as a wizard, cast create familiar spell, or to find one on a bones level that was the pet of a deceased player. Nasty addition to the fungus-class of creatures. Only has a passive attack, but this attack can make the player terminally ill. A much stronger and harder hitting version of the minotaur, only found in Gehennom. Along with the typical claw and headbutting attacks which can do serious amounts of damage, it can also grab the player and crush them, preventing escape. Cannot be tamed. Weaker than a jabberwock and skittish. Is disintegration resistant, and its corpse can confer disintegration resistance when eaten. Cannot be genocided. One percent of snarks will turn into a boojum when attacked. Stronger and faster than a jabberwock and can do more damage per attack. Very rare, only appears when a snark is attacked, and it has the same intrinsic properties. One of its attacks can teleport the player across the map much like a quantum mechanic. Strongest and most deadly of the jabberwock class of creatures, each of its claw attacks has a small chance of beheading its target if said target has a head. Can be killed in one hit with Vorpal Blade. Cannot be genocided. The largest and strongest of the snake family of creatures, it can grab onto the player and also engulf them with a digesting attack. This bizarre monster will always be something different from game to game. Its monster abilities, hit points, speed and other characteristics change every game and it's never the same monster twice. You may get lucky and encounter a very weak shambling horror, or have a game where they are incredibly powerful and would give any demon lord or prince a run for its money... or anything in between. Cannot be genocided. One of the most powerful undead monsters in the game, the vampire mage enjoys all of the same attacks and abilities as a regular vampire, but also has powerful magic at its disposal. These can make for powerful pets if you can overcome its natural magic resistance and keep it tame. Since adult Owlbears can lay eggs, baby owlbears naturally hatch from them. Baby owlbears do not have the crushing attack that their full grown counterparts have, but can be cause for concern if encountered in groups. A unique, powerful monster that guards the ice bridge in the Ice Queen's Realm. Has a devastating bite and dual-claw attack, and can pickup and throw boulders. It can also walk over water and freeze it underfoot, turning any pool into ice. Cannot be tamed or genocided. Just like hobbit mummies, hobbit zombies exist because the hobbit is a playable race. Has the same characteristics as any other zombie found in EvilHack. The strongest of the S_ZOMBIE class of monsters, and will only spawn in the Ice Queen's Realm. Revenant's are not true zombies - instead of infecting their target and making them ill, they can paralyze their prey with fear with a single touch. If a player is killed by any type of lich, they will arise as a revenant. Only found in the Ice Queen's Realm. Slow but strong and extremely hard-hitting. Can walk over open water and freeze it underfoot, turning it into ice. Elven wizards are considered a mid-level spellcaster and can cast from the pool of wizard-based monster spells. They also have a ranged magic missile attack. Unique humanoid - Charon stands right outside the entrance to Cerberus's lair. Spawns peaceful, and can be chatted to for hints. Cannot be tamed or genocided. The Rat King is a unique monster that is only found in a specific Mines' End level known as 'The Sewers of Waterdeep'. The Rat King is much like a wererat except that it never changes form and keeps its human appearance. It will attack with weapons, its bite can cause lycanthropy, and it can also summon various rats if needed. Not an opponent to take lightly. Kathryn the Ice Queen is the boss monster found at the end of the Ice Queen's Realm. She is guarded by Bourbon and Ozzy, who will become hostile and protect her if she is attacked. Kathryn the Ice Queen cannot actually be killed, but can be defeated. Upon defeat, she transforms into Kathryn the Enchantress, who is peaceful and much more powerful. The Ice Queen has ascension-level gear, and has the full range of monster spells to cast at her disposal (some of these being geared towards cold-based attacks). Cannot be tamed or genocided. If Kathryn the Ice Queen is defeated, the evil curse on her is lifted and she transforms into Kathryn the Enchantress. In this new form she is peaceful and makes her companions Bourbon and Ozzy peaceful as well. However, she is an order of magnitude more powerful than her ice queen form, and cannot be killed or even defeated. A more powerful form of ghost, the spectre can always be found in Gehennom. They can use weapons and other gear that the player can use. If the player is killed by a spectre, or if the player dies and is of a high enough level (experience level greater than 21) and leaves bones, if they would have normally arisen as a ghost, they will instead arise as a spectre. A new type of demon introduced with the addition of the Convict patch. Lava demons can be encountered during the convict quest, in Gehennom, and can also be summoned via dipping objects into a forge. Mind flayer larva are only ever found in mind flayer nurseries, on or after dungeon level 20. Relatively weak, they exist in shallow pools of water and will not venture from them. They have one attack, which is to attempt to attach itself to the player's face. If successful, the player has only one turn to kill or remove the mind flayer larva from its face. If not removed in time, the mind flayer larva burrows itself into the player's brain, killing them instantly. Players that die in this way will arise as a mind flayer (this is how mind flayer's enter into their adult form). Slightly stronger than their salamander counterparts, frost salamander's are only found in the Ice Queen's Realm. They prefer ice over any other terrain, can use weapons and have a cold-based touch and hug attack. A few new monster spells have been added to EvilHack, and some existing spells have been tweaked or changed. The order listed here is the same as they are listed in src/mcastu.c, typically strongest to weakest. Vanilla NetHack behavior & ndash; no magic resistance, you're dead. With MR, nothing happens. In EvilHack, if you have MR you'll take damage (8d6) and your maximum hit point level can be reduced slightly. Having MR and half spell damage together can reduce those effects even more. Acts just like having a wand of cancellation zapped at the player. The spellcasting monster must be lined up with the player before it can cast this spell. A powerful area of effect spell, does acid damage to its target. The damage output is dependent on the level of the monster casting it. The acid from this spell also has a chance of eroding any unprotected weapons or armor in open inventory. Vanilla NetHack behavior & ndash; if the player didn't have magic resistance, one piece of armor would be completely destroyed. In EvilHack, this spell isn't as direct, but is more insidious, and having magic resistance is no longer full protection against this spell. Any piece of armor being worn can have its fixed status removed, and then can be deteriorated to the point that it's completely destroyed. Even armor that is normally erodeproof (dragonhide and dragon scales, mithril, etc) is affected. Having MR keeps the erosion level at one per cast, otherwise the erosion level is of one to three levels per cast. The counterbalance to this spell is the player spell Repair Armor. Blessed pieces of armor have a small chance of resisting. Armor-based quest artifacts are immune to this spell, as is crystal plate mail. A small area of effect spell, this spell explodes a small fireball upon its target. Any flammable objects in open inventory are subject to being burned. This is a low-level spell, so access to this spell is given to every monster spellcaster that has access to mage-based spells. A small area of effect spell, this spell explodes a small ice storm upon its target. Any non-protected objects in open inventory are subject to being frozen. This is a low-level spell, so access to this spell is given to every monster spellcaster that has access to mage-based spells. Allows the monster spellcaster to summon a type of minion based on its alignment. Demons that can cast clerical-based spells are not given access to this spell as they already have the ability to gate in other demons. A powerful spell that causes a large geyser of water to slam into its target, causing physical damage (8d6). What's new to this spell vs vanilla NetHack is that it can now rust any unprotected worn armor. The target of this spell temporarily becomes vulnerable to either fire, cold, shock or acid-based attacks, dropping its resistance (if any exists) by 50%. The monster spell cure self has not been altered, but some logic was introduced that makes this spell a priority if the spellcasting monsters hit points drop to a life-threatening level. =_=_ Autodescribe You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. It seems quite a few pages use the unversioned reffunc: should we aim to add version to all of these occurrences (except for example usage on the template page)? & mdash; Winny (talk) 15:51, 26 March 2019 (UTC) =_=_ DNetHack SLEX You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User talk:Antalsz You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. If you're going to change Category:SLASHTHEM to Category:SlashTHEM, please ensure the new category actually exists first. Pinkbeast (talk) 21:33, 8 January 2020 (UTC) Factual accuracy – some of the changes you are making are not actually correcting mistakes, and I'd argue actually making things harder to read. Arguably, some of your corrections change the meaning of what is being said; replacing a third-person pronoun ("they"/"their") with an indefinite pronoun ("one") when a specific entity has already been named implies the pronoun refers to a yet unspecified entity. ("They" specifically is widely accepted in everyday modern use as a gender-neutral third-person pronoun, for the record.) To give another example, the distinction you made between "would" and "should" is not quite reflecting accepted real-world use of contemporary English. However, having said all this, the more concerning issue to me is the tone in which you present your objections; it comes off as condescending, which is particularly jarring in cases where these objections are actually problematic per the above. I hope that isn't your intent, although it can be hard to tell from written words alone sometimes. This is a wiki, a collaborative platform. I have to ask you to at least try to approach other users politely; suggestions are welcome, dismissive comments generally aren't. Please remember we're (hopefully) all on the same page here in trying to provide the best NetHack resource we can. As for agreement in number for singular-meaning "they", I'm afraid that is a debate that has been had over and over by people (yet somehow, people don't mind using the plural-form "you" in a singular meaning, but I digress…) – Merriam-Webster's online dictionary has an article on use of singular they, and although it primarily refers to a specific modern use to refer to individuals neither male nor female, it does acknowledge the widely accepted gender-neutral use of the pronoun. (I acknowledge that certain style guides advise against its use. Ours does not, and I would recommend against following third-party style guides without understanding the underlying reasoning behind the rules.) =_=_ Forum:Map color Is there any way to set the map background and foreground color? I used to play NetHack on Mac black on white. Lysdexia (talk) 05:12, 8 April 2019 (UTC) =_=_ User:Antalsz =_=_ Talk:Monster carrying capacity I'm a bit confused – this page contradicts the Cat and Dog pages. Those say that cats can carry less than dogs (except kittens), but this page lumps them together. Which is right? I'm inclined to think it's the other pages – it matches the corpse weights – but I'm not confident enough to check the source code myself. antalsz (talk) 08:08, 8 April 2019 (UTC) =_=_ Source:NetHack 3.6.1/dat/history Adam Aronow Janet Walz Nathan Eady Alex Smith Jean-Christophe Collet Olaf Seibert Andy Church Jochen Erwied Pat Rankin Ari Huttunen John Rupley Paul Winner Barton House John S. Bien Pierre Martineau Bill Dyer Jon W{tte Ray Chason Boudewijn Waijers Jonathan Handler Richard Addison Bruce Cox Joshua Delahunty Richard Beigel Bruce Mewborne Keizo Yamamoto Rob Menke Carl Schelin Ken Arnold Robin Bandy Chris Russo Ken Arromdee Robin Johnson David Cohrs Ken Lorber Roderick Schertler David Damerell Ken Washikita Roland McGrath David Gentzel Kevin Darcy Ron Van Iwaarden David Hairston Kevin Hugo Ronnen Miller Dean Luick Kevin Sitze Ross Brown Del Lamb Kevin Smolkowski Sascha Wostmann Derek S. Ray Kevin Sweet Scott Bigham Deron Meranda Lars Huttar Scott R. Turner Dion Nicolaas Leon Arnott Sean Hunt Dylan O'Donnell M. Drew Streib Stephen Spackman Eric Backus Malcolm Ryan Stefan Thielscher Eric Hendrickson Mark Gooderum Stephen White Eric R. Smith Mark Modrall Steve Creps Eric S. Raymond Marvin Bressler Steve Linhart Erik Andersen Matthew Day Steve VanDevender Gil Neiger Michael Allison Tim Lennan Gregg Wonderly Michael Sokolov Tom West Hao-yang Wang Mike Engber Warren Cheung Helge Hafting Mike Gallop Warwick Allison =_=_ Source:NetHack 3.6.0/dat/history Adam Aronow Janet Walz Nathan Eady Andreas Dorn Jean-Christophe Collet Olaf Seibert Andy Church Jeff Bailey Pasi Kallinen Andy Swanson Jochen Erwied Pat Rankin Ari Huttunen John Kallen Paul Winner Barton House John Rupley Pierre Martineau Bill Dyer Johnny Lee Ray Chason Bruce Cox Jonathan Handler Richard Beigel Bruce Holloway Joshua Delahunty Richard P. Hughey Bruce Mewborne Keizo Yamamoto Rob Menke Carl Schelin Ken Arnold Robin Bandy Chris Russo Ken Arromdee Robin Johnson David Cohrs Ken Lorber Roderick Schertler David Damerell Ken Washikita Roland McGrath David Gentzel Kevin Darcy Ron Van Iwaarden David Hairston Kevin Hugo Ronnen Miller Dean Luick Kevin Sitze Ross Brown Del Lamb Kevin Smolkowski Sascha Wostmann Derek S. Ray Kevin Sweet Scott Bigham Deron Meranda Lars Huttar Scott R. Turner Dion Nicolaas Leon Arnott Sean Hunt Dylan O'Donnell M. Drew Streib Stephen Spackman Eric Backus Malcolm Ryan Stefan Thielscher Eric Hendrickson Mark Gooderum Stephen White Eric R. Smith Mark Modrall Steve Creps Eric S. Raymond Marvin Bressler Steve Linhart Erik Andersen Matthew Day Steve VanDevender Gil Neiger Michael Allison Tim Lennan Gregg Wonderly Michael Sokolov Tom West Hao-yang Wang Mike Engber Warren Cheung Helge Hafting Mike Gallop Warwick Allison =_=_ Talk:Phasing =_=_ NetHack 3.6.1/dat/history =_=_ NetHack 3.6.0/dat/history =_=_ User talk:MaryMcDougall You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User talk:AratareWolf You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Equine =_=_ Equines =_=_ Template talk:Monclassname =_=_ Master kaen You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Flimsy Flimsy or soft items are all items made of liquid, wax, veggy, flesh, paper, cloth or leather in addition to rubber hoses. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User:Bluescreenofdeath/Skills SLASH'EM Extended adds a whole bunch of new skills to the game. This page attempts to explain what they do. For players who are new at the game, it's recommended to enhance everything as soon as possible; the player gets so many skill slots that running out won't be a problem for a long while, and inexperienced players in particular will be slightly more likely to survive if they do enhance their skills compared to if they don't. Certain skills, or in some cases certain combinations of skills, can unlock techniques if the skill level is high enough. These techniques are learned permanently, i.e. they remain known even if the player later loses knowledge in the involved skills. This means that if the player runs out of skill points but wants to unlock more skill-related techniques, one way would be to drain skills or experience levels on purpose to be able to redistribute them. The following skills will unlock techniques (note that the skill levels given are minimum requirements; if the player's skill level is higher than the requirement, e.g. because the character started with a high skill level, the technique will still be learned; if several skills are mentioned, all of those have to be high enough at the same time to actually unlock the technique): =_=_ Bars You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ DNethack SLEX You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Law quest (dNethack) The magic portal to the quest branch will be located at one of the three marked spaces in the interior. The stairs up and down will be located in two of the outer rooms. On passing through the magic portal, the hero will arrive at the Paths of Law, the first section of the Lawful Quest. The Paths of Law has three levels. Each one is a randomly generated combination maze/cavern level. The stairs up to the next level are always in the center, but the portal arrival point on the first level and the stairs on the following levels can be located anywhere on the level. Axus, overlord of the autons and guardian of the First Key of Law, resides in the center of the level. Killing any auton on the level while Axus is alive will cause a new one to spawn beside him. Killing Axus will make all autons on the level, as well as all autons generated in the future, hostile. In addition to Axus, there are nine monotons, seven dutons, five tritons, two quatons, and two quinons, all randomly located on the level. Additional autons may spawn through random monster generation. Embedded in the interior walls are gold scrolls of law, which can be dislodged by kicking or teleporting them. These are heavy (50 units, equivalent to ten scrolls or a spellbook) but may be useful to well-aligned lawful players. In addition, there will be seven random scrolls on the level. There is a 10% probability of an artifact spellbook being generated at a random location. There may also be one or two random spellbooks, each with a 10% probability of being generated. As in the Paths of Law, the stairs up are located near the center, beside Axus, while the stairs down can be located anywhere along the perimeter of the level. The levels of the Arcadian Road are connected by magic portals that are not initially visible, but are always located in the same (predictable) places. T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T.............................^ T T T T T T T T T T T T T T T T T T T T T T T...T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T...T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T...T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T...T T T T T T T T T T T T T T The large tree-filled area is maze-walked, and the staircase down to the Dungeon is randomly placed somewhere on the level. The magic portal to the next level is located at the position marked. There are also eight soldier ants, sixteen random a, and eight random objects placed randomly on this level. T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T The large tree-filled areas are maze-walked, and the magic portals to the previous and next levels are marked. There are also eight soldier ants, eight random a, three soldiers, and one sergeant, placed randomly. Four items are placed randomly around the level. T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T }}---+--... T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T }F......-.. T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T }F......-.. T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T }}---F+-... T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T }}---F+-... T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T }F......-.. T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T }F.....--.. T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T T }}---+--... The forested areas, once again, are maze walked. There are twelve soldier ants, four random a, six soldiers and two sergeants placed randomly, as well as two platoons of soldiers (one sergeant and six soldiers) in each of the circles. In addition, there are two soldiers in the marked locations. The portals to the previous and next levels are marked as well. The portal to the previous level is marked. This level marks a fork in the quest, with two ways to reach the next level: a staircase at the right end, between the two barracks, and a ladder in the circular room at the bottom. The staircase leads to the second floor of the fortress, where you encounter Arsenal, while the ladder leads to the Arcadian Tower and ultimately to Oona. Each of the six circular enclosures inside the entrance has a sergeant and three soldiers. There are also sixteen soldier ants placed randomly, and sixteen random items placed randomly. The larger part of this level, accessed from the first floor by the stairway up, is a dead end, albeit the location of Arsenal and the Second Key of Law. To continue to the higher levels of the Arcadian Tower you will need to take the ladder up from the first floor, which will put you in the enclosure in the lower left. In addition to the (filled) rooms, there are four soldiers and four soldier ants around the level. The antholes are full of soldier ants. The first two levels of the Tower are nearly identical, and the third is only slightly different from them. The fourth and final floor is home to several well-equipped Eladrin. Each of the statues (except the djinni) is a statue trap with heavily enchanted gear inside. The djinni is named "Qadeej, of the Wind Dukes of Aaqa" and contains one of the prizes for completing the Lawful Quest, the Rod of Seven Parts. Archeologists beware: All of the statues are historic, and the alignment record penalty for destroying historic sculptures is increased in dNetHack. You may wish to put off visiting the Tower until after your quest, unless you are confident you can recover your alignment score in time. Oona is found near the djinni statue. Her tile is shown as white, but she will actually appear as , , or , depending on her elemental affinity, which is randomized at the start of the game. She guards the third and last Key of Law. =_=_ User talk:ProtoDigs You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Musicalize spell =_=_ The Singing Sword The Sword using the Musicalize spell skill to determine bonus to-hit and damage, and also exercises that skill. Since Bards in dNetHack are very limited in terms of melee damage skills, this makes the Sword a very useful melee weapon in the early to mid game. Using it also doesn't require making a trade-off between the Bard's combat skills and their music skill. The Sword sings constantly while wielded, giving every monster on the current dungeon level your exact position. This does not wake up sleeping monsters. The Sword can be silenced by unwielding it. The Sword automatically learns songs while wielded. Songs may be learned from the player's actions or from the actions of nearby monsters. The Sword can be instructed to sing a known song via #invoke, which provides a menu of valid choices and can be done as often as desired. The songs and their effects are as follows: You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Trap detection You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Candle of invocation A candle of invocation provides light and never burns out, making it a somewhat useful tool to take into Gehennom and other dark places. To use the candle, light it with (a)pply and then #invoke it. This will produce a menu from which one of the candle's summoning functions can be chosen. The candle will be consumed. Cursed candles cannot be lit, but attempting to do so won't consume the candle. Summons a hostile demon lord (chosen off a menu). The main use of this function is to summon a particular demon lord to kill for its equipment. =_=_ Neferet =_=_ Talk:Wand of cold Does ice frozen by a wand of cold melt eventually? I don't remember this happening, but in 3.6.3 it seems to eventually melt, without any source of fire hitting it. -- Davek (talk) 00:28, 11 June 2019 (UTC) You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Template:Nethack-362 =_=_ Category:Nethack-362 articles This category is for articles that pertain to NetHack 3.6.2 and that may need updating when a future version is released. =_=_ Base price =_=_ SLASH'EM Android app The SLASH'EM app has long been removed from the Play Store, however an apk is still available for download at https://github.com/gurrhack/SlashEM-Android/releases. There you may choose which version you want to download and open Assets, then click the apk link. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. While they're by definition not directly related to NetHack, tangential asides can be fun. ;) Kufat (talk) 02:06, 8 August 2019 (UTC) Re "Day 46 of remooving these goshforsaken unused attribute tags. Food supply running low. I've begun to lose hope of feel the sunlight again," I didn't notice you were doing that. I have wiki-blocks without the tags you don't have to edit by hand. Here's the current one: https://gist.github.com/Chris-plus-alphanumericgibberish/7d01b1297d6947559e24f41ae89c3cff (note, seems there is a bug after zruty? I'll have to see what's up with that) Probably because they have been playing old versions of Crawl, where butchering corpses in order to eat them required an edged weapon to be wielded; this suggests it as a way to deal with troll corpses. Pinkbeast (talk) 00:01, 22 November 2019 (UTC) Using the `v` command is _very_ useful as a "ping" to the server to make sure you're still connected. There is little worse than hitting one of the direction keys twice by accident, because the first one took a few seconds to register because of server lag. -- Davek (talk) 13:35, 26 June 2019 (UTC) You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Talk:Magic lamp This is my official request that magic lamps be allowed for wishing. Magic lamps are the only unaligned permanent light source. They were originally banned to prevent infinite wishes, but that is no longer a problem: there's only an 80% chance of a wish from a magic lamp. In the worst abuse case, you would only end up with an extra handfull of oil lamps & mdash;hardly a game-breaker.--Thidwick (talk) 23:49, 20 June 2021 (UTC) You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Talk:Curses interface I noticed a while ago that recent versions of Ubuntu expose an issue with PuTTY that affects curses applications, including the NetHack curses interface, causing window borders and backgrounds to not display correctly. To fix it, create a file < code > ~/.terminfo/putty < /code > with the following contents: Then set the environment variable < code > TERM < /code > to < code > putty < /code > . You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. This template serves as a nicer-looking alternative to run-of-the-mill "1/3"-style fractions. With two parameters, e.g. < code > < nowiki > < /nowiki > < /code > , you get a fraction that looks like . With one parameter, the numerator defaults to 1: < code > < nowiki > < /nowiki > < /code > → You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ DNetHack Artifacts =_=_ Talk:DNetHack Artifacts You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Forum:VoR's Hallucinatory Bestiary Dungeonmodders! VoR brings you his < b > hallucinatory bestiary < /b > , currently counted at denizens 56. Today it is a topic for the Forum, but beware tomorrow. You may find that your fevered dream has become REALITY! < /p > Wikid (talk) 03:16, 4 August 2019 (UTC) < /p > Ha! You realise you have been part of the target audience for this project, a tiny fanfic tribute to Slash 'Em Extended :-) Anyhow, I guess with stats we're looking for something like the table here? Trouble is, it's guesswork for me with a lot of this, especially the difficulty, level, and XP value. Guidance is welcomed. Veal curries and Phone zombies on offer :-) Wikid (talk) 09:44, 31 July 2019 (UTC) Super - what I'll do is keep this page as an index, and link to category pages for the descriptors. Thanks for encouragement! I was planning to make the veal currie more electric than fiery though (Valkyrie spin-off). Phone zombies are blind and invisible (mainly invisible because they think they are); collision with a phone zombie has a chance of summoning the Kops. :-) Wikid (talk) 09:24, 1 August 2019 (UTC) Thanks for those links -- some source-diving for me there. Hey wow, I could be part of SLEX Devs! :-) I'm still holding out that some other variant might add these ideas to its hallucinatory code. One day maybe :-) Okay, back to it … < /p > Thanks! The starting idea was just for the names. I don't think I designed anything radically new. It seemed the theme was to take some predictable features of the game, and give them a 2% tweak. For example, there's alternative versions of Minetown, Mine's End, and Sokoban in vanilla, and if you go to the variants, alternative versions of the Castle, and Gehennom, etc. But I hadn't seen an alternative Oracle out there so far (after this I'm bound to find out there's a 100 of them!), also the concept of shop monsters hasn't really got further than mimics. Plus there's a lot more scope for construct monsters I think, e.g. the animated scrolls and tools – we've seen some of that already with the Killer Coins. Along the way I also thought of another artifact (Snippety-Snap the +4 scroll and armour-shredding scissors, possibly should snip other paper and fabrics as well, maybe can invoke or apply for item crafting e.g. re-sizing armours) and the unofficial Barter conduct (a relative of SaintD's Moneyless). Wikid (talk) 00:51, 5 August 2019 (UTC) =_=_ Forum:Hallucinatory Monster YANIs =_=_ Beyond The Realms of Moral Possibility =_=_ Category:VoR Bestiary This category is in a halfway house between original material (suited for the Forum), and Nethack variant spoilers. It is the content of VoR's Hallucinatory Bestiary. But MAYBE it is all REAL. =_=_ User:Wikid/Music Monsters Ripped from the pages of VoR's Hallucinatory Bestiary, we bring you the < b > Music Monsters < /b > . It is said these enigmatic animated scrolls are the product of some warped alternative dimension. Yikes! Bring your earplugs! < /p > =_=_ User:Wikid/Chromatic Unicorns Ripe from the cages of VoR's Hallucinatory Bestiary, we bring you the < b > Chromatic Unicorns < /b > . < /p > Rarer than their monochrome cousins, chromatic unicorns are sought out by intrinsic gourmets, but can be strangely spicy. The chromatic unicorns do not have an alignment as we know it, but follow their own rules. These are opaque to most mortals apart from those granted hallucinatory visions. For sacrifice on all altars in the Dungeons of Doom, they count as cross-aligned. < /p > It is rumoured that the chromotypes perceived on altar-dropping by the drug-crazed, may correspond to further strange realms of morality, not normally accessible to mortalkind. As well as "ultraviolet", these include: "infrared", "bluish-orange", "reddish-green", "dark white", "light black", "sky blue-pink", "salty", "sweet", "sour", "bitter", "striped", "spiral", "swirly", "plaid", "checkered", "argyle", "paisley", "blotchy", "guernsey-spotted", "polka-dotted", "square", "round", "triangular", "cabernet", "sangria", "fuchsia", "wisteria", "lemon-lime", "strawberry-banana", "peppermint", "romantic", "incandescent". =_=_ User:Wikid/Morality Monsters Piped from the sages of VoR's Hallucinatory Bestiary, we bring you the < b > Morality Monsters < /b > . < /p > Smiting things in Nethack is generally good, but whacking Morality Monsters can get the injudicious adventurer into precarious trouble. Unfortunately the whacking can be hard to avoid, as some of these Morality Monsters can be hard to eliminate without whacking, increase on contact with cold iron, and can get in the way. < /p > Consequence Of Your Insouciance has a levelporting attack, that ports to the lowest accessible level. If spawned in the Mazes of Menace, it ports to the Valley of the Dead. If spawned in Gehennom, it ports to the Vibrating Square or Moloch's Sanctum. =_=_ User:Wikid/Nethack Stuff Nicked from the mages of VoR's Hallucinatory Bestiary, we bring you some < b > Nethack Stuff < /b > . < /p > The < b > Agony Ant < /b > has a weak bite, but an annoying stun. Its final act is a rumour of some description. A Bobby on the Beat Is normally generated peaceful < /br > Occurs in pairs < /br > Can talk The < b > DIElithium crystal < /b > is a homicidal self-aware mineral that packs a nasty electric zap. The < b > Filth Beatle < /b > is something of a crossover from the Music Monsters. Its nip is more of a nuisance, leading to perceptual problems. This tunnelling type of orc shaman digs in random directions, picking up loot. Different from other tunnelling monsters, 50% of the time an < b > orchealogist < /b > will dig down to create a pit. If they find themselves in a pit without status afflictions, they are 95% likely to jump out. If in a pit with status afflictions (e.g., blind, frightened), they are only 5% likely to jump out. Otherwise they dig a hole. They are mainly a nuisance because of digging pits and holes. =_=_ User:Wikid/Nutritional Monsters Flicked from the ranges of VoR's Hallucinatory Bestiary, we bring you some < b > Nutritional Monsters < /b > . < /p > Fries With That have a nutrition increasing seduction attack. For each armour item that is removed, nutrition is increased by 300. The seduction dialogue is simple: "You want fries with that?" A complete set of armour (boots / undergarment / shirt / cloak / gloves / helmet) implies 1800 nutrition, sufficient to take the player character from Hungry to nearly Oversatiated. Of course the Fries With That could be used by an enterprising Adventurer as a limitless nutrition recharge. This is avoided by giving it a 20% chance of exploding for 4d6 damage on each turn that it has less than maximal HP. This spicy delight is generated asleep on a rock, but is awoken and aggravated by contact. In the event it can be scared away, this generates YAFM "It's the Flight of the Veal Currie!" =_=_ User:Wikid/Personas Bilked from the wages of VoR's Hallucinatory Bestiary, we bring you some < b > Personas < /b > . < /p > Uh-oh stoners! It's the < b > Highest Priestest < /b > . She has Medusa effects, but she doesn't mean it. She is a version of the Oracle who appears in 4.2% of games. She announces her presence on the level with stoner quotes: She is spawned peaceful in the Oracle Room, which gains a special throne called a "beanbag". Due to the heady vapours, each turn spent in the Highest Priestest's room has a chance of (4% * (25-WIS)) of inducing hallucination as per the potion. < /p > In keeping with her oracular role, the Highest Priestest offers consultations. She accepts only herbs (garlic, wolfsbane, or eucalyptus) and crystals (identified gems) as currency. She offers consultations only at an infraction count (see below) of 0. A herb is good for a minor consultation. A crystal receives a major consultation. < /p > The Highest Priestest is made angry if the following conducts are broken three times on her level: genocideless / pacifist / barter / vegan. Each infraction causes the infraction counter to increment by 1. < /p > Barter is an unofficial conduct violated, amongst other things, by picking up money into open inventory, or by entering a level with money carried in open inventory. < /p > The Highest Priestest can be mollified with a gift of herbs or crystals. Each gift reduces the infraction counter by 1 to a minimum of 0. Players are likely to meet the Highest Priestest before they have reflection, so had best be on their best behaviour. Also it turns out she is hallucinating and therefore often immune to gaze attacks. The Highest Priestest Believes that consumption of meat leads to the loss of intrinsic telepathy < /br > Rejects the Yendorian economy < /br > Disapproves of smiting < /br > Is hallucinating < /br > Is female < /br > Is generated peaceful < /br > Is angered by the breaking of certain conducts Drops amulet versus poison, +2 elven cloak, grappling hook, hobbit corpse, a ring of invisibility, 2d4 lembas wafers, oilskin sack, orcish helm, orcish shield, a potion of holy water, The +4 Sting, slime mold, walking shoes =_=_ User:Wikid/Random Set Spilled from the stages of VoR's Hallucinatory Bestiary, we bring you an entirely < b > random set < /b > of said propositions. Many of these could be classed as enhanced mimics. They preferentially spawn within shops, where they replace mimics with around 2% frequency. They are solitary monsters that are generated asleep, and are woken by contact. The < b > apologetic customer < /b > is mainly a nuisance to other shoppers, because of their effect on shopkeepers. Apologetic customers pick up and carry the shop inventory (67% chance to pick up / 33% change to drop each item each turn). The shopkeeper considers this to be unsold inventory in possession of the player character, and therefore stands in front of the door (congratulations to anyone who knows how to code that). That renders the shop mostly un-usable. Apologetic customers can be heard to say Chatting to a peaceful apologetic customer prompts them to offer to sell their inventory items. The shopkeeper will no longer consider the purchased items to be unsold. Smiting one < b > atomic budgie < /b > can ruin your whole day, and that of those around you. On the other hand, they make excellent pets, for certain (one-off) applications. They spawn in pet stores. Attacks Bite 1d6, claw 1d6 blinding (no damage), explodes when killed with wide-angle disintegration beam and ceiling collapses (as per scroll of earth) to surrounding 8 squares, blindness, stunning, and 3d6 fire and 3d6 blast damage to all squares in line of sight Unsuspecting Adventurers may blunder into a < b > hypotonic saline infusion < /b > , a future tech type of nurse-substitute. It spawns in potion stores. The Mighty of the World can still be made to stumble by the < b > protest vote < /b > . It appears in book stores. =_=_ User:Wikid/Monsters of the Sciences Drilled from the mesas of VoR's Hallucinatory Bestiary, we bring you the < b > Monsters of the Sciences < /b > . They mimic dungeon features. The < b > coefficient of friction < /b > is a sessile horror that preferentially inhabits filler-level corridors in a Dungeoneer's Quest, where it can bring proceedings to a grinding halt. The < b > polycyclic aromatic hydrocarbons < /b > are considered to be very hazardous to human health. They are immune to physical weapons, and can only be reliably destroyed by elemental attacks (fire, cold, or electricity). Their attack can be negated by #wearing a towel or other full-face protection. =_=_ User:Wikid/Things Pulled from the faces of VoR's Hallucinatory Bestiary, we bring you some < b > Things < /b > . Many authors have speculated as to what happens when a The Thing meets a Das Ding. Some have surmised this would lead to creation of a third, entirely novel entity, perhaps to be known as "The Das Ding Thing", or maybe "Das The Thing Ding". Others of more prosaic numerical bent have suggested the two organisms would exhibit complementary revivification probabilities, eventually to achieve a dynamic equilibrium. A < b > Wild Thing < /b > is a milder type of enlarged humanoid, mainly known for waking up other things on the level. =_=_ User:Wikid/VoR's Hallucinatory Bestiary Dungeonmodders! VoR brings you his < b > hallucinatory bestiary < /b > , currently counted at denizens 55. Historically a topic for the Forum, futurologically a REAL THING. Join the forum discussion here. =_=_ User talk:Wikid/Personas This is a look at the influences of the late fantastical writer < b > Jack Vance < /b > on the game of Nethack. It has been asserted that Vance's writing was "highly influential on Dungeons & Dragons (but not NetHack itself so much)." Although the assertion seems valid, there is scope for further exploration of links between Vance and The Game. =_=_ Talk:DNHslex I find it really good that the Elder Priest takes extra damage when being kicked with high heels. Yeah! Sock it to him! Stale old Patriarch! Grrrr! Bet he drops a toupe. Just saying it. Wikid (talk) 09:35, 5 August 2019 (UTC) =_=_ User talk:Strycat You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User:Strycat You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User:Wikid/Writings of Jack Vance Fired from the phasers of VoR's Hallucinatory Bestiary, we bring you some < b > Writings of Jack Vance < /b > . Collaboration in filling in the gaps on this page is welcomed, as it is a big task. The roguskhoi were designed by the Asutra as caricatures of humanity in a first assay at biological warfare against the peoples of the planet Durdane. =_=_ User talk:Wikid/Writings of Jack Vance Why does this exist in the main namespace? It's just a list of names, with no real connection to NetHack. Better would be to put it under your user page. --paxed (talk) 06:46, 6 August 2019 (UTC) All done now. I'm glad just to be able to post my theories somewhere. This wiki is an awesome resource. I guess your mileage may vary as to the perception of connections or otherwise. I'd respond by saying "this is your history". Thanks for commenting. Wikid (talk) 07:58, 6 August 2019 (UTC) The "unusual hoon" actually exists in SLEX already and it's a grue :) I'm looking forward to seeing what all those other cool-sounding monsters could be though, because those names sound so alien that I have no idea what they're all about (never read the literature they're based on)! --Bluescreenofdeath (talk) 09:27, 6 August 2019 (UTC) =_=_ User talk:Wikid/VoR's Hallucinatory Bestiary It's just a list of names with no real connection to NetHack. Better place would be under your own user page - perhaps move all of the Vor bestiary categories there until a more concrete NetHack connection manifests. Also, why so many separate articles ... --paxed (talk) 06:50, 6 August 2019 (UTC) These thoughts had been on my mind. I can do redirects under my own user page, not a problem. But all this stuff is now part of the code for SLEX. So maybe not such an issue any more? There's multiple articles mainly because too much scrolling through a long article is a pain. Wikid (talk) 07:01, 6 August 2019 (UTC) All done now. I appreciate that each article is another sampling point for Special:Random. It's a VoR wiki invasion! No thanks! :-) Wikid (talk) 08:24, 6 August 2019 (UTC) =_=_ User:Writings of Jack Vance =_=_ User talk:Writings of Jack Vance =_=_ VoR's Hallucinatory Bestiary =_=_ Talk:VoR's Hallucinatory Bestiary =_=_ Chromatic Unicorns =_=_ Monsters of the Sciences =_=_ Morality Monsters =_=_ Music Monsters =_=_ Nethack Stuff =_=_ Nutritional Monsters =_=_ Personas =_=_ Talk:Personas =_=_ Random Set =_=_ Things =_=_ Writings of Jack Vance =_=_ Talk:Writings of Jack Vance But I've gotten down to 1381 words to the current article's 992. There is no more concise left to be had. =_=_ Talk:Lost soul Hey there Amy I would love to see the source code that implements starting on a different level from 1. I've searched lostsoul on the SLEX GitHub pages, but had no luck. Thanks in advance! Wikid (talk) 10:10, 11 August 2019 (UTC) You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User:Ashpool =_=_ File:Nethack.6.2.MindMap.jpg Mind map of *.c source files for nethack 6.2. Made with SimpleMind Lite. Wikid (talk) 12:49, 18 August 2019 (UTC) =_=_ User:Wikid/MindMap.src NetHack contains a multitude of items whose names look like " & lt;foo & gt; of & lt;bar & gt;". Ring of polymorph control, potion of enlightenment, spellbook of fireball, and so forth. Within an article, the class of item is frequently implied, and you may want to link to the specific item by just showing the specifier. For instance: The following templates apply this for specific item types. When possible, it is preferred to use one of these instead of this template, as it makes the wikicode easier to understand. Defining an < code > and < /code > or < code > or < /code > parameter adds the conjunction before the last item. (It doesn't matter where the parameter is in the order, but putting it in the second-to-last spot helps with wikicode readability.) =_=_ File:Nethack.expanded.MindMap.jpg =_=_ User:Wikid/Mind Map =_=_ User:Wikid/MindMap.include =_=_ Category:NAOplayer/VoiceOfReason You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Talk:Wand of fireball There seems to be an error here. Twice now, my character (human rogue) has been killed by someone with this wand. The 'will not be used by monsters' flag is untrue. Both were in the Gnomish mines, at character level 10 or 11. I don't know whether the elf and centaur were created with it in their inventory, or if they found it and picked it up. I never even saw the centaur until the move where he killed me - the level was dark. --Emdoub (talk) 15:40, 21 August 2019 (UTC) =_=_ Talk:Wand of extra healing You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Archon (dNethack) =_=_ User:Bluescreenofdeath/Materials This page lists the various item materials in SLASH'EM Extended. Some of them can rust, corrode, burn or rot, and certain materials are subject to specific erosion types only if the game is played in evilvariant mode. Players can change the base material of an item by using a material kit, which will affect all instances of that base item. Example: using a glass material kit on a dagger means that from now on all "dagger" items will be made of glass (including ones that were generated before the kit was used), but e.g. "orcish dagger" or "elven dagger" will be unaffected since they're different base items. InkaOrganicynevilyAccessories are hard to take off, weapons deal extra damage to animals, resistance to bad effects; wands train devices skill faster CelestiumOrganicnnevilevilImproves spellcasting chances. Using certain effects, e.g. enchant armor or charging, on an item made of celestium can uncurse or bless it. ConundrumLithicnevilnnWearing conundrum equipment decreases the risk of potions, scrolls etc. being destroyed by elemental damage. Conundrum wands occasionally allow the player to uncurse an item when zapped. There are scrolls of inferior, regular and superior material, which can be used to change the material of a base item to another randomized type. Doing this will notably affect all copies of the item in question, both ones that exist at that time and all that get generated in future, for that current game. So if the player e.g. turns a dagger (which is made of iron by default) into one made of chrome, then all daggers are made of chrome, but orcish, elven etc. daggers won't be affected because they're a different base item. Every material in the respective list for a scroll has the same chance of being picked. If the player is trying to get a specific material, the material kit item will be more useful (but is also very rare), alternately having a good supply of the respective type of scroll (and maybe a magic marker to write more of them) may be necessary along with some favorable RNG. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User:Magicbymccauley/Better artifact Artifact weapons are unique, with to-hit and damage bonuses and abilities. One may be acquired by sacrifice, bones file, dipping, as randomly generated treasue, naming, wishing, by quest, or in the hands of a monster. Finding one that complement's one's alignment, role, skills, and play style is a key goal in Nethack. An artifact weapon resists being wielded as a second weapon when #twoweaponing. Artifacts that do not match the player's alignment or role may blast you or evade your grasp. (see Artifact Blast). Sacrificing is the most common way of acquiring an artifact weapon; crowning a secondary method. Any artifact weapon given to you by your god will be noncursed and erodeproof, and you will be unrestricted in the appropriate weapon skill if necessary. You will be given a weapon from a randomized list, unless your role has a guaranteed artifact. (see sacrifice, see crowning). If Lawful, dipping a longsword at level 5+ will have a 1/5 chance of creating Excalibur, but doesn't unrestrict the longsword skill, and watch out for bad effects (see fountain). Wishing only guarantees creation if one artifact or less already exists. (See Wishing). Early wishes for an artifact (if it is available by other means) squanders resources. Vorpal Blade is +1d5 to hit against all targets, but only does +1 damage. It behads with cumulative chance to most targets. The Longbow of Diana has no damage bonus, it provides +1d5 to hit. Some destroy items carried by monsters (Mjollnir, Frostbrand, and Firebrand). Some have disadvantages in specific levels (planes or the quest) or against certain resistant monsters. Resistant monsters are rare. As an estimate, about 90% of monsters cannot resist fire/cold/shock/level drain. While very few monsters have resistances in the early game, many do in the late game: The riders, a quest nemesis etc. (see Monster Resistances) Excalibur makes demon princes generated hostile, Stormbringer attacks peacefuls. Cleaver may hit pets. (See each specific artifact's wiki page to assess specific drawbacks.) Hitting certain peaceful monsters has consequences (See alignment, aligned priest, pet). Cursed Two Handed weapons have dire consequences (see below). These minor drawbacks do not prevent people from regularly ascending with these weapons. Much of the endgame involves evasion, not melee. However, there are certain dangerous rare situations (like wielding mjollnir inside an energy vortex). For this reason, acquiring a second artifact weapon, or a normal weapon fully enchanted on expert is an option. Given limited resources and diminishing probabilities this is not always possible.(see wishing see sacrifice) Remember that a weapon's base damage and additional damage from other sources (blessing, silver, strength etc) still apply to hitting resistant monsters. Players should first check what guaranteed artifact weapons their role/alignment gets. If they have a guaranteed route to a "most" or "all" weapon, they should pursue that as soon as possible, but you cannot get a sacrifice gift before XP level 3. The advantages of a typical "most targets" or "all targets" weapon is even more powerful earlier in the game."Most" weapons usually double damage output over time as well as the fact that most provide a +1d5 to hit bonus which will likely save the player from the common Nethack killers: bees, ants, centaurs, leucrotta, mumaks, groups of elves, groups of soldiers etc. If you create a "few" weapon from a sacrifice, keep sacrificing for a better one by gift or crowning. Sacrificing or "Altar Camping" (waiting near an altar) requires food, but not necessarily a trip to Sokobon. The altar in minetown can be converted by killing the priest inside or trapping him with boulders using scrolls of Earth from Sokobon, note that this will remove protection and possibly the only priest that can grant protection. There are other guaranteed Altars on certain quests levels (see Altar see quest). If an altar can't be found, rustproofed, skill expert and fully enchanted weapons are perfectly serviceable for ascension despite dealing less damage. They also at least damage all targets. Stacks of missile weapons fully enchanted, Silver weapons (+1d20 to silver haters), attack spells and wands can come close to the damage output of Artifact Weapons. For Monks, they might want to wish for Gauntlets of Power, or they can find rings with the "silver" descriptor against silver haters. Physically weaker roles can match expert weapon skills with scrolls of enchant weapon for very good damage as well as skill prep for guaranteed or possible artifacts later. Arcs heavy mattock or silver saber, healers quarterstaff or unicorn horn, tourists can get expert in unicorn horns, rogues, rangers, and wizards can enchant daggers, cavemen and priests can enchant Maces. Chaotics can enchant Elven broadswords in preparation for Stormbringer. Fighter type roles with skill in longsword can enchant them as this is the most common sacrifice gift weapon type, or for Neutrals and Lawfuls in preparation for their crowning gift. Certain Artifact Weapons have special properties and might be used as a strategy, even though their damage is poor. Sunsword only deals extra damage narrowly to undead, but is an excellent light source. Dragonsbane only deals extra damage to dragons but is a source of reflection. Note whether the artifact weapon needs to be carried or wielded for this. Changing your alignment with helm of opposite alignment (or through sacrifice of a unicorn on an unaligned altar) changes which artifacts you can grasp, can prevent artifact blast, and changes the artifact weapons available through sacrifice and crowning. (See sacrifice and helm of opposite alignment). Keep in mind changing alignment before the quest may make the game unwinnable. (see quest). Sunsword and Demonbane might be created in the possession of a humanoid angelic creature; Archons are sure to be generated with one. Humanoid Monsters can pick up artifact weapons which can be very dangerous (a monster with Vorpal Blade can kill you in one hit!). Artifact generation is more likely in areas of high concentration of items and enemies (Ft. Ludios, the Castle and most notably on Astral). Strategically, artifact weapons can be secured away from monsters in a locked box with a scroll of scare monster on top, or can be placed in a pit which is filled with a boulder. Two handed artifact weapons are extremely powerful early, but diminish as the player acquires an enchanted shield, or Shield of Reflection, or develops two weapon skill. This can be mitigated with the #tip command, carrying a separate sack with scrolls of remove curse and holy water , or carrying #named vials of holy water or #named scrolls of remove curse in main inventory. (naming items prevents a whole stack from being cursed at once. (see "naming"). Cleaver and the Staff of Aesculapius fully enchanted on expert do massive damage and might be used anyway along with uncursing tactics. Artifacts most common in ascension kits: Greyswandir does the most damage fully enchanted and on top of that does silver damage. Magicbane: debilitating status effects, Elbereth engraving, magic resistance. Mjollnir has the biggest damage output of any unenchanted artifact. Excalibur damages all targets, doesn't damage monster items, provides searching and is easy to get for Lawfuls. Frostbrand/Firebrand is unaligned, anyone can get by sacrificing and there are very few cold/fire resistant monsters. Stormbringer's damage to others heals your hp, it does high base damage as a broadsword and is the only Chaotic aligned artifact weapon that damages "most" targets, it is also guaranteed to Chaotics by crowning. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User talk:KNHCat You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User:Red kangaroo/YANIs =_=_ DNetHack artifact wishing The rules for wishing for artifacts in dNetHack differ from vanilla NetHack. Rather than counting the number of artifacts that already exist, the player starts with one artifact wish available and gains the ability to wish for another artifact based on 2 events. Gifts or named artifacts have no direct effects on your artifact wish abilities. This template (adapted from Wikipedia) creates vertically-oriented in-line fractions using a vinculum (horizontal line). It can take one, two, or three parameters: For large formulas, especially those which don't need to appear in-line with the text, prefer using TeX ( < code > < nowiki > < math > < /nowiki > < /code > tags) instead. See Wikipedia:Rendering math for a breakdown of the advantages and disadvantages of different rendering styles. (Note that "texhtml" styling is not available on NetHack Wiki.) =_=_ People of secondary interest to Nethack =_=_ User:Bluescreenofdeath/Options and Hotkeys This page is meant to display all the new options and hotkeys (including extended commands) that are specific to SLASH'EM Extended, so that players are aware of their existence. =_=_ Binder (role in dNethack) =_=_ Talk:Binder (role in dNethack) =_=_ User:Bluescreenofdeath/Friday the 13th On a Friday the 13th, SLASH'EM Extended makes a bunch of gameplay changes designed to significantly increase game difficulty. There's also the "elmstreet" birth option that mirrors this effect, which can be activated by adding the following line to the configuration file: Here's a (probably incomplete) list of changes that are activated by playing on Friday the 13th or in elm street mode: Also, a lot of The Evil Variant effects are in lesser effect during a Friday the 13th: many things on the Evil Variant list have a 20% chance of being active (usually rolled whenever the effect in question is used, so e.g. eating slimy corpses will give slippery hands 1 out of 5 times). Of course, having both Friday the 13th and the evil variant active means that the evil variant effects are in full effect, all the time (so eating a slimy corpse under those conditions will always give slippery hands). =_=_ Talk:Orcus Pinkbeast: I added seven sentences all of which are extremely helpful and relevant. Please do not revert simply because of a vendetta, and please justify your revert. No, it's not the only problem. The other problem is that there is a long walk backwards where he can summon yeehongu and demogorgon (or yeehongu can summon demogorgon) which can END YOUR GAME. While it is possible with other monsters that teleport away to heal, with orcus it's especially crucial because of the wand of death charges combined with the long walk and the summoning of the most dangerous monsters in the game, not to mention being twin attacked by two (or THREE) greater demons. Even just the extremely long walk through Orcus town while he attacks you can be a real pain in the ass, unlike other situations (where you can bribe a demon, or use scroll of scare monster on the upstairs in case of a quest nemesis. The comma between "contact" and "you" is improper and the sentence should end there, it's a run on. Technically you could use a semicolon here, but that's not very good writing because you've already used a semicolon in this sentence once already. You need to reformat the sentence into proper syntax. You also in a previous edit, reverted my edit noting the walk back to the upstairs is the most common way to summon Demogorgon. However this IS the most common way to summon Demogorgon as stated in the wiki under Demogorgon, which I DID NOT WRITE. Jubilex engulfs you immediately upon seeing you, (meaning that you will kill him quickly or die) whereas the long walk from the downstairs to the upstairs of Orcus gives ample time for Orcus to summon Demogorgon, or to summon Yeenoghu, who can also summon Demogorgon. Likewise, while battling Orcus or his harrasment on the way back to the upstair from the downstair shouldn't be a problem for most well equipped adventurers, dealing with both Orcus and Yeenoghu simultaneously is a problem, and likewise dealing with Orcus, Yeenogu, and Demogorgon all at the same time is near impossible. (This has happened to me in two different games on the walk back, once I died, once I survived by splitting each on a separate level, after that I levelported each time). Because of all that, I believe that players should be advised that levelporting above Orcus if they don't have multiple potions of paralysis and ring of free action, or don't have a wish ready for a cockatrice corpse, is the safest way to deal with Orcus. And that's the real problem. Demogorgon will be along eventually if you take too much time with Orcus, which is why the long walk back (and not levelporting) is a bad idea, correct? I have added information about Demogorgon on this page. If you believe I am in error please cite a source demonstrating so. According to the Demogorgon article Yeehnohgu, Orcus, and Jubilex are the most common ways to summon Demogorgon. Of these three, Orcuws is thus the most common, as Jubilex can be dispatched quickly and Orcus can also summon Yeenoghu. As Demogorgon is one of the most dangerous monsters in the game, (and has killed me once from Orcus summoning him on the long walk back) I would appreciate it if you left this information in the wiki. Players should be warned about this possible summoning and the long walk back. As well, they should be given an alternate strategy to avoid this, as lances for jousting, potions of paralysis, ring of free action, and a cockatrice corpse are all rare items, whereas scrolls of teleport and confusion (via forgotten spell) are common and easy to get. Pinkbeast, you have reverted my article without citing a source. I believe you may be mistaken about how Orcus and the Orcus level works. You cannot teleport on the Orcus level. Thus you need to fight Orcus, get him to teleport away, go down the downstairs, and then levelport above the level, and then proceed back down. You also reverted the entire article, and did not cite a source for why you have now reverted and deleted my contribution as to why this is the most common way to meet Demogorgon. Why did you do that? What is your source for a more common way to meet Demogorgon. Can you please give me that source before deleting content in the article. This isn't an error? I don't know how many turns it is but yes, after teleporting away to the upstairs, he will teleport back to you and attack you (at some point). Orcus isn't covetous? From the "covetous" wiki entry: "Certain high-level monsters are covetous, in that they desire one of the unique items or the quest artifacts of any role." Orcus isn't coveting any item. He just teleports to the upstairs to heal from your attacks? So....IDK I guess you can say his teleport away behavior is similar to covetous, but he's not coveting anything. I don't believe I ever said this? Orcus will be NEXT to the upstairs when you proceed back down after levelporting. Pinkbeast, can you please pugt back the data that Orcus, and specifically the walk back from downstairs to upstairs is the most common way to meet the most dangerous monster in the game? This is vitally important and people don't know this. You haven't cited a source contradicting this, and it's stated in the demogorgon wiki. It needs to be stated here so that people are alerted that the long walk back can kill them. If there's a way to do that, you might want to say that in the wiki. Have you tested this? How do you get Orcus to do that? The orcus-town entry states that Orcus is ON the downstairs. So you have to fight him and get him to teleport away. Are you saying that you go to Orcus, attack him on the downstairs, he teleports away, you stand on the downstairs and wait, and then when he comes back, you go down the downstairs and he will follow? I haven't been able to get him to do that. If you're sure of that, that's a much easier strategy than levelporting on the level below, so that strategy (attack, get him off the downstair, stand and wait on the downstairs, and then when he's next to you go downstairs and he will follow) SHOULD DEFINITELY be included in the wiki. I've never heard of that. Of the three Jubilex is out. He's killable by several quick means, and usually goes down in two or three hits with a good weapon. Yeenoghu I've never encountered except by summon (by Orcus). As Orcus can summon Yeenoghu, and Yeenoghu and Orcus can both summon Demogorgon, encountering Orcus (even without the long trek back) is still the most common way to summon Demogorgon. Please cite a source for a more common way to summon Demogorgon. If you can't then my edit should be restored. The most common way to encounter the most dangerous monster in the game deserves mention in the wiki, don't you think? Your assertion that competent players know that they should attack Orcus, wait for him to teleport away, go stand on the downstairs, wait for him to come back, and then proceed down the downstairs is not just "what competent players do". Your claim, if true, is a vital strategy that should be included on the page. You are making the error of thinking that if you know something, everyone does. Agreed. The article does not say anything about a long walk. That's been removed in the current edit. There is no mention about a long walk now. Is the article now acceptable to you? Pinkbeast, you say "perhaps having arranged, eg via level teleportation, to come up the stairs in order to attack him)," You can't go up or down stairs via levelporting. Levelporting deposits you on a level, it doesn't use the actual stairs. You don't "come up the stairs" via level teleportation. Throwing a potion of paralysis or wielding one doesn't automatically paralyze Orcus, and you may need multiple potions. I put that in. That is important information. Levelporting on the level below, so that you can proceed back down and catch Demogorgon on an upstairs is important information. I put that in. The information that you can attack Orcus, get him to telport away, stand on the downstairs, wait for him to come back, proceed downward to fight him on an upstairs is important information. People need to know that. Your asserttion that every decent player knows that (because you know it) isn't accurate. Not everyone is pinkbeast. The fact that Demogorgon is most likely summoned by Orcus, Yeenohgu, and Jubilex is important information and needs to be on the Orcus page, because it's the most dangerous monster in the game. I have never, not in all my games ever encountered Orcus leaving the downstairs and attacking me. "a lot of the time?" I don't believe it happens "a lot of the time" or even a majority of the time. Let's hear it. When is the more common situation fighting Demogorgon other than fighting Orcus? What are these other multiple important factors? If I'm wrong show me a source or give me some reasoning. The wiki itself says the most common encounters are from Yeenhogu, Jubilex or Orcus. Unless you're contradicting what the wiki already says, please make your argument for Jubilex (killed in three hits) or Yeenhogu (who is not even guaranteed to appear, like Orcus is. That's not true. Levelporting back above Orcus Town might be more desirable than having him follow you down to a lower level (for instance if there are several monsters that will also follow you down, making for a harder fight). I agree your strategy might be better and doesn't require levelporting, but scrolls of teleport are some of the most common magic items in the game so it's not a big deal. Levelporting will mean you fight orcus alone, without the aid of the demons in his lair which can follow you down (and which can in turn summon other demons). Can we not go through this cycle where I contribute valuable data to the page, and that, because you don't like my style of writing, you revert the article and delete the pertinent data? Your edit: "Another option is to go downstairs when Orcus is adjacent (perhaps having arranged, eg via level teleportation, to come up the stairs in order to attack him)," This needs to be rewritten, it is not effective communication. I don't know what data is being communicated, but you cannot "come up the stairs" "via level teleportation". Moreover, if you go downstairs while Orcus is adjacent, I don't know why you would need level teleporation at all or why you would need to "come up the stairs". I've tried one last time changing "Orcus is the most common way to encounter Demogorgon" to "Orcus is one of the most common ways to encounter Demogorgon". I've also edited down as much as possible, but kept pertinent information such as the need for multiple potions. Cleaned up the language about the two strategies (luring orcus downstairs or levelporting above him). Having users click potion of paralysis in order to learn that you can smash it on Orcus isn't a good idea. Users will see "use" a potion of paralysis on Orcus and think that they should throw it. 99% won't further click on potion of paralysis to find out that you need to smash it. The smashing strategy is important for Orcus in particular as it is so much better than throwing. It should be on the Orcus page. Likewise with ring of free action. The steps taken to smash a potion of paralysis on Orcus is pretty much a unique strategy to Orcus. It used to be used on the wizard back in the day, but I can't think of any other situation you'd smash a potion of paralysis other than orcus. I've smashed a potion of paralysis on Orcus and it didn't work, more than once. Dunno if it's because I failed my hit roll, he resisted, bad luck, I'm not sure, but in any case I've smashed him and it was ineffectual. Thus I think the note about multiples is warranted. Having players rely on the wiki and then be SOL when the potion doesn't work is a bad thing. Fighting him on the upstairs of Orcustown (a no teleport level) isn't a big issue. You can simply walk upstairs and you're now on a teleport level. (You can also wand of digging down to escape to a non-teleport level too). Levelporting above orcus is still a good strategy because there are several guaranteed monsters in Orcus' throne room who can follow you downstairs. These monsters also can throw potions of their own, zap wands (such as create monster) or read scrolls (such as create monster. No, it's true. Levelporting to an upper level is much easier than levelporting to a lower level. For instance, you can branchport with the Eye of Atheiopica. This will take you to any of several branches, all of which are above orcus town. Reading a scroll while confused of any beatitude will levelport you to a random level. This random level will with 99.9999999 certainty be above orcus town (since it will be a random level without teleport contol, there would be, for instance a 1/36 chance that you'll levelport to a level below orcus (if you've only mapped to Orcus and 1 level below orcus). To levelport to a specific level you need teleport control, or the orb of fate. So levelporting downwards is much more difficult than levelporting upwards. Conversely, if you want to meet Demogorgon, perhaps as the ultimate demonstration of your demon-hunting prowess, then take precautions against Orcus' wand of death and let him spend all the time he wants ineffectively zapping you with it. Demogorgon will be along eventually." The wiki states that "Orcus, Jubilex, and Yeenoghu are the most likely creatures to do this" Therefore Orcus is ONE OF the most likely creatures to do this. So there's no "guesswork". It's what the wiki on Demogorgon states, and it should be on the Orcus page because the reader needs to be warned that this is one of the most likely ways to summon Demogorgon. There is a big difference between "he could summon Demogorgon" and "This is one of the most likely ways to summon Demogorgon." The latter is a much more strongly worded warning, and as it is factual, it should be included. You also reverted the whole edit, and left out the part that Orcus can create a situation where you are fighting three demons simultaneously, one of which has a stunning attack and another of which has a confusion attack. This is a nightmare scenario (can't use elbereth, accidentally step off of upstairs, messes up scroll use, requires constant remedies etc) that I've faced twice (so trust me, it's a nightmare) and players should be warned about this possible scenario. Please delete or edit only the part you disagree with, and don't delete other parts that have relevant data. The reader should, of course, be trusted to be able to review the pages for Yeenoghu and Demogorgon, and to work out from "Orcus can summon Demogorgon and Yeenoghu (who can also summon Demogorgon)" that, er, Orcus might summon Yeenoghu and Demogorgon. This isn't actually a remotely likely scenario if Orcus is dealt with quickly. There is a .38% chance of Orcus summoning Demogorgon each time he attacks (which is ordinarily less often than every player turn). He has better odds of summoning Yeenoghu (especially if we assume the scenario where Juiblex is dead), but Yeenoghu has only a .15% chance of summoning Demogorgon every time he attacks. It appears likely to Magicbymccauley only because they had been pointlessly trekking across Orcus's level. It's not clear to me that it merits inclusion at all; it certainly doesn't need crammed into the lead, ahead of the information on how to beat Orcus quickly and minimise (or eliminate) the already low risk. There are many combinations of summons which are bad; obviously we don't propose to document them all on summon nasties. It has 0 games where the player was killed by Orcus. It has 12 games where the player was killed by Yeenoghu, but none of these reached Gehennom. Now, being killed by members of the trifecta isn't the only way it can kill you, but I hope reasonable editors will agree these 5 games hence should capture the majority of the supposed threat. There are 14,828 games in this logfile, excluding games quit or escaped whose maximum level visited is 1 (it would be unfair to include startscummed games, which the vast majority of these are, in an assessment of how common a death is). Of those, in exactly 2 games (0.01%) has the player died to Orcus summoning Yeenoghu and Demogorgon. In both cases, since the summoning occurred after they had trekked across Orcus-town being attacked by Orcus many times, it is overwhelmingly likely they would not have had the problem if they had used the strategies already described on this page. The point isn't, by the way, that the reader doesn't know that there is a possibility of facing all three. The point is that the player can face all three and that Demogorgon (A.) is one of the hardest to kill monsters in the game and B.) that both monsters have stunning attacks. Mentioning that the encounter with Orcus could result in this triad attack, which has two demons alternately stunning and confusing you is not a "pointless addition". It's a very nasty way to die and end your game, even with a very well prepared character, and it is not a random YASD. It can happen. The stunning and confusion attacks are really bad because they can make you accidentally step off the stairs, make you unable to cast spells, and a host of other calamaties, not to mention facing three of the most powerful monsters in the game simultaneously. And that's precisely why it's said, to impress on the player that, while Orcus might not be too dangerous, him summoning these two other demons (and having to fight all three) is. I've ascended only a couple dozen times. I've done almost all roles but I'm missing a few. I've been attacked by all three simultaneously on two occasions. The first occasion I'd never seen demogorgon before and was walking backwards across the Orcus level and didn't know what to do. I died. The second time I fought Orcus by levelporting above him and coming down and he still managed to summon both (or Yeenoghu did, I'm not sure) because I was using Magicbane +2 and it didn't dish out enough damage to kill him quickly. I prevailed by managing to separate all three on different levels that time and taking them out one at a time. Not sure if the hardfought statistics are truly applicable to all games or not, but it happened to me twice. Maybe that's a fluke, I have no idea, maybe I'm the unluckiest nethacker alive, but summoning by Orcus is very dangerous. Lastly, I'd like the editors to consider that the Orcus encounter is one of the most likely scenarios to encounter Demogorgon, and should be noted as such. Pinkbeast also disputed that a wielded potion could fail to paralyze Orcus. I've personally had that fail, no clue as to why (luck, miss chance, orcus resists?), and if other editors can confirm that such an action can fail, the wiki should note that multiple potions are desirable. Lastly Pinkbeast claims that the best way to help players with orcus is to keep the fact that you can wield a potion and smash it on him in the potion of paralysis wikipedia entry. I think this is misleading. The most common way people use potions offensively is by throwing them, so they won't think to check "How else could I use a potion of paralysis other than throwing, let me check that entry." He also mentioned that ring of free action in conjunction with this strategy shouldn't be on this page. I've never heard of anyone using the potion of paralysis/ring of free action/wielding combination on anyone but Orcus. It was used on the wizard many iterations of nethack ago, but the potion doesn't work on him anymore (it was too good). As such the potion/wield/ring strategy is associated with Orcus and I think it should be on the Orcus page. I don't see any harm in that, and I think it would help people more to have it there. So, to address this ONE OF (and I changed my language to ONE OF) the most common ways to encounter Demogorgon is the ENCOUNTER with Orcus. Not Orcus summoning Demogorgon but the ENCOUNTER with Orcus. Orcus may summon Demogorgon, or Yeenoghu may, but it is this ENCOUNTER which is ONE OF the most likely scenarios (if not the most likely one) where you encounter Demogorgon. The point at which you are most likely to encounter him, or ONE of the most likely points to encounter him deserves mention in the wiki. Whether it's Yeenoghu or Orcus summoning Demogorgon isn't my point its that at this juncture of the game this is the window you will most likely see him and caution must be taken NOT to see him. Sorry if I was unclear. In days of yore (previous versions) you could paralyze the wizard with a potion of paralysis and leave the level. This would freeze the level state and with it the wizard on it and you could never encounter him again. That's no longer true. You CAN as you say get a potion to work on him, but it's not a viable strategy. If you leave the level the potion automatically ends and he just teleports to you. The real strategy against the wizard is bouncing wand of death rays, not potion of paralysis, which is impractical. Right and a careless chaotic accidentally hitting a player who summoned Yeenoghu would be a YASD, rather than something that you encounter unavoidably in the game, and you encounter Orcus (and his summoning potential) unavoidably in the game. Personally I'd never purposely summon Yeenoghu on purpose, too much possibility for YASD accidents. I've never encountered Yeenoghu outside of Orcus summoning him. Remember that you're not proficient in wielding potions so you would have a -3 miss chance. If you have bad luck for some reason (it happens sometimes even in the late game) you could miss with the potion and it wouldn't work either. In any case I'm glad now that you agree these things merit inclusion. I'll have to think about how to integrate them all using as few words as possible, but some concepts are irreducible and if you make them too short the writing gets convoluted and ambiguous. I've merged the edits that we talked about. The article does warn about Orcus' potential to summon either Yeenoghu and does warn about summoning both of them at the same time. I hate to resort to capslock but fighting all three is simply the worst and most difficult situation I've ever been in playing Nethack. They teleport at you and away and repeatedly stun and confuse you. This costs dozens of turns as you repeatedly have to remedy yourself and the turns it takes you to remedy give all three different time to heal. They are teleporting away from you and to you. It's absolutely hell on wheels, and I feel there needs to be a sign up around Orcus that says HE LOOKS EASY BUT HE CAN SUMMON FRIENDS THAT WILL MAKE YOU WISH YOU WERE NEVER BORN! Not sure how to do that in the context of a wiki article though. Compared to the trifecta demon attack, Rodney and the riders are a joke. What? Monsters can't follow you when you levelport. I've never seen that behavior. In any case, even if monsters DID follow you when you levelport, that's fine. They follow you and you kill them all, then you walk back down to fight Orcus, without having to fight the monsters AND Orcus at the same time. Levelporting above Orcus doesn't require a cursed scroll of teleport, a scroll of any beatitude will work. Being confused in front of Orcus isn't an issue because you do this after he teleports away. Scrolls of teleport I believe are the 2nd most common scroll in nethack, they are placed in closets all over the game. You go into Orcus' lair. You attack him so he teleports away. Now you have a horde of monsters around you who will follow you down the downstairs. You go downwards without Orcus, and you then levelport. Using a scroll of teleport (common) of any beatitude (common) is fine. You're now not on a level with Orcus at all, so confusing yourself is not a danger. You confuse yourself with a forgotten spell and read a scroll of teleport. You're now teleported to a level above orcus, and you've separated him individually from the horde (which is now on the downstairs below the Orcus town, while Orcus waits on the upstairs of a part of orcus town you've already cleared). You now can fight orcus alone without any other monsters nearby, monsters who could have wands of create monster or scrolls of create monster which would make your fight with Orcus even more lengthy. You agreed, absent careless chaotics, that orcus is the most, or at least one of the most common ways to encounter Demogorgon. You agreed, that it's possible to smash a potion of paralysis on Orcus, but that you might not be able to kill him with just one (because of a short duration). This confirms my claim that I've smashed a potion on Orcus but needed The reader will have no idea why you're listing the duration of the potion. To you in your mind, it's obvious because of our discussion, but that won't be obvious to a reader, a beginner, or a "this is my first ascencion run" type person. Thus: You haven't said "don't trek back to the upstairs". You've said "especially since the upstairs is far away". This, again, truncated and ambiguous statement doesn't help in the way "don't trek back to the upstairs" does. Your desire to use as few words as possible results in statements that are ambiguous and hard to follow. The wiki needs to read "don't trek back to the upstairs", not give vague, ambiguous allusions to it. Write as if the reader doesn't know what you're talking about. That's what writing for a wiki is. Beginners, first ascenders and so forth are not going to make the connections that you've already made in your own mind. other players aren't going to know what you mean until they've fought Orcus many times. THEN they will get it, but the purpose of the wiki is to help them avoid those mistakes! Level-porting doesn't necessarily use resources at all. Branchporting with the eye doesn't, and neither does levelporting with the Orb of fate. So the claim of levelporting always using up more resources is false. Scrolls of teleport are the 2nd most common scrolls in the game (I believe). In addition to being random treasure they are generated in closets all over the dungeon, moreover they are inferior to wand of teleport EXCEPT for level porting. If monsters can follow you in levelport or branchport, that's not the point, nor is it a drawback. Monsters following you who are not Orcus is a GOOD thing. It divides them from orcus, meaning that you defeat these creatures without Orcus being there, and then subsequently walk back downwards, fighting Orcus without any monsters present. You might have no problem facing [Orcus+monsters] simultaneously, but monsters (especially humanoid ones, who are guaranteed to be in Orcus' lair) can do all sorts of things to you, such as throw potions or read scrolls of create monster, or Orcus might have summoned a naelfshee, which can also summon greater demons. This means that the method in the wiki is more dangerous, objectively. Fighting Orcus alone is always preferable to fighting him with other monsters present. While the method in the wiki is simpler, the levelport up option is objectively safer. I would add that fighting Orcus+monsters also becomes a much worse scenario if you are lacking something in the ascension kit (not having a great armor class due to being a monk, not having either reflection/magic resistance because you're going wishless, not having tons of hp, having only magicbane +2 which doesn't do sufficient damage, etc.) The editors of many of these articles do not write with the beginner, intermediate or first ascend-er type person looking at the article. Rather they write with themselves (people who have ascended several times) in mind. This means that the writing is done with someone with a nearly complete body of knowledge about the game. Ironically this defeats the purpose of the wiki, because the writing style is such that the people who can understand it don't need it, making the wiki itself pointless. Rather than being a guide to help people it becomes a secret handshake club for people in the know. Don't feel bad about this, I've seen it happen all too often in other specialized fields: magic, martial arts, law, you name it. It doesn't seem vague to you because you're deep, deep in the culture. Another problem many of these subcultures have is that they are unable to imagine being a beginner again, and not having the vast knowledge they possess. This leads to bad teaching, bad writing. However, the content of a wiki is supposed to be different. It's not supposed to be an arcane law book full of latin phrases that only the true initiate understands. It's supposed to be language that everyone from rank beginner to advanced specialists understands. You guys don't understand that yet. I get that. But I hope you will consider writing for the beginner and not the expert that already knows. Why write for the expert? They are the person who least needs the wiki! In any case, I'm off to construct a legal motion right now. Trust me when I say this, arguing with the State Supreme court is easier than getting something included in your wiki. =_=_ The Sea (dNetHack) In dNetHack, the Sea is accessed by a stairway down located between levels 5 and 25. Monster generation in the Sea is biased toward chaotic monsters. On entering the level, you will get the message "You hear the roar of the sea. That can't be right...." In each game, one of the following possible variants of the Sea will be chosen. In all cases, the main treasure is a guaranteed magic lamp, but all levels also contain an amulet of magical breathing. The magic lamp can be found somewhere in the right-hand side of the ocean. In addition, there is a guaranteed amulet of magical breathing, a random amulet, two random rings, and a large amount of random treasure all lost beneath the waves. The sea is initially populated by a large number of sharks and other hostile sea monsters, and more will spawn during normal monster creation. The magic lamp is contained in a buried iron chest, along with some gold, random gems, an amulet of magical breathing, a second random amulet, two rings, and an oil lamp. The island is initially populated by two tigers, 4 parrots, three monkeys, three crocodiles, three random snakes, and two giant spiders. A large number of random sea monsters populate the ocean. To find the chest, you will need a source of blessed magic mapping. Object detection will not show buried objects on this level, but blessed magic mapping will burn engravings on squares containing the chest and the cursed figurines. The figurines receive a lowercase "x", and the chest receives a "X" with slashes on the squares diagonally adjacent to it that point at the chest. The magic lamp is contained in a chest located in one of the two hidden rooms in the "pirate ship" on the left hand side of the level, along with some gold, random gems, an amulet of magical breathing, a second random amulet, two rings, and an oil lamp. The magic lamp can be found somewhere in the collection of sunken buildings on the right-hand side of the ocean. In addition, there is a guaranteed amulet of magical breathing, a random amulet, two random rings, and a large amount of random treasure. The sea is initially populated by a large number of crows and and deep ones, and large quantities of deep and deepest ones will spawn during normal monster creation. =_=_ User talk:Magicbymccauley2 You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Talk:Fire and Frost Brand Item destruction, while possible, is a rare drawback. Both weapons do not destroy items on the ground, nor items generated by death drop. Frost Brand can only affect potions, which may not be important to the player. Fire Brand destroys potions, scrolls, and spellbooks carried by monsters but might not even be relevant depending on circumstances. =_=_ Category:DNethack monsters =_=_ Special room (dNethack) =_=_ Talk:Special room (dNethack) You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Quest Artifact theft =_=_ Gnoll (dNethack) =_=_ Wards (dNethack) =_=_ Talk:Wards (dNethack) =_=_ Shambling horror (dNethack) =_=_ Half-Dragon (starting race) =_=_ Talk:Half-Dragon (starting race) =_=_ Sharur Invoking Sharur is a good option for players who already have a powerful quest artifact, since lamassus are relatively powerful pets (particularly in SpliceHack, where they will employ their spellcasting abilities), and make excellent steeds. Dragonmasters may consider keeping it in weapon form, however, since by the time they reach the quest they likely will have already tamed several powerful pets. Wishing for Sharur is usually a bad idea. Sharur is not particularly powerful, as far as quest artifacts go, and numerous better options exist if the player wants to wish for an artifact. Some players may choose to wish for Sharur for the purposes of a guaranteed pet, but wishing for a figurine of an archon is usually a better option. =_=_ File:Ornate mace.png =_=_ Ornate mace An ornate mace is a mace found in SpliceHack. It is identical to a normal mace in every way, except that its base material is gold. The ornate mace is the base item type for the artifact weapon Sharur, and is not randomly generated. =_=_ Lamassu Lamassus are a new type of creature added in SpliceHack. Although they are rather slow for their level, their high physical damage and clerical spellcasting make them a force to be reckoned with. They are most often encountered as minions sent by deities. Sharur becomes a tame lamassu when invoked. =_=_ File:Lamassu.png =_=_ Category:SpliceHack Monsters =_=_ The Holographic Void Lily The Holographic Void Lily is the Cartomancer quest artifact. When carried, it provides half spell damage, reflection, and fast energy regeneration. The Holographic Void Lily generates up to 10 monsters around the user when invoked. Summoning monsters with the Holographic Void Lily can be used as an unlimited resource of create monster for sacrificing and farming, although the usefulness of this effect is questionable after completing the quest. The Holographic Void Lily is also desirable for its energy regeneration and slotless reflection; no other chaotic artifact provides these properties, thus making it a potential artifact wish for non-Cartomancers. The name "Holographic Void Lily" is a reference to the card Black Lotus, the most expensive and powerful Magic: the Gathering card of all time. =_=_ Dragonmaster Dragonmaster is a new role in SpliceHack. Dragonmasters are competent melee fighters and middling spellcasters. They are most known for their ability to tame dragons as most roles would tame domestic animals, and their inability to wear dragon armor. Dragonmasters begin the game with a saddled tame baby dragon as a pet. Only humans, elves, drow, and changelings can begin the game as Dragonmasters. Dragonmasters begin the game with a tame baby dragon as a pet. This baby dragon is selected randomly from all dragon types except black. Dragonmasters gain a number of benefits from their relationship with dragons. Due to their preexisting reliance on pets, Dragonmasters are a good choice to go for the conducts of pacifist and never hitting with a wielded weapon. Dragonmasters excel in the early game. Their pet dragon, although slow, is strong enough to take care of most monsters for them. Dragonmasters can afford to hang back and let it do the fighting for them. Dragon blitz can be abused to defeat large groups of monsters extremely quickly, including soldier ants and rothes. Enormous Care should be taken when bringing dragons into shops, since they are likely to attack and get killed by shopkeepers. Be on the lookout for anything that can be used to improve AC. Additionally, finding a wand of speed monster should be a priority, since one zap transforms their pet from a strong sidekick into a terrifying destructive force. Finally, pick up as many food items as possible in order to be prepared for taming dragons later in the game. Dragonmasters struggle in the mid game. Their pet becomes much less useful, and their lack of powerful intrinsics and inability to wear dragon armor hurts them. Finding strong items in general can be a struggle. While the Dragonmaster quest is not terribly difficult, the reward obtained from it is mediocre. Sharur is very weak as far as artifact weapons go, and can usually be invoked immediately for an additional pet. Find as many items as possible to increase AC, and enchant your armor. Prioritize items that will grant magic resistance, since gray dragon scale mail is not an option. One potential strategy is to use dragon call repeatedly to build up a small army of pet dragons, then use them to kill shopkeepers and loot shops. If they are adequately prepared, Dragonmasters have a strong late game. The increased presence of dragons means that numerous powerful pets are readily available, and those with pet red dragons will be safer from delayed instadeaths via sliming. The plane of air generates with five random dragons spread throughout the level, potentially providing the Dragonmaster with pets to take through the planes. The Dragonmaster quest sees you fighting Slipscale the Betrayer and his pet white dragon Voanairruth in an attempt to obtain the artifact mace Sharur. SLASH'EM Extended version 2.60 ported the Dragonmaster role, but uses a different implementation. They only gain intrinsic speed at experience level 7 and need to gain resistances either from eating corpses or being a race that gains them via leveling; to make up for that, they have a higher than average chance of acquiring intrinsics when eating dragon corpses. Dragonmasters' ability to tame dragons with thrown food is present in this variant as well. However, they are able to wear dragon scale mail and indeed gain bonuses from doing so: when wearing dragon scales/scale mail, tame dragons can never spontaneously rebel, and when wearing a dragon scale shield, tame dragons cannot be untamed by various other forms of untaming (e.g. frenzy attacks used by monsters or the scroll of enrage). To top it off, the dragonmaster can reach grand master two-weapon combat skill, as well as grand master in broadsword, scimitar, saber, spear, javelin and lance. =_=_ Merfolk (starting race) Merfolk is a starting race in SpliceHack. Their racial abilities make them very strong spellcasters, and their ability to travel via water make certain sections of the mid game and late game much simpler, reducing the importance of levitation. In general, merfolk have better than usual starting materials. They begin the game with crossbows instead of bows, oilskin sacks instead of sacks, and tridents instead of spears and maces. Notably, all merfolk start the game with basic skill in trident, and can advance trident to expert level. =_=_ Infernal (starting race) Infernals are a starting race in SpliceHack. Like demons, infernals are harmed by silver, but the hungerless regeneration they gain makes them powerful fighters. An infernal Barbarian is an excellent choice for a starting player. =_=_ Angel (starting race) Angels are a race in SpliceHack. They have the extremely convenient flying intrinsic and a high charisma cap, but suffer from poor strength and constitution caps and have intrinsic aggravate monster. Angels begin the game with a halo. This halo provides protection and 1 AC. The halo cannot be removed, except by falling from grace. If the angel violates any of these edicts, they will fall from grace. They take a large penalty to their alignment, their halo vanishes, they polymorph into a fallen angel, and they gain intrinsic unchanging. Additionally, archons will spawn in the endgame in place of the seven sins. Falling from grace can be a strategic option. Fallen angels are always greater to or equal to the level of the player when they fell, and have multiple attacks per turn. Additionally, some players may find it preferable to face archons in the endgame instead of the sins. =_=_ File:Voanairruth.png =_=_ Voanairruth Voanairruth is the white dragon ridden by Slipscale the Betrayer in SpliceHack. Other than its covetous attacks, it is utterly unremarkable. Despite being a unique creature, it can be tamed. =_=_ Slipscale the Betrayer Slipscale the Betrayer is the dragonmaster quest nemesis. He is generated riding Voanairruth. Together, the two can deal a lot of damage and efficiently steal quest artifacts, but overall he is a relatively easy nemesis. =_=_ File:Slipscale the Betrayer.png =_=_ File:Alucard.png =_=_ Alucard Alucard guards the gates of Vlad the Impaler's castle in SpliceHack. He is always generated with a katana and in vampiric form. Unlike most vampires, his alternate form is that of a barghest. Alucard is very fast, and hits very hard. He is not covetous, however, and with a little luck does not have to be fought at all. =_=_ Barghest The Barghest is a monster introduced in SpliceHack. It possesses a unique gaze attack. Whenever the player meets the gaze of the barghest, there is a 1/13 chance that they receive the message, "The barghest catches your eyes, and you feel deeply uneasy," and lose one point of luck. =_=_ File:Barghest.png =_=_ File:Spectre.png =_=_ Spectre Spectres are often randomly generated in Gehennom. In addition, when a bones file is created in which the player is at least XL 15 (or XL 21 in EvilHack) and would leave behind a ghost, they instead leave behind a spectre. =_=_ File:Fell beast.png =_=_ Fell beast =_=_ Dal Zethire Dal Zethire is the cartomancer quest nemesis. Although his attacks are relatively weak, his multitude of usable items makes him very annoying to fight. If he picks up the Holographic Void Lily, Dal Zethire will have reflection, making zapping him with a wand of death a waste of valuable charges. It is possible for Dal Zethire to be generated with a cursed scroll of teleport, making destroying his scrolls a top priority. Hitting Dal Zethire with fire attacks can potentially burn his scrolls, which will prevent him from filling the room with monsters, blinding the player, or dropping boulders on them. =_=_ File:Dal Zethire.png =_=_ Lord of the Cards =_=_ File:Lord of the Cards.png =_=_ Drakemother =_=_ File:Drakemother.png DNetHack Dread Seraph after being awoken. This replaces the old on on the wiki page, since this one uses the default display format thing. =_=_ File:Screen Shot 2019-09-07 at 8.09.20 PM.png =_=_ Evilhack =_=_ Android The Android in dNetHack is an Anachrononaut with a race of Clockwork Automaton and it plays out like its own role in many ways. The Android Anachrononaut begins play with either a leather jacket or a black dress, leather gloves, high boots, and an android visor. Offensively they have a white or black vibrosword and a large axe. In addition to the starting equipment, a large number of additional weapons are scattered across the Dungeons of Doom. All supplemental weapons are fully identified and never have negative enchantment. In addition, a loyal android or gynoid pet will be located somewhere in the dungeon, equipped with the complementary set of starting equipment. =_=_ DNetHack from Nethack dNethack has a similar initial feel to regular Nethack but if you play the exact same way you might end up getting frustrated or losing a very promising character. See here for a good breakdown on roles, along with here for a good breakdown on the standard strategies. Lastly, see here for a list of items to pack for Astral. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User:Agulp/YANI =_=_ Talk:The Temple of Moloch Being as I'm already gonna annoy Moloch by taking no shite from his alligned priests - is it possible to convert this altar? I mean, there's not much point in tempting fate if the reward is simply unattainable, but a friendly altar would be nice to have available, if it's possible. FWIW, I'm playing a near-pious rogue, looking for an altar to Kos. ——Emdoub (talk) 05:17, 19 September 2019 (UTC) =_=_ File:TNNTlogo.svg =_=_ Roles and Races (SpliceHack) =_=_ "Add new topic" button issue The action specified by the URL is invalid. You might have mistyped the URL, or followed an incorrect link. This might also indicate a bug in the software used by NetHackWiki. To create a new post, I then have to click the "Page" tab. Someone who did not click the "Page" tab would not be able to create a new post. I don't recall this issue in the past! The action specified by the URL is invalid. You might have mistyped the URL, or followed an incorrect link. This might also indicate a bug in the software used by NetHackWiki. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Talk:Firearm =_=_ Talk:Healthstone I'm carrying the Hand of Vecna - is there additional benefit from carrying a half-dozen blessed healthstones? ——Emdoub (talk) 15:19, 30 September 2019 (UTC) =_=_ User:Ogmobot/Midas Touch Patch =_=_ Arachnid or centipede =_=_ Cockatrice (monster class) The term 'cockatrice' or 'c' is often used to refer specifically to cockatrices and chickatrices, excluding pyrolisks, which lack all of the special properties of the other monsters in its class. Another collective term for those monsters is 'footrice'. =_=_ Eye or sphere =_=_ Bat or bird =_=_ Fake Wizard's tower =_=_ Seeker =_=_ Osiris =_=_ Seth =_=_ Ash =_=_ Frost =_=_ Smoke =_=_ His Majesty =_=_ His Holiness =_=_ The Commons =_=_ Nharlotep =_=_ Zuggothobal You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User:Bcode/Sandbox/Template =_=_ Talk:Deep dragon scale mail I've seen a comment that says in passing that Deep DSM also provides MC3 - perhaps that should be added to this page, if it's verifiable? ——Emdoub (talk) 21:37, 3 October 2019 (UTC) =_=_ Monsters (by difficulty) =_=_ NetHack 3.1.0/URL list These are the URLs to obtain the original NetHack 3.1.0 postings. You can click on the URLs, if you have lots of time, but it will be much easier to copy and paste to a script for wget. These might be considered authoritative, except that Google Groups munges email addresses to discourage spammers from harvesting them. It hardly matters if the Usenet headers are altered, but some sources contain email addresses (which have probably long since disappeared) and some uuencoded files could possibly be corrupted. These files are saved from the UUNet FTP site, while that site still operated. They can be compared to the Google Groups versions to check their authenticity. =_=_ NetHack 3.1.1/URL list These are the links to download the original Usenet posts for NetHack 3.1.1. You can click on the links, but to get the complete archive, it will be faster to copy and paste the complete list to a script for wget. These files come from a copy of a two CD-ROM set archived at the Internet Archive. It is titled "Usenet (InfoMagic)," but it contains a copy of the old UUNet archive. Direct links to the NetHack 3.1.1 files are below: =_=_ NetHack 3.1.2/URL list These are the URLs to obtain the original NetHack 3.1.2 postings. You can click on the URLs, but it will be much easier to copy and paste to a script for wget. These might be considered authoritative, except that Google Groups munges email addresses to discourage spammers from harvesting them. It hardly matters if the Usenet headers are altered, but some sources contain email addresses (which have probably long since disappeared) and some uuencoded files could possibly be corrupted. These files are saved from the UUNet FTP site, while that site still operated. They can be compared to the Google Groups versions to check their authenticity. =_=_ NetHack 3.1.3/URL list These are the URLs to obtain the original NetHack 3.1.3 postings. You can click on the URLs, but it will be much easier to copy and paste to a script for wget. These might be considered authoritative, except that Google Groups munges email addresses to discourage spammers from harvesting them. It hardly matters if the Usenet headers are altered, but some sources contain email addresses (which have probably long since disappeared) and some uuencoded files could possibly be corrupted. These files are saved from the UUNet FTP site, while that site still operated. They can be compared to the Google Groups versions to check their authenticity. =_=_ NetHack 3.0.0/URL list These files come from a copy of a two CD-ROM set archived at the Internet Archive. It is titled "Usenet (InfoMagic)," but it contains a copy of the old UUNet archive. Direct links to the NetHack 3.0.0 files are below. You can click on the links, but to get the complete archive, copy and paste to a script for wget. =_=_ NetHack 3.0.4/URL list These files come from a copy of a two CD-ROM set archived at the Internet Archive. It is titled "Usenet (InfoMagic)," but it contains a copy of the old UUNet archive. Direct links to the NetHack 3.0.4 files are below. You can click on the links, but to get the complete archive, copy and paste to a script for wget. =_=_ NetHack 3.0.6/URL list These files come from a copy of a two CD-ROM set archived at the Internet Archive. It is titled "Usenet (InfoMagic)," but it contains a copy of the old UUNet archive. Direct links to the NetHack 3.0.6 files are below. You can click on the links, but to get the complete archive, copy and paste to a script for wget. =_=_ NetHack 3.0.7/URL list These files come from a copy of a two CD-ROM set archived at the Internet Archive. It is titled "Usenet (InfoMagic)," but it contains a copy of the old UUNet archive. Direct links to the NetHack 3.0.7 files are below. You can click on the links, but to get the complete archive, copy and paste to a script for wget. =_=_ NetHack 3.0.8/URL list These files come from a copy of a two CD-ROM set archived at the Internet Archive. It is titled "Usenet (InfoMagic)," but it contains a copy of the old UUNet archive. Direct links to the NetHack 3.0.8 files are below. You can click on the links, but to get the complete archive, copy and paste to a script for wget. =_=_ NetHack 3.0.9/URL list These files come from a copy of a two CD-ROM set archived at the Internet Archive. It is titled "Usenet (InfoMagic)," but it contains a copy of the old UUNet archive. Direct links to the NetHack 3.0.9 files are below. You can click on the links, but to get the complete archive, copy and paste to a script for wget. The files named partXX are a complete source tree. One file is named patch1; it is a correction for an incorrect file distributed in the previous posts. =_=_ NetHack 2.2a/URL list These files come from a copy of a two CD-ROM set archived at the Internet Archive. It is titled "Usenet (InfoMagic)," but it contains a copy of the old UUNet archive. Direct links to the NetHack 2.2a files are below. You can click on the links, but to get the complete archive, copy and paste to a script for wget. =_=_ User:FIQ/Dungeon Overhaul Proposal This was my contribution to the Dungeon Overhaul project some time ago (2-3 years?). It is not in a wiki format at this time. =_=_ Cartomancer Cartomancer is a role in SpliceHack. Cartomancers are spellcasters with a focus on using scrolls and summoning temporary minions to do their bidding. Many parts of the role are inspired by or pay homage to various trading card games. When playing a Cartomancer, all scrolls are referred to with a rarity. This rarity does not refer to how often the item is generated, but instead to the base price of the item. This system functions as a limited form of price identification. When playing a Cartomancer, every time a creature has a chance to leave a corpse, there is a chance that a scroll of create monster is dropped instead of a corpse. Such scrolls are keyed to the type of the monster that was killed. Reading the scroll will create a tame version of that monster, which will serve the Cartomancer for between 15 and (4 & nbsp; & times; XL) turns. When these turns have elapsed, the creature vanishes in a puff of smoke. Due to encountering corpses less often and starting with no food, Cartomancers might as well attempt the foodless or related conducts. Illiterate, on the other hand, would take away everything that the role normally provides. Cartomancers are arguably the hardest role in SpliceHack, in large part due to the difficulty of living past the early game. Like Tourists, they start with little to no combat ability and no spellbooks. Unlike Tourists, however, Cartomancers lack a reliable source of food. Many of the monsters that can be tamed are not very useful, and as such survival is a struggle. Players should prioritize finding a reliable food source, a decent weapon, and some spellbooks. Cartomancers excel in the late game. There is ample access to scrolls of create monster, and the player can take advantage of the Cartomancer's powerful spellcasting skills. SLASH'EM Extended version 2.60 ported the Cartomancer role, with several differences. Instead of summoning temporary monsters with spell cards, they have a chance of not using up a scroll when reading it. The chance of that happening depends on both the type of scroll (common scrolls like identify are more likely to be preserved than rare ones like genocide) and the player's devices skill (higher chance with higher skill). =_=_ Ghoul (starting race) Ghouls are a starting race in SpliceHack. They have a chance of paralyzing monsters that they attack when unarmed, but are only able to consume corpses that are rotting. As undead, ghouls are affected by turn undead. All zombies and ghouls are generated peaceful to them. =_=_ SpliceHack/Rules changes While SpliceHack aims to keep most monsters, items, and rules identical with their counterparts in Vanilla NetHack, some changes have been made for purposes of balance, quality of life, and fun. This page does not list expansions to the game, such as new levels, monsters, or items. It only lists features which are different than their original incarnations. =_=_ Talk:SpliceHack/Challenges Why not make it so that the permahallu mode will simply ignore hallucinating-ending effects, i.e. make it so that you will continue hallucinating even when wielding Grayswandir or quaffing sickness? (And I would make a similar argument for the effect of the eyes of the overworld on the zen birth option: they should keep the player permablind IMHO) --Bluescreenofdeath (talk) 10:11, 24 October 2019 (UTC) =_=_ Playing card deck A playing card deck is a tool from SpliceHack. When unidentified, it appears as a pack of cards. It allows the player to evaluate their Luck. It shares its appearance with the dangerous deck of fate. If the deck is blessed, the message will identify a high card or kicker with a face value equal to your current Luck, if it is above zero. For example, when used by a character with a Luck of 12: "You draw a hand of five cards. Full house! The high card is the queen of clubs." A cursed deck will produce the results in reverse, giving a royal flush at Luck < = 0 and a bad hand at Luck > = 13. A playing card deck can also be used to bribe lawful demon princes in Gehennom. The demon will offer to play cards with you if they notice a deck in your inventory. If the result of a d13 is greater than or equal to your Luck, they will "crush the deck" (which oddly does not destroy it) and become hostile. Otherwise, they will congratulate you on winning, then disappear. =_=_ Pack of cards =_=_ Spell card =_=_ Fell Beast =_=_ User talk:Bart You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Hack for PDP-11 =_=_ HACK =_=_ User:FIQ/Restoring DynaHack saves Play the game, avoiding existing known desyncs (meaning take care not to save+restore!) until you inevitably die. Afterwards, invoke "view replay" and use Page Down to rapidly move 50 actions into the future each step. Once you see something like "desync between recording and save at tag (16, 275) + 39 bytes", take note of the replay action counter. Leave replay mode and re-enter that action, then scroll with Right in single-action steps until you see the same error again. Try to figure out what you just did. Replay errors are read as such: "desync between recording and save at tag (N, M) + L bytes". Here, M is object/monster/etc ID and may not always show, N is the MTAG (as seen in libnitrohack/include/decl.h -- keep in mind that MTAGs start at 0), and L is the byte discrepancy. To figure out the actual byte, search in the code for the MTAG you found earlier as such: mtag(mf, (something), MTAG_xxx) where "(something)" depends on the tag. Count the bytes by tracking mwrite()s. mwrite32 is 4 bytes, mwrite16 is 2, mwrite8 is 1 byte. For example, "desync between recording and save at tag (16, 275) + 39 bytes" means that MTAG_OBJ (which concern objects) with ID 275 (in game) desynced at byte 39, which, if we count bytes in save_obj() in mkobj.c turns out to be the "ox" field. =_=_ User talk:Bobber the Wise You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Standard strategy - SLASH'EM =_=_ Talk:Standard strategy - SLASH'EM You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Cancelation You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. There's a bug on the Price identification article : < nowiki > < /nowiki > gives and not ESP. Regards, Willful (talk) 06:24, 5 November 2019 (UTC) Proposal: follow the example already used in Template:Spell of, and create templates for the various object classes that heavily use "of" in their naming. E.g. I think we can discard any special casing for the Amulet of Yendor; I doubt a scenario would arise where someone would want to have Yendor in their page without having the "Amulet of" in it. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. The Dev Team Office dungeon branch is a TNNT-specific addition, not a NetHack 3.6 feature. --paxed (talk) 11:19, 5 November 2019 (UTC) =_=_ User talk:Magicmaster You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. Please, do us all a favor and leave this site forever and never come back. You have broken the rules several times already, yet you keep coming back with sockpuppet accounts. I will mercilessly report you to the admins from now on every time you try to ruin another article with your "truths". --Bluescreenofdeath (talk) 10:56, 6 November 2019 (UTC) Goodbye, Magicmaster the doppelganger. You were ejected from The Nethackwiki on dungeon level 4 with 763 points, and 0 pieces of gold, after 1590 moves. =_=_ Category:DNethack Artifacts =_=_ Dnethack artifact wishing You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Template:Monsym/devteam member =_=_ The DevTeam Office The DevTeam Office is a single-level dungeon branch in The November NetHack Tournament, added in 2018. It is accessible via a second up staircase on the Rogue level. It is the home of the dev team and the associated quest, and also serves as a convenient location to branchport wraiths to from the Valley of the Dead. Mike Stephenson sits on a throne. The marked spellbooks are a spellbook of detect monsters, spellbook of light and spellbook of detect unseen, shuffled randomly and randomly assigned the names 'grep', 'ls' and 'htop'. The marked statue is of a balrog named The RNG. The marked is a rubber hose, grappling hook and tin opener. The snack area contains a candy bar, an apple and a banana. In addition to the marked monsters, there is a lizard named The Lizard of Yendor and a troll named MR SHOUTY placed randomly; all monsters are named and generated peaceful. The marked chest contains a guaranteed blessed scroll of identify and two uncursed scrolls of identify, but accessing it requires either teleporting it away from the disposal area or crossing the lava. When chatting to Mike Stephenson, he will ask you to find three scrolls of missing code scattered around the Dungeons of Doom. These scrolls have the non-randomized label of 'PLZ RETURN TO DEVTEAM' and can generate in any open space, including corridors and shops. Chat with Mike again or throw them to return the scrolls. Once a scroll has been returned, he can also tell you on which level another scroll is hidden. Giving him all of the scrolls rewards you with the Really Cool Shirt, an artifact T-shirt. Like all other scrolls, the missing code scrolls are susceptible to fire and water. Hiding them in a container is advised. Also, be very careful not to anger the devteam members; they are extremely powerful and can displace monsters like the Riders do. In addition, if you kill a devteam member, the game immediately ends; life saving will not protect you. Devteam members are representations of the DevTeam in The November NetHack Tournament. They reside in the DevTeam Office, a special optional dungeon branch, and will give you a quest to find three scrolls of missing code in exchange for the Really Cool Shirt. For more information, see the DevTeam Office article. Be very careful not to anger the dev team, as they are very powerful and can displace monsters as the Riders do. In addition, if you kill a devteam member, the game immediately ends; life saving will not protect you. Devteam members are generated with a long sword or katana, a shield of reflection, leather gloves, high boots and an elven mithril-coat or dwarvish mithril-coat. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Shopkeep You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ UTF8graphics UTF8graphics is an option that displays the map, monster, and item symbols with distinct symbols from the UTF-8 character set. It needs a terminal that is capable of display UTF-8 characters. Most modern terminals support it by default. =_=_ Vomit You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ File:Giant fly.png =_=_ Giant fly The Giant fly, , is a monster in SpliceHack. Giant flies are generated in groups, but deal very little damage and are no faster than most starting characters. =_=_ File:Giant praying mantis.png =_=_ Giant praying mantis Instead of trying to attack a praying player and pulling back, a giant praying mantis will "bow its head in prayer." =_=_ File:Baby brood wasp.png =_=_ File:Brood wasp.png =_=_ Brood wasp The brood wasp, , is a monster in SpliceHack. Brood wasps are very fast, and possess attacks that are very dangerous to unprepared players. Upon hitting a player that is not thick-skinned with its inject larvae attack, there is a one in four chance that the brood wasp injects larvae into the creature. This is denoted by the message < code > The brood wasp injects something into you! < /code > . 100-300 turns later, the player will take 10d4 damage as 2-4 baby brood wasps hatch from their body. Carrying brood wasp larvae is considered a major trouble for purposes of prayer, and can be cured via application of a unicorn horn. Brood wasps and players polymorphed into brood wasps have a one in four chance of injecting larvae upon hitting a monster with 5 or less hit points. Upon doing so, if the attacker is the player, a tame baby brood wasp will be created. Otherwise, the monster is instantly slain. Due to their high speed, poisonous sting, and ability to create tame monsters, a brood wasp can be a useful monster to polymorph into, especially in the early game. =_=_ Baby brood wasp =_=_ File:Bullet ant.png =_=_ Bullet ant The bullet ant is a monster in SpliceHack. Bullet ants are very similar to soldier ants, but are slightly stronger and have constitution poison. =_=_ File:Drauglir.png =_=_ Drauglir Drauglir, , is a unique monster in SpliceHack. He is encountered in The Dark Forest. Unlike most lycanthropes, Drauglir does not have a human form. When he would normally shift into humanoid form, he keeps his own shape, but gains hit points, wakes up (if asleep), and can move again, as if he had undergone a transformation. =_=_ User:Bubbles/bubblehack design There is a minor breach into your plane from another plane at war, you go to the army camp there to volunteer With each phase the breach becomes worse and the plane's response is escalated, so potentially more shopkeepers and higher ranked priests, the next questgivers The pantheons available to you will be shuffled, you need to choose a co-aligned god, but might have some amount of choice similar to DCSS. You don't have to choose a god early, or at all (religiously unaligned, independent of your personal alignment) Your personal Pw pool should be small and grow slowly, but regenerate moderately fast, i.e. you can't just chain-cast spells, and you have to choose which ones to cast Regular melee/ranged attacks should be significantly weaker in terms of damage, but link into your abilities, e.g. hitting with a weapon as a barbarian could return Pw (rage) slotless extrinsics should be extremely rare, the pool of extrinsics should be shuffled over the set of equipment each game, making variety (possobly with limits, so "of Power" would appear on one of gloves/feet/hat) The timeout will be shared, but depending on the god, they may have more affinity to some types of help, and will trigger a shorter cooldown for that. =_=_ Sin Sin, represented overall by the character , is a monster class in SpliceHack that encompasses the Seven Deadly Sins. All sins are unique and only encountered in the endgame. Each of the planes contains one of the seven sins, determined randomly, at a random location. Fighting them is optional, and it is generally preferable to avoid them, due to their high level and exceedingly nasty attacks. Sloth is slow and easy to avoid, but very difficult to destroy and potentially deadly when fought in melee. Sloth has regeneration and revives as a troll does. Envy is the most frequently encountered of the sins, and potentially the most annoying for the player. Their multiple intrinsic-stealing attacks can deprive players of crucial resistances during the endgame, and their covetous nature makes them almost impossible to avoid. Unlike the other sins, Envy is not immune to petrification. =_=_ File:Pride (sin).png =_=_ Sonic Sonic is a damage type in SpliceHack. Sonic damage destroys glass and crystal items. It can be negated via items that grant resistance to it, and by deafening oneself. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Flintlock A flintlock is a firearm specific to dNetHack. Pirates start with a +0 flintlock. Because of its negative rate of fire, it will not normally fire more than one bullet even at expert skill. Furthermore, bullets fired from a flintlock have a 1 in 7 chance to misfire as if they were cursed. However, it is the only firearm that is not considered future tech and is thus wishable. =_=_ SpliceHack/Rules Changes =_=_ SpliceHack/Unique demons Unique demons in SpliceHack are more numerous than their incarnations in vanilla NetHack. They also have lower AC, and are much more dangerous. Bribing a lawful demon prince is similar to NetHack, but with a few key differences. The demon will cycle through the following checks in order. Attack that inflicts fumbling for 1 & ndash;30 turns the time. The chance of this occurring drops to of the time if the player is resistant to cold. =_=_ Withering Withering is a status effect in SpliceHack that affects the player's hit points. Withering has different effects depending on whether the player has regeneration. Withering is considered a major trouble, and can be removed via application of a unicorn horn or prayer. =_=_ Psychic Psychic is a damage type in SpliceHack. Psychic rays bypass reflection, and most psychic attacks inflict confusion. Psychic damage can be negated via items that grant resistance to it, and will not harm mindless creatures. =_=_ Artifact (SpliceHack) Artifacts that are randomly generated on the ground, in containers, or in the inventories of monsters are ignored for purposes of wishing for artifacts. For the purposes of brevity, only quest artifacts that do not appear in NetHack or differ in function from NetHack are reproduced here. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Deathmatch The deathmatch is an optional quest that takes place in a special dungeon branch, the deathmatch arena, in The November NetHack Tournament, added in 2019. It challenges you to fight a player monster representing a previously ascended character. The arena is accessible via a magic portal on the level immediately above Medusa's Island < ref > https://github.com/tnnt-devteam/tnnt/blob/c5d2fa2f4aee18b58c18c827adbd722c2830dea5/dat/dungeon.def#L31 < /ref > . The deathmatch opponent has the name, role, gender, experience level, hit points, some intrinsic resistances, and inventory of the most recently ascended character on the system. Multiple players may end up fighting the same opponent. Their level will be raised to 14 if it was below that, and their hit points will be clamped to a minimum of 100 + [level]d10 + d30, a hard minimum of 200 and a maximum of 500. Contents of containers and names of items are not preserved, wands of wishing, magic lamps and unique items are removed, and all artifacts will be converted to ordinary base items. < ref > https://github.com/tnnt-devteam/tnnt/blob/094682c847645ffcaed475830c6ff0a4d0a07cab/src/files.c#L4670 < /ref > Monsters cannot enter or leave the arena through the portal < ref > https://github.com/tnnt-devteam/tnnt/blob/6bc13a816b89225498353c9eada0aca27b76aa97/src/teleport.c#L1382 < /ref > or by following you < ref > https://github.com/tnnt-devteam/tnnt/blob/a8d76e50f64ee71a882efb796b4cdc67e74bcb99/src/do.c#L1350 < /ref > . Because of this, a character carrying the Eye of the Aethiopica can branchport here to escape followers such as Demogorgon. The level is no-teleport. The opponent will be generated asleep, but will awaken once you move onto the space with the door. Once the opponent has awoken, you cannot branchport out of the arena until they are killed. Contrary to the engravings on the ground, you can leave through the portal; however, if you leave while your opponent is still alive, the portal will be removed and branchporting back in will become impossible < ref > https://github.com/tnnt-devteam/tnnt/blob/6bc13a816b89225498353c9eada0aca27b76aa97/src/teleport.c#L1063 < /ref > . Theoretically, this could make the game unwinnable if the Amulet of Yendor or an invocation item is left there. There is no penalty for leaving the arena before the opponent has awoken, or after they are killed. When the opponent is killed, their possessions will coalesce on the ground where they died. These objects are transient: you will be able to pick up one of them; once you do, the others vanish. Autopickup will not pick up these objects. This includes any weapons or ammo that were thrown at you by the opponent. Attempting to steal from the opponent causes their entire inventory to disappear; this is likely a bug. If no player has ascended yet, a generic player monster will be created instead. Their inventory will not be transient as that of a normal deathmatch opponent is. Randomly placed in the arena proper are four spiked pits, four bear traps, four land mines, two rolling boulder traps, two fire traps, a sleeping gas trap and a polymorph trap. They will be given the following items if they are missing an item in the respective slots, all blessed, erodeproof and +4 or +5 < ref > https://github.com/tnnt-devteam/tnnt/blob/094682c847645ffcaed475830c6ff0a4d0a07cab/src/files.c#L4746 < /ref > : The deathmatch opponent will very likely have several attack wands, including at least one wand of death. Magic resistance or reflection is practically required to survive the match, and a defense against petrification is also advisable. Death magic and other attack wands will likely be ineffective against them. The deathmatch opponent may be wielding a cockatrice corpse or chickatrice corpse. If they are, they may kill themselves by falling into pits. If they do not, you should stay away from them until the corpse rots away. This will prompt them to wield another weapon. A cockatrice corpse may be used to kill the opponent, but it will take several hits to burn through their lizard corpses. Ascending characters often have extremely high AC, so landing a hit will be difficult. Be careful not to fall into a pit yourself. In 2019, the pools of lava in the center of the arena were instead water, and each had two giant eels. This was changed to make it no longer possible to drown the opponent in the pools by freezing the water and then melting the resulting ice. < ref > https://github.com/tnnt-devteam/tnnt/commit/3daa921efec09f743274436548abc0a324a1a4c6#diff-d44fd1f10753be45c0184db0c0b5c8906f737bdb1f0c522c20f0988f95438f51 < /ref > =_=_ Deathmatch arena =_=_ Menu objsyms =_=_ Swap chest A swap chest is a special container in The November NetHack Tournament, added in 2018. It is never randomly generated, but there is a guaranteed swap chest in Mines' End and another in the Valley of the Dead. It allows players to exchange items between games. You cannot successfully wish for a swap chest except in wizard mode; doing so creates a normal chest instead < ref > https://github.com/tnnt-devteam/tnnt/blob/c5d2fa2f4aee18b58c18c827adbd722c2830dea5/src/objnam.c#L3796 < /ref > . In its initial state, you cannot remove objects from a swap chest; however, if the chest is empty, you can reveal that. You can place up to three objects into each swap chest, subject to restrictions (see below). Any object placed into a swap chest will be named to include the name of the player who donated it. Once you have placed an object into a swap chest, you can look inside and remove a single object from it. Once you have done so, you can no longer place objects inside < ref > https://github.com/tnnt-devteam/tnnt/blob/c5d2fa2f4aee18b58c18c827adbd722c2830dea5/src/pickup.c#L2658 < /ref > . Objects inside a swap chest will be fully identified. Swap chests cannot be locked < ref > https://github.com/tnnt-devteam/tnnt/blob/cdcb59c1583e6fc7604f93cc59ffd3f6f6b441d3/src/lock.c#L386 < /ref > or probed < ref > https://github.com/tnnt-devteam/tnnt/blob/af9e0b8d02109c47fc2d20a709e5723fbfe10042/src/zap.c#L1934 < /ref > . Monsters cannot eat the swap chest, and will be instantly killed if they attempt it. You, however, can eat an empty swap chest if polymorphed into a gelatinous cube. Swap chests cannot be picked up by players due to their massive weight, but a tame nymph can carry it. Kicking a swap chest before removing an object from it causes it to deal 10-14 damage to you, ignoring half physical damage < ref > https://github.com/tnnt-devteam/tnnt/blob/af9e0b8d02109c47fc2d20a709e5723fbfe10042/src/dokick.c#L620 < /ref > . =_=_ Fake Amulet of Yendor =_=_ Scroll of missing code A scroll of missing code is a type of scroll in The November NetHack Tournament, added in 2018. It is never randomly generated, but three are randomly placed in the Dungeons of Doom on different levels. Unlike other objects, they can be generated at any open location on the level, including in corridors or shops. They never stack. Reading the scroll has no effect and does not consume it. Scrolls of missing code wished for or left in bones are changed into scrolls of mail, and they cannot be written. Scrolls of missing code are part of the dev team's quest, and should be returned to Mike Stephenson in the DevTeam Office. =_=_ Really Cool Shirt The Really Cool Shirt is an artifact T-shirt in The November NetHack Tournament, added in 2018. It is the only guaranteed shirt other than a tourist's starting Hawaiian shirt and the shirt carried by the deathmatch opponent. When carried, the Really Cool Shirt provides warning and acts as a luck item. The shirt also has 'ever-shifting text' < ref > https://github.com/tnnt-devteam/tnnt/blob/6bc13a816b89225498353c9eada0aca27b76aa97/src/read.c#L161 < /ref > . Each time you read it, there is a chance that it will read a random rumor according to its beatitude: true only if blessed, false only if cursed, or either if uncursed. =_=_ The Really Cool Shirt =_=_ Deathmatch Arena =_=_ Paraelemental Paraelementals are a group of new elementals in dNetHack that use the symbol, but extend past earth, air, fire, and water. Note that the class in dNetHack also includes stalkers, dream quasielementals, and a couple of other monsters. Paraelementals have element-based attacks based on their type, but vary in speed and damage depending on the element. Lightning paraelementals are likely the most lethal of the elementals to an early-game character. Both the passive and touch attack damage are only halved by shock resistance, not totally negated, and capable of destroying items in your inventory. Poison paraelementals aren't very threatening to a character with poison resistance, but can seriously injure one without. Poison instadeath has been removed, but the "debilitating" poison that replaces it will severely drain your constitution. Both the passive and touch attack damage are only halved by poison resistance, not totally negated. Ice paraelementals are slow, but have very damaging attacks. Cold resistance halves the damage taken, but doesn't fully negate it, and it's still capable of destroying inventory items without extrinsic cold resistance. However, cold paraelementals are very slow and normally avoidable if needed. Acid paraelementals can be dangerous without acid resistance, but aren't quite as damaging as ice paraelementals. They're quite slow as well. However, both their passive attack and their touch attack can corrode your weapon and armor if it's not fixed. Just like the other paraelementals, their damage is only halved by acid resistance. =_=_ Mortai =_=_ SpliceHack/Special levels Statuary: This level looks like a regular dungeon level, but contains a cockatrice in one of the rooms, and a total of 20 statue traps spread throughout the level. One of the statues contains a wand of wonder. Appears with 40% probability in levels 18 & ndash;20. The first level of Vlad's Tower has been replaced by a large courtyard and castle structure. Alucard can be encountered here. Big Room: The Big Room can be found on levels 10 & ndash;12, 20 & ndash;22, and 30 & ndash;32, each with a 40% probability. Icy Wastes: The Icy Wastes contains a large number of cold-based monsters, including the Failure Eidolon. Useful loot includes a pair of earmuffs and an orb of permafrost. This level is accessed via a portal located somewhere on levels 15 & ndash;22. Dark Forest: The Dark Forest is filled with an enormous number of werecreatures, including some that are unique to that level, such as a werebear, a werecockatrice, and Drauglir. The Dark Forest is the only way aside from wishing to obtain a moonstone. Drinking Hall: Contains a large number of dwarven revelers, and is presided over by two storm giants. Notable loot includes several kegs and a large number of potions of booze. This level can be accessed via an upward staircase on the level above Mines' End. Mysterious Laboratory: The Mysterious Laboratory is the home of the Ancient Brain, and contains a small number of random potions and spellbooks. It can be accessed via a downward staircase located in levels 20 & ndash;24. The City of Brass: The City of Brass is similar to the Plane of Fire, but covered in a maze of buildings and filled with efreet. It is located between the Plane of Fire and the Plane of Water. The Eternal Storm: The Eternal Storm is very similar to the Plane of Air, but is completely dark. It is located between the Plane of Air and the Plane of Fire. The Gemstone Array: The Gemstone Array is similar to the Plane of Earth, but is rocked by earthquakes every few turns. It is located between the Plane of Air and the Plane of Earth. The Void: The Void was a new branch that contained numerous deadly monsters, including a void dragon, and a large number of portals that link to other dungeon branches. Entering the portal which one entered the void through would not necessarily lead to the same entrance. The void could be accessed via a portal located one level above the castle. The Void was introduced before version 0.4.0, disabled in version 0.4.0, reworked and reintroduced in version 0.6.0, and removed in version 0.8.0. =_=_ User talk:Spoony You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Spell of dig =_=_ User:Winny/common.js =_=_ Sergeant =_=_ User talk:DemonSlayer You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Your vision becomes clear. =_=_ Bribery You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ NetHack 3.6.3 Nethack 3.6.3 is available from the official NetHack website. The DevTeam has also put an official "NetHack 3.6" app & activetab=pivot:overviewtab on the Windows Store. =_=_ Gunner The Gunner is a role specific to Slash'EM Extended. They're very skilled with firearms, but can only use few types of melee weapon and lack all spellcasting skills. Gunners can create ammo out of thin air, which they will want to do a lot so as to not run out of bullets at a critical time. The Gunner's starting pet is an evasive sniper who will not generally use their rifle on enemies, but is also a capable melee fighter. One of the biggest problems for the Gunner is that trying to use any form of melee other than dagger, knife or bashing with a firearm (which is ineffective as firearms aren't meant to be used for whacking in melee) will have a huge to-hit penalty and reduce the player's alignment record with every attack. The player also won't start with an appropriate melee weapon, meaning they have to use guns until a dagger or knife can be obtained; if one is found, the player should BUC-test it via pet or altar and start using it to train the skill. Using bullets on everything is generally not advised. The player should often use the create ammo technique, which creates an amount of bullets equal to the player's experience level multiplied by d3. However, wasting ammo on monsters that can be killed in melee is likely to result in depleting the ammo too quickly; the player would be better advised to fire their bullets at more difficult targets, especially when using the assault rifle in full-auto mode which uses up 5 bullets per turn. The sniper rifle can come in handy in the big room or other wide open spaces where it lets the player take out targets long before they get close enough to become a threat; it can even be possible to snipe a monster that is holding a wand of teleportation that way, to prevent it from using up all the charges. If the player obtains scrolls of enchant weapon, the assault rifle may be the best weapon to enchant as it will allow the player to fire even more bullets per turn, allowing them to take out bosses and strong monsters more quickly. Later on the player may also try to learn some low-level spells; even when restricted in all spell schools, it's still possible to reach 0% fail on force bolt or the regular healing spell, among others. Attack spells in particular will provide an alternate way of killing monsters that can be used to conserve ammo, or as a quicker method if the player can't seem to do meaningful damage with a dagger or knife. Making a crysknife and fixing it may be one of the best melee weapon choices for the Gunner, as it deals much more damage than other stabbing weapons. =_=_ Sage The Sage is a role specific to Slash'EM Extended. They're quite similar to the wizard role, capable of learning a wide variety of spells and advancing most spellcasting skills to a high level. Sages have the special ability to be very likely (even more so than wizards) to write unknown scrolls and spellbooks with a magic marker. =_=_ Jester The Jester is a role specific to Slash'EM Extended. They begin the game armed with a rubber hose which they're exceptionally proficient with, and a large collection of rocks and gems. A Jester gains some intrinsics and a few techniques from leveling up. However, their base movement speed is only 10, meaning they're slightly slower than most other roles that have a speed of 12. Jesters being the game with a tame priest player monster, whose rank titles will change as he/she levels up and mirror the priest role's titles. In the beginning, the Jester's +3 damage bonus for rubber hoses will probably carry them for a while, although the player will probably want to replace it with a stronger weapon eventually. The dwarvish mattock is a good choice for this, as the pick-axe skill can be advanced to Expert. It is also possible to get proficient with slings, especially with the possibility of starting with flint stones or other good sling ammo (potentially by startscumming until the player starts with a large stack), which can come in handy on the Jester quest where lots of water monsters make melee combat risky. The player may want to use strong sling ammo on difficult foes while plinking at sea monsters with regular rocks (while standing at least two squares away from the water to avoid drowning attacks), due to the difficulty of retrieving ammo that ends up in the water. The Jester quest nemesis, Lady Elly, has a lot of hit points and a very hard to hit AC of -40, as well as arcane spellcasting, famine attacks and several attacks that can hold the player in place, plus she is also capable of drowning the player when she stands on a water tile. She resists petrification, disintegration, death rays and poison, and if she carries The King's Stolen Crown she additionally resists magic missile, but fireball, cone of cold and lightning will work reasonably well on her; taking her out may still require many zaps/casts due to her AC making the rays likely to miss. If the player intends to use melee or missile weapons to defeat her, it's imperative to max out to-hit in any way possible to be able to hit her at all. Also, using artifact weapons for the fight is risky since she can steal them. =_=_ NetHack 3.5 You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Druid =_=_ Paladin (class) =_=_ NetHack 3.6.4 NetHack 3.6.4 is the 34th public release of NetHack. It was released on December 18th 2019, just 13 days after the previous release. This release fixes a major security issue: CVE-2019-19905. There were some other changes < ref > https://nethack.org/v364/release.html < /ref > : =_=_ Wagon A wagon, unique to SLASH'EM Extended, is represented by a glyph. Standing on a wagon hides you in the wagon, improving your AC by 5 and concealing you, similar to hiding monsters such as garter snakes or rot worms; monsters will move around randomly while you are hidden in the wagon. A monster that wants to attack the player in melee has to spend a turn uncovering them first; however, monsters can still use ranged attacks against the player with impunity. There are also burning wagons, shown as , which are just a fire hazard that damages the player and burns their items if they decide to move onto one; wagons that get hit with a fire attack will become burning wagons. There is no way to transform burning wagons back into regular ones; however, burning wagons can be destroyed with solar beams or transformed into rain clouds with psybeams. =_=_ Talk:Wagon =_=_ User talk:CoolnessTanMan You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Metallic Any item made of iron, copper, silver, gold, platinum, mithril or any other metal is considered metallic. < ref > https://github.com/NetHack/NetHack/blob/NetHack-3.6/include/objclass.h#L82 < /ref > Wearing metallic armor can make it more difficult to cast spells. < ref > https://github.com/NetHack/NetHack/blob/NetHack-3.6/src/spell.c#L1712 < /ref > However, wearing a metallic helmet can reduce the damage you take from a falling rock < ref > https://github.com/NetHack/NetHack/blob/NetHack-3.6/src/trap.c#L1037 < /ref > , iron ball < ref > https://github.com/NetHack/NetHack/blob/NetHack-3.6/src/ball.c#L56 < /ref > , piercer < ref > https://github.com/NetHack/NetHack/blob/NetHack-3.6/src/hack.c#L2253 < /ref > or boulder < ref > https://github.com/NetHack/NetHack/blob/NetHack-3.6/src/read.c#L1752 < /ref > . Monsters can also protect themselves from falling boulders by wearing metallic helmets. < ref > https://github.com/NetHack/NetHack/blob/NetHack-3.6/src/read.c#L1806 < /ref > You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ SliceHack SliceHack is a variant of SpliceHack created by msearle5. Although it has added many new features, it has never been formally announced, and was unknown to the larger community until it was discovered by AntiGulp, the SpliceHack developer. Much of the SliceHack code has since been merged into SpliceHack, and some isolated features have been merged into xNetHack and EvilHack as well. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. There are 3 slabs total. One slab is found in that funky room in an alcove, another slab is found on the final level. The third slab drops the first time "an aspect of The Silence" is killed. The slabs grant passive powers after being read, along with an active power on an rnz(100) timeout. You do not need to identify the slabs before reading. If you read a slab while on the final level of the quest, an aspect of The Silence is randomly spawned (to prevent players from having to wait around for one to spawn as part of normal monster generation). It's recommended you stand on the upstair, preferably with a ward burnt underneath you, when you read the slab. The aspect will appear and make its way towards you. The blinding glyph grants intrinsic flying and the First Word. The First Word is an AoE effect centered on you that illuminates the area around you and deals good damage to monsters count in it. The base damage is (lvl/2)d3 damage, but the dice is incremented by 3 if the monster meets certain restrictions. They are: The cerulean glyph grants intrinsic immunity to water damage and the Dividing Word. The Dividing Word fires a beam in a chosen direction that will remove water (leaving a pit, or just floor for shallow water) and damage monsters caught in the beam. The base damage is (lvl/2)d3, and this will throw monsters to the side. There's a 5% of just bisecting a monster though (instantly killing it). The verdant glyph grants intrinsic hungerless regeneration for all pets (starts with natural regeneration), in addition to the Nurturing Word. The Nurturing Word creates trees and grass around you, in addition to heavily damaging aspects of the Silence, elementals, undead, and manufactured golems (clay, flesh, stone). The damage is (lvl/2)d12. If this damage kills the monster, a tree will be created on its square, and the items it drops will be placed underneath (if you kill your first Silence like this, make sure you dig out its slab). Aspects of the Silence are pretty lethal if you're not prepared. They're not a unique monster, but can spawn as part of normal monster generation on the final level only. One is also spawned the first time you read a slab on the final level, to minimize the time a player will have to wait. You can ward them off with any ward versus U (elder sign, gorg, hexa?, hepta?), but be careful not to let them hit you too much. They're classified as demons, so they can gate more aspects of The Silence. Aspects are permanently invisible, can walk through walls, and can always sense your location. It's a good idea to have well enchanted armor before fighting them, since their armor shredding tentacles can rip you apart if you're left armorless. It's also borderline required to have some sort of means to cure ill. Both of these things can be superseded with a reliable ward, but it's not recommended. Tiles represent the syllables of power. To read a tile, you must type-identify it first (so it shows the syllable, not the shape of the glyph). Each has a different temporary effect when read, along with a different permanent effect. If the tiles are uncursed, they last for 10 turns. If they're blessed, they last for 15 turns. If they're cursed, they last for 40 turns but do not increment the permanent bonus counter. =_=_ Mithardir Quest The Mithardir Quest is a possible alignment-based quest in dNetHack. It is one of the random variants of the Chaos Quest. As is typically the case for dNetHack's alignment quests, it is divided into roughly three parts (though in this case there is a town on top). Elshava is a cluster of random shops surrounded by water. The shopkeepers sell a variety of useful gear, including items that can't be found anywhere else in the game. All types of shop can also be paid to ID tiles and slabs recovered from Mithardir. The portal to the next level is somewhere in the shallow water outside the town. You can use any portal detection method to find it (including wandering around the shallows until you stumble through it) or you can pay one of the shopkeepers to reveal it. The Mithardir Wastes are a series of three levels consisting of white dust and random rock formations. Dust storms are frequent, producing blinding clouds. The largest of these clouds may inflict deadly illness, so they should be avoided. A small amount of tiles can be found scattered randomly across the level (but no slabs). These levels are connected by portals. You can use any portal detection method to find the next portal, and the portals will also be revealed if you get within 2 squares of them. The last of these levels has a round tower in the center, which contains the downstairs. The tower does not have a door, and must be dug or teleported into. The Last Spire is a series of three fixed-layout levels. The mid-boss of the branch, the First Wraithworm, is found on the second level along with the Second Key of Chaos. The first slab is found on the third level. These levels are connected by a mixture of portals and staircases, typically found behind hidden doors (though the portal in the First Wraithworm's room is positioned randomly). The Mithardir Catacombs is a set of three random-layout levels. The boss of the branch, the Aspect of The Silence, is found on the lowest level, along with the second and third slabs. Tiles can be found in closets around the level, along with on Alabaster mummies. Alabaster mummies can be found on these levels, tied to a specific syllable of power. The syllable is randomly determined but will modify the mummy's attack routine in accordance with the syllable chosen. The syllable will drop on death. Mithardir is from Dungeons and Dragons. The upper parts of the quest (Elshava through the Last Spire) are based on the adventure "The Ruins of Pelon" from Dead Gods, by Monte Cook. The lower part of the level is (very) loosely based on the ruins of Shom, from 4th edition D & D. =_=_ Word of Creation The Words of Creation are the "artifacts" of the Mithardir Quest. They are found on "metallic slabs" at various points in the quest, and must be read before they can be used. When read, each slab grants a passive bonus and an activated power. Unlike the syllables, the slabs do not need to be identified before their Words can be read. Activated power: The First Word is an AoE effect centered on you that illuminates the area around you, dealing damage to monsters caught in the light. The base damage is (lvl/2)d3 damage, but the die size is incremented by 3 if the monster fulfills certain restrictions. They are: Each category stacks, so you can deal pretty good damage against targets that meet 2 or 3 of those criteria. Aspects of The Silence in particular take (lvl/2)d18 damage (they are not undead, but they're demonic primordial aberrations that possess a vampiric attack and a disintegration attack). Activated power: The Dividing Word fires a beam in a chosen direction that will remove water (leaving a pit, or just floor for shallow water) and damage monsters caught in the beam. The base damage is (lvl/2)d3, and this will also throw monsters to the side. There's a 5% chance of just bisecting a monster though (instantly killing it). This is often not terribly useful, but it can be used by ranged characters to create space/delay oncoming enemies and there's often no downside to using it early in a fight on the off chance the bisection effect triggers. Activated power: The Nurturing Word creates grass around you, in addition to heavily damaging aspects of the Silence, elementals, undead, and manufactured golems (clay, flesh, stone). The damage is (lvl/2)d12. If this damage kills the monster, a tree will be created on its square, and the items it drops will be buried underneath. =_=_ Syllable To read a tile, you must type-identify it first (so it shows the syllable, not the shape of the glyph). Which glyph corresponds to which syllable is randomly assigned each game. Permanent bonus: +1/3 damage per non-cursed Aesh used. So after the third Aesh, all attacks will deal +1 damage. If the total number of Aesh tiles read is not divisible by three, there is a remainder-in-three chance of dealing an extra +1 damage on each attack. Permanent bonus: +1/3 damage per non-cursed Krau used. So after the third Krau, all attacks will deal +1 damage. If the total number of Krau tiles read is not divisible by three, there is a remainder-in-three chance of dealing an extra +1 damage on each spell. Permanent bonus: +1 to natural healing rate for every non-cursed Hoon used. For comparison, a each level earned also increases the natural healing rate by 1, so if a 15th-level character reads 15 non-cursed Hoon tiles their healing rate will be approximately doubled. Permanent bonus: +1/2 AC for every non-cursed Uur used (increasing after each odd-numbered tile read). If an even number of non-cursed Uur tiles have been read, the full bonus is applied to the character's base AC, defending them against all attacks. If an odd number of non-cursed tiles have been read, the final +1 AC is applied to the character's armor-based AC, which is bypassed by some attacks. Permanent bonus: You gain a permanent energy regeneration bonus, 1 power every 30 turns per non-cursed Naen used. For comparison, a each level earned also increases the natural regeneration rate by 1, so if a 15th-level character reads 15 non-cursed Hoon tiles their power regeneration rate will be approximately doubled. Temporary bonus: Half damage (stacks with half physical or spell damage) on all attacks that hit you, as well as displacement. Permanent bonus: +1/5 DR per non-cursed Vaul used. You'll get +1 DR to a specific slot per Vaul, rotating between slots evenly. So your first you'll have +1 DR for your head slot, second will apply to your upper torso, third to your arms, fourth to your lower torso, fifth to your legs, before finally rotating back to the head for +2 DR for your head slot on the sixth non-cursed Vaul. =_=_ Words of Creation =_=_ Aspect of The Silence Unlike most quest end-bosses, the Aspects are not unique monsters, but can spawn as part of normal monster generation on the final level only. One is also spawned as soon as the character knows 2 Words of Creation while on the final level. Since the second slab is also located on the final level, this spawn may trigger as soon as the character finishes reading the slab (if they do so on-level) or it may trigger as soon as they re-visit the level after reading the slab elsewhere. The first Aspect you kill (not necessarily the first to spawn!) will drop the third (and final) slab. Try to avoid killing it over water or with the Nurturing Word, since that makes the slab harder to access. In addition, the first Aspect to spawn will also cause the Third Key of Chaos to spawn somewhere on the level. Aspects are extremely lethal in melee, especially for the unprepared. They drain levels via their vampiric tentacles (bypassing magic cancellation), inflict deadly illnesses, and disintegrate first your gear and then you. In addition, they take only 1/4 damage from physical attacks. Additionally, they're classified as demons, so they can gate more Aspects of The Silence. Aspects can be warded off with any ward versus U (elder sign, gorg, hexa?, hepta?). Since they do not recover HP, you can gradually wear them down while safe on your ward. A sufficiently powerful melee combatant can also defeat them in close combat. It's a good idea to have well-enchanted armor before fighting them, since their disintegrating tentacles will need to disenchant armor pieces before finally disintegrating them. While it might be tempting to wear junk armor, if all your armor is destroyed the next hit will disintegrate you! It's also borderline required to have some sort of means to cure illnesses. Both of these things can be superseded with a reliable ward, but it's not recommended. Be very wary of their ability to gate in more Aspects if you try this strategy! Spellcasters can use a Naen syllable to bypass both the power drain and the elevated spell failure chance. Since you will likely lose a lot of energy while the Aspect makes its way to you across the level, you may need to use multiple Naen syllables to finish the fight. The First Word and the Nurturing Word are Words of Creation that are both highly effective against Aspects. You will often have learned one of these before needing to fight an Aspect, and may have learned both. Try not to finish the first Aspect off with the Nurturing Word, since that will mean that you need to dig the slab out of the ground under the resultant tree! =_=_ Template:Nethack-364 =_=_ ZAPM Items =_=_ Talk:Clockwork Automaton (starting race) Stoning resistance allows for strategies in relation to Medusa and covetous monsters. If you destroy all structures and trees on the Medusa level and flood it with light, anything that appears there without a stoning resistance will meet Medusa's gaze and turn to stone. If you find a way to render Medusa permanently blind, she will not be subject to the stoning effect of reflection. This makes for a good fight with Asmodeus in dNethack -- the hordes of fiends that form from Asmodeus' blood are almost instantly stoned. Wikid (talk) 08:57, 2 January 2020 (UTC) =_=_ Category:DNethack Mithardir Quest =_=_ First Wraithworm The First Wraithworm is the mid-boss of the Mithardir Quest. Though stationary, it's positioned in the center of a room scaled such that it can reach every square with its bite attack. In addition to its other properties, 50% of melee attacks will fail to affect the Wraithworm, passing harmlessly through instead. The First Wraithworm also creates a "windstorm" effect that flings the character around randomly, dealing light damage, forcing them to skip turns, and further frustrating melee combatants. This is a predefined replacement ruleset for < nowiki > < replacecharsblock > < /nowiki > , mainly intended for coloring Des-file format style maps for dNetHack. It was forked from Template:Ttymap. =_=_ Elshava The portal back to the main dungeon is located inside the walls of Elshava, in the marked location. Every enclosed room is occupied by a random shop. Stock: 35% random armor, 25% random weapons, 7% tinning kits, 7% stethoscopes, 7% crystal balls, 7% can of grease, 5% syllables, 7% amulet of magical breathing. The portal to the next level is located in the shallow water outside the walls of Elshava. You can use any portal detection method to find it (including wandering around the shallows until you stumble through it) or you can pay one of the shopkeepers to reveal it. =_=_ SLASH'EM Artifacts =_=_ SLASH'EM Artifact weapons =_=_ PC Hack =_=_ MSDOS HACK =_=_ PC HACK 101E =_=_ PC HACK 1.0.2 =_=_ PC HACK 1.03 =_=_ PC HACK 3.0 =_=_ PC HACK 3.2 =_=_ PC HACK 3.51 =_=_ PC HACK 3.6 =_=_ Pound =_=_ SLASHTHEM traps =_=_ SLASHTHEM Artifacts =_=_ SLASHTHEM monsters =_=_ SLASHTHEM items =_=_ SLASHTHEM =_=_ Talk:SLASHTHEM =_=_ Category:SLASHTHEM =_=_ SLASHTHEM Extended =_=_ Source:NetHack 3.6.4/dat/history Adam Aronow J. Ali Harlow Mikko Juola Alex Kompel Janet Walz Nathan Eady Andreas Dorn Jean-Christophe Collet Olaf Seibert Andy Church Jeff Bailey Pasi Kallinen Andy Swanson Jochen Erwied Pat Rankin Ari Huttunen John Rupley Paul Winner Bart House John S. Bien Pierre Martineau Bill Dyer Jon W{tte Ray Chason Boudewijn Waijers Jonathan Handler Richard Addison Bruce Cox Joshua Delahunty Richard Beigel Bruce Mewborne Keizo Yamamoto Rob Menke Carl Schelin Keith Simpson Robin Bandy Chris Russo Ken Arnold Robin Johnson David Cohrs Ken Arromdee Roderick Schertler David Damerell Ken Lorber Roland McGrath David Gentzel Ken Washikita Ron Van Iwaarden David Hairston Kevin Darcy Ronnen Miller Dean Luick Kevin Hugo Ross Brown Del Lamb Kevin Sitze Sascha Wostmann Derek S. Ray Kevin Smolkowski Scott Bigham Deron Meranda Kevin Sweet Scott R. Turner Dion Nicolaas Lars Huttar Sean Hunt Dylan O'Donnell Leon Arnott Stephen Spackman Eric Backus M. Drew Streib Stefan Thielscher Eric Hendrickson Malcolm Ryan Stephen White Eric R. Smith Mark Gooderum Steve Creps Eric S. Raymond Mark Modrall Steve Linhart Erik Andersen Marvin Bressler Steve VanDevender Gil Neiger Michael Allison Timo Hakulinen Gregg Wonderly Michael Sokolov Warren Cheung Hao-yang Wang Mike Engber Warwick Allison Helge Hafting Mike Gallop Yitzhak Sapir =_=_ Category:Nethack-364 articles This category is for articles that pertain to NetHack 3.6.4 and that may need updating when the next version is released. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Spell of force bolt =_=_ Spell of jumping You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Groups =_=_ Demon lords =_=_ The Iron Spoon of Liberation The Iron Spoon of Liberation is an artifact weapon-tool in dNetHack. It is the new quest artifact for Convicts, and acts as the prize for completing the Convict quest; it replaces The Iron Ball of Liberation, which is now called The Iron Ball of Levitation and given to you by your quest leader, Robert the Lifer, upon accepting the quest. It is chaotic for wishing purposes, and its base item is a spoon. The Iron Spoon of Liberation has a +1d5 to-hit bonus and does double damage to all monsters. When carried, it confers automatic searching, free action, and acts as a luckstone, in addition to providing a bonus to manual searching; when wielded, it confers stealth. Invoking the Iron Spoon allows you to phase through walls for a limited time, much like The Iron Ball of Liberation. Applying The Iron Spoon of Liberation allows you to dig; it can also be used to engrave with the same quality and speed as an athame. =_=_ Sneak attacks =_=_ Sneak attack =_=_ Teleport-at-will =_=_ Iron Spoon of Liberation =_=_ Lifestealer Lifestealer is an artifact weapon that appears in SporkHack and EvilHack. Its base item is a two-handed sword, and it is chaotic for wishing purposes. Lifestealer is most often associated with Vlad the Impaler. Vlad is guaranteed to be generated with the weapon when encountered at the top of his tower in Gehennom; if the item already exists in that game, however (e.g. in bones), it will be replaced with a regular two-handed sword. As the name implies, Lifestealer will drain life and levels from monsters it hits and confers drain resistance when wielded, similar to Stormbringer. =_=_ Keolewa Keolewa is an artifact weapon in SporkHack and EvilHack. It is neutral for wishing purposes, and its base item is a club. Keolewa grants a +1d5 bonus to-hit and a +1d6 bonus to damage versus all monsters, and grants shock resistance when wielded. Keolewa is a Hawaiian word that appears in a variety of prayers, chants and oral traditions, including once as the name of the morning star. The artifact as it appears in SporkHack and EvilHack is most likely inspired by the weapon of Paopele, a great warrior that appears in the Legend of Kapunohu. According to tradition, the club Keolewa is so great that "it extends over a whole district in length, reaches up to the clouds of heaven, and takes four thousand men to carry". < ref > Hawaiian Mythology < /ref > Keolewa could also hide the sun and hold back the east wind. =_=_ Ali Harlow J. Ali Harlow is the webmaster of "Ali's NetHack Page" at juiblex.co.uk; the site is named for Juiblex. His site hosts distributions of Hack and NetHack, from the first public distribution of Hack 1.0 all the way up to NetHack 3.4.3. The site also contains a set of Vernon spoilers for NetHack, as well as distributions of other variants, patches, and resources, and links to various other resources. =_=_ NetHack++ =_=_ J. Ali Harlow =_=_ Ant or other insect =_=_ Cat or other feline =_=_ Imp or minor demon =_=_ Xan or other mythical/fantastic insect =_=_ Template:Mcsl =_=_ Talk:Potion quaffing effects Think we can delete this if/when all the potion articles have their effects detailed? --Umbire the Phantom (talk) 05:09, 15 January 2020 (UTC) =_=_ WoD You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Animals =_=_ Spell of passwall =_=_ Reptile =_=_ User talk:SuperJedi224 You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Talk:Archonstorm =_=_ Nauseous You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Fleshy =_=_ Spell of clairvoyance =_=_ RNE =_=_ Applied =_=_ Spell of remove curse =_=_ Invoked =_=_ Kunuichi =_=_ Upgraded =_=_ Apelike creatures =_=_ Divide =_=_ Auto-identifies =_=_ Recharging =_=_ Rubbing =_=_ Category:Miscellaneous items =_=_ Auto-identified =_=_ Spell of detect unseen =_=_ Spell of magic missile =_=_ Reflecting =_=_ Human size =_=_ Ghost (monster class) In xNetHack, this monster class does not exist; ghosts and shades are merged into the class to avoid using punctuation for monster glyphs. =_=_ Mordor Ruins Quest The Mordor Ruins Quest is one of the alignment-based quests in dNetHack. It is one of the random variants of the Chaos Quest. As is typically the case for dNetHack's alignment quests, it is divided into roughly three parts, though in this case the middle section is tricky to categorize. This level will be initially populated by a number of elves (including an elf-lord) and orcs (including an orc-captain). As elves and orcs attack one another, this will fairly quickly be whittled down to just one type of monster. The elven forest is a series of four levels. Each level is connected to the next by a magic portal. The first two levels will be mines-type forest levels with networks of small elf "houses" amongst the trees. A river runs top-to-bottom on the right-hand side of the maps. Each will be initially populated by elves and the occasional Coure Eladrin. In addition, there will be one wraith per level, and a 5% chance of a Nazgul per level. Since Nazgul are much stronger than the normal monster types, if one spawns you may need to retreat from the branch until you are strong enough to destroy it. The ford guardian is found on the central island, protecting the altar. The left-hand side of the map is a forest level like the previous two, initially populated by elves and possibly including a Ghaele Eladrin (25%), an elf-lord (75%), and an elf-lady (75%). The right-hand side of the map is an area of diseased forest, initially populated by orcs and random wraiths and shades. The forest area is initially populated by random wraiths and shades. In addition, there is a battle between orcs and elves taking place on the right side of the map. The elves are led by an Elvenqueen and two Firre Eladrin, while the orcs are led by a Nazgul. It is likely that the two sides will kill each-other off fairly quickly. The elven side is commonly victorious, however, the presence of the Nazgul causes corpses to rise as more shades which may finish off the elven survivors. This level contains a +3 ring of protection, a ring of invisibility, a cursed ring of aggravate monster, and up to 3 random rings (20% chance each). In addition to the two standard wrathful swords, there is a 20% chance of another wrathful mithril sword and a 20% chance of another wrathful silver sword. There is also a large quantity of discarded elven and orcish weapons throughout the level, including a morgul orcish short sword and dagger (50% chance each). Minas Morgul provides two ways to enter Mordor. Downstairs into the fortress can be reached near the top of the screen, for those adventures who favor the direct approach. Alternatively, a secret portal to Shelob's lair, the Spider Cave, is located on the left side of the screen. Whichever path an adventurer chooses to take first will be generated with the Second Key of Chaos placed randomly somewhere on the level. This level includes two Nazgul, a wraith, a Mordor marhsall, six Mordor orc elite, four orc shaman, three orc-captains, and 15 Mordor orcs. The throne room on the right side of the map is the court of the ogre emperor, composed of the ogre emperor himself, three ogre mages, a marilith, three ogre kings, 12 ogre lords, eight ogres, five Mordor orcs, and a tengu. The ogre emperor carries the Mantle of Wrath, a useful artifact orcish cloak that grants fire resistance, half spell damage, and blocks all sources of aggravate monster while worn. The treasure room immediately to the left of orge emperor's throne room includes a range of interesting weapons, such as a +1 flaming long sword, a +4 flaming two-handed sword, and a range of armor. Most of these items may not be useful for an adventurer who is already strong enough to reach this level, but these chests may hold an odd item or two that can replace a weak item or two that you may not have found a replacement for yet. One chest will also have several interesting masks for those players who have a source of polymorph, including a Faerinaal mask, a Gwynharwyf mask, and a Queen of Stars mask. The throne room on the upper left side of the map contains a Mordor Marshal, a Mordor shaman, ten Mordor orc elite, four hobgoblins, two hill orcs, a manes, a succubus, and a vrock. The treasure room to the right of the throne includes a number of chests containing a range of archaic, crystal, and elvish armor. Finally, scattered throughout the level are a number of stationary, shackled lawful and neutral monsters, such as hobbits, elves, and various Eladrin. Though these monsters can be killed, they seldom have any useful items (presumably, these items are the contents of the treasure chests in the two throne rooms). Untrapping these monsters will release them, usually converting them to peaceful monsters, but sometimes taming them as well. This level includes 10 random arachnids, 23 giant spiders, Shelob herself, and many, many webs. Though most of the monsters on this level are not particularly difficult, some care may be necessary if mirkwood spiders are generated, as these can immobilize you with webs, making it difficult not to get swarmed. If the Second Key of Chaos has not yet been generated, it will appear somewhere on this level. Other treasure on this level will include a potion of starlight, a wand of make invisible, a wand of death, a ring of conflict, a pair of speed boots, and an amulet versus poison. The cracks of Mordor are a set of two cave-style levels and a fiery shrine to Moloch. The first cave level is randomized, and will contain upstairs to the Spider Cave, downstairs to the next level, and a magic portal back to the Mordor Fortress. This level will include random ogres, a random troll, bugbears, goblins, Mordor orcs, wargs, and a fire vortex. The second level is also a randomized map, but will contain a large lava pool in the center of the map. This level will include fire elementals, fire vortexes, Mordor orcs, Mordor shaman, and ogres. The upstairs will be somewhere near the top of the map, while an unaligned altar to Moloch and the downstairs to the Borehole will be near the bottom of the map. Moloch's altar will be attended by a high shaman; be careful when killing him, as you may anger Moloch and be shot at with a lighting bolt. The Borehole is a series of descending, hollowed out rooms underground, increasing in size as they descend, and ending in the domain of the Lungorthin, Lord of the Balrogs. These levels will host a number of Mordor orc elite, Angband orcs, and balrogs, so make sure you are properly prepared to withstand the damage these monsters can deal as well as the explosive fireball death effect that is your reward for killing balrogs in dNethack. Only Lungorthin will be present on this level. With a sufficiently strong melee weapon, Lungorthin can easily defeated by engraving a ward on the up ladder and hitting him repeatedly as he comes near. Defeating Lungorthin yields the Third Key of Chaos and the Shard from Morgoth's Crown, an artifact ring that grants slotless magic resistance while carried, shock resistance while worn, and increases a user's stats by 6, even past racial caps, to a maximum of 25. Note that the Shard from Morgoth's Crown will appear as an iron ring and will also carry the same effect provided by other iron rings in the game (unless iron rings are rings of polymorph, in which case this ring will take the form of a twisted ring and bear its effects instead). Be careful if iron rings are generated with a less-than-useful attribute, such as hunger or aggravate monster. =_=_ Gremlin (monster class) =_=_ Orcish =_=_ Multishoot =_=_ Your mind turns into a pretzel =_=_ Category:The November NetHack Tournament =_=_ Category:FIQHack =_=_ Category:URL list =_=_ Category talk:NetHack Should this category actually exist? I think not, because the entire wiki is implied to be related to NetHack in some way. ——Aximili (talk) 05:19, 27 January 2020 (UTC) Mm, fair. Think I made it because I had trouble personally finding where to stick the pun article, but my brain shut off and we didn't have a Miscellaneous-style category. 6_9 At bare minimum you can def. take the Miscellaneous Items subcat out and let it stand on its own. --Umbire the Phantom (talk) 05:22, 27 January 2020 (UTC) =_=_ Mage spell =_=_ Int drain =_=_ Category:Operating systems =_=_ Microsoft Windows Microsoft Windows (often simply called Windows) is an operating system developed by Microsoft. It has been the most-used operating system on desktop PCs for decades. Early versions of Windows were based on MS-DOS, and ran the MS-DOS builds of NetHack. There have been separate builds of NetHack for Windows proper since at least NetHack 3.1.1. Support for tiles began with NetHack 3.2.0. Since that version, the Windows version of NetHack has offered two binaries. NetHack.exe launches a TTY mode application and NetHackW.exe launches the tiled version. Since NetHack 3.6.3, the Windows version of NetHack has offered the Curses interface. =_=_ Windows =_=_ Amiga The Amiga family of personal computers were introduced by Commodore in 1985, and unlike its competitors had custom hardware for sound and graphics. The Amiga line was officially discontinued when Commodore went bankrupt in 1994, but the Amiga community continued releasing software for it long afterwards. NetHack 3.0.0, released in 1989, was the first version of NetHack with official support for the Amiga; both NetHack 2.3e and 3.0 were also ported to the Amiga by Olaf Seibert, according to the game history. The Amiga port was dropped for 3.3.0, < ref > https://nethack.org/v330/index.html < /ref > but "resurrected" in 3.3.1. The Amiga continued to be supported until NetHack 3.4.3, which remained the newest version of NetHack from 2003 to 2015. =_=_ Mac The Mac (short for Macintosh) is a family of personal computers made by Apple. The Mac line began in 1984 and continues to the present day, but the brand names, processors, operating systems and development tools used on Macs have changed significantly over time. Classic MacOS (previously simply called System Software) was the operating system preloaded on Macs from 1984 to 2001. macOS (previously called Mac OS X) is a Unix-based operating system that has been preloaded on Macs from 2001 to today. NetHack has been available for classic MacOS since at least NetHack 3.0.5, released in 1989. It continued to be supported during the long reign of NetHack 3.4.3, but it is unknown if NetHack 3.6.4 will build or run on it. In the NetHack source code, files relevant to classic MacOS are stored in < code > sys/mac < /code > . NetHack is currently supported for modern macOS (ie Mac OS X). Since macOS is a Unix-based system, the build files are in < code > sys/unix < /code > , not in < code > sys/mac < /code > . It can be compiled with tiles, according to this discussion. =_=_ Macintosh =_=_ Mac OS X =_=_ OS X =_=_ Linux Linux is a family of free and open source Unix-like operating systems based on Linus Torvald's Linux kernel. It is commonly used in servers and in software development. Linux is sometimes called GNU/Linux because software provided by the GNU Project is often included in Linux distributions. Linux is not mentioned anywhere in NetHack's history file. However, NetHack and most of its variants have been supported on Linux for a long time. =_=_ GNU/Linux =_=_ Mac OS =_=_ NetHack 3.6.5 NetHack 3.6.5 is the 35th public release of NetHack. It was released on 27th January 2020. This release fixes several security exploits that existed in versions 3.6.0, 3.6.1, 3.6.2, 3.6.3 and 3.6.4, as well as some more minor bugs. There were no new gameplay features. < ref > https://github.com/NetHack/NetHack/blob/NetHack-3.6/doc/fixes36.5 < /ref > Six major security exploits were fixed. They were all buffer overflows that could be triggered by parsing options in configuration options or the command line. =_=_ Atari Although Atari is better known for their historic game consoles, they also sometimes made computers. The Atari ST line of computers were capable of running ST Hack, a port of PC HACK 3.51. The first official NetHack distribution to support the Atari ST was NetHack 3.0.0 in 1989. Support was dropped in version 3.3.0 < ref > https://nethack.org/v330/index.html < /ref > , but was "resurrected" in version 3.3.1 by Marvin. The Atari ST continued to be supported all the way to 3.4.3. However the DevTeam doesn't know if NetHack 3.6.5 can compile or run on the Atari. < ref > https://github.com/NetHack/NetHack/blob/bd83b6e19412b44470bbd12f286525646489edaf/README < /ref > =_=_ ST Hack 1.03 =_=_ NetHack 3.0 =_=_ Whatisk =_=_ Whatis =_=_ Meat You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Standard strategy - dNethack =_=_ Lumps of royal jelly You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User:Fyr/Extinction Basic idea: stay at the top of the dungeon while patiently and systematically wiping out all the species, then stroll through the uninhabited Mazes of Menace with your massive amount of gear. Use level drain ("drain life" spell directed at yourself, or toss Stormbringer up in the air) to maintain control over which monsters appear at a time. When you cast "create monster" after all monsters of appropriate difficulty are extinct, there is no message but nothing happens. If you cast the spell and you don't see anything appear, check to make sure you didn't get a mimic (sometimes they appear on top of an adjacent object, pretending to be that object) or a centipede or similar hiding under something. Then increase the difficulty by raising your experience level. How to raise your level: blessed Restore Ability brings you back to whatever you drained yourself from. Uncursed or blessed Gain Level obviously also works. Wraith corpses. Best to have an altar. Sacrifice religiously and pray every time you get a feeling of reconciliation - this turns the altar into a highly productive spellbook factory, and occasionally lowers your AC. If you've been using level drain, it also sometimes restores a level, so be ready to re-drain yourself. Altars are also the best way to clear up troll corpses when you get to the point that trolls appear. If you are chaotic, sacrifice all the corpses of your own race. Let the peaceful foocubi wander around on your level. Do whatever you want with the other demons, but having those around lets you recharge your Power pretty easily whenever it runs out. At low experience levels, you advance pretty quickly just by killing monsters. Go ahead and let yourself get up to where monsters of difficulty 1-4 are showing up all together for the first "tranche" of enemies. If you stay on dungeon level one, that would be XP level 7. There are 59 monster species in that tranche, giving you 7,080 individuals. The next tranche is difficulty 5; 18 species for 2,160 individuals. This tranche includes nymphs. Difficulty 6 is 26 species for 3,120 individuals - this includes lizards and unicorns. Save the horns to polypile magic markers. Difficulty 7 is again 26 species for 3,120 individuals - this includes chickatrices. If you don't already have an icebox by this time, consider wishing for one so you can save the footrice corpses. You can also tame the footrices if you want to get all the peaceful coaligned unicorns out from underfoot without accidentally killing a bunch of the peaceful foocubi (any that do get stoned can be restored with the stone-to-flesh spell). =_=_ User talk:Ville You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ OS/2 OS/2 was an operating system developed by Microsoft and IBM. It was first released in 1987, and was intended to be a successor to MS-DOS. However, the success of early versions of Windows led Microsoft to abandon development of OS/2. IBM continued supporting the system until 2001. NetHack 3.0, released in 1989, was ported to OS/2. Support continued up to NetHack 3.4.3, which remained the newest version of NetHack from 2003 to 2015. The DevTeam doesn't know if NetHack 3.6.5 can run on OS/2. The Devteam have indicated that they plan to drop support for OS/2. However, as of 6 Feb 2020, the sys/os2 directory still exists in the development code. NetHack on OS/2, like on most other systems, supports the TTY interface. At one time, it was common practice to build X11 support and install drivers to support X11 on OS/2; but the current Xorg distribution does not support installation on OS/2, and the older ones that do are much harder to set up. A TTY-only NetHack for OS/2 is hardly worth the effort: the MS-DOS port runs fine. The native DOS mode does not support the VESA BIOS Extensions; this is not a limitation for NetHack 3.4.3, but is somewhat limiting for NetHack 3.6.5, and will be more so in the future, because the development source has expanded VESA support. =_=_ Spell of fireball =_=_ TTY The TTY interface is the most basic of all NetHack user interfaces, present in all versions since Hack 1.0. It is configured using OPTIONS=windowtype:tty . The exact capabilities of the TTY interface depend on the available hardware. In some cases, it may support only ASCII. If the connected device is so capable, it may support IBMgraphics or DECgraphics. On MS-DOS, the default user interface is configured as TTY. The interface supports IBMgraphics, and is highly modified to support tiles. MS-DOS is the only system on which the TTY interface supports tiles in any way. On Unix (including Linux and Mac), the environment variable TERM must be set to the type of terminal in use. On a well-configured public server, the login program that launches NetHack will take care of this requirement. For play on local machines, this will usually be a setting like "export TERM=xterm" or "export TERM=xterm-color", and is normally part of the default configuration. This requirement applies to any program that uses cursor control in a text window, such as vi, and is not limited to NetHack. If the screen shows gibberish or the arrow keys do not work as expected, the TERM variable is one thing to check. The TTY interface gets its name from the "tty" devices found on Unix systems, such as /dev/tty01. This name "tty", in term, is an abbreviation for Teletype, a device that in ancient times might be found connected to a tty device. An actual Teletype is very poorly suited for playing NetHack. =_=_ VMS OpenVMS (also called VMS, and previously called VAX/VMS) is a proprietary operating system with a very long history. It was initially released in 1977 by Digital Equipment Corporation for their VAX minicomputers. Today VMS continues to be updated, and is used to run some of the high end servers of large organizations, including banks, hospitals and industrial manufacturers. According to the game history, NetHack 3.0.0 was initally ported to VMS by David Gentzel. Later versions were ported by Pat Rankin, with some help from Joshua Delahunty when porting NetHack 3.1.0. NetHack has continued supporting VMS. However, recent versions of NetHack for VMS have only been tested on Alpha and Integrity/Itanium/IA64 processors. The DevTeam doesn't know if NetHack 3.6.5 can run on VAX machines. =_=_ VAX =_=_ File:Chozo32-360.png Chozo32 tile set, converted for 3.6 and new tiles added. Provided as PNG for compactness. Most user interfaces will need this in BMP form. The original page provides no licensing information. =_=_ Degenerate behavior =_=_ Spell of identify =_=_ Talk:Green-elf Do they really appear in small groups? I'm doing an extinctionist and have been casting create monster all day, getting a lot of individual Green-elves but have yet to see a small group. Did it change with one of the recent versions? (I'm playing 3.6.3 on NAO) Fyr (talk) 05:32, 11 February 2020 (UTC) =_=_ User talk:Christoph You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Asleep =_=_ Genociding =_=_ Quarterstaves =_=_ Spell of light You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Spell of healing =_=_ Fire Chief Helmet The Fire Chief Helmet is the Firefighter quest artifact in SlashTHEM. It is the prize for completing the Firefighter quest, and is lawful for wishing purposes. Its base item type is a fire helmet. The Fire Chief Helmet grants half spell damage and half physical damage while carried, and confers protection and warning while worn. When #invoked, it summons a tame (greater) water elemental. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Warhammer =_=_ The Isle of Glass =_=_ The Temple of Coeus =_=_ Experience point =_=_ Spell of detect food You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Template talk:Guidebook =_=_ M2 GIANT =_=_ Old =_=_ Gnoll matriarch =_=_ User talk:Qt =_=_ Acid resistant =_=_ The Dragon's Lair =_=_ User:Bluescreenofdeath/FAQ A: Essentially, it allows your character to be of several races at once. All the eligible hybrid races have significant impact on how the game plays, so they can actually be considered "special modes". However, for e.g. determining whether a corpse counts as cannibalism when you eat it, your main race is the only one that is considered. A: Get familiar with in-game item descriptions. Open your inventory with i and then select the corresponding letter of an item to see its description. This will display several pages of information telling you stuff about the item. If the item's base type is not identified, it will say "Unfortunately you don't know more about it. You will learn more if you identify this item.", in which case the full information will be hidden until the item is identified. A: Because it's based on SLASH'EM and therefore ultimately the 3.4 line of Nethack. I consider 3.6 and onward to be beyond terrible; every once in a blue moon it adds something that is actually good, in which case I cherry-pick the feature in question for inclusion in SLEX, but most of 3.6's gameplay changes are utterly repulsive to me. Don't expect me to implement that stuff. Q: Why doesn't feature X work like it does in Unnethack (or dnethack or < insert variant name here > )? A: Because SLEX isn't Unnethack, duh :P And it's not dnethack or any other variant either. When I steal features from other variants, I reserve the right to make changes to them so as to ensure they actually fit into the general theme of SLEX. A: These are reminders that the item is made of certain materials. * and ^ are glass and obsidian, respectively; these items will break if thrown or dropped from a height. And ! means the item is made of ether, which contaminates you by being in inventory; actually equipping such an item contaminates you faster. It's also possible to turn on the "materialglyph" option that will show a prefix for every item material, to make it easier to tell at a glance what material an item is made of. A: Contamination can come from monster attacks, traps, items made of ether, being in the gamma caves branch and more; get contaminated enough and your wisdom will be reduced over time, with an instadeath if it goes below 3. It can be cured by successfully praying on a coaligned altar, reading a noncursed scroll of remove curse or zapping the wand of remove curse; amnesia can also help in a pinch but has negative side effects. Chatting to a nurse may offer a service that lets you cure the contamination too. A: You start the game with a sanity of 0, which can also be displayed on the bottom status line if you turn on the showsanity option. The higher it is, the more likely you get hit by a random bad effect whenever your sanity increases. This is because your character may get subjected to things not meant for mortal eyes, and thereby slowly realize that the world actually is an atrocious place, so sanity makes the character capable of viewing the terrible things that have been there all the time, kind of like in the Cthulhu mythos. At a sanity value of 900, monsters start randomly appearing as other monsters and may also be referred to by random monster names, kind of like hallucination. If sanity goes over 9000, every time your sanity increases will also paralyze you for a few turns. And at 90000+ sanity, every sanity increase will cause particularly bad random effects. A: You may have triggered a nasty trap, those are traps that don't give a message and don't reveal themselves when triggered. Their effects last a while and only a switcher can fix them ahead of time, but switchers are very rare and may require a wish. There are also pieces of equipment and gray stones that mimic nastytrap effects though; if you end up with one of those, you need to remove the item in question to stop the effect. A: No, it works as intended. Waiting out nastytrap effects is usually not recommended, especially not if you stay in the general vicinity of where you encountered the trap as you may trigger it again after it timed out. A: It's not a joke, and if the turn counter exceeds that value, random bad things start happening. They become more frequent the more a player exceeds the turn limit, to gradually reduce the odds that the player manages to ascend. Better hurry up and don't camp altars for an eternity :P =_=_ Looting =_=_ Operating system An operating system manages computer hardware, provides services and allocates software resources for computer programs, and acts as intermediary between programs and hardware. A group or "family" of operating systems is sometimes referred to as a platform. =_=_ Unused monster =_=_ Source:NetHack 3.6.3/dat/history Adam Aronow J. Ali Harlow Mikko Juola Alex Kompel Janet Walz Nathan Eady Andreas Dorn Jean-Christophe Collet Olaf Seibert Andy Church Jeff Bailey Pasi Kallinen Andy Swanson Jochen Erwied Pat Rankin Ari Huttunen John Rupley Paul Winner Bart House John S. Bien Pierre Martineau Bill Dyer Jon W{tte Ray Chason Boudewijn Waijers Jonathan Handler Richard Addison Bruce Cox Joshua Delahunty Richard Beigel Bruce Mewborne Keizo Yamamoto Rob Menke Carl Schelin Keith Simpson Robin Bandy Chris Russo Ken Arnold Robin Johnson David Cohrs Ken Arromdee Roderick Schertler David Damerell Ken Lorber Roland McGrath David Gentzel Ken Washikita Ron Van Iwaarden David Hairston Kevin Darcy Ronnen Miller Dean Luick Kevin Hugo Ross Brown Del Lamb Kevin Sitze Sascha Wostmann Derek S. Ray Kevin Smolkowski Scott Bigham Deron Meranda Kevin Sweet Scott R. Turner Dion Nicolaas Lars Huttar Sean Hunt Dylan O'Donnell Leon Arnott Stephen Spackman Eric Backus M. Drew Streib Stefan Thielscher Eric Hendrickson Malcolm Ryan Stephen White Eric R. Smith Mark Gooderum Steve Creps Eric S. Raymond Mark Modrall Steve Linhart Erik Andersen Marvin Bressler Steve VanDevender Gil Neiger Michael Allison Timo Hakulinen Gregg Wonderly Michael Sokolov Warren Cheung Hao-yang Wang Mike Engber Warwick Allison Helge Hafting Mike Gallop Yitzhak Sapir Izchak Miller Mike Stephenson < /pre > =_=_ Source:NetHack 3.6.2/dat/history Adam Aronow Janet Walz Nathan Eady Alex Smith Jean-Christophe Collet Olaf Seibert Andy Church Jochen Erwied Pat Rankin Ari Huttunen John Rupley Paul Winner Barton House John S. Bien Pierre Martineau Bill Dyer Jon W{tte Ray Chason Boudewijn Waijers Jonathan Handler Richard Addison Bruce Cox Joshua Delahunty Richard Beigel Bruce Mewborne Keizo Yamamoto Rob Menke Carl Schelin Ken Arnold Robin Bandy Chris Russo Ken Arromdee Robin Johnson David Cohrs Ken Lorber Roderick Schertler David Damerell Ken Washikita Roland McGrath David Gentzel Kevin Darcy Ron Van Iwaarden David Hairston Kevin Hugo Ronnen Miller Dean Luick Kevin Sitze Ross Brown Del Lamb Kevin Smolkowski Sascha Wostmann Derek S. Ray Kevin Sweet Scott Bigham Deron Meranda Lars Huttar Scott R. Turner Dion Nicolaas Leon Arnott Sean Hunt Dylan O'Donnell M. Drew Streib Stephen Spackman Eric Backus Malcolm Ryan Stefan Thielscher Eric Hendrickson Mark Gooderum Stephen White Eric R. Smith Mark Modrall Steve Creps Eric S. Raymond Marvin Bressler Steve Linhart Erik Andersen Matthew Day Steve VanDevender Gil Neiger Michael Allison Tim Lennan Gregg Wonderly Michael Sokolov Tom West Hao-yang Wang Mike Engber Warren Cheung Helge Hafting Mike Gallop Warwick Allison You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User:Tomsod/YANIs and patches/Infidel Infidels are a role that specializes in offensive magic, with some similarities to Priests, and to Flame Mages from SLASH'EM. They can be humans or orcs; like Priests, they have a random pantheon, but Infidels always follow Moloch. The Infidel role offers a slightly unusual game, as they start with the Amulet of Yendor and are initially tasked with returning it to Moloch's Sanctum. There are a number of other quirks as well. The EvilHack implementation of the Infidel role is heavily based on this patch, but there's a number of (sometimes important) differences, which this page currently doesn't document. Refer to the respective section of the variant's wiki page for a more up-to-date info. In addition, all Infidels know the appearance of the scroll of charging, although they don't start with any. Their starting pet is a homunculus. Infidels start with Basic skill in Dagger and Attack spells. Their special spell is fireball. Spell success is determined by wisdom. Infidels are partially immune to curses ("weldproof" in dNetHack terms): using cursed weapons, armor, jewelry, or loadstones does not stick them to their persons, so they can be freely unequipped and dropped. Other detrimental effects of cursed items take place as usual, however. Infidels are penalized for wearing blessed armor: for each worn blessed piece of armor, their spellcasting penalty is increased by 2. Blessed weapons and jewelry do not have this effect. Wearing cursed armor reduces this extra penalty by 1 per cursed item, but never below zero. (This is why the starting armor is cursed.) Since Infidels are expected to carry the Amulet with them for most of the game, the energy drain is much more merciful on them, increasing cast spells' cost by at most 50%. Most other quirks are due to Infidels being unaligned (followers of Moloch); wearing a helm of opposite alignment temporarily negates all the peculiarities listed below. Unaligned alignment can be succinctly described as "more strongly chaotic": unaligned Infidels can still commit murder and sacrifice their own race, and may also sacrifice pets and attack peaceful creatures with impunity; they take 4d6 damage from holy water (compared to chaotics' 2d6), and unholy water heals them for the same amount; like chaotics, their sacrifices reduce prayer timeout more and divine anger less (Moloch needs a sacrifice of value 16 or more to be mollified). The most important difference is the unreliability of prayer in the early game: when praying to Moloch above Gehennom, not on an unaligned altar and without your quest artifact, the prayer has a 80% chance to fail. This doesn't increment the prayer timeout, but neither does it provide invulnerability. On the other hand, praying to Moloch in Gehennom will always succeed. Similarly, converting aligned altars is much more difficult as well, having the same 80% chance to fail outright under the aforementioned conditions. However, same-race sacrifice is still guaranteed to convert lawful and neutral (but not chaotic) altars to Moloch. Another important bit is that Moloch expects regular sacrifices to him. After turn 6000, if you haven't yet performed a sacrifice to Moloch, your alignment record begins to drain at an increasing rate; reaching negative values has a chance to increment Moloch's anger as well. Successfully performing a sacrifice delays this effect for 500 turns per point of sacrifice value; this delay is not cumulative, and if the previous remaining delay was higher, it isn't affected. Any sacrifice to Moloch counts, including same-race sacrifice and sacrifice on a cross-aligned altar (as long as you're actually trying to convert the altar and not yourself). You will be warned when you're due for a sacrifice, both through a message and in the base attributes window. Moloch's prayer boons are also infernal-themed: instead of blessing and repairing the wielded weapon, Moloch curses and repairs a random worn piece of armor; water prayer to Moloch always produces unholy water; and the uncursing aura will not uncurse said water and will unbless carried armor instead of uncursing it. Chaotic monsters can be peaceful to unaligned characters, but the chance of this is halved compared to truly chaotic heroes. Also, elves will never be peaceful, not even to humans. On the other hand, major demons have a chance to start peaceful to Infidels, and carrying the Amulet of Yendor has no effect on monster hostility. Peaceful chaotic monsters are not considered truly co-aligned, so Infidels don't get penalties for killing them. Infidels are discouraged from using Elbereth: scaring monsters this way incurs a -5 alignment penalty. On the other hand, attacking under the protection of Elbereth does not (but the engraving will still disappear). Infidels cannot peacefully interact with aligned priests of other gods: merely entering a cross-aligned temple makes the priest hostile; in Minetown, this also makes the Watch angry. The first artifact Moloch gifts you is a slightly improved knife called Secespita. It's primarily an utility artifact: wielding it while sacrificing a corpse improves its sacrifice value by 50%, rounded down. This makes it very useful in allaying Moloch's anger, as it lowers the minimum required monster difficulty from 15 to 10. In combat, Secespita has a modest bonus against living targets (that is, not undead, golems or vortices). More importantly, if you manage to kill such an enemy with this knife, it will restore some of your energy (approximately half again the late monster's level). As it's a very poor weapon, this effect may be difficult to trigger, however. Crowning as a result of a prayer to Moloch needs a special mention, as it's very different from regular crowning. Instead of merely giving you intrinsics, Moloch permanently transforms you into a major demon, changing your race from human or orcish to demonic. You do get intrinsic see invisible, poison resistance and fire resistance permanently (although Infidels already have the last one), but the rest of unique demonic traits only persist as long as you're not polymorphed, those being: The limits on Intelligence and Wisdom are inherited from your former race; thus, former orcs will have a maximum of 16, while former humans will have 18. Besides their attributes, demons also have higher HP and energy growth than any other race; you may want to polyself into your own race or otherwise re-roll level-up bonuses after crowning. Orcs and fellow major demons will often be peaceful to demonic Infidels, but the other races are hostile. Unlike demon polyself, you cannot gate other demons by bare-handed combat. In addition to losing access to silver items, the downsides to this kind of crowning are inability to perform a same-race sacrifice (as all demons are corpseless), and for former orcs, a penalty for cannibalism (which is mostly relevant only if polymorphed). You will also be unable to pray to the lawful and neutral gods (if you wanted to for some reason). The crowning gift is always a spellbook of fireball, as Moloch doesn't have an associated artifact weapon. If you already knew fireball before crowning, the wielded weapon will also be unrestricted. It's still possible to get crowned the regular way as an Infidel, by praying while wearing a helm of opposite alignment. Regular crowning and Moloch crowning are mutually exclusive. In the Infidel quest you travel to the Howling Forest to duel the Paladin for the Idol of Moloch. The Paladin is intended to be a tough opponent, and you're encouraged to use guile to defeat her. The quest monsters are agents and champions; like ninja, they're unique to Infidel games, but they can also spawn in the main dungeon (if you're an Infidel); due to their lowered difficulty, this can happen fairly early. The quest reward is the Idol of Moloch, an artifact figurine of a horned devil (representing Moloch himself). It will be unaligned to Infidels, but for wishing and bones purposes it's chaotic, giving chaotics a way to obtain slotless magic resistance and half spell damage. In addition to these two properties, Infidels will benefit from improved energy regeneration while carrying it, but only if they're piously unaligned. If their alignment is lower, but still positive, this effect will be proportionately reduced; for Infidels in bad standing with Moloch (or with changed alignment), and for all other roles, the energy regeneration will not be improved at all. In addition, carrying this item removes the penalties Infidels have when converting altars and praying above Gehennom. Invoking the Idol while standing on an altar instantly converts it to Moloch; invoking or applying it otherwise summons a random major demon, much like an ordinary figurine, except the Idol will not be expended. These two powers respect an invocation timeout. In Infidel games only, the Idol is nearly indestructible and cannot be put into containers, in the manner of an unique item. If it's still somehow destroyed or lost, the game becomes unwinnable. Infidels have slightly different winning conditions: they cannot ascend by offering the Amulet of Yendor; given that that they start with it, it would make for a very short game otherwise! Instead, they first need to bring the Amulet, along with their quest artifact (the Idol), to the Sanctum's high altar. (For Infidels, many Sanctum monsters, including the high priest, will be peaceful.) There, Moloch will imbue the Idol with most of the Amulet's properties, and afterwards Infidels have an almost ordinary ascension run, but with the Idol instead of the Amulet (and without the mysterious force). The Astral Plane lacks the guardian angel and the minions of Moloch in Infidel games; all the monsters are hostile. The goal is to invoke the Idol while standing on the correct high altar. Guessing the altar wrong will subject you to the relevant god's wrath, including a wide-angle disintegration beam. It's possible to determine the correct altar in advance. =_=_ User talk:Stay Hydrated =_=_ Fountain/ko 윈도우즈 사용자들에게는, 다음의 스크립트가 제 2의 해결책을 제공해줄 수도 있습니다. 이것을 호출한 후, < code > RUN-NH.BAT < /code > 라고 치십시오, Nethack.exe 바이너리가 존재하는 동일한 경로에 끌어다 놓고, 바탕화면 아이콘을 연결하십시오: 분수를 발로 차는 행위는 의 확률로 민첩성을 단련합니다. 그리고 의 확률로 당신의 신발을 젖게 만들 수 있습니다. 이 방법으로 발차기 부츠를 판별할 수 있습니다. 아니면 싱크대와 마찬가지로, "아야! 아프다!" 라는 메시지를 출력하며, 5 HP를 잃고, 체력과 힘을 혹사시키며, 다리 부상까지 발생할 수 있습니다. 일부 아이템들은 저주받은 상태가 더 유용합니다. 당신이 아무런 시체 더미도 발견하지 못할 경우, 그 다음으로 컨덕트에 관계없이 부정수을 만드는 법은 물 포션이 저주받을 때까지 분수에 담궈보는 것입니다. 위험에 대비하십시오! 만약 게임이 포션의 BUC 상태를 알려줄 경우 이 방법이 최고입니다. 왜냐하면 당신은 메시지를 받지 않을 것이기 때문입니다. 그럼에도 만약 포션이 저주받지 않은 물과 중첩될 경우 계속 테스트해도 됩니다. 당신이 그것을 가지고 있는 한, 부정수도 성수와 마찬가지로 복사될 수 있기 때문입니다. =_=_ User:Tomsod/YANIs and patches/Infidel/Quest The Infidel quest sees you fighting the Paladin for the Idol of Moloch. Unlike other roles, both the Idol and the Bell of Opening are necessary to ascend. The big area to the right is unlit and contains 3d4 random and possibly a black unicorn. In addition to the marked dart trap, it also houses the magic portal and three other traps, located randomly. There are typically a few trees as well. The left-central room is considered an abandoned temple. The preacher of Moloch stands on an unaligned altar, surrounding him/her are eight cultists. Three elf corpses and two human corpses lie near the altar. In the corners there are eight empty major demon statues. The top-left room contains 2d2 potions of unholy water. The bottom-left room contains an axe and three other random items. This is a room-and-corridor level with seven rooms, five , three , two , nine random items, seven traps, a fountain, and a 25% chance of a throne room. The floor is undiggable. The mapped area forms the rightmost third of the level. The room with the stairs contains a random , the central room houses a random , and the topmost room has a marked and two chests. There are three marked piranha in the lake. The rest of the level is an unlit woodland (a Mines-style level, but with trees instead of stone). There are three werewolves, 4d4 , two , and possibly a forest centaur and/or a woodchuck in the forest. The downstairs are somewhere in the left half of the level. The level also contains four random items and six traps. The stone walls and the floor are undiggable, but all the trees can be chopped down. These are unlit woodland levels, with five werewolves, 6d4 , four , a forest centaur and possibly a woodchuck; four random items and eight traps. The floor is undiggable. The mapped ruins are surrounded by a woodland level. The Paladin stands atop the cursed Idol of Moloch, surrounding her are six templars and two hostile priests of a lawful god, all asleep. There are four squeaky boards located randomly around the ruins. The ruins contain some buried treasure: two stacks of gold, three gems, and up to two rings and/or an amulet. The surrounding woods house four werewolves, 5d4 , three , and possibly a forest centaur and/or a woodchuck; there are three random items and seven traps. The entire level is unlit, and the floor is undiggable. In addition to the nemesis, there's a few non-unique monsters specific to this Quest. All the monsters listed below are considered minions of their respective gods; as such, their full name depends on the game's pantheon. For instance, Infidels who have the Rogue pantheon will face the Paladin of Issek and templars of Issek, as well as champions of Mog and agents of Kos. The Paladin is generated with a blessed, +3 to +5 morning star, a shield of reflection, a crystal plate mail, high boots, leather gloves, a leather cloak, and a potion of speed. She is considered a lawful minion; due to this, all her equipment is erodeproof and non-cursed, and she's not affected by the scroll of scare monster. She covets both the Idol and the Amulet of Yendor, although she will prioritize the former, unlike the Wizard of Yendor. The Paladin is intended to be a difficult opponent; you may want to think of your combat strategy before engaging her. Templars are very similar to watch captains, having much the same stats and equipment. They often carry a healing potion. Six templars are generated on the goal level; they don't appear anywhere else. Champions are essentially enemy barbarians. They carry a battle-axe or a two-handed sword, and either a ring mail or a chain mail. In Infidel games only, they may appear in the main dungeon. Their difficulty is much lower than what their level and attacks might suggest. Agents are a nuisance. They will attempt to steal the Amulet of Yendor when attacking you; if they succeed, they will teleport away and will subsequently try to avoid you. Agents will also pick up the Amulet left on the floor, both when you're nearby and when they're left alone on the level; in the latter case, they may pick up the Amulet even if it's inaccessible. Their theft attack is also able to steal other unique items, as well as the Idol, although they may be fooled by a similar-looking figurine. Agents are generated with a dagger or a short sword and possibly some leather armor. They also always have a potion of invisibility, which they're likely to quaff as soon as they see you. In Infidel games only, they may appear in the main dungeon. Their difficulty is slightly lower than what their level and attacks might suggest. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. Sup fuckers! To start off, this is who I am: I'm an autistic, male, straight ally, whose favorite 40k legions are 19 and 12. He/him, nothing else. I haven't ever ascended, even on Explore Mode, but I'm hoping to change that. LlamaLegate (talk) 19:36, 5 March 2020 (UTC) You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User talk:Swampman You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Mercenaries =_=_ Undead slayer =_=_ SpliceHack/Special Levels =_=_ Mercenary Mercenaries are human and considered part of the Yendorian Army; they have special rules for generating their starting weapons and armor, and are among some of the relatively few monsters that can be bribed. All mercenaries are chaotic, and are not valid polymorph forms. As fighters, they only have one weapon attack and lack monster magic resistance, though the higher-ranked mercenaries have a slightly higher resistance stat and are capable of two weapon attacks per turn. Mercenaries will follow the player to other levels, even if they are currently peaceful; like all humans, they do not respect Elbereth. Mercenaries start with weaponry varying from short swords to silver sabers, and armor varying from leather armor to crystal plate mail; most can also be generated with gloves, boots, helmets, shields, and wands. In addition, Yendorian army foot soldiers (i.e. those that are randomly generated) may also receive C- or K-rations. The exact contents of each trooper's inventory is dependent on their experience and rank. Higher-ranked mercenaries randomly take one of two primary weapons with equal probability, and also have a chance of taking a knife as a secondary weapon. Sergeants choose either a flail or a mace; lieutenants choose either an ordinary broadsword or a long sword; and captains (including watch captains) choose either a long sword or a silver saber. The game uses a complicated procedure to outfit each mercenary with a selection of armor giving roughly the target AC. If the soldier is unlucky, they might be given less armor; if they are lucky, they might be given enchanted armor that takes them beyond the target. Each mercenary is generated with one suit of body armor, and will always receive leather armor at bare minimum. All ranks are eligible for ring mail or studded leather armor; sergeants and above, including guards, are eligible for splint mail or banded mail; and lieutenants and captains, including watch captains, are eligible for plate mail or crystal plate mail. In addition, mercenaries of all ranks may be randomly generated with any of the items from the following list: There is no guarantee that any particular non-body armor slot will be filled, and they can be given multiple items for any slot. Yendorian army fighters that are randomly generated have a chance of being generated with a K-ration, and an independent chance of being generated with a C-ration; sergeants and above also have a chance of being generated with a bugle. All mercenaries can be bribed by throwing gold at them, which will turn them peaceful if successful. The amount of gold necessary for this is as follows: In some variants, some mercenaries are made into "racial monsters", meaning that they can be of various creature types, such as elves, orcs, and dwarves - this may be accompanied by changes to the inventory they are generated with, e.g. foregoing boots for a centaur watchman. These mercenaries will still appear as to the player. =_=_ M2 MERC =_=_ User:Chris/dNetHack/Notes on jonadab's proposal I like that the Wizard's tower is realatively high up in gehennom. It allows new players to see and wonder about it as they go by. Note that a player that completes Nabokos can descend down Sokoban via the pits, potentially claiming the per-level treasure without completing the puzzels. =_=_ User:Chris/Scratchpad =_=_ NetHack 3.6.6 NetHack 3.6.6 is the 36th public release of NetHack. It was released on March 8th, 2020. This release fixes a security vulnerability that existed in versions 3.6.1, 3.6.2, 3.6.3, 3.6.4 and 3.6.5, as well as some more minor bugs. There were no new gameplay features. < ref > https://github.com/NetHack/NetHack/blob/NetHack-3.6/doc/fixes36.6 < /ref > This release fixes CVE-2020-5254. < ref > https://nethack.org/security/CVE-2020-5254.html < /ref > As with the security bugs fixed in 3.6.4 and 3.6.5, this bug was reported to the DevTeam by security researcher David Mendenhall, who also explained that the bug can be used to glitch the game. < ref > https://dpmendenhall.blogspot.com/2020/03/nethack-366-or-how-to-glitch-nethack.html < /ref > =_=_ Sacrifice/ko If you receive an artifact, you get the message "An object appears at your feet!", and your god will tell you to "use my gift wisely!" Your wisdom is exercised, your prayer timeout is set to rnz(300 + 50 & times; Number of existing artifacts), and your skill in using the artifact's type of weapon becomes unrestricted, allowing you to advance to Basic skill level if you could not before. The artifact will also be made erodeproof and set to at least +0; it will not be cursed. Your first gift will be a co-aligned artifact that does not hate your current form, if any such artifacts are available. Some roles have a guaranteed first sacrifice gift, which is noted below; its alignment will be adjusted to your starting alignment at the beginning of the game if necessary. However, the requirement that the first gift be co-aligned (with your current alignment) takes precedence over the role-specific selection; so, for example, a Samurai that has converted to Chaotic will receive a chaotic artifact as the first sacrifice gift. Excalibur, quest artifacts, < ref name="spfx_nogen"/ > and cross-aligned artifacts cannot be gifted. < ref name="alignment"/ > If you offer the Amulet on a cross-aligned high altar, that altar's god gains dominion over yours and allows you to escape in celestial disgrace. If you offer the Amulet on the high altar to Moloch in the Sanctum, Moloch 'mercilessly snuffs out your life', or if you have life saving, disintegrates you into a pile of dust, ignoring disintegration resistance. (If you somehow survive that, you again escape.) Offering a cheap plastic imitation of the Amulet of Yendor on a high altar gives a penalty of -1 luck and no other effect. However, if the amulet was identified as a fake, the penalty is instead -3 luck, -1 alignment and your god getting angry by 3. Offering a real or fake Amulet on a non-high altar does not end the game. If the altar is an unaligned altar in Gehennom, your god gets angry and Moloch smites you. Otherwise, if hallucinating, 'You feel homesick'; or if the altar is co-aligned, 'You feel an urge to return to the surface'; otherwise, 'You feel ashamed'. The check for same race is done before the check for a former pet and ignores the check for age, so same-race corpses are always fit for sacrifice until they rot away completely. This is just about the only time an undead creature is a valid sacrifice. Keep in mind that werecreatures are considered human, so sacrificing them if your character is human will have the consequences described above. 길들여진 상태에서 사망한 생명체를 번제하는 것은 일반적으로 당신의 성향치를 3 잃게 만들고 몬스터 자극 본능을 얻으며 "So this is how you repay loyalty?"라는 메시지를 받습니다.. 애완동물은 & minus;1의 번제 가치를 가지므로, 이것은 해당 제단의 신이 분노하는 결과만 불러올 것입니다. 그 시체는 소모되지 않을 것입니다. Former pets that have gone feral no longer count as pets, and may be killed and sacrificed as usual. Attempting to convert an altar while your alignment is negative (or using a unicorn of your alignment; see below for details) may convert your alignment to that of the altar, take away 3 of your Luck and increase your prayer timeout by 300 ("You have a sudden sense of a new direction"). Changing your alignment by any means resets your alignment record to zero. This can only be done once per game on a non-unaligned altar; if this happens before you have been admitted to the quest, the game will be unwinnable. If you try to convert yourself a second time, or you sacrifice on unaligned altar in Gehennom, your sacrifice is rejected, you hear the voice "Suffer, infidel!", get & minus;5 to Luck, & minus;5 to alignment score, & minus;2 to wisdom, +3 to anger, and, unless in Gehennom, you are punished by your current deity. If you sacrifice on cross-aligned high altar, you don't convert it or yourself. Instead, you are attacked by the altar's deity. As with coaligned altars, if you get a message saying "Nothing happens", then the corpse was too old and, indeed, nothing happened. Sacrificing 유니콘s is complicated because the altar's alignment, your alignment, and the unicorn's alignment all factor into the outcome. A unicorn's alignment is represented by its color. The white is lawful, grey neutral, and black chaotic. The points to remember are: Each time you sacrifice a unicorn of a different alignment on your own altar, you get a +5 boost to your alignment and the message "You feel appropriately {lawful | neutral | chaotic}", or "You feel you are thoroughly on the right path" if alignment is at maximum. In SLASH'EM, in addition to the usual benefits of sacrifice, you may have wielded and worn items blessed by your god, or minions granted as pets. The blessing effect extends to any wielded or alternate-wielded item, not just weapons. Additionally, due to the many new artifacts in SLASH'EM, there is much more variation in the types of artifacts you may receive. All of the above SLASH'EM rules also apply to Slash'EM Extended, but offering any corpse on an altar also carries a 1% risk of the altar disappearing permanently. Until NetHack 3.6.0, if the first sacrifice gift did not find any eligible artifacts, then no artifact gift would be given at all. This would most commonly happen with elven Priests or Rangers who named Sting and Orcrist in the hope of guaranteeing Stormbringer as their first gift, only to fail because Stormbringer had been generated in bones already. This would make it impossible to get any sacrifice gifts for the entire game unless they were to change their alignment. Changing your alignment would give an alignment bonus if you were lawful or a penalty if you were chaotic, instead of resetting your alignment record to zero. =_=_ Binah sephirah =_=_ Malkuth sephirah =_=_ Chokhmah sephirah =_=_ Gevurah sephirah =_=_ Yesod sephirah =_=_ Daat sephirah =_=_ Numberpad =_=_ Windows NT You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ The Banes =_=_ Talk:The Banes =_=_ Light sources =_=_ Talk:Light sources =_=_ Horror (dNetHack) The horror is a type of monster appearing in dNetHack. They are part of the class, which in dNetHack indicates an "unknown abomination". There are three species & mdash;the shambling horror, stumbling horror and wandering horror; the statistics for each of these species are randomized every game. The horror then gets up to 17 flags of each type (resistances, resistances conveyed, movement pattern, etc.), with the following conditions: You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User talk:Mackeyth You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Spell of turn undead =_=_ M2 UNDEAD =_=_ Security Sometimes security issues are found in NetHack. These are more serious than usual bugs because they can assist a malicious user in gaining too much access to your computer, or even taking control. This is especially relevant for public servers, which allow large numbers of strangers to play NetHack on a sysadmin's machine. Usually, if the DevTeam knows about a security issue in NetHack, they will disclose it to the public after a fix is available. Buffer overflow in GNOME libraries 1.0.8 allows local user to gain root access via a long --espeaker argument in programs such as NetHack which produces this footnote. These references don't specify which version of NetHack they're referencing, nor which directory the file is in, and thus are somewhat ambiguous. The template will attempt to patch these problems up (via assuming NetHack 3.4.3, the statistically most common version at present, and consulting a list of filenames to determine the directory). However, please try to specify at least the version explicitly, to avoid problems with future NetHack versions (most likely, for new references you don't want to cite 3.4.3 anyway). Unlike the old ambiguous references, these references will not break as new versions of NetHack are released, and also make it easy to identify which articles are referenced to an old version (and thus may contain out-of-date information). which produces this. This is not identical to specifying < code > version=NetHack 3.6.0 < /code > , but faster to write and saves space in the edit box. Alas, it would not eliminate the error message 'Page with an unversioned refsrc'. Again, as this is case-sensitive, "nethack" as a parameter name should have all small letters. The directory part is technically optional as long as the filename is unambiguous and the file is in one of the major directories ( < code > src/ < /code > , < code > include/ < /code > , or < code > dat/ < /code > ) – the template will consult a list of filenames to resolve the ambiguity – but providing it anyway may help avoid confusion. SLASH'EM code is stored on this wiki without the use of subdirectories, so for the time being, you'll need to omit those when referencing SLASH'EM code. The above example looks like this. UnNetHack allows you to link to a particular commit on GitHub or revision on SourceForge, rather than a particular version. It looks like this for the repository on GitHub and like this for SourceForge. You will need to specify the subdirectory explicitly, because there is no filename list available for UnNetHack. =_=_ Spell of extra healing =_=_ Thiefstone Applying or rubbing a non-cursed thiefstone on an applicable item will teleport that item to the stash area, but not the thiefstone itself; all non-cursed thiefstones can teleport magical items this way, and blessed ones can also teleport gems and gold. Throwing a blessed thiefstone at a gold golem and hitting it will teleport the golem to the square where its 'stash' is located; this includes players polymorphed into gold golems, but will never work on anything carrying the Amulet of Yendor. Due to a bug, throwing is the only method that works on gold golems. < !--The original wording is slightly ambiguous, clarification would be lovely.-- > Thiefstones are highly inconvenient to come across for an unwary player, especially if it steals a vital magical item from you and ends up in a hard-to-reach spot early in the game. However, a non-cursed thiefstone can prove handy to keep around, as it provides a means of "automated" stashing for items and gold without having to travel directly to that stash's square; thiefstones can also be used to informally identify magical items. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Talk:Plot This seems extremely redundant and could likely be folded into the introduction article, and I think the structure of the game is elaborated on in other articles; commentary on roguelikes and sparse plots could be saved for that article I'm sure. --Umbire the Phantom (talk) 14:33, 24 March 2020 (UTC) =_=_ User:Umbire the Phantom/Luck item A luck item is a general term for any item in NetHack that changes your Luck and Luck timeout, such as a luckstone. Specifically, many artifacts are designated to "act as a luckstone" when carried, and function in the exact same way as one in addition to any other effects. Since all luck items in vanilla NetHack outside of the luckstone are quest artifacts, the ability to obtain a luck item can render the guaranteed luckstone within Mines' End redundant; such characters may elect to postpone their trip to the Gnomish Mines in favor of Sokoban, for example, or else will choose not to proceed beyond Minetown. On the other hand, players may want a luckstone to tide them over until they obtain their luck item. There is little tangible benefit to carrying multiple luck items outside of a container; with non-negative base Luck, blessing is not strictly necessary in terms of luck timeout, except to prevent the luck item becoming cursed. However, other luck items are often preferred over plain luckstones due to the other benefits from their base items; as all of them are also quest artifacts, they are intelligent and will resist the curse items spell 80% of the time, making blessing them an unambiguous boon. The November NetHack Tournament introduces the Really Cool Shirt, an artifact T-shirt given for completing the dev team's quest that acts as a luckstone while carried. =_=_ Discworld You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Castle (UnNetHack) The new Castle variants have some basic similarities to the original: The player always enters the level somewhere in the maze, the main entrance is blocked by a drawbridge, and there is a large number of monsters inside for the player to fight through. The main rewards are a wand of wishing, along with storerooms filled with many weapons and armor. Trapdoors to the Valley of the Dead can be found inside as well. All castle versions are no-teleport levels, and only the maze can be dug through. Three sharks, jellyfish, giant eels, and electric eels lie scattered in the moat, and four dragons are in the turrets overlooking the drawbridge, which will use their breath on anyone trying to open it. Inside the castle, there are two barracks guarding the storerooms, five centaurs watching the trapped hallways, two fire elementals and fire vortices in the lava chamber, and a Titan (25%) or V (75%) sits on the throne, accompanied by two E, H, L, M, N, O, R, T, X, and Z (one of these types will be missing). Trapdoors block off the left side of the castle, necessitating finding a way to cross the gaps to get to the storerooms and chests. The storerooms behind the barracks each contain 15 pieces of armor and 15 weapons, and the 5 chests placed in the castle contain the following items: Climbing the upstairs from the Valley of the Dead puts the player on the left side of the level, necessitating a way to cross water if the player wants to backtrack (the guaranteed water walking boots in Vlad's Tower can help with this). It is possible for the Xorns to eat the iron bars or for an acid dragon to dissolve the iron bars, releasing the dragons from the turrets or, in the case of the Xorns, open up entrances at the back of the castle. Overlooking the drawbridge is a barracks equipped with bows and arrows, two of which will be a blessed +0 elven bow and blessed +1 bow, and chances at silver arrows or blessed, enchanted elven arrows. In the throne room is a T sitting on the throne, accompanied by ten L, E, R, T, and/or O, who will be given a partisan, ranseur, septum, and bill-guisarme to help fight the player. The alcoves overlooking the throne room each contain a chest, and are guarded by secret doors, 4 iron golems, and 6 dragons. One of the chests will have the wand of wishing (chest is untrapped and on a burned Elbereth), while the nine others have random loot. The two barracks at the top, in addition to the usual members of the Yendorian army, will have 11 pieces of armor and 7 weapons each for the soldiers to use. There are also four prisoners at the end of the left wing, two of which will be peaceful, and two trapdoors, a peaceful fire giant, and an ochre jelly in the right wing. Climbing the upstairs from the Valley of the Dead puts the player in the small building with the hole on the right side; the three boulders placed nearby are there to help the player get back to the maze. Note that rust monsters in the throne room may eat the iron bars, releasing the iron golems and dragons to fight with the rest of the mob. Both new versions of the castle expose the player to dragon's breath before they can access the wand of wishing; this makes reflection even more important to acquire, as the wand of wishing is now a much riskier dive if one wants to get reflection from it. =_=_ Fire and frost horn Applying a fire or frost horn with charges left will prompt you to improvise; if you answer yes, the game will ask the player for a direction, and the horn will emit a ray of fire or cold respectively. This will auto-identify the horn. For each application of the horn, a number X is chosen between 6 and 11 inclusive. Each monster hit with the ray will then be dealt Xd6 damage, unless it resists the respective element. (Contrast this with the respective wands, for which the X always equals 6.) Frost horns also deal Xd3 additional damage to monsters resistant to fire but not to cold, and fire horns deal 7 extra damage to monsters resistant to cold but not to fire. An uncharged fire or frost horn behaves the same as a tooled horn; answering no to the "Improvise?" prompt also lets you play the horn as a musical instrument without using up any charges. The horn can be recharged an unlimited number of times, but can only hold up to 20 charges at once. Each recharge adds 1d4 charges, or 2d4 if the scroll is blessed. Apply an unidentified horn as soon as you find it. If it produces an item, it's a horn of plenty and it will be auto-identified as such. Otherwise, you can choose not to improvise to conserve a charge. Tooled horns can be eliminated by price identification (they cost only 15 zm); a horn that costs 50 zm and doesn't produce food must be either fire or frost. There's no way to tell the two apart without direct identification or spending a charge. Fire and frost horns are offensively superior to their wand counterparts, dealing about 40% more damage on average. They are also not destroyed by shock attacks. Fire horns cannot be used to engrave Elbereth, however. Even after spending all the charges the horn is useful, as it becomes able to scare monsters. Recharging them is generally unwise, as by the time you have ample access to charging, you should also have collected more elemental wands than you could ever use, allowing you to save your charging scrolls for more important purposes. A player that gets the PYEC and an elemental horn early may be an exception to this advice, though. In FIQHack fire and frost horns deal (experience level * d6) damage. This generally makes these horns less dangerous in the early game. =_=_ Talk:Sharur You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Talk:Swap weapons Does swapping weapons use a turn? In a critical situation, what's better: getting in a hit with the weapon already wielded, or swapping to a badder one? Netzhack (talk) 20:14, 2 April 2020 (UTC) You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ To-hit/ko 비-방사선 주문은 다르게 작동합니다. 포스 볼트 주문은 d20의 값이 (10 + 상대의 AC)보다 낮을 경우 민첩이나 기술에 무관하게 명중합니다. 다른 일직선과 무방향성 주문은 항상 명중하지만, 저항받을 수도 있습니다. =_=_ User talk:Crowther You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Talk:Water dolphin So I don’t know if these are intended, if they’re bugs in dNetHack, or just errors in the info box, but I don’t think these water dolphins are biologically accurate. =_=_ Trinsic You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Spellbook of genocide It could never be written and was not associated with any spell school, as these features did not yet exist in any version of NetHack which had the spell. Casting the genocide spell would give the same effect as an uncursed scroll of genocide, allowing you to wipe out a single species. Since skills did not yet exist, you could not get the effect of a blessed or cursed scroll of genocide from this spell. =_=_ Template:Amulet of This template works by calling , to allow < code > < nowiki > < /nowiki > < /code > as an alternative to < code > < nowiki > < /nowiki > < /code > . See Template:Of for details on the available parameters and how to use them; all of them will work the same for this template. =_=_ Template:Potion of This template works by calling , to allow < code > < nowiki > < /nowiki > < /code > as an alternative to < code > < nowiki > < /nowiki > < /code > . See Template:Of for details on the available parameters and how to use them; all of them will work the same for this template. =_=_ Template:Spellbook of This template works by calling , to allow < code > < nowiki > < /nowiki > < /code > as an alternative to < code > < nowiki > < /nowiki > < /code > . See Template:Of for details on the available parameters and how to use them; all of them will work the same for this template. =_=_ Template:Wand of This template works by calling , to allow < code > < nowiki > < /nowiki > < /code > as an alternative to < code > < nowiki > < /nowiki > < /code > . See Template:Of for details on the available parameters and how to use them; all of them will work the same for this template. =_=_ Template:Ring of This template works by calling , to allow < code > < nowiki > < /nowiki > < /code > as an alternative to < code > < nowiki > < /nowiki > < /code > . See Template:Of for details on the available parameters and how to use them; all of them will work the same for this template. =_=_ Template:Scroll of This template works by calling , to allow < code > < nowiki > < /nowiki > < /code > as an alternative to < code > < nowiki > < /nowiki > < /code > . See Template:Of for details on the available parameters and how to use them; all of them will work the same for this template. Skrizzle is currently pissed at the RNG, so he's off playing games on Friv these days. Nonetheless, you're welcome to leave him a < s > complaint < /s > message if you like, maybe he'll call. =_=_ User talk:Robindouglasjohnson You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Talk:Racial equipment Is there any reason iron shoes shouldn't be considered orcish as well as dwarvish? They're generated on orcs as well as dwarfs, and they don't have either in the name. I used them in my orcish ascension. --Robindouglasjohnson (talk) 09:49, 13 April 2020 (UTC) =_=_ Alignment/ko Altars to the evil god Moloch are considered unaligned & mdash;that is, not lawful, neutral or chaotic. Additionally, some artifact weapons are non-aligned. This only means that they express no preference for the alignment of their wielders, not that they are in some way allied to Moloch. The interactions between objects of different alignments are many and varied. Two things are co-aligned when their alignments are the same, or cross-aligned when they are different. You choose your alignment during character creation. If you choose any race except human, your alignment is assigned implicitly: dwarves are lawful, gnomes are neutral, and elves and orcs are chaotic. Humans may explicitly choose their alignment, although most roles have restrictions on permissible alignments. For example, Barbarians cannot be lawful, Cavemen cannot be chaotic, and Knights must be lawful. There are two ways to change your character's alignment. Wearing a helm of opposite alignment changes your alignment temporarily, and sacrificing at a cross-aligned altar under certain circumstances can convert your alignment permanently. If you permanently change your alignment before doing your quest, however, the game will be unwinnable. A monster's alignment is entirely different from the player character's alignment or alignment record, and is used primarily to determine whether it is peaceful or not toward you. Monsters can be lawful, neutral, or chaotic; the Wizard of Yendor and priests of Moloch are unaligned. Alignment is determined by the integer < tt > maligntyp < /tt > of < tt > struct permonst < /tt > declared in permonst.h; a positive integer is lawful, 0 is neutral, and a negative integer is chaotic. Thus, while monsters of the same type actually have the same alignment, some lawful monsters are more strongly lawful than others, for instance, while some chaotic monsters are more strongly so than other chaotic monsters. A neutral monster in this context is simply any monster that is neither lawful or chaotic. White unicorns are lawful, gray ones are neutral, and black ones are chaotic. Unicorns are especially important, as your god expects you to respect co-aligned unicorns, and sacrificing cross-aligned ones is highly valued. Co-aligned altars can be used to pray and offer sacrifices to your god. Cross-aligned altars can be converted, but this is not always wise if there is an attendant priest. Most artifacts have an alignment. If the artifact is not intelligent, then you have only a chance of being blasted if you have a different alignment from the artifact or have a negative alignment record, or are in the form of something the artifact specially attacks; damage is 4d4 (2d4 if you have magic resistance). If you have enough HP to survive the blast, you will be able to use the artifact. Intelligent artifacts can emit much stronger blasts; they might also "evade your grasp", meaning that you are unable to use them. Branches of the dungeon can be aligned in the sense that monster generation in that branch is biased toward monsters of that alignment. The three alignments of NetHack probably originate from the first edition of Dungeons & Dragons. D & D gods have a specific alignment, and their worshipers are also of that alignment. Later D & D editions include a second axis of alignment: good, neutral, or evil. This results in nine combinations, such as "chaotic good" or "true neutral". Before D & D introduced the good & ndash;evil axis, some players had equated "lawful" with "good" and "chaotic" with "evil"; games like ADOM follow this idea. Perhaps this is why D & D added the second axis. Many computer games, like NetHack, did not include this complication. Unlike D & D, which has numerous plots, NetHack always follows the same story of taking that Amulet of Yendor from Moloch. Thus, in NetHack, alignments can be compared by how they relate to that story. For a lawful character, think law and order. Perhaps the surface world has evil Knights and Samurai supporting tyrannical empires, but it is hard to believe that our Knight or Samurai seeking the Amulet is anything but good. They avoid murder and shoplifting, the Knight keeps a code of conduct, and the Samurai maintains honor. Perhaps other lawful roles need not act so good. A neutral character does not much care about alignment. Most of the special effects of alignment are for lawful or chaotic characters. The neutral character just wants to obtain the best artifacts and win immortality. He or she might be planning from the start to take a helm of opposite alignment to the Astral Plane and just offer the Amulet to the closest high altar. A chaotic character aims for convenience and cares not for order. In contrast to the lawful characters' like of social settings and orderly group activity, chaotic characters prefer individual action and are perhaps most suited to a one-player game like NetHack. Chaotic characters can keep pets as well as lawful and neutral characters can, before they take out Stormbringer. Every elf is chaotic. NetHack & #39;s elves may be the size of humans, but they are not of Tolkien. Of elves, the rec.games.roguelike.nethack FAQ says that "there's hundreds of years of tradition of the land of Faerie being one where human concepts of law simply do not apply." Demons would seem to be a special case. They are evil almost by definition, and yet both lawful and chaotic (but not neutral) variants exist. If you polymorph into a demon, no matter what its alignment, you will be damaged by holy water and healed by unholy water, and be unable to pray to any but a chaotic god. It appears that for demons, "lawful" is equivalent to the D & D alignment "lawful evil", and "chaotic" to "chaotic evil", instead of the good & ndash;evil axis that describes players and other monsters. D & D divides its fiends into lawful evil "devils" and chaotic evil "demons", but NetHack makes no such distinction. In SLASH'EM, lawful characters get much more powerful minions than others, and they can get minions by praying with low HP as well as sacrifice. However, lawful characters will anger their god if they drink a potion of vampire blood. =_=_ Wish/ko The castle always has a wand of wishing in a chest in one of the four corner rooms. Unless you are trying for wishless conduct, you should be able to do some wishing before you enter Gehennom. You cannot usefully wish for a wand of wishing or a magic lamp. < ref > Technically, you may wish for a wand of wishing, but there is only a 10% chance you can wrest the final charge out of what you get. Wishing for a magic lamp gives you an oil lamp. < /ref > This is to guard against infinite wishes. You also cannot wish for your own quest artifact, although you may wish for those of other roles. Wished-for quest artifacts will "evade your grasp" unless your alignment matches the artifact. (Check Hugo/O'Donnell NetHack Artifacts Spoiler for artifact alignments.) You cannot wish for the Amulet of Yendor or for any of the unique items required to obtain it (the Bell of Opening, the Candelabrum of Invocation, and the Book of the Dead). When wishing for a stackable item, you may wish for more than one. If the amount you wish for is less than the roll of a d6, you get the desired amount; otherwise you get only one. Ranged weapons aside from the ones listed, including javelins, daggers, spears, knives, gray stones, and gems, follow the same rules as any ordinary stackable item. Most players wish for 2 or 3 items. Wishing for 3 gives more items when averaged over many wishes, but wishing for 2 is more likely to increase the effectiveness of the current wish. When wishing for an item that can be enchanted, you may specify the enchantment. If the enchantment you wish for is less than or equal to the roll of a d5, you get the desired enchantment; otherwise you get +0. If your Luck is negative, any enchantment higher than +2 will automatically become negative. This check takes place after the game decides whether it will grant you your specified enchantment, and it only applies for armor, weapons, and weapon tools. If you want to wish for a +6 wand of striking (a bad idea most likely) while your Luck is negative & mdash;assuming you get the wand at all & mdash;you will get a wand of striking with between 4 and 6 charges, just as if your Luck were positive. As with quantities, most players wish for +2 or +3 equipment. +3 gives the best average enchantment, but +2's slightly lower average is less chancy. (If you're intending to immediately enchant the item further, however, +2 is strictly better because a blessed scroll is more efficient on a +2 item than on a +3; after using a single blessed scroll on the newly created item, the average enchantment is 3.6 for the +2 case versus only 3.5 for +3.) < ref > Strictly speaking, this is a somewhat self-defeating argument: we say that +2 is better despite a lower average enchantment, and then we "prove" it with another average enchantment figure. A more accurate metric would be the average number of scrolls it takes to raise the item to +5 (for most armor) or +7 (for elven armor and weapons). Wishing for +2 as opposed to +3 does save ~0.030 and ~0.019 scrolls in the +5 and +7 cases, respectively, but this data may be a bit too in-depth for the article. < /ref > +4 and +5 have lower averages than +3 and are more risky as well, so those are usually not used. +1 is certain to work, but its average enchantment is much lower than that of +2 or +3, so it's usually not a good choice unless you are illiterate and unable to enchant items yourself. The other possible enchantments are obviously not ever very useful, unless you actually want nonpositive enchantment for some bizarre reason. When wishing for wands or chargeable tools, an enchantment written as "+x" will be interpreted as a wish for x charges. Conversely, a wish for a "dagger (y:x)" is a wish for a +x dagger (the first number has no effect). This occurs because charge and enchantment are the same variable in the structure for objects in NetHack, hence there are no simultaneously enchantable and chargeable objects. You can specify whether the item should be blessed, uncursed, or cursed. If your Luck is zero or greater, your preference will be respected. If your Luck is negative, explicitly wishing for a "blessed" or "uncursed" item will yield a cursed one instead. (Wishing for a "cursed" item still works.) If you do not specify a beatitude, the item will have a random beatitude as if the item had been randomly generated (regardless of Luck). Specifying a negative enchantment as part of the wish (even "-0") will implicitly specify "cursed" unless you specify a beatitude explicitly. You should almost always wish for blessed items, unless you have negative Luck, or specifically want a cursed potion or scroll. Magic markers should be uncursed, so that cursed paper will produce cursed scrolls. If you desire both cursed and blessed copies of an item (such as scrolls of genocide or potions of gain level), consider wishing for cursed ones, since it is easier to bless items than it is to curse them. You can ask for an item to be "rustproof", "erodeproof", "corrodeproof", "fixed", "fireproof", or "rotproof". If your Luck is non-negative, and the item is subject to erosion (or is a crysknife), your preference will be respected. NetHack does not discriminate between the different types of erosion-proofing, so you may wish for "corrodeproof speed boots" or a "fireproof crysknife", and the game will substitute the appropriate type of protection. Thus, some players recommend making it a habit to add "fixed" to every wish, to reduce the chance of forgetting to erosion-proof something. If you wish for a tin containing a monster that has been genocided, you get an empty tin. Wishing for a tin containing a unique monster, a monster that cannot leave a corpse, or a monster giving zero nutrition (such as a wraith) will instead produce a random tin. You can also wish for tins of spinach. You may not wish for the corpse of a unique monster, or a monster that cannot leave a corpse; doing so will produce a random corpse. Wishing for the corpse of a quest guardian will instead produce a corpse of the corresponding role monster. A partly eaten corpse is lighter than a non-eaten one, so many players prefer those when wishing. If you wish for an egg from a monster that cannot lay eggs, you will get a random kind of egg. Wishing for a "Scorpius egg" will give you a scorpion egg. You can wish for an egg from a genocided species, but the egg will never hatch. Although you can wish for a specific number of charges (e.g. "wand of death (0:7)"), in a normal game you will always receive the lesser of the number of charges you wish for or the number of charges you would otherwise receive, making this an undesirable option. The capability was designed for wizard mode, where you always receive the number of charges you wish for. You can also wish for charges by specifying an enchantment (so a wish for a "+7 wand of death" is equivalent to the above). Wishing for a "+10 magic marker" is a bad idea, because it will have at most 10 charges. Sometimes, a player gets a wish prompt (for example from a throne or a smoky potion), but wants to keep the wishless conduct. In this case, the player can wish for "nothing", "none", or "nil" to avoid breaking the conduct. The best use of a wish depends heavily on your situation in the game. Here we give some general advice for early and late game situations. This advice is only a guideline and does not apply to all situations. In some cases, if you already have everything you need, the best thing to do with a wand of wishing or magic lamp is to save it for later. Experienced players are able to weigh the value of an unused available wish and compare it to the benefit that would be provided by the most valuable item in the game in that situation. For inexperienced players, there is no substitute for experience & mdash;play and learn! The rest of this discussion assumes that you have a way to recharge your wand, if the wish is from a wand of wishing. The most common source of early wishes is a magic lamp (if you disregard slightly suicidal early level fountain quaffers). As a rule, the best item to wish for early in the game is either gray or silver dragon scale mail, unless you are playing a Monk: Which one you should wish for is somewhat situational; if you already have one extrinsic, you should wish for the DSM which provides the other. For example, a Wizard starts with a cloak of magic resistance, and would prefer SDSM. A character who gets the amulet of reflection from Sokoban, on the other hand, would be better served by GDSM. If you have neither magic resistance nor reflection, the choice is somewhat more difficult; see GDSM versus SDSM for a more detailed discussion of the merits of each. For a Monk, the choice is drastically different, due to the large penalty for wearing body armor, which is especially problematic early in the game. Another class's quest artifact is a good choice for a lawful or neutral Monk (see below). However, due to the absence of chaotic quest artifacts that provide magic resistance, a chaotic Monk needing magic resistance should wish for a "blessed greased fireproof +2 cloak of magic resistance" (or +3). Alternatively, when magic resistance is not the highest priority, common and useful single wishes include speed boots or gauntlets of power. The Master Key of Thievery is another option for a chaotic Monk due to the extremely useful half physical damage property, but be wary of its artifact blast. A somewhat rarer source of wishes early in the game is a wand of wishing. With a wand of wishing, you will usually want to wish for some or all of the following items, depending on what you already have: dragon scale mail (gray or silver), amulet of life saving, some artifact weapon (unless you're planning to sacrifice for one), a bag of holding (if Sokoban doesn't provide one), and speed boots. All of the above should be blessed, and weapon and speed boots should be also fireproof. Some players wish for 2 blessed scrolls of charging, or a blessed magic marker, in order to access all the wishes immediately. You may also consider wishing for a quest artifact (see ), but its artifact blast might kill you. If you encounter a wand of wishing in a shop, it is easy to price identify because its base cost is 500, shared only with the wand of death. If you have a pet with you, stealing the wand is easy enough. Those who were already planning to use a powerful pet (e.g. pacifists) might wish for a blessed figurine of an Archon; this carries a 10% chance of backfiring, and a 10% chance of being wasted. Do not wish for a pet unless you are prepared to take care of it. Failing this, it is best to simply find 500zm worth of junk to sell to the shopkeeper and then buy the wand. If you're really not sure of your character's ability to survive long enough to do that, it's also possible to simply wish for 5000 zorkmids, use some of them to pay the shopkeeper for the wand, and leave with a healthy monetary profit (and more to the point, a wand of wishing with only one charge spent). This is probably the lowest-risk strategy, but the potential rewards are lower too as gold is typically a waste of a wish. A more ostensibly "profitable" method is to wish for a wand of death and use it to kill the shopkeeper, though that entails the penalty for murder. If you need lots of items to complete your ascension kit, consider wishing for a wand of polymorph. This wand is a very powerful item for players who are not averse to polypiling. In most cases, it is far more efficient to polypile for ascension kit items and then wish for the few remaining missing pieces, rather than wishing directly for all the items from the start. An uncursed magic marker can be used to write cursed scrolls of genocide, which when read will summon a monster of your choice. This technique is often more efficient than wishing directly for monster-derived items, since a single uncursed magic marker (which takes one wish) can usually write at least four scrolls of genocide with recharging. For example, if your character is reasonably strong, you can obtain dragon scale mail by reverse genociding dragons instead of wishing directly for dragon scale mail. As another example, if you need a cockatrice corpse, it may be more efficient to reverse genocide cockatrices than to wish for a corpse directly. For maximum effect, use a burned Elbereth to protect yourself from the monsters while you kill them. Generally speaking you should not wish for cross-aligned quest artifacts. They will “evade your grasp” and fall to the floor, and you will be unable to pick them up. Early-game characters should also avoid wishing even for coaligned quest artifacts, unless they have enough current HP to survive the inevitable artifact blast. It is technically possible to carry multiple artifacts of different alignments through careful use of alignment conversion or a helm of opposite alignment, but this tactic is rarely employed. A helm of opposite alignment also cannot cause chaotic or lawful characters to become neutral, so the only way for such characters to use wished-for neutral artifacts is to permanently convert themselves at an altar. For lawful characters, the main contenders are the Sceptre of Might, the Orb of Detection and the Magic Mirror of Merlin, which all offer magic resistance. The Sceptre offers ring-less conflict and deals double damage against cross-aligned (non-lawful) monsters. The Mirror and the Orb both offer extrinsic telepathy; the Orb also offers half spell damage and functions as a crystal ball, but is much heavier than the Sceptre or Mirror. If you already have magic resistance, the Mitre of Holiness is worth considering for a spellcaster due to the energy boost it provides when invoked. The Eye of the Aethiopica is an especially valuable item for neutral Monks; due to armor to-hit penalty and weaponless martial arts, they will most likely spend a wish on magic resistance. Comparing the cloak and the MR-granting quest artifacts, energy regeneration stands out as extremely useful, since Monks are decent spellcasters and their starting spell (whatever it is) becomes vastly more powerful with energy regeneration. Branchport and telepathy are also big bonuses that are difficult or impossible for vegetarian Monks to get in any other way. The Eyes of the Overworld might be considered a lower priority than some of the others listed, but the astral vision they provide is useful for making the exploration of Gehennom less tedious without having to stockpile scrolls of magic mapping. However, if you can cast the divination spells of , , and at a Skilled level, then these combined also provide the key benefits of the Eyes, even revealing information about the entire map at once & mdash;though this of course requires obtaining the appropriate spellbooks and being able to cast them somewhat reliably. For chaotic characters, the Master Key of Thievery is usually considered better than the Longbow of Diana. No chaotic artifact grants magic resistance, making them somewhat less desirable than artifacts of other alignments. However, the Key still grants the very useful half physical damage and teleport control properties, in addition to warning and its invoke effect. If you want, you can just join #nethack on Freenode and ask them to suggest what to wish for. It helps if you know what items and perhaps spells, discoveries you already have. If what you enter at the "For what do you wish?" prompt cannot be parsed as a NetHack item, you will be notified ("Nothing fitting that description exists in the game.") and asked again. "Cannot be parsed" is a quite loose definition, though; for example, "figuring" will successfully be (mis-)parsed as "ring". However, you have at most five tries; after failing five times you will be given a random object ("That's enough tries!"). Pressing at the prompt will result in a random object being given to you. This breaks the wishless conduct. Pressing any of the arrow keys will have the same result as their representation contains an escape character. NAO's patched NetHack version only clears the input if you press escape; if the input line is already empty, pressing escape will have the same effect as in vanilla NetHack, however. In SLASH'EM, there are not only several new ways to obtain wishes, there are many new targets for wishes and many other chances and ways to get ascension kit items that would be good wish targets in vanilla. The following are some key points to bear in mind. SLASH'EM has two additional wish sources: pills and gypsies, of which the latter is the more important. A common mid- to late-game technique for a character who has a significant number of identified gemstones is to reverse genocide gypsies, which guarantees several wishes if the player has enough gems. Because this can be done repeatedly, it makes wishes less of a rarity than vanilla. By the time a SLASH'EM player reaches the castle, they rarely need the wand. In general, SLASH'EM has an abundance of items compared to vanilla, given all the extra dungeon branches, not to mention the black market. If you happen to find an early wand of wishing or a mid-game magic lamp, you may want to hold off on using the last wish or two until you have cleared out some of these areas. Additionally, some items which would be wish targets in vanilla can be created by the process of upgrading common items in SLASH'EM, including: Additionally, wishing for any of the six artifacts of the alignment quests is forbidden (the Hand of Vecna, the Eye of the Beholder, Nighthorn, and the three alignment keys). Finally, polypiling is tougher in SLASH'EM because you need to dip an item in a potion of restore ability to make the change permanent; while this may not matter for items that can be used immediately such as potions, scrolls, and spellbooks, it has implications when polypiling for equipment like rings or amulets. In UnNetHack, wands of wishing are generated recharged once and therefore cannot be recharged. Thus, you may not want to use your first wish on scrolls of charging like in NetHack. Magic lamps can now be wished for, since wishes from them can only grant non-magical items. Projectiles can be wished for in quantities up to 100. (Daggers are not considered projectiles.) Chromatic dragon scales and scale mail and Thiefbane cannot be wished for; unidentified dragon scale mail is replaced by a random one. After development version r1580, wishing for chromatic dragon eggs is disabled. Wishing for statues or figurines of chromatic dragons, however, is allowed. See Chromatic dragon (UnNetHack) for details. Wishing for "reflecting/magic dragon scales (not mail)" is allowed only if you have identified it; alternatively, wishing for "guivre scales" or "leviathan scales" is fine, but you will need to observe these dragons in combat to know which property is held by which race. If you find a wand of wishing before meeting a dragon, and would like dragon scale mail, wish for glowing dragon scale mail, as at the very least you end up with a permanent light source and could end up with (one in five chance of) reflection or magic cancellation. See Dragon § UnNetHack for changes to dragons in particular. GruntHack allows monsters to wish for items. This can be performed either by a smoky potion or a wand of wishing (monsters never use magic lamps). Monsters wish for a scroll of charging if performed with a non-recharged wands of wishing. Otherwise, they wish for one of the following items, chosen randomly: Monsters will not wish for items granting properties they already have (for example, a strong monster will never wish for gauntlets of power and an Angel will never wish for a cloak of magic resistance). Additionally, they will never wish for things they cannot use (for example an Archon will never wish for a cloak of magic resistance, and monsters who lack gloves and aren't stone resistant will never wish for a chickatrice corpse). If chickatrices are genocided, monsters will wish for a cockatrice corpse. If cockatrices are also genocided, they will try to wish for the corpse anyway and receive a random corpse. In xNetHack, wands of wishing always explode when recharged and will turn to dust when they reach 0 charges. xNetHack also allows you to wish for magic lamps, but unlike UnNetHack, wishes from djinn are not restricted to non-magical items. Since you cannot get more than one wish from a magic lamp, the main use of this is for a permanent light source. The probability of successfully wishing for an artifact is changed to , where n is the number of artifacts you have received by wishing. Artifacts generated in any other way are not taken into account. This means the first artifact wish is guaranteed, and subsequent ones have probabilities of , , , etc. Although xNetHack implements object materials, the material of a wished-for item cannot be specified outside of wizard mode. An item received by wishing always has its base material. =_=_ User talk:PoolloverNathan You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Tapioca You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Instadeath/ko =_=_ Touch of death/ko =_=_ Genocide/ko Genocide can take place in the form of a scroll of genocide or you may get to genocide one monster when 왕좌에 #앉았을때. 왕좌로부터 얻는 학살은 항상 안전하며, scrolls may not be if they are cursed or if you are confused. 학살은 평화주의자 conduct를 깨트리지 않습니다. 현재 애완동물이나 평화적인 몬스터를 포함한 종을 학살하는 것은 패널티가 없습니다. but there is a small alignment penalty for a lawful that genocides a single human species; a chaotic gains a small boost to alignment for doing the same. Don't blessed genocide ; additionally, don't blessed genocide if you are a dwarf, if you are a gnome, or if you are an orc. And keep in mind that blessed genociding always wipes out the entire class even if you specify a particular monster. If you genocide your base race or role, you will die. Variants of your base race are safe to genocide; for example, as a gnome, you could genocide gnome lords or gnome kings, but choosing "gnome" to genocide is fatal. An amulet of life saving will not save you from death by genocide. This is usually only an issue with dwarves; see below. Genociding while polymorphed will result in a YAFM: "You feel dead inside." You will die if you revert back to your normal form, and the only way to survive is by wearing an amulet of unchanging, or either ascend or escape the dungeon before you unpolymorph. 저주받은 학살의 두루마리를 읽는 것은 지정된 몬스터를 4 & ndash;6 만큼 생성할 것입니다. This is what makes reading a non BUC-identified scroll of genocide dangerous. However, it can work to your advantage if the resulting monsters are useful and can be killed easily. Vegetarians can reverse genocide gelatinous cubes for the intrinsics once they can defeat them and take the acidic corpse damage. Monks going for speed runs or the pacifist and atheist conducts will find that useful, because they do not want to lose alignment for eating meaty corpses. Alignment loss is relevant, because of the early game alignment cap for speed runners, and because raising alignment is so hard for pacifist atheists. 역학살된 몬스터들은 어떠한 아이템도 가지고 스폰되지 않기 때문에, 이 방법으로는 리치들에게서 의식용 칼을 파밍할 수 없습니다.역학살된 몬스터는 어떠한 아이템을 가지고 생성되지 않으며, 이러한 방식으로 리치들에게 의식용 칼을 파밍할수 없습니다. They do leave death drops such as unicorn horns and dragon scales. The scroll of genocide is a useful escape item as it can instantly kill a monster which poses an immediate threat and cannot be dealt with in any other way. 예를 들어, 바다 괴물이 당신을 붙잡았고, a single monster about to take your last hit point, or a nymph who is robbing you blind. (님프는 그녀가 들고 있는 것은 무엇이든 떨어뜨릴 것이니, 당신은 훔친 물건을 되찾을 수 있을 것입니다.) 하지만 일부 몬스터는 학살이 불가능 하다는것을 알아 두십시오. 드래곤 (18) 숨결 공격이 위협적이지만, but trivial if 반사가 있다면. They also can give dragon scale mail, useful intrinsics when eaten, and often useful potions. 학살을 하지 않는 편이 낫습니다. It can be argued that many species are a source of useful items and properties, and hence genociding actually makes NetHack harder. 리치는 가끔씩 의식용 칼을 제공하고, 마인드 플레이어의 시체는 지능을 증가시키고, sea monsters are trivial for a well equipped player to deal with, etc. It is also impossible to polymorph into a genocided creature, which may limit your options in certain situations (such as using the mind flayer's mind blast to alert monsters to your presence). This viewpoint usually advocates genociding only mimics, as this will slightly increase the number of items present in shops, especially in Orcus Town. Another possible exception is sea monsters, which although trivial can be annoying or cause YASD by inattention. These are not randomly generated, so genociding them does not affect random generation. Since they typically live—and therefore die—in water, they are not normally a significant source of corpses or items (although electric eels are a potential source of shock resistance if you can recover the corpse). 전기뱀장어나 거대 장어 might make a good use of any single-species genocides that happen to be granted, saving mimics for a class genocide. 학살의 또 다른 문제는 그것이 더 어려워질 가능성을 증가시킬 수 있다는 것이다, ungenocidable monsters. This is especially true for the summon nasties monster spell - summon nasties is normally restricted to a set of monsters, however if a genocided monster would be created a random monster is generated instead, based upon normal monster generation odds. 만약 플레이어가 옌도르의 부적을 들고 있고 게헨놈 밖이라면 there is a decent chance that an Archon이나 Ki-rin will be generated, which are significantly more of a threat than the normal list of nasties and are capable of summoning nasties themselves. 마지막으로, 일부 넷핵 플레이어들은 저주받은 학살을 훨씬 더 중시하기 때문에 학살을 삼갑니다. In the mid-game, you can obtain bonuses from reverse-genocided monsters such as dragon scale mail, 운 increases, experience levels, attribute boosts, unicorn horns, intrinsics, and maximum hit point increases. 게임 후반부에, 일반적인 학살은 그다지 유용하지 않습니다. 왜냐하면 플레이어들은 어쨌든 학살 후보자들을 다룰 수 있을 만큼 강력하거나 숙련되어 있기 때문입니다. Reverse genociding gypsies is a source of up to 120 wishes: use one of the summoned gypsies to wish for a magic marker, write another cursed scroll of genocide, then repeat! You do need a source of gems or gold to do this, however such items are easily found in SLASH'EM, especially from greater golems. In Slash'EM Extended, a blessed scroll of genocide will run a check for every affected monster to see if it actually gets genocided. Monsters with a high MR as well as high-level ones are much less likely to be genocided, so it may be easier to remove liches and other high-level, high-MR monsters with uncursed scrolls instead. This behavior is actually part of the Lethe patch, too. Additionally, Slash'EM Extended has the scroll of mass murder from NhTNG that kills all monsters of the specified type on the current level. =_=_ Endgame (3.0) The Endgame is a defunct level that existed from NetHack 3.0.0 to NetHack 3.0.10. It is the precursor to the current End Game. The above core of the level is surrounded by a maze. Because the walls are undiggable, the only entrance is via the marked secret doors. Upon entry, the player must pass through seven chambers containing, in order, five random R (which, in practice, will always be rust monsters), six random L, six random N, eight random D and four krakens, five random H, six random O, and five random T. The final chamber contains a secret door which leads to a corridor connecting three islands, each with an altar of a different alignment. As in the current version, the amulet must be offered on the correct altar in order to win the game. =_=_ Destroy armor (monster spell)/ko =_=_ Lamp/ko =_=_ Rub/ko =_=_ Open/ko =_=_ Ring of teleport control/ko 텔레포트 제어의 반지를 감정하기 위한 하나의 방법은 반지를 낀 채로 (이상적으로 미저주 반지) 텔레포트를 하는 것입니다. (보통 텔레포트 함정이나 두루마리로) 만약 도착 지점을 지정할수 있다면 당신은 텔레포트 컨트롤 능력이 있는 것입니다. 텔레포트 제어의 반지를 싱크대에 떨어트리면 "The sink looks like it is being beamed aboard somewhere." 라는 메시지가 출력됩니다. =_=_ Tip/ko =_=_ Cure sickness/ko =_=_ Price identification/ko 기본 가격이란 다음의 기준들에 따라 정해지는 가격을 의미합니다: < ref name=getprice343 > Source:NetHack_3.4.3/src/shk.c#getprice < /ref > < ref name=getprice360 > Source:NetHack_3.6.0/src/shk.c#getprice < /ref > When you sell an item, the price will be the base price of the item, or the base price if you are a dupe. If you have not yet identified this type of item, or can't see its description for whatever reason, there is a 25% chance the price will be further reduced by 25%. < ref name=sell343 > Source:NetHack_3.4.3/src/shk.c#set_cost < /ref > < ref name=sell360 > Source:NetHack_3.6.0/src/shk.c#set_cost < /ref > You can test for this reduction (up to NetHack 3.6.0) by dropping an item and refusing to sell it repeatedly. The price of unidentified gems is an exception: it will be 3 to 7, 3 to 8, or 3 to 9 zorkmids depending on the shopkeeper. The same shopkeeper will always offer the same price for the same kind of gems. < ref name=sell343 / > < ref name=sell360 / > (Note that if you know your unidentified gem is glass, it is profitable to sell it before identifying.) In NetHack 3.6.1, one quarter of all shopkeepers will make the 25% reduction to their offer based on their internal monster ID number. < ref name=getprice361 > Source:NetHack_3.6.1/src/shk.c#line2257 < /ref > This means that they will always offer the same sell price for the same item, so you cannot repeatedly drop an item to see whether its price changes. However, you can drop an item that you have informally identified in order to see whether they make the 25% reduction on it. If they do, you can conclude that other objects' sell prices are being reduced. If an item is an unidentified glass gem, it is priced as a random precious gem of the same color. The same gem in the same game will be sold for the same price. You are considered a dupe if you are either a Tourist below experience level 15, or wearing a shirt without body armor or cloak, or wearing a dunce cap. Dupes are offered lower sell prices, and charged higher buy prices. In Nethack 3.4.3, all surcharges and price reductions are applied sequentially, using integer arithmetic. For example, if a character with charisma 7 buying an item with base price of 100 is charged an unidentified surcharge, the shopkeeper's price is calculated as follows: In 3.6.* versions, the calculation accumulates integer multipliers and divisors for all adjustments, then applies these once at the end to get the effective price. Thus for the same example, the calculation will be: This sometimes results in prices 1 to 2 zorkmids higher or lower than would be obtained in previous versions. The stated intention of this change is to make price identification harder by ensuring that the price of items marked up twice more often equals another base price, e.g. 200zm instead of 199zm. Another consequence of this method is that the order in which adjustments are applied no longer matters. Artifacts have their own base prices. For example, the price of Excalibur, Vorpal Blade, or Mjollnir is 4000; the price of Sting is only 800; the prices of quest artifacts are from 1500 to 8000. See Source:NetHack_3.4.3/include/artilist.h and Source:NetHack_3.6.0/include/artilist.h for the full table. When you sell an artifact, its base price is considered to be of the listed value, and the rules above are applied. For example, you can sell Sting for = 200 zorkmids. General stores are very useful for price identification because they will offer to buy all types of items. However, you can still price-identify any object (unbreakable or in a bag of holding) in any store by throwing the item in to the shop from outside. If the item is fragile, you can have your pet carry it in, in a container if the item is cursed. Be aware that this will relinquish ownership of the item (and the container, if any) to the shopkeeper, who will then try to sell it to you. You will need to pay the asking price or steal the item to get it back, but in a pinch, this can provide a price point for an object that the shopkeeper would not normally be interested in. The item which is most commonly price-IDed is the scroll of identify, which is far cheaper than the other scrolls. In addition, magic lamps cost more than oil lamps, and enchanted armor costs more than their unenchanted versions. Price-IDing can also be useful to identify bad items. The scroll of amnesia has a base price of 200zm, ten times as much as a scroll of identify. A potion of sickness has a base price of 50zm, a potion of hallucination 100zm, and a potion of blindness 150zm. Spellbooks are useful to price-identify as a non-Wizard, to determine whether they are low enough difficulty level to safely read. The base price of a spellbook in zorkmids is 100 times its difficulty level (the derived sell price is 50 times its difficulty level). 값비싼 완드 (기본 가격 500zm) is either . In general, you should have a pet steal such an item; if you don't have a pet, both wands are well worth buying. If you have neither a pet nor the gold, either should be pretty easy to obtain: throw a tripe or food ration at a wild dog or cat, or sell junk to the shopkeeper. One might be tempted to zap the wand (wishing for a wand of death if it's a wand of wishing) at the shopkeeper, but for early characters, this is a bad idea: the death ray might miss, which can easily lead to a quick YASD, given shopkeepers' speed and damage output. Furthermore, wishing for a wand of death from a wand of wishing is generally a waste anyways, given that by the time you really need one, you can get the one Orcus carries. If you're truly concerned about your character's ability to survive long enough to buy or steal the wand, wishing for 5000 gold pieces is a safe way to be able to do so, though it is also a waste of a wish. If you really want to kill the shopkeeper, wish for a blessed figurine of an Archon, though be aware that this has a 10% chance of backfiring. 기본 가격Cha < span class="nowrap" > & le; 5 < /span > Cha < span class="nowrap" > 6–7 < /span > Cha < span class="nowrap" > 8–10 < /span > Cha < span class="nowrap" > 11–15 < /span > Cha < span class="nowrap" > 16–17 < /span > Cha 18Cha < span class="nowrap" > & ge; 19 < /span > 판매 가격Boot types 기본 가격Cha < span class="nowrap" > & le; 5 < /span > Cha < span class="nowrap" > 6–7 < /span > Cha < span class="nowrap" > 8–10 < /span > Cha < span class="nowrap" > 11–15 < /span > Cha < span class="nowrap" > 16–17 < /span > Cha 18Cha < span class="nowrap" > & ge; 19 < /span > 판매 가격신발의 종류 Speed boots, jumping boots, and water walking boots are all priced at 50zm. They are easily identified once worn: speed boots auto-identify if you are not already very fast (potion of speed or spell), jumping boots allow you to jump, and boots of water walking are otherwise mundane. Elven boots cause you to "walk very quietly" and self-identify if you are not already stealthy. Kicking boots are made of metal, and consequently add to spell failure percentage. 기본 가격Cha < span class="nowrap" > & le; 5 < /span > Cha < span class="nowrap" > 6–7 < /span > Cha < span class="nowrap" > 8–10 < /span > Cha < span class="nowrap" > 11–15 < /span > Cha < span class="nowrap" > 16–17 < /span > Cha 18Cha < span class="nowrap" > & ge; 19 < /span > 판매 가격Cloak types 기본 가격Cha < span class="nowrap" > & le; 5 < /span > Cha < span class="nowrap" > 6–7 < /span > Cha < span class="nowrap" > 8–10 < /span > Cha < span class="nowrap" > 11–15 < /span > Cha < span class="nowrap" > 16–17 < /span > Cha 18Cha < span class="nowrap" > & ge; 19 < /span > 판매 가격Cloak types The cloaks of displacement and protection both cost 50zm, and are the only ones at that price with a randomized appearance. If a cloak costs 60zm and has a randomized appearance, then it is either invisibility, magic resistance, or a +1 cloak of the first two types. Positive enchantment on a piece of armor increases the base price by 10zm per point of enchantment. In theory, a +2 or better pair of fumble boots might be confused for one of the much more useful 50zm boots, but the probability for positive enchantments on harmful items is too low to be worth worrying about. 기본 가격Cha < span class="nowrap" > & le; 5 < /span > Cha < span class="nowrap" > 6–7 < /span > Cha < span class="nowrap" > 8–10 < /span > Cha < span class="nowrap" > 11–15 < /span > Cha < span class="nowrap" > 16–17 < /span > Cha 18Cha < span class="nowrap" > & ge; 19 < /span > 판매 < /br > 가격Scroll types 기본 가격Cha < span class="nowrap" > & le; 5 < /span > Cha < span class="nowrap" > 6–7 < /span > Cha < span class="nowrap" > 8–10 < /span > Cha < span class="nowrap" > 11–15 < /span > Cha < span class="nowrap" > 16–17 < /span > Cha 18Cha < span class="nowrap" > & ge; 19 < /span > 판매 < /br > 가격두루마리의 종류 If the scroll costs 20zm, 50zm, or 60zm, it is uniquely identified. Identification of more expensive scrolls usually involves reading them. Unless otherwise specified, you should always make sure the unknown scroll is not cursed, and never read it while confused. If the scroll costs 80zm, it is either . Both are harmless, unless the scroll is cursed or you are confused. Before reading, you may want to bless the scroll, wear only armor you want to enchant, and hold all the cursed items you want to uncurse. 만약 두루마리의 가격이 300zm이라면, 위험한 두루마리는 뿐입니다. In Nethack 3.4.3, there is a simple way to get rid of the heavy iron ball, involving a pit and a boulder, but since 3.6.0, it doesn't work. Don't read the scroll unless you have non-cursed scroll of remove curse or a wand of opening, or unless you know and can cast a knock spell, or can polymorph into a nymph or metallivore. Alternatively, you can bless the scroll and then read it. Blessed scrolls of punishment are harmless, and blessed scrolls of genocide and charging are more powerful than uncursed scrolls. Finally, if you are absolutely sure it is not a scroll of genocide, you can read it while confused. Beware! Reading a scroll of genocide while confused would genocide your own race, thus killing you, even if you are wearing an amulet of life saving. 기본 가격Cha < span class="nowrap" > & le; 5 < /span > Cha < span class="nowrap" > 6–7 < /span > Cha < span class="nowrap" > 8–10 < /span > Cha < span class="nowrap" > 11–15 < /span > Cha < span class="nowrap" > 16–17 < /span > Cha 18Cha < span class="nowrap" > & ge; 19 < /span > 판매 가격Potion types 기본 가격Cha < span class="nowrap" > & le; 5 < /span > Cha < span class="nowrap" > 6–7 < /span > Cha < span class="nowrap" > 8–10 < /span > Cha < span class="nowrap" > 11–15 < /span > Cha < span class="nowrap" > 16–17 < /span > Cha 18Cha < span class="nowrap" > & ge; 19 < /span > 판매 가격포션의 종류 If the price is 250zm, you can ensure it is not cursed, then try to apply it. If it is a potion of oil, it will be lit. Do not do this when the potion is owned by a shop, or you will be forced to pay for the potion and will be charged Yendorian Fuel Tax. 기본 가격Cha < span class="nowrap" > & le; 5 < /span > Cha < span class="nowrap" > 6–7 < /span > Cha < span class="nowrap" > 8–10 < /span > Cha < span class="nowrap" > 11–15 < /span > Cha < span class="nowrap" > 16–17 < /span > Cha 18Cha < span class="nowrap" > & ge; 19 < /span > 판매 가격Ring types 기본 가격Cha < span class="nowrap" > & le; 5 < /span > Cha < span class="nowrap" > 6–7 < /span > Cha < span class="nowrap" > 8–10 < /span > Cha < span class="nowrap" > 11–15 < /span > Cha < span class="nowrap" > 16–17 < /span > Cha 18Cha < span class="nowrap" > & ge; 19 < /span > 판매 가격반지의 종류 All 200zm rings, provided they are non-cursed, are useful and safe to wear. These include the rings of , . It is important to only wear rings from this group known to be non-cursed, since uncontrolled teleportitis or a cursed ring of levitation may be hazardous. The ring of levitation auto-identifies when worn; the effects of the other 200zm rings, with the probable exceptions of fire resistance or teleportation if you already have the intrinsics, will eventually become clear if you wear the rings. The ring of regeneration can also be quickly tested for: wear it, throw a (preferably non-breakable) object up < !-- don't kick a wall, it wakes up and attracts nearby monsters. You don't want a nymph right outside the door.-- > to lose a few hit points, and watch if you re-gain them every turn. The 300zm rings include the rings of . The first two are among the most coveted items in the game and are frequent wish targets, however the ring of polymorph means that 300zm rings are not generally safe to wear. Conflict can still be easily identified by wearing it for a turn or two around a peaceful monster (remember that a shopkeeper, aligned priest, or your Quest leader are probably not wise choices). Teleport control can also be identified by putting on the ring and triggering a teleport (via trap, scroll, wand, etc.) If your 300zm ring is neither of these, do not wear it; use a scroll, spell, a handy sink or a source of enlightenment to reliably identify the other 300zm rings. Alternately, a riskier method of determining whether a 300zm ring is safe to wear is simply to wear it for a few hundred turns without wearing a shirt, cloak, or body armor (or wearing junk armor); that way, if you polymorph you will not break your useful armor. 기본 가격Cha < span class="nowrap" > & le; 5 < /span > Cha < span class="nowrap" > 6–7 < /span > Cha < span class="nowrap" > 8–10 < /span > Cha < span class="nowrap" > 11–15 < /span > Cha < span class="nowrap" > 16–17 < /span > Cha 18Cha < span class="nowrap" > & ge; 19 < /span > 판매 가격Wand types 기본 가격Cha < span class="nowrap" > & le; 5 < /span > Cha < span class="nowrap" > 6–7 < /span > Cha < span class="nowrap" > 8–10 < /span > Cha < span class="nowrap" > 11–15 < /span > Cha < span class="nowrap" > 16–17 < /span > Cha 18Cha < span class="nowrap" > & ge; 19 < /span > 판매 가격Wand types 기본 가격Cha < span class="nowrap" > & le; 5 < /span > Cha < span class="nowrap" > 6–7 < /span > Cha < span class="nowrap" > 8–10 < /span > Cha < span class="nowrap" > 11–15 < /span > Cha < span class="nowrap" > 16–17 < /span > Cha 18Cha < span class="nowrap" > & ge; 19 < /span > 판매 가격주문서의 종류 Determining the level of a spellbook can be very useful for spellcasters, since it can eliminate books that are much too high level to be read, and reveal books that should be easy to read. However, knowing the level of a spellbook is not very helpful unless the book is also BUC identified. Price identification is more complicated in SLASH'EM, partly due to the addition of several new items, and partly due to discriminatory role-based markups: Furthermore, in the black market, magical items cost 50 times the base price, and nonmagical items cost 25 times the base price. These markups are applied in this order, after any relevant unidentified item surcharge, sucker markup, and charisma modifier. CategoryBase costCha < span class="nowrap" > & le; 5 < /span > Cha < span class="nowrap" > 6–7 < /span > Cha < span class="nowrap" > 8–10 < /span > Cha < span class="nowrap" > 11–15 < /span > Cha < span class="nowrap" > 16–17 < /span > Cha 18Cha < span class="nowrap" > & ge; 19 < /span > Selling priceItem types In UnNetHack, the random 25% reduction of selling price applied to the whole shop. That means if an item sells of its base price, that shopkeeper will pay 25% less for everything you sell there. In GruntHack, shopkeepers that hate your race increase the buy price of every item by 33% (multiplying by ), and cut the sell price of every item by 66% (dividing by 3). =_=_ Big Stick Big Stick is an artifact club introduced in NetHack Fourk that later appeared in xNetHack. It replaces the Sceptre of Might as the quest artifact for Cavemen and the prize for completing the Caveman quest. Although Cavemen cannot normally be chaotic, Big Stick is chaotic for wishing purposes. < ref > include/artilist.h in xNetHack 5.1, line 186 < /ref > Big Stick confers stealth when carried, and it provides +d5 to-hit and +d12 damage against all monsters. Like the vanilla Sceptre of Might, Big Stick provides magic resistance when wielded and toggles conflict when invoked. Conflict caused by Big Stick does not cause rapid nutrition drain. If Big Stick leaves the player's inventory, it will stop causing conflict without needing to be invoked. Big Stick is the only chaotic artifact that provides magic resistance in xNetHack, which may mark it as a potential wish target for chaotic players that can gain skill with clubs. Most other artifact weapons deal more damage than Big Stick when their bonuses apply, but significantly less when they don't; Big Stick has the advantage of applying its bonus against all monsters. The average damage calculations in the following table do not include bonuses from weapon skills, strength, or from using a blessed weapon against undead or demons. Big Stick's name and its property of providing stealth when carried are a reference to the phrase "Speak softly and carry a big stick." The saying is commonly attributed to US President Theodore Roosevelt, who used it to summarize his view of foreign policy. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Themed room Themed rooms are rare rooms that are unlike normal rectangular rooms. There is a 33 in 1033 chance (approximately 3.2%) that the game will attempt to place a themed room instead of a normal random room. Some themed rooms are simply unusual shapes, while others have contents unlike those that appear anywhere else. Some themed rooms can be further transformed into special rooms. Each floor space in the room has a 30% chance of having a boulder or rolling boulder trap. These cannot appear before level difficulty 4. Each floor space in the room has a 30% chance of having a trap. All of these traps will be of the same type, and they may have corpses and possessions on an eligible level. They can be arrow traps, dart traps, falling rock traps, bear traps, land mines, sleeping gas traps, rust traps or anti-magic fields. A square room with a 3×3 subroom in the center. There is a 50% chance that there will be a lich, demilich, mummy, vampire or zombie sealed and waiting for you in the center of the room; otherwise there will be a corpse. There is a 20% chance that the center will have a secret door; beware. At the center of the room is a cloud, lava, ice, water, or a tree. The room will always have an odd width and height so that there is an exact center point. The room is not connected to the other rooms, but may appear adjacent to a corridor. It can generate alongside an actual vault. It contains a giant zombie, ettin zombie, or vampire lord guarding four chests. The room contains two 3×3 (interior space) shop subrooms, consisting of a weapon shop and an armor shop. Each has a 1% chance of being locked. These cannot appear before level difficulty 4, but can appear on a floor which also has a normal shop, as well as on rooms-and-corridors levels below Medusa's island. =_=_ Wand/ko 돌에서 떡으로 주문에 맞았을 때 대리석 지팡이만이 고기 막대로 변하며, 포스 볼트 주문에 맞았을 때 유리와 수정 지팡이만이 산산조각납니다. Wielded silver wands will do silver damage. The appearance of a wand also affects its susceptibility to erosion, which is largely cosmetic and has no implications on its functioning. (Erode-proof wands are very rare but can be wished for.) Iron, steel, hexagonal, short, runed, long, curved, spiked, and jeweled wands can rust or corrode; copper ones corrode; and wooden wands (oak, balsa, ebony, maple, pine, and forked) might also erode with fire and/or rot, but this has not yet been verified. The type of wand denotes the behavior when it is zapped. Non-directional wands do not ask for a direction. Beam wands ask for a direction, but do not show a visibly animated effect when zapped. Ray wands produce a ray that is animated on the screen; if you are unblind when you zap the wand, you will also identify that type of wand. Rays may bounce off walls or be reflected. The range of a beam wand is 6 to 13 squares. For each monster hit, range decreases 3. For each square in which objects are affected, range decreases 1. Beams don't bounce and can't be reflected. The range of a ray wand is 7 to 13 squares. For each monster hit, range decreases 2. If fire passes over water or a fountain, or cold passes over water or lava, the ray may stop entirely or have its range decreased 1 or 3. If fire passes over scrolls or spellbooks, some may burn, but range isn't decreased. Each time it bounces off a wall, range decreases by 1. Reflection off a monster or you reverses the direction of travel, but range doesn't decrease. When engulfed by a monster, non-digging ray wands and wands of striking will always hit. Otherwise, the chance of hitting depends on the target's AC. A wand of striking never hits targets with an AC of & minus;9 or lower, always hits targets with an AC of 11 or higher, and for intermediate AC values has a (9 + AC) in 20 chance of hitting. The table below shows the chance of a monster or player being hit by a ray from a wand (not accounting for possible rebounds). Because the chance of spells hitting is affected by the player's Dexterity and skill level in the appropriate spell school, one may choose to attack a monster using a spell instead of the corresponding wand: for example, against Master Kaen wearing a +0 robe, a monk with 23 Dexterity who has reached Basic in Enchantment spells will hit with the sleep spell 86.25% of the time, whereas a wand of sleep only hits 47.5% of the time. 화염, 냉기, 그리고 전격 저항 몬스터는 각각 화염, 냉기, 그리고 전격으로 부터 피해를 받지 않을 것입니다. Monsters with player-style magic resistance will take no damage from striking and magic missile. All monsters have a chance, based on their level and monster magic resistance, of resisting and taking half damage. Zapping a wand with zero charges left usually yields "Nothing happens". But with a 1 in 121 chance, it instead wrests one last zap and then turns the wand to dust. A cancelled wand is shown as "-1" charges and will always turn to dust ineffectively if you use it. Cursed wands have a 1% chance of exploding if zapped but they otherwise function as normal. Since NetHack 3.6.0, cursed wands may also explode when used to engrave. Engraving with a wand is a good way to work out its identity. Also, engraving with a wand of fire or lightning is the only way to make truly permanent writing. E.g. an Elbereth that cannot degrade. How many characters you engrave determines how many turns it takes, but it always costs one charge. Wands may be recharged by scrolls of charging or by the Platinum Yendorian Express Card. Previously-recharged wands have a chance of exploding (up to a maximum of 100% for a 7:x wand or a 1:x wand of wishing). You can destroy a wand by pplying it. You will be prompted for confirmation, and you must have hands and a strength of at least 10. Wands with no charges and some wands listed below have no effect ("But nothing else happens..."). Breaking a wand with no charges may wrest a charge from it, in which case it will act like a wand with one charge. 많은 지팡이는 부숴졌을때 폭발을 생성할 것입니다. The explosion causes damage to yourself and any monsters that were in the adjacent squares when you broke the wand. This damage can be reduced or eliminated if you (or the monster) has an appropriate resistance. Damage is also reduced to half for Healers and Knights and to for Monks, Priests and Wizards. Further effects can occur as if you had zapped yourself with the wand. The explosion can also affect objects in your inventory, on your square, and on adjacent squares, and affect locations as if they were zapped. 마지막으로, 어떤 종류의 지팡이는 당신이 그 지팡이를 식별하도록 만드는 폭발을 가지고 있습니다. There is an explosion from 1 to (4 & nbsp; & times; & nbsp;charges) damage. < br / > Monsters and objects in the affected squares are cancelled. There is an explosion of cold with (8 & nbsp; & times; & nbsp;charges) damage. < br / > Potions may freeze. < br / > You identify the wand. There is an explosion of death with (16 & nbsp; & times; & nbsp;charges) damage. < br / > Non-living monsters and demons resist this damage. < br / > This will not cause instadeath. < br / > You identify the wand. There is an explosion from 1 to (4 & nbsp; & times; & nbsp;charges) damage. < br / > You are surrounded by pits and holes. There is an explosion of fire with (8 & nbsp; & times; & nbsp;charges) damage. < br / > Armor, scrolls and spellbooks may burn. < br / > Potions may boil. < br / > Burns away slime. < br / > You identify the wand. There is an explosion from 1 to (4 & nbsp; & times; & nbsp;charges) damage. < br / > You are blinded for (charges+1)d25 turns; surrounding monsters may also be blinded, and gremlins take damage. < br / > The room is lit. There is an explosion of lightning with (16 & nbsp; & times; & nbsp;charges) damage. < br / > Rings and other wands may explode. < br / > You identify the wand. There is an explosion of magic missiles with (4 & nbsp; & times; & nbsp;charges) damage. < br / > You identify the wand. There is an explosion from 1 to (4 & nbsp; & times; & nbsp;charges) damage. < br / > You and surrounding monsters are made invisible; for you, a this has a 10% chance of being permanent and a 90% chance of it lasting for (charges) to (250 & nbsp; & times; & nbsp;charges) (more) turns. There is an explosion from 1 to (4 & nbsp; & times; & nbsp;charges) damage. < br / > Monsters and objects in the affected squares are polymorphed. There is an explosion from 1 to (4 & nbsp; & times; & nbsp;charges) damage. < br / > You and surrounding monsters may be put to sleep. There is an explosion from 1 to (4 & nbsp; & times; & nbsp;charges) damage. < br / > You and surrounding monsters are slowed. There is an explosion from 1 to (4 & nbsp; & times; & nbsp;charges) damage. < br / > You and surrounding monsters are sped up. There is an explosion from 1 to (4 & nbsp; & times; & nbsp;charges) damage. < br / > Monsters and objects in the affected squares are teleported. There is an explosion from 1 to (4 & nbsp; & times; & nbsp;charges) damage. < br / > Monsters and objects in the affected squares are turned. 완드를 감정하는 가장 쉽고 안전한 방법은 완드로 새겨보는 것입니다. To do so, first write something in the dust with your fingers ("Elbereth" is a good safe default choice that exercises Wisdom to boot; illiterate characters can use "x"), 그리고 지팡이로 다른 것을 새기면 됩니다. 지팡이가 무엇인지 힌트를 주는 메시지나 효과를 얻을 수 있습니다. Engraving with a wand uses up one charge (possibly wresting the last), but if the wand is nondirectional, it performs its usual effect. Create monster, enlightenment, light, and wishing perform their usual effect and self-identify when engraved with. Wands of secret door detection self-identify if they find anything; otherwise, no effect or message. This technique can be dangerous with wands of create monster and lightning, summoning a monster or making you blind, thus overwriting your existing engraving with "Elbereth" can be helpful. Lightning will burn it into the floor making a permanent Elbereth square to wait out your blindness. Alternatively, you can abort at the prompt what text to engrave, and you won't get blinded. Also, be careful concerning the identical message for wands of make invisible, teleportation, and cancellation; you don't want to end up teleporting yourself or cancelling a pet by accident. The safest way to find out the exact identity is using the wand on a non-blank scroll or non-clear potion you neither need nor care if a monster picks it up (for example, scroll of light). If nothing happens, it's make invisible; if the item disappears, it's teleport; if the item blanks/clears (or turns into fruit juice if you're using potion of sickness), it's cancellation. Many wands will self-identify on zapping. A single zap under the right circumstances can identify nearly all of these: stand in a room where you know there is an undetected trap or door (messages such as Vlad was here or ad aerarium indicate such a door), and another door that is closed but unlocked. Drop an object that can be recognizably cancelled (such as a junk scroll) on a diagonal to the door (to prevent dangerous beams from hitting you), and lure a visible undead monster onto the same diagonal line. Zap toward the object, monster, and door. If both object and monster vanish, the wand is teleportation; if the monster vanishes and the object doesn't, it is make invisible; if the scroll is blank, it was cancellation; if the door opens, it was opening; if the door is now locked, it was locking; if the monster flees, it was turn undead; if the hidden door appears, it was secret door detection. If nothing happens, it was a wand of digging or of nothing, or it was empty of charges. If it was any other kind of wand, it will self-identify. Almost any class of items can be price-identified, but there are two groups of wands for which this is exceptionally useful. Wands of wishing and wands of death are covered in the price identification article; both have base cost 500. In addition, the four wands with base cost 175 are all very useful in the early or middle game. Wands of cold, fire, and lightning provide a powerful ranged attack. Wands of fire and lightning offer an instant method of engraving Elbereth. Freezing water with a wand of cold is one way to cross it or to deal with sea monsters and their dreaded instakill. And wands of sleep are great all the time. Non-directional wands come with lots of charges, which are preserved on polymorph. Polypile them if you lack powerful offense, teleportation, or cancellation wands. Wands are quirky when polymorphed; unlike many other objects, where the greatest risk is sundering and golem generation, their quality will quickly degrade. The most useful wands are wishing (to wish for a wand of death), death (to clear a five-lane highway to the Castle's wand of wishing), polymorph, digging, secret door detection, cold, and teleportation. Most others, by the time the player has a means to polymorph objects, have long since become useless. The two most useful & mdash;wishing and polymorph & mdash;will never appear in polymorphs, so don't try. By the time the player seriously considers polypiling, they'll have all the wands of teleportation they're likely to need. The same goes for digging & mdash;and additionally, a pick-axe can work in a pinch for a slower means of clearing a pre-amulet fast-track to the Plane of Earth. For many players, secret door detection has one use and one use only & mdash;getting through Gehennom and Moloch's Sanctum fire traps that much faster. And there, they may instead opt to carry the Bell of Opening just a few steps further to serve this purpose. Wands of cold are useful for freezing moats and lava, but even there a player is likely to greatly prefer a ring of levitation. In SLASH'EM, cursed wands explode 20% of the time (not just 1%) when zapped, but never explode when engraved with. Curse-test your wand of wishing! Also, exploding wands in SLASH'EM are much more dangerous to anyone caught in the explosion: many wands have their standard effects (cancellation, death etc.) on whoever is inside the explosion's radius. Most attack wands also cause a high amount of elemental damage upon exploding, capable of instakilling a low-level character. SLASH'EM wands, other than the wand of wishing, generally have 4 more charges than a vanilla NetHack wand would have: < ref > Source:SLASH'EM_0.0.7E7F2/mkobj.c#line679, compare with vanilla's mkobj.c < /ref > A wand of create horde will have its usual effect when zapped. This can be dangerous to weaker characters, so having an escape item ready may be a good idea. Wands of create horde are quite rare, however. This message is shared by the wand of speed monster. Zap it at yourself to see which one it is: speed monster permanently gives you the "fast" intrinsic, haste monster makes you "very fast" for a period of time. This message is shared by the wands of healing and extra healing. Zap it at yourself or a monster for a less ambiguous message. Only appears if there was an existing engraving. There is no other wand that gives this message; the text of the actual engraving doesn't get cloned though. Only appears if there was an existing engraving and you're not standing on a headstone. This message is shared by the wands of cancellation, make invisible and teleportation; the wand of draining may give the same message if it was used on a very short engraving. Zapping it at an item or monster may help to figure out which one it is; zapping yourself can be very dangerous. This wand does not autoidentify upon engraving with it, and there is no clue as to what it does. However, zapping a wand of wonder will identify it. Beware, zapping this wand may have some negative effects like surrounding you with monsters or chaining you to a heavy iron ball! When some wands are broken, in addition to the vanilla effect, sometimes a trap is created. The chance of creating a trap is (charges – 3)/(charges – 2), or zero if the wand does not have at least 3 charges. FIQhack and NetHack Fourk rebalances wands to scale on a new skill, wands skill to make several wands that lose usefulness latergame, more useful. For more information on the details, see Wands Balance Patch. =_=_ Theme room =_=_ Themed rooms =_=_ Theme rooms =_=_ User talk:Drunkmonkey You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Wand of secret door detection/ko When zapped, the wand has the same effect as a spell of detect unseen: it detects all undiscovered secret doors, mimics, and traps in a radius of 8 squares in line-of-sight upon zapping/engraving. < ref > Zap.c#zapnodir, Detect.c#findit, Hack.h#line21, Vision.c#do_clear_area, Detect.c#findone < /ref > It will also show the location of submerged creatures in pools. On the Plane of Air only, the wand also penetrates clouds. Nearby monsters that you can't see due to invisibility will be revealed as . Marks on spaces without monsters are removed, and monsters that are hiding will be revealed. Engraving with the wand will only auto-identify it if any of these things are present; 그렇지 않으면, 메시지가 출력되지 않습니다. =_=_ Resistance/ko =_=_ Alchemy smock/ko The alchemy smock provides acid resistance, poison resistance, and MC1. This resistance will even protect you when eating poisonous or acidic corpses. Bizarrely, monsters will not get acid resistance from an alchemy smock, only poison resistance. The alchemy smock is quite useful for non-orcish starting characters, as it is possible to don the smock and eat poisonous corpses (such as killer bees) to gain the poison resistance intrinsic without risk, which will stay with the character after the smock is removed. This item is particularly useful because there is no way to gain intrinsic acid resistance. =_=_ Price id/ko You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Immunity to sickness/ko =_=_ Wand of locking/ko =_=_ Scroll of punishment/ko The scroll of punishment is one of the nastiest scrolls in the game. It punishes you by chaining a heavy iron ball to you, which hinders your movements. It is expensive, so when unidentified, less careful players might mistake it for the scroll of genocide or the scroll of stinking cloud. When blessed, this scroll is harmless; you only get the message "You feel guilty". See punishment for why being punished may be desirable. Short version: it isn't, except as a makeshift weapon before you see anything else, or some corner cases involving jumping. Monsters can use scrolls of punishment, which will punish you (not the reading monster) with a heavy iron ball chained to you. Therefore, you probably shouldn't leave them on the floor where monsters can pick them up. This includes selling them in a shop. =_=_ Lump of royal jelly/ko 당신의 체력이 0-20 만큼 상승합니다. (젤리가 저주받았다면 감소). 만약 이것이 당신의 최대 HP보다 당신의 HP를 더 높이게 된다면, 당신의 최대 HP를 1만큼 증가시킬 6.25%의 확률(16분의 1)이 있습니다. Royal jelly is a popular comestible to store for the ascension run, as it has a very good nutrition-to-weight ratio and can be eaten in one turn, both of which can be crucial concerns in the late game. =_=_ Eucalyptus leaf/ko Eucalyptus leaves are fairly rare, making up only 0.3% of all food items. Players have roughly a 29.4% chance of finding any at Medusa's island or above, in the Gnomish Mines, or Sokoban, excluding the quest and all death drops. There is a 4.7% chance of some in Sokoban. Minetown has a 7.2% chance of eucalyptus leaves, mostly due to a 35.1% chance from kicking and then cutting down both trees in Bustling Town. < !-- Neglected the chance all the fruit happen to fall onto the tree and disappear-- > Barbarians, Monks, Priests, and Rangers are nearly guaranteed to obtain some from the trees in their quest home levels. Pacifists should know that eucalyptus leaves are not generated in any monster's inventory, as opposed to death drops. The effect of using a eucalyptus leaf as a magic whistle seems to be based on the Australian 1960s TV show Skippy the Bush Kangaroo, which had a recognizable theme call played on a eucalyptus leaf. Skippy came bounding through the bush to whoever played the eucalyptus leaf. =_=_ Banana/ko =_=_ Orange/ko =_=_ Carrot/ko 실명을 치료하기 위해 당근을 사용하는 것은 당근에 들어있는 비타민 A가 눈을 좋게 만들어준다는 현실의 소문에서 유래했습니다. 하지만 이는 snopes.com 에서 거짓으로 판명났습니다. < ref > http://www.snopes.com/food/ingredient/carrots.asp Urban Legends Reference Pages < /ref > =_=_ Gaze attack/ko 일부 몬스터들은 "주시 공격"을 가지고 있습니다, 그것들은 당신을 노려보면서 공격할 수 있게 만듭니다. You can protect yourself from these by blinding yourself in advance. Additionally, a blind or cancelled monster cannot successfully use a gaze attack. Blinding yourself is more reliable, however. A monster's gaze is also rendered impotent if it is invisible, provided the victim cannot see invisible. 마지막으로 3.6.0 버전 이후, 환각은 3/4 확률로 어떤 주시 공격이든 당신을 보호해줍니다. =_=_ Amulet of restful sleep/ko Putting on a blessed amulet will put you to sleep immediatelly, allowing you to specify for how long (up to 500 turns). The sleep cycle will then continue as in vanilla. Since sleeping slows down hunger rate, the amulet now has some marginal usefulness if you don't have slow digestion yet. =_=_ Amulet of strangulation/ko 이 부적은 위험하고, BUC 상태를 아는것 없이 부적을 장착하면 안되는 주요 이유중 하나입니다.(if not the) 만약 저주받았다면, 당신은 기도를 통해 (안전하다는 전제하에) 부적을 부술수 있습니다. 하지만, 만약 당신이 저주받지 않은 교살의 부적을 발견한다면, 그것은 쉽게 식별되고 벗겨질 수 있다. In NetHack 3.4.3 and derived variants, the amulet is always deadly when worn. Being breathless saves you from choking whiles eating the amulet, but not from wearing it. =_=_ Tin opener/ko 통조림 따개는 무기나 무기로 사용되는 도구가 아님에도 불구하고, 저주받은 것은 장착했을때 손에 달라붙을 것입니다. < ref > Source:NetHack_3.6.1/src/wield.c#line164 < /ref > =_=_ User:Stay Hydrated 이것은 JNethack 소스 중 japanese 라는 폴더 내에서 따로 정의되고 있는 것들이므로, 왠만해서는 /*KR 수정필요 */ 라는 주석만 남기고 넘어가는 것을 추천드립니다. 되게 복잡합니다... < /br > 참고로 저는 바로 번역해서 적용시킨 것이 아니라, KRNethack-복사본 폴더에서 작업을 한 뒤 테스트를 거쳐 이상이 없으면 본 KRNethack 파일로 옮긴 후 깃허브에 올리는 과정을 가졌습니다. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Angelic being/ko 무기를 사용할 수 있는 Angelic beings (알레악스, 천사 그리고 아콘)은 축복받은 방녹 장검과 저주받지 않은 방녹 대형 방패를 가지고 생성됩니다. 알레악스와 천사의 경우, 1/20의 확률로 칼이 데몬베인이나 태양검으로 변환될 확률이 있고(이것들이 아직 존재하지 않는다면 말입니다) 1/4의 확률로 방패가 반사의 방패로 변환될 확률이 있습니다; 아콘의 경우, 확률은 둘 다 100%입니다. The devas follow the same rules as Angelic beings capable of using weapons. Planetars and Solars are basically much stronger versions of Archons, and are also guaranteed shields of reflection and either Demonbane or Sunsword if it does not exist. Additionally, all of the higher angelic beings in SLASH'EM inherently resist death magic, even without a source of magic resistance or reflection. =_=_ User talk:Demonax You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Talk:Strange corpse According to the monsters.txt file on Github, he apparently has the same tile as Pelias. --Kahran042 (talk) 11:43, 30 April 2020 (UTC) =_=_ Pleasant Valley =_=_ Silver dragon scale mail/ko 은색 용 갑옷, 또는 SDSM는, 당신에게 반사를 고려할만한 추가 AC와 함께 줍니다. 이것 때문에, 일부 플레이어는 그것을 소원으로 가능한 빨리 얻고 싶어 합니다. 사실, 많은 플레이어가 그것을 좋은 첫 소원으로 고려합니다. =_=_ Gray dragon scale mail/ko 회색 용 갑옷, 또는 GDSM는, 가장 원하는 두 종류의 용 갑옷 종류 중 하나이며, 다른 것은 은색 용 갑옷입니다. 그것은 마법 저항을 제공하며, 승천 세트에서 인기 있는 아이템입니다. 많은 플레이어가 이것을 좋은 첫 소원으로 고려합니다. =_=_ User:Musicdemon =_=_ Sokoban Level 4e (flipped vertically) This is one of the new possible maps for the final level of Sokoban in UnNetHack (flipped around the horizontal axis from the original GruntHack level). It has 22 boulders and 18 holes, leaving 4 spare boulders. Behind the holes is a treasure zoo, beyond which is a set of closets containing Sokoban prizes, only one of which can be picked up: a bag of holding, a cloak (of magic resistance or displacement) and an amulet (of reflection, life saving or ESP). The following solution may not be very fast or organized. Improvements welcome. Like all Sokoban levels it can be solved without making any boulders 'stick'. =_=_ Amulet of guarding Wearing an amulet of guarding provides 2 AC and augments magic cancellation by 2, similar to a ring of protection. Eating an amulet of guarding has a chance to increase intrinsic protection by 2, but does not affect magic cancellation. Monsters can wear an amulet of guarding, but will generally replace it with an amulet of life saving or amulet of reflection if they find one. =_=_ Amulet of protection =_=_ Disintegration resistance/ko Disintegration resistance protects against two things: the breath attack of a black dragon, and the wide-angle disintegration beam of an angry god. It will also protect your shield, cloak, body armor and shirt from disintegration breath, but not from a wide-angle beam. =_=_ Poison resistance/ko Many corpses that offer poison resistance are themselves poisonous or otherwise dangerous (a notable exception is the corpses of shriekers, which can usually be found early). There are, however, many safe ways of acquiring poison resistance. 예를 들어, rings and amulets both include one that protects you against poison. 초록 용 갑옷 역시 독으로부터 보호해 줍니다. Barbarians, healers and orcs have a natural poison resistance. Monks get a natural poison resistance when they reach experience level 3 and tourists at level 20. Poison resistance is also granted when you are crowned. 몬스터 Conduct Difficulty Chance 몬스터 Conduct Difficulty 확률 Notes Scorpius meaty 17 100% 독성, Ranger 퀘스트 nemesis Master Kaen meaty 31 100% 인간에게 식인 몬스터 Conduct Difficulty Chance Note =_=_ Fire resistance/ko The most popular way to become fire resistant is to eat corpses. Especially foodless players will be interested in other ways, or at least in avoiding traps. Monsters that are resistant to fire but not to cold are considered vulnerable to cold and take double damage from frosty explosions and about 57% more damage from rays of cold. This never applies to your character, even while polymorphed. Monster Conduct Difficulty Chance Notes 크로마틱 드래곤 meaty 23 17% poisonous, Caveman quest nemesis 불개미 meaty 6 20% abundant on the Valkyrie quest 화염 거인 meaty 11 30% abundant on the Valkyrie quest Lord Surtur meaty 19 50% Valkyrie quest nemesis Ixoth meaty 22 100% Knight quest nemesis =_=_ Cold resistance/ko Cold resistance is a fairly important resistance to have. It will protect against most cold attacks and reduce slipping on ice. However, most cold attacks will still freeze potions, destroying them. Cold resistance is fairly easy to obtain through eating corpses. White dragons provide cold resistance, as do most "cold" monsters, like blue jellies and winter wolves. The Valkyrie starts out with intrinsic cold resistance, being from the frigid Northlands, and Monks get cold resistance at XL 13; any character may gain resistance by crowning. Extrinsic sources of cold resistance include white dragon scales, white dragon scale mail, and the ring of cold resistance, as well as Frost Brand when wielded. Monsters that are resistant to cold but not to fire are considered vulnerable to fire and take double damage from fireballs and 7 more points of damage from rays of fire. This never applies to your character, even while polymorphed. 몬스터 Conduct Difficulty 확률 Notes =_=_ Shock resistance/ko 전격 저항은 획득해야할 필수 저항중 하나입니다. It will protect you against the shocking attacks of spheres, energy vortices, grid bugs, electric eels, and blue and Chromatic dragons. 묠니르와 lightning bolts는 당신을 해치지 않을 것이고, 상자의 전기 함정에도 걸리지 않을 것입니다. Spheres, vortices, grid bugs, 용, eels, 묠니르, lightning bolts, 그리고 전격 함정은 여전히 완드와 반지를 폭발시킬수 있습니다. 전격 저항은 젤라티너스 큐브, 파란 용, 폭풍 거인, 푸딩, 전기뱀장어, 또는 크로마틱 드래곤을 먹음으로써 얻을수 있습니다. 만약 그것이 먹기 좋은 재료라면, 당신은 전격 저항의 반지를 먹어서 얻을수도 있습니다. 수도승은 전격 저항을 XL 15에 얻습니다. 몬스터 Conduct Difficulty 확률 Notes =_=_ Acid resistance/ko In SLASH'EM, the alchemy smock has been replaced by the lab coat, which also provides this extrinsic. Acid resistance is still not usually considered necessary for ascension, but some new monsters in SLASH'EM, most notoriously the giant shoggoth, deal massive amounts of acid damage and therefore a player who has magic resistance, reflection, drain resistance, and magic cancellation through other means may opt for yellow dragon scale mail just to be on the safe side. =_=_ Role/ko 다음의 표는 인간 종족으로 플레이할 때 다양한 직업들의 attribute와 초기 특성들, 그리고 특정 경험 레벨 때 획득하는 특성들로 중간값의 근사치를 제시합니다. < /br > XL은 경험 레벨(eXperience Level)을 의미합니다. XL 3: 독 저항 < br / > XL 5: 은밀 < br / > XL 7: 경고 < br / > XL 9: searching < br / > XL 11: 화염 저항 < br / > XL 13: 냉기 저항 < br / > XL 15: 전격 저항 < br / > XL 17: 순간이동 통제 XL 8: 마법사가 teleportitis를 가지고 있을 경우 자유자재로 순간이동 < br / > XL 15: 경고 < br / > XL 17: 순간이동 통제 =_=_ Sleep resistance/ko 수면 저항은 수면의 완드, 수면의 물약, 수면 가스 함정, 주황 용의 숨결 공격, 편안한 숙면의 부적을 착용, 또는 흐릿한 마법책을 읽을 때 수면에 드는 것을 막아주는 본질적 능력입니다. 당신이 본질적 수면 저항을 얻을때, you get the message "You feel (wide) awake!" It can be acquired by: 몬스터 Conduct Difficulty 확률 Notes Woodland-elf meaty 6 27% 엘프에게 식인 =_=_ Autocursing/ko Certain nasty items will autocurse themselves (that is, instantly become cursed), so exercise caution even if an item does not appear to be cursed. 축복받은 물건도 초반 플레이어가 의심하는 것처럼 단순히 저주받은것이 아닌 것도 저주가 된다는 점을 강조해야 합니다. The only items that autocurse are: The helm and the dunce cap will become cursed when worn by a player, while the loadstone only becomes cursed when dropped - that is, picking up an uncursed loadstone is perfectly safe. However, since all loadstones are generated cursed (except possibly those in containers), they are still best left alone. 만약 당신이 wizard, you can safely ignore all conical hats, since the only other hat that shares that appearance is the cornuthaum, which is only beneficial to wizards or to give large-sized pets magic cancellation. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Illiterate/ko In SLASH'EM, random engravings and headstones are not automatically read when the player walks over the square, as in Vanilla. It is necessary to use to read these engravings - and doing so will violate illiterate conduct. Additionally, the game will ask players who eat a fortune cookie if they want to read the fortune, meaning illiterate players can safely eat them by declining to do so. Scrolls of create monster, teleportation, and earth can be given to monsters to be read. For example, if you want a random monster, give an intelligent monster a scroll of create monster. The monster must usually be near death before it will read teleportation or create monster because that counts as a defensive action. If you need boulders in Sokoban or for a fort, give a monster a scroll of earth. Reading earth qualifies as a "ranged" attack that is only used if you are adjacent. So you might have to give the scroll and a metal helmet to an "intelligent" monster and patiently let it hit on you. Scaring or injuring the monster does not make it read earth faster. It can take quite some time, so have the means to heal yourself. You will not be able to use scrolls of identify or spellbooks of identify (unless you are lucky enough to start with the spell as a Wizard). Formal identification is only possible (sometimes) by sitting on a throne. The use of indirect identification is crucial in an illiterate game. Enlightenment is very helpful for identifying rings and amulets. 두루마리 없이는, there is no way to enchant or erodeproof weapons or armor items. It is also not possible to create DSM from dragon scales or a crysknife from a worm tooth. Enchanted erodeproof items can nevertheless be obtained by wishing for them, or sometimes (if you're lucky) from a bones level. Erodeproof artifact weapons can be obtained by sacrificing or crowning. Weapon erosion (only) can be fixed using a potion of oil or (sometimes) through prayer, but this will not make the weapon erodeproof. Grease can also help provide a temporary block against erosion. One way to lower armor class without armor enchantment is to obtain intrinsic protection. Half physical damage can also help make up for a poor armor class. Similarly, lack of weapon enchantment can be offset by increase damage, high strength, or a weapon with high base damage (such as Mjollnir). A limited number of genocides can sometimes be obtained by sitting on a throne. 역학살은 불가능하지만, 일부 대체 수단이 존재합니다: figurine를 위시로 빌기, or (if you only care about an item obtained by killing a certain type of monster, e.g. 코카트리스 시체) wish for the item directly. To detect traps such as the endgame portals without reading a scroll of gold detection, apply a crystal ball. Inside some vortex other than a dust vortex could be a safe place. Especially in the mines, two leashed pets can alert you to the traps. Shopkeeper services and the black market make illiterate conduct somewhat less of a challenge in SLASH'EM. Shopkeepers can identify, enchant, rustproof, charge, or uncurse items for you. One-Eyed Sam is guaranteed to have identify and uncursing, and it is possible for any player to build up huge amounts of credit in his shop through credit cloning with a hostile baby dragon and a wand of undead turning. Additionally, brave players can try to kill Sam to get a well-enchanted set of ascension kit armor, including GDSM. He does not resist poison, so a boulder fort combined with thrown poisoned missiles (remember, in SLASH'EM daggers can be poisoned) at good skill will eventually bring him down. =_=_ Lich/ko 리치는 (이끼와 혼동하지 마십시오) a class of monster in NetHack represented by the overall symbol . 리치는 모두 강력한 주문 시전자들이며, 그들의 더 강력한 모습들은 방어구 파괴, 죽음의 손길과 많은 다른 주문들 시전, 그리고 공격받았을때 순간이동으로 가버리기의 능력을 가지고 있습니다; 그러므로 그들은 자주 축복받은 학살의 대상이 됩니다. 모든 리치는 죽었을때 허물어지기 때문에 그러므로 시체를 남기지 않습니다. 가장 강력한 두 종류는 일반적으로는 생성되지 않는 유용한 새기기용 무기인, 의식용 칼과 함께 생성될수 있습니다. 리치는 여러 게르만어에서 "시체"를 뜻하며, and survives in English in the word "lichgate" (or "lych-gate", etc.), a covered entranceway to a churchyard. Nothing to do with "leech". Liches are powerful spellcasters, often magicians or kings, who seek to defy death by magical means. Are depicted as being clearly cadaverous, bodies desiccated or completely skeletal, with glowing lights in place of their eyes. The lich, , is the least powerful monster of this class. It is slower than its brethren and not a significant threat. At the experience levels it is normally encountered, its complement of spells include healing itself, hasting itself, stunning you, turning invisible, draining your strength, destroying your armor, cursing your items and aggravating monsters (awakening monsters on the level and drawing them to you). It is possible for a lich to be generated with a high enough level (16) to cast summon nasties; however, this will not happen in the Castle unless you reach it at a much higher experience level than normal. In addition to the spells the normal lich can cast, the demilich, , can often cast summon nasties; 만약 당신이 성채에서 하나를 만난다면, 이 주문을 시전할 수 있다는 것은 확실합니다. 죽음의 손길을 시전하기 위해 충분히 높은 레벨 (21)에서 데미 리치가 생성되는것이 가능합니다; 하지만, 이것은 게헨놈에 도달하기 전까지는 거의 불가능 합니다. 마스터 리치와 아크 리치는 (보통 "보라색 L"로 불립니다.) 플레이어에게 순간이동할수 있으며, then to the upstairs to heal and back again, like a demon lord/prince. This form of teleportation is unaffected by no-teleport levels. While master liches at their base level cannot cast touch of death, if your experience level and/or dungeon level is high enough, they will be generated with the ability to cast that spell. Master liches are generated with a 7% chance of either an athame (86% chance) or a wand of nothing, but no random offensive items. 아크 리치는, , 리치 중에 가장 강력한 모습입니다. In fact, it has the highest difficulty of all randomly generated monsters. Next to the Wizard of Yendor, it is one of the most powerful spell-casting monsters in the game. In addition to the spells its weaker brethren can cast, it is guaranteed to be able to cast touch of death, bringing instadeath to the unprepared. Arch-liches have a 33% chance of getting either an athame (66%) or a non-negatively enchanted quarterstaff. 여기에는 아주 작은 확률로 (1/260) 의식용 칼이 Magicbane 일수 있습니다. If you teleport, a pet arch-lich will teleport itself to your new location. They will pick up and wear armor, but not wield weapons. You do not need to feed it. Since liches are covetous (teleporting back and forth from the up stairs), the general strategy for dealing with covetous monsters applies here. 만약 당신이 teleport control가 있다면, you can teleport to the up stairs before it does. 영구적인 Elbereth를 on the up stairs에 새기는 것은 그들을 후퇴로부터 막을수 있습니다. (A non permanent engraving will always erode.) 리치를 상대하는 가장 좋은 방법은 리치가 당신의 인벤토리에 저주를 거는것을 막아주는 Magicbane을 장착하는 것입니다. Another way is to use Elbereth to prevent the lich from touching you. The Elbereth strategy will still leave you potentially open to attacks from the nasties that the liches summon. 모든 리치 종류는 언데드이며 혼돈 성향으로 간주되므로, 만약 당신이 혼돈 성향이라면, 축복받은 죽음의 책을 읽음으로써 그들을 길들일수 있습니다. 마스터 리치와 아크 리치는, however, are covetous monsters that wish to possess the Book of the Dead, and therefore can only be made peaceful, not tame. A tamed arch-lich can be made using the spell or by taming its lower brethren and then allowing them to grow up, but it's of little use as a tamed arch-lich can only cast self-beneficial spells, and therefore is rendered as a mediocre attacker that cannot even harm things immune to cold. Despite their covetous nature, 그들은 옌도르의 부적을 원하지 않습니다. 그러므로, they cannot be used to transport it across a non-teleport level. 리치는 허용되는 애완동물을 만들 수 있지만, 그들의 단점이 있습니다. 그것들은 냉기 저항 몬스터에 대해 본질적으로 쓸모없고 내버려둬도 위험합니다. The stronger versions will also always stay next to the player, which is useful if you don't have a magic whistle but also can be a nuisance by them getting in the way, and makes it difficult to stop them from killing shopkeepers. 마스터 리치와 아크 리치는 그들의 covetous nature 때문에 길들여질수 없습니다. It is, however, possible to tame a lich or demilich and have it grow up. 당신은 또한 다른 펫에게 폴리모프를 시켜서 이들을 얻을수도 있습니다. =_=_ Cloak of displacement/ko cloak of displacement는 입었을때 만약 당신이 자신을 볼수 있고 삼켜지지 않았거나 또는 몬스터를 감지할수 있을 때 자동으로 감정됩니다. < ref > http://www.chiark.greenend.org.uk/~damerell/games/nhid.html The NetHack Object Identification Spoiler By David Damerell < /ref > =_=_ Oilskin cloak/ko 기름칠 망토는, 효과적으로, 영구적인 기름칠이 발린 망토입니다; it is therefore prized for granting immunity to the drowning attack of eels, as long as it is not cursed. A non-cursed oilskin cloak will also protect metal body armor in case you decide to go moat-diving, 하지만 oilskin sack 안에 있지 않은 모든 다른 인벤토리는 여전히 젖을수 있습니다. It can readily be identified by its unique appearance (slippery cloak), or the message "The slippery cloak fits very tightly." when you wear it. 그것은 MC2를 제공합니다. =_=_ Cloak of invisibility/ko 투명화의 망토는 초반에 편리한것을 알아낼수 있으나, but once special attacks become more commonplace, other cloaks that provide higher MC, such as a cloak of protection, may be desired. The cloak of displacement/ko (which provides the same AC and MR) can also be a comparable long-term choice; though invisibility adds a -2 명중 penalty even if the monster discovers your position, displacement makes it less likely for them to do so in the first place, and is not thwarted by the ability to see invisible that becomes much more common in the mid-to-late game. Still, the to-hit penalty can be a life-saver when trying to safely end or else escape early fights. In SLASH'EM, cloaks of invisibility provide MC2. If it happens to be an "opera cloak", it will often appear in the starting inventory of vampires, making it appear more often; however, this also means most vampires will be invisible, making them difficult to fight unless the player can see invisible. =_=_ Cloak of protection/ko MC3를 단독으로 부여하는 갑옷은 없어서, 만약 당신이 헛손질 없이 할수 있고 다른 마법 저항 수단이 있다면 강력한 원거리 공격 없이 캐릭터를 위한 강력한 망토 옵션을 만들수 있어서, ascension kit를 위한 좋은 선택입니다. =_=_ Elven cloak/ko =_=_ Cloak/ko 어떤 망토는 녹 함정과 녹괴물로부터 갑옷을 해치는 것을 보호할 것입니다. Furthermore, destroy armor effects, whether from the scroll or the spell, will destroy a cloak before it destroys the suit. 망토는 또한 gives players wishing to avoid consorting with foocubi an extra chance to say no. 이 모든 이유 때문에, any non-cursed cloak of not less than +0 enchantment is better than none. mummy wrapping 2 3 0 천 Overrides invisibility 1 cloak of displacement/ko 50 10 1 천 Displacement 1 ** 엘프제 망토 60 10 1 천 Stealth 1 희미한 천 =_=_ Jumping boots/ko Some players prefer them to speed boots in an ascension kit, as the common potion of speed can give temporary very fast speed. The boots are especially useful to those who ride a steed that is already quick (like warhorse or ki-rin) but also want the ability to jump. =_=_ Elven boots/ko =_=_ Ring of shock resistance/ko =_=_ Ring of invisibility/ko =_=_ Ring of cold resistance/ko =_=_ Ring of fire resistance/ko 냉기 저항의 반지를 싱크대에 떨어트리는 것은 메시지를 생성합니다, "The hot water faucet flashes brightly for a moment. (온수 수도꼭지가 잠시 밝게 빛난다.)" =_=_ Ring of searching/ko =_=_ Ring of aggravate monster/ko =_=_ Ring of polymorph control/ko If you find a ring and test its price and BUC status, the chance of a ring of polymorph control is given in the following table. You can rule out teleport control by walking on a teleportation trap and conflict by wearing it in sight of monsters. =_=_ Changeling (starting race) The most unique part of playing as a changeling is the ability to transform into other creatures. Changelings can only polymorph into monsters on their list of known forms. Any time that the player chats with a monster, that monster is added to their list of known forms. Upon controlled polymorphing, a changeling is presented with a list of known forms. The changeling may only polymorph into one of these known forms. Should they do so, their knowledge of that form fades, and they will have to talk to that type of monster again in order to be able to polymorph into it again. Changelings are able to polymorph into any creature on their list of known forms, regardless of whether that creature is considered a valid polymorph form for other races. =_=_ Infravision/ko =_=_ Themed room/ko Each floor space in the room has a 30% chance to have a trap. All of these traps will be of the same type, and they may have corpses and possessions on an eligible level. They can be arrow traps, dart traps, falling rock traps, bear traps, land mines, sleeping gas traps, rust traps or anti-magic fields. There is a 50% chance that there will be a lich, mummy, vampire or zombie sealed in the centre of the room; otherwise there will be an @ corpse. There is a 20% chance that the centre will have a secret door; beware. At the centre of the room is a cloud, lava, ice, water or a tree. The room will always have an odd width and height so that there is an exact center point. The room is not connected to the other rooms, but may appear adjacent to a corridor. It can generate alongside an actual vault. It contains a giant zombie, ettin zombie or vampire lord guarding four chests. =_=_ Kraken/ko The kraken, , is the most difficult sea monster in NetHack. Like the lesser giant eel and electric eel, it possesses the instadeath drowning attack. 크라켄은 가끔씩 역학살의 대상이 되기도 합니다, 오르커스와 Rider의 값보다 여섯번째로 높은 경험치를 가집니다; only the other demon princes offer more experience. 다른 바다 괴물들처럼, 그들은 여전히 상당한 피해를 주는 공격을 가지고 있지만, 물 밖에서는 위험하지는 않습니다. UnNetHack reassigns the Fellowship of the Ring excerpt to the Watcher in the Water, a unique monster inspired directly by that passage, and gives the kraken a new encyclopedia entry: You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Potion of confusion/ko =_=_ Potion of monster detection/ko 저주받지 않은 물약은 그냥 검은 배경에 몬스터를 보여주기만 할것입니다, 그리고 아무것이라도 발견되었다면 당신의 지혜를 훈련시킬 것입니다. Long worm tails will be displayed. 저주받은 물약은 저주받지 않은 물약의 효과와 같으나, 레벨에 있는 모든 수면중인 것들과 마비된 몬스터를 깨울 것입니다. Long worm의 꼬리는 보여주지 않을 것입니다. Some players save one or two of these potions to bless and drink on the Astral Plane, 왜냐하면 그것은 모든 몬스터들을 찾고 추적하는 가장 빠르고 쉬운 방법이기 때문이고, and it doesn't have any of the disadvantages of telepathy (당신을 스스로 실명시킬 필요가 없고, 마음이 없는 몬스터 상대로도 먹힙니다). =_=_ Sink/ko 당신은 싱크대를 위에 서있는 상태에서 마시기 커맨드를 통해 마실수 있습니다. 그렇게 하면 당신의 행동 결과를 암시하는 메시지를 받게 됩니다. The specific message you receive depends on your status and the condition of dungeon monsters. 대부분의 메시지는 당신에게 실명이 아닌것을 요구하며, 그리고 ring of hunger는 싱크대 위에 이미 (가급적이면 쓸모 없는) 물체가 있어야 함을 요구합니다. 만약 이러한 경우가 아니라면, you will just get "You hear the ring bouncing down the drain pipe." 다른 한편으로는, 싱크대를 차는것은 레벨 5를 지났다면 꽤 안전합니다. Foocubi pose no significant threat and may be beneficial, and black puddings are slow enough that they won't kill you if you move carefully. 저렙에서 싱크대를 차는것은 현명하지 않습니다 (1 & ndash;3), 왜냐하면 foocubi가 레벨 드레인을 통해 즉사를 부를수 있기 때문입니다. Remember that if you plan on eating jewelry, only metal and wood rings are edible. Since you can't get the intrinsics from non-edible rings, you'll only need one to wear if you want that extrinsic; dropping one more down the sink isn't costing you very much. When quaffing from a sink, the random potion has a chance of being a potion of vampire blood. In addition, potions can now be of any BUC, depending on Luck, with the following probabilities: Lucky players might find it more worthwhile to drink from sinks because the BUC of the random potion is random skewed toward blessed with high Luck. Additionally, for vampires, the chance of getting a potion of vampire blood can be a large boon. However, it is still a significant gamble. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Carnivorous bag =_=_ Magic vomit pump =_=_ Junethack/FAQ/Archive DNethack SLEX is available for play on the em.slashem.me public server and notdNetHack and EvilHack are available on the Hardfought public servers. xNetHack and SpliceHack are new variants that are featured for the first time in the tournament, both available for play on the hardfought.org public servers. The clan trophy for log(points) has been dropped, as it was too easily abused. A replacement is planned but not yet finished. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ NetHack 3.7.0 NetHack 3.7.0 is currently available as development source code on Github. No official binaries exist as of yet, because this version is still in development and subject to change. A recent build of it is also available for play on the Hardfought public server. The adventurer has experience, hit points, magical energy, armor class, alignment, and the six major attributes. He or she may advance to experience level 30. The initial pet is a little dog for Cavemen, Rangers, and Samurai, a kitten for Wizards, a saddled pony for Knights, and a random choice of a kitten or little dog for all others (or the user's choice in his options). The main trunk of the dungeon begins at level 1, where the game begins, and proceeds down stairs to Medusa's Lair and the Castle. From there, it is necessary to enter a trap door to the Valley of the Dead. Further stairs down eventually lead to the invocation level. Performing the invocation ritual at the vibrating square opens the stairs to the Sanctum. With the Amulet of Yendor in hand, the adventurer may ascend from level 1 into the Plane of Earth; thence s/he may proceed through magic portals to the planes of Air, Fire, and Water, and thence to the Astral Plane. Offering the Amulet of Yendor on the correct high altar wins the game. NetHack 3.7.0 is also the first version to feature themed rooms, rooms with nonstandard shapes or contents which generate in the Dungeons of Doom but which are not the same as special rooms. A wand of wishing is guaranteed in the Castle, in its modern position, protected by Elbereth, a cursed Scroll of scare monster, and a chest. Potions in NetHack 3.7.0 have randomized appearances (except for water), occurring as one of , or as tiles image:ruby potion.png image:pink potion.png image:orange potion.png image:yellow potion.png image:emerald potion.png image:dark green potion.png image:cyan potion.png image:sky blue potion.png image:brilliant blue potion.png image:magenta potion.png image:purple-red potion.png image:puce potion.png image:milky potion.png image:swirly potion.png image:bubbly potion.png image:smoky potion.png image:cloudy potion.png image:black potion.png image:golden potion.png image:brown potion.png image:fizzy potion.png image:dark potion.png image:white potion.png image:murky potion.png. They are: Wands in NetHack 3.7.0 have randomized appearances, occurring as one of , image:glass wand.png image:balsa wand.png image:crystal wand.png image:maple wand.png image:pine wand.png image:oak wand.png image:ebony wand.png image:marble wand.png image:tin wand.png image:brass wand.png image:copper wand.png image:silver wand.png image:platinum wand.png image:iridium wand.png image:zinc wand.png image:aluminum wand.png image:uranium wand.png image:iron wand.png image:steel wand.png image:hexagonal wand.png image:short wand.png image:runed wand.png image:long wand.png image:curved wand.png image:forked wand.png image:spiked wand.png image:jeweled wand.png. They are: Spellbooks in NetHack 3.7.0 have randomized appearances (except for blank paper, novels, and the Book of the Dead), occurring as one of , or tiles image:parchment spellbook.png image:vellum spellbook.png image:ragged spellbook.png image:dog eared spellbook.png image:mottled spellbook.png image:stained spellbook.png image:cloth spellbook.png image:leather spellbook.png image:white spellbook.png image:pink spellbook.png image:red spellbook.png image:orange spellbook.png image:yellow spellbook.png image:velvet spellbook.png image:light green spellbook.png image:dark green spellbook.png image:turquoise spellbook.png image:cyan spellbook.png image:light blue spellbook.png image:dark blue spellbook.png image:indigo spellbook.png image:magenta spellbook.png image:purple spellbook.png image:violet spellbook.png image:tan spellbook.png image:plaid spellbook.png image:light brown spellbook.png image:dark brown spellbook.png image:gray spellbook.png image:wrinkled spellbook.png image:dusty spellbook.png image:bronze spellbook.png image:copper spellbook.png image:silver spellbook.png image:gold spellbook.png image:glittering spellbook.png image:shining spellbook.png image:dull spellbook.png image:thin spellbook.png image:thick spellbook.png. They are: Rings in NetHack 3.7.0 have randomized appearances, occurring as one of ; tiles are image:wooden ring.png image:granite ring.png image:opal ring.png image:clay ring.png image:coral ring.png image:black onyx ring.png image:moonstone ring.png image:tiger eye ring.png image:jade ring.png image:bronze ring.png image:agate ring.png image:topaz ring.png image:sapphire ring.png image:ruby ring.png image:diamond ring.png image:pearl ring.png image:iron ring.png image:brass ring.png image:copper ring.png image:twisted ring.png image:steel ring.png image:silver ring.png image:gold ring.png image:ivory ring.png image:emerald ring.png image:wire ring.png image:engagement ring.png image:shiny ring.png. They are: Blinding venom ( image:blinding venom.png) and acid venom ( image:acid venom.png) also exist as objects, but they only exist while in flight, or when a wizard mode wish requests them. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User talk:Mogigoma You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ NetHack 3.6 Links that refer only to "NetHack 3.6" are ambiguous. If a link took you to this page, please help out and edit the link to direct to the actual NetHack release that it refers to. =_=_ Pet/ko Figurines will bypass taming restrictions, but most types of restricted pets cannot have figurines of them created in the first place. Certain monsters cannot be made tame no matter what you do. In most cases, they will be made peaceful instead. They are: Humans (any K or @ except elves). Werecreatures can only be tamed in creature form, but will remain tame when they switch to human form. Shopkeepers, guards, aligned priests, quest leaders, and the Wizard of Yendor can all be polymorphed or slimed, but will remember who they were, and still resist taming. In the first few dungeon levels it is incumbent on you to lead, not follow your pet into unexplored rooms, where pits and other traps are far more dangerous to your pet than to you; Thus, it may be helpful to allow your pet to finish off weak monsters like grid bugs or newts to quickly gain levels early on, so that it can become strong enough to survive the traps and encounters in the lower dungeon levels. Although a pet will not attack a monster whose passive attack could kill it in one round, this calculation takes no account of the monster's weapon or likely counter-attacks. Be especially careful about bringing dogs or cats into the Gnomish Mines, or horses into shops, especially in the deeper levels. Horses seem especially vulnerable to mimics, and have also been known to attack shopkeepers, as they reach a higher level than dogs or cats. There is no special penalty for abandoning or losing track of pets, eating your pets' corpses (normal penalty from corpses of the pets' species still apply, such as cannibalism for cat and dog corpses), or (surprisingly) for genociding your pet's species or class. Your pets follow you along stairways and portals if they are adjacent to you when you climb, descend, or enter (except when they're busy eating or can't move). Removal of items which may be cursed from corridors can't hurt, unless one of the items is a loadstone. In that case (or if a corridor is blocked by a trap), try digging a path around the item or trap in question. For the three cardinal domestic species, appropriate foods for routine feeding are as for taming. Eggs (including rotten eggs) are appropriate for feeding carnivorous (and omnivorous) pets like dogs and cats, but they should be dropped with the d command, not thrown. (Eggs that pets will not eat are probably cockatrice and should be #named and saved.) Additionally, starving pets will eat some foods which they will not otherwise (e.g., starving horses will eat "people food" such as food rations). Pets will never eat food that would cause them harm: pets without poison resistance won't eat poisonous corpses; pets without acid resistance won't eat acidic corpses; pets without petrification resistance won't eat footrice corpses (or eggs) or Medusa's corpse; and no pet will eat green slime or Rider corpses. Pets gain two to eight times more nutrition than players from food (smaller ones gain more), but take the same time to eat it. A starving pet will "devour" the food, taking only half the normal time required to eat it, but also gaining only the nominal nutrition. Generally, your pets (especially the carnivorous ones) will feed themselves. Sometimes they will feed you, as they will kill monsters of types that they will not eat but that you might, or you stand a chance of beating them to the corpse. For some pet types, notably domesticated animals and intelligent monsters, it is advisable to #chat with your pet frequently. Their vocalizations change noticeably when they are hungry. 애완동물이 굶주린 상태일때 (500 turns after they became hungry) they become confused and their maximum hit points is divided by 3. See "Messages", below. Pets can be trained to more reliably drop items near you by giving them treats after they drop something; this willingness to 'fetch' is known as apport. Pets left on another level from you lose tameness but still burn nutrition. If a pet on a different level would have starved before becoming untame, it will become hostile. Otherwise, it will either become peaceful or hostile. If you cannot find enough food for your herbivorous pet, leave it on another level and let it become untame rather than letting it starve, then re-tame it later when food is available. Carnivorous and omnivorous pets will eat wraith corpses and gain one level for each, capped at 15 over base level. (There is no cap for gains from engulfing live wraiths.) They will also eat chameleon and doppelganger corpses, which will polymorph them. The best way to equip a pet is to gather the items you want to give to the pet, put them in a dead end, and stand on them till your pet comes near, swap places with the pet and keep it standing over the pile till it picks up something and starts using it. If it drops something it had been using, you will need to swap places again to pick up their old stuff. For replacing equipment, the best way to do that is in a 2 long corridor with a locked door: +@A. This will take a long time as pets don't like to pick up things if you are nearby. If you just have a pile of stuff and they don't have anything that is being replaced, locking them in a closet will be faster, as pets with large values of apport are more likely to pick up things if you are far away. This only works if the pet isn't carrying a key of its own. Many humanoid monsters will pick up and wear armor. Only medium-sized monsters can wear body armor or shirts, and only medium or smaller monsters will fit into cloaks. All monsters know the enchantment of armor, and will replace one piece of armor with something that gives more AC than what they are currently wearing. For example, your pet Archon will replace their +0 shield of reflection with a +3 small shield in some valkyrie's bone pile. Generally for pets, you want to give them magic resistance, magic cancellation, and reflection. All items that work for the player also work for monsters, provided they fit into it or actually wear amulets. Silver-haters will not use silver items. Large pets get MC1 only from the cornuthaum. Feel free to load up on metal armor, it does not hinder monster spellcasting. Magicbane grants magic resistance, but monsters can swap artifact weapons, see below. Pets will not hang on to quest artifacts. Most magical armor is not as useful for monsters as it is for players. Speed boots make monsters fast, but not very fast. An alchemy smock confers only poison resistance. Dragon scale mail and scales will grant their extrinsics to monsters. Other armor properties than those discussed do not affect monsters. After deciding what extrinsics your can give your pet with equipment, the rest of their armor should be to improve AC. Monsters with a weapon attack will be able to pick up and wield weapons. They will ignore the enchantment and BUC status of the weapon, and instead select which one to wield based on type. (Pets do not pick up cursed objects.) They prefer (in this order): any usable artifact weapon, cockatrice or chickatrice corpse, tsurugi, runesword, dwarvish mattock, two-handed sword, battle-axe, katana, unicorn horn, crysknife, trident, long sword, elven broadsword, broadsword, scimitar, silver saber, morning star, elven short sword, dwarvish short sword, short sword, orcish short sword, mace, axe, dwarvish spear, silver spear, elven spear, spear, orcish spear, flail, bullwhip, quarterstaff, javelin, aklys, club, pick-axe, rubber hose, war hammer, silver dagger, elven dagger, dagger, orcish dagger, athame, scalpel, knife, worm tooth. 이탤릭체로 된 무기는 두 손으로, 괴물이 강하고 방패를 쓰지 않으면 선택될 것입니다. 코카트리스 시체는 그 몬스터를 즉시 석화시킨다면 선택되지 않을 것입니다. Stilettos and grappling hooks will never be chosen. If a monster has a wielded artifact weapon and picks up any other, it can switch to the new artifact and drop the old, provided the artifact is not cross-aligned and the conditions for two-handed weapons are met (if applicable). "Can" here means the first admissible artifact in the game's internal list of carried objects is chosen. If you want your pet to keep a specific artifact, give it to it while it is carrying as few objects as possible. Pets do not use ranged weapons, though there is a patch for this purpose. 3.6.1 버전에서, they will, however, use their breath weapon if they have any. Monsters with hands can put on amulets of . They have no preference, just whatever they wore first. If you want them to remove it, you have to get a nymph or foocubus to steal it, polyself into such a stealer, or have the monster die. Your stealing attack only reduces a pet's tameness if you do not successfully acquire an object. The monster's amulet of life saving will not be used up if it was nonliving (undead, golem, manes, vortex). 다음은 좋은 애완동물이 되는 몬스터들의 목록입니다. It is divided into two parts: the first consists of pets which a player might specifically work to obtain, for example through a wish or a polytrap. The second consists of pets that are useful (e.g. if you get them through a polytrap or magic trap), but not usually worth any extra effort to obtain. Generally speaking, if a corpse is safe for your pet to eat, it is also safe for you. The exceptions to this rule are that it is not a good idea for you to eat your own species, dogs, cats, bats (which will stun you) or violet fungi (which will make you hallucinate). Pets will also eat corpses from monsters such as and that could give you the often undesirable teleportitis. 만약 당신의 애완동물이 석화당했다면, 당신은 주문 stone to flesh를 시도할수 있습니다. & nbsp; Alternatively, if your pet can give you a needed intrinsic, you might eat the corpse. Do not sacrifice former pets if they died tame. 음식 탐지의 두루마리나 or the spell of spellbook of detect food은 당신의 애완동물 시체를 썩기 전에 찾을수 있습니다. AceHack implements ranged combat for pets; however, they currently die much faster than in vanilla, as monsters are more aggressive toward them. (This is planned to be fixed before release.) =_=_ Force/ko Prying with an edged weapon (such as a dagger) is a better method, as it will do no harm to the container and its contents. Smashing the box with a blunt weapon (such as a mace) may destroy the whole container, including some or all of its contents. The per-turn percent chance of success is < math > 2x+1 < /math > , where < math > x < /math > is the maximum amount of base damage the weapon deals to large monsters. The probability that a non-artifact, noncursed, edged weapon will survive an unsuccessful attempt to force a locked container is given in the following table, depending on the weapon's enchantment and erosion level: If you successfully force the lock using a blunt weapon, there is a 25% chance that you also destroy the container. If you do destroy the container, you will also destroy every potion in the container, and every non-potion in the container has a 25% chance of being destroyed. In Slash'EM Extended, you can also use the force command on monsters to deal some damage to them. This counts as a melee attack and will therefore set off a monster's passive attack, but unlike an actual melee attack it cannot miss. Also, sometimes the monster is knocked back a square. A Jedi deals extra damage by doing so. =_=_ Category:한국어 =_=_ Mystic The Mystic role's intrinsics are randomized at game start and can be good ones like e.g. fire resistance or also problematic ones like conflict. =_=_ Cellar Child The Cellar Child is a role in SLASH'EM Extended designed to be an extra-hard spellcaster. They start with detrimental gear and the "blue spells" nastytrap effect which causes spellcasting to incur extra spell hunger and makes random tiles look like open floor, obscuring what is really there. =_=_ Mason =_=_ Goldminer =_=_ Space Marine =_=_ Dancer Dancer is a role in SpliceHack. Dancers are glass cannons, with little in the way of defense, but the ability to dish out enormous amounts of damage using a wide variety of techniques. They have a specific focus on dealing elemental damage. Fire a bolt of lightning in the direction of the last attack. This lightning bolt functions the same as a wand of lightning. Explode in a 3x3 explosion for 2d4 fire damage. Unlike other techniques, this does not reset the step count, allowing for constant explosions. The central mechanic of the dancer role is dancing. Whenever a dancer hits a monster, they enter into a state called dancing, and their step count changes. The step count of a dancer can change via a number of different actions: Dancer-specific techniques, notated by a required number of steps, function differently than techniques for other roles. Each dance functions like a "stance" in other games: active until you stop using it, and you can freely switch your active dance using #technique. When a dance technique is active, the effects do not take place right away. Instead, the technique takes effect when the dancer's step count reaches a certain number of steps specific to the technique. Every time that a dancer hits a monster, if their step count is higher than the required steps of a currently active technique, an effect specific to that dance will occur. The dance will still be active, but the step count will be set to zero. =_=_ Pumpkin The pumpkin is a useful helmet in the early game, particularly if the player is trying to avoid encumbrance, since it can be worn as a helmet until it is needed as a food source. =_=_ Wands of death =_=_ Talk:Incantifier (dNetHack starting race) =_=_ File:Pumpkin.png =_=_ The Power Pole Invoking the Power Pole gives the user resistance to acid, fire, cold, and shock for 100-200 turns each. Additionally, invoking the power pole has the same effect as reading a blessed scroll of elementalism. =_=_ Cooking Cooking uses the same mechanics as erosion. This means that items that can be cooked are vulnerable to fire damage. Whenever a player or monster is dealt fire damage, there is a chance that their cookable items are affected. Items that can be cooked include: There are three levels of cooking: Cooked, burnt, and crispy. It is possible to wish for food that cannot be cooked by specifying that it be "uncookable," but no such items (aside from those already invalid) are naturally generated during the course of the game. Monsters killed via fire usually leave burned corpses. Cooked/burned corpses cannot be sacrificed. Rotten and homemade tinned food is considered to be uncooked, but all other tins found by the player are treated as having a random amount of cooking. Corpses found in ice boxes have a small chance of being cooked. Cooking in front of a monster of the same race as the corpse being cooked will cause them to become angry. Cooking food modifies the nutrition it provides, as well as the chance of gaining an intrinsic from a corpse. Cooked food is more beneficial than uncooked food, while burnt food is less beneficial. Cooking is as easy as standing on the same tile as a furnace, using the #cook extended command, and selecting a valid item. There is a a 1 / 1 + [cooking skill] chance that a mishap occurs, causing the item to immediately become burned or crispy. If a mishap does not occur, the food will become cooked. The message that appears depends on the cooking skill of the player. =_=_ Template:SpliceHackMonsters =_=_ File:Ooze dragon.png =_=_ Dragon (SpliceHack) The Dragon class of monsters in SpliceHack contains a number of powerful monsters. Unlike in NetHack, dragons in SpliceHack are capable of using and manipulating items as if they had hands. Additionally, shimmering dragons are not deferred, and can be encountered in normal play. SpliceHack also has elder dragons, a subset of dragons. Elder dragons are high level and possess very dangerous abilities, capable of threatening even ascension-ready characters. Purple dragons are affiliated with sonic energy. The breath of a purple dragon deals sonic damage, and can shatter glass items, making them dangerous to player inventories. Their scales are one of the few sources of sonic resistance in the game. Ooze dragons are one of the elder dragons of SpliceHack. Although somewhat slow, their powerful attacks, ability to engulf enemies, and amorphous nature make them an excellent polymorph form. Razor dragons are an extremely dangerous variety of elder dragon. They are very fast, can deal massive amounts of damage, and take a very long time to kill. Their scales grant speed. Filth dragons are elder dragons that are notable for their ability to spread disease. Their scales grant sickness resistance, and are often a target of wishes. Void dragons are arguably the most deadly monsters in SpliceHack. Their claw attacks can disintegrate items, as well as monsters without disintegration resistance. They do not generate randomly, however. =_=_ File:Time Elemental.png =_=_ Time Elemental =_=_ Insight Insight is a feature specific to dNethack. It represents the player's ability to see beyond the veil. Players with a high insight will encounter creatures they would otherwise never see. In the Gulf of N'Kai in the Neutral Quest, you can encounter a number of peaceful merchants. If you chat to them while wielding an artifact in your main hand, they will offer to take it from you, giving you a "thought" in return. < ref > https://github.com/Chris-plus-alphanumericgibberish/dnethack/blob/master/dnethack-3.4.3/src/sounds.c|2716 < /ref > Giving away a gifted artifact will anger the god that gave it to you. Living dolls appear randomly in the Depths in the Neutral Quest. Before reaching their insight threshold, they appear as "lifeless dolls", an object that functions as a living doll corpse. Each doll has an independent threshold of rnd(20) insight. Their corpses can be transported to a more convenient location. After reaching their insight threshold, they will wake up and appear as peaceful that sell a variety of dolls when #chatted to. < ref > https://github.com/Chris-plus-alphanumericgibberish/dnethack/blob/master/dnethack-3.4.3/src/sounds.c|2211 < /ref > Living dolls will always sell doll tears, and 9 to 11 random other dolls from the below table. For the dolls that grant an effect for a certain number of turns, they will always add to a pre-existing timer. Each doll costs 800 zorkmids regardless of charisma; a doll tear costs 8000 zm. When applied, cures slime, petrification, sickness, and blindness with no failure chance. Will not cure confusion, hallucination, stunning, or any other status effect not listed. When applied, grants destruction for 8 turns. While destruction is active, all adjacent monsters take 6d6 cold, fire, or shock damage per turn. Non-adjacent monsters in line of sight have a 1/4 chance to take 4d4 elemental damage). When applied, fully refreshes a single chosen wand. The recharge count is set to 0, and the charges are set to 8 for direction and 15 for non-directional wands. When applied, grants mind-blasting for 8 turns. While mind-blasting is active, you emanate 3d15 psychic blasts that can hit all monsters on the level. Most monsters have a 1/10 chance to be affected. Mindless monsters are immune. Telepathic monsters have a 2/3 chance of being affected, or always if they are currently blinded. The monster's study count is set to the damage taken if it is greater than its current study. Can be applied to turn an android into a doll. This android will sell all the same dolls that the living doll used to, and they will revive just like living dolls. Purchasing this returns the living doll to a lifeless doll, but one that will never revive. Androids, gynoids, operators, and commanders can be given doll abilities like this, in addition to a lifeless doll to bring the living doll back. Kuker are peaceful angelic creatures that spawn in the Neutral Quest once your insight is high enough. They offer several services in exchange for exorbitant amounts of money. They also grudge on any undead creatures on the level they are found on, and are often not strong enough to fight too many of them. So come prepared to buy anything you want, and don't dally when going to reach them. Blesses your currently wielded weapon. If the weapon's enchantment is under 3, it will be set to 3. You must be wielding a weapon. Blesses your current weapon. If the weapon's enchantment is under 3, it will be set to 3. Adds the holy property, removing the consecrated property in the process. You must be wielding a weapon. =_=_ Sanity Sanity is a feature specific to dNethack. It represents the player's mental well-being in response to the various horrors encountered during the game. Intermittently causes a player to vomit after eating vegetarian or vegan food; players will not always be consistently warned before committing further cannibalism. Intermittently causes monsters to panic, lose turns, and gain reflection for a turn; causes players to deal reduced spell damage to monsters. Additionally, intermittently causes players to stop and admire oneself in a mirror, losing turns. Causes increased damage from male humanoids and centaurs. Intermittently causes a player's attacks against serpentine monsters to fail; player will intermittently panic and lose turns after being poisoned. Causes players to take increased damage from serpentine monsters. Intermittently causes a player's attacks against female humanoids, centaurs, and spiders to fail or deal reduced damage. Causes players to take increased damage from female humanoids, centaurs, and spiders. Intermittently causes a player's attacks against aquatic monsters to fail, cause reduced attack damage, or cause reduced spell damage. When attacked by aquatic monsters, players will take more damage and will intermittently panic and lose turns. Intermittently causes a player to attack a monster's hallucinatory twin instead of the monster itself. Causes a player to have a hard time discerning the location of unseen monsters. Intermittently causes a player to slip over non-existent ice. Intermittently causes air around a player to freeze solid, destroying potions in a player's inventory and potentially causing fatal suffocation. Intermittently causes a player's attacks against worms and tentacled monsters to fail. Causes players to take increased damage from worms and tentacles. Intermittently causes tentacles to erupt from your brain and attack adjacent monsters, causing melee damage but further degrading sanity. See The Black Mother for further information. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ The Black Mother The Black Mother is an unaligned deity in dNethack. She is unique in that she does not have "proper" altars, and can be sacrificed to regardless of alignment or current deity. To make offerings, you must sacrifice to a special monster called a mouth of the goat. One mouth is found in the upper right room of the 6th level of the Lost Cities, and another in the bottom left on the 7th level. These monsters have an innate insight limit of 60, and will accept your sacrifices on her behalf; if you cannot perceive the mouth, then you must stand on its square and offer corpses there. If you can, any square adjacent to the mouth is acceptable. The main benefit of sacrificing to the Black Mother is to get access to the unique boons she grants. She has a prayer timeout as normal, along with the possibility to be angered, but has different versions of an artifact gift or other favor. A mouth of a goat will attempt to eat any corpse that is dropped on its square; this does not count as a proper offering unless you #offer it yourself, so it will not be eligible for gifts, but it will mollify anger or reset prayer timeout, and will not anger your god. The message given when a corpse is eaten in any way is "A mouth forms from the mist and eats a < foo > corpse!". If the corpse has not been revived at this point, the sacrifice is accepted. This can appease the Black Mother, but anger the character's normal deity. Non-chaotic characters will be severely punished by their god for offering to the Black Mother. Each sacrifice will hurt their align record, increment their gods anger by 1, reduce wisdom by 1, and reduce luck by 1. In practice, it's not easily doable to sacrifice as a non-chaotic character due to the anger effects you receive on each sacrifice. Even if not chaotic, Binders and Anachrononauts are immune to this effect. Regardless of your standing with your own god, a sacrifice now functions almost identically to a normal offering. It will attempt to mollify her if she is angry. If you're in good standing, then it will reduce your prayer timeout to the Black Mother. If neither of these apply, a sacrifice will pacify all of her children on the level (anybody she would not accept as an offering, and any mistweavers) and begins checking for gifts and blessings. The Black Mother does not give gifts like a normal deity. Instead, she will first attempt to give the character a holy symbol of the black mother. This is a tool-class item that has multiple effects, but the primary effect is the unlocking of further gifts. Any sacrifice eligible for a gift first checks to see if you have a holy symbol in your open inventory. If you don't have one, then you have a 1 / (10 + gifts given by any god) chance to receive one. This gifting counts as an artifact gift for the first symbol given, but not for any symbols past that. If you want another symbol, then you will have to bag or drop any current ones you have. If there is an eligible item, then it will apply the drooling property. In the process, this will remove the acrid property, cure erosion, and make the item erodeproof. It will not reset the enchantment of the item. This counts as an artifact gift for future purposes. Applying a holy symbol will attempt to pray to the Black Mother. This will anger non-chaotic gods, but function as a normal prayer using your prayer timeout with the Black Mother. This will function in Gehennom, and allows Anachrononauts to pray. Each turn, an item with this property appearance may change appearance. The adjectives used can shift to 'drooling', 'staring', 'lashing', or 'stormwrapped', with its abilities changing as the name changes. When a monster is killed by a drooling weapon and leaves a corpse, it will be automatically sacrificed to the Black Mother. This will not give gifts, but can mollify the Black Mother. However, this will still anger either your god or the Black Mother herself as normal, depending on your alignment and the sacrifice. Be careful killing monsters like Riders with a drooling weapon. The Red Word is one of the words of creation, part of the same set as the words in the Mithardir quest. Reading the word has the following effects: If you did not receive an artifact gift, but are still in good standing, you may receive a generic blessing from the Black Mother. This has a chance of roughly 1/(30+experience level), biased to be more likely with higher luck. First, the Black Mother may gift a tame minion, which will be one of the minions she summons when angered. Otherwise, one of the following effects occurs: Potions of goat's milk are a reasonably common reward for interacting with the Black Goat. For all intents and purposes they are normal potions, but always appear as a "black potion" when unidentified. This appearance may be shared with another randomized potion. When drunk, they function as an advanced potion of full healing. If they are blessed, they will restore all lost levels, but otherwise will always restore one even if uncursed. They also restore one ability score if uncursed and all if blessed, and always cure one morgul shard. However, drinking goat's milk will decrease your sanity by d20, and give you the goat-ridden madness if you did not already have it. Cursed potions have none of the above effects, but are instead spoiled. A spoiled potion deals a flat 40 damage and gives you food poisoning. Any being maddened by the Black Mother has tentacles growing out of their head. This applies to some of her chosen children, and you as well if you have the goat-ridden madness. If you have the madness, your brain occasionally sprouts writhing masses of tentacles. The madness triggers when a monster (hostile or peaceful, but not tame) is adjacent to you, and a sanity roll fails. The outburst initially gives the message "Lashing tentacles erupt from your brain!" and deals 4d4 damage to you, scaled by your current HP percentage. This also drains 4d4 nutrition. The tentacles erupting will reduce your sanity by 4d4, but only by 1 per outburst when your sanity is below 50. The only upside of the lashing tentacles is the damage it deals to enemies. It will make a 4d4 poisonous tentacle attack to all non-tame monsters adjacent to you as a free action. On enemies, the madness will trigger every single turn, but does not damage them. The enemies also don't always make 4d4 poisonous tentacle attacks, but have their own versions. The enemies that have attacks are: You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Astaroth (dNetHack) =_=_ User talk:Chris/dNetHack/dNethack Roles/Binder/Astaroth =_=_ Astaroth =_=_ Incantifier (starting race) =_=_ Talk:Incantifier (starting race) You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Potion of full healing/ko If an extra 400 HP would be more HP than your maximum, a blessed potion will also increase your maximum HP by 8, and an uncursed potion will increase it by 4; a cursed potion will not increase your maximum HP. 해당 물약은 또한 환각과 실명을 치료하며, 그리고 constitution와 힘을 훈련시킵니다, 그리고 만약 저주받지 않았다면, 질병을 치료할 것입니다. Inhaling vapors (of potion of any beatitude) will heal you 3 HP, up to your maximum HP, 그리고 constitution을 훈련시킵니다. 만약 당신이 폴리모프 상태라면, 기본 폼 상태의 체력도 조정됩니다. If this potion's appearance is smoky or milky, you may get a djinn or a ghost when you quaff it. This is great if you need a wish, but not so great if you have 3 HP left and were expecting to be fully healed. For this reason, it's not a good idea to rely on potions of full healing as a poor man's amulet of life saving in these rare cases. =_=_ Potion of extra healing/ko Inhaling vapors (of potion of any beatitude) will heal you 2 HP, up to your maxHP, and exercise constitution. If you're polymorphed, health of your base form is adjusted as well. You can alchemize potions of extra healing with gain level or gain energy to get a full healing. Conversely, one can make potions of extra healing by dipping a potion of healing in a potion of gain energy, gain level, or speed. 일부 플레이어, especially pacifists or protection runners, might quaff this potion right away for the maximum HP boost. 즉시 체력 부스트가 필요하지 않은 플레이어들은, 그것들을 완전 회복의 물약으로 연금술 할수 있을 때까지 기다리는 것이 더 낫습니다. Even those who don't have the time or ability to alchemize the potion should try to bless it first, since it gives over twice as much maximum HP that way. With the new alchemy stacking rules introduced in 3.6.0, turning this potion into full healing may not always be desirable. Dipping a (sufficiently large) stack of extra healing potions will alchemize only 5.5 of them on average; there's further 10% chance of them exploding, losing any potential HP boost, and 90% chance of obtaining full healing, which gives you 3 more max HP per potion. That means, on average, you only get extra 12.1 max HP per dip, compared to just drinking extra healing directly. As each dip uses up either a gain energy or a gain level potion, these 12.1 HP need to be weighted against 10.5 average max energy boost from blessed gain energy or various useful effects from gain level (which gives less than 12 max HP on average, but increases max energy as well, and also has other uses). For spellcasting roles, or those characters who already have decent HP but are lacking in energy, the trade-off may be undesirable now. 만약 다쳤을때 물약을 사용한다면, whenever possible be sure that you will heal past full, so the maximum HP boost is not wasted. In practice, this means that for a blessed potion of extra healing, you are likely to heal at least 27 HP (19 HP for uncursed), and virtually guaranteed to heal at least 15 HP (9 HP for uncursed). =_=_ Potion of healing/ko Inhaling vapors (of potion of any beatitude) will heal you 1 HP, up to your maximum, constitution를 훈련시킵니다. If you're polymorphed, the health of your base form is adjusted as well. < ref > Source:NetHack_3.4.3/src/potion.c#line1221 < /ref > In alchemy a potion of healing can be combined with gain level, gain energy or potion of speed to get extra healing. 게임 후반에 회복의 물약은 유용할 만큼의 충분한 체력을 제공하지 못합니다. They should be alchemically converted into potions of extra healing (and then to potions of full healing) whenever possible. =_=_ Bell of Opening/ko =_=_ Candelabrum of Invocation/ko 의식의 촛대는 is a unique item required to perform the invocation ritual, which in turn is required to ascend in NetHack. Before being formally identified, 그것은 단순히 "촛대"로 나타나지만, 하지만 이것은 넷핵에 존재하는 유일한 촛대이기 때문에 중요하지 않습니다. 촛대를 밝히기 위해서는, 당신은 먼저 7개의 초를 그것에 끼워야 합니다. 촛대를 들고 다니는 상태에서 초를 적용하면 됩니다. You can light or snuff the attached candles by applying the Candelabrum itself. 그것은 당신이 붙인 최단 수명 촛불만큼 타버릴 것입니다, but will lose half of the (remaining) time span each time you light it anywhere other than on the vibrating square. The Candelabrum provides a light radius slightly larger than an ordinary lamp, 따라서 촛대에 불필요하게 불이 들어오는 시간을 최소화하는 것이 좋습니다. If you are using a magic candle, you may want to drop the Candelabrum immediately after the ritual. Otherwise, you risk attaching your only magic candle on the candelabrum, where it will be consumed like an ordinary candle. 벨, 책, 촛불은 가톨릭의 탈교 의식입니다, although in the NetHack source code the candelabrum is sometimes referred to as a menorah, the seven branched candelabrum of Jewish ritual. =_=_ Category:EvilHack =_=_ Hunger rate You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User:Aximili/Test Scrolls of , , , and are pretty easy to identify by price. The more expensive scrolls, with base costs of 100 zm or more, are much more difficult to distinguish. Monsters can be generated with scrolls of teleportation, earth, and create monster. If you observe them reading said scrolls, that identifies to scroll to you. Scrolls of earth can be identified by the guaranteed ones in Sokoban. Scrolls of teleportation are the only ones generated inside closets. Many veteran players will not read an unidentified scroll unless they have a pretty good guess what it could be. Nonetheless, if you are desperate and you have a large variety of price-identified, pet-tested scrolls in your inventory, you may try to identify them by reading them. You should not try to read-identify scrolls if the game considers your character a beginner. If your character is a beginner, then several scrolls have a possibility of giving the message "You have a strange feeling for a moment, then it passes." If your character is not a beginner, then it will be possible to distinguish all scrolls by the messages and effects obtained by reading them. Beware of the scroll of amnesia. There is no defense against the possibility of losing up to 25% of your discoveries. The table below summarizes precautions for reading unidentified scrolls. Some precautions may contradict: you need other means of identification to assist in these cases. In addition to take precautions against harmful scrolls, you might also want to maximize the benefits of helpful scrolls. Some of these may contradict the above precautions: you need other means of identification to assist in these cases. =_=_ Training You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. This was never uploaded, but should be visible on pages since it is not the current version and possibly need updating --Phol ende wodan (talk) 00:54, 28 June 2020 (UTC) This was never uploaded, but should be visible on pages since it is not the current version and the page may need updating --Phol ende wodan (talk) 01:01, 28 June 2020 (UTC) =_=_ Template:Nethack-366 =_=_ Category:Pages with an unknown version This category is for pages that an editor has marked with Template:Unknownversion. Any such pages need to be reviewed and tagged with the correct version template. =_=_ Category:Nethack-366 articles This category is for articles that pertain to NetHack 3.6.6 which may need updating when the next version is released. See NetHackWiki:Next version for more details. =_=_ Current version =_=_ Spellcasting focus A spellcasting focus is an item in dNetHack that can increase the player's chance of spellcasting successfully when wielded. Several different items are focuses. Some focuses increase the success rate of all spells, while others are limited to associated spell schools. =_=_ DNetHack items You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Magic lamp/ko 매번 당신이 마법 램프를 문지를때, 1/3 확률로 "You see a puff of smoke" 그리고 다른 1/3 확률로 "Nothing happens"; 어느 경우든 그냥 다시 시도하면 됩니다. 남은 1/3 확률로 지니가 나타나며, 램프가 감정되고 마법 램프와 똑같은 BUC의 기름 램프로 변합니다. and 1000-1500 < ref > < /ref > charges, and one of the following five outcomes occurs. 이러한 결과의 상대적 확률은 램프가 축복받았는지, 저주받지 않았는지 또는 저주받았는지에 따라 달라집니다: < ref > < /ref > =_=_ Oil lamp/ko =_=_ Talk:Amoeboid They are great! If you haven't tried variants, you might be surprised how easy most of them are to play; they don't require a whole new skillset. In fact, many of them are less frustrating to play than Vanilla, because they give you a yes/no prompt before allowing you to do something foolish. =_=_ Talk:Anachrononaut Warpguncody: If you are going to edit pages to add content from other variants, please try to be thorough with the changes you make at a minimum. SLEX ana is so different from dnh ana in terms of gameplay that I really don't think that kind of stuff belongs on this page, but even if it did, you should at least make an effort to format your changes properly. EasterlyIrk (talk) 23:55, 18 September 2020 (UTC) =_=_ Autoexplore Some variants have an "autoexplore" command, bound to by default, that automatically explores until it finds something interesting or is interrupted (by a monster, trap, or similar effect). Known variants that include this feature are AceHack, DynaHack, FIQhack, Fourk, NetHack4, and UnNetHack. In Fourk and FIQhack, travel (and thus automatic exploration) is not halted by floor engravings or items that the player has already seen. Variants that haven't been updated recently (Dynahack, Nethack4, Acehack) tend to exhibit buggy behavior when a level has been significantly affected by digging. Common reasons include a rock mole that ran amok, or a player who hunted for a vault with a pickaxe and didn't know where to look. In such areas, Autoexplore and Travel may veer off-course and send you in an unexpected direction. (This can also happen with Travel in general, especially in 3.4.3, so the problem may lie outside the scope of autoexplore.) =_=_ Talk:Dragonmaster =_=_ Talk:Writings Seems weirdly specific for "Writings" to go right to the writings of Jack Vance. --Aximili (talk) 20:08, 6 July 2020 (UTC) =_=_ Talk:Death (player monster) 지적인 몬스터들은 공격 지팡이를 사용할 수 있습니다; 여기에는 매우 약한 몬스터가 매우 강력한 지팡이를 들고 있는 것이 포함됩니다. 극단적인 경우, 난수신은 당신에게 죽음의 지팡이를 든 노움 을 보낼 수도 있습니다 & ndash; 불합리하게 죽은 유명한 사례죠. 웹툰 더들리의 미궁에서는, 이 노움은 통칭 죽음의 지팡이를 든 노움 혹은 GWTWOD라고 불립니다. =_=_ Sylph (starting race) In Fourk, Sylphs are a playable race. They are elemental fairies. As such, they have fairy senses which tend to see through illusions. All sylphs are female and are displayed as an . Sylphs may be Healers, Priests, Rangers, Rogues or Wizards. They can be Chaotic or Neutral. They lose alignment for eating meat, in the same way that monks do. Intrinsically, Sylphs can see invisible and have protection from shape changers. At experience level 5, they receive infravision, at 7 they receive displacement, and at level 16 they passively detect monsters at all times. The following table outlines their maximum (unaided) attribute levels. < ref > https://jonadab.jumpingcrab.com/nethack-stuff/spoilers-fourk/4.3.0.4-postrelease-compat/players.html#race < /ref > Sylphs start with 1 potion of gain energy and 1 potion of healing, unless they are a healer, in which case the potion of healing is replaced with a magic harp. Stealth skill is increased by 1, and regardless of role a sylph can get to Skilled in healing spells. To be precise, being restricted to "cloth or wood" armor means small or elven shield, cloak, shirt, and a cornuthaum or fedora. Wearing anything else will prevent the sylvan rapid recovery from status effects and HP/PW regen, which is detailed in this commit. Healing a status effect or recovering HP this way costs extra nutrition. Combined with the race's vegan conduct, it is a good idea when you're not in danger to use healing spells and unicorn horns, when possible, rather than spend nutrition via your innate recovery method. =_=_ Sylph =_=_ Comestible/ko 한 가지 중요한 유형의 해로운 식료품은 rotten썩은 식료품입니다. Egg과 대부분의 시체는 그것들을 보존하기 위해 특별한 조치를 취하지 않는 한 최종적으로 썩고, (시체의 경우엔) 완전히 썩어 없어집니다. 다른 모든 식료품들은 "permafood"입니다; 당신이 원할때까지 저장할 수 있습니다.. 먹는것의 또다른 중요한 이유는 어떤 식료품은 당신에게 유용한 내성을 주거나 당신의 능력치를 향상시키기 때문이다. 예를 들어, tin of spinach시금치 통조림 과 royal jelly로얄젤리 는 둘 다 힘을 증가시킨다. 유익하거나 해로운 시체의 섭취 효과에 대한 더 많은 정보는 Corpse#Corpse benefits and dangers를 참조하시오. When you eat any comestible other than a tainted corpse or a rotten tin, you receive its nutrition value. The nutrition is provided uniformly during eating, e. g. if an item takes 5 turns to eat, then after 2 turns of eating eat you receive 40% of its nutrition value. See nutrition for more information. Most comestibles have a chance of being rotten. Cursed non-corpse comestibles are almost always rotten, most others have 1/7 chance of being rotten. If a comestible is rotten, eating it may cause ill effects, and will only grant half its usual nutrition value. See the #Rotten food section below for more information. You will not know that a comestible is rotten until you eat it. Tin are either from a monster (called tin of foo meat, or just tin of foo, if it is vegetable), or are tins of spinach. Before you eat a tin, you are notified what monster (or spinach) it is made of. ("It smells like (monsters). Eat it?", or "It constans spinach. Eat it?" or "It contains some decaying (green) substance. Eat it?", if it is a cursed tin of spinach.) If you chose not to eat it, you "discard the open tin" and it is gone. Tins of a monster (meat), when eaten, mostly cause the same effects as the monster corpse. For example, eating a tin of a domestic dog, unless you are an orc or a caveman, will give you the aggravate monster intrinsic, as if you ate the corpse of a domestic dog. There are, however, important differences: There are also empty tins. One way to get an empty tin is to wish for a tin of a genocided monster. They provide no nutrition. Eggs become stale after 400 turns. A stale egg makes you nauseated for 10d4 (more) turns ("Ugh. Rotten egg."), thus being a good source of confusion. Wand of undead turning rejuvinates eggs. While 2/3 of newly generated eggs are just eggs, 1/3 are eggs of a random non-aquatic, egg laying monster (which therefore may eventually hatch if fresh). If the monster happens to be cockatrice or chickatrice, you get delayed petrification unless resistant. Unless you identified the egg, you will not know it is a footrice egg until you eat it. There are no other effects from eating eggs (e.g. eggs never confer intrinsics). Upon beginning to eat rotten food, you get the "Blecch! Rotten < food > !" message, and one of the following occurs: If a comestible is rotten, you only receive half its nutrition value (e.g. 400 instead of 800 for a rotten food ration). Rotten wraith corpses will "rot away completely" without giving you an experience level. While you packed enough food for "several days" of journey, by the time you actually get inside, you don't have much food with you. Some roles start the game with a small pile of 2 food rations, but some roles didn't think ahead, and start with no food at all. In any case, one of the early goals of the game is to secure an adequate food supply. To stay alive, many players at the start of their dungeon exploration will eat the corpses of their slain enemies. It is common to find adventurers eating the remains of anything that their pet does not reach first. Care must be taken, of course, as some corpses are poisonous or may cause other problems (e.g., hallucination). Even harmless corpses "taste terrible." Those concerned with keeping the vegan or vegetarian conduct will also be more discerning in eating the corpses of their vanquished foes. Early on, easy to find sources for food include the corpses of gnomes and dwarves in the Gnomish Mines, and the guaranteed food in Sokoban. If you are a gnome or dwarf, then feasting in the Mines may be problematic, unless you are a cave(wo)man. Also, gnome corpses only give 100 nutrition - not very much. The stores in Minetown may also have food. Sokoban, with its food and wands, is a sensible early target, even if one doesn't finish the whole area. Lower in the main dungeon, one can sometimes find beehives and antholes. Beehives contain royal jelly, and Antholes will contain one food item per square, which should yield a reasonable stack of food rations. Fort Ludios, if it exists, is filled with many well-provisioned soldiers, and the Castle will also provide a large supply of C- and K-Rations. Be aware that using the drawbridge to clear the Castle will destroy the food supply. Even then, the supply is finite, so some players continue to eat monster corpses. Random Number God helpfully continues to provide them. Monster corpses may be stored for later use in tins using the tinning kit, or in ice boxes. Tainted, poisonous, or acidic corpses are neutralized by tinning; hallucination, stoning, and sliming are not. Since different foods pack differing amounts of nutrition into a given size, it makes the most sense to eat non-efficient foods first. This way, you minimize the amount of your carrying capacity used for food. Using the NUTR/WGT column in the table above, we see that lembas wafers are the most weight-efficient forms of nutrition in NetHack (excepting prayer, of course!), with royal jelly, pancakes and candy bars closely following the Elven treats. Therefore, the adventurer is generally advised to eat other foodstuffs first. Cream pies and meatballs are particularly inefficient for travel, but they have other uses that may out-weigh their low NUTR/WGT factor. Tins weigh 10 and vary in nutrition, but only puréed monsters and spinach equal or exceed the NUTR/WGT of rations. So any unidentified tin should probably be eaten before any other food. (Plus you'd hope to get the benefits of spinach or floating eye corpses sooner than later.) When forced to eat in combat situations (especially when confronting Famine in the astral plane), eating the food that offers the most time-efficient nutrition (has the best NUTR/TIME factor) first could prove a better option. K-Rations are the usual choice here, as they contain a fair bit of nutrition, but are consumed in only 1 turn. It is possible to ascend without eating food. There are several techniques available for this, and most require the use of a ring of slow digestion, because in real games these techniques do not tend to yield much nutrition per time. These include: Vegetarian. Cures sickness or lycanthropy (unless your starting race is lycanthrope, in which case it damages you and reduces your strength and constitution). Restores HP if you're lawful, and does non-fatal damage if you're chaotic Vegetarian. Can grant a wish, make you very fast, increase your nutrition, put you to sleep, poison you, stun you, or cause hallucination. =_=_ Rakuyo A rakuyo is the base item type for Blade Singer's Saber. A rakuyo is a saber in the default form, and you can (a)pply it to pop off a dagger that immediately goes into the two-weapon slot and starts being wielded. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. Hi, I've noticed in many of your recent edits you have been capitalizing the names of in-game items, e.g. "Wand of create monster" or "Dragon scale mail" when not used at the beginning of a sentence. Also for some things that are not items, as in & curid=2191 & diff=138864 & oldid=138239 this edit. This is not the style used on the wiki: these things are common nouns, and do not get capitalized. I notice you're only capitalizing the first word, and what seems to be only in wikilinks - note that the first letter of a link is not case sensitive. E.g. netHack and NetHack both take you to the same, non-redirected page. Later letters are case sensitive: Nethack goes to a redirect page, and nEtHaCk doesn't exist even as a redirect. Thus, you can make links like wand of create monster while avoiding a bothersome capital W in the page text. --Phol ende wodan (talk) 00:32, 11 April 2021 (UTC) Thanks! I think I picked that up from some slash'em extended pages. I'll fix it and be consistent in the future. =_=_ Copper/ko =_=_ Talk:Spirits (dNetHack) What does it mean that Saimon grants "skill" in wand damage? Can you train that skill permanently? --Testbutt (talk) 17:15, 11 August 2020 (UTC) Timeout normally determines when your binding ends, and when you're able to rebind. This still applies here - you just can't rebind immediately if broken via binding the other quest spirit, despite it not being a "normal" binding break. --EasterlyIrk (talk) 01:32, 5 January 2021 (UTC) =_=_ Spirits (dNetHack) Spirits are a mechanic specific to dNetHack, and a core component of the Binder role, though other roles can often partially interact with them, allowing for additional flexibility and utility outside of the ordinary for that role. Most roles only have a single slot to bind a spirit too, while Binders gain many more as they level up, and also possess several special slots to hold unique spirits in. Many active powers use a spirit die to determine the potency of their effects. The spirit die increases along with your level, according to the following table. Binders and non-Binders alike use the same die sizes. The 31 Spirits of the Near Void are the most basic and common of the spirits in dNethack. Binders passively learn all 31 seals as they level up. By level 13, they'll know all 31. Other roles can learn them from finding the seal on the ground or by using artifacts such as The Book of Lost Names or the Necronomicon. Binders have a certain number of spirit slots for them per level, but non-Binders can bind a maximum of one Spirit of the Near Void at a time. You must not pray or donate to priests. The full atheist conduct is not required, other actions such as altar-testing are allowed. The chosen objects are removed from the game. In their place, Andromalius gives you a third item drawn from the list. You may receive a tame sewer rat as your third item. You must not make use of any item that was stolen from a shopkeeper, nor directly steal from a shop. Warning: the binder's starting food and weapons are stolen, so (for example) eating the starting food will immediately unbind Andromalius. An eroded item (rusty, corroded, rotted, or burnt) item must be placed in the seal. The item is repaired as part of the ritual. Negative enchantment is also fixed, but a negatively enchanted item is not sufficient for the ritual to proceed, the item must also be eroded. Astaroth's ritual is different when binding him into the Pen of the Void. In the Pen's ritual, the Pen itself must be rusty or corroded. You must not deliberately break inventory items. Breaking non-inventory items such as doors and iron bars is permissible. Fired ammunition mulching counts as deliberately broken. The blood can be easily seen from a distance. If you wear torso armor, gloves, boots, and a helm the red color will take the form of enamel, rather than blood. You must dismount from your steed, however. Your mount (if any) benefits from some of your resistances. Resistances to fire, cold, shock, poison, acid, sleep, disintegration, stoning, drain, magic, death (ala Ose), and sickness are carried over. Notably, reflection is not. You gain extra health regeneration, approximately 6 * spirit die size hp per 90 turns. This is affected by a lit Atma Weapon as normal. The chelicerae can't be seen from a distance, and may by hidden up close by wearing a mask to hide your mouth. The faces can be seen from a distance, so you must wear a shirt, torso armor, or a cloak. Crystal plate mail is transparent and does not help. The dome can be seen from a distance if you are tiny or smaller. It can be seen up close unless you are large or larger. Any hat or helm can be used to cover the dome. You must not skip a turn by resting with '.' Clockwork automatons are permitted to repair themselves with '.', but must be careful not to keep holding '.' You must have at least 1 gold in your open inventory at all times (including immediately after the binding ritual, so don't drop ALL your gold on his seal!). Note: this means you must be able to dig or teleport out of the vault. The guard will otherwise demand all the money in your open inventory, and you will be forced to drop it (breaking the seal). The burn can only be seen close up, and can be covered by wearing gloves or a ring on your right finger. Huginn and Muninn's seal may be drawn anywhere. The binding ritual reduces the binder's Int and Wis by one (though not below 3). The spirit's seal must be in a stinking cloud (it is not necessary for the cloud to be present while drawing the seal, nor for the binder to also be in the cloud). You must not look in a mirror. This includes seeing your reflection in a reflecting monster you attack. To prevent that, blind yourself before attacking those monsters. The veins on your arms bulge and shine with rainbow iridescence. When you attack in melee, the flesh on your arms opens, and the rainbows form tentacles that lash your foe. The veins and tentacles can be seen from a distance. As long as at least 5 turns have passed since you last attacked in melee, you need only torso armor or a cloak to hide the veins. If at least one turn has passed, you need a cloak to hide the tentacles. The tentacles can't be hidden in the first turn an attack is made. Naberius must be addressed by one with at least 14 Int and Wis, while confused or having drunk at least one potion of booze per level. You must have drunk at least one potion of booze per three levels in order to keep Naberius bound. Drinking more than 3 potions of booze per level will not be counted in your drunkenness score, and will thus not help keep Naberius bound (nor be as useful for restoring Sanity). Othos's seal must be drawn in front of a square with a hole, such that the Binder is facing the hole across the seal when attempting to bind the spirit. You must not be in the dark while blind or not carrying a light. Having Darkvision will keep Orthos bound. There is also a grace penalty of a few turns before the spirit is unbound. The motion of your clothes can be seen from a distance. Do not wear a cloak, other than a mummy wrapping, to stay disguised. Ose's seal must be drawn underwater, and can only be addressed by a submerged binder. The water is drained away as part of the ritual. The force of your gaze can be felt from a distance. Blind yourself, or wear a metallic helm that is not a helm of telepathy. For all players except Wizards and Incantifiers, a cornuthaum will work as well. Paimon requires that her seal be drawn around a spellbook. The summoner must face toward the northwest during the ritual, so that they are standing southeast. Note that summoning Paimon will consume the spellbook. Paimon grants MC 3 and hungerless casting ala wizards (50% cost at int 15, 25% cost at 16-19, and no cost for int > 20). She also grants skill in wand damage. Your claws and feathers can be seen from a distance. The feathers can be hidden with a helm and the claws with either gloves or a cloak. You are immune to falling through trap doors, pit traps, and holes (currently ineffective to the Earthquake spell due to a bug). The following two spirits may only be bound by a Binder, even if their seals are found in bones. They both occupy a special slot that no other spirit occupies, so they are mutually exclusive only to each other. Both are intimately tied into the Binder Quest. Dahlver-Nar can only be bound after gaining permission to go on the quest. Being given permission automatically (and silently) binds Dahlver-Nar. Binding Acererak expels Dahlver-Nar. Breaking this taboo does not drain a level, but you must still wait for the timeout to expire. Any teeth that are showing can be seen from a distance. Wear concealing clothes or heal your injuries to disguise yourself. Binding Dahlver-Nar expels Acererak. Breaking this taboo does not drain a level, but you must still wait for the timeout to expire. Your gemstone eyes can be seen from a distance. They can be hidden by any covering, even a pair of lenses. The following spirits are all acquired from the Alignment Quests in one form or another. They may only be learned and bound by Binders, even if the seal is found in bones. They all share a single slot, and thus are mutually exclusive with each other. Cosmos's seal must be drawn in a square containing a crystal ball. Cosmos's seal is found in the depths of The Black Crystal, acquired at the end of the Temple of Chaos. You must not bind another alignment quest spirit while bound to Cosmos. Breaking this taboo does not drain a level, but you must still wait for the timeout to expire. Mediator's seal must have a worthless piece of glass on it when the ritual is performed. The seal is learned once all three Words of Creation have been recovered from Mithardir, and once Tenebrous has been bound at least once. The Two Trees must have their seal drawn adjacent to a tree or plant monster, and the Binder must be directly across the seal from it when the ritual is performed. The seal of The Two Trees is learned from the Shard of Morgoth's Crown, recovered from the depths of the Mordor Borehole. You must not bind another alignment quest spirit while bound to The Two Trees. Breaking this taboo does not drain a level, but you must still wait for the timeout to expire. Miska's seal must be drawn in front of a square containing lava. Miska's seal is found engraved on the Rod of Seven Parts, at the top of the Arcadian Tower. Nudziarth's seal must be drawn in a square containing a non-artifact mirror. The mirror is destroyed as part of the ritual. The seal is found on the surface of the Hand-Mirror of Cthylla, located in place of The Silver Key in R'lyeh. The Alignment Thing's seal may be drawn anywhere. The Alignment Thing's seal is found etched in parts onto the second of each set of Alignment Keys, and once a Binder has held each key once, the seal will be learned. You must not bind another alignment quest spirit while bound to the Alignment Thing. Breaking this taboo does not drain a level, but you must still wait for the timeout to expire. The Unknown God's seal may be drawn anywhere. The seal is learned after donating an artifact to all 5 Priests of an Unknown God, located in the depths of the Neutral Quest. You must not bind another alignment quest spirit while bound to the Unknown God. This does not drain a level, but you must still wait for the timeout to expire. These spirits represent the endgame for Binders, giving them a greater degree of control over the other spirits they have bound. They may only be bound by Binders, even if their seals are found in bones. The Council of Elements is bound automatically when a Binder is crowned. This spirit will never be unbound by time or taboo. The Numina can only be bound by 30th level Binders. The seal is silently learned once the Binder reaches level 30. This spirit is the only spirit that Binders do not naturally have access to. Female myrkalfar (drow) Anachrononauts are permanently bound to it as part of their starting kit. Lawful male droven Priests, Rangers, Rogues, or Wizards learn the seal upon being crowned and can bind it conventionally. It occupies the same slot as the quest spirits (the Spirits of the Gate), and for Binders who learn this seal, it will behave the same when binding as them. The seal must be engraved on a lit square containing a web. This is flavored as using the shadow of the web. =_=_ Spirits (dNethack) =_=_ Talk:Spirits (dNethack) You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Kuker A kuker (plural: kukeri) is a merchant found in the dNetHack Lost Cities. Each level there above Gulf of N'Kai can have up to 2 kukeri, with a 7% chance each. Each kukeri has an insight limit as well, ranging from 1-40. Kuker are always generated with a +7 wooden weapon with the holy and red-hot object properties. It has a 50% chance to be a scimitar, a 25% chance to be a quarterstaff, and a 25% chance to be a spear. They also are always generated with a normal bell. The primary purpose of a kukeri is to offer services you can't find anywhere else. These services are reusable, with the exception of sanctification, which removes the kuker along with all non-unique items it is carrying. Some of these services will not be available unless you meet their criteria. They are most useful in sanctifying weapons. This can be used to add a large amount of extra damage to any weapon, so you can upgrade your current endgame weapon to be even better, or make a less viable weapon more effective. The complete dungeon, minus Fort Ludios, can barely end up with enough gold to sanctify two weapons, but it's unlikely that you'll even find two kukeri to sanctify with. Blesses your currently wielded weapon. If the weapon's enchantment is under 3, it will be set to 3. You must be wielding a weapon. Blesses your current weapon. If the weapon's enchantment is under 3, it will be set to 3. Adds the holy property, removing the consecrated property in the process. You must be wielding a weapon. Barbarian: Dec 11, 2020 Beginner's luck: I just played my first and only Barbarian, pulled off the protection racket as a neutral human, and ascended. (My first ascension streak ever!) Caveman: I always go for protection racket; with caveman, that's led to a lot of starvation. Ascension Streak broken. One game with a great huge bones pile with many artifacts but no food; fountain overflowed killing my pet and angering my god; couldn't pray so starved again. Got close: made it to Plane of Water, but ended in YASD(d) & mdash;found out it's easy to choke on food as a master mind flayer. Finally, ascended on the 20th try. Knight: ascended on 2nd attempt. Jousting is powerful!!! The damage is huge and the stunning and knock-back solve the problem of L and major & teleporting to the < . It kept Orcus from using up precious WoD charges. Water monsters don't get a chance to drown you. Twoweaponing with Grayswandir and lance while riding a hasted warhorse is pure destruction. Maintaining a steed is tricky and I drowned virtually all of them. I was being so careful while ascending with The Amulet and yet still drowned a fully geared-up centaur named Galileo Reflecto (bearing his namesake shield of reflection and other +5 gear) in Juiblex's swamp. Then, after wishing for and then killing my Ki-Rin with a reflected death ray, I gave up on steeds for the remainder. However, I will still look for a saddle and lance for my Samurai and Valkyrie ascensions & mdash;maybe even for Priest and Tourist. =_=_ Talk:Variant What is the bar for "actively developed"? I think NH4 has been slumbering for a few years now. --Testbutt (talk) 09:48, 21 July 2020 (UTC) =_=_ User talk:Tomsod/YANIs and patches/Infidel Now that the Infidel role is becoming more widely adopted, should this be moved to a regular article instead of a subpage? --Aximili (talk) 10:30, 21 July 2020 (UTC) Had an idea about the legacy text for Infidels (the bit at the beginning with Marduk and all); K2 said to run it by you, so here I am. The current text describes that Moloch stole the Amulet, hid it in Gehennom for a long time, but then some hero managed to come in and steal it then their ascension run back out, but just as they were getting out of the dungeon, the Cult of Moloch ambushed and killed them. Then they sent you off to return the Amulet to Moloch. But this raises a lot of flavor questions. Where exactly did the ambush happen? It seems to have been outside the dungeon, but the ascending hero never actually comes out of the dungeon, instead going directly to the Planes. How were the cultists able to overpower the hero, who has at this point fought through crowds of demons and Moloch priests alike, with a full ascension kit? Maybe they were super-elite, powerful cultists who can take on anything and win? But if they were, why do they send YOU, a puny level 1 Apostate, down into the dungeon to return the Amulet with no backup at all? Moloch really, really wants the Amulet; it seems like he should throw all his resources at this to get it back. So it doesn't really make sense that the cultists who intercepted the ascension-ready hero aren't helping out at all. Why not simplify things a bit by flavoring this as the very first time Moloch is getting his hands on the Amulet? The theft from Marduk didn't happen ages ago - it's currently in progress. The player is the lucky one escorting it to Gehennom for him. This solves the flavor problems I described above (there's no longer a need for any super-powerful Moloch agents in the story, and Moloch's power base isn't as strong, which could help explain why he's not generally as helpful as other gods) and also opens up some interesting opportunities for making the dungeon or Gehennom generate as "newer", if desired. (I can think of other interesting ways to take this, as well - the infidel receives the invocation items in the Sanctum after dropping off the Amulet and has to do a "reverse invocation" in order to seal the Sanctum behind them, then distributes the invocation items around, for instance.) =_=_ Potions of oil =_=_ User:Musicdemon/SLEX Hints generally, my advice for read-testing scrolls is to have at least one worn armor piece and some weapon wielded; if you're scared of destroy weapon/armor, equip some throwaway items that you don't care about losing. What I also like to do is to read-test them next to a monster because that will catch taming. In SLEX, I made it so that enchant armor generally gives a prompt, because you might want to erosionproof your stuff with a confused uncursed scroll for example and I don't see why that should still require you to strip. Standard ID - one item. ?oIdentify - same nuances as vanilla. ?oInventory ID - IDs entire inventory. Secure ID - always ID's one thing. All scrolls (except secure) have a chance at not identifying things. Some classes of item are harder to ID than others. When the entire inventory is revealed via spells can resisting ID completely that is checked separately from the chance of all aspects being revealed. the chance of resisting completely is only for effects that try to ID the entire inventory; if you get to pick the item, it will at least reveal BUC, + and other stuff zapping /oCharging always yields blessed charging, regardless of BUC **Amy edit: it always gives uncursed charging! for blessed charging, use the blessed scroll or a premier shopkeeper service =_=_ User talk:Stepnem You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Assassin =_=_ Talk:Assassin You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Spirits =_=_ GnollHack GnollHack is a variant of NetHack 3.6.2 developed by Sound Mind Games, a Finnish nonprofit organization. It adds numerous monsters and items, changes spellcasting, and adds Gnolls as a playable race (replacing Gnomes). It has a forum here. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Altar farming Altar farming, sometimes referred to as altar scumming in more extreme forms, is the act of camping by an altar within the Mazes of Menace for an inordinate amount of time for the purpose of obtaining numerous sacrifice gifts and favors. As with some other forms of farming, some players may consider this to be against the spirit of the game. Monster creation does happen over time, but normally not fast enough for the purposes of altar farming. Players who want to try altar farming will usually need a way to spawn a large number of strong monsters very quickly. Useful tools for accomplishing this include: One of the benefits that can be gained from altar farming is sacrifice gifts; with the extremely high number of sacrifices coming in, artifact weapons are much easier to come across, and you can get multiple in case you don’t get the one you want. Of course, the more gifts you receive, the longer it’ll take for you to get your next one. Grayswandir, Vorpal Blade, Magicbane, Fire/Frost Brand, and Stormbringer are all in reasonable reach with the use of altar farming. The other benefit of altar farming is that it can very quickly get rid of your prayer timeout so you can repeatedly pray for gifts, favors, and other boons. The ones that are the most worth pursuing include: Staying at a high enough level of luck for the best outcomes usually involves carrying around a luckstone, but be careful! If your luck’s too high, there’s a chance you’ll get crowned instead, greatly slowing down the rate at which you can pray. Once you're at max luck, you can avoid crowning by breaking a mirror and putting away your luckstone before praying, and by not making sacrifices once your prayer timeout has expired. You can also prevent crowning (even with maximum luck) by ensuring that your alignment record is below 20 when you pray. This can be checked by using a stethoscope, wand of probing, or enlightenment on yourself and ensuring that you are not piously aligned. =_=_ Poison Mage The Poison Mage starts with knowledge of the confuse monster, protection, cure blindness and poison blast spells, although the latter might have a considerable chance of failure at game start. =_=_ Chaos Sorceror =_=_ Occult Master =_=_ Scroll of recall The scroll of recall is a scroll in FIQHack that can bring pets to you like a magic whistle, but can work across dungeon levels. Unlike a magic whistle, the scroll draws pets across dungeon levels, unless the pet is carrying the Amulet. A cursed scroll will draw hostiles on the same level to you. An uncursed scroll will draw pets on the same level to you (like a magic whistle). A blessed scroll will draw all pets in the dungeon to your current location. =_=_ Pickpocket =_=_ Elementalist =_=_ Medium class You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Doom marine You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Nethack.dank.ninja =_=_ User talk:Robertjlee You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User talk:DarkValk You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Forum:Portrait NetHack/roguelikes, a suggestion for developers I found iNetHack the port of 3.4.3 to iOS, already familiar with NH ports to small screens like Nintendo handsets, but they stick to the 80×24 DEC terminal landscape layout. What if there were a software option to rotate the dungeon, text, and tiles and another option for a screen orientation handler, for desktop and mobile versions? Lysdexia (talk) 23:25, 30 August 2020 (UTC) You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. Hey y'all. I'm Rodney. Or at least, that's been my online name since I started playing Rogue in the mid-80's, and that was the default name. It seems that name was already taken on NAO (go figure!), so I used a backup handle. I come and go with playing different Roguelikes. Mostly Rogue, Moria, and now Nethack. Let's not mention all the years lost to MUDding. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User talk:Boxfish You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Zouthern animals You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Anachronounbinder =_=_ User:Boxfish =_=_ Talk:Overview =_=_ Polypiling/ko The spell and wand supply a beam with a random range between 6 and 13 (long enough to hit 3 to 7 piles if they are all in line and contiguous and you are adjacent to the first) so you can work on several piles at once. A potion of polymorph works on one item stack at a time, the item stack you dip into it. Polymorphed items do not change item class. Potions will always yield potions, scrolls will yield scrolls, etc. Unicorn horns are especially popular polyfodder because they may polymorph into other magical tools, such as magic markers. Another useful thing to do if you gain polymorph in the early game is to polypile spellbooks. Polymorphing retains the charges and enchantment of polymorphed items. Polypiling has its drawbacks. Polyfodder may be destroyed, and hostile golems may be generated. See the next section for more details. The exact mechanics of item destruction are rather complex, but understanding them is important if you want to get the most out of your resources. When polymorphing wands and spellbooks, their quality degrades. A spellbook will act as if it had been read once more. If the book's combined read/polymorph-count is four or more, it will turn into a blank spellbook counted as read 0 & ndash;3 times; it will thus subsequently be able to be polymorphed into a non-blank spellbook with 75% chance. Likewise, a wand may count as if it had been recharged, increasing the chance of an explosion if you attempt to recharge it; thus, it is not generally worthwhile to polypile empty wands, even if they become something worth charging, the chances of the new wand exploding instead of charging are already higher than normal. The chance of a wand's charge counter being incremented by polymorphing it is where < var > x < /var > is the number of times the wand has been recharged. The recharge count of tools is not affected by polymorphing them, unless the tool becomes a magic marker, in which case its charge counter will be set to 1. 골렘은 생성되면서 많은 아이템을 흡수한다(4 scrolls의 스택이라면 4개를 흡수한 것으로 판단함), 생성될 골렘의 무게만큼 아이템을 흡수한다. 골렘이 만들어질 때 흡수하는 아이템은 골렘과 같은 재질의 아이템으로 제한된다. 예를 들면 미스릴 코트mithril coat가 진동한다면, 강철골렘Iron golem이 생성될 수 있다. 이 강철 골렘이 생성될 때, 파일에 있는 다른 미스릴 아이템이 흡수되지 강철 재질의 아이템이 흡수되진 않는다. 흡수가 가능한 스택들은 1/(골렘 무게+1)의 확률로 흡수를 저항할 수 있다. 골렘의 무게를 보면(빨대straw/종이paper 골렘 400, 강철 골렘 2000) 해당 스택은 흡수를 피할 수 없을 것으로 보인다. 흡수 과정은 폴리모프가 완전히 끝난 이후에 시작된다. 만약 미스릴 아이템에서 강철 골렘이 생성된다면, 해당 파일의 다른 미스릴 아이템들이 가죽 코트leather coat나 강철 투구iron helmet 등의 재질이 다른 아이템으로 폴리모프 된다면, 흡수 과정에서 "미스릴 이었던" 아이템들은 흡수되지 않는다. 하지만 다른 아이템이 미스릴 아이템으로 폴리모프 된 경우 강철 골렘에 흡수된다. Invocation에 사용되는 artifact와 Amulet of Yendor는 진동하지도, 폴리모프 되지도, 골렘에 생성시 흡수 되지도 않는다. 일반적인 아티팩트는 95% 확률로 폴리모프에 저항한다(일반 아이템들은 5%) 만약 이 95%를 뚫고 폴리모프가 일어난다면 일반 아이템처럼 폴리모프 과정이 진행된다. 우선 진동 체크를 하고 이때 파괴되지 않는다면 아티팩트가 아닌 일반 무기로 폴리모프된다. 일반 아티팩트들은 폴리모프에 95%의 저항을 가지지만 골렘 생성으로 인한 흡수에는 저항하지 못한다. 강철 재질의 아이템으로 이루어진 파일의 꼭대기에 놔둔 엑스칼리버는 대부분의 경우 폴리모프 되지도, 진동하지도 않을 것이지만 강철 골렘이 생성된 경우엔 사실상 흡수가 된다고 봐야한다. The probability of an item stack undergoing system shock depends on its BUC status, unless it is a wand, and its size, as follows: < ref > (obj_shudders determines whether a given stack will shudder.) < /ref > When a stack shudders, it loses 1d(items in stack & minus; 1) items, except in the case of single items, which are always destroyed. For each item stack in the pile that undergoes a system shock, there is a chance of a golem being created. For each item in a shuddering stack (counting those items destroyed by the shock itself) there is a probability of creating a golem. No more than one golem can be created per pile. However, even after NetHack has decided to create a golem, additional stacks in the pile can shudder. A chance for each item in the stack gives a 1 & nbsp; & minus; ( < small > < /small > ) < sup > < var > s < /var > < /sup > chance of a golem forming from that stack, where < var > s < /var > is the stack size. If an item stack shuddered, even if some of the items that were in the stack remain, it will not be polymorphed. The rest of the stacks in the pile still have a chance of being polymorphed. < ref > (If any items remained after the shuddering occurred, they will have been reinserted in the item tracking linked list, but they will have been inserted before the deleted ones, and bhitpile will not return to them.) < /ref > For any stack that did not shudder, the polymorph process continues. There is a (number of items in stack/1000) probability that the entire stack merges into a single item. Additionally, when attempting to polypile rocks or gray stones into gems or worthless glass, an 1d4 is rolled against stack size; if the stack is larger, transmutation "backfires", destroying half of the stack and turning the rest into rocks unconditionally. If a golem is created from any stack in a pile, it can "absorb" additional item stacks in the pile, destroying them. The material destroyed by the golem is separate from that destroyed by the original system shock(s). If, after every stack has been polymorphed, zero or one item remains in the pile (due perhaps to bad system shocks), golem creation is aborted, if it had been planned at all. According to a comment in the source: "no golems if you zap only one object – not enough stuff". (This comment is slightly inaccurate; it's possible to zap several items, reach this point in the code, and have the material check fail because all or all but one of the items were destroyed by system shocks.) The golem will attempt to absorb a number of individual items (not item stacks, "4 scrolls" counts for 4, not 1), equal to its weight. Only items that are made of the same material as the item stack whose shuddering cause the golem to form are eligible for absorption. For instance, if a mithril-coat shudders and results in an iron golem, that iron golem will absorb other mithril items on the pile, but leave iron items untouched. Each eligible item stack has a 1 in (golem weight + 1) chance of escaping absorption. Given the high weights of golems, 400 for straw and paper up to 2000 for iron, it is highly unlikely that any eligible item will survive this process. Also, this absorption occurs after the items have been polymorphed. If a mithril item shudders and creates an iron golem, and several other mithril objects on the pile are polymorphed into other materials, e.g. leather coats or iron helmets, they will not be absorbed, though any leather coats or iron helmets polymorphed into mithril items will be absorbed. Unique items cannot shudder, polymorph, or be absorbed by forming golems. Artifacts have a 95% chance of resisting. (Compare to 5% for normal items.) If this 95% chance fails, they are polymorphed just like every other item, first undergoing a shuddering check and then, if they aren't destroyed, undergoing a polymorph to a random non-artifact weapon. Artifacts have no resistance to being absorbed by a forming golem. Excalibur may be mostly safe from shuddering or polymorphing atop that pile of iron junk, but if an iron golem forms it is virtually guaranteed that Excalibur will be destroyed. When polymorphing a magical object, the game will try to change it into another random magical object, retrying up to two times if the replacement would be non-magical. The third item generated will be used, regardless if it is magical. The reverse is true when polymorphing a non-magical object. The upshot is that a magical object has a significantly higher probability than a non-magical object of turning into another magical object. So don't expect many magic markers from polypiling pick-axes and mirrors; you will have much better odds polypiling unicorn horns. The exceptions are potions of water, blank scrolls, blank spellbooks, and wands of nothing, all of which have a high chance of becoming more-useful items of the same type. As mentioned above, blessed items have only a 1/12 chance of undergoing system shock, so blessing your polypile items is definitely worth the expenditure if you have a surplus of holy water. Additionally, Rider corpses and wands, potions and spellbooks of polymorph cannot be polymorphed. Artifacts have a 95% chance of resisting, but may be polymorphed into normal items. Invocation artifacts and the Amulet of Yendor cannot be polymorphed at all, nor can they be absorbed into forming golems or shuddered. Polypiling is often used to get ascension kit armor (and completed by wishing). Therefore, you might want to collect all those elven cloaks and boots in the game. Polypiling is most often used by conduct players who need certain items: It can substitute for wishing, prayer and sacrifice benefits, or literacy, and it can be done relatively safely. Generated monsters offer an almost unlimited supply of polyfodder. However, polypiling is time-consuming and tedious. Generally, it is not worth it unless you are trying for conducts, or unless you are looking for many items at once. Separating your stackables minimizes the chances of merging and shuddering. Weapons and tools will eventually turn into something unstackable, and you lose all but one. For other items, stacks of one are less desirable, since shuddering destroys them completely, while larger stacks only lose half of the stack on average. Distributing your item stacks over 7 squares minimizes the damage a forming golem can do, because a golem can only absorb items from the square it forms on. You want a stone golem to form from those rocks, because it will prevent other types of golems from forming and damaging your valuable polyfodder. Assuming cursed rocks in stacks of 5, and Luck of 10: 50 rocks is approximately a 58% chance of a stone golem, 200 rocks is approximately a 97% chance of a stone golem, and 300 rocks is approximately a 99.5% chance of a stone golem. The probability of an individual stack not giving rise to a golem, if it shudders, is ( < small > < /small > ) < sup > < var > s < /var > < /sup > , where < var > s < /var > is the stack size. The probability of the stack shuddering (and not resisting initial polymorph) is 95% for stacks of 5 or more cursed items; this is the highest chance we can get. Thus the probability of a stack not forming a golem is 0.05 + 0.95 × ( < small > < /small > ) < sup > < var > s < /var > < /sup > . If every stack of rocks in a pile is identical (all contain 5 cursed rocks), then the chance of none of them giving rise to a golem is (0.05 + 0.95 × ( < small > < /small > ) < sup > < var > s < /var > < /sup > ) < sup > < var > n < /var > < /sup > , where < var > n < /var > is the number of stacks. Thus we want our stacks to be as small as possible, so that we can have as many as possible, without having fewer than 5 rocks per stack. For the most part, there are no items made from mineral you might be interested in polypiling for. The exceptions are marble wands and granite, opal, clay, coral, moonstone and black onyx rings. The material an item is made of can change when it is polymorphed, and it is the final material that matters for golem absorption. Since any polymorphed wand or ring could end up being one of the mineral ones, the effect is that this technique will consume slighty more wands and rings than the other technique, and that the specific item types that are made of mineral cannot be polypiled for (with this method). There is a 5% chance of a normal item resisting polymorph and reaching this point unchanged, so the initial material matters somewhat as well. For instance if you try to polypile a figurine and it resists, it is almost guaranteed to be absorbed (because figurines are mineral). Beware! In the unlikely event that a stone golem does not form from the rocks: then, given the large pile underneath, there is a good chance a golem will form from another material, possibly doing a lot of damage. With enough cursed rocks, less material is lost on average with the one-pile than with the multi-pile technique. If you know stone to flesh spell, you should cast it at your rocks to turn them into meatballs, then use them instead of rocks in the advice above. In this case, you can polypile for mineral items, but can't polypile for eggs and tripe rations. The golem rising from the pile will be a flesh golem instead of a stone golem. In SLASH'EM, polymorphed items revert back to their original form after 500 & ndash;999 turns. Items that will eventually revert are described as "hazy" in wizard mode. Hazy items can be "fixed" by dipping them in a potion of restore ability. The reversion is done not by restoring the original item but by changing the item to the original item's type, which has some consequences that may not be expected, including the following: The transmutation limits the usefulness of polypiling somewhat, as obtaining permanent items requires a commensurate supply of potions. However, polypiling is still just as useful to obtain items that can be useful right away or relatively soon; for example, a polypiled magic marker can be immediately used to write a few scrolls, and then allowed to transmute back after it is empty. =_=_ Polymorph/ko 만일 당신이 폴리모프 통제 없이 폴리모프했고, 이것이 특별한 경우가 아니라면 의 실패할 확률을 가집니다. 그리고 나서 당신은 1d30의 피해를 입으며 체력을 남용하고, "You shudder for a moment." (당신은 잠시동안 몸부림쳤다.) 라는 메시지를 보게 됩니다. 이는 시스템 쇼크라고 불립니다. 몬스터와 애완동물도 지팡이, 물약, 또는 주문으로 폴리모프를 당할 때 저항을 고려한 후 의 고정된 확률을 가집니다. 만약 몬스터가 시스템 쇼크를 겪게 될 경우, 몬스터는 즉사하며 시체를 남기지 않을 것입니다. 갑옷에 비해 작은 것으로 변한 경우 갑옷은 바닥으로 떨어지고 이때도 독특한 소음을 낸다. Small 크기의 몬스터들은 몸통 갑옷, Tiny 크기의 몹들은 boots, gloves, helmet 까지 다 벗겨진다(Tiny 몬스터들은 갑옷 착용할 수가 없음). 비휴머노이드 몬스터들이나 맞는 몸통 갑옷이 없는 몬스터들로 변하면 역시 해당된 갑옷을 입을 수 없음. 몬스터들은 언제나 반지나 아뮬렛Amulet을 착용할 수 있지만, 어떤 경우엔 물리적으로 착용하고 있는 아이템을 벗을 수 없거나 추가로 더 착용할 수 없는 경우도 있다. 당연히 몬스터들이 부주의하게 폴리모프 함정을 밟는 경우도 있다. 이런 시도들의 결과로 훨씬 더 강력한 몬스터, arch-lich 같은 것으로 변신에 성공한다면, YAAD에 이를 수도 있음. 뒈짖! 폴리모프에서 몬스터와 플레이어의 차이점의 예로 Lycanthropy 가 있다. 해당 질병에 걸린 상태라면, 어느 순간 특정 동물로 변하게 된다(jackal 같은거 ㅡㅡ) 해당 질병을 겪고 있는 몬스터로 werejackal 라는 놈들이 있다. 이들은 인간으로 돌아다니다가 jackal로 변신하곤 함. 이 몬스터와 플레이어의 차이점은 jackal form에서 HP가 0이 되어 죽은 경우, 플레이어는 다시 인간형으로 돌아오지만 werejackal은 그대로 죽어버린다. 몬스터를 폴리모프 시키는 것은 결과를 예측할 수 없기 때문에 이 전략은 매우 강력한 몬스터들에게나 효과가 있다, 더 약한 놈으로 바뀌길 기대할 수 있기 때문에. 높은 경험치 레벨과 monster MR을 가진 몬스터는 폴리모프를 저항 할 수도 있기 때문에 매우 위급한 상황에서 탈출 할만큼 신뢰도 높은 방법은 아니다. 예를 들자면 기수들Riders 은 30 레벨에서도 폴리모프 시킬 수 없다. 25 레벨의 아크 리치는 플레이어가 레벨 30에서 주문으로 폴리모프를 시도 했을 때 85% 확률로 저항한다. 완드로는 아예 되지도 않음. 애완동물이 회색 용gray dragon이나 회색 용의 새끼로 변했다면 마법 저항 특성을 얻고 시체를 먹이는 걸 제외한 모든 종류의 폴리모프에 면역이 된다. 또한 애완동물이 높은 경험치 레벨과 monster MR을 얻었다면 마찬가지로 폴리모프에 면역이 된다. 그련 경우가 아니라면 계속 시도할 수 있는데 preferred pets[링크]를 참고하면 유용한 애완동물을 확인할 수 있다. 플레이어가 폴리모프 제어를 가진 상태라면 어떤 생물로 변신할지 선택할 수 있으며 위에서 설명한 폴리모프 제한 사항이 적용된다. 자세한 조언은 Polymorph control#Strategy에서 확인하라. 둔갑한 상태에서 HP가 0이 되어 죽었다면 원래 형상으로 돌아오게 된다. "You return to < race > form!" 모든 체력과 마력을 회복한 상태로 돌아오지만 unchanging을 끼고 있는 상황에서 죽거나, 석화stoning, 질병sickness, 기아hunger 또는 touch of death 과 같은 다른 방식으로 죽는다면 즉사하게 된다. 넷핵의 내부 로직에 의해 vorpal blade나 Tsurugi of Muramasa에 의해 목잘리고, 두동강 나서 죽는 것은 HP가 0이 되어 죽는 것으로 간주하기 때문에, 원래 형상으로 살아서 돌아오게 된다. Amulet of life saving을 끼고 있어도 HP 소실로 죽음에 이른다면 원래 형상으로 돌아오며, 아뮬렛은 사용되지 않는다. 하지만 amulet of life saving은 시스템 쇼크로 죽는걸 방어할 수 있다. 약한 형상으로 변한 경우, 완드를 자신에게 쏘거나 스스로 맞출 수 있도록 물건을 위로 던져서( < ) HP를 잃고 원래 형상으로 돌아갈 수 있다. 손이 없어서 이런 것을 할 수 없는 경우엔 기도#pray를 하면 신이 원래도로 돌려주기도 한다. 손이 없으면 물건을 던질 수 없는 것이 맞지만 C343-243 버그 때문에 바닐라 넷핵이나 이 문제가 해결되지 않은 변형 버전에선 문제가 없다. 몬스터가 플레이어를 공격하고 있고 HP를 줄여주고 있다면 이런 방법을 쓸 필요가 없다. 플레이어가 폴리모프 한 상황에서 원래 종족을 genocide 해버렸다면 "You feel dead inside." 라는 메세지를 보게 된다. 그 후 원래 형상으로 돌아가면 죽게 된다. amulet of life saving이 있더라도 살 수 없다. "Unfortunately, you are still genocided..." 플레이어가 xorn으로 변신하길 포기하면 존재하지 않는 pit에 갖히게 된다. 이 현상이 주변의 땅에 잠기는 Xorn을 보여주는 것이라고 하지만 사실은 C343-17 버그. 변신한 상태의 HP는 변신한 몬스터의 기본 레벨에 의해 결정된다. 이 레벨은 스탯바에서 경험치 레벨 대신 HD:13 과같은 형태로 표시된다.(master mind flayer) 플레이어의 진짜 레벨은 주문 실패율spell failure rates로 결정할 수 있다. 현재치나 최대치나 HP는 일시적인 것이고 PW는 변신 전후에 유지가 된다. 여섯개의 스탯중 다섯가지(Strength, Dexterity, Constitution, Intelligence, and Charisma)는 몬스터로 변신할 때 저장되었다가 변신이 풀린 후에 다시 복구된다. 예를 들면 힘이 16일 때 용으로 변신하면 힘이 18/**이 된다. 이때 killer bee를 먹어서 힘이 18/97로 떨어질 수 있지만, 변신이 풀리면 다시 16으로 돌아온다. 자신의 종족으로 폴리모프하는 것은 특별한 경우에 해당된다. 이런 폴리모프는 polyselfless conduct를 위반하지 않는다. 또한 일시적으로 몬스터로 변하는 대신 "You feel like a new < race > !" 라는 메시지와 함께 플레이어의 캐릭터는 다음의 영구적인 변화를 겪는다. =_=_ Bard quest The Bard quest pits you against Aglaope for the Lyre of Orpheus. For more information on the quest branch in general, see the quest article. Monsters on this level include seven nymphs by the river, a piranha, and six other random animals. The chest on the throne of Pindar, the Bard Quest Leader, will include three scrolls of resistance. The tool shop includes a full range of musical instruments; the food shop is filled with potions of booze. This is a forest level, with seven random forest creatures such as snakes, spiders, dogs, and cats; seven random objects; and four random traps. The entry point to the island is on the right side of the map, and the downstairs are in the center of the island, including a magic chest next to the downstairs. The level includes three piranha, two each of random canines, felines, snakes, and bats, along with a random rat and equine. The level also includes nine random objects, five random traps, and some statues and boulders that are part of the island's ruins. This is an "ordinary" room-and-corridor level, with six rooms; two spiders, three snakes, and one rat; nine random objects and four random traps. Aglaope will be asleep in the center of the ruins, holding the Lyre of Orpheus and a pair of water walking boots. Scattered across the level will be some random boulders and rocks, and two each of random spiders, snakes, rats, canines, and felines. By < deity > , you can't bear seeing the Conservatorium again in this sorry state! You must hurry. Do not be shy, my < son|daughter > ; it is yours know. May < deity > give you wisdom =_=_ Janitor =_=_ Software engineer =_=_ Quarter back =_=_ Psion You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Talk:Soldier I know that soldiers in particular were subject to several changes in variants - the SLASH'EM series giving them firearms, grenades, et. al., at least a couple of variants doing racial/creature soldiers, and so on. My question is: who here can help me with elaborating on the changes to soldiers in variants and filling out the appropriate section accordingly, in addition to whether or not any changes were made at all to mercenary code? --Umbire the Phantom (talk) 10:52, 20 October 2020 (UTC) =_=_ Talk:Mercenary I know that soldiers in particular were subject to several changes in variants - the SLASH'EM series giving them firearms, grenades, et. al., at least a couple of variants doing racial/creature soldiers, and so on. My question is: who here can help me with elaborating on the changes to soldiers in variants and filling out the appropriate section accordingly, in addition to whether or not any changes were made at all to mercenary code? --Umbire the Phantom (talk) 10:53, 20 October 2020 (UTC) Personally, I am often annoyed by scrolls. Why all of them are displayed as white ? If they had different colors, they will be easily distinguished. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ You are frightened to death, and unable to move. =_=_ You feel a wrenching sensation =_=_ NetHack 3.7 Links that refer only to "NetHack 3.7" will become ambiguous when a version 3.7.1 is published. If a link took you to this page, please help out and edit the link to direct to the actual NetHack release that it refers to. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Mysterious sapient pearwood container =_=_ User talk:Stephenbangs You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User talk:The Relentless You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Scientist =_=_ Ammo =_=_ User talk:Actual-nh You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. It might be wise to simply edit the whole page rather than go by section if you feel you're going to be making multiple changes - at the least it's a worthy habit to build so you can reduce the number of passes and actual revisions made to achieve the desired result. --Umbire the Phantom (talk) 05:04, 28 April 2021 (UTC) =_=_ User:Actual-nh =_=_ Talk:NetHack 3.7.0 While Excalibur is associated with the Knight role in some variants (and in flavor, certainly!), I am not aware of any specific association with it in NetHack 3.7.0. -Actual-nh (talk) 14:08, 19 November 2020 (UTC) You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Paddle cactus =_=_ Dwarven root You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Talk:Slithy You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User talk:ScienceBall You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Talk:EvilHack I've created a page for the variant over at TVT fork All The Tropes. If there's any experienced tropers in the userbase here, I'd love to get some help fleshing out this and the other NetHack-related pages! --Umbire the Phantom (talk) 17:40, 9 December 2020 (UTC) =_=_ Furnace A furnace is a dungeon feature introduced in SpliceHack. It can be used with the #cook extended command to increase the nutritional value of food, and increase the chance of gaining an intrinsic. Dipping anything into a furnace has a chance of blowing up the furnace. Dipping potions or scrolls into a furnace destroys them. If you #dip an item that can survive the lava damage into a furnace, such as a metallic weapon, there is a chance the item becomes blessed, and a chance the item becomes erodeproofed. =_=_ File:Vladcleared.png The larger first floor of vlad's tower in Splicehack. Screenshot taken after a player cleared the floor with several tame dragons. =_=_ Talk:Cartomancer Umm... the foodless conduct requires eating neither corpses nor (non-liquid?) initial food. Not getting as many corpses would actually be an advantage in some conditions for this conduct. -Actual-nh (talk) 21:06, 11 December 2020 (UTC) =_=_ Talk:Cooking Actually, I can see an advantage in cooking something to this stage (can one do so deliberately?): Less risk of overeating in trying to gain an intrinsic. -Actual-nh (talk) 23:19, 12 December 2020 (UTC) =_=_ Revification =_=_ Talk:Dragon (SpliceHack) =_=_ Talk:Roles and races (SpliceHack) =_=_ Talk:Caveman I disagree with Excalibur, it's mentioned on virtually every role that should use it, and some players might not realize how easy it is to unrestrict long sword. That being said, I don't agree with the dwarven and gnomish cavemen being encouraged to try the protection racket. They don't have any money and it would be better to level up to get more HP and minimize risk given how strong they are already. Agreed. I find my Cavemen can run the PR if I find at least two food rations, raise my pet to full-grown, and find a container for credit cloning...but that is a lot. I'll qualify the entry. Since your strategy is not specific to cavemen, and only to dwarves and gnomes, I would mention the protection racket only as a potentially risky strategy and link to its page. The way it looks right now seems like cavemen specifically need these criteria in order to pull off the protection racket, which isn't the case, and the protection racket article already mentions credit cloning. --Luxidream (talk) 08:20, 18 December 2020 (UTC) =_=_ Talk:High Flame Mage It would seem logical that the High Flame Mage have fire resistance (and the High Ice Mage have cold resistance). Do they? -Actual-nh (talk) 05:07, 17 December 2020 (UTC) You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Bag of the Hesperides The Bag of the Hesperides is an unaligned artifact that appears in EvilHack. Its base item is a bag of holding, and it is made out of dragonhide. The Bag of the Hesperides is only found within a crystal chest inside the cage of the captive Pegasus, which is found at the end of the Ice Queen's Realm. It cannot be wished for due to its generation method, but also does not affect wishing for other artifacts. The Bag of the Hesperides has 50% improved weight reduction compared to a normal bag of holding; it effectively reduces the weight of all items inside it by if uncursed, compared to with its base item. When blessed, the weight of its contents is reduced to , compared to from a blessed bag of holding. However, the cursed Bag will quadruple the weight of its contents, double that of a cursed bag of holding. In addition, the Bag of the Hesperides confers protection (one level of magic cancellation) when carried, and repels water just like an oilskin sack. As with any other bag of holding in the game, inserting another bag of holding, a charged bag of tricks, a charged wand of cancellation, or Magicbane with a 10% chance will cause it to explode. This destroys the bag and the inserted item while scattering its remaining contents around, breaking fragile items in the process. The Bag of the Hesperides is named for the knapsack given to Perseus by the Hesperides so that he could safely contain the head of Medusa after decapitating her. Upon her death, Pegasus sprang from her blood - hence his being found with the chest containing the artifact. The knapsack also serves as the inspiration for the Wallet of Perseus in SLASH'EM. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User:Qt You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Anaraxis the Black =_=_ Category:XNetHack You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Hall of Fame Bug =_=_ Valavi Valavi are a special type of Shopkeeper found in the dNetHack law quest. They sell ceramic(1) and woolen(2) armor, shepherd's crooks, figurines of sheep, and fruit with hard-coded alternate names. =_=_ Prehistoric monsters (dNethack) Prehistoric monsters don't appear normally, but fossils of them may be found burried in the walls, and they spawn in the Caveman quest. Great care must be taken around the tyrannosauruses encountered in the Caveman quest. They are as fast as an unhasted PC, and their bite is very dangerous. Great care must be taken around the diplodocuses encountered in the Caveman quest. They are slower than average, but their tail slam is incredibly damaging. =_=_ Trilobite =_=_ Crystal ooze Typically, at most one crystal ooze is found per game (on one level in the Mithardir chaos quest. Despite its semi-unique status, it is not difficult to kill. =_=_ Mothering mass =_=_ Seal =_=_ Thriae =_=_ Selkie Selkies are a special type of Shopkeeper found in the dNetHack Mithardir chaos quest. They sell adventuring equipment. They are shapeshifters, and will periodically shift into their alternate form of a seal. =_=_ Oceanid =_=_ Uruk-captain Uruk-captains are largely identical to orc-captains, save that they count as human (as do regular dNetHack Uruk-hai). They are created alongside a group of subordinate Uruk-hai. =_=_ Mumak calf Mumak calves have the same difficulty as mumakil do in NetHack, and thus appear in most of the same areas; this is an adjustment to compensate for mumakil being much higher-level monsters. =_=_ Orcs of Mordor The high shaman serves as a mini-boss in the Mordor Ruins quest. He is found guarding an altar right before the last portion of the quest. =_=_ Mordor marshal =_=_ Mordor shaman =_=_ Mordor orc elite =_=_ Saber-toothed cat =_=_ Woolen =_=_ Dire sheep =_=_ Dracae Eladrin =_=_ Gae Eladrin =_=_ Diplodocus =_=_ Tyrannosaurus =_=_ Triceratops =_=_ Hound of Tindalos They only appear to characters with high insight, and will periodically manifest in clouds of blue mist in the corners of rooms to attack. The Hounds have a vampiric reach and a tentacle attack; they can also use mage spells, but will cast open wounds exclusively. =_=_ Star spawn =_=_ Yurian Yurians only appear in the Mithardir chaos quest, and sell special armor and living masks, as well as normal weapons and food. =_=_ Dark worm =_=_ Deep dweller Deep dwellers are highly resistant to physical attacks, taking only 1 point of damage from 9/10ths of attacks. The remaining 1/10th of attacks will kill the deep dweller outright. =_=_ Pursuer The pursuer is a monster that appears in dNetHack. Its only means of attack is an explosion similar to spheres that deals a decent amount of dark damage. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User talk:Infinigon You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User:Infinigon I've been on-and-off NetHack with many year-long hiatuses. First played NetHack 3.4.3 very casually (on Windows with the default tileset) in around 2006. Only started playing (and spoiling myself) more seriously in 2011, when I got my first ascension. I still mainly played offline around this time. Nowadays, I prefer to play ASCII with the curses UI. I'm starting to dip my toes into variants, starting with EvilHack which I have been thoroughly enjoying so far. =_=_ Glorkum The item name will be called "glorkum" followed by three integers (the object class, type, and charges/enchantment/special flags), which are useful for debugging purposes. During normal gameplay NetHack will never generate such items, so the presence of a glorkum (or any mention of a glorkum in gameplay messages) indicates a software bug. Interacting with a glorkum item can lead to panics. =_=_ Category:EvilHack items =_=_ Self-polymorph =_=_ Pickup =_=_ Unlit =_=_ Talk:Polymorph control Should more be added (re vampire lords, etc) about possible disadvantages of an undead form (especially for lawful alignment) and problems with silver (handling weapons, most obviously; how often would opponents have silver weapons?)? -Actual-nh (talk) 17:43, 14 January 2021 (UTC) =_=_ User:Infinigon/Curing ailments =_=_ Speed intrinsic =_=_ Intrinsic speed This template simulates a table header cell split diagonally, a device often used to compactly label headers of rows and columns, as in this example: =_=_ G NOGEN =_=_ Forum:PSA: The watercooler is back. The "Add new topic" button on the watercooler forum was broken for a while, but User:Paxed kindly fixed it. Thank you! Infinigon (talk) 02:55, 20 January 2021 (UTC) =_=_ Shattering blow A shattering blow is an effect that happens roughly 2.5% of the time when you are fighting while wielding a two-handed weapon, or are a samurai wielding a katana, and your skill in that weapon is Skilled or better. If you perform a shattering blow on a monster, the monster's wielded weapon is destroyed, and the monster will turn to flee 75% of the time. =_=_ Nethack 3.7 =_=_ File:Per level XP NH.svg Vanilla NetHack XP amount required for each level. A remake of the plot available in the Experience Level page, using matplotlib + pandas (source available, just ask nabru for it). =_=_ File:Per level XP SLEM.svg SLASH'EM XP amount required for each level. A remake of the plot available in the Experience Level page, using matplotlib + pandas (source available, just ask nabru for it). You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Forum:DarkVector appearance? Hi. I'm having some intermittent eye problems and the brightness of Vector is bothering them. On another wiki I'm on, DarkVector is available, and does better. Where do I ask for this to be added as an appearance option? Thanks! -Actual-nh (talk) 16:33, 26 January 2021 (UTC) Cool, thanks paxed! For anyone else trying out DarkVector, feel free to reach out to me if you encounter stylings that weren't designed for dark mode. I'll poke around a bit when it's dark outside. --Phol ende wodan (talk) 13:38, 27 January 2021 (UTC) =_=_ Dwarf (monster class) =_=_ MediaWiki:Darkvector.css =_=_ MediaWiki talk:Darkvector.css The infoboxes for levels, such as the Plane of Water, have rather minimal color contrasts between the text ("Yes", "No", etc) and background. -Actual-nh (talk) 15:10, 5 February 2021 (UTC) At least on DarkVector (I am assuming it looks better in Vector), Template:Delete (which uses a style/class named "delete") is... painful (bright yellow background, pale grey text). -Actual-nh (talk) 02:27, 17 March 2021 (UTC) You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Shoggoth (dNethack) =_=_ Cerberus (dNetHack) He's not particularly difficult, but can pose a serious threat to early game characters attempting to clear the Tower without fire resistance or a sufficient health pool. When eaten, his corpse grants fire resistance for quite a long time - but not permanently. =_=_ Vexing orb Vexing orbs are a kind of monster in dNetHack. They are similar to pursuers, but lack an active explosion attack, instead having a death explosion similar to a gas spore that does 5d10 darkness damage. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User talk:Stay Hydrated1 You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Primordials (dnethack) =_=_ Primodials (dnethack) =_=_ Fey (dNetHack) =_=_ Primordial (dnethack) =_=_ Talk:Primordials (dnethack) I just realized that it should be Primordials (dNetHack), IIRC. Will have to do moves then fix the doubled redirects... sigh. -Actual-nh (talk) 18:21, 9 February 2021 (UTC) =_=_ Fey (dnethack) =_=_ Talk:Obox-ob Is this a dNetHack (and/or other variant) monster, or in vanilla? (I can't find in the vanilla source code, but I might have missed it.) -Actual-nh (talk) 22:56, 9 February 2021 (UTC) I searched the name online and it seems to come from the same source as many of the other demon princes added in dnethack (https://1d4chan.org/wiki/Obox-ob), but it may still come from another variant, -Gabriel cmf It's a dNetHack monster, they would've been had a page with details if he was vanilla. dNetHack pulls a lot from the various D & D games and settings. --Umbire the Phantom (talk) 00:32, 10 February 2021 (UTC) I have added it to the DNetHack monsters category, and put a sentence up at the top with a slight bit of info. Thanks! -Actual-nh (talk) 01:06, 10 February 2021 (UTC) You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Talk:The Pen of the Void This states the different states of the pen before and after the "quest leader" is dead. The quest leader is already dead at the start of the game, as far as I can tell. Should this be "quest nemesis" instead? (I will check in the source code eventually, if need be.) -Actual-nh (talk) 04:39, 10 February 2021 (UTC) No, Acererak needs to die for that. Page fixed and clarified a minor note. --EasterlyIrk (talk) 23:05, 10 February 2021 (UTC) A realtime speedrun of NetHack is an attempt to ascend in the shortest amount of time. In order to ascend, a player must obtain all three of the invocation items, perform the invocation, obtain the Amulet of Yendor, and sacrifice it to their god on the Astral Plane. Most realtime speedruns are completed in under three hours of play, with some under two hours. While it might seem to require extraordinary luck to ascend in under two hours, such as a wand of wishing or a large scroll or ring shop, this is a common misconception. Fast wins are achievable by every role without extraordinary luck, and some roles can do it consistently. This guide will assume that you've won at least once, so won't explain strategies such as informal identification and Elbereth in full. The travel command is your bread and butter. You can use it, then select a dungeon feature on the map using its symbol and press to travel to it. You can also cycle between items or unexplored areas by pressing or respectively. Using vi keybindings is very useful, because numpad does not support using + direction to run. You can get around this by using PuTTY's "NetHack mode", which assigns hjklyubn to the numpad, or something similar. Set up autopickup exceptions to reduce the amount of time you spend sorting through loot to see what items you want. This will depend on your role. For example, Valkyries will want to pick up tripe rations and eggs for confusion, but Wizards can cast and may not need these food items. Most roles will want to pick up some useful items like horns and magic markers though, while ignoring less useful tools like the grappling hook. Add MSGTYPE=stop options for any potentially run-ending message, including but not limited to lycanthropy, sliming, stoning, Vorpal Blade, drowning, and fainting. You will be going fast and are likely to miss these messages. With the exception of some weak roles that may need a starting pet, OPTIONS=nopet can save some time waiting for the pet to follow you on each level. The best roles for realtime speedrunning fall into one of two categories: melee combatants with high strength and constitution, or spellcasters with the ability to cast the spell. The three best roles for speedrunning are Valkyrie, Wizard, and Priest. Unsurprisingly, dwarven Valkyrie is an excellent choice for speedrunning. They have virtually unequaled starting stats, frequently entering the dungeon with maximum carrying capacity from their strength and constitution. If you choose to startscum for better stats, it is important to have 19 or higher constitution, as this significantly improves the amount of HP gained when leveling up. Strength can be increased later on the Valkyrie quest. The starting +3 small shield is one of the best single pieces of armor any role can start with. Their starting stealth is essential for clearing out special rooms such as the Sokoban treasure zoo, leprechaun halls, and throne rooms. Cold resistance can also be useful prior to obtaining reflection. However, their lack of poison resistance can lead to difficult situations involving killer bees or water moccasins. Valkryies start with their endgame weapon already in hand, the +1 long sword that can be converted into Excalibur. Their quest artifact, the Orb of Fate, is also useful for saving time, as it reduces your need for better AC and can be invoked for level teleportation, which saves precious scrolls of teleportation. While elven Wizards are fragile in the early game, they can save a lot of time once they obtain a wand of wishing to complete their kit. Although their stats are mediocre, their starting inventory can be the best in the game, potentially containing ascension kit items like the magic marker, ring of conflict, and ring of polymorph control, as well as guaranteed magic resistance. The guaranteed instrument can be used to enter the Castle. A Wizard's greatest strength is their enhanced ability to write unknown scrolls and spellbooks, most effective with high Luck. The ability to write whatever they want, along with their inherent spellcasting ability allows them to easily obtain a variety of useful spells such as , , and magic mapping. Their quest artifact, the Eye of the Aethiopica, gives energy regeneration, which allows for frequent spellcasting. Since their first sacrifice gift is Magicbane, which doesn't do much damage, Wizards often struggle with dealing damage on their own, so they use polyself strategies such as polymorphing into a master mind flayer to make up for this. Elven Priests can cast magic mapping, have the ability to see the BUC status of items, and may be able to train identify more quickly than Wizard if they also start with a level 1 divination spell. They gain more Pw than any other role because of their high wisdom. If they are able to obtain Stormbringer, through either sacrifice or crowning, they can potentially exploit drain for gain strategies to obtain protection and clairvoyance from an aligned priest. However, in all other respects they are worse than Wizards, lacking their starting inventory and ability to write unknown scrolls and spellbooks. The Pw boost from the Mitre of Holiness is also less reliable than energy regeneration. These are generally straightforward melee roles that are worse than the Valkyrie, since they have worse starting inventory and harder quests. Barbarian is notable for having poison resistance, avoiding some difficulties that a Valkyrie encounters. Barbarian, Samurai and Caveman all have excellent starting constitution and are viable picks. While Knights can easily obtain Excalibur, they can struggle due to having less HP and carrying capacity than the other roles. Despite having the worst HP of any role, Rangers deserve an honorable mention due to being good fighters with the starting bow and highly enchanted cloak of displacement. Monks' inability to wear armor without obtaining the luckstone can slow them down. Martial arts is not a very effective weapon. The threat of Master Kaen may force players to obtain the wand of death from Orcus before completing the quest, especially in future versions when the scroll of scare monster is no longer effective against quest nemeses. The time splits and sequence are good estimates for beginners. There may be reasons to change this route in your game; examples include obtaining Excalibur before Minetown or using a large graveyard to gain levels and access the Quest early. Starting at DL:1, it is helpful to explore most of the early dungeon levels to look for shops, loot, and altars. However, the Gnomish Mines levels are often not worth fully exploring, especially if they are dark. Arriving at Minetown should be easy enough for a dwarven Valkyrie with a peaceful Gnomish Mines. Along the way, you should anger and kill a dwarf for a pick-axe and possibly some better armor. If you do not obtain the pick-axe now, you will need to get one from random generation or an Elvenking, which are much more difficult to find. If the temple is coaligned, pick up holy water. Holy water is an essential item, and needs to be obtained through either an altar or a blessed confused scroll of remove curse. You can also dip for Excalibur here if you happen to be level 5, don't plan on returning, and don't mind the additional risk of running past the Minetown watch. If you find Orctown, many players will restart. While Orctown shouldn't slow you down enough to warrant this, clearing Orctown is not a good use of time and can be dangerous to a Valkyrie lacking poison resistance. You may obtain a wish here from a magic lamp, if you are lucky. At this point, the best wish would be gray dragon scale mail. There is some debate about whether silver or gray dragon scale mail is better, but for a speedrun, we are interested in saving wishes later in the game. Most variants of Medusa's Island have a 75% chance of having a shield of reflection, and there is a 50% chance of reflection from Sokoban. The luckstone at Mine's End is not useful to you, since you may lose several minutes to collect it, and it does little for a Valkyrie, only serving as a slight accuracy bonus. The Orb of Fate acts as a luckstone and will be obtained later in the run. Throughout the game, making use of price identification will be helpful. Since you have a limited number of scrolls of identify, and Valkyries are unable to cast the identify spell, price identification is essential for formally identifying the most useful items. You can reduce the time wasted by price identification by only classifying scrolls and rings. Scrolls you want to find are base 20 (identify), 60 (enchant weapon), 80 (enchant armor, remove curse), and 300 (charging, genocide, stinking cloud, punishment). Base 100 scrolls can be formally identified to isolate the useful gold detection and magic mapping. The base 300 rings (conflict, polymorph, polymorph control, teleport control) can all potentially be useful to you, and the base 200 rings can include levitation, regeneration, and free action. While Sokoban can be skipped, the Sokoban prize can often save you a wish, and the random rings and wands can be essential to your final ascension kit. You should obtain Excalibur before entering Sokoban. You will encounter the Oracle before entering Sokoban, so you have a good chance of obtaining it. You should memorize the solutions for the Sokoban levels. While most levels are straightforward, some levels might have shorter solutions that involve moving boulders into places where they can no longer be used. If a monster is created behind a boulder you are pushing, the quickest way of killing it is with an attack wand. If the monster is sufficiently weak, you can also kill it by throwing Excalibur, but this is risky if you can't kill it immediately. The normal methods of gathering up junk weapons and rocks works, but is a bit slower. The Valkyrie's stealth should allow you to enter the Sokoban zoo without awakening any monsters, provided you have a quiet way of opening the door. Chopping it down with a pick-axe, destroying it with a wand of fire, wand of cold, wand of lightning, or wand of digging, or using an unlocking tool or wand will work. When fighting your way through the Sokoban zoo, be wary of monsters that can wake up the zoo, such as peaceful monsters that make noise when angered (black naga, tengu), invisible black lights, and exploding monsters like gas spores and flaming spheres. If you are forced to fight, retreat into the corridor. Ideally at this point in the game, we would do the quest, since it's the next area below Sokoban. Unfortunately, we need to be level 14 for that, and there's not an easy way to do that. Farming is obviously out of the question, and Valkyries have bad intelligence and charisma, so using incubi will also waste a lot of time. You can get lucky and find a large graveyard with enough wraiths to level up, but that's not always possible. Thus, the best course of action would be to get the wand of wishing at the Castle, which will give us the means to enter the quest. There are several ways of fighting monsters at the Castle. It is strongly recommended that you prepare for at least one of them before you dig down to the Castle. Failing all of these, with sufficient AC and weapon enchantment, you can break down the drawbridge with a wand of striking, retreat to the maze behind you, and fight. However, this is slow and dangerous, so searching the dungeon for useful items leading up to the Castle is better. On your way downwards, you should be using telepathy to find special rooms like leprechaun halls and throne rooms. Leprechauns can have defensive items, and their gold can be used to buy protection or clairvoyance from an aligned priest. Throne rooms also have defensive items carried by weaker monsters like hobgoblins and bugbears, with the potential of a wish from the throne and even dragon scale mail if you find a throne room deep enough in the dungeon. The barracks is dangerous but an especially important room, since Yendorian army members stronger than a sergeant can carry bugles, an important tool for scaring other monsters and opening the Castle drawbridge. Be ready, since they will play the bugle if given the chance, waking all the soldiers in the area. If you are very close to leveling up, you may even seek out a swamp, since the eels give large amounts of experience points, though this comes with its associated dangers. At Medusa's Island, it can be difficult to dig down because of the nearby water, which will fill your hole and blank your scrolls. Use a scroll of earth to fill in the water surrounding you if there is not enough land. If the level below Medusa's Island is a maze, you should use a scroll of magic mapping to find the upstairs and fight Medusa, provided you have a way of dealing with her like a blindfold or levitation. In most variants of Medusa's island - the exception is the one with ravens - the statue of Perseus is accessible from the downstair of the level without requiring levitation, so killing her and obtaining the potential shield of reflection or levitation boots can be very profitable. The minotaurs in the maze levels below Medusa's Island are very dangerous, especially with poor AC. They are best avoided. If you accidentally encounter one, note that they have 0 MR, which gives you several options to evade them. If you hear doors opening, you're at the Castle. The sharks can deal a surprising amount of damage, so stay away from the moat to heal. Use one of the aforementioned methods to clear the Castle and safely obtain the wand of wishing. With the wand of wishing in hand, we're finally able to get a bit stronger. Use your wishes wisely though, you don't have many of them. You don't have the luxury of writing several scrolls of enchant armor in this run. Save at least one readily available wish for emergencies (1:1). After completing the Castle, you need to leave the Castle to find the quest portal and gain levels until you are at least level 14 to do the quest. The quickest way to escape the Castle is via level teleportation through a cursed or confused scroll of teleportation. Teleport control is not necessary here, since you are very likely to be taken upwards (the range is 1 to DL+3, inclusive). The best way to gain levels would be to drink some potions of gain level, but these are hard to come by, since most monsters will drink these on sight. Luring wraiths from the Valley of the Dead by level teleporting while adjacent to them after waking them up is another option. Failing these, reverse genocide of wraiths is the fastest method. You should obtain fire resistance in the quest home level from a fire giant or fire ant. There are many fire traps on the quest and in Gehennom that will reduce your maximum HP. This also prevents the instadeath from falling into lava, though you still lose your boots if they are leather and not fireproof. On the goal level, if the upstairs is completely surrounded by lava, it's likely that you will need levitation to kill Lord Surtur. You can wake him by using a cursed potion of invisibility on the stairs, zapping a wand at him, or using conflict and waiting until he is attacked. Lord Surtur himself can hit fairly hard, though is otherwise unimpressive. His MR of 50 makes him vulnerable to a wand of polymorph or wand of sleep, and he is killed instantly by a wand of death. He also cannot fly, so if you need to heal, you can move over the lava. After killing him, pick up the Bell of Opening and the Orb of Fate. Invoke the Orb of Fate for a quick escape. With the quest complete, it's time to head into Gehennom proper. In order to perform the invocation, you still need the Candelabrum of Invocation and the Book of the Dead. Vlad's Tower can be found somewhere between the ninth and thirteenth levels of Gehennom. The best way to find it is to level teleport to DL:(Valley+8) and search from there with magic mapping. Failing that, you can start from the top; it doesn't use much more time. If you encounter Asmodeus or Baalzebub's lairs, it's quicker to bribe them rather than fight. If you do not have a unicorn horn when encountering Juiblex, use holy water or a potion of extra healing to cure the illness. Be sure to pick up the loot on the second floor of Vlad's Tower. Even if you are currently wearing an amulet of reflection, you may find a shield of reflection later, allowing you to use the amulet of life saving. The water walking boots can be used to blank useless scrolls and potions if you lack a wand of cancellation, and can be used to cross water if you lack a ring or boots of levitation. Vlad the Impaler's covetous behavior and speed buff in 3.6.1 make him a more troublesome opponent. The quickest way to dispose of him is using a cockatrice corpse, but that's not always practical. If you are strong enough, another straightforward way is to run to the stairs ahead of him, force fight towards the doorway, and hold down + until he expires. If you have particularly bad AC, he can hit very hard with a two-handed sword, so exercise caution. Blocking the stairs with a boulder also works. From here, you can use the standard Gehennom mapping strategy of mapping every other level until you reach Orcus. You need his wand of death to kill the Wizard of Yendor, so pop up from under him and drag him to the upstairs below. The shades can be troublesome if you are attacked in melee, especially if you lack extrinsic speed, so avoid this by using a scare tool or conflict. Now is a good time to wish for a helm of opposite alignment to wear when exiting the Sanctum to mitigate the effect of the mysterious force. It's also a useful item if you happen to be unlucky on the Astral Plane, allowing you to ascend on the chaotic altar as well. If you have one wish left (1:0), it is strongly recommended to wrest the wand of wishing at this point because it becomes significantly more difficult after killing the Wizard of Yendor. If you are low on charges, the best item to wish for here is a magic marker. To fight the Wizard of Yendor, it's possible to lure him from outside his tower with a drum of earthquake, but those are rare. If you can polymorph into a master mind flayer, your psychic blast with #monster should be able to wake him if you stand as close as possible to him at the top of the level. Since this consumes 10 Pw, and Valkyries usually have around 20 Pw at this point, this can take some time and a few attempts. With teleport control, it's possible to level teleport from the bottom level of the tower into the top level, skipping most of the first two floors. After killing the Wizard with the wand of death, dig or level teleport down to the vibrating square level. Use portal detection to find the vibrating square and perform the invocation. Moloch's Sanctum should not be troublesome. The initial graveyard can be mostly skipped with stealth, unless the Wizard harasses you with aggravate. Try not to fight the high priest in melee unless absolutely necessary, since they hit very hard with their weapon attack and spellcasting. The best way to kill them is by zapping your wand of death, but they have a small chance of wearing a cloak of magic resistance. In addition to shock, the high priest also resists fire, poison, and sleep, so keep this mind if you are forced to fight them. Ascending through Gehennom should be straightforward, if you don't lack magic marker charges to recharge your wand of death. (To lessen the mysterious force's problems, remember to put on your helm of opposite alignment.) You should levitate to avoid holes dug by monsters and unknown trapdoors. You can eat the Wizard of Yendor’s corpse for a chance at teleportitis and teleport control. Teleportitis can be useful for saving in game time by teleporting to the upstairs, reducing harassment and traversing unexplored levels more efficiently. If the Wizard is attacking you and you need to buy time, he stops following you if he is carrying the real Amulet. This can give you a breather and some time to wrest your wand of wishing if you didn't do it earlier. If you level teleported to Vlad, you may have skipped either Asmodeus or Baalzebub. If so, make sure you aren't wielding Excalibur when you go upstairs for the opportunity to bribe them. If you anger them by accident, it's better to go downstairs and fight them than try to walk to the upstairs, since they can summon horned devils that can steal your Excalibur or even Dispater, an aggravating spellcaster. If you have cursed potions of gain level, use them on levels that are especially difficult to traverse, such as Asmodeus's lair or the Valley of the Dead. When you reach the Valley, you can safely remove your helm of opposite alignment. If you remain chaotic, hostile Archons can spawn in the Planes and in the dungeon, which can be very troublesome due to their stunning gaze and ability to summon nasties. Upon reaching the Planes, if you lack confused scrolls of gold detection, you can use the Orb of Fate to detect portals, recharging it as necessary. You can use the Amulet of Yendor to find the portals on Fire and Air more easily, because you have more freedom of movement on these planes, but they are also the most dangerous, so be wary. Levitation on the Plane of Water is no longer possible, so you will have to wait in a bubble for the portal. An amulet of magical breathing or polyform with magical breathing can be used to enter the water, but progress is slow due to water turbulence, and without an oilskin sack, you will lose all of your potions and scrolls. A polyform with swimming can be faster, but is not always available. On the Astral Plane, you should avoid melee with Famine and Pestilence, especially if you lack a unicorn horn, as you will not be able to cure the stun in that case. In general, you should head for a high altar that is close to your current location, avoiding Pestilence if possible, since it is more dangerous than Famine. If you wished for a helm of opposite alignment, at worst, you will need to examine only two altars in order to ascend. Cursed genocide is useful here for creating cockatrice corpses, as well as the standard strategy of using a wand of teleportation. You just beat a game that might take years to play in less than a couple of hours. Go brag on the subreddit/IRC/Discord/all of the above. If you didn't use any pastes, have the !bones option, and played on a public server, you can submit your run to speedrun.com here. Dig for victory is a risky and inconsistent strategy for Valkyries. You need to find a pick-axe and a tonal instrument early on, which may not be possible. Since Elbereth has been nerfed significantly, you may have difficulties avoiding the sea monsters in the moat without a permanent Elbereth. Without a means of dealing with minotaurs and other deadly monsters, it's easy to find yourself in trouble. Even if you do manage to succeed, you may not have a quick way to level teleport to the quest portal, and will not be able to wish for an entire ascension kit with only 5-7 wishes. The strategy outlined in the guide should win quickly and consistently, since you should gather enough essential items or polyfodder while exploring. This would be too long if I went through every role. If you want a non-Valkyrie role to play, Wizard has the potential to be faster than Valkyrie but is much more difficult, and Barbarian is more consistent at winning than Valkyrie but is somewhat slower. Human Valkyrie loses time in the Gnomish Mines killing gnomes. They also gain less HP per level than dwarves and have lower maximum constitution, giving them significantly less health throughout the game. Humans lack infravision. The only benefit they have is being able to genocide mind flayers with a single scroll. These can usually be avoided with careful play. Wishes are very tight. At least one wish will usually be dedicated to a magic marker, helm of opposite alignment, source of magic resistance or reflection, and scrolls of charging. You may also need a bag of holding, teleport control, ring of conflict, or other items. Emergency wishes can also be necessary (Demogorgon, Yeenoghu). Since you have 5-7 wishes, this leaves no room even for popular ascension kit items like speed boots and gauntlets of power. Polymorphing into a master mind flayer or other form can be powerful, but is ultimately unnecessary for Valkyries, who have a great weapon and excellent HP. It can be useful, but isn't recommended for beginners because of how easy it is to attack a cockatrice or other dangerous monster and lose your run. Uses include waking the Wizard of Yendor from outside his tower, flying to substitute for levitation, or simply for the increased damage and additional HP. In general, twoweaponing is not advised. If you decide on twoweaponing, you will need to wear silver dragon scale mail along with a cloak of magic resistance in order to have magic resistance, reflection, and an amulet of life saving. This often requires an additional wish for the cloak of magic resistance, since it is exceedingly rare outside of bones. Forgoing twoweaponing allows you to use the shield of reflection found at Medusa's Island or from an Aleax with gray dragon scale mail, often saving a wish. Twoweaponing can also slow you down in Gehennom, because it is cumbersome to switch between a pick-axe and a set of two weapons. A player wielding a single weapon can hold a pick-axe in the offhand and press to swap to it quickly. In general, you can skip Sokoban. Most runs choose to enter Minetown anyway since you need a pick-axe, and the shops are still useful. You also have the option of attempting the quest before the castle. Hi. I linked "speedrun" to "speed ascension"; it's mostly on by-turn speedrunning - any comments on differences? Thanks! -Actual-nh (talk) 01:12, 11 February 2021 (UTC) I don't understand what you mean by "Thus, the best way to complete the quest now would be to get the wand of wishing at the Castle first." This doesn't complete the quest now. -Actual-nh (talk) 04:04, 13 February 2021 (UTC) =_=_ Infidel =_=_ User talk:Cathartes You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User:Cathartes =_=_ User talk:Dryad Jules You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Living doll =_=_ Tiny being of light =_=_ Voice in the dark =_=_ Cook =_=_ Polymorph control/ko 어떤 종족들은 더 빠른 속도를 가지고 있습니다; 이러한 종족으로 폴리모프하게 되면 당신은 적들보다 더 빨리 움직이고, 공격하며, 반응할 수 있습니다 & mdash;즉, 턴당 더 많은 피해를 줄 수 있습니다. 또 다른 종족들은 다중 혹은 추가 공격으로 더 많은 피해를 줄 수 있습니다. 당신은 몬스터를 공격하려 할 때마다, 당신이 취한 형태의 모든 공격을 사용하게 될 것입니다. 만약 해당 몬스터에게 무기 공격은 없지만 무기를 쥘 수 있을 경우, 일반적으로는 첫번째 공격(보통 발톱 공격)에 당신의 무기 피해를 더한 값을 가지게 됩니다. 만약 해당 몬스터가 다중 무기 공격을 가지고 있으면, 당신은 무기로 여러 번 공격하게 됩니다. This is the case for both NetHack 3.6.6, and NetHack 3.7 latest HEAD as of this edit. However, a comment in the source asks whether allowing the player multiple weapon attacks while polymorphed is really desirable, which may hint at a future nerf. High-level monsters have a lower base AC; turning into one effectively gives you an AC bonus. If killed by HP loss while polymorphed, reverting to original humanoid form is in effect a free amulet of life saving. Polyself has vastly improved the record for game-time speed ascensions. 고레벨 몬스터의 경우 기본적으로 낮은 AC를 가지고 있기 때문에 AC 보너스를 많이 얻을 수 있는 장점이 있다. 또한 다시 인간으로 돌아가는 것은 공짜로 amulet of life saving을 사용하는 것과 같다. speed ascension을 하려고 한다면 polyself로 이득을 볼 수 있는 부분이 많다. 비행 가능하며 기본 AC -3에 위 셋보다 더 빠른 속도를 가졌다. gaint류 이므로 boulder를 들 수 있고, engulfing 공격에 당하지 않는다. Out of the above monsters, only elvenkings, master mind flayers and vampire lords are medium-sized, and thus can wear all forms of armor. Jabberwocks and minotaurs are large, and titans are huge, so they cannot wear torso armor. They cannot benefit from the extra AC of that armor, nor from the magic resistance, reflection or magic cancellation they provide. 위 몬스터 중에선 master mind flayer가 유일한 medium 크기의 몬스터이기 때문에 유일하게 모든 종류의 갑옷을 입을 수 있다. Jabberwock과 Minotaur는 large이고, titan은 huge이므로 몸통 갑옷을 입을 수 없으므로 AC에서 이득을 볼 수 없고, 따라서 해당 장비에서 마법저항, magic cancellation, 반사 특성도 얻을 수 없다. Pay attention to the base level of the species, as this determines your resulting HP. If it is not enough to survive combat, you may need to increase it. This is only worthwhile if you plan to be unchanging, as the increase is lost when you transform back. You also regenerate HP at the same rate as your species, so having regeneration or healing magic is useful. 또한 위 몬스터들의 기본 레벨을 살펴야 한다. 몬스터의 기본 레벨이 변신 시 최종 HP를 결정하기 때문이다. 전투를 하기 충분하지 않을 땐 증가 시켜야할 필요가 있다. 하지만 이건 unchanging을 고려할 때나 의미가 있다. 증가시켜봐야 변신이 풀리면 원래대로 돌아오기 때문이다. 또한 HP 재생 역시 원래의 몬스터와 같은 수준을 갖기 때문에 regeneration이나 healing 마법이 유용하다. Be careful when using a form that has a contact attack. Attacking a footrice will cause stoning and biting a green slime causes sliming. Forms with many such attacks, such as mind flayers, may also suffer multiple splashes of acid when attacking jellies. 블랙 드래곤의 disintegration beam이 특히 괜찮다. 매우 적은 수의 몬스터만이 disintegration 저항을 가지고 있기 때문이다. 예를 들면 monk는 lava 위에 떠서 disintegration beam으로 Master Kaen을 죽일 수 있다. Females who polymorph into oviparous monsters can #sit to lay eggs, which hatch into pets of the same species. This can be used to gain pets of powerful species, such as dragons and purple worms, although they usually hatch into baby forms that take a while to grow up. Another tactic is to lay cockatrice eggs and use them later to petrify enemies. Note that your Luck is penalized by & minus;1 each time you break your own eggs, to a maximum of & minus;5. < !-- Clarify: does the penalty stop occurring when your Luck is −5, or when you've been penalized 5 times? -- > Another way to gain intrinsics is to polymorph into a metallivore or gelatinous cube and eat rings and amulets. This way, you do not have to wear those items to enjoy their benefits. Note that some items cannot be eaten, some intrinsics cannot ever be gained, and some items have unwanted side effects. For example, the intrinsic from a ring of regeneration will also cause you to burn nutrition faster, even when your HP is full. Interestingly, it is possible to get both intrinsic polymorphitis and polymorph control from rings, allowing you to polymorph from time to time like a shapeshifter monster. It may also be useful to gain intrinsics of a species, if only temporarily. For example, you might turn into a silver dragon if you face a Gnome With the Wand of Death. Or you might turn into a winged gargoyle to pick up a cockatrice corpse without gloves. The xorn's phasing ability can be used to move quickly on non-teleport levels, for example to get the Castle's wand of wishing without having to fight the army inside. Some more esoteric uses include turning into a nymph to steal items from other monsters; or a cockatrice to petrify monsters that attack you physically. Turning into a demon allows you to summon tame demons as you attack enemies bare-handed. 또한 잠깐 동안 필요한 intrinsic을 얻는 것도 가능하다. 예를들면 death wand를 들고 있는 gnome을 만났을 때, silver dragon으로 변신하거나 장갑 없이 cockatrice 시체를 들기 위해 winged gargoyle로 변신할 수도 있다. Xorn으로 변신하여 phasing 능력을 사용하면 텔레포트 금지 구역에서 빠르게 이동할 수 있어서 castle에서 Yendorian 군대와 싸우지 않고도 wand of wishing에 접근할 수 있다. Some players turn into an air elemental to travel, especially on the hectic Elemental Planes. Their base speed is 36, the highest of all monsters, and is further increased if the player has extra speed. They are permanently blind and cannot wear armor or use most items, so this strategy requires care. It is frequently used by players attempting speed ascensions. Turning into a pudding and then getting yourself split by an enemy's iron weapon will create a tame pudding. You can then strike it until it turns against you and then commence pudding farming. In SLASH'EM, polymorph control is an intrinsic which is given to a doppelganger at level 9. For this reason, doppelgangers are an excellent race choice for newer players, as polymorph control makes them extremely powerful relatively early in the game. Furthermore, the number of attractive polymorph targets in SLASH'EM is significantly higher. Some worthwhile forms (in addition to those listed above): Note that in SLASH'EM, forms that have a contact attack (bite, tentacle, claw, touch, etc.) will refrain from using that contact attack against a monster with a passive stoning attack (cockatrice, chickatrice, basilisk, or asphynx), but you still need to exercise caution. Contact attacks will be disabled only if: (1) you attack with a wielded weapon, and (2) the monster is in the same form for the first attack and subsequent attacks. Thus, clawing, biting, or butting a cockatrice without wielding a weapon will stone you, but hitting one with a sword as a master mind flayer or vampire will not; that is, unless the cockatrice was polymorphed into (for example) a troll, and an early attack caused the troll to drop below 1 hp and revert to cockatrice form, in which case the subsequent attacks will still hit the cockatrice and result in a stoning instadeath. This latter case may be a bug. Note further that this limits polyself options for doppleganger monks who are attempting the weaponless conduct; they will always attempt their contact attacks. =_=_ User:Flag On The Moon/Temples The Biodiversity patch provides alternate Priest quest home levels for most of the vanilla pantheons. Here are a few quest home levels I've designed around various themes and stylistic motifs. As designed they include the quest leader, guardians, and monsters of the Priest quest, but can easily be adapted to quests for other roles. The High Priest occupies a throne; in addition, there are a few pilgrims (possibly a knight and some squires) in the sanctuary. The 'facade' of the sanctuary includes two gargoyle statue traps. The upper rooms include a small garden, a library with random scrolls, and a chest containing a saddle (property of the pilgrims). The temple is superimposed over the right end of an islands-type random map (i.e. caverns-style with water replacing rock). The portal and downstair are both located on the left side. There are six random traps throughout the level. The statues along the nave depict sea monsters (shark/piranha, giant eel/electric eel, jellyfish/kraken). The two statues flanking the door are optional historical statues depicting player monsters (e.g. Pirates, Divers, etc.) The Atargateion is a map in the form of a partially submerged temple created for aquatic worshippers rather than land-dwellers (see the encyclopedia entry). It was designed as a variant of the Priest quest home level for a watery or Lovecraftian pantheon. Most of the map is procedurally generated, with the sanctuary, near the center of the map, as the only section with a fixed layout. The sanctuary is surrounded by a randomly generated "inverted" maze where the "passages" are water tiles and the "walls" are floor tiles. Since the temple is understood to be designed for aquatic creatures, the implication is that for the majority of visitors, who live in the water, this would be a normal maze, while the minority of devotees who live on land are actually walking on the walls of the temple, in a situation analogous to xorns and other phasing creatures. In addition, 5% of floor tiles outside the sanctuary should be replaced by water to break up some of the paths (including the circuit formed by the outermost "walls" of the maze) and make navigating the maze more challenging. The portal and downstair are located at opposite ends of the level. The water tiles are lightly seeded with sharks and piranhas but very few grabbing monsters. The temple may be attended not only by human acolytes but also by (peaceful?) deep ones and/or water nymphs. The map is named after the temples of the Near Eastern goddess Atargatis, who may have been depicted as a human-fish hybrid, and whose temples are known to have contained sacred fish ponds. A temple with a Pacific Northwest theme. The use of the "river" to create a path around the level is inspired by some of the maps in the Lethe Gorge. The two raven statues are both historic and may be coded as statues made of wood, meaning that they can be 'broken' with an axe as well as a pick. =_=_ User:Flag On The Moon/Aquatic One limitation of the current level design is that all paths from one level to another are above-water (stairways, ladders, portals) so players can't spend an entire quest underwater. Perhaps underwater "up tunnels" and "down tunnels" could be introduced in a patch? The water is populated with hostile sea monsters, biased in favor of those with attacks other than grabbing/drowning, since this quest assumes that the player can survive underwater. The quest guardians can swim, but are all initially generated within the "sub" in the lower left, so they can be left there until you have cleared the surrounding water. The up and downstairs are located on two of the eight floor tiles. Two others contain chests. A fifth has a fake bones pile, with a player monster corpse, a scimitar, some other items, and a maledictory engraving. Goal level. Your nemesis starts at a random underwater location somewhere on this level. The upstair is located on one of the four floor tiles. =_=_ User:Bhaak/UnNetHack/DesignGuidelines Around the time when I started UnNetHack, there was a trend in roguelikes (started by the "Philosphy" (pas-de-faq) section of Dungeon Crawl Stone Soup's manual) to explain upfront the game design philosophy of your roguelike game. As I only started out at game design at that time, I didn't have a full fledged game philosophy in mind and thus only called this page "Guidelines", fully aware that it's easier to argument away bending and breaking guidelines than violating a philosophy. These guidelines were always meant to be soft but they are already vague enough to obviously not be taken as hard. I might follow up with a blog post about my assessment on how well UnNetHack followed these guidelines. Also what unwritten guidelines the development of UnNetHack followed as for example one of the most defining features of NetHack (IMO) isn't explicitly on this list (complex interactions of items/objects/dungeon features/monsters). This can be achieved by closing or removing easy loopholes, by increasing dangerous situations in the game or by adding more dangerous monsters. In contrast to Slash'Em not every conceivable patch should be incorporated but it should be tried to keep a good game balance. =_=_ Talk:Light =_=_ File:Chat.png You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Talk:Gehennom mapping =_=_ Talk:Nonliving I'll have to check, but I think this is out of date - particularly given that the page doesn't list Lemures. -Actual-nh (talk) 03:11, 2 March 2021 (UTC) =_=_ Talk:Spellbook of magic mapping Are there any variants with Skilled/Expert translating to an equivalent of a blessed scroll of magic mapping? -Actual-nh (talk) 05:22, 3 March 2021 (UTC) Noting from IRC my opinion that I don't believe things on this list should be mercilessly slashed from the game; rather, identifying the forgettable stuff presents an opportunity to change it to be better differentiated and more interesting. The real issue is that both are among the weaker types of sea monsters: by the time they spawn, they're not usually a threat to you - so make them a threat. (EvilHack places some in the early Mines, 3.7 plans to give piranhas more speed and a second bite attack...) Not seeing a real reason behind this one. Sandestins favor nasties and only appear in Gehennom - they work to keep the player sufficiently challenged and on their toes, imo. Hard disagree that no one would notice if the cloak of magic resistance was deleted from the game. Earlygame Wizards would definitely feel the loss, and it's a vital component of many ascension kits. Unless the standard here is extremely loose, like "new players who have never heard anything about NetHack would not notice this missing" (and in that case, what isn't removable?), this isn't an item that could be removed with no fuss. --Phol ende wodan (talk) 22:09, 4 March 2021 (UTC) Do not kill wraiths until you have a form of polymorph and polymorph control so you can turn into a lurker above and swallow them whole for guaranteed XL gain, instead of chancing it with killing them and hoping for a corpse that gives it to you. Wraiths are speed 12 so instead of killing them, run away and don't return until you can swallow them. Along with magic resistance and reflection, lycanthropy resistance is critical for ascension. Since a hasted werewolf is 16 speed, it's possible that a werewolf gets 2 or more moves when attacking you. Werewolves can also team up with gelatinous cubes to infect you with lycanthropy while you are paralyzed. This can be especially dangerous on the Astral Plane. Many players wish for additional holy water to reduce the risk, however, it's often better to wish for Werebane if you have any artifact wishes left. Wizards starting with a magic marker have a head start for the protection racket strategy. They can simply blank their starting spellbooks, and then write a high-level spellbook like Finger of Death (wizard have an increased chance of successfully writing unknown spellbooks). Those books can then be sold to a shopkeeper for up to 350 zorkmids. Inexperienced Wizards often find themselves starving to death, since the wizard starting inventory lacks comestibles. However, controlled polymorph into a gelatinous cube allows you to eat your starting scrolls and books, which may give you enough time to reach Sokoban or a large scroll shop. =_=_ Talk:NetHack 3.1.0/URL list Someone on IRC mentioned the dramatically less-dynamic older endgame, so here I am reading the usenet posts for 3.1 and ... wow, this was a big one! This could've easily been version 4.0, it seems to have introduced much bigger changes than 3.0 did. My thanks to whoever grabbed links for all the Usenet posts! Testbutt (talk) 19:59, 5 March 2021 (UTC) =_=_ File:GuidebookExcerptConducts.png =_=_ Talk:System shock I am quite certain that the formula for whether the player gets system shock is not (1-constitution/19), since that would give a negative number in essentially all cases. I'll try to remember to check in the source code for the correct one. -Actual-nh (talk) 04:02, 7 March 2021 (UTC) =_=_ Talk:The heat and smoke are gone =_=_ Talk:You're joking! In this weather? =_=_ Talk:Body armor Should mention be made of that monks are among the few who may do without body armor? -Actual-nh (talk) 00:01, 11 March 2021 (UTC) I'm considering putting in an additional column re spellcasting. Would that be problematic for anyone (browser width or whatever)? -Actual-nh (talk) 00:01, 11 March 2021 (UTC) =_=_ Axe/ko =_=_ User:Bluescreenofdeath/Branches Compared to vanilla, SLEX's dungeon is quite a bit longer and also has many more additional sub-branches, some of which are essential to winning the game while others are optional but can provide potentially useful rewards when completed. The player may also obtain trophies for completing optional branches, which are useful mainly during Junethack. The main dungeon is 100 levels in length. Of these, the first 50 are the Dungeons of Doom, with the castle being on level 50; there may be a wand of wishing there, but it's not guaranteed as some castle variants lack the wand. Level 51 to 100 are Gehennom, where the player cannot pray and it's not possible to convert altars to Moloch. The Valley of the Dead is on level 51, the Wizard Tower spans levels 75-77 and is accessed via a fake tower on a random level below, and level 99 has the Vibrating Square and the Seven Deadly Sins who chase the player and resurrect after being killed while the player searches for the square. On dungeon level 100, Moloch's Sanctum houses the Amulet of Yendor in the possession of the High Priest, and can only be accessed if the player completes the invocation ritual on level 99. In order to complete the invocation ritual, the player has to collect three items: the Bell of Opening, Candelabrum of Invocation and Book of the Dead. The bell can be found in the Quest, which is usually accessed via a magic portal on dungeon level 15-49, but in about 3% of all games the portal is on a random level in Gehennom instead. Entering the level that has the quest portal will give a message hinting at its presence. There are 7 levels in the Quest, with the last level forcing the player to battle their quest nemesis who has the bell. After obtaining it, the bell also has to be imbued: in order to do so, the player needs to find a magic portal somewhere on level 2-6 of the Quest and enter it, which leads to the new Subquest branch. If the quest nemesis has already been defeated, being on the level with the subquest portal will display periodic messages hinting at its presence. The Subquest branch is 10 levels in length, and on level 6-10 (placed randomly) there's a pink staircase that leads to the Bell Caves. Upon entering the Bell Caves, the player receives a full-screen message and a trophy, and the bell is imbued. However, the player then needs to make their way back out; level teleportation is not permitted within the Bell Caves or Subquest. Also, upon imbuing the bell, a clone of the quest nemesis is spawned along with some hostile quest-specific monsters. Trying to perform the invocation ritual with a non-imbued bell does not work. Obtaining the Book of the Dead is similar to vanilla: the book is held by the Wizard of Yendor, who is always found in the center of level 75. Here, the player can either enter the tower from below by finding the fake tower with the portal, or wake him remotely via e.g. mind flayer psychic blasts or a drum of earthquake; killing the Wizard causes him to harass the player for the rest of the game, although the frequency of harassment is reduced compared to vanilla. The Candelabrum of Invocation is found in Vlad's Tower, but before the player can enter that, they first have to find the entrance stair to Sheol somewhere in Gehennom. Finding this stair can take a while, since there is no in-game hint pointing the player in the right direction, so unless the player randomly stumbles upon it during their Gehennom explorations, they may well have to look for it everywhere. Sheol itself is 25 levels in length, most of them ice-themed, and the stair to Vlad's Tower is on a random level in Sheol, once again potentially requiring the player to search everywhere. When the player enters Vlad's tower, they may stumble upon various doors that require specific artifact keys to unlock; two of the three alignment keys are needed to reach Vlad normally, although methods to wake him up remotely can be used too. In any case, Vlad holds the candelabrum and the player needs to fight him to obtain it. With all three invocation tools in their possession and the Bell of Opening imbued, the player is now capable of performing the invocation on level 99. For this level, the player has to find the Vibrating Square, which is on a random floor square and can only be found by stepping on it, so the player has to walk everywhere; this is complicated by the fact that the Seven Deadly Sins are chasing the player. They resurrect like Riders and any attempt to get rid of their corpses just causes them to resurrect instantly; if the player tries to eat them, it's DYWYPI. When on the vibrating square, the player needs to ring the Bell of Opening, light the Candelabrum of Invocation (which needs to have seven candles attached; a bunch of them can be found in Vlad's Tower) and read the Book of the Dead. Compared to vanilla, the invocation tools stay primed for quite a bit longer after being used, and the bell has many more charges so a mishap is less disastrous. Also, while the invocation tools work best when noncursed, even a cursed one may still work occasionally (the player will have to try repeatedly if they are cursed). After the invocation is complete, a downstair appears that leads to Moloch's sanctum. Here, the player needs to make it to the High Temple and defeat the High Priest who holds the Amulet of Yendor. The priest also has a sidekick named Amudor, who may be slightly annoying but shouldn't pose a big threat by this point. Once the player picks up the Amulet, it cannot be dropped any longer, and unlike vanilla it also cannot be named; care should be taken since fake amulets also exist, and those likewise cannot be dropped but weigh 500 units. With the amulet in their possession, the player now needs to find the portal to the Yendorian Tower; this portal is somewhere in the sanctum and can only be used after the player has already obtained the amulet. Simply walking back up the dungeon after obtaining the amulet is a bad idea and won't allow the player to win. Instead, the amulet needs to be imbued before the ascension run begins. While holding the amulet, the player branchport or be banished at all, and horizontal teleports may randomly fail. In order to imbue the amulet, it needs to be taken to three sub-branches of the Yendorian Tower: Ordered Chaos, Forging Chamber and Dead Grounds. After entering all three of them, the amulet is fully imbued and the player is transported back to the bottom of the Yendorian Tower, where they can now finally use the portal to go back to Gehennom and start the ascension run. If the player didn't defeat the bosses of the three alignment quests, the ones that are still alive will spawn in the three side dungeons in much stronger form. Once the amulet is fully imbued, the adverse effects of carrying it become much worse: from that point on, it completely prevents all forms of teleportation, Rodney's harassment becomes a lot more frequent, and spellcasting costs much more mana. Also, while the player is making their way to the upstair on dungeon level 1, the monster spawn frequency is maxxed and they often spawn on the upstairs of a level. Unlike vanilla, cursed potions of gain level cannot be used to skip levels, but on the bright side there is no mysterious force. Taking the pink upstair on dlvl1 while having the amulet takes the player to the Plane of Earth, and then the player has to find magic portals to go from plane to plane until they reach the Astral Plane, where offering the amulet on the altar of the player's alignment wins the game. At this point, the player gets the option to continue playing in freeplay mode, and if they accept, the character is placed back on dungeon level 1 where the negative effects of carrying the Amulet of Yendor cease. The Elemental Planes are locked now, but can be accessed again if the player ventures to the sanctum of Moloch on dungeon level 100. All forms of teleportation also become available again as soon as the player enters freeplay mode. In order to leave the planes, the player may now simply press < while on any high altar on the Astral Plane, which will teleport them back to dungeon level 1 again. TLDR In order to win the game, you need to obtain three invocation artifacts. The Bell of Opening is found in the Quest, which is somewhere on level 15-49 of the Dungeons of Doom. You must imbue the bell after obtaining it, by finding the subquest portal on level 2-6 of the quest and then, on level 6-10 of the subquest, finding a pink stair to the Bell Caves. Obtain the Book of the Dead on the wizard tower level, which is level 75 of Gehennom. Find the stair to Sheol somewhere in Gehennom and within Sheol find the stair to Vlad's Tower somewhere, kill Vlad to obtain the Candelabrum of Invocation. Take the three artifacts to level 99 and perform the invocation. Go to level 100, kill the High Priest of Moloch for the Amulet of Yendor and, on the sanctum level, find a magic portal to the Yendorian Tower. Scour the entire tower for three staircases that imbue the amulet when entered. With a fully imbued amulet, make your way back out of Gehennom and use the stair on dungeon level 1 where you started your game. Reach the Astral Plane, offer the amulet on the altar of your own alignment, and celebrate your well-earned victory. Some dungeon branches in the game should be completed, because not completing them causes certain other, mandatory areas of the dungeon to be much harder. These are shown in this section. Here, the various optional dungeon branches are shown. The player is free to ignore them, as completing them isn't required for winning the game. Most branches give at least one Junethack trophy when completed, and usually also have some sort of reward. Note: Unlike vanilla NetHack, most special levels in SLEX aren't guaranteed to exist in a given game; they may randomly be replaced with filler levels. This includes levels that have trophies on them. If the trophy is granted for beating a boss, the player can still get lucky to have the boss spawn randomly somewhere; for such trophies it doesn't matter where the boss was when the player killed them. However, trophies obtained by picking up specific items on the level, e.g. the luckstone in Mines End or the prize on the final Sokoban floor, cannot be obtained if the pertaining special level didn't generate, because there is no way to make the item in question appear after the level was generated. This means that the player has to get lucky to have the special levels generate if they want a trophy, and may have to try repeatedly with several characters until the trophy-bearing level generates. Found somewhere in Gehennom, the Rival Quest is accessed by a hidden magic portal, but it's closed as long as the player has not obtained the Bell of Opening. The bell doesn't have to be carried to access this branch; as soon as the player picks it up for the first time, the portal opens and won't close again. Inside, the player encounters the quest of a different playable role, chosen randomly, complete with that role's nemesis and quest artifact at the bottom; killing the nemesis gives a trophy, but there is no guarantee that the player will be able to pick up the artifact, because it may evade their grasp if it's of a different alignment. Very occasionally, the rival quest nemesis can happen to be the same as the player role's own quest nemesis, in which case killing the nemesis in the regular Quest will automatically mark the Rival Quest as completed too; the nemesis and quest artifact will not appear a second time in the Rival Quest in that case. Like the regular Quest, the Rival Quest is 7 levels in length. It should be noted that if the player gets a different role's quest artifact here, carrying it around will increase sanity and contamination over time, and equipping it even more so, making it a risky-to-use reward even if the player is capable of picking it up. A five-level branch found on level 10-12 of the Dungeons of Doom, accessed via a pink upstair. Most of the time, the first four levels are just rooms and corridors, although they have a low chance of being replaced with special levels. The actual town is at the top and usually has a couple of shops that may provide services and equipment for the player. This branch is from SLASH'EM, but modified to be two levels in length; the second level is randomized (i.e. can be any special level) and has a downstair to the Ice Queen's Realm. Accessed from the second level of the Wyrm Caves, this branch features three ice-themed levels. On the final level, two high-level unique dogs guard the entrance; the player has to get past them to reach the boss: Vera the Ice Queen, a high-level spellcaster with cold attacks. She spawns with an amulet of reflection and a cloak of magic resistance, making her impervious to various forms of attack. Additionally, she wears gauntlets and a pair of cyan sneakers; the latter is a randomized appearance and may or may not make her harder to defeat depending on what its base type is. Vera will spawn with an athame. Defeating her may let the player claim some of her equipment and trains all of the player's skills by one point. Once Vera is defeated, Elaine the Enchantress spawns, who will be hostile and is likewise a powerful spellcaster. Her level is even higher than Vera's, but she moves at a slower speed and lacks the resistance-granting equipment that Vera spawns with; she still resists most elements though. Elaine also spawns with yellow sneakers, which may or may not make her harder to defeat depending on what its base type is. If the player defeats Elaine, 5 potions of tech level up are dropped as a reward. Both Vera and Elaine grant a trophy when defeated, so a player who isn't ready to fight Elaine can just try to escape after offing Vera and will still earn at least one trophy (the one for defeating Vera) in the process. A series of one-level branches found early on, taken from the Devnull tournament. The actual challenges aren't playable in SLEX; if the player enters all of them within the same game, a trophy is granted as well as +1 to a random stat. These are the challenges: This dungeon branch is found in the lower part of the Dungeons of Doom, with the entrance stair normally on dlvl35-49. It is 30 levels in length and the main special effect consists of the player being permanently confused. This makes the branch hard to play all by itself, but it's further complicated by the fact that there is a lot of random terrain including water, lava and other hazards. Without confusion resistance (which is a property that restores the yes/no prompts when entering a harmful square, but doesn't suppress confusion altogether), the Illusory Castle will be incredibly tedious. Flying is also recommended as it means the player doesn't have to fear falling into water or lava, although stalactites and crystal water will then be dangerous. There's a 50% chance that the lower half of the Illusory Castle has a special level named "Machine", where an artifact pair of speed boots can be obtained. These cannot be obtained via wishing or random generation, and they grant aggravate monster and confusion resistance when worn, but actually reaching them without being confusion resistant is quite the task. Furthermore, wearing the boots also displays golems and nonliving monsters on the current dungeon level. On the bottommost level, the Motherfucker Glass Golem is waiting: a very fast level 50 golem whose weapon attacks cause insanity, intelligence drain and contamination. He also has ranged banishment and weeping attacks, and has innate reflection, -20 AC and resists basically every element. Additionally, the golem can tunnel through rock and therefore easily chase the player. If all that wasn't bad enough, the player also has to fight him while permanently confused; he lacks the stalker flag and so he normally doesn't follow the player through levelports. Defeating the golem rewards the player with an artifact helm of telepathy that can be invoked for identify, and the secure identify technique is unlocked if the player didn't know it already, otherwise the technique's level is increased by one. Also, for the remaining game, the average timeout of the secure identify technique is greatly reduced, allowing the player to use it more often. A branch similar to the Gnomish Mines, but found much deeper in the Dungeons of Doom, usually with the entrance stair on level 30-49. This branch is 25 levels long. The filler levels are cavernous like the ones in the Gnomish Mines, however these can be filled with various types of humanoids, generally themed: randomly one of G, C, O, o, k, @, T or a mix of Z/M, or occasionally a wild mix of all of those monster types will be found on a given filler level. The type of monster is rolled for each filler level individually. This results in the branch being very combat-heavy, and all the various humanoid monsters are likely to provide plenty of weapons, ammo and armor for the player. About halfway through, there's a large chance to encounter a special level named "Orc Barracks", which has a ton of orcs and contains an artifact luckstone that can be invoked for perilous identify. This lets the player identify some items just like a regular identify invoke, but also curses the stone and causes random bad effects. Additionally, a town level similar to Minetown (but with different layouts to choose from) is usually found rather early-ish in this branch. The trophy is obtained on the bottommost floor: a cursed stone of magic resistance. A symbiote token can also be obtained on the deep mines end level. Since the stone of magic resistance causes the player to take double damage from everything while cursed, and also cannot be dropped or stashed while cursed, it's probably a good idea to uncurse it; however, carrying it in open inventory will randomly cause it to re-curse itself, so a steady supply of holy water or remove curse is likely going to be needed to use it effectively. If the cursed stone is left in inventory for too long, the curse can progress resulting in a heavily cursed stone, then eventually prime cursed etc., making it increasingly harder to uncurse it while also causing additional detrimental effects. ZAPM is originally a roguelike game based loosely on NetHack, but in space. The ZAPM dungeon was recreated for SLEX, and can be accessed by a pink downstair that will be found on a random level from 2 to 49 in the Dungeons of Doom. Certain roles and races will start in this branch, and activating the "zapem" (sic) birth option has the same effect. This branch has three additional sub-branches; upon entering, the player is first placed in the Space Base, which has 12 levels, with side branches at the bottom. These are the Sewer Plant, Gamma Caves and Mainframe, accessed via pink staircases on the last three Space Base levels. Characters who start the game in the Space Base will have to reach the bottom of the Sewer Plant before they're allowed to exit back to the main dungeon, but may opt to clear out the other two sub-branches first. While the Space Base is a rather unremarkable dungeon with mostly rooms-and-corridors levels, the three side branches all have their own special rules. They have to be completed in order: at first, only the Sewer Plant is open, and the player has to make it to the bottom of that to unlock the Gamma Caves, then get to the bottom of that branch too to open the stair to the Mainframe. On level 8 of the Space Base, the Robot Town special level can be found, which has several shops and a locked nurse hall. The latter may become important later (see the Gamma Caves section below). In the Sewer Plant, the player encounters lots of moorland and water. Swimming in moorland is possible, but deals continuous HP damage. Also, just being in the sewer plant will occasionally hit the player with poison damage unless unbreathing, and players who have to breathe will regenerate HP and Pw at half the normal rate. It helps a lot to have flying in this branch, which allows the player to pass over the harmful liquids. There are a total of 5 levels in the Sewer Plant, with the bottom being the waste processing facility, a special level that has a few random armor pieces and nothing else of value. The Gamma Caves are characterized by having a background contamination effect that causes the player's contamination to go up quickly over time. Also, monsters with contamination attacks are very common here. Contamination resistance helps, but is a very rare property; alternately, the player should probably try to finish this branch quickly, then get out again and take care of the contamination. This may be done by going back to Robot Town and chatting to the nurses; if the RNG is kind, one of them will offer a decontamination service, but that costs a couple buckazoids. The Gamma Caves branch is 6 levels long. Finally, the player will reach the Mainframe, which is entered from below so you have to make your way up to the top. While in the Mainframe, teleports cannot be controlled, and major demons are more common. The Mainframe opens up with a special level, the Rabbit Hole: a large open area with various hostile rabbits. Most of them are easy to defeat. A few of them are not. In particular, the moon rabbit and eastern rabbit can cause confusion, and the killer rabbits are level 16, deal high damage in melee and can cause fear. After fighting or sneaking your way past them, there are mostly maze levels up to the top; there's 5 levels in the Mainframe (counting the rabbit hole), and at the top, the BOFH is waiting. He's the boss of this branch and needs to be defeated to claim a reward. Fighting the BOFH as a low-level character can become a war of attrition; all he ever does is using a 2d12 damage melee attack, but he has a lot of health as well as good armor class and 100% monster magic resistance, and is covetous to boot. Since there is no upstair on the level, the BOFH can't warp to it to heal, which makes it easier to pin him down but at the same time also makes him more dangerous as he'll just keep attacking even when wounded. While a powerful player character can probably just overwhelm him, weaker characters will have to hope they don't run out of steam while the BOFH batters them. Since the BOFH lacks player-style magic resistance, a death ray will kill him, and he can also be turned to stone, but the player still has to be capable of actually hitting him with such attacks. Once the BOFH is defeated, the player gains several rewards: up to three random skills are unlocked or may have their skill cap increased, and the player also receives a random artifact as well as a guaranteed branchporting artifact. The latter can theoretically be used immediately to warp out of the entire ZAPM branch. However, using it too often will eventually start afflicting the player with long-lasting inertia, which can be very detrimental, and it lasts longer the more often the artifact is used. The Void is a dungeon branch always accessed via a staircase on level 98 of Gehennom. It's 30 levels in length, and has a randomly placed branch inside that leads to the Nether Realm which is likewise 30 levels long. While the player is in the Void or Nether Realm, there is permanent map amnesia, meaning the map will continuously get erased from the screen. The goal in this branch is to first reach the bottom of the Nether Realm, which causes the boss to spawn on the bottom level of the Void, and then fight Tiksrvzllat at the bottom of the Void. All forms of level teleportation, branch teleportation and other methods of instantly warping to different dungeon levels are impossible while in the Void or Nether Realm. The Void also spawns some nether mist tiles that have giant chasms on them; inside the nether realm, nether mist is more common, but has a lower chance of spawning with giant chasms. While the player stands on a nether mist tile, their experience is slowly drained; drain resistance provides partial protection from that effect. There are many void rooms (filled with high-level ghosts) in the Void, and the Nether Realm has random monster group spawns on most floors as well as a high concentration of random special rooms. It should be noted that monsters in the Nether Realm spawn awake when they're generated as part of a special room, so if there's e.g. a roomful of trolls, they'll all come for the player immediately! Tiksrvzllat, the boss, is a level 120 ghost with very fast speed (25), good AC (-20), resistances to basically every element (including time stop), and can walk through walls and blast the player with disenchantment, time, insanity, psywaves and nether, plus she has arcane spellcasting. If the player defeats her, there's a permanent +1 increase damage and +5 accuracy for the player's attacks, 10% better spellcasting chances, and the player receives 5 random artifacts with a chance of unlocking or boosting their corresponding skills. A dungeon found in Gehennom, accessed by a pink staircase on a random level. 15 levels in length, Angmar features rooms-and-corridors levels with lots of sand terrain and some shifting sand. The regular sand slows down movement of non-flying players, and being on a sand tile has a chance of blinding the player for a few turns due to sandstorms. Shifting sand, on the other hand, is a very deadly type of terrain: players who cannot fly or levitate will have three turns to move to a different tile or die, and being pulled into it by a monster with drowning attacks will just kill the player outright, no questions asked. Unlike water, unbreathing does not help. Therefore, the player is advised to always have a charged wand of teleportation or similar item at hand to deal with eels and the like if they get a grabbing attack off, because allowing the eel to get another turn while it has already grabbed the player can end the game. On the lowest level, the Witch-King of Angmar is waiting, the boss of this dungeon branch. He's a high-level wraith with good speed (20), decent AC (-10) and powerful level-draining melee attacks as well as a ranged beam attack that heals him by the amount of damage he does to the player, and additionally he has full arcane spellcasting. While the Witch-King is a formidable opponent who can also fly over terrain obstacles like water or lava at will, he's vulnerable to fire, and a player with strong weapon attacks won't have too much trouble hitting him in melee or with powerful ranged weapons, and it may well be a good strategy to kill him quickly before he gets his pain train going. After defeating the Witch-King, the player receives a trophy and 5 extra skill slots that can be spent to increase the character's skills. This dungeon is accessed by a pink staircase found on a random level in Gehennom, and spans 20 levels. Dungeon levels in Emyn Luin are usually rooms-and-corridors levels and caverns (the latter having layouts similar to those seen in the Gnomish Mines). The main gimmick of this dungeon is that all the walls in Emyn Luin are displayed in blue, and player characters who bump into any such wall take damage and may lose intelligence or wisdom; rarely it also causes amnesia. It is therefore a good idea to not play too fast, as a single mistype may result in lost stats, and holding keys down is particularly ill-advised as the game doesn't automatically stop when bumping into a wall (although this can be configured with the MSGTYPE option). This dungeon branch is found on the second level of the Giant Caverns. It's 25 levels in length, filled with nothing but mazes. These mazes do have rooms and other dungeon features, unlike the regular full-screen mazes from vanilla. However, the player cannot dig holes as a method of shortcutting, and level teleportation in this branch can't be controlled. To further complicate things, the game doesn't remember the map for you, i.e. you have permanent map amnesia while in this branch. On the bottom of this branch, the Minotaur of the Maze is lurking. He's essentially a slightly stronger minotaur, so the strategies for dealing with normal minotaurs apply for fighting him as well. After he's defeated, the player receives a random artifact and may also have a random skill unrestricted or its cap increased, plus the character learns the cure amnesia technique, which cures temporary map amnesia (caused by e.g. triggering a lasting amnesia trap). It should be noted here that using the technique in this branch does not remove the ongoing map amnesia effect inside the Minotaur Maze, and defeating the boss doesn't make it end either. This 15-level dungeon is accessed via a pink staircase somewhere in Gehennom. The levels have a lot of water tunnels, which can be entered only when the player character is not flying or levitating, and even then it requires swimming or magical breathing, plus the player's items get wet just like when coming in contact with regular water. Also, mixed pools and diver's paradises are common special rooms here. When the player enters the lowest level of this branch, there is a trophy. However, the actual reward consists of a bunch of rings and amulets hidden in the water tunnels of the lowest Swimming Pool level; since the final level doesn't have a fixed layout, the player will have to either use object detection to find the randomly placed jewelry, or dive into the water to find them. Retrieving the items will most probably require the player to equip gear that lets them survive underwater, although it may also be possible to dig out the water tunnels (which transforms them into regular water tiles) and then fish out the items with fishing poles or similar tools, or characters with certain combinations of in/extrinsics may be able to simply pick them up while flying over the water. A short side branch in Gehennom, accessed via a pink staircase on a random level. Hell's Bathroom spans 3 levels and has lots of urine lakes as well as some toilets; being in this branch without magical breathing causes the player character to occasionally be affected by a background poison effect. Swimming in a urine lake does nothing if the player's alignment record is positive, but causes severe acid damage to the character and their inventory if it's negative. The bottommost floor of Hell's Bathroom spawns Erogenous Katia, the boss of this branch. She is fast and has a couple of resistances, as well as powerful melee attacks including one that causes random status effects, potentially including illness, plus she can fart at the player to cause random bad effects. The biggest danger is her ability to paralyze the player when she moves over a toilet though, as it allows her to continuously attack while the player cannot do anything. When she's defeated, the player gains a trophy and an artifact bath towel that may increase the character's charisma if they use a toilet while wearing it. Entering this branch isn't normally possible for the player. The only way to end up in the Minus World is by getting banished, which has 1% chance of depositing the player on the lowest level of Minus World from where they have to make their way back up. Any form of levelporting, branchporting or banishment is disabled, but horizontal teleportation within a level is still permitted. The Minus World consists of five levels filled with chaotic terrain. Shambling horrors, missingnos and other random-stats monsters generate very frequently in this branch. Other than that, the branch is fairly unremarkable; as soon as the player leaves via the pink stair, a trophy is obtained and the character then lands in the Wyrm Caves branch. As soon as the player exits the Minus World, it then also becomes possible to travel back to it by branchporting. The Green Cross branch is normally found on dungeon level 31-49 of the Dungeons of Doom. It is entered via a magic portal, and the game tries to make a green cross room (which has mostly paved floor and grassland) to put the portal in. If the creation of this special room fails, the portal can also spawn somewhere else on the level. However, there is only a 1 in 20 chance (rolled at game start) that the portal is actually open, otherwise the branch is inaccessible. For the walscholar and gang scholar roles, the chance is 1 in 4, and the preversioner, camperstriker and spacewars fighter roles are guaranteed to have the portal be open. Preversioners also start the game in Green Cross and have to make it all the way to the bottom before they can leave. If the branch is not open, alter reality will reroll the random chance, giving the player another shot at maybe being allowed to enter. Alternately, recursion may randomly turn the player into one of the roles that have better odds of the portal being open, allowing you to enter. As soon as you entered Green Cross for the first time, the portal stays open even if you later use alter reality or recursion. Green Cross is a rather barren dungeon that spans 60 levels, which are mostly rooms-and-corridors levels interspersed with a few special levels. It is possible to levelport past everything if the player wants to, and on the bottommost floor a boss is waiting: Stahngnir, the Steel Giant Lord, a very strong giant that appears with an entourage of other steel giants. While regular steel giants are already rather dangerous, the boss additionally has active and passive disenchantment attacks, making him a huge nuisance for weapon-using characters, and he resists death rays, disintegration, petrification, sleep and magic. His monster MR of 95 means that most other magical effects aren't very effective against him either. Defeating Stahngnir rewards the player with a trophy, a random material kit and several material-altering scrolls. The latter have 60% chance to be inferior material, 30% regular material and 10% superior material; this is rolled for the entire stack, meaning the player always gets three scrolls of the same base type. Additionally, the boss drops an artifact hammer that deals double damage and grants petrification resistance when wielded; this hammer can only be obtained this way, as it's not wishable and cannot be randomly generated. However, picking up the hammer summons another boss: Ariane, Lady of the Elements. (If the player lets a monster, e.g. a pet, carry the hammer to a different level and then picks it up, Ariane will spawn on whichever dungeon level the player was on at the time of picking it up.) While Lord Stahngnir was already difficult to begin with, Lady Ariane is designed to pose a huge challenge even for player characters in a full ascension kit. She's fast and has -20 AC, high monster magic resistance, many elemental resistances and innate reflection, hits very hard in melee and can also blast the player with fire, cold and shock at range. Additionally, Ariane is covetous and has a bunch of healing items as well as a wand of teleportation which she'll use when her health gets low, and she possesses the super regene ability that allows her to naturally regenerate several hit points per turn. If the player manages to defeat Ariane, there is another trophy as well as two random artifacts and potentially up to three skill unlocks, plus the player learns the elemental imbue technique that allows the character to turn mundane melee weapons into elemental-branded artifacts. Considering the difficulty of killing Ariane in the first place, and the fact that the artifacts created by this technique are rather weak, the technique isn't very likely to be of much use, although the player may get lucky and obtain useful random artifacts or skills. However, these artifacts may also turn out to be useless if the RNG is in a bad mood. This branch exists in SLASH'EM, but in SLEX its size has been increased to two levels; the second level can be any random special level. Access to the Minotaur Maze subdungeon is via a pink stair on the second level of this branch. These one-level branches are found in Gehennom, the Yendorian Tower and some of the subdungeons in Gehennom; their main purpose is to provide areas where the player can access their god, as the resting zones don't count as being in Gehennom. This means that it's possible to pray in there, as well as convert Moloch's altars. It can be a good idea to bring a scroll of consecration or scroll of create altar, both of which can be used to erect an altar on an ordinary floor square. =_=_ Template:Nethack-363 =_=_ Corpse/ko 대부분의 몬스터들은 죽을 때 항상 시체를 남기진 않습니다. 보통 죽었을 때 시체를 남기는 몬스터들은 석화, 분해, 또는 소화로 죽었을 때에는 절대 시체를 남기지 않습니다. 유령이나 노란 빛과 같은 몬스터들은 절대로 시체를 남기지 않을 것입니다. Lizards and any monster that is larger than size Medium are guaranteed to leave a corpse when killed by normal means unless they were produced by cloning, and player monsters and the Riders will always leave a corpse; in particular, this means that trolls, whose corpses can be very annoying, will normally always leave a corpse. Golems are guaranteed to leave their special death drops (if applicable) when killed. Monsters will never leave a corpse on the Rogue level. Undead on a graveyard level have 1/9 of the normal chance of leaving a corpse if killed by you, or 1/3 of the normal chance if killed by anything else, further reducing the above odds. As of NetHack 3.6.0, monsters represented by (gray ooze, brown and black pudding, green slime) leave globs instead of corpses. Globs can be eaten like corpses, but not sacrificed or revived. In earlier versions of NetHack, and variants based on earlier versions, these monsters leave corpses. Corpses are generally most useful and safe when fresh, slowly rotting as the turns pass. In most cases, with increasing age corpses become unsuitable for sacrifice or for feeding your pet, and also become harmful or even deadly for you to eat, until finally they rot away to nothing. Corpses do not age while stored in an ice box, and age at only half the normal rate while lying on ice. A tinning kit is also handy for preserving corpses for later consumption, by converting them into tins. Your god regards a corpse as "fresh" up to a maximum age of 50 and will accept its sacrifice on an altar. If the corpse is too old, "Nothing happens." Even lizard and lichen corpses are subject to this limit, but acid blob corpses are an exception, suitable for sacrifice at any age. Pets regard a corpse as "old" once its age reaches 50 turns. Most pets will refuse to eat old corpses, except for lizard and lichen corpses; however, ghouls eat old corpses exclusively. Most, though not all, corpse-eating effects are chances of gaining intrinsics. The chance of gaining an intrinsic from a intrinsic-providing corpse is based on the monster's base level and the amount of intrinsics it can provide. If a monster can provide multiple intrinsics, there is an equal chance of each being conferred, even if you already possess the intrinsic. Once one intrinsic is picked from the list, there is a level/15 chance that it will be conferred. Telepathy, teleportitis, and teleport control are exceptions; telepathy is guaranteed, teleportitis is level/10, and teleport control is level/12. Killer bee and scorpion corpses are also exceptions; their chance of conferring poison resistance is (level+5)/20. This section lists corpses which both provide benefit beyond nutrition value, and are harmful beyong being acidic, or cause an effect which may be both beneficial and harmful. In SLASH'EM, corpses sometimes get overgrown with molds. This behavior has also been ported to xNetHack. Knowing this, players may get extra resistances or lichen corpses. See Fungus § SLASH'EM for more details. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Template:Smallcaps =_=_ User:Mobileuser/Evilhack Instead, I bless and quaff the undiluted potions of extra healing and full healing I find. Potions of healing get alchemised to diluted full healing. These can then be used in emergency situations. Especially on the astral plane: the HP loss from magic missile can be devastating, so In vanilla, you can get permanent see invisible or invisibility by quaffing blessed potions, but in evilhack the effect is only temporary. See invisible is only good for turning into water. I keep invisibility potions to curse, as there are various boss monsters where it's nice In vanilla I usually save some for astral (change to jumping boots, quaff speed). But evilhack has the helm of speed, so I mainly use speed to alchemise healing to extra healing. In the long run a bit less important in evilhack: you can get permanent light by wearing gold DSM or by wishing for a magic lamp. The main problem is that hitting a monster with a potion of paralysis is not guaranteed, so I usually don't bother and blank them. In general: since monsters can hit you with weapons of shock that can destroy rings, it's even more important to collect spares for vital rings. In evilhack there are many more ways to get killed while you're paralysed. Highly recommended to wear at all times once found. Much less useful than in vanilla. Monsters that are near wake up when you start fighting, so it's not possible to safely kill them one by one in a zoo or a throne room. Less useful than in vanilla, because charisma is taken into account. In vanilla I use conflict on the astral plane, but in evilhack I hardly ever do that. In case a random magic trap has not made me invisible, I like to carry one for the occasional situation where it's extra beneficial to be invisible. If you don't have the knock spell (or the blessed bell of opening), this one is important to have for opening crystal chests and the drawbridge in the VotD. There is a guaranteed one in the secret room in the left corner of the VotD. Can also be useful for escaping engulfers where digging doesn't work. Magic markers don't drop randomly in evilhack, making it much more important to polypile scrolls. Monsters will use these against you, which at least has the advantage The other amulet I am keen to find is magical breathing in case there are monsters with a choking engulf attack around (gelatinous cubes, water elementals or sea dragons). =_=_ Luck item =_=_ Category:Luck items You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Talk:Cure self Are covetous monsters using this (if they don't have regeneration) to heal themselves after warping to the upstairs? (There is currently a limit on how far away the PC can be and monsters still cast spells, however.) -Actual-nh (talk) 04:52, 22 March 2021 (UTC) You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ File:Dnethack.svg =_=_ User talk:PixelHacker You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User:PixelHacker =_=_ Template:NethackScoreboard You can look up players on :Category:NHSplayer if they use this template. If you want to prevent such categorization, add the extra parameter "category=", like this: < nowiki > {{ < /nowiki > NHSplayer|Player name|category= < nowiki > }} < /nowiki > . =_=_ Category:NHSplayer These wiki users link to their NetHack Scoreboard pages by putting :Template:NethackScoreboard on their user page (or are linked from some other page). =_=_ Practicant The Practicant is a role in SLASH'EM Extended. They're decent fighters with a diverse skill set, but have to obey special rules as long as the quest nemesis isn't dead yet. As long as the Practicant's quest nemesis is still alive, a bunch of actions are "forbidden" and will result in a fine that the player has to pay. This can be done via the p command, or alternately by having the required amount of zorkmids in open inventory when the deadline hits. If the player refuses to pay, random bad things happen and a shorter deadline will be instated; repeatedly refusing to pay will also gradually increase the fine that has to be paid. This means that continued refusal will result in bad effects happening more and more often, greatly reducing the player's chances of survival. The only way to stop the fines is to kill the quest nemesis, which will refund some of the money that the player has paid in fines. Unless the player is capable of easily obtaining lots of money (and possibly even then, because paying fines means less money to buy shopkeeper services, protection or other potentially useful things), it's probably a good idea to try and get rid of the quest nemesis ASAP. A list of actions that will result in a fine is displayed below. If it says "one-time fine", it means that the particular fine will only be given once per game and then never again even if the player keeps performing the action that led to that particular fine. "Rocks" means the regular rock, which can be obtained by e.g. destroying statues of boulders; "arrows" can be any type of arrow. =_=_ Wand of summoning =_=_ Spellbook of summoning The spellbook of summoning is a spellbook that appears exclusively in FIQHack. It weighs 40 aum and replaces the spellbook of create monster. When read, it allows you to learn the summon monster spell. Summon monster is a clerical spell; when cast, the spell creates a random monster much like the spell of create monster, and the caster can select the square they are generated on. However, the monster will only be present for a limited amount of time, dependent on the caster's skill level - the monster will last for 5 turns at Unskilled level, 10 at Basic, 15 at Skilled, and 20 at Expert. =_=_ Scroll of summoning The major difference between the two scrolls is that summoned monsters only exist for a limited amount of time, based on the beatitude of the scroll: =_=_ Spellbook of phase =_=_ Spellbook of charging =_=_ Spellbook of speed monster =_=_ Spellbook of astral eyesight =_=_ Spellbook of summon nasty The spellbook of summon nasty is a spellbook in FIQHack that replaces the spellbook of create monster. When read, it allows you to learn the spell of summon nasty. It weighs 65 aum. This spell is equivalent to the summon nasties monster spell in NetHack: If you target this spell at a hostile monster, it will summon a tame monster. =_=_ Talk:Wand of summoning This is granted as a defensive item, but they use it offensively (as part of FIQHack's AI improvements?)? -Actual-nh (talk) 14:37, 11 April 2021 (UTC) The item use AI in FIQHack was rewritten from scratch, with the exception of the item generation code (although the item generation was slightly changed). Wands of summoning are generated as both part of offensive and defensive items. However, the way they use summoning is more in line with what the vanilla AI would regard as "offensive", because they use it as a response to nearby monsters hostile to them. It's a bit more involved than that, but that is the gist of it. --FIQ (talk) 15:23, 11 April 2021 (UTC) =_=_ Category:Variant luck items =_=_ Talk:Grudge I added that fiqhack source link. :). It just covers the grudging between the oracle and woodchucks that was added in fiqhack. The other comments on this page reference a special behavior which already existed in nethack - that's the thing I can't find. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Gremlin (starting race) The gremlin is a playable race in Slash'EM Extended. They can be any role and alignment, and are analogues to the gremlins encountered in vanilla NetHack and its variants. Gremlins start with intrinsic fire resistance, and gain intrinsic speed at experience level 15. Interestingly, fire resistance is at the top of the list of intrinsics that NPC gremlins in NetHack can steal using their trademark attack. Player gremlins share many traits with their NPC counterparts, particularly their weakness to light: while playing as a gremlin, the player character does not regenerate health or mana while on a lit square. Additionally, being on a lit square has a chance of causing blindness. They also lack infravision, rendering dark areas like the Gnomish Mines potentially perilous. Gremlins also have a chance of cancelling monsters with their melee attack if it is nighttime, similar to the effects of the intrinsic-stealing attack when used against other monsters. However, they are incapable of splitting on contact with water, and interact with it like any other playable race. Gremlin players will do well to keep to the halls when not actively in combat, especially when trying to restore HP after a fight. Even in areas like the Mines that tend to be naturally dark, the lack of infravision may work against them - some form of extrinsic telepathy may be useful to aid in navigation. However, their innate fire resistance allows them to survive run-ins with lava-dwelling monsters that attempt to grab and pull them in (though ideally you have a fireproof bag to keep your flammable goods in by that point). Cursed scrolls of light, as well as monsters with darkness-inducing attacks such as silver jellies and most grues, can be used to a gremlin player's advantage to create "safe havens"; gremlins making defensive boulder forts may combine them with silver jellies rather than the standard blue ones. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User talk:Cosmi You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ File:Fiqhack.png =_=_ Forum:Any Rogue/Hack version on VAX/VMS? I am remembering back to when I was in college (more specifically 1989-1993 or so) that I saw people playing - on the campus VAX/VMS system, I think - something that I now suspect was a version of Rogue, Hack, or similar. (I think I did try to play it a couple of times and died almost instantly; I found it more interesting to watch people play and discuss it with them.) Anyone know if there was such a thing? Or am I confusing it with people playing it on PCs? -Actual-nh (talk) 22:10, 29 April 2021 (UTC) =_=_ File:Treasure zoo.jpg =_=_ User talk:MJL You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Talk:Word of Creation It does normal damage, but it should probably instakill them. Probably wouldn't be too busted - it's just a gremlin or 80 (considering no max range iirc). Suggested to Chris on IRC/Discord. --EasterlyIrk (talk) 05:12, 4 May 2021 (UTC) You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User talk:NethackAccount You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Talk:Attendant Healers are neutral, but attendants are lawful? Is this a leftover from a prior Healer alignment, as with Valkyries and Warriors? -Actual-nh (talk) 19:08, 7 May 2021 (UTC) =_=_ Intrinsic theft Intrinsic theft is an ability in NetHack and its variants that can remove one or more intrinsic properties from you. In most cases where another monster is hit with such an attack, they are cancelled instead. The attack is typically associated with gremlins, who are capable of intrinsic theft via their claw attack at night and are the only monster in vanilla capable of doing so. =_=_ Traitor A traitor is a monster attribute introduced in SLASH'EM that is used to denote a pet capable of turning against you. Traitor pets are also included in Slash'EM Extended and dNetHack. The < code > M3_TRAITOR < /code > monster flag denotes monsters that have a chance of spontaneously rebelling against the player when tame and becoming hostile; dNetHack uses < code > MT_TRAITOR < /code > for the same purpose. Monsters that turn on you will additionally have the text "traitor" added when examined with a stethoscope or wand of probing. The check for betrayal occurs whenever you abuse the pet or with a 1 in 850 chance on every move. The betrayal check will always fail if the pet is a spell being, is further than 3 squares away, is mindless, or if you have more hit points than the pet. If those checks pass, then there is a < math > (21-tameness)(abuse+1)/66(abuse+2) < /math > chance that the pet will turn traitor. Thus, increasing the pet's tameness and not abusing them will decrease the chance of rebellion, but neither will eliminate the chance of it occurring entirely. =_=_ M3 TRAITOR =_=_ MT TRAITOR =_=_ Giant (starting race) The giant is a playable race that first appears in GruntHack, and is also present in NetHack Fourk, SliceHack and EvilHack. Most implementations give them traits similar to the non-playable giants encountered in vanilla NetHack, such as heightened strength caps, lower speed, and the ability to freely pick up and carry boulders. Giants can pick up and throw boulders, but their size prevents them from wearing most normal armor. They move at half-speed and have a heightened attribute cap for strength, but significantly lower caps for every other attribute. The giant was added as a playable race in version 0.1.2, adapted and modified from GruntHack and SliceHack. < ref > EvilHack changelog < /ref > Player giants have infravision like most non-human races. They also have an innate aggravate monster property and cannot gain stealth to override it. Giants possess faster hit point regeneration in comparison to human characters, and gain hungerless regeneration at experience level 12. Giants know the identity of all worthless pieces of glass, and may start the game with some random gems identified or in their inventory - they are also capable of identifying touchstones, and can dig as well as any dwarf. Giants have increased initial and maximum carrying capacity to complement higher strength and constitution caps - but their movement speed and caps for dexterity, intelligence, and charisma are much lower. They can pick up and easily carry boulders, which can be stacked and quivered like any other projectile, and weigh 8 aum for giants as opposed to the standard 6000 aum; can be used to walk over a boulder rather than push it. In Sokoban, the player is given a prompt before picking up or moving aside a boulder. Among their various disadvantages, giants are too large to wear most body armor (including cloaks and shirts) and cannot fit through small spaces. Giants also take extra damage from projectiles fired by slings, and cannot ride the vast majority of steeds in the game. Their size and strength do grant additional advantages elsewhere, however - in addition to making strength-based actions easier, giants excel in combat with their bare hands and clubs, and have a greater chance of stunning an opponent or shattering their wielded weapon. Giants can also wield two-handed weapons in one hand and even twoweapon them. The giant's size grants them an improved base AC of 6 (compared to 10 for vanilla races), renders them immune to engulfing and falling through trap doors, and lets them tear through webbing with ease. As far as steeds, the sole option a giant has is the woolly mammoth - which is a suitably powerful choice for a pet in its own right. Giants can be any of the three alignments, and can be played as a Barbarian, Caveman, Infidel, Monk, Priest, Samurai, Valkyrie, or Wizard. Giants may start with random valuable gems in their inventory. Many roles' normal starting items, primarily pieces of body armor, are also changed to accommodate their body size and roughly match the role's usual starting AC. The differences in starting inventory are as follows: Standard item(s) Replacement item(s) Affected roles ring mail helmet Barbarian splint mail large splint mail Samurai robe +1 high boots Monk, Priest leather armor helmet Caveman leather jacket +1 high boots Infidel =_=_ Giant mosquito The giant mosquito, , is a monster that appears in EvilHack. It is a tiny insect with two bite attacks, including a poisonous bite that can weaken the victim's constitution. The giant mosquito is small and fast, and being surrounded by a large group of them can be a serious problem for a lower-level player without poison resistance. =_=_ Rabid dog The rabid dog, , is a monster that appears in EvilHack. It has a poisonous bite that is constitution-draining, similar to a rabid rat. =_=_ Queen ant The queen ant is only found in antholes, where a solitary queen is guarded by the rest of the ants within. Queen ants have the typical high speed associated with Team Ant, moving twice as fast as normal characters and possessing two decently-damaging attacks. They lack monster magic resistance of any kind, but players looking to take advantage must hit through a solid AC of -8. =_=_ Mind flayer larva =_=_ Spell of cure sickness =_=_ Giant cockroach The giant cockroach, , is a monster that appears in EvilHack. It has a poisonous bite that weakens constitution, similar to a rabid rat, and can hide under objects. Giant cockroaches are not randomly generated, and only appear on levels raw sewage forms (rarely in the Gnomish Mines, the Mines End level where the Rat King can be found, and certain unique demon lairs). Giant cockroaches are small and fast, and can prove an unwelcome surprise for players that have yet to obtain poison resistance. =_=_ Giant centipede Giant centipedes are especially nasty members of an already-aggravating monster class, with twice the speed of an average character and a powerful poisonous bite. To make matters worse, they possess a strong AC of -6 and can wrap themselves around their victims, stopping their escape. =_=_ Weredemon The weredemon, , is a monster that appears in EvilHack. It is a former lesser demon that has been infected by a werewolf, and is the most powerful of the lycanthropes present in the game. They are able to shift into a hell hound-form, , and can summon actual hell hounds and/or other demons to help them. Like all other lycanthropes, they can infect others with their bite. =_=_ Saber-toothed tiger The saber-toothed tiger, , is a monster that appears in EvilHack. It is the most dangerous member of the feline class () that can be encountered in the game. =_=_ Hobbit rogue =_=_ Hobbit pickpocket The hobbit pickpocket, , is a monster that appears in EvilHack. In versions prior to 0.7, they are known as hobbit rogues. They are similar to the "base" hobbit and have an additional theft attack similar to that of monkeys, as well as possibly carrying some of a rogue's trademark tools. In addition to standard starting inventory, hobbit pickpockets have a chance to be generated with the following, as with regular hobbits: one of a dagger, a elven dagger, or a sling and some flint stones; a dwarvish cloak ( chance); and a chance for any armor they generate with to be made into mithril elven chain mail. < ref > EvilHack src/makemon.c, line 1242 < /ref > They will also receive some gold, with an additional chance of receiving a lock pick and a separate chance of getting a sack. < ref > EvilHack src/makemon.c, line 1262 < /ref > Hobbit pickpockets are slightly tougher than the standard hobbit, and their chance to carry a sling and flintstones makes them somewhat dangerous for early game giants. However, they are not much more difficult to defeat - a giant in particular can easily flatten one with a thrown boulder. =_=_ Ice nymph =_=_ Goblin shaman The goblin shaman, , is a monster that appears in EvilHack. It is similar to a kobold shaman, but is slightly faster and more common. =_=_ Goblin outrider =_=_ Goblin-captain =_=_ Elven chain mail =_=_ Elven ring mail =_=_ Dwarvish ring mail =_=_ Spirit =_=_ Aum =_=_ Non-diggable =_=_ Talk:Alignment record It is stated that a neutral, potentially-peaceful monster (a gnome or air elemental, for instance) causes no alignment change. Is this true if you are neutral? That contradicts the table above regarding co-aligned monsters (note the "max(3, malign)"). I'll check the source unless someone else does it first. -Actual-nh (talk) 23:31, 18 May 2021 (UTC) =_=_ Altar Farming =_=_ Category:Farming =_=_ User:EasterlyIrk/TempleOfChaosScratchpad =_=_ Talk:Nalzok I'm wondering on his alignment. -127 looks awfully close to -128, or A_NONE - as in unaligned - and the encyclopedia entry says he's a lieutenant of Moloch. Was he originally intended to be unaligned? -Actual-nh (talk) 23:36, 23 May 2021 (UTC) =_=_ Poison cloud Poison clouds, sometimes known as stinking clouds, are a dungeon feature that appear in NetHack. Like normal clouds, they block line of sight while allowing you, other monsters, projectiles and spells to pass through them unobstructed. However, poison clouds are much more dangerous to actually walk into. The area covered by a poison cloud is represented by Image:Cloud.png, which is the symbol also used for normal clouds - however, clouds remain visible on-screen even while you are blind, while poison clouds are only displayed when actually in your line of sight. Poison clouds obstruct vision from the outside, and being caught within one is much worse - walking through them renders you blind and inflicts steady damage each turn you remain inside, eventually killing you unless you can make you way out. Monsters are subjected to those same effects, taking damage unless they are nonliving or unbreathing, and monsters with eyes are blinded - possessing poison resistance will prevent you or a monster taking any damage, but the gas will still blind and induce coughing regardless. In variants featuring him, Cthulhu will disintegrate into a mass of poison clouds when defeated, but will reform again after a short amount of turns. The Itlachiayaque patch, which replaces the Archeologist quest artifact with Itlachiayaque and is implemented in some form in many variants, can be #invoked to create a targeted, seven-tile diameter poison cloud, similar to a blessed scroll of stinking cloud. In UnNetHack, dungeon fern spores primarily attack by exploding into small poison clouds, which can sometimes be avoided by standing diagonally to them. Dungeon ferns and their sprouts can create these spores, as does reading a blessed scroll of stinking cloud while confused. In xNetHack, hezrous now leave poisonous clouds as they move, reflecting their encyclopedia entry. Stinking clouds created by reading a scroll no longer use a predefined rhombus shape, and instead expand from their origin point to fit the terrain. This makes them even more dangerous in closed spaces. In dNetHack, the lair of Lolth has permanent poison clouds that lack gravity or a floor; a character that enters them will be subject to the same movement rules as on the Plane of Air. More monsters utilize poison clouds as well. The poison gas mage spell used by Cuprilach Rilmani creates clouds of poison gas. Yochlols can transform into a vortex form called a "stinking cloud", which has an engulfing attack with the same effects as regular poison clouds. Changed that fall below 1/2 HP will stop restoring health naturally and begin releasing small poison clouds while losing 1 HP per turn - this ensures it will eventually die, which produces a large cloud of poison. =_=_ Category:Covetous This is a listing of monsters with any of the "WANTS*" flags, or "COVETOUS"; see Template:Attributes. These should all have the covetous attribute in terms of behavior. =_=_ Category:Wantsall =_=_ Category:Wantsarti =_=_ Category:CovetousFlag This is a listing of monsters with the "covetous" flag set in their monster template. For covetous-acting monsters in general, see :Category:Covetous. =_=_ Category:Wantsamul =_=_ Category:Wantscand =_=_ Category:Wantsbook =_=_ Category:Monster Inventory =_=_ Freenode =_=_ Talk:Freenode =_=_ You hear the roaring of a confused bear! You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Category:EvilHack monsters =_=_ Category:EvilHack artifacts =_=_ Category:DNetHack =_=_ Madman (dNetHack role) The cursed straitjacket prevents the use of the hands, with the same basic effects as a cursed two-handed weapon. Worse, the jacket prevents melee attacks with the hands. The Madman will kick as their default attack. The madman quest sees you fighting Doctor Archer for the Star of Hypernotus, a amulet versus curses that protects against confusion, stunning, sanity, and madness effects when carried. The Madman pantheon is made up of deities worshiped by the inhabitants of Sarnath in the H.P. Lovecraft story "The Doom That Came to Sarnath." =_=_ Madness =_=_ Talk:Madman (dNetHack role) Chris: Hi. Interesting one! (I have been meaning to explore the code for Sanity and Insight more...) Are you going to be adding about divine anger, sanity lack (and apparently starting with the Delusions madness?), and possibly the strategy advice - all these from Role difficulty/Variants? -Actual-nh (talk) 20:14, 30 May 2021 (UTC) =_=_ Straitjacket As armor, the straitjacket (unusually for armor in the torso slot) protects the upper body and arms. It provides MC 2 and no extrinsic. Because the jacket is stuck to itself, weld-proof-ness offers no protection against a cursed straitjacket. There are, however, numerous methods of escape. Some more frequent methods are as follows (see curse removal for a complete list): =_=_ Secret whisperer Secret whisperers are a type of monster added in dNetHack. They are associated with the Madman role. They increase in power by 1 level per point of insight the Madman has. At this stage, the whisperer has no attacks and often very low HP. It buffs its summoner ("whispers dire secrets, filling you with zeal") but is otherwise unable to contribute in combat. At this stage, the whisperer becomes a significant presence on the battlefield. The render can also perform a variety of services for its summoner (use #chat to view the menu). You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Hwitwyrm =_=_ Hellish seal Hellish seals (also commonly referred to as hell vaults) are a dungeon feature added in dNetHack. Being a feature of the floor, they do not block line of sight or otherwise obstruct the square. Indeed, the only way to interact with a hellish seal is to break it by digging downwards over the seal. Hellish seals are generated as part of random level generation in random gehennom mazes. They are generated in small, closed 3x3 rooms found within larger rooms. A specific monster is sealed away within each hellish seal. The precise monster type can only be learned by breaking the seal, but the broad category can be learned by observing the statue placed on top of the seal. Each hellish seal also contains a metallic chest containing between 9 and 36 (9d4) random magical items. Approximately 1/3rd of these items will be armor, 1/3rd of them will be weapons, and the remaining 1/3rd will be random magic items. Armor and weapons may be highly enchanted, may generate as artifacts, and may generate with object properties. It will likely be necessary to dig the chest out of the ground beneath the seal. The chest is always locked and trapped. =_=_ Akkabish tannin Akkabish tanninim are a possible inhabitant of a strange-larva-hellish seal. They are not particularly threatening one-on-one, but their sting attacks can snowball if they are not dispatched quickly. Each melee sting delivered by the tannin implants an egg into the target that will eventually hatch into a strange larva. Strange larvae are non-threatening, but they quickly grow into a pre-set monster type-in this case, another akkabish tannin. Since an akkabish has six of these sting attacks and is able to make a full round of attacks twice per turn, this can quickly get out of hand. While afflicted with formication (the feeling of insects crawling over your body) the character will suffer from reduced skill levels (-1 skill level per 20 points of lost sanity) and increased spell failure (1 percentage point per 2 points of lost sanity). In addition, the character will randomly awaken from sleep (normally, this is a slight advantage, but for android characters it is a huge disadvantage). Tannin (plural tanninim) is an ancient Hebrew word meaning "sea monster" (or sometimes "serpent," and sometimes translated as "dragon"). Ancient Semitic religions used sea monsters to symbolize primordial chaos, and sometimes evil (see also Tiamat/the Chromatic Dragon). =_=_ Stinking cloud (Slash'EM Extended) =_=_ Shalosh tannah Shalosh tannoth are a possible inhabitant of a strange-larva-hellish seal. They are not particularly threatening one-on-one, though they can become somewhat threatening if allowed to build up an army of offspring. The tannah's primary attack traps the target in a flesh hook, which restricts movement much like a bear trap. Flesh hooks can immobilize flying targets as well as grounded ones. Each turn, a shalosh may (1/9th chance) produce 1-3 strange larvae in adjacent squares. These larvae will quickly grow into either vrocks, hezrou, nalfeshnees, or mariliths, complete with appropriate (organic) equipment. Because these larvae do not grow into more shalosh, there is little danger of the situation snowballing out of control; however, it is still wise to quickly kill the shalosh. The character becomes convinced that their body is playing host to some sort of large parasite. They will periodically become Nauseated as a result, and have their Dexterity temporarily reduced to 3. Tannin (plural tanninim) is an ancient Hebrew word meaning "sea monster" (or sometimes "serpent," and sometimes translated as "dragon"). Ancient Semitic religions used sea monsters to symbolize primordial chaos, and sometimes evil (see also Tiamat/the Chromatic Dragon. The etymology of tannah is a bit less clear, however, it seems to be the feminine form of tan ("jackal"). It appears to symbolize desolation, loneliness, and abandoned places. English-language sources tend to claim that it means "dragon" and is the feminine form of tannin, but this appears to be a mistranslation. Regardless, dNetHack uses the word as though it were the feminine form of tannin. =_=_ Nachash tannin Nachash tanninim are a possible inhabitant of a strange-larva-hellish seal. They are primarily notable for their very high physical damage output and 5-square reach. An adjacent target may also be struck by their 1d30-damage slashing shadow, which passes through most forms of armor. The player should therefore seek to destroy them as quickly as possible. Tannin (plural tanninim) is an ancient Hebrew word meaning "sea monster" (or sometimes "serpent," and sometimes translated as "dragon"). Ancient Semitic religions used sea monsters to symbolize primordial chaos, and sometimes evil (see also Tiamat/the Chromatic Dragon. =_=_ Talk:Shalosh tannah =_=_ Khaamnun tannin Khaamnun tannoth are a possible inhabitant of a strange-larva-hellish seal. They are one of the most dangerous possible monsters that may be found under this type of seal. Each successful mindwipe attack drains one level from the target, regardless of whether or not the target is drain-resistant. Against the player character, it also results in amnesia proportional to the fraction of the character's levels lost (i.e., a 30th level character suffers 3% amnesia, a 2nd level character suffers 50% amnesia). Mindless monsters are immune to mindwipe attacks, but the player character is never mindless. Magic cancellation protects against the hybrid pull/midewipe attacks, but does not protect against the dedicated mindwiping bite attacks. Tannin (plural tanninim) is an ancient Hebrew word meaning "sea monster" (or sometimes "serpent," and sometimes translated as "dragon"). Ancient Semitic religions used sea monsters to symbolize primordial chaos, and sometimes evil (see also Tiamat/the Chromatic Dragon. =_=_ Raglayim tannin Raglayim tanninim are a possible inhabitant of a strange-larva-hellish seal. They are primarily notable for their high physical damage output and ability to drain a large amount of constitution. Note that raglayim constitution-drain is not caused by poison, so poison resistance is of no use. The character is occasionally overwhelmed by the sheer size of the raglayim. On rounds when it's too big, the character is unable to cast spells, play music, use spirit powers, or speak. Tannin (plural tanninim) is an ancient Hebrew word meaning "sea monster" (or sometimes "serpent," and sometimes translated as "dragon"). Ancient Semitic religions used sea monsters to symbolize primordial chaos, and sometimes evil (see also Tiamat/the Chromatic Dragon. Raglayim is a Hebrew word meaning "feet." It is a reference to a description of a centipede, marbeh raglayim ("many feet"). =_=_ Teraphim tannah Teraphim tannoth are a possible inhabitant of a strange-larva-hellish seal. They are one of the most dangerous possible monsters that may be found under this type of seal. They are notable both for their high physical damage output and their slow petrification attack. A hit from one of these attacks has a 1/3rd chance of attempting to apply the slow stoning effect. If you are defending and don't have a lizard corpse in open inventory the effect is automatically applied, otherwise it is only applied 10% of the time. If you are defending you will begin turning to stone as if you had heard a cockatrice's hissing. Monsters will be turned to stone instantly. This close-range breath attack deals 1d6 damage per 3 levels of the attacker (8d6 for the typical teraphim). If a target caught in the blood splash has blood (as most player characters do) it takes additional damage equal to its level. In addition, all targets' inventories are wet with blood. Finally, monsters become crazed, berserk, and confused, while the player character is inflicted with the apostasy madness and loses 1d6 sanity. In addition, there is a percentage chance equal to the amount of sanity lost that a character won't be able to pray each turn. Tannin (plural tanninim) is an ancient Hebrew word meaning "sea monster" (or sometimes "serpent," and sometimes translated as "dragon"). Ancient Semitic religions used sea monsters to symbolize primordial chaos, and sometimes evil (see also Tiamat/the Chromatic Dragon. The etymology of tannah is a bit less clear; however, it seems to be the feminine form of tan ("jackal"). It appears to symbolize desolation, loneliness, and abandoned places. English-language sources tend to claim that it means "dragon" and is the feminine form of tannin, but this appears to be a mistranslation. Regardless, dNetHack uses the word as though it were the feminine form of tannin. Teraphim is an ancient Hebrew word of uncertain meaning. While some traditions held that it meant "disgraceful things," it is believed to actually refer to "idols" or "household gods" though context suggests that it had a more specific meaning. dNetHack's tanninim are based on D & D Obyrith and Pathfinder Qlippoth. However, Terraphim tannoth are based on Blackstone Gigants and Rogue Eidolons =_=_ Sartan tannin Sartan tanninim are a possible inhabitant of a strange-larva-hellish seal. They are not particularly threatening, mostly notable for high potential attribute drain in melee, somewhat notable melee damage, and high AC and DR. Tannin (plural tanninim) is an ancient Hebrew word meaning "sea monster" (or sometimes "serpent," and sometimes translated as "dragon"). Ancient Semitic religions used sea monsters to symbolize primordial chaos, and sometimes evil (see also Tiamat/the Chromatic Dragon). dNetHack's tanninim are based on D & D Obyrith and Pathfinder Qlippoth. Sartan tanninim are based on Thulgant and Augnagar Qlippoth. =_=_ Ancient of blessings Ancients of blessings are a possible inhabitant of an ancient-nupperibo-hellish seal. They are notable for the high potential melee damage from their many weapon attacks, the high potential damage to your armor and weapon enchantments, and their difficult-to-resist breath attack. The inhalation affects one valid target within 4 squares of the ancient at random. A target must not be a demon and have at least one blessed item in open inventory or have some other "blessing." The player character is considered to be blessed if: The ancient attempts to consume one blessing per 3 levels (5 blessings for a typical ancient). Consuming a blessing from the player, in order of preference: dNetHack ancients are very loosely based on D & D Ancient Baatorians. Only two examples of ancient baatorians were actually encountered during the period in which they were introduced: a nupperibo with constitution-draining tentacles (stated to be a metamorphosing, larval baatorian) and a shapeless thing that inhales light/reflectivity and life and exhales darkness. There were also said to be spined creatures frozen deep under the ice in Cania. A later source claimed that Zargon was another ancient baatorian, but Zargon originated over a decade before the later idea of ancient baatorians (and over two decades before the source tying them together) and is obviously unrelated. =_=_ Giant (monster attribute) Giants are a category of monster that appear in NetHack. Giants are denoted by the monster attribute flag < code > M2_GIANT < /code > - the artifact long sword Giantslayer grants a +1d5 to-hit bonus and double damage against monsters with the < code > M2_GIANT < /code > flag when wielded. Giants are also considered kebabable; you receive a +2 to-hit bonus for attacking giants with a weapon that uses the spear skill. Giants are carnivorous and either lawful or chaotic, and generally have low monster magic resistance. They are too huge to wear shirts, cloaks, and body armor, but they will pick up and wield weapons and wear other types of armor. All types of non-undead giant are part of the giant humanoid monster class, and thus represented by the glyph - they can pick up and throw boulders, and will break through locked doors. Giants that trigger rolling boulder traps will snatch the boulder if they are in its path, adding it to their inventory. Giant corpses, including those of unique giants, have a 50% chance of increasing your strength, similar to a non-cursed tin of spinach; this is treated as an intrinsic in addition to any others conferred by that giant. Despite sharing some of the above traits - such as their size, monster class, and their corpses giving strength bonuses - ettins and titans lack the < code > M2_GIANT < /code > flag and are not considered giants. In addition to the normal responses for humanoid monsters, chatting to a peaceful, non-undead giant may cause them to boast about their gem collection, complain about a mutton diet, or shout "Fee fi fo fum!" and guffaw; this last result has a chance of waking nearby sleeping monsters. Giants that are not undead can occasionally be generated in groups. They have a 50% chance of being created with a boulder, and are often generated with a small assortment of gems. Giants may be generated in throne rooms as early as dungeon level 13, and may appear when a throne at this depth or lower is looted. Giants are also eligible to appear in the Valkyrie quest and Caveman quest, which have the as the second quest class. Giants will often throw their boulder at you as soon as they can see you. Players can use these boulders as a defensive measure against other monsters, keeping them away and using ranged attacks to fire past the boulders and pick them off; boulders are especially useful for clogging up hallways. However, this will not impede the giants themselves, who can freely step over and pick up boulders. Giants can also generate with and/or pick up dangerous items and attack wands as well; on the other hand, their low MR leaves them very vulnerable to wands and spells themselves, and the only giants with any significant MR are the giant mummy and Lord Surtur. Giants are also usually slower than the player character at base speed, and you will likely have found a source of fast speed by the time you encounter them. Giant corpses and their strength bonuses are frequently sought after, especially by physically weaker roles and races; most non-elven characters will seek out giant corpses to continue increasing their strength once it has hit 18. However, giant corpses are also very high in nutrition, and their high nutrition presents a choking hazard. A tinning kit such as the one Archeologists start the game with is recommended, and additionally makes the corpses of giant zombies and mummies safe as well; unlike spinach, tins of giant meat provide a strength increase even if cursed. Cavemen and Valkyries in particular benefit from having hill giants and fire giants as their respective second quest monsters, and giant humanoids act as their second quest classes; this enables corpse farming, especially with the co-aligned sanctuary available to Cavemen, but also carries the danger that a randomly generated H may turn out to be a titan. While Archeologists and Priests can also access giant corpses as well as ettin corpses on their quest, their best source is the mummies and zombies, which are the respective second quest classes for them and only have a 3% chance of generation. Archaeologists have the advantage of starting with a tinning kit, and can makes these corpses safer to eat while not being satiated quickly - Priests will much prefer the gains from easily-farmed wraiths to intermittent strength increases. In NetHack 3.0.0, the various types of giants (minus the storm giant) were added, as well as their close relative, the titan, and the giant zombie and giant mummy. The "base" giant remains in the game's data, as the undead giants still leave behind a "giant corpse" upon defeat. The storm giant was introduced to the vanilla game in NetHack 3.3.0. Before that, it first appeared in SLASH 6, a variant of NetHack 3.1.3 and the last release of SLASH. In SLASH'EM, there is only a 25% chance that strength gain will occur when eating giant meat; this does not affect the chance of gaining any other intrinsics from the corpse. It is possible to encounter normally-generated "plain" giants as well. SLASH'EM also includes the giant court, a special type of throne room carried over from NetHack-- 3.1.3 that only contains giants, and introduces The Giant Caverns, a special level that houses several giants and a new unique giant, The Largest Giant. The gigant is a playable race added in Slash'EM Extended that is considered a sub-species of giant and shares some common traits, along with its corresponding player monster. They start the game with a boulder alongside the usual starting inventory for their role, and can pick up and throw more; however, they also start with incurable hunger. Gigants eating giant corpses are not considered cannibals, and the intrinsic hunger may allow them to get more out of the meal on average. For non-playable giants, Slash'EM Extended also reintroduces the large giant, a monster from NetHack-- that was not carried over from SLASH 6 and thus did not appear in the original SLASH'EM. The giant-themed special rooms and levels also return from SLASH'EM, and giants generated randomly outside of level creation for special levels and the quest branch will be peaceful towards gigants. In NetHack Fourk, giants are a playable race. Giants can be Barbarians, Cavemen, or Rangers. They can pick up and throw boulders, which makes it very easy for them to move past them in blocked-off corridors, and their size prevents them from wearing most normal armor. They move at half-speed and (aside from strength) have significantly lower attribute caps. EvilHack adds the giant as a playable race, which was adapted from SporkHack. Similar to the gigant from Slash'EM Extended above, giants start with intrinsic hunger and carry a boulder into the dungeon. Their starting inventories for each role are altered to account for their being too large for most body armor. In dNetHack, both the gnoll matriarch and siege ogre are given the < code > M2_GIANT < /code > tag. The retooled throne rooms also include various giants in the court, including the "plain" giant, if the ruler is a titan. =_=_ Ancient of vitality Ancients of vitality are a possible inhabitant of an ancient-nupperibo-hellish seal. They are notable for their disease-causing attacks and their extremely dangerous breath weapon. The inhalation affects one valid target within 4 squares of the ancient at random. A target must have at least one organic item in open inventory. The ancient attempts to consume the "death" of one organic item per 3 levels (5 items for a typical ancient). An item whose "death" is consumed fills with biting larvae, and may totally disintegrate (destroying the item and spawning strange larvae in the process). Stackable items are immediately consumed, while other items gain a level of larvae-infestation. Worn or wielded infested items bite the wearer each turn. If an item exceeds three levels of larvae infestation it disintegrates. Larvae-infested items gradually die again, losing one level of infestation every 10-18 turns. The exhalation overloads one living target within 8 squares with corrupt life energy. The target loses one level per item's "death" that was consumed by the inhalation. Each level lost transforms into a beauteous one that spawns adjacent to the target. An ancient of vitality poses a critical threat to the typical ascension kit. When facing an ancient of vitality it's best to immediately use an escape item and stash all organic items in a safe place before returning. As an added benefit, depriving the ancient of organic items to destroy also deprives it of its level-draining exhalation. However, since unicorn horns are organic, great care must be take to avoid dying of illness from the ancient's melee attacks. Crucially, dragon scale items are sufficiently inorganic to evade the ancients inhalation attack, so they may be used to great effect. dNetHack ancients are very loosely based on D & D Ancient Baatorians. Only two examples of ancient baatorians were actually encountered during the period in which they were introduced: a nupperibo with constitution-draining tentacles (stated to be a metamorphosing, larval baatorian) and a shapeless thing that inhales light/reflectivity and life and exhales darkness. There were also said to be spined creatures frozen deep under the ice in Cania. A later source claimed that Zargon was another ancient baatorian, but Zargon originated over a decade before the later idea of ancient baatorians (and over two decades before the source tying them together) and is obviously unrelated. =_=_ Ancient of corruption Ancients of corruption are a possible inhabitant of an ancient-nupperibo-hellish seal. They are notable for their many sliming and disease-causing attacks, their noticeable physical damage, and the wide variety of other status ailments they can inflict. The inhalation affects one valid target within 4 squares of the ancient at random. A valid target is one that lacks either fire or sickness resistance, and is not a green slime or slime remnant. The attack deals 1d6 damage per 3 levels of the ancient (so 5d6 for the typical ancient), doubled vs. wooden targets or targets that inherently resist cold damage and that are not fire resistant. If this damage kills the target, it becomes a slime remnant. In addition, if the player character was the target they become deathly ill, and if the target was a monster their max HP is reduced by a like amount. The ancient releases an 8x8 explosion of acidic slime which deals 1d12 damage per 3 levels of the ancient (so 5d12 for the typical ancient). Both acid resistance and slime resistance protect against the damage, but unless the target is slime resistant they are infected by sliming. dNetHack ancients are very loosely based on D & D Ancient Baatorians. Only two examples of ancient baatorians were actually encountered during the period in which they were introduced: a nupperibo with constitution-draining tentacles (stated to be a metamorphosing, larval baatorian) and a shapeless thing that inhales light/reflectivity and life and exhales darkness. There were also said to be spined creatures frozen deep under the ice in Cania. A later source claimed that Zargon was another ancient baatorian, but Zargon originated over a decade before the later idea of ancient baatorians (and over two decades before the source tying them together) and is obviously unrelated. That said, the ancient of corruption is based on Zargon's abilities. =_=_ Leprechaun (monster class) The leprechaun monster class contains monsters represented by the lowercase l () glyph. The leprechaun is the only member of this monster class. The leprechaun is among the many monsters present in the very first version of Hack by Andries Brouwer, along with "Hack for PDP-11" (which was based on an early draft). In early versions such as this and NetHack 1.3d, leprechuans used the glyph and had slightly different behavior: they would still attempt to attack players that closed in as they attempted to keep their distance. Some variants opt to further populate the leprechaun monster class so that it has more than one member. In variants featuring an object materials system, leprechauns are commonly given the additional ability to steal gold items. SLASH'EM introduces the leprechaun wizard, which has slightly better AC and the added ability to cast clerical monster spells. While leprechaun wizards do not spawn in leprechaun halls, leprechauns can grow up into leprechaun wizards - a leprechaun generated with a potion of gain level can quickly become an item-cursing annoyance. Both monsters can also hit as a +1 weapon. Slash'EM Extended adds several new monsters to the leprechaun class. Almost all of them have teleportitis and a gold theft attack - the sole exception is the pooka, which lacks any gold-stealing abilities but still has an item theft attack. The leprechaun is also one of the many playable races and has similar abilities to vanilla leprechauns, e.g. uncurable and uncontrollable teleportitis, increased chances of successful theft via the #borrow command, and a gold-stealing melee attack. Other leprechauns will usually generate peaceful towards them. In xNetHack version 3.0, leprechauns were previously merged into the class, with xNetHack changing the glyph for the lizard monster class to lowercase l () instead to avoid using a punctuation glyph; this is reverted as of version 6.0. < ref > xNetHack 6.0, commit 6f0e026 < /ref > Like other minor demons and fey creatures, leprechauns are subject to bonus damage from iron and silver weapons. Leprechauns are also capable of stealing gold items as well as gold pieces. =_=_ Giant =_=_ Talk:Giant =_=_ Talk:Giant (monster) Nagas are slithy, limbless monsters with thick hides that are classified as strong and capable of consuming meat; with the exception of black nagas, they are also omnivorous. Female nagas are oviparous and capable of laying eggs. All nagas have poison resistance, and you may gain the intrinsic from eating naga meat. All hatchlings are large, while all adult nagas are huge. Nagas are considered kebabable - you receive a +2 to-hit bonus when attacking them with a weapon that uses the spear skill. The naga monster class is the second quest class for the Rogue quest, and have a 3% chance to be generated within the branch. Naga hatchlings are neutral-aligned and do not randomly generate outside of certain branches with a neutral "bias" such as the Oracle and Sokoban. They can also hatch from naga eggs, and are sometimes generated peaceful towards neutral characters. The red naga hatchling and its adult form are infravisible. The hatchling has the least chance of all nagas to convey poison resistance from eating their corpse or tinned meat, but is also an early source of fire resistance. The black naga hatchling and its grown-up form are acidic - players eating their corpses will take damage, but their tinned meat is safe to consume. Black naga hatchlings and adults are also the only carnivorous members of the monster class. The red naga is the slowest of the adult nagas, with its speed matching that of an unhasted player. It is also the only chaotic naga. They are likely the first hostile monsters with a fire breath attack to be encountered in the dungeon. The golden naga is the sole spellcaster of the monster class, and a dangerous one at that. Their available spells include destroy armor, curse items and drain strength, and they may haste self and/or become invisible before you can catch sight of them. The guardian naga is the fastest of the nagas, and arguably the strongest - while they lack the golden naga's spellcasting prowess, they can paralyze you with their bite attack and wrap around to immobilize you, as well as spitting blinding venom. Guardian nagas are the second quest monster in the Rogue quest, and have a 14% chance to be generated within the branch. Several more guardian nagas will be generated upon entering each floor below the Home level. The Nāga (feminine "Nagi") are a supernatural race of half-human half-serpent beings that can occasionally take human form, and hold cultural significance in the folkloric traditions of many South Asian and Southeast Asian cultures over the past two millennia. Their most common depiction is that of a snake with a human head, used for their inclusion in Dungeons & Dragons (which NetHack draws from) - other iconagraphic depictions portray them as wholly human with snakes on the heads and necks, or even common serpents. Various south/southeastern Asian culture also portray Nāgas as having multiple usually-serpentine heads. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Deck of fate This is a SpliceHack item which grants random effects when you draw a card from it. The bad effects could kill you, and many of the good effects are minor, so overall it's a bad idea to draw from it. (Especially drawing multiple cards at once!) =_=_ Prayer/ko 축복받은 완전 회복의 물약처럼, 당신은 잃어버린 경험치 레벨을 1 (최대 잃어버린 레벨의 1/2까지) 획득하거나, 5 최대 체력을 얻습니다; 양자의 경우 모두 당신의 체력은 최대로 회복되며, 흡수당한 힘이 돌아오고, 당신의 영양이 900 미만일 경우 900으로 설정됩니다. (“You are surrounded by a golden glow.”) 텔레파시, 속도, 은신의 순서로 특성 하나를 얻습니다. 만약 당신이 이것들을 이미 다 가지고 있다면, 당신은 aligned priest에게 받는 것과 같이 특성 보호를 얻게 되지만, 이 경우에는 본래의 AC 제한이 적용되지 않습니다. (“Thou hast pleased me with thy progress, and thus I grant thee the gift of < intrinsic > ! Use it wisely in my name!”) 당신이 가장 필수적인 저항들을 이미 가지고 있다면, Crowning은 기도 타이머를 증가시키기 때문에 달갑지 않게 느껴질 수도 있습니다. 당신은 행운석을 버림으로써 운을 최대 10까지 떨어뜨릴 수 있고, crowning의 가능성을 감소(소멸시키는 것은 아닙니다)시킬 수 있습니다. If you don't have any reason to keep your alignment record high, you can prefer to lower it instead of Luck for the time of prayer. This allows you to receive all other profits from favors except for crowning, especially getting spellbooks (every time you'd be crowned instead). Sadly, there are only a few reliable ways to lower your alignment record anytime (without altering any other statistics). You can offer 0 zorkmids to a coaligned priest, pray at a cross-aligned altar (with no water on the altar), or heal your pet as a chaotic non-healer. Monks who know the spell of stone to flesh can eat lots of meatballs. Knights can lower alignment by eating while satiated; meatballs are best for this as well. In 3.6.1 you can also attack an enemy on a permanent or semi-permanent Elbereth (a weak attack on a sessile monster is recommended to make this method reusable). Don't forget to check your alignment for not being piously aligned with a stethoscope, wand of enlightenment or a wand of probing. Alignment record is increased very easily, so check it before every prayer. 당신은 단순히 기도할 수 없게 됩니다: "The very idea of praying to a < non-chaotic > god is repugnant to you." 질서라면 "사악한 생명체여, 그대가 감히 내게 부르짖는가?"라는 메시지를. 중립이라면 "Walk no more, perversion of nature!"라는 메시지를 받습니다. 그러고 나서 양자 모두 "You feel like you are falling apart." 라는 메시지를 받습니다. 당신은 (불변의 부적을 착용중인 상태라도) 원래 상태로 되돌아오고, 1d20의 피해를 입으며, 체력을 남용합니다. =_=_ Ancient of the burning wastes Ancients of the burning wastes are a possible inhabitant of an ancient-nupperibo-hellish seal. They are notable for their very dangerous 2-square-reach melee attack, difficult-to-resist breath attack, constant re-location, noticeable physical damage, and ability to relocate the character. When used against the player character, the character begins rotting to dust. While the first hit merely begins the process, subsequent hits reduce Constitution or Charisma by 1 to 6 points. If both scores are 3 or less after an instance of this damage, the character dies. This spell deals normal spellcasting damage (5d5 or 5 - 25, for the typical ancient of the burning wastes) to the target. This damage can be resisted both by half physical damage and half magical damage. The inhalation affects one valid target within 4 squares of the ancient at random. A valid target is one that is either not "anhydrous" or that has blood. The attack deals 1d5 damage per 3 levels of the ancient (so 5d5 for the typical ancient). If the target has blood and doesn't resist level drain, the attack also drains one level. All valid targets within 8 squares of the ancient are damaged. Valid targets are those that lack fire resistance or that are non-living. A target that is both non-living and lacks fire resistance takes double damage. The attack deals 1d5 damage per 3 levels of the ancient (so 5d5 for the typical ancient). Due to its constant relocation, it is difficult to confront an ancient of the burning wastes with melee attacks. Strong ranged attacks may be used, though many spells and wands are blocked by the ancient's reflection. If the player finds it difficult to confront the ancient, they would be well-advised to use an escape item to retreat and obtain sustain ability to avoid being killed by mummy rot. dNetHack ancients are very loosely based on D & D Ancient Baatorians. Only two examples of ancient baatorians were actually encountered during the period in which they were introduced: a nupperibo with constitution-draining tentacles (stated to be a metamorphosing, larval baatorian) and a shapeless thing that inhales light/reflectivity and life and exhales darkness. There were also said to be spined creatures frozen deep under the ice in Cania. A later source claimed that Zargon was another ancient baatorian, but Zargon originated over a decade before the later idea of ancient baatorians (and over two decades before the source tying them together) and is obviously unrelated. =_=_ Aligned cleric =_=_ Dwarf leader =_=_ Ancient of thought Ancients of thought are a possible inhabitant of an ancient-nupperibo-hellish seal. They are notable for their painful stings, their ability to pick up and throw boulders, and their extremely dangerous breath attacks. The player character instead begins screaming. This alerts all monsters on the level of your true position, and prevents talking, spellcasting, and scroll-reading (syllables of power can still be used). The inhalation affects one non-mindless target within 4 squares of the ancient at random. The player character is never considered to be mindless, even if polymorphed into a mindless form. The attack deals 1-5 (1d5) intelligence damage. This damage may cause the character to die of brainlessness. Higher-level ancients gain 1 face on the die per 3 levels (e.g., 1d6 damage at 18th level). Half spell damage and vaul reduce this damage. Dunce caps protect against this damage, but non-artifact dunce caps are disenchanted and eventually destroyed at -5 enchantment. The exhalation affects one living, non-mindless target within 8 squares of the ancient. The player character will be targeted if in range, otherwise the target is chosen randomly. Targets with less than 100 current HP are killed outright, targets with more than 100 current HP are instead heavily damaged. If the character is targeted, they may begin panicking. The breath attack is extremely dangerous. If the character is vulnerable to one or both components of the attack, it is wise to use an escape item and come back with sustain ability and/or a dunce cap. A dunce cap also prevents the exhalation from occurring, so it should be preferred for most characters. dNetHack ancients are very loosely based on D & D Ancient Baatorians. Only two examples of ancient baatorians were actually encountered during the period in which they were introduced: a nupperibo with constitution-draining tentacles (stated to be a metamorphosing, larval baatorian) and a shapeless thing that inhales light/reflectivity and life and exhales darkness. There were also said to be spined creatures frozen deep under the ice in Cania. A later source claimed that Zargon was another ancient baatorian, but Zargon originated over a decade before the later idea of ancient baatorians (and over two decades before the source tying them together) and is obviously unrelated. That said, the ancient of corruption is based on Zargon's abilities. =_=_ Mirror Brand =_=_ Kamerel vajra =_=_ Khakkhara =_=_ Naberius =_=_ Witness You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Spell of invisibility =_=_ Spell of create monster =_=_ Incantifier =_=_ Clockwork Automaton You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User talk:Guiltypanacea You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Amulets of life saving =_=_ Potions of gain level =_=_ Hell vault You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. I'm on NAO and I'm playing NetHack on Ubuntu (GNOME) Terminal. I enabled curses interface, but some items/monsters/dungeon features are using their own color, not colors I set on Terminal preference. How can I force curses interface to use Terminal colors? --NDos (talk) 09:12, 24 June 2021 (UTC) =_=_ User talk:Linkhyrule5 You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User talk:Stoicjin You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Wand of psionics The wand of psionics is an attack wand in SpliceHack. It cannot be reflected and does 6d6 damage and stuns if you zap yourself. The wand otherwise works similarly to the cone of cold spell. The message when engraving is "The bugs on the floor run around in circles!". =_=_ Talk:Dilution =_=_ Spell of polymorph =_=_ User talk:Wishstudio You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Artiwishing =_=_ The NetHack Challenge The NetHack Challenge is a competition at NeurIPS 2021 in which teams compete to build the best agents to play the game of NetHack 3.6.6, using the NetHack Learning Environment (NLE). It runs from June 9th to October 31st 2021, and is organised by AI Researchers from Facebook AI Research, University College London, the University of Oxford, NYU and AIcrowd. The challenge invites entrants, using any method they choose, to develop agents that can reliably either beat the full game of NetHack or achieve as high a score as possible. No restrictions are placed on how the agent is trained and contestants will use their own hardware. Evaluation will be performed in a controlled setting on AIcrowd who run the competition through their platform. The competition is designed to offer machine learning students, researchers and NetHack-bot builders the opportunity to participate in a grand challenge in AI - without prohibitive computational costs - and comes with a prize pool of $15,000. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Talk:Magic trap =_=_ David's treasure zoo =_=_ Spell of teleportation =_=_ File:X11-character-selection-dialog.png =_=_ Spell of detect monsters =_=_ Orb of maintenance The orb of maintenance is a magical tool that appears in NetHack brass. It appears as a "glass orb" when unidentified. Applying an orb of enchantment with charges allows you to repair erosion on a selected object. The effect is dependent on beatitude - an uncursed orb reduces erosion, a blessed orb completely repairs the item, and a cursed orb increases erosion. All non-crystal ball glass orbs have a base price of 750 zm, making it trivial to distinguish them from crystal balls via price identification - beyond this, all glass orbs weigh 75 aum, meaning that the three non-crystal ball orbs can only be distinguished through formal identification or use-testing. The latter is risky since you may possibly trigger an orb of destruction. =_=_ User:Darth l33t/To-hit When attacking a monster in NetHack, you must make a successful to-hit roll to actually strike it. To do this, your to-hit bonus must exceed the roll of 1d20. Otherwise, your attack misses. These are some of the factors that might affect your chance of hitting when throwing or kicking items, or when applying a polearm: The to-hit calculation for spells is quite different. For ray spells, your to-hit bonus must exceed the result of 4 minus 1d20. Non-ray spells work differently - will hit if the roll of a d20 is lower than (10 + target's AC), with no modification for dexterity or skill. Other beam and non-directional spells will always hit, but may be resisted. The two weapon combat penalty applies to melee attacks only. It uses the lesser of the two weapon combat skill and your primary weapon's skill. SporkHack does grant to-hit bonues for bare-hands or martial arts skill when hitting in melee without any wielded item. Monks and Samurai get the martial arts bonus; other roles get the bare hands bonus. =_=_ Ulch! That potion smells terrible! =_=_ Category:Pages with missing directory in Refsrc This category contains pages using Template:Refsrc that reference a NetHack 3.6+ filename without a directory. This likely results in a 404 page on GitHub. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ File:Paladin.gif =_=_ File:Champion.gif You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ Gold dragon scales Gold dragon scales are a type of dragon scales that might be dropped by a gold dragon. They emit light when worn, in a radius dependent on beatitude: 1 if cursed, 2 if uncursed, and 3 if blessed. =_=_ Gold dragon scale mail Gold dragon scale mail, is a type of dragon scale mail. It emits light when worn, in a radius dependent on beatitude: 2 if cursed, 3 if uncursed, and 4 if blessed. Notably, this is the only way in the game to obtain a permanent source of radius 4 light. Note that "GDSM" may be used to describe gold dragon scale mail, but more likely refers to gray dragon scale mail. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. In Crystal_ball I read result messages like "below/above you". For my understanding, there must be a way to select a portal. How can I search for the portal to Fort Ludios and avoid results about the Quest portal? --Plenz (talk) 21:00, 28 July 2021 (UTC) =_=_ Eldritch ki-rin The eldritch ki-rin is a monster that appears in EvilHack. It is a "fallen" variant of the standard ki-rin, and thus cannot be tamed by lawful Knights. =_=_ Forum:Monsters and wands and potions and scrolls =_=_ Crysknives =_=_ Forum:Terrain and msgtype do not work in the windows tiles version of 3.6.0 You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters. =_=_ User:Mobileuser/Infidel Below are lists of Infidel challenges and advantages. The challenges pertain mostly to the early and mid game, the advantages mostly to the mid and late game. =_=_ User talk:Mobileuser/Infidel =_=_ Z-score Z-score is meant to provide an altenative to using score to rank players, since score is not a reliable measure of ability. It is compiled by looking at all of a player's ascensions and assigning 1 point for the first ascension of a role, 1/2 a point for the second ascension, 1/3 for the third, and so on. Z-score encourages playing the complete set of roles rather than repeatedly ascending the same role. For example: It also encourages ascending multiple variants, since each one has its own Z-score table. The Nethack Scoreboard has an aggregate Z-score table with links to tables for each tracked variant. =_=_ Z score =_=_ User talk:Const You can put < nowiki > < /nowiki > on your user page to link to your NAO player account. Capitalization matters.